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Viano-Core/src/server/game/Entities/GameObject/GameObject.h
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/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef TRINITYCORE_GAMEOBJECT_H
#define TRINITYCORE_GAMEOBJECT_H
#include "Object.h"
#include "DatabaseEnvFwd.h"
#include "GameObjectData.h"
#include "Loot.h"
#include "MapObject.h"
#include "SharedDefines.h"
class GameObjectAI;
class GameObjectModel;
class Group;
class OPvPCapturePoint;
class SpellInfo;
class Transport;
class Unit;
struct TransportAnimation;
enum TriggerCastFlags : uint32;
union GameObjectValue
{
//11 GAMEOBJECT_TYPE_TRANSPORT
struct
{
uint32 PathProgress;
TransportAnimation const* AnimationInfo;
std::vector<uint32>* StopFrames;
} Transport;
//25 GAMEOBJECT_TYPE_FISHINGHOLE
struct
{
uint32 MaxOpens;
} FishingHole;
//29 GAMEOBJECT_TYPE_CAPTURE_POINT
struct
{
OPvPCapturePoint *OPvPObj;
} CapturePoint;
//33 GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING
struct
{
uint32 Health;
uint32 MaxHealth;
} Building;
};
// For containers: [GO_NOT_READY]->GO_READY (close)->GO_ACTIVATED (open) ->GO_JUST_DEACTIVATED->GO_READY -> ...
// For bobber: GO_NOT_READY ->GO_READY (close)->GO_ACTIVATED (open) ->GO_JUST_DEACTIVATED-><deleted>
// For door(closed):[GO_NOT_READY]->GO_READY (close)->GO_ACTIVATED (open) ->GO_JUST_DEACTIVATED->GO_READY(close) -> ...
// For door(open): [GO_NOT_READY]->GO_READY (open) ->GO_ACTIVATED (close)->GO_JUST_DEACTIVATED->GO_READY(open) -> ...
enum LootState
{
GO_NOT_READY = 0,
GO_READY, // can be ready but despawned, and then not possible activate until spawn
GO_ACTIVATED,
GO_JUST_DEACTIVATED
};
// 5 sec for bobber catch
#define FISHING_BOBBER_READY_TIME 5
class TC_GAME_API GameObject : public WorldObject, public GridObject<GameObject>, public MapObject
{
public:
explicit GameObject();
~GameObject();
void BuildValuesUpdate(uint8 updatetype, ByteBuffer* data, Player* target) const override;
void AddToWorld() override;
void RemoveFromWorld() override;
void CleanupsBeforeDelete(bool finalCleanup = true) override;
virtual bool Create(ObjectGuid::LowType guidlow, uint32 name_id, Map* map, uint32 phaseMask, Position const& pos, QuaternionData const& rotation, uint32 animprogress, GOState go_state, uint32 artKit = 0, bool dynamic = false, ObjectGuid::LowType spawnid = 0);
void Update(uint32 p_time) override;
GameObjectTemplate const* GetGOInfo() const { return m_goInfo; }
GameObjectTemplateAddon const* GetTemplateAddon() const { return m_goTemplateAddon; }
GameObjectData const* GetGameObjectData() const { return m_goData; }
GameObjectValue const* GetGOValue() const { return &m_goValue; }
bool IsTransport() const;
bool IsDynTransport() const;
bool IsDestructibleBuilding() const;
ObjectGuid::LowType GetSpawnId() const { return m_spawnId; }
// z_rot, y_rot, x_rot - rotation angles around z, y and x axes
void SetLocalRotationAngles(float z_rot, float y_rot, float x_rot);
void SetLocalRotation(float qx, float qy, float qz, float qw);
void SetParentRotation(QuaternionData const& rotation); // transforms(rotates) transport's path
QuaternionData const& GetLocalRotation() const { return m_localRotation; }
int64 GetPackedLocalRotation() const { return m_packedRotation; }
QuaternionData GetWorldRotation() const;
// overwrite WorldObject function for proper name localization
std::string const& GetNameForLocaleIdx(LocaleConstant locale_idx) const override;
void SaveToDB();
void SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask);
bool LoadFromDB(ObjectGuid::LowType spawnId, Map* map, bool addToMap, bool = true); // arg4 is unused, only present to match the signature on Creature
static bool DeleteFromDB(ObjectGuid::LowType spawnId);
void SetOwnerGUID(ObjectGuid owner)
{
// Owner already found and different than expected owner - remove object from old owner
if (owner && GetOwnerGUID() && GetOwnerGUID() != owner)
{
ABORT();
}
m_spawnedByDefault = false; // all object with owner is despawned after delay
SetGuidValue(OBJECT_FIELD_CREATED_BY, owner);
}
ObjectGuid GetOwnerGUID() const { return GetGuidValue(OBJECT_FIELD_CREATED_BY); }
Unit* GetOwner() const;
void SetSpellId(uint32 id)
{
m_spawnedByDefault = false; // all summoned object is despawned after delay
m_spellId = id;
}
uint32 GetSpellId() const { return m_spellId;}
time_t GetRespawnTime() const { return m_respawnTime; }
time_t GetRespawnTimeEx() const;
void SetRespawnTime(int32 respawn);
void Respawn();
bool isSpawned() const
{
return m_respawnDelayTime == 0 ||
(m_respawnTime > 0 && !m_spawnedByDefault) ||
(m_respawnTime == 0 && m_spawnedByDefault);
}
bool isSpawnedByDefault() const { return m_spawnedByDefault; }
void SetSpawnedByDefault(bool b) { m_spawnedByDefault = b; }
uint32 GetRespawnDelay() const { return m_respawnDelayTime; }
void Refresh();
void DespawnOrUnsummon(Milliseconds const& delay = 0ms, Seconds const& forceRespawnTime = 0s);
void Delete();
void SendGameObjectDespawn();
void getFishLoot(Loot* loot, Player* loot_owner);
void getFishLootJunk(Loot* loot, Player* loot_owner);
GameobjectTypes GetGoType() const { return GameobjectTypes(GetByteValue(GAMEOBJECT_BYTES_1, 1)); }
void SetGoType(GameobjectTypes type) { SetByteValue(GAMEOBJECT_BYTES_1, 1, type); }
GOState GetGoState() const { return GOState(GetByteValue(GAMEOBJECT_BYTES_1, 0)); }
void SetGoState(GOState state);
uint8 GetGoArtKit() const { return GetByteValue(GAMEOBJECT_BYTES_1, 2); }
void SetGoArtKit(uint8 artkit);
uint8 GetGoAnimProgress() const { return GetByteValue(GAMEOBJECT_BYTES_1, 3); }
void SetGoAnimProgress(uint8 animprogress) { SetByteValue(GAMEOBJECT_BYTES_1, 3, animprogress); }
static void SetGoArtKit(uint8 artkit, GameObject* go, ObjectGuid::LowType lowguid = 0);
void PlayAnimKit(int32 animKit);
void EnableCollision(bool enable);
void Use(Unit* user);
LootState getLootState() const { return m_lootState; }
// Note: unit is only used when s = GO_ACTIVATED
void SetLootState(LootState s, Unit* unit = nullptr);
uint16 GetLootMode() const { return m_LootMode; }
bool HasLootMode(uint16 lootMode) const { return (m_LootMode & lootMode) != 0; }
void SetLootMode(uint16 lootMode) { m_LootMode = lootMode; }
void AddLootMode(uint16 lootMode) { m_LootMode |= lootMode; }
void RemoveLootMode(uint16 lootMode) { m_LootMode &= ~lootMode; }
void ResetLootMode() { m_LootMode = LOOT_MODE_DEFAULT; }
void SetLootGenerationTime();
uint32 GetLootGenerationTime() const { return m_lootGenerationTime; }
void AddToSkillupList(ObjectGuid::LowType PlayerGuidLow) { m_SkillupList.push_back(PlayerGuidLow); }
bool IsInSkillupList(ObjectGuid::LowType PlayerGuidLow) const
{
for (std::list<ObjectGuid::LowType>::const_iterator i = m_SkillupList.begin(); i != m_SkillupList.end(); ++i)
if (*i == PlayerGuidLow)
return true;
return false;
}
void ClearSkillupList() { m_SkillupList.clear(); }
void AddUniqueUse(Player* player);
void AddUse() { ++m_usetimes; }
uint32 GetUseCount() const { return m_usetimes; }
uint32 GetUniqueUseCount() const { return m_unique_users.size(); }
void SaveRespawnTime(uint32 forceDelay = 0);
Loot loot;
Player* GetLootRecipient() const;
Group* GetLootRecipientGroup() const;
void SetLootRecipient(Unit* unit, Group* group = nullptr);
bool IsLootAllowedFor(Player const* player) const;
bool HasLootRecipient() const { return !m_lootRecipient.IsEmpty() || m_lootRecipientGroup; }
uint32 m_groupLootTimer; // (msecs)timer used for group loot
ObjectGuid::LowType lootingGroupLowGUID; // used to find group which is looting
GameObject* GetLinkedTrap();
void SetLinkedTrap(GameObject* linkedTrap) { m_linkedTrap = linkedTrap->GetGUID(); }
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);
// 0 = use `gameobject`.`spawntimesecs`
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;
GameObject* LookupFishingHoleAround(float range);
void CastSpell(Unit* target, uint32 spell, bool triggered = true);
void CastSpell(Unit* target, uint32 spell, TriggerCastFlags triggered);
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);
// sets GameObject type 33 destruction flags and optionally default health for that state
void SetDestructibleState(GameObjectDestructibleState state, Player* eventInvoker = nullptr, bool setHealth = false);
GameObjectDestructibleState GetDestructibleState() const
{
if (HasFlag(GAMEOBJECT_FLAGS, GO_FLAG_DESTROYED))
return GO_DESTRUCTIBLE_DESTROYED;
if (HasFlag(GAMEOBJECT_FLAGS, GO_FLAG_DAMAGED))
return GO_DESTRUCTIBLE_DAMAGED;
return GO_DESTRUCTIBLE_INTACT;
}
void EventInform(uint32 eventId, WorldObject* invoker = nullptr);
// There's many places not ready for dynamic spawns. This allows them to live on for now.
void SetRespawnCompatibilityMode(bool mode = true) { m_respawnCompatibilityMode = mode; }
bool GetRespawnCompatibilityMode() { return m_respawnCompatibilityMode; }
virtual uint32 GetScriptId() const;
GameObjectAI* AI() const { return m_AI; }
std::string const& GetAIName() const;
void SetDisplayId(uint32 displayid);
uint32 GetDisplayId() const { return GetUInt32Value(GAMEOBJECT_DISPLAYID); }
uint32 GetFaction() const { return GetUInt32Value(GAMEOBJECT_FACTION); }
void SetFaction(uint32 faction) { SetUInt32Value(GAMEOBJECT_FACTION, faction); }
GameObjectModel* m_model;
void GetRespawnPosition(float &x, float &y, float &z, float* ori = nullptr) const;
Transport* ToTransport();
Transport const* ToTransport() const;
MapTransport* ToMapTransport();
MapTransport const* ToMapTransport() const;
float GetStationaryX() const override;
float GetStationaryY() const override;
float GetStationaryZ() const override;
float GetStationaryO() const override;
void RelocateStationaryPosition(float x, float y, float z, float o);
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;
using WorldObject::IsWithinDistInMap;
SpellInfo const* GetSpellForLock(Player const* player) const;
void AIM_Destroy();
bool AIM_Initialize();
void SetSpawnId(uint32 spawnId) { m_spawnId = spawnId; }
protected:
GameObjectModel* CreateModel();
void UpdateModel(); // updates model in case displayId were changed
uint32 m_spellId;
time_t m_respawnTime; // (secs) time of next respawn (or despawn if GO have owner()),
uint32 m_respawnDelayTime; // (secs) if 0 then current GO state no dependent from timer
uint32 m_despawnDelay;
Seconds m_despawnRespawnTime; // override respawn time after delayed despawn
LootState m_lootState;
ObjectGuid m_lootStateUnitGUID; // GUID of the unit passed with SetLootState(LootState, Unit*)
bool m_spawnedByDefault;
time_t m_restockTime;
time_t m_cooldownTime; // used as internal reaction delay time store (not state change reaction).
// For traps this: spell casting cooldown, for doors/buttons: reset time.
GOState m_prevGoState; // What state to set whenever resetting
std::list<ObjectGuid::LowType> m_SkillupList;
ObjectGuid m_ritualOwnerGUID; // used for GAMEOBJECT_TYPE_SUMMONING_RITUAL where GO is not summoned (no owner)
GuidSet m_unique_users;
uint32 m_usetimes;
typedef std::map<uint32, ObjectGuid> ChairSlotAndUser;
ChairSlotAndUser ChairListSlots;
ObjectGuid::LowType m_spawnId; ///< For new or temporary gameobjects is 0 for saved it is lowguid
GameObjectTemplate const* m_goInfo;
GameObjectTemplateAddon const* m_goTemplateAddon;
GameObjectData const* m_goData;
GameObjectValue m_goValue;
int64 m_packedRotation;
QuaternionData m_localRotation;
Position m_stationaryPosition;
ObjectGuid m_lootRecipient;
uint32 m_lootRecipientGroup;
uint16 m_LootMode; // bitmask, default LOOT_MODE_DEFAULT, determines what loot will be lootable
uint32 m_lootGenerationTime;
ObjectGuid m_linkedTrap;
private:
void RemoveFromOwner();
void SwitchDoorOrButton(bool activate, bool alternative = false);
void UpdatePackedRotation();
//! Object distance/size - overridden from Object::_IsWithinDist. Needs to take in account proper GO size.
bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool /*is3D*/) const override
{
//! Following check does check 3d distance
return IsInRange(obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ(), dist2compare);
}
GameObjectAI* m_AI;
bool m_respawnCompatibilityMode;
};
#endif