[7768] Add check to prevent set homebind to instance map.
[AHbot.git] / src / game / Object.cpp
blobc04e84b4c0003067c33b82a27eeb772e98d23f14
1 /*
2 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 #include "Common.h"
20 #include "SharedDefines.h"
21 #include "WorldPacket.h"
22 #include "Opcodes.h"
23 #include "Log.h"
24 #include "World.h"
25 #include "Object.h"
26 #include "Creature.h"
27 #include "Player.h"
28 #include "Vehicle.h"
29 #include "ObjectMgr.h"
30 #include "UpdateData.h"
31 #include "UpdateMask.h"
32 #include "Util.h"
33 #include "MapManager.h"
34 #include "ObjectAccessor.h"
35 #include "Log.h"
36 #include "Transports.h"
37 #include "TargetedMovementGenerator.h"
38 #include "WaypointMovementGenerator.h"
39 #include "VMapFactory.h"
40 #include "CellImpl.h"
41 #include "GridNotifiers.h"
42 #include "GridNotifiersImpl.h"
44 #include "ObjectPosSelector.h"
46 #include "TemporarySummon.h"
48 uint32 GuidHigh2TypeId(uint32 guid_hi)
50 switch(guid_hi)
52 case HIGHGUID_ITEM: return TYPEID_ITEM;
53 //case HIGHGUID_CONTAINER: return TYPEID_CONTAINER; HIGHGUID_CONTAINER==HIGHGUID_ITEM currently
54 case HIGHGUID_UNIT: return TYPEID_UNIT;
55 case HIGHGUID_PET: return TYPEID_UNIT;
56 case HIGHGUID_PLAYER: return TYPEID_PLAYER;
57 case HIGHGUID_GAMEOBJECT: return TYPEID_GAMEOBJECT;
58 case HIGHGUID_DYNAMICOBJECT:return TYPEID_DYNAMICOBJECT;
59 case HIGHGUID_CORPSE: return TYPEID_CORPSE;
60 case HIGHGUID_MO_TRANSPORT: return TYPEID_GAMEOBJECT;
61 case HIGHGUID_VEHICLE: return TYPEID_UNIT;
63 return MAX_TYPEID; // unknown
66 Object::Object( )
68 m_objectTypeId = TYPEID_OBJECT;
69 m_objectType = TYPEMASK_OBJECT;
71 m_uint32Values = 0;
72 m_uint32Values_mirror = 0;
73 m_valuesCount = 0;
75 m_inWorld = false;
76 m_objectUpdated = false;
78 m_PackGUID.clear();
79 m_PackGUID.appendPackGUID(0);
82 Object::~Object( )
84 if(m_objectUpdated)
85 ObjectAccessor::Instance().RemoveUpdateObject(this);
87 if(m_uint32Values)
89 if(IsInWorld())
91 ///- Do NOT call RemoveFromWorld here, if the object is a player it will crash
92 sLog.outError("Object::~Object - guid="I64FMTD", typeid=%d deleted but still in world!!", GetGUID(), GetTypeId());
93 //assert(0);
96 //DEBUG_LOG("Object desctr 1 check (%p)",(void*)this);
97 delete [] m_uint32Values;
98 delete [] m_uint32Values_mirror;
99 //DEBUG_LOG("Object desctr 2 check (%p)",(void*)this);
103 void Object::_InitValues()
105 m_uint32Values = new uint32[ m_valuesCount ];
106 memset(m_uint32Values, 0, m_valuesCount*sizeof(uint32));
108 m_uint32Values_mirror = new uint32[ m_valuesCount ];
109 memset(m_uint32Values_mirror, 0, m_valuesCount*sizeof(uint32));
111 m_objectUpdated = false;
114 void Object::_Create( uint32 guidlow, uint32 entry, HighGuid guidhigh )
116 if(!m_uint32Values) _InitValues();
118 uint64 guid = MAKE_NEW_GUID(guidlow, entry, guidhigh); // required more changes to make it working
119 SetUInt64Value( OBJECT_FIELD_GUID, guid );
120 SetUInt32Value( OBJECT_FIELD_TYPE, m_objectType );
121 m_PackGUID.clear();
122 m_PackGUID.appendPackGUID(GetGUID());
125 void Object::BuildMovementUpdateBlock(UpdateData * data, uint32 flags ) const
127 ByteBuffer buf(500);
129 buf << uint8( UPDATETYPE_MOVEMENT );
130 buf << GetGUID();
132 _BuildMovementUpdate(&buf, flags, 0x00000000);
134 data->AddUpdateBlock(buf);
137 void Object::BuildCreateUpdateBlockForPlayer(UpdateData *data, Player *target) const
139 if(!target)
141 return;
144 uint8 updatetype = UPDATETYPE_CREATE_OBJECT;
145 uint8 flags = m_updateFlag;
146 uint32 flags2 = 0;
148 /** lower flag1 **/
149 if(target == this) // building packet for oneself
150 flags |= UPDATEFLAG_SELF;
152 if(flags & UPDATEFLAG_HAS_POSITION)
154 // UPDATETYPE_CREATE_OBJECT2 dynamic objects, corpses...
155 if(isType(TYPEMASK_DYNAMICOBJECT) || isType(TYPEMASK_CORPSE) || isType(TYPEMASK_PLAYER))
156 updatetype = UPDATETYPE_CREATE_OBJECT2;
158 // UPDATETYPE_CREATE_OBJECT2 for pets...
159 if(target->GetPetGUID() == GetGUID())
160 updatetype = UPDATETYPE_CREATE_OBJECT2;
162 // UPDATETYPE_CREATE_OBJECT2 for some gameobject types...
163 if(isType(TYPEMASK_GAMEOBJECT))
165 switch(((GameObject*)this)->GetGoType())
167 case GAMEOBJECT_TYPE_TRAP:
168 case GAMEOBJECT_TYPE_DUEL_ARBITER:
169 case GAMEOBJECT_TYPE_FLAGSTAND:
170 case GAMEOBJECT_TYPE_FLAGDROP:
171 updatetype = UPDATETYPE_CREATE_OBJECT2;
172 break;
173 case GAMEOBJECT_TYPE_TRANSPORT:
174 flags |= UPDATEFLAG_TRANSPORT;
175 break;
176 default:
177 break;
181 if(isType(TYPEMASK_UNIT))
183 if(((Unit*)this)->getVictim())
184 flags |= UPDATEFLAG_HAS_TARGET;
188 //sLog.outDebug("BuildCreateUpdate: update-type: %u, object-type: %u got flags: %X, flags2: %X", updatetype, m_objectTypeId, flags, flags2);
190 ByteBuffer buf(500);
191 buf << (uint8)updatetype;
192 //buf.append(GetPackGUID()); //client crashes when using this
193 buf << (uint8)0xFF << GetGUID();
194 buf << (uint8)m_objectTypeId;
196 _BuildMovementUpdate(&buf, flags, flags2);
198 UpdateMask updateMask;
199 updateMask.SetCount( m_valuesCount );
200 _SetCreateBits( &updateMask, target );
201 _BuildValuesUpdate(updatetype, &buf, &updateMask, target );
202 data->AddUpdateBlock(buf);
205 void Object::BuildUpdate(UpdateDataMapType &update_players)
207 ObjectAccessor::_buildUpdateObject(this,update_players);
208 ClearUpdateMask(true);
211 void Object::SendUpdateToPlayer(Player* player)
213 // send update to another players
214 SendUpdateObjectToAllExcept(player);
216 // send create update to player
217 UpdateData upd;
218 WorldPacket packet;
220 upd.Clear();
221 BuildCreateUpdateBlockForPlayer(&upd, player);
222 upd.BuildPacket(&packet);
223 player->GetSession()->SendPacket(&packet);
225 // now object updated/(create updated)
228 void Object::BuildValuesUpdateBlockForPlayer(UpdateData *data, Player *target) const
230 ByteBuffer buf(500);
232 buf << (uint8) UPDATETYPE_VALUES;
233 //buf.append(GetPackGUID()); //client crashes when using this. but not have crash in debug mode
234 buf << (uint8)0xFF;
235 buf << GetGUID();
237 UpdateMask updateMask;
238 updateMask.SetCount( m_valuesCount );
240 _SetUpdateBits( &updateMask, target );
241 _BuildValuesUpdate(UPDATETYPE_VALUES, &buf, &updateMask, target );
243 data->AddUpdateBlock(buf);
246 void Object::BuildOutOfRangeUpdateBlock(UpdateData * data) const
248 data->AddOutOfRangeGUID(GetGUID());
251 void Object::DestroyForPlayer(Player *target) const
253 ASSERT(target);
255 WorldPacket data(SMSG_DESTROY_OBJECT, 8);
256 data << GetGUID();
257 data << uint8(0); // WotLK (bool)
258 target->GetSession()->SendPacket( &data );
261 void Object::_BuildMovementUpdate(ByteBuffer * data, uint8 flags, uint32 flags2) const
263 uint16 unk_flags = ((GetTypeId() == TYPEID_PLAYER) ? ((Player*)this)->m_movementInfo.unk1 : 0);
265 if(GetTypeId() == TYPEID_UNIT)
266 if(((Creature*)this)->isVehicle())
267 unk_flags |= 0x20; // always allow pitch
269 *data << (uint8)flags; // update flags
271 // 0x20
272 if (flags & UPDATEFLAG_LIVING)
274 switch(GetTypeId())
276 case TYPEID_UNIT:
278 flags2 = ((Unit*)this)->GetUnitMovementFlags();
280 break;
281 case TYPEID_PLAYER:
283 flags2 = ((Player*)this)->GetUnitMovementFlags();
285 if(((Player*)this)->GetTransport())
286 flags2 |= MOVEMENTFLAG_ONTRANSPORT;
287 else
288 flags2 &= ~MOVEMENTFLAG_ONTRANSPORT;
290 // remove unknown, unused etc flags for now
291 flags2 &= ~MOVEMENTFLAG_SPLINE2; // will be set manually
293 if(((Player*)this)->isInFlight())
295 WPAssert(((Player*)this)->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE);
296 flags2 = (MOVEMENTFLAG_FORWARD | MOVEMENTFLAG_SPLINE2);
299 break;
302 *data << uint32(flags2); // movement flags
303 *data << uint16(unk_flags); // unknown 2.3.0
304 *data << uint32(getMSTime()); // time (in milliseconds)
307 // 0x40
308 if (flags & UPDATEFLAG_HAS_POSITION)
310 // 0x02
311 if(flags & UPDATEFLAG_TRANSPORT && ((GameObject*)this)->GetGoType() == GAMEOBJECT_TYPE_MO_TRANSPORT)
313 *data << (float)0;
314 *data << (float)0;
315 *data << (float)0;
316 *data << ((WorldObject *)this)->GetOrientation();
318 else
320 *data << ((WorldObject *)this)->GetPositionX();
321 *data << ((WorldObject *)this)->GetPositionY();
322 *data << ((WorldObject *)this)->GetPositionZ();
323 *data << ((WorldObject *)this)->GetOrientation();
327 // 0x20
328 if(flags & UPDATEFLAG_LIVING)
330 // 0x00000200
331 if(flags2 & MOVEMENTFLAG_ONTRANSPORT)
333 if(GetTypeId() == TYPEID_PLAYER)
335 *data << (uint64)((Player*)this)->GetTransport()->GetGUID();
336 *data << (float)((Player*)this)->GetTransOffsetX();
337 *data << (float)((Player*)this)->GetTransOffsetY();
338 *data << (float)((Player*)this)->GetTransOffsetZ();
339 *data << (float)((Player*)this)->GetTransOffsetO();
340 *data << (uint32)((Player*)this)->GetTransTime();
341 *data << (int8)((Player*)this)->GetTransSeat();
343 //MaNGOS currently not have support for other than player on transport
346 // 0x02200000
347 if((flags2 & (MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_FLYING2)) || (unk_flags & 0x20))
349 if(GetTypeId() == TYPEID_PLAYER)
350 *data << (float)((Player*)this)->m_movementInfo.s_pitch;
351 else
352 *data << (float)0; // is't part of movement packet, we must store and send it...
355 if(GetTypeId() == TYPEID_PLAYER)
356 *data << (uint32)((Player*)this)->m_movementInfo.fallTime;
357 else
358 *data << (uint32)0; // last fall time
360 // 0x00001000
361 if(flags2 & MOVEMENTFLAG_JUMPING)
363 if(GetTypeId() == TYPEID_PLAYER)
365 *data << (float)((Player*)this)->m_movementInfo.j_unk;
366 *data << (float)((Player*)this)->m_movementInfo.j_sinAngle;
367 *data << (float)((Player*)this)->m_movementInfo.j_cosAngle;
368 *data << (float)((Player*)this)->m_movementInfo.j_xyspeed;
370 else
372 *data << (float)0;
373 *data << (float)0;
374 *data << (float)0;
375 *data << (float)0;
379 // 0x04000000
380 if(flags2 & MOVEMENTFLAG_SPLINE)
382 if(GetTypeId() == TYPEID_PLAYER)
383 *data << (float)((Player*)this)->m_movementInfo.u_unk1;
384 else
385 *data << (float)0;
388 *data << ((Unit*)this)->GetSpeed( MOVE_WALK );
389 *data << ((Unit*)this)->GetSpeed( MOVE_RUN );
390 *data << ((Unit*)this)->GetSpeed( MOVE_SWIM_BACK );
391 *data << ((Unit*)this)->GetSpeed( MOVE_SWIM );
392 *data << ((Unit*)this)->GetSpeed( MOVE_RUN_BACK );
393 *data << ((Unit*)this)->GetSpeed( MOVE_FLIGHT );
394 *data << ((Unit*)this)->GetSpeed( MOVE_FLIGHT_BACK );
395 *data << ((Unit*)this)->GetSpeed( MOVE_TURN_RATE );
396 *data << ((Unit*)this)->GetSpeed( MOVE_PITCH_RATE );
398 // 0x08000000
399 if(flags2 & MOVEMENTFLAG_SPLINE2)
401 if(GetTypeId() != TYPEID_PLAYER)
403 sLog.outDebug("_BuildMovementUpdate: MOVEMENTFLAG_SPLINE2 for non-player");
404 return;
407 if(!((Player*)this)->isInFlight())
409 sLog.outDebug("_BuildMovementUpdate: MOVEMENTFLAG_SPLINE2 but not in flight");
410 return;
413 WPAssert(((Player*)this)->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE);
415 FlightPathMovementGenerator *fmg = (FlightPathMovementGenerator*)(((Player*)this)->GetMotionMaster()->top());
417 uint32 flags3 = 0x00000300;
419 *data << uint32(flags3); // splines flag?
421 if(flags3 & 0x10000) // probably x,y,z coords there
423 *data << (float)0;
424 *data << (float)0;
425 *data << (float)0;
428 if(flags3 & 0x20000) // probably guid there
430 *data << uint64(0);
433 if(flags3 & 0x40000) // may be orientation
435 *data << (float)0;
438 Path &path = fmg->GetPath();
440 float x, y, z;
441 ((Player*)this)->GetPosition(x, y, z);
443 uint32 inflighttime = uint32(path.GetPassedLength(fmg->GetCurrentNode(), x, y, z) * 32);
444 uint32 traveltime = uint32(path.GetTotalLength() * 32);
446 *data << uint32(inflighttime); // passed move time?
447 *data << uint32(traveltime); // full move time?
448 *data << uint32(0); // ticks count?
450 uint32 poscount = uint32(path.Size());
452 *data << uint32(poscount); // points count
454 for(uint32 i = 0; i < poscount; ++i)
456 *data << path.GetNodes()[i].x;
457 *data << path.GetNodes()[i].y;
458 *data << path.GetNodes()[i].z;
461 *data << uint8(0); // added in 3.0.8
463 /*for(uint32 i = 0; i < poscount; i++)
465 // path points
466 *data << (float)0;
467 *data << (float)0;
468 *data << (float)0;
471 *data << path.GetNodes()[poscount-1].x;
472 *data << path.GetNodes()[poscount-1].y;
473 *data << path.GetNodes()[poscount-1].z;
475 // target position (path end)
476 /**data << ((Unit*)this)->GetPositionX();
477 *data << ((Unit*)this)->GetPositionY();
478 *data << ((Unit*)this)->GetPositionZ();*/
482 // 0x8
483 if(flags & UPDATEFLAG_LOWGUID)
485 switch(GetTypeId())
487 case TYPEID_OBJECT:
488 case TYPEID_ITEM:
489 case TYPEID_CONTAINER:
490 case TYPEID_GAMEOBJECT:
491 case TYPEID_DYNAMICOBJECT:
492 case TYPEID_CORPSE:
493 *data << uint32(GetGUIDLow()); // GetGUIDLow()
494 break;
495 case TYPEID_UNIT:
496 *data << uint32(0x0000000B); // unk, can be 0xB or 0xC
497 break;
498 case TYPEID_PLAYER:
499 if(flags & UPDATEFLAG_SELF)
500 *data << uint32(0x0000002F); // unk, can be 0x15 or 0x22
501 else
502 *data << uint32(0x00000008); // unk, can be 0x7 or 0x8
503 break;
504 default:
505 *data << uint32(0x00000000); // unk
506 break;
510 // 0x10
511 if(flags & UPDATEFLAG_HIGHGUID)
513 switch(GetTypeId())
515 case TYPEID_OBJECT:
516 case TYPEID_ITEM:
517 case TYPEID_CONTAINER:
518 case TYPEID_GAMEOBJECT:
519 case TYPEID_DYNAMICOBJECT:
520 case TYPEID_CORPSE:
521 *data << uint32(GetGUIDHigh()); // GetGUIDHigh()
522 break;
523 case TYPEID_UNIT:
524 *data << uint32(0x0000000B); // unk, can be 0xB or 0xC
525 break;
526 case TYPEID_PLAYER:
527 if(flags & UPDATEFLAG_SELF)
528 *data << uint32(0x0000002F); // unk, can be 0x15 or 0x22
529 else
530 *data << uint32(0x00000008); // unk, can be 0x7 or 0x8
531 break;
532 default:
533 *data << uint32(0x00000000); // unk
534 break;
538 // 0x4
539 if(flags & UPDATEFLAG_HAS_TARGET) // packed guid (current target guid)
541 if(Unit *victim = ((Unit*)this)->getVictim())
542 data->append(victim->GetPackGUID());
543 else
544 *data << uint8(0);
547 // 0x2
548 if(flags & UPDATEFLAG_TRANSPORT)
550 *data << uint32(getMSTime()); // ms time
553 // 0x80
554 if(flags & UPDATEFLAG_VEHICLE) // unused for now
556 *data << uint32(((Vehicle*)this)->GetVehicleId()); // vehicle id
557 *data << float(0); // facing adjustment
561 void Object::_BuildValuesUpdate(uint8 updatetype, ByteBuffer * data, UpdateMask *updateMask, Player *target) const
563 if(!target)
564 return;
566 bool IsActivateToQuest = false;
567 if (updatetype == UPDATETYPE_CREATE_OBJECT || updatetype == UPDATETYPE_CREATE_OBJECT2)
569 if (isType(TYPEMASK_GAMEOBJECT) && !((GameObject*)this)->IsTransport())
571 if ( ((GameObject*)this)->ActivateToQuest(target) || target->isGameMaster())
573 IsActivateToQuest = true;
574 updateMask->SetBit(GAMEOBJECT_DYNAMIC);
578 else //case UPDATETYPE_VALUES
580 if (isType(TYPEMASK_GAMEOBJECT) && !((GameObject*)this)->IsTransport())
582 if ( ((GameObject*)this)->ActivateToQuest(target) || target->isGameMaster())
584 IsActivateToQuest = true;
586 updateMask->SetBit(GAMEOBJECT_DYNAMIC);
587 updateMask->SetBit(GAMEOBJECT_BYTES_1);
591 WPAssert(updateMask && updateMask->GetCount() == m_valuesCount);
593 *data << (uint8)updateMask->GetBlockCount();
594 data->append( updateMask->GetMask(), updateMask->GetLength() );
596 // 2 specialized loops for speed optimization in non-unit case
597 if(isType(TYPEMASK_UNIT)) // unit (creature/player) case
599 for( uint16 index = 0; index < m_valuesCount; index ++ )
601 if( updateMask->GetBit( index ) )
603 // remove custom flag before send
604 if( index == UNIT_NPC_FLAGS )
605 *data << uint32(m_uint32Values[ index ] & ~UNIT_NPC_FLAG_GUARD);
606 // FIXME: Some values at server stored in float format but must be sent to client in uint32 format
607 else if(index >= UNIT_FIELD_BASEATTACKTIME && index <= UNIT_FIELD_RANGEDATTACKTIME)
609 // convert from float to uint32 and send
610 *data << uint32(m_floatValues[ index ] < 0 ? 0 : m_floatValues[ index ]);
612 // there are some float values which may be negative or can't get negative due to other checks
613 else if ((index >= UNIT_FIELD_NEGSTAT0 && index <= UNIT_FIELD_NEGSTAT4) ||
614 (index >= UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE && index <= (UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE + 6)) ||
615 (index >= UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE && index <= (UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE + 6)) ||
616 (index >= UNIT_FIELD_POSSTAT0 && index <= UNIT_FIELD_POSSTAT4))
618 *data << uint32(m_floatValues[ index ]);
620 // Gamemasters should be always able to select units - remove not selectable flag
621 else if(index == UNIT_FIELD_FLAGS && target->isGameMaster())
623 *data << (m_uint32Values[ index ] & ~UNIT_FLAG_NOT_SELECTABLE);
625 // hide lootable animation for unallowed players
626 else if(index == UNIT_DYNAMIC_FLAGS && GetTypeId() == TYPEID_UNIT)
628 if(!target->isAllowedToLoot((Creature*)this))
629 *data << (m_uint32Values[ index ] & ~UNIT_DYNFLAG_LOOTABLE);
630 else
631 *data << (m_uint32Values[ index ] & ~UNIT_DYNFLAG_OTHER_TAGGER);
633 else
635 // send in current format (float as float, uint32 as uint32)
636 *data << m_uint32Values[ index ];
641 else if(isType(TYPEMASK_GAMEOBJECT)) // gameobject case
643 for( uint16 index = 0; index < m_valuesCount; index ++ )
645 if( updateMask->GetBit( index ) )
647 // send in current format (float as float, uint32 as uint32)
648 if ( index == GAMEOBJECT_DYNAMIC )
650 if(IsActivateToQuest )
652 switch(((GameObject*)this)->GetGoType())
654 case GAMEOBJECT_TYPE_CHEST:
655 *data << uint32(9); // enable quest object. Represent 9, but 1 for client before 2.3.0
656 break;
657 case GAMEOBJECT_TYPE_GOOBER:
658 *data << uint32(1);
659 break;
660 default:
661 *data << uint32(0); // unknown. not happen.
662 break;
665 else
666 *data << uint32(0); // disable quest object
668 else
669 *data << m_uint32Values[ index ]; // other cases
673 else // other objects case (no special index checks)
675 for( uint16 index = 0; index < m_valuesCount; index ++ )
677 if( updateMask->GetBit( index ) )
679 // send in current format (float as float, uint32 as uint32)
680 *data << m_uint32Values[ index ];
686 void Object::ClearUpdateMask(bool remove)
688 for( uint16 index = 0; index < m_valuesCount; index ++ )
690 if(m_uint32Values_mirror[index]!= m_uint32Values[index])
691 m_uint32Values_mirror[index] = m_uint32Values[index];
693 if(m_objectUpdated)
695 if(remove)
696 ObjectAccessor::Instance().RemoveUpdateObject(this);
697 m_objectUpdated = false;
701 // Send current value fields changes to all viewers
702 void Object::SendUpdateObjectToAllExcept(Player* exceptPlayer)
704 // changes will be send in create packet
705 if(!IsInWorld())
706 return;
708 // nothing do
709 if(!m_objectUpdated)
710 return;
712 ObjectAccessor::UpdateObject(this,exceptPlayer);
715 bool Object::LoadValues(const char* data)
717 if(!m_uint32Values) _InitValues();
719 Tokens tokens = StrSplit(data, " ");
721 if(tokens.size() != m_valuesCount)
722 return false;
724 Tokens::iterator iter;
725 int index;
726 for (iter = tokens.begin(), index = 0; index < m_valuesCount; ++iter, ++index)
728 m_uint32Values[index] = atol((*iter).c_str());
731 return true;
734 void Object::_SetUpdateBits(UpdateMask *updateMask, Player* /*target*/) const
736 for( uint16 index = 0; index < m_valuesCount; index ++ )
738 if(m_uint32Values_mirror[index]!= m_uint32Values[index])
739 updateMask->SetBit(index);
743 void Object::_SetCreateBits(UpdateMask *updateMask, Player* /*target*/) const
745 for( uint16 index = 0; index < m_valuesCount; index++ )
747 if(GetUInt32Value(index) != 0)
748 updateMask->SetBit(index);
752 void Object::SetInt32Value( uint16 index, int32 value )
754 ASSERT( index < m_valuesCount || PrintIndexError( index , true ) );
756 if(m_int32Values[ index ] != value)
758 m_int32Values[ index ] = value;
760 if(m_inWorld)
762 if(!m_objectUpdated)
764 ObjectAccessor::Instance().AddUpdateObject(this);
765 m_objectUpdated = true;
771 void Object::SetUInt32Value( uint16 index, uint32 value )
773 ASSERT( index < m_valuesCount || PrintIndexError( index , true ) );
775 if(m_uint32Values[ index ] != value)
777 m_uint32Values[ index ] = value;
779 if(m_inWorld)
781 if(!m_objectUpdated)
783 ObjectAccessor::Instance().AddUpdateObject(this);
784 m_objectUpdated = true;
790 void Object::SetUInt64Value( uint16 index, const uint64 &value )
792 ASSERT( index + 1 < m_valuesCount || PrintIndexError( index , true ) );
793 if(*((uint64*)&(m_uint32Values[ index ])) != value)
795 m_uint32Values[ index ] = *((uint32*)&value);
796 m_uint32Values[ index + 1 ] = *(((uint32*)&value) + 1);
798 if(m_inWorld)
800 if(!m_objectUpdated)
802 ObjectAccessor::Instance().AddUpdateObject(this);
803 m_objectUpdated = true;
809 void Object::SetFloatValue( uint16 index, float value )
811 ASSERT( index < m_valuesCount || PrintIndexError( index , true ) );
813 if(m_floatValues[ index ] != value)
815 m_floatValues[ index ] = value;
817 if(m_inWorld)
819 if(!m_objectUpdated)
821 ObjectAccessor::Instance().AddUpdateObject(this);
822 m_objectUpdated = true;
828 void Object::SetByteValue( uint16 index, uint8 offset, uint8 value )
830 ASSERT( index < m_valuesCount || PrintIndexError( index , true ) );
832 if(offset > 4)
834 sLog.outError("Object::SetByteValue: wrong offset %u", offset);
835 return;
838 if(uint8(m_uint32Values[ index ] >> (offset * 8)) != value)
840 m_uint32Values[ index ] &= ~uint32(uint32(0xFF) << (offset * 8));
841 m_uint32Values[ index ] |= uint32(uint32(value) << (offset * 8));
843 if(m_inWorld)
845 if(!m_objectUpdated)
847 ObjectAccessor::Instance().AddUpdateObject(this);
848 m_objectUpdated = true;
854 void Object::SetUInt16Value( uint16 index, uint8 offset, uint16 value )
856 ASSERT( index < m_valuesCount || PrintIndexError( index , true ) );
858 if(offset > 2)
860 sLog.outError("Object::SetUInt16Value: wrong offset %u", offset);
861 return;
864 if(uint8(m_uint32Values[ index ] >> (offset * 16)) != value)
866 m_uint32Values[ index ] &= ~uint32(uint32(0xFFFF) << (offset * 16));
867 m_uint32Values[ index ] |= uint32(uint32(value) << (offset * 16));
869 if(m_inWorld)
871 if(!m_objectUpdated)
873 ObjectAccessor::Instance().AddUpdateObject(this);
874 m_objectUpdated = true;
880 void Object::SetStatFloatValue( uint16 index, float value)
882 if(value < 0)
883 value = 0.0f;
885 SetFloatValue(index, value);
888 void Object::SetStatInt32Value( uint16 index, int32 value)
890 if(value < 0)
891 value = 0;
893 SetUInt32Value(index, uint32(value));
896 void Object::ApplyModUInt32Value(uint16 index, int32 val, bool apply)
898 int32 cur = GetUInt32Value(index);
899 cur += (apply ? val : -val);
900 if(cur < 0)
901 cur = 0;
902 SetUInt32Value(index,cur);
905 void Object::ApplyModInt32Value(uint16 index, int32 val, bool apply)
907 int32 cur = GetInt32Value(index);
908 cur += (apply ? val : -val);
909 SetInt32Value(index,cur);
912 void Object::ApplyModSignedFloatValue(uint16 index, float val, bool apply)
914 float cur = GetFloatValue(index);
915 cur += (apply ? val : -val);
916 SetFloatValue(index,cur);
919 void Object::ApplyModPositiveFloatValue(uint16 index, float val, bool apply)
921 float cur = GetFloatValue(index);
922 cur += (apply ? val : -val);
923 if(cur < 0)
924 cur = 0;
925 SetFloatValue(index,cur);
928 void Object::SetFlag( uint16 index, uint32 newFlag )
930 ASSERT( index < m_valuesCount || PrintIndexError( index , true ) );
931 uint32 oldval = m_uint32Values[ index ];
932 uint32 newval = oldval | newFlag;
934 if(oldval != newval)
936 m_uint32Values[ index ] = newval;
938 if(m_inWorld)
940 if(!m_objectUpdated)
942 ObjectAccessor::Instance().AddUpdateObject(this);
943 m_objectUpdated = true;
949 void Object::RemoveFlag( uint16 index, uint32 oldFlag )
951 ASSERT( index < m_valuesCount || PrintIndexError( index , true ) );
952 uint32 oldval = m_uint32Values[ index ];
953 uint32 newval = oldval & ~oldFlag;
955 if(oldval != newval)
957 m_uint32Values[ index ] = newval;
959 if(m_inWorld)
961 if(!m_objectUpdated)
963 ObjectAccessor::Instance().AddUpdateObject(this);
964 m_objectUpdated = true;
970 void Object::SetByteFlag( uint16 index, uint8 offset, uint8 newFlag )
972 ASSERT( index < m_valuesCount || PrintIndexError( index , true ) );
974 if(offset > 4)
976 sLog.outError("Object::SetByteFlag: wrong offset %u", offset);
977 return;
980 if(!(uint8(m_uint32Values[ index ] >> (offset * 8)) & newFlag))
982 m_uint32Values[ index ] |= uint32(uint32(newFlag) << (offset * 8));
984 if(m_inWorld)
986 if(!m_objectUpdated)
988 ObjectAccessor::Instance().AddUpdateObject(this);
989 m_objectUpdated = true;
995 void Object::RemoveByteFlag( uint16 index, uint8 offset, uint8 oldFlag )
997 ASSERT( index < m_valuesCount || PrintIndexError( index , true ) );
999 if(offset > 4)
1001 sLog.outError("Object::RemoveByteFlag: wrong offset %u", offset);
1002 return;
1005 if(uint8(m_uint32Values[ index ] >> (offset * 8)) & oldFlag)
1007 m_uint32Values[ index ] &= ~uint32(uint32(oldFlag) << (offset * 8));
1009 if(m_inWorld)
1011 if(!m_objectUpdated)
1013 ObjectAccessor::Instance().AddUpdateObject(this);
1014 m_objectUpdated = true;
1020 bool Object::PrintIndexError(uint32 index, bool set) const
1022 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);
1024 // assert must fail after function call
1025 return false;
1028 WorldObject::WorldObject()
1029 : m_mapId(0), m_InstanceId(0), m_phaseMask(PHASEMASK_NORMAL),
1030 m_positionX(0.0f), m_positionY(0.0f), m_positionZ(0.0f), m_orientation(0.0f)
1034 void WorldObject::_Create( uint32 guidlow, HighGuid guidhigh, uint32 mapid, uint32 phaseMask )
1036 Object::_Create(guidlow, 0, guidhigh);
1038 m_mapId = mapid;
1039 m_phaseMask = phaseMask;
1042 uint32 WorldObject::GetZoneId() const
1044 return MapManager::Instance().GetBaseMap(m_mapId)->GetZoneId(m_positionX,m_positionY,m_positionZ);
1047 uint32 WorldObject::GetAreaId() const
1049 return MapManager::Instance().GetBaseMap(m_mapId)->GetAreaId(m_positionX,m_positionY,m_positionZ);
1052 void WorldObject::GetZoneAndAreaId(uint32& zoneid, uint32& areaid) const
1054 MapManager::Instance().GetBaseMap(m_mapId)->GetZoneAndAreaId(zoneid,areaid,m_positionX,m_positionY,m_positionZ);
1057 InstanceData* WorldObject::GetInstanceData()
1059 Map *map = GetMap();
1060 return map->IsDungeon() ? ((InstanceMap*)map)->GetInstanceData() : NULL;
1063 //slow
1064 float WorldObject::GetDistance(const WorldObject* obj) const
1066 float dx = GetPositionX() - obj->GetPositionX();
1067 float dy = GetPositionY() - obj->GetPositionY();
1068 float dz = GetPositionZ() - obj->GetPositionZ();
1069 float sizefactor = GetObjectSize() + obj->GetObjectSize();
1070 float dist = sqrt((dx*dx) + (dy*dy) + (dz*dz)) - sizefactor;
1071 return ( dist > 0 ? dist : 0);
1074 float WorldObject::GetDistance2d(float x, float y) const
1076 float dx = GetPositionX() - x;
1077 float dy = GetPositionY() - y;
1078 float sizefactor = GetObjectSize();
1079 float dist = sqrt((dx*dx) + (dy*dy)) - sizefactor;
1080 return ( dist > 0 ? dist : 0);
1083 float WorldObject::GetDistance(const float x, const float y, const float z) const
1085 float dx = GetPositionX() - x;
1086 float dy = GetPositionY() - y;
1087 float dz = GetPositionZ() - z;
1088 float sizefactor = GetObjectSize();
1089 float dist = sqrt((dx*dx) + (dy*dy) + (dz*dz)) - sizefactor;
1090 return ( dist > 0 ? dist : 0);
1093 float WorldObject::GetDistance2d(const WorldObject* obj) const
1095 float dx = GetPositionX() - obj->GetPositionX();
1096 float dy = GetPositionY() - obj->GetPositionY();
1097 float sizefactor = GetObjectSize() + obj->GetObjectSize();
1098 float dist = sqrt((dx*dx) + (dy*dy)) - sizefactor;
1099 return ( dist > 0 ? dist : 0);
1102 float WorldObject::GetDistanceZ(const WorldObject* obj) const
1104 float dz = fabs(GetPositionZ() - obj->GetPositionZ());
1105 float sizefactor = GetObjectSize() + obj->GetObjectSize();
1106 float dist = dz - sizefactor;
1107 return ( dist > 0 ? dist : 0);
1110 bool WorldObject::IsWithinDistInMap(const WorldObject* obj, const float dist2compare, const bool is3D) const
1112 if (!obj || !IsInMap(obj)) return false;
1114 float dx = GetPositionX() - obj->GetPositionX();
1115 float dy = GetPositionY() - obj->GetPositionY();
1116 float distsq = dx*dx + dy*dy;
1117 if(is3D)
1119 float dz = GetPositionZ() - obj->GetPositionZ();
1120 distsq += dz*dz;
1122 float sizefactor = GetObjectSize() + obj->GetObjectSize();
1123 float maxdist = dist2compare + sizefactor;
1125 return distsq < maxdist * maxdist;
1128 bool WorldObject::IsWithinLOSInMap(const WorldObject* obj) const
1130 if (!IsInMap(obj)) return false;
1131 float ox,oy,oz;
1132 obj->GetPosition(ox,oy,oz);
1133 return(IsWithinLOS(ox, oy, oz ));
1136 bool WorldObject::IsWithinLOS(const float ox, const float oy, const float oz ) const
1138 float x,y,z;
1139 GetPosition(x,y,z);
1140 VMAP::IVMapManager *vMapManager = VMAP::VMapFactory::createOrGetVMapManager();
1141 return vMapManager->isInLineOfSight(GetMapId(), x, y, z+2.0f, ox, oy, oz+2.0f);
1144 float WorldObject::GetAngle(const WorldObject* obj) const
1146 if(!obj) return 0;
1147 return GetAngle( obj->GetPositionX(), obj->GetPositionY() );
1150 // Return angle in range 0..2*pi
1151 float WorldObject::GetAngle( const float x, const float y ) const
1153 float dx = x - GetPositionX();
1154 float dy = y - GetPositionY();
1156 float ang = atan2(dy, dx);
1157 ang = (ang >= 0) ? ang : 2 * M_PI + ang;
1158 return ang;
1161 bool WorldObject::HasInArc(const float arcangle, const WorldObject* obj) const
1163 // always have self in arc
1164 if(obj == this)
1165 return true;
1167 float arc = arcangle;
1169 // move arc to range 0.. 2*pi
1170 while( arc >= 2.0f * M_PI )
1171 arc -= 2.0f * M_PI;
1172 while( arc < 0 )
1173 arc += 2.0f * M_PI;
1175 float angle = GetAngle( obj );
1176 angle -= m_orientation;
1178 // move angle to range -pi ... +pi
1179 while( angle > M_PI)
1180 angle -= 2.0f * M_PI;
1181 while(angle < -M_PI)
1182 angle += 2.0f * M_PI;
1184 float lborder = -1 * (arc/2.0f); // in range -pi..0
1185 float rborder = (arc/2.0f); // in range 0..pi
1186 return (( angle >= lborder ) && ( angle <= rborder ));
1189 void WorldObject::GetRandomPoint( float x, float y, float z, float distance, float &rand_x, float &rand_y, float &rand_z) const
1191 if(distance==0)
1193 rand_x = x;
1194 rand_y = y;
1195 rand_z = z;
1196 return;
1199 // angle to face `obj` to `this`
1200 float angle = rand_norm()*2*M_PI;
1201 float new_dist = rand_norm()*distance;
1203 rand_x = x + new_dist * cos(angle);
1204 rand_y = y + new_dist * sin(angle);
1205 rand_z = z;
1207 MaNGOS::NormalizeMapCoord(rand_x);
1208 MaNGOS::NormalizeMapCoord(rand_y);
1209 UpdateGroundPositionZ(rand_x,rand_y,rand_z); // update to LOS height if available
1212 void WorldObject::UpdateGroundPositionZ(float x, float y, float &z) const
1214 float new_z = MapManager::Instance().GetBaseMap(GetMapId())->GetHeight(x,y,z,true);
1215 if(new_z > INVALID_HEIGHT)
1216 z = new_z+ 0.05f; // just to be sure that we are not a few pixel under the surface
1219 bool WorldObject::IsPositionValid() const
1221 return MaNGOS::IsValidMapCoord(m_positionX,m_positionY,m_positionZ,m_orientation);
1224 void WorldObject::MonsterSay(const char* text, uint32 language, uint64 TargetGuid)
1226 WorldPacket data(SMSG_MESSAGECHAT, 200);
1227 BuildMonsterChat(&data,CHAT_MSG_MONSTER_SAY,text,language,GetName(),TargetGuid);
1228 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),true);
1231 void WorldObject::MonsterYell(const char* text, uint32 language, uint64 TargetGuid)
1233 WorldPacket data(SMSG_MESSAGECHAT, 200);
1234 BuildMonsterChat(&data,CHAT_MSG_MONSTER_YELL,text,language,GetName(),TargetGuid);
1235 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL),true);
1238 void WorldObject::MonsterTextEmote(const char* text, uint64 TargetGuid, bool IsBossEmote)
1240 WorldPacket data(SMSG_MESSAGECHAT, 200);
1241 BuildMonsterChat(&data,IsBossEmote ? CHAT_MSG_RAID_BOSS_EMOTE : CHAT_MSG_MONSTER_EMOTE,text,LANG_UNIVERSAL,GetName(),TargetGuid);
1242 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE),true);
1245 void WorldObject::MonsterWhisper(const char* text, uint64 receiver, bool IsBossWhisper)
1247 Player *player = objmgr.GetPlayer(receiver);
1248 if(!player || !player->GetSession())
1249 return;
1251 WorldPacket data(SMSG_MESSAGECHAT, 200);
1252 BuildMonsterChat(&data,IsBossWhisper ? CHAT_MSG_RAID_BOSS_WHISPER : CHAT_MSG_MONSTER_WHISPER,text,LANG_UNIVERSAL,GetName(),receiver);
1254 player->GetSession()->SendPacket(&data);
1257 namespace MaNGOS
1259 class MonsterChatBuilder
1261 public:
1262 MonsterChatBuilder(WorldObject const& obj, ChatMsg msgtype, int32 textId, uint32 language, uint64 targetGUID)
1263 : i_object(obj), i_msgtype(msgtype), i_textId(textId), i_language(language), i_targetGUID(targetGUID) {}
1264 void operator()(WorldPacket& data, int32 loc_idx)
1266 char const* text = objmgr.GetMangosString(i_textId,loc_idx);
1268 // TODO: i_object.GetName() also must be localized?
1269 i_object.BuildMonsterChat(&data,i_msgtype,text,i_language,i_object.GetNameForLocaleIdx(loc_idx),i_targetGUID);
1272 private:
1273 WorldObject const& i_object;
1274 ChatMsg i_msgtype;
1275 int32 i_textId;
1276 uint32 i_language;
1277 uint64 i_targetGUID;
1279 } // namespace MaNGOS
1281 void WorldObject::MonsterSay(int32 textId, uint32 language, uint64 TargetGuid)
1283 CellPair p = MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY());
1285 Cell cell(p);
1286 cell.data.Part.reserved = ALL_DISTRICT;
1287 cell.SetNoCreate();
1289 MaNGOS::MonsterChatBuilder say_build(*this, CHAT_MSG_MONSTER_SAY, textId,language,TargetGuid);
1290 MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> say_do(say_build);
1291 MaNGOS::PlayerDistWorker<MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> > say_worker(this,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),say_do);
1292 TypeContainerVisitor<MaNGOS::PlayerDistWorker<MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> >, WorldTypeMapContainer > message(say_worker);
1293 CellLock<GridReadGuard> cell_lock(cell, p);
1294 cell_lock->Visit(cell_lock, message, *GetMap());
1297 void WorldObject::MonsterYell(int32 textId, uint32 language, uint64 TargetGuid)
1299 CellPair p = MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY());
1301 Cell cell(p);
1302 cell.data.Part.reserved = ALL_DISTRICT;
1303 cell.SetNoCreate();
1305 MaNGOS::MonsterChatBuilder say_build(*this, CHAT_MSG_MONSTER_YELL, textId,language,TargetGuid);
1306 MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> say_do(say_build);
1307 MaNGOS::PlayerDistWorker<MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> > say_worker(this,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL),say_do);
1308 TypeContainerVisitor<MaNGOS::PlayerDistWorker<MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> >, WorldTypeMapContainer > message(say_worker);
1309 CellLock<GridReadGuard> cell_lock(cell, p);
1310 cell_lock->Visit(cell_lock, message, *GetMap());
1313 void WorldObject::MonsterYellToZone(int32 textId, uint32 language, uint64 TargetGuid)
1315 MaNGOS::MonsterChatBuilder say_build(*this, CHAT_MSG_MONSTER_YELL, textId,language,TargetGuid);
1316 MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> say_do(say_build);
1318 uint32 zoneid = GetZoneId();
1320 Map::PlayerList const& pList = GetMap()->GetPlayers();
1321 for(Map::PlayerList::const_iterator itr = pList.begin(); itr != pList.end(); ++itr)
1322 if(itr->getSource()->GetZoneId()==zoneid)
1323 say_do(itr->getSource());
1326 void WorldObject::MonsterTextEmote(int32 textId, uint64 TargetGuid, bool IsBossEmote)
1328 CellPair p = MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY());
1330 Cell cell(p);
1331 cell.data.Part.reserved = ALL_DISTRICT;
1332 cell.SetNoCreate();
1334 MaNGOS::MonsterChatBuilder say_build(*this, IsBossEmote ? CHAT_MSG_RAID_BOSS_EMOTE : CHAT_MSG_MONSTER_EMOTE, textId,LANG_UNIVERSAL,TargetGuid);
1335 MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> say_do(say_build);
1336 MaNGOS::PlayerDistWorker<MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> > say_worker(this,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE),say_do);
1337 TypeContainerVisitor<MaNGOS::PlayerDistWorker<MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> >, WorldTypeMapContainer > message(say_worker);
1338 CellLock<GridReadGuard> cell_lock(cell, p);
1339 cell_lock->Visit(cell_lock, message, *GetMap());
1342 void WorldObject::MonsterWhisper(int32 textId, uint64 receiver, bool IsBossWhisper)
1344 Player *player = objmgr.GetPlayer(receiver);
1345 if(!player || !player->GetSession())
1346 return;
1348 uint32 loc_idx = player->GetSession()->GetSessionDbLocaleIndex();
1349 char const* text = objmgr.GetMangosString(textId,loc_idx);
1351 WorldPacket data(SMSG_MESSAGECHAT, 200);
1352 BuildMonsterChat(&data,IsBossWhisper ? CHAT_MSG_RAID_BOSS_WHISPER : CHAT_MSG_MONSTER_WHISPER,text,LANG_UNIVERSAL,GetNameForLocaleIdx(loc_idx),receiver);
1354 player->GetSession()->SendPacket(&data);
1357 void WorldObject::BuildMonsterChat(WorldPacket *data, uint8 msgtype, char const* text, uint32 language, char const* name, uint64 targetGuid) const
1359 bool pre = (msgtype==CHAT_MSG_MONSTER_EMOTE || msgtype==CHAT_MSG_RAID_BOSS_EMOTE);
1361 *data << (uint8)msgtype;
1362 *data << (uint32)language;
1363 *data << (uint64)GetGUID();
1364 *data << (uint32)0; //2.1.0
1365 *data << (uint32)(strlen(name)+1);
1366 *data << name;
1367 *data << (uint64)targetGuid; //Unit Target
1368 if( targetGuid && !IS_PLAYER_GUID(targetGuid) )
1370 *data << (uint32)1; // target name length
1371 *data << (uint8)0; // target name
1373 *data << (uint32)(strlen(text)+1+(pre?3:0));
1374 if(pre)
1375 data->append("%s ",3);
1376 *data << text;
1377 *data << (uint8)0; // ChatTag
1380 void WorldObject::BuildHeartBeatMsg(WorldPacket *data) const
1382 //Heartbeat message cannot be used for non-units
1383 if (!isType(TYPEMASK_UNIT))
1384 return;
1386 data->Initialize(MSG_MOVE_HEARTBEAT, 32);
1387 data->append(GetPackGUID());
1388 *data << uint32(((Unit*)this)->GetUnitMovementFlags()); // movement flags
1389 *data << uint16(0); // 2.3.0
1390 *data << getMSTime(); // time
1391 *data << m_positionX;
1392 *data << m_positionY;
1393 *data << m_positionZ;
1394 *data << m_orientation;
1395 *data << uint32(0);
1398 void WorldObject::BuildTeleportAckMsg(WorldPacket *data, float x, float y, float z, float ang) const
1400 //TeleportAck message cannot be used for non-units
1401 if (!isType(TYPEMASK_UNIT))
1402 return;
1404 data->Initialize(MSG_MOVE_TELEPORT_ACK, 41);
1405 data->append(GetPackGUID());
1406 *data << uint32(0); // this value increments every time
1407 *data << uint32(((Unit*)this)->GetUnitMovementFlags()); // movement flags
1408 *data << uint16(0); // 2.3.0
1409 *data << getMSTime(); // time
1410 *data << x;
1411 *data << y;
1412 *data << z;
1413 *data << ang;
1414 *data << uint32(0);
1417 void WorldObject::SendMessageToSet(WorldPacket *data, bool /*bToSelf*/)
1419 GetMap()->MessageBroadcast(this, data);
1422 void WorldObject::SendMessageToSetInRange(WorldPacket *data, float dist, bool /*bToSelf*/)
1424 GetMap()->MessageDistBroadcast(this, data, dist);
1427 void WorldObject::SendObjectDeSpawnAnim(uint64 guid)
1429 WorldPacket data(SMSG_GAMEOBJECT_DESPAWN_ANIM, 8);
1430 data << guid;
1431 SendMessageToSet(&data, true);
1434 Map* WorldObject::GetMap() const
1436 return MapManager::Instance().GetMap(GetMapId(), this);
1439 Map const* WorldObject::GetBaseMap() const
1441 return MapManager::Instance().GetBaseMap(GetMapId());
1444 void WorldObject::AddObjectToRemoveList()
1446 Map* map = GetMap();
1447 if(!map)
1449 sLog.outError("Object (TypeId: %u Entry: %u GUID: %u) at attempt add to move list not have valid map (Id: %u).",GetTypeId(),GetEntry(),GetGUIDLow(),GetMapId());
1450 return;
1453 map->AddObjectToRemoveList(this);
1456 Creature* WorldObject::SummonCreature(uint32 id, float x, float y, float z, float ang,TempSummonType spwtype,uint32 despwtime)
1458 TemporarySummon* pCreature = new TemporarySummon(GetGUID());
1460 pCreature->SetInstanceId(GetInstanceId());
1461 uint32 team = 0;
1462 if (GetTypeId()==TYPEID_PLAYER)
1463 team = ((Player*)this)->GetTeam();
1465 if (!pCreature->Create(objmgr.GenerateLowGuid(HIGHGUID_UNIT), GetMap(), GetPhaseMask(), id, team))
1467 delete pCreature;
1468 return NULL;
1471 if (x == 0.0f && y == 0.0f && z == 0.0f)
1472 GetClosePoint(x, y, z, pCreature->GetObjectSize());
1474 pCreature->Relocate(x, y, z, ang);
1476 if(!pCreature->IsPositionValid())
1478 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());
1479 delete pCreature;
1480 return NULL;
1483 pCreature->Summon(spwtype, despwtime);
1485 if(GetTypeId()==TYPEID_UNIT && ((Creature*)this)->AI())
1486 ((Creature*)this)->AI()->JustSummoned(pCreature);
1488 //return the creature therewith the summoner has access to it
1489 return pCreature;
1492 namespace MaNGOS
1494 class NearUsedPosDo
1496 public:
1497 NearUsedPosDo(WorldObject const& obj, WorldObject const* searcher, float angle, ObjectPosSelector& selector)
1498 : i_object(obj), i_searcher(searcher), i_angle(angle), i_selector(selector) {}
1500 void operator()(Corpse*) const {}
1501 void operator()(DynamicObject*) const {}
1503 void operator()(Creature* c) const
1505 // skip self or target
1506 if(c==i_searcher || c==&i_object)
1507 return;
1509 float x,y,z;
1511 if( !c->isAlive() || c->hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED) ||
1512 !c->GetMotionMaster()->GetDestination(x,y,z) )
1514 x = c->GetPositionX();
1515 y = c->GetPositionY();
1518 add(c,x,y);
1521 template<class T>
1522 void operator()(T* u) const
1524 // skip self or target
1525 if(u==i_searcher || u==&i_object)
1526 return;
1528 float x,y;
1530 x = u->GetPositionX();
1531 y = u->GetPositionY();
1533 add(u,x,y);
1536 // we must add used pos that can fill places around center
1537 void add(WorldObject* u, float x, float y) const
1539 // dist include size of u
1540 float dist2d = i_object.GetDistance2d(x,y);
1542 // u is too nearest to i_object
1543 if(dist2d + i_object.GetObjectSize() + u->GetObjectSize() < i_selector.m_dist - i_selector.m_size)
1544 return;
1546 // u is too far away from i_object
1547 if(dist2d + i_object.GetObjectSize() - u->GetObjectSize() > i_selector.m_dist + i_selector.m_size)
1548 return;
1550 float angle = i_object.GetAngle(u)-i_angle;
1552 // move angle to range -pi ... +pi
1553 while( angle > M_PI)
1554 angle -= 2.0f * M_PI;
1555 while(angle < -M_PI)
1556 angle += 2.0f * M_PI;
1558 i_selector.AddUsedPos(u->GetObjectSize(),angle,dist2d + i_object.GetObjectSize());
1560 private:
1561 WorldObject const& i_object;
1562 WorldObject const* i_searcher;
1563 float i_angle;
1564 ObjectPosSelector& i_selector;
1566 } // namespace MaNGOS
1568 //===================================================================================================
1570 void WorldObject::GetNearPoint2D(float &x, float &y, float distance2d, float absAngle ) const
1572 x = GetPositionX() + (GetObjectSize() + distance2d) * cos(absAngle);
1573 y = GetPositionY() + (GetObjectSize() + distance2d) * sin(absAngle);
1575 MaNGOS::NormalizeMapCoord(x);
1576 MaNGOS::NormalizeMapCoord(y);
1579 void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_size, float distance2d, float absAngle ) const
1581 GetNearPoint2D(x,y,distance2d+searcher_size,absAngle);
1582 z = GetPositionZ();
1584 // if detection disabled, return first point
1585 if(!sWorld.getConfig(CONFIG_DETECT_POS_COLLISION))
1587 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1588 return;
1591 // or remember first point
1592 float first_x = x;
1593 float first_y = y;
1594 bool first_los_conflict = false; // first point LOS problems
1596 // prepare selector for work
1597 ObjectPosSelector selector(GetPositionX(),GetPositionY(),GetObjectSize(),distance2d+searcher_size);
1599 // adding used positions around object
1601 CellPair p(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY()));
1602 Cell cell(p);
1603 cell.data.Part.reserved = ALL_DISTRICT;
1604 cell.SetNoCreate();
1606 MaNGOS::NearUsedPosDo u_do(*this,searcher,absAngle,selector);
1607 MaNGOS::WorldObjectWorker<MaNGOS::NearUsedPosDo> worker(this,u_do);
1609 TypeContainerVisitor<MaNGOS::WorldObjectWorker<MaNGOS::NearUsedPosDo>, GridTypeMapContainer > grid_obj_worker(worker);
1610 TypeContainerVisitor<MaNGOS::WorldObjectWorker<MaNGOS::NearUsedPosDo>, WorldTypeMapContainer > world_obj_worker(worker);
1612 CellLock<GridReadGuard> cell_lock(cell, p);
1613 cell_lock->Visit(cell_lock, grid_obj_worker, *GetMap());
1614 cell_lock->Visit(cell_lock, world_obj_worker, *GetMap());
1617 // maybe can just place in primary position
1618 if( selector.CheckOriginal() )
1620 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1622 if(IsWithinLOS(x,y,z))
1623 return;
1625 first_los_conflict = true; // first point have LOS problems
1628 float angle; // candidate of angle for free pos
1630 // special case when one from list empty and then empty side preferred
1631 if(selector.FirstAngle(angle))
1633 GetNearPoint2D(x,y,distance2d,absAngle+angle);
1634 z = GetPositionZ();
1635 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1637 if(IsWithinLOS(x,y,z))
1638 return;
1641 // set first used pos in lists
1642 selector.InitializeAngle();
1644 // select in positions after current nodes (selection one by one)
1645 while(selector.NextAngle(angle)) // angle for free pos
1647 GetNearPoint2D(x,y,distance2d,absAngle+angle);
1648 z = GetPositionZ();
1649 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1651 if(IsWithinLOS(x,y,z))
1652 return;
1655 // BAD NEWS: not free pos (or used or have LOS problems)
1656 // Attempt find _used_ pos without LOS problem
1658 if(!first_los_conflict)
1660 x = first_x;
1661 y = first_y;
1663 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1664 return;
1667 // special case when one from list empty and then empty side preferred
1668 if( selector.IsNonBalanced() )
1670 if(!selector.FirstAngle(angle)) // _used_ pos
1672 GetNearPoint2D(x,y,distance2d,absAngle+angle);
1673 z = GetPositionZ();
1674 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1676 if(IsWithinLOS(x,y,z))
1677 return;
1681 // set first used pos in lists
1682 selector.InitializeAngle();
1684 // select in positions after current nodes (selection one by one)
1685 while(selector.NextUsedAngle(angle)) // angle for used pos but maybe without LOS problem
1687 GetNearPoint2D(x,y,distance2d,absAngle+angle);
1688 z = GetPositionZ();
1689 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1691 if(IsWithinLOS(x,y,z))
1692 return;
1695 // BAD BAD NEWS: all found pos (free and used) have LOS problem :(
1696 x = first_x;
1697 y = first_y;
1699 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1702 void WorldObject::SetPhaseMask(uint32 newPhaseMask, bool update)
1704 m_phaseMask = newPhaseMask;
1706 if(update && IsInWorld())
1707 ObjectAccessor::UpdateObjectVisibility(this);
1710 void WorldObject::PlayDistanceSound( uint32 sound_id, Player* target /*= NULL*/ )
1712 WorldPacket data(SMSG_PLAY_OBJECT_SOUND,4+8);
1713 data << uint32(sound_id);
1714 data << GetGUID();
1715 if (target)
1716 target->SendDirectMessage( &data );
1717 else
1718 SendMessageToSet( &data, true );
1721 void WorldObject::PlayDirectSound( uint32 sound_id, Player* target /*= NULL*/ )
1723 WorldPacket data(SMSG_PLAY_SOUND, 4);
1724 data << uint32(sound_id);
1725 if (target)
1726 target->SendDirectMessage( &data );
1727 else
1728 SendMessageToSet( &data, true );