void TotemAI::UpdateAI(const uint32 /*diff*/) { if (i_totem.GetTotemType() != TOTEM_ACTIVE) return; if (!i_totem.isAlive() || i_totem.IsNonMeleeSpellCasted(false)) return; // Search spell SpellEntry const *spellInfo = sSpellStore.LookupEntry(i_totem.GetSpell()); if (!spellInfo) return; // Get spell rangy SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(spellInfo->rangeIndex); float max_range = GetSpellMaxRange(srange); // SPELLMOD_RANGE not applied in this place just because not existence range mods for attacking totems // pointer to appropriate target if found any Unit* victim = i_victimGuid ? ObjectAccessor::GetUnit(i_totem, i_victimGuid) : NULL; // Search victim if no, not attackable, or out of range, or friendly (possible in case duel end) if( !victim || !victim->isTargetableForAttack() || !i_totem.IsWithinDistInMap(victim, max_range) || i_totem.IsFriendlyTo(victim) || !victim->isVisibleForOrDetect(&i_totem,false) ) { CellPair p(MaNGOS::ComputeCellPair(i_totem.GetPositionX(),i_totem.GetPositionY())); Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; victim = NULL; MaNGOS::NearestAttackableUnitInObjectRangeCheck u_check(&i_totem, &i_totem, max_range); MaNGOS::UnitLastSearcher<MaNGOS::NearestAttackableUnitInObjectRangeCheck> checker(victim, u_check); TypeContainerVisitor<MaNGOS::UnitLastSearcher<MaNGOS::NearestAttackableUnitInObjectRangeCheck>, GridTypeMapContainer > grid_object_checker(checker); TypeContainerVisitor<MaNGOS::UnitLastSearcher<MaNGOS::NearestAttackableUnitInObjectRangeCheck>, WorldTypeMapContainer > world_object_checker(checker); CellLock<GridReadGuard> cell_lock(cell, p); cell_lock->Visit(cell_lock, grid_object_checker, *MapManager::Instance().GetMap(i_totem.GetMapId(), &i_totem)); cell_lock->Visit(cell_lock, world_object_checker, *MapManager::Instance().GetMap(i_totem.GetMapId(), &i_totem)); } // If have target if (victim) { // remember i_victimGuid = victim->GetGUID(); // attack i_totem.SetInFront(victim); // client change orientation by self i_totem.CastSpell(victim, i_totem.GetSpell(), false); } else i_victimGuid = 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, 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(); } }