[9290] Some cleanups in realmd, no functional changes
[getmangos.git] / src / game / Object.h
blob0bad7b9bdddf243fa98e568ee92e641dee3d0c34
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 Map;
95 class UpdateMask;
96 class InstanceData;
98 typedef UNORDERED_MAP<Player*, UpdateData> UpdateDataMapType;
100 struct WorldLocation
102 uint32 mapid;
103 float coord_x;
104 float coord_y;
105 float coord_z;
106 float orientation;
107 explicit WorldLocation(uint32 _mapid = 0, float _x = 0, float _y = 0, float _z = 0, float _o = 0)
108 : mapid(_mapid), coord_x(_x), coord_y(_y), coord_z(_z), orientation(_o) {}
109 WorldLocation(WorldLocation const &loc)
110 : mapid(loc.mapid), coord_x(loc.coord_x), coord_y(loc.coord_y), coord_z(loc.coord_z), orientation(loc.orientation) {}
113 class MANGOS_DLL_SPEC Object
115 public:
116 virtual ~Object ( );
118 const bool& IsInWorld() const { return m_inWorld; }
119 virtual void AddToWorld()
121 if(m_inWorld)
122 return;
124 m_inWorld = true;
126 // synchronize values mirror with values array (changes will send in updatecreate opcode any way
127 ClearUpdateMask(false); // false - we can't have update dat in update queue before adding to world
129 virtual void RemoveFromWorld()
131 // if we remove from world then sending changes not required
132 ClearUpdateMask(true);
133 m_inWorld = false;
136 const uint64& GetGUID() const { return GetUInt64Value(0); }
137 uint32 GetGUIDLow() const { return GUID_LOPART(GetUInt64Value(0)); }
138 uint32 GetGUIDMid() const { return GUID_ENPART(GetUInt64Value(0)); }
139 uint32 GetGUIDHigh() const { return GUID_HIPART(GetUInt64Value(0)); }
140 const ByteBuffer& GetPackGUID() const { return m_PackGUID; }
141 uint32 GetEntry() const { return GetUInt32Value(OBJECT_FIELD_ENTRY); }
142 void SetEntry(uint32 entry) { SetUInt32Value(OBJECT_FIELD_ENTRY, entry); }
144 uint8 GetTypeId() const { return m_objectTypeId; }
145 bool isType(uint16 mask) const { return (mask & m_objectType); }
147 virtual void BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const;
148 void SendCreateUpdateToPlayer(Player* player);
150 // must be overwrite in appropriate subclasses (WorldObject, Item currently), or will crash
151 virtual void AddToClientUpdateList();
152 virtual void RemoveFromClientUpdateList();
153 virtual void BuildUpdateData(UpdateDataMapType& update_players);
155 void BuildValuesUpdateBlockForPlayer( UpdateData *data, Player *target ) const;
156 void BuildOutOfRangeUpdateBlock( UpdateData *data ) const;
157 void BuildMovementUpdateBlock( UpdateData * data, uint16 flags = 0 ) const;
159 virtual void DestroyForPlayer( Player *target, bool anim = false ) const;
161 const int32& GetInt32Value( uint16 index ) const
163 ASSERT( index < m_valuesCount || PrintIndexError( index , false) );
164 return m_int32Values[ index ];
167 const uint32& GetUInt32Value( uint16 index ) const
169 ASSERT( index < m_valuesCount || PrintIndexError( index , false) );
170 return m_uint32Values[ index ];
173 const uint64& GetUInt64Value( uint16 index ) const
175 ASSERT( index + 1 < m_valuesCount || PrintIndexError( index , false) );
176 return *((uint64*)&(m_uint32Values[ index ]));
179 const float& GetFloatValue( uint16 index ) const
181 ASSERT( index < m_valuesCount || PrintIndexError( index , false ) );
182 return m_floatValues[ index ];
185 uint8 GetByteValue( uint16 index, uint8 offset) const
187 ASSERT( index < m_valuesCount || PrintIndexError( index , false) );
188 ASSERT( offset < 4 );
189 return *(((uint8*)&m_uint32Values[ index ])+offset);
192 uint16 GetUInt16Value( uint16 index, uint8 offset) const
194 ASSERT( index < m_valuesCount || PrintIndexError( index , false) );
195 ASSERT( offset < 2 );
196 return *(((uint16*)&m_uint32Values[ index ])+offset);
199 void SetInt32Value( uint16 index, int32 value );
200 void SetUInt32Value( uint16 index, uint32 value );
201 void SetUInt64Value( uint16 index, const uint64 &value );
202 void SetFloatValue( uint16 index, float value );
203 void SetByteValue( uint16 index, uint8 offset, uint8 value );
204 void SetUInt16Value( uint16 index, uint8 offset, uint16 value );
205 void SetInt16Value( uint16 index, uint8 offset, int16 value ) { SetUInt16Value(index,offset,(uint16)value); }
206 void SetStatFloatValue( uint16 index, float value);
207 void SetStatInt32Value( uint16 index, int32 value);
209 void ApplyModUInt32Value(uint16 index, int32 val, bool apply);
210 void ApplyModInt32Value(uint16 index, int32 val, bool apply);
211 void ApplyModUInt64Value(uint16 index, int32 val, bool apply);
212 void ApplyModPositiveFloatValue( uint16 index, float val, bool apply);
213 void ApplyModSignedFloatValue( uint16 index, float val, bool apply);
215 void ApplyPercentModFloatValue(uint16 index, float val, bool apply)
217 val = val != -100.0f ? val : -99.9f ;
218 SetFloatValue(index, GetFloatValue(index) * (apply?(100.0f+val)/100.0f : 100.0f / (100.0f+val)) );
221 void SetFlag( uint16 index, uint32 newFlag );
222 void RemoveFlag( uint16 index, uint32 oldFlag );
224 void ToggleFlag( uint16 index, uint32 flag)
226 if(HasFlag(index, flag))
227 RemoveFlag(index, flag);
228 else
229 SetFlag(index, flag);
232 bool HasFlag( uint16 index, uint32 flag ) const
234 ASSERT( index < m_valuesCount || PrintIndexError( index , false ) );
235 return (m_uint32Values[ index ] & flag) != 0;
238 void SetByteFlag( uint16 index, uint8 offset, uint8 newFlag );
239 void RemoveByteFlag( uint16 index, uint8 offset, uint8 newFlag );
241 void ToggleFlag( uint16 index, uint8 offset, uint8 flag )
243 if(HasByteFlag(index, offset, flag))
244 RemoveByteFlag(index, offset, flag);
245 else
246 SetByteFlag(index, offset, flag);
249 bool HasByteFlag( uint16 index, uint8 offset, uint8 flag ) const
251 ASSERT( index < m_valuesCount || PrintIndexError( index , false ) );
252 ASSERT( offset < 4 );
253 return (((uint8*)&m_uint32Values[index])[offset] & flag) != 0;
256 void ApplyModFlag( uint16 index, uint32 flag, bool apply)
258 if(apply) SetFlag(index,flag); else RemoveFlag(index,flag);
261 void SetFlag64( uint16 index, uint64 newFlag )
263 uint64 oldval = GetUInt64Value(index);
264 uint64 newval = oldval | newFlag;
265 SetUInt64Value(index,newval);
268 void RemoveFlag64( uint16 index, uint64 oldFlag )
270 uint64 oldval = GetUInt64Value(index);
271 uint64 newval = oldval & ~oldFlag;
272 SetUInt64Value(index,newval);
275 void ToggleFlag64( uint16 index, uint64 flag)
277 if(HasFlag64(index, flag))
278 RemoveFlag64(index, flag);
279 else
280 SetFlag64(index, flag);
283 bool HasFlag64( uint16 index, uint64 flag ) const
285 ASSERT( index < m_valuesCount || PrintIndexError( index , false ) );
286 return (GetUInt64Value( index ) & flag) != 0;
289 void ApplyModFlag64( uint16 index, uint64 flag, bool apply)
291 if(apply) SetFlag64(index,flag); else RemoveFlag64(index, flag);
294 void ClearUpdateMask(bool remove);
296 bool LoadValues(const char* data);
298 uint16 GetValuesCount() const { return m_valuesCount; }
300 void InitValues() { _InitValues(); }
302 virtual bool hasQuest(uint32 /* quest_id */) const { return false; }
303 virtual bool hasInvolvedQuest(uint32 /* quest_id */) const { return false; }
304 protected:
306 Object ( );
308 void _InitValues();
309 void _Create (uint32 guidlow, uint32 entry, HighGuid guidhigh);
311 virtual void _SetUpdateBits(UpdateMask *updateMask, Player *target) const;
313 virtual void _SetCreateBits(UpdateMask *updateMask, Player *target) const;
315 void BuildMovementUpdate(ByteBuffer * data, uint16 updateFlags) const;
316 void BuildValuesUpdate(uint8 updatetype, ByteBuffer *data, UpdateMask *updateMask, Player *target ) const;
317 void BuildUpdateDataForPlayer(Player* pl, UpdateDataMapType& update_players);
319 uint16 m_objectType;
321 uint8 m_objectTypeId;
322 uint16 m_updateFlag;
324 union
326 int32 *m_int32Values;
327 uint32 *m_uint32Values;
328 float *m_floatValues;
331 uint32 *m_uint32Values_mirror;
333 uint16 m_valuesCount;
335 bool m_objectUpdated;
337 private:
338 bool m_inWorld;
340 ByteBuffer m_PackGUID;
342 // for output helpfull error messages from asserts
343 bool PrintIndexError(uint32 index, bool set) const;
344 Object(const Object&); // prevent generation copy constructor
345 Object& operator=(Object const&); // prevent generation assigment operator
348 struct WorldObjectChangeAccumulator;
350 class MANGOS_DLL_SPEC WorldObject : public Object
352 friend struct WorldObjectChangeAccumulator;
354 public:
355 virtual ~WorldObject ( ) {}
357 virtual void Update ( uint32 /*time_diff*/ ) { }
359 void _Create( uint32 guidlow, HighGuid guidhigh, uint32 phaseMask);
361 void Relocate(float x, float y, float z, float orientation);
362 void Relocate(float x, float y, float z);
364 void SetOrientation(float orientation) { m_orientation = orientation; }
366 float GetPositionX( ) const { return m_positionX; }
367 float GetPositionY( ) const { return m_positionY; }
368 float GetPositionZ( ) const { return m_positionZ; }
369 void GetPosition( float &x, float &y, float &z ) const
370 { x = m_positionX; y = m_positionY; z = m_positionZ; }
371 void GetPosition( WorldLocation &loc ) const
372 { loc.mapid = m_mapId; GetPosition(loc.coord_x, loc.coord_y, loc.coord_z); loc.orientation = GetOrientation(); }
373 float GetOrientation( ) const { return m_orientation; }
374 void GetNearPoint2D( float &x, float &y, float distance, float absAngle) const;
375 void GetNearPoint( WorldObject const* searcher, float &x, float &y, float &z, float searcher_size, float distance2d,float absAngle) const;
376 void GetClosePoint(float &x, float &y, float &z, float size, float distance2d = 0, float angle = 0) const
378 // angle calculated from current orientation
379 GetNearPoint(NULL,x,y,z,size,distance2d,GetOrientation() + angle);
381 void GetContactPoint( const WorldObject* obj, float &x, float &y, float &z, float distance2d = CONTACT_DISTANCE) const
383 // angle to face `obj` to `this` using distance includes size of `obj`
384 GetNearPoint(obj,x,y,z,obj->GetObjectSize(),distance2d,GetAngle( obj ));
387 float GetObjectSize() const
389 return ( m_valuesCount > UNIT_FIELD_BOUNDINGRADIUS ) ? m_floatValues[UNIT_FIELD_BOUNDINGRADIUS] : DEFAULT_WORLD_OBJECT_SIZE;
391 bool IsPositionValid() const;
392 void UpdateGroundPositionZ(float x, float y, float &z) const;
394 void GetRandomPoint( float x, float y, float z, float distance, float &rand_x, float &rand_y, float &rand_z ) const;
396 uint32 GetMapId() const { return m_mapId; }
397 uint32 GetInstanceId() const { return m_InstanceId; }
399 virtual void SetPhaseMask(uint32 newPhaseMask, bool update);
400 uint32 GetPhaseMask() const { return m_phaseMask; }
401 bool InSamePhase(WorldObject const* obj) const { return InSamePhase(obj->GetPhaseMask()); }
402 bool InSamePhase(uint32 phasemask) const { return (GetPhaseMask() & phasemask); }
404 uint32 GetZoneId() const;
405 uint32 GetAreaId() const;
406 void GetZoneAndAreaId(uint32& zoneid, uint32& areaid) const;
408 InstanceData* GetInstanceData();
410 const char* GetName() const { return m_name.c_str(); }
411 void SetName(const std::string& newname) { m_name=newname; }
413 virtual const char* GetNameForLocaleIdx(int32 /*locale_idx*/) const { return GetName(); }
415 float GetDistance( const WorldObject* obj ) const;
416 float GetDistance(float x, float y, float z) const;
417 float GetDistance2d(const WorldObject* obj) const;
418 float GetDistance2d(float x, float y) const;
419 float GetDistanceZ(const WorldObject* obj) const;
420 bool IsInMap(const WorldObject* obj) const
422 return IsInWorld() && obj->IsInWorld() && (GetMap() == obj->GetMap()) && InSamePhase(obj);
424 bool IsWithinDist3d(float x, float y, float z, float dist2compare) const;
425 bool IsWithinDist2d(float x, float y, float dist2compare) const;
426 bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D) const;
428 // use only if you will sure about placing both object at same map
429 bool IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D = true) const
431 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;
450 bool isInFront(WorldObject const* target,float distance, float arc = M_PI) const;
451 bool isInBack(WorldObject const* target, float distance, float arc = M_PI) const;
453 virtual void CleanupsBeforeDelete(); // used in destructor or explicitly before mass creature delete to remove cross-references to already deleted units
455 virtual void SendMessageToSet(WorldPacket *data, bool self);
456 virtual void SendMessageToSetInRange(WorldPacket *data, float dist, bool self);
458 void MonsterSay(const char* text, uint32 language, uint64 TargetGuid);
459 void MonsterYell(const char* text, uint32 language, uint64 TargetGuid);
460 void MonsterTextEmote(const char* text, uint64 TargetGuid, bool IsBossEmote = false);
461 void MonsterWhisper(const char* text, uint64 receiver, bool IsBossWhisper = false);
462 void MonsterSay(int32 textId, uint32 language, uint64 TargetGuid);
463 void MonsterYell(int32 textId, uint32 language, uint64 TargetGuid);
464 void MonsterTextEmote(int32 textId, uint64 TargetGuid, bool IsBossEmote = false);
465 void MonsterWhisper(int32 textId, uint64 receiver, bool IsBossWhisper = false);
466 void MonsterYellToZone(int32 textId, uint32 language, uint64 TargetGuid);
467 void BuildMonsterChat(WorldPacket *data, uint8 msgtype, char const* text, uint32 language, char const* name, uint64 TargetGuid) const;
469 void PlayDistanceSound(uint32 sound_id, Player* target = NULL);
470 void PlayDirectSound(uint32 sound_id, Player* target = NULL);
472 void SendObjectDeSpawnAnim(uint64 guid);
473 void SendGameObjectCustomAnim(uint64 guid);
475 virtual void SaveRespawnTime() {}
476 void AddObjectToRemoveList();
478 void UpdateObjectVisibility();
480 // main visibility check function in normal case (ignore grey zone distance check)
481 bool isVisibleFor(Player const* u, WorldObject const* viewPoint) const { return isVisibleForInState(u,viewPoint,false); }
483 // low level function for visibility change code, must be define in all main world object subclasses
484 virtual bool isVisibleForInState(Player const* u, WorldObject const* viewPoint, bool inVisibleList) const = 0;
486 void SetMap(Map * map);
487 Map * GetMap() const { ASSERT(m_currMap); return m_currMap; }
488 //used to check all object's GetMap() calls when object is not in world!
489 void ResetMap() { m_currMap = NULL; }
491 //this function should be removed in nearest time...
492 Map const* GetBaseMap() const;
494 void AddToClientUpdateList();
495 void RemoveFromClientUpdateList();
496 void BuildUpdateData(UpdateDataMapType &);
498 Creature* SummonCreature(uint32 id, float x, float y, float z, float ang,TempSummonType spwtype,uint32 despwtime);
499 protected:
500 explicit WorldObject();
502 //these functions are used mostly for Relocate() and Corpse/Player specific stuff...
503 //use them ONLY in LoadFromDB()/Create() funcs and nowhere else!
504 //mapId/instanceId should be set in SetMap() function!
505 void SetLocationMapId(uint32 _mapId) { m_mapId = _mapId; }
506 void SetLocationInstanceId(uint32 _instanceId) { m_InstanceId = _instanceId; }
508 std::string m_name;
510 private:
511 Map * m_currMap; //current object's Map location
513 uint32 m_mapId; // object at map with map_id
514 uint32 m_InstanceId; // in map copy with instance id
515 uint32 m_phaseMask; // in area phase state
517 float m_positionX;
518 float m_positionY;
519 float m_positionZ;
520 float m_orientation;
522 #endif