AzerothCore 3.3.5a
OpenSource WoW Emulator
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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)
 
bool IsRespawnCompatibilityMode () const
 
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

bool _respawnCompatibilityMode {true}
 
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:247
GameObjectValue m_goValue
Definition GameObject.h:396
time_t m_respawnTime
Definition GameObject.h:375
GameObjectData const * m_goData
Definition GameObject.h:395
int64 m_packedRotation
Definition GameObject.h:399
Position m_stationaryPosition
Definition GameObject.h:401
bool m_allowModifyDestructibleBuilding
Definition GameObject.h:397
uint32 m_cooldownTime
Definition GameObject.h:382
uint32 m_spellId
Definition GameObject.h:374
uint32 m_respawnDelayTime
Definition GameObject.h:376
void ResetLootMode()
Definition GameObject.h:233
uint32 m_despawnDelay
Definition GameObject.h:377
Seconds m_despawnRespawnTime
Definition GameObject.h:378
ObjectGuid::LowType m_lootRecipientGroup
Definition GameObject.h:404
GameObjectAI * m_AI
Definition GameObject.h:429
GameObjectModel * m_model
Definition GameObject.h:313
GameObjectTemplate const * m_goInfo
Definition GameObject.h:394
ObjectGuid::LowType m_spawnId
For new or temporary gameobjects is 0 for saved it is lowguid.
Definition GameObject.h:393
uint32 m_groupLootTimer
Definition GameObject.h:255
uint32 lootingGroupLowGUID
Definition GameObject.h:256
bool m_spawnedByDefault
Definition GameObject.h:381
LootState m_lootState
Definition GameObject.h:380
Seconds m_restockTime
Definition GameObject.h:379
uint32 m_usetimes
Definition GameObject.h:388
uint32 m_lootGenerationTime
Definition GameObject.h:406
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.

421 {
423 dist2compare += obj->GetObjectSize();
424 return IsInRange3d(obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ(), dist2compare);
425 }
bool IsInRange3d(float x, float y, float z, float radius) const
Definition GameObject.cpp:2175

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

◆ ActivateToQuest()

bool GameObject::ActivateToQuest ( Player target) const
1309{
1310 if (target->HasQuestForGO(GetEntry()))
1311 return true;
1312
1313 if (!GetGOInfo()->IsGameObjectForQuests())
1314 return false;
1315
1316 switch (GetGoType())
1317 {
1319 {
1320 GameObject* go = const_cast<GameObject*>(this);
1321 QuestGiverStatus questStatus = target->GetQuestDialogStatus(go);
1322 if (questStatus > DIALOG_STATUS_UNAVAILABLE)
1323 return true;
1324 break;
1325 }
1327 {
1328 // scan GO chest with loot including quest items
1330 {
1331 //TODO: fix this hack
1332 //look for battlegroundAV for some objects which are only activated after mine gots captured by own team
1334 if (Battleground* bg = target->GetBattleground())
1335 if (bg->GetBgTypeID(true) == BATTLEGROUND_AV && !bg->ToBattlegroundAV()->PlayerCanDoMineQuest(GetEntry(), target->GetTeamId()))
1336 return false;
1337 return true;
1338 }
1339 break;
1340 }
1342 {
1343 if (GetGOInfo()->_generic.questID == -1 || target->GetQuestStatus(GetGOInfo()->_generic.questID) == QUEST_STATUS_INCOMPLETE)
1344 return true;
1345 break;
1346 }
1348 {
1349 if (GetGOInfo()->spellFocus.questID > 0 && target->GetQuestStatus(GetGOInfo()->spellFocus.questID) == QUEST_STATUS_INCOMPLETE)
1350 return true;
1351 break;
1352 }
1354 {
1355 if (GetGOInfo()->goober.questId == -1 || target->GetQuestStatus(GetGOInfo()->goober.questId) == QUEST_STATUS_INCOMPLETE)
1356 return true;
1357 break;
1358 }
1359 default:
1360 break;
1361 }
1362
1363 return false;
1364}
@ 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:1572
@ GAMEOBJECT_TYPE_GENERIC
Definition SharedDefines.h:1569
@ GAMEOBJECT_TYPE_CHEST
Definition SharedDefines.h:1567
@ GAMEOBJECT_TYPE_QUESTGIVER
Definition SharedDefines.h:1566
@ GAMEOBJECT_TYPE_GOOBER
Definition SharedDefines.h:1574
@ BATTLEGROUND_AV
Definition SharedDefines.h:3737
Definition Battleground.h:294
Definition GameObject.h:120
GameObjectTemplate const * GetGOInfo() const
Definition GameObject.h:136
GameobjectTypes GetGoType() const
Definition GameObject.h:203
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:12387
TeamId GetTeamId(bool original=false) const
Definition Player.h:2128
QuestGiverStatus GetQuestDialogStatus(Object *questGiver)
Definition PlayerQuest.cpp:1630
Battleground * GetBattleground(bool create=false) const
Definition Player.cpp:12187
QuestStatus GetQuestStatus(uint32 quest_id) const
Definition PlayerQuest.cpp:1465
struct GameObjectTemplate::@235::@241 _generic
int32 questID
Definition GameObjectData.h:111
struct GameObjectTemplate::@235::@246 goober
uint32 questId
Definition GameObjectData.h:92
struct GameObjectTemplate::@235::@244 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
231{ m_LootMode |= lootMode; }
uint16 m_LootMode
Definition GameObject.h:405

References m_LootMode.

◆ AddToSkillupList()

void GameObject::AddToSkillupList ( ObjectGuid const &  playerGuid)
3089{
3090 int32 timer = GetMap()->IsDungeon() ? -1 : 10 * MINUTE * IN_MILLISECONDS;
3091 m_SkillupList[playerGuid] = timer;
3092}
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:384
bool IsDungeon() const
Definition Map.h:297
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:737
bool UpdatePosition()
Definition GameObjectModel.cpp:243
GOState GetGoState() const
Definition GameObject.h:205
void EnableCollision(bool enable)
Definition GameObject.cpp:2624
bool IsTransport() const
Definition GameObject.cpp:1207
MapStoredObjectTypesContainer & GetObjectsStore()
Definition Map.h:352
GameObjectBySpawnIdContainer & GetGameObjectBySpawnIdStore()
Definition Map.h:358
void InsertGameObjectModel(const GameObjectModel &model)
Definition Map.h:396
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:239
GuidSet m_unique_users
Definition GameObject.h:387
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.

2761{
2762 if (!target)
2763 return;
2764
2766 bool targetIsGM = target->IsGameMaster() && target->GetSession()->IsGMAccount();
2767
2768 ByteBuffer fieldBuffer;
2769
2770 UpdateMask updateMask;
2771 updateMask.SetCount(m_valuesCount);
2772
2774 uint32 visibleFlag = UF_FLAG_PUBLIC;
2775 if (GetOwnerGUID() == target->GetGUID())
2776 visibleFlag |= UF_FLAG_OWNER;
2777
2778 for (uint16 index = 0; index < m_valuesCount; ++index)
2779 {
2780 if (_fieldNotifyFlags & flags[index] ||
2781 ((updateType == UPDATETYPE_VALUES ? _changesMask.GetBit(index) : m_uint32Values[index]) && (flags[index] & visibleFlag)) ||
2782 (index == GAMEOBJECT_FLAGS && forcedFlags))
2783 {
2784 updateMask.SetBit(index);
2785
2786 if (index == GAMEOBJECT_DYNAMIC)
2787 {
2788 uint16 dynFlags = 0;
2789 int16 pathProgress = -1;
2790 switch (GetGoType())
2791 {
2793 if (ActivateToQuest(target))
2794 dynFlags |= GO_DYNFLAG_LO_ACTIVATE;
2795 break;
2798 if (ActivateToQuest(target))
2799 {
2800 dynFlags |= GO_DYNFLAG_LO_ACTIVATE;
2801 if (sWorld->getBoolConfig(CONFIG_OBJECT_SPARKLES))
2802 dynFlags |= GO_DYNFLAG_LO_SPARKLE;
2803 }
2804 else if (targetIsGM)
2805 dynFlags |= GO_DYNFLAG_LO_ACTIVATE;
2806 break;
2809 if (ActivateToQuest(target) && sWorld->getBoolConfig(CONFIG_OBJECT_SPARKLES))
2810 dynFlags |= GO_DYNFLAG_LO_SPARKLE;
2811 break;
2813 if (const StaticTransport* t = ToStaticTransport())
2814 if (t->GetPauseTime())
2815 {
2816 if (GetGoState() == GO_STATE_READY)
2817 {
2818 if (t->GetPathProgress() >= t->GetPauseTime()) // if not, send 100% progress
2819 pathProgress = int16(float(t->GetPathProgress() - t->GetPauseTime()) / float(t->GetPeriod() - t->GetPauseTime()) * 65535.0f);
2820 }
2821 else
2822 {
2823 if (t->GetPathProgress() <= t->GetPauseTime()) // if not, send 100% progress
2824 pathProgress = int16(float(t->GetPathProgress()) / float(t->GetPauseTime()) * 65535.0f);
2825 }
2826 }
2827 // else it's ignored
2828 break;
2830 if (const MotionTransport* t = ToMotionTransport())
2831 pathProgress = int16(float(t->GetPathProgress()) / float(t->GetPeriod()) * 65535.0f);
2832 break;
2833 default:
2834 break;
2835 }
2836
2837 fieldBuffer << uint16(dynFlags);
2838 fieldBuffer << int16(pathProgress);
2839 }
2840 else if (index == GAMEOBJECT_FLAGS)
2841 {
2844 {
2846 }
2847
2848 fieldBuffer << goFlags;
2849 }
2850 else
2851 fieldBuffer << m_uint32Values[index]; // other cases
2852 }
2853 }
2854
2855 *data << uint8(updateMask.GetBlockCount());
2856 updateMask.AppendToPacket(data);
2857 data->append(fieldBuffer);
2858}
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:1579
@ GAMEOBJECT_TYPE_TRANSPORT
Definition SharedDefines.h:1575
@ GO_DYNFLAG_LO_ACTIVATE
Definition SharedDefines.h:1622
@ GO_DYNFLAG_LO_SPARKLE
Definition SharedDefines.h:1625
@ GO_FLAG_NOT_SELECTABLE
Definition SharedDefines.h:1611
@ GO_FLAG_LOCKED
Definition SharedDefines.h:1608
@ 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:137
Definition ByteBuffer.h:70
void append(T value)
Definition ByteBuffer.h:129
MotionTransport * ToMotionTransport()
Definition GameObject.h:328
bool HasLootRecipient() const
Definition GameObject.h:254
ObjectGuid GetOwnerGUID() const
Definition GameObject.h:174
bool ActivateToQuest(Player *target) const
Definition GameObject.cpp:1308
bool IsLootAllowedFor(Player const *player) const
Definition GameObject.cpp:2722
StaticTransport * ToStaticTransport()
Definition GameObject.h:325
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:2020
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:210
#define sWorld
Definition World.h:317
struct GameObjectTemplate::@235::@240 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 
)
2078{
2079 SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
2080 if (!spellInfo)
2081 return;
2082
2083 bool self = true;
2084 for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
2085 {
2086 if (spellInfo->Effects[i].TargetA.GetReferenceType() != TARGET_REFERENCE_TYPE_CASTER || spellInfo->Effects[i].TargetB.GetTarget())
2087 {
2088 self = false;
2089 break;
2090 }
2091 }
2092
2093 if (self && target && target->GetGUID() != GetGUID())
2094 {
2095 target->CastSpell(target, spellInfo, true);
2096 return;
2097 }
2098
2099 //summon world trigger
2100 Creature* trigger = SummonTrigger(GetPositionX(), GetPositionY(), GetPositionZ(), 0, spellInfo->CalcCastTime() + 2000, true);
2101 if (!trigger)
2102 return;
2103
2104 if (Unit* owner = GetOwner())
2105 {
2106 trigger->SetLevel(owner->GetLevel(), false);
2107 trigger->SetFaction(owner->GetFaction());
2108 // needed for GO casts for proper target validation checks
2109 trigger->SetOwnerGUID(owner->GetGUID());
2110 // xinef: fixes some duel bugs with traps]
2111 if (owner->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED))
2113 if (owner->IsFFAPvP())
2114 {
2116 {
2117 sScriptMgr->OnFfaPvpStateUpdate(trigger, true);
2119 }
2120
2121 }
2122 // xinef: Remove Immunity flags
2123 trigger->SetImmuneToNPC(false);
2124 // xinef: set proper orientation, fixes cast against stealthed targets
2125 if (target)
2126 trigger->SetInFront(target);
2127 trigger->CastSpell(target ? target : trigger, spellInfo, true, 0, 0, owner->GetGUID());
2128 }
2129 else
2130 {
2131 // xinef: set faction of gameobject, if no faction - assume hostile
2132 trigger->SetFaction(GetTemplateAddon() && GetTemplateAddon()->faction ? GetTemplateAddon()->faction : 14);
2133 // Set owner guid for target if no owner availble - needed by trigger auras
2134 // - trigger gets despawned and there's no caster avalible (see AuraEffect::TriggerSpell())
2135 // xinef: set proper orientation, fixes cast against stealthed targets
2136 if (target)
2137 trigger->SetInFront(target);
2138 trigger->CastSpell(target ? target : trigger, spellInfo, true, 0, 0, target ? target->GetGUID() : ObjectGuid::Empty);
2139 }
2140}
#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:1219
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:7073
void SetImmuneToNPC(bool apply, bool keepCombat=false)
Definition Unit.cpp:10644
void SetLevel(uint8 lvl, bool showLevelChange=true)
Definition Unit.cpp:12323
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:1375
void SetOwnerGUID(ObjectGuid owner)
Definition Unit.cpp:7672
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:748
void SetInFront(WorldObject const *target)
Definition Unit.cpp:16440
Creature * SummonTrigger(float x, float y, float z, float ang, uint32 dur, bool setLevel=false, CreatureAI *(*GetAI)(Creature *)=nullptr)
Definition Object.cpp:2442
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:182
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::@235::@251 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:322
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:145
#define sObjectMgr
Definition ObjectMgr.h:1723
uint32 urand(uint32 min, uint32 max)
Definition Random.cpp:44
GameobjectTypes
Definition SharedDefines.h:1563
@ GAMEOBJECT_TYPE_TRAP
Definition SharedDefines.h:1570
@ GAMEOBJECT_TYPE_FISHINGHOLE
Definition SharedDefines.h:1589
@ GAMEOBJECT_TYPE_FISHINGNODE
Definition SharedDefines.h:1581
@ GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING
Definition SharedDefines.h:1597
@ STEALTH_TRAP
Definition SharedDefines.h:1236
@ INVISIBILITY_TRAP
Definition SharedDefines.h:1246
#define MAX_GAMEOBJECT_TYPE
Definition SharedDefines.h:1602
GameObjectFlags
Definition SharedDefines.h:1606
@ 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:2497
void SetTransportPathRotation(float qx, float qy, float qz, float qw)
Definition GameObject.cpp:2267
void SetGoArtKit(uint8 artkit)
Definition GameObject.cpp:1424
void SetPhaseMask(uint32 newPhaseMask, bool update) override
Definition GameObject.cpp:2616
void SetGoAnimProgress(uint8 animprogress)
Definition GameObject.h:210
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:2976
void SetGoType(GameobjectTypes type)
Definition GameObject.h:204
void SetLinkedTrap(GameObject *linkedTrap)
Definition GameObject.h:261
ObjectGuid::LowType GetSpawnId() const
Definition GameObject.h:144
bool AIM_Initialize()
Definition GameObject.cpp:101
virtual uint32 GetScriptId() const
Definition GameObject.cpp:2214
void SetDisplayId(uint32 displayid)
Definition GameObject.cpp:2610
void ReplaceAllGameObjectFlags(GameObjectFlags flags)
Definition GameObject.h:220
bool IsInstanceGameobject() const
Definition GameObject.cpp:2533
void SwitchDoorOrButton(bool activate, bool alternative=false)
Definition GameObject.cpp:1447
void SetWorldRotation(G3D::Quat const &rot)
Definition GameObject.cpp:2255
Definition InstanceScript.h:143
ObjectGuid::LowType GenerateLowGuid()
Definition Map.h:519
uint32 GetId() const
Definition Map.h:232
bool AddToMap(T *, bool checkTransport=false)
Definition Map.cpp:304
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:2371
virtual void SetMap(Map *map)
Definition Object.cpp:2137
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
struct GameObjectTemplate::@235::@263 building
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
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
struct GameObjectValue::@232 FishingHole
struct GameObjectValue::@234 Building
uint32 MaxHealth
Definition GameObject.h:71
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
2977{
2978 return GameObjectModel::Create(std::make_unique<GameObjectModelOwnerImpl>(this), sWorld->GetDataPath());
2979}
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:177
@ GAMEOBJECT_TYPE_SUMMONING_RITUAL
Definition SharedDefines.h:1582
void SetLootState(LootState s, Unit *unit=nullptr)
Definition GameObject.cpp:2462
void ClearRitualList()
Definition GameObject.cpp:247
void AddObjectToRemoveList()
Definition Object.cpp:2173
void SendObjectDeSpawnAnim(ObjectGuid guid)
Definition Object.cpp:2130

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 ( )
1169{
1171 sObjectMgr->DeleteGOData(m_spawnId);
1172
1174 stmt->SetData(0, m_spawnId);
1175 WorldDatabase.Execute(stmt);
1176
1177 stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_EVENT_GAMEOBJECT);
1178 stmt->SetData(0, m_spawnId);
1179 WorldDatabase.Execute(stmt);
1180}
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:2458
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:2755
void SetRespawnTime(int32 respawn)
Definition GameObject.cpp:1284
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)
2625{
2626 if (!m_model)
2627 return;
2628
2629 /*if (enable && !GetMap()->ContainsGameObjectModel(*m_model))
2630 GetMap()->InsertGameObjectModel(*m_model);*/
2631
2632 uint32 phaseMask = 0;
2633 if (enable && !sDisableMgr->IsDisabledFor(DISABLE_TYPE_GO_LOS, GetEntry(), nullptr))
2634 phaseMask = GetPhaseMask();
2635
2636 m_model->enable(phaseMask);
2637}
#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)
2203{
2204 if (!eventId)
2205 return;
2206
2207 if (AI())
2208 AI()->EventInform(eventId);
2209
2210 if (m_zoneScript)
2211 m_zoneScript->ProcessEvent(this, eventId);
2212}
virtual void EventInform(uint32)
Definition GameObjectAI.h:65
GameObjectAI * AI() const
Definition GameObject.h:307
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
2568{
2569 uint8 m_state = 3;
2570
2571 if (state)
2572 {
2573 switch (*state)
2574 {
2575 case GO_STATE_ACTIVE:
2576 m_state = 0;
2577 return m_state;
2578 case GO_STATE_READY:
2579 m_state = 1;
2580 return m_state;
2582 m_state = 2;
2583 return m_state;
2584 }
2585 }
2586
2587 // Returning any value that is not one of the specified ones
2588 // Which will default into the invalid part of the switch
2589 return m_state;
2590}
@ 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.

3108{
3109 std::stringstream sstr;
3110 sstr << WorldObject::GetDebugInfo() << "\n"
3111 << "SpawnId: " << GetSpawnId() << " GoState: " << std::to_string(GetGoState()) << " ScriptId: " << GetScriptId() << " AIName: " << GetAIName();
3112 return sstr.str();
3113}
std::string const & GetAIName() const
Definition GameObject.cpp:115
std::string GetDebugInfo() const override
Definition Object.cpp:2536

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

Referenced by MotionTransport::GetDebugInfo().

◆ GetDestructibleState()

GameObjectDestructibleState GameObject::GetDestructibleState ( ) const
inline
296 {
302 }
@ GO_FLAG_DESTROYED
Definition SharedDefines.h:1615
@ GO_FLAG_DAMAGED
Definition SharedDefines.h:1614
@ GO_DESTRUCTIBLE_DESTROYED
Definition SharedDefines.h:1633
@ GO_DESTRUCTIBLE_INTACT
Definition SharedDefines.h:1631
@ GO_DESTRUCTIBLE_DAMAGED
Definition SharedDefines.h:1632
bool HasGameObjectFlag(GameObjectFlags flags) const
Definition GameObject.h:217

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
2281{
2282 G3D::Quat worldRotation = GetWorldRotation();
2283 if (Transport* transport = GetTransport())
2284 {
2285 G3D::Quat transportRotation = transport->GetWorldRotation();
2286
2287 G3D::Quat transportRotationQuat(transportRotation.x, transportRotation.y, transportRotation.z, transportRotation.w);
2288 G3D::Quat worldRotationQuat(worldRotation.x, worldRotation.y, worldRotation.z, worldRotation.w);
2289
2290 G3D::Quat resultRotation = worldRotationQuat * transportRotationQuat;
2291
2292 return G3D::Quat(resultRotation.x, resultRotation.y, resultRotation.z, resultRotation.w);
2293 }
2294 return worldRotation;
2295}
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:3127
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:540

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
209{ 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
207{ 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
2893{
2894 switch (GetGoType())
2895 {
2897 return 0.0f;
2903 return 5.5555553f;
2905 return 10.0f;
2908 return 3.0f;
2910 return 100.0f;
2912 return 20.0f + CONTACT_DISTANCE; // max spell range
2918 return 5.0f;
2919 // Following values are not blizzlike
2922 // 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.
2923 // 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.
2924 return 10.0f; // 5.0f is blizzlike
2925 default:
2926 return INTERACTION_DISTANCE;
2927 }
2928}
#define INTERACTION_DISTANCE
Definition ObjectDefines.h:24
#define CONTACT_DISTANCE
Definition ObjectDefines.h:23
@ GAMEOBJECT_TYPE_GUILD_BANK
Definition SharedDefines.h:1598
@ GAMEOBJECT_TYPE_MINI_GAME
Definition SharedDefines.h:1591
@ GAMEOBJECT_TYPE_CAMERA
Definition SharedDefines.h:1577
@ GAMEOBJECT_TYPE_MAP_OBJECT
Definition SharedDefines.h:1578
@ GAMEOBJECT_TYPE_FLAGDROP
Definition SharedDefines.h:1590
@ GAMEOBJECT_TYPE_MAILBOX
Definition SharedDefines.h:1583
@ GAMEOBJECT_TYPE_FLAGSTAND
Definition SharedDefines.h:1588
@ GAMEOBJECT_TYPE_CHAIR
Definition SharedDefines.h:1571
@ GAMEOBJECT_TYPE_TEXT
Definition SharedDefines.h:1573
@ GAMEOBJECT_TYPE_DUNGEON_DIFFICULTY
Definition SharedDefines.h:1595
@ GAMEOBJECT_TYPE_AREADAMAGE
Definition SharedDefines.h:1576
@ GAMEOBJECT_TYPE_BARBER_CHAIR
Definition SharedDefines.h:1596
@ GAMEOBJECT_TYPE_DOOR
Definition SharedDefines.h:1564
@ GAMEOBJECT_TYPE_BINDER
Definition SharedDefines.h:1568

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.

277 {
278 if (Unit* owner = GetOwner())
279 return owner->getLevelForTarget(target);
280
281 return 1;
282 }

References GetOwner().

◆ GetLinkedTrap()

GameObject * GameObject::GetLinkedTrap ( )
2756{
2758}
ObjectGuid m_linkedTrap
Definition GameObject.h:408
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
258{ return m_lootGenerationTime; }

References m_lootGenerationTime.

Referenced by Player::SendLoot().

◆ GetLootMode()

uint16 GameObject::GetLootMode ( ) const
inline

◆ GetLootRecipient()

Player * GameObject::GetLootRecipient ( ) const
2653{
2654 if (!m_lootRecipient)
2655 return nullptr;
2657}
ObjectGuid m_lootRecipient
Definition GameObject.h:403
Player * FindConnectedPlayer(ObjectGuid const guid)
Definition ObjectAccessor.cpp:257

References ObjectAccessor::FindConnectedPlayer(), and m_lootRecipient.

◆ GetLootRecipientGroup()

Group * GameObject::GetLootRecipientGroup ( ) const
2660{
2662 return nullptr;
2663 return sGroupMgr->GetGroupByGUID(m_lootRecipientGroup);
2664}
#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.

2225{
2226 if (loc_idx != DEFAULT_LOCALE)
2227 {
2228 uint8 uloc_idx = uint8(loc_idx);
2229 if (GameObjectLocale const* cl = sObjectMgr->GetGameObjectLocale(GetEntry()))
2230 if (cl->Name.size() > uloc_idx && !cl->Name[uloc_idx].empty())
2231 return cl->Name[uloc_idx];
2232 }
2233
2234 return GetName();
2235}
#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
1220{
1221 return ObjectAccessor::GetUnit(*this, GetOwnerGUID());
1222}
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
2861{
2862 if (m_spawnId)
2863 {
2864 if (GameObjectData const* data = sObjectMgr->GetGameObjectData(m_spawnId))
2865 {
2866 x = data->posX;
2867 y = data->posY;
2868 z = data->posZ;
2869 if (ori)
2870 *ori = data->orientation;
2871 return;
2872 }
2873 }
2874
2875 x = GetPositionX();
2876 y = GetPositionY();
2877 z = GetPositionZ();
2878 if (ori)
2879 *ori = GetOrientation();
2880}
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
2944{
2945 time_t now = GameTime::GetGameTime().count();
2946 if (m_respawnTime > now)
2947 return m_respawnTime;
2948 else
2949 return now;
2950}
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
3029{
3030 if (!player)
3031 {
3032 return nullptr;
3033 }
3034
3035 uint32 lockId = GetGOInfo()->GetLockId();
3036 if (!lockId)
3037 {
3038 return nullptr;
3039 }
3040
3041 LockEntry const* lock = sLockStore.LookupEntry(lockId);
3042 if (!lock)
3043 {
3044 return nullptr;
3045 }
3046
3047 for (uint8 i = 0; i < MAX_LOCK_CASE; ++i)
3048 {
3049 if (!lock->Type[i])
3050 {
3051 continue;
3052 }
3053
3054 if (lock->Type[i] == LOCK_KEY_SPELL)
3055 {
3056 if (SpellInfo const* spell = sSpellMgr->GetSpellInfo(lock->Index[i]))
3057 {
3058 return spell;
3059 }
3060 }
3061
3062 if (lock->Type[i] != LOCK_KEY_SKILL)
3063 {
3064 break;
3065 }
3066
3067 for (auto&& playerSpell : player->GetSpellMap())
3068 {
3069 if (SpellInfo const* spell = sSpellMgr->GetSpellInfo(playerSpell.first))
3070 {
3071 for (auto&& effect : spell->Effects)
3072 {
3073 if (effect.Effect == SPELL_EFFECT_OPEN_LOCK && ((uint32) effect.MiscValue) == lock->Index[i])
3074 {
3075 if (effect.CalcValue(player) >= int32(lock->Skill[i]))
3076 {
3077 return spell;
3078 }
3079 }
3080 }
3081 }
3082 }
3083 }
3084
3085 return nullptr;
3086}
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:2590
@ LOCK_KEY_SPELL
Definition SharedDefines.h:2591
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
242{ return m_unique_users.size(); }

References m_unique_users.

Referenced by Update(), and Use().

◆ GetUseCount()

uint32 GameObject::GetUseCount ( ) const
inline
241{ 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:400

References WorldRotation.

Referenced by GetFinalWorldRotation().

◆ HasGameObjectFlag()

bool GameObject::HasGameObjectFlag ( GameObjectFlags  flags) const
inline
217{ 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.

1197{
1198 QuestRelationBounds qir = sObjectMgr->GetGOQuestInvolvedRelationBounds(GetEntry());
1199 for (QuestRelations::const_iterator itr = qir.first; itr != qir.second; ++itr)
1200 {
1201 if (itr->second == quest_id)
1202 return true;
1203 }
1204 return false;
1205}
std::pair< QuestRelations::const_iterator, QuestRelations::const_iterator > QuestRelationBounds
Definition ObjectMgr.h:529

References Object::GetEntry(), and sObjectMgr.

◆ HasLootMode()

bool GameObject::HasLootMode ( uint16  lootMode) const
inline
229{ 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.

1186{
1187 QuestRelationBounds qr = sObjectMgr->GetGOQuestRelationBounds(GetEntry());
1188 for (QuestRelations::const_iterator itr = qr.first; itr != qr.second; ++itr)
1189 {
1190 if (itr->second == quest_id)
1191 return true;
1192 }
1193 return false;
1194}

References Object::GetEntry(), and sObjectMgr.

◆ IsAllowedToSaveToDB()

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

References m_saveStateOnDb.

Referenced by SetGoState().

◆ IsAlwaysVisibleFor()

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

Reimplemented from WorldObject.

1245{
1247 return true;
1248
1250 return true;
1251
1252 if (!seer)
1253 return false;
1254
1255 // Always seen by owner and friendly units
1256 if (ObjectGuid guid = GetOwnerGUID())
1257 {
1258 if (seer->GetGUID() == guid)
1259 return true;
1260
1261 Unit* owner = GetOwner();
1262 if (owner)
1263 {
1264 if (seer->IsUnit() && owner->IsFriendlyTo(seer->ToUnit()))
1265 return true;
1266 }
1267 }
1268
1269 return false;
1270}
bool IsDestructibleBuilding() const
Definition GameObject.cpp:1212
bool IsFriendlyTo(Unit const *unit) const
Definition Unit.cpp:7258
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
2982{
2983 if (spell || (spell = GetSpellForLock(player)))
2984 {
2985 float maxRange = spell->GetMaxRange(spell->IsPositive());
2986
2988 {
2989 return maxRange * maxRange >= GetExactDistSq(player);
2990 }
2991
2992 if (sGameObjectDisplayInfoStore.LookupEntry(GetGOInfo()->displayId))
2993 {
2994 return IsAtInteractDistance(*player, maxRange);
2995 }
2996 }
2997
2999}
DBCStorage< GameObjectDisplayInfoEntry > sGameObjectDisplayInfoStore(GameObjectDisplayInfofmt)
bool IsAtInteractDistance(Position const &pos, float radius) const
Definition GameObject.cpp:3001
SpellInfo const * GetSpellForLock(Player const *player) const
Definition GameObject.cpp:3028
float GetInteractionDistance() const
Definition GameObject.cpp:2892
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
3002{
3003 if (GameObjectDisplayInfoEntry const* displayInfo = sGameObjectDisplayInfoStore.LookupEntry(GetGOInfo()->displayId))
3004 {
3005 float scale = GetObjectScale();
3006
3007 float minX = displayInfo->minX * scale - radius;
3008 float minY = displayInfo->minY * scale - radius;
3009 float minZ = displayInfo->minZ * scale - radius;
3010 float maxX = displayInfo->maxX * scale + radius;
3011 float maxY = displayInfo->maxY * scale + radius;
3012 float maxZ = displayInfo->maxZ * scale + radius;
3013
3014 G3D::Quat finalRotation = GetFinalWorldRotation();
3015 G3D::Quat finalRotationQuat(finalRotation.x, finalRotation.y, finalRotation.z, finalRotation.w);
3016
3017 return G3D::CoordinateFrame {{finalRotationQuat}, {GetPositionX(), GetPositionY(), GetPositionZ()}}.toWorldSpace(G3D::Box {{minX, minY, minZ}, {maxX, maxY, maxZ}}).contains({pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ()});
3018 }
3019
3020 return GetExactDist(&pos) <= radius;
3021}
G3D::Quat GetFinalWorldRotation() const
Definition GameObject.cpp:2280
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
1213{
1214 GameObjectTemplate const* gInfo = GetGOInfo();
1215 if (!gInfo) return false;
1217}

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

2151{
2153 if (!info)
2154 return IsWithinDist2d(x, y, radius);
2155
2156 float sinA = std::sin(GetOrientation());
2157 float cosA = cos(GetOrientation());
2158 float dx = x - GetPositionX();
2159 float dy = y - GetPositionY();
2160 float dist = std::sqrt(dx * dx + dy * dy);
2163 if (G3D::fuzzyEq(dist, 0.0f))
2164 return true;
2165
2166 float scale = GetObjectScale();
2167 float sinB = dx / dist;
2168 float cosB = dy / dist;
2169 dx = dist * (cosA * cosB + sinA * sinB);
2170 dy = dist * (cosA * sinB - sinA * cosB);
2171 return dx < (info->maxX * scale) + radius && dx >(info->minX * scale) - radius
2172 && dy < (info->maxY * scale) + radius && dy >(info->minY * scale) - radius;
2173}
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

2176{
2178 if (!info)
2179 return IsWithinDist3d(x, y, z, radius);
2180
2181 float sinA = std::sin(GetOrientation());
2182 float cosA = cos(GetOrientation());
2183 float dx = x - GetPositionX();
2184 float dy = y - GetPositionY();
2185 float dz = z - GetPositionZ();
2186 float dist = std::sqrt(dx * dx + dy * dy);
2189 if (G3D::fuzzyEq(dist, 0.0f))
2190 return true;
2191
2192 float scale = GetObjectScale();
2193 float sinB = dx / dist;
2194 float cosB = dy / dist;
2195 dx = dist * (cosA * cosB + sinA * sinB);
2196 dy = dist * (cosA * sinB - sinA * cosB);
2197 return dx < (info->maxX * scale) + radius && dx > (info->minX * scale) - radius
2198 && dy < (info->maxY * scale) + radius && dy > (info->minY * scale) - radius
2199 && dz < (info->maxZ * scale) + radius && dz > (info->minZ * scale) - radius;
2200}
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
3095{
3096 for (auto const& itr : m_SkillupList)
3097 {
3098 if (itr.first == playerGuid)
3099 {
3100 return true;
3101 }
3102 }
3103
3104 return false;
3105}

References m_SkillupList.

Referenced by Spell::EffectOpenLock().

◆ IsInstanceGameobject()

bool GameObject::IsInstanceGameobject ( ) const
2534{
2535 // Avoid checking for unecessary gameobjects whose
2536 // states don't matter for the dungeon progression
2538 {
2539 return false;
2540 }
2541
2542 if (auto* map = FindMap())
2543 {
2544 if (map->IsDungeon() || map->IsRaid())
2545 {
2546 return true;
2547 }
2548 }
2549 return false;
2550}
bool ValidateGameobjectType() const
Definition GameObject.cpp:2552
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.

1273{
1275 return true;
1276
1277 // Despawned
1278 if (!isSpawned())
1279 return true;
1280
1281 return false;
1282}
bool isSpawned() const
Definition GameObject.h:190
virtual bool IsInvisibleDueToDespawn() const
Definition Object.h:763

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

◆ IsLootAllowedFor()

bool GameObject::IsLootAllowedFor ( Player const *  player) const
2723{
2725 {
2726 return true;
2727 }
2728
2729 if (player->GetGUID() == m_lootRecipient)
2730 {
2731 return true;
2732 }
2733
2734 if (player->HasPendingBind())
2735 {
2736 return false;
2737 }
2738
2739 // if we dont have a group we arent the recipient
2740 // if go doesnt have group bound it means it was solo killed by someone else
2741 Group const* playerGroup = player->GetGroup();
2742 if (!playerGroup || playerGroup != GetLootRecipientGroup())
2743 {
2744 return false;
2745 }
2746
2747 if (!HasAllowedLooter(player->GetGUID()))
2748 {
2749 return false;
2750 }
2751
2752 return true;
2753}
Group * GetLootRecipientGroup() const
Definition GameObject.cpp:2659
Definition Group.h:169
bool HasAllowedLooter(ObjectGuid guid) const
Definition Object.cpp:3167

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.

1234{
1236 return true;
1237
1238 if (GetGoType() == GAMEOBJECT_TYPE_SPELL_FOCUS && GetGOInfo()->spellFocus.serverOnly == 1)
1239 return true;
1240
1241 return false;
1242}
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.

◆ IsRespawnCompatibilityMode()

bool GameObject::IsRespawnCompatibilityMode ( ) const
inline
bool _respawnCompatibilityMode
Definition GameObject.h:373

References _respawnCompatibilityMode.

◆ isSpawned()

◆ isSpawnedByDefault()

bool GameObject::isSpawnedByDefault ( ) const
inline

◆ IsStaticTransport()

bool GameObject::IsStaticTransport ( ) const
inline

◆ IsTransport()

◆ IsUpdateNeeded()

bool GameObject::IsUpdateNeeded ( )
overridevirtual

Reimplemented from WorldObject.

3117{
3119 return true;
3120
3121 if (GetMap()->isCellMarked(GetCurrentCell().GetCellCoord().GetId()))
3122 return true;
3123
3124 if (!GetObjectVisibilityContainer().GetVisiblePlayersMap().empty())
3125 return true;
3126
3127 if (IsTransport())
3128 return true;
3129
3130 return false;
3131}
Cell const & GetCurrentCell() const
Definition Object.h:422
virtual bool IsUpdateNeeded()
Definition Object.cpp:3187
ObjectVisibilityContainer & GetObjectVisibilityContainer()
Definition Object.h:731

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.

2251{
2252 return IsInRange2d(pos.GetPositionX(), pos.GetPositionY(), dist);
2253}
bool IsInRange2d(float x, float y, float radius) const
Definition GameObject.cpp:2150

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 // Set respawn compatibility mode based on spawn group flags
1125 SpawnGroupTemplateData const* groupData = sObjectMgr->GetSpawnGroupData(data->spawnGroupId);
1127 || !groupData || (groupData->flags & SPAWNGROUP_FLAG_COMPATIBILITY_MODE);
1128
1129 if (!Create(map->GenerateLowGuid<HighGuid::GameObject>(), entry, map, phaseMask, x, y, z, ang, data->rotation, animprogress, go_state, artKit))
1130 return false;
1131
1132 if (data->spawntimesecs >= 0)
1133 {
1134 m_spawnedByDefault = true;
1135
1137 {
1140 m_respawnTime = 0;
1141 }
1142 else
1143 {
1146
1147 // ready to respawn
1149 {
1150 m_respawnTime = 0;
1152 }
1153 }
1154 }
1155 else
1156 {
1157 m_spawnedByDefault = false;
1159 m_respawnTime = 0;
1160 }
1161
1162 if (addToMap && !GetMap()->AddToMap(this))
1163 return false;
1164
1165 return true;
1166}
@ GO_FLAG_NODESPAWN
Definition SharedDefines.h:1612
@ SPAWNGROUP_FLAG_COMPATIBILITY_MODE
Definition SpawnData.h:45
@ CONFIG_RESPAWN_FORCE_COMPATIBILITY_MODE
Definition WorldConfig.h:390
void SetGameObjectFlag(GameObjectFlags flags)
Definition GameObject.h:218
time_t GetGORespawnTime(ObjectGuid::LowType dbGuid) const
Definition Map.h:416
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
bool IsDespawnAtAction() const
Definition GameObjectData.h:398
bool GetDespawnPossibility() const
Definition GameObjectData.h:459
float posX
Definition SpawnData.h:71
float posY
Definition SpawnData.h:72
uint32 phaseMask
Definition SpawnData.h:70
float orientation
Definition SpawnData.h:74
uint32 spawnGroupId
Definition SpawnData.h:78
float posZ
Definition SpawnData.h:73
Definition SpawnData.h:58
SpawnGroupFlags flags
Definition SpawnData.h:62

References _respawnCompatibilityMode, GameObjectData::animprogress, GameObjectData::artKit, CONFIG_RESPAWN_FORCE_COMPATIBILITY_MODE, Create(), SpawnGroupTemplateData::flags, GameObject, Map::GenerateLowGuid(), GameObjectTemplate::GetDespawnPossibility(), GameTime::GetGameTime(), GetGOInfo(), Map::GetGORespawnTime(), WorldObject::GetMap(), GO_FLAG_NODESPAWN, GameObjectData::go_state, GameObjectData::id, GameObjectTemplate::IsDespawnAtAction(), 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, SPAWNGROUP_FLAG_COMPATIBILITY_MODE, SpawnData::spawnGroupId, GameObjectData::spawntimesecs, and sWorld.

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

◆ LookupFishingHoleAround()

GameObject * GameObject::LookupFishingHoleAround ( float  range)
1390{
1391 GameObject* ok = nullptr;
1392
1393 Acore::NearestGameObjectFishingHole u_check(*this, range);
1395
1396 Cell::VisitObjects(this, checker, range);
1397 return ok;
1398}
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?
2298{
2300 return;
2301
2302 // if this building doesn't have health, return
2304 return;
2305
2306 sScriptMgr->OnGameObjectModifyHealth(this, attackerOrHealer, change, sSpellMgr->GetSpellInfo(spellId));
2307
2308 // if the health isn't being changed, return
2309 if (!change)
2310 return;
2311
2313 change = 0;
2314
2315 // prevent double destructions of the same object
2316 if (change < 0 && !m_goValue.Building.Health)
2317 return;
2318
2319 if (int32(m_goValue.Building.Health) + change <= 0)
2323 else
2324 m_goValue.Building.Health += change;
2325
2326 // Set the health bar, value = 255 * healthPct;
2328
2329 Player* player = attackerOrHealer->GetCharmerOrOwnerPlayerOrPlayerItself();
2330
2331 // dealing damage, send packet
2333 if (player)
2334 {
2335 WorldPacket data(SMSG_DESTRUCTIBLE_BUILDING_DAMAGE, 8 + 8 + 8 + 4 + 4);
2336 data << GetPackGUID();
2337 data << attackerOrHealer->GetPackGUID();
2338 data << player->GetPackGUID();
2339 data << uint32(-change); // change < 0 triggers SPELL_BUILDING_HEAL combat log event
2340 // change >= 0 triggers SPELL_BUILDING_DAMAGE event
2341 data << uint32(spellId);
2342 player->SendDirectMessage(&data);
2343 }
2344
2346
2348 newState = GO_DESTRUCTIBLE_DESTROYED;
2349 else if (m_goValue.Building.Health <= GetGOInfo()->building.damagedNumHits)
2350 newState = GO_DESTRUCTIBLE_DAMAGED;
2352 newState = GO_DESTRUCTIBLE_INTACT;
2353
2354 if (newState == GetDestructibleState())
2355 return;
2356
2357 SetDestructibleState(newState, player, false);
2358}
GameObjectDestructibleState
Definition SharedDefines.h:1630
void SetDestructibleState(GameObjectDestructibleState state, Player *eventInvoker=nullptr, bool setHealth=false)
Definition GameObject.cpp:2360
GameObjectDestructibleState GetDestructibleState() const
Definition GameObject.h:295
PackedGuid const & GetPackGUID() const
Definition Object.h:116
void SendDirectMessage(WorldPacket const *data) const
Definition Player.cpp:5692
Player * GetCharmerOrOwnerPlayerOrPlayerItself() const
Definition Unit.cpp:7715
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:157
void SetOwnerGUID(ObjectGuid owner)
Definition GameObject.h:164
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:395
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
232{ 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.

244{ SaveRespawnTime(0); }
void SaveRespawnTime() override
Definition GameObject.h:244

References SaveRespawnTime().

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

◆ SaveRespawnTime() [2/2]

void GameObject::SaveRespawnTime ( uint32  forceDelay)
1225{
1226 if (m_goData && m_goData->dbData && (forceDelay || m_respawnTime > GameTime::GetGameTime().count()) && m_spawnedByDefault)
1227 {
1228 time_t respawnTime = forceDelay ? GameTime::GetGameTime().count() + forceDelay : m_respawnTime;
1229 GetMap()->SaveGORespawnTime(m_spawnId, respawnTime);
1230 }
1231}
void SaveGORespawnTime(ObjectGuid::LowType dbGuid, time_t &respawnTime)
Definition Map.cpp:2429
bool dbData
Definition SpawnData.h:77

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

◆ SaveStateToDB()

void GameObject::SaveStateToDB ( )
2593{
2595 {
2596 if (InstanceScript* instance = GetInstanceScript())
2597 {
2598 GOState param = GetGoState();
2599 instance->StoreGameObjectState(GetSpawnId(), GameobjectStateToInt(&param));
2600
2602 stmt->SetData(0, GetInstanceId());
2603 stmt->SetData(1, GetSpawnId());
2604 stmt->SetData(2, GameobjectStateToInt(&param));
2605 CharacterDatabase.Execute(stmt);
2606 }
2607 }
2608}
@ CHAR_INSERT_INSTANCE_SAVED_DATA
Definition CharacterDatabase.h:531
DatabaseWorkerPool< CharacterDatabaseConnection > CharacterDatabase
Accessor to the character database.
Definition DatabaseEnv.cpp:21
uint8 GameobjectStateToInt(GOState *state) const
Definition GameObject.cpp:2567
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:75

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:209
uint8 GetGoArtKit() const
Definition GameObject.h:207
uint16 mapid
Definition SpawnData.h:69

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)
2143{
2145 data << GetGUID();
2146 data << uint32(anim);
2147 SendMessageToSet(&data, true);
2148}
virtual void SendMessageToSet(WorldPacket const *data, bool self) const
Definition Object.cpp:2112
@ 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 
)
2361{
2362 // the user calling this must know he is already operating on destructible gameobject
2364
2365 switch (state)
2366 {
2370 if (setHealth)
2371 {
2373 SetGoAnimProgress(255);
2374 }
2375 EnableCollision(true);
2376 break;
2378 {
2380
2381 sScriptMgr->OnGameObjectDamaged(this, eventInvoker);
2382
2383 if (BattlegroundMap* bgMap = GetMap()->ToBattlegroundMap())
2384 if (Battleground* bg = bgMap->GetBG())
2385 bg->EventPlayerDamagedGO(eventInvoker, this, m_goInfo->building.damagedEvent);
2386
2389
2392 if (modelData->DamagedDisplayId)
2393 modelId = modelData->DamagedDisplayId;
2394 SetDisplayId(modelId);
2395
2396 if (setHealth)
2397 {
2399 uint32 maxHealth = m_goValue.Building.MaxHealth;
2400 // in this case current health is 0 anyway so just prevent crashing here
2401 if (!maxHealth)
2402 maxHealth = 1;
2403 SetGoAnimProgress(m_goValue.Building.Health * 255 / maxHealth);
2404 }
2405 break;
2406 }
2408 {
2409 sScriptMgr->OnGameObjectDestroyed(this, eventInvoker);
2410
2412
2413 if (BattlegroundMap* bgMap = GetMap()->ToBattlegroundMap())
2414 {
2415 if (Battleground* bg = bgMap->GetBG())
2416 {
2417 bg->EventPlayerDamagedGO(eventInvoker, this, m_goInfo->building.destroyedEvent);
2418 bg->DestroyGate(eventInvoker, this);
2419 }
2420 }
2421
2424
2427 if (modelData->DestroyedDisplayId)
2428 modelId = modelData->DestroyedDisplayId;
2429 SetDisplayId(modelId);
2430
2431 if (setHealth)
2432 {
2435 }
2436 EnableCollision(false);
2437 break;
2438 }
2440 {
2443
2444 uint32 modelId = m_goInfo->displayId;
2446 if (modelData->RebuildingDisplayId)
2447 modelId = modelData->RebuildingDisplayId;
2448 SetDisplayId(modelId);
2449
2450 // restores to full health
2451 if (setHealth)
2452 {
2454 SetGoAnimProgress(255);
2455 }
2456 EnableCollision(true);
2457 break;
2458 }
2459 }
2460}
DBCStorage< DestructibleModelDataEntry > sDestructibleModelDataStore(DestructibleModelDatafmt)
@ GO_DESTRUCTIBLE_REBUILDING
Definition SharedDefines.h:1634
Definition Map.h:742
void RemoveGameObjectFlag(GameObjectFlags flags)
Definition GameObject.h:219
void EventInform(uint32 eventId)
Definition GameObject.cpp:2202
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
218{ 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_main_chambers_access_panel::OnGossipHello(), SetDestructibleState(), SwitchDoorOrButton(), and Use().

◆ SetGoAnimProgress()

void GameObject::SetGoAnimProgress ( uint8  animprogress)
inline
210{ 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)
1425{
1427 GameObjectData* data = const_cast<GameObjectData*>(sObjectMgr->GetGameObjectData(m_spawnId));
1428 if (data)
1429 data->artKit = kit;
1430}

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
1433{
1434 const GameObjectData* data = nullptr;
1435 if (go)
1436 {
1437 go->SetGoArtKit(artkit);
1438 data = go->GetGameObjectData();
1439 }
1440 else if (lowguid)
1441 data = sObjectMgr->GetGameObjectData(lowguid);
1442
1443 if (data)
1444 const_cast<GameObjectData*>(data)->artKit = artkit;
1445}

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

◆ SetGoState()

void GameObject::SetGoState ( GOState  state)
2498{
2500
2501 sScriptMgr->OnGameObjectStateChanged(this, state);
2502
2503 if (m_model)
2504 {
2505 if (!IsInWorld())
2506 return;
2507
2508 // pussywizard: this startOpen is unneeded here, collision depends entirely on current GOState
2510 // pussywizard: commented out everything below
2511
2512 // startOpen determines whether we are going to add or remove the LoS on activation
2513 /*bool startOpen = (GetGoType() == GAMEOBJECT_TYPE_DOOR || GetGoType() == GAMEOBJECT_TYPE_BUTTON ? GetGOInfo()->door.startOpen : false);
2514
2515 if (GetGameObjectData() && GetGameObjectData()->go_state == GO_STATE_READY)
2516 startOpen = !startOpen;
2517
2518 if (state == GO_STATE_ACTIVE || state == GO_STATE_ACTIVE_ALTERNATIVE)
2519 EnableCollision(startOpen);
2520 else if (state == GO_STATE_READY)
2521 EnableCollision(!startOpen);*/
2522 }
2523 /* Whenever a gameobject inside an instance changes
2524 * save it's state on the database to be loaded properly
2525 * on server restart or crash.
2526 */
2528 {
2529 SaveStateToDB();
2530 }
2531}
bool IsAllowedToSaveToDB() const
Definition GameObject.h:357
void SaveStateToDB()
Definition GameObject.cpp:2592

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
261{ m_linkedTrap = linkedTrap->GetGUID(); }

References Object::GetGUID(), and m_linkedTrap.

Referenced by Create().

◆ SetLootGenerationTime()

void GameObject::SetLootGenerationTime ( )
2953{
2955}

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)
2667{
2668 // set the player whose group should receive the right
2669 // to loot the creature after it dies
2670 // should be set to nullptr after the loot disappears
2671 if (!creature)
2672 {
2676 return;
2677 }
2678
2682}
ObjectGuid GetLootRecipientGUID() const
Definition Creature.h:232
ObjectGuid::LowType GetLootRecipientGroupGUID() const
Definition Creature.h:234
void Clear()
Definition ObjectGuid.h:138
void ResetAllowedLooters()
Definition Object.cpp:3162
void SetAllowedLooters(GuidUnorderedSet const looters)
Definition Object.cpp:3157
GuidUnorderedSet const & GetAllowedLooters() const
Definition Object.cpp:3177

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)
2685{
2686 Group* group = nullptr;
2687 Map::PlayerList const& PlayerList = map->GetPlayers();
2688 for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
2689 {
2690 if (Player* groupMember = i->GetSource())
2691 {
2692 if (groupMember->IsGameMaster() || groupMember->IsSpectator())
2693 {
2694 continue;
2695 }
2696
2697 if (!m_lootRecipient)
2698 {
2699 m_lootRecipient = groupMember->GetGUID();
2700 }
2701
2702 Group* memberGroup = groupMember->GetGroup();
2703 if (memberGroup && !group)
2704 {
2705 group = memberGroup;
2707 }
2708
2709 if (memberGroup == group)
2710 {
2711 AddAllowedLooter(groupMember->GetGUID());
2712 }
2713 }
2714 }
2715
2716 if (!group)
2717 {
2719 }
2720}
ObjectGuid GetGUID() const
Definition Group.cpp:2319
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:329
LowType GetCounter() const
Definition ObjectGuid.h:145
void AddAllowedLooter(ObjectGuid guid)
Definition Object.cpp:3152

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 
)
2463{
2464 m_lootState = state;
2465
2466 if (unit)
2467 _lootStateUnitGUID = unit->GetGUID();
2468 else
2470
2471 AI()->OnStateChanged(state, unit);
2472 sScriptMgr->OnGameObjectLootStateChanged(this, state, unit);
2473
2474 // Start restock timer if the chest is partially looted or not looted at all
2475 if (GetGoType() == GAMEOBJECT_TYPE_CHEST && state == GO_ACTIVATED && GetGOInfo()->chest.chestRestockTime > 0 && m_restockTime == 0s)
2476 {
2478 }
2479
2480 // 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
2481 /*if (m_model)
2482 {
2483 // startOpen determines whether we are going to add or remove the LoS on activation
2484 bool startOpen = (GetGoType() == GAMEOBJECT_TYPE_DOOR || GetGoType() == GAMEOBJECT_TYPE_BUTTON ? GetGOInfo()->door.startOpen : false);
2485
2486 // Use the current go state
2487 if (GetGoState() == GO_STATE_ACTIVE)
2488 startOpen = !startOpen;
2489
2490 if (state == GO_ACTIVATED || state == GO_JUST_DEACTIVATED)
2491 EnableCollision(startOpen);
2492 else if (state == GO_READY)
2493 EnableCollision(!startOpen);
2494 }*/
2495}
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:410
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
165 {
166 // Owner already found and different than expected owner - remove object from old owner
167 if (owner && GetOwnerGUID() && GetOwnerGUID() != owner)
168 {
169 ABORT();
170 }
171 m_spawnedByDefault = false; // all object with owner is despawned after delay
173 }
#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.

2617{
2618 WorldObject::SetPhaseMask(newPhaseMask, update);
2619
2620 if (m_model && m_model->isEnabled())
2621 EnableCollision(true);
2622}
bool isEnabled() const
Definition GameObjectModel.h:70
virtual void SetPhaseMask(uint32 newPhaseMask, bool update)
Definition Object.cpp:2939

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
317{ SetPosition(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation()); }
void SetPosition(float x, float y, float z, float o)
Definition GameObject.cpp:2882

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 
)
2883{
2884 // pussywizard: do not call for MotionTransport and other gobjects not in grid
2885
2886 if (!Acore::IsValidMapCoord(x, y, z, o))
2887 return;
2888
2889 GetMap()->GameObjectRelocation(this, x, y, z, o);
2890}
void GameObjectRelocation(GameObject *go, float x, float y, float z, float o)
Definition Map.cpp:838
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)
1295{
1296 m_respawnDelayTime = respawn > 0 ? respawn : 0;
1297}

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 
)
2268{
2273}
@ 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)
2256{
2257 G3D::Quat rotation = rot;
2258 // If the quaternion is zero (e.g. dynamically spawned GOs with no rotation),
2259 // fall back to computing rotation from orientation to avoid NaN from unitize()
2260 if (G3D::fuzzyEq(rotation.magnitude(), 0.0f))
2261 rotation = G3D::Quat::fromAxisAngleRotation(G3D::Vector3::unitZ(), GetOrientation());
2262 rotation.unitize();
2263 WorldRotation = rotation;
2265}
void UpdatePackedRotation()
Definition GameObject.cpp:2237

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 
)
2276{
2277 SetWorldRotation(G3D::Quat(G3D::Matrix3::fromEulerAnglesZYX(z_rot, y_rot, x_rot)));
2278}

References SetWorldRotation().

Referenced by StaticTransport::Create().

◆ SwitchDoorOrButton()

void GameObject::SwitchDoorOrButton ( bool  activate,
bool  alternative = false 
)
private
1448{
1449 if (activate)
1451 else
1453
1454 if (GetGoState() == GO_STATE_READY) //if closed -> open
1456 else //if open -> close
1458}
@ GO_FLAG_IN_USE
Definition SharedDefines.h:1607

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
329{ 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
326{ 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
323{ 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 
)
1367{
1368 GameObjectTemplate const* trapInfo = sObjectMgr->GetGameObjectTemplate(trapEntry);
1369 if (!trapInfo || trapInfo->type != GAMEOBJECT_TYPE_TRAP)
1370 return;
1371
1372 SpellInfo const* trapSpell = sSpellMgr->GetSpellInfo(trapInfo->trap.spellId);
1373 if (!trapSpell) // checked at load already
1374 return;
1375
1376 // xinef: many spells have range 0 but radius > 0
1377 float range = float(target->GetSpellMaxRangeForTarget(GetOwner(), trapSpell));
1378 if (range < 1.0f)
1379 range = 5.0f;
1380
1381 // found correct GO
1382 // xinef: we should use the trap (checks for despawn type)
1383 if (GameObject* trapGO = GetLinkedTrap())
1384 {
1385 trapGO->Use(target); // trapGO->CastSpell(target, trapInfo->trap.spellId);
1386 }
1387}
float GetSpellMaxRangeForTarget(Unit const *target, SpellInfo const *spellInfo) const
Definition Unit.cpp:11880
uint32 spellId
Definition GameObjectData.h:119
struct GameObjectTemplate::@235::@242 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:1565
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:242
bool isSpawnedByDefault() const
Definition GameObject.h:196
void SendCustomAnim(uint32 anim)
Definition GameObject.cpp:2142
void ResetDoorOrButton()
Definition GameObject.cpp:1400
void DespawnOrUnsummon(Milliseconds delay=0ms, Seconds forcedRespawnTime=0s)
Definition GameObject.cpp:927
void CastSpell(Unit *target, uint32 spell)
Definition GameObject.cpp:2077
ObjectGuid m_ritualOwnerGUID
Definition GameObject.h:386
void EndRoll(Loot *loot, Map *allowedMap)
Definition Group.cpp:1383
time_t GetLinkedRespawnTime(ObjectGuid guid) const
Definition Map.cpp:2944
uint32 ApplyDynamicModeRespawnScaling(WorldObject const *obj, uint32 respawnDelay) const
Definition Map.cpp:1722
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:6583
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:2995
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
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
2640{
2641 if (!IsInWorld())
2642 return;
2643 if (m_model)
2644 if (GetMap()->ContainsGameObjectModel(*m_model))
2646 delete m_model;
2647 m_model = CreateModel();
2648 if (m_model)
2650}

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
2238{
2239 static const int32 PACK_YZ = 1 << 20;
2240 static const int32 PACK_X = PACK_YZ << 1;
2241 static const int32 PACK_YZ_MASK = (PACK_YZ << 1) - 1;
2242 static const int32 PACK_X_MASK = (PACK_X << 1) - 1;
2243 int8 w_sign = (WorldRotation.w >= 0.f ? 1 : -1);
2244 int64 x = int32(WorldRotation.x * PACK_X) * w_sign & PACK_X_MASK;
2245 int64 y = int32(WorldRotation.y * PACK_YZ) * w_sign & PACK_YZ_MASK;
2246 int64 z = int32(WorldRotation.z * PACK_YZ) * w_sign & PACK_YZ_MASK;
2247 m_packedRotation = z | (y << 21) | (x << 42);
2248}
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)
1461{
1462 // Xinef: we cannot use go with not selectable flags
1464 return;
1465
1466 // by default spell caster is user
1467 Unit* spellCaster = user;
1468 uint32 spellId = 0;
1469 uint32 triggeredFlags = TRIGGERED_NONE;
1470
1471 if (Player* playerUser = user->ToPlayer())
1472 {
1473 if (sScriptMgr->OnGossipHello(playerUser, this))
1474 return;
1475
1476 if (AI()->GossipHello(playerUser, false))
1477 return;
1478 }
1479
1480 // If cooldown data present in template
1481 if (uint32 cooldown = GetGOInfo()->GetCooldown())
1482 {
1484 return;
1485
1487 }
1488
1489 if (user->IsPlayer() && GetGoType() != GAMEOBJECT_TYPE_TRAP) // workaround for GO casting
1490 if (!m_goInfo->IsUsableMounted())
1492
1493 switch (GetGoType())
1494 {
1495 case GAMEOBJECT_TYPE_DOOR: //0
1496 //doors/buttons never really despawn, only reset to default state/flags
1497 UseDoorOrButton(0, false, user);
1498 return;
1499 case GAMEOBJECT_TYPE_BUTTON: //1
1500 //doors/buttons never really despawn, only reset to default state/flags
1501 UseDoorOrButton(0, false, user);
1502
1503 // Xinef: properly link possible traps
1504 if (uint32 trapEntry = GetGOInfo()->button.linkedTrap)
1505 TriggeringLinkedGameObject(trapEntry, user);
1506 return;
1508 {
1509 if (!user->IsPlayer())
1510 return;
1511
1512 Player* player = user->ToPlayer();
1513
1514 player->PrepareGossipMenu(this, GetGOInfo()->questgiver.gossipID, true);
1515 player->SendPreparedGossip(this);
1516 return;
1517 }
1518 case GAMEOBJECT_TYPE_TRAP: //6
1519 {
1520 GameObjectTemplate const* goInfo = GetGOInfo();
1521 if (goInfo->trap.spellId)
1522 CastSpell(user, goInfo->trap.spellId);
1523
1524 m_cooldownTime = GameTime::GetGameTimeMS().count() + (goInfo->trap.cooldown ? goInfo->trap.cooldown : uint32(4)) * IN_MILLISECONDS; // template or 4 seconds
1525
1526 if (goInfo->trap.type == 1) // Deactivate after trigger
1528
1529 return;
1530 }
1531 //Sitting: Wooden bench, chairs enzz
1532 case GAMEOBJECT_TYPE_CHAIR: //7
1533 {
1534 GameObjectTemplate const* info = GetGOInfo();
1535 if (!info)
1536 return;
1537
1538 if (!user->IsPlayer())
1539 return;
1540
1541 if (ChairListSlots.empty()) // this is called once at first chair use to make list of available slots
1542 {
1543 if (info->chair.slots > 0) // sometimes chairs in DB have error in fields and we dont know number of slots
1544 for (uint32 i = 0; i < info->chair.slots; ++i)
1545 ChairListSlots[i].Clear(); // Last user of current slot set to 0 (none sit here yet)
1546 else
1547 ChairListSlots[0].Clear(); // error in DB, make one default slot
1548 }
1549
1550 Player* player = user->ToPlayer();
1551
1552 // a chair may have n slots. we have to calculate their positions and teleport the player to the nearest one
1553
1554 float lowestDist = DEFAULT_VISIBILITY_DISTANCE;
1555
1556 uint32 nearest_slot = 0;
1557 float x_lowest = GetPositionX();
1558 float y_lowest = GetPositionY();
1559
1560 // the object orientation + 1/2 pi
1561 // every slot will be on that straight line
1562 float orthogonalOrientation = GetOrientation() + M_PI * 0.5f;
1563 // find nearest slot
1564 bool found_free_slot = false;
1565 for (ChairSlotAndUser::iterator itr = ChairListSlots.begin(); itr != ChairListSlots.end(); ++itr)
1566 {
1567 // the distance between this slot and the center of the go - imagine a 1D space
1568 float relativeDistance = (info->size * itr->first) - (info->size * (info->chair.slots - 1) / 2.0f);
1569
1570 float x_i = GetPositionX() + relativeDistance * cos(orthogonalOrientation);
1571 float y_i = GetPositionY() + relativeDistance * std::sin(orthogonalOrientation);
1572
1573 if (itr->second)
1574 {
1575 if (Player* ChairUser = ObjectAccessor::GetPlayer(*this, itr->second))
1576 {
1577 if (ChairUser->IsSitState() && ChairUser->getStandState() != UNIT_STAND_STATE_SIT && ChairUser->GetExactDist2d(x_i, y_i) < 0.1f)
1578 continue; // This seat is already occupied by ChairUser. NOTE: Not sure if the ChairUser->getStandState() != UNIT_STAND_STATE_SIT check is required.
1579 else
1580 itr->second.Clear(); // This seat is unoccupied.
1581 }
1582 else
1583 itr->second.Clear(); // The seat may of had an occupant, but they're offline.
1584 }
1585
1586 found_free_slot = true;
1587
1588 // calculate the distance between the player and this slot
1589 float thisDistance = player->GetDistance2d(x_i, y_i);
1590
1591 if (thisDistance <= lowestDist)
1592 {
1593 nearest_slot = itr->first;
1594 lowestDist = thisDistance;
1595 x_lowest = x_i;
1596 y_lowest = y_i;
1597 }
1598 }
1599
1600 if (found_free_slot)
1601 {
1602 ChairSlotAndUser::iterator itr = ChairListSlots.find(nearest_slot);
1603 if (itr != ChairListSlots.end())
1604 {
1605 itr->second = player->GetGUID(); //this slot in now used by player
1608 return;
1609 }
1610 }
1611
1612 return;
1613 }
1614 //big gun, its a spell/aura
1615 case GAMEOBJECT_TYPE_GOOBER: //10
1616 {
1617 GameObjectTemplate const* info = GetGOInfo();
1618
1619 // xinef: Goober cannot be used with this flag, skip
1621 return;
1622
1623 if (user->IsPlayer())
1624 {
1625 Player* player = user->ToPlayer();
1626
1627 if (info->goober.pageId) // show page...
1628 {
1630 data << GetGUID();
1631 player->SendDirectMessage(&data);
1632 }
1633 else if (info->goober.gossipID)
1634 {
1635 player->PrepareGossipMenu(this, info->goober.gossipID);
1636 player->SendPreparedGossip(this);
1637 }
1638
1639 if (info->goober.eventId)
1640 {
1641 LOG_DEBUG("maps.script", "Goober ScriptStart id {} for GO entry {} (spawnId {}).", info->goober.eventId, GetEntry(), m_spawnId);
1642 GetMap()->ScriptsStart(sEventScripts, info->goober.eventId, player, this);
1643 EventInform(info->goober.eventId);
1644 }
1645
1646 // possible quest objective for active quests
1647 if (info->goober.questId && sObjectMgr->GetQuestTemplate(info->goober.questId))
1648 {
1649 //Quest require to be active for GO using
1651 break;
1652 }
1653
1654 if (Battleground* bg = player->GetBattleground())
1655 bg->EventPlayerUsedGO(player, this);
1656
1657 if (Group* group = player->GetGroup())
1658 {
1659 for (GroupReference const* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
1660 {
1661 if (Player* member = itr->GetSource())
1662 {
1663 if (member->IsAtGroupRewardDistance(this))
1664 {
1665 member->KillCreditGO(info->entry, GetGUID());
1666 }
1667 }
1668 }
1669 }
1670 else
1671 {
1672 player->KillCreditGO(info->entry, GetGUID());
1673 }
1674 }
1675
1676 if (uint32 trapEntry = info->goober.linkedTrapId)
1677 TriggeringLinkedGameObject(trapEntry, user);
1678
1679 if (info->GetAutoCloseTime())
1680 {
1683 if (!info->goober.customAnim)
1685 }
1686
1687 // this appear to be ok, however others exist in addition to this that should have custom (ex: 190510, 188692, 187389)
1688 if (info->goober.customAnim)
1690
1692
1693 // cast this spell later if provided
1694 spellId = info->goober.spellId;
1695 spellCaster = user;
1696
1697 break;
1698 }
1699 case GAMEOBJECT_TYPE_CAMERA: //13
1700 {
1701 GameObjectTemplate const* info = GetGOInfo();
1702 if (!info)
1703 return;
1704
1705 if (!user->IsPlayer())
1706 return;
1707
1708 Player* player = user->ToPlayer();
1709
1710 if (info->camera.cinematicId)
1712
1713 if (info->camera.eventID)
1714 {
1715 GetMap()->ScriptsStart(sEventScripts, info->camera.eventID, player, this);
1716 EventInform(info->camera.eventID);
1717 }
1718
1719 return;
1720 }
1721 //fishing bobber
1723 {
1724 Player* player = user->ToPlayer();
1725 if (!player)
1726 return;
1727
1728 if (player->GetGUID() != GetOwnerGUID())
1729 return;
1730
1731 switch (getLootState())
1732 {
1733 case GO_READY: // ready for loot
1734 {
1735 uint32 zone, subzone;
1736 GetZoneAndAreaId(zone, subzone);
1737
1738 int32 zoneSkill = sObjectMgr->GetFishingBaseSkillLevel(subzone);
1739 if (!zoneSkill)
1740 zoneSkill = sObjectMgr->GetFishingBaseSkillLevel(zone);
1741
1742 //provide error, no fishable zone or area should be 0
1743 if (!zoneSkill)
1744 LOG_ERROR("sql.sql", "Fishable areaId {} are not properly defined in `skill_fishing_base_level`.", subzone);
1745
1746 // no miss skill is zone skill + 95 since at least patch 2.1
1747 int32 const noMissSkill = zoneSkill + 95;
1748
1749 int32 const skill = player->GetSkillValue(SKILL_FISHING);
1750
1751 int32 chance;
1752 // fishing pool catches are 100%
1753 //TODO: find reasonable value for fishing hole search
1754 GameObject* fishingHole = LookupFishingHoleAround(20.0f + CONTACT_DISTANCE);
1755 if (fishingHole)
1756 chance = 100;
1757 else if (skill < noMissSkill)
1758 {
1759 chance = int32(pow((double)skill / noMissSkill, 2) * 100);
1760 if (chance < 1)
1761 chance = 1;
1762 }
1763 else
1764 chance = 100;
1765
1766 int32 const roll = irand(1, 100);
1767
1768 LOG_DEBUG("entities.gameobject", "Fishing check (skill: {} zone min skill: {} no-miss skill: {} chance {} roll: {})", skill, zoneSkill, noMissSkill, chance, roll);
1769
1770 if (sScriptMgr->OnPlayerUpdateFishingSkill(player, skill, zoneSkill, chance, roll))
1771 player->UpdateFishingSkill();
1772 // but you will likely cause junk in areas that require a high fishing skill (not yet implemented)
1773 if (chance >= roll)
1774 {
1775 //TODO: I do not understand this hack. Need some explanation.
1776 // prevent removing GO at spell cancel
1778 SetOwnerGUID(player->GetGUID());
1779 SetSpellId(0); // prevent removing unintended auras at Unit::RemoveGameObject
1780
1781 // fishing pool catch
1782 if (fishingHole)
1783 {
1784 fishingHole->Use(player);
1786 }
1787 else
1788 player->SendLoot(GetGUID(), LOOT_FISHING);
1789 }
1790 else // else: junk
1792 break;
1793 }
1794 case GO_JUST_DEACTIVATED: // nothing to do, will be deleted at next update
1795 break;
1796 default:
1797 {
1799
1801 player->SendDirectMessage(&data);
1802 break;
1803 }
1804 }
1805 player->FinishSpell(CURRENT_CHANNELED_SPELL, true);
1806 return;
1807 }
1808
1810 {
1811 if (!user->IsPlayer())
1812 return;
1813
1814 Player* player = user->ToPlayer();
1815 Unit* owner = GetOwner();
1816 GameObjectTemplate const* info = GetGOInfo();
1817
1818 // ritual owner is set for GO's without owner (not summoned)
1819 if (!m_ritualOwnerGUID && !owner)
1820 m_ritualOwnerGUID = player->GetGUID();
1821
1822 if (owner)
1823 {
1824 if (!owner->IsPlayer())
1825 return;
1826
1827 // accept only use by player from same group as owner, excluding owner itself (unique use already added in spell effect)
1828 if (player == owner->ToPlayer() || (info->summoningRitual.castersGrouped && !player->IsInSameRaidWith(owner->ToPlayer())))
1829 return;
1830
1831 // expect owner to already be channeling, so if not...
1833 return;
1834 }
1835 else
1836 {
1837 Player* ritualOwner = ObjectAccessor::GetPlayer(*this, m_ritualOwnerGUID);
1838 if (!ritualOwner)
1839 return;
1840 if (player != ritualOwner && (info->summoningRitual.castersGrouped && !player->IsInSameRaidWith(ritualOwner)))
1841 return;
1842 }
1843
1845
1847 return;
1848
1849 if (info->summoningRitual.animSpell)
1850 player->CastSpell(player, info->summoningRitual.animSpell, true);
1851 else
1852 player->CastSpell(player, GetSpellId(),
1856
1857 AddUniqueUse(player);
1858
1859 // full amount unique participants including original summoner
1861 {
1863
1864 // channel ready, maintain this
1866 }
1867
1868 return;
1869 }
1871 {
1872 GameObjectTemplate const* info = GetGOInfo();
1873 if (!info)
1874 return;
1875
1876 if (info->spellcaster.partyOnly)
1877 {
1878 if (!user->IsPlayer())
1879 return;
1880 if (ObjectGuid ownerGuid = GetOwnerGUID())
1881 {
1882 if (user->GetGUID() != ownerGuid)
1883 {
1884 Group* group = user->ToPlayer()->GetGroup();
1885 if (!group)
1886 return;
1887 if (!group->IsMember(ownerGuid))
1888 return;
1889 }
1890 }
1891 }
1892
1893 spellId = info->spellcaster.spellId;
1894 break;
1895 }
1897 {
1898 GameObjectTemplate const* info = GetGOInfo();
1899
1900 if (!user->IsPlayer())
1901 return;
1902
1903 Player* player = user->ToPlayer();
1904
1905 Player* targetPlayer = ObjectAccessor::FindPlayer(player->GetTarget());
1906
1907 // accept only use by player from same raid as caster
1908 if (!targetPlayer || !targetPlayer->IsInSameRaidWith(player))
1909 return;
1910
1911 //required lvl checks!
1912 uint8 level = player->GetLevel();
1913 if (level < info->meetingstone.minLevel)
1914 return;
1915 level = targetPlayer->GetLevel();
1916 if (level < info->meetingstone.minLevel)
1917 return;
1918
1919 spellId = 23598; // Meeting Stone Summon
1920
1921 break;
1922 }
1923
1924 case GAMEOBJECT_TYPE_FLAGSTAND: // 24
1925 {
1926 if (!user->IsPlayer())
1927 return;
1928
1929 Player* player = user->ToPlayer();
1930
1931 if (player->CanUseBattlegroundObject(this))
1932 {
1933 // in battleground check
1934 Battleground* bg = player->GetBattleground();
1935 if (!bg)
1936 return;
1937
1938 if (player->GetVehicle())
1939 return;
1940
1943 // BG flag click
1944 // AB:
1945 // 15001
1946 // 15002
1947 // 15003
1948 // 15004
1949 // 15005
1950 bg->EventPlayerClickedOnFlag(player, this);
1951 return; //we don;t need to delete flag ... it is despawned!
1952 }
1953 break;
1954 }
1955
1956 case GAMEOBJECT_TYPE_FISHINGHOLE: // 25
1957 {
1958 if (!user->IsPlayer())
1959 return;
1960
1961 Player* player = user->ToPlayer();
1962
1963 player->SendLoot(GetGUID(), LOOT_FISHINGHOLE);
1965 return;
1966 }
1967
1968 case GAMEOBJECT_TYPE_FLAGDROP: // 26
1969 {
1970 if (!user->IsPlayer())
1971 return;
1972
1973 Player* player = user->ToPlayer();
1974
1975 if (player->CanUseBattlegroundObject(this))
1976 {
1977 // in battleground check
1978 Battleground* bg = player->GetBattleground();
1979 if (!bg)
1980 return;
1981
1982 if (player->GetVehicle())
1983 return;
1984
1987 // BG flag dropped
1988 // WS:
1989 // 179785 - Silverwing Flag
1990 // 179786 - Warsong Flag
1991 // EotS:
1992 // 184142 - Netherstorm Flag
1993 GameObjectTemplate const* info = GetGOInfo();
1994 if (info)
1995 {
1997 {
1998 GameObject::gameObjectToEventFlag[info->entry](player, this, bg);
1999 }
2000 else
2001 {
2002 switch (info->entry)
2003 {
2004 case 179785: // Silverwing Flag
2005 case 179786: // Warsong Flag
2006 if (bg->GetBgTypeID(true) == BATTLEGROUND_WS)
2007 bg->EventPlayerClickedOnFlag(player, this);
2008 break;
2009 case 184142: // Netherstorm Flag
2010 if (bg->GetBgTypeID(true) == BATTLEGROUND_EY)
2011 bg->EventPlayerClickedOnFlag(player, this);
2012 break;
2013 }
2014 }
2015 }
2016 //this cause to call return, all flags must be deleted here!!
2017 spellId = 0;
2018 Delete();
2019 }
2020 break;
2021 }
2023 {
2024 GameObjectTemplate const* info = GetGOInfo();
2025 if (!info)
2026 return;
2027
2028 if (!user->IsPlayer())
2029 return;
2030
2031 Player* player = user->ToPlayer();
2032
2033 // fallback, will always work
2035
2037 player->SendDirectMessage(&data);
2038
2040 return;
2041 }
2042 default:
2044 LOG_ERROR("entities.gameobject", "GameObject::Use(): unit ({}, name: {}) tries to use object ({}, name: {}) of unknown type ({})",
2045 user->GetGUID().ToString(), user->GetName(), GetGUID().ToString(), GetGOInfo()->name, GetGoType());
2046 break;
2047 }
2048
2049 if (!spellId)
2050 return;
2051
2052 SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
2053 if (!spellInfo)
2054 {
2055 if (!user->IsPlayer() || !sOutdoorPvPMgr->HandleCustomSpell(user->ToPlayer(), spellId, this))
2056 LOG_ERROR("entities.gameobject", "WORLD: unknown spell id {} at use action for gameobject (Entry: {} GoType: {})", spellId, GetEntry(), GetGoType());
2057 else
2058 LOG_DEBUG("outdoorpvp", "WORLD: {} non-dbc spell was handled by OutdoorPvP", spellId);
2059 return;
2060 }
2061
2064
2065 if (Player* player = user->ToPlayer())
2066 sOutdoorPvPMgr->HandleCustomSpell(player, spellId, this);
2067
2068 if (spellCaster)
2069 {
2070 if ((spellCaster->CastSpell(user, spellInfo, TriggerCastFlags(triggeredFlags)) == SPELL_CAST_OK) && GetGoType() == GAMEOBJECT_TYPE_SPELLCASTER)
2071 AddUse();
2072 }
2073 else
2074 CastSpell(user, spellId);
2075}
@ 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:1587
@ GAMEOBJECT_TYPE_SPELLCASTER
Definition SharedDefines.h:1586
@ BATTLEGROUND_WS
Definition SharedDefines.h:3738
@ BATTLEGROUND_EY
Definition SharedDefines.h:3743
@ SPELL_CAST_OK
Definition SharedDefines.h:1126
@ SKILL_FISHING
Definition SharedDefines.h:3190
@ 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:1410
static std::unordered_map< int, goEventFlag > gameObjectToEventFlag
Definition GameObject.h:2957
LootState getLootState() const
Definition GameObject.h:224
ChairSlotAndUser ChairListSlots
Definition GameObject.h:391
void TriggeringLinkedGameObject(uint32 trapEntry, Unit *target)
Definition GameObject.cpp:1366
GameObject * LookupFishingHoleAround(float range)
Definition GameObject.cpp:1389
void Use(Unit *user)
Definition GameObject.cpp:1460
void AddUniqueUse(Player *player)
Definition GameObject.cpp:921
void SetSpellId(uint32 id)
Definition GameObject.h:177
Definition GroupReference.h:27
bool IsMember(ObjectGuid guid) const
Definition Group.cpp:2349
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:1903
bool UpdateFishingSkill()
Definition PlayerUpdates.cpp:884
uint16 GetSkillValue(uint32 skill) const
Definition Player.cpp:5450
bool CanUseBattlegroundObject(GameObject *gameobject) const
Definition Player.cpp:13273
CinematicMgr & GetCinematicMgr()
Definition Player.h:1397
void SendPreparedGossip(WorldObject *source)
Definition PlayerGossip.cpp:214
void SendLoot(ObjectGuid guid, LootType loot_type)
Definition Player.cpp:7813
Group * GetGroup()
Definition Player.h:2505
bool TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options=0, Unit *target=nullptr, bool newInstance=false)
Definition Player.cpp:1353
void KillCreditGO(uint32 entry, ObjectGuid guid=ObjectGuid::Empty)
Definition PlayerQuest.cpp:2091
void PrepareGossipMenu(WorldObject *source, uint32 menuId=0, bool showQuests=false)
Definition PlayerGossip.cpp:32
Vehicle * GetVehicle() const
Definition Unit.h:1927
void FinishSpell(CurrentSpellTypes spellType, bool ok=true)
Definition Unit.cpp:4274
void RemoveAurasByType(AuraType auraType, ObjectGuid casterGUID=ObjectGuid::Empty, Aura *except=nullptr, bool negative=true, bool positive=true)
Definition Unit.cpp:5379
void SetStandState(uint8 state)
Definition Unit.cpp:13115
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
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::@235::@249 camera
uint32 partyOnly
Definition GameObjectData.h:254
uint32 chairheight
Definition GameObjectData.h:346
uint32 eventId
Definition GameObjectData.h:90
struct GameObjectTemplate::@235::@253 spellcaster
uint32 pageId
Definition GameObjectData.h:169
uint32 eventID
Definition GameObjectData.h:210
uint32 cinematicId
Definition GameObjectData.h:209
uint32 customAnim
Definition GameObjectData.h:74
struct GameObjectTemplate::@235::@243 chair
struct GameObjectTemplate::@235::@262 barberChair
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
2553{
2554 switch (m_goInfo->type)
2555 {
2561 return true;
2562 default:
2563 return false;
2564 }
2565}
@ GAMEOBJECT_TYPE_TRAPDOOR
Definition SharedDefines.h:1599

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().

◆ _respawnCompatibilityMode

bool GameObject::_respawnCompatibilityMode {true}
protected
373{true};

Referenced by IsRespawnCompatibilityMode(), and LoadGameObjectFromDB().

◆ ChairListSlots

ChairSlotAndUser GameObject::ChairListSlots
protected

Referenced by Use().

◆ gameObjectToEventFlag

std::unordered_map< int, goEventFlag > GameObject::gameObjectToEventFlag = { }
static
3006{
3007 //11 GAMEOBJECT_TYPE_TRANSPORT
3008 struct
3009 {
3010 uint32 PathProgress;
3011 TransportAnimation const* AnimationInfo;
3012 } Transport;
3013 //25 GAMEOBJECT_TYPE_FISHINGHOLE
3014 struct
3015 {
3016 uint32 MaxOpens;
3017 } FishingHole;
3018 //29 GAMEOBJECT_TYPE_CAPTURE_POINT
3019 struct
3020 {
3021 OPvPCapturePoint* OPvPObj;
3022 } CapturePoint;
3023 //33 GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING
3024 struct
3025 {
3026 uint32 Health;
3027 uint32 MaxHealth;
3028 } Building;
3029};
3030
3031enum class GameObjectActions : uint32
3032{
3033 // Name from client executable // Comments
3034 None, // -NONE-
3035 AnimateCustom0, // Animate Custom0
3036 AnimateCustom1, // Animate Custom1
3037 AnimateCustom2, // Animate Custom2
3038 AnimateCustom3, // Animate Custom3
3039 Disturb, // Disturb // Triggers trap
3040 Unlock, // Unlock // Resets GO_FLAG_LOCKED
3041 Lock, // Lock // Sets GO_FLAG_LOCKED
3042 Open, // Open // Sets GO_STATE_ACTIVE
3043 OpenAndUnlock, // Open + Unlock // Sets GO_STATE_ACTIVE and resets GO_FLAG_LOCKED
3044 Close, // Close // Sets GO_STATE_READY
3045 ToggleOpen, // Toggle Open
3046 Destroy, // Destroy // Sets GO_STATE_DESTROYED
3047 Rebuild, // Rebuild // Resets from GO_STATE_DESTROYED
3048 Creation, // Creation
3049 Despawn, // Despawn
3050 MakeInert, // Make Inert // Disables interactions
3051 MakeActive, // Make Active // Enables interactions
3052 CloseAndLock, // Close + Lock // Sets GO_STATE_READY and sets GO_FLAG_LOCKED
3053 UseArtKit0, // Use ArtKit0 // 46904: 121
3054 UseArtKit1, // Use ArtKit1 // 36639: 81, 46903: 122
3055 UseArtKit2, // Use ArtKit2
3056 UseArtKit3, // Use ArtKit3
3057 SetTapList, // Set Tap List
3058};
3059
3060// For containers: [GO_NOT_READY]->GO_READY (close)->GO_ACTIVATED (open) ->GO_JUST_DEACTIVATED->GO_READY -> ...
3061// For bobber: GO_NOT_READY ->GO_READY (close)->GO_ACTIVATED (open) ->GO_JUST_DEACTIVATED-><deleted>
3062// For door(closed):[GO_NOT_READY]->GO_READY (close)->GO_ACTIVATED (open) ->GO_JUST_DEACTIVATED->GO_READY(close) -> ...
3063// For door(open): [GO_NOT_READY]->GO_READY (open) ->GO_ACTIVATED (close)->GO_JUST_DEACTIVATED->GO_READY(open) -> ...
3064enum LootState
3065{
3067 GO_READY, // can be ready but despawned, and then not possible activate until spawn
3070};
3071
3072// 5 sec for bobber catch
3073#define FISHING_BOBBER_READY_TIME 5
3074
3075class GameObject : public WorldObject, public GridObject<GameObject>, public MovableMapObject, public UpdatableMapObject
3076{
3077public:
3078 explicit GameObject();
3079 ~GameObject() override;
3080
3081 void BuildValuesUpdate(uint8 updateType, ByteBuffer* data, Player* target) override;
3082
3083 void AddToWorld() override;
3084 void RemoveFromWorld() override;
3085 void CleanupsBeforeDelete(bool finalCleanup = true) override;
3086
3087 uint32 GetDynamicFlags() const override { return GetUInt32Value(GAMEOBJECT_DYNAMIC); }
3088 void ReplaceAllDynamicFlags(uint32 flag) override { SetUInt32Value(GAMEOBJECT_DYNAMIC, flag); }
3089
3090 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);
3091 void Update(uint32 p_time) override;
3092 [[nodiscard]] GameObjectTemplate const* GetGOInfo() const { return m_goInfo; }
3093 [[nodiscard]] GameObjectTemplateAddon const* GetTemplateAddon() const;
3094 [[nodiscard]] GameObjectData const* GetGameObjectData() const { return m_goData; }
3095 [[nodiscard]] GameObjectValue const* GetGOValue() const { return &m_goValue; }
3096
3097 [[nodiscard]] bool IsTransport() const;
3098 [[nodiscard]] bool IsDestructibleBuilding() const;
3099
3100 [[nodiscard]] ObjectGuid::LowType GetSpawnId() const { return m_spawnId; }
3101
3102 // z_rot, y_rot, x_rot - rotation angles around z, y and x axes
3103 void SetWorldRotationAngles(float z_rot, float y_rot, float x_rot);
3104 void SetWorldRotation(G3D::Quat const& rot);
3105 void SetTransportPathRotation(float qx, float qy, float qz, float qw);
3106 [[nodiscard]] G3D::Quat const& GetWorldRotation() const { return WorldRotation; }
3107 [[nodiscard]] int64 GetPackedWorldRotation() const { return m_packedRotation; }
3108 [[nodiscard]] G3D::Quat GetFinalWorldRotation() const;
3109
3110 // overwrite WorldObject function for proper name localization
3111 [[nodiscard]] std::string const& GetNameForLocaleIdx(LocaleConstant locale_idx) const override;
3112
3113 void SaveToDB(bool saveAddon = false);
3114 void SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask, bool saveAddon = false);
3115 virtual bool LoadFromDB(ObjectGuid::LowType guid, Map* map) { return LoadGameObjectFromDB(guid, map, false); }
3116 virtual bool LoadGameObjectFromDB(ObjectGuid::LowType guid, Map* map, bool addToMap = true);
3117 [[nodiscard]] bool IsRespawnCompatibilityMode() const { return _respawnCompatibilityMode; }
3118 void DeleteFromDB();
3119
3120 void SetOwnerGUID(ObjectGuid owner)
3121 {
3122 // Owner already found and different than expected owner - remove object from old owner
3123 if (owner && GetOwnerGUID() && GetOwnerGUID() != owner)
3124 {
3125 ABORT();
3126 }
3127 m_spawnedByDefault = false; // all object with owner is despawned after delay
3129 }
3130 [[nodiscard]] ObjectGuid GetOwnerGUID() const { return GetGuidValue(OBJECT_FIELD_CREATED_BY); }
3131 [[nodiscard]] Unit* GetOwner() const;
3132
3133 void SetSpellId(uint32 id)
3134 {
3135 m_spawnedByDefault = false; // all summoned object is despawned after delay
3136 m_spellId = id;
3137 }
3138 [[nodiscard]] uint32 GetSpellId() const { return m_spellId;}
3139
3140 [[nodiscard]] time_t GetRespawnTime() const { return m_respawnTime; }
3141 [[nodiscard]] time_t GetRespawnTimeEx() const;
3142
3143 void SetRespawnTime(int32 respawn);
3144 void SetRespawnDelay(int32 respawn);
3145 void Respawn();
3146 [[nodiscard]] bool isSpawned() const
3147 {
3148 return m_respawnDelayTime == 0 ||
3151 }
3152 [[nodiscard]] bool isSpawnedByDefault() const { return m_spawnedByDefault; }
3153 void SetSpawnedByDefault(bool b) { m_spawnedByDefault = b; }
3154 [[nodiscard]] uint32 GetRespawnDelay() const { return m_respawnDelayTime; }
3155 void Refresh();
3156 void DespawnOrUnsummon(Milliseconds delay = 0ms, Seconds forcedRespawnTime = 0s);
3157 void Delete();
3158 void GetFishLoot(Loot* fishLoot, Player* lootOwner, bool junk = false);
3159 [[nodiscard]] GameobjectTypes GetGoType() const { return GameobjectTypes(GetByteValue(GAMEOBJECT_BYTES_1, 1)); }
3161 [[nodiscard]] GOState GetGoState() const { return GOState(GetByteValue(GAMEOBJECT_BYTES_1, 0)); }
3162 void SetGoState(GOState state);
3163 [[nodiscard]] uint8 GetGoArtKit() const { return GetByteValue(GAMEOBJECT_BYTES_1, 2); }
3164 void SetGoArtKit(uint8 artkit);
3165 [[nodiscard]] uint8 GetGoAnimProgress() const { return GetByteValue(GAMEOBJECT_BYTES_1, 3); }
3166 void SetGoAnimProgress(uint8 animprogress) { SetByteValue(GAMEOBJECT_BYTES_1, 3, animprogress); }
3167 static void SetGoArtKit(uint8 artkit, GameObject* go, ObjectGuid::LowType lowguid = 0);
3168
3169 void SetPhaseMask(uint32 newPhaseMask, bool update) override;
3170 void EnableCollision(bool enable);
3171
3173 bool HasGameObjectFlag(GameObjectFlags flags) const { return HasFlag(GAMEOBJECT_FLAGS, flags) != 0; }
3177
3178 void Use(Unit* user);
3179
3180 [[nodiscard]] LootState getLootState() const { return m_lootState; }
3181 // Note: unit is only used when s = GO_ACTIVATED
3182 void SetLootState(LootState s, Unit* unit = nullptr);
3183
3184 [[nodiscard]] uint16 GetLootMode() const { return m_LootMode; }
3185 [[nodiscard]] bool HasLootMode(uint16 lootMode) const { return m_LootMode & lootMode; }
3186 void SetLootMode(uint16 lootMode) { m_LootMode = lootMode; }
3187 void AddLootMode(uint16 lootMode) { m_LootMode |= lootMode; }
3188 void RemoveLootMode(uint16 lootMode) { m_LootMode &= ~lootMode; }
3190
3191 void AddToSkillupList(ObjectGuid const& playerGuid);
3192 [[nodiscard]] bool IsInSkillupList(ObjectGuid const& playerGuid) const;
3193
3194 void AddUniqueUse(Player* player);
3195 void AddUse() { ++m_usetimes; }
3196
3197 [[nodiscard]] uint32 GetUseCount() const { return m_usetimes; }
3198 [[nodiscard]] uint32 GetUniqueUseCount() const { return m_unique_users.size(); }
3199
3200 void SaveRespawnTime() override { SaveRespawnTime(0); }
3201 void SaveRespawnTime(uint32 forceDelay);
3202
3203 Loot loot;
3204
3205 [[nodiscard]] Player* GetLootRecipient() const;
3206 [[nodiscard]] Group* GetLootRecipientGroup() const;
3207 void SetLootRecipient(Creature* creature);
3208 void SetLootRecipient(Map* map);
3209 bool IsLootAllowedFor(Player const* player) const;
3210 [[nodiscard]] bool HasLootRecipient() const { return m_lootRecipient || m_lootRecipientGroup; }
3211 uint32 m_groupLootTimer; // (msecs)timer used for group loot
3212 uint32 lootingGroupLowGUID; // used to find group which is looting
3213 void SetLootGenerationTime();
3214 [[nodiscard]] uint32 GetLootGenerationTime() const { return m_lootGenerationTime; }
3215
3216 [[nodiscard]] GameObject* GetLinkedTrap();
3217 void SetLinkedTrap(GameObject* linkedTrap) { m_linkedTrap = linkedTrap->GetGUID(); }
3218
3219 [[nodiscard]] bool hasQuest(uint32 quest_id) const override;
3220 [[nodiscard]] bool hasInvolvedQuest(uint32 quest_id) const override;
3221 bool ActivateToQuest(Player* target) const;
3222 void UseDoorOrButton(uint32 time_to_restore = 0, bool alternative = false, Unit* user = nullptr);
3223 // 0 = use `gameobject`.`spawntimesecs`
3224 void ResetDoorOrButton();
3225
3226 void TriggeringLinkedGameObject(uint32 trapEntry, Unit* target);
3227
3228 [[nodiscard]] bool IsNeverVisible() const override;
3229 bool IsAlwaysVisibleFor(WorldObject const* seer) const override;
3230 [[nodiscard]] bool IsInvisibleDueToDespawn() const override;
3231
3232 uint8 getLevelForTarget(WorldObject const* target) const override
3233 {
3234 if (Unit* owner = GetOwner())
3235 return owner->getLevelForTarget(target);
3236
3237 return 1;
3238 }
3239
3240 GameObject* LookupFishingHoleAround(float range);
3241
3242 void CastSpell(Unit* target, uint32 spell);
3243 void SendCustomAnim(uint32 anim);
3244 bool IsInRange2d(float x, float y, float radius) const;
3245 bool IsInRange3d(float x, float y, float z, float radius) const;
3246
3247 void ModifyHealth(int32 change, Unit* attackerOrHealer = nullptr, uint32 spellId = 0);
3249 // sets GameObject type 33 destruction flags and optionally default health for that state
3250 void SetDestructibleState(GameObjectDestructibleState state, Player* eventInvoker = nullptr, bool setHealth = false);
3252 {
3258 }
3259
3260 void EventInform(uint32 eventId);
3261
3262 [[nodiscard]] virtual uint32 GetScriptId() const;
3263 [[nodiscard]] GameObjectAI* AI() const { return m_AI; }
3264
3265 [[nodiscard]] std::string const& GetAIName() const;
3266 void SetDisplayId(uint32 displayid);
3267 [[nodiscard]] uint32 GetDisplayId() const { return GetUInt32Value(GAMEOBJECT_DISPLAYID); }
3268
3270 void GetRespawnPosition(float& x, float& y, float& z, float* ori = nullptr) const;
3271
3272 void SetPosition(float x, float y, float z, float o);
3273 void SetPosition(const Position& pos) { SetPosition(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation()); }
3274
3275 [[nodiscard]] bool IsStaticTransport() const { return GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT; }
3276 [[nodiscard]] bool IsMotionTransport() const { return GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT; }
3277
3278 Transport* ToTransport() { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT || GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<Transport*>(this); else return nullptr; }
3279 [[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; }
3280
3281 StaticTransport* ToStaticTransport() { if (GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<StaticTransport*>(this); else return nullptr; }
3282 [[nodiscard]] StaticTransport const* ToStaticTransport() const { if (GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<StaticTransport const*>(this); else return nullptr; }
3283
3284 MotionTransport* ToMotionTransport() { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT) return reinterpret_cast<MotionTransport*>(this); else return nullptr; }
3285 [[nodiscard]] MotionTransport const* ToMotionTransport() const { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT) return reinterpret_cast<MotionTransport const*>(this); else return nullptr; }
3286
3287 [[nodiscard]] float GetStationaryX() const override { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionX(); return GetPositionX(); }
3288 [[nodiscard]] float GetStationaryY() const override { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionY(); return GetPositionY(); }
3289 [[nodiscard]] float GetStationaryZ() const override { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionZ(); return GetPositionZ(); }
3290 [[nodiscard]] float GetStationaryO() const override { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetOrientation(); return GetOrientation(); }
3291
3292 [[nodiscard]] float GetInteractionDistance() const;
3293
3294 void UpdateModelPosition();
3295
3296 [[nodiscard]] bool IsAtInteractDistance(Position const& pos, float radius) const;
3297 [[nodiscard]] bool IsAtInteractDistance(Player const* player, SpellInfo const* spell = nullptr) const;
3298
3299 [[nodiscard]] bool IsWithinDistInMap(Player const* player) const;
3301
3302 [[nodiscard]] SpellInfo const* GetSpellForLock(Player const* player) const;
3303
3304 static std::unordered_map<int, goEventFlag> gameObjectToEventFlag; // Gameobject -> event flag
3305
3306 [[nodiscard]] bool ValidateGameobjectType() const;
3307 [[nodiscard]] bool IsInstanceGameobject() const;
3308 [[nodiscard]] uint8 GameobjectStateToInt(GOState* state) const;
3309
3310 /* A check to verify if this object is available to be saved on the DB when
3311 * a state change occurs
3312 */
3313 [[nodiscard]] bool IsAllowedToSaveToDB() const { return m_saveStateOnDb; };
3314
3315 /* Enable or Disable the ability to save on the database this gameobject's state
3316 * whenever it changes
3317 */
3318 void AllowSaveToDB(bool enable) { m_saveStateOnDb = enable; };
3319
3320 void SaveStateToDB();
3321
3322 std::string GetDebugInfo() const override;
3323
3324 bool IsUpdateNeeded() override;
3325protected:
3326 bool AIM_Initialize();
3328 void UpdateModel(); // updates model in case displayId were changed
3329 bool _respawnCompatibilityMode{true};
3331 time_t m_respawnTime; // (secs) time of next respawn (or despawn if GO have owner()),
3332 uint32 m_respawnDelayTime; // (secs) if 0 then current GO state no dependent from timer
3334 Seconds m_despawnRespawnTime; // override respawn time after delayed despawn
3337 bool m_spawnedByDefault;
3338 uint32 m_cooldownTime; // used as internal reaction delay time store (not state change reaction).
3339 // For traps this: spell casting cooldown, for doors/buttons: reset time.
3340 std::unordered_map<ObjectGuid, int32> m_SkillupList;
3341
3342 ObjectGuid m_ritualOwnerGUID; // used for GAMEOBJECT_TYPE_SUMMONING_RITUAL where GO is not summoned (no owner)
3345
3346 typedef std::map<uint32, ObjectGuid> ChairSlotAndUser;
3348
3351 GameObjectData const* m_goData;
3354
3356 G3D::Quat WorldRotation;
3358
3361 uint16 m_LootMode; // bitmask, default LOOT_MODE_DEFAULT, determines what loot will be lootable
3363
3365
3367
3368private:
3369 void CheckRitualList();
3370 void ClearRitualList();
3371 void RemoveFromOwner();
3372 void SwitchDoorOrButton(bool activate, bool alternative = false);
3373 void UpdatePackedRotation();
3374
3376 bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool /*is3D*/, bool /*incOwnRadius = true*/, bool /*incTargetRadius = true*/) const override
3377 {
3379 dist2compare += obj->GetObjectSize();
3380 return IsInRange3d(obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ(), dist2compare);
3381 }
3382
3383 bool IsWithinSightRange(Position const& pos, float dist) const override;
3384
3386
3387 bool m_saveStateOnDb = false;
3388};
3389#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:2860
uint32 GetRespawnDelay() const
Definition GameObject.h:198
bool IsWithinDistInMap(Player const *player) const
Definition GameObject.cpp:3023
bool IsRespawnCompatibilityMode() const
Definition GameObject.h:161
void AddLootMode(uint16 lootMode)
Definition GameObject.h:231
~GameObject() override
Definition GameObject.cpp:93
bool IsUpdateNeeded() override
Definition GameObject.cpp:3116
void DeleteFromDB()
Definition GameObject.cpp:1168
std::string GetDebugInfo() const override
Definition GameObject.cpp:3107
bool hasInvolvedQuest(uint32 quest_id) const override
Definition GameObject.cpp:1196
float GetStationaryZ() const override
Definition GameObject.h:333
uint32 GetDynamicFlags() const override
Definition GameObject.h:131
uint8 getLevelForTarget(WorldObject const *target) const override
Definition GameObject.h:276
float GetStationaryY() const override
Definition GameObject.h:332
void GetFishLoot(Loot *fishLoot, Player *lootOwner, bool junk=false)
Definition GameObject.cpp:996
bool HasLootMode(uint16 lootMode) const
Definition GameObject.h:229
GameObjectValue const * GetGOValue() const
Definition GameObject.h:139
Player * GetLootRecipient() const
Definition GameObject.cpp:2652
bool IsAlwaysVisibleFor(WorldObject const *seer) const override
Definition GameObject.cpp:1244
time_t GetRespawnTime() const
Definition GameObject.h:184
uint32 GetLootGenerationTime() const
Definition GameObject.h:258
float GetStationaryX() const override
Definition GameObject.h:331
void RemoveLootMode(uint16 lootMode)
Definition GameObject.h:232
void SetSpawnedByDefault(bool b)
Definition GameObject.h:197
bool IsInSkillupList(ObjectGuid const &playerGuid) const
Definition GameObject.cpp:3094
void SetLootRecipient(Creature *creature)
Definition GameObject.cpp:2666
int64 GetPackedWorldRotation() const
Definition GameObject.h:151
void SetDestructibleBuildingModifyState(bool allow)
Definition GameObject.h:292
bool IsMotionTransport() const
Definition GameObject.h:320
bool IsWithinSightRange(Position const &pos, float dist) const override
Definition GameObject.cpp:2250
void Respawn()
Definition GameObject.cpp:1299
void Refresh()
Definition GameObject.cpp:911
time_t GetRespawnTimeEx() const
Definition GameObject.cpp:2943
bool hasQuest(uint32 quest_id) const override
Definition GameObject.cpp:1185
GameObjectFlags GetGameObjectFlags() const
Definition GameObject.h:216
uint32 GetDisplayId() const
Definition GameObject.h:311
void UpdateModelPosition()
Definition GameObject.cpp:2930
bool IsStaticTransport() const
Definition GameObject.h:319
void SetLootMode(uint16 lootMode)
Definition GameObject.h:230
uint32 GetUseCount() const
Definition GameObject.h:241
void SetWorldRotationAngles(float z_rot, float y_rot, float x_rot)
Definition GameObject.cpp:2275
void SetLootGenerationTime()
Definition GameObject.cpp:2952
std::map< uint32, ObjectGuid > ChairSlotAndUser
Definition GameObject.h:390
bool IsNeverVisible() const override
Definition GameObject.cpp:1233
virtual bool LoadFromDB(ObjectGuid::LowType guid, Map *map)
Definition GameObject.h:159
std::string const & GetNameForLocaleIdx(LocaleConstant locale_idx) const override
Definition GameObject.cpp:2224
void BuildValuesUpdate(uint8 updateType, ByteBuffer *data, Player *target) override
Definition GameObject.cpp:2760
void AddToSkillupList(ObjectGuid const &playerGuid)
Definition GameObject.cpp:3088
void CleanupsBeforeDelete(bool finalCleanup=true) override
Definition GameObject.cpp:120
uint16 GetLootMode() const
Definition GameObject.h:228
bool IsInvisibleDueToDespawn() const override
Definition GameObject.cpp:1272
void AddToWorld() override
Definition GameObject.cpp:156
void Update(uint32 p_time) override
Definition GameObject.cpp:438
float GetStationaryO() const override
Definition GameObject.h:334
void ModifyHealth(int32 change, Unit *attackerOrHealer=nullptr, uint32 spellId=0)
Definition GameObject.cpp:2297
void AllowSaveToDB(bool enable)
Definition GameObject.h:362
void ReplaceAllDynamicFlags(uint32 flag) override
Definition GameObject.h:132
Definition Object.h:362
Definition Map.h:166
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:2837
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: