server/src/game/DynamicObject.h
2011-01-01 20:33:43 +03:00

72 lines
2.8 KiB
C++

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