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-rw-r--r--src/game/Object.cpp1631
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
+}