server/src/game/Object.h
VladimirMangos 93ad67fc9d [9547] Implement ObjectGuid wrapper for guid value
Only one example (mostly) case converted to use it.
Need lot work for finally switch to class obly use, so old low-level defines still exist also (while used).
But some unused low-level defines dropped.
2010-03-08 00:46:04 +03:00

501 lines
21 KiB
C++

/*
* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
*
* 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 <set>
#include <string>
#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<Player*, UpdateData> 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