/* * Copyright (C) 2005-2009 MaNGOS * * Copyright (C) 2008-2009 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 "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; case HIGHGUID_VEHICLE: return TYPEID_UNIT; } return MAX_TYPEID; // 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; 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; } } 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()); //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; 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(); data << uint8(0); // WotLK (bool) target->GetSession()->SendPacket( &data ); } void Object::_BuildMovementUpdate(ByteBuffer * data, uint8 flags, uint32 flags2) const { uint16 unk_flags = ((GetTypeId() == TYPEID_PLAYER) ? ((Player*)this)->m_movementInfo.unk1 : 0); if(GetTypeId() == TYPEID_UNIT) if(((Creature*)this)->isVehicle()) unk_flags |= 0x20; // always allow pitch *data << (uint8)flags; // update flags // 0x20 if (flags & UPDATEFLAG_LIVING) { switch(GetTypeId()) { case TYPEID_UNIT: { flags2 = ((Unit*)this)->GetUnitMovementFlags(); flags2 &= ~MOVEMENTFLAG_ONTRANSPORT; flags2 &= ~MOVEMENTFLAG_SPLINE2; } 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 << uint16(unk_flags); // unknown 2.3.0 *data << uint32(getMSTime()); // time (in milliseconds) } // 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(); } } // 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(); *data << (int8)((Player*)this)->GetTransSeat(); } //TrinIty currently not have support for other than player on transport } // 0x02200000 if((flags2 & (MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_FLYING2)) || (unk_flags & 0x20)) { 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_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(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; } *data << uint8(0); // added in 3.0.8 /*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(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) { 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; case TYPEID_UNIT: *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; } } // 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(((Vehicle*)this)->GetVehicleId()); // vehicle id *data << float(0); // facing adjustment } } 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_DYNAMIC); } if (((GameObject*)this)->GetGoArtKit()) updateMask->SetBit(GAMEOBJECT_BYTES_1); } } 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); } } 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 + UNIT_NPC_FLAG_OUTDOORPVP)); // 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); } // use modelid_a if not gm, _h if gm for CREATURE_FLAG_EXTRA_TRIGGER creatures else if(index == UNIT_FIELD_DISPLAYID && GetTypeId() == TYPEID_UNIT) { const CreatureInfo* cinfo = ((Creature*)this)->GetCreatureInfo(); if(cinfo->flags_extra & CREATURE_FLAG_EXTRA_TRIGGER) { if(target->isGameMaster()) { if(cinfo->Modelid2) *data << cinfo->Modelid1; else *data << 17519; // world invisible trigger's model } else { if(cinfo->Modelid2) *data << cinfo->Modelid2; else *data << 11686; // world invisible trigger's model } } else *data << m_uint32Values[ index ]; } // 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); } // FG: pretend that OTHER players in own group are friendly ("blue") else if(index == UNIT_FIELD_BYTES_2 || index == UNIT_FIELD_FACTIONTEMPLATE) { bool ch = false; if(target->GetTypeId() == TYPEID_PLAYER && GetTypeId() == TYPEID_PLAYER && target != this) { if(target->IsInSameGroupWith((Player*)this) || target->IsInSameRaidWith((Player*)this)) { if(index == UNIT_FIELD_BYTES_2) { 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 << 8) ); // this flag is at uint8 offset 1 !! ch = true; } else if(index == UNIT_FIELD_FACTIONTEMPLATE) { FactionTemplateEntry const *ft1, *ft2; ft1 = ((Player*)this)->getFactionTemplateEntry(); ft2 = ((Player*)target)->getFactionTemplateEntry(); if(ft1 && ft2 && !ft1->IsFriendlyTo(*ft2)) { uint32 faction = ((Player*)target)->getFaction(); // pretend that all other HOSTILE players have own faction, to allow follow, heal, rezz (trade wont work) DEBUG_LOG("-- VALUES_UPDATE: Sending '%s' the blue-group-fix from '%s' (faction %u)", target->GetName(), ((Player*)this)->GetName(), faction); *data << uint32(faction); ch = true; } } } } if(!ch) *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: *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; } } } } 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("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_mapId(0), m_InstanceId(0), m_phaseMask(PHASEMASK_NORMAL), m_positionX(0.0f), m_positionY(0.0f), m_positionZ(0.0f), m_orientation(0.0f), mSemaphoreTeleport(false) { 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; m_isActive = false; IsTempWorldObject = false; } 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; bool world = IsInWorld(); Map* map; if(world) { map = GetMap(); if(GetTypeId() == TYPEID_UNIT) map->RemoveFromActive((Creature*)this); else if(GetTypeId() == TYPEID_DYNAMICOBJECT) map->RemoveFromActive((DynamicObject*)this); } m_isActive = on; if(world) { if(GetTypeId() == TYPEID_UNIT) map->AddToActive((Creature*)this); else if(GetTypeId() == TYPEID_DYNAMICOBJECT) map->AddToActive((DynamicObject*)this); } } void WorldObject::_Create( uint32 guidlow, HighGuid guidhigh, uint32 mapid, uint32 phaseMask ) { Object::_Create(guidlow, 0, guidhigh); m_mapId = mapid; m_phaseMask = phaseMask; } uint32 WorldObject::GetZoneId() const { return MapManager::Instance().GetBaseMap(m_mapId)->GetZoneId(m_positionX,m_positionY,m_positionZ); } uint32 WorldObject::GetAreaId() const { return MapManager::Instance().GetBaseMap(m_mapId)->GetAreaId(m_positionX,m_positionY,m_positionZ); } void WorldObject::GetZoneAndAreaId(uint32& zoneid, uint32& areaid) const { MapManager::Instance().GetBaseMap(m_mapId)->GetZoneAndAreaId(zoneid,areaid,m_positionX,m_positionY,m_positionZ); } InstanceData* WorldObject::GetInstanceData() { Map *map = GetMap(); 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::GetDistanceSq(const float &x, const float &y, const float &z) const { float dx = GetPositionX() - x; float dy = GetPositionY() - y; float dz = GetPositionZ() - z; return dx*dx + dy*dy + dz*dz; } 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 bool is3D) const { if (!obj || !IsInMap(obj)) return false; 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(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; 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 = 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 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.GetMangosString(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(); MaNGOS::MonsterChatBuilder say_build(*this, CHAT_MSG_MONSTER_SAY, textId,language,TargetGuid); MaNGOS::LocalizedPacketDo say_do(say_build); MaNGOS::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()); } 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(); MaNGOS::MonsterChatBuilder say_build(*this, CHAT_MSG_MONSTER_YELL, textId,language,TargetGuid); MaNGOS::LocalizedPacketDo say_do(say_build); MaNGOS::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()); } 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(); MaNGOS::MonsterChatBuilder say_build(*this, IsBossEmote ? CHAT_MSG_RAID_BOSS_EMOTE : CHAT_MSG_MONSTER_EMOTE, textId,LANG_UNIVERSAL,TargetGuid); MaNGOS::LocalizedPacketDo say_do(say_build); MaNGOS::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()); } 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 { 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 << uint16(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 << uint16(0); // 2.3.0 *data << getMSTime(); // time *data << x; *data << y; *data << z; *data << ang; *data << uint32(0); } void WorldObject::SendMessageToSet(WorldPacket *data, bool /*fake*/, bool bToPossessor) { MapManager::Instance().GetMap(m_mapId, this)->MessageBroadcast(this, data, bToPossessor); } void WorldObject::SendMessageToSetInRange(WorldPacket *data, float dist, bool /*bToSelf*/, bool bToPossessor) { MapManager::Instance().GetMap(m_mapId, this)->MessageDistBroadcast(this, data, dist, bToPossessor); } 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 = MapManager::Instance().FindMap(GetMapId(), GetInstanceId()); 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()); uint32 team = 0; if (GetTypeId()==TYPEID_PLAYER) team = ((Player*)this)->GetTeam(); if (!pCreature->Create(objmgr.GenerateLowGuid(HIGHGUID_UNIT), GetMap(), GetPhaseMask(), 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->SetHomePosition(x, y, z, ang); pCreature->Summon(spwtype, despwtime); if(GetTypeId()==TYPEID_UNIT && ((Creature*)this)->IsAIEnabled) ((Creature*)this)->AI()->JustSummoned(pCreature); if(pCreature->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_TRIGGER && pCreature->m_spells[0]) { if(GetTypeId() == TYPEID_UNIT || GetTypeId() == TYPEID_PLAYER) pCreature->setFaction(((Unit*)this)->getFaction()); pCreature->CastSpell(pCreature, pCreature->m_spells[0], false, 0, 0, GetGUID()); } //return the creature therewith the summoner has access to it return pCreature; } Vehicle* WorldObject::SummonVehicle(uint32 entry, float x, float y, float z, float ang) { CreatureInfo const *ci = objmgr.GetCreatureTemplate(entry); if(!ci) return false; uint32 id = ci->spells[7]; //temp store id here VehicleEntry const *ve = sVehicleStore.LookupEntry(id); if(!ve) return false; Vehicle *v = new Vehicle; Map *map = GetMap(); uint32 team = 0; if (GetTypeId()==TYPEID_PLAYER) team = ((Player*)this)->GetTeam(); if(!v->Create(objmgr.GenerateLowGuid(HIGHGUID_VEHICLE), map, entry, id, team)) { delete v; return NULL; } v->Relocate(x, y, z, ang); if(!v->IsPositionValid()) { sLog.outError("ERROR: Vehicle (guidlow %d, entry %d) not created. Suggested coordinates isn't valid (X: %f Y: %f)", v->GetGUIDLow(), v->GetEntry(), v->GetPositionX(), v->GetPositionY()); delete v; return NULL; } map->Add((Creature*)v); return v; } Pet* Player::SummonPet(uint32 entry, float x, float y, float z, float ang, PetType petType, uint32 duration) { Pet* pet = new Pet(petType); if(petType == SUMMON_PET && pet->LoadPetFromDB(this, entry)) { // Remove Demonic Sacrifice auras (known pet) Unit::AuraList const& auraClassScripts = GetAurasByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS); for(Unit::AuraList::const_iterator itr = auraClassScripts.begin();itr!=auraClassScripts.end();) { if((*itr)->GetModifier()->m_miscvalue==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; } 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->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; } pet->SetOwnerGUID(GetGUID()); pet->SetCreatorGUID(GetGUID()); pet->SetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE, getFaction()); // this enables pet details window (Shift+P) pet->GetCharmInfo()->SetPetNumber(pet_number, false); pet->AIM_Initialize(); map->Add((Creature*)pet); pet->setPowerType(POWER_MANA); pet->SetUInt32Value(UNIT_NPC_FLAGS , 0); pet->SetUInt32Value(UNIT_FIELD_BYTES_1,0); pet->InitStatsForLevel(getLevel()); switch(petType) { case GUARDIAN_PET: case POSSESSED_PET: pet->SetUInt32Value(UNIT_FIELD_FLAGS,0); AddGuardian(pet); break; case SUMMON_PET: 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->InitPetCreateSpells(); pet->SavePetToDB(PET_SAVE_AS_CURRENT); SetPet(pet); PetSpellInitialize(); break; } if(petType == SUMMON_PET) { // Remove Demonic Sacrifice auras (known pet) Unit::AuraList const& auraClassScripts = GetAurasByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS); for(Unit::AuraList::const_iterator itr = auraClassScripts.begin();itr!=auraClassScripts.end();) { if((*itr)->GetModifier()->m_miscvalue==2228) { RemoveAurasDueToSpell((*itr)->GetId()); itr = auraClassScripts.begin(); } else ++itr; } } if(duration > 0) pet->SetDuration(duration); 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,rotation3,100,1)) 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; } 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); } void WorldObject::GetGroundPoint(float &x, float &y, float &z, float dist, float angle) { angle += GetOrientation(); x += dist * cos(angle); y += dist * sin(angle); Trinity::NormalizeMapCoord(x); Trinity::NormalizeMapCoord(y); UpdateGroundPositionZ(x, y, z); } void WorldObject::SetPhaseMask(uint32 newPhaseMask, bool update) { m_phaseMask = newPhaseMask; if(update && IsInWorld()) ObjectAccessor::UpdateObjectVisibility(this); }