/*
* Copyright (C) 2005-2009 MaNGOS
*
* Copyright (C) 2008-2010 Trinity
*
* 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 "Vehicle.h"
#include "ObjectMgr.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 "SpellAuraEffects.h"
#include "TemporarySummon.h"
#include "Totem.h"
#include "OutdoorPvPMgr.h"
uint32 GuidHigh2TypeId(uint32 guid_hi)
{
switch(guid_hi)
{
case HIGHGUID_ITEM: return TYPEID_ITEM;
//case HIGHGUID_CONTAINER: return TYPEID_CONTAINER; HIGHGUID_CONTAINER==HIGHGUID_ITEM currently
case HIGHGUID_UNIT: return TYPEID_UNIT;
case HIGHGUID_PET: return TYPEID_UNIT;
case HIGHGUID_PLAYER: return TYPEID_PLAYER;
case HIGHGUID_GAMEOBJECT: return TYPEID_GAMEOBJECT;
case HIGHGUID_DYNAMICOBJECT:return TYPEID_DYNAMICOBJECT;
case HIGHGUID_CORPSE: return TYPEID_CORPSE;
case HIGHGUID_MO_TRANSPORT: return TYPEID_GAMEOBJECT;
case HIGHGUID_VEHICLE: return TYPEID_UNIT;
}
return NUM_CLIENT_OBJECT_TYPES; // unknown
}
Object::Object( ) : m_PackGUID(sizeof(uint64)+1)
{
m_objectTypeId = TYPEID_OBJECT;
m_objectType = TYPEMASK_OBJECT;
m_uint32Values = 0;
m_uint32Values_mirror = 0;
m_valuesCount = 0;
m_inWorld = false;
m_objectUpdated = false;
m_PackGUID.appendPackGUID(0);
}
WorldObject::~WorldObject()
{
// this may happen because there are many !create/delete
if(m_isWorldObject && m_currMap)
{
if(GetTypeId() == TYPEID_CORPSE)
{
sLog.outCrash("Object::~Object Corpse guid="UI64FMTD", type=%d, entry=%u deleted but still in map!!", GetGUID(), ((Corpse*)this)->GetType(), GetEntry());
assert(false);
}
ResetMap();
}
}
Object::~Object( )
{
if(IsInWorld())
{
sLog.outCrash("Object::~Object - guid="UI64FMTD", typeid=%d, entry=%u deleted but still in world!!", GetGUID(), GetTypeId(), GetEntry());
if(isType(TYPEMASK_ITEM))
sLog.outCrash("Item slot %u", ((Item*)this)->GetSlot());
assert(false);
RemoveFromWorld();
}
if(m_objectUpdated)
{
sLog.outCrash("Object::~Object - guid="UI64FMTD", typeid=%d, entry=%u deleted but still in update list!!", GetGUID(), GetTypeId(), GetEntry());
assert(false);
ObjectAccessor::Instance().RemoveUpdateObject(this);
}
if(m_uint32Values)
{
//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);
SetUInt64Value( OBJECT_FIELD_GUID, guid );
uint32 type = 0;
switch(m_objectType)
{
//case TYPEID_ITEM: type = 3; break;
//case TYPEID_CONTAINER: type = 7; break; //+4
//case TYPEID_UNIT: type = 9; break; //+2
//case TYPEID_PLAYER: type = 25; break; //+16
//case TYPEID_GAMEOBJECT: type = 33; break; //+8
case TYPEID_DYNAMICOBJECT: type = 65; break; //+32
//case TYPEID_CORPSE: type = 129; break; //+64
default: type = m_objectType; break;
}
SetUInt32Value( OBJECT_FIELD_TYPE, type );
//SetUInt32Value( OBJECT_FIELD_TYPE, m_objectType );
m_PackGUID.wpos(0);
m_PackGUID.appendPackGUID(GetGUID());
}
void Object::BuildMovementUpdateBlock(UpdateData * data, uint32 flags ) const
{
ByteBuffer buf(500);
buf << uint8( UPDATETYPE_MOVEMENT );
buf.append(GetPackGUID());
_BuildMovementUpdate(&buf, flags);
data->AddUpdateBlock(buf);
}
void Object::BuildCreateUpdateBlockForPlayer(UpdateData *data, Player *target) const
{
if(!target)
return;
uint8 updatetype = UPDATETYPE_CREATE_OBJECT;
uint16 flags = m_updateFlag;
/** lower flag1 **/
if(target == this) // building packet for yourself
flags |= UPDATEFLAG_SELF;
if(flags & UPDATEFLAG_HAS_POSITION)
{
// UPDATETYPE_CREATE_OBJECT2 dynamic objects, corpses...
if(isType(TYPEMASK_DYNAMICOBJECT) || isType(TYPEMASK_CORPSE) || isType(TYPEMASK_PLAYER))
updatetype = UPDATETYPE_CREATE_OBJECT2;
// UPDATETYPE_CREATE_OBJECT2 for pets...
if(target->GetPetGUID() == GetGUID())
updatetype = UPDATETYPE_CREATE_OBJECT2;
// UPDATETYPE_CREATE_OBJECT2 for some gameobject types...
if(isType(TYPEMASK_GAMEOBJECT))
{
switch(((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;
default:
break;
}
}
if(isType(TYPEMASK_UNIT))
{
if(((Unit*)this)->getVictim())
flags |= UPDATEFLAG_HAS_TARGET;
}
}
//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());
buf << (uint8)m_objectTypeId;
_BuildMovementUpdate(&buf, flags);
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 create update to player
UpdateData upd;
WorldPacket packet;
BuildCreateUpdateBlockForPlayer(&upd, player);
upd.BuildPacket(&packet);
player->GetSession()->SendPacket(&packet);
}
void Object::BuildValuesUpdateBlockForPlayer(UpdateData *data, Player *target) const
{
ByteBuffer buf(500);
buf << (uint8) UPDATETYPE_VALUES;
buf.append(GetPackGUID());
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, bool anim ) const
{
ASSERT(target);
WorldPacket data(SMSG_DESTROY_OBJECT, 8);
data << uint64(GetGUID());
data << uint8(anim ? 1 : 0); // WotLK (bool), may be despawn animation
target->GetSession()->SendPacket( &data );
}
void Object::_BuildMovementUpdate(ByteBuffer * data, uint16 flags) const
{
*data << (uint16)flags; // update flags
// 0x20
if (flags & UPDATEFLAG_LIVING)
{
((Unit*)this)->BuildMovementPacket(data);
*data << ((Unit*)this)->GetSpeed( MOVE_WALK );
*data << ((Unit*)this)->GetSpeed( MOVE_RUN );
*data << ((Unit*)this)->GetSpeed( MOVE_SWIM_BACK );
*data << ((Unit*)this)->GetSpeed( MOVE_SWIM );
*data << ((Unit*)this)->GetSpeed( MOVE_RUN_BACK );
*data << ((Unit*)this)->GetSpeed( MOVE_FLIGHT );
*data << ((Unit*)this)->GetSpeed( MOVE_FLIGHT_BACK );
*data << ((Unit*)this)->GetSpeed( MOVE_TURN_RATE );
*data << ((Unit*)this)->GetSpeed( MOVE_PITCH_RATE );
// 0x08000000
if(GetTypeId() == TYPEID_PLAYER && ((Player*)this)->isInFlight())
{
WPAssert(((Player*)this)->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE);
FlightPathMovementGenerator *fmg = (FlightPathMovementGenerator*)(((Player*)this)->GetMotionMaster()->top());
uint32 flags3 = MOVEFLAG_GLIDE;
*data << uint32(flags3); // splines flag?
if(flags3 & 0x20000) // may be orientation
{
*data << (float)0;
}
else
{
if(flags3 & 0x8000) // probably x,y,z coords there
{
*data << (float)0;
*data << (float)0;
*data << (float)0;
}
if(flags3 & 0x10000) // probably guid there
{
*data << uint64(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?
*data << float(0); // added in 3.1
*data << float(0); // added in 3.1
*data << float(0); // added in 3.1
*data << uint32(0); // added in 3.1
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;
}
*data << uint8(0); // added in 3.0.8
*data << path.GetNodes()[poscount-1].x;
*data << path.GetNodes()[poscount-1].y;
*data << path.GetNodes()[poscount-1].z;
}
}
else
{
if(flags & UPDATEFLAG_POSITION)
{
*data << uint8(0); // unk PGUID!
*data << ((WorldObject*)this)->GetPositionX();
*data << ((WorldObject*)this)->GetPositionY();
*data << ((WorldObject*)this)->GetPositionZ();
*data << ((WorldObject*)this)->GetPositionX();
*data << ((WorldObject*)this)->GetPositionY();
*data << ((WorldObject*)this)->GetPositionZ();
*data << ((WorldObject*)this)->GetOrientation();
if(GetTypeId() == TYPEID_CORPSE)
*data << float(((WorldObject*)this)->GetOrientation());
else
*data << float(0);
}
else
{
// 0x40
if (flags & UPDATEFLAG_HAS_POSITION)
{
// 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();
}
}
}
}
// 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:
{
if(((Creature*)this)->canFly())
flags |= MOVEMENTFLAG_LEVITATING;
*data << uint32(0x0000000B); // unk, can be 0xB or 0xC
break;
}
case TYPEID_PLAYER:
if(flags & UPDATEFLAG_SELF)
*data << uint32(0x0000002F); // 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)
{
// not high guid
*data << uint32(0x00000000); // unk
}
// 0x4
if(flags & UPDATEFLAG_HAS_TARGET) // packed guid (current target guid)
{
if(Unit *victim = ((Unit*)this)->getVictim())
data->append(victim->GetPackGUID());
else
*data << uint8(0);
}
// 0x2
if(flags & UPDATEFLAG_TRANSPORT)
{
*data << uint32(getMSTime()); // ms time
}
// 0x80
if(flags & UPDATEFLAG_VEHICLE) // unused for now
{
*data << uint32(((Unit*)this)->GetVehicleKit()->GetVehicleInfo()->m_ID); // vehicle id
*data << float(0); // facing adjustment
}
// 0x200
if(flags & UPDATEFLAG_ROTATION)
{
*data << uint64(((GameObject*)this)->GetRotation());
}
}
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)->IsDynTransport())
{
if ( ((GameObject*)this)->ActivateToQuest(target) || target->isGameMaster())
IsActivateToQuest = true;
updateMask->SetBit(GAMEOBJECT_DYNAMIC);
if (((GameObject*)this)->GetGoArtKit())
updateMask->SetBit(GAMEOBJECT_BYTES_1);
}
else if (isType(TYPEMASK_UNIT))
{
if( ((Unit*)this)->HasFlag(UNIT_FIELD_AURASTATE, PER_CASTER_AURA_STATE_MASK))
{
updateMask->SetBit(UNIT_FIELD_AURASTATE);
}
}
}
else // case UPDATETYPE_VALUES
{
if (isType(TYPEMASK_GAMEOBJECT) && !((GameObject*)this)->IsTransport())
{
if ( ((GameObject*)this)->ActivateToQuest(target) || target->isGameMaster())
{
IsActivateToQuest = true;
}
updateMask->SetBit(GAMEOBJECT_DYNAMIC);
updateMask->SetBit(GAMEOBJECT_BYTES_1);
}
else if (isType(TYPEMASK_UNIT))
{
if( ((Unit*)this)->HasFlag(UNIT_FIELD_AURASTATE, PER_CASTER_AURA_STATE_MASK))
{
updateMask->SetBit(UNIT_FIELD_AURASTATE);
}
}
}
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 ) )
{
if( index == UNIT_NPC_FLAGS )
{
// remove custom flag before sending
uint32 appendValue = m_uint32Values[ index ] & ~(UNIT_NPC_FLAG_GUARD + UNIT_NPC_FLAG_OUTDOORPVP);
if (GetTypeId() == TYPEID_UNIT)
{
if (!target->canSeeSpellClickOn((Creature*)this))
appendValue &= ~UNIT_NPC_FLAG_SPELLCLICK;
if (appendValue & UNIT_NPC_FLAG_TRAINER)
{
if (!((Creature*)this)->isCanTrainingOf(target, false))
appendValue &= ~(UNIT_NPC_FLAG_TRAINER | UNIT_NPC_FLAG_TRAINER_CLASS | UNIT_NPC_FLAG_TRAINER_PROFESSION);
}
}
*data << uint32(appendValue);
}
else if (index == UNIT_FIELD_AURASTATE)
{
// Check per caster aura states to not enable using a pell in client if specified aura is not by target
*data << ((Unit*)this)->BuildAuraStateUpdateForTarget(target);
}
// 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)
{
if(target->isGameMaster())
*data << (m_uint32Values[ index ] & ~UNIT_FLAG_NOT_SELECTABLE);
else
*data << m_uint32Values[ index ];
}
// use modelid_a if not gm, _h if gm for CREATURE_FLAG_EXTRA_TRIGGER creatures
else if(index == UNIT_FIELD_DISPLAYID)
{
if(GetTypeId() == TYPEID_UNIT)
{
const CreatureInfo* cinfo = ((Creature*)this)->GetCreatureInfo();
if(cinfo->flags_extra & CREATURE_FLAG_EXTRA_TRIGGER)
{
if(target->isGameMaster())
{
if(cinfo->Modelid1)
*data << cinfo->Modelid1;
else
*data << 17519; // world invisible trigger's model
}
else
{
if(cinfo->Modelid3)
*data << cinfo->Modelid3;
else
*data << 11686; // world invisible trigger's model
}
}
else
*data << m_uint32Values[ index ];
}
else
*data << m_uint32Values[ index ];
}
// hide lootable animation for unallowed players
else if(index == UNIT_DYNAMIC_FLAGS)
{
if(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
*data << m_uint32Values[ index ];
}
// FG: pretend that OTHER players in own group are friendly ("blue")
else if(index == UNIT_FIELD_BYTES_2 || index == UNIT_FIELD_FACTIONTEMPLATE)
{
if(((Unit*)this)->IsControlledByPlayer() && target != this && sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GROUP) && ((Unit*)this)->IsInRaidWith(target))
{
FactionTemplateEntry const *ft1, *ft2;
ft1 = ((Unit*)this)->getFactionTemplateEntry();
ft2 = target->getFactionTemplateEntry();
if(ft1 && ft2 && !ft1->IsFriendlyTo(*ft2))
{
if(index == UNIT_FIELD_BYTES_2)
{
// Allow targetting opposite faction in party when enabled in config
DEBUG_LOG("-- VALUES_UPDATE: Sending '%s' the blue-group-fix from '%s' (flag)", target->GetName(), ((Player*)this)->GetName());
*data << ( m_uint32Values[ index ] & ((UNIT_BYTE2_FLAG_SANCTUARY /*| UNIT_BYTE2_FLAG_AURAS | UNIT_BYTE2_FLAG_UNK5*/) << 8) ); // this flag is at uint8 offset 1 !!
}
else
{
// pretend that all other HOSTILE players have own faction, to allow follow, heal, rezz (trade wont work)
uint32 faction = target->getFaction();
DEBUG_LOG("-- VALUES_UPDATE: Sending '%s' the blue-group-fix from '%s' (faction %u)", target->GetName(), ((Player*)this)->GetName(), faction);
*data << uint32(faction);
}
}
else
*data << m_uint32Values[ index ];
}
else
*data << m_uint32Values[ index ];
}
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_DYNAMIC )
{
if(IsActivateToQuest )
{
switch(((GameObject*)this)->GetGoType())
{
case GAMEOBJECT_TYPE_CHEST:
// enable quest object. Represent 9, but 1 for client before 2.3.0
*data << uint16(9);
*data << uint16(-1);
break;
case GAMEOBJECT_TYPE_GOOBER:
*data << uint16(1);
*data << uint16(-1);
break;
default:
// unknown, not happen.
*data << uint16(0);
*data << uint16(-1);
break;
}
}
else
{
// disable quest object
*data << uint16(0);
*data << uint16(-1);
}
}
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)
{
memcpy(m_uint32Values_mirror, m_uint32Values, m_valuesCount*sizeof(uint32));
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
{
uint32 *value = m_uint32Values;
uint32 *mirror = m_uint32Values_mirror;
for (uint16 index = 0; index < m_valuesCount; ++index, ++value, ++mirror)
{
if(*mirror != *value)
updateMask->SetBit(index);
}
}
void Object::_SetCreateBits(UpdateMask *updateMask, Player* /*target*/) const
{
uint32 *value = m_uint32Values;
for (uint16 index = 0; index < m_valuesCount; ++index, ++value)
{
if(*value)
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::UpdateUInt32Value( uint16 index, uint32 value )
{
ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
m_uint32Values[ index ] = value;
}
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;
}
}
}
}
bool Object::AddUInt64Value(uint16 index, const uint64 &value)
{
ASSERT( index + 1 < m_valuesCount || PrintIndexError( index , true ) );
if(value && !*((uint64*)&(m_uint32Values[index])))
{
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;
}
}
return true;
}
return false;
}
bool Object::RemoveUInt64Value(uint16 index, const uint64 &value)
{
ASSERT( index + 1 < m_valuesCount || PrintIndexError( index , true ) );
if(value && *((uint64*)&(m_uint32Values[index])) == value)
{
m_uint32Values[ index ] = 0;
m_uint32Values[ index + 1 ] = 0;
if(m_inWorld)
{
if(!m_objectUpdated)
{
ObjectAccessor::Instance().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;
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(uint16(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;
}
}
}
}
void Object::SetByteFlag( uint16 index, uint8 offset, uint8 newFlag )
{
ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
if(offset > 4)
{
sLog.outError("Object::SetByteFlag: wrong offset %u", offset);
return;
}
if(!(uint8(m_uint32Values[ index ] >> (offset * 8)) & newFlag))
{
m_uint32Values[ index ] |= uint32(uint32(newFlag) << (offset * 8));
if(m_inWorld)
{
if(!m_objectUpdated)
{
ObjectAccessor::Instance().AddUpdateObject(this);
m_objectUpdated = true;
}
}
}
}
void Object::RemoveByteFlag( uint16 index, uint8 offset, uint8 oldFlag )
{
ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
if(offset > 4)
{
sLog.outError("Object::RemoveByteFlag: wrong offset %u", offset);
return;
}
if(uint8(m_uint32Values[ index ] >> (offset * 8)) & oldFlag)
{
m_uint32Values[ index ] &= ~uint32(uint32(oldFlag) << (offset * 8));
if(m_inWorld)
{
if(!m_objectUpdated)
{
ObjectAccessor::Instance().AddUpdateObject(this);
m_objectUpdated = true;
}
}
}
}
bool Object::PrintIndexError(uint32 index, bool set) const
{
sLog.outError("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::HasInLine(const Unit * const target, float distance, float width) const
{
if(!HasInArc(M_PI, target) || !target->IsWithinDist3d(m_positionX, m_positionY, m_positionZ, distance)) return false;
width += target->GetObjectSize();
float angle = GetRelativeAngle(target);
return abs(sin(angle)) * GetExactDist2d(target->GetPositionX(), target->GetPositionY()) < width;
}
WorldObject::WorldObject()
: WorldLocation(), m_InstanceId(0), m_phaseMask(PHASEMASK_NORMAL), m_currMap(NULL)
, m_zoneScript(NULL)
, m_isActive(false), m_isWorldObject(false)
, m_name("")
, m_notifyflags(0), m_executed_notifies(0)
{
}
void WorldObject::SetWorldObject(bool on)
{
if(!IsInWorld())
return;
GetMap()->AddObjectToSwitchList(this, on);
}
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((Creature*)this);
else if(GetTypeId() == TYPEID_DYNAMICOBJECT)
map->AddToActive((DynamicObject*)this);
}
else
{
if(GetTypeId() == TYPEID_UNIT)
map->RemoveFromActive((Creature*)this);
else if(GetTypeId() == TYPEID_DYNAMICOBJECT)
map->RemoveFromActive((DynamicObject*)this);
}
}
void WorldObject::CleanupsBeforeDelete(bool finalCleanup)
{
}
void WorldObject::_Create( uint32 guidlow, HighGuid guidhigh, uint32 phaseMask )
{
Object::_Create(guidlow, 0, guidhigh);
m_phaseMask = phaseMask;
}
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);
}
InstanceData* WorldObject::GetInstanceData()
{
Map *map = GetMap();
return map->IsDungeon() ? ((InstanceMap*)map)->GetInstanceData() : NULL;
}
float WorldObject::GetDistanceZ(const WorldObject* obj) const
{
float dz = fabs(GetPositionZ() - obj->GetPositionZ());
float sizefactor = GetObjectSize() + obj->GetObjectSize();
float dist = dz - sizefactor;
return ( dist > 0 ? dist : 0);
}
bool WorldObject::_IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D) const
{
float 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();
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(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);
}
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;
}
float Position::GetAngle(const Position *obj) const
{
if(!obj) return 0;
return GetAngle( obj->GetPositionX(), obj->GetPositionY() );
}
// Return angle in range 0..2*pi
float Position::GetAngle( const float x, const float y ) const
{
float dx = x - GetPositionX();
float dy = y - GetPositionY();
float ang = atan2(dy, dx);
ang = (ang >= 0) ? ang : 2 * M_PI + ang;
return ang;
}
void Position::GetSinCos(const float x, const float y, float &vsin, float &vcos) const
{
float dx = GetPositionX() - x;
float dy = GetPositionY() - y;
if(dx < 0.001f && dy < 0.001f)
{
float angle = rand_norm()*2*M_PI;
vcos = cos(angle);
vsin = sin(angle);
}
else
{
float dist = sqrt((dx*dx) + (dy*dy));
vcos = dx / dist;
vsin = dy / dist;
}
}
bool Position::HasInArc(float arc, const Position *obj) const
{
// always have self in arc
if(obj == this)
return true;
// 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;
//if(angle > 100 || angle < -100)
//{
// sLog.outCrash("Invalid Angle %f: this %u %u %f %f %f %f, that %u %u %f %f %f %f", angle,
// GetEntry(), GetGUIDLow(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation(),
// obj->GetEntry(), obj->GetGUIDLow(), obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ(), obj->GetOrientation());
// assert(false);
// return false;
//}
// 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 ));
}
bool WorldObject::IsInBetween(const WorldObject *obj1, const WorldObject *obj2, float size) const
{
if(GetPositionX() > std::max(obj1->GetPositionX(), obj2->GetPositionX())
|| GetPositionX() < std::min(obj1->GetPositionX(), obj2->GetPositionX())
|| GetPositionY() > std::max(obj1->GetPositionY(), obj2->GetPositionY())
|| GetPositionY() < std::min(obj1->GetPositionY(), obj2->GetPositionY()))
return false;
if(!size)
size = GetObjectSize() / 2;
float angle = obj1->GetAngle(this) - obj1->GetAngle(obj2);
return abs(sin(angle)) * GetExactDist2d(obj1->GetPositionX(), obj1->GetPositionY()) < size;
}
bool WorldObject::isInFront(WorldObject const* target, float distance, float arc) const
{
return IsWithinDist(target, distance) && HasInArc( arc, target );
}
bool WorldObject::isInBack(WorldObject const* target, float distance, float arc) const
{
return IsWithinDist(target, distance) && !HasInArc( 2 * M_PI - arc, target );
}
void WorldObject::GetRandomPoint(const Position &pos, float distance, float &rand_x, float &rand_y, float &rand_z) const
{
if(!distance)
{
pos.GetPosition(rand_x, rand_y, rand_z);
return;
}
// angle to face `obj` to `this`
float angle = rand_norm()*2*M_PI;
float new_dist = rand_norm()*distance;
rand_x = pos.m_positionX + new_dist * cos(angle);
rand_y = pos.m_positionY + new_dist * sin(angle);
rand_z = pos.m_positionZ;
Trinity::NormalizeMapCoord(rand_x);
Trinity::NormalizeMapCoord(rand_y);
UpdateGroundPositionZ(rand_x,rand_y,rand_z); // update to LOS height if available
}
void WorldObject::UpdateGroundPositionZ(float x, float y, float &z) const
{
float new_z = GetBaseMap()->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 Position::IsPositionValid() const
{
return Trinity::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);
}
void WorldObject::SendPlaySound(uint32 Sound, bool OnlySelf)
{
WorldPacket data(SMSG_PLAY_SOUND, 4);
data << Sound;
if (OnlySelf && GetTypeId() == TYPEID_PLAYER)
((Player*)this)->GetSession()->SendPacket( &data );
else
SendMessageToSet( &data, true ); // ToSelf ignored in this case
}
void Object::ForceValuesUpdateAtIndex(uint32 i)
{
m_uint32Values_mirror[i] = GetUInt32Value(i) + 1; // makes server think the field changed
if(m_inWorld)
{
if(!m_objectUpdated)
{
ObjectAccessor::Instance().AddUpdateObject(this);
m_objectUpdated = true;
}
}
}
namespace Trinity
{
class MonsterChatBuilder
{
public:
MonsterChatBuilder(WorldObject const& obj, ChatMsg msgtype, int32 textId, uint32 language, uint64 targetGUID)
: i_object(obj), i_msgtype(msgtype), i_textId(textId), i_language(language), i_targetGUID(targetGUID) {}
void operator()(WorldPacket& data, int32 loc_idx)
{
char const* text = objmgr.GetTrinityString(i_textId,loc_idx);
// TODO: i_object.GetName() also must be localized?
i_object.BuildMonsterChat(&data,i_msgtype,text,i_language,i_object.GetNameForLocaleIdx(loc_idx),i_targetGUID);
}
private:
WorldObject const& i_object;
ChatMsg i_msgtype;
int32 i_textId;
uint32 i_language;
uint64 i_targetGUID;
};
} // namespace Trinity
void WorldObject::MonsterSay(int32 textId, uint32 language, uint64 TargetGuid)
{
CellPair p = Trinity::ComputeCellPair(GetPositionX(), GetPositionY());
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
Trinity::MonsterChatBuilder say_build(*this, CHAT_MSG_MONSTER_SAY, textId,language,TargetGuid);
Trinity::LocalizedPacketDo say_do(say_build);
Trinity::PlayerDistWorker > say_worker(this,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),say_do);
TypeContainerVisitor >, WorldTypeMapContainer > message(say_worker);
CellLock cell_lock(cell, p);
cell_lock->Visit(cell_lock, message, *GetMap(), *this, sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY));
}
void WorldObject::MonsterYell(int32 textId, uint32 language, uint64 TargetGuid)
{
CellPair p = Trinity::ComputeCellPair(GetPositionX(), GetPositionY());
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
Trinity::MonsterChatBuilder say_build(*this, CHAT_MSG_MONSTER_YELL, textId,language,TargetGuid);
Trinity::LocalizedPacketDo say_do(say_build);
Trinity::PlayerDistWorker > say_worker(this,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL),say_do);
TypeContainerVisitor >, WorldTypeMapContainer > message(say_worker);
CellLock cell_lock(cell, p);
cell_lock->Visit(cell_lock, message, *GetMap(), *this, sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL));
}
void WorldObject::MonsterYellToZone(int32 textId, uint32 language, uint64 TargetGuid)
{
Trinity::MonsterChatBuilder say_build(*this, CHAT_MSG_MONSTER_YELL, textId,language,TargetGuid);
Trinity::LocalizedPacketDo say_do(say_build);
uint32 zoneid = GetZoneId();
Map::PlayerList const& pList = GetMap()->GetPlayers();
for (Map::PlayerList::const_iterator itr = pList.begin(); itr != pList.end(); ++itr)
if(itr->getSource()->GetZoneId()==zoneid)
say_do(itr->getSource());
}
void WorldObject::MonsterTextEmote(int32 textId, uint64 TargetGuid, bool IsBossEmote)
{
CellPair p = Trinity::ComputeCellPair(GetPositionX(), GetPositionY());
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
Trinity::MonsterChatBuilder say_build(*this, IsBossEmote ? CHAT_MSG_RAID_BOSS_EMOTE : CHAT_MSG_MONSTER_EMOTE, textId,LANG_UNIVERSAL,TargetGuid);
Trinity::LocalizedPacketDo say_do(say_build);
Trinity::PlayerDistWorker > say_worker(this,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE),say_do);
TypeContainerVisitor >, WorldTypeMapContainer > message(say_worker);
CellLock cell_lock(cell, p);
cell_lock->Visit(cell_lock, message, *GetMap(), *this, sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE));
}
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.GetTrinityString(textId,loc_idx);
WorldPacket data(SMSG_MESSAGECHAT, 200);
BuildMonsterChat(&data,IsBossWhisper ? CHAT_MSG_RAID_BOSS_WHISPER : CHAT_MSG_MONSTER_WHISPER,text,LANG_UNIVERSAL,GetNameForLocaleIdx(loc_idx),receiver);
player->GetSession()->SendPacket(&data);
}
void WorldObject::BuildMonsterChat(WorldPacket *data, uint8 msgtype, char const* text, uint32 language, char const* name, uint64 targetGuid) const
{
*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);
*data << text;
*data << (uint8)0; // ChatTag
}
void Unit::BuildHeartBeatMsg(WorldPacket *data) const
{
data->Initialize(MSG_MOVE_HEARTBEAT, 32);
data->append(GetPackGUID());
BuildMovementPacket(data);
}
void WorldObject::SendMessageToSet(WorldPacket *data, bool /*fake*/)
{
Trinity::MessageDistDeliverer notifier(this, data, GetMap()->GetVisibilityDistance());
VisitNearbyWorldObject(GetMap()->GetVisibilityDistance(), notifier);
}
void WorldObject::SendMessageToSetInRange(WorldPacket *data, float dist, bool /*bToSelf*/)
{
Trinity::MessageDistDeliverer notifier(this, data, dist);
VisitNearbyWorldObject(dist, notifier);
}
void WorldObject::SendObjectDeSpawnAnim(uint64 guid)
{
WorldPacket data(SMSG_GAMEOBJECT_DESPAWN_ANIM, 8);
data << uint64(guid);
SendMessageToSet(&data, true);
}
void WorldObject::SetMap(Map * map)
{
ASSERT(map);
ASSERT(!IsInWorld() || GetTypeId() == TYPEID_CORPSE);
if(m_currMap == map) // command add npc: first create, than loadfromdb
return;
if(m_currMap)
{
sLog.outCrash("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(m_isWorldObject)
m_currMap->AddWorldObject(this);
}
void WorldObject::ResetMap()
{
ASSERT(m_currMap);
ASSERT(!IsInWorld());
if(m_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)
{
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);
}
TempSummon *Map::SummonCreature(uint32 entry, const Position &pos, SummonPropertiesEntry const *properties, uint32 duration, Unit *summoner, uint32 vehId)
{
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;
default:
switch(properties->Type)
{
case SUMMON_TYPE_MINION:
case SUMMON_TYPE_GUARDIAN:
case SUMMON_TYPE_GUARDIAN2:
mask = UNIT_MASK_GUARDIAN; break;
case SUMMON_TYPE_TOTEM:
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;
}
}
uint32 phase = PHASEMASK_NORMAL, team = 0;
if(summoner)
{
phase = summoner->GetPhaseMask();
if(summoner->GetTypeId() == TYPEID_PLAYER)
team = ((Player*)summoner)->GetTeam();
}
TempSummon *summon = NULL;
switch(mask)
{
case UNIT_MASK_SUMMON: summon = new TempSummon (properties, summoner); break;
case UNIT_MASK_GUARDIAN: summon = new Guardian (properties, summoner); 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); break;
default: return NULL;
}
if(!summon->Create(objmgr.GenerateLowGuid(HIGHGUID_UNIT), this, phase, entry, vehId, team, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation()))
{
delete summon;
return NULL;
}
summon->SetHomePosition(pos);
summon->InitStats(duration);
Add((Creature*)summon);
summon->InitSummon();
//ObjectAccessor::UpdateObjectVisibility(summon);
return summon;
}
void WorldObject::SetZoneScript()
{
if(Map *map = FindMap())
{
if(map->IsDungeon())
m_zoneScript = (ZoneScript*)((InstanceMap*)map)->GetInstanceData();
else if(!map->IsBattleGroundOrArena())
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;
}
Pet* Player::SummonPet(uint32 entry, float x, float y, float z, float ang, PetType petType, uint32 duration)
{
Pet* pet = new Pet(this, petType);
if(petType == SUMMON_PET && pet->LoadPetFromDB(this, entry))
{
// Remove Demonic Sacrifice auras (known pet)
Unit::AuraEffectList const& auraClassScripts = GetAuraEffectsByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS);
for (Unit::AuraEffectList::const_iterator itr = auraClassScripts.begin(); itr!=auraClassScripts.end();)
{
if((*itr)->GetMiscValue()==2228)
{
RemoveAurasDueToSpell((*itr)->GetId());
itr = auraClassScripts.begin();
}
else
++itr;
}
if(duration > 0)
pet->SetDuration(duration);
return NULL;
}
// petentry==0 for hunter "call pet" (current pet summoned if any)
if(!entry)
{
delete pet;
return NULL;
}
pet->Relocate(x, y, z, ang);
if(!pet->IsPositionValid())
{
sLog.outError("ERROR: Pet (guidlow %d, entry %d) not summoned. Suggested coordinates isn't valid (X: %f Y: %f)",pet->GetGUIDLow(),pet->GetEntry(),pet->GetPositionX(),pet->GetPositionY());
delete pet;
return NULL;
}
Map *map = GetMap();
uint32 pet_number = objmgr.GeneratePetNumber();
if(!pet->Create(objmgr.GenerateLowGuid(HIGHGUID_PET), map, GetPhaseMask(), entry, pet_number))
{
sLog.outError("no such creature entry %u", entry);
delete pet;
return NULL;
}
pet->SetCreatorGUID(GetGUID());
pet->SetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE, getFaction());
pet->setPowerType(POWER_MANA);
pet->SetUInt32Value(UNIT_NPC_FLAGS , 0);
pet->SetUInt32Value(UNIT_FIELD_BYTES_1,0);
pet->InitStatsForLevel(getLevel());
SetMinion(pet, true);
switch(petType)
{
case SUMMON_PET:
// this enables pet details window (Shift+P)
pet->GetCharmInfo()->SetPetNumber(pet_number, true);
pet->SetUInt32Value(UNIT_FIELD_BYTES_0, 2048);
pet->SetUInt32Value(UNIT_FIELD_PETEXPERIENCE, 0);
pet->SetUInt32Value(UNIT_FIELD_PETNEXTLEVELEXP, 1000);
pet->SetHealth(pet->GetMaxHealth());
pet->SetPower(POWER_MANA, pet->GetMaxPower(POWER_MANA));
pet->SetUInt32Value(UNIT_FIELD_PET_NAME_TIMESTAMP, time(NULL));
break;
}
map->Add((Creature*)pet);
switch(petType)
{
case SUMMON_PET:
pet->InitPetCreateSpells();
pet->InitTalentForLevel();
pet->SavePetToDB(PET_SAVE_AS_CURRENT);
PetSpellInitialize();
break;
}
if(petType == SUMMON_PET)
{
// Remove Demonic Sacrifice auras (known pet)
Unit::AuraEffectList const& auraClassScripts = GetAuraEffectsByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS);
for (Unit::AuraEffectList::const_iterator itr = auraClassScripts.begin(); itr!=auraClassScripts.end();)
{
if((*itr)->GetMiscValue()==2228)
{
RemoveAurasDueToSpell((*itr)->GetId());
itr = auraClassScripts.begin();
}
else
++itr;
}
}
if(duration > 0)
pet->SetDuration(duration);
//ObjectAccessor::UpdateObjectVisibility(pet);
return pet;
}
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;
GameObjectInfo const* goinfo = objmgr.GetGameObjectInfo(entry);
if(!goinfo)
{
sLog.outErrorDb("Gameobject template %u not found in database!", entry);
return NULL;
}
Map *map = GetMap();
GameObject *go = new GameObject();
if(!go->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), entry, map, GetPhaseMask(), x,y,z,ang,rotation0,rotation1,rotation2,rotation3,100,GO_STATE_READY))
{
delete go;
return NULL;
}
go->SetRespawnTime(respawnTime);
if(GetTypeId() == TYPEID_PLAYER || GetTypeId() == TYPEID_UNIT) //not sure how to handle this
((Unit*)this)->AddGameObject(go);
else
go->SetSpawnedByDefault(false);
map->Add(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;
}
Creature* WorldObject::FindNearestCreature(uint32 entry, float range, bool alive)
{
Creature *creature = NULL;
Trinity::NearestCreatureEntryWithLiveStateInObjectRangeCheck checker(*this, entry, alive, range);
Trinity::CreatureLastSearcher searcher(this, creature, checker);
VisitNearbyObject(range, searcher);
return creature;
}
GameObject* WorldObject::FindNearestGameObject(uint32 entry, float range)
{
GameObject *go = NULL;
Trinity::NearestGameObjectEntryInObjectRangeCheck checker(*this, entry, range);
Trinity::GameObjectLastSearcher searcher(this, go, checker);
VisitNearbyGridObject(range, searcher);
return go;
}
void WorldObject::GetGameObjectListWithEntryInGrid(std::list& lList, uint32 uiEntry, float fMaxSearchRange)
{
CellPair pair(Trinity::ComputeCellPair(this->GetPositionX(), this->GetPositionY()));
Cell cell(pair);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
Trinity::AllGameObjectsWithEntryInRange check(this, uiEntry, fMaxSearchRange);
Trinity::GameObjectListSearcher searcher(this, lList, check);
TypeContainerVisitor, GridTypeMapContainer> visitor(searcher);
CellLock cell_lock(cell, pair);
cell_lock->Visit(cell_lock, visitor, *(this->GetMap()));
}
void WorldObject::GetCreatureListWithEntryInGrid(std::list& lList, uint32 uiEntry, float fMaxSearchRange)
{
CellPair pair(Trinity::ComputeCellPair(this->GetPositionX(), this->GetPositionY()));
Cell cell(pair);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
Trinity::AllCreaturesOfEntryInRange check(this, uiEntry, fMaxSearchRange);
Trinity::CreatureListSearcher searcher(this, lList, check);
TypeContainerVisitor, GridTypeMapContainer> visitor(searcher);
CellLock cell_lock(cell, pair);
cell_lock->Visit(cell_lock, visitor, *(this->GetMap()));
}
/*
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_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED) ||
!c->GetMotionMaster()->GetDestination(x,y,z) )
{
x = c->GetPositionX();
y = c->GetPositionY();
}
add(c,x,y);
}
template
void operator()(T* u) const
{
// skip self or target
if(u==i_searcher || u==&i_object)
return;
float x,y;
x = u->GetPositionX();
y = u->GetPositionY();
add(u,x,y);
}
// we must add used pos that can fill places around center
void add(WorldObject* u, float x, float y) const
{
// u is too nearest/far away to i_object
if(!i_object.IsInRange2d(x,y,i_selector.m_dist - i_selector.m_size,i_selector.m_dist + i_selector.m_size))
return;
float angle = i_object.GetAngle(u)-i_angle;
// move angle to range -pi ... +pi
while( angle > M_PI)
angle -= 2.0f * M_PI;
while(angle < -M_PI)
angle += 2.0f * M_PI;
// dist include size of u
float dist2d = i_object.GetDistance2d(x,y);
i_selector.AddUsedPos(u->GetObjectSize(),angle,dist2d + i_object.GetObjectSize());
}
private:
WorldObject const& i_object;
WorldObject const* i_searcher;
float i_angle;
ObjectPosSelector& i_selector;
};
} // namespace Trinity
*/
//===================================================================================================
void WorldObject::GetNearPoint2D(float &x, float &y, float distance2d, float absAngle ) const
{
x = GetPositionX() + (GetObjectSize() + distance2d) * cos(absAngle);
y = GetPositionY() + (GetObjectSize() + distance2d) * 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();
UpdateGroundPositionZ(x,y,z);
/*
// 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(Trinity::ComputeCellPair(GetPositionX(), GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
Trinity::NearUsedPosDo u_do(*this,searcher,absAngle,selector);
Trinity::WorldObjectWorker worker(this,u_do);
TypeContainerVisitor, GridTypeMapContainer > grid_obj_worker(worker);
TypeContainerVisitor, WorldTypeMapContainer > world_obj_worker(worker);
CellLock cell_lock(cell, p);
cell_lock->Visit(cell_lock, grid_obj_worker, *GetMap(), *this, distance2d);
cell_lock->Visit(cell_lock, world_obj_worker, *GetMap(), *this, distance2d);
}
// maybe can just place in primary position
if( selector.CheckOriginal() )
{
UpdateGroundPositionZ(x,y,z); // update to LOS height if available
if(IsWithinLOS(x,y,z))
return;
first_los_conflict = true; // first point have LOS problems
}
float angle; // candidate of angle for free pos
// special case when one from list empty and then empty side preferred
if(selector.FirstAngle(angle))
{
GetNearPoint2D(x,y,distance2d,absAngle+angle);
z = GetPositionZ();
UpdateGroundPositionZ(x,y,z); // update to LOS height if available
if(IsWithinLOS(x,y,z))
return;
}
// set first used pos in lists
selector.InitializeAngle();
// select in positions after current nodes (selection one by one)
while(selector.NextAngle(angle)) // angle for free pos
{
GetNearPoint2D(x,y,distance2d,absAngle+angle);
z = GetPositionZ();
UpdateGroundPositionZ(x,y,z); // update to LOS height if available
if(IsWithinLOS(x,y,z))
return;
}
// BAD NEWS: not free pos (or used or have LOS problems)
// Attempt find _used_ pos without LOS problem
if(!first_los_conflict)
{
x = first_x;
y = first_y;
UpdateGroundPositionZ(x,y,z); // update to LOS height if available
return;
}
// special case when one from list empty and then empty side preferred
if( selector.IsNonBalanced() )
{
if(!selector.FirstAngle(angle)) // _used_ pos
{
GetNearPoint2D(x,y,distance2d,absAngle+angle);
z = GetPositionZ();
UpdateGroundPositionZ(x,y,z); // update to LOS height if available
if(IsWithinLOS(x,y,z))
return;
}
}
// set first used pos in lists
selector.InitializeAngle();
// select in positions after current nodes (selection one by one)
while(selector.NextUsedAngle(angle)) // angle for used pos but maybe without LOS problem
{
GetNearPoint2D(x,y,distance2d,absAngle+angle);
z = GetPositionZ();
UpdateGroundPositionZ(x,y,z); // update to LOS height if available
if(IsWithinLOS(x,y,z))
return;
}
// BAD BAD NEWS: all found pos (free and used) have LOS problem :(
x = first_x;
y = first_y;
UpdateGroundPositionZ(x,y,z); // update to LOS height if available
*/
}
void WorldObject::MovePosition(Position &pos, float dist, float angle)
{
angle += m_orientation;
pos.m_positionX += dist * cos(angle);
pos.m_positionY += dist * sin(angle);
Trinity::NormalizeMapCoord(pos.m_positionX);
Trinity::NormalizeMapCoord(pos.m_positionY);
UpdateGroundPositionZ(pos.m_positionX, pos.m_positionY, pos.m_positionZ);
pos.m_orientation = m_orientation;
}
void WorldObject::SetPhaseMask(uint32 newPhaseMask, bool update)
{
m_phaseMask = newPhaseMask;
if(update && IsInWorld())
ObjectAccessor::UpdateObjectVisibility(this);
}
void WorldObject::PlayDistanceSound( uint32 sound_id, Player* target /*= NULL*/ )
{
WorldPacket data(SMSG_PLAY_OBJECT_SOUND,4+8);
data << uint32(sound_id);
data << uint64(GetGUID());
if (target)
target->SendDirectMessage( &data );
else
SendMessageToSet( &data, true );
}
void WorldObject::PlayDirectSound( uint32 sound_id, Player* target /*= NULL*/ )
{
WorldPacket data(SMSG_PLAY_SOUND, 4);
data << uint32(sound_id);
if (target)
target->SendDirectMessage( &data );
else
SendMessageToSet( &data, true );
}
void WorldObject::DestroyForNearbyPlayers()
{
if(!IsInWorld())
return;
std::list targets;
Trinity::AnyUnitInObjectRangeCheck check(this, GetMap()->GetVisibilityDistance());
Trinity::UnitListSearcher searcher(this, targets, check);
VisitNearbyWorldObject(GetMap()->GetVisibilityDistance(), searcher);
for (std::list::const_iterator iter = targets.begin(); iter != targets.end(); ++iter)
{
Player *plr = dynamic_cast(*iter);
if(!plr)
continue;
if(plr == this)
continue;
if(!plr->HaveAtClient(this))
continue;
if(isType(TYPEMASK_UNIT) && ((Unit*)this)->GetCharmerGUID() == plr->GetGUID()) // TODO: this is for puppet
continue;
DestroyForPlayer(plr);
plr->m_clientGUIDs.erase(GetGUID());
}
}