Core/Packets: updated update_object structure

Welcome ingame!
This commit is contained in:
Rat
2011-11-27 16:06:29 +01:00
parent 8eac7e3fdc
commit 7fdefceb43
15 changed files with 109 additions and 132 deletions
+36 -66
View File
@@ -250,7 +250,7 @@ void Object::BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) c
void Object::SendUpdateToPlayer(Player* player)
{
// send create update to player
UpdateData upd;
UpdateData upd(player->GetMapId());
WorldPacket packet;
BuildCreateUpdateBlockForPlayer(&upd, player);
@@ -296,17 +296,18 @@ void Object::_BuildMovementUpdate(ByteBuffer * data, uint16 flags) const
// 0x20
if (flags & UPDATEFLAG_LIVING)
{
((Unit*)this)->BuildMovementPacket(data);
const Unit* self = ToUnit();
self->BuildMovementPacket(data);
*data << ((Unit*)this)->GetSpeed(MOVE_WALK);
*data << ((Unit*)this)->GetSpeed(MOVE_RUN);
*data << ((Unit*)this)->GetSpeed(MOVE_SWIM_BACK);
*data << ((Unit*)this)->GetSpeed(MOVE_SWIM);
*data << ((Unit*)this)->GetSpeed(MOVE_RUN_BACK);
*data << ((Unit*)this)->GetSpeed(MOVE_FLIGHT);
*data << ((Unit*)this)->GetSpeed(MOVE_FLIGHT_BACK);
*data << ((Unit*)this)->GetSpeed(MOVE_TURN_RATE);
*data << ((Unit*)this)->GetSpeed(MOVE_PITCH_RATE);
*data << self->GetSpeed(MOVE_WALK);
*data << self->GetSpeed(MOVE_RUN);
*data << self->GetSpeed(MOVE_SWIM_BACK);
*data << self->GetSpeed(MOVE_SWIM);
*data << self->GetSpeed(MOVE_RUN_BACK);
*data << self->GetSpeed(MOVE_FLIGHT);
*data << self->GetSpeed(MOVE_FLIGHT_BACK);
*data << self->GetSpeed(MOVE_TURN_RATE);
*data << self->GetSpeed(MOVE_PITCH_RATE);
const Player* player = ToPlayer();
@@ -375,19 +376,20 @@ void Object::_BuildMovementUpdate(ByteBuffer * data, uint16 flags) const
}
else
{
WorldObject* worldObj = ((WorldObject*)this);
if (flags & UPDATEFLAG_POSITION)
{
*data << uint8(0); // unk PGUID!
*data << ((WorldObject*)this)->GetPositionX();
*data << ((WorldObject*)this)->GetPositionY();
*data << ((WorldObject*)this)->GetPositionZ();
*data << ((WorldObject*)this)->GetPositionX();
*data << ((WorldObject*)this)->GetPositionY();
*data << ((WorldObject*)this)->GetPositionZ();
*data << ((WorldObject*)this)->GetOrientation();
*data << worldObj->GetPositionX();
*data << worldObj->GetPositionY();
*data << worldObj->GetPositionZ();
*data << worldObj->GetPositionX();
*data << worldObj->GetPositionY();
*data << worldObj->GetPositionZ();
*data << worldObj->GetOrientation();
if (GetTypeId() == TYPEID_CORPSE)
*data << float(((WorldObject*)this)->GetOrientation());
*data << worldObj->GetOrientation();
else
*data << float(0);
}
@@ -402,58 +404,23 @@ void Object::_BuildMovementUpdate(ByteBuffer * data, uint16 flags) const
*data << (float)0;
*data << (float)0;
*data << (float)0;
*data << ((WorldObject*)this)->GetOrientation();
*data << worldObj->GetOrientation();
}
else
{
*data << ((WorldObject*)this)->GetPositionX();
*data << ((WorldObject*)this)->GetPositionY();
*data << ((WorldObject*)this)->GetPositionZ();
*data << ((WorldObject*)this)->GetOrientation();
*data << worldObj->GetPositionX();
*data << worldObj->GetPositionY();
*data << worldObj->GetPositionZ();
*data << worldObj->GetOrientation();
}
}
}
}
// 0x8
if (flags & UPDATEFLAG_LOWGUID)
{
switch (GetTypeId())
{
case TYPEID_OBJECT:
case TYPEID_ITEM:
case TYPEID_CONTAINER:
case TYPEID_GAMEOBJECT:
case TYPEID_DYNAMICOBJECT:
case TYPEID_CORPSE:
*data << uint32(GetGUIDLow()); // GetGUIDLow()
break;
case TYPEID_UNIT:
*data << uint32(0x0000000B); // unk, can be 0xB or 0xC
break;
case TYPEID_PLAYER:
if (flags & UPDATEFLAG_SELF)
*data << uint32(0x0000002F); // unk, can be 0x15 or 0x22
else
*data << uint32(0x00000008); // unk, can be 0x7 or 0x8
break;
default:
*data << uint32(0x00000000); // unk
break;
}
}
// 0x10
if (flags & UPDATEFLAG_HIGHGUID)
{
// not high guid
*data << uint32(GetUInt32Value(OBJECT_FIELD_GUID)); // unk
}
// 0x4
if (flags & UPDATEFLAG_HAS_TARGET) // packed guid (current target guid)
{
if (Unit* victim = ((Unit*)this)->getVictim())
if (Unit *victim = this->ToUnit()->getVictim())
data->append(victim->GetPackGUID());
else
*data << uint8(0);
@@ -472,11 +439,14 @@ void Object::_BuildMovementUpdate(ByteBuffer * data, uint16 flags) const
*data << float(((Creature*)this)->GetOrientation()); // facing adjustment
}
// 0x200
if (flags & UPDATEFLAG_ROTATION)
{
*data << uint64(((GameObject*)this)->GetRotation());
}
// 0x800
if (flags & UPDATEFLAG_UNK2)
*data << uint16(0) << uint16(0) << uint16(0); //unk
// 0x1000
if (flags & UPDATEFLAG_UNK3)
*data << uint8(0);//unk counter to read uint32 values
}
void Object::_BuildValuesUpdate(uint8 updatetype, ByteBuffer * data, UpdateMask* updateMask, Player* target) const
@@ -774,7 +744,7 @@ void Object::BuildFieldsUpdate(Player* player, UpdateDataMapType& data_map) cons
if (iter == data_map.end())
{
std::pair<UpdateDataMapType::iterator, bool> p = data_map.insert(UpdateDataMapType::value_type(player, UpdateData()));
std::pair<UpdateDataMapType::iterator, bool> p = data_map.insert(UpdateDataMapType::value_type(player, UpdateData(player->GetMapId())));
ASSERT(p.second);
iter = p.first;
}