AzerothCore 3.3.5a
OpenSource WoW Emulator
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GameObject Class Reference

#include "GameObject.h"

Inheritance diagram for GameObject:
WorldObject GridObject< GameObject > MovableMapObject Object WorldLocation Position Transport MotionTransport StaticTransport

Public Member Functions

 GameObject ()
 
 ~GameObject () override
 
void BuildValuesUpdate (uint8 updateType, ByteBuffer *data, Player *target) override
 
void AddToWorld () override
 
void RemoveFromWorld () override
 
void CleanupsBeforeDelete (bool finalCleanup=true) override
 
uint32 GetDynamicFlags () const override
 
void ReplaceAllDynamicFlags (uint32 flag) override
 
virtual bool Create (ObjectGuid::LowType guidlow, uint32 name_id, Map *map, uint32 phaseMask, float x, float y, float z, float ang, G3D::Quat const &rotation, uint32 animprogress, GOState go_state, uint32 artKit=0)
 
void Update (uint32 p_time) override
 
GameObjectTemplate const * GetGOInfo () const
 
GameObjectTemplateAddon const * GetTemplateAddon () const
 
GameObjectData const * GetGameObjectData () const
 
GameObjectValue const * GetGOValue () const
 
bool IsTransport () const
 
bool IsDestructibleBuilding () const
 
ObjectGuid::LowType GetSpawnId () const
 
void SetLocalRotationAngles (float z_rot, float y_rot, float x_rot)
 
void SetLocalRotation (G3D::Quat const &rot)
 
void SetTransportPathRotation (float qx, float qy, float qz, float qw)
 
G3D::Quat const & GetLocalRotation () const
 
int64 GetPackedLocalRotation () const
 
G3D::Quat GetWorldRotation () const
 
std::string const & GetNameForLocaleIdx (LocaleConstant locale_idx) const override
 
void SaveToDB (bool saveAddon=false)
 
void SaveToDB (uint32 mapid, uint8 spawnMask, uint32 phaseMask, bool saveAddon=false)
 
bool LoadFromDB (ObjectGuid::LowType guid, Map *map)
 
bool LoadGameObjectFromDB (ObjectGuid::LowType guid, Map *map, bool addToMap=true)
 
void DeleteFromDB ()
 
void SetOwnerGUID (ObjectGuid owner)
 
ObjectGuid GetOwnerGUID () const
 
UnitGetOwner () const
 
void SetSpellId (uint32 id)
 
uint32 GetSpellId () const
 
time_t GetRespawnTime () const
 
time_t GetRespawnTimeEx () const
 
void SetRespawnTime (int32 respawn)
 
void SetRespawnDelay (int32 respawn)
 
void Respawn ()
 
bool isSpawned () const
 
bool isSpawnedByDefault () const
 
void SetSpawnedByDefault (bool b)
 
uint32 GetRespawnDelay () const
 
void Refresh ()
 
void DespawnOrUnsummon (Milliseconds delay=0ms, Seconds forcedRespawnTime=0s)
 
void Delete ()
 
void GetFishLoot (Loot *fishLoot, Player *lootOwner, bool junk=false)
 
GameobjectTypes GetGoType () const
 
void SetGoType (GameobjectTypes type)
 
GOState GetGoState () const
 
void SetGoState (GOState state)
 
uint8 GetGoArtKit () const
 
void SetGoArtKit (uint8 artkit)
 
uint8 GetGoAnimProgress () const
 
void SetGoAnimProgress (uint8 animprogress)
 
void SetPhaseMask (uint32 newPhaseMask, bool update) override
 
void EnableCollision (bool enable)
 
GameObjectFlags GetGameObjectFlags () const
 
bool HasGameObjectFlag (GameObjectFlags flags) const
 
void SetGameObjectFlag (GameObjectFlags flags)
 
void RemoveGameObjectFlag (GameObjectFlags flags)
 
void ReplaceAllGameObjectFlags (GameObjectFlags flags)
 
void Use (Unit *user)
 
LootState getLootState () const
 
void SetLootState (LootState s, Unit *unit=nullptr)
 
uint16 GetLootMode () const
 
bool HasLootMode (uint16 lootMode) const
 
void SetLootMode (uint16 lootMode)
 
void AddLootMode (uint16 lootMode)
 
void RemoveLootMode (uint16 lootMode)
 
void ResetLootMode ()
 
void AddToSkillupList (ObjectGuid playerGuid)
 
bool IsInSkillupList (ObjectGuid playerGuid) const
 
void AddUniqueUse (Player *player)
 
void AddUse ()
 
uint32 GetUseCount () const
 
uint32 GetUniqueUseCount () const
 
void SaveRespawnTime () override
 
void SaveRespawnTime (uint32 forceDelay)
 
PlayerGetLootRecipient () const
 
GroupGetLootRecipientGroup () const
 
void SetLootRecipient (Creature *creature)
 
void SetLootRecipient (Map *map)
 
bool IsLootAllowedFor (Player const *player) const
 
bool HasLootRecipient () const
 
void SetLootGenerationTime ()
 
uint32 GetLootGenerationTime () const
 
GameObjectGetLinkedTrap ()
 
void SetLinkedTrap (GameObject *linkedTrap)
 
bool hasQuest (uint32 quest_id) const override
 
bool hasInvolvedQuest (uint32 quest_id) const override
 
bool ActivateToQuest (Player *target) const
 
void UseDoorOrButton (uint32 time_to_restore=0, bool alternative=false, Unit *user=nullptr)
 
void ResetDoorOrButton ()
 
void TriggeringLinkedGameObject (uint32 trapEntry, Unit *target)
 
bool IsNeverVisible () const override
 
bool IsAlwaysVisibleFor (WorldObject const *seer) const override
 
bool IsInvisibleDueToDespawn () const override
 
uint8 getLevelForTarget (WorldObject const *target) const override
 
GameObjectLookupFishingHoleAround (float range)
 
void CastSpell (Unit *target, uint32 spell)
 
void SendCustomAnim (uint32 anim)
 
bool IsInRange (float x, float y, float z, float radius) const
 
void ModifyHealth (int32 change, Unit *attackerOrHealer=nullptr, uint32 spellId=0)
 
void SetDestructibleBuildingModifyState (bool allow)
 
void SetDestructibleState (GameObjectDestructibleState state, Player *eventInvoker=nullptr, bool setHealth=false)
 
GameObjectDestructibleState GetDestructibleState () const
 
void EventInform (uint32 eventId)
 
virtual uint32 GetScriptId () const
 
GameObjectAIAI () const
 
std::string const & GetAIName () const
 
void SetDisplayId (uint32 displayid)
 
uint32 GetDisplayId () const
 
void GetRespawnPosition (float &x, float &y, float &z, float *ori=nullptr) const
 
void SetPosition (float x, float y, float z, float o)
 
void SetPosition (const Position &pos)
 
bool IsStaticTransport () const
 
bool IsMotionTransport () const
 
TransportToTransport ()
 
Transport const * ToTransport () const
 
StaticTransportToStaticTransport ()
 
StaticTransport const * ToStaticTransport () const
 
MotionTransportToMotionTransport ()
 
MotionTransport const * ToMotionTransport () const
 
float GetStationaryX () const override
 
float GetStationaryY () const override
 
float GetStationaryZ () const override
 
float GetStationaryO () const override
 
float GetInteractionDistance () const
 
void UpdateModelPosition ()
 
bool IsAtInteractDistance (Position const &pos, float radius) const
 
bool IsAtInteractDistance (Player const *player, SpellInfo const *spell=nullptr) const
 
bool IsWithinDistInMap (Player const *player) const
 
SpellInfo const * GetSpellForLock (Player const *player) const
 
bool ValidateGameobjectType () const
 
bool IsInstanceGameobject () const
 
uint8 GameobjectStateToInt (GOState *state) const
 
bool IsAllowedToSaveToDB () const
 
void AllowSaveToDB (bool enable)
 
void SaveStateToDB ()
 
std::string GetDebugInfo () const override
 
bool IsWithinDistInMap (WorldObject const *obj, float dist2compare, bool is3D=true, bool useBoundingRadius=true) const
 
- Public Member Functions inherited from WorldObject
 ~WorldObject () override
 
void _Create (ObjectGuid::LowType guidlow, HighGuid guidhigh, uint32 phaseMask)
 
void AddToWorld () override
 
void RemoveFromWorld () override
 
void GetNearPoint2D (WorldObject const *searcher, float &x, float &y, float distance, float absAngle, Position const *startPos=nullptr) const
 
void GetNearPoint2D (float &x, float &y, float distance, float absAngle, Position const *startPos=nullptr) const
 
void GetNearPoint (WorldObject const *searcher, float &x, float &y, float &z, float searcher_size, float distance2d, float absAngle, float controlZ=0, Position const *startPos=nullptr) const
 
void GetVoidClosePoint (float &x, float &y, float &z, float size, float distance2d=0, float relAngle=0, float controlZ=0) const
 
bool GetClosePoint (float &x, float &y, float &z, float size, float distance2d=0, float angle=0, WorldObject const *forWho=nullptr, bool force=false) const
 
void MovePosition (Position &pos, float dist, float angle)
 
Position GetNearPosition (float dist, float angle)
 
void MovePositionToFirstCollision (Position &pos, float dist, float angle)
 
Position GetFirstCollisionPosition (float startX, float startY, float startZ, float destX, float destY)
 
Position GetFirstCollisionPosition (float destX, float destY, float destZ)
 
Position GetFirstCollisionPosition (float dist, float angle)
 
Position GetRandomNearPosition (float radius)
 
void GetContactPoint (WorldObject const *obj, float &x, float &y, float &z, float distance2d=CONTACT_DISTANCE) const
 
void GetChargeContactPoint (WorldObject const *obj, float &x, float &y, float &z, float distance2d=CONTACT_DISTANCE) const
 
float GetObjectSize () const
 
virtual float GetCombatReach () const
 
void UpdateGroundPositionZ (float x, float y, float &z) const
 
void UpdateAllowedPositionZ (float x, float y, float &z, float *groundZ=nullptr) const
 
void GetRandomPoint (const Position &srcPos, float distance, float &rand_x, float &rand_y, float &rand_z) const
 
Position GetRandomPoint (const Position &srcPos, float distance) const
 
uint32 GetInstanceId () const
 
uint32 GetPhaseMask () const
 
bool InSamePhase (WorldObject const *obj) const
 
bool InSamePhase (uint32 phasemask) const
 
uint32 GetZoneId () const
 
uint32 GetAreaId () const
 
void GetZoneAndAreaId (uint32 &zoneid, uint32 &areaid) const
 
bool IsOutdoors () const
 
LiquidData const & GetLiquidData () const
 
InstanceScriptGetInstanceScript () const
 
std::string const & GetName () const
 
void SetName (std::string const &newname)
 
float GetDistance (WorldObject const *obj) const
 
float GetDistance (const Position &pos) const
 
float GetDistance (float x, float y, float z) const
 
float GetDistance2d (WorldObject const *obj) const
 
float GetDistance2d (float x, float y) const
 
float GetDistanceZ (WorldObject const *obj) const
 
bool IsSelfOrInSameMap (WorldObject const *obj) const
 
bool IsInMap (WorldObject const *obj) const
 
bool IsWithinDist3d (float x, float y, float z, float dist) const
 
bool IsWithinDist3d (const Position *pos, float dist) const
 
bool IsWithinDist2d (float x, float y, float dist) const
 
bool IsWithinDist2d (const Position *pos, float dist) const
 
bool IsWithinDist (WorldObject const *obj, float dist2compare, bool is3D=true, bool useBoundingRadius=true) const
 
bool IsWithinDistInMap (WorldObject const *obj, float dist2compare, bool is3D=true, bool useBoundingRadius=true) const
 
bool IsWithinLOS (float x, float y, float z, VMAP::ModelIgnoreFlags ignoreFlags=VMAP::ModelIgnoreFlags::Nothing, LineOfSightChecks checks=LINEOFSIGHT_ALL_CHECKS) const
 
bool IsWithinLOSInMap (WorldObject const *obj, VMAP::ModelIgnoreFlags ignoreFlags=VMAP::ModelIgnoreFlags::Nothing, LineOfSightChecks checks=LINEOFSIGHT_ALL_CHECKS, Optional< float > collisionHeight={ }, Optional< float > combatReach={ }) const
 
Position GetHitSpherePointFor (Position const &dest, Optional< float > collisionHeight={ }, Optional< float > combatReach={ }) const
 
void GetHitSpherePointFor (Position const &dest, float &x, float &y, float &z, Optional< float > collisionHeight={ }, Optional< float > combatReach={ }) const
 
bool GetDistanceOrder (WorldObject const *obj1, WorldObject const *obj2, bool is3D=true) const
 
bool IsInRange (WorldObject const *obj, float minRange, float maxRange, bool is3D=true) const
 
bool IsInRange2d (float x, float y, float minRange, float maxRange) const
 
bool IsInRange3d (float x, float y, float z, float minRange, float maxRange) const
 
bool isInFront (WorldObject const *target, float arc=M_PI) const
 
bool isInBack (WorldObject const *target, float arc=M_PI) const
 
bool IsInBetween (WorldObject const *obj1, WorldObject const *obj2, float size=0) const
 
virtual void SendMessageToSet (WorldPacket const *data, bool self) const
 
virtual void SendMessageToSetInRange (WorldPacket const *data, float dist, bool self) const
 
virtual void SendMessageToSet (WorldPacket const *data, Player const *skipped_rcvr) const
 
void PlayDistanceSound (uint32 sound_id, Player *target=nullptr)
 
void PlayDirectSound (uint32 sound_id, Player *target=nullptr)
 
void PlayRadiusSound (uint32 sound_id, float radius)
 
void PlayDirectMusic (uint32 music_id, Player *target=nullptr)
 
void PlayRadiusMusic (uint32 music_id, float radius)
 
void SendObjectDeSpawnAnim (ObjectGuid guid)
 
void AddObjectToRemoveList ()
 
float GetGridActivationRange () const
 
float GetVisibilityRange () const
 
virtual float GetSightRange (WorldObject const *target=nullptr) const
 
bool CanSeeOrDetect (WorldObject const *obj, bool ignoreStealth=false, bool distanceCheck=false, bool checkAlert=false) const
 
void SendPlayMusic (uint32 Music, bool OnlySelf)
 
virtual void SetMap (Map *map)
 
virtual void ResetMap ()
 
MapGetMap () const
 
MapFindMap () const
 
void SetZoneScript ()
 
void ClearZoneScript ()
 
ZoneScriptGetZoneScript () const
 
TempSummonSummonCreature (uint32 id, const Position &pos, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0, SummonPropertiesEntry const *properties=nullptr, bool visibleBySummonerOnly=false) const
 
TempSummonSummonCreature (uint32 id, float x, float y, float z, float ang=0, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, SummonPropertiesEntry const *properties=nullptr, bool visibleBySummonerOnly=false)
 
GameObjectSummonGameObject (uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime, bool checkTransport=true, GOSummonType summonType=GO_SUMMON_TIMED_OR_CORPSE_DESPAWN)
 
CreatureSummonTrigger (float x, float y, float z, float ang, uint32 dur, bool setLevel=false, CreatureAI *(*GetAI)(Creature *)=nullptr)
 
void SummonCreatureGroup (uint8 group, std::list< TempSummon * > *list=nullptr)
 
CreatureFindNearestCreature (uint32 entry, float range, bool alive=true) const
 
GameObjectFindNearestGameObject (uint32 entry, float range, bool onlySpawned=false) const
 
GameObjectFindNearestGameObjectOfType (GameobjectTypes type, float range) const
 
PlayerSelectNearestPlayer (float distance=0) const
 
void GetGameObjectListWithEntryInGrid (std::list< GameObject * > &lList, uint32 uiEntry, float fMaxSearchRange) const
 
void GetCreatureListWithEntryInGrid (std::list< Creature * > &lList, uint32 uiEntry, float fMaxSearchRange) const
 
void GetDeadCreatureListInGrid (std::list< Creature * > &lList, float maxSearchRange, bool alive=false) const
 
void DestroyForNearbyPlayers ()
 
virtual void UpdateObjectVisibility (bool forced=true, bool fromUpdate=false)
 
virtual void UpdateObjectVisibilityOnCreate ()
 
void BuildUpdate (UpdateDataMapType &data_map, UpdatePlayerSet &player_set) override
 
void GetCreaturesWithEntryInRange (std::list< Creature * > &creatureList, float radius, uint32 entry)
 
void SetPositionDataUpdate ()
 
void UpdatePositionData ()
 
void AddToObjectUpdate () override
 
void RemoveFromObjectUpdate () override
 
void AddToNotify (uint16 f)
 
void RemoveFromNotify (uint16 f)
 
bool isNeedNotify (uint16 f) const
 
uint16 GetNotifyFlags () const
 
bool NotifyExecuted (uint16 f) const
 
void SetNotified (uint16 f)
 
void ResetAllNotifies ()
 
bool isActiveObject () const
 
void setActive (bool isActiveObject)
 
bool IsFarVisible () const
 
bool IsVisibilityOverridden () const
 
void SetVisibilityDistanceOverride (VisibilityDistanceType type)
 
void SetWorldObject (bool apply)
 
bool IsPermanentWorldObject () const
 
bool IsWorldObject () const
 
bool IsInWintergrasp () const
 
TransportGetTransport () const
 
float GetTransOffsetX () const
 
float GetTransOffsetY () const
 
float GetTransOffsetZ () const
 
float GetTransOffsetO () const
 
uint32 GetTransTime () const
 
int8 GetTransSeat () const
 
virtual ObjectGuid GetTransGUID () const
 
void SetTransport (Transport *t)
 
float GetMapWaterOrGroundLevel (Position pos, float *ground=nullptr) const
 
float GetMapWaterOrGroundLevel (float x, float y, float z, float *ground=nullptr) const
 
float GetMapHeight (float x, float y, float z, bool vmap=true, float distanceToSearch=50.0f) const
 
float GetFloorZ () const
 
float GetMinHeightInWater () const
 Get the minimum height of a object that should be in water to start floating/swim.
 
virtual float GetCollisionHeight () const
 
virtual float GetCollisionWidth () const
 
virtual float GetCollisionRadius () const
 
void AddAllowedLooter (ObjectGuid guid)
 
void ResetAllowedLooters ()
 
void SetAllowedLooters (GuidUnorderedSet const looters)
 
bool HasAllowedLooter (ObjectGuid guid) const
 
GuidUnorderedSet const & GetAllowedLooters () const
 
void RemoveAllowedLooter (ObjectGuid guid)
 
std::string GetDebugInfo () const override
 
- Public Member Functions inherited from Object
virtual ~Object ()
 
bool IsInWorld () const
 
ObjectGuid GetGUID () const
 
PackedGuid const & GetPackGUID () const
 
uint32 GetEntry () const
 
void SetEntry (uint32 entry)
 
float GetObjectScale () const
 
virtual void SetObjectScale (float scale)
 
bool HasDynamicFlag (uint32 flag) const
 
virtual void SetDynamicFlag (uint32 flag)
 
virtual void RemoveDynamicFlag (uint32 flag)
 
TypeID GetTypeId () const
 
bool isType (uint16 mask) const
 
virtual void BuildCreateUpdateBlockForPlayer (UpdateData *data, Player *target)
 
void SendUpdateToPlayer (Player *player)
 
void BuildValuesUpdateBlockForPlayer (UpdateData *data, Player *target)
 
void BuildOutOfRangeUpdateBlock (UpdateData *data) const
 
void BuildMovementUpdateBlock (UpdateData *data, uint32 flags=0) const
 
virtual void DestroyForPlayer (Player *target, bool onDeath=false) const
 
int32 GetInt32Value (uint16 index) const
 
uint32 GetUInt32Value (uint16 index) const
 
uint64 GetUInt64Value (uint16 index) const
 
float GetFloatValue (uint16 index) const
 
uint8 GetByteValue (uint16 index, uint8 offset) const
 
uint16 GetUInt16Value (uint16 index, uint8 offset) const
 
ObjectGuid GetGuidValue (uint16 index) const
 
void SetInt32Value (uint16 index, int32 value)
 
void SetUInt32Value (uint16 index, uint32 value)
 
void UpdateUInt32Value (uint16 index, uint32 value)
 
void SetUInt64Value (uint16 index, uint64 value)
 
void SetFloatValue (uint16 index, float value)
 
void SetByteValue (uint16 index, uint8 offset, uint8 value)
 
void SetUInt16Value (uint16 index, uint8 offset, uint16 value)
 
void SetInt16Value (uint16 index, uint8 offset, int16 value)
 
void SetGuidValue (uint16 index, ObjectGuid value)
 
void SetStatFloatValue (uint16 index, float value)
 
void SetStatInt32Value (uint16 index, int32 value)
 
bool AddGuidValue (uint16 index, ObjectGuid value)
 
bool RemoveGuidValue (uint16 index, ObjectGuid value)
 
void ApplyModUInt32Value (uint16 index, int32 val, bool apply)
 
void ApplyModInt32Value (uint16 index, int32 val, bool apply)
 
void ApplyModUInt64Value (uint16 index, int32 val, bool apply)
 
void ApplyModPositiveFloatValue (uint16 index, float val, bool apply)
 
void ApplyModSignedFloatValue (uint16 index, float val, bool apply)
 
void ApplyPercentModFloatValue (uint16 index, float val, bool apply)
 
void SetFlag (uint16 index, uint32 newFlag)
 
void RemoveFlag (uint16 index, uint32 oldFlag)
 
void ToggleFlag (uint16 index, uint32 flag)
 
bool HasFlag (uint16 index, uint32 flag) const
 
void ApplyModFlag (uint16 index, uint32 flag, bool apply)
 
void SetByteFlag (uint16 index, uint8 offset, uint8 newFlag)
 
void RemoveByteFlag (uint16 index, uint8 offset, uint8 newFlag)
 
bool HasByteFlag (uint16 index, uint8 offset, uint8 flag) const
 
void SetFlag64 (uint16 index, uint64 newFlag)
 
void RemoveFlag64 (uint16 index, uint64 oldFlag)
 
void ToggleFlag64 (uint16 index, uint64 flag)
 
bool HasFlag64 (uint16 index, uint64 flag) const
 
void ApplyModFlag64 (uint16 index, uint64 flag, bool apply)
 
void ClearUpdateMask (bool remove)
 
uint16 GetValuesCount () const
 
void BuildFieldsUpdate (Player *, UpdateDataMapType &)
 
void SetFieldNotifyFlag (uint16 flag)
 
void RemoveFieldNotifyFlag (uint16 flag)
 
void ForceValuesUpdateAtIndex (uint32)
 
bool IsPlayer () const
 
PlayerToPlayer ()
 
Player const * ToPlayer () const
 
bool IsCreature () const
 
CreatureToCreature ()
 
Creature const * ToCreature () const
 
bool IsUnit () const
 
UnitToUnit ()
 
Unit const * ToUnit () const
 
bool IsGameObject () const
 
GameObjectToGameObject ()
 
GameObject const * ToGameObject () const
 
bool IsCorpse () const
 
CorpseToCorpse ()
 
Corpse const * ToCorpse () const
 
bool IsDynamicObject () const
 
DynamicObjectToDynObject ()
 
DynamicObject const * ToDynObject () const
 
bool IsItem () const
 
virtual void Heartbeat ()
 
- Public Member Functions inherited from WorldLocation
 WorldLocation (uint32 _mapId=MAPID_INVALID, float x=0.f, float y=0.f, float z=0.f, float o=0.f)
 
 WorldLocation (uint32 mapId, Position const &position)
 
void WorldRelocate (const WorldLocation &loc)
 
void WorldRelocate (uint32 mapId=MAPID_INVALID, float x=0.f, float y=0.f, float z=0.f, float o=0.f)
 
void SetMapId (uint32 mapId)
 
uint32 GetMapId () const
 
void GetWorldLocation (uint32 &mapId, float &x, float &y) const
 
void GetWorldLocation (uint32 &mapId, float &x, float &y, float &z) const
 
void GetWorldLocation (uint32 &mapId, float &x, float &y, float &z, float &o) const
 
void GetWorldLocation (WorldLocation *location) const
 
WorldLocation GetWorldLocation () const
 
std::string GetDebugInfo () const
 
- Public Member Functions inherited from Position
 Position (float x=0, float y=0, float z=0, float o=0)
 
 Position (Position const &loc)
 
 Position (Position &&)=default
 
Positionoperator= (const Position &)=default
 
Positionoperator= (Position &&)=default
 
bool operator== (Position const &a) const
 
bool operator!= (Position const &a)
 
bool operator!= (Position const &a) const
 
 operator G3D::Vector3 () const
 
void Relocate (float x, float y)
 
void Relocate (float x, float y, float z)
 
void Relocate (float x, float y, float z, float orientation)
 
void Relocate (const Position &pos)
 
void Relocate (const Position *pos)
 
void RelocatePolarOffset (float angle, float dist, float z=0.0f)
 
void RelocateOffset (const Position &offset)
 
void SetOrientation (float orientation)
 
float GetPositionX () const
 
float GetPositionY () const
 
float GetPositionZ () const
 
float GetOrientation () const
 
void GetPosition (float &x, float &y) const
 
void GetPosition (float &x, float &y, float &z) const
 
void GetPosition (float &x, float &y, float &z, float &o) const
 
Position GetPosition () const
 
Position::PositionXYZStreamer PositionXYZStream ()
 
Position::PositionXYZOStreamer PositionXYZOStream ()
 
bool IsPositionValid () const
 
float GetExactDist2dSq (const float x, const float y) const
 
float GetExactDist2dSq (Position const &pos) const
 
float GetExactDist2dSq (Position const *pos) const
 
float GetExactDist2d (const float x, const float y) const
 
float GetExactDist2d (Position const &pos) const
 
float GetExactDist2d (Position const *pos) const
 
float GetExactDistSq (float x, float y, float z) const
 
float GetExactDistSq (Position const &pos) const
 
float GetExactDistSq (Position const *pos) const
 
float GetExactDist (float x, float y, float z) const
 
float GetExactDist (Position const &pos) const
 
float GetExactDist (Position const *pos) const
 
void GetPositionOffsetTo (const Position &endPos, Position &retOffset) const
 
Position GetPositionWithOffset (Position const &offset) const
 
float GetAngle (const Position *pos) const
 
float GetAngle (float x, float y) const
 
float GetAbsoluteAngle (float x, float y) const
 
float GetAbsoluteAngle (Position const &pos) const
 
float GetAbsoluteAngle (Position const *pos) const
 
float GetRelativeAngle (const Position *pos) const
 
float GetRelativeAngle (float x, float y) const
 
float ToAbsoluteAngle (float relAngle) const
 
void GetSinCos (float x, float y, float &vsin, float &vcos) const
 
bool IsInDist2d (float x, float y, float dist) const
 
bool IsInDist2d (const Position *pos, float dist) const
 
bool IsInDist (float x, float y, float z, float dist) const
 
bool IsInDist (const Position *pos, float dist) const
 
bool IsWithinBox (const Position &center, float xradius, float yradius, float zradius) const
 
bool HasInArc (float arcangle, const Position *pos, float targetRadius=0.0f) const
 
bool HasInLine (Position const *pos, float width) const
 
std::string ToString () const
 
- Public Member Functions inherited from GridObject< GameObject >
bool IsInGrid () const
 
void AddToGrid (GridRefMgr< GameObject > &m)
 
void RemoveFromGrid ()
 

Static Public Member Functions

static void SetGoArtKit (uint8 artkit, GameObject *go, ObjectGuid::LowType lowguid=0)
 
- Static Public Member Functions inherited from Object
static ObjectGuid GetGUID (Object const *o)
 
- Static Public Member Functions inherited from Position
static float NormalizeOrientation (float o)
 

Public Attributes

Loot loot
 
uint32 m_groupLootTimer
 
uint32 lootingGroupLowGUID
 
GameObjectModelm_model
 
- Public Attributes inherited from WorldObject
FlaggedValuesArray32< int32, uint32, StealthType, TOTAL_STEALTH_TYPESm_stealth
 
FlaggedValuesArray32< int32, uint32, StealthType, TOTAL_STEALTH_TYPESm_stealthDetect
 
FlaggedValuesArray32< int32, uint32, InvisibilityType, TOTAL_INVISIBILITY_TYPESm_invisibility
 
FlaggedValuesArray32< int32, uint32, InvisibilityType, TOTAL_INVISIBILITY_TYPESm_invisibilityDetect
 
FlaggedValuesArray32< int32, uint32, ServerSideVisibilityType, TOTAL_SERVERSIDE_VISIBILITY_TYPESm_serverSideVisibility
 
FlaggedValuesArray32< int32, uint32, ServerSideVisibilityType, TOTAL_SERVERSIDE_VISIBILITY_TYPESm_serverSideVisibilityDetect
 
uint32 LastUsedScriptID
 
MovementInfo m_movementInfo
 
ElunaEventProcessor * elunaEvents
 
EventProcessor m_Events
 
- Public Attributes inherited from Object
DataMap CustomData
 
- Public Attributes inherited from WorldLocation
uint32 m_mapId
 
- Public Attributes inherited from Position
float m_positionX = 0
 
float m_positionY = 0
 
float m_positionZ = 0
 
float m_orientation = 0
 

Static Public Attributes

static std::unordered_map< int, goEventFlaggameObjectToEventFlag = { }
 

Protected Types

typedef std::map< uint32, ObjectGuidChairSlotAndUser
 

Protected Member Functions

bool AIM_Initialize ()
 
GameObjectModelCreateModel ()
 
void UpdateModel ()
 
- Protected Member Functions inherited from WorldObject
 WorldObject (bool isWorldObject)
 
virtual void ProcessPositionDataChanged (PositionFullTerrainStatus const &data)
 
void SetLocationMapId (uint32 _mapId)
 
void SetLocationInstanceId (uint32 _instanceId)
 
virtual bool IsAlwaysDetectableFor (WorldObject const *) const
 
- Protected Member Functions inherited from Object
 Object ()
 
void _InitValues ()
 
void _Create (ObjectGuid::LowType guidlow, uint32 entry, HighGuid guidhigh)
 
std::string _ConcatFields (uint16 startIndex, uint16 size) const
 
bool _LoadIntoDataField (std::string const &data, uint32 startOffset, uint32 count)
 
uint32 GetUpdateFieldData (Player const *target, uint32 *&flags) const
 
void BuildMovementUpdate (ByteBuffer *data, uint16 flags) const
 
void AddToObjectUpdateIfNeeded ()
 
- Protected Member Functions inherited from MovableMapObject
 MovableMapObject ()=default
 

Protected Attributes

uint32 m_spellId
 
time_t m_respawnTime
 
uint32 m_respawnDelayTime
 
uint32 m_despawnDelay
 
Seconds m_despawnRespawnTime
 
Seconds m_restockTime
 
LootState m_lootState
 
bool m_spawnedByDefault
 
uint32 m_cooldownTime
 
std::unordered_map< ObjectGuid, int32m_SkillupList
 
ObjectGuid m_ritualOwnerGUID
 
GuidSet m_unique_users
 
uint32 m_usetimes
 
ChairSlotAndUser ChairListSlots
 
ObjectGuid::LowType m_spawnId
 For new or temporary gameobjects is 0 for saved it is lowguid.
 
GameObjectTemplate const * m_goInfo
 
GameObjectData const * m_goData
 
GameObjectValue m_goValue
 
bool m_allowModifyDestructibleBuilding
 
int64 m_packedRotation
 
G3D::Quat m_localRotation
 
Position m_stationaryPosition
 
ObjectGuid m_lootRecipient
 
ObjectGuid::LowType m_lootRecipientGroup
 
uint16 m_LootMode
 
uint32 m_lootGenerationTime
 
ObjectGuid m_linkedTrap
 
ObjectGuid _lootStateUnitGUID
 
- Protected Attributes inherited from WorldObject
std::string m_name
 
bool m_isActive
 
bool m_isFarVisible
 
Optional< float > m_visibilityDistanceOverride
 
const bool m_isWorldObject
 
ZoneScriptm_zoneScript
 
uint32 _zoneId
 
uint32 _areaId
 
float _floorZ
 
bool _outdoors
 
LiquidData _liquidData
 
bool _updatePositionData
 
Transportm_transport
 
- Protected Attributes inherited from Object
uint16 m_objectType
 
TypeID m_objectTypeId
 
uint16 m_updateFlag
 
union { 
 
   int32 *   m_int32Values 
 
   uint32 *   m_uint32Values 
 
   float *   m_floatValues 
 
};  
 
UpdateMask _changesMask
 
uint16 m_valuesCount
 
uint16 _fieldNotifyFlags
 
bool m_objectUpdated
 

Private Member Functions

void CheckRitualList ()
 
void ClearRitualList ()
 
void RemoveFromOwner ()
 
void SwitchDoorOrButton (bool activate, bool alternative=false)
 
void UpdatePackedRotation ()
 
bool _IsWithinDist (WorldObject const *obj, float dist2compare, bool, bool) const override
 Object distance/size - overridden from Object::_IsWithinDist. Needs to take in account proper GO size.
 

Private Attributes

GameObjectAIm_AI
 
bool m_saveStateOnDb = false
 

Detailed Description

Member Typedef Documentation

◆ ChairSlotAndUser

typedef std::map<uint32, ObjectGuid> GameObject::ChairSlotAndUser
protected

Constructor & Destructor Documentation

◆ GameObject()

GameObject::GameObject ( )
explicit
41 : WorldObject(false), MovableMapObject(),
42 m_model(nullptr), m_goValue(), m_AI(nullptr)
43{
46
48
50 m_respawnTime = 0;
54 m_restockTime = 0s;
56 m_spawnedByDefault = true;
58 m_usetimes = 0;
59 m_spellId = 0;
61 m_goInfo = nullptr;
62 m_goData = nullptr;
64
65 m_spawnId = 0;
66
71
72 ResetLootMode(); // restore default loot mode
74 m_stationaryPosition.Relocate(0.0f, 0.0f, 0.0f, 0.0f);
75}
@ GO_NOT_READY
Definition GameObject.h:110
@ TYPEID_GAMEOBJECT
Definition ObjectGuid.h:37
@ TYPEMASK_GAMEOBJECT
Definition ObjectGuid.h:51
@ UPDATEFLAG_ROTATION
Definition UpdateData.h:48
@ UPDATEFLAG_POSITION
Definition UpdateData.h:47
@ UPDATEFLAG_LOWGUID
Definition UpdateData.h:43
@ UPDATEFLAG_STATIONARY_POSITION
Definition UpdateData.h:45
@ GAMEOBJECT_END
Definition UpdateFields.h:405
Loot loot
Definition GameObject.h:246
GameObjectValue m_goValue
Definition GameObject.h:391
time_t m_respawnTime
Definition GameObject.h:370
GameObjectData const * m_goData
Definition GameObject.h:390
int64 m_packedRotation
Definition GameObject.h:394
Position m_stationaryPosition
Definition GameObject.h:396
bool m_allowModifyDestructibleBuilding
Definition GameObject.h:392
uint32 m_cooldownTime
Definition GameObject.h:377
uint32 m_spellId
Definition GameObject.h:369
uint32 m_respawnDelayTime
Definition GameObject.h:371
void ResetLootMode()
Definition GameObject.h:232
uint32 m_despawnDelay
Definition GameObject.h:372
Seconds m_despawnRespawnTime
Definition GameObject.h:373
ObjectGuid::LowType m_lootRecipientGroup
Definition GameObject.h:399
GameObjectAI * m_AI
Definition GameObject.h:421
GameObjectModel * m_model
Definition GameObject.h:311
GameObjectTemplate const * m_goInfo
Definition GameObject.h:389
ObjectGuid::LowType m_spawnId
For new or temporary gameobjects is 0 for saved it is lowguid.
Definition GameObject.h:388
uint32 m_groupLootTimer
Definition GameObject.h:254
uint32 lootingGroupLowGUID
Definition GameObject.h:255
bool m_spawnedByDefault
Definition GameObject.h:376
LootState m_lootState
Definition GameObject.h:375
Seconds m_restockTime
Definition GameObject.h:374
uint32 m_usetimes
Definition GameObject.h:383
uint32 m_lootGenerationTime
Definition GameObject.h:401
MovableMapObject()=default
uint16 m_objectType
Definition Object.h:245
uint16 m_valuesCount
Definition Object.h:259
uint16 m_updateFlag
Definition Object.h:248
TypeID m_objectTypeId
Definition Object.h:247
Definition Object.h:410
GameObject * sourceGameObject
Definition LootMgr.h:331
void Relocate(float x, float y)
Definition Position.h:77

References GAMEOBJECT_END, GO_NOT_READY, loot, lootingGroupLowGUID, m_allowModifyDestructibleBuilding, m_cooldownTime, m_despawnDelay, m_despawnRespawnTime, m_goData, m_goInfo, m_groupLootTimer, m_lootGenerationTime, m_lootRecipientGroup, m_lootState, Object::m_objectType, Object::m_objectTypeId, m_packedRotation, m_respawnDelayTime, m_respawnTime, m_restockTime, m_spawnedByDefault, m_spawnId, m_spellId, m_stationaryPosition, Object::m_updateFlag, m_usetimes, Object::m_valuesCount, Position::Relocate(), ResetLootMode(), Loot::sourceGameObject, TYPEID_GAMEOBJECT, TYPEMASK_GAMEOBJECT, UPDATEFLAG_LOWGUID, UPDATEFLAG_POSITION, UPDATEFLAG_ROTATION, and UPDATEFLAG_STATIONARY_POSITION.

Referenced by Create(), and MotionTransport::CreateGOPassenger().

◆ ~GameObject()

GameObject::~GameObject ( )
override
78{
79 delete m_AI;
80 delete m_model;
81 //if (m_uint32Values) // field array can be not exist if GameOBject not loaded
82 // CleanupsBeforeDelete();
83}

References m_AI, and m_model.

Member Function Documentation

◆ _IsWithinDist()

bool GameObject::_IsWithinDist ( WorldObject const *  obj,
float  dist2compare,
bool  ,
bool   
) const
inlineoverrideprivatevirtual

Object distance/size - overridden from Object::_IsWithinDist. Needs to take in account proper GO size.

Following check does check 3d distance

Reimplemented from WorldObject.

416 {
418 dist2compare += obj->GetObjectSize();
419 return IsInRange(obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ(), dist2compare);
420 }
bool IsInRange(float x, float y, float z, float radius) const
Definition GameObject.cpp:2143

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

◆ ActivateToQuest()

bool GameObject::ActivateToQuest ( Player target) const
1313{
1314 if (target->HasQuestForGO(GetEntry()))
1315 return true;
1316
1317 if (!GetGOInfo()->IsGameObjectForQuests())
1318 return false;
1319
1320 switch (GetGoType())
1321 {
1323 {
1324 GameObject* go = const_cast<GameObject*>(this);
1325 QuestGiverStatus questStatus = target->GetQuestDialogStatus(go);
1326 if (questStatus > DIALOG_STATUS_UNAVAILABLE)
1327 return true;
1328 break;
1329 }
1331 {
1332 // scan GO chest with loot including quest items
1334 {
1335 //TODO: fix this hack
1336 //look for battlegroundAV for some objects which are only activated after mine gots captured by own team
1338 if (Battleground* bg = target->GetBattleground())
1339 if (bg->GetBgTypeID(true) == BATTLEGROUND_AV && !bg->ToBattlegroundAV()->PlayerCanDoMineQuest(GetEntry(), target->GetTeamId()))
1340 return false;
1341 return true;
1342 }
1343 break;
1344 }
1346 {
1347 if (GetGOInfo()->_generic.questID == -1 || target->GetQuestStatus(GetGOInfo()->_generic.questID) == QUEST_STATUS_INCOMPLETE)
1348 return true;
1349 break;
1350 }
1352 {
1353 if (GetGOInfo()->spellFocus.questID > 0 && target->GetQuestStatus(GetGOInfo()->spellFocus.questID) == QUEST_STATUS_INCOMPLETE)
1354 return true;
1355 break;
1356 }
1358 {
1359 if (GetGOInfo()->goober.questId == -1 || target->GetQuestStatus(GetGOInfo()->goober.questId) == QUEST_STATUS_INCOMPLETE)
1360 return true;
1361 break;
1362 }
1363 default:
1364 break;
1365 }
1366
1367 return false;
1368}
@ BG_AV_OBJECTID_MINE_N
Definition BattlegroundAV.h:161
@ BG_AV_OBJECTID_MINE_S
Definition BattlegroundAV.h:162
LootStore LootTemplates_Gameobject("gameobject_loot_template", "gameobject entry", true)
QuestGiverStatus
Definition QuestDef.h:111
@ DIALOG_STATUS_UNAVAILABLE
Definition QuestDef.h:113
@ QUEST_STATUS_INCOMPLETE
Definition QuestDef.h:103
@ GAMEOBJECT_TYPE_SPELL_FOCUS
Definition SharedDefines.h:1568
@ GAMEOBJECT_TYPE_GENERIC
Definition SharedDefines.h:1565
@ GAMEOBJECT_TYPE_CHEST
Definition SharedDefines.h:1563
@ GAMEOBJECT_TYPE_QUESTGIVER
Definition SharedDefines.h:1562
@ GAMEOBJECT_TYPE_GOOBER
Definition SharedDefines.h:1570
@ BATTLEGROUND_AV
Definition SharedDefines.h:3481
Definition Battleground.h:304
Definition GameObject.h:120
GameObjectTemplate const * GetGOInfo() const
Definition GameObject.h:136
GameobjectTypes GetGoType() const
Definition GameObject.h:202
bool HaveQuestLootForPlayer(uint32 loot_id, Player const *player) const
Definition LootMgr.cpp:228
uint32 GetEntry() const
Definition Object.h:115
bool HasQuestForGO(int32 GOId) const
Definition Player.cpp:12443
TeamId GetTeamId(bool original=false) const
Definition Player.h:2116
QuestGiverStatus GetQuestDialogStatus(Object *questGiver)
Definition PlayerQuest.cpp:1595
Battleground * GetBattleground(bool create=false) const
Definition Player.cpp:12257
QuestStatus GetQuestStatus(uint32 quest_id) const
Definition PlayerQuest.cpp:1430
struct GameObjectTemplate::@231::@242 goober
int32 questID
Definition GameObjectData.h:110
struct GameObjectTemplate::@231::@240 spellFocus
uint32 questId
Definition GameObjectData.h:91
struct GameObjectTemplate::@231::@237 _generic

References GameObjectTemplate::_generic, BATTLEGROUND_AV, BG_AV_OBJECTID_MINE_N, BG_AV_OBJECTID_MINE_S, DIALOG_STATUS_UNAVAILABLE, GAMEOBJECT_TYPE_CHEST, GAMEOBJECT_TYPE_GENERIC, GAMEOBJECT_TYPE_GOOBER, GAMEOBJECT_TYPE_QUESTGIVER, GAMEOBJECT_TYPE_SPELL_FOCUS, Player::GetBattleground(), Object::GetEntry(), GetGOInfo(), GetGoType(), Player::GetQuestDialogStatus(), Player::GetQuestStatus(), Player::GetTeamId(), GameObjectTemplate::goober, Player::HasQuestForGO(), LootStore::HaveQuestLootForPlayer(), LootTemplates_Gameobject, QUEST_STATUS_INCOMPLETE, GameObjectTemplate::questId, GameObjectTemplate::questID, and GameObjectTemplate::spellFocus.

Referenced by BuildValuesUpdate().

◆ AddLootMode()

void GameObject::AddLootMode ( uint16  lootMode)
inline
230{ m_LootMode |= lootMode; }
uint16 m_LootMode
Definition GameObject.h:400

References m_LootMode.

◆ AddToSkillupList()

void GameObject::AddToSkillupList ( ObjectGuid  playerGuid)
3054{
3055 int32 timer = GetMap()->IsDungeon() ? -1 : 10 * MINUTE * IN_MILLISECONDS;
3056 m_SkillupList[playerGuid] = timer;
3057}
constexpr auto IN_MILLISECONDS
Definition Common.h:53
constexpr auto MINUTE
Definition Common.h:47
std::int32_t int32
Definition Define.h:103
std::unordered_map< ObjectGuid, int32 > m_SkillupList
Definition GameObject.h:379
bool IsDungeon() const
Definition Map.h:295
Map * GetMap() const
Definition Object.h:536

References WorldObject::GetMap(), IN_MILLISECONDS, Map::IsDungeon(), m_SkillupList, and MINUTE.

Referenced by Spell::EffectOpenLock().

◆ AddToWorld()

void GameObject::AddToWorld ( )
overridevirtual
  • Register the gameobject for guid lookup

Reimplemented from Object.

141{
143 if (!IsInWorld())
144 {
145 if (m_zoneScript)
147
149 if (m_spawnId)
150 GetMap()->GetGameObjectBySpawnIdStore().insert(std::make_pair(m_spawnId, this));
151
152 if (m_model)
153 {
156 }
157
158 EnableCollision(GetGoState() == GO_STATE_READY || IsTransport()); // pussywizard: this startOpen is unneeded here, collision depends entirely on GOState
159
161
163
164 sScriptMgr->OnGameObjectAddWorld(this);
165 }
166}
@ GO_STATE_READY
Definition GameObjectData.h:690
#define sScriptMgr
Definition ScriptMgr.h:727
bool UpdatePosition()
Definition GameObjectModel.cpp:269
GOState GetGoState() const
Definition GameObject.h:204
void EnableCollision(bool enable)
Definition GameObject.cpp:2589
bool IsTransport() const
Definition GameObject.cpp:1211
MapStoredObjectTypesContainer & GetObjectsStore()
Definition Map.h:364
GameObjectBySpawnIdContainer & GetGameObjectBySpawnIdStore()
Definition Map.h:370
void InsertGameObjectModel(const GameObjectModel &model)
Definition Map.h:408
bool IsInWorld() const
Definition Object.h:107
ObjectGuid GetGUID() const
Definition Object.h:113
bool Insert(KEY_TYPE const &handle, SPECIFIC_TYPE *obj)
Definition TypeContainer.h:132
void AddToWorld() override
Definition Object.cpp:1187
ZoneScript * m_zoneScript
Definition Object.h:647
virtual void OnGameObjectCreate(GameObject *)
Definition ZoneScript.h:37
ObjectGuid sourceWorldObjectGUID
Definition LootMgr.h:330

References WorldObject::AddToWorld(), EnableCollision(), Map::GetGameObjectBySpawnIdStore(), GetGoState(), Object::GetGUID(), WorldObject::GetMap(), Map::GetObjectsStore(), GO_STATE_READY, TypeUnorderedMapContainer< OBJECT_TYPES, KEY_TYPE >::Insert(), Map::InsertGameObjectModel(), Object::IsInWorld(), IsTransport(), loot, m_model, m_spawnId, WorldObject::m_zoneScript, ZoneScript::OnGameObjectCreate(), Loot::sourceWorldObjectGUID, sScriptMgr, and GameObjectModel::UpdatePosition().

Referenced by Map::AddToMap().

◆ AddUniqueUse()

void GameObject::AddUniqueUse ( Player player)
931{
932 AddUse();
933 m_unique_users.insert(player->GetGUID());
934}
void AddUse()
Definition GameObject.h:238
GuidSet m_unique_users
Definition GameObject.h:382
static ObjectGuid GetGUID(Object const *o)
Definition Object.h:112

References AddUse(), Object::GetGUID(), and m_unique_users.

Referenced by Spell::EffectTransmitted(), and Use().

◆ AddUse()

◆ AI()

◆ AIM_Initialize()

bool GameObject::AIM_Initialize ( )
protected
86{
87 if (m_AI)
88 delete m_AI;
89
91
92 if (!m_AI)
93 return false;
94
96 return true;
97}
virtual void InitializeAI()
Definition GameObjectAI.h:43
GameObjectAI * SelectGameObjectAI(GameObject *go)
Definition CreatureAISelector.cpp:102

References GameObjectAI::InitializeAI(), m_AI, and FactorySelector::SelectGameObjectAI().

Referenced by Create(), StaticTransport::Create(), MotionTransport::Update(), and Update().

◆ AllowSaveToDB()

◆ BuildValuesUpdate()

void GameObject::BuildValuesUpdate ( uint8  updateType,
ByteBuffer data,
Player target 
)
overridevirtual

Reimplemented from Object.

2726{
2727 if (!target)
2728 return;
2729
2731 bool targetIsGM = target->IsGameMaster() && target->GetSession()->IsGMAccount();
2732
2733 ByteBuffer fieldBuffer;
2734
2735 UpdateMask updateMask;
2736 updateMask.SetCount(m_valuesCount);
2737
2739 uint32 visibleFlag = UF_FLAG_PUBLIC;
2740 if (GetOwnerGUID() == target->GetGUID())
2741 visibleFlag |= UF_FLAG_OWNER;
2742
2743 for (uint16 index = 0; index < m_valuesCount; ++index)
2744 {
2745 if (_fieldNotifyFlags & flags[index] ||
2746 ((updateType == UPDATETYPE_VALUES ? _changesMask.GetBit(index) : m_uint32Values[index]) && (flags[index] & visibleFlag)) ||
2747 (index == GAMEOBJECT_FLAGS && forcedFlags))
2748 {
2749 updateMask.SetBit(index);
2750
2751 if (index == GAMEOBJECT_DYNAMIC)
2752 {
2753 uint16 dynFlags = 0;
2754 int16 pathProgress = -1;
2755 switch (GetGoType())
2756 {
2758 if (ActivateToQuest(target))
2759 dynFlags |= GO_DYNFLAG_LO_ACTIVATE;
2760 break;
2763 if (ActivateToQuest(target))
2764 {
2765 dynFlags |= GO_DYNFLAG_LO_ACTIVATE;
2766 if (sWorld->getBoolConfig(CONFIG_OBJECT_SPARKLES))
2767 dynFlags |= GO_DYNFLAG_LO_SPARKLE;
2768 }
2769 else if (targetIsGM)
2770 dynFlags |= GO_DYNFLAG_LO_ACTIVATE;
2771 break;
2774 if (ActivateToQuest(target) && sWorld->getBoolConfig(CONFIG_OBJECT_SPARKLES))
2775 dynFlags |= GO_DYNFLAG_LO_SPARKLE;
2776 break;
2778 if (const StaticTransport* t = ToStaticTransport())
2779 if (t->GetPauseTime())
2780 {
2781 if (GetGoState() == GO_STATE_READY)
2782 {
2783 if (t->GetPathProgress() >= t->GetPauseTime()) // if not, send 100% progress
2784 pathProgress = int16(float(t->GetPathProgress() - t->GetPauseTime()) / float(t->GetPeriod() - t->GetPauseTime()) * 65535.0f);
2785 }
2786 else
2787 {
2788 if (t->GetPathProgress() <= t->GetPauseTime()) // if not, send 100% progress
2789 pathProgress = int16(float(t->GetPathProgress()) / float(t->GetPauseTime()) * 65535.0f);
2790 }
2791 }
2792 // else it's ignored
2793 break;
2795 if (const MotionTransport* t = ToMotionTransport())
2796 pathProgress = int16(float(t->GetPathProgress()) / float(t->GetPeriod()) * 65535.0f);
2797 break;
2798 default:
2799 break;
2800 }
2801
2802 fieldBuffer << uint16(dynFlags);
2803 fieldBuffer << int16(pathProgress);
2804 }
2805 else if (index == GAMEOBJECT_FLAGS)
2806 {
2809 {
2811 }
2812
2813 fieldBuffer << goFlags;
2814 }
2815 else
2816 fieldBuffer << m_uint32Values[index]; // other cases
2817 }
2818 }
2819
2820 *data << uint8(updateMask.GetBlockCount());
2821 updateMask.AppendToPacket(data);
2822 data->append(fieldBuffer);
2823}
std::uint8_t uint8
Definition Define.h:109
std::uint32_t uint32
Definition Define.h:107
std::uint16_t uint16
Definition Define.h:108
std::int16_t int16
Definition Define.h:104
@ CONFIG_OBJECT_SPARKLES
Definition IWorld.h:175
@ GAMEOBJECT_TYPE_MO_TRANSPORT
Definition SharedDefines.h:1575
@ GAMEOBJECT_TYPE_TRANSPORT
Definition SharedDefines.h:1571
@ GO_DYNFLAG_LO_ACTIVATE
Definition SharedDefines.h:1618
@ GO_DYNFLAG_LO_SPARKLE
Definition SharedDefines.h:1621
@ GO_FLAG_NOT_SELECTABLE
Definition SharedDefines.h:1607
@ GO_FLAG_LOCKED
Definition SharedDefines.h:1604
@ UPDATETYPE_VALUES
Definition UpdateData.h:28
uint32 GameObjectUpdateFieldFlags[GAMEOBJECT_END]
Definition UpdateFieldFlags.cpp:1492
@ UF_FLAG_PUBLIC
Definition UpdateFieldFlags.h:27
@ UF_FLAG_OWNER
Definition UpdateFieldFlags.h:29
@ GAMEOBJECT_DYNAMIC
Definition UpdateFields.h:401
@ GAMEOBJECT_FLAGS
Definition UpdateFields.h:399
Definition ByteBuffer.h:70
void append(T value)
Definition ByteBuffer.h:129
MotionTransport * ToMotionTransport()
Definition GameObject.h:326
bool HasLootRecipient() const
Definition GameObject.h:253
ObjectGuid GetOwnerGUID() const
Definition GameObject.h:173
bool ActivateToQuest(Player *target) const
Definition GameObject.cpp:1312
bool IsLootAllowedFor(Player const *player) const
Definition GameObject.cpp:2687
StaticTransport * ToStaticTransport()
Definition GameObject.h:323
Definition Transport.h:49
uint16 _fieldNotifyFlags
Definition Object.h:261
UpdateMask _changesMask
Definition Object.h:257
uint32 * m_uint32Values
Definition Object.h:253
WorldSession * GetSession() const
Definition Player.h:2005
bool IsGameMaster() const
Definition Player.h:1175
Definition Transport.h:113
Definition UpdateMask.h:25
uint32 GetBlockCount() const
Definition UpdateMask.h:62
bool GetBit(uint32 index) const
Definition UpdateMask.h:47
void SetCount(uint32 valuesCount)
Definition UpdateMask.h:65
void SetBit(uint32 index)
Definition UpdateMask.h:45
void AppendToPacket(ByteBuffer *data)
Definition UpdateMask.h:49
bool IsGMAccount() const
Definition WorldSession.cpp:180
#define sWorld
Definition World.h:363
uint32 groupLootRules
Definition GameObjectData.h:98
struct GameObjectTemplate::@231::@236 chest

References Object::_changesMask, Object::_fieldNotifyFlags, ActivateToQuest(), ByteBuffer::append(), UpdateMask::AppendToPacket(), GameObjectTemplate::chest, CONFIG_OBJECT_SPARKLES, GAMEOBJECT_DYNAMIC, GAMEOBJECT_FLAGS, GAMEOBJECT_TYPE_CHEST, GAMEOBJECT_TYPE_GENERIC, GAMEOBJECT_TYPE_GOOBER, GAMEOBJECT_TYPE_MO_TRANSPORT, GAMEOBJECT_TYPE_QUESTGIVER, GAMEOBJECT_TYPE_SPELL_FOCUS, GAMEOBJECT_TYPE_TRANSPORT, GameObjectUpdateFieldFlags, UpdateMask::GetBit(), UpdateMask::GetBlockCount(), GetGOInfo(), GetGoState(), GetGoType(), Object::GetGUID(), GetOwnerGUID(), Player::GetSession(), GO_DYNFLAG_LO_ACTIVATE, GO_DYNFLAG_LO_SPARKLE, GO_FLAG_LOCKED, GO_FLAG_NOT_SELECTABLE, GO_STATE_READY, GameObjectTemplate::groupLootRules, HasLootRecipient(), Player::IsGameMaster(), WorldSession::IsGMAccount(), IsLootAllowedFor(), Object::m_uint32Values, Object::m_valuesCount, UpdateMask::SetBit(), UpdateMask::SetCount(), sWorld, ToMotionTransport(), ToStaticTransport(), UF_FLAG_OWNER, UF_FLAG_PUBLIC, and UPDATETYPE_VALUES.

◆ CastSpell()

void GameObject::CastSpell ( Unit target,
uint32  spell 
)
2071{
2072 SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
2073 if (!spellInfo)
2074 return;
2075
2076 bool self = true;
2077 for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
2078 {
2079 if (spellInfo->Effects[i].TargetA.GetReferenceType() != TARGET_REFERENCE_TYPE_CASTER || spellInfo->Effects[i].TargetB.GetTarget())
2080 {
2081 self = false;
2082 break;
2083 }
2084 }
2085
2086 if (self && target && target->GetGUID() != GetGUID())
2087 {
2088 target->CastSpell(target, spellInfo, true);
2089 return;
2090 }
2091
2092 //summon world trigger
2093 Creature* trigger = SummonTrigger(GetPositionX(), GetPositionY(), GetPositionZ(), 0, spellInfo->CalcCastTime() + 2000, true);
2094 if (!trigger)
2095 return;
2096
2097 if (Unit* owner = GetOwner())
2098 {
2099 trigger->SetLevel(owner->GetLevel(), false);
2100 trigger->SetFaction(owner->GetFaction());
2101 // needed for GO casts for proper target validation checks
2102 trigger->SetOwnerGUID(owner->GetGUID());
2103 // xinef: fixes some duel bugs with traps]
2104 if (owner->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED))
2106 if (owner->IsFFAPvP())
2107 {
2109 {
2110 sScriptMgr->OnFfaPvpStateUpdate(trigger, true);
2112 }
2113
2114 }
2115 // xinef: Remove Immunity flags
2116 trigger->SetImmuneToNPC(false);
2117 // xinef: set proper orientation, fixes cast against stealthed targets
2118 if (target)
2119 trigger->SetInFront(target);
2120 trigger->CastSpell(target ? target : trigger, spellInfo, true, 0, 0, owner->GetGUID());
2121 }
2122 else
2123 {
2124 // xinef: set faction of gameobject, if no faction - assume hostile
2125 trigger->SetFaction(GetTemplateAddon() && GetTemplateAddon()->faction ? GetTemplateAddon()->faction : 14);
2126 // Set owner guid for target if no owner availble - needed by trigger auras
2127 // - trigger gets despawned and there's no caster avalible (see AuraEffect::TriggerSpell())
2128 // xinef: set proper orientation, fixes cast against stealthed targets
2129 if (target)
2130 trigger->SetInFront(target);
2131 trigger->CastSpell(target ? target : trigger, spellInfo, true, 0, 0, target ? target->GetGUID() : ObjectGuid::Empty);
2132 }
2133}
#define MAX_SPELL_EFFECTS
Definition DBCStructure.h:1636
@ TARGET_REFERENCE_TYPE_CASTER
Definition SpellInfo.h:89
#define sSpellMgr
Definition SpellMgr.h:825
@ UNIT_BYTE2_FLAG_FFA_PVP
Definition UnitDefines.h:138
@ UNIT_FLAG_PLAYER_CONTROLLED
Definition UnitDefines.h:253
@ UNIT_FIELD_BYTES_2
Definition UpdateFields.h:161
Definition Creature.h:43
Unit * GetOwner() const
Definition GameObject.cpp:1223
GameObjectTemplateAddon const * GetTemplateAddon() const
Definition GameObject.cpp:915
Definition ObjectGuid.h:118
bool HasByteFlag(uint16 index, uint8 offset, uint8 flag) const
Definition Object.cpp:949
void SetByteFlag(uint16 index, uint8 offset, uint8 newFlag)
Definition Object.cpp:911
Definition SpellInfo.h:316
std::array< SpellEffectInfo, MAX_SPELL_EFFECTS > Effects
Definition SpellInfo.h:393
uint32 CalcCastTime(Unit *caster=nullptr, Spell *spell=nullptr) const
Definition SpellInfo.cpp:2352
Definition Unit.h:636
void SetFaction(uint32 faction)
Definition Unit.cpp:10097
void SetImmuneToNPC(bool apply, bool keepCombat=false)
Definition Unit.cpp:13662
void SetLevel(uint8 lvl, bool showLevelChange=true)
Definition Unit.cpp:15512
SpellCastResult CastSpell(SpellCastTargets const &targets, SpellInfo const *spellInfo, CustomSpellValues const *value, TriggerCastFlags triggerFlags=TRIGGERED_NONE, Item *castItem=nullptr, AuraEffect const *triggeredByAura=nullptr, ObjectGuid originalCaster=ObjectGuid::Empty)
Definition Unit.cpp:1178
void SetOwnerGUID(ObjectGuid owner)
Definition Unit.cpp:10618
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition Unit.h:719
void SetInFront(WorldObject const *target)
Definition Unit.cpp:20575
Creature * SummonTrigger(float x, float y, float z, float ang, uint32 dur, bool setLevel=false, CreatureAI *(*GetAI)(Creature *)=nullptr)
Definition Object.cpp:2417
float GetPositionZ() const
Definition Position.h:123
float GetPositionX() const
Definition Position.h:121
float GetPositionY() const
Definition Position.h:122

References SpellInfo::CalcCastTime(), Unit::CastSpell(), SpellInfo::Effects, ObjectGuid::Empty, GameObjectTemplateAddon::faction, Object::GetGUID(), Object::GetGUID(), GetOwner(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), GetTemplateAddon(), Object::HasByteFlag(), MAX_SPELL_EFFECTS, Object::SetByteFlag(), Unit::SetFaction(), Unit::SetImmuneToNPC(), Unit::SetInFront(), Unit::SetLevel(), Unit::SetOwnerGUID(), Unit::SetUnitFlag(), sScriptMgr, sSpellMgr, WorldObject::SummonTrigger(), TARGET_REFERENCE_TYPE_CASTER, UNIT_BYTE2_FLAG_FFA_PVP, UNIT_FIELD_BYTES_2, and UNIT_FLAG_PLAYER_CONTROLLED.

Referenced by npc_midsummer_ribbon_pole_target::DoFlameCircleChecks(), instance_onyxias_lair::instance_onyxias_lair_InstanceMapScript::OnGameObjectCreate(), go_harpoon_canon::OnGossipHello(), SmartScript::ProcessAction(), go_direbrew_mole_machine::go_direbrew_mole_machineAI::Reset(), npc_deaths_door_fell_cannon_target_bunny::npc_deaths_door_fell_cannon_target_bunnyAI::SpellHit(), Update(), go_suppression_device::go_suppression_deviceAI::UpdateAI(), go_witherbark_totem_bundle::go_witherbark_totem_bundleAI::UpdateAI(), and Use().

◆ CheckRitualList()

void GameObject::CheckRitualList ( )
private
202{
203 if (m_unique_users.empty())
204 return;
205
207 if (!animSpell)
208 animSpell = GetSpellId();
209
210 for (GuidSet::iterator itr = m_unique_users.begin(); itr != m_unique_users.end();)
211 {
212 if (*itr == GetOwnerGUID())
213 {
214 ++itr;
215 continue;
216 }
217
218 bool erase = true;
219 if (Player* channeler = ObjectAccessor::GetPlayer(*this, *itr))
220 if (Spell* spell = channeler->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
221 if (spell->m_spellInfo->Id == animSpell)
222 erase = false;
223
224 if (erase)
225 m_unique_users.erase(itr++);
226 else
227 ++itr;
228 }
229}
@ CURRENT_CHANNELED_SPELL
Definition Unit.h:539
uint32 GetSpellId() const
Definition GameObject.h:181
Definition Player.h:1081
Definition Spell.h:287
Player * GetPlayer(Map const *, ObjectGuid const guid)
Definition ObjectAccessor.cpp:220
uint32 animSpell
Definition GameObjectData.h:233
struct GameObjectTemplate::@231::@247 summoningRitual

References GameObjectTemplate::animSpell, CURRENT_CHANNELED_SPELL, GetGOInfo(), GetOwnerGUID(), ObjectAccessor::GetPlayer(), GetSpellId(), m_unique_users, and GameObjectTemplate::summoningRitual.

Referenced by Update(), and Use().

◆ CleanupsBeforeDelete()

void GameObject::CleanupsBeforeDelete ( bool  finalCleanup = true)
overridevirtual

Reimplemented from WorldObject.

Reimplemented in MotionTransport, and StaticTransport.

105{
106 if (GetTransport() && !ToTransport())
107 {
109 SetTransport(nullptr);
112 }
113
114 if (IsInWorld())
116
117 if (m_uint32Values) // field array can be not exist if GameOBject not loaded
119}
@ MOVEMENTFLAG_ONTRANSPORT
Definition UnitDefines.h:374
void RemoveFromWorld() override
Definition GameObject.cpp:168
void RemoveFromOwner()
Definition GameObject.cpp:121
Transport * ToTransport()
Definition GameObject.h:320
virtual void RemovePassenger(WorldObject *passenger, bool withAll=false)=0
void SetTransport(Transport *t)
Definition Object.h:605
Transport * GetTransport() const
Definition Object.h:597
MovementInfo m_movementInfo
Definition Object.h:607
void Reset()
Definition Object.h:292
void RemoveMovementFlag(uint32 flag)
Definition Object.h:338
struct MovementInfo::TransportInfo transport

References WorldObject::GetTransport(), Object::IsInWorld(), WorldObject::m_movementInfo, Object::m_uint32Values, MOVEMENTFLAG_ONTRANSPORT, RemoveFromOwner(), RemoveFromWorld(), MovementInfo::RemoveMovementFlag(), Transport::RemovePassenger(), MovementInfo::TransportInfo::Reset(), WorldObject::SetTransport(), ToTransport(), and MovementInfo::transport.

Referenced by MotionTransport::CleanupsBeforeDelete(), and StaticTransport::CleanupsBeforeDelete().

◆ ClearRitualList()

void GameObject::ClearRitualList ( )
private
232{
233 if (m_unique_users.empty())
234 return;
235
237 if (!animSpell)
238 animSpell = GetSpellId();
239
240 for (ObjectGuid const& guid : m_unique_users)
241 {
242 if (Player* channeler = ObjectAccessor::GetPlayer(*this, guid))
243 if (Spell* spell = channeler->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
244 if (spell->m_spellInfo->Id == animSpell)
245 {
246 spell->SendChannelUpdate(0);
247 spell->finish();
248 }
249 }
250
251 m_unique_users.clear();
252}

References GameObjectTemplate::animSpell, CURRENT_CHANNELED_SPELL, GetGOInfo(), ObjectAccessor::GetPlayer(), GetSpellId(), m_unique_users, and GameObjectTemplate::summoningRitual.

Referenced by Delete(), and Update().

◆ Create()

bool GameObject::Create ( ObjectGuid::LowType  guidlow,
uint32  name_id,
Map map,
uint32  phaseMask,
float  x,
float  y,
float  z,
float  ang,
G3D::Quat const &  rotation,
uint32  animprogress,
GOState  go_state,
uint32  artKit = 0 
)
virtual

Reimplemented in StaticTransport.

255{
256 ASSERT(map);
257 SetMap(map);
258
259 Relocate(x, y, z, ang);
260 m_stationaryPosition.Relocate(x, y, z, ang);
261 if (!IsPositionValid())
262 {
263 LOG_ERROR("entities.gameobject", "Gameobject (GUID: {} Entry: {}) not created. Suggested coordinates isn't valid (X: {} Y: {})", guidlow, name_id, x, y);
264 return false;
265 }
266
267 SetPhaseMask(phaseMask, false);
268
270
272 if (m_zoneScript)
273 {
274 name_id = m_zoneScript->GetGameObjectEntry(guidlow, name_id);
275 if (!name_id)
276 return false;
277 }
278
279 GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(name_id);
280 if (!goinfo)
281 {
282 LOG_ERROR("sql.sql", "Gameobject (GUID: {} Entry: {}) not created: non-existing entry in `gameobject_template`. Map: {} (X: {} Y: {} Z: {})", guidlow, name_id, map->GetId(), x, y, z);
283 return false;
284 }
285
286 Object::_Create(guidlow, goinfo->entry, HighGuid::GameObject);
287
288 m_goInfo = goinfo;
289
290 if (goinfo->type >= MAX_GAMEOBJECT_TYPE)
291 {
292 LOG_ERROR("sql.sql", "Gameobject (GUID: {} Entry: {}) not created: non-existing GO type '{}' in `gameobject_template`. It will crash client if created.", guidlow, name_id, goinfo->type);
293 return false;
294 }
295
296 GameObjectAddon const* addon = sObjectMgr->GetGameObjectAddon(GetSpawnId());
297
298 // hackfix for the hackfix down below
299 switch (goinfo->entry)
300 {
301 // excluded ids from the hackfix below
302 // used switch since there should be more
303 case 181233: // maexxna portal effect
304 case 181575: // maexxna portal
305 case 20992: // theramore black shield
306 case 21042: // theramore guard badge
307 SetLocalRotation(rotation);
308 break;
309 default:
310 // xinef: hackfix - but make it possible to use original WorldRotation (using special gameobject addon data)
311 // pussywizard: temporarily calculate WorldRotation from orientation, do so until values in db are correct
312 if (addon && addon->invisibilityType == INVISIBILITY_GENERAL && addon->InvisibilityValue == 0)
313 {
314 SetLocalRotation(rotation);
315 }
316 else
317 {
319 }
320 break;
321 }
322
323 // pussywizard: no PathRotation for normal gameobjects
324 SetTransportPathRotation(0.0f, 0.0f, 0.0f, 1.0f);
325
326 SetObjectScale(goinfo->size);
327
328 if (GameObjectTemplateAddon const* templateAddon = GetTemplateAddon())
329 {
330 SetUInt32Value(GAMEOBJECT_FACTION, templateAddon->faction);
331 ReplaceAllGameObjectFlags((GameObjectFlags)templateAddon->flags);
332 }
333
334 SetEntry(goinfo->entry);
335
336 // set name for logs usage, doesn't affect anything ingame
337 SetName(goinfo->name);
338
339 // GAMEOBJECT_BYTES_1, index at 0, 1, 2 and 3
341
343 {
344 if (InstanceScript* instance = GetInstanceScript())
345 {
346 switch (uint8 state = instance->GetStoredGameObjectState(GetSpawnId()))
347 {
348 case 0:
350 SwitchDoorOrButton(true);
351 break;
352 case 1:
353 case 2:
354 SetGoState((GOState)state);
355 break;
356 default:
357 SetGoState(go_state);
358 break;
359 }
360 }
361 }
362 else
363 {
364 SetGoState(go_state);
365 }
366
367 SetGoArtKit(artKit);
368
369 SetDisplayId(goinfo->displayId);
370
371 if (!m_model)
373
374 switch (goinfo->type)
375 {
377 SetGoAnimProgress(animprogress);
379 break;
384 break;
387 break;
389 if (GetGOInfo()->trap.stealthed)
390 {
393 }
394
395 if (GetGOInfo()->trap.invisible)
396 {
399 }
400 break;
401 default:
402 SetGoAnimProgress(animprogress);
403 break;
404 }
405
406 if (addon)
407 {
408 if (addon->InvisibilityValue)
409 {
412 }
413 }
414
417
418 if (uint32 linkedEntry = GetGOInfo()->GetLinkedGameObjectEntry())
419 {
420 GameObject* linkedGO = new GameObject();
421 if (linkedGO->Create(map->GenerateLowGuid<HighGuid::GameObject>(), linkedEntry, map, phaseMask, x, y, z, ang, rotation, 255, GO_STATE_READY))
422 {
423 SetLinkedTrap(linkedGO);
424 map->AddToMap(linkedGO);
425 }
426 else
427 {
428 delete linkedGO;
429 }
430 }
431
432 // Check if GameObject is Large
433 if (goinfo->IsLargeGameObject())
434 {
436 }
437
438 // Check if GameObject is Infinite
439 if (goinfo->IsInfiniteGameObject())
440 {
442 }
443
444 return true;
445}
#define ASSERT
Definition Errors.h:68
GOState
Definition GameObjectData.h:688
#define LOG_ERROR(filterType__,...)
Definition Log.h:157
#define sObjectMgr
Definition ObjectMgr.h:1636
uint32 urand(uint32 min, uint32 max)
Definition Random.cpp:44
GameobjectTypes
Definition SharedDefines.h:1559
@ GAMEOBJECT_TYPE_TRAP
Definition SharedDefines.h:1566
@ GAMEOBJECT_TYPE_FISHINGHOLE
Definition SharedDefines.h:1585
@ GAMEOBJECT_TYPE_FISHINGNODE
Definition SharedDefines.h:1577
@ GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING
Definition SharedDefines.h:1593
@ STEALTH_TRAP
Definition SharedDefines.h:1248
@ INVISIBILITY_GENERAL
Definition SharedDefines.h:1255
@ INVISIBILITY_TRAP
Definition SharedDefines.h:1258
#define MAX_GAMEOBJECT_TYPE
Definition SharedDefines.h:1598
GameObjectFlags
Definition SharedDefines.h:1602
@ GAMEOBJECT_FACTION
Definition UpdateFields.h:402
void AddFlag(FLAG_TYPE flag)
Definition Object.h:373
void AddValue(FLAG_TYPE flag, T_VALUES value)
Definition Object.h:378
void SetLocalRotationAngles(float z_rot, float y_rot, float x_rot)
Definition GameObject.cpp:2240
GameObject()
Definition GameObject.cpp:41
void SetGoState(GOState state)
Definition GameObject.cpp:2462
void SetTransportPathRotation(float qx, float qy, float qz, float qw)
Definition GameObject.cpp:2232
void SetGoArtKit(uint8 artkit)
Definition GameObject.cpp:1428
void SetPhaseMask(uint32 newPhaseMask, bool update) override
Definition GameObject.cpp:2581
void SetLocalRotation(G3D::Quat const &rot)
Definition GameObject.cpp:2218
void SetGoAnimProgress(uint8 animprogress)
Definition GameObject.h:209
virtual bool Create(ObjectGuid::LowType guidlow, uint32 name_id, Map *map, uint32 phaseMask, float x, float y, float z, float ang, G3D::Quat const &rotation, uint32 animprogress, GOState go_state, uint32 artKit=0)
Definition GameObject.cpp:254
GameObjectModel * CreateModel()
Definition GameObject.cpp:2941
void SetGoType(GameobjectTypes type)
Definition GameObject.h:203
void SetLinkedTrap(GameObject *linkedTrap)
Definition GameObject.h:260
ObjectGuid::LowType GetSpawnId() const
Definition GameObject.h:144
bool AIM_Initialize()
Definition GameObject.cpp:85
virtual uint32 GetScriptId() const
Definition GameObject.cpp:2182
void SetDisplayId(uint32 displayid)
Definition GameObject.cpp:2575
void ReplaceAllGameObjectFlags(GameObjectFlags flags)
Definition GameObject.h:219
bool IsInstanceGameobject() const
Definition GameObject.cpp:2498
void SwitchDoorOrButton(bool activate, bool alternative=false)
Definition GameObject.cpp:1451
Definition InstanceScript.h:143
ObjectGuid::LowType GenerateLowGuid()
Definition Map.h:487
uint32 GetId() const
Definition Map.h:229
bool AddToMap(T *, bool checkTransport=false)
Definition Map.cpp:394
void _Create(ObjectGuid::LowType guidlow, uint32 entry, HighGuid guidhigh)
Definition Object.cpp:134
void SetEntry(uint32 entry)
Definition Object.h:116
virtual void SetObjectScale(float scale)
Definition Object.h:119
void SetUInt32Value(uint16 index, uint32 value)
Definition Object.cpp:650
InstanceScript * GetInstanceScript() const
Definition Object.cpp:1203
FlaggedValuesArray32< int32, uint32, InvisibilityType, TOTAL_INVISIBILITY_TYPES > m_invisibility
Definition Object.h:525
uint32 LastUsedScriptID
Definition Object.h:594
void SetName(std::string const &newname)
Definition Object.h:464
void SetZoneScript()
Definition Object.cpp:2346
virtual void SetMap(Map *map)
Definition Object.cpp:2116
void UpdatePositionData()
Definition Object.cpp:1165
FlaggedValuesArray32< int32, uint32, StealthType, TOTAL_STEALTH_TYPES > m_stealth
Definition Object.h:522
void SetVisibilityDistanceOverride(VisibilityDistanceType type)
Definition Object.cpp:1131
virtual uint32 GetGameObjectEntry(ObjectGuid::LowType, uint32 entry)
Definition ZoneScript.h:32
Definition GameObjectData.h:681
uint32 InvisibilityValue
Definition GameObjectData.h:683
InvisibilityType invisibilityType
Definition GameObjectData.h:682
Definition GameObjectData.h:664
Definition GameObjectData.h:31
uint32 intactNumHits
Definition GameObjectData.h:351
uint32 stealthed
Definition GameObjectData.h:124
uint32 type
Definition GameObjectData.h:33
uint32 entry
Definition GameObjectData.h:32
bool IsLargeGameObject() const
Definition GameObjectData.h:593
struct GameObjectTemplate::@231::@259 building
bool IsInfiniteGameObject() const
Definition GameObjectData.h:618
uint32 minSuccessOpens
Definition GameObjectData.h:87
uint32 invisible
Definition GameObjectData.h:126
uint32 damagedNumHits
Definition GameObjectData.h:356
std::string name
Definition GameObjectData.h:35
uint32 maxSuccessOpens
Definition GameObjectData.h:88
float size
Definition GameObjectData.h:39
uint32 displayId
Definition GameObjectData.h:34
static float NormalizeOrientation(float o)
Definition Position.h:237
float GetOrientation() const
Definition Position.h:124
bool IsPositionValid() const
Definition Position.cpp:176
uint32 MaxOpens
Definition GameObject.h:60
struct GameObjectValue::@228 FishingHole
struct GameObjectValue::@230 Building
uint32 MaxHealth
Definition GameObject.h:71
uint32 Health
Definition GameObject.h:70

References Object::_Create(), FlaggedValuesArray32< T_VALUES, T_FLAGS, FLAG_TYPE, ARRAY_SIZE >::AddFlag(), Map::AddToMap(), FlaggedValuesArray32< T_VALUES, T_FLAGS, FLAG_TYPE, ARRAY_SIZE >::AddValue(), AIM_Initialize(), ASSERT, GameObjectValue::Building, GameObjectTemplate::building, Create(), CreateModel(), GameObjectTemplate::damagedNumHits, GameObjectTemplate::displayId, GameObjectTemplate::entry, GameObjectValue::FishingHole, GameObject(), GameObject, GAMEOBJECT_FACTION, GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING, GAMEOBJECT_TYPE_FISHINGHOLE, GAMEOBJECT_TYPE_FISHINGNODE, GAMEOBJECT_TYPE_TRAP, Map::GenerateLowGuid(), ZoneScript::GetGameObjectEntry(), GetGOInfo(), Map::GetId(), WorldObject::GetInstanceScript(), Position::GetOrientation(), GetScriptId(), GetSpawnId(), GetTemplateAddon(), GO_STATE_READY, GameObjectValue::Health, Infinite, GameObjectTemplate::intactNumHits, INVISIBILITY_GENERAL, INVISIBILITY_TRAP, GameObjectAddon::invisibilityType, GameObjectAddon::InvisibilityValue, GameObjectTemplate::invisible, GameObjectTemplate::IsInfiniteGameObject(), IsInstanceGameobject(), GameObjectTemplate::IsLargeGameObject(), Position::IsPositionValid(), Large, WorldObject::LastUsedScriptID, LOG_ERROR, m_goInfo, m_goValue, WorldObject::m_invisibility, m_model, m_stationaryPosition, WorldObject::m_stealth, WorldObject::m_zoneScript, MAX_GAMEOBJECT_TYPE, GameObjectValue::MaxHealth, GameObjectValue::MaxOpens, GameObjectTemplate::maxSuccessOpens, GameObjectTemplate::minSuccessOpens, GameObjectTemplate::name, Position::NormalizeOrientation(), Position::Relocate(), ReplaceAllGameObjectFlags(), SetDisplayId(), Object::SetEntry(), SetGoAnimProgress(), SetGoArtKit(), SetGoState(), SetGoType(), SetLinkedTrap(), SetLocalRotation(), SetLocalRotationAngles(), WorldObject::SetMap(), WorldObject::SetName(), Object::SetObjectScale(), SetPhaseMask(), SetTransportPathRotation(), Object::SetUInt32Value(), WorldObject::SetVisibilityDistanceOverride(), WorldObject::SetZoneScript(), GameObjectTemplate::size, sObjectMgr, STEALTH_TRAP, GameObjectTemplate::stealthed, SwitchDoorOrButton(), GameObjectTemplate::type, WorldObject::UpdatePositionData(), and urand().

Referenced by Battleground::AddObject(), Create(), Spell::EffectDuel(), Spell::EffectSummonObject(), Spell::EffectSummonObjectWild(), Spell::EffectTransmitted(), OutdoorPvPSI::HandleDropFlag(), gobject_commandscript::HandleGameObjectAddCommand(), LoadGameObjectFromDB(), Battlefield::SpawnGameObject(), Map::SummonGameObject(), and WorldObject::SummonGameObject().

◆ CreateModel()

GameObjectModel * GameObject::CreateModel ( )
protected
2942{
2943 return GameObjectModel::Create(std::make_unique<GameObjectModelOwnerImpl>(this), sWorld->GetDataPath());
2944}
static GameObjectModel * Create(std::unique_ptr< GameObjectModelOwnerBase > modelOwner, std::string const &dataPath)
Definition GameObjectModel.cpp:168

References GameObjectModel::Create(), and sWorld.

Referenced by Create(), StaticTransport::Create(), MotionTransport::CreateMoTrans(), and UpdateModel().

◆ Delete()

void GameObject::Delete ( )
983{
986
988
990
991 if (GameObjectTemplateAddon const* addon = GetTemplateAddon())
993
994 // Xinef: if ritual gameobject is removed, clear anim spells
997
998 uint32 poolid = m_spawnId ? sPoolMgr->IsPartOfAPool<GameObject>(m_spawnId) : 0;
999 if (poolid)
1000 sPoolMgr->UpdatePool<GameObject>(poolid, m_spawnId);
1001 else
1003}
#define sPoolMgr
Definition PoolMgr.h:163
@ GAMEOBJECT_TYPE_SUMMONING_RITUAL
Definition SharedDefines.h:1578
void SetLootState(LootState s, Unit *unit=nullptr)
Definition GameObject.cpp:2427
void ClearRitualList()
Definition GameObject.cpp:231
void AddObjectToRemoveList()
Definition Object.cpp:2160
void SendObjectDeSpawnAnim(ObjectGuid guid)
Definition Object.cpp:2109

References WorldObject::AddObjectToRemoveList(), ClearRitualList(), GAMEOBJECT_TYPE_SUMMONING_RITUAL, GetGOInfo(), Object::GetGUID(), GetTemplateAddon(), GO_NOT_READY, GO_STATE_READY, m_spawnId, RemoveFromOwner(), ReplaceAllGameObjectFlags(), WorldObject::SendObjectDeSpawnAnim(), SetGoState(), SetLootState(), and sPoolMgr.

Referenced by MotionTransport::DelayedTeleportTransport(), OPvPCapturePoint::DelCapturePoint(), OPvPCapturePoint::DelObject(), go_ahune_ice_stone::GossipSelect(), OutdoorPvPSI::HandleCustomSpell(), instance_razorfen_downs::instance_razorfen_downs_InstanceMapScript::OnGameObjectCreate(), go_ulduar_working_harpoon::OnGossipHello(), Unit::RemoveAllGameObjects(), Unit::RemoveGameObject(), Update(), go_celestial_planetarium_access::go_celestial_planetarium_accessAI::UpdateAI(), and Use().

◆ DeleteFromDB()

void GameObject::DeleteFromDB ( )
1173{
1175 sObjectMgr->DeleteGOData(m_spawnId);
1176
1178 stmt->SetData(0, m_spawnId);
1179 WorldDatabase.Execute(stmt);
1180
1181 stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_EVENT_GAMEOBJECT);
1182 stmt->SetData(0, m_spawnId);
1183 WorldDatabase.Execute(stmt);
1184}
DatabaseWorkerPool< WorldDatabaseConnection > WorldDatabase
Accessor to the world database.
Definition DatabaseEnv.cpp:20
@ WORLD_DEL_EVENT_GAMEOBJECT
Definition WorldDatabase.h:38
@ WORLD_DEL_GAMEOBJECT
Definition WorldDatabase.h:37
void RemoveGORespawnTime(ObjectGuid::LowType dbGuid)
Definition Map.cpp:2590
Acore::Types::is_default< T > SetData(const uint8 index, T value)
Definition PreparedStatement.h:77
Definition PreparedStatement.h:157

References WorldObject::GetMap(), m_spawnId, Map::RemoveGORespawnTime(), PreparedStatementBase::SetData(), sObjectMgr, WORLD_DEL_EVENT_GAMEOBJECT, WORLD_DEL_GAMEOBJECT, and WorldDatabase.

◆ DespawnOrUnsummon()

void GameObject::DespawnOrUnsummon ( Milliseconds  delay = 0ms,
Seconds  forcedRespawnTime = 0s 
)
937{
938 if (delay > 0ms)
939 {
940 if (!m_despawnDelay || m_despawnDelay > delay.count())
941 {
942 m_despawnDelay = delay.count();
943 m_despawnRespawnTime = forceRespawnTime;
944 }
945 }
946 else
947 {
948 if (m_goData)
949 {
950 int32 const respawnDelay = (forceRespawnTime > 0s) ? forceRespawnTime.count() : m_goData->spawntimesecs;
951 SetRespawnTime(respawnDelay);
952 }
953
954 // Respawn is handled by the gameobject itself.
955 // If we delete it from world, it simply never respawns...
956 // Uncomment this and remove the following lines if dynamic spawn is implemented.
957 // Delete();
958 {
962
963 if (GameObject* trap = GetLinkedTrap())
964 {
965 trap->DespawnOrUnsummon();
966 }
967
968 if (GameObjectTemplateAddon const* addon = GetTemplateAddon())
969 {
971 }
972
973 uint32 poolid = m_spawnId ? sPoolMgr->IsPartOfAPool<GameObject>(m_spawnId) : 0;
974 if (poolid)
975 {
976 sPoolMgr->UpdatePool<GameObject>(poolid, m_spawnId);
977 }
978 }
979 }
980}
@ GO_JUST_DEACTIVATED
Definition GameObject.h:113
GameObject * GetLinkedTrap()
Definition GameObject.cpp:2720
void SetRespawnTime(int32 respawn)
Definition GameObject.cpp:1288
int32 spawntimesecs
Definition GameObjectData.h:706

References Object::GetGUID(), GetLinkedTrap(), GetTemplateAddon(), GO_JUST_DEACTIVATED, GO_STATE_READY, m_despawnDelay, m_despawnRespawnTime, m_goData, m_spawnId, ReplaceAllGameObjectFlags(), WorldObject::SendObjectDeSpawnAnim(), SetGoState(), SetLootState(), SetRespawnTime(), GameObjectData::spawntimesecs, and sPoolMgr.

Referenced by Spell::EffectActivateObject(), instance_deadmines::instance_deadmines_InstanceMapScript::OnGameObjectCreate(), instance_molten_core::instance_molten_core_InstanceMapScript::OnGameObjectCreate(), instance_hyjal::instance_mount_hyjal_InstanceMapScript::OnGameObjectCreate(), instance_temple_of_ahnqiraj::instance_temple_of_ahnqiraj_InstanceMapScript::OnGameObjectCreate(), go_strange_pool::OnGossipHello(), SmartScript::ProcessAction(), go_ahune_ice_spear::Reset(), go_skull_pile::SendActionMenu(), go_firework_show::SpawnNextFirework(), npc_midsummer_bonfire::StampOut(), and Update().

◆ EnableCollision()

void GameObject::EnableCollision ( bool  enable)
2590{
2591 if (!m_model)
2592 return;
2593
2594 /*if (enable && !GetMap()->ContainsGameObjectModel(*m_model))
2595 GetMap()->InsertGameObjectModel(*m_model);*/
2596
2597 uint32 phaseMask = 0;
2598 if (enable && !sDisableMgr->IsDisabledFor(DISABLE_TYPE_GO_LOS, GetEntry(), nullptr))
2599 phaseMask = GetPhaseMask();
2600
2601 m_model->enable(phaseMask);
2602}
#define sDisableMgr
Definition DisableMgr.h:88
@ DISABLE_TYPE_GO_LOS
Definition DisableMgr.h:35
void enable(uint32 ph_mask)
Definition GameObjectModel.h:67
uint32 GetPhaseMask() const
Definition Object.h:451

References DISABLE_TYPE_GO_LOS, GameObjectModel::enable(), Object::GetEntry(), WorldObject::GetPhaseMask(), m_model, and sDisableMgr.

Referenced by AddToWorld(), instance_ulduar::instance_ulduar_InstanceMapScript::OnGameObjectCreate(), SetDestructibleState(), SetGoState(), and SetPhaseMask().

◆ EventInform()

void GameObject::EventInform ( uint32  eventId)
2171{
2172 if (!eventId)
2173 return;
2174
2175 if (AI())
2176 AI()->EventInform(eventId);
2177
2178 if (m_zoneScript)
2179 m_zoneScript->ProcessEvent(this, eventId);
2180}
virtual void EventInform(uint32)
Definition GameObjectAI.h:65
GameObjectAI * AI() const
Definition GameObject.h:305
virtual void ProcessEvent(WorldObject *, uint32)
Definition ZoneScript.h:54

References AI(), GameObjectAI::EventInform(), WorldObject::m_zoneScript, and ZoneScript::ProcessEvent().

Referenced by MotionTransport::DoEventIfAny(), SetDestructibleState(), and Use().

◆ GameobjectStateToInt()

uint8 GameObject::GameobjectStateToInt ( GOState state) const
2533{
2534 uint8 m_state = 3;
2535
2536 if (state)
2537 {
2538 switch (*state)
2539 {
2540 case GO_STATE_ACTIVE:
2541 m_state = 0;
2542 return m_state;
2543 case GO_STATE_READY:
2544 m_state = 1;
2545 return m_state;
2547 m_state = 2;
2548 return m_state;
2549 }
2550 }
2551
2552 // Returning any value that is not one of the specified ones
2553 // Which will default into the invalid part of the switch
2554 return m_state;
2555}
@ GO_STATE_ACTIVE
Definition GameObjectData.h:689
@ GO_STATE_ACTIVE_ALTERNATIVE
Definition GameObjectData.h:691

References GO_STATE_ACTIVE, GO_STATE_ACTIVE_ALTERNATIVE, and GO_STATE_READY.

Referenced by SaveStateToDB().

◆ GetAIName()

std::string const & GameObject::GetAIName ( ) const
100{
101 return sObjectMgr->GetGameObjectTemplate(GetEntry())->AIName;
102}

References Object::GetEntry(), and sObjectMgr.

Referenced by GetDebugInfo().

◆ GetDebugInfo()

std::string GameObject::GetDebugInfo ( ) const
overridevirtual

Reimplemented from Object.

Reimplemented in MotionTransport.

3073{
3074 std::stringstream sstr;
3075 sstr << WorldObject::GetDebugInfo() << "\n"
3076 << "SpawnId: " << GetSpawnId() << " GoState: " << std::to_string(GetGoState()) << " ScriptId: " << GetScriptId() << " AIName: " << GetAIName();
3077 return sstr.str();
3078}
std::string const & GetAIName() const
Definition GameObject.cpp:99
std::string GetDebugInfo() const override
Definition Object.cpp:2497

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

Referenced by MotionTransport::GetDebugInfo().

◆ GetDestructibleState()

GameObjectDestructibleState GameObject::GetDestructibleState ( ) const
inline
294 {
300 }
@ GO_FLAG_DESTROYED
Definition SharedDefines.h:1611
@ GO_FLAG_DAMAGED
Definition SharedDefines.h:1610
@ GO_DESTRUCTIBLE_DESTROYED
Definition SharedDefines.h:1629
@ GO_DESTRUCTIBLE_INTACT
Definition SharedDefines.h:1627
@ GO_DESTRUCTIBLE_DAMAGED
Definition SharedDefines.h:1628
bool HasGameObjectFlag(GameObjectFlags flags) const
Definition GameObject.h:216

References GO_DESTRUCTIBLE_DAMAGED, GO_DESTRUCTIBLE_DESTROYED, GO_DESTRUCTIBLE_INTACT, GO_FLAG_DAMAGED, GO_FLAG_DESTROYED, and HasGameObjectFlag().

Referenced by ModifyHealth().

◆ GetDisplayId()

uint32 GameObject::GetDisplayId ( ) const
inline
@ GAMEOBJECT_DISPLAYID
Definition UpdateFields.h:398
uint32 GetUInt32Value(uint16 index) const
Definition Object.cpp:305

References GAMEOBJECT_DISPLAYID, and Object::GetUInt32Value().

Referenced by GameObjectModelOwnerImpl::GetDisplayId(), and spell_zulfarrak_unlocking::HandleOpenLock().

◆ GetDynamicFlags()

uint32 GameObject::GetDynamicFlags ( ) const
inlineoverridevirtual

Reimplemented from Object.

References GAMEOBJECT_DYNAMIC, and Object::GetUInt32Value().

◆ GetFishLoot()

void GameObject::GetFishLoot ( Loot fishLoot,
Player lootOwner,
bool  junk = false 
)
1006{
1007 fishLoot->clear();
1008
1009 uint32 zone, area;
1010 uint32 defaultZone = 1;
1011 GetZoneAndAreaId(zone, area);
1012
1013 uint16 lootMode = junk ? LOOT_MODE_JUNK_FISH : LOOT_MODE_DEFAULT;
1014 // Check to fill loot in the order area - zone - defaultZone.
1015 // This is because area and zone is not set in some places, like Off the coast of Storm Peaks.
1016 uint32 lootZones[] = { area, zone, defaultZone };
1017 for (uint32 fillZone : lootZones)
1018 {
1019 fishLoot->FillLoot(fillZone, LootTemplates_Fishing, lootOwner, true, true, lootMode);
1020
1021 // If the loot is filled and the loot is eligible, then we break out of the loop.
1022 if (!fishLoot->empty() && !fishLoot->isLooted())
1023 break;
1024 }
1025}
LootStore LootTemplates_Fishing("fishing_loot_template", "area id", true)
@ LOOT_MODE_DEFAULT
Definition SharedDefines.h:43
@ LOOT_MODE_JUNK_FISH
Definition SharedDefines.h:48
void GetZoneAndAreaId(uint32 &zoneid, uint32 &areaid) const
Definition Object.cpp:3164
bool empty() const
Definition LootMgr.h:367
bool isLooted() const
Definition LootMgr.h:368
void clear()
Definition LootMgr.h:343
bool FillLoot(uint32 lootId, LootStore const &store, Player *lootOwner, bool personal, bool noEmptyError=false, uint16 lootMode=LOOT_MODE_DEFAULT, WorldObject *lootSource=nullptr)
Definition LootMgr.cpp:570

References Loot::clear(), Loot::empty(), Loot::FillLoot(), WorldObject::GetZoneAndAreaId(), Loot::isLooted(), LOOT_MODE_DEFAULT, LOOT_MODE_JUNK_FISH, and LootTemplates_Fishing.

Referenced by Player::SendLoot().

◆ GetGameObjectData()

GameObjectData const * GameObject::GetGameObjectData ( ) const
inline

◆ GetGameObjectFlags()

GameObjectFlags GameObject::GetGameObjectFlags ( ) const
inline

◆ GetGoAnimProgress()

uint8 GameObject::GetGoAnimProgress ( ) const
inline
208{ return GetByteValue(GAMEOBJECT_BYTES_1, 3); }
@ GAMEOBJECT_BYTES_1
Definition UpdateFields.h:404
uint8 GetByteValue(uint16 index, uint8 offset) const
Definition Object.cpp:323

References GAMEOBJECT_BYTES_1, and Object::GetByteValue().

Referenced by Spell::EffectDummy(), SaveToDB(), Update(), and Use().

◆ GetGoArtKit()

uint8 GameObject::GetGoArtKit ( ) const
inline
206{ return GetByteValue(GAMEOBJECT_BYTES_1, 2); }

References GAMEOBJECT_BYTES_1, and Object::GetByteValue().

Referenced by SaveToDB().

◆ GetGOInfo()

GameObjectTemplate const * GameObject::GetGOInfo ( ) const
inline
136{ return m_goInfo; }

References m_goInfo.

Referenced by ActivateToQuest(), BuildValuesUpdate(), Spell::CheckCast(), Spell::CheckEffectTarget(), CheckRitualList(), ClearRitualList(), Create(), StaticTransport::Create(), Delete(), WorldSession::DoLootRelease(), Spell::EffectOpenLock(), MotionTransport::EnableMovement(), BattlegroundSA::EventPlayerDamagedGO(), Player::GetDefaultGossipMenuForSource(), GetScriptId(), GetSpellForLock(), GetStationaryO(), GetStationaryX(), GetStationaryY(), GetStationaryZ(), GetTemplateAddon(), go_celestial_planetarium_access::go_celestial_planetarium_accessAI::GossipHello(), WorldSession::HandleAlterAppearance(), OutdoorPvPSI::HandleCustomSpell(), gobject_commandscript::HandleGameObjectMoveCommand(), gobject_commandscript::HandleGameObjectTurnCommand(), OPvPCapturePoint::HandlePlayerEnter(), OPvPCapturePoint::HandlePlayerLeave(), IsAtInteractDistance(), IsAtInteractDistance(), IsDestructibleBuilding(), IsMotionTransport(), IsNeverVisible(), IsStaticTransport(), IsTransport(), LoadGameObjectFromDB(), MotionTransport::LoadStaticPassengers(), ModifyHealth(), instance_naxxramas::OnGameObjectCreate(), instance_naxxramas::OnGameObjectRemove(), icecrown_citadel_teleport::OnGossipHello(), go_simon_cluster::OnGossipHello(), go_apexis_relic::OnGossipHello(), Acore::NearestGameObjectFishingHole::operator()(), Acore::GameObjectInRangeCheck::operator()(), Acore::GameObjectFocusCheck::operator()(), RemoveFromOwner(), Creature::SaveToDB(), SaveToDB(), BfCapturePoint::SendChangePhase(), OPvPCapturePoint::SendChangePhase(), Player::SendLoot(), Spell::SendLoot(), BfCapturePoint::SetCapturePointData(), SetLootState(), ToMotionTransport(), ToMotionTransport(), ToStaticTransport(), ToStaticTransport(), ToTransport(), ToTransport(), BfCapturePoint::Update(), OPvPCapturePoint::Update(), MotionTransport::Update(), OPvPCapturePointNA::Update(), Update(), UpdateVisibilityOf_helper(), Use(), and UseDoorOrButton().

◆ GetGoState()

◆ GetGoType()

◆ GetGOValue()

GameObjectValue const * GameObject::GetGOValue ( ) const
inline
139{ return &m_goValue; }

References m_goValue.

Referenced by WorldSession::DoLootRelease(), and Transport::GetPathProgress().

◆ GetInteractionDistance()

float GameObject::GetInteractionDistance ( ) const
2858{
2859 switch (GetGoType())
2860 {
2862 return 0.0f;
2868 return 5.5555553f;
2870 return 10.0f;
2873 return 3.0f;
2875 return 100.0f;
2877 return 20.0f + CONTACT_DISTANCE; // max spell range
2883 return 5.0f;
2884 // Following values are not blizzlike
2887 // Successful mailbox interaction is rather critical to the client, failing it will start a minute-long cooldown until the next mail query may be executed.
2888 // And since movement info update is not sent with mailbox interaction query, server may find the player outside of interaction range. Thus we increase it.
2889 return 10.0f; // 5.0f is blizzlike
2890 default:
2891 return INTERACTION_DISTANCE;
2892 }
2893}
#define INTERACTION_DISTANCE
Definition ObjectDefines.h:24
#define CONTACT_DISTANCE
Definition ObjectDefines.h:23
@ GAMEOBJECT_TYPE_GUILD_BANK
Definition SharedDefines.h:1594
@ GAMEOBJECT_TYPE_MINI_GAME
Definition SharedDefines.h:1587
@ GAMEOBJECT_TYPE_CAMERA
Definition SharedDefines.h:1573
@ GAMEOBJECT_TYPE_MAP_OBJECT
Definition SharedDefines.h:1574
@ GAMEOBJECT_TYPE_FLAGDROP
Definition SharedDefines.h:1586
@ GAMEOBJECT_TYPE_MAILBOX
Definition SharedDefines.h:1579
@ GAMEOBJECT_TYPE_FLAGSTAND
Definition SharedDefines.h:1584
@ GAMEOBJECT_TYPE_CHAIR
Definition SharedDefines.h:1567
@ GAMEOBJECT_TYPE_TEXT
Definition SharedDefines.h:1569
@ GAMEOBJECT_TYPE_DUNGEON_DIFFICULTY
Definition SharedDefines.h:1591
@ GAMEOBJECT_TYPE_AREADAMAGE
Definition SharedDefines.h:1572
@ GAMEOBJECT_TYPE_BARBER_CHAIR
Definition SharedDefines.h:1592
@ GAMEOBJECT_TYPE_DOOR
Definition SharedDefines.h:1560
@ GAMEOBJECT_TYPE_BINDER
Definition SharedDefines.h:1564

References CONTACT_DISTANCE, GAMEOBJECT_TYPE_AREADAMAGE, GAMEOBJECT_TYPE_BARBER_CHAIR, GAMEOBJECT_TYPE_BINDER, GAMEOBJECT_TYPE_CAMERA, GAMEOBJECT_TYPE_CHAIR, GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING, GAMEOBJECT_TYPE_DOOR, GAMEOBJECT_TYPE_DUNGEON_DIFFICULTY, GAMEOBJECT_TYPE_FISHINGHOLE, GAMEOBJECT_TYPE_FISHINGNODE, GAMEOBJECT_TYPE_FLAGDROP, GAMEOBJECT_TYPE_FLAGSTAND, GAMEOBJECT_TYPE_GUILD_BANK, GAMEOBJECT_TYPE_MAILBOX, GAMEOBJECT_TYPE_MAP_OBJECT, GAMEOBJECT_TYPE_MINI_GAME, GAMEOBJECT_TYPE_QUESTGIVER, GAMEOBJECT_TYPE_TEXT, GetGoType(), and INTERACTION_DISTANCE.

Referenced by IsAtInteractDistance().

◆ getLevelForTarget()

uint8 GameObject::getLevelForTarget ( WorldObject const *  target) const
inlineoverridevirtual

Reimplemented from WorldObject.

276 {
277 if (Unit* owner = GetOwner())
278 return owner->getLevelForTarget(target);
279
280 return 1;
281 }

References GetOwner().

◆ GetLinkedTrap()

GameObject * GameObject::GetLinkedTrap ( )
2721{
2723}
ObjectGuid m_linkedTrap
Definition GameObject.h:403
GameObject * GetGameObject(WorldObject const &u, ObjectGuid const guid)
Definition ObjectAccessor.cpp:184

References ObjectAccessor::GetGameObject(), and m_linkedTrap.

Referenced by DespawnOrUnsummon(), Spell::EffectSummonObjectWild(), Spell::EffectTransmitted(), RemoveFromWorld(), go_direbrew_mole_machine::go_direbrew_mole_machineAI::Reset(), TriggeringLinkedGameObject(), and Update().

◆ GetLocalRotation()

G3D::Quat const & GameObject::GetLocalRotation ( ) const
inline
150{ return m_localRotation; }
G3D::Quat m_localRotation
Definition GameObject.h:395

References m_localRotation.

Referenced by GetWorldRotation().

◆ GetLootGenerationTime()

uint32 GameObject::GetLootGenerationTime ( ) const
inline
257{ return m_lootGenerationTime; }

References m_lootGenerationTime.

Referenced by Player::SendLoot().

◆ GetLootMode()

uint16 GameObject::GetLootMode ( ) const
inline

◆ GetLootRecipient()

Player * GameObject::GetLootRecipient ( ) const
2618{
2619 if (!m_lootRecipient)
2620 return nullptr;
2622}
ObjectGuid m_lootRecipient
Definition GameObject.h:398
Player * FindConnectedPlayer(ObjectGuid const guid)
Definition ObjectAccessor.cpp:257

References ObjectAccessor::FindConnectedPlayer(), and m_lootRecipient.

◆ GetLootRecipientGroup()

Group * GameObject::GetLootRecipientGroup ( ) const
2625{
2627 return nullptr;
2628 return sGroupMgr->GetGroupByGUID(m_lootRecipientGroup);
2629}
#define sGroupMgr
Definition GroupMgr.h:51

References m_lootRecipientGroup, and sGroupMgr.

Referenced by IsLootAllowedFor().

◆ getLootState()

◆ GetNameForLocaleIdx()

std::string const & GameObject::GetNameForLocaleIdx ( LocaleConstant  locale_idx) const
overridevirtual

Reimplemented from WorldObject.

2193{
2194 if (loc_idx != DEFAULT_LOCALE)
2195 {
2196 uint8 uloc_idx = uint8(loc_idx);
2197 if (GameObjectLocale const* cl = sObjectMgr->GetGameObjectLocale(GetEntry()))
2198 if (cl->Name.size() > uloc_idx && !cl->Name[uloc_idx].empty())
2199 return cl->Name[uloc_idx];
2200 }
2201
2202 return GetName();
2203}
#define DEFAULT_LOCALE
Definition Common.h:79
std::string const & GetName() const
Definition Object.h:463
Definition GameObjectData.h:674

References DEFAULT_LOCALE, Object::GetEntry(), WorldObject::GetName(), and sObjectMgr.

Referenced by gobject_commandscript::HandleGameObjectRespawn().

◆ GetOwner()

Unit * GameObject::GetOwner ( ) const
1224{
1225 return ObjectAccessor::GetUnit(*this, GetOwnerGUID());
1226}
Unit * GetUnit(WorldObject const &, ObjectGuid const guid)
Definition ObjectAccessor.cpp:199

References GetOwnerGUID(), and ObjectAccessor::GetUnit().

Referenced by CastSpell(), Spell::EffectOpenLock(), getLevelForTarget(), go_soulwell::go_soulwellAI::GossipHello(), IsAlwaysVisibleFor(), TriggeringLinkedGameObject(), Update(), and Use().

◆ GetOwnerGUID()

◆ GetPackedLocalRotation()

int64 GameObject::GetPackedLocalRotation ( ) const
inline
151{ return m_packedRotation; }

References m_packedRotation.

◆ GetRespawnDelay()

uint32 GameObject::GetRespawnDelay ( ) const
inline

◆ GetRespawnPosition()

void GameObject::GetRespawnPosition ( float &  x,
float &  y,
float &  z,
float *  ori = nullptr 
) const
2826{
2827 if (m_spawnId)
2828 {
2829 if (GameObjectData const* data = sObjectMgr->GetGameObjectData(m_spawnId))
2830 {
2831 x = data->posX;
2832 y = data->posY;
2833 z = data->posZ;
2834 if (ori)
2835 *ori = data->orientation;
2836 return;
2837 }
2838 }
2839
2840 x = GetPositionX();
2841 y = GetPositionY();
2842 z = GetPositionZ();
2843 if (ori)
2844 *ori = GetOrientation();
2845}
Definition GameObjectData.h:696

References Position::GetOrientation(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), m_spawnId, and sObjectMgr.

◆ GetRespawnTime()

time_t GameObject::GetRespawnTime ( ) const
inline

◆ GetRespawnTimeEx()

time_t GameObject::GetRespawnTimeEx ( ) const
2909{
2910 time_t now = GameTime::GetGameTime().count();
2911 if (m_respawnTime > now)
2912 return m_respawnTime;
2913 else
2914 return now;
2915}
Seconds GetGameTime()
Definition GameTime.cpp:38

References GameTime::GetGameTime(), and m_respawnTime.

Referenced by gobject_commandscript::HandleGameObjectTargetCommand().

◆ GetScriptId()

◆ GetSpawnId()

◆ GetSpellForLock()

SpellInfo const * GameObject::GetSpellForLock ( Player const *  player) const
2994{
2995 if (!player)
2996 {
2997 return nullptr;
2998 }
2999
3000 uint32 lockId = GetGOInfo()->GetLockId();
3001 if (!lockId)
3002 {
3003 return nullptr;
3004 }
3005
3006 LockEntry const* lock = sLockStore.LookupEntry(lockId);
3007 if (!lock)
3008 {
3009 return nullptr;
3010 }
3011
3012 for (uint8 i = 0; i < MAX_LOCK_CASE; ++i)
3013 {
3014 if (!lock->Type[i])
3015 {
3016 continue;
3017 }
3018
3019 if (lock->Type[i] == LOCK_KEY_SPELL)
3020 {
3021 if (SpellInfo const* spell = sSpellMgr->GetSpellInfo(lock->Index[i]))
3022 {
3023 return spell;
3024 }
3025 }
3026
3027 if (lock->Type[i] != LOCK_KEY_SKILL)
3028 {
3029 break;
3030 }
3031
3032 for (auto&& playerSpell : player->GetSpellMap())
3033 {
3034 if (SpellInfo const* spell = sSpellMgr->GetSpellInfo(playerSpell.first))
3035 {
3036 for (auto&& effect : spell->Effects)
3037 {
3038 if (effect.Effect == SPELL_EFFECT_OPEN_LOCK && ((uint32) effect.MiscValue) == lock->Index[i])
3039 {
3040 if (effect.CalcValue(player) >= int32(lock->Skill[i]))
3041 {
3042 return spell;
3043 }
3044 }
3045 }
3046 }
3047 }
3048 }
3049
3050 return nullptr;
3051}
DBCStorage< LockEntry > sLockStore(LockEntryfmt)
#define MAX_LOCK_CASE
Definition DBCStructure.h:1304
@ SPELL_EFFECT_OPEN_LOCK
Definition SharedDefines.h:811
@ LOCK_KEY_SKILL
Definition SharedDefines.h:2586
@ LOCK_KEY_SPELL
Definition SharedDefines.h:2587
uint32 GetLockId() const
Definition GameObjectData.h:427
Definition DBCStructure.h:1307
uint32 Type[MAX_LOCK_CASE]
Definition DBCStructure.h:1309
uint32 Index[MAX_LOCK_CASE]
Definition DBCStructure.h:1310
uint32 Skill[MAX_LOCK_CASE]
Definition DBCStructure.h:1311

References GetGOInfo(), GameObjectTemplate::GetLockId(), Player::GetSpellMap(), LockEntry::Index, LOCK_KEY_SKILL, LOCK_KEY_SPELL, MAX_LOCK_CASE, LockEntry::Skill, sLockStore, SPELL_EFFECT_OPEN_LOCK, sSpellMgr, and LockEntry::Type.

Referenced by IsAtInteractDistance().

◆ GetSpellId()

uint32 GameObject::GetSpellId ( ) const
inline

◆ GetStationaryO()

float GameObject::GetStationaryO ( ) const
inlineoverridevirtual

◆ GetStationaryX()

float GameObject::GetStationaryX ( ) const
inlineoverridevirtual

◆ GetStationaryY()

float GameObject::GetStationaryY ( ) const
inlineoverridevirtual

◆ GetStationaryZ()

float GameObject::GetStationaryZ ( ) const
inlineoverridevirtual

◆ GetTemplateAddon()

GameObjectTemplateAddon const * GameObject::GetTemplateAddon ( ) const

◆ GetUniqueUseCount()

uint32 GameObject::GetUniqueUseCount ( ) const
inline
241{ return m_unique_users.size(); }

References m_unique_users.

Referenced by Update(), and Use().

◆ GetUseCount()

uint32 GameObject::GetUseCount ( ) const
inline
240{ return m_usetimes; }

References m_usetimes.

Referenced by WorldSession::DoLootRelease().

◆ GetWorldRotation()

G3D::Quat GameObject::GetWorldRotation ( ) const
2246{
2247 G3D::Quat localRotation = GetLocalRotation();
2248 if (Transport* transport = GetTransport())
2249 {
2250 G3D::Quat worldRotation = transport->GetWorldRotation();
2251
2252 G3D::Quat worldRotationQuat(worldRotation.x, worldRotation.y, worldRotation.z, worldRotation.w);
2253 G3D::Quat localRotationQuat(localRotation.x, localRotation.y, localRotation.z, localRotation.w);
2254
2255 G3D::Quat resultRotation = localRotationQuat * worldRotationQuat;
2256
2257 return G3D::Quat(resultRotation.x, resultRotation.y, resultRotation.z, resultRotation.w);
2258 }
2259 return localRotation;
2260}
G3D::Quat const & GetLocalRotation() const
Definition GameObject.h:150
Definition Transport.h:30

References GetLocalRotation(), and WorldObject::GetTransport().

Referenced by IsAtInteractDistance().

◆ HasGameObjectFlag()

bool GameObject::HasGameObjectFlag ( GameObjectFlags  flags) const
inline
216{ return HasFlag(GAMEOBJECT_FLAGS, flags) != 0; }
bool HasFlag(uint16 index, uint32 flag) const
Definition Object.cpp:889

References GAMEOBJECT_FLAGS, and Object::HasFlag().

Referenced by GetDestructibleState(), WorldSession::HandleGameobjectReportUse(), and Use().

◆ hasInvolvedQuest()

bool GameObject::hasInvolvedQuest ( uint32  quest_id) const
overridevirtual

Reimplemented from Object.

1201{
1202 QuestRelationBounds qir = sObjectMgr->GetGOQuestInvolvedRelationBounds(GetEntry());
1203 for (QuestRelations::const_iterator itr = qir.first; itr != qir.second; ++itr)
1204 {
1205 if (itr->second == quest_id)
1206 return true;
1207 }
1208 return false;
1209}
std::pair< QuestRelations::const_iterator, QuestRelations::const_iterator > QuestRelationBounds
Definition ObjectMgr.h:525

References Object::GetEntry(), and sObjectMgr.

◆ HasLootMode()

bool GameObject::HasLootMode ( uint16  lootMode) const
inline
228{ return m_LootMode & lootMode; }

References m_LootMode.

◆ HasLootRecipient()

bool GameObject::HasLootRecipient ( ) const
inline

◆ hasQuest()

bool GameObject::hasQuest ( uint32  quest_id) const
overridevirtual

Reimplemented from Object.

1190{
1191 QuestRelationBounds qr = sObjectMgr->GetGOQuestRelationBounds(GetEntry());
1192 for (QuestRelations::const_iterator itr = qr.first; itr != qr.second; ++itr)
1193 {
1194 if (itr->second == quest_id)
1195 return true;
1196 }
1197 return false;
1198}

References Object::GetEntry(), and sObjectMgr.

◆ IsAllowedToSaveToDB()

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

References m_saveStateOnDb.

Referenced by SetGoState().

◆ IsAlwaysVisibleFor()

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

Reimplemented from WorldObject.

1249{
1251 return true;
1252
1254 return true;
1255
1256 if (!seer)
1257 return false;
1258
1259 // Always seen by owner and friendly units
1260 if (ObjectGuid guid = GetOwnerGUID())
1261 {
1262 if (seer->GetGUID() == guid)
1263 return true;
1264
1265 Unit* owner = GetOwner();
1266 if (owner)
1267 {
1268 if (seer->IsUnit() && owner->IsFriendlyTo(seer->ToUnit()))
1269 return true;
1270 }
1271 }
1272
1273 return false;
1274}
bool IsDestructibleBuilding() const
Definition GameObject.cpp:1216
bool IsFriendlyTo(Unit const *unit) const
Definition Unit.cpp:10282
virtual bool IsAlwaysVisibleFor(WorldObject const *) const
Definition Object.h:667

References Object::GetGUID(), GetOwner(), GetOwnerGUID(), WorldObject::IsAlwaysVisibleFor(), IsDestructibleBuilding(), Unit::IsFriendlyTo(), IsTransport(), Object::IsUnit(), and Object::ToUnit().

◆ IsAtInteractDistance() [1/2]

bool GameObject::IsAtInteractDistance ( Player const *  player,
SpellInfo const *  spell = nullptr 
) const
2947{
2948 if (spell || (spell = GetSpellForLock(player)))
2949 {
2950 float maxRange = spell->GetMaxRange(spell->IsPositive());
2951
2953 {
2954 return maxRange * maxRange >= GetExactDistSq(player);
2955 }
2956
2957 if (sGameObjectDisplayInfoStore.LookupEntry(GetGOInfo()->displayId))
2958 {
2959 return IsAtInteractDistance(*player, maxRange);
2960 }
2961 }
2962
2964}
DBCStorage< GameObjectDisplayInfoEntry > sGameObjectDisplayInfoStore(GameObjectDisplayInfofmt)
bool IsAtInteractDistance(Position const &pos, float radius) const
Definition GameObject.cpp:2966
SpellInfo const * GetSpellForLock(Player const *player) const
Definition GameObject.cpp:2993
float GetInteractionDistance() const
Definition GameObject.cpp:2857
float GetExactDistSq(float x, float y, float z) const
Definition Position.h:174

References GAMEOBJECT_TYPE_SPELL_FOCUS, Position::GetExactDistSq(), GetGOInfo(), GetGoType(), GetInteractionDistance(), SpellInfo::GetMaxRange(), GetSpellForLock(), IsAtInteractDistance(), SpellInfo::IsPositive(), and sGameObjectDisplayInfoStore.

◆ IsAtInteractDistance() [2/2]

bool GameObject::IsAtInteractDistance ( Position const &  pos,
float  radius 
) const
2967{
2968 if (GameObjectDisplayInfoEntry const* displayInfo = sGameObjectDisplayInfoStore.LookupEntry(GetGOInfo()->displayId))
2969 {
2970 float scale = GetObjectScale();
2971
2972 float minX = displayInfo->minX * scale - radius;
2973 float minY = displayInfo->minY * scale - radius;
2974 float minZ = displayInfo->minZ * scale - radius;
2975 float maxX = displayInfo->maxX * scale + radius;
2976 float maxY = displayInfo->maxY * scale + radius;
2977 float maxZ = displayInfo->maxZ * scale + radius;
2978
2979 G3D::Quat worldRotation = GetWorldRotation();
2980 G3D::Quat worldRotationQuat(worldRotation.x, worldRotation.y, worldRotation.z, worldRotation.w);
2981
2982 return G3D::CoordinateFrame {{worldRotationQuat}, {GetPositionX(), GetPositionY(), GetPositionZ()}}.toWorldSpace(G3D::Box {{minX, minY, minZ}, {maxX, maxY, maxZ}}).contains({pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ()});
2983 }
2984
2985 return GetExactDist(&pos) <= radius;
2986}
G3D::Quat GetWorldRotation() const
Definition GameObject.cpp:2245
float GetObjectScale() const
Definition Object.h:118
Definition DBCStructure.h:999
float GetExactDist(float x, float y, float z) const
Definition Position.h:182

References Position::GetExactDist(), GetGOInfo(), Object::GetObjectScale(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), GetWorldRotation(), and sGameObjectDisplayInfoStore.

Referenced by IsAtInteractDistance(), and IsWithinDistInMap().

◆ IsDestructibleBuilding()

bool GameObject::IsDestructibleBuilding ( ) const
1217{
1218 GameObjectTemplate const* gInfo = GetGOInfo();
1219 if (!gInfo) return false;
1221}

References GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING, GetGOInfo(), and GameObjectTemplate::type.

Referenced by IsAlwaysVisibleFor(), and ModifyHealth().

◆ IsInRange()

bool GameObject::IsInRange ( float  x,
float  y,
float  z,
float  radius 
) const

Check if the distance between the 2 objects is 0, can happen if both objects are on the same position. The code below this check wont crash if dist is 0 because 0/0 in float operations is valid, and returns infinite

2144{
2146 if (!info)
2147 return IsWithinDist3d(x, y, z, radius);
2148
2149 float sinA = std::sin(GetOrientation());
2150 float cosA = cos(GetOrientation());
2151 float dx = x - GetPositionX();
2152 float dy = y - GetPositionY();
2153 float dz = z - GetPositionZ();
2154 float dist = std::sqrt(dx * dx + dy * dy);
2157 if (G3D::fuzzyEq(dist, 0.0f))
2158 return true;
2159
2160 float scale = GetObjectScale();
2161 float sinB = dx / dist;
2162 float cosB = dy / dist;
2163 dx = dist * (cosA * cosB + sinA * sinB);
2164 dy = dist * (cosA * sinB - sinA * cosB);
2165 return dx < (info->maxX * scale) + radius && dx > (info->minX * scale) - radius
2166 && dy < (info->maxY * scale) + radius && dy > (info->minY * scale) - radius
2167 && dz < (info->maxZ * scale) + radius && dz > (info->minZ * scale) - radius;
2168}
bool IsWithinDist3d(float x, float y, float z, float dist) const
Definition Object.cpp:1306
float maxX
Definition DBCStructure.h:1006
float maxY
Definition DBCStructure.h:1007
float minY
Definition DBCStructure.h:1004
float minX
Definition DBCStructure.h:1003
float minZ
Definition DBCStructure.h:1005
float maxZ
Definition DBCStructure.h:1008

References GameObjectTemplate::displayId, Object::GetObjectScale(), Position::GetOrientation(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), WorldObject::IsWithinDist3d(), m_goInfo, GameObjectDisplayInfoEntry::maxX, GameObjectDisplayInfoEntry::maxY, GameObjectDisplayInfoEntry::maxZ, GameObjectDisplayInfoEntry::minX, GameObjectDisplayInfoEntry::minY, GameObjectDisplayInfoEntry::minZ, and sGameObjectDisplayInfoStore.

Referenced by _IsWithinDist(), Acore::GameObjectInRangeCheck::operator()(), Acore::AnyPlayerExactPositionInGameObjectRangeCheck::operator()(), and Acore::WorldObjectSpellAreaTargetCheck::operator()().

◆ IsInSkillupList()

bool GameObject::IsInSkillupList ( ObjectGuid  playerGuid) const
3060{
3061 for (auto const& itr : m_SkillupList)
3062 {
3063 if (itr.first == playerGuid)
3064 {
3065 return true;
3066 }
3067 }
3068
3069 return false;
3070}

References m_SkillupList.

Referenced by Spell::EffectOpenLock().

◆ IsInstanceGameobject()

bool GameObject::IsInstanceGameobject ( ) const
2499{
2500 // Avoid checking for unecessary gameobjects whose
2501 // states don't matter for the dungeon progression
2503 {
2504 return false;
2505 }
2506
2507 if (auto* map = FindMap())
2508 {
2509 if (map->IsDungeon() || map->IsRaid())
2510 {
2511 return true;
2512 }
2513 }
2514 return false;
2515}
bool ValidateGameobjectType() const
Definition GameObject.cpp:2517
Map * FindMap() const
Definition Object.h:537

References WorldObject::FindMap(), and ValidateGameobjectType().

Referenced by Create(), SaveStateToDB(), and SetGoState().

◆ IsInvisibleDueToDespawn()

bool GameObject::IsInvisibleDueToDespawn ( ) const
overridevirtual

Reimplemented from WorldObject.

1277{
1279 return true;
1280
1281 // Despawned
1282 if (!isSpawned())
1283 return true;
1284
1285 return false;
1286}
bool isSpawned() const
Definition GameObject.h:189
virtual bool IsInvisibleDueToDespawn() const
Definition Object.h:668

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

◆ IsLootAllowedFor()

bool GameObject::IsLootAllowedFor ( Player const *  player) const
2688{
2690 {
2691 return true;
2692 }
2693
2694 if (player->GetGUID() == m_lootRecipient)
2695 {
2696 return true;
2697 }
2698
2699 if (player->HasPendingBind())
2700 {
2701 return false;
2702 }
2703
2704 // if we dont have a group we arent the recipient
2705 // if go doesnt have group bound it means it was solo killed by someone else
2706 Group const* playerGroup = player->GetGroup();
2707 if (!playerGroup || playerGroup != GetLootRecipientGroup())
2708 {
2709 return false;
2710 }
2711
2712 if (!HasAllowedLooter(player->GetGUID()))
2713 {
2714 return false;
2715 }
2716
2717 return true;
2718}
Group * GetLootRecipientGroup() const
Definition GameObject.cpp:2624
Definition Group.h:169
bool HasAllowedLooter(ObjectGuid guid) const
Definition Object.cpp:3204

References Player::GetGroup(), Object::GetGUID(), GetLootRecipientGroup(), WorldObject::HasAllowedLooter(), Player::HasPendingBind(), m_lootRecipient, and m_lootRecipientGroup.

Referenced by BuildValuesUpdate().

◆ IsMotionTransport()

bool GameObject::IsMotionTransport ( ) const
inline

◆ IsNeverVisible()

bool GameObject::IsNeverVisible ( ) const
overridevirtual

Reimplemented from WorldObject.

1238{
1240 return true;
1241
1242 if (GetGoType() == GAMEOBJECT_TYPE_SPELL_FOCUS && GetGOInfo()->spellFocus.serverOnly == 1)
1243 return true;
1244
1245 return false;
1246}
virtual bool IsNeverVisible() const
Definition Object.h:666
uint32 serverOnly
Definition GameObjectData.h:107

References GAMEOBJECT_TYPE_SPELL_FOCUS, GetGOInfo(), GetGoType(), WorldObject::IsNeverVisible(), and GameObjectTemplate::serverOnly.

◆ isSpawned()

◆ isSpawnedByDefault()

bool GameObject::isSpawnedByDefault ( ) const
inline

◆ IsStaticTransport()

bool GameObject::IsStaticTransport ( ) const
inline

◆ IsTransport()

◆ IsWithinDistInMap() [1/2]

bool GameObject::IsWithinDistInMap ( Player const *  player) const

◆ IsWithinDistInMap() [2/2]

bool WorldObject::IsWithinDistInMap ( WorldObject const *  obj,
float  dist2compare,
bool  is3D = true,
bool  useBoundingRadius = true 
) const
1333{
1334 return obj && IsInMap(obj) && InSamePhase(obj) && _IsWithinDist(obj, dist2compare, is3D, useBoundingRadius);
1335}
bool _IsWithinDist(WorldObject const *obj, float dist2compare, bool, bool) const override
Object distance/size - overridden from Object::_IsWithinDist. Needs to take in account proper GO size...
Definition GameObject.h:415

◆ LoadFromDB()

bool GameObject::LoadFromDB ( ObjectGuid::LowType  guid,
Map map 
)
inline
159{ return LoadGameObjectFromDB(guid, map, false); }
bool LoadGameObjectFromDB(ObjectGuid::LowType guid, Map *map, bool addToMap=true)
Definition GameObject.cpp:1108

References LoadGameObjectFromDB().

Referenced by GridObjectLoader::LoadGameObjects().

◆ LoadGameObjectFromDB()

bool GameObject::LoadGameObjectFromDB ( ObjectGuid::LowType  guid,
Map map,
bool  addToMap = true 
)
1109{
1110 GameObjectData const* data = sObjectMgr->GetGameObjectData(spawnId);
1111
1112 if (!data)
1113 {
1114 LOG_ERROR("sql.sql", "Gameobject (GUID: {}) not found in table `gameobject`, can't load. ", spawnId);
1115 return false;
1116 }
1117
1118 uint32 entry = data->id;
1119 //uint32 map_id = data->mapid; // already used before call
1120 uint32 phaseMask = data->phaseMask;
1121 float x = data->posX;
1122 float y = data->posY;
1123 float z = data->posZ;
1124 float ang = data->orientation;
1125
1126 uint32 animprogress = data->animprogress;
1127 GOState go_state = data->go_state;
1128 uint32 artKit = data->artKit;
1129
1130 m_goData = data;
1131 m_spawnId = spawnId;
1132
1133 if (!Create(map->GenerateLowGuid<HighGuid::GameObject>(), entry, map, phaseMask, x, y, z, ang, data->rotation, animprogress, go_state, artKit))
1134 return false;
1135
1136 if (data->spawntimesecs >= 0)
1137 {
1138 m_spawnedByDefault = true;
1139
1140 if (!GetGOInfo()->GetDespawnPossibility() && !GetGOInfo()->IsDespawnAtAction())
1141 {
1144 m_respawnTime = 0;
1145 }
1146 else
1147 {
1150
1151 // ready to respawn
1153 {
1154 m_respawnTime = 0;
1156 }
1157 }
1158 }
1159 else
1160 {
1161 m_spawnedByDefault = false;
1163 m_respawnTime = 0;
1164 }
1165
1166 if (addToMap && !GetMap()->AddToMap(this))
1167 return false;
1168
1169 return true;
1170}
@ GO_FLAG_NODESPAWN
Definition SharedDefines.h:1608
void SetGameObjectFlag(GameObjectFlags flags)
Definition GameObject.h:217
time_t GetGORespawnTime(ObjectGuid::LowType dbGuid) const
Definition Map.h:429
float orientation
Definition GameObjectData.h:704
float posZ
Definition GameObjectData.h:703
uint8 artKit
Definition GameObjectData.h:711
G3D::Quat rotation
Definition GameObjectData.h:705
uint32 animprogress
Definition GameObjectData.h:708
float posX
Definition GameObjectData.h:701
uint32 phaseMask
Definition GameObjectData.h:700
float posY
Definition GameObjectData.h:702
uint32 id
Definition GameObjectData.h:698
GOState go_state
Definition GameObjectData.h:709

References GameObjectData::animprogress, GameObjectData::artKit, Create(), GameObject, Map::GenerateLowGuid(), GameTime::GetGameTime(), GetGOInfo(), Map::GetGORespawnTime(), WorldObject::GetMap(), GO_FLAG_NODESPAWN, GameObjectData::go_state, GameObjectData::id, LOG_ERROR, m_goData, m_respawnDelayTime, m_respawnTime, m_spawnedByDefault, m_spawnId, GameObjectData::orientation, GameObjectData::phaseMask, GameObjectData::posX, GameObjectData::posY, GameObjectData::posZ, Map::RemoveGORespawnTime(), GameObjectData::rotation, SetGameObjectFlag(), sObjectMgr, and GameObjectData::spawntimesecs.

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

◆ LookupFishingHoleAround()

GameObject * GameObject::LookupFishingHoleAround ( float  range)
1394{
1395 GameObject* ok = nullptr;
1396
1397 Acore::NearestGameObjectFishingHole u_check(*this, range);
1399
1400 Cell::VisitGridObjects(this, checker, range);
1401 return ok;
1402}
Definition GridNotifiers.h:682
Definition GridNotifiers.h:319
static void VisitGridObjects(WorldObject const *obj, T &visitor, float radius)
Definition CellImpl.h:165

References Cell::VisitGridObjects().

Referenced by Use().

◆ ModifyHealth()

void GameObject::ModifyHealth ( int32  change,
Unit attackerOrHealer = nullptr,
uint32  spellId = 0 
)
Todo:
: is there any packet for healing?
2263{
2265 return;
2266
2267 // if this building doesn't have health, return
2269 return;
2270
2271 sScriptMgr->OnGameObjectModifyHealth(this, attackerOrHealer, change, sSpellMgr->GetSpellInfo(spellId));
2272
2273 // if the health isn't being changed, return
2274 if (!change)
2275 return;
2276
2278 change = 0;
2279
2280 // prevent double destructions of the same object
2281 if (change < 0 && !m_goValue.Building.Health)
2282 return;
2283
2284 if (int32(m_goValue.Building.Health) + change <= 0)
2288 else
2289 m_goValue.Building.Health += change;
2290
2291 // Set the health bar, value = 255 * healthPct;
2293
2294 Player* player = attackerOrHealer->GetCharmerOrOwnerPlayerOrPlayerItself();
2295
2296 // dealing damage, send packet
2298 if (player)
2299 {
2300 WorldPacket data(SMSG_DESTRUCTIBLE_BUILDING_DAMAGE, 8 + 8 + 8 + 4 + 4);
2301 data << GetPackGUID();
2302 data << attackerOrHealer->GetPackGUID();
2303 data << player->GetPackGUID();
2304 data << uint32(-change); // change < 0 triggers SPELL_BUILDING_HEAL combat log event
2305 // change >= 0 triggers SPELL_BUILDING_DAMAGE event
2306 data << uint32(spellId);
2307 player->GetSession()->SendPacket(&data);
2308 }
2309
2311
2313 newState = GO_DESTRUCTIBLE_DESTROYED;
2314 else if (m_goValue.Building.Health <= GetGOInfo()->building.damagedNumHits)
2315 newState = GO_DESTRUCTIBLE_DAMAGED;
2317 newState = GO_DESTRUCTIBLE_INTACT;
2318
2319 if (newState == GetDestructibleState())
2320 return;
2321
2322 SetDestructibleState(newState, player, false);
2323}
GameObjectDestructibleState
Definition SharedDefines.h:1626
void SetDestructibleState(GameObjectDestructibleState state, Player *eventInvoker=nullptr, bool setHealth=false)
Definition GameObject.cpp:2325
GameObjectDestructibleState GetDestructibleState() const
Definition GameObject.h:293
PackedGuid const & GetPackGUID() const
Definition Object.h:114
Player * GetCharmerOrOwnerPlayerOrPlayerItself() const
Definition Unit.cpp:10661
Definition WorldPacket.h:26
void SendPacket(WorldPacket const *packet)
Send a packet to the client.
Definition WorldSession.cpp:226
@ SMSG_DESTRUCTIBLE_BUILDING_DAMAGE
Definition Opcodes.h:80

References GameObjectValue::Building, GameObjectTemplate::damagedNumHits, Unit::GetCharmerOrOwnerPlayerOrPlayerItself(), GetDestructibleState(), GetGOInfo(), Object::GetPackGUID(), Player::GetSession(), GO_DESTRUCTIBLE_DAMAGED, GO_DESTRUCTIBLE_DESTROYED, GO_DESTRUCTIBLE_INTACT, GameObjectValue::Health, IsDestructibleBuilding(), m_allowModifyDestructibleBuilding, m_goValue, GameObjectValue::MaxHealth, WorldSession::SendPacket(), SetDestructibleState(), SetGoAnimProgress(), SMSG_DESTRUCTIBLE_BUILDING_DAMAGE, sScriptMgr, and sSpellMgr.

Referenced by Spell::EffectGameObjectDamage(), and Spell::EffectGameObjectRepair().

◆ Refresh()

void GameObject::Refresh ( )
921{
922 // not refresh despawned not casted GO (despawned casted GO destroyed in all cases anyway)
924 return;
925
926 if (isSpawned())
927 GetMap()->AddToMap(this);
928}

References Map::AddToMap(), WorldObject::GetMap(), isSpawned(), m_respawnTime, and m_spawnedByDefault.

Referenced by BattlegroundSA::ResetObjs().

◆ RemoveFromOwner()

void GameObject::RemoveFromOwner ( )
private
122{
123 ObjectGuid ownerGUID = GetOwnerGUID();
124 if (!ownerGUID)
125 return;
126
127 if (Unit* owner = ObjectAccessor::GetUnit(*this, ownerGUID))
128 {
129 owner->RemoveGameObject(this, false);
131 return;
132 }
133
134 LOG_DEBUG("entities.gameobject", "Delete GameObject ({} Entry: {} SpellId {} LinkedGO {}) that lost references to owner {} GO list.",
135 GetGUID().ToString(), GetGOInfo()->entry, m_spellId, GetGOInfo()->GetLinkedGameObjectEntry(), ownerGUID.ToString());
136
138}
#define LOG_DEBUG(filterType__,...)
Definition Log.h:169
void SetOwnerGUID(ObjectGuid owner)
Definition GameObject.h:163
static ObjectGuid const Empty
Definition ObjectGuid.h:120
std::string ToString() const
Definition ObjectGuid.cpp:47
std::string ToString() const
Definition Position.cpp:52

References ASSERT, ObjectGuid::Empty, GetGOInfo(), Object::GetGUID(), GetOwnerGUID(), ObjectAccessor::GetUnit(), LOG_DEBUG, m_spellId, SetOwnerGUID(), ObjectGuid::ToString(), and Position::ToString().

Referenced by CleanupsBeforeDelete(), Delete(), RemoveFromWorld(), and Use().

◆ RemoveFromWorld()

void GameObject::RemoveFromWorld ( )
overridevirtual
  • Remove the gameobject from the accessor

Reimplemented from Object.

169{
171 if (IsInWorld())
172 {
173 sScriptMgr->OnGameObjectRemoveWorld(this);
174
175 if (m_zoneScript)
177
179
180 if (m_model)
181 if (GetMap()->ContainsGameObjectModel(*m_model))
183
184 if (Transport* transport = GetTransport())
185 transport->RemovePassenger(this, true);
186
187 // If linked trap exists, despawn it
188 if (GameObject* linkedTrap = GetLinkedTrap())
189 {
190 linkedTrap->Delete();
191 }
192
194
195 if (m_spawnId)
196 Acore::Containers::MultimapErasePair(GetMap()->GetGameObjectBySpawnIdStore(), m_spawnId, this);
198 }
199}
void RemoveGameObjectModel(const GameObjectModel &model)
Definition Map.h:407
bool Remove(KEY_TYPE const &handle)
Definition TypeContainer.h:138
void RemoveFromWorld() override
Definition Object.cpp:1193
virtual void OnGameObjectRemove(GameObject *)
Definition ZoneScript.h:38
void MultimapErasePair(M< K, V, Rest... > &multimap, K const &key, V const &value)
Definition Containers.h:236

References Object::GetGUID(), GetLinkedTrap(), WorldObject::GetMap(), Map::GetObjectsStore(), WorldObject::GetTransport(), Object::IsInWorld(), m_model, m_spawnId, WorldObject::m_zoneScript, Acore::Containers::MultimapErasePair(), ZoneScript::OnGameObjectRemove(), TypeUnorderedMapContainer< OBJECT_TYPES, KEY_TYPE >::Remove(), RemoveFromOwner(), WorldObject::RemoveFromWorld(), Map::RemoveGameObjectModel(), and sScriptMgr.

Referenced by CleanupsBeforeDelete(), BattlegroundIC::PostUpdateImpl(), Map::RemoveFromMap(), Map::UnloadAll(), and go_bear_trap::go_bear_trapAI::UpdateAI().

◆ RemoveGameObjectFlag()

◆ RemoveLootMode()

void GameObject::RemoveLootMode ( uint16  lootMode)
inline
231{ m_LootMode &= ~lootMode; }

References m_LootMode.

◆ ReplaceAllDynamicFlags()

void GameObject::ReplaceAllDynamicFlags ( uint32  flag)
inlineoverridevirtual

Reimplemented from Object.

References GAMEOBJECT_DYNAMIC, and Object::SetUInt32Value().

◆ ReplaceAllGameObjectFlags()

◆ ResetDoorOrButton()

◆ ResetLootMode()

void GameObject::ResetLootMode ( )
inline

References LOOT_MODE_DEFAULT, and m_LootMode.

Referenced by GameObject().

◆ Respawn()

◆ SaveRespawnTime() [1/2]

void GameObject::SaveRespawnTime ( )
inlineoverridevirtual

Reimplemented from WorldObject.

243{ SaveRespawnTime(0); }
void SaveRespawnTime() override
Definition GameObject.h:243

References SaveRespawnTime().

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

◆ SaveRespawnTime() [2/2]

void GameObject::SaveRespawnTime ( uint32  forceDelay)
1229{
1230 if (m_goData && m_goData->dbData && (forceDelay || m_respawnTime > GameTime::GetGameTime().count()) && m_spawnedByDefault)
1231 {
1232 time_t respawnTime = forceDelay ? GameTime::GetGameTime().count() + forceDelay : m_respawnTime;
1233 GetMap()->SaveGORespawnTime(m_spawnId, respawnTime);
1234 }
1235}
void SaveGORespawnTime(ObjectGuid::LowType dbGuid, time_t &respawnTime)
Definition Map.cpp:2567
bool dbData
Definition GameObjectData.h:712

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

◆ SaveStateToDB()

void GameObject::SaveStateToDB ( )
2558{
2560 {
2561 if (InstanceScript* instance = GetInstanceScript())
2562 {
2563 GOState param = GetGoState();
2564 instance->StoreGameObjectState(GetSpawnId(), GameobjectStateToInt(&param));
2565
2567 stmt->SetData(0, GetInstanceId());
2568 stmt->SetData(1, GetSpawnId());
2569 stmt->SetData(2, GameobjectStateToInt(&param));
2570 CharacterDatabase.Execute(stmt);
2571 }
2572 }
2573}
@ CHAR_INSERT_INSTANCE_SAVED_DATA
Definition CharacterDatabase.h:527
DatabaseWorkerPool< CharacterDatabaseConnection > CharacterDatabase
Accessor to the character database.
Definition DatabaseEnv.cpp:21
uint8 GameobjectStateToInt(GOState *state) const
Definition GameObject.cpp:2532
uint32 GetInstanceId() const
Definition Object.h:448

References CHAR_INSERT_INSTANCE_SAVED_DATA, CharacterDatabase, GameobjectStateToInt(), GetGoState(), WorldObject::GetInstanceId(), WorldObject::GetInstanceScript(), GetSpawnId(), IsInstanceGameobject(), and PreparedStatementBase::SetData().

Referenced by SetGoState().

◆ SaveToDB() [1/2]

void GameObject::SaveToDB ( bool  saveAddon = false)
1028{
1029 // this should only be used when the gameobject has already been loaded
1030 // preferably after adding to map, because mapid may not be valid otherwise
1031 GameObjectData const* data = sObjectMgr->GetGameObjectData(m_spawnId);
1032 if (!data)
1033 {
1034 LOG_ERROR("entities.gameobject", "GameObject::SaveToDB failed, cannot get gameobject data!");
1035 return;
1036 }
1037
1038 SaveToDB(GetMapId(), data->spawnMask, data->phaseMask, saveAddon);
1039}
void SaveToDB(bool saveAddon=false)
Definition GameObject.cpp:1027
uint32 GetMapId() const
Definition Position.h:280
uint8 spawnMask
Definition GameObjectData.h:710

References WorldLocation::GetMapId(), LOG_ERROR, m_spawnId, GameObjectData::phaseMask, SaveToDB(), sObjectMgr, and GameObjectData::spawnMask.

Referenced by SaveToDB().

◆ SaveToDB() [2/2]

void GameObject::SaveToDB ( uint32  mapid,
uint8  spawnMask,
uint32  phaseMask,
bool  saveAddon = false 
)
1042{
1043 const GameObjectTemplate* goI = GetGOInfo();
1044
1045 if (!goI)
1046 return;
1047
1048 if (!m_spawnId)
1049 m_spawnId = sObjectMgr->GenerateGameObjectSpawnId();
1050
1051 // update in loaded data (changing data only in this place)
1052 GameObjectData& data = sObjectMgr->NewGOData(m_spawnId);
1053
1054 data.id = GetEntry();
1055 data.mapid = mapid;
1056 data.phaseMask = phaseMask;
1057 data.posX = GetPositionX();
1058 data.posY = GetPositionY();
1059 data.posZ = GetPositionZ();
1060 data.orientation = GetOrientation();
1064 data.go_state = GetGoState();
1065 data.spawnMask = spawnMask;
1066 data.artKit = GetGoArtKit();
1067
1068 // Update in DB
1069 WorldDatabaseTransaction trans = WorldDatabase.BeginTransaction();
1070
1071 uint8 index = 0;
1072
1074 stmt->SetData(0, m_spawnId);
1075 trans->Append(stmt);
1076
1077 stmt = WorldDatabase.GetPreparedStatement(WORLD_INS_GAMEOBJECT);
1078 stmt->SetData(index++, m_spawnId);
1079 stmt->SetData(index++, GetEntry());
1080 stmt->SetData(index++, uint16(mapid));
1081 stmt->SetData(index++, spawnMask);
1082 stmt->SetData(index++, GetPhaseMask());
1083 stmt->SetData(index++, GetPositionX());
1084 stmt->SetData(index++, GetPositionY());
1085 stmt->SetData(index++, GetPositionZ());
1086 stmt->SetData(index++, GetOrientation());
1087 stmt->SetData(index++, m_localRotation.x);
1088 stmt->SetData(index++, m_localRotation.y);
1089 stmt->SetData(index++, m_localRotation.z);
1090 stmt->SetData(index++, m_localRotation.w);
1091 stmt->SetData(index++, int32(m_respawnDelayTime));
1092 stmt->SetData(index++, GetGoAnimProgress());
1093 stmt->SetData(index++, uint8(GetGoState()));
1094 trans->Append(stmt);
1095
1096 if (saveAddon && !sObjectMgr->GetGameObjectAddon(m_spawnId))
1097 {
1098 index = 0;
1099 stmt = WorldDatabase.GetPreparedStatement(WORLD_INS_GAMEOBJECT_ADDON);
1100 stmt->SetData(index++, m_spawnId);
1101 trans->Append(stmt);
1102 }
1103
1104 WorldDatabase.CommitTransaction(trans);
1105 sScriptMgr->OnGameObjectSaveToDB(this);
1106}
SQLTransaction< WorldDatabaseConnection > WorldDatabaseTransaction
Definition DatabaseEnvFwd.h:71
@ WORLD_INS_GAMEOBJECT
Definition WorldDatabase.h:111
@ WORLD_INS_GAMEOBJECT_ADDON
Definition WorldDatabase.h:118
uint8 GetGoAnimProgress() const
Definition GameObject.h:208
uint8 GetGoArtKit() const
Definition GameObject.h:206
uint16 mapid
Definition GameObjectData.h:699

References GameObjectData::animprogress, GameObjectData::artKit, Object::GetEntry(), GetGoAnimProgress(), GetGoArtKit(), GetGOInfo(), GetGoState(), Position::GetOrientation(), WorldObject::GetPhaseMask(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), GameObjectData::go_state, GameObjectData::id, m_localRotation, m_respawnDelayTime, m_spawnedByDefault, m_spawnId, GameObjectData::mapid, GameObjectData::orientation, GameObjectData::phaseMask, GameObjectData::posX, GameObjectData::posY, GameObjectData::posZ, GameObjectData::rotation, PreparedStatementBase::SetData(), sObjectMgr, GameObjectData::spawnMask, GameObjectData::spawntimesecs, sScriptMgr, WORLD_DEL_GAMEOBJECT, WORLD_INS_GAMEOBJECT, WORLD_INS_GAMEOBJECT_ADDON, and WorldDatabase.

◆ SendCustomAnim()

void GameObject::SendCustomAnim ( uint32  anim)
2136{
2138 data << GetGUID();
2139 data << uint32(anim);
2140 SendMessageToSet(&data, true);
2141}
virtual void SendMessageToSet(WorldPacket const *data, bool self) const
Definition Object.cpp:2091
@ SMSG_GAMEOBJECT_CUSTOM_ANIM
Definition Opcodes.h:209

References Object::GetGUID(), WorldObject::SendMessageToSet(), and SMSG_GAMEOBJECT_CUSTOM_ANIM.

Referenced by Spell::EffectActivateObject(), Spell::EffectDummy(), go_gong_of_bethekk::OnGossipHello(), brann_bronzebeard::brann_bronzebeardAI::SwitchHeadVisaul(), Update(), go_suppression_device::go_suppression_deviceAI::UpdateAI(), and Use().

◆ SetDestructibleBuildingModifyState()

void GameObject::SetDestructibleBuildingModifyState ( bool  allow)
inline

◆ SetDestructibleState()

void GameObject::SetDestructibleState ( GameObjectDestructibleState  state,
Player eventInvoker = nullptr,
bool  setHealth = false 
)
2326{
2327 // the user calling this must know he is already operating on destructible gameobject
2329
2330 switch (state)
2331 {
2335 if (setHealth)
2336 {
2338 SetGoAnimProgress(255);
2339 }
2340 EnableCollision(true);
2341 break;
2343 {
2345
2346 sScriptMgr->OnGameObjectDamaged(this, eventInvoker);
2347
2348 if (BattlegroundMap* bgMap = GetMap()->ToBattlegroundMap())
2349 if (Battleground* bg = bgMap->GetBG())
2350 bg->EventPlayerDamagedGO(eventInvoker, this, m_goInfo->building.damagedEvent);
2351
2354
2357 if (modelData->DamagedDisplayId)
2358 modelId = modelData->DamagedDisplayId;
2359 SetDisplayId(modelId);
2360
2361 if (setHealth)
2362 {
2364 uint32 maxHealth = m_goValue.Building.MaxHealth;
2365 // in this case current health is 0 anyway so just prevent crashing here
2366 if (!maxHealth)
2367 maxHealth = 1;
2368 SetGoAnimProgress(m_goValue.Building.Health * 255 / maxHealth);
2369 }
2370 break;
2371 }
2373 {
2374 sScriptMgr->OnGameObjectDestroyed(this, eventInvoker);
2375
2377
2378 if (BattlegroundMap* bgMap = GetMap()->ToBattlegroundMap())
2379 {
2380 if (Battleground* bg = bgMap->GetBG())
2381 {
2382 bg->EventPlayerDamagedGO(eventInvoker, this, m_goInfo->building.destroyedEvent);
2383 bg->DestroyGate(eventInvoker, this);
2384 }
2385 }
2386
2389
2392 if (modelData->DestroyedDisplayId)
2393 modelId = modelData->DestroyedDisplayId;
2394 SetDisplayId(modelId);
2395
2396 if (setHealth)
2397 {
2400 }
2401 EnableCollision(false);
2402 break;
2403 }
2405 {
2408
2409 uint32 modelId = m_goInfo->displayId;
2411 if (modelData->RebuildingDisplayId)
2412 modelId = modelData->RebuildingDisplayId;
2413 SetDisplayId(modelId);
2414
2415 // restores to full health
2416 if (setHealth)
2417 {
2419 SetGoAnimProgress(255);
2420 }
2421 EnableCollision(true);
2422 break;
2423 }
2424 }
2425}
DBCStorage< DestructibleModelDataEntry > sDestructibleModelDataStore(DestructibleModelDatafmt)
@ GO_DESTRUCTIBLE_REBUILDING
Definition SharedDefines.h:1630
Definition Map.h:686
void RemoveGameObjectFlag(GameObjectFlags flags)
Definition GameObject.h:218
void EventInform(uint32 eventId)
Definition GameObject.cpp:2170
Definition DBCStructure.h:842
uint32 destructibleData
Definition GameObjectData.h:369
uint32 rebuildingEvent
Definition GameObjectData.h:370
uint32 destroyedEvent
Definition GameObjectData.h:365
uint32 damagedDisplayId
Definition GameObjectData.h:355
uint32 destroyedDisplayId
Definition GameObjectData.h:361
uint32 damagedEvent
Definition GameObjectData.h:360

References ASSERT, GameObjectValue::Building, GameObjectTemplate::building, GameObjectTemplate::damagedDisplayId, GameObjectTemplate::damagedEvent, GameObjectTemplate::damagedNumHits, GameObjectTemplate::destroyedDisplayId, GameObjectTemplate::destroyedEvent, GameObjectTemplate::destructibleData, GameObjectTemplate::displayId, EnableCollision(), EventInform(), GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING, GetGoType(), WorldObject::GetMap(), GO_DESTRUCTIBLE_DAMAGED, GO_DESTRUCTIBLE_DESTROYED, GO_DESTRUCTIBLE_INTACT, GO_DESTRUCTIBLE_REBUILDING, GO_FLAG_DAMAGED, GO_FLAG_DESTROYED, GameObjectValue::Health, m_goInfo, m_goValue, GameObjectValue::MaxHealth, GameObjectTemplate::rebuildingEvent, RemoveGameObjectFlag(), sDestructibleModelDataStore, SetDisplayId(), SetGameObjectFlag(), SetGoAnimProgress(), and sScriptMgr.

Referenced by Spell::EffectGameObjectSetDestructionState(), BfWGGameObjectBuilding::Init(), ModifyHealth(), instance_trial_of_the_crusader::instance_trial_of_the_crusader_InstanceMapScript::OnGameObjectCreate(), FrozenThroneResetWorker::operator()(), BattlegroundIC::PostUpdateImpl(), and BfWGGameObjectBuilding::Rebuild().

◆ SetDisplayId()

void GameObject::SetDisplayId ( uint32  displayid)

◆ SetGameObjectFlag()

void GameObject::SetGameObjectFlag ( GameObjectFlags  flags)
inline
217{ SetFlag(GAMEOBJECT_FLAGS, flags); }
void SetFlag(uint16 index, uint32 newFlag)
Definition Object.cpp:845

References GAMEOBJECT_FLAGS, and Object::SetFlag().

Referenced by go_suppression_device::go_suppression_deviceAI::Deactivate(), go_chromaggus_lever::go_chromaggus_leverAI::GossipHello(), go_gilded_brazier::go_gilded_brazierAI::GossipHello(), go_celestial_planetarium_access::go_celestial_planetarium_accessAI::GossipHello(), go_magtheridons_head::InitializeAI(), LoadGameObjectFromDB(), BattlefieldWG::OnBattleStart(), instance_uldaman::instance_uldaman_InstanceMapScript::OnGameObjectCreate(), instance_blackfathom_deeps::instance_blackfathom_deeps_InstanceMapScript::OnGameObjectCreate(), instance_old_hillsbrad::instance_old_hillsbrad_InstanceMapScript::OnGameObjectCreate(), instance_razorfen_downs::instance_razorfen_downs_InstanceMapScript::OnGameObjectCreate(), instance_ulduar::instance_ulduar_InstanceMapScript::OnGameObjectCreate(), instance_karazhan::instance_karazhan_InstanceMapScript::OnGameObjectCreate(), instance_zulgurub::instance_zulgurub_InstanceMapScript::OnGameObjectCreate(), instance_ahnkahet::instance_ahnkahet_InstanceScript::OnGameObjectCreate(), instance_icecrown_citadel::instance_icecrown_citadel_InstanceMapScript::OnGameObjectCreate(), instance_violet_hold::instance_violet_hold_InstanceMapScript::OnGameObjectCreate(), go_gong_of_bethekk::OnGossipHello(), go_elune_fire::OnGossipHello(), go_palehoof_sphere::OnGossipHello(), go_main_chambers_access_panel::OnGossipHello(), SetDestructibleState(), SwitchDoorOrButton(), and Use().

◆ SetGoAnimProgress()

void GameObject::SetGoAnimProgress ( uint8  animprogress)
inline
209{ SetByteValue(GAMEOBJECT_BYTES_1, 3, animprogress); }
void SetByteValue(uint16 index, uint8 offset, uint8 value)
Definition Object.cpp:750

References GAMEOBJECT_BYTES_1, and Object::SetByteValue().

Referenced by Create(), StaticTransport::Create(), MotionTransport::CreateMoTrans(), ModifyHealth(), and SetDestructibleState().

◆ SetGoArtKit() [1/2]

void GameObject::SetGoArtKit ( uint8  artkit)
1429{
1431 GameObjectData* data = const_cast<GameObjectData*>(sObjectMgr->GetGameObjectData(m_spawnId));
1432 if (data)
1433 data->artKit = kit;
1434}

References GameObjectData::artKit, GAMEOBJECT_BYTES_1, m_spawnId, Object::SetByteValue(), and sObjectMgr.

Referenced by Create(), StaticTransport::Create(), Spell::EffectActivateObject(), and SetGoArtKit().

◆ SetGoArtKit() [2/2]

void GameObject::SetGoArtKit ( uint8  artkit,
GameObject go,
ObjectGuid::LowType  lowguid = 0 
)
static
1437{
1438 const GameObjectData* data = nullptr;
1439 if (go)
1440 {
1441 go->SetGoArtKit(artkit);
1442 data = go->GetGameObjectData();
1443 }
1444 else if (lowguid)
1445 data = sObjectMgr->GetGameObjectData(lowguid);
1446
1447 if (data)
1448 const_cast<GameObjectData*>(data)->artKit = artkit;
1449}

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

◆ SetGoState()

void GameObject::SetGoState ( GOState  state)
2463{
2465
2466 sScriptMgr->OnGameObjectStateChanged(this, state);
2467
2468 if (m_model)
2469 {
2470 if (!IsInWorld())
2471 return;
2472
2473 // pussywizard: this startOpen is unneeded here, collision depends entirely on current GOState
2475 // pussywizard: commented out everything below
2476
2477 // startOpen determines whether we are going to add or remove the LoS on activation
2478 /*bool startOpen = (GetGoType() == GAMEOBJECT_TYPE_DOOR || GetGoType() == GAMEOBJECT_TYPE_BUTTON ? GetGOInfo()->door.startOpen : false);
2479
2480 if (GetGameObjectData() && GetGameObjectData()->go_state == GO_STATE_READY)
2481 startOpen = !startOpen;
2482
2483 if (state == GO_STATE_ACTIVE || state == GO_STATE_ACTIVE_ALTERNATIVE)
2484 EnableCollision(startOpen);
2485 else if (state == GO_STATE_READY)
2486 EnableCollision(!startOpen);*/
2487 }
2488 /* Whenever a gameobject inside an instance changes
2489 * save it's state on the database to be loaded properly
2490 * on server restart or crash.
2491 */
2493 {
2494 SaveStateToDB();
2495 }
2496}
bool IsAllowedToSaveToDB() const
Definition GameObject.h:355
void SaveStateToDB()
Definition GameObject.cpp:2557

References EnableCollision(), GAMEOBJECT_BYTES_1, GO_STATE_READY, IsAllowedToSaveToDB(), IsInstanceGameobject(), Object::IsInWorld(), IsTransport(), m_model, SaveStateToDB(), Object::SetByteValue(), and sScriptMgr.

Referenced by go_suppression_device::go_suppression_deviceAI::Activate(), instance_naxxramas::ActivateWingPortal(), boss_thorim::boss_thorimAI::CloseDoors(), Create(), StaticTransport::Create(), MotionTransport::CreateMoTrans(), boss_thorim::boss_thorimAI::DamageTaken(), go_suppression_device::go_suppression_deviceAI::Deactivate(), Delete(), DespawnOrUnsummon(), go_chromaggus_lever::go_chromaggus_leverAI::GossipHello(), InstanceScript::HandleGameObject(), npc_midsummer_bonfire::Ignite(), go_magtheridons_head::InitializeAI(), instance_sunken_temple::instance_sunken_temple_InstanceMapScript::OnGameObjectCreate(), instance_blackfathom_deeps::instance_blackfathom_deeps_InstanceMapScript::OnGameObjectCreate(), instance_old_hillsbrad::instance_old_hillsbrad_InstanceMapScript::OnGameObjectCreate(), instance_dire_maul::instance_dire_maul_InstanceMapScript::OnGameObjectCreate(), instance_gundrak::instance_gundrak_InstanceMapScript::OnGameObjectCreate(), instance_ulduar::instance_ulduar_InstanceMapScript::OnGameObjectCreate(), instance_karazhan::instance_karazhan_InstanceMapScript::OnGameObjectCreate(), instance_stratholme::instance_stratholme_InstanceMapScript::OnGameObjectCreate(), instance_culling_of_stratholme::instance_culling_of_stratholme_InstanceMapScript::OnGameObjectCreate(), instance_ahnkahet::instance_ahnkahet_InstanceScript::OnGameObjectCreate(), instance_pit_of_saron::instance_pit_of_saron_InstanceScript::OnGameObjectCreate(), instance_icecrown_citadel::instance_icecrown_citadel_InstanceMapScript::OnGameObjectCreate(), instance_naxxramas::OnGameObjectCreate(), instance_halls_of_stone::instance_halls_of_stone_InstanceMapScript::OnGameObjectCreate(), instance_halls_of_lightning::instance_halls_of_lightning_InstanceMapScript::OnGameObjectCreate(), go_palehoof_sphere::OnGossipHello(), go_bristlelimb_cage::OnGossipHello(), instance_ulduar::instance_ulduar_InstanceMapScript::OpenIfDone(), FrozenThroneResetWorker::operator()(), npc_wounded_blood_elf::npc_wounded_blood_elfAI::Reset(), instance_halls_of_stone::instance_halls_of_stone_InstanceMapScript::SetData(), BattlegroundIC::StartingEventOpenDoors(), SwitchDoorOrButton(), brann_bronzebeard::brann_bronzebeardAI::SwitchHeadVisaul(), boss_flame_leviathan::boss_flame_leviathanAI::TurnGates(), MotionTransport::Update(), Update(), InstanceScript::UpdateDoorState(), BattlegroundRV::UpdatePillars(), Use(), and npc_wounded_blood_elf::npc_wounded_blood_elfAI::WaypointReached().

◆ SetGoType()

void GameObject::SetGoType ( GameobjectTypes  type)
inline

◆ SetLinkedTrap()

void GameObject::SetLinkedTrap ( GameObject linkedTrap)
inline
260{ m_linkedTrap = linkedTrap->GetGUID(); }

References Object::GetGUID(), and m_linkedTrap.

Referenced by Create().

◆ SetLocalRotation()

void GameObject::SetLocalRotation ( G3D::Quat const &  rot)
2219{
2220 G3D::Quat rotation;
2221 // Temporary solution for gameobjects that have no rotation data in DB:
2222 if (G3D::fuzzyEq(rot.z, 0.f) && G3D::fuzzyEq(rot.w, 0.f))
2223 rotation = G3D::Quat::fromAxisAngleRotation(G3D::Vector3::unitZ(), GetOrientation());
2224 else
2225 rotation = rot;
2226
2227 rotation.unitize();
2228 m_localRotation = rotation;
2230}
void UpdatePackedRotation()
Definition GameObject.cpp:2205

References Position::GetOrientation(), m_localRotation, and UpdatePackedRotation().

Referenced by Create(), MotionTransport::CreateMoTrans(), and SetLocalRotationAngles().

◆ SetLocalRotationAngles()

void GameObject::SetLocalRotationAngles ( float  z_rot,
float  y_rot,
float  x_rot 
)
2241{
2242 SetLocalRotation(G3D::Quat(G3D::Matrix3::fromEulerAnglesZYX(z_rot, y_rot, x_rot)));
2243}

References SetLocalRotation().

Referenced by Create(), and StaticTransport::Create().

◆ SetLootGenerationTime()

void GameObject::SetLootGenerationTime ( )
2918{
2920}

References GameTime::GetGameTime(), and m_lootGenerationTime.

Referenced by Player::SendLoot().

◆ SetLootMode()

void GameObject::SetLootMode ( uint16  lootMode)
inline

◆ SetLootRecipient() [1/2]

void GameObject::SetLootRecipient ( Creature creature)
2632{
2633 // set the player whose group should receive the right
2634 // to loot the creature after it dies
2635 // should be set to nullptr after the loot disappears
2636 if (!creature)
2637 {
2641 return;
2642 }
2643
2647}
ObjectGuid GetLootRecipientGUID() const
Definition Creature.h:231
ObjectGuid::LowType GetLootRecipientGroupGUID() const
Definition Creature.h:233
void Clear()
Definition ObjectGuid.h:138
void ResetAllowedLooters()
Definition Object.cpp:3199
void SetAllowedLooters(GuidUnorderedSet const looters)
Definition Object.cpp:3194
GuidUnorderedSet const & GetAllowedLooters() const
Definition Object.cpp:3214

References ObjectGuid::Clear(), WorldObject::GetAllowedLooters(), Creature::GetLootRecipientGroupGUID(), Creature::GetLootRecipientGUID(), m_lootRecipient, m_lootRecipientGroup, WorldObject::ResetAllowedLooters(), and WorldObject::SetAllowedLooters().

Referenced by boss_thorim::boss_thorimAI::DamageTaken(), and instance_icecrown_citadel::instance_icecrown_citadel_InstanceMapScript::OnGameObjectCreate().

◆ SetLootRecipient() [2/2]

void GameObject::SetLootRecipient ( Map map)
2650{
2651 Group* group = nullptr;
2652 Map::PlayerList const& PlayerList = map->GetPlayers();
2653 for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
2654 {
2655 if (Player* groupMember = i->GetSource())
2656 {
2657 if (groupMember->IsGameMaster() || groupMember->IsSpectator())
2658 {
2659 continue;
2660 }
2661
2662 if (!m_lootRecipient)
2663 {
2664 m_lootRecipient = groupMember->GetGUID();
2665 }
2666
2667 Group* memberGroup = groupMember->GetGroup();
2668 if (memberGroup && !group)
2669 {
2670 group = memberGroup;
2672 }
2673
2674 if (memberGroup == group)
2675 {
2676 AddAllowedLooter(groupMember->GetGUID());
2677 }
2678 }
2679 }
2680
2681 if (!group)
2682 {
2684 }
2685}
ObjectGuid GetGUID() const
Definition Group.cpp:2304
Definition LinkedList.h:139
Definition MapRefMgr.h:26
iterator begin()
Definition MapRefMgr.h:36
iterator end()
Definition MapRefMgr.h:37
PlayerList const & GetPlayers() const
Definition Map.h:333
LowType GetCounter() const
Definition ObjectGuid.h:145
void AddAllowedLooter(ObjectGuid guid)
Definition Object.cpp:3189

References WorldObject::AddAllowedLooter(), MapRefMgr::begin(), MapRefMgr::end(), ObjectGuid::GetCounter(), Group::GetGUID(), Map::GetPlayers(), m_lootRecipient, and m_lootRecipientGroup.

◆ SetLootState()

void GameObject::SetLootState ( LootState  s,
Unit unit = nullptr 
)
2428{
2429 m_lootState = state;
2430
2431 if (unit)
2432 _lootStateUnitGUID = unit->GetGUID();
2433 else
2435
2436 AI()->OnStateChanged(state, unit);
2437 sScriptMgr->OnGameObjectLootStateChanged(this, state, unit);
2438
2439 // Start restock timer if the chest is partially looted or not looted at all
2440 if (GetGoType() == GAMEOBJECT_TYPE_CHEST && state == GO_ACTIVATED && GetGOInfo()->chest.chestRestockTime > 0 && m_restockTime == 0s)
2441 {
2443 }
2444
2445 // pussywizard: lootState has nothing to do with collision, it depends entirely on GOState. Loot state is for timed close/open door and respawning, which then sets GOState
2446 /*if (m_model)
2447 {
2448 // startOpen determines whether we are going to add or remove the LoS on activation
2449 bool startOpen = (GetGoType() == GAMEOBJECT_TYPE_DOOR || GetGoType() == GAMEOBJECT_TYPE_BUTTON ? GetGOInfo()->door.startOpen : false);
2450
2451 // Use the current go state
2452 if (GetGoState() == GO_STATE_ACTIVE)
2453 startOpen = !startOpen;
2454
2455 if (state == GO_ACTIVATED || state == GO_JUST_DEACTIVATED)
2456 EnableCollision(startOpen);
2457 else if (state == GO_READY)
2458 EnableCollision(!startOpen);
2459 }*/
2460}
std::chrono::seconds Seconds
Seconds shorthand typedef.
Definition Duration.h:30
@ GO_ACTIVATED
Definition GameObject.h:112
virtual void OnStateChanged(uint32, Unit *)
Definition GameObjectAI.h:64
ObjectGuid _lootStateUnitGUID
Definition GameObject.h:405
uint32 chestRestockTime
Definition GameObjectData.h:85

References _lootStateUnitGUID, AI(), GameObjectTemplate::chestRestockTime, ObjectGuid::Clear(), GAMEOBJECT_TYPE_CHEST, GameTime::GetGameTime(), GetGOInfo(), GetGoType(), Object::GetGUID(), GO_ACTIVATED, m_lootState, m_restockTime, GameObjectAI::OnStateChanged(), and sScriptMgr.

Referenced by go_suppression_device::go_suppression_deviceAI::Activate(), Delete(), DespawnOrUnsummon(), WorldSession::DoLootRelease(), Spell::EffectOpenLock(), spell_q9452_cast_net::HandleActiveObject(), spell_q10612_10613_the_fel_and_the_furious::HandleScriptEffect(), instance_deadmines::instance_deadmines_InstanceMapScript::OnGameObjectCreate(), instance_ulduar::instance_ulduar_InstanceMapScript::OnGameObjectCreate(), instance_oculus::instance_oculus_InstanceMapScript::OnGameObjectCreate(), go_massive_seaforium_charge::OnGossipHello(), go_ulduar_working_harpoon::OnGossipHello(), go_suppression_device::OnLootStateChanged(), SmartScript::ProcessAction(), go_direbrew_mole_machine::go_direbrew_mole_machineAI::Reset(), ResetDoorOrButton(), Map::ScriptsProcess(), Player::SendLoot(), boss_flame_leviathan::boss_flame_leviathanAI::TurnHealStations(), Update(), Use(), and UseDoorOrButton().

◆ SetOwnerGUID()

void GameObject::SetOwnerGUID ( ObjectGuid  owner)
inline
164 {
165 // Owner already found and different than expected owner - remove object from old owner
166 if (owner && GetOwnerGUID() && GetOwnerGUID() != owner)
167 {
168 ABORT();
169 }
170 m_spawnedByDefault = false; // all object with owner is despawned after delay
172 }
#define ABORT
Definition Errors.h:76
void SetGuidValue(uint16 index, ObjectGuid value)
Definition Object.cpp:723

References ABORT, GetOwnerGUID(), m_spawnedByDefault, OBJECT_FIELD_CREATED_BY, and Object::SetGuidValue().

Referenced by Unit::AddGameObject(), Spell::EffectTransmitted(), Unit::RemoveAllGameObjects(), RemoveFromOwner(), Unit::RemoveGameObject(), and Use().

◆ SetPhaseMask()

void GameObject::SetPhaseMask ( uint32  newPhaseMask,
bool  update 
)
overridevirtual

Reimplemented from WorldObject.

2582{
2583 WorldObject::SetPhaseMask(newPhaseMask, update);
2584
2585 if (m_model && m_model->isEnabled())
2586 EnableCollision(true);
2587}
bool isEnabled() const
Definition GameObjectModel.h:69
virtual void SetPhaseMask(uint32 newPhaseMask, bool update)
Definition Object.cpp:2886

References EnableCollision(), GameObjectModel::isEnabled(), m_model, and WorldObject::SetPhaseMask().

Referenced by Create(), StaticTransport::Create(), instance_blackwing_lair::instance_blackwing_lair_InstanceMapScript::OnGameObjectCreate(), and instance_halls_of_reflection::instance_halls_of_reflection_InstanceMapScript::OnGameObjectCreate().

◆ SetPosition() [1/2]

void GameObject::SetPosition ( const Position pos)
inline
315{ SetPosition(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation()); }
void SetPosition(float x, float y, float z, float o)
Definition GameObject.cpp:2847

References Position::GetOrientation(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), and SetPosition().

Referenced by SetPosition().

◆ SetPosition() [2/2]

void GameObject::SetPosition ( float  x,
float  y,
float  z,
float  o 
)
2848{
2849 // pussywizard: do not call for MotionTransport and other gobjects not in grid
2850
2851 if (!Acore::IsValidMapCoord(x, y, z, o))
2852 return;
2853
2854 GetMap()->GameObjectRelocation(this, x, y, z, o);
2855}
void GameObjectRelocation(GameObject *go, float x, float y, float z, float o)
Definition Map.cpp:887
bool IsValidMapCoord(float c)
Definition GridDefines.h:206

References Map::GameObjectRelocation(), WorldObject::GetMap(), and Acore::IsValidMapCoord().

Referenced by instance_icecrown_citadel::instance_icecrown_citadel_InstanceMapScript::OnGameObjectCreate().

◆ SetRespawnDelay()

void GameObject::SetRespawnDelay ( int32  respawn)
1299{
1300 m_respawnDelayTime = respawn > 0 ? respawn : 0;
1301}

References m_respawnDelayTime.

Referenced by go_strange_pool::OnGossipHello(), and SetRespawnTime().

◆ SetRespawnTime()

◆ SetSpawnedByDefault()

void GameObject::SetSpawnedByDefault ( bool  b)
inline

◆ SetSpellId()

void GameObject::SetSpellId ( uint32  id)
inline

◆ SetTransportPathRotation()

void GameObject::SetTransportPathRotation ( float  qx,
float  qy,
float  qz,
float  qw 
)
2233{
2238}
@ GAMEOBJECT_PARENTROTATION
Definition UpdateFields.h:400
void SetFloatValue(uint16 index, float value)
Definition Object.cpp:737

References GAMEOBJECT_PARENTROTATION, and Object::SetFloatValue().

Referenced by Create(), StaticTransport::Create(), MotionTransport::CreateMoTrans(), and BattlegroundSA::ResetObjs().

◆ SwitchDoorOrButton()

void GameObject::SwitchDoorOrButton ( bool  activate,
bool  alternative = false 
)
private
1452{
1453 if (activate)
1455 else
1457
1458 if (GetGoState() == GO_STATE_READY) //if closed -> open
1460 else //if open -> close
1462}
@ GO_FLAG_IN_USE
Definition SharedDefines.h:1603

References GetGoState(), GO_FLAG_IN_USE, GO_STATE_ACTIVE, GO_STATE_ACTIVE_ALTERNATIVE, GO_STATE_READY, RemoveGameObjectFlag(), SetGameObjectFlag(), and SetGoState().

Referenced by Create(), ResetDoorOrButton(), and UseDoorOrButton().

◆ ToMotionTransport() [1/2]

◆ ToMotionTransport() [2/2]

MotionTransport const * GameObject::ToMotionTransport ( ) const
inline
327{ if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT) return reinterpret_cast<MotionTransport const*>(this); else return nullptr; }

References GAMEOBJECT_TYPE_MO_TRANSPORT, and GetGOInfo().

◆ ToStaticTransport() [1/2]

◆ ToStaticTransport() [2/2]

StaticTransport const * GameObject::ToStaticTransport ( ) const
inline
324{ if (GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<StaticTransport const*>(this); else return nullptr; }

References GAMEOBJECT_TYPE_TRANSPORT, and GetGOInfo().

◆ ToTransport() [1/2]

◆ ToTransport() [2/2]

Transport const * GameObject::ToTransport ( ) const
inline
321{ if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT || GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<Transport const*>(this); else return nullptr; }

References GAMEOBJECT_TYPE_MO_TRANSPORT, GAMEOBJECT_TYPE_TRANSPORT, and GetGOInfo().

◆ TriggeringLinkedGameObject()

void GameObject::TriggeringLinkedGameObject ( uint32  trapEntry,
Unit target 
)
1371{
1372 GameObjectTemplate const* trapInfo = sObjectMgr->GetGameObjectTemplate(trapEntry);
1373 if (!trapInfo || trapInfo->type != GAMEOBJECT_TYPE_TRAP)
1374 return;
1375
1376 SpellInfo const* trapSpell = sSpellMgr->GetSpellInfo(trapInfo->trap.spellId);
1377 if (!trapSpell) // checked at load already
1378 return;
1379
1380 // xinef: many spells have range 0 but radius > 0
1381 float range = float(target->GetSpellMaxRangeForTarget(GetOwner(), trapSpell));
1382 if (range < 1.0f)
1383 range = 5.0f;
1384
1385 // found correct GO
1386 // xinef: we should use the trap (checks for despawn type)
1387 if (GameObject* trapGO = GetLinkedTrap())
1388 {
1389 trapGO->Use(target); // trapGO->CastSpell(target, trapInfo->trap.spellId);
1390 }
1391}
float GetSpellMaxRangeForTarget(Unit const *target, SpellInfo const *spellInfo) const
Definition Unit.cpp:15199
struct GameObjectTemplate::@231::@238 trap
uint32 spellId
Definition GameObjectData.h:118

References GAMEOBJECT_TYPE_TRAP, GetLinkedTrap(), GetOwner(), Unit::GetSpellMaxRangeForTarget(), sObjectMgr, GameObjectTemplate::spellId, sSpellMgr, GameObjectTemplate::trap, and GameObjectTemplate::type.

Referenced by Spell::SendLoot(), and Use().

◆ Update()

void GameObject::Update ( uint32  p_time)
overridevirtual
Todo:
This is activation radius. Casting radius must be selected from spell data.
Todo:
Todo:
Move activated state code to GO_ACTIVATED, in this place just check for activation and set state.

Reimplemented from WorldObject.

Reimplemented in MotionTransport, and StaticTransport.

448{
450
451 if (AI())
452 AI()->UpdateAI(diff);
453 else if (!AIM_Initialize())
454 LOG_ERROR("entities.gameobject", "Could not initialize GameObjectAI");
455
456 if (m_despawnDelay)
457 {
458 if (m_despawnDelay > diff)
459 {
460 m_despawnDelay -= diff;
461 }
462 else
463 {
464 m_despawnDelay = 0;
466 }
467 }
468
469 for (std::unordered_map<ObjectGuid, int32>::iterator itr = m_SkillupList.begin(); itr != m_SkillupList.end();)
470 {
471 if (itr->second > 0)
472 {
473 if (itr->second > static_cast<int32>(diff))
474 {
475 itr->second -= static_cast<int32>(diff);
476 ++itr;
477 }
478 else
479 {
480 itr = m_SkillupList.erase(itr);
481 }
482 }
483 else
484 {
485 ++itr;
486 }
487 }
488
489 switch (m_lootState)
490 {
491 case GO_NOT_READY:
492 {
493 switch (GetGoType())
494 {
496 {
497 // Arming Time for GAMEOBJECT_TYPE_TRAP (6)
498 GameObjectTemplate const* goInfo = GetGOInfo();
499 // Bombs
500 if (goInfo->trap.type == 2)
501 m_cooldownTime = GameTime::GetGameTimeMS().count() + 10 * IN_MILLISECONDS; // Hardcoded tooltip value
502 else if (GetOwner())
504
506 break;
507 }
509 {
510 // fishing code (bobber ready)
512 {
513 // splash bobber (bobber ready now)
514 Unit* caster = GetOwner();
515 if (caster && caster->IsPlayer())
516 {
519
520 UpdateData udata;
521 WorldPacket packet;
522 BuildValuesUpdateBlockForPlayer(&udata, caster->ToPlayer());
523 udata.BuildPacket(packet);
524 caster->ToPlayer()->GetSession()->SendPacket(&packet);
525
527 }
528
529 m_lootState = GO_READY; // can be successfully open with some chance
530 }
531 return;
532 }
534 {
536 return;
537 GameObjectTemplate const* info = GetGOInfo();
538
540
542 {
544 return;
545 }
546
547 Unit* owner = GetOwner();
548 Unit* spellCaster = owner ? owner : ObjectAccessor::GetPlayer(*this, m_ritualOwnerGUID);
549 if (!spellCaster)
550 {
552 return;
553 }
554
555 uint32 spellId = info->summoningRitual.spellId;
556
557 if (spellId == 62330) // GO store nonexistent spell, replace by expected
558 {
559 // spell have reagent and mana cost but it not expected use its
560 // it triggered spell in fact casted at currently channeled GO
561 spellId = 61993;
562 }
563
564 // Cast casterTargetSpell at a random GO user
565 // on the current DB there is only one gameobject that uses this (Ritual of Doom)
566 // and its required target number is 1 (outter for loop will run once)
567 if (info->summoningRitual.casterTargetSpell && info->summoningRitual.casterTargetSpell != 1) // No idea why this field is a bool in some cases
568 for (uint32 i = 0; i < info->summoningRitual.casterTargetSpellTargets; i++)
569 // m_unique_users can contain only player GUIDs
571 spellCaster->CastSpell(target, info->summoningRitual.casterTargetSpell, true);
572
573 // finish owners spell
574 // xinef: properly process event cooldowns
575 if (owner)
576 {
577 if (Spell* spell = owner->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
578 {
579 spell->SendChannelUpdate(0);
580 spell->finish(false);
581 }
582 }
583
584 // can be deleted now
587 else
589
591 spellCaster->CastSpell(spellCaster, spellId, true);
592 return;
593 }
596 {
597 return;
598 }
599 // If there is no restock timer, or if the restock timer passed, the chest becomes ready to loot
600 m_restockTime = 0s;
603 break;
604 default:
605 m_lootState = GO_READY; // for other GOis same switched without delay to GO_READY
606 break;
607 }
608 [[fallthrough]];
609 }
610 case GO_READY:
611 {
612 if (m_respawnTime > 0) // timer on
613 {
614 time_t now = GameTime::GetGameTime().count();
615 if (m_respawnTime <= now) // timer expired
616 {
617 ObjectGuid dbtableHighGuid = ObjectGuid::Create<HighGuid::GameObject>(GetEntry(), m_spawnId);
618 time_t linkedRespawntime = GetMap()->GetLinkedRespawnTime(dbtableHighGuid);
619 if (linkedRespawntime) // Can't respawn, the master is dead
620 {
621 ObjectGuid targetGuid = sObjectMgr->GetLinkedRespawnGuid(dbtableHighGuid);
622 if (targetGuid == dbtableHighGuid) // if linking self, never respawn (check delayed to next day)
624 else
625 m_respawnTime = (now > linkedRespawntime ? now : linkedRespawntime) + urand(5, MINUTE); // else copy time from master and add a little
626 SaveRespawnTime(); // also save to DB immediately
627 return;
628 }
629
630 m_respawnTime = 0;
631 m_SkillupList.clear();
632 m_usetimes = 0;
633
634 switch (GetGoType())
635 {
636 case GAMEOBJECT_TYPE_FISHINGNODE: // can't fish now
637 {
638 Unit* caster = GetOwner();
639 if (caster && caster->IsPlayer())
640 {
641 caster->ToPlayer()->RemoveGameObject(this, false);
642
644 caster->ToPlayer()->GetSession()->SendPacket(&data);
645 }
646 // can be delete
648 return;
649 }
652 //we need to open doors if they are closed (add there another condition if this code breaks some usage, but it need to be here for battlegrounds)
653 if (GetGoState() != GO_STATE_READY)
655 break;
657 // Initialize a new max fish count on respawn
659 break;
660 default:
661 break;
662 }
663
664 if (!m_spawnedByDefault) // despawn timer
665 {
666 // can be despawned or destroyed
668 return;
669 }
670
671 // Xinef: Call AI Reset (required for example in SmartAI to clear one time events)
672 if (AI())
673 AI()->Reset();
674
675 // respawn timer
676 uint32 poolid = m_spawnId ? sPoolMgr->IsPartOfAPool<GameObject>(m_spawnId) : 0;
677 if (poolid)
678 sPoolMgr->UpdatePool<GameObject>(poolid, m_spawnId);
679 else
680 GetMap()->AddToMap(this);
681 }
682 }
683
684 if (isSpawned())
685 {
686 // traps can have time and can not have
687 GameObjectTemplate const* goInfo = GetGOInfo();
688 if (goInfo->type == GAMEOBJECT_TYPE_TRAP)
689 {
691 break;
692
693 // Type 2 - Bomb (will go away after casting it's spell)
694 if (goInfo->trap.type == 2)
695 {
697 break;
698 }
699
702 float radius = float(goInfo->trap.diameter) * 0.5f;
703 if (!goInfo->trap.diameter)
704 {
705 // Cast in other case (at some triggering/linked go/etc explicit call)
706 if (goInfo->trap.cooldown != 3 || m_respawnTime > 0)
707 {
708 break;
709 }
710
711 radius = 3.f;
712 }
713
714 // Type 0 and 1 - trap (type 0 will not get removed after casting a spell)
715 Unit* owner = GetOwner();
716 Unit* target = nullptr; // pointer to appropriate target if found any
717
718 // Note: this hack with search required until GO casting not implemented
719 // search unfriendly creature
720 if (owner && goInfo->trap.autoCloseTime != -1) // hunter trap
721 {
724 Cell::VisitAllObjects(this, searcher, radius);
725 }
726 else // environmental trap
727 {
728 // environmental damage spells already have around enemies targeting but this not help in case not existed GO casting support
729 // affect only players
730 Player* player = nullptr;
731 Acore::AnyPlayerInObjectRangeCheck checker(this, radius, true, true);
732 Acore::PlayerSearcher<Acore::AnyPlayerInObjectRangeCheck> searcher(this, player, checker);
733 Cell::VisitWorldObjects(this, searcher, radius);
734 target = player;
735 }
736
737 if (target)
738 {
739 SetLootState(GO_ACTIVATED, target);
740 }
741 }
742 else if (uint32 max_charges = goInfo->GetCharges())
743 {
744 if (m_usetimes >= max_charges)
745 {
746 m_usetimes = 0;
747 SetLootState(GO_JUST_DEACTIVATED); // can be despawned or destroyed
748 }
749 }
750 }
751
752 break;
753 }
754 case GO_ACTIVATED:
755 {
756 switch (GetGoType())
757 {
760 if (GetGOInfo()->GetAutoCloseTime() && GameTime::GetGameTimeMS().count() >= m_cooldownTime)
762 break;
765 {
767
769 }
770 break;
773 {
774 if (m_groupLootTimer <= diff)
775 {
776 Group* group = sGroupMgr->GetGroupByGUID(lootingGroupLowGUID);
777 if (group)
778 group->EndRoll(&loot, GetMap());
781 }
782 else
783 {
784 m_groupLootTimer -= diff;
785 }
786 }
787
788 // Non-consumable chest was partially looted and restock time passed, restock all loot now
790 {
791 m_restockTime = 0s;
794 }
795 break;
797 {
798 GameObjectTemplate const* goInfo = GetGOInfo();
799 if (goInfo->trap.type == 2)
800 {
801 if (goInfo->trap.spellId)
802 CastSpell(nullptr, goInfo->trap.spellId); // FIXME: null target won't work for target type 1
804 }
805 else if (Unit* target = ObjectAccessor::GetUnit(*this, _lootStateUnitGUID))
806 {
807 if (goInfo->trap.spellId)
808 CastSpell(target, goInfo->trap.spellId);
809
810 m_cooldownTime = GameTime::GetGameTimeMS().count() + (goInfo->trap.cooldown ? goInfo->trap.cooldown : uint32(4)) * IN_MILLISECONDS; // template or 4 seconds
811
812 if (goInfo->trap.type == 1)
814 else if (!goInfo->trap.type)
816
817 // Battleground gameobjects have data2 == 0 && data5 == 3
818 if (!goInfo->trap.diameter && goInfo->trap.cooldown == 3)
819 if (Player* player = target->ToPlayer())
820 if (Battleground* bg = player->GetBattleground())
821 bg->HandleTriggerBuff(this);
822 }
823 break;
824 }
825 default:
826 break;
827 }
828 break;
829 }
831 {
832 // If nearby linked trap exists, despawn it
833 if (GameObject* linkedTrap = GetLinkedTrap())
834 {
835 linkedTrap->DespawnOrUnsummon();
836 }
837
838 //if Gameobject should cast spell, then this, but some GOs (type = 10) should be destroyed
840 {
842
843 //any return here in case battleground traps
844 // Xinef: Do not return here for summoned gos that should be deleted few lines below
845 // Xinef: Battleground objects are treated as spawned by default
846 if (GameObjectTemplateAddon const* addon = GetTemplateAddon())
847 if ((addon->flags & GO_FLAG_NODESPAWN) && isSpawnedByDefault())
848 return;
849 }
850
851 loot.clear();
852
853 // Do not delete chests or goobers that are not consumed on loot, while still allowing them to despawn when they expire if summoned
854 bool isSummonedAndExpired = (GetOwner() || GetSpellId()) && m_respawnTime == 0;
855 if ((GetGoType() == GAMEOBJECT_TYPE_CHEST || GetGoType() == GAMEOBJECT_TYPE_GOOBER) && !GetGOInfo()->IsDespawnAtAction() && !isSummonedAndExpired)
856 {
858 {
859 // Start restock timer when the chest is fully looted
863 }
864 else
865 {
867 }
868
870 return;
871 }
872 else if (GetOwnerGUID() || GetSpellId())
873 {
875 Delete();
876 return;
877 }
878
880
881 //burning flags in some battlegrounds, if you find better condition, just add it
882 if (GetGOInfo()->IsDespawnAtAction() || GetGoAnimProgress() > 0)
883 {
885 //reset flags
886 if (GameObjectTemplateAddon const* addon = GetTemplateAddon())
888 }
889
891 return;
892
894 {
895 m_respawnTime = 0;
896 DestroyForNearbyPlayers(); // xinef: old UpdateObjectVisibility();
897 return;
898 }
899
900 uint32 dynamicRespawnDelay = GetMap()->ApplyDynamicModeRespawnScaling(this, m_respawnDelayTime);
901 m_respawnTime = GameTime::GetGameTime().count() + dynamicRespawnDelay;
902
903 // if option not set then object will be saved at grid unload
904 if (GetMap()->IsDungeon())
906
907 DestroyForNearbyPlayers(); // xinef: old UpdateObjectVisibility();
908 break;
909 }
910 }
911
912 sScriptMgr->OnGameObjectUpdate(this, diff);
913}
constexpr auto DAY
Definition Common.h:49
#define FISHING_BOBBER_READY_TIME
Definition GameObject.h:117
@ GAMEOBJECT_TYPE_BUTTON
Definition SharedDefines.h:1561
Definition GridNotifiers.h:1354
virtual void UpdateAI(uint32)
Definition GameObjectAI.h:41
virtual void Reset()
Definition GameObjectAI.h:45
void CheckRitualList()
Definition GameObject.cpp:201
void Delete()
Definition GameObject.cpp:982
uint32 GetUniqueUseCount() const
Definition GameObject.h:241
bool isSpawnedByDefault() const
Definition GameObject.h:195
void SendCustomAnim(uint32 anim)
Definition GameObject.cpp:2135
void ResetDoorOrButton()
Definition GameObject.cpp:1404
void DespawnOrUnsummon(Milliseconds delay=0ms, Seconds forcedRespawnTime=0s)
Definition GameObject.cpp:936
void CastSpell(Unit *target, uint32 spell)
Definition GameObject.cpp:2070
ObjectGuid m_ritualOwnerGUID
Definition GameObject.h:381
void EndRoll(Loot *loot, Map *allowedMap)
Definition Group.cpp:1409
time_t GetLinkedRespawnTime(ObjectGuid guid) const
Definition Map.cpp:2765
uint32 ApplyDynamicModeRespawnScaling(WorldObject const *obj, uint32 respawnDelay) const
Definition Map.cpp:1781
void BuildValuesUpdateBlockForPlayer(UpdateData *data, Player *target)
Definition Object.cpp:257
bool IsPlayer() const
Definition Object.h:200
Player * ToPlayer()
Definition Object.h:201
void AddToObjectUpdateIfNeeded()
Definition Object.cpp:524
void RemoveGameObject(GameObject *gameObj, bool del)
Definition Unit.cpp:6252
Spell * GetCurrentSpell(CurrentSpellTypes spellType) const
Definition Unit.h:1502
Definition UpdateData.h:52
bool BuildPacket(WorldPacket &packet)
Definition UpdateData.cpp:48
void DestroyForNearbyPlayers()
Definition Object.cpp:2955
virtual void Update(uint32 diff)
Definition Object.cpp:1061
@ SMSG_FISH_ESCAPED
Definition Opcodes.h:487
auto SelectRandomContainerElement(C const &container) -> typename std::add_const< decltype(*std::begin(container))>::type &
Definition Containers.h:133
Milliseconds GetGameTimeMS()
Definition GameTime.cpp:43
Definition GridNotifiers.h:510
Definition GridNotifiers.h:389
static void VisitWorldObjects(WorldObject const *obj, T &visitor, float radius)
Definition CellImpl.h:175
static void VisitAllObjects(WorldObject const *obj, T &visitor, float radius)
Definition CellImpl.h:185
uint32 startDelay
Definition GameObjectData.h:122
uint32 casterTargetSpell
Definition GameObjectData.h:235
bool IsDespawnAtAction() const
Definition GameObjectData.h:397
uint32 GetCharges() const
Definition GameObjectData.h:479
uint32 reqParticipants
Definition GameObjectData.h:231
uint32 consumable
Definition GameObjectData.h:86
uint32 cooldown
Definition GameObjectData.h:120
uint32 ritualPersistent
Definition GameObjectData.h:234
uint32 autoCloseTime
Definition GameObjectData.h:47
uint32 casterTargetSpellTargets
Definition GameObjectData.h:236
uint32 diameter
Definition GameObjectData.h:117

References _lootStateUnitGUID, Map::AddToMap(), Object::AddToObjectUpdateIfNeeded(), AI(), AIM_Initialize(), Map::ApplyDynamicModeRespawnScaling(), GameObjectTemplate::autoCloseTime, UpdateData::BuildPacket(), Object::BuildValuesUpdateBlockForPlayer(), GameObjectTemplate::casterTargetSpell, GameObjectTemplate::casterTargetSpellTargets, Unit::CastSpell(), CastSpell(), CheckRitualList(), GameObjectTemplate::chest, GameObjectTemplate::chestRestockTime, Loot::clear(), ClearRitualList(), GameObjectTemplate::consumable, GameObjectTemplate::cooldown, CURRENT_CHANNELED_SPELL, DAY, Delete(), DespawnOrUnsummon(), WorldObject::DestroyForNearbyPlayers(), GameObjectTemplate::diameter, Group::EndRoll(), FISHING_BOBBER_READY_TIME, GameObjectValue::FishingHole, GAMEOBJECT_TYPE_BUTTON, GAMEOBJECT_TYPE_CHEST, GAMEOBJECT_TYPE_DOOR, GAMEOBJECT_TYPE_FISHINGHOLE, GAMEOBJECT_TYPE_FISHINGNODE, GAMEOBJECT_TYPE_GOOBER, GAMEOBJECT_TYPE_SUMMONING_RITUAL, GAMEOBJECT_TYPE_TRAP, GameObjectTemplate::GetCharges(), Unit::GetCurrentSpell(), Object::GetEntry(), GameTime::GetGameTime(), GameTime::GetGameTimeMS(), GetGoAnimProgress(), GetGOInfo(), GetGoState(), GetGoType(), Object::GetGUID(), Map::GetLinkedRespawnTime(), GetLinkedTrap(), WorldObject::GetMap(), GetOwner(), GetOwnerGUID(), ObjectAccessor::GetPlayer(), Player::GetSession(), GetSpellId(), GetTemplateAddon(), GetUniqueUseCount(), ObjectAccessor::GetUnit(), GO_ACTIVATED, GO_FLAG_IN_USE, GO_FLAG_NODESPAWN, GO_JUST_DEACTIVATED, GO_NOT_READY, GO_READY, GO_STATE_ACTIVE, GO_STATE_READY, IN_MILLISECONDS, GameObjectTemplate::IsDespawnAtAction(), Object::IsPlayer(), isSpawned(), isSpawnedByDefault(), LOG_ERROR, loot, lootingGroupLowGUID, m_cooldownTime, m_despawnDelay, m_despawnRespawnTime, m_goValue, m_groupLootTimer, m_lootState, m_respawnDelayTime, m_respawnTime, m_restockTime, m_ritualOwnerGUID, m_SkillupList, m_spawnedByDefault, m_spawnId, m_unique_users, m_usetimes, GameObjectValue::MaxOpens, GameObjectTemplate::maxSuccessOpens, GameObjectTemplate::minSuccessOpens, MINUTE, Unit::RemoveGameObject(), RemoveGameObjectFlag(), ReplaceAllGameObjectFlags(), GameObjectTemplate::reqParticipants, GameObjectAI::Reset(), ResetDoorOrButton(), GameObjectTemplate::ritualPersistent, SaveRespawnTime(), Acore::Containers::SelectRandomContainerElement(), SendCustomAnim(), WorldObject::SendObjectDeSpawnAnim(), WorldSession::SendPacket(), SetGoState(), SetLootState(), SetRespawnTime(), sGroupMgr, SMSG_FISH_ESCAPED, sObjectMgr, GameObjectTemplate::spellId, sPoolMgr, sScriptMgr, GameObjectTemplate::startDelay, GameObjectTemplate::summoningRitual, Object::ToPlayer(), GameObjectTemplate::trap, GameObjectTemplate::type, WorldObject::Update(), GameObjectAI::UpdateAI(), WorldObject::UpdateObjectVisibility(), urand(), Cell::VisitAllObjects(), and Cell::VisitWorldObjects().

Referenced by StaticTransport::Update().

◆ UpdateModel()

void GameObject::UpdateModel ( )
protected
2605{
2606 if (!IsInWorld())
2607 return;
2608 if (m_model)
2609 if (GetMap()->ContainsGameObjectModel(*m_model))
2611 delete m_model;
2612 m_model = CreateModel();
2613 if (m_model)
2615}

References CreateModel(), WorldObject::GetMap(), Map::InsertGameObjectModel(), Object::IsInWorld(), m_model, and Map::RemoveGameObjectModel().

Referenced by SetDisplayId().

◆ UpdateModelPosition()

void GameObject::UpdateModelPosition ( )

◆ UpdatePackedRotation()

void GameObject::UpdatePackedRotation ( )
private
2206{
2207 static const int32 PACK_YZ = 1 << 20;
2208 static const int32 PACK_X = PACK_YZ << 1;
2209 static const int32 PACK_YZ_MASK = (PACK_YZ << 1) - 1;
2210 static const int32 PACK_X_MASK = (PACK_X << 1) - 1;
2211 int8 w_sign = (m_localRotation.w >= 0.f ? 1 : -1);
2212 int64 x = int32(m_localRotation.x * PACK_X) * w_sign & PACK_X_MASK;
2213 int64 y = int32(m_localRotation.y * PACK_YZ) * w_sign & PACK_YZ_MASK;
2214 int64 z = int32(m_localRotation.z * PACK_YZ) * w_sign & PACK_YZ_MASK;
2215 m_packedRotation = z | (y << 21) | (x << 42);
2216}
std::int8_t int8
Definition Define.h:105
std::int64_t int64
Definition Define.h:102

References m_localRotation, and m_packedRotation.

Referenced by SetLocalRotation().

◆ Use()

void GameObject::Use ( Unit user)
1465{
1466 // Xinef: we cannot use go with not selectable flags
1468 return;
1469
1470 // by default spell caster is user
1471 Unit* spellCaster = user;
1472 uint32 spellId = 0;
1473 bool triggered = false;
1474
1475 if (Player* playerUser = user->ToPlayer())
1476 {
1477 if (sScriptMgr->OnGossipHello(playerUser, this))
1478 return;
1479
1480 if (AI()->GossipHello(playerUser, false))
1481 return;
1482 }
1483
1484 // If cooldown data present in template
1485 if (uint32 cooldown = GetGOInfo()->GetCooldown())
1486 {
1488 return;
1489
1491 }
1492
1493 switch (GetGoType())
1494 {
1495 case GAMEOBJECT_TYPE_DOOR: //0
1496 //doors/buttons never really despawn, only reset to default state/flags
1497 UseDoorOrButton(0, false, user);
1498 return;
1499 case GAMEOBJECT_TYPE_BUTTON: //1
1500 //doors/buttons never really despawn, only reset to default state/flags
1501 UseDoorOrButton(0, false, user);
1502
1503 // Xinef: properly link possible traps
1504 if (uint32 trapEntry = GetGOInfo()->button.linkedTrap)
1505 TriggeringLinkedGameObject(trapEntry, user);
1506 return;
1508 {
1509 if (!user->IsPlayer())
1510 return;
1511
1512 Player* player = user->ToPlayer();
1513
1514 player->PrepareGossipMenu(this, GetGOInfo()->questgiver.gossipID, true);
1515 player->SendPreparedGossip(this);
1516 return;
1517 }
1518 case GAMEOBJECT_TYPE_TRAP: //6
1519 {
1520 GameObjectTemplate const* goInfo = GetGOInfo();
1521 if (goInfo->trap.spellId)
1522 CastSpell(user, goInfo->trap.spellId);
1523
1524 m_cooldownTime = GameTime::GetGameTimeMS().count() + (goInfo->trap.cooldown ? goInfo->trap.cooldown : uint32(4)) * IN_MILLISECONDS; // template or 4 seconds
1525
1526 if (goInfo->trap.type == 1) // Deactivate after trigger
1528
1529 return;
1530 }
1531 //Sitting: Wooden bench, chairs enzz
1532 case GAMEOBJECT_TYPE_CHAIR: //7
1533 {
1534 GameObjectTemplate const* info = GetGOInfo();
1535 if (!info)
1536 return;
1537
1538 if (!user->IsPlayer())
1539 return;
1540
1541 if (ChairListSlots.empty()) // this is called once at first chair use to make list of available slots
1542 {
1543 if (info->chair.slots > 0) // sometimes chairs in DB have error in fields and we dont know number of slots
1544 for (uint32 i = 0; i < info->chair.slots; ++i)
1545 ChairListSlots[i].Clear(); // Last user of current slot set to 0 (none sit here yet)
1546 else
1547 ChairListSlots[0].Clear(); // error in DB, make one default slot
1548 }
1549
1550 Player* player = user->ToPlayer();
1551
1552 // a chair may have n slots. we have to calculate their positions and teleport the player to the nearest one
1553
1554 float lowestDist = DEFAULT_VISIBILITY_DISTANCE;
1555
1556 uint32 nearest_slot = 0;
1557 float x_lowest = GetPositionX();
1558 float y_lowest = GetPositionY();
1559
1560 // the object orientation + 1/2 pi
1561 // every slot will be on that straight line
1562 float orthogonalOrientation = GetOrientation() + M_PI * 0.5f;
1563 // find nearest slot
1564 bool found_free_slot = false;
1565 for (ChairSlotAndUser::iterator itr = ChairListSlots.begin(); itr != ChairListSlots.end(); ++itr)
1566 {
1567 // the distance between this slot and the center of the go - imagine a 1D space
1568 float relativeDistance = (info->size * itr->first) - (info->size * (info->chair.slots - 1) / 2.0f);
1569
1570 float x_i = GetPositionX() + relativeDistance * cos(orthogonalOrientation);
1571 float y_i = GetPositionY() + relativeDistance * std::sin(orthogonalOrientation);
1572
1573 if (itr->second)
1574 {
1575 if (Player* ChairUser = ObjectAccessor::GetPlayer(*this, itr->second))
1576 {
1577 if (ChairUser->IsSitState() && ChairUser->getStandState() != UNIT_STAND_STATE_SIT && ChairUser->GetExactDist2d(x_i, y_i) < 0.1f)
1578 continue; // This seat is already occupied by ChairUser. NOTE: Not sure if the ChairUser->getStandState() != UNIT_STAND_STATE_SIT check is required.
1579 else
1580 itr->second.Clear(); // This seat is unoccupied.
1581 }
1582 else
1583 itr->second.Clear(); // The seat may of had an occupant, but they're offline.
1584 }
1585
1586 found_free_slot = true;
1587
1588 // calculate the distance between the player and this slot
1589 float thisDistance = player->GetDistance2d(x_i, y_i);
1590
1591 if (thisDistance <= lowestDist)
1592 {
1593 nearest_slot = itr->first;
1594 lowestDist = thisDistance;
1595 x_lowest = x_i;
1596 y_lowest = y_i;
1597 }
1598 }
1599
1600 if (found_free_slot)
1601 {
1602 ChairSlotAndUser::iterator itr = ChairListSlots.find(nearest_slot);
1603 if (itr != ChairListSlots.end())
1604 {
1605 itr->second = player->GetGUID(); //this slot in now used by player
1608 return;
1609 }
1610 }
1611
1612 return;
1613 }
1614 //big gun, its a spell/aura
1615 case GAMEOBJECT_TYPE_GOOBER: //10
1616 {
1617 GameObjectTemplate const* info = GetGOInfo();
1618
1619 // xinef: Goober cannot be used with this flag, skip
1621 return;
1622
1623 if (user->IsPlayer())
1624 {
1625 Player* player = user->ToPlayer();
1626
1627 if (info->goober.pageId) // show page...
1628 {
1630 data << GetGUID();
1631 player->GetSession()->SendPacket(&data);
1632 }
1633 else if (info->goober.gossipID)
1634 {
1635 player->PrepareGossipMenu(this, info->goober.gossipID);
1636 player->SendPreparedGossip(this);
1637 }
1638
1639 if (info->goober.eventId)
1640 {
1641 LOG_DEBUG("maps.script", "Goober ScriptStart id {} for GO entry {} (spawnId {}).", info->goober.eventId, GetEntry(), m_spawnId);
1642 GetMap()->ScriptsStart(sEventScripts, info->goober.eventId, player, this);
1643 EventInform(info->goober.eventId);
1644 }
1645
1646 // possible quest objective for active quests
1647 if (info->goober.questId && sObjectMgr->GetQuestTemplate(info->goober.questId))
1648 {
1649 //Quest require to be active for GO using
1651 break;
1652 }
1653
1654 if (Battleground* bg = player->GetBattleground())
1655 bg->EventPlayerUsedGO(player, this);
1656
1657 if (Group* group = player->GetGroup())
1658 {
1659 for (GroupReference const* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
1660 {
1661 if (Player* member = itr->GetSource())
1662 {
1663 if (member->IsAtGroupRewardDistance(this))
1664 {
1665 member->KillCreditGO(info->entry, GetGUID());
1666 }
1667 }
1668 }
1669 }
1670 else
1671 {
1672 player->KillCreditGO(info->entry, GetGUID());
1673 }
1674 }
1675
1676 if (uint32 trapEntry = info->goober.linkedTrapId)
1677 TriggeringLinkedGameObject(trapEntry, user);
1678
1679 if (info->GetAutoCloseTime())
1680 {
1683 if (!info->goober.customAnim)
1685 }
1686
1687 // this appear to be ok, however others exist in addition to this that should have custom (ex: 190510, 188692, 187389)
1688 if (info->goober.customAnim)
1690
1692
1693 // cast this spell later if provided
1694 spellId = info->goober.spellId;
1695 spellCaster = user;
1696
1697 break;
1698 }
1699 case GAMEOBJECT_TYPE_CAMERA: //13
1700 {
1701 GameObjectTemplate const* info = GetGOInfo();
1702 if (!info)
1703 return;
1704
1705 if (!user->IsPlayer())
1706 return;
1707
1708 Player* player = user->ToPlayer();
1709
1710 if (info->camera.cinematicId)
1711 player->SendCinematicStart(info->camera.cinematicId);
1712
1713 if (info->camera.eventID)
1714 {
1715 GetMap()->ScriptsStart(sEventScripts, info->camera.eventID, player, this);
1716 EventInform(info->camera.eventID);
1717 }
1718
1719 return;
1720 }
1721 //fishing bobber
1723 {
1724 Player* player = user->ToPlayer();
1725 if (!player)
1726 return;
1727
1728 if (player->GetGUID() != GetOwnerGUID())
1729 return;
1730
1731 switch (getLootState())
1732 {
1733 case GO_READY: // ready for loot
1734 {
1735 uint32 zone, subzone;
1736 GetZoneAndAreaId(zone, subzone);
1737
1738 int32 zone_skill = sObjectMgr->GetFishingBaseSkillLevel(subzone);
1739 if (!zone_skill)
1740 zone_skill = sObjectMgr->GetFishingBaseSkillLevel(zone);
1741
1742 //provide error, no fishable zone or area should be 0
1743 if (!zone_skill)
1744 LOG_ERROR("sql.sql", "Fishable areaId {} are not properly defined in `skill_fishing_base_level`.", subzone);
1745
1746 int32 skill = player->GetSkillValue(SKILL_FISHING);
1747
1748 int32 chance;
1749 if (skill < zone_skill)
1750 {
1751 chance = int32(pow((double)skill / zone_skill, 2) * 100);
1752 if (chance < 1)
1753 chance = 1;
1754 }
1755 else
1756 chance = 100;
1757
1758 int32 roll = irand(1, 100);
1759
1760 LOG_DEBUG("entities.gameobject", "Fishing check (skill: {} zone min skill: {} chance {} roll: {}", skill, zone_skill, chance, roll);
1761
1762 if (sScriptMgr->OnPlayerUpdateFishingSkill(player, skill, zone_skill, chance, roll))
1763 {
1764 player->UpdateFishingSkill();
1765 }
1766 // but you will likely cause junk in areas that require a high fishing skill (not yet implemented)
1767 if (chance >= roll)
1768 {
1769 //TODO: I do not understand this hack. Need some explanation.
1770 // prevent removing GO at spell cancel
1772 SetOwnerGUID(player->GetGUID());
1773 SetSpellId(0); // prevent removing unintended auras at Unit::RemoveGameObject
1774
1775 //TODO: find reasonable value for fishing hole search
1777 if (ok)
1778 {
1779 ok->Use(player);
1781 }
1782 else
1783 player->SendLoot(GetGUID(), LOOT_FISHING);
1784 }
1785 else // else: junk
1787 break;
1788 }
1789 case GO_JUST_DEACTIVATED: // nothing to do, will be deleted at next update
1790 break;
1791 default:
1792 {
1794
1796 player->GetSession()->SendPacket(&data);
1797 break;
1798 }
1799 }
1800 player->FinishSpell(CURRENT_CHANNELED_SPELL, true);
1801 return;
1802 }
1803
1805 {
1806 if (!user->IsPlayer())
1807 return;
1808
1809 Player* player = user->ToPlayer();
1810 Unit* owner = GetOwner();
1811 GameObjectTemplate const* info = GetGOInfo();
1812
1813 // ritual owner is set for GO's without owner (not summoned)
1814 if (!m_ritualOwnerGUID && !owner)
1815 m_ritualOwnerGUID = player->GetGUID();
1816
1817 if (owner)
1818 {
1819 if (!owner->IsPlayer())
1820 return;
1821
1822 // accept only use by player from same group as owner, excluding owner itself (unique use already added in spell effect)
1823 if (player == owner->ToPlayer() || (info->summoningRitual.castersGrouped && !player->IsInSameRaidWith(owner->ToPlayer())))
1824 return;
1825
1826 // expect owner to already be channeling, so if not...
1828 return;
1829 }
1830 else
1831 {
1832 Player* ritualOwner = ObjectAccessor::GetPlayer(*this, m_ritualOwnerGUID);
1833 if (!ritualOwner)
1834 return;
1835 if (player != ritualOwner && (info->summoningRitual.castersGrouped && !player->IsInSameRaidWith(ritualOwner)))
1836 return;
1837 }
1838
1840
1842 return;
1843
1844 if (info->summoningRitual.animSpell)
1845 player->CastSpell(player, info->summoningRitual.animSpell, true);
1846 else
1847 player->CastSpell(player, GetSpellId(),
1851
1852 AddUniqueUse(player);
1853
1854 // full amount unique participants including original summoner
1856 {
1858
1859 // channel ready, maintain this
1861 }
1862
1863 return;
1864 }
1866 {
1867 GameObjectTemplate const* info = GetGOInfo();
1868 if (!info)
1869 return;
1870
1871 if (info->spellcaster.partyOnly)
1872 {
1873 if (!user->IsPlayer())
1874 return;
1875 if (ObjectGuid ownerGuid = GetOwnerGUID())
1876 {
1877 if (user->GetGUID() != ownerGuid)
1878 {
1879 Group* group = user->ToPlayer()->GetGroup();
1880 if (!group)
1881 return;
1882 if (!group->IsMember(ownerGuid))
1883 return;
1884 }
1885 }
1886 }
1887
1889 spellId = info->spellcaster.spellId;
1890 break;
1891 }
1893 {
1894 GameObjectTemplate const* info = GetGOInfo();
1895
1896 if (!user->IsPlayer())
1897 return;
1898
1899 Player* player = user->ToPlayer();
1900
1901 Player* targetPlayer = ObjectAccessor::FindPlayer(player->GetTarget());
1902
1903 // accept only use by player from same raid as caster
1904 if (!targetPlayer || !targetPlayer->IsInSameRaidWith(player))
1905 return;
1906
1907 //required lvl checks!
1908 uint8 level = player->GetLevel();
1909 if (level < info->meetingstone.minLevel)
1910 return;
1911 level = targetPlayer->GetLevel();
1912 if (level < info->meetingstone.minLevel)
1913 return;
1914
1915 spellId = 23598; // Meeting Stone Summon
1916
1917 break;
1918 }
1919
1920 case GAMEOBJECT_TYPE_FLAGSTAND: // 24
1921 {
1922 if (!user->IsPlayer())
1923 return;
1924
1925 Player* player = user->ToPlayer();
1926
1927 if (player->CanUseBattlegroundObject(this))
1928 {
1929 // in battleground check
1930 Battleground* bg = player->GetBattleground();
1931 if (!bg)
1932 return;
1933
1934 if (player->GetVehicle())
1935 return;
1936
1939 // BG flag click
1940 // AB:
1941 // 15001
1942 // 15002
1943 // 15003
1944 // 15004
1945 // 15005
1946 bg->EventPlayerClickedOnFlag(player, this);
1947 return; //we don;t need to delete flag ... it is despawned!
1948 }
1949 break;
1950 }
1951
1952 case GAMEOBJECT_TYPE_FISHINGHOLE: // 25
1953 {
1954 if (!user->IsPlayer())
1955 return;
1956
1957 Player* player = user->ToPlayer();
1958
1959 player->SendLoot(GetGUID(), LOOT_FISHINGHOLE);
1961 return;
1962 }
1963
1964 case GAMEOBJECT_TYPE_FLAGDROP: // 26
1965 {
1966 if (!user->IsPlayer())
1967 return;
1968
1969 Player* player = user->ToPlayer();
1970
1971 if (player->CanUseBattlegroundObject(this))
1972 {
1973 // in battleground check
1974 Battleground* bg = player->GetBattleground();
1975 if (!bg)
1976 return;
1977
1978 if (player->GetVehicle())
1979 return;
1980
1983 // BG flag dropped
1984 // WS:
1985 // 179785 - Silverwing Flag
1986 // 179786 - Warsong Flag
1987 // EotS:
1988 // 184142 - Netherstorm Flag
1989 GameObjectTemplate const* info = GetGOInfo();
1990 if (info)
1991 {
1993 {
1994 GameObject::gameObjectToEventFlag[info->entry](player, this, bg);
1995 }
1996 else
1997 {
1998 switch (info->entry)
1999 {
2000 case 179785: // Silverwing Flag
2001 case 179786: // Warsong Flag
2002 if (bg->GetBgTypeID(true) == BATTLEGROUND_WS)
2003 bg->EventPlayerClickedOnFlag(player, this);
2004 break;
2005 case 184142: // Netherstorm Flag
2006 if (bg->GetBgTypeID(true) == BATTLEGROUND_EY)
2007 bg->EventPlayerClickedOnFlag(player, this);
2008 break;
2009 }
2010 }
2011 }
2012 //this cause to call return, all flags must be deleted here!!
2013 spellId = 0;
2014 Delete();
2015 }
2016 break;
2017 }
2019 {
2020 GameObjectTemplate const* info = GetGOInfo();
2021 if (!info)
2022 return;
2023
2024 if (!user->IsPlayer())
2025 return;
2026
2027 Player* player = user->ToPlayer();
2028
2029 // fallback, will always work
2031
2033 player->GetSession()->SendPacket(&data);
2034
2036 return;
2037 }
2038 default:
2040 LOG_ERROR("entities.gameobject", "GameObject::Use(): unit ({}, name: {}) tries to use object ({}, name: {}) of unknown type ({})",
2041 user->GetGUID().ToString(), user->GetName(), GetGUID().ToString(), GetGOInfo()->name, GetGoType());
2042 break;
2043 }
2044
2045 if (!spellId)
2046 return;
2047
2048 SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
2049 if (!spellInfo)
2050 {
2051 if (!user->IsPlayer() || !sOutdoorPvPMgr->HandleCustomSpell(user->ToPlayer(), spellId, this))
2052 LOG_ERROR("entities.gameobject", "WORLD: unknown spell id {} at use action for gameobject (Entry: {} GoType: {})", spellId, GetEntry(), GetGoType());
2053 else
2054 LOG_DEBUG("outdoorpvp", "WORLD: {} non-dbc spell was handled by OutdoorPvP", spellId);
2055 return;
2056 }
2057
2058 if (Player* player = user->ToPlayer())
2059 sOutdoorPvPMgr->HandleCustomSpell(player, spellId, this);
2060
2061 if (spellCaster)
2062 {
2063 if ((spellCaster->CastSpell(user, spellInfo, triggered) == SPELL_CAST_OK) && GetGoType() == GAMEOBJECT_TYPE_SPELLCASTER)
2064 AddUse();
2065 }
2066 else
2067 CastSpell(user, spellId);
2068}
@ ACHIEVEMENT_CRITERIA_TYPE_FISH_IN_GAMEOBJECT
Definition DBCEnums.h:183
@ LOOT_FISHING_JUNK
Definition LootMgr.h:91
@ LOOT_FISHING
Definition LootMgr.h:82
@ LOOT_FISHINGHOLE
Definition LootMgr.h:89
#define DEFAULT_VISIBILITY_DISTANCE
Definition ObjectDefines.h:40
ScriptMapMap sEventScripts
Definition ObjectMgr.cpp:60
#define sOutdoorPvPMgr
Definition OutdoorPvPMgr.h:102
@ TELE_TO_NOT_LEAVE_COMBAT
Definition Player.h:828
@ TELE_TO_NOT_UNSUMMON_PET
Definition Player.h:829
@ TELE_TO_NOT_LEAVE_TRANSPORT
Definition Player.h:827
int32 irand(int32 min, int32 max)
Definition Random.cpp:37
@ GAMEOBJECT_TYPE_MEETINGSTONE
Definition SharedDefines.h:1583
@ GAMEOBJECT_TYPE_SPELLCASTER
Definition SharedDefines.h:1582
@ BATTLEGROUND_WS
Definition SharedDefines.h:3482
@ BATTLEGROUND_EY
Definition SharedDefines.h:3487
@ SPELL_CAST_OK
Definition SharedDefines.h:1138
@ SKILL_FISHING
Definition SharedDefines.h:2957
@ SPELL_AURA_MOD_INVISIBILITY
Definition SpellAuraDefines.h:81
@ SPELL_AURA_MOUNTED
Definition SpellAuraDefines.h:141
@ SPELL_AURA_MOD_STEALTH
Definition SpellAuraDefines.h:79
TriggerCastFlags
Definition SpellDefines.h:132
@ TRIGGERED_IGNORE_POWER_AND_REAGENT_COST
Will ignore Spell and Category cooldowns.
Definition SpellDefines.h:136
@ TRIGGERED_CAST_DIRECTLY
Will ignore combo point requirement.
Definition SpellDefines.h:141
@ TRIGGERED_IGNORE_EFFECTS
Periodic aura tick wont be reset on override.
Definition SpellDefines.h:153
@ UNIT_STAND_STATE_SIT_LOW_CHAIR
Definition UnitDefines.h:36
@ UNIT_STAND_STATE_SIT
Definition UnitDefines.h:33
virtual void EventPlayerClickedOnFlag(Player *, GameObject *)
Definition Battleground.h:525
BattlegroundTypeId GetBgTypeID(bool GetRandom=false) const
Definition Battleground.h:330
void UseDoorOrButton(uint32 time_to_restore=0, bool alternative=false, Unit *user=nullptr)
Definition GameObject.cpp:1414
static std::unordered_map< int, goEventFlag > gameObjectToEventFlag
Definition GameObject.h:2922
LootState getLootState() const
Definition GameObject.h:223
ChairSlotAndUser ChairListSlots
Definition GameObject.h:386
void TriggeringLinkedGameObject(uint32 trapEntry, Unit *target)
Definition GameObject.cpp:1370
GameObject * LookupFishingHoleAround(float range)
Definition GameObject.cpp:1393
void Use(Unit *user)
Definition GameObject.cpp:1464
void AddUniqueUse(Player *player)
Definition GameObject.cpp:930
void SetSpellId(uint32 id)
Definition GameObject.h:176
Definition GroupReference.h:27
bool IsMember(ObjectGuid guid) const
Definition Group.cpp:2334
void ScriptsStart(std::map< uint32, std::multimap< uint32, ScriptInfo > > const &scripts, uint32 id, Object *source, Object *target)
Put scripts in the execution queue.
Definition MapScripts.cpp:31
void UpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscValue1=0, uint32 miscValue2=0, Unit *unit=nullptr)
Definition PlayerUpdates.cpp:2177
bool IsInSameRaidWith(Player const *p) const
Definition Player.h:1893
bool UpdateFishingSkill()
Definition PlayerUpdates.cpp:886
uint16 GetSkillValue(uint32 skill) const
Definition Player.cpp:5478
bool CanUseBattlegroundObject(GameObject *gameobject) const
Definition Player.cpp:13277
void SendPreparedGossip(WorldObject *source)
Definition PlayerGossip.cpp:209
void SendLoot(ObjectGuid guid, LootType loot_type)
Definition Player.cpp:7816
Group * GetGroup()
Definition Player.h:2476
void SendCinematicStart(uint32 CinematicSequenceId) const
Definition Player.cpp:5738
bool TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options=0, Unit *target=nullptr, bool newInstance=false)
Definition Player.cpp:1338
void KillCreditGO(uint32 entry, ObjectGuid guid=ObjectGuid::Empty)
Definition PlayerQuest.cpp:2056
void PrepareGossipMenu(WorldObject *source, uint32 menuId=0, bool showQuests=false)
Definition PlayerGossip.cpp:32
Vehicle * GetVehicle() const
Definition Unit.h:1839
void FinishSpell(CurrentSpellTypes spellType, bool ok=true)
Definition Unit.cpp:4119
void RemoveAurasByType(AuraType auraType, ObjectGuid casterGUID=ObjectGuid::Empty, Aura *except=nullptr, bool negative=true, bool positive=true)
Definition Unit.cpp:5142
void SetStandState(uint8 state)
Definition Unit.cpp:16778
ObjectGuid GetTarget() const
Definition Unit.h:827
uint8 GetLevel() const
Definition Unit.h:1033
float GetDistance2d(WorldObject const *obj) const
Definition Object.cpp:1274
@ SMSG_GAMEOBJECT_PAGETEXT
Definition Opcodes.h:509
@ SMSG_ENABLE_BARBER_SHOP
Definition Opcodes.h:1093
@ SMSG_FISH_NOT_HOOKED
Definition Opcodes.h:486
Player * FindPlayer(ObjectGuid const guid)
Definition ObjectAccessor.cpp:245
uint32 castersGrouped
Definition GameObjectData.h:237
uint32 height
Definition GameObjectData.h:135
struct GameObjectTemplate::@231::@245 camera
uint32 gossipID
Definition GameObjectData.h:72
uint32 GetAutoCloseTime() const
Definition GameObjectData.h:510
uint32 linkedTrap
Definition GameObjectData.h:59
uint32 slots
Definition GameObjectData.h:134
struct GameObjectTemplate::@231::@249 spellcaster
struct GameObjectTemplate::@231::@258 barberChair
uint32 partyOnly
Definition GameObjectData.h:253
uint32 chairheight
Definition GameObjectData.h:345
uint32 eventId
Definition GameObjectData.h:89
uint32 pageId
Definition GameObjectData.h:168
struct GameObjectTemplate::@231::@239 chair
uint32 eventID
Definition GameObjectData.h:209
uint32 cinematicId
Definition GameObjectData.h:208
uint32 customAnim
Definition GameObjectData.h:73
uint32 linkedTrapId
Definition GameObjectData.h:90

References ACHIEVEMENT_CRITERIA_TYPE_FISH_IN_GAMEOBJECT, AddUniqueUse(), AddUse(), AI(), GameObjectTemplate::animSpell, GameObjectTemplate::barberChair, BATTLEGROUND_EY, BATTLEGROUND_WS, GameObjectTemplate::camera, Player::CanUseBattlegroundObject(), GameObjectTemplate::castersGrouped, Unit::CastSpell(), CastSpell(), GameObjectTemplate::chair, GameObjectTemplate::chairheight, ChairListSlots, CheckRitualList(), GameObjectTemplate::cinematicId, CONTACT_DISTANCE, GameObjectTemplate::cooldown, CURRENT_CHANNELED_SPELL, GameObjectTemplate::customAnim, DEFAULT_VISIBILITY_DISTANCE, Delete(), GameObjectTemplate::entry, GameObjectTemplate::eventId, GameObjectTemplate::eventID, EventInform(), Battleground::EventPlayerClickedOnFlag(), ObjectAccessor::FindPlayer(), Unit::FinishSpell(), GAMEOBJECT_TYPE_BARBER_CHAIR, GAMEOBJECT_TYPE_BUTTON, GAMEOBJECT_TYPE_CAMERA, GAMEOBJECT_TYPE_CHAIR, GAMEOBJECT_TYPE_DOOR, GAMEOBJECT_TYPE_FISHINGHOLE, GAMEOBJECT_TYPE_FISHINGNODE, GAMEOBJECT_TYPE_FLAGDROP, GAMEOBJECT_TYPE_FLAGSTAND, GAMEOBJECT_TYPE_GOOBER, GAMEOBJECT_TYPE_MEETINGSTONE, GAMEOBJECT_TYPE_QUESTGIVER, GAMEOBJECT_TYPE_SPELLCASTER, GAMEOBJECT_TYPE_SUMMONING_RITUAL, GAMEOBJECT_TYPE_TRAP, gameObjectToEventFlag, GameObjectTemplate::GetAutoCloseTime(), Player::GetBattleground(), Battleground::GetBgTypeID(), Unit::GetCurrentSpell(), WorldObject::GetDistance2d(), Object::GetEntry(), GameTime::GetGameTimeMS(), GetGoAnimProgress(), GetGOInfo(), GetGoType(), Player::GetGroup(), Object::GetGUID(), Object::GetGUID(), Unit::GetLevel(), getLootState(), WorldObject::GetMap(), WorldLocation::GetMapId(), WorldObject::GetName(), Position::GetOrientation(), GetOwner(), GetOwnerGUID(), ObjectAccessor::GetPlayer(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), Player::GetQuestStatus(), Player::GetSession(), Player::GetSkillValue(), GetSpellId(), Unit::GetTarget(), GetUniqueUseCount(), Unit::GetVehicle(), WorldObject::GetZoneAndAreaId(), GO_ACTIVATED, GO_FLAG_IN_USE, GO_FLAG_NOT_SELECTABLE, GO_JUST_DEACTIVATED, GO_NOT_READY, GO_READY, GO_STATE_ACTIVE, GameObjectTemplate::goober, GameObjectTemplate::gossipID, HasGameObjectFlag(), GameObjectTemplate::height, IN_MILLISECONDS, irand(), Player::IsInSameRaidWith(), Group::IsMember(), Object::IsPlayer(), Player::KillCreditGO(), GameObjectTemplate::linkedTrap, GameObjectTemplate::linkedTrapId, LOG_DEBUG, LOG_ERROR, LookupFishingHoleAround(), LOOT_FISHING, LOOT_FISHING_JUNK, LOOT_FISHINGHOLE, m_cooldownTime, m_ritualOwnerGUID, m_spawnId, MAX_GAMEOBJECT_TYPE, GameObjectTemplate::pageId, GameObjectTemplate::partyOnly, Player::PrepareGossipMenu(), QUEST_STATUS_INCOMPLETE, GameObjectTemplate::questId, Unit::RemoveAurasByType(), RemoveFromOwner(), GameObjectTemplate::reqParticipants, Map::ScriptsStart(), Player::SendCinematicStart(), SendCustomAnim(), Player::SendLoot(), WorldSession::SendPacket(), Player::SendPreparedGossip(), SetGameObjectFlag(), SetGoState(), SetLootState(), SetOwnerGUID(), SetSpellId(), Unit::SetStandState(), sEventScripts, GameObjectTemplate::size, SKILL_FISHING, GameObjectTemplate::slots, SMSG_ENABLE_BARBER_SHOP, SMSG_FISH_NOT_HOOKED, SMSG_GAMEOBJECT_PAGETEXT, sObjectMgr, sOutdoorPvPMgr, SPELL_AURA_MOD_INVISIBILITY, SPELL_AURA_MOD_STEALTH, SPELL_AURA_MOUNTED, SPELL_CAST_OK, GameObjectTemplate::spellcaster, GameObjectTemplate::spellId, sScriptMgr, sSpellMgr, GameObjectTemplate::summoningRitual, TELE_TO_NOT_LEAVE_COMBAT, TELE_TO_NOT_LEAVE_TRANSPORT, TELE_TO_NOT_UNSUMMON_PET, Player::TeleportTo(), Object::ToPlayer(), ObjectGuid::ToString(), Position::ToString(), GameObjectTemplate::trap, TRIGGERED_CAST_DIRECTLY, TRIGGERED_IGNORE_EFFECTS, TRIGGERED_IGNORE_POWER_AND_REAGENT_COST, TriggeringLinkedGameObject(), GameObjectTemplate::type, UNIT_STAND_STATE_SIT, UNIT_STAND_STATE_SIT_LOW_CHAIR, Player::UpdateAchievementCriteria(), Player::UpdateFishingSkill(), Use(), and UseDoorOrButton().

Referenced by Spell::EffectActivateObject(), spell_q9452_cast_net::HandleActiveObject(), go_sand_trap::Reset(), Spell::SendLoot(), npc_valiance_keep_cannoneer::npc_valiance_keep_cannoneerAI::UpdateAI(), and Use().

◆ UseDoorOrButton()

◆ ValidateGameobjectType()

bool GameObject::ValidateGameobjectType ( ) const
2518{
2519 switch (m_goInfo->type)
2520 {
2526 return true;
2527 default:
2528 return false;
2529 }
2530}
@ GAMEOBJECT_TYPE_TRAPDOOR
Definition SharedDefines.h:1595

References GAMEOBJECT_TYPE_BUTTON, GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING, GAMEOBJECT_TYPE_DOOR, GAMEOBJECT_TYPE_TRAP, GAMEOBJECT_TYPE_TRAPDOOR, m_goInfo, and GameObjectTemplate::type.

Referenced by IsInstanceGameobject().

Member Data Documentation

◆ _lootStateUnitGUID

ObjectGuid GameObject::_lootStateUnitGUID
protected

Referenced by SetLootState(), and Update().

◆ ChairListSlots

ChairSlotAndUser GameObject::ChairListSlots
protected

Referenced by Use().

◆ gameObjectToEventFlag

std::unordered_map< int, goEventFlag > GameObject::gameObjectToEventFlag = { }
static
2971{
2972 //11 GAMEOBJECT_TYPE_TRANSPORT
2973 struct
2974 {
2975 uint32 PathProgress;
2976 TransportAnimation const* AnimationInfo;
2977 } Transport;
2978 //25 GAMEOBJECT_TYPE_FISHINGHOLE
2979 struct
2980 {
2981 uint32 MaxOpens;
2982 } FishingHole;
2983 //29 GAMEOBJECT_TYPE_CAPTURE_POINT
2984 struct
2985 {
2986 OPvPCapturePoint* OPvPObj;
2987 } CapturePoint;
2988 //33 GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING
2989 struct
2990 {
2991 uint32 Health;
2992 uint32 MaxHealth;
2993 } Building;
2994};
2995
2996enum class GameObjectActions : uint32
2997{
2998 // Name from client executable // Comments
2999 None, // -NONE-
3000 AnimateCustom0, // Animate Custom0
3001 AnimateCustom1, // Animate Custom1
3002 AnimateCustom2, // Animate Custom2
3003 AnimateCustom3, // Animate Custom3
3004 Disturb, // Disturb // Triggers trap
3005 Unlock, // Unlock // Resets GO_FLAG_LOCKED
3006 Lock, // Lock // Sets GO_FLAG_LOCKED
3007 Open, // Open // Sets GO_STATE_ACTIVE
3008 OpenAndUnlock, // Open + Unlock // Sets GO_STATE_ACTIVE and resets GO_FLAG_LOCKED
3009 Close, // Close // Sets GO_STATE_READY
3010 ToggleOpen, // Toggle Open
3011 Destroy, // Destroy // Sets GO_STATE_DESTROYED
3012 Rebuild, // Rebuild // Resets from GO_STATE_DESTROYED
3013 Creation, // Creation
3014 Despawn, // Despawn
3015 MakeInert, // Make Inert // Disables interactions
3016 MakeActive, // Make Active // Enables interactions
3017 CloseAndLock, // Close + Lock // Sets GO_STATE_READY and sets GO_FLAG_LOCKED
3018 UseArtKit0, // Use ArtKit0 // 46904: 121
3019 UseArtKit1, // Use ArtKit1 // 36639: 81, 46903: 122
3020 UseArtKit2, // Use ArtKit2
3021 UseArtKit3, // Use ArtKit3
3022 SetTapList, // Set Tap List
3023};
3024
3025// For containers: [GO_NOT_READY]->GO_READY (close)->GO_ACTIVATED (open) ->GO_JUST_DEACTIVATED->GO_READY -> ...
3026// For bobber: GO_NOT_READY ->GO_READY (close)->GO_ACTIVATED (open) ->GO_JUST_DEACTIVATED-><deleted>
3027// For door(closed):[GO_NOT_READY]->GO_READY (close)->GO_ACTIVATED (open) ->GO_JUST_DEACTIVATED->GO_READY(close) -> ...
3028// For door(open): [GO_NOT_READY]->GO_READY (open) ->GO_ACTIVATED (close)->GO_JUST_DEACTIVATED->GO_READY(open) -> ...
3029enum LootState
3030{
3032 GO_READY, // can be ready but despawned, and then not possible activate until spawn
3035};
3036
3037// 5 sec for bobber catch
3038#define FISHING_BOBBER_READY_TIME 5
3039
3040class GameObject : public WorldObject, public GridObject<GameObject>, public MovableMapObject
3041{
3042public:
3043 explicit GameObject();
3044 ~GameObject() override;
3045
3046 void BuildValuesUpdate(uint8 updateType, ByteBuffer* data, Player* target) override;
3047
3048 void AddToWorld() override;
3049 void RemoveFromWorld() override;
3050 void CleanupsBeforeDelete(bool finalCleanup = true) override;
3051
3052 uint32 GetDynamicFlags() const override { return GetUInt32Value(GAMEOBJECT_DYNAMIC); }
3053 void ReplaceAllDynamicFlags(uint32 flag) override { SetUInt32Value(GAMEOBJECT_DYNAMIC, flag); }
3054
3055 virtual bool Create(ObjectGuid::LowType guidlow, uint32 name_id, Map* map, uint32 phaseMask, float x, float y, float z, float ang, G3D::Quat const& rotation, uint32 animprogress, GOState go_state, uint32 artKit = 0);
3056 void Update(uint32 p_time) override;
3057 [[nodiscard]] GameObjectTemplate const* GetGOInfo() const { return m_goInfo; }
3058 [[nodiscard]] GameObjectTemplateAddon const* GetTemplateAddon() const;
3059 [[nodiscard]] GameObjectData const* GetGameObjectData() const { return m_goData; }
3060 [[nodiscard]] GameObjectValue const* GetGOValue() const { return &m_goValue; }
3061
3062 [[nodiscard]] bool IsTransport() const;
3063 [[nodiscard]] bool IsDestructibleBuilding() const;
3064
3065 [[nodiscard]] ObjectGuid::LowType GetSpawnId() const { return m_spawnId; }
3066
3067 // z_rot, y_rot, x_rot - rotation angles around z, y and x axes
3068 void SetLocalRotationAngles(float z_rot, float y_rot, float x_rot);
3069 void SetLocalRotation(G3D::Quat const& rot);
3070 void SetTransportPathRotation(float qx, float qy, float qz, float qw);
3071 [[nodiscard]] G3D::Quat const& GetLocalRotation() const { return m_localRotation; }
3072 [[nodiscard]] int64 GetPackedLocalRotation() const { return m_packedRotation; }
3073 [[nodiscard]] G3D::Quat GetWorldRotation() const;
3074
3075 // overwrite WorldObject function for proper name localization
3076 [[nodiscard]] std::string const& GetNameForLocaleIdx(LocaleConstant locale_idx) const override;
3077
3078 void SaveToDB(bool saveAddon = false);
3079 void SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask, bool saveAddon = false);
3080 bool LoadFromDB(ObjectGuid::LowType guid, Map* map) { return LoadGameObjectFromDB(guid, map, false); }
3081 bool LoadGameObjectFromDB(ObjectGuid::LowType guid, Map* map, bool addToMap = true);
3082 void DeleteFromDB();
3083
3084 void SetOwnerGUID(ObjectGuid owner)
3085 {
3086 // Owner already found and different than expected owner - remove object from old owner
3087 if (owner && GetOwnerGUID() && GetOwnerGUID() != owner)
3088 {
3089 ABORT();
3090 }
3091 m_spawnedByDefault = false; // all object with owner is despawned after delay
3093 }
3094 [[nodiscard]] ObjectGuid GetOwnerGUID() const { return GetGuidValue(OBJECT_FIELD_CREATED_BY); }
3095 [[nodiscard]] Unit* GetOwner() const;
3096
3097 void SetSpellId(uint32 id)
3098 {
3099 m_spawnedByDefault = false; // all summoned object is despawned after delay
3100 m_spellId = id;
3101 }
3102 [[nodiscard]] uint32 GetSpellId() const { return m_spellId;}
3103
3104 [[nodiscard]] time_t GetRespawnTime() const { return m_respawnTime; }
3105 [[nodiscard]] time_t GetRespawnTimeEx() const;
3106
3107 void SetRespawnTime(int32 respawn);
3108 void SetRespawnDelay(int32 respawn);
3109 void Respawn();
3110 [[nodiscard]] bool isSpawned() const
3111 {
3112 return m_respawnDelayTime == 0 ||
3115 }
3116 [[nodiscard]] bool isSpawnedByDefault() const { return m_spawnedByDefault; }
3117 void SetSpawnedByDefault(bool b) { m_spawnedByDefault = b; }
3118 [[nodiscard]] uint32 GetRespawnDelay() const { return m_respawnDelayTime; }
3119 void Refresh();
3120 void DespawnOrUnsummon(Milliseconds delay = 0ms, Seconds forcedRespawnTime = 0s);
3121 void Delete();
3122 void GetFishLoot(Loot* fishLoot, Player* lootOwner, bool junk = false);
3123 [[nodiscard]] GameobjectTypes GetGoType() const { return GameobjectTypes(GetByteValue(GAMEOBJECT_BYTES_1, 1)); }
3125 [[nodiscard]] GOState GetGoState() const { return GOState(GetByteValue(GAMEOBJECT_BYTES_1, 0)); }
3126 void SetGoState(GOState state);
3127 [[nodiscard]] uint8 GetGoArtKit() const { return GetByteValue(GAMEOBJECT_BYTES_1, 2); }
3128 void SetGoArtKit(uint8 artkit);
3129 [[nodiscard]] uint8 GetGoAnimProgress() const { return GetByteValue(GAMEOBJECT_BYTES_1, 3); }
3130 void SetGoAnimProgress(uint8 animprogress) { SetByteValue(GAMEOBJECT_BYTES_1, 3, animprogress); }
3131 static void SetGoArtKit(uint8 artkit, GameObject* go, ObjectGuid::LowType lowguid = 0);
3132
3133 void SetPhaseMask(uint32 newPhaseMask, bool update) override;
3134 void EnableCollision(bool enable);
3135
3137 bool HasGameObjectFlag(GameObjectFlags flags) const { return HasFlag(GAMEOBJECT_FLAGS, flags) != 0; }
3141
3142 void Use(Unit* user);
3143
3144 [[nodiscard]] LootState getLootState() const { return m_lootState; }
3145 // Note: unit is only used when s = GO_ACTIVATED
3146 void SetLootState(LootState s, Unit* unit = nullptr);
3147
3148 [[nodiscard]] uint16 GetLootMode() const { return m_LootMode; }
3149 [[nodiscard]] bool HasLootMode(uint16 lootMode) const { return m_LootMode & lootMode; }
3150 void SetLootMode(uint16 lootMode) { m_LootMode = lootMode; }
3151 void AddLootMode(uint16 lootMode) { m_LootMode |= lootMode; }
3152 void RemoveLootMode(uint16 lootMode) { m_LootMode &= ~lootMode; }
3154
3155 void AddToSkillupList(ObjectGuid playerGuid);
3156 [[nodiscard]] bool IsInSkillupList(ObjectGuid playerGuid) const;
3157
3158 void AddUniqueUse(Player* player);
3159 void AddUse() { ++m_usetimes; }
3160
3161 [[nodiscard]] uint32 GetUseCount() const { return m_usetimes; }
3162 [[nodiscard]] uint32 GetUniqueUseCount() const { return m_unique_users.size(); }
3163
3164 void SaveRespawnTime() override { SaveRespawnTime(0); }
3165 void SaveRespawnTime(uint32 forceDelay);
3166
3167 Loot loot;
3168
3169 [[nodiscard]] Player* GetLootRecipient() const;
3170 [[nodiscard]] Group* GetLootRecipientGroup() const;
3171 void SetLootRecipient(Creature* creature);
3172 void SetLootRecipient(Map* map);
3173 bool IsLootAllowedFor(Player const* player) const;
3174 [[nodiscard]] bool HasLootRecipient() const { return m_lootRecipient || m_lootRecipientGroup; }
3175 uint32 m_groupLootTimer; // (msecs)timer used for group loot
3176 uint32 lootingGroupLowGUID; // used to find group which is looting
3177 void SetLootGenerationTime();
3178 [[nodiscard]] uint32 GetLootGenerationTime() const { return m_lootGenerationTime; }
3179
3180 [[nodiscard]] GameObject* GetLinkedTrap();
3181 void SetLinkedTrap(GameObject* linkedTrap) { m_linkedTrap = linkedTrap->GetGUID(); }
3182
3183 [[nodiscard]] bool hasQuest(uint32 quest_id) const override;
3184 [[nodiscard]] bool hasInvolvedQuest(uint32 quest_id) const override;
3185 bool ActivateToQuest(Player* target) const;
3186 void UseDoorOrButton(uint32 time_to_restore = 0, bool alternative = false, Unit* user = nullptr);
3187 // 0 = use `gameobject`.`spawntimesecs`
3188 void ResetDoorOrButton();
3189
3190 void TriggeringLinkedGameObject(uint32 trapEntry, Unit* target);
3191
3192 [[nodiscard]] bool IsNeverVisible() const override;
3193 bool IsAlwaysVisibleFor(WorldObject const* seer) const override;
3194 [[nodiscard]] bool IsInvisibleDueToDespawn() const override;
3195
3196 uint8 getLevelForTarget(WorldObject const* target) const override
3197 {
3198 if (Unit* owner = GetOwner())
3199 return owner->getLevelForTarget(target);
3200
3201 return 1;
3202 }
3203
3204 GameObject* LookupFishingHoleAround(float range);
3205
3206 void CastSpell(Unit* target, uint32 spell);
3207 void SendCustomAnim(uint32 anim);
3208 [[nodiscard]] bool IsInRange(float x, float y, float z, float radius) const;
3209
3210 void ModifyHealth(int32 change, Unit* attackerOrHealer = nullptr, uint32 spellId = 0);
3212 // sets GameObject type 33 destruction flags and optionally default health for that state
3213 void SetDestructibleState(GameObjectDestructibleState state, Player* eventInvoker = nullptr, bool setHealth = false);
3215 {
3221 }
3222
3223 void EventInform(uint32 eventId);
3224
3225 [[nodiscard]] virtual uint32 GetScriptId() const;
3226 [[nodiscard]] GameObjectAI* AI() const { return m_AI; }
3227
3228 [[nodiscard]] std::string const& GetAIName() const;
3229 void SetDisplayId(uint32 displayid);
3230 [[nodiscard]] uint32 GetDisplayId() const { return GetUInt32Value(GAMEOBJECT_DISPLAYID); }
3231
3233 void GetRespawnPosition(float& x, float& y, float& z, float* ori = nullptr) const;
3234
3235 void SetPosition(float x, float y, float z, float o);
3236 void SetPosition(const Position& pos) { SetPosition(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation()); }
3237
3238 [[nodiscard]] bool IsStaticTransport() const { return GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT; }
3239 [[nodiscard]] bool IsMotionTransport() const { return GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT; }
3240
3241 Transport* ToTransport() { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT || GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<Transport*>(this); else return nullptr; }
3242 [[nodiscard]] Transport const* ToTransport() const { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT || GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<Transport const*>(this); else return nullptr; }
3243
3244 StaticTransport* ToStaticTransport() { if (GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<StaticTransport*>(this); else return nullptr; }
3245 [[nodiscard]] StaticTransport const* ToStaticTransport() const { if (GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<StaticTransport const*>(this); else return nullptr; }
3246
3247 MotionTransport* ToMotionTransport() { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT) return reinterpret_cast<MotionTransport*>(this); else return nullptr; }
3248 [[nodiscard]] MotionTransport const* ToMotionTransport() const { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT) return reinterpret_cast<MotionTransport const*>(this); else return nullptr; }
3249
3250 [[nodiscard]] float GetStationaryX() const override { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionX(); return GetPositionX(); }
3251 [[nodiscard]] float GetStationaryY() const override { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionY(); return GetPositionY(); }
3252 [[nodiscard]] float GetStationaryZ() const override { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionZ(); return GetPositionZ(); }
3253 [[nodiscard]] float GetStationaryO() const override { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetOrientation(); return GetOrientation(); }
3254
3255 [[nodiscard]] float GetInteractionDistance() const;
3256
3257 void UpdateModelPosition();
3258
3259 [[nodiscard]] bool IsAtInteractDistance(Position const& pos, float radius) const;
3260 [[nodiscard]] bool IsAtInteractDistance(Player const* player, SpellInfo const* spell = nullptr) const;
3261
3262 [[nodiscard]] bool IsWithinDistInMap(Player const* player) const;
3264
3265 [[nodiscard]] SpellInfo const* GetSpellForLock(Player const* player) const;
3266
3267 static std::unordered_map<int, goEventFlag> gameObjectToEventFlag; // Gameobject -> event flag
3268
3269 [[nodiscard]] bool ValidateGameobjectType() const;
3270 [[nodiscard]] bool IsInstanceGameobject() const;
3271 [[nodiscard]] uint8 GameobjectStateToInt(GOState* state) const;
3272
3273 /* A check to verify if this object is available to be saved on the DB when
3274 * a state change occurs
3275 */
3276 [[nodiscard]] bool IsAllowedToSaveToDB() const { return m_saveStateOnDb; };
3277
3278 /* Enable or Disable the ability to save on the database this gameobject's state
3279 * whenever it changes
3280 */
3281 void AllowSaveToDB(bool enable) { m_saveStateOnDb = enable; };
3282
3283 void SaveStateToDB();
3284
3285 std::string GetDebugInfo() const override;
3286protected:
3287 bool AIM_Initialize();
3289 void UpdateModel(); // updates model in case displayId were changed
3291 time_t m_respawnTime; // (secs) time of next respawn (or despawn if GO have owner()),
3292 uint32 m_respawnDelayTime; // (secs) if 0 then current GO state no dependent from timer
3294 Seconds m_despawnRespawnTime; // override respawn time after delayed despawn
3297 bool m_spawnedByDefault;
3298 uint32 m_cooldownTime; // used as internal reaction delay time store (not state change reaction).
3299 // For traps this: spell casting cooldown, for doors/buttons: reset time.
3300 std::unordered_map<ObjectGuid, int32> m_SkillupList;
3301
3302 ObjectGuid m_ritualOwnerGUID; // used for GAMEOBJECT_TYPE_SUMMONING_RITUAL where GO is not summoned (no owner)
3305
3306 typedef std::map<uint32, ObjectGuid> ChairSlotAndUser;
3308
3311 GameObjectData const* m_goData;
3314
3316 G3D::Quat m_localRotation;
3318
3321 uint16 m_LootMode; // bitmask, default LOOT_MODE_DEFAULT, determines what loot will be lootable
3323
3325
3327
3328private:
3329 void CheckRitualList();
3330 void ClearRitualList();
3331 void RemoveFromOwner();
3332 void SwitchDoorOrButton(bool activate, bool alternative = false);
3333 void UpdatePackedRotation();
3334
3336 bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool /*is3D*/, bool /*useBoundingRadius = true*/) const override
3337 {
3339 dist2compare += obj->GetObjectSize();
3340 return IsInRange(obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ(), dist2compare);
3341 }
3343
3344 bool m_saveStateOnDb = false;
3345};
3346#endif
LocaleConstant
Definition Common.h:65
std::chrono::milliseconds Milliseconds
Milliseconds shorthand typedef.
Definition Duration.h:27
LootState
Definition GameObject.h:109
GameObjectActions
Definition GameObject.h:76
std::set< ObjectGuid > GuidSet
Definition ObjectGuid.h:253
Definition GameObjectAI.h:33
Definition GameObjectModel.h:53
void GetRespawnPosition(float &x, float &y, float &z, float *ori=nullptr) const
Definition GameObject.cpp:2825
uint32 GetRespawnDelay() const
Definition GameObject.h:197
bool IsWithinDistInMap(Player const *player) const
Definition GameObject.cpp:2988
void AddToSkillupList(ObjectGuid playerGuid)
Definition GameObject.cpp:3053
void AddLootMode(uint16 lootMode)
Definition GameObject.h:230
~GameObject() override
Definition GameObject.cpp:77
void DeleteFromDB()
Definition GameObject.cpp:1172
std::string GetDebugInfo() const override
Definition GameObject.cpp:3072
bool hasInvolvedQuest(uint32 quest_id) const override
Definition GameObject.cpp:1200
bool IsInSkillupList(ObjectGuid playerGuid) const
Definition GameObject.cpp:3059
float GetStationaryZ() const override
Definition GameObject.h:331
uint32 GetDynamicFlags() const override
Definition GameObject.h:131
uint8 getLevelForTarget(WorldObject const *target) const override
Definition GameObject.h:275
float GetStationaryY() const override
Definition GameObject.h:330
void GetFishLoot(Loot *fishLoot, Player *lootOwner, bool junk=false)
Definition GameObject.cpp:1005
bool HasLootMode(uint16 lootMode) const
Definition GameObject.h:228
GameObjectValue const * GetGOValue() const
Definition GameObject.h:139
Player * GetLootRecipient() const
Definition GameObject.cpp:2617
bool IsAlwaysVisibleFor(WorldObject const *seer) const override
Definition GameObject.cpp:1248
time_t GetRespawnTime() const
Definition GameObject.h:183
uint32 GetLootGenerationTime() const
Definition GameObject.h:257
float GetStationaryX() const override
Definition GameObject.h:329
void RemoveLootMode(uint16 lootMode)
Definition GameObject.h:231
void SetSpawnedByDefault(bool b)
Definition GameObject.h:196
void SetLootRecipient(Creature *creature)
Definition GameObject.cpp:2631
void SetDestructibleBuildingModifyState(bool allow)
Definition GameObject.h:290
bool IsMotionTransport() const
Definition GameObject.h:318
void Respawn()
Definition GameObject.cpp:1303
void Refresh()
Definition GameObject.cpp:920
time_t GetRespawnTimeEx() const
Definition GameObject.cpp:2908
bool hasQuest(uint32 quest_id) const override
Definition GameObject.cpp:1189
GameObjectFlags GetGameObjectFlags() const
Definition GameObject.h:215
uint32 GetDisplayId() const
Definition GameObject.h:309
int64 GetPackedLocalRotation() const
Definition GameObject.h:151
void UpdateModelPosition()
Definition GameObject.cpp:2895
bool IsStaticTransport() const
Definition GameObject.h:317
void SetLootMode(uint16 lootMode)
Definition GameObject.h:229
uint32 GetUseCount() const
Definition GameObject.h:240
void SetLootGenerationTime()
Definition GameObject.cpp:2917
std::map< uint32, ObjectGuid > ChairSlotAndUser
Definition GameObject.h:385
bool IsNeverVisible() const override
Definition GameObject.cpp:1237
std::string const & GetNameForLocaleIdx(LocaleConstant locale_idx) const override
Definition GameObject.cpp:2192
void BuildValuesUpdate(uint8 updateType, ByteBuffer *data, Player *target) override
Definition GameObject.cpp:2725
void CleanupsBeforeDelete(bool finalCleanup=true) override
Definition GameObject.cpp:104
uint16 GetLootMode() const
Definition GameObject.h:227
bool IsInvisibleDueToDespawn() const override
Definition GameObject.cpp:1276
void AddToWorld() override
Definition GameObject.cpp:140
bool LoadFromDB(ObjectGuid::LowType guid, Map *map)
Definition GameObject.h:159
void Update(uint32 p_time) override
Definition GameObject.cpp:447
float GetStationaryO() const override
Definition GameObject.h:332
void ModifyHealth(int32 change, Unit *attackerOrHealer=nullptr, uint32 spellId=0)
Definition GameObject.cpp:2262
void AllowSaveToDB(bool enable)
Definition GameObject.h:360
void ReplaceAllDynamicFlags(uint32 flag) override
Definition GameObject.h:132
Definition Object.h:352
Definition Map.h:156
Definition Object.h:393
Definition OutdoorPvP.h:91
uint32 LowType
Definition ObjectGuid.h:122
bool IsWithinDistInMap(WorldObject const *obj, float dist2compare, bool is3D=true, bool useBoundingRadius=true) const
Definition Object.cpp:1332
float GetObjectSize() const
Definition Object.cpp:2784
Definition LootMgr.h:313
Definition Position.h:27
Definition TransportMgr.h:88
Definition GameObject.h:50

Referenced by Use().

◆ loot

◆ lootingGroupLowGUID

uint32 GameObject::lootingGroupLowGUID

Referenced by GameObject(), and Update().

◆ m_AI

GameObjectAI* GameObject::m_AI
private

Referenced by AI(), AIM_Initialize(), and ~GameObject().

◆ m_allowModifyDestructibleBuilding

bool GameObject::m_allowModifyDestructibleBuilding
protected

◆ m_cooldownTime

uint32 GameObject::m_cooldownTime
protected

◆ m_despawnDelay

uint32 GameObject::m_despawnDelay
protected

◆ m_despawnRespawnTime

Seconds GameObject::m_despawnRespawnTime
protected

◆ m_goData

◆ m_goInfo

◆ m_goValue

◆ m_groupLootTimer

uint32 GameObject::m_groupLootTimer

Referenced by GameObject(), and Update().

◆ m_linkedTrap

ObjectGuid GameObject::m_linkedTrap
protected

Referenced by GetLinkedTrap(), and SetLinkedTrap().

◆ m_localRotation

G3D::Quat GameObject::m_localRotation
protected

◆ m_lootGenerationTime

uint32 GameObject::m_lootGenerationTime
protected

◆ m_LootMode

uint16 GameObject::m_LootMode
protected

◆ m_lootRecipient

ObjectGuid GameObject::m_lootRecipient
protected

◆ m_lootRecipientGroup

◆ m_lootState

LootState GameObject::m_lootState
protected

◆ m_model

◆ m_packedRotation

int64 GameObject::m_packedRotation
protected

◆ m_respawnDelayTime

uint32 GameObject::m_respawnDelayTime
protected

◆ m_respawnTime

◆ m_restockTime

Seconds GameObject::m_restockTime
protected

Referenced by GameObject(), SetLootState(), and Update().

◆ m_ritualOwnerGUID

ObjectGuid GameObject::m_ritualOwnerGUID
protected

Referenced by Update(), and Use().

◆ m_saveStateOnDb

bool GameObject::m_saveStateOnDb = false
private

◆ m_SkillupList

std::unordered_map<ObjectGuid, int32> GameObject::m_SkillupList
protected

◆ m_spawnedByDefault

◆ m_spawnId

◆ m_spellId

uint32 GameObject::m_spellId
protected

◆ m_stationaryPosition

◆ m_unique_users

GuidSet GameObject::m_unique_users
protected

◆ m_usetimes

uint32 GameObject::m_usetimes
protected

The documentation for this class was generated from the following files: