示例#1
0
void ObjectUpdaterThread::Do()
{
    uint32 last_time = getMSTime();
    uint32 last_cTime = getMSTime();
    uint32 last_gTime = getMSTime();
    uint32 diff = 0;
    uint32 mstime = getMSTime();
    uint32 cFlipper = 1;
    uint32 gFlipper = 3;
    uint32 mapid = m_MapMgr->GetMapId();
    Creature * pCreature;
    GameObject * pGameObject;

    int result;

    int objectUpdate = 1;
    UpdateableCreaturesSet::iterator citr, citr_end, citr_last;
    UpdateableGameobjectsSet::iterator gitr, gitr_end, gitr_last;
    PlayerSet::iterator pitr, pitr_end;
    Player * pPlayer;

    SessionSet::iterator itr, it2;
    WorldSession *session;

    while(ThreadState != WOWD_THREADSTATE_TERMINATE)
    {
        // Provision for pausing this thread.
        if(ThreadState == WOWD_THREADSTATE_PAUSED)
        {
            while(ThreadState == WOWD_THREADSTATE_PAUSED)
            {
                Sleep(200);
            }
        }

        mstime = getMSTime();
        last_time = mstime;

        if(cFlipper == 1)
        {
            citr_end = creatures.end();

            // possible uint32 overflow ~50days
            if(last_cTime > mstime)
                diff = 100;
            else
                diff = mstime - last_cTime;

            citr_end = creatures.end();
            for(citr = creatures.begin(); citr != citr_end;)
            {
                pCreature = (*citr);
                citr_last = citr;
                ++citr;
                if(!pCreature->IsInWorld() || !pCreature->GetMapCell()->IsActive())
                {
                    creatureLock.Acquire();
                    creatures.erase(citr_last);
                    creatureLock.Release();
                }
                else
                    pCreature->Update(diff);
            }
            cFlipper = 0;   // 2 loops away now. :)
            
            // update event holder
            eventholder->Update(diff);

            // update players
            pitr_end = m_MapMgr->_players.end();
            pitr = m_MapMgr->_players.begin();
            for(; pitr != pitr_end;)
            {
                pPlayer = (*pitr);
                ++pitr;
                pPlayer->Update(diff);                
            }

            last_cTime = mstime;
        } else {
            cFlipper = 1;   // Next loop we can have our cake. :)
        }

        if(gFlipper == 3)
        {
            if(last_gTime > mstime)
                diff = 300;
            else
                diff = mstime - last_gTime;

            gitr_end = gameobjects.end();
            for(gitr = gameobjects.begin(); gitr != gitr_end;)
            {
                pGameObject = (*gitr);
                gitr_last = gitr;
                ++gitr;
                if(!pGameObject->IsInWorld() || !pGameObject->GetMapCell()->IsActive())
                {
                    gameobjectLock.Acquire();
                    gameobjects.erase(gitr_last);
                    gameobjectLock.Release();
                }
                else
                    pGameObject->Update(diff);
            }
            gFlipper = 0;
            last_gTime = mstime;
        } else {
            ++gFlipper;
        }

        for(itr = m_MapMgr->Sessions.begin(); itr != m_MapMgr->Sessions.end();)
        {
            session = (*itr);
            it2 = itr;
            ++itr;

            if(result = session->Update(50, m_MapMgr->GetMapId()))
            {
                if(result == 1)
                {
                    // complete deletion
                    sWorld.DeleteSession(session);
                }
                m_MapMgr->Sessions.erase(it2);
            }
        }

        // instance thread object updates are done here
        if(mapid > 1 && mapid != 530)
            m_MapMgr->_UpdateObjects();        

        // Execution time compensation. :)
        mstime = getMSTime();
        if(last_time > mstime)
        {
            Sleep(MAPMGR_SESSION_UPDATE_DELAY);    // uint32 overflow
        }
        else
        {
            mstime = mstime - last_time;
            if(mstime < MAPMGR_SESSION_UPDATE_DELAY)
            {
                mstime = MAPMGR_SESSION_UPDATE_DELAY - mstime;
                if(mstime > 20)
                    Sleep(mstime);
            }
        }
    }
}
示例#2
0
void WorldSession::HandleAutostoreLootItemOpcode(WorldPacket& recv_data)
{
    DEBUG_LOG("WORLD: CMSG_AUTOSTORE_LOOT_ITEM");
    Player*  player =   GetPlayer();
    ObjectGuid lguid = player->GetLootGuid();
    Loot*    loot;
    uint8    lootSlot;
    Item* pItem = NULL;

    recv_data >> lootSlot;

    switch (lguid.GetHigh())
    {
        case HIGHGUID_GAMEOBJECT:
        {
            GameObject* go = player->GetMap()->GetGameObject(lguid);

            // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
            if (!go || ((go->GetOwnerGuid() != _player->GetObjectGuid() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
            {
                player->SendLootRelease(lguid);
                return;
            }

            loot = &go->loot;
            break;
        }
        case HIGHGUID_ITEM:
        {
            pItem = player->GetItemByGuid(lguid);

            if (!pItem || !pItem->HasGeneratedLoot())
            {
                player->SendLootRelease(lguid);
                return;
            }

            loot = &pItem->loot;
            break;
        }
        case HIGHGUID_CORPSE:
        {
            Corpse* bones = player->GetMap()->GetCorpse(lguid);
            if (!bones)
            {
                player->SendLootRelease(lguid);
                return;
            }
            loot = &bones->loot;
            break;
        }
        case HIGHGUID_UNIT:
        {
            Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid);

            bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass() == CLASS_ROGUE && pCreature->lootForPickPocketed);

            if (!ok_loot || !pCreature->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
            {
                player->SendLootRelease(lguid);
                return;
            }

            loot = &pCreature->loot;
            break;
        }
        default:
        {
            sLog.outError("%s is unsupported for looting.", lguid.GetString().c_str());
            return;
        }
    }

    QuestItem* qitem = NULL;
    QuestItem* ffaitem = NULL;
    QuestItem* conditem = NULL;

    LootItem* item = loot->LootItemInSlot(lootSlot, player, &qitem, &ffaitem, &conditem);

    if (!item)
    {
        player->SendEquipError(EQUIP_ERR_ALREADY_LOOTED, NULL, NULL);
        return;
    }

    // questitems use the blocked field for other purposes
    if (!qitem && item->is_blocked)
    {
        player->SendLootRelease(lguid);
        return;
    }

    if (pItem)
        pItem->SetLootState(ITEM_LOOT_CHANGED);

    ItemPosCountVec dest;
    InventoryResult msg = player->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, item->itemid, item->count);
    if (msg == EQUIP_ERR_OK)
    {
        Item* newitem = player->StoreNewItem(dest, item->itemid, true, item->randomPropertyId);

        if (qitem)
        {
            qitem->is_looted = true;
            // freeforall is 1 if everyone's supposed to get the quest item.
            if (item->freeforall || loot->GetPlayerQuestItems().size() == 1)
                player->SendNotifyLootItemRemoved(lootSlot);
            else
                loot->NotifyQuestItemRemoved(qitem->index);
        }
        else
        {
            if (ffaitem)
            {
                // freeforall case, notify only one player of the removal
                ffaitem->is_looted = true;
                player->SendNotifyLootItemRemoved(lootSlot);
            }
            else
            {
                // not freeforall, notify everyone
                if (conditem)
                    conditem->is_looted = true;
                loot->NotifyItemRemoved(lootSlot);
            }
        }

        // if only one person is supposed to loot the item, then set it to looted
        if (!item->freeforall)
            item->is_looted = true;

        --loot->unlootedCount;

        player->SendNewItem(newitem, uint32(item->count), false, false, true);
    }
    else
        player->SendEquipError(msg, NULL, NULL, item->itemid);
}
示例#3
0
void WorldSession::HandleLootMoneyOpcode( WorldPacket & /*recv_data*/ )
{
    sLog.outDebug("WORLD: CMSG_LOOT_MONEY");

    Player *player = GetPlayer();
    uint64 guid = player->GetLootGUID();
    if(!guid)
        return;

    Loot *pLoot = NULL;

    switch(GUID_HIPART(guid))
    {
        case HIGHGUID_GAMEOBJECT:
        {
            GameObject *pGameObject = GetPlayer()->GetMap()->GetGameObject(guid);

            // not check distance for GO in case owned GO (fishing bobber case, for example)
            if (pGameObject && ((pGameObject->GetOwnerGUID()==_player->GetGUID() || pGameObject->IsWithinDistInMap(_player,INTERACTION_DISTANCE))))
                pLoot = &pGameObject->loot;

            break;
        }
        case HIGHGUID_CORPSE:                               // remove insignia ONLY in BG
        {
            Corpse *bones = ObjectAccessor::GetCorpse(*GetPlayer(), guid);

            if (bones && bones->IsWithinDistInMap(_player,INTERACTION_DISTANCE) )
                pLoot = &bones->loot;

            break;
        }
        case HIGHGUID_ITEM:
        {
            if(Item *item = GetPlayer()->GetItemByGuid(guid))
                pLoot = &item->loot;
            break;
        }
        case HIGHGUID_UNIT:
        {
            Creature* pCreature = GetPlayer()->GetMap()->GetCreature(guid);

            bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass()==CLASS_ROGUE && pCreature->lootForPickPocketed);

            if ( ok_loot && pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE) )
                pLoot = &pCreature->loot ;

            break;
        }
        default:
            return;                                         // unlootable type
    }

    if( pLoot )
    {
        if (!IS_ITEM_GUID(guid) && player->GetGroup())      //item can be looted only single player
        {
            Group *group = player->GetGroup();

            std::vector<Player*> playersNear;
            for (GroupReference *itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
            {
                Player* playerGroup = itr->getSource();
                if(!playerGroup)
                    continue;
                if (player->IsWithinDistInMap(playerGroup,sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE),false))
                    playersNear.push_back(playerGroup);
            }

            uint32 money_per_player = uint32((pLoot->gold)/(playersNear.size()));

            for (std::vector<Player*>::const_iterator i = playersNear.begin(); i != playersNear.end(); ++i)
            {
                (*i)->ModifyMoney( money_per_player );
                (*i)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, money_per_player);
                //Offset surely incorrect, but works
                WorldPacket data( SMSG_LOOT_MONEY_NOTIFY, 4 );
                data << uint32(money_per_player);
                (*i)->GetSession()->SendPacket( &data );
            }
        }
        else
        {
            player->ModifyMoney( pLoot->gold );
            player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, pLoot->gold);
        }
        pLoot->gold = 0;
        pLoot->NotifyMoneyRemoved();
    }
}
示例#4
0
        //move selected object
        static bool HandleGameObjectMoveCommand(ChatHandler* handler, char const* args)
        {
            // number or [name] Shift-click form |color|Hgameobject:go_guid|h[name]|h|r
            char* id = handler->extractKeyFromLink((char*)args, "Hgameobject");
            if (!id)
                return false;

            uint32 guidLow = atoi(id);
            if (!guidLow)
                return false;

            GameObject* object = NULL;

            // by DB guid
            if (GameObjectData const* gameObjectData = sObjectMgr->GetGOData(guidLow))
                object = handler->GetObjectGlobalyWithGuidOrNearWithDbGuid(guidLow, gameObjectData->id);

            if (!object)
            {
                handler->PSendSysMessage(LANG_COMMAND_OBJNOTFOUND, guidLow);
                handler->SetSentErrorMessage(true);
                return false;
            }

            char* toX = strtok(NULL, " ");
            char* toY = strtok(NULL, " ");
            char* toZ = strtok(NULL, " ");

            if (!toX)
            {
                Player* player = handler->GetSession()->GetPlayer();
                object->Relocate(player->GetPositionX(), player->GetPositionY(), player->GetPositionZ(), object->GetOrientation());
                object->DestroyForNearbyPlayers();
                object->UpdateObjectVisibility();
            }
            else
            {
                if (!toY || !toZ)
                    return false;

                float x = (float)atof(toX);
                float y = (float)atof(toY);
                float z = (float)atof(toZ);

                if (!MapManager::IsValidMapCoord(object->GetMapId(), x, y, z))
                {
                    handler->PSendSysMessage(LANG_INVALID_TARGET_COORD, x, y, object->GetMapId());
                    handler->SetSentErrorMessage(true);
                    return false;
                }

                object->Relocate(x, y, z, object->GetOrientation());
                object->DestroyForNearbyPlayers();
                object->UpdateObjectVisibility();
            }

            object->SaveToDB();
            object->Refresh();

            handler->PSendSysMessage(LANG_COMMAND_MOVEOBJMESSAGE, object->GetGUIDLow(), object->GetGOInfo()->name.c_str(), object->GetGUIDLow());

            return true;
        }
示例#5
0
void WorldSession::HandleLootMoneyOpcode(WorldPacket & /*recv_data*/)
{
    DEBUG_LOG("WORLD: CMSG_LOOT_MONEY");

    Player* player = GetPlayer();
    ObjectGuid guid = player->GetLootGuid();
    if (!guid)
        return;

    Loot* pLoot = NULL;
    Item* pItem = NULL;

    switch (guid.GetHigh())
    {
        case HIGHGUID_GAMEOBJECT:
        {
            GameObject* pGameObject = GetPlayer()->GetMap()->GetGameObject(guid);

            // not check distance for GO in case owned GO (fishing bobber case, for example)
            if (pGameObject && (pGameObject->GetOwnerGuid() == _player->GetObjectGuid() || pGameObject->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
                pLoot = &pGameObject->loot;

            break;
        }
        case HIGHGUID_CORPSE:                               // remove insignia ONLY in BG
        {
            Corpse* bones = _player->GetMap()->GetCorpse(guid);

            if (bones && bones->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
                pLoot = &bones->loot;

            break;
        }
        case HIGHGUID_ITEM:
        {
            pItem = GetPlayer()->GetItemByGuid(guid);
            if (!pItem || !pItem->HasGeneratedLoot())
                return;

            pLoot = &pItem->loot;
            break;
        }
        case HIGHGUID_UNIT:
        {
            Creature* pCreature = GetPlayer()->GetMap()->GetCreature(guid);

            bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass() == CLASS_ROGUE && pCreature->lootForPickPocketed);

            if (ok_loot && pCreature->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
                pLoot = &pCreature->loot ;

            break;
        }
        default:
            return;                                         // unlootable type
    }

    if (pLoot)
    {
        pLoot->NotifyMoneyRemoved();

        if (!guid.IsItem() && player->GetGroup())           // item can be looted only single player
        {
            Group* group = player->GetGroup();

            std::vector<Player*> playersNear;
            for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
            {
                Player* playerGroup = itr->getSource();
                if (!playerGroup)
                    continue;
                if (player->IsWithinDistInMap(playerGroup, sWorld.getConfig(CONFIG_FLOAT_GROUP_XP_DISTANCE), false))
                    playersNear.push_back(playerGroup);
            }

            uint32 money_per_player = uint32((pLoot->gold) / (playersNear.size()));

            for (std::vector<Player*>::const_iterator i = playersNear.begin(); i != playersNear.end(); ++i)
            {
                (*i)->ModifyMoney(money_per_player);

                WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4);
                data << uint32(money_per_player);

                (*i)->GetSession()->SendPacket(&data);
            }
        }
        else
            player->ModifyMoney(pLoot->gold);

        // used by eluna
        sHookMgr->OnLootMoney(player, pLoot->gold);

        pLoot->gold = 0;

        if (pItem)
            pItem->SetLootState(ITEM_LOOT_CHANGED);
    }
}
示例#6
0
        //spawn go
        static bool HandleGameObjectAddCommand(ChatHandler* handler, char const* args)
        {
            if (!*args)
                return false;

            // number or [name] Shift-click form |color|Hgameobject_entry:go_id|h[name]|h|r
            char* id = handler->extractKeyFromLink((char*)args, "Hgameobject_entry");
            if (!id)
                return false;

            uint32 objectId = atol(id);
            if (!objectId)
                return false;

            char* spawntimeSecs = strtok(NULL, " ");

            const GameObjectTemplate* objectInfo = sObjectMgr->GetGameObjectTemplate(objectId);

            if (!objectInfo)
            {
                handler->PSendSysMessage(LANG_GAMEOBJECT_NOT_EXIST, objectId);
                handler->SetSentErrorMessage(true);
                return false;
            }

            if (objectInfo->displayId && !sGameObjectDisplayInfoStore.LookupEntry(objectInfo->displayId))
            {
                // report to DB errors log as in loading case
                TC_LOG_ERROR("sql.sql", "Gameobject (Entry %u GoType: %u) have invalid displayId (%u), not spawned.", objectId, objectInfo->type, objectInfo->displayId);
                handler->PSendSysMessage(LANG_GAMEOBJECT_HAVE_INVALID_DATA, objectId);
                handler->SetSentErrorMessage(true);
                return false;
            }

            Player* player = handler->GetSession()->GetPlayer();
            float x = float(player->GetPositionX());
            float y = float(player->GetPositionY());
            float z = float(player->GetPositionZ());
            float o = float(player->GetOrientation());
            Map* map = player->GetMap();

            GameObject* object = new GameObject;
            uint32 guidLow = sObjectMgr->GenerateLowGuid(HIGHGUID_GAMEOBJECT);

            if (!object->Create(guidLow, objectInfo->entry, map, player->GetPhaseMaskForSpawn(), x, y, z, o, 0.0f, 0.0f, 0.0f, 0.0f, 0, GO_STATE_READY))
            {
                delete object;
                return false;
            }

            if (spawntimeSecs)
            {
                uint32 value = atoi((char*)spawntimeSecs);
                object->SetRespawnTime(value);
            }

            // fill the gameobject data and save to the db
            object->SaveToDB(map->GetId(), (1 << map->GetSpawnMode()), player->GetPhaseMaskForSpawn());
            // delete the old object and do a clean load from DB with a fresh new GameObject instance.
            // this is required to avoid weird behavior and memory leaks
            delete object;

            object = new GameObject();
            // this will generate a new guid if the object is in an instance
            if (!object->LoadGameObjectFromDB(guidLow, map))
            {
                delete object;
                return false;
            }

            /// @todo is it really necessary to add both the real and DB table guid here ?
            sObjectMgr->AddGameobjectToGrid(guidLow, sObjectMgr->GetGOData(guidLow));

            handler->PSendSysMessage(LANG_GAMEOBJECT_ADD, objectId, objectInfo->name.c_str(), guidLow, x, y, z);

            player->SetSelectedGameObject(object);
            handler->PSendSysMessage("Spawned object selected.");
            return true;
        }
示例#7
0
        //delete object by selection or guid
        static bool HandleGameObjectDeleteCommand(ChatHandler* handler, char const* args)
        {
            if(handler->GetSession()->GetPlayer()->HasSelectedGameObject() == true)
            {
                GameObject* object = handler->GetSession()->GetPlayer()->GetSelectedGameObject();
                WorldDatabase.PQuery("DELETE FROM apt_placed_objects WHERE objectGuid = %u", object->GetGUIDLow());

                object->SetRespawnTime(0);                                 // not save respawn time
                object->Delete();
                object->DeleteFromDB();
                handler->GetSession()->GetPlayer()->DeselectGameObject();

                handler->PSendSysMessage(LANG_COMMAND_DELOBJMESSAGE, object->GetGUIDLow());
                return true;
            } else
            {

                // number or [name] Shift-click form |color|Hgameobject:go_guid|h[name]|h|r
                char* id = handler->extractKeyFromLink((char*)args, "Hgameobject");
                if (!id)
                    return false;

                uint32 guidLow = atoi(id);
                if (!guidLow)
                    return false;

                GameObject* object = NULL;

                // by DB guid
                if (GameObjectData const* gameObjectData = sObjectMgr->GetGOData(guidLow))
                    object = handler->GetObjectGlobalyWithGuidOrNearWithDbGuid(guidLow, gameObjectData->id);

                if (!object)
                {
                    handler->PSendSysMessage(LANG_COMMAND_OBJNOTFOUND, guidLow);
                    handler->SetSentErrorMessage(true);
                    return false;
                }

                ObjectGuid ownerGuid = object->GetOwnerGUID();
                if (ownerGuid)
                {
                    Unit* owner = ObjectAccessor::GetUnit(*handler->GetSession()->GetPlayer(), ownerGuid);
                    if (!owner || !ownerGuid.IsPlayer())
                    {
                        handler->PSendSysMessage(LANG_COMMAND_DELOBJREFERCREATURE, ownerGuid.GetCounter(), object->GetGUIDLow());
                        handler->SetSentErrorMessage(true);
                        return false;
                    }

                    owner->RemoveGameObject(object, false);
                }

                WorldDatabase.PQuery("DELETE FROM apt_placed_objects WHERE objectGuid = %u", object->GetGUIDLow());

                object->SetRespawnTime(0);                                 // not save respawn time
                object->Delete();
                object->DeleteFromDB();

                handler->PSendSysMessage(LANG_COMMAND_DELOBJMESSAGE, object->GetGUIDLow());

                return true;
            }
        }
示例#8
0
 void OpenDoor(uint64 guid)
 {
     if(!guid) return;
     GameObject* go = instance->GetGameObject(guid);
     if(go) go->SetGoState(GO_STATE_ACTIVE);
 }
示例#9
0
 void CloseDoor(uint64 guid)
 {
     if(!guid) return;
     GameObject* go = instance->GetGameObject(guid);
     if(go) go->SetGoState(GO_STATE_READY);
 }
示例#10
0
文件: chapter1.cpp 项目: Drasgon/WoD
        void UpdateAI(uint32 diff)
        {
            switch (phase)
            {
            case PHASE_CHAINED:
                if (!anchorGUID)
                {
                    if (Creature* anchor = me->FindNearestCreature(29521, 30))
                    {
                        anchor->AI()->SetGUID(me->GetGUID());
                        anchor->CastSpell(me, SPELL_SOUL_PRISON_CHAIN, true);
                        anchorGUID = anchor->GetGUID();
                    }
                    else
                        TC_LOG_ERROR(LOG_FILTER_TSCR, "npc_unworthy_initiateAI: unable to find anchor!");

                    float dist = 99.0f;
                    GameObject* prison = NULL;

                    for (uint8 i = 0; i < 12; ++i)
                    {
                        if (GameObject* temp_prison = me->FindNearestGameObject(acherus_soul_prison[i], 30))
                        {
                            if (me->IsWithinDist(temp_prison, dist, false))
                            {
                                dist = me->GetDistance2d(temp_prison);
                                prison = temp_prison;
                            }
                        }
                    }

                    if (prison)
                        prison->ResetDoorOrButton();
                    else
                        TC_LOG_ERROR(LOG_FILTER_TSCR, "npc_unworthy_initiateAI: unable to find prison!");
                }
                break;
            case PHASE_TO_EQUIP:
                if (wait_timer)
                {
                    if (wait_timer > diff)
                        wait_timer -= diff;
                    else
                    {
                        me->GetMotionMaster()->MovePoint(1, anchorX, anchorY, me->GetPositionZ());
                        //TC_LOG_DEBUG(LOG_FILTER_TSCR, "npc_unworthy_initiateAI: move to %f %f %f", anchorX, anchorY, me->GetPositionZ());
                        phase = PHASE_EQUIPING;
                        wait_timer = 0;
                    }
                }
                break;
            case PHASE_TO_ATTACK:
                if (wait_timer)
                {
                    if (wait_timer > diff)
                        wait_timer -= diff;
                    else
                    {
                        me->setFaction(14);
                        me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC);
                        phase = PHASE_ATTACKING;

                        if (Player* target = Unit::GetPlayer(*me, playerGUID))
                            me->AI()->AttackStart(target);
                        wait_timer = 0;
                    }
                }
                break;
            case PHASE_ATTACKING:
                if (!UpdateVictim())
                    return;

                events.Update(diff);

                while (uint32 eventId = events.ExecuteEvent())
                {
                    switch (eventId)
                    {
                    case EVENT_ICY_TOUCH:
                        DoCastVictim(SPELL_ICY_TOUCH);
                        events.DelayEvents(1000, GCD_CAST);
                        events.ScheduleEvent(EVENT_ICY_TOUCH, 5000, GCD_CAST);
                        break;
                    case EVENT_PLAGUE_STRIKE:
                        DoCastVictim(SPELL_PLAGUE_STRIKE);
                        events.DelayEvents(1000, GCD_CAST);
                        events.ScheduleEvent(EVENT_PLAGUE_STRIKE, 5000, GCD_CAST);
                        break;
                    case EVENT_BLOOD_STRIKE:
                        DoCastVictim(SPELL_BLOOD_STRIKE);
                        events.DelayEvents(1000, GCD_CAST);
                        events.ScheduleEvent(EVENT_BLOOD_STRIKE, 5000, GCD_CAST);
                        break;
                    case EVENT_DEATH_COIL:
                        DoCastVictim(SPELL_DEATH_COIL);
                        events.DelayEvents(1000, GCD_CAST);
                        events.ScheduleEvent(EVENT_DEATH_COIL, 5000, GCD_CAST);
                        break;
                    }
                }

                DoMeleeAttackIfReady();
                break;
            default:
                break;
            }
        }
void DeferredRenderingApplication::OnStart()
{
	mpMainCamera->GetGameObject()->GetTransform()->SetPosition(glm::vec3(0.0f, FLOOR_SIZE * 0.5f, (float)FLOOR_SIZE));
	mpMainCamera->GetGameObject()->GetTransform()->RotateAround(-20.0f, glm::vec3(1.0f, 0.0f, 0.0f));

	std::vector<PointLight*> pointLights;
	GameObject* pPointLightGameObject;
	PointLight* pPointLight;

	float depthIncrement = FLOOR_SIZE / (float)LIGHT_GRID_DEPTH;
	float horizontalIncrement = FLOOR_SIZE / (float)LIGHT_GRID_WIDTH;
	float intensity = 0.2f;

	for (float z = 1; z < FLOOR_SIZE; z += depthIncrement)
	{
		for (float x = 1; x < FLOOR_SIZE; x += horizontalIncrement)
		{
			pPointLightGameObject = GameObject::Instantiate();
			pPointLightGameObject->GetTransform()->SetPosition(glm::vec3(-(FLOOR_SIZE * 0.5f - (2.0f * SPHERE_RADIUS)) + x, SPHERE_RADIUS * 2.5f, -(FLOOR_SIZE * 0.5f - (2.0f * SPHERE_RADIUS)) + z));

			pPointLight = PointLight::Instantiate(pPointLightGameObject);
			glm::vec4 color = Colors::COMMON_LIGHT_COLORS[Random::Range(0, Colors::NUMBER_OF_COMMON_LIGHT_COLORS)];
			pPointLight->SetDiffuseColor(color);
			pPointLight->SetSpecularColor(color);
			pPointLight->SetIntensity(intensity);

			pointLights.push_back(pPointLight);
		}
	}

	mpCheckersColorMapTexture = TextureImporter::Import("textures/CheckersColorMap.png");

	mpFloorMaterial = new Material(ShaderRegistry::Find("Specular"));
	mpFloorMaterial->SetTexture("colorMap", mpCheckersColorMapTexture);
	mpFloorMaterial->SetVec4("diffuseColor", Colors::WHITE);
	mpFloorMaterial->SetVec4("specularColor", Colors::WHITE);
	mpFloorMaterial->SetFloat("shininess", 5.0f);

	mpFloorMesh = StandardGeometries::CreateXZPlane((float)FLOOR_SIZE, (float)FLOOR_SIZE, 1, 1, glm::vec3(0, 0, 0));

	GameObject* pFloorGameObject = GameObject::Instantiate();
	MeshRenderer* pMeshRenderer = MeshRenderer::Instantiate(pFloorGameObject);
	pMeshRenderer->AddMesh(mpFloorMesh);
	MeshFilter* pMeshFilter = MeshFilter::Instantiate(pFloorGameObject);
	pMeshFilter->SetMaterial(mpFloorMaterial);

	mpSphereMaterial = new Material(ShaderRegistry::Find("SolidColor"));
	mpSphereMaterial->SetVec4("diffuseColor", Colors::WHITE);
	mpSphereMaterial->SetVec4("specularColor", Colors::WHITE);
	mpSphereMaterial->SetFloat("shininess", 30.0f);

	mpSphereMesh = StandardGeometries::CreateSphere(SPHERE_RADIUS, NUMBER_OF_SPHERE_SLICES);

	std::vector<GameObject*> spheres;
	for (float z = 0; z < FLOOR_SIZE; z += 1.0f)
	{
		for (float x = 0; x < FLOOR_SIZE; x += 1.0f)
		{
			GameObject* pSphereGameObject = GameObject::Instantiate();
			pMeshRenderer = MeshRenderer::Instantiate(pSphereGameObject);
			pMeshRenderer->AddMesh(mpSphereMesh);
			pMeshFilter = MeshFilter::Instantiate(pSphereGameObject);
			pMeshFilter->SetMaterial(mpSphereMaterial);
			pSphereGameObject->GetTransform()->SetPosition(glm::vec3(-(FLOOR_SIZE * 0.5f - (2.0f * SPHERE_RADIUS)) + x, SPHERE_RADIUS, -(FLOOR_SIZE * 0.5f - (2.0f * SPHERE_RADIUS)) + z));
			spheres.push_back(pSphereGameObject);
		}
	}

	GameObject* pGeneralBehavioursGameObject = GameObject::Instantiate();

	LightsAnimator* pLightsAnimator = LightsAnimator::Instantiate(pGeneralBehavioursGameObject);
	pLightsAnimator->SetLights(pointLights);

	KeyBindings* pKeyBindings = KeyBindings::Instantiate(pGeneralBehavioursGameObject);

	FirstPersonCameraController* pFirstPersonCameraController = FirstPersonCameraController::Instantiate(pGeneralBehavioursGameObject);
	pFirstPersonCameraController->SetWalkSpeed(WALK_SPEED);
	pFirstPersonCameraController->SetTurnSpeed(TURN_SPEED);
	pFirstPersonCameraController->SetFlying(true);
}
 void instance_icecrown_spire::CloseDoor(uint64 guid)
 {
     if(!guid) return;
     GameObject* pGo = instance->GetGameObject(guid);
     if(pGo) pGo->SetGoState(GO_STATE_READY);
 }
 void instance_icecrown_spire::OpenDoor(uint64 guid)
 {
     if(!guid) return;
     GameObject* pGo = instance->GetGameObject(guid);
     if(pGo) pGo->SetGoState(GO_STATE_ACTIVE_ALTERNATIVE);
 }
示例#14
0
void WorldSession::HandleAutostoreLootItemOpcode(WorldPacket & recv_data)
{
    sLog->outDebug("WORLD: CMSG_AUTOSTORE_LOOT_ITEM");
    Player* player = GetPlayer();
    uint64 lguid = player->GetLootGUID();
    Loot* loot = NULL;
    uint8 lootSlot = 0;

    recv_data >> lootSlot;

    if (IS_GAMEOBJECT_GUID(lguid))
    {
        GameObject *go = player->GetMap()->GetGameObject(lguid);

        // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
        if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player,INTERACTION_DISTANCE)))
        {
            player->SendLootRelease(lguid);
            return;
        }

        loot = &go->loot;
    }
    else if (IS_ITEM_GUID(lguid))
    {
        Item *pItem = player->GetItemByGuid(lguid);

        if (!pItem)
        {
            player->SendLootRelease(lguid);
            return;
        }

        loot = &pItem->loot;
    }
    else if (IS_CORPSE_GUID(lguid))
    {
        Corpse *bones = ObjectAccessor::GetCorpse(*player, lguid);
        if (!bones)
        {
            player->SendLootRelease(lguid);
            return;
        }

        loot = &bones->loot;
    }
    else
    {
        Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid);

        bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass() == CLASS_ROGUE && pCreature->lootForPickPocketed);

        if (!ok_loot || !pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE))
        {
            player->SendLootRelease(lguid);
            return;
        }

        loot = &pCreature->loot;
    }

    player->StoreLootItem(lootSlot, loot);
}
void BattlegroundIC::EventPlayerClickedOnFlag(Player* player, GameObject* target_obj)
{
    if (GetStatus() != STATUS_IN_PROGRESS)
        return;

    // All the node points are iterated to find the clicked one
    for (uint8 i = 0; i < MAX_NODE_TYPES; i++)
    {
        if (nodePoint[i].gameobject_entry == target_obj->GetEntry())
        {
            // THIS SHOULD NEEVEER HAPPEN
            if (nodePoint[i].faction == player->GetTeamId())
                return;

            uint32 nextBanner = GetNextBanner(&nodePoint[i], player->GetTeamId(), false);

            // we set the new settings of the nodePoint
            nodePoint[i].faction = player->GetTeamId();
            nodePoint[i].last_entry = nodePoint[i].gameobject_entry;
            nodePoint[i].gameobject_entry = nextBanner;

            // this is just needed if the next banner is grey
            if (nodePoint[i].banners[BANNER_A_CONTESTED] == nextBanner ||
                nodePoint[i].banners[BANNER_H_CONTESTED] == nextBanner)
            {
                nodePoint[i].timer = BANNER_STATE_CHANGE_TIME; // 1 minute for last change (real faction banner)
                nodePoint[i].needChange = true;

                RealocatePlayers(nodePoint[i].nodeType);

                // if we are here means that the point has been lost, or it is the first capture

                if (nodePoint[i].nodeType != NODE_TYPE_REFINERY && nodePoint[i].nodeType != NODE_TYPE_QUARRY)
                    if (BgCreatures[BG_IC_NPC_SPIRIT_GUIDE_1+(nodePoint[i].nodeType)-2])
                        DelCreature(BG_IC_NPC_SPIRIT_GUIDE_1+(nodePoint[i].nodeType)-2);

                UpdatePlayerScore(player, SCORE_BASES_ASSAULTED, 1);

                SendMessage2ToAll(LANG_BG_IC_TEAM_ASSAULTED_NODE_1, CHAT_MSG_BG_SYSTEM_NEUTRAL, player, nodePoint[i].string);
                SendMessage2ToAll(LANG_BG_IC_TEAM_ASSAULTED_NODE_2, CHAT_MSG_BG_SYSTEM_NEUTRAL, player, nodePoint[i].string, (player->GetTeamId() == TEAM_ALLIANCE ? LANG_BG_IC_ALLIANCE : LANG_BG_IC_HORDE));
                HandleContestedNodes(&nodePoint[i]);
            } else if (nextBanner == nodePoint[i].banners[BANNER_A_CONTROLLED] ||
                       nextBanner == nodePoint[i].banners[BANNER_H_CONTROLLED])
                       // if we are going to spawn the definitve faction banner, we dont need the timer anymore
            {
                nodePoint[i].timer = BANNER_STATE_CHANGE_TIME;
                nodePoint[i].needChange = false;
                SendMessage2ToAll(LANG_BG_IC_TEAM_DEFENDED_NODE, CHAT_MSG_BG_SYSTEM_NEUTRAL, player, nodePoint[i].string);
                HandleCapturedNodes(&nodePoint[i], true);
                UpdatePlayerScore(player, SCORE_BASES_DEFENDED, 1);
            }

            GameObject* banner = GetBGObject(nodePoint[i].gameobject_type);

            if (!banner) // this should never happen
                return;

            float cords[4] = {banner->GetPositionX(), banner->GetPositionY(), banner->GetPositionZ(), banner->GetOrientation() };

            DelObject(nodePoint[i].gameobject_type);
            AddObject(nodePoint[i].gameobject_type, nodePoint[i].gameobject_entry, cords[0], cords[1], cords[2], cords[3], 0, 0, 0, 0, RESPAWN_ONE_DAY);

            GetBGObject(nodePoint[i].gameobject_type)->SetUInt32Value(GAMEOBJECT_FACTION, nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_Factions[1] : BG_IC_Factions[0]);

            if (nodePoint[i].nodeType == NODE_TYPE_WORKSHOP)
            {
                DelObject(BG_IC_GO_SEAFORIUM_BOMBS_1);
                DelObject(BG_IC_GO_SEAFORIUM_BOMBS_2);
            }

            UpdateNodeWorldState(&nodePoint[i]);
            // we dont need iterating if we are here
            // If the needChange bool was set true, we will handle the rest in the Update Map function.
            return;
        }
    }
}
示例#16
0
        void Update(uint32 diff)
        {
            // Spawn the support for the bridge if necessary
            if (spawnSupport)
            {
                if (GameObject* pCollision = instance->GetGameObject(uiCollision))
                    pCollision->SummonGameObject(192743, pCollision->GetPositionX(), pCollision->GetPositionY(), pCollision->GetPositionZ(), pCollision->GetOrientation(), 0, 0, 0, 0, 0);
                spawnSupport = false;
            }

            // If there is nothing to activate, then return
            if (!toActivate)
                return;

            if (timer < diff)
            {
                timer = 0;
                if (toActivate == uiBridge)
                {
                    GameObject* pBridge = instance->GetGameObject(uiBridge);
                    GameObject* pCollision = instance->GetGameObject(uiCollision);
                    GameObject* pSladRanStatue = instance->GetGameObject(uiSladRanStatue);
                    GameObject* pMoorabiStatue = instance->GetGameObject(uiMoorabiStatue);
                    GameObject* pDrakkariColossusStatue = instance->GetGameObject(uiDrakkariColossusStatue);
                    GameObject* pGalDarahStatue = instance->GetGameObject(uiGalDarahStatue);

                    toActivate = 0;

                    if (pBridge && pCollision && pSladRanStatue && pMoorabiStatue && pDrakkariColossusStatue && pGalDarahStatue)
                    {
                        pBridge->SetGoState(GO_STATE_ACTIVE_ALTERNATIVE);
                        pCollision->SetGoState(GO_STATE_ACTIVE_ALTERNATIVE);
                        pSladRanStatue->SetGoState(GO_STATE_ACTIVE_ALTERNATIVE);
                        pMoorabiStatue->SetGoState(GO_STATE_ACTIVE_ALTERNATIVE);
                        pDrakkariColossusStatue->SetGoState(GO_STATE_ACTIVE_ALTERNATIVE);
                        pGalDarahStatue->SetGoState(GO_STATE_ACTIVE_ALTERNATIVE);

                        // Add the GO that solidifies the bridge so you can walk on it
                        spawnSupport = true;
                        SaveToDB();
                    }
                }
                else
                {
                    uint32 spell = 0;
                    GameObject* pAltar = NULL;
                    if (toActivate == uiSladRanStatue)
                    {
                        spell = 57071;
                        pAltar = instance->GetGameObject(uiSladRanAltar);
                    }
                    else if (toActivate == uiMoorabiStatue)
                    {
                        spell = 57068;
                        pAltar = instance->GetGameObject(uiMoorabiAltar);
                    }
                    else if (toActivate == uiDrakkariColossusStatue)
                    {
                        spell = 57072;
                        pAltar = instance->GetGameObject(uiDrakkariColossusAltar);
                    }

                    // This is a workaround to make the beam cast properly. The caster should be ID 30298 but since the spells
                    // all are with scripted target for that same ID, it will hit itself.
                    if (pAltar)
                        if (Creature* trigger = pAltar->SummonCreature(18721, pAltar->GetPositionX(), pAltar->GetPositionY(), pAltar->GetPositionZ() + 3, pAltar->GetOrientation(), TEMPSUMMON_CORPSE_DESPAWN, 5000))
                        {
                            // Set the trigger model to invisible
                            trigger->SetDisplayId(11686);
                            trigger->CastSpell(trigger, spell, false);
                        }

                    if (GameObject* statueGO = instance->GetGameObject(toActivate))
                        statueGO->SetGoState(GO_STATE_READY);

                    toActivate = 0;

                    if (phase == 3)
                        SetData64(DATA_STATUE_ACTIVATE, uiBridge);
                    else
                        SaveToDB(); // Don't save in between last statue and bridge turning in case of crash leading to stuck instance
                }
            }
            else
                timer -= diff;
        }
示例#17
0
void WorldSession::HandleMovementOpcodes(WorldPacket & recvData)
{
    uint16 opcode = recvData.GetOpcode();

    Unit* mover = _player->m_mover;

    ASSERT(mover != NULL);                      // there must always be a mover

    Player* plrMover = mover->ToPlayer();

    // ignore, waiting processing in WorldSession::HandleMoveWorldportAckOpcode and WorldSession::HandleMoveTeleportAck
    if (plrMover && plrMover->IsBeingTeleported())
    {
        recvData.rfinish();                     // prevent warnings spam
        return;
    }

    /* extract packet */
    uint64 guid;

    recvData.readPackGUID(guid);

    MovementInfo movementInfo;
    movementInfo.guid = guid;
    ReadMovementInfo(recvData, &movementInfo);

    recvData.rfinish();                         // prevent warnings spam

    // prevent tampered movement data
    if (guid != mover->GetGUID())
        return;

    if (!movementInfo.pos.IsPositionValid())
    {
        recvData.rfinish();                     // prevent warnings spam
        return;
    }

    /* handle special cases */
    if (movementInfo.flags & MOVEMENTFLAG_ONTRANSPORT)
    {
        // transports size limited
        // (also received at zeppelin leave by some reason with t_* as absolute in continent coordinates, can be safely skipped)
        if (movementInfo.t_pos.GetPositionX() > 50 || movementInfo.t_pos.GetPositionY() > 50 || movementInfo.t_pos.GetPositionZ() > 50)
        {
            recvData.rfinish();                 // prevent warnings spam
            return;
        }

        if (!Trinity::IsValidMapCoord(movementInfo.pos.GetPositionX() + movementInfo.t_pos.GetPositionX(), movementInfo.pos.GetPositionY() + movementInfo.t_pos.GetPositionY(),
            movementInfo.pos.GetPositionZ() + movementInfo.t_pos.GetPositionZ(), movementInfo.pos.GetOrientation() + movementInfo.t_pos.GetOrientation()))
        {
            recvData.rfinish();                 // prevent warnings spam
            return;
        }

        // if we boarded a transport, add us to it
        if (plrMover)
        {
            if (!plrMover->GetTransport())
            {
                // elevators also cause the client to send MOVEMENTFLAG_ONTRANSPORT - just dismount if the guid can be found in the transport list
                for (MapManager::TransportSet::const_iterator iter = sMapMgr->m_Transports.begin(); iter != sMapMgr->m_Transports.end(); ++iter)
                {
                    if ((*iter)->GetGUID() == movementInfo.t_guid)
                    {
                        plrMover->m_transport = *iter;
                        (*iter)->AddPassenger(plrMover);
                        break;
                    }
                }
            }
            else if (plrMover->GetTransport()->GetGUID() != movementInfo.t_guid)
            {
                bool foundNewTransport = false;
                plrMover->m_transport->RemovePassenger(plrMover);
                for (MapManager::TransportSet::const_iterator iter = sMapMgr->m_Transports.begin(); iter != sMapMgr->m_Transports.end(); ++iter)
                {
                    if ((*iter)->GetGUID() == movementInfo.t_guid)
                    {
                        foundNewTransport = true;
                        plrMover->m_transport = *iter;
                        (*iter)->AddPassenger(plrMover);
                        break;
                    }
                }

                if (!foundNewTransport)
                {
                    plrMover->m_transport = NULL;
                    movementInfo.t_pos.Relocate(0.0f, 0.0f, 0.0f, 0.0f);
                    movementInfo.t_time = 0;
                    movementInfo.t_seat = -1;
                }
            }
        }

        if (!mover->GetTransport() && !mover->GetVehicle())
        {
            GameObject* go = mover->GetMap()->GetGameObject(movementInfo.t_guid);
            if (!go || go->GetGoType() != GAMEOBJECT_TYPE_TRANSPORT)
                movementInfo.flags &= ~MOVEMENTFLAG_ONTRANSPORT;
        }
    }
    else if (plrMover && plrMover->GetTransport())                // if we were on a transport, leave
    {
        plrMover->m_transport->RemovePassenger(plrMover);
        plrMover->m_transport = NULL;
        movementInfo.t_pos.Relocate(0.0f, 0.0f, 0.0f, 0.0f);
        movementInfo.t_time = 0;
        movementInfo.t_seat = -1;
    }

    // fall damage generation (ignore in flight case that can be triggered also at lags in moment teleportation to another map).
    if (opcode == MSG_MOVE_FALL_LAND && plrMover && !plrMover->isInFlight())
        plrMover->HandleFall(movementInfo);

    if (plrMover && ((movementInfo.flags & MOVEMENTFLAG_SWIMMING) != 0) != plrMover->IsInWater())
    {
        // now client not include swimming flag in case jumping under water
        plrMover->SetInWater(!plrMover->IsInWater() || plrMover->GetBaseMap()->IsUnderWater(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY(), movementInfo.pos.GetPositionZ()));
	}
	
	if (plrMover)
		sAnticheatMgr->StartHackDetection(plrMover, movementInfo, opcode);

    /*----------------------*/

    /* process position-change */
    WorldPacket data(opcode, recvData.size());
    movementInfo.time = getMSTime();
    movementInfo.guid = mover->GetGUID();
    WriteMovementInfo(&data, &movementInfo);
    mover->SendMessageToSet(&data, _player);

    mover->m_movementInfo = movementInfo;

    // this is almost never true (not sure why it is sometimes, but it is), normally use mover->IsVehicle()
    if (mover->GetVehicle())
    {
        mover->SetOrientation(movementInfo.pos.GetOrientation());
        return;
    }

    mover->UpdatePosition(movementInfo.pos);

    if (plrMover)                                            // nothing is charmed, or player charmed
    {
        plrMover->UpdateFallInformationIfNeed(movementInfo, opcode);

        if (movementInfo.pos.GetPositionZ() < -500.0f)
        {
            if (!(plrMover->GetBattleground() && plrMover->GetBattleground()->HandlePlayerUnderMap(_player)))
            {
                // NOTE: this is actually called many times while falling
                // even after the player has been teleported away
                // TODO: discard movement packets after the player is rooted
                if (plrMover->isAlive())
                {
                    plrMover->EnvironmentalDamage(DAMAGE_FALL_TO_VOID, GetPlayer()->GetMaxHealth());
                    // player can be alive if GM/etc
                    // change the death state to CORPSE to prevent the death timer from
                    // starting in the next player update
                    if (!plrMover->isAlive())
                        plrMover->KillPlayer();
                }
            }
        }
    }
}
示例#18
0
void WorldSession::HandleGossipSelectOptionOpcode(WorldPackets::NPC::GossipSelectOption& packet)
{
    if (!_player->PlayerTalkClass->GetGossipMenu().GetItem(packet.GossipIndex))
        return;

    // Prevent cheating on C++ scripted menus
    if (_player->PlayerTalkClass->GetInteractionData().SourceGuid != packet.GossipUnit)
        return;

    Creature* unit = nullptr;
    GameObject* go = nullptr;
    if (packet.GossipUnit.IsCreatureOrVehicle())
    {
        unit = GetPlayer()->GetNPCIfCanInteractWith(packet.GossipUnit, UNIT_NPC_FLAG_GOSSIP);
        if (!unit)
        {
            TC_LOG_DEBUG("network", "WORLD: HandleGossipSelectOptionOpcode - %s not found or you can't interact with him.", packet.GossipUnit.ToString().c_str());
            return;
        }
    }
    else if (packet.GossipUnit.IsGameObject())
    {
        go = _player->GetGameObjectIfCanInteractWith(packet.GossipUnit);
        if (!go)
        {
            TC_LOG_DEBUG("network", "WORLD: HandleGossipSelectOptionOpcode - %s not found or you can't interact with it.", packet.GossipUnit.ToString().c_str());
            return;
        }
    }
    else
    {

        TC_LOG_DEBUG("network", "WORLD: HandleGossipSelectOptionOpcode - unsupported %s.", packet.GossipUnit.ToString().c_str());
        return;
    }

    // remove fake death
    if (GetPlayer()->HasUnitState(UNIT_STATE_DIED))
        GetPlayer()->RemoveAurasByType(SPELL_AURA_FEIGN_DEATH);

    if ((unit && unit->GetScriptId() != unit->LastUsedScriptID) || (go && go->GetScriptId() != go->LastUsedScriptID))
    {
        TC_LOG_DEBUG("network", "WORLD: HandleGossipSelectOptionOpcode - Script reloaded while in use, ignoring and set new scipt id");
        if (unit)
            unit->LastUsedScriptID = unit->GetScriptId();

        if (go)
            go->LastUsedScriptID = go->GetScriptId();
        _player->PlayerTalkClass->SendCloseGossip();
        return;
    }

    if (!packet.PromotionCode.empty())
    {
        if (unit)
        {
            unit->AI()->sGossipSelectCode(_player, packet.GossipID, packet.GossipIndex, packet.PromotionCode.c_str());
            if (!sScriptMgr->OnGossipSelectCode(_player, unit, _player->PlayerTalkClass->GetGossipOptionSender(packet.GossipIndex), _player->PlayerTalkClass->GetGossipOptionAction(packet.GossipIndex), packet.PromotionCode.c_str()))
                _player->OnGossipSelect(unit, packet.GossipIndex, packet.GossipID);
        }
        else
        {
            go->AI()->GossipSelectCode(_player, packet.GossipID, packet.GossipIndex, packet.PromotionCode.c_str());
            if (!sScriptMgr->OnGossipSelectCode(_player, go, _player->PlayerTalkClass->GetGossipOptionSender(packet.GossipIndex), _player->PlayerTalkClass->GetGossipOptionAction(packet.GossipIndex), packet.PromotionCode.c_str()))
                _player->OnGossipSelect(go, packet.GossipIndex, packet.GossipID);
        }
    }
    else
    {
        if (unit)
        {
            unit->AI()->sGossipSelect(_player, packet.GossipID, packet.GossipIndex);
            if (!sScriptMgr->OnGossipSelect(_player, unit, _player->PlayerTalkClass->GetGossipOptionSender(packet.GossipIndex), _player->PlayerTalkClass->GetGossipOptionAction(packet.GossipIndex)))
                _player->OnGossipSelect(unit, packet.GossipIndex, packet.GossipID);
        }
        else
        {
            go->AI()->GossipSelect(_player, packet.GossipID, packet.GossipIndex);
            if (!sScriptMgr->OnGossipSelect(_player, go, _player->PlayerTalkClass->GetGossipOptionSender(packet.GossipIndex), _player->PlayerTalkClass->GetGossipOptionAction(packet.GossipIndex)))
                _player->OnGossipSelect(go, packet.GossipIndex, packet.GossipID);
        }
    }
}
示例#19
0
        static bool HandleGameObjectTargetCommand(ChatHandler* handler, char const* args)
        {
            Player* player = handler->GetSession()->GetPlayer();
            QueryResult result;
            GameEventMgr::ActiveEvents const& activeEventsList = sGameEventMgr->GetActiveEventList();


            if (*args)
            {
                char* id = handler->extractKeyFromLink((char*)args, "Hgameobject_entry");
                if (!id)
                    return false;

                uint32 objectId = atol(id);

                if (objectId)
                    result = WorldDatabase.PQuery("SELECT guid, id, position_x, position_y, position_z, orientation, map, phaseMask, (POW(position_x - '%f', 2) + POW(position_y - '%f', 2) + POW(position_z - '%f', 2)) AS order_ FROM gameobject WHERE map = '%i' AND id = '%u' ORDER BY order_ ASC LIMIT 1",
                            player->GetPositionX(), player->GetPositionY(), player->GetPositionZ(), player->GetMapId(), objectId);
                else
                {
                    std::string name = id;
                    WorldDatabase.EscapeString(name);
                    result = WorldDatabase.PQuery(
                            "SELECT guid, id, position_x, position_y, position_z, orientation, map, phaseMask, (POW(position_x - %f, 2) + POW(position_y - %f, 2) + POW(position_z - %f, 2)) AS order_ "
                            "FROM gameobject, gameobject_template WHERE gameobject_template.entry = gameobject.id AND map = %i AND name " _LIKE_" " _CONCAT3_("'%%'", "'%s'", "'%%'")" ORDER BY order_ ASC LIMIT 1",
                            player->GetPositionX(), player->GetPositionY(), player->GetPositionZ(), player->GetMapId(), name.c_str());
                }
            }
            else
            {
                std::ostringstream eventFilter;
                eventFilter << " AND (eventEntry IS NULL ";
                bool initString = true;

                for (GameEventMgr::ActiveEvents::const_iterator itr = activeEventsList.begin(); itr != activeEventsList.end(); ++itr)
                {
                    if (initString)
                    {
                        eventFilter  <<  "OR eventEntry IN (" << *itr;
                        initString = false;
                    }
                    else
                        eventFilter << ',' << *itr;
                }

                if (!initString)
                    eventFilter << "))";
                else
                    eventFilter << ')';

                result = WorldDatabase.PQuery("SELECT gameobject.guid, id, position_x, position_y, position_z, orientation, map, phaseMask, "
                        "(POW(position_x - %f, 2) + POW(position_y - %f, 2) + POW(position_z - %f, 2)) AS order_ FROM gameobject "
                        "LEFT OUTER JOIN game_event_gameobject on gameobject.guid = game_event_gameobject.guid WHERE map = '%i' %s ORDER BY order_ ASC LIMIT 10",
                        handler->GetSession()->GetPlayer()->GetPositionX(), handler->GetSession()->GetPlayer()->GetPositionY(), handler->GetSession()->GetPlayer()->GetPositionZ(),
                        handler->GetSession()->GetPlayer()->GetMapId(), eventFilter.str().c_str());
            }

            if (!result)
            {
                handler->SendSysMessage(LANG_COMMAND_TARGETOBJNOTFOUND);
                return true;
            }

            bool found = false;
            float x, y, z, o;
            uint32 guidLow, id, phase;
            uint16 mapId;
            uint32 poolId;

            do
            {
                Field* fields = result->Fetch();
                guidLow = fields[0].GetUInt32();
                id =      fields[1].GetUInt32();
                x =       fields[2].GetFloat();
                y =       fields[3].GetFloat();
                z =       fields[4].GetFloat();
                o =       fields[5].GetFloat();
                mapId =   fields[6].GetUInt16();
                phase =   fields[7].GetUInt32();
                poolId =  sPoolMgr->IsPartOfAPool<GameObject>(guidLow);
                if (!poolId || sPoolMgr->IsSpawnedObject<GameObject>(guidLow))
                    found = true;
            } while (result->NextRow() && !found);

            if (!found)
            {
                handler->PSendSysMessage(LANG_GAMEOBJECT_NOT_EXIST, id);
                return false;
            }

            GameObjectTemplate const* objectInfo = sObjectMgr->GetGameObjectTemplate(id);

            if (!objectInfo)
            {
                handler->PSendSysMessage(LANG_GAMEOBJECT_NOT_EXIST, id);
                return false;
            }

            GameObject* target = handler->GetSession()->GetPlayer()->GetMap()->GetGameObject(ObjectGuid(HIGHGUID_GAMEOBJECT, id, guidLow));

            handler->PSendSysMessage(LANG_GAMEOBJECT_DETAIL, guidLow, objectInfo->name.c_str(), guidLow, id, x, y, z, mapId, o, phase);

            if (target)
            {
                int32 curRespawnDelay = int32(target->GetRespawnTimeEx() - time(NULL));
                if (curRespawnDelay < 0)
                    curRespawnDelay = 0;

                std::string curRespawnDelayStr = secsToTimeString(curRespawnDelay, true);
                std::string defRespawnDelayStr = secsToTimeString(target->GetRespawnDelay(), true);

                handler->PSendSysMessage(LANG_COMMAND_RAWPAWNTIMES, defRespawnDelayStr.c_str(), curRespawnDelayStr.c_str());

                player->SetSelectedGameObject(target);
            }
            return true;
        }
示例#20
0
void WorldSession::HandleQuestgiverChooseRewardOpcode(WorldPackets::Quest::QuestGiverChooseReward& packet)
{
    if (packet.ItemChoiceID >= QUEST_REWARD_CHOICES_COUNT)
    {
        TC_LOG_ERROR("network", "Error in CMSG_QUESTGIVER_CHOOSE_REWARD: player %s (%s) tried to get invalid reward (%u) (possible packet-hacking detected)", _player->GetName().c_str(), _player->GetGUID().ToString().c_str(), packet.ItemChoiceID);
        return;
    }

    TC_LOG_DEBUG("network", "WORLD: Received CMSG_QUESTGIVER_CHOOSE_REWARD npc = %s, quest = %u, reward = %u", packet.QuestGiverGUID.ToString().c_str(), packet.QuestID, packet.ItemChoiceID);

    Quest const* quest = sObjectMgr->GetQuestTemplate(packet.QuestID);
    if (!quest)
        return;

    Object* object = _player;

    if (!quest->HasFlag(QUEST_FLAGS_AUTOCOMPLETE))
    {
        object = ObjectAccessor::GetObjectByTypeMask(*_player, packet.QuestGiverGUID, TYPEMASK_UNIT|TYPEMASK_GAMEOBJECT);
        if (!object || !object->hasInvolvedQuest(packet.QuestID))
            return;

        // some kind of WPE protection
        if (!_player->CanInteractWithQuestGiver(object))
            return;
    }

    if ((!_player->CanSeeStartQuest(quest) &&  _player->GetQuestStatus(packet.QuestID) == QUEST_STATUS_NONE) ||
        (_player->GetQuestStatus(packet.QuestID) != QUEST_STATUS_COMPLETE && !quest->IsAutoComplete()))
    {
        TC_LOG_ERROR("network", "Error in QUEST_STATUS_COMPLETE: player %s (%s) tried to complete quest %u, but is not allowed to do so (possible packet-hacking or high latency)",
            _player->GetName().c_str(), _player->GetGUID().ToString().c_str(), packet.QuestID);
        return;
    }

    if (_player->CanRewardQuest(quest, packet.ItemChoiceID, true))
    {
        _player->RewardQuest(quest, packet.ItemChoiceID, object);

        switch (object->GetTypeId())
        {
            case TYPEID_UNIT:
            case TYPEID_PLAYER:
            {
                //For AutoSubmition was added plr case there as it almost same exclute AI script cases.
                Creature* creatureQGiver = object->ToCreature();
                if (!creatureQGiver || !sScriptMgr->OnQuestReward(_player, creatureQGiver, quest, packet.ItemChoiceID))
                {
                    // Send next quest
                    if (Quest const* nextQuest = _player->GetNextQuest(packet.QuestGiverGUID, quest))
                    {
                        // Only send the quest to the player if the conditions are met
                        if (_player->CanTakeQuest(nextQuest, false))
                        {
                            if (nextQuest->IsAutoAccept() && _player->CanAddQuest(nextQuest, true))
                                _player->AddQuestAndCheckCompletion(nextQuest, object);

                            _player->PlayerTalkClass->SendQuestGiverQuestDetails(nextQuest, packet.QuestGiverGUID, true);
                        }
                    }

                    if (creatureQGiver)
                        creatureQGiver->AI()->sQuestReward(_player, quest, packet.ItemChoiceID);
                }
                break;
            }
            case TYPEID_GAMEOBJECT:
            {
                GameObject* questGiver = object->ToGameObject();
                if (!sScriptMgr->OnQuestReward(_player, questGiver, quest, packet.ItemChoiceID))
                {
                    // Send next quest
                    if (Quest const* nextQuest = _player->GetNextQuest(packet.QuestGiverGUID, quest))
                    {
                        // Only send the quest to the player if the conditions are met
                        if (_player->CanTakeQuest(nextQuest, false))
                        {
                            if (nextQuest->IsAutoAccept() && _player->CanAddQuest(nextQuest, true))
                                _player->AddQuestAndCheckCompletion(nextQuest, object);

                            _player->PlayerTalkClass->SendQuestGiverQuestDetails(nextQuest, packet.QuestGiverGUID, true);
                        }
                    }

                    questGiver->AI()->QuestReward(_player, quest, packet.ItemChoiceID);
                }
                break;
            }
            default:
                break;
        }
    }
    else
        _player->PlayerTalkClass->SendQuestGiverOfferReward(quest, packet.QuestGiverGUID, true);
}
示例#21
0
        //turn selected object
        static bool HandleGameObjectTurnCommand(ChatHandler* handler, char const* args)
        {
            // number or [name] Shift-click form |color|Hgameobject:go_id|h[name]|h|r
            char* id = handler->extractKeyFromLink((char*)args, "Hgameobject");
            if (!id)
                return false;

            uint32 guidLow = atoi(id);
            if (!guidLow)
                return false;

            GameObject* object = NULL;

            // by DB guid
            if (GameObjectData const* gameObjectData = sObjectMgr->GetGOData(guidLow))
                object = handler->GetObjectGlobalyWithGuidOrNearWithDbGuid(guidLow, gameObjectData->id);

            if (!object)
            {
                handler->PSendSysMessage(LANG_COMMAND_OBJNOTFOUND, guidLow);
                handler->SetSentErrorMessage(true);
                return false;
            }

            char* orientation = strtok(NULL, " ");
            float o;

            if (orientation)
                o = (float)atof(orientation);
            else
            {
                Player* player = handler->GetSession()->GetPlayer();
                o = player->GetOrientation();
            }

            object->Relocate(object->GetPositionX(), object->GetPositionY(), object->GetPositionZ(), o);
            object->UpdateRotationFields();
            object->DestroyForNearbyPlayers();
            object->UpdateObjectVisibility();

            object->SaveToDB();
            object->Refresh();

            handler->PSendSysMessage(LANG_COMMAND_TURNOBJMESSAGE, object->GetGUIDLow(), object->GetGOInfo()->name.c_str(), object->GetGUIDLow(), o);

            return true;
        }
示例#22
0
/// @copydoc GameObjectLoader::CacheObject()
bool EditorObjectLoader::CacheObject( GameObject* pObject, bool bEvictPlatformPreprocessedResourceData )
{
    HELIUM_ASSERT( pObject );

    // Don't cache broken objects or packages.
    if( pObject->GetAnyFlagSet( GameObject::FLAG_BROKEN ) || pObject->IsPackage() )
    {
        return false;
    }

    // Make sure we have an object preprocessor instance with which to cache the object.
    ObjectPreprocessor* pObjectPreprocessor = ObjectPreprocessor::GetStaticInstance();
    if( !pObjectPreprocessor )
    {
        HELIUM_TRACE(
            TRACE_WARNING,
            TXT( "EditorObjectLoader::CacheObject(): Missing ObjectPreprocessor to use for caching.\n" ) );

        return false;
    }

    // Configuration objects should not be cached.
    GameObjectPath objectPath = pObject->GetPath();

    Config& rConfig = Config::GetStaticInstance();
    GameObjectPath configPackagePath = rConfig.GetConfigContainerPackagePath();
    HELIUM_ASSERT( !configPackagePath.IsEmpty() );

    for( GameObjectPath testPath = objectPath; !testPath.IsEmpty(); testPath = testPath.GetParent() )
    {
        if( testPath == configPackagePath )
        {
            return false;
        }
    }

    // Get the timestamp for the object based on the timestamp of its source package file and, if it's a resource,
    // the timestamp of the source resource file.
    GameObject* pPackageObject;
    for( pPackageObject = pObject;
        pPackageObject && !pPackageObject->IsPackage();
        pPackageObject = pPackageObject->GetOwner() )
    {
    }

    HELIUM_ASSERT( pPackageObject );

    PackageLoader* pPackageLoader = Reflect::AssertCast< Package >( pPackageObject )->GetLoader();
    HELIUM_ASSERT( pPackageLoader );
    HELIUM_ASSERT( pPackageLoader->IsSourcePackageFile() );

    int64_t objectTimestamp = pPackageLoader->GetFileTimestamp();

    if( !pObject->IsDefaultTemplate() )
    {
        Resource* pResource = Reflect::SafeCast< Resource >( pObject );
        if( pResource )
        {
            GameObjectPath baseResourcePath = pResource->GetPath();
            HELIUM_ASSERT( !baseResourcePath.IsPackage() );
            for( ; ; )
            {
                GameObjectPath parentPath = baseResourcePath.GetParent();
                if( parentPath.IsEmpty() || parentPath.IsPackage() )
                {
                    break;
                }

                baseResourcePath = parentPath;
            }

            Path sourceFilePath;
            if ( !File::GetDataDirectory( sourceFilePath ) )
            {
                HELIUM_TRACE(
                    TRACE_WARNING,
                    TXT( "EditorObjectLoader::CacheObject(): Could not obtain data directory.\n" ) );

                return false;
            }

            sourceFilePath += baseResourcePath.ToFilePathString().GetData();

            int64_t sourceFileTimestamp = sourceFilePath.ModifiedTime();
            if( sourceFileTimestamp > objectTimestamp )
            {
                objectTimestamp = sourceFileTimestamp;
            }
        }
    }

    // Cache the object.
    bool bSuccess = pObjectPreprocessor->CacheObject(
        pObject,
        objectTimestamp,
        bEvictPlatformPreprocessedResourceData );
    if( !bSuccess )
    {
        HELIUM_TRACE(
            TRACE_ERROR,
            TXT( "EditorObjectLoader: Failed to cache object \"%s\".\n" ),
            *objectPath.ToString() );
    }

    return bSuccess;
}
示例#23
0
        static bool HandleGameObjectSetScaleCommand(ChatHandler* handler, char const* args)
        {

            GameObject* object = NULL;

            if(handler->GetSession()->GetPlayer()->HasSelectedGameObject() == true)
            {
                object = handler->GetSession()->GetPlayer()->GetSelectedGameObject();
                char* scale_temp = strtok((char*)args, " ");
                if(!scale_temp)
                {
                    handler->SendSysMessage("Please supply the scale.");
                    handler->SetSentErrorMessage(true);
                    return false;
                }
                handler->PSendSysMessage("Scaling object to: %u", scale_temp);

                float scale = scale_temp ?atof(scale_temp) : -1.0f;
                if(scale < 0.0f || scale > 50)
                {
                    handler->SendSysMessage(LANG_BAD_VALUE);
                    handler->SetSentErrorMessage(true);
                    return false;
                }

                //set scale
                object->SetObjectScale(scale);
                object->DestroyForNearbyPlayers();
                object->UpdateObjectVisibility();
                object->SaveToDB();

                return true;

            } else 
            {
                char* id = strtok((char*)args, " ");
                if (!id)
                    return false;


                uint32 guidLow = atoi(id);

                if (!guidLow)
                    return false;

                if (GameObjectData const* goData = sObjectMgr->GetGOData(guidLow))
                    object = handler->GetObjectGlobalyWithGuidOrNearWithDbGuid(guidLow, goData->id);

                if (!object)
                {
                    handler->PSendSysMessage(LANG_COMMAND_OBJNOTFOUND, guidLow);
                    handler->SetSentErrorMessage(true);
                    return false;
                }

                char* scale_temp = strtok(NULL, "\n");
                if (!scale_temp)
                {
                    handler->SendSysMessage("Please set the #guid and the #scale.");
                    handler->SetSentErrorMessage(true);
                    return false;
                }
                handler->SendSysMessage(scale_temp);
                float scale = scale_temp ? atof(scale_temp) : -1.0f;
                if (scale < 0.0f || scale > 50)
                {
                    handler->SendSysMessage(LANG_BAD_VALUE);
                    handler->SetSentErrorMessage(true);
                    return false;
                }

                //set scale
                object->SetObjectScale(scale);
                object->DestroyForNearbyPlayers();
                object->UpdateObjectVisibility();
                object->SaveToDB();

                return true;
            }
        }
示例#24
0
void GameEventMgr::GameEventSpawn(int16 event_id)
{
    int32 internal_event_id = mGameEvent.size() + event_id - 1;

    if (internal_event_id < 0 || (size_t)internal_event_id >= mGameEventCreatureGuids.size())
    {
        sLog.outError("GameEventMgr::GameEventSpawn attempt access to out of range mGameEventCreatureGuids element %i (size: " SIZEFMTD ")",internal_event_id,mGameEventCreatureGuids.size());
        return;
    }

    for (GuidList::iterator itr = mGameEventCreatureGuids[internal_event_id].begin();itr != mGameEventCreatureGuids[internal_event_id].end();++itr)
    {
        // Add to correct cell
        CreatureData const* data = sObjectMgr.GetCreatureData(*itr);
        if (data)
        {
            sObjectMgr.AddCreatureToGrid(*itr, data);

            // Spawn if necessary (loaded grids only)
            Map* map = const_cast<Map*>(sMapMgr.CreateBaseMap(data->mapid));
            // We use spawn coords to spawn
            if(!map->Instanceable() && map->IsLoaded(data->posX,data->posY))
            {
                Creature* pCreature = new Creature;
                //sLog.outDebug("Spawning creature %u",*itr);
                if (!pCreature->LoadFromDB(*itr, map))
                {
                    delete pCreature;
                }
                else
                {
                    map->Add(pCreature);
                }
            }
        }
    }

    if (internal_event_id < 0 || (size_t)internal_event_id >= mGameEventGameobjectGuids.size())
    {
        sLog.outError("GameEventMgr::GameEventSpawn attempt access to out of range mGameEventGameobjectGuids element %i (size: " SIZEFMTD ")",internal_event_id,mGameEventGameobjectGuids.size());
        return;
    }

    for (GuidList::iterator itr = mGameEventGameobjectGuids[internal_event_id].begin();itr != mGameEventGameobjectGuids[internal_event_id].end();++itr)
    {
        // Add to correct cell
        GameObjectData const* data = sObjectMgr.GetGOData(*itr);
        if (data)
        {
            sObjectMgr.AddGameobjectToGrid(*itr, data);
            // Spawn if necessary (loaded grids only)
            // this base map checked as non-instanced and then only existed
            Map* map = const_cast<Map*>(sMapMgr.CreateBaseMap(data->mapid));
            // We use current coords to unspawn, not spawn coords since creature can have changed grid
            if(!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
            {
                GameObject* pGameobject = new GameObject;
                //sLog.outDebug("Spawning gameobject %u", *itr);
                if (!pGameobject->LoadFromDB(*itr, map))
                {
                    delete pGameobject;
                }
                else
                {
                    if(pGameobject->isSpawnedByDefault())
                        map->Add(pGameobject);
                }
            }
        }
    }

    if (internal_event_id < 0 || (size_t)internal_event_id >= mGameEventPoolIds.size())
    {
        sLog.outError("GameEventMgr::GameEventSpawn attempt access to out of range mGameEventPoolIds element %i (size: " SIZEFMTD ")",internal_event_id,mGameEventPoolIds.size());
        return;
    }

    for (IdList::iterator itr = mGameEventPoolIds[internal_event_id].begin();itr != mGameEventPoolIds[internal_event_id].end();++itr)
    {
        sPoolMgr.SpawnPool(*itr, 0, 0);
        sPoolMgr.SpawnPool(*itr, 0, TYPEID_GAMEOBJECT);
        sPoolMgr.SpawnPool(*itr, 0, TYPEID_UNIT);
    }
}
示例#25
0
void WorldSession::DoLootRelease(ObjectGuid lguid)
{
    Player*  player = GetPlayer();
    Loot*    loot;

    player->SetLootGuid(ObjectGuid());
    player->SendLootRelease(lguid);

    player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);

    if (!player->IsInWorld())
        return;

    switch (lguid.GetHigh())
    {
        case HIGHGUID_GAMEOBJECT:
        {
            GameObject* go = GetPlayer()->GetMap()->GetGameObject(lguid);

            // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
            if (!go || ((go->GetOwnerGuid() != _player->GetObjectGuid() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
                return;

            loot = &go->loot;

            if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR)
            {
                // locked doors are opened with spelleffect openlock, prevent remove its as looted
                go->UseDoorOrButton();
            }
            else if (loot->isLooted() || go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE)
            {
                // GO is mineral vein? so it is not removed after its looted
                if (go->GetGoType() == GAMEOBJECT_TYPE_CHEST)
                {
                    uint32 go_min = go->GetGOInfo()->chest.minSuccessOpens;
                    uint32 go_max = go->GetGOInfo()->chest.maxSuccessOpens;

                    // only vein pass this check
                    if (go_min != 0 && go_max > go_min)
                    {
                        float amount_rate = sWorld.getConfig(CONFIG_FLOAT_RATE_MINING_AMOUNT);
                        float min_amount = go_min * amount_rate;
                        float max_amount = go_max * amount_rate;

                        go->AddUse();
                        float uses = float(go->GetUseCount());

                        if (uses < max_amount)
                        {
                            if (uses >= min_amount)
                            {
                                float chance_rate = sWorld.getConfig(CONFIG_FLOAT_RATE_MINING_NEXT);

                                int32 ReqValue = 175;
                                LockEntry const* lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId);
                                if (lockInfo)
                                    ReqValue = lockInfo->Skill[0];
                                float skill = float(player->GetSkillValue(SKILL_MINING)) / (ReqValue + 25);
                                double chance = pow(0.8 * chance_rate, 4 * (1 / double(max_amount)) * double(uses));
                                if (roll_chance_f(float(100.0f * chance + skill)))
                                {
                                    go->SetLootState(GO_READY);
                                }
                                else                        // not have more uses
                                    go->SetLootState(GO_JUST_DEACTIVATED);
                            }
                            else                            // 100% chance until min uses
                                go->SetLootState(GO_READY);
                        }
                        else                                // max uses already
                            go->SetLootState(GO_JUST_DEACTIVATED);
                    }
                    else                                    // not vein
                        go->SetLootState(GO_JUST_DEACTIVATED);
                }
                else if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE)
                {
                    // The fishing hole used once more
                    go->AddUse();                           // if the max usage is reached, will be despawned at next tick
                    if (go->GetUseCount() >= urand(go->GetGOInfo()->fishinghole.minSuccessOpens, go->GetGOInfo()->fishinghole.maxSuccessOpens))
                    {
                        go->SetLootState(GO_JUST_DEACTIVATED);
                    }
                    else
                        go->SetLootState(GO_READY);
                }
                else // not chest (or vein/herb/etc)
                    go->SetLootState(GO_JUST_DEACTIVATED);

                loot->clear();
            }
            else
                // not fully looted object
                go->SetLootState(GO_ACTIVATED);
            break;
        }
        case HIGHGUID_CORPSE:                               // ONLY remove insignia at BG
        {
            Corpse* corpse = _player->GetMap()->GetCorpse(lguid);
            if (!corpse || !corpse->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
                return;

            loot = &corpse->loot;

            if (loot->isLooted())
            {
                loot->clear();
                corpse->RemoveFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
            }
            break;
        }
        case HIGHGUID_ITEM:
        {
            Item* pItem = player->GetItemByGuid(lguid);
            if (!pItem)
                return;

            switch (pItem->loot.loot_type)
            {
                    // temporary loot in stacking items, clear loot state, no auto loot move
                case LOOT_PROSPECTING:
                {
                    uint32 count = pItem->GetCount();

                    // >=5 checked in spell code, but will work for cheating cases also with removing from another stacks.
                    if (count > 5)
                        count = 5;

                    // reset loot for allow repeat looting if stack > 5
                    pItem->loot.clear();
                    pItem->SetLootState(ITEM_LOOT_REMOVED);

                    player->DestroyItemCount(pItem, count, true);
                    break;
                }
                // temporary loot, auto loot move
                case LOOT_DISENCHANTING:
                {
                    if (!pItem->loot.isLooted())
                        player->AutoStoreLoot(pItem->loot); // can be lost if no space
                    pItem->loot.clear();
                    pItem->SetLootState(ITEM_LOOT_REMOVED);
                    player->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
                    break;
                }
                // normal persistence loot
                default:
                {
                    // must be destroyed only if no loot
                    if (pItem->loot.isLooted())
                    {
                        pItem->SetLootState(ITEM_LOOT_REMOVED);
                        player->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
                    }
                    break;
                }
            }
            return;                                         // item can be looted only single player
        }
        case HIGHGUID_UNIT:
        {
            Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid);

            bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass() == CLASS_ROGUE && pCreature->lootForPickPocketed);
            if (!ok_loot || !pCreature->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
                return;

            loot = &pCreature->loot;

            // update next looter
            if (Group* group = pCreature->GetGroupLootRecipient())
                if (group->GetLooterGuid() == player->GetObjectGuid())
                    group->UpdateLooterGuid(pCreature);

            if (loot->isLooted() && !pCreature->isAlive())
            {
                // for example skinning after normal loot
                pCreature->PrepareBodyLootState();
                pCreature->AllLootRemovedFromCorpse();
            }
            break;
        }
        default:
        {
            sLog.outError("%s is unsupported for looting.", lguid.GetString().c_str());
            return;
        }
    }

    // Player is not looking at loot list, he doesn't need to see updates on the loot list
    loot->RemoveLooter(player->GetObjectGuid());
}
示例#26
0
void WorldSession::HandleLootMoneyOpcode(WorldPacket& /*recv_data*/)
{
    DEBUG_LOG("WORLD: CMSG_LOOT_MONEY");

    Player* player = GetPlayer();
    ObjectGuid guid = player->GetLootGuid();
    if (!guid)
        return;

    Loot* pLoot = nullptr;
    Item* pItem = nullptr;

    switch (guid.GetHigh())
    {
        case HIGHGUID_GAMEOBJECT:
        {
            GameObject* pGameObject = GetPlayer()->GetMap()->GetGameObject(guid);

            // not check distance for GO in case owned GO (fishing bobber case, for example)
            if (pGameObject && (pGameObject->GetOwnerGuid() == _player->GetObjectGuid() || pGameObject->IsWithinDistInMap(_player, INTERACTION_DISTANCE)))
                pLoot = &pGameObject->loot;

            break;
        }
        case HIGHGUID_CORPSE:                               // remove insignia ONLY in BG
        {
            Corpse* bones = _player->GetMap()->GetCorpse(guid);

            if (bones && bones->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
                pLoot = &bones->loot;

            break;
        }
        case HIGHGUID_ITEM:
        {
            pItem = GetPlayer()->GetItemByGuid(guid);
            if (!pItem || !pItem->HasGeneratedLoot())
                return;

            pLoot = &pItem->loot;
            break;
        }
        case HIGHGUID_UNIT:
        case HIGHGUID_VEHICLE:
        {
            Creature* pCreature = GetPlayer()->GetMap()->GetCreature(guid);

            bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass() == CLASS_ROGUE && pCreature->lootForPickPocketed);

            if (ok_loot && pCreature->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
                pLoot = &pCreature->loot ;

            break;
        }
        default:
            return;                                         // unlootable type
    }

    if (pLoot)
    {
        pLoot->NotifyMoneyRemoved();

        if (!guid.IsItem() && player->GetGroup())           // item can be looted only single player
        {
            Group* group = player->GetGroup();

            std::vector<Player*> playersNear;
            for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
            {
                Player* playerGroup = itr->getSource();
                if (!playerGroup)
                    continue;
                if (player->IsWithinDistInMap(playerGroup, sWorld.getConfig(CONFIG_FLOAT_GROUP_XP_DISTANCE), false))
                    playersNear.push_back(playerGroup);
            }

            if (playersNear.size() == 0)
            {
                sLog.outError("WorldSession::HandleLootMoneyOpcode %s try aquire group loot without any group member! Cheat attempt assumed.", player->GetObjectGuid().GetString().c_str());
                return;
            }

            uint32 money_per_player = uint32((pLoot->gold) / (playersNear.size()));

            for (std::vector<Player*>::const_iterator i = playersNear.begin(); i != playersNear.end(); ++i)
            {
                (*i)->ModifyMoney(money_per_player);
                (*i)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, money_per_player);

                WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4 + 1);
                data << uint32(money_per_player);
                data << uint8(playersNear.size() > 1 ? 0 : 1);// 0 is "you share of loot..."

                (*i)->GetSession()->SendPacket(&data);
            }
        }
        else
        {
            player->ModifyMoney(pLoot->gold);
            player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY, pLoot->gold);

            WorldPacket data(SMSG_LOOT_MONEY_NOTIFY, 4 + 1);
            data << uint32(pLoot->gold);
            data << uint8(1);                               // 1 is "you loot..."
            player->GetSession()->SendPacket(&data);
        }

        pLoot->gold = 0;

        if (pItem)
            pItem->SetLootState(ITEM_LOOT_CHANGED);
    }
}
示例#27
0
文件: GameObject.cpp 项目: wk23/tst
void GameObject::Use(Unit* user)
{
    // by default spell caster is user
    Unit* spellCaster = user;
    uint32 spellId = 0;

    switch(GetGoType())
    {
        case GAMEOBJECT_TYPE_DOOR:                          //0
        case GAMEOBJECT_TYPE_BUTTON:                        //1
            //doors/buttons never really despawn, only reset to default state/flags
            if(user->GetTypeId()==TYPEID_PLAYER)
                {
                ((Player*)user)->setFaction(((Player*)user)->getFactionForRace(((Player*)user)->getRace()));
                //return;
                }
            UseDoorOrButton();

            // activate script
            sWorld.ScriptsStart(sGameObjectScripts, GetDBTableGUIDLow(), spellCaster, this);
            return;

        case GAMEOBJECT_TYPE_QUESTGIVER:                    //2
        {
            if(user->GetTypeId()!=TYPEID_PLAYER)
                return;

            Player* player = (Player*)user;

            player->PrepareQuestMenu( GetGUID() );
            player->SendPreparedQuest( GetGUID() );
            return;
        }
        //Sitting: Wooden bench, chairs enzz
        case GAMEOBJECT_TYPE_CHAIR:                         //7
        {
            GameObjectInfo const* info = GetGOInfo();
            if(!info)
                return;

            if(user->GetTypeId()!=TYPEID_PLAYER)
                return;

            Player* player = (Player*)user;

            // a chair may have n slots. we have to calculate their positions and teleport the player to the nearest one

            // check if the db is sane
            if(info->chair.slots > 0)
            {
                float lowestDist = DEFAULT_VISIBILITY_DISTANCE;

                float x_lowest = GetPositionX();
                float y_lowest = GetPositionY();

                // the object orientation + 1/2 pi
                // every slot will be on that straight line
                float orthogonalOrientation = GetOrientation()+M_PI*0.5f;
                // find nearest slot
                for(uint32 i=0; i<info->chair.slots; ++i)
                {
                    // the distance between this slot and the center of the go - imagine a 1D space
                    float relativeDistance = (info->size*i)-(info->size*(info->chair.slots-1)/2.0f);

                    float x_i = GetPositionX() + relativeDistance * cos(orthogonalOrientation);
                    float y_i = GetPositionY() + relativeDistance * sin(orthogonalOrientation);

                    // calculate the distance between the player and this slot
                    float thisDistance = player->GetDistance2d(x_i, y_i);

                    /* debug code. It will spawn a npc on each slot to visualize them.
                    Creature* helper = player->SummonCreature(14496, x_i, y_i, GetPositionZ(), GetOrientation(), TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 10000);
                    std::ostringstream output;
                    output << i << ": thisDist: " << thisDistance;
                    helper->MonsterSay(output.str().c_str(), LANG_UNIVERSAL, 0);
                    */

                    if(thisDistance <= lowestDist)
                    {
                        lowestDist = thisDistance;
                        x_lowest = x_i;
                        y_lowest = y_i;
                    }
                }
                player->TeleportTo(GetMapId(), x_lowest, y_lowest, GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET);
            }
            else
            {
                // fallback, will always work
                player->TeleportTo(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET);
            }
            player->SetStandState(UNIT_STAND_STATE_SIT_LOW_CHAIR+info->chair.height);
            return;
        }
        //big gun, its a spell/aura
        case GAMEOBJECT_TYPE_GOOBER:                        //10
        {
            GameObjectInfo const* info = GetGOInfo();

            if(user->GetTypeId()==TYPEID_PLAYER)
            {
                Player* player = (Player*)user;

                // show page
                if(info->goober.pageId)
                {
                    WorldPacket data(SMSG_GAMEOBJECT_PAGETEXT, 8);
                    data << GetGUID();
                    player->GetSession()->SendPacket(&data);
                }

                // possible quest objective for active quests
                player->CastedCreatureOrGO(info->id, GetGUID(), 0);

                if (info->goober.eventId)
                    sWorld.ScriptsStart(sEventScripts, info->goober.eventId, player, this);
            }

            // cast this spell later if provided
            spellId = info->goober.spellId;

            break;
        }
        case GAMEOBJECT_TYPE_CAMERA:                        //13
        {
            GameObjectInfo const* info = GetGOInfo();
            if(!info)
                return;

            if(user->GetTypeId()!=TYPEID_PLAYER)
                return;

            Player* player = (Player*)user;

            if (info->camera.cinematicId)
                player->SendCinematicStart(info->camera.cinematicId);

            if (info->camera.eventID)
                sWorld.ScriptsStart(sEventScripts, info->camera.eventID, player, this);

            return;
        }
        //fishing bobber
        case GAMEOBJECT_TYPE_FISHINGNODE:                   //17
        {
            if(user->GetTypeId()!=TYPEID_PLAYER)
                return;

            Player* player = (Player*)user;

            if(player->GetGUID() != GetOwnerGUID())
                return;

            switch(getLootState())
            {
                case GO_READY:                              // ready for loot
                {
                    // 1) skill must be >= base_zone_skill
                    // 2) if skill == base_zone_skill => 5% chance
                    // 3) chance is linear dependence from (base_zone_skill-skill)

                    uint32 zone, subzone;
                    GetZoneAndAreaId(zone,subzone);

                    int32 zone_skill = sObjectMgr.GetFishingBaseSkillLevel( subzone );
                    if(!zone_skill)
                        zone_skill = sObjectMgr.GetFishingBaseSkillLevel( zone );

                    //provide error, no fishable zone or area should be 0
                    if(!zone_skill)
                        sLog.outErrorDb("Fishable areaId %u are not properly defined in `skill_fishing_base_level`.",subzone);

                    int32 skill = player->GetSkillValue(SKILL_FISHING);
                    int32 chance = skill - zone_skill + 5;
                    int32 roll = irand(1,100);

                    DEBUG_LOG("Fishing check (skill: %i zone min skill: %i chance %i roll: %i",skill,zone_skill,chance,roll);

                    if(skill >= zone_skill && chance >= roll)
                    {
                        // prevent removing GO at spell cancel
                        player->RemoveGameObject(this,false);
                        SetOwnerGUID(player->GetGUID());

                        //fish catched
                        player->UpdateFishingSkill();

                        //TODO: find reasonable value for fishing hole search
                        GameObject* ok = LookupFishingHoleAround(20.0f + CONTACT_DISTANCE);
                        if (ok)
                        {
                            player->SendLoot(ok->GetGUID(),LOOT_FISHINGHOLE);
                            SetLootState(GO_JUST_DEACTIVATED);
                        }
                        else
                            player->SendLoot(GetGUID(),LOOT_FISHING);
                    }
                    else
                    {
                        // fish escaped, can be deleted now
                        SetLootState(GO_JUST_DEACTIVATED);

                        WorldPacket data(SMSG_FISH_ESCAPED, 0);
                        player->GetSession()->SendPacket(&data);
                    }
                    break;
                }
                case GO_JUST_DEACTIVATED:                   // nothing to do, will be deleted at next update
                    break;
                default:
                {
                    SetLootState(GO_JUST_DEACTIVATED);

                    WorldPacket data(SMSG_FISH_NOT_HOOKED, 0);
                    player->GetSession()->SendPacket(&data);
                    break;
                }
            }

            player->FinishSpell(CURRENT_CHANNELED_SPELL);
            return;
        }

        case GAMEOBJECT_TYPE_SUMMONING_RITUAL:              //18
        {
            if(user->GetTypeId()!=TYPEID_PLAYER)
                return;

            Player* player = (Player*)user;

            Unit* caster = GetOwner();

            GameObjectInfo const* info = GetGOInfo();

            if( !caster || caster->GetTypeId()!=TYPEID_PLAYER )
                return;

            // accept only use by player from same group for caster except caster itself
            if(((Player*)caster)==player || !((Player*)caster)->IsInSameRaidWith(player))
                return;

            AddUniqueUse(player);

            // full amount unique participants including original summoner
            if(GetUniqueUseCount() < info->summoningRitual.reqParticipants)
                return;

            // in case summoning ritual caster is GO creator
            spellCaster = caster;

            if(!caster->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
                return;

            spellId = info->summoningRitual.spellId;

            // finish spell
            player->FinishSpell(CURRENT_CHANNELED_SPELL);

            // can be deleted now
            SetLootState(GO_JUST_DEACTIVATED);

            // go to end function to spell casting
            break;
        }
        case GAMEOBJECT_TYPE_SPELLCASTER:                   //22
        {
            SetUInt32Value(GAMEOBJECT_FLAGS,2);

            GameObjectInfo const* info = GetGOInfo();
            if(!info)
                return;

            if(info->spellcaster.partyOnly)
            {
                Unit* caster = GetOwner();
                if( !caster || caster->GetTypeId()!=TYPEID_PLAYER )
                    return;

                if(user->GetTypeId()!=TYPEID_PLAYER || !((Player*)user)->IsInSameRaidWith((Player*)caster))
                    return;
            }

            spellId = info->spellcaster.spellId;

            AddUse();
            break;
        }
        case GAMEOBJECT_TYPE_MEETINGSTONE:                  //23
        {
            GameObjectInfo const* info = GetGOInfo();

            if(user->GetTypeId()!=TYPEID_PLAYER)
                return;

            Player* player = (Player*)user;

            Player* targetPlayer = ObjectAccessor::FindPlayer(player->GetSelection());

            // accept only use by player from same group for caster except caster itself
            if(!targetPlayer || targetPlayer == player || !targetPlayer->IsInSameGroupWith(player))
                return;

            //required lvl checks!
            uint8 level = player->getLevel();
            if (level < info->meetingstone.minLevel || level > info->meetingstone.maxLevel)
                return;
            level = targetPlayer->getLevel();
            if (level < info->meetingstone.minLevel || level > info->meetingstone.maxLevel)
                return;

            spellId = 23598;

            break;
        }

        case GAMEOBJECT_TYPE_FLAGSTAND:                     // 24
        {
            if(user->GetTypeId()!=TYPEID_PLAYER)
                return;

            Player* player = (Player*)user;

            if( player->CanUseBattleGroundObject() )
            {
                // in battleground check
                BattleGround *bg = player->GetBattleGround();
                if(!bg)
                    return;
                // BG flag click
                // AB:
                // 15001
                // 15002
                // 15003
                // 15004
                // 15005
                bg->EventPlayerClickedOnFlag(player, this);
                return;                                     //we don;t need to delete flag ... it is despawned!
            }
            break;
        }
        case GAMEOBJECT_TYPE_FLAGDROP:                      // 26
        {
            if(user->GetTypeId()!=TYPEID_PLAYER)
                return;

            Player* player = (Player*)user;

            if( player->CanUseBattleGroundObject() )
            {
                // in battleground check
                BattleGround *bg = player->GetBattleGround();
                if(!bg)
                    return;
                // BG flag dropped
                // WS:
                // 179785 - Silverwing Flag
                // 179786 - Warsong Flag
                // EotS:
                // 184142 - Netherstorm Flag
                GameObjectInfo const* info = GetGOInfo();
                if(info)
                {
                    switch(info->id)
                    {
                        case 179785:                        // Silverwing Flag
                            // check if it's correct bg
                            if(bg->GetTypeID() == BATTLEGROUND_WS)
                                bg->EventPlayerClickedOnFlag(player, this);
                            break;
                        case 179786:                        // Warsong Flag
                            if(bg->GetTypeID() == BATTLEGROUND_WS)
                                bg->EventPlayerClickedOnFlag(player, this);
                            break;
                        case 184142:                        // Netherstorm Flag
                            if(bg->GetTypeID() == BATTLEGROUND_EY)
                                bg->EventPlayerClickedOnFlag(player, this);
                            break;
                    }
                }
                //this cause to call return, all flags must be deleted here!!
                spellId = 0;
                Delete();
            }
            break;
        }
        default:
            sLog.outDebug("Unknown Object Type %u", GetGoType());
            break;
    }

    if(!spellId)
        return;

    SpellEntry const *spellInfo = sSpellStore.LookupEntry( spellId );
    if(!spellInfo)
    {
        if(user->GetTypeId()!=TYPEID_PLAYER || !sOutdoorPvPMgr.HandleCustomSpell((Player*)user,spellId,this))
            sLog.outError("WORLD: unknown spell id %u at use action for gameobject (Entry: %u GoType: %u )", spellId,GetEntry(),GetGoType());
        else
            sLog.outDebug("WORLD: %u non-dbc spell was handled by OutdoorPvP", spellId);
        return;
    }

    Spell *spell = new Spell(spellCaster, spellInfo, false, GetGUID());

    // spell target is user of GO
    SpellCastTargets targets;
    targets.setUnitTarget( user );

    spell->prepare(&targets);
}
void BattlegroundIC::PostUpdateImpl(uint32 diff)
{

    if (GetStatus() != STATUS_IN_PROGRESS)
        return;

    if (!doorsClosed)
    {
        if (closeFortressDoorsTimer <= diff)
        {
            GetBGObject(BG_IC_GO_DOODAD_ND_HUMAN_GATE_CLOSEDFX_DOOR01)->RemoveFromWorld();
            GetBGObject(BG_IC_GO_DOODAD_ND_WINTERORC_WALL_GATEFX_DOOR01)->RemoveFromWorld();

            GetBGObject(BG_IC_GO_ALLIANCE_GATE_3)->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_DAMAGED); // Alliance door
            GetBGObject(BG_IC_GO_HORDE_GATE_1)->SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_DAMAGED); // Horde door

            doorsClosed = true;
        } else closeFortressDoorsTimer -= diff;
    }

    for (uint8 i = NODE_TYPE_REFINERY; i < MAX_NODE_TYPES; i++)
    {
        if (nodePoint[i].nodeType == NODE_TYPE_DOCKS)
        {
            if (nodePoint[i].nodeState == NODE_STATE_CONTROLLED_A ||
                nodePoint[i].nodeState == NODE_STATE_CONTROLLED_H)
            {
                if (docksTimer <= diff)
                {
                    // we need to confirm this, i am not sure if this every 3 minutes
                    for (uint8 u = (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_CATAPULT_1_A : BG_IC_NPC_CATAPULT_1_H); u < (nodePoint[i].faction  == TEAM_ALLIANCE ? BG_IC_NPC_CATAPULT_4_A : BG_IC_NPC_CATAPULT_4_H); u++)
                    {
                        if (Creature* catapult = GetBGCreature(u))
                        {
                            if (!catapult->isAlive())
                                catapult->Respawn(true);
                        }
                    }

                    // we need to confirm this is blizzlike, not sure if it is every 3 minutes
                    for (uint8 u = (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_1_A : BG_IC_NPC_GLAIVE_THROWER_1_H); u < (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_GLAIVE_THROWER_2_A : BG_IC_NPC_GLAIVE_THROWER_2_H); u++)
                    {
                        if (Creature* glaiveThrower = GetBGCreature(u))
                        {
                            if (!glaiveThrower->isAlive())
                                glaiveThrower->Respawn(true);
                        }
                    }

                    docksTimer = DOCKS_UPDATE_TIME;
                } else docksTimer -= diff;
            }
        }

        if (nodePoint[i].nodeType == NODE_TYPE_WORKSHOP)
        {
            if (nodePoint[i].nodeState == NODE_STATE_CONTROLLED_A ||
                nodePoint[i].nodeState == NODE_STATE_CONTROLLED_H)
            {
                if (siegeEngineWorkshopTimer <= diff)
                {
                    uint8 siegeType = (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_SIEGE_ENGINE_A : BG_IC_NPC_SIEGE_ENGINE_H);

                    if (Creature* siege = GetBGCreature(siegeType)) // this always should be true
                    {
                        if (siege->isAlive())
                        {
                            if (siege->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE|UNIT_FLAG_UNK_14|UNIT_FLAG_IMMUNE_TO_PC))
                                // following sniffs the vehicle always has UNIT_FLAG_UNK_14
                                siege->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE|UNIT_FLAG_IMMUNE_TO_PC);
                            else
                                siege->SetHealth(siege->GetMaxHealth());
                        }
                        else
                            siege->Respawn(true);
                    }

                    // we need to confirm if it is every 3 minutes
                    for (uint8 u = (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_DEMOLISHER_1_A : BG_IC_NPC_DEMOLISHER_1_H); u < (nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_NPC_DEMOLISHER_4_A : BG_IC_NPC_DEMOLISHER_4_H); u++)
                    {
                        if (Creature* demolisher = GetBGCreature(u))
                        {
                            if (!demolisher->isAlive())
                                demolisher->Respawn(true);
                        }
                    }
                    siegeEngineWorkshopTimer = WORKSHOP_UPDATE_TIME;
                } else siegeEngineWorkshopTimer -= diff;
            }
        }

        // the point is waiting for a change on its banner
        if (nodePoint[i].needChange)
        {
            if (nodePoint[i].timer <= diff)
            {
                uint32 nextBanner = GetNextBanner(&nodePoint[i], nodePoint[i].faction, true);

                nodePoint[i].last_entry = nodePoint[i].gameobject_entry;
                nodePoint[i].gameobject_entry = nextBanner;
                // nodePoint[i].faction = the faction should be the same one...

                GameObject* banner = GetBGObject(nodePoint[i].gameobject_type);

                if (!banner) // this should never happen
                    return;

                float cords[4] = {banner->GetPositionX(), banner->GetPositionY(), banner->GetPositionZ(), banner->GetOrientation() };

                DelObject(nodePoint[i].gameobject_type);
                AddObject(nodePoint[i].gameobject_type, nodePoint[i].gameobject_entry, cords[0], cords[1], cords[2], cords[3], 0, 0, 0, 0, RESPAWN_ONE_DAY);

                GetBGObject(nodePoint[i].gameobject_type)->SetUInt32Value(GAMEOBJECT_FACTION, nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_Factions[1] : BG_IC_Factions[0]);

                UpdateNodeWorldState(&nodePoint[i]);
                HandleCapturedNodes(&nodePoint[i], false);

                SendMessage2ToAll(LANG_BG_IC_TEAM_HAS_TAKEN_NODE, CHAT_MSG_BG_SYSTEM_NEUTRAL, NULL, (nodePoint[i].faction == TEAM_ALLIANCE ? LANG_BG_IC_ALLIANCE : LANG_BG_IC_HORDE), nodePoint[i].string);

                nodePoint[i].needChange = false;
                nodePoint[i].timer = BANNER_STATE_CHANGE_TIME;
            } else nodePoint[i].timer -= diff;
        }
    }

    if (resourceTimer <= diff)
    {
        for (uint8 i = 0; i < NODE_TYPE_DOCKS; i++)
        {
            if (nodePoint[i].nodeState == NODE_STATE_CONTROLLED_A ||
                nodePoint[i].nodeState == NODE_STATE_CONTROLLED_H)
            {
                factionReinforcements[nodePoint[i].faction] += 1;
                RewardHonorToTeam(RESOURCE_HONOR_AMOUNT, nodePoint[i].faction == TEAM_ALLIANCE ? ALLIANCE : HORDE);
                UpdateWorldState((nodePoint[i].faction == TEAM_ALLIANCE ? BG_IC_ALLIANCE_RENFORT : BG_IC_HORDE_RENFORT), factionReinforcements[nodePoint[i].faction]);
            }
        }
        resourceTimer = IC_RESOURCE_TIME;
    } else resourceTimer -= diff;
}
示例#29
0
void WorldSession::DoLootRelease( uint64 lguid )
{
    Player  *player = GetPlayer();
    Loot    *loot;

    player->SetLootGUID(0);
    player->SendLootRelease(lguid);

    player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);

    if(!player->IsInWorld())
        return;

    if (IS_GAMEOBJECT_GUID(lguid))
    {
        GameObject *go = GetPlayer()->GetMap()->GetGameObject(lguid);

        // not check distance for GO in case owned GO (fishing bobber case, for example) or Fishing hole GO
        if (!go || ((go->GetOwnerGUID() != _player->GetGUID() && go->GetGoType() != GAMEOBJECT_TYPE_FISHINGHOLE) && !go->IsWithinDistInMap(_player,INTERACTION_DISTANCE)))
            return;

        loot = &go->loot;

        if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR)
        {
            // locked doors are opened with spelleffect openlock, prevent remove its as looted
            go->UseDoorOrButton();
        }
        else if (loot->isLooted() || go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE)
        {
            // GO is mineral vein? so it is not removed after its looted
            if(go->GetGoType() == GAMEOBJECT_TYPE_CHEST)
            {
                uint32 go_min = go->GetGOInfo()->chest.minSuccessOpens;
                uint32 go_max = go->GetGOInfo()->chest.maxSuccessOpens;

                // only vein pass this check
                if(go_min != 0 && go_max > go_min)
                {
                    float amount_rate = sWorld.getRate(RATE_MINING_AMOUNT);
                    float min_amount = go_min*amount_rate;
                    float max_amount = go_max*amount_rate;

                    go->AddUse();
                    float uses = float(go->GetUseCount());

                    if(uses < max_amount)
                    {
                        if(uses >= min_amount)
                        {
                            float chance_rate = sWorld.getRate(RATE_MINING_NEXT);

                            int32 ReqValue = 175;
                            LockEntry const *lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->chest.lockId);
                            if(lockInfo)
                                ReqValue = lockInfo->Skill[0];
                            float skill = float(player->GetSkillValue(SKILL_MINING))/(ReqValue+25);
                            double chance = pow(0.8*chance_rate,4*(1/double(max_amount))*double(uses));
                            if(roll_chance_f(100*chance+skill))
                            {
                                go->SetLootState(GO_READY);
                            }
                            else                            // not have more uses
                                go->SetLootState(GO_JUST_DEACTIVATED);
                        }
                        else                                // 100% chance until min uses
                            go->SetLootState(GO_READY);
                    }
                    else                                    // max uses already
                        go->SetLootState(GO_JUST_DEACTIVATED);
                }
                else                                        // not vein
                    go->SetLootState(GO_JUST_DEACTIVATED);
            }
            else if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGHOLE)
            {                                               // The fishing hole used once more
                go->AddUse();                               // if the max usage is reached, will be despawned in next tick
                if (go->GetUseCount()>=irand(go->GetGOInfo()->fishinghole.minSuccessOpens,go->GetGOInfo()->fishinghole.maxSuccessOpens))
                {
                    go->SetLootState(GO_JUST_DEACTIVATED);
                }
                else
                    go->SetLootState(GO_READY);
            }
            else // not chest (or vein/herb/etc)
                go->SetLootState(GO_JUST_DEACTIVATED);

            loot->clear();
        }
        else
            // not fully looted object
            go->SetLootState(GO_ACTIVATED);
    }
    else if (IS_CORPSE_GUID(lguid))        // ONLY remove insignia at BG
    {
        Corpse *corpse = ObjectAccessor::GetCorpse(*player, lguid);
        if (!corpse || !corpse->IsWithinDistInMap(_player,INTERACTION_DISTANCE) )
            return;

        loot = &corpse->loot;

        if (loot->isLooted())
        {
            loot->clear();
            corpse->RemoveFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
        }
    }
    else if (IS_ITEM_GUID(lguid))
    {
        Item *pItem = player->GetItemByGuid(lguid );
        if(!pItem)
            return;

        ItemPrototype const* proto = pItem->GetProto();

        // destroy only 5 items from stack in case prospecting and milling
        if( (proto->BagFamily & (BAG_FAMILY_MASK_MINING_SUPP|BAG_FAMILY_MASK_HERBS)) &&
            proto->Class == ITEM_CLASS_TRADE_GOODS)
        {
            pItem->m_lootGenerated = false;
            pItem->loot.clear();

            uint32 count = pItem->GetCount();

            // >=5 checked in spell code, but will work for cheating cases also with removing from another stacks.
            if(count > 5)
                count = 5;

            player->DestroyItemCount(pItem, count, true);
        }
        else
            // FIXME: item don't must be deleted in case not fully looted state. But this pre-request implement loot saving in DB at item save. Or checting possible.
            player->DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), true);
        return;                                             // item can be looted only single player
    }
    else
    {
        Creature* pCreature = GetPlayer()->GetMap()->GetCreature(lguid);

        bool ok_loot = pCreature && pCreature->isAlive() == (player->getClass()==CLASS_ROGUE && pCreature->lootForPickPocketed);
        if ( !ok_loot || !pCreature->IsWithinDistInMap(_player,INTERACTION_DISTANCE) )
            return;

        loot = &pCreature->loot;

        // update next looter
        if(Player *recipient = pCreature->GetLootRecipient())
            if(Group* group = recipient->GetGroup())
                if (group->GetLooterGuid() == player->GetGUID())
                    group->UpdateLooterGuid(pCreature);

        if (loot->isLooted())
        {
            // skip pickpocketing loot for speed, skinning timer redunction is no-op in fact
            if(!pCreature->isAlive())
                pCreature->AllLootRemovedFromCorpse();

            pCreature->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
            loot->clear();
        }
    }

    //Player is not looking at loot list, he doesn't need to see updates on the loot list
    loot->RemoveLooter(player->GetGUID());
}
示例#30
0
void OPvPCapturePointHP::ChangeState()
{
    uint32 field = 0;
    switch(m_OldState)
    {
    case OBJECTIVESTATE_NEUTRAL:
        field = HP_MAP_N[m_TowerType];
        break;
    case OBJECTIVESTATE_ALLIANCE:
        field = HP_MAP_A[m_TowerType];
        if(((OutdoorPvPHP*)m_PvP)->m_AllianceTowersControlled)
            ((OutdoorPvPHP*)m_PvP)->m_AllianceTowersControlled--;
        sWorld.SendZoneText(OutdoorPvPHPBuffZones[0],objmgr.GetCWStringForDBCLocale(HP_LANG_LOOSE_A[m_TowerType]));
        break;
    case OBJECTIVESTATE_HORDE:
        field = HP_MAP_H[m_TowerType];
        if(((OutdoorPvPHP*)m_PvP)->m_HordeTowersControlled)
            ((OutdoorPvPHP*)m_PvP)->m_HordeTowersControlled--;
        sWorld.SendZoneText(OutdoorPvPHPBuffZones[0],objmgr.GetCWStringForDBCLocale(HP_LANG_LOOSE_H[m_TowerType]));
        break;
    case OBJECTIVESTATE_NEUTRAL_ALLIANCE_CHALLENGE:
        field = HP_MAP_N[m_TowerType];
        break;
    case OBJECTIVESTATE_NEUTRAL_HORDE_CHALLENGE:
        field = HP_MAP_N[m_TowerType];
        break;
    case OBJECTIVESTATE_ALLIANCE_HORDE_CHALLENGE:
        field = HP_MAP_A[m_TowerType];
        break;
    case OBJECTIVESTATE_HORDE_ALLIANCE_CHALLENGE:
        field = HP_MAP_H[m_TowerType];
        break;
    }

    // send world state update
    if(field)
    {
        m_PvP->SendUpdateWorldState(field, 0);
        field = 0;
    }
    uint32 artkit = 21;
    uint32 artkit2 = HP_TowerArtKit_N[m_TowerType];
    switch(m_State)
    {
    case OBJECTIVESTATE_NEUTRAL:
        field = HP_MAP_N[m_TowerType];
        break;
    case OBJECTIVESTATE_ALLIANCE:
        field = HP_MAP_A[m_TowerType];
        artkit = 2;
        artkit2 = HP_TowerArtKit_A[m_TowerType];
        if(((OutdoorPvPHP*)m_PvP)->m_AllianceTowersControlled<3)
            ((OutdoorPvPHP*)m_PvP)->m_AllianceTowersControlled++;
        sWorld.SendZoneText(OutdoorPvPHPBuffZones[0],objmgr.GetCWStringForDBCLocale(HP_LANG_CAPTURE_A[m_TowerType]));
        break;
    case OBJECTIVESTATE_HORDE:
        field = HP_MAP_H[m_TowerType];
        artkit = 1;
        artkit2 = HP_TowerArtKit_H[m_TowerType];
        if(((OutdoorPvPHP*)m_PvP)->m_HordeTowersControlled<3)
            ((OutdoorPvPHP*)m_PvP)->m_HordeTowersControlled++;
        sWorld.SendZoneText(OutdoorPvPHPBuffZones[0],objmgr.GetCWStringForDBCLocale(HP_LANG_CAPTURE_H[m_TowerType]));
        break;
    case OBJECTIVESTATE_NEUTRAL_ALLIANCE_CHALLENGE:
        field = HP_MAP_N[m_TowerType];
        break;
    case OBJECTIVESTATE_NEUTRAL_HORDE_CHALLENGE:
        field = HP_MAP_N[m_TowerType];
        break;
    case OBJECTIVESTATE_ALLIANCE_HORDE_CHALLENGE:
        field = HP_MAP_A[m_TowerType];
        artkit = 2;
        artkit2 = HP_TowerArtKit_A[m_TowerType];
        break;
    case OBJECTIVESTATE_HORDE_ALLIANCE_CHALLENGE:
        field = HP_MAP_H[m_TowerType];
        artkit = 1;
        artkit2 = HP_TowerArtKit_H[m_TowerType];
        break;
    }

    GameObject* flag = HashMapHolder<GameObject>::Find(m_capturePointGUID);
    GameObject* flag2 = HashMapHolder<GameObject>::Find(m_Objects[m_TowerType]);
    if(flag)
    {
        flag->SetGoArtKit(artkit);
        flag->SendUpdateObjectToAllExcept(NULL);
    }
    if(flag2)
    {
        flag2->SetGoArtKit(artkit2);
        flag2->SendUpdateObjectToAllExcept(NULL);
    }

    // send world state update
    if(field)
        m_PvP->SendUpdateWorldState(field, 1);

    // complete quest objective
    if(m_State == OBJECTIVESTATE_ALLIANCE || m_State == OBJECTIVESTATE_HORDE)
        SendObjectiveComplete(HP_CREDITMARKER[m_TowerType], 0);
}