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
23 #include "ByteBuffer.h"
24 #include "UpdateFields.h"
25 #include "UpdateData.h"
26 #include "GameSystem/GridReference.h"
27 #include "ObjectDefines.h"
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
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
62 TYPEID_GAMEOBJECT
= 5,
63 TYPEID_DYNAMICOBJECT
= 6,
67 #define NUM_CLIENT_OBJECT_TYPES 8
69 uint32
GuidHigh2TypeId(uint32 guid_hi
);
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
85 PHASEMASK_NORMAL
= 0x00000001,
86 PHASEMASK_ANYWHERE
= 0xFFFFFFFF
98 typedef UNORDERED_MAP
<Player
*, UpdateData
> UpdateDataMapType
;
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
118 const bool& IsInWorld() const { return m_inWorld
; }
119 virtual void AddToWorld()
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);
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
, uint32 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
);
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
);
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
);
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; }
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 flags
, uint32 flags2
) const;
316 void BuildValuesUpdate(uint8 updatetype
, ByteBuffer
*data
, UpdateMask
*updateMask
, Player
*target
) const;
317 void BuildUpdateDataForPlayer(Player
* pl
, UpdateDataMapType
& update_players
);
321 uint8 m_objectTypeId
;
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
;
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
;
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
)
366 m_orientation
= orientation
;
369 void Relocate(float x
, float y
, float z
)
376 void SetOrientation(float orientation
) { m_orientation
= orientation
; }
378 float GetPositionX( ) const { return m_positionX
; }
379 float GetPositionY( ) const { return m_positionY
; }
380 float GetPositionZ( ) const { return m_positionZ
; }
381 void GetPosition( float &x
, float &y
, float &z
) const
382 { x
= m_positionX
; y
= m_positionY
; z
= m_positionZ
; }
383 void GetPosition( WorldLocation
&loc
) const
384 { loc
.mapid
= m_mapId
; GetPosition(loc
.coord_x
, loc
.coord_y
, loc
.coord_z
); loc
.orientation
= GetOrientation(); }
385 float GetOrientation( ) const { return m_orientation
; }
386 void GetNearPoint2D( float &x
, float &y
, float distance
, float absAngle
) const;
387 void GetNearPoint( WorldObject
const* searcher
, float &x
, float &y
, float &z
, float searcher_size
, float distance2d
,float absAngle
) const;
388 void GetClosePoint(float &x
, float &y
, float &z
, float size
, float distance2d
= 0, float angle
= 0) const
390 // angle calculated from current orientation
391 GetNearPoint(NULL
,x
,y
,z
,size
,distance2d
,GetOrientation() + angle
);
393 void GetContactPoint( const WorldObject
* obj
, float &x
, float &y
, float &z
, float distance2d
= CONTACT_DISTANCE
) const
395 // angle to face `obj` to `this` using distance includes size of `obj`
396 GetNearPoint(obj
,x
,y
,z
,obj
->GetObjectSize(),distance2d
,GetAngle( obj
));
399 float GetObjectSize() const
401 return ( m_valuesCount
> UNIT_FIELD_BOUNDINGRADIUS
) ? m_floatValues
[UNIT_FIELD_BOUNDINGRADIUS
] : DEFAULT_WORLD_OBJECT_SIZE
;
403 bool IsPositionValid() const;
404 void UpdateGroundPositionZ(float x
, float y
, float &z
) const;
406 void GetRandomPoint( float x
, float y
, float z
, float distance
, float &rand_x
, float &rand_y
, float &rand_z
) const;
408 uint32
GetMapId() const { return m_mapId
; }
409 uint32
GetInstanceId() const { return m_InstanceId
; }
411 virtual void SetPhaseMask(uint32 newPhaseMask
, bool update
);
412 uint32
GetPhaseMask() const { return m_phaseMask
; }
413 bool InSamePhase(WorldObject
const* obj
) const { return InSamePhase(obj
->GetPhaseMask()); }
414 bool InSamePhase(uint32 phasemask
) const { return (GetPhaseMask() & phasemask
); }
416 uint32
GetZoneId() const;
417 uint32
GetAreaId() const;
418 void GetZoneAndAreaId(uint32
& zoneid
, uint32
& areaid
) const;
420 InstanceData
* GetInstanceData();
422 const char* GetName() const { return m_name
.c_str(); }
423 void SetName(const std::string
& newname
) { m_name
=newname
; }
425 virtual const char* GetNameForLocaleIdx(int32
/*locale_idx*/) const { return GetName(); }
427 float GetDistance( const WorldObject
* obj
) const;
428 float GetDistance(float x
, float y
, float z
) const;
429 float GetDistance2d(const WorldObject
* obj
) const;
430 float GetDistance2d(float x
, float y
) const;
431 float GetDistanceZ(const WorldObject
* obj
) const;
432 bool IsInMap(const WorldObject
* obj
) const
434 return IsInWorld() && obj
->IsInWorld() && (GetMap() == obj
->GetMap()) && InSamePhase(obj
);
436 bool IsWithinDist3d(float x
, float y
, float z
, float dist2compare
) const;
437 bool IsWithinDist2d(float x
, float y
, float dist2compare
) const;
438 bool _IsWithinDist(WorldObject
const* obj
, float dist2compare
, bool is3D
) const;
440 // use only if you will sure about placing both object at same map
441 bool IsWithinDist(WorldObject
const* obj
, float dist2compare
, bool is3D
= true) const
443 return obj
&& _IsWithinDist(obj
,dist2compare
,is3D
);
446 bool IsWithinDistInMap(WorldObject
const* obj
, float dist2compare
, bool is3D
= true) const
448 return obj
&& IsInMap(obj
) && _IsWithinDist(obj
,dist2compare
,is3D
);
450 bool IsWithinLOS(float x
, float y
, float z
) const;
451 bool IsWithinLOSInMap(const WorldObject
* obj
) const;
452 bool GetDistanceOrder(WorldObject
const* obj1
, WorldObject
const* obj2
, bool is3D
= true) const;
453 bool IsInRange(WorldObject
const* obj
, float minRange
, float maxRange
, bool is3D
= true) const;
454 bool IsInRange2d(float x
, float y
, float minRange
, float maxRange
) const;
455 bool IsInRange3d(float x
, float y
, float z
, float minRange
, float maxRange
) const;
457 float GetAngle( const WorldObject
* obj
) const;
458 float GetAngle( const float x
, const float y
) const;
459 bool HasInArc( const float arcangle
, const WorldObject
* obj
) const;
460 bool isInFrontInMap(WorldObject
const* target
,float distance
, float arc
= M_PI
) const;
461 bool isInBackInMap(WorldObject
const* target
, float distance
, float arc
= M_PI
) const;
462 bool isInFront(WorldObject
const* target
,float distance
, float arc
= M_PI
) const;
463 bool isInBack(WorldObject
const* target
, float distance
, float arc
= M_PI
) const;
465 virtual void CleanupsBeforeDelete(); // used in destructor or explicitly before mass creature delete to remove cross-references to already deleted units
467 virtual void SendMessageToSet(WorldPacket
*data
, bool self
);
468 virtual void SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
);
470 void MonsterSay(const char* text
, uint32 language
, uint64 TargetGuid
);
471 void MonsterYell(const char* text
, uint32 language
, uint64 TargetGuid
);
472 void MonsterTextEmote(const char* text
, uint64 TargetGuid
, bool IsBossEmote
= false);
473 void MonsterWhisper(const char* text
, uint64 receiver
, bool IsBossWhisper
= false);
474 void MonsterSay(int32 textId
, uint32 language
, uint64 TargetGuid
);
475 void MonsterYell(int32 textId
, uint32 language
, uint64 TargetGuid
);
476 void MonsterTextEmote(int32 textId
, uint64 TargetGuid
, bool IsBossEmote
= false);
477 void MonsterWhisper(int32 textId
, uint64 receiver
, bool IsBossWhisper
= false);
478 void MonsterYellToZone(int32 textId
, uint32 language
, uint64 TargetGuid
);
479 void BuildMonsterChat(WorldPacket
*data
, uint8 msgtype
, char const* text
, uint32 language
, char const* name
, uint64 TargetGuid
) const;
481 void PlayDistanceSound(uint32 sound_id
, Player
* target
= NULL
);
482 void PlayDirectSound(uint32 sound_id
, Player
* target
= NULL
);
484 void SendObjectDeSpawnAnim(uint64 guid
);
485 void SendGameObjectCustomAnim(uint64 guid
);
487 virtual void SaveRespawnTime() {}
488 void AddObjectToRemoveList();
490 void UpdateObjectVisibility();
492 // main visibility check function in normal case (ignore grey zone distance check)
493 bool isVisibleFor(Player
const* u
, WorldObject
const* viewPoint
) const { return isVisibleForInState(u
,viewPoint
,false); }
495 // low level function for visibility change code, must be define in all main world object subclasses
496 virtual bool isVisibleForInState(Player
const* u
, WorldObject
const* viewPoint
, bool inVisibleList
) const = 0;
498 void SetMap(Map
* map
);
499 Map
* GetMap() const { ASSERT(m_currMap
); return m_currMap
; }
500 //used to check all object's GetMap() calls when object is not in world!
501 void ResetMap() { m_currMap
= NULL
; }
503 //this function should be removed in nearest time...
504 Map
const* GetBaseMap() const;
506 void AddToClientUpdateList();
507 void RemoveFromClientUpdateList();
508 void BuildUpdateData(UpdateDataMapType
&);
510 Creature
* SummonCreature(uint32 id
, float x
, float y
, float z
, float ang
,TempSummonType spwtype
,uint32 despwtime
);
512 explicit WorldObject();
514 //these functions are used mostly for Relocate() and Corpse/Player specific stuff...
515 //use them ONLY in LoadFromDB()/Create() funcs and nowhere else!
516 //mapId/instanceId should be set in SetMap() function!
517 void SetLocationMapId(uint32 _mapId
) { m_mapId
= _mapId
; }
518 void SetLocationInstanceId(uint32 _instanceId
) { m_InstanceId
= _instanceId
; }
523 Map
* m_currMap
; //current object's Map location
525 uint32 m_mapId
; // object at map with map_id
526 uint32 m_InstanceId
; // in map copy with instance id
527 uint32 m_phaseMask
; // in area phase state