/* * Copyright (C) 2008-2013 TrinityCore * Copyright (C) 2005-2009 MaNGOS * * 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 "Common.h" #include "SharedDefines.h" #include "WorldPacket.h" #include "Opcodes.h" #include "Log.h" #include "World.h" #include "Creature.h" #include "Player.h" #include "Vehicle.h" #include "ObjectMgr.h" #include "UpdateData.h" #include "UpdateMask.h" #include "Util.h" #include "MapManager.h" #include "ObjectAccessor.h" #include "Log.h" #include "Transport.h" #include "TargetedMovementGenerator.h" #include "WaypointMovementGenerator.h" #include "VMapFactory.h" #include "CellImpl.h" #include "GridNotifiers.h" #include "GridNotifiersImpl.h" #include "SpellAuraEffects.h" #include "UpdateFieldFlags.h" #include "TemporarySummon.h" #include "Totem.h" #include "OutdoorPvPMgr.h" #include "MovementPacketBuilder.h" #include "DynamicTree.h" #include "Group.h" #include "Battlefield.h" #include "BattlefieldMgr.h" uint32 GuidHigh2TypeId(uint32 guid_hi) { switch (guid_hi) { case HIGHGUID_ITEM: return TYPEID_ITEM; //case HIGHGUID_CONTAINER: return TYPEID_CONTAINER; HIGHGUID_CONTAINER == HIGHGUID_ITEM currently case HIGHGUID_UNIT: return TYPEID_UNIT; case HIGHGUID_PET: return TYPEID_UNIT; case HIGHGUID_PLAYER: return TYPEID_PLAYER; case HIGHGUID_GAMEOBJECT: return TYPEID_GAMEOBJECT; case HIGHGUID_DYNAMICOBJECT:return TYPEID_DYNAMICOBJECT; case HIGHGUID_CORPSE: return TYPEID_CORPSE; case HIGHGUID_MO_TRANSPORT: return TYPEID_GAMEOBJECT; case HIGHGUID_VEHICLE: return TYPEID_UNIT; } return NUM_CLIENT_OBJECT_TYPES; // unknown } Object::Object() : m_PackGUID(sizeof(uint64)+1) { m_objectTypeId = TYPEID_OBJECT; m_objectType = TYPEMASK_OBJECT; m_uint32Values = NULL; m_valuesCount = 0; _fieldNotifyFlags = UF_FLAG_DYNAMIC; m_inWorld = false; m_objectUpdated = false; m_PackGUID.appendPackGUID(0); } WorldObject::~WorldObject() { // this may happen because there are many !create/delete if (IsWorldObject() && m_currMap) { if (GetTypeId() == TYPEID_CORPSE) { TC_LOG_FATAL(LOG_FILTER_GENERAL, "Object::~Object Corpse guid=" UI64FMTD ", type=%d, entry=%u deleted but still in map!!", GetGUID(), ((Corpse*)this)->GetType(), GetEntry()); ASSERT(false); } ResetMap(); } } Object::~Object() { if (IsInWorld()) { TC_LOG_FATAL(LOG_FILTER_GENERAL, "Object::~Object - guid=" UI64FMTD ", typeid=%d, entry=%u deleted but still in world!!", GetGUID(), GetTypeId(), GetEntry()); if (isType(TYPEMASK_ITEM)) TC_LOG_FATAL(LOG_FILTER_GENERAL, "Item slot %u", ((Item*)this)->GetSlot()); ASSERT(false); RemoveFromWorld(); } if (m_objectUpdated) { TC_LOG_FATAL(LOG_FILTER_GENERAL, "Object::~Object - guid=" UI64FMTD ", typeid=%d, entry=%u deleted but still in update list!!", GetGUID(), GetTypeId(), GetEntry()); ASSERT(false); sObjectAccessor->RemoveUpdateObject(this); } delete [] m_uint32Values; m_uint32Values = 0; } 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(uint32 guidlow, uint32 entry, HighGuid guidhigh) { if (!m_uint32Values) _InitValues(); uint64 guid = MAKE_NEW_GUID(guidlow, entry, guidhigh); SetUInt64Value(OBJECT_FIELD_GUID, guid); SetUInt32Value(OBJECT_FIELD_TYPE, m_objectType); m_PackGUID.wpos(0); m_PackGUID.appendPackGUID(GetGUID()); } 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 ClearUpdateMask(true); } 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.append(GetPackGUID()); BuildMovementUpdate(&buf, flags); data->AddUpdateBlock(buf); } void Object::BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) const { if (!target) return; uint8 updateType = UPDATETYPE_CREATE_OBJECT; uint16 flags = m_updateFlag; /** lower flag1 **/ if (target == this) // building packet for yourself flags |= UPDATEFLAG_SELF; if (flags & UPDATEFLAG_STATIONARY_POSITION) { // UPDATETYPE_CREATE_OBJECT2 dynamic objects, corpses... if (isType(TYPEMASK_DYNAMICOBJECT) || isType(TYPEMASK_CORPSE) || isType(TYPEMASK_PLAYER)) updateType = UPDATETYPE_CREATE_OBJECT2; // UPDATETYPE_CREATE_OBJECT2 for pets... if (target->GetPetGUID() == GetGUID()) updateType = UPDATETYPE_CREATE_OBJECT2; // UPDATETYPE_CREATE_OBJECT2 for some gameobject types... if (isType(TYPEMASK_GAMEOBJECT)) { switch (ToGameObject()->GetGoType()) { case GAMEOBJECT_TYPE_TRAP: case GAMEOBJECT_TYPE_DUEL_ARBITER: case GAMEOBJECT_TYPE_FLAGSTAND: case GAMEOBJECT_TYPE_FLAGDROP: updateType = UPDATETYPE_CREATE_OBJECT2; break; default: break; } } 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.append(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; BuildCreateUpdateBlockForPlayer(&upd, player); upd.BuildPacket(&packet); player->GetSession()->SendPacket(&packet); } void Object::BuildValuesUpdateBlockForPlayer(UpdateData* data, Player* target) const { ByteBuffer buf(500); buf << uint8(UPDATETYPE_VALUES); buf.append(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->GetSession()->SendPacket(&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->GetSession()->SendPacket(&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); } void Object::BuildMovementUpdate(ByteBuffer* data, uint16 flags) const { Unit const* unit = NULL; WorldObject const* object = NULL; if (isType(TYPEMASK_UNIT)) unit = ToUnit(); else object = ((WorldObject*)this); *data << uint16(flags); // update flags // 0x20 if (flags & UPDATEFLAG_LIVING) { 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) { Transport* transport = object->GetTransport(); if (transport) data->append(transport->GetPackGUID()); else *data << uint8(0); *data << object->GetPositionX(); *data << object->GetPositionY(); if (isType(TYPEMASK_UNIT)) *data << unit->GetPositionZMinusOffset(); else *data << object->GetPositionZ(); if (transport) { *data << object->GetTransOffsetX(); *data << object->GetTransOffsetY(); *data << object->GetTransOffsetZ(); } else { *data << object->GetPositionX(); *data << object->GetPositionY(); if (isType(TYPEMASK_UNIT)) *data << unit->GetPositionZMinusOffset(); else *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) { *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(GetGUIDLow()); // GetGUIDLow() 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) { if (Unit* victim = unit->GetVictim()) data->append(victim->GetPackGUID()); else *data << uint8(0); } // 0x2 if (flags & UPDATEFLAG_TRANSPORT) { GameObject const* go = ToGameObject(); if (go && go->IsTransport()) *data << uint32(go->GetGOValue()->Transport.PathProgress); else *data << uint32(getMSTime()); } // 0x80 if (flags & UPDATEFLAG_VEHICLE) { /// @todo Allow players to aquire this updateflag. *data << uint32(unit->GetVehicleKit()->GetVehicleInfo()->m_ID); *data << float(unit->GetOrientation()); } // 0x200 if (flags & UPDATEFLAG_ROTATION) *data << int64(ToGameObject()->GetRotation()); } void Object::BuildValuesUpdate(uint8 updateType, ByteBuffer* data, Player* target) const { if (!target) return; ByteBuffer fieldBuffer; UpdateMask updateMask; updateMask.SetCount(m_valuesCount); uint32* flags = NULL; uint32 visibleFlag = GetUpdateFieldData(target, 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::ClearUpdateMask(bool remove) { _changesMask.Clear(); if (m_objectUpdated) { if (remove) sObjectAccessor->RemoveUpdateObject(this); 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.insert(UpdateDataMapType::value_type(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*)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 (((DynamicObject*)this)->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] = atol(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); if (m_inWorld && !m_objectUpdated) { sObjectAccessor->AddUpdateObject(this); m_objectUpdated = true; } } } 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); if (m_inWorld && !m_objectUpdated) { sObjectAccessor->AddUpdateObject(this); m_objectUpdated = true; } } } 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); if (m_inWorld && !m_objectUpdated) { sObjectAccessor->AddUpdateObject(this); m_objectUpdated = true; } } } bool Object::AddUInt64Value(uint16 index, uint64 value) { ASSERT(index + 1 < m_valuesCount || PrintIndexError(index, true)); if (value && !*((uint64*)&(m_uint32Values[index]))) { m_uint32Values[index] = PAIR64_LOPART(value); m_uint32Values[index + 1] = PAIR64_HIPART(value); _changesMask.SetBit(index); _changesMask.SetBit(index + 1); if (m_inWorld && !m_objectUpdated) { sObjectAccessor->AddUpdateObject(this); m_objectUpdated = true; } return true; } return false; } bool Object::RemoveUInt64Value(uint16 index, uint64 value) { ASSERT(index + 1 < m_valuesCount || PrintIndexError(index, true)); if (value && *((uint64*)&(m_uint32Values[index])) == value) { m_uint32Values[index] = 0; m_uint32Values[index + 1] = 0; _changesMask.SetBit(index); _changesMask.SetBit(index + 1); if (m_inWorld && !m_objectUpdated) { sObjectAccessor->AddUpdateObject(this); m_objectUpdated = true; } 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); if (m_inWorld && !m_objectUpdated) { sObjectAccessor->AddUpdateObject(this); m_objectUpdated = true; } } } void Object::SetByteValue(uint16 index, uint8 offset, uint8 value) { ASSERT(index < m_valuesCount || PrintIndexError(index, true)); if (offset > 4) { TC_LOG_ERROR(LOG_FILTER_GENERAL, "Object::SetByteValue: wrong offset %u", offset); return; } 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); if (m_inWorld && !m_objectUpdated) { sObjectAccessor->AddUpdateObject(this); m_objectUpdated = true; } } } void Object::SetUInt16Value(uint16 index, uint8 offset, uint16 value) { ASSERT(index < m_valuesCount || PrintIndexError(index, true)); if (offset > 2) { TC_LOG_ERROR(LOG_FILTER_GENERAL, "Object::SetUInt16Value: wrong offset %u", offset); return; } 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); if (m_inWorld && !m_objectUpdated) { sObjectAccessor->AddUpdateObject(this); m_objectUpdated = true; } } } 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::ApplyPercentModFloatValue(uint16 index, float val, bool apply) { float value = GetFloatValue(index); ApplyPercentModFloatVar(value, val, apply); SetFloatValue(index, value); } 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); if (m_inWorld && !m_objectUpdated) { sObjectAccessor->AddUpdateObject(this); m_objectUpdated = true; } } } void Object::RemoveFlag(uint16 index, uint32 oldFlag) { ASSERT(index < m_valuesCount || PrintIndexError(index, true)); ASSERT(m_uint32Values); uint32 oldval = m_uint32Values[index]; uint32 newval = oldval & ~oldFlag; if (oldval != newval) { m_uint32Values[index] = newval; _changesMask.SetBit(index); if (m_inWorld && !m_objectUpdated) { sObjectAccessor->AddUpdateObject(this); m_objectUpdated = true; } } } 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 { if (index >= m_valuesCount && !PrintIndexError(index, false)) return false; 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)); if (offset > 4) { TC_LOG_ERROR(LOG_FILTER_GENERAL, "Object::SetByteFlag: wrong offset %u", offset); return; } if (!(uint8(m_uint32Values[index] >> (offset * 8)) & newFlag)) { m_uint32Values[index] |= uint32(uint32(newFlag) << (offset * 8)); _changesMask.SetBit(index); if (m_inWorld && !m_objectUpdated) { sObjectAccessor->AddUpdateObject(this); m_objectUpdated = true; } } } void Object::RemoveByteFlag(uint16 index, uint8 offset, uint8 oldFlag) { ASSERT(index < m_valuesCount || PrintIndexError(index, true)); if (offset > 4) { TC_LOG_ERROR(LOG_FILTER_GENERAL, "Object::RemoveByteFlag: wrong offset %u", offset); return; } if (uint8(m_uint32Values[index] >> (offset * 8)) & oldFlag) { m_uint32Values[index] &= ~uint32(uint32(oldFlag) << (offset * 8)); _changesMask.SetBit(index); if (m_inWorld && !m_objectUpdated) { sObjectAccessor->AddUpdateObject(this); m_objectUpdated = true; } } } 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::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(LOG_FILTER_GENERAL, "Attempt %s non-existed value field: %u (count: %u) for object typeid: %u type mask: %u", (set ? "set value to" : "get value from"), index, m_valuesCount, GetTypeId(), m_objectType); // ASSERT must fail after function call return false; } bool Position::operator==(Position const &a) { return (G3D::fuzzyEq(a.m_positionX, m_positionX) && G3D::fuzzyEq(a.m_positionY, m_positionY) && G3D::fuzzyEq(a.m_positionZ, m_positionZ) && G3D::fuzzyEq(a.m_orientation, m_orientation)); } bool Position::HasInLine(WorldObject const* target, float width) const { if (!HasInArc(M_PI, target)) return false; width += target->GetObjectSize(); float angle = GetRelativeAngle(target); return fabs(sin(angle)) * GetExactDist2d(target->GetPositionX(), target->GetPositionY()) < width; } std::string Position::ToString() const { std::stringstream sstr; sstr << "X: " << m_positionX << " Y: " << m_positionY << " Z: " << m_positionZ << " O: " << m_orientation; return sstr.str(); } ByteBuffer& operator>>(ByteBuffer& buf, Position::PositionXYZOStreamer const& streamer) { float x, y, z, o; buf >> x >> y >> z >> o; streamer.m_pos->Relocate(x, y, z, o); return buf; } ByteBuffer& operator<<(ByteBuffer& buf, Position::PositionXYZStreamer const& streamer) { float x, y, z; streamer.m_pos->GetPosition(x, y, z); buf << x << y << z; return buf; } ByteBuffer& operator>>(ByteBuffer& buf, Position::PositionXYZStreamer const& streamer) { float x, y, z; buf >> x >> y >> z; streamer.m_pos->Relocate(x, y, z); return buf; } ByteBuffer& operator<<(ByteBuffer& buf, Position::PositionXYZOStreamer const& streamer) { float x, y, z, o; streamer.m_pos->GetPosition(x, y, z, o); buf << x << y << z << o; return buf; } void MovementInfo::OutDebug() { TC_LOG_INFO(LOG_FILTER_GENERAL, "MOVEMENT INFO"); TC_LOG_INFO(LOG_FILTER_GENERAL, "guid " UI64FMTD, guid); TC_LOG_INFO(LOG_FILTER_GENERAL, "flags %u", flags); TC_LOG_INFO(LOG_FILTER_GENERAL, "flags2 %u", flags2); TC_LOG_INFO(LOG_FILTER_GENERAL, "time %u current time " UI64FMTD "", flags2, uint64(::time(NULL))); TC_LOG_INFO(LOG_FILTER_GENERAL, "position: `%s`", pos.ToString().c_str()); if (flags & MOVEMENTFLAG_ONTRANSPORT) { TC_LOG_INFO(LOG_FILTER_GENERAL, "TRANSPORT:"); TC_LOG_INFO(LOG_FILTER_GENERAL, "guid: " UI64FMTD, transport.guid); TC_LOG_INFO(LOG_FILTER_GENERAL, "position: `%s`", transport.pos.ToString().c_str()); TC_LOG_INFO(LOG_FILTER_GENERAL, "seat: %i", transport.seat); TC_LOG_INFO(LOG_FILTER_GENERAL, "time: %u", transport.time); if (flags2 & MOVEMENTFLAG2_INTERPOLATED_MOVEMENT) TC_LOG_INFO(LOG_FILTER_GENERAL, "time2: %u", transport.time2); } if ((flags & (MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_FLYING)) || (flags2 & MOVEMENTFLAG2_ALWAYS_ALLOW_PITCHING)) TC_LOG_INFO(LOG_FILTER_GENERAL, "pitch: %f", pitch); TC_LOG_INFO(LOG_FILTER_GENERAL, "fallTime: %u", fallTime); if (flags & MOVEMENTFLAG_FALLING) TC_LOG_INFO(LOG_FILTER_GENERAL, "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_INFO(LOG_FILTER_GENERAL, "splineElevation: %f", splineElevation); } WorldObject::WorldObject(bool isWorldObject): WorldLocation(), m_name(""), m_isActive(false), m_isWorldObject(isWorldObject), m_zoneScript(NULL), m_transport(NULL), m_currMap(NULL), m_InstanceId(0), m_phaseMask(PHASEMASK_NORMAL), m_notifyflags(0), m_executed_notifies(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 (!IsInWorld()) return; Map* map = FindMap(); if (!map) return; if (on) { if (GetTypeId() == TYPEID_UNIT) map->AddToActive(this->ToCreature()); else if (GetTypeId() == TYPEID_DYNAMICOBJECT) map->AddToActive((DynamicObject*)this); } else { if (GetTypeId() == TYPEID_UNIT) map->RemoveFromActive(this->ToCreature()); else if (GetTypeId() == TYPEID_DYNAMICOBJECT) map->RemoveFromActive((DynamicObject*)this); } } void WorldObject::CleanupsBeforeDelete(bool /*finalCleanup*/) { if (IsInWorld()) RemoveFromWorld(); } void WorldObject::_Create(uint32 guidlow, HighGuid guidhigh, uint32 phaseMask) { Object::_Create(guidlow, 0, guidhigh); m_phaseMask = phaseMask; } void WorldObject::RemoveFromWorld() { if (!IsInWorld()) return; DestroyForNearbyPlayers(); Object::RemoveFromWorld(); } uint32 WorldObject::GetZoneId() const { return GetBaseMap()->GetZoneId(m_positionX, m_positionY, m_positionZ); } uint32 WorldObject::GetAreaId() const { return GetBaseMap()->GetAreaId(m_positionX, m_positionY, m_positionZ); } void WorldObject::GetZoneAndAreaId(uint32& zoneid, uint32& areaid) const { GetBaseMap()->GetZoneAndAreaId(zoneid, areaid, m_positionX, m_positionY, m_positionZ); } InstanceScript* WorldObject::GetInstanceScript() { Map* map = GetMap(); return map->IsDungeon() ? ((InstanceMap*)map)->GetInstanceScript() : NULL; } float WorldObject::GetDistanceZ(const WorldObject* obj) const { float dz = fabs(GetPositionZ() - obj->GetPositionZ()); float sizefactor = GetObjectSize() + obj->GetObjectSize(); float dist = dz - sizefactor; return (dist > 0 ? dist : 0); } bool WorldObject::_IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D) const { float sizefactor = GetObjectSize() + obj->GetObjectSize(); float maxdist = dist2compare + sizefactor; if (m_transport && obj->GetTransport() && obj->GetTransport()->GetGUIDLow() == m_transport->GetGUIDLow()) { float dtx = m_movementInfo.transport.pos.m_positionX - obj->m_movementInfo.transport.pos.m_positionX; float dty = m_movementInfo.transport.pos.m_positionY - obj->m_movementInfo.transport.pos.m_positionY; float disttsq = dtx * dtx + dty * dty; if (is3D) { float dtz = m_movementInfo.transport.pos.m_positionZ - obj->m_movementInfo.transport.pos.m_positionZ; disttsq += dtz * dtz; } return disttsq < (maxdist * maxdist); } 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; } return distsq < maxdist * maxdist; } bool WorldObject::IsWithinLOSInMap(const WorldObject* obj) const { if (!IsInMap(obj)) return false; float ox, oy, oz; obj->GetPosition(ox, oy, oz); return IsWithinLOS(ox, oy, oz); } float WorldObject::GetDistance(const WorldObject* obj) const { float d = GetExactDist(obj) - GetObjectSize() - obj->GetObjectSize(); return d > 0.0f ? d : 0.0f; } float WorldObject::GetDistance(const Position &pos) const { float d = GetExactDist(&pos) - GetObjectSize(); return d > 0.0f ? d : 0.0f; } float WorldObject::GetDistance(float x, float y, float z) const { float d = GetExactDist(x, y, z) - GetObjectSize(); return d > 0.0f ? d : 0.0f; } float WorldObject::GetDistance2d(const WorldObject* obj) const { float d = GetExactDist2d(obj) - GetObjectSize() - obj->GetObjectSize(); return d > 0.0f ? d : 0.0f; } float WorldObject::GetDistance2d(float x, float y) const { float d = GetExactDist2d(x, y) - GetObjectSize(); return d > 0.0f ? d : 0.0f; } bool WorldObject::IsSelfOrInSameMap(const WorldObject* obj) const { if (this == obj) return true; return IsInMap(obj); } bool WorldObject::IsInMap(const WorldObject* 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 + GetObjectSize()); } bool WorldObject::IsWithinDist3d(const Position* pos, float dist) const { return IsInDist(pos, dist + GetObjectSize()); } bool WorldObject::IsWithinDist2d(float x, float y, float dist) const { return IsInDist2d(x, y, dist + GetObjectSize()); } bool WorldObject::IsWithinDist2d(const Position* pos, float dist) const { return IsInDist2d(pos, dist + GetObjectSize()); } 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*/) const { return obj && IsInMap(obj) && InSamePhase(obj) && _IsWithinDist(obj, dist2compare, is3D); } bool WorldObject::IsWithinLOS(float ox, float oy, float oz) const { /*float x, y, z; GetPosition(x, y, z); VMAP::IVMapManager* vMapManager = VMAP::VMapFactory::createOrGetVMapManager(); return vMapManager->isInLineOfSight(GetMapId(), x, y, z+2.0f, ox, oy, oz+2.0f);*/ if (IsInWorld()) return GetMap()->isInLineOfSight(GetPositionX(), GetPositionY(), GetPositionZ()+2.f, ox, oy, oz+2.f, GetPhaseMask()); return true; } 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 = GetObjectSize() + obj->GetObjectSize(); // 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 = GetObjectSize(); // 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 = GetObjectSize(); // 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; } void Position::RelocateOffset(const Position & offset) { m_positionX = GetPositionX() + (offset.GetPositionX() * std::cos(GetOrientation()) + offset.GetPositionY() * std::sin(GetOrientation() + M_PI)); m_positionY = GetPositionY() + (offset.GetPositionY() * std::cos(GetOrientation()) + offset.GetPositionX() * std::sin(GetOrientation())); m_positionZ = GetPositionZ() + offset.GetPositionZ(); SetOrientation(GetOrientation() + offset.GetOrientation()); } void Position::GetPositionOffsetTo(const Position & endPos, Position & retOffset) const { float dx = endPos.GetPositionX() - GetPositionX(); float dy = endPos.GetPositionY() - GetPositionY(); retOffset.m_positionX = dx * std::cos(GetOrientation()) + dy * std::sin(GetOrientation()); retOffset.m_positionY = dy * std::cos(GetOrientation()) - dx * std::sin(GetOrientation()); retOffset.m_positionZ = endPos.GetPositionZ() - GetPositionZ(); retOffset.SetOrientation(endPos.GetOrientation() - GetOrientation()); } float Position::GetAngle(const Position* obj) const { if (!obj) return 0; return GetAngle(obj->GetPositionX(), obj->GetPositionY()); } // Return angle in range 0..2*pi float Position::GetAngle(const float x, const float y) const { float dx = x - GetPositionX(); float dy = y - GetPositionY(); float ang = atan2(dy, dx); ang = (ang >= 0) ? ang : 2 * M_PI + ang; return ang; } void Position::GetSinCos(const float x, const float y, float &vsin, float &vcos) const { float dx = GetPositionX() - x; float dy = GetPositionY() - y; if (fabs(dx) < 0.001f && fabs(dy) < 0.001f) { float angle = (float)rand_norm()*static_cast(2*M_PI); vcos = std::cos(angle); vsin = std::sin(angle); } else { float dist = sqrt((dx*dx) + (dy*dy)); vcos = dx / dist; vsin = dy / dist; } } bool Position::HasInArc(float arc, const Position* obj, float border) const { // always have self in arc if (obj == this) return true; // move arc to range 0.. 2*pi arc = NormalizeOrientation(arc); float angle = GetAngle(obj); angle -= m_orientation; // move angle to range -pi ... +pi angle = NormalizeOrientation(angle); if (angle > M_PI) angle -= 2.0f*M_PI; float lborder = -1 * (arc/border); // in range -pi..0 float rborder = (arc/border); // in range 0..pi return ((angle >= lborder) && (angle <= rborder)); } bool WorldObject::IsInBetween(const WorldObject* obj1, const WorldObject* obj2, float size) const { if (!obj1 || !obj2) return false; float dist = GetExactDist2d(obj1->GetPositionX(), obj1->GetPositionY()); // not using sqrt() for performance if ((dist * dist) >= obj1->GetExactDist2dSq(obj2->GetPositionX(), obj2->GetPositionY())) return false; if (!size) size = GetObjectSize() / 2; float angle = obj1->GetAngle(obj2); // not using sqrt() for performance return (size * size) >= GetExactDist2dSq(obj1->GetPositionX() + std::cos(angle) * dist, obj1->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 * M_PI - arc, target); } void WorldObject::GetRandomPoint(const Position &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()*static_cast(distance); 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 } void WorldObject::GetRandomPoint(const Position &srcPos, float distance, Position &pos) const { float x, y, z; GetRandomPoint(srcPos, distance, x, y, z); pos.Relocate(x, y, z, GetOrientation()); } void WorldObject::UpdateGroundPositionZ(float x, float y, float &z) const { float new_z = GetBaseMap()->GetHeight(GetPhaseMask(), x, y, z, true); if (new_z > INVALID_HEIGHT) z = new_z+ 0.05f; // just to be sure that we are not a few pixel under the surface } void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const { switch (GetTypeId()) { case TYPEID_UNIT: { // non fly unit don't must be in air // non swim unit must be at ground (mostly speedup, because it don't must be in water and water level check less fast if (!ToCreature()->CanFly()) { bool canSwim = ToCreature()->CanSwim(); float ground_z = z; float max_z = canSwim ? GetBaseMap()->GetWaterOrGroundLevel(x, y, z, &ground_z, !ToUnit()->HasAuraType(SPELL_AURA_WATER_WALK)) : ((ground_z = GetBaseMap()->GetHeight(GetPhaseMask(), x, y, z, true))); if (max_z > INVALID_HEIGHT) { if (z > max_z) z = max_z; else if (z < ground_z) z = ground_z; } } else { float ground_z = GetBaseMap()->GetHeight(GetPhaseMask(), x, y, z, true); if (z < ground_z) z = ground_z; } break; } case TYPEID_PLAYER: { // for server controlled moves playr work same as creature (but it can always swim) if (!ToPlayer()->CanFly()) { float ground_z = z; float max_z = GetBaseMap()->GetWaterOrGroundLevel(x, y, z, &ground_z, !ToUnit()->HasAuraType(SPELL_AURA_WATER_WALK)); if (max_z > INVALID_HEIGHT) { if (z > max_z) z = max_z; else if (z < ground_z) z = ground_z; } } else { float ground_z = GetBaseMap()->GetHeight(GetPhaseMask(), x, y, z, true); if (z < ground_z) z = ground_z; } break; } default: { float ground_z = GetBaseMap()->GetHeight(GetPhaseMask(), x, y, z, true); if (ground_z > INVALID_HEIGHT) z = ground_z; break; } } } bool Position::IsPositionValid() const { return Trinity::IsValidMapCoord(m_positionX, m_positionY, m_positionZ, m_orientation); } float WorldObject::GetGridActivationRange() const { if (ToPlayer()) return GetMap()->GetVisibilityRange(); else if (ToCreature()) return ToCreature()->m_SightDistance; else return 0.0f; } float WorldObject::GetVisibilityRange() const { if (isActiveObject() && !ToPlayer()) return MAX_VISIBILITY_DISTANCE; else return GetMap()->GetVisibilityRange(); } float WorldObject::GetSightRange(const WorldObject* target) const { if (ToUnit()) { if (ToPlayer()) { if (target && target->isActiveObject() && !target->ToPlayer()) return MAX_VISIBILITY_DISTANCE; else return GetMap()->GetVisibilityRange(); } else if (ToCreature()) return ToCreature()->m_SightDistance; else return SIGHT_RANGE_UNIT; } return 0.0f; } bool WorldObject::CanSeeOrDetect(WorldObject const* obj, bool ignoreStealth, bool distanceCheck) 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; } } } WorldObject const* viewpoint = this; if (Player const* player = this->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)) 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) const { const WorldObject* 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)) 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) 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; if (!HasInArc(M_PI, obj)) return false; GameObject const* go = 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 (visibilityRange > MAX_PLAYER_STEALTH_DETECT_RANGE) visibilityRange = MAX_PLAYER_STEALTH_DETECT_RANGE; if (distance > visibilityRange) return false; } return true; } void WorldObject::SendPlaySound(uint32 Sound, bool OnlySelf) { WorldPacket data(SMSG_PLAY_SOUND, 4); data << Sound; if (OnlySelf && GetTypeId() == TYPEID_PLAYER) this->ToPlayer()->GetSession()->SendPacket(&data); else SendMessageToSet(&data, true); // ToSelf ignored in this case } void Object::ForceValuesUpdateAtIndex(uint32 i) { _changesMask.SetBit(i); if (m_inWorld && !m_objectUpdated) { sObjectAccessor->AddUpdateObject(this); m_objectUpdated = true; } } namespace Trinity { class MonsterChatBuilder { public: MonsterChatBuilder(WorldObject const& obj, ChatMsg msgtype, int32 textId, uint32 language, uint64 targetGUID) : i_object(obj), i_msgtype(msgtype), i_textId(textId), i_language(language), i_targetGUID(targetGUID) {} void operator()(WorldPacket& data, LocaleConstant loc_idx) { char const* text = sObjectMgr->GetTrinityString(i_textId, loc_idx); /// @todo i_object.GetName() also must be localized? i_object.BuildMonsterChat(&data, i_msgtype, text, i_language, i_object.GetNameForLocaleIdx(loc_idx), i_targetGUID); } private: WorldObject const& i_object; ChatMsg i_msgtype; int32 i_textId; uint32 i_language; uint64 i_targetGUID; }; class MonsterCustomChatBuilder { public: MonsterCustomChatBuilder(WorldObject const& obj, ChatMsg msgtype, const char* text, uint32 language, uint64 targetGUID) : i_object(obj), i_msgtype(msgtype), i_text(text), i_language(language), i_targetGUID(targetGUID) {} void operator()(WorldPacket& data, LocaleConstant loc_idx) { /// @todo i_object.GetName() also must be localized? i_object.BuildMonsterChat(&data, i_msgtype, i_text, i_language, i_object.GetNameForLocaleIdx(loc_idx), i_targetGUID); } private: WorldObject const& i_object; ChatMsg i_msgtype; const char* i_text; uint32 i_language; uint64 i_targetGUID; }; } // namespace Trinity void WorldObject::MonsterSay(const char* text, uint32 language, uint64 TargetGuid) { CellCoord p = Trinity::ComputeCellCoord(GetPositionX(), GetPositionY()); Cell cell(p); cell.SetNoCreate(); Trinity::MonsterCustomChatBuilder say_build(*this, CHAT_MSG_MONSTER_SAY, text, language, TargetGuid); Trinity::LocalizedPacketDo say_do(say_build); Trinity::PlayerDistWorker > say_worker(this, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_SAY), say_do); TypeContainerVisitor >, WorldTypeMapContainer > message(say_worker); cell.Visit(p, message, *GetMap(), *this, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_SAY)); } void WorldObject::MonsterSay(int32 textId, uint32 language, uint64 TargetGuid) { CellCoord p = Trinity::ComputeCellCoord(GetPositionX(), GetPositionY()); Cell cell(p); cell.SetNoCreate(); Trinity::MonsterChatBuilder say_build(*this, CHAT_MSG_MONSTER_SAY, textId, language, TargetGuid); Trinity::LocalizedPacketDo say_do(say_build); Trinity::PlayerDistWorker > say_worker(this, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_SAY), say_do); TypeContainerVisitor >, WorldTypeMapContainer > message(say_worker); cell.Visit(p, message, *GetMap(), *this, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_SAY)); } void WorldObject::MonsterYell(const char* text, uint32 language, uint64 TargetGuid) { CellCoord p = Trinity::ComputeCellCoord(GetPositionX(), GetPositionY()); Cell cell(p); cell.SetNoCreate(); Trinity::MonsterCustomChatBuilder say_build(*this, CHAT_MSG_MONSTER_YELL, text, language, TargetGuid); Trinity::LocalizedPacketDo say_do(say_build); Trinity::PlayerDistWorker > say_worker(this, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_YELL), say_do); TypeContainerVisitor >, WorldTypeMapContainer > message(say_worker); cell.Visit(p, message, *GetMap(), *this, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_YELL)); } void WorldObject::MonsterYell(int32 textId, uint32 language, uint64 TargetGuid) { CellCoord p = Trinity::ComputeCellCoord(GetPositionX(), GetPositionY()); Cell cell(p); cell.SetNoCreate(); Trinity::MonsterChatBuilder say_build(*this, CHAT_MSG_MONSTER_YELL, textId, language, TargetGuid); Trinity::LocalizedPacketDo say_do(say_build); Trinity::PlayerDistWorker > say_worker(this, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_YELL), say_do); TypeContainerVisitor >, WorldTypeMapContainer > message(say_worker); cell.Visit(p, message, *GetMap(), *this, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_YELL)); } void WorldObject::MonsterYellToZone(int32 textId, uint32 language, uint64 TargetGuid) { Trinity::MonsterChatBuilder say_build(*this, CHAT_MSG_MONSTER_YELL, textId, language, TargetGuid); Trinity::LocalizedPacketDo say_do(say_build); uint32 zoneid = GetZoneId(); Map::PlayerList const& pList = GetMap()->GetPlayers(); for (Map::PlayerList::const_iterator itr = pList.begin(); itr != pList.end(); ++itr) if (itr->GetSource()->GetZoneId() == zoneid) say_do(itr->GetSource()); } void WorldObject::MonsterTextEmote(const char* text, uint64 TargetGuid, bool IsBossEmote) { WorldPacket data(SMSG_MESSAGECHAT, 200); BuildMonsterChat(&data, IsBossEmote ? CHAT_MSG_RAID_BOSS_EMOTE : CHAT_MSG_MONSTER_EMOTE, text, LANG_UNIVERSAL, GetName(), TargetGuid); SendMessageToSetInRange(&data, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE), true); } void WorldObject::MonsterTextEmote(int32 textId, uint64 TargetGuid, bool IsBossEmote) { CellCoord p = Trinity::ComputeCellCoord(GetPositionX(), GetPositionY()); Cell cell(p); cell.SetNoCreate(); Trinity::MonsterChatBuilder say_build(*this, IsBossEmote ? CHAT_MSG_RAID_BOSS_EMOTE : CHAT_MSG_MONSTER_EMOTE, textId, LANG_UNIVERSAL, TargetGuid); Trinity::LocalizedPacketDo say_do(say_build); Trinity::PlayerDistWorker > say_worker(this, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE), say_do); TypeContainerVisitor >, WorldTypeMapContainer > message(say_worker); cell.Visit(p, message, *GetMap(), *this, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE)); } void WorldObject::MonsterWhisper(const char* text, uint64 receiver, bool IsBossWhisper) { Player* player = ObjectAccessor::FindPlayer(receiver); if (!player || !player->GetSession()) return; LocaleConstant loc_idx = player->GetSession()->GetSessionDbLocaleIndex(); WorldPacket data(SMSG_MESSAGECHAT, 200); BuildMonsterChat(&data, IsBossWhisper ? CHAT_MSG_RAID_BOSS_WHISPER : CHAT_MSG_MONSTER_WHISPER, text, LANG_UNIVERSAL, GetNameForLocaleIdx(loc_idx), receiver); player->GetSession()->SendPacket(&data); } void WorldObject::MonsterWhisper(int32 textId, uint64 receiver, bool IsBossWhisper) { Player* player = ObjectAccessor::FindPlayer(receiver); if (!player || !player->GetSession()) return; LocaleConstant loc_idx = player->GetSession()->GetSessionDbLocaleIndex(); char const* text = sObjectMgr->GetTrinityString(textId, loc_idx); WorldPacket data(SMSG_MESSAGECHAT, 200); BuildMonsterChat(&data, IsBossWhisper ? CHAT_MSG_RAID_BOSS_WHISPER : CHAT_MSG_MONSTER_WHISPER, text, LANG_UNIVERSAL, GetNameForLocaleIdx(loc_idx), receiver); player->GetSession()->SendPacket(&data); } void WorldObject::BuildMonsterChat(WorldPacket* data, uint8 msgtype, char const* text, uint32 language, std::string const &name, uint64 targetGuid) const { *data << (uint8)msgtype; *data << (uint32)language; *data << (uint64)GetGUID(); *data << (uint32)0; // 2.1.0 *data << (uint32)(name.size()+1); *data << name; *data << (uint64)targetGuid; // Unit Target if (targetGuid && !IS_PLAYER_GUID(targetGuid)) { *data << (uint32)1; // target name length *data << (uint8)0; // target name } *data << (uint32)(strlen(text)+1); *data << text; *data << (uint8)0; // ChatTag } void Unit::BuildHeartBeatMsg(WorldPacket* data) const { data->Initialize(MSG_MOVE_HEARTBEAT, 32); data->append(GetPackGUID()); BuildMovementPacket(data); } void WorldObject::SendMessageToSet(WorldPacket* data, bool self) { if (IsInWorld()) SendMessageToSetInRange(data, GetVisibilityRange(), self); } void WorldObject::SendMessageToSetInRange(WorldPacket* data, float dist, bool /*self*/) { Trinity::MessageDistDeliverer notifier(this, data, dist); VisitNearbyWorldObject(dist, notifier); } void WorldObject::SendMessageToSet(WorldPacket* data, Player const* skipped_rcvr) { Trinity::MessageDistDeliverer notifier(this, data, GetVisibilityRange(), false, skipped_rcvr); VisitNearbyWorldObject(GetVisibilityRange(), notifier); } void WorldObject::SendObjectDeSpawnAnim(uint64 guid) { WorldPacket data(SMSG_GAMEOBJECT_DESPAWN_ANIM, 8); data << uint64(guid); SendMessageToSet(&data, true); } void WorldObject::SetMap(Map* map) { ASSERT(map); ASSERT(!IsInWorld() || GetTypeId() == TYPEID_CORPSE); if (m_currMap == map) // command add npc: first create, than loadfromdb return; if (m_currMap) { TC_LOG_FATAL(LOG_FILTER_GENERAL, "WorldObject::SetMap: obj %u new map %u %u, old map %u %u", (uint32)GetTypeId(), map->GetId(), map->GetInstanceId(), m_currMap->GetId(), m_currMap->GetInstanceId()); ASSERT(false); } 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 = NULL; //maybe not for corpse //m_mapId = 0; //m_InstanceId = 0; } Map const* WorldObject::GetBaseMap() const { ASSERT(m_currMap); return m_currMap->GetParent(); } void WorldObject::AddObjectToRemoveList() { ASSERT(m_uint32Values); Map* map = FindMap(); if (!map) { TC_LOG_ERROR(LOG_FILTER_GENERAL, "Object (TypeId: %u Entry: %u GUID: %u) at attempt add to move list not have valid map (Id: %u).", GetTypeId(), GetEntry(), GetGUIDLow(), GetMapId()); return; } map->AddObjectToRemoveList(this); } TempSummon* Map::SummonCreature(uint32 entry, Position const& pos, SummonPropertiesEntry const* properties /*= NULL*/, uint32 duration /*= 0*/, Unit* summoner /*= NULL*/, 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 NULL; } } uint32 phase = PHASEMASK_NORMAL; uint32 team = 0; if (summoner) { phase = summoner->GetPhaseMask(); if (summoner->GetTypeId() == TYPEID_PLAYER) team = summoner->ToPlayer()->GetTeam(); } TempSummon* summon = NULL; switch (mask) { case UNIT_MASK_SUMMON: summon = new TempSummon(properties, summoner, false); break; case UNIT_MASK_GUARDIAN: summon = new Guardian(properties, summoner, false); break; case UNIT_MASK_PUPPET: summon = new Puppet(properties, summoner); break; case UNIT_MASK_TOTEM: summon = new Totem(properties, summoner); break; case UNIT_MASK_MINION: summon = new Minion(properties, summoner, false); break; } if (!summon->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_UNIT), this, phase, entry, vehId, team, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation())) { delete summon; return NULL; } summon->SetUInt32Value(UNIT_CREATED_BY_SPELL, spellId); summon->SetHomePosition(pos); summon->InitStats(duration); AddToMap(summon->ToCreature()); summon->InitSummon(); //ObjectAccessor::UpdateObjectVisibility(summon); 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 /*= NULL*/) { 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, NULL, 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()); } } } TempSummon* WorldObject::SummonCreature(uint32 entry, const Position &pos, TempSummonType spwtype, uint32 duration, uint32 /*vehId*/) const { if (Map* map = FindMap()) { if (TempSummon* summon = map->SummonCreature(entry, pos, NULL, duration, isType(TYPEMASK_UNIT) ? (Unit*)this : NULL)) { summon->SetTempSummonType(spwtype); return summon; } } return NULL; } TempSummon* WorldObject::SummonCreature(uint32 id, float x, float y, float z, float ang /*= 0*/, TempSummonType spwtype /*= TEMPSUMMON_MANUAL_DESPAWN*/, uint32 despwtime /*= 0*/) const { if (!x && !y && !z) { GetClosePoint(x, y, z, GetObjectSize()); ang = GetOrientation(); } Position pos; pos.Relocate(x, y, z, ang); return SummonCreature(id, pos, spwtype, despwtime, 0); } GameObject* WorldObject::SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime) { if (!IsInWorld()) return NULL; GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(entry); if (!goinfo) { TC_LOG_ERROR(LOG_FILTER_SQL, "Gameobject template %u not found in database!", entry); return NULL; } Map* map = GetMap(); GameObject* go = new GameObject(); if (!go->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_GAMEOBJECT), entry, map, GetPhaseMask(), x, y, z, ang, rotation0, rotation1, rotation2, rotation3, 100, GO_STATE_READY)) { delete go; return NULL; } go->SetRespawnTime(respawnTime); if (GetTypeId() == TYPEID_PLAYER || GetTypeId() == TYPEID_UNIT) //not sure how to handle this ToUnit()->AddGameObject(go); else go->SetSpawnedByDefault(false); map->AddToMap(go); return go; } 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 NULL; //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 /*= NULL*/) { 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) 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 = NULL; Trinity::NearestCreatureEntryWithLiveStateInObjectRangeCheck checker(*this, entry, alive, range); Trinity::CreatureLastSearcher searcher(this, creature, checker); VisitNearbyObject(range, searcher); return creature; } GameObject* WorldObject::FindNearestGameObject(uint32 entry, float range) const { GameObject* go = NULL; Trinity::NearestGameObjectEntryInObjectRangeCheck checker(*this, entry, range); Trinity::GameObjectLastSearcher searcher(this, go, checker); VisitNearbyGridObject(range, searcher); return go; } GameObject* WorldObject::FindNearestGameObjectOfType(GameobjectTypes type, float range) const { GameObject* go = NULL; Trinity::NearestGameObjectTypeInObjectRangeCheck checker(*this, type, range); Trinity::GameObjectLastSearcher searcher(this, go, checker); VisitNearbyGridObject(range, searcher); return go; } void WorldObject::GetGameObjectListWithEntryInGrid(std::list& gameobjectList, uint32 entry, float maxSearchRange) const { CellCoord pair(Trinity::ComputeCellCoord(this->GetPositionX(), this->GetPositionY())); Cell cell(pair); cell.SetNoCreate(); Trinity::AllGameObjectsWithEntryInRange check(this, entry, maxSearchRange); Trinity::GameObjectListSearcher searcher(this, gameobjectList, check); TypeContainerVisitor, GridTypeMapContainer> visitor(searcher); cell.Visit(pair, visitor, *(this->GetMap()), *this, maxSearchRange); } void WorldObject::GetCreatureListWithEntryInGrid(std::list& creatureList, uint32 entry, float maxSearchRange) const { CellCoord pair(Trinity::ComputeCellCoord(this->GetPositionX(), this->GetPositionY())); Cell cell(pair); cell.SetNoCreate(); Trinity::AllCreaturesOfEntryInRange check(this, entry, maxSearchRange); Trinity::CreatureListSearcher searcher(this, creatureList, check); TypeContainerVisitor, GridTypeMapContainer> visitor(searcher); cell.Visit(pair, visitor, *(this->GetMap()), *this, maxSearchRange); } /* namespace Trinity { class NearUsedPosDo { public: NearUsedPosDo(WorldObject const& obj, WorldObject const* searcher, float angle, ObjectPosSelector& selector) : i_object(obj), i_searcher(searcher), i_angle(angle), i_selector(selector) {} void operator()(Corpse*) const {} void operator()(DynamicObject*) const {} void operator()(Creature* c) const { // skip self or target if (c == i_searcher || c == &i_object) return; float x, y, z; if (!c->IsAlive() || c->HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DISTRACTED) || !c->GetMotionMaster()->GetDestination(x, y, z)) { x = c->GetPositionX(); y = c->GetPositionY(); } add(c, x, y); } template void operator()(T* u) const { // skip self or target if (u == i_searcher || u == &i_object) return; float x, y; x = u->GetPositionX(); y = u->GetPositionY(); add(u, x, y); } // we must add used pos that can fill places around center void add(WorldObject* u, float x, float y) const { // u is too nearest/far away to i_object if (!i_object.IsInRange2d(x, y, i_selector.m_dist - i_selector.m_size, i_selector.m_dist + i_selector.m_size)) return; float angle = i_object.GetAngle(u)-i_angle; // move angle to range -pi ... +pi while (angle > M_PI) angle -= 2.0f * M_PI; while (angle < -M_PI) angle += 2.0f * M_PI; // dist include size of u float dist2d = i_object.GetDistance2d(x, y); i_selector.AddUsedPos(u->GetObjectSize(), angle, dist2d + i_object.GetObjectSize()); } private: WorldObject const& i_object; WorldObject const* i_searcher; float i_angle; ObjectPosSelector& i_selector; }; } // namespace Trinity */ //=================================================================================================== void WorldObject::GetNearPoint2D(float &x, float &y, float distance2d, float absAngle) const { x = GetPositionX() + (GetObjectSize() + distance2d) * std::cos(absAngle); y = GetPositionY() + (GetObjectSize() + distance2d) * std::sin(absAngle); Trinity::NormalizeMapCoord(x); Trinity::NormalizeMapCoord(y); } void WorldObject::GetNearPoint(WorldObject const* /*searcher*/, float &x, float &y, float &z, float searcher_size, float distance2d, float absAngle) const { GetNearPoint2D(x, y, distance2d+searcher_size, absAngle); z = GetPositionZ(); UpdateAllowedPositionZ(x, y, z); /* // if detection disabled, return first point if (!sWorld->getIntConfig(CONFIG_DETECT_POS_COLLISION)) { UpdateGroundPositionZ(x, y, z); // update to LOS height if available return; } // or remember first point float first_x = x; float first_y = y; bool first_los_conflict = false; // first point LOS problems // prepare selector for work ObjectPosSelector selector(GetPositionX(), GetPositionY(), GetObjectSize(), distance2d+searcher_size); // adding used positions around object { CellCoord p(Trinity::ComputeCellCoord(GetPositionX(), GetPositionY())); Cell cell(p); cell.SetNoCreate(); Trinity::NearUsedPosDo u_do(*this, searcher, absAngle, selector); Trinity::WorldObjectWorker worker(this, u_do); TypeContainerVisitor, GridTypeMapContainer > grid_obj_worker(worker); TypeContainerVisitor, WorldTypeMapContainer > world_obj_worker(worker); CellLock cell_lock(cell, p); cell_lock->Visit(cell_lock, grid_obj_worker, *GetMap(), *this, distance2d); cell_lock->Visit(cell_lock, world_obj_worker, *GetMap(), *this, distance2d); } // maybe can just place in primary position if (selector.CheckOriginal()) { UpdateGroundPositionZ(x, y, z); // update to LOS height if available if (IsWithinLOS(x, y, z)) return; first_los_conflict = true; // first point have LOS problems } float angle; // candidate of angle for free pos // special case when one from list empty and then empty side preferred if (selector.FirstAngle(angle)) { GetNearPoint2D(x, y, distance2d, absAngle+angle); z = GetPositionZ(); UpdateGroundPositionZ(x, y, z); // update to LOS height if available if (IsWithinLOS(x, y, z)) return; } // set first used pos in lists selector.InitializeAngle(); // select in positions after current nodes (selection one by one) while (selector.NextAngle(angle)) // angle for free pos { GetNearPoint2D(x, y, distance2d, absAngle+angle); z = GetPositionZ(); UpdateGroundPositionZ(x, y, z); // update to LOS height if available if (IsWithinLOS(x, y, z)) return; } // BAD NEWS: not free pos (or used or have LOS problems) // Attempt find _used_ pos without LOS problem if (!first_los_conflict) { x = first_x; y = first_y; UpdateGroundPositionZ(x, y, z); // update to LOS height if available return; } // special case when one from list empty and then empty side preferred if (selector.IsNonBalanced()) { if (!selector.FirstAngle(angle)) // _used_ pos { GetNearPoint2D(x, y, distance2d, absAngle+angle); z = GetPositionZ(); UpdateGroundPositionZ(x, y, z); // update to LOS height if available if (IsWithinLOS(x, y, z)) return; } } // set first used pos in lists selector.InitializeAngle(); // select in positions after current nodes (selection one by one) while (selector.NextUsedAngle(angle)) // angle for used pos but maybe without LOS problem { GetNearPoint2D(x, y, distance2d, absAngle+angle); z = GetPositionZ(); UpdateGroundPositionZ(x, y, z); // update to LOS height if available if (IsWithinLOS(x, y, z)) return; } // BAD BAD NEWS: all found pos (free and used) have LOS problem :( x = first_x; y = first_y; UpdateGroundPositionZ(x, y, z); // update to LOS height if available */ } void WorldObject::GetClosePoint(float &x, float &y, float &z, float size, float distance2d /*= 0*/, float angle /*= 0*/) const { // angle calculated from current orientation GetNearPoint(NULL, x, y, z, size, distance2d, GetOrientation() + angle); } void WorldObject::GetNearPosition(Position &pos, float dist, float angle) { GetPosition(&pos); MovePosition(pos, dist, angle); } void WorldObject::GetFirstCollisionPosition(Position &pos, float dist, float angle) { GetPosition(&pos); MovePositionToFirstCollision(pos, dist, angle); } void WorldObject::GetRandomNearPosition(Position &pos, float radius) { GetPosition(&pos); MovePosition(pos, radius * (float)rand_norm(), (float)rand_norm() * static_cast(2 * M_PI)); } void WorldObject::GetContactPoint(const WorldObject* 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, obj->GetObjectSize(), distance2d, GetAngle(obj)); } float WorldObject::GetObjectSize() const { return (m_valuesCount > UNIT_FIELD_COMBATREACH) ? m_floatValues[UNIT_FIELD_COMBATREACH] : DEFAULT_WORLD_OBJECT_SIZE; } 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(LOG_FILTER_GENERAL, "WorldObject::MovePosition invalid coordinates X: %f and Y: %f were passed!", destx, desty); return; } ground = GetMap()->GetHeight(GetPhaseMask(), destx, desty, MAX_HEIGHT, true); floor = GetMap()->GetHeight(GetPhaseMask(), destx, desty, pos.m_positionZ, true); destz = fabs(ground - pos.m_positionZ) <= 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 (fabs(pos.m_positionZ - destz) > 6) { destx -= step * std::cos(angle); desty -= step * std::sin(angle); ground = GetMap()->GetHeight(GetPhaseMask(), destx, desty, MAX_HEIGHT, true); floor = GetMap()->GetHeight(GetPhaseMask(), destx, desty, pos.m_positionZ, true); destz = fabs(ground - pos.m_positionZ) <= 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, ground, floor; pos.m_positionZ += 2.0f; 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)) { TC_LOG_FATAL(LOG_FILTER_GENERAL, "WorldObject::MovePositionToFirstCollision invalid coordinates X: %f and Y: %f were passed!", destx, desty); return; } ground = GetMap()->GetHeight(GetPhaseMask(), destx, desty, MAX_HEIGHT, true); floor = GetMap()->GetHeight(GetPhaseMask(), destx, desty, pos.m_positionZ, true); destz = fabs(ground - pos.m_positionZ) <= fabs(floor - pos.m_positionZ) ? ground : floor; bool col = VMAP::VMapFactory::createOrGetVMapManager()->getObjectHitPos(GetMapId(), pos.m_positionX, pos.m_positionY, pos.m_positionZ+0.5f, destx, desty, destz+0.5f, destx, desty, destz, -0.5f); // collision occured if (col) { // move back a bit destx -= CONTACT_DISTANCE * std::cos(angle); desty -= CONTACT_DISTANCE * std::sin(angle); dist = 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+0.5f, destx, desty, destz+0.5f, destx, desty, destz, -0.5f); // Collided with a gameobject if (col) { destx -= CONTACT_DISTANCE * std::cos(angle); desty -= CONTACT_DISTANCE * std::sin(angle); dist = sqrt((pos.m_positionX - destx)*(pos.m_positionX - destx) + (pos.m_positionY - desty)*(pos.m_positionY - desty)); } float step = dist/10.0f; for (uint8 j = 0; j < 10; ++j) { // do not allow too big z changes if (fabs(pos.m_positionZ - destz) > 6) { destx -= step * std::cos(angle); desty -= step * std::sin(angle); ground = GetMap()->GetHeight(GetPhaseMask(), destx, desty, MAX_HEIGHT, true); floor = GetMap()->GetHeight(GetPhaseMask(), destx, desty, pos.m_positionZ, true); destz = fabs(ground - pos.m_positionZ) <= 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); UpdateAllowedPositionZ(pos.m_positionX, pos.m_positionY, pos.m_positionZ); pos.SetOrientation(GetOrientation()); } void WorldObject::SetPhaseMask(uint32 newPhaseMask, bool update) { m_phaseMask = newPhaseMask; if (update && IsInWorld()) UpdateObjectVisibility(); } bool WorldObject::InSamePhase(WorldObject const* obj) const { return InSamePhase(obj->GetPhaseMask()); } void WorldObject::PlayDistanceSound(uint32 sound_id, Player* target /*= NULL*/) { WorldPacket data(SMSG_PLAY_OBJECT_SOUND, 4+8); data << uint32(sound_id); data << uint64(GetGUID()); if (target) target->SendDirectMessage(&data); else SendMessageToSet(&data, true); } void WorldObject::PlayDirectSound(uint32 sound_id, Player* target /*= NULL*/) { WorldPacket data(SMSG_PLAY_SOUND, 4); data << uint32(sound_id); if (target) target->SendDirectMessage(&data); else SendMessageToSet(&data, true); } void WorldObject::DestroyForNearbyPlayers() { if (!IsInWorld()) return; std::list targets; Trinity::AnyPlayerInObjectRangeCheck check(this, GetVisibilityRange(), false); Trinity::PlayerListSearcher searcher(this, targets, check); VisitNearbyWorldObject(GetVisibilityRange(), searcher); 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) && ((Unit*)this)->GetCharmerGUID() == player->GetGUID()) /// @todo this is for puppet continue; DestroyForPlayer(player); player->m_clientGUIDs.erase(GetGUID()); } } void WorldObject::UpdateObjectVisibility(bool /*forced*/) { //updates object's visibility for nearby players Trinity::VisibleChangesNotifier notifier(*this); VisitNearbyWorldObject(GetVisibilityRange(), notifier); } struct WorldObjectChangeAccumulator { UpdateDataMapType& i_updateDatas; WorldObject& i_object; std::set plr_list; WorldObjectChangeAccumulator(WorldObject &obj, UpdateDataMapType &d) : i_updateDatas(d), i_object(obj) {} void Visit(PlayerMapType &m) { Player* source = NULL; 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 = NULL; 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 = NULL; for (DynamicObjectMapType::iterator iter = m.begin(); iter != m.end(); ++iter) { source = iter->GetSource(); uint64 guid = source->GetCasterGUID(); if (IS_PLAYER_GUID(guid)) { //Caster may be NULL if DynObj is in removelist if (Player* caster = ObjectAccessor::FindPlayer(guid)) if (caster->GetUInt64Value(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) { CellCoord p = Trinity::ComputeCellCoord(GetPositionX(), GetPositionY()); Cell cell(p); cell.SetNoCreate(); WorldObjectChangeAccumulator notifier(*this, data_map); TypeContainerVisitor player_notifier(notifier); Map& map = *GetMap(); //we must build packets for all visible players cell.Visit(p, player_notifier, map, *this, GetVisibilityRange()); ClearUpdateMask(false); } uint64 WorldObject::GetTransGUID() const { if (GetTransport()) return GetTransport()->GetGUID(); return 0; }