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Viano-Core/src/server/game/Entities/Object/Object.h
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/*
* Copyright (C) 2008-2018 TrinityCore <https://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef _OBJECT_H
#define _OBJECT_H
#include "Common.h"
#include "Duration.h"
#include "GridReference.h"
#include "GridRefManager.h"
#include "ModelIgnoreFlags.h"
#include "MovementInfo.h"
#include "ObjectDefines.h"
#include "ObjectGuid.h"
#include "Optional.h"
#include "PhaseShift.h"
#include "Position.h"
#include "SharedDefines.h"
#include "UpdateFields.h"
#include "UpdateMask.h"
#include <list>
#include <set>
#include <unordered_map>
class AreaTrigger;
class Corpse;
class Creature;
class CreatureAI;
class DynamicObject;
class GameObject;
class InstanceScript;
class Map;
class Player;
class TempSummon;
class Transport;
class MapTransport;
class Unit;
class UpdateData;
class WorldObject;
class WorldPacket;
class ZoneScript;
struct PositionFullTerrainStatus;
struct QuaternionData;
typedef std::unordered_map<Player*, UpdateData> UpdateDataMapType;
class TC_GAME_API Object
{
public:
virtual ~Object();
bool IsInWorld() const { return m_inWorld; }
virtual void AddToWorld();
virtual void RemoveFromWorld();
ObjectGuid GetGUID() const { return GetGuidValue(OBJECT_FIELD_GUID); }
PackedGuid const& GetPackGUID() const { return m_PackGUID; }
uint32 GetEntry() const { return GetUInt32Value(OBJECT_FIELD_ENTRY); }
void SetEntry(uint32 entry) { SetUInt32Value(OBJECT_FIELD_ENTRY, entry); }
float GetObjectScale() const { return GetFloatValue(OBJECT_FIELD_SCALE_X); }
virtual void SetObjectScale(float scale) { SetFloatValue(OBJECT_FIELD_SCALE_X, scale); }
TypeID GetTypeId() const { return m_objectTypeId; }
bool isType(uint16 mask) const { return (mask & m_objectType) != 0; }
virtual void BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) const;
void SendUpdateToPlayer(Player* player);
void SendUpdateToSet();
void BuildValuesUpdateBlockForPlayer(UpdateData* data, Player* target) const;
void BuildOutOfRangeUpdateBlock(UpdateData* data) const;
virtual void DestroyForPlayer(Player* target) const;
int32 GetInt32Value(uint16 index) const;
uint32 GetUInt32Value(uint16 index) const;
uint64 GetUInt64Value(uint16 index) const;
float GetFloatValue(uint16 index) const;
uint8 GetByteValue(uint16 index, uint8 offset) const;
uint16 GetUInt16Value(uint16 index, uint8 offset) const;
ObjectGuid GetGuidValue(uint16 index) const;
void SetInt32Value(uint16 index, int32 value);
void SetUInt32Value(uint16 index, uint32 value);
void UpdateUInt32Value(uint16 index, uint32 value);
void SetUInt64Value(uint16 index, uint64 value);
void SetFloatValue(uint16 index, float value);
void SetByteValue(uint16 index, uint8 offset, uint8 value);
void SetUInt16Value(uint16 index, uint8 offset, uint16 value);
void SetInt16Value(uint16 index, uint8 offset, int16 value) { SetUInt16Value(index, offset, (uint16)value); }
void SetGuidValue(uint16 index, ObjectGuid value);
void SetStatFloatValue(uint16 index, float value);
void SetStatInt32Value(uint16 index, int32 value);
bool AddGuidValue(uint16 index, ObjectGuid value);
bool RemoveGuidValue(uint16 index, ObjectGuid value);
void ApplyModUInt32Value(uint16 index, int32 val, bool apply);
void ApplyModInt32Value(uint16 index, int32 val, bool apply);
void ApplyModUInt64Value(uint16 index, int32 val, bool apply);
void ApplyModPositiveFloatValue(uint16 index, float val, bool apply);
void ApplyModSignedFloatValue(uint16 index, float val, bool apply);
void ApplyPercentModFloatValue(uint16 index, float val, bool apply);
void SetFlag(uint16 index, uint32 newFlag);
void RemoveFlag(uint16 index, uint32 oldFlag);
void ToggleFlag(uint16 index, uint32 flag);
bool HasFlag(uint16 index, uint32 flag) const;
void ApplyModFlag(uint16 index, uint32 flag, bool apply);
void SetByteFlag(uint16 index, uint8 offset, uint8 newFlag);
void RemoveByteFlag(uint16 index, uint8 offset, uint8 newFlag);
void ToggleByteFlag(uint16 index, uint8 offset, uint8 flag);
bool HasByteFlag(uint16 index, uint8 offset, uint8 flag) const;
void ApplyModByteFlag(uint16 index, uint8 offset, uint8 flag, bool apply);
void SetFlag64(uint16 index, uint64 newFlag);
void RemoveFlag64(uint16 index, uint64 oldFlag);
void ToggleFlag64(uint16 index, uint64 flag);
bool HasFlag64(uint16 index, uint64 flag) const;
void ApplyModFlag64(uint16 index, uint64 flag, bool apply);
void ClearUpdateMask(bool remove);
uint16 GetValuesCount() const { return m_valuesCount; }
virtual bool hasQuest(uint32 /* quest_id */) const { return false; }
virtual bool hasInvolvedQuest(uint32 /* quest_id */) const { return false; }
void SetIsNewObject(bool enable) { m_isNewObject = enable; }
virtual void BuildUpdate(UpdateDataMapType&) { }
void BuildFieldsUpdate(Player*, UpdateDataMapType &) const;
void SetFieldNotifyFlag(uint16 flag) { _fieldNotifyFlags |= flag; }
void RemoveFieldNotifyFlag(uint16 flag) { _fieldNotifyFlags &= uint16(~flag); }
// FG: some hacky helpers
void ForceValuesUpdateAtIndex(uint32);
Player* ToPlayer() { if (GetTypeId() == TYPEID_PLAYER) return reinterpret_cast<Player*>(this); else return nullptr; }
Player const* ToPlayer() const { if (GetTypeId() == TYPEID_PLAYER) return reinterpret_cast<Player const*>(this); else return nullptr; }
Creature* ToCreature() { if (GetTypeId() == TYPEID_UNIT) return reinterpret_cast<Creature*>(this); else return nullptr; }
Creature const* ToCreature() const { if (GetTypeId() == TYPEID_UNIT) return reinterpret_cast<Creature const*>(this); else return nullptr; }
Unit* ToUnit() { if (isType(TYPEMASK_UNIT)) return reinterpret_cast<Unit*>(this); else return nullptr; }
Unit const* ToUnit() const { if (isType(TYPEMASK_UNIT)) return reinterpret_cast<Unit const*>(this); else return nullptr; }
GameObject* ToGameObject() { if (GetTypeId() == TYPEID_GAMEOBJECT) return reinterpret_cast<GameObject*>(this); else return nullptr; }
GameObject const* ToGameObject() const { if (GetTypeId() == TYPEID_GAMEOBJECT) return reinterpret_cast<GameObject const*>(this); else return nullptr; }
Corpse* ToCorpse() { if (GetTypeId() == TYPEID_CORPSE) return reinterpret_cast<Corpse*>(this); else return nullptr; }
Corpse const* ToCorpse() const { if (GetTypeId() == TYPEID_CORPSE) return reinterpret_cast<Corpse const*>(this); else return nullptr; }
DynamicObject* ToDynObject() { if (GetTypeId() == TYPEID_DYNAMICOBJECT) return reinterpret_cast<DynamicObject*>(this); else return nullptr; }
DynamicObject const* ToDynObject() const { if (GetTypeId() == TYPEID_DYNAMICOBJECT) return reinterpret_cast<DynamicObject const*>(this); else return nullptr; }
AreaTrigger* ToAreaTrigger() { if (GetTypeId() == TYPEID_AREATRIGGER) return reinterpret_cast<AreaTrigger*>(this); else return nullptr; }
AreaTrigger const* ToAreaTrigger() const { if (GetTypeId() == TYPEID_AREATRIGGER) return reinterpret_cast<AreaTrigger const*>(this); else return nullptr; }
protected:
Object();
void _InitValues();
void _Create(ObjectGuid::LowType guidlow, uint32 entry, HighGuid guidhigh);
std::string _ConcatFields(uint16 startIndex, uint16 size) const;
void _LoadIntoDataField(std::string const& data, uint32 startOffset, uint32 count);
uint32 GetUpdateFieldData(Player const* target, uint32*& flags) const;
void BuildMovementUpdate(ByteBuffer* data, uint16 flags) const;
virtual void BuildValuesUpdate(uint8 updatetype, ByteBuffer* data, Player* target) const;
uint16 m_objectType;
TypeID m_objectTypeId;
uint16 m_updateFlag;
union
{
int32 *m_int32Values;
uint32 *m_uint32Values;
float *m_floatValues;
};
UpdateMask _changesMask;
uint16 m_valuesCount;
uint16 _fieldNotifyFlags;
virtual void AddToObjectUpdate() = 0;
virtual void RemoveFromObjectUpdate() = 0;
void AddToObjectUpdateIfNeeded();
bool m_objectUpdated;
private:
bool m_inWorld;
bool m_isNewObject;
PackedGuid m_PackGUID;
// for output helpfull error messages from asserts
bool PrintIndexError(uint32 index, bool set) const;
Object(Object const& right) = delete;
Object& operator=(Object const& right) = delete;
};
template<class T>
class GridObject
{
public:
virtual ~GridObject() { }
bool IsInGrid() const { return _gridRef.isValid(); }
void AddToGrid(GridRefManager<T>& m) { ASSERT(!IsInGrid()); _gridRef.link(&m, (T*)this); }
void RemoveFromGrid() { ASSERT(IsInGrid()); _gridRef.unlink(); }
private:
GridReference<T> _gridRef;
};
template <class T_VALUES, class T_FLAGS, class FLAG_TYPE, uint8 ARRAY_SIZE>
class FlaggedValuesArray32
{
public:
FlaggedValuesArray32()
{
for (uint32 i = 0; i < ARRAY_SIZE; ++i)
m_values[i] = T_VALUES(0);
m_flags = 0;
}
T_FLAGS GetFlags() const { return m_flags; }
bool HasFlag(FLAG_TYPE flag) const { return m_flags & (1 << flag); }
void AddFlag(FLAG_TYPE flag) { m_flags |= (1 << flag); }
void DelFlag(FLAG_TYPE flag) { m_flags &= ~(1 << flag); }
T_VALUES GetValue(FLAG_TYPE flag) const { return m_values[flag]; }
void SetValue(FLAG_TYPE flag, T_VALUES value) { m_values[flag] = value; }
void AddValue(FLAG_TYPE flag, T_VALUES value) { m_values[flag] += value; }
private:
T_VALUES m_values[ARRAY_SIZE];
T_FLAGS m_flags;
};
enum GOSummonType
{
GO_SUMMON_TIMED_OR_CORPSE_DESPAWN = 0, // despawns after a specified time OR when the summoner dies
GO_SUMMON_TIMED_DESPAWN = 1 // despawns after a specified time
};
class TC_GAME_API WorldObject : public Object, public WorldLocation
{
protected:
explicit WorldObject(bool isWorldObject); //note: here it means if it is in grid object list or world object list
public:
virtual ~WorldObject();
virtual void Update (uint32 /*time_diff*/) { }
void _Create(ObjectGuid::LowType guidlow, HighGuid guidhigh, uint32 phaseMask);
void AddToWorld() override;
void RemoveFromWorld() override;
void GetNearPoint2D(float &x, float &y, float distance, float absAngle) const;
void GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_size, float distance2d, float absAngle) const;
void GetClosePoint(float &x, float &y, float &z, float size, float distance2d = 0, float angle = 0) const;
void MovePosition(Position &pos, float dist, float angle);
Position GetNearPosition(float dist, float angle);
void MovePositionToFirstCollision(Position &pos, float dist, float angle);
Position GetFirstCollisionPosition(float dist, float angle);
Position GetRandomNearPosition(float radius);
void GetContactPoint(WorldObject const* obj, float &x, float &y, float &z, float distance2d = CONTACT_DISTANCE) const;
virtual float GetCombatReach() const { return 0.0f; } // overridden (only) in Unit
void UpdateGroundPositionZ(float x, float y, float &z) const;
void UpdateAllowedPositionZ(float x, float y, float &z) const;
void GetRandomPoint(Position const& srcPos, float distance, float& rand_x, float& rand_y, float& rand_z) const;
Position GetRandomPoint(Position const& srcPos, float distance) const;
uint32 GetInstanceId() const { return m_InstanceId; }
virtual void SetPhaseMask(uint32 newPhaseMask, bool update);
bool IsInPhase(WorldObject const* obj) const
{
return GetPhaseShift().CanSee(obj->GetPhaseShift());
}
PhaseShift& GetPhaseShift() { return _phaseShift; }
PhaseShift const& GetPhaseShift() const { return _phaseShift; }
PhaseShift& GetSuppressedPhaseShift() { return _suppressedPhaseShift; }
PhaseShift const& GetSuppressedPhaseShift() const { return _suppressedPhaseShift; }
uint32 GetPhaseMask() const { return m_phaseMask; }
int32 GetDBPhase() { return _dbPhase; }
// if negative it is used as PhaseGroupId
void SetDBPhase(int32 p) { _dbPhase = p; }
uint32 GetZoneId() const { return m_zoneId; }
uint32 GetAreaId() const { return m_areaId; }
void GetZoneAndAreaId(uint32& zoneid, uint32& areaid) const { zoneid = m_zoneId, areaid = m_areaId; }
bool IsOutdoors() const { return m_outdoors; }
InstanceScript* GetInstanceScript() const;
std::string const& GetName() const { return m_name; }
void SetName(std::string const& newname) { m_name = newname; }
virtual std::string const& GetNameForLocaleIdx(LocaleConstant /*locale_idx*/) const { return m_name; }
float GetDistance(WorldObject const* obj) const;
float GetDistance(Position const& pos) const;
float GetDistance(float x, float y, float z) const;
float GetDistance2d(WorldObject const* obj) const;
float GetDistance2d(float x, float y) const;
float GetDistanceZ(WorldObject const* obj) const;
bool IsSelfOrInSameMap(WorldObject const* obj) const;
bool IsInMap(WorldObject const* obj) const;
bool IsWithinDist3d(float x, float y, float z, float dist) const;
bool IsWithinDist3d(Position const* pos, float dist) const;
bool IsWithinDist2d(float x, float y, float dist) const;
bool IsWithinDist2d(Position const* pos, float dist) const;
// use only if you will sure about placing both object at same map
bool IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D = true) const;
bool IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D = true) const;
bool IsWithinLOS(float x, float y, float z, LineOfSightChecks checks = LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags ignoreFlags = VMAP::ModelIgnoreFlags::Nothing) const;
bool IsWithinLOSInMap(WorldObject const* obj, LineOfSightChecks checks = LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags ignoreFlags = VMAP::ModelIgnoreFlags::Nothing) const;
Position GetHitSpherePointFor(Position const& dest) const;
void GetHitSpherePointFor(Position const& dest, float& x, float& y, float& z) const;
bool GetDistanceOrder(WorldObject const* obj1, WorldObject const* obj2, bool is3D = true) const;
bool IsInRange(WorldObject const* obj, float minRange, float maxRange, bool is3D = true) const;
bool IsInRange2d(float x, float y, float minRange, float maxRange) const;
bool IsInRange3d(float x, float y, float z, float minRange, float maxRange) const;
bool isInFront(WorldObject const* target, float arc = float(M_PI)) const;
bool isInBack(WorldObject const* target, float arc = float(M_PI)) const;
bool IsInBetween(Position const& pos1, Position const& pos2, float size = 0) const;
bool IsInBetween(WorldObject const* obj1, WorldObject const* obj2, float size = 0) const { return obj1 && obj2 && IsInBetween(obj1->GetPosition(), obj2->GetPosition(), size); }
virtual void CleanupsBeforeDelete(bool finalCleanup = true); // used in destructor or explicitly before mass creature delete to remove cross-references to already deleted units
virtual void SendMessageToSet(WorldPacket* data, bool self);
virtual void SendMessageToSetInRange(WorldPacket* data, float dist, bool self);
virtual void SendMessageToSet(WorldPacket* data, Player const* skipped_rcvr);
virtual uint8 getLevelForTarget(WorldObject const* /*target*/) const { return 1; }
void PlayDistanceSound(uint32 sound_id, Player* target = nullptr);
void PlayDirectSound(uint32 sound_id, Player* target = nullptr);
void PlayDirectMusic(uint32 music_id, Player* target = nullptr);
virtual void SaveRespawnTime(uint32 /*forceDelay*/ = 0, bool /*saveToDB*/ = true) { }
void AddObjectToRemoveList();
float GetGridActivationRange() const;
float GetVisibilityRange() const;
float GetSightRange(WorldObject const* target = nullptr) const;
bool CanSeeOrDetect(WorldObject const* obj, bool ignoreStealth = false, bool distanceCheck = false, bool checkAlert = false) const;
FlaggedValuesArray32<int32, uint32, StealthType, TOTAL_STEALTH_TYPES> m_stealth;
FlaggedValuesArray32<int32, uint32, StealthType, TOTAL_STEALTH_TYPES> m_stealthDetect;
FlaggedValuesArray32<int32, uint32, InvisibilityType, TOTAL_INVISIBILITY_TYPES> m_invisibility;
FlaggedValuesArray32<int32, uint32, InvisibilityType, TOTAL_INVISIBILITY_TYPES> m_invisibilityDetect;
FlaggedValuesArray32<int32, uint32, ServerSideVisibilityType, TOTAL_SERVERSIDE_VISIBILITY_TYPES> m_serverSideVisibility;
FlaggedValuesArray32<int32, uint32, ServerSideVisibilityType, TOTAL_SERVERSIDE_VISIBILITY_TYPES> m_serverSideVisibilityDetect;
virtual void SetMap(Map* map);
virtual void ResetMap();
Map* GetMap() const { ASSERT(m_currMap); return m_currMap; }
Map* FindMap() const { return m_currMap; }
//used to check all object's GetMap() calls when object is not in world!
//this function should be removed in nearest time...
Map const* GetBaseMap() const;
void SetZoneScript();
void ClearZoneScript();
ZoneScript* GetZoneScript() const { return m_zoneScript; }
TempSummon* SummonCreature(uint32 entry, Position const& pos, TempSummonType despawnType = TEMPSUMMON_MANUAL_DESPAWN, uint32 despawnTime = 0, uint32 vehId = 0, bool visibleBySummonerOnly = false);
TempSummon* SummonCreature(uint32 entry, Position const& pos, TempSummonType despawnType, Milliseconds despawnTime, uint32 vehId = 0, bool visibleBySummonerOnly = false) { return SummonCreature(entry, pos, despawnType, uint32(despawnTime.count()), vehId, visibleBySummonerOnly); }
TempSummon* SummonCreature(uint32 entry, float x, float y, float z, float o = 0, TempSummonType despawnType = TEMPSUMMON_MANUAL_DESPAWN, uint32 despawnTime = 0, bool visibleBySummonerOnly = false);
GameObject* SummonGameObject(uint32 entry, Position const& pos, QuaternionData const& rot, uint32 respawnTime /* s */, GOSummonType summonType = GO_SUMMON_TIMED_OR_CORPSE_DESPAWN);
GameObject* SummonGameObject(uint32 entry, float x, float y, float z, float ang, QuaternionData const& rot, uint32 respawnTime /* s */);
Creature* SummonTrigger(float x, float y, float z, float ang, uint32 dur, CreatureAI* (*GetAI)(Creature*) = nullptr);
void SummonCreatureGroup(uint8 group, std::list<TempSummon*>* list = nullptr);
Creature* FindNearestCreature(uint32 entry, float range, bool alive = true) const;
GameObject* FindNearestGameObject(uint32 entry, float range) const;
GameObject* FindNearestGameObjectOfType(GameobjectTypes type, float range) const;
Player* SelectNearestPlayer(float distance) const;
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;
void 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; }
bool NotifyExecuted(uint16 f) const { return (m_executed_notifies & f) != 0; }
void SetNotified(uint16 f) { m_executed_notifies |= f;}
void ResetAllNotifies() { m_notifyflags = 0; m_executed_notifies = 0; }
bool isActiveObject() const { return m_isActive; }
void setActive(bool isActiveObject);
bool IsFarVisible() const { return m_isFarVisible; }
void SetFarVisible(bool on);
bool IsVisibilityOverriden() const { return m_visibilityDistanceOverride.is_initialized(); }
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; }
MapTransport* GetMapTransport() const;
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;
uint16 GetAIAnimKitId() const { return m_aiAnimKitId; }
void SetAIAnimKitId(uint16 animKitId);
uint16 GetMovementAnimKitId() const { return m_movementAnimKitId; }
void SetMovementAnimKitId(uint16 animKitId);
uint16 GetMeleeAnimKitId() const { return m_meleeAnimKitId; }
void SetMeleeAnimKitId(uint16 animKitId);
protected:
std::string m_name;
bool m_isActive;
bool m_isFarVisible;
Optional<float> m_visibilityDistanceOverride;
const bool 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;
//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_mapId; // object at map with map_id
uint32 m_InstanceId; // in map copy with instance id
uint32 m_phaseMask; // in area phase state
PhaseShift _phaseShift;
PhaseShift _suppressedPhaseShift; // contains phases for current area but not applied due to conditions
int32 _dbPhase;
uint16 m_notifyflags;
uint16 m_executed_notifies;
virtual bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D) 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;
uint16 m_aiAnimKitId;
uint16 m_movementAnimKitId;
uint16 m_meleeAnimKitId;
};
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