void Creature::setDeathState(DeathState s) { if(s == JUST_DIED) { m_deathTimer = m_corpseDelay*1000; // always save boss respawn time at death to prevent crash cheating if(sWorld.getConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATLY) || isWorldBoss()) SaveRespawnTime(); if(!IsStopped()) StopMoving(); } Unit::setDeathState(s); if(s == JUST_DIED) { SetUInt32Value(UNIT_NPC_FLAGS, 0); if(!isPet() && GetCreatureInfo()->SkinLootId) { LootStore skinStore = LootTemplates_Skinning; LootStore::iterator tab = skinStore.find(GetCreatureInfo()->SkinLootId); if ( tab != skinStore.end() ) SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE); } Unit::setDeathState(CORPSE); } }
void ExclusivePoolMgr::ExecuteEvent(ExclusivePool& pool) { sLog.outBasic("ExclusivePool: Shuffling pool %u...", pool.poolID); // Get the spawn points and shuffle them. std::vector<ExclusivePoolSpot> poolSpotList; poolSpotList.insert(poolSpotList.begin(), m_poolSpots[pool.poolID].begin(), m_poolSpots[pool.poolID].end()); std::random_shuffle(poolSpotList.begin(), poolSpotList.end()); for (std::pair<const uint32, std::list<ObjectGuid> >& poolPair : pool.m_objects) { // If we have run out of spawn positions we stop spawning creatures. if (poolSpotList.empty()) break; std::list<ObjectGuid> poolObjectList = poolPair.second; // Check if any creatures in the current group are alive. // If they are the group should be skipped. bool foundAlive = false; for (ObjectGuid currentCreature : poolObjectList) { const CreatureData* pData = sObjectMgr.GetCreatureData(currentCreature.GetCounter()); if (pData) { Map* pMap = sMapMgr.FindMap(pData->mapid); if (pMap) { if (!pMap->IsLoaded(pData->posX, pData->posY)) { MaNGOS::ObjectUpdater updater(0); // for creature TypeContainerVisitor<MaNGOS::ObjectUpdater, GridTypeMapContainer > grid_object_update(updater); // for pets TypeContainerVisitor<MaNGOS::ObjectUpdater, WorldTypeMapContainer > world_object_update(updater); // Make sure that the creature is loaded before checking its status. CellPair cellPair = MaNGOS::ComputeCellPair(pData->posX, pData->posY); Cell cell(cellPair); pMap->Visit(cell, grid_object_update); pMap->Visit(cell, world_object_update); } Creature* pCreature = pMap->GetCreature(currentCreature); if (pCreature) { // If the creature is alive or being looted we don't include it in the randomisation. if (pCreature->isAlive() || pCreature->HasFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE)) { sLog.outBasic("ExclusivePool: Skipping creature with guid %u.", currentCreature.GetCounter()); auto itr = std::find_if(poolSpotList.begin(), poolSpotList.end(), [&](const ExclusivePoolSpot& spot) { if (spot.x == pData->posX && spot.y == pData->posY && spot.z == pData->posZ && spot.mapID == pData->mapid) { return true; } else return false; }); // If we found the spot on which the living creature is standing // we remove that spot since it's occupied. if (itr != poolSpotList.end()) { poolSpotList.erase(itr); foundAlive = true; } else { sLog.outBasic("ExclusivePool: Could not find the pool position for creature %u. Moving it to avoid double spawns!", currentCreature.GetCounter()); } DespawnAllExcept(poolObjectList, currentCreature); break; } } } } } // If a creature in the current group was alive we skip it. if (foundAlive) continue; // Pick a random creature from the current group. auto itr = poolObjectList.begin(); std::advance(itr, urand(0, poolObjectList.size() - 1)); // Get a spawn point for the creature. ExclusivePoolSpot spot = poolSpotList.back(); poolSpotList.pop_back(); CreatureData& rData = sObjectMgr.mCreatureDataMap[itr->GetCounter()]; // If the creature is already in the correct spot we skip it. if (rData.posX == spot.x && rData.posY == spot.y && rData.posZ == spot.z && rData.mapid == spot.mapID) { continue; } // Do the actual spawning. sObjectMgr.RemoveCreatureFromGrid(itr->GetCounter(), &rData); Creature::AddToRemoveListInMaps(itr->GetCounter(), &rData); rData.posX = spot.x; rData.posY = spot.y; rData.posZ = spot.z; rData.orientation = spot.orientation; rData.mapid = spot.mapID; // Update the creature entry in the database. WorldDatabase.PQuery("UPDATE creature SET map=%u, position_x=%f, position_y=%f, position_z=%f, orientation=%f WHERE guid=%u", spot.mapID, spot.x, spot.y, spot.z, spot.orientation, itr->GetCounter()); // Make sure that all other creatures in the group are despawned. DespawnAllExcept(poolObjectList, *itr); } SaveRespawnTime(pool); sLog.outBasic("ExclusivePool: Finished shuffling pool %u.", pool.poolID); }
void GameObject::Update(uint32 /*p_time*/) { if (IS_MO_TRANSPORT(GetGUID())) { //((Transport*)this)->Update(p_time); return; } switch (m_lootState) { case GO_NOT_READY: { switch(GetGoType()) { case GAMEOBJECT_TYPE_TRAP: { // Arming Time for GAMEOBJECT_TYPE_TRAP (6) Unit* owner = GetOwner(); if (owner && ((Player*)owner)->isInCombat()) m_cooldownTime = time(NULL) + GetGOInfo()->trap.startDelay; m_lootState = GO_READY; break; } case GAMEOBJECT_TYPE_FISHINGNODE: { // fishing code (bobber ready) if( time(NULL) > m_respawnTime - FISHING_BOBBER_READY_TIME ) { // splash bobber (bobber ready now) Unit* caster = GetOwner(); if(caster && caster->GetTypeId()==TYPEID_PLAYER) { SetGoState(0); SetUInt32Value(GAMEOBJECT_FLAGS, GO_FLAG_NODESPAWN); UpdateData udata; WorldPacket packet; BuildValuesUpdateBlockForPlayer(&udata,((Player*)caster)); udata.BuildPacket(&packet); ((Player*)caster)->GetSession()->SendPacket(&packet); WorldPacket data(SMSG_GAMEOBJECT_CUSTOM_ANIM,8+4); data << GetGUID(); data << (uint32)(0); ((Player*)caster)->SendMessageToSet(&data,true); } m_lootState = GO_READY; // can be successfully open with some chance } return; } default: m_lootState = GO_READY; // for other GOis same switched without delay to GO_READY break; } // NO BREAK for switch (m_lootState) } case GO_READY: { if (m_respawnTime > 0) // timer on { if (m_respawnTime <= time(NULL)) // timer expired { m_respawnTime = 0; m_SkillupList.clear(); m_usetimes = 0; switch (GetGoType()) { case GAMEOBJECT_TYPE_FISHINGNODE: // can't fish now { Unit* caster = GetOwner(); if(caster && caster->GetTypeId()==TYPEID_PLAYER) { if(caster->m_currentSpells[CURRENT_CHANNELED_SPELL]) { caster->m_currentSpells[CURRENT_CHANNELED_SPELL]->SendChannelUpdate(0); caster->m_currentSpells[CURRENT_CHANNELED_SPELL]->finish(false); } WorldPacket data(SMSG_FISH_NOT_HOOKED,0); ((Player*)caster)->GetSession()->SendPacket(&data); } // can be delete m_lootState = GO_JUST_DEACTIVATED; return; } case GAMEOBJECT_TYPE_DOOR: case GAMEOBJECT_TYPE_BUTTON: //we need to open doors if they are closed (add there another condition if this code breaks some usage, but it need to be here for battlegrounds) if( !GetGoState() ) SwitchDoorOrButton(false); //flags in AB are type_button and we need to add them here so no break! default: if(!m_spawnedByDefault) // despawn timer { // can be despawned or destroyed SetLootState(GO_JUST_DEACTIVATED); return; } // respawn timer GetMap()->Add(this); break; } } } // traps can have time and can not have GameObjectInfo const* goInfo = GetGOInfo(); if(goInfo->type == GAMEOBJECT_TYPE_TRAP) { // traps Unit* owner = GetOwner(); Unit* ok = NULL; // pointer to appropriate target if found any if(m_cooldownTime >= time(NULL)) return; bool IsBattleGroundTrap = false; //FIXME: this is activation radius (in different casting radius that must be selected from spell data) //TODO: move activated state code (cast itself) to GO_ACTIVATED, in this place only check activating and set state float radius = goInfo->trap.radius; if(!radius) { if(goInfo->trap.cooldown != 3) // cast in other case (at some triggering/linked go/etc explicit call) return; else { if(m_respawnTime > 0) break; radius = goInfo->trap.cooldown; // battlegrounds gameobjects has data2 == 0 && data5 == 3 IsBattleGroundTrap = true; } } bool NeedDespawn = (goInfo->trap.charges != 0); CellPair p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY())); Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; // Note: this hack with search required until GO casting not implemented // search unfriendly creature if(owner && NeedDespawn) // hunter trap { MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck u_check(this, owner, radius); MaNGOS::UnitSearcher<MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck> checker(ok, u_check); CellLock<GridReadGuard> cell_lock(cell, p); TypeContainerVisitor<MaNGOS::UnitSearcher<MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck>, GridTypeMapContainer > grid_object_checker(checker); cell_lock->Visit(cell_lock, grid_object_checker, *GetMap()); // or unfriendly player/pet if(!ok) { TypeContainerVisitor<MaNGOS::UnitSearcher<MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck>, WorldTypeMapContainer > world_object_checker(checker); cell_lock->Visit(cell_lock, world_object_checker, *GetMap()); } } else // environmental trap { // environmental damage spells already have around enemies targeting but this not help in case not existed GO casting support // affect only players Player* p_ok = NULL; MaNGOS::AnyPlayerInObjectRangeCheck p_check(this, radius); MaNGOS::PlayerSearcher<MaNGOS::AnyPlayerInObjectRangeCheck> checker(p_ok, p_check); CellLock<GridReadGuard> cell_lock(cell, p); TypeContainerVisitor<MaNGOS::PlayerSearcher<MaNGOS::AnyPlayerInObjectRangeCheck>, WorldTypeMapContainer > world_object_checker(checker); cell_lock->Visit(cell_lock, world_object_checker, *GetMap()); ok = p_ok; } if (ok) { Unit *caster = owner ? owner : ok; caster->CastSpell(ok, goInfo->trap.spellId, true); m_cooldownTime = time(NULL) + 4; // 4 seconds if(NeedDespawn) SetLootState(GO_JUST_DEACTIVATED); // can be despawned or destroyed if(IsBattleGroundTrap && ok->GetTypeId() == TYPEID_PLAYER) { //BattleGround gameobjects case if(((Player*)ok)->InBattleGround()) if(BattleGround *bg = ((Player*)ok)->GetBattleGround()) bg->HandleTriggerBuff(GetGUID()); } } } if (m_charges && m_usetimes >= m_charges) SetLootState(GO_JUST_DEACTIVATED); // can be despawned or destroyed break; } case GO_ACTIVATED: { switch(GetGoType()) { case GAMEOBJECT_TYPE_DOOR: case GAMEOBJECT_TYPE_BUTTON: if(GetAutoCloseTime() && (m_cooldownTime < time(NULL))) { SwitchDoorOrButton(false); SetLootState(GO_JUST_DEACTIVATED); } break; } break; } case GO_JUST_DEACTIVATED: { //if Gameobject should cast spell, then this, but some GOs (type = 10) should be destroyed if (GetGoType() == GAMEOBJECT_TYPE_GOOBER) { uint32 spellId = GetGOInfo()->goober.spellId; if(spellId) { std::set<uint32>::iterator it = m_unique_users.begin(); std::set<uint32>::iterator end = m_unique_users.end(); for (; it != end; it++) { Unit* owner = Unit::GetUnit(*this, uint64(*it)); if (owner) owner->CastSpell(owner, spellId, false); } m_unique_users.clear(); m_usetimes = 0; } //any return here in case battleground traps } if(GetOwnerGUID()) { m_respawnTime = 0; Delete(); return; } //burning flags in some battlegrounds, if you find better condition, just add it if (GetGoAnimProgress() > 0) { SendObjectDeSpawnAnim(GetGUID()); //reset flags SetUInt32Value(GAMEOBJECT_FLAGS, GetGOInfo()->flags); } loot.clear(); SetLootState(GO_READY); if(!m_respawnDelayTime) return; if(!m_spawnedByDefault) { m_respawnTime = 0; return; } m_respawnTime = time(NULL) + m_respawnDelayTime; // if option not set then object will be saved at grid unload if(sWorld.getConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATLY)) SaveRespawnTime(); ObjectAccessor::UpdateObjectVisibility(this); break; } } }
void GameObject::Update(uint32 p_time) { if (GUID_HIPART(GetGUID()) == HIGHGUID_TRANSPORT) { //((Transport*)this)->Update(p_time); return; } switch (m_lootState) { case GO_NOT_READY: if (GetGoType()==17) { // fishing code (bobber ready) if( time(NULL) > m_respawnTime - FISHING_BOBBER_READY_TIME ) { // splash bobber (bobber ready now) Unit* caster = GetOwner(); if(caster && caster->GetTypeId()==TYPEID_PLAYER) { SetUInt32Value(GAMEOBJECT_STATE, 0); SetUInt32Value(GAMEOBJECT_FLAGS, 32); UpdateData udata; WorldPacket packet; BuildValuesUpdateBlockForPlayer(&udata,((Player*)caster)); udata.BuildPacket(&packet); ((Player*)caster)->GetSession()->SendPacket(&packet); WorldPacket data; data.Initialize(SMSG_GAMEOBJECT_CUSTOM_ANIM); data << GetGUID(); data << (uint32)(0); ((Player*)caster)->SendMessageToSet(&data,true); } m_lootState = GO_CLOSED; // can be succesfully open with some chance } return; } m_lootState = GO_CLOSED; // for not bobber is same as GO_CLOSED // NO BREAK case GO_CLOSED: if (m_respawnTime > 0) // timer on { if (m_respawnTime <= time(NULL)) // timer expired { m_respawnTime = 0; m_SkillupList.clear(); switch (GetGoType()) { case GAMEOBJECT_TYPE_FISHINGNODE: // can't fish now { Unit* caster = GetOwner(); if(caster && caster->GetTypeId()==TYPEID_PLAYER) { if(caster->m_currentSpell) { caster->m_currentSpell->SendChannelUpdate(0); caster->m_currentSpell->finish(false); } WorldPacket data; data.Initialize(SMSG_FISH_NOT_HOOKED); ((Player*)caster)->GetSession()->SendPacket(&data); } m_lootState = GO_LOOTED; // can be delete return; } case GAMEOBJECT_TYPE_DOOR: SetUInt32Value (GAMEOBJECT_FLAGS, m_flags); SetUInt32Value (GAMEOBJECT_STATE, 1); break; case GAMEOBJECT_TYPE_TRAP: break; default: if(GetOwnerGUID()) // despawn timer { m_respawnTime = 0; Delete(); return; } // respawn timer MapManager::Instance().GetMap(GetMapId(), this)->Add(this); break; } } } break; case GO_OPEN: break; case GO_LOOTED: if(GetOwnerGUID()) { m_respawnTime = 0; Delete(); return; } loot.clear(); SetLootState(GO_CLOSED); SendDestroyObject(GetGUID()); m_respawnTime = time(NULL) + m_respawnDelayTime; // if option not set then object will be ssaved at grif unload if(sWorld.getConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATLY)) SaveRespawnTime(); break; } SpellEntry const *createSpell = m_spellId ? sSpellStore.LookupEntry(m_spellId) : NULL; if (!createSpell) return; int i; for (i = 0; i < 3; i++) if (createSpell->Effect[i] == SPELL_EFFECT_SUMMON_OBJECT_SLOT1) break; if (i<3) { // traps CellPair p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY())); Cell cell = RedZone::GetZone(p); cell.data.Part.reserved = ALL_DISTRICT; Unit* owner = GetOwner(); if (!owner) { m_respawnTime = 0; // to prevent save respawn timer Delete(); return; } Unit* ok = NULL; // pointer to appropriate target if found any float radius = GetRadius(sSpellRadiusStore.LookupEntry(createSpell->EffectRadiusIndex[i])); MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck u_check(this, owner, radius); MaNGOS::UnitSearcher<MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck> checker(ok, u_check); CellLock<GridReadGuard> cell_lock(cell, p); // search unfriedly creature { TypeContainerVisitor<MaNGOS::UnitSearcher<MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck>, GridTypeMapContainer > grid_object_checker(checker); cell_lock->Visit(cell_lock, grid_object_checker, *MapManager::Instance().GetMap(GetMapId(), this)); } // or unfriendly player/pet if(!ok) { TypeContainerVisitor<MaNGOS::UnitSearcher<MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck>, WorldTypeMapContainer > world_object_checker(checker); cell_lock->Visit(cell_lock, world_object_checker, *MapManager::Instance().GetMap(GetMapId(), this)); } if (ok) { owner->CastSpell(ok, GetGOInfo()->sound3, true); m_respawnTime = 0; // to prevent save respawn timer Delete(); } } if (m_usetimes >= 5) { m_respawnTime = 0; // to prevent save respawn timer Delete(); } }