[9581] Fixed apply damage reduction to melee/ranged damage.
[getmangos.git] / src / game / Object.cpp
blob1c5a12f4934c2c0dcfea4f7347380a4bfbd07292
1 /*
2 * Copyright (C) 2005-2010 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 "ObjectGuid.h"
31 #include "UpdateData.h"
32 #include "UpdateMask.h"
33 #include "Util.h"
34 #include "MapManager.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 TYPEID_OBJECT; // 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;
79 Object::~Object( )
81 if(IsInWorld())
83 ///- Do NOT call RemoveFromWorld here, if the object is a player it will crash
84 sLog.outError("Object::~Object (GUID: %u TypeId: %u) deleted but still in world!!", GetGUIDLow(), GetTypeId());
85 ASSERT(false);
88 if(m_objectUpdated)
90 sLog.outError("Object::~Object (GUID: %u TypeId: %u) deleted but still have updated status!!", GetGUIDLow(), GetTypeId());
91 ASSERT(false);
94 if(m_uint32Values)
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)
117 _InitValues();
119 uint64 guid = MAKE_NEW_GUID(guidlow, entry, guidhigh);
120 SetUInt64Value(OBJECT_FIELD_GUID, guid);
121 SetUInt32Value(OBJECT_FIELD_TYPE, m_objectType);
122 m_PackGUID.Set(guid);
125 void Object::BuildMovementUpdateBlock(UpdateData * data, uint16 flags ) const
127 ByteBuffer buf(500);
129 buf << uint8(UPDATETYPE_MOVEMENT);
130 buf << GetPackGUID();
132 BuildMovementUpdate(&buf, flags);
134 data->AddUpdateBlock(buf);
137 void Object::BuildCreateUpdateBlockForPlayer(UpdateData *data, Player *target) const
139 if(!target)
140 return;
142 uint8 updatetype = UPDATETYPE_CREATE_OBJECT;
143 uint16 updateFlags = m_updateFlag;
145 /** lower flag1 **/
146 if(target == this) // building packet for yourself
147 updateFlags |= UPDATEFLAG_SELF;
149 if(updateFlags & 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 updateFlags |= UPDATEFLAG_TRANSPORT;
172 break;
173 default:
174 break;
178 if(isType(TYPEMASK_UNIT))
180 if(((Unit*)this)->getVictim())
181 updateFlags |= UPDATEFLAG_HAS_ATTACKING_TARGET;
185 //sLog.outDebug("BuildCreateUpdate: update-type: %u, object-type: %u got updateFlags: %X", updatetype, m_objectTypeId, updateFlags);
187 ByteBuffer buf(500);
188 buf << uint8(updatetype);
189 buf << GetPackGUID();
190 buf << uint8(m_objectTypeId);
192 BuildMovementUpdate(&buf, updateFlags);
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::SendCreateUpdateToPlayer(Player* player)
203 // send create update to player
204 UpdateData upd;
205 WorldPacket packet;
207 BuildCreateUpdateBlockForPlayer(&upd, player);
208 upd.BuildPacket(&packet);
209 player->GetSession()->SendPacket(&packet);
212 void Object::BuildValuesUpdateBlockForPlayer(UpdateData *data, Player *target) const
214 ByteBuffer buf(500);
216 buf << uint8(UPDATETYPE_VALUES);
217 buf << GetPackGUID();
219 UpdateMask updateMask;
220 updateMask.SetCount(m_valuesCount);
222 _SetUpdateBits(&updateMask, target);
223 BuildValuesUpdate(UPDATETYPE_VALUES, &buf, &updateMask, target);
225 data->AddUpdateBlock(buf);
228 void Object::BuildOutOfRangeUpdateBlock(UpdateData * data) const
230 data->AddOutOfRangeGUID(GetGUID());
233 void Object::DestroyForPlayer( Player *target, bool anim ) const
235 ASSERT(target);
237 WorldPacket data(SMSG_DESTROY_OBJECT, 8);
238 data << uint64(GetGUID());
239 data << uint8(anim ? 1 : 0); // WotLK (bool), may be despawn animation
240 target->GetSession()->SendPacket(&data);
243 void Object::BuildMovementUpdate(ByteBuffer * data, uint16 updateFlags) const
245 uint16 moveFlags2 = (isType(TYPEMASK_UNIT) ? ((Unit*)this)->m_movementInfo.GetMovementFlags2() : MOVEFLAG2_NONE);
247 if(GetTypeId() == TYPEID_UNIT)
248 if(((Creature*)this)->isVehicle())
249 moveFlags2 |= MOVEFLAG2_ALLOW_PITCHING; // always allow pitch
251 *data << uint16(updateFlags); // update flags
253 // 0x20
254 if (updateFlags & UPDATEFLAG_LIVING)
256 Unit *unit = ((Unit*)this);
258 switch(GetTypeId())
260 case TYPEID_UNIT:
262 unit->m_movementInfo.SetMovementFlags(MOVEFLAG_NONE);
264 // disabled, makes them run-in-same-place before movement generator updated once.
265 /*if (((Creature*)unit)->hasUnitState(UNIT_STAT_MOVING))
266 unit->m_movementInfo.SetMovementFlags(MOVEFLAG_FORWARD);*/
268 if (((Creature*)unit)->canFly())
270 // (ok) most seem to have this
271 unit->m_movementInfo.AddMovementFlag(MOVEFLAG_LEVITATING);
273 if (!((Creature*)unit)->hasUnitState(UNIT_STAT_MOVING))
275 // (ok) possibly some "hover" mode
276 unit->m_movementInfo.AddMovementFlag(MOVEFLAG_ROOT);
278 else
280 if (((Creature*)unit)->IsMounted())
282 // seems to be often when mounted
283 unit->m_movementInfo.AddMovementFlag(MOVEFLAG_FLYING);
288 break;
289 case TYPEID_PLAYER:
291 Player *player = ((Player*)unit);
293 if(player->GetTransport())
294 player->m_movementInfo.AddMovementFlag(MOVEFLAG_ONTRANSPORT);
295 else
296 player->m_movementInfo.RemoveMovementFlag(MOVEFLAG_ONTRANSPORT);
298 // remove unknown, unused etc flags for now
299 player->m_movementInfo.RemoveMovementFlag(MOVEFLAG_SPLINE_ENABLED);
301 if(player->isInFlight())
303 ASSERT(player->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE);
304 player->m_movementInfo.AddMovementFlag(MOVEFLAG_FORWARD);
305 player->m_movementInfo.AddMovementFlag(MOVEFLAG_SPLINE_ENABLED);
308 break;
311 // Update movement info time
312 unit->m_movementInfo.UpdateTime(getMSTime());
313 // Write movement info
314 unit->m_movementInfo.Write(*data);
316 // Unit speeds
317 *data << float(unit->GetSpeed(MOVE_WALK));
318 *data << float(unit->GetSpeed(MOVE_RUN));
319 *data << float(unit->GetSpeed(MOVE_SWIM_BACK));
320 *data << float(unit->GetSpeed(MOVE_SWIM));
321 *data << float(unit->GetSpeed(MOVE_RUN_BACK));
322 *data << float(unit->GetSpeed(MOVE_FLIGHT));
323 *data << float(unit->GetSpeed(MOVE_FLIGHT_BACK));
324 *data << float(unit->GetSpeed(MOVE_TURN_RATE));
325 *data << float(unit->GetSpeed(MOVE_PITCH_RATE));
327 // 0x08000000
328 if(unit->m_movementInfo.GetMovementFlags() & MOVEFLAG_SPLINE_ENABLED)
330 if(GetTypeId() != TYPEID_PLAYER)
332 sLog.outDebug("_BuildMovementUpdate: MOVEFLAG_SPLINE_ENABLED for non-player");
333 return;
336 Player *player = ((Player*)unit);
338 if(!player->isInFlight())
340 sLog.outDebug("_BuildMovementUpdate: MOVEFLAG_SPLINE_ENABLED but not in flight");
341 return;
344 ASSERT(player->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE);
346 FlightPathMovementGenerator *fmg = (FlightPathMovementGenerator*)(player->GetMotionMaster()->top());
348 uint32 flags3 = SPLINEFLAG_WALKMODE | SPLINEFLAG_FLYING;
350 *data << uint32(flags3); // splines flag?
352 if(flags3 & SPLINEFLAG_FINALFACING) // may be orientation
354 *data << float(0);
356 else
358 if(flags3 & SPLINEFLAG_FINALTARGET) // probably guid there
360 *data << uint64(0);
362 else
364 if(flags3 & SPLINEFLAG_FINALPOINT) // probably x,y,z coords there
366 *data << float(0);
367 *data << float(0);
368 *data << float(0);
373 Path &path = fmg->GetPath();
375 float x, y, z;
376 player->GetPosition(x, y, z);
378 uint32 inflighttime = uint32(path.GetPassedLength(fmg->GetCurrentNode(), x, y, z) * 32);
379 uint32 traveltime = uint32(path.GetTotalLength() * 32);
381 *data << uint32(inflighttime); // passed move time?
382 *data << uint32(traveltime); // full move time?
383 *data << uint32(0); // sequenceId
385 *data << float(0); // added in 3.1
386 *data << float(0); // added in 3.1
387 *data << float(0); // added in 3.1
389 *data << uint32(0); // added in 3.1
391 uint32 poscount = uint32(path.Size());
392 *data << uint32(poscount); // points count
394 for(uint32 i = 0; i < poscount; ++i)
396 *data << float(path.GetNodes()[i].x);
397 *data << float(path.GetNodes()[i].y);
398 *data << float(path.GetNodes()[i].z);
401 *data << uint8(0); // splineMode
403 *data << float(path.GetNodes()[poscount-1].x);
404 *data << float(path.GetNodes()[poscount-1].y);
405 *data << float(path.GetNodes()[poscount-1].z);
408 else
410 if(updateFlags & UPDATEFLAG_POSITION)
412 *data << uint8(0); // unk PGUID!
413 *data << float(((WorldObject*)this)->GetPositionX());
414 *data << float(((WorldObject*)this)->GetPositionY());
415 *data << float(((WorldObject*)this)->GetPositionZ());
416 *data << float(((WorldObject*)this)->GetPositionX());
417 *data << float(((WorldObject*)this)->GetPositionY());
418 *data << float(((WorldObject*)this)->GetPositionZ());
419 *data << float(((WorldObject*)this)->GetOrientation());
421 if(GetTypeId() == TYPEID_CORPSE)
422 *data << float(((WorldObject*)this)->GetOrientation());
423 else
424 *data << float(0);
426 else
428 // 0x40
429 if (updateFlags & UPDATEFLAG_HAS_POSITION)
431 // 0x02
432 if(updateFlags & UPDATEFLAG_TRANSPORT && ((GameObject*)this)->GetGoType() == GAMEOBJECT_TYPE_MO_TRANSPORT)
434 *data << float(0);
435 *data << float(0);
436 *data << float(0);
437 *data << float(((WorldObject *)this)->GetOrientation());
439 else
441 *data << float(((WorldObject *)this)->GetPositionX());
442 *data << float(((WorldObject *)this)->GetPositionY());
443 *data << float(((WorldObject *)this)->GetPositionZ());
444 *data << float(((WorldObject *)this)->GetOrientation());
450 // 0x8
451 if(updateFlags & UPDATEFLAG_LOWGUID)
453 switch(GetTypeId())
455 case TYPEID_OBJECT:
456 case TYPEID_ITEM:
457 case TYPEID_CONTAINER:
458 case TYPEID_GAMEOBJECT:
459 case TYPEID_DYNAMICOBJECT:
460 case TYPEID_CORPSE:
461 *data << uint32(GetGUIDLow()); // GetGUIDLow()
462 break;
463 case TYPEID_UNIT:
464 *data << uint32(0x0000000B); // unk, can be 0xB or 0xC
465 break;
466 case TYPEID_PLAYER:
467 if(updateFlags & UPDATEFLAG_SELF)
468 *data << uint32(0x0000002F); // unk, can be 0x15 or 0x22
469 else
470 *data << uint32(0x00000008); // unk, can be 0x7 or 0x8
471 break;
472 default:
473 *data << uint32(0x00000000); // unk
474 break;
478 // 0x10
479 if(updateFlags & UPDATEFLAG_HIGHGUID)
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(GetObjectGuid().GetHigh()); // GetGUIDHigh()
490 break;
491 case TYPEID_UNIT:
492 *data << uint32(0x0000000B); // unk, can be 0xB or 0xC
493 break;
494 case TYPEID_PLAYER:
495 if(updateFlags & 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 // 0x4
507 if(updateFlags & UPDATEFLAG_HAS_ATTACKING_TARGET) // packed guid (current target guid)
509 if (((Unit*)this)->getVictim())
510 *data << ((Unit*)this)->getVictim()->GetPackGUID();
511 else
512 data->appendPackGUID(0);
515 // 0x2
516 if(updateFlags & UPDATEFLAG_TRANSPORT)
518 *data << uint32(getMSTime()); // ms time
521 // 0x80
522 if(updateFlags & UPDATEFLAG_VEHICLE) // unused for now
524 *data << uint32(((Vehicle*)this)->GetVehicleId()); // vehicle id
525 *data << float(((WorldObject*)this)->GetOrientation());
528 // 0x200
529 if(updateFlags & UPDATEFLAG_ROTATION)
531 *data << uint64(((GameObject*)this)->GetRotation());
535 void Object::BuildValuesUpdate(uint8 updatetype, ByteBuffer * data, UpdateMask *updateMask, Player *target) const
537 if(!target)
538 return;
540 bool IsActivateToQuest = false;
541 bool IsPerCasterAuraState = false;
542 if (updatetype == UPDATETYPE_CREATE_OBJECT || updatetype == UPDATETYPE_CREATE_OBJECT2)
544 if (isType(TYPEMASK_GAMEOBJECT) && !((GameObject*)this)->IsTransport())
546 if ( ((GameObject*)this)->ActivateToQuest(target) || target->isGameMaster())
547 IsActivateToQuest = true;
549 updateMask->SetBit(GAMEOBJECT_DYNAMIC);
551 else if (isType(TYPEMASK_UNIT))
553 if( ((Unit*)this)->HasAuraState(AURA_STATE_CONFLAGRATE))
555 IsPerCasterAuraState = true;
556 updateMask->SetBit(UNIT_FIELD_AURASTATE);
560 else // case UPDATETYPE_VALUES
562 if (isType(TYPEMASK_GAMEOBJECT) && !((GameObject*)this)->IsTransport())
564 if ( ((GameObject*)this)->ActivateToQuest(target) || target->isGameMaster())
566 IsActivateToQuest = true;
568 updateMask->SetBit(GAMEOBJECT_DYNAMIC);
569 updateMask->SetBit(GAMEOBJECT_BYTES_1);
571 else if (isType(TYPEMASK_UNIT))
573 if( ((Unit*)this)->HasAuraState(AURA_STATE_CONFLAGRATE))
575 IsPerCasterAuraState = true;
576 updateMask->SetBit(UNIT_FIELD_AURASTATE);
581 ASSERT(updateMask && updateMask->GetCount() == m_valuesCount);
583 *data << (uint8)updateMask->GetBlockCount();
584 data->append( updateMask->GetMask(), updateMask->GetLength() );
586 // 2 specialized loops for speed optimization in non-unit case
587 if(isType(TYPEMASK_UNIT)) // unit (creature/player) case
589 for( uint16 index = 0; index < m_valuesCount; ++index )
591 if( updateMask->GetBit( index ) )
593 if( index == UNIT_NPC_FLAGS )
595 // remove custom flag before sending
596 uint32 appendValue = m_uint32Values[ index ] & ~UNIT_NPC_FLAG_GUARD;
598 if (GetTypeId() == TYPEID_UNIT)
600 if (!target->canSeeSpellClickOn((Creature*)this))
601 appendValue &= ~UNIT_NPC_FLAG_SPELLCLICK;
603 if (appendValue & UNIT_NPC_FLAG_TRAINER)
605 if (!((Creature*)this)->isCanTrainingOf(target, false))
606 appendValue &= ~(UNIT_NPC_FLAG_TRAINER | UNIT_NPC_FLAG_TRAINER_CLASS | UNIT_NPC_FLAG_TRAINER_PROFESSION);
609 if (appendValue & UNIT_NPC_FLAG_STABLEMASTER)
611 if (target->getClass() != CLASS_HUNTER)
612 appendValue &= ~UNIT_NPC_FLAG_STABLEMASTER;
616 *data << uint32(appendValue);
618 else if (index == UNIT_FIELD_AURASTATE)
620 if(IsPerCasterAuraState)
622 // IsPerCasterAuraState set if related pet caster aura state set already
623 if (((Unit*)this)->HasAuraStateForCaster(AURA_STATE_CONFLAGRATE,target->GetGUID()))
624 *data << m_uint32Values[ index ];
625 else
626 *data << (m_uint32Values[ index ] & ~(1 << (AURA_STATE_CONFLAGRATE-1)));
628 else
629 *data << m_uint32Values[ index ];
631 // FIXME: Some values at server stored in float format but must be sent to client in uint32 format
632 else if(index >= UNIT_FIELD_BASEATTACKTIME && index <= UNIT_FIELD_RANGEDATTACKTIME)
634 // convert from float to uint32 and send
635 *data << uint32(m_floatValues[ index ] < 0 ? 0 : m_floatValues[ index ]);
638 // there are some float values which may be negative or can't get negative due to other checks
639 else if ((index >= UNIT_FIELD_NEGSTAT0 && index <= UNIT_FIELD_NEGSTAT4) ||
640 (index >= UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE && index <= (UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE + 6)) ||
641 (index >= UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE && index <= (UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE + 6)) ||
642 (index >= UNIT_FIELD_POSSTAT0 && index <= UNIT_FIELD_POSSTAT4))
644 *data << uint32(m_floatValues[ index ]);
647 // Gamemasters should be always able to select units - remove not selectable flag
648 else if(index == UNIT_FIELD_FLAGS && target->isGameMaster())
650 *data << (m_uint32Values[ index ] & ~UNIT_FLAG_NOT_SELECTABLE);
652 // hide lootable animation for unallowed players
653 else if(index == UNIT_DYNAMIC_FLAGS && GetTypeId() == TYPEID_UNIT)
655 if(!target->isAllowedToLoot((Creature*)this))
656 *data << (m_uint32Values[ index ] & ~UNIT_DYNFLAG_LOOTABLE);
657 else
658 *data << (m_uint32Values[ index ] & ~UNIT_DYNFLAG_TAPPED);
660 else
662 // send in current format (float as float, uint32 as uint32)
663 *data << m_uint32Values[ index ];
668 else if(isType(TYPEMASK_GAMEOBJECT)) // gameobject case
670 for( uint16 index = 0; index < m_valuesCount; ++index )
672 if( updateMask->GetBit( index ) )
674 // send in current format (float as float, uint32 as uint32)
675 if ( index == GAMEOBJECT_DYNAMIC )
677 if(IsActivateToQuest )
679 switch(((GameObject*)this)->GetGoType())
681 case GAMEOBJECT_TYPE_CHEST:
682 // enable quest object. Represent 9, but 1 for client before 2.3.0
683 *data << uint16(9);
684 *data << uint16(-1);
685 break;
686 case GAMEOBJECT_TYPE_GOOBER:
687 *data << uint16(1);
688 *data << uint16(-1);
689 break;
690 default:
691 // unknown, not happen.
692 *data << uint16(0);
693 *data << uint16(-1);
694 break;
697 else
699 // disable quest object
700 *data << uint16(0);
701 *data << uint16(-1);
704 else
705 *data << m_uint32Values[ index ]; // other cases
709 else // other objects case (no special index checks)
711 for( uint16 index = 0; index < m_valuesCount; ++index )
713 if( updateMask->GetBit( index ) )
715 // send in current format (float as float, uint32 as uint32)
716 *data << m_uint32Values[ index ];
722 void Object::ClearUpdateMask(bool remove)
724 if(m_uint32Values)
726 for( uint16 index = 0; index < m_valuesCount; ++index )
728 if(m_uint32Values_mirror[index]!= m_uint32Values[index])
729 m_uint32Values_mirror[index] = m_uint32Values[index];
733 if(m_objectUpdated)
735 if(remove)
736 RemoveFromClientUpdateList();
737 m_objectUpdated = false;
741 bool Object::LoadValues(const char* data)
743 if(!m_uint32Values) _InitValues();
745 Tokens tokens = StrSplit(data, " ");
747 if(tokens.size() != m_valuesCount)
748 return false;
750 Tokens::iterator iter;
751 int index;
752 for (iter = tokens.begin(), index = 0; index < m_valuesCount; ++iter, ++index)
754 m_uint32Values[index] = atol((*iter).c_str());
757 return true;
760 void Object::_SetUpdateBits(UpdateMask *updateMask, Player* /*target*/) const
762 for( uint16 index = 0; index < m_valuesCount; ++index )
764 if(m_uint32Values_mirror[index]!= m_uint32Values[index])
765 updateMask->SetBit(index);
769 void Object::_SetCreateBits(UpdateMask *updateMask, Player* /*target*/) const
771 for( uint16 index = 0; index < m_valuesCount; ++index )
773 if(GetUInt32Value(index) != 0)
774 updateMask->SetBit(index);
778 void Object::SetInt32Value( uint16 index, int32 value )
780 ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
782 if(m_int32Values[ index ] != value)
784 m_int32Values[ index ] = value;
786 if(m_inWorld)
788 if(!m_objectUpdated)
790 AddToClientUpdateList();
791 m_objectUpdated = true;
797 void Object::SetUInt32Value( uint16 index, uint32 value )
799 ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
801 if(m_uint32Values[ index ] != value)
803 m_uint32Values[ index ] = value;
805 if(m_inWorld)
807 if(!m_objectUpdated)
809 AddToClientUpdateList();
810 m_objectUpdated = true;
816 void Object::SetUInt64Value( uint16 index, const uint64 &value )
818 ASSERT( index + 1 < m_valuesCount || PrintIndexError( index, true ) );
819 if(*((uint64*)&(m_uint32Values[ index ])) != value)
821 m_uint32Values[ index ] = *((uint32*)&value);
822 m_uint32Values[ index + 1 ] = *(((uint32*)&value) + 1);
824 if(m_inWorld)
826 if(!m_objectUpdated)
828 AddToClientUpdateList();
829 m_objectUpdated = true;
835 void Object::SetFloatValue( uint16 index, float value )
837 ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
839 if(m_floatValues[ index ] != value)
841 m_floatValues[ index ] = value;
843 if(m_inWorld)
845 if(!m_objectUpdated)
847 AddToClientUpdateList();
848 m_objectUpdated = true;
854 void Object::SetByteValue( uint16 index, uint8 offset, uint8 value )
856 ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
858 if(offset > 4)
860 sLog.outError("Object::SetByteValue: wrong offset %u", offset);
861 return;
864 if(uint8(m_uint32Values[ index ] >> (offset * 8)) != value)
866 m_uint32Values[ index ] &= ~uint32(uint32(0xFF) << (offset * 8));
867 m_uint32Values[ index ] |= uint32(uint32(value) << (offset * 8));
869 if(m_inWorld)
871 if(!m_objectUpdated)
873 AddToClientUpdateList();
874 m_objectUpdated = true;
880 void Object::SetUInt16Value( uint16 index, uint8 offset, uint16 value )
882 ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
884 if(offset > 2)
886 sLog.outError("Object::SetUInt16Value: wrong offset %u", offset);
887 return;
890 if(uint16(m_uint32Values[ index ] >> (offset * 16)) != value)
892 m_uint32Values[ index ] &= ~uint32(uint32(0xFFFF) << (offset * 16));
893 m_uint32Values[ index ] |= uint32(uint32(value) << (offset * 16));
895 if(m_inWorld)
897 if(!m_objectUpdated)
899 AddToClientUpdateList();
900 m_objectUpdated = true;
906 void Object::SetStatFloatValue( uint16 index, float value)
908 if(value < 0)
909 value = 0.0f;
911 SetFloatValue(index, value);
914 void Object::SetStatInt32Value( uint16 index, int32 value)
916 if(value < 0)
917 value = 0;
919 SetUInt32Value(index, uint32(value));
922 void Object::ApplyModUInt32Value(uint16 index, int32 val, bool apply)
924 int32 cur = GetUInt32Value(index);
925 cur += (apply ? val : -val);
926 if(cur < 0)
927 cur = 0;
928 SetUInt32Value(index, cur);
931 void Object::ApplyModInt32Value(uint16 index, int32 val, bool apply)
933 int32 cur = GetInt32Value(index);
934 cur += (apply ? val : -val);
935 SetInt32Value(index, cur);
938 void Object::ApplyModSignedFloatValue(uint16 index, float val, bool apply)
940 float cur = GetFloatValue(index);
941 cur += (apply ? val : -val);
942 SetFloatValue(index, cur);
945 void Object::ApplyModPositiveFloatValue(uint16 index, float val, bool apply)
947 float cur = GetFloatValue(index);
948 cur += (apply ? val : -val);
949 if(cur < 0)
950 cur = 0;
951 SetFloatValue(index, cur);
954 void Object::SetFlag( uint16 index, uint32 newFlag )
956 ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
957 uint32 oldval = m_uint32Values[ index ];
958 uint32 newval = oldval | newFlag;
960 if(oldval != newval)
962 m_uint32Values[ index ] = newval;
964 if(m_inWorld)
966 if(!m_objectUpdated)
968 AddToClientUpdateList();
969 m_objectUpdated = true;
975 void Object::RemoveFlag( uint16 index, uint32 oldFlag )
977 ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
978 uint32 oldval = m_uint32Values[ index ];
979 uint32 newval = oldval & ~oldFlag;
981 if(oldval != newval)
983 m_uint32Values[ index ] = newval;
985 if(m_inWorld)
987 if(!m_objectUpdated)
989 AddToClientUpdateList();
990 m_objectUpdated = true;
996 void Object::SetByteFlag( uint16 index, uint8 offset, uint8 newFlag )
998 ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
1000 if(offset > 4)
1002 sLog.outError("Object::SetByteFlag: wrong offset %u", offset);
1003 return;
1006 if(!(uint8(m_uint32Values[ index ] >> (offset * 8)) & newFlag))
1008 m_uint32Values[ index ] |= uint32(uint32(newFlag) << (offset * 8));
1010 if(m_inWorld)
1012 if(!m_objectUpdated)
1014 AddToClientUpdateList();
1015 m_objectUpdated = true;
1021 void Object::RemoveByteFlag( uint16 index, uint8 offset, uint8 oldFlag )
1023 ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
1025 if(offset > 4)
1027 sLog.outError("Object::RemoveByteFlag: wrong offset %u", offset);
1028 return;
1031 if(uint8(m_uint32Values[ index ] >> (offset * 8)) & oldFlag)
1033 m_uint32Values[ index ] &= ~uint32(uint32(oldFlag) << (offset * 8));
1035 if(m_inWorld)
1037 if(!m_objectUpdated)
1039 AddToClientUpdateList();
1040 m_objectUpdated = true;
1046 bool Object::PrintIndexError(uint32 index, bool set) const
1048 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);
1050 // assert must fail after function call
1051 return false;
1054 void Object::BuildUpdateDataForPlayer(Player* pl, UpdateDataMapType& update_players)
1056 UpdateDataMapType::iterator iter = update_players.find(pl);
1058 if (iter == update_players.end())
1060 std::pair<UpdateDataMapType::iterator, bool> p = update_players.insert( UpdateDataMapType::value_type(pl, UpdateData()) );
1061 assert(p.second);
1062 iter = p.first;
1065 BuildValuesUpdateBlockForPlayer(&iter->second, iter->first);
1068 void Object::AddToClientUpdateList()
1070 sLog.outError("Unexpected call of Object::AddToClientUpdateList for object (TypeId: %u Update fields: %u)",GetTypeId(), m_valuesCount);
1071 ASSERT(false);
1074 void Object::RemoveFromClientUpdateList()
1076 sLog.outError("Unexpected call of Object::RemoveFromClientUpdateList for object (TypeId: %u Update fields: %u)",GetTypeId(), m_valuesCount);
1077 ASSERT(false);
1080 void Object::BuildUpdateData( UpdateDataMapType& /*update_players */)
1082 sLog.outError("Unexpected call of Object::BuildUpdateData for object (TypeId: %u Update fields: %u)",GetTypeId(), m_valuesCount);
1083 ASSERT(false);
1086 WorldObject::WorldObject()
1087 : m_currMap(NULL), m_mapId(0), m_InstanceId(0), m_phaseMask(PHASEMASK_NORMAL),
1088 m_positionX(0.0f), m_positionY(0.0f), m_positionZ(0.0f), m_orientation(0.0f)
1092 void WorldObject::CleanupsBeforeDelete()
1094 RemoveFromWorld();
1097 void WorldObject::_Create( uint32 guidlow, HighGuid guidhigh, uint32 phaseMask )
1099 Object::_Create(guidlow, 0, guidhigh);
1100 m_phaseMask = phaseMask;
1103 void WorldObject::Relocate(float x, float y, float z, float orientation)
1105 m_positionX = x;
1106 m_positionY = y;
1107 m_positionZ = z;
1108 m_orientation = orientation;
1110 if(isType(TYPEMASK_UNIT))
1111 ((Unit*)this)->m_movementInfo.ChangePosition(x, y, z, orientation);
1114 void WorldObject::Relocate(float x, float y, float z)
1116 m_positionX = x;
1117 m_positionY = y;
1118 m_positionZ = z;
1120 if(isType(TYPEMASK_UNIT))
1121 ((Unit*)this)->m_movementInfo.ChangePosition(x, y, z, GetOrientation());
1124 uint32 WorldObject::GetZoneId() const
1126 return GetBaseMap()->GetZoneId(m_positionX, m_positionY, m_positionZ);
1129 uint32 WorldObject::GetAreaId() const
1131 return GetBaseMap()->GetAreaId(m_positionX, m_positionY, m_positionZ);
1134 void WorldObject::GetZoneAndAreaId(uint32& zoneid, uint32& areaid) const
1136 GetBaseMap()->GetZoneAndAreaId(zoneid, areaid, m_positionX, m_positionY, m_positionZ);
1139 InstanceData* WorldObject::GetInstanceData()
1141 Map *map = GetMap();
1142 return map->IsDungeon() ? ((InstanceMap*)map)->GetInstanceData() : NULL;
1145 //slow
1146 float WorldObject::GetDistance(const WorldObject* obj) const
1148 float dx = GetPositionX() - obj->GetPositionX();
1149 float dy = GetPositionY() - obj->GetPositionY();
1150 float dz = GetPositionZ() - obj->GetPositionZ();
1151 float sizefactor = GetObjectSize() + obj->GetObjectSize();
1152 float dist = sqrt((dx*dx) + (dy*dy) + (dz*dz)) - sizefactor;
1153 return ( dist > 0 ? dist : 0);
1156 float WorldObject::GetDistance2d(float x, float y) const
1158 float dx = GetPositionX() - x;
1159 float dy = GetPositionY() - y;
1160 float sizefactor = GetObjectSize();
1161 float dist = sqrt((dx*dx) + (dy*dy)) - sizefactor;
1162 return ( dist > 0 ? dist : 0);
1165 float WorldObject::GetDistance(float x, float y, float z) const
1167 float dx = GetPositionX() - x;
1168 float dy = GetPositionY() - y;
1169 float dz = GetPositionZ() - z;
1170 float sizefactor = GetObjectSize();
1171 float dist = sqrt((dx*dx) + (dy*dy) + (dz*dz)) - sizefactor;
1172 return ( dist > 0 ? dist : 0);
1175 float WorldObject::GetDistance2d(const WorldObject* obj) const
1177 float dx = GetPositionX() - obj->GetPositionX();
1178 float dy = GetPositionY() - obj->GetPositionY();
1179 float sizefactor = GetObjectSize() + obj->GetObjectSize();
1180 float dist = sqrt((dx*dx) + (dy*dy)) - sizefactor;
1181 return ( dist > 0 ? dist : 0);
1184 float WorldObject::GetDistanceZ(const WorldObject* obj) const
1186 float dz = fabs(GetPositionZ() - obj->GetPositionZ());
1187 float sizefactor = GetObjectSize() + obj->GetObjectSize();
1188 float dist = dz - sizefactor;
1189 return ( dist > 0 ? dist : 0);
1192 bool WorldObject::IsWithinDist3d(float x, float y, float z, float dist2compare) const
1194 float dx = GetPositionX() - x;
1195 float dy = GetPositionY() - y;
1196 float dz = GetPositionZ() - z;
1197 float distsq = dx*dx + dy*dy + dz*dz;
1199 float sizefactor = GetObjectSize();
1200 float maxdist = dist2compare + sizefactor;
1202 return distsq < maxdist * maxdist;
1205 bool WorldObject::IsWithinDist2d(float x, float y, float dist2compare) const
1207 float dx = GetPositionX() - x;
1208 float dy = GetPositionY() - y;
1209 float distsq = dx*dx + dy*dy;
1211 float sizefactor = GetObjectSize();
1212 float maxdist = dist2compare + sizefactor;
1214 return distsq < maxdist * maxdist;
1217 bool WorldObject::_IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D) const
1219 float dx = GetPositionX() - obj->GetPositionX();
1220 float dy = GetPositionY() - obj->GetPositionY();
1221 float distsq = dx*dx + dy*dy;
1222 if(is3D)
1224 float dz = GetPositionZ() - obj->GetPositionZ();
1225 distsq += dz*dz;
1227 float sizefactor = GetObjectSize() + obj->GetObjectSize();
1228 float maxdist = dist2compare + sizefactor;
1230 return distsq < maxdist * maxdist;
1233 bool WorldObject::IsWithinLOSInMap(const WorldObject* obj) const
1235 if (!IsInMap(obj)) return false;
1236 float ox,oy,oz;
1237 obj->GetPosition(ox,oy,oz);
1238 return(IsWithinLOS(ox, oy, oz ));
1241 bool WorldObject::IsWithinLOS(float ox, float oy, float oz) const
1243 float x,y,z;
1244 GetPosition(x,y,z);
1245 VMAP::IVMapManager *vMapManager = VMAP::VMapFactory::createOrGetVMapManager();
1246 return vMapManager->isInLineOfSight(GetMapId(), x, y, z+2.0f, ox, oy, oz+2.0f);
1249 bool WorldObject::GetDistanceOrder(WorldObject const* obj1, WorldObject const* obj2, bool is3D /* = true */) const
1251 float dx1 = GetPositionX() - obj1->GetPositionX();
1252 float dy1 = GetPositionY() - obj1->GetPositionY();
1253 float distsq1 = dx1*dx1 + dy1*dy1;
1254 if(is3D)
1256 float dz1 = GetPositionZ() - obj1->GetPositionZ();
1257 distsq1 += dz1*dz1;
1260 float dx2 = GetPositionX() - obj2->GetPositionX();
1261 float dy2 = GetPositionY() - obj2->GetPositionY();
1262 float distsq2 = dx2*dx2 + dy2*dy2;
1263 if(is3D)
1265 float dz2 = GetPositionZ() - obj2->GetPositionZ();
1266 distsq2 += dz2*dz2;
1269 return distsq1 < distsq2;
1272 bool WorldObject::IsInRange(WorldObject const* obj, float minRange, float maxRange, bool is3D /* = true */) const
1274 float dx = GetPositionX() - obj->GetPositionX();
1275 float dy = GetPositionY() - obj->GetPositionY();
1276 float distsq = dx*dx + dy*dy;
1277 if(is3D)
1279 float dz = GetPositionZ() - obj->GetPositionZ();
1280 distsq += dz*dz;
1283 float sizefactor = GetObjectSize() + obj->GetObjectSize();
1285 // check only for real range
1286 if(minRange > 0.0f)
1288 float mindist = minRange + sizefactor;
1289 if(distsq < mindist * mindist)
1290 return false;
1293 float maxdist = maxRange + sizefactor;
1294 return distsq < maxdist * maxdist;
1297 bool WorldObject::IsInRange2d(float x, float y, float minRange, float maxRange) const
1299 float dx = GetPositionX() - x;
1300 float dy = GetPositionY() - y;
1301 float distsq = dx*dx + dy*dy;
1303 float sizefactor = GetObjectSize();
1305 // check only for real range
1306 if(minRange > 0.0f)
1308 float mindist = minRange + sizefactor;
1309 if(distsq < mindist * mindist)
1310 return false;
1313 float maxdist = maxRange + sizefactor;
1314 return distsq < maxdist * maxdist;
1317 bool WorldObject::IsInRange3d(float x, float y, float z, float minRange, float maxRange) const
1319 float dx = GetPositionX() - x;
1320 float dy = GetPositionY() - y;
1321 float dz = GetPositionZ() - z;
1322 float distsq = dx*dx + dy*dy + dz*dz;
1324 float sizefactor = GetObjectSize();
1326 // check only for real range
1327 if(minRange > 0.0f)
1329 float mindist = minRange + sizefactor;
1330 if(distsq < mindist * mindist)
1331 return false;
1334 float maxdist = maxRange + sizefactor;
1335 return distsq < maxdist * maxdist;
1338 float WorldObject::GetAngle(const WorldObject* obj) const
1340 if(!obj) return 0;
1341 return GetAngle( obj->GetPositionX(), obj->GetPositionY() );
1344 // Return angle in range 0..2*pi
1345 float WorldObject::GetAngle( const float x, const float y ) const
1347 float dx = x - GetPositionX();
1348 float dy = y - GetPositionY();
1350 float ang = atan2(dy, dx);
1351 ang = (ang >= 0) ? ang : 2 * M_PI_F + ang;
1352 return ang;
1355 bool WorldObject::HasInArc(const float arcangle, const WorldObject* obj) const
1357 // always have self in arc
1358 if(obj == this)
1359 return true;
1361 float arc = arcangle;
1363 // move arc to range 0.. 2*pi
1364 while( arc >= 2.0f * M_PI_F )
1365 arc -= 2.0f * M_PI_F;
1366 while( arc < 0 )
1367 arc += 2.0f * M_PI_F;
1369 float angle = GetAngle( obj );
1370 angle -= m_orientation;
1372 // move angle to range -pi ... +pi
1373 while( angle > M_PI_F)
1374 angle -= 2.0f * M_PI_F;
1375 while(angle < -M_PI_F)
1376 angle += 2.0f * M_PI_F;
1378 float lborder = -1 * (arc/2.0f); // in range -pi..0
1379 float rborder = (arc/2.0f); // in range 0..pi
1380 return (( angle >= lborder ) && ( angle <= rborder ));
1383 bool WorldObject::isInFrontInMap(WorldObject const* target, float distance, float arc) const
1385 return IsWithinDistInMap(target, distance) && HasInArc( arc, target );
1388 bool WorldObject::isInBackInMap(WorldObject const* target, float distance, float arc) const
1390 return IsWithinDistInMap(target, distance) && !HasInArc( 2 * M_PI_F - arc, target );
1393 bool WorldObject::isInFront(WorldObject const* target, float distance, float arc) const
1395 return IsWithinDist(target, distance) && HasInArc( arc, target );
1398 bool WorldObject::isInBack(WorldObject const* target, float distance, float arc) const
1400 return IsWithinDist(target, distance) && !HasInArc( 2 * M_PI_F - arc, target );
1403 void WorldObject::GetRandomPoint( float x, float y, float z, float distance, float &rand_x, float &rand_y, float &rand_z) const
1405 if(distance == 0)
1407 rand_x = x;
1408 rand_y = y;
1409 rand_z = z;
1410 return;
1413 // angle to face `obj` to `this`
1414 float angle = rand_norm_f()*2*M_PI_F;
1415 float new_dist = rand_norm_f()*distance;
1417 rand_x = x + new_dist * cos(angle);
1418 rand_y = y + new_dist * sin(angle);
1419 rand_z = z;
1421 MaNGOS::NormalizeMapCoord(rand_x);
1422 MaNGOS::NormalizeMapCoord(rand_y);
1423 UpdateGroundPositionZ(rand_x,rand_y,rand_z); // update to LOS height if available
1426 void WorldObject::UpdateGroundPositionZ(float x, float y, float &z) const
1428 float new_z = GetBaseMap()->GetHeight(x,y,z,true);
1429 if(new_z > INVALID_HEIGHT)
1430 z = new_z+ 0.05f; // just to be sure that we are not a few pixel under the surface
1433 bool WorldObject::IsPositionValid() const
1435 return MaNGOS::IsValidMapCoord(m_positionX,m_positionY,m_positionZ,m_orientation);
1438 void WorldObject::MonsterSay(const char* text, uint32 language, uint64 TargetGuid)
1440 WorldPacket data(SMSG_MESSAGECHAT, 200);
1441 BuildMonsterChat(&data,CHAT_MSG_MONSTER_SAY,text,language,GetName(),TargetGuid);
1442 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_FLOAT_LISTEN_RANGE_SAY),true);
1445 void WorldObject::MonsterYell(const char* text, uint32 language, uint64 TargetGuid)
1447 WorldPacket data(SMSG_MESSAGECHAT, 200);
1448 BuildMonsterChat(&data,CHAT_MSG_MONSTER_YELL,text,language,GetName(),TargetGuid);
1449 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_FLOAT_LISTEN_RANGE_YELL),true);
1452 void WorldObject::MonsterTextEmote(const char* text, uint64 TargetGuid, bool IsBossEmote)
1454 WorldPacket data(SMSG_MESSAGECHAT, 200);
1455 BuildMonsterChat(&data,IsBossEmote ? CHAT_MSG_RAID_BOSS_EMOTE : CHAT_MSG_MONSTER_EMOTE,text,LANG_UNIVERSAL,GetName(),TargetGuid);
1456 SendMessageToSetInRange(&data,sWorld.getConfig(IsBossEmote ? CONFIG_FLOAT_LISTEN_RANGE_YELL : CONFIG_FLOAT_LISTEN_RANGE_TEXTEMOTE),true);
1459 void WorldObject::MonsterWhisper(const char* text, uint64 receiver, bool IsBossWhisper)
1461 Player *player = sObjectMgr.GetPlayer(receiver);
1462 if(!player || !player->GetSession())
1463 return;
1465 WorldPacket data(SMSG_MESSAGECHAT, 200);
1466 BuildMonsterChat(&data,IsBossWhisper ? CHAT_MSG_RAID_BOSS_WHISPER : CHAT_MSG_MONSTER_WHISPER,text,LANG_UNIVERSAL,GetName(),receiver);
1468 player->GetSession()->SendPacket(&data);
1471 namespace MaNGOS
1473 class MonsterChatBuilder
1475 public:
1476 MonsterChatBuilder(WorldObject const& obj, ChatMsg msgtype, int32 textId, uint32 language, uint64 targetGUID)
1477 : i_object(obj), i_msgtype(msgtype), i_textId(textId), i_language(language), i_targetGUID(targetGUID) {}
1478 void operator()(WorldPacket& data, int32 loc_idx)
1480 char const* text = sObjectMgr.GetMangosString(i_textId,loc_idx);
1482 // TODO: i_object.GetName() also must be localized?
1483 i_object.BuildMonsterChat(&data,i_msgtype,text,i_language,i_object.GetNameForLocaleIdx(loc_idx),i_targetGUID);
1486 private:
1487 WorldObject const& i_object;
1488 ChatMsg i_msgtype;
1489 int32 i_textId;
1490 uint32 i_language;
1491 uint64 i_targetGUID;
1493 } // namespace MaNGOS
1495 void WorldObject::MonsterSay(int32 textId, uint32 language, uint64 TargetGuid)
1497 CellPair p = MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY());
1499 Cell cell(p);
1500 cell.data.Part.reserved = ALL_DISTRICT;
1501 cell.SetNoCreate();
1503 MaNGOS::MonsterChatBuilder say_build(*this, CHAT_MSG_MONSTER_SAY, textId,language,TargetGuid);
1504 MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> say_do(say_build);
1505 MaNGOS::PlayerDistWorker<MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> > say_worker(this,sWorld.getConfig(CONFIG_FLOAT_LISTEN_RANGE_SAY),say_do);
1506 TypeContainerVisitor<MaNGOS::PlayerDistWorker<MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> >, WorldTypeMapContainer > message(say_worker);
1507 cell.Visit(p, message, *GetMap(), *this, sWorld.getConfig(CONFIG_FLOAT_LISTEN_RANGE_SAY));
1510 void WorldObject::MonsterYell(int32 textId, uint32 language, uint64 TargetGuid)
1512 CellPair p = MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY());
1514 Cell cell(p);
1515 cell.data.Part.reserved = ALL_DISTRICT;
1516 cell.SetNoCreate();
1518 float range = sWorld.getConfig(CONFIG_FLOAT_LISTEN_RANGE_YELL);
1520 MaNGOS::MonsterChatBuilder say_build(*this, CHAT_MSG_MONSTER_YELL, textId,language,TargetGuid);
1521 MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> say_do(say_build);
1522 MaNGOS::PlayerDistWorker<MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> > say_worker(this,range,say_do);
1523 TypeContainerVisitor<MaNGOS::PlayerDistWorker<MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> >, WorldTypeMapContainer > message(say_worker);
1524 cell.Visit(p, message, *GetMap(), *this, range);
1527 void WorldObject::MonsterYellToZone(int32 textId, uint32 language, uint64 TargetGuid)
1529 MaNGOS::MonsterChatBuilder say_build(*this, CHAT_MSG_MONSTER_YELL, textId,language,TargetGuid);
1530 MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> say_do(say_build);
1532 uint32 zoneid = GetZoneId();
1534 Map::PlayerList const& pList = GetMap()->GetPlayers();
1535 for(Map::PlayerList::const_iterator itr = pList.begin(); itr != pList.end(); ++itr)
1536 if(itr->getSource()->GetZoneId()==zoneid)
1537 say_do(itr->getSource());
1540 void WorldObject::MonsterTextEmote(int32 textId, uint64 TargetGuid, bool IsBossEmote)
1542 CellPair p = MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY());
1544 Cell cell(p);
1545 cell.data.Part.reserved = ALL_DISTRICT;
1546 cell.SetNoCreate();
1548 float range = sWorld.getConfig(IsBossEmote ? CONFIG_FLOAT_LISTEN_RANGE_YELL : CONFIG_FLOAT_LISTEN_RANGE_TEXTEMOTE);
1550 MaNGOS::MonsterChatBuilder say_build(*this, IsBossEmote ? CHAT_MSG_RAID_BOSS_EMOTE : CHAT_MSG_MONSTER_EMOTE, textId,LANG_UNIVERSAL,TargetGuid);
1551 MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> say_do(say_build);
1552 MaNGOS::PlayerDistWorker<MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> > say_worker(this,range,say_do);
1553 TypeContainerVisitor<MaNGOS::PlayerDistWorker<MaNGOS::LocalizedPacketDo<MaNGOS::MonsterChatBuilder> >, WorldTypeMapContainer > message(say_worker);
1554 cell.Visit(p, message, *GetMap(), *this, range);
1557 void WorldObject::MonsterWhisper(int32 textId, uint64 receiver, bool IsBossWhisper)
1559 Player *player = sObjectMgr.GetPlayer(receiver);
1560 if(!player || !player->GetSession())
1561 return;
1563 uint32 loc_idx = player->GetSession()->GetSessionDbLocaleIndex();
1564 char const* text = sObjectMgr.GetMangosString(textId,loc_idx);
1566 WorldPacket data(SMSG_MESSAGECHAT, 200);
1567 BuildMonsterChat(&data,IsBossWhisper ? CHAT_MSG_RAID_BOSS_WHISPER : CHAT_MSG_MONSTER_WHISPER,text,LANG_UNIVERSAL,GetNameForLocaleIdx(loc_idx),receiver);
1569 player->GetSession()->SendPacket(&data);
1572 void WorldObject::BuildMonsterChat(WorldPacket *data, uint8 msgtype, char const* text, uint32 language, char const* name, uint64 targetGuid) const
1574 *data << (uint8)msgtype;
1575 *data << (uint32)language;
1576 *data << (uint64)GetGUID();
1577 *data << (uint32)0; // 2.1.0
1578 *data << (uint32)(strlen(name)+1);
1579 *data << name;
1580 *data << (uint64)targetGuid; // Unit Target
1581 if( targetGuid && !IS_PLAYER_GUID(targetGuid) )
1583 *data << (uint32)1; // target name length
1584 *data << (uint8)0; // target name
1586 *data << (uint32)(strlen(text)+1);
1587 *data << text;
1588 *data << (uint8)0; // ChatTag
1591 void WorldObject::SendMessageToSet(WorldPacket *data, bool /*bToSelf*/)
1593 //if object is in world, map for it already created!
1594 Map * _map = IsInWorld() ? GetMap() : sMapMgr.FindMap(GetMapId(), GetInstanceId());
1595 if(_map)
1596 _map->MessageBroadcast(this, data);
1599 void WorldObject::SendMessageToSetInRange(WorldPacket *data, float dist, bool /*bToSelf*/)
1601 //if object is in world, map for it already created!
1602 Map * _map = IsInWorld() ? GetMap() : sMapMgr.FindMap(GetMapId(), GetInstanceId());
1603 if(_map)
1604 _map->MessageDistBroadcast(this, data, dist);
1607 void WorldObject::SendObjectDeSpawnAnim(uint64 guid)
1609 WorldPacket data(SMSG_GAMEOBJECT_DESPAWN_ANIM, 8);
1610 data << uint64(guid);
1611 SendMessageToSet(&data, true);
1614 void WorldObject::SendGameObjectCustomAnim(uint64 guid)
1616 WorldPacket data(SMSG_GAMEOBJECT_CUSTOM_ANIM, 8+4);
1617 data << uint64(guid);
1618 data << uint32(0); // not known what this is
1619 SendMessageToSet(&data, true);
1622 void WorldObject::SetMap(Map * map)
1624 ASSERT(map);
1625 m_currMap = map;
1626 //lets save current map's Id/instanceId
1627 m_mapId = map->GetId();
1628 m_InstanceId = map->GetInstanceId();
1631 Map const* WorldObject::GetBaseMap() const
1633 ASSERT(m_currMap);
1634 return m_currMap->GetParent();
1637 void WorldObject::AddObjectToRemoveList()
1639 GetMap()->AddObjectToRemoveList(this);
1642 Creature* WorldObject::SummonCreature(uint32 id, float x, float y, float z, float ang,TempSummonType spwtype,uint32 despwtime)
1644 TemporarySummon* pCreature = new TemporarySummon(GetGUID());
1646 uint32 team = 0;
1647 if (GetTypeId()==TYPEID_PLAYER)
1648 team = ((Player*)this)->GetTeam();
1650 if (!pCreature->Create(sObjectMgr.GenerateLowGuid(HIGHGUID_UNIT), GetMap(), GetPhaseMask(), id, team))
1652 delete pCreature;
1653 return NULL;
1656 if (x == 0.0f && y == 0.0f && z == 0.0f)
1657 GetClosePoint(x, y, z, pCreature->GetObjectSize());
1659 pCreature->Relocate(x, y, z, ang);
1660 pCreature->SetSummonPoint(x, y, z, ang);
1662 if(!pCreature->IsPositionValid())
1664 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());
1665 delete pCreature;
1666 return NULL;
1669 pCreature->Summon(spwtype, despwtime);
1671 if(GetTypeId()==TYPEID_UNIT && ((Creature*)this)->AI())
1672 ((Creature*)this)->AI()->JustSummoned(pCreature);
1674 // return the creature therewith the summoner has access to it
1675 return pCreature;
1678 namespace MaNGOS
1680 class NearUsedPosDo
1682 public:
1683 NearUsedPosDo(WorldObject const& obj, WorldObject const* searcher, float angle, ObjectPosSelector& selector)
1684 : i_object(obj), i_searcher(searcher), i_angle(angle), i_selector(selector) {}
1686 void operator()(Corpse*) const {}
1687 void operator()(DynamicObject*) const {}
1689 void operator()(Creature* c) const
1691 // skip self or target
1692 if(c==i_searcher || c==&i_object)
1693 return;
1695 float x,y,z;
1697 if( !c->isAlive() || c->hasUnitState(UNIT_STAT_NOT_MOVE) ||
1698 !c->GetMotionMaster()->GetDestination(x,y,z) )
1700 x = c->GetPositionX();
1701 y = c->GetPositionY();
1704 add(c,x,y);
1707 template<class T>
1708 void operator()(T* u) const
1710 // skip self or target
1711 if(u==i_searcher || u==&i_object)
1712 return;
1714 float x,y;
1716 x = u->GetPositionX();
1717 y = u->GetPositionY();
1719 add(u,x,y);
1722 // we must add used pos that can fill places around center
1723 void add(WorldObject* u, float x, float y) const
1725 // u is too nearest/far away to i_object
1726 if(!i_object.IsInRange2d(x,y,i_selector.m_dist - i_selector.m_size,i_selector.m_dist + i_selector.m_size))
1727 return;
1729 float angle = i_object.GetAngle(u)-i_angle;
1731 // move angle to range -pi ... +pi
1732 while( angle > M_PI_F)
1733 angle -= 2.0f * M_PI_F;
1734 while(angle < -M_PI_F)
1735 angle += 2.0f * M_PI_F;
1737 // dist include size of u
1738 float dist2d = i_object.GetDistance2d(x,y);
1739 i_selector.AddUsedPos(u->GetObjectSize(),angle,dist2d + i_object.GetObjectSize());
1741 private:
1742 WorldObject const& i_object;
1743 WorldObject const* i_searcher;
1744 float i_angle;
1745 ObjectPosSelector& i_selector;
1747 } // namespace MaNGOS
1749 //===================================================================================================
1751 void WorldObject::GetNearPoint2D(float &x, float &y, float distance2d, float absAngle ) const
1753 x = GetPositionX() + (GetObjectSize() + distance2d) * cos(absAngle);
1754 y = GetPositionY() + (GetObjectSize() + distance2d) * sin(absAngle);
1756 MaNGOS::NormalizeMapCoord(x);
1757 MaNGOS::NormalizeMapCoord(y);
1760 void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_size, float distance2d, float absAngle ) const
1762 GetNearPoint2D(x,y,distance2d+searcher_size,absAngle);
1763 z = GetPositionZ();
1765 // if detection disabled, return first point
1766 if(!sWorld.getConfig(CONFIG_BOOL_DETECT_POS_COLLISION))
1768 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1769 return;
1772 // or remember first point
1773 float first_x = x;
1774 float first_y = y;
1775 bool first_los_conflict = false; // first point LOS problems
1777 // prepare selector for work
1778 ObjectPosSelector selector(GetPositionX(),GetPositionY(),GetObjectSize(),distance2d+searcher_size);
1780 // adding used positions around object
1782 CellPair p(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY()));
1783 Cell cell(p);
1784 cell.data.Part.reserved = ALL_DISTRICT;
1785 cell.SetNoCreate();
1787 MaNGOS::NearUsedPosDo u_do(*this,searcher,absAngle,selector);
1788 MaNGOS::WorldObjectWorker<MaNGOS::NearUsedPosDo> worker(this,u_do);
1790 TypeContainerVisitor<MaNGOS::WorldObjectWorker<MaNGOS::NearUsedPosDo>, GridTypeMapContainer > grid_obj_worker(worker);
1791 TypeContainerVisitor<MaNGOS::WorldObjectWorker<MaNGOS::NearUsedPosDo>, WorldTypeMapContainer > world_obj_worker(worker);
1793 cell.Visit(p, grid_obj_worker, *GetMap(), *this, distance2d);
1794 cell.Visit(p, world_obj_worker, *GetMap(), *this, distance2d);
1797 // maybe can just place in primary position
1798 if( selector.CheckOriginal() )
1800 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1802 if(IsWithinLOS(x,y,z))
1803 return;
1805 first_los_conflict = true; // first point have LOS problems
1808 float angle; // candidate of angle for free pos
1810 // special case when one from list empty and then empty side preferred
1811 if(selector.FirstAngle(angle))
1813 GetNearPoint2D(x,y,distance2d,absAngle+angle);
1814 z = GetPositionZ();
1815 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1817 if(IsWithinLOS(x,y,z))
1818 return;
1821 // set first used pos in lists
1822 selector.InitializeAngle();
1824 // select in positions after current nodes (selection one by one)
1825 while(selector.NextAngle(angle)) // angle for free pos
1827 GetNearPoint2D(x,y,distance2d,absAngle+angle);
1828 z = GetPositionZ();
1829 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1831 if(IsWithinLOS(x,y,z))
1832 return;
1835 // BAD NEWS: not free pos (or used or have LOS problems)
1836 // Attempt find _used_ pos without LOS problem
1838 if(!first_los_conflict)
1840 x = first_x;
1841 y = first_y;
1843 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1844 return;
1847 // special case when one from list empty and then empty side preferred
1848 if( selector.IsNonBalanced() )
1850 if(!selector.FirstAngle(angle)) // _used_ pos
1852 GetNearPoint2D(x,y,distance2d,absAngle+angle);
1853 z = GetPositionZ();
1854 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1856 if(IsWithinLOS(x,y,z))
1857 return;
1861 // set first used pos in lists
1862 selector.InitializeAngle();
1864 // select in positions after current nodes (selection one by one)
1865 while(selector.NextUsedAngle(angle)) // angle for used pos but maybe without LOS problem
1867 GetNearPoint2D(x,y,distance2d,absAngle+angle);
1868 z = GetPositionZ();
1869 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1871 if(IsWithinLOS(x,y,z))
1872 return;
1875 // BAD BAD NEWS: all found pos (free and used) have LOS problem :(
1876 x = first_x;
1877 y = first_y;
1879 UpdateGroundPositionZ(x,y,z); // update to LOS height if available
1882 void WorldObject::SetPhaseMask(uint32 newPhaseMask, bool update)
1884 m_phaseMask = newPhaseMask;
1886 if(update && IsInWorld())
1887 UpdateObjectVisibility();
1890 void WorldObject::PlayDistanceSound( uint32 sound_id, Player* target /*= NULL*/ )
1892 WorldPacket data(SMSG_PLAY_OBJECT_SOUND,4+8);
1893 data << uint32(sound_id);
1894 data << uint64(GetGUID());
1895 if (target)
1896 target->SendDirectMessage( &data );
1897 else
1898 SendMessageToSet( &data, true );
1901 void WorldObject::PlayDirectSound( uint32 sound_id, Player* target /*= NULL*/ )
1903 WorldPacket data(SMSG_PLAY_SOUND, 4);
1904 data << uint32(sound_id);
1905 if (target)
1906 target->SendDirectMessage( &data );
1907 else
1908 SendMessageToSet( &data, true );
1911 void WorldObject::UpdateObjectVisibility()
1913 CellPair p = MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY());
1914 Cell cell(p);
1916 GetMap()->UpdateObjectVisibility(this, cell, p);
1919 void WorldObject::AddToClientUpdateList()
1921 GetMap()->AddUpdateObject(this);
1924 void WorldObject::RemoveFromClientUpdateList()
1926 GetMap()->RemoveUpdateObject(this);
1929 struct WorldObjectChangeAccumulator
1931 UpdateDataMapType &i_updateDatas;
1932 WorldObject &i_object;
1933 WorldObjectChangeAccumulator(WorldObject &obj, UpdateDataMapType &d) : i_updateDatas(d), i_object(obj) {}
1934 void Visit(PlayerMapType &m)
1936 for(PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
1937 if(iter->getSource()->HaveAtClient(&i_object))
1938 i_object.BuildUpdateDataForPlayer(iter->getSource(), i_updateDatas);
1941 template<class SKIP> void Visit(GridRefManager<SKIP> &) {}
1944 void WorldObject::BuildUpdateData( UpdateDataMapType & update_players)
1946 CellPair p = MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY());
1947 Cell cell(p);
1948 cell.data.Part.reserved = ALL_DISTRICT;
1949 cell.SetNoCreate();
1950 WorldObjectChangeAccumulator notifier(*this, update_players);
1951 TypeContainerVisitor<WorldObjectChangeAccumulator, WorldTypeMapContainer > player_notifier(notifier);
1952 Map* aMap = GetMap();
1953 //we must build packets for all visible players
1954 cell.Visit(p, player_notifier, *aMap, *this, aMap->GetVisibilityDistance());
1956 ClearUpdateMask(false);
1959 bool WorldObject::IsControlledByPlayer() const
1961 switch (GetTypeId())
1963 case TYPEID_GAMEOBJECT:
1964 return IS_PLAYER_GUID(((GameObject*)this)->GetOwnerGUID());
1965 case TYPEID_UNIT:
1966 case TYPEID_PLAYER:
1967 return ((Unit*)this)->IsCharmerOrOwnerPlayerOrPlayerItself();
1968 case TYPEID_DYNAMICOBJECT:
1969 return IS_PLAYER_GUID(((DynamicObject*)this)->GetCasterGUID());
1970 case TYPEID_CORPSE:
1971 return true;
1972 default:
1973 return false;