mirror of
https://github.com/araxiaonline/TrinityCore.git
synced 2026-06-15 04:32:35 -04:00
3084 lines
94 KiB
C++
3084 lines
94 KiB
C++
/*
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* Copyright (C) 2008-2014 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Object.h"
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#include "Common.h"
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#include "SharedDefines.h"
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#include "WorldPacket.h"
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#include "Opcodes.h"
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#include "Log.h"
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#include "World.h"
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#include "Creature.h"
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#include "Player.h"
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#include "Vehicle.h"
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#include "ObjectMgr.h"
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#include "UpdateData.h"
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#include "UpdateMask.h"
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#include "Util.h"
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#include "MapManager.h"
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#include "ObjectAccessor.h"
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#include "Log.h"
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#include "Transport.h"
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#include "TargetedMovementGenerator.h"
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#include "WaypointMovementGenerator.h"
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#include "VMapFactory.h"
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#include "CellImpl.h"
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#include "GridNotifiers.h"
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#include "GridNotifiersImpl.h"
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#include "SpellAuraEffects.h"
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#include "UpdateFieldFlags.h"
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#include "TemporarySummon.h"
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#include "Totem.h"
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#include "OutdoorPvPMgr.h"
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#include "MovementPacketBuilder.h"
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#include "DynamicTree.h"
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#include "Unit.h"
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#include "Group.h"
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#include "BattlefieldMgr.h"
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#include "Battleground.h"
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#include "Chat.h"
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Object::Object()
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{
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m_objectTypeId = TYPEID_OBJECT;
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m_objectType = TYPEMASK_OBJECT;
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m_updateFlag = UPDATEFLAG_NONE;
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m_uint32Values = nullptr;
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_dynamicValues = nullptr;
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_dynamicChangesArrayMask = nullptr;
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m_valuesCount = 0;
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_dynamicValuesCount = 0;
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_fieldNotifyFlags = UF_FLAG_DYNAMIC;
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m_inWorld = false;
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m_objectUpdated = false;
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}
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WorldObject::~WorldObject()
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{
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// this may happen because there are many !create/delete
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if (IsWorldObject() && m_currMap)
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{
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if (GetTypeId() == TYPEID_CORPSE)
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{
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TC_LOG_FATAL("misc", "WorldObject::~WorldObject Corpse Type: %d (%s) deleted but still in map!!",
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ToCorpse()->GetType(), GetGUID().ToString().c_str());
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ASSERT(false);
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}
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ResetMap();
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}
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}
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Object::~Object()
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{
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if (IsInWorld())
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{
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TC_LOG_FATAL("misc", "Object::~Object %s deleted but still in world!!", GetGUID().ToString().c_str());
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if (isType(TYPEMASK_ITEM))
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TC_LOG_FATAL("misc", "Item slot %u", ((Item*)this)->GetSlot());
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ASSERT(false);
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RemoveFromWorld();
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}
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if (m_objectUpdated)
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{
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TC_LOG_FATAL("misc", "Object::~Object %s deleted but still in update list!!", GetGUID().ToString().c_str());
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ASSERT(false);
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sObjectAccessor->RemoveUpdateObject(this);
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}
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delete[] m_uint32Values;
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m_uint32Values = nullptr;
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delete[] _dynamicValues;
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_dynamicValues = nullptr;
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delete[] _dynamicChangesArrayMask;
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_dynamicChangesArrayMask = nullptr;
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}
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void Object::_InitValues()
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{
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m_uint32Values = new uint32[m_valuesCount];
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memset(m_uint32Values, 0, m_valuesCount*sizeof(uint32));
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_changesMask.SetCount(m_valuesCount);
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_dynamicChangesMask.SetCount(_dynamicValuesCount);
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if (_dynamicValuesCount)
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{
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_dynamicValues = new std::vector<uint32>[_dynamicValuesCount];
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_dynamicChangesArrayMask = new UpdateMask[_dynamicValuesCount];
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}
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m_objectUpdated = false;
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}
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void Object::_Create(ObjectGuid const& guid)
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{
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if (!m_uint32Values) _InitValues();
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SetGuidValue(OBJECT_FIELD_GUID, guid);
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SetUInt16Value(OBJECT_FIELD_TYPE, 0, m_objectType);
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m_PackGUID.Set(guid);
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}
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std::string Object::_ConcatFields(uint16 startIndex, uint16 size) const
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{
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std::ostringstream ss;
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for (uint16 index = 0; index < size; ++index)
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ss << GetUInt32Value(index + startIndex) << ' ';
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return ss.str();
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}
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void Object::AddToWorld()
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{
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if (m_inWorld)
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return;
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ASSERT(m_uint32Values);
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m_inWorld = true;
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// synchronize values mirror with values array (changes will send in updatecreate opcode any way
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ClearUpdateMask(true);
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}
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void Object::RemoveFromWorld()
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{
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if (!m_inWorld)
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return;
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m_inWorld = false;
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// if we remove from world then sending changes not required
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ClearUpdateMask(true);
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}
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void Object::BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) const
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{
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if (!target)
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return;
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uint8 updateType = UPDATETYPE_CREATE_OBJECT;
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uint16 flags = m_updateFlag;
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/** lower flag1 **/
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if (target == this) // building packet for yourself
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flags |= UPDATEFLAG_SELF;
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switch (GetGUID().GetHigh())
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{
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case HighGuid::Player:
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case HighGuid::Pet:
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case HighGuid::Corpse:
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case HighGuid::DynamicObject:
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case HighGuid::AreaTrigger:
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updateType = UPDATETYPE_CREATE_OBJECT2;
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break;
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case HighGuid::Creature:
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case HighGuid::Vehicle:
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{
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if (TempSummon const* summon = ToUnit()->ToTempSummon())
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if (summon->GetSummonerGUID().IsPlayer())
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updateType = UPDATETYPE_CREATE_OBJECT2;
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break;
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}
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case HighGuid::GameObject:
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{
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if (ToGameObject()->GetOwnerGUID().IsPlayer())
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updateType = UPDATETYPE_CREATE_OBJECT2;
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break;
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}
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default:
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break;
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}
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if (flags & UPDATEFLAG_STATIONARY_POSITION)
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{
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// UPDATETYPE_CREATE_OBJECT2 for some gameobject types...
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if (isType(TYPEMASK_GAMEOBJECT))
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{
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switch (ToGameObject()->GetGoType())
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{
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case GAMEOBJECT_TYPE_TRAP:
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case GAMEOBJECT_TYPE_DUEL_ARBITER:
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case GAMEOBJECT_TYPE_FLAGSTAND:
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case GAMEOBJECT_TYPE_FLAGDROP:
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updateType = UPDATETYPE_CREATE_OBJECT2;
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break;
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default:
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break;
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}
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}
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}
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if (Unit const* unit = ToUnit())
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{
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if (unit->GetVictim())
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flags |= UPDATEFLAG_HAS_TARGET;
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if (unit->GetAIAnimKitId() || unit->GetMovementAnimKitId() || unit->GetMeleeAnimKitId())
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flags |= UPDATEFLAG_ANIMKITS;
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}
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ByteBuffer buf(500);
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buf << uint8(updateType);
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buf << GetPackGUID();
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buf << uint8(m_objectTypeId);
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BuildMovementUpdate(&buf, flags);
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BuildValuesUpdate(updateType, &buf, target);
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BuildDynamicValuesUpdate(updateType, &buf, target);
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data->AddUpdateBlock(buf);
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}
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void Object::SendUpdateToPlayer(Player* player)
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{
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// send create update to player
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UpdateData upd(player->GetMapId());
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WorldPacket packet;
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BuildCreateUpdateBlockForPlayer(&upd, player);
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upd.BuildPacket(&packet);
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player->GetSession()->SendPacket(&packet);
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}
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void Object::BuildValuesUpdateBlockForPlayer(UpdateData* data, Player* target) const
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{
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ByteBuffer buf(500);
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buf << uint8(UPDATETYPE_VALUES);
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buf << GetPackGUID();
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BuildValuesUpdate(UPDATETYPE_VALUES, &buf, target);
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BuildDynamicValuesUpdate(UPDATETYPE_VALUES, &buf, target);
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data->AddUpdateBlock(buf);
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}
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void Object::BuildOutOfRangeUpdateBlock(UpdateData* data) const
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{
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data->AddOutOfRangeGUID(GetGUID());
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}
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void Object::DestroyForPlayer(Player* target, bool onDeath) const
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{
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ASSERT(target);
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if (isType(TYPEMASK_UNIT) || isType(TYPEMASK_PLAYER))
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{
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if (Battleground* bg = target->GetBattleground())
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{
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if (bg->isArena())
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{
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WorldPacket data(SMSG_ARENA_UNIT_DESTROYED, 8);
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data << GetGUID();
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target->GetSession()->SendPacket(&data);
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}
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}
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}
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WorldPacket data(SMSG_DESTROY_OBJECT, 8 + 1);
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data << GetGUID();
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//! If the following bool is true, the client will call "void CGUnit_C::OnDeath()" for this object.
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//! OnDeath() does for eg trigger death animation and interrupts certain spells/missiles/auras/sounds...
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data << uint8(onDeath ? 1 : 0);
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target->GetSession()->SendPacket(&data);
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}
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int32 Object::GetInt32Value(uint16 index) const
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{
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ASSERT(index < m_valuesCount || PrintIndexError(index, false));
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return m_int32Values[index];
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}
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uint32 Object::GetUInt32Value(uint16 index) const
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{
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ASSERT(index < m_valuesCount || PrintIndexError(index, false));
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return m_uint32Values[index];
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}
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uint64 Object::GetUInt64Value(uint16 index) const
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{
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ASSERT(index + 1 < m_valuesCount || PrintIndexError(index, false));
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return *((uint64*)&(m_uint32Values[index]));
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}
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float Object::GetFloatValue(uint16 index) const
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{
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ASSERT(index < m_valuesCount || PrintIndexError(index, false));
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return m_floatValues[index];
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}
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uint8 Object::GetByteValue(uint16 index, uint8 offset) const
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{
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ASSERT(index < m_valuesCount || PrintIndexError(index, false));
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ASSERT(offset < 4);
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return *(((uint8*)&m_uint32Values[index])+offset);
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}
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uint16 Object::GetUInt16Value(uint16 index, uint8 offset) const
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{
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ASSERT(index < m_valuesCount || PrintIndexError(index, false));
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ASSERT(offset < 2);
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return *(((uint16*)&m_uint32Values[index])+offset);
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}
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ObjectGuid const& Object::GetGuidValue(uint16 index) const
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{
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ASSERT(index + 1 < m_valuesCount || PrintIndexError(index, false));
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return *((ObjectGuid*)&(m_uint32Values[index]));
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}
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void Object::BuildMovementUpdate(ByteBuffer* data, uint16 flags) const
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{
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Unit const* self = NULL;
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ObjectGuid guid = GetGUID();
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uint32 movementFlags = 0;
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uint16 movementFlagsExtra = 0;
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bool hasTransportTime2 = false;
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bool hasTransportTime3 = false;
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bool hasFallDirection = false;
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bool hasFallData = false;
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bool hasPitch = false;
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bool hasSpline = false;
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bool hasSplineElevation = false;
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uint32 stopFrameCount = 0;
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if (GameObject const* go = ToGameObject())
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if (go->GetGoType() == GAMEOBJECT_TYPE_TRANSPORT)
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stopFrameCount = go->GetGOValue()->Transport.StopFrames->size();
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// Bit content
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data->WriteBit(0);
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data->WriteBit(0);
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data->WriteBit(flags & UPDATEFLAG_ROTATION);
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data->WriteBit(flags & UPDATEFLAG_ANIMKITS);
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data->WriteBit(flags & UPDATEFLAG_HAS_TARGET);
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data->WriteBit(flags & UPDATEFLAG_SELF);
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data->WriteBit(flags & UPDATEFLAG_VEHICLE);
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data->WriteBit(flags & UPDATEFLAG_LIVING);
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data->WriteBits(stopFrameCount, 24);
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data->WriteBit(0);
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data->WriteBit(flags & UPDATEFLAG_GO_TRANSPORT_POSITION);
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data->WriteBit(flags & UPDATEFLAG_STATIONARY_POSITION);
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data->WriteBit(flags & UPDATEFLAG_UNK5);
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data->WriteBit(0);
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data->WriteBit(flags & UPDATEFLAG_TRANSPORT);
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if (flags & UPDATEFLAG_LIVING)
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{
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self = ToUnit();
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movementFlags = self->m_movementInfo.GetMovementFlags();
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movementFlagsExtra = self->m_movementInfo.GetExtraMovementFlags();
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hasSpline = self->IsSplineEnabled();
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hasTransportTime2 = !self->m_movementInfo.transport.guid.IsEmpty() && self->m_movementInfo.transport.time2 != 0;
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hasTransportTime3 = false;
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hasPitch = self->HasUnitMovementFlag(MovementFlags(MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_FLYING)) || self->HasExtraUnitMovementFlag(MOVEMENTFLAG2_ALWAYS_ALLOW_PITCHING);
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hasFallDirection = self->HasUnitMovementFlag(MOVEMENTFLAG_FALLING);
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hasFallData = hasFallDirection || self->m_movementInfo.jump.fallTime != 0;
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hasSplineElevation = self->HasUnitMovementFlag(MOVEMENTFLAG_SPLINE_ELEVATION);
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if (GetTypeId() == TYPEID_UNIT)
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movementFlags &= MOVEMENTFLAG_MASK_CREATURE_ALLOWED;
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data->WriteBit(!movementFlags);
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data->WriteBit(G3D::fuzzyEq(self->GetOrientation(), 0.0f)); // Has Orientation
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data->WriteBit(guid[7]);
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data->WriteBit(guid[3]);
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data->WriteBit(guid[2]);
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if (movementFlags)
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data->WriteBits(movementFlags, 30);
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data->WriteBit(hasSpline && GetTypeId() == TYPEID_PLAYER); // Has spline (from MovementInfo)
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data->WriteBit(!hasPitch); // Has pitch
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data->WriteBit(hasSpline); // Has spline data (independent)
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data->WriteBit(hasFallData); // Has fall data
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data->WriteBit(!hasSplineElevation); // Has spline elevation
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data->WriteBit(guid[5]);
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data->WriteBit(!self->m_movementInfo.transport.guid.IsEmpty()); // Has transport data
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data->WriteBit(0); // Is missing time
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if (!self->m_movementInfo.transport.guid.IsEmpty())
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{
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ObjectGuid transGuid = self->m_movementInfo.transport.guid;
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data->WriteBit(transGuid[1]);
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data->WriteBit(hasTransportTime2); // Has transport time 2
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data->WriteBit(transGuid[4]);
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data->WriteBit(transGuid[0]);
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data->WriteBit(transGuid[6]);
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data->WriteBit(hasTransportTime3); // Has transport time 3
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data->WriteBit(transGuid[7]);
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data->WriteBit(transGuid[5]);
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data->WriteBit(transGuid[3]);
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data->WriteBit(transGuid[2]);
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}
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data->WriteBit(guid[4]);
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if (hasSpline)
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Movement::PacketBuilder::WriteCreateBits(*self->movespline, *data);
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data->WriteBit(guid[6]);
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if (hasFallData)
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data->WriteBit(hasFallDirection);
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data->WriteBit(guid[0]);
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data->WriteBit(guid[1]);
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data->WriteBit(0);
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data->WriteBit(!movementFlagsExtra);
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if (movementFlagsExtra)
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data->WriteBits(movementFlagsExtra, 12);
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}
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if (flags & UPDATEFLAG_GO_TRANSPORT_POSITION)
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{
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WorldObject const* self = static_cast<WorldObject const*>(this);
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ObjectGuid transGuid = self->m_movementInfo.transport.guid;
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data->WriteBit(transGuid[5]);
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data->WriteBit(0); // Has GO transport time 3
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data->WriteBit(transGuid[0]);
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data->WriteBit(transGuid[3]);
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data->WriteBit(transGuid[6]);
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data->WriteBit(transGuid[1]);
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data->WriteBit(transGuid[4]);
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data->WriteBit(transGuid[2]);
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data->WriteBit(0); // Has GO transport time 2
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data->WriteBit(transGuid[7]);
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}
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if (flags & UPDATEFLAG_HAS_TARGET)
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{
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ObjectGuid victimGuid = self->GetVictim()->GetGUID(); // checked in BuildCreateUpdateBlockForPlayer
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data->WriteBit(victimGuid[2]);
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data->WriteBit(victimGuid[7]);
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data->WriteBit(victimGuid[0]);
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data->WriteBit(victimGuid[4]);
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data->WriteBit(victimGuid[5]);
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data->WriteBit(victimGuid[6]);
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data->WriteBit(victimGuid[1]);
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data->WriteBit(victimGuid[3]);
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}
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if (flags & UPDATEFLAG_ANIMKITS)
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{
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Unit const* unit = ToUnit();
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data->WriteBit(unit->GetAIAnimKitId() == 0);
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data->WriteBit(unit->GetMovementAnimKitId() == 0);
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data->WriteBit(unit->GetMeleeAnimKitId() == 0);
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}
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data->FlushBits();
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// Data
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if (GameObject const* go = ToGameObject())
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for (uint32 i = 0; i < stopFrameCount; ++i)
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*data << uint32(go->GetGOValue()->Transport.StopFrames->at(i));
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if (flags & UPDATEFLAG_LIVING)
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{
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data->WriteByteSeq(guid[4]);
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*data << self->GetSpeed(MOVE_RUN_BACK);
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if (hasFallData)
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{
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if (hasFallDirection)
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{
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*data << float(self->m_movementInfo.jump.xyspeed);
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*data << float(self->m_movementInfo.jump.sinAngle);
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*data << float(self->m_movementInfo.jump.cosAngle);
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}
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*data << uint32(self->m_movementInfo.jump.fallTime);
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*data << float(self->m_movementInfo.jump.zspeed);
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}
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|
|
*data << self->GetSpeed(MOVE_SWIM_BACK);
|
|
if (hasSplineElevation)
|
|
*data << float(self->m_movementInfo.splineElevation);
|
|
|
|
if (hasSpline)
|
|
Movement::PacketBuilder::WriteCreateData(*self->movespline, *data);
|
|
|
|
*data << float(self->GetPositionZMinusOffset());
|
|
data->WriteByteSeq(guid[5]);
|
|
|
|
if (!self->m_movementInfo.transport.guid.IsEmpty())
|
|
{
|
|
ObjectGuid transGuid = self->m_movementInfo.transport.guid;
|
|
|
|
data->WriteByteSeq(transGuid[5]);
|
|
data->WriteByteSeq(transGuid[7]);
|
|
*data << uint32(self->GetTransTime());
|
|
*data << float(self->GetTransOffsetO());
|
|
if (hasTransportTime2)
|
|
*data << uint32(self->m_movementInfo.transport.time2);
|
|
|
|
*data << float(self->GetTransOffsetY());
|
|
*data << float(self->GetTransOffsetX());
|
|
data->WriteByteSeq(transGuid[3]);
|
|
*data << float(self->GetTransOffsetZ());
|
|
data->WriteByteSeq(transGuid[0]);
|
|
if (hasTransportTime3)
|
|
*data << uint32(self->m_movementInfo.transport.time3);
|
|
|
|
*data << int8(self->GetTransSeat());
|
|
data->WriteByteSeq(transGuid[1]);
|
|
data->WriteByteSeq(transGuid[6]);
|
|
data->WriteByteSeq(transGuid[2]);
|
|
data->WriteByteSeq(transGuid[4]);
|
|
}
|
|
|
|
*data << float(self->GetPositionX());
|
|
*data << self->GetSpeed(MOVE_PITCH_RATE);
|
|
data->WriteByteSeq(guid[3]);
|
|
data->WriteByteSeq(guid[0]);
|
|
*data << self->GetSpeed(MOVE_SWIM);
|
|
*data << float(self->GetPositionY());
|
|
data->WriteByteSeq(guid[7]);
|
|
data->WriteByteSeq(guid[1]);
|
|
data->WriteByteSeq(guid[2]);
|
|
*data << self->GetSpeed(MOVE_WALK);
|
|
|
|
//if (true) // Has time, controlled by bit just after HasTransport
|
|
*data << uint32(getMSTime());
|
|
|
|
*data << self->GetSpeed(MOVE_TURN_RATE);
|
|
data->WriteByteSeq(guid[6]);
|
|
*data << self->GetSpeed(MOVE_FLIGHT);
|
|
if (!G3D::fuzzyEq(self->GetOrientation(), 0.0f))
|
|
*data << float(self->GetOrientation());
|
|
|
|
*data << self->GetSpeed(MOVE_RUN);
|
|
if (hasPitch)
|
|
*data << float(self->m_movementInfo.pitch);
|
|
|
|
*data << self->GetSpeed(MOVE_FLIGHT_BACK);
|
|
}
|
|
|
|
if (flags & UPDATEFLAG_VEHICLE)
|
|
{
|
|
*data << float(self->GetOrientation());
|
|
*data << uint32(self->GetVehicleKit()->GetVehicleInfo()->m_ID);
|
|
}
|
|
|
|
if (flags & UPDATEFLAG_GO_TRANSPORT_POSITION)
|
|
{
|
|
WorldObject const* self = static_cast<WorldObject const*>(this);
|
|
ObjectGuid transGuid = self->m_movementInfo.transport.guid;
|
|
|
|
data->WriteBit(transGuid[0]);
|
|
data->WriteBit(transGuid[5]);
|
|
if (hasTransportTime3)
|
|
*data << uint32(self->m_movementInfo.transport.time3);
|
|
|
|
data->WriteBit(transGuid[3]);
|
|
*data << float(self->GetTransOffsetX());
|
|
data->WriteBit(transGuid[4]);
|
|
data->WriteBit(transGuid[6]);
|
|
data->WriteBit(transGuid[1]);
|
|
*data << uint32(self->GetTransTime());
|
|
*data << float(self->GetTransOffsetY());
|
|
data->WriteBit(transGuid[2]);
|
|
data->WriteBit(transGuid[7]);
|
|
*data << float(self->GetTransOffsetZ());
|
|
*data << int8(self->GetTransSeat());
|
|
*data << float(self->GetTransOffsetO());
|
|
if (hasTransportTime2)
|
|
*data << uint32(self->m_movementInfo.transport.time2);
|
|
}
|
|
|
|
if (flags & UPDATEFLAG_ROTATION)
|
|
*data << uint64(ToGameObject()->GetRotation());
|
|
|
|
if (flags & UPDATEFLAG_UNK5)
|
|
{
|
|
*data << float(0.0f);
|
|
*data << float(0.0f);
|
|
*data << float(0.0f);
|
|
*data << float(0.0f);
|
|
*data << uint8(0);
|
|
*data << float(0.0f);
|
|
*data << float(0.0f);
|
|
*data << float(0.0f);
|
|
*data << float(0.0f);
|
|
*data << float(0.0f);
|
|
*data << float(0.0f);
|
|
*data << float(0.0f);
|
|
*data << float(0.0f);
|
|
*data << float(0.0f);
|
|
*data << float(0.0f);
|
|
*data << float(0.0f);
|
|
*data << float(0.0f);
|
|
}
|
|
|
|
if (flags & UPDATEFLAG_STATIONARY_POSITION)
|
|
{
|
|
WorldObject const* self = static_cast<WorldObject const*>(this);
|
|
*data << float(self->GetStationaryO());
|
|
*data << float(self->GetStationaryX());
|
|
*data << float(self->GetStationaryY());
|
|
*data << float(self->GetStationaryZ());
|
|
}
|
|
|
|
if (flags & UPDATEFLAG_HAS_TARGET)
|
|
{
|
|
ObjectGuid victimGuid = self->GetVictim()->GetGUID(); // checked in BuildCreateUpdateBlockForPlayer
|
|
data->WriteByteSeq(victimGuid[4]);
|
|
data->WriteByteSeq(victimGuid[0]);
|
|
data->WriteByteSeq(victimGuid[3]);
|
|
data->WriteByteSeq(victimGuid[5]);
|
|
data->WriteByteSeq(victimGuid[7]);
|
|
data->WriteByteSeq(victimGuid[6]);
|
|
data->WriteByteSeq(victimGuid[2]);
|
|
data->WriteByteSeq(victimGuid[1]);
|
|
}
|
|
|
|
if (flags & UPDATEFLAG_ANIMKITS)
|
|
{
|
|
Unit const* unit = ToUnit();
|
|
if (unit->GetAIAnimKitId())
|
|
*data << uint16(unit->GetAIAnimKitId());
|
|
if (unit->GetMovementAnimKitId())
|
|
*data << uint16(unit->GetMovementAnimKitId());
|
|
if (unit->GetMeleeAnimKitId())
|
|
*data << uint16(unit->GetMeleeAnimKitId());
|
|
}
|
|
|
|
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(getMSTime());
|
|
}
|
|
}
|
|
|
|
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::BuildDynamicValuesUpdate(uint8 updateType, ByteBuffer* data, Player* target) const
|
|
{
|
|
if (!target)
|
|
return;
|
|
|
|
ByteBuffer fieldBuffer;
|
|
UpdateMask updateMask;
|
|
updateMask.SetCount(_dynamicValuesCount);
|
|
|
|
uint32* flags = nullptr;
|
|
uint32 visibleFlag = GetDynamicUpdateFieldData(target, flags);
|
|
|
|
for (uint16 index = 0; index < _dynamicValuesCount; ++index)
|
|
{
|
|
ByteBuffer buffer;
|
|
std::vector<uint32> const& values = _dynamicValues[index];
|
|
if (_fieldNotifyFlags & flags[index] ||
|
|
((updateType == UPDATETYPE_VALUES ? _dynamicChangesMask.GetBit(index) : !values.empty()) && (flags[index] & visibleFlag)))
|
|
{
|
|
updateMask.SetBit(index);
|
|
|
|
UpdateMask arrayMask;
|
|
arrayMask.SetCount(values.size());
|
|
for (std::size_t v = 0; v < values.size(); ++v)
|
|
{
|
|
if (updateType != UPDATETYPE_VALUES || _dynamicChangesArrayMask[index].GetBit(v))
|
|
{
|
|
arrayMask.SetBit(v);
|
|
buffer << uint32(values[v]);
|
|
}
|
|
}
|
|
|
|
fieldBuffer << uint8(arrayMask.GetBlockCount());
|
|
arrayMask.AppendToPacket(&fieldBuffer);
|
|
fieldBuffer.append(buffer);
|
|
}
|
|
}
|
|
|
|
*data << uint8(updateMask.GetBlockCount());
|
|
updateMask.AppendToPacket(data);
|
|
data->append(fieldBuffer);
|
|
}
|
|
|
|
void Object::ClearUpdateMask(bool remove)
|
|
{
|
|
_changesMask.Clear();
|
|
_dynamicChangesMask.Clear();
|
|
for (uint32 i = 0; i < _dynamicValuesCount; ++i)
|
|
_dynamicChangesArrayMask[i].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<UpdateDataMapType::iterator, bool> p = data_map.emplace(player, UpdateData(player->GetMapId()));
|
|
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(OBJECT_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_AREATRIGGER:
|
|
flags = AreaTriggerUpdateFieldFlags;
|
|
break;
|
|
case TYPEID_OBJECT:
|
|
break;
|
|
}
|
|
|
|
return visibleFlag;
|
|
}
|
|
|
|
uint32 Object::GetDynamicUpdateFieldData(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 = ItemDynamicUpdateFieldFlags;
|
|
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 = UnitDynamicUpdateFieldFlags;
|
|
if (ToUnit()->GetOwnerGUID() == target->GetGUID())
|
|
visibleFlag |= UF_FLAG_OWNER;
|
|
|
|
if (HasFlag(OBJECT_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;
|
|
}
|
|
default:
|
|
flags = nullptr;
|
|
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::AddGuidValue(uint16 index, ObjectGuid const& value)
|
|
{
|
|
ASSERT(index + 1 < m_valuesCount || PrintIndexError(index, true));
|
|
if (!value.IsEmpty() && ((ObjectGuid*)&(m_uint32Values[index]))->IsEmpty())
|
|
{
|
|
*((ObjectGuid*)&(m_uint32Values[index])) = 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::RemoveGuidValue(uint16 index, ObjectGuid const& value)
|
|
{
|
|
ASSERT(index + 1 < m_valuesCount || PrintIndexError(index, true));
|
|
if (!value.IsEmpty() && *((ObjectGuid*)&(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 > 3)
|
|
{
|
|
TC_LOG_ERROR("misc", "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 > 1)
|
|
{
|
|
TC_LOG_ERROR("misc", "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::SetGuidValue(uint16 index, ObjectGuid const& 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);
|
|
|
|
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 > 3)
|
|
{
|
|
TC_LOG_ERROR("misc", "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 > 3)
|
|
{
|
|
TC_LOG_ERROR("misc", "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);
|
|
}
|
|
|
|
std::vector<uint32> const& Object::GetDynamicValues(uint16 index) const
|
|
{
|
|
ASSERT(index < _dynamicValuesCount || PrintIndexError(index, false));
|
|
return _dynamicValues[index];
|
|
}
|
|
|
|
void Object::AddDynamicValue(uint16 index, uint32 value)
|
|
{
|
|
ASSERT(index < _dynamicValuesCount || PrintIndexError(index, false));
|
|
|
|
std::vector<uint32>& values = _dynamicValues[index];
|
|
UpdateMask& mask = _dynamicChangesArrayMask[index];
|
|
|
|
_dynamicChangesMask.SetBit(index);
|
|
if (values.size() >= values.capacity())
|
|
values.reserve(values.capacity() + 32);
|
|
|
|
values.push_back(value);
|
|
if (mask.GetCount() < values.size())
|
|
mask.AddBlock();
|
|
|
|
mask.SetBit(values.size());
|
|
|
|
if (m_inWorld && !m_objectUpdated)
|
|
{
|
|
sObjectAccessor->AddUpdateObject(this);
|
|
m_objectUpdated = true;
|
|
}
|
|
}
|
|
|
|
void Object::RemoveDynamicValue(uint16 index, uint32 /*value*/)
|
|
{
|
|
ASSERT(index < _dynamicValuesCount || PrintIndexError(index, false));
|
|
/// TODO: Research if this is actually needed
|
|
}
|
|
|
|
void Object::ClearDynamicValue(uint16 index)
|
|
{
|
|
ASSERT(index < _dynamicValuesCount || PrintIndexError(index, false));
|
|
|
|
if (!_dynamicValues[index].empty())
|
|
{
|
|
_dynamicValues[index].clear();
|
|
_dynamicChangesMask.SetBit(index);
|
|
_dynamicChangesArrayMask[index].SetCount(0);
|
|
|
|
if (m_inWorld && !m_objectUpdated)
|
|
{
|
|
sObjectAccessor->AddUpdateObject(this);
|
|
m_objectUpdated = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Object::SetDynamicValue(uint16 index, uint8 offset, uint32 value)
|
|
{
|
|
ASSERT(index < _dynamicValuesCount || PrintIndexError(index, false));
|
|
|
|
std::vector<uint32>& values = _dynamicValues[index];
|
|
|
|
ASSERT(offset < values.size());
|
|
|
|
if (values[offset] != value)
|
|
{
|
|
values[offset] = value;
|
|
_dynamicChangesMask.SetBit(index);
|
|
_dynamicChangesArrayMask[index].SetBit(offset);
|
|
|
|
if (m_inWorld && !m_objectUpdated)
|
|
{
|
|
sObjectAccessor->AddUpdateObject(this);
|
|
m_objectUpdated = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool Object::PrintIndexError(uint32 index, bool set) const
|
|
{
|
|
TC_LOG_ERROR("misc", "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(float(M_PI), target))
|
|
return false;
|
|
width += target->GetObjectSize();
|
|
float angle = GetRelativeAngle(target);
|
|
return std::fabs(std::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("misc", "MOVEMENT INFO");
|
|
TC_LOG_INFO("misc", "%s", guid.ToString().c_str());
|
|
TC_LOG_INFO("misc", "flags %s (%u)", Movement::MovementFlags_ToString(flags).c_str(), flags);
|
|
TC_LOG_INFO("misc", "flags2 %s (%u)", Movement::MovementFlagsExtra_ToString(flags2).c_str(), flags2);
|
|
TC_LOG_INFO("misc", "time %u current time %u", time, getMSTime());
|
|
TC_LOG_INFO("misc", "position: `%s`", pos.ToString().c_str());
|
|
if (!transport.guid.IsEmpty())
|
|
{
|
|
TC_LOG_INFO("misc", "TRANSPORT:");
|
|
TC_LOG_INFO("misc", "%s", transport.guid.ToString().c_str());
|
|
TC_LOG_INFO("misc", "position: `%s`", transport.pos.ToString().c_str());
|
|
TC_LOG_INFO("misc", "seat: %i", transport.seat);
|
|
TC_LOG_INFO("misc", "time: %u", transport.time);
|
|
if (flags2 & MOVEMENTFLAG2_INTERPOLATED_MOVEMENT)
|
|
TC_LOG_INFO("misc", "time2: %u", transport.time2);
|
|
if (transport.time3)
|
|
TC_LOG_INFO("misc", "time3: %u", transport.time3);
|
|
}
|
|
|
|
if ((flags & (MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_FLYING)) || (flags2 & MOVEMENTFLAG2_ALWAYS_ALLOW_PITCHING))
|
|
TC_LOG_INFO("misc", "pitch: %f", pitch);
|
|
|
|
if (flags & MOVEMENTFLAG_FALLING || jump.fallTime)
|
|
{
|
|
TC_LOG_INFO("misc", "fallTime: %u j_zspeed: %f", jump.fallTime, jump.zspeed);
|
|
if (flags & MOVEMENTFLAG_FALLING)
|
|
TC_LOG_INFO("misc", "j_sinAngle: %f j_cosAngle: %f j_xyspeed: %f", jump.sinAngle, jump.cosAngle, jump.xyspeed);
|
|
}
|
|
|
|
if (flags & MOVEMENTFLAG_SPLINE_ELEVATION)
|
|
TC_LOG_INFO("misc", "splineElevation: %f", splineElevation);
|
|
}
|
|
|
|
WorldObject::WorldObject(bool isWorldObject) : WorldLocation(), LastUsedScriptID(0),
|
|
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();
|
|
|
|
if (Transport* transport = GetTransport())
|
|
transport->RemovePassenger(this);
|
|
}
|
|
|
|
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 = std::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 (GetTransport() && obj->GetTransport() && obj->GetTransport()->GetGUID() == GetTransport()->GetGUID())
|
|
{
|
|
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) && IsInPhase(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() + float(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());
|
|
}
|
|
|
|
Position Position::GetPositionWithOffset(Position const& offset) const
|
|
{
|
|
Position ret(*this);
|
|
ret.RelocateOffset(offset);
|
|
return ret;
|
|
}
|
|
|
|
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 = std::atan2(dy, dx);
|
|
ang = (ang >= 0) ? ang : 2 * float(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 (std::fabs(dx) < 0.001f && std::fabs(dy) < 0.001f)
|
|
{
|
|
float angle = (float)rand_norm()*static_cast<float>(2*M_PI);
|
|
vcos = std::cos(angle);
|
|
vsin = std::sin(angle);
|
|
}
|
|
else
|
|
{
|
|
float dist = std::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 > float(M_PI))
|
|
angle -= 2.0f * float(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 * float(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<float>(2*M_PI);
|
|
float new_dist = (float)rand_norm()*static_cast<float>(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
|
|
}
|
|
|
|
Position WorldObject::GetRandomPoint(const Position &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 = GetMap()->GetHeight(GetPhaseMask(), x, y, z + 2.0f, 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
|
|
{
|
|
// TODO: Allow transports to be part of dynamic vmap tree
|
|
if (GetTransport())
|
|
return;
|
|
|
|
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
|
|
? GetMap()->GetWaterOrGroundLevel(x, y, z, &ground_z, !ToUnit()->HasAuraType(SPELL_AURA_WATER_WALK))
|
|
: ((ground_z = GetMap()->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 = GetMap()->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 = GetMap()->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 = GetMap()->GetHeight(GetPhaseMask(), x, y, z, true);
|
|
if (z < ground_z)
|
|
z = ground_z;
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
float ground_z = GetMap()->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() || !IsInPhase(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;
|
|
|
|
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(float(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 Object::ForceValuesUpdateAtIndex(uint32 i)
|
|
{
|
|
_changesMask.SetBit(i);
|
|
if (m_inWorld && !m_objectUpdated)
|
|
{
|
|
sObjectAccessor->AddUpdateObject(this);
|
|
m_objectUpdated = true;
|
|
}
|
|
}
|
|
|
|
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(ObjectGuid guid)
|
|
{
|
|
WorldPacket data(SMSG_GAMEOBJECT_DESPAWN_ANIM, 8);
|
|
data << 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("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());
|
|
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("misc", "Object (Entry: %u %s) at attempt add to move list not have valid map (Id: %u).", GetEntry(), GetGUID().ToString().c_str(), 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;
|
|
}
|
|
}
|
|
|
|
std::set<uint32> phases;
|
|
if (summoner)
|
|
phases = summoner->GetPhases();
|
|
|
|
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->GetGenerator<HighGuid::Creature>()->Generate(), this, 0, entry, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation(), nullptr, vehId))
|
|
{
|
|
delete summon;
|
|
return NULL;
|
|
}
|
|
|
|
// Set the summon to the summoner's phase
|
|
for (auto phaseId : phases)
|
|
summon->SetInPhase(phaseId, false, true);
|
|
|
|
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<TempSummon*>* list /*= NULL*/)
|
|
{
|
|
std::vector<TempSummonData> const* data = sObjectMgr->GetSummonGroup(GetId(), SUMMONER_TYPE_MAP, group);
|
|
if (!data)
|
|
return;
|
|
|
|
for (std::vector<TempSummonData>::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("sql.sql", "Gameobject template %u not found in database!", entry);
|
|
return NULL;
|
|
}
|
|
|
|
Map* map = GetMap();
|
|
GameObject* go = new GameObject();
|
|
if (!go->Create(sObjectMgr->GetGenerator<HighGuid::GameObject>()->Generate(), entry, map, GetPhaseMask(), x, y, z, ang, rotation0, rotation1, rotation2, rotation3, 100, GO_STATE_READY))
|
|
{
|
|
delete go;
|
|
return NULL;
|
|
}
|
|
|
|
for (auto phase : GetPhases())
|
|
go->SetInPhase(phase, false, true);
|
|
|
|
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<TempSummon*>* list /*= NULL*/)
|
|
{
|
|
ASSERT((GetTypeId() == TYPEID_GAMEOBJECT || GetTypeId() == TYPEID_UNIT) && "Only GOs and creatures can summon npc groups!");
|
|
|
|
std::vector<TempSummonData> const* data = sObjectMgr->GetSummonGroup(GetEntry(), GetTypeId() == TYPEID_GAMEOBJECT ? SUMMONER_TYPE_GAMEOBJECT : SUMMONER_TYPE_CREATURE, group);
|
|
if (!data)
|
|
return;
|
|
|
|
for (std::vector<TempSummonData>::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<Trinity::NearestCreatureEntryWithLiveStateInObjectRangeCheck> 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<Trinity::NearestGameObjectEntryInObjectRangeCheck> 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<Trinity::NearestGameObjectTypeInObjectRangeCheck> searcher(this, go, checker);
|
|
VisitNearbyGridObject(range, searcher);
|
|
return go;
|
|
}
|
|
|
|
void WorldObject::GetGameObjectListWithEntryInGrid(std::list<GameObject*>& 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<Trinity::AllGameObjectsWithEntryInRange> searcher(this, gameobjectList, check);
|
|
TypeContainerVisitor<Trinity::GameObjectListSearcher<Trinity::AllGameObjectsWithEntryInRange>, GridTypeMapContainer> visitor(searcher);
|
|
|
|
cell.Visit(pair, visitor, *(this->GetMap()), *this, maxSearchRange);
|
|
}
|
|
|
|
void WorldObject::GetCreatureListWithEntryInGrid(std::list<Creature*>& 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<Trinity::AllCreaturesOfEntryInRange> searcher(this, creatureList, check);
|
|
TypeContainerVisitor<Trinity::CreatureListSearcher<Trinity::AllCreaturesOfEntryInRange>, 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<class T>
|
|
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();
|
|
// Should "searcher" be used instead of "this" when updating z coordinate ?
|
|
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(x, y, distance2d + searcher_size, absAngle + angle);
|
|
z = GetPositionZ();
|
|
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 angle /*= 0*/) const
|
|
{
|
|
// angle calculated from current orientation
|
|
GetNearPoint(NULL, x, y, z, size, distance2d, GetOrientation() + angle);
|
|
}
|
|
|
|
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<float>(2 * M_PI));
|
|
return pos;
|
|
}
|
|
|
|
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("misc", "WorldObject::MovePosition: Object (Entry: %u %s) has invalid coordinates X: %f and Y: %f were passed!",
|
|
GetEntry(), GetGUID().ToString().c_str(), destx, desty);
|
|
return;
|
|
}
|
|
|
|
ground = GetMap()->GetHeight(GetPhaseMask(), destx, desty, MAX_HEIGHT, true);
|
|
floor = GetMap()->GetHeight(GetPhaseMask(), destx, desty, pos.m_positionZ, true);
|
|
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 = GetMap()->GetHeight(GetPhaseMask(), destx, desty, MAX_HEIGHT, true);
|
|
floor = GetMap()->GetHeight(GetPhaseMask(), destx, desty, pos.m_positionZ, true);
|
|
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());
|
|
}
|
|
|
|
// @todo: replace with WorldObject::UpdateAllowedPositionZ
|
|
float NormalizeZforCollision(WorldObject* obj, float x, float y, float z)
|
|
{
|
|
float ground = obj->GetMap()->GetHeight(obj->GetPhaseMask(), x, y, MAX_HEIGHT, true);
|
|
float floor = obj->GetMap()->GetHeight(obj->GetPhaseMask(), x, y, z + 2.0f, true);
|
|
float helper = std::fabs(ground - z) <= std::fabs(floor - z) ? ground : floor;
|
|
if (z > helper) // must be above ground
|
|
{
|
|
if (Unit* unit = obj->ToUnit())
|
|
{
|
|
if (unit->CanFly())
|
|
return z;
|
|
}
|
|
LiquidData liquid_status;
|
|
ZLiquidStatus res = obj->GetMap()->getLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &liquid_status);
|
|
if (res && liquid_status.level > helper) // water must be above ground
|
|
{
|
|
if (liquid_status.level > z) // z is underwater
|
|
return z;
|
|
else
|
|
return std::fabs(liquid_status.level - z) <= std::fabs(helper - z) ? liquid_status.level : helper;
|
|
}
|
|
}
|
|
return helper;
|
|
}
|
|
|
|
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);
|
|
|
|
// 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;
|
|
}
|
|
|
|
destz = NormalizeZforCollision(this, destx, desty, pos.GetPositionZ());
|
|
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 = 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 + 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 = std::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 (std::fabs(pos.m_positionZ - destz) > 6.0f)
|
|
{
|
|
destx -= step * std::cos(angle);
|
|
desty -= step * std::sin(angle);
|
|
destz = NormalizeZforCollision(this, destx, desty, pos.GetPositionZ());
|
|
}
|
|
// we have correct destz now
|
|
else
|
|
{
|
|
pos.Relocate(destx, desty, destz);
|
|
break;
|
|
}
|
|
}
|
|
|
|
Trinity::NormalizeMapCoord(pos.m_positionX);
|
|
Trinity::NormalizeMapCoord(pos.m_positionY);
|
|
pos.m_positionZ = NormalizeZforCollision(this, destx, desty, pos.GetPositionZ());
|
|
pos.SetOrientation(GetOrientation());
|
|
}
|
|
|
|
void WorldObject::SetPhaseMask(uint32 newPhaseMask, bool update)
|
|
{
|
|
m_phaseMask = newPhaseMask;
|
|
|
|
if (update && IsInWorld())
|
|
UpdateObjectVisibility();
|
|
}
|
|
|
|
void WorldObject::SetInPhase(uint32 id, bool update, bool apply)
|
|
{
|
|
if (apply)
|
|
_phases.insert(id);
|
|
else
|
|
_phases.erase(id);
|
|
|
|
if (update && IsInWorld())
|
|
UpdateObjectVisibility();
|
|
}
|
|
|
|
bool WorldObject::IsInPhase(WorldObject const* obj) const
|
|
{
|
|
// PhaseId 169 is the default fallback phase
|
|
if (_phases.empty() && obj->GetPhases().empty())
|
|
return true;
|
|
|
|
if (_phases.empty() && obj->IsInPhase(169))
|
|
return true;
|
|
|
|
if (obj->GetPhases().empty() && IsInPhase(169))
|
|
return true;
|
|
|
|
return Trinity::Containers::Intersects(_phases.begin(), _phases.end(), obj->GetPhases().begin(), obj->GetPhases().end());
|
|
}
|
|
|
|
bool WorldObject::InSamePhase(WorldObject const* obj) const
|
|
{
|
|
return IsInPhase(obj);
|
|
// 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 << 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 + 8);
|
|
data << uint32(sound_id);
|
|
data << GetGUID();
|
|
if (target)
|
|
target->SendDirectMessage(&data);
|
|
else
|
|
SendMessageToSet(&data, true);
|
|
}
|
|
|
|
void WorldObject::DestroyForNearbyPlayers()
|
|
{
|
|
if (!IsInWorld())
|
|
return;
|
|
|
|
std::list<Player*> targets;
|
|
Trinity::AnyPlayerInObjectRangeCheck check(this, GetVisibilityRange(), false);
|
|
Trinity::PlayerListSearcher<Trinity::AnyPlayerInObjectRangeCheck> searcher(this, targets, check);
|
|
VisitNearbyWorldObject(GetVisibilityRange(), searcher);
|
|
for (std::list<Player*>::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;
|
|
|
|
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;
|
|
GuidSet 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();
|
|
ObjectGuid guid = source->GetCasterGUID();
|
|
|
|
if (guid.IsPlayer())
|
|
{
|
|
//Caster may be NULL 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<class SKIP> void Visit(GridRefManager<SKIP> &) { }
|
|
};
|
|
|
|
void WorldObject::BuildUpdate(UpdateDataMapType& data_map)
|
|
{
|
|
CellCoord p = Trinity::ComputeCellCoord(GetPositionX(), GetPositionY());
|
|
Cell cell(p);
|
|
cell.SetNoCreate();
|
|
WorldObjectChangeAccumulator notifier(*this, data_map);
|
|
TypeContainerVisitor<WorldObjectChangeAccumulator, WorldTypeMapContainer > player_notifier(notifier);
|
|
Map& map = *GetMap();
|
|
//we must build packets for all visible players
|
|
cell.Visit(p, player_notifier, map, *this, GetVisibilityRange());
|
|
|
|
ClearUpdateMask(false);
|
|
}
|
|
|
|
ObjectGuid WorldObject::GetTransGUID() const
|
|
{
|
|
if (GetTransport())
|
|
return GetTransport()->GetGUID();
|
|
return ObjectGuid::Empty;
|
|
}
|