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 NUM_CLIENT_OBJECT_TYPES
; // 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
);
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
);
130 buf
.append(GetPackGUID());
132 _BuildMovementUpdate(&buf
, flags
, 0x00000000);
134 data
->AddUpdateBlock(buf
);
137 void Object::BuildCreateUpdateBlockForPlayer(UpdateData
*data
, Player
*target
) const
142 uint8 updatetype
= UPDATETYPE_CREATE_OBJECT
;
143 uint8 flags
= m_updateFlag
;
147 if(target
== this) // building packet for yourself
148 flags
|= UPDATEFLAG_SELF
;
150 if(flags
& UPDATEFLAG_HAS_POSITION
)
152 // UPDATETYPE_CREATE_OBJECT2 dynamic objects, corpses...
153 if(isType(TYPEMASK_DYNAMICOBJECT
) || isType(TYPEMASK_CORPSE
) || isType(TYPEMASK_PLAYER
))
154 updatetype
= UPDATETYPE_CREATE_OBJECT2
;
156 // UPDATETYPE_CREATE_OBJECT2 for pets...
157 if(target
->GetPetGUID() == GetGUID())
158 updatetype
= UPDATETYPE_CREATE_OBJECT2
;
160 // UPDATETYPE_CREATE_OBJECT2 for some gameobject types...
161 if(isType(TYPEMASK_GAMEOBJECT
))
163 switch(((GameObject
*)this)->GetGoType())
165 case GAMEOBJECT_TYPE_TRAP
:
166 case GAMEOBJECT_TYPE_DUEL_ARBITER
:
167 case GAMEOBJECT_TYPE_FLAGSTAND
:
168 case GAMEOBJECT_TYPE_FLAGDROP
:
169 updatetype
= UPDATETYPE_CREATE_OBJECT2
;
171 case GAMEOBJECT_TYPE_TRANSPORT
:
172 flags
|= UPDATEFLAG_TRANSPORT
;
179 if(isType(TYPEMASK_UNIT
))
181 if(((Unit
*)this)->getVictim())
182 flags
|= UPDATEFLAG_HAS_TARGET
;
186 //sLog.outDebug("BuildCreateUpdate: update-type: %u, object-type: %u got flags: %X, flags2: %X", updatetype, m_objectTypeId, flags, flags2);
189 buf
<< (uint8
)updatetype
;
190 buf
.append(GetPackGUID());
191 buf
<< (uint8
)m_objectTypeId
;
193 _BuildMovementUpdate(&buf
, flags
, flags2
);
195 UpdateMask updateMask
;
196 updateMask
.SetCount( m_valuesCount
);
197 _SetCreateBits( &updateMask
, target
);
198 _BuildValuesUpdate(updatetype
, &buf
, &updateMask
, target
);
199 data
->AddUpdateBlock(buf
);
202 void Object::BuildUpdate(UpdateDataMapType
&update_players
)
204 ObjectAccessor::_buildUpdateObject(this,update_players
);
205 ClearUpdateMask(true);
208 void Object::SendUpdateToPlayer(Player
* player
)
210 // send update to another players
211 SendUpdateObjectToAllExcept(player
);
213 // send create update to player
218 BuildCreateUpdateBlockForPlayer(&upd
, player
);
219 upd
.BuildPacket(&packet
);
220 player
->GetSession()->SendPacket(&packet
);
223 void Object::BuildValuesUpdateBlockForPlayer(UpdateData
*data
, Player
*target
) const
227 buf
<< (uint8
) UPDATETYPE_VALUES
;
228 buf
.append(GetPackGUID());
230 UpdateMask updateMask
;
231 updateMask
.SetCount( m_valuesCount
);
233 _SetUpdateBits( &updateMask
, target
);
234 _BuildValuesUpdate(UPDATETYPE_VALUES
, &buf
, &updateMask
, target
);
236 data
->AddUpdateBlock(buf
);
239 void Object::BuildOutOfRangeUpdateBlock(UpdateData
* data
) const
241 data
->AddOutOfRangeGUID(GetGUID());
244 void Object::DestroyForPlayer(Player
*target
) const
248 WorldPacket
data(SMSG_DESTROY_OBJECT
, 8);
249 data
<< uint64(GetGUID());
250 data
<< uint8(0); // WotLK (bool)
251 target
->GetSession()->SendPacket( &data
);
254 void Object::_BuildMovementUpdate(ByteBuffer
* data
, uint8 flags
, uint32 flags2
) const
256 uint16 unk_flags
= ((GetTypeId() == TYPEID_PLAYER
) ? ((Player
*)this)->m_movementInfo
.unk1
: 0);
258 if(GetTypeId() == TYPEID_UNIT
)
259 if(((Creature
*)this)->isVehicle())
260 unk_flags
|= 0x20; // always allow pitch
262 *data
<< (uint8
)flags
; // update flags
265 if (flags
& UPDATEFLAG_LIVING
)
271 flags2
= ((Unit
*)this)->GetUnitMovementFlags();
276 flags2
= ((Player
*)this)->GetUnitMovementFlags();
278 if(((Player
*)this)->GetTransport())
279 flags2
|= MOVEMENTFLAG_ONTRANSPORT
;
281 flags2
&= ~MOVEMENTFLAG_ONTRANSPORT
;
283 // remove unknown, unused etc flags for now
284 flags2
&= ~MOVEMENTFLAG_SPLINE2
; // will be set manually
286 if(((Player
*)this)->isInFlight())
288 WPAssert(((Player
*)this)->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE
);
289 flags2
= (MOVEMENTFLAG_FORWARD
| MOVEMENTFLAG_SPLINE2
);
295 *data
<< uint32(flags2
); // movement flags
296 *data
<< uint16(unk_flags
); // unknown 2.3.0
297 *data
<< uint32(getMSTime()); // time (in milliseconds)
301 if (flags
& UPDATEFLAG_HAS_POSITION
)
304 if(flags
& UPDATEFLAG_TRANSPORT
&& ((GameObject
*)this)->GetGoType() == GAMEOBJECT_TYPE_MO_TRANSPORT
)
309 *data
<< ((WorldObject
*)this)->GetOrientation();
313 *data
<< ((WorldObject
*)this)->GetPositionX();
314 *data
<< ((WorldObject
*)this)->GetPositionY();
315 *data
<< ((WorldObject
*)this)->GetPositionZ();
316 *data
<< ((WorldObject
*)this)->GetOrientation();
321 if(flags
& UPDATEFLAG_LIVING
)
324 if(flags2
& MOVEMENTFLAG_ONTRANSPORT
)
326 if(GetTypeId() == TYPEID_PLAYER
)
328 *data
<< (uint64
)((Player
*)this)->GetTransport()->GetGUID();
329 *data
<< (float)((Player
*)this)->GetTransOffsetX();
330 *data
<< (float)((Player
*)this)->GetTransOffsetY();
331 *data
<< (float)((Player
*)this)->GetTransOffsetZ();
332 *data
<< (float)((Player
*)this)->GetTransOffsetO();
333 *data
<< (uint32
)((Player
*)this)->GetTransTime();
334 *data
<< (int8
)((Player
*)this)->GetTransSeat();
336 //MaNGOS currently not have support for other than player on transport
340 if((flags2
& (MOVEMENTFLAG_SWIMMING
| MOVEMENTFLAG_FLYING2
)) || (unk_flags
& 0x20))
342 if(GetTypeId() == TYPEID_PLAYER
)
343 *data
<< (float)((Player
*)this)->m_movementInfo
.s_pitch
;
345 *data
<< (float)0; // is't part of movement packet, we must store and send it...
348 if(GetTypeId() == TYPEID_PLAYER
)
349 *data
<< (uint32
)((Player
*)this)->m_movementInfo
.fallTime
;
351 *data
<< (uint32
)0; // last fall time
354 if(flags2
& MOVEMENTFLAG_JUMPING
)
356 if(GetTypeId() == TYPEID_PLAYER
)
358 *data
<< (float)((Player
*)this)->m_movementInfo
.j_unk
;
359 *data
<< (float)((Player
*)this)->m_movementInfo
.j_sinAngle
;
360 *data
<< (float)((Player
*)this)->m_movementInfo
.j_cosAngle
;
361 *data
<< (float)((Player
*)this)->m_movementInfo
.j_xyspeed
;
373 if(flags2
& MOVEMENTFLAG_SPLINE
)
375 if(GetTypeId() == TYPEID_PLAYER
)
376 *data
<< (float)((Player
*)this)->m_movementInfo
.u_unk1
;
381 *data
<< ((Unit
*)this)->GetSpeed( MOVE_WALK
);
382 *data
<< ((Unit
*)this)->GetSpeed( MOVE_RUN
);
383 *data
<< ((Unit
*)this)->GetSpeed( MOVE_SWIM_BACK
);
384 *data
<< ((Unit
*)this)->GetSpeed( MOVE_SWIM
);
385 *data
<< ((Unit
*)this)->GetSpeed( MOVE_RUN_BACK
);
386 *data
<< ((Unit
*)this)->GetSpeed( MOVE_FLIGHT
);
387 *data
<< ((Unit
*)this)->GetSpeed( MOVE_FLIGHT_BACK
);
388 *data
<< ((Unit
*)this)->GetSpeed( MOVE_TURN_RATE
);
389 *data
<< ((Unit
*)this)->GetSpeed( MOVE_PITCH_RATE
);
392 if(flags2
& MOVEMENTFLAG_SPLINE2
)
394 if(GetTypeId() != TYPEID_PLAYER
)
396 sLog
.outDebug("_BuildMovementUpdate: MOVEMENTFLAG_SPLINE2 for non-player");
400 if(!((Player
*)this)->isInFlight())
402 sLog
.outDebug("_BuildMovementUpdate: MOVEMENTFLAG_SPLINE2 but not in flight");
406 WPAssert(((Player
*)this)->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE
);
408 FlightPathMovementGenerator
*fmg
= (FlightPathMovementGenerator
*)(((Player
*)this)->GetMotionMaster()->top());
410 uint32 flags3
= 0x00000300;
412 *data
<< uint32(flags3
); // splines flag?
414 if(flags3
& 0x10000) // probably x,y,z coords there
421 if(flags3
& 0x20000) // probably guid there
426 if(flags3
& 0x40000) // may be orientation
431 Path
&path
= fmg
->GetPath();
434 ((Player
*)this)->GetPosition(x
, y
, z
);
436 uint32 inflighttime
= uint32(path
.GetPassedLength(fmg
->GetCurrentNode(), x
, y
, z
) * 32);
437 uint32 traveltime
= uint32(path
.GetTotalLength() * 32);
439 *data
<< uint32(inflighttime
); // passed move time?
440 *data
<< uint32(traveltime
); // full move time?
441 *data
<< uint32(0); // ticks count?
443 uint32 poscount
= uint32(path
.Size());
445 *data
<< uint32(poscount
); // points count
447 for(uint32 i
= 0; i
< poscount
; ++i
)
449 *data
<< path
.GetNodes()[i
].x
;
450 *data
<< path
.GetNodes()[i
].y
;
451 *data
<< path
.GetNodes()[i
].z
;
454 *data
<< uint8(0); // added in 3.0.8
456 /*for(uint32 i = 0; i < poscount; i++)
464 *data
<< path
.GetNodes()[poscount
-1].x
;
465 *data
<< path
.GetNodes()[poscount
-1].y
;
466 *data
<< path
.GetNodes()[poscount
-1].z
;
468 // target position (path end)
469 /**data << ((Unit*)this)->GetPositionX();
470 *data << ((Unit*)this)->GetPositionY();
471 *data << ((Unit*)this)->GetPositionZ();*/
476 if(flags
& UPDATEFLAG_LOWGUID
)
482 case TYPEID_CONTAINER
:
483 case TYPEID_GAMEOBJECT
:
484 case TYPEID_DYNAMICOBJECT
:
486 *data
<< uint32(GetGUIDLow()); // GetGUIDLow()
489 *data
<< uint32(0x0000000B); // unk, can be 0xB or 0xC
492 if(flags
& UPDATEFLAG_SELF
)
493 *data
<< uint32(0x0000002F); // unk, can be 0x15 or 0x22
495 *data
<< uint32(0x00000008); // unk, can be 0x7 or 0x8
498 *data
<< uint32(0x00000000); // unk
504 if(flags
& UPDATEFLAG_HIGHGUID
)
510 case TYPEID_CONTAINER
:
511 case TYPEID_GAMEOBJECT
:
512 case TYPEID_DYNAMICOBJECT
:
514 *data
<< uint32(GetGUIDHigh()); // GetGUIDHigh()
517 *data
<< uint32(0x0000000B); // unk, can be 0xB or 0xC
520 if(flags
& UPDATEFLAG_SELF
)
521 *data
<< uint32(0x0000002F); // unk, can be 0x15 or 0x22
523 *data
<< uint32(0x00000008); // unk, can be 0x7 or 0x8
526 *data
<< uint32(0x00000000); // unk
532 if(flags
& UPDATEFLAG_HAS_TARGET
) // packed guid (current target guid)
534 if(Unit
*victim
= ((Unit
*)this)->getVictim())
535 data
->append(victim
->GetPackGUID());
541 if(flags
& UPDATEFLAG_TRANSPORT
)
543 *data
<< uint32(getMSTime()); // ms time
547 if(flags
& UPDATEFLAG_VEHICLE
) // unused for now
549 *data
<< uint32(((Vehicle
*)this)->GetVehicleId()); // vehicle id
550 *data
<< float(0); // facing adjustment
554 void Object::_BuildValuesUpdate(uint8 updatetype
, ByteBuffer
* data
, UpdateMask
*updateMask
, Player
*target
) const
559 bool IsActivateToQuest
= false;
560 if (updatetype
== UPDATETYPE_CREATE_OBJECT
|| updatetype
== UPDATETYPE_CREATE_OBJECT2
)
562 if (isType(TYPEMASK_GAMEOBJECT
) && !((GameObject
*)this)->IsTransport())
564 if ( ((GameObject
*)this)->ActivateToQuest(target
) || target
->isGameMaster())
566 IsActivateToQuest
= true;
567 updateMask
->SetBit(GAMEOBJECT_DYNAMIC
);
571 else // case UPDATETYPE_VALUES
573 if (isType(TYPEMASK_GAMEOBJECT
) && !((GameObject
*)this)->IsTransport())
575 if ( ((GameObject
*)this)->ActivateToQuest(target
) || target
->isGameMaster())
577 IsActivateToQuest
= true;
579 updateMask
->SetBit(GAMEOBJECT_DYNAMIC
);
580 updateMask
->SetBit(GAMEOBJECT_BYTES_1
);
584 WPAssert(updateMask
&& updateMask
->GetCount() == m_valuesCount
);
586 *data
<< (uint8
)updateMask
->GetBlockCount();
587 data
->append( updateMask
->GetMask(), updateMask
->GetLength() );
589 // 2 specialized loops for speed optimization in non-unit case
590 if(isType(TYPEMASK_UNIT
)) // unit (creature/player) case
592 for( uint16 index
= 0; index
< m_valuesCount
; index
++ )
594 if( updateMask
->GetBit( index
) )
596 if( index
== UNIT_NPC_FLAGS
)
598 // remove custom flag before sending
599 uint32 appendValue
= m_uint32Values
[ index
] & ~UNIT_NPC_FLAG_GUARD
;
601 if (GetTypeId() == TYPEID_UNIT
&& !target
->canSeeSpellClickOn((Creature
*)this))
602 appendValue
&= ~UNIT_NPC_FLAG_SPELLCLICK
;
604 *data
<< uint32(appendValue
);
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(float x
, float y
, 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::IsWithinDist3d(float x
, float y
, float z
, float dist2compare
) const
1112 float dx
= GetPositionX() - x
;
1113 float dy
= GetPositionY() - y
;
1114 float dz
= GetPositionZ() - z
;
1115 float distsq
= dx
*dx
+ dy
*dy
+ dz
*dz
;
1117 float sizefactor
= GetObjectSize();
1118 float maxdist
= dist2compare
+ sizefactor
;
1120 return distsq
< maxdist
* maxdist
;
1123 bool WorldObject::IsWithinDist2d(float x
, float y
, float dist2compare
) const
1125 float dx
= GetPositionX() - x
;
1126 float dy
= GetPositionY() - y
;
1127 float distsq
= dx
*dx
+ dy
*dy
;
1129 float sizefactor
= GetObjectSize();
1130 float maxdist
= dist2compare
+ sizefactor
;
1132 return distsq
< maxdist
* maxdist
;
1135 bool WorldObject::_IsWithinDist(WorldObject
const* obj
, float dist2compare
, bool is3D
) const
1137 float dx
= GetPositionX() - obj
->GetPositionX();
1138 float dy
= GetPositionY() - obj
->GetPositionY();
1139 float distsq
= dx
*dx
+ dy
*dy
;
1142 float dz
= GetPositionZ() - obj
->GetPositionZ();
1145 float sizefactor
= GetObjectSize() + obj
->GetObjectSize();
1146 float maxdist
= dist2compare
+ sizefactor
;
1148 return distsq
< maxdist
* maxdist
;
1151 bool WorldObject::IsWithinLOSInMap(const WorldObject
* obj
) const
1153 if (!IsInMap(obj
)) return false;
1155 obj
->GetPosition(ox
,oy
,oz
);
1156 return(IsWithinLOS(ox
, oy
, oz
));
1159 bool WorldObject::IsWithinLOS(float ox
, float oy
, float oz
) const
1163 VMAP::IVMapManager
*vMapManager
= VMAP::VMapFactory::createOrGetVMapManager();
1164 return vMapManager
->isInLineOfSight(GetMapId(), x
, y
, z
+2.0f
, ox
, oy
, oz
+2.0f
);
1167 bool WorldObject::GetDistanceOrder(WorldObject
const* obj1
, WorldObject
const* obj2
, bool is3D
/* = true */) const
1169 float dx1
= GetPositionX() - obj1
->GetPositionX();
1170 float dy1
= GetPositionY() - obj1
->GetPositionY();
1171 float distsq1
= dx1
*dx1
+ dy1
*dy1
;
1174 float dz1
= GetPositionZ() - obj1
->GetPositionZ();
1178 float dx2
= GetPositionX() - obj2
->GetPositionX();
1179 float dy2
= GetPositionY() - obj2
->GetPositionY();
1180 float distsq2
= dx2
*dx2
+ dy2
*dy2
;
1183 float dz2
= GetPositionZ() - obj2
->GetPositionZ();
1187 return distsq1
< distsq2
;
1190 bool WorldObject::IsInRange(WorldObject
const* obj
, float minRange
, float maxRange
, bool is3D
/* = true */) const
1192 float dx
= GetPositionX() - obj
->GetPositionX();
1193 float dy
= GetPositionY() - obj
->GetPositionY();
1194 float distsq
= dx
*dx
+ dy
*dy
;
1197 float dz
= GetPositionZ() - obj
->GetPositionZ();
1201 float sizefactor
= GetObjectSize() + obj
->GetObjectSize();
1203 // check only for real range
1206 float mindist
= minRange
+ sizefactor
;
1207 if(distsq
< mindist
* mindist
)
1211 float maxdist
= maxRange
+ sizefactor
;
1212 return distsq
< maxdist
* maxdist
;
1215 bool WorldObject::IsInRange2d(float x
, float y
, float minRange
, float maxRange
) const
1217 float dx
= GetPositionX() - x
;
1218 float dy
= GetPositionY() - y
;
1219 float distsq
= dx
*dx
+ dy
*dy
;
1221 float sizefactor
= GetObjectSize();
1223 // check only for real range
1226 float mindist
= minRange
+ sizefactor
;
1227 if(distsq
< mindist
* mindist
)
1231 float maxdist
= maxRange
+ sizefactor
;
1232 return distsq
< maxdist
* maxdist
;
1235 bool WorldObject::IsInRange3d(float x
, float y
, float z
, float minRange
, float maxRange
) const
1237 float dx
= GetPositionX() - x
;
1238 float dy
= GetPositionY() - y
;
1239 float dz
= GetPositionZ() - z
;
1240 float distsq
= dx
*dx
+ dy
*dy
+ dz
*dz
;
1242 float sizefactor
= GetObjectSize();
1244 // check only for real range
1247 float mindist
= minRange
+ sizefactor
;
1248 if(distsq
< mindist
* mindist
)
1252 float maxdist
= maxRange
+ sizefactor
;
1253 return distsq
< maxdist
* maxdist
;
1256 float WorldObject::GetAngle(const WorldObject
* obj
) const
1259 return GetAngle( obj
->GetPositionX(), obj
->GetPositionY() );
1262 // Return angle in range 0..2*pi
1263 float WorldObject::GetAngle( const float x
, const float y
) const
1265 float dx
= x
- GetPositionX();
1266 float dy
= y
- GetPositionY();
1268 float ang
= atan2(dy
, dx
);
1269 ang
= (ang
>= 0) ? ang
: 2 * M_PI
+ ang
;
1273 bool WorldObject::HasInArc(const float arcangle
, const WorldObject
* obj
) const
1275 // always have self in arc
1279 float arc
= arcangle
;
1281 // move arc to range 0.. 2*pi
1282 while( arc
>= 2.0f
* M_PI
)
1287 float angle
= GetAngle( obj
);
1288 angle
-= m_orientation
;
1290 // move angle to range -pi ... +pi
1291 while( angle
> M_PI
)
1292 angle
-= 2.0f
* M_PI
;
1293 while(angle
< -M_PI
)
1294 angle
+= 2.0f
* M_PI
;
1296 float lborder
= -1 * (arc
/2.0f
); // in range -pi..0
1297 float rborder
= (arc
/2.0f
); // in range 0..pi
1298 return (( angle
>= lborder
) && ( angle
<= rborder
));
1301 void WorldObject::GetRandomPoint( float x
, float y
, float z
, float distance
, float &rand_x
, float &rand_y
, float &rand_z
) const
1311 // angle to face `obj` to `this`
1312 float angle
= rand_norm()*2*M_PI
;
1313 float new_dist
= rand_norm()*distance
;
1315 rand_x
= x
+ new_dist
* cos(angle
);
1316 rand_y
= y
+ new_dist
* sin(angle
);
1319 MaNGOS::NormalizeMapCoord(rand_x
);
1320 MaNGOS::NormalizeMapCoord(rand_y
);
1321 UpdateGroundPositionZ(rand_x
,rand_y
,rand_z
); // update to LOS height if available
1324 void WorldObject::UpdateGroundPositionZ(float x
, float y
, float &z
) const
1326 float new_z
= MapManager::Instance().GetBaseMap(GetMapId())->GetHeight(x
,y
,z
,true);
1327 if(new_z
> INVALID_HEIGHT
)
1328 z
= new_z
+ 0.05f
; // just to be sure that we are not a few pixel under the surface
1331 bool WorldObject::IsPositionValid() const
1333 return MaNGOS::IsValidMapCoord(m_positionX
,m_positionY
,m_positionZ
,m_orientation
);
1336 void WorldObject::MonsterSay(const char* text
, uint32 language
, uint64 TargetGuid
)
1338 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
1339 BuildMonsterChat(&data
,CHAT_MSG_MONSTER_SAY
,text
,language
,GetName(),TargetGuid
);
1340 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_SAY
),true);
1343 void WorldObject::MonsterYell(const char* text
, uint32 language
, uint64 TargetGuid
)
1345 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
1346 BuildMonsterChat(&data
,CHAT_MSG_MONSTER_YELL
,text
,language
,GetName(),TargetGuid
);
1347 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_YELL
),true);
1350 void WorldObject::MonsterTextEmote(const char* text
, uint64 TargetGuid
, bool IsBossEmote
)
1352 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
1353 BuildMonsterChat(&data
,IsBossEmote
? CHAT_MSG_RAID_BOSS_EMOTE
: CHAT_MSG_MONSTER_EMOTE
,text
,LANG_UNIVERSAL
,GetName(),TargetGuid
);
1354 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE
),true);
1357 void WorldObject::MonsterWhisper(const char* text
, uint64 receiver
, bool IsBossWhisper
)
1359 Player
*player
= objmgr
.GetPlayer(receiver
);
1360 if(!player
|| !player
->GetSession())
1363 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
1364 BuildMonsterChat(&data
,IsBossWhisper
? CHAT_MSG_RAID_BOSS_WHISPER
: CHAT_MSG_MONSTER_WHISPER
,text
,LANG_UNIVERSAL
,GetName(),receiver
);
1366 player
->GetSession()->SendPacket(&data
);
1371 class MonsterChatBuilder
1374 MonsterChatBuilder(WorldObject
const& obj
, ChatMsg msgtype
, int32 textId
, uint32 language
, uint64 targetGUID
)
1375 : i_object(obj
), i_msgtype(msgtype
), i_textId(textId
), i_language(language
), i_targetGUID(targetGUID
) {}
1376 void operator()(WorldPacket
& data
, int32 loc_idx
)
1378 char const* text
= objmgr
.GetMangosString(i_textId
,loc_idx
);
1380 // TODO: i_object.GetName() also must be localized?
1381 i_object
.BuildMonsterChat(&data
,i_msgtype
,text
,i_language
,i_object
.GetNameForLocaleIdx(loc_idx
),i_targetGUID
);
1385 WorldObject
const& i_object
;
1389 uint64 i_targetGUID
;
1391 } // namespace MaNGOS
1393 void WorldObject::MonsterSay(int32 textId
, uint32 language
, uint64 TargetGuid
)
1395 CellPair p
= MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY());
1398 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
1401 MaNGOS::MonsterChatBuilder
say_build(*this, CHAT_MSG_MONSTER_SAY
, textId
,language
,TargetGuid
);
1402 MaNGOS::LocalizedPacketDo
<MaNGOS::MonsterChatBuilder
> say_do(say_build
);
1403 MaNGOS::PlayerDistWorker
<MaNGOS::LocalizedPacketDo
<MaNGOS::MonsterChatBuilder
> > say_worker(this,sWorld
.getConfig(CONFIG_LISTEN_RANGE_SAY
),say_do
);
1404 TypeContainerVisitor
<MaNGOS::PlayerDistWorker
<MaNGOS::LocalizedPacketDo
<MaNGOS::MonsterChatBuilder
> >, WorldTypeMapContainer
> message(say_worker
);
1405 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
1406 cell_lock
->Visit(cell_lock
, message
, *GetMap());
1409 void WorldObject::MonsterYell(int32 textId
, uint32 language
, uint64 TargetGuid
)
1411 CellPair p
= MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY());
1414 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
1417 MaNGOS::MonsterChatBuilder
say_build(*this, CHAT_MSG_MONSTER_YELL
, textId
,language
,TargetGuid
);
1418 MaNGOS::LocalizedPacketDo
<MaNGOS::MonsterChatBuilder
> say_do(say_build
);
1419 MaNGOS::PlayerDistWorker
<MaNGOS::LocalizedPacketDo
<MaNGOS::MonsterChatBuilder
> > say_worker(this,sWorld
.getConfig(CONFIG_LISTEN_RANGE_YELL
),say_do
);
1420 TypeContainerVisitor
<MaNGOS::PlayerDistWorker
<MaNGOS::LocalizedPacketDo
<MaNGOS::MonsterChatBuilder
> >, WorldTypeMapContainer
> message(say_worker
);
1421 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
1422 cell_lock
->Visit(cell_lock
, message
, *GetMap());
1425 void WorldObject::MonsterYellToZone(int32 textId
, uint32 language
, uint64 TargetGuid
)
1427 MaNGOS::MonsterChatBuilder
say_build(*this, CHAT_MSG_MONSTER_YELL
, textId
,language
,TargetGuid
);
1428 MaNGOS::LocalizedPacketDo
<MaNGOS::MonsterChatBuilder
> say_do(say_build
);
1430 uint32 zoneid
= GetZoneId();
1432 Map::PlayerList
const& pList
= GetMap()->GetPlayers();
1433 for(Map::PlayerList::const_iterator itr
= pList
.begin(); itr
!= pList
.end(); ++itr
)
1434 if(itr
->getSource()->GetZoneId()==zoneid
)
1435 say_do(itr
->getSource());
1438 void WorldObject::MonsterTextEmote(int32 textId
, uint64 TargetGuid
, bool IsBossEmote
)
1440 CellPair p
= MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY());
1443 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
1446 MaNGOS::MonsterChatBuilder
say_build(*this, IsBossEmote
? CHAT_MSG_RAID_BOSS_EMOTE
: CHAT_MSG_MONSTER_EMOTE
, textId
,LANG_UNIVERSAL
,TargetGuid
);
1447 MaNGOS::LocalizedPacketDo
<MaNGOS::MonsterChatBuilder
> say_do(say_build
);
1448 MaNGOS::PlayerDistWorker
<MaNGOS::LocalizedPacketDo
<MaNGOS::MonsterChatBuilder
> > say_worker(this,sWorld
.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE
),say_do
);
1449 TypeContainerVisitor
<MaNGOS::PlayerDistWorker
<MaNGOS::LocalizedPacketDo
<MaNGOS::MonsterChatBuilder
> >, WorldTypeMapContainer
> message(say_worker
);
1450 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
1451 cell_lock
->Visit(cell_lock
, message
, *GetMap());
1454 void WorldObject::MonsterWhisper(int32 textId
, uint64 receiver
, bool IsBossWhisper
)
1456 Player
*player
= objmgr
.GetPlayer(receiver
);
1457 if(!player
|| !player
->GetSession())
1460 uint32 loc_idx
= player
->GetSession()->GetSessionDbLocaleIndex();
1461 char const* text
= objmgr
.GetMangosString(textId
,loc_idx
);
1463 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
1464 BuildMonsterChat(&data
,IsBossWhisper
? CHAT_MSG_RAID_BOSS_WHISPER
: CHAT_MSG_MONSTER_WHISPER
,text
,LANG_UNIVERSAL
,GetNameForLocaleIdx(loc_idx
),receiver
);
1466 player
->GetSession()->SendPacket(&data
);
1469 void WorldObject::BuildMonsterChat(WorldPacket
*data
, uint8 msgtype
, char const* text
, uint32 language
, char const* name
, uint64 targetGuid
) const
1471 bool pre
= (msgtype
==CHAT_MSG_MONSTER_EMOTE
|| msgtype
==CHAT_MSG_RAID_BOSS_EMOTE
);
1473 *data
<< (uint8
)msgtype
;
1474 *data
<< (uint32
)language
;
1475 *data
<< (uint64
)GetGUID();
1476 *data
<< (uint32
)0; // 2.1.0
1477 *data
<< (uint32
)(strlen(name
)+1);
1479 *data
<< (uint64
)targetGuid
; // Unit Target
1480 if( targetGuid
&& !IS_PLAYER_GUID(targetGuid
) )
1482 *data
<< (uint32
)1; // target name length
1483 *data
<< (uint8
)0; // target name
1485 *data
<< (uint32
)(strlen(text
)+1+(pre
?3:0));
1487 data
->append("%s ",3);
1489 *data
<< (uint8
)0; // ChatTag
1492 void WorldObject::BuildHeartBeatMsg(WorldPacket
*data
) const
1494 //Heartbeat message cannot be used for non-units
1495 if (!isType(TYPEMASK_UNIT
))
1498 data
->Initialize(MSG_MOVE_HEARTBEAT
, 32);
1499 data
->append(GetPackGUID());
1500 *data
<< uint32(((Unit
*)this)->GetUnitMovementFlags()); // movement flags
1501 *data
<< uint16(0); // 2.3.0
1502 *data
<< uint32(getMSTime()); // time
1503 *data
<< m_positionX
;
1504 *data
<< m_positionY
;
1505 *data
<< m_positionZ
;
1506 *data
<< m_orientation
;
1510 void WorldObject::BuildTeleportAckMsg(WorldPacket
*data
, float x
, float y
, float z
, float ang
) const
1512 //TeleportAck message cannot be used for non-units
1513 if (!isType(TYPEMASK_UNIT
))
1516 data
->Initialize(MSG_MOVE_TELEPORT_ACK
, 41);
1517 data
->append(GetPackGUID());
1518 *data
<< uint32(0); // this value increments every time
1519 *data
<< uint32(((Unit
*)this)->GetUnitMovementFlags()); // movement flags
1520 *data
<< uint16(0); // 2.3.0
1521 *data
<< uint32(getMSTime()); // time
1529 void WorldObject::SendMessageToSet(WorldPacket
*data
, bool /*bToSelf*/)
1531 GetMap()->MessageBroadcast(this, data
);
1534 void WorldObject::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool /*bToSelf*/)
1536 GetMap()->MessageDistBroadcast(this, data
, dist
);
1539 void WorldObject::SendObjectDeSpawnAnim(uint64 guid
)
1541 WorldPacket
data(SMSG_GAMEOBJECT_DESPAWN_ANIM
, 8);
1543 SendMessageToSet(&data
, true);
1546 Map
* WorldObject::GetMap() const
1548 return MapManager::Instance().GetMap(GetMapId(), this);
1551 Map
const* WorldObject::GetBaseMap() const
1553 return MapManager::Instance().GetBaseMap(GetMapId());
1556 void WorldObject::AddObjectToRemoveList()
1558 Map
* map
= GetMap();
1561 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());
1565 map
->AddObjectToRemoveList(this);
1568 Creature
* WorldObject::SummonCreature(uint32 id
, float x
, float y
, float z
, float ang
,TempSummonType spwtype
,uint32 despwtime
)
1570 TemporarySummon
* pCreature
= new TemporarySummon(GetGUID());
1572 pCreature
->SetInstanceId(GetInstanceId());
1574 if (GetTypeId()==TYPEID_PLAYER
)
1575 team
= ((Player
*)this)->GetTeam();
1577 if (!pCreature
->Create(objmgr
.GenerateLowGuid(HIGHGUID_UNIT
), GetMap(), GetPhaseMask(), id
, team
))
1583 if (x
== 0.0f
&& y
== 0.0f
&& z
== 0.0f
)
1584 GetClosePoint(x
, y
, z
, pCreature
->GetObjectSize());
1586 pCreature
->Relocate(x
, y
, z
, ang
);
1588 if(!pCreature
->IsPositionValid())
1590 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());
1595 pCreature
->Summon(spwtype
, despwtime
);
1597 if(GetTypeId()==TYPEID_UNIT
&& ((Creature
*)this)->AI())
1598 ((Creature
*)this)->AI()->JustSummoned(pCreature
);
1600 // return the creature therewith the summoner has access to it
1609 NearUsedPosDo(WorldObject
const& obj
, WorldObject
const* searcher
, float angle
, ObjectPosSelector
& selector
)
1610 : i_object(obj
), i_searcher(searcher
), i_angle(angle
), i_selector(selector
) {}
1612 void operator()(Corpse
*) const {}
1613 void operator()(DynamicObject
*) const {}
1615 void operator()(Creature
* c
) const
1617 // skip self or target
1618 if(c
==i_searcher
|| c
==&i_object
)
1623 if( !c
->isAlive() || c
->hasUnitState(UNIT_STAT_ROOT
| UNIT_STAT_STUNNED
| UNIT_STAT_DISTRACTED
) ||
1624 !c
->GetMotionMaster()->GetDestination(x
,y
,z
) )
1626 x
= c
->GetPositionX();
1627 y
= c
->GetPositionY();
1634 void operator()(T
* u
) const
1636 // skip self or target
1637 if(u
==i_searcher
|| u
==&i_object
)
1642 x
= u
->GetPositionX();
1643 y
= u
->GetPositionY();
1648 // we must add used pos that can fill places around center
1649 void add(WorldObject
* u
, float x
, float y
) const
1651 // u is too nearest/far away to i_object
1652 if(!i_object
.IsInRange2d(x
,y
,i_selector
.m_dist
- i_selector
.m_size
,i_selector
.m_dist
+ i_selector
.m_size
))
1655 float angle
= i_object
.GetAngle(u
)-i_angle
;
1657 // move angle to range -pi ... +pi
1658 while( angle
> M_PI
)
1659 angle
-= 2.0f
* M_PI
;
1660 while(angle
< -M_PI
)
1661 angle
+= 2.0f
* M_PI
;
1663 // dist include size of u
1664 float dist2d
= i_object
.GetDistance2d(x
,y
);
1665 i_selector
.AddUsedPos(u
->GetObjectSize(),angle
,dist2d
+ i_object
.GetObjectSize());
1668 WorldObject
const& i_object
;
1669 WorldObject
const* i_searcher
;
1671 ObjectPosSelector
& i_selector
;
1673 } // namespace MaNGOS
1675 //===================================================================================================
1677 void WorldObject::GetNearPoint2D(float &x
, float &y
, float distance2d
, float absAngle
) const
1679 x
= GetPositionX() + (GetObjectSize() + distance2d
) * cos(absAngle
);
1680 y
= GetPositionY() + (GetObjectSize() + distance2d
) * sin(absAngle
);
1682 MaNGOS::NormalizeMapCoord(x
);
1683 MaNGOS::NormalizeMapCoord(y
);
1686 void WorldObject::GetNearPoint(WorldObject
const* searcher
, float &x
, float &y
, float &z
, float searcher_size
, float distance2d
, float absAngle
) const
1688 GetNearPoint2D(x
,y
,distance2d
+searcher_size
,absAngle
);
1691 // if detection disabled, return first point
1692 if(!sWorld
.getConfig(CONFIG_DETECT_POS_COLLISION
))
1694 UpdateGroundPositionZ(x
,y
,z
); // update to LOS height if available
1698 // or remember first point
1701 bool first_los_conflict
= false; // first point LOS problems
1703 // prepare selector for work
1704 ObjectPosSelector
selector(GetPositionX(),GetPositionY(),GetObjectSize(),distance2d
+searcher_size
);
1706 // adding used positions around object
1708 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY()));
1710 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
1713 MaNGOS::NearUsedPosDo
u_do(*this,searcher
,absAngle
,selector
);
1714 MaNGOS::WorldObjectWorker
<MaNGOS::NearUsedPosDo
> worker(this,u_do
);
1716 TypeContainerVisitor
<MaNGOS::WorldObjectWorker
<MaNGOS::NearUsedPosDo
>, GridTypeMapContainer
> grid_obj_worker(worker
);
1717 TypeContainerVisitor
<MaNGOS::WorldObjectWorker
<MaNGOS::NearUsedPosDo
>, WorldTypeMapContainer
> world_obj_worker(worker
);
1719 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
1720 cell_lock
->Visit(cell_lock
, grid_obj_worker
, *GetMap());
1721 cell_lock
->Visit(cell_lock
, world_obj_worker
, *GetMap());
1724 // maybe can just place in primary position
1725 if( selector
.CheckOriginal() )
1727 UpdateGroundPositionZ(x
,y
,z
); // update to LOS height if available
1729 if(IsWithinLOS(x
,y
,z
))
1732 first_los_conflict
= true; // first point have LOS problems
1735 float angle
; // candidate of angle for free pos
1737 // special case when one from list empty and then empty side preferred
1738 if(selector
.FirstAngle(angle
))
1740 GetNearPoint2D(x
,y
,distance2d
,absAngle
+angle
);
1742 UpdateGroundPositionZ(x
,y
,z
); // update to LOS height if available
1744 if(IsWithinLOS(x
,y
,z
))
1748 // set first used pos in lists
1749 selector
.InitializeAngle();
1751 // select in positions after current nodes (selection one by one)
1752 while(selector
.NextAngle(angle
)) // angle for free pos
1754 GetNearPoint2D(x
,y
,distance2d
,absAngle
+angle
);
1756 UpdateGroundPositionZ(x
,y
,z
); // update to LOS height if available
1758 if(IsWithinLOS(x
,y
,z
))
1762 // BAD NEWS: not free pos (or used or have LOS problems)
1763 // Attempt find _used_ pos without LOS problem
1765 if(!first_los_conflict
)
1770 UpdateGroundPositionZ(x
,y
,z
); // update to LOS height if available
1774 // special case when one from list empty and then empty side preferred
1775 if( selector
.IsNonBalanced() )
1777 if(!selector
.FirstAngle(angle
)) // _used_ pos
1779 GetNearPoint2D(x
,y
,distance2d
,absAngle
+angle
);
1781 UpdateGroundPositionZ(x
,y
,z
); // update to LOS height if available
1783 if(IsWithinLOS(x
,y
,z
))
1788 // set first used pos in lists
1789 selector
.InitializeAngle();
1791 // select in positions after current nodes (selection one by one)
1792 while(selector
.NextUsedAngle(angle
)) // angle for used pos but maybe without LOS problem
1794 GetNearPoint2D(x
,y
,distance2d
,absAngle
+angle
);
1796 UpdateGroundPositionZ(x
,y
,z
); // update to LOS height if available
1798 if(IsWithinLOS(x
,y
,z
))
1802 // BAD BAD NEWS: all found pos (free and used) have LOS problem :(
1806 UpdateGroundPositionZ(x
,y
,z
); // update to LOS height if available
1809 void WorldObject::SetPhaseMask(uint32 newPhaseMask
, bool update
)
1811 m_phaseMask
= newPhaseMask
;
1813 if(update
&& IsInWorld())
1814 ObjectAccessor::UpdateObjectVisibility(this);
1817 void WorldObject::PlayDistanceSound( uint32 sound_id
, Player
* target
/*= NULL*/ )
1819 WorldPacket
data(SMSG_PLAY_OBJECT_SOUND
,4+8);
1820 data
<< uint32(sound_id
);
1821 data
<< uint64(GetGUID());
1823 target
->SendDirectMessage( &data
);
1825 SendMessageToSet( &data
, true );
1828 void WorldObject::PlayDirectSound( uint32 sound_id
, Player
* target
/*= NULL*/ )
1830 WorldPacket
data(SMSG_PLAY_SOUND
, 4);
1831 data
<< uint32(sound_id
);
1833 target
->SendDirectMessage( &data
);
1835 SendMessageToSet( &data
, true );