/* * Copyright (C) 2005-2011 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 MANGOSSERVER_DYNAMICOBJECT_H #define MANGOSSERVER_DYNAMICOBJECT_H #include "Object.h" #include "DBCEnums.h" #include "Unit.h" struct SpellEntry; class DynamicObject : public WorldObject { public: typedef std::set AffectedSet; explicit DynamicObject(); void AddToWorld(); void RemoveFromWorld(); bool Create(uint32 guidlow, Unit *caster, uint32 spellId, SpellEffectIndex effIndex, float x, float y, float z, int32 duration, float radius); void Update(uint32 update_diff, uint32 p_time); void Delete(); uint32 GetSpellId() const { return m_spellId; } SpellEffectIndex GetEffIndex() const { return m_effIndex; } uint32 GetDuration() const { return m_aliveDuration; } ObjectGuid const& GetCasterGuid() const { return GetGuidValue(DYNAMICOBJECT_CASTER); } Unit* GetCaster() const; float GetRadius() const { return m_radius; } bool IsAffecting(Unit *unit) const { return m_affected.find(unit->GetObjectGuid()) != m_affected.end(); } void AddAffected(Unit *unit) { m_affected.insert(unit->GetObjectGuid()); } void RemoveAffected(Unit *unit) { m_affected.erase(unit->GetObjectGuid()); } void Delay(int32 delaytime); bool IsHostileTo(Unit const* unit) const; bool IsFriendlyTo(Unit const* unit) const; float GetObjectBoundingRadius() const // overwrite WorldObject version { return 0.0f; // dynamic object not have real interact size } bool isVisibleForInState(Player const* u, WorldObject const* viewPoint, bool inVisibleList) const; GridReference &GetGridRef() { return m_gridRef; } protected: uint32 m_spellId; SpellEffectIndex m_effIndex; int32 m_aliveDuration; float m_radius; // radius apply persistent effect, 0 = no persistent effect AffectedSet m_affected; private: GridReference m_gridRef; }; #endif