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https://github.com/mod-playerbots/azerothcore-wotlk.git
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428 lines
20 KiB
C++
428 lines
20 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 AZEROTHCORE_GAMEOBJECT_H
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#define AZEROTHCORE_GAMEOBJECT_H
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#include "Common.h"
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#include "DatabaseEnv.h"
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#include "G3D/Quat.h"
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#include "GameObjectData.h"
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#include "LootMgr.h"
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#include "Object.h"
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#include "SharedDefines.h"
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#include "Unit.h"
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class GameObjectAI;
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class Transport;
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class StaticTransport;
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class MotionTransport;
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class OPvPCapturePoint;
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class Unit;
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class GameObjectModel;
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struct TransportAnimation;
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typedef void(*goEventFlag)(Player*, GameObject*, Battleground*);
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// Benchmarked: Faster than std::map (insert/find)
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typedef std::unordered_map<uint32, GameObjectTemplate> GameObjectTemplateContainer;
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typedef std::unordered_map<uint32, GameObjectTemplateAddon> GameObjectTemplateAddonContainer;
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typedef std::unordered_map<uint32, GameObjectAddon> GameObjectAddonContainer;
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typedef std::vector<uint32> GameObjectQuestItemList;
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typedef std::unordered_map<uint32, GameObjectQuestItemList> GameObjectQuestItemMap;
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union GameObjectValue
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{
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//11 GAMEOBJECT_TYPE_TRANSPORT
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struct
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{
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uint32 PathProgress;
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TransportAnimation const* AnimationInfo;
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} Transport;
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//25 GAMEOBJECT_TYPE_FISHINGHOLE
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struct
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{
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uint32 MaxOpens;
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} FishingHole;
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//29 GAMEOBJECT_TYPE_CAPTURE_POINT
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struct
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{
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OPvPCapturePoint* OPvPObj;
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} CapturePoint;
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//33 GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING
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struct
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{
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uint32 Health;
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uint32 MaxHealth;
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} Building;
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};
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enum class GameObjectActions : uint32
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{
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// Name from client executable // Comments
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None, // -NONE-
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AnimateCustom0, // Animate Custom0
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AnimateCustom1, // Animate Custom1
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AnimateCustom2, // Animate Custom2
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AnimateCustom3, // Animate Custom3
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Disturb, // Disturb // Triggers trap
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Unlock, // Unlock // Resets GO_FLAG_LOCKED
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Lock, // Lock // Sets GO_FLAG_LOCKED
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Open, // Open // Sets GO_STATE_ACTIVE
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OpenAndUnlock, // Open + Unlock // Sets GO_STATE_ACTIVE and resets GO_FLAG_LOCKED
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Close, // Close // Sets GO_STATE_READY
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ToggleOpen, // Toggle Open
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Destroy, // Destroy // Sets GO_STATE_DESTROYED
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Rebuild, // Rebuild // Resets from GO_STATE_DESTROYED
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Creation, // Creation
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Despawn, // Despawn
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MakeInert, // Make Inert // Disables interactions
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MakeActive, // Make Active // Enables interactions
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CloseAndLock, // Close + Lock // Sets GO_STATE_READY and sets GO_FLAG_LOCKED
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UseArtKit0, // Use ArtKit0 // 46904: 121
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UseArtKit1, // Use ArtKit1 // 36639: 81, 46903: 122
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UseArtKit2, // Use ArtKit2
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UseArtKit3, // Use ArtKit3
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SetTapList, // Set Tap List
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};
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// For containers: [GO_NOT_READY]->GO_READY (close)->GO_ACTIVATED (open) ->GO_JUST_DEACTIVATED->GO_READY -> ...
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// For bobber: GO_NOT_READY ->GO_READY (close)->GO_ACTIVATED (open) ->GO_JUST_DEACTIVATED-><deleted>
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// For door(closed):[GO_NOT_READY]->GO_READY (close)->GO_ACTIVATED (open) ->GO_JUST_DEACTIVATED->GO_READY(close) -> ...
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// For door(open): [GO_NOT_READY]->GO_READY (open) ->GO_ACTIVATED (close)->GO_JUST_DEACTIVATED->GO_READY(open) -> ...
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enum LootState
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{
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GO_NOT_READY,
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GO_READY, // can be ready but despawned, and then not possible activate until spawn
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GO_ACTIVATED,
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GO_JUST_DEACTIVATED
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};
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// 5 sec for bobber catch
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#define FISHING_BOBBER_READY_TIME 5
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class GameObject : public WorldObject, public GridObject<GameObject>, public MovableMapObject
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{
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public:
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explicit GameObject();
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~GameObject() override;
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void BuildValuesUpdate(uint8 updateType, ByteBuffer* data, Player* target) override;
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void AddToWorld() override;
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void RemoveFromWorld() override;
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void CleanupsBeforeDelete(bool finalCleanup = true) override;
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uint32 GetDynamicFlags() const override { return GetUInt32Value(GAMEOBJECT_DYNAMIC); }
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void ReplaceAllDynamicFlags(uint32 flag) override { SetUInt32Value(GAMEOBJECT_DYNAMIC, flag); }
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virtual bool Create(ObjectGuid::LowType guidlow, uint32 name_id, Map* map, uint32 phaseMask, float x, float y, float z, float ang, G3D::Quat const& rotation, uint32 animprogress, GOState go_state, uint32 artKit = 0);
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void Update(uint32 p_time) override;
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[[nodiscard]] GameObjectTemplate const* GetGOInfo() const { return m_goInfo; }
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[[nodiscard]] GameObjectTemplateAddon const* GetTemplateAddon() const;
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[[nodiscard]] GameObjectData const* GetGameObjectData() const { return m_goData; }
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[[nodiscard]] GameObjectValue const* GetGOValue() const { return &m_goValue; }
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[[nodiscard]] bool IsTransport() const;
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[[nodiscard]] bool IsDestructibleBuilding() const;
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[[nodiscard]] ObjectGuid::LowType GetSpawnId() const { return m_spawnId; }
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// z_rot, y_rot, x_rot - rotation angles around z, y and x axes
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void SetLocalRotationAngles(float z_rot, float y_rot, float x_rot);
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void SetLocalRotation(G3D::Quat const& rot);
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void SetTransportPathRotation(float qx, float qy, float qz, float qw);
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[[nodiscard]] G3D::Quat const& GetLocalRotation() const { return m_localRotation; }
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[[nodiscard]] int64 GetPackedLocalRotation() const { return m_packedRotation; }
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[[nodiscard]] G3D::Quat GetWorldRotation() const;
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// overwrite WorldObject function for proper name localization
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[[nodiscard]] std::string const& GetNameForLocaleIdx(LocaleConstant locale_idx) const override;
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void SaveToDB(bool saveAddon = false);
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void SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask, bool saveAddon = false);
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bool LoadFromDB(ObjectGuid::LowType guid, Map* map) { return LoadGameObjectFromDB(guid, map, false); }
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bool LoadGameObjectFromDB(ObjectGuid::LowType guid, Map* map, bool addToMap = true);
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void DeleteFromDB();
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void SetOwnerGUID(ObjectGuid owner)
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{
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// Owner already found and different than expected owner - remove object from old owner
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if (owner && GetOwnerGUID() && GetOwnerGUID() != owner)
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{
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ABORT();
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}
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m_spawnedByDefault = false; // all object with owner is despawned after delay
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SetGuidValue(OBJECT_FIELD_CREATED_BY, owner);
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}
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[[nodiscard]] ObjectGuid GetOwnerGUID() const { return GetGuidValue(OBJECT_FIELD_CREATED_BY); }
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[[nodiscard]] Unit* GetOwner() const;
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void SetSpellId(uint32 id)
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{
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m_spawnedByDefault = false; // all summoned object is despawned after delay
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m_spellId = id;
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}
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[[nodiscard]] uint32 GetSpellId() const { return m_spellId;}
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[[nodiscard]] time_t GetRespawnTime() const { return m_respawnTime; }
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[[nodiscard]] time_t GetRespawnTimeEx() const;
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void SetRespawnTime(int32 respawn);
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void SetRespawnDelay(int32 respawn);
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void Respawn();
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[[nodiscard]] bool isSpawned() const
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{
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return m_respawnDelayTime == 0 ||
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(m_respawnTime > 0 && !m_spawnedByDefault) ||
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(m_respawnTime == 0 && m_spawnedByDefault);
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}
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[[nodiscard]] bool isSpawnedByDefault() const { return m_spawnedByDefault; }
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void SetSpawnedByDefault(bool b) { m_spawnedByDefault = b; }
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[[nodiscard]] uint32 GetRespawnDelay() const { return m_respawnDelayTime; }
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void Refresh();
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void DespawnOrUnsummon(Milliseconds delay = 0ms, Seconds forcedRespawnTime = 0s);
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void Delete();
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void GetFishLoot(Loot* loot, Player* loot_owner);
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void GetFishLootJunk(Loot* loot, Player* loot_owner);
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[[nodiscard]] GameobjectTypes GetGoType() const { return GameobjectTypes(GetByteValue(GAMEOBJECT_BYTES_1, 1)); }
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void SetGoType(GameobjectTypes type) { SetByteValue(GAMEOBJECT_BYTES_1, 1, type); }
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[[nodiscard]] GOState GetGoState() const { return GOState(GetByteValue(GAMEOBJECT_BYTES_1, 0)); }
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void SetGoState(GOState state);
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[[nodiscard]] uint8 GetGoArtKit() const { return GetByteValue(GAMEOBJECT_BYTES_1, 2); }
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void SetGoArtKit(uint8 artkit);
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[[nodiscard]] uint8 GetGoAnimProgress() const { return GetByteValue(GAMEOBJECT_BYTES_1, 3); }
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void SetGoAnimProgress(uint8 animprogress) { SetByteValue(GAMEOBJECT_BYTES_1, 3, animprogress); }
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static void SetGoArtKit(uint8 artkit, GameObject* go, ObjectGuid::LowType lowguid = 0);
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void SetPhaseMask(uint32 newPhaseMask, bool update) override;
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void EnableCollision(bool enable);
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GameObjectFlags GetGameObjectFlags() const { return GameObjectFlags(GetUInt32Value(GAMEOBJECT_FLAGS)); }
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bool HasGameObjectFlag(GameObjectFlags flags) const { return HasFlag(GAMEOBJECT_FLAGS, flags) != 0; }
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void SetGameObjectFlag(GameObjectFlags flags) { SetFlag(GAMEOBJECT_FLAGS, flags); }
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void RemoveGameObjectFlag(GameObjectFlags flags) { RemoveFlag(GAMEOBJECT_FLAGS, flags); }
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void ReplaceAllGameObjectFlags(GameObjectFlags flags) { SetUInt32Value(GAMEOBJECT_FLAGS, flags); }
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void Use(Unit* user);
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[[nodiscard]] LootState getLootState() const { return m_lootState; }
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// Note: unit is only used when s = GO_ACTIVATED
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void SetLootState(LootState s, Unit* unit = nullptr);
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[[nodiscard]] uint16 GetLootMode() const { return m_LootMode; }
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[[nodiscard]] bool HasLootMode(uint16 lootMode) const { return m_LootMode & lootMode; }
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void SetLootMode(uint16 lootMode) { m_LootMode = lootMode; }
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void AddLootMode(uint16 lootMode) { m_LootMode |= lootMode; }
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void RemoveLootMode(uint16 lootMode) { m_LootMode &= ~lootMode; }
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void ResetLootMode() { m_LootMode = LOOT_MODE_DEFAULT; }
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void AddToSkillupList(ObjectGuid playerGuid);
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[[nodiscard]] bool IsInSkillupList(ObjectGuid playerGuid) const;
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void AddUniqueUse(Player* player);
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void AddUse() { ++m_usetimes; }
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[[nodiscard]] uint32 GetUseCount() const { return m_usetimes; }
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[[nodiscard]] uint32 GetUniqueUseCount() const { return m_unique_users.size(); }
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void SaveRespawnTime() override { SaveRespawnTime(0); }
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void SaveRespawnTime(uint32 forceDelay);
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Loot loot;
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[[nodiscard]] Player* GetLootRecipient() const;
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[[nodiscard]] Group* GetLootRecipientGroup() const;
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void SetLootRecipient(Creature* creature);
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void SetLootRecipient(Map* map);
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bool IsLootAllowedFor(Player const* player) const;
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[[nodiscard]] bool HasLootRecipient() const { return m_lootRecipient || m_lootRecipientGroup; }
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uint32 m_groupLootTimer; // (msecs)timer used for group loot
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uint32 lootingGroupLowGUID; // used to find group which is looting
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void SetLootGenerationTime();
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[[nodiscard]] uint32 GetLootGenerationTime() const { return m_lootGenerationTime; }
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[[nodiscard]] GameObject* GetLinkedTrap();
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void SetLinkedTrap(GameObject* linkedTrap) { m_linkedTrap = linkedTrap->GetGUID(); }
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[[nodiscard]] bool hasQuest(uint32 quest_id) const override;
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[[nodiscard]] bool hasInvolvedQuest(uint32 quest_id) const override;
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bool ActivateToQuest(Player* target) const;
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void UseDoorOrButton(uint32 time_to_restore = 0, bool alternative = false, Unit* user = nullptr);
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// 0 = use `gameobject`.`spawntimesecs`
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void ResetDoorOrButton();
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void TriggeringLinkedGameObject(uint32 trapEntry, Unit* target);
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[[nodiscard]] bool IsNeverVisible() const override;
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bool IsAlwaysVisibleFor(WorldObject const* seer) const override;
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[[nodiscard]] bool IsInvisibleDueToDespawn() const override;
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uint8 getLevelForTarget(WorldObject const* target) const override
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{
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if (Unit* owner = GetOwner())
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return owner->getLevelForTarget(target);
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return 1;
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}
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GameObject* LookupFishingHoleAround(float range);
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void CastSpell(Unit* target, uint32 spell);
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void SendCustomAnim(uint32 anim);
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[[nodiscard]] bool IsInRange(float x, float y, float z, float radius) const;
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void ModifyHealth(int32 change, Unit* attackerOrHealer = nullptr, uint32 spellId = 0);
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void SetDestructibleBuildingModifyState(bool allow) { m_allowModifyDestructibleBuilding = allow; }
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// sets GameObject type 33 destruction flags and optionally default health for that state
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void SetDestructibleState(GameObjectDestructibleState state, Player* eventInvoker = nullptr, bool setHealth = false);
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[[nodiscard]] GameObjectDestructibleState GetDestructibleState() const
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{
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if (HasGameObjectFlag(GO_FLAG_DESTROYED))
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return GO_DESTRUCTIBLE_DESTROYED;
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if (HasGameObjectFlag(GO_FLAG_DAMAGED))
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return GO_DESTRUCTIBLE_DAMAGED;
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return GO_DESTRUCTIBLE_INTACT;
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}
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void EventInform(uint32 eventId);
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[[nodiscard]] virtual uint32 GetScriptId() const;
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[[nodiscard]] GameObjectAI* AI() const { return m_AI; }
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[[nodiscard]] std::string const& GetAIName() const;
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void SetDisplayId(uint32 displayid);
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[[nodiscard]] uint32 GetDisplayId() const { return GetUInt32Value(GAMEOBJECT_DISPLAYID); }
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GameObjectModel* m_model;
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void GetRespawnPosition(float& x, float& y, float& z, float* ori = nullptr) const;
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void SetPosition(float x, float y, float z, float o);
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void SetPosition(const Position& pos) { SetPosition(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation()); }
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[[nodiscard]] bool IsStaticTransport() const { return GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT; }
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[[nodiscard]] bool IsMotionTransport() const { return GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT; }
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Transport* ToTransport() { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT || GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<Transport*>(this); else return nullptr; }
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[[nodiscard]] Transport const* ToTransport() const { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT || GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<Transport const*>(this); else return nullptr; }
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StaticTransport* ToStaticTransport() { if (GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<StaticTransport*>(this); else return nullptr; }
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[[nodiscard]] StaticTransport const* ToStaticTransport() const { if (GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<StaticTransport const*>(this); else return nullptr; }
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MotionTransport* ToMotionTransport() { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT) return reinterpret_cast<MotionTransport*>(this); else return nullptr; }
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[[nodiscard]] MotionTransport const* ToMotionTransport() const { if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT) return reinterpret_cast<MotionTransport const*>(this); else return nullptr; }
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[[nodiscard]] float GetStationaryX() const override { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionX(); return GetPositionX(); }
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[[nodiscard]] float GetStationaryY() const override { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionY(); return GetPositionY(); }
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[[nodiscard]] float GetStationaryZ() const override { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetPositionZ(); return GetPositionZ(); }
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[[nodiscard]] float GetStationaryO() const override { if (GetGOInfo()->type != GAMEOBJECT_TYPE_MO_TRANSPORT) return m_stationaryPosition.GetOrientation(); return GetOrientation(); }
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[[nodiscard]] float GetInteractionDistance() const;
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void UpdateModelPosition();
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[[nodiscard]] bool IsAtInteractDistance(Position const& pos, float radius) const;
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[[nodiscard]] bool IsAtInteractDistance(Player const* player, SpellInfo const* spell = nullptr) const;
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[[nodiscard]] bool IsWithinDistInMap(Player const* player) const;
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using WorldObject::IsWithinDistInMap;
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[[nodiscard]] SpellInfo const* GetSpellForLock(Player const* player) const;
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static std::unordered_map<int, goEventFlag> gameObjectToEventFlag; // Gameobject -> event flag
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[[nodiscard]] bool ValidateGameobjectType() const;
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[[nodiscard]] bool IsInstanceGameobject() const;
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[[nodiscard]] uint8 GameobjectStateToInt(GOState* state) const;
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/* A check to verify if this object is available to be saved on the DB when
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* a state change occurs
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*/
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[[nodiscard]] bool IsAllowedToSaveToDB() const { return m_saveStateOnDb; };
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/* Enable or Disable the ability to save on the database this gameobject's state
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* whenever it changes
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*/
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void AllowSaveToDB(bool enable) { m_saveStateOnDb = enable; };
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void SaveStateToDB();
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std::string GetDebugInfo() const override;
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protected:
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bool AIM_Initialize();
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GameObjectModel* CreateModel();
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void UpdateModel(); // updates model in case displayId were changed
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uint32 m_spellId;
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time_t m_respawnTime; // (secs) time of next respawn (or despawn if GO have owner()),
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uint32 m_respawnDelayTime; // (secs) if 0 then current GO state no dependent from timer
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uint32 m_despawnDelay;
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Seconds m_despawnRespawnTime; // override respawn time after delayed despawn
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Seconds m_restockTime;
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LootState m_lootState;
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bool m_spawnedByDefault;
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uint32 m_cooldownTime; // used as internal reaction delay time store (not state change reaction).
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// For traps this: spell casting cooldown, for doors/buttons: reset time.
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std::unordered_map<ObjectGuid, int32> m_SkillupList;
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ObjectGuid m_ritualOwnerGUID; // used for GAMEOBJECT_TYPE_SUMMONING_RITUAL where GO is not summoned (no owner)
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GuidSet m_unique_users;
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uint32 m_usetimes;
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typedef std::map<uint32, ObjectGuid> ChairSlotAndUser;
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ChairSlotAndUser ChairListSlots;
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ObjectGuid::LowType m_spawnId; ///< For new or temporary gameobjects is 0 for saved it is lowguid
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GameObjectTemplate const* m_goInfo;
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GameObjectData const* m_goData;
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GameObjectValue m_goValue;
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bool m_allowModifyDestructibleBuilding;
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int64 m_packedRotation;
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G3D::Quat m_localRotation;
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Position m_stationaryPosition;
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ObjectGuid m_lootRecipient;
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ObjectGuid::LowType m_lootRecipientGroup;
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uint16 m_LootMode; // bitmask, default LOOT_MODE_DEFAULT, determines what loot will be lootable
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uint32 m_lootGenerationTime;
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ObjectGuid m_linkedTrap;
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ObjectGuid _lootStateUnitGUID;
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private:
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void CheckRitualList();
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void ClearRitualList();
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void RemoveFromOwner();
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void SwitchDoorOrButton(bool activate, bool alternative = false);
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void UpdatePackedRotation();
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//! Object distance/size - overridden from Object::_IsWithinDist. Needs to take in account proper GO size.
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bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool /*is3D*/, bool /*useBoundingRadius = true*/) const override
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|
{
|
|
//! Following check does check 3d distance
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|
dist2compare += obj->GetObjectSize();
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|
return IsInRange(obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ(), dist2compare);
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}
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GameObjectAI* m_AI;
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|
|
|
bool m_saveStateOnDb = false;
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|
};
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#endif
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