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Viano-Core/src/server/game/Movement/MovementPacketSender.cpp
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/*
* Copyright (C) 2008-2017 TrinityCore <http://www.trinitycore.org/>
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "GameClient.h"
#include "MovementPacketSender.h"
#include "MovementStructures.h"
#include "Player.h"
#include "SharedDefines.h"
#include "WorldPacket.h"
#include "WorldSession.h"
// SMSG_SPLINE_SET_* messages are for units controlled by the server.
// SMSG_MOVE_SET_*_SPEED messages are for units controlled by a player and require the client to respond with an ACK message.
// SMSG_MOVE_UPDATE_*_SPEED is used to broadcast changes to observers of units controlled by a player
OpcodeServer const MovementPacketSender::moveTypeToOpcode[MAX_MOVE_TYPE][3] =
{
{ SMSG_SPLINE_MOVE_SET_WALK_SPEED, SMSG_MOVE_SET_WALK_SPEED, SMSG_MOVE_UPDATE_WALK_SPEED },
{ SMSG_SPLINE_MOVE_SET_RUN_SPEED, SMSG_MOVE_SET_RUN_SPEED, SMSG_MOVE_UPDATE_RUN_SPEED },
{ SMSG_SPLINE_MOVE_SET_RUN_BACK_SPEED, SMSG_MOVE_SET_RUN_BACK_SPEED, SMSG_MOVE_UPDATE_RUN_BACK_SPEED },
{ SMSG_SPLINE_MOVE_SET_SWIM_SPEED, SMSG_MOVE_SET_SWIM_SPEED, SMSG_MOVE_UPDATE_SWIM_SPEED },
{ SMSG_SPLINE_MOVE_SET_SWIM_BACK_SPEED, SMSG_MOVE_SET_SWIM_BACK_SPEED, SMSG_MOVE_UPDATE_SWIM_BACK_SPEED },
{ SMSG_SPLINE_MOVE_SET_TURN_RATE, SMSG_MOVE_SET_TURN_RATE, SMSG_MOVE_UPDATE_TURN_RATE },
{ SMSG_SPLINE_MOVE_SET_FLIGHT_SPEED, SMSG_MOVE_SET_FLIGHT_SPEED, SMSG_MOVE_UPDATE_FLIGHT_SPEED },
{ SMSG_SPLINE_MOVE_SET_FLIGHT_BACK_SPEED, SMSG_MOVE_SET_FLIGHT_BACK_SPEED, SMSG_MOVE_UPDATE_FLIGHT_BACK_SPEED },
{ SMSG_SPLINE_MOVE_SET_PITCH_RATE, SMSG_MOVE_SET_PITCH_RATE, SMSG_MOVE_UPDATE_PITCH_RATE },
};
MovementChangeType MovementPacketSender::GetChangeTypeByMoveType(UnitMoveType moveType)
{
switch (moveType)
{
case MOVE_WALK: return MovementChangeType::SPEED_CHANGE_WALK;
case MOVE_RUN: return MovementChangeType::SPEED_CHANGE_RUN;
case MOVE_RUN_BACK: return MovementChangeType::SPEED_CHANGE_RUN_BACK;
case MOVE_SWIM: return MovementChangeType::SPEED_CHANGE_SWIM;
case MOVE_SWIM_BACK: return MovementChangeType::SPEED_CHANGE_SWIM_BACK;
case MOVE_TURN_RATE: return MovementChangeType::RATE_CHANGE_TURN;
case MOVE_FLIGHT: return MovementChangeType::SPEED_CHANGE_FLIGHT_SPEED;
case MOVE_FLIGHT_BACK: return MovementChangeType::SPEED_CHANGE_FLIGHT_BACK_SPEED;
case MOVE_PITCH_RATE: return MovementChangeType::RATE_CHANGE_PITCH;
default:
ASSERT(false, "MovementPacketSender::SendSpeedChangeToMover Unsupported UnitMoveType");
}
}
MovementChangeType MovementPacketSender::GetChangeTypeByMovementFlag(MovementFlags mFlag)
{
switch (mFlag)
{
case MOVEMENTFLAG_CAN_FLY: return MovementChangeType::SET_CAN_FLY;
case MOVEMENTFLAG_DISABLE_GRAVITY: return MovementChangeType::GRAVITY_DISABLE;
default:
ASSERT(false, "MovementPacketSender::GetChangeTypeByMovementFlag Unsupported MovementFlags");
}
}
MovementChangeType MovementPacketSender::GetChangeTypeByMovementFlag(MovementFlags2 mFlag)
{
switch (mFlag)
{
case MOVEMENTFLAG2_CAN_SWIM_TO_FLY_TRANS: return MovementChangeType::SET_CAN_TRANSITION_BETWEEN_SWIM_AND_FLY;
default:
ASSERT(false, "MovementPacketSender::GetChangeTypeByMovementFlag Unsupported MovementFlags");
}
}
void MovementPacketSender::SendHeightChangeToMover(Unit* unit, float newHeight, UpdateCollisionHeightReason reason)
{
GameClient* controller = unit->GetGameClientMovingMe();
ASSERT(controller);
uint32 mCounter = unit->GetMovementCounterAndInc();
PlayerMovementPendingChange pendingChange;
pendingChange.movementCounter = mCounter;
pendingChange.newValue = newHeight;
pendingChange.movementChangeType = MovementChangeType::SET_COLLISION_HGT;
unit->AssignPendingMovementChange(pendingChange.movementChangeType, std::move(pendingChange));
static MovementStatusElements const extraElements[] =
{
MSEExtraTwoBits,
MSEExtraFloat
};
Movement::ExtraMovementStatusElement extra(extraElements);
extra.Data.floatData = newHeight;
extra.Data.byteData = reason;
WorldPacket data(SMSG_MOVE_SET_COLLISION_HEIGHT, 8 + 1 + 4);
unit->WriteMovementInfo(data, &extra, &mCounter);
controller->SendDirectMessage(&data);
}
void MovementPacketSender::SendHeightChangeToObservers(Unit* unit, float newHeight)
{
GameClient* controller = unit->GetGameClientMovingMe();
ASSERT(controller);
WorldPacket data(SMSG_MOVE_UPDATE_COLLISION_HEIGHT);
static MovementStatusElements const speedVal = MSEExtraFloat;
Movement::ExtraMovementStatusElement extra(&speedVal);
extra.Data.floatData = newHeight;
unit->WriteMovementInfo(data, &extra);
unit->SendMessageToSet(&data, controller->GetBasePlayer());
}
void MovementPacketSender::SendSpeedChangeToMover(Unit* unit, UnitMoveType mtype, float newSpeedFlat)
{
GameClient* controller = unit->GetGameClientMovingMe();
ASSERT(controller);
uint32 mCounter = unit->GetMovementCounterAndInc();
PlayerMovementPendingChange pendingChange;
pendingChange.movementCounter = mCounter;
pendingChange.newValue = newSpeedFlat;
pendingChange.movementChangeType = MovementPacketSender::GetChangeTypeByMoveType(mtype);
unit->AssignPendingMovementChange(pendingChange.movementChangeType, std::move(pendingChange));
WorldPacket data;
data.Initialize(moveTypeToOpcode[mtype][1]);
static MovementStatusElements const speedVal = MSEExtraFloat;
Movement::ExtraMovementStatusElement extra(&speedVal);
extra.Data.floatData = newSpeedFlat;
unit->WriteMovementInfo(data, &extra, &mCounter);
controller->SendDirectMessage(&data);
}
void MovementPacketSender::SendSpeedChangeToObservers(Unit* unit, UnitMoveType mtype, float newSpeedFlat)
{
GameClient* controller = unit->GetGameClientMovingMe();
ASSERT(controller);
WorldPacket data;
data.Initialize(moveTypeToOpcode[mtype][2]);
static MovementStatusElements const speedVal = MSEExtraFloat;
Movement::ExtraMovementStatusElement extra(&speedVal);
extra.Data.floatData = newSpeedFlat;
unit->WriteMovementInfo(data, &extra);
unit->SendMessageToSet(&data, controller->GetBasePlayer());
}
void MovementPacketSender::SendSpeedChangeToAll(Unit* unit, UnitMoveType mtype, float newSpeedFlat)
{
GameClient* controller = unit->GetGameClientMovingMe();
ASSERT(!controller);
WorldPacket data;
data.Initialize(moveTypeToOpcode[mtype][0]);
static MovementStatusElements const speedVal = MSEExtraFloat;
Movement::ExtraMovementStatusElement extra(&speedVal);
extra.Data.floatData = newSpeedFlat;
unit->WriteMovementInfo(data, &extra);
unit->SendMessageToSet(&data, true);
}
void MovementPacketSender::SendMovementFlagChangeToMover(Unit* unit, MovementFlags mFlag, bool apply)
{
GameClient* controller = unit->GetGameClientMovingMe();
ASSERT(controller);
uint32 mCounter = unit->GetMovementCounterAndInc();
PlayerMovementPendingChange pendingChange;
pendingChange.movementCounter = mCounter;
pendingChange.apply = apply;
pendingChange.movementChangeType = MovementPacketSender::GetChangeTypeByMovementFlag(mFlag);
unit->AssignPendingMovementChange(pendingChange.movementChangeType, std::move(pendingChange));
OpcodeServer opcode;
switch (mFlag)
{
case MOVEMENTFLAG_CAN_FLY: opcode = apply ? SMSG_MOVE_SET_CAN_FLY : SMSG_MOVE_UNSET_CAN_FLY; break;
case MOVEMENTFLAG_DISABLE_GRAVITY: opcode = apply ? SMSG_MOVE_GRAVITY_DISABLE : SMSG_MOVE_GRAVITY_ENABLE; break;
default:
ASSERT(false, "MovementPacketSender::SendMovementFlagChangeToMover Unsupported MovementFlags");
break;
}
WorldPacket data(opcode);
unit->WriteMovementInfo(data, nullptr, &mCounter);
controller->SendDirectMessage(&data);
}
void MovementPacketSender::SendMovementFlagChangeToMover(Unit* unit, MovementFlags2 mFlag, bool apply)
{
GameClient* controller = unit->GetGameClientMovingMe();
ASSERT(controller);
uint32 mCounter = unit->GetMovementCounterAndInc();
PlayerMovementPendingChange pendingChange;
pendingChange.movementCounter = mCounter;
pendingChange.apply = apply;
pendingChange.movementChangeType = MovementPacketSender::GetChangeTypeByMovementFlag(mFlag);
unit->AssignPendingMovementChange(pendingChange.movementChangeType, std::move(pendingChange));
OpcodeServer opcode;
switch (mFlag)
{
case MOVEMENTFLAG2_CAN_SWIM_TO_FLY_TRANS: opcode = apply ? SMSG_MOVE_SET_CAN_TRANSITION_BETWEEN_SWIM_AND_FLY : SMSG_MOVE_UNSET_CAN_TRANSITION_BETWEEN_SWIM_AND_FLY; break;
default:
ASSERT(false, "MovementPacketSender::SendMovementFlagChangeToMover Unsupported MovementFlags");
break;
}
WorldPacket data(opcode);
unit->WriteMovementInfo(data, nullptr, &mCounter);
controller->SendDirectMessage(&data);
}
void MovementPacketSender::SendMovementFlagChangeToObservers(Unit* unit)
{
GameClient* controller = unit->GetGameClientMovingMe();
ASSERT(controller);
WorldPacket data(SMSG_MOVE_UPDATE);
unit->WriteMovementInfo(data);
unit->SendMessageToSet(&data, controller->GetBasePlayer());
}