mangos/src/game/Object/GameObject.cpp
H0zen 2a71b6a089 More fixes.
- fix the GO's type 8 (traps) to trigger on more conditions. This solves the annoying issue of Basic Campfires not giving spirit buffs.
    - fix and simplify the Player::addSpell function. All credits go to @Olion17 for refactoring the code.
    - having the trap GO's more responsive, let's hope the issue https://www.getmangos.eu/issue.php?issueid=735 is finally solved.
2016-03-03 17:23:16 +02:00

2299 lines
84 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) 2005-2016 MaNGOS project <http://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.
*/
#include "GameObject.h"
#include "QuestDef.h"
#include "ObjectMgr.h"
#include "PoolManager.h"
#include "SpellMgr.h"
#include "Spell.h"
#include "UpdateMask.h"
#include "Opcodes.h"
#include "WorldPacket.h"
#include "World.h"
#include "Database/DatabaseEnv.h"
#include "LootMgr.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "CellImpl.h"
#include "InstanceData.h"
#include "MapManager.h"
#include "MapPersistentStateMgr.h"
#include "BattleGround/BattleGround.h"
#include "BattleGround/BattleGroundAV.h"
#include "OutdoorPvP/OutdoorPvP.h"
#include "Util.h"
#include "ScriptMgr.h"
#include "vmap/GameObjectModel.h"
#include "CreatureAISelector.h"
#include "SQLStorages.h"
#ifdef ENABLE_ELUNA
#include "LuaEngine.h"
#endif /* ENABLE_ELUNA */
GameObject::GameObject() : WorldObject(),
loot(this),
m_model(NULL),
m_goInfo(NULL)
{
m_objectType |= TYPEMASK_GAMEOBJECT;
m_objectTypeId = TYPEID_GAMEOBJECT;
m_updateFlag = (UPDATEFLAG_ALL | UPDATEFLAG_HAS_POSITION);
m_valuesCount = GAMEOBJECT_END;
m_respawnTime = 0;
m_respawnDelayTime = 25;
m_lootState = GO_READY;
m_spawnedByDefault = true;
m_useTimes = 0;
m_spellId = 0;
m_cooldownTime = 0;
m_captureTimer = 0;
m_groupLootTimer = 0;
m_groupLootId = 0;
m_lootGroupRecipientId = 0;
}
GameObject::~GameObject()
{
delete m_model;
}
void GameObject::AddToWorld()
{
#ifdef ENABLE_ELUNA
bool inWorld = IsInWorld();
#endif /* ENABLE_ELUNA */
///- Register the gameobject for guid lookup
if (!IsInWorld())
{ GetMap()->GetObjectsStore().insert<GameObject>(GetObjectGuid(), (GameObject*)this); }
if (m_model)
{ GetMap()->InsertGameObjectModel(*m_model); }
Object::AddToWorld();
// After Object::AddToWorld so that for initial state the GO is added to the world (and hence handled correctly)
UpdateCollisionState();
#ifdef ENABLE_ELUNA
if (!inWorld)
sEluna->OnAddToWorld(this);
#endif /* ENABLE_ELUNA */
}
void GameObject::RemoveFromWorld()
{
///- Remove the gameobject from the accessor
if (IsInWorld())
{
#ifdef ENABLE_ELUNA
sEluna->OnRemoveFromWorld(this);
#endif /* ENABLE_ELUNA */
// Notify the outdoor pvp script
if (OutdoorPvP* outdoorPvP = sOutdoorPvPMgr.GetScript(GetZoneId()))
{ outdoorPvP->HandleGameObjectRemove(this); }
// Remove GO from owner
if (ObjectGuid owner_guid = GetOwnerGuid())
{
if (Unit* owner = ObjectAccessor::GetUnit(*this, owner_guid))
{ owner->RemoveGameObject(this, false); }
else
{
sLog.outError("Delete %s with SpellId %u LinkedGO %u that lost references to owner %s GO list. Crash possible later.",
GetGuidStr().c_str(), m_spellId, GetGOInfo()->GetLinkedGameObjectEntry(), owner_guid.GetString().c_str());
}
}
if (m_model && GetMap()->ContainsGameObjectModel(*m_model))
{ GetMap()->RemoveGameObjectModel(*m_model); }
GetMap()->GetObjectsStore().erase<GameObject>(GetObjectGuid(), (GameObject*)NULL);
}
Object::RemoveFromWorld();
}
void GameObject::CleanupsBeforeDelete()
{
WorldObject::CleanupsBeforeDelete();
}
bool GameObject::Create(uint32 guidlow, uint32 name_id, Map* map, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 animprogress, GOState go_state)
{
MANGOS_ASSERT(map);
Relocate(x, y, z, ang);
SetMap(map);
if (!IsPositionValid())
{
sLog.outError("Gameobject (GUID: %u Entry: %u ) not created. Suggested coordinates are invalid (X: %f Y: %f)", guidlow, name_id, x, y);
return false;
}
GameObjectInfo const* goinfo = ObjectMgr::GetGameObjectInfo(name_id);
if (!goinfo)
{
sLog.outErrorDb("Gameobject (GUID: %u) not created: Entry %u does not exist in `gameobject_template`. Map: %u (X: %f Y: %f Z: %f) ang: %f rotation0: %f rotation1: %f rotation2: %f rotation3: %f", guidlow, name_id, map->GetId(), x, y, z, ang, rotation0, rotation1, rotation2, rotation3);
return false;
}
Object::_Create(guidlow, goinfo->id, HIGHGUID_GAMEOBJECT);
m_goInfo = goinfo;
if (goinfo->type >= MAX_GAMEOBJECT_TYPE)
{
sLog.outErrorDb("Gameobject (GUID: %u) not created: Entry %u has invalid type %u in `gameobject_template`. It may crash client if created.", guidlow, name_id, goinfo->type);
return false;
}
SetObjectScale(goinfo->size);
SetFloatValue(GAMEOBJECT_POS_X, x);
SetFloatValue(GAMEOBJECT_POS_Y, y);
SetFloatValue(GAMEOBJECT_POS_Z, z);
SetFloatValue(GAMEOBJECT_ROTATION + 0, rotation0);
SetFloatValue(GAMEOBJECT_ROTATION + 1, rotation1);
UpdateRotationFields(rotation2, rotation3); // GAMEOBJECT_FACING, GAMEOBJECT_ROTATION+2/3
SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);
SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags);
if (goinfo->type == GAMEOBJECT_TYPE_TRANSPORT)
{ SetFlag(GAMEOBJECT_FLAGS, (GO_FLAG_TRANSPORT | GO_FLAG_NODESPAWN)); }
SetEntry(goinfo->id);
SetDisplayId(goinfo->displayId);
SetGoState(go_state);
SetGoType(GameobjectTypes(goinfo->type));
SetGoAnimProgress(animprogress);
switch (GetGoType())
{
case GAMEOBJECT_TYPE_TRAP:
case GAMEOBJECT_TYPE_FISHINGNODE:
m_lootState = GO_NOT_READY; // Initialize Traps and Fishingnode delayed in ::Update
break;
case GAMEOBJECT_TYPE_CHEST:
RollIfMineralVein();
break;
default:
break;
}
// Used by Eluna
#ifdef ENABLE_ELUNA
sEluna->OnSpawn(this);
#endif /* ENABLE_ELUNA */
// Notify the battleground or outdoor pvp script
if (map->IsBattleGround())
{ ((BattleGroundMap*)map)->GetBG()->HandleGameObjectCreate(this); }
else if (OutdoorPvP* outdoorPvP = sOutdoorPvPMgr.GetScript(GetZoneId()))
{ outdoorPvP->HandleGameObjectCreate(this); }
// Notify the map's instance data.
// Only works if you create the object in it, not if it is moves to that map.
// Normally non-players do not teleport to other maps.
if (InstanceData* iData = map->GetInstanceData())
{ iData->OnObjectCreate(this); }
return true;
}
void GameObject::Update(uint32 update_diff, uint32 p_time)
{
if (GetObjectGuid().IsMOTransport())
{
//((Transport*)this)->Update(p_time);
return;
}
// Used by Eluna
#ifdef ENABLE_ELUNA
sEluna->UpdateAI(this, update_diff);
#endif /* ENABLE_ELUNA */
switch (m_lootState)
{
case GO_NOT_READY:
{
switch (GetGoType())
{
case GAMEOBJECT_TYPE_TRAP: // Initialized delayed to be able to use GetOwner()
{
// Arming Time for GAMEOBJECT_TYPE_TRAP (6)
Unit* owner = GetOwner();
if (owner && owner->IsInCombat())
{ m_cooldownTime = time(NULL) + GetGOInfo()->trap.startDelay; }
m_lootState = GO_READY;
break;
}
case GAMEOBJECT_TYPE_FISHINGNODE: // Keep not ready for some delay
{
// fishing code (bobber ready)
if (time(NULL) > m_respawnTime - FISHING_BOBBER_READY_TIME)
{
// splash bobber (bobber ready now)
Unit* caster = GetOwner();
if (caster && caster->GetTypeId() == TYPEID_PLAYER)
{
SetGoState(GO_STATE_ACTIVE);
// SetUInt32Value(GAMEOBJECT_FLAGS, GO_FLAG_NODESPAWN);
SendForcedObjectUpdate();
SendGameObjectCustomAnim(GetObjectGuid());
}
m_lootState = GO_READY; // can be successfully open with some chance
}
break;
}
default:
break;
}
break;
}
case GO_READY:
{
if (m_respawnTime > 0) // timer on
{
if (m_respawnTime <= time(NULL)) // timer expired
{
m_respawnTime = 0;
ClearAllUsesData();
switch (GetGoType())
{
case GAMEOBJECT_TYPE_FISHINGNODE: // can't fish now
{
Unit* caster = GetOwner();
if (caster && caster->GetTypeId() == TYPEID_PLAYER)
{
caster->FinishSpell(CURRENT_CHANNELED_SPELL);
WorldPacket data(SMSG_FISH_NOT_HOOKED, 0);
((Player*)caster)->GetSession()->SendPacket(&data);
}
// can be deleted
m_lootState = GO_JUST_DEACTIVATED;
return;
}
case GAMEOBJECT_TYPE_DOOR:
case GAMEOBJECT_TYPE_BUTTON:
// we need to open doors if they are closed (add there another condition if this code breaks some usage, but it need to be here for battlegrounds)
if (GetGoState() != GO_STATE_READY)
{ ResetDoorOrButton(); }
// flags in AB are type_button and we need to add them here so no break!
default:
if (!m_spawnedByDefault) // despawn timer
{
// can be despawned or destroyed
SetLootState(GO_JUST_DEACTIVATED);
// Remove Wild-Summoned GO on timer expire
if (!HasStaticDBSpawnData())
{
if (Unit* owner = GetOwner())
{ owner->RemoveGameObject(this, false); }
Delete();
}
return;
}
// respawn timer
GetMap()->Add(this);
break;
}
}
}
if (isSpawned())
{
// traps can have time and can not have
GameObjectInfo const* goInfo = GetGOInfo();
if (goInfo->type == GAMEOBJECT_TYPE_TRAP) // traps
{
if (m_cooldownTime >= time(NULL))
{ return; }
// FIXME: this is activation radius (in different casting radius that must be selected from spell data)
// TODO: move activated state code (cast itself) to GO_ACTIVATED, in this place only check activating and set state
float radius = float(goInfo->trap.radius);
if (!radius)
{
if (goInfo->trap.cooldown != 3) // cast in other case (at some triggering/linked go/etc explicit call)
{ return; }
else
{
if (m_respawnTime > 0)
{ break; }
// battlegrounds gameobjects has data2 == 0 && data5 == 3
radius = float(goInfo->trap.cooldown);
}
}
SpellEntry const* se = sSpellStore.LookupEntry(goInfo->trap.spellId);
if(IsAreaOfEffectSpell(se))
{
MaNGOS::AllSpecificUnitsInGameObjectRangeDo unit_do(this, radius, IsPositiveSpell(se));
MaNGOS::UnitWorker<MaNGOS::AllSpecificUnitsInGameObjectRangeDo> worker(unit_do);
Cell::VisitAllObjects(this,worker,radius);
}
else
{
Unit* targetUnit = NULL; // pointer to appropriate target if found any
MaNGOS::AnySpecificUnitInGameObjectRangeCheck u_check(this, radius, IsPositiveSpell(se));
MaNGOS::UnitSearcher<MaNGOS::AnySpecificUnitInGameObjectRangeCheck> checker(targetUnit, u_check);
Cell::VisitAllObjects(this, checker, radius);
if (targetUnit)
{ Use(targetUnit); }
}
}
if (uint32 max_charges = goInfo->GetCharges())
{
if (m_useTimes >= max_charges)
{
m_useTimes = 0;
SetLootState(GO_JUST_DEACTIVATED); // can be despawned or destroyed
}
}
}
break;
}
case GO_ACTIVATED:
{
switch (GetGoType())
{
case GAMEOBJECT_TYPE_DOOR:
case GAMEOBJECT_TYPE_BUTTON:
if (GetGOInfo()->GetAutoCloseTime() && (m_cooldownTime < time(NULL)))
{ ResetDoorOrButton(); }
break;
case GAMEOBJECT_TYPE_GOOBER:
if (m_cooldownTime < time(NULL))
{
RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
SetLootState(GO_JUST_DEACTIVATED);
m_cooldownTime = 0;
}
break;
case GAMEOBJECT_TYPE_CAPTURE_POINT:
m_captureTimer += p_time;
if (m_captureTimer >= 5000)
{
TickCapturePoint();
m_captureTimer -= 5000;
}
break;
default:
break;
}
break;
}
case GO_JUST_DEACTIVATED:
{
switch (GetGoType())
{
case GAMEOBJECT_TYPE_GOOBER:
// if gameobject should cast spell, then this, but some GOs (type = 10) should be destroyed
if (uint32 spellId = GetGOInfo()->goober.spellId)
{
for (GuidSet::const_iterator itr = m_UniqueUsers.begin(); itr != m_UniqueUsers.end(); ++itr)
{
if (Player* owner = GetMap()->GetPlayer(*itr))
{ owner->CastSpell(owner, spellId, false, NULL, NULL, GetObjectGuid()); }
}
ClearAllUsesData();
}
SetGoState(GO_STATE_READY);
// any return here in case battleground traps
break;
case GAMEOBJECT_TYPE_CAPTURE_POINT:
// remove capturing players because slider wont be displayed if capture point is being locked
for (GuidSet::const_iterator itr = m_UniqueUsers.begin(); itr != m_UniqueUsers.end(); ++itr)
{
if (Player* owner = GetMap()->GetPlayer(*itr))
{ owner->SendUpdateWorldState(GetGOInfo()->capturePoint.worldState1, WORLD_STATE_REMOVE); }
}
m_UniqueUsers.clear();
SetLootState(GO_READY);
return; // SetLootState and return because go is treated as "burning flag" due to GetGoAnimProgress() being 100 and would be removed on the client
case GAMEOBJECT_TYPE_CHEST:
{
uint32 trapEntry = GetGOInfo()->GetLinkedGameObjectEntry();
if (144064) // Special case for Gordunni Cobalt Visual
{
float range = 0.5f;
GameObject* visualGO = NULL;
MaNGOS::NearestGameObjectEntryInObjectRangeCheck go_check(*this, 177683, range); //177683 Visual Entry
MaNGOS::GameObjectLastSearcher<MaNGOS::NearestGameObjectEntryInObjectRangeCheck> checker(visualGO, go_check);
Cell::VisitGridObjects(this, checker, range);
if (visualGO)
visualGO->SetLootState(GO_JUST_DEACTIVATED);
}
if (!trapEntry)
break;
GameObjectInfo const* trapInfo = sGOStorage.LookupEntry<GameObjectInfo>(trapEntry);
if (!trapInfo || trapInfo->type != GAMEOBJECT_TYPE_TRAP)
break;
float range = 0.5f;
GameObject* trapGO = NULL;
MaNGOS::NearestGameObjectEntryInObjectRangeCheck go_check(*this, trapEntry, range);
MaNGOS::GameObjectLastSearcher<MaNGOS::NearestGameObjectEntryInObjectRangeCheck> checker(trapGO, go_check);
Cell::VisitGridObjects(this, checker, range);
// found correct GO
if (trapGO)
trapGO->SetLootState(GO_JUST_DEACTIVATED);
}
default:
break;
}
// Remove wild summoned after use
if (!HasStaticDBSpawnData() && (!GetSpellId() || GetGOInfo()->GetDespawnPossibility()))
{
if (Unit* owner = GetOwner())
{ owner->RemoveGameObject(this, false); }
Delete();
return;
}
// burning flags in some battlegrounds, if you find better condition, just add it
if (GetGOInfo()->IsDespawnAtAction() || GetGoAnimProgress() > 0)
{
SendObjectDeSpawnAnim(GetObjectGuid());
// reset flags
if (GetMap()->Instanceable())
{
// In Instances GO_FLAG_LOCKED, GO_FLAG_INTERACT_COND or GO_FLAG_NO_INTERACT are not changed
uint32 currentLockOrInteractFlags = GetUInt32Value(GAMEOBJECT_FLAGS) & (GO_FLAG_LOCKED | GO_FLAG_INTERACT_COND | GO_FLAG_NO_INTERACT);
SetUInt32Value(GAMEOBJECT_FLAGS, (GetGOInfo()->flags & ~(GO_FLAG_LOCKED | GO_FLAG_INTERACT_COND | GO_FLAG_NO_INTERACT)) | currentLockOrInteractFlags);
}
else
{ SetUInt32Value(GAMEOBJECT_FLAGS, GetGOInfo()->flags); }
}
loot.clear();
SetLootRecipient(NULL);
SetLootState(GO_READY);
if (!m_respawnDelayTime)
{ return; }
// since pool system can fail to roll unspawned object, this one can remain spawned, so must set respawn nevertheless
m_respawnTime = m_spawnedByDefault ? time(NULL) + m_respawnDelayTime : 0;
// if option not set then object will be saved at grid unload
if (sWorld.getConfig(CONFIG_BOOL_SAVE_RESPAWN_TIME_IMMEDIATELY))
{ SaveRespawnTime(); }
// if part of pool, let pool system schedule new spawn instead of just scheduling respawn
if (uint16 poolid = sPoolMgr.IsPartOfAPool<GameObject>(GetGUIDLow()))
{ sPoolMgr.UpdatePool<GameObject>(*GetMap()->GetPersistentState(), poolid, GetGUIDLow()); }
// can be not in world at pool despawn
if (IsInWorld())
{ UpdateObjectVisibility(); }
if (GetGoType() == GAMEOBJECT_TYPE_CHEST)
{ RollIfMineralVein(); }
break;
}
}
}
void GameObject::Refresh()
{
// not refresh despawned not casted GO (despawned casted GO destroyed in all cases anyway)
if (m_respawnTime > 0 && m_spawnedByDefault)
{ return; }
if (isSpawned())
{ GetMap()->Add(this); }
}
void GameObject::AddUniqueUse(Player* player)
{
AddUse();
if (!m_firstUser)
{ m_firstUser = player->GetObjectGuid(); }
m_UniqueUsers.insert(player->GetObjectGuid());
}
void GameObject::Delete()
{
SendObjectDeSpawnAnim(GetObjectGuid());
SetGoState(GO_STATE_READY);
SetUInt32Value(GAMEOBJECT_FLAGS, GetGOInfo()->flags);
if (uint16 poolid = sPoolMgr.IsPartOfAPool<GameObject>(GetGUIDLow()))
{ sPoolMgr.UpdatePool<GameObject>(*GetMap()->GetPersistentState(), poolid, GetGUIDLow()); }
else
{ AddObjectToRemoveList(); }
}
void GameObject::SaveToDB()
{
// this should only be used when the gameobject has already been loaded
// preferably after adding to map, because mapid may not be valid otherwise
GameObjectData const* data = sObjectMgr.GetGOData(GetGUIDLow());
if (!data)
{
sLog.outError("GameObject::SaveToDB failed, can not get gameobject data!");
return;
}
SaveToDB(GetMapId());
}
void GameObject::SaveToDB(uint32 mapid)
{
const GameObjectInfo* goI = GetGOInfo();
if (!goI)
{ return; }
// update in loaded data (changing data only in this place)
GameObjectData& data = sObjectMgr.NewGOData(GetGUIDLow());
// data->guid = guid don't must be update at save
data.id = GetEntry();
data.mapid = mapid;
data.posX = GetFloatValue(GAMEOBJECT_POS_X);
data.posY = GetFloatValue(GAMEOBJECT_POS_Y);
data.posZ = GetFloatValue(GAMEOBJECT_POS_Z);
data.orientation = GetFloatValue(GAMEOBJECT_FACING);
data.rotation0 = GetFloatValue(GAMEOBJECT_ROTATION + 0);
data.rotation1 = GetFloatValue(GAMEOBJECT_ROTATION + 1);
data.rotation2 = GetFloatValue(GAMEOBJECT_ROTATION + 2);
data.rotation3 = GetFloatValue(GAMEOBJECT_ROTATION + 3);
data.spawntimesecs = m_spawnedByDefault ? (int32)m_respawnDelayTime : -(int32)m_respawnDelayTime;
data.animprogress = GetGoAnimProgress();
data.go_state = GetGoState();
// updated in DB
std::ostringstream ss;
ss << "INSERT INTO gameobject VALUES ( "
<< GetGUIDLow() << ", "
<< GetEntry() << ", "
<< mapid << ", "
<< GetFloatValue(GAMEOBJECT_POS_X) << ", "
<< GetFloatValue(GAMEOBJECT_POS_Y) << ", "
<< GetFloatValue(GAMEOBJECT_POS_Z) << ", "
<< GetFloatValue(GAMEOBJECT_FACING) << ", "
<< GetFloatValue(GAMEOBJECT_ROTATION) << ", "
<< GetFloatValue(GAMEOBJECT_ROTATION + 1) << ", "
<< GetFloatValue(GAMEOBJECT_ROTATION + 2) << ", "
<< GetFloatValue(GAMEOBJECT_ROTATION + 3) << ", "
<< m_respawnDelayTime << ", "
<< uint32(GetGoAnimProgress()) << ", "
<< uint32(GetGoState()) << ")";
WorldDatabase.BeginTransaction();
WorldDatabase.PExecuteLog("DELETE FROM gameobject WHERE guid = '%u'", GetGUIDLow());
WorldDatabase.PExecuteLog("%s", ss.str().c_str());
WorldDatabase.CommitTransaction();
}
bool GameObject::LoadFromDB(uint32 guid, Map* map)
{
GameObjectData const* data = sObjectMgr.GetGOData(guid);
if (!data)
{
sLog.outErrorDb("Gameobject (GUID: %u) not found in table `gameobject`, can't load. ", guid);
return false;
}
uint32 entry = data->id;
// uint32 map_id = data->mapid; // already used before call
float x = data->posX;
float y = data->posY;
float z = data->posZ;
float ang = data->orientation;
float rotation0 = data->rotation0;
float rotation1 = data->rotation1;
float rotation2 = data->rotation2;
float rotation3 = data->rotation3;
uint32 animprogress = data->animprogress;
GOState go_state = data->go_state;
if (!Create(guid, entry, map, x, y, z, ang, rotation0, rotation1, rotation2, rotation3, animprogress, go_state))
{ return false; }
if (!GetGOInfo()->GetDespawnPossibility() && !GetGOInfo()->IsDespawnAtAction() && data->spawntimesecs >= 0)
{
SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NODESPAWN);
m_spawnedByDefault = true;
m_respawnDelayTime = 0;
m_respawnTime = 0;
}
else
{
if (data->spawntimesecs >= 0)
{
m_spawnedByDefault = true;
m_respawnDelayTime = data->spawntimesecs;
m_respawnTime = map->GetPersistentState()->GetGORespawnTime(GetGUIDLow());
// ready to respawn
if (m_respawnTime && m_respawnTime <= time(NULL))
{
m_respawnTime = 0;
map->GetPersistentState()->SaveGORespawnTime(GetGUIDLow(), 0);
}
}
else
{
m_spawnedByDefault = false;
m_respawnDelayTime = -data->spawntimesecs;
m_respawnTime = 0;
}
}
return true;
}
struct GameObjectRespawnDeleteWorker
{
explicit GameObjectRespawnDeleteWorker(uint32 guid) : i_guid(guid) {}
void operator()(MapPersistentState* state)
{
state->SaveGORespawnTime(i_guid, 0);
}
uint32 i_guid;
};
void GameObject::DeleteFromDB()
{
if (!HasStaticDBSpawnData())
{
DEBUG_LOG("Trying to delete not saved gameobject!");
return;
}
GameObjectRespawnDeleteWorker worker(GetGUIDLow());
sMapPersistentStateMgr.DoForAllStatesWithMapId(GetMapId(), worker);
sObjectMgr.DeleteGOData(GetGUIDLow());
WorldDatabase.PExecuteLog("DELETE FROM gameobject WHERE guid = '%u'", GetGUIDLow());
WorldDatabase.PExecuteLog("DELETE FROM game_event_gameobject WHERE guid = '%u'", GetGUIDLow());
WorldDatabase.PExecuteLog("DELETE FROM gameobject_battleground WHERE guid = '%u'", GetGUIDLow());
}
GameObjectInfo const* GameObject::GetGOInfo() const
{
return m_goInfo;
}
/*********************************************************/
/*** QUEST SYSTEM ***/
/*********************************************************/
bool GameObject::HasQuest(uint32 quest_id) const
{
QuestRelationsMapBounds bounds = sObjectMgr.GetGOQuestRelationsMapBounds(GetEntry());
for (QuestRelationsMap::const_iterator itr = bounds.first; itr != bounds.second; ++itr)
{
if (itr->second == quest_id)
{ return true; }
}
return false;
}
bool GameObject::HasInvolvedQuest(uint32 quest_id) const
{
QuestRelationsMapBounds bounds = sObjectMgr.GetGOQuestInvolvedRelationsMapBounds(GetEntry());
for (QuestRelationsMap::const_iterator itr = bounds.first; itr != bounds.second; ++itr)
{
if (itr->second == quest_id)
{ return true; }
}
return false;
}
bool GameObject::IsTransport() const
{
// If something is marked as a transport, don't transmit an out of range packet for it.
GameObjectInfo const* gInfo = GetGOInfo();
if (!gInfo) { return false; }
return gInfo->type == GAMEOBJECT_TYPE_TRANSPORT || gInfo->type == GAMEOBJECT_TYPE_MO_TRANSPORT;
}
Unit* GameObject::GetOwner() const
{
return ObjectAccessor::GetUnit(*this, GetOwnerGuid());
}
void GameObject::SaveRespawnTime()
{
if (m_respawnTime > time(NULL) && m_spawnedByDefault)
{ GetMap()->GetPersistentState()->SaveGORespawnTime(GetGUIDLow(), m_respawnTime); }
}
bool GameObject::IsVisibleForInState(Player const* u, WorldObject const* viewPoint, bool inVisibleList) const
{
// Not in world
if (!IsInWorld() || !u->IsInWorld())
{ return false; }
// Transport always visible at this step implementation
if (IsTransport() && IsInMap(u))
{ return true; }
float visibleDistance = GetMap()->GetVisibilityDistance() + (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f);
// quick check visibility false cases for non-GM-mode
if (!u->isGameMaster())
{
// despawned and then not visible for non-GM in GM-mode
if (!isSpawned())
{ return false; }
// special invisibility cases
// implementing armed trap stealth, basing on the spell 2836 structure
if (GetGOInfo()->type == GAMEOBJECT_TYPE_TRAP && GetGOInfo()->trap.stealthed && GetGoState() == GO_STATE_READY)
{
Unit *owner = GetOwner();
if (!owner || u->IsHostileTo(owner))
{
visibleDistance = 10.5f;
//2^3=8 and 300 - from spell 2836, EFFECT_INDEX_1 - SPELL_AURA_MOD_INVISIBILITY_DETECTION; TODO check 200 and improve
if (u->GetMaxPositiveAuraModifierByMiscValue(SPELL_AURA_MOD_INVISIBILITY_DETECTION, 8) < 200)
{
if (u->getClass() != CLASS_ROGUE)
return false; // a wild or enemy trap cannot be seen by non-rogues without proper invis detection
visibleDistance = 0.0f; // minimal detection distance, will be normalized below
}
if (owner)
{
// apply to the "owner" and "u" the rules for usual stealth detection; the fragment is taken from Unit::IsVisibleForOrDetect
// Visible distance based on stealth value (stealth rank 4 300MOD, 10.5 - 3 = 7.5)
visibleDistance -= (owner->getLevel() / 20.0f); // for rogue stealth (4 spells): modifier = 5*level
// Visible distance is modified by
//-Level Diff (every level diff = 1.0f in visible distance)
visibleDistance += int32(u->GetLevelForTarget(owner)) - int32(owner->GetLevelForTarget(u));
}
//-Stealth Detection(negative like paranoia)
visibleDistance += (int32(u->GetTotalAuraModifier(SPELL_AURA_MOD_STEALTH_DETECT))) / 5.0f;
// normalize visible distance
if (visibleDistance > MAX_PLAYER_STEALTH_DETECT_RANGE)
visibleDistance = MAX_PLAYER_STEALTH_DETECT_RANGE;
else if (visibleDistance < GetGOInfo()->trap.radius + INTERACTION_DISTANCE)
visibleDistance = GetGOInfo()->trap.radius + INTERACTION_DISTANCE;
}
}
// [-ZERO] Smuggled Mana Cell required 10 invisibility type detection/state
//if (GetEntry() == 187039 && ((u->m_detectInvisibilityMask | u->m_invisibilityMask) & (1 << 10)) == 0)
// { return false; }
}
// check distance
return IsWithinDistInMap(viewPoint, visibleDistance, false);
}
void GameObject::Respawn()
{
if (m_spawnedByDefault && m_respawnTime > 0)
{
m_respawnTime = time(NULL);
GetMap()->GetPersistentState()->SaveGORespawnTime(GetGUIDLow(), 0);
}
}
bool GameObject::ActivateToQuest(Player* pTarget) const
{
// if GO is ReqCreatureOrGoN for quest
if (pTarget->HasQuestForGO(GetEntry()))
{ return true; }
if (!sObjectMgr.IsGameObjectForQuests(GetEntry()))
{ return false; }
switch (GetGoType())
{
case GAMEOBJECT_TYPE_QUESTGIVER:
{
// Not fully clear when GO's can activate/deactivate
// For cases where GO has additional (except quest itself),
// these conditions are not sufficient/will fail.
// Never expect flags|4 for these GO's? (NF-note: It doesn't appear it's expected)
QuestRelationsMapBounds bounds = sObjectMgr.GetGOQuestRelationsMapBounds(GetEntry());
for (QuestRelationsMap::const_iterator itr = bounds.first; itr != bounds.second; ++itr)
{
const Quest* qInfo = sObjectMgr.GetQuestTemplate(itr->second);
if (pTarget->CanTakeQuest(qInfo, false))
{ return true; }
}
bounds = sObjectMgr.GetGOQuestInvolvedRelationsMapBounds(GetEntry());
for (QuestRelationsMap::const_iterator itr = bounds.first; itr != bounds.second; ++itr)
{
if ((pTarget->GetQuestStatus(itr->second) == QUEST_STATUS_INCOMPLETE || pTarget->GetQuestStatus(itr->second) == QUEST_STATUS_COMPLETE)
&& !pTarget->GetQuestRewardStatus(itr->second))
{ return true; }
}
break;
}
// scan GO chest with loot including quest items
case GAMEOBJECT_TYPE_CHEST:
{
if (pTarget->GetQuestStatus(GetGOInfo()->chest.questId) == QUEST_STATUS_INCOMPLETE)
{ return true; }
if (LootTemplates_Gameobject.HaveQuestLootForPlayer(GetGOInfo()->GetLootId(), pTarget))
{
// look for battlegroundAV for some objects which are only activated after mine gots captured by own team
if (GetEntry() == BG_AV_OBJECTID_MINE_N || GetEntry() == BG_AV_OBJECTID_MINE_S)
if (BattleGround* bg = pTarget->GetBattleGround())
if (bg->GetTypeID() == BATTLEGROUND_AV && !(((BattleGroundAV*)bg)->PlayerCanDoMineQuest(GetEntry(), pTarget->GetTeam())))
{ return false; }
return true;
}
break;
}
case GAMEOBJECT_TYPE_GENERIC:
{
if (pTarget->GetQuestStatus(GetGOInfo()->_generic.questID) == QUEST_STATUS_INCOMPLETE)
{ return true; }
break;
}
case GAMEOBJECT_TYPE_SPELL_FOCUS:
{
if (pTarget->GetQuestStatus(GetGOInfo()->spellFocus.questID) == QUEST_STATUS_INCOMPLETE)
{ return true; }
break;
}
case GAMEOBJECT_TYPE_GOOBER:
{
if (pTarget->GetQuestStatus(GetGOInfo()->goober.questId) == QUEST_STATUS_INCOMPLETE)
{ return true; }
break;
}
default:
break;
}
return false;
}
void GameObject::SummonLinkedTrapIfAny()
{
uint32 linkedEntry = GetGOInfo()->GetLinkedGameObjectEntry();
if (!linkedEntry)
{ return; }
GameObject* linkedGO = new GameObject;
if (!linkedGO->Create(GetMap()->GenerateLocalLowGuid(HIGHGUID_GAMEOBJECT), linkedEntry, GetMap(),
GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, GO_ANIMPROGRESS_DEFAULT, GO_STATE_READY))
{
delete linkedGO;
return;
}
linkedGO->SetRespawnTime(GetRespawnDelay());
linkedGO->SetSpellId(GetSpellId());
if (GetOwnerGuid())
{
linkedGO->SetOwnerGuid(GetOwnerGuid());
linkedGO->SetUInt32Value(GAMEOBJECT_LEVEL, GetUInt32Value(GAMEOBJECT_LEVEL));
}
GetMap()->Add(linkedGO);
}
void GameObject::TriggerLinkedGameObject(Unit* target)
{
uint32 trapEntry = GetGOInfo()->GetLinkedGameObjectEntry();
if (!trapEntry)
{ return; }
GameObjectInfo const* trapInfo = sGOStorage.LookupEntry<GameObjectInfo>(trapEntry);
if (!trapInfo || trapInfo->type != GAMEOBJECT_TYPE_TRAP)
{ return; }
SpellEntry const* trapSpell = sSpellStore.LookupEntry(trapInfo->trap.spellId);
// The range to search for linked trap is weird. We set 0.5 as default. Most (all?)
// traps are probably expected to be pretty much at the same location as the used GO,
// so it appears that using range from spell is obsolete.
float range = 0.5f;
if (trapSpell) // checked at load already
{ range = GetSpellMaxRange(sSpellRangeStore.LookupEntry(trapSpell->rangeIndex)); }
// search nearest linked GO
GameObject* trapGO = NULL;
{
// search closest with base of used GO, using max range of trap spell as search radius (why? See above)
MaNGOS::NearestGameObjectEntryInObjectRangeCheck go_check(*this, trapEntry, range);
MaNGOS::GameObjectLastSearcher<MaNGOS::NearestGameObjectEntryInObjectRangeCheck> checker(trapGO, go_check);
Cell::VisitGridObjects(this, checker, range);
}
// found correct GO
if (trapGO)
{ trapGO->Use(target); }
}
GameObject* GameObject::LookupFishingHoleAround(float range)
{
GameObject* ok = NULL;
MaNGOS::NearestGameObjectFishingHoleCheck u_check(*this, range);
MaNGOS::GameObjectSearcher<MaNGOS::NearestGameObjectFishingHoleCheck> checker(ok, u_check);
Cell::VisitGridObjects(this, checker, range);
return ok;
}
bool GameObject::IsCollisionEnabled() const
{
if (!isSpawned())
{ return false; }
// TODO: Possible that this function must consider multiple checks
switch (GetGoType())
{
case GAMEOBJECT_TYPE_DOOR:
return GetGoState() != GO_STATE_ACTIVE && GetGoState() != GO_STATE_ACTIVE_ALTERNATIVE;
default:
return true;
}
}
void GameObject::ResetDoorOrButton()
{
if (m_lootState == GO_READY || m_lootState == GO_JUST_DEACTIVATED)
{ return; }
SwitchDoorOrButton(false);
SetLootState(GO_JUST_DEACTIVATED);
m_cooldownTime = 0;
}
void GameObject::UseDoorOrButton(uint32 time_to_restore, bool alternative /* = false */)
{
if (m_lootState != GO_READY)
{ return; }
if (!time_to_restore)
{ time_to_restore = GetGOInfo()->GetAutoCloseTime(); }
SwitchDoorOrButton(true, alternative);
SetLootState(GO_ACTIVATED);
m_cooldownTime = time(NULL) + time_to_restore;
}
void GameObject::SwitchDoorOrButton(bool activate, bool alternative /* = false */)
{
if (activate)
{ SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE); }
else
{ RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE); }
if (GetGoState() == GO_STATE_READY) // if closed -> open
{ SetGoState(alternative ? GO_STATE_ACTIVE_ALTERNATIVE : GO_STATE_ACTIVE); }
else // if open -> close
{ SetGoState(GO_STATE_READY); }
}
void GameObject::Use(Unit* user)
{
// user must be provided
MANGOS_ASSERT(user || PrintEntryError("GameObject::Use (without user)"));
// by default spell caster is user
Unit* spellCaster = user;
uint32 spellId = 0;
bool triggered = false;
// test only for exist cooldown data (cooldown timer used for door/buttons reset that not have use cooldown)
if (uint32 cooldown = GetGOInfo()->GetCooldown())
{
if (m_cooldownTime > sWorld.GetGameTime())
{ return; }
m_cooldownTime = sWorld.GetGameTime() + cooldown;
}
bool scriptReturnValue = user->GetTypeId() == TYPEID_PLAYER && sScriptMgr.OnGameObjectUse((Player*)user, this);
if (!scriptReturnValue)
{ GetMap()->ScriptsStart(sGameObjectTemplateScripts, GetEntry(), spellCaster, this); }
switch (GetGoType())
{
case GAMEOBJECT_TYPE_DOOR: // 0
{
// doors never really despawn, only reset to default state/flags
UseDoorOrButton();
// activate script
if (!scriptReturnValue)
{ GetMap()->ScriptsStart(sGameObjectScripts, GetGUIDLow(), spellCaster, this); }
return;
}
case GAMEOBJECT_TYPE_BUTTON: // 1
{
// buttons never really despawn, only reset to default state/flags
UseDoorOrButton();
TriggerLinkedGameObject(user);
// activate script
if (!scriptReturnValue)
{ GetMap()->ScriptsStart(sGameObjectScripts, GetGUIDLow(), spellCaster, this); }
return;
}
case GAMEOBJECT_TYPE_QUESTGIVER: // 2
{
if (user->GetTypeId() != TYPEID_PLAYER)
{ return; }
Player* player = (Player*)user;
if (!sScriptMgr.OnGossipHello(player, this))
{
player->PrepareGossipMenu(this, GetGOInfo()->questgiver.gossipID);
player->SendPreparedGossip(this);
}
return;
}
case GAMEOBJECT_TYPE_CHEST: // 3
{
if (user->GetTypeId() != TYPEID_PLAYER)
{ return; }
TriggerLinkedGameObject(user);
// TODO: possible must be moved to loot release (in different from linked triggering)
if (GetGOInfo()->chest.eventId)
{
DEBUG_LOG("Chest ScriptStart id %u for %s (opened by %s)", GetGOInfo()->chest.eventId, GetGuidStr().c_str(), user->GetGuidStr().c_str());
StartEvents_Event(GetMap(), GetGOInfo()->chest.eventId, user, this);
}
return;
}
case GAMEOBJECT_TYPE_GENERIC: // 5
{
if (scriptReturnValue)
{ return; }
// No known way to exclude some - only different approach is to select despawnable GOs by Entry
SetLootState(GO_JUST_DEACTIVATED);
return;
}
case GAMEOBJECT_TYPE_TRAP: // 6
{
if (scriptReturnValue)
{ return; }
Unit* owner = GetOwner();
Unit* caster = owner ? owner : user;
GameObjectInfo const* goInfo = GetGOInfo();
float radius = float(goInfo->trap.radius);
bool IsBattleGroundTrap = !radius && goInfo->trap.cooldown == 3 && m_respawnTime == 0;
// FIXME: when GO casting will be implemented trap must cast spell to target
if (goInfo->trap.spellId)
{ caster->CastSpell(user, goInfo->trap.spellId, true, NULL, NULL, GetObjectGuid()); }
// use template cooldown if provided
m_cooldownTime = time(NULL) + (goInfo->trap.cooldown ? goInfo->trap.cooldown : uint32(4));
// count charges
if (goInfo->trap.charges > 0)
{ AddUse(); }
if (IsBattleGroundTrap && user->GetTypeId() == TYPEID_PLAYER)
{
// BattleGround gameobjects case
if (BattleGround* bg = ((Player*)user)->GetBattleGround())
{ bg->HandleTriggerBuff(GetObjectGuid()); }
}
// TODO: all traps can be activated, also those without spell.
// Some may have have animation and/or are expected to despawn.
// TODO: Improve this when more information is available, currently these traps are known that must send the anim (Onyxia/ Heigan Fissures/ Trap in DireMaul)
if (GetDisplayId() == 4392 || GetDisplayId() == 4472 || GetDisplayId() == 4491 || GetDisplayId() == 6785 || GetDisplayId() == 3073)
{ SendGameObjectCustomAnim(GetObjectGuid()); }
// TODO: Despawning of traps? (Also related to code in ::Update)
return;
}
case GAMEOBJECT_TYPE_CHAIR: // 7 Sitting: Wooden bench, chairs
{
GameObjectInfo const* info = GetGOInfo();
if (!info)
{ return; }
if (user->GetTypeId() != TYPEID_PLAYER)
{ return; }
Player* player = (Player*)user;
// a chair may have n slots. we have to calculate their positions and teleport the player to the nearest one
// check if the db is sane
if (info->chair.slots > 0)
{
float lowestDist = DEFAULT_VISIBILITY_DISTANCE;
float x_lowest = GetPositionX();
float y_lowest = GetPositionY();
// the object orientation + 1/2 pi
// every slot will be on that straight line
float orthogonalOrientation = GetOrientation() + M_PI_F * 0.5f;
// find nearest slot
for (uint32 i = 0; i < info->chair.slots; ++i)
{
// the distance between this slot and the center of the go - imagine a 1D space
float relativeDistance = (info->size * i) - (info->size * (info->chair.slots - 1) / 2.0f);
float x_i = GetPositionX() + relativeDistance * cos(orthogonalOrientation);
float y_i = GetPositionY() + relativeDistance * sin(orthogonalOrientation);
// calculate the distance between the player and this slot
float thisDistance = player->GetDistance2d(x_i, y_i);
/* debug code. It will spawn a npc on each slot to visualize them.
Creature* helper = player->SummonCreature(14496, x_i, y_i, GetPositionZ(), GetOrientation(), TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 10000);
std::ostringstream output;
output << i << ": thisDist: " << thisDistance;
helper->MonsterSay(output.str().c_str(), LANG_UNIVERSAL);
*/
if (thisDistance <= lowestDist)
{
lowestDist = thisDistance;
x_lowest = x_i;
y_lowest = y_i;
}
}
player->TeleportTo(GetMapId(), x_lowest, y_lowest, GetPositionZ(), GetOrientation(), TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET);
}
else
{
// fallback, will always work
player->TeleportTo(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation(), TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET);
}
player->SetStandState(UNIT_STAND_STATE_SIT_LOW_CHAIR + info->chair.height);
return;
}
case GAMEOBJECT_TYPE_SPELL_FOCUS: // 8
{
TriggerLinkedGameObject(user);
// some may be activated in addition? Conditions for this? (ex: entry 181616)
return;
}
case GAMEOBJECT_TYPE_GOOBER: // 10
{
// Handle OutdoorPvP use cases
// Note: this may be also handled by DB spell scripts in the future, when the world state manager is implemented
if (user->GetTypeId() == TYPEID_PLAYER)
{
Player* player = (Player*)user;
if (OutdoorPvP* outdoorPvP = sOutdoorPvPMgr.GetScript(player->GetCachedZoneId()))
{ outdoorPvP->HandleGameObjectUse(player, this); }
}
GameObjectInfo const* info = GetGOInfo();
TriggerLinkedGameObject(user);
SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
SetLootState(GO_ACTIVATED);
// this appear to be ok, however others exist in addition to this that should have custom (ex: 190510, 188692, 187389)
if (info->goober.customAnim)
{ SendGameObjectCustomAnim(GetObjectGuid()); }
else
{ SetGoState(GO_STATE_ACTIVE); }
m_cooldownTime = time(NULL) + info->GetAutoCloseTime();
if (user->GetTypeId() == TYPEID_PLAYER)
{
Player* player = (Player*)user;
if (info->goober.pageId) // show page...
{
WorldPacket data(SMSG_GAMEOBJECT_PAGETEXT, 8);
data << ObjectGuid(GetObjectGuid());
player->GetSession()->SendPacket(&data);
}
else if (info->goober.gossipID) // ...or gossip, if page does not exist
{
if (!sScriptMgr.OnGossipHello(player, this))
{
player->PrepareGossipMenu(this, info->goober.gossipID);
player->SendPreparedGossip(this);
}
}
if (info->goober.eventId)
{
DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Goober ScriptStart id %u for %s (Used by %s).", info->goober.eventId, GetGuidStr().c_str(), player->GetGuidStr().c_str());
StartEvents_Event(GetMap(), info->goober.eventId, player, this);
}
// possible quest objective for active quests
if (info->goober.questId && sObjectMgr.GetQuestTemplate(info->goober.questId))
{
// Quest require to be active for GO using
if (player->GetQuestStatus(info->goober.questId) != QUEST_STATUS_INCOMPLETE)
{ break; }
}
player->RewardPlayerAndGroupAtCast(this);
}
// activate script
if (!scriptReturnValue)
{ GetMap()->ScriptsStart(sGameObjectScripts, GetGUIDLow(), spellCaster, this); }
else
{ return; }
// cast this spell later if provided
spellId = info->goober.spellId;
break;
}
case GAMEOBJECT_TYPE_CAMERA: // 13
{
GameObjectInfo const* info = GetGOInfo();
if (!info)
{ return; }
if (user->GetTypeId() != TYPEID_PLAYER)
{ return; }
Player* player = (Player*)user;
if (info->camera.cinematicId)
{ player->SendCinematicStart(info->camera.cinematicId); }
if (info->camera.eventID)
{ StartEvents_Event(GetMap(), info->camera.eventID, player, this); }
return;
}
case GAMEOBJECT_TYPE_FISHINGNODE: // 17 fishing bobber
{
if (user->GetTypeId() != TYPEID_PLAYER)
{ return; }
Player* player = (Player*)user;
if (player->GetObjectGuid() != GetOwnerGuid())
{ return; }
switch (getLootState())
{
case GO_READY: // ready for loot
{
// 1) skill must be >= base_zone_skill
// 2) if skill == base_zone_skill => 5% chance
// 3) chance is linear dependence from (base_zone_skill-skill)
uint32 zone, subzone;
GetZoneAndAreaId(zone, subzone);
int32 zone_skill = sObjectMgr.GetFishingBaseSkillLevel(subzone);
if (!zone_skill)
{ zone_skill = sObjectMgr.GetFishingBaseSkillLevel(zone); }
// provide error, no fishable zone or area should be 0
if (!zone_skill)
{ sLog.outErrorDb("Fishable areaId %u are not properly defined in `skill_fishing_base_level`.", subzone); }
int32 skill = player->GetSkillValue(SKILL_FISHING);
int32 chance = skill - zone_skill + 5;
int32 roll = irand(1, 100);
DEBUG_LOG("Fishing check (skill: %i zone min skill: %i chance %i roll: %i", skill, zone_skill, chance, roll);
// normal chance
bool success = skill >= zone_skill && chance >= roll;
GameObject* fishingHole = NULL;
// overwrite fail in case fishhole if allowed (after 3.3.0)
if (!success)
{
if (!sWorld.getConfig(CONFIG_BOOL_SKILL_FAIL_POSSIBLE_FISHINGPOOL))
{
// TODO: find reasonable value for fishing hole search
fishingHole = LookupFishingHoleAround(20.0f + CONTACT_DISTANCE);
if (fishingHole)
{ success = true; }
}
}
// just search fishhole for success case
else
// TODO: find reasonable value for fishing hole search
{ fishingHole = LookupFishingHoleAround(20.0f + CONTACT_DISTANCE); }
if (success || sWorld.getConfig(CONFIG_BOOL_SKILL_FAIL_GAIN_FISHING))
{ player->UpdateFishingSkill(); }
// fish catch or fail and junk allowed (after 3.1.0)
if (success || sWorld.getConfig(CONFIG_BOOL_SKILL_FAIL_LOOT_FISHING))
{
// prevent removing GO at spell cancel
player->RemoveGameObject(this, false);
SetOwnerGuid(player->GetObjectGuid());
if (fishingHole) // will set at success only
{
fishingHole->Use(player);
SetLootState(GO_JUST_DEACTIVATED);
}
else
{ player->SendLoot(GetObjectGuid(), success ? LOOT_FISHING : LOOT_FISHING_FAIL); }
}
else
{
// fish escaped, can be deleted now
SetLootState(GO_JUST_DEACTIVATED);
WorldPacket data(SMSG_FISH_ESCAPED, 0);
player->GetSession()->SendPacket(&data);
}
break;
}
case GO_JUST_DEACTIVATED: // nothing to do, will be deleted at next update
break;
default:
{
SetLootState(GO_JUST_DEACTIVATED);
WorldPacket data(SMSG_FISH_NOT_HOOKED, 0);
player->GetSession()->SendPacket(&data);
break;
}
}
player->FinishSpell(CURRENT_CHANNELED_SPELL);
return;
}
case GAMEOBJECT_TYPE_SUMMONING_RITUAL: // 18
{
if (user->GetTypeId() != TYPEID_PLAYER)
{ return; }
Player* player = (Player*)user;
Unit* owner = GetOwner();
GameObjectInfo const* info = GetGOInfo();
if (owner)
{
if (owner->GetTypeId() != TYPEID_PLAYER)
{ return; }
// accept only use by player from same group as owner, excluding owner itself (unique use already added in spell effect)
if (player == (Player*)owner || (info->summoningRitual.castersGrouped && !player->IsInSameRaidWith(((Player*)owner))))
{ return; }
// expect owner to already be channeling, so if not...
if (!owner->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
{ return; }
// in case summoning ritual caster is GO creator
spellCaster = owner;
}
else
{
if (m_firstUser && player->GetObjectGuid() != m_firstUser && info->summoningRitual.castersGrouped)
{
if (Group* group = player->GetGroup())
{
if (!group->IsMember(m_firstUser))
{ return; }
}
else
{ return; }
}
spellCaster = player;
}
AddUniqueUse(player);
if (info->summoningRitual.animSpell)
{
player->CastSpell(player, info->summoningRitual.animSpell, true);
// for this case, summoningRitual.spellId is always triggered
triggered = true;
}
// full amount unique participants including original summoner, need more
if (GetUniqueUseCount() < info->summoningRitual.reqParticipants)
{ return; }
// owner is first user for non-wild GO objects, if it offline value already set to current user
if (!GetOwnerGuid())
if (Player* firstUser = GetMap()->GetPlayer(m_firstUser))
{ spellCaster = firstUser; }
spellId = info->summoningRitual.spellId;
// spell have reagent and mana cost but it not expected use its
// it triggered spell in fact casted at currently channeled GO
triggered = true;
// finish owners spell
if (owner)
{ owner->FinishSpell(CURRENT_CHANNELED_SPELL); }
// can be deleted now, if
if (!info->summoningRitual.ritualPersistent)
{ SetLootState(GO_JUST_DEACTIVATED); }
// reset ritual for this GO
else
{ ClearAllUsesData(); }
// go to end function to spell casting
break;
}
case GAMEOBJECT_TYPE_SPELLCASTER: // 22
{
SetUInt32Value(GAMEOBJECT_FLAGS, GO_FLAG_LOCKED);
GameObjectInfo const* info = GetGOInfo();
if (!info)
{ return; }
if (info->spellcaster.partyOnly)
{
Unit* caster = GetOwner();
if (!caster || caster->GetTypeId() != TYPEID_PLAYER)
{ return; }
if (user->GetTypeId() != TYPEID_PLAYER || !((Player*)user)->IsInSameRaidWith((Player*)caster))
{ return; }
}
spellId = info->spellcaster.spellId;
AddUse();
break;
}
case GAMEOBJECT_TYPE_FLAGSTAND: // 24
{
if (user->GetTypeId() != TYPEID_PLAYER)
{ return; }
Player* player = (Player*)user;
if (player->CanUseBattleGroundObject())
{
// in battleground check
BattleGround* bg = player->GetBattleGround();
if (!bg)
{ return; }
// BG flag click
// AB:
// 15001
// 15002
// 15003
// 15004
// 15005
bg->EventPlayerClickedOnFlag(player, this);
return; // we don't need to delete flag ... it is despawned!
}
break;
}
case GAMEOBJECT_TYPE_FISHINGHOLE: // 25
{
if (user->GetTypeId() != TYPEID_PLAYER)
{ return; }
Player* player = (Player*)user;
player->SendLoot(GetObjectGuid(), LOOT_FISHINGHOLE);
return;
}
case GAMEOBJECT_TYPE_FLAGDROP: // 26
{
if (user->GetTypeId() != TYPEID_PLAYER)
{ return; }
Player* player = (Player*)user;
if (player->CanUseBattleGroundObject())
{
// in battleground check
BattleGround* bg = player->GetBattleGround();
if (!bg)
{ return; }
// BG flag dropped
// WS:
// 179785 - Silverwing Flag
// 179786 - Warsong Flag
GameObjectInfo const* info = GetGOInfo();
if (info)
{
switch (info->id)
{
case 179785: // Silverwing Flag
case 179786: // Warsong Flag
// check if it's correct bg
if (bg->GetTypeID() == BATTLEGROUND_WS)
{ bg->EventPlayerClickedOnFlag(player, this); }
break;
}
}
// this cause to call return, all flags must be deleted here!!
spellId = 0;
Delete();
}
break;
}
default:
sLog.outError("GameObject::Use unhandled GameObject type %u (entry %u).", GetGoType(), GetEntry());
return;
}
if (!spellId)
{ return; }
SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellId);
if (!spellInfo)
{
sLog.outError("WORLD: unknown spell id %u at use action for gameobject (Entry: %u GoType: %u )", spellId, GetEntry(), GetGoType());
return;
}
Spell* spell = new Spell(spellCaster, spellInfo, triggered, GetObjectGuid());
// spell target is user of GO
SpellCastTargets targets;
targets.setUnitTarget(user);
spell->prepare(&targets);
}
// overwrite WorldObject function for proper name localization
const char* GameObject::GetNameForLocaleIdx(int32 loc_idx) const
{
if (loc_idx >= 0)
{
GameObjectLocale const* cl = sObjectMgr.GetGameObjectLocale(GetEntry());
if (cl)
{
if (cl->Name.size() > (size_t)loc_idx && !cl->Name[loc_idx].empty())
{ return cl->Name[loc_idx].c_str(); }
}
}
return GetName();
}
void GameObject::UpdateRotationFields(float rotation2 /*=0.0f*/, float rotation3 /*=0.0f*/)
{
SetFloatValue(GAMEOBJECT_FACING, GetOrientation());
if (rotation2 == 0.0f && rotation3 == 0.0f)
{
rotation2 = sin(GetOrientation() / 2);
rotation3 = cos(GetOrientation() / 2);
}
SetFloatValue(GAMEOBJECT_ROTATION + 2, rotation2);
SetFloatValue(GAMEOBJECT_ROTATION + 3, rotation3);
}
bool GameObject::IsHostileTo(Unit const* unit) const
{
// always non-hostile to GM in GM mode
if (unit->GetTypeId() == TYPEID_PLAYER && ((Player const*)unit)->isGameMaster())
{ return false; }
// test owner instead if have
if (Unit const* owner = GetOwner())
{ return owner->IsHostileTo(unit); }
if (Unit const* targetOwner = unit->GetCharmerOrOwner())
{ return IsHostileTo(targetOwner); }
// for not set faction case: be hostile towards player, not hostile towards not-players
if (!GetGOInfo()->faction)
{ return unit->IsControlledByPlayer(); }
// faction base cases
FactionTemplateEntry const* tester_faction = sFactionTemplateStore.LookupEntry(GetGOInfo()->faction);
FactionTemplateEntry const* target_faction = unit->getFactionTemplateEntry();
if (!tester_faction || !target_faction)
{ return false; }
// GvP forced reaction and reputation case
if (unit->GetTypeId() == TYPEID_PLAYER)
{
if (tester_faction->faction)
{
// forced reaction
if (ReputationRank const* force = ((Player*)unit)->GetReputationMgr().GetForcedRankIfAny(tester_faction))
{ return *force <= REP_HOSTILE; }
// apply reputation state
FactionEntry const* raw_tester_faction = sFactionStore.LookupEntry(tester_faction->faction);
if (raw_tester_faction && raw_tester_faction->reputationListID >= 0)
{ return ((Player const*)unit)->GetReputationMgr().GetRank(raw_tester_faction) <= REP_HOSTILE; }
}
}
// common faction based case (GvC,GvP)
return tester_faction->IsHostileTo(*target_faction);
}
bool GameObject::IsFriendlyTo(Unit const* unit) const
{
// always friendly to GM in GM mode
if (unit->GetTypeId() == TYPEID_PLAYER && ((Player const*)unit)->isGameMaster())
{ return true; }
// test owner instead if have
if (Unit const* owner = GetOwner())
{ return owner->IsFriendlyTo(unit); }
if (Unit const* targetOwner = unit->GetCharmerOrOwner())
{ return IsFriendlyTo(targetOwner); }
// for not set faction case (wild object) use hostile case
if (!GetGOInfo()->faction)
{ return false; }
// faction base cases
FactionTemplateEntry const* tester_faction = sFactionTemplateStore.LookupEntry(GetGOInfo()->faction);
FactionTemplateEntry const* target_faction = unit->getFactionTemplateEntry();
if (!tester_faction || !target_faction)
{ return false; }
// GvP forced reaction and reputation case
if (unit->GetTypeId() == TYPEID_PLAYER)
{
if (tester_faction->faction)
{
// forced reaction
if (ReputationRank const* force = ((Player*)unit)->GetReputationMgr().GetForcedRankIfAny(tester_faction))
{ return *force >= REP_FRIENDLY; }
// apply reputation state
if (FactionEntry const* raw_tester_faction = sFactionStore.LookupEntry(tester_faction->faction))
if (raw_tester_faction->reputationListID >= 0)
{ return ((Player const*)unit)->GetReputationMgr().GetRank(raw_tester_faction) >= REP_FRIENDLY; }
}
}
// common faction based case (GvC,GvP)
return tester_faction->IsFriendlyTo(*target_faction);
}
void GameObject::RollIfMineralVein()
{
GameObjectInfo const* goinfo = ObjectMgr::GetGameObjectInfo(GetEntry());
if (goinfo->chest.minSuccessOpens != 0 && goinfo->chest.maxSuccessOpens > goinfo->chest.minSuccessOpens) //in this case it is a mineral vein
{
uint32 entrynew = RollMineralVein(GetRealEntry());
GameObjectInfo const* goinfonew = ObjectMgr::GetGameObjectInfo(entrynew);
m_goInfo = goinfonew;
SetUInt32Value(GAMEOBJECT_DISPLAYID, (goinfonew->displayId));
Object::_ReCreate(entrynew);
}
}
uint32 GameObject::RollMineralVein(uint32 entry) //Maybe incedicite bloodstone and indurium have alternate spawns?
{
uint32 entrynew = entry;
if ((GetZoneId() == 46) || (GetZoneId() == 51)) // each node in searing gorge or burning steppes is able to spawn dark iron
{
if (urand (0, 100) < sWorld.getConfig(CONFIG_UINT32_RATE_MINING_DARKIRON))
entrynew = 165658;
return entrynew;
}
if (urand (0, 100) < sWorld.getConfig(CONFIG_UINT32_RATE_MINING_LOWER)) // beside silver all base ores have the possibility to spawn the lower base ore type so rol for lower version spawn
{
switch (entry)
{
case 1735: // Iron can spawn Tin
entry = 1732;
break;
case 2040: // Mithril can spawn Iron
entry = 1735;
break;
case 123310: // Ooze covered mithril can spawn ooze covered iron
entry = 73939;
break;
case 324: // small thorium Vein can spawn Mithril
entry = 2040;
break;
case 123848: // ooze covered thorium Vein can spawn ooze covered mithril
entry = 123310;
break;
case 175404: // Rich thorium Vein can spawn small Thorium vein
entry = 324;
break;
case 177388: // ooze covered Rich thorium Vein can spawn ooze covered thorium
entry = 123848;
break;
default: //default case for copper, tin or not listet special veins
break;
}
}
switch (entry) // Now roll for rare spawn
{
case 1732: // Tin can spawn Silver
if (urand (0, 100) < sWorld.getConfig(CONFIG_UINT32_RATE_MINING_RARE))
entrynew = 1733;
break;
case 1735: // Iron can spawn Gold
if (urand (0, 100) < sWorld.getConfig(CONFIG_UINT32_RATE_MINING_RARE))
entrynew = 1734;
break;
case 73939: // Ooze covered iron can spawn ooze covered gold
if (urand (0, 100) < sWorld.getConfig(CONFIG_UINT32_RATE_MINING_RARE))
entrynew = 73941;
break;
case 2040: // Mithril can spawn Truesilver
if (urand (0, 100) < sWorld.getConfig(CONFIG_UINT32_RATE_MINING_RARE))
entrynew = 2047;
break;
case 123310: // Ooze covered mithril can spawn ooze covered truesilver
if (urand (0, 100) < sWorld.getConfig(CONFIG_UINT32_RATE_MINING_RARE))
entrynew = 123309;
break;
case 324: // small thorium Vein can spawn Truesilver
if (urand (0, 100) < sWorld.getConfig(CONFIG_UINT32_RATE_MINING_RARE))
entrynew = 2047;
break;
case 123848: // ooze covered thorium Vein can spawn ooze covered truesilver
if (urand (0, 100) < sWorld.getConfig(CONFIG_UINT32_RATE_MINING_RARE))
entrynew = 123309;
break;
case 175404: // Rich thorium Vein can spawn truesilver
if (urand (0, 100) < sWorld.getConfig(CONFIG_UINT32_RATE_MINING_RARE))
entrynew = 2047;
break;
case 177388: // ooze covered Rich thorium Vein can spawn ooze covered truesilver
if (urand (0, 100) < sWorld.getConfig(CONFIG_UINT32_RATE_MINING_RARE))
entrynew = 123309;
break;
default: //default case for copper or not listet special veins
entrynew = entry;
}
return entrynew;
}
void GameObject::SetLootState(LootState state)
{
m_lootState = state;
#ifdef ENABLE_ELUNA
sEluna->OnLootStateChanged(this, state);
#endif /* ENABLE_ELUNA */
UpdateCollisionState();
}
void GameObject::SetGoState(GOState state)
{
SetByteValue(GAMEOBJECT_STATE, 0, state);
#ifdef ENABLE_ELUNA
sEluna->OnGameObjectStateChanged(this, state);
#endif /* ENABLE_ELUNA */
UpdateCollisionState();
}
void GameObject::SetDisplayId(uint32 modelId)
{
SetUInt32Value(GAMEOBJECT_DISPLAYID, modelId);
UpdateModel();
}
void GameObject::UpdateCollisionState() const
{
if (!m_model || !IsInWorld())
{ return; }
m_model->enable(IsCollisionEnabled() ? true : false);
}
void GameObject::UpdateModel()
{
if (m_model && IsInWorld() && GetMap()->ContainsGameObjectModel(*m_model))
{ GetMap()->RemoveGameObjectModel(*m_model); }
delete m_model;
m_model = GameObjectModel::construct(this);
if (m_model)
{ GetMap()->InsertGameObjectModel(*m_model); }
}
void GameObject::StartGroupLoot(Group* group, uint32 timer)
{
m_groupLootId = group->GetId();
m_groupLootTimer = timer;
}
void GameObject::StopGroupLoot()
{
if (!m_groupLootId)
{ return; }
if (Group* group = sObjectMgr.GetGroupById(m_groupLootId))
{ group->EndRoll(); }
m_groupLootTimer = 0;
m_groupLootId = 0;
}
Player* GameObject::GetOriginalLootRecipient() const
{
return m_lootRecipientGuid ? ObjectAccessor::FindPlayer(m_lootRecipientGuid) : NULL;
}
Group* GameObject::GetGroupLootRecipient() const
{
// original recipient group if set and not disbanded
return m_lootGroupRecipientId ? sObjectMgr.GetGroupById(m_lootGroupRecipientId) : NULL;
}
Player* GameObject::GetLootRecipient() const
{
// original recipient group if set and not disbanded
Group* group = GetGroupLootRecipient();
// original recipient player if online
Player* player = GetOriginalLootRecipient();
// if group not set or disbanded return original recipient player if any
if (!group)
{ return player; }
// group case
// return player if it still be in original recipient group
if (player && player->GetGroup() == group)
{ return player; }
// find any in group
for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
if (Player* newPlayer = itr->getSource())
{ return newPlayer; }
return NULL;
}
void GameObject::SetLootRecipient(Unit* pUnit)
{
// set the player whose group should receive the right
// to loot the gameobject after its used
// should be set to NULL after the loot disappears
if (!pUnit)
{
m_lootRecipientGuid.Clear();
m_lootGroupRecipientId = 0;
return;
}
Player* player = pUnit->GetCharmerOrOwnerPlayerOrPlayerItself();
if (!player) // normal creature, no player involved
{ return; }
// set player for non group case or if group will disbanded
m_lootRecipientGuid = player->GetObjectGuid();
// set group for group existed case including if player will leave group at loot time
if (Group* group = player->GetGroup())
{ m_lootGroupRecipientId = group->GetId(); }
}
float GameObject::GetObjectBoundingRadius() const
{
// 1.12.1 GameObjectDisplayInfo.dbc not have any info related to size
return DEFAULT_WORLD_OBJECT_SIZE;
}
bool GameObject::IsInSkillupList(Player* player) const
{
return m_SkillupSet.find(player->GetObjectGuid()) != m_SkillupSet.end();
}
void GameObject::AddToSkillupList(Player* player)
{
m_SkillupSet.insert(player->GetObjectGuid());
}
struct AddGameObjectToRemoveListInMapsWorker
{
AddGameObjectToRemoveListInMapsWorker(ObjectGuid guid) : i_guid(guid) {}
void operator()(Map* map)
{
if (GameObject* pGameobject = map->GetGameObject(i_guid))
{ pGameobject->AddObjectToRemoveList(); }
}
ObjectGuid i_guid;
};
void GameObject::AddToRemoveListInMaps(uint32 db_guid, GameObjectData const* data)
{
AddGameObjectToRemoveListInMapsWorker worker(ObjectGuid(HIGHGUID_GAMEOBJECT, data->id, db_guid));
sMapMgr.DoForAllMapsWithMapId(data->mapid, worker);
}
struct SpawnGameObjectInMapsWorker
{
SpawnGameObjectInMapsWorker(uint32 guid, GameObjectData const* data)
: i_guid(guid), i_data(data) {}
void operator()(Map* map)
{
// Spawn if necessary (loaded grids only)
if (map->IsLoaded(i_data->posX, i_data->posY))
{
GameObject* pGameobject = new GameObject;
// DEBUG_LOG("Spawning gameobject %u", *itr);
if (!pGameobject->LoadFromDB(i_guid, map))
{
delete pGameobject;
}
else
{
if (pGameobject->isSpawnedByDefault())
{ map->Add(pGameobject); }
}
}
}
uint32 i_guid;
GameObjectData const* i_data;
};
void GameObject::SpawnInMaps(uint32 db_guid, GameObjectData const* data)
{
SpawnGameObjectInMapsWorker worker(db_guid, data);
sMapMgr.DoForAllMapsWithMapId(data->mapid, worker);
}
bool GameObject::HasStaticDBSpawnData() const
{
return sObjectMgr.GetGOData(GetGUIDLow()) != NULL;
}
void GameObject::SetCapturePointSlider(float value, bool isLocked)
{
GameObjectInfo const* info = GetGOInfo();
m_captureSlider = value;
// only activate non-locked capture point
if (!isLocked)
{ SetLootState(GO_ACTIVATED); }
// set the state of the capture point based on the slider value
if ((int)m_captureSlider == CAPTURE_SLIDER_ALLIANCE)
{ m_captureState = CAPTURE_STATE_WIN_ALLIANCE; }
else if ((int)m_captureSlider == CAPTURE_SLIDER_HORDE)
{ m_captureState = CAPTURE_STATE_WIN_HORDE; }
else if (m_captureSlider > CAPTURE_SLIDER_MIDDLE + info->capturePoint.neutralPercent * 0.5f)
{ m_captureState = CAPTURE_STATE_PROGRESS_ALLIANCE; }
else if (m_captureSlider < CAPTURE_SLIDER_MIDDLE - info->capturePoint.neutralPercent * 0.5f)
{ m_captureState = CAPTURE_STATE_PROGRESS_HORDE; }
else
{ m_captureState = CAPTURE_STATE_NEUTRAL; }
}
void GameObject::TickCapturePoint()
{
// TODO: On retail: Ticks every 5.2 seconds. slider value increase when new player enters on tick
GameObjectInfo const* info = GetGOInfo();
float radius = info->capturePoint.radius;
// search for players in radius
std::list<Player*> capturingPlayers;
MaNGOS::AnyPlayerInCapturePointRange u_check(this, radius);
MaNGOS::PlayerListSearcher<MaNGOS::AnyPlayerInCapturePointRange> checker(capturingPlayers, u_check);
Cell::VisitWorldObjects(this, checker, radius);
GuidSet tempUsers(m_UniqueUsers);
uint32 neutralPercent = info->capturePoint.neutralPercent;
int oldValue = m_captureSlider;
int rangePlayers = 0;
for (std::list<Player*>::iterator itr = capturingPlayers.begin(); itr != capturingPlayers.end(); ++itr)
{
if ((*itr)->GetTeam() == ALLIANCE)
{ ++rangePlayers; }
else
{ --rangePlayers; }
ObjectGuid guid = (*itr)->GetObjectGuid();
if (!tempUsers.erase(guid))
{
// new player entered capture point zone
m_UniqueUsers.insert(guid);
// send capture point enter packets
(*itr)->SendUpdateWorldState(info->capturePoint.worldState3, neutralPercent);
(*itr)->SendUpdateWorldState(info->capturePoint.worldState2, oldValue);
(*itr)->SendUpdateWorldState(info->capturePoint.worldState1, WORLD_STATE_ADD);
(*itr)->SendUpdateWorldState(info->capturePoint.worldState2, oldValue); // also redundantly sent on retail to prevent displaying the initial capture direction on client capture slider incorrectly
}
}
for (GuidSet::iterator itr = tempUsers.begin(); itr != tempUsers.end(); ++itr)
{
// send capture point leave packet
if (Player* owner = GetMap()->GetPlayer(*itr))
{ owner->SendUpdateWorldState(info->capturePoint.worldState1, WORLD_STATE_REMOVE); }
// player left capture point zone
m_UniqueUsers.erase(*itr);
}
// return if there are not enough players capturing the point (works because minSuperiority is always 1)
if (rangePlayers == 0)
{
// set to inactive if all players left capture point zone
if (m_UniqueUsers.empty())
{ SetActiveObjectState(false); }
return;
}
// prevents unloading gameobject before all players left capture point zone (to prevent m_UniqueUsers not being cleared if grid is set to idle)
SetActiveObjectState(true);
// cap speed
int maxSuperiority = info->capturePoint.maxSuperiority;
if (rangePlayers > maxSuperiority)
{ rangePlayers = maxSuperiority; }
else if (rangePlayers < -maxSuperiority)
{ rangePlayers = -maxSuperiority; }
// time to capture from 0% to 100% is maxTime for minSuperiority amount of players and minTime for maxSuperiority amount of players (linear function: y = dy/dx*x+d)
float deltaSlider = info->capturePoint.minTime;
if (int deltaSuperiority = maxSuperiority - info->capturePoint.minSuperiority)
{ deltaSlider += (float)(maxSuperiority - abs(rangePlayers)) / deltaSuperiority * (info->capturePoint.maxTime - info->capturePoint.minTime); }
// calculate changed slider value for a duration of 5 seconds (5 * 100%)
deltaSlider = 500.0f / deltaSlider;
Team progressFaction;
if (rangePlayers > 0)
{
progressFaction = ALLIANCE;
m_captureSlider += deltaSlider;
if (m_captureSlider > CAPTURE_SLIDER_ALLIANCE)
{ m_captureSlider = CAPTURE_SLIDER_ALLIANCE; }
}
else
{
progressFaction = HORDE;
m_captureSlider -= deltaSlider;
if (m_captureSlider < CAPTURE_SLIDER_HORDE)
{ m_captureSlider = CAPTURE_SLIDER_HORDE; }
}
// return if slider did not move a whole percent
if ((int)m_captureSlider == oldValue)
{ return; }
// on retail this is also sent to newly added players even though they already received a slider value
for (std::list<Player*>::iterator itr = capturingPlayers.begin(); itr != capturingPlayers.end(); ++itr)
{ (*itr)->SendUpdateWorldState(info->capturePoint.worldState2, (uint32)m_captureSlider); }
// send capture point events
uint32 eventId = 0;
/* WIN EVENTS */
// alliance wins tower with max points
if (m_captureState != CAPTURE_STATE_WIN_ALLIANCE && (int)m_captureSlider == CAPTURE_SLIDER_ALLIANCE)
{
eventId = info->capturePoint.winEventID1;
m_captureState = CAPTURE_STATE_WIN_ALLIANCE;
}
// horde wins tower with max points
else if (m_captureState != CAPTURE_STATE_WIN_HORDE && (int)m_captureSlider == CAPTURE_SLIDER_HORDE)
{
eventId = info->capturePoint.winEventID2;
m_captureState = CAPTURE_STATE_WIN_HORDE;
}
/* PROGRESS EVENTS */
// alliance takes the tower from neutral, contested or horde (if there is no neutral area) to alliance
else if (m_captureState != CAPTURE_STATE_PROGRESS_ALLIANCE && m_captureSlider > CAPTURE_SLIDER_MIDDLE + neutralPercent * 0.5f && progressFaction == ALLIANCE)
{
eventId = info->capturePoint.progressEventID1;
// handle objective complete
if (m_captureState == CAPTURE_STATE_NEUTRAL)
if (OutdoorPvP* outdoorPvP = sOutdoorPvPMgr.GetScript((*capturingPlayers.begin())->GetCachedZoneId()))
{ outdoorPvP->HandleObjectiveComplete(eventId, capturingPlayers, progressFaction); }
// set capture state to alliance
m_captureState = CAPTURE_STATE_PROGRESS_ALLIANCE;
}
// horde takes the tower from neutral, contested or alliance (if there is no neutral area) to horde
else if (m_captureState != CAPTURE_STATE_PROGRESS_HORDE && m_captureSlider < CAPTURE_SLIDER_MIDDLE - neutralPercent * 0.5f && progressFaction == HORDE)
{
eventId = info->capturePoint.progressEventID2;
// handle objective complete
if (m_captureState == CAPTURE_STATE_NEUTRAL)
if (OutdoorPvP* outdoorPvP = sOutdoorPvPMgr.GetScript((*capturingPlayers.begin())->GetCachedZoneId()))
{ outdoorPvP->HandleObjectiveComplete(eventId, capturingPlayers, progressFaction); }
// set capture state to horde
m_captureState = CAPTURE_STATE_PROGRESS_HORDE;
}
/* NEUTRAL EVENTS */
// alliance takes the tower from horde to neutral
else if (m_captureState != CAPTURE_STATE_NEUTRAL && m_captureSlider >= CAPTURE_SLIDER_MIDDLE - neutralPercent * 0.5f && m_captureSlider <= CAPTURE_SLIDER_MIDDLE + neutralPercent * 0.5f && progressFaction == ALLIANCE)
{
eventId = info->capturePoint.neutralEventID1;
m_captureState = CAPTURE_STATE_NEUTRAL;
}
// horde takes the tower from alliance to neutral
else if (m_captureState != CAPTURE_STATE_NEUTRAL && m_captureSlider >= CAPTURE_SLIDER_MIDDLE - neutralPercent * 0.5f && m_captureSlider <= CAPTURE_SLIDER_MIDDLE + neutralPercent * 0.5f && progressFaction == HORDE)
{
eventId = info->capturePoint.neutralEventID2;
m_captureState = CAPTURE_STATE_NEUTRAL;
}
/* CONTESTED EVENTS */
// alliance attacks tower which is in control or progress by horde (except if alliance also gains control in that case)
else if ((m_captureState == CAPTURE_STATE_WIN_HORDE || m_captureState == CAPTURE_STATE_PROGRESS_HORDE) && progressFaction == ALLIANCE)
{
eventId = info->capturePoint.contestedEventID1;
m_captureState = CAPTURE_STATE_CONTEST_HORDE;
}
// horde attacks tower which is in control or progress by alliance (except if horde also gains control in that case)
else if ((m_captureState == CAPTURE_STATE_WIN_ALLIANCE || m_captureState == CAPTURE_STATE_PROGRESS_ALLIANCE) && progressFaction == HORDE)
{
eventId = info->capturePoint.contestedEventID2;
m_captureState = CAPTURE_STATE_CONTEST_ALLIANCE;
}
if (eventId)
{ StartEvents_Event(GetMap(), eventId, this, this, true, *capturingPlayers.begin()); }
}
uint32 GameObject::GetScriptId()
{
return sScriptMgr.GetBoundScriptId(SCRIPTED_GAMEOBJECT, -int32(GetGUIDLow())) ? sScriptMgr.GetBoundScriptId(SCRIPTED_GAMEOBJECT, -int32(GetGUIDLow())) : sScriptMgr.GetBoundScriptId(SCRIPTED_GAMEOBJECT, GetEntry());
}
float GameObject::GetInteractionDistance() const
{
float maxdist = INTERACTION_DISTANCE;
switch (GetGoType())
{
// TODO: find out how the client calculates the maximal usage distance to spellless working
// gameobjects like mailboxes - 10.0 is a just an abitrary choosen number
case GAMEOBJECT_TYPE_MAILBOX:
maxdist = 10.0f;
break;
case GAMEOBJECT_TYPE_FISHINGHOLE:
case GAMEOBJECT_TYPE_FISHINGNODE:
maxdist = 20.0f + CONTACT_DISTANCE; // max spell range
break;
default:
break;
}
return maxdist;
}