mirror of
https://github.com/araxiaonline/TrinityCore.git
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3b2c878dd0
* Core/Spells: Implemented personal summons (#19231)
* By default determined by summon property flag SUMMON_PROP_FLAG_PERSONAL_SPAWN
Closes #18254
(cherry picked from commit b7bb5e6a98)
# Conflicts:
# src/server/game/Combat/ThreatManager.cpp
# src/server/game/DataStores/DBCEnums.h
# src/server/game/Entities/Creature/TemporarySummon.cpp
# src/server/game/Entities/Creature/TemporarySummon.h
# src/server/game/Entities/GameObject/GameObject.cpp
# src/server/game/Entities/Object/Object.cpp
# src/server/game/Entities/Object/Object.h
# src/server/game/Maps/Map.h
# src/server/game/Spells/SpellEffects.cpp
* Build fix
* Implement feedback
* Fix parameters passed in wrong order
603 lines
30 KiB
C++
603 lines
30 KiB
C++
/*
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* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef _OBJECT_H
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#define _OBJECT_H
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#include "Common.h"
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#include "Duration.h"
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#include "EventProcessor.h"
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#include "GridReference.h"
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#include "GridRefManager.h"
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#include "ModelIgnoreFlags.h"
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#include "MovementInfo.h"
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#include "ObjectDefines.h"
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#include "ObjectGuid.h"
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#include "Optional.h"
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#include "Position.h"
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#include "SharedDefines.h"
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#include "SpellDefines.h"
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#include "UpdateFields.h"
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#include "UpdateMask.h"
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#include <list>
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#include <set>
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#include <unordered_map>
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class Corpse;
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class Creature;
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class CreatureAI;
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class DynamicObject;
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class GameObject;
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class InstanceScript;
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class Map;
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class Player;
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class Spell;
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class SpellCastTargets;
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class SpellInfo;
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class TempSummon;
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class Transport;
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class Unit;
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class UpdateData;
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class WorldObject;
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class WorldPacket;
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class ZoneScript;
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struct FactionTemplateEntry;
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struct PositionFullTerrainStatus;
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struct QuaternionData;
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enum ZLiquidStatus : uint32;
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typedef std::unordered_map<Player*, UpdateData> UpdateDataMapType;
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float const DEFAULT_COLLISION_HEIGHT = 2.03128f; // Most common value in dbc
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class TC_GAME_API Object
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{
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public:
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virtual ~Object();
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bool IsInWorld() const { return m_inWorld; }
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virtual void AddToWorld();
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virtual void RemoveFromWorld();
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static ObjectGuid GetGUID(Object const* o) { return o ? o->GetGUID() : ObjectGuid::Empty; }
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ObjectGuid GetGUID() const { return GetGuidValue(OBJECT_FIELD_GUID); }
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PackedGuid const& GetPackGUID() const { return m_PackGUID; }
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uint32 GetEntry() const { return GetUInt32Value(OBJECT_FIELD_ENTRY); }
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void SetEntry(uint32 entry) { SetUInt32Value(OBJECT_FIELD_ENTRY, entry); }
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float GetObjectScale() const { return GetFloatValue(OBJECT_FIELD_SCALE_X); }
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virtual void SetObjectScale(float scale) { SetFloatValue(OBJECT_FIELD_SCALE_X, scale); }
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TypeID GetTypeId() const { return m_objectTypeId; }
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bool isType(uint16 mask) const { return (mask & m_objectType) != 0; }
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virtual void BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) const;
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void SendUpdateToPlayer(Player* player);
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void BuildValuesUpdateBlockForPlayer(UpdateData* data, Player* target) const;
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void BuildOutOfRangeUpdateBlock(UpdateData* data) const;
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void BuildMovementUpdateBlock(UpdateData* data, uint32 flags = 0) const;
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virtual void DestroyForPlayer(Player* target, bool onDeath = false) const;
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int32 GetInt32Value(uint16 index) const;
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uint32 GetUInt32Value(uint16 index) const;
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uint64 GetUInt64Value(uint16 index) const;
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float GetFloatValue(uint16 index) const;
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uint8 GetByteValue(uint16 index, uint8 offset) const;
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uint16 GetUInt16Value(uint16 index, uint8 offset) const;
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ObjectGuid GetGuidValue(uint16 index) const;
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void SetInt32Value(uint16 index, int32 value);
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void SetUInt32Value(uint16 index, uint32 value);
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void UpdateUInt32Value(uint16 index, uint32 value);
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void SetUInt64Value(uint16 index, uint64 value);
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void SetFloatValue(uint16 index, float value);
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void SetByteValue(uint16 index, uint8 offset, uint8 value);
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void SetUInt16Value(uint16 index, uint8 offset, uint16 value);
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void SetInt16Value(uint16 index, uint8 offset, int16 value) { SetUInt16Value(index, offset, (uint16)value); }
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void SetGuidValue(uint16 index, ObjectGuid value);
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void SetStatFloatValue(uint16 index, float value);
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void SetStatInt32Value(uint16 index, int32 value);
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bool AddGuidValue(uint16 index, ObjectGuid value);
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bool RemoveGuidValue(uint16 index, ObjectGuid value);
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void ApplyModUInt32Value(uint16 index, int32 val, bool apply);
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void ApplyModInt32Value(uint16 index, int32 val, bool apply);
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void ApplyModPositiveFloatValue(uint16 index, float val, bool apply);
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void ApplyModSignedFloatValue(uint16 index, float val, bool apply);
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void SetFlag(uint16 index, uint32 newFlag);
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void RemoveFlag(uint16 index, uint32 oldFlag);
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void ToggleFlag(uint16 index, uint32 flag);
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bool HasFlag(uint16 index, uint32 flag) const;
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void ApplyModFlag(uint16 index, uint32 flag, bool apply);
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void SetByteFlag(uint16 index, uint8 offset, uint8 newFlag);
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void RemoveByteFlag(uint16 index, uint8 offset, uint8 newFlag);
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void ToggleByteFlag(uint16 index, uint8 offset, uint8 flag);
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bool HasByteFlag(uint16 index, uint8 offset, uint8 flag) const;
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void ApplyModByteFlag(uint16 index, uint8 offset, uint8 flag, bool apply);
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void SetFlag64(uint16 index, uint64 newFlag);
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void RemoveFlag64(uint16 index, uint64 oldFlag);
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void ToggleFlag64(uint16 index, uint64 flag);
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bool HasFlag64(uint16 index, uint64 flag) const;
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void ApplyModFlag64(uint16 index, uint64 flag, bool apply);
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void ClearUpdateMask(bool remove);
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uint16 GetValuesCount() const { return m_valuesCount; }
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virtual bool hasQuest(uint32 /* quest_id */) const { return false; }
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virtual bool hasInvolvedQuest(uint32 /* quest_id */) const { return false; }
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void SetIsNewObject(bool enable) { m_isNewObject = enable; }
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virtual void BuildUpdate(UpdateDataMapType&) { }
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void BuildFieldsUpdate(Player*, UpdateDataMapType &) const;
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void SetFieldNotifyFlag(uint16 flag) { _fieldNotifyFlags |= flag; }
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void RemoveFieldNotifyFlag(uint16 flag) { _fieldNotifyFlags &= uint16(~flag); }
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// FG: some hacky helpers
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void ForceValuesUpdateAtIndex(uint32);
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inline bool IsPlayer() const { return GetTypeId() == TYPEID_PLAYER; }
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static Player* ToPlayer(Object* o) { if (o && o->IsPlayer()) return reinterpret_cast<Player*>(o); else return nullptr; }
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static Player const* ToPlayer(Object const* o) { if (o && o->IsPlayer()) return reinterpret_cast<Player const*>(o); else return nullptr; }
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Player* ToPlayer() { return ToPlayer(this); }
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Player const* ToPlayer() const { return ToPlayer(this); }
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inline bool IsCreature() const { return GetTypeId() == TYPEID_UNIT; }
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static Creature* ToCreature(Object* o) { if (o && o->IsCreature()) return reinterpret_cast<Creature*>(o); else return nullptr; }
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static Creature const* ToCreature(Object const* o) { if (o && o->IsCreature()) return reinterpret_cast<Creature const*>(o); else return nullptr; }
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Creature* ToCreature() { return ToCreature(this); }
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Creature const* ToCreature() const { return ToCreature(this); }
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inline bool IsUnit() const { return isType(TYPEMASK_UNIT); }
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static Unit* ToUnit(Object* o) { if (o && o->IsUnit()) return reinterpret_cast<Unit*>(o); else return nullptr; }
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static Unit const* ToUnit(Object const* o) { if (o && o->IsUnit()) return reinterpret_cast<Unit const*>(o); else return nullptr; }
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Unit* ToUnit() { return ToUnit(this); }
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Unit const* ToUnit() const { return ToUnit(this); }
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inline bool IsGameObject() const { return GetTypeId() == TYPEID_GAMEOBJECT; }
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static GameObject* ToGameObject(Object* o) { if (o && o->IsGameObject()) return reinterpret_cast<GameObject*>(o); else return nullptr; }
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static GameObject const* ToGameObject(Object const* o) { if (o && o->IsGameObject()) return reinterpret_cast<GameObject const*>(o); else return nullptr; }
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GameObject* ToGameObject() { return ToGameObject(this); }
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GameObject const* ToGameObject() const { return ToGameObject(this); }
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inline bool IsCorpse() const { return GetTypeId() == TYPEID_CORPSE; }
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static Corpse* ToCorpse(Object* o) { if (o && o->IsCorpse()) return reinterpret_cast<Corpse*>(o); else return nullptr; }
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static Corpse const* ToCorpse(Object const* o) { if (o && o->IsCorpse()) return reinterpret_cast<Corpse const*>(o); else return nullptr; }
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Corpse* ToCorpse() { return ToCorpse(this); }
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Corpse const* ToCorpse() const { return ToCorpse(this); }
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inline bool IsDynObject() const { return GetTypeId() == TYPEID_DYNAMICOBJECT; }
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static DynamicObject* ToDynObject(Object* o) { if (o && o->IsDynObject()) return reinterpret_cast<DynamicObject*>(o); else return nullptr; }
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static DynamicObject const* ToDynObject(Object const* o) { if (o && o->IsDynObject()) return reinterpret_cast<DynamicObject const*>(o); else return nullptr; }
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DynamicObject* ToDynObject() { return ToDynObject(this); }
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DynamicObject const* ToDynObject() const { return ToDynObject(this); }
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virtual std::string GetDebugInfo() const;
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protected:
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Object();
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void _InitValues();
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void _Create(ObjectGuid::LowType guidlow, uint32 entry, HighGuid guidhigh);
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std::string _ConcatFields(uint16 startIndex, uint16 size) const;
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[[nodiscard]] bool _LoadIntoDataField(std::string const& data, uint32 startOffset, uint32 count);
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uint32 GetUpdateFieldData(Player const* target, uint32*& flags) const;
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void BuildMovementUpdate(ByteBuffer* data, uint16 flags) const;
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virtual void BuildValuesUpdate(uint8 updatetype, ByteBuffer* data, Player* target) const;
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uint16 m_objectType;
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TypeID m_objectTypeId;
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uint16 m_updateFlag;
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union
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{
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int32 *m_int32Values;
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uint32 *m_uint32Values;
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float *m_floatValues;
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};
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UpdateMask _changesMask;
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uint16 m_valuesCount;
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uint16 _fieldNotifyFlags;
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virtual bool AddToObjectUpdate() = 0;
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virtual void RemoveFromObjectUpdate() = 0;
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void AddToObjectUpdateIfNeeded();
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bool m_objectUpdated;
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private:
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bool m_inWorld;
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bool m_isNewObject;
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PackedGuid m_PackGUID;
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// for output helpfull error messages from asserts
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bool PrintIndexError(uint32 index, bool set) const;
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Object(Object const& right) = delete;
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Object& operator=(Object const& right) = delete;
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};
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template<class T>
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class GridObject
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{
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public:
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virtual ~GridObject() { }
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bool IsInGrid() const { return _gridRef.isValid(); }
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void AddToGrid(GridRefManager<T>& m) { ASSERT(!IsInGrid()); _gridRef.link(&m, (T*)this); }
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void RemoveFromGrid() { ASSERT(IsInGrid()); _gridRef.unlink(); }
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private:
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GridReference<T> _gridRef;
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};
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template <class T_VALUES, class T_FLAGS, class FLAG_TYPE, uint8 ARRAY_SIZE>
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class FlaggedValuesArray32
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{
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public:
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FlaggedValuesArray32()
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{
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for (uint32 i = 0; i < ARRAY_SIZE; ++i)
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m_values[i] = T_VALUES(0);
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m_flags = 0;
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}
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T_FLAGS GetFlags() const { return m_flags; }
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bool HasFlag(FLAG_TYPE flag) const { return m_flags & (1 << flag); }
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void AddFlag(FLAG_TYPE flag) { m_flags |= (1 << flag); }
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void DelFlag(FLAG_TYPE flag) { m_flags &= ~(1 << flag); }
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T_VALUES GetValue(FLAG_TYPE flag) const { return m_values[flag]; }
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void SetValue(FLAG_TYPE flag, T_VALUES value) { m_values[flag] = value; }
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void AddValue(FLAG_TYPE flag, T_VALUES value) { m_values[flag] += value; }
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private:
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T_VALUES m_values[ARRAY_SIZE];
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T_FLAGS m_flags;
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};
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class TC_GAME_API WorldObject : public Object, public WorldLocation
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{
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protected:
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explicit WorldObject(bool isWorldObject); //note: here it means if it is in grid object list or world object list
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public:
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virtual ~WorldObject();
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virtual void Update(uint32 /*time_diff*/) { }
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void _Create(ObjectGuid::LowType guidlow, HighGuid guidhigh, uint32 phaseMask);
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void AddToWorld() override;
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void RemoveFromWorld() override;
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void GetNearPoint2D(WorldObject const* searcher, float& x, float& y, float distance, float absAngle) const;
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void GetNearPoint(WorldObject const* searcher, float& x, float& y, float& z, float distance2d, float absAngle) const;
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void GetClosePoint(float& x, float& y, float& z, float size, float distance2d = 0, float relAngle = 0) const;
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void MovePosition(Position &pos, float dist, float angle);
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Position GetNearPosition(float dist, float angle);
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void MovePositionToFirstCollision(Position &pos, float dist, float angle);
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Position GetFirstCollisionPosition(float dist, float angle);
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Position GetRandomNearPosition(float radius);
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void GetContactPoint(WorldObject const* obj, float& x, float& y, float& z, float distance2d = CONTACT_DISTANCE) const;
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virtual float GetCombatReach() const { return 0.0f; } // overridden (only) in Unit
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void UpdateGroundPositionZ(float x, float y, float &z) const;
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void UpdateAllowedPositionZ(float x, float y, float &z, float* groundZ = nullptr) const;
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void GetRandomPoint(Position const& srcPos, float distance, float& rand_x, float& rand_y, float& rand_z) const;
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Position GetRandomPoint(Position const& srcPos, float distance) const;
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uint32 GetInstanceId() const { return m_InstanceId; }
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virtual void SetPhaseMask(uint32 newPhaseMask, bool update);
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uint32 GetPhaseMask() const { return m_phaseMask; }
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bool InSamePhase(uint32 phasemask) const { return (GetPhaseMask() & phasemask) != 0; }
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bool InSamePhase(WorldObject const* obj) const { return obj && InSamePhase(obj->GetPhaseMask()); }
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static bool InSamePhase(WorldObject const* a, WorldObject const* b) { return a && a->InSamePhase(b); }
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uint32 GetZoneId() const { return m_zoneId; }
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uint32 GetAreaId() const { return m_areaId; }
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void GetZoneAndAreaId(uint32& zoneid, uint32& areaid) const { zoneid = m_zoneId, areaid = m_areaId; }
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bool IsInWorldPvpZone() const;
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bool IsOutdoors() const { return m_outdoors; }
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ZLiquidStatus GetLiquidStatus() const { return m_liquidStatus; }
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InstanceScript* GetInstanceScript() const;
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std::string const& GetName() const { return m_name; }
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void SetName(std::string const& newname) { m_name = newname; }
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virtual std::string const& GetNameForLocaleIdx(LocaleConstant /*locale_idx*/) const { return m_name; }
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float GetDistance(WorldObject const* obj) const;
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float GetDistance(Position const& pos) const;
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float GetDistance(float x, float y, float z) const;
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float GetDistance2d(WorldObject const* obj) const;
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float GetDistance2d(float x, float y) const;
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float GetDistanceZ(WorldObject const* obj) const;
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bool IsSelfOrInSameMap(WorldObject const* obj) const;
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bool IsInMap(WorldObject const* obj) const;
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bool IsWithinDist3d(float x, float y, float z, float dist) const;
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bool IsWithinDist3d(Position const* pos, float dist) const;
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bool IsWithinDist2d(float x, float y, float dist) const;
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bool IsWithinDist2d(Position const* pos, float dist) const;
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// use only if you will sure about placing both object at same map
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bool IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D = true) const;
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bool IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D = true, bool incOwnRadius = true, bool incTargetRadius = true) const;
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bool IsWithinLOS(float x, float y, float z, LineOfSightChecks checks = LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags ignoreFlags = VMAP::ModelIgnoreFlags::Nothing) const;
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bool IsWithinLOSInMap(WorldObject const* obj, LineOfSightChecks checks = LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags ignoreFlags = VMAP::ModelIgnoreFlags::Nothing) const;
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Position GetHitSpherePointFor(Position const& dest) const;
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void GetHitSpherePointFor(Position const& dest, float& x, float& y, float& z) const;
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bool GetDistanceOrder(WorldObject const* obj1, WorldObject const* obj2, bool is3D = true) const;
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bool IsInRange(WorldObject const* obj, float minRange, float maxRange, bool is3D = true) const;
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bool IsInRange2d(float x, float y, float minRange, float maxRange) const;
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bool IsInRange3d(float x, float y, float z, float minRange, float maxRange) const;
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bool isInFront(WorldObject const* target, float arc = float(M_PI)) const;
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bool isInBack(WorldObject const* target, float arc = float(M_PI)) const;
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bool IsInBetween(Position const& pos1, Position const& pos2, float size = 0) const;
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bool IsInBetween(WorldObject const* obj1, WorldObject const* obj2, float size = 0) const { return obj1 && obj2 && IsInBetween(obj1->GetPosition(), obj2->GetPosition(), size); }
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virtual void CleanupsBeforeDelete(bool finalCleanup = true); // used in destructor or explicitly before mass creature delete to remove cross-references to already deleted units
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virtual void SendMessageToSet(WorldPacket const* data, bool self) const;
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virtual void SendMessageToSetInRange(WorldPacket const* data, float dist, bool self) const;
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virtual void SendMessageToSet(WorldPacket const* data, Player const* skipped_rcvr) const;
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virtual uint8 GetLevelForTarget(WorldObject const* /*target*/) const { return 1; }
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void PlayDistanceSound(uint32 soundId, Player* target = nullptr);
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void PlayDirectSound(uint32 soundId, Player* target = nullptr);
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void PlayDirectMusic(uint32 musicId, Player* target = nullptr);
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void SendObjectDeSpawnAnim(ObjectGuid guid);
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void AddObjectToRemoveList();
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float GetGridActivationRange() const;
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float GetVisibilityRange() const;
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float GetSightRange(WorldObject const* target = nullptr) const;
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bool CanSeeOrDetect(WorldObject const* obj, bool ignoreStealth = false, bool distanceCheck = false, bool checkAlert = false) const;
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FlaggedValuesArray32<int32, uint32, StealthType, TOTAL_STEALTH_TYPES> m_stealth;
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FlaggedValuesArray32<int32, uint32, StealthType, TOTAL_STEALTH_TYPES> m_stealthDetect;
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FlaggedValuesArray32<int32, uint32, InvisibilityType, TOTAL_INVISIBILITY_TYPES> m_invisibility;
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FlaggedValuesArray32<int32, uint32, InvisibilityType, TOTAL_INVISIBILITY_TYPES> m_invisibilityDetect;
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FlaggedValuesArray32<int32, uint32, ServerSideVisibilityType, TOTAL_SERVERSIDE_VISIBILITY_TYPES> m_serverSideVisibility;
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FlaggedValuesArray32<int32, uint32, ServerSideVisibilityType, TOTAL_SERVERSIDE_VISIBILITY_TYPES> m_serverSideVisibilityDetect;
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virtual void SetMap(Map* map);
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virtual void ResetMap();
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Map* GetMap() const { ASSERT(m_currMap); return m_currMap; }
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Map* FindMap() const { return m_currMap; }
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//used to check all object's GetMap() calls when object is not in world!
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void SetZoneScript();
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void ClearZoneScript();
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ZoneScript* GetZoneScript() const { return m_zoneScript; }
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TempSummon* SummonCreature(uint32 entry, Position const& pos, TempSummonType despawnType = TEMPSUMMON_MANUAL_DESPAWN, Milliseconds despawnTime = 0s, uint32 vehId = 0, uint32 spellId = 0, bool visibleBySummonerOnly = false);
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TempSummon* SummonCreature(uint32 entry, float x, float y, float z, float o = 0, TempSummonType despawnType = TEMPSUMMON_MANUAL_DESPAWN, Milliseconds despawnTime = 0s, bool visibleBySummonerOnly = false);
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GameObject* SummonGameObject(uint32 entry, Position const& pos, QuaternionData const& rot, Seconds respawnTime, GOSummonType summonType = GO_SUMMON_TIMED_OR_CORPSE_DESPAWN);
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GameObject* SummonGameObject(uint32 entry, float x, float y, float z, float ang, QuaternionData const& rot, Seconds respawnTime, GOSummonType summonType = GO_SUMMON_TIMED_OR_CORPSE_DESPAWN);
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Creature* SummonTrigger(float x, float y, float z, float ang, Milliseconds despawnTime, CreatureAI* (*GetAI)(Creature*) = nullptr);
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void SummonCreatureGroup(uint8 group, std::list<TempSummon*>* list = nullptr);
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Creature* FindNearestCreature(uint32 entry, float range, bool alive = true) const;
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GameObject* FindNearestGameObject(uint32 entry, float range, bool spawnedOnly = true) const;
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GameObject* FindNearestUnspawnedGameObject(uint32 entry, float range) const;
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GameObject* FindNearestGameObjectOfType(GameobjectTypes type, float range) const;
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Player* SelectNearestPlayer(float distance) const;
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virtual ObjectGuid GetOwnerGUID() const = 0;
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virtual ObjectGuid GetCharmerOrOwnerGUID() const { return GetOwnerGUID(); }
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ObjectGuid GetCharmerOrOwnerOrOwnGUID() const;
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Unit* GetOwner() const;
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Unit* GetCharmerOrOwner() const;
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Unit* GetCharmerOrOwnerOrSelf() const;
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Player* GetCharmerOrOwnerPlayerOrPlayerItself() const;
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Player* GetAffectingPlayer() const;
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Player* GetSpellModOwner() const;
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int32 CalculateSpellDamage(SpellInfo const* spellInfo, uint8 effIndex, int32 const* basePoints = nullptr) const;
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|
|
// target dependent range checks
|
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float GetSpellMaxRangeForTarget(Unit const* target, SpellInfo const* spellInfo) const;
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float GetSpellMinRangeForTarget(Unit const* target, SpellInfo const* spellInfo) const;
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|
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float ApplyEffectModifiers(SpellInfo const* spellInfo, uint8 effIndex, float value) const;
|
|
int32 CalcSpellDuration(SpellInfo const* spellInfo) const;
|
|
int32 ModSpellDuration(SpellInfo const* spellInfo, WorldObject const* target, int32 duration, bool positive, uint32 effectMask) const;
|
|
void ModSpellCastTime(SpellInfo const* spellInfo, int32& castTime, Spell* spell = nullptr) const;
|
|
void ModSpellDurationTime(SpellInfo const* spellInfo, int32& durationTime, Spell* spell = nullptr) const;
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|
|
|
virtual float MeleeSpellMissChance(Unit const* victim, WeaponAttackType attType, int32 skillDiff, uint32 spellId) const;
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|
virtual SpellMissInfo MeleeSpellHitResult(Unit* victim, SpellInfo const* spellInfo) const;
|
|
SpellMissInfo MagicSpellHitResult(Unit* victim, SpellInfo const* spellInfo) const;
|
|
SpellMissInfo SpellHitResult(Unit* victim, SpellInfo const* spellInfo, bool canReflect = false) const;
|
|
void SendSpellMiss(Unit* target, uint32 spellID, SpellMissInfo missInfo);
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|
|
|
virtual uint32 GetFaction() const = 0;
|
|
virtual void SetFaction(uint32 /*faction*/) { }
|
|
FactionTemplateEntry const* GetFactionTemplateEntry() const;
|
|
|
|
ReputationRank GetReactionTo(WorldObject const* target) const;
|
|
static ReputationRank GetFactionReactionTo(FactionTemplateEntry const* factionTemplateEntry, WorldObject const* target);
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|
|
|
bool IsHostileTo(WorldObject const* target) const;
|
|
bool IsHostileToPlayers() const;
|
|
bool IsFriendlyTo(WorldObject const* target) const;
|
|
bool IsNeutralToAll() const;
|
|
|
|
// CastSpell's third arg can be a variety of things - check out CastSpellExtraArgs' constructors!
|
|
SpellCastResult CastSpell(SpellCastTargets const& targets, uint32 spellId, CastSpellExtraArgs const& args = { });
|
|
SpellCastResult CastSpell(WorldObject* target, uint32 spellId, CastSpellExtraArgs const& args = { });
|
|
SpellCastResult CastSpell(Position const& dest, uint32 spellId, CastSpellExtraArgs const& args = { });
|
|
|
|
bool IsValidAttackTarget(WorldObject const* target, SpellInfo const* bySpell = nullptr) const;
|
|
bool IsValidAssistTarget(WorldObject const* target, SpellInfo const* bySpell = nullptr) const;
|
|
|
|
Unit* GetMagicHitRedirectTarget(Unit* victim, SpellInfo const* spellInfo);
|
|
|
|
template <typename Container>
|
|
void GetGameObjectListWithEntryInGrid(Container& gameObjectContainer, uint32 entry, float maxSearchRange = 250.0f) const;
|
|
|
|
template <typename Container>
|
|
void GetCreatureListWithEntryInGrid(Container& creatureContainer, uint32 entry, float maxSearchRange = 250.0f) const;
|
|
|
|
template <typename Container>
|
|
void GetPlayerListInGrid(Container& playerContainer, float maxSearchRange) const;
|
|
|
|
void DestroyForNearbyPlayers();
|
|
virtual void UpdateObjectVisibility(bool forced = true);
|
|
virtual void UpdateObjectVisibilityOnCreate() { UpdateObjectVisibility(true); }
|
|
void UpdatePositionData();
|
|
|
|
void BuildUpdate(UpdateDataMapType&) override;
|
|
|
|
bool AddToObjectUpdate() override;
|
|
void RemoveFromObjectUpdate() override;
|
|
|
|
//relocation and visibility system functions
|
|
void AddToNotify(uint16 f) { m_notifyflags |= f;}
|
|
bool isNeedNotify(uint16 f) const { return (m_notifyflags & f) != 0; }
|
|
uint16 GetNotifyFlags() const { return m_notifyflags; }
|
|
void ResetAllNotifies() { m_notifyflags = 0; }
|
|
|
|
bool isActiveObject() const { return m_isActive; }
|
|
void setActive(bool isActiveObject);
|
|
bool IsFarVisible() const { return m_isFarVisible; }
|
|
void SetFarVisible(bool on);
|
|
bool IsVisibilityOverridden() const { return m_visibilityDistanceOverride.has_value(); }
|
|
void SetVisibilityDistanceOverride(VisibilityDistanceType type);
|
|
void SetWorldObject(bool apply);
|
|
bool IsPermanentWorldObject() const { return m_isWorldObject; }
|
|
bool IsWorldObject() const;
|
|
|
|
uint32 LastUsedScriptID;
|
|
|
|
// Transports
|
|
Transport* GetTransport() const { return m_transport; }
|
|
float GetTransOffsetX() const { return m_movementInfo.transport.pos.GetPositionX(); }
|
|
float GetTransOffsetY() const { return m_movementInfo.transport.pos.GetPositionY(); }
|
|
float GetTransOffsetZ() const { return m_movementInfo.transport.pos.GetPositionZ(); }
|
|
float GetTransOffsetO() const { return m_movementInfo.transport.pos.GetOrientation(); }
|
|
Position const& GetTransOffset() const { return m_movementInfo.transport.pos; }
|
|
uint32 GetTransTime() const { return m_movementInfo.transport.time; }
|
|
int8 GetTransSeat() const { return m_movementInfo.transport.seat; }
|
|
virtual ObjectGuid GetTransGUID() const;
|
|
void SetTransport(Transport* t) { m_transport = t; }
|
|
|
|
MovementInfo m_movementInfo;
|
|
|
|
virtual float GetStationaryX() const { return GetPositionX(); }
|
|
virtual float GetStationaryY() const { return GetPositionY(); }
|
|
virtual float GetStationaryZ() const { return GetPositionZ(); }
|
|
virtual float GetStationaryO() const { return GetOrientation(); }
|
|
|
|
float GetFloorZ() const;
|
|
virtual float GetCollisionHeight() const { return 0.0f; }
|
|
|
|
float GetMapWaterOrGroundLevel(float x, float y, float z, float* ground = nullptr) const;
|
|
float GetMapHeight(float x, float y, float z, bool vmap = true, float distanceToSearch = 50.0f) const; // DEFAULT_HEIGHT_SEARCH in map.h
|
|
|
|
std::string GetDebugInfo() const override;
|
|
|
|
// Event handler
|
|
EventProcessor m_Events;
|
|
|
|
protected:
|
|
std::string m_name;
|
|
bool m_isActive;
|
|
bool m_isFarVisible;
|
|
Optional<float> m_visibilityDistanceOverride;
|
|
bool const m_isWorldObject;
|
|
ZoneScript* m_zoneScript;
|
|
|
|
// transports
|
|
Transport* m_transport;
|
|
|
|
virtual void ProcessPositionDataChanged(PositionFullTerrainStatus const& data);
|
|
uint32 m_zoneId;
|
|
uint32 m_areaId;
|
|
float m_staticFloorZ;
|
|
bool m_outdoors;
|
|
ZLiquidStatus m_liquidStatus;
|
|
|
|
//these functions are used mostly for Relocate() and Corpse/Player specific stuff...
|
|
//use them ONLY in LoadFromDB()/Create() funcs and nowhere else!
|
|
//mapId/instanceId should be set in SetMap() function!
|
|
void SetLocationMapId(uint32 _mapId) { m_mapId = _mapId; }
|
|
void SetLocationInstanceId(uint32 _instanceId) { m_InstanceId = _instanceId; }
|
|
|
|
virtual bool IsNeverVisible() const { return !IsInWorld(); }
|
|
virtual bool IsAlwaysVisibleFor(WorldObject const* /*seer*/) const { return false; }
|
|
virtual bool IsInvisibleDueToDespawn() const { return false; }
|
|
//difference from IsAlwaysVisibleFor: 1. after distance check; 2. use owner or charmer as seer
|
|
virtual bool IsAlwaysDetectableFor(WorldObject const* /*seer*/) const { return false; }
|
|
private:
|
|
Map* m_currMap; // current object's Map location
|
|
|
|
uint32 m_InstanceId; // in map copy with instance id
|
|
uint32 m_phaseMask; // in area phase state
|
|
|
|
uint16 m_notifyflags;
|
|
virtual bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D, bool incOwnRadius = true, bool incTargetRadius = true) const;
|
|
|
|
bool CanNeverSee(WorldObject const* obj) const;
|
|
virtual bool CanAlwaysSee(WorldObject const* /*obj*/) const { return false; }
|
|
bool CanDetect(WorldObject const* obj, bool ignoreStealth, bool checkAlert = false) const;
|
|
bool CanDetectInvisibilityOf(WorldObject const* obj) const;
|
|
bool CanDetectStealthOf(WorldObject const* obj, bool checkAlert = false) const;
|
|
};
|
|
|
|
namespace Trinity
|
|
{
|
|
// Binary predicate to sort WorldObjects based on the distance to a reference WorldObject
|
|
class ObjectDistanceOrderPred
|
|
{
|
|
public:
|
|
ObjectDistanceOrderPred(WorldObject const* refObj, bool ascending = true) : _refObj(refObj), _ascending(ascending) { }
|
|
|
|
bool operator()(WorldObject const* left, WorldObject const* right) const
|
|
{
|
|
return _refObj->GetDistanceOrder(left, right) == _ascending;
|
|
}
|
|
|
|
private:
|
|
WorldObject const* _refObj;
|
|
bool _ascending;
|
|
};
|
|
}
|
|
|
|
#endif
|