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Inspired by patch provided by darkstalker. Client expected receive form field change at form switing including case with switch to same form. In fact problem too good mangos optimization in part avoid send unchanged values in update fields. * Added function Object::SendForcedObjectUpdate() * It used in form apply code for make sure received by client non-form applied state in middle form shifting state. * It also used for fishing code when client also expected received some update fields chnages before animation update. New function send update to all all client instead before used code that send it to fishing player and resend later one more time to other players and player itself as normal update.
615 lines
25 KiB
C++
615 lines
25 KiB
C++
/*
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* Copyright (C) 2005-2011 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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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 "ByteBuffer.h"
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#include "UpdateFields.h"
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#include "UpdateData.h"
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#include "ObjectGuid.h"
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#include "Camera.h"
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#include <set>
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#include <string>
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#define CONTACT_DISTANCE 0.5f
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#define INTERACTION_DISTANCE 5.0f
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#define ATTACK_DISTANCE 5.0f
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#define MAX_VISIBILITY_DISTANCE 333.0f // max distance for visible object show, limited in 333 yards
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#define DEFAULT_VISIBILITY_DISTANCE 90.0f // default visible distance, 90 yards on continents
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#define DEFAULT_VISIBILITY_INSTANCE 120.0f // default visible distance in instances, 120 yards
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#define DEFAULT_VISIBILITY_BGARENAS 180.0f // default visible distance in BG/Arenas, 180 yards
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#define DEFAULT_WORLD_OBJECT_SIZE 0.388999998569489f // currently used (correctly?) for any non Unit world objects. This is actually the bounding_radius, like player/creature from creature_model_data
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#define DEFAULT_OBJECT_SCALE 1.0f // player/item scale as default, npc/go from database, pets from dbc
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#define MAX_STEALTH_DETECT_RANGE 45.0f
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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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};
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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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class WorldPacket;
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class UpdateData;
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class WorldSession;
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class Creature;
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class Player;
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class Unit;
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class Map;
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class UpdateMask;
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class InstanceData;
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class TerrainInfo;
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typedef UNORDERED_MAP<Player*, UpdateData> UpdateDataMapType;
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struct Position
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{
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Position() : x(0.0f), y(0.0f), z(0.0f), o(0.0f) {}
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float x, y, z, o;
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};
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struct WorldLocation
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{
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uint32 mapid;
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float coord_x;
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float coord_y;
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float coord_z;
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float orientation;
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explicit WorldLocation(uint32 _mapid = 0, float _x = 0, float _y = 0, float _z = 0, float _o = 0)
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: mapid(_mapid), coord_x(_x), coord_y(_y), coord_z(_z), orientation(_o) {}
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WorldLocation(WorldLocation const &loc)
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: mapid(loc.mapid), coord_x(loc.coord_x), coord_y(loc.coord_y), coord_z(loc.coord_z), orientation(loc.orientation) {}
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};
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//use this class to measure time between world update ticks
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//essential for units updating their spells after cells become active
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class WorldUpdateCounter
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{
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public:
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WorldUpdateCounter() : m_tmStart(0) {}
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time_t timeElapsed()
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{
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if(!m_tmStart)
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m_tmStart = WorldTimer::tickPrevTime();
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return WorldTimer::getMSTimeDiff(m_tmStart, WorldTimer::tickTime());
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}
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void Reset() { m_tmStart = WorldTimer::tickTime(); }
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private:
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uint32 m_tmStart;
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};
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class MANGOS_DLL_SPEC Object
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{
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public:
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virtual ~Object ( );
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const bool& IsInWorld() const { return m_inWorld; }
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virtual void AddToWorld()
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{
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if(m_inWorld)
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return;
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m_inWorld = true;
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// synchronize values mirror with values array (changes will send in updatecreate opcode any way
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ClearUpdateMask(false); // false - we can't have update dat in update queue before adding to world
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}
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virtual void RemoveFromWorld()
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{
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// if we remove from world then sending changes not required
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ClearUpdateMask(true);
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m_inWorld = false;
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}
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ObjectGuid const& GetObjectGuid() const { return GetGuidValue(OBJECT_FIELD_GUID); }
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const uint64& GetGUID() const { return GetUInt64Value(OBJECT_FIELD_GUID); } // DEPRECATED, not use, will removed soon
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uint32 GetGUIDLow() const { return GetObjectGuid().GetCounter(); }
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PackedGuid const& GetPackGUID() const { return m_PackGUID; }
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std::string GetGuidStr() const { return GetObjectGuid().GetString(); }
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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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float GetObjectScale() const
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{
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return m_floatValues[OBJECT_FIELD_SCALE_X] ? m_floatValues[OBJECT_FIELD_SCALE_X] : DEFAULT_OBJECT_SCALE;
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}
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void SetObjectScale(float newScale);
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uint8 GetTypeId() const { return m_objectTypeId; }
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bool isType(TypeMask mask) const { return (mask & m_objectType); }
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virtual void BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const;
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void SendCreateUpdateToPlayer(Player* player);
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// must be overwrite in appropriate subclasses (WorldObject, Item currently), or will crash
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virtual void AddToClientUpdateList();
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virtual void RemoveFromClientUpdateList();
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virtual void BuildUpdateData(UpdateDataMapType& update_players);
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void MarkForClientUpdate();
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void SendForcedObjectUpdate();
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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, uint16 flags = 0 ) const;
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virtual void DestroyForPlayer( Player *target, bool anim = false ) const;
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const int32& GetInt32Value( uint16 index ) const
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{
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MANGOS_ASSERT( index < m_valuesCount || PrintIndexError( index , false) );
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return m_int32Values[ index ];
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}
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const uint32& GetUInt32Value( uint16 index ) const
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{
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MANGOS_ASSERT( index < m_valuesCount || PrintIndexError( index , false) );
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return m_uint32Values[ index ];
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}
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const uint64& GetUInt64Value( uint16 index ) const
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{
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MANGOS_ASSERT( index + 1 < m_valuesCount || PrintIndexError( index , false) );
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return *((uint64*)&(m_uint32Values[ index ]));
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}
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const float& GetFloatValue( uint16 index ) const
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{
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MANGOS_ASSERT( index < m_valuesCount || PrintIndexError( index , false ) );
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return m_floatValues[ index ];
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}
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uint8 GetByteValue( uint16 index, uint8 offset) const
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{
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MANGOS_ASSERT( index < m_valuesCount || PrintIndexError( index , false) );
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MANGOS_ASSERT( offset < 4 );
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return *(((uint8*)&m_uint32Values[ index ])+offset);
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}
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uint16 GetUInt16Value( uint16 index, uint8 offset) const
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{
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MANGOS_ASSERT( index < m_valuesCount || PrintIndexError( index , false) );
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MANGOS_ASSERT( offset < 2 );
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return *(((uint16*)&m_uint32Values[ index ])+offset);
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}
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ObjectGuid const& GetGuidValue( uint16 index ) const { return *reinterpret_cast<ObjectGuid const*>(&GetUInt64Value(index)); }
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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 SetUInt64Value( uint16 index, const 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 const& value ) { SetUInt64Value(index, value.GetRawValue()); }
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void SetStatFloatValue( uint16 index, float value);
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void SetStatInt32Value( uint16 index, int32 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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{
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val = val != -100.0f ? val : -99.9f ;
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SetFloatValue(index, GetFloatValue(index) * (apply?(100.0f+val)/100.0f : 100.0f / (100.0f+val)) );
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}
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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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{
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if(HasFlag(index, flag))
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RemoveFlag(index, flag);
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else
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SetFlag(index, flag);
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}
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bool HasFlag( uint16 index, uint32 flag ) const
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{
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MANGOS_ASSERT( index < m_valuesCount || PrintIndexError( index , false ) );
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return (m_uint32Values[ index ] & flag) != 0;
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}
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void ApplyModFlag( uint16 index, uint32 flag, bool apply)
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{
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if (apply)
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SetFlag(index, flag);
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else
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RemoveFlag(index, flag);
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}
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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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void ToggleByteFlag( uint16 index, uint8 offset, uint8 flag )
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{
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if (HasByteFlag(index, offset, flag))
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RemoveByteFlag(index, offset, flag);
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else
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SetByteFlag(index, offset, flag);
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}
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bool HasByteFlag( uint16 index, uint8 offset, uint8 flag ) const
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{
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MANGOS_ASSERT( index < m_valuesCount || PrintIndexError( index , false ) );
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MANGOS_ASSERT( offset < 4 );
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return (((uint8*)&m_uint32Values[index])[offset] & flag) != 0;
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}
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void ApplyModByteFlag( uint16 index, uint8 offset, uint32 flag, bool apply)
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{
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if (apply)
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SetByteFlag(index, offset, flag);
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else
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RemoveByteFlag(index, offset, flag);
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}
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void SetShortFlag(uint16 index, bool highpart, uint16 newFlag);
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void RemoveShortFlag(uint16 index, bool highpart, uint16 oldFlag);
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void ToggleShortFlag( uint16 index, bool highpart, uint8 flag )
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{
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if (HasShortFlag(index, highpart, flag))
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RemoveShortFlag(index, highpart, flag);
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else
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SetShortFlag(index, highpart, flag);
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}
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bool HasShortFlag( uint16 index, bool highpart, uint8 flag ) const
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{
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MANGOS_ASSERT( index < m_valuesCount || PrintIndexError( index , false ) );
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return (((uint16*)&m_uint32Values[index])[highpart ? 1 : 0] & flag) != 0;
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}
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void ApplyModShortFlag( uint16 index, bool highpart, uint32 flag, bool apply)
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{
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if (apply)
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SetShortFlag(index, highpart, flag);
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else
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RemoveShortFlag(index, highpart, flag);
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}
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void SetFlag64( uint16 index, uint64 newFlag )
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{
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uint64 oldval = GetUInt64Value(index);
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uint64 newval = oldval | newFlag;
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SetUInt64Value(index,newval);
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}
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void RemoveFlag64( uint16 index, uint64 oldFlag )
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{
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uint64 oldval = GetUInt64Value(index);
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uint64 newval = oldval & ~oldFlag;
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SetUInt64Value(index,newval);
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}
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void ToggleFlag64( uint16 index, uint64 flag)
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{
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if (HasFlag64(index, flag))
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RemoveFlag64(index, flag);
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else
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SetFlag64(index, flag);
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}
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bool HasFlag64( uint16 index, uint64 flag ) const
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{
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MANGOS_ASSERT( index < m_valuesCount || PrintIndexError( index , false ) );
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return (GetUInt64Value( index ) & flag) != 0;
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}
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void ApplyModFlag64( uint16 index, uint64 flag, bool apply)
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{
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if (apply)
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SetFlag64(index, flag);
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else
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RemoveFlag64(index, flag);
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}
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void ClearUpdateMask(bool remove);
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bool LoadValues(const char* data);
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uint16 GetValuesCount() const { return m_valuesCount; }
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void InitValues() { _InitValues(); }
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virtual bool HasQuest(uint32 /* quest_id */) const { return false; }
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virtual bool HasInvolvedQuest(uint32 /* quest_id */) const { return false; }
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protected:
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Object ( );
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void _InitValues();
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void _Create (uint32 guidlow, uint32 entry, HighGuid guidhigh);
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virtual void _SetUpdateBits(UpdateMask *updateMask, Player *target) const;
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virtual void _SetCreateBits(UpdateMask *updateMask, Player *target) const;
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void BuildMovementUpdate(ByteBuffer * data, uint16 updateFlags) const;
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void BuildValuesUpdate(uint8 updatetype, ByteBuffer *data, UpdateMask *updateMask, Player *target ) const;
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void BuildUpdateDataForPlayer(Player* pl, UpdateDataMapType& update_players);
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uint16 m_objectType;
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uint8 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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uint32 *m_uint32Values_mirror;
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uint16 m_valuesCount;
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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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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 WorldObjectChangeAccumulator;
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class MANGOS_DLL_SPEC WorldObject : public Object
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{
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friend struct WorldObjectChangeAccumulator;
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public:
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//class is used to manipulate with WorldUpdateCounter
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//it is needed in order to get time diff between two object's Update() calls
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class MANGOS_DLL_SPEC UpdateHelper
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{
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public:
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explicit UpdateHelper(WorldObject * obj) : m_obj(obj) {}
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~UpdateHelper() { }
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void Update( uint32 time_diff )
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{
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m_obj->Update( m_obj->m_updateTracker.timeElapsed(), time_diff);
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m_obj->m_updateTracker.Reset();
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}
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private:
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UpdateHelper( const UpdateHelper& );
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UpdateHelper& operator=( const UpdateHelper& );
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WorldObject * const m_obj;
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};
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virtual ~WorldObject ( ) {}
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virtual void Update ( uint32 /*update_diff*/, uint32 /*time_diff*/ ) {}
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void _Create( uint32 guidlow, HighGuid guidhigh, uint32 phaseMask);
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void Relocate(float x, float y, float z, float orientation);
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void Relocate(float x, float y, float z);
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void SetOrientation(float orientation);
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float GetPositionX( ) const { return m_position.x; }
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float GetPositionY( ) const { return m_position.y; }
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float GetPositionZ( ) const { return m_position.z; }
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void GetPosition( float &x, float &y, float &z ) const
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{ x = m_position.x; y = m_position.y; z = m_position.z; }
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void GetPosition( WorldLocation &loc ) const
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{ loc.mapid = m_mapId; GetPosition(loc.coord_x, loc.coord_y, loc.coord_z); loc.orientation = GetOrientation(); }
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float GetOrientation( ) const { return m_position.o; }
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void GetNearPoint2D( float &x, float &y, float distance, float absAngle) const;
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void GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_bounding_radius, float distance2d, float absAngle) const;
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void GetClosePoint(float &x, float &y, float &z, float bounding_radius, float distance2d = 0, float angle = 0, const WorldObject* obj = NULL ) const
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{
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// angle calculated from current orientation
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GetNearPoint(obj, x, y, z, bounding_radius, distance2d, GetOrientation() + angle);
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}
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void GetContactPoint( const WorldObject* obj, float &x, float &y, float &z, float distance2d = CONTACT_DISTANCE) const
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{
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// angle to face `obj` to `this` using distance includes size of `obj`
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GetNearPoint(obj, x, y, z, obj->GetObjectBoundingRadius(), distance2d, GetAngle(obj));
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}
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virtual float GetObjectBoundingRadius() const { return DEFAULT_WORLD_OBJECT_SIZE; }
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bool IsPositionValid() const;
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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) const;
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void GetRandomPoint( float x, float y, float z, float distance, float &rand_x, float &rand_y, float &rand_z ) const;
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uint32 GetMapId() const { return m_mapId; }
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uint32 GetInstanceId() const { return m_InstanceId; }
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virtual void SetPhaseMask(uint32 newPhaseMask, bool update);
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uint32 GetPhaseMask() const { return m_phaseMask; }
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bool InSamePhase(WorldObject const* obj) const { return InSamePhase(obj->GetPhaseMask()); }
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bool InSamePhase(uint32 phasemask) const { return (GetPhaseMask() & phasemask); }
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uint32 GetZoneId() const;
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uint32 GetAreaId() const;
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void GetZoneAndAreaId(uint32& zoneid, uint32& areaid) const;
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InstanceData* GetInstanceData() const;
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const char* GetName() const { return m_name.c_str(); }
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void SetName(const std::string& newname) { m_name=newname; }
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virtual const char* GetNameForLocaleIdx(int32 /*locale_idx*/) const { return GetName(); }
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float GetDistance( const WorldObject* obj ) const;
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float GetDistance(float x, float y, float z) const;
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float GetDistance2d(const WorldObject* obj) const;
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float GetDistance2d(float x, float y) const;
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float GetDistanceZ(const WorldObject* obj) const;
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bool IsInMap(const WorldObject* obj) const
|
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{
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return IsInWorld() && obj->IsInWorld() && (GetMap() == obj->GetMap()) && InSamePhase(obj);
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}
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bool IsWithinDist3d(float x, float y, float z, float dist2compare) const;
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bool IsWithinDist2d(float x, float y, float dist2compare) const;
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bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D) const;
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// use only if you will sure about placing both object at same map
|
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bool IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D = true) const
|
|
{
|
|
return obj && _IsWithinDist(obj,dist2compare,is3D);
|
|
}
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|
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bool IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D = true) const
|
|
{
|
|
return obj && IsInMap(obj) && _IsWithinDist(obj,dist2compare,is3D);
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}
|
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bool IsWithinLOS(float x, float y, float z) const;
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bool IsWithinLOSInMap(const WorldObject* obj) 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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bool IsInRange2d(float x, float y, float minRange, float maxRange) const;
|
|
bool IsInRange3d(float x, float y, float z, float minRange, float maxRange) const;
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|
|
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float GetAngle( const WorldObject* obj ) const;
|
|
float GetAngle( const float x, const float y ) const;
|
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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
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|
|
|
virtual void SendMessageToSet(WorldPacket *data, bool self);
|
|
virtual void SendMessageToSetInRange(WorldPacket *data, float dist, bool self);
|
|
void SendMessageToSetExcept(WorldPacket *data, Player const* skipped_receiver);
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|
|
|
void MonsterSay(const char* text, uint32 language, Unit* target = NULL);
|
|
void MonsterYell(const char* text, uint32 language, Unit* target = NULL);
|
|
void MonsterTextEmote(const char* text, Unit* target, bool IsBossEmote = false);
|
|
void MonsterWhisper(const char* text, Unit* target, bool IsBossWhisper = false);
|
|
void MonsterSay(int32 textId, uint32 language, Unit* target = NULL);
|
|
void MonsterYell(int32 textId, uint32 language, Unit* target = NULL);
|
|
void MonsterTextEmote(int32 textId, Unit* target, bool IsBossEmote = false);
|
|
void MonsterWhisper(int32 textId, Unit* receiver, bool IsBossWhisper = false);
|
|
void MonsterYellToZone(int32 textId, uint32 language, Unit* target);
|
|
void BuildMonsterChat(WorldPacket *data, uint8 msgtype, char const* text, uint32 language, char const* name, ObjectGuid targetGuid, char const* targetName) const;
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|
|
|
void PlayDistanceSound(uint32 sound_id, Player* target = NULL);
|
|
void PlayDirectSound(uint32 sound_id, Player* target = NULL);
|
|
|
|
void SendObjectDeSpawnAnim(ObjectGuid guid);
|
|
void SendGameObjectCustomAnim(ObjectGuid 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();
|
|
virtual void UpdateVisibilityAndView(); // update visibility for object and object for all around
|
|
|
|
// 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 { MANGOS_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; }
|
|
|
|
//obtain terrain data for map where this object belong...
|
|
TerrainInfo const* GetTerrain() const;
|
|
|
|
void AddToClientUpdateList();
|
|
void RemoveFromClientUpdateList();
|
|
void BuildUpdateData(UpdateDataMapType &);
|
|
|
|
Creature* SummonCreature(uint32 id, float x, float y, float z, float ang,TempSummonType spwtype,uint32 despwtime, bool asActiveObject = false);
|
|
|
|
bool isActiveObject() const { return m_isActiveObject || m_viewPoint.hasViewers(); }
|
|
|
|
ViewPoint& GetViewPoint() { return m_viewPoint; }
|
|
|
|
// ASSERT print helper
|
|
bool PrintCoordinatesError(float x, float y, float z, char const* descr) const;
|
|
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;
|
|
|
|
bool m_isActiveObject;
|
|
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
|
|
|
|
Position m_position;
|
|
|
|
ViewPoint m_viewPoint;
|
|
|
|
WorldUpdateCounter m_updateTracker;
|
|
};
|
|
|
|
#endif
|