[8483] Implement glyph 43361.
[getmangos.git] / src / game / Object.cpp
blob71b691fdda37ea0e12c49996626e2b9d417174d7
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())
595 IsActivateToQuest = true;
597 updateMask->SetBit(GAMEOBJECT_DYNAMIC);
599 else if (isType(TYPEMASK_UNIT))
601 if( ((Unit*)this)->HasAuraState(AURA_STATE_CONFLAGRATE))
603 IsPerCasterAuraState = true;
604 updateMask->SetBit(UNIT_FIELD_AURASTATE);
608 else // case UPDATETYPE_VALUES
610 if (isType(TYPEMASK_GAMEOBJECT) && !((GameObject*)this)->IsTransport())
612 if ( ((GameObject*)this)->ActivateToQuest(target) || target->isGameMaster())
614 IsActivateToQuest = true;
616 updateMask->SetBit(GAMEOBJECT_DYNAMIC);
617 updateMask->SetBit(GAMEOBJECT_BYTES_1);
619 else if (isType(TYPEMASK_UNIT))
621 if( ((Unit*)this)->HasAuraState(AURA_STATE_CONFLAGRATE))
623 IsPerCasterAuraState = true;
624 updateMask->SetBit(UNIT_FIELD_AURASTATE);
629 WPAssert(updateMask && updateMask->GetCount() == m_valuesCount);
631 *data << (uint8)updateMask->GetBlockCount();
632 data->append( updateMask->GetMask(), updateMask->GetLength() );
634 // 2 specialized loops for speed optimization in non-unit case
635 if(isType(TYPEMASK_UNIT)) // unit (creature/player) case
637 for( uint16 index = 0; index < m_valuesCount; ++index )
639 if( updateMask->GetBit( index ) )
641 if( index == UNIT_NPC_FLAGS )
643 // remove custom flag before sending
644 uint32 appendValue = m_uint32Values[ index ] & ~UNIT_NPC_FLAG_GUARD;
646 if (GetTypeId() == TYPEID_UNIT && !target->canSeeSpellClickOn((Creature*)this))
647 appendValue &= ~UNIT_NPC_FLAG_SPELLCLICK;
649 *data << uint32(appendValue);
651 else if (index == UNIT_FIELD_AURASTATE)
653 if(IsPerCasterAuraState)
655 // IsPerCasterAuraState set if related pet caster aura state set already
656 if (((Unit*)this)->HasAuraStateForCaster(AURA_STATE_CONFLAGRATE,target->GetGUID()))
657 *data << m_uint32Values[ index ];
658 else
659 *data << (m_uint32Values[ index ] & ~(1 << (AURA_STATE_CONFLAGRATE-1)));
661 else
662 *data << m_uint32Values[ index ];
664 // FIXME: Some values at server stored in float format but must be sent to client in uint32 format
665 else if(index >= UNIT_FIELD_BASEATTACKTIME && index <= UNIT_FIELD_RANGEDATTACKTIME)
667 // convert from float to uint32 and send
668 *data << uint32(m_floatValues[ index ] < 0 ? 0 : m_floatValues[ index ]);
670 // there are some float values which may be negative or can't get negative due to other checks
671 else if ((index >= UNIT_FIELD_NEGSTAT0 && index <= UNIT_FIELD_NEGSTAT4) ||
672 (index >= UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE && index <= (UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE + 6)) ||
673 (index >= UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE && index <= (UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE + 6)) ||
674 (index >= UNIT_FIELD_POSSTAT0 && index <= UNIT_FIELD_POSSTAT4))
676 *data << uint32(m_floatValues[ index ]);
678 // Gamemasters should be always able to select units - remove not selectable flag
679 else if(index == UNIT_FIELD_FLAGS && target->isGameMaster())
681 *data << (m_uint32Values[ index ] & ~UNIT_FLAG_NOT_SELECTABLE);
683 // hide lootable animation for unallowed players
684 else if(index == UNIT_DYNAMIC_FLAGS && GetTypeId() == TYPEID_UNIT)
686 if(!target->isAllowedToLoot((Creature*)this))
687 *data << (m_uint32Values[ index ] & ~UNIT_DYNFLAG_LOOTABLE);
688 else
689 *data << (m_uint32Values[ index ] & ~UNIT_DYNFLAG_OTHER_TAGGER);
691 else
693 // send in current format (float as float, uint32 as uint32)
694 *data << m_uint32Values[ index ];
699 else if(isType(TYPEMASK_GAMEOBJECT)) // gameobject case
701 for( uint16 index = 0; index < m_valuesCount; ++index )
703 if( updateMask->GetBit( index ) )
705 // send in current format (float as float, uint32 as uint32)
706 if ( index == GAMEOBJECT_DYNAMIC )
708 if(IsActivateToQuest )
710 switch(((GameObject*)this)->GetGoType())
712 case GAMEOBJECT_TYPE_CHEST:
713 // enable quest object. Represent 9, but 1 for client before 2.3.0
714 *data << uint16(9);
715 *data << uint16(-1);
716 break;
717 case GAMEOBJECT_TYPE_GOOBER:
718 *data << uint16(1);
719 *data << uint16(-1);
720 break;
721 default:
722 // unknown, not happen.
723 *data << uint16(0);
724 *data << uint16(-1);
725 break;
728 else
730 // disable quest object
731 *data << uint16(0);
732 *data << uint16(-1);
735 else
736 *data << m_uint32Values[ index ]; // other cases
740 else // other objects case (no special index checks)
742 for( uint16 index = 0; index < m_valuesCount; ++index )
744 if( updateMask->GetBit( index ) )
746 // send in current format (float as float, uint32 as uint32)
747 *data << m_uint32Values[ index ];
753 void Object::ClearUpdateMask(bool remove)
755 for( uint16 index = 0; index < m_valuesCount; ++index )
757 if(m_uint32Values_mirror[index]!= m_uint32Values[index])
758 m_uint32Values_mirror[index] = m_uint32Values[index];
760 if(m_objectUpdated)
762 if(remove)
763 ObjectAccessor::Instance().RemoveUpdateObject(this);
764 m_objectUpdated = false;
768 // Send current value fields changes to all viewers
769 void Object::SendUpdateObjectToAllExcept(Player* exceptPlayer)
771 // changes will be send in create packet
772 if(!IsInWorld())
773 return;
775 // nothing do
776 if(!m_objectUpdated)
777 return;
779 ObjectAccessor::UpdateObject(this,exceptPlayer);
782 bool Object::LoadValues(const char* data)
784 if(!m_uint32Values) _InitValues();
786 Tokens tokens = StrSplit(data, " ");
788 if(tokens.size() != m_valuesCount)
789 return false;
791 Tokens::iterator iter;
792 int index;
793 for (iter = tokens.begin(), index = 0; index < m_valuesCount; ++iter, ++index)
795 m_uint32Values[index] = atol((*iter).c_str());
798 return true;
801 void Object::_SetUpdateBits(UpdateMask *updateMask, Player* /*target*/) const
803 for( uint16 index = 0; index < m_valuesCount; ++index )
805 if(m_uint32Values_mirror[index]!= m_uint32Values[index])
806 updateMask->SetBit(index);
810 void Object::_SetCreateBits(UpdateMask *updateMask, Player* /*target*/) const
812 for( uint16 index = 0; index < m_valuesCount; ++index )
814 if(GetUInt32Value(index) != 0)
815 updateMask->SetBit(index);
819 void Object::SetInt32Value( uint16 index, int32 value )
821 ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
823 if(m_int32Values[ index ] != value)
825 m_int32Values[ index ] = value;
827 if(m_inWorld)
829 if(!m_objectUpdated)
831 ObjectAccessor::Instance().AddUpdateObject(this);
832 m_objectUpdated = true;
838 void Object::SetUInt32Value( uint16 index, uint32 value )
840 ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
842 if(m_uint32Values[ index ] != value)
844 m_uint32Values[ index ] = value;
846 if(m_inWorld)
848 if(!m_objectUpdated)
850 ObjectAccessor::Instance().AddUpdateObject(this);
851 m_objectUpdated = true;
857 void Object::SetUInt64Value( uint16 index, const uint64 &value )
859 ASSERT( index + 1 < m_valuesCount || PrintIndexError( index, true ) );
860 if(*((uint64*)&(m_uint32Values[ index ])) != value)
862 m_uint32Values[ index ] = *((uint32*)&value);
863 m_uint32Values[ index + 1 ] = *(((uint32*)&value) + 1);
865 if(m_inWorld)
867 if(!m_objectUpdated)
869 ObjectAccessor::Instance().AddUpdateObject(this);
870 m_objectUpdated = true;
876 void Object::SetFloatValue( uint16 index, float value )
878 ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
880 if(m_floatValues[ index ] != value)
882 m_floatValues[ index ] = value;
884 if(m_inWorld)
886 if(!m_objectUpdated)
888 ObjectAccessor::Instance().AddUpdateObject(this);
889 m_objectUpdated = true;
895 void Object::SetByteValue( uint16 index, uint8 offset, uint8 value )
897 ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
899 if(offset > 4)
901 sLog.outError("Object::SetByteValue: wrong offset %u", offset);
902 return;
905 if(uint8(m_uint32Values[ index ] >> (offset * 8)) != value)
907 m_uint32Values[ index ] &= ~uint32(uint32(0xFF) << (offset * 8));
908 m_uint32Values[ index ] |= uint32(uint32(value) << (offset * 8));
910 if(m_inWorld)
912 if(!m_objectUpdated)
914 ObjectAccessor::Instance().AddUpdateObject(this);
915 m_objectUpdated = true;
921 void Object::SetUInt16Value( uint16 index, uint8 offset, uint16 value )
923 ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
925 if(offset > 2)
927 sLog.outError("Object::SetUInt16Value: wrong offset %u", offset);
928 return;
931 if(uint16(m_uint32Values[ index ] >> (offset * 16)) != value)
933 m_uint32Values[ index ] &= ~uint32(uint32(0xFFFF) << (offset * 16));
934 m_uint32Values[ index ] |= uint32(uint32(value) << (offset * 16));
936 if(m_inWorld)
938 if(!m_objectUpdated)
940 ObjectAccessor::Instance().AddUpdateObject(this);
941 m_objectUpdated = true;
947 void Object::SetStatFloatValue( uint16 index, float value)
949 if(value < 0)
950 value = 0.0f;
952 SetFloatValue(index, value);
955 void Object::SetStatInt32Value( uint16 index, int32 value)
957 if(value < 0)
958 value = 0;
960 SetUInt32Value(index, uint32(value));
963 void Object::ApplyModUInt32Value(uint16 index, int32 val, bool apply)
965 int32 cur = GetUInt32Value(index);
966 cur += (apply ? val : -val);
967 if(cur < 0)
968 cur = 0;
969 SetUInt32Value(index, cur);
972 void Object::ApplyModInt32Value(uint16 index, int32 val, bool apply)
974 int32 cur = GetInt32Value(index);
975 cur += (apply ? val : -val);
976 SetInt32Value(index, cur);
979 void Object::ApplyModSignedFloatValue(uint16 index, float val, bool apply)
981 float cur = GetFloatValue(index);
982 cur += (apply ? val : -val);
983 SetFloatValue(index, cur);
986 void Object::ApplyModPositiveFloatValue(uint16 index, float val, bool apply)
988 float cur = GetFloatValue(index);
989 cur += (apply ? val : -val);
990 if(cur < 0)
991 cur = 0;
992 SetFloatValue(index, cur);
995 void Object::SetFlag( uint16 index, uint32 newFlag )
997 ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
998 uint32 oldval = m_uint32Values[ index ];
999 uint32 newval = oldval | newFlag;
1001 if(oldval != newval)
1003 m_uint32Values[ index ] = newval;
1005 if(m_inWorld)
1007 if(!m_objectUpdated)
1009 ObjectAccessor::Instance().AddUpdateObject(this);
1010 m_objectUpdated = true;
1016 void Object::RemoveFlag( uint16 index, uint32 oldFlag )
1018 ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
1019 uint32 oldval = m_uint32Values[ index ];
1020 uint32 newval = oldval & ~oldFlag;
1022 if(oldval != newval)
1024 m_uint32Values[ index ] = newval;
1026 if(m_inWorld)
1028 if(!m_objectUpdated)
1030 ObjectAccessor::Instance().AddUpdateObject(this);
1031 m_objectUpdated = true;
1037 void Object::SetByteFlag( uint16 index, uint8 offset, uint8 newFlag )
1039 ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
1041 if(offset > 4)
1043 sLog.outError("Object::SetByteFlag: wrong offset %u", offset);
1044 return;
1047 if(!(uint8(m_uint32Values[ index ] >> (offset * 8)) & newFlag))
1049 m_uint32Values[ index ] |= uint32(uint32(newFlag) << (offset * 8));
1051 if(m_inWorld)
1053 if(!m_objectUpdated)
1055 ObjectAccessor::Instance().AddUpdateObject(this);
1056 m_objectUpdated = true;
1062 void Object::RemoveByteFlag( uint16 index, uint8 offset, uint8 oldFlag )
1064 ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
1066 if(offset > 4)
1068 sLog.outError("Object::RemoveByteFlag: wrong offset %u", offset);
1069 return;
1072 if(uint8(m_uint32Values[ index ] >> (offset * 8)) & oldFlag)
1074 m_uint32Values[ index ] &= ~uint32(uint32(oldFlag) << (offset * 8));
1076 if(m_inWorld)
1078 if(!m_objectUpdated)
1080 ObjectAccessor::Instance().AddUpdateObject(this);
1081 m_objectUpdated = true;
1087 bool Object::PrintIndexError(uint32 index, bool set) const
1089 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);
1091 // assert must fail after function call
1092 return false;
1095 WorldObject::WorldObject()
1096 : m_mapId(0), m_InstanceId(0), m_phaseMask(PHASEMASK_NORMAL),
1097 m_positionX(0.0f), m_positionY(0.0f), m_positionZ(0.0f), m_orientation(0.0f), m_currMap(NULL)
1101 void WorldObject::CleanupsBeforeDelete()
1105 void WorldObject::_Create( uint32 guidlow, HighGuid guidhigh, uint32 phaseMask )
1107 Object::_Create(guidlow, 0, guidhigh);
1108 m_phaseMask = phaseMask;
1111 uint32 WorldObject::GetZoneId() const
1113 return GetBaseMap()->GetZoneId(m_positionX, m_positionY, m_positionZ);
1116 uint32 WorldObject::GetAreaId() const
1118 return GetBaseMap()->GetAreaId(m_positionX, m_positionY, m_positionZ);
1121 void WorldObject::GetZoneAndAreaId(uint32& zoneid, uint32& areaid) const
1123 GetBaseMap()->GetZoneAndAreaId(zoneid, areaid, m_positionX, m_positionY, m_positionZ);
1126 InstanceData* WorldObject::GetInstanceData()
1128 Map *map = GetMap();
1129 return map->IsDungeon() ? ((InstanceMap*)map)->GetInstanceData() : NULL;
1132 //slow
1133 float WorldObject::GetDistance(const WorldObject* obj) const
1135 float dx = GetPositionX() - obj->GetPositionX();
1136 float dy = GetPositionY() - obj->GetPositionY();
1137 float dz = GetPositionZ() - obj->GetPositionZ();
1138 float sizefactor = GetObjectSize() + obj->GetObjectSize();
1139 float dist = sqrt((dx*dx) + (dy*dy) + (dz*dz)) - sizefactor;
1140 return ( dist > 0 ? dist : 0);
1143 float WorldObject::GetDistance2d(float x, float y) const
1145 float dx = GetPositionX() - x;
1146 float dy = GetPositionY() - y;
1147 float sizefactor = GetObjectSize();
1148 float dist = sqrt((dx*dx) + (dy*dy)) - sizefactor;
1149 return ( dist > 0 ? dist : 0);
1152 float WorldObject::GetDistance(float x, float y, float z) const
1154 float dx = GetPositionX() - x;
1155 float dy = GetPositionY() - y;
1156 float dz = GetPositionZ() - z;
1157 float sizefactor = GetObjectSize();
1158 float dist = sqrt((dx*dx) + (dy*dy) + (dz*dz)) - sizefactor;
1159 return ( dist > 0 ? dist : 0);
1162 float WorldObject::GetDistance2d(const WorldObject* obj) const
1164 float dx = GetPositionX() - obj->GetPositionX();
1165 float dy = GetPositionY() - obj->GetPositionY();
1166 float sizefactor = GetObjectSize() + obj->GetObjectSize();
1167 float dist = sqrt((dx*dx) + (dy*dy)) - sizefactor;
1168 return ( dist > 0 ? dist : 0);
1171 float WorldObject::GetDistanceZ(const WorldObject* obj) const
1173 float dz = fabs(GetPositionZ() - obj->GetPositionZ());
1174 float sizefactor = GetObjectSize() + obj->GetObjectSize();
1175 float dist = dz - sizefactor;
1176 return ( dist > 0 ? dist : 0);
1179 bool WorldObject::IsWithinDist3d(float x, float y, float z, float dist2compare) const
1181 float dx = GetPositionX() - x;
1182 float dy = GetPositionY() - y;
1183 float dz = GetPositionZ() - z;
1184 float distsq = dx*dx + dy*dy + dz*dz;
1186 float sizefactor = GetObjectSize();
1187 float maxdist = dist2compare + sizefactor;
1189 return distsq < maxdist * maxdist;
1192 bool WorldObject::IsWithinDist2d(float x, float y, float dist2compare) const
1194 float dx = GetPositionX() - x;
1195 float dy = GetPositionY() - y;
1196 float distsq = dx*dx + dy*dy;
1198 float sizefactor = GetObjectSize();
1199 float maxdist = dist2compare + sizefactor;
1201 return distsq < maxdist * maxdist;
1204 bool WorldObject::_IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D) const
1206 float dx = GetPositionX() - obj->GetPositionX();
1207 float dy = GetPositionY() - obj->GetPositionY();
1208 float distsq = dx*dx + dy*dy;
1209 if(is3D)
1211 float dz = GetPositionZ() - obj->GetPositionZ();
1212 distsq += dz*dz;
1214 float sizefactor = GetObjectSize() + obj->GetObjectSize();
1215 float maxdist = dist2compare + sizefactor;
1217 return distsq < maxdist * maxdist;
1220 bool WorldObject::IsWithinLOSInMap(const WorldObject* obj) const
1222 if (!IsInMap(obj)) return false;
1223 float ox,oy,oz;
1224 obj->GetPosition(ox,oy,oz);
1225 return(IsWithinLOS(ox, oy, oz ));
1228 bool WorldObject::IsWithinLOS(float ox, float oy, float oz) const
1230 float x,y,z;
1231 GetPosition(x,y,z);
1232 VMAP::IVMapManager *vMapManager = VMAP::VMapFactory::createOrGetVMapManager();
1233 return vMapManager->isInLineOfSight(GetMapId(), x, y, z+2.0f, ox, oy, oz+2.0f);
1236 bool WorldObject::GetDistanceOrder(WorldObject const* obj1, WorldObject const* obj2, bool is3D /* = true */) const
1238 float dx1 = GetPositionX() - obj1->GetPositionX();
1239 float dy1 = GetPositionY() - obj1->GetPositionY();
1240 float distsq1 = dx1*dx1 + dy1*dy1;
1241 if(is3D)
1243 float dz1 = GetPositionZ() - obj1->GetPositionZ();
1244 distsq1 += dz1*dz1;
1247 float dx2 = GetPositionX() - obj2->GetPositionX();
1248 float dy2 = GetPositionY() - obj2->GetPositionY();
1249 float distsq2 = dx2*dx2 + dy2*dy2;
1250 if(is3D)
1252 float dz2 = GetPositionZ() - obj2->GetPositionZ();
1253 distsq2 += dz2*dz2;
1256 return distsq1 < distsq2;
1259 bool WorldObject::IsInRange(WorldObject const* obj, float minRange, float maxRange, bool is3D /* = true */) const
1261 float dx = GetPositionX() - obj->GetPositionX();
1262 float dy = GetPositionY() - obj->GetPositionY();
1263 float distsq = dx*dx + dy*dy;
1264 if(is3D)
1266 float dz = GetPositionZ() - obj->GetPositionZ();
1267 distsq += dz*dz;
1270 float sizefactor = GetObjectSize() + obj->GetObjectSize();
1272 // check only for real range
1273 if(minRange > 0.0f)
1275 float mindist = minRange + sizefactor;
1276 if(distsq < mindist * mindist)
1277 return false;
1280 float maxdist = maxRange + sizefactor;
1281 return distsq < maxdist * maxdist;
1284 bool WorldObject::IsInRange2d(float x, float y, float minRange, float maxRange) const
1286 float dx = GetPositionX() - x;
1287 float dy = GetPositionY() - y;
1288 float distsq = dx*dx + dy*dy;
1290 float sizefactor = GetObjectSize();
1292 // check only for real range
1293 if(minRange > 0.0f)
1295 float mindist = minRange + sizefactor;
1296 if(distsq < mindist * mindist)
1297 return false;
1300 float maxdist = maxRange + sizefactor;
1301 return distsq < maxdist * maxdist;
1304 bool WorldObject::IsInRange3d(float x, float y, float z, float minRange, float maxRange) const
1306 float dx = GetPositionX() - x;
1307 float dy = GetPositionY() - y;
1308 float dz = GetPositionZ() - z;
1309 float distsq = dx*dx + dy*dy + dz*dz;
1311 float sizefactor = GetObjectSize();
1313 // check only for real range
1314 if(minRange > 0.0f)
1316 float mindist = minRange + sizefactor;
1317 if(distsq < mindist * mindist)
1318 return false;
1321 float maxdist = maxRange + sizefactor;
1322 return distsq < maxdist * maxdist;
1325 float WorldObject::GetAngle(const WorldObject* obj) const
1327 if(!obj) return 0;
1328 return GetAngle( obj->GetPositionX(), obj->GetPositionY() );
1331 // Return angle in range 0..2*pi
1332 float WorldObject::GetAngle( const float x, const float y ) const
1334 float dx = x - GetPositionX();
1335 float dy = y - GetPositionY();
1337 float ang = atan2(dy, dx);
1338 ang = (ang >= 0) ? ang : 2 * M_PI + ang;
1339 return ang;
1342 bool WorldObject::HasInArc(const float arcangle, const WorldObject* obj) const
1344 // always have self in arc
1345 if(obj == this)
1346 return true;
1348 float arc = arcangle;
1350 // move arc to range 0.. 2*pi
1351 while( arc >= 2.0f * M_PI )
1352 arc -= 2.0f * M_PI;
1353 while( arc < 0 )
1354 arc += 2.0f * M_PI;
1356 float angle = GetAngle( obj );
1357 angle -= m_orientation;
1359 // move angle to range -pi ... +pi
1360 while( angle > M_PI)
1361 angle -= 2.0f * M_PI;
1362 while(angle < -M_PI)
1363 angle += 2.0f * M_PI;
1365 float lborder = -1 * (arc/2.0f); // in range -pi..0
1366 float rborder = (arc/2.0f); // in range 0..pi
1367 return (( angle >= lborder ) && ( angle <= rborder ));
1370 bool WorldObject::isInFrontInMap(WorldObject const* target, float distance, float arc) const
1372 return IsWithinDistInMap(target, distance) && HasInArc( arc, target );
1375 bool WorldObject::isInBackInMap(WorldObject const* target, float distance, float arc) const
1377 return IsWithinDistInMap(target, distance) && !HasInArc( 2 * M_PI - arc, target );
1380 void WorldObject::GetRandomPoint( float x, float y, float z, float distance, float &rand_x, float &rand_y, float &rand_z) const
1382 if(distance == 0)
1384 rand_x = x;
1385 rand_y = y;
1386 rand_z = z;
1387 return;
1390 // angle to face `obj` to `this`
1391 float angle = rand_norm()*2*M_PI;
1392 float new_dist = rand_norm()*distance;
1394 rand_x = x + new_dist * cos(angle);
1395 rand_y = y + new_dist * sin(angle);
1396 rand_z = z;
1398 MaNGOS::NormalizeMapCoord(rand_x);
1399 MaNGOS::NormalizeMapCoord(rand_y);
1400 UpdateGroundPositionZ(rand_x,rand_y,rand_z); // update to LOS height if available
1403 void WorldObject::UpdateGroundPositionZ(float x, float y, float &z) const
1405 float new_z = GetBaseMap()->GetHeight(x,y,z,true);
1406 if(new_z > INVALID_HEIGHT)
1407 z = new_z+ 0.05f; // just to be sure that we are not a few pixel under the surface
1410 bool WorldObject::IsPositionValid() const
1412 return MaNGOS::IsValidMapCoord(m_positionX,m_positionY,m_positionZ,m_orientation);
1415 void WorldObject::MonsterSay(const char* text, uint32 language, uint64 TargetGuid)
1417 WorldPacket data(SMSG_MESSAGECHAT, 200);
1418 BuildMonsterChat(&data,CHAT_MSG_MONSTER_SAY,text,language,GetName(),TargetGuid);
1419 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),true);
1422 void WorldObject::MonsterYell(const char* text, uint32 language, uint64 TargetGuid)
1424 WorldPacket data(SMSG_MESSAGECHAT, 200);
1425 BuildMonsterChat(&data,CHAT_MSG_MONSTER_YELL,text,language,GetName(),TargetGuid);
1426 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL),true);
1429 void WorldObject::MonsterTextEmote(const char* text, uint64 TargetGuid, bool IsBossEmote)
1431 WorldPacket data(SMSG_MESSAGECHAT, 200);
1432 BuildMonsterChat(&data,IsBossEmote ? CHAT_MSG_RAID_BOSS_EMOTE : CHAT_MSG_MONSTER_EMOTE,text,LANG_UNIVERSAL,GetName(),TargetGuid);
1433 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE),true);
1436 void WorldObject::MonsterWhisper(const char* text, uint64 receiver, bool IsBossWhisper)
1438 Player *player = objmgr.GetPlayer(receiver);
1439 if(!player || !player->GetSession())
1440 return;
1442 WorldPacket data(SMSG_MESSAGECHAT, 200);
1443 BuildMonsterChat(&data,IsBossWhisper ? CHAT_MSG_RAID_BOSS_WHISPER : CHAT_MSG_MONSTER_WHISPER,text,LANG_UNIVERSAL,GetName(),receiver);
1445 player->GetSession()->SendPacket(&data);
1448 namespace MaNGOS
1450 class MonsterChatBuilder
1452 public:
1453 MonsterChatBuilder(WorldObject const& obj, ChatMsg msgtype, int32 textId, uint32 language, uint64 targetGUID)
1454 : i_object(obj), i_msgtype(msgtype), i_textId(textId), i_language(language), i_targetGUID(targetGUID) {}
1455 void operator()(WorldPacket& data, int32 loc_idx)
1457 char const* text = objmgr.GetMangosString(i_textId,loc_idx);
1459 // TODO: i_object.GetName() also must be localized?
1460 i_object.BuildMonsterChat(&data,i_msgtype,text,i_language,i_object.GetNameForLocaleIdx(loc_idx),i_targetGUID);
1463 private:
1464 WorldObject const& i_object;
1465 ChatMsg i_msgtype;
1466 int32 i_textId;
1467 uint32 i_language;
1468 uint64 i_targetGUID;
1470 } // namespace MaNGOS
1472 void WorldObject::MonsterSay(int32 textId, uint32 language, uint64 TargetGuid)
1474 CellPair p = MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY());
1476 Cell cell(p);
1477 cell.data.Part.reserved = ALL_DISTRICT;
1478 cell.SetNoCreate();
1480 MaNGOS::MonsterChatBuilder say_build(*this, CHAT_MSG_MONSTER_SAY, textId,language,TargetGuid);
1481 MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> say_do(say_build);
1482 MaNGOS::PlayerDistWorker<MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> > say_worker(this,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),say_do);
1483 TypeContainerVisitor<MaNGOS::PlayerDistWorker<MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> >, WorldTypeMapContainer > message(say_worker);
1484 CellLock<GridReadGuard> cell_lock(cell, p);
1485 cell_lock->Visit(cell_lock, message, *GetMap());
1488 void WorldObject::MonsterYell(int32 textId, uint32 language, uint64 TargetGuid)
1490 CellPair p = MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY());
1492 Cell cell(p);
1493 cell.data.Part.reserved = ALL_DISTRICT;
1494 cell.SetNoCreate();
1496 MaNGOS::MonsterChatBuilder say_build(*this, CHAT_MSG_MONSTER_YELL, textId,language,TargetGuid);
1497 MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> say_do(say_build);
1498 MaNGOS::PlayerDistWorker<MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> > say_worker(this,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL),say_do);
1499 TypeContainerVisitor<MaNGOS::PlayerDistWorker<MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> >, WorldTypeMapContainer > message(say_worker);
1500 CellLock<GridReadGuard> cell_lock(cell, p);
1501 cell_lock->Visit(cell_lock, message, *GetMap());
1504 void WorldObject::MonsterYellToZone(int32 textId, uint32 language, uint64 TargetGuid)
1506 MaNGOS::MonsterChatBuilder say_build(*this, CHAT_MSG_MONSTER_YELL, textId,language,TargetGuid);
1507 MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> say_do(say_build);
1509 uint32 zoneid = GetZoneId();
1511 Map::PlayerList const& pList = GetMap()->GetPlayers();
1512 for(Map::PlayerList::const_iterator itr = pList.begin(); itr != pList.end(); ++itr)
1513 if(itr->getSource()->GetZoneId()==zoneid)
1514 say_do(itr->getSource());
1517 void WorldObject::MonsterTextEmote(int32 textId, uint64 TargetGuid, bool IsBossEmote)
1519 CellPair p = MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY());
1521 Cell cell(p);
1522 cell.data.Part.reserved = ALL_DISTRICT;
1523 cell.SetNoCreate();
1525 MaNGOS::MonsterChatBuilder say_build(*this, IsBossEmote ? CHAT_MSG_RAID_BOSS_EMOTE : CHAT_MSG_MONSTER_EMOTE, textId,LANG_UNIVERSAL,TargetGuid);
1526 MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> say_do(say_build);
1527 MaNGOS::PlayerDistWorker<MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> > say_worker(this,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE),say_do);
1528 TypeContainerVisitor<MaNGOS::PlayerDistWorker<MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> >, WorldTypeMapContainer > message(say_worker);
1529 CellLock<GridReadGuard> cell_lock(cell, p);
1530 cell_lock->Visit(cell_lock, message, *GetMap());
1533 void WorldObject::MonsterWhisper(int32 textId, uint64 receiver, bool IsBossWhisper)
1535 Player *player = objmgr.GetPlayer(receiver);
1536 if(!player || !player->GetSession())
1537 return;
1539 uint32 loc_idx = player->GetSession()->GetSessionDbLocaleIndex();
1540 char const* text = objmgr.GetMangosString(textId,loc_idx);
1542 WorldPacket data(SMSG_MESSAGECHAT, 200);
1543 BuildMonsterChat(&data,IsBossWhisper ? CHAT_MSG_RAID_BOSS_WHISPER : CHAT_MSG_MONSTER_WHISPER,text,LANG_UNIVERSAL,GetNameForLocaleIdx(loc_idx),receiver);
1545 player->GetSession()->SendPacket(&data);
1548 void WorldObject::BuildMonsterChat(WorldPacket *data, uint8 msgtype, char const* text, uint32 language, char const* name, uint64 targetGuid) const
1550 *data << (uint8)msgtype;
1551 *data << (uint32)language;
1552 *data << (uint64)GetGUID();
1553 *data << (uint32)0; // 2.1.0
1554 *data << (uint32)(strlen(name)+1);
1555 *data << name;
1556 *data << (uint64)targetGuid; // Unit Target
1557 if( targetGuid && !IS_PLAYER_GUID(targetGuid) )
1559 *data << (uint32)1; // target name length
1560 *data << (uint8)0; // target name
1562 *data << (uint32)(strlen(text)+1);
1563 *data << text;
1564 *data << (uint8)0; // ChatTag
1567 void WorldObject::SendMessageToSet(WorldPacket *data, 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->MessageBroadcast(this, data);
1575 void WorldObject::SendMessageToSetInRange(WorldPacket *data, float dist, bool /*bToSelf*/)
1577 //if object is in world, map for it already created!
1578 Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
1579 if(_map)
1580 _map->MessageDistBroadcast(this, data, dist);
1583 void WorldObject::SendObjectDeSpawnAnim(uint64 guid)
1585 WorldPacket data(SMSG_GAMEOBJECT_DESPAWN_ANIM, 8);
1586 data << uint64(guid);
1587 SendMessageToSet(&data, true);
1590 void WorldObject::SetMap(Map * map)
1592 ASSERT(map);
1593 m_currMap = map;
1594 //lets save current map's Id/instanceId
1595 m_mapId = map->GetId();
1596 m_InstanceId = map->GetInstanceId();
1599 Map const* WorldObject::GetBaseMap() const
1601 ASSERT(m_currMap);
1602 return m_currMap->GetParent();
1605 void WorldObject::AddObjectToRemoveList()
1607 GetMap()->AddObjectToRemoveList(this);
1610 Creature* WorldObject::SummonCreature(uint32 id, float x, float y, float z, float ang,TempSummonType spwtype,uint32 despwtime)
1612 TemporarySummon* pCreature = new TemporarySummon(GetGUID());
1614 uint32 team = 0;
1615 if (GetTypeId()==TYPEID_PLAYER)
1616 team = ((Player*)this)->GetTeam();
1618 if (!pCreature->Create(objmgr.GenerateLowGuid(HIGHGUID_UNIT), GetMap(), GetPhaseMask(), id, team))
1620 delete pCreature;
1621 return NULL;
1624 if (x == 0.0f && y == 0.0f && z == 0.0f)
1625 GetClosePoint(x, y, z, pCreature->GetObjectSize());
1627 pCreature->Relocate(x, y, z, ang);
1629 if(!pCreature->IsPositionValid())
1631 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());
1632 delete pCreature;
1633 return NULL;
1636 pCreature->Summon(spwtype, despwtime);
1638 if(GetTypeId()==TYPEID_UNIT && ((Creature*)this)->AI())
1639 ((Creature*)this)->AI()->JustSummoned(pCreature);
1641 // return the creature therewith the summoner has access to it
1642 return pCreature;
1645 namespace MaNGOS
1647 class NearUsedPosDo
1649 public:
1650 NearUsedPosDo(WorldObject const& obj, WorldObject const* searcher, float angle, ObjectPosSelector& selector)
1651 : i_object(obj), i_searcher(searcher), i_angle(angle), i_selector(selector) {}
1653 void operator()(Corpse*) const {}
1654 void operator()(DynamicObject*) const {}
1656 void operator()(Creature* c) const
1658 // skip self or target
1659 if(c==i_searcher || c==&i_object)
1660 return;
1662 float x,y,z;
1664 if( !c->isAlive() || c->hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED) ||
1665 !c->GetMotionMaster()->GetDestination(x,y,z) )
1667 x = c->GetPositionX();
1668 y = c->GetPositionY();
1671 add(c,x,y);
1674 template<class T>
1675 void operator()(T* u) const
1677 // skip self or target
1678 if(u==i_searcher || u==&i_object)
1679 return;
1681 float x,y;
1683 x = u->GetPositionX();
1684 y = u->GetPositionY();
1686 add(u,x,y);
1689 // we must add used pos that can fill places around center
1690 void add(WorldObject* u, float x, float y) const
1692 // u is too nearest/far away to i_object
1693 if(!i_object.IsInRange2d(x,y,i_selector.m_dist - i_selector.m_size,i_selector.m_dist + i_selector.m_size))
1694 return;
1696 float angle = i_object.GetAngle(u)-i_angle;
1698 // move angle to range -pi ... +pi
1699 while( angle > M_PI)
1700 angle -= 2.0f * M_PI;
1701 while(angle < -M_PI)
1702 angle += 2.0f * M_PI;
1704 // dist include size of u
1705 float dist2d = i_object.GetDistance2d(x,y);
1706 i_selector.AddUsedPos(u->GetObjectSize(),angle,dist2d + i_object.GetObjectSize());
1708 private:
1709 WorldObject const& i_object;
1710 WorldObject const* i_searcher;
1711 float i_angle;
1712 ObjectPosSelector& i_selector;
1714 } // namespace MaNGOS
1716 //===================================================================================================
1718 void WorldObject::GetNearPoint2D(float &x, float &y, float distance2d, float absAngle ) const
1720 x = GetPositionX() + (GetObjectSize() + distance2d) * cos(absAngle);
1721 y = GetPositionY() + (GetObjectSize() + distance2d) * sin(absAngle);
1723 MaNGOS::NormalizeMapCoord(x);
1724 MaNGOS::NormalizeMapCoord(y);
1727 void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_size, float distance2d, float absAngle ) const
1729 GetNearPoint2D(x,y,distance2d+searcher_size,absAngle);
1730 z = GetPositionZ();
1732 // if detection disabled, return first point
1733 if(!sWorld.getConfig(CONFIG_DETECT_POS_COLLISION))
1735 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1736 return;
1739 // or remember first point
1740 float first_x = x;
1741 float first_y = y;
1742 bool first_los_conflict = false; // first point LOS problems
1744 // prepare selector for work
1745 ObjectPosSelector selector(GetPositionX(),GetPositionY(),GetObjectSize(),distance2d+searcher_size);
1747 // adding used positions around object
1749 CellPair p(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY()));
1750 Cell cell(p);
1751 cell.data.Part.reserved = ALL_DISTRICT;
1752 cell.SetNoCreate();
1754 MaNGOS::NearUsedPosDo u_do(*this,searcher,absAngle,selector);
1755 MaNGOS::WorldObjectWorker<MaNGOS::NearUsedPosDo> worker(this,u_do);
1757 TypeContainerVisitor<MaNGOS::WorldObjectWorker<MaNGOS::NearUsedPosDo>, GridTypeMapContainer > grid_obj_worker(worker);
1758 TypeContainerVisitor<MaNGOS::WorldObjectWorker<MaNGOS::NearUsedPosDo>, WorldTypeMapContainer > world_obj_worker(worker);
1760 CellLock<GridReadGuard> cell_lock(cell, p);
1761 cell_lock->Visit(cell_lock, grid_obj_worker, *GetMap());
1762 cell_lock->Visit(cell_lock, world_obj_worker, *GetMap());
1765 // maybe can just place in primary position
1766 if( selector.CheckOriginal() )
1768 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1770 if(IsWithinLOS(x,y,z))
1771 return;
1773 first_los_conflict = true; // first point have LOS problems
1776 float angle; // candidate of angle for free pos
1778 // special case when one from list empty and then empty side preferred
1779 if(selector.FirstAngle(angle))
1781 GetNearPoint2D(x,y,distance2d,absAngle+angle);
1782 z = GetPositionZ();
1783 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1785 if(IsWithinLOS(x,y,z))
1786 return;
1789 // set first used pos in lists
1790 selector.InitializeAngle();
1792 // select in positions after current nodes (selection one by one)
1793 while(selector.NextAngle(angle)) // angle for free pos
1795 GetNearPoint2D(x,y,distance2d,absAngle+angle);
1796 z = GetPositionZ();
1797 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1799 if(IsWithinLOS(x,y,z))
1800 return;
1803 // BAD NEWS: not free pos (or used or have LOS problems)
1804 // Attempt find _used_ pos without LOS problem
1806 if(!first_los_conflict)
1808 x = first_x;
1809 y = first_y;
1811 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1812 return;
1815 // special case when one from list empty and then empty side preferred
1816 if( selector.IsNonBalanced() )
1818 if(!selector.FirstAngle(angle)) // _used_ pos
1820 GetNearPoint2D(x,y,distance2d,absAngle+angle);
1821 z = GetPositionZ();
1822 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1824 if(IsWithinLOS(x,y,z))
1825 return;
1829 // set first used pos in lists
1830 selector.InitializeAngle();
1832 // select in positions after current nodes (selection one by one)
1833 while(selector.NextUsedAngle(angle)) // angle for used pos but maybe without LOS problem
1835 GetNearPoint2D(x,y,distance2d,absAngle+angle);
1836 z = GetPositionZ();
1837 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1839 if(IsWithinLOS(x,y,z))
1840 return;
1843 // BAD BAD NEWS: all found pos (free and used) have LOS problem :(
1844 x = first_x;
1845 y = first_y;
1847 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1850 void WorldObject::SetPhaseMask(uint32 newPhaseMask, bool update)
1852 m_phaseMask = newPhaseMask;
1854 if(update && IsInWorld())
1855 ObjectAccessor::UpdateObjectVisibility(this);
1858 void WorldObject::PlayDistanceSound( uint32 sound_id, Player* target /*= NULL*/ )
1860 WorldPacket data(SMSG_PLAY_OBJECT_SOUND,4+8);
1861 data << uint32(sound_id);
1862 data << uint64(GetGUID());
1863 if (target)
1864 target->SendDirectMessage( &data );
1865 else
1866 SendMessageToSet( &data, true );
1869 void WorldObject::PlayDirectSound( uint32 sound_id, Player* target /*= NULL*/ )
1871 WorldPacket data(SMSG_PLAY_SOUND, 4);
1872 data << uint32(sound_id);
1873 if (target)
1874 target->SendDirectMessage( &data );
1875 else
1876 SendMessageToSet( &data, true );