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
20 #include "SharedDefines.h"
21 #include "WorldPacket.h"
29 #include "ObjectMgr.h"
30 #include "UpdateData.h"
31 #include "UpdateMask.h"
33 #include "MapManager.h"
34 #include "ObjectAccessor.h"
36 #include "Transports.h"
37 #include "TargetedMovementGenerator.h"
38 #include "WaypointMovementGenerator.h"
39 #include "VMapFactory.h"
41 #include "GridNotifiers.h"
42 #include "GridNotifiersImpl.h"
44 #include "ObjectPosSelector.h"
46 #include "TemporarySummon.h"
48 uint32
GuidHigh2TypeId(uint32 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
68 m_objectTypeId
= TYPEID_OBJECT
;
69 m_objectType
= TYPEMASK_OBJECT
;
72 m_uint32Values_mirror
= 0;
76 m_objectUpdated
= false;
79 m_PackGUID
.appendPackGUID(0);
85 ObjectAccessor::Instance().RemoveUpdateObject(this);
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());
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
);
122 m_PackGUID
.appendPackGUID(GetGUID());
125 void Object::BuildMovementUpdateBlock(UpdateData
* data
, uint32 flags
) const
129 buf
<< uint8( UPDATETYPE_MOVEMENT
);
132 _BuildMovementUpdate(&buf
, flags
, 0x00000000);
134 data
->AddUpdateBlock(buf
);
137 void Object::BuildCreateUpdateBlockForPlayer(UpdateData
*data
, Player
*target
) const
144 uint8 updatetype
= UPDATETYPE_CREATE_OBJECT
;
145 uint8 flags
= m_updateFlag
;
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
;
173 case GAMEOBJECT_TYPE_TRANSPORT
:
174 flags
|= UPDATEFLAG_TRANSPORT
;
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);
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
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
232 buf
<< (uint8
) UPDATETYPE_VALUES
;
233 //buf.append(GetPackGUID()); //client crashes when using this. but not have crash in debug mode
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
255 WorldPacket
data(SMSG_DESTROY_OBJECT
, 8);
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
272 if (flags
& UPDATEFLAG_LIVING
)
278 flags2
= ((Unit
*)this)->GetUnitMovementFlags();
283 flags2
= ((Player
*)this)->GetUnitMovementFlags();
285 if(((Player
*)this)->GetTransport())
286 flags2
|= MOVEMENTFLAG_ONTRANSPORT
;
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
);
302 *data
<< uint32(flags2
); // movement flags
303 *data
<< uint16(unk_flags
); // unknown 2.3.0
304 *data
<< uint32(getMSTime()); // time (in milliseconds)
308 if (flags
& UPDATEFLAG_HAS_POSITION
)
311 if(flags
& UPDATEFLAG_TRANSPORT
&& ((GameObject
*)this)->GetGoType() == GAMEOBJECT_TYPE_MO_TRANSPORT
)
316 *data
<< ((WorldObject
*)this)->GetOrientation();
320 *data
<< ((WorldObject
*)this)->GetPositionX();
321 *data
<< ((WorldObject
*)this)->GetPositionY();
322 *data
<< ((WorldObject
*)this)->GetPositionZ();
323 *data
<< ((WorldObject
*)this)->GetOrientation();
328 if(flags
& UPDATEFLAG_LIVING
)
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
347 if((flags2
& (MOVEMENTFLAG_SWIMMING
| MOVEMENTFLAG_FLYING2
)) || (unk_flags
& 0x20))
349 if(GetTypeId() == TYPEID_PLAYER
)
350 *data
<< (float)((Player
*)this)->m_movementInfo
.s_pitch
;
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
;
358 *data
<< (uint32
)0; // last fall time
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
;
380 if(flags2
& MOVEMENTFLAG_SPLINE
)
382 if(GetTypeId() == TYPEID_PLAYER
)
383 *data
<< (float)((Player
*)this)->m_movementInfo
.u_unk1
;
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
);
399 if(flags2
& MOVEMENTFLAG_SPLINE2
)
401 if(GetTypeId() != TYPEID_PLAYER
)
403 sLog
.outDebug("_BuildMovementUpdate: MOVEMENTFLAG_SPLINE2 for non-player");
407 if(!((Player
*)this)->isInFlight())
409 sLog
.outDebug("_BuildMovementUpdate: MOVEMENTFLAG_SPLINE2 but not in flight");
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
428 if(flags3
& 0x20000) // probably guid there
433 if(flags3
& 0x40000) // may be orientation
438 Path
&path
= fmg
->GetPath();
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++)
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();*/
483 if(flags
& UPDATEFLAG_LOWGUID
)
489 case TYPEID_CONTAINER
:
490 case TYPEID_GAMEOBJECT
:
491 case TYPEID_DYNAMICOBJECT
:
493 *data
<< uint32(GetGUIDLow()); // GetGUIDLow()
496 *data
<< uint32(0x0000000B); // unk, can be 0xB or 0xC
499 if(flags
& UPDATEFLAG_SELF
)
500 *data
<< uint32(0x0000002F); // unk, can be 0x15 or 0x22
502 *data
<< uint32(0x00000008); // unk, can be 0x7 or 0x8
505 *data
<< uint32(0x00000000); // unk
511 if(flags
& UPDATEFLAG_HIGHGUID
)
517 case TYPEID_CONTAINER
:
518 case TYPEID_GAMEOBJECT
:
519 case TYPEID_DYNAMICOBJECT
:
521 *data
<< uint32(GetGUIDHigh()); // GetGUIDHigh()
524 *data
<< uint32(0x0000000B); // unk, can be 0xB or 0xC
527 if(flags
& UPDATEFLAG_SELF
)
528 *data
<< uint32(0x0000002F); // unk, can be 0x15 or 0x22
530 *data
<< uint32(0x00000008); // unk, can be 0x7 or 0x8
533 *data
<< uint32(0x00000000); // unk
539 if(flags
& UPDATEFLAG_HAS_TARGET
) // packed guid (current target guid)
541 if(Unit
*victim
= ((Unit
*)this)->getVictim())
542 data
->append(victim
->GetPackGUID());
548 if(flags
& UPDATEFLAG_TRANSPORT
)
550 *data
<< uint32(getMSTime()); // ms time
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
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
);
631 *data
<< (m_uint32Values
[ index
] & ~UNIT_DYNFLAG_OTHER_TAGGER
);
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
657 case GAMEOBJECT_TYPE_GOOBER
:
661 *data
<< uint32(0); // unknown. not happen.
666 *data
<< uint32(0); // disable quest object
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
];
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
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
)
724 Tokens::iterator iter
;
726 for (iter
= tokens
.begin(), index
= 0; index
< m_valuesCount
; ++iter
, ++index
)
728 m_uint32Values
[index
] = atol((*iter
).c_str());
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
;
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
;
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);
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
;
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 ) );
834 sLog
.outError("Object::SetByteValue: wrong offset %u", offset
);
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));
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 ) );
860 sLog
.outError("Object::SetUInt16Value: wrong offset %u", offset
);
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));
873 ObjectAccessor::Instance().AddUpdateObject(this);
874 m_objectUpdated
= true;
880 void Object::SetStatFloatValue( uint16 index
, float value
)
885 SetFloatValue(index
, value
);
888 void Object::SetStatInt32Value( uint16 index
, int32 value
)
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
);
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
);
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
;
936 m_uint32Values
[ index
] = newval
;
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
;
957 m_uint32Values
[ index
] = newval
;
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 ) );
976 sLog
.outError("Object::SetByteFlag: wrong offset %u", offset
);
980 if(!(uint8(m_uint32Values
[ index
] >> (offset
* 8)) & newFlag
))
982 m_uint32Values
[ index
] |= uint32(uint32(newFlag
) << (offset
* 8));
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 ) );
1001 sLog
.outError("Object::RemoveByteFlag: wrong offset %u", offset
);
1005 if(uint8(m_uint32Values
[ index
] >> (offset
* 8)) & oldFlag
)
1007 m_uint32Values
[ index
] &= ~uint32(uint32(oldFlag
) << (offset
* 8));
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
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
);
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
;
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
;
1119 float dz
= GetPositionZ() - obj
->GetPositionZ();
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;
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
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
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
;
1161 bool WorldObject::HasInArc(const float arcangle
, const WorldObject
* obj
) const
1163 // always have self in arc
1167 float arc
= arcangle
;
1169 // move arc to range 0.. 2*pi
1170 while( 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
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
);
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())
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
);
1259 class MonsterChatBuilder
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
);
1273 WorldObject
const& i_object
;
1277 uint64 i_targetGUID
;
1279 } // namespace MaNGOS
1281 void WorldObject::MonsterSay(int32 textId
, uint32 language
, uint64 TargetGuid
)
1283 CellPair p
= MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY());
1286 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
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());
1302 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
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());
1331 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
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())
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);
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));
1375 data
->append("%s ",3);
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
))
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
;
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
))
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
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);
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();
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());
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());
1462 if (GetTypeId()==TYPEID_PLAYER
)
1463 team
= ((Player
*)this)->GetTeam();
1465 if (!pCreature
->Create(objmgr
.GenerateLowGuid(HIGHGUID_UNIT
), GetMap(), GetPhaseMask(), id
, team
))
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());
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
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
)
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();
1522 void operator()(T
* u
) const
1524 // skip self or target
1525 if(u
==i_searcher
|| u
==&i_object
)
1530 x
= u
->GetPositionX();
1531 y
= u
->GetPositionY();
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
)
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
)
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());
1561 WorldObject
const& i_object
;
1562 WorldObject
const* i_searcher
;
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
);
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
1591 // or remember first point
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()));
1603 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
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
))
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
);
1635 UpdateGroundPositionZ(x
,y
,z
); // update to LOS height if available
1637 if(IsWithinLOS(x
,y
,z
))
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
);
1649 UpdateGroundPositionZ(x
,y
,z
); // update to LOS height if available
1651 if(IsWithinLOS(x
,y
,z
))
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
)
1663 UpdateGroundPositionZ(x
,y
,z
); // update to LOS height if available
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
);
1674 UpdateGroundPositionZ(x
,y
,z
); // update to LOS height if available
1676 if(IsWithinLOS(x
,y
,z
))
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
);
1689 UpdateGroundPositionZ(x
,y
,z
); // update to LOS height if available
1691 if(IsWithinLOS(x
,y
,z
))
1695 // BAD BAD NEWS: all found pos (free and used) have LOS problem :(
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
);
1716 target
->SendDirectMessage( &data
);
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
);
1726 target
->SendDirectMessage( &data
);
1728 SendMessageToSet( &data
, true );