[8449] Deprecate healing/damage item mods and merge internal data in to spell power.
[getmangos.git] / src / game / Object.cpp
blob16017389aee5fb90d35f0b5bc00f294e9294992b
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 NUM_CLIENT_OBJECT_TYPES; // unknown
66 Object::Object( ) : m_PackGUID(sizeof(uint64)+1)
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.appendPackGUID(0);
81 Object::~Object( )
83 if(m_objectUpdated)
84 ObjectAccessor::Instance().RemoveUpdateObject(this);
86 if(m_uint32Values)
88 if(IsInWorld())
90 ///- Do NOT call RemoveFromWorld here, if the object is a player it will crash
91 sLog.outError("Object::~Object (GUID: %u TypeId: %u) deleted but still in world!!", GetGUIDLow(), GetTypeId());
92 //assert(0);
95 //DEBUG_LOG("Object desctr 1 check (%p)",(void*)this);
96 delete [] m_uint32Values;
97 delete [] m_uint32Values_mirror;
98 //DEBUG_LOG("Object desctr 2 check (%p)",(void*)this);
102 void Object::_InitValues()
104 m_uint32Values = new uint32[ m_valuesCount ];
105 memset(m_uint32Values, 0, m_valuesCount*sizeof(uint32));
107 m_uint32Values_mirror = new uint32[ m_valuesCount ];
108 memset(m_uint32Values_mirror, 0, m_valuesCount*sizeof(uint32));
110 m_objectUpdated = false;
113 void Object::_Create( uint32 guidlow, uint32 entry, HighGuid guidhigh )
115 if(!m_uint32Values) _InitValues();
117 uint64 guid = MAKE_NEW_GUID(guidlow, entry, guidhigh);
118 SetUInt64Value( OBJECT_FIELD_GUID, guid );
119 SetUInt32Value( OBJECT_FIELD_TYPE, m_objectType );
120 m_PackGUID.wpos(0);
121 m_PackGUID.appendPackGUID(GetGUID());
124 void Object::BuildMovementUpdateBlock(UpdateData * data, uint32 flags ) const
126 ByteBuffer buf(500);
128 buf << uint8( UPDATETYPE_MOVEMENT );
129 buf.append(GetPackGUID());
131 _BuildMovementUpdate(&buf, flags, 0x00000000);
133 data->AddUpdateBlock(buf);
136 void Object::BuildCreateUpdateBlockForPlayer(UpdateData *data, Player *target) const
138 if(!target)
139 return;
141 uint8 updatetype = UPDATETYPE_CREATE_OBJECT;
142 uint16 flags = m_updateFlag;
143 uint32 flags2 = 0;
145 /** lower flag1 **/
146 if(target == this) // building packet for yourself
147 flags |= UPDATEFLAG_SELF;
149 if(flags & UPDATEFLAG_HAS_POSITION)
151 // UPDATETYPE_CREATE_OBJECT2 dynamic objects, corpses...
152 if(isType(TYPEMASK_DYNAMICOBJECT) || isType(TYPEMASK_CORPSE) || isType(TYPEMASK_PLAYER))
153 updatetype = UPDATETYPE_CREATE_OBJECT2;
155 // UPDATETYPE_CREATE_OBJECT2 for pets...
156 if(target->GetPetGUID() == GetGUID())
157 updatetype = UPDATETYPE_CREATE_OBJECT2;
159 // UPDATETYPE_CREATE_OBJECT2 for some gameobject types...
160 if(isType(TYPEMASK_GAMEOBJECT))
162 switch(((GameObject*)this)->GetGoType())
164 case GAMEOBJECT_TYPE_TRAP:
165 case GAMEOBJECT_TYPE_DUEL_ARBITER:
166 case GAMEOBJECT_TYPE_FLAGSTAND:
167 case GAMEOBJECT_TYPE_FLAGDROP:
168 updatetype = UPDATETYPE_CREATE_OBJECT2;
169 break;
170 case GAMEOBJECT_TYPE_TRANSPORT:
171 flags |= UPDATEFLAG_TRANSPORT;
172 break;
173 default:
174 break;
178 if(isType(TYPEMASK_UNIT))
180 if(((Unit*)this)->getVictim())
181 flags |= UPDATEFLAG_HAS_TARGET;
185 //sLog.outDebug("BuildCreateUpdate: update-type: %u, object-type: %u got flags: %X, flags2: %X", updatetype, m_objectTypeId, flags, flags2);
187 ByteBuffer buf(500);
188 buf << (uint8)updatetype;
189 buf.append(GetPackGUID());
190 buf << (uint8)m_objectTypeId;
192 _BuildMovementUpdate(&buf, flags, flags2);
194 UpdateMask updateMask;
195 updateMask.SetCount( m_valuesCount );
196 _SetCreateBits( &updateMask, target );
197 _BuildValuesUpdate(updatetype, &buf, &updateMask, target);
198 data->AddUpdateBlock(buf);
201 void Object::BuildUpdate(UpdateDataMapType &update_players)
203 ObjectAccessor::_buildUpdateObject(this,update_players);
204 ClearUpdateMask(true);
207 void Object::SendUpdateToPlayer(Player* player)
209 // send update to another players
210 SendUpdateObjectToAllExcept(player);
212 // send create update to player
213 UpdateData upd;
214 WorldPacket packet;
216 upd.Clear();
217 BuildCreateUpdateBlockForPlayer(&upd, player);
218 upd.BuildPacket(&packet);
219 player->GetSession()->SendPacket(&packet);
222 void Object::BuildValuesUpdateBlockForPlayer(UpdateData *data, Player *target) const
224 ByteBuffer buf(500);
226 buf << (uint8) UPDATETYPE_VALUES;
227 buf.append(GetPackGUID());
229 UpdateMask updateMask;
230 updateMask.SetCount( m_valuesCount );
232 _SetUpdateBits( &updateMask, target );
233 _BuildValuesUpdate(UPDATETYPE_VALUES, &buf, &updateMask, target);
235 data->AddUpdateBlock(buf);
238 void Object::BuildOutOfRangeUpdateBlock(UpdateData * data) const
240 data->AddOutOfRangeGUID(GetGUID());
243 void Object::DestroyForPlayer( Player *target, bool anim ) const
245 ASSERT(target);
247 WorldPacket data(SMSG_DESTROY_OBJECT, 8);
248 data << uint64(GetGUID());
249 data << uint8(anim ? 1 : 0); // WotLK (bool), may be despawn animation
250 target->GetSession()->SendPacket( &data );
253 void Object::_BuildMovementUpdate(ByteBuffer * data, uint16 flags, uint32 flags2) const
255 uint16 unk_flags = ((GetTypeId() == TYPEID_PLAYER) ? ((Player*)this)->m_movementInfo.unk1 : 0);
257 if(GetTypeId() == TYPEID_UNIT)
258 if(((Creature*)this)->isVehicle())
259 unk_flags |= 0x20; // always allow pitch
261 *data << (uint16)flags; // update flags
263 // 0x20
264 if (flags & UPDATEFLAG_LIVING)
266 switch(GetTypeId())
268 case TYPEID_UNIT:
270 flags2 = ((Unit*)this)->isInFlight() ? (MOVEMENTFLAG_FORWARD | MOVEMENTFLAG_LEVITATING) : MOVEMENTFLAG_NONE;
272 break;
273 case TYPEID_PLAYER:
275 flags2 = ((Player*)this)->m_movementInfo.GetMovementFlags();
277 if(((Player*)this)->GetTransport())
278 flags2 |= MOVEMENTFLAG_ONTRANSPORT;
279 else
280 flags2 &= ~MOVEMENTFLAG_ONTRANSPORT;
282 // remove unknown, unused etc flags for now
283 flags2 &= ~MOVEMENTFLAG_SPLINE2; // will be set manually
285 if(((Player*)this)->isInFlight())
287 WPAssert(((Player*)this)->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE);
288 flags2 = (MOVEMENTFLAG_FORWARD | MOVEMENTFLAG_SPLINE2);
291 break;
294 *data << uint32(flags2); // movement flags
295 *data << uint16(unk_flags); // unknown 2.3.0
296 *data << uint32(getMSTime()); // time (in milliseconds)
298 // position
299 *data << ((WorldObject*)this)->GetPositionX();
300 *data << ((WorldObject*)this)->GetPositionY();
301 *data << ((WorldObject*)this)->GetPositionZ();
302 *data << ((WorldObject*)this)->GetOrientation();
304 // 0x00000200
305 if(flags2 & MOVEMENTFLAG_ONTRANSPORT)
307 if(GetTypeId() == TYPEID_PLAYER)
309 data->append(((Player*)this)->GetTransport()->GetPackGUID());
310 *data << (float)((Player*)this)->GetTransOffsetX();
311 *data << (float)((Player*)this)->GetTransOffsetY();
312 *data << (float)((Player*)this)->GetTransOffsetZ();
313 *data << (float)((Player*)this)->GetTransOffsetO();
314 *data << (uint32)((Player*)this)->GetTransTime();
315 *data << (int8)((Player*)this)->GetTransSeat();
317 else
319 //MaNGOS currently not have support for other than player on transport
320 *data << uint8(0);
321 *data << float(0) << float(0) << float(0) << float(0);
322 *data << uint32(0);
323 *data << uint8(-1);
327 // 0x02200000
328 if((flags2 & (MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_FLYING2)) || (unk_flags & 0x20))
330 if(GetTypeId() == TYPEID_PLAYER)
331 *data << (float)((Player*)this)->m_movementInfo.s_pitch;
332 else
333 *data << (float)0; // is't part of movement packet, we must store and send it...
336 if(GetTypeId() == TYPEID_PLAYER)
337 *data << (uint32)((Player*)this)->m_movementInfo.fallTime;
338 else
339 *data << (uint32)0; // last fall time
341 // 0x00001000
342 if(flags2 & MOVEMENTFLAG_JUMPING)
344 if(GetTypeId() == TYPEID_PLAYER)
346 *data << (float)((Player*)this)->m_movementInfo.j_unk;
347 *data << (float)((Player*)this)->m_movementInfo.j_sinAngle;
348 *data << (float)((Player*)this)->m_movementInfo.j_cosAngle;
349 *data << (float)((Player*)this)->m_movementInfo.j_xyspeed;
351 else
353 *data << (float)0;
354 *data << (float)0;
355 *data << (float)0;
356 *data << (float)0;
360 // 0x04000000
361 if(flags2 & MOVEMENTFLAG_SPLINE)
363 if(GetTypeId() == TYPEID_PLAYER)
364 *data << (float)((Player*)this)->m_movementInfo.u_unk1;
365 else
366 *data << (float)0;
369 *data << ((Unit*)this)->GetSpeed( MOVE_WALK );
370 *data << ((Unit*)this)->GetSpeed( MOVE_RUN );
371 *data << ((Unit*)this)->GetSpeed( MOVE_SWIM_BACK );
372 *data << ((Unit*)this)->GetSpeed( MOVE_SWIM );
373 *data << ((Unit*)this)->GetSpeed( MOVE_RUN_BACK );
374 *data << ((Unit*)this)->GetSpeed( MOVE_FLIGHT );
375 *data << ((Unit*)this)->GetSpeed( MOVE_FLIGHT_BACK );
376 *data << ((Unit*)this)->GetSpeed( MOVE_TURN_RATE );
377 *data << ((Unit*)this)->GetSpeed( MOVE_PITCH_RATE );
379 // 0x08000000
380 if(flags2 & MOVEMENTFLAG_SPLINE2)
382 if(GetTypeId() != TYPEID_PLAYER)
384 sLog.outDebug("_BuildMovementUpdate: MOVEMENTFLAG_SPLINE2 for non-player");
385 return;
388 if(!((Player*)this)->isInFlight())
390 sLog.outDebug("_BuildMovementUpdate: MOVEMENTFLAG_SPLINE2 but not in flight");
391 return;
394 WPAssert(((Player*)this)->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE);
396 FlightPathMovementGenerator *fmg = (FlightPathMovementGenerator*)(((Player*)this)->GetMotionMaster()->top());
398 uint32 flags3 = MONSTER_MOVE_SPLINE_FLY;
400 *data << uint32(flags3); // splines flag?
402 if(flags3 & 0x20000) // may be orientation
404 *data << (float)0;
406 else
408 if(flags3 & 0x8000) // probably x,y,z coords there
410 *data << (float)0;
411 *data << (float)0;
412 *data << (float)0;
415 if(flags3 & 0x10000) // probably guid there
417 *data << uint64(0);
421 Path &path = fmg->GetPath();
423 float x, y, z;
424 ((Player*)this)->GetPosition(x, y, z);
426 uint32 inflighttime = uint32(path.GetPassedLength(fmg->GetCurrentNode(), x, y, z) * 32);
427 uint32 traveltime = uint32(path.GetTotalLength() * 32);
429 *data << uint32(inflighttime); // passed move time?
430 *data << uint32(traveltime); // full move time?
431 *data << uint32(0); // ticks count?
433 *data << float(0); // added in 3.1
434 *data << float(0); // added in 3.1
435 *data << float(0); // added in 3.1
437 *data << uint32(0); // added in 3.1
439 uint32 poscount = uint32(path.Size());
440 *data << uint32(poscount); // points count
442 for(uint32 i = 0; i < poscount; ++i)
444 *data << path.GetNodes()[i].x;
445 *data << path.GetNodes()[i].y;
446 *data << path.GetNodes()[i].z;
449 *data << uint8(0); // added in 3.0.8
451 *data << path.GetNodes()[poscount-1].x;
452 *data << path.GetNodes()[poscount-1].y;
453 *data << path.GetNodes()[poscount-1].z;
456 else
458 if(flags & UPDATEFLAG_POSITION)
460 *data << uint8(0); // unk PGUID!
461 *data << ((WorldObject*)this)->GetPositionX();
462 *data << ((WorldObject*)this)->GetPositionY();
463 *data << ((WorldObject*)this)->GetPositionZ();
464 *data << ((WorldObject*)this)->GetPositionX();
465 *data << ((WorldObject*)this)->GetPositionY();
466 *data << ((WorldObject*)this)->GetPositionZ();
467 *data << ((WorldObject*)this)->GetOrientation();
469 if(GetTypeId() == TYPEID_CORPSE)
470 *data << float(((WorldObject*)this)->GetOrientation());
471 else
472 *data << float(0);
474 else
476 // 0x40
477 if (flags & UPDATEFLAG_HAS_POSITION)
479 // 0x02
480 if(flags & UPDATEFLAG_TRANSPORT && ((GameObject*)this)->GetGoType() == GAMEOBJECT_TYPE_MO_TRANSPORT)
482 *data << (float)0;
483 *data << (float)0;
484 *data << (float)0;
485 *data << ((WorldObject *)this)->GetOrientation();
487 else
489 *data << ((WorldObject *)this)->GetPositionX();
490 *data << ((WorldObject *)this)->GetPositionY();
491 *data << ((WorldObject *)this)->GetPositionZ();
492 *data << ((WorldObject *)this)->GetOrientation();
498 // 0x8
499 if(flags & UPDATEFLAG_LOWGUID)
501 switch(GetTypeId())
503 case TYPEID_OBJECT:
504 case TYPEID_ITEM:
505 case TYPEID_CONTAINER:
506 case TYPEID_GAMEOBJECT:
507 case TYPEID_DYNAMICOBJECT:
508 case TYPEID_CORPSE:
509 *data << uint32(GetGUIDLow()); // GetGUIDLow()
510 break;
511 case TYPEID_UNIT:
512 *data << uint32(0x0000000B); // unk, can be 0xB or 0xC
513 break;
514 case TYPEID_PLAYER:
515 if(flags & UPDATEFLAG_SELF)
516 *data << uint32(0x0000002F); // unk, can be 0x15 or 0x22
517 else
518 *data << uint32(0x00000008); // unk, can be 0x7 or 0x8
519 break;
520 default:
521 *data << uint32(0x00000000); // unk
522 break;
526 // 0x10
527 if(flags & UPDATEFLAG_HIGHGUID)
529 switch(GetTypeId())
531 case TYPEID_OBJECT:
532 case TYPEID_ITEM:
533 case TYPEID_CONTAINER:
534 case TYPEID_GAMEOBJECT:
535 case TYPEID_DYNAMICOBJECT:
536 case TYPEID_CORPSE:
537 *data << uint32(GetGUIDHigh()); // GetGUIDHigh()
538 break;
539 case TYPEID_UNIT:
540 *data << uint32(0x0000000B); // unk, can be 0xB or 0xC
541 break;
542 case TYPEID_PLAYER:
543 if(flags & UPDATEFLAG_SELF)
544 *data << uint32(0x0000002F); // unk, can be 0x15 or 0x22
545 else
546 *data << uint32(0x00000008); // unk, can be 0x7 or 0x8
547 break;
548 default:
549 *data << uint32(0x00000000); // unk
550 break;
554 // 0x4
555 if(flags & UPDATEFLAG_HAS_TARGET) // packed guid (current target guid)
557 if(Unit *victim = ((Unit*)this)->getVictim())
558 data->append(victim->GetPackGUID());
559 else
560 *data << uint8(0);
563 // 0x2
564 if(flags & UPDATEFLAG_TRANSPORT)
566 *data << uint32(getMSTime()); // ms time
569 // 0x80
570 if(flags & UPDATEFLAG_VEHICLE) // unused for now
572 *data << uint32(((Vehicle*)this)->GetVehicleId()); // vehicle id
573 *data << float(0); // facing adjustment
576 // 0x200
577 if(flags & UPDATEFLAG_ROTATION)
579 *data << uint64(((GameObject*)this)->GetRotation());
583 void Object::_BuildValuesUpdate(uint8 updatetype, ByteBuffer * data, UpdateMask *updateMask, Player *target) const
585 if(!target)
586 return;
588 bool IsActivateToQuest = false;
589 bool IsPerCasterAuraState = false;
590 if (updatetype == UPDATETYPE_CREATE_OBJECT || updatetype == UPDATETYPE_CREATE_OBJECT2)
592 if (isType(TYPEMASK_GAMEOBJECT) && !((GameObject*)this)->IsTransport())
594 if ( ((GameObject*)this)->ActivateToQuest(target) || target->isGameMaster())
596 IsActivateToQuest = true;
597 updateMask->SetBit(GAMEOBJECT_DYNAMIC);
600 else if (isType(TYPEMASK_UNIT))
602 if( ((Unit*)this)->HasAuraState(AURA_STATE_CONFLAGRATE))
604 IsPerCasterAuraState = true;
605 updateMask->SetBit(UNIT_FIELD_AURASTATE);
609 else // case UPDATETYPE_VALUES
611 if (isType(TYPEMASK_GAMEOBJECT) && !((GameObject*)this)->IsTransport())
613 if ( ((GameObject*)this)->ActivateToQuest(target) || target->isGameMaster())
615 IsActivateToQuest = true;
617 updateMask->SetBit(GAMEOBJECT_DYNAMIC);
618 updateMask->SetBit(GAMEOBJECT_BYTES_1);
620 else if (isType(TYPEMASK_UNIT))
622 if( ((Unit*)this)->HasAuraState(AURA_STATE_CONFLAGRATE))
624 IsPerCasterAuraState = true;
625 updateMask->SetBit(UNIT_FIELD_AURASTATE);
630 WPAssert(updateMask && updateMask->GetCount() == m_valuesCount);
632 *data << (uint8)updateMask->GetBlockCount();
633 data->append( updateMask->GetMask(), updateMask->GetLength() );
635 // 2 specialized loops for speed optimization in non-unit case
636 if(isType(TYPEMASK_UNIT)) // unit (creature/player) case
638 for( uint16 index = 0; index < m_valuesCount; ++index )
640 if( updateMask->GetBit( index ) )
642 if( index == UNIT_NPC_FLAGS )
644 // remove custom flag before sending
645 uint32 appendValue = m_uint32Values[ index ] & ~UNIT_NPC_FLAG_GUARD;
647 if (GetTypeId() == TYPEID_UNIT && !target->canSeeSpellClickOn((Creature*)this))
648 appendValue &= ~UNIT_NPC_FLAG_SPELLCLICK;
650 *data << uint32(appendValue);
652 else if (index == UNIT_FIELD_AURASTATE)
654 if(IsPerCasterAuraState)
656 // IsPerCasterAuraState set if related pet caster aura state set already
657 if (((Unit*)this)->HasAuraStateForCaster(AURA_STATE_CONFLAGRATE,target->GetGUID()))
658 *data << m_uint32Values[ index ];
659 else
660 *data << (m_uint32Values[ index ] & ~(1 << (AURA_STATE_CONFLAGRATE-1)));
662 else
663 *data << m_uint32Values[ index ];
665 // FIXME: Some values at server stored in float format but must be sent to client in uint32 format
666 else if(index >= UNIT_FIELD_BASEATTACKTIME && index <= UNIT_FIELD_RANGEDATTACKTIME)
668 // convert from float to uint32 and send
669 *data << uint32(m_floatValues[ index ] < 0 ? 0 : m_floatValues[ index ]);
671 // there are some float values which may be negative or can't get negative due to other checks
672 else if ((index >= UNIT_FIELD_NEGSTAT0 && index <= UNIT_FIELD_NEGSTAT4) ||
673 (index >= UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE && index <= (UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE + 6)) ||
674 (index >= UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE && index <= (UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE + 6)) ||
675 (index >= UNIT_FIELD_POSSTAT0 && index <= UNIT_FIELD_POSSTAT4))
677 *data << uint32(m_floatValues[ index ]);
679 // Gamemasters should be always able to select units - remove not selectable flag
680 else if(index == UNIT_FIELD_FLAGS && target->isGameMaster())
682 *data << (m_uint32Values[ index ] & ~UNIT_FLAG_NOT_SELECTABLE);
684 // hide lootable animation for unallowed players
685 else if(index == UNIT_DYNAMIC_FLAGS && GetTypeId() == TYPEID_UNIT)
687 if(!target->isAllowedToLoot((Creature*)this))
688 *data << (m_uint32Values[ index ] & ~UNIT_DYNFLAG_LOOTABLE);
689 else
690 *data << (m_uint32Values[ index ] & ~UNIT_DYNFLAG_OTHER_TAGGER);
692 else
694 // send in current format (float as float, uint32 as uint32)
695 *data << m_uint32Values[ index ];
700 else if(isType(TYPEMASK_GAMEOBJECT)) // gameobject case
702 for( uint16 index = 0; index < m_valuesCount; ++index )
704 if( updateMask->GetBit( index ) )
706 // send in current format (float as float, uint32 as uint32)
707 if ( index == GAMEOBJECT_DYNAMIC )
709 if(IsActivateToQuest )
711 switch(((GameObject*)this)->GetGoType())
713 case GAMEOBJECT_TYPE_CHEST:
714 *data << uint32(9); // enable quest object. Represent 9, but 1 for client before 2.3.0
715 break;
716 case GAMEOBJECT_TYPE_GOOBER:
717 *data << uint32(1);
718 break;
719 default:
720 *data << uint32(0); // unknown, not happen.
721 break;
724 else
725 *data << uint32(0); // disable quest object
727 else
728 *data << m_uint32Values[ index ]; // other cases
732 else // other objects case (no special index checks)
734 for( uint16 index = 0; index < m_valuesCount; ++index )
736 if( updateMask->GetBit( index ) )
738 // send in current format (float as float, uint32 as uint32)
739 *data << m_uint32Values[ index ];
745 void Object::ClearUpdateMask(bool remove)
747 for( uint16 index = 0; index < m_valuesCount; ++index )
749 if(m_uint32Values_mirror[index]!= m_uint32Values[index])
750 m_uint32Values_mirror[index] = m_uint32Values[index];
752 if(m_objectUpdated)
754 if(remove)
755 ObjectAccessor::Instance().RemoveUpdateObject(this);
756 m_objectUpdated = false;
760 // Send current value fields changes to all viewers
761 void Object::SendUpdateObjectToAllExcept(Player* exceptPlayer)
763 // changes will be send in create packet
764 if(!IsInWorld())
765 return;
767 // nothing do
768 if(!m_objectUpdated)
769 return;
771 ObjectAccessor::UpdateObject(this,exceptPlayer);
774 bool Object::LoadValues(const char* data)
776 if(!m_uint32Values) _InitValues();
778 Tokens tokens = StrSplit(data, " ");
780 if(tokens.size() != m_valuesCount)
781 return false;
783 Tokens::iterator iter;
784 int index;
785 for (iter = tokens.begin(), index = 0; index < m_valuesCount; ++iter, ++index)
787 m_uint32Values[index] = atol((*iter).c_str());
790 return true;
793 void Object::_SetUpdateBits(UpdateMask *updateMask, Player* /*target*/) const
795 for( uint16 index = 0; index < m_valuesCount; ++index )
797 if(m_uint32Values_mirror[index]!= m_uint32Values[index])
798 updateMask->SetBit(index);
802 void Object::_SetCreateBits(UpdateMask *updateMask, Player* /*target*/) const
804 for( uint16 index = 0; index < m_valuesCount; ++index )
806 if(GetUInt32Value(index) != 0)
807 updateMask->SetBit(index);
811 void Object::SetInt32Value( uint16 index, int32 value )
813 ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
815 if(m_int32Values[ index ] != value)
817 m_int32Values[ index ] = value;
819 if(m_inWorld)
821 if(!m_objectUpdated)
823 ObjectAccessor::Instance().AddUpdateObject(this);
824 m_objectUpdated = true;
830 void Object::SetUInt32Value( uint16 index, uint32 value )
832 ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
834 if(m_uint32Values[ index ] != value)
836 m_uint32Values[ index ] = value;
838 if(m_inWorld)
840 if(!m_objectUpdated)
842 ObjectAccessor::Instance().AddUpdateObject(this);
843 m_objectUpdated = true;
849 void Object::SetUInt64Value( uint16 index, const uint64 &value )
851 ASSERT( index + 1 < m_valuesCount || PrintIndexError( index, true ) );
852 if(*((uint64*)&(m_uint32Values[ index ])) != value)
854 m_uint32Values[ index ] = *((uint32*)&value);
855 m_uint32Values[ index + 1 ] = *(((uint32*)&value) + 1);
857 if(m_inWorld)
859 if(!m_objectUpdated)
861 ObjectAccessor::Instance().AddUpdateObject(this);
862 m_objectUpdated = true;
868 void Object::SetFloatValue( uint16 index, float value )
870 ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
872 if(m_floatValues[ index ] != value)
874 m_floatValues[ index ] = value;
876 if(m_inWorld)
878 if(!m_objectUpdated)
880 ObjectAccessor::Instance().AddUpdateObject(this);
881 m_objectUpdated = true;
887 void Object::SetByteValue( uint16 index, uint8 offset, uint8 value )
889 ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
891 if(offset > 4)
893 sLog.outError("Object::SetByteValue: wrong offset %u", offset);
894 return;
897 if(uint8(m_uint32Values[ index ] >> (offset * 8)) != value)
899 m_uint32Values[ index ] &= ~uint32(uint32(0xFF) << (offset * 8));
900 m_uint32Values[ index ] |= uint32(uint32(value) << (offset * 8));
902 if(m_inWorld)
904 if(!m_objectUpdated)
906 ObjectAccessor::Instance().AddUpdateObject(this);
907 m_objectUpdated = true;
913 void Object::SetUInt16Value( uint16 index, uint8 offset, uint16 value )
915 ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
917 if(offset > 2)
919 sLog.outError("Object::SetUInt16Value: wrong offset %u", offset);
920 return;
923 if(uint16(m_uint32Values[ index ] >> (offset * 16)) != value)
925 m_uint32Values[ index ] &= ~uint32(uint32(0xFFFF) << (offset * 16));
926 m_uint32Values[ index ] |= uint32(uint32(value) << (offset * 16));
928 if(m_inWorld)
930 if(!m_objectUpdated)
932 ObjectAccessor::Instance().AddUpdateObject(this);
933 m_objectUpdated = true;
939 void Object::SetStatFloatValue( uint16 index, float value)
941 if(value < 0)
942 value = 0.0f;
944 SetFloatValue(index, value);
947 void Object::SetStatInt32Value( uint16 index, int32 value)
949 if(value < 0)
950 value = 0;
952 SetUInt32Value(index, uint32(value));
955 void Object::ApplyModUInt32Value(uint16 index, int32 val, bool apply)
957 int32 cur = GetUInt32Value(index);
958 cur += (apply ? val : -val);
959 if(cur < 0)
960 cur = 0;
961 SetUInt32Value(index, cur);
964 void Object::ApplyModInt32Value(uint16 index, int32 val, bool apply)
966 int32 cur = GetInt32Value(index);
967 cur += (apply ? val : -val);
968 SetInt32Value(index, cur);
971 void Object::ApplyModSignedFloatValue(uint16 index, float val, bool apply)
973 float cur = GetFloatValue(index);
974 cur += (apply ? val : -val);
975 SetFloatValue(index, cur);
978 void Object::ApplyModPositiveFloatValue(uint16 index, float val, bool apply)
980 float cur = GetFloatValue(index);
981 cur += (apply ? val : -val);
982 if(cur < 0)
983 cur = 0;
984 SetFloatValue(index, cur);
987 void Object::SetFlag( uint16 index, uint32 newFlag )
989 ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
990 uint32 oldval = m_uint32Values[ index ];
991 uint32 newval = oldval | newFlag;
993 if(oldval != newval)
995 m_uint32Values[ index ] = newval;
997 if(m_inWorld)
999 if(!m_objectUpdated)
1001 ObjectAccessor::Instance().AddUpdateObject(this);
1002 m_objectUpdated = true;
1008 void Object::RemoveFlag( uint16 index, uint32 oldFlag )
1010 ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
1011 uint32 oldval = m_uint32Values[ index ];
1012 uint32 newval = oldval & ~oldFlag;
1014 if(oldval != newval)
1016 m_uint32Values[ index ] = newval;
1018 if(m_inWorld)
1020 if(!m_objectUpdated)
1022 ObjectAccessor::Instance().AddUpdateObject(this);
1023 m_objectUpdated = true;
1029 void Object::SetByteFlag( uint16 index, uint8 offset, uint8 newFlag )
1031 ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
1033 if(offset > 4)
1035 sLog.outError("Object::SetByteFlag: wrong offset %u", offset);
1036 return;
1039 if(!(uint8(m_uint32Values[ index ] >> (offset * 8)) & newFlag))
1041 m_uint32Values[ index ] |= uint32(uint32(newFlag) << (offset * 8));
1043 if(m_inWorld)
1045 if(!m_objectUpdated)
1047 ObjectAccessor::Instance().AddUpdateObject(this);
1048 m_objectUpdated = true;
1054 void Object::RemoveByteFlag( uint16 index, uint8 offset, uint8 oldFlag )
1056 ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
1058 if(offset > 4)
1060 sLog.outError("Object::RemoveByteFlag: wrong offset %u", offset);
1061 return;
1064 if(uint8(m_uint32Values[ index ] >> (offset * 8)) & oldFlag)
1066 m_uint32Values[ index ] &= ~uint32(uint32(oldFlag) << (offset * 8));
1068 if(m_inWorld)
1070 if(!m_objectUpdated)
1072 ObjectAccessor::Instance().AddUpdateObject(this);
1073 m_objectUpdated = true;
1079 bool Object::PrintIndexError(uint32 index, bool set) const
1081 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);
1083 // assert must fail after function call
1084 return false;
1087 WorldObject::WorldObject()
1088 : m_mapId(0), m_InstanceId(0), m_phaseMask(PHASEMASK_NORMAL),
1089 m_positionX(0.0f), m_positionY(0.0f), m_positionZ(0.0f), m_orientation(0.0f), m_currMap(NULL)
1093 void WorldObject::CleanupsBeforeDelete()
1097 void WorldObject::_Create( uint32 guidlow, HighGuid guidhigh, uint32 phaseMask )
1099 Object::_Create(guidlow, 0, guidhigh);
1100 m_phaseMask = phaseMask;
1103 uint32 WorldObject::GetZoneId() const
1105 return GetBaseMap()->GetZoneId(m_positionX, m_positionY, m_positionZ);
1108 uint32 WorldObject::GetAreaId() const
1110 return GetBaseMap()->GetAreaId(m_positionX, m_positionY, m_positionZ);
1113 void WorldObject::GetZoneAndAreaId(uint32& zoneid, uint32& areaid) const
1115 GetBaseMap()->GetZoneAndAreaId(zoneid, areaid, m_positionX, m_positionY, m_positionZ);
1118 InstanceData* WorldObject::GetInstanceData()
1120 Map *map = GetMap();
1121 return map->IsDungeon() ? ((InstanceMap*)map)->GetInstanceData() : NULL;
1124 //slow
1125 float WorldObject::GetDistance(const WorldObject* obj) const
1127 float dx = GetPositionX() - obj->GetPositionX();
1128 float dy = GetPositionY() - obj->GetPositionY();
1129 float dz = GetPositionZ() - obj->GetPositionZ();
1130 float sizefactor = GetObjectSize() + obj->GetObjectSize();
1131 float dist = sqrt((dx*dx) + (dy*dy) + (dz*dz)) - sizefactor;
1132 return ( dist > 0 ? dist : 0);
1135 float WorldObject::GetDistance2d(float x, float y) const
1137 float dx = GetPositionX() - x;
1138 float dy = GetPositionY() - y;
1139 float sizefactor = GetObjectSize();
1140 float dist = sqrt((dx*dx) + (dy*dy)) - sizefactor;
1141 return ( dist > 0 ? dist : 0);
1144 float WorldObject::GetDistance(float x, float y, float z) const
1146 float dx = GetPositionX() - x;
1147 float dy = GetPositionY() - y;
1148 float dz = GetPositionZ() - z;
1149 float sizefactor = GetObjectSize();
1150 float dist = sqrt((dx*dx) + (dy*dy) + (dz*dz)) - sizefactor;
1151 return ( dist > 0 ? dist : 0);
1154 float WorldObject::GetDistance2d(const WorldObject* obj) const
1156 float dx = GetPositionX() - obj->GetPositionX();
1157 float dy = GetPositionY() - obj->GetPositionY();
1158 float sizefactor = GetObjectSize() + obj->GetObjectSize();
1159 float dist = sqrt((dx*dx) + (dy*dy)) - sizefactor;
1160 return ( dist > 0 ? dist : 0);
1163 float WorldObject::GetDistanceZ(const WorldObject* obj) const
1165 float dz = fabs(GetPositionZ() - obj->GetPositionZ());
1166 float sizefactor = GetObjectSize() + obj->GetObjectSize();
1167 float dist = dz - sizefactor;
1168 return ( dist > 0 ? dist : 0);
1171 bool WorldObject::IsWithinDist3d(float x, float y, float z, float dist2compare) const
1173 float dx = GetPositionX() - x;
1174 float dy = GetPositionY() - y;
1175 float dz = GetPositionZ() - z;
1176 float distsq = dx*dx + dy*dy + dz*dz;
1178 float sizefactor = GetObjectSize();
1179 float maxdist = dist2compare + sizefactor;
1181 return distsq < maxdist * maxdist;
1184 bool WorldObject::IsWithinDist2d(float x, float y, float dist2compare) const
1186 float dx = GetPositionX() - x;
1187 float dy = GetPositionY() - y;
1188 float distsq = dx*dx + dy*dy;
1190 float sizefactor = GetObjectSize();
1191 float maxdist = dist2compare + sizefactor;
1193 return distsq < maxdist * maxdist;
1196 bool WorldObject::_IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D) const
1198 float dx = GetPositionX() - obj->GetPositionX();
1199 float dy = GetPositionY() - obj->GetPositionY();
1200 float distsq = dx*dx + dy*dy;
1201 if(is3D)
1203 float dz = GetPositionZ() - obj->GetPositionZ();
1204 distsq += dz*dz;
1206 float sizefactor = GetObjectSize() + obj->GetObjectSize();
1207 float maxdist = dist2compare + sizefactor;
1209 return distsq < maxdist * maxdist;
1212 bool WorldObject::IsWithinLOSInMap(const WorldObject* obj) const
1214 if (!IsInMap(obj)) return false;
1215 float ox,oy,oz;
1216 obj->GetPosition(ox,oy,oz);
1217 return(IsWithinLOS(ox, oy, oz ));
1220 bool WorldObject::IsWithinLOS(float ox, float oy, float oz) const
1222 float x,y,z;
1223 GetPosition(x,y,z);
1224 VMAP::IVMapManager *vMapManager = VMAP::VMapFactory::createOrGetVMapManager();
1225 return vMapManager->isInLineOfSight(GetMapId(), x, y, z+2.0f, ox, oy, oz+2.0f);
1228 bool WorldObject::GetDistanceOrder(WorldObject const* obj1, WorldObject const* obj2, bool is3D /* = true */) const
1230 float dx1 = GetPositionX() - obj1->GetPositionX();
1231 float dy1 = GetPositionY() - obj1->GetPositionY();
1232 float distsq1 = dx1*dx1 + dy1*dy1;
1233 if(is3D)
1235 float dz1 = GetPositionZ() - obj1->GetPositionZ();
1236 distsq1 += dz1*dz1;
1239 float dx2 = GetPositionX() - obj2->GetPositionX();
1240 float dy2 = GetPositionY() - obj2->GetPositionY();
1241 float distsq2 = dx2*dx2 + dy2*dy2;
1242 if(is3D)
1244 float dz2 = GetPositionZ() - obj2->GetPositionZ();
1245 distsq2 += dz2*dz2;
1248 return distsq1 < distsq2;
1251 bool WorldObject::IsInRange(WorldObject const* obj, float minRange, float maxRange, bool is3D /* = true */) const
1253 float dx = GetPositionX() - obj->GetPositionX();
1254 float dy = GetPositionY() - obj->GetPositionY();
1255 float distsq = dx*dx + dy*dy;
1256 if(is3D)
1258 float dz = GetPositionZ() - obj->GetPositionZ();
1259 distsq += dz*dz;
1262 float sizefactor = GetObjectSize() + obj->GetObjectSize();
1264 // check only for real range
1265 if(minRange > 0.0f)
1267 float mindist = minRange + sizefactor;
1268 if(distsq < mindist * mindist)
1269 return false;
1272 float maxdist = maxRange + sizefactor;
1273 return distsq < maxdist * maxdist;
1276 bool WorldObject::IsInRange2d(float x, float y, float minRange, float maxRange) const
1278 float dx = GetPositionX() - x;
1279 float dy = GetPositionY() - y;
1280 float distsq = dx*dx + dy*dy;
1282 float sizefactor = GetObjectSize();
1284 // check only for real range
1285 if(minRange > 0.0f)
1287 float mindist = minRange + sizefactor;
1288 if(distsq < mindist * mindist)
1289 return false;
1292 float maxdist = maxRange + sizefactor;
1293 return distsq < maxdist * maxdist;
1296 bool WorldObject::IsInRange3d(float x, float y, float z, float minRange, float maxRange) const
1298 float dx = GetPositionX() - x;
1299 float dy = GetPositionY() - y;
1300 float dz = GetPositionZ() - z;
1301 float distsq = dx*dx + dy*dy + dz*dz;
1303 float sizefactor = GetObjectSize();
1305 // check only for real range
1306 if(minRange > 0.0f)
1308 float mindist = minRange + sizefactor;
1309 if(distsq < mindist * mindist)
1310 return false;
1313 float maxdist = maxRange + sizefactor;
1314 return distsq < maxdist * maxdist;
1317 float WorldObject::GetAngle(const WorldObject* obj) const
1319 if(!obj) return 0;
1320 return GetAngle( obj->GetPositionX(), obj->GetPositionY() );
1323 // Return angle in range 0..2*pi
1324 float WorldObject::GetAngle( const float x, const float y ) const
1326 float dx = x - GetPositionX();
1327 float dy = y - GetPositionY();
1329 float ang = atan2(dy, dx);
1330 ang = (ang >= 0) ? ang : 2 * M_PI + ang;
1331 return ang;
1334 bool WorldObject::HasInArc(const float arcangle, const WorldObject* obj) const
1336 // always have self in arc
1337 if(obj == this)
1338 return true;
1340 float arc = arcangle;
1342 // move arc to range 0.. 2*pi
1343 while( arc >= 2.0f * M_PI )
1344 arc -= 2.0f * M_PI;
1345 while( arc < 0 )
1346 arc += 2.0f * M_PI;
1348 float angle = GetAngle( obj );
1349 angle -= m_orientation;
1351 // move angle to range -pi ... +pi
1352 while( angle > M_PI)
1353 angle -= 2.0f * M_PI;
1354 while(angle < -M_PI)
1355 angle += 2.0f * M_PI;
1357 float lborder = -1 * (arc/2.0f); // in range -pi..0
1358 float rborder = (arc/2.0f); // in range 0..pi
1359 return (( angle >= lborder ) && ( angle <= rborder ));
1362 bool WorldObject::isInFrontInMap(WorldObject const* target, float distance, float arc) const
1364 return IsWithinDistInMap(target, distance) && HasInArc( arc, target );
1367 bool WorldObject::isInBackInMap(WorldObject const* target, float distance, float arc) const
1369 return IsWithinDistInMap(target, distance) && !HasInArc( 2 * M_PI - arc, target );
1372 void WorldObject::GetRandomPoint( float x, float y, float z, float distance, float &rand_x, float &rand_y, float &rand_z) const
1374 if(distance == 0)
1376 rand_x = x;
1377 rand_y = y;
1378 rand_z = z;
1379 return;
1382 // angle to face `obj` to `this`
1383 float angle = rand_norm()*2*M_PI;
1384 float new_dist = rand_norm()*distance;
1386 rand_x = x + new_dist * cos(angle);
1387 rand_y = y + new_dist * sin(angle);
1388 rand_z = z;
1390 MaNGOS::NormalizeMapCoord(rand_x);
1391 MaNGOS::NormalizeMapCoord(rand_y);
1392 UpdateGroundPositionZ(rand_x,rand_y,rand_z); // update to LOS height if available
1395 void WorldObject::UpdateGroundPositionZ(float x, float y, float &z) const
1397 float new_z = GetBaseMap()->GetHeight(x,y,z,true);
1398 if(new_z > INVALID_HEIGHT)
1399 z = new_z+ 0.05f; // just to be sure that we are not a few pixel under the surface
1402 bool WorldObject::IsPositionValid() const
1404 return MaNGOS::IsValidMapCoord(m_positionX,m_positionY,m_positionZ,m_orientation);
1407 void WorldObject::MonsterSay(const char* text, uint32 language, uint64 TargetGuid)
1409 WorldPacket data(SMSG_MESSAGECHAT, 200);
1410 BuildMonsterChat(&data,CHAT_MSG_MONSTER_SAY,text,language,GetName(),TargetGuid);
1411 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),true);
1414 void WorldObject::MonsterYell(const char* text, uint32 language, uint64 TargetGuid)
1416 WorldPacket data(SMSG_MESSAGECHAT, 200);
1417 BuildMonsterChat(&data,CHAT_MSG_MONSTER_YELL,text,language,GetName(),TargetGuid);
1418 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL),true);
1421 void WorldObject::MonsterTextEmote(const char* text, uint64 TargetGuid, bool IsBossEmote)
1423 WorldPacket data(SMSG_MESSAGECHAT, 200);
1424 BuildMonsterChat(&data,IsBossEmote ? CHAT_MSG_RAID_BOSS_EMOTE : CHAT_MSG_MONSTER_EMOTE,text,LANG_UNIVERSAL,GetName(),TargetGuid);
1425 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE),true);
1428 void WorldObject::MonsterWhisper(const char* text, uint64 receiver, bool IsBossWhisper)
1430 Player *player = objmgr.GetPlayer(receiver);
1431 if(!player || !player->GetSession())
1432 return;
1434 WorldPacket data(SMSG_MESSAGECHAT, 200);
1435 BuildMonsterChat(&data,IsBossWhisper ? CHAT_MSG_RAID_BOSS_WHISPER : CHAT_MSG_MONSTER_WHISPER,text,LANG_UNIVERSAL,GetName(),receiver);
1437 player->GetSession()->SendPacket(&data);
1440 namespace MaNGOS
1442 class MonsterChatBuilder
1444 public:
1445 MonsterChatBuilder(WorldObject const& obj, ChatMsg msgtype, int32 textId, uint32 language, uint64 targetGUID)
1446 : i_object(obj), i_msgtype(msgtype), i_textId(textId), i_language(language), i_targetGUID(targetGUID) {}
1447 void operator()(WorldPacket& data, int32 loc_idx)
1449 char const* text = objmgr.GetMangosString(i_textId,loc_idx);
1451 // TODO: i_object.GetName() also must be localized?
1452 i_object.BuildMonsterChat(&data,i_msgtype,text,i_language,i_object.GetNameForLocaleIdx(loc_idx),i_targetGUID);
1455 private:
1456 WorldObject const& i_object;
1457 ChatMsg i_msgtype;
1458 int32 i_textId;
1459 uint32 i_language;
1460 uint64 i_targetGUID;
1462 } // namespace MaNGOS
1464 void WorldObject::MonsterSay(int32 textId, uint32 language, uint64 TargetGuid)
1466 CellPair p = MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY());
1468 Cell cell(p);
1469 cell.data.Part.reserved = ALL_DISTRICT;
1470 cell.SetNoCreate();
1472 MaNGOS::MonsterChatBuilder say_build(*this, CHAT_MSG_MONSTER_SAY, textId,language,TargetGuid);
1473 MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> say_do(say_build);
1474 MaNGOS::PlayerDistWorker<MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> > say_worker(this,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),say_do);
1475 TypeContainerVisitor<MaNGOS::PlayerDistWorker<MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> >, WorldTypeMapContainer > message(say_worker);
1476 CellLock<GridReadGuard> cell_lock(cell, p);
1477 cell_lock->Visit(cell_lock, message, *GetMap());
1480 void WorldObject::MonsterYell(int32 textId, uint32 language, uint64 TargetGuid)
1482 CellPair p = MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY());
1484 Cell cell(p);
1485 cell.data.Part.reserved = ALL_DISTRICT;
1486 cell.SetNoCreate();
1488 MaNGOS::MonsterChatBuilder say_build(*this, CHAT_MSG_MONSTER_YELL, textId,language,TargetGuid);
1489 MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> say_do(say_build);
1490 MaNGOS::PlayerDistWorker<MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> > say_worker(this,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL),say_do);
1491 TypeContainerVisitor<MaNGOS::PlayerDistWorker<MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> >, WorldTypeMapContainer > message(say_worker);
1492 CellLock<GridReadGuard> cell_lock(cell, p);
1493 cell_lock->Visit(cell_lock, message, *GetMap());
1496 void WorldObject::MonsterYellToZone(int32 textId, uint32 language, uint64 TargetGuid)
1498 MaNGOS::MonsterChatBuilder say_build(*this, CHAT_MSG_MONSTER_YELL, textId,language,TargetGuid);
1499 MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> say_do(say_build);
1501 uint32 zoneid = GetZoneId();
1503 Map::PlayerList const& pList = GetMap()->GetPlayers();
1504 for(Map::PlayerList::const_iterator itr = pList.begin(); itr != pList.end(); ++itr)
1505 if(itr->getSource()->GetZoneId()==zoneid)
1506 say_do(itr->getSource());
1509 void WorldObject::MonsterTextEmote(int32 textId, uint64 TargetGuid, bool IsBossEmote)
1511 CellPair p = MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY());
1513 Cell cell(p);
1514 cell.data.Part.reserved = ALL_DISTRICT;
1515 cell.SetNoCreate();
1517 MaNGOS::MonsterChatBuilder say_build(*this, IsBossEmote ? CHAT_MSG_RAID_BOSS_EMOTE : CHAT_MSG_MONSTER_EMOTE, textId,LANG_UNIVERSAL,TargetGuid);
1518 MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> say_do(say_build);
1519 MaNGOS::PlayerDistWorker<MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> > say_worker(this,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE),say_do);
1520 TypeContainerVisitor<MaNGOS::PlayerDistWorker<MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> >, WorldTypeMapContainer > message(say_worker);
1521 CellLock<GridReadGuard> cell_lock(cell, p);
1522 cell_lock->Visit(cell_lock, message, *GetMap());
1525 void WorldObject::MonsterWhisper(int32 textId, uint64 receiver, bool IsBossWhisper)
1527 Player *player = objmgr.GetPlayer(receiver);
1528 if(!player || !player->GetSession())
1529 return;
1531 uint32 loc_idx = player->GetSession()->GetSessionDbLocaleIndex();
1532 char const* text = objmgr.GetMangosString(textId,loc_idx);
1534 WorldPacket data(SMSG_MESSAGECHAT, 200);
1535 BuildMonsterChat(&data,IsBossWhisper ? CHAT_MSG_RAID_BOSS_WHISPER : CHAT_MSG_MONSTER_WHISPER,text,LANG_UNIVERSAL,GetNameForLocaleIdx(loc_idx),receiver);
1537 player->GetSession()->SendPacket(&data);
1540 void WorldObject::BuildMonsterChat(WorldPacket *data, uint8 msgtype, char const* text, uint32 language, char const* name, uint64 targetGuid) const
1542 *data << (uint8)msgtype;
1543 *data << (uint32)language;
1544 *data << (uint64)GetGUID();
1545 *data << (uint32)0; // 2.1.0
1546 *data << (uint32)(strlen(name)+1);
1547 *data << name;
1548 *data << (uint64)targetGuid; // Unit Target
1549 if( targetGuid && !IS_PLAYER_GUID(targetGuid) )
1551 *data << (uint32)1; // target name length
1552 *data << (uint8)0; // target name
1554 *data << (uint32)(strlen(text)+1);
1555 *data << text;
1556 *data << (uint8)0; // ChatTag
1559 void WorldObject::SendMessageToSet(WorldPacket *data, bool /*bToSelf*/)
1561 //if object is in world, map for it already created!
1562 Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
1563 if(_map)
1564 _map->MessageBroadcast(this, data);
1567 void WorldObject::SendMessageToSetInRange(WorldPacket *data, float dist, bool /*bToSelf*/)
1569 //if object is in world, map for it already created!
1570 Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
1571 if(_map)
1572 _map->MessageDistBroadcast(this, data, dist);
1575 void WorldObject::SendObjectDeSpawnAnim(uint64 guid)
1577 WorldPacket data(SMSG_GAMEOBJECT_DESPAWN_ANIM, 8);
1578 data << uint64(guid);
1579 SendMessageToSet(&data, true);
1582 void WorldObject::SetMap(Map * map)
1584 ASSERT(map);
1585 m_currMap = map;
1586 //lets save current map's Id/instanceId
1587 m_mapId = map->GetId();
1588 m_InstanceId = map->GetInstanceId();
1591 Map const* WorldObject::GetBaseMap() const
1593 ASSERT(m_currMap);
1594 return m_currMap->GetParent();
1597 void WorldObject::AddObjectToRemoveList()
1599 GetMap()->AddObjectToRemoveList(this);
1602 Creature* WorldObject::SummonCreature(uint32 id, float x, float y, float z, float ang,TempSummonType spwtype,uint32 despwtime)
1604 TemporarySummon* pCreature = new TemporarySummon(GetGUID());
1606 uint32 team = 0;
1607 if (GetTypeId()==TYPEID_PLAYER)
1608 team = ((Player*)this)->GetTeam();
1610 if (!pCreature->Create(objmgr.GenerateLowGuid(HIGHGUID_UNIT), GetMap(), GetPhaseMask(), id, team))
1612 delete pCreature;
1613 return NULL;
1616 if (x == 0.0f && y == 0.0f && z == 0.0f)
1617 GetClosePoint(x, y, z, pCreature->GetObjectSize());
1619 pCreature->Relocate(x, y, z, ang);
1621 if(!pCreature->IsPositionValid())
1623 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());
1624 delete pCreature;
1625 return NULL;
1628 pCreature->Summon(spwtype, despwtime);
1630 if(GetTypeId()==TYPEID_UNIT && ((Creature*)this)->AI())
1631 ((Creature*)this)->AI()->JustSummoned(pCreature);
1633 // return the creature therewith the summoner has access to it
1634 return pCreature;
1637 namespace MaNGOS
1639 class NearUsedPosDo
1641 public:
1642 NearUsedPosDo(WorldObject const& obj, WorldObject const* searcher, float angle, ObjectPosSelector& selector)
1643 : i_object(obj), i_searcher(searcher), i_angle(angle), i_selector(selector) {}
1645 void operator()(Corpse*) const {}
1646 void operator()(DynamicObject*) const {}
1648 void operator()(Creature* c) const
1650 // skip self or target
1651 if(c==i_searcher || c==&i_object)
1652 return;
1654 float x,y,z;
1656 if( !c->isAlive() || c->hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED) ||
1657 !c->GetMotionMaster()->GetDestination(x,y,z) )
1659 x = c->GetPositionX();
1660 y = c->GetPositionY();
1663 add(c,x,y);
1666 template<class T>
1667 void operator()(T* u) const
1669 // skip self or target
1670 if(u==i_searcher || u==&i_object)
1671 return;
1673 float x,y;
1675 x = u->GetPositionX();
1676 y = u->GetPositionY();
1678 add(u,x,y);
1681 // we must add used pos that can fill places around center
1682 void add(WorldObject* u, float x, float y) const
1684 // u is too nearest/far away to i_object
1685 if(!i_object.IsInRange2d(x,y,i_selector.m_dist - i_selector.m_size,i_selector.m_dist + i_selector.m_size))
1686 return;
1688 float angle = i_object.GetAngle(u)-i_angle;
1690 // move angle to range -pi ... +pi
1691 while( angle > M_PI)
1692 angle -= 2.0f * M_PI;
1693 while(angle < -M_PI)
1694 angle += 2.0f * M_PI;
1696 // dist include size of u
1697 float dist2d = i_object.GetDistance2d(x,y);
1698 i_selector.AddUsedPos(u->GetObjectSize(),angle,dist2d + i_object.GetObjectSize());
1700 private:
1701 WorldObject const& i_object;
1702 WorldObject const* i_searcher;
1703 float i_angle;
1704 ObjectPosSelector& i_selector;
1706 } // namespace MaNGOS
1708 //===================================================================================================
1710 void WorldObject::GetNearPoint2D(float &x, float &y, float distance2d, float absAngle ) const
1712 x = GetPositionX() + (GetObjectSize() + distance2d) * cos(absAngle);
1713 y = GetPositionY() + (GetObjectSize() + distance2d) * sin(absAngle);
1715 MaNGOS::NormalizeMapCoord(x);
1716 MaNGOS::NormalizeMapCoord(y);
1719 void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_size, float distance2d, float absAngle ) const
1721 GetNearPoint2D(x,y,distance2d+searcher_size,absAngle);
1722 z = GetPositionZ();
1724 // if detection disabled, return first point
1725 if(!sWorld.getConfig(CONFIG_DETECT_POS_COLLISION))
1727 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1728 return;
1731 // or remember first point
1732 float first_x = x;
1733 float first_y = y;
1734 bool first_los_conflict = false; // first point LOS problems
1736 // prepare selector for work
1737 ObjectPosSelector selector(GetPositionX(),GetPositionY(),GetObjectSize(),distance2d+searcher_size);
1739 // adding used positions around object
1741 CellPair p(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY()));
1742 Cell cell(p);
1743 cell.data.Part.reserved = ALL_DISTRICT;
1744 cell.SetNoCreate();
1746 MaNGOS::NearUsedPosDo u_do(*this,searcher,absAngle,selector);
1747 MaNGOS::WorldObjectWorker<MaNGOS::NearUsedPosDo> worker(this,u_do);
1749 TypeContainerVisitor<MaNGOS::WorldObjectWorker<MaNGOS::NearUsedPosDo>, GridTypeMapContainer > grid_obj_worker(worker);
1750 TypeContainerVisitor<MaNGOS::WorldObjectWorker<MaNGOS::NearUsedPosDo>, WorldTypeMapContainer > world_obj_worker(worker);
1752 CellLock<GridReadGuard> cell_lock(cell, p);
1753 cell_lock->Visit(cell_lock, grid_obj_worker, *GetMap());
1754 cell_lock->Visit(cell_lock, world_obj_worker, *GetMap());
1757 // maybe can just place in primary position
1758 if( selector.CheckOriginal() )
1760 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1762 if(IsWithinLOS(x,y,z))
1763 return;
1765 first_los_conflict = true; // first point have LOS problems
1768 float angle; // candidate of angle for free pos
1770 // special case when one from list empty and then empty side preferred
1771 if(selector.FirstAngle(angle))
1773 GetNearPoint2D(x,y,distance2d,absAngle+angle);
1774 z = GetPositionZ();
1775 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1777 if(IsWithinLOS(x,y,z))
1778 return;
1781 // set first used pos in lists
1782 selector.InitializeAngle();
1784 // select in positions after current nodes (selection one by one)
1785 while(selector.NextAngle(angle)) // angle for free pos
1787 GetNearPoint2D(x,y,distance2d,absAngle+angle);
1788 z = GetPositionZ();
1789 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1791 if(IsWithinLOS(x,y,z))
1792 return;
1795 // BAD NEWS: not free pos (or used or have LOS problems)
1796 // Attempt find _used_ pos without LOS problem
1798 if(!first_los_conflict)
1800 x = first_x;
1801 y = first_y;
1803 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1804 return;
1807 // special case when one from list empty and then empty side preferred
1808 if( selector.IsNonBalanced() )
1810 if(!selector.FirstAngle(angle)) // _used_ pos
1812 GetNearPoint2D(x,y,distance2d,absAngle+angle);
1813 z = GetPositionZ();
1814 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1816 if(IsWithinLOS(x,y,z))
1817 return;
1821 // set first used pos in lists
1822 selector.InitializeAngle();
1824 // select in positions after current nodes (selection one by one)
1825 while(selector.NextUsedAngle(angle)) // angle for used pos but maybe without LOS problem
1827 GetNearPoint2D(x,y,distance2d,absAngle+angle);
1828 z = GetPositionZ();
1829 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1831 if(IsWithinLOS(x,y,z))
1832 return;
1835 // BAD BAD NEWS: all found pos (free and used) have LOS problem :(
1836 x = first_x;
1837 y = first_y;
1839 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1842 void WorldObject::SetPhaseMask(uint32 newPhaseMask, bool update)
1844 m_phaseMask = newPhaseMask;
1846 if(update && IsInWorld())
1847 ObjectAccessor::UpdateObjectVisibility(this);
1850 void WorldObject::PlayDistanceSound( uint32 sound_id, Player* target /*= NULL*/ )
1852 WorldPacket data(SMSG_PLAY_OBJECT_SOUND,4+8);
1853 data << uint32(sound_id);
1854 data << uint64(GetGUID());
1855 if (target)
1856 target->SendDirectMessage( &data );
1857 else
1858 SendMessageToSet( &data, true );
1861 void WorldObject::PlayDirectSound( uint32 sound_id, Player* target /*= NULL*/ )
1863 WorldPacket data(SMSG_PLAY_SOUND, 4);
1864 data << uint32(sound_id);
1865 if (target)
1866 target->SendDirectMessage( &data );
1867 else
1868 SendMessageToSet( &data, true );