mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-13 09:17:18 +00:00
1037 lines
44 KiB
C++
1037 lines
44 KiB
C++
/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU Affero General Public License as published by the
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* Free Software Foundation; either version 3 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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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 "DatabaseEnv.h"
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#include "G3D/Quat.h"
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#include "LootMgr.h"
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#include "Object.h"
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#include "SharedDefines.h"
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#include "Unit.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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typedef void(*goEventFlag)(Player*, GameObject*, Battleground*);
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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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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
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uint32 empty3; //6
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uint32 empty4; //7
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uint32 empty5; //8
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uint32 damagedEvent; //9
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uint32 destroyedDisplayId; //10
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uint32 empty7; //11
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uint32 empty8; //12
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uint32 empty9; //13
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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
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//35 GAMEOBJECT_TYPE_TRAPDOOR
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struct
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{
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uint32 whenToPause; // 0
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uint32 startOpen; // 1
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uint32 autoClose; // 2
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} trapDoor;
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// not use for specific field access (only for output with loop by all filed), also this determinate max union size
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struct
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{
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uint32 data[MAX_GAMEOBJECT_DATA];
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} raw;
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};
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std::string AIName;
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uint32 ScriptId;
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bool IsForQuests; // pussywizard
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// helpers
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[[nodiscard]] bool IsDespawnAtAction() const
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{
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switch (type)
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{
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case GAMEOBJECT_TYPE_CHEST:
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return chest.consumable;
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case GAMEOBJECT_TYPE_GOOBER:
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return goober.consumable;
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default:
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return false;
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}
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}
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[[nodiscard]] bool IsUsableMounted() const
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{
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switch (type)
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{
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case GAMEOBJECT_TYPE_QUESTGIVER:
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return questgiver.allowMounted;
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case GAMEOBJECT_TYPE_TEXT:
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return text.allowMounted;
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case GAMEOBJECT_TYPE_GOOBER:
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return goober.allowMounted;
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case GAMEOBJECT_TYPE_SPELLCASTER:
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return spellcaster.allowMounted;
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default:
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return false;
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}
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}
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[[nodiscard]] uint32 GetLockId() const
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{
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switch (type)
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{
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case GAMEOBJECT_TYPE_DOOR:
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return door.lockId;
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case GAMEOBJECT_TYPE_BUTTON:
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return button.lockId;
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case GAMEOBJECT_TYPE_QUESTGIVER:
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return questgiver.lockId;
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case GAMEOBJECT_TYPE_CHEST:
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return chest.lockId;
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case GAMEOBJECT_TYPE_TRAP:
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return trap.lockId;
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case GAMEOBJECT_TYPE_GOOBER:
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return goober.lockId;
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case GAMEOBJECT_TYPE_AREADAMAGE:
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return areadamage.lockId;
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case GAMEOBJECT_TYPE_CAMERA:
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return camera.lockId;
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case GAMEOBJECT_TYPE_FLAGSTAND:
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return flagstand.lockId;
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case GAMEOBJECT_TYPE_FISHINGHOLE:
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return fishinghole.lockId;
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case GAMEOBJECT_TYPE_FLAGDROP:
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return flagdrop.lockId;
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default:
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return 0;
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}
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}
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[[nodiscard]] bool GetDespawnPossibility() const // despawn at targeting of cast?
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{
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switch (type)
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{
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case GAMEOBJECT_TYPE_DOOR:
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return door.noDamageImmune;
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case GAMEOBJECT_TYPE_BUTTON:
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return button.noDamageImmune;
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case GAMEOBJECT_TYPE_QUESTGIVER:
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return questgiver.noDamageImmune;
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case GAMEOBJECT_TYPE_GOOBER:
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return goober.noDamageImmune;
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case GAMEOBJECT_TYPE_FLAGSTAND:
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return flagstand.noDamageImmune;
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case GAMEOBJECT_TYPE_FLAGDROP:
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return flagdrop.noDamageImmune;
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default:
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return true;
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}
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}
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[[nodiscard]] uint32 GetCharges() const // despawn at uses amount
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{
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switch (type)
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{
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//case GAMEOBJECT_TYPE_TRAP: return trap.charges;
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case GAMEOBJECT_TYPE_GUARDPOST:
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return guardpost.charges;
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case GAMEOBJECT_TYPE_SPELLCASTER:
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return spellcaster.charges;
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default:
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return 0;
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}
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}
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[[nodiscard]] uint32 GetLinkedGameObjectEntry() const
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{
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switch (type)
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{
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case GAMEOBJECT_TYPE_BUTTON:
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return button.linkedTrap;
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case GAMEOBJECT_TYPE_CHEST:
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return chest.linkedTrapId;
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case GAMEOBJECT_TYPE_SPELL_FOCUS:
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return spellFocus.linkedTrapId;
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case GAMEOBJECT_TYPE_GOOBER:
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return goober.linkedTrapId;
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default:
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return 0;
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}
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}
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[[nodiscard]] uint32 GetAutoCloseTime() const
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{
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uint32 autoCloseTime = 0;
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switch (type)
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{
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case GAMEOBJECT_TYPE_DOOR:
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autoCloseTime = door.autoCloseTime;
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break;
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case GAMEOBJECT_TYPE_BUTTON:
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autoCloseTime = button.autoCloseTime;
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break;
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case GAMEOBJECT_TYPE_TRAP:
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autoCloseTime = trap.autoCloseTime;
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break;
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case GAMEOBJECT_TYPE_GOOBER:
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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;
|
|
}
|
|
|
|
[[nodiscard]] uint32 GetLootId() const
|
|
{
|
|
switch (type)
|
|
{
|
|
case GAMEOBJECT_TYPE_CHEST:
|
|
return chest.lootId;
|
|
case GAMEOBJECT_TYPE_FISHINGHOLE:
|
|
return fishinghole.lootId;
|
|
default:
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
[[nodiscard]] uint32 GetGossipMenuId() const
|
|
{
|
|
switch (type)
|
|
{
|
|
case GAMEOBJECT_TYPE_QUESTGIVER:
|
|
return questgiver.gossipID;
|
|
case GAMEOBJECT_TYPE_GOOBER:
|
|
return goober.gossipID;
|
|
default:
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
[[nodiscard]] 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;
|
|
}
|
|
}
|
|
|
|
[[nodiscard]] 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;
|
|
}
|
|
}
|
|
|
|
[[nodiscard]] bool IsLargeGameObject() const
|
|
{
|
|
switch (type)
|
|
{
|
|
case GAMEOBJECT_TYPE_BUTTON:
|
|
return button.large != 0;
|
|
case GAMEOBJECT_TYPE_QUESTGIVER:
|
|
return questgiver.large != 0;
|
|
case GAMEOBJECT_TYPE_GENERIC:
|
|
return _generic.large != 0;
|
|
case GAMEOBJECT_TYPE_TRAP:
|
|
return trap.large != 0;
|
|
case GAMEOBJECT_TYPE_SPELL_FOCUS:
|
|
return spellFocus.large != 0;
|
|
case GAMEOBJECT_TYPE_GOOBER:
|
|
return goober.large != 0;
|
|
case GAMEOBJECT_TYPE_SPELLCASTER:
|
|
return spellcaster.large != 0;
|
|
case GAMEOBJECT_TYPE_CAPTURE_POINT:
|
|
return capturePoint.large != 0;
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
[[nodiscard]] bool IsGameObjectForQuests() const
|
|
{
|
|
return IsForQuests;
|
|
}
|
|
};
|
|
|
|
// From `gameobject_template_addon`
|
|
struct GameObjectTemplateAddon
|
|
{
|
|
uint32 entry;
|
|
uint32 faction;
|
|
uint32 flags;
|
|
uint32 mingold;
|
|
uint32 maxgold;
|
|
};
|
|
|
|
// Benchmarked: Faster than std::map (insert/find)
|
|
typedef std::unordered_map<uint32, GameObjectTemplate> GameObjectTemplateContainer;
|
|
typedef std::unordered_map<uint32, GameObjectTemplateAddon> GameObjectTemplateAddonContainer;
|
|
|
|
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
|
|
{
|
|
std::vector<std::string> Name;
|
|
std::vector<std::string> CastBarCaption;
|
|
};
|
|
|
|
// `gameobject_addon` table
|
|
struct GameObjectAddon
|
|
{
|
|
InvisibilityType invisibilityType;
|
|
uint32 InvisibilityValue;
|
|
};
|
|
|
|
typedef std::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() { }
|
|
uint32 id{0}; // entry in gamobject_template
|
|
uint16 mapid{0};
|
|
uint32 phaseMask{0};
|
|
float posX{0.0f};
|
|
float posY{0.0f};
|
|
float posZ{0.0f};
|
|
float orientation{0.0f};
|
|
G3D::Quat rotation;
|
|
int32 spawntimesecs{0};
|
|
uint32 ScriptId;
|
|
uint32 animprogress{0};
|
|
GOState go_state{GO_STATE_ACTIVE};
|
|
uint8 spawnMask{0};
|
|
uint8 artKit{0};
|
|
bool dbData{true};
|
|
};
|
|
|
|
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() override;
|
|
|
|
void BuildValuesUpdate(uint8 updatetype, ByteBuffer* data, Player* target) const override;
|
|
|
|
void AddToWorld() override;
|
|
void RemoveFromWorld() override;
|
|
void CleanupsBeforeDelete(bool finalCleanup = true) override;
|
|
|
|
virtual bool Create(ObjectGuid::LowType 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) override;
|
|
[[nodiscard]] GameObjectTemplate const* GetGOInfo() const { return m_goInfo; }
|
|
[[nodiscard]] GameObjectTemplateAddon const* GetTemplateAddon() const;
|
|
[[nodiscard]] GameObjectData const* GetGOData() const { return m_goData; }
|
|
[[nodiscard]] GameObjectValue const* GetGOValue() const { return &m_goValue; }
|
|
|
|
[[nodiscard]] bool IsTransport() const;
|
|
[[nodiscard]] bool IsDestructibleBuilding() const;
|
|
|
|
[[nodiscard]] ObjectGuid::LowType GetSpawnId() const { return m_spawnId; }
|
|
|
|
// z_rot, y_rot, x_rot - rotation angles around z, y and x axes
|
|
void SetLocalRotationAngles(float z_rot, float y_rot, float x_rot);
|
|
void SetLocalRotation(G3D::Quat const& rot);
|
|
void SetTransportPathRotation(float qx, float qy, float qz, float qw);
|
|
[[nodiscard]] G3D::Quat const& GetLocalRotation() const { return m_localRotation; }
|
|
[[nodiscard]] int64 GetPackedLocalRotation() const { return m_packedRotation; }
|
|
[[nodiscard]] G3D::Quat GetWorldRotation() const;
|
|
|
|
// overwrite WorldObject function for proper name localization
|
|
[[nodiscard]] std::string const& GetNameForLocaleIdx(LocaleConstant locale_idx) const override;
|
|
|
|
void SaveToDB(bool saveAddon = false);
|
|
void SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask, bool saveAddon = false);
|
|
bool LoadFromDB(ObjectGuid::LowType guid, Map* map) { return LoadGameObjectFromDB(guid, map, false); }
|
|
bool LoadGameObjectFromDB(ObjectGuid::LowType guid, Map* map, bool addToMap = true);
|
|
void DeleteFromDB();
|
|
|
|
void SetOwnerGUID(ObjectGuid owner)
|
|
{
|
|
// Owner already found and different than expected owner - remove object from old owner
|
|
if (owner && GetOwnerGUID() && GetOwnerGUID() != owner)
|
|
{
|
|
ABORT();
|
|
}
|
|
m_spawnedByDefault = false; // all object with owner is despawned after delay
|
|
SetGuidValue(OBJECT_FIELD_CREATED_BY, owner);
|
|
}
|
|
[[nodiscard]] ObjectGuid GetOwnerGUID() const { return GetGuidValue(OBJECT_FIELD_CREATED_BY); }
|
|
[[nodiscard]] Unit* GetOwner() const;
|
|
|
|
void SetSpellId(uint32 id)
|
|
{
|
|
m_spawnedByDefault = false; // all summoned object is despawned after delay
|
|
m_spellId = id;
|
|
}
|
|
[[nodiscard]] uint32 GetSpellId() const { return m_spellId;}
|
|
|
|
[[nodiscard]] time_t GetRespawnTime() const { return m_respawnTime; }
|
|
[[nodiscard]] time_t GetRespawnTimeEx() const
|
|
{
|
|
time_t now = time(nullptr);
|
|
if (m_respawnTime > now)
|
|
return m_respawnTime;
|
|
else
|
|
return now;
|
|
}
|
|
|
|
void SetRespawnTime(int32 respawn);
|
|
void SetRespawnDelay(int32 respawn);
|
|
void Respawn();
|
|
[[nodiscard]] bool isSpawned() const
|
|
{
|
|
return m_respawnDelayTime == 0 ||
|
|
(m_respawnTime > 0 && !m_spawnedByDefault) ||
|
|
(m_respawnTime == 0 && m_spawnedByDefault);
|
|
}
|
|
[[nodiscard]] bool isSpawnedByDefault() const { return m_spawnedByDefault; }
|
|
void SetSpawnedByDefault(bool b) { m_spawnedByDefault = b; }
|
|
[[nodiscard]] uint32 GetRespawnDelay() const { return m_respawnDelayTime; }
|
|
void Refresh();
|
|
void DespawnOrUnsummon(Milliseconds delay = 0ms, Seconds forcedRespawnTime = 0s);
|
|
void Delete();
|
|
void GetFishLoot(Loot* loot, Player* loot_owner);
|
|
void GetFishLootJunk(Loot* loot, Player* loot_owner);
|
|
[[nodiscard]] GameobjectTypes GetGoType() const { return GameobjectTypes(GetByteValue(GAMEOBJECT_BYTES_1, 1)); }
|
|
void SetGoType(GameobjectTypes type) { SetByteValue(GAMEOBJECT_BYTES_1, 1, type); }
|
|
[[nodiscard]] GOState GetGoState() const { return GOState(GetByteValue(GAMEOBJECT_BYTES_1, 0)); }
|
|
void SetGoState(GOState state);
|
|
[[nodiscard]] uint8 GetGoArtKit() const { return GetByteValue(GAMEOBJECT_BYTES_1, 2); }
|
|
void SetGoArtKit(uint8 artkit);
|
|
[[nodiscard]] 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, ObjectGuid::LowType lowguid = 0);
|
|
|
|
void SetPhaseMask(uint32 newPhaseMask, bool update) override;
|
|
void EnableCollision(bool enable);
|
|
|
|
void Use(Unit* user);
|
|
|
|
[[nodiscard]] LootState getLootState() const { return m_lootState; }
|
|
// Note: unit is only used when s = GO_ACTIVATED
|
|
void SetLootState(LootState s, Unit* unit = nullptr);
|
|
|
|
[[nodiscard]] uint16 GetLootMode() const { return m_LootMode; }
|
|
[[nodiscard]] 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(ObjectGuid playerGuid) { m_SkillupList.push_back(playerGuid); }
|
|
[[nodiscard]] bool IsInSkillupList(ObjectGuid playerGuid) const
|
|
{
|
|
for (ObjectGuid const& guid : m_SkillupList)
|
|
if (guid == playerGuid)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
void ClearSkillupList() { m_SkillupList.clear(); }
|
|
|
|
void AddUniqueUse(Player* player);
|
|
void AddUse() { ++m_usetimes; }
|
|
|
|
[[nodiscard]] uint32 GetUseCount() const { return m_usetimes; }
|
|
[[nodiscard]] uint32 GetUniqueUseCount() const { return m_unique_users.size(); }
|
|
|
|
void SaveRespawnTime() override { SaveRespawnTime(0); }
|
|
void SaveRespawnTime(uint32 forceDelay);
|
|
|
|
Loot loot;
|
|
|
|
[[nodiscard]] Player* GetLootRecipient() const;
|
|
[[nodiscard]] Group* GetLootRecipientGroup() const;
|
|
void SetLootRecipient(Creature* creature);
|
|
void SetLootRecipient(Map* map);
|
|
bool IsLootAllowedFor(Player const* player) const;
|
|
[[nodiscard]] 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(nullptr); }
|
|
[[nodiscard]] uint32 GetLootGenerationTime() const { return m_lootGenerationTime; }
|
|
|
|
[[nodiscard]] GameObject* GetLinkedTrap();
|
|
void SetLinkedTrap(GameObject* linkedTrap) { m_linkedTrap = linkedTrap->GetGUID(); }
|
|
|
|
[[nodiscard]] bool hasQuest(uint32 quest_id) const override;
|
|
[[nodiscard]] bool hasInvolvedQuest(uint32 quest_id) const override;
|
|
bool ActivateToQuest(Player* target) const;
|
|
void UseDoorOrButton(uint32 time_to_restore = 0, bool alternative = false, Unit* user = nullptr);
|
|
// 0 = use `gameobject`.`spawntimesecs`
|
|
void ResetDoorOrButton();
|
|
|
|
void TriggeringLinkedGameObject(uint32 trapEntry, Unit* target);
|
|
|
|
[[nodiscard]] bool IsNeverVisible() const override;
|
|
bool IsAlwaysVisibleFor(WorldObject const* seer) const override;
|
|
[[nodiscard]] bool IsInvisibleDueToDespawn() const override;
|
|
|
|
uint8 getLevelForTarget(WorldObject const* target) const override
|
|
{
|
|
if (Unit* owner = GetOwner())
|
|
return owner->getLevelForTarget(target);
|
|
|
|
return 1;
|
|
}
|
|
|
|
GameObject* LookupFishingHoleAround(float range);
|
|
|
|
void CastSpell(Unit* target, uint32 spell);
|
|
void SendCustomAnim(uint32 anim);
|
|
[[nodiscard]] 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 = nullptr) override; // pussywizard!
|
|
|
|
void ModifyHealth(int32 change, Unit* attackerOrHealer = nullptr, 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 = nullptr, bool setHealth = false);
|
|
[[nodiscard]] 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);
|
|
|
|
[[nodiscard]] virtual uint32 GetScriptId() const;
|
|
[[nodiscard]] GameObjectAI* AI() const { return m_AI; }
|
|
|
|
[[nodiscard]] std::string GetAIName() const;
|
|
void SetDisplayId(uint32 displayid);
|
|
[[nodiscard]] uint32 GetDisplayId() const { return GetUInt32Value(GAMEOBJECT_DISPLAYID); }
|
|
|
|
GameObjectModel* m_model;
|
|
void GetRespawnPosition(float& x, float& y, float& z, float* ori = nullptr) 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()); }
|
|
|
|
[[nodiscard]] bool IsStaticTransport() const { return GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT; }
|
|
[[nodiscard]] 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 nullptr; }
|
|
[[nodiscard]] Transport const* ToTransport() const { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT || GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<Transport const*>(this); else return nullptr; }
|
|
|
|
StaticTransport* ToStaticTransport() { if (GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<StaticTransport*>(this); else return nullptr; }
|
|
[[nodiscard]] StaticTransport const* ToStaticTransport() const { if (GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<StaticTransport const*>(this); else return nullptr; }
|
|
|
|
MotionTransport* ToMotionTransport() { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT) return reinterpret_cast<MotionTransport*>(this); else return nullptr; }
|
|
[[nodiscard]] MotionTransport const* ToMotionTransport() const { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT) return reinterpret_cast<MotionTransport const*>(this); else return nullptr; }
|
|
|
|
[[nodiscard]] float GetStationaryX() const override { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionX(); return GetPositionX(); }
|
|
[[nodiscard]] float GetStationaryY() const override { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionY(); return GetPositionY(); }
|
|
[[nodiscard]] float GetStationaryZ() const override { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionZ(); return GetPositionZ(); }
|
|
[[nodiscard]] float GetStationaryO() const override { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetOrientation(); return GetOrientation(); }
|
|
|
|
[[nodiscard]] float GetInteractionDistance() const;
|
|
|
|
void UpdateModelPosition();
|
|
|
|
[[nodiscard]] bool IsAtInteractDistance(Position const& pos, float radius) const;
|
|
[[nodiscard]] bool IsAtInteractDistance(Player const* player, SpellInfo const* spell = nullptr) const;
|
|
|
|
[[nodiscard]] bool IsWithinDistInMap(Player const* player) const;
|
|
using WorldObject::IsWithinDistInMap;
|
|
|
|
[[nodiscard]] SpellInfo const* GetSpellForLock(Player const* player) const;
|
|
|
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static std::unordered_map<int, goEventFlag> gameObjectToEventFlag; // Gameobject -> event flag
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protected:
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bool AIM_Initialize();
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GameObjectModel* CreateModel();
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void UpdateModel(); // updates model in case displayId were changed
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uint32 m_spellId;
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time_t m_respawnTime; // (secs) time of next respawn (or despawn if GO have owner()),
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uint32 m_respawnDelayTime; // (secs) if 0 then current GO state no dependent from timer
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uint32 m_despawnDelay;
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Seconds m_despawnRespawnTime; // override respawn time after delayed despawn
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LootState m_lootState;
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bool m_spawnedByDefault;
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uint32 m_cooldownTime; // used as internal reaction delay time store (not state change reaction).
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// For traps this: spell casting cooldown, for doors/buttons: reset time.
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GuidList m_SkillupList;
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ObjectGuid m_ritualOwnerGUID; // used for GAMEOBJECT_TYPE_SUMMONING_RITUAL where GO is not summoned (no owner)
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GuidSet m_unique_users;
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uint32 m_usetimes;
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typedef std::map<uint32, ObjectGuid> ChairSlotAndUser;
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ChairSlotAndUser ChairListSlots;
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ObjectGuid::LowType m_spawnId; ///< For new or temporary gameobjects is 0 for saved it is lowguid
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GameObjectTemplate const* m_goInfo;
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GameObjectData const* m_goData;
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GameObjectValue m_goValue;
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bool m_allowModifyDestructibleBuilding;
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int64 m_packedRotation;
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G3D::Quat m_localRotation;
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Position m_stationaryPosition;
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ObjectGuid m_lootRecipient;
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ObjectGuid::LowType m_lootRecipientGroup;
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uint16 m_LootMode; // bitmask, default LOOT_MODE_DEFAULT, determines what loot will be lootable
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uint32 m_lootGenerationTime;
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ObjectGuid m_linkedTrap;
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private:
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void CheckRitualList();
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void ClearRitualList();
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void RemoveFromOwner();
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void SwitchDoorOrButton(bool activate, bool alternative = false);
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void UpdatePackedRotation();
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//! Object distance/size - overridden from Object::_IsWithinDist. Needs to take in account proper GO size.
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bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool /*is3D*/, bool /*useBoundingRadius = true*/) const override
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{
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//! Following check does check 3d distance
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dist2compare += obj->GetObjectSize();
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return IsInRange(obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ(), dist2compare);
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}
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GameObjectAI* m_AI;
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};
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#endif
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