/* * This file is part of the TrinityCore Project. See AUTHORS file for Copyright information * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at your * option) any later version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for * more details. * * You should have received a copy of the GNU General Public License along * with this program. If not, see . */ #include "Object.h" #include "BattlefieldMgr.h" #include "Battleground.h" #include "CellImpl.h" #include "Chat.h" #include "CinematicMgr.h" #include "Common.h" #include "Creature.h" #include "DBCStores.h" #include "DynamicTree.h" #include "G3DPosition.hpp" #include "GameTime.h" #include "GridNotifiers.h" #include "GridNotifiersImpl.h" #include "Group.h" #include "Item.h" #include "Log.h" #include "MapManager.h" #include "MiscPackets.h" #include "MovementPacketBuilder.h" #include "ObjectAccessor.h" #include "ObjectMgr.h" #include "Opcodes.h" #include "OutdoorPvPMgr.h" #include "PhasingHandler.h" #include "PathGenerator.h" #include "Player.h" #include "ReputationMgr.h" #include "SpellAuraEffects.h" #include "SpellDefines.h" #include "SpellMgr.h" #include "TemporarySummon.h" #include "Totem.h" #include "Transport.h" #include "Unit.h" #include "UpdateData.h" #include "UpdateFieldFlags.h" #include "UpdateMask.h" #include "Util.h" #include "Vehicle.h" #include "VMapFactory.h" #include "VMapManager2.h" #include "WaypointMovementGenerator.h" #include "World.h" #include "WorldPacket.h" constexpr float VisibilityDistances[AsUnderlyingType(VisibilityDistanceType::Max)] = { DEFAULT_VISIBILITY_DISTANCE, VISIBILITY_DISTANCE_TINY, VISIBILITY_DISTANCE_SMALL, VISIBILITY_DISTANCE_LARGE, VISIBILITY_DISTANCE_GIGANTIC, MAX_VISIBILITY_DISTANCE }; Object::Object() : m_PackGUID(sizeof(uint64)+1) { m_objectTypeId = TYPEID_OBJECT; m_objectType = TYPEMASK_OBJECT; m_updateFlag = UPDATEFLAG_NONE; m_uint32Values = nullptr; m_valuesCount = 0; _fieldNotifyFlags = UF_FLAG_DYNAMIC; m_inWorld = false; m_isNewObject = false; m_isDestroyedObject = false; m_objectUpdated = false; } WorldObject::~WorldObject() { // this may happen because there are many !create/delete if (IsWorldObject() && m_currMap) { if (GetTypeId() == TYPEID_CORPSE) { TC_LOG_FATAL("misc", "WorldObject::~WorldObject Corpse Type: %d (%s) deleted but still in map!!", ToCorpse()->GetType(), GetGUID().ToString().c_str()); ABORT(); } ResetMap(); } } Object::~Object() { if (IsInWorld()) { TC_LOG_FATAL("misc", "Object::~Object %s deleted but still in world!!", GetGUID().ToString().c_str()); if (isType(TYPEMASK_ITEM)) TC_LOG_FATAL("misc", "Item slot %u", ((Item*)this)->GetSlot()); ABORT(); } if (m_objectUpdated) { TC_LOG_FATAL("misc", "Object::~Object %s deleted but still in update list!!", GetGUID().ToString().c_str()); ABORT(); } delete [] m_uint32Values; m_uint32Values = nullptr; } void Object::_InitValues() { m_uint32Values = new uint32[m_valuesCount]; memset(m_uint32Values, 0, m_valuesCount*sizeof(uint32)); _changesMask.SetCount(m_valuesCount); m_objectUpdated = false; } void Object::_Create(ObjectGuid::LowType guidlow, uint32 entry, HighGuid guidhigh) { if (!m_uint32Values) _InitValues(); ObjectGuid guid(guidhigh, entry, guidlow); SetGuidValue(OBJECT_FIELD_GUID, guid); SetUInt16Value(OBJECT_FIELD_TYPE, 0, m_objectType); m_PackGUID.Set(guid); } std::string Object::_ConcatFields(uint16 startIndex, uint16 size) const { std::ostringstream ss; for (uint16 index = 0; index < size; ++index) ss << GetUInt32Value(index + startIndex) << ' '; return ss.str(); } void Object::AddToWorld() { if (m_inWorld) return; ASSERT(m_uint32Values); m_inWorld = true; // synchronize values mirror with values array (changes will send in updatecreate opcode any way ASSERT(!m_objectUpdated); ClearUpdateMask(false); } void Object::RemoveFromWorld() { if (!m_inWorld) return; m_inWorld = false; // if we remove from world then sending changes not required ClearUpdateMask(true); } void Object::BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) const { if (!target) return; uint8 updateType = m_isNewObject ? UPDATETYPE_CREATE_OBJECT2 : UPDATETYPE_CREATE_OBJECT; uint32 flags = m_updateFlag; /** lower flag1 **/ if (target == this) // building packet for yourself flags |= UPDATEFLAG_SELF; if (WorldObject const* worldObject = dynamic_cast(this)) { if (!(flags & UPDATEFLAG_LIVING)) if (!worldObject->m_movementInfo.transport.guid.IsEmpty()) flags |= UPDATEFLAG_STATIONARY_POSITION; if (worldObject->GetAIAnimKitId() || worldObject->GetMovementAnimKitId() || worldObject->GetMeleeAnimKitId()) flags |= UPDATEFLAG_ANIMKITS; if (!worldObject->m_movementInfo.transport.guid.IsEmpty() && (ToGameObject() || ToDynObject())) flags |= UPDATEFLAG_GO_TRANSPORT_POSITION; } if (Unit const* unit = ToUnit()) { if (unit->GetVictim()) flags |= UPDATEFLAG_HAS_TARGET; if (unit->HasUnitMovementFlag(MOVEMENTFLAG_HOVER)) flags |= UPDATEFLAG_PLAY_HOVER_ANIM; } ByteBuffer buf(500); buf << uint8(updateType); buf << GetPackGUID(); buf << uint8(m_objectTypeId); BuildMovementUpdate(&buf, flags); BuildValuesUpdate(updateType, &buf, target); data->AddUpdateBlock(buf); } void Object::SendUpdateToPlayer(Player* player) { // send create update to player UpdateData upd(player->GetMapId()); WorldPacket packet; if (player->HaveAtClient(this)) BuildValuesUpdateBlockForPlayer(&upd, player); else BuildCreateUpdateBlockForPlayer(&upd, player); upd.BuildPacket(&packet); player->SendDirectMessage(&packet); } void Object::SendUpdateToSet() { if (Unit* unit = ToUnit()) { std::list players; unit->GetPlayerListInGrid(players, unit->GetVisibilityRange()); for (auto itr = players.begin(); itr != players.end(); itr++) { UpdateData upd((*itr)->GetMapId()); WorldPacket packet; if ((*itr)->HaveAtClient(this)) BuildValuesUpdateBlockForPlayer(&upd, (*itr)); upd.BuildPacket(&packet); (*itr)->GetSession()->SendPacket(&packet); } } } void Object::BuildValuesUpdateBlockForPlayer(UpdateData* data, Player* target) const { ByteBuffer buf(500); buf << uint8(UPDATETYPE_VALUES); buf << GetPackGUID(); BuildValuesUpdate(UPDATETYPE_VALUES, &buf, target); data->AddUpdateBlock(buf); } void Object::BuildOutOfRangeUpdateBlock(UpdateData* data) const { data->AddOutOfRangeGUID(GetGUID()); } void Object::DestroyForPlayer(Player* target, bool isDead /*= false*/) const { ASSERT(target); WorldPackets::Misc::DestroyObject packet; packet.Guid = GetGUID(); //! If the following bool is true, the client will call "void CGUnit_C::OnDeath()" for this object. //! OnDeath() does for eg trigger death animation and interrupts certain spells/missiles/auras/sounds... packet.IsDead = isDead; target->SendDirectMessage(packet.Write()); } void Object::SendOutOfRangeForPlayer(Player* target) const { ASSERT(target); UpdateData updateData(target->GetMapId()); BuildOutOfRangeUpdateBlock(&updateData); WorldPacket packet; updateData.BuildPacket(&packet); target->SendDirectMessage(&packet); } int32 Object::GetInt32Value(uint16 index) const { ASSERT(index < m_valuesCount || PrintIndexError(index, false)); return m_int32Values[index]; } uint32 Object::GetUInt32Value(uint16 index) const { ASSERT(index < m_valuesCount || PrintIndexError(index, false)); return m_uint32Values[index]; } uint64 Object::GetUInt64Value(uint16 index) const { ASSERT(index + 1 < m_valuesCount || PrintIndexError(index, false)); return *((uint64*)&(m_uint32Values[index])); } float Object::GetFloatValue(uint16 index) const { ASSERT(index < m_valuesCount || PrintIndexError(index, false)); return m_floatValues[index]; } uint8 Object::GetByteValue(uint16 index, uint8 offset) const { ASSERT(index < m_valuesCount || PrintIndexError(index, false)); ASSERT(offset < 4); return *(((uint8*)&m_uint32Values[index])+offset); } uint16 Object::GetUInt16Value(uint16 index, uint8 offset) const { ASSERT(index < m_valuesCount || PrintIndexError(index, false)); ASSERT(offset < 2); return *(((uint16*)&m_uint32Values[index])+offset); } ObjectGuid Object::GetGuidValue(uint16 index) const { ASSERT(index + 1 < m_valuesCount || PrintIndexError(index, false)); return *((ObjectGuid*)&(m_uint32Values[index])); } void Object::BuildMovementUpdate(ByteBuffer* data, uint32 flags) const { Unit const* self = nullptr; ObjectGuid guid = GetGUID(); uint32 movementFlags = 0; uint16 movementFlagsExtra = 0; bool hasTransportTime2 = false; bool hasVehicleId = false; bool hasFallDirection = false; bool hasFallData = false; bool hasPitch = false; bool hasSpline = false; bool hasSplineElevation = false; bool hasAIAnimKit = false; bool hasMovementAnimKit = false; bool hasMeleeAnimKit = false; std::vector const* PauseTimes = nullptr; if (GameObject const* go = ToGameObject()) PauseTimes = go->GetPauseTimes(); // Bit content data->WriteBit(flags & UPDATEFLAG_PLAY_HOVER_ANIM); data->WriteBit(flags & UPDATEFLAG_SUPPRESSED_GREETINGS); data->WriteBit(flags & UPDATEFLAG_ROTATION); data->WriteBit(flags & UPDATEFLAG_ANIMKITS); data->WriteBit(flags & UPDATEFLAG_HAS_TARGET); data->WriteBit(flags & UPDATEFLAG_SELF); data->WriteBit(flags & UPDATEFLAG_VEHICLE); data->WriteBit(flags & UPDATEFLAG_LIVING); data->WriteBits(PauseTimes ? PauseTimes->size() : 0, 24); data->WriteBit(flags & UPDATEFLAG_NO_BIRTH_ANIM); data->WriteBit(flags & UPDATEFLAG_GO_TRANSPORT_POSITION); data->WriteBit(flags & UPDATEFLAG_STATIONARY_POSITION); data->WriteBit(flags & UPDATEFLAG_AREATRIGGER); data->WriteBit(flags & UPDATEFLAG_ENABLE_PORTALS); data->WriteBit(flags & UPDATEFLAG_TRANSPORT); if (flags & UPDATEFLAG_LIVING) { self = ToUnit(); movementFlags = self->m_movementInfo.GetMovementFlags(); movementFlagsExtra = self->m_movementInfo.GetExtraMovementFlags(); hasSpline = self->IsSplineEnabled(); hasTransportTime2 = self->m_movementInfo.transport.guid != 0 && self->m_movementInfo.transport.time2 != 0; hasVehicleId = false; hasPitch = self->HasUnitMovementFlag(MovementFlags(MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_FLYING)) || self->HasExtraUnitMovementFlag(MOVEMENTFLAG2_ALWAYS_ALLOW_PITCHING); hasFallDirection = self->HasUnitMovementFlag(MOVEMENTFLAG_FALLING); hasFallData = hasFallDirection || self->m_movementInfo.jump.fallTime != 0; hasSplineElevation = self->HasUnitMovementFlag(MOVEMENTFLAG_SPLINE_ELEVATION); if (GetTypeId() == TYPEID_UNIT) movementFlags &= MOVEMENTFLAG_MASK_CREATURE_ALLOWED; data->WriteBit(!movementFlags); // !Has MoveFlags0 data->WriteBit(G3D::fuzzyEq(self->GetOrientation(), 0.0f)); // Has Orientation data->WriteBit(guid[7]); data->WriteBit(guid[3]); data->WriteBit(guid[2]); if (movementFlags) data->WriteBits(movementFlags, 30); data->WriteBit(hasSpline && !self->IsPlayer()); // !Has player spline data data->WriteBit(!hasPitch); // !Has pitch data->WriteBit(hasSpline); // Has spline data (independent) data->WriteBit(hasFallData); // Has fall data data->WriteBit(!hasSplineElevation); // !Has spline elevation data->WriteBit(guid[5]); data->WriteBit(!self->m_movementInfo.transport.guid.IsEmpty()); // Has transport data data->WriteBit(0); // !HasTime if (!self->m_movementInfo.transport.guid.IsEmpty()) { ObjectGuid transGuid = self->m_movementInfo.transport.guid; data->WriteBit(transGuid[1]); data->WriteBit(hasTransportTime2); // Has PrevMoveTime data->WriteBit(transGuid[4]); data->WriteBit(transGuid[0]); data->WriteBit(transGuid[6]); data->WriteBit(hasVehicleId); // Has VehicleRecID data->WriteBit(transGuid[7]); data->WriteBit(transGuid[5]); data->WriteBit(transGuid[3]); data->WriteBit(transGuid[2]); } data->WriteBit(guid[4]); if (hasSpline) Movement::PacketBuilder::WriteCreateBits(*self->movespline, *data); data->WriteBit(guid[6]); if (hasFallData) data->WriteBit(hasFallDirection); data->WriteBit(guid[0]); data->WriteBit(guid[1]); data->WriteBit(0); // HeightChangeFailed data->WriteBit(!movementFlagsExtra); // !Has MoveFlags1 if (movementFlagsExtra) data->WriteBits(movementFlagsExtra, 12); } if (flags & UPDATEFLAG_GO_TRANSPORT_POSITION) { WorldObject const* self = static_cast(this); ObjectGuid transGuid = self->m_movementInfo.transport.guid; data->WriteBit(transGuid[5]); data->WriteBit(hasVehicleId); // Has GO transport time 3 data->WriteBit(transGuid[0]); data->WriteBit(transGuid[3]); data->WriteBit(transGuid[6]); data->WriteBit(transGuid[1]); data->WriteBit(transGuid[4]); data->WriteBit(transGuid[2]); data->WriteBit(hasTransportTime2); // Has GO transport time 2 data->WriteBit(transGuid[7]); } if (flags & UPDATEFLAG_HAS_TARGET) { ObjectGuid victimGuid = self->GetVictim()->GetGUID(); // checked in BuildCreateUpdateBlockForPlayer data->WriteBit(victimGuid[2]); data->WriteBit(victimGuid[7]); data->WriteBit(victimGuid[0]); data->WriteBit(victimGuid[4]); data->WriteBit(victimGuid[5]); data->WriteBit(victimGuid[6]); data->WriteBit(victimGuid[1]); data->WriteBit(victimGuid[3]); } if (flags & UPDATEFLAG_ANIMKITS) { WorldObject const* self = static_cast(this); hasAIAnimKit = self->GetAIAnimKitId(); data->WriteBit(!hasAIAnimKit); hasMovementAnimKit = self->GetMovementAnimKitId(); data->WriteBit(!hasMovementAnimKit); hasMeleeAnimKit = self->GetMeleeAnimKitId(); data->WriteBit(!hasMeleeAnimKit); } data->FlushBits(); if (PauseTimes && !PauseTimes->empty()) data->append(PauseTimes->data(), PauseTimes->size()); if (flags & UPDATEFLAG_LIVING) { data->WriteByteSeq(guid[4]); *data << self->GetSpeed(MOVE_RUN_BACK); if (hasFallData) { if (hasFallDirection) { *data << float(self->m_movementInfo.jump.xyspeed); *data << float(self->m_movementInfo.jump.sinAngle); *data << float(self->m_movementInfo.jump.cosAngle); } *data << uint32(self->m_movementInfo.jump.fallTime); *data << float(self->m_movementInfo.jump.zspeed); } *data << self->GetSpeed(MOVE_SWIM_BACK); if (hasSplineElevation) *data << float(self->m_movementInfo.splineElevation); if (hasSpline) Movement::PacketBuilder::WriteCreateData(*self->movespline, *data); *data << float(self->GetPositionZ()); data->WriteByteSeq(guid[5]); if (self->m_movementInfo.transport.guid) { ObjectGuid transGuid = self->m_movementInfo.transport.guid; data->WriteByteSeq(transGuid[5]); data->WriteByteSeq(transGuid[7]); *data << uint32(self->GetTransTime()); *data << float(self->GetTransOffsetO()); if (hasTransportTime2) *data << uint32(self->m_movementInfo.transport.time2); *data << float(self->GetTransOffsetY()); *data << float(self->GetTransOffsetX()); data->WriteByteSeq(transGuid[3]); *data << float(self->GetTransOffsetZ()); data->WriteByteSeq(transGuid[0]); if (hasVehicleId) *data << uint32(self->m_movementInfo.transport.vehicleId); *data << int8(self->GetTransSeat()); data->WriteByteSeq(transGuid[1]); data->WriteByteSeq(transGuid[6]); data->WriteByteSeq(transGuid[2]); data->WriteByteSeq(transGuid[4]); } *data << float(self->GetPositionX()); *data << self->GetSpeed(MOVE_PITCH_RATE); data->WriteByteSeq(guid[3]); data->WriteByteSeq(guid[0]); *data << self->GetSpeed(MOVE_SWIM); *data << float(self->GetPositionY()); data->WriteByteSeq(guid[7]); data->WriteByteSeq(guid[1]); data->WriteByteSeq(guid[2]); *data << self->GetSpeed(MOVE_WALK); //if (true) // Has time, controlled by bit just after HasTransport *data << uint32(GameTime::GetGameTimeMS()); *data << self->GetSpeed(MOVE_TURN_RATE); data->WriteByteSeq(guid[6]); *data << self->GetSpeed(MOVE_FLIGHT); if (!G3D::fuzzyEq(self->GetOrientation(), 0.0f)) *data << float(self->GetOrientation()); *data << self->GetSpeed(MOVE_RUN); if (hasPitch) *data << float(self->m_movementInfo.pitch); *data << self->GetSpeed(MOVE_FLIGHT_BACK); } if (flags & UPDATEFLAG_VEHICLE) { *data << float(self->GetTransport() ? self->GetTransOffsetO() : self->GetOrientation()); *data << uint32(self->GetVehicleKit()->GetVehicleInfo()->ID); } if (flags & UPDATEFLAG_GO_TRANSPORT_POSITION) { WorldObject const* self = static_cast(this); ObjectGuid transGuid = self->m_movementInfo.transport.guid; data->WriteByteSeq(transGuid[0]); data->WriteByteSeq(transGuid[5]); if (hasVehicleId) *data << uint32(self->m_movementInfo.transport.vehicleId); data->WriteByteSeq(transGuid[3]); *data << float(self->GetTransOffsetX()); data->WriteByteSeq(transGuid[4]); data->WriteByteSeq(transGuid[6]); data->WriteByteSeq(transGuid[1]); *data << uint32(self->GetTransTime()); *data << float(self->GetTransOffsetY()); data->WriteByteSeq(transGuid[2]); data->WriteByteSeq(transGuid[7]); *data << float(self->GetTransOffsetZ()); *data << int8(self->GetTransSeat()); *data << float(self->GetTransOffsetO()); if (hasTransportTime2) *data << uint32(self->m_movementInfo.transport.time2); } if (flags & UPDATEFLAG_ROTATION) *data << uint64(ToGameObject()->GetPackedLocalRotation()); if (flags & UPDATEFLAG_AREATRIGGER) { // client doesn't use these values, so unk *data << float(0.0f); *data << float(0.0f); *data << float(0.0f); *data << float(0.0f); *data << uint8(0); *data << float(0.0f); *data << float(0.0f); *data << float(0.0f); *data << float(0.0f); *data << float(0.0f); *data << float(0.0f); *data << float(0.0f); *data << float(0.0f); *data << float(0.0f); *data << float(0.0f); *data << float(0.0f); *data << float(0.0f); } if (flags & UPDATEFLAG_STATIONARY_POSITION) { WorldObject const* self = static_cast(this); *data << float(self->GetStationaryO()); *data << float(self->GetStationaryX()); *data << float(self->GetStationaryY()); *data << float(self->GetStationaryZ()); } if (flags & UPDATEFLAG_HAS_TARGET) { ObjectGuid victimGuid = self->GetVictim()->GetGUID(); // checked in BuildCreateUpdateBlockForPlayer data->WriteByteSeq(victimGuid[4]); data->WriteByteSeq(victimGuid[0]); data->WriteByteSeq(victimGuid[3]); data->WriteByteSeq(victimGuid[5]); data->WriteByteSeq(victimGuid[7]); data->WriteByteSeq(victimGuid[6]); data->WriteByteSeq(victimGuid[2]); data->WriteByteSeq(victimGuid[1]); } if (flags & UPDATEFLAG_ANIMKITS) { WorldObject const* self = static_cast(this); if (hasAIAnimKit) *data << uint16(self->GetAIAnimKitId()); if (hasMovementAnimKit) *data << uint16(self->GetMovementAnimKitId()); if (hasMeleeAnimKit) *data << uint16(self->GetMeleeAnimKitId()); } if (flags & UPDATEFLAG_TRANSPORT) *data << uint32(GameTime::GetGameTimeMS()); } void Object::BuildValuesUpdate(uint8 updateType, ByteBuffer* data, Player* target) const { if (!target) return; ByteBuffer fieldBuffer; UpdateMaskPacketBuilder updateMask(m_valuesCount); uint32* flags = nullptr; uint32 visibleFlag = GetUpdateFieldData(target, flags); ASSERT(flags); for (uint16 index = 0; index < m_valuesCount; ++index) { if (_fieldNotifyFlags & flags[index] || ((updateType == UPDATETYPE_VALUES ? _changesMask.GetBit(index) : m_uint32Values[index]) && (flags[index] & visibleFlag))) { updateMask.SetBit(index); fieldBuffer << m_uint32Values[index]; } } updateMask.AppendToPacket(data); data->append(fieldBuffer); } void Object::AddToObjectUpdateIfNeeded() { if (m_inWorld && !m_objectUpdated) m_objectUpdated = AddToObjectUpdate(); } void Object::ClearUpdateMask(bool remove) { _changesMask.Clear(); if (m_objectUpdated) { if (remove) RemoveFromObjectUpdate(); m_objectUpdated = false; } } void Object::BuildFieldsUpdate(Player* player, UpdateDataMapType& data_map) const { UpdateDataMapType::iterator iter = data_map.find(player); if (iter == data_map.end()) { std::pair p = data_map.emplace(player, UpdateData(player->GetMapId())); 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 const*)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 (HasFlag(UNIT_DYNAMIC_FLAGS, 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; if (IsCreature()) visibleFlag |= UF_FLAG_UNIT_ALL; break; } case TYPEID_GAMEOBJECT: flags = GameObjectUpdateFieldFlags; if (ToGameObject()->GetOwnerGUID() == target->GetGUID()) visibleFlag |= UF_FLAG_OWNER; break; case TYPEID_DYNAMICOBJECT: flags = DynamicObjectUpdateFieldFlags; if (ToDynObject()->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_AREATRIGGER: flags = AreaTriggerUpdateFieldFlags; break; case TYPEID_OBJECT: break; } return visibleFlag; } void Object::_LoadIntoDataField(std::string const& data, uint32 startOffset, uint32 count) { if (data.empty()) return; Tokenizer tokens(data, ' ', count); if (tokens.size() != count) return; for (uint32 index = 0; index < count; ++index) { m_uint32Values[startOffset + index] = atoul(tokens[index]); _changesMask.SetBit(startOffset + index); } } 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::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) { TC_LOG_ERROR("misc", "Object::SetByteValue: wrong offset %u", offset); return; } if (uint8(m_uint32Values[index] >> (offset * 8)) != value) { m_uint32Values[index] &= ~uint32(uint32(0xFF) << (offset * 8)); m_uint32Values[index] |= uint32(uint32(value) << (offset * 8)); _changesMask.SetBit(index); AddToObjectUpdateIfNeeded(); } } void Object::SetUInt16Value(uint16 index, uint8 offset, uint16 value) { ASSERT(index < m_valuesCount || PrintIndexError(index, true)); if (offset > 1) { TC_LOG_ERROR("misc", "Object::SetUInt16Value: wrong offset %u", 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::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::SetStatFloatValue(uint16 index, float value) { if (value < 0) value = 0.0f; SetFloatValue(index, value); } void Object::SetStatInt32Value(uint16 index, int32 value) { if (value < 0) value = 0; SetUInt32Value(index, uint32(value)); } void Object::ApplyModUInt32Value(uint16 index, int32 val, bool apply) { int32 cur = GetUInt32Value(index); cur += (apply ? val : -val); if (cur < 0) cur = 0; SetUInt32Value(index, cur); } void Object::ApplyModInt32Value(uint16 index, int32 val, bool apply) { int32 cur = GetInt32Value(index); cur += (apply ? val : -val); SetInt32Value(index, cur); } void Object::ApplyModSignedFloatValue(uint16 index, float val, bool apply) { float cur = GetFloatValue(index); cur += (apply ? val : -val); SetFloatValue(index, cur); } void Object::ApplyModPositiveFloatValue(uint16 index, float val, bool apply) { float cur = GetFloatValue(index); cur += (apply ? val : -val); if (cur < 0) cur = 0; SetFloatValue(index, cur); } void Object::SetFlag(uint16 index, uint32 newFlag) { ASSERT(index < m_valuesCount || PrintIndexError(index, true)); uint32 oldval = m_uint32Values[index]; uint32 newval = oldval | newFlag; if (oldval != newval) { m_uint32Values[index] = newval; _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); } 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) { TC_LOG_ERROR("misc", "Object::SetByteFlag: wrong offset %u", 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) { TC_LOG_ERROR("misc", "Object::RemoveByteFlag: wrong offset %u", offset); return; } if (uint8(m_uint32Values[index] >> (offset * 8)) & oldFlag) { m_uint32Values[index] &= ~uint32(uint32(oldFlag) << (offset * 8)); _changesMask.SetBit(index); AddToObjectUpdateIfNeeded(); } } void Object::ToggleByteFlag(uint16 index, uint8 offset, uint8 flag) { if (HasByteFlag(index, offset, flag)) RemoveByteFlag(index, offset, flag); else SetByteFlag(index, offset, flag); } 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::ApplyModByteFlag(uint16 index, uint8 offset, uint8 flag, bool apply) { if (apply) SetByteFlag(index, offset, flag); else RemoveByteFlag(index, offset, flag); } 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); } 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 { TC_LOG_ERROR("misc", "Attempt to %s non-existing value field: %u (count: %u) for object typeid: %u type mask: %u", (set ? "set value to" : "get value from"), index, m_valuesCount, GetTypeId(), m_objectType); // ASSERT must fail after function call return false; } WorldObject::WorldObject(bool isWorldObject) : Object(), WorldLocation(), LastUsedScriptID(0), m_movementInfo(), m_name(""), m_isActive(false), m_isFarVisible(false), m_isWorldObject(isWorldObject), m_zoneScript(nullptr), m_transport(nullptr), m_zoneId(0), m_areaId(0), m_staticFloorZ(VMAP_INVALID_HEIGHT), m_outdoors(true), m_liquidStatus(LIQUID_MAP_NO_WATER), m_wmoGroupID(0), m_currMap(nullptr), m_InstanceId(0), _dbPhase(0), m_notifyflags(0), m_aiAnimKitId(0), m_movementAnimKitId(0), m_meleeAnimKitId(0) { m_serverSideVisibility.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_ALIVE | GHOST_VISIBILITY_GHOST); m_serverSideVisibilityDetect.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_ALIVE); } 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 (GetTypeId() == TYPEID_PLAYER) return; m_isActive = on; if (on && !IsInWorld()) return; Map* map = FindMap(); if (!map) return; if (on) map->AddToActive(this); else map->RemoveFromActive(this); } void WorldObject::SetFarVisible(bool on) { if (GetTypeId() == TYPEID_PLAYER) return; m_isFarVisible = on; } void WorldObject::SetVisibilityDistanceOverride(VisibilityDistanceType type) { ASSERT(type < VisibilityDistanceType::Max); if (GetTypeId() == TYPEID_PLAYER) return; m_visibilityDistanceOverride = VisibilityDistances[AsUnderlyingType(type)]; } void WorldObject::CleanupsBeforeDelete(bool /*finalCleanup*/) { if (IsInWorld()) RemoveFromWorld(); if (TransportBase* transport = GetTransport()) transport->RemovePassenger(this); } void WorldObject::_Create(ObjectGuid::LowType guidlow, HighGuid guidhigh) { Object::_Create(guidlow, 0, guidhigh); } void WorldObject::UpdatePositionData() { PositionFullTerrainStatus data; GetMap()->GetFullTerrainStatusForPosition(GetPhaseShift(), GetPositionX(), GetPositionY(), GetPositionZ(), data, MAP_ALL_LIQUIDS, GetCollisionHeight()); ProcessPositionDataChanged(data); } void WorldObject::ProcessPositionDataChanged(PositionFullTerrainStatus const& data) { m_zoneId = m_areaId = data.areaId; if (AreaTableEntry const* area = sAreaTableStore.LookupEntry(m_areaId)) if (area->ParentAreaID) m_zoneId = area->ParentAreaID; m_outdoors = data.outdoors; m_staticFloorZ = data.floorZ; m_liquidStatus = data.liquidStatus; m_wmoGroupID = data.areaInfo.has_value() ? data.areaInfo->groupId : 0; } void WorldObject::AddToWorld() { Object::AddToWorld(); GetMap()->GetZoneAndAreaId(GetPhaseShift(), m_zoneId, m_areaId, GetPositionX(), GetPositionY(), GetPositionZ()); } void WorldObject::RemoveFromWorld() { if (!IsInWorld()) return; UpdateObjectVisibilityOnDestroy(); Object::RemoveFromWorld(); } InstanceScript* WorldObject::GetInstanceScript() const { Map* map = GetMap(); return map->IsDungeon() ? ((InstanceMap*)map)->GetInstanceScript() : nullptr; } float WorldObject::GetDistanceZ(const WorldObject* obj) const { float dz = std::fabs(GetPositionZ() - obj->GetPositionZ()); float sizefactor = GetCombatReach() + obj->GetCombatReach(); float dist = dz - sizefactor; return (dist > 0 ? dist : 0); } bool WorldObject::_IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D, bool incOwnRadius, bool incTargetRadius) const { float sizefactor = 0.f; sizefactor += incOwnRadius ? GetCombatReach() : 0.0f; sizefactor += incTargetRadius ? obj->GetCombatReach() : 0.0f; float maxdist = dist2compare + sizefactor; Position const* thisOrTransport = this; Position const* objOrObjTransport = obj; if (GetTransport() && obj->GetTransport() && obj->GetTransport()->GetTransportGUID() == GetTransport()->GetTransportGUID()) { thisOrTransport = &m_movementInfo.transport.pos; objOrObjTransport = &obj->m_movementInfo.transport.pos; } if (is3D) return thisOrTransport->IsInDist(objOrObjTransport, maxdist); else return thisOrTransport->IsInDist2d(objOrObjTransport, maxdist); } float WorldObject::GetDistance(const WorldObject* obj) const { float d = GetExactDist(obj) - GetCombatReach() - obj->GetCombatReach(); return d > 0.0f ? d : 0.0f; } float WorldObject::GetDistance(const Position &pos) const { float d = GetExactDist(&pos) - GetCombatReach(); return d > 0.0f ? d : 0.0f; } float WorldObject::GetDistance(float x, float y, float z) const { float d = GetExactDist(x, y, z) - GetCombatReach(); return d > 0.0f ? d : 0.0f; } float WorldObject::GetDistance2d(const WorldObject* obj) const { float d = GetExactDist2d(obj) - GetCombatReach() - obj->GetCombatReach(); return d > 0.0f ? d : 0.0f; } float WorldObject::GetDistance2d(float x, float y) const { float d = GetExactDist2d(x, y) - GetCombatReach(); return d > 0.0f ? d : 0.0f; } bool WorldObject::IsSelfOrInSameMap(const WorldObject* obj) const { if (this == obj) return true; return IsInMap(obj); } bool WorldObject::IsInMap(const WorldObject* obj) const { if (obj) return IsInWorld() && obj->IsInWorld() && (GetMap() == obj->GetMap()); return false; } bool WorldObject::IsWithinDist3d(float x, float y, float z, float dist) const { return IsInDist(x, y, z, dist); } bool WorldObject::IsWithinDist3d(Position const* pos, float dist) const { return IsInDist(pos, dist); } bool WorldObject::IsWithinDist2d(float x, float y, float dist) const { return IsInDist2d(x, y, dist); } bool WorldObject::IsWithinDist2d(Position const* pos, float dist) const { return IsInDist2d(pos, dist); } bool WorldObject::IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D /*= true*/) const { return obj && _IsWithinDist(obj, dist2compare, is3D); } bool WorldObject::IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D /*= true*/, bool incOwnRadius /*= true*/, bool incTargetRadius /*= true*/) const { return obj && IsInMap(obj) && IsInPhase(obj) && _IsWithinDist(obj, dist2compare, is3D, incOwnRadius, incTargetRadius); } Position WorldObject::GetHitSpherePointFor(Position const& dest) const { G3D::Vector3 vThis(GetPositionX(), GetPositionY(), GetPositionZ() + GetCollisionHeight()); G3D::Vector3 vObj(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ()); G3D::Vector3 contactPoint = vThis + (vObj - vThis).directionOrZero() * std::min(dest.GetExactDist(GetPosition()), GetCombatReach()); return Position(contactPoint.x, contactPoint.y, contactPoint.z, GetAngle(contactPoint.x, contactPoint.y)); } bool WorldObject::IsWithinLOS(float ox, float oy, float oz, LineOfSightChecks checks, VMAP::ModelIgnoreFlags ignoreFlags) const { if (IsInWorld()) { oz += GetCollisionHeight(); float x, y, z; if (GetTypeId() == TYPEID_PLAYER) { GetPosition(x, y, z); z += GetCollisionHeight(); } else GetHitSpherePointFor({ ox, oy, oz }, x, y, z); return GetMap()->isInLineOfSight(GetPhaseShift(), x, y, z, ox, oy, oz, checks, ignoreFlags); } return true; } bool WorldObject::IsWithinLOSInMap(WorldObject const* obj, LineOfSightChecks checks, VMAP::ModelIgnoreFlags ignoreFlags) const { if (!IsInMap(obj)) return false; float ox, oy, oz; if (obj->GetTypeId() == TYPEID_PLAYER) { obj->GetPosition(ox, oy, oz); oz += GetCollisionHeight(); } else obj->GetHitSpherePointFor({ GetPositionX(), GetPositionY(), GetPositionZ() + GetCollisionHeight() }, ox, oy, oz); float x, y, z; if (GetTypeId() == TYPEID_PLAYER) { GetPosition(x, y, z); z += GetCollisionHeight(); } else GetHitSpherePointFor({ obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ() + obj->GetCollisionHeight() }, x, y, z); return GetMap()->isInLineOfSight(GetPhaseShift(), x, y, z, ox, oy, oz, checks, ignoreFlags); } void WorldObject::GetHitSpherePointFor(Position const& dest, float& x, float& y, float& z) const { Position pos = GetHitSpherePointFor(dest); x = pos.GetPositionX(); y = pos.GetPositionY(); z = pos.GetPositionZ(); } bool WorldObject::GetDistanceOrder(WorldObject const* obj1, WorldObject const* obj2, bool is3D /* = true */) const { float dx1 = GetPositionX() - obj1->GetPositionX(); float dy1 = GetPositionY() - obj1->GetPositionY(); float distsq1 = dx1*dx1 + dy1*dy1; if (is3D) { float dz1 = GetPositionZ() - obj1->GetPositionZ(); distsq1 += dz1*dz1; } float dx2 = GetPositionX() - obj2->GetPositionX(); float dy2 = GetPositionY() - obj2->GetPositionY(); float distsq2 = dx2*dx2 + dy2*dy2; if (is3D) { float dz2 = GetPositionZ() - obj2->GetPositionZ(); distsq2 += dz2*dz2; } return distsq1 < distsq2; } bool WorldObject::IsInRange(WorldObject const* obj, float minRange, float maxRange, bool is3D /* = true */) const { float dx = GetPositionX() - obj->GetPositionX(); float dy = GetPositionY() - obj->GetPositionY(); float distsq = dx*dx + dy*dy; if (is3D) { float dz = GetPositionZ() - obj->GetPositionZ(); distsq += dz*dz; } float sizefactor = GetCombatReach() + obj->GetCombatReach(); // check only for real range if (minRange > 0.0f) { float mindist = minRange + sizefactor; if (distsq < mindist * mindist) return false; } float maxdist = maxRange + sizefactor; return distsq < maxdist * maxdist; } bool WorldObject::IsInRange2d(float x, float y, float minRange, float maxRange) const { float dx = GetPositionX() - x; float dy = GetPositionY() - y; float distsq = dx*dx + dy*dy; float sizefactor = GetCombatReach(); // check only for real range if (minRange > 0.0f) { float mindist = minRange + sizefactor; if (distsq < mindist * mindist) return false; } float maxdist = maxRange + sizefactor; return distsq < maxdist * maxdist; } bool WorldObject::IsInRange3d(float x, float y, float z, float minRange, float maxRange) const { float dx = GetPositionX() - x; float dy = GetPositionY() - y; float dz = GetPositionZ() - z; float distsq = dx*dx + dy*dy + dz*dz; float sizefactor = GetCombatReach(); // check only for real range if (minRange > 0.0f) { float mindist = minRange + sizefactor; if (distsq < mindist * mindist) return false; } float maxdist = maxRange + sizefactor; return distsq < maxdist * maxdist; } bool WorldObject::IsInBetween(Position const& pos1, Position const& pos2, float size) const { float dist = GetExactDist2d(pos1); // not using sqrt() for performance if ((dist * dist) >= pos1.GetExactDist2dSq(pos2)) return false; if (!size) size = GetCombatReach() / 2; float angle = pos1.GetAngle(pos2); // not using sqrt() for performance return (size * size) >= GetExactDist2dSq(pos1.GetPositionX() + std::cos(angle) * dist, pos1.GetPositionY() + std::sin(angle) * dist); } bool WorldObject::isInFront(WorldObject const* target, float arc) const { return HasInArc(arc, target); } bool WorldObject::isInBack(WorldObject const* target, float arc) const { return !HasInArc(2 * float(M_PI) - arc, target); } void WorldObject::GetRandomPoint(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(2*M_PI); float new_dist = (float)rand_norm() + (float)rand_norm(); new_dist = distance * (new_dist > 1 ? new_dist - 2 : new_dist); rand_x = pos.m_positionX + new_dist * std::cos(angle); rand_y = pos.m_positionY + new_dist * std::sin(angle); rand_z = pos.m_positionZ; Trinity::NormalizeMapCoord(rand_x); Trinity::NormalizeMapCoord(rand_y); UpdateGroundPositionZ(rand_x, rand_y, rand_z); // update to LOS height if available } Position WorldObject::GetRandomPoint(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 + (isType(TYPEMASK_UNIT) ? static_cast(this)->GetHoverOffset() : 0.0f); } void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z, float* groundZ) const { // TODO: Allow transports to be part of dynamic vmap tree if (GetTransport()) { if (groundZ) *groundZ = z; return; } if (Unit const* unit = ToUnit()) { if (!unit->CanFly()) { bool canSwim = unit->CanSwim(); float ground_z = z; float max_z; if (canSwim) max_z = GetMapWaterOrGroundLevel(x, y, z, &ground_z); else max_z = ground_z = GetMapHeight(x, y, z); if (max_z > INVALID_HEIGHT) { // hovering units cannot go below their hover height float hoverOffset = unit->GetHoverOffset(); max_z += hoverOffset; ground_z += hoverOffset; if (z > max_z) z = max_z; else if (z < ground_z) z = ground_z; } if (groundZ) *groundZ = ground_z; } else { float ground_z = GetMapHeight(x, y, z) + unit->GetHoverOffset(); if (z < ground_z) z = ground_z; if (groundZ) *groundZ = ground_z; } } else { float ground_z = GetMapHeight(x, y, z); if (ground_z > INVALID_HEIGHT) z = ground_z; if (groundZ) *groundZ = ground_z; } } float WorldObject::GetGridActivationRange() const { if (isActiveObject()) { if (GetTypeId() == TYPEID_PLAYER && ToPlayer()->GetCinematicMgr()->IsOnCinematic()) return std::max(DEFAULT_VISIBILITY_INSTANCE, GetMap()->GetVisibilityRange()); return GetMap()->GetVisibilityRange(); } if (Creature const* thisCreature = ToCreature()) return thisCreature->m_SightDistance; return 0.0f; } float WorldObject::GetVisibilityRange() const { if (IsVisibilityOverriden() && !ToPlayer()) return *m_visibilityDistanceOverride; else if (IsFarVisible() && !ToPlayer()) return MAX_VISIBILITY_DISTANCE; else return GetMap()->GetVisibilityRange(); } float WorldObject::GetSightRange(const WorldObject* target) const { if (ToUnit()) { if (ToPlayer()) { if (target && target->IsVisibilityOverriden() && !target->ToPlayer()) return *target->m_visibilityDistanceOverride; else if (target && target->IsFarVisible() && !target->ToPlayer()) return MAX_VISIBILITY_DISTANCE; else if (ToPlayer()->GetCinematicMgr()->IsOnCinematic()) return DEFAULT_VISIBILITY_INSTANCE; else return GetMap()->GetVisibilityRange(); } else if (ToCreature()) return ToCreature()->m_SightDistance; else return SIGHT_RANGE_UNIT; } if (ToDynObject() && isActiveObject()) return GetMap()->GetVisibilityRange(); return 0.0f; } bool WorldObject::CheckPrivateObjectOwnerVisibility(WorldObject const* seer) const { if (!IsPrivateObject()) return true; // Owner of this private object if (_privateObjectOwner == seer->GetGUID()) return true; // Another private object of the same owner if (_privateObjectOwner == seer->GetPrivateObjectOwner()) return true; if (Player const* playerSeer = seer->ToPlayer()) if (playerSeer->IsInGroup(_privateObjectOwner)) return true; return false; } 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; if (!obj->CheckPrivateObjectOwnerVisibility(this)) return false; bool corpseVisibility = false; if (distanceCheck) { bool corpseCheck = false; if (Player const* thisPlayer = ToPlayer()) { if (thisPlayer->isDead() && thisPlayer->GetHealth() > 0 && // Cheap way to check for ghost state !(obj->m_serverSideVisibility.GetValue(SERVERSIDE_VISIBILITY_GHOST) & m_serverSideVisibility.GetValue(SERVERSIDE_VISIBILITY_GHOST) & GHOST_VISIBILITY_GHOST)) { if (Corpse* corpse = thisPlayer->GetCorpse()) { corpseCheck = true; if (corpse->IsWithinDist(thisPlayer, GetSightRange(obj), false)) if (corpse->IsWithinDist(obj, GetSightRange(obj), false)) corpseVisibility = true; } } if (Unit const* target = obj->ToUnit()) { // Don't allow to detect vehicle accessories if you can't see vehicle if (Unit const* vehicle = target->GetVehicleBase()) if (!thisPlayer->HaveAtClient(vehicle)) return false; } } WorldObject const* viewpoint = this; if (Player const* player = this->ToPlayer()) viewpoint = player->GetViewpoint(); if (!viewpoint) viewpoint = this; if (!corpseCheck && !viewpoint->IsWithinDist(obj, GetSightRange(obj), false)) return false; } // GM visibility off or hidden NPC if (!obj->m_serverSideVisibility.GetValue(SERVERSIDE_VISIBILITY_GM)) { // Stop checking other things for GMs if (m_serverSideVisibilityDetect.GetValue(SERVERSIDE_VISIBILITY_GM)) return true; } else return m_serverSideVisibilityDetect.GetValue(SERVERSIDE_VISIBILITY_GM) >= obj->m_serverSideVisibility.GetValue(SERVERSIDE_VISIBILITY_GM); // Ghost players, Spirit Healers, and some other NPCs if (!corpseVisibility && !(obj->m_serverSideVisibility.GetValue(SERVERSIDE_VISIBILITY_GHOST) & m_serverSideVisibilityDetect.GetValue(SERVERSIDE_VISIBILITY_GHOST))) { // Alive players can see dead players in some cases, but other objects can't do that if (Player const* thisPlayer = ToPlayer()) { if (Player const* objPlayer = obj->ToPlayer()) { if (thisPlayer->GetTeam() != objPlayer->GetTeam() || !thisPlayer->IsGroupVisibleFor(objPlayer)) return false; } else return false; } else return false; } if (obj->IsInvisibleDueToDespawn()) return false; if (!CanDetect(obj, ignoreStealth, checkAlert)) return false; return true; } bool WorldObject::CanNeverSee(WorldObject const* obj) const { return GetMap() != obj->GetMap() || !IsInPhase(obj); } bool WorldObject::CanDetect(WorldObject const* obj, bool ignoreStealth, bool checkAlert) const { const WorldObject* 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)) return true; if (!ignoreStealth && !seer->CanDetectInvisibilityOf(obj)) return false; if (!ignoreStealth && !seer->CanDetectStealthOf(obj, checkAlert)) return false; return true; } bool WorldObject::CanDetectInvisibilityOf(WorldObject const* obj) const { uint32 mask = obj->m_invisibility.GetFlags() & m_invisibilityDetect.GetFlags(); // Check for not detected types if (mask != obj->m_invisibility.GetFlags()) return false; for (uint32 i = 0; i < TOTAL_INVISIBILITY_TYPES; ++i) { if (!(mask & (1 << i))) continue; int32 objInvisibilityValue = obj->m_invisibility.GetValue(InvisibilityType(i)); int32 ownInvisibilityDetectValue = m_invisibilityDetect.GetValue(InvisibilityType(i)); // Too low value to detect if (ownInvisibilityDetectValue < objInvisibilityValue) return false; } return true; } bool WorldObject::CanDetectStealthOf(WorldObject const* obj, bool checkAlert) const { // Combat reach is the minimal distance (both in front and behind), // and it is also used in the range calculation. // One stealth point increases the visibility range by 0.3 yard. if (!obj->m_stealth.GetFlags()) return true; float distance = GetExactDist(obj); float combatReach = 0.0f; Unit const* unit = ToUnit(); if (unit) combatReach = unit->GetCombatReach(); if (distance < combatReach) return true; if (!HasInArc(float(M_PI), obj)) return false; GameObject const* go = obj->ToGameObject(); for (uint32 i = 0; i < TOTAL_STEALTH_TYPES; ++i) { if (!(obj->m_stealth.GetFlags() & (1 << i))) continue; if (unit && unit->HasAuraTypeWithMiscvalue(SPELL_AURA_DETECT_STEALTH, i)) return true; // Starting points int32 detectionValue = 30; // Level difference: 5 point / level, starting from level 1. // There may be spells for this and the starting points too, but // not in the DBCs of the client. detectionValue += int32(getLevelForTarget(obj) - 1) * 5; // Apply modifiers detectionValue += m_stealthDetect.GetValue(StealthType(i)); if (go) if (Unit* owner = go->GetOwner()) detectionValue -= int32(owner->getLevelForTarget(this) - 1) * 5; detectionValue -= obj->m_stealth.GetValue(StealthType(i)); // Calculate max distance float visibilityRange = float(detectionValue) * 0.3f + combatReach; // If this unit is an NPC then player detect range doesn't apply if (unit && unit->GetTypeId() == TYPEID_PLAYER && visibilityRange > MAX_PLAYER_STEALTH_DETECT_RANGE) visibilityRange = MAX_PLAYER_STEALTH_DETECT_RANGE; // When checking for alert state, look 8% further, and then 1.5 yards more than that. if (checkAlert) visibilityRange += (visibilityRange * 0.08f) + 1.5f; // If checking for alert, and creature's visibility range is greater than aggro distance, No alert Unit const* tunit = obj->ToUnit(); if (checkAlert && unit && unit->ToCreature() && visibilityRange >= unit->ToCreature()->GetAttackDistance(tunit) + unit->ToCreature()->m_CombatDistance) return false; if (distance > visibilityRange) return false; } return true; } void Object::ForceValuesUpdateAtIndex(uint32 i) { _changesMask.SetBit(i); AddToObjectUpdateIfNeeded(); } void WorldObject::SendMessageToSet(WorldPacket const* data, bool self) const { if (IsInWorld()) SendMessageToSetInRange(data, GetVisibilityRange(), self); } void WorldObject::SendMessageToSetInRange(WorldPacket const* data, float dist, bool /*self*/) const { Trinity::MessageDistDeliverer notifier(this, data, dist); Cell::VisitWorldObjects(this, notifier, dist); } void WorldObject::SendMessageToSet(WorldPacket const* data, Player const* skipped_rcvr) const { Trinity::MessageDistDeliverer notifier(this, data, GetVisibilityRange(), false, skipped_rcvr); Cell::VisitWorldObjects(this, notifier, GetVisibilityRange()); } void WorldObject::SetMap(Map* map) { ASSERT(map); ASSERT(!IsInWorld()); if (m_currMap == map) // command add npc: first create, than loadfromdb return; if (m_currMap) { TC_LOG_FATAL("misc", "WorldObject::SetMap: obj %u new map %u %u, old map %u %u", (uint32)GetTypeId(), map->GetId(), map->GetInstanceId(), m_currMap->GetId(), m_currMap->GetInstanceId()); ABORT(); } m_currMap = map; m_mapId = map->GetId(); m_InstanceId = map->GetInstanceId(); if (IsWorldObject()) m_currMap->AddWorldObject(this); } void WorldObject::ResetMap() { ASSERT(m_currMap); ASSERT(!IsInWorld()); if (IsWorldObject()) m_currMap->RemoveWorldObject(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) { TC_LOG_ERROR("misc", "Object (TypeId: %u Entry: %u GUID: %u) at attempt add to move list not have valid map (Id: %u).", GetTypeId(), GetEntry(), GetGUID().GetCounter(), GetMapId()); return; } map->AddObjectToRemoveList(this); } TempSummon* Map::SummonCreature(uint32 entry, Position const& pos, SummonCreatureExtraArgs const& summonArgs /*= { }*/) { uint32 mask = UNIT_MASK_SUMMON; if (summonArgs.SummonProperties) { switch (summonArgs.SummonProperties->Control) { 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 (SummonTitle(summonArgs.SummonProperties->Title)) { case SummonTitle::Minion: case SummonTitle::Guardian: case SummonTitle::Runeblade: mask = UNIT_MASK_GUARDIAN; break; case SummonTitle::Totem: case SummonTitle::Lightwell: mask = UNIT_MASK_TOTEM; break; case SummonTitle::Vehicle: case SummonTitle::Mount: mask = UNIT_MASK_SUMMON; break; case SummonTitle::Companion: mask = UNIT_MASK_MINION; break; default: if (summonArgs.SummonProperties->Flags & 512) // Mirror Image, Summon Gargoyle mask = UNIT_MASK_GUARDIAN; break; } break; } default: return nullptr; } } TempSummon* summon = nullptr; switch (mask) { case UNIT_MASK_SUMMON: summon = new TempSummon(summonArgs.SummonProperties, summonArgs.Summoner, false); break; case UNIT_MASK_GUARDIAN: summon = new Guardian(summonArgs.SummonProperties, summonArgs.Summoner, false); break; case UNIT_MASK_PUPPET: summon = new Puppet(summonArgs.SummonProperties, summonArgs.Summoner); break; case UNIT_MASK_TOTEM: summon = new Totem(summonArgs.SummonProperties, summonArgs.Summoner); break; case UNIT_MASK_MINION: summon = new Minion(summonArgs.SummonProperties, summonArgs.Summoner, false); break; } // Create creature entity if (!summon->Create(GenerateLowGuid(), this, entry, pos, nullptr, summonArgs.VehicleRecID, true)) { delete summon; return nullptr; } // Inherit summoner's Phaseshift if (summonArgs.Summoner) PhasingHandler::InheritPhaseShift(summon, summonArgs.Summoner); TransportBase* transport = summonArgs.Summoner ? summonArgs.Summoner->GetTransport() : nullptr; if (transport) { float x, y, z, o; pos.GetPosition(x, y, z, o); transport->CalculatePassengerOffset(x, y, z, &o); summon->m_movementInfo.transport.pos.Relocate(x, y, z, o); // This object must be added to transport before adding to map for the client to properly display it transport->AddPassenger(summon); } // Initialize tempsummon fields summon->SetUInt32Value(UNIT_CREATED_BY_SPELL, summonArgs.SummonSpellId); summon->SetHomePosition(pos); summon->InitStats(summonArgs.SummonDuration); summon->SetPrivateObjectOwner(summonArgs.PrivateObjectOwner); // Handle health argument if (summonArgs.SummonHealth) { summon->SetMaxHealth(summonArgs.SummonHealth); summon->SetHealth(summonArgs.SummonHealth); } // Handle creature level argument if (summonArgs.CreatureLevel) summon->SetLevel(summonArgs.CreatureLevel); if (!AddToMap(summon->ToCreature())) { // Returning false will cause the object to be deleted - remove from transport if (transport) transport->RemovePassenger(summon); delete summon; return nullptr; } summon->InitSummon(); // call MoveInLineOfSight for nearby creatures Trinity::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* list /*= nullptr*/) { std::vector const* data = sObjectMgr->GetSummonGroup(GetId(), SUMMONER_TYPE_MAP, group); if (!data) return; for (std::vector::const_iterator itr = data->begin(); itr != data->end(); ++itr) if (TempSummon* summon = SummonCreature(itr->entry, itr->pos, SummonCreatureExtraArgs().SetSummonDuration(itr->time))) if (list) list->push_back(summon); } ZoneScript* WorldObject::FindZoneScript() const { if (Map* map = FindMap()) { if (InstanceMap* instanceMap = map->ToInstanceMap()) return reinterpret_cast(instanceMap->GetInstanceScript()); else if (!map->IsBattlegroundOrArena()) { if (Battlefield* bf = sBattlefieldMgr->GetBattlefieldToZoneId(GetZoneId())) return bf; else return sOutdoorPvPMgr->GetZoneScript(GetZoneId()); } } return nullptr; } void WorldObject::SetZoneScript() { m_zoneScript = FindZoneScript(); } void WorldObject::ClearZoneScript() { m_zoneScript = nullptr; } TempSummon* WorldObject::SummonCreature(uint32 entry, Position const& pos, TempSummonType despawnType /*= TEMPSUMMON_MANUAL_DESPAWN*/, uint32 despawnTime /*= 0*/, uint32 vehId /*= 0*/, ObjectGuid privateObjectOwner /* = ObjectGuid::Empty */) { if (Map* map = FindMap()) { SummonCreatureExtraArgs extraArgs; extraArgs.SummonDuration = despawnTime; extraArgs.Summoner = ToUnit(); extraArgs.VehicleRecID = vehId; extraArgs.PrivateObjectOwner = privateObjectOwner; if (TempSummon* summon = map->SummonCreature(entry, pos, extraArgs)) { summon->SetTempSummonType(despawnType); return summon; } } return nullptr; } TempSummon* WorldObject::SummonCreature(uint32 id, float x, float y, float z, float o /*= 0*/, TempSummonType despawnType /*= TEMPSUMMON_MANUAL_DESPAWN*/, uint32 despawnTime /*= 0*/, ObjectGuid privateObjectOwner /* = ObjectGuid::Empty */) { if (!x && !y && !z) GetClosePoint(x, y, z, GetCombatReach()); if (!o) o = GetOrientation(); return SummonCreature(id, { x, y, z, o }, despawnType, despawnTime, 0, privateObjectOwner); } GameObject* WorldObject::SummonGameObject(uint32 entry, Position const& pos, QuaternionData const& rot, uint32 respawnTime, GOSummonType summonType) { if (!IsInWorld()) return nullptr; GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(entry); if (!goinfo) { TC_LOG_ERROR("sql.sql", "Gameobject template %u not found in database!", entry); return nullptr; } Map* map = GetMap(); GameObject* go = new GameObject(); if (!go->Create(map->GenerateLowGuid(), entry, map, pos, rot, 255, GO_STATE_READY)) { delete go; return nullptr; } PhasingHandler::InheritPhaseShift(go, this); go->SetRespawnTime(respawnTime); if (GetTypeId() == TYPEID_PLAYER || (GetTypeId() == TYPEID_UNIT && summonType == GO_SUMMON_TIMED_OR_CORPSE_DESPAWN)) //not sure how to handle this ToUnit()->AddGameObject(go); else go->SetSpawnedByDefault(false); map->AddToMap(go); return go; } GameObject* WorldObject::SummonGameObject(uint32 entry, float x, float y, float z, float ang, QuaternionData const& rot, uint32 respawnTime) { if (!x && !y && !z) { GetClosePoint(x, y, z, GetCombatReach()); ang = GetOrientation(); } Position pos(x, y, z, ang); return SummonGameObject(entry, pos, rot, respawnTime); } Creature* WorldObject::SummonTrigger(float x, float y, float z, float ang, uint32 duration, 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 (GetTypeId() == TYPEID_PLAYER || GetTypeId() == TYPEID_UNIT) { summon->SetFaction(((Unit*)this)->GetFaction()); summon->SetLevel(((Unit*)this)->getLevel()); } if (GetAI) summon->AIM_Initialize(GetAI(summon)); return summon; } /** * Summons group of creatures. Should be called only by instances of Creature and GameObject classes. * * @param group Id of group to summon. * @param list List to store pointers to summoned creatures. */ void WorldObject::SummonCreatureGroup(uint8 group, std::list* list /*= nullptr*/) { ASSERT((GetTypeId() == TYPEID_GAMEOBJECT || GetTypeId() == TYPEID_UNIT) && "Only GOs and creatures can summon npc groups!"); std::vector const* data = sObjectMgr->GetSummonGroup(GetEntry(), GetTypeId() == TYPEID_GAMEOBJECT ? SUMMONER_TYPE_GAMEOBJECT : SUMMONER_TYPE_CREATURE, group); if (!data) { TC_LOG_WARN("scripts", "%s (%s) tried to summon non-existing summon group %u.", GetName().c_str(), GetGUID().ToString().c_str(), group); return; } for (std::vector::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; Trinity::NearestCreatureEntryWithLiveStateInObjectRangeCheck checker(*this, entry, alive, range); Trinity::CreatureLastSearcher searcher(this, creature, checker); Cell::VisitAllObjects(this, searcher, range); return creature; } GameObject* WorldObject::FindNearestGameObject(uint32 entry, float range) const { GameObject* go = nullptr; Trinity::NearestGameObjectEntryInObjectRangeCheck checker(*this, entry, range); Trinity::GameObjectLastSearcher searcher(this, go, checker); Cell::VisitGridObjects(this, searcher, range); return go; } GameObject* WorldObject::FindNearestGameObjectOfType(GameobjectTypes type, float range) const { GameObject* go = nullptr; Trinity::NearestGameObjectTypeInObjectRangeCheck checker(*this, type, range); Trinity::GameObjectLastSearcher searcher(this, go, checker); Cell::VisitGridObjects(this, searcher, range); return go; } Player* WorldObject::SelectNearestPlayer(float distance) const { Player* target = nullptr; Trinity::NearestPlayerInObjectRangeCheck checker(this, distance); Trinity::PlayerLastSearcher searcher(this, target, checker); Cell::VisitWorldObjects(this, searcher, distance); return target; } ObjectGuid WorldObject::GetCharmerOrOwnerOrOwnGUID() const { ObjectGuid guid = GetCharmerOrOwnerGUID(); if (!guid.IsEmpty()) return guid; return GetGUID(); } Unit* WorldObject::GetOwner() const { return ObjectAccessor::GetUnit(*this, GetOwnerGUID()); } Unit* WorldObject::GetCharmerOrOwner() const { if (Unit const* unit = ToUnit()) return unit->GetCharmerOrOwner(); else if (GameObject const* go = ToGameObject()) return go->GetOwner(); return nullptr; } Unit* WorldObject::GetCharmerOrOwnerOrSelf() const { if (Unit* u = GetCharmerOrOwner()) return u; return const_cast(this)->ToUnit(); } Player* WorldObject::GetCharmerOrOwnerPlayerOrPlayerItself() const { ObjectGuid guid = GetCharmerOrOwnerGUID(); if (guid.IsPlayer()) return ObjectAccessor::GetPlayer(*this, guid); return const_cast(this)->ToPlayer(); } Player* WorldObject::GetAffectingPlayer() const { if (!GetCharmerOrOwnerGUID()) return const_cast(this)->ToPlayer(); if (Unit* owner = GetCharmerOrOwner()) return owner->GetCharmerOrOwnerPlayerOrPlayerItself(); return nullptr; } Player* WorldObject::GetSpellModOwner() const { if (Player* player = const_cast(this)->ToPlayer()) return player; if (GetTypeId() == TYPEID_UNIT) { Creature const* creature = ToCreature(); if (creature->HasUnitTypeMask(UNIT_MASK_PET | UNIT_MASK_TOTEM | UNIT_MASK_GUARDIAN | UNIT_MASK_HUNTER_PET | UNIT_MASK_MINION)) { if (Unit* owner = creature->GetOwner()) return owner->ToPlayer(); } } else if (GetTypeId() == TYPEID_GAMEOBJECT) { GameObject const* go = ToGameObject(); if (Unit* owner = go->GetOwner()) return owner->ToPlayer(); } return nullptr; } // function uses real base points (typically value - 1) int32 WorldObject::CalculateSpellDamage(Unit const* target, SpellInfo const* spellProto, uint8 effectIndex, int32 const* basePoints) const { return spellProto->Effects[effectIndex].CalcValue(this, basePoints, target); } float WorldObject::GetSpellMaxRangeForTarget(Unit const* target, SpellInfo const* spellInfo) const { if (!spellInfo->RangeEntry) return 0; if (spellInfo->RangeEntry->RangeMax[1] == spellInfo->RangeEntry->RangeMax[0]) return spellInfo->GetMaxRange(); if (!target) return spellInfo->GetMaxRange(true); return spellInfo->GetMaxRange(!IsHostileTo(target)); } float WorldObject::GetSpellMinRangeForTarget(Unit const* target, SpellInfo const* spellInfo) const { if (!spellInfo->RangeEntry) return 0; if (spellInfo->RangeEntry->RangeMin[1] == spellInfo->RangeEntry->RangeMin[0]) return spellInfo->GetMinRange(); if (!target) return spellInfo->GetMinRange(true); return spellInfo->GetMinRange(!IsHostileTo(target)); } float WorldObject::ApplyEffectModifiers(SpellInfo const* spellProto, uint8 effect_index, float value) const { if (Player* modOwner = GetSpellModOwner()) { modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_ALL_EFFECTS, value); switch (effect_index) { case EFFECT_0: modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_EFFECT1, value); break; case EFFECT_1: modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_EFFECT2, value); break; case EFFECT_2: modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_EFFECT3, value); break; } } return value; } int32 WorldObject::ModSpellDuration(SpellInfo const* spellInfo, WorldObject const* target, int32 duration, bool positive, uint32 effectMask) { // don't mod permanent auras duration if (duration < 0) return duration; // some auras are not affected by duration modifiers if (spellInfo->HasAttribute(SPELL_ATTR7_IGNORE_DURATION_MODS)) return duration; // cut duration only of negative effects Unit const* unitTarget = target->ToUnit(); if (!unitTarget) return duration; // cut duration only of negative effects if (!positive) { int32 mechanicMask = spellInfo->GetSpellMechanicMaskByEffectMask(effectMask); auto mechanicCheck = [mechanicMask](AuraEffect const* aurEff) -> bool { if (mechanicMask & (1 << aurEff->GetMiscValue())) return true; return false; }; // Find total mod value (negative bonus) int32 durationMod_always = unitTarget->GetTotalAuraModifier(SPELL_AURA_MECHANIC_DURATION_MOD, mechanicCheck); // Find max mod (negative bonus) int32 durationMod_not_stack = unitTarget->GetMaxNegativeAuraModifier(SPELL_AURA_MECHANIC_DURATION_MOD_NOT_STACK, mechanicCheck); // Select strongest negative mod int32 durationMod = std::min(durationMod_always, durationMod_not_stack); if (durationMod != 0) AddPct(duration, durationMod); // there are only negative mods currently durationMod_always = unitTarget->GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_AURA_DURATION_BY_DISPEL, spellInfo->Dispel); durationMod_not_stack = unitTarget->GetMaxNegativeAuraModifierByMiscValue(SPELL_AURA_MOD_AURA_DURATION_BY_DISPEL_NOT_STACK, spellInfo->Dispel); durationMod = std::min(durationMod_always, durationMod_not_stack); if (durationMod != 0) AddPct(duration, durationMod); } else { // else positive mods here, there are no currently // when there will be, change GetTotalAuraModifierByMiscValue to GetMaxPositiveAuraModifierByMiscValue // Mixology - duration boost if (unitTarget->GetTypeId() == TYPEID_PLAYER) { if (spellInfo->SpellFamilyName == SPELLFAMILY_POTION && ( sSpellMgr->IsSpellMemberOfSpellGroup(spellInfo->Id, SPELL_GROUP_ELIXIR_BATTLE) || sSpellMgr->IsSpellMemberOfSpellGroup(spellInfo->Id, SPELL_GROUP_ELIXIR_GUARDIAN))) { if (unitTarget->HasAura(53042) && unitTarget->HasSpell(spellInfo->Effects[0].TriggerSpell)) duration *= 2; } } } return std::max(duration, 0); } void WorldObject::ModSpellCastTime(SpellInfo const* spellInfo, int32& castTime, Spell* spell) { if (!spellInfo || castTime < 0) return; // called from caster if (Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_CASTING_TIME, castTime, spell); Unit const* unitCaster = ToUnit(); if (!unitCaster) return; if (!(spellInfo->HasAttribute(SPELL_ATTR0_IS_ABILITY) || spellInfo->HasAttribute(SPELL_ATTR0_IS_TRADESKILL) || spellInfo->HasAttribute(SPELL_ATTR3_NO_DONE_BONUS)) && ((GetTypeId() == TYPEID_PLAYER && spellInfo->SpellFamilyName) || GetTypeId() == TYPEID_UNIT)) castTime = int32(float(castTime) * GetFloatValue(UNIT_MOD_CAST_SPEED)); else if (spellInfo->HasAttribute(SPELL_ATTR0_USES_RANGED_SLOT) && !spellInfo->HasAttribute(SPELL_ATTR2_AUTOREPEAT_FLAG)) castTime = int32(float(castTime) * unitCaster->m_modAttackSpeedPct[RANGED_ATTACK]); else if (spellInfo->SpellVisual[0] == 3881 && unitCaster->HasAura(67556)) // cooking with Chef Hat. castTime = 500; } void WorldObject::ModSpellDurationTime(SpellInfo const* spellInfo, int32& duration, Spell* spell) { if (!spellInfo || duration < 0) return; if (spellInfo->IsChanneled() && !spellInfo->HasAttribute(SPELL_ATTR5_SPELL_HASTE_AFFECTS_PERIODIC)) return; // called from caster if (Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_CASTING_TIME, duration, spell); Unit const* unitCaster = ToUnit(); if (!unitCaster) return; if (!(spellInfo->HasAttribute(SPELL_ATTR0_IS_ABILITY) || spellInfo->HasAttribute(SPELL_ATTR0_IS_TRADESKILL) || spellInfo->HasAttribute(SPELL_ATTR3_NO_DONE_BONUS)) && ((GetTypeId() == TYPEID_PLAYER && spellInfo->SpellFamilyName) || GetTypeId() == TYPEID_UNIT)) duration = int32(float(duration) * GetFloatValue(UNIT_MOD_CAST_SPEED)); else if (spellInfo->HasAttribute(SPELL_ATTR0_USES_RANGED_SLOT) && !spellInfo->HasAttribute(SPELL_ATTR2_AUTOREPEAT_FLAG)) duration = int32(float(duration) * unitCaster->m_modAttackSpeedPct[RANGED_ATTACK]); } float WorldObject::MeleeSpellMissChance(Unit const* /*victim*/, WeaponAttackType /*attType*/, SpellInfo const* /*spellInfo*/) const { return 0.0f; } SpellMissInfo WorldObject::MeleeSpellHitResult(Unit* /*victim*/, SpellInfo const* /*spellInfo*/) const { return SPELL_MISS_NONE; } SpellMissInfo WorldObject::MagicSpellHitResult(Unit* victim, SpellInfo const* spellInfo) const { // Can`t miss on dead target (on skinning for example) if (!victim->IsAlive() && !victim->IsPlayer()) return SPELL_MISS_NONE; if (spellInfo->HasAttribute(SPELL_ATTR7_CANT_MISS)) return SPELL_MISS_NONE; SpellSchoolMask schoolMask = spellInfo->GetSchoolMask(); // PvP - PvE spell misschances per leveldif > 2 int32 lchance = victim->IsPlayer() ? 7 : 11; int32 thisLevel = getLevelForTarget(victim); if (GetTypeId() == TYPEID_UNIT && ToCreature()->IsTrigger()) thisLevel = std::max(thisLevel, spellInfo->SpellLevel); int32 leveldif = int32(victim->getLevelForTarget(this)) - thisLevel; int32 levelBasedHitDiff = leveldif; // Base hit chance from attacker and victim levels int32 modHitChance = 100; if (levelBasedHitDiff >= 0) { if (victim->IsPlayer()) { modHitChance = 94 - 3 * std::min(levelBasedHitDiff, 3); levelBasedHitDiff -= 3; } else { modHitChance = 96 - std::min(levelBasedHitDiff, 2); levelBasedHitDiff -= 2; } if (levelBasedHitDiff > 0) modHitChance -= lchance * std::min(levelBasedHitDiff, 7); } else modHitChance = 97 - levelBasedHitDiff; // Spellmod from SPELLMOD_RESIST_MISS_CHANCE if (Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_RESIST_MISS_CHANCE, modHitChance); // Chance hit from victim SPELL_AURA_MOD_ATTACKER_SPELL_HIT_CHANCE auras modHitChance += victim->GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_ATTACKER_SPELL_HIT_CHANCE, schoolMask); // Decrease hit chance from victim rating bonus if (victim->IsPlayer()) modHitChance -= int32(victim->ToPlayer()->GetRatingBonusValue(CR_HIT_TAKEN_SPELL)); int32 hitChance = modHitChance * 100; // Increase hit chance from attacker SPELL_AURA_MOD_SPELL_HIT_CHANCE and attacker ratings // Increase hit chance from attacker SPELL_AURA_MOD_SPELL_HIT_CHANCE and attacker ratings if (Unit const* unit = ToUnit()) hitChance += int32(unit->m_modSpellHitChance * 100.0f); RoundToInterval(hitChance, 0, 10000); int32 tmp = 10000 - hitChance; int32 rand = irand(0, 9999); if (tmp > 0 && rand < tmp) return SPELL_MISS_MISS; // Chance resist mechanic (select max value from every mechanic spell effect) int32 resist_chance = victim->GetMechanicResistChance(spellInfo) * 100; // Chance resist debuff if (!spellInfo->IsPositive() && !spellInfo->HasAttribute(SPELL_ATTR4_IGNORE_RESISTANCES)) { // resistance chance for binary spells, equals to average damage reduction of non-binary spell if (spellInfo->HasAttribute(SPELL_ATTR0_CU_BINARY_SPELL) && (spellInfo->GetSchoolMask() & SPELL_SCHOOL_MASK_MAGIC)) resist_chance += int32(Unit::CalculateAverageResistReduction(this, spellInfo->GetSchoolMask(), victim, spellInfo) * 10000.f); // 100 for spell calculations, and 100 for return value percentage } // Roll chance if (resist_chance > 0 && rand < (tmp += resist_chance)) return SPELL_MISS_RESIST; // cast by caster in front of victim if (!victim->HasUnitState(UNIT_STATE_CONTROLLED) && (victim->HasInArc(float(M_PI), this) || victim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION))) { int32 deflect_chance = victim->GetTotalAuraModifier(SPELL_AURA_DEFLECT_SPELLS) * 100; if (deflect_chance > 0 && rand < (tmp += deflect_chance)) return SPELL_MISS_DEFLECT; } return SPELL_MISS_NONE; } // Calculate spell hit result can be: // Every spell can: Evade/Immune/Reflect/Sucesful hit // For melee based spells: // Miss // Dodge // Parry // For spells // Resist SpellMissInfo WorldObject::SpellHitResult(Unit* victim, SpellInfo const* spellInfo, bool canReflect /*= false*/) const { // Check for immune if (victim->IsImmunedToSpell(spellInfo, this)) return SPELL_MISS_IMMUNE; // Damage immunity is only checked if the spell has damage effects, this immunity must not prevent aura apply // returns SPELL_MISS_IMMUNE in that case, for other spells, the SMSG_SPELL_GO must show hit if (spellInfo->HasOnlyDamageEffects() && victim->IsImmunedToDamage(spellInfo)) return SPELL_MISS_IMMUNE; // All positive spells can`t miss /// @todo client not show miss log for this spells - so need find info for this in dbc and use it! if (spellInfo->IsPositive() && !IsHostileTo(victim)) // prevent from affecting enemy by "positive" spell return SPELL_MISS_NONE; if (this == victim) return SPELL_MISS_NONE; // Return evade for units in evade mode if (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsEvadingAttacks()) return SPELL_MISS_EVADE; // Try victim reflect spell if (canReflect) { int32 reflectchance = victim->GetTotalAuraModifier(SPELL_AURA_REFLECT_SPELLS); reflectchance += victim->GetTotalAuraModifierByMiscMask(SPELL_AURA_REFLECT_SPELLS_SCHOOL, spellInfo->GetSchoolMask()); if (reflectchance > 0 && roll_chance_i(reflectchance)) return SPELL_MISS_REFLECT; } if (spellInfo->HasAttribute(SPELL_ATTR3_IGNORE_HIT_RESULT)) return SPELL_MISS_NONE; switch (spellInfo->DmgClass) { case SPELL_DAMAGE_CLASS_RANGED: case SPELL_DAMAGE_CLASS_MELEE: return MeleeSpellHitResult(victim, spellInfo); case SPELL_DAMAGE_CLASS_NONE: return SPELL_MISS_NONE; case SPELL_DAMAGE_CLASS_MAGIC: return MagicSpellHitResult(victim, spellInfo); } return SPELL_MISS_NONE; } void WorldObject::SendSpellMiss(Unit* target, uint32 spellID, SpellMissInfo missInfo) { WorldPacket data(SMSG_SPELLLOGMISS, (4 + 8 + 1 + 4 + 8 + 1)); data << uint32(spellID); data << uint64(GetGUID()); data << uint8(0); // can be 0 or 1 data << uint32(1); // target count // for (i = 0; i < target count; ++i) data << uint64(target->GetGUID()); // target GUID data << uint8(missInfo); // end loop SendMessageToSet(&data, true); } FactionTemplateEntry const* WorldObject::GetFactionTemplateEntry() const { FactionTemplateEntry const* entry = sFactionTemplateStore.LookupEntry(GetFaction()); if (!entry) { if (Player const* player = ToPlayer()) TC_LOG_ERROR("entities", "Player %s has invalid faction (faction template id) #%u", player->GetName().c_str(), GetFaction()); else if (Creature const* creature = ToCreature()) TC_LOG_ERROR("entities", "Creature (template id: %u) has invalid faction (faction template id) #%u", creature->GetCreatureTemplate()->Entry, GetFaction()); else if (GameObject const* go = ToGameObject()) TC_LOG_ERROR("entities", "GameObject (template id: %u) has invalid faction (faction template id) #%u", go->GetGOInfo()->entry, GetFaction()); else TC_LOG_ERROR("entities", "WorldObject (name: %s, type: %u) has invalid faction (faction template id) #%u", GetName().c_str(), uint32(GetTypeId()), GetFaction()); } return entry; } // function based on function Unit::UnitReaction from 13850 client ReputationRank WorldObject::GetReactionTo(WorldObject const* target) const { // always friendly to self if (this == target) return REP_FRIENDLY; // always friendly to charmer or owner if (GetCharmerOrOwnerOrSelf() == target->GetCharmerOrOwnerOrSelf()) return REP_FRIENDLY; Player const* selfPlayerOwner = GetAffectingPlayer(); Player const* targetPlayerOwner = target->GetAffectingPlayer(); // check forced reputation to support SPELL_AURA_FORCE_REACTION if (selfPlayerOwner) { if (FactionTemplateEntry const* targetFactionTemplateEntry = target->GetFactionTemplateEntry()) if (ReputationRank const* repRank = selfPlayerOwner->GetReputationMgr().GetForcedRankIfAny(targetFactionTemplateEntry)) return *repRank; } else if (targetPlayerOwner) { if (FactionTemplateEntry const* selfFactionTemplateEntry = GetFactionTemplateEntry()) if (ReputationRank const* repRank = targetPlayerOwner->GetReputationMgr().GetForcedRankIfAny(selfFactionTemplateEntry)) return *repRank; } Unit const* unit = ToUnit(); Unit const* targetUnit = target->ToUnit(); if (unit && unit->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED)) { if (unit && unit->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED)) { if (selfPlayerOwner && targetPlayerOwner) { // always friendly to other unit controlled by player, or to the player himself if (selfPlayerOwner == targetPlayerOwner) return REP_FRIENDLY; // duel - always hostile to opponent if (selfPlayerOwner->duel && selfPlayerOwner->duel->opponent == targetPlayerOwner && selfPlayerOwner->duel->startTime != 0) return REP_HOSTILE; // same group - checks dependant only on our faction - skip FFA_PVP for example if (selfPlayerOwner->IsInRaidWith(targetPlayerOwner)) return REP_FRIENDLY; // return true to allow config option AllowTwoSide.Interaction.Group to work // however client seems to allow mixed group parties, because in 13850 client it works like: // return GetFactionReactionTo(GetFactionTemplateEntry(), target); } // check FFA_PVP if (unit->IsFFAPvP() && targetUnit->IsFFAPvP()) return REP_HOSTILE; if (selfPlayerOwner) { if (FactionTemplateEntry const* targetFactionTemplateEntry = targetUnit->GetFactionTemplateEntry()) { if (ReputationRank const* repRank = selfPlayerOwner->GetReputationMgr().GetForcedRankIfAny(targetFactionTemplateEntry)) return *repRank; if (!selfPlayerOwner->HasFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_IGNORE_REPUTATION)) { if (FactionEntry const* targetFactionEntry = sFactionStore.LookupEntry(targetFactionTemplateEntry->Faction)) { if (targetFactionEntry->CanHaveReputation()) { // check contested flags if (targetFactionTemplateEntry->IsHostileToPvpActivePlayers() && selfPlayerOwner->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP)) return REP_HOSTILE; // if faction has reputation, hostile state depends only from AtWar state if (selfPlayerOwner->GetReputationMgr().IsAtWar(targetFactionEntry)) return REP_HOSTILE; return REP_FRIENDLY; } } } } } } } // do checks dependant only on our faction return WorldObject::GetFactionReactionTo(GetFactionTemplateEntry(), target); } /*static*/ ReputationRank WorldObject::GetFactionReactionTo(FactionTemplateEntry const* factionTemplateEntry, WorldObject const* target) { // always neutral when no template entry found if (!factionTemplateEntry) return REP_NEUTRAL; FactionTemplateEntry const* targetFactionTemplateEntry = target->GetFactionTemplateEntry(); if (Player const* targetPlayerOwner = target->GetAffectingPlayer()) { // check contested flags if (factionTemplateEntry->IsHostileToPvpActivePlayers() && targetPlayerOwner->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP)) return REP_HOSTILE; if (ReputationRank const* repRank = targetPlayerOwner->GetReputationMgr().GetForcedRankIfAny(factionTemplateEntry)) return *repRank; if (!target->HasFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_IGNORE_REPUTATION)) { if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->Faction)) { if (factionEntry->CanHaveReputation()) { // CvP case - check reputation, don't allow state higher than neutral when at war ReputationRank repRank = targetPlayerOwner->GetReputationMgr().GetRank(factionEntry); if (targetPlayerOwner->GetReputationMgr().IsAtWar(factionEntry)) repRank = std::min(REP_NEUTRAL, repRank); return repRank; } } } } // common faction based check if (factionTemplateEntry->IsHostileTo(targetFactionTemplateEntry)) return REP_HOSTILE; if (factionTemplateEntry->IsFriendlyTo(targetFactionTemplateEntry)) return REP_FRIENDLY; if (targetFactionTemplateEntry->IsFriendlyTo(factionTemplateEntry)) return REP_FRIENDLY; // neutral by default return REP_NEUTRAL; } bool WorldObject::IsHostileTo(WorldObject const* target) const { return GetReactionTo(target) <= REP_HOSTILE; } bool WorldObject::IsFriendlyTo(WorldObject const* target) const { return GetReactionTo(target) >= REP_FRIENDLY; } bool WorldObject::IsHostileToPlayers() const { FactionTemplateEntry const* my_faction = GetFactionTemplateEntry(); if (!my_faction->Faction) return false; FactionEntry const* raw_faction = sFactionStore.LookupEntry(my_faction->Faction); if (raw_faction && raw_faction->ReputationIndex >= 0) return false; return my_faction->IsHostileToPlayers(); } bool WorldObject::IsNeutralToAll() const { FactionTemplateEntry const* my_faction = GetFactionTemplateEntry(); if (!my_faction->Faction) return true; FactionEntry const* raw_faction = sFactionStore.LookupEntry(my_faction->Faction); if (raw_faction && raw_faction->ReputationIndex >= 0) return false; return my_faction->IsNeutralToAll(); } void WorldObject::CastSpell(SpellCastTargets const& targets, uint32 spellId, CastSpellExtraArgs const& args /*= { }*/) { SpellInfo const* info = sSpellMgr->GetSpellInfo(spellId); if (!info) { TC_LOG_ERROR("entities.unit", "CastSpell: unknown spell %u by caster %s", spellId, GetGUID().ToString().c_str()); return; } Spell* spell = new Spell(this, info, args.TriggerFlags, args.OriginalCaster); for (auto const& pair : args.SpellValueOverrides) spell->SetSpellValue(pair.first, pair.second); spell->m_CastItem = args.CastItem; spell->prepare(targets, args.TriggeringAura); } void WorldObject::CastSpell(WorldObject* target, uint32 spellId, CastSpellExtraArgs const& args /*= { }*/) { SpellCastTargets targets; if (target) { if (Unit* unitTarget = target->ToUnit()) targets.SetUnitTarget(unitTarget); else if (GameObject* goTarget = target->ToGameObject()) targets.SetGOTarget(goTarget); else { TC_LOG_ERROR("entities.unit", "CastSpell: Invalid target %s passed to spell cast by %s", target->GetGUID().ToString().c_str(), GetGUID().ToString().c_str()); return; } } CastSpell(targets, spellId, args); } void WorldObject::CastSpell(Position const& dest, uint32 spellId, CastSpellExtraArgs const& args /*= { }*/) { SpellCastTargets targets; targets.SetDst(dest); CastSpell(targets, spellId, args); } // function based on function Unit::CanAttack from 13850 client bool WorldObject::IsValidAttackTarget(WorldObject const* target, SpellInfo const* bySpell /*= nullptr*/) const { ASSERT(target); // some positive spells can be casted at hostile target bool isPositiveSpell = bySpell && bySpell->IsPositive(); // can't attack self (spells can, attribute check) if (!bySpell && this == target) return false; // can't attack unattackable units Unit const* unitTarget = target->ToUnit(); if (unitTarget && unitTarget->HasUnitState(UNIT_STATE_UNATTACKABLE)) return false; // can't attack GMs if (target->GetTypeId() == TYPEID_PLAYER && target->ToPlayer()->IsGameMaster()) return false; Unit const* unit = ToUnit(); // visibility checks (only units) if (unit) { // can't attack invisible if (!bySpell || !bySpell->HasAttribute(SPELL_ATTR6_CAN_TARGET_INVISIBLE)) { if (!unit->CanSeeOrDetect(target, bySpell && bySpell->IsAffectingArea())) return false; } } // can't attack dead if ((!bySpell || !bySpell->IsAllowingDeadTarget()) && unitTarget && !unitTarget->IsAlive()) return false; // can't attack untargetable if ((!bySpell || !bySpell->HasAttribute(SPELL_ATTR6_CAN_TARGET_UNTARGETABLE)) && unitTarget && unitTarget->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE)) return false; if (Player const* playerAttacker = ToPlayer()) { if (playerAttacker->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_UBER)) return false; } // check flags if (unitTarget && unitTarget->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_TAXI_FLIGHT | UNIT_FLAG_NOT_ATTACKABLE_1 | UNIT_FLAG_NOT_ATTACKABLE_2)) return false; // ignore immunity flags when assisting if (isPositiveSpell && !bySpell->HasAttribute(SPELL_ATTR6_ASSIST_IGNORE_IMMUNE_FLAG)) { if (unit && !unit->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED) && unitTarget && unitTarget->IsImmuneToNPC()) return false; if (unitTarget && !unitTarget->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED) && unit && unit->IsImmuneToNPC()) return false; if (unit && unit->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED) && unitTarget && unitTarget->IsImmuneToPC()) return false; if (unitTarget && unitTarget->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED) && unit && unit->IsImmuneToPC()) return false; } // CvC case - can attack each other only when one of them is hostile if (ToUnit() && !HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED) && target->ToUnit() && !target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED)) return IsHostileTo(target) || target->IsHostileTo(this); // PvP, PvC, CvP case // can't attack friendly targets if (IsFriendlyTo(target) || target->IsFriendlyTo(this)) return false; Player const* playerAffectingAttacker = ToUnit() && HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED) ? GetAffectingPlayer() : nullptr; Player const* playerAffectingTarget = target->ToUnit() && target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED) ? target->GetAffectingPlayer() : nullptr; // Not all neutral creatures can be attacked (even some unfriendly faction does not react aggresive to you, like Sporaggar) if ((playerAffectingAttacker && !playerAffectingTarget) || (!playerAffectingAttacker && playerAffectingTarget)) { Player const* player = playerAffectingAttacker ? playerAffectingAttacker : playerAffectingTarget; if (Unit const* creature = playerAffectingAttacker ? target->ToUnit() : ToUnit()) { if (creature->IsContestedGuard() && player->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP)) return true; if (FactionTemplateEntry const* factionTemplate = creature->GetFactionTemplateEntry()) { if (!(player->GetReputationMgr().GetForcedRankIfAny(factionTemplate))) if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(factionTemplate->Faction)) if (FactionState const* repState = player->GetReputationMgr().GetState(factionEntry)) if (!(repState->Flags & FACTION_FLAG_AT_WAR)) return false; } } } Creature const* creatureAttacker = ToCreature(); if (creatureAttacker && (creatureAttacker->GetCreatureTemplate()->type_flags & CREATURE_TYPE_FLAG_TREAT_AS_RAID_UNIT)) return false; if (playerAffectingAttacker && playerAffectingTarget) if (playerAffectingAttacker->duel && playerAffectingAttacker->duel->opponent == playerAffectingTarget && playerAffectingAttacker->duel->startTime != 0) return true; // PvP case - can't attack when attacker or target are in sanctuary // however, 13850 client doesn't allow to attack when one of the unit's has sanctuary flag and is pvp if (unitTarget && unitTarget->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED) && HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED) && (unitTarget->IsInSanctuary() || unit->IsInSanctuary())) return false; // additional checks - only PvP case if (playerAffectingAttacker && playerAffectingTarget) { if (unitTarget->IsPvP()) return true; if (unit->IsFFAPvP() && unitTarget->IsFFAPvP()) return true; return unit->HasByteFlag(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_PVP_FLAG, UNIT_BYTE2_FLAG_UNK1) || unitTarget->HasByteFlag(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_PVP_FLAG, UNIT_BYTE2_FLAG_UNK1); } return true; } // function based on function Unit::CanAssist from 13850 client bool WorldObject::IsValidAssistTarget(WorldObject const* target, SpellInfo const* bySpell /*= nullptr*/) const { ASSERT(target); // some negative spells can be casted at friendly target bool isNegativeSpell = bySpell && !bySpell->IsPositive(); // can assist to self if (this == target) return true; // can't assist unattackable units Unit const* unitTarget = target->ToUnit(); // can't assist unattackable units if (unitTarget && unitTarget->HasUnitState(UNIT_STATE_UNATTACKABLE)) return false; // can't assist GMs if (target->GetTypeId() == TYPEID_PLAYER && target->ToPlayer()->IsGameMaster()) return false; // can't assist own vehicle or passenger Unit const* unit = ToUnit(); if (unit && unitTarget && unit->GetVehicle()) { if (unit->IsOnVehicle(unitTarget)) return false; if (unit->GetVehicleBase()->IsOnVehicle(unitTarget)) return false; } // can't assist invisible if ((!bySpell || !bySpell->HasAttribute(SPELL_ATTR6_CAN_TARGET_INVISIBLE)) && !CanSeeOrDetect(target, bySpell && bySpell->IsAffectingArea())) return false; // can't assist dead if ((!bySpell || !bySpell->IsAllowingDeadTarget()) && unitTarget && !unitTarget->IsAlive()) return false; // can't assist untargetable if ((!bySpell || !bySpell->HasAttribute(SPELL_ATTR6_CAN_TARGET_UNTARGETABLE)) && unitTarget && unitTarget->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE)) return false; // check flags for negative spells if (isNegativeSpell && unitTarget && unitTarget->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_TAXI_FLIGHT | UNIT_FLAG_NOT_ATTACKABLE_1 | UNIT_FLAG_NOT_ATTACKABLE_2)) return false; if (isNegativeSpell || !bySpell || !bySpell->HasAttribute(SPELL_ATTR6_ASSIST_IGNORE_IMMUNE_FLAG)) { if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED)) { if (unitTarget && unitTarget->IsImmuneToPC()) return false; } else { if (unitTarget && unitTarget->IsImmuneToNPC()) return false; } } // can't assist non-friendly targets if (GetReactionTo(target) < REP_NEUTRAL && target->GetReactionTo(this) < REP_NEUTRAL && (!ToCreature() || !(ToCreature()->GetCreatureTemplate()->type_flags & CREATURE_TYPE_FLAG_TREAT_AS_RAID_UNIT))) return false; // PvP case if (unitTarget && unitTarget->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED)) { Player const* targetPlayerOwner = target->GetAffectingPlayer(); if (unit && unit->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED)) { Player const* selfPlayerOwner = GetAffectingPlayer(); if (selfPlayerOwner && targetPlayerOwner) { // can't assist player which is dueling someone if (selfPlayerOwner != targetPlayerOwner && targetPlayerOwner->duel) return false; } // can't assist player in ffa_pvp zone from outside if (unitTarget->IsFFAPvP() && unit && !unit->IsFFAPvP()) return false; // can't assist player out of sanctuary from sanctuary if has pvp enabled if (unitTarget->IsPvP()) if (unit && unit->IsInSanctuary() && !unitTarget->IsInSanctuary()) return false; } } // PvC case - player can assist creature only if has specific type flags // !target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE) && else if (unit && unit->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED)) { if (!bySpell || !bySpell->HasAttribute(SPELL_ATTR6_ASSIST_IGNORE_IMMUNE_FLAG)) if (unitTarget && !unitTarget->IsPvP()) if (Creature const* creatureTarget = target->ToCreature()) return ((creatureTarget->GetCreatureTemplate()->type_flags & CREATURE_TYPE_FLAG_TREAT_AS_RAID_UNIT) || (creatureTarget->GetCreatureTemplate()->type_flags & CREATURE_TYPE_FLAG_CAN_ASSIST)); } return true; } Unit* WorldObject::GetMagicHitRedirectTarget(Unit* victim, SpellInfo const* spellInfo) { // Patch 1.2 notes: Spell Reflection no longer reflects abilities if (spellInfo->HasAttribute(SPELL_ATTR0_IS_ABILITY) || spellInfo->HasAttribute(SPELL_ATTR1_CANT_BE_REDIRECTED) || spellInfo->HasAttribute(SPELL_ATTR0_NO_IMMUNITIES)) return victim; Unit::AuraEffectList const& magnetAuras = victim->GetAuraEffectsByType(SPELL_AURA_SPELL_MAGNET); for (AuraEffect const* aurEff : magnetAuras) { if (Unit* magnet = aurEff->GetBase()->GetCaster()) { if (spellInfo->CheckExplicitTarget(this, magnet) == SPELL_CAST_OK && IsValidAttackTarget(magnet, spellInfo)) { /// @todo handle this charge drop by proc in cast phase on explicit target if (spellInfo->Speed > 0.0f) { // Set up missile speed based delay uint32 delay = uint32(std::floor(std::max(victim->GetDistance(this), 5.0f) / spellInfo->Speed * 1000.0f)); // Schedule charge drop aurEff->GetBase()->DropChargeDelayed(delay, AuraRemoveFlags::Expired); } else aurEff->GetBase()->DropCharge(AuraRemoveFlags::Expired); return magnet; } } } return victim; } template void WorldObject::GetGameObjectListWithEntryInGrid(Container& gameObjectContainer, uint32 entry, float maxSearchRange /*= 250.0f*/) const { Trinity::AllGameObjectsWithEntryInRange check(this, entry, maxSearchRange); Trinity::GameObjectListSearcher searcher(this, gameObjectContainer, check); Cell::VisitGridObjects(this, searcher, maxSearchRange); } template void WorldObject::GetCreatureListWithEntryInGrid(Container& creatureContainer, uint32 entry, float maxSearchRange /*= 250.0f*/) const { Trinity::AllCreaturesOfEntryInRange check(this, entry, maxSearchRange); Trinity::CreatureListSearcher searcher(this, creatureContainer, check); Cell::VisitGridObjects(this, searcher, maxSearchRange); } template void WorldObject::GetPlayerListInGrid(Container& playerContainer, float maxSearchRange) const { Trinity::AnyPlayerInObjectRangeCheck checker(this, maxSearchRange); Trinity::PlayerListSearcher searcher(this, playerContainer, checker); Cell::VisitWorldObjects(this, searcher, maxSearchRange); } void WorldObject::GetNearPoint2D(WorldObject const* searcher, float &x, float &y, float distance2d, float absAngle) const { float effectiveReach = GetCombatReach(); if (searcher) { effectiveReach += searcher->GetCombatReach(); if (this != searcher) { float myHover = 0.0f, searcherHover = 0.0f; if (Unit const* unit = ToUnit()) myHover = unit->GetHoverOffset(); if (Unit const* searchUnit = searcher->ToUnit()) searcherHover = searchUnit->GetHoverOffset(); float hoverDelta = myHover - searcherHover; if (hoverDelta != 0.0f) effectiveReach = std::sqrt(std::max(effectiveReach * effectiveReach - hoverDelta * hoverDelta, 0.0f)); } } x = GetPositionX() + (effectiveReach + distance2d) * std::cos(absAngle); y = GetPositionY() + (effectiveReach + distance2d) * std::sin(absAngle); Trinity::NormalizeMapCoord(x); Trinity::NormalizeMapCoord(y); } void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float distance2d, float absAngle) const { GetNearPoint2D(searcher, x, y, distance2d, absAngle); z = GetPositionZ(); (searcher ? searcher : this)->UpdateAllowedPositionZ(x, y, z); // if detection disabled, return first point if (!sWorld->getBoolConfig(CONFIG_DETECT_POS_COLLISION)) return; // return if the point is already in LoS if (IsWithinLOS(x, y, z)) return; // remember first point float first_x = x; float first_y = y; float first_z = z; // loop in a circle to look for a point in LoS using small steps for (float angle = float(M_PI) / 8; angle < float(M_PI) * 2; angle += float(M_PI) / 8) { GetNearPoint2D(searcher, x, y, distance2d, absAngle + angle); z = GetPositionZ(); UpdateAllowedPositionZ(x, y, z); if (IsWithinLOS(x, y, z)) return; } // still not in LoS, give up and return first position found x = first_x; y = first_y; z = first_z; } void WorldObject::GetClosePoint(float &x, float &y, float &z, float size, float distance2d /*= 0*/, float relAngle /*= 0*/) const { // angle calculated from current orientation GetNearPoint(nullptr, x, y, z, distance2d + size, GetOrientation() + relAngle); } Position WorldObject::GetNearPosition(float dist, float angle) { Position pos = GetPosition(); MovePosition(pos, dist, angle); return pos; } Position WorldObject::GetFirstCollisionPosition(float dist, float angle) { Position pos = GetPosition(); MovePositionToFirstCollision(pos, dist, angle); return pos; } Position WorldObject::GetRandomNearPosition(float radius) { Position pos = GetPosition(); MovePosition(pos, radius * (float)rand_norm(), (float)rand_norm() * static_cast(2 * M_PI)); return pos; } void WorldObject::GetContactPoint(const WorldObject* obj, float &x, float &y, float &z, float distance2d /*= CONTACT_DISTANCE*/) const { // angle to face `obj` to `this` using distance includes size of `obj` GetNearPoint(obj, x, y, z, distance2d, GetAngle(obj)); } void WorldObject::MovePosition(Position &pos, float dist, float angle) { angle += GetOrientation(); float destx, desty, destz, ground, floor; destx = pos.m_positionX + dist * std::cos(angle); desty = pos.m_positionY + dist * std::sin(angle); // Prevent invalid coordinates here, position is unchanged if (!Trinity::IsValidMapCoord(destx, desty, pos.m_positionZ)) { TC_LOG_FATAL("misc", "WorldObject::MovePosition: Object (TypeId: %u Entry: %u GUID: %u) has invalid coordinates X: %f and Y: %f were passed!", GetTypeId(), GetEntry(), GetGUID().GetCounter(), 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) { destx -= step * std::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; } } Trinity::NormalizeMapCoord(pos.m_positionX); Trinity::NormalizeMapCoord(pos.m_positionY); UpdateGroundPositionZ(pos.m_positionX, pos.m_positionY, pos.m_positionZ); pos.SetOrientation(GetOrientation()); } void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float angle) { angle += GetOrientation(); float destx, desty, destz; destx = pos.m_positionX + dist * std::cos(angle); desty = pos.m_positionY + dist * std::sin(angle); destz = pos.m_positionZ; // Prevent invalid coordinates here, position is unchanged if (!Trinity::IsValidMapCoord(destx, desty)) { TC_LOG_FATAL("misc", "WorldObject::MovePositionToFirstCollision invalid coordinates X: %f and Y: %f were passed!", destx, desty); return; } // Use a detour raycast to get our first collision point PathGenerator path(this); path.SetUseRaycast(true); path.CalculatePath(destx, desty, destz, false); // We have a invalid path result. Skip further processing. if (!(path.GetPathType() & PATHFIND_NOT_USING_PATH)) { // Then check if we have any other flag that makes the result invalid if (path.GetPathType() & ~(PATHFIND_NORMAL | PATHFIND_SHORTCUT | PATHFIND_INCOMPLETE | PATHFIND_FARFROMPOLY_END | PATHFIND_NOT_USING_PATH)) return; } G3D::Vector3 result = path.GetPath().back(); destx = result.x; desty = result.y; destz = result.z; // Object is using a shortcut. Check static LOS float halfHeight = GetCollisionHeight() * 0.5f; bool col = false; // Unit is flying. Do a VMap check to avoid moving the position into walls or obstacles if (path.GetPathType() & PATHFIND_NOT_USING_PATH) { uint32 terrainMapId = PhasingHandler::GetTerrainMapId(GetPhaseShift(), GetMap(), pos.m_positionX, pos.m_positionY); col = VMAP::VMapFactory::createOrGetVMapManager()->getObjectHitPos(terrainMapId, pos.m_positionX, pos.m_positionY, pos.m_positionZ + halfHeight, destx, desty, destz + halfHeight, destx, desty, destz, -0.5f); destz -= halfHeight; // Collided with static LOS object, move back to collision point if (col) { destx -= CONTACT_DISTANCE * std::cos(angle); desty -= CONTACT_DISTANCE * std::sin(angle); dist = std::sqrt((pos.m_positionX - destx) * (pos.m_positionX - destx) + (pos.m_positionY - desty) * (pos.m_positionY - desty)); } } // check dynamic collision col = GetMap()->getObjectHitPos(GetPhaseShift(), pos.m_positionX, pos.m_positionY, pos.m_positionZ + halfHeight, destx, desty, destz + halfHeight, destx, desty, destz, -0.5f); destz -= halfHeight; // Collided with a gameobject, move back to collision point if (col) { destx -= CONTACT_DISTANCE * std::cos(angle); desty -= CONTACT_DISTANCE * std::sin(angle); dist = std::sqrt((pos.m_positionX - destx)*(pos.m_positionX - destx) + (pos.m_positionY - desty) * (pos.m_positionY - desty)); } float groundZ = VMAP_INVALID_HEIGHT_VALUE; Trinity::NormalizeMapCoord(pos.m_positionX); Trinity::NormalizeMapCoord(pos.m_positionY); UpdateAllowedPositionZ(destx, desty, destz, &groundZ); pos.SetOrientation(GetOrientation()); pos.Relocate(destx, desty, destz); // position has no ground under it (or is too far away) if (groundZ <= INVALID_HEIGHT) { if (Unit const* unit = ToUnit()) { // flying, ignore. if (unit->CanFly()) return; // fall back to gridHeight if any uint32 terrainMapId = PhasingHandler::GetTerrainMapId(GetPhaseShift(), GetMap(), pos.m_positionX, pos.m_positionY); float gridHeight = GetMap()->GetGridHeight(terrainMapId, pos.m_positionX, pos.m_positionY); if (gridHeight > INVALID_HEIGHT) pos.m_positionZ = gridHeight + unit->GetHoverOffset(); } } } void WorldObject::PlayDistanceSound(uint32 sound_id, Player* target /*= nullptr*/) { WorldPackets::Misc::PlayObjectSound packet; packet.SoundKitID = sound_id; packet.SourceObjectGUID = GetGUID(); packet.TargetObjectGUID = target ? target->GetGUID() : GetGUID(); if (target) target->SendDirectMessage(packet.Write()); else SendMessageToSet(packet.Write(), true); } void WorldObject::PlayDirectSound(uint32 sound_id, Player* target /*= nullptr*/) { WorldPackets::Misc::PlaySound packet; packet.SourceObjectGUID = GetGUID(); packet.SoundKitID = sound_id; if (target) target->SendDirectMessage(packet.Write()); else SendMessageToSet(packet.Write(), true); } void WorldObject::PlayDirectMusic(uint32 musicId, Player* target /*= nullptr*/) { if (target) target->SendDirectMessage(WorldPackets::Misc::PlayMusic(musicId, GetGUID()).Write()); else SendMessageToSet(WorldPackets::Misc::PlayMusic(musicId, GetGUID()).Write(), true); } void WorldObject::DestroyForNearbyPlayers() { if (!IsInWorld()) return; std::list targets; Trinity::AnyPlayerInObjectRangeCheck check(this, GetVisibilityRange(), false); Trinity::PlayerListSearcher searcher(this, targets, check); Cell::VisitWorldObjects(this, searcher, GetVisibilityRange()); for (std::list::const_iterator iter = targets.begin(); iter != targets.end(); ++iter) { Player* player = (*iter); if (player == this) continue; if (!player->HaveAtClient(this)) continue; if (isType(TYPEMASK_UNIT) && ToUnit()->GetCharmerGUID() == player->GetGUID()) /// @todo this is for puppet continue; if (GetTypeId() == TYPEID_UNIT) DestroyForPlayer(player, ToUnit()->IsDuringRemoveFromWorld() && ToCreature()->isDead()); // at remove from world (destroy) show kill animation else DestroyForPlayer(player); player->m_clientGUIDs.erase(GetGUID()); } } void WorldObject::UpdateObjectVisibility(bool /*forced*/) { //updates object's visibility for nearby players Trinity::VisibleChangesNotifier notifier(*this); Cell::VisitWorldObjects(this, notifier, GetVisibilityRange()); } struct WorldObjectChangeAccumulator { UpdateDataMapType& i_updateDatas; WorldObject& i_object; GuidSet plr_list; WorldObjectChangeAccumulator(WorldObject &obj, UpdateDataMapType &d) : i_updateDatas(d), i_object(obj) { } void Visit(PlayerMapType &m) { Player* source = nullptr; for (PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter) { source = iter->GetSource(); BuildPacket(source); if (!source->GetSharedVisionList().empty()) { 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->GetSharedVisionList().empty()) { 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.IsPlayer()) { //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 (plr_list.find(player->GetGUID()) == plr_list.end() && player->HaveAtClient(&i_object)) { i_object.BuildFieldsUpdate(player, i_updateDatas); plr_list.insert(player->GetGUID()); } } template void Visit(GridRefManager &) { } }; void WorldObject::BuildUpdate(UpdateDataMapType& data_map) { WorldObjectChangeAccumulator notifier(*this, data_map); //we must build packets for all visible players Cell::VisitWorldObjects(this, notifier, GetVisibilityRange()); ClearUpdateMask(false); } bool WorldObject::AddToObjectUpdate() { GetMap()->AddUpdateObject(this); return true; } void WorldObject::RemoveFromObjectUpdate() { GetMap()->RemoveUpdateObject(this); } ObjectGuid WorldObject::GetTransGUID() const { if (GetTransport()) return GetTransport()->GetTransportGUID(); return ObjectGuid::Empty; } float WorldObject::GetFloorZ() const { if (!IsInWorld()) return m_staticFloorZ; return std::max(m_staticFloorZ, GetMap()->GetGameObjectFloor(GetPhaseShift(), GetPositionX(), GetPositionY(), GetPositionZ() + Z_OFFSET_FIND_HEIGHT)); } float WorldObject::GetMapWaterOrGroundLevel(float x, float y, float z, float* ground/* = nullptr*/) const { return GetMap()->GetWaterOrGroundLevel(GetPhaseShift(), x, y, z, ground, isType(TYPEMASK_UNIT) ? !static_cast(this)->HasAuraType(SPELL_AURA_WATER_WALK) : false, GetCollisionHeight()); } float WorldObject::GetMapHeight(float x, float y, float z, bool vmap/* = true*/, float distanceToSearch/* = DEFAULT_HEIGHT_SEARCH*/) const { if (z != MAX_HEIGHT) z += Z_OFFSET_FIND_HEIGHT; return GetMap()->GetHeight(GetPhaseShift(), x, y, z, vmap, distanceToSearch); } template TC_GAME_API void WorldObject::GetGameObjectListWithEntryInGrid(std::list&, uint32, float) const; template TC_GAME_API void WorldObject::GetGameObjectListWithEntryInGrid(std::deque&, uint32, float) const; template TC_GAME_API void WorldObject::GetGameObjectListWithEntryInGrid(std::vector&, uint32, float) const; template TC_GAME_API void WorldObject::GetCreatureListWithEntryInGrid(std::list&, uint32, float) const; template TC_GAME_API void WorldObject::GetCreatureListWithEntryInGrid(std::deque&, uint32, float) const; template TC_GAME_API void WorldObject::GetCreatureListWithEntryInGrid(std::vector&, uint32, float) const; template TC_GAME_API void WorldObject::GetPlayerListInGrid(std::list&, float) const; template TC_GAME_API void WorldObject::GetPlayerListInGrid(std::deque&, float) const; template TC_GAME_API void WorldObject::GetPlayerListInGrid(std::vector&, float) const; void WorldObject::SetAIAnimKitId(uint16 animKitId) { if (m_aiAnimKitId == animKitId) return; if (animKitId && !sAnimKitStore.LookupEntry(animKitId)) return; m_aiAnimKitId = animKitId; WorldPackets::Misc::SetAIAnimKit packet; packet.Unit = GetGUID(); packet.AnimKitID = animKitId; SendMessageToSet(packet.Write(), true); } void WorldObject::SetMovementAnimKitId(uint16 animKitId) { if (m_movementAnimKitId == animKitId) return; if (animKitId && !sAnimKitStore.LookupEntry(animKitId)) return; m_movementAnimKitId = animKitId; WorldPackets::Misc::SetMovementAnimKit packet; packet.Unit = GetGUID(); packet.AnimKitID = animKitId; SendMessageToSet(packet.Write(), true); } void WorldObject::SetMeleeAnimKitId(uint16 animKitId) { if (m_meleeAnimKitId == animKitId) return; if (animKitId && !sAnimKitStore.LookupEntry(animKitId)) return; m_meleeAnimKitId = animKitId; WorldPackets::Misc::SetMeleeAnimKit packet; packet.Unit = GetGUID(); packet.AnimKitID = animKitId; SendMessageToSet(packet.Write(), true); }