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Using TC structure allowing easier patches importing
This commit is contained in:
905
src/server/game/Entities/GameObject/GameObject.h
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905
src/server/game/Entities/GameObject/GameObject.h
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/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: http://github.com/azerothcore/azerothcore-wotlk/LICENSE-GPL2
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* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*/
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#ifndef AZEROTHCORE_GAMEOBJECT_H
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#define AZEROTHCORE_GAMEOBJECT_H
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#include "Common.h"
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#include "SharedDefines.h"
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#include "Unit.h"
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#include "Object.h"
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#include "LootMgr.h"
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#include "DatabaseEnv.h"
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#include "G3D/Quat.h"
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class GameObjectAI;
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class Transport;
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class StaticTransport;
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class MotionTransport;
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#define MAX_GAMEOBJECT_QUEST_ITEMS 6
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// from `gameobject_template`
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struct GameObjectTemplate
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{
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uint32 entry;
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uint32 type;
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uint32 displayId;
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std::string name;
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std::string IconName;
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std::string castBarCaption;
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std::string unk1;
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uint32 faction;
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uint32 flags;
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float size;
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union // different GO types have different data field
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{
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//0 GAMEOBJECT_TYPE_DOOR
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struct
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{
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uint32 startOpen; //0 used client side to determine GO_ACTIVATED means open/closed
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uint32 lockId; //1 -> Lock.dbc
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uint32 autoCloseTime; //2 secs till autoclose = autoCloseTime / 0x10000
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uint32 noDamageImmune; //3 break opening whenever you recieve damage?
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uint32 openTextID; //4 can be used to replace castBarCaption?
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uint32 closeTextID; //5
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uint32 ignoredByPathing; //6
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} door;
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//1 GAMEOBJECT_TYPE_BUTTON
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struct
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{
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uint32 startOpen; //0
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uint32 lockId; //1 -> Lock.dbc
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uint32 autoCloseTime; //2 secs till autoclose = autoCloseTime / 0x10000
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uint32 linkedTrap; //3
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uint32 noDamageImmune; //4 isBattlegroundObject
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uint32 large; //5
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uint32 openTextID; //6 can be used to replace castBarCaption?
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uint32 closeTextID; //7
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uint32 losOK; //8
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} button;
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//2 GAMEOBJECT_TYPE_QUESTGIVER
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struct
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{
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uint32 lockId; //0 -> Lock.dbc
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uint32 questList; //1
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uint32 pageMaterial; //2
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uint32 gossipID; //3
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uint32 customAnim; //4
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uint32 noDamageImmune; //5
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uint32 openTextID; //6 can be used to replace castBarCaption?
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uint32 losOK; //7
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uint32 allowMounted; //8
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uint32 large; //9
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} questgiver;
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//3 GAMEOBJECT_TYPE_CHEST
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struct
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{
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uint32 lockId; //0 -> Lock.dbc
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uint32 lootId; //1
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uint32 chestRestockTime; //2
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uint32 consumable; //3
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uint32 minSuccessOpens; //4 Deprecated, pre 3.0 was used for mining nodes but since WotLK all mining nodes are usable once and grant all loot with a single use
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uint32 maxSuccessOpens; //5 Deprecated, pre 3.0 was used for mining nodes but since WotLK all mining nodes are usable once and grant all loot with a single use
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uint32 eventId; //6 lootedEvent
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uint32 linkedTrapId; //7
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uint32 questId; //8 not used currently but store quest required for GO activation for player
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uint32 level; //9
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uint32 losOK; //10
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uint32 leaveLoot; //11
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uint32 notInCombat; //12
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uint32 logLoot; //13
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uint32 openTextID; //14 can be used to replace castBarCaption?
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uint32 groupLootRules; //15
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uint32 floatingTooltip; //16
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} chest;
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//4 GAMEOBJECT_TYPE_BINDER - empty
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//5 GAMEOBJECT_TYPE_GENERIC
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struct
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{
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uint32 floatingTooltip; //0
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uint32 highlight; //1
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uint32 serverOnly; //2
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uint32 large; //3
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uint32 floatOnWater; //4
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int32 questID; //5
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} _generic;
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//6 GAMEOBJECT_TYPE_TRAP
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struct
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{
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uint32 lockId; //0 -> Lock.dbc
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uint32 level; //1
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uint32 diameter; //2 diameter for trap activation
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uint32 spellId; //3
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uint32 type; //4 0 trap with no despawn after cast. 1 trap despawns after cast. 2 bomb casts on spawn.
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uint32 cooldown; //5 time in secs
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int32 autoCloseTime; //6
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uint32 startDelay; //7
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uint32 serverOnly; //8
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uint32 stealthed; //9
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uint32 large; //10
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uint32 invisible; //11
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uint32 openTextID; //12 can be used to replace castBarCaption?
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uint32 closeTextID; //13
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uint32 ignoreTotems; //14
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} trap;
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//7 GAMEOBJECT_TYPE_CHAIR
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struct
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{
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uint32 slots; //0
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uint32 height; //1
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uint32 onlyCreatorUse; //2
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uint32 triggeredEvent; //3
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} chair;
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//8 GAMEOBJECT_TYPE_SPELL_FOCUS
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struct
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{
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uint32 focusId; //0
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uint32 dist; //1
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uint32 linkedTrapId; //2
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uint32 serverOnly; //3
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uint32 questID; //4
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uint32 large; //5
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uint32 floatingTooltip; //6
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} spellFocus;
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//9 GAMEOBJECT_TYPE_TEXT
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struct
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{
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uint32 pageID; //0
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uint32 language; //1
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uint32 pageMaterial; //2
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uint32 allowMounted; //3
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} text;
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//10 GAMEOBJECT_TYPE_GOOBER
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struct
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{
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uint32 lockId; //0 -> Lock.dbc
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int32 questId; //1
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uint32 eventId; //2
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uint32 autoCloseTime; //3
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uint32 customAnim; //4
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uint32 consumable; //5
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uint32 cooldown; //6
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uint32 pageId; //7
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uint32 language; //8
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uint32 pageMaterial; //9
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uint32 spellId; //10
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uint32 noDamageImmune; //11
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uint32 linkedTrapId; //12
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uint32 large; //13
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uint32 openTextID; //14 can be used to replace castBarCaption?
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uint32 closeTextID; //15
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uint32 losOK; //16 isBattlegroundObject
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uint32 allowMounted; //17
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uint32 floatingTooltip; //18
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uint32 gossipID; //19
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uint32 WorldStateSetsState; //20
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} goober;
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//11 GAMEOBJECT_TYPE_TRANSPORT
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struct
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{
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uint32 pauseAtTime; //0
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uint32 startOpen; //1
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uint32 autoCloseTime; //2 secs till autoclose = autoCloseTime / 0x10000
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uint32 pause1EventID; //3
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uint32 pause2EventID; //4
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} transport;
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//12 GAMEOBJECT_TYPE_AREADAMAGE
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struct
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{
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uint32 lockId; //0
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uint32 radius; //1
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uint32 damageMin; //2
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uint32 damageMax; //3
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uint32 damageSchool; //4
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uint32 autoCloseTime; //5 secs till autoclose = autoCloseTime / 0x10000
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uint32 openTextID; //6
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uint32 closeTextID; //7
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} areadamage;
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//13 GAMEOBJECT_TYPE_CAMERA
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struct
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{
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uint32 lockId; //0 -> Lock.dbc
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uint32 cinematicId; //1
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uint32 eventID; //2
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uint32 openTextID; //3 can be used to replace castBarCaption?
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} camera;
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//14 GAMEOBJECT_TYPE_MAPOBJECT - empty
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//15 GAMEOBJECT_TYPE_MO_TRANSPORT
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struct
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{
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uint32 taxiPathId; //0
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uint32 moveSpeed; //1
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uint32 accelRate; //2
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uint32 startEventID; //3
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uint32 stopEventID; //4
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uint32 transportPhysics; //5
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uint32 mapID; //6
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uint32 worldState1; //7
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uint32 canBeStopped; //8
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} moTransport;
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//16 GAMEOBJECT_TYPE_DUELFLAG - empty
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//17 GAMEOBJECT_TYPE_FISHINGNODE - empty
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//18 GAMEOBJECT_TYPE_SUMMONING_RITUAL
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struct
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{
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uint32 reqParticipants; //0
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uint32 spellId; //1
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uint32 animSpell; //2
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uint32 ritualPersistent; //3
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uint32 casterTargetSpell; //4
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uint32 casterTargetSpellTargets; //5
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uint32 castersGrouped; //6
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uint32 ritualNoTargetCheck; //7
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} summoningRitual;
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//19 GAMEOBJECT_TYPE_MAILBOX - empty
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//20 GAMEOBJECT_TYPE_DONOTUSE - empty
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//21 GAMEOBJECT_TYPE_GUARDPOST
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struct
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{
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uint32 creatureID; //0
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uint32 charges; //1
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} guardpost;
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//22 GAMEOBJECT_TYPE_SPELLCASTER
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struct
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{
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uint32 spellId; //0
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uint32 charges; //1
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uint32 partyOnly; //2
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uint32 allowMounted; //3
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uint32 large; //4
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} spellcaster;
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//23 GAMEOBJECT_TYPE_MEETINGSTONE
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struct
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{
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uint32 minLevel; //0
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uint32 maxLevel; //1
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uint32 areaID; //2
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} meetingstone;
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//24 GAMEOBJECT_TYPE_FLAGSTAND
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struct
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{
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uint32 lockId; //0
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uint32 pickupSpell; //1
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uint32 radius; //2
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uint32 returnAura; //3
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uint32 returnSpell; //4
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uint32 noDamageImmune; //5
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uint32 openTextID; //6
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uint32 losOK; //7
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} flagstand;
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//25 GAMEOBJECT_TYPE_FISHINGHOLE
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struct
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{
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uint32 radius; //0 how close bobber must land for sending loot
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uint32 lootId; //1
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uint32 minSuccessOpens; //2
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uint32 maxSuccessOpens; //3
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uint32 lockId; //4 -> Lock.dbc; possibly 1628 for all?
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} fishinghole;
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//26 GAMEOBJECT_TYPE_FLAGDROP
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struct
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{
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uint32 lockId; //0
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uint32 eventID; //1
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uint32 pickupSpell; //2
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uint32 noDamageImmune; //3
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uint32 openTextID; //4
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} flagdrop;
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//27 GAMEOBJECT_TYPE_MINI_GAME
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struct
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{
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uint32 gameType; //0
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} miniGame;
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//29 GAMEOBJECT_TYPE_CAPTURE_POINT
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struct
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{
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uint32 radius; //0
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uint32 spell; //1
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uint32 worldState1; //2
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uint32 worldstate2; //3
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uint32 winEventID1; //4
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uint32 winEventID2; //5
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uint32 contestedEventID1; //6
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uint32 contestedEventID2; //7
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uint32 progressEventID1; //8
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uint32 progressEventID2; //9
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uint32 neutralEventID1; //10
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uint32 neutralEventID2; //11
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uint32 neutralPercent; //12
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uint32 worldstate3; //13
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uint32 minSuperiority; //14
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uint32 maxSuperiority; //15
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uint32 minTime; //16
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uint32 maxTime; //17
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uint32 large; //18
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uint32 highlight; //19
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uint32 startingValue; //20
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uint32 unidirectional; //21
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} capturePoint;
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//30 GAMEOBJECT_TYPE_AURA_GENERATOR
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struct
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{
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uint32 startOpen; //0
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uint32 radius; //1
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uint32 auraID1; //2
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uint32 conditionID1; //3
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uint32 auraID2; //4
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uint32 conditionID2; //5
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uint32 serverOnly; //6
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} auraGenerator;
|
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//31 GAMEOBJECT_TYPE_DUNGEON_DIFFICULTY
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struct
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{
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uint32 mapID; //0
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uint32 difficulty; //1
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||||
} dungeonDifficulty;
|
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//32 GAMEOBJECT_TYPE_BARBER_CHAIR
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struct
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{
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uint32 chairheight; //0
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uint32 heightOffset; //1
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} barberChair;
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//33 GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING
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struct
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{
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uint32 intactNumHits; //0
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uint32 creditProxyCreature; //1
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||||
uint32 state1Name; //2
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||||
uint32 intactEvent; //3
|
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uint32 damagedDisplayId; //4
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uint32 damagedNumHits; //5
|
||||
uint32 empty3; //6
|
||||
uint32 empty4; //7
|
||||
uint32 empty5; //8
|
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uint32 damagedEvent; //9
|
||||
uint32 destroyedDisplayId; //10
|
||||
uint32 empty7; //11
|
||||
uint32 empty8; //12
|
||||
uint32 empty9; //13
|
||||
uint32 destroyedEvent; //14
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||||
uint32 empty10; //15
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uint32 debuildingTimeSecs; //16
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uint32 empty11; //17
|
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uint32 destructibleData; //18
|
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uint32 rebuildingEvent; //19
|
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uint32 empty12; //20
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||||
uint32 empty13; //21
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uint32 damageEvent; //22
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uint32 empty14; //23
|
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} building;
|
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//34 GAMEOBJECT_TYPE_GUILDBANK - empty
|
||||
//35 GAMEOBJECT_TYPE_TRAPDOOR
|
||||
struct
|
||||
{
|
||||
uint32 whenToPause; // 0
|
||||
uint32 startOpen; // 1
|
||||
uint32 autoClose; // 2
|
||||
} trapDoor;
|
||||
|
||||
// not use for specific field access (only for output with loop by all filed), also this determinate max union size
|
||||
struct
|
||||
{
|
||||
uint32 data[MAX_GAMEOBJECT_DATA];
|
||||
} raw;
|
||||
};
|
||||
|
||||
std::string AIName;
|
||||
uint32 ScriptId;
|
||||
bool IsForQuests; // pussywizard
|
||||
|
||||
// helpers
|
||||
bool IsDespawnAtAction() const
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case GAMEOBJECT_TYPE_CHEST: return chest.consumable;
|
||||
case GAMEOBJECT_TYPE_GOOBER: return goober.consumable;
|
||||
default: return false;
|
||||
}
|
||||
}
|
||||
|
||||
bool IsUsableMounted() const
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case GAMEOBJECT_TYPE_QUESTGIVER: return questgiver.allowMounted;
|
||||
case GAMEOBJECT_TYPE_TEXT: return text.allowMounted;
|
||||
case GAMEOBJECT_TYPE_GOOBER: return goober.allowMounted;
|
||||
case GAMEOBJECT_TYPE_SPELLCASTER: return spellcaster.allowMounted;
|
||||
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 GetLinkedGameObjectEntry() const
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
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 /* xinef: changed to milliseconds/ IN_MILLISECONDS*/; // prior to 3.0.3, conversion was / 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;
|
||||
}
|
||||
}
|
||||
|
||||
uint32 GetEventScriptId() const
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case GAMEOBJECT_TYPE_GOOBER: return goober.eventId;
|
||||
case GAMEOBJECT_TYPE_CHEST: return chest.eventId;
|
||||
case GAMEOBJECT_TYPE_CAMERA: return camera.eventID;
|
||||
default: return 0;
|
||||
}
|
||||
}
|
||||
|
||||
uint32 GetCooldown() const // Cooldown preventing goober and traps to cast spell
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case GAMEOBJECT_TYPE_TRAP: return trap.cooldown;
|
||||
case GAMEOBJECT_TYPE_GOOBER: return goober.cooldown;
|
||||
default: return 0;
|
||||
}
|
||||
}
|
||||
|
||||
bool IsGameObjectForQuests() const
|
||||
{
|
||||
return IsForQuests;
|
||||
}
|
||||
};
|
||||
|
||||
// Benchmarked: Faster than std::map (insert/find)
|
||||
typedef UNORDERED_MAP<uint32, GameObjectTemplate> GameObjectTemplateContainer;
|
||||
|
||||
class OPvPCapturePoint;
|
||||
struct TransportAnimation;
|
||||
|
||||
union GameObjectValue
|
||||
{
|
||||
//11 GAMEOBJECT_TYPE_TRANSPORT
|
||||
struct
|
||||
{
|
||||
uint32 PathProgress;
|
||||
TransportAnimation const* AnimationInfo;
|
||||
} Transport;
|
||||
//25 GAMEOBJECT_TYPE_FISHINGHOLE
|
||||
struct
|
||||
{
|
||||
uint32 MaxOpens;
|
||||
} FishingHole;
|
||||
//29 GAMEOBJECT_TYPE_CAPTURE_POINT
|
||||
struct
|
||||
{
|
||||
OPvPCapturePoint *OPvPObj;
|
||||
} CapturePoint;
|
||||
//33 GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING
|
||||
struct
|
||||
{
|
||||
uint32 Health;
|
||||
uint32 MaxHealth;
|
||||
} Building;
|
||||
};
|
||||
|
||||
struct GameObjectLocale
|
||||
{
|
||||
StringVector Name;
|
||||
StringVector CastBarCaption;
|
||||
};
|
||||
|
||||
// `gameobject_addon` table
|
||||
struct GameObjectAddon
|
||||
{
|
||||
InvisibilityType invisibilityType;
|
||||
uint32 InvisibilityValue;
|
||||
};
|
||||
|
||||
typedef UNORDERED_MAP<uint32, GameObjectAddon> GameObjectAddonContainer;
|
||||
|
||||
// client side GO show states
|
||||
enum GOState
|
||||
{
|
||||
GO_STATE_ACTIVE = 0, // show in world as used and not reset (closed door open)
|
||||
GO_STATE_READY = 1, // show in world as ready (closed door close)
|
||||
GO_STATE_ACTIVE_ALTERNATIVE = 2 // 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
|
||||
{
|
||||
explicit GameObjectData() : id(0), mapid(0), phaseMask(0), posX(0.0f), posY(0.0f), posZ(0.0f), orientation(0.0f), spawntimesecs(0),
|
||||
animprogress(0), go_state(GO_STATE_ACTIVE), spawnMask(0), artKit(0), dbData(true) { }
|
||||
uint32 id; // entry in gamobject_template
|
||||
uint16 mapid;
|
||||
uint32 phaseMask;
|
||||
float posX;
|
||||
float posY;
|
||||
float posZ;
|
||||
float orientation;
|
||||
G3D::Quat rotation;
|
||||
int32 spawntimesecs;
|
||||
uint32 animprogress;
|
||||
GOState go_state;
|
||||
uint8 spawnMask;
|
||||
uint8 artKit;
|
||||
bool dbData;
|
||||
};
|
||||
|
||||
typedef std::vector<uint32> GameObjectQuestItemList;
|
||||
typedef std::unordered_map<uint32, GameObjectQuestItemList> GameObjectQuestItemMap;
|
||||
|
||||
// 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
|
||||
};
|
||||
|
||||
class Unit;
|
||||
class GameObjectModel;
|
||||
|
||||
// 5 sec for bobber catch
|
||||
#define FISHING_BOBBER_READY_TIME 5
|
||||
|
||||
class GameObject : public WorldObject, public GridObject<GameObject>, public MovableMapObject
|
||||
{
|
||||
public:
|
||||
explicit GameObject();
|
||||
~GameObject();
|
||||
|
||||
void BuildValuesUpdate(uint8 updatetype, ByteBuffer* data, Player* target) const;
|
||||
|
||||
void AddToWorld();
|
||||
void RemoveFromWorld();
|
||||
void CleanupsBeforeDelete(bool finalCleanup = true);
|
||||
|
||||
virtual bool Create(uint32 guidlow, uint32 name_id, Map* map, uint32 phaseMask, float x, float y, float z, float ang, G3D::Quat const& rotation, uint32 animprogress, GOState go_state, uint32 artKit = 0);
|
||||
void Update(uint32 p_time);
|
||||
GameObjectTemplate const* GetGOInfo() const { return m_goInfo; }
|
||||
GameObjectData const* GetGOData() const { return m_goData; }
|
||||
GameObjectValue const* GetGOValue() const { return &m_goValue; }
|
||||
|
||||
bool IsTransport() const;
|
||||
bool IsDestructibleBuilding() const;
|
||||
|
||||
uint32 GetDBTableGUIDLow() const { return m_DBTableGuid; }
|
||||
|
||||
// z_rot, y_rot, x_rot - rotation angles around z, y and x axes
|
||||
void SetWorldRotationAngles(float z_rot, float y_rot, float x_rot);
|
||||
void SetWorldRotation(G3D::Quat const& rot);
|
||||
void SetTransportPathRotation(float qx, float qy, float qz, float qw);
|
||||
int64 GetPackedWorldRotation() const { return m_packedRotation; }
|
||||
|
||||
// overwrite WorldObject function for proper name localization
|
||||
std::string const& GetNameForLocaleIdx(LocaleConstant locale_idx) const;
|
||||
|
||||
void SaveToDB();
|
||||
void SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask);
|
||||
bool LoadFromDB(uint32 guid, Map* map) { return LoadGameObjectFromDB(guid, map, false); }
|
||||
bool LoadGameObjectFromDB(uint32 guid, Map* map, bool addToMap = true);
|
||||
void DeleteFromDB();
|
||||
|
||||
void SetOwnerGUID(uint64 owner)
|
||||
{
|
||||
// Owner already found and different than expected owner - remove object from old owner
|
||||
if (owner && GetOwnerGUID() && GetOwnerGUID() != owner)
|
||||
{
|
||||
ASSERT(false);
|
||||
}
|
||||
m_spawnedByDefault = false; // all object with owner is despawned after delay
|
||||
SetUInt64Value(OBJECT_FIELD_CREATED_BY, owner);
|
||||
}
|
||||
uint64 GetOwnerGUID() const { return GetUInt64Value(OBJECT_FIELD_CREATED_BY); }
|
||||
Unit* GetOwner() const;
|
||||
|
||||
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(int32 respawn)
|
||||
{
|
||||
m_respawnTime = respawn > 0 ? time(NULL) + respawn : 0;
|
||||
m_respawnDelayTime = respawn > 0 ? 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();
|
||||
void getFishLoot(Loot* loot, Player* loot_owner);
|
||||
void getFishLootJunk(Loot* loot, Player* loot_owner);
|
||||
GameobjectTypes GetGoType() const { return GameobjectTypes(GetByteValue(GAMEOBJECT_BYTES_1, 1)); }
|
||||
void SetGoType(GameobjectTypes type) { SetByteValue(GAMEOBJECT_BYTES_1, 1, type); }
|
||||
GOState GetGoState() const { return GOState(GetByteValue(GAMEOBJECT_BYTES_1, 0)); }
|
||||
void SetGoState(GOState state);
|
||||
uint8 GetGoArtKit() const { return GetByteValue(GAMEOBJECT_BYTES_1, 2); }
|
||||
void SetGoArtKit(uint8 artkit);
|
||||
uint8 GetGoAnimProgress() const { return GetByteValue(GAMEOBJECT_BYTES_1, 3); }
|
||||
void SetGoAnimProgress(uint8 animprogress) { SetByteValue(GAMEOBJECT_BYTES_1, 3, animprogress); }
|
||||
static void SetGoArtKit(uint8 artkit, GameObject* go, uint32 lowguid = 0);
|
||||
|
||||
void SetPhaseMask(uint32 newPhaseMask, bool update);
|
||||
void EnableCollision(bool enable);
|
||||
|
||||
void Use(Unit* user);
|
||||
|
||||
LootState getLootState() const { return m_lootState; }
|
||||
// Note: unit is only used when s = GO_ACTIVATED
|
||||
void SetLootState(LootState s, Unit* unit = NULL);
|
||||
|
||||
uint16 GetLootMode() const { return m_LootMode; }
|
||||
bool HasLootMode(uint16 lootMode) const { return m_LootMode & lootMode; }
|
||||
void SetLootMode(uint16 lootMode) { m_LootMode = lootMode; }
|
||||
void AddLootMode(uint16 lootMode) { m_LootMode |= lootMode; }
|
||||
void RemoveLootMode(uint16 lootMode) { m_LootMode &= ~lootMode; }
|
||||
void ResetLootMode() { m_LootMode = LOOT_MODE_DEFAULT; }
|
||||
|
||||
void AddToSkillupList(uint32 PlayerGuidLow) { m_SkillupList.push_back(PlayerGuidLow); }
|
||||
bool IsInSkillupList(uint32 PlayerGuidLow) const
|
||||
{
|
||||
for (std::list<uint32>::const_iterator i = m_SkillupList.begin(); i != m_SkillupList.end(); ++i)
|
||||
if (*i == PlayerGuidLow)
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
void ClearSkillupList() { m_SkillupList.clear(); }
|
||||
|
||||
void AddUniqueUse(Player* player);
|
||||
void AddUse() { ++m_usetimes; }
|
||||
|
||||
uint32 GetUseCount() const { return m_usetimes; }
|
||||
uint32 GetUniqueUseCount() const { return m_unique_users.size(); }
|
||||
|
||||
void SaveRespawnTime();
|
||||
|
||||
Loot loot;
|
||||
|
||||
Player* GetLootRecipient() const;
|
||||
Group* GetLootRecipientGroup() const;
|
||||
void SetLootRecipient(Unit* unit);
|
||||
bool IsLootAllowedFor(Player const* player) const;
|
||||
bool HasLootRecipient() const { return m_lootRecipient || m_lootRecipientGroup; }
|
||||
uint32 m_groupLootTimer; // (msecs)timer used for group loot
|
||||
uint32 lootingGroupLowGUID; // used to find group which is looting
|
||||
void SetLootGenerationTime() { m_lootGenerationTime = time(NULL); }
|
||||
uint32 GetLootGenerationTime() const { return m_lootGenerationTime; }
|
||||
|
||||
bool hasQuest(uint32 quest_id) const;
|
||||
bool hasInvolvedQuest(uint32 quest_id) const;
|
||||
bool ActivateToQuest(Player* target) const;
|
||||
void UseDoorOrButton(uint32 time_to_restore = 0, bool alternative = false, Unit* user = NULL);
|
||||
// 0 = use `gameobject`.`spawntimesecs`
|
||||
void ResetDoorOrButton();
|
||||
|
||||
void TriggeringLinkedGameObject(uint32 trapEntry, Unit* target);
|
||||
|
||||
bool IsNeverVisible() const;
|
||||
bool IsAlwaysVisibleFor(WorldObject const* seer) const;
|
||||
bool IsInvisibleDueToDespawn() const;
|
||||
|
||||
uint8 getLevelForTarget(WorldObject const* target) const
|
||||
{
|
||||
if (Unit* owner = GetOwner())
|
||||
return owner->getLevelForTarget(target);
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
GameObject* LookupFishingHoleAround(float range);
|
||||
|
||||
void CastSpell(Unit* target, uint32 spell);
|
||||
void SendCustomAnim(uint32 anim);
|
||||
bool IsInRange(float x, float y, float z, float radius) const;
|
||||
|
||||
void SendMessageToSetInRange(WorldPacket* data, float dist, bool /*self*/, bool includeMargin = false, Player const* skipped_rcvr = NULL); // pussywizard!
|
||||
|
||||
void ModifyHealth(int32 change, Unit* attackerOrHealer = NULL, uint32 spellId = 0);
|
||||
void SetDestructibleBuildingModifyState(bool allow) { m_allowModifyDestructibleBuilding = allow; }
|
||||
// sets GameObject type 33 destruction flags and optionally default health for that state
|
||||
void SetDestructibleState(GameObjectDestructibleState state, Player* eventInvoker = NULL, bool setHealth = false);
|
||||
GameObjectDestructibleState GetDestructibleState() const
|
||||
{
|
||||
if (HasFlag(GAMEOBJECT_FLAGS, GO_FLAG_DESTROYED))
|
||||
return GO_DESTRUCTIBLE_DESTROYED;
|
||||
if (HasFlag(GAMEOBJECT_FLAGS, GO_FLAG_DAMAGED))
|
||||
return GO_DESTRUCTIBLE_DAMAGED;
|
||||
return GO_DESTRUCTIBLE_INTACT;
|
||||
}
|
||||
|
||||
void EventInform(uint32 eventId);
|
||||
|
||||
virtual uint32 GetScriptId() const { return GetGOInfo()->ScriptId; }
|
||||
GameObjectAI* AI() const { return m_AI; }
|
||||
|
||||
std::string GetAIName() const;
|
||||
void SetDisplayId(uint32 displayid);
|
||||
uint32 GetDisplayId() const { return GetUInt32Value(GAMEOBJECT_DISPLAYID); }
|
||||
|
||||
GameObjectModel* m_model;
|
||||
void GetRespawnPosition(float &x, float &y, float &z, float* ori = NULL) const;
|
||||
|
||||
void SetPosition(float x, float y, float z, float o);
|
||||
void SetPosition(const Position &pos) { SetPosition(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation()); }
|
||||
|
||||
bool IsStaticTransport() const { return GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT; }
|
||||
bool IsMotionTransport() const { return GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT; }
|
||||
|
||||
Transport* ToTransport() { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT || GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<Transport*>(this); else return NULL; }
|
||||
Transport const* ToTransport() const { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT || GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<Transport const*>(this); else return NULL; }
|
||||
|
||||
StaticTransport* ToStaticTransport() { if (GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<StaticTransport*>(this); else return NULL; }
|
||||
StaticTransport const* ToStaticTransport() const { if (GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<StaticTransport const*>(this); else return NULL; }
|
||||
|
||||
MotionTransport* ToMotionTransport() { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT) return reinterpret_cast<MotionTransport*>(this); else return NULL; }
|
||||
MotionTransport const* ToMotionTransport() const { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT) return reinterpret_cast<MotionTransport const*>(this); else return NULL; }
|
||||
|
||||
float GetStationaryX() const { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionX(); return GetPositionX(); }
|
||||
float GetStationaryY() const { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionY(); return GetPositionY(); }
|
||||
float GetStationaryZ() const { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionZ(); return GetPositionZ(); }
|
||||
float GetStationaryO() const { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetOrientation(); return GetOrientation(); }
|
||||
|
||||
float GetInteractionDistance();
|
||||
|
||||
void UpdateModelPosition();
|
||||
|
||||
protected:
|
||||
bool AIM_Initialize();
|
||||
void UpdateModel(); // updates model in case displayId were changed
|
||||
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;
|
||||
uint32 m_cooldownTime; // used as internal reaction delay time store (not state change reaction).
|
||||
// For traps this: spell casting cooldown, for doors/buttons: reset time.
|
||||
std::list<uint32> m_SkillupList;
|
||||
|
||||
uint32 m_ritualOwnerGUIDLow; // used for GAMEOBJECT_TYPE_SUMMONING_RITUAL where GO is not summoned (no owner)
|
||||
std::set<uint64> m_unique_users;
|
||||
uint32 m_usetimes;
|
||||
|
||||
typedef std::map<uint32, uint64> ChairSlotAndUser;
|
||||
ChairSlotAndUser ChairListSlots;
|
||||
|
||||
uint32 m_DBTableGuid; ///< For new or temporary gameobjects is 0 for saved it is lowguid
|
||||
GameObjectTemplate const* m_goInfo;
|
||||
GameObjectData const* m_goData;
|
||||
GameObjectValue m_goValue;
|
||||
bool m_allowModifyDestructibleBuilding;
|
||||
|
||||
int64 m_packedRotation;
|
||||
G3D::Quat m_worldRotation;
|
||||
Position m_stationaryPosition;
|
||||
|
||||
uint64 m_lootRecipient;
|
||||
uint32 m_lootRecipientGroup;
|
||||
uint16 m_LootMode; // bitmask, default LOOT_MODE_DEFAULT, determines what loot will be lootable
|
||||
uint32 m_lootGenerationTime;
|
||||
private:
|
||||
void CheckRitualList();
|
||||
void ClearRitualList();
|
||||
void RemoveFromOwner();
|
||||
void SwitchDoorOrButton(bool activate, bool alternative = false);
|
||||
void UpdatePackedRotation();
|
||||
|
||||
//! Object distance/size - overridden from Object::_IsWithinDist. Needs to take in account proper GO size.
|
||||
bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool /*is3D*/) const
|
||||
{
|
||||
//! Following check does check 3d distance
|
||||
dist2compare += obj->GetObjectSize();
|
||||
return IsInRange(obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ(), dist2compare);
|
||||
}
|
||||
GameObjectAI* m_AI;
|
||||
};
|
||||
#endif
|
||||
Reference in New Issue
Block a user