mangos/src/game/Object/GameObject.h
2020-01-09 12:44:07 +00:00

768 lines
33 KiB
C++

/**
* MaNGOS is a full featured server for World of Warcraft, supporting
* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
*
* Copyright (C) 2005-2020 MaNGOS <https://getmangos.eu>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* World of Warcraft, and all World of Warcraft or Warcraft art, images,
* and lore are copyrighted by Blizzard Entertainment, Inc.
*/
#ifndef MANGOSSERVER_GAMEOBJECT_H
#define MANGOSSERVER_GAMEOBJECT_H
#include "Common.h"
#include "SharedDefines.h"
#include "Object.h"
#include "LootMgr.h"
#include "Utilities/EventProcessor.h"
// GCC have alternative #pragma pack(N) syntax and old gcc version not support pack(push,N), also any gcc version not support it at some platform
#if defined( __GNUC__ )
#pragma pack(1)
#else
#pragma pack(push,1)
#endif
// from `gameobject_template`
struct GameObjectInfo
{
uint32 id;
uint32 type;
uint32 displayId;
char* name;
uint32 faction;
uint32 flags;
float size;
union // different GO types have different data field
{
// 0 GAMEOBJECT_TYPE_DOOR
struct
{
uint32 startOpen; // 0 used client side to determine GO_ACTIVATED means open/closed
uint32 lockId; // 1 -> Lock.dbc
uint32 autoCloseTime; // 2 secs till autoclose = autoCloseTime / 0x10000
uint32 noDamageImmune; // 3 break opening whenever you recieve damage?
uint32 openTextID; // 4 can be used to replace castBarCaption?
uint32 closeTextID; // 5
} door;
// 1 GAMEOBJECT_TYPE_BUTTON
struct
{
uint32 startOpen; // 0
uint32 lockId; // 1 -> Lock.dbc
uint32 autoCloseTime; // 2 secs till autoclose = autoCloseTime / 0x10000
uint32 linkedTrapId; // 3
uint32 noDamageImmune; // 4 isBattlegroundObject
uint32 large; // 5
uint32 openTextID; // 6 can be used to replace castBarCaption?
uint32 closeTextID; // 7
uint32 losOK; // 8
} button;
// 2 GAMEOBJECT_TYPE_QUESTGIVER
struct
{
uint32 lockId; // 0 -> Lock.dbc
uint32 questList; // 1
uint32 pageMaterial; // 2
uint32 gossipID; // 3
uint32 customAnim; // 4
uint32 noDamageImmune; // 5
uint32 openTextID; // 6 can be used to replace castBarCaption?
uint32 losOK; // 7
uint32 allowMounted; // 8
uint32 large; // 9
} questgiver;
// 3 GAMEOBJECT_TYPE_CHEST
struct
{
uint32 lockId; // 0 -> Lock.dbc
uint32 lootId; // 1
uint32 chestRestockTime; // 2
uint32 consumable; // 3
uint32 minSuccessOpens; // 4
uint32 maxSuccessOpens; // 5
uint32 eventId; // 6 lootedEvent
uint32 linkedTrapId; // 7
uint32 questId; // 8 not used currently but store quest required for GO activation for player
uint32 level; // 9
uint32 losOK; // 10
uint32 leaveLoot; // 11
uint32 notInCombat; // 12
uint32 logLoot; // 13
uint32 openTextID; // 14 can be used to replace castBarCaption?
uint32 groupLootRules; // 15
} chest;
// 4 GAMEOBJECT_TYPE_BINDER - empty
// 5 GAMEOBJECT_TYPE_GENERIC
struct
{
uint32 floatingTooltip; // 0
uint32 highlight; // 1
uint32 serverOnly; // 2
uint32 large; // 3
uint32 floatOnWater; // 4
uint32 questID; // 5
} _generic;
// 6 GAMEOBJECT_TYPE_TRAP
struct
{
uint32 lockId; // 0 -> Lock.dbc
uint32 level; // 1
uint32 radius; // 2 radius for trap activation
uint32 spellId; // 3
uint32 charges; // 4 need respawn (if > 0)
uint32 cooldown; // 5 time in secs
uint32 autoCloseTime; //6 secs till autoclose = autoCloseTime / IN_MILLISECONDS (previous was 0x10000)
uint32 startDelay; // 7
uint32 serverOnly; // 8
uint32 stealthed; // 9
uint32 large; // 10
uint32 stealthAffected; // 11
uint32 openTextID; // 12 can be used to replace castBarCaption?
uint32 closeTextID; // 13
} trap;
// 7 GAMEOBJECT_TYPE_CHAIR
struct
{
uint32 slots; // 0
uint32 height; // 1
uint32 onlyCreatorUse; // 2
} chair;
// 8 GAMEOBJECT_TYPE_SPELL_FOCUS
struct
{
uint32 focusId; // 0
uint32 dist; // 1
uint32 linkedTrapId; // 2
uint32 serverOnly; // 3
uint32 questID; // 4
uint32 large; // 5
} spellFocus;
// 9 GAMEOBJECT_TYPE_TEXT
struct
{
uint32 pageID; // 0
uint32 language; // 1
uint32 pageMaterial; // 2
uint32 allowMounted; // 3
} text;
// 10 GAMEOBJECT_TYPE_GOOBER
struct
{
uint32 lockId; // 0 -> Lock.dbc
uint32 questId; // 1
uint32 eventId; // 2
uint32 autoCloseTime; //3 secs till autoclose = autoCloseTime / IN_MILLISECONDS (previous was 0x10000)
uint32 customAnim; // 4
uint32 consumable; // 5
uint32 cooldown; // 6
uint32 pageId; // 7
uint32 language; // 8
uint32 pageMaterial; // 9
uint32 spellId; // 10
uint32 noDamageImmune; // 11
uint32 linkedTrapId; // 12
uint32 large; // 13
uint32 openTextID; // 14 can be used to replace castBarCaption?
uint32 closeTextID; // 15
uint32 losOK; // 16 isBattlegroundObject
uint32 allowMounted; // 17
uint32 floatingTooltip; // 18
uint32 gossipID; // 19
} goober;
// 11 GAMEOBJECT_TYPE_TRANSPORT
struct
{
uint32 pause; // 0
uint32 startOpen; // 1
uint32 autoCloseTime; //2 secs till autoclose = autoCloseTime / IN_MILLISECONDS (previous was 0x10000)
} transport;
// 12 GAMEOBJECT_TYPE_AREADAMAGE
struct
{
uint32 lockId; // 0
uint32 radius; // 1
uint32 damageMin; // 2
uint32 damageMax; // 3
uint32 damageSchool; // 4
uint32 autoCloseTime; //5 secs till autoclose = autoCloseTime / IN_MILLISECONDS (previous was 0x10000)
uint32 openTextID; // 6
uint32 closeTextID; // 7
} areadamage;
// 13 GAMEOBJECT_TYPE_CAMERA
struct
{
uint32 lockId; // 0 -> Lock.dbc
uint32 cinematicId; // 1
uint32 eventID; // 2
uint32 openTextID; // 3 can be used to replace castBarCaption?
} camera;
// 14 GAMEOBJECT_TYPE_MAPOBJECT - empty
// 15 GAMEOBJECT_TYPE_MO_TRANSPORT
struct
{
uint32 taxiPathId; // 0
uint32 moveSpeed; // 1
uint32 accelRate; // 2
uint32 startEventID; // 3
uint32 stopEventID; // 4
uint32 transportPhysics; // 5
uint32 mapID; // 6
} moTransport;
// 16 GAMEOBJECT_TYPE_DUELFLAG - empty
// 17 GAMEOBJECT_TYPE_FISHINGNODE
struct
{
uint32 _data0; // 0
uint32 lootId; // 1
} fishnode;
// 18 GAMEOBJECT_TYPE_SUMMONING_RITUAL
struct
{
uint32 reqParticipants; // 0
uint32 spellId; // 1
uint32 animSpell; // 2
uint32 ritualPersistent; // 3
uint32 casterTargetSpell; // 4
uint32 casterTargetSpellTargets; // 5
uint32 castersGrouped; // 6
uint32 ritualNoTargetCheck; // 7
} summoningRitual;
// 19 GAMEOBJECT_TYPE_MAILBOX - empty
// 20 GAMEOBJECT_TYPE_AUCTIONHOUSE
struct
{
uint32 actionHouseID; // 0
} auctionhouse;
// 21 GAMEOBJECT_TYPE_GUARDPOST
struct
{
uint32 creatureID; // 0
uint32 charges; // 1
} guardpost;
// 22 GAMEOBJECT_TYPE_SPELLCASTER
struct
{
uint32 spellId; // 0
uint32 charges; // 1
uint32 partyOnly; // 2
} spellcaster;
// 23 GAMEOBJECT_TYPE_MEETINGSTONE
struct
{
uint32 minLevel; // 0
uint32 maxLevel; // 1
uint32 areaID; // 2
} meetingstone;
// 24 GAMEOBJECT_TYPE_FLAGSTAND
struct
{
uint32 lockId; // 0
uint32 pickupSpell; // 1
uint32 radius; // 2
uint32 returnAura; // 3
uint32 returnSpell; // 4
uint32 noDamageImmune; // 5
uint32 openTextID; // 6
uint32 losOK; // 7
} flagstand;
// 25 GAMEOBJECT_TYPE_FISHINGHOLE
struct
{
uint32 radius; // 0 how close bobber must land for sending loot
uint32 lootId; // 1
uint32 minSuccessOpens; // 2
uint32 maxSuccessOpens; // 3
uint32 lockId; // 4 -> Lock.dbc; possibly 1628 for all?
} fishinghole;
// 26 GAMEOBJECT_TYPE_FLAGDROP
struct
{
uint32 lockId; // 0
uint32 eventID; // 1
uint32 pickupSpell; // 2
uint32 noDamageImmune; // 3
uint32 openTextID; // 4
} flagdrop;
// 27 GAMEOBJECT_TYPE_MINI_GAME
struct
{
uint32 gameType; // 0
} miniGame;
// 29 GAMEOBJECT_TYPE_CAPTURE_POINT
struct
{
uint32 radius; // 0
uint32 spell; // 1
uint32 worldState1; // 2
uint32 worldState2; // 3
uint32 winEventID1; // 4
uint32 winEventID2; // 5
uint32 contestedEventID1; // 6
uint32 contestedEventID2; // 7
uint32 progressEventID1; // 8
uint32 progressEventID2; // 9
uint32 neutralEventID1; // 10
uint32 neutralEventID2; // 11
uint32 neutralPercent; // 12
uint32 worldState3; // 13
uint32 minSuperiority; // 14
uint32 maxSuperiority; // 15
uint32 minTime; // 16
uint32 maxTime; // 17
uint32 large; // 18
uint32 highlight; // 19
} capturePoint;
// 30 GAMEOBJECT_TYPE_AURA_GENERATOR
struct
{
uint32 startOpen; // 0
uint32 radius; // 1
uint32 auraID1; // 2
uint32 conditionID1; // 3
uint32 auraID2; // 4
uint32 conditionID2; // 5
uint32 serverOnly; // 6
} auraGenerator;
// not use for specific field access (only for output with loop by all filed), also this determinate max union size
struct
{
uint32 data[24];
} raw;
};
uint32 MinMoneyLoot;
uint32 MaxMoneyLoot;
//uint32 ScriptId;
// helpers
bool IsDespawnAtAction() const
{
switch (type)
{
case GAMEOBJECT_TYPE_CHEST: return chest.consumable;
case GAMEOBJECT_TYPE_GOOBER: return goober.consumable;
default: return false;
}
}
uint32 GetLockId() const
{
switch (type)
{
case GAMEOBJECT_TYPE_DOOR: return door.lockId;
case GAMEOBJECT_TYPE_BUTTON: return button.lockId;
case GAMEOBJECT_TYPE_QUESTGIVER: return questgiver.lockId;
case GAMEOBJECT_TYPE_CHEST: return chest.lockId;
case GAMEOBJECT_TYPE_TRAP: return trap.lockId;
case GAMEOBJECT_TYPE_GOOBER: return goober.lockId;
case GAMEOBJECT_TYPE_AREADAMAGE: return areadamage.lockId;
case GAMEOBJECT_TYPE_CAMERA: return camera.lockId;
case GAMEOBJECT_TYPE_FLAGSTAND: return flagstand.lockId;
case GAMEOBJECT_TYPE_FISHINGHOLE: return fishinghole.lockId;
case GAMEOBJECT_TYPE_FLAGDROP: return flagdrop.lockId;
default: return 0;
}
}
bool GetDespawnPossibility() const // despawn at targeting of cast?
{
switch (type)
{
case GAMEOBJECT_TYPE_DOOR: return door.noDamageImmune;
case GAMEOBJECT_TYPE_BUTTON: return button.noDamageImmune;
case GAMEOBJECT_TYPE_QUESTGIVER: return questgiver.noDamageImmune;
case GAMEOBJECT_TYPE_GOOBER: return goober.noDamageImmune;
case GAMEOBJECT_TYPE_FLAGSTAND: return flagstand.noDamageImmune;
case GAMEOBJECT_TYPE_FLAGDROP: return flagdrop.noDamageImmune;
default: return true;
}
}
uint32 GetCharges() const // despawn at uses amount
{
switch (type)
{
case GAMEOBJECT_TYPE_TRAP: return trap.charges;
case GAMEOBJECT_TYPE_GUARDPOST: return guardpost.charges;
case GAMEOBJECT_TYPE_SPELLCASTER: return spellcaster.charges;
default: return 0;
}
}
uint32 GetCooldown() const // not triggering at detection target or use until coolodwn expire
{
switch (type)
{
case GAMEOBJECT_TYPE_TRAP: return trap.cooldown;
case GAMEOBJECT_TYPE_GOOBER: return goober.cooldown;
default: return 0;
}
}
uint32 GetLinkedGameObjectEntry() const
{
switch (type)
{
case GAMEOBJECT_TYPE_BUTTON: return button.linkedTrapId;
case GAMEOBJECT_TYPE_CHEST: return chest.linkedTrapId;
case GAMEOBJECT_TYPE_SPELL_FOCUS: return spellFocus.linkedTrapId;
case GAMEOBJECT_TYPE_GOOBER: return goober.linkedTrapId;
default: return 0;
}
}
uint32 GetAutoCloseTime() const
{
uint32 autoCloseTime = 0;
switch (type)
{
case GAMEOBJECT_TYPE_DOOR: autoCloseTime = door.autoCloseTime; break;
case GAMEOBJECT_TYPE_BUTTON: autoCloseTime = button.autoCloseTime; break;
case GAMEOBJECT_TYPE_TRAP: autoCloseTime = trap.autoCloseTime; break;
case GAMEOBJECT_TYPE_GOOBER: autoCloseTime = goober.autoCloseTime; break;
case GAMEOBJECT_TYPE_TRANSPORT: autoCloseTime = transport.autoCloseTime; break;
case GAMEOBJECT_TYPE_AREADAMAGE: autoCloseTime = areadamage.autoCloseTime; break;
default: break;
}
return autoCloseTime / 0x10000;
}
uint32 GetLootId() const
{
switch (type)
{
case GAMEOBJECT_TYPE_CHEST: return chest.lootId;
case GAMEOBJECT_TYPE_FISHINGHOLE: return fishinghole.lootId;
default: return 0;
}
}
uint32 GetGossipMenuId() const
{
switch (type)
{
case GAMEOBJECT_TYPE_QUESTGIVER: return questgiver.gossipID;
case GAMEOBJECT_TYPE_GOOBER: return goober.gossipID;
default: return 0;
}
}
};
// GCC have alternative #pragma pack() syntax and old gcc version not support pack(pop), also any gcc version not support it at some platform
#if defined( __GNUC__ )
#pragma pack()
#else
#pragma pack(pop)
#endif
struct GameObjectLocale
{
std::vector<std::string> Name;
};
// client side GO show states
enum GOState
{
GO_STATE_ACTIVE = 0x00, // show in world as used and not reset (closed door open)
GO_STATE_READY = 0x01, // show in world as ready (closed door close)
GO_STATE_ACTIVE_ALTERNATIVE = 0x02, // show in world as used in alt way and not reset (closed door open by cannon fire)
};
#define MAX_GO_STATE 3
// from `gameobject`
struct GameObjectData
{
uint32 id; // entry in gameobject_template
uint32 mapid;
float posX;
float posY;
float posZ;
float orientation;
float rotation0; // i component of rotation quaternion
float rotation1; // j
float rotation2; // k
float rotation3; // w
int32 spawntimesecs;
uint32 animprogress;
GOState go_state;
};
// For containers: [GO_NOT_READY]->GO_READY (close)->GO_ACTIVATED (open) ->GO_JUST_DEACTIVATED->GO_READY -> ...
// For bobber: [GO_NOT_READY]->GO_READY (close)->GO_ACTIVATED (open) ->GO_JUST_DEACTIVATED-><deleted>
// For door(closed):[GO_NOT_READY]->GO_READY (close)->GO_ACTIVATED (open) ->GO_JUST_DEACTIVATED->GO_READY(close) -> ...
// For door(open): [GO_NOT_READY]->GO_READY (open) ->GO_ACTIVATED (close)->GO_JUST_DEACTIVATED->GO_READY(open) -> ...
enum LootState
{
GO_NOT_READY = 0,
GO_READY, // can be ready but despawned, and then not possible activate until spawn
GO_ACTIVATED,
GO_JUST_DEACTIVATED
};
enum CapturePointState
{
CAPTURE_STATE_NEUTRAL = 0,
CAPTURE_STATE_PROGRESS_ALLIANCE,
CAPTURE_STATE_PROGRESS_HORDE,
CAPTURE_STATE_CONTEST_ALLIANCE,
CAPTURE_STATE_CONTEST_HORDE,
CAPTURE_STATE_WIN_ALLIANCE,
CAPTURE_STATE_WIN_HORDE
};
enum CapturePointSliderValue
{
CAPTURE_SLIDER_ALLIANCE = 100, // full alliance
CAPTURE_SLIDER_HORDE = 0, // full horde
CAPTURE_SLIDER_MIDDLE = 50 // middle
};
class Unit;
class GameObjectModel;
namespace G3D
{
class Quat;
};
struct GameObjectDisplayInfoEntry;
// 5 sec for bobber catch
#define FISHING_BOBBER_READY_TIME 5
#define GO_ANIMPROGRESS_DEFAULT 100 // in 3.x 0xFF
class GameObject : public WorldObject
{
public:
explicit GameObject();
~GameObject();
void AddToWorld() override;
void RemoveFromWorld() override;
void CleanupsBeforeDelete() override;
bool Create(uint32 guidlow, uint32 name_id, Map* map, float x, float y, float z, float ang,
float rotation0 = 0.0f, float rotation1 = 0.0f, float rotation2 = 0.0f, float rotation3 = 0.0f, uint32 animprogress = GO_ANIMPROGRESS_DEFAULT, GOState go_state = GO_STATE_READY);
void Update(uint32 update_diff, uint32 p_time) override;
GameObjectInfo const* GetGOInfo() const { return m_goInfo; }
void SetGOInfo(GameObjectInfo const* pg) { m_goInfo = pg; }
bool IsTransport() const;
bool HasStaticDBSpawnData() const; // listed in `gameobject` table and have fixed in DB guid
// rotation methods
void GetQuaternion(G3D::Quat& q) const;
void SetQuaternion(G3D::Quat const& q);
float GetOrientationFromQuat(G3D::Quat const& q);
void SetDisplayId(uint32 model_id);
// overwrite WorldObject function for proper name localization
const char* GetNameForLocaleIdx(int32 locale_idx) const override;
void SaveToDB();
void SaveToDB(uint32 mapid);
bool LoadFromDB(uint32 guid, Map* map);
virtual void DeleteFromDB();
void SetOwnerGuid(ObjectGuid ownerGuid)
{
m_spawnedByDefault = false; // all object with owner is despawned after delay
SetGuidValue(OBJECT_FIELD_CREATED_BY, ownerGuid);
}
ObjectGuid const& GetOwnerGuid() const { return GetGuidValue(OBJECT_FIELD_CREATED_BY); }
Unit* GetOwner() const;
bool IsControlledByPlayer() const override
{
return GetOwnerGuid().IsPlayer();
}
void SetSpellId(uint32 id)
{
m_spawnedByDefault = false; // all summoned object is despawned after delay
m_spellId = id;
}
uint32 GetSpellId() const { return m_spellId;}
time_t GetRespawnTime() const { return m_respawnTime; }
time_t GetRespawnTimeEx() const
{
time_t now = time(NULL);
if (m_respawnTime > now)
{ return m_respawnTime; }
else
{ return now; }
}
void SetRespawnTime(time_t respawn)
{
m_respawnTime = respawn > 0 ? time(NULL) + respawn : 0;
m_respawnDelayTime = respawn > 0 ? uint32(respawn) : 0;
}
void Respawn();
bool isSpawned() const
{
return m_respawnDelayTime == 0 ||
(m_respawnTime > 0 && !m_spawnedByDefault) ||
(m_respawnTime == 0 && m_spawnedByDefault);
}
bool isSpawnedByDefault() const { return m_spawnedByDefault; }
void SetSpawnedByDefault(bool b) { m_spawnedByDefault = b; }
uint32 GetRespawnDelay() const { return m_respawnDelayTime; }
void Refresh();
void Delete();
// Functions spawn/remove gameobject with DB guid in all loaded map copies (if point grid loaded in map)
static void AddToRemoveListInMaps(uint32 db_guid, GameObjectData const* data);
static void SpawnInMaps(uint32 db_guid, GameObjectData const* data);
GameobjectTypes GetGoType() const { return GameobjectTypes(GetUInt32Value(GAMEOBJECT_TYPE_ID)); }
void SetGoType(GameobjectTypes type) { SetUInt32Value(GAMEOBJECT_TYPE_ID, type); }
GOState GetGoState() const { return GOState(GetUInt32Value(GAMEOBJECT_STATE)); }
void SetGoState(GOState state);
uint32 GetGoArtKit() const { return GetUInt32Value(GAMEOBJECT_ARTKIT); }
void SetGoArtKit(uint32 artkit) { SetUInt32Value(GAMEOBJECT_ARTKIT, artkit); }
uint32 GetGoAnimProgress() const { return GetUInt32Value(GAMEOBJECT_ANIMPROGRESS); }
void SetGoAnimProgress(uint32 animprogress) { SetUInt32Value(GAMEOBJECT_ANIMPROGRESS, animprogress); }
uint32 GetDisplayId() const { return GetUInt32Value(GAMEOBJECT_DISPLAYID); }
void SetDisplayIdx(uint32 modelId);
void SendGameObjectCustomAnim(uint32 animId = 0);
void SendGameObjectReset();
float GetObjectBoundingRadius() const override; // overwrite WorldObject version
void Use(Unit* user);
void RollIfMineralVein();
uint32 RollMineralVein(uint32 entry);
LootState getLootState() const { return m_lootState; }
void SetLootState(LootState s);
void AddToSkillupList(Player* player);
bool IsInSkillupList(Player* player) const;
void ClearSkillupList() { m_SkillupSet.clear(); }
void ClearAllUsesData()
{
ClearSkillupList();
m_useTimes = 0;
m_firstUser.Clear();
m_UniqueUsers.clear();
}
void AddUniqueUse(Player* player);
void AddUse() { ++m_useTimes; }
uint32 GetUseCount() const { return m_useTimes; }
uint32 GetUniqueUseCount() const { return m_UniqueUsers.size(); }
void SaveRespawnTime() override;
// Loot System
Loot loot;
void StartGroupLoot(Group* group, uint32 timer) override;
ObjectGuid GetLootRecipientGuid() const { return m_lootRecipientGuid; }
uint32 GetLootGroupRecipientId() const { return m_lootGroupRecipientId; }
Player* GetLootRecipient() const; // use group cases as prefered
Group* GetGroupLootRecipient() const;
bool HasLootRecipient() const { return m_lootGroupRecipientId || !m_lootRecipientGuid.IsEmpty(); }
bool IsGroupLootRecipient() const { return m_lootGroupRecipientId; }
void SetLootRecipient(Unit* pUnit);
Player* GetOriginalLootRecipient() const; // ignore group changes/etc, not for looting
bool HasQuest(uint32 quest_id) const override;
bool HasInvolvedQuest(uint32 quest_id) const override;
bool ActivateToQuest(Player* pTarget) const;
void UseDoorOrButton(uint32 time_to_restore = 0, bool alternative = false);
// 0 = use `gameobject`.`spawntimesecs`
void ResetDoorOrButton();
bool IsHostileTo(Unit const* unit) const override;
bool IsFriendlyTo(Unit const* unit) const override;
void SummonLinkedTrapIfAny();
void TriggerLinkedGameObject(Unit* target);
bool IsVisibleForInState(Player const* u, WorldObject const* viewPoint, bool inVisibleList) const override;
bool IsCollisionEnabled() const; // Check if a go should collide. Like if a door is closed
GameObject* LookupFishingHoleAround(float range);
void SetCapturePointSlider(float value, bool isLocked);
float GetCapturePointSliderValue() const { return m_captureSlider; }
float GetInteractionDistance() const; // Get the maximum distance for a GO to interact with
uint32 GetScriptId();
GridReference<GameObject>& GetGridRef() { return m_gridRef; }
GameObjectModel* m_model;
protected:
uint32 m_spellId;
time_t m_respawnTime; // (secs) time of next respawn (or despawn if GO have owner()),
uint32 m_respawnDelayTime; // (secs) if 0 then current GO state no dependent from timer
LootState m_lootState;
bool m_spawnedByDefault;
time_t m_cooldownTime; // used as internal reaction delay time store (not state change reaction).
// For traps/goober this: spell casting cooldown, for doors/buttons: reset time.
uint32 m_captureTimer; // (msecs) timer used for capture points
float m_captureSlider; // capture point slider value in range of [0..100]
CapturePointState m_captureState;
GuidSet m_SkillupSet; // players that already have skill-up at GO use
uint32 m_useTimes; // amount uses/charges triggered - also used for health for DESTRUCTIBLE_BUILDING
// collected only for GAMEOBJECT_TYPE_SUMMONING_RITUAL
ObjectGuid m_firstUser; // first GO user, in most used cases owner, but in some cases no, for example non-summoned multi-use GAMEOBJECT_TYPE_SUMMONING_RITUAL
GuidSet m_UniqueUsers; // all players who use item, some items activated after specific amount unique uses
GameObjectInfo const* m_goInfo;
// Loot System
uint32 m_groupLootTimer; // (msecs)timer used for group loot
uint32 m_groupLootId; // used to find group which is looting
void StopGroupLoot() override;
ObjectGuid m_lootRecipientGuid; // player who will have rights for looting if m_lootGroupRecipient==0 or group disbanded
uint32 m_lootGroupRecipientId; // group who will have rights for looting if set and exist
private:
void SwitchDoorOrButton(bool activate, bool alternative = false);
void TickCapturePoint();
void UpdateModel(); // updates model in case displayId were changed
void UpdateCollisionState() const; // updates state in Map's dynamic collision tree
GridReference<GameObject> m_gridRef;
};
#endif