mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-13 09:17:18 +00:00
691 lines
32 KiB
C++
691 lines
32 KiB
C++
/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU Affero General Public License as published by the
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* Free Software Foundation; either version 3 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef _OBJECT_H
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#define _OBJECT_H
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#include "Common.h"
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#include "DataMap.h"
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#include "G3D/Vector3.h"
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#include "GridDefines.h"
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#include "GridReference.h"
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#include "Map.h"
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#include "ModelIgnoreFlags.h"
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#include "ObjectDefines.h"
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#include "ObjectGuid.h"
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#include "Optional.h"
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#include "Position.h"
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#include "UpdateData.h"
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#include "UpdateMask.h"
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#include <set>
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#include <sstream>
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#include <string>
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class ElunaEventProcessor;
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enum TempSummonType
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{
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TEMPSUMMON_TIMED_OR_DEAD_DESPAWN = 1, // despawns after a specified time OR when the creature disappears
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TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN = 2, // despawns after a specified time OR when the creature dies
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TEMPSUMMON_TIMED_DESPAWN = 3, // despawns after a specified time
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TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT = 4, // despawns after a specified time after the creature is out of combat
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TEMPSUMMON_CORPSE_DESPAWN = 5, // despawns instantly after death
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TEMPSUMMON_CORPSE_TIMED_DESPAWN = 6, // despawns after a specified time after death
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TEMPSUMMON_DEAD_DESPAWN = 7, // despawns when the creature disappears
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TEMPSUMMON_MANUAL_DESPAWN = 8, // despawns when UnSummon() is called
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TEMPSUMMON_DESPAWNED = 9, // xinef: DONT USE, INTERNAL USE ONLY
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TEMPSUMMON_TIMED_DESPAWN_OOC_ALIVE = 10, // despawns after a specified time after the creature is out of combat and alive
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};
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enum PhaseMasks
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{
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PHASEMASK_NORMAL = 0x00000001,
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PHASEMASK_ANYWHERE = 0xFFFFFFFF
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};
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enum NotifyFlags
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{
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NOTIFY_NONE = 0x00,
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NOTIFY_AI_RELOCATION = 0x01,
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NOTIFY_VISIBILITY_CHANGED = 0x02,
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NOTIFY_ALL = 0xFF
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};
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enum GOSummonType
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{
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GO_SUMMON_TIMED_OR_CORPSE_DESPAWN = 0, // despawns after a specified time OR when the summoner dies
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GO_SUMMON_TIMED_DESPAWN = 1 // despawns after a specified time
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};
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class WorldPacket;
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class UpdateData;
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class ByteBuffer;
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class WorldSession;
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class Creature;
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class Player;
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class InstanceScript;
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class GameObject;
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class TempSummon;
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class Vehicle;
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class CreatureAI;
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class ZoneScript;
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class Unit;
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class Transport;
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class StaticTransport;
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class MotionTransport;
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struct PositionFullTerrainStatus;
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typedef std::unordered_map<Player*, UpdateData> UpdateDataMapType;
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typedef GuidUnorderedSet UpdatePlayerSet;
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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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[[nodiscard]] bool IsInWorld() const { return m_inWorld; }
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virtual void AddToWorld();
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virtual void RemoveFromWorld();
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[[nodiscard]] static ObjectGuid GetGUID(Object const* o) { return o ? o->GetGUID() : ObjectGuid::Empty; }
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[[nodiscard]] ObjectGuid GetGUID() const { return GetGuidValue(OBJECT_FIELD_GUID); }
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[[nodiscard]] PackedGuid const& GetPackGUID() const { return m_PackGUID; }
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[[nodiscard]] 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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[[nodiscard]] float GetObjectScale() const { return GetFloatValue(OBJECT_FIELD_SCALE_X); }
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virtual void SetObjectScale(float scale) { SetFloatValue(OBJECT_FIELD_SCALE_X, scale); }
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virtual uint32 GetDynamicFlags() const { return 0; }
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bool HasDynamicFlag(uint32 flag) const { return (GetDynamicFlags() & flag) != 0; }
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virtual void SetDynamicFlag(uint32 flag) { ReplaceAllDynamicFlags(GetDynamicFlags() | flag); }
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virtual void RemoveDynamicFlag(uint32 flag) { ReplaceAllDynamicFlags(GetDynamicFlags() & ~flag); }
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virtual void ReplaceAllDynamicFlags([[maybe_unused]] uint32 flag) { }
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[[nodiscard]] TypeID GetTypeId() const { return m_objectTypeId; }
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[[nodiscard]] bool isType(uint16 mask) const { return (mask & m_objectType); }
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virtual void BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) const;
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void SendUpdateToPlayer(Player* player);
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void BuildValuesUpdateBlockForPlayer(UpdateData* data, Player* target) const;
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void BuildOutOfRangeUpdateBlock(UpdateData* data) const;
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void BuildMovementUpdateBlock(UpdateData* data, uint32 flags = 0) const;
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virtual void DestroyForPlayer(Player* target, bool onDeath = false) const;
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[[nodiscard]] int32 GetInt32Value(uint16 index) const;
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[[nodiscard]] uint32 GetUInt32Value(uint16 index) const;
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[[nodiscard]] uint64 GetUInt64Value(uint16 index) const;
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[[nodiscard]] float GetFloatValue(uint16 index) const;
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[[nodiscard]] uint8 GetByteValue(uint16 index, uint8 offset) const;
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[[nodiscard]] uint16 GetUInt16Value(uint16 index, uint8 offset) const;
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[[nodiscard]] ObjectGuid GetGuidValue(uint16 index) const;
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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, 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 value);
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void SetStatFloatValue(uint16 index, float value);
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void SetStatInt32Value(uint16 index, int32 value);
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bool AddGuidValue(uint16 index, ObjectGuid value);
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bool RemoveGuidValue(uint16 index, ObjectGuid value);
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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 ApplyModUInt64Value(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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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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[[nodiscard]] bool HasFlag(uint16 index, uint32 flag) const;
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void ApplyModFlag(uint16 index, uint32 flag, bool apply);
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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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[[nodiscard]] bool HasByteFlag(uint16 index, uint8 offset, uint8 flag) const;
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void SetFlag64(uint16 index, uint64 newFlag);
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void RemoveFlag64(uint16 index, uint64 oldFlag);
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void ToggleFlag64(uint16 index, uint64 flag);
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[[nodiscard]] bool HasFlag64(uint16 index, uint64 flag) const;
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void ApplyModFlag64(uint16 index, uint64 flag, bool apply);
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void ClearUpdateMask(bool remove);
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[[nodiscard]] uint16 GetValuesCount() const { return m_valuesCount; }
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[[nodiscard]] virtual bool hasQuest(uint32 /* quest_id */) const { return false; }
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[[nodiscard]] virtual bool hasInvolvedQuest(uint32 /* quest_id */) const { return false; }
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virtual void BuildUpdate(UpdateDataMapType&, UpdatePlayerSet&) {}
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void BuildFieldsUpdate(Player*, UpdateDataMapType&) const;
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void SetFieldNotifyFlag(uint16 flag) { _fieldNotifyFlags |= flag; }
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void RemoveFieldNotifyFlag(uint16 flag) { _fieldNotifyFlags &= ~flag; }
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// FG: some hacky helpers
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void ForceValuesUpdateAtIndex(uint32);
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[[nodiscard]] inline bool IsPlayer() const { return GetTypeId() == TYPEID_PLAYER; }
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Player* ToPlayer() { if (GetTypeId() == TYPEID_PLAYER) return reinterpret_cast<Player*>(this); else return nullptr; }
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[[nodiscard]] Player const* ToPlayer() const { if (GetTypeId() == TYPEID_PLAYER) return (Player const*)((Player*)this); else return nullptr; }
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Creature* ToCreature() { if (GetTypeId() == TYPEID_UNIT) return reinterpret_cast<Creature*>(this); else return nullptr; }
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[[nodiscard]] Creature const* ToCreature() const { if (GetTypeId() == TYPEID_UNIT) return (Creature const*)((Creature*)this); else return nullptr; }
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Unit* ToUnit() { if (GetTypeId() == TYPEID_UNIT || GetTypeId() == TYPEID_PLAYER) return reinterpret_cast<Unit*>(this); else return nullptr; }
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[[nodiscard]] Unit const* ToUnit() const { if (GetTypeId() == TYPEID_UNIT || GetTypeId() == TYPEID_PLAYER) return (Unit const*)((Unit*)this); else return nullptr; }
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GameObject* ToGameObject() { if (GetTypeId() == TYPEID_GAMEOBJECT) return reinterpret_cast<GameObject*>(this); else return nullptr; }
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[[nodiscard]] GameObject const* ToGameObject() const { if (GetTypeId() == TYPEID_GAMEOBJECT) return (GameObject const*)((GameObject*)this); else return nullptr; }
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Corpse* ToCorpse() { if (GetTypeId() == TYPEID_CORPSE) return reinterpret_cast<Corpse*>(this); else return nullptr; }
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[[nodiscard]] Corpse const* ToCorpse() const { if (GetTypeId() == TYPEID_CORPSE) return (const Corpse*)((Corpse*)this); else return nullptr; }
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DynamicObject* ToDynObject() { if (GetTypeId() == TYPEID_DYNAMICOBJECT) return reinterpret_cast<DynamicObject*>(this); else return nullptr; }
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[[nodiscard]] DynamicObject const* ToDynObject() const { if (GetTypeId() == TYPEID_DYNAMICOBJECT) return reinterpret_cast<DynamicObject const*>(this); else return nullptr; }
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DataMap CustomData;
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protected:
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Object();
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void _InitValues();
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void _Create(ObjectGuid::LowType guidlow, uint32 entry, HighGuid guidhigh);
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[[nodiscard]] std::string _ConcatFields(uint16 startIndex, uint16 size) const;
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bool _LoadIntoDataField(std::string const& data, uint32 startOffset, uint32 count);
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uint32 GetUpdateFieldData(Player const* target, uint32*& flags) const;
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void BuildMovementUpdate(ByteBuffer* data, uint16 flags) const;
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virtual void BuildValuesUpdate(uint8 updatetype, ByteBuffer* data, Player* target) const;
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uint16 m_objectType;
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TypeID m_objectTypeId;
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uint16 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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UpdateMask _changesMask;
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uint16 m_valuesCount;
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uint16 _fieldNotifyFlags;
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virtual void AddToObjectUpdate() = 0;
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virtual void RemoveFromObjectUpdate() = 0;
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void AddToObjectUpdateIfNeeded();
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bool m_objectUpdated;
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private:
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bool m_inWorld;
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PackedGuid m_PackGUID;
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// for output helpfull error messages from asserts
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[[nodiscard]] bool PrintIndexError(uint32 index, bool set) const;
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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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};
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struct MovementInfo
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{
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// common
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ObjectGuid guid;
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uint32 flags{0};
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uint16 flags2{0};
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Position pos;
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uint32 time{0};
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// transport
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struct TransportInfo
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{
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void Reset()
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{
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guid.Clear();
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pos.Relocate(0.0f, 0.0f, 0.0f, 0.0f);
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seat = -1;
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time = 0;
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time2 = 0;
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}
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ObjectGuid guid;
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Position pos;
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int8 seat;
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uint32 time;
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uint32 time2;
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} transport;
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// swimming/flying
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float pitch{0.0f};
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// falling
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uint32 fallTime{0};
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// jumping
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struct JumpInfo
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{
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void Reset()
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{
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zspeed = sinAngle = cosAngle = xyspeed = 0.0f;
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}
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float zspeed, sinAngle, cosAngle, xyspeed;
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} jump;
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// spline
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float splineElevation{0.0f};
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MovementInfo()
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{
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pos.Relocate(0.0f, 0.0f, 0.0f, 0.0f);
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transport.Reset();
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jump.Reset();
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}
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[[nodiscard]] uint32 GetMovementFlags() const { return flags; }
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void SetMovementFlags(uint32 flag) { flags = flag; }
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void AddMovementFlag(uint32 flag) { flags |= flag; }
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void RemoveMovementFlag(uint32 flag) { flags &= ~flag; }
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[[nodiscard]] bool HasMovementFlag(uint32 flag) const { return flags & flag; }
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[[nodiscard]] uint16 GetExtraMovementFlags() const { return flags2; }
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void AddExtraMovementFlag(uint16 flag) { flags2 |= flag; }
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[[nodiscard]] bool HasExtraMovementFlag(uint16 flag) const { return flags2 & flag; }
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void SetFallTime(uint32 newFallTime) { fallTime = newFallTime; }
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void OutDebug();
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};
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template<class T>
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class GridObject
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{
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public:
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[[nodiscard]] bool IsInGrid() const { return _gridRef.isValid(); }
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void AddToGrid(GridRefMgr<T>& m) { ASSERT(!IsInGrid()); _gridRef.link(&m, (T*)this); }
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void RemoveFromGrid() { ASSERT(IsInGrid()); _gridRef.unlink(); }
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private:
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GridReference<T> _gridRef;
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};
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template <class T_VALUES, class T_FLAGS, class FLAG_TYPE, uint8 ARRAY_SIZE>
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class FlaggedValuesArray32
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{
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public:
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FlaggedValuesArray32()
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{
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memset(&m_values, 0x00, sizeof(T_VALUES) * ARRAY_SIZE);
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m_flags = 0;
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}
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[[nodiscard]] T_FLAGS GetFlags() const { return m_flags; }
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[[nodiscard]] bool HasFlag(FLAG_TYPE flag) const { return m_flags & (1 << flag); }
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void AddFlag(FLAG_TYPE flag) { m_flags |= (1 << flag); }
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void DelFlag(FLAG_TYPE flag) { m_flags &= ~(1 << flag); }
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[[nodiscard]] T_VALUES GetValue(FLAG_TYPE flag) const { return m_values[flag]; }
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void SetValue(FLAG_TYPE flag, T_VALUES value) { m_values[flag] = value; }
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void AddValue(FLAG_TYPE flag, T_VALUES value) { m_values[flag] += value; }
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private:
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T_VALUES m_values[ARRAY_SIZE];
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T_FLAGS m_flags;
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};
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enum MapObjectCellMoveState
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{
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MAP_OBJECT_CELL_MOVE_NONE, //not in move list
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MAP_OBJECT_CELL_MOVE_ACTIVE, //in move list
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MAP_OBJECT_CELL_MOVE_INACTIVE, //in move list but should not move
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};
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class MovableMapObject
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{
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friend class Map; //map for moving creatures
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friend class ObjectGridLoader; //grid loader for loading creatures
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template<class T> friend class RandomMovementGenerator;
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protected:
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MovableMapObject() = default;
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private:
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[[nodiscard]] Cell const& GetCurrentCell() const { return _currentCell; }
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void SetCurrentCell(Cell const& cell) { _currentCell = cell; }
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Cell _currentCell;
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MapObjectCellMoveState _moveState{MAP_OBJECT_CELL_MOVE_NONE};
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};
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class WorldObject : public Object, public WorldLocation
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{
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protected:
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explicit WorldObject(bool isWorldObject); //note: here it means if it is in grid object list or world object list
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public:
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~WorldObject() override;
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virtual void Update(uint32 /*time_diff*/);
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void _Create(ObjectGuid::LowType guidlow, HighGuid guidhigh, uint32 phaseMask);
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void AddToWorld() override;
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void RemoveFromWorld() override;
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void GetNearPoint2D(WorldObject const* searcher, float& x, float& y, float distance, float absAngle, Position const* startPos = nullptr) const;
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void GetNearPoint2D(float& x, float& y, float distance, float absAngle, Position const* startPos = nullptr) const;
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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;
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void GetVoidClosePoint(float& x, float& y, float& z, float size, float distance2d = 0, float relAngle = 0, float controlZ = 0) const;
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bool GetClosePoint(float& x, float& y, float& z, float size, float distance2d = 0, float angle = 0, WorldObject const* forWho = nullptr, bool force = false) const;
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void MovePosition(Position& pos, float dist, float angle);
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Position GetNearPosition(float dist, float angle);
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void MovePositionToFirstCollision(Position& pos, float dist, float angle);
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Position GetFirstCollisionPosition(float startX, float startY, float startZ, float destX, float destY);
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Position GetFirstCollisionPosition(float destX, float destY, float destZ);
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Position GetFirstCollisionPosition(float dist, float angle);
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Position GetRandomNearPosition(float radius);
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void GetContactPoint(WorldObject const* obj, float& x, float& y, float& z, float distance2d = CONTACT_DISTANCE) const;
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void GetChargeContactPoint(WorldObject const* obj, float& x, float& y, float& z, float distance2d = CONTACT_DISTANCE) const;
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[[nodiscard]] float GetObjectSize() const;
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[[nodiscard]] virtual float GetCombatReach() const { return 0.0f; } // overridden (only) in Unit
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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, float* groundZ = nullptr) const;
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void GetRandomPoint(const Position& srcPos, float distance, float& rand_x, float& rand_y, float& rand_z) const;
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[[nodiscard]] Position GetRandomPoint(const Position& srcPos, float distance) const;
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[[nodiscard]] uint32 GetInstanceId() const { return m_InstanceId; }
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virtual void SetPhaseMask(uint32 newPhaseMask, bool update);
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[[nodiscard]] uint32 GetPhaseMask() const { return m_phaseMask; }
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bool InSamePhase(WorldObject const* obj) const { return InSamePhase(obj->GetPhaseMask()); }
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[[nodiscard]] bool InSamePhase(uint32 phasemask) const { return m_useCombinedPhases ? GetPhaseMask() & phasemask : GetPhaseMask() == phasemask; }
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[[nodiscard]] uint32 GetZoneId() const;
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[[nodiscard]] uint32 GetAreaId() const;
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void GetZoneAndAreaId(uint32& zoneid, uint32& areaid) const;
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[[nodiscard]] bool IsOutdoors() const;
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|
[[nodiscard]] LiquidData const& GetLiquidData() const;
|
|
|
|
[[nodiscard]] InstanceScript* GetInstanceScript() const;
|
|
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|
[[nodiscard]] std::string const& GetName() const { return m_name; }
|
|
void SetName(std::string const& newname) { m_name = newname; }
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|
|
|
[[nodiscard]] virtual std::string const& GetNameForLocaleIdx(LocaleConstant /*locale_idx*/) const { return m_name; }
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|
|
|
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;
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|
|
|
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;
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|
[[nodiscard]] bool IsWithinDist2d(float x, float y, float dist) const;
|
|
bool IsWithinDist2d(const Position* pos, float dist) const;
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|
// 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;
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|
bool IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D = true, bool useBoundingRadius = true) const;
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|
[[nodiscard]] bool IsWithinLOS(float x, float y, float z, VMAP::ModelIgnoreFlags ignoreFlags = VMAP::ModelIgnoreFlags::Nothing, LineOfSightChecks checks = LINEOFSIGHT_ALL_CHECKS) const;
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|
[[nodiscard]] bool IsWithinLOSInMap(WorldObject const* obj, VMAP::ModelIgnoreFlags ignoreFlags = VMAP::ModelIgnoreFlags::Nothing, LineOfSightChecks checks = LINEOFSIGHT_ALL_CHECKS, Optional<float> collisionHeight = { }) const;
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|
[[nodiscard]] Position GetHitSpherePointFor(Position const& dest, Optional<float> collisionHeight = { }) const;
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|
void GetHitSpherePointFor(Position const& dest, float& x, float& y, float& z, Optional<float> collisionHeight = { }) 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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|
[[nodiscard]] bool IsInRange2d(float x, float y, float minRange, float maxRange) const;
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|
[[nodiscard]] bool IsInRange3d(float x, float y, float z, float minRange, float maxRange) const;
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|
bool isInFront(WorldObject const* target, float arc = M_PI) const;
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|
bool isInBack(WorldObject const* target, float arc = M_PI) const;
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|
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|
bool IsInBetween(WorldObject const* obj1, WorldObject const* obj2, float size = 0) const;
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|
|
virtual void CleanupsBeforeDelete(bool finalCleanup = true); // used in destructor or explicitly before mass creature delete to remove cross-references to already deleted units
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|
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virtual void SendMessageToSet(WorldPacket const* data, bool self) const { if (IsInWorld()) SendMessageToSetInRange(data, GetVisibilityRange(), self, true); } // pussywizard!
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|
virtual void SendMessageToSetInRange(WorldPacket const* data, float dist, bool /*self*/, bool includeMargin = false, Player const* skipped_rcvr = nullptr) const; // pussywizard!
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virtual void SendMessageToSet(WorldPacket const* data, Player const* skipped_rcvr) const { if (IsInWorld()) SendMessageToSetInRange(data, GetVisibilityRange(), false, true, skipped_rcvr); } // pussywizard!
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|
|
|
virtual uint8 getLevelForTarget(WorldObject const* /*target*/) const { return 1; }
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|
|
|
void PlayDistanceSound(uint32 sound_id, Player* target = nullptr);
|
|
void PlayDirectSound(uint32 sound_id, Player* target = nullptr);
|
|
void PlayDirectMusic(uint32 music_id, Player* target = nullptr);
|
|
|
|
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<int32, uint32, StealthType, TOTAL_STEALTH_TYPES> m_stealth;
|
|
FlaggedValuesArray32<int32, uint32, StealthType, TOTAL_STEALTH_TYPES> m_stealthDetect;
|
|
|
|
FlaggedValuesArray32<int32, uint32, InvisibilityType, TOTAL_INVISIBILITY_TYPES> m_invisibility;
|
|
FlaggedValuesArray32<int32, uint32, InvisibilityType, TOTAL_INVISIBILITY_TYPES> m_invisibilityDetect;
|
|
|
|
FlaggedValuesArray32<int32, uint32, ServerSideVisibilityType, TOTAL_SERVERSIDE_VISIBILITY_TYPES> m_serverSideVisibility;
|
|
FlaggedValuesArray32<int32, uint32, ServerSideVisibilityType, TOTAL_SERVERSIDE_VISIBILITY_TYPES> 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) 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);
|
|
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<TempSummon*>* 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<GameObject*>& lList, uint32 uiEntry, float fMaxSearchRange) const;
|
|
void GetCreatureListWithEntryInGrid(std::list<Creature*>& lList, uint32 uiEntry, float fMaxSearchRange) const;
|
|
void GetDeadCreatureListInGrid(std::list<Creature*>& 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<Creature*>& 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;
|
|
|
|
ElunaEventProcessor* elunaEvents;
|
|
|
|
protected:
|
|
std::string m_name;
|
|
bool m_isActive;
|
|
bool m_isFarVisible;
|
|
Optional<float> 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
|