/* * 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(); } }