/*
* Copyright (C) 2005-2008 MaNGOS
*
* Copyright (C) 2008 Trinity
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "Common.h"
#include "SharedDefines.h"
#include "WorldPacket.h"
#include "Opcodes.h"
#include "Log.h"
#include "World.h"
#include "Object.h"
#include "Creature.h"
#include "Player.h"
#include "ObjectMgr.h"
#include "WorldSession.h"
#include "UpdateData.h"
#include "UpdateMask.h"
#include "Util.h"
#include "MapManager.h"
#include "ObjectAccessor.h"
#include "Log.h"
#include "Transports.h"
#include "TargetedMovementGenerator.h"
#include "WaypointMovementGenerator.h"
#include "VMapFactory.h"
#include "CellImpl.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "TemporarySummon.h"
uint32 GuidHigh2TypeId(uint32 guid_hi)
{
switch(guid_hi)
{
case HIGHGUID_ITEM: return TYPEID_ITEM;
//case HIGHGUID_CONTAINER: return TYPEID_CONTAINER; HIGHGUID_CONTAINER==HIGHGUID_ITEM currently
case HIGHGUID_UNIT: return TYPEID_UNIT;
case HIGHGUID_PET: return TYPEID_UNIT;
case HIGHGUID_PLAYER: return TYPEID_PLAYER;
case HIGHGUID_GAMEOBJECT: return TYPEID_GAMEOBJECT;
case HIGHGUID_DYNAMICOBJECT:return TYPEID_DYNAMICOBJECT;
case HIGHGUID_CORPSE: return TYPEID_CORPSE;
case HIGHGUID_MO_TRANSPORT: return TYPEID_GAMEOBJECT;
}
return 10; // unknown
}
Object::Object( )
{
m_objectTypeId = TYPEID_OBJECT;
m_objectType = TYPEMASK_OBJECT;
m_uint32Values = 0;
m_uint32Values_mirror = 0;
m_valuesCount = 0;
m_inWorld = false;
m_objectUpdated = false;
m_PackGUID.clear();
m_PackGUID.appendPackGUID(0);
}
Object::~Object( )
{
if(m_objectUpdated)
ObjectAccessor::Instance().RemoveUpdateObject(this);
if(m_uint32Values)
{
if(IsInWorld())
{
///- Do NOT call RemoveFromWorld here, if the object is a player it will crash
sLog.outError("Object::~Object - guid="I64FMTD", typeid=%d deleted but still in world!!", GetGUID(), GetTypeId());
//assert(0);
}
//DEBUG_LOG("Object desctr 1 check (%p)",(void*)this);
delete [] m_uint32Values;
delete [] m_uint32Values_mirror;
//DEBUG_LOG("Object desctr 2 check (%p)",(void*)this);
}
}
void Object::_InitValues()
{
m_uint32Values = new uint32[ m_valuesCount ];
memset(m_uint32Values, 0, m_valuesCount*sizeof(uint32));
m_uint32Values_mirror = new uint32[ m_valuesCount ];
memset(m_uint32Values_mirror, 0, m_valuesCount*sizeof(uint32));
m_objectUpdated = false;
}
void Object::_Create( uint32 guidlow, uint32 entry, HighGuid guidhigh )
{
if(!m_uint32Values) _InitValues();
uint64 guid = MAKE_NEW_GUID(guidlow, entry, guidhigh); // required more changes to make it working
SetUInt64Value( OBJECT_FIELD_GUID, guid );
SetUInt32Value( OBJECT_FIELD_TYPE, m_objectType );
m_PackGUID.clear();
m_PackGUID.appendPackGUID(GetGUID());
}
void Object::BuildMovementUpdateBlock(UpdateData * data, uint32 flags ) const
{
ByteBuffer buf(500);
buf << uint8( UPDATETYPE_MOVEMENT );
buf << GetGUID();
_BuildMovementUpdate(&buf, flags, 0x00000000);
data->AddUpdateBlock(buf);
}
void Object::BuildCreateUpdateBlockForPlayer(UpdateData *data, Player *target) const
{
if(!target)
{
return;
}
uint8 updatetype = UPDATETYPE_CREATE_OBJECT;
uint8 flags = m_updateFlag;
uint32 flags2 = 0;
/** lower flag1 **/
if(target == this) // building packet for oneself
{
flags |= UPDATEFLAG_SELF;
/*** temporary reverted - until real source of stack corruption will not found
updatetype = UPDATETYPE_CREATE_OBJECT2;
****/
}
if(flags & UPDATEFLAG_HASPOSITION)
{
// UPDATETYPE_CREATE_OBJECT2 dynamic objects, corpses...
if(isType(TYPEMASK_DYNAMICOBJECT) || isType(TYPEMASK_CORPSE) || isType(TYPEMASK_PLAYER))
updatetype = UPDATETYPE_CREATE_OBJECT2;
// UPDATETYPE_CREATE_OBJECT2 for pets...
if(target->GetPetGUID() == GetGUID())
updatetype = UPDATETYPE_CREATE_OBJECT2;
// UPDATETYPE_CREATE_OBJECT2 for some gameobject types...
if(isType(TYPEMASK_GAMEOBJECT))
{
switch(((GameObject*)this)->GetGoType())
{
case GAMEOBJECT_TYPE_TRAP:
case GAMEOBJECT_TYPE_DUEL_ARBITER:
case GAMEOBJECT_TYPE_FLAGSTAND:
case GAMEOBJECT_TYPE_FLAGDROP:
updatetype = UPDATETYPE_CREATE_OBJECT2;
break;
case GAMEOBJECT_TYPE_TRANSPORT:
flags |= UPDATEFLAG_TRANSPORT;
break;
}
}
}
//sLog.outDebug("BuildCreateUpdate: update-type: %u, object-type: %u got flags: %X, flags2: %X", updatetype, m_objectTypeId, flags, flags2);
ByteBuffer buf(500);
buf << (uint8)updatetype;
//buf.append(GetPackGUID()); //client crashes when using this
buf << (uint8)0xFF << GetGUID();
buf << (uint8)m_objectTypeId;
_BuildMovementUpdate(&buf, flags, flags2);
UpdateMask updateMask;
updateMask.SetCount( m_valuesCount );
_SetCreateBits( &updateMask, target );
_BuildValuesUpdate(updatetype, &buf, &updateMask, target );
data->AddUpdateBlock(buf);
}
void Object::BuildUpdate(UpdateDataMapType &update_players)
{
ObjectAccessor::_buildUpdateObject(this,update_players);
ClearUpdateMask(true);
}
void Object::SendUpdateToPlayer(Player* player)
{
// send update to another players
SendUpdateObjectToAllExcept(player);
// send create update to player
UpdateData upd;
WorldPacket packet;
upd.Clear();
BuildCreateUpdateBlockForPlayer(&upd, player);
upd.BuildPacket(&packet);
player->GetSession()->SendPacket(&packet);
// now object updated/(create updated)
}
void Object::BuildValuesUpdateBlockForPlayer(UpdateData *data, Player *target) const
{
ByteBuffer buf(500);
buf << (uint8) UPDATETYPE_VALUES;
//buf.append(GetPackGUID()); //client crashes when using this. but not have crash in debug mode
buf << (uint8)0xFF;
buf << GetGUID();
UpdateMask updateMask;
updateMask.SetCount( m_valuesCount );
_SetUpdateBits( &updateMask, target );
_BuildValuesUpdate(UPDATETYPE_VALUES, &buf, &updateMask, target );
data->AddUpdateBlock(buf);
}
void Object::BuildOutOfRangeUpdateBlock(UpdateData * data) const
{
data->AddOutOfRangeGUID(GetGUID());
}
void Object::DestroyForPlayer(Player *target) const
{
ASSERT(target);
WorldPacket data(SMSG_DESTROY_OBJECT, 8);
data << GetGUID();
target->GetSession()->SendPacket( &data );
}
void Object::_BuildMovementUpdate(ByteBuffer * data, uint8 flags, uint32 flags2 ) const
{
*data << (uint8)flags; // update flags
// 0x20
if (flags & UPDATEFLAG_LIVING)
{
switch(GetTypeId())
{
case TYPEID_UNIT:
{
flags2 = ((Unit*)this)->GetUnitMovementFlags();
flags2 &= ~MOVEMENTFLAG_ONTRANSPORT;
flags2 &= ~MOVEMENTFLAG_SPLINE2;
}
break;
case TYPEID_PLAYER:
{
flags2 = ((Player*)this)->GetUnitMovementFlags();
if(((Player*)this)->GetTransport())
flags2 |= MOVEMENTFLAG_ONTRANSPORT;
else
flags2 &= ~MOVEMENTFLAG_ONTRANSPORT;
// remove unknown, unused etc flags for now
flags2 &= ~MOVEMENTFLAG_SPLINE2; // will be set manually
if(((Player*)this)->isInFlight())
{
WPAssert(((Player*)this)->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE);
flags2 = (MOVEMENTFLAG_FORWARD | MOVEMENTFLAG_SPLINE2);
}
}
break;
}
*data << uint32(flags2); // movement flags
*data << uint8(0); // unk 2.3.0
*data << uint32(getMSTime()); // time (in milliseconds)
}
// 0x40
if (flags & UPDATEFLAG_HASPOSITION)
{
// 0x02
if(flags & UPDATEFLAG_TRANSPORT && ((GameObject*)this)->GetGoType() == GAMEOBJECT_TYPE_MO_TRANSPORT)
{
*data << (float)0;
*data << (float)0;
*data << (float)0;
*data << ((WorldObject *)this)->GetOrientation();
}
else
{
*data << ((WorldObject *)this)->GetPositionX();
*data << ((WorldObject *)this)->GetPositionY();
*data << ((WorldObject *)this)->GetPositionZ();
*data << ((WorldObject *)this)->GetOrientation();
}
}
// 0x20
if(flags & UPDATEFLAG_LIVING)
{
// 0x00000200
if(flags2 & MOVEMENTFLAG_ONTRANSPORT)
{
if(GetTypeId() == TYPEID_PLAYER)
{
*data << (uint64)((Player*)this)->GetTransport()->GetGUID();
*data << (float)((Player*)this)->GetTransOffsetX();
*data << (float)((Player*)this)->GetTransOffsetY();
*data << (float)((Player*)this)->GetTransOffsetZ();
*data << (float)((Player*)this)->GetTransOffsetO();
*data << (uint32)((Player*)this)->GetTransTime();
}
//TrinIty currently not have support for other than player on transport
}
// 0x02200000
if(flags2 & (MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_FLYING2))
{
if(GetTypeId() == TYPEID_PLAYER)
*data << (float)((Player*)this)->m_movementInfo.s_pitch;
else
*data << (float)0; // is't part of movement packet, we must store and send it...
}
if(GetTypeId() == TYPEID_PLAYER)
*data << (uint32)((Player*)this)->m_movementInfo.fallTime;
else
*data << (uint32)0; // last fall time
// 0x00001000
if(flags2 & MOVEMENTFLAG_JUMPING)
{
if(GetTypeId() == TYPEID_PLAYER)
{
*data << (float)((Player*)this)->m_movementInfo.j_unk;
*data << (float)((Player*)this)->m_movementInfo.j_sinAngle;
*data << (float)((Player*)this)->m_movementInfo.j_cosAngle;
*data << (float)((Player*)this)->m_movementInfo.j_xyspeed;
}
else
{
*data << (float)0;
*data << (float)0;
*data << (float)0;
*data << (float)0;
}
}
// 0x04000000
if(flags2 & MOVEMENTFLAG_SPLINE)
{
if(GetTypeId() == TYPEID_PLAYER)
*data << (float)((Player*)this)->m_movementInfo.u_unk1;
else
*data << (float)0;
}
*data << ((Unit*)this)->GetSpeed( MOVE_WALK );
*data << ((Unit*)this)->GetSpeed( MOVE_RUN );
*data << ((Unit*)this)->GetSpeed( MOVE_SWIMBACK );
*data << ((Unit*)this)->GetSpeed( MOVE_SWIM );
*data << ((Unit*)this)->GetSpeed( MOVE_WALKBACK );
*data << ((Unit*)this)->GetSpeed( MOVE_FLY );
*data << ((Unit*)this)->GetSpeed( MOVE_FLYBACK );
*data << ((Unit*)this)->GetSpeed( MOVE_TURN );
// 0x08000000
if(flags2 & MOVEMENTFLAG_SPLINE2)
{
if(GetTypeId() != TYPEID_PLAYER)
{
sLog.outDebug("_BuildMovementUpdate: MOVEMENTFLAG_SPLINE2 for non-player");
return;
}
if(!((Player*)this)->isInFlight())
{
sLog.outDebug("_BuildMovementUpdate: MOVEMENTFLAG_SPLINE2 but not in flight");
return;
}
WPAssert(((Player*)this)->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE);
FlightPathMovementGenerator *fmg = (FlightPathMovementGenerator*)(((Player*)this)->GetMotionMaster()->top());
uint32 flags3 = 0x00000300;
*data << uint32(flags3); // splines flag?
if(flags3 & 0x10000) // probably x,y,z coords there
{
*data << (float)0;
*data << (float)0;
*data << (float)0;
}
if(flags3 & 0x20000) // probably guid there
{
*data << uint64(0);
}
if(flags3 & 0x40000) // may be orientation
{
*data << (float)0;
}
Path &path = fmg->GetPath();
float x, y, z;
((Player*)this)->GetPosition(x, y, z);
uint32 inflighttime = uint32(path.GetPassedLength(fmg->GetCurrentNode(), x, y, z) * 32);
uint32 traveltime = uint32(path.GetTotalLength() * 32);
*data << uint32(inflighttime); // passed move time?
*data << uint32(traveltime); // full move time?
*data << uint32(0); // ticks count?
uint32 poscount = uint32(path.Size());
*data << uint32(poscount); // points count
for(uint32 i = 0; i < poscount; ++i)
{
*data << path.GetNodes()[i].x;
*data << path.GetNodes()[i].y;
*data << path.GetNodes()[i].z;
}
/*for(uint32 i = 0; i < poscount; i++)
{
// path points
*data << (float)0;
*data << (float)0;
*data << (float)0;
}*/
*data << path.GetNodes()[poscount-1].x;
*data << path.GetNodes()[poscount-1].y;
*data << path.GetNodes()[poscount-1].z;
// target position (path end)
/**data << ((Unit*)this)->GetPositionX();
*data << ((Unit*)this)->GetPositionY();
*data << ((Unit*)this)->GetPositionZ();*/
}
}
// 0x8
if(flags & UPDATEFLAG_LOWGUID)
{
switch(GetTypeId())
{
case TYPEID_OBJECT:
case TYPEID_ITEM:
case TYPEID_CONTAINER:
case TYPEID_GAMEOBJECT:
case TYPEID_DYNAMICOBJECT:
case TYPEID_CORPSE:
*data << uint32(GetGUIDLow()); // GetGUIDLow()
break;
case TYPEID_UNIT:
*data << uint32(0x0000000B); // unk, can be 0xB or 0xC
break;
case TYPEID_PLAYER:
if(flags & UPDATEFLAG_SELF)
*data << uint32(0x00000015); // unk, can be 0x15 or 0x22
else
*data << uint32(0x00000008); // unk, can be 0x7 or 0x8
break;
default:
*data << uint32(0x00000000); // unk
break;
}
}
// 0x10
if(flags & UPDATEFLAG_HIGHGUID)
{
switch(GetTypeId())
{
case TYPEID_OBJECT:
case TYPEID_ITEM:
case TYPEID_CONTAINER:
case TYPEID_GAMEOBJECT:
case TYPEID_DYNAMICOBJECT:
case TYPEID_CORPSE:
*data << uint32(GetGUIDHigh()); // GetGUIDHigh()
break;
default:
*data << uint32(0x00000000); // unk
break;
}
}
// 0x4
if(flags & UPDATEFLAG_FULLGUID)
{
*data << uint8(0); // packed guid (probably target guid)
}
// 0x2
if(flags & UPDATEFLAG_TRANSPORT)
{
*data << uint32(getMSTime()); // ms time
}
}
void Object::_BuildValuesUpdate(uint8 updatetype, ByteBuffer * data, UpdateMask *updateMask, Player *target) const
{
if(!target)
return;
bool IsActivateToQuest = false;
if (updatetype == UPDATETYPE_CREATE_OBJECT || updatetype == UPDATETYPE_CREATE_OBJECT2)
{
if (isType(TYPEMASK_GAMEOBJECT) && !((GameObject*)this)->IsTransport())
{
if ( ((GameObject*)this)->ActivateToQuest(target) || target->isGameMaster())
{
IsActivateToQuest = true;
updateMask->SetBit(GAMEOBJECT_DYN_FLAGS);
}
if (GetUInt32Value(GAMEOBJECT_ARTKIT))
updateMask->SetBit(GAMEOBJECT_ARTKIT);
}
}
else //case UPDATETYPE_VALUES
{
if (isType(TYPEMASK_GAMEOBJECT) && !((GameObject*)this)->IsTransport())
{
if ( ((GameObject*)this)->ActivateToQuest(target) || target->isGameMaster())
{
IsActivateToQuest = true;
}
updateMask->SetBit(GAMEOBJECT_DYN_FLAGS);
updateMask->SetBit(GAMEOBJECT_ANIMPROGRESS);
}
}
WPAssert(updateMask && updateMask->GetCount() == m_valuesCount);
*data << (uint8)updateMask->GetBlockCount();
data->append( updateMask->GetMask(), updateMask->GetLength() );
// 2 specialized loops for speed optimization in non-unit case
if(isType(TYPEMASK_UNIT)) // unit (creature/player) case
{
for( uint16 index = 0; index < m_valuesCount; index ++ )
{
if( updateMask->GetBit( index ) )
{
// remove custom flag before send
if( index == UNIT_NPC_FLAGS )
*data << uint32(m_uint32Values[ index ] & ~(UNIT_NPC_FLAG_GUARD + UNIT_NPC_FLAG_OUTDOORPVP));
// FIXME: Some values at server stored in float format but must be sent to client in uint32 format
else if(index >= UNIT_FIELD_BASEATTACKTIME && index <= UNIT_FIELD_RANGEDATTACKTIME)
{
// convert from float to uint32 and send
*data << uint32(m_floatValues[ index ] < 0 ? 0 : m_floatValues[ index ]);
}
// there are some float values which may be negative or can't get negative due to other checks
else if(index >= UNIT_FIELD_NEGSTAT0 && index <= UNIT_FIELD_NEGSTAT4 ||
index >= UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE && index <= (UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE + 6) ||
index >= UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE && index <= (UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE + 6) ||
index >= UNIT_FIELD_POSSTAT0 && index <= UNIT_FIELD_POSSTAT4)
{
*data << uint32(m_floatValues[ index ]);
}
// Gamemasters should be always able to select units - remove not selectable flag
else if(index == UNIT_FIELD_FLAGS && target->isGameMaster())
{
*data << (m_uint32Values[ index ] & ~UNIT_FLAG_NOT_SELECTABLE);
}
// use modelid_a if not gm, _h if gm for CREATURE_FLAG_EXTRA_TRIGGER creatures
else if(index == UNIT_FIELD_DISPLAYID && GetTypeId() == TYPEID_UNIT)
{
const CreatureInfo* cinfo = ((Creature*)this)->GetCreatureInfo();
if(cinfo->flags_extra & CREATURE_FLAG_EXTRA_TRIGGER)
{
if(target->isGameMaster())
*data << cinfo->Modelid1;
else
*data << cinfo->Modelid3;
}
else
*data << m_uint32Values[ index ];
}
// hide lootable animation for unallowed players
else if(index == UNIT_DYNAMIC_FLAGS && GetTypeId() == TYPEID_UNIT)
{
if(!target->isAllowedToLoot((Creature*)this))
*data << (m_uint32Values[ index ] & ~UNIT_DYNFLAG_LOOTABLE);
else
*data << (m_uint32Values[ index ] & ~UNIT_DYNFLAG_OTHER_TAGGER);
}
else
{
// send in current format (float as float, uint32 as uint32)
*data << m_uint32Values[ index ];
}
}
}
}
else if(isType(TYPEMASK_GAMEOBJECT)) // gameobject case
{
for( uint16 index = 0; index < m_valuesCount; index ++ )
{
if( updateMask->GetBit( index ) )
{
// send in current format (float as float, uint32 as uint32)
if ( index == GAMEOBJECT_DYN_FLAGS )
{
if(IsActivateToQuest )
{
switch(((GameObject*)this)->GetGoType())
{
case GAMEOBJECT_TYPE_CHEST:
*data << uint32(9); // enable quest object. Represent 9, but 1 for client before 2.3.0
break;
case GAMEOBJECT_TYPE_GOOBER:
*data << uint32(1);
break;
default:
*data << uint32(0); //unknown. not happen.
break;
}
}
else
*data << uint32(0); // disable quest object
}
else
*data << m_uint32Values[ index ]; // other cases
}
}
}
else // other objects case (no special index checks)
{
for( uint16 index = 0; index < m_valuesCount; index ++ )
{
if( updateMask->GetBit( index ) )
{
// send in current format (float as float, uint32 as uint32)
*data << m_uint32Values[ index ];
}
}
}
}
void Object::ClearUpdateMask(bool remove)
{
for( uint16 index = 0; index < m_valuesCount; index ++ )
{
if(m_uint32Values_mirror[index]!= m_uint32Values[index])
m_uint32Values_mirror[index] = m_uint32Values[index];
}
if(m_objectUpdated)
{
if(remove)
ObjectAccessor::Instance().RemoveUpdateObject(this);
m_objectUpdated = false;
}
}
// Send current value fields changes to all viewers
void Object::SendUpdateObjectToAllExcept(Player* exceptPlayer)
{
// changes will be send in create packet
if(!IsInWorld())
return;
// nothing do
if(!m_objectUpdated)
return;
ObjectAccessor::UpdateObject(this,exceptPlayer);
}
bool Object::LoadValues(const char* data)
{
if(!m_uint32Values) _InitValues();
Tokens tokens = StrSplit(data, " ");
if(tokens.size() != m_valuesCount)
return false;
Tokens::iterator iter;
int index;
for (iter = tokens.begin(), index = 0; index < m_valuesCount; ++iter, ++index)
{
m_uint32Values[index] = atol((*iter).c_str());
}
return true;
}
void Object::_SetUpdateBits(UpdateMask *updateMask, Player* /*target*/) const
{
for( uint16 index = 0; index < m_valuesCount; index ++ )
{
if(m_uint32Values_mirror[index]!= m_uint32Values[index])
updateMask->SetBit(index);
}
}
void Object::_SetCreateBits(UpdateMask *updateMask, Player* /*target*/) const
{
for( uint16 index = 0; index < m_valuesCount; index++ )
{
if(GetUInt32Value(index) != 0)
updateMask->SetBit(index);
}
}
void Object::SetInt32Value( uint16 index, int32 value )
{
ASSERT( index < m_valuesCount || PrintIndexError( index , true ) );
if(m_int32Values[ index ] != value)
{
m_int32Values[ index ] = value;
if(m_inWorld)
{
if(!m_objectUpdated)
{
ObjectAccessor::Instance().AddUpdateObject(this);
m_objectUpdated = true;
}
}
}
}
void Object::SetUInt32Value( uint16 index, uint32 value )
{
ASSERT( index < m_valuesCount || PrintIndexError( index , true ) );
if(m_uint32Values[ index ] != value)
{
m_uint32Values[ index ] = value;
if(m_inWorld)
{
if(!m_objectUpdated)
{
ObjectAccessor::Instance().AddUpdateObject(this);
m_objectUpdated = true;
}
}
}
}
void Object::SetUInt64Value( uint16 index, const uint64 &value )
{
ASSERT( index + 1 < m_valuesCount || PrintIndexError( index , true ) );
if(*((uint64*)&(m_uint32Values[ index ])) != value)
{
m_uint32Values[ index ] = *((uint32*)&value);
m_uint32Values[ index + 1 ] = *(((uint32*)&value) + 1);
if(m_inWorld)
{
if(!m_objectUpdated)
{
ObjectAccessor::Instance().AddUpdateObject(this);
m_objectUpdated = true;
}
}
}
}
void Object::SetFloatValue( uint16 index, float value )
{
ASSERT( index < m_valuesCount || PrintIndexError( index , true ) );
if(m_floatValues[ index ] != value)
{
m_floatValues[ index ] = value;
if(m_inWorld)
{
if(!m_objectUpdated)
{
ObjectAccessor::Instance().AddUpdateObject(this);
m_objectUpdated = true;
}
}
}
}
void Object::SetByteValue( uint16 index, uint8 offset, uint8 value )
{
ASSERT( index < m_valuesCount || PrintIndexError( index , true ) );
if(offset > 4)
{
sLog.outError("Object::SetByteValue: wrong offset %u", offset);
return;
}
if(uint8(m_uint32Values[ index ] >> (offset * 8)) != value)
{
m_uint32Values[ index ] &= ~uint32(uint32(0xFF) << (offset * 8));
m_uint32Values[ index ] |= uint32(uint32(value) << (offset * 8));
if(m_inWorld)
{
if(!m_objectUpdated)
{
ObjectAccessor::Instance().AddUpdateObject(this);
m_objectUpdated = true;
}
}
}
}
void Object::SetUInt16Value( uint16 index, uint8 offset, uint16 value )
{
ASSERT( index < m_valuesCount || PrintIndexError( index , true ) );
if(offset > 2)
{
sLog.outError("Object::SetUInt16Value: wrong offset %u", offset);
return;
}
if(uint8(m_uint32Values[ index ] >> (offset * 16)) != value)
{
m_uint32Values[ index ] &= ~uint32(uint32(0xFFFF) << (offset * 16));
m_uint32Values[ index ] |= uint32(uint32(value) << (offset * 16));
if(m_inWorld)
{
if(!m_objectUpdated)
{
ObjectAccessor::Instance().AddUpdateObject(this);
m_objectUpdated = true;
}
}
}
}
void Object::SetStatFloatValue( uint16 index, float value)
{
if(value < 0)
value = 0.0f;
SetFloatValue(index, value);
}
void Object::SetStatInt32Value( uint16 index, int32 value)
{
if(value < 0)
value = 0;
SetUInt32Value(index, uint32(value));
}
void Object::ApplyModUInt32Value(uint16 index, int32 val, bool apply)
{
int32 cur = GetUInt32Value(index);
cur += (apply ? val : -val);
if(cur < 0)
cur = 0;
SetUInt32Value(index,cur);
}
void Object::ApplyModInt32Value(uint16 index, int32 val, bool apply)
{
int32 cur = GetInt32Value(index);
cur += (apply ? val : -val);
SetInt32Value(index,cur);
}
void Object::ApplyModSignedFloatValue(uint16 index, float val, bool apply)
{
float cur = GetFloatValue(index);
cur += (apply ? val : -val);
SetFloatValue(index,cur);
}
void Object::ApplyModPositiveFloatValue(uint16 index, float val, bool apply)
{
float cur = GetFloatValue(index);
cur += (apply ? val : -val);
if(cur < 0)
cur = 0;
SetFloatValue(index,cur);
}
void Object::SetFlag( uint16 index, uint32 newFlag )
{
ASSERT( index < m_valuesCount || PrintIndexError( index , true ) );
uint32 oldval = m_uint32Values[ index ];
uint32 newval = oldval | newFlag;
if(oldval != newval)
{
m_uint32Values[ index ] = newval;
if(m_inWorld)
{
if(!m_objectUpdated)
{
ObjectAccessor::Instance().AddUpdateObject(this);
m_objectUpdated = true;
}
}
}
}
void Object::RemoveFlag( uint16 index, uint32 oldFlag )
{
ASSERT( index < m_valuesCount || PrintIndexError( index , true ) );
uint32 oldval = m_uint32Values[ index ];
uint32 newval = oldval & ~oldFlag;
if(oldval != newval)
{
m_uint32Values[ index ] = newval;
if(m_inWorld)
{
if(!m_objectUpdated)
{
ObjectAccessor::Instance().AddUpdateObject(this);
m_objectUpdated = true;
}
}
}
}
bool Object::PrintIndexError(uint32 index, bool set) const
{
sLog.outError("ERROR: Attempt %s non-existed value field: %u (count: %u) for object typeid: %u type mask: %u",(set ? "set value to" : "get value from"),index,m_valuesCount,GetTypeId(),m_objectType);
// assert must fail after function call
return false;
}
WorldObject::WorldObject()
{
m_positionX = 0.0f;
m_positionY = 0.0f;
m_positionZ = 0.0f;
m_orientation = 0.0f;
m_mapId = 0;
m_InstanceId = 0;
m_name = "";
mSemaphoreTeleport = false;
m_isActive = false;
}
WorldObject::~WorldObject()
{
if(m_isActive && IsInWorld())
ObjectAccessor::Instance().RemoveActiveObject(this);
}
void WorldObject::setActive(bool isActive)
{
// if already in the same activity state as we try to set, do nothing
if(isActive == m_isActive)
return;
m_isActive = isActive;
if(IsInWorld())
{
if(isActive)
ObjectAccessor::Instance().AddActiveObject(this);
else
ObjectAccessor::Instance().RemoveActiveObject(this);
}
}
void WorldObject::AddToWorld()
{
Object::AddToWorld();
if(m_isActive)
ObjectAccessor::Instance().AddActiveObject(this);
}
void WorldObject::RemoveFromWorld()
{
if(m_isActive)
ObjectAccessor::Instance().RemoveActiveObject(this);
Object::RemoveFromWorld();
}
void WorldObject::_Create( uint32 guidlow, HighGuid guidhigh, uint32 mapid )
{
Object::_Create(guidlow, 0, guidhigh);
m_mapId = mapid;
}
uint32 WorldObject::GetZoneId() const
{
return MapManager::Instance().GetBaseMap(m_mapId)->GetZoneId(m_positionX,m_positionY);
}
uint32 WorldObject::GetAreaId() const
{
return MapManager::Instance().GetBaseMap(m_mapId)->GetAreaId(m_positionX,m_positionY);
}
InstanceData* WorldObject::GetInstanceData()
{
Map *map = MapManager::Instance().GetMap(m_mapId, this);
return map->IsDungeon() ? ((InstanceMap*)map)->GetInstanceData() : NULL;
}
//slow
float WorldObject::GetDistance(const WorldObject* obj) const
{
float dx = GetPositionX() - obj->GetPositionX();
float dy = GetPositionY() - obj->GetPositionY();
float dz = GetPositionZ() - obj->GetPositionZ();
float sizefactor = GetObjectSize() + obj->GetObjectSize();
float dist = sqrt((dx*dx) + (dy*dy) + (dz*dz)) - sizefactor;
return ( dist > 0 ? dist : 0);
}
float WorldObject::GetDistance2d(float x, float y) const
{
float dx = GetPositionX() - x;
float dy = GetPositionY() - y;
float sizefactor = GetObjectSize();
float dist = sqrt((dx*dx) + (dy*dy)) - sizefactor;
return ( dist > 0 ? dist : 0);
}
float WorldObject::GetDistance(const float x, const float y, const float z) const
{
float dx = GetPositionX() - x;
float dy = GetPositionY() - y;
float dz = GetPositionZ() - z;
float sizefactor = GetObjectSize();
float dist = sqrt((dx*dx) + (dy*dy) + (dz*dz)) - sizefactor;
return ( dist > 0 ? dist : 0);
}
float WorldObject::GetDistance2d(const WorldObject* obj) const
{
float dx = GetPositionX() - obj->GetPositionX();
float dy = GetPositionY() - obj->GetPositionY();
float sizefactor = GetObjectSize() + obj->GetObjectSize();
float dist = sqrt((dx*dx) + (dy*dy)) - sizefactor;
return ( dist > 0 ? dist : 0);
}
float WorldObject::GetDistanceZ(const WorldObject* obj) const
{
float dz = fabs(GetPositionZ() - obj->GetPositionZ());
float sizefactor = GetObjectSize() + obj->GetObjectSize();
float dist = dz - sizefactor;
return ( dist > 0 ? dist : 0);
}
bool WorldObject::IsWithinDistInMap(const WorldObject* obj, const float dist2compare) const
{
if (!obj || !IsInMap(obj)) return false;
float dx = GetPositionX() - obj->GetPositionX();
float dy = GetPositionY() - obj->GetPositionY();
float dz = GetPositionZ() - obj->GetPositionZ();
float distsq = dx*dx + dy*dy + dz*dz;
float sizefactor = GetObjectSize() + obj->GetObjectSize();
float maxdist = dist2compare + sizefactor;
return distsq < maxdist * maxdist;
}
bool WorldObject::IsWithinLOSInMap(const WorldObject* obj) const
{
if (!IsInMap(obj)) return false;
float ox,oy,oz;
obj->GetPosition(ox,oy,oz);
return(IsWithinLOS(ox, oy, oz ));
}
bool WorldObject::IsWithinLOS(const float ox, const float oy, const float oz ) const
{
float x,y,z;
GetPosition(x,y,z);
VMAP::IVMapManager *vMapManager = VMAP::VMapFactory::createOrGetVMapManager();
return vMapManager->isInLineOfSight(GetMapId(), x, y, z+2.0f, ox, oy, oz+2.0f);
}
float WorldObject::GetAngle(const WorldObject* obj) const
{
if(!obj) return 0;
return GetAngle( obj->GetPositionX(), obj->GetPositionY() );
}
// Return angle in range 0..2*pi
float WorldObject::GetAngle( const float x, const float y ) const
{
float dx = x - GetPositionX();
float dy = y - GetPositionY();
float ang = atan2(dy, dx);
ang = (ang >= 0) ? ang : 2 * M_PI + ang;
return ang;
}
bool WorldObject::HasInArc(const float arcangle, const WorldObject* obj) const
{
float arc = arcangle;
// move arc to range 0.. 2*pi
while( arc >= 2.0f * M_PI )
arc -= 2.0f * M_PI;
while( arc < 0 )
arc += 2.0f * M_PI;
float angle = GetAngle( obj );
angle -= m_orientation;
// move angle to range -pi ... +pi
while( angle > M_PI)
angle -= 2.0f * M_PI;
while(angle < -M_PI)
angle += 2.0f * M_PI;
float lborder = -1 * (arc/2.0f); // in range -pi..0
float rborder = (arc/2.0f); // in range 0..pi
return (( angle >= lborder ) && ( angle <= rborder ));
}
void WorldObject::GetRandomPoint( float x, float y, float z, float distance, float &rand_x, float &rand_y, float &rand_z) const
{
if(distance==0)
{
rand_x = x;
rand_y = y;
rand_z = z;
return;
}
// angle to face `obj` to `this`
float angle = rand_norm()*2*M_PI;
float new_dist = rand_norm()*distance;
rand_x = x + new_dist * cos(angle);
rand_y = y + new_dist * sin(angle);
rand_z = z;
Trinity::NormalizeMapCoord(rand_x);
Trinity::NormalizeMapCoord(rand_y);
UpdateGroundPositionZ(rand_x,rand_y,rand_z); // update to LOS height if available
}
void WorldObject::UpdateGroundPositionZ(float x, float y, float &z) const
{
float new_z = MapManager::Instance().GetBaseMap(GetMapId())->GetHeight(x,y,z,true);
if(new_z > INVALID_HEIGHT)
z = new_z+ 0.05f; // just to be sure that we are not a few pixel under the surface
}
bool WorldObject::IsPositionValid() const
{
return Trinity::IsValidMapCoord(m_positionX,m_positionY,m_positionZ,m_orientation);
}
void WorldObject::MonsterSay(const char* text, uint32 language, uint64 TargetGuid)
{
WorldPacket data(SMSG_MESSAGECHAT, 200);
BuildMonsterChat(&data,CHAT_MSG_MONSTER_SAY,text,language,GetName(),TargetGuid);
SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),true);
}
void WorldObject::MonsterYell(const char* text, uint32 language, uint64 TargetGuid)
{
WorldPacket data(SMSG_MESSAGECHAT, 200);
BuildMonsterChat(&data,CHAT_MSG_MONSTER_YELL,text,language,GetName(),TargetGuid);
SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL),true);
}
void WorldObject::MonsterTextEmote(const char* text, uint64 TargetGuid, bool IsBossEmote)
{
WorldPacket data(SMSG_MESSAGECHAT, 200);
BuildMonsterChat(&data,IsBossEmote ? CHAT_MSG_RAID_BOSS_EMOTE : CHAT_MSG_MONSTER_EMOTE,text,LANG_UNIVERSAL,GetName(),TargetGuid);
SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE),true);
}
void WorldObject::MonsterWhisper(const char* text, uint64 receiver, bool IsBossWhisper)
{
Player *player = objmgr.GetPlayer(receiver);
if(!player || !player->GetSession())
return;
WorldPacket data(SMSG_MESSAGECHAT, 200);
BuildMonsterChat(&data,IsBossWhisper ? CHAT_MSG_RAID_BOSS_WHISPER : CHAT_MSG_MONSTER_WHISPER,text,LANG_UNIVERSAL,GetName(),receiver);
player->GetSession()->SendPacket(&data);
}
void WorldObject::SendPlaySound(uint32 Sound, bool OnlySelf)
{
WorldPacket data(SMSG_PLAY_SOUND, 4);
data << Sound;
if (OnlySelf && GetTypeId() == TYPEID_PLAYER )
((Player*)this)->GetSession()->SendPacket( &data );
else
SendMessageToSet( &data, true ); // ToSelf ignored in this case
}
namespace Trinity
{
class MessageChatLocaleCacheDo
{
public:
MessageChatLocaleCacheDo(WorldObject const& obj, ChatMsg msgtype, int32 textId, uint32 language, uint64 targetGUID, float dist)
: i_object(obj), i_msgtype(msgtype), i_textId(textId), i_language(language),
i_targetGUID(targetGUID), i_dist(dist)
{
}
~MessageChatLocaleCacheDo()
{
for(int i = 0; i < i_data_cache.size(); ++i)
delete i_data_cache[i];
}
void operator()(Player* p)
{
// skip far away players
if(p->GetDistance(&i_object) > i_dist)
return;
uint32 loc_idx = p->GetSession()->GetSessionDbLocaleIndex();
uint32 cache_idx = loc_idx+1;
WorldPacket* data;
// create if not cached yet
if(i_data_cache.size() < cache_idx+1 || !i_data_cache[cache_idx])
{
if(i_data_cache.size() < cache_idx+1)
i_data_cache.resize(cache_idx+1);
char const* text = objmgr.GetTrinityString(i_textId,loc_idx);
data = new WorldPacket(SMSG_MESSAGECHAT, 200);
// TODO: i_object.GetName() also must be localized?
i_object.BuildMonsterChat(data,i_msgtype,text,i_language,i_object.GetName(),i_targetGUID);
i_data_cache[cache_idx] = data;
}
else
data = i_data_cache[cache_idx];
p->SendDirectMessage(data);
}
private:
WorldObject const& i_object;
ChatMsg i_msgtype;
int32 i_textId;
uint32 i_language;
uint64 i_targetGUID;
float i_dist;
std::vector i_data_cache; // 0 = default, i => i-1 locale index
};
} // namespace Trinity
void WorldObject::MonsterSay(int32 textId, uint32 language, uint64 TargetGuid)
{
CellPair p = Trinity::ComputeCellPair(GetPositionX(), GetPositionY());
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
Trinity::MessageChatLocaleCacheDo say_do(*this, CHAT_MSG_MONSTER_SAY, textId,language,TargetGuid,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY));
Trinity::PlayerWorker say_worker(say_do);
TypeContainerVisitor, WorldTypeMapContainer > message(say_worker);
CellLock cell_lock(cell, p);
cell_lock->Visit(cell_lock, message, *GetMap());
}
void WorldObject::MonsterYell(int32 textId, uint32 language, uint64 TargetGuid)
{
CellPair p = Trinity::ComputeCellPair(GetPositionX(), GetPositionY());
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
Trinity::MessageChatLocaleCacheDo say_do(*this, CHAT_MSG_MONSTER_YELL, textId,language,TargetGuid,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL));
Trinity::PlayerWorker say_worker(say_do);
TypeContainerVisitor, WorldTypeMapContainer > message(say_worker);
CellLock cell_lock(cell, p);
cell_lock->Visit(cell_lock, message, *GetMap());
}
void WorldObject::MonsterTextEmote(int32 textId, uint64 TargetGuid, bool IsBossEmote)
{
CellPair p = Trinity::ComputeCellPair(GetPositionX(), GetPositionY());
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
Trinity::MessageChatLocaleCacheDo say_do(*this, IsBossEmote ? CHAT_MSG_RAID_BOSS_EMOTE : CHAT_MSG_MONSTER_EMOTE, textId,LANG_UNIVERSAL,TargetGuid,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE));
Trinity::PlayerWorker say_worker(say_do);
TypeContainerVisitor, WorldTypeMapContainer > message(say_worker);
CellLock cell_lock(cell, p);
cell_lock->Visit(cell_lock, message, *GetMap());
}
void WorldObject::MonsterWhisper(int32 textId, uint64 receiver, bool IsBossWhisper)
{
Player *player = objmgr.GetPlayer(receiver);
if(!player || !player->GetSession())
return;
uint32 loc_idx = player->GetSession()->GetSessionDbLocaleIndex();
char const* text = objmgr.GetTrinityString(textId,loc_idx);
WorldPacket data(SMSG_MESSAGECHAT, 200);
BuildMonsterChat(&data,IsBossWhisper ? CHAT_MSG_RAID_BOSS_WHISPER : CHAT_MSG_MONSTER_WHISPER,text,LANG_UNIVERSAL,GetName(),receiver);
player->GetSession()->SendPacket(&data);
}
void WorldObject::BuildMonsterChat(WorldPacket *data, uint8 msgtype, char const* text, uint32 language, char const* name, uint64 targetGuid) const
{
bool pre = (msgtype==CHAT_MSG_MONSTER_EMOTE || msgtype==CHAT_MSG_RAID_BOSS_EMOTE);
*data << (uint8)msgtype;
*data << (uint32)language;
*data << (uint64)GetGUID();
*data << (uint32)0; //2.1.0
*data << (uint32)(strlen(name)+1);
*data << name;
*data << (uint64)targetGuid; //Unit Target
if( targetGuid && !IS_PLAYER_GUID(targetGuid) )
{
*data << (uint32)1; // target name length
*data << (uint8)0; // target name
}
*data << (uint32)(strlen(text)+1+(pre?3:0));
if(pre)
data->append("%s ",3);
*data << text;
*data << (uint8)0; // ChatTag
}
void WorldObject::BuildHeartBeatMsg(WorldPacket *data) const
{
//Heartbeat message cannot be used for non-units
if (!isType(TYPEMASK_UNIT))
return;
data->Initialize(MSG_MOVE_HEARTBEAT, 32);
data->append(GetPackGUID());
*data << uint32(((Unit*)this)->GetUnitMovementFlags()); // movement flags
*data << uint8(0); // 2.3.0
*data << getMSTime(); // time
*data << m_positionX;
*data << m_positionY;
*data << m_positionZ;
*data << m_orientation;
*data << uint32(0);
}
void WorldObject::BuildTeleportAckMsg(WorldPacket *data, float x, float y, float z, float ang) const
{
//TeleportAck message cannot be used for non-units
if (!isType(TYPEMASK_UNIT))
return;
data->Initialize(MSG_MOVE_TELEPORT_ACK, 41);
data->append(GetPackGUID());
*data << uint32(0); // this value increments every time
*data << uint32(((Unit*)this)->GetUnitMovementFlags()); // movement flags
*data << uint8(0); // 2.3.0
*data << getMSTime(); // time
*data << x;
*data << y;
*data << z;
*data << ang;
*data << uint32(0);
}
void WorldObject::SendMessageToSet(WorldPacket *data, bool /*bToSelf*/)
{
MapManager::Instance().GetMap(m_mapId, this)->MessageBroadcast(this, data);
}
void WorldObject::SendMessageToSetInRange(WorldPacket *data, float dist, bool /*bToSelf*/)
{
MapManager::Instance().GetMap(m_mapId, this)->MessageDistBroadcast(this, data, dist);
}
void WorldObject::SendObjectDeSpawnAnim(uint64 guid)
{
WorldPacket data(SMSG_GAMEOBJECT_DESPAWN_ANIM, 8);
data << guid;
SendMessageToSet(&data, true);
}
Map* WorldObject::GetMap() const
{
return MapManager::Instance().GetMap(GetMapId(), this);
}
Map const* WorldObject::GetBaseMap() const
{
return MapManager::Instance().GetBaseMap(GetMapId());
}
void WorldObject::AddObjectToRemoveList()
{
Map* map = GetMap();
if(!map)
{
sLog.outError("Object (TypeId: %u Entry: %u GUID: %u) at attempt add to move list not have valid map (Id: %u).",GetTypeId(),GetEntry(),GetGUIDLow(),GetMapId());
return;
}
map->AddObjectToRemoveList(this);
}
Creature* WorldObject::SummonCreature(uint32 id, float x, float y, float z, float ang,TempSummonType spwtype,uint32 despwtime)
{
TemporarySummon* pCreature = new TemporarySummon(GetGUID());
pCreature->SetInstanceId(GetInstanceId());
uint32 team = 0;
if (GetTypeId()==TYPEID_PLAYER)
team = ((Player*)this)->GetTeam();
if (!pCreature->Create(objmgr.GenerateLowGuid(HIGHGUID_UNIT), GetMap(), id, team))
{
delete pCreature;
return NULL;
}
if (x == 0.0f && y == 0.0f && z == 0.0f)
GetClosePoint(x, y, z, pCreature->GetObjectSize());
pCreature->Relocate(x, y, z, ang);
if(!pCreature->IsPositionValid())
{
sLog.outError("ERROR: Creature (guidlow %d, entry %d) not summoned. Suggested coordinates isn't valid (X: %f Y: %f)",pCreature->GetGUIDLow(),pCreature->GetEntry(),pCreature->GetPositionX(),pCreature->GetPositionY());
delete pCreature;
return NULL;
}
pCreature->Summon(spwtype, despwtime);
if(GetTypeId()==TYPEID_UNIT && ((Creature*)this)->AI())
((Creature*)this)->AI()->JustSummoned(pCreature);
if(pCreature->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_TRIGGER && pCreature->m_spells[0])
pCreature->CastSpell(pCreature, pCreature->m_spells[0], true, 0, 0, GetGUID());
//return the creature therewith the summoner has access to it
return pCreature;
}
GameObject* WorldObject::SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime)
{
if(!IsInWorld())
return NULL;
Map * map = GetMap();
if(!map)
return NULL;
GameObjectInfo const* goinfo = objmgr.GetGameObjectInfo(entry);
if(!goinfo)
{
sLog.outErrorDb("Gameobject template %u not found in database!", entry);
return NULL;
}
GameObject *go = new GameObject();
if(!go->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT),entry,map,x,y,z,ang,rotation0,rotation1,rotation2,rotation3,100,1))
return NULL;
go->SetRespawnTime(respawnTime);
if(GetTypeId()==TYPEID_PLAYER || GetTypeId()==TYPEID_UNIT) //not sure how to handle this
((Unit*)this)->AddGameObject(go);
else
go->SetSpawnedByDefault(false);
map->Add(go);
return go;
}
void WorldObject::GetNearPoint2D(float &x, float &y, float distance2d, float absAngle ) const
{
x = GetPositionX() + (GetObjectSize() + distance2d) * cos(absAngle);
y = GetPositionY() + (GetObjectSize() + distance2d) * sin(absAngle);
Trinity::NormalizeMapCoord(x);
Trinity::NormalizeMapCoord(y);
}
void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_size, float distance2d, float absAngle ) const
{
GetNearPoint2D(x,y,distance2d+searcher_size,absAngle);
z = GetPositionZ();
UpdateGroundPositionZ(x,y,z);
}