/* * Copyright (C) 2005-2010 MaNGOS * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #ifndef _OBJECT_H #define _OBJECT_H #include "Common.h" #include "ByteBuffer.h" #include "UpdateFields.h" #include "UpdateData.h" #include "GameSystem/GridReference.h" #include "ObjectGuid.h" #include #include #define CONTACT_DISTANCE 0.5f #define INTERACTION_DISTANCE 5.0f #define ATTACK_DISTANCE 5.0f #define MAX_VISIBILITY_DISTANCE 333.0f // max distance for visible object show, limited in 333 yards #define DEFAULT_VISIBILITY_DISTANCE 90.0f // default visible distance, 90 yards on continents #define DEFAULT_VISIBILITY_INSTANCE 120.0f // default visible distance in instances, 120 yards #define DEFAULT_VISIBILITY_BGARENAS 180.0f // default visible distance in BG/Arenas, 180 yards #define DEFAULT_WORLD_OBJECT_SIZE 0.388999998569489f // player size, also currently used (correctly?) for any non Unit world objects #define MAX_STEALTH_DETECT_RANGE 45.0f 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 }; enum PhaseMasks { PHASEMASK_NORMAL = 0x00000001, PHASEMASK_ANYWHERE = 0xFFFFFFFF }; class WorldPacket; class UpdateData; class WorldSession; class Creature; class Player; class Unit; class Map; class UpdateMask; class InstanceData; typedef UNORDERED_MAP UpdateDataMapType; struct WorldLocation { uint32 mapid; float coord_x; float coord_y; float coord_z; float orientation; explicit WorldLocation(uint32 _mapid = 0, float _x = 0, float _y = 0, float _z = 0, float _o = 0) : mapid(_mapid), coord_x(_x), coord_y(_y), coord_z(_z), orientation(_o) {} WorldLocation(WorldLocation const &loc) : mapid(loc.mapid), coord_x(loc.coord_x), coord_y(loc.coord_y), coord_z(loc.coord_z), orientation(loc.orientation) {} }; class MANGOS_DLL_SPEC Object { public: virtual ~Object ( ); const bool& IsInWorld() const { return m_inWorld; } virtual void AddToWorld() { if(m_inWorld) return; m_inWorld = true; // synchronize values mirror with values array (changes will send in updatecreate opcode any way ClearUpdateMask(false); // false - we can't have update dat in update queue before adding to world } virtual void RemoveFromWorld() { // if we remove from world then sending changes not required ClearUpdateMask(true); m_inWorld = false; } const 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); } uint8 GetTypeId() const { return m_objectTypeId; } bool isType(uint16 mask) const { return (mask & m_objectType); } virtual void BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const; void SendCreateUpdateToPlayer(Player* player); // must be overwrite in appropriate subclasses (WorldObject, Item currently), or will crash virtual void AddToClientUpdateList(); virtual void RemoveFromClientUpdateList(); virtual void BuildUpdateData(UpdateDataMapType& update_players); void BuildValuesUpdateBlockForPlayer( UpdateData *data, Player *target ) const; void BuildOutOfRangeUpdateBlock( UpdateData *data ) const; void BuildMovementUpdateBlock( UpdateData * data, uint16 flags = 0 ) const; virtual void DestroyForPlayer( Player *target, bool anim = false ) const; const int32& GetInt32Value( uint16 index ) const { ASSERT( index < m_valuesCount || PrintIndexError( index , false) ); return m_int32Values[ index ]; } const uint32& GetUInt32Value( uint16 index ) const { ASSERT( index < m_valuesCount || PrintIndexError( index , false) ); return m_uint32Values[ index ]; } const uint64& GetUInt64Value( uint16 index ) const { ASSERT( index + 1 < m_valuesCount || PrintIndexError( index , false) ); return *((uint64*)&(m_uint32Values[ index ])); } const 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 SetUInt64Value( uint16 index, const uint64 &value ); void SetFloatValue( uint16 index, float value ); void SetByteValue( uint16 index, uint8 offset, uint8 value ); void SetUInt16Value( uint16 index, uint8 offset, uint16 value ); void SetInt16Value( uint16 index, uint8 offset, int16 value ) { SetUInt16Value(index,offset,(uint16)value); } void SetStatFloatValue( uint16 index, float value); void SetStatInt32Value( uint16 index, int32 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) { val = val != -100.0f ? val : -99.9f ; SetFloatValue(index, GetFloatValue(index) * (apply?(100.0f+val)/100.0f : 100.0f / (100.0f+val)) ); } 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 { ASSERT( index < m_valuesCount || PrintIndexError( index , 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); bool LoadValues(const char* data); uint16 GetValuesCount() const { return m_valuesCount; } void InitValues() { _InitValues(); } virtual bool hasQuest(uint32 /* quest_id */) const { return false; } virtual bool hasInvolvedQuest(uint32 /* quest_id */) const { return false; } protected: Object ( ); void _InitValues(); void _Create (uint32 guidlow, uint32 entry, HighGuid guidhigh); virtual void _SetUpdateBits(UpdateMask *updateMask, Player *target) const; virtual void _SetCreateBits(UpdateMask *updateMask, Player *target) const; void BuildMovementUpdate(ByteBuffer * data, uint16 updateFlags) const; void BuildValuesUpdate(uint8 updatetype, ByteBuffer *data, UpdateMask *updateMask, Player *target ) const; void BuildUpdateDataForPlayer(Player* pl, UpdateDataMapType& update_players); uint16 m_objectType; uint8 m_objectTypeId; uint16 m_updateFlag; union { int32 *m_int32Values; uint32 *m_uint32Values; float *m_floatValues; }; uint32 *m_uint32Values_mirror; uint16 m_valuesCount; 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 WorldObjectChangeAccumulator; class MANGOS_DLL_SPEC WorldObject : public Object { friend struct WorldObjectChangeAccumulator; public: virtual ~WorldObject ( ) {} virtual void Update ( uint32 /*time_diff*/ ) { } void _Create( uint32 guidlow, HighGuid guidhigh, uint32 phaseMask); void Relocate(float x, float y, float z, float orientation); void Relocate(float x, float y, float z); 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; } void GetPosition( float &x, float &y, float &z ) const { x = m_positionX; y = m_positionY; z = m_positionZ; } void GetPosition( WorldLocation &loc ) const { loc.mapid = m_mapId; GetPosition(loc.coord_x, loc.coord_y, loc.coord_z); loc.orientation = GetOrientation(); } float GetOrientation( ) const { return m_orientation; } 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; void GetClosePoint(float &x, float &y, float &z, float size, float distance2d = 0, float angle = 0) const { // angle calculated from current orientation GetNearPoint(NULL,x,y,z,size,distance2d,GetOrientation() + angle); } void GetContactPoint( const WorldObject* obj, float &x, float &y, float &z, float distance2d = CONTACT_DISTANCE) const { // angle to face `obj` to `this` using distance includes size of `obj` GetNearPoint(obj,x,y,z,obj->GetObjectSize(),distance2d,GetAngle( obj )); } float GetObjectSize() const { return ( m_valuesCount > UNIT_FIELD_BOUNDINGRADIUS ) ? m_floatValues[UNIT_FIELD_BOUNDINGRADIUS] : DEFAULT_WORLD_OBJECT_SIZE; } bool IsPositionValid() const; void UpdateGroundPositionZ(float x, float y, float &z) const; void GetRandomPoint( float x, float y, float z, float distance, float &rand_x, float &rand_y, float &rand_z ) const; uint32 GetMapId() const { return m_mapId; } 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); } uint32 GetZoneId() const; uint32 GetAreaId() const; void GetZoneAndAreaId(uint32& zoneid, uint32& areaid) const; InstanceData* GetInstanceData(); const char* GetName() const { return m_name.c_str(); } void SetName(const std::string& newname) { m_name=newname; } virtual const char* GetNameForLocaleIdx(int32 /*locale_idx*/) const { return GetName(); } float GetDistance( const WorldObject* obj ) const; float GetDistance(float x, float y, float z) const; float GetDistance2d(const WorldObject* obj) const; float GetDistance2d(float x, float y) const; float GetDistanceZ(const WorldObject* obj) const; bool IsInMap(const WorldObject* obj) const { return IsInWorld() && obj->IsInWorld() && (GetMap() == obj->GetMap()) && InSamePhase(obj); } bool IsWithinDist3d(float x, float y, float z, float dist2compare) const; bool IsWithinDist2d(float x, float y, float dist2compare) const; bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D) const; // use only if you will sure about placing both object at same map bool IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D = true) const { return obj && _IsWithinDist(obj,dist2compare,is3D); } bool IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D = true) const { return obj && IsInMap(obj) && _IsWithinDist(obj,dist2compare,is3D); } bool IsWithinLOS(float x, float y, float z) const; bool IsWithinLOSInMap(const WorldObject* obj) const; bool GetDistanceOrder(WorldObject const* obj1, WorldObject const* obj2, bool is3D = true) const; bool IsInRange(WorldObject const* obj, float minRange, float maxRange, bool is3D = true) const; bool IsInRange2d(float x, float y, float minRange, float maxRange) const; bool IsInRange3d(float x, float y, float z, float minRange, float maxRange) const; float GetAngle( const WorldObject* obj ) const; float GetAngle( const float x, const float y ) const; bool HasInArc( const float arcangle, const WorldObject* obj ) const; bool isInFrontInMap(WorldObject const* target,float distance, float arc = M_PI) const; bool isInBackInMap(WorldObject const* target, float distance, float arc = M_PI) const; bool isInFront(WorldObject const* target,float distance, float arc = M_PI) const; bool isInBack(WorldObject const* target, float distance, float arc = M_PI) const; virtual void CleanupsBeforeDelete(); // used in destructor or explicitly before mass creature delete to remove cross-references to already deleted units virtual void SendMessageToSet(WorldPacket *data, bool self); virtual void SendMessageToSetInRange(WorldPacket *data, float dist, bool self); void MonsterSay(const char* text, uint32 language, uint64 TargetGuid); void MonsterYell(const char* text, uint32 language, uint64 TargetGuid); void MonsterTextEmote(const char* text, uint64 TargetGuid, bool IsBossEmote = false); void MonsterWhisper(const char* text, uint64 receiver, bool IsBossWhisper = false); void MonsterSay(int32 textId, uint32 language, uint64 TargetGuid); void MonsterYell(int32 textId, uint32 language, uint64 TargetGuid); void MonsterTextEmote(int32 textId, uint64 TargetGuid, bool IsBossEmote = false); void MonsterWhisper(int32 textId, uint64 receiver, bool IsBossWhisper = false); void MonsterYellToZone(int32 textId, uint32 language, uint64 TargetGuid); void BuildMonsterChat(WorldPacket *data, uint8 msgtype, char const* text, uint32 language, char const* name, uint64 TargetGuid) const; void PlayDistanceSound(uint32 sound_id, Player* target = NULL); void PlayDirectSound(uint32 sound_id, Player* target = NULL); void SendObjectDeSpawnAnim(uint64 guid); void SendGameObjectCustomAnim(uint64 guid); virtual bool IsHostileTo(Unit const* unit) const =0; virtual bool IsFriendlyTo(Unit const* unit) const =0; bool IsControlledByPlayer() const; virtual void SaveRespawnTime() {} void AddObjectToRemoveList(); void UpdateObjectVisibility(); // main visibility check function in normal case (ignore grey zone distance check) bool isVisibleFor(Player const* u, WorldObject const* viewPoint) const { return isVisibleForInState(u,viewPoint,false); } // low level function for visibility change code, must be define in all main world object subclasses virtual bool isVisibleForInState(Player const* u, WorldObject const* viewPoint, bool inVisibleList) const = 0; void SetMap(Map * map); Map * GetMap() const { ASSERT(m_currMap); return m_currMap; } //used to check all object's GetMap() calls when object is not in world! void ResetMap() { m_currMap = NULL; } //this function should be removed in nearest time... Map const* GetBaseMap() const; void AddToClientUpdateList(); void RemoveFromClientUpdateList(); void BuildUpdateData(UpdateDataMapType &); Creature* SummonCreature(uint32 id, float x, float y, float z, float ang,TempSummonType spwtype,uint32 despwtime); protected: explicit WorldObject(); //these functions are used mostly for Relocate() and Corpse/Player specific stuff... //use them ONLY in LoadFromDB()/Create() funcs and nowhere else! //mapId/instanceId should be set in SetMap() function! void SetLocationMapId(uint32 _mapId) { m_mapId = _mapId; } void SetLocationInstanceId(uint32 _instanceId) { m_InstanceId = _instanceId; } std::string m_name; private: Map * m_currMap; //current object's Map location uint32 m_mapId; // object at map with map_id uint32 m_InstanceId; // in map copy with instance id uint32 m_phaseMask; // in area phase state float m_positionX; float m_positionY; float m_positionZ; float m_orientation; }; #endif