AzerothCore 3.3.5a
OpenSource WoW Emulator
Loading...
Searching...
No Matches
GameObject Class Reference

#include "GameObject.h"

Inheritance diagram for GameObject:
WorldObject GridObject< GameObject > MovableMapObject UpdatableMapObject Object WorldLocation Position Transport MotionTransport StaticTransport

Public Member Functions

 GameObject ()
 
 ~GameObject () override
 
void BuildValuesUpdate (uint8 updateType, ByteBuffer *data, Player *target) override
 
void AddToWorld () override
 
void RemoveFromWorld () override
 
void CleanupsBeforeDelete (bool finalCleanup=true) override
 
uint32 GetDynamicFlags () const override
 
void ReplaceAllDynamicFlags (uint32 flag) 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
 
GameObjectTemplate const * GetGOInfo () const
 
GameObjectTemplateAddon const * GetTemplateAddon () const
 
GameObjectData const * GetGameObjectData () const
 
GameObjectValue const * GetGOValue () const
 
bool IsTransport () const
 
bool IsDestructibleBuilding () const
 
ObjectGuid::LowType GetSpawnId () const
 
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)
 
G3D::Quat const & GetWorldRotation () const
 
int64 GetPackedWorldRotation () const
 
G3D::Quat GetFinalWorldRotation () const
 
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)
 
virtual bool LoadFromDB (ObjectGuid::LowType guid, Map *map)
 
virtual bool LoadGameObjectFromDB (ObjectGuid::LowType guid, Map *map, bool addToMap=true)
 
void DeleteFromDB ()
 
void SetOwnerGUID (ObjectGuid owner)
 
ObjectGuid GetOwnerGUID () const
 
UnitGetOwner () const
 
void SetSpellId (uint32 id)
 
uint32 GetSpellId () const
 
time_t GetRespawnTime () const
 
time_t GetRespawnTimeEx () const
 
void SetRespawnTime (int32 respawn)
 
void SetRespawnDelay (int32 respawn)
 
void Respawn ()
 
bool isSpawned () const
 
bool isSpawnedByDefault () const
 
void SetSpawnedByDefault (bool b)
 
uint32 GetRespawnDelay () const
 
void Refresh ()
 
void DespawnOrUnsummon (Milliseconds delay=0ms, Seconds forcedRespawnTime=0s)
 
void Delete ()
 
void GetFishLoot (Loot *fishLoot, Player *lootOwner, bool junk=false)
 
GameobjectTypes GetGoType () const
 
void SetGoType (GameobjectTypes type)
 
GOState GetGoState () const
 
void SetGoState (GOState state)
 
uint8 GetGoArtKit () const
 
void SetGoArtKit (uint8 artkit)
 
uint8 GetGoAnimProgress () const
 
void SetGoAnimProgress (uint8 animprogress)
 
void SetPhaseMask (uint32 newPhaseMask, bool update) override
 
void EnableCollision (bool enable)
 
GameObjectFlags GetGameObjectFlags () const
 
bool HasGameObjectFlag (GameObjectFlags flags) const
 
void SetGameObjectFlag (GameObjectFlags flags)
 
void RemoveGameObjectFlag (GameObjectFlags flags)
 
void ReplaceAllGameObjectFlags (GameObjectFlags flags)
 
void Use (Unit *user)
 
LootState getLootState () const
 
void SetLootState (LootState s, Unit *unit=nullptr)
 
uint16 GetLootMode () const
 
bool HasLootMode (uint16 lootMode) const
 
void SetLootMode (uint16 lootMode)
 
void AddLootMode (uint16 lootMode)
 
void RemoveLootMode (uint16 lootMode)
 
void ResetLootMode ()
 
void AddToSkillupList (ObjectGuid const &playerGuid)
 
bool IsInSkillupList (ObjectGuid const &playerGuid) const
 
void AddUniqueUse (Player *player)
 
void AddUse ()
 
uint32 GetUseCount () const
 
uint32 GetUniqueUseCount () const
 
void SaveRespawnTime () override
 
void SaveRespawnTime (uint32 forceDelay)
 
PlayerGetLootRecipient () const
 
GroupGetLootRecipientGroup () const
 
void SetLootRecipient (Creature *creature)
 
void SetLootRecipient (Map *map)
 
bool IsLootAllowedFor (Player const *player) const
 
bool HasLootRecipient () const
 
void SetLootGenerationTime ()
 
uint32 GetLootGenerationTime () const
 
GameObjectGetLinkedTrap ()
 
void SetLinkedTrap (GameObject *linkedTrap)
 
bool hasQuest (uint32 quest_id) const override
 
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)
 
void ResetDoorOrButton ()
 
void TriggeringLinkedGameObject (uint32 trapEntry, Unit *target)
 
bool IsNeverVisible () const override
 
bool IsAlwaysVisibleFor (WorldObject const *seer) const override
 
bool IsInvisibleDueToDespawn () const override
 
uint8 getLevelForTarget (WorldObject const *target) const override
 
GameObjectLookupFishingHoleAround (float range)
 
void CastSpell (Unit *target, uint32 spell)
 
void SendCustomAnim (uint32 anim)
 
bool IsInRange2d (float x, float y, float radius) const
 
bool IsInRange3d (float x, float y, float z, float radius) const
 
void ModifyHealth (int32 change, Unit *attackerOrHealer=nullptr, uint32 spellId=0)
 
void SetDestructibleBuildingModifyState (bool allow)
 
void SetDestructibleState (GameObjectDestructibleState state, Player *eventInvoker=nullptr, bool setHealth=false)
 
GameObjectDestructibleState GetDestructibleState () const
 
void EventInform (uint32 eventId)
 
virtual uint32 GetScriptId () const
 
GameObjectAIAI () const
 
std::string const & GetAIName () const
 
void SetDisplayId (uint32 displayid)
 
uint32 GetDisplayId () const
 
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)
 
bool IsStaticTransport () const
 
bool IsMotionTransport () const
 
TransportToTransport ()
 
Transport const * ToTransport () const
 
StaticTransportToStaticTransport ()
 
StaticTransport const * ToStaticTransport () const
 
MotionTransportToMotionTransport ()
 
MotionTransport const * ToMotionTransport () const
 
float GetStationaryX () const override
 
float GetStationaryY () const override
 
float GetStationaryZ () const override
 
float GetStationaryO () const override
 
float GetInteractionDistance () const
 
void UpdateModelPosition ()
 
bool IsAtInteractDistance (Position const &pos, float radius) const
 
bool IsAtInteractDistance (Player const *player, SpellInfo const *spell=nullptr) const
 
bool IsWithinDistInMap (Player const *player) const
 
SpellInfo const * GetSpellForLock (Player const *player) const
 
bool ValidateGameobjectType () const
 
bool IsInstanceGameobject () const
 
uint8 GameobjectStateToInt (GOState *state) const
 
bool IsAllowedToSaveToDB () const
 
void AllowSaveToDB (bool enable)
 
void SaveStateToDB ()
 
std::string GetDebugInfo () const override
 
bool IsUpdateNeeded () override
 
bool IsWithinDistInMap (WorldObject const *obj, float dist2compare, bool is3D=true, bool incOwnRadius=true, bool incTargetRadius=true) const
 
- Public Member Functions inherited from WorldObject
 ~WorldObject () override
 
void _Create (ObjectGuid::LowType guidlow, HighGuid guidhigh, uint32 phaseMask)
 
void AddToWorld () override
 
void RemoveFromWorld () override
 
void GetNearPoint2D (WorldObject const *searcher, float &x, float &y, float distance, float absAngle, Position const *startPos=nullptr) const
 
void GetNearPoint2D (float &x, float &y, float distance, float absAngle, Position const *startPos=nullptr) const
 
void GetNearPoint (WorldObject const *searcher, float &x, float &y, float &z, float searcher_size, float distance2d, float absAngle, float controlZ=0, Position const *startPos=nullptr) const
 
void GetVoidClosePoint (float &x, float &y, float &z, float size, float distance2d=0, float relAngle=0, float controlZ=0) const
 
bool GetClosePoint (float &x, float &y, float &z, float size, float distance2d=0, float angle=0, WorldObject const *forWho=nullptr, bool force=false) const
 
void MovePosition (Position &pos, float dist, float angle)
 
Position GetNearPosition (float dist, float angle)
 
void MovePositionToFirstCollision (Position &pos, float dist, float angle)
 
Position GetFirstCollisionPosition (float startX, float startY, float startZ, float destX, float destY)
 
Position GetFirstCollisionPosition (float destX, float destY, float destZ)
 
Position GetFirstCollisionPosition (float dist, float angle)
 
Position GetRandomNearPosition (float radius)
 
void GetContactPoint (WorldObject const *obj, float &x, float &y, float &z, float distance2d=CONTACT_DISTANCE) const
 
void GetChargeContactPoint (WorldObject const *obj, float &x, float &y, float &z, float distance2d=CONTACT_DISTANCE) const
 
float GetObjectSize () const
 
virtual float GetCombatReach () const
 
void UpdateGroundPositionZ (float x, float y, float &z) const
 
void UpdateAllowedPositionZ (float x, float y, float &z, float *groundZ=nullptr) const
 
void GetRandomPoint (const Position &srcPos, float distance, float &rand_x, float &rand_y, float &rand_z) const
 
Position GetRandomPoint (const Position &srcPos, float distance) const
 
uint32 GetInstanceId () const
 
uint32 GetPhaseMask () const
 
bool InSamePhase (WorldObject const *obj) const
 
bool InSamePhase (uint32 phasemask) const
 
uint32 GetZoneId () const
 
uint32 GetAreaId () const
 
void GetZoneAndAreaId (uint32 &zoneid, uint32 &areaid) const
 
bool IsOutdoors () const
 
LiquidData const & GetLiquidData () const
 
InstanceScriptGetInstanceScript () const
 
std::string const & GetName () const
 
void SetName (std::string const &newname)
 
float GetDistance (WorldObject const *obj) const
 
float GetDistance (const Position &pos) const
 
float GetDistance (float x, float y, float z) const
 
float GetDistance2d (WorldObject const *obj) const
 
float GetDistance2d (float x, float y) const
 
float GetDistanceZ (WorldObject const *obj) const
 
bool IsSelfOrInSameMap (WorldObject const *obj) const
 
bool IsInMap (WorldObject const *obj) const
 
bool IsWithinDist3d (float x, float y, float z, float dist) const
 
bool IsWithinDist3d (const Position *pos, float dist) const
 
bool IsWithinDist2d (float x, float y, float dist) const
 
bool IsWithinDist2d (const Position *pos, float dist) const
 
bool IsWithinDist (WorldObject const *obj, float dist2compare, bool is3D=true, bool incOwnRadius=true, bool incTargetRadius=true) const
 
bool IsWithinDistInMap (WorldObject const *obj, float dist2compare, bool is3D=true, bool incOwnRadius=true, bool incTargetRadius=true) const
 
bool IsWithinLOS (float x, float y, float z, VMAP::ModelIgnoreFlags ignoreFlags=VMAP::ModelIgnoreFlags::Nothing, LineOfSightChecks checks=LINEOFSIGHT_ALL_CHECKS) const
 
bool IsWithinLOSInMap (WorldObject const *obj, VMAP::ModelIgnoreFlags ignoreFlags=VMAP::ModelIgnoreFlags::Nothing, LineOfSightChecks checks=LINEOFSIGHT_ALL_CHECKS, Optional< float > collisionHeight={ }, Optional< float > combatReach={ }) const
 
Position GetHitSpherePointFor (Position const &dest, Optional< float > collisionHeight={ }, Optional< float > combatReach={ }) const
 
void GetHitSpherePointFor (Position const &dest, float &x, float &y, float &z, Optional< float > collisionHeight={ }, Optional< float > combatReach={ }) const
 
bool GetDistanceOrder (WorldObject const *obj1, WorldObject const *obj2, bool is3D=true) const
 
bool IsInRange (WorldObject const *obj, float minRange, float maxRange, bool is3D=true) const
 
bool IsInRange2d (float x, float y, float minRange, float maxRange) const
 
bool IsInRange3d (float x, float y, float z, float minRange, float maxRange) const
 
bool isInFront (WorldObject const *target, float arc=M_PI) const
 
bool isInBack (WorldObject const *target, float arc=M_PI) const
 
bool IsInBetween (WorldObject const *obj1, WorldObject const *obj2, float size=0) const
 
virtual void SendMessageToSet (WorldPacket const *data, bool self) const
 
virtual void SendMessageToSetInRange (WorldPacket const *data, float dist, bool self) const
 
virtual void SendMessageToSet (WorldPacket const *data, Player const *skipped_rcvr) const
 
void PlayDistanceSound (uint32 sound_id, Player *target=nullptr)
 
void PlayDirectSound (uint32 sound_id, Player *target=nullptr)
 
void PlayRadiusSound (uint32 sound_id, float radius)
 
void PlayDirectMusic (uint32 music_id, Player *target=nullptr)
 
void PlayRadiusMusic (uint32 music_id, float radius)
 
template<typename Worker >
void DoForAllVisiblePlayers (Worker &&worker)
 
template<typename Worker >
void DoForAllVisibleWorldObjects (Worker &&worker)
 
void DestroyForVisiblePlayers ()
 
void SendObjectDeSpawnAnim (ObjectGuid guid)
 
void AddObjectToRemoveList ()
 
float GetGridActivationRange () const
 
float GetVisibilityRange () const
 
virtual float GetSightRange (WorldObject const *target=nullptr) const
 
bool CanSeeOrDetect (WorldObject const *obj, bool ignoreStealth=false, bool distanceCheck=false, bool checkAlert=false) const
 
void SendPlayMusic (uint32 Music, bool OnlySelf)
 
virtual void SetMap (Map *map)
 
virtual void ResetMap ()
 
MapGetMap () const
 
MapFindMap () const
 
void SetZoneScript ()
 
void ClearZoneScript ()
 
ZoneScriptGetZoneScript () const
 
TempSummonSummonCreature (uint32 id, const Position &pos, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0, SummonPropertiesEntry const *properties=nullptr, bool visibleBySummonerOnly=false) const
 
TempSummonSummonCreature (uint32 id, float x, float y, float z, float ang=0, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, SummonPropertiesEntry const *properties=nullptr, bool visibleBySummonerOnly=false)
 
GameObjectSummonGameObject (uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime, bool checkTransport=true, GOSummonType summonType=GO_SUMMON_TIMED_OR_CORPSE_DESPAWN)
 
CreatureSummonTrigger (float x, float y, float z, float ang, uint32 dur, bool setLevel=false, CreatureAI *(*GetAI)(Creature *)=nullptr)
 
void SummonCreatureGroup (uint8 group, std::list< TempSummon * > *list=nullptr)
 
void SummonGameObjectGroup (uint8 group, std::list< GameObject * > *list=nullptr)
 
CreatureFindNearestCreature (uint32 entry, float range, bool alive=true) const
 
GameObjectFindNearestGameObject (uint32 entry, float range, bool onlySpawned=false) const
 
GameObjectFindNearestGameObjectOfType (GameobjectTypes type, float range) const
 
PlayerSelectNearestPlayer (float distance=0) const
 
void GetGameObjectListWithEntryInGrid (std::list< GameObject * > &lList, uint32 uiEntry, float fMaxSearchRange) const
 
void GetGameObjectListWithEntryInGrid (std::list< GameObject * > &gameobjectList, std::vector< uint32 > const &entries, float maxSearchRange) const
 
void GetCreatureListWithEntryInGrid (std::list< Creature * > &lList, uint32 uiEntry, float fMaxSearchRange) const
 
void GetCreatureListWithEntryInGrid (std::list< Creature * > &creatureList, std::vector< uint32 > const &entries, float maxSearchRange) const
 
void GetDeadCreatureListInGrid (std::list< Creature * > &lList, float maxSearchRange, bool alive=false) const
 
virtual void UpdateObjectVisibility (bool forced=true, bool fromUpdate=false)
 
virtual void UpdateObjectVisibilityOnCreate ()
 
void BuildUpdate (UpdateDataMapType &data_map) override
 
void GetCreaturesWithEntryInRange (std::list< Creature * > &creatureList, float radius, uint32 entry)
 
void SetPositionDataUpdate ()
 
void UpdatePositionData ()
 
void AddToObjectUpdate () override
 
void RemoveFromObjectUpdate () override
 
void AddToNotify (uint16 f)
 
void RemoveFromNotify (uint16 f)
 
bool isNeedNotify (uint16 f) const
 
uint16 GetNotifyFlags () const
 
bool NotifyExecuted (uint16 f) const
 
void SetNotified (uint16 f)
 
void ResetAllNotifies ()
 
bool isActiveObject () const
 
void setActive (bool isActiveObject)
 
VisibilityDistanceType GetVisibilityOverrideType () const
 
bool IsVisibilityOverridden () const
 
bool IsZoneWideVisible () const
 
bool IsFarVisible () const
 
float GetVisibilityOverrideDistance () const
 
void SetVisibilityDistanceOverride (VisibilityDistanceType type)
 
bool IsInWintergrasp () const
 
TransportGetTransport () const
 
float GetTransOffsetX () const
 
float GetTransOffsetY () const
 
float GetTransOffsetZ () const
 
float GetTransOffsetO () const
 
uint32 GetTransTime () const
 
int8 GetTransSeat () const
 
virtual ObjectGuid GetTransGUID () const
 
void SetTransport (Transport *t)
 
float GetMapWaterOrGroundLevel (Position pos, float *ground=nullptr) const
 
float GetMapWaterOrGroundLevel (float x, float y, float z, float *ground=nullptr) const
 
float GetMapHeight (float x, float y, float z, bool vmap=true, float distanceToSearch=50.0f) const
 
float GetFloorZ () const
 
float GetMinHeightInWater () const
 Get the minimum height of a object that should be in water to start floating/swim.
 
virtual float GetCollisionHeight () const
 
virtual float GetCollisionWidth () const
 
virtual float GetCollisionRadius () const
 
void AddAllowedLooter (ObjectGuid guid)
 
void ResetAllowedLooters ()
 
void SetAllowedLooters (GuidUnorderedSet const looters)
 
bool HasAllowedLooter (ObjectGuid guid) const
 
GuidUnorderedSet const & GetAllowedLooters () const
 
void RemoveAllowedLooter (ObjectGuid guid)
 
bool CanBeAddedToMapUpdateList ()
 
std::string GetDebugInfo () const override
 
ObjectVisibilityContainerGetObjectVisibilityContainer ()
 
ObjectVisibilityContainer const & GetObjectVisibilityContainer () const
 
- Public Member Functions inherited from Object
virtual ~Object ()
 
bool IsInWorld () const
 
ObjectGuid GetGUID () const
 
PackedGuid const & GetPackGUID () const
 
uint32 GetEntry () const
 
void SetEntry (uint32 entry)
 
float GetObjectScale () const
 
virtual void SetObjectScale (float scale)
 
bool HasDynamicFlag (uint32 flag) const
 
virtual void SetDynamicFlag (uint32 flag)
 
virtual void RemoveDynamicFlag (uint32 flag)
 
TypeID GetTypeId () const
 
bool isType (uint16 mask) const
 
virtual void BuildCreateUpdateBlockForPlayer (UpdateData *data, Player *target)
 
void SendUpdateToPlayer (Player *player)
 
void BuildValuesUpdateBlockForPlayer (UpdateData *data, Player *target)
 
void BuildOutOfRangeUpdateBlock (UpdateData *data) const
 
void BuildMovementUpdateBlock (UpdateData *data, uint32 flags=0) const
 
virtual void DestroyForPlayer (Player *target, bool onDeath=false) const
 
int32 GetInt32Value (uint16 index) const
 
uint32 GetUInt32Value (uint16 index) const
 
uint64 GetUInt64Value (uint16 index) const
 
float GetFloatValue (uint16 index) const
 
uint8 GetByteValue (uint16 index, uint8 offset) const
 
uint16 GetUInt16Value (uint16 index, uint8 offset) const
 
ObjectGuid GetGuidValue (uint16 index) const
 
void SetInt32Value (uint16 index, int32 value)
 
void SetUInt32Value (uint16 index, uint32 value)
 
void UpdateUInt32Value (uint16 index, uint32 value)
 
void SetUInt64Value (uint16 index, uint64 value)
 
void SetFloatValue (uint16 index, float value)
 
void SetByteValue (uint16 index, uint8 offset, uint8 value)
 
void SetUInt16Value (uint16 index, uint8 offset, uint16 value)
 
void SetInt16Value (uint16 index, uint8 offset, int16 value)
 
void SetGuidValue (uint16 index, ObjectGuid value)
 
void SetStatFloatValue (uint16 index, float value)
 
void SetStatInt32Value (uint16 index, int32 value)
 
bool AddGuidValue (uint16 index, ObjectGuid value)
 
bool RemoveGuidValue (uint16 index, ObjectGuid value)
 
void ApplyModUInt32Value (uint16 index, int32 val, bool apply)
 
void ApplyModInt32Value (uint16 index, int32 val, bool apply)
 
void ApplyModUInt64Value (uint16 index, int32 val, bool apply)
 
void ApplyModPositiveFloatValue (uint16 index, float val, bool apply)
 
void ApplyModSignedFloatValue (uint16 index, float val, bool apply)
 
void SetFlag (uint16 index, uint32 newFlag)
 
void RemoveFlag (uint16 index, uint32 oldFlag)
 
void ToggleFlag (uint16 index, uint32 flag)
 
bool HasFlag (uint16 index, uint32 flag) const
 
void ApplyModFlag (uint16 index, uint32 flag, bool apply)
 
void SetByteFlag (uint16 index, uint8 offset, uint8 newFlag)
 
void RemoveByteFlag (uint16 index, uint8 offset, uint8 newFlag)
 
bool HasByteFlag (uint16 index, uint8 offset, uint8 flag) const
 
void SetFlag64 (uint16 index, uint64 newFlag)
 
void RemoveFlag64 (uint16 index, uint64 oldFlag)
 
void ToggleFlag64 (uint16 index, uint64 flag)
 
bool HasFlag64 (uint16 index, uint64 flag) const
 
void ApplyModFlag64 (uint16 index, uint64 flag, bool apply)
 
void ClearUpdateMask (bool remove)
 
uint16 GetValuesCount () const
 
void BuildFieldsUpdate (Player *, UpdateDataMapType &)
 
void SetFieldNotifyFlag (uint16 flag)
 
void RemoveFieldNotifyFlag (uint16 flag)
 
void ForceValuesUpdateAtIndex (uint32)
 
bool IsPlayer () const
 
PlayerToPlayer ()
 
Player const * ToPlayer () const
 
bool IsCreature () const
 
CreatureToCreature ()
 
Creature const * ToCreature () const
 
bool IsUnit () const
 
UnitToUnit ()
 
Unit const * ToUnit () const
 
bool IsGameObject () const
 
GameObjectToGameObject ()
 
GameObject const * ToGameObject () const
 
bool IsCorpse () const
 
CorpseToCorpse ()
 
Corpse const * ToCorpse () const
 
bool IsDynamicObject () const
 
DynamicObjectToDynObject ()
 
DynamicObject const * ToDynObject () const
 
bool IsItem () const
 
virtual void Heartbeat ()
 
template<typename... T>
bool EntryEquals (T... entries) const
 
- Public Member Functions inherited from WorldLocation
 WorldLocation (uint32 _mapId=MAPID_INVALID, float x=0.f, float y=0.f, float z=0.f, float o=0.f)
 
 WorldLocation (uint32 mapId, Position const &position)
 
void WorldRelocate (const WorldLocation &loc)
 
void WorldRelocate (uint32 mapId=MAPID_INVALID, float x=0.f, float y=0.f, float z=0.f, float o=0.f)
 
void SetMapId (uint32 mapId)
 
uint32 GetMapId () const
 
void GetWorldLocation (uint32 &mapId, float &x, float &y) const
 
void GetWorldLocation (uint32 &mapId, float &x, float &y, float &z) const
 
void GetWorldLocation (uint32 &mapId, float &x, float &y, float &z, float &o) const
 
void GetWorldLocation (WorldLocation *location) const
 
WorldLocation GetWorldLocation () const
 
std::string GetDebugInfo () const
 
- Public Member Functions inherited from Position
 Position (float x=0, float y=0, float z=0, float o=0)
 
 Position (Position const &loc)
 
 Position (Position &&)=default
 
Positionoperator= (const Position &)=default
 
Positionoperator= (Position &&)=default
 
bool operator== (Position const &a) const
 
bool operator!= (Position const &a)
 
bool operator!= (Position const &a) const
 
 operator G3D::Vector3 () const
 
void Relocate (float x, float y)
 
void Relocate (float x, float y, float z)
 
void Relocate (float x, float y, float z, float orientation)
 
void Relocate (const Position &pos)
 
void Relocate (const Position *pos)
 
void RelocatePolarOffset (float angle, float dist, float z=0.0f)
 
void RelocateOffset (const Position &offset)
 
void SetOrientation (float orientation)
 
float GetPositionX () const
 
float GetPositionY () const
 
float GetPositionZ () const
 
float GetOrientation () const
 
void GetPosition (float &x, float &y) const
 
void GetPosition (float &x, float &y, float &z) const
 
void GetPosition (float &x, float &y, float &z, float &o) const
 
Position GetPosition () const
 
Position::PositionXYZStreamer PositionXYZStream ()
 
Position::PositionXYZOStreamer PositionXYZOStream ()
 
bool IsPositionValid () const
 
float GetExactDist2dSq (const float x, const float y) const
 
float GetExactDist2dSq (Position const &pos) const
 
float GetExactDist2dSq (Position const *pos) const
 
float GetExactDist2d (const float x, const float y) const
 
float GetExactDist2d (Position const &pos) const
 
float GetExactDist2d (Position const *pos) const
 
float GetExactDistSq (float x, float y, float z) const
 
float GetExactDistSq (Position const &pos) const
 
float GetExactDistSq (Position const *pos) const
 
float GetExactDist (float x, float y, float z) const
 
float GetExactDist (Position const &pos) const
 
float GetExactDist (Position const *pos) const
 
void GetPositionOffsetTo (const Position &endPos, Position &retOffset) const
 
Position GetPositionWithOffset (Position const &offset) const
 
float GetAngle (const Position *pos) const
 
float GetAngle (float x, float y) const
 
float GetAbsoluteAngle (float x, float y) const
 
float GetAbsoluteAngle (Position const &pos) const
 
float GetAbsoluteAngle (Position const *pos) const
 
float GetRelativeAngle (const Position *pos) const
 
float GetRelativeAngle (float x, float y) const
 
float ToAbsoluteAngle (float relAngle) const
 
void GetSinCos (float x, float y, float &vsin, float &vcos) const
 
bool IsInDist2d (float x, float y, float dist) const
 
bool IsInDist2d (const Position *pos, float dist) const
 
bool IsInDist (float x, float y, float z, float dist) const
 
bool IsInDist (const Position *pos, float dist) const
 
bool IsWithinBox (const Position &center, float xradius, float yradius, float zradius) const
 
bool HasInArc (float arcangle, const Position *pos, float targetRadius=0.0f) const
 
bool HasInLine (Position const *pos, float width) const
 
bool HasInLine (Position const *pos, float objSize, float width) const
 
std::string ToString () const
 
- Public Member Functions inherited from GridObject< GameObject >
bool IsInGrid () const
 
void AddToGrid (GridRefMgr< GameObject > &m)
 
void RemoveFromGrid ()
 

Static Public Member Functions

static void SetGoArtKit (uint8 artkit, GameObject *go, ObjectGuid::LowType lowguid=0)
 
- Static Public Member Functions inherited from Object
static ObjectGuid GetGUID (Object const *o)
 
- Static Public Member Functions inherited from Position
static float NormalizeOrientation (float o)
 

Public Attributes

Loot loot
 
uint32 m_groupLootTimer
 
uint32 lootingGroupLowGUID
 
GameObjectModelm_model
 
- Public Attributes inherited from WorldObject
FlaggedValuesArray32< int32, uint32, StealthType, TOTAL_STEALTH_TYPESm_stealth
 
FlaggedValuesArray32< int32, uint32, StealthType, TOTAL_STEALTH_TYPESm_stealthDetect
 
FlaggedValuesArray32< int32, uint32, InvisibilityType, TOTAL_INVISIBILITY_TYPESm_invisibility
 
FlaggedValuesArray32< int32, uint32, InvisibilityType, TOTAL_INVISIBILITY_TYPESm_invisibilityDetect
 
FlaggedValuesArray32< int32, uint32, ServerSideVisibilityType, TOTAL_SERVERSIDE_VISIBILITY_TYPESm_serverSideVisibility
 
FlaggedValuesArray32< int32, uint32, ServerSideVisibilityType, TOTAL_SERVERSIDE_VISIBILITY_TYPESm_serverSideVisibilityDetect
 
uint32 LastUsedScriptID
 
MovementInfo m_movementInfo
 
ALEEventProcessor * ALEEvents
 
EventProcessor m_Events
 
- Public Attributes inherited from Object
DataMap CustomData
 
- Public Attributes inherited from WorldLocation
uint32 m_mapId
 
- Public Attributes inherited from Position
float m_positionX = 0
 
float m_positionY = 0
 
float m_positionZ = 0
 
float m_orientation = 0
 

Static Public Attributes

static std::unordered_map< int, goEventFlaggameObjectToEventFlag = { }
 

Protected Types

typedef std::map< uint32, ObjectGuidChairSlotAndUser
 

Protected Member Functions

bool AIM_Initialize ()
 
GameObjectModelCreateModel ()
 
void UpdateModel ()
 
- Protected Member Functions inherited from WorldObject
 WorldObject ()
 
virtual void ProcessPositionDataChanged (PositionFullTerrainStatus const &data)
 
void SetLocationMapId (uint32 _mapId)
 
void SetLocationInstanceId (uint32 _instanceId)
 
virtual bool IsAlwaysDetectableFor (WorldObject const *) const
 
- Protected Member Functions inherited from Object
 Object ()
 
void _InitValues ()
 
void _Create (ObjectGuid::LowType guidlow, uint32 entry, HighGuid guidhigh)
 
std::string _ConcatFields (uint16 startIndex, uint16 size) const
 
bool _LoadIntoDataField (std::string const &data, uint32 startOffset, uint32 count)
 
uint32 GetUpdateFieldData (Player const *target, uint32 *&flags) const
 
void BuildMovementUpdate (ByteBuffer *data, uint16 flags) const
 
void AddToObjectUpdateIfNeeded ()
 
- Protected Member Functions inherited from MovableMapObject
 MovableMapObject ()=default
 
Cell const & GetCurrentCell () const
 
- Protected Member Functions inherited from UpdatableMapObject
 UpdatableMapObject ()
 

Protected Attributes

uint32 m_spellId
 
time_t m_respawnTime
 
uint32 m_respawnDelayTime
 
uint32 m_despawnDelay
 
Seconds m_despawnRespawnTime
 
Seconds m_restockTime
 
LootState m_lootState
 
bool m_spawnedByDefault
 
uint32 m_cooldownTime
 
std::unordered_map< ObjectGuid, int32m_SkillupList
 
ObjectGuid m_ritualOwnerGUID
 
GuidSet m_unique_users
 
uint32 m_usetimes
 
ChairSlotAndUser ChairListSlots
 
ObjectGuid::LowType m_spawnId
 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 WorldRotation
 
Position m_stationaryPosition
 
ObjectGuid m_lootRecipient
 
ObjectGuid::LowType m_lootRecipientGroup
 
uint16 m_LootMode
 
uint32 m_lootGenerationTime
 
ObjectGuid m_linkedTrap
 
ObjectGuid _lootStateUnitGUID
 
- Protected Attributes inherited from WorldObject
std::string m_name
 
bool m_isActive
 
VisibilityDistanceType _visibilityDistanceOverrideType
 
ZoneScriptm_zoneScript
 
uint32 _zoneId
 
uint32 _areaId
 
float _floorZ
 
bool _outdoors
 
LiquidData _liquidData
 
bool _updatePositionData
 
Transportm_transport
 
- Protected Attributes inherited from Object
uint16 m_objectType
 
TypeID m_objectTypeId
 
uint16 m_updateFlag
 
union { 
 
   int32 *   m_int32Values 
 
   uint32 *   m_uint32Values 
 
   float *   m_floatValues 
 
};  
 
UpdateMask _changesMask
 
uint16 m_valuesCount
 
uint16 _fieldNotifyFlags
 
bool m_objectUpdated
 

Private Member Functions

void CheckRitualList ()
 
void ClearRitualList ()
 
void RemoveFromOwner ()
 
void SwitchDoorOrButton (bool activate, bool alternative=false)
 
void UpdatePackedRotation ()
 
bool _IsWithinDist (WorldObject const *obj, float dist2compare, bool, bool, bool) const override
 Object distance/size - overridden from Object::_IsWithinDist. Needs to take in account proper GO size.
 
bool IsWithinSightRange (Position const &pos, float dist) const override
 

Private Attributes

GameObjectAIm_AI
 
bool m_saveStateOnDb = false
 

Additional Inherited Members

- Public Types inherited from UpdatableMapObject
enum  UpdateState : uint8 {
  NotUpdating ,
  PendingAdd ,
  Updating
}
 

Detailed Description

Member Typedef Documentation

◆ ChairSlotAndUser

typedef std::map<uint32, ObjectGuid> GameObject::ChairSlotAndUser
protected

Constructor & Destructor Documentation

◆ GameObject()

GameObject::GameObject ( )
explicit
58 m_model(nullptr), m_goValue(), m_AI(nullptr)
59{
62
64
66 m_respawnTime = 0;
70 m_restockTime = 0s;
72 m_spawnedByDefault = true;
74 m_usetimes = 0;
75 m_spellId = 0;
77 m_goInfo = nullptr;
78 m_goData = nullptr;
80
81 m_spawnId = 0;
82
87
88 ResetLootMode(); // restore default loot mode
90 m_stationaryPosition.Relocate(0.0f, 0.0f, 0.0f, 0.0f);
91}
@ GO_NOT_READY
Definition GameObject.h:110
@ TYPEID_GAMEOBJECT
Definition ObjectGuid.h:37
@ TYPEMASK_GAMEOBJECT
Definition ObjectGuid.h:51
@ UPDATEFLAG_ROTATION
Definition UpdateData.h:48
@ UPDATEFLAG_POSITION
Definition UpdateData.h:47
@ UPDATEFLAG_LOWGUID
Definition UpdateData.h:43
@ UPDATEFLAG_STATIONARY_POSITION
Definition UpdateData.h:45
@ GAMEOBJECT_END
Definition UpdateFields.h:405
Loot loot
Definition GameObject.h:246
GameObjectValue m_goValue
Definition GameObject.h:394
time_t m_respawnTime
Definition GameObject.h:373
GameObjectData const * m_goData
Definition GameObject.h:393
int64 m_packedRotation
Definition GameObject.h:397
Position m_stationaryPosition
Definition GameObject.h:399
bool m_allowModifyDestructibleBuilding
Definition GameObject.h:395
uint32 m_cooldownTime
Definition GameObject.h:380
uint32 m_spellId
Definition GameObject.h:372
uint32 m_respawnDelayTime
Definition GameObject.h:374
void ResetLootMode()
Definition GameObject.h:232
uint32 m_despawnDelay
Definition GameObject.h:375
Seconds m_despawnRespawnTime
Definition GameObject.h:376
ObjectGuid::LowType m_lootRecipientGroup
Definition GameObject.h:402
GameObjectAI * m_AI
Definition GameObject.h:427
GameObjectModel * m_model
Definition GameObject.h:312
GameObjectTemplate const * m_goInfo
Definition GameObject.h:392
ObjectGuid::LowType m_spawnId
For new or temporary gameobjects is 0 for saved it is lowguid.
Definition GameObject.h:391
uint32 m_groupLootTimer
Definition GameObject.h:254
uint32 lootingGroupLowGUID
Definition GameObject.h:255
bool m_spawnedByDefault
Definition GameObject.h:379
LootState m_lootState
Definition GameObject.h:378
Seconds m_restockTime
Definition GameObject.h:377
uint32 m_usetimes
Definition GameObject.h:386
uint32 m_lootGenerationTime
Definition GameObject.h:404
MovableMapObject()=default
uint16 m_objectType
Definition Object.h:252
uint16 m_valuesCount
Definition Object.h:266
uint16 m_updateFlag
Definition Object.h:255
TypeID m_objectTypeId
Definition Object.h:254
WorldObject()
Definition Object.cpp:1056
GameObject * sourceGameObject
Definition LootMgr.h:331
void Relocate(float x, float y)
Definition Position.h:77

References GAMEOBJECT_END, GO_NOT_READY, loot, lootingGroupLowGUID, m_allowModifyDestructibleBuilding, m_cooldownTime, m_despawnDelay, m_despawnRespawnTime, m_goData, m_goInfo, m_groupLootTimer, m_lootGenerationTime, m_lootRecipientGroup, m_lootState, Object::m_objectType, Object::m_objectTypeId, m_packedRotation, m_respawnDelayTime, m_respawnTime, m_restockTime, m_spawnedByDefault, m_spawnId, m_spellId, m_stationaryPosition, Object::m_updateFlag, m_usetimes, Object::m_valuesCount, Position::Relocate(), ResetLootMode(), Loot::sourceGameObject, TYPEID_GAMEOBJECT, TYPEMASK_GAMEOBJECT, UPDATEFLAG_LOWGUID, UPDATEFLAG_POSITION, UPDATEFLAG_ROTATION, and UPDATEFLAG_STATIONARY_POSITION.

Referenced by Create(), and MotionTransport::CreateGOPassenger().

◆ ~GameObject()

GameObject::~GameObject ( )
override
94{
95 delete m_AI;
96 delete m_model;
97 //if (m_uint32Values) // field array can be not exist if GameOBject not loaded
98 // CleanupsBeforeDelete();
99}

References m_AI, and m_model.

Member Function Documentation

◆ _IsWithinDist()

bool GameObject::_IsWithinDist ( WorldObject const *  obj,
float  dist2compare,
bool  ,
bool  ,
bool   
) const
inlineoverrideprivatevirtual

Object distance/size - overridden from Object::_IsWithinDist. Needs to take in account proper GO size.

Following check does check 3d distance

Reimplemented from WorldObject.

419 {
421 dist2compare += obj->GetObjectSize();
422 return IsInRange3d(obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ(), dist2compare);
423 }
bool IsInRange3d(float x, float y, float z, float radius) const
Definition GameObject.cpp:2170

References WorldObject::GetObjectSize(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), and IsInRange3d().

◆ ActivateToQuest()

bool GameObject::ActivateToQuest ( Player target) const
1304{
1305 if (target->HasQuestForGO(GetEntry()))
1306 return true;
1307
1308 if (!GetGOInfo()->IsGameObjectForQuests())
1309 return false;
1310
1311 switch (GetGoType())
1312 {
1314 {
1315 GameObject* go = const_cast<GameObject*>(this);
1316 QuestGiverStatus questStatus = target->GetQuestDialogStatus(go);
1317 if (questStatus > DIALOG_STATUS_UNAVAILABLE)
1318 return true;
1319 break;
1320 }
1322 {
1323 // scan GO chest with loot including quest items
1325 {
1326 //TODO: fix this hack
1327 //look for battlegroundAV for some objects which are only activated after mine gots captured by own team
1329 if (Battleground* bg = target->GetBattleground())
1330 if (bg->GetBgTypeID(true) == BATTLEGROUND_AV && !bg->ToBattlegroundAV()->PlayerCanDoMineQuest(GetEntry(), target->GetTeamId()))
1331 return false;
1332 return true;
1333 }
1334 break;
1335 }
1337 {
1338 if (GetGOInfo()->_generic.questID == -1 || target->GetQuestStatus(GetGOInfo()->_generic.questID) == QUEST_STATUS_INCOMPLETE)
1339 return true;
1340 break;
1341 }
1343 {
1344 if (GetGOInfo()->spellFocus.questID > 0 && target->GetQuestStatus(GetGOInfo()->spellFocus.questID) == QUEST_STATUS_INCOMPLETE)
1345 return true;
1346 break;
1347 }
1349 {
1350 if (GetGOInfo()->goober.questId == -1 || target->GetQuestStatus(GetGOInfo()->goober.questId) == QUEST_STATUS_INCOMPLETE)
1351 return true;
1352 break;
1353 }
1354 default:
1355 break;
1356 }
1357
1358 return false;
1359}
@ BG_AV_OBJECTID_MINE_N
Definition BattlegroundAV.h:156
@ BG_AV_OBJECTID_MINE_S
Definition BattlegroundAV.h:157
LootStore LootTemplates_Gameobject("gameobject_loot_template", "gameobject entry", true)
QuestGiverStatus
Definition QuestDef.h:111
@ DIALOG_STATUS_UNAVAILABLE
Definition QuestDef.h:113
@ QUEST_STATUS_INCOMPLETE
Definition QuestDef.h:103
@ GAMEOBJECT_TYPE_SPELL_FOCUS
Definition SharedDefines.h:1574
@ GAMEOBJECT_TYPE_GENERIC
Definition SharedDefines.h:1571
@ GAMEOBJECT_TYPE_CHEST
Definition SharedDefines.h:1569
@ GAMEOBJECT_TYPE_QUESTGIVER
Definition SharedDefines.h:1568
@ GAMEOBJECT_TYPE_GOOBER
Definition SharedDefines.h:1576
@ BATTLEGROUND_AV
Definition SharedDefines.h:3739
Definition Battleground.h:294
Definition GameObject.h:120
GameObjectTemplate const * GetGOInfo() const
Definition GameObject.h:136
GameobjectTypes GetGoType() const
Definition GameObject.h:202
bool HaveQuestLootForPlayer(uint32 loot_id, Player const *player) const
Definition LootMgr.cpp:228
uint32 GetEntry() const
Definition Object.h:117
bool HasQuestForGO(int32 GOId) const
Definition Player.cpp:12353
TeamId GetTeamId(bool original=false) const
Definition Player.h:2127
QuestGiverStatus GetQuestDialogStatus(Object *questGiver)
Definition PlayerQuest.cpp:1627
Battleground * GetBattleground(bool create=false) const
Definition Player.cpp:12153
QuestStatus GetQuestStatus(uint32 quest_id) const
Definition PlayerQuest.cpp:1462
struct GameObjectTemplate::@234::@245 goober
int32 questID
Definition GameObjectData.h:111
struct GameObjectTemplate::@234::@240 _generic
uint32 questId
Definition GameObjectData.h:92
struct GameObjectTemplate::@234::@243 spellFocus

References GameObjectTemplate::_generic, BATTLEGROUND_AV, BG_AV_OBJECTID_MINE_N, BG_AV_OBJECTID_MINE_S, DIALOG_STATUS_UNAVAILABLE, GAMEOBJECT_TYPE_CHEST, GAMEOBJECT_TYPE_GENERIC, GAMEOBJECT_TYPE_GOOBER, GAMEOBJECT_TYPE_QUESTGIVER, GAMEOBJECT_TYPE_SPELL_FOCUS, Player::GetBattleground(), Object::GetEntry(), GetGOInfo(), GetGoType(), Player::GetQuestDialogStatus(), Player::GetQuestStatus(), Player::GetTeamId(), GameObjectTemplate::goober, Player::HasQuestForGO(), LootStore::HaveQuestLootForPlayer(), LootTemplates_Gameobject, QUEST_STATUS_INCOMPLETE, GameObjectTemplate::questId, GameObjectTemplate::questID, and GameObjectTemplate::spellFocus.

Referenced by BuildValuesUpdate().

◆ AddLootMode()

void GameObject::AddLootMode ( uint16  lootMode)
inline
230{ m_LootMode |= lootMode; }
uint16 m_LootMode
Definition GameObject.h:403

References m_LootMode.

◆ AddToSkillupList()

void GameObject::AddToSkillupList ( ObjectGuid const &  playerGuid)
3084{
3085 int32 timer = GetMap()->IsDungeon() ? -1 : 10 * MINUTE * IN_MILLISECONDS;
3086 m_SkillupList[playerGuid] = timer;
3087}
constexpr auto IN_MILLISECONDS
Definition Common.h:53
constexpr auto MINUTE
Definition Common.h:47
std::int32_t int32
Definition Define.h:103
std::unordered_map< ObjectGuid, int32 > m_SkillupList
Definition GameObject.h:382
bool IsDungeon() const
Definition Map.h:295
Map * GetMap() const
Definition Object.h:625

References WorldObject::GetMap(), IN_MILLISECONDS, Map::IsDungeon(), m_SkillupList, and MINUTE.

Referenced by Spell::EffectOpenLock().

◆ AddToWorld()

void GameObject::AddToWorld ( )
overridevirtual
  • Register the gameobject for guid lookup

Reimplemented from Object.

157{
159 if (!IsInWorld())
160 {
161 if (m_zoneScript)
163
165 if (m_spawnId)
166 GetMap()->GetGameObjectBySpawnIdStore().insert(std::make_pair(m_spawnId, this));
167
168 if (m_model)
169 {
172 }
173
174 EnableCollision(GetGoState() == GO_STATE_READY || IsTransport()); // pussywizard: this startOpen is unneeded here, collision depends entirely on GOState
175
177
179
180 sScriptMgr->OnGameObjectAddWorld(this);
181 }
182}
@ GO_STATE_READY
Definition GameObjectData.h:709
#define sScriptMgr
Definition ScriptMgr.h:734
bool UpdatePosition()
Definition GameObjectModel.cpp:243
GOState GetGoState() const
Definition GameObject.h:204
void EnableCollision(bool enable)
Definition GameObject.cpp:2619
bool IsTransport() const
Definition GameObject.cpp:1202
MapStoredObjectTypesContainer & GetObjectsStore()
Definition Map.h:349
GameObjectBySpawnIdContainer & GetGameObjectBySpawnIdStore()
Definition Map.h:355
void InsertGameObjectModel(const GameObjectModel &model)
Definition Map.h:393
bool IsInWorld() const
Definition Object.h:109
ObjectGuid GetGUID() const
Definition Object.h:115
bool Insert(KEY_TYPE const &handle, SPECIFIC_TYPE *obj)
Definition TypeContainer.h:177
void AddToWorld() override
Definition Object.cpp:1214
ZoneScript * m_zoneScript
Definition Object.h:742
virtual void OnGameObjectCreate(GameObject *)
Definition ZoneScript.h:37
ObjectGuid sourceWorldObjectGUID
Definition LootMgr.h:330

References WorldObject::AddToWorld(), EnableCollision(), Map::GetGameObjectBySpawnIdStore(), GetGoState(), Object::GetGUID(), WorldObject::GetMap(), Map::GetObjectsStore(), GO_STATE_READY, TypeUnorderedMapContainer< OBJECT_TYPES, KEY_TYPE >::Insert(), Map::InsertGameObjectModel(), Object::IsInWorld(), IsTransport(), loot, m_model, m_spawnId, WorldObject::m_zoneScript, ZoneScript::OnGameObjectCreate(), Loot::sourceWorldObjectGUID, sScriptMgr, and GameObjectModel::UpdatePosition().

Referenced by Map::AddToMap().

◆ AddUniqueUse()

void GameObject::AddUniqueUse ( Player player)
922{
923 AddUse();
924 m_unique_users.insert(player->GetGUID());
925}
void AddUse()
Definition GameObject.h:238
GuidSet m_unique_users
Definition GameObject.h:385
static ObjectGuid GetGUID(Object const *o)
Definition Object.h:114

References AddUse(), Object::GetGUID(), and m_unique_users.

Referenced by Spell::EffectTransmitted(), and Use().

◆ AddUse()

◆ AI()

◆ AIM_Initialize()

bool GameObject::AIM_Initialize ( )
protected
102{
103 if (m_AI)
104 delete m_AI;
105
107
108 if (!m_AI)
109 return false;
110
112 return true;
113}
virtual void InitializeAI()
Definition GameObjectAI.h:43
GameObjectAI * SelectGameObjectAI(GameObject *go)
Definition CreatureAISelector.cpp:102

References GameObjectAI::InitializeAI(), m_AI, and FactorySelector::SelectGameObjectAI().

Referenced by Create(), StaticTransport::Create(), MotionTransport::Update(), and Update().

◆ AllowSaveToDB()

◆ BuildValuesUpdate()

void GameObject::BuildValuesUpdate ( uint8  updateType,
ByteBuffer data,
Player target 
)
overridevirtual

Reimplemented from Object.

2756{
2757 if (!target)
2758 return;
2759
2761 bool targetIsGM = target->IsGameMaster() && target->GetSession()->IsGMAccount();
2762
2763 ByteBuffer fieldBuffer;
2764
2765 UpdateMask updateMask;
2766 updateMask.SetCount(m_valuesCount);
2767
2769 uint32 visibleFlag = UF_FLAG_PUBLIC;
2770 if (GetOwnerGUID() == target->GetGUID())
2771 visibleFlag |= UF_FLAG_OWNER;
2772
2773 for (uint16 index = 0; index < m_valuesCount; ++index)
2774 {
2775 if (_fieldNotifyFlags & flags[index] ||
2776 ((updateType == UPDATETYPE_VALUES ? _changesMask.GetBit(index) : m_uint32Values[index]) && (flags[index] & visibleFlag)) ||
2777 (index == GAMEOBJECT_FLAGS && forcedFlags))
2778 {
2779 updateMask.SetBit(index);
2780
2781 if (index == GAMEOBJECT_DYNAMIC)
2782 {
2783 uint16 dynFlags = 0;
2784 int16 pathProgress = -1;
2785 switch (GetGoType())
2786 {
2788 if (ActivateToQuest(target))
2789 dynFlags |= GO_DYNFLAG_LO_ACTIVATE;
2790 break;
2793 if (ActivateToQuest(target))
2794 {
2795 dynFlags |= GO_DYNFLAG_LO_ACTIVATE;
2796 if (sWorld->getBoolConfig(CONFIG_OBJECT_SPARKLES))
2797 dynFlags |= GO_DYNFLAG_LO_SPARKLE;
2798 }
2799 else if (targetIsGM)
2800 dynFlags |= GO_DYNFLAG_LO_ACTIVATE;
2801 break;
2804 if (ActivateToQuest(target) && sWorld->getBoolConfig(CONFIG_OBJECT_SPARKLES))
2805 dynFlags |= GO_DYNFLAG_LO_SPARKLE;
2806 break;
2808 if (const StaticTransport* t = ToStaticTransport())
2809 if (t->GetPauseTime())
2810 {
2811 if (GetGoState() == GO_STATE_READY)
2812 {
2813 if (t->GetPathProgress() >= t->GetPauseTime()) // if not, send 100% progress
2814 pathProgress = int16(float(t->GetPathProgress() - t->GetPauseTime()) / float(t->GetPeriod() - t->GetPauseTime()) * 65535.0f);
2815 }
2816 else
2817 {
2818 if (t->GetPathProgress() <= t->GetPauseTime()) // if not, send 100% progress
2819 pathProgress = int16(float(t->GetPathProgress()) / float(t->GetPauseTime()) * 65535.0f);
2820 }
2821 }
2822 // else it's ignored
2823 break;
2825 if (const MotionTransport* t = ToMotionTransport())
2826 pathProgress = int16(float(t->GetPathProgress()) / float(t->GetPeriod()) * 65535.0f);
2827 break;
2828 default:
2829 break;
2830 }
2831
2832 fieldBuffer << uint16(dynFlags);
2833 fieldBuffer << int16(pathProgress);
2834 }
2835 else if (index == GAMEOBJECT_FLAGS)
2836 {
2839 {
2841 }
2842
2843 fieldBuffer << goFlags;
2844 }
2845 else
2846 fieldBuffer << m_uint32Values[index]; // other cases
2847 }
2848 }
2849
2850 *data << uint8(updateMask.GetBlockCount());
2851 updateMask.AppendToPacket(data);
2852 data->append(fieldBuffer);
2853}
std::uint8_t uint8
Definition Define.h:109
std::uint32_t uint32
Definition Define.h:107
std::uint16_t uint16
Definition Define.h:108
std::int16_t int16
Definition Define.h:104
@ GAMEOBJECT_TYPE_MO_TRANSPORT
Definition SharedDefines.h:1581
@ GAMEOBJECT_TYPE_TRANSPORT
Definition SharedDefines.h:1577
@ GO_DYNFLAG_LO_ACTIVATE
Definition SharedDefines.h:1624
@ GO_DYNFLAG_LO_SPARKLE
Definition SharedDefines.h:1627
@ GO_FLAG_NOT_SELECTABLE
Definition SharedDefines.h:1613
@ GO_FLAG_LOCKED
Definition SharedDefines.h:1610
@ UPDATETYPE_VALUES
Definition UpdateData.h:28
uint32 GameObjectUpdateFieldFlags[GAMEOBJECT_END]
Definition UpdateFieldFlags.cpp:1492
@ UF_FLAG_PUBLIC
Definition UpdateFieldFlags.h:27
@ UF_FLAG_OWNER
Definition UpdateFieldFlags.h:29
@ GAMEOBJECT_DYNAMIC
Definition UpdateFields.h:401
@ GAMEOBJECT_FLAGS
Definition UpdateFields.h:399
@ CONFIG_OBJECT_SPARKLES
Definition WorldConfig.h:141
Definition ByteBuffer.h:70
void append(T value)
Definition ByteBuffer.h:129
MotionTransport * ToMotionTransport()
Definition GameObject.h:327
bool HasLootRecipient() const
Definition GameObject.h:253
ObjectGuid GetOwnerGUID() const
Definition GameObject.h:173
bool ActivateToQuest(Player *target) const
Definition GameObject.cpp:1303
bool IsLootAllowedFor(Player const *player) const
Definition GameObject.cpp:2717
StaticTransport * ToStaticTransport()
Definition GameObject.h:324
Definition Transport.h:51
uint16 _fieldNotifyFlags
Definition Object.h:268
UpdateMask _changesMask
Definition Object.h:264
uint32 * m_uint32Values
Definition Object.h:260
WorldSession * GetSession() const
Definition Player.h:2019
bool IsGameMaster() const
Definition Player.h:1174
Definition Transport.h:115
Definition UpdateMask.h:25
uint32 GetBlockCount() const
Definition UpdateMask.h:62
bool GetBit(uint32 index) const
Definition UpdateMask.h:47
void SetCount(uint32 valuesCount)
Definition UpdateMask.h:65
void SetBit(uint32 index)
Definition UpdateMask.h:45
void AppendToPacket(ByteBuffer *data)
Definition UpdateMask.h:49
bool IsGMAccount() const
Definition WorldSession.cpp:206
#define sWorld
Definition World.h:316
struct GameObjectTemplate::@234::@239 chest
uint32 groupLootRules
Definition GameObjectData.h:99

References Object::_changesMask, Object::_fieldNotifyFlags, ActivateToQuest(), ByteBuffer::append(), UpdateMask::AppendToPacket(), GameObjectTemplate::chest, CONFIG_OBJECT_SPARKLES, GAMEOBJECT_DYNAMIC, GAMEOBJECT_FLAGS, GAMEOBJECT_TYPE_CHEST, GAMEOBJECT_TYPE_GENERIC, GAMEOBJECT_TYPE_GOOBER, GAMEOBJECT_TYPE_MO_TRANSPORT, GAMEOBJECT_TYPE_QUESTGIVER, GAMEOBJECT_TYPE_SPELL_FOCUS, GAMEOBJECT_TYPE_TRANSPORT, GameObjectUpdateFieldFlags, UpdateMask::GetBit(), UpdateMask::GetBlockCount(), GetGOInfo(), GetGoState(), GetGoType(), Object::GetGUID(), GetOwnerGUID(), Player::GetSession(), GO_DYNFLAG_LO_ACTIVATE, GO_DYNFLAG_LO_SPARKLE, GO_FLAG_LOCKED, GO_FLAG_NOT_SELECTABLE, GO_STATE_READY, GameObjectTemplate::groupLootRules, HasLootRecipient(), Player::IsGameMaster(), WorldSession::IsGMAccount(), IsLootAllowedFor(), Object::m_uint32Values, Object::m_valuesCount, UpdateMask::SetBit(), UpdateMask::SetCount(), sWorld, ToMotionTransport(), ToStaticTransport(), UF_FLAG_OWNER, UF_FLAG_PUBLIC, and UPDATETYPE_VALUES.

◆ CastSpell()

void GameObject::CastSpell ( Unit target,
uint32  spell 
)
2073{
2074 SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
2075 if (!spellInfo)
2076 return;
2077
2078 bool self = true;
2079 for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
2080 {
2081 if (spellInfo->Effects[i].TargetA.GetReferenceType() != TARGET_REFERENCE_TYPE_CASTER || spellInfo->Effects[i].TargetB.GetTarget())
2082 {
2083 self = false;
2084 break;
2085 }
2086 }
2087
2088 if (self && target && target->GetGUID() != GetGUID())
2089 {
2090 target->CastSpell(target, spellInfo, true);
2091 return;
2092 }
2093
2094 //summon world trigger
2095 Creature* trigger = SummonTrigger(GetPositionX(), GetPositionY(), GetPositionZ(), 0, spellInfo->CalcCastTime() + 2000, true);
2096 if (!trigger)
2097 return;
2098
2099 if (Unit* owner = GetOwner())
2100 {
2101 trigger->SetLevel(owner->GetLevel(), false);
2102 trigger->SetFaction(owner->GetFaction());
2103 // needed for GO casts for proper target validation checks
2104 trigger->SetOwnerGUID(owner->GetGUID());
2105 // xinef: fixes some duel bugs with traps]
2106 if (owner->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED))
2108 if (owner->IsFFAPvP())
2109 {
2111 {
2112 sScriptMgr->OnFfaPvpStateUpdate(trigger, true);
2114 }
2115
2116 }
2117 // xinef: Remove Immunity flags
2118 trigger->SetImmuneToNPC(false);
2119 // xinef: set proper orientation, fixes cast against stealthed targets
2120 if (target)
2121 trigger->SetInFront(target);
2122 trigger->CastSpell(target ? target : trigger, spellInfo, true, 0, 0, owner->GetGUID());
2123 }
2124 else
2125 {
2126 // xinef: set faction of gameobject, if no faction - assume hostile
2127 trigger->SetFaction(GetTemplateAddon() && GetTemplateAddon()->faction ? GetTemplateAddon()->faction : 14);
2128 // Set owner guid for target if no owner availble - needed by trigger auras
2129 // - trigger gets despawned and there's no caster avalible (see AuraEffect::TriggerSpell())
2130 // xinef: set proper orientation, fixes cast against stealthed targets
2131 if (target)
2132 trigger->SetInFront(target);
2133 trigger->CastSpell(target ? target : trigger, spellInfo, true, 0, 0, target ? target->GetGUID() : ObjectGuid::Empty);
2134 }
2135}
#define MAX_SPELL_EFFECTS
Definition DBCStructure.h:1637
@ TARGET_REFERENCE_TYPE_CASTER
Definition SpellInfo.h:90
#define sSpellMgr
Definition SpellMgr.h:836
@ UNIT_BYTE2_FLAG_FFA_PVP
Definition UnitDefines.h:141
@ UNIT_FLAG_PLAYER_CONTROLLED
Definition UnitDefines.h:260
@ UNIT_FIELD_BYTES_2
Definition UpdateFields.h:161
Definition Creature.h:47
Unit * GetOwner() const
Definition GameObject.cpp:1214
GameObjectTemplateAddon const * GetTemplateAddon() const
Definition GameObject.cpp:906
Definition ObjectGuid.h:118
bool HasByteFlag(uint16 index, uint8 offset, uint8 flag) const
Definition Object.cpp:931
void SetByteFlag(uint16 index, uint8 offset, uint8 newFlag)
Definition Object.cpp:893
Definition SpellInfo.h:340
std::array< SpellEffectInfo, MAX_SPELL_EFFECTS > Effects
Definition SpellInfo.h:417
uint32 CalcCastTime(Unit *caster=nullptr, Spell *spell=nullptr) const
Definition SpellInfo.cpp:2752
Definition Unit.h:664
void SetFaction(uint32 faction)
Definition Unit.cpp:7056
void SetImmuneToNPC(bool apply, bool keepCombat=false)
Definition Unit.cpp:10618
void SetLevel(uint8 lvl, bool showLevelChange=true)
Definition Unit.cpp:12297
SpellCastResult CastSpell(SpellCastTargets const &targets, SpellInfo const *spellInfo, CustomSpellValues const *value, TriggerCastFlags triggerFlags=TRIGGERED_NONE, Item *castItem=nullptr, AuraEffect const *triggeredByAura=nullptr, ObjectGuid originalCaster=ObjectGuid::Empty)
Definition Unit.cpp:1350
void SetOwnerGUID(ObjectGuid owner)
Definition Unit.cpp:7655
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:748
void SetInFront(WorldObject const *target)
Definition Unit.cpp:16405
Creature * SummonTrigger(float x, float y, float z, float ang, uint32 dur, bool setLevel=false, CreatureAI *(*GetAI)(Creature *)=nullptr)
Definition Object.cpp:2443
float GetPositionZ() const
Definition Position.h:123
float GetPositionX() const
Definition Position.h:121
float GetPositionY() const
Definition Position.h:122

References SpellInfo::CalcCastTime(), Unit::CastSpell(), SpellInfo::Effects, ObjectGuid::Empty, GameObjectTemplateAddon::faction, Object::GetGUID(), Object::GetGUID(), GetOwner(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), GetTemplateAddon(), Object::HasByteFlag(), MAX_SPELL_EFFECTS, Object::SetByteFlag(), Unit::SetFaction(), Unit::SetImmuneToNPC(), Unit::SetInFront(), Unit::SetLevel(), Unit::SetOwnerGUID(), Unit::SetUnitFlag(), sScriptMgr, sSpellMgr, WorldObject::SummonTrigger(), TARGET_REFERENCE_TYPE_CASTER, UNIT_BYTE2_FLAG_FFA_PVP, UNIT_FIELD_BYTES_2, and UNIT_FLAG_PLAYER_CONTROLLED.

Referenced by npc_midsummer_ribbon_pole_target::DoFlameCircleChecks(), instance_onyxias_lair::instance_onyxias_lair_InstanceMapScript::OnGameObjectCreate(), SmartScript::ProcessAction(), go_direbrew_mole_machine::go_direbrew_mole_machineAI::Reset(), npc_deaths_door_fell_cannon_target_bunny::npc_deaths_door_fell_cannon_target_bunnyAI::SpellHit(), Update(), go_suppression_device::UpdateAI(), go_witherbark_totem_bundle::go_witherbark_totem_bundleAI::UpdateAI(), and Use().

◆ CheckRitualList()

void GameObject::CheckRitualList ( )
private
218{
219 if (m_unique_users.empty())
220 return;
221
223 if (!animSpell)
224 animSpell = GetSpellId();
225
226 for (GuidSet::iterator itr = m_unique_users.begin(); itr != m_unique_users.end();)
227 {
228 if (*itr == GetOwnerGUID())
229 {
230 ++itr;
231 continue;
232 }
233
234 bool erase = true;
235 if (Player* channeler = ObjectAccessor::GetPlayer(*this, *itr))
236 if (Spell* spell = channeler->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
237 if (spell->m_spellInfo->Id == animSpell)
238 erase = false;
239
240 if (erase)
241 m_unique_users.erase(itr++);
242 else
243 ++itr;
244 }
245}
@ CURRENT_CHANNELED_SPELL
Definition Unit.h:557
uint32 GetSpellId() const
Definition GameObject.h:181
Definition Player.h:1084
Definition Spell.h:298
Player * GetPlayer(Map const *, ObjectGuid const &guid)
Definition ObjectAccessor.cpp:220
uint32 animSpell
Definition GameObjectData.h:234
struct GameObjectTemplate::@234::@250 summoningRitual

References GameObjectTemplate::animSpell, CURRENT_CHANNELED_SPELL, GetGOInfo(), GetOwnerGUID(), ObjectAccessor::GetPlayer(), GetSpellId(), m_unique_users, and GameObjectTemplate::summoningRitual.

Referenced by Update(), and Use().

◆ CleanupsBeforeDelete()

void GameObject::CleanupsBeforeDelete ( bool  finalCleanup = true)
overridevirtual

Reimplemented from WorldObject.

Reimplemented in MotionTransport, and StaticTransport.

121{
122 if (GetTransport() && !ToTransport())
123 {
125 SetTransport(nullptr);
128 }
129
130 if (IsInWorld())
132
133 if (m_uint32Values) // field array can be not exist if GameOBject not loaded
135}
@ MOVEMENTFLAG_ONTRANSPORT
Definition UnitDefines.h:381
void RemoveFromWorld() override
Definition GameObject.cpp:184
void RemoveFromOwner()
Definition GameObject.cpp:137
Transport * ToTransport()
Definition GameObject.h:321
virtual void RemovePassenger(WorldObject *passenger, bool withAll=false)=0
void SetTransport(Transport *t)
Definition Object.h:696
Transport * GetTransport() const
Definition Object.h:688
MovementInfo m_movementInfo
Definition Object.h:698
void Reset()
Definition Object.h:299
void RemoveMovementFlag(uint32 flag)
Definition Object.h:345
struct MovementInfo::TransportInfo transport

References WorldObject::GetTransport(), Object::IsInWorld(), WorldObject::m_movementInfo, Object::m_uint32Values, MOVEMENTFLAG_ONTRANSPORT, RemoveFromOwner(), RemoveFromWorld(), MovementInfo::RemoveMovementFlag(), Transport::RemovePassenger(), MovementInfo::TransportInfo::Reset(), WorldObject::SetTransport(), ToTransport(), and MovementInfo::transport.

Referenced by MotionTransport::CleanupsBeforeDelete(), and StaticTransport::CleanupsBeforeDelete().

◆ ClearRitualList()

void GameObject::ClearRitualList ( )
private
248{
249 if (m_unique_users.empty())
250 return;
251
253 if (!animSpell)
254 animSpell = GetSpellId();
255
256 for (ObjectGuid const& guid : m_unique_users)
257 {
258 if (Player* channeler = ObjectAccessor::GetPlayer(*this, guid))
259 if (Spell* spell = channeler->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
260 if (spell->m_spellInfo->Id == animSpell)
261 {
262 spell->SendChannelUpdate(0);
263 spell->finish();
264 }
265 }
266
267 m_unique_users.clear();
268}

References GameObjectTemplate::animSpell, CURRENT_CHANNELED_SPELL, GetGOInfo(), ObjectAccessor::GetPlayer(), GetSpellId(), m_unique_users, and GameObjectTemplate::summoningRitual.

Referenced by Delete(), and Update().

◆ Create()

bool GameObject::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 
)
virtual

Reimplemented in StaticTransport.

271{
272 ASSERT(map);
273 SetMap(map);
274
275 Relocate(x, y, z, ang);
276 m_stationaryPosition.Relocate(x, y, z, ang);
277 if (!IsPositionValid())
278 {
279 LOG_ERROR("entities.gameobject", "Gameobject (GUID: {} Entry: {}) not created. Suggested coordinates isn't valid (X: {} Y: {})", guidlow, name_id, x, y);
280 return false;
281 }
282
283 SetPhaseMask(phaseMask, false);
284
286
288 if (m_zoneScript)
289 {
290 name_id = m_zoneScript->GetGameObjectEntry(guidlow, name_id);
291 if (!name_id)
292 return false;
293 }
294
295 GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(name_id);
296 if (!goinfo)
297 {
298 LOG_ERROR("sql.sql", "Gameobject (GUID: {} Entry: {}) not created: non-existing entry in `gameobject_template`. Map: {} (X: {} Y: {} Z: {})", guidlow, name_id, map->GetId(), x, y, z);
299 return false;
300 }
301
302 Object::_Create(guidlow, goinfo->entry, HighGuid::GameObject);
303
304 m_goInfo = goinfo;
305
306 if (goinfo->type >= MAX_GAMEOBJECT_TYPE)
307 {
308 LOG_ERROR("sql.sql", "Gameobject (GUID: {} Entry: {}) not created: non-existing GO type '{}' in `gameobject_template`. It will crash client if created.", guidlow, name_id, goinfo->type);
309 return false;
310 }
311
312 SetWorldRotation(rotation);
313
314 GameObjectAddon const* gameObjectAddon = sObjectMgr->GetGameObjectAddon(GetSpawnId());
315 QuaternionData parentRotation;
316 if (gameObjectAddon)
317 parentRotation = gameObjectAddon->ParentRotation;
318
319 SetTransportPathRotation(parentRotation.x, parentRotation.y, parentRotation.z, parentRotation.w);
320
321 SetObjectScale(goinfo->size);
322
323 if (GameObjectTemplateAddon const* templateAddon = GetTemplateAddon())
324 {
325 SetUInt32Value(GAMEOBJECT_FACTION, templateAddon->faction);
326 ReplaceAllGameObjectFlags((GameObjectFlags)templateAddon->flags);
327 }
328
329 SetEntry(goinfo->entry);
330
331 // set name for logs usage, doesn't affect anything ingame
332 SetName(goinfo->name);
333
334 // GAMEOBJECT_BYTES_1, index at 0, 1, 2 and 3
336
338 {
339 if (InstanceScript* instance = GetInstanceScript())
340 {
341 switch (uint8 state = instance->GetStoredGameObjectState(GetSpawnId()))
342 {
343 case 0:
345 SwitchDoorOrButton(true);
346 break;
347 case 1:
348 case 2:
349 SetGoState((GOState)state);
350 break;
351 default:
352 SetGoState(go_state);
353 break;
354 }
355 }
356 }
357 else
358 {
359 SetGoState(go_state);
360 }
361
362 SetGoArtKit(artKit);
363
364 SetDisplayId(goinfo->displayId);
365
366 if (!m_model)
368
369 switch (goinfo->type)
370 {
372 SetGoAnimProgress(animprogress);
374 break;
379 break;
382 break;
384 if (GetGOInfo()->trap.stealthed)
385 {
388 }
389
390 if (GetGOInfo()->trap.invisible)
391 {
394 }
395 break;
396 default:
397 SetGoAnimProgress(animprogress);
398 break;
399 }
400
401 if (gameObjectAddon)
402 {
403 if (gameObjectAddon->InvisibilityValue)
404 {
405 m_invisibility.AddFlag(gameObjectAddon->invisibilityType);
406 m_invisibility.AddValue(gameObjectAddon->invisibilityType, gameObjectAddon->InvisibilityValue);
407 }
408 }
409
412
413 if (uint32 linkedEntry = GetGOInfo()->GetLinkedGameObjectEntry())
414 {
415 GameObject* linkedGO = new GameObject();
416 if (linkedGO->Create(map->GenerateLowGuid<HighGuid::GameObject>(), linkedEntry, map, phaseMask, x, y, z, ang, rotation, 255, GO_STATE_READY))
417 {
418 SetLinkedTrap(linkedGO);
419 map->AddToMap(linkedGO);
420 }
421 else
422 {
423 delete linkedGO;
424 }
425 }
426
427 // Check if GameObject is Large
428 if (goinfo->IsLargeGameObject())
430
431 // Check if GameObject is Infinite
432 if (goinfo->IsInfiniteGameObject())
434
435 return true;
436}
#define ASSERT
Definition Errors.h:68
GOState
Definition GameObjectData.h:707
#define LOG_ERROR(filterType__,...)
Definition Log.h:158
#define sObjectMgr
Definition ObjectMgr.h:1712
uint32 urand(uint32 min, uint32 max)
Definition Random.cpp:44
GameobjectTypes
Definition SharedDefines.h:1565
@ GAMEOBJECT_TYPE_TRAP
Definition SharedDefines.h:1572
@ GAMEOBJECT_TYPE_FISHINGHOLE
Definition SharedDefines.h:1591
@ GAMEOBJECT_TYPE_FISHINGNODE
Definition SharedDefines.h:1583
@ GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING
Definition SharedDefines.h:1599
@ STEALTH_TRAP
Definition SharedDefines.h:1236
@ INVISIBILITY_TRAP
Definition SharedDefines.h:1246
#define MAX_GAMEOBJECT_TYPE
Definition SharedDefines.h:1604
GameObjectFlags
Definition SharedDefines.h:1608
@ GAMEOBJECT_FACTION
Definition UpdateFields.h:402
void AddFlag(FLAG_TYPE flag)
Definition Object.h:394
void AddValue(FLAG_TYPE flag, T_VALUES value)
Definition Object.h:399
GameObject()
Definition GameObject.cpp:57
void SetGoState(GOState state)
Definition GameObject.cpp:2492
void SetTransportPathRotation(float qx, float qy, float qz, float qw)
Definition GameObject.cpp:2262
void SetGoArtKit(uint8 artkit)
Definition GameObject.cpp:1419
void SetPhaseMask(uint32 newPhaseMask, bool update) override
Definition GameObject.cpp:2611
void SetGoAnimProgress(uint8 animprogress)
Definition GameObject.h:209
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)
Definition GameObject.cpp:270
GameObjectModel * CreateModel()
Definition GameObject.cpp:2971
void SetGoType(GameobjectTypes type)
Definition GameObject.h:203
void SetLinkedTrap(GameObject *linkedTrap)
Definition GameObject.h:260
ObjectGuid::LowType GetSpawnId() const
Definition GameObject.h:144
bool AIM_Initialize()
Definition GameObject.cpp:101
virtual uint32 GetScriptId() const
Definition GameObject.cpp:2209
void SetDisplayId(uint32 displayid)
Definition GameObject.cpp:2605
void ReplaceAllGameObjectFlags(GameObjectFlags flags)
Definition GameObject.h:219
bool IsInstanceGameobject() const
Definition GameObject.cpp:2528
void SwitchDoorOrButton(bool activate, bool alternative=false)
Definition GameObject.cpp:1442
void SetWorldRotation(G3D::Quat const &rot)
Definition GameObject.cpp:2250
Definition InstanceScript.h:143
ObjectGuid::LowType GenerateLowGuid()
Definition Map.h:480
uint32 GetId() const
Definition Map.h:230
bool AddToMap(T *, bool checkTransport=false)
Definition Map.cpp:303
void _Create(ObjectGuid::LowType guidlow, uint32 entry, HighGuid guidhigh)
Definition Object.cpp:123
void SetEntry(uint32 entry)
Definition Object.h:118
virtual void SetObjectScale(float scale)
Definition Object.h:121
void SetUInt32Value(uint16 index, uint32 value)
Definition Object.cpp:639
InstanceScript * GetInstanceScript() const
Definition Object.cpp:1238
FlaggedValuesArray32< int32, uint32, InvisibilityType, TOTAL_INVISIBILITY_TYPES > m_invisibility
Definition Object.h:614
uint32 LastUsedScriptID
Definition Object.h:685
void SetName(std::string const &newname)
Definition Object.h:529
void SetZoneScript()
Definition Object.cpp:2372
virtual void SetMap(Map *map)
Definition Object.cpp:2138
void UpdatePositionData()
Definition Object.cpp:1179
FlaggedValuesArray32< int32, uint32, StealthType, TOTAL_STEALTH_TYPES > m_stealth
Definition Object.h:611
void SetVisibilityDistanceOverride(VisibilityDistanceType type)
Definition Object.cpp:1108
virtual uint32 GetGameObjectEntry(ObjectGuid::LowType, uint32 entry)
Definition ZoneScript.h:32
Definition GameObjectData.h:699
QuaternionData ParentRotation
Definition GameObjectData.h:700
uint32 InvisibilityValue
Definition GameObjectData.h:702
InvisibilityType invisibilityType
Definition GameObjectData.h:701
Definition GameObjectData.h:667
Definition GameObjectData.h:32
uint32 intactNumHits
Definition GameObjectData.h:352
uint32 stealthed
Definition GameObjectData.h:125
uint32 type
Definition GameObjectData.h:34
uint32 entry
Definition GameObjectData.h:33
bool IsLargeGameObject() const
Definition GameObjectData.h:594
struct GameObjectTemplate::@234::@262 building
bool IsInfiniteGameObject() const
Definition GameObjectData.h:619
uint32 minSuccessOpens
Definition GameObjectData.h:88
uint32 invisible
Definition GameObjectData.h:127
uint32 damagedNumHits
Definition GameObjectData.h:357
std::string name
Definition GameObjectData.h:36
uint32 maxSuccessOpens
Definition GameObjectData.h:89
float size
Definition GameObjectData.h:40
uint32 displayId
Definition GameObjectData.h:35
bool IsPositionValid() const
Definition Position.cpp:183
Definition GameObjectData.h:683
float w
Definition GameObjectData.h:687
float z
Definition GameObjectData.h:686
float y
Definition GameObjectData.h:685
float x
Definition GameObjectData.h:684
uint32 MaxOpens
Definition GameObject.h:60
uint32 MaxHealth
Definition GameObject.h:71
struct GameObjectValue::@233 Building
struct GameObjectValue::@231 FishingHole
uint32 Health
Definition GameObject.h:70

References Object::_Create(), FlaggedValuesArray32< T_VALUES, T_FLAGS, FLAG_TYPE, ARRAY_SIZE >::AddFlag(), Map::AddToMap(), FlaggedValuesArray32< T_VALUES, T_FLAGS, FLAG_TYPE, ARRAY_SIZE >::AddValue(), AIM_Initialize(), ASSERT, GameObjectValue::Building, GameObjectTemplate::building, Create(), CreateModel(), GameObjectTemplate::damagedNumHits, GameObjectTemplate::displayId, GameObjectTemplate::entry, GameObjectValue::FishingHole, GameObject(), GameObject, GAMEOBJECT_FACTION, GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING, GAMEOBJECT_TYPE_FISHINGHOLE, GAMEOBJECT_TYPE_FISHINGNODE, GAMEOBJECT_TYPE_TRAP, Map::GenerateLowGuid(), ZoneScript::GetGameObjectEntry(), GetGOInfo(), Map::GetId(), WorldObject::GetInstanceScript(), GetScriptId(), GetSpawnId(), GetTemplateAddon(), GO_STATE_READY, GameObjectValue::Health, Infinite, GameObjectTemplate::intactNumHits, INVISIBILITY_TRAP, GameObjectAddon::invisibilityType, GameObjectAddon::InvisibilityValue, GameObjectTemplate::invisible, GameObjectTemplate::IsInfiniteGameObject(), IsInstanceGameobject(), GameObjectTemplate::IsLargeGameObject(), Position::IsPositionValid(), Large, WorldObject::LastUsedScriptID, LOG_ERROR, m_goInfo, m_goValue, WorldObject::m_invisibility, m_model, m_stationaryPosition, WorldObject::m_stealth, WorldObject::m_zoneScript, MAX_GAMEOBJECT_TYPE, GameObjectValue::MaxHealth, GameObjectValue::MaxOpens, GameObjectTemplate::maxSuccessOpens, GameObjectTemplate::minSuccessOpens, GameObjectTemplate::name, GameObjectAddon::ParentRotation, Position::Relocate(), ReplaceAllGameObjectFlags(), SetDisplayId(), Object::SetEntry(), SetGoAnimProgress(), SetGoArtKit(), SetGoState(), SetGoType(), SetLinkedTrap(), WorldObject::SetMap(), WorldObject::SetName(), Object::SetObjectScale(), SetPhaseMask(), SetTransportPathRotation(), Object::SetUInt32Value(), WorldObject::SetVisibilityDistanceOverride(), SetWorldRotation(), WorldObject::SetZoneScript(), GameObjectTemplate::size, sObjectMgr, STEALTH_TRAP, GameObjectTemplate::stealthed, SwitchDoorOrButton(), GameObjectTemplate::type, WorldObject::UpdatePositionData(), urand(), QuaternionData::w, QuaternionData::x, QuaternionData::y, and QuaternionData::z.

Referenced by Battleground::AddObject(), Create(), Spell::EffectDuel(), Spell::EffectSummonObject(), Spell::EffectSummonObjectWild(), Spell::EffectTransmitted(), OutdoorPvPSI::HandleDropFlag(), gobject_commandscript::HandleGameObjectAddCommand(), LoadGameObjectFromDB(), Battlefield::SpawnGameObject(), Map::SummonGameObject(), and WorldObject::SummonGameObject().

◆ CreateModel()

GameObjectModel * GameObject::CreateModel ( )
protected
2972{
2973 return GameObjectModel::Create(std::make_unique<GameObjectModelOwnerImpl>(this), sWorld->GetDataPath());
2974}
static GameObjectModel * Create(std::unique_ptr< GameObjectModelOwnerBase > modelOwner, std::string const &dataPath)
Definition GameObjectModel.cpp:161

References GameObjectModel::Create(), and sWorld.

Referenced by Create(), StaticTransport::Create(), MotionTransport::CreateMoTrans(), and UpdateModel().

◆ Delete()

void GameObject::Delete ( )
974{
977
979
981
982 if (GameObjectTemplateAddon const* addon = GetTemplateAddon())
984
985 // Xinef: if ritual gameobject is removed, clear anim spells
988
989 uint32 poolid = m_spawnId ? sPoolMgr->IsPartOfAPool<GameObject>(m_spawnId) : 0;
990 if (poolid)
991 sPoolMgr->UpdatePool<GameObject>(poolid, m_spawnId);
992 else
994}
#define sPoolMgr
Definition PoolMgr.h:165
@ GAMEOBJECT_TYPE_SUMMONING_RITUAL
Definition SharedDefines.h:1584
void SetLootState(LootState s, Unit *unit=nullptr)
Definition GameObject.cpp:2457
void ClearRitualList()
Definition GameObject.cpp:247
void AddObjectToRemoveList()
Definition Object.cpp:2174
void SendObjectDeSpawnAnim(ObjectGuid guid)
Definition Object.cpp:2131

References WorldObject::AddObjectToRemoveList(), ClearRitualList(), GAMEOBJECT_TYPE_SUMMONING_RITUAL, GetGOInfo(), Object::GetGUID(), GetTemplateAddon(), GO_NOT_READY, GO_STATE_READY, m_spawnId, RemoveFromOwner(), ReplaceAllGameObjectFlags(), WorldObject::SendObjectDeSpawnAnim(), SetGoState(), SetLootState(), and sPoolMgr.

Referenced by MotionTransport::DelayedTeleportTransport(), OPvPCapturePoint::DelCapturePoint(), OPvPCapturePoint::DelObject(), npc_overlord_drakuru_betrayal::DoAction(), go_ahune_ice_stone::GossipSelect(), OutdoorPvPSI::HandleCustomSpell(), instance_razorfen_downs::instance_razorfen_downs_InstanceMapScript::OnGameObjectCreate(), go_ulduar_working_harpoon::OnGossipHello(), Unit::RemoveAllGameObjects(), Unit::RemoveGameObject(), Update(), go_blood_drenched_door::go_blood_drenched_doorAI::UpdateAI(), go_celestial_planetarium_access::go_celestial_planetarium_accessAI::UpdateAI(), and Use().

◆ DeleteFromDB()

void GameObject::DeleteFromDB ( )
1164{
1166 sObjectMgr->DeleteGOData(m_spawnId);
1167
1169 stmt->SetData(0, m_spawnId);
1170 WorldDatabase.Execute(stmt);
1171
1172 stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_EVENT_GAMEOBJECT);
1173 stmt->SetData(0, m_spawnId);
1174 WorldDatabase.Execute(stmt);
1175}
DatabaseWorkerPool< WorldDatabaseConnection > WorldDatabase
Accessor to the world database.
Definition DatabaseEnv.cpp:20
@ WORLD_DEL_EVENT_GAMEOBJECT
Definition WorldDatabase.h:38
@ WORLD_DEL_GAMEOBJECT
Definition WorldDatabase.h:37
void RemoveGORespawnTime(ObjectGuid::LowType dbGuid)
Definition Map.cpp:2428
Acore::Types::is_default< T > SetData(const uint8 index, T value)
Definition PreparedStatement.h:77
Definition PreparedStatement.h:157

References WorldObject::GetMap(), m_spawnId, Map::RemoveGORespawnTime(), PreparedStatementBase::SetData(), sObjectMgr, WORLD_DEL_EVENT_GAMEOBJECT, WORLD_DEL_GAMEOBJECT, and WorldDatabase.

◆ DespawnOrUnsummon()

void GameObject::DespawnOrUnsummon ( Milliseconds  delay = 0ms,
Seconds  forcedRespawnTime = 0s 
)
928{
929 if (delay > 0ms)
930 {
931 if (!m_despawnDelay || m_despawnDelay > delay.count())
932 {
933 m_despawnDelay = delay.count();
934 m_despawnRespawnTime = forceRespawnTime;
935 }
936 }
937 else
938 {
939 if (m_goData)
940 {
941 int32 const respawnDelay = (forceRespawnTime > 0s) ? forceRespawnTime.count() : m_goData->spawntimesecs;
942 SetRespawnTime(respawnDelay);
943 }
944
945 // Respawn is handled by the gameobject itself.
946 // If we delete it from world, it simply never respawns...
947 // Uncomment this and remove the following lines if dynamic spawn is implemented.
948 // Delete();
949 {
953
954 if (GameObject* trap = GetLinkedTrap())
955 {
956 trap->DespawnOrUnsummon();
957 }
958
959 if (GameObjectTemplateAddon const* addon = GetTemplateAddon())
960 {
962 }
963
964 uint32 poolid = m_spawnId ? sPoolMgr->IsPartOfAPool<GameObject>(m_spawnId) : 0;
965 if (poolid)
966 {
967 sPoolMgr->UpdatePool<GameObject>(poolid, m_spawnId);
968 }
969 }
970 }
971}
@ GO_JUST_DEACTIVATED
Definition GameObject.h:113
GameObject * GetLinkedTrap()
Definition GameObject.cpp:2750
void SetRespawnTime(int32 respawn)
Definition GameObject.cpp:1279
int32 spawntimesecs
Definition GameObjectData.h:719

References Object::GetGUID(), GetLinkedTrap(), GetTemplateAddon(), GO_JUST_DEACTIVATED, GO_STATE_READY, m_despawnDelay, m_despawnRespawnTime, m_goData, m_spawnId, ReplaceAllGameObjectFlags(), WorldObject::SendObjectDeSpawnAnim(), SetGoState(), SetLootState(), SetRespawnTime(), GameObjectData::spawntimesecs, and sPoolMgr.

Referenced by Spell::EffectActivateObject(), instance_deadmines::instance_deadmines_InstanceMapScript::OnGameObjectCreate(), instance_molten_core::OnGameObjectCreate(), instance_hyjal::instance_mount_hyjal_InstanceMapScript::OnGameObjectCreate(), instance_temple_of_ahnqiraj::instance_temple_of_ahnqiraj_InstanceMapScript::OnGameObjectCreate(), go_strange_pool::OnGossipHello(), go_southfury_moonstone::OnGossipHello(), go_ancient_skull_pile::OnGossipSelect(), SmartScript::ProcessAction(), go_ahune_ice_spear::Reset(), go_skull_pile::SendActionMenu(), go_firework_show::SpawnNextFirework(), npc_midsummer_bonfire::StampOut(), and Update().

◆ EnableCollision()

void GameObject::EnableCollision ( bool  enable)
2620{
2621 if (!m_model)
2622 return;
2623
2624 /*if (enable && !GetMap()->ContainsGameObjectModel(*m_model))
2625 GetMap()->InsertGameObjectModel(*m_model);*/
2626
2627 uint32 phaseMask = 0;
2628 if (enable && !sDisableMgr->IsDisabledFor(DISABLE_TYPE_GO_LOS, GetEntry(), nullptr))
2629 phaseMask = GetPhaseMask();
2630
2631 m_model->enable(phaseMask);
2632}
#define sDisableMgr
Definition DisableMgr.h:88
@ DISABLE_TYPE_GO_LOS
Definition DisableMgr.h:35
void enable(uint32 ph_mask)
Definition GameObjectModel.h:68
uint32 GetPhaseMask() const
Definition Object.h:516

References DISABLE_TYPE_GO_LOS, GameObjectModel::enable(), Object::GetEntry(), WorldObject::GetPhaseMask(), m_model, and sDisableMgr.

Referenced by AddToWorld(), instance_eye_of_eternity::OnGameObjectCreate(), instance_ulduar::instance_ulduar_InstanceMapScript::OnGameObjectCreate(), SetDestructibleState(), SetGoState(), and SetPhaseMask().

◆ EventInform()

void GameObject::EventInform ( uint32  eventId)
2198{
2199 if (!eventId)
2200 return;
2201
2202 if (AI())
2203 AI()->EventInform(eventId);
2204
2205 if (m_zoneScript)
2206 m_zoneScript->ProcessEvent(this, eventId);
2207}
virtual void EventInform(uint32)
Definition GameObjectAI.h:65
GameObjectAI * AI() const
Definition GameObject.h:306
virtual void ProcessEvent(WorldObject *, uint32)
Definition ZoneScript.h:54

References AI(), GameObjectAI::EventInform(), WorldObject::m_zoneScript, and ZoneScript::ProcessEvent().

Referenced by MotionTransport::DoEventIfAny(), SetDestructibleState(), and Use().

◆ GameobjectStateToInt()

uint8 GameObject::GameobjectStateToInt ( GOState state) const
2563{
2564 uint8 m_state = 3;
2565
2566 if (state)
2567 {
2568 switch (*state)
2569 {
2570 case GO_STATE_ACTIVE:
2571 m_state = 0;
2572 return m_state;
2573 case GO_STATE_READY:
2574 m_state = 1;
2575 return m_state;
2577 m_state = 2;
2578 return m_state;
2579 }
2580 }
2581
2582 // Returning any value that is not one of the specified ones
2583 // Which will default into the invalid part of the switch
2584 return m_state;
2585}
@ GO_STATE_ACTIVE
Definition GameObjectData.h:708
@ GO_STATE_ACTIVE_ALTERNATIVE
Definition GameObjectData.h:710

References GO_STATE_ACTIVE, GO_STATE_ACTIVE_ALTERNATIVE, and GO_STATE_READY.

Referenced by SaveStateToDB().

◆ GetAIName()

std::string const & GameObject::GetAIName ( ) const
116{
117 return sObjectMgr->GetGameObjectTemplate(GetEntry())->AIName;
118}

References Object::GetEntry(), and sObjectMgr.

Referenced by GetDebugInfo().

◆ GetDebugInfo()

std::string GameObject::GetDebugInfo ( ) const
overridevirtual

Reimplemented from Object.

Reimplemented in MotionTransport.

3103{
3104 std::stringstream sstr;
3105 sstr << WorldObject::GetDebugInfo() << "\n"
3106 << "SpawnId: " << GetSpawnId() << " GoState: " << std::to_string(GetGoState()) << " ScriptId: " << GetScriptId() << " AIName: " << GetAIName();
3107 return sstr.str();
3108}
std::string const & GetAIName() const
Definition GameObject.cpp:115
std::string GetDebugInfo() const override
Definition Object.cpp:2537

References GetAIName(), WorldObject::GetDebugInfo(), GetGoState(), GetScriptId(), and GetSpawnId().

Referenced by MotionTransport::GetDebugInfo().

◆ GetDestructibleState()

GameObjectDestructibleState GameObject::GetDestructibleState ( ) const
inline
295 {
301 }
@ GO_FLAG_DESTROYED
Definition SharedDefines.h:1617
@ GO_FLAG_DAMAGED
Definition SharedDefines.h:1616
@ GO_DESTRUCTIBLE_DESTROYED
Definition SharedDefines.h:1635
@ GO_DESTRUCTIBLE_INTACT
Definition SharedDefines.h:1633
@ GO_DESTRUCTIBLE_DAMAGED
Definition SharedDefines.h:1634
bool HasGameObjectFlag(GameObjectFlags flags) const
Definition GameObject.h:216

References GO_DESTRUCTIBLE_DAMAGED, GO_DESTRUCTIBLE_DESTROYED, GO_DESTRUCTIBLE_INTACT, GO_FLAG_DAMAGED, GO_FLAG_DESTROYED, and HasGameObjectFlag().

Referenced by ModifyHealth().

◆ GetDisplayId()

uint32 GameObject::GetDisplayId ( ) const
inline
@ GAMEOBJECT_DISPLAYID
Definition UpdateFields.h:398
uint32 GetUInt32Value(uint16 index) const
Definition Object.cpp:294

References GAMEOBJECT_DISPLAYID, and Object::GetUInt32Value().

Referenced by GameObjectModelOwnerImpl::GetDisplayId(), and spell_zulfarrak_unlocking::HandleOpenLock().

◆ GetDynamicFlags()

uint32 GameObject::GetDynamicFlags ( ) const
inlineoverridevirtual

Reimplemented from Object.

References GAMEOBJECT_DYNAMIC, and Object::GetUInt32Value().

◆ GetFinalWorldRotation()

G3D::Quat GameObject::GetFinalWorldRotation ( ) const
2276{
2277 G3D::Quat worldRotation = GetWorldRotation();
2278 if (Transport* transport = GetTransport())
2279 {
2280 G3D::Quat transportRotation = transport->GetWorldRotation();
2281
2282 G3D::Quat transportRotationQuat(transportRotation.x, transportRotation.y, transportRotation.z, transportRotation.w);
2283 G3D::Quat worldRotationQuat(worldRotation.x, worldRotation.y, worldRotation.z, worldRotation.w);
2284
2285 G3D::Quat resultRotation = worldRotationQuat * transportRotationQuat;
2286
2287 return G3D::Quat(resultRotation.x, resultRotation.y, resultRotation.z, resultRotation.w);
2288 }
2289 return worldRotation;
2290}
G3D::Quat const & GetWorldRotation() const
Definition GameObject.h:150
Definition Transport.h:30

References WorldObject::GetTransport(), and GetWorldRotation().

Referenced by IsAtInteractDistance().

◆ GetFishLoot()

void GameObject::GetFishLoot ( Loot fishLoot,
Player lootOwner,
bool  junk = false 
)
997{
998 fishLoot->clear();
999
1000 uint32 zone, area;
1001 uint32 defaultZone = 1;
1002 GetZoneAndAreaId(zone, area);
1003
1004 uint16 lootMode = junk ? LOOT_MODE_JUNK_FISH : LOOT_MODE_DEFAULT;
1005 // Check to fill loot in the order area - zone - defaultZone.
1006 // This is because area and zone is not set in some places, like Off the coast of Storm Peaks.
1007 uint32 lootZones[] = { area, zone, defaultZone };
1008 for (uint32 fillZone : lootZones)
1009 {
1010 fishLoot->FillLoot(fillZone, LootTemplates_Fishing, lootOwner, true, true, lootMode);
1011
1012 // If the loot is filled and the loot is eligible, then we break out of the loop.
1013 if (!fishLoot->empty() && !fishLoot->isLooted())
1014 break;
1015 }
1016}
LootStore LootTemplates_Fishing("fishing_loot_template", "area id", true)
@ LOOT_MODE_DEFAULT
Definition SharedDefines.h:43
@ LOOT_MODE_JUNK_FISH
Definition SharedDefines.h:48
void GetZoneAndAreaId(uint32 &zoneid, uint32 &areaid) const
Definition Object.cpp:3128
bool empty() const
Definition LootMgr.h:367
bool isLooted() const
Definition LootMgr.h:368
void clear()
Definition LootMgr.h:343
bool FillLoot(uint32 lootId, LootStore const &store, Player *lootOwner, bool personal, bool noEmptyError=false, uint16 lootMode=LOOT_MODE_DEFAULT, WorldObject *lootSource=nullptr)
Definition LootMgr.cpp:522

References Loot::clear(), Loot::empty(), Loot::FillLoot(), WorldObject::GetZoneAndAreaId(), Loot::isLooted(), LOOT_MODE_DEFAULT, LOOT_MODE_JUNK_FISH, and LootTemplates_Fishing.

Referenced by Player::SendLoot().

◆ GetGameObjectData()

GameObjectData const * GameObject::GetGameObjectData ( ) const
inline

◆ GetGameObjectFlags()

GameObjectFlags GameObject::GetGameObjectFlags ( ) const
inline

◆ GetGoAnimProgress()

uint8 GameObject::GetGoAnimProgress ( ) const
inline
208{ return GetByteValue(GAMEOBJECT_BYTES_1, 3); }
@ GAMEOBJECT_BYTES_1
Definition UpdateFields.h:404
uint8 GetByteValue(uint16 index, uint8 offset) const
Definition Object.cpp:312

References GAMEOBJECT_BYTES_1, and Object::GetByteValue().

Referenced by Spell::EffectDummy(), SaveToDB(), Update(), and Use().

◆ GetGoArtKit()

uint8 GameObject::GetGoArtKit ( ) const
inline
206{ return GetByteValue(GAMEOBJECT_BYTES_1, 2); }

References GAMEOBJECT_BYTES_1, and Object::GetByteValue().

Referenced by SaveToDB().

◆ GetGOInfo()

GameObjectTemplate const * GameObject::GetGOInfo ( ) const
inline
136{ return m_goInfo; }

References m_goInfo.

Referenced by ActivateToQuest(), BuildValuesUpdate(), Spell::CheckCast(), Spell::CheckEffectTarget(), CheckRitualList(), ClearRitualList(), Create(), StaticTransport::Create(), Delete(), WorldSession::DoLootRelease(), Spell::EffectOpenLock(), MotionTransport::EnableMovement(), BattlegroundSA::EventPlayerDamagedGO(), Player::GetDefaultGossipMenuForSource(), GetScriptId(), GetSpellForLock(), GetStationaryO(), GetStationaryX(), GetStationaryY(), GetStationaryZ(), GetTemplateAddon(), go_celestial_planetarium_access::go_celestial_planetarium_accessAI::GossipHello(), WorldSession::HandleAlterAppearance(), OutdoorPvPSI::HandleCustomSpell(), gobject_commandscript::HandleGameObjectMoveCommand(), gobject_commandscript::HandleGameObjectTurnCommand(), OPvPCapturePoint::HandlePlayerEnter(), OPvPCapturePoint::HandlePlayerLeave(), IsAtInteractDistance(), IsAtInteractDistance(), IsDestructibleBuilding(), IsMotionTransport(), IsNeverVisible(), IsStaticTransport(), IsTransport(), LoadGameObjectFromDB(), MotionTransport::LoadStaticPassengers(), ModifyHealth(), instance_naxxramas::OnGameObjectCreate(), instance_naxxramas::OnGameObjectRemove(), icecrown_citadel_teleport::OnGossipHello(), go_simon_cluster::OnGossipHello(), go_apexis_relic::OnGossipHello(), Acore::NearestGameObjectFishingHole::operator()(), Acore::GameObjectInRangeCheck::operator()(), Acore::GameObjectFocusCheck::operator()(), RemoveFromOwner(), Creature::SaveToDB(), SaveToDB(), BfCapturePoint::SendChangePhase(), OPvPCapturePoint::SendChangePhase(), Player::SendLoot(), Spell::SendLoot(), BfCapturePoint::SetCapturePointData(), SetLootState(), ToMotionTransport(), ToMotionTransport(), ToStaticTransport(), ToStaticTransport(), ToTransport(), ToTransport(), BfCapturePoint::Update(), OPvPCapturePoint::Update(), MotionTransport::Update(), OPvPCapturePointNA::Update(), Update(), Use(), and UseDoorOrButton().

◆ GetGoState()

◆ GetGoType()

◆ GetGOValue()

GameObjectValue const * GameObject::GetGOValue ( ) const
inline
139{ return &m_goValue; }

References m_goValue.

Referenced by WorldSession::DoLootRelease(), and Transport::GetPathProgress().

◆ GetInteractionDistance()

float GameObject::GetInteractionDistance ( ) const
2888{
2889 switch (GetGoType())
2890 {
2892 return 0.0f;
2898 return 5.5555553f;
2900 return 10.0f;
2903 return 3.0f;
2905 return 100.0f;
2907 return 20.0f + CONTACT_DISTANCE; // max spell range
2913 return 5.0f;
2914 // Following values are not blizzlike
2917 // Successful mailbox interaction is rather critical to the client, failing it will start a minute-long cooldown until the next mail query may be executed.
2918 // And since movement info update is not sent with mailbox interaction query, server may find the player outside of interaction range. Thus we increase it.
2919 return 10.0f; // 5.0f is blizzlike
2920 default:
2921 return INTERACTION_DISTANCE;
2922 }
2923}
#define INTERACTION_DISTANCE
Definition ObjectDefines.h:24
#define CONTACT_DISTANCE
Definition ObjectDefines.h:23
@ GAMEOBJECT_TYPE_GUILD_BANK
Definition SharedDefines.h:1600
@ GAMEOBJECT_TYPE_MINI_GAME
Definition SharedDefines.h:1593
@ GAMEOBJECT_TYPE_CAMERA
Definition SharedDefines.h:1579
@ GAMEOBJECT_TYPE_MAP_OBJECT
Definition SharedDefines.h:1580
@ GAMEOBJECT_TYPE_FLAGDROP
Definition SharedDefines.h:1592
@ GAMEOBJECT_TYPE_MAILBOX
Definition SharedDefines.h:1585
@ GAMEOBJECT_TYPE_FLAGSTAND
Definition SharedDefines.h:1590
@ GAMEOBJECT_TYPE_CHAIR
Definition SharedDefines.h:1573
@ GAMEOBJECT_TYPE_TEXT
Definition SharedDefines.h:1575
@ GAMEOBJECT_TYPE_DUNGEON_DIFFICULTY
Definition SharedDefines.h:1597
@ GAMEOBJECT_TYPE_AREADAMAGE
Definition SharedDefines.h:1578
@ GAMEOBJECT_TYPE_BARBER_CHAIR
Definition SharedDefines.h:1598
@ GAMEOBJECT_TYPE_DOOR
Definition SharedDefines.h:1566
@ GAMEOBJECT_TYPE_BINDER
Definition SharedDefines.h:1570

References CONTACT_DISTANCE, GAMEOBJECT_TYPE_AREADAMAGE, GAMEOBJECT_TYPE_BARBER_CHAIR, GAMEOBJECT_TYPE_BINDER, GAMEOBJECT_TYPE_CAMERA, GAMEOBJECT_TYPE_CHAIR, GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING, GAMEOBJECT_TYPE_DOOR, GAMEOBJECT_TYPE_DUNGEON_DIFFICULTY, GAMEOBJECT_TYPE_FISHINGHOLE, GAMEOBJECT_TYPE_FISHINGNODE, GAMEOBJECT_TYPE_FLAGDROP, GAMEOBJECT_TYPE_FLAGSTAND, GAMEOBJECT_TYPE_GUILD_BANK, GAMEOBJECT_TYPE_MAILBOX, GAMEOBJECT_TYPE_MAP_OBJECT, GAMEOBJECT_TYPE_MINI_GAME, GAMEOBJECT_TYPE_QUESTGIVER, GAMEOBJECT_TYPE_TEXT, GetGoType(), and INTERACTION_DISTANCE.

Referenced by IsAtInteractDistance().

◆ getLevelForTarget()

uint8 GameObject::getLevelForTarget ( WorldObject const *  target) const
inlineoverridevirtual

Reimplemented from WorldObject.

276 {
277 if (Unit* owner = GetOwner())
278 return owner->getLevelForTarget(target);
279
280 return 1;
281 }

References GetOwner().

◆ GetLinkedTrap()

GameObject * GameObject::GetLinkedTrap ( )
2751{
2753}
ObjectGuid m_linkedTrap
Definition GameObject.h:406
GameObject * GetGameObject(WorldObject const &u, ObjectGuid const &guid)
Definition ObjectAccessor.cpp:184

References ObjectAccessor::GetGameObject(), and m_linkedTrap.

Referenced by DespawnOrUnsummon(), Spell::EffectSummonObjectWild(), Spell::EffectTransmitted(), RemoveFromWorld(), go_direbrew_mole_machine::go_direbrew_mole_machineAI::Reset(), TriggeringLinkedGameObject(), and Update().

◆ GetLootGenerationTime()

uint32 GameObject::GetLootGenerationTime ( ) const
inline
257{ return m_lootGenerationTime; }

References m_lootGenerationTime.

Referenced by Player::SendLoot().

◆ GetLootMode()

uint16 GameObject::GetLootMode ( ) const
inline

◆ GetLootRecipient()

Player * GameObject::GetLootRecipient ( ) const
2648{
2649 if (!m_lootRecipient)
2650 return nullptr;
2652}
ObjectGuid m_lootRecipient
Definition GameObject.h:401
Player * FindConnectedPlayer(ObjectGuid const guid)
Definition ObjectAccessor.cpp:257

References ObjectAccessor::FindConnectedPlayer(), and m_lootRecipient.

◆ GetLootRecipientGroup()

Group * GameObject::GetLootRecipientGroup ( ) const
2655{
2657 return nullptr;
2658 return sGroupMgr->GetGroupByGUID(m_lootRecipientGroup);
2659}
#define sGroupMgr
Definition GroupMgr.h:51

References m_lootRecipientGroup, and sGroupMgr.

Referenced by IsLootAllowedFor().

◆ getLootState()

◆ GetNameForLocaleIdx()

std::string const & GameObject::GetNameForLocaleIdx ( LocaleConstant  locale_idx) const
overridevirtual

Reimplemented from WorldObject.

2220{
2221 if (loc_idx != DEFAULT_LOCALE)
2222 {
2223 uint8 uloc_idx = uint8(loc_idx);
2224 if (GameObjectLocale const* cl = sObjectMgr->GetGameObjectLocale(GetEntry()))
2225 if (cl->Name.size() > uloc_idx && !cl->Name[uloc_idx].empty())
2226 return cl->Name[uloc_idx];
2227 }
2228
2229 return GetName();
2230}
#define DEFAULT_LOCALE
Definition Common.h:131
std::string const & GetName() const
Definition Object.h:528
Definition GameObjectData.h:677

References DEFAULT_LOCALE, Object::GetEntry(), WorldObject::GetName(), and sObjectMgr.

Referenced by gobject_commandscript::HandleGameObjectRespawn().

◆ GetOwner()

Unit * GameObject::GetOwner ( ) const
1215{
1216 return ObjectAccessor::GetUnit(*this, GetOwnerGUID());
1217}
Unit * GetUnit(WorldObject const &, ObjectGuid const &guid)
Definition ObjectAccessor.cpp:199

References GetOwnerGUID(), and ObjectAccessor::GetUnit().

Referenced by CastSpell(), Spell::EffectOpenLock(), getLevelForTarget(), go_soulwell::go_soulwellAI::GossipHello(), IsAlwaysVisibleFor(), TriggeringLinkedGameObject(), Update(), and Use().

◆ GetOwnerGUID()

◆ GetPackedWorldRotation()

int64 GameObject::GetPackedWorldRotation ( ) const
inline
151{ return m_packedRotation; }

References m_packedRotation.

◆ GetRespawnDelay()

uint32 GameObject::GetRespawnDelay ( ) const
inline

◆ GetRespawnPosition()

void GameObject::GetRespawnPosition ( float &  x,
float &  y,
float &  z,
float *  ori = nullptr 
) const
2856{
2857 if (m_spawnId)
2858 {
2859 if (GameObjectData const* data = sObjectMgr->GetGameObjectData(m_spawnId))
2860 {
2861 x = data->posX;
2862 y = data->posY;
2863 z = data->posZ;
2864 if (ori)
2865 *ori = data->orientation;
2866 return;
2867 }
2868 }
2869
2870 x = GetPositionX();
2871 y = GetPositionY();
2872 z = GetPositionZ();
2873 if (ori)
2874 *ori = GetOrientation();
2875}
Definition GameObjectData.h:715
float GetOrientation() const
Definition Position.h:124

References Position::GetOrientation(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), m_spawnId, and sObjectMgr.

◆ GetRespawnTime()

time_t GameObject::GetRespawnTime ( ) const
inline

◆ GetRespawnTimeEx()

time_t GameObject::GetRespawnTimeEx ( ) const
2939{
2940 time_t now = GameTime::GetGameTime().count();
2941 if (m_respawnTime > now)
2942 return m_respawnTime;
2943 else
2944 return now;
2945}
Seconds GetGameTime()
Definition GameTime.cpp:38

References GameTime::GetGameTime(), and m_respawnTime.

Referenced by gobject_commandscript::HandleGameObjectTargetCommand().

◆ GetScriptId()

◆ GetSpawnId()

◆ GetSpellForLock()

SpellInfo const * GameObject::GetSpellForLock ( Player const *  player) const
3024{
3025 if (!player)
3026 {
3027 return nullptr;
3028 }
3029
3030 uint32 lockId = GetGOInfo()->GetLockId();
3031 if (!lockId)
3032 {
3033 return nullptr;
3034 }
3035
3036 LockEntry const* lock = sLockStore.LookupEntry(lockId);
3037 if (!lock)
3038 {
3039 return nullptr;
3040 }
3041
3042 for (uint8 i = 0; i < MAX_LOCK_CASE; ++i)
3043 {
3044 if (!lock->Type[i])
3045 {
3046 continue;
3047 }
3048
3049 if (lock->Type[i] == LOCK_KEY_SPELL)
3050 {
3051 if (SpellInfo const* spell = sSpellMgr->GetSpellInfo(lock->Index[i]))
3052 {
3053 return spell;
3054 }
3055 }
3056
3057 if (lock->Type[i] != LOCK_KEY_SKILL)
3058 {
3059 break;
3060 }
3061
3062 for (auto&& playerSpell : player->GetSpellMap())
3063 {
3064 if (SpellInfo const* spell = sSpellMgr->GetSpellInfo(playerSpell.first))
3065 {
3066 for (auto&& effect : spell->Effects)
3067 {
3068 if (effect.Effect == SPELL_EFFECT_OPEN_LOCK && ((uint32) effect.MiscValue) == lock->Index[i])
3069 {
3070 if (effect.CalcValue(player) >= int32(lock->Skill[i]))
3071 {
3072 return spell;
3073 }
3074 }
3075 }
3076 }
3077 }
3078 }
3079
3080 return nullptr;
3081}
DBCStorage< LockEntry > sLockStore(LockEntryfmt)
#define MAX_LOCK_CASE
Definition DBCStructure.h:1305
@ SPELL_EFFECT_OPEN_LOCK
Definition SharedDefines.h:799
@ LOCK_KEY_SKILL
Definition SharedDefines.h:2592
@ LOCK_KEY_SPELL
Definition SharedDefines.h:2593
uint32 GetLockId() const
Definition GameObjectData.h:428
Definition DBCStructure.h:1308
uint32 Type[MAX_LOCK_CASE]
Definition DBCStructure.h:1310
uint32 Index[MAX_LOCK_CASE]
Definition DBCStructure.h:1311
uint32 Skill[MAX_LOCK_CASE]
Definition DBCStructure.h:1312

References GetGOInfo(), GameObjectTemplate::GetLockId(), Player::GetSpellMap(), LockEntry::Index, LOCK_KEY_SKILL, LOCK_KEY_SPELL, MAX_LOCK_CASE, LockEntry::Skill, sLockStore, SPELL_EFFECT_OPEN_LOCK, sSpellMgr, and LockEntry::Type.

Referenced by IsAtInteractDistance().

◆ GetSpellId()

uint32 GameObject::GetSpellId ( ) const
inline

◆ GetStationaryO()

float GameObject::GetStationaryO ( ) const
inlineoverridevirtual

◆ GetStationaryX()

float GameObject::GetStationaryX ( ) const
inlineoverridevirtual

◆ GetStationaryY()

float GameObject::GetStationaryY ( ) const
inlineoverridevirtual

◆ GetStationaryZ()

float GameObject::GetStationaryZ ( ) const
inlineoverridevirtual

◆ GetTemplateAddon()

GameObjectTemplateAddon const * GameObject::GetTemplateAddon ( ) const

◆ GetUniqueUseCount()

uint32 GameObject::GetUniqueUseCount ( ) const
inline
241{ return m_unique_users.size(); }

References m_unique_users.

Referenced by Update(), and Use().

◆ GetUseCount()

uint32 GameObject::GetUseCount ( ) const
inline
240{ return m_usetimes; }

References m_usetimes.

Referenced by WorldSession::DoLootRelease().

◆ GetWorldRotation()

G3D::Quat const & GameObject::GetWorldRotation ( ) const
inline
150{ return WorldRotation; }
G3D::Quat WorldRotation
Definition GameObject.h:398

References WorldRotation.

Referenced by GetFinalWorldRotation().

◆ HasGameObjectFlag()

bool GameObject::HasGameObjectFlag ( GameObjectFlags  flags) const
inline
216{ return HasFlag(GAMEOBJECT_FLAGS, flags) != 0; }
bool HasFlag(uint16 index, uint32 flag) const
Definition Object.cpp:871

References GAMEOBJECT_FLAGS, and Object::HasFlag().

Referenced by GetDestructibleState(), WorldSession::HandleGameobjectReportUse(), and Use().

◆ hasInvolvedQuest()

bool GameObject::hasInvolvedQuest ( uint32  quest_id) const
overridevirtual

Reimplemented from Object.

1192{
1193 QuestRelationBounds qir = sObjectMgr->GetGOQuestInvolvedRelationBounds(GetEntry());
1194 for (QuestRelations::const_iterator itr = qir.first; itr != qir.second; ++itr)
1195 {
1196 if (itr->second == quest_id)
1197 return true;
1198 }
1199 return false;
1200}
std::pair< QuestRelations::const_iterator, QuestRelations::const_iterator > QuestRelationBounds
Definition ObjectMgr.h:528

References Object::GetEntry(), and sObjectMgr.

◆ HasLootMode()

bool GameObject::HasLootMode ( uint16  lootMode) const
inline
228{ return m_LootMode & lootMode; }

References m_LootMode.

◆ HasLootRecipient()

bool GameObject::HasLootRecipient ( ) const
inline

◆ hasQuest()

bool GameObject::hasQuest ( uint32  quest_id) const
overridevirtual

Reimplemented from Object.

1181{
1182 QuestRelationBounds qr = sObjectMgr->GetGOQuestRelationBounds(GetEntry());
1183 for (QuestRelations::const_iterator itr = qr.first; itr != qr.second; ++itr)
1184 {
1185 if (itr->second == quest_id)
1186 return true;
1187 }
1188 return false;
1189}

References Object::GetEntry(), and sObjectMgr.

◆ IsAllowedToSaveToDB()

bool GameObject::IsAllowedToSaveToDB ( ) const
inline
356{ return m_saveStateOnDb; };

References m_saveStateOnDb.

Referenced by SetGoState().

◆ IsAlwaysVisibleFor()

bool GameObject::IsAlwaysVisibleFor ( WorldObject const *  seer) const
overridevirtual

Reimplemented from WorldObject.

1240{
1242 return true;
1243
1245 return true;
1246
1247 if (!seer)
1248 return false;
1249
1250 // Always seen by owner and friendly units
1251 if (ObjectGuid guid = GetOwnerGUID())
1252 {
1253 if (seer->GetGUID() == guid)
1254 return true;
1255
1256 Unit* owner = GetOwner();
1257 if (owner)
1258 {
1259 if (seer->IsUnit() && owner->IsFriendlyTo(seer->ToUnit()))
1260 return true;
1261 }
1262 }
1263
1264 return false;
1265}
bool IsDestructibleBuilding() const
Definition GameObject.cpp:1207
bool IsFriendlyTo(Unit const *unit) const
Definition Unit.cpp:7241
virtual bool IsAlwaysVisibleFor(WorldObject const *) const
Definition Object.h:762

References Object::GetGUID(), GetOwner(), GetOwnerGUID(), WorldObject::IsAlwaysVisibleFor(), IsDestructibleBuilding(), Unit::IsFriendlyTo(), IsTransport(), Object::IsUnit(), and Object::ToUnit().

◆ IsAtInteractDistance() [1/2]

bool GameObject::IsAtInteractDistance ( Player const *  player,
SpellInfo const *  spell = nullptr 
) const
2977{
2978 if (spell || (spell = GetSpellForLock(player)))
2979 {
2980 float maxRange = spell->GetMaxRange(spell->IsPositive());
2981
2983 {
2984 return maxRange * maxRange >= GetExactDistSq(player);
2985 }
2986
2987 if (sGameObjectDisplayInfoStore.LookupEntry(GetGOInfo()->displayId))
2988 {
2989 return IsAtInteractDistance(*player, maxRange);
2990 }
2991 }
2992
2994}
DBCStorage< GameObjectDisplayInfoEntry > sGameObjectDisplayInfoStore(GameObjectDisplayInfofmt)
bool IsAtInteractDistance(Position const &pos, float radius) const
Definition GameObject.cpp:2996
SpellInfo const * GetSpellForLock(Player const *player) const
Definition GameObject.cpp:3023
float GetInteractionDistance() const
Definition GameObject.cpp:2887
float GetExactDistSq(float x, float y, float z) const
Definition Position.h:174

References GAMEOBJECT_TYPE_SPELL_FOCUS, Position::GetExactDistSq(), GetGOInfo(), GetGoType(), GetInteractionDistance(), SpellInfo::GetMaxRange(), GetSpellForLock(), IsAtInteractDistance(), SpellInfo::IsPositive(), and sGameObjectDisplayInfoStore.

◆ IsAtInteractDistance() [2/2]

bool GameObject::IsAtInteractDistance ( Position const &  pos,
float  radius 
) const
2997{
2998 if (GameObjectDisplayInfoEntry const* displayInfo = sGameObjectDisplayInfoStore.LookupEntry(GetGOInfo()->displayId))
2999 {
3000 float scale = GetObjectScale();
3001
3002 float minX = displayInfo->minX * scale - radius;
3003 float minY = displayInfo->minY * scale - radius;
3004 float minZ = displayInfo->minZ * scale - radius;
3005 float maxX = displayInfo->maxX * scale + radius;
3006 float maxY = displayInfo->maxY * scale + radius;
3007 float maxZ = displayInfo->maxZ * scale + radius;
3008
3009 G3D::Quat finalRotation = GetFinalWorldRotation();
3010 G3D::Quat finalRotationQuat(finalRotation.x, finalRotation.y, finalRotation.z, finalRotation.w);
3011
3012 return G3D::CoordinateFrame {{finalRotationQuat}, {GetPositionX(), GetPositionY(), GetPositionZ()}}.toWorldSpace(G3D::Box {{minX, minY, minZ}, {maxX, maxY, maxZ}}).contains({pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ()});
3013 }
3014
3015 return GetExactDist(&pos) <= radius;
3016}
G3D::Quat GetFinalWorldRotation() const
Definition GameObject.cpp:2275
float GetObjectScale() const
Definition Object.h:120
Definition DBCStructure.h:1003
float GetExactDist(float x, float y, float z) const
Definition Position.h:182

References Position::GetExactDist(), GetFinalWorldRotation(), GetGOInfo(), Object::GetObjectScale(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), and sGameObjectDisplayInfoStore.

Referenced by IsAtInteractDistance(), and IsWithinDistInMap().

◆ IsDestructibleBuilding()

bool GameObject::IsDestructibleBuilding ( ) const
1208{
1209 GameObjectTemplate const* gInfo = GetGOInfo();
1210 if (!gInfo) return false;
1212}

References GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING, GetGOInfo(), and GameObjectTemplate::type.

Referenced by IsAlwaysVisibleFor(), and ModifyHealth().

◆ IsInRange2d()

bool GameObject::IsInRange2d ( float  x,
float  y,
float  radius 
) const

Check if the distance between the 2 objects is 0, can happen if both objects are on the same position. The code below this check wont crash if dist is 0 because 0/0 in float operations is valid, and returns infinite

2146{
2148 if (!info)
2149 return IsWithinDist2d(x, y, radius);
2150
2151 float sinA = std::sin(GetOrientation());
2152 float cosA = cos(GetOrientation());
2153 float dx = x - GetPositionX();
2154 float dy = y - GetPositionY();
2155 float dist = std::sqrt(dx * dx + dy * dy);
2158 if (G3D::fuzzyEq(dist, 0.0f))
2159 return true;
2160
2161 float scale = GetObjectScale();
2162 float sinB = dx / dist;
2163 float cosB = dy / dist;
2164 dx = dist * (cosA * cosB + sinA * sinB);
2165 dy = dist * (cosA * sinB - sinA * cosB);
2166 return dx < (info->maxX * scale) + radius && dx >(info->minX * scale) - radius
2167 && dy < (info->maxY * scale) + radius && dy >(info->minY * scale) - radius;
2168}
bool IsWithinDist2d(float x, float y, float dist) const
Definition Object.cpp:1355
float maxX
Definition DBCStructure.h:1010
float maxY
Definition DBCStructure.h:1011
float minY
Definition DBCStructure.h:1008
float minX
Definition DBCStructure.h:1007

References GameObjectTemplate::displayId, Object::GetObjectScale(), Position::GetOrientation(), Position::GetPositionX(), Position::GetPositionY(), WorldObject::IsWithinDist2d(), m_goInfo, GameObjectDisplayInfoEntry::maxX, GameObjectDisplayInfoEntry::maxY, GameObjectDisplayInfoEntry::minX, GameObjectDisplayInfoEntry::minY, and sGameObjectDisplayInfoStore.

Referenced by IsWithinSightRange().

◆ IsInRange3d()

bool GameObject::IsInRange3d ( float  x,
float  y,
float  z,
float  radius 
) const

Check if the distance between the 2 objects is 0, can happen if both objects are on the same position. The code below this check wont crash if dist is 0 because 0/0 in float operations is valid, and returns infinite

2171{
2173 if (!info)
2174 return IsWithinDist3d(x, y, z, radius);
2175
2176 float sinA = std::sin(GetOrientation());
2177 float cosA = cos(GetOrientation());
2178 float dx = x - GetPositionX();
2179 float dy = y - GetPositionY();
2180 float dz = z - GetPositionZ();
2181 float dist = std::sqrt(dx * dx + dy * dy);
2184 if (G3D::fuzzyEq(dist, 0.0f))
2185 return true;
2186
2187 float scale = GetObjectScale();
2188 float sinB = dx / dist;
2189 float cosB = dy / dist;
2190 dx = dist * (cosA * cosB + sinA * sinB);
2191 dy = dist * (cosA * sinB - sinA * cosB);
2192 return dx < (info->maxX * scale) + radius && dx > (info->minX * scale) - radius
2193 && dy < (info->maxY * scale) + radius && dy > (info->minY * scale) - radius
2194 && dz < (info->maxZ * scale) + radius && dz > (info->minZ * scale) - radius;
2195}
bool IsWithinDist3d(float x, float y, float z, float dist) const
Definition Object.cpp:1345
float minZ
Definition DBCStructure.h:1009
float maxZ
Definition DBCStructure.h:1012

References GameObjectTemplate::displayId, Object::GetObjectScale(), Position::GetOrientation(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), WorldObject::IsWithinDist3d(), m_goInfo, GameObjectDisplayInfoEntry::maxX, GameObjectDisplayInfoEntry::maxY, GameObjectDisplayInfoEntry::maxZ, GameObjectDisplayInfoEntry::minX, GameObjectDisplayInfoEntry::minY, GameObjectDisplayInfoEntry::minZ, and sGameObjectDisplayInfoStore.

Referenced by _IsWithinDist(), Acore::GameObjectInRangeCheck::operator()(), Acore::AnyPlayerExactPositionInGameObjectRangeCheck::operator()(), and Acore::WorldObjectSpellAreaTargetCheck::operator()().

◆ IsInSkillupList()

bool GameObject::IsInSkillupList ( ObjectGuid const &  playerGuid) const
3090{
3091 for (auto const& itr : m_SkillupList)
3092 {
3093 if (itr.first == playerGuid)
3094 {
3095 return true;
3096 }
3097 }
3098
3099 return false;
3100}

References m_SkillupList.

Referenced by Spell::EffectOpenLock().

◆ IsInstanceGameobject()

bool GameObject::IsInstanceGameobject ( ) const
2529{
2530 // Avoid checking for unecessary gameobjects whose
2531 // states don't matter for the dungeon progression
2533 {
2534 return false;
2535 }
2536
2537 if (auto* map = FindMap())
2538 {
2539 if (map->IsDungeon() || map->IsRaid())
2540 {
2541 return true;
2542 }
2543 }
2544 return false;
2545}
bool ValidateGameobjectType() const
Definition GameObject.cpp:2547
Map * FindMap() const
Definition Object.h:626

References WorldObject::FindMap(), and ValidateGameobjectType().

Referenced by Create(), SaveStateToDB(), and SetGoState().

◆ IsInvisibleDueToDespawn()

bool GameObject::IsInvisibleDueToDespawn ( ) const
overridevirtual

Reimplemented from WorldObject.

1268{
1270 return true;
1271
1272 // Despawned
1273 if (!isSpawned())
1274 return true;
1275
1276 return false;
1277}
bool isSpawned() const
Definition GameObject.h:189
virtual bool IsInvisibleDueToDespawn() const
Definition Object.h:763

References WorldObject::IsInvisibleDueToDespawn(), and isSpawned().

◆ IsLootAllowedFor()

bool GameObject::IsLootAllowedFor ( Player const *  player) const
2718{
2720 {
2721 return true;
2722 }
2723
2724 if (player->GetGUID() == m_lootRecipient)
2725 {
2726 return true;
2727 }
2728
2729 if (player->HasPendingBind())
2730 {
2731 return false;
2732 }
2733
2734 // if we dont have a group we arent the recipient
2735 // if go doesnt have group bound it means it was solo killed by someone else
2736 Group const* playerGroup = player->GetGroup();
2737 if (!playerGroup || playerGroup != GetLootRecipientGroup())
2738 {
2739 return false;
2740 }
2741
2742 if (!HasAllowedLooter(player->GetGUID()))
2743 {
2744 return false;
2745 }
2746
2747 return true;
2748}
Group * GetLootRecipientGroup() const
Definition GameObject.cpp:2654
Definition Group.h:169
bool HasAllowedLooter(ObjectGuid guid) const
Definition Object.cpp:3168

References Player::GetGroup(), Object::GetGUID(), GetLootRecipientGroup(), WorldObject::HasAllowedLooter(), Player::HasPendingBind(), m_lootRecipient, and m_lootRecipientGroup.

Referenced by BuildValuesUpdate().

◆ IsMotionTransport()

bool GameObject::IsMotionTransport ( ) const
inline

◆ IsNeverVisible()

bool GameObject::IsNeverVisible ( ) const
overridevirtual

Reimplemented from WorldObject.

1229{
1231 return true;
1232
1233 if (GetGoType() == GAMEOBJECT_TYPE_SPELL_FOCUS && GetGOInfo()->spellFocus.serverOnly == 1)
1234 return true;
1235
1236 return false;
1237}
virtual bool IsNeverVisible() const
Definition Object.h:761
uint32 serverOnly
Definition GameObjectData.h:108

References GAMEOBJECT_TYPE_SPELL_FOCUS, GetGOInfo(), GetGoType(), WorldObject::IsNeverVisible(), and GameObjectTemplate::serverOnly.

◆ isSpawned()

◆ isSpawnedByDefault()

bool GameObject::isSpawnedByDefault ( ) const
inline

◆ IsStaticTransport()

bool GameObject::IsStaticTransport ( ) const
inline

◆ IsTransport()

◆ IsUpdateNeeded()

bool GameObject::IsUpdateNeeded ( )
overridevirtual

Reimplemented from WorldObject.

3112{
3114 return true;
3115
3116 if (GetMap()->isCellMarked(GetCurrentCell().GetCellCoord().GetId()))
3117 return true;
3118
3119 if (!GetObjectVisibilityContainer().GetVisiblePlayersMap().empty())
3120 return true;
3121
3122 if (IsTransport())
3123 return true;
3124
3125 return false;
3126}
Cell const & GetCurrentCell() const
Definition Object.h:422
virtual bool IsUpdateNeeded()
Definition Object.cpp:3188
ObjectVisibilityContainer & GetObjectVisibilityContainer()
Definition Object.h:731
uint32 GetId(std::string const &username)
Definition AccountMgr.cpp:236

References MovableMapObject::GetCurrentCell(), WorldObject::GetMap(), WorldObject::GetObjectVisibilityContainer(), IsTransport(), and WorldObject::IsUpdateNeeded().

◆ IsWithinDistInMap() [1/2]

bool GameObject::IsWithinDistInMap ( Player const *  player) const

◆ IsWithinDistInMap() [2/2]

bool WorldObject::IsWithinDistInMap ( WorldObject const *  obj,
float  dist2compare,
bool  is3D = true,
bool  incOwnRadius = true,
bool  incTargetRadius = true 
) const

◆ IsWithinSightRange()

bool GameObject::IsWithinSightRange ( Position const &  pos,
float  dist 
) const
overrideprivatevirtual

Reimplemented from WorldObject.

2246{
2247 return IsInRange2d(pos.GetPositionX(), pos.GetPositionY(), dist);
2248}
bool IsInRange2d(float x, float y, float radius) const
Definition GameObject.cpp:2145

References Position::GetPositionX(), Position::GetPositionY(), and IsInRange2d().

◆ LoadFromDB()

virtual bool GameObject::LoadFromDB ( ObjectGuid::LowType  guid,
Map map 
)
inlinevirtual

Reimplemented in StaticTransport.

159{ return LoadGameObjectFromDB(guid, map, false); }
virtual bool LoadGameObjectFromDB(ObjectGuid::LowType guid, Map *map, bool addToMap=true)
Definition GameObject.cpp:1099

References LoadGameObjectFromDB().

Referenced by GridObjectLoader::LoadGameObjects().

◆ LoadGameObjectFromDB()

bool GameObject::LoadGameObjectFromDB ( ObjectGuid::LowType  guid,
Map map,
bool  addToMap = true 
)
virtual

Reimplemented in StaticTransport.

1100{
1101 GameObjectData const* data = sObjectMgr->GetGameObjectData(spawnId);
1102
1103 if (!data)
1104 {
1105 LOG_ERROR("sql.sql", "Gameobject (GUID: {}) not found in table `gameobject`, can't load. ", spawnId);
1106 return false;
1107 }
1108
1109 uint32 entry = data->id;
1110 //uint32 map_id = data->mapid; // already used before call
1111 uint32 phaseMask = data->phaseMask;
1112 float x = data->posX;
1113 float y = data->posY;
1114 float z = data->posZ;
1115 float ang = data->orientation;
1116
1117 uint32 animprogress = data->animprogress;
1118 GOState go_state = data->go_state;
1119 uint32 artKit = data->artKit;
1120
1121 m_goData = data;
1122 m_spawnId = spawnId;
1123
1124 if (!Create(map->GenerateLowGuid<HighGuid::GameObject>(), entry, map, phaseMask, x, y, z, ang, data->rotation, animprogress, go_state, artKit))
1125 return false;
1126
1127 if (data->spawntimesecs >= 0)
1128 {
1129 m_spawnedByDefault = true;
1130
1131 if (!GetGOInfo()->GetDespawnPossibility() && !GetGOInfo()->IsDespawnAtAction())
1132 {
1135 m_respawnTime = 0;
1136 }
1137 else
1138 {
1141
1142 // ready to respawn
1144 {
1145 m_respawnTime = 0;
1147 }
1148 }
1149 }
1150 else
1151 {
1152 m_spawnedByDefault = false;
1154 m_respawnTime = 0;
1155 }
1156
1157 if (addToMap && !GetMap()->AddToMap(this))
1158 return false;
1159
1160 return true;
1161}
@ GO_FLAG_NODESPAWN
Definition SharedDefines.h:1614
void SetGameObjectFlag(GameObjectFlags flags)
Definition GameObject.h:217
time_t GetGORespawnTime(ObjectGuid::LowType dbGuid) const
Definition Map.h:413
uint8 artKit
Definition GameObjectData.h:722
G3D::Quat rotation
Definition GameObjectData.h:718
uint32 animprogress
Definition GameObjectData.h:720
uint32 id
Definition GameObjectData.h:717
GOState go_state
Definition GameObjectData.h:721
float posX
Definition SpawnData.h:66
float posY
Definition SpawnData.h:67
uint32 phaseMask
Definition SpawnData.h:65
float orientation
Definition SpawnData.h:69
float posZ
Definition SpawnData.h:68

References GameObjectData::animprogress, GameObjectData::artKit, Create(), GameObject, Map::GenerateLowGuid(), GameTime::GetGameTime(), GetGOInfo(), Map::GetGORespawnTime(), WorldObject::GetMap(), GO_FLAG_NODESPAWN, GameObjectData::go_state, GameObjectData::id, LOG_ERROR, m_goData, m_respawnDelayTime, m_respawnTime, m_spawnedByDefault, m_spawnId, SpawnData::orientation, SpawnData::phaseMask, SpawnData::posX, SpawnData::posY, SpawnData::posZ, Map::RemoveGORespawnTime(), GameObjectData::rotation, SetGameObjectFlag(), sObjectMgr, and GameObjectData::spawntimesecs.

Referenced by ObjectMgr::AddGOData(), MotionTransport::CreateGOPassenger(), GameEventMgr::GameEventSpawn(), gobject_commandscript::HandleGameObjectAddCommand(), gobject_commandscript::HandleGameObjectLoadCommand(), gobject_commandscript::HandleGameObjectMoveCommand(), gobject_commandscript::HandleGameObjectTurnCommand(), and LoadFromDB().

◆ LookupFishingHoleAround()

GameObject * GameObject::LookupFishingHoleAround ( float  range)
1385{
1386 GameObject* ok = nullptr;
1387
1388 Acore::NearestGameObjectFishingHole u_check(*this, range);
1390
1391 Cell::VisitObjects(this, checker, range);
1392 return ok;
1393}
Definition GridNotifiers.h:673
Definition GridNotifiers.h:310
static void VisitObjects(WorldObject const *obj, T &visitor, float radius)
Definition CellImpl.h:165

References Cell::VisitObjects().

Referenced by Use().

◆ ModifyHealth()

void GameObject::ModifyHealth ( int32  change,
Unit attackerOrHealer = nullptr,
uint32  spellId = 0 
)
Todo:
: is there any packet for healing?
2293{
2295 return;
2296
2297 // if this building doesn't have health, return
2299 return;
2300
2301 sScriptMgr->OnGameObjectModifyHealth(this, attackerOrHealer, change, sSpellMgr->GetSpellInfo(spellId));
2302
2303 // if the health isn't being changed, return
2304 if (!change)
2305 return;
2306
2308 change = 0;
2309
2310 // prevent double destructions of the same object
2311 if (change < 0 && !m_goValue.Building.Health)
2312 return;
2313
2314 if (int32(m_goValue.Building.Health) + change <= 0)
2318 else
2319 m_goValue.Building.Health += change;
2320
2321 // Set the health bar, value = 255 * healthPct;
2323
2324 Player* player = attackerOrHealer->GetCharmerOrOwnerPlayerOrPlayerItself();
2325
2326 // dealing damage, send packet
2328 if (player)
2329 {
2330 WorldPacket data(SMSG_DESTRUCTIBLE_BUILDING_DAMAGE, 8 + 8 + 8 + 4 + 4);
2331 data << GetPackGUID();
2332 data << attackerOrHealer->GetPackGUID();
2333 data << player->GetPackGUID();
2334 data << uint32(-change); // change < 0 triggers SPELL_BUILDING_HEAL combat log event
2335 // change >= 0 triggers SPELL_BUILDING_DAMAGE event
2336 data << uint32(spellId);
2337 player->SendDirectMessage(&data);
2338 }
2339
2341
2343 newState = GO_DESTRUCTIBLE_DESTROYED;
2344 else if (m_goValue.Building.Health <= GetGOInfo()->building.damagedNumHits)
2345 newState = GO_DESTRUCTIBLE_DAMAGED;
2347 newState = GO_DESTRUCTIBLE_INTACT;
2348
2349 if (newState == GetDestructibleState())
2350 return;
2351
2352 SetDestructibleState(newState, player, false);
2353}
GameObjectDestructibleState
Definition SharedDefines.h:1632
void SetDestructibleState(GameObjectDestructibleState state, Player *eventInvoker=nullptr, bool setHealth=false)
Definition GameObject.cpp:2355
GameObjectDestructibleState GetDestructibleState() const
Definition GameObject.h:294
PackedGuid const & GetPackGUID() const
Definition Object.h:116
void SendDirectMessage(WorldPacket const *data) const
Definition Player.cpp:5680
Player * GetCharmerOrOwnerPlayerOrPlayerItself() const
Definition Unit.cpp:7698
Definition WorldPacket.h:26
@ SMSG_DESTRUCTIBLE_BUILDING_DAMAGE
Definition Opcodes.h:80

References GameObjectValue::Building, GameObjectTemplate::damagedNumHits, Unit::GetCharmerOrOwnerPlayerOrPlayerItself(), GetDestructibleState(), GetGOInfo(), Object::GetPackGUID(), GO_DESTRUCTIBLE_DAMAGED, GO_DESTRUCTIBLE_DESTROYED, GO_DESTRUCTIBLE_INTACT, GameObjectValue::Health, IsDestructibleBuilding(), m_allowModifyDestructibleBuilding, m_goValue, GameObjectValue::MaxHealth, Player::SendDirectMessage(), SetDestructibleState(), SetGoAnimProgress(), SMSG_DESTRUCTIBLE_BUILDING_DAMAGE, sScriptMgr, and sSpellMgr.

Referenced by Spell::EffectGameObjectDamage(), and Spell::EffectGameObjectRepair().

◆ Refresh()

void GameObject::Refresh ( )
912{
913 // not refresh despawned not casted GO (despawned casted GO destroyed in all cases anyway)
915 return;
916
917 if (isSpawned())
918 GetMap()->AddToMap(this);
919}

References Map::AddToMap(), WorldObject::GetMap(), isSpawned(), m_respawnTime, and m_spawnedByDefault.

Referenced by BattlegroundSA::ResetObjs().

◆ RemoveFromOwner()

void GameObject::RemoveFromOwner ( )
private
138{
139 ObjectGuid ownerGUID = GetOwnerGUID();
140 if (!ownerGUID)
141 return;
142
143 if (Unit* owner = ObjectAccessor::GetUnit(*this, ownerGUID))
144 {
145 owner->RemoveGameObject(this, false);
147 return;
148 }
149
150 LOG_DEBUG("entities.gameobject", "Delete GameObject ({} Entry: {} SpellId {} LinkedGO {}) that lost references to owner {} GO list.",
151 GetGUID().ToString(), GetGOInfo()->entry, m_spellId, GetGOInfo()->GetLinkedGameObjectEntry(), ownerGUID.ToString());
152
154}
#define LOG_DEBUG(filterType__,...)
Definition Log.h:170
void SetOwnerGUID(ObjectGuid owner)
Definition GameObject.h:163
static ObjectGuid const Empty
Definition ObjectGuid.h:120
std::string ToString() const
Definition ObjectGuid.cpp:47
std::string ToString() const
Definition Position.cpp:59

References ASSERT, ObjectGuid::Empty, GetGOInfo(), Object::GetGUID(), GetOwnerGUID(), ObjectAccessor::GetUnit(), LOG_DEBUG, m_spellId, SetOwnerGUID(), ObjectGuid::ToString(), and Position::ToString().

Referenced by CleanupsBeforeDelete(), Delete(), RemoveFromWorld(), and Use().

◆ RemoveFromWorld()

void GameObject::RemoveFromWorld ( )
overridevirtual
  • Remove the gameobject from the accessor

Reimplemented from Object.

185{
187 if (IsInWorld())
188 {
189 sScriptMgr->OnGameObjectRemoveWorld(this);
190
191 if (m_zoneScript)
193
195
196 if (m_model)
197 if (GetMap()->ContainsGameObjectModel(*m_model))
199
200 if (Transport* transport = GetTransport())
201 transport->RemovePassenger(this, true);
202
203 // If linked trap exists, despawn it
204 if (GameObject* linkedTrap = GetLinkedTrap())
205 {
206 linkedTrap->Delete();
207 }
208
210
211 if (m_spawnId)
212 Acore::Containers::MultimapErasePair(GetMap()->GetGameObjectBySpawnIdStore(), m_spawnId, this);
214 }
215}
void RemoveGameObjectModel(const GameObjectModel &model)
Definition Map.h:392
bool Remove(KEY_TYPE const &handle)
Definition TypeContainer.h:183
void RemoveFromWorld() override
Definition Object.cpp:1224
virtual void OnGameObjectRemove(GameObject *)
Definition ZoneScript.h:38
void MultimapErasePair(M< K, V, Rest... > &multimap, K const &key, V const &value)
Definition Containers.h:236

References Object::GetGUID(), GetLinkedTrap(), WorldObject::GetMap(), Map::GetObjectsStore(), WorldObject::GetTransport(), Object::IsInWorld(), m_model, m_spawnId, WorldObject::m_zoneScript, Acore::Containers::MultimapErasePair(), ZoneScript::OnGameObjectRemove(), TypeUnorderedMapContainer< OBJECT_TYPES, KEY_TYPE >::Remove(), RemoveFromOwner(), WorldObject::RemoveFromWorld(), Map::RemoveGameObjectModel(), and sScriptMgr.

Referenced by CleanupsBeforeDelete(), BattlegroundIC::PostUpdateImpl(), Map::RemoveFromMap(), and go_bear_trap::go_bear_trapAI::UpdateAI().

◆ RemoveGameObjectFlag()

◆ RemoveLootMode()

void GameObject::RemoveLootMode ( uint16  lootMode)
inline
231{ m_LootMode &= ~lootMode; }

References m_LootMode.

◆ ReplaceAllDynamicFlags()

void GameObject::ReplaceAllDynamicFlags ( uint32  flag)
inlineoverridevirtual

Reimplemented from Object.

References GAMEOBJECT_DYNAMIC, and Object::SetUInt32Value().

◆ ReplaceAllGameObjectFlags()

◆ ResetDoorOrButton()

◆ ResetLootMode()

void GameObject::ResetLootMode ( )
inline

References LOOT_MODE_DEFAULT, and m_LootMode.

Referenced by GameObject().

◆ Respawn()

◆ SaveRespawnTime() [1/2]

void GameObject::SaveRespawnTime ( )
inlineoverridevirtual

Reimplemented from WorldObject.

243{ SaveRespawnTime(0); }
void SaveRespawnTime() override
Definition GameObject.h:243

References SaveRespawnTime().

Referenced by go_strange_pool::OnGossipHello(), Map::RemoveFromMap(), SaveRespawnTime(), and Update().

◆ SaveRespawnTime() [2/2]

void GameObject::SaveRespawnTime ( uint32  forceDelay)
1220{
1221 if (m_goData && m_goData->dbData && (forceDelay || m_respawnTime > GameTime::GetGameTime().count()) && m_spawnedByDefault)
1222 {
1223 time_t respawnTime = forceDelay ? GameTime::GetGameTime().count() + forceDelay : m_respawnTime;
1224 GetMap()->SaveGORespawnTime(m_spawnId, respawnTime);
1225 }
1226}
void SaveGORespawnTime(ObjectGuid::LowType dbGuid, time_t &respawnTime)
Definition Map.cpp:2405
bool dbData
Definition SpawnData.h:72

References SpawnData::dbData, GameTime::GetGameTime(), WorldObject::GetMap(), m_goData, m_respawnTime, m_spawnedByDefault, m_spawnId, and Map::SaveGORespawnTime().

◆ SaveStateToDB()

void GameObject::SaveStateToDB ( )
2588{
2590 {
2591 if (InstanceScript* instance = GetInstanceScript())
2592 {
2593 GOState param = GetGoState();
2594 instance->StoreGameObjectState(GetSpawnId(), GameobjectStateToInt(&param));
2595
2597 stmt->SetData(0, GetInstanceId());
2598 stmt->SetData(1, GetSpawnId());
2599 stmt->SetData(2, GameobjectStateToInt(&param));
2600 CharacterDatabase.Execute(stmt);
2601 }
2602 }
2603}
@ CHAR_INSERT_INSTANCE_SAVED_DATA
Definition CharacterDatabase.h:529
DatabaseWorkerPool< CharacterDatabaseConnection > CharacterDatabase
Accessor to the character database.
Definition DatabaseEnv.cpp:21
uint8 GameobjectStateToInt(GOState *state) const
Definition GameObject.cpp:2562
uint32 GetInstanceId() const
Definition Object.h:513

References CHAR_INSERT_INSTANCE_SAVED_DATA, CharacterDatabase, GameobjectStateToInt(), GetGoState(), WorldObject::GetInstanceId(), WorldObject::GetInstanceScript(), GetSpawnId(), IsInstanceGameobject(), and PreparedStatementBase::SetData().

Referenced by SetGoState().

◆ SaveToDB() [1/2]

void GameObject::SaveToDB ( bool  saveAddon = false)
1019{
1020 // this should only be used when the gameobject has already been loaded
1021 // preferably after adding to map, because mapid may not be valid otherwise
1022 GameObjectData const* data = sObjectMgr->GetGameObjectData(m_spawnId);
1023 if (!data)
1024 {
1025 LOG_ERROR("entities.gameobject", "GameObject::SaveToDB failed, cannot get gameobject data!");
1026 return;
1027 }
1028
1029 SaveToDB(GetMapId(), data->spawnMask, data->phaseMask, saveAddon);
1030}
void SaveToDB(bool saveAddon=false)
Definition GameObject.cpp:1018
uint32 GetMapId() const
Definition Position.h:281
uint8 spawnMask
Definition SpawnData.h:70

References WorldLocation::GetMapId(), LOG_ERROR, m_spawnId, SpawnData::phaseMask, SaveToDB(), sObjectMgr, and SpawnData::spawnMask.

Referenced by SaveToDB().

◆ SaveToDB() [2/2]

void GameObject::SaveToDB ( uint32  mapid,
uint8  spawnMask,
uint32  phaseMask,
bool  saveAddon = false 
)
1033{
1034 const GameObjectTemplate* goI = GetGOInfo();
1035
1036 if (!goI)
1037 return;
1038
1039 if (!m_spawnId)
1040 m_spawnId = sObjectMgr->GenerateGameObjectSpawnId();
1041
1042 // update in loaded data (changing data only in this place)
1043 GameObjectData& data = sObjectMgr->NewGOData(m_spawnId);
1044
1045 data.id = GetEntry();
1046 data.mapid = mapid;
1047 data.phaseMask = phaseMask;
1048 data.posX = GetPositionX();
1049 data.posY = GetPositionY();
1050 data.posZ = GetPositionZ();
1051 data.orientation = GetOrientation();
1052 data.rotation = WorldRotation;
1055 data.go_state = GetGoState();
1056 data.spawnMask = spawnMask;
1057 data.artKit = GetGoArtKit();
1058
1059 // Update in DB
1060 WorldDatabaseTransaction trans = WorldDatabase.BeginTransaction();
1061
1062 uint8 index = 0;
1063
1065 stmt->SetData(0, m_spawnId);
1066 trans->Append(stmt);
1067
1068 stmt = WorldDatabase.GetPreparedStatement(WORLD_INS_GAMEOBJECT);
1069 stmt->SetData(index++, m_spawnId);
1070 stmt->SetData(index++, GetEntry());
1071 stmt->SetData(index++, uint16(mapid));
1072 stmt->SetData(index++, spawnMask);
1073 stmt->SetData(index++, GetPhaseMask());
1074 stmt->SetData(index++, GetPositionX());
1075 stmt->SetData(index++, GetPositionY());
1076 stmt->SetData(index++, GetPositionZ());
1077 stmt->SetData(index++, GetOrientation());
1078 stmt->SetData(index++, WorldRotation.x);
1079 stmt->SetData(index++, WorldRotation.y);
1080 stmt->SetData(index++, WorldRotation.z);
1081 stmt->SetData(index++, WorldRotation.w);
1082 stmt->SetData(index++, int32(m_respawnDelayTime));
1083 stmt->SetData(index++, GetGoAnimProgress());
1084 stmt->SetData(index++, uint8(GetGoState()));
1085 trans->Append(stmt);
1086
1087 if (saveAddon && !sObjectMgr->GetGameObjectAddon(m_spawnId))
1088 {
1089 index = 0;
1090 stmt = WorldDatabase.GetPreparedStatement(WORLD_INS_GAMEOBJECT_ADDON);
1091 stmt->SetData(index++, m_spawnId);
1092 trans->Append(stmt);
1093 }
1094
1095 WorldDatabase.CommitTransaction(trans);
1096 sScriptMgr->OnGameObjectSaveToDB(this);
1097}
SQLTransaction< WorldDatabaseConnection > WorldDatabaseTransaction
Definition DatabaseEnvFwd.h:71
@ WORLD_INS_GAMEOBJECT
Definition WorldDatabase.h:110
@ WORLD_INS_GAMEOBJECT_ADDON
Definition WorldDatabase.h:117
uint8 GetGoAnimProgress() const
Definition GameObject.h:208
uint8 GetGoArtKit() const
Definition GameObject.h:206
uint16 mapid
Definition SpawnData.h:64

References GameObjectData::animprogress, GameObjectData::artKit, Object::GetEntry(), GetGoAnimProgress(), GetGoArtKit(), GetGOInfo(), GetGoState(), Position::GetOrientation(), WorldObject::GetPhaseMask(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), GameObjectData::go_state, GameObjectData::id, m_respawnDelayTime, m_spawnedByDefault, m_spawnId, SpawnData::mapid, SpawnData::orientation, SpawnData::phaseMask, SpawnData::posX, SpawnData::posY, SpawnData::posZ, GameObjectData::rotation, PreparedStatementBase::SetData(), sObjectMgr, SpawnData::spawnMask, GameObjectData::spawntimesecs, sScriptMgr, WORLD_DEL_GAMEOBJECT, WORLD_INS_GAMEOBJECT, WORLD_INS_GAMEOBJECT_ADDON, WorldDatabase, and WorldRotation.

◆ SendCustomAnim()

void GameObject::SendCustomAnim ( uint32  anim)
2138{
2140 data << GetGUID();
2141 data << uint32(anim);
2142 SendMessageToSet(&data, true);
2143}
virtual void SendMessageToSet(WorldPacket const *data, bool self) const
Definition Object.cpp:2113
@ SMSG_GAMEOBJECT_CUSTOM_ANIM
Definition Opcodes.h:209

References Object::GetGUID(), WorldObject::SendMessageToSet(), and SMSG_GAMEOBJECT_CUSTOM_ANIM.

Referenced by Spell::EffectActivateObject(), Spell::EffectDummy(), go_gong_of_bethekk::OnGossipHello(), brann_bronzebeard::brann_bronzebeardAI::SwitchHeadVisaul(), Update(), go_suppression_device::UpdateAI(), and Use().

◆ SetDestructibleBuildingModifyState()

void GameObject::SetDestructibleBuildingModifyState ( bool  allow)
inline

◆ SetDestructibleState()

void GameObject::SetDestructibleState ( GameObjectDestructibleState  state,
Player eventInvoker = nullptr,
bool  setHealth = false 
)
2356{
2357 // the user calling this must know he is already operating on destructible gameobject
2359
2360 switch (state)
2361 {
2365 if (setHealth)
2366 {
2368 SetGoAnimProgress(255);
2369 }
2370 EnableCollision(true);
2371 break;
2373 {
2375
2376 sScriptMgr->OnGameObjectDamaged(this, eventInvoker);
2377
2378 if (BattlegroundMap* bgMap = GetMap()->ToBattlegroundMap())
2379 if (Battleground* bg = bgMap->GetBG())
2380 bg->EventPlayerDamagedGO(eventInvoker, this, m_goInfo->building.damagedEvent);
2381
2384
2387 if (modelData->DamagedDisplayId)
2388 modelId = modelData->DamagedDisplayId;
2389 SetDisplayId(modelId);
2390
2391 if (setHealth)
2392 {
2394 uint32 maxHealth = m_goValue.Building.MaxHealth;
2395 // in this case current health is 0 anyway so just prevent crashing here
2396 if (!maxHealth)
2397 maxHealth = 1;
2398 SetGoAnimProgress(m_goValue.Building.Health * 255 / maxHealth);
2399 }
2400 break;
2401 }
2403 {
2404 sScriptMgr->OnGameObjectDestroyed(this, eventInvoker);
2405
2407
2408 if (BattlegroundMap* bgMap = GetMap()->ToBattlegroundMap())
2409 {
2410 if (Battleground* bg = bgMap->GetBG())
2411 {
2412 bg->EventPlayerDamagedGO(eventInvoker, this, m_goInfo->building.destroyedEvent);
2413 bg->DestroyGate(eventInvoker, this);
2414 }
2415 }
2416
2419
2422 if (modelData->DestroyedDisplayId)
2423 modelId = modelData->DestroyedDisplayId;
2424 SetDisplayId(modelId);
2425
2426 if (setHealth)
2427 {
2430 }
2431 EnableCollision(false);
2432 break;
2433 }
2435 {
2438
2439 uint32 modelId = m_goInfo->displayId;
2441 if (modelData->RebuildingDisplayId)
2442 modelId = modelData->RebuildingDisplayId;
2443 SetDisplayId(modelId);
2444
2445 // restores to full health
2446 if (setHealth)
2447 {
2449 SetGoAnimProgress(255);
2450 }
2451 EnableCollision(true);
2452 break;
2453 }
2454 }
2455}
DBCStorage< DestructibleModelDataEntry > sDestructibleModelDataStore(DestructibleModelDatafmt)
@ GO_DESTRUCTIBLE_REBUILDING
Definition SharedDefines.h:1636
Definition Map.h:682
void RemoveGameObjectFlag(GameObjectFlags flags)
Definition GameObject.h:218
void EventInform(uint32 eventId)
Definition GameObject.cpp:2197
Definition DBCStructure.h:843
uint32 destructibleData
Definition GameObjectData.h:370
uint32 rebuildingEvent
Definition GameObjectData.h:371
uint32 destroyedEvent
Definition GameObjectData.h:366
uint32 damagedDisplayId
Definition GameObjectData.h:356
uint32 destroyedDisplayId
Definition GameObjectData.h:362
uint32 damagedEvent
Definition GameObjectData.h:361

References ASSERT, GameObjectValue::Building, GameObjectTemplate::building, GameObjectTemplate::damagedDisplayId, GameObjectTemplate::damagedEvent, GameObjectTemplate::damagedNumHits, GameObjectTemplate::destroyedDisplayId, GameObjectTemplate::destroyedEvent, GameObjectTemplate::destructibleData, GameObjectTemplate::displayId, EnableCollision(), EventInform(), GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING, GetGoType(), WorldObject::GetMap(), GO_DESTRUCTIBLE_DAMAGED, GO_DESTRUCTIBLE_DESTROYED, GO_DESTRUCTIBLE_INTACT, GO_DESTRUCTIBLE_REBUILDING, GO_FLAG_DAMAGED, GO_FLAG_DESTROYED, GameObjectValue::Health, m_goInfo, m_goValue, GameObjectValue::MaxHealth, GameObjectTemplate::rebuildingEvent, RemoveGameObjectFlag(), sDestructibleModelDataStore, SetDisplayId(), SetGameObjectFlag(), SetGoAnimProgress(), and sScriptMgr.

Referenced by Spell::EffectGameObjectSetDestructionState(), BfWGGameObjectBuilding::Init(), ModifyHealth(), instance_eye_of_eternity::OnGameObjectCreate(), instance_trial_of_the_crusader::instance_trial_of_the_crusader_InstanceMapScript::OnGameObjectCreate(), FrozenThroneResetWorker::operator()(), BattlegroundIC::PostUpdateImpl(), and BfWGGameObjectBuilding::Rebuild().

◆ SetDisplayId()

void GameObject::SetDisplayId ( uint32  displayid)

◆ SetGameObjectFlag()

void GameObject::SetGameObjectFlag ( GameObjectFlags  flags)
inline
217{ SetFlag(GAMEOBJECT_FLAGS, flags); }
void SetFlag(uint16 index, uint32 newFlag)
Definition Object.cpp:827

References GAMEOBJECT_FLAGS, and Object::SetFlag().

Referenced by go_suppression_device::Deactivate(), go_chromaggus_lever::GossipHello(), go_gilded_brazier::go_gilded_brazierAI::GossipHello(), go_blood_drenched_door::go_blood_drenched_doorAI::GossipHello(), go_celestial_planetarium_access::go_celestial_planetarium_accessAI::GossipHello(), go_magtheridons_head::InitializeAI(), LoadGameObjectFromDB(), BattlefieldWG::OnBattleStart(), instance_uldaman::instance_uldaman_InstanceMapScript::OnGameObjectCreate(), instance_blackfathom_deeps::instance_blackfathom_deeps_InstanceMapScript::OnGameObjectCreate(), instance_old_hillsbrad::instance_old_hillsbrad_InstanceMapScript::OnGameObjectCreate(), instance_razorfen_downs::instance_razorfen_downs_InstanceMapScript::OnGameObjectCreate(), instance_ulduar::instance_ulduar_InstanceMapScript::OnGameObjectCreate(), instance_karazhan::instance_karazhan_InstanceMapScript::OnGameObjectCreate(), instance_zulgurub::instance_zulgurub_InstanceMapScript::OnGameObjectCreate(), instance_ahnkahet::instance_ahnkahet_InstanceScript::OnGameObjectCreate(), instance_icecrown_citadel::instance_icecrown_citadel_InstanceMapScript::OnGameObjectCreate(), instance_violet_hold::instance_violet_hold_InstanceMapScript::OnGameObjectCreate(), go_gong_of_bethekk::OnGossipHello(), go_elune_fire::OnGossipHello(), go_palehoof_sphere::OnGossipHello(), go_vh_activation_crystal::OnGossipHello(), go_main_chambers_access_panel::OnGossipHello(), SetDestructibleState(), SwitchDoorOrButton(), and Use().

◆ SetGoAnimProgress()

void GameObject::SetGoAnimProgress ( uint8  animprogress)
inline
209{ SetByteValue(GAMEOBJECT_BYTES_1, 3, animprogress); }
void SetByteValue(uint16 index, uint8 offset, uint8 value)
Definition Object.cpp:739

References GAMEOBJECT_BYTES_1, and Object::SetByteValue().

Referenced by Create(), StaticTransport::Create(), MotionTransport::CreateMoTrans(), ModifyHealth(), and SetDestructibleState().

◆ SetGoArtKit() [1/2]

void GameObject::SetGoArtKit ( uint8  artkit)
1420{
1422 GameObjectData* data = const_cast<GameObjectData*>(sObjectMgr->GetGameObjectData(m_spawnId));
1423 if (data)
1424 data->artKit = kit;
1425}

References GameObjectData::artKit, GAMEOBJECT_BYTES_1, m_spawnId, Object::SetByteValue(), and sObjectMgr.

Referenced by Create(), StaticTransport::Create(), Spell::EffectActivateObject(), and SetGoArtKit().

◆ SetGoArtKit() [2/2]

void GameObject::SetGoArtKit ( uint8  artkit,
GameObject go,
ObjectGuid::LowType  lowguid = 0 
)
static
1428{
1429 const GameObjectData* data = nullptr;
1430 if (go)
1431 {
1432 go->SetGoArtKit(artkit);
1433 data = go->GetGameObjectData();
1434 }
1435 else if (lowguid)
1436 data = sObjectMgr->GetGameObjectData(lowguid);
1437
1438 if (data)
1439 const_cast<GameObjectData*>(data)->artKit = artkit;
1440}

References GetGameObjectData(), SetGoArtKit(), and sObjectMgr.

◆ SetGoState()

void GameObject::SetGoState ( GOState  state)
2493{
2495
2496 sScriptMgr->OnGameObjectStateChanged(this, state);
2497
2498 if (m_model)
2499 {
2500 if (!IsInWorld())
2501 return;
2502
2503 // pussywizard: this startOpen is unneeded here, collision depends entirely on current GOState
2505 // pussywizard: commented out everything below
2506
2507 // startOpen determines whether we are going to add or remove the LoS on activation
2508 /*bool startOpen = (GetGoType() == GAMEOBJECT_TYPE_DOOR || GetGoType() == GAMEOBJECT_TYPE_BUTTON ? GetGOInfo()->door.startOpen : false);
2509
2510 if (GetGameObjectData() && GetGameObjectData()->go_state == GO_STATE_READY)
2511 startOpen = !startOpen;
2512
2513 if (state == GO_STATE_ACTIVE || state == GO_STATE_ACTIVE_ALTERNATIVE)
2514 EnableCollision(startOpen);
2515 else if (state == GO_STATE_READY)
2516 EnableCollision(!startOpen);*/
2517 }
2518 /* Whenever a gameobject inside an instance changes
2519 * save it's state on the database to be loaded properly
2520 * on server restart or crash.
2521 */
2523 {
2524 SaveStateToDB();
2525 }
2526}
bool IsAllowedToSaveToDB() const
Definition GameObject.h:356
void SaveStateToDB()
Definition GameObject.cpp:2587

References EnableCollision(), GAMEOBJECT_BYTES_1, GO_STATE_READY, IsAllowedToSaveToDB(), IsInstanceGameobject(), Object::IsInWorld(), IsTransport(), m_model, SaveStateToDB(), Object::SetByteValue(), and sScriptMgr.

Referenced by go_suppression_device::Activate(), instance_naxxramas::ActivateWingPortal(), boss_thorim::CloseDoors(), Create(), StaticTransport::Create(), MotionTransport::CreateMoTrans(), boss_thorim::DamageTaken(), go_suppression_device::Deactivate(), Delete(), DespawnOrUnsummon(), go_chromaggus_lever::GossipHello(), InstanceScript::HandleGameObject(), npc_midsummer_bonfire::Ignite(), go_magtheridons_head::InitializeAI(), instance_sunken_temple::instance_sunken_temple_InstanceMapScript::OnGameObjectCreate(), instance_blackfathom_deeps::instance_blackfathom_deeps_InstanceMapScript::OnGameObjectCreate(), instance_old_hillsbrad::instance_old_hillsbrad_InstanceMapScript::OnGameObjectCreate(), instance_dire_maul::instance_dire_maul_InstanceMapScript::OnGameObjectCreate(), instance_gundrak::instance_gundrak_InstanceMapScript::OnGameObjectCreate(), instance_ulduar::instance_ulduar_InstanceMapScript::OnGameObjectCreate(), instance_karazhan::instance_karazhan_InstanceMapScript::OnGameObjectCreate(), instance_stratholme::instance_stratholme_InstanceMapScript::OnGameObjectCreate(), instance_culling_of_stratholme::instance_culling_of_stratholme_InstanceMapScript::OnGameObjectCreate(), instance_ahnkahet::instance_ahnkahet_InstanceScript::OnGameObjectCreate(), instance_pit_of_saron::instance_pit_of_saron_InstanceScript::OnGameObjectCreate(), instance_icecrown_citadel::instance_icecrown_citadel_InstanceMapScript::OnGameObjectCreate(), instance_naxxramas::OnGameObjectCreate(), instance_halls_of_stone::instance_halls_of_stone_InstanceMapScript::OnGameObjectCreate(), go_palehoof_sphere::OnGossipHello(), go_bristlelimb_cage::OnGossipHello(), instance_ulduar::instance_ulduar_InstanceMapScript::OpenIfDone(), FrozenThroneResetWorker::operator()(), npc_wounded_blood_elf::npc_wounded_blood_elfAI::Reset(), instance_halls_of_stone::instance_halls_of_stone_InstanceMapScript::SetData(), BattlegroundIC::StartingEventOpenDoors(), SwitchDoorOrButton(), brann_bronzebeard::brann_bronzebeardAI::SwitchHeadVisaul(), boss_flame_leviathan::TurnGates(), MotionTransport::Update(), Update(), InstanceScript::UpdateDoorState(), BattlegroundRV::UpdatePillars(), Use(), and npc_wounded_blood_elf::npc_wounded_blood_elfAI::WaypointReached().

◆ SetGoType()

void GameObject::SetGoType ( GameobjectTypes  type)
inline

◆ SetLinkedTrap()

void GameObject::SetLinkedTrap ( GameObject linkedTrap)
inline
260{ m_linkedTrap = linkedTrap->GetGUID(); }

References Object::GetGUID(), and m_linkedTrap.

Referenced by Create().

◆ SetLootGenerationTime()

void GameObject::SetLootGenerationTime ( )
2948{
2950}

References GameTime::GetGameTime(), and m_lootGenerationTime.

Referenced by Player::SendLoot().

◆ SetLootMode()

void GameObject::SetLootMode ( uint16  lootMode)
inline

◆ SetLootRecipient() [1/2]

void GameObject::SetLootRecipient ( Creature creature)
2662{
2663 // set the player whose group should receive the right
2664 // to loot the creature after it dies
2665 // should be set to nullptr after the loot disappears
2666 if (!creature)
2667 {
2671 return;
2672 }
2673
2677}
ObjectGuid GetLootRecipientGUID() const
Definition Creature.h:230
ObjectGuid::LowType GetLootRecipientGroupGUID() const
Definition Creature.h:232
void Clear()
Definition ObjectGuid.h:138
void ResetAllowedLooters()
Definition Object.cpp:3163
void SetAllowedLooters(GuidUnorderedSet const looters)
Definition Object.cpp:3158
GuidUnorderedSet const & GetAllowedLooters() const
Definition Object.cpp:3178

References ObjectGuid::Clear(), WorldObject::GetAllowedLooters(), Creature::GetLootRecipientGroupGUID(), Creature::GetLootRecipientGUID(), m_lootRecipient, m_lootRecipientGroup, WorldObject::ResetAllowedLooters(), and WorldObject::SetAllowedLooters().

Referenced by boss_thorim::DamageTaken(), and instance_icecrown_citadel::instance_icecrown_citadel_InstanceMapScript::OnGameObjectCreate().

◆ SetLootRecipient() [2/2]

void GameObject::SetLootRecipient ( Map map)
2680{
2681 Group* group = nullptr;
2682 Map::PlayerList const& PlayerList = map->GetPlayers();
2683 for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
2684 {
2685 if (Player* groupMember = i->GetSource())
2686 {
2687 if (groupMember->IsGameMaster() || groupMember->IsSpectator())
2688 {
2689 continue;
2690 }
2691
2692 if (!m_lootRecipient)
2693 {
2694 m_lootRecipient = groupMember->GetGUID();
2695 }
2696
2697 Group* memberGroup = groupMember->GetGroup();
2698 if (memberGroup && !group)
2699 {
2700 group = memberGroup;
2702 }
2703
2704 if (memberGroup == group)
2705 {
2706 AddAllowedLooter(groupMember->GetGUID());
2707 }
2708 }
2709 }
2710
2711 if (!group)
2712 {
2714 }
2715}
ObjectGuid GetGUID() const
Definition Group.cpp:2316
Definition LinkedList.h:139
Definition MapRefMgr.h:26
iterator begin()
Definition MapRefMgr.h:36
iterator end()
Definition MapRefMgr.h:37
PlayerList const & GetPlayers() const
Definition Map.h:326
LowType GetCounter() const
Definition ObjectGuid.h:145
void AddAllowedLooter(ObjectGuid guid)
Definition Object.cpp:3153

References WorldObject::AddAllowedLooter(), MapRefMgr::begin(), MapRefMgr::end(), ObjectGuid::GetCounter(), Group::GetGUID(), Map::GetPlayers(), m_lootRecipient, and m_lootRecipientGroup.

◆ SetLootState()

void GameObject::SetLootState ( LootState  s,
Unit unit = nullptr 
)
2458{
2459 m_lootState = state;
2460
2461 if (unit)
2462 _lootStateUnitGUID = unit->GetGUID();
2463 else
2465
2466 AI()->OnStateChanged(state, unit);
2467 sScriptMgr->OnGameObjectLootStateChanged(this, state, unit);
2468
2469 // Start restock timer if the chest is partially looted or not looted at all
2470 if (GetGoType() == GAMEOBJECT_TYPE_CHEST && state == GO_ACTIVATED && GetGOInfo()->chest.chestRestockTime > 0 && m_restockTime == 0s)
2471 {
2473 }
2474
2475 // pussywizard: lootState has nothing to do with collision, it depends entirely on GOState. Loot state is for timed close/open door and respawning, which then sets GOState
2476 /*if (m_model)
2477 {
2478 // startOpen determines whether we are going to add or remove the LoS on activation
2479 bool startOpen = (GetGoType() == GAMEOBJECT_TYPE_DOOR || GetGoType() == GAMEOBJECT_TYPE_BUTTON ? GetGOInfo()->door.startOpen : false);
2480
2481 // Use the current go state
2482 if (GetGoState() == GO_STATE_ACTIVE)
2483 startOpen = !startOpen;
2484
2485 if (state == GO_ACTIVATED || state == GO_JUST_DEACTIVATED)
2486 EnableCollision(startOpen);
2487 else if (state == GO_READY)
2488 EnableCollision(!startOpen);
2489 }*/
2490}
std::chrono::seconds Seconds
Seconds shorthand typedef.
Definition Duration.h:30
@ GO_ACTIVATED
Definition GameObject.h:112
virtual void OnStateChanged(uint32, Unit *)
Definition GameObjectAI.h:64
ObjectGuid _lootStateUnitGUID
Definition GameObject.h:408
uint32 chestRestockTime
Definition GameObjectData.h:86

References _lootStateUnitGUID, AI(), GameObjectTemplate::chestRestockTime, ObjectGuid::Clear(), GAMEOBJECT_TYPE_CHEST, GameTime::GetGameTime(), GetGOInfo(), GetGoType(), Object::GetGUID(), GO_ACTIVATED, m_lootState, m_restockTime, GameObjectAI::OnStateChanged(), and sScriptMgr.

Referenced by go_suppression_device::Activate(), Delete(), DespawnOrUnsummon(), WorldSession::DoLootRelease(), Spell::EffectOpenLock(), spell_q9452_cast_net::HandleActiveObject(), spell_q10612_10613_the_fel_and_the_furious::HandleScriptEffect(), go_eredar_twins_blaze::InitializeAI(), instance_deadmines::instance_deadmines_InstanceMapScript::OnGameObjectCreate(), instance_oculus::instance_oculus_InstanceMapScript::OnGameObjectCreate(), go_massive_seaforium_charge::OnGossipHello(), go_ulduar_working_harpoon::OnGossipHello(), SmartScript::ProcessAction(), go_direbrew_mole_machine::go_direbrew_mole_machineAI::Reset(), ResetDoorOrButton(), Map::ScriptsProcess(), Player::SendLoot(), boss_flame_leviathan::TurnHealStations(), Update(), Use(), and UseDoorOrButton().

◆ SetOwnerGUID()

void GameObject::SetOwnerGUID ( ObjectGuid  owner)
inline
164 {
165 // Owner already found and different than expected owner - remove object from old owner
166 if (owner && GetOwnerGUID() && GetOwnerGUID() != owner)
167 {
168 ABORT();
169 }
170 m_spawnedByDefault = false; // all object with owner is despawned after delay
172 }
#define ABORT
Definition Errors.h:76
void SetGuidValue(uint16 index, ObjectGuid value)
Definition Object.cpp:712

References ABORT, GetOwnerGUID(), m_spawnedByDefault, OBJECT_FIELD_CREATED_BY, and Object::SetGuidValue().

Referenced by Unit::AddGameObject(), Spell::EffectTransmitted(), go_eredar_twins_blaze::InitializeAI(), Unit::RemoveAllGameObjects(), RemoveFromOwner(), Unit::RemoveGameObject(), and Use().

◆ SetPhaseMask()

void GameObject::SetPhaseMask ( uint32  newPhaseMask,
bool  update 
)
overridevirtual

Reimplemented from WorldObject.

2612{
2613 WorldObject::SetPhaseMask(newPhaseMask, update);
2614
2615 if (m_model && m_model->isEnabled())
2616 EnableCollision(true);
2617}
bool isEnabled() const
Definition GameObjectModel.h:70
virtual void SetPhaseMask(uint32 newPhaseMask, bool update)
Definition Object.cpp:2940

References EnableCollision(), GameObjectModel::isEnabled(), m_model, and WorldObject::SetPhaseMask().

Referenced by Create(), StaticTransport::Create(), instance_eye_of_eternity::OnGameObjectCreate(), instance_blackwing_lair::OnGameObjectCreate(), and instance_halls_of_reflection::OnGameObjectCreate().

◆ SetPosition() [1/2]

void GameObject::SetPosition ( const Position pos)
inline
316{ SetPosition(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation()); }
void SetPosition(float x, float y, float z, float o)
Definition GameObject.cpp:2877

References Position::GetOrientation(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), and SetPosition().

Referenced by SetPosition().

◆ SetPosition() [2/2]

void GameObject::SetPosition ( float  x,
float  y,
float  z,
float  o 
)
2878{
2879 // pussywizard: do not call for MotionTransport and other gobjects not in grid
2880
2881 if (!Acore::IsValidMapCoord(x, y, z, o))
2882 return;
2883
2884 GetMap()->GameObjectRelocation(this, x, y, z, o);
2885}
void GameObjectRelocation(GameObject *go, float x, float y, float z, float o)
Definition Map.cpp:826
bool IsValidMapCoord(float c)
Definition GridDefines.h:210

References Map::GameObjectRelocation(), WorldObject::GetMap(), and Acore::IsValidMapCoord().

Referenced by instance_icecrown_citadel::instance_icecrown_citadel_InstanceMapScript::OnGameObjectCreate().

◆ SetRespawnDelay()

void GameObject::SetRespawnDelay ( int32  respawn)
1290{
1291 m_respawnDelayTime = respawn > 0 ? respawn : 0;
1292}

References m_respawnDelayTime.

Referenced by go_strange_pool::OnGossipHello(), and SetRespawnTime().

◆ SetRespawnTime()

◆ SetSpawnedByDefault()

void GameObject::SetSpawnedByDefault ( bool  b)
inline

◆ SetSpellId()

void GameObject::SetSpellId ( uint32  id)
inline

◆ SetTransportPathRotation()

void GameObject::SetTransportPathRotation ( float  qx,
float  qy,
float  qz,
float  qw 
)
2263{
2268}
@ GAMEOBJECT_PARENTROTATION
Definition UpdateFields.h:400
void SetFloatValue(uint16 index, float value)
Definition Object.cpp:726

References GAMEOBJECT_PARENTROTATION, and Object::SetFloatValue().

Referenced by Create(), StaticTransport::Create(), MotionTransport::CreateMoTrans(), and BattlegroundSA::ResetObjs().

◆ SetWorldRotation()

void GameObject::SetWorldRotation ( G3D::Quat const &  rot)
2251{
2252 G3D::Quat rotation = rot;
2253 // If the quaternion is zero (e.g. dynamically spawned GOs with no rotation),
2254 // fall back to computing rotation from orientation to avoid NaN from unitize()
2255 if (G3D::fuzzyEq(rotation.magnitude(), 0.0f))
2256 rotation = G3D::Quat::fromAxisAngleRotation(G3D::Vector3::unitZ(), GetOrientation());
2257 rotation.unitize();
2258 WorldRotation = rotation;
2260}
void UpdatePackedRotation()
Definition GameObject.cpp:2232

References Position::GetOrientation(), UpdatePackedRotation(), and WorldRotation.

Referenced by Create(), MotionTransport::CreateMoTrans(), and SetWorldRotationAngles().

◆ SetWorldRotationAngles()

void GameObject::SetWorldRotationAngles ( float  z_rot,
float  y_rot,
float  x_rot 
)
2271{
2272 SetWorldRotation(G3D::Quat(G3D::Matrix3::fromEulerAnglesZYX(z_rot, y_rot, x_rot)));
2273}

References SetWorldRotation().

Referenced by StaticTransport::Create().

◆ SwitchDoorOrButton()

void GameObject::SwitchDoorOrButton ( bool  activate,
bool  alternative = false 
)
private
1443{
1444 if (activate)
1446 else
1448
1449 if (GetGoState() == GO_STATE_READY) //if closed -> open
1451 else //if open -> close
1453}
@ GO_FLAG_IN_USE
Definition SharedDefines.h:1609

References GetGoState(), GO_FLAG_IN_USE, GO_STATE_ACTIVE, GO_STATE_ACTIVE_ALTERNATIVE, GO_STATE_READY, RemoveGameObjectFlag(), SetGameObjectFlag(), and SetGoState().

Referenced by Create(), ResetDoorOrButton(), and UseDoorOrButton().

◆ ToMotionTransport() [1/2]

◆ ToMotionTransport() [2/2]

MotionTransport const * GameObject::ToMotionTransport ( ) const
inline
328{ if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT) return reinterpret_cast<MotionTransport const*>(this); else return nullptr; }

References GAMEOBJECT_TYPE_MO_TRANSPORT, and GetGOInfo().

◆ ToStaticTransport() [1/2]

◆ ToStaticTransport() [2/2]

StaticTransport const * GameObject::ToStaticTransport ( ) const
inline
325{ if (GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<StaticTransport const*>(this); else return nullptr; }

References GAMEOBJECT_TYPE_TRANSPORT, and GetGOInfo().

◆ ToTransport() [1/2]

◆ ToTransport() [2/2]

Transport const * GameObject::ToTransport ( ) const
inline
322{ if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT || GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<Transport const*>(this); else return nullptr; }

References GAMEOBJECT_TYPE_MO_TRANSPORT, GAMEOBJECT_TYPE_TRANSPORT, and GetGOInfo().

◆ TriggeringLinkedGameObject()

void GameObject::TriggeringLinkedGameObject ( uint32  trapEntry,
Unit target 
)
1362{
1363 GameObjectTemplate const* trapInfo = sObjectMgr->GetGameObjectTemplate(trapEntry);
1364 if (!trapInfo || trapInfo->type != GAMEOBJECT_TYPE_TRAP)
1365 return;
1366
1367 SpellInfo const* trapSpell = sSpellMgr->GetSpellInfo(trapInfo->trap.spellId);
1368 if (!trapSpell) // checked at load already
1369 return;
1370
1371 // xinef: many spells have range 0 but radius > 0
1372 float range = float(target->GetSpellMaxRangeForTarget(GetOwner(), trapSpell));
1373 if (range < 1.0f)
1374 range = 5.0f;
1375
1376 // found correct GO
1377 // xinef: we should use the trap (checks for despawn type)
1378 if (GameObject* trapGO = GetLinkedTrap())
1379 {
1380 trapGO->Use(target); // trapGO->CastSpell(target, trapInfo->trap.spellId);
1381 }
1382}
float GetSpellMaxRangeForTarget(Unit const *target, SpellInfo const *spellInfo) const
Definition Unit.cpp:11854
uint32 spellId
Definition GameObjectData.h:119
struct GameObjectTemplate::@234::@241 trap

References GAMEOBJECT_TYPE_TRAP, GetLinkedTrap(), GetOwner(), Unit::GetSpellMaxRangeForTarget(), sObjectMgr, GameObjectTemplate::spellId, sSpellMgr, GameObjectTemplate::trap, and GameObjectTemplate::type.

Referenced by Spell::SendLoot(), and Use().

◆ Update()

void GameObject::Update ( uint32  p_time)
overridevirtual
Todo:
This is activation radius. Casting radius must be selected from spell data.
Todo:
Todo:
Move activated state code to GO_ACTIVATED, in this place just check for activation and set state.

Reimplemented from WorldObject.

Reimplemented in MotionTransport, and StaticTransport.

439{
441
442 if (AI())
443 AI()->UpdateAI(diff);
444 else if (!AIM_Initialize())
445 LOG_ERROR("entities.gameobject", "Could not initialize GameObjectAI");
446
447 if (m_despawnDelay)
448 {
449 if (m_despawnDelay > diff)
450 {
451 m_despawnDelay -= diff;
452 }
453 else
454 {
455 m_despawnDelay = 0;
457 }
458 }
459
460 for (std::unordered_map<ObjectGuid, int32>::iterator itr = m_SkillupList.begin(); itr != m_SkillupList.end();)
461 {
462 if (itr->second > 0)
463 {
464 if (itr->second > static_cast<int32>(diff))
465 {
466 itr->second -= static_cast<int32>(diff);
467 ++itr;
468 }
469 else
470 {
471 itr = m_SkillupList.erase(itr);
472 }
473 }
474 else
475 {
476 ++itr;
477 }
478 }
479
480 switch (m_lootState)
481 {
482 case GO_NOT_READY:
483 {
484 switch (GetGoType())
485 {
487 {
488 // Arming Time for GAMEOBJECT_TYPE_TRAP (6)
489 GameObjectTemplate const* goInfo = GetGOInfo();
490 // Bombs
491 if (goInfo->trap.type == 2)
492 m_cooldownTime = GameTime::GetGameTimeMS().count() + 10 * IN_MILLISECONDS; // Hardcoded tooltip value
493 else if (GetOwner())
495
497 break;
498 }
500 {
501 // fishing code (bobber ready)
503 {
504 // splash bobber (bobber ready now)
505 Unit* caster = GetOwner();
506 if (caster && caster->IsPlayer())
507 {
510
511 UpdateData udata;
512 WorldPacket packet;
513 BuildValuesUpdateBlockForPlayer(&udata, caster->ToPlayer());
514 udata.BuildPacket(packet);
515 caster->ToPlayer()->SendDirectMessage(&packet);
516
518 }
519
520 m_lootState = GO_READY; // can be successfully open with some chance
521 }
522 return;
523 }
525 {
527 return;
528 GameObjectTemplate const* info = GetGOInfo();
529
531
533 {
535 return;
536 }
537
538 Unit* owner = GetOwner();
539 Unit* spellCaster = owner ? owner : ObjectAccessor::GetPlayer(*this, m_ritualOwnerGUID);
540 if (!spellCaster)
541 {
543 return;
544 }
545
546 uint32 spellId = info->summoningRitual.spellId;
547
548 if (spellId == 62330) // GO store nonexistent spell, replace by expected
549 {
550 // spell have reagent and mana cost but it not expected use its
551 // it triggered spell in fact casted at currently channeled GO
552 spellId = 61993;
553 }
554
555 // Cast casterTargetSpell at a random GO user
556 // on the current DB there is only one gameobject that uses this (Ritual of Doom)
557 // and its required target number is 1 (outter for loop will run once)
558 if (info->summoningRitual.casterTargetSpell && info->summoningRitual.casterTargetSpell != 1) // No idea why this field is a bool in some cases
559 for (uint32 i = 0; i < info->summoningRitual.casterTargetSpellTargets; i++)
560 // m_unique_users can contain only player GUIDs
562 spellCaster->CastSpell(target, info->summoningRitual.casterTargetSpell, true);
563
564 // finish owners spell
565 // xinef: properly process event cooldowns
566 if (owner)
567 {
568 if (Spell* spell = owner->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
569 {
570 spell->SendChannelUpdate(0);
571 spell->finish(false);
572 }
573 }
574
575 // can be deleted now
578 else
580
582 spellCaster->CastSpell(spellCaster, spellId, true);
583 return;
584 }
587 {
588 return;
589 }
590 // If there is no restock timer, or if the restock timer passed, the chest becomes ready to loot
591 m_restockTime = 0s;
594 break;
595 default:
596 m_lootState = GO_READY; // for other GOis same switched without delay to GO_READY
597 break;
598 }
599 [[fallthrough]];
600 }
601 case GO_READY:
602 {
603 if (m_respawnTime > 0) // timer on
604 {
605 time_t now = GameTime::GetGameTime().count();
606 if (m_respawnTime <= now) // timer expired
607 {
608 ObjectGuid dbtableHighGuid = ObjectGuid::Create<HighGuid::GameObject>(GetEntry(), m_spawnId);
609 time_t linkedRespawntime = GetMap()->GetLinkedRespawnTime(dbtableHighGuid);
610 if (linkedRespawntime) // Can't respawn, the master is dead
611 {
612 ObjectGuid targetGuid = sObjectMgr->GetLinkedRespawnGuid(dbtableHighGuid);
613 if (targetGuid == dbtableHighGuid) // if linking self, never respawn (check delayed to next day)
615 else
616 m_respawnTime = (now > linkedRespawntime ? now : linkedRespawntime) + urand(5, MINUTE); // else copy time from master and add a little
617 SaveRespawnTime(); // also save to DB immediately
618 return;
619 }
620
621 m_respawnTime = 0;
622 m_SkillupList.clear();
623 m_usetimes = 0;
624
625 switch (GetGoType())
626 {
627 case GAMEOBJECT_TYPE_FISHINGNODE: // can't fish now
628 {
629 Unit* caster = GetOwner();
630 if (caster && caster->IsPlayer())
631 {
632 caster->ToPlayer()->RemoveGameObject(this, false);
633
635 caster->ToPlayer()->SendDirectMessage(&data);
636 }
637 // can be delete
639 return;
640 }
643 //we need to open doors if they are closed (add there another condition if this code breaks some usage, but it need to be here for battlegrounds)
644 if (GetGoState() != GO_STATE_READY)
646 break;
648 // Initialize a new max fish count on respawn
650 break;
651 default:
652 break;
653 }
654
655 if (!m_spawnedByDefault) // despawn timer
656 {
657 // can be despawned or destroyed
659 return;
660 }
661
662 // Xinef: Call AI Reset (required for example in SmartAI to clear one time events)
663 if (AI())
664 AI()->Reset();
665
666 // respawn timer
667 uint32 poolid = m_spawnId ? sPoolMgr->IsPartOfAPool<GameObject>(m_spawnId) : 0;
668 if (poolid)
669 sPoolMgr->UpdatePool<GameObject>(poolid, m_spawnId);
670 else
671 GetMap()->AddToMap(this);
672 }
673 }
674
675 if (isSpawned())
676 {
677 // traps can have time and can not have
678 GameObjectTemplate const* goInfo = GetGOInfo();
679 if (goInfo->type == GAMEOBJECT_TYPE_TRAP)
680 {
682 break;
683
684 // Type 2 - Bomb (will go away after casting it's spell)
685 if (goInfo->trap.type == 2)
686 {
688 break;
689 }
690
693 float radius = float(goInfo->trap.diameter) * 0.5f;
694 if (!goInfo->trap.diameter)
695 {
696 // Cast in other case (at some triggering/linked go/etc explicit call)
697 if (goInfo->trap.cooldown != 3 || m_respawnTime > 0)
698 {
699 break;
700 }
701
702 radius = 3.f;
703 }
704
705 // Type 0 and 1 - trap (type 0 will not get removed after casting a spell)
706 Unit* owner = GetOwner();
707 Unit* target = nullptr; // pointer to appropriate target if found any
708
709 // Note: this hack with search required until GO casting not implemented
710 // search unfriendly creature
711 if (owner && goInfo->trap.autoCloseTime != -1) // hunter trap
712 {
715 Cell::VisitObjects(this, searcher, radius);
716 }
717 else // environmental trap
718 {
719 // environmental damage spells already have around enemies targeting but this not help in case not existed GO casting support
720 // affect only players
721 Player* player = nullptr;
722 Acore::AnyPlayerInObjectRangeCheck checker(this, radius, true, true);
723 Acore::PlayerSearcher<Acore::AnyPlayerInObjectRangeCheck> searcher(this, player, checker);
724 Cell::VisitObjects(this, searcher, radius);
725 target = player;
726 }
727
728 if (target)
729 {
730 SetLootState(GO_ACTIVATED, target);
731 }
732 }
733 else if (uint32 max_charges = goInfo->GetCharges())
734 {
735 if (m_usetimes >= max_charges)
736 {
737 m_usetimes = 0;
738 SetLootState(GO_JUST_DEACTIVATED); // can be despawned or destroyed
739 }
740 }
741 }
742
743 break;
744 }
745 case GO_ACTIVATED:
746 {
747 switch (GetGoType())
748 {
751 if (GetGOInfo()->GetAutoCloseTime() && GameTime::GetGameTimeMS().count() >= m_cooldownTime)
753 break;
756 {
758
760 }
761 break;
764 {
765 if (m_groupLootTimer <= diff)
766 {
767 Group* group = sGroupMgr->GetGroupByGUID(lootingGroupLowGUID);
768 if (group)
769 group->EndRoll(&loot, GetMap());
772 }
773 else
774 {
775 m_groupLootTimer -= diff;
776 }
777 }
778
779 // Non-consumable chest was partially looted and restock time passed, restock all loot now
781 {
782 m_restockTime = 0s;
785 }
786 break;
788 {
789 GameObjectTemplate const* goInfo = GetGOInfo();
790 if (goInfo->trap.type == 2)
791 {
792 if (goInfo->trap.spellId)
793 CastSpell(nullptr, goInfo->trap.spellId); // FIXME: null target won't work for target type 1
795 }
796 else if (Unit* target = ObjectAccessor::GetUnit(*this, _lootStateUnitGUID))
797 {
798 if (goInfo->trap.spellId)
799 CastSpell(target, goInfo->trap.spellId);
800
801 m_cooldownTime = GameTime::GetGameTimeMS().count() + (goInfo->trap.cooldown ? goInfo->trap.cooldown : uint32(4)) * IN_MILLISECONDS; // template or 4 seconds
802
803 if (goInfo->trap.type == 1)
805 else if (!goInfo->trap.type)
807
808 // Battleground gameobjects have data2 == 0 && data5 == 3
809 if (!goInfo->trap.diameter && goInfo->trap.cooldown == 3)
810 if (Player* player = target->ToPlayer())
811 if (Battleground* bg = player->GetBattleground())
812 bg->HandleTriggerBuff(this);
813 }
814 break;
815 }
816 default:
817 break;
818 }
819 break;
820 }
822 {
823 // If nearby linked trap exists, despawn it
824 if (GameObject* linkedTrap = GetLinkedTrap())
825 {
826 linkedTrap->DespawnOrUnsummon();
827 }
828
829 //if Gameobject should cast spell, then this, but some GOs (type = 10) should be destroyed
831 {
833
834 //any return here in case battleground traps
835 // Xinef: Do not return here for summoned gos that should be deleted few lines below
836 // Xinef: Battleground objects are treated as spawned by default
837 if (GameObjectTemplateAddon const* addon = GetTemplateAddon())
838 if ((addon->flags & GO_FLAG_NODESPAWN) && isSpawnedByDefault())
839 return;
840 }
841
842 loot.clear();
843
844 // Do not delete chests or goobers that are not consumed on loot, while still allowing them to despawn when they expire if summoned
845 bool isSummonedAndExpired = (GetOwner() || GetSpellId()) && m_respawnTime == 0;
846 if ((GetGoType() == GAMEOBJECT_TYPE_CHEST || GetGoType() == GAMEOBJECT_TYPE_GOOBER) && !GetGOInfo()->IsDespawnAtAction() && !isSummonedAndExpired)
847 {
849 {
850 // Start restock timer when the chest is fully looted
854 }
855 else
856 {
858 }
859
861 return;
862 }
863 else if (GetOwnerGUID() || GetSpellId())
864 {
866 Delete();
867 return;
868 }
869
871
872 //burning flags in some battlegrounds, if you find better condition, just add it
873 if (GetGOInfo()->IsDespawnAtAction() || GetGoAnimProgress() > 0)
874 {
876 //reset flags
877 if (GameObjectTemplateAddon const* addon = GetTemplateAddon())
879 }
880
882 return;
883
885 {
886 m_respawnTime = 0;
887 DestroyForVisiblePlayers(); // xinef: old UpdateObjectVisibility();
888 return;
889 }
890
891 uint32 dynamicRespawnDelay = GetMap()->ApplyDynamicModeRespawnScaling(this, m_respawnDelayTime);
892 m_respawnTime = GameTime::GetGameTime().count() + dynamicRespawnDelay;
893
894 // if option not set then object will be saved at grid unload
895 if (GetMap()->IsDungeon())
897
898 DestroyForVisiblePlayers(); // xinef: old UpdateObjectVisibility();
899 break;
900 }
901 }
902
903 sScriptMgr->OnGameObjectUpdate(this, diff);
904}
constexpr auto DAY
Definition Common.h:49
#define FISHING_BOBBER_READY_TIME
Definition GameObject.h:117
@ GAMEOBJECT_TYPE_BUTTON
Definition SharedDefines.h:1567
Definition GridNotifiers.h:1348
virtual void UpdateAI(uint32)
Definition GameObjectAI.h:41
virtual void Reset()
Definition GameObjectAI.h:45
void CheckRitualList()
Definition GameObject.cpp:217
void Delete()
Definition GameObject.cpp:973
uint32 GetUniqueUseCount() const
Definition GameObject.h:241
bool isSpawnedByDefault() const
Definition GameObject.h:195
void SendCustomAnim(uint32 anim)
Definition GameObject.cpp:2137
void ResetDoorOrButton()
Definition GameObject.cpp:1395
void DespawnOrUnsummon(Milliseconds delay=0ms, Seconds forcedRespawnTime=0s)
Definition GameObject.cpp:927
void CastSpell(Unit *target, uint32 spell)
Definition GameObject.cpp:2072
ObjectGuid m_ritualOwnerGUID
Definition GameObject.h:384
void EndRoll(Loot *loot, Map *allowedMap)
Definition Group.cpp:1411
time_t GetLinkedRespawnTime(ObjectGuid guid) const
Definition Map.cpp:2603
uint32 ApplyDynamicModeRespawnScaling(WorldObject const *obj, uint32 respawnDelay) const
Definition Map.cpp:1710
void BuildValuesUpdateBlockForPlayer(UpdateData *data, Player *target)
Definition Object.cpp:246
bool IsPlayer() const
Definition Object.h:201
Player * ToPlayer()
Definition Object.h:202
void AddToObjectUpdateIfNeeded()
Definition Object.cpp:513
void RemoveGameObject(GameObject *gameObj, bool del)
Definition Unit.cpp:6566
Spell * GetCurrentSpell(CurrentSpellTypes spellType) const
Definition Unit.h:1576
Definition UpdateData.h:52
bool BuildPacket(WorldPacket &packet)
Definition UpdateData.cpp:48
void DestroyForVisiblePlayers()
Definition Object.cpp:2996
virtual void Update(uint32 diff)
Definition Object.cpp:1068
@ SMSG_FISH_ESCAPED
Definition Opcodes.h:487
auto SelectRandomContainerElement(C const &container) -> typename std::add_const< decltype(*std::begin(container))>::type &
Definition Containers.h:133
Milliseconds GetGameTimeMS()
Definition GameTime.cpp:43
Definition GridNotifiers.h:501
Definition GridNotifiers.h:380
uint32 startDelay
Definition GameObjectData.h:123
uint32 casterTargetSpell
Definition GameObjectData.h:236
bool IsDespawnAtAction() const
Definition GameObjectData.h:398
uint32 GetCharges() const
Definition GameObjectData.h:480
uint32 reqParticipants
Definition GameObjectData.h:232
uint32 consumable
Definition GameObjectData.h:87
uint32 cooldown
Definition GameObjectData.h:121
uint32 ritualPersistent
Definition GameObjectData.h:235
uint32 autoCloseTime
Definition GameObjectData.h:48
uint32 casterTargetSpellTargets
Definition GameObjectData.h:237
uint32 diameter
Definition GameObjectData.h:118

References _lootStateUnitGUID, Map::AddToMap(), Object::AddToObjectUpdateIfNeeded(), AI(), AIM_Initialize(), Map::ApplyDynamicModeRespawnScaling(), GameObjectTemplate::autoCloseTime, UpdateData::BuildPacket(), Object::BuildValuesUpdateBlockForPlayer(), GameObjectTemplate::casterTargetSpell, GameObjectTemplate::casterTargetSpellTargets, Unit::CastSpell(), CastSpell(), CheckRitualList(), GameObjectTemplate::chest, GameObjectTemplate::chestRestockTime, Loot::clear(), ClearRitualList(), GameObjectTemplate::consumable, GameObjectTemplate::cooldown, CURRENT_CHANNELED_SPELL, DAY, Delete(), DespawnOrUnsummon(), WorldObject::DestroyForVisiblePlayers(), GameObjectTemplate::diameter, Group::EndRoll(), FISHING_BOBBER_READY_TIME, GameObjectValue::FishingHole, GAMEOBJECT_TYPE_BUTTON, GAMEOBJECT_TYPE_CHEST, GAMEOBJECT_TYPE_DOOR, GAMEOBJECT_TYPE_FISHINGHOLE, GAMEOBJECT_TYPE_FISHINGNODE, GAMEOBJECT_TYPE_GOOBER, GAMEOBJECT_TYPE_SUMMONING_RITUAL, GAMEOBJECT_TYPE_TRAP, GameObjectTemplate::GetCharges(), Unit::GetCurrentSpell(), Object::GetEntry(), GameTime::GetGameTime(), GameTime::GetGameTimeMS(), GetGoAnimProgress(), GetGOInfo(), GetGoState(), GetGoType(), Object::GetGUID(), Map::GetLinkedRespawnTime(), GetLinkedTrap(), WorldObject::GetMap(), GetOwner(), GetOwnerGUID(), ObjectAccessor::GetPlayer(), GetSpellId(), GetTemplateAddon(), GetUniqueUseCount(), ObjectAccessor::GetUnit(), GO_ACTIVATED, GO_FLAG_IN_USE, GO_FLAG_NODESPAWN, GO_JUST_DEACTIVATED, GO_NOT_READY, GO_READY, GO_STATE_ACTIVE, GO_STATE_READY, IN_MILLISECONDS, GameObjectTemplate::IsDespawnAtAction(), Object::IsPlayer(), isSpawned(), isSpawnedByDefault(), LOG_ERROR, loot, lootingGroupLowGUID, m_cooldownTime, m_despawnDelay, m_despawnRespawnTime, m_goValue, m_groupLootTimer, m_lootState, m_respawnDelayTime, m_respawnTime, m_restockTime, m_ritualOwnerGUID, m_SkillupList, m_spawnedByDefault, m_spawnId, m_unique_users, m_usetimes, GameObjectValue::MaxOpens, GameObjectTemplate::maxSuccessOpens, GameObjectTemplate::minSuccessOpens, MINUTE, Unit::RemoveGameObject(), RemoveGameObjectFlag(), ReplaceAllGameObjectFlags(), GameObjectTemplate::reqParticipants, GameObjectAI::Reset(), ResetDoorOrButton(), GameObjectTemplate::ritualPersistent, SaveRespawnTime(), Acore::Containers::SelectRandomContainerElement(), SendCustomAnim(), Player::SendDirectMessage(), WorldObject::SendObjectDeSpawnAnim(), SetGoState(), SetLootState(), SetRespawnTime(), sGroupMgr, SMSG_FISH_ESCAPED, sObjectMgr, GameObjectTemplate::spellId, sPoolMgr, sScriptMgr, GameObjectTemplate::startDelay, GameObjectTemplate::summoningRitual, Object::ToPlayer(), GameObjectTemplate::trap, GameObjectTemplate::type, WorldObject::Update(), GameObjectAI::UpdateAI(), WorldObject::UpdateObjectVisibility(), urand(), and Cell::VisitObjects().

Referenced by StaticTransport::Update().

◆ UpdateModel()

void GameObject::UpdateModel ( )
protected
2635{
2636 if (!IsInWorld())
2637 return;
2638 if (m_model)
2639 if (GetMap()->ContainsGameObjectModel(*m_model))
2641 delete m_model;
2642 m_model = CreateModel();
2643 if (m_model)
2645}

References CreateModel(), WorldObject::GetMap(), Map::InsertGameObjectModel(), Object::IsInWorld(), m_model, and Map::RemoveGameObjectModel().

Referenced by SetDisplayId().

◆ UpdateModelPosition()

void GameObject::UpdateModelPosition ( )

◆ UpdatePackedRotation()

void GameObject::UpdatePackedRotation ( )
private
2233{
2234 static const int32 PACK_YZ = 1 << 20;
2235 static const int32 PACK_X = PACK_YZ << 1;
2236 static const int32 PACK_YZ_MASK = (PACK_YZ << 1) - 1;
2237 static const int32 PACK_X_MASK = (PACK_X << 1) - 1;
2238 int8 w_sign = (WorldRotation.w >= 0.f ? 1 : -1);
2239 int64 x = int32(WorldRotation.x * PACK_X) * w_sign & PACK_X_MASK;
2240 int64 y = int32(WorldRotation.y * PACK_YZ) * w_sign & PACK_YZ_MASK;
2241 int64 z = int32(WorldRotation.z * PACK_YZ) * w_sign & PACK_YZ_MASK;
2242 m_packedRotation = z | (y << 21) | (x << 42);
2243}
std::int8_t int8
Definition Define.h:105
std::int64_t int64
Definition Define.h:102

References m_packedRotation, and WorldRotation.

Referenced by SetWorldRotation().

◆ Use()

void GameObject::Use ( Unit user)
1456{
1457 // Xinef: we cannot use go with not selectable flags
1459 return;
1460
1461 // by default spell caster is user
1462 Unit* spellCaster = user;
1463 uint32 spellId = 0;
1464 uint32 triggeredFlags = TRIGGERED_NONE;
1465
1466 if (Player* playerUser = user->ToPlayer())
1467 {
1468 if (sScriptMgr->OnGossipHello(playerUser, this))
1469 return;
1470
1471 if (AI()->GossipHello(playerUser, false))
1472 return;
1473 }
1474
1475 // If cooldown data present in template
1476 if (uint32 cooldown = GetGOInfo()->GetCooldown())
1477 {
1479 return;
1480
1482 }
1483
1484 if (user->IsPlayer() && GetGoType() != GAMEOBJECT_TYPE_TRAP) // workaround for GO casting
1485 if (!m_goInfo->IsUsableMounted())
1487
1488 switch (GetGoType())
1489 {
1490 case GAMEOBJECT_TYPE_DOOR: //0
1491 //doors/buttons never really despawn, only reset to default state/flags
1492 UseDoorOrButton(0, false, user);
1493 return;
1494 case GAMEOBJECT_TYPE_BUTTON: //1
1495 //doors/buttons never really despawn, only reset to default state/flags
1496 UseDoorOrButton(0, false, user);
1497
1498 // Xinef: properly link possible traps
1499 if (uint32 trapEntry = GetGOInfo()->button.linkedTrap)
1500 TriggeringLinkedGameObject(trapEntry, user);
1501 return;
1503 {
1504 if (!user->IsPlayer())
1505 return;
1506
1507 Player* player = user->ToPlayer();
1508
1509 player->PrepareGossipMenu(this, GetGOInfo()->questgiver.gossipID, true);
1510 player->SendPreparedGossip(this);
1511 return;
1512 }
1513 case GAMEOBJECT_TYPE_TRAP: //6
1514 {
1515 GameObjectTemplate const* goInfo = GetGOInfo();
1516 if (goInfo->trap.spellId)
1517 CastSpell(user, goInfo->trap.spellId);
1518
1519 m_cooldownTime = GameTime::GetGameTimeMS().count() + (goInfo->trap.cooldown ? goInfo->trap.cooldown : uint32(4)) * IN_MILLISECONDS; // template or 4 seconds
1520
1521 if (goInfo->trap.type == 1) // Deactivate after trigger
1523
1524 return;
1525 }
1526 //Sitting: Wooden bench, chairs enzz
1527 case GAMEOBJECT_TYPE_CHAIR: //7
1528 {
1529 GameObjectTemplate const* info = GetGOInfo();
1530 if (!info)
1531 return;
1532
1533 if (!user->IsPlayer())
1534 return;
1535
1536 if (ChairListSlots.empty()) // this is called once at first chair use to make list of available slots
1537 {
1538 if (info->chair.slots > 0) // sometimes chairs in DB have error in fields and we dont know number of slots
1539 for (uint32 i = 0; i < info->chair.slots; ++i)
1540 ChairListSlots[i].Clear(); // Last user of current slot set to 0 (none sit here yet)
1541 else
1542 ChairListSlots[0].Clear(); // error in DB, make one default slot
1543 }
1544
1545 Player* player = user->ToPlayer();
1546
1547 // a chair may have n slots. we have to calculate their positions and teleport the player to the nearest one
1548
1549 float lowestDist = DEFAULT_VISIBILITY_DISTANCE;
1550
1551 uint32 nearest_slot = 0;
1552 float x_lowest = GetPositionX();
1553 float y_lowest = GetPositionY();
1554
1555 // the object orientation + 1/2 pi
1556 // every slot will be on that straight line
1557 float orthogonalOrientation = GetOrientation() + M_PI * 0.5f;
1558 // find nearest slot
1559 bool found_free_slot = false;
1560 for (ChairSlotAndUser::iterator itr = ChairListSlots.begin(); itr != ChairListSlots.end(); ++itr)
1561 {
1562 // the distance between this slot and the center of the go - imagine a 1D space
1563 float relativeDistance = (info->size * itr->first) - (info->size * (info->chair.slots - 1) / 2.0f);
1564
1565 float x_i = GetPositionX() + relativeDistance * cos(orthogonalOrientation);
1566 float y_i = GetPositionY() + relativeDistance * std::sin(orthogonalOrientation);
1567
1568 if (itr->second)
1569 {
1570 if (Player* ChairUser = ObjectAccessor::GetPlayer(*this, itr->second))
1571 {
1572 if (ChairUser->IsSitState() && ChairUser->getStandState() != UNIT_STAND_STATE_SIT && ChairUser->GetExactDist2d(x_i, y_i) < 0.1f)
1573 continue; // This seat is already occupied by ChairUser. NOTE: Not sure if the ChairUser->getStandState() != UNIT_STAND_STATE_SIT check is required.
1574 else
1575 itr->second.Clear(); // This seat is unoccupied.
1576 }
1577 else
1578 itr->second.Clear(); // The seat may of had an occupant, but they're offline.
1579 }
1580
1581 found_free_slot = true;
1582
1583 // calculate the distance between the player and this slot
1584 float thisDistance = player->GetDistance2d(x_i, y_i);
1585
1586 if (thisDistance <= lowestDist)
1587 {
1588 nearest_slot = itr->first;
1589 lowestDist = thisDistance;
1590 x_lowest = x_i;
1591 y_lowest = y_i;
1592 }
1593 }
1594
1595 if (found_free_slot)
1596 {
1597 ChairSlotAndUser::iterator itr = ChairListSlots.find(nearest_slot);
1598 if (itr != ChairListSlots.end())
1599 {
1600 itr->second = player->GetGUID(); //this slot in now used by player
1603 return;
1604 }
1605 }
1606
1607 return;
1608 }
1609 //big gun, its a spell/aura
1610 case GAMEOBJECT_TYPE_GOOBER: //10
1611 {
1612 GameObjectTemplate const* info = GetGOInfo();
1613
1614 // xinef: Goober cannot be used with this flag, skip
1616 return;
1617
1618 if (user->IsPlayer())
1619 {
1620 Player* player = user->ToPlayer();
1621
1622 if (info->goober.pageId) // show page...
1623 {
1625 data << GetGUID();
1626 player->SendDirectMessage(&data);
1627 }
1628 else if (info->goober.gossipID)
1629 {
1630 player->PrepareGossipMenu(this, info->goober.gossipID);
1631 player->SendPreparedGossip(this);
1632 }
1633
1634 if (info->goober.eventId)
1635 {
1636 LOG_DEBUG("maps.script", "Goober ScriptStart id {} for GO entry {} (spawnId {}).", info->goober.eventId, GetEntry(), m_spawnId);
1637 GetMap()->ScriptsStart(sEventScripts, info->goober.eventId, player, this);
1638 EventInform(info->goober.eventId);
1639 }
1640
1641 // possible quest objective for active quests
1642 if (info->goober.questId && sObjectMgr->GetQuestTemplate(info->goober.questId))
1643 {
1644 //Quest require to be active for GO using
1646 break;
1647 }
1648
1649 if (Battleground* bg = player->GetBattleground())
1650 bg->EventPlayerUsedGO(player, this);
1651
1652 if (Group* group = player->GetGroup())
1653 {
1654 for (GroupReference const* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
1655 {
1656 if (Player* member = itr->GetSource())
1657 {
1658 if (member->IsAtGroupRewardDistance(this))
1659 {
1660 member->KillCreditGO(info->entry, GetGUID());
1661 }
1662 }
1663 }
1664 }
1665 else
1666 {
1667 player->KillCreditGO(info->entry, GetGUID());
1668 }
1669 }
1670
1671 if (uint32 trapEntry = info->goober.linkedTrapId)
1672 TriggeringLinkedGameObject(trapEntry, user);
1673
1674 if (info->GetAutoCloseTime())
1675 {
1678 if (!info->goober.customAnim)
1680 }
1681
1682 // this appear to be ok, however others exist in addition to this that should have custom (ex: 190510, 188692, 187389)
1683 if (info->goober.customAnim)
1685
1687
1688 // cast this spell later if provided
1689 spellId = info->goober.spellId;
1690 spellCaster = user;
1691
1692 break;
1693 }
1694 case GAMEOBJECT_TYPE_CAMERA: //13
1695 {
1696 GameObjectTemplate const* info = GetGOInfo();
1697 if (!info)
1698 return;
1699
1700 if (!user->IsPlayer())
1701 return;
1702
1703 Player* player = user->ToPlayer();
1704
1705 if (info->camera.cinematicId)
1707
1708 if (info->camera.eventID)
1709 {
1710 GetMap()->ScriptsStart(sEventScripts, info->camera.eventID, player, this);
1711 EventInform(info->camera.eventID);
1712 }
1713
1714 return;
1715 }
1716 //fishing bobber
1718 {
1719 Player* player = user->ToPlayer();
1720 if (!player)
1721 return;
1722
1723 if (player->GetGUID() != GetOwnerGUID())
1724 return;
1725
1726 switch (getLootState())
1727 {
1728 case GO_READY: // ready for loot
1729 {
1730 uint32 zone, subzone;
1731 GetZoneAndAreaId(zone, subzone);
1732
1733 int32 zoneSkill = sObjectMgr->GetFishingBaseSkillLevel(subzone);
1734 if (!zoneSkill)
1735 zoneSkill = sObjectMgr->GetFishingBaseSkillLevel(zone);
1736
1737 //provide error, no fishable zone or area should be 0
1738 if (!zoneSkill)
1739 LOG_ERROR("sql.sql", "Fishable areaId {} are not properly defined in `skill_fishing_base_level`.", subzone);
1740
1741 // no miss skill is zone skill + 95 since at least patch 2.1
1742 int32 const noMissSkill = zoneSkill + 95;
1743
1744 int32 const skill = player->GetSkillValue(SKILL_FISHING);
1745
1746 int32 chance;
1747 // fishing pool catches are 100%
1748 //TODO: find reasonable value for fishing hole search
1749 GameObject* fishingHole = LookupFishingHoleAround(20.0f + CONTACT_DISTANCE);
1750 if (fishingHole)
1751 chance = 100;
1752 else if (skill < noMissSkill)
1753 {
1754 chance = int32(pow((double)skill / noMissSkill, 2) * 100);
1755 if (chance < 1)
1756 chance = 1;
1757 }
1758 else
1759 chance = 100;
1760
1761 int32 const roll = irand(1, 100);
1762
1763 LOG_DEBUG("entities.gameobject", "Fishing check (skill: {} zone min skill: {} no-miss skill: {} chance {} roll: {})", skill, zoneSkill, noMissSkill, chance, roll);
1764
1765 if (sScriptMgr->OnPlayerUpdateFishingSkill(player, skill, zoneSkill, chance, roll))
1766 player->UpdateFishingSkill();
1767 // but you will likely cause junk in areas that require a high fishing skill (not yet implemented)
1768 if (chance >= roll)
1769 {
1770 //TODO: I do not understand this hack. Need some explanation.
1771 // prevent removing GO at spell cancel
1773 SetOwnerGUID(player->GetGUID());
1774 SetSpellId(0); // prevent removing unintended auras at Unit::RemoveGameObject
1775
1776 // fishing pool catch
1777 if (fishingHole)
1778 {
1779 fishingHole->Use(player);
1781 }
1782 else
1783 player->SendLoot(GetGUID(), LOOT_FISHING);
1784 }
1785 else // else: junk
1787 break;
1788 }
1789 case GO_JUST_DEACTIVATED: // nothing to do, will be deleted at next update
1790 break;
1791 default:
1792 {
1794
1796 player->SendDirectMessage(&data);
1797 break;
1798 }
1799 }
1800 player->FinishSpell(CURRENT_CHANNELED_SPELL, true);
1801 return;
1802 }
1803
1805 {
1806 if (!user->IsPlayer())
1807 return;
1808
1809 Player* player = user->ToPlayer();
1810 Unit* owner = GetOwner();
1811 GameObjectTemplate const* info = GetGOInfo();
1812
1813 // ritual owner is set for GO's without owner (not summoned)
1814 if (!m_ritualOwnerGUID && !owner)
1815 m_ritualOwnerGUID = player->GetGUID();
1816
1817 if (owner)
1818 {
1819 if (!owner->IsPlayer())
1820 return;
1821
1822 // accept only use by player from same group as owner, excluding owner itself (unique use already added in spell effect)
1823 if (player == owner->ToPlayer() || (info->summoningRitual.castersGrouped && !player->IsInSameRaidWith(owner->ToPlayer())))
1824 return;
1825
1826 // expect owner to already be channeling, so if not...
1828 return;
1829 }
1830 else
1831 {
1832 Player* ritualOwner = ObjectAccessor::GetPlayer(*this, m_ritualOwnerGUID);
1833 if (!ritualOwner)
1834 return;
1835 if (player != ritualOwner && (info->summoningRitual.castersGrouped && !player->IsInSameRaidWith(ritualOwner)))
1836 return;
1837 }
1838
1840
1842 return;
1843
1844 if (info->summoningRitual.animSpell)
1845 player->CastSpell(player, info->summoningRitual.animSpell, true);
1846 else
1847 player->CastSpell(player, GetSpellId(),
1851
1852 AddUniqueUse(player);
1853
1854 // full amount unique participants including original summoner
1856 {
1858
1859 // channel ready, maintain this
1861 }
1862
1863 return;
1864 }
1866 {
1867 GameObjectTemplate const* info = GetGOInfo();
1868 if (!info)
1869 return;
1870
1871 if (info->spellcaster.partyOnly)
1872 {
1873 if (!user->IsPlayer())
1874 return;
1875 if (ObjectGuid ownerGuid = GetOwnerGUID())
1876 {
1877 if (user->GetGUID() != ownerGuid)
1878 {
1879 Group* group = user->ToPlayer()->GetGroup();
1880 if (!group)
1881 return;
1882 if (!group->IsMember(ownerGuid))
1883 return;
1884 }
1885 }
1886 }
1887
1888 spellId = info->spellcaster.spellId;
1889 break;
1890 }
1892 {
1893 GameObjectTemplate const* info = GetGOInfo();
1894
1895 if (!user->IsPlayer())
1896 return;
1897
1898 Player* player = user->ToPlayer();
1899
1900 Player* targetPlayer = ObjectAccessor::FindPlayer(player->GetTarget());
1901
1902 // accept only use by player from same raid as caster
1903 if (!targetPlayer || !targetPlayer->IsInSameRaidWith(player))
1904 return;
1905
1906 //required lvl checks!
1907 uint8 level = player->GetLevel();
1908 if (level < info->meetingstone.minLevel)
1909 return;
1910 level = targetPlayer->GetLevel();
1911 if (level < info->meetingstone.minLevel)
1912 return;
1913
1914 spellId = 23598; // Meeting Stone Summon
1915
1916 break;
1917 }
1918
1919 case GAMEOBJECT_TYPE_FLAGSTAND: // 24
1920 {
1921 if (!user->IsPlayer())
1922 return;
1923
1924 Player* player = user->ToPlayer();
1925
1926 if (player->CanUseBattlegroundObject(this))
1927 {
1928 // in battleground check
1929 Battleground* bg = player->GetBattleground();
1930 if (!bg)
1931 return;
1932
1933 if (player->GetVehicle())
1934 return;
1935
1938 // BG flag click
1939 // AB:
1940 // 15001
1941 // 15002
1942 // 15003
1943 // 15004
1944 // 15005
1945 bg->EventPlayerClickedOnFlag(player, this);
1946 return; //we don;t need to delete flag ... it is despawned!
1947 }
1948 break;
1949 }
1950
1951 case GAMEOBJECT_TYPE_FISHINGHOLE: // 25
1952 {
1953 if (!user->IsPlayer())
1954 return;
1955
1956 Player* player = user->ToPlayer();
1957
1958 player->SendLoot(GetGUID(), LOOT_FISHINGHOLE);
1960 return;
1961 }
1962
1963 case GAMEOBJECT_TYPE_FLAGDROP: // 26
1964 {
1965 if (!user->IsPlayer())
1966 return;
1967
1968 Player* player = user->ToPlayer();
1969
1970 if (player->CanUseBattlegroundObject(this))
1971 {
1972 // in battleground check
1973 Battleground* bg = player->GetBattleground();
1974 if (!bg)
1975 return;
1976
1977 if (player->GetVehicle())
1978 return;
1979
1982 // BG flag dropped
1983 // WS:
1984 // 179785 - Silverwing Flag
1985 // 179786 - Warsong Flag
1986 // EotS:
1987 // 184142 - Netherstorm Flag
1988 GameObjectTemplate const* info = GetGOInfo();
1989 if (info)
1990 {
1992 {
1993 GameObject::gameObjectToEventFlag[info->entry](player, this, bg);
1994 }
1995 else
1996 {
1997 switch (info->entry)
1998 {
1999 case 179785: // Silverwing Flag
2000 case 179786: // Warsong Flag
2001 if (bg->GetBgTypeID(true) == BATTLEGROUND_WS)
2002 bg->EventPlayerClickedOnFlag(player, this);
2003 break;
2004 case 184142: // Netherstorm Flag
2005 if (bg->GetBgTypeID(true) == BATTLEGROUND_EY)
2006 bg->EventPlayerClickedOnFlag(player, this);
2007 break;
2008 }
2009 }
2010 }
2011 //this cause to call return, all flags must be deleted here!!
2012 spellId = 0;
2013 Delete();
2014 }
2015 break;
2016 }
2018 {
2019 GameObjectTemplate const* info = GetGOInfo();
2020 if (!info)
2021 return;
2022
2023 if (!user->IsPlayer())
2024 return;
2025
2026 Player* player = user->ToPlayer();
2027
2028 // fallback, will always work
2030
2032 player->SendDirectMessage(&data);
2033
2035 return;
2036 }
2037 default:
2039 LOG_ERROR("entities.gameobject", "GameObject::Use(): unit ({}, name: {}) tries to use object ({}, name: {}) of unknown type ({})",
2040 user->GetGUID().ToString(), user->GetName(), GetGUID().ToString(), GetGOInfo()->name, GetGoType());
2041 break;
2042 }
2043
2044 if (!spellId)
2045 return;
2046
2047 SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
2048 if (!spellInfo)
2049 {
2050 if (!user->IsPlayer() || !sOutdoorPvPMgr->HandleCustomSpell(user->ToPlayer(), spellId, this))
2051 LOG_ERROR("entities.gameobject", "WORLD: unknown spell id {} at use action for gameobject (Entry: {} GoType: {})", spellId, GetEntry(), GetGoType());
2052 else
2053 LOG_DEBUG("outdoorpvp", "WORLD: {} non-dbc spell was handled by OutdoorPvP", spellId);
2054 return;
2055 }
2056
2059
2060 if (Player* player = user->ToPlayer())
2061 sOutdoorPvPMgr->HandleCustomSpell(player, spellId, this);
2062
2063 if (spellCaster)
2064 {
2065 if ((spellCaster->CastSpell(user, spellInfo, TriggerCastFlags(triggeredFlags)) == SPELL_CAST_OK) && GetGoType() == GAMEOBJECT_TYPE_SPELLCASTER)
2066 AddUse();
2067 }
2068 else
2069 CastSpell(user, spellId);
2070}
@ ACHIEVEMENT_CRITERIA_TYPE_FISH_IN_GAMEOBJECT
Definition DBCEnums.h:183
@ LOOT_FISHING_JUNK
Definition LootMgr.h:91
@ LOOT_FISHING
Definition LootMgr.h:82
@ LOOT_FISHINGHOLE
Definition LootMgr.h:89
#define DEFAULT_VISIBILITY_DISTANCE
Definition ObjectDefines.h:39
ScriptMapMap sEventScripts
Definition ObjectMgr.cpp:61
#define sOutdoorPvPMgr
Definition OutdoorPvPMgr.h:102
@ TELE_TO_NOT_LEAVE_COMBAT
Definition Player.h:816
@ TELE_TO_NOT_UNSUMMON_PET
Definition Player.h:817
@ TELE_TO_NOT_LEAVE_TRANSPORT
Definition Player.h:815
int32 irand(int32 min, int32 max)
Definition Random.cpp:37
@ GAMEOBJECT_TYPE_MEETINGSTONE
Definition SharedDefines.h:1589
@ GAMEOBJECT_TYPE_SPELLCASTER
Definition SharedDefines.h:1588
@ BATTLEGROUND_WS
Definition SharedDefines.h:3740
@ BATTLEGROUND_EY
Definition SharedDefines.h:3745
@ SPELL_CAST_OK
Definition SharedDefines.h:1126
@ SKILL_FISHING
Definition SharedDefines.h:3192
@ SPELL_AURA_MOD_INVISIBILITY
Definition SpellAuraDefines.h:81
@ SPELL_AURA_MOUNTED
Definition SpellAuraDefines.h:141
@ SPELL_AURA_MOD_STEALTH
Definition SpellAuraDefines.h:79
TriggerCastFlags
Definition SpellDefines.h:132
@ TRIGGERED_IGNORE_POWER_AND_REAGENT_COST
Will ignore Spell and Category cooldowns.
Definition SpellDefines.h:136
@ TRIGGERED_CAST_DIRECTLY
Will ignore combo point requirement.
Definition SpellDefines.h:141
@ TRIGGERED_IGNORE_CASTER_MOUNTED_OR_ON_VEHICLE
Will ignore caster aura states including combat requirements and death state.
Definition SpellDefines.h:146
@ TRIGGERED_IGNORE_EFFECTS
Periodic aura tick wont be reset on override.
Definition SpellDefines.h:153
@ TRIGGERED_NONE
Definition SpellDefines.h:133
@ UNIT_STAND_STATE_SIT_LOW_CHAIR
Definition UnitDefines.h:39
@ UNIT_STAND_STATE_SIT
Definition UnitDefines.h:36
virtual void EventPlayerClickedOnFlag(Player *, GameObject *)
Definition Battleground.h:515
BattlegroundTypeId GetBgTypeID(bool GetRandom=false) const
Definition Battleground.h:320
void StartCinematic(uint32 const cinematicSequenceId)
Definition CinematicMgr.cpp:31
void UseDoorOrButton(uint32 time_to_restore=0, bool alternative=false, Unit *user=nullptr)
Definition GameObject.cpp:1405
static std::unordered_map< int, goEventFlag > gameObjectToEventFlag
Definition GameObject.h:2952
LootState getLootState() const
Definition GameObject.h:223
ChairSlotAndUser ChairListSlots
Definition GameObject.h:389
void TriggeringLinkedGameObject(uint32 trapEntry, Unit *target)
Definition GameObject.cpp:1361
GameObject * LookupFishingHoleAround(float range)
Definition GameObject.cpp:1384
void Use(Unit *user)
Definition GameObject.cpp:1455
void AddUniqueUse(Player *player)
Definition GameObject.cpp:921
void SetSpellId(uint32 id)
Definition GameObject.h:176
Definition GroupReference.h:27
bool IsMember(ObjectGuid guid) const
Definition Group.cpp:2346
void ScriptsStart(std::map< uint32, std::multimap< uint32, ScriptInfo > > const &scripts, uint32 id, Object *source, Object *target)
Put scripts in the execution queue.
Definition MapScripts.cpp:31
void UpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscValue1=0, uint32 miscValue2=0, Unit *unit=nullptr)
Definition PlayerUpdates.cpp:2169
bool IsInSameRaidWith(Player const *p) const
Definition Player.h:1902
bool UpdateFishingSkill()
Definition PlayerUpdates.cpp:884
uint16 GetSkillValue(uint32 skill) const
Definition Player.cpp:5438
bool CanUseBattlegroundObject(GameObject *gameobject) const
Definition Player.cpp:13238
CinematicMgr & GetCinematicMgr()
Definition Player.h:1396
void SendPreparedGossip(WorldObject *source)
Definition PlayerGossip.cpp:214
void SendLoot(ObjectGuid guid, LootType loot_type)
Definition Player.cpp:7798
Group * GetGroup()
Definition Player.h:2504
bool TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options=0, Unit *target=nullptr, bool newInstance=false)
Definition Player.cpp:1352
void KillCreditGO(uint32 entry, ObjectGuid guid=ObjectGuid::Empty)
Definition PlayerQuest.cpp:2088
void PrepareGossipMenu(WorldObject *source, uint32 menuId=0, bool showQuests=false)
Definition PlayerGossip.cpp:32
Vehicle * GetVehicle() const
Definition Unit.h:1926
void FinishSpell(CurrentSpellTypes spellType, bool ok=true)
Definition Unit.cpp:4260
void RemoveAurasByType(AuraType auraType, ObjectGuid casterGUID=ObjectGuid::Empty, Aura *except=nullptr, bool negative=true, bool positive=true)
Definition Unit.cpp:5365
void SetStandState(uint8 state)
Definition Unit.cpp:13089
ObjectGuid GetTarget() const
Definition Unit.h:861
uint8 GetLevel() const
Definition Unit.h:1103
float GetDistance2d(WorldObject const *obj) const
Definition Object.cpp:1313
@ SMSG_GAMEOBJECT_PAGETEXT
Definition Opcodes.h:509
@ SMSG_ENABLE_BARBER_SHOP
Definition Opcodes.h:1093
@ SMSG_FISH_NOT_HOOKED
Definition Opcodes.h:486
Player * FindPlayer(ObjectGuid const guid)
Definition ObjectAccessor.cpp:245
uint32 castersGrouped
Definition GameObjectData.h:238
struct GameObjectTemplate::@234::@248 camera
uint32 height
Definition GameObjectData.h:136
uint32 gossipID
Definition GameObjectData.h:73
uint32 GetAutoCloseTime() const
Definition GameObjectData.h:511
uint32 linkedTrap
Definition GameObjectData.h:60
uint32 slots
Definition GameObjectData.h:135
bool IsUsableMounted() const
Definition GameObjectData.h:411
struct GameObjectTemplate::@234::@252 spellcaster
uint32 partyOnly
Definition GameObjectData.h:254
struct GameObjectTemplate::@234::@242 chair
uint32 chairheight
Definition GameObjectData.h:346
uint32 eventId
Definition GameObjectData.h:90
uint32 pageId
Definition GameObjectData.h:169
uint32 eventID
Definition GameObjectData.h:210
struct GameObjectTemplate::@234::@261 barberChair
uint32 cinematicId
Definition GameObjectData.h:209
uint32 customAnim
Definition GameObjectData.h:74
uint32 linkedTrapId
Definition GameObjectData.h:91

References ACHIEVEMENT_CRITERIA_TYPE_FISH_IN_GAMEOBJECT, AddUniqueUse(), AddUse(), AI(), GameObjectTemplate::animSpell, GameObjectTemplate::barberChair, BATTLEGROUND_EY, BATTLEGROUND_WS, GameObjectTemplate::camera, Player::CanUseBattlegroundObject(), GameObjectTemplate::castersGrouped, Unit::CastSpell(), CastSpell(), GameObjectTemplate::chair, GameObjectTemplate::chairheight, ChairListSlots, CheckRitualList(), GameObjectTemplate::cinematicId, CONTACT_DISTANCE, GameObjectTemplate::cooldown, CURRENT_CHANNELED_SPELL, GameObjectTemplate::customAnim, DEFAULT_VISIBILITY_DISTANCE, Delete(), GameObjectTemplate::entry, GameObjectTemplate::eventId, GameObjectTemplate::eventID, EventInform(), Battleground::EventPlayerClickedOnFlag(), ObjectAccessor::FindPlayer(), Unit::FinishSpell(), GAMEOBJECT_TYPE_BARBER_CHAIR, GAMEOBJECT_TYPE_BUTTON, GAMEOBJECT_TYPE_CAMERA, GAMEOBJECT_TYPE_CHAIR, GAMEOBJECT_TYPE_DOOR, GAMEOBJECT_TYPE_FISHINGHOLE, GAMEOBJECT_TYPE_FISHINGNODE, GAMEOBJECT_TYPE_FLAGDROP, GAMEOBJECT_TYPE_FLAGSTAND, GAMEOBJECT_TYPE_GOOBER, GAMEOBJECT_TYPE_MEETINGSTONE, GAMEOBJECT_TYPE_QUESTGIVER, GAMEOBJECT_TYPE_SPELLCASTER, GAMEOBJECT_TYPE_SUMMONING_RITUAL, GAMEOBJECT_TYPE_TRAP, gameObjectToEventFlag, GameObjectTemplate::GetAutoCloseTime(), Player::GetBattleground(), Battleground::GetBgTypeID(), Player::GetCinematicMgr(), Unit::GetCurrentSpell(), WorldObject::GetDistance2d(), Object::GetEntry(), GameTime::GetGameTimeMS(), GetGoAnimProgress(), GetGOInfo(), GetGoType(), Player::GetGroup(), Object::GetGUID(), Object::GetGUID(), Unit::GetLevel(), getLootState(), WorldObject::GetMap(), WorldLocation::GetMapId(), WorldObject::GetName(), Position::GetOrientation(), GetOwner(), GetOwnerGUID(), ObjectAccessor::GetPlayer(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), Player::GetQuestStatus(), Player::GetSkillValue(), GetSpellId(), Unit::GetTarget(), GetUniqueUseCount(), Unit::GetVehicle(), WorldObject::GetZoneAndAreaId(), GO_ACTIVATED, GO_FLAG_IN_USE, GO_FLAG_NOT_SELECTABLE, GO_JUST_DEACTIVATED, GO_NOT_READY, GO_READY, GO_STATE_ACTIVE, GameObjectTemplate::goober, GameObjectTemplate::gossipID, HasGameObjectFlag(), GameObjectTemplate::height, IN_MILLISECONDS, irand(), Player::IsInSameRaidWith(), Group::IsMember(), Object::IsPlayer(), GameObjectTemplate::IsUsableMounted(), Player::KillCreditGO(), GameObjectTemplate::linkedTrap, GameObjectTemplate::linkedTrapId, LOG_DEBUG, LOG_ERROR, LookupFishingHoleAround(), LOOT_FISHING, LOOT_FISHING_JUNK, LOOT_FISHINGHOLE, m_cooldownTime, m_goInfo, m_ritualOwnerGUID, m_spawnId, MAX_GAMEOBJECT_TYPE, GameObjectTemplate::pageId, GameObjectTemplate::partyOnly, Player::PrepareGossipMenu(), QUEST_STATUS_INCOMPLETE, GameObjectTemplate::questId, Unit::RemoveAurasByType(), RemoveFromOwner(), GameObjectTemplate::reqParticipants, Map::ScriptsStart(), SendCustomAnim(), Player::SendDirectMessage(), Player::SendLoot(), Player::SendPreparedGossip(), SetGameObjectFlag(), SetGoState(), SetLootState(), SetOwnerGUID(), SetSpellId(), Unit::SetStandState(), sEventScripts, GameObjectTemplate::size, SKILL_FISHING, GameObjectTemplate::slots, SMSG_ENABLE_BARBER_SHOP, SMSG_FISH_NOT_HOOKED, SMSG_GAMEOBJECT_PAGETEXT, sObjectMgr, sOutdoorPvPMgr, SPELL_AURA_MOD_INVISIBILITY, SPELL_AURA_MOD_STEALTH, SPELL_AURA_MOUNTED, SPELL_CAST_OK, GameObjectTemplate::spellcaster, GameObjectTemplate::spellId, sScriptMgr, sSpellMgr, CinematicMgr::StartCinematic(), GameObjectTemplate::summoningRitual, TELE_TO_NOT_LEAVE_COMBAT, TELE_TO_NOT_LEAVE_TRANSPORT, TELE_TO_NOT_UNSUMMON_PET, Player::TeleportTo(), Object::ToPlayer(), ObjectGuid::ToString(), Position::ToString(), GameObjectTemplate::trap, TRIGGERED_CAST_DIRECTLY, TRIGGERED_IGNORE_CASTER_MOUNTED_OR_ON_VEHICLE, TRIGGERED_IGNORE_EFFECTS, TRIGGERED_IGNORE_POWER_AND_REAGENT_COST, TRIGGERED_NONE, TriggeringLinkedGameObject(), GameObjectTemplate::type, UNIT_STAND_STATE_SIT, UNIT_STAND_STATE_SIT_LOW_CHAIR, Player::UpdateAchievementCriteria(), Player::UpdateFishingSkill(), Use(), and UseDoorOrButton().

Referenced by Spell::EffectActivateObject(), spell_q9452_cast_net::HandleActiveObject(), go_sand_trap::Reset(), Spell::SendLoot(), npc_valiance_keep_cannoneer::npc_valiance_keep_cannoneerAI::UpdateAI(), and Use().

◆ UseDoorOrButton()

◆ ValidateGameobjectType()

bool GameObject::ValidateGameobjectType ( ) const
2548{
2549 switch (m_goInfo->type)
2550 {
2556 return true;
2557 default:
2558 return false;
2559 }
2560}
@ GAMEOBJECT_TYPE_TRAPDOOR
Definition SharedDefines.h:1601

References GAMEOBJECT_TYPE_BUTTON, GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING, GAMEOBJECT_TYPE_DOOR, GAMEOBJECT_TYPE_TRAP, GAMEOBJECT_TYPE_TRAPDOOR, m_goInfo, and GameObjectTemplate::type.

Referenced by IsInstanceGameobject().

Member Data Documentation

◆ _lootStateUnitGUID

ObjectGuid GameObject::_lootStateUnitGUID
protected

Referenced by SetLootState(), and Update().

◆ ChairListSlots

ChairSlotAndUser GameObject::ChairListSlots
protected

Referenced by Use().

◆ gameObjectToEventFlag

std::unordered_map< int, goEventFlag > GameObject::gameObjectToEventFlag = { }
static
3001{
3002 //11 GAMEOBJECT_TYPE_TRANSPORT
3003 struct
3004 {
3005 uint32 PathProgress;
3006 TransportAnimation const* AnimationInfo;
3007 } Transport;
3008 //25 GAMEOBJECT_TYPE_FISHINGHOLE
3009 struct
3010 {
3011 uint32 MaxOpens;
3012 } FishingHole;
3013 //29 GAMEOBJECT_TYPE_CAPTURE_POINT
3014 struct
3015 {
3016 OPvPCapturePoint* OPvPObj;
3017 } CapturePoint;
3018 //33 GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING
3019 struct
3020 {
3021 uint32 Health;
3022 uint32 MaxHealth;
3023 } Building;
3024};
3025
3026enum class GameObjectActions : uint32
3027{
3028 // Name from client executable // Comments
3029 None, // -NONE-
3030 AnimateCustom0, // Animate Custom0
3031 AnimateCustom1, // Animate Custom1
3032 AnimateCustom2, // Animate Custom2
3033 AnimateCustom3, // Animate Custom3
3034 Disturb, // Disturb // Triggers trap
3035 Unlock, // Unlock // Resets GO_FLAG_LOCKED
3036 Lock, // Lock // Sets GO_FLAG_LOCKED
3037 Open, // Open // Sets GO_STATE_ACTIVE
3038 OpenAndUnlock, // Open + Unlock // Sets GO_STATE_ACTIVE and resets GO_FLAG_LOCKED
3039 Close, // Close // Sets GO_STATE_READY
3040 ToggleOpen, // Toggle Open
3041 Destroy, // Destroy // Sets GO_STATE_DESTROYED
3042 Rebuild, // Rebuild // Resets from GO_STATE_DESTROYED
3043 Creation, // Creation
3044 Despawn, // Despawn
3045 MakeInert, // Make Inert // Disables interactions
3046 MakeActive, // Make Active // Enables interactions
3047 CloseAndLock, // Close + Lock // Sets GO_STATE_READY and sets GO_FLAG_LOCKED
3048 UseArtKit0, // Use ArtKit0 // 46904: 121
3049 UseArtKit1, // Use ArtKit1 // 36639: 81, 46903: 122
3050 UseArtKit2, // Use ArtKit2
3051 UseArtKit3, // Use ArtKit3
3052 SetTapList, // Set Tap List
3053};
3054
3055// For containers: [GO_NOT_READY]->GO_READY (close)->GO_ACTIVATED (open) ->GO_JUST_DEACTIVATED->GO_READY -> ...
3056// For bobber: GO_NOT_READY ->GO_READY (close)->GO_ACTIVATED (open) ->GO_JUST_DEACTIVATED-><deleted>
3057// For door(closed):[GO_NOT_READY]->GO_READY (close)->GO_ACTIVATED (open) ->GO_JUST_DEACTIVATED->GO_READY(close) -> ...
3058// For door(open): [GO_NOT_READY]->GO_READY (open) ->GO_ACTIVATED (close)->GO_JUST_DEACTIVATED->GO_READY(open) -> ...
3059enum LootState
3060{
3062 GO_READY, // can be ready but despawned, and then not possible activate until spawn
3065};
3066
3067// 5 sec for bobber catch
3068#define FISHING_BOBBER_READY_TIME 5
3069
3070class GameObject : public WorldObject, public GridObject<GameObject>, public MovableMapObject, public UpdatableMapObject
3071{
3072public:
3073 explicit GameObject();
3074 ~GameObject() override;
3075
3076 void BuildValuesUpdate(uint8 updateType, ByteBuffer* data, Player* target) override;
3077
3078 void AddToWorld() override;
3079 void RemoveFromWorld() override;
3080 void CleanupsBeforeDelete(bool finalCleanup = true) override;
3081
3082 uint32 GetDynamicFlags() const override { return GetUInt32Value(GAMEOBJECT_DYNAMIC); }
3083 void ReplaceAllDynamicFlags(uint32 flag) override { SetUInt32Value(GAMEOBJECT_DYNAMIC, flag); }
3084
3085 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);
3086 void Update(uint32 p_time) override;
3087 [[nodiscard]] GameObjectTemplate const* GetGOInfo() const { return m_goInfo; }
3088 [[nodiscard]] GameObjectTemplateAddon const* GetTemplateAddon() const;
3089 [[nodiscard]] GameObjectData const* GetGameObjectData() const { return m_goData; }
3090 [[nodiscard]] GameObjectValue const* GetGOValue() const { return &m_goValue; }
3091
3092 [[nodiscard]] bool IsTransport() const;
3093 [[nodiscard]] bool IsDestructibleBuilding() const;
3094
3095 [[nodiscard]] ObjectGuid::LowType GetSpawnId() const { return m_spawnId; }
3096
3097 // z_rot, y_rot, x_rot - rotation angles around z, y and x axes
3098 void SetWorldRotationAngles(float z_rot, float y_rot, float x_rot);
3099 void SetWorldRotation(G3D::Quat const& rot);
3100 void SetTransportPathRotation(float qx, float qy, float qz, float qw);
3101 [[nodiscard]] G3D::Quat const& GetWorldRotation() const { return WorldRotation; }
3102 [[nodiscard]] int64 GetPackedWorldRotation() const { return m_packedRotation; }
3103 [[nodiscard]] G3D::Quat GetFinalWorldRotation() const;
3104
3105 // overwrite WorldObject function for proper name localization
3106 [[nodiscard]] std::string const& GetNameForLocaleIdx(LocaleConstant locale_idx) const override;
3107
3108 void SaveToDB(bool saveAddon = false);
3109 void SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask, bool saveAddon = false);
3110 virtual bool LoadFromDB(ObjectGuid::LowType guid, Map* map) { return LoadGameObjectFromDB(guid, map, false); }
3111 virtual bool LoadGameObjectFromDB(ObjectGuid::LowType guid, Map* map, bool addToMap = true);
3112 void DeleteFromDB();
3113
3114 void SetOwnerGUID(ObjectGuid owner)
3115 {
3116 // Owner already found and different than expected owner - remove object from old owner
3117 if (owner && GetOwnerGUID() && GetOwnerGUID() != owner)
3118 {
3119 ABORT();
3120 }
3121 m_spawnedByDefault = false; // all object with owner is despawned after delay
3123 }
3124 [[nodiscard]] ObjectGuid GetOwnerGUID() const { return GetGuidValue(OBJECT_FIELD_CREATED_BY); }
3125 [[nodiscard]] Unit* GetOwner() const;
3126
3127 void SetSpellId(uint32 id)
3128 {
3129 m_spawnedByDefault = false; // all summoned object is despawned after delay
3130 m_spellId = id;
3131 }
3132 [[nodiscard]] uint32 GetSpellId() const { return m_spellId;}
3133
3134 [[nodiscard]] time_t GetRespawnTime() const { return m_respawnTime; }
3135 [[nodiscard]] time_t GetRespawnTimeEx() const;
3136
3137 void SetRespawnTime(int32 respawn);
3138 void SetRespawnDelay(int32 respawn);
3139 void Respawn();
3140 [[nodiscard]] bool isSpawned() const
3141 {
3142 return m_respawnDelayTime == 0 ||
3145 }
3146 [[nodiscard]] bool isSpawnedByDefault() const { return m_spawnedByDefault; }
3147 void SetSpawnedByDefault(bool b) { m_spawnedByDefault = b; }
3148 [[nodiscard]] uint32 GetRespawnDelay() const { return m_respawnDelayTime; }
3149 void Refresh();
3150 void DespawnOrUnsummon(Milliseconds delay = 0ms, Seconds forcedRespawnTime = 0s);
3151 void Delete();
3152 void GetFishLoot(Loot* fishLoot, Player* lootOwner, bool junk = false);
3153 [[nodiscard]] GameobjectTypes GetGoType() const { return GameobjectTypes(GetByteValue(GAMEOBJECT_BYTES_1, 1)); }
3155 [[nodiscard]] GOState GetGoState() const { return GOState(GetByteValue(GAMEOBJECT_BYTES_1, 0)); }
3156 void SetGoState(GOState state);
3157 [[nodiscard]] uint8 GetGoArtKit() const { return GetByteValue(GAMEOBJECT_BYTES_1, 2); }
3158 void SetGoArtKit(uint8 artkit);
3159 [[nodiscard]] uint8 GetGoAnimProgress() const { return GetByteValue(GAMEOBJECT_BYTES_1, 3); }
3160 void SetGoAnimProgress(uint8 animprogress) { SetByteValue(GAMEOBJECT_BYTES_1, 3, animprogress); }
3161 static void SetGoArtKit(uint8 artkit, GameObject* go, ObjectGuid::LowType lowguid = 0);
3162
3163 void SetPhaseMask(uint32 newPhaseMask, bool update) override;
3164 void EnableCollision(bool enable);
3165
3167 bool HasGameObjectFlag(GameObjectFlags flags) const { return HasFlag(GAMEOBJECT_FLAGS, flags) != 0; }
3171
3172 void Use(Unit* user);
3173
3174 [[nodiscard]] LootState getLootState() const { return m_lootState; }
3175 // Note: unit is only used when s = GO_ACTIVATED
3176 void SetLootState(LootState s, Unit* unit = nullptr);
3177
3178 [[nodiscard]] uint16 GetLootMode() const { return m_LootMode; }
3179 [[nodiscard]] bool HasLootMode(uint16 lootMode) const { return m_LootMode & lootMode; }
3180 void SetLootMode(uint16 lootMode) { m_LootMode = lootMode; }
3181 void AddLootMode(uint16 lootMode) { m_LootMode |= lootMode; }
3182 void RemoveLootMode(uint16 lootMode) { m_LootMode &= ~lootMode; }
3184
3185 void AddToSkillupList(ObjectGuid const& playerGuid);
3186 [[nodiscard]] bool IsInSkillupList(ObjectGuid const& playerGuid) const;
3187
3188 void AddUniqueUse(Player* player);
3189 void AddUse() { ++m_usetimes; }
3190
3191 [[nodiscard]] uint32 GetUseCount() const { return m_usetimes; }
3192 [[nodiscard]] uint32 GetUniqueUseCount() const { return m_unique_users.size(); }
3193
3194 void SaveRespawnTime() override { SaveRespawnTime(0); }
3195 void SaveRespawnTime(uint32 forceDelay);
3196
3197 Loot loot;
3198
3199 [[nodiscard]] Player* GetLootRecipient() const;
3200 [[nodiscard]] Group* GetLootRecipientGroup() const;
3201 void SetLootRecipient(Creature* creature);
3202 void SetLootRecipient(Map* map);
3203 bool IsLootAllowedFor(Player const* player) const;
3204 [[nodiscard]] bool HasLootRecipient() const { return m_lootRecipient || m_lootRecipientGroup; }
3205 uint32 m_groupLootTimer; // (msecs)timer used for group loot
3206 uint32 lootingGroupLowGUID; // used to find group which is looting
3207 void SetLootGenerationTime();
3208 [[nodiscard]] uint32 GetLootGenerationTime() const { return m_lootGenerationTime; }
3209
3210 [[nodiscard]] GameObject* GetLinkedTrap();
3211 void SetLinkedTrap(GameObject* linkedTrap) { m_linkedTrap = linkedTrap->GetGUID(); }
3212
3213 [[nodiscard]] bool hasQuest(uint32 quest_id) const override;
3214 [[nodiscard]] bool hasInvolvedQuest(uint32 quest_id) const override;
3215 bool ActivateToQuest(Player* target) const;
3216 void UseDoorOrButton(uint32 time_to_restore = 0, bool alternative = false, Unit* user = nullptr);
3217 // 0 = use `gameobject`.`spawntimesecs`
3218 void ResetDoorOrButton();
3219
3220 void TriggeringLinkedGameObject(uint32 trapEntry, Unit* target);
3221
3222 [[nodiscard]] bool IsNeverVisible() const override;
3223 bool IsAlwaysVisibleFor(WorldObject const* seer) const override;
3224 [[nodiscard]] bool IsInvisibleDueToDespawn() const override;
3225
3226 uint8 getLevelForTarget(WorldObject const* target) const override
3227 {
3228 if (Unit* owner = GetOwner())
3229 return owner->getLevelForTarget(target);
3230
3231 return 1;
3232 }
3233
3234 GameObject* LookupFishingHoleAround(float range);
3235
3236 void CastSpell(Unit* target, uint32 spell);
3237 void SendCustomAnim(uint32 anim);
3238 bool IsInRange2d(float x, float y, float radius) const;
3239 bool IsInRange3d(float x, float y, float z, float radius) const;
3240
3241 void ModifyHealth(int32 change, Unit* attackerOrHealer = nullptr, uint32 spellId = 0);
3243 // sets GameObject type 33 destruction flags and optionally default health for that state
3244 void SetDestructibleState(GameObjectDestructibleState state, Player* eventInvoker = nullptr, bool setHealth = false);
3246 {
3252 }
3253
3254 void EventInform(uint32 eventId);
3255
3256 [[nodiscard]] virtual uint32 GetScriptId() const;
3257 [[nodiscard]] GameObjectAI* AI() const { return m_AI; }
3258
3259 [[nodiscard]] std::string const& GetAIName() const;
3260 void SetDisplayId(uint32 displayid);
3261 [[nodiscard]] uint32 GetDisplayId() const { return GetUInt32Value(GAMEOBJECT_DISPLAYID); }
3262
3264 void GetRespawnPosition(float& x, float& y, float& z, float* ori = nullptr) const;
3265
3266 void SetPosition(float x, float y, float z, float o);
3267 void SetPosition(const Position& pos) { SetPosition(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation()); }
3268
3269 [[nodiscard]] bool IsStaticTransport() const { return GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT; }
3270 [[nodiscard]] bool IsMotionTransport() const { return GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT; }
3271
3272 Transport* ToTransport() { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT || GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<Transport*>(this); else return nullptr; }
3273 [[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; }
3274
3275 StaticTransport* ToStaticTransport() { if (GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<StaticTransport*>(this); else return nullptr; }
3276 [[nodiscard]] StaticTransport const* ToStaticTransport() const { if (GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<StaticTransport const*>(this); else return nullptr; }
3277
3278 MotionTransport* ToMotionTransport() { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT) return reinterpret_cast<MotionTransport*>(this); else return nullptr; }
3279 [[nodiscard]] MotionTransport const* ToMotionTransport() const { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT) return reinterpret_cast<MotionTransport const*>(this); else return nullptr; }
3280
3281 [[nodiscard]] float GetStationaryX() const override { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionX(); return GetPositionX(); }
3282 [[nodiscard]] float GetStationaryY() const override { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionY(); return GetPositionY(); }
3283 [[nodiscard]] float GetStationaryZ() const override { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionZ(); return GetPositionZ(); }
3284 [[nodiscard]] float GetStationaryO() const override { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetOrientation(); return GetOrientation(); }
3285
3286 [[nodiscard]] float GetInteractionDistance() const;
3287
3288 void UpdateModelPosition();
3289
3290 [[nodiscard]] bool IsAtInteractDistance(Position const& pos, float radius) const;
3291 [[nodiscard]] bool IsAtInteractDistance(Player const* player, SpellInfo const* spell = nullptr) const;
3292
3293 [[nodiscard]] bool IsWithinDistInMap(Player const* player) const;
3295
3296 [[nodiscard]] SpellInfo const* GetSpellForLock(Player const* player) const;
3297
3298 static std::unordered_map<int, goEventFlag> gameObjectToEventFlag; // Gameobject -> event flag
3299
3300 [[nodiscard]] bool ValidateGameobjectType() const;
3301 [[nodiscard]] bool IsInstanceGameobject() const;
3302 [[nodiscard]] uint8 GameobjectStateToInt(GOState* state) const;
3303
3304 /* A check to verify if this object is available to be saved on the DB when
3305 * a state change occurs
3306 */
3307 [[nodiscard]] bool IsAllowedToSaveToDB() const { return m_saveStateOnDb; };
3308
3309 /* Enable or Disable the ability to save on the database this gameobject's state
3310 * whenever it changes
3311 */
3312 void AllowSaveToDB(bool enable) { m_saveStateOnDb = enable; };
3313
3314 void SaveStateToDB();
3315
3316 std::string GetDebugInfo() const override;
3317
3318 bool IsUpdateNeeded() override;
3319protected:
3320 bool AIM_Initialize();
3322 void UpdateModel(); // updates model in case displayId were changed
3324 time_t m_respawnTime; // (secs) time of next respawn (or despawn if GO have owner()),
3325 uint32 m_respawnDelayTime; // (secs) if 0 then current GO state no dependent from timer
3327 Seconds m_despawnRespawnTime; // override respawn time after delayed despawn
3330 bool m_spawnedByDefault;
3331 uint32 m_cooldownTime; // used as internal reaction delay time store (not state change reaction).
3332 // For traps this: spell casting cooldown, for doors/buttons: reset time.
3333 std::unordered_map<ObjectGuid, int32> m_SkillupList;
3334
3335 ObjectGuid m_ritualOwnerGUID; // used for GAMEOBJECT_TYPE_SUMMONING_RITUAL where GO is not summoned (no owner)
3338
3339 typedef std::map<uint32, ObjectGuid> ChairSlotAndUser;
3341
3344 GameObjectData const* m_goData;
3347
3349 G3D::Quat WorldRotation;
3351
3354 uint16 m_LootMode; // bitmask, default LOOT_MODE_DEFAULT, determines what loot will be lootable
3356
3358
3360
3361private:
3362 void CheckRitualList();
3363 void ClearRitualList();
3364 void RemoveFromOwner();
3365 void SwitchDoorOrButton(bool activate, bool alternative = false);
3366 void UpdatePackedRotation();
3367
3369 bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool /*is3D*/, bool /*incOwnRadius = true*/, bool /*incTargetRadius = true*/) const override
3370 {
3372 dist2compare += obj->GetObjectSize();
3373 return IsInRange3d(obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ(), dist2compare);
3374 }
3375
3376 bool IsWithinSightRange(Position const& pos, float dist) const override;
3377
3379
3380 bool m_saveStateOnDb = false;
3381};
3382#endif
LocaleConstant
Definition Common.h:117
std::chrono::milliseconds Milliseconds
Milliseconds shorthand typedef.
Definition Duration.h:27
LootState
Definition GameObject.h:109
GameObjectActions
Definition GameObject.h:76
std::set< ObjectGuid > GuidSet
Definition ObjectGuid.h:253
Definition GameObjectAI.h:33
Definition GameObjectModel.h:54
void GetRespawnPosition(float &x, float &y, float &z, float *ori=nullptr) const
Definition GameObject.cpp:2855
uint32 GetRespawnDelay() const
Definition GameObject.h:197
bool IsWithinDistInMap(Player const *player) const
Definition GameObject.cpp:3018
void AddLootMode(uint16 lootMode)
Definition GameObject.h:230
~GameObject() override
Definition GameObject.cpp:93
bool IsUpdateNeeded() override
Definition GameObject.cpp:3111
void DeleteFromDB()
Definition GameObject.cpp:1163
std::string GetDebugInfo() const override
Definition GameObject.cpp:3102
bool hasInvolvedQuest(uint32 quest_id) const override
Definition GameObject.cpp:1191
float GetStationaryZ() const override
Definition GameObject.h:332
uint32 GetDynamicFlags() const override
Definition GameObject.h:131
uint8 getLevelForTarget(WorldObject const *target) const override
Definition GameObject.h:275
float GetStationaryY() const override
Definition GameObject.h:331
void GetFishLoot(Loot *fishLoot, Player *lootOwner, bool junk=false)
Definition GameObject.cpp:996
bool HasLootMode(uint16 lootMode) const
Definition GameObject.h:228
GameObjectValue const * GetGOValue() const
Definition GameObject.h:139
Player * GetLootRecipient() const
Definition GameObject.cpp:2647
bool IsAlwaysVisibleFor(WorldObject const *seer) const override
Definition GameObject.cpp:1239
time_t GetRespawnTime() const
Definition GameObject.h:183
uint32 GetLootGenerationTime() const
Definition GameObject.h:257
float GetStationaryX() const override
Definition GameObject.h:330
void RemoveLootMode(uint16 lootMode)
Definition GameObject.h:231
void SetSpawnedByDefault(bool b)
Definition GameObject.h:196
bool IsInSkillupList(ObjectGuid const &playerGuid) const
Definition GameObject.cpp:3089
void SetLootRecipient(Creature *creature)
Definition GameObject.cpp:2661
int64 GetPackedWorldRotation() const
Definition GameObject.h:151
void SetDestructibleBuildingModifyState(bool allow)
Definition GameObject.h:291
bool IsMotionTransport() const
Definition GameObject.h:319
bool IsWithinSightRange(Position const &pos, float dist) const override
Definition GameObject.cpp:2245
void Respawn()
Definition GameObject.cpp:1294
void Refresh()
Definition GameObject.cpp:911
time_t GetRespawnTimeEx() const
Definition GameObject.cpp:2938
bool hasQuest(uint32 quest_id) const override
Definition GameObject.cpp:1180
GameObjectFlags GetGameObjectFlags() const
Definition GameObject.h:215
uint32 GetDisplayId() const
Definition GameObject.h:310
void UpdateModelPosition()
Definition GameObject.cpp:2925
bool IsStaticTransport() const
Definition GameObject.h:318
void SetLootMode(uint16 lootMode)
Definition GameObject.h:229
uint32 GetUseCount() const
Definition GameObject.h:240
void SetWorldRotationAngles(float z_rot, float y_rot, float x_rot)
Definition GameObject.cpp:2270
void SetLootGenerationTime()
Definition GameObject.cpp:2947
std::map< uint32, ObjectGuid > ChairSlotAndUser
Definition GameObject.h:388
bool IsNeverVisible() const override
Definition GameObject.cpp:1228
virtual bool LoadFromDB(ObjectGuid::LowType guid, Map *map)
Definition GameObject.h:159
std::string const & GetNameForLocaleIdx(LocaleConstant locale_idx) const override
Definition GameObject.cpp:2219
void BuildValuesUpdate(uint8 updateType, ByteBuffer *data, Player *target) override
Definition GameObject.cpp:2755
void AddToSkillupList(ObjectGuid const &playerGuid)
Definition GameObject.cpp:3083
void CleanupsBeforeDelete(bool finalCleanup=true) override
Definition GameObject.cpp:120
uint16 GetLootMode() const
Definition GameObject.h:227
bool IsInvisibleDueToDespawn() const override
Definition GameObject.cpp:1267
void AddToWorld() override
Definition GameObject.cpp:156
void Update(uint32 p_time) override
Definition GameObject.cpp:438
float GetStationaryO() const override
Definition GameObject.h:333
void ModifyHealth(int32 change, Unit *attackerOrHealer=nullptr, uint32 spellId=0)
Definition GameObject.cpp:2292
void AllowSaveToDB(bool enable)
Definition GameObject.h:361
void ReplaceAllDynamicFlags(uint32 flag) override
Definition GameObject.h:132
Definition Object.h:362
Definition Map.h:164
Definition Object.h:414
Definition OutdoorPvP.h:91
uint32 LowType
Definition ObjectGuid.h:122
Definition Object.h:432
Definition Object.h:475
bool IsWithinDistInMap(WorldObject const *obj, float dist2compare, bool is3D=true, bool incOwnRadius=true, bool incTargetRadius=true) const
Definition Object.cpp:1377
float GetObjectSize() const
Definition Object.cpp:2838
Definition LootMgr.h:313
Definition Position.h:27
Definition TransportMgr.h:88
Definition GameObject.h:50

Referenced by Use().

◆ loot

◆ lootingGroupLowGUID

uint32 GameObject::lootingGroupLowGUID

Referenced by GameObject(), and Update().

◆ m_AI

GameObjectAI* GameObject::m_AI
private

Referenced by AI(), AIM_Initialize(), and ~GameObject().

◆ m_allowModifyDestructibleBuilding

bool GameObject::m_allowModifyDestructibleBuilding
protected

◆ m_cooldownTime

uint32 GameObject::m_cooldownTime
protected

◆ m_despawnDelay

uint32 GameObject::m_despawnDelay
protected

◆ m_despawnRespawnTime

Seconds GameObject::m_despawnRespawnTime
protected

◆ m_goData

◆ m_goInfo

◆ m_goValue

◆ m_groupLootTimer

uint32 GameObject::m_groupLootTimer

Referenced by GameObject(), and Update().

◆ m_linkedTrap

ObjectGuid GameObject::m_linkedTrap
protected

Referenced by GetLinkedTrap(), and SetLinkedTrap().

◆ m_lootGenerationTime

uint32 GameObject::m_lootGenerationTime
protected

◆ m_LootMode

uint16 GameObject::m_LootMode
protected

◆ m_lootRecipient

ObjectGuid GameObject::m_lootRecipient
protected

◆ m_lootRecipientGroup

◆ m_lootState

LootState GameObject::m_lootState
protected

◆ m_model

◆ m_packedRotation

int64 GameObject::m_packedRotation
protected

◆ m_respawnDelayTime

uint32 GameObject::m_respawnDelayTime
protected

◆ m_respawnTime

◆ m_restockTime

Seconds GameObject::m_restockTime
protected

Referenced by GameObject(), SetLootState(), and Update().

◆ m_ritualOwnerGUID

ObjectGuid GameObject::m_ritualOwnerGUID
protected

Referenced by Update(), and Use().

◆ m_saveStateOnDb

bool GameObject::m_saveStateOnDb = false
private

◆ m_SkillupList

std::unordered_map<ObjectGuid, int32> GameObject::m_SkillupList
protected

◆ m_spawnedByDefault

◆ m_spawnId

◆ m_spellId

uint32 GameObject::m_spellId
protected

◆ m_stationaryPosition

◆ m_unique_users

GuidSet GameObject::m_unique_users
protected

◆ m_usetimes

uint32 GameObject::m_usetimes
protected

◆ WorldRotation

G3D::Quat GameObject::WorldRotation
protected

The documentation for this class was generated from the following files: