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path: root/src/game/Entities/DynamicObject/DynamicObject.h
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/*
 * Copyright (C) 
 * Copyright (C) 
 *
 * 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, see <http://www.gnu.org/licenses/>.
 */

#ifndef AZEROTHCORE_DYNAMICOBJECT_H
#define AZEROTHCORE_DYNAMICOBJECT_H

#include "Object.h"

class Unit;
class Aura;
class SpellInfo;

enum DynamicObjectType
{
    DYNAMIC_OBJECT_PORTAL           = 0x0,      // unused
    DYNAMIC_OBJECT_AREA_SPELL       = 0x1,
    DYNAMIC_OBJECT_FARSIGHT_FOCUS   = 0x2,
};

class DynamicObject : public WorldObject, public GridObject<DynamicObject>, public MovableMapObject
{
    public:
        DynamicObject(bool isWorldObject);
        ~DynamicObject();

        void AddToWorld();
        void RemoveFromWorld();
  
        void CleanupsBeforeDelete(bool finalCleanup = true);

        bool CreateDynamicObject(uint32 guidlow, Unit* caster, uint32 spellId, Position const& pos, float radius, DynamicObjectType type);
        void Update(uint32 p_time);
        void Remove();
        void SetDuration(int32 newDuration);
        int32 GetDuration() const;
        void Delay(int32 delaytime);
        void SetAura(Aura* aura);
        void RemoveAura();
        void SetCasterViewpoint();
        void RemoveCasterViewpoint();
        Unit* GetCaster() const { return _caster; }
        void BindToCaster();
        void UnbindFromCaster();
        uint32 GetSpellId() const {  return GetUInt32Value(DYNAMICOBJECT_SPELLID); }
        uint64 GetCasterGUID() const { return GetUInt64Value(DYNAMICOBJECT_CASTER); }
        float GetRadius() const { return GetFloatValue(DYNAMICOBJECT_RADIUS); }
        bool IsViewpoint() const { return _isViewpoint; }

    protected:
        Aura* _aura;
        Aura* _removedAura;
        Unit* _caster;
        int32 _duration; // for non-aura dynobjects
        bool _isViewpoint;
};
#endif