/* * Copyright (C) 2005-2009 MaNGOS * * Copyright (C) 2008-2009 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 "Map.h" #include #include #define CONTACT_DISTANCE 0.5f #define INTERACTION_DISTANCE 5.0f #define ATTACK_DISTANCE 5.0f #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 #define DEFAULT_COMBAT_REACH 1.5f #define MIN_MELEE_REACH 2.0f #define NOMINAL_MELEE_RANGE 5.0f #define MELEE_RANGE (NOMINAL_MELEE_RANGE - MIN_MELEE_REACH * 2) //center to center for players enum TypeMask { TYPEMASK_OBJECT = 0x0001, TYPEMASK_ITEM = 0x0002, TYPEMASK_CONTAINER = 0x0006, // TYPEMASK_ITEM | 0x0004 TYPEMASK_UNIT = 0x0008, //creature or player TYPEMASK_PLAYER = 0x0010, TYPEMASK_GAMEOBJECT = 0x0020, TYPEMASK_DYNAMICOBJECT = 0x0040, TYPEMASK_CORPSE = 0x0080, TYPEMASK_SEER = TYPEMASK_UNIT | TYPEMASK_DYNAMICOBJECT }; 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 }; #define NUM_CLIENT_OBJECT_TYPES 8 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 ByteBuffer; class WorldSession; class Creature; class Player; class UpdateMask; class InstanceData; class GameObject; class TempSummon; class Vehicle; class CreatureAI; class ZoneScript; typedef UNORDERED_MAP 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) {} }; typedef float Position[4]; class TRINITY_DLL_SPEC Object { public: virtual ~Object ( ); const bool IsInWorld() const { return m_inWorld; } virtual void AddToWorld() { if(m_inWorld) return; assert(m_uint32Values); m_inWorld = true; // synchronize values mirror with values array (changes will send in updatecreate opcode any way ClearUpdateMask(true); } virtual void RemoveFromWorld() { if(!m_inWorld) return; m_inWorld = false; // if we remove from world then sending changes not required ClearUpdateMask(true); } 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 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, 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); bool AddUInt64Value( uint16 index, const uint64 &value ); bool RemoveUInt64Value( uint16 index, const uint64 &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); void SendUpdateObjectToAllExcept(Player* exceptPlayer); bool LoadValues(const char* data); uint16 GetValuesCount() const { return m_valuesCount; } virtual bool hasQuest(uint32 /* quest_id */) const { return false; } virtual bool hasInvolvedQuest(uint32 /* quest_id */) const { return false; } // FG: some hacky helpers void ForceValuesUpdateAtIndex(uint32); 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 flags) const; void _BuildValuesUpdate(uint8 updatetype, ByteBuffer *data, UpdateMask *updateMask, Player *target ) const; 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 }; class TRINITY_DLL_SPEC WorldObject : public Object { public: virtual ~WorldObject ( ) {} virtual void Update ( uint32 /*time_diff*/ ) { } void _Create( uint32 guidlow, HighGuid guidhigh, uint32 phaseMask); void Relocate(WorldObject *obj) { m_positionX = obj->GetPositionX(); m_positionY = obj->GetPositionY(); m_positionZ = obj->GetPositionZ(); m_orientation = obj->GetOrientation(); } 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(Position pos) { m_positionX = pos[0]; m_positionY = pos[1]; m_positionZ = pos[2]; m_orientation = pos[3]; } 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(); } void GetPosition(Position pos) const { pos[0] = m_positionX; pos[1] = m_positionY; pos[2] = m_positionZ; pos[3] = m_orientation; } 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 GetGroundPoint(float &x, float &y, float &z, float dist, float angle); void GetGroundPointAroundUnit(float &x, float &y, float &z, float dist, float angle) { GetPosition(x, y, z); GetGroundPoint(x, y, z, dist, 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_COMBATREACH ) ? m_floatValues[UNIT_FIELD_COMBATREACH] : 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 GetDistanceSq(const float &x, const float &y, const float &z) const; float GetDistanceSq(const WorldObject *obj) const; float GetDistance2d(const WorldObject* obj) const; float GetDistance2d(float x, float y) const; float GetExactDistance2d(const float x, const 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; bool IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D = true) const // use only if you will sure about placing both object at same map { 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; void GetSinCos(const float x, const float y, float &vsin, float &vcos); bool HasInArc( const float arcangle, const WorldObject* obj ) const; bool IsInBetween(const WorldObject *obj1, const WorldObject *obj2, float size = 0) 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); virtual void SaveRespawnTime() {} 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); void SetMap(Map * map); Map * GetMap() const { ASSERT(m_currMap); return m_currMap; } Map * FindMap() const { 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 SetZoneScript(); ZoneScript * GetZoneScript() const { return m_zoneScript; } TempSummon* SummonCreature(uint32 id, float x, float y, float z, float ang = 0,TempSummonType spwtype = TEMPSUMMON_MANUAL_DESPAWN,uint32 despwtime = 0); Vehicle* SummonVehicle(uint32 entry, float x, float y, float z, float ang = 0); GameObject* SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime); Creature* SummonTrigger(float x, float y, float z, float ang, uint32 dur, CreatureAI* (*GetAI)(Creature*) = NULL); Creature* FindNearestCreature(uint32 entry, float range, bool alive = true); GameObject* FindNearestGameObject(uint32 entry, float range); void GetGameObjectListWithEntryInGrid(std::list& lList, uint32 uiEntry, float fMaxSearchRange); void GetCreatureListWithEntryInGrid(std::list& lList, uint32 uiEntry, float fMaxSearchRange); bool isActiveObject() const { return m_isActive; } void setActive(bool isActiveObject); void SetWorldObject(bool apply); template void VisitNearbyObject(const float &radius, NOTIFIER ¬ifier) const { GetMap()->VisitAll(GetPositionX(), GetPositionY(), radius, notifier); } template void VisitNearbyGridObject(const float &radius, NOTIFIER ¬ifier) const { GetMap()->VisitGrid(GetPositionX(), GetPositionY(), radius, notifier); } template void VisitNearbyWorldObject(const float &radius, NOTIFIER ¬ifier) const { GetMap()->VisitWorld(GetPositionX(), GetPositionY(), radius, notifier); } bool IsTempWorldObject; #ifdef MAP_BASED_RAND_GEN // Object may not have map assigned - use global scope rand in that case int32 irand(int32 min, int32 max) const { return FindMap() ? int32 (GetMap()->mtRand.randInt(max - min)) + min : ::irand(min, max); } uint32 urand(uint32 min, uint32 max) const { return FindMap() ? GetMap()->mtRand.randInt(max - min) + min : ::urand(min, max); } int32 rand32() const { return FindMap() ? GetMap()->mtRand.randInt(): ::rand32(); } double rand_norm() const { return FindMap() ? GetMap()->mtRand.randExc(): ::rand_norm(); } double rand_chance() const { return FindMap() ? GetMap()->mtRand.randExc(100.0): ::rand_chance(); } #endif protected: explicit WorldObject(); std::string m_name; bool m_isActive; ZoneScript *m_zoneScript; //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; } 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