/* * Copyright (C) * Copyright (C) * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at your * option) any later version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for * more details. * * You should have received a copy of the GNU General Public License along * with this program. If not, see . */ #ifndef _OBJECT_H #define _OBJECT_H #include "Common.h" #include "UpdateMask.h" #include "UpdateData.h" #include "GridReference.h" #include "ObjectDefines.h" #include "GridDefines.h" #include "Map.h" #include #include #include #define CONTACT_DISTANCE 0.5f #define INTERACTION_DISTANCE 5.5f #define ATTACK_DISTANCE 5.0f #define MAX_SEARCHER_DISTANCE 150.0f // pussywizard: replace the use of MAX_VISIBILITY_DISTANCE in searchers, because MAX_VISIBILITY_DISTANCE is quite too big for this purpose #define MAX_VISIBILITY_DISTANCE 250.0f // max distance for visible objects, experimental #define VISIBILITY_INC_FOR_GOBJECTS 30.0f // pussywizard #define VISIBILITY_COMPENSATION 15.0f // increase searchers #define SPELL_SEARCHER_COMPENSATION 30.0f // increase searchers size in case we have large npc near cell border #define VISIBILITY_DIST_WINTERGRASP 175.0f #define SIGHT_RANGE_UNIT 50.0f #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 150.0f // default visible distance in BG/Arenas, 150 yards #define DEFAULT_WORLD_OBJECT_SIZE 0.388999998569489f // player size, also currently used (correctly?) for any non Unit world objects #define DEFAULT_COMBAT_REACH 1.5f #define MIN_MELEE_REACH 2.0f #define NOMINAL_MELEE_RANGE 5.0f #define MELEE_RANGE (NOMINAL_MELEE_RANGE - MIN_MELEE_REACH * 2) //center to center for players enum TypeMask { TYPEMASK_OBJECT = 0x0001, TYPEMASK_ITEM = 0x0002, TYPEMASK_CONTAINER = 0x0006, // TYPEMASK_ITEM | 0x0004 TYPEMASK_UNIT = 0x0008, // creature TYPEMASK_PLAYER = 0x0010, TYPEMASK_GAMEOBJECT = 0x0020, TYPEMASK_DYNAMICOBJECT = 0x0040, TYPEMASK_CORPSE = 0x0080, TYPEMASK_SEER = TYPEMASK_PLAYER | TYPEMASK_UNIT | TYPEMASK_DYNAMICOBJECT }; enum TypeID { TYPEID_OBJECT = 0, TYPEID_ITEM = 1, TYPEID_CONTAINER = 2, TYPEID_UNIT = 3, TYPEID_PLAYER = 4, TYPEID_GAMEOBJECT = 5, TYPEID_DYNAMICOBJECT = 6, TYPEID_CORPSE = 7 }; #define NUM_CLIENT_OBJECT_TYPES 8 uint32 GuidHigh2TypeId(uint32 guid_hi); 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 }; enum PhaseMasks { PHASEMASK_NORMAL = 0x00000001, PHASEMASK_ANYWHERE = 0xFFFFFFFF }; enum NotifyFlags { NOTIFY_NONE = 0x00, NOTIFY_AI_RELOCATION = 0x01, NOTIFY_VISIBILITY_CHANGED = 0x02, NOTIFY_ALL = 0xFF }; 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; typedef UNORDERED_MAP UpdateDataMapType; typedef UNORDERED_SET UpdatePlayerSet; class Object { public: virtual ~Object(); bool IsInWorld() const { return m_inWorld; } virtual void AddToWorld(); virtual void RemoveFromWorld(); uint64 GetGUID() const { return GetUInt64Value(0); } uint32 GetGUIDLow() const { return GUID_LOPART(GetUInt64Value(0)); } uint32 GetGUIDMid() const { return GUID_ENPART(GetUInt64Value(0)); } uint32 GetGUIDHigh() const { return GUID_HIPART(GetUInt64Value(0)); } const ByteBuffer& GetPackGUID() const { return m_PackGUID; } uint32 GetEntry() const { return GetUInt32Value(OBJECT_FIELD_ENTRY); } void SetEntry(uint32 entry) { SetUInt32Value(OBJECT_FIELD_ENTRY, entry); } virtual void SetObjectScale(float scale) { SetFloatValue(OBJECT_FIELD_SCALE_X, scale); } TypeID GetTypeId() const { return m_objectTypeId; } 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; int32 GetInt32Value(uint16 index) const { ASSERT(index < m_valuesCount || PrintIndexError(index, false)); return m_int32Values[index]; } uint32 GetUInt32Value(uint16 index) const { ASSERT(index < m_valuesCount || PrintIndexError(index, false)); return m_uint32Values[index]; } uint64 GetUInt64Value(uint16 index) const { ASSERT(index + 1 < m_valuesCount || PrintIndexError(index, false)); return *((uint64*)&(m_uint32Values[index])); } float GetFloatValue(uint16 index) const { ASSERT(index < m_valuesCount || PrintIndexError(index, false)); return m_floatValues[index]; } uint8 GetByteValue(uint16 index, uint8 offset) const { ASSERT(index < m_valuesCount || PrintIndexError(index, false)); ASSERT(offset < 4); return *(((uint8*)&m_uint32Values[index])+offset); } uint16 GetUInt16Value(uint16 index, uint8 offset) const { ASSERT(index < m_valuesCount || PrintIndexError(index, false)); ASSERT(offset < 2); return *(((uint16*)&m_uint32Values[index])+offset); } 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 SetStatFloatValue(uint16 index, float value); void SetStatInt32Value(uint16 index, int32 value); bool AddUInt64Value(uint16 index, uint64 value); bool RemoveUInt64Value(uint16 index, uint64 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) { float value = GetFloatValue(index); ApplyPercentModFloatVar(value, val, apply); SetFloatValue(index, value); } 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); } bool HasFlag(uint16 index, uint32 flag) const { if (index >= m_valuesCount && !PrintIndexError(index, false)) return false; return (m_uint32Values[index] & flag) != 0; } void SetByteFlag(uint16 index, uint8 offset, uint8 newFlag); void RemoveByteFlag(uint16 index, uint8 offset, uint8 newFlag); void ToggleFlag(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 { ASSERT(index < m_valuesCount || PrintIndexError(index, false)); ASSERT(offset < 4); return (((uint8*)&m_uint32Values[index])[offset] & flag) != 0; } void ApplyModFlag(uint16 index, uint32 flag, bool apply) { if (apply) SetFlag(index, flag); else RemoveFlag(index, 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 { 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); uint16 GetValuesCount() const { return m_valuesCount; } virtual bool hasQuest(uint32 /* quest_id */) const { return false; } 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); Player* ToPlayer() { if (GetTypeId() == TYPEID_PLAYER) return reinterpret_cast(this); else return NULL; } Player const* ToPlayer() const { if (GetTypeId() == TYPEID_PLAYER) return (Player const*)((Player*)this); else return NULL; } Creature* ToCreature() { if (GetTypeId() == TYPEID_UNIT) return reinterpret_cast(this); else return NULL; } Creature const* ToCreature() const { if (GetTypeId() == TYPEID_UNIT) return (Creature const*)((Creature*)this); else return NULL; } Unit* ToUnit() { if (GetTypeId() == TYPEID_UNIT || GetTypeId() == TYPEID_PLAYER) return reinterpret_cast(this); else return NULL; } Unit const* ToUnit() const { if (GetTypeId() == TYPEID_UNIT || GetTypeId() == TYPEID_PLAYER) return (const Unit*)((Unit*)this); else return NULL; } GameObject* ToGameObject() { if (GetTypeId() == TYPEID_GAMEOBJECT) return reinterpret_cast(this); else return NULL; } GameObject const* ToGameObject() const { if (GetTypeId() == TYPEID_GAMEOBJECT) return (const GameObject*)((GameObject*)this); else return NULL; } Corpse* ToCorpse() { if (GetTypeId() == TYPEID_CORPSE) return reinterpret_cast(this); else return NULL; } Corpse const* ToCorpse() const { if (GetTypeId() == TYPEID_CORPSE) return (const Corpse*)((Corpse*)this); else return NULL; } DynamicObject* ToDynObject() { if (GetTypeId() == TYPEID_DYNAMICOBJECT) return reinterpret_cast(this); else return NULL; } DynamicObject const* ToDynObject() const { if (GetTypeId() == TYPEID_DYNAMICOBJECT) return reinterpret_cast(this); else return NULL; } protected: Object(); void _InitValues(); void _Create(uint32 guidlow, uint32 entry, HighGuid guidhigh); std::string _ConcatFields(uint16 startIndex, uint16 size) const; void _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; bool m_objectUpdated; private: bool m_inWorld; ByteBuffer m_PackGUID; // for output helpfull error messages from asserts bool PrintIndexError(uint32 index, bool set) const; Object(const Object&); // prevent generation copy constructor Object& operator=(Object const&); // prevent generation assigment operator }; struct Position { struct PositionXYZStreamer { explicit PositionXYZStreamer(Position& pos) : m_pos(&pos) {} Position* m_pos; }; struct PositionXYZOStreamer { explicit PositionXYZOStreamer(Position& pos) : m_pos(&pos) {} Position* m_pos; }; float m_positionX; float m_positionY; float m_positionZ; float m_orientation; void Relocate(float x, float y) { m_positionX = x; m_positionY = y;} void Relocate(float x, float y, float z) { m_positionX = x; m_positionY = y; m_positionZ = z; } void Relocate(float x, float y, float z, float orientation) { m_positionX = x; m_positionY = y; m_positionZ = z; m_orientation = orientation; } void Relocate(const Position &pos) { m_positionX = pos.m_positionX; m_positionY = pos.m_positionY; m_positionZ = pos.m_positionZ; m_orientation = pos.m_orientation; } void Relocate(const Position* pos) { m_positionX = pos->m_positionX; m_positionY = pos->m_positionY; m_positionZ = pos->m_positionZ; m_orientation = pos->m_orientation; } void RelocateOffset(const Position &offset); void SetOrientation(float orientation) { m_orientation = orientation; } float GetPositionX() const { return m_positionX; } float GetPositionY() const { return m_positionY; } float GetPositionZ() const { return m_positionZ; } float GetOrientation() const { return m_orientation; } void GetPosition(float &x, float &y) const { x = m_positionX; y = m_positionY; } void GetPosition(float &x, float &y, float &z) const { x = m_positionX; y = m_positionY; z = m_positionZ; } void GetPosition(float &x, float &y, float &z, float &o) const { x = m_positionX; y = m_positionY; z = m_positionZ; o = m_orientation; } void GetPosition(Position* pos) const { if (pos) pos->Relocate(m_positionX, m_positionY, m_positionZ, m_orientation); } Position::PositionXYZStreamer PositionXYZStream() { return PositionXYZStreamer(*this); } Position::PositionXYZOStreamer PositionXYZOStream() { return PositionXYZOStreamer(*this); } bool IsPositionValid() const; float GetExactDist2dSq(float x, float y) const { float dx = m_positionX - x; float dy = m_positionY - y; return dx*dx + dy*dy; } float GetExactDist2d(const float x, const float y) const { return sqrt(GetExactDist2dSq(x, y)); } float GetExactDist2dSq(const Position* pos) const { float dx = m_positionX - pos->m_positionX; float dy = m_positionY - pos->m_positionY; return dx*dx + dy*dy; } float GetExactDist2d(const Position* pos) const { return sqrt(GetExactDist2dSq(pos)); } float GetExactDistSq(float x, float y, float z) const { float dz = m_positionZ - z; return GetExactDist2dSq(x, y) + dz*dz; } float GetExactDist(float x, float y, float z) const { return sqrt(GetExactDistSq(x, y, z)); } float GetExactDistSq(const Position* pos) const { float dx = m_positionX - pos->m_positionX; float dy = m_positionY - pos->m_positionY; float dz = m_positionZ - pos->m_positionZ; return dx*dx + dy*dy + dz*dz; } float GetExactDist(const Position* pos) const { return sqrt(GetExactDistSq(pos)); } void GetPositionOffsetTo(const Position & endPos, Position & retOffset) const; float GetAngle(const Position* pos) const; float GetAngle(float x, float y) const; float GetRelativeAngle(const Position* pos) const { return GetAngle(pos) - m_orientation; } float GetRelativeAngle(float x, float y) const { return GetAngle(x, y) - m_orientation; } void GetSinCos(float x, float y, float &vsin, float &vcos) const; bool IsInDist2d(float x, float y, float dist) const { return GetExactDist2dSq(x, y) < dist * dist; } bool IsInDist2d(const Position* pos, float dist) const { return GetExactDist2dSq(pos) < dist * dist; } bool IsInDist(float x, float y, float z, float dist) const { return GetExactDistSq(x, y, z) < dist * dist; } bool IsInDist(const Position* pos, float dist) const { return GetExactDistSq(pos) < dist * dist; } bool IsWithinBox(const Position& center, float xradius, float yradius, float zradius) const; bool HasInArc(float arcangle, const Position* pos, float targetRadius = 0.0f) const; bool HasInLine(WorldObject const* target, float width) const; std::string ToString() const; // modulos a radian orientation to the range of 0..2PI static float NormalizeOrientation(float o) { // fmod only supports positive numbers. Thus we have // to emulate negative numbers if (o < 0) { float mod = o *-1; mod = fmod(mod, 2.0f * static_cast(M_PI)); mod = -mod + 2.0f * static_cast(M_PI); return mod; } return fmod(o, 2.0f * static_cast(M_PI)); } }; ByteBuffer& operator>>(ByteBuffer& buf, Position::PositionXYZOStreamer const& streamer); ByteBuffer& operator<<(ByteBuffer& buf, Position::PositionXYZStreamer const& streamer); ByteBuffer& operator>>(ByteBuffer& buf, Position::PositionXYZStreamer const& streamer); ByteBuffer& operator<<(ByteBuffer& buf, Position::PositionXYZOStreamer const& streamer); struct MovementInfo { // common uint64 guid; uint32 flags; uint16 flags2; Position pos; uint32 time; // transport struct TransportInfo { void Reset() { guid = 0; pos.Relocate(0.0f, 0.0f, 0.0f, 0.0f); seat = -1; time = 0; time2 = 0; } uint64 guid; Position pos; int8 seat; uint32 time; uint32 time2; } transport; // swimming/flying float pitch; // falling uint32 fallTime; // jumping struct JumpInfo { void Reset() { zspeed = sinAngle = cosAngle = xyspeed = 0.0f; } float zspeed, sinAngle, cosAngle, xyspeed; } jump; // spline float splineElevation; MovementInfo() : guid(0), flags(0), flags2(0), time(0), pitch(0.0f), fallTime(0), splineElevation(0.0f) { pos.Relocate(0.0f, 0.0f, 0.0f, 0.0f); transport.Reset(); jump.Reset(); } uint32 GetMovementFlags() const { return flags; } void SetMovementFlags(uint32 flag) { flags = flag; } void AddMovementFlag(uint32 flag) { flags |= flag; } void RemoveMovementFlag(uint32 flag) { flags &= ~flag; } bool HasMovementFlag(uint32 flag) const { return flags & flag; } uint16 GetExtraMovementFlags() const { return flags2; } void AddExtraMovementFlag(uint16 flag) { flags2 |= flag; } bool HasExtraMovementFlag(uint16 flag) const { return flags2 & flag; } void SetFallTime(uint32 time) { fallTime = time; } void OutDebug(); }; #define MAPID_INVALID 0xFFFFFFFF class WorldLocation : public Position { public: explicit WorldLocation(uint32 _mapid = MAPID_INVALID, float _x = 0, float _y = 0, float _z = 0, float _o = 0) : m_mapId(_mapid) { Relocate(_x, _y, _z, _o); } WorldLocation(const WorldLocation &loc) { WorldRelocate(loc); } void WorldRelocate(const WorldLocation &loc) { m_mapId = loc.GetMapId(); Relocate(loc); } uint32 GetMapId() const { return m_mapId; } WorldLocation GetWorldLocation() const { return *this; } uint32 m_mapId; }; template class GridObject { public: bool IsInGrid() const { return _gridRef.isValid(); } void AddToGrid(GridRefManager& 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; } T_FLAGS GetFlags() const { return m_flags; } 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); } 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() : _moveState(MAP_OBJECT_CELL_MOVE_NONE) {} private: Cell const& GetCurrentCell() const { return _currentCell; } void SetCurrentCell(Cell const& cell) { _currentCell = cell; } Cell _currentCell; MapObjectCellMoveState _moveState; }; 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: virtual ~WorldObject(); virtual void Update (uint32 /*time_diff*/) { } void _Create(uint32 guidlow, HighGuid guidhigh, uint32 phaseMask); virtual void RemoveFromWorld() { if (!IsInWorld()) return; DestroyForNearbyPlayers(); Object::RemoveFromWorld(); } void GetNearPoint2D(float &x, float &y, float distance, float absAngle) const; void GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_size, float distance2d, float absAngle) const; bool GetClosePoint(float &x, float &y, float &z, float size, float distance2d = 0, float angle = 0, const WorldObject* forWho = NULL, bool force = false) const; void MovePosition(Position &pos, float dist, float angle); void GetNearPosition(Position &pos, float dist, float angle) { GetPosition(&pos); MovePosition(pos, dist, angle); } void MovePositionToFirstCollision(Position &pos, float dist, float angle); void GetFirstCollisionPosition(Position &pos, float dist, float angle) { GetPosition(&pos); MovePositionToFirstCollision(pos, dist, angle); } void MovePositionToFirstCollisionForTotem(Position &pos, float dist, float angle, bool forGameObject); void GetFirstCollisionPositionForTotem(Position &pos, float dist, float angle, bool forGameObject) { GetPosition(&pos); MovePositionToFirstCollisionForTotem(pos, dist, angle, forGameObject); } void GetRandomNearPosition(Position &pos, float radius) { GetPosition(&pos); MovePosition(pos, radius * (float)rand_norm(), (float)rand_norm() * static_cast(2 * M_PI)); } void GetContactPoint(const WorldObject* obj, float &x, float &y, float &z, float distance2d = CONTACT_DISTANCE) const; void GetChargeContactPoint(const WorldObject* obj, float &x, float &y, float &z, float distance2d = CONTACT_DISTANCE) const; float GetObjectSize() const { return (m_valuesCount > UNIT_FIELD_COMBATREACH) ? m_floatValues[UNIT_FIELD_COMBATREACH] : DEFAULT_WORLD_OBJECT_SIZE; } void UpdateGroundPositionZ(float x, float y, float &z) const; void UpdateAllowedPositionZ(float x, float y, float &z) const; void GetRandomPoint(const Position &srcPos, float distance, float &rand_x, float &rand_y, float &rand_z) const; void GetRandomPoint(const Position &srcPos, float distance, Position &pos) const { float x, y, z; GetRandomPoint(srcPos, distance, x, y, z); pos.Relocate(x, y, z, GetOrientation()); } uint32 GetInstanceId() const { return m_InstanceId; } virtual void SetPhaseMask(uint32 newPhaseMask, bool update); uint32 GetPhaseMask() const { return m_phaseMask; } bool InSamePhase(WorldObject const* obj) const { return InSamePhase(obj->GetPhaseMask()); } bool InSamePhase(uint32 phasemask) const { return (GetPhaseMask() & phasemask); } virtual uint32 GetZoneId(bool forceRecalc = false) const; virtual uint32 GetAreaId(bool forceRecalc = false) const; virtual void GetZoneAndAreaId(uint32& zoneid, uint32& areaid, bool forceRecalc = false) const; InstanceScript* GetInstanceScript(); std::string const& GetName() const { return m_name; } void SetName(std::string const& newname) { m_name=newname; } virtual std::string const& GetNameForLocaleIdx(LocaleConstant /*locale_idx*/) const { return m_name; } float GetDistance(const WorldObject* obj) const { float d = GetExactDist(obj) - GetObjectSize() - obj->GetObjectSize(); return d > 0.0f ? d : 0.0f; } float GetDistance(const Position &pos) const { float d = GetExactDist(&pos) - GetObjectSize(); return d > 0.0f ? d : 0.0f; } float GetDistance(float x, float y, float z) const { float d = GetExactDist(x, y, z) - GetObjectSize(); return d > 0.0f ? d : 0.0f; } float GetDistance2d(const WorldObject* obj) const { float d = GetExactDist2d(obj) - GetObjectSize() - obj->GetObjectSize(); return d > 0.0f ? d : 0.0f; } float GetDistance2d(float x, float y) const { float d = GetExactDist2d(x, y) - GetObjectSize(); return d > 0.0f ? d : 0.0f; } float GetDistanceZ(const WorldObject* obj) const; bool IsSelfOrInSameMap(const WorldObject* obj) const { if (this == obj) return true; return IsInMap(obj); } bool IsInMap(const WorldObject* obj) const { if (obj) return IsInWorld() && obj->IsInWorld() && (FindMap() == obj->FindMap()); return false; } bool IsWithinDist3d(float x, float y, float z, float dist) const { return IsInDist(x, y, z, dist + GetObjectSize()); } bool IsWithinDist3d(const Position* pos, float dist) const { return IsInDist(pos, dist + GetObjectSize()); } bool IsWithinDist2d(float x, float y, float dist) const { return IsInDist2d(x, y, dist + GetObjectSize()); } bool IsWithinDist2d(const Position* pos, float dist) const { return IsInDist2d(pos, dist + GetObjectSize()); } // 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) && InSamePhase(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; bool isInFront(WorldObject const* target, float arc = M_PI) const; bool isInBack(WorldObject const* target, float arc = M_PI) const; bool IsInBetween(const WorldObject* obj1, const WorldObject* 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* data, bool self) { if (IsInWorld()) SendMessageToSetInRange(data, GetVisibilityRange(), self, true); } // pussywizard! virtual void SendMessageToSetInRange(WorldPacket* data, float dist, bool /*self*/, bool includeMargin = false, Player const* skipped_rcvr = NULL); // pussywizard! virtual void SendMessageToSet(WorldPacket* data, Player const* skipped_rcvr) { if (IsInWorld()) SendMessageToSetInRange(data, GetVisibilityRange(), false, true, skipped_rcvr); } // pussywizard! virtual uint8 getLevelForTarget(WorldObject const* /*target*/) const { return 1; } void MonsterSay(const char* text, uint32 language, WorldObject const* target); void MonsterYell(const char* text, uint32 language, WorldObject const* target); void MonsterTextEmote(const char* text, WorldObject const* target, bool IsBossEmote = false); void MonsterWhisper(const char* text, Player const* target, bool IsBossWhisper = false); void MonsterSay(int32 textId, uint32 language, WorldObject const* target); void MonsterYell(int32 textId, uint32 language, WorldObject const* target); void MonsterTextEmote(int32 textId, WorldObject const* target, bool IsBossEmote = false); void MonsterWhisper(int32 textId, Player const* target, bool IsBossWhisper = false); void PlayDistanceSound(uint32 sound_id, Player* target = NULL); void PlayDirectSound(uint32 sound_id, Player* target = NULL); void SendObjectDeSpawnAnim(uint64 guid); virtual void SaveRespawnTime() {} void AddObjectToRemoveList(); float GetGridActivationRange() const; float GetVisibilityRange() const; float GetSightRange(const WorldObject* target = NULL) const; bool CanSeeOrDetect(WorldObject const* obj, bool ignoreStealth = false, bool distanceCheck = false) const; FlaggedValuesArray32 m_stealth; FlaggedValuesArray32 m_stealthDetect; FlaggedValuesArray32 m_invisibility; FlaggedValuesArray32 m_invisibilityDetect; FlaggedValuesArray32 m_serverSideVisibility; FlaggedValuesArray32 m_serverSideVisibilityDetect; // Low Level Packets void SendPlaySound(uint32 Sound, bool OnlySelf); virtual void SetMap(Map* map); virtual void ResetMap(); Map* GetMap() const { ASSERT(m_currMap); return m_currMap; } Map* FindMap() const { return m_currMap; } //used to check all object's GetMap() calls when object is not in world! //this function should be removed in nearest time... Map const* GetBaseMap() const; void SetZoneScript(); 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 = NULL) 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 = NULL) { if (!x && !y && !z) { GetClosePoint(x, y, z, GetObjectSize()); ang = GetOrientation(); } Position pos; pos.Relocate(x, y, z, ang); return SummonCreature(id, pos, spwtype, despwtime, 0, properties); } 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); Creature* SummonTrigger(float x, float y, float z, float ang, uint32 dur, bool setLevel = false, CreatureAI* (*GetAI)(Creature*) = NULL); void SummonCreatureGroup(uint8 group, std::list* list = NULL); Creature* FindNearestCreature(uint32 entry, float range, bool alive = true) const; GameObject* FindNearestGameObject(uint32 entry, float range) const; GameObject* FindNearestGameObjectOfType(GameobjectTypes type, float range) const; 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 DestroyForNearbyPlayers(); virtual void UpdateObjectVisibility(bool forced = true, bool fromUpdate = false); void BuildUpdate(UpdateDataMapType& data_map, UpdatePlayerSet& player_set); void GetCreaturesWithEntryInRange(std::list &creatureList, float radius, uint32 entry); //relocation and visibility system functions void AddToNotify(uint16 f); void RemoveFromNotify(uint16 f) { m_notifyflags &= ~f; } bool isNeedNotify(uint16 f) const { return m_notifyflags & f;} uint16 GetNotifyFlags() const { return m_notifyflags; } 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; } bool isActiveObject() const { return m_isActive; } void setActive(bool isActiveObject); void SetWorldObject(bool apply); bool IsPermanentWorldObject() const { return m_isWorldObject; } bool IsWorldObject() const; template void VisitNearbyObject(float const& radius, NOTIFIER& notifier) const { if (IsInWorld()) GetMap()->VisitAll(GetPositionX(), GetPositionY(), radius, notifier); } template void VisitNearbyGridObject(float const& radius, NOTIFIER& notifier) const { if (IsInWorld()) GetMap()->VisitGrid(GetPositionX(), GetPositionY(), radius, notifier); } template void VisitNearbyWorldObject(float const& radius, NOTIFIER& notifier) const { if (IsInWorld()) GetMap()->VisitWorld(GetPositionX(), GetPositionY(), radius, notifier); } 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 Transport* GetTransport() const { return m_transport; } float GetTransOffsetX() const { return m_movementInfo.transport.pos.GetPositionX(); } float GetTransOffsetY() const { return m_movementInfo.transport.pos.GetPositionY(); } float GetTransOffsetZ() const { return m_movementInfo.transport.pos.GetPositionZ(); } float GetTransOffsetO() const { return m_movementInfo.transport.pos.GetOrientation(); } uint32 GetTransTime() const { return m_movementInfo.transport.time; } int8 GetTransSeat() const { return m_movementInfo.transport.seat; } virtual uint64 GetTransGUID() const; void SetTransport(Transport* t) { m_transport = t; } MovementInfo m_movementInfo; virtual float GetStationaryX() const { return GetPositionX(); } virtual float GetStationaryY() const { return GetPositionY(); } virtual float GetStationaryZ() const { return GetPositionZ(); } virtual float GetStationaryO() const { return GetOrientation(); } protected: std::string m_name; bool m_isActive; const bool m_isWorldObject; ZoneScript* m_zoneScript; // 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; } virtual bool IsNeverVisible() const { return !IsInWorld(); } virtual bool IsAlwaysVisibleFor(WorldObject const* /*seer*/) const { return false; } 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 uint16 m_notifyflags; uint16 m_executed_notifies; virtual bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D) 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 CanDetectInvisibilityOf(WorldObject const* obj) const; bool CanDetectStealthOf(WorldObject const* obj) const; }; namespace Trinity { // Binary predicate to sort WorldObjects based on the distance to a reference WorldObject class ObjectDistanceOrderPred { public: ObjectDistanceOrderPred(const WorldObject* pRefObj, bool ascending = true) : m_refObj(pRefObj), m_ascending(ascending) {} bool operator()(const WorldObject* pLeft, const WorldObject* pRight) const { return m_ascending ? m_refObj->GetDistanceOrder(pLeft, pRight) : !m_refObj->GetDistanceOrder(pLeft, pRight); } private: const WorldObject* m_refObj; const bool m_ascending; }; } #endif