/* * Copyright (C) 2005-2010 MaNGOS * * 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, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "Common.h" #include "SharedDefines.h" #include "WorldPacket.h" #include "Opcodes.h" #include "Log.h" #include "World.h" #include "Object.h" #include "Creature.h" #include "Player.h" #include "Vehicle.h" #include "ObjectMgr.h" #include "ObjectGuid.h" #include "UpdateData.h" #include "UpdateMask.h" #include "Util.h" #include "MapManager.h" #include "Log.h" #include "Transports.h" #include "TargetedMovementGenerator.h" #include "WaypointMovementGenerator.h" #include "VMapFactory.h" #include "CellImpl.h" #include "GridNotifiers.h" #include "GridNotifiersImpl.h" #include "ObjectPosSelector.h" #include "TemporarySummon.h" uint32 GuidHigh2TypeId(uint32 guid_hi) { switch(guid_hi) { case HIGHGUID_ITEM: return TYPEID_ITEM; //case HIGHGUID_CONTAINER: return TYPEID_CONTAINER; HIGHGUID_CONTAINER==HIGHGUID_ITEM currently case HIGHGUID_UNIT: return TYPEID_UNIT; case HIGHGUID_PET: return TYPEID_UNIT; case HIGHGUID_PLAYER: return TYPEID_PLAYER; case HIGHGUID_GAMEOBJECT: return TYPEID_GAMEOBJECT; case HIGHGUID_DYNAMICOBJECT:return TYPEID_DYNAMICOBJECT; case HIGHGUID_CORPSE: return TYPEID_CORPSE; case HIGHGUID_MO_TRANSPORT: return TYPEID_GAMEOBJECT; case HIGHGUID_VEHICLE: return TYPEID_UNIT; } return TYPEID_OBJECT; // unknown } Object::Object( ) { m_objectTypeId = TYPEID_OBJECT; m_objectType = TYPEMASK_OBJECT; m_uint32Values = 0; m_uint32Values_mirror = 0; m_valuesCount = 0; m_inWorld = false; m_objectUpdated = false; } Object::~Object( ) { if(IsInWorld()) { ///- Do NOT call RemoveFromWorld here, if the object is a player it will crash sLog.outError("Object::~Object (GUID: %u TypeId: %u) deleted but still in world!!", GetGUIDLow(), GetTypeId()); ASSERT(false); } if(m_objectUpdated) { sLog.outError("Object::~Object (GUID: %u TypeId: %u) deleted but still have updated status!!", GetGUIDLow(), GetTypeId()); ASSERT(false); } if(m_uint32Values) { //DEBUG_LOG("Object desctr 1 check (%p)",(void*)this); delete [] m_uint32Values; delete [] m_uint32Values_mirror; //DEBUG_LOG("Object desctr 2 check (%p)",(void*)this); } } void Object::_InitValues() { m_uint32Values = new uint32[ m_valuesCount ]; memset(m_uint32Values, 0, m_valuesCount*sizeof(uint32)); m_uint32Values_mirror = new uint32[ m_valuesCount ]; memset(m_uint32Values_mirror, 0, m_valuesCount*sizeof(uint32)); m_objectUpdated = false; } void Object::_Create( uint32 guidlow, uint32 entry, HighGuid guidhigh ) { if(!m_uint32Values) _InitValues(); uint64 guid = MAKE_NEW_GUID(guidlow, entry, guidhigh); SetUInt64Value(OBJECT_FIELD_GUID, guid); SetUInt32Value(OBJECT_FIELD_TYPE, m_objectType); m_PackGUID.Set(guid); } void Object::BuildMovementUpdateBlock(UpdateData * data, uint16 flags ) const { ByteBuffer buf(500); buf << uint8(UPDATETYPE_MOVEMENT); buf << GetPackGUID(); BuildMovementUpdate(&buf, flags); data->AddUpdateBlock(buf); } void Object::BuildCreateUpdateBlockForPlayer(UpdateData *data, Player *target) const { if(!target) return; uint8 updatetype = UPDATETYPE_CREATE_OBJECT; uint16 updateFlags = m_updateFlag; /** lower flag1 **/ if(target == this) // building packet for yourself updateFlags |= UPDATEFLAG_SELF; if(updateFlags & UPDATEFLAG_HAS_POSITION) { // UPDATETYPE_CREATE_OBJECT2 dynamic objects, corpses... if(isType(TYPEMASK_DYNAMICOBJECT) || isType(TYPEMASK_CORPSE) || isType(TYPEMASK_PLAYER)) updatetype = UPDATETYPE_CREATE_OBJECT2; // UPDATETYPE_CREATE_OBJECT2 for pets... if(target->GetPetGUID() == GetGUID()) updatetype = UPDATETYPE_CREATE_OBJECT2; // UPDATETYPE_CREATE_OBJECT2 for some gameobject types... if(isType(TYPEMASK_GAMEOBJECT)) { switch(((GameObject*)this)->GetGoType()) { case GAMEOBJECT_TYPE_TRAP: case GAMEOBJECT_TYPE_DUEL_ARBITER: case GAMEOBJECT_TYPE_FLAGSTAND: case GAMEOBJECT_TYPE_FLAGDROP: updatetype = UPDATETYPE_CREATE_OBJECT2; break; case GAMEOBJECT_TYPE_TRANSPORT: updateFlags |= UPDATEFLAG_TRANSPORT; break; default: break; } } if(isType(TYPEMASK_UNIT)) { if(((Unit*)this)->getVictim()) updateFlags |= UPDATEFLAG_HAS_ATTACKING_TARGET; } } //DEBUG_LOG("BuildCreateUpdate: update-type: %u, object-type: %u got updateFlags: %X", updatetype, m_objectTypeId, updateFlags); ByteBuffer buf(500); buf << uint8(updatetype); buf << GetPackGUID(); buf << uint8(m_objectTypeId); BuildMovementUpdate(&buf, updateFlags); UpdateMask updateMask; updateMask.SetCount(m_valuesCount); _SetCreateBits(&updateMask, target); BuildValuesUpdate(updatetype, &buf, &updateMask, target); data->AddUpdateBlock(buf); } void Object::SendCreateUpdateToPlayer(Player* player) { // send create update to player UpdateData upd; WorldPacket packet; BuildCreateUpdateBlockForPlayer(&upd, player); upd.BuildPacket(&packet); player->GetSession()->SendPacket(&packet); } void Object::BuildValuesUpdateBlockForPlayer(UpdateData *data, Player *target) const { ByteBuffer buf(500); buf << uint8(UPDATETYPE_VALUES); buf << GetPackGUID(); UpdateMask updateMask; updateMask.SetCount(m_valuesCount); _SetUpdateBits(&updateMask, target); BuildValuesUpdate(UPDATETYPE_VALUES, &buf, &updateMask, target); data->AddUpdateBlock(buf); } void Object::BuildOutOfRangeUpdateBlock(UpdateData * data) const { data->AddOutOfRangeGUID(GetGUID()); } void Object::DestroyForPlayer( Player *target, bool anim ) const { ASSERT(target); WorldPacket data(SMSG_DESTROY_OBJECT, 8); data << uint64(GetGUID()); data << uint8(anim ? 1 : 0); // WotLK (bool), may be despawn animation target->GetSession()->SendPacket(&data); } void Object::BuildMovementUpdate(ByteBuffer * data, uint16 updateFlags) const { uint16 moveFlags2 = (isType(TYPEMASK_UNIT) ? ((Unit*)this)->m_movementInfo.GetMovementFlags2() : MOVEFLAG2_NONE); if(GetTypeId() == TYPEID_UNIT) if(((Creature*)this)->isVehicle()) moveFlags2 |= MOVEFLAG2_ALLOW_PITCHING; // always allow pitch *data << uint16(updateFlags); // update flags // 0x20 if (updateFlags & UPDATEFLAG_LIVING) { Unit *unit = ((Unit*)this); switch(GetTypeId()) { case TYPEID_UNIT: { unit->m_movementInfo.SetMovementFlags(MOVEFLAG_NONE); // disabled, makes them run-in-same-place before movement generator updated once. /*if (((Creature*)unit)->hasUnitState(UNIT_STAT_MOVING)) unit->m_movementInfo.SetMovementFlags(MOVEFLAG_FORWARD);*/ if (((Creature*)unit)->canFly()) { // (ok) most seem to have this unit->m_movementInfo.AddMovementFlag(MOVEFLAG_LEVITATING); if (!((Creature*)unit)->hasUnitState(UNIT_STAT_MOVING)) { // (ok) possibly some "hover" mode unit->m_movementInfo.AddMovementFlag(MOVEFLAG_ROOT); } else { if (((Creature*)unit)->IsMounted()) { // seems to be often when mounted unit->m_movementInfo.AddMovementFlag(MOVEFLAG_FLYING); } } } } break; case TYPEID_PLAYER: { Player *player = ((Player*)unit); if(player->GetTransport()) player->m_movementInfo.AddMovementFlag(MOVEFLAG_ONTRANSPORT); else player->m_movementInfo.RemoveMovementFlag(MOVEFLAG_ONTRANSPORT); // remove unknown, unused etc flags for now player->m_movementInfo.RemoveMovementFlag(MOVEFLAG_SPLINE_ENABLED); if(player->isInFlight()) { ASSERT(player->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE); player->m_movementInfo.AddMovementFlag(MOVEFLAG_FORWARD); player->m_movementInfo.AddMovementFlag(MOVEFLAG_SPLINE_ENABLED); } } break; } // Update movement info time unit->m_movementInfo.UpdateTime(getMSTime()); // Write movement info unit->m_movementInfo.Write(*data); // Unit speeds *data << float(unit->GetSpeed(MOVE_WALK)); *data << float(unit->GetSpeed(MOVE_RUN)); *data << float(unit->GetSpeed(MOVE_SWIM_BACK)); *data << float(unit->GetSpeed(MOVE_SWIM)); *data << float(unit->GetSpeed(MOVE_RUN_BACK)); *data << float(unit->GetSpeed(MOVE_FLIGHT)); *data << float(unit->GetSpeed(MOVE_FLIGHT_BACK)); *data << float(unit->GetSpeed(MOVE_TURN_RATE)); *data << float(unit->GetSpeed(MOVE_PITCH_RATE)); // 0x08000000 if(unit->m_movementInfo.GetMovementFlags() & MOVEFLAG_SPLINE_ENABLED) { if(GetTypeId() != TYPEID_PLAYER) { DEBUG_LOG("_BuildMovementUpdate: MOVEFLAG_SPLINE_ENABLED for non-player"); return; } Player *player = ((Player*)unit); if(!player->isInFlight()) { DEBUG_LOG("_BuildMovementUpdate: MOVEFLAG_SPLINE_ENABLED but not in flight"); return; } ASSERT(player->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE); FlightPathMovementGenerator *fmg = (FlightPathMovementGenerator*)(player->GetMotionMaster()->top()); uint32 flags3 = SPLINEFLAG_WALKMODE | SPLINEFLAG_FLYING; *data << uint32(flags3); // splines flag? if(flags3 & SPLINEFLAG_FINALFACING) // may be orientation { *data << float(0); } else { if(flags3 & SPLINEFLAG_FINALTARGET) // probably guid there { *data << uint64(0); } else { if(flags3 & SPLINEFLAG_FINALPOINT) // probably x,y,z coords there { *data << float(0); *data << float(0); *data << float(0); } } } TaxiPathNodeList const& path = fmg->GetPath(); float x, y, z; player->GetPosition(x, y, z); uint32 inflighttime = uint32(path.GetPassedLength(fmg->GetCurrentNode(), x, y, z) * 32); uint32 traveltime = uint32(path.GetTotalLength() * 32); *data << uint32(inflighttime); // passed move time? *data << uint32(traveltime); // full move time? *data << uint32(0); // sequenceId *data << float(0); // added in 3.1 *data << float(0); // added in 3.1 *data << float(0); // added in 3.1 *data << uint32(0); // added in 3.1 uint32 poscount = uint32(path.size()); *data << uint32(poscount); // points count for(uint32 i = 0; i < poscount; ++i) { *data << float(path[i].x); *data << float(path[i].y); *data << float(path[i].z); } *data << uint8(0); // splineMode *data << float(path[poscount-1].x); *data << float(path[poscount-1].y); *data << float(path[poscount-1].z); } } else { if(updateFlags & UPDATEFLAG_POSITION) { *data << uint8(0); // unk PGUID! *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()); else *data << float(0); } else { // 0x40 if (updateFlags & UPDATEFLAG_HAS_POSITION) { // 0x02 if(updateFlags & UPDATEFLAG_TRANSPORT && ((GameObject*)this)->GetGoType() == GAMEOBJECT_TYPE_MO_TRANSPORT) { *data << float(0); *data << float(0); *data << float(0); *data << float(((WorldObject *)this)->GetOrientation()); } else { *data << float(((WorldObject *)this)->GetPositionX()); *data << float(((WorldObject *)this)->GetPositionY()); *data << float(((WorldObject *)this)->GetPositionZ()); *data << float(((WorldObject *)this)->GetOrientation()); } } } } // 0x8 if(updateFlags & UPDATEFLAG_LOWGUID) { switch(GetTypeId()) { case TYPEID_OBJECT: case TYPEID_ITEM: case TYPEID_CONTAINER: case TYPEID_GAMEOBJECT: case TYPEID_DYNAMICOBJECT: case TYPEID_CORPSE: *data << uint32(GetGUIDLow()); // GetGUIDLow() break; case TYPEID_UNIT: *data << uint32(0x0000000B); // unk, can be 0xB or 0xC break; case TYPEID_PLAYER: if(updateFlags & UPDATEFLAG_SELF) *data << uint32(0x0000002F); // unk, can be 0x15 or 0x22 else *data << uint32(0x00000008); // unk, can be 0x7 or 0x8 break; default: *data << uint32(0x00000000); // unk break; } } // 0x10 if(updateFlags & UPDATEFLAG_HIGHGUID) { switch(GetTypeId()) { case TYPEID_OBJECT: case TYPEID_ITEM: case TYPEID_CONTAINER: case TYPEID_GAMEOBJECT: case TYPEID_DYNAMICOBJECT: case TYPEID_CORPSE: *data << uint32(GetObjectGuid().GetHigh()); // GetGUIDHigh() break; case TYPEID_UNIT: *data << uint32(0x0000000B); // unk, can be 0xB or 0xC break; case TYPEID_PLAYER: if(updateFlags & UPDATEFLAG_SELF) *data << uint32(0x0000002F); // unk, can be 0x15 or 0x22 else *data << uint32(0x00000008); // unk, can be 0x7 or 0x8 break; default: *data << uint32(0x00000000); // unk break; } } // 0x4 if(updateFlags & UPDATEFLAG_HAS_ATTACKING_TARGET) // packed guid (current target guid) { if (((Unit*)this)->getVictim()) *data << ((Unit*)this)->getVictim()->GetPackGUID(); else data->appendPackGUID(0); } // 0x2 if(updateFlags & UPDATEFLAG_TRANSPORT) { *data << uint32(getMSTime()); // ms time } // 0x80 if(updateFlags & UPDATEFLAG_VEHICLE) // unused for now { *data << uint32(((Vehicle*)this)->GetVehicleId()); // vehicle id *data << float(((WorldObject*)this)->GetOrientation()); } // 0x200 if(updateFlags & UPDATEFLAG_ROTATION) { *data << uint64(((GameObject*)this)->GetRotation()); } } void Object::BuildValuesUpdate(uint8 updatetype, ByteBuffer * data, UpdateMask *updateMask, Player *target) const { if(!target) return; bool IsActivateToQuest = false; bool IsPerCasterAuraState = false; if (updatetype == UPDATETYPE_CREATE_OBJECT || updatetype == UPDATETYPE_CREATE_OBJECT2) { if (isType(TYPEMASK_GAMEOBJECT) && !((GameObject*)this)->IsTransport()) { if ( ((GameObject*)this)->ActivateToQuest(target) || target->isGameMaster()) IsActivateToQuest = true; updateMask->SetBit(GAMEOBJECT_DYNAMIC); } else if (isType(TYPEMASK_UNIT)) { if( ((Unit*)this)->HasAuraState(AURA_STATE_CONFLAGRATE)) { IsPerCasterAuraState = true; updateMask->SetBit(UNIT_FIELD_AURASTATE); } } } else // case UPDATETYPE_VALUES { if (isType(TYPEMASK_GAMEOBJECT) && !((GameObject*)this)->IsTransport()) { if ( ((GameObject*)this)->ActivateToQuest(target) || target->isGameMaster()) { IsActivateToQuest = true; } updateMask->SetBit(GAMEOBJECT_DYNAMIC); updateMask->SetBit(GAMEOBJECT_BYTES_1); } else if (isType(TYPEMASK_UNIT)) { if( ((Unit*)this)->HasAuraState(AURA_STATE_CONFLAGRATE)) { IsPerCasterAuraState = true; updateMask->SetBit(UNIT_FIELD_AURASTATE); } } } ASSERT(updateMask && updateMask->GetCount() == m_valuesCount); *data << (uint8)updateMask->GetBlockCount(); data->append( updateMask->GetMask(), updateMask->GetLength() ); // 2 specialized loops for speed optimization in non-unit case if(isType(TYPEMASK_UNIT)) // unit (creature/player) case { for( uint16 index = 0; index < m_valuesCount; ++index ) { if( updateMask->GetBit( index ) ) { if( index == UNIT_NPC_FLAGS ) { // remove custom flag before sending uint32 appendValue = m_uint32Values[ index ] & ~UNIT_NPC_FLAG_GUARD; if (GetTypeId() == TYPEID_UNIT) { if (!target->canSeeSpellClickOn((Creature*)this)) appendValue &= ~UNIT_NPC_FLAG_SPELLCLICK; if (appendValue & UNIT_NPC_FLAG_TRAINER) { if (!((Creature*)this)->isCanTrainingOf(target, false)) appendValue &= ~(UNIT_NPC_FLAG_TRAINER | UNIT_NPC_FLAG_TRAINER_CLASS | UNIT_NPC_FLAG_TRAINER_PROFESSION); } if (appendValue & UNIT_NPC_FLAG_STABLEMASTER) { if (target->getClass() != CLASS_HUNTER) appendValue &= ~UNIT_NPC_FLAG_STABLEMASTER; } } *data << uint32(appendValue); } else if (index == UNIT_FIELD_AURASTATE) { if(IsPerCasterAuraState) { // IsPerCasterAuraState set if related pet caster aura state set already if (((Unit*)this)->HasAuraStateForCaster(AURA_STATE_CONFLAGRATE,target->GetGUID())) *data << m_uint32Values[ index ]; else *data << (m_uint32Values[ index ] & ~(1 << (AURA_STATE_CONFLAGRATE-1))); } else *data << m_uint32Values[ index ]; } // FIXME: Some values at server stored in float format but must be sent to client in uint32 format else if(index >= UNIT_FIELD_BASEATTACKTIME && index <= UNIT_FIELD_RANGEDATTACKTIME) { // convert from float to uint32 and send *data << uint32(m_floatValues[ index ] < 0 ? 0 : m_floatValues[ index ]); } // there are some float values which may be negative or can't get negative due to other checks else if ((index >= UNIT_FIELD_NEGSTAT0 && index <= UNIT_FIELD_NEGSTAT4) || (index >= UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE && index <= (UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE + 6)) || (index >= UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE && index <= (UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE + 6)) || (index >= UNIT_FIELD_POSSTAT0 && index <= UNIT_FIELD_POSSTAT4)) { *data << uint32(m_floatValues[ index ]); } // Gamemasters should be always able to select units - remove not selectable flag else if(index == UNIT_FIELD_FLAGS && target->isGameMaster()) { *data << (m_uint32Values[ index ] & ~UNIT_FLAG_NOT_SELECTABLE); } // hide lootable animation for unallowed players else if(index == UNIT_DYNAMIC_FLAGS && GetTypeId() == TYPEID_UNIT) { if(!target->isAllowedToLoot((Creature*)this)) *data << (m_uint32Values[ index ] & ~UNIT_DYNFLAG_LOOTABLE); else *data << (m_uint32Values[ index ] & ~UNIT_DYNFLAG_TAPPED); } else { // send in current format (float as float, uint32 as uint32) *data << m_uint32Values[ index ]; } } } } else if(isType(TYPEMASK_GAMEOBJECT)) // gameobject case { for( uint16 index = 0; index < m_valuesCount; ++index ) { if( updateMask->GetBit( index ) ) { // send in current format (float as float, uint32 as uint32) if ( index == GAMEOBJECT_DYNAMIC ) { if(IsActivateToQuest ) { switch(((GameObject*)this)->GetGoType()) { case GAMEOBJECT_TYPE_CHEST: // enable quest object. Represent 9, but 1 for client before 2.3.0 *data << uint16(9); *data << uint16(-1); break; case GAMEOBJECT_TYPE_GOOBER: *data << uint16(1); *data << uint16(-1); break; default: // unknown, not happen. *data << uint16(0); *data << uint16(-1); break; } } else { // disable quest object *data << uint16(0); *data << uint16(-1); } } else *data << m_uint32Values[ index ]; // other cases } } } else // other objects case (no special index checks) { for( uint16 index = 0; index < m_valuesCount; ++index ) { if( updateMask->GetBit( index ) ) { // send in current format (float as float, uint32 as uint32) *data << m_uint32Values[ index ]; } } } } void Object::ClearUpdateMask(bool remove) { if(m_uint32Values) { for( uint16 index = 0; index < m_valuesCount; ++index ) { if(m_uint32Values_mirror[index]!= m_uint32Values[index]) m_uint32Values_mirror[index] = m_uint32Values[index]; } } if(m_objectUpdated) { if(remove) RemoveFromClientUpdateList(); m_objectUpdated = false; } } bool Object::LoadValues(const char* data) { if(!m_uint32Values) _InitValues(); Tokens tokens = StrSplit(data, " "); if(tokens.size() != m_valuesCount) return false; Tokens::iterator iter; int index; for (iter = tokens.begin(), index = 0; index < m_valuesCount; ++iter, ++index) { m_uint32Values[index] = atol((*iter).c_str()); } return true; } void Object::_SetUpdateBits(UpdateMask *updateMask, Player* /*target*/) const { for( uint16 index = 0; index < m_valuesCount; ++index ) { if(m_uint32Values_mirror[index]!= m_uint32Values[index]) updateMask->SetBit(index); } } void Object::_SetCreateBits(UpdateMask *updateMask, Player* /*target*/) const { for( uint16 index = 0; index < m_valuesCount; ++index ) { if(GetUInt32Value(index) != 0) updateMask->SetBit(index); } } void Object::SetInt32Value( uint16 index, int32 value ) { ASSERT( index < m_valuesCount || PrintIndexError( index, true ) ); if(m_int32Values[ index ] != value) { m_int32Values[ index ] = value; if(m_inWorld) { if(!m_objectUpdated) { AddToClientUpdateList(); m_objectUpdated = true; } } } } void Object::SetUInt32Value( uint16 index, uint32 value ) { ASSERT( index < m_valuesCount || PrintIndexError( index, true ) ); if(m_uint32Values[ index ] != value) { m_uint32Values[ index ] = value; if(m_inWorld) { if(!m_objectUpdated) { AddToClientUpdateList(); m_objectUpdated = true; } } } } void Object::SetUInt64Value( uint16 index, const uint64 &value ) { ASSERT( index + 1 < m_valuesCount || PrintIndexError( index, true ) ); if(*((uint64*)&(m_uint32Values[ index ])) != value) { m_uint32Values[ index ] = *((uint32*)&value); m_uint32Values[ index + 1 ] = *(((uint32*)&value) + 1); if(m_inWorld) { if(!m_objectUpdated) { AddToClientUpdateList(); m_objectUpdated = true; } } } } void Object::SetFloatValue( uint16 index, float value ) { ASSERT( index < m_valuesCount || PrintIndexError( index, true ) ); if(m_floatValues[ index ] != value) { m_floatValues[ index ] = value; if(m_inWorld) { if(!m_objectUpdated) { AddToClientUpdateList(); m_objectUpdated = true; } } } } void Object::SetByteValue( uint16 index, uint8 offset, uint8 value ) { ASSERT( index < m_valuesCount || PrintIndexError( index, true ) ); if(offset > 4) { sLog.outError("Object::SetByteValue: wrong offset %u", offset); return; } if(uint8(m_uint32Values[ index ] >> (offset * 8)) != value) { m_uint32Values[ index ] &= ~uint32(uint32(0xFF) << (offset * 8)); m_uint32Values[ index ] |= uint32(uint32(value) << (offset * 8)); if(m_inWorld) { if(!m_objectUpdated) { AddToClientUpdateList(); m_objectUpdated = true; } } } } void Object::SetUInt16Value( uint16 index, uint8 offset, uint16 value ) { ASSERT( index < m_valuesCount || PrintIndexError( index, true ) ); if(offset > 2) { sLog.outError("Object::SetUInt16Value: wrong offset %u", offset); return; } if(uint16(m_uint32Values[ index ] >> (offset * 16)) != value) { m_uint32Values[ index ] &= ~uint32(uint32(0xFFFF) << (offset * 16)); m_uint32Values[ index ] |= uint32(uint32(value) << (offset * 16)); if(m_inWorld) { if(!m_objectUpdated) { AddToClientUpdateList(); m_objectUpdated = true; } } } } void Object::SetStatFloatValue( uint16 index, float value) { if(value < 0) value = 0.0f; SetFloatValue(index, value); } void Object::SetStatInt32Value( uint16 index, int32 value) { if(value < 0) value = 0; SetUInt32Value(index, uint32(value)); } void Object::ApplyModUInt32Value(uint16 index, int32 val, bool apply) { int32 cur = GetUInt32Value(index); cur += (apply ? val : -val); if(cur < 0) cur = 0; SetUInt32Value(index, cur); } void Object::ApplyModInt32Value(uint16 index, int32 val, bool apply) { int32 cur = GetInt32Value(index); cur += (apply ? val : -val); SetInt32Value(index, cur); } void Object::ApplyModSignedFloatValue(uint16 index, float val, bool apply) { float cur = GetFloatValue(index); cur += (apply ? val : -val); SetFloatValue(index, cur); } void Object::ApplyModPositiveFloatValue(uint16 index, float val, bool apply) { float cur = GetFloatValue(index); cur += (apply ? val : -val); if(cur < 0) cur = 0; SetFloatValue(index, cur); } void Object::SetFlag( uint16 index, uint32 newFlag ) { ASSERT( index < m_valuesCount || PrintIndexError( index, true ) ); uint32 oldval = m_uint32Values[ index ]; uint32 newval = oldval | newFlag; if(oldval != newval) { m_uint32Values[ index ] = newval; if(m_inWorld) { if(!m_objectUpdated) { AddToClientUpdateList(); m_objectUpdated = true; } } } } void Object::RemoveFlag( uint16 index, uint32 oldFlag ) { ASSERT( index < m_valuesCount || PrintIndexError( index, true ) ); uint32 oldval = m_uint32Values[ index ]; uint32 newval = oldval & ~oldFlag; if(oldval != newval) { m_uint32Values[ index ] = newval; if(m_inWorld) { if(!m_objectUpdated) { AddToClientUpdateList(); m_objectUpdated = true; } } } } void Object::SetByteFlag( uint16 index, uint8 offset, uint8 newFlag ) { ASSERT( index < m_valuesCount || PrintIndexError( index, true ) ); if(offset > 4) { sLog.outError("Object::SetByteFlag: wrong offset %u", offset); return; } if(!(uint8(m_uint32Values[ index ] >> (offset * 8)) & newFlag)) { m_uint32Values[ index ] |= uint32(uint32(newFlag) << (offset * 8)); if(m_inWorld) { if(!m_objectUpdated) { AddToClientUpdateList(); m_objectUpdated = true; } } } } void Object::RemoveByteFlag( uint16 index, uint8 offset, uint8 oldFlag ) { ASSERT( index < m_valuesCount || PrintIndexError( index, true ) ); if(offset > 4) { sLog.outError("Object::RemoveByteFlag: wrong offset %u", offset); return; } if(uint8(m_uint32Values[ index ] >> (offset * 8)) & oldFlag) { m_uint32Values[ index ] &= ~uint32(uint32(oldFlag) << (offset * 8)); if(m_inWorld) { if(!m_objectUpdated) { AddToClientUpdateList(); m_objectUpdated = true; } } } } bool Object::PrintIndexError(uint32 index, bool set) const { sLog.outError("Attempt %s non-existed value field: %u (count: %u) for object typeid: %u type mask: %u",(set ? "set value to" : "get value from"),index,m_valuesCount,GetTypeId(),m_objectType); // ASSERT must fail after function call return false; } void Object::BuildUpdateDataForPlayer(Player* pl, UpdateDataMapType& update_players) { UpdateDataMapType::iterator iter = update_players.find(pl); if (iter == update_players.end()) { std::pair p = update_players.insert( UpdateDataMapType::value_type(pl, UpdateData()) ); ASSERT(p.second); iter = p.first; } BuildValuesUpdateBlockForPlayer(&iter->second, iter->first); } void Object::AddToClientUpdateList() { sLog.outError("Unexpected call of Object::AddToClientUpdateList for object (TypeId: %u Update fields: %u)",GetTypeId(), m_valuesCount); ASSERT(false); } void Object::RemoveFromClientUpdateList() { sLog.outError("Unexpected call of Object::RemoveFromClientUpdateList for object (TypeId: %u Update fields: %u)",GetTypeId(), m_valuesCount); ASSERT(false); } void Object::BuildUpdateData( UpdateDataMapType& /*update_players */) { sLog.outError("Unexpected call of Object::BuildUpdateData for object (TypeId: %u Update fields: %u)",GetTypeId(), m_valuesCount); ASSERT(false); } WorldObject::WorldObject() : m_isActiveObject(false), m_currMap(NULL), m_mapId(0), m_InstanceId(0), m_phaseMask(PHASEMASK_NORMAL), m_positionX(0.0f), m_positionY(0.0f), m_positionZ(0.0f), m_orientation(0.0f) { } void WorldObject::CleanupsBeforeDelete() { RemoveFromWorld(); } void WorldObject::_Create( uint32 guidlow, HighGuid guidhigh, uint32 phaseMask ) { Object::_Create(guidlow, 0, guidhigh); m_phaseMask = phaseMask; } void WorldObject::Relocate(float x, float y, float z, float orientation) { m_positionX = x; m_positionY = y; m_positionZ = z; m_orientation = orientation; if(isType(TYPEMASK_UNIT)) ((Unit*)this)->m_movementInfo.ChangePosition(x, y, z, orientation); } void WorldObject::Relocate(float x, float y, float z) { m_positionX = x; m_positionY = y; m_positionZ = z; if(isType(TYPEMASK_UNIT)) ((Unit*)this)->m_movementInfo.ChangePosition(x, y, z, GetOrientation()); } uint32 WorldObject::GetZoneId() const { return GetBaseMap()->GetZoneId(m_positionX, m_positionY, m_positionZ); } uint32 WorldObject::GetAreaId() const { return GetBaseMap()->GetAreaId(m_positionX, m_positionY, m_positionZ); } void WorldObject::GetZoneAndAreaId(uint32& zoneid, uint32& areaid) const { GetBaseMap()->GetZoneAndAreaId(zoneid, areaid, m_positionX, m_positionY, m_positionZ); } InstanceData* WorldObject::GetInstanceData() const { Map *map = GetMap(); return map->IsDungeon() ? ((InstanceMap*)map)->GetInstanceData() : NULL; } //slow float WorldObject::GetDistance(const WorldObject* obj) const { float dx = GetPositionX() - obj->GetPositionX(); float dy = GetPositionY() - obj->GetPositionY(); float dz = GetPositionZ() - obj->GetPositionZ(); float sizefactor = GetObjectSize() + obj->GetObjectSize(); float dist = sqrt((dx*dx) + (dy*dy) + (dz*dz)) - sizefactor; return ( dist > 0 ? dist : 0); } float WorldObject::GetDistance2d(float x, float y) const { float dx = GetPositionX() - x; float dy = GetPositionY() - y; float sizefactor = GetObjectSize(); float dist = sqrt((dx*dx) + (dy*dy)) - sizefactor; return ( dist > 0 ? dist : 0); } float WorldObject::GetDistance(float x, float y, float z) const { float dx = GetPositionX() - x; float dy = GetPositionY() - y; float dz = GetPositionZ() - z; float sizefactor = GetObjectSize(); float dist = sqrt((dx*dx) + (dy*dy) + (dz*dz)) - sizefactor; return ( dist > 0 ? dist : 0); } float WorldObject::GetDistance2d(const WorldObject* obj) const { float dx = GetPositionX() - obj->GetPositionX(); float dy = GetPositionY() - obj->GetPositionY(); float sizefactor = GetObjectSize() + obj->GetObjectSize(); float dist = sqrt((dx*dx) + (dy*dy)) - sizefactor; return ( dist > 0 ? dist : 0); } float WorldObject::GetDistanceZ(const WorldObject* obj) const { float dz = fabs(GetPositionZ() - obj->GetPositionZ()); float sizefactor = GetObjectSize() + obj->GetObjectSize(); float dist = dz - sizefactor; return ( dist > 0 ? dist : 0); } bool WorldObject::IsWithinDist3d(float x, float y, float z, float dist2compare) const { float dx = GetPositionX() - x; float dy = GetPositionY() - y; float dz = GetPositionZ() - z; float distsq = dx*dx + dy*dy + dz*dz; float sizefactor = GetObjectSize(); float maxdist = dist2compare + sizefactor; return distsq < maxdist * maxdist; } bool WorldObject::IsWithinDist2d(float x, float y, float dist2compare) const { float dx = GetPositionX() - x; float dy = GetPositionY() - y; float distsq = dx*dx + dy*dy; float sizefactor = GetObjectSize(); float maxdist = dist2compare + sizefactor; return distsq < maxdist * maxdist; } bool WorldObject::_IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D) const { float dx = GetPositionX() - obj->GetPositionX(); float dy = GetPositionY() - obj->GetPositionY(); float distsq = dx*dx + dy*dy; if(is3D) { float dz = GetPositionZ() - obj->GetPositionZ(); distsq += dz*dz; } float sizefactor = GetObjectSize() + obj->GetObjectSize(); float maxdist = dist2compare + sizefactor; return distsq < maxdist * maxdist; } bool WorldObject::IsWithinLOSInMap(const WorldObject* obj) const { if (!IsInMap(obj)) return false; float ox,oy,oz; obj->GetPosition(ox,oy,oz); return(IsWithinLOS(ox, oy, oz )); } bool WorldObject::IsWithinLOS(float ox, float oy, float oz) const { float x,y,z; GetPosition(x,y,z); VMAP::IVMapManager *vMapManager = VMAP::VMapFactory::createOrGetVMapManager(); return vMapManager->isInLineOfSight(GetMapId(), x, y, z+2.0f, ox, oy, oz+2.0f); } bool WorldObject::GetDistanceOrder(WorldObject const* obj1, WorldObject const* obj2, bool is3D /* = true */) const { float dx1 = GetPositionX() - obj1->GetPositionX(); float dy1 = GetPositionY() - obj1->GetPositionY(); float distsq1 = dx1*dx1 + dy1*dy1; if(is3D) { float dz1 = GetPositionZ() - obj1->GetPositionZ(); distsq1 += dz1*dz1; } float dx2 = GetPositionX() - obj2->GetPositionX(); float dy2 = GetPositionY() - obj2->GetPositionY(); float distsq2 = dx2*dx2 + dy2*dy2; if(is3D) { float dz2 = GetPositionZ() - obj2->GetPositionZ(); distsq2 += dz2*dz2; } return distsq1 < distsq2; } bool WorldObject::IsInRange(WorldObject const* obj, float minRange, float maxRange, bool is3D /* = true */) const { float dx = GetPositionX() - obj->GetPositionX(); float dy = GetPositionY() - obj->GetPositionY(); float distsq = dx*dx + dy*dy; if(is3D) { float dz = GetPositionZ() - obj->GetPositionZ(); distsq += dz*dz; } float sizefactor = GetObjectSize() + obj->GetObjectSize(); // check only for real range if(minRange > 0.0f) { float mindist = minRange + sizefactor; if(distsq < mindist * mindist) return false; } float maxdist = maxRange + sizefactor; return distsq < maxdist * maxdist; } bool WorldObject::IsInRange2d(float x, float y, float minRange, float maxRange) const { float dx = GetPositionX() - x; float dy = GetPositionY() - y; float distsq = dx*dx + dy*dy; float sizefactor = GetObjectSize(); // check only for real range if(minRange > 0.0f) { float mindist = minRange + sizefactor; if(distsq < mindist * mindist) return false; } float maxdist = maxRange + sizefactor; return distsq < maxdist * maxdist; } bool WorldObject::IsInRange3d(float x, float y, float z, float minRange, float maxRange) const { float dx = GetPositionX() - x; float dy = GetPositionY() - y; float dz = GetPositionZ() - z; float distsq = dx*dx + dy*dy + dz*dz; float sizefactor = GetObjectSize(); // check only for real range if(minRange > 0.0f) { float mindist = minRange + sizefactor; if(distsq < mindist * mindist) return false; } float maxdist = maxRange + sizefactor; return distsq < maxdist * maxdist; } float WorldObject::GetAngle(const WorldObject* obj) const { if(!obj) return 0; return GetAngle( obj->GetPositionX(), obj->GetPositionY() ); } // Return angle in range 0..2*pi float WorldObject::GetAngle( const float x, const float y ) const { float dx = x - GetPositionX(); float dy = y - GetPositionY(); float ang = atan2(dy, dx); ang = (ang >= 0) ? ang : 2 * M_PI_F + ang; return ang; } bool WorldObject::HasInArc(const float arcangle, const WorldObject* obj) const { // always have self in arc if(obj == this) return true; float arc = arcangle; // move arc to range 0.. 2*pi arc = MapManager::NormalizeOrientation(arc); float angle = GetAngle( obj ); angle -= m_orientation; // move angle to range -pi ... +pi angle = MapManager::NormalizeOrientation(angle); if(angle > M_PI_F) angle -= 2.0f*M_PI_F; float lborder = -1 * (arc/2.0f); // in range -pi..0 float rborder = (arc/2.0f); // in range 0..pi return (( angle >= lborder ) && ( angle <= rborder )); } bool WorldObject::isInFrontInMap(WorldObject const* target, float distance, float arc) const { return IsWithinDistInMap(target, distance) && HasInArc( arc, target ); } bool WorldObject::isInBackInMap(WorldObject const* target, float distance, float arc) const { return IsWithinDistInMap(target, distance) && !HasInArc( 2 * M_PI_F - arc, target ); } bool WorldObject::isInFront(WorldObject const* target, float distance, float arc) const { return IsWithinDist(target, distance) && HasInArc( arc, target ); } bool WorldObject::isInBack(WorldObject const* target, float distance, float arc) const { return IsWithinDist(target, distance) && !HasInArc( 2 * M_PI_F - arc, target ); } void WorldObject::GetRandomPoint( float x, float y, float z, float distance, float &rand_x, float &rand_y, float &rand_z) const { if(distance == 0) { rand_x = x; rand_y = y; rand_z = z; return; } // angle to face `obj` to `this` float angle = rand_norm_f()*2*M_PI_F; float new_dist = rand_norm_f()*distance; rand_x = x + new_dist * cos(angle); rand_y = y + new_dist * sin(angle); rand_z = z; MaNGOS::NormalizeMapCoord(rand_x); MaNGOS::NormalizeMapCoord(rand_y); UpdateGroundPositionZ(rand_x,rand_y,rand_z); // update to LOS height if available } void WorldObject::UpdateGroundPositionZ(float x, float y, float &z) const { float new_z = GetBaseMap()->GetHeight(x,y,z,true); if(new_z > INVALID_HEIGHT) z = new_z+ 0.05f; // just to be sure that we are not a few pixel under the surface } bool WorldObject::IsPositionValid() const { return MaNGOS::IsValidMapCoord(m_positionX,m_positionY,m_positionZ,m_orientation); } void WorldObject::MonsterSay(const char* text, uint32 language, uint64 TargetGuid) { WorldPacket data(SMSG_MESSAGECHAT, 200); BuildMonsterChat(&data,CHAT_MSG_MONSTER_SAY,text,language,GetName(),TargetGuid); SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_FLOAT_LISTEN_RANGE_SAY),true); } void WorldObject::MonsterYell(const char* text, uint32 language, uint64 TargetGuid) { WorldPacket data(SMSG_MESSAGECHAT, 200); BuildMonsterChat(&data,CHAT_MSG_MONSTER_YELL,text,language,GetName(),TargetGuid); SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_FLOAT_LISTEN_RANGE_YELL),true); } void WorldObject::MonsterTextEmote(const char* text, uint64 TargetGuid, bool IsBossEmote) { WorldPacket data(SMSG_MESSAGECHAT, 200); BuildMonsterChat(&data,IsBossEmote ? CHAT_MSG_RAID_BOSS_EMOTE : CHAT_MSG_MONSTER_EMOTE,text,LANG_UNIVERSAL,GetName(),TargetGuid); SendMessageToSetInRange(&data,sWorld.getConfig(IsBossEmote ? CONFIG_FLOAT_LISTEN_RANGE_YELL : CONFIG_FLOAT_LISTEN_RANGE_TEXTEMOTE),true); } void WorldObject::MonsterWhisper(const char* text, uint64 receiver, bool IsBossWhisper) { Player *player = sObjectMgr.GetPlayer(receiver); if(!player || !player->GetSession()) return; WorldPacket data(SMSG_MESSAGECHAT, 200); BuildMonsterChat(&data,IsBossWhisper ? CHAT_MSG_RAID_BOSS_WHISPER : CHAT_MSG_MONSTER_WHISPER,text,LANG_UNIVERSAL,GetName(),receiver); player->GetSession()->SendPacket(&data); } namespace MaNGOS { class MonsterChatBuilder { public: MonsterChatBuilder(WorldObject const& obj, ChatMsg msgtype, int32 textId, uint32 language, uint64 targetGUID) : i_object(obj), i_msgtype(msgtype), i_textId(textId), i_language(language), i_targetGUID(targetGUID) {} void operator()(WorldPacket& data, int32 loc_idx) { char const* text = sObjectMgr.GetMangosString(i_textId,loc_idx); // TODO: i_object.GetName() also must be localized? i_object.BuildMonsterChat(&data,i_msgtype,text,i_language,i_object.GetNameForLocaleIdx(loc_idx),i_targetGUID); } private: WorldObject const& i_object; ChatMsg i_msgtype; int32 i_textId; uint32 i_language; uint64 i_targetGUID; }; } // namespace MaNGOS void WorldObject::MonsterSay(int32 textId, uint32 language, uint64 TargetGuid) { MaNGOS::MonsterChatBuilder say_build(*this, CHAT_MSG_MONSTER_SAY, textId,language,TargetGuid); MaNGOS::LocalizedPacketDo say_do(say_build); MaNGOS::CameraDistWorker > say_worker(this,sWorld.getConfig(CONFIG_FLOAT_LISTEN_RANGE_SAY),say_do); Cell::VisitWorldObjects(this, say_worker, sWorld.getConfig(CONFIG_FLOAT_LISTEN_RANGE_SAY)); } void WorldObject::MonsterYell(int32 textId, uint32 language, uint64 TargetGuid) { float range = sWorld.getConfig(CONFIG_FLOAT_LISTEN_RANGE_YELL); MaNGOS::MonsterChatBuilder say_build(*this, CHAT_MSG_MONSTER_YELL, textId,language,TargetGuid); MaNGOS::LocalizedPacketDo say_do(say_build); MaNGOS::CameraDistWorker > say_worker(this,range,say_do); Cell::VisitWorldObjects(this, say_worker, sWorld.getConfig(CONFIG_FLOAT_LISTEN_RANGE_YELL)); } void WorldObject::MonsterYellToZone(int32 textId, uint32 language, uint64 TargetGuid) { MaNGOS::MonsterChatBuilder say_build(*this, CHAT_MSG_MONSTER_YELL, textId,language,TargetGuid); MaNGOS::LocalizedPacketDo say_do(say_build); uint32 zoneid = GetZoneId(); Map::PlayerList const& pList = GetMap()->GetPlayers(); for(Map::PlayerList::const_iterator itr = pList.begin(); itr != pList.end(); ++itr) if(itr->getSource()->GetZoneId()==zoneid) say_do(itr->getSource()); } void WorldObject::MonsterTextEmote(int32 textId, uint64 TargetGuid, bool IsBossEmote) { float range = sWorld.getConfig(IsBossEmote ? CONFIG_FLOAT_LISTEN_RANGE_YELL : CONFIG_FLOAT_LISTEN_RANGE_TEXTEMOTE); MaNGOS::MonsterChatBuilder say_build(*this, IsBossEmote ? CHAT_MSG_RAID_BOSS_EMOTE : CHAT_MSG_MONSTER_EMOTE, textId,LANG_UNIVERSAL,TargetGuid); MaNGOS::LocalizedPacketDo say_do(say_build); MaNGOS::CameraDistWorker > say_worker(this,range,say_do); Cell::VisitWorldObjects(this, say_worker, range); } void WorldObject::MonsterWhisper(int32 textId, uint64 receiver, bool IsBossWhisper) { Player *player = sObjectMgr.GetPlayer(receiver); if(!player || !player->GetSession()) return; uint32 loc_idx = player->GetSession()->GetSessionDbLocaleIndex(); char const* text = sObjectMgr.GetMangosString(textId,loc_idx); WorldPacket data(SMSG_MESSAGECHAT, 200); BuildMonsterChat(&data,IsBossWhisper ? CHAT_MSG_RAID_BOSS_WHISPER : CHAT_MSG_MONSTER_WHISPER,text,LANG_UNIVERSAL,GetNameForLocaleIdx(loc_idx),receiver); player->GetSession()->SendPacket(&data); } void WorldObject::BuildMonsterChat(WorldPacket *data, uint8 msgtype, char const* text, uint32 language, char const* name, uint64 targetGuid) const { *data << (uint8)msgtype; *data << (uint32)language; *data << (uint64)GetGUID(); *data << (uint32)0; // 2.1.0 *data << (uint32)(strlen(name)+1); *data << name; *data << (uint64)targetGuid; // Unit Target if( targetGuid && !IS_PLAYER_GUID(targetGuid) ) { *data << (uint32)1; // target name length *data << (uint8)0; // target name } *data << (uint32)(strlen(text)+1); *data << text; *data << (uint8)0; // ChatTag } void WorldObject::SendMessageToSet(WorldPacket *data, bool /*bToSelf*/) { //if object is in world, map for it already created! Map * _map = IsInWorld() ? GetMap() : sMapMgr.FindMap(GetMapId(), GetInstanceId()); if(_map) _map->MessageBroadcast(this, data); } void WorldObject::SendMessageToSetInRange(WorldPacket *data, float dist, bool /*bToSelf*/) { //if object is in world, map for it already created! if (Map * _map = IsInWorld() ? GetMap() : sMapMgr.FindMap(GetMapId(), GetInstanceId())) _map->MessageDistBroadcast(this, data, dist); } void WorldObject::SendMessageToSetExcept(WorldPacket *data, Player const* skipped_receiver) { //if object is in world, map for it already created! if (Map * _map = IsInWorld() ? GetMap() : sMapMgr.FindMap(GetMapId(), GetInstanceId())) { MaNGOS::MessageDelivererExcept notifier(this, data, skipped_receiver); Cell::VisitWorldObjects(this, notifier, _map->GetVisibilityDistance()); } } void WorldObject::SendObjectDeSpawnAnim(uint64 guid) { WorldPacket data(SMSG_GAMEOBJECT_DESPAWN_ANIM, 8); data << uint64(guid); SendMessageToSet(&data, true); } void WorldObject::SendGameObjectCustomAnim(uint64 guid) { WorldPacket data(SMSG_GAMEOBJECT_CUSTOM_ANIM, 8+4); data << uint64(guid); data << uint32(0); // not known what this is SendMessageToSet(&data, true); } void WorldObject::SetMap(Map * map) { ASSERT(map); m_currMap = map; //lets save current map's Id/instanceId m_mapId = map->GetId(); m_InstanceId = map->GetInstanceId(); } Map const* WorldObject::GetBaseMap() const { ASSERT(m_currMap); return m_currMap->GetParent(); } void WorldObject::AddObjectToRemoveList() { GetMap()->AddObjectToRemoveList(this); } Creature* WorldObject::SummonCreature(uint32 id, float x, float y, float z, float ang,TempSummonType spwtype,uint32 despwtime) { TemporarySummon* pCreature = new TemporarySummon(GetObjectGuid()); uint32 team = 0; if (GetTypeId()==TYPEID_PLAYER) team = ((Player*)this)->GetTeam(); if (!pCreature->Create(sObjectMgr.GenerateLowGuid(HIGHGUID_UNIT), GetMap(), GetPhaseMask(), id, team)) { delete pCreature; return NULL; } if (x == 0.0f && y == 0.0f && z == 0.0f) GetClosePoint(x, y, z, pCreature->GetObjectSize()); pCreature->Relocate(x, y, z, ang); pCreature->SetSummonPoint(x, y, z, ang); if(!pCreature->IsPositionValid()) { sLog.outError("Creature (guidlow %d, entry %d) not summoned. Suggested coordinates isn't valid (X: %f Y: %f)",pCreature->GetGUIDLow(),pCreature->GetEntry(),pCreature->GetPositionX(),pCreature->GetPositionY()); delete pCreature; return NULL; } pCreature->Summon(spwtype, despwtime); if(GetTypeId()==TYPEID_UNIT && ((Creature*)this)->AI()) ((Creature*)this)->AI()->JustSummoned(pCreature); // return the creature therewith the summoner has access to it return pCreature; } namespace MaNGOS { class NearUsedPosDo { public: NearUsedPosDo(WorldObject const& obj, WorldObject const* searcher, float angle, ObjectPosSelector& selector) : i_object(obj), i_searcher(searcher), i_angle(angle), i_selector(selector) {} void operator()(Corpse*) const {} void operator()(DynamicObject*) const {} void operator()(Creature* c) const { // skip self or target if(c==i_searcher || c==&i_object) return; float x,y,z; if( !c->isAlive() || c->hasUnitState(UNIT_STAT_NOT_MOVE) || !c->GetMotionMaster()->GetDestination(x,y,z) ) { x = c->GetPositionX(); y = c->GetPositionY(); } add(c,x,y); } template void operator()(T* u) const { // skip self or target if(u==i_searcher || u==&i_object) return; float x,y; x = u->GetPositionX(); y = u->GetPositionY(); add(u,x,y); } // we must add used pos that can fill places around center void add(WorldObject* u, float x, float y) const { // u is too nearest/far away to i_object if(!i_object.IsInRange2d(x,y,i_selector.m_dist - i_selector.m_size,i_selector.m_dist + i_selector.m_size)) return; float angle = i_object.GetAngle(u)-i_angle; // move angle to range -pi ... +pi while( angle > M_PI_F) angle -= 2.0f * M_PI_F; while(angle < -M_PI_F) angle += 2.0f * M_PI_F; // dist include size of u float dist2d = i_object.GetDistance2d(x,y); i_selector.AddUsedPos(u->GetObjectSize(),angle,dist2d + i_object.GetObjectSize()); } private: WorldObject const& i_object; WorldObject const* i_searcher; float i_angle; ObjectPosSelector& i_selector; }; } // namespace MaNGOS //=================================================================================================== void WorldObject::GetNearPoint2D(float &x, float &y, float distance2d, float absAngle ) const { x = GetPositionX() + (GetObjectSize() + distance2d) * cos(absAngle); y = GetPositionY() + (GetObjectSize() + distance2d) * sin(absAngle); MaNGOS::NormalizeMapCoord(x); MaNGOS::NormalizeMapCoord(y); } void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_size, float distance2d, float absAngle ) const { GetNearPoint2D(x,y,distance2d+searcher_size,absAngle); z = GetPositionZ(); // if detection disabled, return first point if(!sWorld.getConfig(CONFIG_BOOL_DETECT_POS_COLLISION)) { UpdateGroundPositionZ(x,y,z); // update to LOS height if available return; } // or remember first point float first_x = x; float first_y = y; bool first_los_conflict = false; // first point LOS problems // prepare selector for work ObjectPosSelector selector(GetPositionX(),GetPositionY(),GetObjectSize(),distance2d+searcher_size); // adding used positions around object { MaNGOS::NearUsedPosDo u_do(*this,searcher,absAngle,selector); MaNGOS::WorldObjectWorker worker(this,u_do); Cell::VisitAllObjects(this, worker, distance2d); } // maybe can just place in primary position if( selector.CheckOriginal() ) { UpdateGroundPositionZ(x,y,z); // update to LOS height if available if(IsWithinLOS(x,y,z)) return; first_los_conflict = true; // first point have LOS problems } float angle; // candidate of angle for free pos // special case when one from list empty and then empty side preferred if(selector.FirstAngle(angle)) { GetNearPoint2D(x,y,distance2d,absAngle+angle); z = GetPositionZ(); UpdateGroundPositionZ(x,y,z); // update to LOS height if available if(IsWithinLOS(x,y,z)) return; } // set first used pos in lists selector.InitializeAngle(); // select in positions after current nodes (selection one by one) while(selector.NextAngle(angle)) // angle for free pos { GetNearPoint2D(x,y,distance2d,absAngle+angle); z = GetPositionZ(); UpdateGroundPositionZ(x,y,z); // update to LOS height if available if(IsWithinLOS(x,y,z)) return; } // BAD NEWS: not free pos (or used or have LOS problems) // Attempt find _used_ pos without LOS problem if(!first_los_conflict) { x = first_x; y = first_y; UpdateGroundPositionZ(x,y,z); // update to LOS height if available return; } // special case when one from list empty and then empty side preferred if( selector.IsNonBalanced() ) { if(!selector.FirstAngle(angle)) // _used_ pos { GetNearPoint2D(x,y,distance2d,absAngle+angle); z = GetPositionZ(); UpdateGroundPositionZ(x,y,z); // update to LOS height if available if(IsWithinLOS(x,y,z)) return; } } // set first used pos in lists selector.InitializeAngle(); // select in positions after current nodes (selection one by one) while(selector.NextUsedAngle(angle)) // angle for used pos but maybe without LOS problem { GetNearPoint2D(x,y,distance2d,absAngle+angle); z = GetPositionZ(); UpdateGroundPositionZ(x,y,z); // update to LOS height if available if(IsWithinLOS(x,y,z)) return; } // BAD BAD NEWS: all found pos (free and used) have LOS problem :( x = first_x; y = first_y; UpdateGroundPositionZ(x,y,z); // update to LOS height if available } void WorldObject::SetPhaseMask(uint32 newPhaseMask, bool update) { m_phaseMask = newPhaseMask; if(update && IsInWorld()) { UpdateObjectVisibility(); GetViewPoint().Event_ViewPointVisibilityChanged(); } } void WorldObject::PlayDistanceSound( uint32 sound_id, Player* target /*= NULL*/ ) { WorldPacket data(SMSG_PLAY_OBJECT_SOUND,4+8); data << uint32(sound_id); data << uint64(GetGUID()); if (target) target->SendDirectMessage( &data ); else SendMessageToSet( &data, true ); } void WorldObject::PlayDirectSound( uint32 sound_id, Player* target /*= NULL*/ ) { WorldPacket data(SMSG_PLAY_SOUND, 4); data << uint32(sound_id); if (target) target->SendDirectMessage( &data ); else SendMessageToSet( &data, true ); } void WorldObject::UpdateObjectVisibility() { CellPair p = MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY()); Cell cell(p); GetMap()->UpdateObjectVisibility(this, cell, p); } void WorldObject::AddToClientUpdateList() { GetMap()->AddUpdateObject(this); } void WorldObject::RemoveFromClientUpdateList() { GetMap()->RemoveUpdateObject(this); } struct WorldObjectChangeAccumulator { UpdateDataMapType &i_updateDatas; WorldObject &i_object; WorldObjectChangeAccumulator(WorldObject &obj, UpdateDataMapType &d) : i_updateDatas(d), i_object(obj) { // send self fields changes in another way, otherwise // with new camera system when player's camera too far from player, camera wouldn't receive packets and changes from player if(i_object.isType(TYPEMASK_PLAYER)) i_object.BuildUpdateDataForPlayer((Player*)&i_object, i_updateDatas); } void Visit(CameraMapType &m) { for(CameraMapType::iterator iter = m.begin(); iter != m.end(); ++iter) { Player* owner = iter->getSource()->GetOwner(); if(owner != &i_object && owner->HaveAtClient(&i_object)) i_object.BuildUpdateDataForPlayer(owner, i_updateDatas); } } template void Visit(GridRefManager &) {} }; void WorldObject::BuildUpdateData( UpdateDataMapType & update_players) { WorldObjectChangeAccumulator notifier(*this, update_players); Cell::VisitWorldObjects(this, notifier, GetMap()->GetVisibilityDistance()); ClearUpdateMask(false); } bool WorldObject::IsControlledByPlayer() const { switch (GetTypeId()) { case TYPEID_GAMEOBJECT: return IS_PLAYER_GUID(((GameObject*)this)->GetOwnerGUID()); case TYPEID_UNIT: case TYPEID_PLAYER: return ((Unit*)this)->IsCharmerOrOwnerPlayerOrPlayerItself(); case TYPEID_DYNAMICOBJECT: return IS_PLAYER_GUID(((DynamicObject*)this)->GetCasterGUID()); case TYPEID_CORPSE: return true; default: return false; } }