/*
* Copyright (C) 2005-2012 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 "packet_builder.h"
#include "MoveSpline.h"
#include "WorldPacket.h"
#include "../Creature.h"
namespace Movement
{
inline void operator << (ByteBuffer& b, const Vector3& v)
{
b << v.x << v.y << v.z;
}
inline void operator >> (ByteBuffer& b, Vector3& v)
{
b >> v.x >> v.y >> v.z;
}
enum MonsterMoveType
{
MonsterMoveNormal = 0,
MonsterMoveStop = 1,
MonsterMoveFacingSpot = 2,
MonsterMoveFacingTarget = 3,
MonsterMoveFacingAngle = 4
};
void PacketBuilder::WriteCommonMonsterMovePart(const MoveSpline& move_spline, WorldPacket& data)
{
MoveSplineFlag splineflags = move_spline.splineflags;
/*if (mov.IsBoarded())
{
data.SetOpcode(SMSG_MONSTER_MOVE_TRANSPORT);
data << mov.GetTransport()->Owner.GetPackGUID();
data << int8(mov.m_unused.transport_seat);
}*/
data << uint8(0);
data << move_spline.spline.getPoint(move_spline.spline.first());
data << move_spline.GetId();
switch (splineflags & MoveSplineFlag::Mask_Final_Facing)
{
default:
data << uint8(MonsterMoveNormal);
break;
case MoveSplineFlag::Final_Target:
data << uint8(MonsterMoveFacingTarget);
data << move_spline.facing.target;
break;
case MoveSplineFlag::Final_Angle:
data << uint8(MonsterMoveFacingAngle);
data << move_spline.facing.angle;
break;
case MoveSplineFlag::Final_Point:
data << uint8(MonsterMoveFacingSpot);
data << move_spline.facing.f.x << move_spline.facing.f.y << move_spline.facing.f.z;
break;
}
// add fake Enter_Cycle flag - needed for client-side cyclic movement (client will erase first spline vertex after first cycle done)
splineflags.enter_cycle = move_spline.isCyclic();
data << uint32(splineflags & ~MoveSplineFlag::Mask_No_Monster_Move);
if (splineflags.animation)
{
data << splineflags.getAnimationId();
data << move_spline.effect_start_time;
}
data << move_spline.Duration();
if (splineflags.parabolic)
{
data << move_spline.vertical_acceleration;
data << move_spline.effect_start_time;
}
}
void WriteLinearPath(const Spline& spline, ByteBuffer& data)
{
uint32 last_idx = spline.getPointCount() - 3;
const Vector3* real_path = &spline.getPoint(1);
data << last_idx;
data << real_path[last_idx]; // destination
if (last_idx > 1)
{
Vector3 middle = (real_path[0] + real_path[last_idx]) / 2.f;
Vector3 offset;
// first and last points already appended
for (uint32 i = 1; i < last_idx; ++i)
{
offset = middle - real_path[i];
data.appendPackXYZ(offset.x, offset.y, offset.z);
}
}
}
void WriteCatmullRomPath(const Spline& spline, ByteBuffer& data)
{
uint32 count = spline.getPointCount() - 3;
data << count;
data.append(&spline.getPoint(2), count);
}
void WriteCatmullRomCyclicPath(const Spline& spline, ByteBuffer& data)
{
uint32 count = spline.getPointCount() - 3;
data << uint32(count + 1);
data << spline.getPoint(1); // fake point, client will erase it from the spline after first cycle done
data.append(&spline.getPoint(1), count);
}
void PacketBuilder::WriteMonsterMove(const MoveSpline& move_spline, WorldPacket& data)
{
WriteCommonMonsterMovePart(move_spline, data);
const Spline& spline = move_spline.spline;
MoveSplineFlag splineflags = move_spline.splineflags;
if (splineflags & MoveSplineFlag::Mask_CatmullRom)
{
if (splineflags.cyclic)
WriteCatmullRomCyclicPath(spline, data);
else
WriteCatmullRomPath(spline, data);
}
else
WriteLinearPath(spline, data);
}
void PacketBuilder::WriteCreateBits(const MoveSpline& move_spline, ByteBuffer& data)
{
MoveSplineFlag splineFlags = move_spline.splineflags;
uint32 nodes = move_spline.getPath().size();
bool hasSplineStartTime = move_spline.splineflags & (MoveSplineFlag::Trajectory | MoveSplineFlag::Animation);
bool hasSplineVerticalAcceleration = (move_spline.splineflags & MoveSplineFlag::Trajectory) && move_spline.effect_start_time < move_spline.Duration();
data.WriteBits(uint8(move_spline.spline.mode()), 2);
data.WriteBit(hasSplineStartTime);
data.WriteBits(nodes, 22);
switch (move_spline.splineflags & MoveSplineFlag::Mask_Final_Facing)
{
case MoveSplineFlag::Final_Target:
{
data.WriteBits(2, 2);
data.WriteGuidMask<4, 3, 7, 2, 6, 1, 0, 5>(ObjectGuid(move_spline.facing.target));
break;
}
case MoveSplineFlag::Final_Angle:
data.WriteBits(0, 2);
break;
case MoveSplineFlag::Final_Point:
data.WriteBits(1, 2);
break;
default:
data.WriteBits(3, 2);
break;
}
data.WriteBit(hasSplineVerticalAcceleration);
data.WriteBits(move_spline.splineflags.raw(), 25);
}
void PacketBuilder::WriteCreateBytes(const MoveSpline& move_spline, ByteBuffer& data)
{
MoveSplineFlag splineFlags = move_spline.splineflags;
uint32 nodes = move_spline.getPath().size();
bool hasSplineStartTime = move_spline.splineflags & (MoveSplineFlag::Trajectory | MoveSplineFlag::Animation);
bool hasSplineVerticalAcceleration = (move_spline.splineflags & MoveSplineFlag::Trajectory) && move_spline.effect_start_time < move_spline.Duration();
if (hasSplineVerticalAcceleration)
data << move_spline.vertical_acceleration; // added in 3.1
data << move_spline.timePassed();
if (move_spline.splineflags & MoveSplineFlag::Final_Angle)
data << move_spline.facing.angle;
else if (move_spline.splineflags & MoveSplineFlag::Final_Target)
data.WriteGuidBytes<5, 3, 7, 1, 6, 4, 2, 0>(ObjectGuid(move_spline.facing.target));
for (uint32 i = 0; i < nodes; ++i)
{
data << move_spline.getPath()[i].z;
data << move_spline.getPath()[i].x;
data << move_spline.getPath()[i].y;
}
if (move_spline.splineflags & MoveSplineFlag::Final_Point)
data << move_spline.facing.f.x << move_spline.facing.f.z << move_spline.facing.f.y;
data << float(1.f);
data << move_spline.Duration();
if (hasSplineStartTime)
data << move_spline.effect_start_time; // added in 3.1
data << float(1.f);
if (!move_spline.isCyclic())
{
Vector3 dest = move_spline.FinalDestination();
data << float(dest.z);
data << float(dest.x);
data << float(dest.y);
}
else
data << Vector3::zero();
data << move_spline.GetId();
}
}