mangos/src/game/Object/Object.h
2020-11-16 21:32:25 +00:00

719 lines
30 KiB
C++

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