diff options
author | Neo2003 <none@none> | 2008-10-02 16:23:55 -0500 |
---|---|---|
committer | Neo2003 <none@none> | 2008-10-02 16:23:55 -0500 |
commit | 9b1c0e006f20091f28f3f468cfcab1feb51286bd (patch) | |
tree | b5d1ba94a656e6679f8737f9ea6bed1239b73b14 /src/game/Object.cpp |
[svn] * Proper SVN structureinit
--HG--
branch : trunk
Diffstat (limited to 'src/game/Object.cpp')
-rw-r--r-- | src/game/Object.cpp | 1631 |
1 files changed, 1631 insertions, 0 deletions
diff --git a/src/game/Object.cpp b/src/game/Object.cpp new file mode 100644 index 00000000000..b3e61e102d3 --- /dev/null +++ b/src/game/Object.cpp @@ -0,0 +1,1631 @@ +/* + * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/> + * + * This program is free software; you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation; either version 2 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + */ + +#include "Common.h" +#include "SharedDefines.h" +#include "WorldPacket.h" +#include "Opcodes.h" +#include "Log.h" +#include "World.h" +#include "Object.h" +#include "Creature.h" +#include "Player.h" +#include "ObjectMgr.h" +#include "WorldSession.h" +#include "UpdateData.h" +#include "UpdateMask.h" +#include "Util.h" +#include "MapManager.h" +#include "ObjectAccessor.h" +#include "Log.h" +#include "Transports.h" +#include "TargetedMovementGenerator.h" +#include "WaypointMovementGenerator.h" +#include "VMapFactory.h" +#include "CellImpl.h" +#include "GridNotifiers.h" +#include "GridNotifiersImpl.h" + +#include "ObjectPosSelector.h" + +#include "TemporarySummon.h" + +uint32 GuidHigh2TypeId(uint32 guid_hi) +{ + switch(guid_hi) + { + case HIGHGUID_ITEM: return TYPEID_ITEM; + //case HIGHGUID_CONTAINER: return TYPEID_CONTAINER; HIGHGUID_CONTAINER==HIGHGUID_ITEM currently + case HIGHGUID_UNIT: return TYPEID_UNIT; + case HIGHGUID_PET: return TYPEID_UNIT; + case HIGHGUID_PLAYER: return TYPEID_PLAYER; + case HIGHGUID_GAMEOBJECT: return TYPEID_GAMEOBJECT; + case HIGHGUID_DYNAMICOBJECT:return TYPEID_DYNAMICOBJECT; + case HIGHGUID_CORPSE: return TYPEID_CORPSE; + case HIGHGUID_MO_TRANSPORT: return TYPEID_GAMEOBJECT; + } + return 10; // unknown +} + +Object::Object( ) +{ + m_objectTypeId = TYPEID_OBJECT; + m_objectType = TYPEMASK_OBJECT; + + m_uint32Values = 0; + m_uint32Values_mirror = 0; + m_valuesCount = 0; + + m_inWorld = false; + m_objectUpdated = false; + + m_PackGUID.clear(); + m_PackGUID.appendPackGUID(0); +} + +Object::~Object( ) +{ + if(m_objectUpdated) + ObjectAccessor::Instance().RemoveUpdateObject(this); + + if(m_uint32Values) + { + if(IsInWorld()) + { + ///- Do NOT call RemoveFromWorld here, if the object is a player it will crash + sLog.outError("Object::~Object - guid="I64FMTD", typeid=%d deleted but still in world!!", GetGUID(), GetTypeId()); + //assert(0); + } + + //DEBUG_LOG("Object desctr 1 check (%p)",(void*)this); + delete [] m_uint32Values; + delete [] m_uint32Values_mirror; + //DEBUG_LOG("Object desctr 2 check (%p)",(void*)this); + } +} + +void Object::_InitValues() +{ + m_uint32Values = new uint32[ m_valuesCount ]; + memset(m_uint32Values, 0, m_valuesCount*sizeof(uint32)); + + m_uint32Values_mirror = new uint32[ m_valuesCount ]; + memset(m_uint32Values_mirror, 0, m_valuesCount*sizeof(uint32)); + + m_objectUpdated = false; +} + +void Object::_Create( uint32 guidlow, uint32 entry, HighGuid guidhigh ) +{ + if(!m_uint32Values) _InitValues(); + + uint64 guid = MAKE_NEW_GUID(guidlow, entry, guidhigh); // required more changes to make it working + SetUInt64Value( OBJECT_FIELD_GUID, guid ); + SetUInt32Value( OBJECT_FIELD_TYPE, m_objectType ); + m_PackGUID.clear(); + m_PackGUID.appendPackGUID(GetGUID()); +} + +void Object::BuildMovementUpdateBlock(UpdateData * data, uint32 flags ) const +{ + ByteBuffer buf(500); + + buf << uint8( UPDATETYPE_MOVEMENT ); + buf << GetGUID(); + + _BuildMovementUpdate(&buf, flags, 0x00000000); + + data->AddUpdateBlock(buf); +} + +void Object::BuildCreateUpdateBlockForPlayer(UpdateData *data, Player *target) const +{ + if(!target) + { + return; + } + + uint8 updatetype = UPDATETYPE_CREATE_OBJECT; + uint8 flags = m_updateFlag; + uint32 flags2 = 0; + + /** lower flag1 **/ + if(target == this) // building packet for oneself + { + flags |= UPDATEFLAG_SELF; + + /*** temporary reverted - until real source of stack corruption will not found + updatetype = UPDATETYPE_CREATE_OBJECT2; + ****/ + } + + if(flags & UPDATEFLAG_HASPOSITION) + { + // UPDATETYPE_CREATE_OBJECT2 dynamic objects, corpses... + if(isType(TYPEMASK_DYNAMICOBJECT) || isType(TYPEMASK_CORPSE) || isType(TYPEMASK_PLAYER)) + updatetype = UPDATETYPE_CREATE_OBJECT2; + + // UPDATETYPE_CREATE_OBJECT2 for pets... + if(target->GetPetGUID() == GetGUID()) + updatetype = UPDATETYPE_CREATE_OBJECT2; + + // UPDATETYPE_CREATE_OBJECT2 for some gameobject types... + if(isType(TYPEMASK_GAMEOBJECT)) + { + switch(((GameObject*)this)->GetGoType()) + { + case GAMEOBJECT_TYPE_TRAP: + case GAMEOBJECT_TYPE_DUEL_ARBITER: + case GAMEOBJECT_TYPE_FLAGSTAND: + case GAMEOBJECT_TYPE_FLAGDROP: + updatetype = UPDATETYPE_CREATE_OBJECT2; + break; + case GAMEOBJECT_TYPE_TRANSPORT: + flags |= UPDATEFLAG_TRANSPORT; + break; + } + } + } + + //sLog.outDebug("BuildCreateUpdate: update-type: %u, object-type: %u got flags: %X, flags2: %X", updatetype, m_objectTypeId, flags, flags2); + + ByteBuffer buf(500); + buf << (uint8)updatetype; + //buf.append(GetPackGUID()); //client crashes when using this + buf << (uint8)0xFF << GetGUID(); + buf << (uint8)m_objectTypeId; + + _BuildMovementUpdate(&buf, flags, flags2); + + UpdateMask updateMask; + updateMask.SetCount( m_valuesCount ); + _SetCreateBits( &updateMask, target ); + _BuildValuesUpdate(updatetype, &buf, &updateMask, target ); + data->AddUpdateBlock(buf); +} + +void Object::BuildUpdate(UpdateDataMapType &update_players) +{ + ObjectAccessor::_buildUpdateObject(this,update_players); + ClearUpdateMask(true); +} + +void Object::SendUpdateToPlayer(Player* player) +{ + // send update to another players + SendUpdateObjectToAllExcept(player); + + // send create update to player + UpdateData upd; + WorldPacket packet; + + upd.Clear(); + BuildCreateUpdateBlockForPlayer(&upd, player); + upd.BuildPacket(&packet); + player->GetSession()->SendPacket(&packet); + + // now object updated/(create updated) +} + +void Object::BuildValuesUpdateBlockForPlayer(UpdateData *data, Player *target) const +{ + ByteBuffer buf(500); + + buf << (uint8) UPDATETYPE_VALUES; + //buf.append(GetPackGUID()); //client crashes when using this. but not have crash in debug mode + buf << (uint8)0xFF; + buf << GetGUID(); + + UpdateMask updateMask; + updateMask.SetCount( m_valuesCount ); + + _SetUpdateBits( &updateMask, target ); + _BuildValuesUpdate(UPDATETYPE_VALUES, &buf, &updateMask, target ); + + data->AddUpdateBlock(buf); +} + +void Object::BuildOutOfRangeUpdateBlock(UpdateData * data) const +{ + data->AddOutOfRangeGUID(GetGUID()); +} + +void Object::DestroyForPlayer(Player *target) const +{ + ASSERT(target); + + WorldPacket data(SMSG_DESTROY_OBJECT, 8); + data << GetGUID(); + target->GetSession()->SendPacket( &data ); +} + +void Object::_BuildMovementUpdate(ByteBuffer * data, uint8 flags, uint32 flags2 ) const +{ + *data << (uint8)flags; // update flags + + // 0x20 + if (flags & UPDATEFLAG_LIVING) + { + switch(GetTypeId()) + { + case TYPEID_UNIT: + { + flags2 = ((Unit*)this)->GetUnitMovementFlags(); + } + break; + case TYPEID_PLAYER: + { + flags2 = ((Player*)this)->GetUnitMovementFlags(); + + if(((Player*)this)->GetTransport()) + flags2 |= MOVEMENTFLAG_ONTRANSPORT; + else + flags2 &= ~MOVEMENTFLAG_ONTRANSPORT; + + // remove unknown, unused etc flags for now + flags2 &= ~MOVEMENTFLAG_SPLINE2; // will be set manually + + if(((Player*)this)->isInFlight()) + { + WPAssert(((Player*)this)->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE); + flags2 = (MOVEMENTFLAG_FORWARD | MOVEMENTFLAG_SPLINE2); + } + } + break; + } + + *data << uint32(flags2); // movement flags + *data << uint8(0); // unk 2.3.0 + *data << uint32(getMSTime()); // time (in milliseconds) + } + + // 0x40 + if (flags & UPDATEFLAG_HASPOSITION) + { + // 0x02 + if(flags & UPDATEFLAG_TRANSPORT && ((GameObject*)this)->GetGoType() == GAMEOBJECT_TYPE_MO_TRANSPORT) + { + *data << (float)0; + *data << (float)0; + *data << (float)0; + *data << ((WorldObject *)this)->GetOrientation(); + } + else + { + *data << ((WorldObject *)this)->GetPositionX(); + *data << ((WorldObject *)this)->GetPositionY(); + *data << ((WorldObject *)this)->GetPositionZ(); + *data << ((WorldObject *)this)->GetOrientation(); + } + } + + // 0x20 + if(flags & UPDATEFLAG_LIVING) + { + // 0x00000200 + if(flags2 & MOVEMENTFLAG_ONTRANSPORT) + { + if(GetTypeId() == TYPEID_PLAYER) + { + *data << (uint64)((Player*)this)->GetTransport()->GetGUID(); + *data << (float)((Player*)this)->GetTransOffsetX(); + *data << (float)((Player*)this)->GetTransOffsetY(); + *data << (float)((Player*)this)->GetTransOffsetZ(); + *data << (float)((Player*)this)->GetTransOffsetO(); + *data << (uint32)((Player*)this)->GetTransTime(); + } + //MaNGOS currently not have support for other than player on transport + } + + // 0x02200000 + if(flags2 & (MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_FLYING2)) + { + if(GetTypeId() == TYPEID_PLAYER) + *data << (float)((Player*)this)->m_movementInfo.s_pitch; + else + *data << (float)0; // is't part of movement packet, we must store and send it... + } + + if(GetTypeId() == TYPEID_PLAYER) + *data << (uint32)((Player*)this)->m_movementInfo.fallTime; + else + *data << (uint32)0; // last fall time + + // 0x00001000 + if(flags2 & MOVEMENTFLAG_JUMPING) + { + if(GetTypeId() == TYPEID_PLAYER) + { + *data << (float)((Player*)this)->m_movementInfo.j_unk; + *data << (float)((Player*)this)->m_movementInfo.j_sinAngle; + *data << (float)((Player*)this)->m_movementInfo.j_cosAngle; + *data << (float)((Player*)this)->m_movementInfo.j_xyspeed; + } + else + { + *data << (float)0; + *data << (float)0; + *data << (float)0; + *data << (float)0; + } + } + + // 0x04000000 + if(flags2 & MOVEMENTFLAG_SPLINE) + { + if(GetTypeId() == TYPEID_PLAYER) + *data << (float)((Player*)this)->m_movementInfo.u_unk1; + else + *data << (float)0; + } + + *data << ((Unit*)this)->GetSpeed( MOVE_WALK ); + *data << ((Unit*)this)->GetSpeed( MOVE_RUN ); + *data << ((Unit*)this)->GetSpeed( MOVE_SWIMBACK ); + *data << ((Unit*)this)->GetSpeed( MOVE_SWIM ); + *data << ((Unit*)this)->GetSpeed( MOVE_WALKBACK ); + *data << ((Unit*)this)->GetSpeed( MOVE_FLY ); + *data << ((Unit*)this)->GetSpeed( MOVE_FLYBACK ); + *data << ((Unit*)this)->GetSpeed( MOVE_TURN ); + + // 0x08000000 + if(flags2 & MOVEMENTFLAG_SPLINE2) + { + if(GetTypeId() != TYPEID_PLAYER) + { + sLog.outDebug("_BuildMovementUpdate: MOVEMENTFLAG_SPLINE2 for non-player"); + return; + } + + if(!((Player*)this)->isInFlight()) + { + sLog.outDebug("_BuildMovementUpdate: MOVEMENTFLAG_SPLINE2 but not in flight"); + return; + } + + WPAssert(((Player*)this)->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE); + + FlightPathMovementGenerator *fmg = (FlightPathMovementGenerator*)(((Player*)this)->GetMotionMaster()->top()); + + uint32 flags3 = 0x00000300; + + *data << uint32(flags3); // splines flag? + + if(flags3 & 0x10000) // probably x,y,z coords there + { + *data << (float)0; + *data << (float)0; + *data << (float)0; + } + + if(flags3 & 0x20000) // probably guid there + { + *data << uint64(0); + } + + if(flags3 & 0x40000) // may be orientation + { + *data << (float)0; + } + + Path &path = fmg->GetPath(); + + float x, y, z; + ((Player*)this)->GetPosition(x, y, z); + + uint32 inflighttime = uint32(path.GetPassedLength(fmg->GetCurrentNode(), x, y, z) * 32); + uint32 traveltime = uint32(path.GetTotalLength() * 32); + + *data << uint32(inflighttime); // passed move time? + *data << uint32(traveltime); // full move time? + *data << uint32(0); // ticks count? + + uint32 poscount = uint32(path.Size()); + + *data << uint32(poscount); // points count + + for(uint32 i = 0; i < poscount; ++i) + { + *data << path.GetNodes()[i].x; + *data << path.GetNodes()[i].y; + *data << path.GetNodes()[i].z; + } + + /*for(uint32 i = 0; i < poscount; i++) + { + // path points + *data << (float)0; + *data << (float)0; + *data << (float)0; + }*/ + + *data << path.GetNodes()[poscount-1].x; + *data << path.GetNodes()[poscount-1].y; + *data << path.GetNodes()[poscount-1].z; + + // target position (path end) + /**data << ((Unit*)this)->GetPositionX(); + *data << ((Unit*)this)->GetPositionY(); + *data << ((Unit*)this)->GetPositionZ();*/ + } + } + + // 0x8 + if(flags & UPDATEFLAG_LOWGUID) + { + switch(GetTypeId()) + { + case TYPEID_OBJECT: + case TYPEID_ITEM: + case TYPEID_CONTAINER: + case TYPEID_GAMEOBJECT: + case TYPEID_DYNAMICOBJECT: + case TYPEID_CORPSE: + *data << uint32(GetGUIDLow()); // GetGUIDLow() + break; + case TYPEID_UNIT: + *data << uint32(0x0000000B); // unk, can be 0xB or 0xC + break; + case TYPEID_PLAYER: + if(flags & UPDATEFLAG_SELF) + *data << uint32(0x00000015); // unk, can be 0x15 or 0x22 + else + *data << uint32(0x00000008); // unk, can be 0x7 or 0x8 + break; + default: + *data << uint32(0x00000000); // unk + break; + } + } + + // 0x10 + if(flags & UPDATEFLAG_HIGHGUID) + { + switch(GetTypeId()) + { + case TYPEID_OBJECT: + case TYPEID_ITEM: + case TYPEID_CONTAINER: + case TYPEID_GAMEOBJECT: + case TYPEID_DYNAMICOBJECT: + case TYPEID_CORPSE: + *data << uint32(GetGUIDHigh()); // GetGUIDHigh() + break; + default: + *data << uint32(0x00000000); // unk + break; + } + } + + // 0x4 + if(flags & UPDATEFLAG_FULLGUID) + { + *data << uint8(0); // packed guid (probably target guid) + } + + // 0x2 + if(flags & UPDATEFLAG_TRANSPORT) + { + *data << uint32(getMSTime()); // ms time + } +} + +void Object::_BuildValuesUpdate(uint8 updatetype, ByteBuffer * data, UpdateMask *updateMask, Player *target) const +{ + if(!target) + return; + + bool IsActivateToQuest = false; + if (updatetype == UPDATETYPE_CREATE_OBJECT || updatetype == UPDATETYPE_CREATE_OBJECT2) + { + if (isType(TYPEMASK_GAMEOBJECT) && !((GameObject*)this)->IsTransport()) + { + if ( ((GameObject*)this)->ActivateToQuest(target) || target->isGameMaster()) + { + IsActivateToQuest = true; + updateMask->SetBit(GAMEOBJECT_DYN_FLAGS); + } + } + } + else //case UPDATETYPE_VALUES + { + if (isType(TYPEMASK_GAMEOBJECT) && !((GameObject*)this)->IsTransport()) + { + if ( ((GameObject*)this)->ActivateToQuest(target) || target->isGameMaster()) + { + IsActivateToQuest = true; + } + updateMask->SetBit(GAMEOBJECT_DYN_FLAGS); + updateMask->SetBit(GAMEOBJECT_ANIMPROGRESS); + } + } + + WPAssert(updateMask && updateMask->GetCount() == m_valuesCount); + + *data << (uint8)updateMask->GetBlockCount(); + data->append( updateMask->GetMask(), updateMask->GetLength() ); + + // 2 specialized loops for speed optimization in non-unit case + if(isType(TYPEMASK_UNIT)) // unit (creature/player) case + { + for( uint16 index = 0; index < m_valuesCount; index ++ ) + { + if( updateMask->GetBit( index ) ) + { + // remove custom flag before send + if( index == UNIT_NPC_FLAGS ) + *data << uint32(m_uint32Values[ index ] & ~UNIT_NPC_FLAG_GUARD); + // FIXME: Some values at server stored in float format but must be sent to client in uint32 format + else if(index >= UNIT_FIELD_BASEATTACKTIME && index <= UNIT_FIELD_RANGEDATTACKTIME) + { + // convert from float to uint32 and send + *data << uint32(m_floatValues[ index ] < 0 ? 0 : m_floatValues[ index ]); + } + // there are some float values which may be negative or can't get negative due to other checks + else if(index >= UNIT_FIELD_NEGSTAT0 && index <= UNIT_FIELD_NEGSTAT4 || + index >= UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE && index <= (UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE + 6) || + index >= UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE && index <= (UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE + 6) || + index >= UNIT_FIELD_POSSTAT0 && index <= UNIT_FIELD_POSSTAT4) + { + *data << uint32(m_floatValues[ index ]); + } + // Gamemasters should be always able to select units - remove not selectable flag + else if(index == UNIT_FIELD_FLAGS && target->isGameMaster()) + { + *data << (m_uint32Values[ index ] & ~UNIT_FLAG_NOT_SELECTABLE); + } + // hide lootable animation for unallowed players + else if(index == UNIT_DYNAMIC_FLAGS && GetTypeId() == TYPEID_UNIT) + { + if(!target->isAllowedToLoot((Creature*)this)) + *data << (m_uint32Values[ index ] & ~UNIT_DYNFLAG_LOOTABLE); + else + *data << (m_uint32Values[ index ] & ~UNIT_DYNFLAG_OTHER_TAGGER); + } + else + { + // send in current format (float as float, uint32 as uint32) + *data << m_uint32Values[ index ]; + } + } + } + } + else if(isType(TYPEMASK_GAMEOBJECT)) // gameobject case + { + for( uint16 index = 0; index < m_valuesCount; index ++ ) + { + if( updateMask->GetBit( index ) ) + { + // send in current format (float as float, uint32 as uint32) + if ( index == GAMEOBJECT_DYN_FLAGS ) + { + if(IsActivateToQuest ) + { + switch(((GameObject*)this)->GetGoType()) + { + case GAMEOBJECT_TYPE_CHEST: + *data << uint32(9); // enable quest object. Represent 9, but 1 for client before 2.3.0 + break; + case GAMEOBJECT_TYPE_GOOBER: + *data << uint32(1); + break; + default: + *data << uint32(0); //unknown. not happen. + break; + } + } + else + *data << uint32(0); // disable quest object + } + else + *data << m_uint32Values[ index ]; // other cases + } + } + } + else // other objects case (no special index checks) + { + for( uint16 index = 0; index < m_valuesCount; index ++ ) + { + if( updateMask->GetBit( index ) ) + { + // send in current format (float as float, uint32 as uint32) + *data << m_uint32Values[ index ]; + } + } + } +} + +void Object::ClearUpdateMask(bool remove) +{ + for( uint16 index = 0; index < m_valuesCount; index ++ ) + { + if(m_uint32Values_mirror[index]!= m_uint32Values[index]) + m_uint32Values_mirror[index] = m_uint32Values[index]; + } + if(m_objectUpdated) + { + if(remove) + ObjectAccessor::Instance().RemoveUpdateObject(this); + m_objectUpdated = false; + } +} + +// Send current value fields changes to all viewers +void Object::SendUpdateObjectToAllExcept(Player* exceptPlayer) +{ + // changes will be send in create packet + if(!IsInWorld()) + return; + + // nothing do + if(!m_objectUpdated) + return; + + ObjectAccessor::UpdateObject(this,exceptPlayer); +} + +bool Object::LoadValues(const char* data) +{ + if(!m_uint32Values) _InitValues(); + + Tokens tokens = StrSplit(data, " "); + + if(tokens.size() != m_valuesCount) + return false; + + Tokens::iterator iter; + int index; + for (iter = tokens.begin(), index = 0; index < m_valuesCount; ++iter, ++index) + { + m_uint32Values[index] = atol((*iter).c_str()); + } + + return true; +} + +void Object::_SetUpdateBits(UpdateMask *updateMask, Player* /*target*/) const +{ + for( uint16 index = 0; index < m_valuesCount; index ++ ) + { + if(m_uint32Values_mirror[index]!= m_uint32Values[index]) + updateMask->SetBit(index); + } +} + +void Object::_SetCreateBits(UpdateMask *updateMask, Player* /*target*/) const +{ + for( uint16 index = 0; index < m_valuesCount; index++ ) + { + if(GetUInt32Value(index) != 0) + updateMask->SetBit(index); + } +} + +void Object::SetInt32Value( uint16 index, int32 value ) +{ + ASSERT( index < m_valuesCount || PrintIndexError( index , true ) ); + + if(m_int32Values[ index ] != value) + { + m_int32Values[ index ] = value; + + if(m_inWorld) + { + if(!m_objectUpdated) + { + ObjectAccessor::Instance().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; + + if(m_inWorld) + { + if(!m_objectUpdated) + { + ObjectAccessor::Instance().AddUpdateObject(this); + m_objectUpdated = true; + } + } + } +} + +void Object::SetUInt64Value( uint16 index, const uint64 &value ) +{ + ASSERT( index + 1 < m_valuesCount || PrintIndexError( index , true ) ); + if(*((uint64*)&(m_uint32Values[ index ])) != value) + { + m_uint32Values[ index ] = *((uint32*)&value); + m_uint32Values[ index + 1 ] = *(((uint32*)&value) + 1); + + if(m_inWorld) + { + if(!m_objectUpdated) + { + ObjectAccessor::Instance().AddUpdateObject(this); + m_objectUpdated = true; + } + } + } +} + +void Object::SetFloatValue( uint16 index, float value ) +{ + ASSERT( index < m_valuesCount || PrintIndexError( index , true ) ); + + if(m_floatValues[ index ] != value) + { + m_floatValues[ index ] = value; + + if(m_inWorld) + { + if(!m_objectUpdated) + { + ObjectAccessor::Instance().AddUpdateObject(this); + m_objectUpdated = true; + } + } + } +} + +void Object::SetByteValue( uint16 index, uint8 offset, uint8 value ) +{ + ASSERT( index < m_valuesCount || PrintIndexError( index , true ) ); + + if(offset > 4) + { + sLog.outError("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)); + + if(m_inWorld) + { + if(!m_objectUpdated) + { + ObjectAccessor::Instance().AddUpdateObject(this); + m_objectUpdated = true; + } + } + } +} + +void Object::SetUInt16Value( uint16 index, uint8 offset, uint16 value ) +{ + ASSERT( index < m_valuesCount || PrintIndexError( index , true ) ); + + if(offset > 2) + { + sLog.outError("Object::SetUInt16Value: wrong offset %u", offset); + return; + } + + if(uint8(m_uint32Values[ index ] >> (offset * 16)) != value) + { + m_uint32Values[ index ] &= ~uint32(uint32(0xFFFF) << (offset * 16)); + m_uint32Values[ index ] |= uint32(uint32(value) << (offset * 16)); + + if(m_inWorld) + { + if(!m_objectUpdated) + { + ObjectAccessor::Instance().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::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; + + if(m_inWorld) + { + if(!m_objectUpdated) + { + ObjectAccessor::Instance().AddUpdateObject(this); + m_objectUpdated = true; + } + } + } +} + +void Object::RemoveFlag( uint16 index, uint32 oldFlag ) +{ + ASSERT( index < m_valuesCount || PrintIndexError( index , true ) ); + uint32 oldval = m_uint32Values[ index ]; + uint32 newval = oldval & ~oldFlag; + + if(oldval != newval) + { + m_uint32Values[ index ] = newval; + + if(m_inWorld) + { + if(!m_objectUpdated) + { + ObjectAccessor::Instance().AddUpdateObject(this); + m_objectUpdated = true; + } + } + } +} + +bool Object::PrintIndexError(uint32 index, bool set) const +{ + sLog.outError("ERROR: Attempt %s non-existed value field: %u (count: %u) for object typeid: %u type mask: %u",(set ? "set value to" : "get value from"),index,m_valuesCount,GetTypeId(),m_objectType); + + // assert must fail after function call + return false; +} + +WorldObject::WorldObject() +{ + m_positionX = 0.0f; + m_positionY = 0.0f; + m_positionZ = 0.0f; + m_orientation = 0.0f; + + m_mapId = 0; + m_InstanceId = 0; + + m_name = ""; + + mSemaphoreTeleport = false; +} + +void WorldObject::_Create( uint32 guidlow, HighGuid guidhigh, uint32 mapid ) +{ + Object::_Create(guidlow, 0, guidhigh); + + m_mapId = mapid; +} + +uint32 WorldObject::GetZoneId() const +{ + return MapManager::Instance().GetBaseMap(m_mapId)->GetZoneId(m_positionX,m_positionY); +} + +uint32 WorldObject::GetAreaId() const +{ + return MapManager::Instance().GetBaseMap(m_mapId)->GetAreaId(m_positionX,m_positionY); +} + +InstanceData* WorldObject::GetInstanceData() +{ + Map *map = MapManager::Instance().GetMap(m_mapId, this); + return map->IsDungeon() ? ((InstanceMap*)map)->GetInstanceData() : NULL; +} + + //slow +float WorldObject::GetDistance(const WorldObject* obj) const +{ + float dx = GetPositionX() - obj->GetPositionX(); + float dy = GetPositionY() - obj->GetPositionY(); + float dz = GetPositionZ() - obj->GetPositionZ(); + float sizefactor = GetObjectSize() + obj->GetObjectSize(); + float dist = sqrt((dx*dx) + (dy*dy) + (dz*dz)) - sizefactor; + return ( dist > 0 ? dist : 0); +} + +float WorldObject::GetDistance2d(float x, float y) const +{ + float dx = GetPositionX() - x; + float dy = GetPositionY() - y; + float sizefactor = GetObjectSize(); + float dist = sqrt((dx*dx) + (dy*dy)) - sizefactor; + return ( dist > 0 ? dist : 0); +} + +float WorldObject::GetDistance(const float x, const float y, const float z) const +{ + float dx = GetPositionX() - x; + float dy = GetPositionY() - y; + float dz = GetPositionZ() - z; + float sizefactor = GetObjectSize(); + float dist = sqrt((dx*dx) + (dy*dy) + (dz*dz)) - sizefactor; + return ( dist > 0 ? dist : 0); +} + +float WorldObject::GetDistance2d(const WorldObject* obj) const +{ + float dx = GetPositionX() - obj->GetPositionX(); + float dy = GetPositionY() - obj->GetPositionY(); + float sizefactor = GetObjectSize() + obj->GetObjectSize(); + float dist = sqrt((dx*dx) + (dy*dy)) - sizefactor; + return ( dist > 0 ? dist : 0); +} + +float WorldObject::GetDistanceZ(const WorldObject* obj) const +{ + float dz = fabs(GetPositionZ() - obj->GetPositionZ()); + float sizefactor = GetObjectSize() + obj->GetObjectSize(); + float dist = dz - sizefactor; + return ( dist > 0 ? dist : 0); +} + +bool WorldObject::IsWithinDistInMap(const WorldObject* obj, const float dist2compare) const +{ + if (!obj || !IsInMap(obj)) return false; + + float dx = GetPositionX() - obj->GetPositionX(); + float dy = GetPositionY() - obj->GetPositionY(); + float dz = GetPositionZ() - obj->GetPositionZ(); + float distsq = dx*dx + dy*dy + dz*dz; + float sizefactor = GetObjectSize() + obj->GetObjectSize(); + float maxdist = dist2compare + sizefactor; + + 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 )); +} + +bool WorldObject::IsWithinLOS(const float ox, const float oy, const 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); +} + +float WorldObject::GetAngle(const WorldObject* obj) const +{ + if(!obj) return 0; + return GetAngle( obj->GetPositionX(), obj->GetPositionY() ); +} + +// Return angle in range 0..2*pi +float WorldObject::GetAngle( const float x, const float y ) const +{ + float dx = x - GetPositionX(); + float dy = y - GetPositionY(); + + float ang = atan2(dy, dx); + ang = (ang >= 0) ? ang : 2 * M_PI + ang; + return ang; +} + +bool WorldObject::HasInArc(const float arcangle, const WorldObject* obj) const +{ + float arc = arcangle; + + // move arc to range 0.. 2*pi + while( arc >= 2.0f * M_PI ) + arc -= 2.0f * M_PI; + while( arc < 0 ) + arc += 2.0f * M_PI; + + float angle = GetAngle( obj ); + angle -= m_orientation; + + // move angle to range -pi ... +pi + while( angle > M_PI) + angle -= 2.0f * M_PI; + while(angle < -M_PI) + angle += 2.0f * M_PI; + + float lborder = -1 * (arc/2.0f); // in range -pi..0 + float rborder = (arc/2.0f); // in range 0..pi + return (( angle >= lborder ) && ( angle <= rborder )); +} + +void WorldObject::GetRandomPoint( float x, float y, float z, float distance, float &rand_x, float &rand_y, float &rand_z) const +{ + if(distance==0) + { + rand_x = x; + rand_y = y; + rand_z = z; + return; + } + + // angle to face `obj` to `this` + float angle = rand_norm()*2*M_PI; + float new_dist = rand_norm()*distance; + + rand_x = x + new_dist * cos(angle); + rand_y = y + new_dist * sin(angle); + rand_z = z; + + MaNGOS::NormalizeMapCoord(rand_x); + MaNGOS::NormalizeMapCoord(rand_y); + UpdateGroundPositionZ(rand_x,rand_y,rand_z); // update to LOS height if available +} + +void WorldObject::UpdateGroundPositionZ(float x, float y, float &z) const +{ + float new_z = MapManager::Instance().GetBaseMap(GetMapId())->GetHeight(x,y,z,true); + if(new_z > INVALID_HEIGHT) + z = new_z+ 0.05f; // just to be sure that we are not a few pixel under the surface +} + +bool WorldObject::IsPositionValid() const +{ + return MaNGOS::IsValidMapCoord(m_positionX,m_positionY,m_positionZ,m_orientation); +} + +void WorldObject::MonsterSay(const char* text, uint32 language, uint64 TargetGuid) +{ + WorldPacket data(SMSG_MESSAGECHAT, 200); + BuildMonsterChat(&data,CHAT_MSG_MONSTER_SAY,text,language,GetName(),TargetGuid); + SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),true); +} + +void WorldObject::MonsterYell(const char* text, uint32 language, uint64 TargetGuid) +{ + WorldPacket data(SMSG_MESSAGECHAT, 200); + BuildMonsterChat(&data,CHAT_MSG_MONSTER_YELL,text,language,GetName(),TargetGuid); + SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL),true); +} + +void WorldObject::MonsterTextEmote(const char* text, uint64 TargetGuid, bool IsBossEmote) +{ + WorldPacket data(SMSG_MESSAGECHAT, 200); + BuildMonsterChat(&data,IsBossEmote ? CHAT_MSG_RAID_BOSS_EMOTE : CHAT_MSG_MONSTER_EMOTE,text,LANG_UNIVERSAL,GetName(),TargetGuid); + SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE),true); +} + +void WorldObject::MonsterWhisper(const char* text, uint64 receiver, bool IsBossWhisper) +{ + Player *player = objmgr.GetPlayer(receiver); + if(!player || !player->GetSession()) + return; + + WorldPacket data(SMSG_MESSAGECHAT, 200); + BuildMonsterChat(&data,IsBossWhisper ? CHAT_MSG_RAID_BOSS_WHISPER : CHAT_MSG_MONSTER_WHISPER,text,LANG_UNIVERSAL,GetName(),receiver); + + player->GetSession()->SendPacket(&data); +} + +namespace MaNGOS +{ + class MessageChatLocaleCacheDo + { + public: + MessageChatLocaleCacheDo(WorldObject const& obj, ChatMsg msgtype, int32 textId, uint32 language, uint64 targetGUID, float dist) + : i_object(obj), i_msgtype(msgtype), i_textId(textId), i_language(language), + i_targetGUID(targetGUID), i_dist(dist) + { + } + + ~MessageChatLocaleCacheDo() + { + for(int i = 0; i < i_data_cache.size(); ++i) + delete i_data_cache[i]; + } + + void operator()(Player* p) + { + // skip far away players + if(p->GetDistance(&i_object) > i_dist) + return; + + uint32 loc_idx = p->GetSession()->GetSessionDbLocaleIndex(); + uint32 cache_idx = loc_idx+1; + WorldPacket* data; + + // create if not cached yet + if(i_data_cache.size() < cache_idx+1 || !i_data_cache[cache_idx]) + { + if(i_data_cache.size() < cache_idx+1) + i_data_cache.resize(cache_idx+1); + + char const* text = objmgr.GetMangosString(i_textId,loc_idx); + + data = new WorldPacket(SMSG_MESSAGECHAT, 200); + + // TODO: i_object.GetName() also must be localized? + i_object.BuildMonsterChat(data,i_msgtype,text,i_language,i_object.GetName(),i_targetGUID); + + i_data_cache[cache_idx] = data; + } + else + data = i_data_cache[cache_idx]; + + p->SendDirectMessage(data); + } + + private: + WorldObject const& i_object; + ChatMsg i_msgtype; + int32 i_textId; + uint32 i_language; + uint64 i_targetGUID; + float i_dist; + std::vector<WorldPacket*> i_data_cache; // 0 = default, i => i-1 locale index + }; +} // namespace MaNGOS + +void WorldObject::MonsterSay(int32 textId, uint32 language, uint64 TargetGuid) +{ + CellPair p = MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY()); + + Cell cell(p); + cell.data.Part.reserved = ALL_DISTRICT; + cell.SetNoCreate(); + + MaNGOS::MessageChatLocaleCacheDo say_do(*this, CHAT_MSG_MONSTER_SAY, textId,language,TargetGuid,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY)); + MaNGOS::PlayerWorker<MaNGOS::MessageChatLocaleCacheDo> say_worker(say_do); + TypeContainerVisitor<MaNGOS::PlayerWorker<MaNGOS::MessageChatLocaleCacheDo>, WorldTypeMapContainer > message(say_worker); + CellLock<GridReadGuard> cell_lock(cell, p); + cell_lock->Visit(cell_lock, message, *GetMap()); +} + +void WorldObject::MonsterYell(int32 textId, uint32 language, uint64 TargetGuid) +{ + CellPair p = MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY()); + + Cell cell(p); + cell.data.Part.reserved = ALL_DISTRICT; + cell.SetNoCreate(); + + MaNGOS::MessageChatLocaleCacheDo say_do(*this, CHAT_MSG_MONSTER_YELL, textId,language,TargetGuid,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL)); + MaNGOS::PlayerWorker<MaNGOS::MessageChatLocaleCacheDo> say_worker(say_do); + TypeContainerVisitor<MaNGOS::PlayerWorker<MaNGOS::MessageChatLocaleCacheDo>, WorldTypeMapContainer > message(say_worker); + CellLock<GridReadGuard> cell_lock(cell, p); + cell_lock->Visit(cell_lock, message, *GetMap()); +} + +void WorldObject::MonsterTextEmote(int32 textId, uint64 TargetGuid, bool IsBossEmote) +{ + CellPair p = MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY()); + + Cell cell(p); + cell.data.Part.reserved = ALL_DISTRICT; + cell.SetNoCreate(); + + MaNGOS::MessageChatLocaleCacheDo say_do(*this, IsBossEmote ? CHAT_MSG_RAID_BOSS_EMOTE : CHAT_MSG_MONSTER_EMOTE, textId,LANG_UNIVERSAL,TargetGuid,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE)); + MaNGOS::PlayerWorker<MaNGOS::MessageChatLocaleCacheDo> say_worker(say_do); + TypeContainerVisitor<MaNGOS::PlayerWorker<MaNGOS::MessageChatLocaleCacheDo>, WorldTypeMapContainer > message(say_worker); + CellLock<GridReadGuard> cell_lock(cell, p); + cell_lock->Visit(cell_lock, message, *GetMap()); +} + +void WorldObject::MonsterWhisper(int32 textId, uint64 receiver, bool IsBossWhisper) +{ + Player *player = objmgr.GetPlayer(receiver); + if(!player || !player->GetSession()) + return; + + uint32 loc_idx = player->GetSession()->GetSessionDbLocaleIndex(); + char const* text = objmgr.GetMangosString(textId,loc_idx); + + WorldPacket data(SMSG_MESSAGECHAT, 200); + BuildMonsterChat(&data,IsBossWhisper ? CHAT_MSG_RAID_BOSS_WHISPER : CHAT_MSG_MONSTER_WHISPER,text,LANG_UNIVERSAL,GetName(),receiver); + + player->GetSession()->SendPacket(&data); +} + +void WorldObject::BuildMonsterChat(WorldPacket *data, uint8 msgtype, char const* text, uint32 language, char const* name, uint64 targetGuid) const +{ + bool pre = (msgtype==CHAT_MSG_MONSTER_EMOTE || msgtype==CHAT_MSG_RAID_BOSS_EMOTE); + + *data << (uint8)msgtype; + *data << (uint32)language; + *data << (uint64)GetGUID(); + *data << (uint32)0; //2.1.0 + *data << (uint32)(strlen(name)+1); + *data << name; + *data << (uint64)targetGuid; //Unit Target + if( targetGuid && !IS_PLAYER_GUID(targetGuid) ) + { + *data << (uint32)1; // target name length + *data << (uint8)0; // target name + } + *data << (uint32)(strlen(text)+1+(pre?3:0)); + if(pre) + data->append("%s ",3); + *data << text; + *data << (uint8)0; // ChatTag +} + +void WorldObject::BuildHeartBeatMsg(WorldPacket *data) const +{ + //Heartbeat message cannot be used for non-units + if (!isType(TYPEMASK_UNIT)) + return; + + data->Initialize(MSG_MOVE_HEARTBEAT, 32); + data->append(GetPackGUID()); + *data << uint32(((Unit*)this)->GetUnitMovementFlags()); // movement flags + *data << uint8(0); // 2.3.0 + *data << getMSTime(); // time + *data << m_positionX; + *data << m_positionY; + *data << m_positionZ; + *data << m_orientation; + *data << uint32(0); +} + +void WorldObject::BuildTeleportAckMsg(WorldPacket *data, float x, float y, float z, float ang) const +{ + //TeleportAck message cannot be used for non-units + if (!isType(TYPEMASK_UNIT)) + return; + + data->Initialize(MSG_MOVE_TELEPORT_ACK, 41); + data->append(GetPackGUID()); + *data << uint32(0); // this value increments every time + *data << uint32(((Unit*)this)->GetUnitMovementFlags()); // movement flags + *data << uint8(0); // 2.3.0 + *data << getMSTime(); // time + *data << x; + *data << y; + *data << z; + *data << ang; + *data << uint32(0); +} + +void WorldObject::SendMessageToSet(WorldPacket *data, bool /*bToSelf*/) +{ + MapManager::Instance().GetMap(m_mapId, this)->MessageBroadcast(this, data); +} + +void WorldObject::SendMessageToSetInRange(WorldPacket *data, float dist, bool /*bToSelf*/) +{ + MapManager::Instance().GetMap(m_mapId, this)->MessageDistBroadcast(this, data, dist); +} + +void WorldObject::SendObjectDeSpawnAnim(uint64 guid) +{ + WorldPacket data(SMSG_GAMEOBJECT_DESPAWN_ANIM, 8); + data << guid; + SendMessageToSet(&data, true); +} + +Map* WorldObject::GetMap() const +{ + return MapManager::Instance().GetMap(GetMapId(), this); +} + +Map const* WorldObject::GetBaseMap() const +{ + return MapManager::Instance().GetBaseMap(GetMapId()); +} + +void WorldObject::AddObjectToRemoveList() +{ + Map* map = GetMap(); + if(!map) + { + sLog.outError("Object (TypeId: %u Entry: %u GUID: %u) at attempt add to move list not have valid map (Id: %u).",GetTypeId(),GetEntry(),GetGUIDLow(),GetMapId()); + return; + } + + map->AddObjectToRemoveList(this); +} + +Creature* WorldObject::SummonCreature(uint32 id, float x, float y, float z, float ang,TempSummonType spwtype,uint32 despwtime) +{ + TemporarySummon* pCreature = new TemporarySummon(GetGUID()); + + pCreature->SetInstanceId(GetInstanceId()); + uint32 team = 0; + if (GetTypeId()==TYPEID_PLAYER) + team = ((Player*)this)->GetTeam(); + + if (!pCreature->Create(objmgr.GenerateLowGuid(HIGHGUID_UNIT), GetMap(), id, team)) + { + delete pCreature; + return NULL; + } + + if (x == 0.0f && y == 0.0f && z == 0.0f) + GetClosePoint(x, y, z, pCreature->GetObjectSize()); + + pCreature->Relocate(x, y, z, ang); + + if(!pCreature->IsPositionValid()) + { + sLog.outError("ERROR: Creature (guidlow %d, entry %d) not summoned. Suggested coordinates isn't valid (X: %f Y: %f)",pCreature->GetGUIDLow(),pCreature->GetEntry(),pCreature->GetPositionX(),pCreature->GetPositionY()); + delete pCreature; + return NULL; + } + + pCreature->Summon(spwtype, despwtime); + + if(GetTypeId()==TYPEID_UNIT && ((Creature*)this)->AI()) + ((Creature*)this)->AI()->JustSummoned(pCreature); + + //return the creature therewith the summoner has access to it + return pCreature; +} + +namespace MaNGOS +{ + 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_STAT_ROOT | UNIT_STAT_STUNDED | UNIT_STAT_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 + { + // dist include size of u + float dist2d = i_object.GetDistance2d(x,y); + + // u is too nearest to i_object + if(dist2d + i_object.GetObjectSize() + u->GetObjectSize() < i_selector.m_dist - i_selector.m_size) + return; + + // u is too far away from i_object + if(dist2d + i_object.GetObjectSize() - u->GetObjectSize() > 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; + + 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 MaNGOS + +//=================================================================================================== + +void WorldObject::GetNearPoint2D(float &x, float &y, float distance2d, float absAngle ) const +{ + x = GetPositionX() + (GetObjectSize() + distance2d) * cos(absAngle); + y = GetPositionY() + (GetObjectSize() + distance2d) * sin(absAngle); + + MaNGOS::NormalizeMapCoord(x); + MaNGOS::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(); + + // if detection disabled, return first point + if(!sWorld.getConfig(CONFIG_DETECT_POS_COLLISION)) + { + UpdateGroundPositionZ(x,y,z); // update to LOS height if available + return; + } + + // or remember first point + float first_x = x; + float first_y = y; + bool first_los_conflict = false; // first point LOS problems + + // prepare selector for work + ObjectPosSelector selector(GetPositionX(),GetPositionY(),GetObjectSize(),distance2d+searcher_size); + + // adding used positions around object + { + CellPair p(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY())); + Cell cell(p); + cell.data.Part.reserved = ALL_DISTRICT; + cell.SetNoCreate(); + + MaNGOS::NearUsedPosDo u_do(*this,searcher,absAngle,selector); + MaNGOS::WorldObjectWorker<MaNGOS::NearUsedPosDo> worker(u_do); + + TypeContainerVisitor<MaNGOS::WorldObjectWorker<MaNGOS::NearUsedPosDo>, GridTypeMapContainer > grid_obj_worker(worker); + TypeContainerVisitor<MaNGOS::WorldObjectWorker<MaNGOS::NearUsedPosDo>, WorldTypeMapContainer > world_obj_worker(worker); + + CellLock<GridReadGuard> cell_lock(cell, p); + cell_lock->Visit(cell_lock, grid_obj_worker, *MapManager::Instance().GetMap(GetMapId(), this)); + cell_lock->Visit(cell_lock, world_obj_worker, *MapManager::Instance().GetMap(GetMapId(), this)); + } + + // maybe can just place in primary position + if( selector.CheckOriginal() ) + { + UpdateGroundPositionZ(x,y,z); // update to LOS height if available + + if(IsWithinLOS(x,y,z)) + return; + + first_los_conflict = true; // first point have LOS problems + } + + float angle; // candidate of angle for free pos + + // special case when one from list empty and then empty side preferred + if(selector.FirstAngle(angle)) + { + GetNearPoint2D(x,y,distance2d,absAngle+angle); + z = GetPositionZ(); + UpdateGroundPositionZ(x,y,z); // update to LOS height if available + + if(IsWithinLOS(x,y,z)) + return; + } + + // set first used pos in lists + selector.InitializeAngle(); + + // select in positions after current nodes (selection one by one) + while(selector.NextAngle(angle)) // angle for free pos + { + GetNearPoint2D(x,y,distance2d,absAngle+angle); + z = GetPositionZ(); + UpdateGroundPositionZ(x,y,z); // update to LOS height if available + + if(IsWithinLOS(x,y,z)) + return; + } + + // BAD NEWS: not free pos (or used or have LOS problems) + // Attempt find _used_ pos without LOS problem + + if(!first_los_conflict) + { + x = first_x; + y = first_y; + + UpdateGroundPositionZ(x,y,z); // update to LOS height if available + return; + } + + // special case when one from list empty and then empty side preferred + if( selector.IsNonBalanced() ) + { + if(!selector.FirstAngle(angle)) // _used_ pos + { + GetNearPoint2D(x,y,distance2d,absAngle+angle); + z = GetPositionZ(); + UpdateGroundPositionZ(x,y,z); // update to LOS height if available + + if(IsWithinLOS(x,y,z)) + return; + } + } + + // set first used pos in lists + selector.InitializeAngle(); + + // select in positions after current nodes (selection one by one) + while(selector.NextUsedAngle(angle)) // angle for used pos but maybe without LOS problem + { + GetNearPoint2D(x,y,distance2d,absAngle+angle); + z = GetPositionZ(); + UpdateGroundPositionZ(x,y,z); // update to LOS height if available + + if(IsWithinLOS(x,y,z)) + return; + } + + // BAD BAD NEWS: all found pos (free and used) have LOS problem :( + x = first_x; + y = first_y; + + UpdateGroundPositionZ(x,y,z); // update to LOS height if available +} |