/* * This file is part of the AzerothCore 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 Affero General Public License as published by the * Free Software Foundation; either version 3 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 Affero 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 . */ #ifndef _OBJECT_H #define _OBJECT_H #include "Common.h" #include "DataMap.h" #include "G3D/Vector3.h" #include "GridDefines.h" #include "GridReference.h" #include "Map.h" #include "ModelIgnoreFlags.h" #include "ObjectDefines.h" #include "ObjectGuid.h" #include "Optional.h" #include "Position.h" #include "UpdateData.h" #include "UpdateMask.h" #include #include #include class ElunaEventProcessor; enum TempSummonType { TEMPSUMMON_TIMED_OR_DEAD_DESPAWN = 1, // despawns after a specified time OR when the creature disappears TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN = 2, // despawns after a specified time OR when the creature dies TEMPSUMMON_TIMED_DESPAWN = 3, // despawns after a specified time TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT = 4, // despawns after a specified time after the creature is out of combat TEMPSUMMON_CORPSE_DESPAWN = 5, // despawns instantly after death TEMPSUMMON_CORPSE_TIMED_DESPAWN = 6, // despawns after a specified time after death TEMPSUMMON_DEAD_DESPAWN = 7, // despawns when the creature disappears TEMPSUMMON_MANUAL_DESPAWN = 8, // despawns when UnSummon() is called TEMPSUMMON_DESPAWNED = 9, // xinef: DONT USE, INTERNAL USE ONLY TEMPSUMMON_TIMED_DESPAWN_OOC_ALIVE = 10, // despawns after a specified time after the creature is out of combat and alive }; enum PhaseMasks { PHASEMASK_NORMAL = 0x00000001, PHASEMASK_ANYWHERE = 0xFFFFFFFF }; enum NotifyFlags { NOTIFY_NONE = 0x00, NOTIFY_AI_RELOCATION = 0x01, NOTIFY_VISIBILITY_CHANGED = 0x02, NOTIFY_ALL = 0xFF }; enum GOSummonType { GO_SUMMON_TIMED_OR_CORPSE_DESPAWN = 0, // despawns after a specified time OR when the summoner dies GO_SUMMON_TIMED_DESPAWN = 1 // despawns after a specified time }; class WorldPacket; class UpdateData; class ByteBuffer; class WorldSession; class Creature; class Player; class InstanceScript; class GameObject; class TempSummon; class Vehicle; class CreatureAI; class ZoneScript; class Unit; class Transport; class StaticTransport; class MotionTransport; struct PositionFullTerrainStatus; typedef std::unordered_map UpdateDataMapType; typedef GuidUnorderedSet UpdatePlayerSet; class Object { public: virtual ~Object(); [[nodiscard]] bool IsInWorld() const { return m_inWorld; } virtual void AddToWorld(); virtual void RemoveFromWorld(); [[nodiscard]] static ObjectGuid GetGUID(Object const* o) { return o ? o->GetGUID() : ObjectGuid::Empty; } [[nodiscard]] ObjectGuid GetGUID() const { return GetGuidValue(OBJECT_FIELD_GUID); } [[nodiscard]] PackedGuid const& GetPackGUID() const { return m_PackGUID; } [[nodiscard]] uint32 GetEntry() const { return GetUInt32Value(OBJECT_FIELD_ENTRY); } void SetEntry(uint32 entry) { SetUInt32Value(OBJECT_FIELD_ENTRY, entry); } [[nodiscard]] float GetObjectScale() const { return GetFloatValue(OBJECT_FIELD_SCALE_X); } virtual void SetObjectScale(float scale) { SetFloatValue(OBJECT_FIELD_SCALE_X, scale); } virtual uint32 GetDynamicFlags() const { return 0; } bool HasDynamicFlag(uint32 flag) const { return (GetDynamicFlags() & flag) != 0; } virtual void SetDynamicFlag(uint32 flag) { ReplaceAllDynamicFlags(GetDynamicFlags() | flag); } virtual void RemoveDynamicFlag(uint32 flag) { ReplaceAllDynamicFlags(GetDynamicFlags() & ~flag); } virtual void ReplaceAllDynamicFlags([[maybe_unused]] uint32 flag) { } [[nodiscard]] TypeID GetTypeId() const { return m_objectTypeId; } [[nodiscard]] bool isType(uint16 mask) const { return (mask & m_objectType); } virtual void BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) const; void SendUpdateToPlayer(Player* player); void BuildValuesUpdateBlockForPlayer(UpdateData* data, Player* target) const; void BuildOutOfRangeUpdateBlock(UpdateData* data) const; void BuildMovementUpdateBlock(UpdateData* data, uint32 flags = 0) const; virtual void DestroyForPlayer(Player* target, bool onDeath = false) const; [[nodiscard]] int32 GetInt32Value(uint16 index) const; [[nodiscard]] uint32 GetUInt32Value(uint16 index) const; [[nodiscard]] uint64 GetUInt64Value(uint16 index) const; [[nodiscard]] float GetFloatValue(uint16 index) const; [[nodiscard]] uint8 GetByteValue(uint16 index, uint8 offset) const; [[nodiscard]] uint16 GetUInt16Value(uint16 index, uint8 offset) const; [[nodiscard]] ObjectGuid GetGuidValue(uint16 index) const; void SetInt32Value(uint16 index, int32 value); void SetUInt32Value(uint16 index, uint32 value); void UpdateUInt32Value(uint16 index, uint32 value); void SetUInt64Value(uint16 index, uint64 value); void SetFloatValue(uint16 index, float value); void SetByteValue(uint16 index, uint8 offset, uint8 value); void SetUInt16Value(uint16 index, uint8 offset, uint16 value); void SetInt16Value(uint16 index, uint8 offset, int16 value) { SetUInt16Value(index, offset, (uint16)value); } void SetGuidValue(uint16 index, ObjectGuid value); void SetStatFloatValue(uint16 index, float value); void SetStatInt32Value(uint16 index, int32 value); bool AddGuidValue(uint16 index, ObjectGuid value); bool RemoveGuidValue(uint16 index, ObjectGuid value); void ApplyModUInt32Value(uint16 index, int32 val, bool apply); void ApplyModInt32Value(uint16 index, int32 val, bool apply); void ApplyModUInt64Value(uint16 index, int32 val, bool apply); void ApplyModPositiveFloatValue(uint16 index, float val, bool apply); void ApplyModSignedFloatValue(uint16 index, float val, bool apply); void ApplyPercentModFloatValue(uint16 index, float val, bool apply); void SetFlag(uint16 index, uint32 newFlag); void RemoveFlag(uint16 index, uint32 oldFlag); void ToggleFlag(uint16 index, uint32 flag); [[nodiscard]] bool HasFlag(uint16 index, uint32 flag) const; void ApplyModFlag(uint16 index, uint32 flag, bool apply); void SetByteFlag(uint16 index, uint8 offset, uint8 newFlag); void RemoveByteFlag(uint16 index, uint8 offset, uint8 newFlag); [[nodiscard]] bool HasByteFlag(uint16 index, uint8 offset, uint8 flag) const; void SetFlag64(uint16 index, uint64 newFlag); void RemoveFlag64(uint16 index, uint64 oldFlag); void ToggleFlag64(uint16 index, uint64 flag); [[nodiscard]] bool HasFlag64(uint16 index, uint64 flag) const; void ApplyModFlag64(uint16 index, uint64 flag, bool apply); void ClearUpdateMask(bool remove); [[nodiscard]] uint16 GetValuesCount() const { return m_valuesCount; } [[nodiscard]] virtual bool hasQuest(uint32 /* quest_id */) const { return false; } [[nodiscard]] virtual bool hasInvolvedQuest(uint32 /* quest_id */) const { return false; } virtual void BuildUpdate(UpdateDataMapType&, UpdatePlayerSet&) {} void BuildFieldsUpdate(Player*, UpdateDataMapType&) const; void SetFieldNotifyFlag(uint16 flag) { _fieldNotifyFlags |= flag; } void RemoveFieldNotifyFlag(uint16 flag) { _fieldNotifyFlags &= ~flag; } // FG: some hacky helpers void ForceValuesUpdateAtIndex(uint32); [[nodiscard]] inline bool IsPlayer() const { return GetTypeId() == TYPEID_PLAYER; } Player* ToPlayer() { if (GetTypeId() == TYPEID_PLAYER) return reinterpret_cast(this); else return nullptr; } [[nodiscard]] Player const* ToPlayer() const { if (GetTypeId() == TYPEID_PLAYER) return (Player const*)((Player*)this); else return nullptr; } Creature* ToCreature() { if (GetTypeId() == TYPEID_UNIT) return reinterpret_cast(this); else return nullptr; } [[nodiscard]] Creature const* ToCreature() const { if (GetTypeId() == TYPEID_UNIT) return (Creature const*)((Creature*)this); else return nullptr; } Unit* ToUnit() { if (GetTypeId() == TYPEID_UNIT || GetTypeId() == TYPEID_PLAYER) return reinterpret_cast(this); else return nullptr; } [[nodiscard]] Unit const* ToUnit() const { if (GetTypeId() == TYPEID_UNIT || GetTypeId() == TYPEID_PLAYER) return (Unit const*)((Unit*)this); else return nullptr; } GameObject* ToGameObject() { if (GetTypeId() == TYPEID_GAMEOBJECT) return reinterpret_cast(this); else return nullptr; } [[nodiscard]] GameObject const* ToGameObject() const { if (GetTypeId() == TYPEID_GAMEOBJECT) return (GameObject const*)((GameObject*)this); else return nullptr; } Corpse* ToCorpse() { if (GetTypeId() == TYPEID_CORPSE) return reinterpret_cast(this); else return nullptr; } [[nodiscard]] Corpse const* ToCorpse() const { if (GetTypeId() == TYPEID_CORPSE) return (const Corpse*)((Corpse*)this); else return nullptr; } DynamicObject* ToDynObject() { if (GetTypeId() == TYPEID_DYNAMICOBJECT) return reinterpret_cast(this); else return nullptr; } [[nodiscard]] DynamicObject const* ToDynObject() const { if (GetTypeId() == TYPEID_DYNAMICOBJECT) return reinterpret_cast(this); else return nullptr; } virtual std::string GetDebugInfo() const; DataMap CustomData; protected: Object(); void _InitValues(); void _Create(ObjectGuid::LowType guidlow, uint32 entry, HighGuid guidhigh); [[nodiscard]] std::string _ConcatFields(uint16 startIndex, uint16 size) const; bool _LoadIntoDataField(std::string const& data, uint32 startOffset, uint32 count); uint32 GetUpdateFieldData(Player const* target, uint32*& flags) const; void BuildMovementUpdate(ByteBuffer* data, uint16 flags) const; virtual void BuildValuesUpdate(uint8 updatetype, ByteBuffer* data, Player* target) const; uint16 m_objectType; TypeID m_objectTypeId; uint16 m_updateFlag; union { int32* m_int32Values; uint32* m_uint32Values; float* m_floatValues; }; UpdateMask _changesMask; uint16 m_valuesCount; uint16 _fieldNotifyFlags; virtual void AddToObjectUpdate() = 0; virtual void RemoveFromObjectUpdate() = 0; void AddToObjectUpdateIfNeeded(); bool m_objectUpdated; private: bool m_inWorld; PackedGuid m_PackGUID; // for output helpfull error messages from asserts [[nodiscard]] bool PrintIndexError(uint32 index, bool set) const; Object(const Object&); // prevent generation copy constructor Object& operator=(Object const&); // prevent generation assigment operator }; struct MovementInfo { // common ObjectGuid guid; uint32 flags{0}; uint16 flags2{0}; Position pos; uint32 time{0}; // transport struct TransportInfo { void Reset() { guid.Clear(); pos.Relocate(0.0f, 0.0f, 0.0f, 0.0f); seat = -1; time = 0; time2 = 0; } ObjectGuid guid; Position pos; int8 seat; uint32 time; uint32 time2; } transport; // swimming/flying float pitch{0.0f}; // falling uint32 fallTime{0}; // jumping struct JumpInfo { void Reset() { zspeed = sinAngle = cosAngle = xyspeed = 0.0f; } float zspeed, sinAngle, cosAngle, xyspeed; } jump; // spline float splineElevation{0.0f}; MovementInfo() { pos.Relocate(0.0f, 0.0f, 0.0f, 0.0f); transport.Reset(); jump.Reset(); } [[nodiscard]] uint32 GetMovementFlags() const { return flags; } void SetMovementFlags(uint32 flag) { flags = flag; } void AddMovementFlag(uint32 flag) { flags |= flag; } void RemoveMovementFlag(uint32 flag) { flags &= ~flag; } [[nodiscard]] bool HasMovementFlag(uint32 flag) const { return flags & flag; } [[nodiscard]] uint16 GetExtraMovementFlags() const { return flags2; } void AddExtraMovementFlag(uint16 flag) { flags2 |= flag; } [[nodiscard]] bool HasExtraMovementFlag(uint16 flag) const { return flags2 & flag; } void SetFallTime(uint32 newFallTime) { fallTime = newFallTime; } void OutDebug(); }; template class GridObject { public: [[nodiscard]] bool IsInGrid() const { return _gridRef.isValid(); } void AddToGrid(GridRefMgr& m) { ASSERT(!IsInGrid()); _gridRef.link(&m, (T*)this); } void RemoveFromGrid() { ASSERT(IsInGrid()); _gridRef.unlink(); } private: GridReference _gridRef; }; template class FlaggedValuesArray32 { public: FlaggedValuesArray32() { memset(&m_values, 0x00, sizeof(T_VALUES) * ARRAY_SIZE); m_flags = 0; } [[nodiscard]] T_FLAGS GetFlags() const { return m_flags; } [[nodiscard]] bool HasFlag(FLAG_TYPE flag) const { return m_flags & (1 << flag); } void AddFlag(FLAG_TYPE flag) { m_flags |= (1 << flag); } void DelFlag(FLAG_TYPE flag) { m_flags &= ~(1 << flag); } [[nodiscard]] T_VALUES GetValue(FLAG_TYPE flag) const { return m_values[flag]; } void SetValue(FLAG_TYPE flag, T_VALUES value) { m_values[flag] = value; } void AddValue(FLAG_TYPE flag, T_VALUES value) { m_values[flag] += value; } private: T_VALUES m_values[ARRAY_SIZE]; T_FLAGS m_flags; }; enum MapObjectCellMoveState { MAP_OBJECT_CELL_MOVE_NONE, //not in move list MAP_OBJECT_CELL_MOVE_ACTIVE, //in move list MAP_OBJECT_CELL_MOVE_INACTIVE, //in move list but should not move }; class MovableMapObject { friend class Map; //map for moving creatures friend class ObjectGridLoader; //grid loader for loading creatures template friend class RandomMovementGenerator; protected: MovableMapObject() = default; private: [[nodiscard]] Cell const& GetCurrentCell() const { return _currentCell; } void SetCurrentCell(Cell const& cell) { _currentCell = cell; } Cell _currentCell; MapObjectCellMoveState _moveState{MAP_OBJECT_CELL_MOVE_NONE}; }; class WorldObject : public Object, public WorldLocation { protected: explicit WorldObject(bool isWorldObject); //note: here it means if it is in grid object list or world object list public: ~WorldObject() override; virtual void Update(uint32 /*time_diff*/); void _Create(ObjectGuid::LowType guidlow, HighGuid guidhigh, uint32 phaseMask); void AddToWorld() override; void RemoveFromWorld() override; void GetNearPoint2D(WorldObject const* searcher, float& x, float& y, float distance, float absAngle, Position const* startPos = nullptr) const; void GetNearPoint2D(float& x, float& y, float distance, float absAngle, Position const* startPos = nullptr) const; void GetNearPoint(WorldObject const* searcher, float& x, float& y, float& z, float searcher_size, float distance2d, float absAngle, float controlZ = 0, Position const* startPos = nullptr) const; void GetVoidClosePoint(float& x, float& y, float& z, float size, float distance2d = 0, float relAngle = 0, float controlZ = 0) const; bool GetClosePoint(float& x, float& y, float& z, float size, float distance2d = 0, float angle = 0, WorldObject const* forWho = nullptr, bool force = false) const; void MovePosition(Position& pos, float dist, float angle); Position GetNearPosition(float dist, float angle); void MovePositionToFirstCollision(Position& pos, float dist, float angle); Position GetFirstCollisionPosition(float startX, float startY, float startZ, float destX, float destY); Position GetFirstCollisionPosition(float destX, float destY, float destZ); Position GetFirstCollisionPosition(float dist, float angle); Position GetRandomNearPosition(float radius); void GetContactPoint(WorldObject const* obj, float& x, float& y, float& z, float distance2d = CONTACT_DISTANCE) const; void GetChargeContactPoint(WorldObject const* obj, float& x, float& y, float& z, float distance2d = CONTACT_DISTANCE) const; [[nodiscard]] float GetObjectSize() const; [[nodiscard]] virtual float GetCombatReach() const { return 0.0f; } // overridden (only) in Unit void UpdateGroundPositionZ(float x, float y, float& z) const; void UpdateAllowedPositionZ(float x, float y, float& z, float* groundZ = nullptr) const; void GetRandomPoint(const Position& srcPos, float distance, float& rand_x, float& rand_y, float& rand_z) const; [[nodiscard]] Position GetRandomPoint(const Position& srcPos, float distance) const; [[nodiscard]] uint32 GetInstanceId() const { return m_InstanceId; } virtual void SetPhaseMask(uint32 newPhaseMask, bool update); [[nodiscard]] uint32 GetPhaseMask() const { return m_phaseMask; } bool InSamePhase(WorldObject const* obj) const { return InSamePhase(obj->GetPhaseMask()); } [[nodiscard]] bool InSamePhase(uint32 phasemask) const { return m_useCombinedPhases ? GetPhaseMask() & phasemask : GetPhaseMask() == phasemask; } [[nodiscard]] uint32 GetZoneId() const; [[nodiscard]] uint32 GetAreaId() const; void GetZoneAndAreaId(uint32& zoneid, uint32& areaid) const; [[nodiscard]] bool IsOutdoors() const; [[nodiscard]] LiquidData const& GetLiquidData() const; [[nodiscard]] InstanceScript* GetInstanceScript() const; [[nodiscard]] std::string const& GetName() const { return m_name; } void SetName(std::string const& newname) { m_name = newname; } [[nodiscard]] virtual std::string const& GetNameForLocaleIdx(LocaleConstant /*locale_idx*/) const { return m_name; } float GetDistance(WorldObject const* obj) const; [[nodiscard]] float GetDistance(const Position& pos) const; [[nodiscard]] float GetDistance(float x, float y, float z) const; float GetDistance2d(WorldObject const* obj) const; [[nodiscard]] float GetDistance2d(float x, float y) const; float GetDistanceZ(WorldObject const* obj) const; bool IsSelfOrInSameMap(WorldObject const* obj) const; bool IsInMap(WorldObject const* obj) const; [[nodiscard]] bool IsWithinDist3d(float x, float y, float z, float dist) const; bool IsWithinDist3d(const Position* pos, float dist) const; [[nodiscard]] bool IsWithinDist2d(float x, float y, float dist) const; bool IsWithinDist2d(const Position* pos, float dist) const; // use only if you will sure about placing both object at same map bool IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D = true, bool useBoundingRadius = true) const; bool IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D = true, bool useBoundingRadius = true) const; [[nodiscard]] bool IsWithinLOS(float x, float y, float z, VMAP::ModelIgnoreFlags ignoreFlags = VMAP::ModelIgnoreFlags::Nothing, LineOfSightChecks checks = LINEOFSIGHT_ALL_CHECKS) const; [[nodiscard]] bool IsWithinLOSInMap(WorldObject const* obj, VMAP::ModelIgnoreFlags ignoreFlags = VMAP::ModelIgnoreFlags::Nothing, LineOfSightChecks checks = LINEOFSIGHT_ALL_CHECKS, Optional collisionHeight = { }, Optional combatReach = { }) const; [[nodiscard]] Position GetHitSpherePointFor(Position const& dest, Optional collisionHeight = { }, Optional combatReach = { }) const; void GetHitSpherePointFor(Position const& dest, float& x, float& y, float& z, Optional collisionHeight = { }, Optional combatReach = { }) const; bool GetDistanceOrder(WorldObject const* obj1, WorldObject const* obj2, bool is3D = true) const; bool IsInRange(WorldObject const* obj, float minRange, float maxRange, bool is3D = true) const; [[nodiscard]] bool IsInRange2d(float x, float y, float minRange, float maxRange) const; [[nodiscard]] bool IsInRange3d(float x, float y, float z, float minRange, float maxRange) const; bool isInFront(WorldObject const* target, float arc = M_PI) const; bool isInBack(WorldObject const* target, float arc = M_PI) const; bool IsInBetween(WorldObject const* obj1, WorldObject const* obj2, float size = 0) const; virtual void CleanupsBeforeDelete(bool finalCleanup = true); // used in destructor or explicitly before mass creature delete to remove cross-references to already deleted units virtual void SendMessageToSet(WorldPacket const* data, bool self) const { if (IsInWorld()) SendMessageToSetInRange(data, GetVisibilityRange(), self, true); } // pussywizard! virtual void SendMessageToSetInRange(WorldPacket const* data, float dist, bool /*self*/, bool includeMargin = false, Player const* skipped_rcvr = nullptr) const; // pussywizard! virtual void SendMessageToSet(WorldPacket const* data, Player const* skipped_rcvr) const { if (IsInWorld()) SendMessageToSetInRange(data, GetVisibilityRange(), false, true, skipped_rcvr); } // pussywizard! virtual uint8 getLevelForTarget(WorldObject const* /*target*/) const { return 1; } void PlayDistanceSound(uint32 sound_id, Player* target = nullptr); void PlayDirectSound(uint32 sound_id, Player* target = nullptr); void PlayRadiusSound(uint32 sound_id, float radius); void PlayDirectMusic(uint32 music_id, Player* target = nullptr); void PlayRadiusMusic(uint32 music_id, float radius); void SendObjectDeSpawnAnim(ObjectGuid guid); virtual void SaveRespawnTime() {} void AddObjectToRemoveList(); [[nodiscard]] float GetGridActivationRange() const; [[nodiscard]] float GetVisibilityRange() const; virtual float GetSightRange(WorldObject const* target = nullptr) const; //bool CanSeeOrDetect(WorldObject const* obj, bool ignoreStealth = false, bool distanceCheck = false) const; bool CanSeeOrDetect(WorldObject const* obj, bool ignoreStealth = false, bool distanceCheck = false, bool checkAlert = false) const; FlaggedValuesArray32 m_stealth; FlaggedValuesArray32 m_stealthDetect; FlaggedValuesArray32 m_invisibility; FlaggedValuesArray32 m_invisibilityDetect; FlaggedValuesArray32 m_serverSideVisibility; FlaggedValuesArray32 m_serverSideVisibilityDetect; // Low Level Packets void SendPlayMusic(uint32 Music, bool OnlySelf); virtual void SetMap(Map* map); virtual void ResetMap(); [[nodiscard]] Map* GetMap() const { ASSERT(m_currMap); return m_currMap; } [[nodiscard]] Map* FindMap() const { return m_currMap; } //used to check all object's GetMap() calls when object is not in world! void SetZoneScript(); void ClearZoneScript(); [[nodiscard]] ZoneScript* GetZoneScript() const { return m_zoneScript; } TempSummon* SummonCreature(uint32 id, const Position& pos, TempSummonType spwtype = TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime = 0, uint32 vehId = 0, SummonPropertiesEntry const* properties = nullptr, bool visibleBySummonerOnly = false) const; TempSummon* SummonCreature(uint32 id, float x, float y, float z, float ang = 0, TempSummonType spwtype = TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime = 0, SummonPropertiesEntry const* properties = nullptr, bool visibleBySummonerOnly = false); GameObject* SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime, bool checkTransport = true, GOSummonType summonType = GO_SUMMON_TIMED_OR_CORPSE_DESPAWN); Creature* SummonTrigger(float x, float y, float z, float ang, uint32 dur, bool setLevel = false, CreatureAI * (*GetAI)(Creature*) = nullptr); void SummonCreatureGroup(uint8 group, std::list* list = nullptr); [[nodiscard]] Creature* FindNearestCreature(uint32 entry, float range, bool alive = true) const; [[nodiscard]] GameObject* FindNearestGameObject(uint32 entry, float range, bool onlySpawned = false) const; [[nodiscard]] GameObject* FindNearestGameObjectOfType(GameobjectTypes type, float range) const; [[nodiscard]] Player* SelectNearestPlayer(float distance = 0) const; void GetGameObjectListWithEntryInGrid(std::list& lList, uint32 uiEntry, float fMaxSearchRange) const; void GetCreatureListWithEntryInGrid(std::list& lList, uint32 uiEntry, float fMaxSearchRange) const; void GetDeadCreatureListInGrid(std::list& lList, float maxSearchRange, bool alive = false) const; void DestroyForNearbyPlayers(); virtual void UpdateObjectVisibility(bool forced = true, bool fromUpdate = false); void BuildUpdate(UpdateDataMapType& data_map, UpdatePlayerSet& player_set) override; void GetCreaturesWithEntryInRange(std::list& creatureList, float radius, uint32 entry); void SetPositionDataUpdate(); void UpdatePositionData(); void AddToObjectUpdate() override; void RemoveFromObjectUpdate() override; //relocation and visibility system functions void AddToNotify(uint16 f); void RemoveFromNotify(uint16 f) { m_notifyflags &= ~f; } [[nodiscard]] bool isNeedNotify(uint16 f) const { return m_notifyflags & f;} [[nodiscard]] uint16 GetNotifyFlags() const { return m_notifyflags; } [[nodiscard]] bool NotifyExecuted(uint16 f) const { return m_executed_notifies & f;} void SetNotified(uint16 f) { m_executed_notifies |= f;} void ResetAllNotifies() { m_notifyflags = 0; m_executed_notifies = 0; } [[nodiscard]] bool isActiveObject() const { return m_isActive; } void setActive(bool isActiveObject); [[nodiscard]] bool IsFarVisible() const { return m_isFarVisible; } [[nodiscard]] bool IsVisibilityOverridden() const { return m_visibilityDistanceOverride.has_value(); } void SetVisibilityDistanceOverride(VisibilityDistanceType type); void SetWorldObject(bool apply); [[nodiscard]] bool IsPermanentWorldObject() const { return m_isWorldObject; } [[nodiscard]] bool IsWorldObject() const; [[nodiscard]] bool IsInWintergrasp() const { return GetMapId() == 571 && GetPositionX() > 3733.33331f && GetPositionX() < 5866.66663f && GetPositionY() > 1599.99999f && GetPositionY() < 4799.99997f; } #ifdef MAP_BASED_RAND_GEN int32 irand(int32 min, int32 max) const { return int32 (GetMap()->mtRand.randInt(max - min)) + min; } uint32 urand(uint32 min, uint32 max) const { return GetMap()->mtRand.randInt(max - min) + min;} int32 rand32() const { return GetMap()->mtRand.randInt();} double rand_norm() const { return GetMap()->mtRand.randExc();} double rand_chance() const { return GetMap()->mtRand.randExc(100.0);} #endif uint32 LastUsedScriptID; // Transports [[nodiscard]] Transport* GetTransport() const { return m_transport; } [[nodiscard]] float GetTransOffsetX() const { return m_movementInfo.transport.pos.GetPositionX(); } [[nodiscard]] float GetTransOffsetY() const { return m_movementInfo.transport.pos.GetPositionY(); } [[nodiscard]] float GetTransOffsetZ() const { return m_movementInfo.transport.pos.GetPositionZ(); } [[nodiscard]] float GetTransOffsetO() const { return m_movementInfo.transport.pos.GetOrientation(); } [[nodiscard]] uint32 GetTransTime() const { return m_movementInfo.transport.time; } [[nodiscard]] int8 GetTransSeat() const { return m_movementInfo.transport.seat; } [[nodiscard]] virtual ObjectGuid GetTransGUID() const; void SetTransport(Transport* t) { m_transport = t; } MovementInfo m_movementInfo; [[nodiscard]] virtual float GetStationaryX() const { return GetPositionX(); } [[nodiscard]] virtual float GetStationaryY() const { return GetPositionY(); } [[nodiscard]] virtual float GetStationaryZ() const { return GetPositionZ(); } [[nodiscard]] virtual float GetStationaryO() const { return GetOrientation(); } [[nodiscard]] float GetMapWaterOrGroundLevel(float x, float y, float z, float* ground = nullptr) const; [[nodiscard]] float GetMapHeight(float x, float y, float z, bool vmap = true, float distanceToSearch = 50.0f) const; // DEFAULT_HEIGHT_SEARCH in map.h [[nodiscard]] float GetFloorZ() const; [[nodiscard]] float GetMinHeightInWater() const; [[nodiscard]] virtual float GetCollisionHeight() const { return 0.0f; } [[nodiscard]] virtual float GetCollisionWidth() const { return GetObjectSize(); } [[nodiscard]] virtual float GetCollisionRadius() const { return GetObjectSize() / 2; } void AddAllowedLooter(ObjectGuid guid); void ResetAllowedLooters(); void SetAllowedLooters(GuidUnorderedSet const looters); [[nodiscard]] bool HasAllowedLooter(ObjectGuid guid) const; [[nodiscard]] GuidUnorderedSet const& GetAllowedLooters() const; void RemoveAllowedLooter(ObjectGuid guid); std::string GetDebugInfo() const override; ElunaEventProcessor* elunaEvents; protected: std::string m_name; bool m_isActive; bool m_isFarVisible; Optional m_visibilityDistanceOverride; const bool m_isWorldObject; ZoneScript* m_zoneScript; virtual void ProcessPositionDataChanged(PositionFullTerrainStatus const& data); uint32 _zoneId; uint32 _areaId; float _floorZ; bool _outdoors; LiquidData _liquidData; bool _updatePositionData; // transports Transport* m_transport; //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; } [[nodiscard]] virtual bool IsNeverVisible() const { return !IsInWorld(); } virtual bool IsAlwaysVisibleFor(WorldObject const* /*seer*/) const { return false; } [[nodiscard]] virtual bool IsInvisibleDueToDespawn() const { return false; } //difference from IsAlwaysVisibleFor: 1. after distance check; 2. use owner or charmer as seer virtual bool IsAlwaysDetectableFor(WorldObject const* /*seer*/) const { return false; } 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 uint32 m_phaseMask; // in area phase state bool m_useCombinedPhases; // true (default): use phaseMask as bit mask combining up to 32 phases // false: use phaseMask to represent single phases only (up to 4294967295 phases) uint16 m_notifyflags; uint16 m_executed_notifies; virtual bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D, bool useBoundingRadius = true) const; bool CanNeverSee(WorldObject const* obj) const; virtual bool CanAlwaysSee(WorldObject const* /*obj*/) const { return false; } //bool CanDetect(WorldObject const* obj, bool ignoreStealth, bool checkClient) const; bool CanDetect(WorldObject const* obj, bool ignoreStealth, bool checkClient, bool checkAlert = false) const; bool CanDetectInvisibilityOf(WorldObject const* obj) const; //bool CanDetectStealthOf(WorldObject const* obj) const; bool CanDetectStealthOf(WorldObject const* obj, bool checkAlert = false) const; GuidUnorderedSet _allowedLooters; }; namespace Acore { // Binary predicate to sort WorldObjects based on the distance to a reference WorldObject class ObjectDistanceOrderPred { public: ObjectDistanceOrderPred(WorldObject const* pRefObj, bool ascending = true) : m_refObj(pRefObj), m_ascending(ascending) {} bool operator()(WorldObject const* pLeft, WorldObject const* pRight) const { return m_ascending ? m_refObj->GetDistanceOrder(pLeft, pRight) : !m_refObj->GetDistanceOrder(pLeft, pRight); } private: WorldObject const* m_refObj; const bool m_ascending; }; } #endif