2 * Copyright (C) 2005-2008 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
20 #include "SharedDefines.h"
21 #include "WorldPacket.h"
28 #include "ObjectMgr.h"
29 #include "WorldSession.h"
30 #include "UpdateData.h"
31 #include "UpdateMask.h"
33 #include "MapManager.h"
34 #include "ObjectAccessor.h"
36 #include "Transports.h"
37 #include "TargetedMovementGenerator.h"
38 #include "WaypointMovementGenerator.h"
39 #include "VMapFactory.h"
41 #include "GridNotifiers.h"
42 #include "GridNotifiersImpl.h"
44 #include "ObjectPosSelector.h"
46 #include "TemporarySummon.h"
48 uint32
GuidHigh2TypeId(uint32 guid_hi
)
52 case HIGHGUID_ITEM
: return TYPEID_ITEM
;
53 //case HIGHGUID_CONTAINER: return TYPEID_CONTAINER; HIGHGUID_CONTAINER==HIGHGUID_ITEM currently
54 case HIGHGUID_UNIT
: return TYPEID_UNIT
;
55 case HIGHGUID_PET
: return TYPEID_UNIT
;
56 case HIGHGUID_PLAYER
: return TYPEID_PLAYER
;
57 case HIGHGUID_GAMEOBJECT
: return TYPEID_GAMEOBJECT
;
58 case HIGHGUID_DYNAMICOBJECT
:return TYPEID_DYNAMICOBJECT
;
59 case HIGHGUID_CORPSE
: return TYPEID_CORPSE
;
60 case HIGHGUID_MO_TRANSPORT
: return TYPEID_GAMEOBJECT
;
67 m_objectTypeId
= TYPEID_OBJECT
;
68 m_objectType
= TYPEMASK_OBJECT
;
71 m_uint32Values_mirror
= 0;
75 m_objectUpdated
= false;
78 m_PackGUID
.appendPackGUID(0);
84 ObjectAccessor::Instance().RemoveUpdateObject(this);
90 ///- Do NOT call RemoveFromWorld here, if the object is a player it will crash
91 sLog
.outError("Object::~Object - guid="I64FMTD
", typeid=%d deleted but still in world!!", GetGUID(), GetTypeId());
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
); // required more changes to make it working
118 SetUInt64Value( OBJECT_FIELD_GUID
, guid
);
119 SetUInt32Value( OBJECT_FIELD_TYPE
, m_objectType
);
121 m_PackGUID
.appendPackGUID(GetGUID());
124 void Object::BuildMovementUpdateBlock(UpdateData
* data
, uint32 flags
) const
128 buf
<< uint8( UPDATETYPE_MOVEMENT
);
131 _BuildMovementUpdate(&buf
, flags
, 0x00000000);
133 data
->AddUpdateBlock(buf
);
136 void Object::BuildCreateUpdateBlockForPlayer(UpdateData
*data
, Player
*target
) const
143 uint8 updatetype
= UPDATETYPE_CREATE_OBJECT
;
144 uint8 flags
= m_updateFlag
;
148 if(target
== this) // building packet for oneself
150 flags
|= UPDATEFLAG_SELF
;
152 /*** temporary reverted - until real source of stack corruption will not found
153 updatetype = UPDATETYPE_CREATE_OBJECT2;
157 if(flags
& UPDATEFLAG_HASPOSITION
)
159 // UPDATETYPE_CREATE_OBJECT2 dynamic objects, corpses...
160 if(isType(TYPEMASK_DYNAMICOBJECT
) || isType(TYPEMASK_CORPSE
) || isType(TYPEMASK_PLAYER
))
161 updatetype
= UPDATETYPE_CREATE_OBJECT2
;
163 // UPDATETYPE_CREATE_OBJECT2 for pets...
164 if(target
->GetPetGUID() == GetGUID())
165 updatetype
= UPDATETYPE_CREATE_OBJECT2
;
167 // UPDATETYPE_CREATE_OBJECT2 for some gameobject types...
168 if(isType(TYPEMASK_GAMEOBJECT
))
170 switch(((GameObject
*)this)->GetGoType())
172 case GAMEOBJECT_TYPE_TRAP
:
173 case GAMEOBJECT_TYPE_DUEL_ARBITER
:
174 case GAMEOBJECT_TYPE_FLAGSTAND
:
175 case GAMEOBJECT_TYPE_FLAGDROP
:
176 updatetype
= UPDATETYPE_CREATE_OBJECT2
;
178 case GAMEOBJECT_TYPE_TRANSPORT
:
179 flags
|= UPDATEFLAG_TRANSPORT
;
185 //sLog.outDebug("BuildCreateUpdate: update-type: %u, object-type: %u got flags: %X, flags2: %X", updatetype, m_objectTypeId, flags, flags2);
188 buf
<< (uint8
)updatetype
;
189 //buf.append(GetPackGUID()); //client crashes when using this
190 buf
<< (uint8
)0xFF << GetGUID();
191 buf
<< (uint8
)m_objectTypeId
;
193 _BuildMovementUpdate(&buf
, flags
, flags2
);
195 UpdateMask updateMask
;
196 updateMask
.SetCount( m_valuesCount
);
197 _SetCreateBits( &updateMask
, target
);
198 _BuildValuesUpdate(updatetype
, &buf
, &updateMask
, target
);
199 data
->AddUpdateBlock(buf
);
202 void Object::BuildUpdate(UpdateDataMapType
&update_players
)
204 ObjectAccessor::_buildUpdateObject(this,update_players
);
205 ClearUpdateMask(true);
208 void Object::SendUpdateToPlayer(Player
* player
)
210 // send update to another players
211 SendUpdateObjectToAllExcept(player
);
213 // send create update to player
218 BuildCreateUpdateBlockForPlayer(&upd
, player
);
219 upd
.BuildPacket(&packet
);
220 player
->GetSession()->SendPacket(&packet
);
222 // now object updated/(create updated)
225 void Object::BuildValuesUpdateBlockForPlayer(UpdateData
*data
, Player
*target
) const
229 buf
<< (uint8
) UPDATETYPE_VALUES
;
230 //buf.append(GetPackGUID()); //client crashes when using this. but not have crash in debug mode
234 UpdateMask updateMask
;
235 updateMask
.SetCount( m_valuesCount
);
237 _SetUpdateBits( &updateMask
, target
);
238 _BuildValuesUpdate(UPDATETYPE_VALUES
, &buf
, &updateMask
, target
);
240 data
->AddUpdateBlock(buf
);
243 void Object::BuildOutOfRangeUpdateBlock(UpdateData
* data
) const
245 data
->AddOutOfRangeGUID(GetGUID());
248 void Object::DestroyForPlayer(Player
*target
) const
252 WorldPacket
data(SMSG_DESTROY_OBJECT
, 8);
254 target
->GetSession()->SendPacket( &data
);
257 void Object::_BuildMovementUpdate(ByteBuffer
* data
, uint8 flags
, uint32 flags2
) const
259 *data
<< (uint8
)flags
; // update flags
262 if (flags
& UPDATEFLAG_LIVING
)
268 flags2
= ((Unit
*)this)->GetUnitMovementFlags();
273 flags2
= ((Player
*)this)->GetUnitMovementFlags();
275 if(((Player
*)this)->GetTransport())
276 flags2
|= MOVEMENTFLAG_ONTRANSPORT
;
278 flags2
&= ~MOVEMENTFLAG_ONTRANSPORT
;
280 // remove unknown, unused etc flags for now
281 flags2
&= ~MOVEMENTFLAG_SPLINE2
; // will be set manually
283 if(((Player
*)this)->isInFlight())
285 WPAssert(((Player
*)this)->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE
);
286 flags2
= (MOVEMENTFLAG_FORWARD
| MOVEMENTFLAG_SPLINE2
);
292 *data
<< uint32(flags2
); // movement flags
293 *data
<< uint8(0); // unk 2.3.0
294 *data
<< uint32(getMSTime()); // time (in milliseconds)
298 if (flags
& UPDATEFLAG_HASPOSITION
)
301 if(flags
& UPDATEFLAG_TRANSPORT
&& ((GameObject
*)this)->GetGoType() == GAMEOBJECT_TYPE_MO_TRANSPORT
)
306 *data
<< ((WorldObject
*)this)->GetOrientation();
310 *data
<< ((WorldObject
*)this)->GetPositionX();
311 *data
<< ((WorldObject
*)this)->GetPositionY();
312 *data
<< ((WorldObject
*)this)->GetPositionZ();
313 *data
<< ((WorldObject
*)this)->GetOrientation();
318 if(flags
& UPDATEFLAG_LIVING
)
321 if(flags2
& MOVEMENTFLAG_ONTRANSPORT
)
323 if(GetTypeId() == TYPEID_PLAYER
)
325 *data
<< (uint64
)((Player
*)this)->GetTransport()->GetGUID();
326 *data
<< (float)((Player
*)this)->GetTransOffsetX();
327 *data
<< (float)((Player
*)this)->GetTransOffsetY();
328 *data
<< (float)((Player
*)this)->GetTransOffsetZ();
329 *data
<< (float)((Player
*)this)->GetTransOffsetO();
330 *data
<< (uint32
)((Player
*)this)->GetTransTime();
332 //MaNGOS currently not have support for other than player on transport
336 if(flags2
& (MOVEMENTFLAG_SWIMMING
| MOVEMENTFLAG_FLYING2
))
338 if(GetTypeId() == TYPEID_PLAYER
)
339 *data
<< (float)((Player
*)this)->m_movementInfo
.s_pitch
;
341 *data
<< (float)0; // is't part of movement packet, we must store and send it...
344 if(GetTypeId() == TYPEID_PLAYER
)
345 *data
<< (uint32
)((Player
*)this)->m_movementInfo
.fallTime
;
347 *data
<< (uint32
)0; // last fall time
350 if(flags2
& MOVEMENTFLAG_JUMPING
)
352 if(GetTypeId() == TYPEID_PLAYER
)
354 *data
<< (float)((Player
*)this)->m_movementInfo
.j_unk
;
355 *data
<< (float)((Player
*)this)->m_movementInfo
.j_sinAngle
;
356 *data
<< (float)((Player
*)this)->m_movementInfo
.j_cosAngle
;
357 *data
<< (float)((Player
*)this)->m_movementInfo
.j_xyspeed
;
369 if(flags2
& MOVEMENTFLAG_SPLINE
)
371 if(GetTypeId() == TYPEID_PLAYER
)
372 *data
<< (float)((Player
*)this)->m_movementInfo
.u_unk1
;
377 *data
<< ((Unit
*)this)->GetSpeed( MOVE_WALK
);
378 *data
<< ((Unit
*)this)->GetSpeed( MOVE_RUN
);
379 *data
<< ((Unit
*)this)->GetSpeed( MOVE_SWIM_BACK
);
380 *data
<< ((Unit
*)this)->GetSpeed( MOVE_SWIM
);
381 *data
<< ((Unit
*)this)->GetSpeed( MOVE_RUN_BACK
);
382 *data
<< ((Unit
*)this)->GetSpeed( MOVE_FLIGHT
);
383 *data
<< ((Unit
*)this)->GetSpeed( MOVE_FLIGHT_BACK
);
384 *data
<< ((Unit
*)this)->GetSpeed( MOVE_TURN_RATE
);
387 if(flags2
& MOVEMENTFLAG_SPLINE2
)
389 if(GetTypeId() != TYPEID_PLAYER
)
391 sLog
.outDebug("_BuildMovementUpdate: MOVEMENTFLAG_SPLINE2 for non-player");
395 if(!((Player
*)this)->isInFlight())
397 sLog
.outDebug("_BuildMovementUpdate: MOVEMENTFLAG_SPLINE2 but not in flight");
401 WPAssert(((Player
*)this)->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE
);
403 FlightPathMovementGenerator
*fmg
= (FlightPathMovementGenerator
*)(((Player
*)this)->GetMotionMaster()->top());
405 uint32 flags3
= 0x00000300;
407 *data
<< uint32(flags3
); // splines flag?
409 if(flags3
& 0x10000) // probably x,y,z coords there
416 if(flags3
& 0x20000) // probably guid there
421 if(flags3
& 0x40000) // may be orientation
426 Path
&path
= fmg
->GetPath();
429 ((Player
*)this)->GetPosition(x
, y
, z
);
431 uint32 inflighttime
= uint32(path
.GetPassedLength(fmg
->GetCurrentNode(), x
, y
, z
) * 32);
432 uint32 traveltime
= uint32(path
.GetTotalLength() * 32);
434 *data
<< uint32(inflighttime
); // passed move time?
435 *data
<< uint32(traveltime
); // full move time?
436 *data
<< uint32(0); // ticks count?
438 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 /*for(uint32 i = 0; i < poscount; i++)
457 *data
<< path
.GetNodes()[poscount
-1].x
;
458 *data
<< path
.GetNodes()[poscount
-1].y
;
459 *data
<< path
.GetNodes()[poscount
-1].z
;
461 // target position (path end)
462 /**data << ((Unit*)this)->GetPositionX();
463 *data << ((Unit*)this)->GetPositionY();
464 *data << ((Unit*)this)->GetPositionZ();*/
469 if(flags
& UPDATEFLAG_LOWGUID
)
475 case TYPEID_CONTAINER
:
476 case TYPEID_GAMEOBJECT
:
477 case TYPEID_DYNAMICOBJECT
:
479 *data
<< uint32(GetGUIDLow()); // GetGUIDLow()
482 *data
<< uint32(0x0000000B); // unk, can be 0xB or 0xC
485 if(flags
& UPDATEFLAG_SELF
)
486 *data
<< uint32(0x00000015); // unk, can be 0x15 or 0x22
488 *data
<< uint32(0x00000008); // unk, can be 0x7 or 0x8
491 *data
<< uint32(0x00000000); // unk
497 if(flags
& UPDATEFLAG_HIGHGUID
)
503 case TYPEID_CONTAINER
:
504 case TYPEID_GAMEOBJECT
:
505 case TYPEID_DYNAMICOBJECT
:
507 *data
<< uint32(GetGUIDHigh()); // GetGUIDHigh()
510 *data
<< uint32(0x00000000); // unk
516 if(flags
& UPDATEFLAG_FULLGUID
)
518 *data
<< uint8(0); // packed guid (probably target guid)
522 if(flags
& UPDATEFLAG_TRANSPORT
)
524 *data
<< uint32(getMSTime()); // ms time
528 void Object::_BuildValuesUpdate(uint8 updatetype
, ByteBuffer
* data
, UpdateMask
*updateMask
, Player
*target
) const
533 bool IsActivateToQuest
= false;
534 if (updatetype
== UPDATETYPE_CREATE_OBJECT
|| updatetype
== UPDATETYPE_CREATE_OBJECT2
)
536 if (isType(TYPEMASK_GAMEOBJECT
) && !((GameObject
*)this)->IsTransport())
538 if ( ((GameObject
*)this)->ActivateToQuest(target
) || target
->isGameMaster())
540 IsActivateToQuest
= true;
541 updateMask
->SetBit(GAMEOBJECT_DYN_FLAGS
);
545 else //case UPDATETYPE_VALUES
547 if (isType(TYPEMASK_GAMEOBJECT
) && !((GameObject
*)this)->IsTransport())
549 if ( ((GameObject
*)this)->ActivateToQuest(target
) || target
->isGameMaster())
551 IsActivateToQuest
= true;
553 updateMask
->SetBit(GAMEOBJECT_DYN_FLAGS
);
554 updateMask
->SetBit(GAMEOBJECT_ANIMPROGRESS
);
558 WPAssert(updateMask
&& updateMask
->GetCount() == m_valuesCount
);
560 *data
<< (uint8
)updateMask
->GetBlockCount();
561 data
->append( updateMask
->GetMask(), updateMask
->GetLength() );
563 // 2 specialized loops for speed optimization in non-unit case
564 if(isType(TYPEMASK_UNIT
)) // unit (creature/player) case
566 for( uint16 index
= 0; index
< m_valuesCount
; index
++ )
568 if( updateMask
->GetBit( index
) )
570 // remove custom flag before send
571 if( index
== UNIT_NPC_FLAGS
)
572 *data
<< uint32(m_uint32Values
[ index
] & ~UNIT_NPC_FLAG_GUARD
);
573 // FIXME: Some values at server stored in float format but must be sent to client in uint32 format
574 else if(index
>= UNIT_FIELD_BASEATTACKTIME
&& index
<= UNIT_FIELD_RANGEDATTACKTIME
)
576 // convert from float to uint32 and send
577 *data
<< uint32(m_floatValues
[ index
] < 0 ? 0 : m_floatValues
[ index
]);
579 // there are some float values which may be negative or can't get negative due to other checks
580 else if(index
>= UNIT_FIELD_NEGSTAT0
&& index
<= UNIT_FIELD_NEGSTAT4
||
581 index
>= UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE
&& index
<= (UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE
+ 6) ||
582 index
>= UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE
&& index
<= (UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE
+ 6) ||
583 index
>= UNIT_FIELD_POSSTAT0
&& index
<= UNIT_FIELD_POSSTAT4
)
585 *data
<< uint32(m_floatValues
[ index
]);
587 // Gamemasters should be always able to select units - remove not selectable flag
588 else if(index
== UNIT_FIELD_FLAGS
&& target
->isGameMaster())
590 *data
<< (m_uint32Values
[ index
] & ~UNIT_FLAG_NOT_SELECTABLE
);
592 // hide lootable animation for unallowed players
593 else if(index
== UNIT_DYNAMIC_FLAGS
&& GetTypeId() == TYPEID_UNIT
)
595 if(!target
->isAllowedToLoot((Creature
*)this))
596 *data
<< (m_uint32Values
[ index
] & ~UNIT_DYNFLAG_LOOTABLE
);
598 *data
<< (m_uint32Values
[ index
] & ~UNIT_DYNFLAG_OTHER_TAGGER
);
602 // send in current format (float as float, uint32 as uint32)
603 *data
<< m_uint32Values
[ index
];
608 else if(isType(TYPEMASK_GAMEOBJECT
)) // gameobject case
610 for( uint16 index
= 0; index
< m_valuesCount
; index
++ )
612 if( updateMask
->GetBit( index
) )
614 // send in current format (float as float, uint32 as uint32)
615 if ( index
== GAMEOBJECT_DYN_FLAGS
)
617 if(IsActivateToQuest
)
619 switch(((GameObject
*)this)->GetGoType())
621 case GAMEOBJECT_TYPE_CHEST
:
622 *data
<< uint32(9); // enable quest object. Represent 9, but 1 for client before 2.3.0
624 case GAMEOBJECT_TYPE_GOOBER
:
628 *data
<< uint32(0); // unknown. not happen.
633 *data
<< uint32(0); // disable quest object
636 *data
<< m_uint32Values
[ index
]; // other cases
640 else // other objects case (no special index checks)
642 for( uint16 index
= 0; index
< m_valuesCount
; index
++ )
644 if( updateMask
->GetBit( index
) )
646 // send in current format (float as float, uint32 as uint32)
647 *data
<< m_uint32Values
[ index
];
653 void Object::ClearUpdateMask(bool remove
)
655 for( uint16 index
= 0; index
< m_valuesCount
; index
++ )
657 if(m_uint32Values_mirror
[index
]!= m_uint32Values
[index
])
658 m_uint32Values_mirror
[index
] = m_uint32Values
[index
];
663 ObjectAccessor::Instance().RemoveUpdateObject(this);
664 m_objectUpdated
= false;
668 // Send current value fields changes to all viewers
669 void Object::SendUpdateObjectToAllExcept(Player
* exceptPlayer
)
671 // changes will be send in create packet
679 ObjectAccessor::UpdateObject(this,exceptPlayer
);
682 bool Object::LoadValues(const char* data
)
684 if(!m_uint32Values
) _InitValues();
686 Tokens tokens
= StrSplit(data
, " ");
688 if(tokens
.size() != m_valuesCount
)
691 Tokens::iterator iter
;
693 for (iter
= tokens
.begin(), index
= 0; index
< m_valuesCount
; ++iter
, ++index
)
695 m_uint32Values
[index
] = atol((*iter
).c_str());
701 void Object::_SetUpdateBits(UpdateMask
*updateMask
, Player
* /*target*/) const
703 for( uint16 index
= 0; index
< m_valuesCount
; index
++ )
705 if(m_uint32Values_mirror
[index
]!= m_uint32Values
[index
])
706 updateMask
->SetBit(index
);
710 void Object::_SetCreateBits(UpdateMask
*updateMask
, Player
* /*target*/) const
712 for( uint16 index
= 0; index
< m_valuesCount
; index
++ )
714 if(GetUInt32Value(index
) != 0)
715 updateMask
->SetBit(index
);
719 void Object::SetInt32Value( uint16 index
, int32 value
)
721 ASSERT( index
< m_valuesCount
|| PrintIndexError( index
, true ) );
723 if(m_int32Values
[ index
] != value
)
725 m_int32Values
[ index
] = value
;
731 ObjectAccessor::Instance().AddUpdateObject(this);
732 m_objectUpdated
= true;
738 void Object::SetUInt32Value( uint16 index
, uint32 value
)
740 ASSERT( index
< m_valuesCount
|| PrintIndexError( index
, true ) );
742 if(m_uint32Values
[ index
] != value
)
744 m_uint32Values
[ index
] = value
;
750 ObjectAccessor::Instance().AddUpdateObject(this);
751 m_objectUpdated
= true;
757 void Object::SetUInt64Value( uint16 index
, const uint64
&value
)
759 ASSERT( index
+ 1 < m_valuesCount
|| PrintIndexError( index
, true ) );
760 if(*((uint64
*)&(m_uint32Values
[ index
])) != value
)
762 m_uint32Values
[ index
] = *((uint32
*)&value
);
763 m_uint32Values
[ index
+ 1 ] = *(((uint32
*)&value
) + 1);
769 ObjectAccessor::Instance().AddUpdateObject(this);
770 m_objectUpdated
= true;
776 void Object::SetFloatValue( uint16 index
, float value
)
778 ASSERT( index
< m_valuesCount
|| PrintIndexError( index
, true ) );
780 if(m_floatValues
[ index
] != value
)
782 m_floatValues
[ index
] = value
;
788 ObjectAccessor::Instance().AddUpdateObject(this);
789 m_objectUpdated
= true;
795 void Object::SetByteValue( uint16 index
, uint8 offset
, uint8 value
)
797 ASSERT( index
< m_valuesCount
|| PrintIndexError( index
, true ) );
801 sLog
.outError("Object::SetByteValue: wrong offset %u", offset
);
805 if(uint8(m_uint32Values
[ index
] >> (offset
* 8)) != value
)
807 m_uint32Values
[ index
] &= ~uint32(uint32(0xFF) << (offset
* 8));
808 m_uint32Values
[ index
] |= uint32(uint32(value
) << (offset
* 8));
814 ObjectAccessor::Instance().AddUpdateObject(this);
815 m_objectUpdated
= true;
821 void Object::SetUInt16Value( uint16 index
, uint8 offset
, uint16 value
)
823 ASSERT( index
< m_valuesCount
|| PrintIndexError( index
, true ) );
827 sLog
.outError("Object::SetUInt16Value: wrong offset %u", offset
);
831 if(uint8(m_uint32Values
[ index
] >> (offset
* 16)) != value
)
833 m_uint32Values
[ index
] &= ~uint32(uint32(0xFFFF) << (offset
* 16));
834 m_uint32Values
[ index
] |= uint32(uint32(value
) << (offset
* 16));
840 ObjectAccessor::Instance().AddUpdateObject(this);
841 m_objectUpdated
= true;
847 void Object::SetStatFloatValue( uint16 index
, float value
)
852 SetFloatValue(index
, value
);
855 void Object::SetStatInt32Value( uint16 index
, int32 value
)
860 SetUInt32Value(index
, uint32(value
));
863 void Object::ApplyModUInt32Value(uint16 index
, int32 val
, bool apply
)
865 int32 cur
= GetUInt32Value(index
);
866 cur
+= (apply
? val
: -val
);
869 SetUInt32Value(index
,cur
);
872 void Object::ApplyModInt32Value(uint16 index
, int32 val
, bool apply
)
874 int32 cur
= GetInt32Value(index
);
875 cur
+= (apply
? val
: -val
);
876 SetInt32Value(index
,cur
);
879 void Object::ApplyModSignedFloatValue(uint16 index
, float val
, bool apply
)
881 float cur
= GetFloatValue(index
);
882 cur
+= (apply
? val
: -val
);
883 SetFloatValue(index
,cur
);
886 void Object::ApplyModPositiveFloatValue(uint16 index
, float val
, bool apply
)
888 float cur
= GetFloatValue(index
);
889 cur
+= (apply
? val
: -val
);
892 SetFloatValue(index
,cur
);
895 void Object::SetFlag( uint16 index
, uint32 newFlag
)
897 ASSERT( index
< m_valuesCount
|| PrintIndexError( index
, true ) );
898 uint32 oldval
= m_uint32Values
[ index
];
899 uint32 newval
= oldval
| newFlag
;
903 m_uint32Values
[ index
] = newval
;
909 ObjectAccessor::Instance().AddUpdateObject(this);
910 m_objectUpdated
= true;
916 void Object::RemoveFlag( uint16 index
, uint32 oldFlag
)
918 ASSERT( index
< m_valuesCount
|| PrintIndexError( index
, true ) );
919 uint32 oldval
= m_uint32Values
[ index
];
920 uint32 newval
= oldval
& ~oldFlag
;
924 m_uint32Values
[ index
] = newval
;
930 ObjectAccessor::Instance().AddUpdateObject(this);
931 m_objectUpdated
= true;
937 void Object::SetByteFlag( uint16 index
, uint8 offset
, uint8 newFlag
)
939 ASSERT( index
< m_valuesCount
|| PrintIndexError( index
, true ) );
943 sLog
.outError("Object::SetByteFlag: wrong offset %u", offset
);
947 if(!(uint8(m_uint32Values
[ index
] >> (offset
* 8)) & newFlag
))
949 m_uint32Values
[ index
] |= uint32(uint32(newFlag
) << (offset
* 8));
955 ObjectAccessor::Instance().AddUpdateObject(this);
956 m_objectUpdated
= true;
962 void Object::RemoveByteFlag( uint16 index
, uint8 offset
, uint8 oldFlag
)
964 ASSERT( index
< m_valuesCount
|| PrintIndexError( index
, true ) );
968 sLog
.outError("Object::RemoveByteFlag: wrong offset %u", offset
);
972 if(uint8(m_uint32Values
[ index
] >> (offset
* 8)) & oldFlag
)
974 m_uint32Values
[ index
] &= ~uint32(uint32(oldFlag
) << (offset
* 8));
980 ObjectAccessor::Instance().AddUpdateObject(this);
981 m_objectUpdated
= true;
987 bool Object::PrintIndexError(uint32 index
, bool set
) const
989 sLog
.outError("ERROR: Attempt %s non-existed value field: %u (count: %u) for object typeid: %u type mask: %u",(set
? "set value to" : "get value from"),index
,m_valuesCount
,GetTypeId(),m_objectType
);
991 // assert must fail after function call
995 WorldObject::WorldObject()
1000 m_orientation
= 0.0f
;
1007 mSemaphoreTeleport
= false;
1010 void WorldObject::_Create( uint32 guidlow
, HighGuid guidhigh
, uint32 mapid
)
1012 Object::_Create(guidlow
, 0, guidhigh
);
1017 uint32
WorldObject::GetZoneId() const
1019 return MapManager::Instance().GetBaseMap(m_mapId
)->GetZoneId(m_positionX
,m_positionY
);
1022 uint32
WorldObject::GetAreaId() const
1024 return MapManager::Instance().GetBaseMap(m_mapId
)->GetAreaId(m_positionX
,m_positionY
);
1027 InstanceData
* WorldObject::GetInstanceData()
1029 Map
*map
= GetMap();
1030 return map
->IsDungeon() ? ((InstanceMap
*)map
)->GetInstanceData() : NULL
;
1034 float WorldObject::GetDistance(const WorldObject
* obj
) const
1036 float dx
= GetPositionX() - obj
->GetPositionX();
1037 float dy
= GetPositionY() - obj
->GetPositionY();
1038 float dz
= GetPositionZ() - obj
->GetPositionZ();
1039 float sizefactor
= GetObjectSize() + obj
->GetObjectSize();
1040 float dist
= sqrt((dx
*dx
) + (dy
*dy
) + (dz
*dz
)) - sizefactor
;
1041 return ( dist
> 0 ? dist
: 0);
1044 float WorldObject::GetDistance2d(float x
, float y
) const
1046 float dx
= GetPositionX() - x
;
1047 float dy
= GetPositionY() - y
;
1048 float sizefactor
= GetObjectSize();
1049 float dist
= sqrt((dx
*dx
) + (dy
*dy
)) - sizefactor
;
1050 return ( dist
> 0 ? dist
: 0);
1053 float WorldObject::GetDistance(const float x
, const float y
, const float z
) const
1055 float dx
= GetPositionX() - x
;
1056 float dy
= GetPositionY() - y
;
1057 float dz
= GetPositionZ() - z
;
1058 float sizefactor
= GetObjectSize();
1059 float dist
= sqrt((dx
*dx
) + (dy
*dy
) + (dz
*dz
)) - sizefactor
;
1060 return ( dist
> 0 ? dist
: 0);
1063 float WorldObject::GetDistance2d(const WorldObject
* obj
) const
1065 float dx
= GetPositionX() - obj
->GetPositionX();
1066 float dy
= GetPositionY() - obj
->GetPositionY();
1067 float sizefactor
= GetObjectSize() + obj
->GetObjectSize();
1068 float dist
= sqrt((dx
*dx
) + (dy
*dy
)) - sizefactor
;
1069 return ( dist
> 0 ? dist
: 0);
1072 float WorldObject::GetDistanceZ(const WorldObject
* obj
) const
1074 float dz
= fabs(GetPositionZ() - obj
->GetPositionZ());
1075 float sizefactor
= GetObjectSize() + obj
->GetObjectSize();
1076 float dist
= dz
- sizefactor
;
1077 return ( dist
> 0 ? dist
: 0);
1080 bool WorldObject::IsWithinDistInMap(const WorldObject
* obj
, const float dist2compare
, const bool is3D
) const
1082 if (!obj
|| !IsInMap(obj
)) return false;
1084 float dx
= GetPositionX() - obj
->GetPositionX();
1085 float dy
= GetPositionY() - obj
->GetPositionY();
1086 float distsq
= dx
*dx
+ dy
*dy
;
1089 float dz
= GetPositionZ() - obj
->GetPositionZ();
1092 float sizefactor
= GetObjectSize() + obj
->GetObjectSize();
1093 float maxdist
= dist2compare
+ sizefactor
;
1095 return distsq
< maxdist
* maxdist
;
1098 bool WorldObject::IsWithinLOSInMap(const WorldObject
* obj
) const
1100 if (!IsInMap(obj
)) return false;
1102 obj
->GetPosition(ox
,oy
,oz
);
1103 return(IsWithinLOS(ox
, oy
, oz
));
1106 bool WorldObject::IsWithinLOS(const float ox
, const float oy
, const float oz
) const
1110 VMAP::IVMapManager
*vMapManager
= VMAP::VMapFactory::createOrGetVMapManager();
1111 return vMapManager
->isInLineOfSight(GetMapId(), x
, y
, z
+2.0f
, ox
, oy
, oz
+2.0f
);
1114 float WorldObject::GetAngle(const WorldObject
* obj
) const
1117 return GetAngle( obj
->GetPositionX(), obj
->GetPositionY() );
1120 // Return angle in range 0..2*pi
1121 float WorldObject::GetAngle( const float x
, const float y
) const
1123 float dx
= x
- GetPositionX();
1124 float dy
= y
- GetPositionY();
1126 float ang
= atan2(dy
, dx
);
1127 ang
= (ang
>= 0) ? ang
: 2 * M_PI
+ ang
;
1131 bool WorldObject::HasInArc(const float arcangle
, const WorldObject
* obj
) const
1133 float arc
= arcangle
;
1135 // move arc to range 0.. 2*pi
1136 while( arc
>= 2.0f
* M_PI
)
1141 float angle
= GetAngle( obj
);
1142 angle
-= m_orientation
;
1144 // move angle to range -pi ... +pi
1145 while( angle
> M_PI
)
1146 angle
-= 2.0f
* M_PI
;
1147 while(angle
< -M_PI
)
1148 angle
+= 2.0f
* M_PI
;
1150 float lborder
= -1 * (arc
/2.0f
); // in range -pi..0
1151 float rborder
= (arc
/2.0f
); // in range 0..pi
1152 return (( angle
>= lborder
) && ( angle
<= rborder
));
1155 void WorldObject::GetRandomPoint( float x
, float y
, float z
, float distance
, float &rand_x
, float &rand_y
, float &rand_z
) const
1165 // angle to face `obj` to `this`
1166 float angle
= rand_norm()*2*M_PI
;
1167 float new_dist
= rand_norm()*distance
;
1169 rand_x
= x
+ new_dist
* cos(angle
);
1170 rand_y
= y
+ new_dist
* sin(angle
);
1173 MaNGOS::NormalizeMapCoord(rand_x
);
1174 MaNGOS::NormalizeMapCoord(rand_y
);
1175 UpdateGroundPositionZ(rand_x
,rand_y
,rand_z
); // update to LOS height if available
1178 void WorldObject::UpdateGroundPositionZ(float x
, float y
, float &z
) const
1180 float new_z
= MapManager::Instance().GetBaseMap(GetMapId())->GetHeight(x
,y
,z
,true);
1181 if(new_z
> INVALID_HEIGHT
)
1182 z
= new_z
+ 0.05f
; // just to be sure that we are not a few pixel under the surface
1185 bool WorldObject::IsPositionValid() const
1187 return MaNGOS::IsValidMapCoord(m_positionX
,m_positionY
,m_positionZ
,m_orientation
);
1190 void WorldObject::MonsterSay(const char* text
, uint32 language
, uint64 TargetGuid
)
1192 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
1193 BuildMonsterChat(&data
,CHAT_MSG_MONSTER_SAY
,text
,language
,GetName(),TargetGuid
);
1194 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_SAY
),true);
1197 void WorldObject::MonsterYell(const char* text
, uint32 language
, uint64 TargetGuid
)
1199 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
1200 BuildMonsterChat(&data
,CHAT_MSG_MONSTER_YELL
,text
,language
,GetName(),TargetGuid
);
1201 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_YELL
),true);
1204 void WorldObject::MonsterTextEmote(const char* text
, uint64 TargetGuid
, bool IsBossEmote
)
1206 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
1207 BuildMonsterChat(&data
,IsBossEmote
? CHAT_MSG_RAID_BOSS_EMOTE
: CHAT_MSG_MONSTER_EMOTE
,text
,LANG_UNIVERSAL
,GetName(),TargetGuid
);
1208 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE
),true);
1211 void WorldObject::MonsterWhisper(const char* text
, uint64 receiver
, bool IsBossWhisper
)
1213 Player
*player
= objmgr
.GetPlayer(receiver
);
1214 if(!player
|| !player
->GetSession())
1217 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
1218 BuildMonsterChat(&data
,IsBossWhisper
? CHAT_MSG_RAID_BOSS_WHISPER
: CHAT_MSG_MONSTER_WHISPER
,text
,LANG_UNIVERSAL
,GetName(),receiver
);
1220 player
->GetSession()->SendPacket(&data
);
1225 class MessageChatLocaleCacheDo
1228 MessageChatLocaleCacheDo(WorldObject
const& obj
, ChatMsg msgtype
, int32 textId
, uint32 language
, uint64 targetGUID
, float dist
)
1229 : i_object(obj
), i_msgtype(msgtype
), i_textId(textId
), i_language(language
),
1230 i_targetGUID(targetGUID
), i_dist(dist
)
1234 ~MessageChatLocaleCacheDo()
1236 for(int i
= 0; i
< i_data_cache
.size(); ++i
)
1237 delete i_data_cache
[i
];
1240 void operator()(Player
* p
)
1242 // skip far away players
1243 if(p
->GetDistance(&i_object
) > i_dist
)
1246 uint32 loc_idx
= p
->GetSession()->GetSessionDbLocaleIndex();
1247 uint32 cache_idx
= loc_idx
+1;
1250 // create if not cached yet
1251 if(i_data_cache
.size() < cache_idx
+1 || !i_data_cache
[cache_idx
])
1253 if(i_data_cache
.size() < cache_idx
+1)
1254 i_data_cache
.resize(cache_idx
+1);
1256 char const* text
= objmgr
.GetMangosString(i_textId
,loc_idx
);
1258 data
= new WorldPacket(SMSG_MESSAGECHAT
, 200);
1260 // TODO: i_object.GetName() also must be localized?
1261 i_object
.BuildMonsterChat(data
,i_msgtype
,text
,i_language
,i_object
.GetNameForLocaleIdx(loc_idx
),i_targetGUID
);
1263 i_data_cache
[cache_idx
] = data
;
1266 data
= i_data_cache
[cache_idx
];
1268 p
->SendDirectMessage(data
);
1272 WorldObject
const& i_object
;
1276 uint64 i_targetGUID
;
1278 std::vector
<WorldPacket
*> i_data_cache
; // 0 = default, i => i-1 locale index
1280 } // namespace MaNGOS
1282 void WorldObject::MonsterSay(int32 textId
, uint32 language
, uint64 TargetGuid
)
1284 CellPair p
= MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY());
1287 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
1290 MaNGOS::MessageChatLocaleCacheDo
say_do(*this, CHAT_MSG_MONSTER_SAY
, textId
,language
,TargetGuid
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_SAY
));
1291 MaNGOS::PlayerWorker
<MaNGOS::MessageChatLocaleCacheDo
> say_worker(say_do
);
1292 TypeContainerVisitor
<MaNGOS::PlayerWorker
<MaNGOS::MessageChatLocaleCacheDo
>, WorldTypeMapContainer
> message(say_worker
);
1293 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
1294 cell_lock
->Visit(cell_lock
, message
, *GetMap());
1297 void WorldObject::MonsterYell(int32 textId
, uint32 language
, uint64 TargetGuid
)
1299 CellPair p
= MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY());
1302 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
1305 MaNGOS::MessageChatLocaleCacheDo
say_do(*this, CHAT_MSG_MONSTER_YELL
, textId
,language
,TargetGuid
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_YELL
));
1306 MaNGOS::PlayerWorker
<MaNGOS::MessageChatLocaleCacheDo
> say_worker(say_do
);
1307 TypeContainerVisitor
<MaNGOS::PlayerWorker
<MaNGOS::MessageChatLocaleCacheDo
>, WorldTypeMapContainer
> message(say_worker
);
1308 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
1309 cell_lock
->Visit(cell_lock
, message
, *GetMap());
1312 void WorldObject::MonsterTextEmote(int32 textId
, uint64 TargetGuid
, bool IsBossEmote
)
1314 CellPair p
= MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY());
1317 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
1320 MaNGOS::MessageChatLocaleCacheDo
say_do(*this, IsBossEmote
? CHAT_MSG_RAID_BOSS_EMOTE
: CHAT_MSG_MONSTER_EMOTE
, textId
,LANG_UNIVERSAL
,TargetGuid
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE
));
1321 MaNGOS::PlayerWorker
<MaNGOS::MessageChatLocaleCacheDo
> say_worker(say_do
);
1322 TypeContainerVisitor
<MaNGOS::PlayerWorker
<MaNGOS::MessageChatLocaleCacheDo
>, WorldTypeMapContainer
> message(say_worker
);
1323 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
1324 cell_lock
->Visit(cell_lock
, message
, *GetMap());
1327 void WorldObject::MonsterWhisper(int32 textId
, uint64 receiver
, bool IsBossWhisper
)
1329 Player
*player
= objmgr
.GetPlayer(receiver
);
1330 if(!player
|| !player
->GetSession())
1333 uint32 loc_idx
= player
->GetSession()->GetSessionDbLocaleIndex();
1334 char const* text
= objmgr
.GetMangosString(textId
,loc_idx
);
1336 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
1337 BuildMonsterChat(&data
,IsBossWhisper
? CHAT_MSG_RAID_BOSS_WHISPER
: CHAT_MSG_MONSTER_WHISPER
,text
,LANG_UNIVERSAL
,GetName(),receiver
);
1339 player
->GetSession()->SendPacket(&data
);
1342 void WorldObject::BuildMonsterChat(WorldPacket
*data
, uint8 msgtype
, char const* text
, uint32 language
, char const* name
, uint64 targetGuid
) const
1344 bool pre
= (msgtype
==CHAT_MSG_MONSTER_EMOTE
|| msgtype
==CHAT_MSG_RAID_BOSS_EMOTE
);
1346 *data
<< (uint8
)msgtype
;
1347 *data
<< (uint32
)language
;
1348 *data
<< (uint64
)GetGUID();
1349 *data
<< (uint32
)0; //2.1.0
1350 *data
<< (uint32
)(strlen(name
)+1);
1352 *data
<< (uint64
)targetGuid
; //Unit Target
1353 if( targetGuid
&& !IS_PLAYER_GUID(targetGuid
) )
1355 *data
<< (uint32
)1; // target name length
1356 *data
<< (uint8
)0; // target name
1358 *data
<< (uint32
)(strlen(text
)+1+(pre
?3:0));
1360 data
->append("%s ",3);
1362 *data
<< (uint8
)0; // ChatTag
1365 void WorldObject::BuildHeartBeatMsg(WorldPacket
*data
) const
1367 //Heartbeat message cannot be used for non-units
1368 if (!isType(TYPEMASK_UNIT
))
1371 data
->Initialize(MSG_MOVE_HEARTBEAT
, 32);
1372 data
->append(GetPackGUID());
1373 *data
<< uint32(((Unit
*)this)->GetUnitMovementFlags()); // movement flags
1374 *data
<< uint8(0); // 2.3.0
1375 *data
<< getMSTime(); // time
1376 *data
<< m_positionX
;
1377 *data
<< m_positionY
;
1378 *data
<< m_positionZ
;
1379 *data
<< m_orientation
;
1383 void WorldObject::BuildTeleportAckMsg(WorldPacket
*data
, float x
, float y
, float z
, float ang
) const
1385 //TeleportAck message cannot be used for non-units
1386 if (!isType(TYPEMASK_UNIT
))
1389 data
->Initialize(MSG_MOVE_TELEPORT_ACK
, 41);
1390 data
->append(GetPackGUID());
1391 *data
<< uint32(0); // this value increments every time
1392 *data
<< uint32(((Unit
*)this)->GetUnitMovementFlags()); // movement flags
1393 *data
<< uint8(0); // 2.3.0
1394 *data
<< getMSTime(); // time
1402 void WorldObject::SendMessageToSet(WorldPacket
*data
, bool /*bToSelf*/)
1404 GetMap()->MessageBroadcast(this, data
);
1407 void WorldObject::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool /*bToSelf*/)
1409 GetMap()->MessageDistBroadcast(this, data
, dist
);
1412 void WorldObject::SendObjectDeSpawnAnim(uint64 guid
)
1414 WorldPacket
data(SMSG_GAMEOBJECT_DESPAWN_ANIM
, 8);
1416 SendMessageToSet(&data
, true);
1419 Map
* WorldObject::GetMap() const
1421 return MapManager::Instance().GetMap(GetMapId(), this);
1424 Map
const* WorldObject::GetBaseMap() const
1426 return MapManager::Instance().GetBaseMap(GetMapId());
1429 void WorldObject::AddObjectToRemoveList()
1431 Map
* map
= GetMap();
1434 sLog
.outError("Object (TypeId: %u Entry: %u GUID: %u) at attempt add to move list not have valid map (Id: %u).",GetTypeId(),GetEntry(),GetGUIDLow(),GetMapId());
1438 map
->AddObjectToRemoveList(this);
1441 Creature
* WorldObject::SummonCreature(uint32 id
, float x
, float y
, float z
, float ang
,TempSummonType spwtype
,uint32 despwtime
)
1443 TemporarySummon
* pCreature
= new TemporarySummon(GetGUID());
1445 pCreature
->SetInstanceId(GetInstanceId());
1447 if (GetTypeId()==TYPEID_PLAYER
)
1448 team
= ((Player
*)this)->GetTeam();
1450 if (!pCreature
->Create(objmgr
.GenerateLowGuid(HIGHGUID_UNIT
), GetMap(), id
, team
))
1456 if (x
== 0.0f
&& y
== 0.0f
&& z
== 0.0f
)
1457 GetClosePoint(x
, y
, z
, pCreature
->GetObjectSize());
1459 pCreature
->Relocate(x
, y
, z
, ang
);
1461 if(!pCreature
->IsPositionValid())
1463 sLog
.outError("ERROR: Creature (guidlow %d, entry %d) not summoned. Suggested coordinates isn't valid (X: %f Y: %f)",pCreature
->GetGUIDLow(),pCreature
->GetEntry(),pCreature
->GetPositionX(),pCreature
->GetPositionY());
1468 pCreature
->Summon(spwtype
, despwtime
);
1470 if(GetTypeId()==TYPEID_UNIT
&& ((Creature
*)this)->AI())
1471 ((Creature
*)this)->AI()->JustSummoned(pCreature
);
1473 //return the creature therewith the summoner has access to it
1482 NearUsedPosDo(WorldObject
const& obj
, WorldObject
const* searcher
, float angle
, ObjectPosSelector
& selector
)
1483 : i_object(obj
), i_searcher(searcher
), i_angle(angle
), i_selector(selector
) {}
1485 void operator()(Corpse
*) const {}
1486 void operator()(DynamicObject
*) const {}
1488 void operator()(Creature
* c
) const
1490 // skip self or target
1491 if(c
==i_searcher
|| c
==&i_object
)
1496 if( !c
->isAlive() || c
->hasUnitState(UNIT_STAT_ROOT
| UNIT_STAT_STUNNED
| UNIT_STAT_DISTRACTED
) ||
1497 !c
->GetMotionMaster()->GetDestination(x
,y
,z
) )
1499 x
= c
->GetPositionX();
1500 y
= c
->GetPositionY();
1507 void operator()(T
* u
) const
1509 // skip self or target
1510 if(u
==i_searcher
|| u
==&i_object
)
1515 x
= u
->GetPositionX();
1516 y
= u
->GetPositionY();
1521 // we must add used pos that can fill places around center
1522 void add(WorldObject
* u
, float x
, float y
) const
1524 // dist include size of u
1525 float dist2d
= i_object
.GetDistance2d(x
,y
);
1527 // u is too nearest to i_object
1528 if(dist2d
+ i_object
.GetObjectSize() + u
->GetObjectSize() < i_selector
.m_dist
- i_selector
.m_size
)
1531 // u is too far away from i_object
1532 if(dist2d
+ i_object
.GetObjectSize() - u
->GetObjectSize() > i_selector
.m_dist
+ i_selector
.m_size
)
1535 float angle
= i_object
.GetAngle(u
)-i_angle
;
1537 // move angle to range -pi ... +pi
1538 while( angle
> M_PI
)
1539 angle
-= 2.0f
* M_PI
;
1540 while(angle
< -M_PI
)
1541 angle
+= 2.0f
* M_PI
;
1543 i_selector
.AddUsedPos(u
->GetObjectSize(),angle
,dist2d
+ i_object
.GetObjectSize());
1546 WorldObject
const& i_object
;
1547 WorldObject
const* i_searcher
;
1549 ObjectPosSelector
& i_selector
;
1551 } // namespace MaNGOS
1553 //===================================================================================================
1555 void WorldObject::GetNearPoint2D(float &x
, float &y
, float distance2d
, float absAngle
) const
1557 x
= GetPositionX() + (GetObjectSize() + distance2d
) * cos(absAngle
);
1558 y
= GetPositionY() + (GetObjectSize() + distance2d
) * sin(absAngle
);
1560 MaNGOS::NormalizeMapCoord(x
);
1561 MaNGOS::NormalizeMapCoord(y
);
1564 void WorldObject::GetNearPoint(WorldObject
const* searcher
, float &x
, float &y
, float &z
, float searcher_size
, float distance2d
, float absAngle
) const
1566 GetNearPoint2D(x
,y
,distance2d
+searcher_size
,absAngle
);
1569 // if detection disabled, return first point
1570 if(!sWorld
.getConfig(CONFIG_DETECT_POS_COLLISION
))
1572 UpdateGroundPositionZ(x
,y
,z
); // update to LOS height if available
1576 // or remember first point
1579 bool first_los_conflict
= false; // first point LOS problems
1581 // prepare selector for work
1582 ObjectPosSelector
selector(GetPositionX(),GetPositionY(),GetObjectSize(),distance2d
+searcher_size
);
1584 // adding used positions around object
1586 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY()));
1588 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
1591 MaNGOS::NearUsedPosDo
u_do(*this,searcher
,absAngle
,selector
);
1592 MaNGOS::WorldObjectWorker
<MaNGOS::NearUsedPosDo
> worker(u_do
);
1594 TypeContainerVisitor
<MaNGOS::WorldObjectWorker
<MaNGOS::NearUsedPosDo
>, GridTypeMapContainer
> grid_obj_worker(worker
);
1595 TypeContainerVisitor
<MaNGOS::WorldObjectWorker
<MaNGOS::NearUsedPosDo
>, WorldTypeMapContainer
> world_obj_worker(worker
);
1597 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
1598 cell_lock
->Visit(cell_lock
, grid_obj_worker
, *GetMap());
1599 cell_lock
->Visit(cell_lock
, world_obj_worker
, *GetMap());
1602 // maybe can just place in primary position
1603 if( selector
.CheckOriginal() )
1605 UpdateGroundPositionZ(x
,y
,z
); // update to LOS height if available
1607 if(IsWithinLOS(x
,y
,z
))
1610 first_los_conflict
= true; // first point have LOS problems
1613 float angle
; // candidate of angle for free pos
1615 // special case when one from list empty and then empty side preferred
1616 if(selector
.FirstAngle(angle
))
1618 GetNearPoint2D(x
,y
,distance2d
,absAngle
+angle
);
1620 UpdateGroundPositionZ(x
,y
,z
); // update to LOS height if available
1622 if(IsWithinLOS(x
,y
,z
))
1626 // set first used pos in lists
1627 selector
.InitializeAngle();
1629 // select in positions after current nodes (selection one by one)
1630 while(selector
.NextAngle(angle
)) // angle for free pos
1632 GetNearPoint2D(x
,y
,distance2d
,absAngle
+angle
);
1634 UpdateGroundPositionZ(x
,y
,z
); // update to LOS height if available
1636 if(IsWithinLOS(x
,y
,z
))
1640 // BAD NEWS: not free pos (or used or have LOS problems)
1641 // Attempt find _used_ pos without LOS problem
1643 if(!first_los_conflict
)
1648 UpdateGroundPositionZ(x
,y
,z
); // update to LOS height if available
1652 // special case when one from list empty and then empty side preferred
1653 if( selector
.IsNonBalanced() )
1655 if(!selector
.FirstAngle(angle
)) // _used_ pos
1657 GetNearPoint2D(x
,y
,distance2d
,absAngle
+angle
);
1659 UpdateGroundPositionZ(x
,y
,z
); // update to LOS height if available
1661 if(IsWithinLOS(x
,y
,z
))
1666 // set first used pos in lists
1667 selector
.InitializeAngle();
1669 // select in positions after current nodes (selection one by one)
1670 while(selector
.NextUsedAngle(angle
)) // angle for used pos but maybe without LOS problem
1672 GetNearPoint2D(x
,y
,distance2d
,absAngle
+angle
);
1674 UpdateGroundPositionZ(x
,y
,z
); // update to LOS height if available
1676 if(IsWithinLOS(x
,y
,z
))
1680 // BAD BAD NEWS: all found pos (free and used) have LOS problem :(
1684 UpdateGroundPositionZ(x
,y
,z
); // update to LOS height if available