Project SkyFire Core
SkyFire 5.4.8 server core API documentation
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WorldObject Member List

This is the complete list of members for WorldObject, including all inherited members.

_changesMaskObjectprotected
_ConcatFields(uint16 startIndex, uint16 size) constObjectprotected
_Create(uint32 guidlow, HighGuid guidhigh, uint32 phaseMask)WorldObject
Object::_Create(uint32 guidlow, uint32 entry, HighGuid guidhigh)Objectprotected
_InitValues()Objectprotected
_IsWithinDist(WorldObject const *obj, float dist2compare, bool is3D) constWorldObjectprivatevirtual
_LoadIntoDataField(std::string const &data, uint32 startOffset, uint32 count)Objectprotected
_phasesWorldObjectprivate
_terrainSwapsWorldObjectprivate
_worldMapSwapsWorldObjectprivate
AddObjectToRemoveList()WorldObject
AddToNotify(uint16 f)WorldObjectinline
AddToWorld()Objectvirtual
AddUInt64Value(uint16 index, uint64 value)Object
ApplyModFlag(uint16 index, uint32 flag, bool apply)Object
ApplyModFlag64(uint16 index, uint64 flag, bool apply)Object
ApplyModInt32Value(uint16 index, int32 val, bool apply)Object
ApplyModPositiveFloatValue(uint16 index, float val, bool apply)Object
ApplyModSignedFloatValue(uint16 index, float val, bool apply)Object
ApplyModUInt32Value(uint16 index, int32 val, bool apply)Object
ApplyPercentModFloatValue(uint16 index, float val, bool apply)Object
BuildCreateUpdateBlockForPlayer(UpdateData *data, Player *target) constObjectvirtual
BuildDynamicValuesUpdate(uint8 updateType, ByteBuffer *data, Player *target) constObjectprotected
BuildFieldsUpdate(Player *, UpdateDataMapType &) constObject
BuildMovementUpdate(ByteBuffer *data, uint16 flags) constObjectprotected
BuildOutOfRangeUpdateBlock(UpdateData *data) constObject
BuildUpdate(UpdateDataMapType &)WorldObjectvirtual
BuildValuesUpdate(uint8 updatetype, ByteBuffer *data, Player *target) constObjectprotectedvirtual
BuildValuesUpdateBlockForPlayer(UpdateData *data, Player *target) constObject
CanAlwaysSee(WorldObject const *) constWorldObjectinlineprivatevirtual
CanDetect(WorldObject const *obj, bool ignoreStealth) constWorldObjectprivate
CanDetectInvisibilityOf(WorldObject const *obj) constWorldObjectprivate
CanDetectStealthOf(WorldObject const *obj) constWorldObjectprivate
CanNeverSee(WorldObject const *obj) constWorldObjectprivate
CanSeeOrDetect(WorldObject const *obj, bool ignoreStealth=false, bool distanceCheck=false) constWorldObject
CleanupsBeforeDelete(bool finalCleanup=true)WorldObjectvirtual
ClearPhases(bool update=false)WorldObject
ClearUpdateMask(bool remove)Object
DestroyForNearbyPlayers()WorldObject
DestroyForPlayer(Player *target, bool onDeath=false) constObjectvirtual
FindMap() constWorldObjectinline
FindNearestCreature(uint32 entry, float range, bool alive=true) constWorldObject
FindNearestGameObject(uint32 entry, float range) constWorldObject
FindNearestGameObjectOfType(GameobjectTypes type, float range) constWorldObject
ForceValuesUpdateAtIndex(uint32)Object
GetAngle(Position const *pos) constPosition
GetAngle(float x, float y) constPosition
GetAreaId() constWorldObject
GetBaseMap() constWorldObject
GetByteValue(uint16 index, uint8 offset) constObject
GetClosePoint(float &x, float &y, float &z, float size, float distance2d=0, float angle=0) constWorldObject
GetContactPoint(WorldObject const *obj, float &x, float &y, float &z, float distance2d=CONTACT_DISTANCE) constWorldObject
GetCreatureListWithEntryInGrid(std::list< Creature * > &lList, uint32 uiEntry, float fMaxSearchRange) constWorldObject
GetDistance(WorldObject const *obj) constWorldObject
GetDistance(Position const &pos) constWorldObject
GetDistance(float x, float y, float z) constWorldObject
GetDistance2d(WorldObject const *obj) constWorldObject
GetDistance2d(float x, float y) constWorldObject
GetDistanceOrder(WorldObject const *obj1, WorldObject const *obj2, bool is3D=true) constWorldObject
GetDistanceZ(WorldObject const *obj) constWorldObject
GetDynamicUInt32Value(uint32 tab, uint16 index) constObject
GetEntry() constObjectinline
GetExactDist(float x, float y, float z) constPositioninline
GetExactDist(Position const *pos) constPositioninline
GetExactDist2d(const float x, const float y) constPositioninline
GetExactDist2d(Position const *pos) constPositioninline
GetExactDist2dSq(float x, float y) constPositioninline
GetExactDist2dSq(Position const *pos) constPositioninline
GetExactDistSq(float x, float y, float z) constPositioninline
GetExactDistSq(Position const *pos) constPositioninline
GetFirstCollisionPosition(Position &pos, float dist, float angle)WorldObject
GetFloatValue(uint16 index) constObject
GetGameObjectListWithEntryInGrid(std::list< GameObject * > &lList, uint32 uiEntry, float fMaxSearchRange) constWorldObject
GetGridActivationRange() constWorldObject
GetGUID() constObjectinline
GetGUIDHigh() constObjectinline
GetGUIDLow() constObjectinline
GetGUIDMid() constObjectinline
GetInstanceId() constWorldObjectinline
GetInstanceScript()WorldObject
GetInt32Value(uint16 index) constObject
getLevelForTarget(WorldObject const *) constWorldObjectinlinevirtual
GetMap() constWorldObjectinline
GetMapId() constWorldLocationinline
GetName() constWorldObjectinline
GetNameForLocaleIdx(LocaleConstant) constWorldObjectinlinevirtual
GetNearPoint(WorldObject const *searcher, float &x, float &y, float &z, float searcher_size, float distance2d, float absAngle) constWorldObject
GetNearPoint2D(float &x, float &y, float distance, float absAngle) constWorldObject
GetNearPosition(Position &pos, float dist, float angle)WorldObject
GetNotifyFlags() constWorldObjectinline
GetObjectGUID() constObjectinline
GetObjectScale() constObjectinline
GetObjectSize() constWorldObject
GetOrientation() constPositioninline
GetPackGUID() constObjectinline
GetPhaseMask() constWorldObjectinline
GetPhases() constWorldObjectinline
GetPlayerListInGrid(std::list< Player * > &lList, float fMaxSearchRange) constWorldObject
GetPosition(float &x, float &y) constPositioninline
GetPosition(float &x, float &y, float &z) constPositioninline
GetPosition(float &x, float &y, float &z, float &o) constPositioninline
GetPosition(Position *pos) constPositioninline
GetPositionOffsetTo(Position const &endPos, Position &retOffset) constPosition
GetPositionX() constPositioninline
GetPositionY() constPositioninline
GetPositionZ() constPositioninline
GetRandomNearPosition(Position &pos, float radius)WorldObject
GetRandomPoint(Position const &srcPos, float distance, float &rand_x, float &rand_y, float &rand_z) constWorldObject
GetRandomPoint(Position const &srcPos, float distance, Position &pos) constWorldObject
GetRelativeAngle(Position const *pos) constPositioninline
GetRelativeAngle(float x, float y) constPositioninline
GetSightRange(WorldObject const *target=NULL) constWorldObject
GetSinCos(float x, float y, float &vsin, float &vcos) constPosition
GetStationaryO() constWorldObjectinlinevirtual
GetStationaryX() constWorldObjectinlinevirtual
GetStationaryY() constWorldObjectinlinevirtual
GetStationaryZ() constWorldObjectinlinevirtual
GetTerrainSwaps() constWorldObjectinline
GetTransGUID() constWorldObjectvirtual
GetTransOffsetO() constWorldObjectinline
GetTransOffsetX() constWorldObjectinline
GetTransOffsetY() constWorldObjectinline
GetTransOffsetZ() constWorldObjectinline
GetTransport() constWorldObjectinline
GetTransSeat() constWorldObjectinline
GetTransTime() constWorldObjectinline
GetTypeId() constObjectinline
GetUInt16Value(uint16 index, uint8 offset) constObject
GetUInt32Value(uint16 index) constObject
GetUInt64Value(uint16 index) constObject
GetUpdateFieldData(Player const *target, uint32 *&flags) constObjectprotected
GetValuesCount() constObjectinline
GetVisibilityRange() constWorldObject
GetWorldMapSwaps() constWorldObjectinline
GetZoneAndAreaId(uint32 &zoneid, uint32 &areaid) constWorldObject
GetZoneId() constWorldObject
GetZoneScript() constWorldObjectinline
HasByteFlag(uint16 index, uint8 offset, uint8 flag) constObject
HasFlag(uint16 index, uint32 flag) constObject
HasFlag64(uint16 index, uint64 flag) constObject
HasInArc(float arcangle, Position const *pos, float border=2.0f) constPosition
HasInLine(WorldObject const *target, float width) constPosition
hasInvolvedQuest(uint32) constObjectinlinevirtual
HasPhaseList(uint32 phase)WorldObject
hasQuest(uint32) constObjectinlinevirtual
InSamePhase(WorldObject const *obj) constWorldObject
InSamePhase(uint32 phasemask) constWorldObjectinline
isActiveObject() constWorldObjectinline
IsAlwaysDetectableFor(WorldObject const *) constWorldObjectinlineprotectedvirtual
IsAlwaysVisibleFor(WorldObject const *) constWorldObjectinlineprotectedvirtual
isInBack(WorldObject const *target, float arc=M_PI) constWorldObject
IsInBetween(WorldObject const *obj1, WorldObject const *obj2, float size=0) constWorldObject
IsInDist(float x, float y, float z, float dist) constPositioninline
IsInDist(Position const *pos, float dist) constPositioninline
IsInDist2d(float x, float y, float dist) constPositioninline
IsInDist2d(Position const *pos, float dist) constPositioninline
isInFront(WorldObject const *target, float arc=M_PI) constWorldObject
IsInMap(WorldObject const *obj) constWorldObject
IsInRange(WorldObject const *obj, float minRange, float maxRange, bool is3D=true) constWorldObject
IsInRange2d(float x, float y, float minRange, float maxRange) constWorldObject
IsInRange3d(float x, float y, float z, float minRange, float maxRange) constWorldObject
IsInvisibleDueToDespawn() constWorldObjectinlineprotectedvirtual
IsInWorld() constObjectinline
isNeedNotify(uint16 f) constWorldObjectinline
IsNeverVisible() constWorldObjectinlineprotectedvirtual
IsPermanentWorldObject() constWorldObjectinline
IsPhased(WorldObject const *obj) constWorldObject
IsPhased(uint32 phase) constWorldObjectinline
IsPositionValid() constPosition
IsSelfOrInSameMap(WorldObject const *obj) constWorldObject
IsTerrainSwaped(uint32 terrainSwap) constWorldObjectinline
isType(uint16 mask) constObjectinline
IsWithinDist(WorldObject const *obj, float dist2compare, bool is3D=true) constWorldObject
IsWithinDist2d(float x, float y, float dist) constWorldObject
IsWithinDist2d(Position const *pos, float dist) constWorldObject
IsWithinDist3d(float x, float y, float z, float dist) constWorldObject
IsWithinDist3d(Position const *pos, float dist) constWorldObject
IsWithinDistInMap(WorldObject const *obj, float dist2compare, bool is3D=true) constWorldObject
IsWithinLOS(float x, float y, float z) constWorldObject
IsWithinLOSInMap(WorldObject const *obj) constWorldObject
IsWorldObject() constWorldObject
LastUsedScriptIDWorldObject
m_currMapWorldObjectprivate
m_dynamicChangeObjectprotected
m_dynamicTabObjectprotected
m_executed_notifiesWorldObjectprivate
m_fieldNotifyFlagsObjectprotected
m_floatValuesObject
m_InstanceIdWorldObjectprivate
m_int32ValuesObject
m_invisibilityWorldObject
m_invisibilityDetectWorldObject
m_inWorldObjectprivate
m_isActiveWorldObjectprotected
m_isWorldObjectWorldObjectprotected
m_mapIdWorldLocation
m_movementInfoWorldObject
m_nameWorldObjectprotected
m_notifyflagsWorldObjectprivate
m_objectTypeObjectprotected
m_objectTypeIdObjectprotected
m_objectUpdatedObjectprotected
m_orientationPosition
m_PackGUIDObjectprivate
m_phaseMaskWorldObjectprivate
m_positionXPosition
m_positionYPosition
m_positionZPosition
m_serverSideVisibilityWorldObject
m_serverSideVisibilityDetectWorldObject
m_stealthWorldObject
m_stealthDetectWorldObject
m_transportWorldObjectprotected
m_uint32ValuesObject
m_updateFlagObjectprotected
m_valuesCountObjectprotected
m_zoneScriptWorldObjectprotected
MonsterSay(const char *text, Language language, WorldObject const *target)WorldObject
MonsterSay(int32 textId, Language language, WorldObject const *target)WorldObject
MonsterTextEmote(const char *text, WorldObject const *target, bool IsBossEmote=false)WorldObject
MonsterTextEmote(int32 textId, WorldObject const *target, bool IsBossEmote=false)WorldObject
MonsterWhisper(const char *text, Player const *target, bool IsBossWhisper=false)WorldObject
MonsterWhisper(int32 textId, Player const *target, bool IsBossWhisper=false)WorldObject
MonsterYell(const char *text, Language language, WorldObject const *target)WorldObject
MonsterYell(int32 textId, Language language, WorldObject const *target)WorldObject
MovePosition(Position &pos, float dist, float angle)WorldObject
MovePositionToFirstCollision(Position &pos, float dist, float angle)WorldObject
NormalizeOrientation(float o)Positioninlinestatic
NotifyExecuted(uint16 f) constWorldObjectinline
Object()Objectprotected
Object(Object const &right)=deleteObjectprivate
operator!=(Position const &a)Positioninline
operator=(Object const &right)=deleteObjectprivate
operator==(Position const &a)Position
PlayDirectSound(uint32 sound_id, Player *target=NULL)WorldObject
PlayDistanceSound(uint32 sound_id, Player *target)WorldObject
PositionXYZOStream()Positioninline
PositionXYZStream()Positioninline
PrintIndexError(uint32 index, bool set) constObjectprivate
RebuildTerrainSwaps()WorldObject
RebuildWorldMapAreaSwaps()WorldObject
Relocate(float x, float y)Positioninline
Relocate(float x, float y, float z)Positioninline
Relocate(float x, float y, float z, float orientation)Positioninline
Relocate(Position const &pos)Positioninline
Relocate(Position const *pos)Positioninline
RelocateOffset(Position const &offset)Position
RemoveByteFlag(uint16 index, uint8 offset, uint8 newFlag)Object
RemoveFieldNotifyFlag(uint16 flag)Objectinline
RemoveFlag(uint16 index, uint32 oldFlag)Object
RemoveFlag64(uint16 index, uint64 oldFlag)Object
RemoveFromWorld()WorldObjectvirtual
RemoveUInt64Value(uint16 index, uint64 value)Object
ResetAllNotifies()WorldObjectinline
ResetMap()WorldObjectvirtual
SaveRespawnTime()WorldObjectinlinevirtual
SendDestroyObject(Player *target, ObjectGuid Guid, bool onDeath=false) constObject
SendMessageToSet(WorldPacket *data, bool self)WorldObjectvirtual
SendMessageToSet(WorldPacket *data, Player const *skipped_rcvr)WorldObjectvirtual
SendMessageToSetInRange(WorldPacket *data, float dist, bool self)WorldObjectvirtual
SendObjectDeSpawnAnim(uint64 guid)WorldObject
SendPlaySound(uint32 Sound, bool OnlySelf)WorldObject
SendUpdateToPlayer(Player *player)Object
setActive(bool isActiveObject)WorldObject
SetByteFlag(uint16 index, uint8 offset, uint8 newFlag)Object
SetByteValue(uint16 index, uint8 offset, uint8 value)Object
SetDynamicUInt32Value(uint32 tab, uint16 index, uint32 value)Object
SetEntry(uint32 entry)Objectinline
SetFieldNotifyFlag(uint16 flag)Objectinline
SetFlag(uint16 index, uint32 newFlag)Object
SetFlag64(uint16 index, uint64 newFlag)Object
SetFloatValue(uint16 index, float value)Object
SetInt16Value(uint16 index, uint8 offset, int16 value)Objectinline
SetInt32Value(uint16 index, int32 value)Object
SetLocationInstanceId(uint32 _instanceId)WorldObjectinlineprotected
SetLocationMapId(uint32 _mapId)WorldObjectinlineprotected
SetMap(Map *map)WorldObjectvirtual
SetName(std::string const &newname)WorldObjectinline
SetNotified(uint16 f)WorldObjectinline
SetObjectScale(float scale)Objectinlinevirtual
SetOrientation(float orientation)Positioninline
SetPhased(uint32 id, bool update, bool apply)WorldObjectvirtual
SetPhaseMask(uint32 newPhaseMask, bool update)WorldObjectvirtual
SetStatFloatValue(uint16 index, float value)Object
SetStatInt32Value(uint16 index, int32 value)Object
SetTransport(Transport *t)WorldObjectinline
SetUInt16Value(uint16 index, uint8 offset, uint16 value)Object
SetUInt32Value(uint16 index, uint32 value)Object
SetUInt64Value(uint16 index, uint64 value)Object
SetWorldObject(bool apply)WorldObject
SetZoneScript()WorldObject
SummonCreature(uint32 id, Position const &pos, TempSummonType spwtype=TempSummonType::TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0) constWorldObject
SummonCreature(uint32 id, float x, float y, float z, float ang=0, TempSummonType spwtype=TempSummonType::TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0) constWorldObject
SummonCreatureGroup(uint8 group, std::list< TempSummon * > *list=NULL)WorldObject
SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime)WorldObject
SummonTrigger(float x, float y, float z, float ang, uint32 dur, CreatureAI *(*GetAI)(Creature *)=NULL)WorldObject
ToAreaTrigger()Objectinline
ToAreaTrigger() constObjectinline
ToCorpse()Objectinline
ToCorpse() constObjectinline
ToCreature()Objectinline
ToCreature() constObjectinline
ToDynObject()Objectinline
ToDynObject() constObjectinline
ToGameObject()Objectinline
ToGameObject() constObjectinline
ToggleByteFlag(uint16 index, uint8 offset, uint8 flag)Object
ToggleFlag(uint16 index, uint32 flag)Object
ToggleFlag64(uint16 index, uint64 flag)Object
ToPlayer()Objectinline
ToPlayer() constObjectinline
ToString() constPosition
ToUnit()Objectinline
ToUnit() constObjectinline
Update(uint32)WorldObjectinlinevirtual
UpdateAllowedPositionZ(float x, float y, float &z) constWorldObject
UpdateAreaPhase()WorldObject
UpdateGroundPositionZ(float x, float y, float &z) constWorldObject
UpdateObjectVisibility(bool forced=true)WorldObjectvirtual
UpdateUInt32Value(uint16 index, uint32 value)Object
VisitNearbyGridObject(float const &radius, NOTIFIER &notifier) constWorldObjectinline
VisitNearbyObject(float const &radius, NOTIFIER &notifier) constWorldObjectinline
VisitNearbyWorldObject(float const &radius, NOTIFIER &notifier) constWorldObjectinline
WorldLocation(uint32 _mapid=MAPID_INVALID, float _x=0, float _y=0, float _z=0, float _o=0)WorldLocationinlineexplicit
WorldLocation(const WorldLocation &loc)WorldLocationinline
WorldObject(bool isWorldObject)WorldObjectexplicitprotected
WorldRelocate(const WorldLocation &loc)WorldLocationinline
~Object()Objectvirtual
~WorldObject()WorldObjectvirtual