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DynamicObject Member List

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

_auraDynamicObjectprotected
_casterDynamicObjectprotected
_changesMaskObjectprotected
_ConcatFields(uint16 startIndex, uint16 size) const Objectprotected
_Create(ObjectGuid const &guid)Objectprotected
_durationDynamicObjectprotected
_dynamicChangesArrayMaskObjectprotected
_dynamicChangesMaskObjectprotected
_dynamicValuesObjectprotected
_dynamicValuesCountObjectprotected
_fieldNotifyFlagsObjectprotected
_InitValues()Objectprotected
_isViewpointDynamicObjectprotected
_LoadIntoDataField(std::string const &data, uint32 startOffset, uint32 count)Objectprotected
_removedAuraDynamicObjectprotected
AddDynamicValue(uint16 index, uint32 value)Object
AddGuidValue(uint16 index, ObjectGuid const &value)Object
AddObjectToRemoveList()WorldObject
AddToGrid(GridRefManager< DynamicObject > &m)GridObject< DynamicObject >inline
AddToNotify(uint16 f)WorldObjectinline
AddToObjectUpdate() overrideWorldObjectvirtual
AddToObjectUpdateIfNeeded()Objectprotected
AddToWorld() overrideDynamicObjectvirtual
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
ApplyModUInt16Value(uint16 index, uint8 offset, int16 val, bool apply)Object
ApplyModUInt32Value(uint16 index, int32 val, bool apply)Object
ApplyPercentModFloatValue(uint16 index, float val, bool apply)Object
BindToCaster()DynamicObject
BuildCreateUpdateBlockForPlayer(UpdateData *data, Player *target) const Objectvirtual
BuildDynamicValuesUpdate(uint8 updatetype, ByteBuffer *data, Player *target) const Objectprotectedvirtual
BuildFieldsUpdate(Player *, UpdateDataMapType &) const Object
BuildMovementUpdate(ByteBuffer *data, uint32 flags) const Objectprotected
BuildOutOfRangeUpdateBlock(UpdateData *data) const Object
BuildUpdate(UpdateDataMapType &) overrideWorldObjectvirtual
BuildValuesUpdate(uint8 updatetype, ByteBuffer *data, Player *target) const Objectprotectedvirtual
BuildValuesUpdateBlockForPlayer(UpdateData *data, Player *target) const Object
CanSeeOrDetect(WorldObject const *obj, bool ignoreStealth=false, bool distanceCheck=false, bool checkAlert=false) const WorldObject
CleanupsBeforeDelete(bool finalCleanup=true)WorldObjectvirtual
ClearDynamicValue(uint16 index)Object
ClearPhases(bool update=false)WorldObject
ClearUpdateMask(bool remove)Object
CopyPhaseFrom(WorldObject *obj, bool update=false)WorldObject
CreateDynamicObject(ObjectGuid::LowType guidlow, Unit *caster, SpellInfo const *spell, Position const &pos, float radius, DynamicObjectType type)DynamicObject
Delay(int32 delaytime)DynamicObject
DestroyForNearbyPlayers()WorldObject
DestroyForPlayer(Player *target) const Objectvirtual
DynamicObject(bool isWorldObject)DynamicObject
FindMap() const WorldObjectinline
FindNearestCreature(uint32 entry, float range, bool alive=true) const WorldObject
FindNearestGameObject(uint32 entry, float range) const WorldObject
FindNearestGameObjectOfType(GameobjectTypes type, float range) const WorldObject
ForceValuesUpdateAtIndex(uint32)Object
GetAIAnimKitId() const WorldObjectinlinevirtual
GetAngle(Position const *pos) const Position
GetAngle(float x, float y) const Position
GetAreaId() const WorldObject
GetBaseMap() const WorldObject
GetByteValue(uint16 index, uint8 offset) const Object
GetCaster() const DynamicObjectinline
GetCasterGUID() const DynamicObjectinline
GetClosePoint(float &x, float &y, float &z, float size, float distance2d=0, float angle=0) const WorldObject
GetContactPoint(WorldObject const *obj, float &x, float &y, float &z, float distance2d=CONTACT_DISTANCE) const WorldObject
GetCreatureListWithEntryInGrid(std::list< Creature * > &lList, uint32 uiEntry, float fMaxSearchRange) const WorldObject
GetDBPhase() const WorldObjectinline
GetDistance(WorldObject const *obj) const WorldObject
GetDistance(Position const &pos) const WorldObject
GetDistance(float x, float y, float z) const WorldObject
GetDistance2d(WorldObject const *obj) const WorldObject
GetDistance2d(float x, float y) const WorldObject
GetDistanceOrder(WorldObject const *obj1, WorldObject const *obj2, bool is3D=true) const WorldObject
GetDistanceZ(WorldObject const *obj) const WorldObject
GetDuration() const DynamicObject
GetDynamicUpdateFieldData(Player const *target, uint32 *&flags) const Objectprotected
GetDynamicValues(uint16 index) const Object
GetEntry() const Objectinline
GetExactDist(float x, float y, float z) const Positioninline
GetExactDist(Position const *pos) const Positioninline
GetExactDist2d(const float x, const float y) const Positioninline
GetExactDist2d(Position const *pos) const Positioninline
GetExactDist2dSq(float x, float y) const Positioninline
GetExactDist2dSq(Position const *pos) const Positioninline
GetExactDistSq(float x, float y, float z) const Positioninline
GetExactDistSq(Position const *pos) const Positioninline
GetFirstCollisionPosition(float dist, float angle)WorldObject
GetFloatValue(uint16 index) const Object
GetGameObjectListWithEntryInGrid(std::list< GameObject * > &lList, uint32 uiEntry, float fMaxSearchRange) const WorldObject
GetGridActivationRange() const WorldObject
GetGUID() const Objectinline
GetGuidValue(uint16 index) const Object
GetInstanceId() const WorldObjectinline
GetInstanceScript()WorldObject
GetInt32Value(uint16 index) const Object
getLevelForTarget(WorldObject const *) const WorldObjectinlinevirtual
GetMap() const WorldObjectinline
GetMapId() const WorldLocationinline
GetMeleeAnimKitId() const WorldObjectinlinevirtual
GetMovementAnimKitId() const WorldObjectinlinevirtual
GetName() const WorldObjectinline
GetNameForLocaleIdx(LocaleConstant) const WorldObjectinlinevirtual
GetNearPoint(WorldObject const *searcher, float &x, float &y, float &z, float searcher_size, float distance2d, float absAngle) const WorldObject
GetNearPoint2D(float &x, float &y, float distance, float absAngle) const WorldObject
GetNearPosition(float dist, float angle)WorldObject
GetNotifyFlags() const WorldObjectinline
GetObjectScale() const Objectinline
GetObjectSize() const WorldObject
GetOrientation() const Positioninline
GetPackGUID() const Objectinline
GetPhaseMask() const WorldObjectinline
GetPhases() const WorldObjectinline
GetPlayerListInGrid(std::list< Player * > &lList, float fMaxSearchRange) const WorldObject
GetPosition(float &x, float &y) const Positioninline
GetPosition(float &x, float &y, float &z) const Positioninline
GetPosition(float &x, float &y, float &z, float &o) const Positioninline
GetPosition() const Positioninline
GetPositionOffsetTo(Position const &endPos, Position &retOffset) const Position
GetPositionWithOffset(Position const &offset) const Position
GetPositionX() const Positioninline
GetPositionY() const Positioninline
GetPositionZ() const Positioninline
GetRadius() const DynamicObjectinline
GetRandomNearPosition(float radius)WorldObject
GetRandomPoint(Position const &srcPos, float distance, float &rand_x, float &rand_y, float &rand_z) const WorldObject
GetRandomPoint(Position const &srcPos, float distance) const WorldObject
GetRelativeAngle(Position const *pos) const Positioninline
GetRelativeAngle(float x, float y) const Positioninline
GetSightRange(WorldObject const *target=NULL) const WorldObject
GetSinCos(float x, float y, float &vsin, float &vcos) const Position
GetSpellId() const DynamicObjectinline
GetStationaryO() const WorldObjectinlinevirtual
GetStationaryX() const WorldObjectinlinevirtual
GetStationaryY() const WorldObjectinlinevirtual
GetStationaryZ() const WorldObjectinlinevirtual
GetTerrainSwaps() const WorldObjectinline
GetTransGUID() const WorldObjectvirtual
GetTransOffsetO() const WorldObjectinline
GetTransOffsetX() const WorldObjectinline
GetTransOffsetY() const WorldObjectinline
GetTransOffsetZ() const WorldObjectinline
GetTransport() const WorldObjectinline
GetTransSeat() const WorldObjectinline
GetTransTime() const WorldObjectinline
GetTypeId() const Objectinline
GetUInt16Value(uint16 index, uint8 offset) const Object
GetUInt32Value(uint16 index) const Object
GetUInt64Value(uint16 index) const Object
GetUpdateFieldData(Player const *target, uint32 *&flags) const Objectprotected
GetValuesCount() const Objectinline
GetVisibilityRange() const WorldObject
GetWorldLocation() const WorldLocationinline
GetWorldMapAreaSwaps() const WorldObjectinline
GetZoneAndAreaId(uint32 &zoneid, uint32 &areaid) const WorldObject
GetZoneId() const WorldObject
GetZoneScript() const WorldObjectinline
HasByteFlag(uint16 index, uint8 offset, uint8 flag) const Object
HasFlag(uint16 index, uint32 flag) const Object
HasFlag64(uint16 index, uint64 flag) const Object
HasInArc(float arcangle, Position const *pos, float border=2.0f) const Position
HasInLine(Position const *pos, float width) const Position
HasInPhaseList(uint32 phase)WorldObject
hasInvolvedQuest(uint32) const Objectinlinevirtual
hasQuest(uint32) const Objectinlinevirtual
isActiveObject() const WorldObjectinline
IsAlwaysDetectableFor(WorldObject const *) const WorldObjectinlineprotectedvirtual
IsAlwaysVisibleFor(WorldObject const *) const WorldObjectinlineprotectedvirtual
isInBack(WorldObject const *target, float arc=float(M_PI)) const WorldObject
IsInBetween(WorldObject const *obj1, WorldObject const *obj2, float size=0) const WorldObject
IsInDist(float x, float y, float z, float dist) const Positioninline
IsInDist(Position const *pos, float dist) const Positioninline
IsInDist2d(float x, float y, float dist) const Positioninline
IsInDist2d(Position const *pos, float dist) const Positioninline
isInFront(WorldObject const *target, float arc=float(M_PI)) const WorldObject
IsInGrid() constGridObject< DynamicObject >inline
IsInMap(WorldObject const *obj) const WorldObject
IsInPhase(uint32 phase) const WorldObjectinline
IsInPhase(WorldObject const *obj) const WorldObject
IsInRange(WorldObject const *obj, float minRange, float maxRange, bool is3D=true) const WorldObject
IsInRange2d(float x, float y, float minRange, float maxRange) const WorldObject
IsInRange3d(float x, float y, float z, float minRange, float maxRange) const WorldObject
IsInTerrainSwap(uint32 terrainSwap) const WorldObjectinline
IsInvisibleDueToDespawn() const WorldObjectinlineprotectedvirtual
IsInWorld() const Objectinline
isNeedNotify(uint16 f) const WorldObjectinline
IsNeverVisible() const WorldObjectinlineprotectedvirtual
IsPermanentWorldObject() const WorldObjectinline
IsPositionValid() const Position
IsSelfOrInSameMap(WorldObject const *obj) const WorldObject
isType(uint16 mask) const Objectinline
IsWithinBox(const Position &center, float xradius, float yradius, float zradius) const Position
IsWithinDist(WorldObject const *obj, float dist2compare, bool is3D=true) const WorldObject
IsWithinDist2d(float x, float y, float dist) const WorldObject
IsWithinDist2d(Position const *pos, float dist) const WorldObject
IsWithinDist3d(float x, float y, float z, float dist) const WorldObject
IsWithinDist3d(Position const *pos, float dist) const WorldObject
IsWithinDistInMap(WorldObject const *obj, float dist2compare, bool is3D=true) const WorldObject
IsWithinLOS(float x, float y, float z) const WorldObject
IsWithinLOSInMap(WorldObject const *obj) const WorldObject
IsWorldObject() const WorldObject
LastUsedScriptIDWorldObject
m_floatValuesObject
m_int32ValuesObject
m_invisibilityWorldObject
m_invisibilityDetectWorldObject
m_isActiveWorldObjectprotected
m_isWorldObjectWorldObjectprotected
m_mapIdWorldLocation
m_movementInfoWorldObject
m_nameWorldObjectprotected
m_objectTypeObjectprotected
m_objectTypeIdObjectprotected
m_objectUpdatedObjectprotected
m_positionXPosition
m_positionYPosition
m_positionZPosition
m_serverSideVisibilityWorldObject
m_serverSideVisibilityDetectWorldObject
m_stealthWorldObject
m_stealthDetectWorldObject
m_transportWorldObjectprotected
m_uint32ValuesObject
m_updateFlagObjectprotected
m_valuesCountObjectprotected
m_zoneScriptWorldObjectprotected
MapObject()MapObjectinlineprotected
MovePosition(Position &pos, float dist, float angle)WorldObject
MovePositionToFirstCollision(Position &pos, float dist, float angle)WorldObject
NormalizeOrientation(float o)Positioninlinestatic
NotifyExecuted(uint16 f) const WorldObjectinline
Object()Objectprotected
operator!=(Position const &a)Positioninline
operator==(Position const &a)Position
PlayDirectSound(uint32 sound_id, Player *target=NULL)WorldObject
PlayDistanceSound(uint32 sound_id, Player *target=NULL)WorldObject
Position(float x=0, float y=0, float z=0, float o=0)Positioninline
Position(Position const &loc)Positioninline
PositionXYStream()Positioninline
PositionXYZOStream()Positioninline
PositionXYZStream()Positioninline
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
Relocate(G3D::Vector3 const &pos)Positioninline
RelocateOffset(Position const &offset)Position
Remove()DynamicObject
RemoveAura()DynamicObject
RemoveByteFlag(uint16 index, uint8 offset, uint8 newFlag)Object
RemoveCasterViewpoint()DynamicObject
RemoveDynamicValue(uint16 index, uint32 value)Object
RemoveFieldNotifyFlag(uint16 flag)Objectinline
RemoveFlag(uint16 index, uint32 oldFlag)Object
RemoveFlag64(uint16 index, uint64 oldFlag)Object
RemoveFromGrid()GridObject< DynamicObject >inline
RemoveFromObjectUpdate() overrideWorldObjectvirtual
RemoveFromWorld() overrideDynamicObjectvirtual
RemoveGuidValue(uint16 index, ObjectGuid const &value)Object
ResetAllNotifies()WorldObjectinline
ResetMap()WorldObjectvirtual
SaveRespawnTime()WorldObjectinlinevirtual
SendMessageToSet(WorldPacket const *data, bool self)WorldObjectvirtual
SendMessageToSet(WorldPacket const *data, Player const *skipped_rcvr)WorldObjectvirtual
SendMessageToSetInRange(WorldPacket const *data, float dist, bool self)WorldObjectvirtual
SendObjectDeSpawnAnim(ObjectGuid guid)WorldObject
SendUpdateToPlayer(Player *player)Object
setActive(bool isActiveObject)WorldObject
SetAura(Aura *aura)DynamicObject
SetByteFlag(uint16 index, uint8 offset, uint8 newFlag)Object
SetByteValue(uint16 index, uint8 offset, uint8 value)Object
SetCasterViewpoint()DynamicObject
SetDBPhase(int32 p)WorldObjectinline
SetDuration(int32 newDuration)DynamicObject
SetDynamicValue(uint16 index, uint8 offset, 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
SetGuidValue(uint16 index, ObjectGuid const &value)Object
SetInPhase(uint32 id, bool update, bool apply)WorldObjectvirtual
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
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=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0) const WorldObject
SummonCreature(uint32 id, float x, float y, float z, float ang=0, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0) const WorldObject
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() const Objectinline
ToCorpse()Objectinline
ToCorpse() const Objectinline
ToCreature()Objectinline
ToCreature() const Objectinline
ToDynObject()Objectinline
ToDynObject() const Objectinline
ToGameObject()Objectinline
ToGameObject() const Objectinline
ToggleByteFlag(uint16 index, uint8 offset, uint8 flag)Object
ToggleFlag(uint16 index, uint32 flag)Object
ToggleFlag64(uint16 index, uint64 flag)Object
ToPlayer()Objectinline
ToPlayer() const Objectinline
ToString() const Position
ToUnit()Objectinline
ToUnit() const Objectinline
UnbindFromCaster()DynamicObject
Update(uint32 p_time) overrideDynamicObjectvirtual
UpdateAllowedPositionZ(float x, float y, float &z) const WorldObject
UpdateAreaPhase()WorldObject
UpdateGroundPositionZ(float x, float y, float &z) const WorldObject
UpdateObjectVisibility(bool forced=true)WorldObjectvirtual
UpdateUInt32Value(uint16 index, uint32 value)Object
VisitNearbyGridObject(float const &radius, NOTIFIER &notifier) const WorldObjectinline
VisitNearbyObject(float const &radius, NOTIFIER &notifier) const WorldObjectinline
VisitNearbyWorldObject(float const &radius, NOTIFIER &notifier) const WorldObjectinline
WorldLocation(uint32 mapId=MAPID_INVALID, float x=0.f, float y=0.f, float z=0.f, float o=0.f)WorldLocationinlineexplicit
WorldLocation(WorldLocation const &loc)WorldLocationinline
WorldObject(bool isWorldObject)WorldObjectexplicitprotected
WorldRelocate(WorldLocation const &loc)WorldLocationinline
WorldRelocate(uint32 mapId=MAPID_INVALID, float x=0.f, float y=0.f, float z=0.f, float o=0.f)WorldLocationinline
~DynamicObject()DynamicObject
~GridObject()GridObject< DynamicObject >inlinevirtual
~Object()Objectvirtual
~WorldObject()WorldObjectvirtual