/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see .
*/
#include "Object.h"
#include "BattlefieldMgr.h"
#include "Battleground.h"
#include "CellImpl.h"
#include "CinematicMgr.h"
#include "Common.h"
#include "Creature.h"
#include "GameTime.h"
#include "GridNotifiersImpl.h"
#include "G3DPosition.hpp"
#include "Item.h"
#include "Log.h"
#include "Map.h"
#include "MiscPackets.h"
#include "MovementInfo.h"
#include "MovementPacketBuilder.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "OutdoorPvPMgr.h"
#include "PathGenerator.h"
#include "Player.h"
#include "ReputationMgr.h"
#include "SpellAuraEffects.h"
#include "SpellMgr.h"
#include "TemporarySummon.h"
#include "Totem.h"
#include "Transport.h"
#include "Unit.h"
#include "UpdateFieldFlags.h"
#include "Vehicle.h"
#include "VMapFactory.h"
#include "World.h"
#include
constexpr float VisibilityDistances[AsUnderlyingType(VisibilityDistanceType::Max)] =
{
DEFAULT_VISIBILITY_DISTANCE,
VISIBILITY_DISTANCE_TINY,
VISIBILITY_DISTANCE_SMALL,
VISIBILITY_DISTANCE_LARGE,
VISIBILITY_DISTANCE_GIGANTIC,
MAX_VISIBILITY_DISTANCE
};
Object::Object() : m_PackGUID(sizeof(uint64)+1)
{
m_objectTypeId = TYPEID_OBJECT;
m_objectType = TYPEMASK_OBJECT;
m_updateFlag = UPDATEFLAG_NONE;
m_uint32Values = nullptr;
m_valuesCount = 0;
_fieldNotifyFlags = UF_FLAG_DYNAMIC;
m_inWorld = false;
m_isNewObject = false;
m_objectUpdated = false;
}
WorldObject::~WorldObject()
{
// this may happen because there are many !create/delete
if (IsWorldObject() && m_currMap)
{
if (GetTypeId() == TYPEID_CORPSE)
{
TC_LOG_FATAL("misc", "WorldObject::~WorldObject Corpse Type: %d (%s) deleted but still in map!!",
ToCorpse()->GetType(), GetGUID().ToString().c_str());
ABORT();
}
ResetMap();
}
}
Object::~Object()
{
if (IsInWorld())
{
TC_LOG_FATAL("misc", "Object::~Object %s deleted but still in world!!", GetGUID().ToString().c_str());
if (isType(TYPEMASK_ITEM))
TC_LOG_FATAL("misc", "Item slot %u", ((Item*)this)->GetSlot());
ABORT();
}
if (m_objectUpdated)
{
TC_LOG_FATAL("misc", "Object::~Object %s deleted but still in update list!!", GetGUID().ToString().c_str());
ABORT();
}
delete [] m_uint32Values;
m_uint32Values = nullptr;
}
void Object::_InitValues()
{
m_uint32Values = new uint32[m_valuesCount];
memset(m_uint32Values, 0, m_valuesCount*sizeof(uint32));
_changesMask.SetCount(m_valuesCount);
m_objectUpdated = false;
}
void Object::_Create(ObjectGuid::LowType guidlow, uint32 entry, HighGuid guidhigh)
{
if (!m_uint32Values) _InitValues();
ObjectGuid guid(guidhigh, entry, guidlow);
SetGuidValue(OBJECT_FIELD_GUID, guid);
SetUInt32Value(OBJECT_FIELD_TYPE, m_objectType);
m_PackGUID.Set(guid);
}
std::string Object::_ConcatFields(uint16 startIndex, uint16 size) const
{
std::ostringstream ss;
for (uint16 index = 0; index < size; ++index)
ss << GetUInt32Value(index + startIndex) << ' ';
return ss.str();
}
void Object::AddToWorld()
{
if (m_inWorld)
return;
ASSERT(m_uint32Values);
m_inWorld = true;
// synchronize values mirror with values array (changes will send in updatecreate opcode any way
ASSERT(!m_objectUpdated);
ClearUpdateMask(false);
}
void Object::RemoveFromWorld()
{
if (!m_inWorld)
return;
m_inWorld = false;
// if we remove from world then sending changes not required
ClearUpdateMask(true);
}
void Object::BuildMovementUpdateBlock(UpdateData* data, uint32 flags) const
{
ByteBuffer buf(500);
buf << uint8(UPDATETYPE_MOVEMENT);
buf << GetPackGUID();
BuildMovementUpdate(&buf, flags);
data->AddUpdateBlock(buf);
}
void Object::BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) const
{
if (!target)
return;
uint8 updateType = m_isNewObject ? UPDATETYPE_CREATE_OBJECT2 : UPDATETYPE_CREATE_OBJECT;
uint16 flags = m_updateFlag;
/** lower flag1 **/
if (target == this) // building packet for yourself
flags |= UPDATEFLAG_SELF;
if (isType(TYPEMASK_UNIT))
{
if (ToUnit()->GetVictim())
flags |= UPDATEFLAG_HAS_TARGET;
}
//TC_LOG_DEBUG("BuildCreateUpdate: update-type: %u, object-type: %u got flags: %X, flags2: %X", updateType, m_objectTypeId, flags, flags2);
ByteBuffer buf(500);
buf << uint8(updateType);
buf << GetPackGUID();
buf << uint8(m_objectTypeId);
BuildMovementUpdate(&buf, flags);
BuildValuesUpdate(updateType, &buf, target);
data->AddUpdateBlock(buf);
}
void Object::SendUpdateToPlayer(Player* player)
{
// send create update to player
UpdateData upd;
WorldPacket packet;
if (player->HaveAtClient(this))
BuildValuesUpdateBlockForPlayer(&upd, player);
else
BuildCreateUpdateBlockForPlayer(&upd, player);
upd.BuildPacket(&packet);
player->SendDirectMessage(&packet);
}
void Object::BuildValuesUpdateBlockForPlayer(UpdateData* data, Player* target) const
{
ByteBuffer buf(500);
buf << uint8(UPDATETYPE_VALUES);
buf << GetPackGUID();
BuildValuesUpdate(UPDATETYPE_VALUES, &buf, target);
data->AddUpdateBlock(buf);
}
void Object::BuildOutOfRangeUpdateBlock(UpdateData* data) const
{
data->AddOutOfRangeGUID(GetGUID());
}
void Object::DestroyForPlayer(Player* target, bool onDeath) const
{
ASSERT(target);
if (isType(TYPEMASK_UNIT) || isType(TYPEMASK_PLAYER))
{
if (Battleground* bg = target->GetBattleground())
{
if (bg->isArena())
{
WorldPacket data(SMSG_ARENA_UNIT_DESTROYED, 8);
data << uint64(GetGUID());
target->SendDirectMessage(&data);
}
}
}
WorldPacket data(SMSG_DESTROY_OBJECT, 8 + 1);
data << uint64(GetGUID());
//! If the following bool is true, the client will call "void CGUnit_C::OnDeath()" for this object.
//! OnDeath() does for eg trigger death animation and interrupts certain spells/missiles/auras/sounds...
data << uint8(onDeath ? 1 : 0);
target->SendDirectMessage(&data);
}
int32 Object::GetInt32Value(uint16 index) const
{
ASSERT(index < m_valuesCount || PrintIndexError(index, false));
return m_int32Values[index];
}
uint32 Object::GetUInt32Value(uint16 index) const
{
ASSERT(index < m_valuesCount || PrintIndexError(index, false));
return m_uint32Values[index];
}
uint64 Object::GetUInt64Value(uint16 index) const
{
ASSERT(index + 1 < m_valuesCount || PrintIndexError(index, false));
return *((uint64*)&(m_uint32Values[index]));
}
float Object::GetFloatValue(uint16 index) const
{
ASSERT(index < m_valuesCount || PrintIndexError(index, false));
return m_floatValues[index];
}
uint8 Object::GetByteValue(uint16 index, uint8 offset) const
{
ASSERT(index < m_valuesCount || PrintIndexError(index, false));
ASSERT(offset < 4);
return *(((uint8*)&m_uint32Values[index])+offset);
}
uint16 Object::GetUInt16Value(uint16 index, uint8 offset) const
{
ASSERT(index < m_valuesCount || PrintIndexError(index, false));
ASSERT(offset < 2);
return *(((uint16*)&m_uint32Values[index])+offset);
}
ObjectGuid Object::GetGuidValue(uint16 index) const
{
ASSERT(index + 1 < m_valuesCount || PrintIndexError(index, false));
return *((ObjectGuid*)&(m_uint32Values[index]));
}
void Object::BuildMovementUpdate(ByteBuffer* data, uint16 flags) const
{
Unit const* unit = nullptr;
WorldObject const* object = nullptr;
if (isType(TYPEMASK_UNIT))
unit = ToUnit();
else
object = (WorldObject const*)this;
*data << uint16(flags); // update flags
// 0x20
if (flags & UPDATEFLAG_LIVING)
{
ASSERT(unit);
unit->BuildMovementPacket(data);
*data << unit->GetSpeed(MOVE_WALK)
<< unit->GetSpeed(MOVE_RUN)
<< unit->GetSpeed(MOVE_RUN_BACK)
<< unit->GetSpeed(MOVE_SWIM)
<< unit->GetSpeed(MOVE_SWIM_BACK)
<< unit->GetSpeed(MOVE_FLIGHT)
<< unit->GetSpeed(MOVE_FLIGHT_BACK)
<< unit->GetSpeed(MOVE_TURN_RATE)
<< unit->GetSpeed(MOVE_PITCH_RATE);
// 0x08000000
if (unit->m_movementInfo.GetMovementFlags() & MOVEMENTFLAG_SPLINE_ENABLED)
Movement::PacketBuilder::WriteCreate(*unit->movespline, *data);
}
else
{
if (flags & UPDATEFLAG_POSITION)
{
ASSERT(object);
Transport* transport = object->GetTransport();
if (transport)
*data << transport->GetPackGUID();
else
*data << uint8(0);
*data << object->GetPositionX();
*data << object->GetPositionY();
*data << object->GetPositionZ();
if (transport)
{
*data << object->GetTransOffsetX();
*data << object->GetTransOffsetY();
*data << object->GetTransOffsetZ();
}
else
{
*data << object->GetPositionX();
*data << object->GetPositionY();
*data << object->GetPositionZ();
}
*data << object->GetOrientation();
if (GetTypeId() == TYPEID_CORPSE)
*data << float(object->GetOrientation());
else
*data << float(0);
}
else
{
// 0x40
if (flags & UPDATEFLAG_STATIONARY_POSITION)
{
ASSERT(object);
*data << object->GetStationaryX();
*data << object->GetStationaryY();
*data << object->GetStationaryZ();
*data << object->GetStationaryO();
}
}
}
// 0x8
if (flags & UPDATEFLAG_UNKNOWN)
{
*data << uint32(0);
}
// 0x10
if (flags & UPDATEFLAG_LOWGUID)
{
switch (GetTypeId())
{
case TYPEID_OBJECT:
case TYPEID_ITEM:
case TYPEID_CONTAINER:
case TYPEID_GAMEOBJECT:
case TYPEID_DYNAMICOBJECT:
case TYPEID_CORPSE:
*data << uint32(GetGUID().GetCounter()); // GetGUID().GetCounter()
break;
//! Unit, Player and default here are sending wrong values.
/// @todo Research the proper formula
case TYPEID_UNIT:
*data << uint32(0x0000000B); // unk
break;
case TYPEID_PLAYER:
if (flags & UPDATEFLAG_SELF)
*data << uint32(0x0000002F); // unk
else
*data << uint32(0x00000008); // unk
break;
default:
*data << uint32(0x00000000); // unk
break;
}
}
// 0x4
if (flags & UPDATEFLAG_HAS_TARGET)
{
ASSERT(unit);
if (Unit* victim = unit->GetVictim())
*data << victim->GetPackGUID();
else
*data << uint8(0);
}
// 0x2
if (flags & UPDATEFLAG_TRANSPORT)
{
GameObject const* go = ToGameObject();
/** @TODO Use IsTransport() to also handle type 11 (TRANSPORT)
Currently grid objects are not updated if there are no nearby players,
this causes clients to receive different PathProgress
resulting in players seeing the object in a different position
*/
if (go && go->ToTransport())
*data << uint32(go->GetGOValue()->Transport.PathProgress);
else
*data << uint32(GameTime::GetGameTimeMS());
}
// 0x80
if (flags & UPDATEFLAG_VEHICLE)
{
/// @todo Allow players to aquire this updateflag.
ASSERT(unit);
ASSERT(unit->GetVehicleKit());
ASSERT(unit->GetVehicleKit()->GetVehicleInfo());
*data << uint32(unit->GetVehicleKit()->GetVehicleInfo()->m_ID);
if (unit->HasUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT))
*data << float(unit->GetTransOffsetO());
else
*data << float(unit->GetOrientation());
}
// 0x200
if (flags & UPDATEFLAG_ROTATION)
*data << int64(ToGameObject()->GetPackedLocalRotation());
}
void Object::BuildValuesUpdate(uint8 updateType, ByteBuffer* data, Player* target) const
{
if (!target)
return;
ByteBuffer fieldBuffer;
UpdateMask updateMask;
updateMask.SetCount(m_valuesCount);
uint32* flags = nullptr;
uint32 visibleFlag = GetUpdateFieldData(target, flags);
ASSERT(flags);
for (uint16 index = 0; index < m_valuesCount; ++index)
{
if (_fieldNotifyFlags & flags[index] ||
((updateType == UPDATETYPE_VALUES ? _changesMask.GetBit(index) : m_uint32Values[index]) && (flags[index] & visibleFlag)))
{
updateMask.SetBit(index);
fieldBuffer << m_uint32Values[index];
}
}
*data << uint8(updateMask.GetBlockCount());
updateMask.AppendToPacket(data);
data->append(fieldBuffer);
}
void Object::AddToObjectUpdateIfNeeded()
{
if (m_inWorld && !m_objectUpdated)
m_objectUpdated = AddToObjectUpdate();
}
void Object::ClearUpdateMask(bool remove)
{
_changesMask.Clear();
if (m_objectUpdated)
{
if (remove)
RemoveFromObjectUpdate();
m_objectUpdated = false;
}
}
void Object::BuildFieldsUpdate(Player* player, UpdateDataMapType& data_map) const
{
UpdateDataMapType::iterator iter = data_map.find(player);
if (iter == data_map.end())
{
std::pair p = data_map.emplace(player, UpdateData());
ASSERT(p.second);
iter = p.first;
}
BuildValuesUpdateBlockForPlayer(&iter->second, iter->first);
}
uint32 Object::GetUpdateFieldData(Player const* target, uint32*& flags) const
{
uint32 visibleFlag = UF_FLAG_PUBLIC;
if (target == this)
visibleFlag |= UF_FLAG_PRIVATE;
switch (GetTypeId())
{
case TYPEID_ITEM:
case TYPEID_CONTAINER:
flags = ItemUpdateFieldFlags;
if (((Item const*)this)->GetOwnerGUID() == target->GetGUID())
visibleFlag |= UF_FLAG_OWNER | UF_FLAG_ITEM_OWNER;
break;
case TYPEID_UNIT:
case TYPEID_PLAYER:
{
Player* plr = ToUnit()->GetCharmerOrOwnerPlayerOrPlayerItself();
flags = UnitUpdateFieldFlags;
if (ToUnit()->GetOwnerGUID() == target->GetGUID())
visibleFlag |= UF_FLAG_OWNER;
if (HasFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_SPECIALINFO))
if (ToUnit()->HasAuraTypeWithCaster(SPELL_AURA_EMPATHY, target->GetGUID()))
visibleFlag |= UF_FLAG_SPECIAL_INFO;
if (plr && plr->IsInSameRaidWith(target))
visibleFlag |= UF_FLAG_PARTY_MEMBER;
break;
}
case TYPEID_GAMEOBJECT:
flags = GameObjectUpdateFieldFlags;
if (ToGameObject()->GetOwnerGUID() == target->GetGUID())
visibleFlag |= UF_FLAG_OWNER;
break;
case TYPEID_DYNAMICOBJECT:
flags = DynamicObjectUpdateFieldFlags;
if (ToDynObject()->GetCasterGUID() == target->GetGUID())
visibleFlag |= UF_FLAG_OWNER;
break;
case TYPEID_CORPSE:
flags = CorpseUpdateFieldFlags;
if (ToCorpse()->GetOwnerGUID() == target->GetGUID())
visibleFlag |= UF_FLAG_OWNER;
break;
case TYPEID_OBJECT:
break;
}
return visibleFlag;
}
void Object::_LoadIntoDataField(std::string const& data, uint32 startOffset, uint32 count)
{
if (data.empty())
return;
Tokenizer tokens(data, ' ', count);
if (tokens.size() != count)
return;
for (uint32 index = 0; index < count; ++index)
{
m_uint32Values[startOffset + index] = atoul(tokens[index]);
_changesMask.SetBit(startOffset + index);
}
}
void Object::SetInt32Value(uint16 index, int32 value)
{
ASSERT(index < m_valuesCount || PrintIndexError(index, true));
if (m_int32Values[index] != value)
{
m_int32Values[index] = value;
_changesMask.SetBit(index);
AddToObjectUpdateIfNeeded();
}
}
void Object::SetUInt32Value(uint16 index, uint32 value)
{
ASSERT(index < m_valuesCount || PrintIndexError(index, true));
if (m_uint32Values[index] != value)
{
m_uint32Values[index] = value;
_changesMask.SetBit(index);
AddToObjectUpdateIfNeeded();
}
}
void Object::UpdateUInt32Value(uint16 index, uint32 value)
{
ASSERT(index < m_valuesCount || PrintIndexError(index, true));
m_uint32Values[index] = value;
_changesMask.SetBit(index);
}
void Object::SetUInt64Value(uint16 index, uint64 value)
{
ASSERT(index + 1 < m_valuesCount || PrintIndexError(index, true));
if (*((uint64*)&(m_uint32Values[index])) != value)
{
m_uint32Values[index] = PAIR64_LOPART(value);
m_uint32Values[index + 1] = PAIR64_HIPART(value);
_changesMask.SetBit(index);
_changesMask.SetBit(index + 1);
AddToObjectUpdateIfNeeded();
}
}
bool Object::AddGuidValue(uint16 index, ObjectGuid value)
{
ASSERT(index + 1 < m_valuesCount || PrintIndexError(index, true));
if (value && !*((ObjectGuid*)&(m_uint32Values[index])))
{
*((ObjectGuid*)&(m_uint32Values[index])) = value;
_changesMask.SetBit(index);
_changesMask.SetBit(index + 1);
AddToObjectUpdateIfNeeded();
return true;
}
return false;
}
bool Object::RemoveGuidValue(uint16 index, ObjectGuid value)
{
ASSERT(index + 1 < m_valuesCount || PrintIndexError(index, true));
if (value && *((ObjectGuid*)&(m_uint32Values[index])) == value)
{
m_uint32Values[index] = 0;
m_uint32Values[index + 1] = 0;
_changesMask.SetBit(index);
_changesMask.SetBit(index + 1);
AddToObjectUpdateIfNeeded();
return true;
}
return false;
}
void Object::SetFloatValue(uint16 index, float value)
{
ASSERT(index < m_valuesCount || PrintIndexError(index, true));
if (m_floatValues[index] != value)
{
m_floatValues[index] = value;
_changesMask.SetBit(index);
AddToObjectUpdateIfNeeded();
}
}
void Object::SetByteValue(uint16 index, uint8 offset, uint8 value)
{
ASSERT(index < m_valuesCount || PrintIndexError(index, true));
ASSERT(offset < 4);
if (uint8(m_uint32Values[index] >> (offset * 8)) != value)
{
m_uint32Values[index] &= ~uint32(uint32(0xFF) << (offset * 8));
m_uint32Values[index] |= uint32(uint32(value) << (offset * 8));
_changesMask.SetBit(index);
AddToObjectUpdateIfNeeded();
}
}
void Object::SetUInt16Value(uint16 index, uint8 offset, uint16 value)
{
ASSERT(index < m_valuesCount || PrintIndexError(index, true));
ASSERT(offset < 2);
if (uint16(m_uint32Values[index] >> (offset * 16)) != value)
{
m_uint32Values[index] &= ~uint32(uint32(0xFFFF) << (offset * 16));
m_uint32Values[index] |= uint32(uint32(value) << (offset * 16));
_changesMask.SetBit(index);
AddToObjectUpdateIfNeeded();
}
}
void Object::SetGuidValue(uint16 index, ObjectGuid value)
{
ASSERT(index + 1 < m_valuesCount || PrintIndexError(index, true));
if (*((ObjectGuid*)&(m_uint32Values[index])) != value)
{
*((ObjectGuid*)&(m_uint32Values[index])) = value;
_changesMask.SetBit(index);
_changesMask.SetBit(index + 1);
AddToObjectUpdateIfNeeded();
}
}
void Object::SetStatFloatValue(uint16 index, float value)
{
if (value < 0)
value = 0.0f;
SetFloatValue(index, value);
}
void Object::SetStatInt32Value(uint16 index, int32 value)
{
if (value < 0)
value = 0;
SetUInt32Value(index, uint32(value));
}
void Object::ApplyModUInt32Value(uint16 index, int32 val, bool apply)
{
int32 cur = GetUInt32Value(index);
cur += (apply ? val : -val);
if (cur < 0)
cur = 0;
SetUInt32Value(index, cur);
}
void Object::ApplyModInt32Value(uint16 index, int32 val, bool apply)
{
int32 cur = GetInt32Value(index);
cur += (apply ? val : -val);
SetInt32Value(index, cur);
}
void Object::ApplyModSignedFloatValue(uint16 index, float val, bool apply)
{
float cur = GetFloatValue(index);
cur += (apply ? val : -val);
SetFloatValue(index, cur);
}
void Object::ApplyModPositiveFloatValue(uint16 index, float val, bool apply)
{
float cur = GetFloatValue(index);
cur += (apply ? val : -val);
if (cur < 0)
cur = 0;
SetFloatValue(index, cur);
}
void Object::SetFlag(uint16 index, uint32 newFlag)
{
ASSERT(index < m_valuesCount || PrintIndexError(index, true));
uint32 oldval = m_uint32Values[index];
uint32 newval = oldval | newFlag;
if (oldval != newval)
{
m_uint32Values[index] = newval;
_changesMask.SetBit(index);
AddToObjectUpdateIfNeeded();
}
}
void Object::RemoveFlag(uint16 index, uint32 oldFlag)
{
ASSERT(index < m_valuesCount || PrintIndexError(index, true));
uint32 oldval = m_uint32Values[index];
uint32 newval = oldval & ~oldFlag;
if (oldval != newval)
{
m_uint32Values[index] = newval;
_changesMask.SetBit(index);
AddToObjectUpdateIfNeeded();
}
}
void Object::ToggleFlag(uint16 index, uint32 flag)
{
if (HasFlag(index, flag))
RemoveFlag(index, flag);
else
SetFlag(index, flag);
}
bool Object::HasFlag(uint16 index, uint32 flag) const
{
ASSERT(index < m_valuesCount || PrintIndexError(index, true));
return (m_uint32Values[index] & flag) != 0;
}
void Object::ApplyModFlag(uint16 index, uint32 flag, bool apply)
{
if (apply) SetFlag(index, flag); else RemoveFlag(index, flag);
}
void Object::SetByteFlag(uint16 index, uint8 offset, uint8 newFlag)
{
ASSERT(index < m_valuesCount || PrintIndexError(index, true));
ASSERT(offset < 4);
if (!(uint8(m_uint32Values[index] >> (offset * 8)) & newFlag))
{
m_uint32Values[index] |= uint32(uint32(newFlag) << (offset * 8));
_changesMask.SetBit(index);
AddToObjectUpdateIfNeeded();
}
}
void Object::RemoveByteFlag(uint16 index, uint8 offset, uint8 oldFlag)
{
ASSERT(index < m_valuesCount || PrintIndexError(index, true));
ASSERT(offset < 4);
if (uint8(m_uint32Values[index] >> (offset * 8)) & oldFlag)
{
m_uint32Values[index] &= ~uint32(uint32(oldFlag) << (offset * 8));
_changesMask.SetBit(index);
AddToObjectUpdateIfNeeded();
}
}
void Object::ToggleByteFlag(uint16 index, uint8 offset, uint8 flag)
{
if (HasByteFlag(index, offset, flag))
RemoveByteFlag(index, offset, flag);
else
SetByteFlag(index, offset, flag);
}
bool Object::HasByteFlag(uint16 index, uint8 offset, uint8 flag) const
{
ASSERT(index < m_valuesCount || PrintIndexError(index, false));
ASSERT(offset < 4);
return (((uint8*)&m_uint32Values[index])[offset] & flag) != 0;
}
void Object::ApplyModByteFlag(uint16 index, uint8 offset, uint8 flag, bool apply)
{
if (apply) SetByteFlag(index, offset, flag); else RemoveByteFlag(index, offset, flag);
}
void Object::SetFlag64(uint16 index, uint64 newFlag)
{
uint64 oldval = GetUInt64Value(index);
uint64 newval = oldval | newFlag;
SetUInt64Value(index, newval);
}
void Object::RemoveFlag64(uint16 index, uint64 oldFlag)
{
uint64 oldval = GetUInt64Value(index);
uint64 newval = oldval & ~oldFlag;
SetUInt64Value(index, newval);
}
void Object::ToggleFlag64(uint16 index, uint64 flag)
{
if (HasFlag64(index, flag))
RemoveFlag64(index, flag);
else
SetFlag64(index, flag);
}
bool Object::HasFlag64(uint16 index, uint64 flag) const
{
ASSERT(index < m_valuesCount || PrintIndexError(index, false));
return (GetUInt64Value(index) & flag) != 0;
}
void Object::ApplyModFlag64(uint16 index, uint64 flag, bool apply)
{
if (apply) SetFlag64(index, flag); else RemoveFlag64(index, flag);
}
bool Object::PrintIndexError(uint32 index, bool set) const
{
TC_LOG_ERROR("misc", "Attempt to %s non-existing 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);
// ASSERT must fail after function call
return false;
}
std::string Object::GetDebugInfo() const
{
std::stringstream sstr;
sstr << GetGUID().ToString() + " Entry " << GetEntry();
return sstr.str();
}
void MovementInfo::OutDebug()
{
TC_LOG_DEBUG("misc", "MOVEMENT INFO");
TC_LOG_DEBUG("misc", "%s", guid.ToString().c_str());
TC_LOG_DEBUG("misc", "flags %u", flags);
TC_LOG_DEBUG("misc", "flags2 %u", flags2);
TC_LOG_DEBUG("misc", "time %u current time " UI64FMTD "", flags2, uint64(::time(nullptr)));
TC_LOG_DEBUG("misc", "position: `%s`", pos.ToString().c_str());
if (flags & MOVEMENTFLAG_ONTRANSPORT)
{
TC_LOG_DEBUG("misc", "TRANSPORT:");
TC_LOG_DEBUG("misc", "%s", transport.guid.ToString().c_str());
TC_LOG_DEBUG("misc", "position: `%s`", transport.pos.ToString().c_str());
TC_LOG_DEBUG("misc", "seat: %i", transport.seat);
TC_LOG_DEBUG("misc", "time: %u", transport.time);
if (flags2 & MOVEMENTFLAG2_INTERPOLATED_MOVEMENT)
TC_LOG_DEBUG("misc", "time2: %u", transport.time2);
}
if ((flags & (MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_FLYING)) || (flags2 & MOVEMENTFLAG2_ALWAYS_ALLOW_PITCHING))
TC_LOG_DEBUG("misc", "pitch: %f", pitch);
TC_LOG_DEBUG("misc", "fallTime: %u", fallTime);
if (flags & MOVEMENTFLAG_FALLING)
TC_LOG_DEBUG("misc", "j_zspeed: %f j_sinAngle: %f j_cosAngle: %f j_xyspeed: %f", jump.zspeed, jump.sinAngle, jump.cosAngle, jump.xyspeed);
if (flags & MOVEMENTFLAG_SPLINE_ELEVATION)
TC_LOG_DEBUG("misc", "splineElevation: %f", splineElevation);
}
WorldObject::WorldObject(bool isWorldObject) : Object(), WorldLocation(), LastUsedScriptID(0),
m_movementInfo(), m_name(), m_isActive(false), m_isFarVisible(false), m_isWorldObject(isWorldObject), m_zoneScript(nullptr),
m_transport(nullptr), m_zoneId(0), m_areaId(0), m_staticFloorZ(VMAP_INVALID_HEIGHT), m_outdoors(false), m_liquidStatus(LIQUID_MAP_NO_WATER),
m_currMap(nullptr), m_InstanceId(0), m_phaseMask(PHASEMASK_NORMAL), m_notifyflags(0)
{
m_serverSideVisibility.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_ALIVE | GHOST_VISIBILITY_GHOST);
m_serverSideVisibilityDetect.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_ALIVE);
}
void WorldObject::SetWorldObject(bool on)
{
if (!IsInWorld())
return;
GetMap()->AddObjectToSwitchList(this, on);
}
bool WorldObject::IsWorldObject() const
{
if (m_isWorldObject)
return true;
if (ToCreature() && ToCreature()->m_isTempWorldObject)
return true;
return false;
}
void WorldObject::setActive(bool on)
{
if (m_isActive == on)
return;
if (GetTypeId() == TYPEID_PLAYER)
return;
m_isActive = on;
if (on && !IsInWorld())
return;
Map* map = FindMap();
if (!map)
return;
if (on)
{
if (GetTypeId() == TYPEID_UNIT)
map->AddToActive(ToCreature());
else if (GetTypeId() == TYPEID_DYNAMICOBJECT)
map->AddToActive((DynamicObject*)this);
}
else
{
if (GetTypeId() == TYPEID_UNIT)
map->RemoveFromActive(ToCreature());
else if (GetTypeId() == TYPEID_DYNAMICOBJECT)
map->RemoveFromActive((DynamicObject*)this);
}
}
void WorldObject::SetFarVisible(bool on)
{
if (GetTypeId() == TYPEID_PLAYER)
return;
m_isFarVisible = on;
}
void WorldObject::SetVisibilityDistanceOverride(VisibilityDistanceType type)
{
ASSERT(type < VisibilityDistanceType::Max);
if (GetTypeId() == TYPEID_PLAYER)
return;
m_visibilityDistanceOverride = VisibilityDistances[AsUnderlyingType(type)];
}
void WorldObject::CleanupsBeforeDelete(bool /*finalCleanup*/)
{
if (IsInWorld())
RemoveFromWorld();
if (Transport* transport = GetTransport())
transport->RemovePassenger(this);
}
void WorldObject::_Create(ObjectGuid::LowType guidlow, HighGuid guidhigh, uint32 phaseMask)
{
Object::_Create(guidlow, 0, guidhigh);
m_phaseMask = phaseMask;
}
void WorldObject::UpdatePositionData()
{
PositionFullTerrainStatus data;
GetMap()->GetFullTerrainStatusForPosition(GetPhaseMask(), GetPositionX(), GetPositionY(), GetPositionZ(), data, MAP_ALL_LIQUIDS, GetCollisionHeight());
ProcessPositionDataChanged(data);
}
void WorldObject::ProcessPositionDataChanged(PositionFullTerrainStatus const& data)
{
m_zoneId = m_areaId = data.areaId;
if (AreaTableEntry const* area = sAreaTableStore.LookupEntry(m_areaId))
if (area->zone)
m_zoneId = area->zone;
m_outdoors = data.outdoors;
m_staticFloorZ = data.floorZ;
m_liquidStatus = data.liquidStatus;
}
void WorldObject::AddToWorld()
{
Object::AddToWorld();
GetMap()->GetZoneAndAreaId(GetPhaseMask(), m_zoneId, m_areaId, GetPositionX(), GetPositionY(), GetPositionZ());
}
void WorldObject::RemoveFromWorld()
{
if (!IsInWorld())
return;
DestroyForNearbyPlayers();
Object::RemoveFromWorld();
}
bool WorldObject::IsInWorldPvpZone() const
{
switch (GetZoneId())
{
case AREA_WINTERGRASP: // Wintergrasp
return true;
default:
return false;
}
}
InstanceScript* WorldObject::GetInstanceScript() const
{
Map* map = GetMap();
return map->IsDungeon() ? ((InstanceMap*)map)->GetInstanceScript() : nullptr;
}
float WorldObject::GetDistanceZ(WorldObject const* obj) const
{
float dz = std::fabs(GetPositionZ() - obj->GetPositionZ());
float sizefactor = GetCombatReach() + obj->GetCombatReach();
float dist = dz - sizefactor;
return (dist > 0 ? dist : 0);
}
bool WorldObject::_IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D, bool incOwnRadius, bool incTargetRadius) const
{
float sizefactor = 0;
sizefactor += incOwnRadius ? GetCombatReach() : 0.0f;
sizefactor += incTargetRadius ? obj->GetCombatReach() : 0.0f;
float maxdist = dist2compare + sizefactor;
Position const* thisOrTransport = this;
Position const* objOrObjTransport = obj;
if (GetTransport() && obj->GetTransport() && obj->GetTransport()->GetGUID().GetCounter() == GetTransport()->GetGUID().GetCounter())
{
thisOrTransport = &m_movementInfo.transport.pos;
objOrObjTransport = &obj->m_movementInfo.transport.pos;
}
if (is3D)
return thisOrTransport->IsInDist(objOrObjTransport, maxdist);
else
return thisOrTransport->IsInDist2d(objOrObjTransport, maxdist);
}
float WorldObject::GetDistance(WorldObject const* obj) const
{
float d = GetExactDist(obj) - GetCombatReach() - obj->GetCombatReach();
return d > 0.0f ? d : 0.0f;
}
float WorldObject::GetDistance(Position const& pos) const
{
float d = GetExactDist(&pos) - GetCombatReach();
return d > 0.0f ? d : 0.0f;
}
float WorldObject::GetDistance(float x, float y, float z) const
{
float d = GetExactDist(x, y, z) - GetCombatReach();
return d > 0.0f ? d : 0.0f;
}
float WorldObject::GetDistance2d(WorldObject const* obj) const
{
float d = GetExactDist2d(obj) - GetCombatReach() - obj->GetCombatReach();
return d > 0.0f ? d : 0.0f;
}
float WorldObject::GetDistance2d(float x, float y) const
{
float d = GetExactDist2d(x, y) - GetCombatReach();
return d > 0.0f ? d : 0.0f;
}
bool WorldObject::IsSelfOrInSameMap(WorldObject const* obj) const
{
if (this == obj)
return true;
return IsInMap(obj);
}
bool WorldObject::IsInMap(WorldObject const* obj) const
{
if (obj)
return IsInWorld() && obj->IsInWorld() && (GetMap() == obj->GetMap());
return false;
}
bool WorldObject::IsWithinDist3d(float x, float y, float z, float dist) const
{
return IsInDist(x, y, z, dist + GetCombatReach());
}
bool WorldObject::IsWithinDist3d(Position const* pos, float dist) const
{
return IsInDist(pos, dist + GetCombatReach());
}
bool WorldObject::IsWithinDist2d(float x, float y, float dist) const
{
return IsInDist2d(x, y, dist + GetCombatReach());
}
bool WorldObject::IsWithinDist2d(Position const* pos, float dist) const
{
return IsInDist2d(pos, dist + GetCombatReach());
}
bool WorldObject::IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D /*= true*/) const
{
return obj && _IsWithinDist(obj, dist2compare, is3D);
}
bool WorldObject::IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D /*= true*/, bool incOwnRadius /*= true*/, bool incTargetRadius /*= true*/) const
{
return obj && IsInMap(obj) && InSamePhase(obj) && _IsWithinDist(obj, dist2compare, is3D, incOwnRadius, incTargetRadius);
}
Position WorldObject::GetHitSpherePointFor(Position const& dest) const
{
G3D::Vector3 vThis(GetPositionX(), GetPositionY(), GetPositionZ() + GetCollisionHeight());
G3D::Vector3 vObj(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
G3D::Vector3 contactPoint = vThis + (vObj - vThis).directionOrZero() * std::min(dest.GetExactDist(GetPosition()), GetCombatReach());
return Position(contactPoint.x, contactPoint.y, contactPoint.z, GetAbsoluteAngle(contactPoint.x, contactPoint.y));
}
bool WorldObject::IsWithinLOS(float ox, float oy, float oz, LineOfSightChecks checks, VMAP::ModelIgnoreFlags ignoreFlags) const
{
if (IsInWorld())
{
oz += GetCollisionHeight();
float x, y, z;
if (GetTypeId() == TYPEID_PLAYER)
{
GetPosition(x, y, z);
z += GetCollisionHeight();
}
else
GetHitSpherePointFor({ ox, oy, oz }, x, y, z);
return GetMap()->isInLineOfSight(x, y, z, ox, oy, oz, GetPhaseMask(), checks, ignoreFlags);
}
return true;
}
bool WorldObject::IsWithinLOSInMap(WorldObject const* obj, LineOfSightChecks checks, VMAP::ModelIgnoreFlags ignoreFlags) const
{
if (!IsInMap(obj))
return false;
float ox, oy, oz;
if (obj->GetTypeId() == TYPEID_PLAYER)
{
obj->GetPosition(ox, oy, oz);
oz += GetCollisionHeight();
}
else
obj->GetHitSpherePointFor({ GetPositionX(), GetPositionY(), GetPositionZ() + GetCollisionHeight() }, ox, oy, oz);
float x, y, z;
if (GetTypeId() == TYPEID_PLAYER)
{
GetPosition(x, y, z);
z += GetCollisionHeight();
}
else
GetHitSpherePointFor({ obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ() + obj->GetCollisionHeight() }, x, y, z);
return GetMap()->isInLineOfSight(x, y, z, ox, oy, oz, GetPhaseMask(), checks, ignoreFlags);
}
void WorldObject::GetHitSpherePointFor(Position const& dest, float& x, float& y, float& z) const
{
Position pos = GetHitSpherePointFor(dest);
x = pos.GetPositionX();
y = pos.GetPositionY();
z = pos.GetPositionZ();
}
bool WorldObject::GetDistanceOrder(WorldObject const* obj1, WorldObject const* obj2, bool is3D /* = true */) const
{
float dx1 = GetPositionX() - obj1->GetPositionX();
float dy1 = GetPositionY() - obj1->GetPositionY();
float distsq1 = dx1*dx1 + dy1*dy1;
if (is3D)
{
float dz1 = GetPositionZ() - obj1->GetPositionZ();
distsq1 += dz1*dz1;
}
float dx2 = GetPositionX() - obj2->GetPositionX();
float dy2 = GetPositionY() - obj2->GetPositionY();
float distsq2 = dx2*dx2 + dy2*dy2;
if (is3D)
{
float dz2 = GetPositionZ() - obj2->GetPositionZ();
distsq2 += dz2*dz2;
}
return distsq1 < distsq2;
}
bool WorldObject::IsInRange(WorldObject const* obj, float minRange, float maxRange, bool is3D /* = true */) const
{
float dx = GetPositionX() - obj->GetPositionX();
float dy = GetPositionY() - obj->GetPositionY();
float distsq = dx*dx + dy*dy;
if (is3D)
{
float dz = GetPositionZ() - obj->GetPositionZ();
distsq += dz*dz;
}
float sizefactor = GetCombatReach() + obj->GetCombatReach();
// check only for real range
if (minRange > 0.0f)
{
float mindist = minRange + sizefactor;
if (distsq < mindist * mindist)
return false;
}
float maxdist = maxRange + sizefactor;
return distsq < maxdist * maxdist;
}
bool WorldObject::IsInRange2d(float x, float y, float minRange, float maxRange) const
{
float dx = GetPositionX() - x;
float dy = GetPositionY() - y;
float distsq = dx*dx + dy*dy;
float sizefactor = GetCombatReach();
// check only for real range
if (minRange > 0.0f)
{
float mindist = minRange + sizefactor;
if (distsq < mindist * mindist)
return false;
}
float maxdist = maxRange + sizefactor;
return distsq < maxdist * maxdist;
}
bool WorldObject::IsInRange3d(float x, float y, float z, float minRange, float maxRange) const
{
float dx = GetPositionX() - x;
float dy = GetPositionY() - y;
float dz = GetPositionZ() - z;
float distsq = dx*dx + dy*dy + dz*dz;
float sizefactor = GetCombatReach();
// check only for real range
if (minRange > 0.0f)
{
float mindist = minRange + sizefactor;
if (distsq < mindist * mindist)
return false;
}
float maxdist = maxRange + sizefactor;
return distsq < maxdist * maxdist;
}
bool WorldObject::IsInBetween(Position const& pos1, Position const& pos2, float size) const
{
float dist = GetExactDist2d(pos1);
// not using sqrt() for performance
if ((dist * dist) >= pos1.GetExactDist2dSq(pos2))
return false;
if (!size)
size = GetCombatReach() / 2;
float angle = pos1.GetAbsoluteAngle(pos2);
// not using sqrt() for performance
return (size * size) >= GetExactDist2dSq(pos1.GetPositionX() + std::cos(angle) * dist, pos1.GetPositionY() + std::sin(angle) * dist);
}
bool WorldObject::isInFront(WorldObject const* target, float arc) const
{
return HasInArc(arc, target);
}
bool WorldObject::isInBack(WorldObject const* target, float arc) const
{
return !HasInArc(2 * float(M_PI) - arc, target);
}
void WorldObject::GetRandomPoint(Position const& pos, float distance, float& rand_x, float& rand_y, float& rand_z) const
{
if (!distance)
{
pos.GetPosition(rand_x, rand_y, rand_z);
return;
}
// angle to face `obj` to `this`
float angle = (float)rand_norm()*static_cast(2*M_PI);
float new_dist = (float)rand_norm() + (float)rand_norm();
new_dist = distance * (new_dist > 1 ? new_dist - 2 : new_dist);
rand_x = pos.m_positionX + new_dist * std::cos(angle);
rand_y = pos.m_positionY + new_dist * std::sin(angle);
rand_z = pos.m_positionZ;
Trinity::NormalizeMapCoord(rand_x);
Trinity::NormalizeMapCoord(rand_y);
UpdateGroundPositionZ(rand_x, rand_y, rand_z); // update to LOS height if available
}
Position WorldObject::GetRandomPoint(Position const& srcPos, float distance) const
{
float x, y, z;
GetRandomPoint(srcPos, distance, x, y, z);
return Position(x, y, z, GetOrientation());
}
void WorldObject::UpdateGroundPositionZ(float x, float y, float &z) const
{
float new_z = GetMapHeight(x, y, z);
if (new_z > INVALID_HEIGHT)
z = new_z + (isType(TYPEMASK_UNIT) ? static_cast(this)->GetHoverOffset() : 0.0f);
}
void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z, float* groundZ) const
{
// TODO: Allow transports to be part of dynamic vmap tree
if (GetTransport())
{
if (groundZ)
*groundZ = z;
return;
}
if (Unit const* unit = ToUnit())
{
if (!unit->CanFly())
{
bool canSwim = unit->CanSwim();
float ground_z = z;
float max_z;
if (canSwim)
max_z = GetMapWaterOrGroundLevel(x, y, z, &ground_z);
else
max_z = ground_z = GetMapHeight(x, y, z);
if (max_z > INVALID_HEIGHT)
{
// hovering units cannot go below their hover height
float hoverOffset = unit->GetHoverOffset();
max_z += hoverOffset;
ground_z += hoverOffset;
if (z > max_z)
z = max_z;
else if (z < ground_z)
z = ground_z;
}
if (groundZ)
*groundZ = ground_z;
}
else
{
float ground_z = GetMapHeight(x, y, z) + unit->GetHoverOffset();
if (z < ground_z)
z = ground_z;
if (groundZ)
*groundZ = ground_z;
}
}
else
{
float ground_z = GetMapHeight(x, y, z);
if (ground_z > INVALID_HEIGHT)
z = ground_z;
if (groundZ)
*groundZ = ground_z;
}
}
float WorldObject::GetGridActivationRange() const
{
if (isActiveObject())
{
if (GetTypeId() == TYPEID_PLAYER && ToPlayer()->GetCinematicMgr()->IsOnCinematic())
return std::max(DEFAULT_VISIBILITY_INSTANCE, GetMap()->GetVisibilityRange());
return GetMap()->GetVisibilityRange();
}
if (Creature const* thisCreature = ToCreature())
return thisCreature->m_SightDistance;
return 0.0f;
}
float WorldObject::GetVisibilityRange() const
{
if (IsVisibilityOverridden() && !ToPlayer())
return *m_visibilityDistanceOverride;
else if (IsFarVisible() && !ToPlayer())
return MAX_VISIBILITY_DISTANCE;
else
return GetMap()->GetVisibilityRange();
}
float WorldObject::GetSightRange(WorldObject const* target) const
{
if (ToUnit())
{
if (ToPlayer())
{
if (target && target->IsVisibilityOverridden() && !target->ToPlayer())
return *target->m_visibilityDistanceOverride;
else if (target && target->IsFarVisible() && !target->ToPlayer())
return MAX_VISIBILITY_DISTANCE;
else if (ToPlayer()->GetCinematicMgr()->IsOnCinematic())
return DEFAULT_VISIBILITY_INSTANCE;
else
return GetMap()->GetVisibilityRange();
}
else if (ToCreature())
return ToCreature()->m_SightDistance;
else
return SIGHT_RANGE_UNIT;
}
if (ToDynObject() && isActiveObject())
{
return GetMap()->GetVisibilityRange();
}
return 0.0f;
}
bool WorldObject::CanSeeOrDetect(WorldObject const* obj, bool ignoreStealth, bool distanceCheck, bool checkAlert) const
{
if (this == obj)
return true;
if (obj->IsNeverVisible() || CanNeverSee(obj))
return false;
if (obj->IsAlwaysVisibleFor(this) || CanAlwaysSee(obj))
return true;
bool corpseVisibility = false;
if (distanceCheck)
{
bool corpseCheck = false;
if (Player const* thisPlayer = ToPlayer())
{
if (thisPlayer->isDead() && thisPlayer->GetHealth() > 0 && // Cheap way to check for ghost state
!(obj->m_serverSideVisibility.GetValue(SERVERSIDE_VISIBILITY_GHOST) & m_serverSideVisibility.GetValue(SERVERSIDE_VISIBILITY_GHOST) & GHOST_VISIBILITY_GHOST))
{
if (Corpse* corpse = thisPlayer->GetCorpse())
{
corpseCheck = true;
if (corpse->IsWithinDist(thisPlayer, GetSightRange(obj), false))
if (corpse->IsWithinDist(obj, GetSightRange(obj), false))
corpseVisibility = true;
}
}
if (Unit const* target = obj->ToUnit())
{
// Don't allow to detect vehicle accessories if you can't see vehicle
if (Unit const* vehicle = target->GetVehicleBase())
if (!thisPlayer->HaveAtClient(vehicle))
return false;
}
}
WorldObject const* viewpoint = this;
if (Player const* player = ToPlayer())
viewpoint = player->GetViewpoint();
if (!viewpoint)
viewpoint = this;
if (!corpseCheck && !viewpoint->IsWithinDist(obj, GetSightRange(obj), false))
return false;
}
// GM visibility off or hidden NPC
if (!obj->m_serverSideVisibility.GetValue(SERVERSIDE_VISIBILITY_GM))
{
// Stop checking other things for GMs
if (m_serverSideVisibilityDetect.GetValue(SERVERSIDE_VISIBILITY_GM))
return true;
}
else
return m_serverSideVisibilityDetect.GetValue(SERVERSIDE_VISIBILITY_GM) >= obj->m_serverSideVisibility.GetValue(SERVERSIDE_VISIBILITY_GM);
// Ghost players, Spirit Healers, and some other NPCs
if (!corpseVisibility && !(obj->m_serverSideVisibility.GetValue(SERVERSIDE_VISIBILITY_GHOST) & m_serverSideVisibilityDetect.GetValue(SERVERSIDE_VISIBILITY_GHOST)))
{
// Alive players can see dead players in some cases, but other objects can't do that
if (Player const* thisPlayer = ToPlayer())
{
if (Player const* objPlayer = obj->ToPlayer())
{
if (thisPlayer->GetTeam() != objPlayer->GetTeam() || !thisPlayer->IsGroupVisibleFor(objPlayer))
return false;
}
else
return false;
}
else
return false;
}
if (obj->IsInvisibleDueToDespawn())
return false;
if (!CanDetect(obj, ignoreStealth, checkAlert))
return false;
return true;
}
bool WorldObject::CanNeverSee(WorldObject const* obj) const
{
return GetMap() != obj->GetMap() || !InSamePhase(obj);
}
bool WorldObject::CanDetect(WorldObject const* obj, bool ignoreStealth, bool checkAlert) const
{
WorldObject const* seer = this;
// Pets don't have detection, they use the detection of their masters
if (Unit const* thisUnit = ToUnit())
if (Unit* controller = thisUnit->GetCharmerOrOwner())
seer = controller;
if (obj->IsAlwaysDetectableFor(seer))
return true;
if (!ignoreStealth && !seer->CanDetectInvisibilityOf(obj))
return false;
if (!ignoreStealth && !seer->CanDetectStealthOf(obj, checkAlert))
return false;
return true;
}
bool WorldObject::CanDetectInvisibilityOf(WorldObject const* obj) const
{
uint32 mask = obj->m_invisibility.GetFlags() & m_invisibilityDetect.GetFlags();
// Check for not detected types
if (mask != obj->m_invisibility.GetFlags())
return false;
// It isn't possible in invisibility to detect something that can't detect the invisible object
// (it's at least true for spell: 66)
// It seems like that only Units are affected by this check (couldn't see arena doors with preparation invisibility)
if (obj->ToUnit())
if ((m_invisibility.GetFlags() & obj->m_invisibilityDetect.GetFlags()) != m_invisibility.GetFlags())
return false;
for (uint32 i = 0; i < TOTAL_INVISIBILITY_TYPES; ++i)
{
if (!(mask & (1 << i)))
continue;
int32 objInvisibilityValue = obj->m_invisibility.GetValue(InvisibilityType(i));
int32 ownInvisibilityDetectValue = m_invisibilityDetect.GetValue(InvisibilityType(i));
// Too low value to detect
if (ownInvisibilityDetectValue < objInvisibilityValue)
return false;
}
return true;
}
bool WorldObject::CanDetectStealthOf(WorldObject const* obj, bool checkAlert) const
{
// Combat reach is the minimal distance (both in front and behind),
// and it is also used in the range calculation.
// One stealth point increases the visibility range by 0.3 yard.
if (!obj->m_stealth.GetFlags())
return true;
float distance = GetExactDist(obj);
float combatReach = 0.0f;
Unit const* unit = ToUnit();
if (unit)
combatReach = unit->GetCombatReach();
if (distance < combatReach)
return true;
// Only check back for units, it does not make sense for gameobjects
if (unit && !HasInArc(float(M_PI), obj))
return false;
// Traps should detect stealth always
if (GameObject const* go = ToGameObject())
if (go->GetGoType() == GAMEOBJECT_TYPE_TRAP)
return true;
GameObject const* go = obj->ToGameObject();
for (uint32 i = 0; i < TOTAL_STEALTH_TYPES; ++i)
{
if (!(obj->m_stealth.GetFlags() & (1 << i)))
continue;
if (unit && unit->HasAuraTypeWithMiscvalue(SPELL_AURA_DETECT_STEALTH, i))
return true;
// Starting points
int32 detectionValue = 30;
// Level difference: 5 point / level, starting from level 1.
// There may be spells for this and the starting points too, but
// not in the DBCs of the client.
detectionValue += int32(GetLevelForTarget(obj) - 1) * 5;
// Apply modifiers
detectionValue += m_stealthDetect.GetValue(StealthType(i));
if (go)
if (Unit* owner = go->GetOwner())
detectionValue -= int32(owner->GetLevelForTarget(this) - 1) * 5;
detectionValue -= obj->m_stealth.GetValue(StealthType(i));
// Calculate max distance
float visibilityRange = float(detectionValue) * 0.3f + combatReach;
// If this unit is an NPC then player detect range doesn't apply
if (unit && unit->GetTypeId() == TYPEID_PLAYER && visibilityRange > MAX_PLAYER_STEALTH_DETECT_RANGE)
visibilityRange = MAX_PLAYER_STEALTH_DETECT_RANGE;
// When checking for alert state, look 8% further, and then 1.5 yards more than that.
if (checkAlert)
visibilityRange += (visibilityRange * 0.08f) + 1.5f;
// If checking for alert, and creature's visibility range is greater than aggro distance, No alert
Unit const* tunit = obj->ToUnit();
if (checkAlert && unit && unit->ToCreature() && visibilityRange >= unit->ToCreature()->GetAttackDistance(tunit) + unit->ToCreature()->m_CombatDistance)
return false;
if (distance > visibilityRange)
return false;
}
return true;
}
void Object::ForceValuesUpdateAtIndex(uint32 i)
{
_changesMask.SetBit(i);
AddToObjectUpdateIfNeeded();
}
void Unit::BuildHeartBeatMsg(WorldPacket* data) const
{
data->Initialize(MSG_MOVE_HEARTBEAT, 32);
*data << GetPackGUID();
BuildMovementPacket(data);
}
void WorldObject::SendMessageToSet(WorldPacket const* data, bool self) const
{
if (IsInWorld())
SendMessageToSetInRange(data, GetVisibilityRange(), self);
}
void WorldObject::SendMessageToSetInRange(WorldPacket const* data, float dist, bool /*self*/) const
{
Trinity::MessageDistDeliverer notifier(this, data, dist);
Cell::VisitWorldObjects(this, notifier, dist);
}
void WorldObject::SendMessageToSet(WorldPacket const* data, Player const* skipped_rcvr) const
{
Trinity::MessageDistDeliverer notifier(this, data, GetVisibilityRange(), false, skipped_rcvr);
Cell::VisitWorldObjects(this, notifier, GetVisibilityRange());
}
void WorldObject::SendObjectDeSpawnAnim(ObjectGuid guid)
{
WorldPacket data(SMSG_GAMEOBJECT_DESPAWN_ANIM, 8);
data << uint64(guid);
SendMessageToSet(&data, true);
}
void WorldObject::SetMap(Map* map)
{
ASSERT(map);
ASSERT(!IsInWorld());
if (m_currMap == map) // command add npc: first create, than loadfromdb
return;
if (m_currMap)
{
TC_LOG_FATAL("misc", "WorldObject::SetMap: obj %u new map %u %u, old map %u %u", (uint32)GetTypeId(), map->GetId(), map->GetInstanceId(), m_currMap->GetId(), m_currMap->GetInstanceId());
ABORT();
}
m_currMap = map;
m_mapId = map->GetId();
m_InstanceId = map->GetInstanceId();
if (IsWorldObject())
m_currMap->AddWorldObject(this);
}
void WorldObject::ResetMap()
{
ASSERT(m_currMap);
ASSERT(!IsInWorld());
if (IsWorldObject())
m_currMap->RemoveWorldObject(this);
m_currMap = nullptr;
//maybe not for corpse
//m_mapId = 0;
//m_InstanceId = 0;
}
void WorldObject::AddObjectToRemoveList()
{
ASSERT(m_uint32Values);
Map* map = FindMap();
if (!map)
{
TC_LOG_ERROR("misc", "Object %s at attempt add to move list not have valid map (Id: %u).", GetGUID().ToString().c_str(), GetMapId());
return;
}
map->AddObjectToRemoveList(this);
}
TempSummon* Map::SummonCreature(uint32 entry, Position const& pos, SummonPropertiesEntry const* properties /*= nullptr*/, uint32 duration /*= 0*/, WorldObject* summoner /*= nullptr*/, uint32 spellId /*= 0*/, uint32 vehId /*= 0*/)
{
uint32 mask = UNIT_MASK_SUMMON;
if (properties)
{
switch (properties->Category)
{
case SUMMON_CATEGORY_PET:
mask = UNIT_MASK_GUARDIAN;
break;
case SUMMON_CATEGORY_PUPPET:
mask = UNIT_MASK_PUPPET;
break;
case SUMMON_CATEGORY_VEHICLE:
mask = UNIT_MASK_MINION;
break;
case SUMMON_CATEGORY_WILD:
case SUMMON_CATEGORY_ALLY:
case SUMMON_CATEGORY_UNK:
{
switch (properties->Type)
{
case SUMMON_TYPE_MINION:
case SUMMON_TYPE_GUARDIAN:
case SUMMON_TYPE_GUARDIAN2:
mask = UNIT_MASK_GUARDIAN;
break;
case SUMMON_TYPE_TOTEM:
case SUMMON_TYPE_LIGHTWELL:
mask = UNIT_MASK_TOTEM;
break;
case SUMMON_TYPE_VEHICLE:
case SUMMON_TYPE_VEHICLE2:
mask = UNIT_MASK_SUMMON;
break;
case SUMMON_TYPE_MINIPET:
mask = UNIT_MASK_MINION;
break;
default:
if (properties->Flags & 512) // Mirror Image, Summon Gargoyle
mask = UNIT_MASK_GUARDIAN;
break;
}
break;
}
default:
return nullptr;
}
}
uint32 phase = PHASEMASK_NORMAL;
if (summoner)
phase = summoner->GetPhaseMask();
Unit* summonerUnit = summoner ? summoner->ToUnit() : nullptr;
TempSummon* summon = nullptr;
switch (mask)
{
case UNIT_MASK_SUMMON:
summon = new TempSummon(properties, summoner, false);
break;
case UNIT_MASK_GUARDIAN:
summon = new Guardian(properties, summonerUnit, false);
break;
case UNIT_MASK_PUPPET:
summon = new Puppet(properties, summonerUnit);
break;
case UNIT_MASK_TOTEM:
summon = new Totem(properties, summonerUnit);
break;
case UNIT_MASK_MINION:
summon = new Minion(properties, summonerUnit, false);
break;
}
if (!summon->Create(GenerateLowGuid(), this, phase, entry, pos, nullptr, vehId, true))
{
delete summon;
return nullptr;
}
summon->SetUInt32Value(UNIT_CREATED_BY_SPELL, spellId);
summon->SetHomePosition(pos);
summon->InitStats(duration);
AddToMap(summon->ToCreature());
summon->InitSummon();
// call MoveInLineOfSight for nearby creatures
Trinity::AIRelocationNotifier notifier(*summon);
Cell::VisitAllObjects(summon, notifier, GetVisibilityRange());
return summon;
}
/**
* Summons group of creatures.
*
* @param group Id of group to summon.
* @param list List to store pointers to summoned creatures.
*/
void Map::SummonCreatureGroup(uint8 group, std::list* list /*= nullptr*/)
{
std::vector const* data = sObjectMgr->GetSummonGroup(GetId(), SUMMONER_TYPE_MAP, group);
if (!data)
return;
for (std::vector::const_iterator itr = data->begin(); itr != data->end(); ++itr)
if (TempSummon* summon = SummonCreature(itr->entry, itr->pos, nullptr, itr->time))
if (list)
list->push_back(summon);
}
void WorldObject::SetZoneScript()
{
if (Map* map = FindMap())
{
if (map->IsDungeon())
m_zoneScript = (ZoneScript*)((InstanceMap*)map)->GetInstanceScript();
else if (!map->IsBattlegroundOrArena())
{
if (Battlefield* bf = sBattlefieldMgr->GetBattlefieldToZoneId(GetZoneId()))
m_zoneScript = bf;
else
m_zoneScript = sOutdoorPvPMgr->GetZoneScript(GetZoneId());
}
}
}
void WorldObject::ClearZoneScript()
{
m_zoneScript = nullptr;
}
TempSummon* WorldObject::SummonCreature(uint32 entry, Position const& pos, TempSummonType despawnType /*= TEMPSUMMON_MANUAL_DESPAWN*/, uint32 despawnTime /*= 0*/, uint32 /*vehId = 0*/, uint32 spellId /*= 0*/)
{
if (Map* map = FindMap())
{
if (TempSummon* summon = map->SummonCreature(entry, pos, nullptr, despawnTime, this, spellId))
{
summon->SetTempSummonType(despawnType);
return summon;
}
}
return nullptr;
}
TempSummon* WorldObject::SummonCreature(uint32 id, float x, float y, float z, float o /*= 0*/, TempSummonType despawnType /*= TEMPSUMMON_MANUAL_DESPAWN*/, uint32 despawnTime /*= 0*/)
{
if (!x && !y && !z)
GetClosePoint(x, y, z, GetCombatReach());
if (!o)
o = GetOrientation();
return SummonCreature(id, { x,y,z,o }, despawnType, despawnTime);
}
GameObject* WorldObject::SummonGameObject(uint32 entry, Position const& pos, QuaternionData const& rot, uint32 respawnTime, GOSummonType summonType)
{
if (!IsInWorld())
return nullptr;
GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(entry);
if (!goinfo)
{
TC_LOG_ERROR("sql.sql", "Gameobject template %u not found in database!", entry);
return nullptr;
}
Map* map = GetMap();
GameObject* go = new GameObject();
if (!go->Create(map->GenerateLowGuid(), entry, map, GetPhaseMask(), pos, rot, 255, GO_STATE_READY))
{
delete go;
return nullptr;
}
go->SetRespawnTime(respawnTime);
if (GetTypeId() == TYPEID_PLAYER || (GetTypeId() == TYPEID_UNIT && summonType == GO_SUMMON_TIMED_OR_CORPSE_DESPAWN)) //not sure how to handle this
ToUnit()->AddGameObject(go);
else
go->SetSpawnedByDefault(false);
map->AddToMap(go);
return go;
}
GameObject* WorldObject::SummonGameObject(uint32 entry, float x, float y, float z, float ang, QuaternionData const& rot, uint32 respawnTime, GOSummonType summonType)
{
if (!x && !y && !z)
{
GetClosePoint(x, y, z, GetCombatReach());
ang = GetOrientation();
}
Position pos(x, y, z, ang);
return SummonGameObject(entry, pos, rot, respawnTime, summonType);
}
Creature* WorldObject::SummonTrigger(float x, float y, float z, float ang, uint32 duration, CreatureAI* (*GetAI)(Creature*))
{
TempSummonType summonType = (duration == 0) ? TEMPSUMMON_DEAD_DESPAWN : TEMPSUMMON_TIMED_DESPAWN;
Creature* summon = SummonCreature(WORLD_TRIGGER, x, y, z, ang, summonType, duration);
if (!summon)
return nullptr;
//summon->SetName(GetName());
if (GetTypeId() == TYPEID_PLAYER || GetTypeId() == TYPEID_UNIT)
{
summon->SetFaction(((Unit*)this)->GetFaction());
summon->SetLevel(((Unit*)this)->GetLevel());
}
if (GetAI)
summon->AIM_Initialize(GetAI(summon));
return summon;
}
/**
* Summons group of creatures. Should be called only by instances of Creature and GameObject classes.
*
* @param group Id of group to summon.
* @param list List to store pointers to summoned creatures.
*/
void WorldObject::SummonCreatureGroup(uint8 group, std::list* list /*= nullptr*/)
{
ASSERT((GetTypeId() == TYPEID_GAMEOBJECT || GetTypeId() == TYPEID_UNIT) && "Only GOs and creatures can summon npc groups!");
std::vector const* data = sObjectMgr->GetSummonGroup(GetEntry(), GetTypeId() == TYPEID_GAMEOBJECT ? SUMMONER_TYPE_GAMEOBJECT : SUMMONER_TYPE_CREATURE, group);
if (!data)
{
TC_LOG_WARN("scripts", "%s (%s) tried to summon non-existing summon group %u.", GetName().c_str(), GetGUID().ToString().c_str(), group);
return;
}
for (std::vector::const_iterator itr = data->begin(); itr != data->end(); ++itr)
if (TempSummon* summon = SummonCreature(itr->entry, itr->pos, itr->type, itr->time))
if (list)
list->push_back(summon);
}
Creature* WorldObject::FindNearestCreature(uint32 entry, float range, bool alive) const
{
Creature* creature = nullptr;
Trinity::NearestCreatureEntryWithLiveStateInObjectRangeCheck checker(*this, entry, alive, range);
Trinity::CreatureLastSearcher searcher(this, creature, checker);
Cell::VisitAllObjects(this, searcher, range);
return creature;
}
GameObject* WorldObject::FindNearestGameObject(uint32 entry, float range) const
{
GameObject* go = nullptr;
Trinity::NearestGameObjectEntryInObjectRangeCheck checker(*this, entry, range);
Trinity::GameObjectLastSearcher searcher(this, go, checker);
Cell::VisitGridObjects(this, searcher, range);
return go;
}
GameObject* WorldObject::FindNearestUnspawnedGameObject(uint32 entry, float range) const
{
GameObject* go = nullptr;
Trinity::NearestUnspawnedGameObjectEntryInObjectRangeCheck checker(*this, entry, range);
Trinity::GameObjectLastSearcher searcher(this, go, checker);
Cell::VisitGridObjects(this, searcher, range);
return go;
}
GameObject* WorldObject::FindNearestGameObjectOfType(GameobjectTypes type, float range) const
{
GameObject* go = nullptr;
Trinity::NearestGameObjectTypeInObjectRangeCheck checker(*this, type, range);
Trinity::GameObjectLastSearcher searcher(this, go, checker);
Cell::VisitGridObjects(this, searcher, range);
return go;
}
Player* WorldObject::SelectNearestPlayer(float distance) const
{
Player* target = nullptr;
Trinity::NearestPlayerInObjectRangeCheck checker(this, distance);
Trinity::PlayerLastSearcher searcher(this, target, checker);
Cell::VisitWorldObjects(this, searcher, distance);
return target;
}
ObjectGuid WorldObject::GetCharmerOrOwnerOrOwnGUID() const
{
if (ObjectGuid guid = GetCharmerOrOwnerGUID())
return guid;
return GetGUID();
}
Unit* WorldObject::GetOwner() const
{
return ObjectAccessor::GetUnit(*this, GetOwnerGUID());
}
Unit* WorldObject::GetCharmerOrOwner() const
{
if (Unit const* unit = ToUnit())
return unit->GetCharmerOrOwner();
else if (GameObject const* go = ToGameObject())
return go->GetOwner();
return nullptr;
}
Unit* WorldObject::GetCharmerOrOwnerOrSelf() const
{
if (Unit* u = GetCharmerOrOwner())
return u;
return const_cast(this)->ToUnit();
}
Player* WorldObject::GetCharmerOrOwnerPlayerOrPlayerItself() const
{
ObjectGuid guid = GetCharmerOrOwnerGUID();
if (guid.IsPlayer())
return ObjectAccessor::GetPlayer(*this, guid);
return const_cast(this)->ToPlayer();
}
Player* WorldObject::GetAffectingPlayer() const
{
if (!GetCharmerOrOwnerGUID())
return const_cast(this)->ToPlayer();
if (Unit* owner = GetCharmerOrOwner())
return owner->GetCharmerOrOwnerPlayerOrPlayerItself();
return nullptr;
}
Player* WorldObject::GetSpellModOwner() const
{
if (Player* player = const_cast(this)->ToPlayer())
return player;
if (GetTypeId() == TYPEID_UNIT)
{
Creature const* creature = ToCreature();
if (creature->IsPet() || creature->IsTotem())
{
if (Unit* owner = creature->GetOwner())
return owner->ToPlayer();
}
}
else if (GetTypeId() == TYPEID_GAMEOBJECT)
{
GameObject const* go = ToGameObject();
if (Unit* owner = go->GetOwner())
return owner->ToPlayer();
}
return nullptr;
}
// function uses real base points (typically value - 1)
int32 WorldObject::CalculateSpellDamage(SpellInfo const* spellInfo, uint8 effIndex, int32 const* basePoints /*= nullptr*/) const
{
return spellInfo->Effects[effIndex].CalcValue(this, basePoints);
}
float WorldObject::GetSpellMaxRangeForTarget(Unit const* target, SpellInfo const* spellInfo) const
{
if (!spellInfo->RangeEntry)
return 0.f;
if (spellInfo->RangeEntry->maxRangeFriend == spellInfo->RangeEntry->maxRangeHostile)
return spellInfo->GetMaxRange();
if (!target)
return spellInfo->GetMaxRange(true);
return spellInfo->GetMaxRange(!IsHostileTo(target));
}
float WorldObject::GetSpellMinRangeForTarget(Unit const* target, SpellInfo const* spellInfo) const
{
if (!spellInfo->RangeEntry)
return 0.f;
if (spellInfo->RangeEntry->minRangeFriend == spellInfo->RangeEntry->minRangeHostile)
return spellInfo->GetMinRange();
if (!target)
return spellInfo->GetMinRange(true);
return spellInfo->GetMinRange(!IsHostileTo(target));
}
float WorldObject::ApplyEffectModifiers(SpellInfo const* spellInfo, uint8 effIndex, float value) const
{
if (Player* modOwner = GetSpellModOwner())
{
modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_ALL_EFFECTS, value);
switch (effIndex)
{
case EFFECT_0:
modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_EFFECT1, value);
break;
case EFFECT_1:
modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_EFFECT2, value);
break;
case EFFECT_2:
modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_EFFECT3, value);
break;
}
}
return value;
}
int32 WorldObject::CalcSpellDuration(SpellInfo const* spellInfo) const
{
uint8 comboPoints = 0;
if (Unit const* unit = ToUnit())
comboPoints = unit->GetComboPoints();
int32 minduration = spellInfo->GetDuration();
int32 maxduration = spellInfo->GetMaxDuration();
int32 duration;
if (comboPoints && minduration != -1 && minduration != maxduration)
duration = minduration + int32((maxduration - minduration) * comboPoints / 5);
else
duration = minduration;
return duration;
}
int32 WorldObject::ModSpellDuration(SpellInfo const* spellInfo, WorldObject const* target, int32 duration, bool positive, uint32 effectMask) const
{
// don't mod permanent auras duration
if (duration < 0)
return duration;
// some auras are not affected by duration modifiers
if (spellInfo->HasAttribute(SPELL_ATTR7_IGNORE_DURATION_MODS))
return duration;
// cut duration only of negative effects
Unit const* unitTarget = target->ToUnit();
if (!unitTarget)
return duration;
if (!positive)
{
int32 mechanicMask = spellInfo->GetSpellMechanicMaskByEffectMask(effectMask);
auto mechanicCheck = [mechanicMask](AuraEffect const* aurEff) -> bool
{
if (mechanicMask & (1 << aurEff->GetMiscValue()))
return true;
return false;
};
// Find total mod value (negative bonus)
int32 durationMod_always = unitTarget->GetTotalAuraModifier(SPELL_AURA_MECHANIC_DURATION_MOD, mechanicCheck);
// Find max mod (negative bonus)
int32 durationMod_not_stack = unitTarget->GetMaxNegativeAuraModifier(SPELL_AURA_MECHANIC_DURATION_MOD_NOT_STACK, mechanicCheck);
// Select strongest negative mod
int32 durationMod = std::min(durationMod_always, durationMod_not_stack);
if (durationMod != 0)
AddPct(duration, durationMod);
// there are only negative mods currently
durationMod_always = unitTarget->GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_AURA_DURATION_BY_DISPEL, spellInfo->Dispel);
durationMod_not_stack = unitTarget->GetMaxNegativeAuraModifierByMiscValue(SPELL_AURA_MOD_AURA_DURATION_BY_DISPEL_NOT_STACK, spellInfo->Dispel);
durationMod = std::min(durationMod_always, durationMod_not_stack);
if (durationMod != 0)
AddPct(duration, durationMod);
}
else
{
// else positive mods here, there are no currently
// when there will be, change GetTotalAuraModifierByMiscValue to GetMaxPositiveAuraModifierByMiscValue
// Mixology - duration boost
if (unitTarget->GetTypeId() == TYPEID_PLAYER)
{
if (spellInfo->SpellFamilyName == SPELLFAMILY_POTION && (
sSpellMgr->IsSpellMemberOfSpellGroup(spellInfo->Id, SPELL_GROUP_ELIXIR_BATTLE) ||
sSpellMgr->IsSpellMemberOfSpellGroup(spellInfo->Id, SPELL_GROUP_ELIXIR_GUARDIAN)))
{
if (unitTarget->HasAura(53042) && unitTarget->HasSpell(spellInfo->Effects[0].TriggerSpell))
duration *= 2;
}
}
}
// Glyphs which increase duration of selfcast buffs
if (unitTarget == this)
{
switch (spellInfo->SpellFamilyName)
{
case SPELLFAMILY_DRUID:
if (spellInfo->SpellFamilyFlags[0] & 0x100)
{
// Glyph of Thorns
if (AuraEffect* aurEff = unitTarget->GetAuraEffect(57862, EFFECT_0))
duration += aurEff->GetAmount() * MINUTE * IN_MILLISECONDS;
}
break;
case SPELLFAMILY_PALADIN:
if ((spellInfo->SpellFamilyFlags[0] & 0x00000002) && spellInfo->SpellIconID == 298)
{
// Glyph of Blessing of Might
if (AuraEffect* aurEff = unitTarget->GetAuraEffect(57958, EFFECT_0))
duration += aurEff->GetAmount() * MINUTE * IN_MILLISECONDS;
}
else if ((spellInfo->SpellFamilyFlags[0] & 0x00010000) && spellInfo->SpellIconID == 306)
{
// Glyph of Blessing of Wisdom
if (AuraEffect* aurEff = unitTarget->GetAuraEffect(57979, EFFECT_0))
duration += aurEff->GetAmount() * MINUTE * IN_MILLISECONDS;
}
break;
}
}
return std::max(duration, 0);
}
void WorldObject::ModSpellCastTime(SpellInfo const* spellInfo, int32& castTime, Spell* spell /*= nullptr*/) const
{
if (!spellInfo || castTime < 0)
return;
// called from caster
if (Player* modOwner = GetSpellModOwner())
modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_CASTING_TIME, castTime, spell);
Unit const* unitCaster = ToUnit();
if (!unitCaster)
return;
if (!(spellInfo->HasAttribute(SPELL_ATTR0_ABILITY) || spellInfo->HasAttribute(SPELL_ATTR0_TRADESPELL) || spellInfo->HasAttribute(SPELL_ATTR3_NO_DONE_BONUS)) &&
((GetTypeId() == TYPEID_PLAYER && spellInfo->SpellFamilyName) || GetTypeId() == TYPEID_UNIT))
castTime = unitCaster->CanInstantCast() ? 0 : int32(float(castTime) * unitCaster->GetFloatValue(UNIT_MOD_CAST_SPEED));
else if (spellInfo->HasAttribute(SPELL_ATTR0_REQ_AMMO) && !spellInfo->HasAttribute(SPELL_ATTR2_AUTOREPEAT_FLAG))
castTime = int32(float(castTime) * unitCaster->m_modAttackSpeedPct[RANGED_ATTACK]);
else if (spellInfo->SpellVisual[0] == 3881 && unitCaster->HasAura(67556)) // cooking with Chef Hat.
castTime = 500;
}
void WorldObject::ModSpellDurationTime(SpellInfo const* spellInfo, int32& duration, Spell* spell /*= nullptr*/) const
{
if (!spellInfo || duration < 0)
return;
if (spellInfo->IsChanneled() && !spellInfo->HasAttribute(SPELL_ATTR5_HASTE_AFFECT_DURATION))
return;
// called from caster
if (Player* modOwner = GetSpellModOwner())
modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_CASTING_TIME, duration, spell);
Unit const* unitCaster = ToUnit();
if (!unitCaster)
return;
if (!(spellInfo->HasAttribute(SPELL_ATTR0_ABILITY) || spellInfo->HasAttribute(SPELL_ATTR0_TRADESPELL) || spellInfo->HasAttribute(SPELL_ATTR3_NO_DONE_BONUS)) &&
((GetTypeId() == TYPEID_PLAYER && spellInfo->SpellFamilyName) || GetTypeId() == TYPEID_UNIT))
duration = int32(float(duration) * unitCaster->GetFloatValue(UNIT_MOD_CAST_SPEED));
else if (spellInfo->HasAttribute(SPELL_ATTR0_REQ_AMMO) && !spellInfo->HasAttribute(SPELL_ATTR2_AUTOREPEAT_FLAG))
duration = int32(float(duration) * unitCaster->m_modAttackSpeedPct[RANGED_ATTACK]);
}
float WorldObject::MeleeSpellMissChance(Unit const* /*victim*/, WeaponAttackType /*attType*/, int32 /*skillDiff*/, uint32 /*spellId*/) const
{
return 0.0f;
}
SpellMissInfo WorldObject::MeleeSpellHitResult(Unit* /*victim*/, SpellInfo const* /*spellInfo*/) const
{
return SPELL_MISS_NONE;
}
SpellMissInfo WorldObject::MagicSpellHitResult(Unit* victim, SpellInfo const* spellInfo) const
{
// Can`t miss on dead target (on skinning for example)
if (!victim->IsAlive() && victim->GetTypeId() != TYPEID_PLAYER)
return SPELL_MISS_NONE;
SpellSchoolMask schoolMask = spellInfo->GetSchoolMask();
// PvP - PvE spell misschances per leveldif > 2
int32 lchance = victim->GetTypeId() == TYPEID_PLAYER ? 7 : 11;
int32 thisLevel = GetLevelForTarget(victim);
if (GetTypeId() == TYPEID_UNIT && ToCreature()->IsTrigger())
thisLevel = std::max(thisLevel, spellInfo->SpellLevel);
int32 leveldif = int32(victim->GetLevelForTarget(this)) - thisLevel;
// Base hit chance from attacker and victim levels
int32 modHitChance;
if (leveldif < 3)
modHitChance = 96 - leveldif;
else
modHitChance = 94 - (leveldif - 2) * lchance;
// Spellmod from SPELLMOD_RESIST_MISS_CHANCE
if (Player* modOwner = GetSpellModOwner())
modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_RESIST_MISS_CHANCE, modHitChance);
// Increase from attacker SPELL_AURA_MOD_INCREASES_SPELL_PCT_TO_HIT auras
if (Unit const* unit = ToUnit())
modHitChance += unit->GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_INCREASES_SPELL_PCT_TO_HIT, schoolMask);
// Chance hit from victim SPELL_AURA_MOD_ATTACKER_SPELL_HIT_CHANCE auras
modHitChance += victim->GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_ATTACKER_SPELL_HIT_CHANCE, schoolMask);
// Reduce spell hit chance for Area of effect spells from victim SPELL_AURA_MOD_AOE_AVOIDANCE aura
if (spellInfo->IsAffectingArea())
modHitChance -= victim->GetTotalAuraModifier(SPELL_AURA_MOD_AOE_AVOIDANCE);
// Decrease hit chance from victim rating bonus
if (victim->GetTypeId() == TYPEID_PLAYER)
modHitChance -= int32(victim->ToPlayer()->GetRatingBonusValue(CR_HIT_TAKEN_SPELL));
int32 HitChance = modHitChance * 100;
// Increase hit chance from attacker SPELL_AURA_MOD_SPELL_HIT_CHANCE and attacker ratings
if (Unit const* unit = ToUnit())
HitChance += int32(unit->m_modSpellHitChance * 100.0f);
RoundToInterval(HitChance, 0, 10000);
int32 tmp = 10000 - HitChance;
int32 rand = irand(0, 9999);
if (tmp > 0 && rand < tmp)
return SPELL_MISS_MISS;
// Chance resist mechanic (select max value from every mechanic spell effect)
int32 resist_chance = victim->GetMechanicResistChance(spellInfo) * 100;
// Chance resist debuff
if (!spellInfo->IsPositive() && !spellInfo->HasAttribute(SPELL_ATTR4_IGNORE_RESISTANCES))
{
bool hasAura = false;
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
{
if (spellInfo->Effects[i].IsAura())
{
hasAura = true;
break;
}
}
if (hasAura)
resist_chance += victim->GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_DEBUFF_RESISTANCE, static_cast(spellInfo->Dispel)) * 100;
// resistance chance for binary spells, equals to average damage reduction of non-binary spell
if (spellInfo->HasAttribute(SPELL_ATTR0_CU_BINARY_SPELL) && (spellInfo->GetSchoolMask() & SPELL_SCHOOL_MASK_MAGIC))
resist_chance += int32(Unit::CalculateAverageResistReduction(this, spellInfo->GetSchoolMask(), victim, spellInfo) * 10000.f); // 100 for spell calculations, and 100 for return value percentage
}
// Roll chance
if (resist_chance > 0 && rand < (tmp += resist_chance))
return SPELL_MISS_RESIST;
// cast by caster in front of victim
if (!victim->HasUnitState(UNIT_STATE_CONTROLLED) && (victim->HasInArc(float(M_PI), this) || victim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION)))
{
int32 deflect_chance = victim->GetTotalAuraModifier(SPELL_AURA_DEFLECT_SPELLS) * 100;
if (deflect_chance > 0 && rand < (tmp += deflect_chance))
return SPELL_MISS_DEFLECT;
}
return SPELL_MISS_NONE;
}
// Calculate spell hit result can be:
// Every spell can: Evade/Immune/Reflect/Sucesful hit
// For melee based spells:
// Miss
// Dodge
// Parry
// For spells
// Resist
SpellMissInfo WorldObject::SpellHitResult(Unit* victim, SpellInfo const* spellInfo, bool canReflect /*= false*/) const
{
// Check for immune
if (victim->IsImmunedToSpell(spellInfo, this))
return SPELL_MISS_IMMUNE;
// Damage immunity is only checked if the spell has damage effects, this immunity must not prevent aura apply
// returns SPELL_MISS_IMMUNE in that case, for other spells, the SMSG_SPELL_GO must show hit
if (spellInfo->HasOnlyDamageEffects() && victim->IsImmunedToDamage(spellInfo))
return SPELL_MISS_IMMUNE;
// All positive spells can`t miss
/// @todo client not show miss log for this spells - so need find info for this in dbc and use it!
if (spellInfo->IsPositive() && !IsHostileTo(victim)) // prevent from affecting enemy by "positive" spell
return SPELL_MISS_NONE;
if (this == victim)
return SPELL_MISS_NONE;
// Return evade for units in evade mode
if (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsEvadingAttacks())
return SPELL_MISS_EVADE;
// Try victim reflect spell
if (canReflect)
{
int32 reflectchance = victim->GetTotalAuraModifier(SPELL_AURA_REFLECT_SPELLS);
reflectchance += victim->GetTotalAuraModifierByMiscMask(SPELL_AURA_REFLECT_SPELLS_SCHOOL, spellInfo->GetSchoolMask());
if (reflectchance > 0 && roll_chance_i(reflectchance))
return SPELL_MISS_REFLECT;
}
if (spellInfo->HasAttribute(SPELL_ATTR3_IGNORE_HIT_RESULT))
return SPELL_MISS_NONE;
switch (spellInfo->DmgClass)
{
case SPELL_DAMAGE_CLASS_RANGED:
case SPELL_DAMAGE_CLASS_MELEE:
return MeleeSpellHitResult(victim, spellInfo);
case SPELL_DAMAGE_CLASS_NONE:
return SPELL_MISS_NONE;
case SPELL_DAMAGE_CLASS_MAGIC:
return MagicSpellHitResult(victim, spellInfo);
}
return SPELL_MISS_NONE;
}
void WorldObject::SendSpellMiss(Unit* target, uint32 spellID, SpellMissInfo missInfo)
{
WorldPacket data(SMSG_SPELLLOGMISS, (4 + 8 + 1 + 4 + 8 + 1));
data << uint32(spellID);
data << uint64(GetGUID());
data << uint8(0); // can be 0 or 1
data << uint32(1); // target count
// for (i = 0; i < target count; ++i)
data << uint64(target->GetGUID()); // target GUID
data << uint8(missInfo);
// end loop
SendMessageToSet(&data, true);
}
FactionTemplateEntry const* WorldObject::GetFactionTemplateEntry() const
{
uint32 factionId = GetFaction();
FactionTemplateEntry const* entry = sFactionTemplateStore.LookupEntry(factionId);
if (!entry)
{
switch (GetTypeId())
{
case TYPEID_PLAYER:
TC_LOG_ERROR("entities.unit", "Player %s has invalid faction (faction template id) #%u", ToPlayer()->GetName().c_str(), factionId);
break;
case TYPEID_UNIT:
TC_LOG_ERROR("entities.unit", "Creature (template id: %u) has invalid faction (faction template Id) #%u", ToCreature()->GetCreatureTemplate()->Entry, factionId);
break;
case TYPEID_GAMEOBJECT:
if (factionId) // Gameobjects may have faction template id = 0
TC_LOG_ERROR("entities.faction", "GameObject (template id: %u) has invalid faction (faction template Id) #%u", ToGameObject()->GetGOInfo()->entry, factionId);
break;
default:
TC_LOG_ERROR("entities.unit", "Object (name=%s, type=%u) has invalid faction (faction template Id) #%u", GetName().c_str(), uint32(GetTypeId()), factionId);
break;
}
}
return entry;
}
// function based on function Unit::UnitReaction from 13850 client
ReputationRank WorldObject::GetReactionTo(WorldObject const* target) const
{
// always friendly to self
if (this == target)
return REP_FRIENDLY;
// always friendly to charmer or owner
if (GetCharmerOrOwnerOrSelf() == target->GetCharmerOrOwnerOrSelf())
return REP_FRIENDLY;
Player const* selfPlayerOwner = GetAffectingPlayer();
Player const* targetPlayerOwner = target->GetAffectingPlayer();
// check forced reputation to support SPELL_AURA_FORCE_REACTION
if (selfPlayerOwner)
{
if (FactionTemplateEntry const* targetFactionTemplateEntry = target->GetFactionTemplateEntry())
if (ReputationRank const* repRank = selfPlayerOwner->GetReputationMgr().GetForcedRankIfAny(targetFactionTemplateEntry))
return *repRank;
}
else if (targetPlayerOwner)
{
if (FactionTemplateEntry const* selfFactionTemplateEntry = GetFactionTemplateEntry())
if (ReputationRank const* repRank = targetPlayerOwner->GetReputationMgr().GetForcedRankIfAny(selfFactionTemplateEntry))
return *repRank;
}
Unit const* unit = Coalesce(ToUnit(), selfPlayerOwner);
Unit const* targetUnit = Coalesce(target->ToUnit(), targetPlayerOwner);
if (unit && unit->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED))
{
if (targetUnit && targetUnit->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED))
{
if (selfPlayerOwner && targetPlayerOwner)
{
// always friendly to other unit controlled by player, or to the player himself
if (selfPlayerOwner == targetPlayerOwner)
return REP_FRIENDLY;
// duel - always hostile to opponent
if (selfPlayerOwner->duel && selfPlayerOwner->duel->Opponent == targetPlayerOwner && selfPlayerOwner->duel->State == DUEL_STATE_IN_PROGRESS)
return REP_HOSTILE;
// same group - checks dependant only on our faction - skip FFA_PVP for example
if (selfPlayerOwner->IsInRaidWith(targetPlayerOwner))
return REP_FRIENDLY; // return true to allow config option AllowTwoSide.Interaction.Group to work
// however client seems to allow mixed group parties, because in 13850 client it works like:
// return GetFactionReactionTo(GetFactionTemplateEntry(), target);
}
// check FFA_PVP
if (unit->IsFFAPvP() && targetUnit->IsFFAPvP())
return REP_HOSTILE;
if (selfPlayerOwner)
{
if (FactionTemplateEntry const* targetFactionTemplateEntry = targetUnit->GetFactionTemplateEntry())
{
if (ReputationRank const* repRank = selfPlayerOwner->GetReputationMgr().GetForcedRankIfAny(targetFactionTemplateEntry))
return *repRank;
if (!selfPlayerOwner->HasFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_IGNORE_REPUTATION))
{
if (FactionEntry const* targetFactionEntry = sFactionStore.LookupEntry(targetFactionTemplateEntry->faction))
{
if (targetFactionEntry->CanHaveReputation())
{
// check contested flags
if ((targetFactionTemplateEntry->factionFlags & FACTION_TEMPLATE_FLAG_CONTESTED_GUARD) &&
selfPlayerOwner->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP))
return REP_HOSTILE;
// if faction has reputation, hostile state depends only from AtWar state
if (selfPlayerOwner->GetReputationMgr().IsAtWar(targetFactionEntry))
return REP_HOSTILE;
return REP_FRIENDLY;
}
}
}
}
}
}
}
// do checks dependant only on our faction
return WorldObject::GetFactionReactionTo(GetFactionTemplateEntry(), target);
}
/*static*/ ReputationRank WorldObject::GetFactionReactionTo(FactionTemplateEntry const* factionTemplateEntry, WorldObject const* target)
{
// always neutral when no template entry found
if (!factionTemplateEntry)
return REP_NEUTRAL;
FactionTemplateEntry const* targetFactionTemplateEntry = target->GetFactionTemplateEntry();
if (!targetFactionTemplateEntry)
return REP_NEUTRAL;
if (Player const* targetPlayerOwner = target->GetAffectingPlayer())
{
// check contested flags
if ((factionTemplateEntry->factionFlags & FACTION_TEMPLATE_FLAG_CONTESTED_GUARD) &&
targetPlayerOwner->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP))
return REP_HOSTILE;
if (ReputationRank const* repRank = targetPlayerOwner->GetReputationMgr().GetForcedRankIfAny(factionTemplateEntry))
return *repRank;
if (target->ToUnit() && !target->HasFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_IGNORE_REPUTATION))
{
if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction))
{
if (factionEntry->CanHaveReputation())
{
// CvP case - check reputation, don't allow state higher than neutral when at war
ReputationRank repRank = targetPlayerOwner->GetReputationMgr().GetRank(factionEntry);
if (targetPlayerOwner->GetReputationMgr().IsAtWar(factionEntry))
repRank = std::min(REP_NEUTRAL, repRank);
return repRank;
}
}
}
}
// common faction based check
if (factionTemplateEntry->IsHostileTo(*targetFactionTemplateEntry))
return REP_HOSTILE;
if (factionTemplateEntry->IsFriendlyTo(*targetFactionTemplateEntry))
return REP_FRIENDLY;
if (targetFactionTemplateEntry->IsFriendlyTo(*factionTemplateEntry))
return REP_FRIENDLY;
if (factionTemplateEntry->factionFlags & FACTION_TEMPLATE_FLAG_HOSTILE_BY_DEFAULT)
return REP_HOSTILE;
// neutral by default
return REP_NEUTRAL;
}
bool WorldObject::IsHostileTo(WorldObject const* target) const
{
return GetReactionTo(target) <= REP_HOSTILE;
}
bool WorldObject::IsFriendlyTo(WorldObject const* target) const
{
return GetReactionTo(target) >= REP_FRIENDLY;
}
bool WorldObject::IsHostileToPlayers() const
{
FactionTemplateEntry const* my_faction = GetFactionTemplateEntry();
if (!my_faction->faction)
return false;
FactionEntry const* raw_faction = sFactionStore.LookupEntry(my_faction->faction);
if (raw_faction && raw_faction->reputationListID >= 0)
return false;
return my_faction->IsHostileToPlayers();
}
bool WorldObject::IsNeutralToAll() const
{
FactionTemplateEntry const* my_faction = GetFactionTemplateEntry();
if (!my_faction->faction)
return true;
FactionEntry const* raw_faction = sFactionStore.LookupEntry(my_faction->faction);
if (raw_faction && raw_faction->reputationListID >= 0)
return false;
return my_faction->IsNeutralToAll();
}
SpellCastResult WorldObject::CastSpell(SpellCastTargets const& targets, uint32 spellId, CastSpellExtraArgs const& args /*= { }*/)
{
SpellInfo const* info = sSpellMgr->GetSpellInfo(spellId);
if (!info)
{
TC_LOG_ERROR("entities.unit", "CastSpell: unknown spell %u by caster %s", spellId, GetGUID().ToString().c_str());
return SPELL_FAILED_SPELL_UNAVAILABLE;
}
Spell* spell = new Spell(this, info, args.TriggerFlags, args.OriginalCaster);
for (auto const& pair : args.SpellValueOverrides)
spell->SetSpellValue(pair.first, pair.second);
spell->m_CastItem = args.CastItem;
return spell->prepare(targets, args.TriggeringAura);
}
SpellCastResult WorldObject::CastSpell(WorldObject* target, uint32 spellId, CastSpellExtraArgs const& args /*= { }*/)
{
SpellCastTargets targets;
if (target)
{
if (Unit* unitTarget = target->ToUnit())
targets.SetUnitTarget(unitTarget);
else if (GameObject* goTarget = target->ToGameObject())
targets.SetGOTarget(goTarget);
else
{
TC_LOG_ERROR("entities.unit", "CastSpell: Invalid target %s passed to spell cast by %s", target->GetGUID().ToString().c_str(), GetGUID().ToString().c_str());
return SPELL_FAILED_BAD_TARGETS;
}
}
return CastSpell(targets, spellId, args);
}
SpellCastResult WorldObject::CastSpell(Position const& dest, uint32 spellId, CastSpellExtraArgs const& args /*= { }*/)
{
SpellCastTargets targets;
targets.SetDst(dest);
return CastSpell(targets, spellId, args);
}
// function based on function Unit::CanAttack from 13850 client
bool WorldObject::IsValidAttackTarget(WorldObject const* target, SpellInfo const* bySpell /*= nullptr*/) const
{
ASSERT(target);
// some positive spells can be casted at hostile target
bool isPositiveSpell = bySpell && bySpell->IsPositive();
// can't attack self (spells can, attribute check)
if (!bySpell && this == target)
return false;
// can't attack unattackable units
Unit const* unitTarget = target->ToUnit();
if (unitTarget && unitTarget->HasUnitState(UNIT_STATE_UNATTACKABLE))
return false;
// can't attack GMs
if (target->GetTypeId() == TYPEID_PLAYER && target->ToPlayer()->IsGameMaster())
return false;
Unit const* unit = ToUnit();
// visibility checks (only units)
if (unit)
{
// can't attack invisible
if (!bySpell || !bySpell->HasAttribute(SPELL_ATTR6_CAN_TARGET_INVISIBLE))
{
if (!unit->CanSeeOrDetect(target, bySpell && bySpell->IsAffectingArea()))
return false;
}
}
// can't attack dead
if ((!bySpell || !bySpell->IsAllowingDeadTarget()) && unitTarget && !unitTarget->IsAlive())
return false;
// can't attack untargetable
if ((!bySpell || !bySpell->HasAttribute(SPELL_ATTR6_CAN_TARGET_UNTARGETABLE)) && unitTarget && unitTarget->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE))
return false;
if (Player const* playerAttacker = ToPlayer())
{
if (playerAttacker->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_UBER))
return false;
}
// check flags
if (unitTarget && unitTarget->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_TAXI_FLIGHT | UNIT_FLAG_NOT_ATTACKABLE_1 | UNIT_FLAG_NON_ATTACKABLE_2))
return false;
Unit const* unitOrOwner = unit;
if (GameObject const* go = ToGameObject())
if (go->GetGoType() == GAMEOBJECT_TYPE_TRAP)
unitOrOwner = go->GetOwner();
// ignore immunity flags when assisting
if (unitOrOwner && unitTarget && !(isPositiveSpell && bySpell->HasAttribute(SPELL_ATTR6_ASSIST_IGNORE_IMMUNE_FLAG)))
{
if (!unitOrOwner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED) && unitTarget->IsImmuneToNPC())
return false;
if (!unitTarget->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED) && unitOrOwner->IsImmuneToNPC())
return false;
if (unitOrOwner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED) && unitTarget->IsImmuneToPC())
return false;
if (unitTarget->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED) && unitOrOwner->IsImmuneToPC())
return false;
}
// CvC case - can attack each other only when one of them is hostile
if (unit && !HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED) && target->ToUnit() && !target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED))
return IsHostileTo(target) || target->IsHostileTo(this);
// PvP, PvC, CvP case
// can't attack friendly targets
if (IsFriendlyTo(target) || target->IsFriendlyTo(this))
return false;
Player const* playerAffectingAttacker = unit && HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED) ? GetAffectingPlayer() : ToGameObject() ? GetAffectingPlayer() : nullptr;
Player const* playerAffectingTarget = target->ToUnit() && target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED) ? target->GetAffectingPlayer() : nullptr;
// Not all neutral creatures can be attacked (even some unfriendly faction does not react aggresive to you, like Sporaggar)
if ((playerAffectingAttacker && !playerAffectingTarget) || (!playerAffectingAttacker && playerAffectingTarget))
{
Player const* player = playerAffectingAttacker ? playerAffectingAttacker : playerAffectingTarget;
if (Unit const* creature = playerAffectingAttacker ? target->ToUnit() : unit)
{
if (creature->IsContestedGuard() && player->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP))
return true;
if (FactionTemplateEntry const* factionTemplate = creature->GetFactionTemplateEntry())
{
if (!(player->GetReputationMgr().GetForcedRankIfAny(factionTemplate)))
if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(factionTemplate->faction))
if (FactionState const* repState = player->GetReputationMgr().GetState(factionEntry))
if (!(repState->Flags & FACTION_FLAG_AT_WAR))
return false;
}
}
}
Creature const* creatureAttacker = ToCreature();
if (creatureAttacker && (creatureAttacker->GetCreatureTemplate()->type_flags & CREATURE_TYPE_FLAG_TREAT_AS_RAID_UNIT))
return false;
if (playerAffectingAttacker && playerAffectingTarget)
if (playerAffectingAttacker->duel && playerAffectingAttacker->duel->Opponent == playerAffectingTarget && playerAffectingAttacker->duel->State == DUEL_STATE_IN_PROGRESS)
return true;
// PvP case - can't attack when attacker or target are in sanctuary
// however, 13850 client doesn't allow to attack when one of the unit's has sanctuary flag and is pvp
if (unitTarget && unitTarget->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED) && unitOrOwner && unitOrOwner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED) && (unitTarget->IsInSanctuary() || unitOrOwner->IsInSanctuary()))
return false;
// additional checks - only PvP case
if (playerAffectingAttacker && playerAffectingTarget)
{
if (playerAffectingTarget->IsPvP())
return true;
if (playerAffectingAttacker->IsFFAPvP() && playerAffectingTarget->IsFFAPvP())
return true;
return playerAffectingAttacker->HasByteFlag(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_PVP_FLAG, UNIT_BYTE2_FLAG_UNK1) ||
playerAffectingTarget->HasByteFlag(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_PVP_FLAG, UNIT_BYTE2_FLAG_UNK1);
}
return true;
}
// function based on function Unit::CanAssist from 13850 client
bool WorldObject::IsValidAssistTarget(WorldObject const* target, SpellInfo const* bySpell /*= nullptr*/) const
{
ASSERT(target);
// some negative spells can be casted at friendly target
bool isNegativeSpell = bySpell && !bySpell->IsPositive();
// can assist to self
if (this == target)
return true;
// can't assist unattackable units
Unit const* unitTarget = target->ToUnit();
if (unitTarget && unitTarget->HasUnitState(UNIT_STATE_UNATTACKABLE))
return false;
// can't assist GMs
if (target->GetTypeId() == TYPEID_PLAYER && target->ToPlayer()->IsGameMaster())
return false;
// can't assist own vehicle or passenger
Unit const* unit = ToUnit();
if (unit && unitTarget && unit->GetVehicle())
{
if (unit->IsOnVehicle(unitTarget))
return false;
if (unit->GetVehicleBase()->IsOnVehicle(unitTarget))
return false;
}
// can't assist invisible
if ((!bySpell || !bySpell->HasAttribute(SPELL_ATTR6_CAN_TARGET_INVISIBLE)) && !CanSeeOrDetect(target, bySpell && bySpell->IsAffectingArea()))
return false;
// can't assist dead
if ((!bySpell || !bySpell->IsAllowingDeadTarget()) && unitTarget && !unitTarget->IsAlive())
return false;
// can't assist untargetable
if ((!bySpell || !bySpell->HasAttribute(SPELL_ATTR6_CAN_TARGET_UNTARGETABLE)) && unitTarget && unitTarget->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE))
return false;
// check flags for negative spells
if (isNegativeSpell && unitTarget && unitTarget->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_TAXI_FLIGHT | UNIT_FLAG_NOT_ATTACKABLE_1 | UNIT_FLAG_NON_ATTACKABLE_2))
return false;
if (isNegativeSpell || !bySpell || !bySpell->HasAttribute(SPELL_ATTR6_ASSIST_IGNORE_IMMUNE_FLAG))
{
if (unit && unit->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED))
{
if (unitTarget && unitTarget->IsImmuneToPC())
return false;
}
else
{
if (unitTarget && unitTarget->IsImmuneToNPC())
return false;
}
}
// can't assist non-friendly targets
if (GetReactionTo(target) < REP_NEUTRAL && target->GetReactionTo(this) < REP_NEUTRAL && (!ToCreature() || !(ToCreature()->GetCreatureTemplate()->type_flags & CREATURE_TYPE_FLAG_TREAT_AS_RAID_UNIT)))
return false;
// PvP case
if (unitTarget && unitTarget->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED))
{
if (unit && unit->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED))
{
Player const* selfPlayerOwner = GetAffectingPlayer();
Player const* targetPlayerOwner = unitTarget->GetAffectingPlayer();
if (selfPlayerOwner && targetPlayerOwner)
{
// can't assist player which is dueling someone
if (selfPlayerOwner != targetPlayerOwner && targetPlayerOwner->duel)
return false;
}
// can't assist player in ffa_pvp zone from outside
if (unitTarget->IsFFAPvP() && !unit->IsFFAPvP())
return false;
// can't assist player out of sanctuary from sanctuary if has pvp enabled
if (unitTarget->IsPvP())
if (unit && unit->IsInSanctuary() && !unitTarget->IsInSanctuary())
return false;
}
}
// PvC case - player can assist creature only if has specific type flags
// !target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED) &&
else if (unit && unit->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED))
{
if (!bySpell || !bySpell->HasAttribute(SPELL_ATTR6_ASSIST_IGNORE_IMMUNE_FLAG))
if (unitTarget && !unitTarget->IsPvP())
if (Creature const* creatureTarget = target->ToCreature())
return ((creatureTarget->GetCreatureTemplate()->type_flags & CREATURE_TYPE_FLAG_TREAT_AS_RAID_UNIT) || (creatureTarget->GetCreatureTemplate()->type_flags & CREATURE_TYPE_FLAG_CAN_ASSIST));
}
return true;
}
Unit* WorldObject::GetMagicHitRedirectTarget(Unit* victim, SpellInfo const* spellInfo)
{
// Patch 1.2 notes: Spell Reflection no longer reflects abilities
if (spellInfo->HasAttribute(SPELL_ATTR0_ABILITY) || spellInfo->HasAttribute(SPELL_ATTR1_CANT_BE_REDIRECTED) || spellInfo->HasAttribute(SPELL_ATTR0_UNAFFECTED_BY_INVULNERABILITY))
return victim;
Unit::AuraEffectList const& magnetAuras = victim->GetAuraEffectsByType(SPELL_AURA_SPELL_MAGNET);
for (AuraEffect const* aurEff : magnetAuras)
{
if (Unit* magnet = aurEff->GetBase()->GetCaster())
{
if (spellInfo->CheckExplicitTarget(this, magnet) == SPELL_CAST_OK && IsValidAttackTarget(magnet, spellInfo))
{
/// @todo handle this charge drop by proc in cast phase on explicit target
if (spellInfo->Speed > 0.0f)
{
// Set up missile speed based delay
uint32 delay = uint32(std::floor(std::max(victim->GetDistance(this), 5.0f) / spellInfo->Speed * 1000.0f));
// Schedule charge drop
aurEff->GetBase()->DropChargeDelayed(delay, AURA_REMOVE_BY_EXPIRE);
}
else
aurEff->GetBase()->DropCharge(AURA_REMOVE_BY_EXPIRE);
return magnet;
}
}
}
return victim;
}
template
void WorldObject::GetGameObjectListWithEntryInGrid(Container& gameObjectContainer, uint32 entry, float maxSearchRange /*= 250.0f*/) const
{
Trinity::AllGameObjectsWithEntryInRange check(this, entry, maxSearchRange);
Trinity::GameObjectListSearcher searcher(this, gameObjectContainer, check);
Cell::VisitGridObjects(this, searcher, maxSearchRange);
}
template
void WorldObject::GetCreatureListWithEntryInGrid(Container& creatureContainer, uint32 entry, float maxSearchRange /*= 250.0f*/) const
{
Trinity::AllCreaturesOfEntryInRange check(this, entry, maxSearchRange);
Trinity::CreatureListSearcher searcher(this, creatureContainer, check);
Cell::VisitGridObjects(this, searcher, maxSearchRange);
}
template
void WorldObject::GetPlayerListInGrid(Container& playerContainer, float maxSearchRange) const
{
Trinity::AnyPlayerInObjectRangeCheck checker(this, maxSearchRange);
Trinity::PlayerListSearcher searcher(this, playerContainer, checker);
Cell::VisitWorldObjects(this, searcher, maxSearchRange);
}
void WorldObject::GetNearPoint2D(WorldObject const* searcher, float& x, float& y, float distance2d, float absAngle) const
{
float effectiveReach = GetCombatReach();
if (searcher)
{
effectiveReach += searcher->GetCombatReach();
if (this != searcher)
{
float myHover = 0.0f, searcherHover = 0.0f;
if (Unit const* unit = ToUnit())
myHover = unit->GetHoverOffset();
if (Unit const* searchUnit = searcher->ToUnit())
searcherHover = searchUnit->GetHoverOffset();
float hoverDelta = myHover - searcherHover;
if (hoverDelta != 0.0f)
effectiveReach = std::sqrt(std::max(effectiveReach * effectiveReach - hoverDelta * hoverDelta, 0.0f));
}
}
x = GetPositionX() + (effectiveReach + distance2d) * std::cos(absAngle);
y = GetPositionY() + (effectiveReach + distance2d) * std::sin(absAngle);
Trinity::NormalizeMapCoord(x);
Trinity::NormalizeMapCoord(y);
}
void WorldObject::GetNearPoint(WorldObject const* searcher, float& x, float& y, float& z, float distance2d, float absAngle) const
{
GetNearPoint2D(searcher, x, y, distance2d, absAngle);
z = GetPositionZ();
(searcher ? searcher : this)->UpdateAllowedPositionZ(x, y, z);
// if detection disabled, return first point
if (!sWorld->getBoolConfig(CONFIG_DETECT_POS_COLLISION))
return;
// return if the point is already in LoS
if (IsWithinLOS(x, y, z))
return;
// remember first point
float first_x = x;
float first_y = y;
float first_z = z;
// loop in a circle to look for a point in LoS using small steps
for (float angle = float(M_PI) / 8; angle < float(M_PI) * 2; angle += float(M_PI) / 8)
{
GetNearPoint2D(searcher, x, y, distance2d, absAngle + angle);
z = GetPositionZ();
(searcher ? searcher : this)->UpdateAllowedPositionZ(x, y, z);
if (IsWithinLOS(x, y, z))
return;
}
// still not in LoS, give up and return first position found
x = first_x;
y = first_y;
z = first_z;
}
void WorldObject::GetClosePoint(float& x, float& y, float& z, float size, float distance2d /*= 0*/, float relAngle /*= 0*/) const
{
// angle calculated from current orientation
GetNearPoint(nullptr, x, y, z, distance2d + size, GetOrientation() + relAngle);
}
Position WorldObject::GetNearPosition(float dist, float angle)
{
Position pos = GetPosition();
MovePosition(pos, dist, angle);
return pos;
}
Position WorldObject::GetFirstCollisionPosition(float dist, float angle)
{
Position pos = GetPosition();
MovePositionToFirstCollision(pos, dist, angle);
return pos;
}
Position WorldObject::GetRandomNearPosition(float radius)
{
Position pos = GetPosition();
MovePosition(pos, radius * (float)rand_norm(), (float)rand_norm() * static_cast(2 * M_PI));
return pos;
}
void WorldObject::GetContactPoint(WorldObject const* obj, float& x, float& y, float& z, float distance2d /*= CONTACT_DISTANCE*/) const
{
// angle to face `obj` to `this` using distance includes size of `obj`
GetNearPoint(obj, x, y, z, distance2d, GetAbsoluteAngle(obj));
}
void WorldObject::MovePosition(Position &pos, float dist, float angle)
{
angle += GetOrientation();
float destx, desty, destz, ground, floor;
destx = pos.m_positionX + dist * std::cos(angle);
desty = pos.m_positionY + dist * std::sin(angle);
// Prevent invalid coordinates here, position is unchanged
if (!Trinity::IsValidMapCoord(destx, desty, pos.m_positionZ))
{
TC_LOG_FATAL("misc", "WorldObject::MovePosition: Object %s has invalid coordinates X: %f and Y: %f were passed!",
GetGUID().ToString().c_str(), destx, desty);
return;
}
ground = GetMapHeight(destx, desty, MAX_HEIGHT);
floor = GetMapHeight(destx, desty, pos.m_positionZ);
destz = std::fabs(ground - pos.m_positionZ) <= std::fabs(floor - pos.m_positionZ) ? ground : floor;
float step = dist/10.0f;
for (uint8 j = 0; j < 10; ++j)
{
// do not allow too big z changes
if (std::fabs(pos.m_positionZ - destz) > 6)
{
destx -= step * std::cos(angle);
desty -= step * std::sin(angle);
ground = GetMapHeight(destx, desty, MAX_HEIGHT);
floor = GetMapHeight(destx, desty, pos.m_positionZ);
destz = std::fabs(ground - pos.m_positionZ) <= std::fabs(floor - pos.m_positionZ) ? ground : floor;
}
// we have correct destz now
else
{
pos.Relocate(destx, desty, destz);
break;
}
}
Trinity::NormalizeMapCoord(pos.m_positionX);
Trinity::NormalizeMapCoord(pos.m_positionY);
UpdateGroundPositionZ(pos.m_positionX, pos.m_positionY, pos.m_positionZ);
pos.SetOrientation(GetOrientation());
}
void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float angle)
{
angle += GetOrientation();
float destx, desty, destz;
destx = pos.m_positionX + dist * std::cos(angle);
desty = pos.m_positionY + dist * std::sin(angle);
destz = pos.m_positionZ;
// Prevent invalid coordinates here, position is unchanged
if (!Trinity::IsValidMapCoord(destx, desty))
{
TC_LOG_FATAL("misc", "WorldObject::MovePositionToFirstCollision invalid coordinates X: %f and Y: %f were passed!", destx, desty);
return;
}
// Use a detour raycast to get our first collision point
PathGenerator path(this);
path.SetUseRaycast(true);
path.CalculatePath(destx, desty, destz, false);
// Check for valid path types before we proceed
if (!(path.GetPathType() & PATHFIND_NOT_USING_PATH))
if (path.GetPathType() & ~(PATHFIND_NORMAL | PATHFIND_SHORTCUT | PATHFIND_INCOMPLETE | PATHFIND_FARFROMPOLY_END))
return;
G3D::Vector3 result = path.GetPath().back();
destx = result.x;
desty = result.y;
destz = result.z;
// check static LOS
float halfHeight = GetCollisionHeight() * 0.5f;
bool col = false;
// Unit is flying, check for potential collision via vmaps
if (path.GetPathType() & PATHFIND_NOT_USING_PATH)
{
col = VMAP::VMapFactory::createOrGetVMapManager()->getObjectHitPos(GetMapId(),
pos.m_positionX, pos.m_positionY, pos.m_positionZ + halfHeight,
destx, desty, destz + halfHeight,
destx, desty, destz, -0.5f);
destz -= halfHeight;
// Collided with static LOS object, move back to collision point
if (col)
{
destx -= CONTACT_DISTANCE * std::cos(angle);
desty -= CONTACT_DISTANCE * std::sin(angle);
dist = std::sqrt((pos.m_positionX - destx) * (pos.m_positionX - destx) + (pos.m_positionY - desty) * (pos.m_positionY - desty));
}
}
// check dynamic collision
col = GetMap()->getObjectHitPos(GetPhaseMask(),
pos.m_positionX, pos.m_positionY, pos.m_positionZ + halfHeight,
destx, desty, destz + halfHeight,
destx, desty, destz, -0.5f);
destz -= halfHeight;
// Collided with a gameobject, move back to collision point
if (col)
{
destx -= CONTACT_DISTANCE * std::cos(angle);
desty -= CONTACT_DISTANCE * std::sin(angle);
dist = std::sqrt((pos.m_positionX - destx)*(pos.m_positionX - destx) + (pos.m_positionY - desty) * (pos.m_positionY - desty));
}
float groundZ = VMAP_INVALID_HEIGHT_VALUE;
Trinity::NormalizeMapCoord(pos.m_positionX);
Trinity::NormalizeMapCoord(pos.m_positionY);
UpdateAllowedPositionZ(destx, desty, destz, &groundZ);
pos.SetOrientation(GetOrientation());
pos.Relocate(destx, desty, destz);
// position has no ground under it (or is too far away)
if (groundZ <= INVALID_HEIGHT)
{
if (Unit const* unit = ToUnit())
{
// unit can fly, ignore.
if (unit->CanFly())
return;
// fall back to gridHeight if any
float gridHeight = GetMap()->GetGridHeight(pos.m_positionX, pos.m_positionY);
if (gridHeight > INVALID_HEIGHT)
pos.m_positionZ = gridHeight + unit->GetHoverOffset();
}
}
}
void WorldObject::SetPhaseMask(uint32 newPhaseMask, bool update)
{
m_phaseMask = newPhaseMask;
if (update && IsInWorld())
UpdateObjectVisibility();
}
void WorldObject::PlayDistanceSound(uint32 soundId, Player* target /*= nullptr*/)
{
if (target)
target->SendDirectMessage(WorldPackets::Misc::PlayObjectSound(GetGUID(), soundId).Write());
else
SendMessageToSet(WorldPackets::Misc::PlayObjectSound(GetGUID(), soundId).Write(), true);
}
void WorldObject::PlayDirectSound(uint32 soundId, Player* target /*= nullptr*/)
{
if (target)
target->SendDirectMessage(WorldPackets::Misc::PlaySound(soundId).Write());
else
SendMessageToSet(WorldPackets::Misc::PlaySound(soundId).Write(), true);
}
void WorldObject::PlayDirectMusic(uint32 musicId, Player* target /*= nullptr*/)
{
if (target)
target->SendDirectMessage(WorldPackets::Misc::PlayMusic(musicId).Write());
else
SendMessageToSet(WorldPackets::Misc::PlayMusic(musicId).Write(), true);
}
void WorldObject::DestroyForNearbyPlayers()
{
if (!IsInWorld())
return;
std::list targets;
Trinity::AnyPlayerInObjectRangeCheck check(this, GetVisibilityRange(), false);
Trinity::PlayerListSearcher searcher(this, targets, check);
Cell::VisitWorldObjects(this, searcher, GetVisibilityRange());
for (std::list::const_iterator iter = targets.begin(); iter != targets.end(); ++iter)
{
Player* player = (*iter);
if (player == this)
continue;
if (!player->HaveAtClient(this))
continue;
if (isType(TYPEMASK_UNIT) && ToUnit()->GetCharmerGUID() == player->GetGUID()) /// @todo this is for puppet
continue;
if (GetTypeId() == TYPEID_UNIT)
DestroyForPlayer(player, ToUnit()->IsDuringRemoveFromWorld() && ToCreature()->isDead()); // at remove from world (destroy) show kill animation
else
DestroyForPlayer(player);
player->m_clientGUIDs.erase(GetGUID());
}
}
void WorldObject::UpdateObjectVisibility(bool /*forced*/)
{
//updates object's visibility for nearby players
Trinity::VisibleChangesNotifier notifier(*this);
Cell::VisitWorldObjects(this, notifier, GetVisibilityRange());
}
struct WorldObjectChangeAccumulator
{
UpdateDataMapType& i_updateDatas;
WorldObject& i_object;
GuidSet plr_list;
WorldObjectChangeAccumulator(WorldObject &obj, UpdateDataMapType &d) : i_updateDatas(d), i_object(obj) { }
void Visit(PlayerMapType &m)
{
Player* source = nullptr;
for (PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
{
source = iter->GetSource();
BuildPacket(source);
if (!source->GetSharedVisionList().empty())
{
SharedVisionList::const_iterator it = source->GetSharedVisionList().begin();
for (; it != source->GetSharedVisionList().end(); ++it)
BuildPacket(*it);
}
}
}
void Visit(CreatureMapType &m)
{
Creature* source = nullptr;
for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
{
source = iter->GetSource();
if (!source->GetSharedVisionList().empty())
{
SharedVisionList::const_iterator it = source->GetSharedVisionList().begin();
for (; it != source->GetSharedVisionList().end(); ++it)
BuildPacket(*it);
}
}
}
void Visit(DynamicObjectMapType &m)
{
DynamicObject* source = nullptr;
for (DynamicObjectMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
{
source = iter->GetSource();
ObjectGuid guid = source->GetCasterGUID();
if (guid.IsPlayer())
{
//Caster may be nullptr if DynObj is in removelist
if (Player* caster = ObjectAccessor::FindPlayer(guid))
if (caster->GetGuidValue(PLAYER_FARSIGHT) == source->GetGUID())
BuildPacket(caster);
}
}
}
void BuildPacket(Player* player)
{
// Only send update once to a player
if (plr_list.find(player->GetGUID()) == plr_list.end() && player->HaveAtClient(&i_object))
{
i_object.BuildFieldsUpdate(player, i_updateDatas);
plr_list.insert(player->GetGUID());
}
}
template void Visit(GridRefManager &) { }
};
void WorldObject::BuildUpdate(UpdateDataMapType& data_map)
{
WorldObjectChangeAccumulator notifier(*this, data_map);
//we must build packets for all visible players
Cell::VisitWorldObjects(this, notifier, GetVisibilityRange());
ClearUpdateMask(false);
}
bool WorldObject::AddToObjectUpdate()
{
GetMap()->AddUpdateObject(this);
return true;
}
void WorldObject::RemoveFromObjectUpdate()
{
GetMap()->RemoveUpdateObject(this);
}
ObjectGuid WorldObject::GetTransGUID() const
{
if (GetTransport())
return GetTransport()->GetGUID();
return ObjectGuid::Empty;
}
float WorldObject::GetFloorZ() const
{
if (!IsInWorld())
return m_staticFloorZ;
return std::max(m_staticFloorZ, GetMap()->GetGameObjectFloor(GetPhaseMask(), GetPositionX(), GetPositionY(), GetPositionZ() + GetCollisionHeight()));
}
float WorldObject::GetMapWaterOrGroundLevel(float x, float y, float z, float* ground/* = nullptr*/) const
{
return GetMap()->GetWaterOrGroundLevel(GetPhaseMask(), x, y, z, ground,
isType(TYPEMASK_UNIT) ? !static_cast(this)->HasAuraType(SPELL_AURA_WATER_WALK) : false,
GetCollisionHeight());
}
float WorldObject::GetMapHeight(float x, float y, float z, bool vmap/* = true*/, float distanceToSearch/* = DEFAULT_HEIGHT_SEARCH*/) const
{
if (z != MAX_HEIGHT)
z += GetCollisionHeight();
return GetMap()->GetHeight(GetPhaseMask(), x, y, z, vmap, distanceToSearch);
}
std::string WorldObject::GetDebugInfo() const
{
std::stringstream sstr;
sstr << WorldLocation::GetDebugInfo() << "\n"
<< Object::GetDebugInfo() << "\n"
<< "Name: " << GetName();
return sstr.str();
}
template TC_GAME_API void WorldObject::GetGameObjectListWithEntryInGrid(std::list&, uint32, float) const;
template TC_GAME_API void WorldObject::GetGameObjectListWithEntryInGrid(std::deque&, uint32, float) const;
template TC_GAME_API void WorldObject::GetGameObjectListWithEntryInGrid(std::vector&, uint32, float) const;
template TC_GAME_API void WorldObject::GetCreatureListWithEntryInGrid(std::list&, uint32, float) const;
template TC_GAME_API void WorldObject::GetCreatureListWithEntryInGrid(std::deque&, uint32, float) const;
template TC_GAME_API void WorldObject::GetCreatureListWithEntryInGrid(std::vector&, uint32, float) const;
template TC_GAME_API void WorldObject::GetPlayerListInGrid(std::list&, float) const;
template TC_GAME_API void WorldObject::GetPlayerListInGrid(std::deque&, float) const;
template TC_GAME_API void WorldObject::GetPlayerListInGrid(std::vector&, float) const;