/* * 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 /*fake*/, bool bToPossessor) { MapManager::Instance().GetMap(m_mapId, this)->MessageBroadcast(this, data, bToPossessor); } void WorldObject::SendMessageToSetInRange(WorldPacket *data, float dist, bool /*bToSelf*/, bool bToPossessor) { MapManager::Instance().GetMap(m_mapId, this)->MessageDistBroadcast(this, data, dist, bToPossessor); } void WorldObject::SendObjectDeSpawnAnim(uint64 guid) { WorldPacket data(SMSG_GAMEOBJECT_DESPAWN_ANIM, 8); data << guid; SendMessageToSet(&data, true); } Map* WorldObject::GetMap() const { return MapManager::Instance().GetMap(GetMapId(), this); } Map const* WorldObject::GetBaseMap() const { return MapManager::Instance().GetBaseMap(GetMapId()); } void WorldObject::AddObjectToRemoveList() { Map* map = 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]) { if(GetTypeId() == TYPEID_UNIT || GetTypeId() == TYPEID_PLAYER) pCreature->setFaction(((Unit*)this)->getFaction()); pCreature->CastSpell(pCreature, pCreature->m_spells[0], false, 0, 0, GetGUID()); } //return the creature therewith the summoner has access to it return pCreature; } 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); }