[9529] Make Player::IsValidPos const
[getmangos.git] / src / game / Object.h
blob0467f51d2af302afe2ccb5da0e5478470a8b608c
1 /*
2 * Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 #ifndef _OBJECT_H
20 #define _OBJECT_H
22 #include "Common.h"
23 #include "ByteBuffer.h"
24 #include "UpdateFields.h"
25 #include "UpdateData.h"
26 #include "GameSystem/GridReference.h"
27 #include "ObjectDefines.h"
29 #include <set>
30 #include <string>
32 #define CONTACT_DISTANCE 0.5f
33 #define INTERACTION_DISTANCE 5.0f
34 #define ATTACK_DISTANCE 5.0f
35 #define MAX_VISIBILITY_DISTANCE 333.0f // max distance for visible object show, limited in 333 yards
36 #define DEFAULT_VISIBILITY_DISTANCE 90.0f // default visible distance, 90 yards on continents
37 #define DEFAULT_VISIBILITY_INSTANCE 120.0f // default visible distance in instances, 120 yards
38 #define DEFAULT_VISIBILITY_BGARENAS 180.0f // default visible distance in BG/Arenas, 180 yards
40 #define DEFAULT_WORLD_OBJECT_SIZE 0.388999998569489f // player size, also currently used (correctly?) for any non Unit world objects
41 #define MAX_STEALTH_DETECT_RANGE 45.0f
43 enum TypeMask
45 TYPEMASK_OBJECT = 0x0001,
46 TYPEMASK_ITEM = 0x0002,
47 TYPEMASK_CONTAINER = 0x0006, // TYPEMASK_ITEM | 0x0004
48 TYPEMASK_UNIT = 0x0008,
49 TYPEMASK_PLAYER = 0x0010,
50 TYPEMASK_GAMEOBJECT = 0x0020,
51 TYPEMASK_DYNAMICOBJECT = 0x0040,
52 TYPEMASK_CORPSE = 0x0080
55 enum TypeID
57 TYPEID_OBJECT = 0,
58 TYPEID_ITEM = 1,
59 TYPEID_CONTAINER = 2,
60 TYPEID_UNIT = 3,
61 TYPEID_PLAYER = 4,
62 TYPEID_GAMEOBJECT = 5,
63 TYPEID_DYNAMICOBJECT = 6,
64 TYPEID_CORPSE = 7
67 #define NUM_CLIENT_OBJECT_TYPES 8
69 uint32 GuidHigh2TypeId(uint32 guid_hi);
71 enum TempSummonType
73 TEMPSUMMON_TIMED_OR_DEAD_DESPAWN = 1, // despawns after a specified time OR when the creature disappears
74 TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN = 2, // despawns after a specified time OR when the creature dies
75 TEMPSUMMON_TIMED_DESPAWN = 3, // despawns after a specified time
76 TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT = 4, // despawns after a specified time after the creature is out of combat
77 TEMPSUMMON_CORPSE_DESPAWN = 5, // despawns instantly after death
78 TEMPSUMMON_CORPSE_TIMED_DESPAWN = 6, // despawns after a specified time after death
79 TEMPSUMMON_DEAD_DESPAWN = 7, // despawns when the creature disappears
80 TEMPSUMMON_MANUAL_DESPAWN = 8 // despawns when UnSummon() is called
83 enum PhaseMasks
85 PHASEMASK_NORMAL = 0x00000001,
86 PHASEMASK_ANYWHERE = 0xFFFFFFFF
89 class WorldPacket;
90 class UpdateData;
91 class WorldSession;
92 class Creature;
93 class Player;
94 class Unit;
95 class Map;
96 class UpdateMask;
97 class InstanceData;
99 typedef UNORDERED_MAP<Player*, UpdateData> UpdateDataMapType;
101 struct WorldLocation
103 uint32 mapid;
104 float coord_x;
105 float coord_y;
106 float coord_z;
107 float orientation;
108 explicit WorldLocation(uint32 _mapid = 0, float _x = 0, float _y = 0, float _z = 0, float _o = 0)
109 : mapid(_mapid), coord_x(_x), coord_y(_y), coord_z(_z), orientation(_o) {}
110 WorldLocation(WorldLocation const &loc)
111 : mapid(loc.mapid), coord_x(loc.coord_x), coord_y(loc.coord_y), coord_z(loc.coord_z), orientation(loc.orientation) {}
114 class MANGOS_DLL_SPEC Object
116 public:
117 virtual ~Object ( );
119 const bool& IsInWorld() const { return m_inWorld; }
120 virtual void AddToWorld()
122 if(m_inWorld)
123 return;
125 m_inWorld = true;
127 // synchronize values mirror with values array (changes will send in updatecreate opcode any way
128 ClearUpdateMask(false); // false - we can't have update dat in update queue before adding to world
130 virtual void RemoveFromWorld()
132 // if we remove from world then sending changes not required
133 ClearUpdateMask(true);
134 m_inWorld = false;
137 const uint64& GetGUID() const { return GetUInt64Value(0); }
138 uint32 GetGUIDLow() const { return GUID_LOPART(GetUInt64Value(0)); }
139 uint32 GetGUIDMid() const { return GUID_ENPART(GetUInt64Value(0)); }
140 uint32 GetGUIDHigh() const { return GUID_HIPART(GetUInt64Value(0)); }
141 const ByteBuffer& GetPackGUID() const { return m_PackGUID; }
142 uint32 GetEntry() const { return GetUInt32Value(OBJECT_FIELD_ENTRY); }
143 void SetEntry(uint32 entry) { SetUInt32Value(OBJECT_FIELD_ENTRY, entry); }
145 uint8 GetTypeId() const { return m_objectTypeId; }
146 bool isType(uint16 mask) const { return (mask & m_objectType); }
148 virtual void BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const;
149 void SendCreateUpdateToPlayer(Player* player);
151 // must be overwrite in appropriate subclasses (WorldObject, Item currently), or will crash
152 virtual void AddToClientUpdateList();
153 virtual void RemoveFromClientUpdateList();
154 virtual void BuildUpdateData(UpdateDataMapType& update_players);
156 void BuildValuesUpdateBlockForPlayer( UpdateData *data, Player *target ) const;
157 void BuildOutOfRangeUpdateBlock( UpdateData *data ) const;
158 void BuildMovementUpdateBlock( UpdateData * data, uint16 flags = 0 ) const;
160 virtual void DestroyForPlayer( Player *target, bool anim = false ) const;
162 const int32& GetInt32Value( uint16 index ) const
164 ASSERT( index < m_valuesCount || PrintIndexError( index , false) );
165 return m_int32Values[ index ];
168 const uint32& GetUInt32Value( uint16 index ) const
170 ASSERT( index < m_valuesCount || PrintIndexError( index , false) );
171 return m_uint32Values[ index ];
174 const uint64& GetUInt64Value( uint16 index ) const
176 ASSERT( index + 1 < m_valuesCount || PrintIndexError( index , false) );
177 return *((uint64*)&(m_uint32Values[ index ]));
180 const float& GetFloatValue( uint16 index ) const
182 ASSERT( index < m_valuesCount || PrintIndexError( index , false ) );
183 return m_floatValues[ index ];
186 uint8 GetByteValue( uint16 index, uint8 offset) const
188 ASSERT( index < m_valuesCount || PrintIndexError( index , false) );
189 ASSERT( offset < 4 );
190 return *(((uint8*)&m_uint32Values[ index ])+offset);
193 uint16 GetUInt16Value( uint16 index, uint8 offset) const
195 ASSERT( index < m_valuesCount || PrintIndexError( index , false) );
196 ASSERT( offset < 2 );
197 return *(((uint16*)&m_uint32Values[ index ])+offset);
200 void SetInt32Value( uint16 index, int32 value );
201 void SetUInt32Value( uint16 index, uint32 value );
202 void SetUInt64Value( uint16 index, const uint64 &value );
203 void SetFloatValue( uint16 index, float value );
204 void SetByteValue( uint16 index, uint8 offset, uint8 value );
205 void SetUInt16Value( uint16 index, uint8 offset, uint16 value );
206 void SetInt16Value( uint16 index, uint8 offset, int16 value ) { SetUInt16Value(index,offset,(uint16)value); }
207 void SetStatFloatValue( uint16 index, float value);
208 void SetStatInt32Value( uint16 index, int32 value);
210 void ApplyModUInt32Value(uint16 index, int32 val, bool apply);
211 void ApplyModInt32Value(uint16 index, int32 val, bool apply);
212 void ApplyModUInt64Value(uint16 index, int32 val, bool apply);
213 void ApplyModPositiveFloatValue( uint16 index, float val, bool apply);
214 void ApplyModSignedFloatValue( uint16 index, float val, bool apply);
216 void ApplyPercentModFloatValue(uint16 index, float val, bool apply)
218 val = val != -100.0f ? val : -99.9f ;
219 SetFloatValue(index, GetFloatValue(index) * (apply?(100.0f+val)/100.0f : 100.0f / (100.0f+val)) );
222 void SetFlag( uint16 index, uint32 newFlag );
223 void RemoveFlag( uint16 index, uint32 oldFlag );
225 void ToggleFlag( uint16 index, uint32 flag)
227 if(HasFlag(index, flag))
228 RemoveFlag(index, flag);
229 else
230 SetFlag(index, flag);
233 bool HasFlag( uint16 index, uint32 flag ) const
235 ASSERT( index < m_valuesCount || PrintIndexError( index , false ) );
236 return (m_uint32Values[ index ] & flag) != 0;
239 void SetByteFlag( uint16 index, uint8 offset, uint8 newFlag );
240 void RemoveByteFlag( uint16 index, uint8 offset, uint8 newFlag );
242 void ToggleFlag( uint16 index, uint8 offset, uint8 flag )
244 if(HasByteFlag(index, offset, flag))
245 RemoveByteFlag(index, offset, flag);
246 else
247 SetByteFlag(index, offset, flag);
250 bool HasByteFlag( uint16 index, uint8 offset, uint8 flag ) const
252 ASSERT( index < m_valuesCount || PrintIndexError( index , false ) );
253 ASSERT( offset < 4 );
254 return (((uint8*)&m_uint32Values[index])[offset] & flag) != 0;
257 void ApplyModFlag( uint16 index, uint32 flag, bool apply)
259 if(apply) SetFlag(index,flag); else RemoveFlag(index,flag);
262 void SetFlag64( uint16 index, uint64 newFlag )
264 uint64 oldval = GetUInt64Value(index);
265 uint64 newval = oldval | newFlag;
266 SetUInt64Value(index,newval);
269 void RemoveFlag64( uint16 index, uint64 oldFlag )
271 uint64 oldval = GetUInt64Value(index);
272 uint64 newval = oldval & ~oldFlag;
273 SetUInt64Value(index,newval);
276 void ToggleFlag64( uint16 index, uint64 flag)
278 if(HasFlag64(index, flag))
279 RemoveFlag64(index, flag);
280 else
281 SetFlag64(index, flag);
284 bool HasFlag64( uint16 index, uint64 flag ) const
286 ASSERT( index < m_valuesCount || PrintIndexError( index , false ) );
287 return (GetUInt64Value( index ) & flag) != 0;
290 void ApplyModFlag64( uint16 index, uint64 flag, bool apply)
292 if(apply) SetFlag64(index,flag); else RemoveFlag64(index, flag);
295 void ClearUpdateMask(bool remove);
297 bool LoadValues(const char* data);
299 uint16 GetValuesCount() const { return m_valuesCount; }
301 void InitValues() { _InitValues(); }
303 virtual bool hasQuest(uint32 /* quest_id */) const { return false; }
304 virtual bool hasInvolvedQuest(uint32 /* quest_id */) const { return false; }
305 protected:
307 Object ( );
309 void _InitValues();
310 void _Create (uint32 guidlow, uint32 entry, HighGuid guidhigh);
312 virtual void _SetUpdateBits(UpdateMask *updateMask, Player *target) const;
314 virtual void _SetCreateBits(UpdateMask *updateMask, Player *target) const;
316 void BuildMovementUpdate(ByteBuffer * data, uint16 updateFlags) const;
317 void BuildValuesUpdate(uint8 updatetype, ByteBuffer *data, UpdateMask *updateMask, Player *target ) const;
318 void BuildUpdateDataForPlayer(Player* pl, UpdateDataMapType& update_players);
320 uint16 m_objectType;
322 uint8 m_objectTypeId;
323 uint16 m_updateFlag;
325 union
327 int32 *m_int32Values;
328 uint32 *m_uint32Values;
329 float *m_floatValues;
332 uint32 *m_uint32Values_mirror;
334 uint16 m_valuesCount;
336 bool m_objectUpdated;
338 private:
339 bool m_inWorld;
341 ByteBuffer m_PackGUID;
343 // for output helpfull error messages from asserts
344 bool PrintIndexError(uint32 index, bool set) const;
345 Object(const Object&); // prevent generation copy constructor
346 Object& operator=(Object const&); // prevent generation assigment operator
349 struct WorldObjectChangeAccumulator;
351 class MANGOS_DLL_SPEC WorldObject : public Object
353 friend struct WorldObjectChangeAccumulator;
355 public:
356 virtual ~WorldObject ( ) {}
358 virtual void Update ( uint32 /*time_diff*/ ) { }
360 void _Create( uint32 guidlow, HighGuid guidhigh, uint32 phaseMask);
362 void Relocate(float x, float y, float z, float orientation);
363 void Relocate(float x, float y, float z);
365 void SetOrientation(float orientation) { m_orientation = orientation; }
367 float GetPositionX( ) const { return m_positionX; }
368 float GetPositionY( ) const { return m_positionY; }
369 float GetPositionZ( ) const { return m_positionZ; }
370 void GetPosition( float &x, float &y, float &z ) const
371 { x = m_positionX; y = m_positionY; z = m_positionZ; }
372 void GetPosition( WorldLocation &loc ) const
373 { loc.mapid = m_mapId; GetPosition(loc.coord_x, loc.coord_y, loc.coord_z); loc.orientation = GetOrientation(); }
374 float GetOrientation( ) const { return m_orientation; }
375 void GetNearPoint2D( float &x, float &y, float distance, float absAngle) const;
376 void GetNearPoint( WorldObject const* searcher, float &x, float &y, float &z, float searcher_size, float distance2d,float absAngle) const;
377 void GetClosePoint(float &x, float &y, float &z, float size, float distance2d = 0, float angle = 0) const
379 // angle calculated from current orientation
380 GetNearPoint(NULL,x,y,z,size,distance2d,GetOrientation() + angle);
382 void GetContactPoint( const WorldObject* obj, float &x, float &y, float &z, float distance2d = CONTACT_DISTANCE) const
384 // angle to face `obj` to `this` using distance includes size of `obj`
385 GetNearPoint(obj,x,y,z,obj->GetObjectSize(),distance2d,GetAngle( obj ));
388 float GetObjectSize() const
390 return ( m_valuesCount > UNIT_FIELD_BOUNDINGRADIUS ) ? m_floatValues[UNIT_FIELD_BOUNDINGRADIUS] : DEFAULT_WORLD_OBJECT_SIZE;
392 bool IsPositionValid() const;
393 void UpdateGroundPositionZ(float x, float y, float &z) const;
395 void GetRandomPoint( float x, float y, float z, float distance, float &rand_x, float &rand_y, float &rand_z ) const;
397 uint32 GetMapId() const { return m_mapId; }
398 uint32 GetInstanceId() const { return m_InstanceId; }
400 virtual void SetPhaseMask(uint32 newPhaseMask, bool update);
401 uint32 GetPhaseMask() const { return m_phaseMask; }
402 bool InSamePhase(WorldObject const* obj) const { return InSamePhase(obj->GetPhaseMask()); }
403 bool InSamePhase(uint32 phasemask) const { return (GetPhaseMask() & phasemask); }
405 uint32 GetZoneId() const;
406 uint32 GetAreaId() const;
407 void GetZoneAndAreaId(uint32& zoneid, uint32& areaid) const;
409 InstanceData* GetInstanceData();
411 const char* GetName() const { return m_name.c_str(); }
412 void SetName(const std::string& newname) { m_name=newname; }
414 virtual const char* GetNameForLocaleIdx(int32 /*locale_idx*/) const { return GetName(); }
416 float GetDistance( const WorldObject* obj ) const;
417 float GetDistance(float x, float y, float z) const;
418 float GetDistance2d(const WorldObject* obj) const;
419 float GetDistance2d(float x, float y) const;
420 float GetDistanceZ(const WorldObject* obj) const;
421 bool IsInMap(const WorldObject* obj) const
423 return IsInWorld() && obj->IsInWorld() && (GetMap() == obj->GetMap()) && InSamePhase(obj);
425 bool IsWithinDist3d(float x, float y, float z, float dist2compare) const;
426 bool IsWithinDist2d(float x, float y, float dist2compare) const;
427 bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D) const;
429 // use only if you will sure about placing both object at same map
430 bool IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D = true) const
432 return obj && _IsWithinDist(obj,dist2compare,is3D);
435 bool IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D = true) const
437 return obj && IsInMap(obj) && _IsWithinDist(obj,dist2compare,is3D);
439 bool IsWithinLOS(float x, float y, float z) const;
440 bool IsWithinLOSInMap(const WorldObject* obj) const;
441 bool GetDistanceOrder(WorldObject const* obj1, WorldObject const* obj2, bool is3D = true) const;
442 bool IsInRange(WorldObject const* obj, float minRange, float maxRange, bool is3D = true) const;
443 bool IsInRange2d(float x, float y, float minRange, float maxRange) const;
444 bool IsInRange3d(float x, float y, float z, float minRange, float maxRange) const;
446 float GetAngle( const WorldObject* obj ) const;
447 float GetAngle( const float x, const float y ) const;
448 bool HasInArc( const float arcangle, const WorldObject* obj ) const;
449 bool isInFrontInMap(WorldObject const* target,float distance, float arc = M_PI) const;
450 bool isInBackInMap(WorldObject const* target, float distance, float arc = M_PI) const;
451 bool isInFront(WorldObject const* target,float distance, float arc = M_PI) const;
452 bool isInBack(WorldObject const* target, float distance, float arc = M_PI) const;
454 virtual void CleanupsBeforeDelete(); // used in destructor or explicitly before mass creature delete to remove cross-references to already deleted units
456 virtual void SendMessageToSet(WorldPacket *data, bool self);
457 virtual void SendMessageToSetInRange(WorldPacket *data, float dist, bool self);
459 void MonsterSay(const char* text, uint32 language, uint64 TargetGuid);
460 void MonsterYell(const char* text, uint32 language, uint64 TargetGuid);
461 void MonsterTextEmote(const char* text, uint64 TargetGuid, bool IsBossEmote = false);
462 void MonsterWhisper(const char* text, uint64 receiver, bool IsBossWhisper = false);
463 void MonsterSay(int32 textId, uint32 language, uint64 TargetGuid);
464 void MonsterYell(int32 textId, uint32 language, uint64 TargetGuid);
465 void MonsterTextEmote(int32 textId, uint64 TargetGuid, bool IsBossEmote = false);
466 void MonsterWhisper(int32 textId, uint64 receiver, bool IsBossWhisper = false);
467 void MonsterYellToZone(int32 textId, uint32 language, uint64 TargetGuid);
468 void BuildMonsterChat(WorldPacket *data, uint8 msgtype, char const* text, uint32 language, char const* name, uint64 TargetGuid) const;
470 void PlayDistanceSound(uint32 sound_id, Player* target = NULL);
471 void PlayDirectSound(uint32 sound_id, Player* target = NULL);
473 void SendObjectDeSpawnAnim(uint64 guid);
474 void SendGameObjectCustomAnim(uint64 guid);
476 virtual bool IsHostileTo(Unit const* unit) const =0;
477 virtual bool IsFriendlyTo(Unit const* unit) const =0;
478 bool IsControlledByPlayer() const;
480 virtual void SaveRespawnTime() {}
481 void AddObjectToRemoveList();
483 void UpdateObjectVisibility();
485 // main visibility check function in normal case (ignore grey zone distance check)
486 bool isVisibleFor(Player const* u, WorldObject const* viewPoint) const { return isVisibleForInState(u,viewPoint,false); }
488 // low level function for visibility change code, must be define in all main world object subclasses
489 virtual bool isVisibleForInState(Player const* u, WorldObject const* viewPoint, bool inVisibleList) const = 0;
491 void SetMap(Map * map);
492 Map * GetMap() const { ASSERT(m_currMap); return m_currMap; }
493 //used to check all object's GetMap() calls when object is not in world!
494 void ResetMap() { m_currMap = NULL; }
496 //this function should be removed in nearest time...
497 Map const* GetBaseMap() const;
499 void AddToClientUpdateList();
500 void RemoveFromClientUpdateList();
501 void BuildUpdateData(UpdateDataMapType &);
503 Creature* SummonCreature(uint32 id, float x, float y, float z, float ang,TempSummonType spwtype,uint32 despwtime);
504 protected:
505 explicit WorldObject();
507 //these functions are used mostly for Relocate() and Corpse/Player specific stuff...
508 //use them ONLY in LoadFromDB()/Create() funcs and nowhere else!
509 //mapId/instanceId should be set in SetMap() function!
510 void SetLocationMapId(uint32 _mapId) { m_mapId = _mapId; }
511 void SetLocationInstanceId(uint32 _instanceId) { m_InstanceId = _instanceId; }
513 std::string m_name;
515 private:
516 Map * m_currMap; //current object's Map location
518 uint32 m_mapId; // object at map with map_id
519 uint32 m_InstanceId; // in map copy with instance id
520 uint32 m_phaseMask; // in area phase state
522 float m_positionX;
523 float m_positionY;
524 float m_positionZ;
525 float m_orientation;
527 #endif