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/*
* Copyright (C) 2008-2017 TrinityCore <http://www.trinitycore.org/>
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "GameClient.h"
#include "MovementPacketSender.h"
#include "Player.h"
#include "WorldPacket.h"
#include "WorldSession.h"
// SMSG_SPLINE_SET_* messages are for units controlled by the server.
// SMSG_FORCE_*_SPEED_CHANGE messages are for units controlled by a player and require the client to respond with an ACK message.
// MSG_MOVE_SET_*_SPEED is used to broadcast changes to observers of units controlled by a player
Opcodes const MovementPacketSender::moveTypeToOpcode[MAX_MOVE_TYPE][3] =
{
{ SMSG_SPLINE_SET_WALK_SPEED, SMSG_FORCE_WALK_SPEED_CHANGE, MSG_MOVE_SET_WALK_SPEED },
{ SMSG_SPLINE_SET_RUN_SPEED, SMSG_FORCE_RUN_SPEED_CHANGE, MSG_MOVE_SET_RUN_SPEED },
{ SMSG_SPLINE_SET_RUN_BACK_SPEED, SMSG_FORCE_RUN_BACK_SPEED_CHANGE, MSG_MOVE_SET_RUN_BACK_SPEED },
{ SMSG_SPLINE_SET_SWIM_SPEED, SMSG_FORCE_SWIM_SPEED_CHANGE, MSG_MOVE_SET_SWIM_SPEED },
{ SMSG_SPLINE_SET_SWIM_BACK_SPEED, SMSG_FORCE_SWIM_BACK_SPEED_CHANGE, MSG_MOVE_SET_SWIM_BACK_SPEED },
{ SMSG_SPLINE_SET_TURN_RATE, SMSG_FORCE_TURN_RATE_CHANGE, MSG_MOVE_SET_TURN_RATE },
{ SMSG_SPLINE_SET_FLIGHT_SPEED, SMSG_FORCE_FLIGHT_SPEED_CHANGE, MSG_MOVE_SET_FLIGHT_SPEED },
{ SMSG_SPLINE_SET_FLIGHT_BACK_SPEED, SMSG_FORCE_FLIGHT_BACK_SPEED_CHANGE, MSG_MOVE_SET_FLIGHT_BACK_SPEED },
{ SMSG_SPLINE_SET_PITCH_RATE, SMSG_FORCE_PITCH_RATE_CHANGE, MSG_MOVE_SET_PITCH_RATE },
};
MovementChangeType MovementPacketSender::GetChangeTypeByMoveType(UnitMoveType moveType)
{
switch (moveType)
{
case MOVE_WALK: return MovementChangeType::SPEED_CHANGE_WALK;
case MOVE_RUN: return MovementChangeType::SPEED_CHANGE_RUN;
case MOVE_RUN_BACK: return MovementChangeType::SPEED_CHANGE_RUN_BACK;
case MOVE_SWIM: return MovementChangeType::SPEED_CHANGE_SWIM;
case MOVE_SWIM_BACK: return MovementChangeType::SPEED_CHANGE_SWIM_BACK;
case MOVE_TURN_RATE: return MovementChangeType::RATE_CHANGE_TURN;
case MOVE_FLIGHT: return MovementChangeType::SPEED_CHANGE_FLIGHT_SPEED;
case MOVE_FLIGHT_BACK: return MovementChangeType::SPEED_CHANGE_FLIGHT_BACK_SPEED;
case MOVE_PITCH_RATE: return MovementChangeType::RATE_CHANGE_PITCH;
default:
ASSERT(false, "MovementPacketSender::SendSpeedChangeToMover Unsupported UnitMoveType");
}
}
void MovementPacketSender::SendSpeedChangeToMover(Unit* unit, UnitMoveType mtype, float newSpeedFlat)
{
GameClient* controller = unit->GetGameClientMovingMe();
ASSERT(controller);
uint32 mCounter = unit->GetMovementCounterAndInc();
PlayerMovementPendingChange pendingChange;
pendingChange.movementCounter = mCounter;
pendingChange.newValue = newSpeedFlat;
pendingChange.movementChangeType = MovementPacketSender::GetChangeTypeByMoveType(mtype);
unit->PushPendingMovementChange(pendingChange);
WorldPacket data;
data.Initialize(moveTypeToOpcode[mtype][1], mtype != MOVE_RUN ? 8 + 4 + 4 : 8 + 4 + 1 + 4);
data << unit->GetPackGUID();
data << mCounter;
if (mtype == MOVE_RUN)
data << uint8(1); // unknown byte added in 2.1.0
data << newSpeedFlat;
controller->SendDirectMessage(&data);
}
void MovementPacketSender::SendSpeedChangeToObservers(Unit* unit, UnitMoveType mtype, float newSpeedFlat)
{
GameClient* controller = unit->GetGameClientMovingMe();
ASSERT(controller);
WorldPacket data;
data.Initialize(moveTypeToOpcode[mtype][2], 8 + 30 + 4);
WorldSession::WriteMovementInfo(&data, &unit->m_movementInfo);
data << newSpeedFlat;
unit->SendMessageToSet(&data, controller->GetBasePlayer());
}
void MovementPacketSender::SendSpeedChangeToAll(Unit* unit, UnitMoveType mtype, float newSpeedFlat)
{
GameClient* controller = unit->GetGameClientMovingMe();
ASSERT(!controller);
WorldPacket data;
data.Initialize(moveTypeToOpcode[mtype][0], 8 + 4);
data << unit->GetPackGUID();
data << newSpeedFlat;
unit->SendMessageToSet(&data, true);
}
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