Пример #1
0
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, 32);

                            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 succesfully 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
                            MapManager::Instance().GetMap(GetMapId(), this)->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 triggring/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(Trinity::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
                {
                    Trinity::AnyUnfriendlyUnitInObjectRangeCheck u_check(this, owner, radius);
                    Trinity::UnitSearcher<Trinity::AnyUnfriendlyUnitInObjectRangeCheck> checker(ok, u_check);

                    CellLock<GridReadGuard> cell_lock(cell, p);

                    TypeContainerVisitor<Trinity::UnitSearcher<Trinity::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<Trinity::UnitSearcher<Trinity::AnyUnfriendlyUnitInObjectRangeCheck>, WorldTypeMapContainer > world_object_checker(checker);
                        cell_lock->Visit(cell_lock, world_object_checker, *MapManager::Instance().GetMap(GetMapId(), this));
                    }
                }
                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;
                    Trinity::AnyPlayerInObjectRangeCheck p_check(this, radius);
                    Trinity::PlayerSearcher<Trinity::AnyPlayerInObjectRangeCheck>  checker(p_ok, p_check);

                    CellLock<GridReadGuard> cell_lock(cell, p);

                    TypeContainerVisitor<Trinity::PlayerSearcher<Trinity::AnyPlayerInObjectRangeCheck>, WorldTypeMapContainer > world_object_checker(checker);
                    cell_lock->Visit(cell_lock, world_object_checker, *MapManager::Instance().GetMap(GetMapId(), this));
                    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(this->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 SetData(uint32 id, uint32 value)
        {
            switch(id)
            {
                case DATA_LEVIATHAN_DOOR:
                    if (GameObject* pLeviathanDoor = instance->GetGameObject(LeviathanDoorGUID))
                        pLeviathanDoor->SetGoState(GOState(value));
                    break;
                case DATA_TOWER_DESTROYED:
                    {
                        if (Creature* pLeviathan = instance->GetCreature(uiLeviathan))
                        {
                            switch(value)
                            {
                                case 1: // Tower of Storms
                                    pLeviathan->AI()->DoAction(1);
                                    break;
                                case 2: // Tower of Flames
                                    pLeviathan->AI()->DoAction(2);
                                    break;
                                case 3: // Tower of Frost
                                    pLeviathan->AI()->DoAction(3);
                                    break;
                                case 4: // Tower of Life
                                    pLeviathan->AI()->DoAction(4);
                                    break;
                                default:
                                    break;
                            }
                        }
                    }
                    break;
                case DATA_RUNIC_DOOR:
                    if (GameObject* pRunicDoor = instance->GetGameObject(RunicDoorGUID))
                        pRunicDoor->SetGoState(GOState(value));
                    break;
                case DATA_STONE_DOOR:
                    if (GameObject* pStoneDoor = instance->GetGameObject(StoneDoorGUID))
                        pStoneDoor->SetGoState(GOState(value));
                    break;
                case DATA_CALL_TRAM:
                    if (GameObject* MimironTram = instance->GetGameObject(MimironTramGUID))
                    {
                        // Load Mimiron Tram (unfortunally only server side)
                        instance->LoadGrid(2307, 284.632f);
                
                        if (value == 0)
                            MimironTram->SetGoState(GO_STATE_READY);
                        if (value == 1)
                            MimironTram->SetGoState(GO_STATE_ACTIVE);
                    
                        // Send movement update to players
                        if (Map* pMap = MimironTram->GetMap())
                        {
                            if (pMap->IsDungeon())
                            {
                                Map::PlayerList const &PlayerList = pMap->GetPlayers();

                                if (!PlayerList.isEmpty())
                                {
                                    for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
                                    {
                                        if (i->getSource())
                                        {
                                            UpdateData data;
                                            WorldPacket pkt;
                                            MimironTram->BuildValuesUpdateBlockForPlayer(&data, i->getSource());
                                            data.BuildPacket(&pkt);
                                            i->getSource()->GetSession()->SendPacket(&pkt);
                                        }
                                    }
                                }
                            }
                        }
                    }
                    break;
                case DATA_MIMIRON_ELEVATOR:
                    if (GameObject* MimironElevator = instance->GetGameObject(MimironElevatorGUID))
                        MimironElevator->SetGoState(GOState(value));
                    break;
                case DATA_HODIR_RARE_CHEST:
                    if (GameObject* HodirRareChest = instance->GetGameObject(HodirRareChestGUID))
                    {
                        if (value == GO_STATE_READY)
                            HodirRareChest->RemoveFlag(GAMEOBJECT_FLAGS,GO_FLAG_UNK1);
                    }
                    break;
            }
        }
Пример #3
0
void MapMgr::ChangeObjectLocation(Object *obj)
{
    ASSERT(obj);
    ASSERT(obj->GetMapId() == _mapId);
    ASSERT(_cells);

    if(obj->GetTypeId() == TYPEID_ITEM || obj->GetTypeId() == TYPEID_CONTAINER)
        return;

    WorldPacket packet;
    UpdateData data;
    UpdateData playerData;

    Object* curObj;

    for (Object::InRangeSet::iterator iter = obj->GetInRangeSetBegin();
        iter != obj->GetInRangeSetEnd();)
    {
        curObj = *iter;
        iter++;

        if (curObj->GetDistance2dSq(obj) > UPDATE_DISTANCE*UPDATE_DISTANCE)
        {
            sLog.outDetail("Object "I64FMT" no longer in field of view of object "I64FMT".",
                obj->GetGUID(), (curObj)->GetGUID());

            if( obj->GetTypeId() == TYPEID_PLAYER )
                curObj->BuildOutOfRangeUpdateBlock( &playerData );

            obj->RemoveInRangeObject(curObj);

            if( curObj->GetTypeId() == TYPEID_PLAYER )
            {
                data.Clear();
                obj->BuildOutOfRangeUpdateBlock( &data );
                data.BuildPacket(&packet);
                ((Player*)curObj)->GetSession()->SendPacket( &packet );
            }

            curObj->RemoveInRangeObject(obj);
        }
    }

    uint32 cellX = (uint32)(obj->GetPositionX() > 0 ? abs(_minX) + obj->GetPositionX() :
    abs(_minX) - abs(obj->GetPositionX()));
    uint32 cellY = (uint32)(obj->GetPositionY() > 0 ? abs(_minY) + obj->GetPositionY() :
    abs(_minY) - abs(obj->GetPositionY()));
    cellX /= _sizeX;
    cellY /= _sizeY;

/*
    sLog.outDetail("Obj position: %f %f Cell position: %u %u",
    obj->GetPositionX(), obj->GetPositionY(), cellX, cellY);
*/

    MapCell *objCell = &(_cells[cellX][cellY]);

    if (objCell != obj->GetMapCell())
    {
        obj->GetMapCell()->RemoveObject(obj);
        objCell->AddObject(obj);
        obj->SetMapCell(objCell);
    }

    uint32 endX = cellX < _sizeX ? cellX + 1 : _sizeX;
    uint32 endY = cellY < _sizeY ? cellY + 1 : _sizeY;
    uint32 startX = cellX > 0 ? cellX - 1 : 0;
    uint32 startY = cellY > 0 ? cellY - 1 : 0;
    uint32 posX, posY;
    MapCell *cell;
    MapCell::ObjectSet::iterator iter;

    for (posX = startX; posX <= endX; posX++ )
    {
        for (posY = startY; posY <= endY; posY++ )
        {
            cell = &(_cells[posX][posY]);
            ASSERT(cell);

            for (iter = cell->Begin(); iter != cell->End(); iter++)
            {
                curObj = *iter;
                if (curObj != obj &&
                    (curObj)->GetDistance2dSq(obj) <= UPDATE_DISTANCE*UPDATE_DISTANCE &&
                    !obj->IsInRangeSet(curObj))
                {
                    // Object in range, add to set
                    if((curObj)->GetTypeId() == TYPEID_PLAYER)
                    {
                        sLog.outDetail("Creating object "I64FMT" for player "I64FMT".",
                            obj->GetGUID(), (curObj)->GetGUID());

                        data.Clear();
                        obj->BuildCreateUpdateBlockForPlayer( &data, (Player*)curObj );
                        data.BuildPacket(&packet);

                        ((Player*)curObj)->GetSession()->SendPacket( &packet );
                    }

                    (curObj)->AddInRangeObject(obj);

                    if(obj->GetTypeId() == TYPEID_PLAYER)
                    {
                        sLog.outDetail("Creating object "I64FMT" for player "I64FMT".",
                            (curObj)->GetGUID(), obj->GetGUID());

                        (curObj)->BuildCreateUpdateBlockForPlayer( &playerData, (Player*)obj );
                    }

                    obj->AddInRangeObject(curObj);
                }
            }
        }
    }

    if (obj->GetTypeId() == TYPEID_PLAYER)
    {
        playerData.BuildPacket(&packet);
        ((Player*)obj)->GetSession()->SendPacket( &packet );
    }
}
Пример #4
0
void MapMgr::AddObject(Object *obj)
{
    ASSERT(obj);
    // make sure object is a virgin
    ASSERT(obj->GetInRangeSetBegin() == obj->GetInRangeSetEnd());
    ASSERT(obj->GetMapId() == _mapId);
    ASSERT(obj->GetPositionX() < _maxX && obj->GetPositionX() > _minX);
    ASSERT(obj->GetPositionY() < _maxY && obj->GetPositionY() > _minY);
    ASSERT(_cells);

    // That object types are not map objects. TODO: add AI groups here?
    if(obj->GetTypeId() == TYPEID_ITEM || obj->GetTypeId() == TYPEID_CONTAINER)
    {
    // mark object as updatable and exit
        obj->AddToWorld();
        return;
    }

    uint32 x = (uint32)(obj->GetPositionX() > 0 ? abs(_minX) + obj->GetPositionX() :
    abs(_minX) - abs(obj->GetPositionX()));
    uint32 y = (uint32)(obj->GetPositionY() > 0 ? abs(_minY) + obj->GetPositionY() :
    abs(_minY) - abs(obj->GetPositionY()));
    x /= _sizeX;
    y /= _sizeY;

/*
    sLog.outDetail("Obj position: %f %f Cell position: %u %u",
    obj->GetPositionX(), obj->GetPositionY(), x, y);
*/

    MapCell *objCell = &(_cells[x][y]);

    uint32 endX = x < _sizeX ? x + 1 : _sizeX;
    uint32 endY = y < _sizeY ? y + 1 : _sizeY;
    uint32 startX = x > 0 ? x - 1 : 0;
    uint32 startY = y > 0 ? y - 1 : 0;
    uint32 posX, posY;
    MapCell *cell;
    MapCell::ObjectSet::iterator iter;

    WorldPacket packet;
    UpdateData data;
    UpdateData playerData;

    for (posX = startX; posX <= endX; posX++ )
    {
        for (posY = startY; posY <= endY; posY++ )
        {
            cell = &(_cells[posX][posY]);
            ASSERT(cell);

            for (iter = cell->Begin(); iter != cell->End(); iter++)
            {
                if ((*iter)->GetDistance2dSq(obj) <= UPDATE_DISTANCE*UPDATE_DISTANCE)
                {
                    // Object in range, add to set
                    if((*iter)->GetTypeId() == TYPEID_PLAYER)
                    {
                        sLog.outDetail("Creating object "I64FMT" for player "I64FMT".",
                            obj->GetGUID(), (*iter)->GetGUID());

                        data.Clear();
                        obj->BuildCreateUpdateBlockForPlayer( &data, (Player*)*iter );
                        data.BuildPacket(&packet);

                        ((Player*)*iter)->GetSession()->SendPacket( &packet );
                    }

                    (*iter)->AddInRangeObject(obj);

                    if(obj->GetTypeId() == TYPEID_PLAYER)
                    {
                        sLog.outDetail("Creating object "I64FMT" for player "I64FMT".",
                            (*iter)->GetGUID(), obj->GetGUID());

                        (*iter)->BuildCreateUpdateBlockForPlayer( &playerData, (Player*)obj );
                    }

                    obj->AddInRangeObject(*iter);
                }
            }
        }
    }

    if(obj->GetTypeId() == TYPEID_PLAYER)
    {
        sLog.outDetail("Creating player "I64FMT" for himself.", obj->GetGUID());
        obj->BuildCreateUpdateBlockForPlayer( &playerData, (Player*)obj );

        playerData.BuildPacket( &packet );
        ((Player*)obj)->GetSession()->SendPacket( &packet );
    }

    objCell->AddObject(obj);

    _objects[obj->GetGUID()] = obj;

    obj->SetMapCell(objCell);
    obj->AddToWorld();
}
Пример #5
0
bool Transport::TeleportTransport(uint32 newMapid, float x, float y, float z)
{
    Map const* oldMap = GetMap();

    if (oldMap->GetId() != newMapid)
    {
        Map* newMap = sMapMgr->CreateBaseMap(newMapid);
        Map::PlayerList const& oldPlayers = GetMap()->GetPlayers();
        if (!oldPlayers.isEmpty())
        {
            UpdateData data;
            BuildOutOfRangeUpdateBlock(&data);
            WorldPacket packet;
            data.BuildPacket(&packet);
            for (Map::PlayerList::const_iterator itr = oldPlayers.begin(); itr != oldPlayers.end(); ++itr)
                if (itr->GetSource()->GetTransport() != this)
                    itr->GetSource()->SendDirectMessage(&packet);
        }

        UnloadStaticPassengers();
        GetMap()->RemoveFromMap<Transport>(this, false);
        SetMap(newMap);

        Map::PlayerList const& newPlayers = GetMap()->GetPlayers();
        if (!newPlayers.isEmpty())
        {
            for (Map::PlayerList::const_iterator itr = newPlayers.begin(); itr != newPlayers.end(); ++itr)
            {
                if (itr->GetSource()->GetTransport() != this)
                {
                    UpdateData data;
                    BuildCreateUpdateBlockForPlayer(&data, itr->GetSource());
                    WorldPacket packet;
                    data.BuildPacket(&packet);
                    itr->GetSource()->SendDirectMessage(&packet);
                }
            }
        }

        for (std::set<WorldObject*>::iterator itr = _passengers.begin(); itr != _passengers.end();)
        {
            WorldObject* obj = (*itr++);

            float destX, destY, destZ, destO;
            obj->m_movementInfo.transport.pos.GetPosition(destX, destY, destZ, destO);
            TransportBase::CalculatePassengerPosition(destX, destY, destZ, &destO, x, y, z, GetOrientation());

            switch (obj->GetTypeId())
            {
            case TYPEID_UNIT:
                if (!IS_PLAYER_GUID(obj->ToUnit()->GetOwnerGUID()))  // pets should be teleported with player
                    obj->ToCreature()->FarTeleportTo(newMap, destX, destY, destZ, destO);
                break;
            case TYPEID_GAMEOBJECT:
            {
                GameObject* go = obj->ToGameObject();
                go->GetMap()->RemoveFromMap(go, false);
                go->Relocate(destX, destY, destZ, destO);
                go->SetMap(newMap);
                newMap->AddToMap(go);
                break;
            }
            case TYPEID_PLAYER:
                if (!obj->ToPlayer()->TeleportTo(newMapid, destX, destY, destZ, destO, TELE_TO_NOT_LEAVE_TRANSPORT))
                    _passengers.erase(obj);
                break;
            default:
                break;
            }
        }

        Relocate(x, y, z, GetOrientation());
        GetMap()->AddToMap<Transport>(this);
        return true;
    }
    else
    {
        // Teleport players, they need to know it
        for (std::set<WorldObject*>::iterator itr = _passengers.begin(); itr != _passengers.end(); ++itr)
        {
            if ((*itr)->GetTypeId() == TYPEID_PLAYER)
            {
                float destX, destY, destZ, destO;
                (*itr)->m_movementInfo.transport.pos.GetPosition(destX, destY, destZ, destO);
                TransportBase::CalculatePassengerPosition(destX, destY, destZ, &destO, x, y, z, GetOrientation());

                (*itr)->ToUnit()->NearTeleportTo(destX, destY, destZ, destO);
            }
        }

        UpdatePosition(x, y, z, GetOrientation());
        return false;
    }
}