/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* 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, see .
*/
#include "Object.h"
#include "BattlefieldMgr.h"
#include "CellImpl.h"
#include "CinematicMgr.h"
#include "CombatLogPackets.h"
#include "Common.h"
#include "Creature.h"
#include "CreatureGroups.h"
#include "DB2Stores.h"
#include "GameTime.h"
#include "GridNotifiersImpl.h"
#include "G3DPosition.hpp"
#include "InstanceScenario.h"
#include "Item.h"
#include "Log.h"
#include "MiscPackets.h"
#include "MovementPackets.h"
#include "MovementTypedefs.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "OutdoorPvPMgr.h"
#include "PathGenerator.h"
#include "PhasingHandler.h"
#include "Player.h"
#include "ReputationMgr.h"
#include "SmoothPhasing.h"
#include "SpellAuraEffects.h"
#include "SpellMgr.h"
#include "SpellPackets.h"
#include "TemporarySummon.h"
#include "Totem.h"
#include "Transport.h"
#include "Unit.h"
#include "UpdateData.h"
#include "Util.h"
#include "VMapFactory.h"
#include "Vehicle.h"
#include "VMapManager2.h"
#include "World.h"
#include
#include
constexpr float VisibilityDistances[AsUnderlyingType(VisibilityDistanceType::Max)] =
{
DEFAULT_VISIBILITY_DISTANCE,
VISIBILITY_DISTANCE_TINY,
VISIBILITY_DISTANCE_SMALL,
VISIBILITY_DISTANCE_LARGE,
VISIBILITY_DISTANCE_GIGANTIC,
MAX_VISIBILITY_DISTANCE
};
Object::Object() : m_scriptRef(this, NoopObjectDeleter())
{
m_objectTypeId = TYPEID_OBJECT;
m_objectType = TYPEMASK_OBJECT;
m_updateFlag.Clear();
m_entityFragments.Add(WowCS::EntityFragment::CGObject, false);
m_inWorld = false;
m_isNewObject = false;
m_isDestroyedObject = false;
m_objectUpdated = false;
}
Object::~Object()
{
if (IsInWorld())
{
TC_LOG_FATAL("misc", "Object::~Object {} deleted but still in world!!", GetGUID().ToString());
if (Item* item = ToItem())
TC_LOG_FATAL("misc", "Item slot {}", item->GetSlot());
ABORT();
}
if (m_objectUpdated)
{
TC_LOG_FATAL("misc", "Object::~Object {} deleted but still in update list!!", GetGUID().ToString());
ABORT();
}
}
void Object::_Create(ObjectGuid const& guid)
{
m_objectUpdated = false;
m_guid = guid;
}
void Object::AddToWorld()
{
if (m_inWorld)
return;
m_inWorld = true;
// synchronize values mirror with values array (changes will send in updatecreate opcode any way
ASSERT(!m_objectUpdated);
ClearUpdateMask(false);
// Set new ref when adding to world (except if we already have one - also set in constructor to allow scripts to work in initialization phase)
// Changing the ref when adding/removing from world prevents accessing players on different maps (possibly from another thread)
if (!m_scriptRef)
m_scriptRef.reset(this, NoopObjectDeleter());
}
void Object::RemoveFromWorld()
{
if (!m_inWorld)
return;
m_inWorld = false;
// if we remove from world then sending changes not required
ClearUpdateMask(true);
m_scriptRef = nullptr;
}
void Object::BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) const
{
if (!target)
return;
uint8 updateType = m_isNewObject ? UPDATETYPE_CREATE_OBJECT2 : UPDATETYPE_CREATE_OBJECT;
uint8 objectType = m_objectTypeId;
CreateObjectBits flags = m_updateFlag;
if (target == this) // building packet for yourself
{
flags.ThisIsYou = true;
flags.ActivePlayer = true;
objectType = TYPEID_ACTIVE_PLAYER;
}
if (IsWorldObject())
{
WorldObject const* worldObject = static_cast(this);
if (!flags.MovementUpdate && !worldObject->m_movementInfo.transport.guid.IsEmpty())
flags.MovementTransport = true;
if (worldObject->GetAIAnimKitId() || worldObject->GetMovementAnimKitId() || worldObject->GetMeleeAnimKitId())
flags.AnimKit = true;
if (worldObject->GetSmoothPhasing() && worldObject->GetSmoothPhasing()->GetInfoForSeer(target->GetGUID()))
flags.SmoothPhasing = true;
}
if (Unit const* unit = ToUnit())
{
flags.PlayHoverAnim = unit->IsPlayingHoverAnim();
if (unit->GetVictim())
flags.CombatVictim = true;
}
ByteBuffer& buf = data->GetBuffer();
buf << uint8(updateType);
buf << GetGUID();
buf << uint8(objectType);
BuildMovementUpdate(&buf, flags, target);
UF::UpdateFieldFlag fieldFlags = GetUpdateFieldFlagsFor(target);
std::size_t sizePos = buf.wpos();
buf << uint32(0);
buf << uint8(fieldFlags);
BuildEntityFragments(&buf, m_entityFragments.GetIds());
buf << uint8(1); // IndirectFragmentActive: CGObject
BuildValuesCreate(&buf, fieldFlags, target);
buf.put(sizePos, buf.wpos() - sizePos - 4);
data->AddUpdateBlock();
}
void Object::SendUpdateToPlayer(Player* player)
{
// send create update to player
UpdateData upd(player->GetMapId());
WorldPacket packet;
if (player->HaveAtClient(this))
BuildValuesUpdateBlockForPlayer(&upd, player);
else
BuildCreateUpdateBlockForPlayer(&upd, player);
upd.BuildPacket(&packet);
player->SendDirectMessage(&packet);
}
void Object::BuildValuesUpdateBlockForPlayer(UpdateData* data, Player const* target) const
{
ByteBuffer& buf = PrepareValuesUpdateBuffer(data);
EnumFlag fieldFlags = GetUpdateFieldFlagsFor(target);
std::size_t sizePos = buf.wpos();
buf << uint32(0);
buf << uint8(fieldFlags.HasFlag(UF::UpdateFieldFlag::Owner));
buf << uint8(m_entityFragments.IdsChanged);
if (m_entityFragments.IdsChanged)
{
buf << uint8(WowCS::EntityFragmentSerializationType::Full);
BuildEntityFragments(&buf, m_entityFragments.GetIds());
}
buf << uint8(m_entityFragments.ContentsChangedMask);
BuildValuesUpdate(&buf, fieldFlags, target);
buf.put(sizePos, buf.wpos() - sizePos - 4);
data->AddUpdateBlock();
}
void Object::BuildValuesUpdateBlockForPlayerWithFlag(UpdateData* data, UF::UpdateFieldFlag flags, Player const* target) const
{
ByteBuffer& buf = PrepareValuesUpdateBuffer(data);
std::size_t sizePos = buf.wpos();
buf << uint32(0);
BuildEntityFragmentsForValuesUpdateForPlayerWithMask(&buf, flags);
BuildValuesUpdateWithFlag(&buf, flags, target);
buf.put(sizePos, buf.wpos() - sizePos - 4);
data->AddUpdateBlock();
}
void Object::BuildEntityFragments(ByteBuffer* data, std::span fragments)
{
data->append(fragments.data(), fragments.size());
*data << uint8(WowCS::EntityFragment::End);
}
void Object::BuildEntityFragmentsForValuesUpdateForPlayerWithMask(ByteBuffer* data, EnumFlag flags) const
{
uint8 contentsChangedMask = WowCS::CGObjectChangedMask;
for (WowCS::EntityFragment updateableFragmentId : m_entityFragments.GetUpdateableIds())
if (WowCS::IsIndirectFragment(updateableFragmentId))
contentsChangedMask |= m_entityFragments.GetUpdateMaskFor(updateableFragmentId) >> 1; // set the "fragment exists" bit
*data << uint8(flags.HasFlag(UF::UpdateFieldFlag::Owner));
*data << uint8(false); // m_entityFragments.IdsChanged
*data << uint8(contentsChangedMask);
}
void Object::BuildDestroyUpdateBlock(UpdateData* data) const
{
data->AddDestroyObject(GetGUID());
}
void Object::BuildOutOfRangeUpdateBlock(UpdateData* data) const
{
data->AddOutOfRangeGUID(GetGUID());
}
ByteBuffer& Object::PrepareValuesUpdateBuffer(UpdateData* data) const
{
ByteBuffer& buffer = data->GetBuffer();
buffer << uint8(UPDATETYPE_VALUES);
buffer << GetGUID();
return buffer;
}
void Object::DestroyForPlayer(Player* target) const
{
ASSERT(target);
UpdateData updateData(target->GetMapId());
BuildDestroyUpdateBlock(&updateData);
WorldPacket packet;
updateData.BuildPacket(&packet);
target->SendDirectMessage(&packet);
}
void Object::SendOutOfRangeForPlayer(Player* target) const
{
ASSERT(target);
UpdateData updateData(target->GetMapId());
BuildOutOfRangeUpdateBlock(&updateData);
WorldPacket packet;
updateData.BuildPacket(&packet);
target->SendDirectMessage(&packet);
}
void Object::BuildMovementUpdate(ByteBuffer* data, CreateObjectBits flags, Player const* target) const
{
std::vector const* PauseTimes = nullptr;
if (GameObject const* go = ToGameObject())
PauseTimes = go->GetPauseTimes();
data->WriteBit(IsWorldObject()); // HasPositionFragment
data->WriteBit(flags.NoBirthAnim);
data->WriteBit(flags.EnablePortals);
data->WriteBit(flags.PlayHoverAnim);
data->WriteBit(flags.ThisIsYou);
data->WriteBit(flags.MovementUpdate);
data->WriteBit(flags.MovementTransport);
data->WriteBit(flags.Stationary);
data->WriteBit(flags.CombatVictim);
data->WriteBit(flags.ServerTime);
data->WriteBit(flags.Vehicle);
data->WriteBit(flags.AnimKit);
data->WriteBit(flags.Rotation);
data->WriteBit(flags.GameObject);
data->WriteBit(flags.SmoothPhasing);
data->WriteBit(flags.SceneObject);
data->WriteBit(flags.ActivePlayer);
data->WriteBit(flags.Conversation);
data->FlushBits();
if (flags.MovementUpdate)
{
Unit const* unit = static_cast(this);
bool HasFallDirection = unit->HasUnitMovementFlag(MOVEMENTFLAG_FALLING);
bool HasFall = HasFallDirection || unit->m_movementInfo.jump.fallTime != 0;
bool HasSpline = unit->IsSplineEnabled();
bool HasInertia = unit->m_movementInfo.inertia.has_value();
bool HasAdvFlying = unit->m_movementInfo.advFlying.has_value();
bool HasDriveStatus = unit->m_movementInfo.driveStatus.has_value();
bool HasStandingOnGameObjectGUID = unit->m_movementInfo.standingOnGameObjectGUID.has_value();
*data << GetGUID(); // MoverGUID
*data << uint32(unit->GetUnitMovementFlags());
*data << uint32(unit->GetExtraUnitMovementFlags());
*data << uint32(unit->GetExtraUnitMovementFlags2());
*data << uint32(unit->m_movementInfo.time); // MoveTime
*data << float(unit->GetPositionX());
*data << float(unit->GetPositionY());
*data << float(unit->GetPositionZ());
*data << float(unit->GetOrientation());
*data << float(unit->m_movementInfo.pitch); // Pitch
*data << float(unit->m_movementInfo.stepUpStartElevation); // StepUpStartElevation
*data << uint32(0); // RemoveForcesIDs.size()
*data << uint32(0); // MoveIndex
//for (std::size_t i = 0; i < RemoveForcesIDs.size(); ++i)
// *data << ObjectGuid(RemoveForcesIDs);
data->WriteBit(HasStandingOnGameObjectGUID); // HasStandingOnGameObjectGUID
data->WriteBit(!unit->m_movementInfo.transport.guid.IsEmpty()); // HasTransport
data->WriteBit(HasFall); // HasFall
data->WriteBit(HasSpline); // HasSpline - marks that the unit uses spline movement
data->WriteBit(false); // HeightChangeFailed
data->WriteBit(false); // RemoteTimeValid
data->WriteBit(HasInertia); // HasInertia
data->WriteBit(HasAdvFlying); // HasAdvFlying
data->WriteBit(HasDriveStatus); // HasDriveStatus
data->FlushBits();
if (!unit->m_movementInfo.transport.guid.IsEmpty())
*data << unit->m_movementInfo.transport;
if (HasStandingOnGameObjectGUID)
*data << *unit->m_movementInfo.standingOnGameObjectGUID;
if (HasInertia)
{
*data << unit->m_movementInfo.inertia->id;
*data << unit->m_movementInfo.inertia->force.PositionXYZStream();
*data << uint32(unit->m_movementInfo.inertia->lifetime);
}
if (HasAdvFlying)
{
*data << float(unit->m_movementInfo.advFlying->forwardVelocity);
*data << float(unit->m_movementInfo.advFlying->upVelocity);
}
if (HasFall)
{
*data << uint32(unit->m_movementInfo.jump.fallTime); // Time
*data << float(unit->m_movementInfo.jump.zspeed); // JumpVelocity
if (data->WriteBit(HasFallDirection))
{
*data << float(unit->m_movementInfo.jump.sinAngle); // Direction
*data << float(unit->m_movementInfo.jump.cosAngle);
*data << float(unit->m_movementInfo.jump.xyspeed); // Speed
}
}
if (HasDriveStatus)
{
*data << float(unit->m_movementInfo.driveStatus->speed);
*data << float(unit->m_movementInfo.driveStatus->movementAngle);
data->WriteBit(unit->m_movementInfo.driveStatus->accelerating);
data->WriteBit(unit->m_movementInfo.driveStatus->drifting);
data->FlushBits();
}
*data << float(unit->GetSpeed(MOVE_WALK));
*data << float(unit->GetSpeed(MOVE_RUN));
*data << float(unit->GetSpeed(MOVE_RUN_BACK));
*data << float(unit->GetSpeed(MOVE_SWIM));
*data << float(unit->GetSpeed(MOVE_SWIM_BACK));
*data << float(unit->GetSpeed(MOVE_FLIGHT));
*data << float(unit->GetSpeed(MOVE_FLIGHT_BACK));
*data << float(unit->GetSpeed(MOVE_TURN_RATE));
*data << float(unit->GetSpeed(MOVE_PITCH_RATE));
if (MovementForces const* movementForces = unit->GetMovementForces())
{
*data << uint32(movementForces->GetForces()->size());
*data << float(movementForces->GetModMagnitude()); // MovementForcesModMagnitude
}
else
{
*data << uint32(0);
*data << float(1.0f); // MovementForcesModMagnitude
}
*data << float(unit->GetAdvFlyingSpeed(ADV_FLYING_AIR_FRICTION));
*data << float(unit->GetAdvFlyingSpeed(ADV_FLYING_MAX_VEL));
*data << float(unit->GetAdvFlyingSpeed(ADV_FLYING_LIFT_COEFFICIENT));
*data << float(unit->GetAdvFlyingSpeed(ADV_FLYING_DOUBLE_JUMP_VEL_MOD));
*data << float(unit->GetAdvFlyingSpeed(ADV_FLYING_GLIDE_START_MIN_HEIGHT));
*data << float(unit->GetAdvFlyingSpeed(ADV_FLYING_ADD_IMPULSE_MAX_SPEED));
*data << float(unit->GetAdvFlyingSpeedMin(ADV_FLYING_BANKING_RATE));
*data << float(unit->GetAdvFlyingSpeedMax(ADV_FLYING_BANKING_RATE));
*data << float(unit->GetAdvFlyingSpeedMin(ADV_FLYING_PITCHING_RATE_DOWN));
*data << float(unit->GetAdvFlyingSpeedMax(ADV_FLYING_PITCHING_RATE_DOWN));
*data << float(unit->GetAdvFlyingSpeedMin(ADV_FLYING_PITCHING_RATE_UP));
*data << float(unit->GetAdvFlyingSpeedMax(ADV_FLYING_PITCHING_RATE_UP));
*data << float(unit->GetAdvFlyingSpeedMin(ADV_FLYING_TURN_VELOCITY_THRESHOLD));
*data << float(unit->GetAdvFlyingSpeedMax(ADV_FLYING_TURN_VELOCITY_THRESHOLD));
*data << float(unit->GetAdvFlyingSpeed(ADV_FLYING_SURFACE_FRICTION));
*data << float(unit->GetAdvFlyingSpeed(ADV_FLYING_OVER_MAX_DECELERATION));
*data << float(unit->GetAdvFlyingSpeed(ADV_FLYING_LAUNCH_SPEED_COEFFICIENT));
data->WriteBit(HasSpline);
data->FlushBits();
if (MovementForces const* movementForces = unit->GetMovementForces())
for (MovementForce const& force : *movementForces->GetForces())
WorldPackets::Movement::CommonMovement::WriteMovementForceWithDirection(force, *data, unit);
if (HasSpline)
WorldPackets::Movement::CommonMovement::WriteCreateObjectSplineDataBlock(*unit->movespline, *data);
}
*data << uint32(PauseTimes ? PauseTimes->size() : 0);
if (flags.Stationary)
{
WorldObject const* self = static_cast(this);
*data << self->GetStationaryPosition().PositionXYZOStream();
}
if (flags.CombatVictim)
{
Unit const* unit = static_cast(this);
*data << unit->GetVictim()->GetGUID(); // CombatVictim
}
if (flags.ServerTime)
*data << uint32(GameTime::GetGameTimeMS());
if (flags.Vehicle)
{
Unit const* unit = static_cast(this);
*data << uint32(unit->GetVehicleKit()->GetVehicleInfo()->ID); // RecID
*data << float(unit->GetOrientation()); // InitialRawFacing
}
if (flags.AnimKit)
{
WorldObject const* self = static_cast(this);
*data << uint16(self->GetAIAnimKitId()); // AiID
*data << uint16(self->GetMovementAnimKitId()); // MovementID
*data << uint16(self->GetMeleeAnimKitId()); // MeleeID
}
if (flags.Rotation)
{
GameObject const* gameObject = static_cast(this);
*data << uint64(gameObject->GetPackedLocalRotation()); // Rotation
}
if (PauseTimes && !PauseTimes->empty())
data->append(PauseTimes->data(), PauseTimes->size());
if (flags.MovementTransport)
{
WorldObject const* self = static_cast(this);
*data << self->m_movementInfo.transport;
}
if (flags.GameObject)
{
GameObject const* gameObject = static_cast(this);
Transport const* transport = gameObject->ToTransport();
bool bit8 = false;
*data << uint32(gameObject->GetWorldEffectID());
data->WriteBit(bit8);
data->WriteBit(transport != nullptr);
data->WriteBit(gameObject->GetPathProgressForClient().has_value());
data->FlushBits();
if (transport)
{
uint32 period = transport->GetTransportPeriod();
*data << uint32((((int64(transport->GetTimer()) - int64(GameTime::GetGameTimeMS())) % period) + period) % period); // TimeOffset
*data << uint32(transport->GetNextStopTimestamp().value_or(0));
data->WriteBit(transport->GetNextStopTimestamp().has_value());
data->WriteBit(transport->IsStopped());
data->WriteBit(false);
data->FlushBits();
}
if (bit8)
*data << uint32(0);
if (gameObject->GetPathProgressForClient())
*data << float(*gameObject->GetPathProgressForClient());
}
if (flags.SmoothPhasing)
{
SmoothPhasingInfo const* smoothPhasingInfo = static_cast(this)->GetSmoothPhasing()->GetInfoForSeer(target->GetGUID());
ASSERT(smoothPhasingInfo);
data->WriteBit(smoothPhasingInfo->ReplaceActive);
data->WriteBit(smoothPhasingInfo->StopAnimKits);
data->WriteBit(smoothPhasingInfo->ReplaceObject.has_value());
data->FlushBits();
if (smoothPhasingInfo->ReplaceObject)
*data << *smoothPhasingInfo->ReplaceObject;
}
if (flags.SceneObject)
{
data->WriteBit(false); // HasLocalScriptData
data->WriteBit(false); // HasPetBattleFullUpdate
data->FlushBits();
// if (HasLocalScriptData)
// {
// data->WriteBits(Data.length(), 7);
// data->FlushBits();
// data->WriteString(Data);
// }
// if (HasPetBattleFullUpdate)
// {
// for (std::size_t i = 0; i < 2; ++i)
// {
// *data << ObjectGuid(Players[i].CharacterID);
// *data << int32(Players[i].TrapAbilityID);
// *data << int32(Players[i].TrapStatus);
// *data << uint16(Players[i].RoundTimeSecs);
// *data << int8(Players[i].FrontPet);
// *data << uint8(Players[i].InputFlags);
// data->WriteBits(Players[i].Pets.size(), 2);
// data->FlushBits();
// for (std::size_t j = 0; j < Players[i].Pets.size(); ++j)
// {
// *data << ObjectGuid(Players[i].Pets[j].BattlePetGUID);
// *data << int32(Players[i].Pets[j].SpeciesID);
// *data << int32(Players[i].Pets[j].CreatureID);
// *data << int32(Players[i].Pets[j].DisplayID);
// *data << int16(Players[i].Pets[j].Level);
// *data << int16(Players[i].Pets[j].Xp);
// *data << int32(Players[i].Pets[j].CurHealth);
// *data << int32(Players[i].Pets[j].MaxHealth);
// *data << int32(Players[i].Pets[j].Power);
// *data << int32(Players[i].Pets[j].Speed);
// *data << int32(Players[i].Pets[j].NpcTeamMemberID);
// *data << uint8(Players[i].Pets[j].BreedQuality);
// *data << uint16(Players[i].Pets[j].StatusFlags);
// *data << int8(Players[i].Pets[j].Slot);
// *data << uint32(Players[i].Pets[j].Abilities.size());
// *data << uint32(Players[i].Pets[j].Auras.size());
// *data << uint32(Players[i].Pets[j].States.size());
// for (std::size_t k = 0; k < Players[i].Pets[j].Abilities.size(); ++k)
// {
// *data << int32(Players[i].Pets[j].Abilities[k].AbilityID);
// *data << int16(Players[i].Pets[j].Abilities[k].CooldownRemaining);
// *data << int16(Players[i].Pets[j].Abilities[k].LockdownRemaining);
// *data << int8(Players[i].Pets[j].Abilities[k].AbilityIndex);
// *data << uint8(Players[i].Pets[j].Abilities[k].Pboid);
// }
// for (std::size_t k = 0; k < Players[i].Pets[j].Auras.size(); ++k)
// {
// *data << int32(Players[i].Pets[j].Auras[k].AbilityID);
// *data << uint32(Players[i].Pets[j].Auras[k].InstanceID);
// *data << int32(Players[i].Pets[j].Auras[k].RoundsRemaining);
// *data << int32(Players[i].Pets[j].Auras[k].CurrentRound);
// *data << uint8(Players[i].Pets[j].Auras[k].CasterPBOID);
// }
// for (std::size_t k = 0; k < Players[i].Pets[j].States.size(); ++k)
// {
// *data << uint32(Players[i].Pets[j].States[k].StateID);
// *data << int32(Players[i].Pets[j].States[k].StateValue);
// }
// data->WriteBits(Players[i].Pets[j].CustomName.length(), 7);
// data->FlushBits();
// data->WriteString(Players[i].Pets[j].CustomName);
// }
// }
// for (std::size_t i = 0; i < 3; ++i)
// {
// *data << uint32(Enviros[j].Auras.size());
// *data << uint32(Enviros[j].States.size());
// for (std::size_t j = 0; j < Enviros[j].Auras.size(); ++j)
// {
// *data << int32(Enviros[j].Auras[j].AbilityID);
// *data << uint32(Enviros[j].Auras[j].InstanceID);
// *data << int32(Enviros[j].Auras[j].RoundsRemaining);
// *data << int32(Enviros[j].Auras[j].CurrentRound);
// *data << uint8(Enviros[j].Auras[j].CasterPBOID);
// }
// for (std::size_t j = 0; j < Enviros[j].States.size(); ++j)
// {
// *data << uint32(Enviros[i].States[j].StateID);
// *data << int32(Enviros[i].States[j].StateValue);
// }
// }
// *data << uint16(WaitingForFrontPetsMaxSecs);
// *data << uint16(PvpMaxRoundTime);
// *data << int32(CurRound);
// *data << uint32(NpcCreatureID);
// *data << uint32(NpcDisplayID);
// *data << int8(CurPetBattleState);
// *data << uint8(ForfeitPenalty);
// *data << ObjectGuid(InitialWildPetGUID);
// data->WriteBit(IsPVP);
// data->WriteBit(CanAwardXP);
// data->FlushBits();
// }
}
if (flags.ActivePlayer)
{
Player const* player = static_cast(this);
bool HasSceneInstanceIDs = !player->GetSceneMgr().GetSceneTemplateByInstanceMap().empty();
bool HasRuneState = player->GetPowerIndex(POWER_RUNES) != MAX_POWERS;
data->WriteBit(HasSceneInstanceIDs);
data->WriteBit(HasRuneState);
data->FlushBits();
if (HasSceneInstanceIDs)
{
*data << uint32(player->GetSceneMgr().GetSceneTemplateByInstanceMap().size());
for (auto const& [sceneInstanceId, _] : player->GetSceneMgr().GetSceneTemplateByInstanceMap())
*data << uint32(sceneInstanceId);
}
if (HasRuneState)
{
float baseCd = float(player->GetRuneBaseCooldown());
uint32 maxRunes = uint32(player->GetMaxPower(POWER_RUNES));
*data << uint8((1 << maxRunes) - 1);
*data << uint8(player->GetRunesState());
*data << uint32(maxRunes);
for (uint32 i = 0; i < maxRunes; ++i)
*data << uint8((baseCd - float(player->GetRuneCooldown(i))) / baseCd * 255);
}
}
if (flags.Conversation)
{
Conversation const* self = static_cast(this);
if (data->WriteBit(self->GetTextureKitId() != 0))
*data << uint32(self->GetTextureKitId());
data->FlushBits();
}
}
UF::UpdateFieldFlag Object::GetUpdateFieldFlagsFor(Player const* /*target*/) const
{
return UF::UpdateFieldFlag::None;
}
void Object::BuildValuesUpdateWithFlag(ByteBuffer* data, UF::UpdateFieldFlag /*flags*/, Player const* /*target*/) const
{
*data << uint32(0);
}
void Object::AddToObjectUpdateIfNeeded()
{
if (m_inWorld && !m_objectUpdated)
m_objectUpdated = AddToObjectUpdate();
}
void Object::ClearUpdateMask(bool remove)
{
m_values.ClearChangesMask(&Object::m_objectData);
m_entityFragments.IdsChanged = false;
if (m_objectUpdated)
{
if (remove)
RemoveFromObjectUpdate();
m_objectUpdated = false;
}
}
void Object::BuildFieldsUpdate(Player* player, UpdateDataMapType& data_map) const
{
UpdateDataMapType::iterator iter = data_map.try_emplace(player, player->GetMapId()).first;
BuildValuesUpdateBlockForPlayer(&iter->second, iter->first);
}
std::string Object::GetDebugInfo() const
{
std::stringstream sstr;
sstr << GetGUID().ToString() + " Entry " << GetEntry();
return sstr.str();
}
void MovementInfo::OutDebug()
{
TC_LOG_DEBUG("misc", "MOVEMENT INFO");
TC_LOG_DEBUG("misc", "{}", guid.ToString());
TC_LOG_DEBUG("misc", "flags {} ({})", Movement::MovementFlags_ToString(MovementFlags(flags)), flags);
TC_LOG_DEBUG("misc", "flags2 {} ({})", Movement::MovementFlags_ToString(MovementFlags2(flags2)), flags2);
TC_LOG_DEBUG("misc", "flags3 {} ({})", Movement::MovementFlags_ToString(MovementFlags3(flags3)), flags2);
TC_LOG_DEBUG("misc", "time {} current time {}", time, getMSTime());
TC_LOG_DEBUG("misc", "position: `{}`", pos.ToString());
if (!transport.guid.IsEmpty())
{
TC_LOG_DEBUG("misc", "TRANSPORT:");
TC_LOG_DEBUG("misc", "{}", transport.guid.ToString());
TC_LOG_DEBUG("misc", "position: `{}`", transport.pos.ToString());
TC_LOG_DEBUG("misc", "seat: {}", transport.seat);
TC_LOG_DEBUG("misc", "time: {}", transport.time);
if (transport.prevTime)
TC_LOG_DEBUG("misc", "prevTime: {}", transport.prevTime);
if (transport.vehicleId)
TC_LOG_DEBUG("misc", "vehicleId: {}", transport.vehicleId);
}
if ((flags & (MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_FLYING)) || (flags2 & MOVEMENTFLAG2_ALWAYS_ALLOW_PITCHING))
TC_LOG_DEBUG("misc", "pitch: {}", pitch);
if (flags & MOVEMENTFLAG_FALLING || jump.fallTime)
{
TC_LOG_DEBUG("misc", "fallTime: {} j_zspeed: {}", jump.fallTime, jump.zspeed);
if (flags & MOVEMENTFLAG_FALLING)
TC_LOG_DEBUG("misc", "j_sinAngle: {} j_cosAngle: {} j_xyspeed: {}", jump.sinAngle, jump.cosAngle, jump.xyspeed);
}
if (flags & MOVEMENTFLAG_SPLINE_ELEVATION)
TC_LOG_DEBUG("misc", "stepUpStartElevation: {}", stepUpStartElevation);
if (inertia)
{
TC_LOG_DEBUG("misc", "inertia->id: {}", inertia->id);
TC_LOG_DEBUG("misc", "inertia->force: {}", inertia->force.ToString());
TC_LOG_DEBUG("misc", "inertia->lifetime: {}", inertia->lifetime);
}
if (advFlying)
{
TC_LOG_DEBUG("misc", "advFlying->forwardVelocity: {}", advFlying->forwardVelocity);
TC_LOG_DEBUG("misc", "advFlying->upVelocity: {}", advFlying->upVelocity);
}
if (standingOnGameObjectGUID)
TC_LOG_DEBUG("misc", "standingOnGameObjectGUID: {}", standingOnGameObjectGUID->ToString());
}
WorldObject::WorldObject(bool isWorldObject) : Object(), WorldLocation(), LastUsedScriptID(0),
m_movementInfo(), m_name(), m_isActive(false), m_isFarVisible(false), m_isStoredInWorldObjectGridContainer(isWorldObject), m_zoneScript(nullptr),
m_transport(nullptr), m_zoneId(0), m_areaId(0), m_staticFloorZ(VMAP_INVALID_HEIGHT), m_outdoors(false), m_liquidStatus(LIQUID_MAP_NO_WATER),
m_currMap(nullptr), m_InstanceId(0), _dbPhase(0), m_notifyflags(0), _heartbeatTimer(HEARTBEAT_INTERVAL)
{
m_serverSideVisibility.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_ALIVE | GHOST_VISIBILITY_GHOST);
m_serverSideVisibilityDetect.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_ALIVE);
}
WorldObject::~WorldObject()
{
// this may happen because there are many !create/delete
if (IsStoredInWorldObjectGridContainer() && m_currMap)
{
if (GetTypeId() == TYPEID_CORPSE)
{
TC_LOG_FATAL("misc", "WorldObject::~WorldObject Corpse Type: {} ({}) deleted but still in map!!",
ToCorpse()->GetType(), GetGUID().ToString());
ABORT();
}
ResetMap();
}
}
void WorldObject::Update(uint32 diff)
{
m_Events.Update(diff);
_heartbeatTimer -= Milliseconds(diff);
while (_heartbeatTimer <= 0ms)
{
_heartbeatTimer += HEARTBEAT_INTERVAL;
Heartbeat();
}
}
void WorldObject::SetIsStoredInWorldObjectGridContainer(bool on)
{
if (!IsInWorld())
return;
GetMap()->AddObjectToSwitchList(this, on);
}
bool WorldObject::IsStoredInWorldObjectGridContainer() const
{
if (m_isStoredInWorldObjectGridContainer)
return true;
if (ToCreature() && ToCreature()->m_isTempWorldObject)
return true;
return false;
}
void WorldObject::setActive(bool on)
{
if (m_isActive == on)
return;
if (GetTypeId() == TYPEID_PLAYER)
return;
m_isActive = on;
if (on && !IsInWorld())
return;
Map* map = FindMap();
if (!map)
return;
if (on)
map->AddToActive(this);
else
map->RemoveFromActive(this);
}
void WorldObject::SetVisibilityDistanceOverride(VisibilityDistanceType type)
{
ASSERT(type < VisibilityDistanceType::Max);
if (GetTypeId() == TYPEID_PLAYER)
return;
if (Creature* creature = ToCreature())
{
creature->RemoveUnitFlag2(UNIT_FLAG2_LARGE_AOI | UNIT_FLAG2_GIGANTIC_AOI | UNIT_FLAG2_INFINITE_AOI);
switch (type)
{
case VisibilityDistanceType::Large:
creature->SetUnitFlag2(UNIT_FLAG2_LARGE_AOI);
break;
case VisibilityDistanceType::Gigantic:
creature->SetUnitFlag2(UNIT_FLAG2_GIGANTIC_AOI);
break;
case VisibilityDistanceType::Infinite:
creature->SetUnitFlag2(UNIT_FLAG2_INFINITE_AOI);
break;
default:
break;
}
}
m_visibilityDistanceOverride = VisibilityDistances[AsUnderlyingType(type)];
}
void WorldObject::SetFarVisible(bool on)
{
if (GetTypeId() == TYPEID_PLAYER)
return;
m_isFarVisible = on;
}
void WorldObject::CleanupsBeforeDelete(bool /*finalCleanup*/)
{
if (IsInWorld())
RemoveFromWorld();
if (TransportBase* transport = GetTransport())
transport->RemovePassenger(this);
m_Events.KillAllEvents(false); // non-delatable (currently cast spells) will not deleted now but it will deleted at call in Map::RemoveAllObjectsInRemoveList
}
void WorldObject::UpdatePositionData()
{
PositionFullTerrainStatus data;
GetMap()->GetFullTerrainStatusForPosition(_phaseShift, GetPositionX(), GetPositionY(), GetPositionZ(), data, {}, GetCollisionHeight());
ProcessPositionDataChanged(data);
}
void WorldObject::ProcessPositionDataChanged(PositionFullTerrainStatus const& data)
{
m_zoneId = m_areaId = data.areaId;
if (AreaTableEntry const* area = sAreaTableStore.LookupEntry(m_areaId))
if (area->ParentAreaID && area->GetFlags().HasFlag(AreaFlags::IsSubzone))
m_zoneId = area->ParentAreaID;
m_outdoors = data.outdoors;
m_staticFloorZ = data.floorZ;
m_liquidStatus = data.liquidStatus;
m_currentWmo = data.wmoLocation;
}
void WorldObject::AddToWorld()
{
Object::AddToWorld();
GetMap()->GetZoneAndAreaId(_phaseShift, m_zoneId, m_areaId, GetPositionX(), GetPositionY(), GetPositionZ());
}
void WorldObject::RemoveFromWorld()
{
if (!IsInWorld())
return;
UpdateObjectVisibilityOnDestroy();
Object::RemoveFromWorld();
}
bool WorldObject::IsInWorldPvpZone() const
{
switch (GetZoneId())
{
case 4197: // Wintergrasp
case 5095: // Tol Barad
case 6941: // Ashran
return true;
break;
default:
return false;
break;
}
}
InstanceScript* WorldObject::GetInstanceScript() const
{
Map* map = GetMap();
return map->IsDungeon() ? ((InstanceMap*)map)->GetInstanceScript() : nullptr;
}
float WorldObject::GetDistanceZ(WorldObject const* obj) const
{
float dz = std::fabs(GetPositionZ() - obj->GetPositionZ());
float sizefactor = GetCombatReach() + obj->GetCombatReach();
float dist = dz - sizefactor;
return (dist > 0 ? dist : 0);
}
bool WorldObject::_IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D, bool incOwnRadius, bool incTargetRadius) const
{
float sizefactor = 0;
sizefactor += incOwnRadius ? GetCombatReach() : 0.0f;
sizefactor += incTargetRadius ? obj->GetCombatReach() : 0.0f;
float maxdist = dist2compare + sizefactor;
Position const* thisOrTransport = this;
Position const* objOrObjTransport = obj;
if (GetTransport() && obj->GetTransport() && obj->GetTransport()->GetTransportGUID() == GetTransport()->GetTransportGUID())
{
thisOrTransport = &m_movementInfo.transport.pos;
objOrObjTransport = &obj->m_movementInfo.transport.pos;
}
if (is3D)
return thisOrTransport->IsInDist(objOrObjTransport, maxdist);
else
return thisOrTransport->IsInDist2d(objOrObjTransport, maxdist);
}
float WorldObject::GetDistance(WorldObject const* obj) const
{
float d = GetExactDist(obj) - GetCombatReach() - obj->GetCombatReach();
return d > 0.0f ? d : 0.0f;
}
float WorldObject::GetDistance(Position const& pos) const
{
float d = GetExactDist(&pos) - GetCombatReach();
return d > 0.0f ? d : 0.0f;
}
float WorldObject::GetDistance(float x, float y, float z) const
{
float d = GetExactDist(x, y, z) - GetCombatReach();
return d > 0.0f ? d : 0.0f;
}
float WorldObject::GetDistance2d(WorldObject const* obj) const
{
float d = GetExactDist2d(obj) - GetCombatReach() - obj->GetCombatReach();
return d > 0.0f ? d : 0.0f;
}
float WorldObject::GetDistance2d(float x, float y) const
{
float d = GetExactDist2d(x, y) - GetCombatReach();
return d > 0.0f ? d : 0.0f;
}
bool WorldObject::IsSelfOrInSameMap(WorldObject const* obj) const
{
if (this == obj)
return true;
return IsInMap(obj);
}
bool WorldObject::IsInMap(WorldObject const* obj) const
{
if (obj)
return IsInWorld() && obj->IsInWorld() && (GetMap() == obj->GetMap());
return false;
}
bool WorldObject::IsWithinDist3d(float x, float y, float z, float dist) const
{
return IsInDist(x, y, z, dist + GetCombatReach());
}
bool WorldObject::IsWithinDist3d(Position const* pos, float dist) const
{
return IsInDist(pos, dist + GetCombatReach());
}
bool WorldObject::IsWithinDist2d(float x, float y, float dist) const
{
return IsInDist2d(x, y, dist + GetCombatReach());
}
bool WorldObject::IsWithinDist2d(Position const* pos, float dist) const
{
return IsInDist2d(pos, dist + GetCombatReach());
}
bool WorldObject::IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D /*= true*/, bool incOwnRadius /*= true*/, bool incTargetRadius /*= true*/) const
{
return obj && _IsWithinDist(obj, dist2compare, is3D, incOwnRadius, incTargetRadius);
}
bool WorldObject::IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D /*= true*/, bool incOwnRadius /*= true*/, bool incTargetRadius /*= true*/) const
{
return obj && IsInMap(obj) && InSamePhase(obj) && _IsWithinDist(obj, dist2compare, is3D, incOwnRadius, incTargetRadius);
}
Position WorldObject::GetHitSpherePointFor(Position const& dest) const
{
G3D::Vector3 vThis(GetPositionX(), GetPositionY(), GetPositionZ() + GetCollisionHeight());
G3D::Vector3 vObj(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
G3D::Vector3 contactPoint = vThis + (vObj - vThis).directionOrZero() * std::min(dest.GetExactDist(GetPosition()), GetCombatReach());
return Position(contactPoint.x, contactPoint.y, contactPoint.z, GetAbsoluteAngle(contactPoint.x, contactPoint.y));
}
bool WorldObject::IsWithinLOS(float ox, float oy, float oz, LineOfSightChecks checks, VMAP::ModelIgnoreFlags ignoreFlags) const
{
if (IsInWorld())
{
oz += GetCollisionHeight();
float x, y, z;
if (GetTypeId() == TYPEID_PLAYER)
{
GetPosition(x, y, z);
z += GetCollisionHeight();
}
else
GetHitSpherePointFor({ ox, oy, oz }, x, y, z);
return GetMap()->isInLineOfSight(GetPhaseShift(), x, y, z, ox, oy, oz, checks, ignoreFlags);
}
return true;
}
bool WorldObject::IsWithinLOSInMap(WorldObject const* obj, LineOfSightChecks checks, VMAP::ModelIgnoreFlags ignoreFlags) const
{
if (!IsInMap(obj))
return false;
float ox, oy, oz;
if (obj->GetTypeId() == TYPEID_PLAYER)
{
obj->GetPosition(ox, oy, oz);
oz += GetCollisionHeight();
}
else
obj->GetHitSpherePointFor({ GetPositionX(), GetPositionY(), GetPositionZ() + GetCollisionHeight() }, ox, oy, oz);
float x, y, z;
if (GetTypeId() == TYPEID_PLAYER)
{
GetPosition(x, y, z);
z += GetCollisionHeight();
}
else
GetHitSpherePointFor({ obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ() + obj->GetCollisionHeight() }, x, y, z);
return GetMap()->isInLineOfSight(GetPhaseShift(), x, y, z, ox, oy, oz, checks, ignoreFlags);
}
void WorldObject::GetHitSpherePointFor(Position const& dest, float& x, float& y, float& z) const
{
Position pos = GetHitSpherePointFor(dest);
x = pos.GetPositionX();
y = pos.GetPositionY();
z = pos.GetPositionZ();
}
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 = GetCombatReach() + obj->GetCombatReach();
// 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 = GetCombatReach();
// 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 = GetCombatReach();
// 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::IsInBetween(Position const& pos1, Position const& pos2, float size) const
{
float dist = GetExactDist2d(pos1);
// not using sqrt() for performance
if ((dist * dist) >= pos1.GetExactDist2dSq(pos2))
return false;
if (!size)
size = GetCombatReach() / 2;
float angle = pos1.GetAbsoluteAngle(pos2);
// not using sqrt() for performance
return (size * size) >= GetExactDist2dSq(pos1.GetPositionX() + std::cos(angle) * dist, pos1.GetPositionY() + std::sin(angle) * dist);
}
bool WorldObject::isInFront(WorldObject const* target, float arc) const
{
return HasInArc(arc, target);
}
bool WorldObject::isInBack(WorldObject const* target, float arc) const
{
return !HasInArc(2 * float(M_PI) - arc, target);
}
void WorldObject::GetRandomPoint(Position const& 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() * static_cast(2 * M_PI);
float new_dist = rand_norm() + rand_norm();
new_dist = distance * (new_dist > 1 ? new_dist - 2 : new_dist);
rand_x = pos.m_positionX + new_dist * std::cos(angle);
rand_y = pos.m_positionY + new_dist * std::sin(angle);
rand_z = pos.m_positionZ;
Trinity::NormalizeMapCoord(rand_x);
Trinity::NormalizeMapCoord(rand_y);
UpdateGroundPositionZ(rand_x, rand_y, rand_z); // update to LOS height if available
}
Position WorldObject::GetRandomPoint(Position const& srcPos, float distance) const
{
float x, y, z;
GetRandomPoint(srcPos, distance, x, y, z);
return Position(x, y, z, GetOrientation());
}
void WorldObject::UpdateGroundPositionZ(float x, float y, float &z) const
{
float new_z = GetMapHeight(x, y, z);
if (new_z > INVALID_HEIGHT)
{
z = new_z;
if (Unit const* unit = ToUnit())
z += unit->GetHoverOffset();
}
}
void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z, float* groundZ) const
{
// TODO: Allow transports to be part of dynamic vmap tree
if (GetTransport())
{
if (groundZ)
*groundZ = z;
return;
}
if (Unit const* unit = ToUnit())
{
if (!unit->CanFly())
{
bool canSwim = unit->CanSwim();
float ground_z = z;
float max_z;
if (canSwim)
max_z = GetMapWaterOrGroundLevel(x, y, z, &ground_z);
else
max_z = ground_z = GetMapHeight(x, y, z);
if (max_z > INVALID_HEIGHT)
{
// hovering units cannot go below their hover height
float hoverOffset = unit->GetHoverOffset();
max_z += hoverOffset;
ground_z += hoverOffset;
if (z > max_z)
z = max_z;
else if (z < ground_z)
z = ground_z;
}
if (groundZ)
*groundZ = ground_z;
}
else
{
float ground_z = GetMapHeight(x, y, z) + unit->GetHoverOffset();
if (z < ground_z)
z = ground_z;
if (groundZ)
*groundZ = ground_z;
}
}
else
{
float ground_z = GetMapHeight(x, y, z);
if (ground_z > INVALID_HEIGHT)
z = ground_z;
if (groundZ)
*groundZ = ground_z;
}
}
float WorldObject::GetGridActivationRange() const
{
if (isActiveObject())
{
if (GetTypeId() == TYPEID_PLAYER && ToPlayer()->GetCinematicMgr()->IsOnCinematic())
return std::max(DEFAULT_VISIBILITY_INSTANCE, GetMap()->GetVisibilityRange());
return GetMap()->GetVisibilityRange();
}
if (Creature const* thisCreature = ToCreature())
return thisCreature->m_SightDistance;
return 0.0f;
}
float WorldObject::GetVisibilityRange() const
{
if (IsVisibilityOverridden() && !ToPlayer())
return *m_visibilityDistanceOverride;
else if (IsFarVisible() && !ToPlayer())
return MAX_VISIBILITY_DISTANCE;
else
return GetMap()->GetVisibilityRange();
}
float WorldObject::GetSightRange(WorldObject const* target) const
{
if (ToUnit())
{
if (ToPlayer())
{
if (target && target->IsVisibilityOverridden() && !target->ToPlayer())
return *target->m_visibilityDistanceOverride;
else if (target && target->IsFarVisible() && !target->ToPlayer())
return MAX_VISIBILITY_DISTANCE;
else if (ToPlayer()->GetCinematicMgr()->IsOnCinematic())
return DEFAULT_VISIBILITY_INSTANCE;
else
return GetMap()->GetVisibilityRange();
}
else if (ToCreature())
return ToCreature()->m_SightDistance;
else
return SIGHT_RANGE_UNIT;
}
if (ToDynObject() && isActiveObject())
{
return GetMap()->GetVisibilityRange();
}
return 0.0f;
}
bool WorldObject::CheckPrivateObjectOwnerVisibility(WorldObject const* seer) const
{
if (!IsPrivateObject())
return true;
// Owner of this private object
if (_privateObjectOwner == seer->GetGUID())
return true;
// Another private object of the same owner
if (_privateObjectOwner == seer->GetPrivateObjectOwner())
return true;
if (Player const* playerSeer = seer->ToPlayer())
if (playerSeer->IsInGroup(_privateObjectOwner))
return true;
return false;
}
SmoothPhasing* WorldObject::GetOrCreateSmoothPhasing()
{
if (!_smoothPhasing)
_smoothPhasing = std::make_unique();
return _smoothPhasing.get();
}
bool WorldObject::CanSeeOrDetect(WorldObject const* obj, CanSeeOrDetectExtraArgs const& args /*= { }*/) const
{
if (this == obj)
return true;
if (obj->IsNeverVisibleFor(this, args.ImplicitDetection) || CanNeverSee(obj, args.IgnorePhaseShift))
return false;
if (obj->IsAlwaysVisibleFor(this) || CanAlwaysSee(obj))
return true;
if (!args.IncludeAnyPrivateObject && !obj->CheckPrivateObjectOwnerVisibility(this))
return false;
if (SmoothPhasing const* smoothPhasing = obj->GetSmoothPhasing())
if (smoothPhasing->IsBeingReplacedForSeer(GetGUID()))
return false;
if (!obj->IsPrivateObject() && !sConditionMgr->IsObjectMeetingVisibilityByObjectIdConditions(obj, this))
return false;
// Spawn tracking
if (!args.IncludeHiddenBySpawnTracking)
if (Player const* player = ToPlayer())
if (SpawnTrackingStateData const* spawnTrackingStateData = obj->GetSpawnTrackingStateDataForPlayer(player))
if (!spawnTrackingStateData->Visible)
return false;
bool corpseVisibility = false;
if (args.DistanceCheck)
{
bool corpseCheck = false;
if (Player const* thisPlayer = ToPlayer())
{
if (thisPlayer->isDead() && thisPlayer->GetHealth() > 0 && // Cheap way to check for ghost state
!(obj->m_serverSideVisibility.GetValue(SERVERSIDE_VISIBILITY_GHOST) & m_serverSideVisibility.GetValue(SERVERSIDE_VISIBILITY_GHOST) & GHOST_VISIBILITY_GHOST))
{
if (Corpse* corpse = thisPlayer->GetCorpse())
{
corpseCheck = true;
if (corpse->IsWithinDist(thisPlayer, GetSightRange(obj), false))
if (corpse->IsWithinDist(obj, GetSightRange(obj), false))
corpseVisibility = true;
}
}
if (Unit const* target = obj->ToUnit())
{
// Don't allow to detect vehicle accessories if you can't see vehicle
if (Unit const* vehicle = target->GetVehicleBase())
if (!thisPlayer->HaveAtClient(vehicle))
return false;
}
}
WorldObject const* viewpoint = this;
if (Player const* player = ToPlayer())
viewpoint = player->GetViewpoint();
if (!viewpoint)
viewpoint = this;
if (!corpseCheck && !viewpoint->IsWithinDist(obj, GetSightRange(obj), false))
return false;
}
// GM visibility off or hidden NPC
if (!obj->m_serverSideVisibility.GetValue(SERVERSIDE_VISIBILITY_GM))
{
// Stop checking other things for GMs
if (m_serverSideVisibilityDetect.GetValue(SERVERSIDE_VISIBILITY_GM))
return true;
}
else
return m_serverSideVisibilityDetect.GetValue(SERVERSIDE_VISIBILITY_GM) >= obj->m_serverSideVisibility.GetValue(SERVERSIDE_VISIBILITY_GM);
// Ghost players, Spirit Healers, and some other NPCs
if (!corpseVisibility && !(obj->m_serverSideVisibility.GetValue(SERVERSIDE_VISIBILITY_GHOST) & m_serverSideVisibilityDetect.GetValue(SERVERSIDE_VISIBILITY_GHOST)))
{
// Alive players can see dead players in some cases, but other objects can't do that
if (Player const* thisPlayer = ToPlayer())
{
if (Player const* objPlayer = obj->ToPlayer())
{
if (!thisPlayer->IsGroupVisibleFor(objPlayer))
return false;
}
else
return false;
}
else
return false;
}
if (obj->IsInvisibleDueToDespawn(this))
return false;
if (!CanDetect(obj, args.ImplicitDetection, args.AlertCheck))
return false;
return true;
}
bool WorldObject::CanNeverSee(WorldObject const* obj, bool ignorePhaseShift /*= false*/) const
{
return GetMap() != obj->GetMap() || (!ignorePhaseShift && !InSamePhase(obj));
}
bool WorldObject::CanDetect(WorldObject const* obj, bool implicitDetect, bool checkAlert) const
{
WorldObject const* seer = this;
// If a unit is possessing another one, it uses the detection of the latter
// Pets don't have detection, they use the detection of their masters
if (Unit const* thisUnit = ToUnit())
{
if (thisUnit->isPossessing())
{
if (Unit* charmed = thisUnit->GetCharmed())
seer = charmed;
}
else if (Unit* controller = thisUnit->GetCharmerOrOwner())
seer = controller;
}
if (obj->IsAlwaysDetectableFor(seer))
return true;
if (!implicitDetect && !seer->CanDetectInvisibilityOf(obj))
return false;
if (!implicitDetect && !seer->CanDetectStealthOf(obj, checkAlert))
return false;
return true;
}
bool WorldObject::CanDetectInvisibilityOf(WorldObject const* obj) const
{
uint64 mask = obj->m_invisibility.GetFlags() & m_invisibilityDetect.GetFlags();
// Check for not detected types
if (mask != obj->m_invisibility.GetFlags())
return false;
for (uint32 i = 0; i < TOTAL_INVISIBILITY_TYPES; ++i)
{
if (!(mask & (uint64(1) << i)))
continue;
int32 objInvisibilityValue = obj->m_invisibility.GetValue(InvisibilityType(i));
int32 ownInvisibilityDetectValue = m_invisibilityDetect.GetValue(InvisibilityType(i));
// Too low value to detect
if (ownInvisibilityDetectValue < objInvisibilityValue)
return false;
}
return true;
}
bool WorldObject::CanDetectStealthOf(WorldObject const* obj, bool checkAlert) const
{
// Combat reach is the minimal distance (both in front and behind),
// and it is also used in the range calculation.
// One stealth point increases the visibility range by 0.3 yard.
if (!obj->m_stealth.GetFlags())
return true;
float distance = GetExactDist(obj);
float combatReach = 0.0f;
Unit const* unit = ToUnit();
if (unit)
combatReach = unit->GetCombatReach();
if (distance < combatReach)
return true;
// Only check back for units, it does not make sense for gameobjects
if (unit && !HasInArc(float(M_PI), obj))
return false;
// Traps should detect stealth always
if (GameObject const* go = ToGameObject())
if (go->GetGoType() == GAMEOBJECT_TYPE_TRAP)
return true;
GameObject const* go = obj->ToGameObject();
for (uint32 i = 0; i < TOTAL_STEALTH_TYPES; ++i)
{
if (!(obj->m_stealth.GetFlags() & (1 << i)))
continue;
if (unit && unit->HasAuraTypeWithMiscvalue(SPELL_AURA_DETECT_STEALTH, i))
return true;
// Starting points
int32 detectionValue = 30;
// Level difference: 5 point / level, starting from level 1.
// There may be spells for this and the starting points too, but
// not in the DBCs of the client.
detectionValue += int32(GetLevelForTarget(obj) - 1) * 5;
// Apply modifiers
detectionValue += m_stealthDetect.GetValue(StealthType(i));
if (go)
if (Unit* owner = go->GetOwner())
detectionValue -= int32(owner->GetLevelForTarget(this) - 1) * 5;
detectionValue -= obj->m_stealth.GetValue(StealthType(i));
// Calculate max distance
float visibilityRange = float(detectionValue) * 0.3f + combatReach;
// If this unit is an NPC then player detect range doesn't apply
if (unit && unit->GetTypeId() == TYPEID_PLAYER && visibilityRange > MAX_PLAYER_STEALTH_DETECT_RANGE)
visibilityRange = MAX_PLAYER_STEALTH_DETECT_RANGE;
// When checking for alert state, look 8% further, and then 1.5 yards more than that.
if (checkAlert)
visibilityRange += (visibilityRange * 0.08f) + 1.5f;
// If checking for alert, and creature's visibility range is greater than aggro distance, No alert
Unit const* tunit = obj->ToUnit();
if (checkAlert && unit && unit->ToCreature() && visibilityRange >= unit->ToCreature()->GetAttackDistance(tunit) + unit->ToCreature()->m_CombatDistance)
return false;
if (distance > visibilityRange)
return false;
}
return true;
}
void WorldObject::SendMessageToSet(WorldPacket const* data, bool self) const
{
if (IsInWorld())
SendMessageToSetInRange(data, GetVisibilityRange(), self);
}
void WorldObject::SendMessageToSetInRange(WorldPacket const* data, float dist, bool /*self*/) const
{
Trinity::PacketSenderRef sender(data);
Trinity::MessageDistDeliverer notifier(this, sender, dist);
Cell::VisitWorldObjects(this, notifier, dist);
}
void WorldObject::SendMessageToSet(WorldPacket const* data, Player const* skipped_rcvr) const
{
Trinity::PacketSenderRef sender(data);
Trinity::MessageDistDeliverer notifier(this, sender, GetVisibilityRange(), false, skipped_rcvr);
Cell::VisitWorldObjects(this, notifier, GetVisibilityRange());
}
struct CombatLogSender
{
WorldPackets::CombatLog::CombatLogServerPacket const* i_message;
explicit CombatLogSender(WorldPackets::CombatLog::CombatLogServerPacket* msg)
: i_message(msg)
{
msg->Write();
}
void operator()(Player const* player) const
{
if (player->IsAdvancedCombatLoggingEnabled())
player->SendDirectMessage(i_message->GetFullLogPacket());
else
player->SendDirectMessage(i_message->GetBasicLogPacket());
}
};
void WorldObject::SendCombatLogMessage(WorldPackets::CombatLog::CombatLogServerPacket* combatLog) const
{
CombatLogSender combatLogSender(combatLog);
if (Player const* self = ToPlayer())
combatLogSender(self);
Trinity::MessageDistDeliverer notifier(this, combatLogSender, GetVisibilityRange());
Cell::VisitWorldObjects(this, notifier, GetVisibilityRange());
}
void WorldObject::SetMap(Map* map)
{
ASSERT(map);
ASSERT(!IsInWorld());
if (m_currMap == map) // command add npc: first create, than loadfromdb
return;
if (m_currMap)
{
TC_LOG_FATAL("misc", "WorldObject::SetMap: obj {} new map {} {}, old map {} {}", (uint32)GetTypeId(), map->GetId(), map->GetInstanceId(), m_currMap->GetId(), m_currMap->GetInstanceId());
ABORT();
}
m_currMap = map;
m_mapId = map->GetId();
m_InstanceId = map->GetInstanceId();
if (IsStoredInWorldObjectGridContainer())
m_currMap->AddWorldObject(this);
}
void WorldObject::ResetMap()
{
ASSERT(m_currMap);
ASSERT(!IsInWorld());
if (IsStoredInWorldObjectGridContainer())
m_currMap->RemoveWorldObject(this);
m_currMap = nullptr;
//maybe not for corpse
//m_mapId = 0;
//m_InstanceId = 0;
}
void WorldObject::AddObjectToRemoveList()
{
Map* map = FindMap();
if (!map)
{
TC_LOG_ERROR("misc", "Object {} at attempt add to move list not have valid map (Id: {}).", GetGUID().ToString(), GetMapId());
return;
}
map->AddObjectToRemoveList(this);
}
TempSummon* Map::SummonCreature(uint32 entry, Position const& pos, SummonPropertiesEntry const* properties /*= nullptr*/, Milliseconds duration /*= 0ms*/, WorldObject* summoner /*= nullptr*/, uint32 spellId /*= 0*/, uint32 vehId /*= 0*/, ObjectGuid privateObjectOwner /*= ObjectGuid::Empty*/, SmoothPhasingInfo const* smoothPhasingInfo /* = nullptr*/)
{
uint32 mask = UNIT_MASK_SUMMON;
if (properties)
{
switch (properties->Control)
{
case SUMMON_CATEGORY_PET:
mask = UNIT_MASK_GUARDIAN;
break;
case SUMMON_CATEGORY_PUPPET:
mask = UNIT_MASK_PUPPET;
break;
case SUMMON_CATEGORY_POSSESSED_VEHICLE:
case SUMMON_CATEGORY_VEHICLE:
mask = UNIT_MASK_MINION;
break;
case SUMMON_CATEGORY_WILD:
case SUMMON_CATEGORY_ALLY:
{
switch (SummonTitle(properties->Title))
{
case SummonTitle::Minion:
case SummonTitle::Guardian:
case SummonTitle::Runeblade:
mask = UNIT_MASK_GUARDIAN;
break;
case SummonTitle::Totem:
case SummonTitle::Lightwell:
mask = UNIT_MASK_TOTEM;
break;
case SummonTitle::Vehicle:
case SummonTitle::Mount:
mask = UNIT_MASK_SUMMON;
break;
case SummonTitle::Companion:
mask = UNIT_MASK_MINION;
break;
default:
if (properties->GetFlags().HasFlag(SummonPropertiesFlags::JoinSummonerSpawnGroup))
mask = UNIT_MASK_GUARDIAN;
break;
}
break;
}
default:
return nullptr;
}
}
Unit* summonerUnit = summoner ? summoner->ToUnit() : nullptr;
TempSummon* summon = nullptr;
switch (mask)
{
case UNIT_MASK_SUMMON:
summon = new TempSummon(properties, summoner, false);
break;
case UNIT_MASK_GUARDIAN:
summon = new Guardian(properties, summonerUnit, false);
break;
case UNIT_MASK_PUPPET:
summon = new Puppet(properties, summonerUnit);
break;
case UNIT_MASK_TOTEM:
summon = new Totem(properties, summonerUnit);
break;
case UNIT_MASK_MINION:
summon = new Minion(properties, summonerUnit, false);
break;
}
if (!summon->Create(GenerateLowGuid(), this, entry, pos, nullptr, vehId, true))
{
delete summon;
return nullptr;
}
TransportBase* transport = summoner ? summoner->GetTransport() : nullptr;
if (transport)
{
float x, y, z, o;
pos.GetPosition(x, y, z, o);
transport->CalculatePassengerOffset(x, y, z, &o);
summon->m_movementInfo.transport.pos.Relocate(x, y, z, o);
// This object must be added to transport before adding to map for the client to properly display it
transport->AddPassenger(summon);
}
if (summoner && !(properties && properties->GetFlags().HasFlag(SummonPropertiesFlags::IgnoreSummonerPhase)))
PhasingHandler::InheritPhaseShift(summon, summoner);
summon->SetCreatedBySpell(spellId);
summon->SetHomePosition(pos);
summon->InitStats(summoner, duration);
summon->SetPrivateObjectOwner(privateObjectOwner);
if (smoothPhasingInfo)
{
if (summoner && smoothPhasingInfo->ReplaceObject)
{
if (WorldObject* replacedObject = ObjectAccessor::GetWorldObject(*summoner, *smoothPhasingInfo->ReplaceObject))
{
SmoothPhasingInfo originalSmoothPhasingInfo = *smoothPhasingInfo;
originalSmoothPhasingInfo.ReplaceObject = summon->GetGUID();
replacedObject->GetOrCreateSmoothPhasing()->SetViewerDependentInfo(privateObjectOwner, originalSmoothPhasingInfo);
summon->SetDemonCreatorGUID(privateObjectOwner);
}
}
summon->GetOrCreateSmoothPhasing()->SetSingleInfo(*smoothPhasingInfo);
}
if (!AddToMap(summon->ToCreature()))
{
// Returning false will cause the object to be deleted - remove from transport
if (transport)
transport->RemovePassenger(summon);
delete summon;
return nullptr;
}
summon->InitSummon(summoner);
// call MoveInLineOfSight for nearby creatures
Trinity::AIRelocationNotifier notifier(*summon);
Cell::VisitAllObjects(summon, notifier, GetVisibilityRange());
return summon;
}
template SummonCreature>
static void SummonCreatureGroup(uint32 summonerId, SummonerType summonerType, uint8 group, std::list* summoned, SummonCreature summonCreature)
{
std::vector const* data = sObjectMgr->GetSummonGroup(summonerId, summonerType, group);
if (!data)
{
TC_LOG_WARN("scripts", "Summoner {} type {} tried to summon non-existing summon group {}.", summonerId, summonerType, group);
return;
}
std::vector summons;
summons.reserve(data->size());
for (TempSummonData const& tempSummonData : *data)
if (TempSummon* summon = summonCreature(tempSummonData))
summons.push_back(summon);
CreatureGroup* creatureGroup = new CreatureGroup(0);
for (TempSummon* summon : summons)
{
if (!summon->IsInWorld()) // evil script might despawn a summon
continue;
creatureGroup->AddMember(summon);
if (summoned)
summoned->push_back(summon);
}
if (creatureGroup->IsEmpty())
delete creatureGroup;
}
/**
* Summons group of creatures.
*
* @param group Id of group to summon.
* @param list List to store pointers to summoned creatures.
*/
void Map::SummonCreatureGroup(uint8 group, std::list* list /*= nullptr*/)
{
::SummonCreatureGroup(GetId(), SUMMONER_TYPE_MAP, group, list, [&](TempSummonData const& tempSummonData)
{
return SummonCreature(tempSummonData.entry, tempSummonData.pos, nullptr, tempSummonData.time);
});
}
ZoneScript* WorldObject::FindZoneScript() const
{
if (Map* map = FindMap())
{
if (InstanceMap* instanceMap = map->ToInstanceMap())
return reinterpret_cast(instanceMap->GetInstanceScript());
if (BattlegroundMap* bgMap = map->ToBattlegroundMap())
return reinterpret_cast(bgMap->GetBattlegroundScript());
if (!map->IsBattlegroundOrArena())
{
if (Battlefield* bf = sBattlefieldMgr->GetBattlefieldToZoneId(map, GetZoneId()))
return bf;
return sOutdoorPvPMgr->GetOutdoorPvPToZoneId(map, GetZoneId());
}
}
return nullptr;
}
void WorldObject::SetZoneScript()
{
m_zoneScript = FindZoneScript();
}
Scenario* WorldObject::GetScenario() const
{
if (IsInWorld())
if (InstanceMap* instanceMap = GetMap()->ToInstanceMap())
return instanceMap->GetInstanceScenario();
return nullptr;
}
TempSummon* WorldObject::SummonCreature(uint32 entry, Position const& pos, TempSummonType despawnType /*= TEMPSUMMON_MANUAL_DESPAWN*/, Milliseconds despawnTime /*= 0s*/, uint32 vehId /*= 0*/, uint32 spellId /*= 0*/, ObjectGuid privateObjectOwner /* = ObjectGuid::Empty */)
{
if (Map* map = FindMap())
{
if (TempSummon* summon = map->SummonCreature(entry, pos, nullptr, despawnTime, this, spellId, vehId, privateObjectOwner))
{
summon->SetTempSummonType(despawnType);
return summon;
}
}
return nullptr;
}
TempSummon* WorldObject::SummonCreature(uint32 id, float x, float y, float z, float o /*= 0*/, TempSummonType despawnType /*= TEMPSUMMON_MANUAL_DESPAWN*/, Milliseconds despawnTime /*= 0s*/, ObjectGuid privateObjectOwner /* = ObjectGuid::Empty */)
{
if (!x && !y && !z)
GetClosePoint(x, y, z, GetCombatReach());
if (!o)
o = GetOrientation();
return SummonCreature(id, { x,y,z,o }, despawnType, despawnTime, 0, 0, privateObjectOwner);
}
TempSummon* WorldObject::SummonPersonalClone(Position const& pos, TempSummonType despawnType /*= TEMPSUMMON_MANUAL_DESPAWN*/, Milliseconds despawnTime /*= 0s*/, uint32 vehId /*= 0*/, uint32 spellId /*= 0*/, Player* privateObjectOwner /*= nullptr*/)
{
ASSERT(privateObjectOwner);
if (Map* map = FindMap())
{
SmoothPhasingInfo smoothPhasingInfo{GetGUID(), true, true};
if (TempSummon* summon = map->SummonCreature(GetEntry(), pos, nullptr, despawnTime, privateObjectOwner, spellId, vehId, privateObjectOwner->GetGUID(), &smoothPhasingInfo))
{
summon->SetTempSummonType(despawnType);
if (Creature* thisCreature = ToCreature())
summon->InheritStringIds(thisCreature);
return summon;
}
}
return nullptr;
}
GameObject* WorldObject::SummonGameObject(uint32 entry, Position const& pos, QuaternionData const& rot, Seconds respawnTime, GOSummonType summonType)
{
if (!IsInWorld())
return nullptr;
GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(entry);
if (!goinfo)
{
TC_LOG_ERROR("sql.sql", "Gameobject template {} not found in database!", entry);
return nullptr;
}
Map* map = GetMap();
GameObject* go = GameObject::CreateGameObject(entry, map, pos, rot, 255, GO_STATE_READY);
if (!go)
return nullptr;
PhasingHandler::InheritPhaseShift(go, this);
go->SetRespawnTime(respawnTime.count());
if (GetTypeId() == TYPEID_PLAYER || (GetTypeId() == TYPEID_UNIT && summonType == GO_SUMMON_TIMED_OR_CORPSE_DESPAWN)) //not sure how to handle this
ToUnit()->AddGameObject(go);
else
go->SetSpawnedByDefault(false);
map->AddToMap(go);
return go;
}
GameObject* WorldObject::SummonGameObject(uint32 entry, float x, float y, float z, float ang, QuaternionData const& rot, Seconds respawnTime, GOSummonType summonType)
{
if (!x && !y && !z)
{
GetClosePoint(x, y, z, GetCombatReach());
ang = GetOrientation();
}
Position pos(x, y, z, ang);
return SummonGameObject(entry, pos, rot, respawnTime, summonType);
}
Creature* WorldObject::SummonTrigger(float x, float y, float z, float ang, Milliseconds despawnTime, CreatureAI* (*GetAI)(Creature*))
{
TempSummonType summonType = (despawnTime == 0s) ? TEMPSUMMON_DEAD_DESPAWN : TEMPSUMMON_TIMED_DESPAWN;
Creature* summon = SummonCreature(WORLD_TRIGGER, x, y, z, ang, summonType, despawnTime);
if (!summon)
return nullptr;
//summon->SetName(GetName());
if (GetTypeId() == TYPEID_PLAYER || GetTypeId() == TYPEID_UNIT)
{
summon->SetFaction(((Unit*)this)->GetFaction());
summon->SetLevel(((Unit*)this)->GetLevel());
}
if (GetAI)
summon->AIM_Initialize(GetAI(summon));
return summon;
}
/**
* Summons group of creatures. Should be called only by instances of Creature and GameObject classes.
*
* @param group Id of group to summon.
* @param list List to store pointers to summoned creatures.
*/
void WorldObject::SummonCreatureGroup(uint8 group, std::list* list /*= nullptr*/)
{
ASSERT((GetTypeId() == TYPEID_GAMEOBJECT || GetTypeId() == TYPEID_UNIT) && "Only GOs and creatures can summon npc groups!");
::SummonCreatureGroup(GetEntry(), GetTypeId() == TYPEID_GAMEOBJECT ? SUMMONER_TYPE_GAMEOBJECT : SUMMONER_TYPE_CREATURE, group, list, [&](TempSummonData const& tempSummonData)
{
return SummonCreature(tempSummonData.entry, tempSummonData.pos, tempSummonData.type, tempSummonData.time);
});
}
Creature* WorldObject::FindNearestCreature(uint32 entry, float range, bool alive) const
{
Creature* creature = nullptr;
Trinity::NearestCreatureEntryWithLiveStateInObjectRangeCheck checker(*this, entry, alive, range);
Trinity::CreatureLastSearcher searcher(this, creature, checker);
Cell::VisitAllObjects(this, searcher, range);
return creature;
}
Creature* WorldObject::FindNearestCreatureWithOptions(float range, FindCreatureOptions const& options) const
{
Creature* creature = nullptr;
Trinity::NearestCheckCustomizer checkCustomizer(*this, range);
Trinity::CreatureWithOptionsInObjectRangeCheck checker(*this, checkCustomizer, options);
Trinity::CreatureLastSearcher searcher(this, creature, checker);
if (options.IgnorePhases)
searcher.i_phaseShift = &PhasingHandler::GetAlwaysVisiblePhaseShift();
Cell::VisitAllObjects(this, searcher, range);
return creature;
}
GameObject* WorldObject::FindNearestGameObject(uint32 entry, float range, bool spawnedOnly) const
{
GameObject* go = nullptr;
Trinity::NearestGameObjectEntryInObjectRangeCheck checker(*this, entry, range, spawnedOnly);
Trinity::GameObjectLastSearcher searcher(this, go, checker);
Cell::VisitGridObjects(this, searcher, range);
return go;
}
GameObject* WorldObject::FindNearestGameObjectWithOptions(float range, FindGameObjectOptions const& options) const
{
GameObject* go = nullptr;
Trinity::NearestCheckCustomizer checkCustomizer(*this, range);
Trinity::GameObjectWithOptionsInObjectRangeCheck checker(*this, checkCustomizer, options);
Trinity::GameObjectLastSearcher searcher(this, go, checker);
if (options.IgnorePhases)
searcher.i_phaseShift = &PhasingHandler::GetAlwaysVisiblePhaseShift();
Cell::VisitGridObjects(this, searcher, range);
return go;
}
GameObject* WorldObject::FindNearestUnspawnedGameObject(uint32 entry, float range) const
{
GameObject* go = nullptr;
Trinity::NearestUnspawnedGameObjectEntryInObjectRangeCheck checker(*this, entry, range);
Trinity::GameObjectLastSearcher searcher(this, go, checker);
Cell::VisitGridObjects(this, searcher, range);
return go;
}
GameObject* WorldObject::FindNearestGameObjectOfType(GameobjectTypes type, float range) const
{
GameObject* go = nullptr;
Trinity::NearestGameObjectTypeInObjectRangeCheck checker(*this, type, range);
Trinity::GameObjectLastSearcher searcher(this, go, checker);
Cell::VisitGridObjects(this, searcher, range);
return go;
}
Player* WorldObject::SelectNearestPlayer(float range) const
{
Player* target = nullptr;
Trinity::NearestPlayerInObjectRangeCheck checker(this, range);
Trinity::PlayerLastSearcher searcher(this, target, checker);
Cell::VisitWorldObjects(this, searcher, range);
return target;
}
ObjectGuid WorldObject::GetCharmerOrOwnerOrOwnGUID() const
{
ObjectGuid guid = GetCharmerOrOwnerGUID();
if (!guid.IsEmpty())
return guid;
return GetGUID();
}
Unit* WorldObject::GetOwner() const
{
return ObjectAccessor::GetUnit(*this, GetOwnerGUID());
}
Unit* WorldObject::GetCharmerOrOwner() const
{
if (Unit const* unit = ToUnit())
return unit->GetCharmerOrOwner();
else if (GameObject const* go = ToGameObject())
return go->GetOwner();
return nullptr;
}
Unit* WorldObject::GetCharmerOrOwnerOrSelf() const
{
if (Unit* u = GetCharmerOrOwner())
return u;
return const_cast(this)->ToUnit();
}
Player* WorldObject::GetCharmerOrOwnerPlayerOrPlayerItself() const
{
ObjectGuid guid = GetCharmerOrOwnerGUID();
if (guid.IsPlayer())
return ObjectAccessor::GetPlayer(*this, guid);
return const_cast(this)->ToPlayer();
}
Player* WorldObject::GetAffectingPlayer() const
{
if (!GetCharmerOrOwnerGUID())
return const_cast(this)->ToPlayer();
if (Unit* owner = GetCharmerOrOwner())
return owner->GetCharmerOrOwnerPlayerOrPlayerItself();
return nullptr;
}
Player* WorldObject::GetSpellModOwner() const
{
if (Player* player = const_cast(this)->ToPlayer())
return player;
if (GetTypeId() == TYPEID_UNIT)
{
Creature const* creature = ToCreature();
if (creature->IsPet() || creature->IsTotem())
{
if (Unit* owner = creature->GetOwner())
return owner->ToPlayer();
}
}
else if (GetTypeId() == TYPEID_GAMEOBJECT)
{
GameObject const* go = ToGameObject();
if (Unit* owner = go->GetOwner())
return owner->ToPlayer();
}
return nullptr;
}
// function uses real base points (typically value - 1)
int32 WorldObject::CalculateSpellDamage(Unit const* target, SpellEffectInfo const& spellEffectInfo, int32 const* basePoints /*= nullptr*/, float* variance /*= nullptr*/, uint32 castItemId /*= 0*/, int32 itemLevel /*= -1*/) const
{
if (variance)
*variance = 0.0f;
return spellEffectInfo.CalcValue(this, basePoints, target, variance, castItemId, itemLevel);
}
float WorldObject::GetSpellMaxRangeForTarget(Unit const* target, SpellInfo const* spellInfo) const
{
if (!spellInfo->RangeEntry)
return 0.f;
if (spellInfo->RangeEntry->RangeMax[0] == spellInfo->RangeEntry->RangeMax[1])
return spellInfo->GetMaxRange();
if (!target)
return spellInfo->GetMaxRange(true);
return spellInfo->GetMaxRange(!IsHostileTo(target));
}
float WorldObject::GetSpellMinRangeForTarget(Unit const* target, SpellInfo const* spellInfo) const
{
if (!spellInfo->RangeEntry)
return 0.f;
if (spellInfo->RangeEntry->RangeMin[0] == spellInfo->RangeEntry->RangeMin[1])
return spellInfo->GetMinRange();
if (!target)
return spellInfo->GetMinRange(true);
return spellInfo->GetMinRange(!IsHostileTo(target));
}
double WorldObject::ApplyEffectModifiers(SpellInfo const* spellInfo, uint8 effIndex, double value) const
{
if (Player* modOwner = GetSpellModOwner())
{
modOwner->ApplySpellMod(spellInfo, SpellModOp::Points, value);
switch (effIndex)
{
case EFFECT_0:
modOwner->ApplySpellMod(spellInfo, SpellModOp::PointsIndex0, value);
break;
case EFFECT_1:
modOwner->ApplySpellMod(spellInfo, SpellModOp::PointsIndex1, value);
break;
case EFFECT_2:
modOwner->ApplySpellMod(spellInfo, SpellModOp::PointsIndex2, value);
break;
case EFFECT_3:
modOwner->ApplySpellMod(spellInfo, SpellModOp::PointsIndex3, value);
break;
case EFFECT_4:
modOwner->ApplySpellMod(spellInfo, SpellModOp::PointsIndex4, value);
break;
default:
break;
}
}
return value;
}
int32 WorldObject::CalcSpellDuration(SpellInfo const* spellInfo, std::vector const* powerCosts) const
{
int32 minduration = spellInfo->GetDuration();
if (minduration <= 0)
return minduration;
int32 maxduration = spellInfo->GetMaxDuration();
if (minduration == maxduration)
return minduration;
Unit const* unit = ToUnit();
if (!unit)
return minduration;
if (!powerCosts)
return minduration;
// we want only baseline cost here
auto itr = std::find_if(spellInfo->PowerCosts.begin(), spellInfo->PowerCosts.end(), [=](SpellPowerEntry const* powerEntry)
{
return powerEntry && powerEntry->PowerType == POWER_COMBO_POINTS && (!powerEntry->RequiredAuraSpellID || unit->HasAura(powerEntry->RequiredAuraSpellID));
});
if (itr == spellInfo->PowerCosts.end())
return minduration;
auto consumedItr = std::find_if(powerCosts->begin(), powerCosts->end(),
[](SpellPowerCost const& consumed) { return consumed.Power == POWER_COMBO_POINTS; });
if (consumedItr == powerCosts->end())
return minduration;
int32 baseComboCost = (*itr)->ManaCost + (*itr)->OptionalCost;
if (PowerTypeEntry const* powerTypeEntry = sDB2Manager.GetPowerTypeEntry(POWER_COMBO_POINTS))
baseComboCost += int32(CalculatePct(powerTypeEntry->MaxBasePower, (*itr)->PowerCostPct + (*itr)->OptionalCostPct));
float durationPerComboPoint = float(maxduration - minduration) / baseComboCost;
return minduration + int32(durationPerComboPoint * consumedItr->Amount);
}
int32 WorldObject::ModSpellDuration(SpellInfo const* spellInfo, WorldObject const* target, int32 duration, bool positive, uint32 effectMask) const
{
// don't mod permanent auras duration
if (duration < 0)
return duration;
// some auras are not affected by duration modifiers
if (spellInfo->HasAttribute(SPELL_ATTR7_NO_TARGET_DURATION_MOD))
return duration;
// cut duration only of negative effects
Unit const* unitTarget = target->ToUnit();
if (!unitTarget)
return duration;
if (!positive)
{
uint64 mechanicMask = spellInfo->GetSpellMechanicMaskByEffectMask(effectMask);
auto mechanicCheck = [mechanicMask](AuraEffect const* aurEff) -> bool
{
if (mechanicMask & (UI64LIT(1) << aurEff->GetMiscValue()))
return true;
return false;
};
// Find total mod value (negative bonus)
int32 durationMod_always = unitTarget->GetTotalAuraModifier(SPELL_AURA_MECHANIC_DURATION_MOD, mechanicCheck);
// Find max mod (negative bonus)
int32 durationMod_not_stack = unitTarget->GetMaxNegativeAuraModifier(SPELL_AURA_MECHANIC_DURATION_MOD_NOT_STACK, mechanicCheck);
// Select strongest negative mod
int32 durationMod = std::min(durationMod_always, durationMod_not_stack);
if (durationMod != 0)
AddPct(duration, durationMod);
// there are only negative mods currently
durationMod_always = unitTarget->GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_AURA_DURATION_BY_DISPEL, spellInfo->Dispel);
durationMod_not_stack = unitTarget->GetMaxNegativeAuraModifierByMiscValue(SPELL_AURA_MOD_AURA_DURATION_BY_DISPEL_NOT_STACK, spellInfo->Dispel);
durationMod = std::min(durationMod_always, durationMod_not_stack);
if (durationMod != 0)
AddPct(duration, durationMod);
}
else
{
// else positive mods here, there are no currently
// when there will be, change GetTotalAuraModifierByMiscValue to GetMaxPositiveAuraModifierByMiscValue
// Mixology - duration boost
if (unitTarget->GetTypeId() == TYPEID_PLAYER)
{
if (spellInfo->SpellFamilyName == SPELLFAMILY_POTION && (
sSpellMgr->IsSpellMemberOfSpellGroup(spellInfo->Id, SPELL_GROUP_ELIXIR_BATTLE) ||
sSpellMgr->IsSpellMemberOfSpellGroup(spellInfo->Id, SPELL_GROUP_ELIXIR_GUARDIAN)))
{
SpellEffectInfo const& effect = spellInfo->GetEffect(EFFECT_0);
if (unitTarget->HasAura(53042) && unitTarget->HasSpell(effect.TriggerSpell))
duration *= 2;
}
}
}
return std::max(duration, 0);
}
void WorldObject::ModSpellCastTime(SpellInfo const* spellInfo, int32& castTime, Spell* spell /*= nullptr*/) const
{
if (!spellInfo || castTime < 0)
return;
// called from caster
if (Player* modOwner = GetSpellModOwner())
modOwner->ApplySpellMod(spellInfo, SpellModOp::ChangeCastTime, castTime, spell);
Unit const* unitCaster = ToUnit();
if (!unitCaster)
return;
if (unitCaster->IsPlayer() && unitCaster->ToPlayer()->GetCommandStatus(CHEAT_CASTTIME))
castTime = 0;
else if (!(spellInfo->HasAttribute(SPELL_ATTR0_IS_ABILITY) || spellInfo->HasAttribute(SPELL_ATTR0_IS_TRADESKILL) || spellInfo->HasAttribute(SPELL_ATTR3_IGNORE_CASTER_MODIFIERS)) &&
((GetTypeId() == TYPEID_PLAYER && spellInfo->SpellFamilyName) || GetTypeId() == TYPEID_UNIT))
castTime = unitCaster->CanInstantCast() ? 0 : int32(float(castTime) * unitCaster->m_unitData->ModCastingSpeed);
else if (spellInfo->HasAttribute(SPELL_ATTR0_IS_ABILITY) && spellInfo->HasAttribute(SPELL_ATTR9_HASTE_AFFECTS_MELEE_ABILITY_CASTTIME))
castTime = int32(float(castTime) * unitCaster->m_modAttackSpeedPct[BASE_ATTACK]);
else if (spellInfo->HasAttribute(SPELL_ATTR0_USES_RANGED_SLOT) && !spellInfo->HasAttribute(SPELL_ATTR2_AUTO_REPEAT))
castTime = int32(float(castTime) * unitCaster->m_modAttackSpeedPct[RANGED_ATTACK]);
else if (IsPartOfSkillLine(SKILL_COOKING, spellInfo->Id) && unitCaster->HasAura(67556)) // cooking with Chef Hat.
castTime = 500;
}
void WorldObject::ModSpellDurationTime(SpellInfo const* spellInfo, int32& duration, Spell* spell /*= nullptr*/) const
{
if (!spellInfo || duration < 0)
return;
if (spellInfo->IsChanneled()
&& !spellInfo->HasAttribute(SPELL_ATTR5_SPELL_HASTE_AFFECTS_PERIODIC)
&& !spellInfo->HasAttribute(SPELL_ATTR8_MELEE_HASTE_AFFECTS_PERIODIC))
return;
// called from caster
if (Player* modOwner = GetSpellModOwner())
modOwner->ApplySpellMod(spellInfo, SpellModOp::ChangeCastTime, duration, spell);
Unit const* unitCaster = ToUnit();
if (!unitCaster)
return;
if (!(spellInfo->HasAttribute(SPELL_ATTR0_IS_ABILITY) || spellInfo->HasAttribute(SPELL_ATTR0_IS_TRADESKILL) || spellInfo->HasAttribute(SPELL_ATTR3_IGNORE_CASTER_MODIFIERS)) &&
((GetTypeId() == TYPEID_PLAYER && spellInfo->SpellFamilyName) || GetTypeId() == TYPEID_UNIT))
duration = int32(float(duration) * unitCaster->m_unitData->ModCastingSpeed);
else if (spellInfo->HasAttribute(SPELL_ATTR0_USES_RANGED_SLOT) && !spellInfo->HasAttribute(SPELL_ATTR2_AUTO_REPEAT))
duration = int32(float(duration) * unitCaster->m_modAttackSpeedPct[RANGED_ATTACK]);
}
float WorldObject::MeleeSpellMissChance(Unit const* /*victim*/, WeaponAttackType /*attType*/, SpellInfo const* /*spellInfo*/) const
{
return 0.0f;
}
SpellMissInfo WorldObject::MeleeSpellHitResult(Unit* /*victim*/, SpellInfo const* /*spellInfo*/) const
{
return SPELL_MISS_NONE;
}
SpellMissInfo WorldObject::MagicSpellHitResult(Unit* victim, SpellInfo const* spellInfo) const
{
// Can`t miss on dead target (on skinning for example)
if (!victim->IsAlive() && victim->GetTypeId() != TYPEID_PLAYER)
return SPELL_MISS_NONE;
if (spellInfo->HasAttribute(SPELL_ATTR3_NO_AVOIDANCE))
return SPELL_MISS_NONE;
float missChance = [&]()
{
if (spellInfo->HasAttribute(SPELL_ATTR7_NO_ATTACK_MISS))
return 0.0f;
SpellSchoolMask schoolMask = spellInfo->GetSchoolMask();
// PvP - PvE spell misschances per leveldif > 2
int32 lchance = victim->GetTypeId() == TYPEID_PLAYER ? 7 : 11;
int32 thisLevel = GetLevelForTarget(victim);
if (GetTypeId() == TYPEID_UNIT && ToCreature()->IsTrigger())
thisLevel = std::max(thisLevel, spellInfo->SpellLevel);
int32 leveldif = int32(victim->GetLevelForTarget(this)) - thisLevel;
int32 levelBasedHitDiff = leveldif;
// Base hit chance from attacker and victim levels
int32 modHitChance = 100;
if (levelBasedHitDiff >= 0)
{
if (victim->GetTypeId() != TYPEID_PLAYER)
{
modHitChance = 94 - 3 * std::min(levelBasedHitDiff, 3);
levelBasedHitDiff -= 3;
}
else
{
modHitChance = 96 - std::min(levelBasedHitDiff, 2);
levelBasedHitDiff -= 2;
}
if (levelBasedHitDiff > 0)
modHitChance -= lchance * std::min(levelBasedHitDiff, 7);
}
else
modHitChance = 97 - levelBasedHitDiff;
// Spellmod from SpellModOp::HitChance
if (Player* modOwner = GetSpellModOwner())
modOwner->ApplySpellMod(spellInfo, SpellModOp::HitChance, modHitChance);
// Spells with SPELL_ATTR3_IGNORE_HIT_RESULT will ignore target's avoidance effects
if (!spellInfo->HasAttribute(SPELL_ATTR3_ALWAYS_HIT))
{
// Chance hit from victim SPELL_AURA_MOD_ATTACKER_SPELL_HIT_CHANCE auras
modHitChance += victim->GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_ATTACKER_SPELL_HIT_CHANCE, schoolMask);
}
float HitChance = modHitChance;
// Increase hit chance from attacker SPELL_AURA_MOD_SPELL_HIT_CHANCE and attacker ratings
if (Unit const* unit = ToUnit())
HitChance += unit->m_modSpellHitChance;
RoundToInterval(HitChance, 0.0f, 100.0f);
return 100.0f - HitChance;
}();
int32 tmp = int32(missChance * 100.0f);
int32 rand = irand(0, 9999);
if (tmp > 0 && rand < tmp)
return SPELL_MISS_MISS;
// Chance resist mechanic (select max value from every mechanic spell effect)
int32 resist_chance = victim->GetMechanicResistChance(spellInfo) * 100;
// Roll chance
if (resist_chance > 0 && rand < (tmp += resist_chance))
return SPELL_MISS_RESIST;
// cast by caster in front of victim
if (!victim->HasUnitState(UNIT_STATE_CONTROLLED) && (victim->HasInArc(float(M_PI), this) || victim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION)))
{
int32 deflect_chance = victim->GetTotalAuraModifier(SPELL_AURA_DEFLECT_SPELLS) * 100;
if (deflect_chance > 0 && rand < (tmp += deflect_chance))
return SPELL_MISS_DEFLECT;
}
return SPELL_MISS_NONE;
}
// Calculate spell hit result can be:
// Every spell can: Evade/Immune/Reflect/Sucesful hit
// For melee based spells:
// Miss
// Dodge
// Parry
// For spells
// Resist
SpellMissInfo WorldObject::SpellHitResult(Unit* victim, SpellInfo const* spellInfo, bool canReflect /*= false*/) const
{
// Check for immune
if (victim->IsImmunedToSpell(spellInfo, this))
return SPELL_MISS_IMMUNE;
// Damage immunity is only checked if the spell has damage effects, this immunity must not prevent aura apply
// returns SPELL_MISS_IMMUNE in that case, for other spells, the SMSG_SPELL_GO must show hit
if (spellInfo->HasOnlyDamageEffects() && victim->IsImmunedToDamage(this, spellInfo))
return SPELL_MISS_IMMUNE;
// All positive spells can`t miss
/// @todo client not show miss log for this spells - so need find info for this in dbc and use it!
if (spellInfo->IsPositive() && !IsHostileTo(victim)) // prevent from affecting enemy by "positive" spell
return SPELL_MISS_NONE;
if (this == victim)
return SPELL_MISS_NONE;
// Return evade for units in evade mode
if (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsEvadingAttacks())
return SPELL_MISS_EVADE;
// Try victim reflect spell
if (canReflect)
{
int32 reflectchance = victim->GetTotalAuraModifier(SPELL_AURA_REFLECT_SPELLS);
reflectchance += victim->GetTotalAuraModifierByMiscMask(SPELL_AURA_REFLECT_SPELLS_SCHOOL, spellInfo->GetSchoolMask());
if (reflectchance > 0 && roll_chance_i(reflectchance))
return spellInfo->HasAttribute(SPELL_ATTR7_REFLECTION_ONLY_DEFENDS) ? SPELL_MISS_DEFLECT : SPELL_MISS_REFLECT;
}
if (spellInfo->HasAttribute(SPELL_ATTR3_ALWAYS_HIT))
return SPELL_MISS_NONE;
switch (spellInfo->DmgClass)
{
case SPELL_DAMAGE_CLASS_RANGED:
case SPELL_DAMAGE_CLASS_MELEE:
return MeleeSpellHitResult(victim, spellInfo);
case SPELL_DAMAGE_CLASS_NONE:
return SPELL_MISS_NONE;
case SPELL_DAMAGE_CLASS_MAGIC:
return MagicSpellHitResult(victim, spellInfo);
}
return SPELL_MISS_NONE;
}
void WorldObject::SendSpellMiss(Unit* target, uint32 spellID, SpellMissInfo missInfo)
{
WorldPackets::CombatLog::SpellMissLog spellMissLog;
spellMissLog.SpellID = spellID;
spellMissLog.Caster = GetGUID();
spellMissLog.Entries.emplace_back(target->GetGUID(), missInfo);
SendMessageToSet(spellMissLog.Write(), true);
}
FactionTemplateEntry const* WorldObject::GetFactionTemplateEntry() const
{
uint32 factionId = GetFaction();
FactionTemplateEntry const* entry = sFactionTemplateStore.LookupEntry(factionId);
if (!entry)
{
switch (GetTypeId())
{
case TYPEID_PLAYER:
TC_LOG_ERROR("entities.unit", "Player {} has invalid faction (faction template id) #{}", ToPlayer()->GetName(), factionId);
break;
case TYPEID_UNIT:
TC_LOG_ERROR("entities.unit", "Creature (template id: {}) has invalid faction (faction template Id) #{}", ToCreature()->GetCreatureTemplate()->Entry, factionId);
break;
case TYPEID_GAMEOBJECT:
if (factionId) // Gameobjects may have faction template id = 0
TC_LOG_ERROR("entities.faction", "GameObject (template id: {}) has invalid faction (faction template Id) #{}", ToGameObject()->GetGOInfo()->entry, factionId);
break;
default:
TC_LOG_ERROR("entities.unit", "Object (name={}, type={}) has invalid faction (faction template Id) #{}", GetName(), uint32(GetTypeId()), factionId);
break;
}
}
return entry;
}
// function based on function Unit::UnitReaction from 13850 client
ReputationRank WorldObject::GetReactionTo(WorldObject const* target) const
{
// always friendly to self
if (this == target)
return REP_FRIENDLY;
auto isAttackableBySummoner = [&](Unit const* me, ObjectGuid const& targetGuid)
{
if (!me)
return false;
TempSummon const* tempSummon = me->ToTempSummon();
if (!tempSummon || !tempSummon->m_Properties)
return false;
if (tempSummon->m_Properties->GetFlags().HasFlag(SummonPropertiesFlags::AttackableBySummoner)
&& targetGuid == tempSummon->GetSummonerGUID())
return true;
return false;
};
if (isAttackableBySummoner(ToUnit(), target->GetGUID()) || isAttackableBySummoner(target->ToUnit(), GetGUID()))
return REP_NEUTRAL;
// always friendly to charmer or owner
if (GetCharmerOrOwnerOrSelf() == target->GetCharmerOrOwnerOrSelf())
return REP_FRIENDLY;
Player const* selfPlayerOwner = GetAffectingPlayer();
Player const* targetPlayerOwner = target->GetAffectingPlayer();
// check forced reputation to support SPELL_AURA_FORCE_REACTION
if (selfPlayerOwner)
{
if (FactionTemplateEntry const* targetFactionTemplateEntry = target->GetFactionTemplateEntry())
if (ReputationRank const* repRank = selfPlayerOwner->GetReputationMgr().GetForcedRankIfAny(targetFactionTemplateEntry))
return *repRank;
}
else if (targetPlayerOwner)
{
if (FactionTemplateEntry const* selfFactionTemplateEntry = GetFactionTemplateEntry())
if (ReputationRank const* repRank = targetPlayerOwner->GetReputationMgr().GetForcedRankIfAny(selfFactionTemplateEntry))
return *repRank;
}
Unit const* unit = Coalesce(ToUnit(), selfPlayerOwner);
Unit const* targetUnit = Coalesce(target->ToUnit(), targetPlayerOwner);
if (unit && unit->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED))
{
if (targetUnit && targetUnit->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED))
{
if (selfPlayerOwner && targetPlayerOwner)
{
// always friendly to other unit controlled by player, or to the player himself
if (selfPlayerOwner == targetPlayerOwner)
return REP_FRIENDLY;
// duel - always hostile to opponent
if (selfPlayerOwner->duel && selfPlayerOwner->duel->Opponent == targetPlayerOwner && selfPlayerOwner->duel->State == DUEL_STATE_IN_PROGRESS)
return REP_HOSTILE;
// same group - checks dependant only on our faction - skip FFA_PVP for example
if (selfPlayerOwner->IsInRaidWith(targetPlayerOwner))
return REP_FRIENDLY; // return true to allow config option AllowTwoSide.Interaction.Group to work
// however client seems to allow mixed group parties, because in 13850 client it works like:
// return GetFactionReactionTo(GetFactionTemplateEntry(), target);
}
// check FFA_PVP
if (unit->IsFFAPvP() && targetUnit->IsFFAPvP())
return REP_HOSTILE;
if (selfPlayerOwner)
{
if (FactionTemplateEntry const* targetFactionTemplateEntry = targetUnit->GetFactionTemplateEntry())
{
if (ReputationRank const* repRank = selfPlayerOwner->GetReputationMgr().GetForcedRankIfAny(targetFactionTemplateEntry))
return *repRank;
if (!selfPlayerOwner->HasUnitFlag2(UNIT_FLAG2_IGNORE_REPUTATION))
{
if (FactionEntry const* targetFactionEntry = sFactionStore.LookupEntry(targetFactionTemplateEntry->Faction))
{
if (targetFactionEntry->CanHaveReputation())
{
// check contested flags
if ((targetFactionTemplateEntry->Flags & FACTION_TEMPLATE_FLAG_CONTESTED_GUARD) &&
selfPlayerOwner->HasPlayerFlag(PLAYER_FLAGS_CONTESTED_PVP))
return REP_HOSTILE;
// if faction has reputation, hostile state depends only from AtWar state
if (selfPlayerOwner->GetReputationMgr().IsAtWar(targetFactionEntry))
return REP_HOSTILE;
return REP_FRIENDLY;
}
}
}
}
}
}
}
// do checks dependant only on our faction
return WorldObject::GetFactionReactionTo(GetFactionTemplateEntry(), target);
}
/*static*/ ReputationRank WorldObject::GetFactionReactionTo(FactionTemplateEntry const* factionTemplateEntry, WorldObject const* target)
{
// always neutral when no template entry found
if (!factionTemplateEntry)
return REP_NEUTRAL;
FactionTemplateEntry const* targetFactionTemplateEntry = target->GetFactionTemplateEntry();
if (!targetFactionTemplateEntry)
return REP_NEUTRAL;
if (Player const* targetPlayerOwner = target->GetAffectingPlayer())
{
// check contested flags
if ((factionTemplateEntry->Flags & FACTION_TEMPLATE_FLAG_CONTESTED_GUARD) &&
targetPlayerOwner->HasPlayerFlag(PLAYER_FLAGS_CONTESTED_PVP))
return REP_HOSTILE;
if (ReputationRank const* repRank = targetPlayerOwner->GetReputationMgr().GetForcedRankIfAny(factionTemplateEntry))
return *repRank;
if (target->IsUnit() && !target->ToUnit()->HasUnitFlag2(UNIT_FLAG2_IGNORE_REPUTATION))
{
if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->Faction))
{
if (factionEntry->CanHaveReputation())
{
// CvP case - check reputation, don't allow state higher than neutral when at war
ReputationRank repRank = targetPlayerOwner->GetReputationMgr().GetRank(factionEntry);
if (targetPlayerOwner->GetReputationMgr().IsAtWar(factionEntry))
repRank = std::min(REP_NEUTRAL, repRank);
return repRank;
}
}
}
}
// common faction based check
if (factionTemplateEntry->IsHostileTo(targetFactionTemplateEntry))
return REP_HOSTILE;
if (factionTemplateEntry->IsFriendlyTo(targetFactionTemplateEntry))
return REP_FRIENDLY;
if (targetFactionTemplateEntry->IsFriendlyTo(factionTemplateEntry))
return REP_FRIENDLY;
if (factionTemplateEntry->Flags & FACTION_TEMPLATE_FLAG_HOSTILE_BY_DEFAULT)
return REP_HOSTILE;
// neutral by default
return REP_NEUTRAL;
}
bool WorldObject::IsHostileTo(WorldObject const* target) const
{
return GetReactionTo(target) <= REP_HOSTILE;
}
bool WorldObject::IsFriendlyTo(WorldObject const* target) const
{
return GetReactionTo(target) >= REP_FRIENDLY;
}
bool WorldObject::IsHostileToPlayers() const
{
FactionTemplateEntry const* my_faction = GetFactionTemplateEntry();
if (!my_faction->Faction)
return false;
FactionEntry const* raw_faction = sFactionStore.LookupEntry(my_faction->Faction);
if (raw_faction && raw_faction->ReputationIndex >= 0)
return false;
return my_faction->IsHostileToPlayers();
}
bool WorldObject::IsNeutralToAll() const
{
FactionTemplateEntry const* my_faction = GetFactionTemplateEntry();
if (!my_faction->Faction)
return true;
FactionEntry const* raw_faction = sFactionStore.LookupEntry(my_faction->Faction);
if (raw_faction && raw_faction->ReputationIndex >= 0)
return false;
return my_faction->IsNeutralToAll();
}
SpellCastResult WorldObject::CastSpell(CastSpellTargetArg const& targets, uint32 spellId, CastSpellExtraArgs const& args /*= { }*/)
{
SpellInfo const* info = sSpellMgr->GetSpellInfo(spellId, args.CastDifficulty != DIFFICULTY_NONE ? args.CastDifficulty : GetMap()->GetDifficultyID());
if (!info)
{
TC_LOG_ERROR("entities.unit", "CastSpell: unknown spell {} by caster {}", spellId, GetGUID());
return SPELL_FAILED_SPELL_UNAVAILABLE;
}
if (!targets.Targets)
{
TC_LOG_ERROR("entities.unit", "CastSpell: Invalid target passed to spell cast {} by {}", spellId, GetGUID());
return SPELL_FAILED_BAD_TARGETS;
}
Spell* spell = new Spell(this, info, args.TriggerFlags, args.OriginalCaster, args.OriginalCastId);
for (CastSpellExtraArgsInit::SpellValueOverride const& value : args.SpellValueOverrides)
spell->SetSpellValue(value);
spell->m_CastItem = args.CastItem;
if (args.OriginalCastItemLevel)
spell->m_castItemLevel = *args.OriginalCastItemLevel;
if (!spell->m_CastItem && info->HasAttribute(SPELL_ATTR2_RETAIN_ITEM_CAST))
{
if (args.TriggeringSpell)
spell->m_CastItem = args.TriggeringSpell->m_CastItem;
else if (args.TriggeringAura && !args.TriggeringAura->GetBase()->GetCastItemGUID().IsEmpty())
if (Player const* triggeringAuraCaster = Object::ToPlayer(args.TriggeringAura->GetCaster()))
spell->m_CastItem = triggeringAuraCaster->GetItemByGuid(args.TriggeringAura->GetBase()->GetCastItemGUID());
}
spell->m_customArg = args.CustomArg;
spell->m_scriptResult = args.ScriptResult;
spell->m_scriptWaitsForSpellHit = args.ScriptWaitsForSpellHit;
return spell->prepare(*targets.Targets, args.TriggeringAura);
}
void WorldObject::SendPlayOrphanSpellVisual(Position const& sourceLocation, ObjectGuid const& target, uint32 spellVisualId, float travelSpeed, bool speedAsTime /*= false*/, bool withSourceOrientation /*= false*/)
{
WorldPackets::Spells::PlayOrphanSpellVisual playOrphanSpellVisual;
playOrphanSpellVisual.SourceLocation = sourceLocation;
if (withSourceOrientation)
{
if (IsGameObject())
{
QuaternionData rotation = ToGameObject()->GetWorldRotation();
rotation.toEulerAnglesZYX(playOrphanSpellVisual.SourceRotation.Pos.m_positionZ,
playOrphanSpellVisual.SourceRotation.Pos.m_positionY,
playOrphanSpellVisual.SourceRotation.Pos.m_positionX);
}
else
playOrphanSpellVisual.SourceRotation = Position(0.0f, 0.0f, GetOrientation());
}
playOrphanSpellVisual.Target = target; // exclusive with TargetLocation
playOrphanSpellVisual.SpellVisualID = spellVisualId;
playOrphanSpellVisual.TravelSpeed = travelSpeed;
playOrphanSpellVisual.SpeedAsTime = speedAsTime;
playOrphanSpellVisual.LaunchDelay = 0.0f;
SendMessageToSet(playOrphanSpellVisual.Write(), true);
}
void WorldObject::SendPlayOrphanSpellVisual(Position const& sourceLocation, Position const& targetLocation, uint32 spellVisualId, float travelSpeed, bool speedAsTime /*= false*/, bool withSourceOrientation /*= false*/)
{
WorldPackets::Spells::PlayOrphanSpellVisual playOrphanSpellVisual;
playOrphanSpellVisual.SourceLocation = sourceLocation;
if (withSourceOrientation)
{
if (IsGameObject())
{
QuaternionData rotation = ToGameObject()->GetWorldRotation();
rotation.toEulerAnglesZYX(playOrphanSpellVisual.SourceRotation.Pos.m_positionZ,
playOrphanSpellVisual.SourceRotation.Pos.m_positionY,
playOrphanSpellVisual.SourceRotation.Pos.m_positionX);
}
else
playOrphanSpellVisual.SourceRotation = Position(0.0f, 0.0f, GetOrientation());
}
playOrphanSpellVisual.TargetLocation = targetLocation; // exclusive with Target
playOrphanSpellVisual.SpellVisualID = spellVisualId;
playOrphanSpellVisual.TravelSpeed = travelSpeed;
playOrphanSpellVisual.SpeedAsTime = speedAsTime;
playOrphanSpellVisual.LaunchDelay = 0.0f;
SendMessageToSet(playOrphanSpellVisual.Write(), true);
}
void WorldObject::SendPlayOrphanSpellVisual(ObjectGuid const& target, uint32 spellVisualId, float travelSpeed, bool speedAsTime /*= false*/, bool withSourceOrientation /*= false*/)
{
SendPlayOrphanSpellVisual(GetPosition(), target, spellVisualId, travelSpeed, speedAsTime, withSourceOrientation);
}
void WorldObject::SendPlayOrphanSpellVisual(Position const& targetLocation, uint32 spellVisualId, float travelSpeed, bool speedAsTime /*= false*/, bool withSourceOrientation /*= false*/)
{
SendPlayOrphanSpellVisual(GetPosition(), targetLocation, spellVisualId, travelSpeed, speedAsTime, withSourceOrientation);
}
void WorldObject::SendCancelOrphanSpellVisual(uint32 id)
{
WorldPackets::Spells::CancelOrphanSpellVisual cancelOrphanSpellVisual;
cancelOrphanSpellVisual.SpellVisualID = id;
SendMessageToSet(cancelOrphanSpellVisual.Write(), true);
}
// function based on function Unit::CanAttack from 13850 client
bool WorldObject::IsValidAttackTarget(WorldObject const* target, SpellInfo const* bySpell /*= nullptr*/) const
{
ASSERT(target);
// some positive spells can be casted at hostile target
bool isPositiveSpell = bySpell && bySpell->IsPositive();
// can't attack self (spells can, attribute check)
if (!bySpell && this == target)
return false;
// can't attack unattackable units
Unit const* unitTarget = target->ToUnit();
if (unitTarget && unitTarget->HasUnitState(UNIT_STATE_UNATTACKABLE))
return false;
// can't attack GMs
if (target->GetTypeId() == TYPEID_PLAYER && target->ToPlayer()->IsGameMaster())
return false;
Unit const* unit = ToUnit();
// visibility checks (only units)
if (unit)
{
// can't attack invisible
CanSeeOrDetectExtraArgs canSeeOrDetectExtraArgs;
if (bySpell)
{
canSeeOrDetectExtraArgs.ImplicitDetection = bySpell->IsAffectingArea();
canSeeOrDetectExtraArgs.IgnorePhaseShift = bySpell->HasAttribute(SPELL_ATTR6_IGNORE_PHASE_SHIFT);
canSeeOrDetectExtraArgs.IncludeHiddenBySpawnTracking = bySpell->HasAttribute(SPELL_ATTR8_ALLOW_TARGETS_HIDDEN_BY_SPAWN_TRACKING);
canSeeOrDetectExtraArgs.IncludeAnyPrivateObject = bySpell->HasAttribute(SPELL_ATTR0_CU_CAN_TARGET_ANY_PRIVATE_OBJECT);
}
if (!unit->CanSeeOrDetect(target, canSeeOrDetectExtraArgs))
return false;
}
// can't attack dead
if ((!bySpell || !bySpell->IsAllowingDeadTarget()) && unitTarget && !unitTarget->IsAlive())
return false;
// can't attack untargetable
if ((!bySpell || !bySpell->HasAttribute(SPELL_ATTR6_CAN_TARGET_UNTARGETABLE)) && unitTarget && unitTarget->HasUnitFlag(UNIT_FLAG_NON_ATTACKABLE_2))
return false;
if (unitTarget && unitTarget->IsUninteractible())
return false;
if (Player const* playerAttacker = ToPlayer())
{
if (playerAttacker->HasPlayerFlag(PLAYER_FLAGS_UBER))
return false;
}
// check flags
if (unitTarget && unitTarget->HasUnitFlag(UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_ON_TAXI | UNIT_FLAG_NOT_ATTACKABLE_1))
return false;
Unit const* unitOrOwner = unit;
GameObject const* go = ToGameObject();
if (go && go->GetGoType() == GAMEOBJECT_TYPE_TRAP)
unitOrOwner = go->GetOwner();
// ignore immunity flags when assisting
if (unitOrOwner && unitTarget && !(isPositiveSpell && bySpell->HasAttribute(SPELL_ATTR6_CAN_ASSIST_IMMUNE_PC)))
{
if (!unitOrOwner->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED) && unitTarget->IsImmuneToNPC())
return false;
if (!unitTarget->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED) && unitOrOwner->IsImmuneToNPC())
return false;
if (!bySpell || !bySpell->HasAttribute(SPELL_ATTR8_CAN_ATTACK_IMMUNE_PC))
{
if (unitOrOwner->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED) && unitTarget->IsImmuneToPC())
return false;
if (unitTarget->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED) && unitOrOwner->IsImmuneToPC())
return false;
}
}
// CvC case - can attack each other only when one of them is hostile
if (unit && !unit->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED) && unitTarget && !unitTarget->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED))
return IsHostileTo(unitTarget) || unitTarget->IsHostileTo(this);
// Traps without owner or with NPC owner versus Creature case - can attack to creature only when one of them is hostile
if (go && go->GetGoType() == GAMEOBJECT_TYPE_TRAP)
{
Unit const* goOwner = go->GetOwner();
if (!goOwner || !goOwner->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED))
if (unitTarget && !unitTarget->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED))
return IsHostileTo(unitTarget) || unitTarget->IsHostileTo(this);
}
// PvP, PvC, CvP case
// can't attack friendly targets
if (IsFriendlyTo(target) || target->IsFriendlyTo(this))
return false;
Player const* playerAffectingAttacker = (unit && unit->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED)) || go ? GetAffectingPlayer() : nullptr;
Player const* playerAffectingTarget = unitTarget && unitTarget->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED) ? unitTarget->GetAffectingPlayer() : nullptr;
// Pets of mounted players are immune to NPCs
if (!playerAffectingAttacker && unitTarget && unitTarget->IsPet() && playerAffectingTarget && playerAffectingTarget->IsMounted())
return false;
// Not all neutral creatures can be attacked (even some unfriendly faction does not react aggresive to you, like Sporaggar)
if ((playerAffectingAttacker && !playerAffectingTarget) || (!playerAffectingAttacker && playerAffectingTarget))
{
Player const* player = playerAffectingAttacker ? playerAffectingAttacker : playerAffectingTarget;
if (Unit const* creature = playerAffectingAttacker ? unitTarget : unit)
{
if (creature->IsContestedGuard() && player->HasPlayerFlag(PLAYER_FLAGS_CONTESTED_PVP))
return true;
if (FactionTemplateEntry const* factionTemplate = creature->GetFactionTemplateEntry())
{
if (!(player->GetReputationMgr().GetForcedRankIfAny(factionTemplate)))
if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(factionTemplate->Faction))
if (FactionState const* repState = player->GetReputationMgr().GetState(factionEntry))
if (!repState->Flags.HasFlag(ReputationFlags::AtWar))
return false;
}
}
}
if (playerAffectingAttacker && playerAffectingTarget)
if (playerAffectingAttacker->duel && playerAffectingAttacker->duel->Opponent == playerAffectingTarget && playerAffectingAttacker->duel->State == DUEL_STATE_IN_PROGRESS)
return true;
// PvP case - can't attack when attacker or target are in sanctuary
// however, 13850 client doesn't allow to attack when one of the unit's has sanctuary flag and is pvp
if (unitTarget && unitTarget->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED)
&& unitOrOwner && unitOrOwner->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED)
&& (unitTarget->IsInSanctuary() || unitOrOwner->IsInSanctuary())
&& (!bySpell || bySpell->HasAttribute(SPELL_ATTR8_IGNORE_SANCTUARY)))
return false;
// additional checks - only PvP case
if (playerAffectingAttacker && playerAffectingTarget)
{
if (playerAffectingTarget->IsPvP() || (bySpell && bySpell->HasAttribute(SPELL_ATTR5_IGNORE_AREA_EFFECT_PVP_CHECK)))
return true;
if (playerAffectingAttacker->IsFFAPvP() && playerAffectingTarget->IsFFAPvP())
return true;
return playerAffectingAttacker->HasPvpFlag(UNIT_BYTE2_FLAG_UNK1) ||
playerAffectingTarget->HasPvpFlag(UNIT_BYTE2_FLAG_UNK1);
}
return true;
}
// function based on function Unit::CanAssist from 13850 client
bool WorldObject::IsValidAssistTarget(WorldObject const* target, SpellInfo const* bySpell /*= nullptr*/) const
{
ASSERT(target);
// some negative spells can be casted at friendly target
bool isNegativeSpell = bySpell && !bySpell->IsPositive();
// can assist to self
if (this == target)
return true;
// can't assist unattackable units
Unit const* unitTarget = target->ToUnit();
if (unitTarget && unitTarget->HasUnitState(UNIT_STATE_UNATTACKABLE))
return false;
// can't assist GMs
if (target->GetTypeId() == TYPEID_PLAYER && target->ToPlayer()->IsGameMaster())
return false;
// can't assist own vehicle or passenger
Unit const* unit = ToUnit();
if (unit && unitTarget && unit->GetVehicle())
{
if (unit->IsOnVehicle(unitTarget))
return false;
if (unit->GetVehicleBase()->IsOnVehicle(unitTarget))
return false;
}
// can't assist invisible
CanSeeOrDetectExtraArgs canSeeOrDetectExtraArgs;
if (bySpell)
{
canSeeOrDetectExtraArgs.ImplicitDetection = bySpell->IsAffectingArea();
canSeeOrDetectExtraArgs.IgnorePhaseShift = bySpell->HasAttribute(SPELL_ATTR6_IGNORE_PHASE_SHIFT);
canSeeOrDetectExtraArgs.IncludeHiddenBySpawnTracking = bySpell->HasAttribute(SPELL_ATTR8_ALLOW_TARGETS_HIDDEN_BY_SPAWN_TRACKING);
canSeeOrDetectExtraArgs.IncludeAnyPrivateObject = bySpell->HasAttribute(SPELL_ATTR0_CU_CAN_TARGET_ANY_PRIVATE_OBJECT);
}
if (!CanSeeOrDetect(target, canSeeOrDetectExtraArgs))
return false;
// can't assist dead
if ((!bySpell || !bySpell->IsAllowingDeadTarget()) && unitTarget && !unitTarget->IsAlive())
return false;
// can't assist untargetable
if ((!bySpell || !bySpell->HasAttribute(SPELL_ATTR6_CAN_TARGET_UNTARGETABLE)) && unitTarget && unitTarget->HasUnitFlag(UNIT_FLAG_NON_ATTACKABLE_2))
return false;
if (unitTarget && unitTarget->IsUninteractible())
return false;
// check flags for negative spells
if (isNegativeSpell && unitTarget && unitTarget->HasUnitFlag(UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_ON_TAXI | UNIT_FLAG_NOT_ATTACKABLE_1))
return false;
if (isNegativeSpell || !bySpell || !bySpell->HasAttribute(SPELL_ATTR6_CAN_ASSIST_IMMUNE_PC))
{
if (unit && unit->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED))
{
if (!bySpell || !bySpell->HasAttribute(SPELL_ATTR8_CAN_ATTACK_IMMUNE_PC))
if (unitTarget && unitTarget->IsImmuneToPC())
return false;
}
else
{
if (unitTarget && unitTarget->IsImmuneToNPC())
return false;
}
}
// can't assist non-friendly targets
if (GetReactionTo(target) < REP_NEUTRAL && target->GetReactionTo(this) < REP_NEUTRAL && (!ToCreature() || !ToCreature()->IsTreatedAsRaidUnit()))
return false;
// PvP case
if (unitTarget && unitTarget->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED))
{
if (unit && unit->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED))
{
Player const* selfPlayerOwner = GetAffectingPlayer();
Player const* targetPlayerOwner = unitTarget->GetAffectingPlayer();
if (selfPlayerOwner && targetPlayerOwner)
{
// can't assist player which is dueling someone
if (selfPlayerOwner != targetPlayerOwner && targetPlayerOwner->duel)
return false;
}
// can't assist player in ffa_pvp zone from outside
if (unitTarget->IsFFAPvP() && !unit->IsFFAPvP())
return false;
// can't assist player out of sanctuary from sanctuary if has pvp enabled
if (unitTarget->IsPvP() && (!bySpell || bySpell->HasAttribute(SPELL_ATTR8_IGNORE_SANCTUARY)))
if (unit->IsInSanctuary() && !unitTarget->IsInSanctuary())
return false;
}
}
// PvC case - player can assist creature only if has specific type flags
// !target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE) &&
else if (unit && unit->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED))
{
if (!bySpell || !bySpell->HasAttribute(SPELL_ATTR6_CAN_ASSIST_IMMUNE_PC))
if (unitTarget && !unitTarget->IsPvP())
if (Creature const* creatureTarget = target->ToCreature())
return creatureTarget->IsTreatedAsRaidUnit() || (creatureTarget->GetCreatureDifficulty()->TypeFlags & CREATURE_TYPE_FLAG_CAN_ASSIST);
}
return true;
}
Unit* WorldObject::GetMagicHitRedirectTarget(Unit* victim, SpellInfo const* spellInfo)
{
// Patch 1.2 notes: Spell Reflection no longer reflects abilities
if (spellInfo->HasAttribute(SPELL_ATTR0_IS_ABILITY) || spellInfo->HasAttribute(SPELL_ATTR1_NO_REDIRECTION) || spellInfo->HasAttribute(SPELL_ATTR0_NO_IMMUNITIES))
return victim;
Unit::AuraEffectList const& magnetAuras = victim->GetAuraEffectsByType(SPELL_AURA_SPELL_MAGNET);
for (AuraEffect const* aurEff : magnetAuras)
{
if (Unit* magnet = aurEff->GetBase()->GetCaster())
{
if (spellInfo->CheckExplicitTarget(this, magnet) == SPELL_CAST_OK && IsValidAttackTarget(magnet, spellInfo))
{
/// @todo handle this charge drop by proc in cast phase on explicit target
if (spellInfo->HasHitDelay())
{
// Set up missile speed based delay
float hitDelay = spellInfo->LaunchDelay;
if (spellInfo->HasAttribute(SPELL_ATTR9_MISSILE_SPEED_IS_DELAY_IN_SEC))
hitDelay += std::max(spellInfo->Speed, spellInfo->MinDuration);
else if (spellInfo->Speed > 0.0f)
hitDelay += std::max(std::max(victim->GetDistance(this), 5.0f) / spellInfo->Speed, spellInfo->MinDuration);
uint32 delay = uint32(std::floor(hitDelay * 1000.0f));
// Schedule charge drop
aurEff->GetBase()->DropChargeDelayed(delay, AURA_REMOVE_BY_EXPIRE);
}
else
aurEff->GetBase()->DropCharge(AURA_REMOVE_BY_EXPIRE);
return magnet;
}
}
}
return victim;
}
uint32 WorldObject::GetCastSpellXSpellVisualId(SpellInfo const* spellInfo) const
{
return spellInfo->GetSpellXSpellVisualId(this);
}
template
void WorldObject::GetGameObjectListWithEntryInGrid(Container& gameObjectContainer, uint32 entry, float maxSearchRange /*= 250.0f*/) const
{
Trinity::AllGameObjectsWithEntryInRange check(this, entry, maxSearchRange);
Trinity::GameObjectListSearcher searcher(this, gameObjectContainer, check);
Cell::VisitGridObjects(this, searcher, maxSearchRange);
}
template
void WorldObject::GetGameObjectListWithOptionsInGrid(Container& gameObjectContainer, float maxSearchRange, FindGameObjectOptions const& options) const
{
Trinity::InRangeCheckCustomizer checkCustomizer(*this, maxSearchRange);
Trinity::GameObjectWithOptionsInObjectRangeCheck check(*this, checkCustomizer, options);
Trinity::GameObjectListSearcher searcher(this, gameObjectContainer, check);
if (options.IgnorePhases)
searcher.i_phaseShift = &PhasingHandler::GetAlwaysVisiblePhaseShift();
Cell::VisitGridObjects(this, searcher, maxSearchRange);
}
template
void WorldObject::GetCreatureListWithEntryInGrid(Container& creatureContainer, uint32 entry, float maxSearchRange /*= 250.0f*/) const
{
Trinity::AllCreaturesOfEntryInRange check(this, entry, maxSearchRange);
Trinity::CreatureListSearcher searcher(this, creatureContainer, check);
Cell::VisitGridObjects(this, searcher, maxSearchRange);
}
template
void WorldObject::GetCreatureListWithOptionsInGrid(Container& creatureContainer, float maxSearchRange, FindCreatureOptions const& options) const
{
Trinity::InRangeCheckCustomizer checkCustomizer(*this, maxSearchRange);
Trinity::CreatureWithOptionsInObjectRangeCheck check(*this, checkCustomizer, options);
Trinity::CreatureListSearcher searcher(this, creatureContainer, check);
if (options.IgnorePhases)
searcher.i_phaseShift = &PhasingHandler::GetAlwaysVisiblePhaseShift();
Cell::VisitGridObjects(this, searcher, maxSearchRange);
}
template
void WorldObject::GetPlayerListInGrid(Container& playerContainer, float maxSearchRange, bool alive /*= true*/) const
{
Trinity::AnyUnitInObjectRangeCheck checker(this, maxSearchRange, true, alive);
Trinity::PlayerListSearcher searcher(this, playerContainer, checker);
Cell::VisitWorldObjects(this, searcher, maxSearchRange);
}
void WorldObject::GetNearPoint2D(WorldObject const* searcher, float& x, float& y, float distance2d, float absAngle) const
{
float effectiveReach = GetCombatReach();
if (searcher)
{
effectiveReach += searcher->GetCombatReach();
if (this != searcher)
{
float myHover = 0.0f, searcherHover = 0.0f;
if (Unit const* unit = ToUnit())
myHover = unit->GetHoverOffset();
if (Unit const* searchUnit = searcher->ToUnit())
searcherHover = searchUnit->GetHoverOffset();
float hoverDelta = myHover - searcherHover;
if (hoverDelta != 0.0f)
effectiveReach = std::sqrt(std::max(effectiveReach * effectiveReach - hoverDelta * hoverDelta, 0.0f));
}
}
x = GetPositionX() + (effectiveReach + distance2d) * std::cos(absAngle);
y = GetPositionY() + (effectiveReach + distance2d) * std::sin(absAngle);
Trinity::NormalizeMapCoord(x);
Trinity::NormalizeMapCoord(y);
}
void WorldObject::GetNearPoint(WorldObject const* searcher, float& x, float& y, float& z, float distance2d, float absAngle) const
{
GetNearPoint2D(searcher, x, y, distance2d, absAngle);
z = GetPositionZ();
(searcher ? searcher : this)->UpdateAllowedPositionZ(x, y, z);
// if detection disabled, return first point
if (!sWorld->getBoolConfig(CONFIG_DETECT_POS_COLLISION))
return;
// return if the point is already in LoS
if (IsWithinLOS(x, y, z))
return;
// remember first point
float first_x = x;
float first_y = y;
float first_z = z;
// loop in a circle to look for a point in LoS using small steps
for (float angle = float(M_PI) / 8; angle < float(M_PI) * 2; angle += float(M_PI) / 8)
{
GetNearPoint2D(searcher, x, y, distance2d, absAngle + angle);
z = GetPositionZ();
(searcher ? searcher : this)->UpdateAllowedPositionZ(x, y, z);
if (IsWithinLOS(x, y, z))
return;
}
// still not in LoS, give up and return first position found
x = first_x;
y = first_y;
z = first_z;
}
void WorldObject::GetClosePoint(float& x, float& y, float& z, float size, float distance2d /*= 0*/, float relAngle /*= 0*/) const
{
// angle calculated from current orientation
GetNearPoint(nullptr, x, y, z, distance2d + size, GetOrientation() + relAngle);
}
Position WorldObject::GetNearPosition(float dist, float angle)
{
Position pos = GetPosition();
MovePosition(pos, dist, angle);
return pos;
}
Position WorldObject::GetFirstCollisionPosition(float dist, float angle)
{
Position pos = GetPosition();
MovePositionToFirstCollision(pos, dist, angle);
return pos;
}
Position WorldObject::GetRandomNearPosition(float radius)
{
Position pos = GetPosition();
MovePosition(pos, radius * rand_norm(), rand_norm() * static_cast(2 * M_PI));
return pos;
}
void WorldObject::GetContactPoint(WorldObject const* obj, float& x, float& y, float& z, float distance2d /*= CONTACT_DISTANCE*/) const
{
// angle to face `obj` to `this` using distance includes size of `obj`
GetNearPoint(obj, x, y, z, distance2d, GetAbsoluteAngle(obj));
}
void WorldObject::MovePosition(Position &pos, float dist, float angle, float maxHeightChange /*= 6.0f*/) const
{
angle += GetOrientation();
float destx, desty, destz, ground, floor;
destx = pos.m_positionX + dist * std::cos(angle);
desty = pos.m_positionY + dist * std::sin(angle);
// Prevent invalid coordinates here, position is unchanged
if (!Trinity::IsValidMapCoord(destx, desty, pos.m_positionZ))
{
TC_LOG_FATAL("misc", "WorldObject::MovePosition: Object {} has invalid coordinates X: {} and Y: {} were passed!",
GetGUID().ToString(), destx, desty);
return;
}
ground = GetMapHeight(destx, desty, MAX_HEIGHT);
floor = GetMapHeight(destx, desty, pos.m_positionZ);
destz = std::fabs(ground - pos.m_positionZ) <= std::fabs(floor - pos.m_positionZ) ? ground : floor;
float step = dist/10.0f;
for (uint8 j = 0; j < 10; ++j)
{
// do not allow too big z changes
if (std::fabs(pos.m_positionZ - destz) > maxHeightChange)
{
destx -= step * std::cos(angle);
desty -= step * std::sin(angle);
ground = GetMap()->GetHeight(GetPhaseShift(), destx, desty, MAX_HEIGHT, true);
floor = GetMap()->GetHeight(GetPhaseShift(), destx, desty, pos.m_positionZ, true);
destz = std::fabs(ground - pos.m_positionZ) <= std::fabs(floor - pos.m_positionZ) ? ground : floor;
}
// we have correct destz now
else
{
pos.Relocate(destx, desty, destz);
break;
}
}
Trinity::NormalizeMapCoord(pos.m_positionX);
Trinity::NormalizeMapCoord(pos.m_positionY);
UpdateGroundPositionZ(pos.m_positionX, pos.m_positionY, pos.m_positionZ);
pos.SetOrientation(GetOrientation());
}
void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float angle) const
{
angle += GetOrientation();
float destx, desty, destz;
destx = pos.m_positionX + dist * std::cos(angle);
desty = pos.m_positionY + dist * std::sin(angle);
destz = pos.m_positionZ;
// Prevent invalid coordinates here, position is unchanged
if (!Trinity::IsValidMapCoord(destx, desty))
{
TC_LOG_FATAL("misc", "WorldObject::MovePositionToFirstCollision invalid coordinates X: {} and Y: {} were passed!", destx, desty);
return;
}
// Use a detour raycast to get our first collision point
PathGenerator path(this);
path.SetUseRaycast(true);
path.CalculatePath(destx, desty, destz, false);
// Check for valid path types before we proceed
if (!(path.GetPathType() & PATHFIND_NOT_USING_PATH))
if (path.GetPathType() & ~(PATHFIND_NORMAL | PATHFIND_SHORTCUT | PATHFIND_INCOMPLETE | PATHFIND_FARFROMPOLY_END))
return;
G3D::Vector3 result = path.GetPath().back();
destx = result.x;
desty = result.y;
destz = result.z;
// check static LOS
float halfHeight = GetCollisionHeight() * 0.5f;
bool col = false;
// Unit is flying, check for potential collision via vmaps
if (path.GetPathType() & PATHFIND_NOT_USING_PATH)
{
col = VMAP::VMapFactory::createOrGetVMapManager()->getObjectHitPos(PhasingHandler::GetTerrainMapId(GetPhaseShift(), GetMapId(), GetMap()->GetTerrain(), pos.m_positionX, pos.m_positionY),
pos.m_positionX, pos.m_positionY, pos.m_positionZ + halfHeight,
destx, desty, destz + halfHeight,
destx, desty, destz, -0.5f);
destz -= halfHeight;
// Collided with static LOS object, move back to collision point
if (col)
{
destx -= CONTACT_DISTANCE * std::cos(angle);
desty -= CONTACT_DISTANCE * std::sin(angle);
dist = std::sqrt((pos.m_positionX - destx) * (pos.m_positionX - destx) + (pos.m_positionY - desty) * (pos.m_positionY - desty));
}
}
// check dynamic collision
col = GetMap()->getObjectHitPos(GetPhaseShift(),
pos.m_positionX, pos.m_positionY, pos.m_positionZ + halfHeight,
destx, desty, destz + halfHeight,
destx, desty, destz, -0.5f);
destz -= halfHeight;
// Collided with a gameobject, move back to collision point
if (col)
{
destx -= CONTACT_DISTANCE * std::cos(angle);
desty -= CONTACT_DISTANCE * std::sin(angle);
dist = std::sqrt((pos.m_positionX - destx)*(pos.m_positionX - destx) + (pos.m_positionY - desty) * (pos.m_positionY - desty));
}
float groundZ = VMAP_INVALID_HEIGHT_VALUE;
Trinity::NormalizeMapCoord(pos.m_positionX);
Trinity::NormalizeMapCoord(pos.m_positionY);
UpdateAllowedPositionZ(destx, desty, destz, &groundZ);
pos.SetOrientation(GetOrientation());
pos.Relocate(destx, desty, destz);
// position has no ground under it (or is too far away)
if (groundZ <= INVALID_HEIGHT)
{
if (Unit const* unit = ToUnit())
{
// unit can fly, ignore.
if (unit->CanFly())
return;
// fall back to gridHeight if any
float gridHeight = GetMap()->GetGridHeight(GetPhaseShift(), pos.m_positionX, pos.m_positionY);
if (gridHeight > INVALID_HEIGHT)
pos.m_positionZ = gridHeight + unit->GetHoverOffset();
}
}
}
void WorldObject::PlayDistanceSound(uint32 soundId, Player const* target /*= nullptr*/) const
{
if (target)
target->SendDirectMessage(WorldPackets::Misc::PlaySpeakerbotSound(GetGUID(), soundId).Write());
else
SendMessageToSet(WorldPackets::Misc::PlaySpeakerbotSound(GetGUID(), soundId).Write(), true);
}
void WorldObject::StopDistanceSound(Player const* target /*= nullptr*/) const
{
if (target)
target->SendDirectMessage(WorldPackets::Misc::StopSpeakerbotSound(GetGUID()).Write());
else
SendMessageToSet(WorldPackets::Misc::StopSpeakerbotSound(GetGUID()).Write(), true);
}
void WorldObject::PlayDirectSound(uint32 soundId, Player const* target /*= nullptr*/, uint32 broadcastTextId /*= 0*/) const
{
if (target)
target->SendDirectMessage(WorldPackets::Misc::PlaySound(GetGUID(), soundId, broadcastTextId).Write());
else
SendMessageToSet(WorldPackets::Misc::PlaySound(GetGUID(), soundId, broadcastTextId).Write(), true);
}
void WorldObject::PlayDirectMusic(uint32 musicId, Player const* target /*= nullptr*/) const
{
if (target)
target->SendDirectMessage(WorldPackets::Misc::PlayMusic(musicId).Write());
else
SendMessageToSet(WorldPackets::Misc::PlayMusic(musicId).Write(), true);
}
void WorldObject::PlayObjectSound(int32 soundKitId, ObjectGuid targetObjectGUID, Player const* target /*= nullptr*/, int32 broadcastTextId /*= 0*/) const
{
WorldPackets::Misc::PlayObjectSound pkt;
pkt.TargetObjectGUID = targetObjectGUID;
pkt.SourceObjectGUID = GetGUID();
pkt.SoundKitID = soundKitId;
pkt.Position = GetPosition();
pkt.BroadcastTextID = broadcastTextId;
if (target)
target->SendDirectMessage(pkt.Write());
else
SendMessageToSet(pkt.Write(), true);
}
template Work>
struct WorldObjectVisibleChangeVisitor
{
Work& work;
explicit WorldObjectVisibleChangeVisitor(Work& work_) : work(work_) { }
void Visit(PlayerMapType& m) const
{
for (GridReference& ref : m)
{
Player* source = ref.GetSource();
work(source);
for (Player* viewer : source->GetSharedVisionList())
work(viewer);
}
}
void Visit(CreatureMapType& m) const
{
for (GridReference& ref : m)
for (Player* viewer : ref.GetSource()->GetSharedVisionList())
work(viewer);
}
void Visit(DynamicObjectMapType& m) const
{
for (GridReference& ref : m)
{
DynamicObject* source = ref.GetSource();
ObjectGuid guid = source->GetCasterGUID();
if (guid.IsPlayer())
{
//GetCaster() will be nullptr if DynObj is in removelist
if (Player* caster = ObjectAccessor::GetPlayer(*source, guid))
if (*caster->m_activePlayerData->FarsightObject == source->GetGUID())
work(caster);
}
}
}
template
static void Visit(GridRefManager const&) { }
};
struct WorldObjectClientDestroyWork
{
WorldObject* object;
void operator()(Player* player) const
{
if (player == object)
return;
if (!player->HaveAtClient(object))
return;
if (Unit const* unit = object->ToUnit(); unit && unit->GetCharmerGUID() == player->GetGUID()) /// @todo this is for puppet
return;
object->DestroyForPlayer(player);
player->m_clientGUIDs.erase(object->GetGUID());
}
};
void WorldObject::DestroyForNearbyPlayers()
{
if (!IsInWorld())
return;
WorldObjectClientDestroyWork destroyer{ .object = this };
WorldObjectVisibleChangeVisitor visitor(destroyer);
Cell::VisitWorldObjects(this, visitor, GetVisibilityRange());
}
void WorldObject::UpdateObjectVisibility(bool /*forced*/)
{
//updates object's visibility for nearby players
WorldObject* objects[] = { this };
Trinity::VisibleChangesNotifier notifier({ std::begin(objects), std::end(objects) });
Cell::VisitWorldObjects(this, notifier, GetVisibilityRange());
}
struct WorldObjectChangeAccumulator
{
UpdateDataMapType& i_updateDatas;
WorldObject& i_object;
GuidUnorderedSet plr_list;
WorldObjectChangeAccumulator(WorldObject &obj, UpdateDataMapType &d) : i_updateDatas(d), i_object(obj) { }
void operator()(Player* player)
{
// Only send update once to a player
if (player->HaveAtClient(&i_object) && plr_list.insert(player->GetGUID()).second)
i_object.BuildFieldsUpdate(player, i_updateDatas);
}
};
void WorldObject::BuildUpdate(UpdateDataMapType& data_map)
{
WorldObjectChangeAccumulator notifier(*this, data_map);
WorldObjectVisibleChangeVisitor visitor(notifier);
//we must build packets for all visible players
Cell::VisitWorldObjects(this, visitor, GetVisibilityRange());
ClearUpdateMask(false);
}
bool WorldObject::AddToObjectUpdate()
{
GetMap()->AddUpdateObject(this);
return true;
}
void WorldObject::RemoveFromObjectUpdate()
{
GetMap()->RemoveUpdateObject(this);
}
ObjectGuid WorldObject::GetTransGUID() const
{
if (GetTransport())
return GetTransport()->GetTransportGUID();
return ObjectGuid::Empty;
}
float WorldObject::GetFloorZ() const
{
if (!IsInWorld())
return m_staticFloorZ;
return std::max(m_staticFloorZ, GetMap()->GetGameObjectFloor(GetPhaseShift(), GetPositionX(), GetPositionY(), GetPositionZ() + Z_OFFSET_FIND_HEIGHT));
}
float WorldObject::GetMapWaterOrGroundLevel(float x, float y, float z, float* ground/* = nullptr*/) const
{
bool swimming = [&]()
{
if (Creature const* creature = ToCreature())
return (!creature->CannotPenetrateWater() && !creature->HasAuraType(SPELL_AURA_WATER_WALK));
else if (Unit const* unit = ToUnit())
return !unit->HasAuraType(SPELL_AURA_WATER_WALK);
return true;
}();
return GetMap()->GetWaterOrGroundLevel(GetPhaseShift(), x, y, z, ground, swimming, GetCollisionHeight());
}
float WorldObject::GetMapHeight(float x, float y, float z, bool vmap/* = true*/, float distanceToSearch/* = DEFAULT_HEIGHT_SEARCH*/) const
{
if (z != MAX_HEIGHT)
z += Z_OFFSET_FIND_HEIGHT;
return GetMap()->GetHeight(GetPhaseShift(), x, y, z, vmap, distanceToSearch);
}
std::string WorldObject::GetDebugInfo() const
{
std::stringstream sstr;
sstr << WorldLocation::GetDebugInfo() << "\n"
<< Object::GetDebugInfo() << "\n"
<< "Name: " << GetName();
return sstr.str();
}
template TC_GAME_API void WorldObject::GetGameObjectListWithEntryInGrid(std::list&, uint32, float) const;
template TC_GAME_API void WorldObject::GetGameObjectListWithEntryInGrid(std::deque&, uint32, float) const;
template TC_GAME_API void WorldObject::GetGameObjectListWithEntryInGrid(std::vector&, uint32, float) const;
template TC_GAME_API void WorldObject::GetGameObjectListWithOptionsInGrid(std::list&, float, FindGameObjectOptions const&) const;
template TC_GAME_API void WorldObject::GetGameObjectListWithOptionsInGrid(std::deque&, float, FindGameObjectOptions const&) const;
template TC_GAME_API void WorldObject::GetGameObjectListWithOptionsInGrid(std::vector&, float, FindGameObjectOptions const&) const;
template TC_GAME_API void WorldObject::GetCreatureListWithEntryInGrid(std::list&, uint32, float) const;
template TC_GAME_API void WorldObject::GetCreatureListWithEntryInGrid(std::deque&, uint32, float) const;
template TC_GAME_API void WorldObject::GetCreatureListWithEntryInGrid(std::vector&, uint32, float) const;
template TC_GAME_API void WorldObject::GetCreatureListWithOptionsInGrid(std::list&, float, FindCreatureOptions const&) const;
template TC_GAME_API void WorldObject::GetCreatureListWithOptionsInGrid(std::deque&,float, FindCreatureOptions const&) const;
template TC_GAME_API void WorldObject::GetCreatureListWithOptionsInGrid(std::vector&, float, FindCreatureOptions const&) const;
template TC_GAME_API void WorldObject::GetPlayerListInGrid(std::list&, float, bool) const;
template TC_GAME_API void WorldObject::GetPlayerListInGrid(std::deque&, float, bool) const;
template TC_GAME_API void WorldObject::GetPlayerListInGrid(std::vector&, float, bool) const;