719 lines
30 KiB
C++
719 lines
30 KiB
C++
/**
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* MaNGOS is a full featured server for World of Warcraft, supporting
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* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
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*
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* Copyright (C) 2005-2020 MaNGOS <https://getmangos.eu>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* World of Warcraft, and all World of Warcraft or Warcraft art, images,
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* and lore are copyrighted by Blizzard Entertainment, Inc.
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*/
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#ifndef MANGOS_H_OBJECT
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#define MANGOS_H_OBJECT
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#include "Common.h"
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#include "ByteBuffer.h"
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#include "UpdateFields.h"
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#include "UpdateData.h"
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#include "ObjectGuid.h"
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#include "Camera.h"
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#include <set>
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#define CONTACT_DISTANCE 0.5f
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#define INTERACTION_DISTANCE 5.0f
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#define ATTACK_DISTANCE 5.0f
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#define TRADE_DISTANCE 11.11f // max distance for trading
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#define MAX_VISIBILITY_DISTANCE 333.0f // max distance for visible object show, limited in 333 yards
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#define DEFAULT_VISIBILITY_DISTANCE 90.0f // default visible distance, 90 yards on continents
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#define DEFAULT_VISIBILITY_INSTANCE 120.0f // default visible distance in instances, 120 yards
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#define DEFAULT_VISIBILITY_BGARENAS 180.0f // default visible distance in BG/Arenas, 180 yards
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#define DEFAULT_WORLD_OBJECT_SIZE 0.388999998569489f // currently used (correctly?) for any non Unit world objects. This is actually the bounding_radius, like player/creature from creature_model_data
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#define DEFAULT_OBJECT_SCALE 1.0f // non-Tauren player/item scale as default, npc/go from database, pets from dbc
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#define DEFAULT_TAUREN_MALE_SCALE 1.35f // Tauren male player scale by default
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#define DEFAULT_TAUREN_FEMALE_SCALE 1.25f // Tauren female player scale by default
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#define MAX_STEALTH_DETECT_RANGE 45.0f
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enum TempSpawnType
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{
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TEMPSPAWN_MANUAL_DESPAWN = 0, // despawns when UnSummon() is called
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TEMPSPAWN_DEAD_DESPAWN = 1, // despawns when the creature disappears
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TEMPSPAWN_CORPSE_DESPAWN = 2, // despawns instantly after death
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TEMPSPAWN_CORPSE_TIMED_DESPAWN = 3, // despawns after a specified time after death (or when the creature disappears)
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TEMPSPAWN_TIMED_DESPAWN = 4, // despawns after a specified time
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TEMPSPAWN_TIMED_OOC_DESPAWN = 5, // despawns after a specified time after the creature is out of combat
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TEMPSPAWN_TIMED_OR_DEAD_DESPAWN = 6, // despawns after a specified time OR when the creature disappears
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TEMPSPAWN_TIMED_OR_CORPSE_DESPAWN = 7, // despawns after a specified time OR when the creature dies
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TEMPSPAWN_TIMED_OOC_OR_DEAD_DESPAWN = 8, // despawns after a specified time (OOC) OR when the creature disappears
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TEMPSPAWN_TIMED_OOC_OR_CORPSE_DESPAWN = 9, // despawns after a specified time (OOC) OR when the creature dies
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};
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class WorldPacket;
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class UpdateData;
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class WorldSession;
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class Creature;
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class GameObject;
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class Player;
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class Unit;
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class Group;
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class Map;
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class UpdateMask;
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class InstanceData;
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class TerrainInfo;
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#ifdef ENABLE_ELUNA
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class ElunaEventProcessor;
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#endif /* ENABLE_ELUNA */
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struct MangosStringLocale;
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typedef UNORDERED_MAP<Player*, UpdateData> UpdateDataMapType;
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struct Position
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{
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Position() : x(0.0f), y(0.0f), z(0.0f), o(0.0f) {}
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float x, y, z, o;
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};
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struct WorldLocation
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{
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uint32 mapid;
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float coord_x;
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float coord_y;
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float coord_z;
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float orientation;
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explicit WorldLocation(uint32 _mapid = 0, float _x = 0, float _y = 0, float _z = 0, float _o = 0)
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: mapid(_mapid), coord_x(_x), coord_y(_y), coord_z(_z), orientation(_o) {}
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WorldLocation(WorldLocation const& loc)
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: mapid(loc.mapid), coord_x(loc.coord_x), coord_y(loc.coord_y), coord_z(loc.coord_z), orientation(loc.orientation) {}
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};
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// use this class to measure time between world update ticks
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// essential for units updating their spells after cells become active
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class WorldUpdateCounter
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{
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public:
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WorldUpdateCounter() : m_tmStart(0) {}
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time_t timeElapsed()
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{
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if (!m_tmStart)
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{
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m_tmStart = WorldTimer::tickPrevTime();
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}
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return WorldTimer::getMSTimeDiff(m_tmStart, WorldTimer::tickTime());
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}
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void Reset() { m_tmStart = WorldTimer::tickTime(); }
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private:
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uint32 m_tmStart;
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};
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class Object
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{
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public:
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virtual ~Object();
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const bool& IsInWorld() const { return m_inWorld; }
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virtual void AddToWorld()
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{
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if (m_inWorld)
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{
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return;
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}
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m_inWorld = true;
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// synchronize values mirror with values array (changes will send in updatecreate opcode any way
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ClearUpdateMask(false); // false - we can't have update data in update queue before adding to world
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}
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virtual void RemoveFromWorld()
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{
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// if we remove from world then sending changes not required
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ClearUpdateMask(true);
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m_inWorld = false;
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}
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ObjectGuid const& GetObjectGuid() const { return GetGuidValue(OBJECT_FIELD_GUID); }
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uint32 GetGUIDLow() const { return GetObjectGuid().GetCounter(); }
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PackedGuid const& GetPackGUID() const { return m_PackGUID; }
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std::string GetGuidStr() const { return GetObjectGuid().GetString(); }
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uint32 GetEntry() const { return GetUInt32Value(OBJECT_FIELD_ENTRY); }
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void SetEntry(uint32 entry) { SetUInt32Value(OBJECT_FIELD_ENTRY, entry); }
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float GetObjectScale() const
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{
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return m_floatValues[OBJECT_FIELD_SCALE_X] ? m_floatValues[OBJECT_FIELD_SCALE_X] : DEFAULT_OBJECT_SCALE;
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}
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void SetObjectScale(float newScale);
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uint8 GetTypeId() const { return m_objectTypeId; }
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bool isType(TypeMask mask) const { return (mask & m_objectType); }
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virtual void BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) const;
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void SendCreateUpdateToPlayer(Player* player);
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// must be overwrite in appropriate subclasses (WorldObject, Item currently), or will crash
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virtual void AddToClientUpdateList();
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virtual void RemoveFromClientUpdateList();
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virtual void BuildUpdateData(UpdateDataMapType& update_players);
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void MarkForClientUpdate();
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void SendForcedObjectUpdate();
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void BuildValuesUpdateBlockForPlayer(UpdateData* data, Player* target) const;
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void BuildOutOfRangeUpdateBlock(UpdateData* data) const;
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virtual void DestroyForPlayer(Player* target) const;
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const int32& GetInt32Value(uint16 index) const
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{
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MANGOS_ASSERT(index < m_valuesCount || PrintIndexError(index , false));
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return m_int32Values[ index ];
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}
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const uint32& GetUInt32Value(uint16 index) const
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{
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MANGOS_ASSERT(index < m_valuesCount || PrintIndexError(index , false));
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return m_uint32Values[ index ];
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}
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const uint64& GetUInt64Value(uint16 index) const
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{
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MANGOS_ASSERT(index + 1 < m_valuesCount || PrintIndexError(index , false));
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return *((uint64*) & (m_uint32Values[ index ]));
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}
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const float& GetFloatValue(uint16 index) const
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{
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MANGOS_ASSERT(index < m_valuesCount || PrintIndexError(index , false));
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return m_floatValues[ index ];
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}
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uint8 GetByteValue(uint16 index, uint8 offset) const
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{
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MANGOS_ASSERT(index < m_valuesCount || PrintIndexError(index , false));
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MANGOS_ASSERT(offset < 4);
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return *(((uint8*)&m_uint32Values[ index ]) + offset);
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}
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uint16 GetUInt16Value(uint16 index, uint8 offset) const
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{
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MANGOS_ASSERT(index < m_valuesCount || PrintIndexError(index , false));
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MANGOS_ASSERT(offset < 2);
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return *(((uint16*)&m_uint32Values[ index ]) + offset);
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}
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ObjectGuid const& GetGuidValue(uint16 index) const { return *reinterpret_cast<ObjectGuid const*>(&GetUInt64Value(index)); }
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Player* ToPlayer() { if (GetTypeId() == TYPEID_PLAYER) return reinterpret_cast<Player*>(this); else return NULL; }
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Player const* ToPlayer() const { if (GetTypeId() == TYPEID_PLAYER) return reinterpret_cast<Player const*>(this); else return NULL; }
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Creature* ToCreature() { if (GetTypeId() == TYPEID_UNIT) return reinterpret_cast<Creature*>(this); else return NULL; }
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Creature const* ToCreature() const { if (GetTypeId() == TYPEID_UNIT) return reinterpret_cast<Creature const*>(this); else return NULL; }
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Unit* ToUnit() { if (isType(TYPEMASK_UNIT)) return reinterpret_cast<Unit*>(this); else return NULL; }
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Unit const* ToUnit() const { if (isType(TYPEMASK_UNIT)) return reinterpret_cast<Unit const*>(this); else return NULL; }
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GameObject* ToGameObject() { if (GetTypeId() == TYPEID_GAMEOBJECT) return reinterpret_cast<GameObject*>(this); else return NULL; }
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GameObject const* ToGameObject() const { if (GetTypeId() == TYPEID_GAMEOBJECT) return reinterpret_cast<GameObject const*>(this); else return NULL; }
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Corpse* ToCorpse() { if (GetTypeId() == TYPEID_CORPSE) return reinterpret_cast<Corpse*>(this); else return NULL; }
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Corpse const* ToCorpse() const { if (GetTypeId() == TYPEID_CORPSE) return reinterpret_cast<Corpse const*>(this); else return NULL; }
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DynamicObject* ToDynObject() { if (GetTypeId() == TYPEID_DYNAMICOBJECT) return reinterpret_cast<DynamicObject*>(this); else return NULL; }
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DynamicObject const* ToDynObject() const { if (GetTypeId() == TYPEID_DYNAMICOBJECT) return reinterpret_cast<DynamicObject const*>(this); else return NULL; }
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void SetInt32Value(uint16 index, int32 value);
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void SetUInt32Value(uint16 index, uint32 value);
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void UpdateUInt32Value(uint16 index, uint32 value);
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void SetUInt64Value(uint16 index, const uint64& value);
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void SetFloatValue(uint16 index, float value);
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void SetByteValue(uint16 index, uint8 offset, uint8 value);
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void SetUInt16Value(uint16 index, uint8 offset, uint16 value);
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void SetInt16Value(uint16 index, uint8 offset, int16 value) { SetUInt16Value(index, offset, (uint16)value); }
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void SetGuidValue(uint16 index, ObjectGuid const& value) { SetUInt64Value(index, value.GetRawValue()); }
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void SetStatFloatValue(uint16 index, float value);
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void SetStatInt32Value(uint16 index, int32 value);
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void ForceValuesUpdateAtIndex(uint16 index);
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void ApplyModUInt32Value(uint16 index, int32 val, bool apply);
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void ApplyModInt32Value(uint16 index, int32 val, bool apply);
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void ApplyModPositiveFloatValue(uint16 index, float val, bool apply);
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void ApplyModSignedFloatValue(uint16 index, float val, bool apply);
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void ApplyPercentModFloatValue(uint16 index, float val, bool apply)
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{
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val = val != -100.0f ? val : -99.9f ;
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SetFloatValue(index, GetFloatValue(index) * (apply ? (100.0f + val) / 100.0f : 100.0f / (100.0f + val)));
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}
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/**
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* method to force the update of a given flag to the client. The method is checking the index before indicating the flags need an update.
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*
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* \param index uint16 of the flag to be updated.
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*/
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void MarkFlagUpdateForClient(uint16 index);
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void SetFlag(uint16 index, uint32 newFlag);
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void RemoveFlag(uint16 index, uint32 oldFlag);
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void ToggleFlag(uint16 index, uint32 flag)
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{
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if (HasFlag(index, flag))
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{
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RemoveFlag(index, flag);
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}
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else
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{
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SetFlag(index, flag);
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}
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}
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/**
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* Checks if a certain flag is set.
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* @param index The index to check, values may originate from at least \ref EUnitFields
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* @param flag Which flag to check, value may originate from a lot of places, see code
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* for examples of what
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* @return true if the flag is set, false otherwise
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* \todo More info on these flags and where they come from, also, which indexes can be used?
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*/
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bool HasFlag(uint16 index, uint32 flag) const
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{
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MANGOS_ASSERT(index < m_valuesCount || PrintIndexError(index , false));
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return (m_uint32Values[ index ] & flag) != 0;
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}
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void ApplyModFlag(uint16 index, uint32 flag, bool apply)
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{
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if (apply)
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{
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SetFlag(index, flag);
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}
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else
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{
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RemoveFlag(index, flag);
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}
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}
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void SetByteFlag(uint16 index, uint8 offset, uint8 newFlag);
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void RemoveByteFlag(uint16 index, uint8 offset, uint8 newFlag);
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void ToggleByteFlag(uint16 index, uint8 offset, uint8 flag)
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{
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if (HasByteFlag(index, offset, flag))
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{
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RemoveByteFlag(index, offset, flag);
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}
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else
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{
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SetByteFlag(index, offset, flag);
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}
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}
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bool HasByteFlag(uint16 index, uint8 offset, uint8 flag) const
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{
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MANGOS_ASSERT(index < m_valuesCount || PrintIndexError(index , false));
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MANGOS_ASSERT(offset < 4);
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return (((uint8*)&m_uint32Values[index])[offset] & flag) != 0;
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}
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void ApplyModByteFlag(uint16 index, uint8 offset, uint32 flag, bool apply)
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{
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if (apply)
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{
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SetByteFlag(index, offset, flag);
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}
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else
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{
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RemoveByteFlag(index, offset, flag);
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}
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}
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void SetShortFlag(uint16 index, bool highpart, uint16 newFlag);
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void RemoveShortFlag(uint16 index, bool highpart, uint16 oldFlag);
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void ToggleShortFlag(uint16 index, bool highpart, uint8 flag)
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{
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if (HasShortFlag(index, highpart, flag))
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{
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RemoveShortFlag(index, highpart, flag);
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}
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else
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{
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SetShortFlag(index, highpart, flag);
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}
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}
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bool HasShortFlag(uint16 index, bool highpart, uint8 flag) const
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{
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MANGOS_ASSERT(index < m_valuesCount || PrintIndexError(index , false));
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return (((uint16*)&m_uint32Values[index])[highpart ? 1 : 0] & flag) != 0;
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}
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void ApplyModShortFlag(uint16 index, bool highpart, uint32 flag, bool apply)
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{
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if (apply)
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{
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SetShortFlag(index, highpart, flag);
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}
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else
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{
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RemoveShortFlag(index, highpart, flag);
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}
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}
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void SetFlag64(uint16 index, uint64 newFlag)
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{
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uint64 oldval = GetUInt64Value(index);
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uint64 newval = oldval | newFlag;
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SetUInt64Value(index, newval);
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}
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void RemoveFlag64(uint16 index, uint64 oldFlag)
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{
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uint64 oldval = GetUInt64Value(index);
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uint64 newval = oldval & ~oldFlag;
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SetUInt64Value(index, newval);
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}
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void ToggleFlag64(uint16 index, uint64 flag)
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{
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if (HasFlag64(index, flag))
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{
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RemoveFlag64(index, flag);
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}
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else
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{
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SetFlag64(index, flag);
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}
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}
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bool HasFlag64(uint16 index, uint64 flag) const
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{
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MANGOS_ASSERT(index < m_valuesCount || PrintIndexError(index , false));
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return (GetUInt64Value(index) & flag) != 0;
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}
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void ApplyModFlag64(uint16 index, uint64 flag, bool apply)
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{
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if (apply)
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{
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SetFlag64(index, flag);
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}
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else
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{
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RemoveFlag64(index, flag);
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}
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}
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void ClearUpdateMask(bool remove);
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bool LoadValues(const char* data);
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uint16 GetValuesCount() const { return m_valuesCount; }
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virtual bool HasQuest(uint32 /* quest_id */) const { return false; }
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virtual bool HasInvolvedQuest(uint32 /* quest_id */) const { return false; }
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void _ReCreate(uint32 entry);
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void SetAsNewObject(bool isNew) { m_isNewObject = isNew; }
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protected:
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Object();
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void _InitValues();
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void _Create(uint32 guidlow, uint32 entry, HighGuid guidhigh);
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virtual void _SetUpdateBits(UpdateMask* updateMask, Player* target) const;
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virtual void _SetCreateBits(UpdateMask* updateMask, Player* target) const;
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void BuildMovementUpdate(ByteBuffer* data, uint8 updateFlags) const;
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void BuildValuesUpdate(uint8 updatetype, ByteBuffer* data, UpdateMask* updateMask, Player* target) const;
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void BuildUpdateDataForPlayer(Player* pl, UpdateDataMapType& update_players);
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uint16 m_objectType;
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uint8 m_objectTypeId;
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uint8 m_updateFlag;
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union
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{
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int32* m_int32Values;
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uint32* m_uint32Values;
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float* m_floatValues;
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};
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std::vector<bool> m_changedValues;
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std::map<uint32, uint32> m_plrSpecificFlags;
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uint16 m_valuesCount;
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bool m_objectUpdated;
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private:
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bool m_inWorld;
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bool m_isNewObject;
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PackedGuid m_PackGUID;
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Object(const Object&); // prevent generation copy constructor
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Object& operator=(Object const&); // prevent generation assigment operator
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public:
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// for output helpfull error messages from ASSERTs
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bool PrintIndexError(uint32 index, bool set) const;
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bool PrintEntryError(char const* descr) const;
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};
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struct WorldObjectChangeAccumulator;
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class WorldObject : public Object
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{
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friend struct WorldObjectChangeAccumulator;
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public:
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// class is used to manipulate with WorldUpdateCounter
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// it is needed in order to get time diff between two object's Update() calls
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class UpdateHelper
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{
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public:
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explicit UpdateHelper(WorldObject* obj) : m_obj(obj) {}
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~UpdateHelper() { }
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void Update(uint32 time_diff)
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{
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m_obj->Update(m_obj->m_updateTracker.timeElapsed(), time_diff);
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m_obj->m_updateTracker.Reset();
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}
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private:
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UpdateHelper(const UpdateHelper&);
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UpdateHelper& operator=(const UpdateHelper&);
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WorldObject* const m_obj;
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};
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virtual ~WorldObject();
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virtual void Update(uint32 update_diff, uint32 /*time_diff*/);
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void _Create(uint32 guidlow, HighGuid guidhigh);
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void Relocate(float x, float y, float z, float orientation);
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void Relocate(float x, float y, float z);
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void SetOrientation(float orientation);
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float GetPositionX() const { return m_position.x; }
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float GetPositionY() const { return m_position.y; }
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float GetPositionZ() const { return m_position.z; }
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void GetPosition(float& x, float& y, float& z) const
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{
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x = m_position.x; y = m_position.y; z = m_position.z;
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}
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void GetPosition(WorldLocation& loc) const
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{
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loc.mapid = m_mapId; GetPosition(loc.coord_x, loc.coord_y, loc.coord_z); loc.orientation = GetOrientation();
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}
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float GetOrientation() const { return m_position.o; }
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/// Gives a 2d-point in distance distance2d in direction absAngle around the current position (point-to-point)
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void GetNearPoint2D(float& x, float& y, float distance2d, float absAngle) const;
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/** Gives a "free" spot for searcher in distance distance2d in direction absAngle on "good" height
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* @param searcher - for whom a spot is searched for
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* @param x, y, z - position for the found spot of the searcher
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* @param searcher_bounding_radius - how much space the searcher will require
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* @param distance2d - distance between the middle-points
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* @param absAngle - angle in which the spot is preferred
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*/
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void GetNearPoint(WorldObject const* searcher, float& x, float& y, float& z, float searcher_bounding_radius, float distance2d, float absAngle) const;
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/** Gives a "free" spot for a searcher on the distance (including bounding-radius calculation)
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* @param x, y, z - position for the found spot
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* @param bounding_radius - radius for the searcher
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* @param distance2d - range in which to find a free spot. Default = 0.0f (which usually means the units will have contact)
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* @param angle - direction in which to look for a free spot. Default = 0.0f (direction in which 'this' is looking
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* @param obj - for whom to look for a spot. Default = NULL
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*/
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void GetClosePoint(float& x, float& y, float& z, float bounding_radius, float distance2d = 0.0f, float angle = 0.0f, const WorldObject* obj = NULL) const
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{
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// angle calculated from current orientation
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GetNearPoint(obj, x, y, z, bounding_radius, distance2d, GetOrientation() + angle);
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}
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/** Gives a "free" spot for a searcher in contact-range of "this" (including bounding-radius calculation)
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* @param x, y, z - position for the found spot
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* @param obj - for whom to find a contact position. The position will be searched in direction from 'this' towards 'obj'
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* @param distance2d - distance which 'obj' and 'this' should have beetween their bounding radiuses. Default = CONTACT_DISTANCE
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*/
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void GetContactPoint(const WorldObject* obj, float& x, float& y, float& z, float distance2d = CONTACT_DISTANCE) const
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{
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// angle to face `obj` to `this` using distance includes size of `obj`
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GetNearPoint(obj, x, y, z, obj->GetObjectBoundingRadius(), distance2d, GetAngle(obj));
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}
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virtual float GetObjectBoundingRadius() const { return DEFAULT_WORLD_OBJECT_SIZE; }
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bool IsPositionValid() const;
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void UpdateGroundPositionZ(float x, float y, float& z) const;
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void UpdateAllowedPositionZ(float x, float y, float& z, Map* atMap = NULL) const;
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void GetRandomPoint(float x, float y, float z, float distance, float& rand_x, float& rand_y, float& rand_z, float minDist = 0.0f, float const* ori = NULL) const;
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uint32 GetMapId() const { return m_mapId; }
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uint32 GetInstanceId() const { return m_InstanceId; }
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uint32 GetZoneId() const;
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uint32 GetAreaId() const;
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void GetZoneAndAreaId(uint32& zoneid, uint32& areaid) const;
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InstanceData* GetInstanceData() const;
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const char* GetName() const { return m_name.c_str(); }
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void SetName(const std::string& newname) { m_name = newname; }
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virtual const char* GetNameForLocaleIdx(int32 /*locale_idx*/) const { return GetName(); }
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float GetDistance(const WorldObject* obj) const;
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float GetDistance(float x, float y, float z) const;
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float GetDistance2d(const WorldObject* obj) const;
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float GetDistance2d(float x, float y) const;
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float GetDistanceZ(const WorldObject* obj) const;
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bool IsInMap(const WorldObject* obj) const
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{
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return IsInWorld() && obj->IsInWorld() && (GetMap() == obj->GetMap());
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}
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bool IsWithinDist3d(float x, float y, float z, float dist2compare) const;
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bool IsWithinDist2d(float x, float y, float dist2compare) const;
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bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D) const;
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// use only if you will sure about placing both object at same map
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bool IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D = true) const
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{
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return obj && _IsWithinDist(obj, dist2compare, is3D);
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}
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bool IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D = true) const
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{
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return obj && IsInMap(obj) && _IsWithinDist(obj, dist2compare, is3D);
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}
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bool IsWithinLOS(float x, float y, float z) const;
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bool IsWithinLOSInMap(const WorldObject* obj) const;
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bool GetDistanceOrder(WorldObject const* obj1, WorldObject const* obj2, bool is3D = true) const;
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bool IsInRange(WorldObject const* obj, float minRange, float maxRange, bool is3D = true) const;
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bool IsInRange2d(float x, float y, float minRange, float maxRange) const;
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bool IsInRange3d(float x, float y, float z, float minRange, float maxRange) const;
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float GetAngle(const WorldObject* obj) const;
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float GetAngle(const float x, const float y) const;
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bool HasInArc(const float arcangle, const WorldObject* obj) const;
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bool IsInFrontInMap(WorldObject const* target, float distance, float arc = M_PI) const;
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bool IsInBackInMap(WorldObject const* target, float distance, float arc = M_PI) const;
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bool IsInFront(WorldObject const* target, float distance, float arc = M_PI) const;
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bool IsInBack(WorldObject const* target, float distance, float arc = M_PI) const;
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virtual void CleanupsBeforeDelete(); // used in destructor or explicitly before mass creature delete to remove cross-references to already deleted units
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virtual void SendMessageToSet(WorldPacket* data, bool self) const;
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virtual void SendMessageToSetInRange(WorldPacket* data, float dist, bool self) const;
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void SendMessageToSetExcept(WorldPacket* data, Player const* skipped_receiver) const;
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void MonsterSay(const char* text, uint32 language, Unit const* target = NULL) const;
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void MonsterYell(const char* text, uint32 language, Unit const* target = NULL) const;
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void MonsterTextEmote(const char* text, Unit const* target, bool IsBossEmote = false) const;
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void MonsterWhisper(const char* text, Unit const* target, bool IsBossWhisper = false) const;
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void MonsterText(MangosStringLocale const* textData, Unit const* target) const;
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void PlayDistanceSound(uint32 sound_id, Player const* target = NULL) const;
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void PlayDirectSound(uint32 sound_id, Player const* target = NULL) const;
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void PlayMusic(uint32 sound_id, Player const* target = NULL) const;
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void SendObjectDeSpawnAnim(ObjectGuid guid);
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virtual bool IsHostileTo(Unit const* unit) const = 0;
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virtual bool IsFriendlyTo(Unit const* unit) const = 0;
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virtual bool IsControlledByPlayer() const { return false; }
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virtual void SaveRespawnTime() {}
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void AddObjectToRemoveList();
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void UpdateObjectVisibility();
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virtual void UpdateVisibilityAndView(); // update visibility for object and object for all around
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// main visibility check function in normal case (ignore grey zone distance check)
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bool IsVisibleFor(Player const* u, WorldObject const* viewPoint) const { return IsVisibleForInState(u, viewPoint, false); }
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// low level function for visibility change code, must be define in all main world object subclasses
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virtual bool IsVisibleForInState(Player const* u, WorldObject const* viewPoint, bool inVisibleList) const = 0;
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void SetMap(Map* map);
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Map* GetMap() const { MANGOS_ASSERT(m_currMap); return m_currMap; }
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// used to check all object's GetMap() calls when object is not in world!
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void ResetMap();
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void AddToClientUpdateList() override;
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void RemoveFromClientUpdateList() override;
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void BuildUpdateData(UpdateDataMapType&) override;
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Creature* SummonCreature(uint32 id, float x, float y, float z, float ang, TempSpawnType spwtype, uint32 despwtime, bool asActiveObject = false, bool setRun = false);
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GameObject* SummonGameObject(uint32 id, float x, float y, float z, float angle, uint32 despwtime);
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bool IsActiveObject() const { return m_isActiveObject || m_viewPoint.hasViewers(); }
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bool isActiveObject() const { return IsActiveObject(); } // This is for Eluna to build. Should be removed in the future!
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void SetActiveObjectState(bool active);
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ViewPoint& GetViewPoint() { return m_viewPoint; }
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// ASSERT print helper
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bool PrintCoordinatesError(float x, float y, float z, char const* descr) const;
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virtual void StartGroupLoot(Group* /*group*/, uint32 /*timer*/) { }
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#ifdef ENABLE_ELUNA
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ElunaEventProcessor* elunaEvents;
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#endif /* ENABLE_ELUNA */
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protected:
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explicit WorldObject();
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// these functions are used mostly for Relocate() and Corpse/Player specific stuff...
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// use them ONLY in LoadFromDB()/Create() funcs and nowhere else!
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// mapId/instanceId should be set in SetMap() function!
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void SetLocationMapId(uint32 _mapId) { m_mapId = _mapId; }
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void SetLocationInstanceId(uint32 _instanceId) { m_InstanceId = _instanceId; }
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virtual void StopGroupLoot() {}
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std::string m_name;
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private:
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Map* m_currMap; // current object's Map location
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uint32 m_mapId; // object at map with map_id
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uint32 m_InstanceId; // in map copy with instance id
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Position m_position;
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ViewPoint m_viewPoint;
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WorldUpdateCounter m_updateTracker;
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bool m_isActiveObject;
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};
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#endif
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