Movement packets fix.

This commit is contained in:
tomrus88 2010-02-01 00:36:59 +03:00
parent ad7729479c
commit 41d8f1a5d4
6 changed files with 277 additions and 241 deletions

View file

@ -244,42 +244,42 @@ void Object::DestroyForPlayer( Player *target, bool anim ) const
target->GetSession()->SendPacket( &data );
}
void Object::BuildMovementUpdate(ByteBuffer * data, uint16 flags, uint32 flags2) const
void Object::BuildMovementUpdate(ByteBuffer * data, uint16 updateFlags, uint32 moveFlags) const
{
uint16 unk_flags = ((GetTypeId() == TYPEID_PLAYER) ? ((Player*)this)->m_movementInfo.unk1 : 0);
uint16 moveFlags2 = ((GetTypeId() == TYPEID_PLAYER) ? ((Player*)this)->m_movementInfo.moveFlags2 : MOVEFLAG2_NONE);
if(GetTypeId() == TYPEID_UNIT)
if(((Creature*)this)->isVehicle())
unk_flags |= 0x20; // always allow pitch
moveFlags2 |= MOVEFLAG2_ALLOW_PITCHING; // always allow pitch
*data << (uint16)flags; // update flags
*data << uint16(updateFlags); // update flags
// 0x20
if (flags & UPDATEFLAG_LIVING)
if (updateFlags & UPDATEFLAG_LIVING)
{
switch(GetTypeId())
{
case TYPEID_UNIT:
{
flags2 = MOVEMENTFLAG_NONE;
moveFlags = MOVEMENTFLAG_NONE;
// disabled, makes them run-in-same-place before movement generator updated once.
/*if (((Creature*)this)->hasUnitState(UNIT_STAT_MOVING))
flags2 |= MOVEMENTFLAG_FORWARD;*/ // not set if not really moving
moveFlags |= MOVEMENTFLAG_FORWARD;*/ // not set if not really moving
if (((Creature*)this)->canFly())
{
flags2 |= MOVEMENTFLAG_LEVITATING; // (ok) most seem to have this
moveFlags |= MOVEMENTFLAG_LEVITATING; // (ok) most seem to have this
if (!((Creature*)this)->hasUnitState(UNIT_STAT_MOVING))
flags2 |= MOVEMENTFLAG_FLY_UNK1; // (ok) possibly some "hover" mode
moveFlags |= MOVEMENTFLAG_FLY_UNK1; // (ok) possibly some "hover" mode
else
{
if (((Creature*)this)->IsMounted())
flags2 |= MOVEMENTFLAG_FLYING; // seems to be often when mounted
moveFlags |= MOVEMENTFLAG_FLYING;// seems to be often when mounted
/* for further research
else
flags2 |= MOVEMENTFLAG_FLYING2; // not seen, but work on some, even if not "correct"
moveFlags |= MOVEMENTFLAG_FLYING2;// not seen, but work on some, even if not "correct"
*/
}
}
@ -287,47 +287,49 @@ void Object::BuildMovementUpdate(ByteBuffer * data, uint16 flags, uint32 flags2)
break;
case TYPEID_PLAYER:
{
flags2 = ((Player*)this)->m_movementInfo.GetMovementFlags();
moveFlags = ((Player*)this)->m_movementInfo.GetMovementFlags();
if(((Player*)this)->GetTransport())
flags2 |= MOVEMENTFLAG_ONTRANSPORT;
moveFlags |= MOVEMENTFLAG_ONTRANSPORT;
else
flags2 &= ~MOVEMENTFLAG_ONTRANSPORT;
moveFlags &= ~MOVEMENTFLAG_ONTRANSPORT;
// remove unknown, unused etc flags for now
flags2 &= ~MOVEMENTFLAG_SPLINE2; // will be set manually
moveFlags &= ~MOVEMENTFLAG_SPLINE2; // will be set manually
if(((Player*)this)->isInFlight())
{
ASSERT(((Player*)this)->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE);
flags2 = (MOVEMENTFLAG_FORWARD | MOVEMENTFLAG_SPLINE2);
moveFlags = (MOVEMENTFLAG_FORWARD | MOVEMENTFLAG_SPLINE2);
}
}
break;
}
*data << uint32(flags2); // movement flags
*data << uint16(unk_flags); // unknown 2.3.0
*data << uint32(moveFlags); // movement flags
*data << uint16(moveFlags2); // moveFlags2
*data << uint32(getMSTime()); // time (in milliseconds)
// position
*data << ((WorldObject*)this)->GetPositionX();
*data << ((WorldObject*)this)->GetPositionY();
*data << ((WorldObject*)this)->GetPositionZ();
*data << ((WorldObject*)this)->GetOrientation();
*data << float(((WorldObject*)this)->GetPositionX());
*data << float(((WorldObject*)this)->GetPositionY());
*data << float(((WorldObject*)this)->GetPositionZ());
*data << float(((WorldObject*)this)->GetOrientation());
// 0x00000200
if(flags2 & MOVEMENTFLAG_ONTRANSPORT)
if(moveFlags & MOVEMENTFLAG_ONTRANSPORT)
{
if(GetTypeId() == TYPEID_PLAYER)
{
data->append(((Player*)this)->GetTransport()->GetPackGUID());
*data << (float)((Player*)this)->GetTransOffsetX();
*data << (float)((Player*)this)->GetTransOffsetY();
*data << (float)((Player*)this)->GetTransOffsetZ();
*data << (float)((Player*)this)->GetTransOffsetO();
*data << (uint32)((Player*)this)->GetTransTime();
*data << (int8)((Player*)this)->GetTransSeat();
*data << float(((Player*)this)->GetTransOffsetX());
*data << float(((Player*)this)->GetTransOffsetY());
*data << float(((Player*)this)->GetTransOffsetZ());
*data << float(((Player*)this)->GetTransOffsetO());
*data << uint32(((Player*)this)->GetTransTime());
*data << int8(((Player*)this)->GetTransSeat());
if(moveFlags2 & MOVEFLAG2_UNK1)
*data << uint32(0); // unkTime, added in 3.3.0
}
else
{
@ -336,63 +338,65 @@ void Object::BuildMovementUpdate(ByteBuffer * data, uint16 flags, uint32 flags2)
*data << float(0) << float(0) << float(0) << float(0);
*data << uint32(0);
*data << uint8(-1);
if(moveFlags2 & MOVEFLAG2_UNK1)
*data << uint32(0); // unkTime, added in 3.3.0
}
}
// 0x02200000
if((flags2 & (MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_FLYING)) || (unk_flags & 0x20))
if((moveFlags & (MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_FLYING)) || (moveFlags2 & MOVEFLAG2_ALLOW_PITCHING))
{
if(GetTypeId() == TYPEID_PLAYER)
*data << (float)((Player*)this)->m_movementInfo.s_pitch;
*data << float(((Player*)this)->m_movementInfo.s_pitch);
else
*data << (float)0; // is't part of movement packet, we must store and send it...
*data << float(0); // is't part of movement packet, we must store and send it...
}
if(GetTypeId() == TYPEID_PLAYER)
*data << (uint32)((Player*)this)->m_movementInfo.fallTime;
*data << uint32(((Player*)this)->m_movementInfo.fallTime);
else
*data << (uint32)0; // last fall time
*data << uint32(0); // last fall time
// 0x00001000
if(flags2 & MOVEMENTFLAG_JUMPING)
if(moveFlags & MOVEMENTFLAG_JUMPING)
{
if(GetTypeId() == TYPEID_PLAYER)
{
*data << (float)((Player*)this)->m_movementInfo.j_unk;
*data << (float)((Player*)this)->m_movementInfo.j_sinAngle;
*data << (float)((Player*)this)->m_movementInfo.j_cosAngle;
*data << (float)((Player*)this)->m_movementInfo.j_xyspeed;
*data << float(((Player*)this)->m_movementInfo.j_velocity);
*data << float(((Player*)this)->m_movementInfo.j_sinAngle);
*data << float(((Player*)this)->m_movementInfo.j_cosAngle);
*data << float(((Player*)this)->m_movementInfo.j_xyspeed);
}
else
{
*data << (float)0;
*data << (float)0;
*data << (float)0;
*data << (float)0;
*data << float(0);
*data << float(0);
*data << float(0);
*data << float(0);
}
}
// 0x04000000
if(flags2 & MOVEMENTFLAG_SPLINE)
if(moveFlags & MOVEMENTFLAG_SPLINE)
{
if(GetTypeId() == TYPEID_PLAYER)
*data << (float)((Player*)this)->m_movementInfo.u_unk1;
*data << float(((Player*)this)->m_movementInfo.u_unk1);
else
*data << (float)0;
*data << float(0);
}
*data << ((Unit*)this)->GetSpeed( MOVE_WALK );
*data << ((Unit*)this)->GetSpeed( MOVE_RUN );
*data << ((Unit*)this)->GetSpeed( MOVE_SWIM_BACK );
*data << ((Unit*)this)->GetSpeed( MOVE_SWIM );
*data << ((Unit*)this)->GetSpeed( MOVE_RUN_BACK );
*data << ((Unit*)this)->GetSpeed( MOVE_FLIGHT );
*data << ((Unit*)this)->GetSpeed( MOVE_FLIGHT_BACK );
*data << ((Unit*)this)->GetSpeed( MOVE_TURN_RATE );
*data << ((Unit*)this)->GetSpeed( MOVE_PITCH_RATE );
*data << float(((Unit*)this)->GetSpeed(MOVE_WALK));
*data << float(((Unit*)this)->GetSpeed(MOVE_RUN));
*data << float(((Unit*)this)->GetSpeed(MOVE_SWIM_BACK));
*data << float(((Unit*)this)->GetSpeed(MOVE_SWIM));
*data << float(((Unit*)this)->GetSpeed(MOVE_RUN_BACK));
*data << float(((Unit*)this)->GetSpeed(MOVE_FLIGHT));
*data << float(((Unit*)this)->GetSpeed(MOVE_FLIGHT_BACK));
*data << float(((Unit*)this)->GetSpeed(MOVE_TURN_RATE));
*data << float(((Unit*)this)->GetSpeed(MOVE_PITCH_RATE));
// 0x08000000
if(flags2 & MOVEMENTFLAG_SPLINE2)
if(moveFlags & MOVEMENTFLAG_SPLINE2)
{
if(GetTypeId() != TYPEID_PLAYER)
{
@ -414,23 +418,25 @@ void Object::BuildMovementUpdate(ByteBuffer * data, uint16 flags, uint32 flags2)
*data << uint32(flags3); // splines flag?
if(flags3 & 0x20000) // may be orientation
if(flags3 & SPLINE_MOVE_FLAG_FACING) // may be orientation
{
*data << (float)0;
*data << float(0);
}
else
{
if(flags3 & 0x8000) // probably x,y,z coords there
{
*data << (float)0;
*data << (float)0;
*data << (float)0;
}
if(flags3 & 0x10000) // probably guid there
if(flags3 & SPLINE_MOVE_FLAG_GUID) // probably guid there
{
*data << uint64(0);
}
else
{
if(flags3 & SPLINE_MOVE_FLAG_POINT) // probably x,y,z coords there
{
*data << float(0);
*data << float(0);
*data << float(0);
}
}
}
Path &path = fmg->GetPath();
@ -443,7 +449,7 @@ void Object::BuildMovementUpdate(ByteBuffer * data, uint16 flags, uint32 flags2)
*data << uint32(inflighttime); // passed move time?
*data << uint32(traveltime); // full move time?
*data << uint32(0); // ticks count?
*data << uint32(0); // sequenceId
*data << float(0); // added in 3.1
*data << float(0); // added in 3.1
@ -456,30 +462,30 @@ void Object::BuildMovementUpdate(ByteBuffer * data, uint16 flags, uint32 flags2)
for(uint32 i = 0; i < poscount; ++i)
{
*data << path.GetNodes()[i].x;
*data << path.GetNodes()[i].y;
*data << path.GetNodes()[i].z;
*data << float(path.GetNodes()[i].x);
*data << float(path.GetNodes()[i].y);
*data << float(path.GetNodes()[i].z);
}
*data << uint8(0); // added in 3.0.8
*data << uint8(0); // splineMode
*data << path.GetNodes()[poscount-1].x;
*data << path.GetNodes()[poscount-1].y;
*data << path.GetNodes()[poscount-1].z;
*data << float(path.GetNodes()[poscount-1].x);
*data << float(path.GetNodes()[poscount-1].y);
*data << float(path.GetNodes()[poscount-1].z);
}
}
else
{
if(flags & UPDATEFLAG_POSITION)
if(updateFlags & UPDATEFLAG_POSITION)
{
*data << uint8(0); // unk PGUID!
*data << ((WorldObject*)this)->GetPositionX();
*data << ((WorldObject*)this)->GetPositionY();
*data << ((WorldObject*)this)->GetPositionZ();
*data << ((WorldObject*)this)->GetPositionX();
*data << ((WorldObject*)this)->GetPositionY();
*data << ((WorldObject*)this)->GetPositionZ();
*data << ((WorldObject*)this)->GetOrientation();
*data << float(((WorldObject*)this)->GetPositionX());
*data << float(((WorldObject*)this)->GetPositionY());
*data << float(((WorldObject*)this)->GetPositionZ());
*data << float(((WorldObject*)this)->GetPositionX());
*data << float(((WorldObject*)this)->GetPositionY());
*data << float(((WorldObject*)this)->GetPositionZ());
*data << float(((WorldObject*)this)->GetOrientation());
if(GetTypeId() == TYPEID_CORPSE)
*data << float(((WorldObject*)this)->GetOrientation());
@ -489,29 +495,29 @@ void Object::BuildMovementUpdate(ByteBuffer * data, uint16 flags, uint32 flags2)
else
{
// 0x40
if (flags & UPDATEFLAG_HAS_POSITION)
if (updateFlags & UPDATEFLAG_HAS_POSITION)
{
// 0x02
if(flags & UPDATEFLAG_TRANSPORT && ((GameObject*)this)->GetGoType() == GAMEOBJECT_TYPE_MO_TRANSPORT)
if(updateFlags & UPDATEFLAG_TRANSPORT && ((GameObject*)this)->GetGoType() == GAMEOBJECT_TYPE_MO_TRANSPORT)
{
*data << (float)0;
*data << (float)0;
*data << (float)0;
*data << ((WorldObject *)this)->GetOrientation();
*data << float(0);
*data << float(0);
*data << float(0);
*data << float(((WorldObject *)this)->GetOrientation());
}
else
{
*data << ((WorldObject *)this)->GetPositionX();
*data << ((WorldObject *)this)->GetPositionY();
*data << ((WorldObject *)this)->GetPositionZ();
*data << ((WorldObject *)this)->GetOrientation();
*data << float(((WorldObject *)this)->GetPositionX());
*data << float(((WorldObject *)this)->GetPositionY());
*data << float(((WorldObject *)this)->GetPositionZ());
*data << float(((WorldObject *)this)->GetOrientation());
}
}
}
}
// 0x8
if(flags & UPDATEFLAG_LOWGUID)
if(updateFlags & UPDATEFLAG_LOWGUID)
{
switch(GetTypeId())
{
@ -527,7 +533,7 @@ void Object::BuildMovementUpdate(ByteBuffer * data, uint16 flags, uint32 flags2)
*data << uint32(0x0000000B); // unk, can be 0xB or 0xC
break;
case TYPEID_PLAYER:
if(flags & UPDATEFLAG_SELF)
if(updateFlags & UPDATEFLAG_SELF)
*data << uint32(0x0000002F); // unk, can be 0x15 or 0x22
else
*data << uint32(0x00000008); // unk, can be 0x7 or 0x8
@ -539,7 +545,7 @@ void Object::BuildMovementUpdate(ByteBuffer * data, uint16 flags, uint32 flags2)
}
// 0x10
if(flags & UPDATEFLAG_HIGHGUID)
if(updateFlags & UPDATEFLAG_HIGHGUID)
{
switch(GetTypeId())
{
@ -555,7 +561,7 @@ void Object::BuildMovementUpdate(ByteBuffer * data, uint16 flags, uint32 flags2)
*data << uint32(0x0000000B); // unk, can be 0xB or 0xC
break;
case TYPEID_PLAYER:
if(flags & UPDATEFLAG_SELF)
if(updateFlags & UPDATEFLAG_SELF)
*data << uint32(0x0000002F); // unk, can be 0x15 or 0x22
else
*data << uint32(0x00000008); // unk, can be 0x7 or 0x8
@ -567,7 +573,7 @@ void Object::BuildMovementUpdate(ByteBuffer * data, uint16 flags, uint32 flags2)
}
// 0x4
if(flags & UPDATEFLAG_HAS_ATTACKING_TARGET) // packed guid (current target guid)
if(updateFlags & UPDATEFLAG_HAS_ATTACKING_TARGET) // packed guid (current target guid)
{
if (((Unit*)this)->getVictim())
data->append(((Unit*)this)->getVictim()->GetPackGUID());
@ -576,20 +582,20 @@ void Object::BuildMovementUpdate(ByteBuffer * data, uint16 flags, uint32 flags2)
}
// 0x2
if(flags & UPDATEFLAG_TRANSPORT)
if(updateFlags & UPDATEFLAG_TRANSPORT)
{
*data << uint32(getMSTime()); // ms time
}
// 0x80
if(flags & UPDATEFLAG_VEHICLE) // unused for now
if(updateFlags & UPDATEFLAG_VEHICLE) // unused for now
{
*data << uint32(((Vehicle*)this)->GetVehicleId()); // vehicle id
*data << float(0); // facing adjustment
}
// 0x200
if(flags & UPDATEFLAG_ROTATION)
if(updateFlags & UPDATEFLAG_ROTATION)
{
*data << uint64(((GameObject*)this)->GetRotation());
}