mirror of
https://github.com/mangosfour/server.git
synced 2025-12-14 16:37:01 +00:00
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.
501 lines
21 KiB
C++
501 lines
21 KiB
C++
/*
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* Copyright (C) 2005-2010 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 "GameSystem/GridReference.h"
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#include "ObjectGuid.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 // player size, also currently used (correctly?) for any non Unit world objects
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#define MAX_STEALTH_DETECT_RANGE 45.0f
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uint32 GuidHigh2TypeId(uint32 guid_hi);
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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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typedef UNORDERED_MAP<Player*, UpdateData> UpdateDataMapType;
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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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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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const uint64& GetGUID() const { return GetUInt64Value(0); }
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uint32 GetGUIDLow() const { return GUID_LOPART(GetUInt64Value(0)); }
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uint32 GetGUIDMid() const { return GUID_ENPART(GetUInt64Value(0)); }
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uint32 GetGUIDHigh() const { return GUID_HIPART(GetUInt64Value(0)); }
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const ByteBuffer& GetPackGUID() const { return m_PackGUID; }
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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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uint8 GetTypeId() const { return m_objectTypeId; }
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bool isType(uint16 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 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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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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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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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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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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ASSERT( index < m_valuesCount || PrintIndexError( index , false) );
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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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ASSERT( index < m_valuesCount || PrintIndexError( index , false) );
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ASSERT( offset < 2 );
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return *(((uint16*)&m_uint32Values[ index ])+offset);
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}
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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 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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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 SetByteFlag( uint16 index, uint8 offset, uint8 newFlag );
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void RemoveByteFlag( uint16 index, uint8 offset, uint8 newFlag );
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void ToggleFlag( 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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ASSERT( index < m_valuesCount || PrintIndexError( index , false ) );
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ASSERT( offset < 4 );
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return (((uint8*)&m_uint32Values[index])[offset] & 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) SetFlag(index,flag); else RemoveFlag(index,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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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) SetFlag64(index,flag); else 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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ByteBuffer 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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virtual ~WorldObject ( ) {}
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virtual void Update ( 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) { m_orientation = orientation; }
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float GetPositionX( ) const { return m_positionX; }
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float GetPositionY( ) const { return m_positionY; }
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float GetPositionZ( ) const { return m_positionZ; }
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void GetPosition( float &x, float &y, float &z ) const
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{ x = m_positionX; y = m_positionY; z = m_positionZ; }
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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_orientation; }
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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_size, float distance2d,float absAngle) const;
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void GetClosePoint(float &x, float &y, float &z, float size, float distance2d = 0, float angle = 0) const
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{
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// angle calculated from current orientation
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GetNearPoint(NULL,x,y,z,size,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->GetObjectSize(),distance2d,GetAngle( obj ));
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}
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float GetObjectSize() const
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{
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return ( m_valuesCount > UNIT_FIELD_BOUNDINGRADIUS ) ? m_floatValues[UNIT_FIELD_BOUNDINGRADIUS] : DEFAULT_WORLD_OBJECT_SIZE;
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}
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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 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();
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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
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{
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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
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{
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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;
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bool IsInRange3d(float x, float y, float z, float minRange, float maxRange) const;
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float GetAngle( const WorldObject* obj ) const;
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float GetAngle( const float x, const float y ) const;
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bool HasInArc( const float arcangle, const WorldObject* obj ) const;
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bool isInFrontInMap(WorldObject const* target,float distance, float arc = M_PI) const;
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bool isInBackInMap(WorldObject const* target, float distance, float arc = M_PI) const;
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bool isInFront(WorldObject const* target,float distance, float arc = M_PI) const;
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bool isInBack(WorldObject const* target, float distance, float arc = M_PI) const;
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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);
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virtual void SendMessageToSetInRange(WorldPacket *data, float dist, bool self);
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void MonsterSay(const char* text, uint32 language, uint64 TargetGuid);
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void MonsterYell(const char* text, uint32 language, uint64 TargetGuid);
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void MonsterTextEmote(const char* text, uint64 TargetGuid, bool IsBossEmote = false);
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void MonsterWhisper(const char* text, uint64 receiver, bool IsBossWhisper = false);
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void MonsterSay(int32 textId, uint32 language, uint64 TargetGuid);
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void MonsterYell(int32 textId, uint32 language, uint64 TargetGuid);
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void MonsterTextEmote(int32 textId, uint64 TargetGuid, bool IsBossEmote = false);
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void MonsterWhisper(int32 textId, uint64 receiver, bool IsBossWhisper = false);
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void MonsterYellToZone(int32 textId, uint32 language, uint64 TargetGuid);
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void BuildMonsterChat(WorldPacket *data, uint8 msgtype, char const* text, uint32 language, char const* name, uint64 TargetGuid) const;
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void PlayDistanceSound(uint32 sound_id, Player* target = NULL);
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void PlayDirectSound(uint32 sound_id, Player* target = NULL);
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void SendObjectDeSpawnAnim(uint64 guid);
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void SendGameObjectCustomAnim(uint64 guid);
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virtual bool IsHostileTo(Unit const* unit) const =0;
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virtual bool IsFriendlyTo(Unit const* unit) const =0;
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bool IsControlledByPlayer() const;
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virtual void SaveRespawnTime() {}
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void AddObjectToRemoveList();
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void UpdateObjectVisibility();
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// main visibility check function in normal case (ignore grey zone distance check)
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bool isVisibleFor(Player const* u, WorldObject const* viewPoint) const { return isVisibleForInState(u,viewPoint,false); }
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// low level function for visibility change code, must be define in all main world object subclasses
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virtual bool isVisibleForInState(Player const* u, WorldObject const* viewPoint, bool inVisibleList) const = 0;
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void SetMap(Map * map);
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Map * GetMap() const { ASSERT(m_currMap); return m_currMap; }
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//used to check all object's GetMap() calls when object is not in world!
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void ResetMap() { m_currMap = NULL; }
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//this function should be removed in nearest time...
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Map const* GetBaseMap() const;
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void AddToClientUpdateList();
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void RemoveFromClientUpdateList();
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void BuildUpdateData(UpdateDataMapType &);
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Creature* SummonCreature(uint32 id, float x, float y, float z, float ang,TempSummonType spwtype,uint32 despwtime);
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protected:
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explicit WorldObject();
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//these functions are used mostly for Relocate() and Corpse/Player specific stuff...
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//use them ONLY in LoadFromDB()/Create() funcs and nowhere else!
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//mapId/instanceId should be set in SetMap() function!
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void SetLocationMapId(uint32 _mapId) { m_mapId = _mapId; }
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void SetLocationInstanceId(uint32 _instanceId) { m_InstanceId = _instanceId; }
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std::string m_name;
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private:
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Map * m_currMap; //current object's Map location
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uint32 m_mapId; // object at map with map_id
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uint32 m_InstanceId; // in map copy with instance id
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uint32 m_phaseMask; // in area phase state
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float m_positionX;
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float m_positionY;
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float m_positionZ;
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float m_orientation;
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};
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#endif
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