mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-13 17:19:07 +00:00
Co-authored-by: Orozxy <crusadermeile@gmail.com> Co-authored-by: Killerwife <killerwife@gmail.com> Co-authored-by: Ryan Turner <AugustoMendes4426@gmail.com>
3262 lines
99 KiB
C++
3262 lines
99 KiB
C++
/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU Affero General Public License as published by the
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* Free Software Foundation; either version 3 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Object.h"
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#include "Battlefield.h"
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#include "BattlefieldMgr.h"
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#include "CellImpl.h"
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#include "Chat.h"
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#include "Creature.h"
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#include "DynamicVisibility.h"
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#include "GameObjectAI.h"
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#include "GameTime.h"
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#include "GridNotifiers.h"
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#include "Log.h"
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#include "MapMgr.h"
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#include "MiscPackets.h"
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#include "MovementPacketBuilder.h"
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#include "ObjectAccessor.h"
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#include "ObjectMgr.h"
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#include "Opcodes.h"
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#include "OutdoorPvPMgr.h"
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#include "Physics.h"
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#include "Player.h"
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#include "ScriptMgr.h"
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#include "SharedDefines.h"
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#include "SpellAuraEffects.h"
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#include "StringConvert.h"
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#include "TargetedMovementGenerator.h"
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#include "TemporarySummon.h"
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#include "Tokenize.h"
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#include "Totem.h"
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#include "Transport.h"
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#include "UpdateData.h"
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#include "UpdateFieldFlags.h"
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#include "UpdateMask.h"
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#include "Util.h"
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#include "Vehicle.h"
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#include "World.h"
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#include "WorldPacket.h"
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/// @todo: this import is not necessary for compilation and marked as unused by the IDE
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// however, for some reasons removing it would cause a damn linking issue
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// there is probably some underlying problem with imports which should properly addressed
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// see: https://github.com/azerothcore/azerothcore-wotlk/issues/9766
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#include "GridNotifiersImpl.h"
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constexpr float VisibilityDistances[AsUnderlyingType(VisibilityDistanceType::Max)] =
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{
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DEFAULT_VISIBILITY_DISTANCE,
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VISIBILITY_DISTANCE_TINY,
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VISIBILITY_DISTANCE_SMALL,
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VISIBILITY_DISTANCE_LARGE,
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VISIBILITY_DISTANCE_GIGANTIC,
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VISIBILITY_DISTANCE_INFINITE
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};
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Object::Object() : m_PackGUID(sizeof(uint64) + 1)
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{
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m_objectTypeId = TYPEID_OBJECT;
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m_objectType = TYPEMASK_OBJECT;
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m_uint32Values = nullptr;
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m_valuesCount = 0;
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_fieldNotifyFlags = UF_FLAG_DYNAMIC;
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m_inWorld = false;
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m_objectUpdated = false;
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sScriptMgr->OnConstructObject(this);
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}
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WorldObject::~WorldObject()
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{
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sScriptMgr->OnWorldObjectDestroy(this);
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// this may happen because there are many !create/delete
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if (IsWorldObject() && m_currMap)
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{
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if (IsCorpse())
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{
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LOG_FATAL("entities.object", "Object::~Object Corpse {}, type={} deleted but still in map!!", GetGUID().ToString(), ((Corpse*)this)->GetType());
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ABORT();
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}
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ResetMap();
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}
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}
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Object::~Object()
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{
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sScriptMgr->OnDestructObject(this);
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if (IsInWorld())
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{
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LOG_FATAL("entities.object", "Object::~Object - {} deleted but still in world!!", GetGUID().ToString());
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if (isType(TYPEMASK_ITEM))
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LOG_FATAL("entities.object", "Item slot {}", ((Item*)this)->GetSlot());
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ABORT();
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}
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if (m_objectUpdated)
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{
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LOG_FATAL("entities.object", "Object::~Object - {} deleted but still in update list!!", GetGUID().ToString());
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ABORT();
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}
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delete [] m_uint32Values;
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m_uint32Values = 0;
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}
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void Object::_InitValues()
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{
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m_uint32Values = new uint32[m_valuesCount];
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memset(m_uint32Values, 0, m_valuesCount * sizeof(uint32));
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_changesMask.SetCount(m_valuesCount);
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m_objectUpdated = false;
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}
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void Object::_Create(ObjectGuid::LowType guidlow, uint32 entry, HighGuid guidhigh)
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{
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if (!m_uint32Values) _InitValues();
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ObjectGuid guid(guidhigh, entry, guidlow);
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SetGuidValue(OBJECT_FIELD_GUID, guid);
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SetUInt32Value(OBJECT_FIELD_TYPE, m_objectType);
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m_PackGUID.Set(guid);
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}
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std::string Object::_ConcatFields(uint16 startIndex, uint16 size) const
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{
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std::ostringstream ss;
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for (uint16 index = 0; index < size; ++index)
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ss << GetUInt32Value(index + startIndex) << ' ';
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return ss.str();
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}
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void Object::AddToWorld()
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{
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if (m_inWorld)
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return;
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ASSERT(m_uint32Values);
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m_inWorld = true;
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// synchronize values mirror with values array (changes will send in updatecreate opcode any way
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ASSERT(!m_objectUpdated);
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ClearUpdateMask(false);
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}
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void Object::RemoveFromWorld()
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{
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if (!m_inWorld)
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return;
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m_inWorld = false;
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// if we remove from world then sending changes not required
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ClearUpdateMask(true);
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}
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void Object::BuildMovementUpdateBlock(UpdateData* data, uint32 flags) const
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{
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ByteBuffer buf(500);
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buf << uint8(UPDATETYPE_MOVEMENT);
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buf << GetPackGUID();
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BuildMovementUpdate(&buf, flags);
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data->AddUpdateBlock(buf);
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}
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void Object::BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target)
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{
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if (!target)
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return;
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uint8 updatetype = UPDATETYPE_CREATE_OBJECT;
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uint16 flags = m_updateFlag;
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/** lower flag1 **/
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if (target == this) // building packet for yourself
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flags |= UPDATEFLAG_SELF;
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if (flags & UPDATEFLAG_STATIONARY_POSITION)
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{
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// UPDATETYPE_CREATE_OBJECT2 dynamic objects, corpses...
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if (isType(TYPEMASK_DYNAMICOBJECT) || isType(TYPEMASK_CORPSE) || isType(TYPEMASK_PLAYER))
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updatetype = UPDATETYPE_CREATE_OBJECT2;
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// UPDATETYPE_CREATE_OBJECT2 for pets...
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if (target->GetPetGUID() == GetGUID())
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updatetype = UPDATETYPE_CREATE_OBJECT2;
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// UPDATETYPE_CREATE_OBJECT2 for some gameobject types...
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if (isType(TYPEMASK_GAMEOBJECT))
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{
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switch (((GameObject*)this)->GetGoType())
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{
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case GAMEOBJECT_TYPE_TRAP:
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case GAMEOBJECT_TYPE_DUEL_ARBITER:
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case GAMEOBJECT_TYPE_FLAGSTAND:
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case GAMEOBJECT_TYPE_FLAGDROP:
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updatetype = UPDATETYPE_CREATE_OBJECT2;
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break;
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default:
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if (((GameObject*)this)->GetOwner())
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updatetype = UPDATETYPE_CREATE_OBJECT2;
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break;
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}
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}
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if (IsUnit())
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{
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if (((Unit*)this)->GetVictim())
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flags |= UPDATEFLAG_HAS_TARGET;
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}
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}
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ByteBuffer buf(500);
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buf << (uint8)updatetype;
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buf << GetPackGUID();
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buf << (uint8)m_objectTypeId;
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BuildMovementUpdate(&buf, flags);
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BuildValuesUpdate(updatetype, &buf, target);
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data->AddUpdateBlock(buf);
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}
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void Object::SendUpdateToPlayer(Player* player)
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{
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// send create update to player
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UpdateData upd;
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WorldPacket packet;
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BuildCreateUpdateBlockForPlayer(&upd, player);
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upd.BuildPacket(packet);
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player->GetSession()->SendPacket(&packet);
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}
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void Object::BuildValuesUpdateBlockForPlayer(UpdateData* data, Player* target)
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{
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ByteBuffer buf(500);
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buf << (uint8) UPDATETYPE_VALUES;
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buf << GetPackGUID();
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BuildValuesUpdate(UPDATETYPE_VALUES, &buf, target);
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data->AddUpdateBlock(buf);
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}
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void Object::BuildOutOfRangeUpdateBlock(UpdateData* data) const
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{
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data->AddOutOfRangeGUID(GetGUID());
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}
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void Object::DestroyForPlayer(Player* target, bool onDeath) const
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{
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ASSERT(target);
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if (IsUnit() || isType(TYPEMASK_PLAYER))
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{
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if (Battleground* bg = target->GetBattleground())
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{
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if (bg->isArena())
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{
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WorldPacket data(SMSG_ARENA_UNIT_DESTROYED, 8);
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data << GetGUID();
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target->GetSession()->SendPacket(&data);
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}
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}
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}
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WorldPacket data(SMSG_DESTROY_OBJECT, 8 + 1);
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data << GetGUID();
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//! If the following bool is true, the client will call "void CGUnit_C::OnDeath()" for this object.
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//! OnDeath() does for eg trigger death animation and interrupts certain spells/missiles/auras/sounds...
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data << uint8(onDeath ? 1 : 0);
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target->GetSession()->SendPacket(&data);
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}
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[[nodiscard]] int32 Object::GetInt32Value(uint16 index) const
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{
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ASSERT(index < m_valuesCount || PrintIndexError(index, false));
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return m_int32Values[index];
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}
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[[nodiscard]] uint32 Object::GetUInt32Value(uint16 index) const
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{
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ASSERT(index < m_valuesCount || PrintIndexError(index, false));
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return m_uint32Values[index];
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}
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[[nodiscard]] uint64 Object::GetUInt64Value(uint16 index) const
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{
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ASSERT(index + 1 < m_valuesCount || PrintIndexError(index, false));
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return *((uint64*) &(m_uint32Values[index]));
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}
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[[nodiscard]] float Object::GetFloatValue(uint16 index) const
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{
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ASSERT(index < m_valuesCount || PrintIndexError(index, false));
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return m_floatValues[index];
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}
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[[nodiscard]] uint8 Object::GetByteValue(uint16 index, uint8 offset) const
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{
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ASSERT(index < m_valuesCount || PrintIndexError(index, false));
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ASSERT(offset < 4);
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return *(((uint8*) &m_uint32Values[index]) + offset);
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}
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[[nodiscard]] uint16 Object::GetUInt16Value(uint16 index, uint8 offset) const
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{
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ASSERT(index < m_valuesCount || PrintIndexError(index, false));
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ASSERT(offset < 2);
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return *(((uint16*) &m_uint32Values[index]) + offset);
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}
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[[nodiscard]] ObjectGuid Object::GetGuidValue(uint16 index) const
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{
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ASSERT(index + 1 < m_valuesCount || PrintIndexError(index, false));
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return *((ObjectGuid*) &(m_uint32Values[index]));
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}
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void Object::BuildMovementUpdate(ByteBuffer* data, uint16 flags) const
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{
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Unit const* unit = nullptr;
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WorldObject const* object = nullptr;
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if (IsUnit())
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unit = ToUnit();
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else
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object = ((WorldObject*)this);
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*data << uint16(flags); // update flags
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// 0x20
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if (flags & UPDATEFLAG_LIVING)
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{
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unit->BuildMovementPacket(data);
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*data << unit->GetSpeed(MOVE_WALK)
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<< unit->GetSpeed(MOVE_RUN)
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<< unit->GetSpeed(MOVE_RUN_BACK)
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<< unit->GetSpeed(MOVE_SWIM)
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<< unit->GetSpeed(MOVE_SWIM_BACK)
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<< unit->GetSpeed(MOVE_FLIGHT)
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<< unit->GetSpeed(MOVE_FLIGHT_BACK)
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<< unit->GetSpeed(MOVE_TURN_RATE)
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<< unit->GetSpeed(MOVE_PITCH_RATE);
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// 0x08000000
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if (unit->m_movementInfo.GetMovementFlags() & MOVEMENTFLAG_SPLINE_ENABLED)
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{
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Movement::PacketBuilder::WriteCreate(*unit->movespline, *data);
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}
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}
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else
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{
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if (flags & UPDATEFLAG_POSITION)
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{
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Transport* transport = object->GetTransport();
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if (transport)
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*data << transport->GetPackGUID();
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else
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*data << uint8(0);
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*data << object->GetPositionX();
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*data << object->GetPositionY();
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*data << object->GetPositionZ();
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if (transport)
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{
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*data << object->GetTransOffsetX();
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*data << object->GetTransOffsetY();
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*data << object->GetTransOffsetZ();
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}
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else
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{
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*data << object->GetPositionX();
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*data << object->GetPositionY();
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*data << object->GetPositionZ();
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}
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*data << object->GetOrientation();
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if (IsCorpse())
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*data << float(object->GetOrientation());
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else
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*data << float(0);
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}
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else
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{
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// 0x40
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if (flags & UPDATEFLAG_STATIONARY_POSITION)
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{
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*data << object->GetStationaryX();
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*data << object->GetStationaryY();
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*data << object->GetStationaryZ();
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*data << object->GetStationaryO();
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}
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}
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}
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// 0x8
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if (flags & UPDATEFLAG_UNKNOWN)
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{
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*data << uint32(0);
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}
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// 0x10
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if (flags & UPDATEFLAG_LOWGUID)
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{
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switch (GetTypeId())
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{
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case TYPEID_OBJECT:
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case TYPEID_ITEM:
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case TYPEID_CONTAINER:
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case TYPEID_GAMEOBJECT:
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case TYPEID_DYNAMICOBJECT:
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case TYPEID_CORPSE:
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*data << uint32(GetGUID().GetCounter());
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break;
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//! Unit, Player and default here are sending wrong values.
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/// @todo Research the proper formula
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case TYPEID_UNIT:
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*data << uint32(0x0000000B); // unk
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break;
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case TYPEID_PLAYER:
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if (flags & UPDATEFLAG_SELF)
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*data << uint32(0x0000002F); // unk
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else
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*data << uint32(0x00000008); // unk
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break;
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default:
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*data << uint32(0x00000000); // unk
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break;
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}
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}
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// 0x4
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if (flags & UPDATEFLAG_HAS_TARGET)
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{
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if (Unit* victim = unit->GetVictim())
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*data << victim->GetPackGUID();
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else
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*data << uint8(0);
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}
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// 0x2
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if (flags & UPDATEFLAG_TRANSPORT)
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{
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GameObject const* go = ToGameObject();
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if (go && go->ToTransport())
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*data << uint32(go->ToTransport()->GetPathProgress());
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else
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*data << uint32(0);
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}
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// 0x80
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if (flags & UPDATEFLAG_VEHICLE)
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{
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/// @todo Allow players to aquire this updateflag.
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*data << uint32(unit->GetVehicleKit()->GetVehicleInfo()->m_ID);
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if (unit->HasUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT))
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*data << float(unit->GetTransOffsetO());
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else
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*data << float(unit->GetOrientation());
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}
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// 0x200
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if (flags & UPDATEFLAG_ROTATION)
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{
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*data << int64(ToGameObject()->GetPackedLocalRotation());
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}
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}
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void Object::BuildValuesUpdate(uint8 updateType, ByteBuffer* data, Player* target)
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{
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if (!target)
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return;
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|
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ByteBuffer fieldBuffer;
|
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UpdateMask updateMask;
|
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updateMask.SetCount(m_valuesCount);
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|
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uint32* flags = nullptr;
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uint32 visibleFlag = GetUpdateFieldData(target, flags);
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for (uint16 index = 0; index < m_valuesCount; ++index)
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{
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if (_fieldNotifyFlags & flags[index] ||
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((updateType == UPDATETYPE_VALUES ? _changesMask.GetBit(index) : m_uint32Values[index]) && (flags[index] & visibleFlag)))
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{
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updateMask.SetBit(index);
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fieldBuffer << m_uint32Values[index];
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}
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}
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*data << uint8(updateMask.GetBlockCount());
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updateMask.AppendToPacket(data);
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data->append(fieldBuffer);
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}
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|
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void Object::AddToObjectUpdateIfNeeded()
|
|
{
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if (m_inWorld && !m_objectUpdated)
|
|
{
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AddToObjectUpdate();
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|
m_objectUpdated = true;
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}
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}
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|
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void Object::ClearUpdateMask(bool remove)
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|
{
|
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_changesMask.Clear();
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|
|
if (m_objectUpdated)
|
|
{
|
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if (remove)
|
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RemoveFromObjectUpdate();
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m_objectUpdated = false;
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|
}
|
|
}
|
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|
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void Object::BuildFieldsUpdate(Player* player, UpdateDataMapType& data_map)
|
|
{
|
|
UpdateDataMapType::iterator iter = data_map.find(player);
|
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|
|
if (iter == data_map.end())
|
|
{
|
|
std::pair<UpdateDataMapType::iterator, bool> p = data_map.insert(UpdateDataMapType::value_type(player, UpdateData()));
|
|
ASSERT(p.second);
|
|
iter = p.first;
|
|
}
|
|
|
|
BuildValuesUpdateBlockForPlayer(&iter->second, iter->first);
|
|
}
|
|
|
|
uint32 Object::GetUpdateFieldData(Player const* target, uint32*& flags) const
|
|
{
|
|
uint32 visibleFlag = UF_FLAG_PUBLIC;
|
|
|
|
if (target == this)
|
|
visibleFlag |= UF_FLAG_PRIVATE;
|
|
|
|
switch (GetTypeId())
|
|
{
|
|
case TYPEID_ITEM:
|
|
case TYPEID_CONTAINER:
|
|
flags = ItemUpdateFieldFlags;
|
|
if (((Item*)this)->GetOwnerGUID() == target->GetGUID())
|
|
visibleFlag |= UF_FLAG_OWNER | UF_FLAG_ITEM_OWNER;
|
|
break;
|
|
case TYPEID_UNIT:
|
|
case TYPEID_PLAYER:
|
|
{
|
|
Player* plr = ToUnit()->GetCharmerOrOwnerPlayerOrPlayerItself();
|
|
flags = UnitUpdateFieldFlags;
|
|
if (ToUnit()->GetOwnerGUID() == target->GetGUID())
|
|
visibleFlag |= UF_FLAG_OWNER;
|
|
|
|
if (HasDynamicFlag(UNIT_DYNFLAG_SPECIALINFO))
|
|
if (ToUnit()->HasAuraTypeWithCaster(SPELL_AURA_EMPATHY, target->GetGUID()))
|
|
visibleFlag |= UF_FLAG_SPECIAL_INFO;
|
|
|
|
if (plr && plr->IsInSameRaidWith(target))
|
|
visibleFlag |= UF_FLAG_PARTY_MEMBER;
|
|
break;
|
|
}
|
|
case TYPEID_GAMEOBJECT:
|
|
flags = GameObjectUpdateFieldFlags;
|
|
if (ToGameObject()->GetOwnerGUID() == target->GetGUID())
|
|
visibleFlag |= UF_FLAG_OWNER;
|
|
break;
|
|
case TYPEID_DYNAMICOBJECT:
|
|
flags = DynamicObjectUpdateFieldFlags;
|
|
if (((DynamicObject*)this)->GetCasterGUID() == target->GetGUID())
|
|
visibleFlag |= UF_FLAG_OWNER;
|
|
break;
|
|
case TYPEID_CORPSE:
|
|
flags = CorpseUpdateFieldFlags;
|
|
if (ToCorpse()->GetOwnerGUID() == target->GetGUID())
|
|
visibleFlag |= UF_FLAG_OWNER;
|
|
break;
|
|
case TYPEID_OBJECT:
|
|
break;
|
|
}
|
|
|
|
return visibleFlag;
|
|
}
|
|
|
|
bool Object::_LoadIntoDataField(std::string const& data, uint32 startOffset, uint32 count)
|
|
{
|
|
if (data.empty())
|
|
return false;
|
|
|
|
std::vector<std::string_view> tokens = Acore::Tokenize(data, ' ', false);
|
|
|
|
if (tokens.size() != count)
|
|
return false;
|
|
|
|
for (uint32 index = 0; index < count; ++index)
|
|
{
|
|
Optional<uint32> val = Acore::StringTo<uint32>(tokens[index]);
|
|
if (!val)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
m_uint32Values[startOffset + index] = *val;
|
|
_changesMask.SetBit(startOffset + index);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void Object::SetInt32Value(uint16 index, int32 value)
|
|
{
|
|
ASSERT(index < m_valuesCount || PrintIndexError(index, true));
|
|
|
|
if (m_int32Values[index] != value)
|
|
{
|
|
m_int32Values[index] = value;
|
|
_changesMask.SetBit(index);
|
|
|
|
AddToObjectUpdateIfNeeded();
|
|
}
|
|
}
|
|
|
|
void Object::SetUInt32Value(uint16 index, uint32 value)
|
|
{
|
|
ASSERT(index < m_valuesCount || PrintIndexError(index, true));
|
|
|
|
if (m_uint32Values[index] != value)
|
|
{
|
|
m_uint32Values[index] = value;
|
|
_changesMask.SetBit(index);
|
|
|
|
AddToObjectUpdateIfNeeded();
|
|
}
|
|
}
|
|
|
|
void Object::UpdateUInt32Value(uint16 index, uint32 value)
|
|
{
|
|
ASSERT(index < m_valuesCount || PrintIndexError(index, true));
|
|
|
|
m_uint32Values[index] = value;
|
|
_changesMask.SetBit(index);
|
|
}
|
|
|
|
void Object::SetUInt64Value(uint16 index, uint64 value)
|
|
{
|
|
ASSERT(index + 1 < m_valuesCount || PrintIndexError(index, true));
|
|
|
|
if (*((uint64*) & (m_uint32Values[index])) != value)
|
|
{
|
|
m_uint32Values[index] = PAIR64_LOPART(value);
|
|
m_uint32Values[index + 1] = PAIR64_HIPART(value);
|
|
_changesMask.SetBit(index);
|
|
_changesMask.SetBit(index + 1);
|
|
|
|
AddToObjectUpdateIfNeeded();
|
|
}
|
|
}
|
|
|
|
bool Object::AddGuidValue(uint16 index, ObjectGuid value)
|
|
{
|
|
ASSERT(index + 1 < m_valuesCount || PrintIndexError(index, true));
|
|
|
|
if (value && !*((ObjectGuid*)&(m_uint32Values[index])))
|
|
{
|
|
*((ObjectGuid*)&(m_uint32Values[index])) = value;
|
|
_changesMask.SetBit(index);
|
|
_changesMask.SetBit(index + 1);
|
|
|
|
AddToObjectUpdateIfNeeded();
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool Object::RemoveGuidValue(uint16 index, ObjectGuid value)
|
|
{
|
|
ASSERT(index + 1 < m_valuesCount || PrintIndexError(index, true));
|
|
|
|
if (value && *((ObjectGuid*)&(m_uint32Values[index])) == value)
|
|
{
|
|
m_uint32Values[index] = 0;
|
|
m_uint32Values[index + 1] = 0;
|
|
_changesMask.SetBit(index);
|
|
_changesMask.SetBit(index + 1);
|
|
|
|
AddToObjectUpdateIfNeeded();
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void Object::SetGuidValue(uint16 index, ObjectGuid value)
|
|
{
|
|
ASSERT(index + 1 < m_valuesCount || PrintIndexError(index, true));
|
|
|
|
if (*((ObjectGuid*)&(m_uint32Values[index])) != value)
|
|
{
|
|
*((ObjectGuid*)&(m_uint32Values[index])) = value;
|
|
_changesMask.SetBit(index);
|
|
_changesMask.SetBit(index + 1);
|
|
|
|
AddToObjectUpdateIfNeeded();
|
|
}
|
|
}
|
|
|
|
void Object::SetFloatValue(uint16 index, float value)
|
|
{
|
|
ASSERT(index < m_valuesCount || PrintIndexError(index, true));
|
|
|
|
if (m_floatValues[index] != value)
|
|
{
|
|
m_floatValues[index] = value;
|
|
_changesMask.SetBit(index);
|
|
|
|
AddToObjectUpdateIfNeeded();
|
|
}
|
|
}
|
|
|
|
void Object::SetByteValue(uint16 index, uint8 offset, uint8 value)
|
|
{
|
|
ASSERT(index < m_valuesCount || PrintIndexError(index, true));
|
|
|
|
if (offset > 3)
|
|
{
|
|
LOG_ERROR("entities.object", "Object::SetByteValue: wrong offset {}", 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));
|
|
_changesMask.SetBit(index);
|
|
|
|
AddToObjectUpdateIfNeeded();
|
|
}
|
|
}
|
|
|
|
void Object::SetUInt16Value(uint16 index, uint8 offset, uint16 value)
|
|
{
|
|
ASSERT(index < m_valuesCount || PrintIndexError(index, true));
|
|
|
|
if (offset > 1)
|
|
{
|
|
LOG_ERROR("entities.object", "Object::SetUInt16Value: wrong offset {}", offset);
|
|
return;
|
|
}
|
|
|
|
if (uint16(m_uint32Values[index] >> (offset * 16)) != value)
|
|
{
|
|
m_uint32Values[index] &= ~uint32(uint32(0xFFFF) << (offset * 16));
|
|
m_uint32Values[index] |= uint32(uint32(value) << (offset * 16));
|
|
_changesMask.SetBit(index);
|
|
|
|
AddToObjectUpdateIfNeeded();
|
|
}
|
|
}
|
|
|
|
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::ApplyPercentModFloatValue(uint16 index, float val, bool apply)
|
|
{
|
|
float value = GetFloatValue(index);
|
|
ApplyPercentModFloatVar(value, val, apply);
|
|
SetFloatValue(index, value);
|
|
}
|
|
|
|
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;
|
|
_changesMask.SetBit(index);
|
|
|
|
AddToObjectUpdateIfNeeded();
|
|
}
|
|
}
|
|
|
|
void Object::RemoveFlag(uint16 index, uint32 oldFlag)
|
|
{
|
|
ASSERT(index < m_valuesCount || PrintIndexError(index, true));
|
|
ASSERT(m_uint32Values);
|
|
|
|
uint32 oldval = m_uint32Values[index];
|
|
uint32 newval = oldval & ~oldFlag;
|
|
|
|
if (oldval != newval)
|
|
{
|
|
m_uint32Values[index] = newval;
|
|
_changesMask.SetBit(index);
|
|
|
|
AddToObjectUpdateIfNeeded();
|
|
}
|
|
}
|
|
|
|
void Object::ToggleFlag(uint16 index, uint32 flag)
|
|
{
|
|
if (HasFlag(index, flag))
|
|
{
|
|
RemoveFlag(index, flag);
|
|
}
|
|
else
|
|
{
|
|
SetFlag(index, flag);
|
|
}
|
|
}
|
|
|
|
[[nodiscard]] bool Object::HasFlag(uint16 index, uint32 flag) const
|
|
{
|
|
if (index >= m_valuesCount && !PrintIndexError(index, false))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return (m_uint32Values[index] & flag) != 0;
|
|
}
|
|
|
|
void Object::ApplyModFlag(uint16 index, uint32 flag, bool apply)
|
|
{
|
|
if (apply)
|
|
{
|
|
SetFlag(index, flag);
|
|
}
|
|
else
|
|
{
|
|
RemoveFlag(index, flag);
|
|
}
|
|
}
|
|
|
|
void Object::SetByteFlag(uint16 index, uint8 offset, uint8 newFlag)
|
|
{
|
|
ASSERT(index < m_valuesCount || PrintIndexError(index, true));
|
|
|
|
if (offset > 3)
|
|
{
|
|
LOG_ERROR("entities.object", "Object::SetByteFlag: wrong offset {}", offset);
|
|
return;
|
|
}
|
|
|
|
if (!(uint8(m_uint32Values[index] >> (offset * 8)) & newFlag))
|
|
{
|
|
m_uint32Values[index] |= uint32(uint32(newFlag) << (offset * 8));
|
|
_changesMask.SetBit(index);
|
|
|
|
AddToObjectUpdateIfNeeded();
|
|
}
|
|
}
|
|
|
|
void Object::RemoveByteFlag(uint16 index, uint8 offset, uint8 oldFlag)
|
|
{
|
|
ASSERT(index < m_valuesCount || PrintIndexError(index, true));
|
|
|
|
if (offset > 3)
|
|
{
|
|
LOG_ERROR("entities.object", "Object::RemoveByteFlag: wrong offset {}", offset);
|
|
return;
|
|
}
|
|
|
|
if (uint8(m_uint32Values[index] >> (offset * 8)) & oldFlag)
|
|
{
|
|
m_uint32Values[index] &= ~uint32(uint32(oldFlag) << (offset * 8));
|
|
_changesMask.SetBit(index);
|
|
|
|
AddToObjectUpdateIfNeeded();
|
|
}
|
|
}
|
|
|
|
[[nodiscard]] bool Object::HasByteFlag(uint16 index, uint8 offset, uint8 flag) const
|
|
{
|
|
ASSERT(index < m_valuesCount || PrintIndexError(index, false));
|
|
ASSERT(offset < 4);
|
|
return (((uint8*) &m_uint32Values[index])[offset] & flag) != 0;
|
|
}
|
|
|
|
void Object::SetFlag64(uint16 index, uint64 newFlag)
|
|
{
|
|
uint64 oldval = GetUInt64Value(index);
|
|
uint64 newval = oldval | newFlag;
|
|
SetUInt64Value(index, newval);
|
|
}
|
|
|
|
void Object::RemoveFlag64(uint16 index, uint64 oldFlag)
|
|
{
|
|
uint64 oldval = GetUInt64Value(index);
|
|
uint64 newval = oldval & ~oldFlag;
|
|
SetUInt64Value(index, newval);
|
|
}
|
|
|
|
void Object::ToggleFlag64(uint16 index, uint64 flag)
|
|
{
|
|
if (HasFlag64(index, flag))
|
|
{
|
|
RemoveFlag64(index, flag);
|
|
}
|
|
else
|
|
{
|
|
SetFlag64(index, flag);
|
|
}
|
|
}
|
|
|
|
[[nodiscard]] bool Object::HasFlag64(uint16 index, uint64 flag) const
|
|
{
|
|
ASSERT(index < m_valuesCount || PrintIndexError(index, false));
|
|
return (GetUInt64Value(index) & flag) != 0;
|
|
}
|
|
|
|
void Object::ApplyModFlag64(uint16 index, uint64 flag, bool apply)
|
|
{
|
|
if (apply)
|
|
{
|
|
SetFlag64(index, flag);
|
|
}
|
|
else
|
|
{
|
|
RemoveFlag64(index, flag);
|
|
}
|
|
}
|
|
|
|
bool Object::PrintIndexError(uint32 index, bool set) const
|
|
{
|
|
LOG_INFO("misc", "Attempt {} non-existed value field: {} (count: {}) for object typeid: {} type mask: {}",
|
|
(set ? "set value to" : "get value from"), index, m_valuesCount, GetTypeId(), m_objectType);
|
|
|
|
// ASSERT must fail after function call
|
|
return false;
|
|
}
|
|
|
|
std::string Object::GetDebugInfo() const
|
|
{
|
|
std::stringstream sstr;
|
|
sstr << GetGUID().ToString() + " Entry " << GetEntry();
|
|
return sstr.str();
|
|
}
|
|
|
|
void MovementInfo::OutDebug()
|
|
{
|
|
LOG_INFO("movement", "MOVEMENT INFO");
|
|
LOG_INFO("movement", "guid {}", guid.ToString());
|
|
LOG_INFO("movement", "flags {}", flags);
|
|
LOG_INFO("movement", "flags2 {}", flags2);
|
|
LOG_INFO("movement", "time {} current time {}", flags2, uint64(::GameTime::GetGameTime().count()));
|
|
LOG_INFO("movement", "position: `{}`", pos.ToString());
|
|
|
|
if (flags & MOVEMENTFLAG_ONTRANSPORT)
|
|
{
|
|
LOG_INFO("movement", "TRANSPORT:");
|
|
LOG_INFO("movement", "guid: {}", transport.guid.ToString());
|
|
LOG_INFO("movement", "position: `{}`", transport.pos.ToString());
|
|
LOG_INFO("movement", "seat: {}", transport.seat);
|
|
LOG_INFO("movement", "time: {}", transport.time);
|
|
|
|
if (flags2 & MOVEMENTFLAG2_INTERPOLATED_MOVEMENT)
|
|
{
|
|
LOG_INFO("movement", "time2: {}", transport.time2);
|
|
}
|
|
}
|
|
|
|
if ((flags & (MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_FLYING)) || (flags2 & MOVEMENTFLAG2_ALWAYS_ALLOW_PITCHING))
|
|
LOG_INFO("movement", "pitch: {}", pitch);
|
|
|
|
LOG_INFO("movement", "fallTime: {}", fallTime);
|
|
if (flags & MOVEMENTFLAG_FALLING)
|
|
LOG_INFO("movement", "j_zspeed: {} j_sinAngle: {} j_cosAngle: {} j_xyspeed: {}", jump.zspeed, jump.sinAngle, jump.cosAngle, jump.xyspeed);
|
|
|
|
if (flags & MOVEMENTFLAG_SPLINE_ELEVATION)
|
|
LOG_INFO("movement", "splineElevation: {}", splineElevation);
|
|
}
|
|
|
|
WorldObject::WorldObject(bool isWorldObject) : WorldLocation(),
|
|
LastUsedScriptID(0), m_name(""), m_isActive(false), m_visibilityDistanceOverride(), m_isWorldObject(isWorldObject), m_zoneScript(nullptr),
|
|
_zoneId(0), _areaId(0), _floorZ(INVALID_HEIGHT), _outdoors(false), _liquidData(), _updatePositionData(false), m_transport(nullptr),
|
|
m_currMap(nullptr), _heartbeatTimer(HEARTBEAT_INTERVAL), m_InstanceId(0), m_phaseMask(PHASEMASK_NORMAL), m_useCombinedPhases(true), m_notifyflags(0), m_executed_notifies(0)
|
|
{
|
|
m_serverSideVisibility.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_ALIVE | GHOST_VISIBILITY_GHOST);
|
|
m_serverSideVisibilityDetect.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_ALIVE);
|
|
|
|
sScriptMgr->OnWorldObjectCreate(this);
|
|
}
|
|
|
|
void WorldObject::Update(uint32 diff)
|
|
{
|
|
m_Events.Update(diff);
|
|
|
|
_heartbeatTimer -= Milliseconds(diff);
|
|
while (_heartbeatTimer <= 0ms)
|
|
{
|
|
_heartbeatTimer += HEARTBEAT_INTERVAL;
|
|
Heartbeat();
|
|
}
|
|
|
|
sScriptMgr->OnWorldObjectUpdate(this, diff);
|
|
}
|
|
|
|
void WorldObject::SetWorldObject(bool on)
|
|
{
|
|
if (!IsInWorld())
|
|
return;
|
|
|
|
GetMap()->AddObjectToSwitchList(this, on);
|
|
}
|
|
|
|
bool WorldObject::IsWorldObject() const
|
|
{
|
|
if (m_isWorldObject)
|
|
return true;
|
|
|
|
if (ToCreature() && ToCreature()->m_isTempWorldObject)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
void WorldObject::setActive(bool on)
|
|
{
|
|
if (m_isActive == on)
|
|
return;
|
|
|
|
if (IsPlayer())
|
|
return;
|
|
|
|
m_isActive = on;
|
|
|
|
if (on && !IsInWorld())
|
|
return;
|
|
|
|
Map* map = FindMap();
|
|
if (!map)
|
|
return;
|
|
|
|
if (on)
|
|
{
|
|
if (IsCreature())
|
|
map->AddToActive(this->ToCreature());
|
|
else if (IsDynamicObject())
|
|
map->AddToActive((DynamicObject*)this);
|
|
else if (IsGameObject())
|
|
map->AddToActive((GameObject*)this);
|
|
}
|
|
else
|
|
{
|
|
if (IsCreature())
|
|
map->RemoveFromActive(this->ToCreature());
|
|
else if (IsDynamicObject())
|
|
map->RemoveFromActive((DynamicObject*)this);
|
|
else if (IsGameObject())
|
|
map->RemoveFromActive((GameObject*)this);
|
|
}
|
|
}
|
|
|
|
void WorldObject::SetVisibilityDistanceOverride(VisibilityDistanceType type)
|
|
{
|
|
ASSERT(type < VisibilityDistanceType::Max);
|
|
if (IsPlayer())
|
|
{
|
|
return;
|
|
}
|
|
|
|
m_visibilityDistanceOverride = VisibilityDistances[AsUnderlyingType(type)];
|
|
}
|
|
|
|
void WorldObject::CleanupsBeforeDelete(bool /*finalCleanup*/)
|
|
{
|
|
if (IsInWorld())
|
|
RemoveFromWorld();
|
|
|
|
m_Events.KillAllEvents(false); // non-delatable (currently cast spells) will not deleted now but it will deleted at call in Map::RemoveAllObjectsInRemoveList
|
|
}
|
|
|
|
void WorldObject::_Create(ObjectGuid::LowType guidlow, HighGuid guidhigh, uint32 phaseMask)
|
|
{
|
|
Object::_Create(guidlow, 0, guidhigh);
|
|
SetPhaseMask(phaseMask, false);
|
|
}
|
|
|
|
void WorldObject::SetPositionDataUpdate()
|
|
{
|
|
_updatePositionData = true;
|
|
|
|
// Calls immediately for charmed units
|
|
if (IsCreature() && ToUnit()->IsCharmedOwnedByPlayerOrPlayer())
|
|
UpdatePositionData();
|
|
}
|
|
|
|
void WorldObject::UpdatePositionData()
|
|
{
|
|
_updatePositionData = false;
|
|
|
|
PositionFullTerrainStatus data;
|
|
GetMap()->GetFullTerrainStatusForPosition(GetPhaseMask(), GetPositionX(), GetPositionY(), GetPositionZ(), GetCollisionHeight(), data);
|
|
ProcessPositionDataChanged(data);
|
|
}
|
|
|
|
void WorldObject::ProcessPositionDataChanged(PositionFullTerrainStatus const& data)
|
|
{
|
|
_zoneId = _areaId = data.areaId;
|
|
|
|
if (AreaTableEntry const* area = sAreaTableStore.LookupEntry(_areaId))
|
|
if (area->zone)
|
|
_zoneId = area->zone;
|
|
|
|
_outdoors = data.outdoors;
|
|
_floorZ = data.floorZ;
|
|
_liquidData = data.liquidInfo;
|
|
}
|
|
|
|
void WorldObject::AddToWorld()
|
|
{
|
|
Object::AddToWorld();
|
|
GetMap()->GetZoneAndAreaId(GetPhaseMask(), _zoneId, _areaId, GetPositionX(), GetPositionY(), GetPositionZ());
|
|
GetMap()->AddObjectToPendingUpdateList(this);
|
|
}
|
|
|
|
void WorldObject::RemoveFromWorld()
|
|
{
|
|
if (!IsInWorld())
|
|
return;
|
|
|
|
DestroyForNearbyPlayers();
|
|
|
|
Object::RemoveFromWorld();
|
|
}
|
|
|
|
InstanceScript* WorldObject::GetInstanceScript() const
|
|
{
|
|
Map* map = GetMap();
|
|
return map->IsDungeon() ? map->ToInstanceMap()->GetInstanceScript() : nullptr;
|
|
}
|
|
|
|
float WorldObject::GetDistanceZ(WorldObject const* obj) const
|
|
{
|
|
float dz = std::fabs(GetPositionZ() - obj->GetPositionZ());
|
|
float sizefactor = GetObjectSize() + obj->GetObjectSize();
|
|
float dist = dz - sizefactor;
|
|
return (dist > 0 ? dist : 0);
|
|
}
|
|
|
|
bool WorldObject::_IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D, bool useBoundingRadius) const
|
|
{
|
|
float sizefactor = useBoundingRadius ? GetObjectSize() + obj->GetObjectSize() : 0.0f;
|
|
float maxdist = dist2compare + sizefactor;
|
|
|
|
if (m_transport && obj->GetTransport() && obj->GetTransport()->GetGUID() == m_transport->GetGUID())
|
|
{
|
|
float dtx = m_movementInfo.transport.pos.m_positionX - obj->m_movementInfo.transport.pos.m_positionX;
|
|
float dty = m_movementInfo.transport.pos.m_positionY - obj->m_movementInfo.transport.pos.m_positionY;
|
|
float disttsq = dtx * dtx + dty * dty;
|
|
if (is3D)
|
|
{
|
|
float dtz = m_movementInfo.transport.pos.m_positionZ - obj->m_movementInfo.transport.pos.m_positionZ;
|
|
disttsq += dtz * dtz;
|
|
}
|
|
return disttsq < (maxdist * maxdist);
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
return distsq < maxdist * maxdist;
|
|
}
|
|
|
|
Position WorldObject::GetHitSpherePointFor(Position const& dest, Optional<float> collisionHeight, Optional<float> combatReach) const
|
|
{
|
|
G3D::Vector3 vThis(GetPositionX(), GetPositionY(), GetPositionZ() + (collisionHeight ? *collisionHeight : GetCollisionHeight()));
|
|
G3D::Vector3 vObj(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
|
|
G3D::Vector3 contactPoint = vThis + (vObj - vThis).directionOrZero() * std::min(dest.GetExactDist(this), (combatReach ? *combatReach : GetCombatReach()));
|
|
|
|
return Position(contactPoint.x, contactPoint.y, contactPoint.z, GetAngle(contactPoint.x, contactPoint.y));
|
|
}
|
|
|
|
float WorldObject::GetDistance(WorldObject const* obj) const
|
|
{
|
|
float d = GetExactDist(obj) - GetObjectSize() - obj->GetObjectSize();
|
|
return d > 0.0f ? d : 0.0f;
|
|
}
|
|
|
|
[[nodiscard]] float WorldObject::GetDistance(const Position& pos) const
|
|
{
|
|
float d = GetExactDist(&pos) - GetObjectSize();
|
|
return d > 0.0f ? d : 0.0f;
|
|
}
|
|
|
|
[[nodiscard]] float WorldObject::GetDistance(float x, float y, float z) const
|
|
{
|
|
float d = GetExactDist(x, y, z) - GetObjectSize();
|
|
return d > 0.0f ? d : 0.0f;
|
|
}
|
|
|
|
float WorldObject::GetDistance2d(WorldObject const* obj) const
|
|
{
|
|
float d = GetExactDist2d(obj) - GetObjectSize() - obj->GetObjectSize();
|
|
return d > 0.0f ? d : 0.0f;
|
|
}
|
|
|
|
[[nodiscard]] float WorldObject::GetDistance2d(float x, float y) const
|
|
{
|
|
float d = GetExactDist2d(x, y) - GetObjectSize();
|
|
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() && (FindMap() == obj->FindMap());
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
[[nodiscard]] bool WorldObject::IsWithinDist3d(float x, float y, float z, float dist) const
|
|
{
|
|
return IsInDist(x, y, z, dist + GetObjectSize());
|
|
}
|
|
|
|
bool WorldObject::IsWithinDist3d(const Position* pos, float dist) const
|
|
{
|
|
return IsInDist(pos, dist + GetObjectSize());
|
|
}
|
|
|
|
[[nodiscard]] bool WorldObject::IsWithinDist2d(float x, float y, float dist) const
|
|
{
|
|
return IsInDist2d(x, y, dist + GetObjectSize());
|
|
}
|
|
|
|
bool WorldObject::IsWithinDist2d(const Position* pos, float dist) const
|
|
{
|
|
return IsInDist2d(pos, dist + GetObjectSize());
|
|
}
|
|
|
|
// use only if you will sure about placing both object at same map
|
|
bool WorldObject::IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D, bool useBoundingRadius) const
|
|
{
|
|
return obj && _IsWithinDist(obj, dist2compare, is3D, useBoundingRadius);
|
|
}
|
|
|
|
bool WorldObject::IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D, bool useBoundingRadius) const
|
|
{
|
|
return obj && IsInMap(obj) && InSamePhase(obj) && _IsWithinDist(obj, dist2compare, is3D, useBoundingRadius);
|
|
}
|
|
|
|
bool WorldObject::IsWithinLOS(float ox, float oy, float oz, VMAP::ModelIgnoreFlags ignoreFlags, LineOfSightChecks checks) const
|
|
{
|
|
if (IsInWorld())
|
|
{
|
|
oz += GetCollisionHeight();
|
|
float x, y, z;
|
|
if (IsPlayer())
|
|
{
|
|
GetPosition(x, y, z);
|
|
z += GetCollisionHeight();
|
|
}
|
|
else
|
|
{
|
|
GetHitSpherePointFor({ ox, oy, oz }, x, y, z);
|
|
}
|
|
|
|
return GetMap()->isInLineOfSight(x, y, z, ox, oy, oz, GetPhaseMask(), checks, ignoreFlags);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool WorldObject::IsWithinLOSInMap(WorldObject const* obj, VMAP::ModelIgnoreFlags ignoreFlags, LineOfSightChecks checks, Optional<float> collisionHeight /*= { }*/, Optional<float> combatReach /*= { }*/) const
|
|
{
|
|
if (!IsInMap(obj))
|
|
return false;
|
|
|
|
float ox, oy, oz;
|
|
if (obj->IsPlayer())
|
|
{
|
|
obj->GetPosition(ox, oy, oz);
|
|
oz += obj->GetCollisionHeight();
|
|
}
|
|
else
|
|
obj->GetHitSpherePointFor({ GetPositionX(), GetPositionY(), GetPositionZ() + (collisionHeight ? *collisionHeight : GetCollisionHeight()) }, ox, oy, oz);
|
|
|
|
float x, y, z;
|
|
if (IsPlayer())
|
|
{
|
|
GetPosition(x, y, z);
|
|
z += GetCollisionHeight();
|
|
}
|
|
else
|
|
GetHitSpherePointFor({ obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ() + obj->GetCollisionHeight() }, x, y, z, collisionHeight, combatReach);
|
|
|
|
return GetMap()->isInLineOfSight(x, y, z, ox, oy, oz, GetPhaseMask(), checks, ignoreFlags);
|
|
}
|
|
|
|
void WorldObject::GetHitSpherePointFor(Position const& dest, float& x, float& y, float& z, Optional<float> collisionHeight, Optional<float> combatReach) const
|
|
{
|
|
Position pos = GetHitSpherePointFor(dest, collisionHeight, combatReach);
|
|
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 = GetObjectSize() + obj->GetObjectSize();
|
|
|
|
// 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 = GetObjectSize();
|
|
|
|
// 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 = GetObjectSize();
|
|
|
|
// 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(WorldObject const* obj1, WorldObject const* obj2, float size) const
|
|
{
|
|
if (!obj1 || !obj2)
|
|
return false;
|
|
|
|
if (!size)
|
|
size = GetObjectSize() / 2;
|
|
|
|
float pdist = obj1->GetExactDist2dSq(obj2) + size / 2.0f;
|
|
if (GetExactDist2dSq(obj1) >= pdist || GetExactDist2dSq(obj2) >= pdist)
|
|
return false;
|
|
|
|
if (G3D::fuzzyEq(obj1->GetPositionX(), obj2->GetPositionX()))
|
|
return GetPositionX() >= obj1->GetPositionX() - size && GetPositionX() <= obj1->GetPositionX() + size;
|
|
|
|
float A = (obj2->GetPositionY() - obj1->GetPositionY()) / (obj2->GetPositionX() - obj1->GetPositionX());
|
|
float B = -1;
|
|
float C = obj1->GetPositionY() - A * obj1->GetPositionX();
|
|
float dist = std::fabs(A * GetPositionX() + B * GetPositionY() + C) / std::sqrt(A * A + B * B);
|
|
return dist <= size;
|
|
}
|
|
|
|
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 * M_PI - arc, target);
|
|
}
|
|
|
|
void WorldObject::GetRandomPoint(const Position& 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 = (float)rand_norm() * static_cast<float>(2 * M_PI);
|
|
float new_dist = (float)rand_norm() * static_cast<float>(distance);
|
|
|
|
rand_x = pos.m_positionX + new_dist * cos(angle);
|
|
rand_y = pos.m_positionY + new_dist * std::sin(angle);
|
|
rand_z = pos.m_positionZ;
|
|
|
|
Acore::NormalizeMapCoord(rand_x);
|
|
Acore::NormalizeMapCoord(rand_y);
|
|
UpdateGroundPositionZ(rand_x, rand_y, rand_z); // update to LOS height if available
|
|
}
|
|
|
|
Position WorldObject::GetRandomPoint(const Position& 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 + (IsUnit() ? static_cast<Unit const*>(this)->GetHoverHeight() : 0.0f);
|
|
}
|
|
|
|
/**
|
|
* @brief Get the minimum height of a object that should be in water
|
|
* to start floating/swim
|
|
*
|
|
* @return float
|
|
*/
|
|
float WorldObject::GetMinHeightInWater() const
|
|
{
|
|
// have a fun with Archimedes' formula
|
|
auto height = GetCollisionHeight();
|
|
auto width = GetCollisionWidth();
|
|
auto weight = getWeight(height, width, 1040); // avg human specific weight
|
|
auto heightOutOfWater = getOutOfWater(width, weight, 10202) * 4.0f; // avg human density
|
|
auto heightInWater = height - heightOutOfWater;
|
|
return (height > heightInWater ? heightInWater : (height - (height / 3)));
|
|
}
|
|
|
|
void WorldObject::UpdateAllowedPositionZ(float x, float y, float& z, float* groundZ) const
|
|
{
|
|
if (GetTransport())
|
|
{
|
|
if (groundZ)
|
|
*groundZ = z;
|
|
|
|
return;
|
|
}
|
|
|
|
if (Unit const* unit = ToUnit())
|
|
{
|
|
if (!unit->CanFly())
|
|
{
|
|
Creature const* c = unit->ToCreature();
|
|
bool canSwim = c ? c->CanSwim() : true;
|
|
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)
|
|
{
|
|
if (canSwim && unit->GetMap()->IsInWater(unit->GetPhaseMask(), x, y, max_z - Z_OFFSET_FIND_HEIGHT, unit->GetCollisionHeight()))
|
|
{
|
|
// do not allow creatures to walk on
|
|
// water level while swimming
|
|
max_z = std::max(max_z - GetMinHeightInWater(), ground_z);
|
|
}
|
|
else
|
|
{
|
|
// hovering units cannot go below their hover height
|
|
float hoverOffset = unit->GetHoverHeight();
|
|
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->GetHoverHeight();
|
|
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 (ToPlayer())
|
|
{
|
|
if (ToPlayer()->GetCinematicMgr()->IsOnCinematic())
|
|
{
|
|
return DEFAULT_VISIBILITY_INSTANCE;
|
|
}
|
|
return IsInWintergrasp() ? VISIBILITY_DIST_WINTERGRASP : GetMap()->GetVisibilityRange();
|
|
}
|
|
else if (ToCreature())
|
|
{
|
|
return ToCreature()->m_SightDistance;
|
|
}
|
|
else if (((IsGameObject() && ToGameObject()->IsTransport()) || IsDynamicObject()) && isActiveObject())
|
|
{
|
|
return GetMap()->GetVisibilityRange();
|
|
}
|
|
|
|
return 0.0f;
|
|
}
|
|
|
|
float WorldObject::GetVisibilityRange() const
|
|
{
|
|
if (IsVisibilityOverridden() && IsCreature())
|
|
{
|
|
return *m_visibilityDistanceOverride;
|
|
}
|
|
else if (IsGameObject())
|
|
{
|
|
{
|
|
if (IsInWintergrasp())
|
|
{
|
|
return VISIBILITY_DIST_WINTERGRASP + VISIBILITY_INC_FOR_GOBJECTS;
|
|
}
|
|
else if (IsVisibilityOverridden())
|
|
{
|
|
return *m_visibilityDistanceOverride;
|
|
}
|
|
else
|
|
{
|
|
return GetMap()->GetVisibilityRange() + VISIBILITY_INC_FOR_GOBJECTS;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
return IsInWintergrasp() ? VISIBILITY_DIST_WINTERGRASP : GetMap()->GetVisibilityRange();
|
|
}
|
|
|
|
float WorldObject::GetSightRange(WorldObject const* target) const
|
|
{
|
|
if (ToUnit())
|
|
{
|
|
if (ToPlayer())
|
|
{
|
|
if (target)
|
|
{
|
|
if (target->IsVisibilityOverridden() && target->IsCreature())
|
|
{
|
|
return *target->m_visibilityDistanceOverride;
|
|
}
|
|
else if (target->IsGameObject())
|
|
{
|
|
if (IsInWintergrasp() && target->IsInWintergrasp())
|
|
{
|
|
return VISIBILITY_DIST_WINTERGRASP + VISIBILITY_INC_FOR_GOBJECTS;
|
|
}
|
|
else if (target->IsVisibilityOverridden())
|
|
{
|
|
return *target->m_visibilityDistanceOverride;
|
|
}
|
|
else if (ToPlayer()->GetCinematicMgr()->IsOnCinematic())
|
|
{
|
|
return DEFAULT_VISIBILITY_INSTANCE;
|
|
}
|
|
else
|
|
{
|
|
return GetMap()->GetVisibilityRange() + VISIBILITY_INC_FOR_GOBJECTS;
|
|
}
|
|
}
|
|
|
|
return IsInWintergrasp() && target->IsInWintergrasp() ? VISIBILITY_DIST_WINTERGRASP : GetMap()->GetVisibilityRange();
|
|
}
|
|
return IsInWintergrasp() ? VISIBILITY_DIST_WINTERGRASP : 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::CanSeeOrDetect(WorldObject const* obj, bool ignoreStealth, bool distanceCheck, bool checkAlert) const
|
|
{
|
|
if (this == obj)
|
|
return true;
|
|
|
|
if (obj->IsNeverVisible() || CanNeverSee(obj))
|
|
return false;
|
|
|
|
if (obj->IsAlwaysVisibleFor(this) || CanAlwaysSee(obj))
|
|
return true;
|
|
|
|
// Creature scripts
|
|
if (Creature const* cObj = obj->ToCreature())
|
|
{
|
|
if (Player const* player = ToPlayer())
|
|
{
|
|
if (cObj->IsAIEnabled && !cObj->AI()->CanBeSeen(player))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
ConditionList conditions = sConditionMgr->GetConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_CREATURE_VISIBILITY, cObj->GetEntry());
|
|
if (!sConditionMgr->IsObjectMeetToConditions((WorldObject*)this, (WorldObject*)obj, conditions))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Gameobject scripts
|
|
if (GameObject const* goObj = obj->ToGameObject())
|
|
{
|
|
if (ToPlayer() && !goObj->AI()->CanBeSeen(ToPlayer()))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// pussywizard: arena spectator
|
|
if (obj->IsPlayer())
|
|
if (((Player const*)obj)->IsSpectator() && ((Player const*)obj)->FindMap()->IsBattleArena())
|
|
return false;
|
|
|
|
bool corpseVisibility = false;
|
|
if (distanceCheck)
|
|
{
|
|
bool corpseCheck = false;
|
|
WorldObject const* viewpoint = this;
|
|
if (Player const* thisPlayer = ToPlayer())
|
|
{
|
|
if (Creature const* creature = obj->ToCreature())
|
|
{
|
|
if (TempSummon const* tempSummon = creature->ToTempSummon())
|
|
{
|
|
if (tempSummon->IsVisibleBySummonerOnly() && GetGUID() != tempSummon->GetSummonerGUID())
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
// our additional checks
|
|
if (Unit const* target = obj->ToUnit())
|
|
{
|
|
// xinef: don't allow to detect vehicle accessory if you can't see vehicle base!
|
|
if (Unit const* vehicle = target->GetVehicleBase())
|
|
if (!thisPlayer->HaveAtClient(vehicle))
|
|
return false;
|
|
|
|
// pussywizard: during arena preparation, don't allow to detect pets if can't see its owner (spoils enemy arena frames)
|
|
if (target->IsPet() && target->GetOwnerGUID() && target->FindMap()->IsBattleArena() && GetGUID() != target->GetOwnerGUID())
|
|
if (BattlegroundMap* bgmap = target->FindMap()->ToBattlegroundMap())
|
|
if (Battleground* bg = bgmap->GetBG())
|
|
if (bg->GetStatus() < STATUS_IN_PROGRESS && !thisPlayer->HaveAtClient(target->GetOwnerGUID()))
|
|
return false;
|
|
}
|
|
|
|
if (thisPlayer->GetViewpoint())
|
|
viewpoint = thisPlayer->GetViewpoint();
|
|
|
|
if (thisPlayer->GetFarSightDistance() && !thisPlayer->isInFront(obj))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Xinef: check reversely obj vs viewpoint, object could be a gameObject which overrides _IsWithinDist function to include gameobject size
|
|
if (!corpseCheck && !viewpoint->IsWithinDist(obj, GetSightRange(obj), true))
|
|
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->GetTeamId() != objPlayer->GetTeamId() || !thisPlayer->IsGroupVisibleFor(objPlayer))
|
|
return false;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
|
|
if (obj->IsInvisibleDueToDespawn())
|
|
return false;
|
|
|
|
// pussywizard: arena spectator
|
|
if (this->IsPlayer())
|
|
if (((Player const*)this)->IsSpectator() && ((Player const*)this)->FindMap()->IsBattleArena() && (obj->m_invisibility.GetFlags() || obj->m_stealth.GetFlags()))
|
|
return false;
|
|
|
|
if (!CanDetect(obj, ignoreStealth, !distanceCheck, checkAlert))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool WorldObject::CanNeverSee(WorldObject const* obj) const
|
|
{
|
|
if (IsCreature() && obj->IsCreature())
|
|
return GetMap() != obj->GetMap() || (!InSamePhase(obj) && ToUnit()->GetVehicleBase() != obj && this != obj->ToUnit()->GetVehicleBase());
|
|
return GetMap() != obj->GetMap() || !InSamePhase(obj);
|
|
}
|
|
|
|
bool WorldObject::CanDetect(WorldObject const* obj, bool ignoreStealth, bool checkClient, bool checkAlert) const
|
|
{
|
|
WorldObject const* seer = this;
|
|
|
|
// Pets don't have detection, they use the detection of their masters
|
|
if (Unit const* thisUnit = ToUnit())
|
|
if (Unit* controller = thisUnit->GetCharmerOrOwner())
|
|
seer = controller;
|
|
|
|
if (obj->IsAlwaysDetectableFor(seer) || GetEntry() == WORLD_TRIGGER) // xinef: World Trigger can detect all objects, used for wild gameobjects without owner!
|
|
return true;
|
|
|
|
if (!ignoreStealth)
|
|
{
|
|
if (!seer->CanDetectInvisibilityOf(obj)) // xinef: added ignoreStealth, allow AoE spells to hit invisible targets!
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!seer->CanDetectStealthOf(obj, checkAlert))
|
|
{
|
|
// xinef: ignore units players have at client, this cant be cheated!
|
|
if (checkClient)
|
|
{
|
|
if (!IsPlayer() || !ToPlayer()->HaveAtClient(obj))
|
|
return false;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool WorldObject::CanDetectInvisibilityOf(WorldObject const* obj) const
|
|
{
|
|
uint32 mask = obj->m_invisibility.GetFlags() & m_invisibilityDetect.GetFlags();
|
|
// xinef: include invisible flags of caster in the mask, 2 invisible objects should be able to detect eachother
|
|
mask |= obj->m_invisibility.GetFlags() & m_invisibility.GetFlags();
|
|
|
|
// Check for not detected types
|
|
if (mask != obj->m_invisibility.GetFlags())
|
|
return false;
|
|
|
|
// It isn't possible in invisibility to detect something that can't detect the invisible object
|
|
// (it's at least true for spell: 66)
|
|
// It seems like that only Units are affected by this check (couldn't see arena doors with preparation invisibility)
|
|
if (obj->ToUnit())
|
|
{
|
|
// Permanently invisible creatures should be able to engage non-invisible targets.
|
|
// ex. Skulking Witch (20882) / Greater Invisibility (16380)
|
|
bool isPermInvisibleCreature = false;
|
|
if (Creature const* baseObj = ToCreature())
|
|
{
|
|
auto auraEffects = baseObj->GetAuraEffectsByType(SPELL_AURA_MOD_INVISIBILITY);
|
|
for (auto const effect : auraEffects)
|
|
{
|
|
if (SpellInfo const* spell = effect->GetSpellInfo())
|
|
{
|
|
if (spell->GetMaxDuration() == -1)
|
|
{
|
|
isPermInvisibleCreature = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!isPermInvisibleCreature)
|
|
{
|
|
uint32 objMask = m_invisibility.GetFlags() & obj->m_invisibilityDetect.GetFlags();
|
|
// xinef: include invisible flags of caster in the mask, 2 invisible objects should be able to detect eachother
|
|
objMask |= m_invisibility.GetFlags() & obj->m_invisibility.GetFlags();
|
|
if (objMask != m_invisibility.GetFlags())
|
|
return false;
|
|
}
|
|
}
|
|
|
|
for (uint32 i = 0; i < TOTAL_INVISIBILITY_TYPES; ++i)
|
|
{
|
|
if (!(mask & (1 << i)))
|
|
continue;
|
|
|
|
// xinef: visible for the same invisibility type:
|
|
if (m_invisibility.GetValue(InvisibilityType(i)) && obj->m_invisibility.GetValue(InvisibilityType(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;
|
|
|
|
// dead players shouldnt be able to detect stealth on arenas
|
|
if (isType(TYPEMASK_PLAYER))
|
|
if (!ToPlayer()->IsAlive())
|
|
return false;
|
|
|
|
float distance = GetExactDist(obj);
|
|
float combatReach = 0.0f;
|
|
|
|
if (IsUnit())
|
|
combatReach = ((Unit*)this)->GetCombatReach();
|
|
|
|
if (distance < combatReach)
|
|
return true;
|
|
|
|
if (!HasInArc(M_PI, obj))
|
|
return false;
|
|
|
|
for (uint32 i = 0; i < TOTAL_STEALTH_TYPES; ++i)
|
|
{
|
|
if (!(obj->m_stealth.GetFlags() & (1 << i)))
|
|
continue;
|
|
|
|
if (IsUnit())
|
|
if (((Unit*)this)->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 (obj->isType(TYPEMASK_GAMEOBJECT))
|
|
{
|
|
detectionValue += 30; // pussywizard: increase detection range for gameobjects (ie. traps)
|
|
if (Unit* owner = ((GameObject*)obj)->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;
|
|
|
|
Unit const* unit = ToUnit();
|
|
|
|
// If this unit is an NPC then player detect range doesn't apply
|
|
if (unit && unit->IsPlayer() && visibilityRange > MAX_PLAYER_STEALTH_DETECT_RANGE)
|
|
visibilityRange = MAX_PLAYER_STEALTH_DETECT_RANGE;
|
|
|
|
if (checkAlert)
|
|
visibilityRange += (visibilityRange * 0.08f) + 1.5f;
|
|
|
|
Unit const* targetUnit = obj->ToUnit();
|
|
|
|
// If checking for alert, and creature's visibility range is greater than aggro distance, No alert
|
|
if (checkAlert && unit && unit->ToCreature() && visibilityRange >= unit->ToCreature()->GetAttackDistance(targetUnit) + unit->ToCreature()->m_CombatDistance)
|
|
return false;
|
|
|
|
if (distance > visibilityRange)
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void WorldObject::SendPlayMusic(uint32 Music, bool OnlySelf)
|
|
{
|
|
WorldPacket data(SMSG_PLAY_MUSIC, 4);
|
|
data << Music;
|
|
if (OnlySelf && IsPlayer())
|
|
this->ToPlayer()->GetSession()->SendPacket(&data);
|
|
else
|
|
SendMessageToSet(&data, true); // ToSelf ignored in this case
|
|
}
|
|
|
|
void Object::ForceValuesUpdateAtIndex(uint32 i)
|
|
{
|
|
_changesMask.SetBit(i);
|
|
AddToObjectUpdateIfNeeded();
|
|
}
|
|
|
|
void Unit::BuildHeartBeatMsg(WorldPacket* data) const
|
|
{
|
|
data->Initialize(MSG_MOVE_HEARTBEAT, 32);
|
|
*data << GetPackGUID();
|
|
BuildMovementPacket(data);
|
|
}
|
|
|
|
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
|
|
{
|
|
Acore::MessageDistDeliverer notifier(this, data, dist);
|
|
Cell::VisitWorldObjects(this, notifier, dist);
|
|
}
|
|
|
|
void WorldObject::SendMessageToSet(WorldPacket const* data, Player const* skipped_rcvr) const
|
|
{
|
|
Acore::MessageDistDeliverer notifier(this, data, GetVisibilityRange(), false, skipped_rcvr);
|
|
Cell::VisitWorldObjects(this, notifier, GetVisibilityRange());
|
|
}
|
|
|
|
void WorldObject::SendObjectDeSpawnAnim(ObjectGuid guid)
|
|
{
|
|
WorldPacket data(SMSG_GAMEOBJECT_DESPAWN_ANIM, 8);
|
|
data << guid;
|
|
SendMessageToSet(&data, true);
|
|
}
|
|
|
|
void WorldObject::SetMap(Map* map)
|
|
{
|
|
ASSERT(map);
|
|
ASSERT(!IsInWorld());
|
|
|
|
if (m_currMap == map) // command add npc: first create, than loadfromdb
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (m_currMap)
|
|
{
|
|
LOG_FATAL("entities.object", "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();
|
|
|
|
sScriptMgr->OnWorldObjectSetMap(this, map);
|
|
|
|
if (IsWorldObject())
|
|
m_currMap->AddWorldObject(this);
|
|
}
|
|
|
|
void WorldObject::ResetMap()
|
|
{
|
|
ASSERT(m_currMap);
|
|
ASSERT(!IsInWorld());
|
|
|
|
if (IsWorldObject())
|
|
{
|
|
m_currMap->RemoveWorldObject(this);
|
|
}
|
|
|
|
sScriptMgr->OnWorldObjectResetMap(this);
|
|
|
|
m_currMap = nullptr;
|
|
//maybe not for corpse
|
|
//m_mapId = 0;
|
|
//m_InstanceId = 0;
|
|
}
|
|
|
|
void WorldObject::AddObjectToRemoveList()
|
|
{
|
|
ASSERT(m_uint32Values);
|
|
|
|
Map* map = FindMap();
|
|
if (!map)
|
|
{
|
|
LOG_ERROR("entities.object", "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*/, uint32 duration /*= 0*/, WorldObject* summoner /*= nullptr*/, uint32 spellId /*= 0*/, uint32 vehId /*= 0*/, bool visibleBySummonerOnly /*= false*/)
|
|
{
|
|
uint32 mask = UNIT_MASK_SUMMON;
|
|
if (properties)
|
|
{
|
|
switch (properties->Category)
|
|
{
|
|
case SUMMON_CATEGORY_PET:
|
|
mask = UNIT_MASK_GUARDIAN;
|
|
break;
|
|
case SUMMON_CATEGORY_PUPPET:
|
|
mask = UNIT_MASK_PUPPET;
|
|
break;
|
|
case SUMMON_CATEGORY_VEHICLE:
|
|
mask = UNIT_MASK_MINION;
|
|
break;
|
|
case SUMMON_CATEGORY_WILD:
|
|
case SUMMON_CATEGORY_ALLY:
|
|
case SUMMON_CATEGORY_UNK:
|
|
{
|
|
switch (properties->Type)
|
|
{
|
|
case SUMMON_TYPE_MINION:
|
|
case SUMMON_TYPE_GUARDIAN:
|
|
case SUMMON_TYPE_GUARDIAN2:
|
|
mask = UNIT_MASK_GUARDIAN;
|
|
break;
|
|
case SUMMON_TYPE_TOTEM:
|
|
case SUMMON_TYPE_LIGHTWELL:
|
|
mask = UNIT_MASK_TOTEM;
|
|
break;
|
|
case SUMMON_TYPE_VEHICLE:
|
|
case SUMMON_TYPE_VEHICLE2:
|
|
mask = UNIT_MASK_SUMMON;
|
|
break;
|
|
case SUMMON_TYPE_MINIPET:
|
|
case SUMMON_TYPE_JEEVES:
|
|
mask = UNIT_MASK_MINION;
|
|
break;
|
|
default:
|
|
if (properties->Flags & 512) // Mirror Image, Summon Gargoyle
|
|
mask = UNIT_MASK_GUARDIAN;
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
return nullptr;
|
|
}
|
|
}
|
|
|
|
uint32 phase = PHASEMASK_NORMAL;
|
|
if (summoner)
|
|
phase = summoner->GetPhaseMask();
|
|
|
|
TempSummon* summon = nullptr;
|
|
switch (mask)
|
|
{
|
|
case UNIT_MASK_SUMMON:
|
|
summon = new TempSummon(properties, summoner ? summoner->GetGUID() : ObjectGuid::Empty, false);
|
|
break;
|
|
case UNIT_MASK_GUARDIAN:
|
|
summon = new Guardian(properties, summoner ? summoner->GetGUID() : ObjectGuid::Empty, false);
|
|
break;
|
|
case UNIT_MASK_PUPPET:
|
|
summon = new Puppet(properties, summoner ? summoner->GetGUID() : ObjectGuid::Empty);
|
|
break;
|
|
case UNIT_MASK_TOTEM:
|
|
summon = new Totem(properties, summoner ? summoner->GetGUID() : ObjectGuid::Empty);
|
|
break;
|
|
case UNIT_MASK_MINION:
|
|
summon = new Minion(properties, summoner ? summoner->GetGUID() : ObjectGuid::Empty, false);
|
|
break;
|
|
default:
|
|
return nullptr;
|
|
}
|
|
|
|
EnsureGridLoaded(Cell(pos.GetPositionX(), pos.GetPositionY()));
|
|
if (!summon->Create(GenerateLowGuid<HighGuid::Unit>(), this, phase, entry, vehId, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation()))
|
|
{
|
|
delete summon;
|
|
return nullptr;
|
|
}
|
|
|
|
summon->SetUInt32Value(UNIT_CREATED_BY_SPELL, spellId);
|
|
|
|
summon->SetHomePosition(pos);
|
|
|
|
summon->InitStats(duration);
|
|
|
|
summon->SetVisibleBySummonerOnly(visibleBySummonerOnly);
|
|
|
|
bool summonerHasTransport = summoner && summoner->GetTransport();
|
|
bool summonerIsVehicle = summoner && summoner->IsUnit() && summoner->ToUnit()->IsVehicle();
|
|
bool checkTransport = summon->GetOwnerGUID().IsPlayer() || (summonerHasTransport && !summonerIsVehicle);
|
|
if (!AddToMap(summon->ToCreature(), checkTransport))
|
|
{
|
|
delete summon;
|
|
return nullptr;
|
|
}
|
|
|
|
summon->InitSummon();
|
|
|
|
// call MoveInLineOfSight for nearby creatures
|
|
Acore::AIRelocationNotifier notifier(*summon);
|
|
Cell::VisitAllObjects(summon, notifier, GetVisibilityRange());
|
|
|
|
return summon;
|
|
}
|
|
|
|
/**
|
|
* 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<TempSummon*>* list /*= nullptr*/)
|
|
{
|
|
std::vector<TempSummonData> const* data = sObjectMgr->GetSummonGroup(GetId(), SUMMONER_TYPE_MAP, group);
|
|
if (!data)
|
|
return;
|
|
|
|
for (std::vector<TempSummonData>::const_iterator itr = data->begin(); itr != data->end(); ++itr)
|
|
if (TempSummon* summon = SummonCreature(itr->entry, itr->pos, nullptr, itr->time))
|
|
if (list)
|
|
list->push_back(summon);
|
|
}
|
|
|
|
TempSummon* WorldObject::SummonCreature(uint32 id, float x, float y, float z, float ang, TempSummonType spwtype, uint32 despwtime, SummonPropertiesEntry const* properties, bool visibleBySummonerOnly)
|
|
{
|
|
if (!x && !y && !z)
|
|
{
|
|
GetClosePoint(x, y, z, GetObjectSize());
|
|
ang = GetOrientation();
|
|
}
|
|
Position pos;
|
|
pos.Relocate(x, y, z, ang);
|
|
return SummonCreature(id, pos, spwtype, despwtime, 0, properties, visibleBySummonerOnly);
|
|
}
|
|
|
|
GameObject* Map::SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime, bool checkTransport)
|
|
{
|
|
GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(entry);
|
|
if (!goinfo)
|
|
{
|
|
LOG_ERROR("sql.sql", "Gameobject template {} not found in database!", entry);
|
|
return nullptr;
|
|
}
|
|
|
|
GameObject* go = sObjectMgr->IsGameObjectStaticTransport(entry) ? new StaticTransport() : new GameObject();
|
|
if (!go->Create(GenerateLowGuid<HighGuid::GameObject>(), entry, this, PHASEMASK_NORMAL, x, y, z, ang, G3D::Quat(rotation0, rotation1, rotation2, rotation3), 100, GO_STATE_READY))
|
|
{
|
|
delete go;
|
|
return nullptr;
|
|
}
|
|
|
|
// Xinef: if gameobject is temporary, set custom spellid
|
|
if (respawnTime)
|
|
go->SetSpellId(1);
|
|
|
|
go->SetRespawnTime(respawnTime);
|
|
go->SetSpawnedByDefault(false);
|
|
AddToMap(go, checkTransport);
|
|
return go;
|
|
}
|
|
|
|
GameObject* Map::SummonGameObject(uint32 entry, Position const& pos, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime, bool checkTransport)
|
|
{
|
|
return SummonGameObject(entry, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation(), rotation0, rotation1, rotation2, rotation3, respawnTime, checkTransport);
|
|
}
|
|
|
|
void WorldObject::SetZoneScript()
|
|
{
|
|
if (Map* map = FindMap())
|
|
{
|
|
if (InstanceMap* instanceMap = map->ToInstanceMap())
|
|
m_zoneScript = reinterpret_cast<ZoneScript*>(instanceMap->GetInstanceScript());
|
|
else if (!map->IsBattlegroundOrArena())
|
|
{
|
|
uint32 zoneId = GetZoneId();
|
|
if (Battlefield* bf = sBattlefieldMgr->GetBattlefieldToZoneId(zoneId))
|
|
m_zoneScript = bf;
|
|
else
|
|
m_zoneScript = sOutdoorPvPMgr->GetZoneScript(zoneId);
|
|
}
|
|
}
|
|
}
|
|
|
|
void WorldObject::ClearZoneScript()
|
|
{
|
|
m_zoneScript = nullptr;
|
|
}
|
|
|
|
TempSummon* WorldObject::SummonCreature(uint32 entry, const Position& pos, TempSummonType spwtype, uint32 duration, uint32 /*vehId*/, SummonPropertiesEntry const* properties, bool visibleBySummonerOnly /*= false*/) const
|
|
{
|
|
if (Map* map = FindMap())
|
|
{
|
|
if (TempSummon* summon = map->SummonCreature(entry, pos, properties, duration, (WorldObject*)this, 0, 0, visibleBySummonerOnly))
|
|
{
|
|
summon->SetTempSummonType(spwtype);
|
|
return summon;
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
GameObject* WorldObject::SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime, bool checkTransport, GOSummonType summonType)
|
|
{
|
|
if (!IsInWorld())
|
|
return nullptr;
|
|
|
|
GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(entry);
|
|
if (!goinfo)
|
|
{
|
|
LOG_ERROR("sql.sql", "Gameobject template {} not found in database!", entry);
|
|
return nullptr;
|
|
}
|
|
|
|
Map* map = GetMap();
|
|
GameObject* go = sObjectMgr->IsGameObjectStaticTransport(entry) ? new StaticTransport() : new GameObject();
|
|
if (!go->Create(map->GenerateLowGuid<HighGuid::GameObject>(), entry, map, GetPhaseMask(), x, y, z, ang, G3D::Quat(rotation0, rotation1, rotation2, rotation3), 100, GO_STATE_READY))
|
|
{
|
|
delete go;
|
|
return nullptr;
|
|
}
|
|
|
|
go->SetRespawnTime(respawnTime);
|
|
|
|
// Xinef: if gameobject is temporary, set custom spellid
|
|
if (respawnTime)
|
|
go->SetSpellId(1);
|
|
|
|
if (IsPlayer() || (IsCreature() && summonType == GO_SUMMON_TIMED_OR_CORPSE_DESPAWN)) //not sure how to handle this
|
|
ToUnit()->AddGameObject(go);
|
|
else
|
|
go->SetSpawnedByDefault(false);
|
|
|
|
map->AddToMap(go, checkTransport);
|
|
return go;
|
|
}
|
|
|
|
Creature* WorldObject::SummonTrigger(float x, float y, float z, float ang, uint32 duration, bool setLevel, CreatureAI * (*GetAI)(Creature*))
|
|
{
|
|
TempSummonType summonType = (duration == 0) ? TEMPSUMMON_DEAD_DESPAWN : TEMPSUMMON_TIMED_DESPAWN;
|
|
Creature* summon = SummonCreature(WORLD_TRIGGER, x, y, z, ang, summonType, duration);
|
|
if (!summon)
|
|
return nullptr;
|
|
|
|
//summon->SetName(GetName());
|
|
if (setLevel && (IsPlayer() || IsCreature()))
|
|
{
|
|
summon->SetFaction(((Unit*)this)->GetFaction());
|
|
summon->SetLevel(((Unit*)this)->GetLevel());
|
|
}
|
|
|
|
// Xinef: correctly set phase mask in case of gameobjects
|
|
summon->SetPhaseMask(GetPhaseMask(), false);
|
|
|
|
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<TempSummon*>* list /*= nullptr*/)
|
|
{
|
|
ASSERT((IsGameObject() || IsCreature()) && "Only GOs and creatures can summon npc groups!");
|
|
|
|
std::vector<TempSummonData> const* data = sObjectMgr->GetSummonGroup(GetEntry(), IsGameObject() ? SUMMONER_TYPE_GAMEOBJECT : SUMMONER_TYPE_CREATURE, group);
|
|
if (!data)
|
|
return;
|
|
|
|
for (std::vector<TempSummonData>::const_iterator itr = data->begin(); itr != data->end(); ++itr)
|
|
if (TempSummon* summon = SummonCreature(itr->entry, itr->pos, itr->type, itr->time))
|
|
if (list)
|
|
list->push_back(summon);
|
|
}
|
|
|
|
Creature* WorldObject::FindNearestCreature(uint32 entry, float range, bool alive) const
|
|
{
|
|
Creature* creature = nullptr;
|
|
Acore::NearestCreatureEntryWithLiveStateInObjectRangeCheck checker(*this, entry, alive, range);
|
|
Acore::CreatureLastSearcher<Acore::NearestCreatureEntryWithLiveStateInObjectRangeCheck> searcher(this, creature, checker);
|
|
Cell::VisitAllObjects(this, searcher, range);
|
|
return creature;
|
|
}
|
|
|
|
GameObject* WorldObject::FindNearestGameObject(uint32 entry, float range, bool onlySpawned /*= false*/) const
|
|
{
|
|
GameObject* go = nullptr;
|
|
Acore::NearestGameObjectEntryInObjectRangeCheck checker(*this, entry, range, onlySpawned);
|
|
Acore::GameObjectLastSearcher<Acore::NearestGameObjectEntryInObjectRangeCheck> searcher(this, go, checker);
|
|
Cell::VisitGridObjects(this, searcher, range);
|
|
return go;
|
|
}
|
|
|
|
GameObject* WorldObject::FindNearestGameObjectOfType(GameobjectTypes type, float range) const
|
|
{
|
|
GameObject* go = nullptr;
|
|
Acore::NearestGameObjectTypeInObjectRangeCheck checker(*this, type, range);
|
|
Acore::GameObjectLastSearcher<Acore::NearestGameObjectTypeInObjectRangeCheck> searcher(this, go, checker);
|
|
Cell::VisitGridObjects(this, searcher, range);
|
|
return go;
|
|
}
|
|
|
|
Player* WorldObject::SelectNearestPlayer(float distance) const
|
|
{
|
|
Player* target = nullptr;
|
|
|
|
Acore::NearestPlayerInObjectRangeCheck checker(this, distance);
|
|
Acore::PlayerLastSearcher<Acore::NearestPlayerInObjectRangeCheck> searcher(this, target, checker);
|
|
Cell::VisitWorldObjects(this, searcher, distance);
|
|
|
|
return target;
|
|
}
|
|
|
|
std::string WorldObject::GetDebugInfo() const
|
|
{
|
|
std::stringstream sstr;
|
|
sstr << WorldLocation::GetDebugInfo() << "\n"
|
|
<< Object::GetDebugInfo() << "\n"
|
|
<< "Name: " << GetName();
|
|
return sstr.str();
|
|
}
|
|
|
|
void WorldObject::GetGameObjectListWithEntryInGrid(std::list<GameObject*>& gameobjectList, uint32 entry, float maxSearchRange) const
|
|
{
|
|
Acore::AllGameObjectsWithEntryInRange check(this, entry, maxSearchRange);
|
|
Acore::GameObjectListSearcher<Acore::AllGameObjectsWithEntryInRange> searcher(this, gameobjectList, check);
|
|
Cell::VisitGridObjects(this, searcher, maxSearchRange);
|
|
}
|
|
|
|
void WorldObject::GetGameObjectListWithEntryInGrid(std::list<GameObject*>& gameobjectList, std::vector<uint32> const& entries, float maxSearchRange) const
|
|
{
|
|
Acore::AllGameObjectsMatchingOneEntryInRange check(this, entries, maxSearchRange);
|
|
Acore::GameObjectListSearcher searcher(this, gameobjectList, check);
|
|
Cell::VisitGridObjects(this, searcher, maxSearchRange);
|
|
}
|
|
|
|
void WorldObject::GetCreatureListWithEntryInGrid(std::list<Creature*>& creatureList, uint32 entry, float maxSearchRange) const
|
|
{
|
|
Acore::AllCreaturesOfEntryInRange check(this, entry, maxSearchRange);
|
|
Acore::CreatureListSearcher<Acore::AllCreaturesOfEntryInRange> searcher(this, creatureList, check);
|
|
Cell::VisitGridObjects(this, searcher, maxSearchRange);
|
|
}
|
|
|
|
void WorldObject::GetCreatureListWithEntryInGrid(std::list<Creature*>& creatureList, std::vector<uint32> const& entries, float maxSearchRange) const
|
|
{
|
|
Acore::AllCreaturesMatchingOneEntryInRange check(this, entries, maxSearchRange);
|
|
Acore::CreatureListSearcher searcher(this, creatureList, check);
|
|
Cell::VisitGridObjects(this, searcher, maxSearchRange);
|
|
}
|
|
|
|
void WorldObject::GetDeadCreatureListInGrid(std::list<Creature*>& creaturedeadList, float maxSearchRange, bool alive /*= false*/) const
|
|
{
|
|
Acore::AllDeadCreaturesInRange check(this, maxSearchRange, alive);
|
|
Acore::CreatureListSearcher<Acore::AllDeadCreaturesInRange> searcher(this, creaturedeadList, check);
|
|
Cell::VisitGridObjects(this, searcher, maxSearchRange);
|
|
}
|
|
|
|
/*
|
|
namespace Acore
|
|
{
|
|
class NearUsedPosDo
|
|
{
|
|
public:
|
|
NearUsedPosDo(WorldObject const& obj, WorldObject const* searcher, float angle, ObjectPosSelector& selector)
|
|
: i_object(obj), i_searcher(searcher), i_angle(angle), i_selector(selector) {}
|
|
|
|
void operator()(Corpse*) const {}
|
|
void operator()(DynamicObject*) const {}
|
|
|
|
void operator()(Creature* c) const
|
|
{
|
|
// skip self or target
|
|
if (c == i_searcher || c == &i_object)
|
|
return;
|
|
|
|
float x, y, z;
|
|
|
|
if (!c->IsAlive() || c->HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DISTRACTED) ||
|
|
!c->GetMotionMaster()->GetDestination(x, y, z))
|
|
{
|
|
x = c->GetPositionX();
|
|
y = c->GetPositionY();
|
|
}
|
|
|
|
add(c, x, y);
|
|
}
|
|
|
|
template<class T>
|
|
void operator()(T* u) const
|
|
{
|
|
// skip self or target
|
|
if (u == i_searcher || u == &i_object)
|
|
return;
|
|
|
|
float x, y;
|
|
|
|
x = u->GetPositionX();
|
|
y = u->GetPositionY();
|
|
|
|
add(u, x, y);
|
|
}
|
|
|
|
// we must add used pos that can fill places around center
|
|
void add(WorldObject* u, float x, float y) const
|
|
{
|
|
// u is too nearest/far away to i_object
|
|
if (!i_object.IsInRange2d(x, y, i_selector.m_dist - i_selector.m_size, i_selector.m_dist + i_selector.m_size))
|
|
return;
|
|
|
|
float angle = i_object.GetAngle(u)-i_angle;
|
|
|
|
// move angle to range -pi ... +pi
|
|
while (angle > M_PI)
|
|
angle -= 2.0f * M_PI;
|
|
while (angle < -M_PI)
|
|
angle += 2.0f * M_PI;
|
|
|
|
// dist include size of u
|
|
float dist2d = i_object.GetDistance2d(x, y);
|
|
i_selector.AddUsedPos(u->GetObjectSize(), angle, dist2d + i_object.GetObjectSize());
|
|
}
|
|
private:
|
|
WorldObject const& i_object;
|
|
WorldObject const* i_searcher;
|
|
float i_angle;
|
|
ObjectPosSelector& i_selector;
|
|
};
|
|
} // namespace Acore
|
|
*/
|
|
|
|
//===================================================================================================
|
|
|
|
void WorldObject::GetNearPoint2D(WorldObject const* searcher, float& x, float& y, float distance2d, float absAngle, Position const* startPos) 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->GetHoverHeight();
|
|
if (Unit const* searchUnit = searcher->ToUnit())
|
|
searcherHover = searchUnit->GetHoverHeight();
|
|
|
|
float hoverDelta = myHover - searcherHover;
|
|
if (hoverDelta != 0.0f)
|
|
effectiveReach = std::sqrt(std::max(effectiveReach * effectiveReach - hoverDelta * hoverDelta, 0.0f));
|
|
}
|
|
}
|
|
|
|
float positionX = startPos ? startPos->GetPositionX() : GetPositionX();
|
|
float positionY = startPos ? startPos->GetPositionY() : GetPositionY();
|
|
|
|
x = positionX + (effectiveReach + distance2d) * std::cos(absAngle);
|
|
y = positionY + (effectiveReach + distance2d) * std::sin(absAngle);
|
|
|
|
Acore::NormalizeMapCoord(x);
|
|
Acore::NormalizeMapCoord(y);
|
|
}
|
|
|
|
void WorldObject::GetNearPoint2D(float& x, float& y, float distance2d, float absAngle, Position const* startPos) const
|
|
{
|
|
GetNearPoint2D(nullptr, x, y, distance2d, absAngle, startPos);
|
|
}
|
|
|
|
void WorldObject::GetNearPoint(WorldObject const* searcher, float& x, float& y, float& z, float searcher_size, float distance2d, float absAngle, float controlZ, Position const* startPos) const
|
|
{
|
|
GetNearPoint2D(x, y, distance2d + searcher_size, absAngle, startPos);
|
|
z = GetPositionZ();
|
|
|
|
if (searcher)
|
|
{
|
|
if (Unit const* unit = searcher->ToUnit(); Unit const* target = ToUnit())
|
|
{
|
|
if (unit && target && unit->IsInWater() && target->IsInWater())
|
|
{
|
|
// if the searcher is in water
|
|
// we have no ground so we can
|
|
// set the target height to the
|
|
// z-coord to keep the searcher
|
|
// at the correct height (face to face)
|
|
z += GetCollisionHeight() - unit->GetCollisionHeight();
|
|
}
|
|
}
|
|
searcher->UpdateAllowedPositionZ(x, y, z);
|
|
}
|
|
else
|
|
{
|
|
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 (!controlZ && 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(x, y, distance2d + searcher_size, absAngle + angle, startPos);
|
|
z = GetPositionZ();
|
|
UpdateAllowedPositionZ(x, y, z);
|
|
if (controlZ && fabsf(GetPositionZ() - z) > controlZ)
|
|
continue;
|
|
|
|
if (IsWithinLOS(x, y, z))
|
|
return;
|
|
}
|
|
|
|
// still not in LoS, give up and return first position found
|
|
if (startPos)
|
|
{
|
|
x = searcher->GetPositionX();
|
|
y = searcher->GetPositionY();
|
|
z = searcher->GetPositionZ();
|
|
}
|
|
else
|
|
{
|
|
x = first_x;
|
|
y = first_y;
|
|
z = first_z;
|
|
}
|
|
}
|
|
|
|
void WorldObject::GetVoidClosePoint(float& x, float& y, float& z, float size, float distance2d /*= 0*/, float relAngle /*= 0*/, float controlZ /*= 0*/) const
|
|
{
|
|
// angle calculated from current orientation
|
|
GetNearPoint(nullptr, x, y, z, size, distance2d, GetOrientation() + relAngle, controlZ);
|
|
}
|
|
|
|
bool WorldObject::GetClosePoint(float& x, float& y, float& z, float size, float distance2d, float angle, WorldObject const* forWho, bool force) const
|
|
{
|
|
// angle calculated from current orientation
|
|
GetNearPoint(forWho, x, y, z, size, distance2d, GetOrientation() + angle);
|
|
|
|
if (std::fabs(this->GetPositionZ() - z) > 3.0f || !IsWithinLOS(x, y, z))
|
|
{
|
|
x = this->GetPositionX();
|
|
y = this->GetPositionY();
|
|
z = this->GetPositionZ();
|
|
if (forWho)
|
|
if (Unit const* u = forWho->ToUnit())
|
|
u->UpdateAllowedPositionZ(x, y, z);
|
|
}
|
|
float maxDist = GetObjectSize() + size + distance2d + 1.0f;
|
|
if (GetExactDistSq(x, y, z) >= maxDist * maxDist)
|
|
{
|
|
if (force)
|
|
{
|
|
x = this->GetPositionX();
|
|
y = this->GetPositionY();
|
|
z = this->GetPositionZ();
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
Position WorldObject::GetNearPosition(float dist, float angle)
|
|
{
|
|
Position pos = GetPosition();
|
|
MovePosition(pos, dist, angle);
|
|
return pos;
|
|
}
|
|
|
|
Position WorldObject::GetRandomNearPosition(float radius)
|
|
{
|
|
Position pos = GetPosition();
|
|
MovePosition(pos, radius * (float) rand_norm(), (float) rand_norm() * static_cast<float>(2 * M_PI));
|
|
return pos;
|
|
}
|
|
|
|
void WorldObject::GetContactPoint(WorldObject const* obj, float& x, float& y, float& z, float distance2d) const
|
|
{
|
|
// angle to face `obj` to `this` using distance includes size of `obj`
|
|
GetNearPoint(obj, x, y, z, obj->GetObjectSize(), distance2d, GetAngle(obj));
|
|
|
|
// Exclude gameobjects from LoS calculations
|
|
if (std::fabs(this->GetPositionZ() - z) > 3.0f || (!IsGameObject() && !IsWithinLOS(x, y, z)))
|
|
{
|
|
x = this->GetPositionX();
|
|
y = this->GetPositionY();
|
|
z = this->GetPositionZ();
|
|
obj->UpdateAllowedPositionZ(x, y, z);
|
|
}
|
|
}
|
|
|
|
void WorldObject::GetChargeContactPoint(WorldObject const* obj, float& x, float& y, float& z, float distance2d) const
|
|
{
|
|
// angle to face `obj` to `this` using distance includes size of `obj`
|
|
GetNearPoint(obj, x, y, z, obj->GetObjectSize(), distance2d, GetAngle(obj));
|
|
|
|
if (std::fabs(this->GetPositionZ() - z) > 3.0f || !IsWithinLOS(x, y, z))
|
|
{
|
|
x = this->GetPositionX();
|
|
y = this->GetPositionY();
|
|
z = this->GetPositionZ();
|
|
obj->UpdateGroundPositionZ(x, y, z);
|
|
}
|
|
}
|
|
|
|
[[nodiscard]] float WorldObject::GetObjectSize() const
|
|
{
|
|
return (m_valuesCount > UNIT_FIELD_COMBATREACH) ? m_floatValues[UNIT_FIELD_COMBATREACH] : DEFAULT_WORLD_OBJECT_SIZE * GetObjectScale();
|
|
}
|
|
|
|
void WorldObject::MovePosition(Position& pos, float dist, float angle)
|
|
{
|
|
angle += GetOrientation();
|
|
float destx, desty, destz, ground, floor;
|
|
destx = pos.m_positionX + dist * cos(angle);
|
|
desty = pos.m_positionY + dist * std::sin(angle);
|
|
|
|
// Prevent invalid coordinates here, position is unchanged
|
|
if (!Acore::IsValidMapCoord(destx, desty))
|
|
{
|
|
LOG_FATAL("entities.object", "WorldObject::MovePosition invalid coordinates X: {} and Y: {} were passed!", 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) > 6.0f)
|
|
{
|
|
destx -= step * cos(angle);
|
|
desty -= step * std::sin(angle);
|
|
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;
|
|
}
|
|
// we have correct destz now
|
|
else
|
|
{
|
|
pos.Relocate(destx, desty, destz);
|
|
break;
|
|
}
|
|
}
|
|
|
|
Acore::NormalizeMapCoord(pos.m_positionX);
|
|
Acore::NormalizeMapCoord(pos.m_positionY);
|
|
UpdateGroundPositionZ(pos.m_positionX, pos.m_positionY, pos.m_positionZ);
|
|
pos.SetOrientation(GetOrientation());
|
|
}
|
|
|
|
Position WorldObject::GetFirstCollisionPosition(float startX, float startY, float startZ, float destX, float destY)
|
|
{
|
|
auto dx = destX - startX;
|
|
auto dy = destY - startY;
|
|
|
|
auto ang = std::atan2(dy, dx);
|
|
ang = (ang >= 0) ? ang : 2 * M_PI + ang;
|
|
Position pos = Position(startX, startY, startZ, ang);
|
|
|
|
auto distance = pos.GetExactDist2d(destX,destY);
|
|
|
|
MovePositionToFirstCollision(pos, distance, ang);
|
|
return pos;
|
|
}
|
|
|
|
Position WorldObject::GetFirstCollisionPosition(float destX, float destY, float destZ)
|
|
{
|
|
Position pos = GetPosition();
|
|
auto distance = GetExactDistSq(destX,destY,destZ);
|
|
|
|
auto dx = destX - pos.GetPositionX();
|
|
auto dy = destY - pos.GetPositionY();
|
|
|
|
auto ang = std::atan2(dy, dx);
|
|
ang = (ang >= 0) ? ang : 2 * M_PI + ang;
|
|
|
|
MovePositionToFirstCollision(pos, distance, ang);
|
|
return pos;
|
|
}
|
|
|
|
Position WorldObject::GetFirstCollisionPosition(float dist, float angle)
|
|
{
|
|
Position pos = GetPosition();
|
|
MovePositionToFirstCollision(pos, dist, angle);
|
|
return pos;
|
|
}
|
|
|
|
void WorldObject::MovePositionToFirstCollision(Position& pos, float dist, float angle)
|
|
{
|
|
angle += GetOrientation();
|
|
float destx, desty, destz;
|
|
destx = pos.m_positionX + dist * cos(angle);
|
|
desty = pos.m_positionY + dist * std::sin(angle);
|
|
destz = pos.m_positionZ;
|
|
|
|
if (!GetMap()->CheckCollisionAndGetValidCoords(this, pos.m_positionX, pos.m_positionY, pos.m_positionZ, destx, desty, destz, false))
|
|
return;
|
|
|
|
pos.SetOrientation(GetOrientation());
|
|
pos.Relocate(destx, desty, destz);
|
|
}
|
|
|
|
void WorldObject::SetPhaseMask(uint32 newPhaseMask, bool update)
|
|
{
|
|
sScriptMgr->OnBeforeWorldObjectSetPhaseMask(this, m_phaseMask, newPhaseMask, m_useCombinedPhases, update);
|
|
m_phaseMask = newPhaseMask;
|
|
|
|
if (update && IsInWorld())
|
|
UpdateObjectVisibility();
|
|
}
|
|
|
|
void WorldObject::PlayDistanceSound(uint32 sound_id, Player* target /*= nullptr*/)
|
|
{
|
|
if (target)
|
|
target->SendDirectMessage(WorldPackets::Misc::PlayObjectSound(GetGUID(), sound_id).Write());
|
|
else
|
|
SendMessageToSet(WorldPackets::Misc::PlayObjectSound(GetGUID(), sound_id).Write(), true);
|
|
}
|
|
|
|
void WorldObject::PlayDirectSound(uint32 sound_id, Player* target /*= nullptr*/)
|
|
{
|
|
if (target)
|
|
target->SendDirectMessage(WorldPackets::Misc::Playsound(sound_id).Write());
|
|
else
|
|
SendMessageToSet(WorldPackets::Misc::Playsound(sound_id).Write(), true);
|
|
}
|
|
|
|
void WorldObject::PlayRadiusSound(uint32 sound_id, float radius)
|
|
{
|
|
std::list<Player*> targets;
|
|
Acore::AnyPlayerInObjectRangeCheck check(this, radius, false);
|
|
Acore::PlayerListSearcher<Acore::AnyPlayerInObjectRangeCheck> searcher(this, targets, check);
|
|
Cell::VisitWorldObjects(this, searcher, radius);
|
|
|
|
for (Player* player : targets)
|
|
{
|
|
if (player)
|
|
{
|
|
player->SendDirectMessage(WorldPackets::Misc::Playsound(sound_id).Write());
|
|
}
|
|
}
|
|
}
|
|
|
|
void WorldObject::PlayDirectMusic(uint32 music_id, Player* target /*= nullptr*/)
|
|
{
|
|
if (target)
|
|
{
|
|
target->SendDirectMessage(WorldPackets::Misc::PlayMusic(music_id).Write());
|
|
}
|
|
else
|
|
{
|
|
SendMessageToSet(WorldPackets::Misc::PlayMusic(music_id).Write(), true);
|
|
}
|
|
}
|
|
|
|
void WorldObject::PlayRadiusMusic(uint32 music_id, float radius)
|
|
{
|
|
std::list<Player*> targets;
|
|
Acore::AnyPlayerInObjectRangeCheck check(this, radius, false);
|
|
Acore::PlayerListSearcher<Acore::AnyPlayerInObjectRangeCheck> searcher(this, targets, check);
|
|
Cell::VisitWorldObjects(this, searcher, radius);
|
|
|
|
for (Player* player : targets)
|
|
{
|
|
if (player)
|
|
{
|
|
player->SendDirectMessage(WorldPackets::Misc::PlayMusic(music_id).Write());
|
|
}
|
|
}
|
|
}
|
|
|
|
void WorldObject::DestroyForNearbyPlayers()
|
|
{
|
|
if (!IsInWorld())
|
|
return;
|
|
|
|
std::list<Player*> targets;
|
|
Acore::AnyPlayerInObjectRangeCheck check(this, GetVisibilityRange() + VISIBILITY_COMPENSATION, false);
|
|
Acore::PlayerListSearcherWithSharedVision<Acore::AnyPlayerInObjectRangeCheck> searcher(this, targets, check);
|
|
Cell::VisitWorldObjects(this, searcher, GetVisibilityRange());
|
|
for (std::list<Player*>::const_iterator iter = targets.begin(); iter != targets.end(); ++iter)
|
|
{
|
|
Player* player = (*iter);
|
|
|
|
if (player == this)
|
|
continue;
|
|
|
|
if (!player->HaveAtClient(this))
|
|
continue;
|
|
|
|
if (IsUnit() && ((Unit*)this)->GetCharmerGUID() == player->GetGUID()) /// @todo: this is for puppet
|
|
continue;
|
|
|
|
DestroyForPlayer(player);
|
|
player->m_clientGUIDs.erase(GetGUID());
|
|
}
|
|
}
|
|
|
|
void WorldObject::UpdateObjectVisibility(bool /*forced*/, bool /*fromUpdate*/)
|
|
{
|
|
//updates object's visibility for nearby players
|
|
Acore::VisibleChangesNotifier notifier(*this);
|
|
Cell::VisitWorldObjects(this, notifier, GetVisibilityRange());
|
|
}
|
|
|
|
void WorldObject::AddToNotify(uint16 f)
|
|
{
|
|
if (!(m_notifyflags & f))
|
|
if (Unit* u = ToUnit())
|
|
{
|
|
if (f & NOTIFY_VISIBILITY_CHANGED)
|
|
{
|
|
uint32 EVENT_VISIBILITY_DELAY = u->FindMap() ? DynamicVisibilityMgr::GetVisibilityNotifyDelay(u->FindMap()->GetEntry()->map_type) : 1000;
|
|
|
|
uint32 diff = getMSTimeDiff(u->m_last_notify_mstime, GameTime::GetGameTimeMS().count());
|
|
if (diff >= EVENT_VISIBILITY_DELAY / 2)
|
|
EVENT_VISIBILITY_DELAY /= 2;
|
|
else
|
|
EVENT_VISIBILITY_DELAY -= diff;
|
|
u->m_delayed_unit_relocation_timer = EVENT_VISIBILITY_DELAY;
|
|
u->m_last_notify_mstime = GameTime::GetGameTimeMS().count() + EVENT_VISIBILITY_DELAY - 1;
|
|
}
|
|
else if (f & NOTIFY_AI_RELOCATION)
|
|
{
|
|
u->m_delayed_unit_ai_notify_timer = u->FindMap() ? DynamicVisibilityMgr::GetAINotifyDelay(u->FindMap()->GetEntry()->map_type) : 500;
|
|
}
|
|
|
|
m_notifyflags |= f;
|
|
}
|
|
}
|
|
|
|
struct WorldObjectChangeAccumulator
|
|
{
|
|
UpdateDataMapType& i_updateDatas;
|
|
UpdatePlayerSet& i_playerSet;
|
|
WorldObject& i_object;
|
|
WorldObjectChangeAccumulator(WorldObject& obj, UpdateDataMapType& d, UpdatePlayerSet& p) : i_updateDatas(d), i_playerSet(p), i_object(obj)
|
|
{
|
|
i_playerSet.clear();
|
|
}
|
|
void Visit(PlayerMapType& m)
|
|
{
|
|
Player* source = nullptr;
|
|
for (PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
|
|
{
|
|
source = iter->GetSource();
|
|
|
|
BuildPacket(source);
|
|
|
|
if (source->HasSharedVision())
|
|
{
|
|
SharedVisionList::const_iterator it = source->GetSharedVisionList().begin();
|
|
for (; it != source->GetSharedVisionList().end(); ++it)
|
|
BuildPacket(*it);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Visit(CreatureMapType& m)
|
|
{
|
|
Creature* source = nullptr;
|
|
for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
|
|
{
|
|
source = iter->GetSource();
|
|
if (source->HasSharedVision())
|
|
{
|
|
SharedVisionList::const_iterator it = source->GetSharedVisionList().begin();
|
|
for (; it != source->GetSharedVisionList().end(); ++it)
|
|
BuildPacket(*it);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Visit(DynamicObjectMapType& m)
|
|
{
|
|
DynamicObject* source = nullptr;
|
|
for (DynamicObjectMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
|
|
{
|
|
source = iter->GetSource();
|
|
ObjectGuid guid = source->GetCasterGUID();
|
|
|
|
if (guid)
|
|
{
|
|
//Caster may be nullptr if DynObj is in removelist
|
|
if (Player* caster = ObjectAccessor::FindPlayer(guid))
|
|
if (caster->GetGuidValue(PLAYER_FARSIGHT) == source->GetGUID())
|
|
BuildPacket(caster);
|
|
}
|
|
}
|
|
}
|
|
|
|
void BuildPacket(Player* player)
|
|
{
|
|
// Only send update once to a player
|
|
if (i_playerSet.find(player->GetGUID()) == i_playerSet.end() && player->HaveAtClient(&i_object))
|
|
{
|
|
i_object.BuildFieldsUpdate(player, i_updateDatas);
|
|
i_playerSet.insert(player->GetGUID());
|
|
}
|
|
}
|
|
|
|
template<class SKIP> void Visit(GridRefMgr<SKIP>&) {}
|
|
};
|
|
|
|
void WorldObject::BuildUpdate(UpdateDataMapType& data_map, UpdatePlayerSet& player_set)
|
|
{
|
|
WorldObjectChangeAccumulator notifier(*this, data_map, player_set);
|
|
//we must build packets for all visible players
|
|
Cell::VisitWorldObjects(this, notifier, GetVisibilityRange());
|
|
|
|
ClearUpdateMask(false);
|
|
}
|
|
|
|
void WorldObject::GetCreaturesWithEntryInRange(std::list<Creature*>& creatureList, float radius, uint32 entry)
|
|
{
|
|
Acore::AllCreaturesOfEntryInRange check(this, entry, radius);
|
|
Acore::CreatureListSearcher<Acore::AllCreaturesOfEntryInRange> searcher(this, creatureList, check);
|
|
Cell::VisitAllObjects(this, searcher, radius);
|
|
}
|
|
|
|
void WorldObject::AddToObjectUpdate()
|
|
{
|
|
GetMap()->AddUpdateObject(this);
|
|
}
|
|
|
|
void WorldObject::RemoveFromObjectUpdate()
|
|
{
|
|
GetMap()->RemoveUpdateObject(this);
|
|
}
|
|
|
|
ObjectGuid WorldObject::GetTransGUID() const
|
|
{
|
|
if (GetTransport())
|
|
return GetTransport()->GetGUID();
|
|
|
|
return ObjectGuid::Empty;
|
|
}
|
|
|
|
float WorldObject::GetMapHeight(float x, float y, float z, bool vmap/* = true*/, float distanceToSearch/* = DEFAULT_HEIGHT_SEARCH*/) const
|
|
{
|
|
if (z != MAX_HEIGHT)
|
|
z += std::max(GetCollisionHeight(), Z_OFFSET_FIND_HEIGHT);
|
|
|
|
return GetMap()->GetHeight(GetPhaseMask(), x, y, z, vmap, distanceToSearch);
|
|
}
|
|
|
|
float WorldObject::GetMapWaterOrGroundLevel(float x, float y, float z, float* ground/* = nullptr*/) const
|
|
{
|
|
return GetMap()->GetWaterOrGroundLevel(GetPhaseMask(), x, y, z, ground,
|
|
IsUnit() ? !static_cast<Unit const*>(this)->HasWaterWalkAura() : false,
|
|
std::max(GetCollisionHeight(), Z_OFFSET_FIND_HEIGHT));
|
|
}
|
|
|
|
float WorldObject::GetFloorZ() const
|
|
{
|
|
if (_updatePositionData)
|
|
const_cast<WorldObject*>(this)->UpdatePositionData();
|
|
|
|
if (!IsInWorld())
|
|
return _floorZ;
|
|
|
|
return std::max<float>(_floorZ, GetMap()->GetGameObjectFloor(GetPhaseMask(), GetPositionX(), GetPositionY(), GetPositionZ() + std::max(GetCollisionHeight(), Z_OFFSET_FIND_HEIGHT)));
|
|
}
|
|
|
|
uint32 WorldObject::GetZoneId() const
|
|
{
|
|
if (_updatePositionData)
|
|
const_cast<WorldObject*>(this)->UpdatePositionData();
|
|
|
|
return _zoneId;
|
|
}
|
|
|
|
uint32 WorldObject::GetAreaId() const
|
|
{
|
|
if (_updatePositionData)
|
|
const_cast<WorldObject*>(this)->UpdatePositionData();
|
|
|
|
return _areaId;
|
|
}
|
|
|
|
void WorldObject::GetZoneAndAreaId(uint32& zoneid, uint32& areaid) const
|
|
{
|
|
if (_updatePositionData)
|
|
const_cast<WorldObject*>(this)->UpdatePositionData();
|
|
|
|
zoneid = _zoneId;
|
|
areaid = _areaId;
|
|
}
|
|
|
|
bool WorldObject::IsOutdoors() const
|
|
{
|
|
if (_updatePositionData)
|
|
const_cast<WorldObject*>(this)->UpdatePositionData();
|
|
|
|
return _outdoors;
|
|
}
|
|
|
|
LiquidData const& WorldObject::GetLiquidData() const
|
|
{
|
|
if (_updatePositionData)
|
|
const_cast<WorldObject*>(this)->UpdatePositionData();
|
|
|
|
return _liquidData;
|
|
}
|
|
|
|
void WorldObject::AddAllowedLooter(ObjectGuid guid)
|
|
{
|
|
_allowedLooters.insert(guid);
|
|
}
|
|
|
|
void WorldObject::SetAllowedLooters(GuidUnorderedSet const looters)
|
|
{
|
|
_allowedLooters = looters;
|
|
}
|
|
|
|
void WorldObject::ResetAllowedLooters()
|
|
{
|
|
_allowedLooters.clear();
|
|
}
|
|
|
|
bool WorldObject::HasAllowedLooter(ObjectGuid guid) const
|
|
{
|
|
if (_allowedLooters.empty())
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return _allowedLooters.find(guid) != _allowedLooters.end();
|
|
}
|
|
|
|
GuidUnorderedSet const& WorldObject::GetAllowedLooters() const
|
|
{
|
|
return _allowedLooters;
|
|
}
|
|
|
|
void WorldObject::RemoveAllowedLooter(ObjectGuid guid)
|
|
{
|
|
_allowedLooters.erase(guid);
|
|
}
|
|
|
|
bool WorldObject::IsUpdateNeeded()
|
|
{
|
|
if (isActiveObject())
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
bool WorldObject::CanBeAddedToMapUpdateList()
|
|
{
|
|
switch (GetTypeId())
|
|
{
|
|
case TYPEID_UNIT:
|
|
return IsCreature();
|
|
case TYPEID_DYNAMICOBJECT:
|
|
case TYPEID_GAMEOBJECT:
|
|
return true;
|
|
default:
|
|
return false;
|
|
}
|
|
|
|
return false;
|
|
}
|