/*
* Copyright (C) 2005-2008 MaNGOS
*
* Copyright (C) 2008 Trinity
*
* 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 "ObjectDefines.h"
#include "GridDefines.h"
#include
#include
#define CONTACT_DISTANCE 0.5f
#define INTERACTION_DISTANCE 5
#define ATTACK_DISTANCE 5
#define DETECT_DISTANCE 20 // max distance to successful detect stealthed unit
#define MAX_VISIBILITY_DISTANCE (5*SIZE_OF_GRID_CELL/2.0f) // max distance for visible object show, limited by active zone for player based at cell size (active zone = 5x5 cells)
#define DEFAULT_VISIBILITY_DISTANCE (SIZE_OF_GRID_CELL) // default visible distance
#define DEFAULT_WORLD_OBJECT_SIZE 0.388999998569489f // player size, also currently used (correctly?) for any non Unit world objects
enum TypeMask
{
TYPEMASK_OBJECT = 0x0001,
TYPEMASK_ITEM = 0x0002,
TYPEMASK_CONTAINER = 0x0006, // TYPEMASK_ITEM | 0x0004
TYPEMASK_UNIT = 0x0008,
TYPEMASK_PLAYER = 0x0010,
TYPEMASK_GAMEOBJECT = 0x0020,
TYPEMASK_DYNAMICOBJECT = 0x0040,
TYPEMASK_CORPSE = 0x0080,
TYPEMASK_AIGROUP = 0x0100,
TYPEMASK_AREATRIGGER = 0x0200
};
enum TypeID
{
TYPEID_OBJECT = 0,
TYPEID_ITEM = 1,
TYPEID_CONTAINER = 2,
TYPEID_UNIT = 3,
TYPEID_PLAYER = 4,
TYPEID_GAMEOBJECT = 5,
TYPEID_DYNAMICOBJECT = 6,
TYPEID_CORPSE = 7,
TYPEID_AIGROUP = 8,
TYPEID_AREATRIGGER = 9
};
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
};
class WorldPacket;
class UpdateData;
class ByteBuffer;
class WorldSession;
class Creature;
class Player;
class Map;
class UpdateMask;
class InstanceData;
class GameObject;
typedef UNORDERED_MAP UpdateDataMapType;
struct WorldLocation
{
uint32 mapid;
float x;
float y;
float z;
float o;
explicit WorldLocation(uint32 mapid = 0, float x = 0, float y = 0, float z = 0, float o = 0)
: mapid(mapid), x(x), y(y), z(z), o(o) {}
WorldLocation(WorldLocation const &loc)
: mapid(loc.mapid), x(loc.x), y(loc.y), z(loc.z), o(loc.o) {}
};
class TRINITY_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(true);
}
virtual void RemoveFromWorld()
{
// if we remove from world then sending changes not required
if(m_uint32Values)
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); }
uint8 GetTypeId() const { return m_objectTypeId; }
bool isType(uint16 mask) const { return (mask & m_objectType); }
virtual void BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const;
void SendUpdateToPlayer(Player* player);
void BuildValuesUpdateBlockForPlayer( UpdateData *data, Player *target ) const;
void BuildOutOfRangeUpdateBlock( UpdateData *data ) const;
void BuildMovementUpdateBlock( UpdateData * data, uint32 flags = 0 ) const;
void BuildUpdate(UpdateDataMapType &);
virtual void DestroyForPlayer( Player *target ) 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);
}
uint8 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 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);
void SendUpdateObjectToAllExcept(Player* exceptPlayer);
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, uint8 flags, uint32 flags2 ) const;
void _BuildValuesUpdate(uint8 updatetype, ByteBuffer *data, UpdateMask *updateMask, Player *target ) const;
uint16 m_objectType;
uint8 m_objectTypeId;
uint8 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
};
class TRINITY_DLL_SPEC WorldObject : public Object
{
public:
virtual ~WorldObject ( );
virtual void AddToWorld();
virtual void RemoveFromWorld();
virtual void Update ( uint32 /*time_diff*/ ) { }
void _Create( uint32 guidlow, HighGuid guidhigh, uint32 mapid );
void Relocate(float x, float y, float z, float orientation)
{
m_positionX = x;
m_positionY = y;
m_positionZ = z;
m_orientation = orientation;
}
void Relocate(float x, float y, float z)
{
m_positionX = x;
m_positionY = y;
m_positionZ = z;
}
void Relocate(WorldLocation const & loc)
{
SetMapId(loc.mapid);
Relocate(loc.x, loc.y, loc.z, loc.o);
}
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 = GetMapId(); GetPosition(loc.x, loc.y, loc.z); loc.o = 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;
void SetMapId(uint32 newMap) { m_mapId = newMap; }
uint32 GetMapId() const { return m_mapId; }
uint32 GetZoneId() const;
uint32 GetAreaId() const;
InstanceData* GetInstanceData();
const char* GetName() const { return m_name.c_str(); }
void SetName(std::string newname) { m_name=newname; }
float GetDistance( const WorldObject* obj ) const;
float GetDistance(const float x, const float y, const float z) const;
float GetDistance2d(const WorldObject* obj) const;
float GetDistance2d(const float x, const float y) const;
float GetDistanceZ(const WorldObject* obj) const;
bool IsInMap(const WorldObject* obj) const { return GetMapId()==obj->GetMapId() && GetInstanceId()==obj->GetInstanceId(); }
bool IsWithinDistInMap(const WorldObject* obj, const float dist2compare) const;
bool IsWithinLOS(const float x, const float y, const float z ) const;
bool IsWithinLOSInMap(const WorldObject* obj) 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;
virtual void SendMessageToSet(WorldPacket *data, bool self, bool to_possessor = true);
virtual void SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool to_possessor = true);
void BuildHeartBeatMsg( WorldPacket *data ) const;
void BuildTeleportAckMsg( WorldPacket *data, float x, float y, float z, float ang) const;
bool IsBeingTeleported() { return mSemaphoreTeleport; }
void SetSemaphoreTeleport(bool semphsetting) { mSemaphoreTeleport = semphsetting; }
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 BuildMonsterChat(WorldPacket *data, uint8 msgtype, char const* text, uint32 language, char const* name, uint64 TargetGuid) const;
void SendObjectDeSpawnAnim(uint64 guid);
virtual void SaveRespawnTime() {}
uint32 GetInstanceId() const { return m_InstanceId; }
void SetInstanceId(uint32 val) { m_InstanceId = val; }
void AddObjectToRemoveList();
// main visibility check function in normal case (ignore grey zone distance check)
bool isVisibleFor(Player const* u) const { return isVisibleForInState(u,false); }
// low level function for visibility change code, must be define in all main world object subclasses
virtual bool isVisibleForInState(Player const* u, bool inVisibleList) const = 0;
// Low Level Packets
void SendPlaySound(uint32 Sound, bool OnlySelf);
Map * GetMap() const;
Map const* GetBaseMap() const;
Creature* SummonCreature(uint32 id, float x, float y, float z, float ang,TempSummonType spwtype,uint32 despwtime);
GameObject* SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime);
bool isActive() const { return m_isActive; }
virtual void setActive(bool isActive);
protected:
explicit WorldObject();
std::string m_name;
bool m_isActive;
private:
uint32 m_mapId;
float m_positionX;
float m_positionY;
float m_positionZ;
float m_orientation;
bool mSemaphoreTeleport;
uint32 m_InstanceId;
};
#endif