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[getmangos.git] / src / game / Object.cpp
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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 "ObjectMgr.h"
29 #include "WorldSession.h"
30 #include "UpdateData.h"
31 #include "UpdateMask.h"
32 #include "Util.h"
33 #include "MapManager.h"
34 #include "ObjectAccessor.h"
35 #include "Log.h"
36 #include "Transports.h"
37 #include "TargetedMovementGenerator.h"
38 #include "WaypointMovementGenerator.h"
39 #include "VMapFactory.h"
40 #include "CellImpl.h"
41 #include "GridNotifiers.h"
42 #include "GridNotifiersImpl.h"
44 #include "ObjectPosSelector.h"
46 #include "TemporarySummon.h"
48 uint32 GuidHigh2TypeId(uint32 guid_hi)
50 switch(guid_hi)
52 case HIGHGUID_ITEM: return TYPEID_ITEM;
53 //case HIGHGUID_CONTAINER: return TYPEID_CONTAINER; HIGHGUID_CONTAINER==HIGHGUID_ITEM currently
54 case HIGHGUID_UNIT: return TYPEID_UNIT;
55 case HIGHGUID_PET: return TYPEID_UNIT;
56 case HIGHGUID_PLAYER: return TYPEID_PLAYER;
57 case HIGHGUID_GAMEOBJECT: return TYPEID_GAMEOBJECT;
58 case HIGHGUID_DYNAMICOBJECT:return TYPEID_DYNAMICOBJECT;
59 case HIGHGUID_CORPSE: return TYPEID_CORPSE;
60 case HIGHGUID_MO_TRANSPORT: return TYPEID_GAMEOBJECT;
61 case HIGHGUID_VEHICLE: return TYPEID_UNIT;
63 return MAX_TYPEID; // unknown
66 Object::Object( )
68 m_objectTypeId = TYPEID_OBJECT;
69 m_objectType = TYPEMASK_OBJECT;
71 m_uint32Values = 0;
72 m_uint32Values_mirror = 0;
73 m_valuesCount = 0;
75 m_inWorld = false;
76 m_objectUpdated = false;
78 m_PackGUID.clear();
79 m_PackGUID.appendPackGUID(0);
82 Object::~Object( )
84 if(m_objectUpdated)
85 ObjectAccessor::Instance().RemoveUpdateObject(this);
87 if(m_uint32Values)
89 if(IsInWorld())
91 ///- Do NOT call RemoveFromWorld here, if the object is a player it will crash
92 sLog.outError("Object::~Object - guid="I64FMTD", typeid=%d deleted but still in world!!", GetGUID(), GetTypeId());
93 //assert(0);
96 //DEBUG_LOG("Object desctr 1 check (%p)",(void*)this);
97 delete [] m_uint32Values;
98 delete [] m_uint32Values_mirror;
99 //DEBUG_LOG("Object desctr 2 check (%p)",(void*)this);
103 void Object::_InitValues()
105 m_uint32Values = new uint32[ m_valuesCount ];
106 memset(m_uint32Values, 0, m_valuesCount*sizeof(uint32));
108 m_uint32Values_mirror = new uint32[ m_valuesCount ];
109 memset(m_uint32Values_mirror, 0, m_valuesCount*sizeof(uint32));
111 m_objectUpdated = false;
114 void Object::_Create( uint32 guidlow, uint32 entry, HighGuid guidhigh )
116 if(!m_uint32Values) _InitValues();
118 uint64 guid = MAKE_NEW_GUID(guidlow, entry, guidhigh); // required more changes to make it working
119 SetUInt64Value( OBJECT_FIELD_GUID, guid );
120 SetUInt32Value( OBJECT_FIELD_TYPE, m_objectType );
121 m_PackGUID.clear();
122 m_PackGUID.appendPackGUID(GetGUID());
125 void Object::BuildMovementUpdateBlock(UpdateData * data, uint32 flags ) const
127 ByteBuffer buf(500);
129 buf << uint8( UPDATETYPE_MOVEMENT );
130 buf << GetGUID();
132 _BuildMovementUpdate(&buf, flags, 0x00000000);
134 data->AddUpdateBlock(buf);
137 void Object::BuildCreateUpdateBlockForPlayer(UpdateData *data, Player *target) const
139 if(!target)
141 return;
144 uint8 updatetype = UPDATETYPE_CREATE_OBJECT;
145 uint8 flags = m_updateFlag;
146 uint32 flags2 = 0;
148 /** lower flag1 **/
149 if(target == this) // building packet for oneself
150 flags |= UPDATEFLAG_SELF;
152 if(flags & UPDATEFLAG_HAS_POSITION)
154 // UPDATETYPE_CREATE_OBJECT2 dynamic objects, corpses...
155 if(isType(TYPEMASK_DYNAMICOBJECT) || isType(TYPEMASK_CORPSE) || isType(TYPEMASK_PLAYER))
156 updatetype = UPDATETYPE_CREATE_OBJECT2;
158 // UPDATETYPE_CREATE_OBJECT2 for pets...
159 if(target->GetPetGUID() == GetGUID())
160 updatetype = UPDATETYPE_CREATE_OBJECT2;
162 // UPDATETYPE_CREATE_OBJECT2 for some gameobject types...
163 if(isType(TYPEMASK_GAMEOBJECT))
165 switch(((GameObject*)this)->GetGoType())
167 case GAMEOBJECT_TYPE_TRAP:
168 case GAMEOBJECT_TYPE_DUEL_ARBITER:
169 case GAMEOBJECT_TYPE_FLAGSTAND:
170 case GAMEOBJECT_TYPE_FLAGDROP:
171 updatetype = UPDATETYPE_CREATE_OBJECT2;
172 break;
173 case GAMEOBJECT_TYPE_TRANSPORT:
174 flags |= UPDATEFLAG_TRANSPORT;
175 break;
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);
188 ByteBuffer buf(500);
189 buf << (uint8)updatetype;
190 //buf.append(GetPackGUID()); //client crashes when using this
191 buf << (uint8)0xFF << GetGUID();
192 buf << (uint8)m_objectTypeId;
194 _BuildMovementUpdate(&buf, flags, flags2);
196 UpdateMask updateMask;
197 updateMask.SetCount( m_valuesCount );
198 _SetCreateBits( &updateMask, target );
199 _BuildValuesUpdate(updatetype, &buf, &updateMask, target );
200 data->AddUpdateBlock(buf);
203 void Object::BuildUpdate(UpdateDataMapType &update_players)
205 ObjectAccessor::_buildUpdateObject(this,update_players);
206 ClearUpdateMask(true);
209 void Object::SendUpdateToPlayer(Player* player)
211 // send update to another players
212 SendUpdateObjectToAllExcept(player);
214 // send create update to player
215 UpdateData upd;
216 WorldPacket packet;
218 upd.Clear();
219 BuildCreateUpdateBlockForPlayer(&upd, player);
220 upd.BuildPacket(&packet);
221 player->GetSession()->SendPacket(&packet);
223 // now object updated/(create updated)
226 void Object::BuildValuesUpdateBlockForPlayer(UpdateData *data, Player *target) const
228 ByteBuffer buf(500);
230 buf << (uint8) UPDATETYPE_VALUES;
231 //buf.append(GetPackGUID()); //client crashes when using this. but not have crash in debug mode
232 buf << (uint8)0xFF;
233 buf << GetGUID();
235 UpdateMask updateMask;
236 updateMask.SetCount( m_valuesCount );
238 _SetUpdateBits( &updateMask, target );
239 _BuildValuesUpdate(UPDATETYPE_VALUES, &buf, &updateMask, target );
241 data->AddUpdateBlock(buf);
244 void Object::BuildOutOfRangeUpdateBlock(UpdateData * data) const
246 data->AddOutOfRangeGUID(GetGUID());
249 void Object::DestroyForPlayer(Player *target) const
251 ASSERT(target);
253 WorldPacket data(SMSG_DESTROY_OBJECT, 8);
254 data << GetGUID();
255 data << uint8(0); // WotLK (bool)
256 target->GetSession()->SendPacket( &data );
259 void Object::_BuildMovementUpdate(ByteBuffer * data, uint8 flags, uint32 flags2) const
261 uint16 unk_flags = ((GetTypeId() == TYPEID_PLAYER) ? ((Player*)this)->m_movementInfo.unk1 : 0);
263 if(GetTypeId() == TYPEID_UNIT)
264 if(((Creature*)this)->isVehicle())
265 unk_flags |= 0x20; // always allow pitch
267 *data << (uint8)flags; // update flags
269 // 0x20
270 if (flags & UPDATEFLAG_LIVING)
272 switch(GetTypeId())
274 case TYPEID_UNIT:
276 flags2 = ((Unit*)this)->GetUnitMovementFlags();
278 break;
279 case TYPEID_PLAYER:
281 flags2 = ((Player*)this)->GetUnitMovementFlags();
283 if(((Player*)this)->GetTransport())
284 flags2 |= MOVEMENTFLAG_ONTRANSPORT;
285 else
286 flags2 &= ~MOVEMENTFLAG_ONTRANSPORT;
288 // remove unknown, unused etc flags for now
289 flags2 &= ~MOVEMENTFLAG_SPLINE2; // will be set manually
291 if(((Player*)this)->isInFlight())
293 WPAssert(((Player*)this)->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE);
294 flags2 = (MOVEMENTFLAG_FORWARD | MOVEMENTFLAG_SPLINE2);
297 break;
300 *data << uint32(flags2); // movement flags
301 *data << uint16(unk_flags); // unknown 2.3.0
302 *data << uint32(getMSTime()); // time (in milliseconds)
305 // 0x40
306 if (flags & UPDATEFLAG_HAS_POSITION)
308 // 0x02
309 if(flags & UPDATEFLAG_TRANSPORT && ((GameObject*)this)->GetGoType() == GAMEOBJECT_TYPE_MO_TRANSPORT)
311 *data << (float)0;
312 *data << (float)0;
313 *data << (float)0;
314 *data << ((WorldObject *)this)->GetOrientation();
316 else
318 *data << ((WorldObject *)this)->GetPositionX();
319 *data << ((WorldObject *)this)->GetPositionY();
320 *data << ((WorldObject *)this)->GetPositionZ();
321 *data << ((WorldObject *)this)->GetOrientation();
325 // 0x20
326 if(flags & UPDATEFLAG_LIVING)
328 // 0x00000200
329 if(flags2 & MOVEMENTFLAG_ONTRANSPORT)
331 if(GetTypeId() == TYPEID_PLAYER)
333 *data << (uint64)((Player*)this)->GetTransport()->GetGUID();
334 *data << (float)((Player*)this)->GetTransOffsetX();
335 *data << (float)((Player*)this)->GetTransOffsetY();
336 *data << (float)((Player*)this)->GetTransOffsetZ();
337 *data << (float)((Player*)this)->GetTransOffsetO();
338 *data << (uint32)((Player*)this)->GetTransTime();
339 *data << (int8)((Player*)this)->GetTransSeat();
341 //MaNGOS currently not have support for other than player on transport
344 // 0x02200000
345 if((flags2 & (MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_FLYING2)) || (unk_flags & 0x20))
347 if(GetTypeId() == TYPEID_PLAYER)
348 *data << (float)((Player*)this)->m_movementInfo.s_pitch;
349 else
350 *data << (float)0; // is't part of movement packet, we must store and send it...
353 if(GetTypeId() == TYPEID_PLAYER)
354 *data << (uint32)((Player*)this)->m_movementInfo.fallTime;
355 else
356 *data << (uint32)0; // last fall time
358 // 0x00001000
359 if(flags2 & MOVEMENTFLAG_JUMPING)
361 if(GetTypeId() == TYPEID_PLAYER)
363 *data << (float)((Player*)this)->m_movementInfo.j_unk;
364 *data << (float)((Player*)this)->m_movementInfo.j_sinAngle;
365 *data << (float)((Player*)this)->m_movementInfo.j_cosAngle;
366 *data << (float)((Player*)this)->m_movementInfo.j_xyspeed;
368 else
370 *data << (float)0;
371 *data << (float)0;
372 *data << (float)0;
373 *data << (float)0;
377 // 0x04000000
378 if(flags2 & MOVEMENTFLAG_SPLINE)
380 if(GetTypeId() == TYPEID_PLAYER)
381 *data << (float)((Player*)this)->m_movementInfo.u_unk1;
382 else
383 *data << (float)0;
386 *data << ((Unit*)this)->GetSpeed( MOVE_WALK );
387 *data << ((Unit*)this)->GetSpeed( MOVE_RUN );
388 *data << ((Unit*)this)->GetSpeed( MOVE_SWIM_BACK );
389 *data << ((Unit*)this)->GetSpeed( MOVE_SWIM );
390 *data << ((Unit*)this)->GetSpeed( MOVE_RUN_BACK );
391 *data << ((Unit*)this)->GetSpeed( MOVE_FLIGHT );
392 *data << ((Unit*)this)->GetSpeed( MOVE_FLIGHT_BACK );
393 *data << ((Unit*)this)->GetSpeed( MOVE_TURN_RATE );
394 *data << ((Unit*)this)->GetSpeed( MOVE_PITCH_RATE );
396 // 0x08000000
397 if(flags2 & MOVEMENTFLAG_SPLINE2)
399 if(GetTypeId() != TYPEID_PLAYER)
401 sLog.outDebug("_BuildMovementUpdate: MOVEMENTFLAG_SPLINE2 for non-player");
402 return;
405 if(!((Player*)this)->isInFlight())
407 sLog.outDebug("_BuildMovementUpdate: MOVEMENTFLAG_SPLINE2 but not in flight");
408 return;
411 WPAssert(((Player*)this)->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE);
413 FlightPathMovementGenerator *fmg = (FlightPathMovementGenerator*)(((Player*)this)->GetMotionMaster()->top());
415 uint32 flags3 = 0x00000300;
417 *data << uint32(flags3); // splines flag?
419 if(flags3 & 0x10000) // probably x,y,z coords there
421 *data << (float)0;
422 *data << (float)0;
423 *data << (float)0;
426 if(flags3 & 0x20000) // probably guid there
428 *data << uint64(0);
431 if(flags3 & 0x40000) // may be orientation
433 *data << (float)0;
436 Path &path = fmg->GetPath();
438 float x, y, z;
439 ((Player*)this)->GetPosition(x, y, z);
441 uint32 inflighttime = uint32(path.GetPassedLength(fmg->GetCurrentNode(), x, y, z) * 32);
442 uint32 traveltime = uint32(path.GetTotalLength() * 32);
444 *data << uint32(inflighttime); // passed move time?
445 *data << uint32(traveltime); // full move time?
446 *data << uint32(0); // ticks count?
448 uint32 poscount = uint32(path.Size());
450 *data << uint32(poscount); // points count
452 for(uint32 i = 0; i < poscount; ++i)
454 *data << path.GetNodes()[i].x;
455 *data << path.GetNodes()[i].y;
456 *data << path.GetNodes()[i].z;
459 /*for(uint32 i = 0; i < poscount; i++)
461 // path points
462 *data << (float)0;
463 *data << (float)0;
464 *data << (float)0;
467 *data << path.GetNodes()[poscount-1].x;
468 *data << path.GetNodes()[poscount-1].y;
469 *data << path.GetNodes()[poscount-1].z;
471 // target position (path end)
472 /**data << ((Unit*)this)->GetPositionX();
473 *data << ((Unit*)this)->GetPositionY();
474 *data << ((Unit*)this)->GetPositionZ();*/
478 // 0x8
479 if(flags & UPDATEFLAG_LOWGUID)
481 switch(GetTypeId())
483 case TYPEID_OBJECT:
484 case TYPEID_ITEM:
485 case TYPEID_CONTAINER:
486 case TYPEID_GAMEOBJECT:
487 case TYPEID_DYNAMICOBJECT:
488 case TYPEID_CORPSE:
489 *data << uint32(GetGUIDLow()); // GetGUIDLow()
490 break;
491 case TYPEID_UNIT:
492 *data << uint32(0x0000000B); // unk, can be 0xB or 0xC
493 break;
494 case TYPEID_PLAYER:
495 if(flags & UPDATEFLAG_SELF)
496 *data << uint32(0x0000002F); // unk, can be 0x15 or 0x22
497 else
498 *data << uint32(0x00000008); // unk, can be 0x7 or 0x8
499 break;
500 default:
501 *data << uint32(0x00000000); // unk
502 break;
506 // 0x10
507 if(flags & UPDATEFLAG_HIGHGUID)
509 switch(GetTypeId())
511 case TYPEID_OBJECT:
512 case TYPEID_ITEM:
513 case TYPEID_CONTAINER:
514 case TYPEID_GAMEOBJECT:
515 case TYPEID_DYNAMICOBJECT:
516 case TYPEID_CORPSE:
517 *data << uint32(GetGUIDHigh()); // GetGUIDHigh()
518 break;
519 case TYPEID_UNIT:
520 *data << uint32(0x0000000B); // unk, can be 0xB or 0xC
521 break;
522 case TYPEID_PLAYER:
523 if(flags & UPDATEFLAG_SELF)
524 *data << uint32(0x0000002F); // unk, can be 0x15 or 0x22
525 else
526 *data << uint32(0x00000008); // unk, can be 0x7 or 0x8
527 break;
528 default:
529 *data << uint32(0x00000000); // unk
530 break;
534 // 0x4
535 if(flags & UPDATEFLAG_HAS_TARGET) // packed guid (current target guid)
537 if(Unit *victim = ((Unit*)this)->getVictim())
538 data->append(victim->GetPackGUID());
539 else
540 *data << uint8(0);
543 // 0x2
544 if(flags & UPDATEFLAG_TRANSPORT)
546 *data << uint32(getMSTime()); // ms time
549 // 0x80
550 if(flags & UPDATEFLAG_VEHICLE) // unused for now
552 *data << uint32(((Vehicle*)this)->GetVehicleId()); // vehicle id
553 *data << float(0); // facing adjustment
557 void Object::_BuildValuesUpdate(uint8 updatetype, ByteBuffer * data, UpdateMask *updateMask, Player *target) const
559 if(!target)
560 return;
562 bool IsActivateToQuest = false;
563 if (updatetype == UPDATETYPE_CREATE_OBJECT || updatetype == UPDATETYPE_CREATE_OBJECT2)
565 if (isType(TYPEMASK_GAMEOBJECT) && !((GameObject*)this)->IsTransport())
567 if ( ((GameObject*)this)->ActivateToQuest(target) || target->isGameMaster())
569 IsActivateToQuest = true;
570 updateMask->SetBit(GAMEOBJECT_DYNAMIC);
574 else //case UPDATETYPE_VALUES
576 if (isType(TYPEMASK_GAMEOBJECT) && !((GameObject*)this)->IsTransport())
578 if ( ((GameObject*)this)->ActivateToQuest(target) || target->isGameMaster())
580 IsActivateToQuest = true;
582 updateMask->SetBit(GAMEOBJECT_DYNAMIC);
583 updateMask->SetBit(GAMEOBJECT_BYTES_1);
587 WPAssert(updateMask && updateMask->GetCount() == m_valuesCount);
589 *data << (uint8)updateMask->GetBlockCount();
590 data->append( updateMask->GetMask(), updateMask->GetLength() );
592 // 2 specialized loops for speed optimization in non-unit case
593 if(isType(TYPEMASK_UNIT)) // unit (creature/player) case
595 for( uint16 index = 0; index < m_valuesCount; index ++ )
597 if( updateMask->GetBit( index ) )
599 // remove custom flag before send
600 if( index == UNIT_NPC_FLAGS )
601 *data << uint32(m_uint32Values[ index ] & ~UNIT_NPC_FLAG_GUARD);
602 // FIXME: Some values at server stored in float format but must be sent to client in uint32 format
603 else if(index >= UNIT_FIELD_BASEATTACKTIME && index <= UNIT_FIELD_RANGEDATTACKTIME)
605 // convert from float to uint32 and send
606 *data << uint32(m_floatValues[ index ] < 0 ? 0 : m_floatValues[ index ]);
608 // there are some float values which may be negative or can't get negative due to other checks
609 else if(index >= UNIT_FIELD_NEGSTAT0 && index <= UNIT_FIELD_NEGSTAT4 ||
610 index >= UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE && index <= (UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE + 6) ||
611 index >= UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE && index <= (UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE + 6) ||
612 index >= UNIT_FIELD_POSSTAT0 && index <= UNIT_FIELD_POSSTAT4)
614 *data << uint32(m_floatValues[ index ]);
616 // Gamemasters should be always able to select units - remove not selectable flag
617 else if(index == UNIT_FIELD_FLAGS && target->isGameMaster())
619 *data << (m_uint32Values[ index ] & ~UNIT_FLAG_NOT_SELECTABLE);
621 // hide lootable animation for unallowed players
622 else if(index == UNIT_DYNAMIC_FLAGS && GetTypeId() == TYPEID_UNIT)
624 if(!target->isAllowedToLoot((Creature*)this))
625 *data << (m_uint32Values[ index ] & ~UNIT_DYNFLAG_LOOTABLE);
626 else
627 *data << (m_uint32Values[ index ] & ~UNIT_DYNFLAG_OTHER_TAGGER);
629 else
631 // send in current format (float as float, uint32 as uint32)
632 *data << m_uint32Values[ index ];
637 else if(isType(TYPEMASK_GAMEOBJECT)) // gameobject case
639 for( uint16 index = 0; index < m_valuesCount; index ++ )
641 if( updateMask->GetBit( index ) )
643 // send in current format (float as float, uint32 as uint32)
644 if ( index == GAMEOBJECT_DYNAMIC )
646 if(IsActivateToQuest )
648 switch(((GameObject*)this)->GetGoType())
650 case GAMEOBJECT_TYPE_CHEST:
651 *data << uint32(9); // enable quest object. Represent 9, but 1 for client before 2.3.0
652 break;
653 case GAMEOBJECT_TYPE_GOOBER:
654 *data << uint32(1);
655 break;
656 default:
657 *data << uint32(0); // unknown. not happen.
658 break;
661 else
662 *data << uint32(0); // disable quest object
664 else
665 *data << m_uint32Values[ index ]; // other cases
669 else // other objects case (no special index checks)
671 for( uint16 index = 0; index < m_valuesCount; index ++ )
673 if( updateMask->GetBit( index ) )
675 // send in current format (float as float, uint32 as uint32)
676 *data << m_uint32Values[ index ];
682 void Object::ClearUpdateMask(bool remove)
684 for( uint16 index = 0; index < m_valuesCount; index ++ )
686 if(m_uint32Values_mirror[index]!= m_uint32Values[index])
687 m_uint32Values_mirror[index] = m_uint32Values[index];
689 if(m_objectUpdated)
691 if(remove)
692 ObjectAccessor::Instance().RemoveUpdateObject(this);
693 m_objectUpdated = false;
697 // Send current value fields changes to all viewers
698 void Object::SendUpdateObjectToAllExcept(Player* exceptPlayer)
700 // changes will be send in create packet
701 if(!IsInWorld())
702 return;
704 // nothing do
705 if(!m_objectUpdated)
706 return;
708 ObjectAccessor::UpdateObject(this,exceptPlayer);
711 bool Object::LoadValues(const char* data)
713 if(!m_uint32Values) _InitValues();
715 Tokens tokens = StrSplit(data, " ");
717 if(tokens.size() != m_valuesCount)
718 return false;
720 Tokens::iterator iter;
721 int index;
722 for (iter = tokens.begin(), index = 0; index < m_valuesCount; ++iter, ++index)
724 m_uint32Values[index] = atol((*iter).c_str());
727 return true;
730 void Object::_SetUpdateBits(UpdateMask *updateMask, Player* /*target*/) const
732 for( uint16 index = 0; index < m_valuesCount; index ++ )
734 if(m_uint32Values_mirror[index]!= m_uint32Values[index])
735 updateMask->SetBit(index);
739 void Object::_SetCreateBits(UpdateMask *updateMask, Player* /*target*/) const
741 for( uint16 index = 0; index < m_valuesCount; index++ )
743 if(GetUInt32Value(index) != 0)
744 updateMask->SetBit(index);
748 void Object::SetInt32Value( uint16 index, int32 value )
750 ASSERT( index < m_valuesCount || PrintIndexError( index , true ) );
752 if(m_int32Values[ index ] != value)
754 m_int32Values[ index ] = value;
756 if(m_inWorld)
758 if(!m_objectUpdated)
760 ObjectAccessor::Instance().AddUpdateObject(this);
761 m_objectUpdated = true;
767 void Object::SetUInt32Value( uint16 index, uint32 value )
769 ASSERT( index < m_valuesCount || PrintIndexError( index , true ) );
771 if(m_uint32Values[ index ] != value)
773 m_uint32Values[ index ] = value;
775 if(m_inWorld)
777 if(!m_objectUpdated)
779 ObjectAccessor::Instance().AddUpdateObject(this);
780 m_objectUpdated = true;
786 void Object::SetUInt64Value( uint16 index, const uint64 &value )
788 ASSERT( index + 1 < m_valuesCount || PrintIndexError( index , true ) );
789 if(*((uint64*)&(m_uint32Values[ index ])) != value)
791 m_uint32Values[ index ] = *((uint32*)&value);
792 m_uint32Values[ index + 1 ] = *(((uint32*)&value) + 1);
794 if(m_inWorld)
796 if(!m_objectUpdated)
798 ObjectAccessor::Instance().AddUpdateObject(this);
799 m_objectUpdated = true;
805 void Object::SetFloatValue( uint16 index, float value )
807 ASSERT( index < m_valuesCount || PrintIndexError( index , true ) );
809 if(m_floatValues[ index ] != value)
811 m_floatValues[ index ] = value;
813 if(m_inWorld)
815 if(!m_objectUpdated)
817 ObjectAccessor::Instance().AddUpdateObject(this);
818 m_objectUpdated = true;
824 void Object::SetByteValue( uint16 index, uint8 offset, uint8 value )
826 ASSERT( index < m_valuesCount || PrintIndexError( index , true ) );
828 if(offset > 4)
830 sLog.outError("Object::SetByteValue: wrong offset %u", offset);
831 return;
834 if(uint8(m_uint32Values[ index ] >> (offset * 8)) != value)
836 m_uint32Values[ index ] &= ~uint32(uint32(0xFF) << (offset * 8));
837 m_uint32Values[ index ] |= uint32(uint32(value) << (offset * 8));
839 if(m_inWorld)
841 if(!m_objectUpdated)
843 ObjectAccessor::Instance().AddUpdateObject(this);
844 m_objectUpdated = true;
850 void Object::SetUInt16Value( uint16 index, uint8 offset, uint16 value )
852 ASSERT( index < m_valuesCount || PrintIndexError( index , true ) );
854 if(offset > 2)
856 sLog.outError("Object::SetUInt16Value: wrong offset %u", offset);
857 return;
860 if(uint8(m_uint32Values[ index ] >> (offset * 16)) != value)
862 m_uint32Values[ index ] &= ~uint32(uint32(0xFFFF) << (offset * 16));
863 m_uint32Values[ index ] |= uint32(uint32(value) << (offset * 16));
865 if(m_inWorld)
867 if(!m_objectUpdated)
869 ObjectAccessor::Instance().AddUpdateObject(this);
870 m_objectUpdated = true;
876 void Object::SetStatFloatValue( uint16 index, float value)
878 if(value < 0)
879 value = 0.0f;
881 SetFloatValue(index, value);
884 void Object::SetStatInt32Value( uint16 index, int32 value)
886 if(value < 0)
887 value = 0;
889 SetUInt32Value(index, uint32(value));
892 void Object::ApplyModUInt32Value(uint16 index, int32 val, bool apply)
894 int32 cur = GetUInt32Value(index);
895 cur += (apply ? val : -val);
896 if(cur < 0)
897 cur = 0;
898 SetUInt32Value(index,cur);
901 void Object::ApplyModInt32Value(uint16 index, int32 val, bool apply)
903 int32 cur = GetInt32Value(index);
904 cur += (apply ? val : -val);
905 SetInt32Value(index,cur);
908 void Object::ApplyModSignedFloatValue(uint16 index, float val, bool apply)
910 float cur = GetFloatValue(index);
911 cur += (apply ? val : -val);
912 SetFloatValue(index,cur);
915 void Object::ApplyModPositiveFloatValue(uint16 index, float val, bool apply)
917 float cur = GetFloatValue(index);
918 cur += (apply ? val : -val);
919 if(cur < 0)
920 cur = 0;
921 SetFloatValue(index,cur);
924 void Object::SetFlag( uint16 index, uint32 newFlag )
926 ASSERT( index < m_valuesCount || PrintIndexError( index , true ) );
927 uint32 oldval = m_uint32Values[ index ];
928 uint32 newval = oldval | newFlag;
930 if(oldval != newval)
932 m_uint32Values[ index ] = newval;
934 if(m_inWorld)
936 if(!m_objectUpdated)
938 ObjectAccessor::Instance().AddUpdateObject(this);
939 m_objectUpdated = true;
945 void Object::RemoveFlag( uint16 index, uint32 oldFlag )
947 ASSERT( index < m_valuesCount || PrintIndexError( index , true ) );
948 uint32 oldval = m_uint32Values[ index ];
949 uint32 newval = oldval & ~oldFlag;
951 if(oldval != newval)
953 m_uint32Values[ index ] = newval;
955 if(m_inWorld)
957 if(!m_objectUpdated)
959 ObjectAccessor::Instance().AddUpdateObject(this);
960 m_objectUpdated = true;
966 void Object::SetByteFlag( uint16 index, uint8 offset, uint8 newFlag )
968 ASSERT( index < m_valuesCount || PrintIndexError( index , true ) );
970 if(offset > 4)
972 sLog.outError("Object::SetByteFlag: wrong offset %u", offset);
973 return;
976 if(!(uint8(m_uint32Values[ index ] >> (offset * 8)) & newFlag))
978 m_uint32Values[ index ] |= uint32(uint32(newFlag) << (offset * 8));
980 if(m_inWorld)
982 if(!m_objectUpdated)
984 ObjectAccessor::Instance().AddUpdateObject(this);
985 m_objectUpdated = true;
991 void Object::RemoveByteFlag( uint16 index, uint8 offset, uint8 oldFlag )
993 ASSERT( index < m_valuesCount || PrintIndexError( index , true ) );
995 if(offset > 4)
997 sLog.outError("Object::RemoveByteFlag: wrong offset %u", offset);
998 return;
1001 if(uint8(m_uint32Values[ index ] >> (offset * 8)) & oldFlag)
1003 m_uint32Values[ index ] &= ~uint32(uint32(oldFlag) << (offset * 8));
1005 if(m_inWorld)
1007 if(!m_objectUpdated)
1009 ObjectAccessor::Instance().AddUpdateObject(this);
1010 m_objectUpdated = true;
1016 bool Object::PrintIndexError(uint32 index, bool set) const
1018 sLog.outError("ERROR: 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);
1020 // assert must fail after function call
1021 return false;
1024 WorldObject::WorldObject()
1025 : m_mapId(0), m_InstanceId(0), m_phaseMask(PHASEMASK_NORMAL),
1026 m_positionX(0.0f), m_positionY(0.0f), m_positionZ(0.0f), m_orientation(0.0f),
1027 mSemaphoreTeleport(false)
1031 void WorldObject::_Create( uint32 guidlow, HighGuid guidhigh, uint32 mapid )
1033 Object::_Create(guidlow, 0, guidhigh);
1035 m_mapId = mapid;
1038 uint32 WorldObject::GetZoneId() const
1040 return MapManager::Instance().GetBaseMap(m_mapId)->GetZoneId(m_positionX,m_positionY,m_positionZ);
1043 uint32 WorldObject::GetAreaId() const
1045 return MapManager::Instance().GetBaseMap(m_mapId)->GetAreaId(m_positionX,m_positionY,m_positionZ);
1048 InstanceData* WorldObject::GetInstanceData()
1050 Map *map = GetMap();
1051 return map->IsDungeon() ? ((InstanceMap*)map)->GetInstanceData() : NULL;
1054 //slow
1055 float WorldObject::GetDistance(const WorldObject* obj) const
1057 float dx = GetPositionX() - obj->GetPositionX();
1058 float dy = GetPositionY() - obj->GetPositionY();
1059 float dz = GetPositionZ() - obj->GetPositionZ();
1060 float sizefactor = GetObjectSize() + obj->GetObjectSize();
1061 float dist = sqrt((dx*dx) + (dy*dy) + (dz*dz)) - sizefactor;
1062 return ( dist > 0 ? dist : 0);
1065 float WorldObject::GetDistance2d(float x, float y) const
1067 float dx = GetPositionX() - x;
1068 float dy = GetPositionY() - y;
1069 float sizefactor = GetObjectSize();
1070 float dist = sqrt((dx*dx) + (dy*dy)) - sizefactor;
1071 return ( dist > 0 ? dist : 0);
1074 float WorldObject::GetDistance(const float x, const float y, const float z) const
1076 float dx = GetPositionX() - x;
1077 float dy = GetPositionY() - y;
1078 float dz = GetPositionZ() - z;
1079 float sizefactor = GetObjectSize();
1080 float dist = sqrt((dx*dx) + (dy*dy) + (dz*dz)) - sizefactor;
1081 return ( dist > 0 ? dist : 0);
1084 float WorldObject::GetDistance2d(const WorldObject* obj) const
1086 float dx = GetPositionX() - obj->GetPositionX();
1087 float dy = GetPositionY() - obj->GetPositionY();
1088 float sizefactor = GetObjectSize() + obj->GetObjectSize();
1089 float dist = sqrt((dx*dx) + (dy*dy)) - sizefactor;
1090 return ( dist > 0 ? dist : 0);
1093 float WorldObject::GetDistanceZ(const WorldObject* obj) const
1095 float dz = fabs(GetPositionZ() - obj->GetPositionZ());
1096 float sizefactor = GetObjectSize() + obj->GetObjectSize();
1097 float dist = dz - sizefactor;
1098 return ( dist > 0 ? dist : 0);
1101 bool WorldObject::IsWithinDistInMap(const WorldObject* obj, const float dist2compare, const bool is3D) const
1103 if (!obj || !IsInMap(obj)) return false;
1105 float dx = GetPositionX() - obj->GetPositionX();
1106 float dy = GetPositionY() - obj->GetPositionY();
1107 float distsq = dx*dx + dy*dy;
1108 if(is3D)
1110 float dz = GetPositionZ() - obj->GetPositionZ();
1111 distsq += dz*dz;
1113 float sizefactor = GetObjectSize() + obj->GetObjectSize();
1114 float maxdist = dist2compare + sizefactor;
1116 return distsq < maxdist * maxdist;
1119 bool WorldObject::IsWithinLOSInMap(const WorldObject* obj) const
1121 if (!IsInMap(obj)) return false;
1122 float ox,oy,oz;
1123 obj->GetPosition(ox,oy,oz);
1124 return(IsWithinLOS(ox, oy, oz ));
1127 bool WorldObject::IsWithinLOS(const float ox, const float oy, const float oz ) const
1129 float x,y,z;
1130 GetPosition(x,y,z);
1131 VMAP::IVMapManager *vMapManager = VMAP::VMapFactory::createOrGetVMapManager();
1132 return vMapManager->isInLineOfSight(GetMapId(), x, y, z+2.0f, ox, oy, oz+2.0f);
1135 float WorldObject::GetAngle(const WorldObject* obj) const
1137 if(!obj) return 0;
1138 return GetAngle( obj->GetPositionX(), obj->GetPositionY() );
1141 // Return angle in range 0..2*pi
1142 float WorldObject::GetAngle( const float x, const float y ) const
1144 float dx = x - GetPositionX();
1145 float dy = y - GetPositionY();
1147 float ang = atan2(dy, dx);
1148 ang = (ang >= 0) ? ang : 2 * M_PI + ang;
1149 return ang;
1152 bool WorldObject::HasInArc(const float arcangle, const WorldObject* obj) const
1154 float arc = arcangle;
1156 // move arc to range 0.. 2*pi
1157 while( arc >= 2.0f * M_PI )
1158 arc -= 2.0f * M_PI;
1159 while( arc < 0 )
1160 arc += 2.0f * M_PI;
1162 float angle = GetAngle( obj );
1163 angle -= m_orientation;
1165 // move angle to range -pi ... +pi
1166 while( angle > M_PI)
1167 angle -= 2.0f * M_PI;
1168 while(angle < -M_PI)
1169 angle += 2.0f * M_PI;
1171 float lborder = -1 * (arc/2.0f); // in range -pi..0
1172 float rborder = (arc/2.0f); // in range 0..pi
1173 return (( angle >= lborder ) && ( angle <= rborder ));
1176 void WorldObject::GetRandomPoint( float x, float y, float z, float distance, float &rand_x, float &rand_y, float &rand_z) const
1178 if(distance==0)
1180 rand_x = x;
1181 rand_y = y;
1182 rand_z = z;
1183 return;
1186 // angle to face `obj` to `this`
1187 float angle = rand_norm()*2*M_PI;
1188 float new_dist = rand_norm()*distance;
1190 rand_x = x + new_dist * cos(angle);
1191 rand_y = y + new_dist * sin(angle);
1192 rand_z = z;
1194 MaNGOS::NormalizeMapCoord(rand_x);
1195 MaNGOS::NormalizeMapCoord(rand_y);
1196 UpdateGroundPositionZ(rand_x,rand_y,rand_z); // update to LOS height if available
1199 void WorldObject::UpdateGroundPositionZ(float x, float y, float &z) const
1201 float new_z = MapManager::Instance().GetBaseMap(GetMapId())->GetHeight(x,y,z,true);
1202 if(new_z > INVALID_HEIGHT)
1203 z = new_z+ 0.05f; // just to be sure that we are not a few pixel under the surface
1206 bool WorldObject::IsPositionValid() const
1208 return MaNGOS::IsValidMapCoord(m_positionX,m_positionY,m_positionZ,m_orientation);
1211 void WorldObject::MonsterSay(const char* text, uint32 language, uint64 TargetGuid)
1213 WorldPacket data(SMSG_MESSAGECHAT, 200);
1214 BuildMonsterChat(&data,CHAT_MSG_MONSTER_SAY,text,language,GetName(),TargetGuid);
1215 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),true);
1218 void WorldObject::MonsterYell(const char* text, uint32 language, uint64 TargetGuid)
1220 WorldPacket data(SMSG_MESSAGECHAT, 200);
1221 BuildMonsterChat(&data,CHAT_MSG_MONSTER_YELL,text,language,GetName(),TargetGuid);
1222 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL),true);
1225 void WorldObject::MonsterTextEmote(const char* text, uint64 TargetGuid, bool IsBossEmote)
1227 WorldPacket data(SMSG_MESSAGECHAT, 200);
1228 BuildMonsterChat(&data,IsBossEmote ? CHAT_MSG_RAID_BOSS_EMOTE : CHAT_MSG_MONSTER_EMOTE,text,LANG_UNIVERSAL,GetName(),TargetGuid);
1229 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE),true);
1232 void WorldObject::MonsterWhisper(const char* text, uint64 receiver, bool IsBossWhisper)
1234 Player *player = objmgr.GetPlayer(receiver);
1235 if(!player || !player->GetSession())
1236 return;
1238 WorldPacket data(SMSG_MESSAGECHAT, 200);
1239 BuildMonsterChat(&data,IsBossWhisper ? CHAT_MSG_RAID_BOSS_WHISPER : CHAT_MSG_MONSTER_WHISPER,text,LANG_UNIVERSAL,GetName(),receiver);
1241 player->GetSession()->SendPacket(&data);
1244 namespace MaNGOS
1246 class MessageChatLocaleCacheDo
1248 public:
1249 MessageChatLocaleCacheDo(WorldObject const& obj, ChatMsg msgtype, int32 textId, uint32 language, uint64 targetGUID, float dist)
1250 : i_object(obj), i_msgtype(msgtype), i_textId(textId), i_language(language),
1251 i_targetGUID(targetGUID), i_dist(dist)
1255 ~MessageChatLocaleCacheDo()
1257 for(int i = 0; i < i_data_cache.size(); ++i)
1258 delete i_data_cache[i];
1261 void operator()(Player* p)
1263 // skip far away players
1264 if(p->GetDistance(&i_object) > i_dist)
1265 return;
1267 uint32 loc_idx = p->GetSession()->GetSessionDbLocaleIndex();
1268 uint32 cache_idx = loc_idx+1;
1269 WorldPacket* data;
1271 // create if not cached yet
1272 if(i_data_cache.size() < cache_idx+1 || !i_data_cache[cache_idx])
1274 if(i_data_cache.size() < cache_idx+1)
1275 i_data_cache.resize(cache_idx+1);
1277 char const* text = objmgr.GetMangosString(i_textId,loc_idx);
1279 data = new WorldPacket(SMSG_MESSAGECHAT, 200);
1281 // TODO: i_object.GetName() also must be localized?
1282 i_object.BuildMonsterChat(data,i_msgtype,text,i_language,i_object.GetNameForLocaleIdx(loc_idx),i_targetGUID);
1284 i_data_cache[cache_idx] = data;
1286 else
1287 data = i_data_cache[cache_idx];
1289 p->SendDirectMessage(data);
1292 private:
1293 WorldObject const& i_object;
1294 ChatMsg i_msgtype;
1295 int32 i_textId;
1296 uint32 i_language;
1297 uint64 i_targetGUID;
1298 float i_dist;
1299 std::vector<WorldPacket*> i_data_cache; // 0 = default, i => i-1 locale index
1301 } // namespace MaNGOS
1303 void WorldObject::MonsterSay(int32 textId, uint32 language, uint64 TargetGuid)
1305 CellPair p = MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY());
1307 Cell cell(p);
1308 cell.data.Part.reserved = ALL_DISTRICT;
1309 cell.SetNoCreate();
1311 MaNGOS::MessageChatLocaleCacheDo say_do(*this, CHAT_MSG_MONSTER_SAY, textId,language,TargetGuid,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY));
1312 MaNGOS::PlayerWorker<MaNGOS::MessageChatLocaleCacheDo> say_worker(this,say_do);
1313 TypeContainerVisitor<MaNGOS::PlayerWorker<MaNGOS::MessageChatLocaleCacheDo>, WorldTypeMapContainer > message(say_worker);
1314 CellLock<GridReadGuard> cell_lock(cell, p);
1315 cell_lock->Visit(cell_lock, message, *GetMap());
1318 void WorldObject::MonsterYell(int32 textId, uint32 language, uint64 TargetGuid)
1320 CellPair p = MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY());
1322 Cell cell(p);
1323 cell.data.Part.reserved = ALL_DISTRICT;
1324 cell.SetNoCreate();
1326 MaNGOS::MessageChatLocaleCacheDo say_do(*this, CHAT_MSG_MONSTER_YELL, textId,language,TargetGuid,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL));
1327 MaNGOS::PlayerWorker<MaNGOS::MessageChatLocaleCacheDo> say_worker(this,say_do);
1328 TypeContainerVisitor<MaNGOS::PlayerWorker<MaNGOS::MessageChatLocaleCacheDo>, WorldTypeMapContainer > message(say_worker);
1329 CellLock<GridReadGuard> cell_lock(cell, p);
1330 cell_lock->Visit(cell_lock, message, *GetMap());
1333 void WorldObject::MonsterTextEmote(int32 textId, uint64 TargetGuid, bool IsBossEmote)
1335 CellPair p = MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY());
1337 Cell cell(p);
1338 cell.data.Part.reserved = ALL_DISTRICT;
1339 cell.SetNoCreate();
1341 MaNGOS::MessageChatLocaleCacheDo say_do(*this, IsBossEmote ? CHAT_MSG_RAID_BOSS_EMOTE : CHAT_MSG_MONSTER_EMOTE, textId,LANG_UNIVERSAL,TargetGuid,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE));
1342 MaNGOS::PlayerWorker<MaNGOS::MessageChatLocaleCacheDo> say_worker(this,say_do);
1343 TypeContainerVisitor<MaNGOS::PlayerWorker<MaNGOS::MessageChatLocaleCacheDo>, WorldTypeMapContainer > message(say_worker);
1344 CellLock<GridReadGuard> cell_lock(cell, p);
1345 cell_lock->Visit(cell_lock, message, *GetMap());
1348 void WorldObject::MonsterWhisper(int32 textId, uint64 receiver, bool IsBossWhisper)
1350 Player *player = objmgr.GetPlayer(receiver);
1351 if(!player || !player->GetSession())
1352 return;
1354 uint32 loc_idx = player->GetSession()->GetSessionDbLocaleIndex();
1355 char const* text = objmgr.GetMangosString(textId,loc_idx);
1357 WorldPacket data(SMSG_MESSAGECHAT, 200);
1358 BuildMonsterChat(&data,IsBossWhisper ? CHAT_MSG_RAID_BOSS_WHISPER : CHAT_MSG_MONSTER_WHISPER,text,LANG_UNIVERSAL,GetName(),receiver);
1360 player->GetSession()->SendPacket(&data);
1363 void WorldObject::BuildMonsterChat(WorldPacket *data, uint8 msgtype, char const* text, uint32 language, char const* name, uint64 targetGuid) const
1365 bool pre = (msgtype==CHAT_MSG_MONSTER_EMOTE || msgtype==CHAT_MSG_RAID_BOSS_EMOTE);
1367 *data << (uint8)msgtype;
1368 *data << (uint32)language;
1369 *data << (uint64)GetGUID();
1370 *data << (uint32)0; //2.1.0
1371 *data << (uint32)(strlen(name)+1);
1372 *data << name;
1373 *data << (uint64)targetGuid; //Unit Target
1374 if( targetGuid && !IS_PLAYER_GUID(targetGuid) )
1376 *data << (uint32)1; // target name length
1377 *data << (uint8)0; // target name
1379 *data << (uint32)(strlen(text)+1+(pre?3:0));
1380 if(pre)
1381 data->append("%s ",3);
1382 *data << text;
1383 *data << (uint8)0; // ChatTag
1386 void WorldObject::BuildHeartBeatMsg(WorldPacket *data) const
1388 //Heartbeat message cannot be used for non-units
1389 if (!isType(TYPEMASK_UNIT))
1390 return;
1392 data->Initialize(MSG_MOVE_HEARTBEAT, 32);
1393 data->append(GetPackGUID());
1394 *data << uint32(((Unit*)this)->GetUnitMovementFlags()); // movement flags
1395 *data << uint16(0); // 2.3.0
1396 *data << getMSTime(); // time
1397 *data << m_positionX;
1398 *data << m_positionY;
1399 *data << m_positionZ;
1400 *data << m_orientation;
1401 *data << uint32(0);
1404 void WorldObject::BuildTeleportAckMsg(WorldPacket *data, float x, float y, float z, float ang) const
1406 //TeleportAck message cannot be used for non-units
1407 if (!isType(TYPEMASK_UNIT))
1408 return;
1410 data->Initialize(MSG_MOVE_TELEPORT_ACK, 41);
1411 data->append(GetPackGUID());
1412 *data << uint32(0); // this value increments every time
1413 *data << uint32(((Unit*)this)->GetUnitMovementFlags()); // movement flags
1414 *data << uint16(0); // 2.3.0
1415 *data << getMSTime(); // time
1416 *data << x;
1417 *data << y;
1418 *data << z;
1419 *data << ang;
1420 *data << uint32(0);
1423 void WorldObject::SendMessageToSet(WorldPacket *data, bool /*bToSelf*/)
1425 GetMap()->MessageBroadcast(this, data);
1428 void WorldObject::SendMessageToSetInRange(WorldPacket *data, float dist, bool /*bToSelf*/)
1430 GetMap()->MessageDistBroadcast(this, data, dist);
1433 void WorldObject::SendObjectDeSpawnAnim(uint64 guid)
1435 WorldPacket data(SMSG_GAMEOBJECT_DESPAWN_ANIM, 8);
1436 data << guid;
1437 SendMessageToSet(&data, true);
1440 Map* WorldObject::GetMap() const
1442 return MapManager::Instance().GetMap(GetMapId(), this);
1445 Map const* WorldObject::GetBaseMap() const
1447 return MapManager::Instance().GetBaseMap(GetMapId());
1450 void WorldObject::AddObjectToRemoveList()
1452 Map* map = GetMap();
1453 if(!map)
1455 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());
1456 return;
1459 map->AddObjectToRemoveList(this);
1462 Creature* WorldObject::SummonCreature(uint32 id, float x, float y, float z, float ang,TempSummonType spwtype,uint32 despwtime)
1464 TemporarySummon* pCreature = new TemporarySummon(GetGUID());
1466 pCreature->SetInstanceId(GetInstanceId());
1467 uint32 team = 0;
1468 if (GetTypeId()==TYPEID_PLAYER)
1469 team = ((Player*)this)->GetTeam();
1471 if (!pCreature->Create(objmgr.GenerateLowGuid(HIGHGUID_UNIT), GetMap(), id, team))
1473 delete pCreature;
1474 return NULL;
1477 if (x == 0.0f && y == 0.0f && z == 0.0f)
1478 GetClosePoint(x, y, z, pCreature->GetObjectSize());
1480 pCreature->Relocate(x, y, z, ang);
1482 if(!pCreature->IsPositionValid())
1484 sLog.outError("ERROR: Creature (guidlow %d, entry %d) not summoned. Suggested coordinates isn't valid (X: %f Y: %f)",pCreature->GetGUIDLow(),pCreature->GetEntry(),pCreature->GetPositionX(),pCreature->GetPositionY());
1485 delete pCreature;
1486 return NULL;
1489 pCreature->Summon(spwtype, despwtime);
1491 if(GetTypeId()==TYPEID_UNIT && ((Creature*)this)->AI())
1492 ((Creature*)this)->AI()->JustSummoned(pCreature);
1494 //return the creature therewith the summoner has access to it
1495 return pCreature;
1498 namespace MaNGOS
1500 class NearUsedPosDo
1502 public:
1503 NearUsedPosDo(WorldObject const& obj, WorldObject const* searcher, float angle, ObjectPosSelector& selector)
1504 : i_object(obj), i_searcher(searcher), i_angle(angle), i_selector(selector) {}
1506 void operator()(Corpse*) const {}
1507 void operator()(DynamicObject*) const {}
1509 void operator()(Creature* c) const
1511 // skip self or target
1512 if(c==i_searcher || c==&i_object)
1513 return;
1515 float x,y,z;
1517 if( !c->isAlive() || c->hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED) ||
1518 !c->GetMotionMaster()->GetDestination(x,y,z) )
1520 x = c->GetPositionX();
1521 y = c->GetPositionY();
1524 add(c,x,y);
1527 template<class T>
1528 void operator()(T* u) const
1530 // skip self or target
1531 if(u==i_searcher || u==&i_object)
1532 return;
1534 float x,y;
1536 x = u->GetPositionX();
1537 y = u->GetPositionY();
1539 add(u,x,y);
1542 // we must add used pos that can fill places around center
1543 void add(WorldObject* u, float x, float y) const
1545 // dist include size of u
1546 float dist2d = i_object.GetDistance2d(x,y);
1548 // u is too nearest to i_object
1549 if(dist2d + i_object.GetObjectSize() + u->GetObjectSize() < i_selector.m_dist - i_selector.m_size)
1550 return;
1552 // u is too far away from i_object
1553 if(dist2d + i_object.GetObjectSize() - u->GetObjectSize() > i_selector.m_dist + i_selector.m_size)
1554 return;
1556 float angle = i_object.GetAngle(u)-i_angle;
1558 // move angle to range -pi ... +pi
1559 while( angle > M_PI)
1560 angle -= 2.0f * M_PI;
1561 while(angle < -M_PI)
1562 angle += 2.0f * M_PI;
1564 i_selector.AddUsedPos(u->GetObjectSize(),angle,dist2d + i_object.GetObjectSize());
1566 private:
1567 WorldObject const& i_object;
1568 WorldObject const* i_searcher;
1569 float i_angle;
1570 ObjectPosSelector& i_selector;
1572 } // namespace MaNGOS
1574 //===================================================================================================
1576 void WorldObject::GetNearPoint2D(float &x, float &y, float distance2d, float absAngle ) const
1578 x = GetPositionX() + (GetObjectSize() + distance2d) * cos(absAngle);
1579 y = GetPositionY() + (GetObjectSize() + distance2d) * sin(absAngle);
1581 MaNGOS::NormalizeMapCoord(x);
1582 MaNGOS::NormalizeMapCoord(y);
1585 void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_size, float distance2d, float absAngle ) const
1587 GetNearPoint2D(x,y,distance2d+searcher_size,absAngle);
1588 z = GetPositionZ();
1590 // if detection disabled, return first point
1591 if(!sWorld.getConfig(CONFIG_DETECT_POS_COLLISION))
1593 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1594 return;
1597 // or remember first point
1598 float first_x = x;
1599 float first_y = y;
1600 bool first_los_conflict = false; // first point LOS problems
1602 // prepare selector for work
1603 ObjectPosSelector selector(GetPositionX(),GetPositionY(),GetObjectSize(),distance2d+searcher_size);
1605 // adding used positions around object
1607 CellPair p(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY()));
1608 Cell cell(p);
1609 cell.data.Part.reserved = ALL_DISTRICT;
1610 cell.SetNoCreate();
1612 MaNGOS::NearUsedPosDo u_do(*this,searcher,absAngle,selector);
1613 MaNGOS::WorldObjectWorker<MaNGOS::NearUsedPosDo> worker(this,u_do);
1615 TypeContainerVisitor<MaNGOS::WorldObjectWorker<MaNGOS::NearUsedPosDo>, GridTypeMapContainer > grid_obj_worker(worker);
1616 TypeContainerVisitor<MaNGOS::WorldObjectWorker<MaNGOS::NearUsedPosDo>, WorldTypeMapContainer > world_obj_worker(worker);
1618 CellLock<GridReadGuard> cell_lock(cell, p);
1619 cell_lock->Visit(cell_lock, grid_obj_worker, *GetMap());
1620 cell_lock->Visit(cell_lock, world_obj_worker, *GetMap());
1623 // maybe can just place in primary position
1624 if( selector.CheckOriginal() )
1626 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1628 if(IsWithinLOS(x,y,z))
1629 return;
1631 first_los_conflict = true; // first point have LOS problems
1634 float angle; // candidate of angle for free pos
1636 // special case when one from list empty and then empty side preferred
1637 if(selector.FirstAngle(angle))
1639 GetNearPoint2D(x,y,distance2d,absAngle+angle);
1640 z = GetPositionZ();
1641 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1643 if(IsWithinLOS(x,y,z))
1644 return;
1647 // set first used pos in lists
1648 selector.InitializeAngle();
1650 // select in positions after current nodes (selection one by one)
1651 while(selector.NextAngle(angle)) // angle for free pos
1653 GetNearPoint2D(x,y,distance2d,absAngle+angle);
1654 z = GetPositionZ();
1655 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1657 if(IsWithinLOS(x,y,z))
1658 return;
1661 // BAD NEWS: not free pos (or used or have LOS problems)
1662 // Attempt find _used_ pos without LOS problem
1664 if(!first_los_conflict)
1666 x = first_x;
1667 y = first_y;
1669 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1670 return;
1673 // special case when one from list empty and then empty side preferred
1674 if( selector.IsNonBalanced() )
1676 if(!selector.FirstAngle(angle)) // _used_ pos
1678 GetNearPoint2D(x,y,distance2d,absAngle+angle);
1679 z = GetPositionZ();
1680 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1682 if(IsWithinLOS(x,y,z))
1683 return;
1687 // set first used pos in lists
1688 selector.InitializeAngle();
1690 // select in positions after current nodes (selection one by one)
1691 while(selector.NextUsedAngle(angle)) // angle for used pos but maybe without LOS problem
1693 GetNearPoint2D(x,y,distance2d,absAngle+angle);
1694 z = GetPositionZ();
1695 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1697 if(IsWithinLOS(x,y,z))
1698 return;
1701 // BAD BAD NEWS: all found pos (free and used) have LOS problem :(
1702 x = first_x;
1703 y = first_y;
1705 UpdateGroundPositionZ(x,y,z); // update to LOS height if available