[8483] Implement glyph 43361.
[getmangos.git] / src / game / Object.h
blob265d184a764adb8edae22defb09d8eee3ad200fc
1 /*
2 * Copyright (C) 2005-2009 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 (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)
36 #define DEFAULT_VISIBILITY_DISTANCE (SIZE_OF_GRID_CELL) // default visible distance
38 #define DEFAULT_WORLD_OBJECT_SIZE 0.388999998569489f // player size, also currently used (correctly?) for any non Unit world objects
40 enum TypeMask
42 TYPEMASK_OBJECT = 0x0001,
43 TYPEMASK_ITEM = 0x0002,
44 TYPEMASK_CONTAINER = 0x0006, // TYPEMASK_ITEM | 0x0004
45 TYPEMASK_UNIT = 0x0008,
46 TYPEMASK_PLAYER = 0x0010,
47 TYPEMASK_GAMEOBJECT = 0x0020,
48 TYPEMASK_DYNAMICOBJECT = 0x0040,
49 TYPEMASK_CORPSE = 0x0080
52 enum TypeID
54 TYPEID_OBJECT = 0,
55 TYPEID_ITEM = 1,
56 TYPEID_CONTAINER = 2,
57 TYPEID_UNIT = 3,
58 TYPEID_PLAYER = 4,
59 TYPEID_GAMEOBJECT = 5,
60 TYPEID_DYNAMICOBJECT = 6,
61 TYPEID_CORPSE = 7
64 #define NUM_CLIENT_OBJECT_TYPES 8
66 uint32 GuidHigh2TypeId(uint32 guid_hi);
68 enum TempSummonType
70 TEMPSUMMON_TIMED_OR_DEAD_DESPAWN = 1, // despawns after a specified time OR when the creature disappears
71 TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN = 2, // despawns after a specified time OR when the creature dies
72 TEMPSUMMON_TIMED_DESPAWN = 3, // despawns after a specified time
73 TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT = 4, // despawns after a specified time after the creature is out of combat
74 TEMPSUMMON_CORPSE_DESPAWN = 5, // despawns instantly after death
75 TEMPSUMMON_CORPSE_TIMED_DESPAWN = 6, // despawns after a specified time after death
76 TEMPSUMMON_DEAD_DESPAWN = 7, // despawns when the creature disappears
77 TEMPSUMMON_MANUAL_DESPAWN = 8 // despawns when UnSummon() is called
80 enum PhaseMasks
82 PHASEMASK_NORMAL = 0x00000001,
83 PHASEMASK_ANYWHERE = 0xFFFFFFFF
86 class WorldPacket;
87 class UpdateData;
88 class ByteBuffer;
89 class WorldSession;
90 class Creature;
91 class Player;
92 class Map;
93 class UpdateMask;
94 class InstanceData;
96 typedef UNORDERED_MAP<Player*, UpdateData> UpdateDataMapType;
98 struct WorldLocation
100 uint32 mapid;
101 float coord_x;
102 float coord_y;
103 float coord_z;
104 float orientation;
105 explicit WorldLocation(uint32 _mapid = 0, float _x = 0, float _y = 0, float _z = 0, float _o = 0)
106 : mapid(_mapid), coord_x(_x), coord_y(_y), coord_z(_z), orientation(_o) {}
107 WorldLocation(WorldLocation const &loc)
108 : mapid(loc.mapid), coord_x(loc.coord_x), coord_y(loc.coord_y), coord_z(loc.coord_z), orientation(loc.orientation) {}
111 class MANGOS_DLL_SPEC Object
113 public:
114 virtual ~Object ( );
116 const bool& IsInWorld() const { return m_inWorld; }
117 virtual void AddToWorld()
119 if(m_inWorld)
120 return;
122 m_inWorld = true;
124 // synchronize values mirror with values array (changes will send in updatecreate opcode any way
125 ClearUpdateMask(true);
127 virtual void RemoveFromWorld()
129 // if we remove from world then sending changes not required
130 if(m_uint32Values)
131 ClearUpdateMask(true);
132 m_inWorld = false;
135 const uint64& GetGUID() const { return GetUInt64Value(0); }
136 uint32 GetGUIDLow() const { return GUID_LOPART(GetUInt64Value(0)); }
137 uint32 GetGUIDMid() const { return GUID_ENPART(GetUInt64Value(0)); }
138 uint32 GetGUIDHigh() const { return GUID_HIPART(GetUInt64Value(0)); }
139 const ByteBuffer& GetPackGUID() const { return m_PackGUID; }
140 uint32 GetEntry() const { return GetUInt32Value(OBJECT_FIELD_ENTRY); }
141 void SetEntry(uint32 entry) { SetUInt32Value(OBJECT_FIELD_ENTRY, entry); }
143 uint8 GetTypeId() const { return m_objectTypeId; }
144 bool isType(uint16 mask) const { return (mask & m_objectType); }
146 virtual void BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const;
147 void SendUpdateToPlayer(Player* player);
149 void BuildValuesUpdateBlockForPlayer( UpdateData *data, Player *target ) const;
150 void BuildOutOfRangeUpdateBlock( UpdateData *data ) const;
151 void BuildMovementUpdateBlock( UpdateData * data, uint32 flags = 0 ) const;
152 void BuildUpdate(UpdateDataMapType &);
154 virtual void DestroyForPlayer( Player *target, bool anim = false ) const;
156 const int32& GetInt32Value( uint16 index ) const
158 ASSERT( index < m_valuesCount || PrintIndexError( index , false) );
159 return m_int32Values[ index ];
162 const uint32& GetUInt32Value( uint16 index ) const
164 ASSERT( index < m_valuesCount || PrintIndexError( index , false) );
165 return m_uint32Values[ index ];
168 const uint64& GetUInt64Value( uint16 index ) const
170 ASSERT( index + 1 < m_valuesCount || PrintIndexError( index , false) );
171 return *((uint64*)&(m_uint32Values[ index ]));
174 const float& GetFloatValue( uint16 index ) const
176 ASSERT( index < m_valuesCount || PrintIndexError( index , false ) );
177 return m_floatValues[ index ];
180 uint8 GetByteValue( uint16 index, uint8 offset) const
182 ASSERT( index < m_valuesCount || PrintIndexError( index , false) );
183 ASSERT( offset < 4 );
184 return *(((uint8*)&m_uint32Values[ index ])+offset);
187 uint16 GetUInt16Value( uint16 index, uint8 offset) const
189 ASSERT( index < m_valuesCount || PrintIndexError( index , false) );
190 ASSERT( offset < 2 );
191 return *(((uint16*)&m_uint32Values[ index ])+offset);
194 void SetInt32Value( uint16 index, int32 value );
195 void SetUInt32Value( uint16 index, uint32 value );
196 void SetUInt64Value( uint16 index, const uint64 &value );
197 void SetFloatValue( uint16 index, float value );
198 void SetByteValue( uint16 index, uint8 offset, uint8 value );
199 void SetUInt16Value( uint16 index, uint8 offset, uint16 value );
200 void SetInt16Value( uint16 index, uint8 offset, int16 value ) { SetUInt16Value(index,offset,(uint16)value); }
201 void SetStatFloatValue( uint16 index, float value);
202 void SetStatInt32Value( uint16 index, int32 value);
204 void ApplyModUInt32Value(uint16 index, int32 val, bool apply);
205 void ApplyModInt32Value(uint16 index, int32 val, bool apply);
206 void ApplyModUInt64Value(uint16 index, int32 val, bool apply);
207 void ApplyModPositiveFloatValue( uint16 index, float val, bool apply);
208 void ApplyModSignedFloatValue( uint16 index, float val, bool apply);
210 void ApplyPercentModFloatValue(uint16 index, float val, bool apply)
212 val = val != -100.0f ? val : -99.9f ;
213 SetFloatValue(index, GetFloatValue(index) * (apply?(100.0f+val)/100.0f : 100.0f / (100.0f+val)) );
216 void SetFlag( uint16 index, uint32 newFlag );
217 void RemoveFlag( uint16 index, uint32 oldFlag );
219 void ToggleFlag( uint16 index, uint32 flag)
221 if(HasFlag(index, flag))
222 RemoveFlag(index, flag);
223 else
224 SetFlag(index, flag);
227 bool HasFlag( uint16 index, uint32 flag ) const
229 ASSERT( index < m_valuesCount || PrintIndexError( index , false ) );
230 return (m_uint32Values[ index ] & flag) != 0;
233 void SetByteFlag( uint16 index, uint8 offset, uint8 newFlag );
234 void RemoveByteFlag( uint16 index, uint8 offset, uint8 newFlag );
236 void ToggleFlag( uint16 index, uint8 offset, uint8 flag )
238 if(HasByteFlag(index, offset, flag))
239 RemoveByteFlag(index, offset, flag);
240 else
241 SetByteFlag(index, offset, flag);
244 bool HasByteFlag( uint16 index, uint8 offset, uint8 flag ) const
246 ASSERT( index < m_valuesCount || PrintIndexError( index , false ) );
247 ASSERT( offset < 4 );
248 return (((uint8*)&m_uint32Values[index])[offset] & flag) != 0;
251 void ApplyModFlag( uint16 index, uint32 flag, bool apply)
253 if(apply) SetFlag(index,flag); else RemoveFlag(index,flag);
256 void SetFlag64( uint16 index, uint64 newFlag )
258 uint64 oldval = GetUInt64Value(index);
259 uint64 newval = oldval | newFlag;
260 SetUInt64Value(index,newval);
263 void RemoveFlag64( uint16 index, uint64 oldFlag )
265 uint64 oldval = GetUInt64Value(index);
266 uint64 newval = oldval & ~oldFlag;
267 SetUInt64Value(index,newval);
270 void ToggleFlag64( uint16 index, uint64 flag)
272 if(HasFlag64(index, flag))
273 RemoveFlag64(index, flag);
274 else
275 SetFlag64(index, flag);
278 bool HasFlag64( uint16 index, uint64 flag ) const
280 ASSERT( index < m_valuesCount || PrintIndexError( index , false ) );
281 return (GetUInt64Value( index ) & flag) != 0;
284 void ApplyModFlag64( uint16 index, uint64 flag, bool apply)
286 if(apply) SetFlag64(index,flag); else RemoveFlag64(index,flag);
289 void ClearUpdateMask(bool remove);
290 void SendUpdateObjectToAllExcept(Player* exceptPlayer);
292 bool LoadValues(const char* data);
294 uint16 GetValuesCount() const { return m_valuesCount; }
296 void InitValues() { _InitValues(); }
298 virtual bool hasQuest(uint32 /* quest_id */) const { return false; }
299 virtual bool hasInvolvedQuest(uint32 /* quest_id */) const { return false; }
300 protected:
302 Object ( );
304 void _InitValues();
305 void _Create (uint32 guidlow, uint32 entry, HighGuid guidhigh);
307 virtual void _SetUpdateBits(UpdateMask *updateMask, Player *target) const;
309 virtual void _SetCreateBits(UpdateMask *updateMask, Player *target) const;
310 void _BuildMovementUpdate(ByteBuffer * data, uint16 flags, uint32 flags2 ) const;
311 void _BuildValuesUpdate(uint8 updatetype, ByteBuffer *data, UpdateMask *updateMask, Player *target ) const;
313 uint16 m_objectType;
315 uint8 m_objectTypeId;
316 uint16 m_updateFlag;
318 union
320 int32 *m_int32Values;
321 uint32 *m_uint32Values;
322 float *m_floatValues;
325 uint32 *m_uint32Values_mirror;
327 uint16 m_valuesCount;
329 bool m_objectUpdated;
331 private:
332 bool m_inWorld;
334 ByteBuffer m_PackGUID;
336 // for output helpfull error messages from asserts
337 bool PrintIndexError(uint32 index, bool set) const;
338 Object(const Object&); // prevent generation copy constructor
339 Object& operator=(Object const&); // prevent generation assigment operator
342 class MANGOS_DLL_SPEC WorldObject : public Object
344 public:
345 virtual ~WorldObject ( ) {}
347 virtual void Update ( uint32 /*time_diff*/ ) { }
349 void _Create( uint32 guidlow, HighGuid guidhigh, uint32 phaseMask);
351 void Relocate(float x, float y, float z, float orientation)
353 m_positionX = x;
354 m_positionY = y;
355 m_positionZ = z;
356 m_orientation = orientation;
359 void Relocate(float x, float y, float z)
361 m_positionX = x;
362 m_positionY = y;
363 m_positionZ = z;
366 void SetOrientation(float orientation) { m_orientation = orientation; }
368 float GetPositionX( ) const { return m_positionX; }
369 float GetPositionY( ) const { return m_positionY; }
370 float GetPositionZ( ) const { return m_positionZ; }
371 void GetPosition( float &x, float &y, float &z ) const
372 { x = m_positionX; y = m_positionY; z = m_positionZ; }
373 void GetPosition( WorldLocation &loc ) const
374 { loc.mapid = m_mapId; GetPosition(loc.coord_x, loc.coord_y, loc.coord_z); loc.orientation = GetOrientation(); }
375 float GetOrientation( ) const { return m_orientation; }
376 void GetNearPoint2D( float &x, float &y, float distance, float absAngle) const;
377 void GetNearPoint( WorldObject const* searcher, float &x, float &y, float &z, float searcher_size, float distance2d,float absAngle) const;
378 void GetClosePoint(float &x, float &y, float &z, float size, float distance2d = 0, float angle = 0) const
380 // angle calculated from current orientation
381 GetNearPoint(NULL,x,y,z,size,distance2d,GetOrientation() + angle);
383 void GetContactPoint( const WorldObject* obj, float &x, float &y, float &z, float distance2d = CONTACT_DISTANCE) const
385 // angle to face `obj` to `this` using distance includes size of `obj`
386 GetNearPoint(obj,x,y,z,obj->GetObjectSize(),distance2d,GetAngle( obj ));
389 float GetObjectSize() const
391 return ( m_valuesCount > UNIT_FIELD_BOUNDINGRADIUS ) ? m_floatValues[UNIT_FIELD_BOUNDINGRADIUS] : DEFAULT_WORLD_OBJECT_SIZE;
393 bool IsPositionValid() const;
394 void UpdateGroundPositionZ(float x, float y, float &z) const;
396 void GetRandomPoint( float x, float y, float z, float distance, float &rand_x, float &rand_y, float &rand_z ) const;
398 uint32 GetMapId() const { return m_mapId; }
399 uint32 GetInstanceId() const { return m_InstanceId; }
401 virtual void SetPhaseMask(uint32 newPhaseMask, bool update);
402 uint32 GetPhaseMask() const { return m_phaseMask; }
403 bool InSamePhase(WorldObject const* obj) const { return InSamePhase(obj->GetPhaseMask()); }
404 bool InSamePhase(uint32 phasemask) const { return (GetPhaseMask() & phasemask); }
406 uint32 GetZoneId() const;
407 uint32 GetAreaId() const;
408 void GetZoneAndAreaId(uint32& zoneid, uint32& areaid) const;
410 InstanceData* GetInstanceData();
412 const char* GetName() const { return m_name.c_str(); }
413 void SetName(const std::string& newname) { m_name=newname; }
415 virtual const char* GetNameForLocaleIdx(int32 /*locale_idx*/) const { return GetName(); }
417 float GetDistance( const WorldObject* obj ) const;
418 float GetDistance(float x, float y, float z) const;
419 float GetDistance2d(const WorldObject* obj) const;
420 float GetDistance2d(float x, float y) const;
421 float GetDistanceZ(const WorldObject* obj) const;
422 bool IsInMap(const WorldObject* obj) const
424 return IsInWorld() && obj->IsInWorld() && (GetMap() == obj->GetMap()) && InSamePhase(obj);
426 bool IsWithinDist3d(float x, float y, float z, float dist2compare) const;
427 bool IsWithinDist2d(float x, float y, float dist2compare) const;
428 bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D) const;
429 bool IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D = true) const
430 // use only if you will sure about placing both object at same map
432 return obj && _IsWithinDist(obj,dist2compare,is3D);
434 bool IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D = true) const
436 return obj && IsInMap(obj) && _IsWithinDist(obj,dist2compare,is3D);
438 bool IsWithinLOS(float x, float y, float z) const;
439 bool IsWithinLOSInMap(const WorldObject* obj) const;
440 bool GetDistanceOrder(WorldObject const* obj1, WorldObject const* obj2, bool is3D = true) const;
441 bool IsInRange(WorldObject const* obj, float minRange, float maxRange, bool is3D = true) const;
442 bool IsInRange2d(float x, float y, float minRange, float maxRange) const;
443 bool IsInRange3d(float x, float y, float z, float minRange, float maxRange) const;
445 float GetAngle( const WorldObject* obj ) const;
446 float GetAngle( const float x, const float y ) const;
447 bool HasInArc( const float arcangle, const WorldObject* obj ) const;
448 bool isInFrontInMap(WorldObject const* target,float distance, float arc = M_PI) const;
449 bool isInBackInMap(WorldObject const* target, float distance, float arc = M_PI) const;
451 virtual void CleanupsBeforeDelete(); // used in destructor or explicitly before mass creature delete to remove cross-references to already deleted units
453 virtual void SendMessageToSet(WorldPacket *data, bool self);
454 virtual void SendMessageToSetInRange(WorldPacket *data, float dist, bool self);
456 void MonsterSay(const char* text, uint32 language, uint64 TargetGuid);
457 void MonsterYell(const char* text, uint32 language, uint64 TargetGuid);
458 void MonsterTextEmote(const char* text, uint64 TargetGuid, bool IsBossEmote = false);
459 void MonsterWhisper(const char* text, uint64 receiver, bool IsBossWhisper = false);
460 void MonsterSay(int32 textId, uint32 language, uint64 TargetGuid);
461 void MonsterYell(int32 textId, uint32 language, uint64 TargetGuid);
462 void MonsterTextEmote(int32 textId, uint64 TargetGuid, bool IsBossEmote = false);
463 void MonsterWhisper(int32 textId, uint64 receiver, bool IsBossWhisper = false);
464 void MonsterYellToZone(int32 textId, uint32 language, uint64 TargetGuid);
465 void BuildMonsterChat(WorldPacket *data, uint8 msgtype, char const* text, uint32 language, char const* name, uint64 TargetGuid) const;
467 void PlayDistanceSound(uint32 sound_id, Player* target = NULL);
468 void PlayDirectSound(uint32 sound_id, Player* target = NULL);
470 void SendObjectDeSpawnAnim(uint64 guid);
472 virtual void SaveRespawnTime() {}
473 void AddObjectToRemoveList();
475 // main visibility check function in normal case (ignore grey zone distance check)
476 bool isVisibleFor(Player const* u, WorldObject const* viewPoint) const { return isVisibleForInState(u,viewPoint,false); }
478 // low level function for visibility change code, must be define in all main world object subclasses
479 virtual bool isVisibleForInState(Player const* u, WorldObject const* viewPoint, bool inVisibleList) const = 0;
481 void SetMap(Map * map);
482 Map * GetMap() const { ASSERT(m_currMap); return m_currMap; }
483 //used to check all object's GetMap() calls when object is not in world!
484 void ResetMap() { m_currMap = NULL; }
486 //this function should be removed in nearest time...
487 Map const* GetBaseMap() const;
489 Creature* SummonCreature(uint32 id, float x, float y, float z, float ang,TempSummonType spwtype,uint32 despwtime);
491 protected:
492 explicit WorldObject();
493 std::string m_name;
495 //these functions are used mostly for Relocate() and Corpse/Player specific stuff...
496 //use them ONLY in LoadFromDB()/Create() funcs and nowhere else!
497 //mapId/instanceId should be set in SetMap() function!
498 void SetLocationMapId(uint32 _mapId) { m_mapId = _mapId; }
499 void SetLocationInstanceId(uint32 _instanceId) { m_InstanceId = _instanceId; }
501 private:
502 Map * m_currMap; //current object's Map location
504 uint32 m_mapId; // object at map with map_id
505 uint32 m_InstanceId; // in map copy with instance id
506 uint32 m_phaseMask; // in area phase state
508 float m_positionX;
509 float m_positionY;
510 float m_positionZ;
511 float m_orientation;
513 #endif