Core/Object:

- Corrected the flag and use of UPDATEFLAG_LOWGUID.
- Send proper positions for objects on transports.
- Rename UPDATEFLAG_HAS_POSITION -> UPDATEFLAG_STATIONARY_POSITION
- Added some comments
This commit is contained in:
kaelima
2012-02-29 12:43:59 +01:00
parent 7eff1c8f53
commit eb1a2a3672
12 changed files with 84 additions and 75 deletions
+1 -1
View File
@@ -32,7 +32,7 @@ Corpse::Corpse(CorpseType type) : WorldObject(type != CORPSE_BONES)
m_objectType |= TYPEMASK_CORPSE;
m_objectTypeId = TYPEID_CORPSE;
m_updateFlag = (UPDATEFLAG_HIGHGUID | UPDATEFLAG_HAS_POSITION | UPDATEFLAG_POSITION);
m_updateFlag = (UPDATEFLAG_LOWGUID | UPDATEFLAG_STATIONARY_POSITION | UPDATEFLAG_POSITION);
m_valuesCount = CORPSE_END;
@@ -33,7 +33,7 @@ DynamicObject::DynamicObject(bool isWorldObject) : WorldObject(isWorldObject),
m_objectType |= TYPEMASK_DYNAMICOBJECT;
m_objectTypeId = TYPEID_DYNAMICOBJECT;
m_updateFlag = (UPDATEFLAG_HIGHGUID | UPDATEFLAG_HAS_POSITION | UPDATEFLAG_POSITION);
m_updateFlag = (UPDATEFLAG_LOWGUID | UPDATEFLAG_STATIONARY_POSITION | UPDATEFLAG_POSITION);
m_valuesCount = DYNAMICOBJECT_END;
}
@@ -38,7 +38,7 @@ GameObject::GameObject() : WorldObject(false), m_model(NULL), m_goValue(new Game
m_objectType |= TYPEMASK_GAMEOBJECT;
m_objectTypeId = TYPEID_GAMEOBJECT;
m_updateFlag = (UPDATEFLAG_HIGHGUID | UPDATEFLAG_HAS_POSITION | UPDATEFLAG_POSITION | UPDATEFLAG_ROTATION);
m_updateFlag = (UPDATEFLAG_LOWGUID | UPDATEFLAG_STATIONARY_POSITION | UPDATEFLAG_POSITION | UPDATEFLAG_ROTATION);
m_valuesCount = GAMEOBJECT_END;
m_respawnTime = 0;
+1 -1
View File
@@ -237,7 +237,7 @@ Item::Item()
m_objectType |= TYPEMASK_ITEM;
m_objectTypeId = TYPEID_ITEM;
m_updateFlag = UPDATEFLAG_HIGHGUID;
m_updateFlag = UPDATEFLAG_LOWGUID;
m_valuesCount = ITEM_END;
m_slot = 0;
+48 -39
View File
@@ -209,7 +209,7 @@ void Object::BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) c
if (target == this) // building packet for yourself
flags |= UPDATEFLAG_SELF;
if (flags & UPDATEFLAG_HAS_POSITION)
if (flags & UPDATEFLAG_STATIONARY_POSITION)
{
// UPDATETYPE_CREATE_OBJECT2 dynamic objects, corpses...
if (isType(TYPEMASK_DYNAMICOBJECT) || isType(TYPEMASK_CORPSE) || isType(TYPEMASK_PLAYER))
@@ -293,19 +293,21 @@ void Object::BuildOutOfRangeUpdateBlock(UpdateData* data) const
data->AddOutOfRangeGUID(GetGUID());
}
void Object::DestroyForPlayer(Player* target, bool anim) const
void Object::DestroyForPlayer(Player* target, bool onDeath) const
{
ASSERT(target);
WorldPacket data(SMSG_DESTROY_OBJECT, 8 + 1);
data << uint64(GetGUID());
data << uint8(anim ? 1 : 0); // WotLK (bool), may be despawn animation
//! 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...
data << uint8(onDeath ? 1 : 0);
target->GetSession()->SendPacket(&data);
}
void Object::_BuildMovementUpdate(ByteBuffer * data, uint16 flags) const
void Object::_BuildMovementUpdate(ByteBuffer* data, uint16 flags) const
{
*data << (uint16)flags; // update flags
*data << uint16(flags); // update flags
// 0x20
if (flags & UPDATEFLAG_LIVING)
@@ -330,13 +332,29 @@ void Object::_BuildMovementUpdate(ByteBuffer * data, uint16 flags) const
{
if (flags & UPDATEFLAG_POSITION)
{
*data << uint8(0); // unk PGUID!
*data << ((WorldObject*)this)->GetPositionX();
*data << ((WorldObject*)this)->GetPositionY();
*data << ((WorldObject*)this)->GetPositionZ();
Transport* transport = ((WorldObject*)this)->GetTransport();
if (transport)
data->append(transport->GetPackGUID());
else
*data << uint8(0);
*data << ((WorldObject*)this)->GetPositionX();
*data << ((WorldObject*)this)->GetPositionY();
*data << ((WorldObject*)this)->GetPositionZ();
if (transport)
{
*data << ((WorldObject*)this)->GetTransOffsetX();
*data << ((WorldObject*)this)->GetTransOffsetY();
*data << ((WorldObject*)this)->GetTransOffsetZ();
}
else
{
*data << ((WorldObject*)this)->GetPositionX();
*data << ((WorldObject*)this)->GetPositionY();
*data << ((WorldObject*)this)->GetPositionZ();
}
*data << ((WorldObject*)this)->GetOrientation();
if (GetTypeId() == TYPEID_CORPSE)
@@ -347,28 +365,17 @@ void Object::_BuildMovementUpdate(ByteBuffer * data, uint16 flags) const
else
{
// 0x40
if (flags & UPDATEFLAG_HAS_POSITION)
if (flags & UPDATEFLAG_STATIONARY_POSITION)
{
// 0x02
if (flags & UPDATEFLAG_TRANSPORT && ((GameObject*)this)->GetGoType() == GAMEOBJECT_TYPE_MO_TRANSPORT)
{
*data << (float)0;
*data << (float)0;
*data << (float)0;
*data << ((WorldObject*)this)->GetOrientation();
}
else
{
*data << ((WorldObject*)this)->GetPositionX();
*data << ((WorldObject*)this)->GetPositionY();
*data << ((WorldObject*)this)->GetPositionZ();
*data << ((WorldObject*)this)->GetOrientation();
}
*data << ((WorldObject*)this)->GetPositionX();
*data << ((WorldObject*)this)->GetPositionY();
*data << ((WorldObject*)this)->GetPositionZ();
*data << ((WorldObject*)this)->GetOrientation();
}
}
}
// 0x8
// 0x10
if (flags & UPDATEFLAG_LOWGUID)
{
switch (GetTypeId())
@@ -381,14 +388,16 @@ void Object::_BuildMovementUpdate(ByteBuffer * data, uint16 flags) const
case TYPEID_CORPSE:
*data << uint32(GetGUIDLow()); // GetGUIDLow()
break;
//! Unit, Player and default here are sending wrong values.
//! TODO: Research the proper formula
case TYPEID_UNIT:
*data << uint32(0x0000000B); // unk, can be 0xB or 0xC
*data << uint32(0x0000000B); // unk
break;
case TYPEID_PLAYER:
if (flags & UPDATEFLAG_SELF)
*data << uint32(0x0000002F); // unk, can be 0x15 or 0x22
*data << uint32(0x0000002F); // unk
else
*data << uint32(0x00000008); // unk, can be 0x7 or 0x8
*data << uint32(0x00000008); // unk
break;
default:
*data << uint32(0x00000000); // unk
@@ -396,15 +405,14 @@ void Object::_BuildMovementUpdate(ByteBuffer * data, uint16 flags) const
}
}
// 0x10
if (flags & UPDATEFLAG_HIGHGUID)
// 0x8
if (flags & UPDATEFLAG_UNKNOWN)
{
// not high guid
*data << uint32(GetUInt32Value(OBJECT_FIELD_GUID)); // unk
*data << uint32(0);
}
// 0x4
if (flags & UPDATEFLAG_HAS_TARGET) // packed guid (current target guid)
if (flags & UPDATEFLAG_HAS_TARGET)
{
if (Unit* victim = ((Unit*)this)->getVictim())
data->append(victim->GetPackGUID());
@@ -415,14 +423,15 @@ void Object::_BuildMovementUpdate(ByteBuffer * data, uint16 flags) const
// 0x2
if (flags & UPDATEFLAG_TRANSPORT)
{
*data << uint32(getMSTime()); // ms time
*data << uint32(getMSTime()); // Unknown - getMSTime is wrong.
}
// 0x80
if (flags & UPDATEFLAG_VEHICLE) // unused for now
if (flags & UPDATEFLAG_VEHICLE)
{
*data << uint32(((Unit*)this)->GetVehicleKit()->GetVehicleInfo()->m_ID); // vehicle id
*data << float(((Creature*)this)->GetOrientation()); // facing adjustment
// TODO: Allow players to aquire this updateflag.
*data << uint32(((Unit*)this)->GetVehicleKit()->GetVehicleInfo()->m_ID);
*data << float(((Creature*)this)->GetOrientation());
}
// 0x200
@@ -581,7 +590,7 @@ void Object::_BuildValuesUpdate(uint8 updatetype, ByteBuffer * data, UpdateMask*
{
uint32 dynamicFlags = m_uint32Values[index];
if (const Creature* creature = ToCreature())
if (Creature const* creature = ToCreature())
{
if (creature->hasLootRecipient())
{
+11 -11
View File
@@ -147,7 +147,7 @@ class Object
void BuildOutOfRangeUpdateBlock(UpdateData* data) const;
void BuildMovementUpdateBlock(UpdateData* data, uint32 flags = 0) const;
virtual void DestroyForPlayer(Player* target, bool anim = false) const;
virtual void DestroyForPlayer(Player* target, bool onDeath = false) const;
int32 GetInt32Value(uint16 index) const
{
@@ -299,18 +299,18 @@ class Object
// FG: some hacky helpers
void ForceValuesUpdateAtIndex(uint32);
Player* ToPlayer(){ if (GetTypeId() == TYPEID_PLAYER) return reinterpret_cast<Player*>(this); else return NULL; }
const Player* ToPlayer() const { if (GetTypeId() == TYPEID_PLAYER) return (const Player*)((Player*)this); else return NULL; }
Creature* ToCreature(){ if (GetTypeId() == TYPEID_UNIT) return reinterpret_cast<Creature*>(this); else return NULL; }
const Creature* ToCreature() const {if (GetTypeId() == TYPEID_UNIT) return (const Creature*)((Creature*)this); else return NULL; }
Player* ToPlayer() { if (GetTypeId() == TYPEID_PLAYER) return reinterpret_cast<Player*>(this); else return NULL; }
Player const* ToPlayer() const { if (GetTypeId() == TYPEID_PLAYER) return (Player const*)((Player*)this); else return NULL; }
Creature* ToCreature() { if (GetTypeId() == TYPEID_UNIT) return reinterpret_cast<Creature*>(this); else return NULL; }
Creature const* ToCreature() const { if (GetTypeId() == TYPEID_UNIT) return (Creature const*)((Creature*)this); else return NULL; }
Unit* ToUnit(){ if (GetTypeId() == TYPEID_UNIT || GetTypeId() == TYPEID_PLAYER) return reinterpret_cast<Unit*>(this); else return NULL; }
const Unit* ToUnit() const {if (GetTypeId() == TYPEID_UNIT || GetTypeId() == TYPEID_PLAYER) return (const Unit*)((Unit*)this); else return NULL; }
GameObject* ToGameObject(){ if (GetTypeId() == TYPEID_GAMEOBJECT) return reinterpret_cast<GameObject*>(this); else return NULL; }
const GameObject* ToGameObject() const {if (GetTypeId() == TYPEID_GAMEOBJECT) return (const GameObject*)((GameObject*)this); else return NULL; }
Unit* ToUnit() { if (GetTypeId() == TYPEID_UNIT || GetTypeId() == TYPEID_PLAYER) return reinterpret_cast<Unit*>(this); else return NULL; }
Unit const* ToUnit() const { if (GetTypeId() == TYPEID_UNIT || GetTypeId() == TYPEID_PLAYER) return (const Unit*)((Unit*)this); else return NULL; }
GameObject* ToGameObject() { if (GetTypeId() == TYPEID_GAMEOBJECT) return reinterpret_cast<GameObject*>(this); else return NULL; }
GameObject const* ToGameObject() const { if (GetTypeId() == TYPEID_GAMEOBJECT) return (const GameObject*)((GameObject*)this); else return NULL; }
Corpse* ToCorpse(){ if (GetTypeId() == TYPEID_CORPSE) return reinterpret_cast<Corpse*>(this); else return NULL; }
const Corpse* ToCorpse() const {if (GetTypeId() == TYPEID_CORPSE) return (const Corpse*)((Corpse*)this); else return NULL; }
Corpse* ToCorpse() { if (GetTypeId() == TYPEID_CORPSE) return reinterpret_cast<Corpse*>(this); else return NULL; }
Corpse const* ToCorpse() const { if (GetTypeId() == TYPEID_CORPSE) return (const Corpse*)((Corpse*)this); else return NULL; }
protected:
Object ();
@@ -34,17 +34,17 @@ enum OBJECT_UPDATE_TYPE
enum OBJECT_UPDATE_FLAGS
{
UPDATEFLAG_NONE = 0x0000,
UPDATEFLAG_SELF = 0x0001,
UPDATEFLAG_TRANSPORT = 0x0002,
UPDATEFLAG_HAS_TARGET = 0x0004,
UPDATEFLAG_LOWGUID = 0x0008,
UPDATEFLAG_HIGHGUID = 0x0010,
UPDATEFLAG_LIVING = 0x0020,
UPDATEFLAG_HAS_POSITION = 0x0040,
UPDATEFLAG_VEHICLE = 0x0080,
UPDATEFLAG_POSITION = 0x0100,
UPDATEFLAG_ROTATION = 0x0200
UPDATEFLAG_NONE = 0x0000,
UPDATEFLAG_SELF = 0x0001,
UPDATEFLAG_TRANSPORT = 0x0002,
UPDATEFLAG_HAS_TARGET = 0x0004,
UPDATEFLAG_UNKNOWN = 0x0008,
UPDATEFLAG_LOWGUID = 0x0010,
UPDATEFLAG_LIVING = 0x0020,
UPDATEFLAG_STATIONARY_POSITION = 0x0040,
UPDATEFLAG_VEHICLE = 0x0080,
UPDATEFLAG_POSITION = 0x0100,
UPDATEFLAG_ROTATION = 0x0200
};
class UpdateData
+2 -2
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@@ -4623,9 +4623,9 @@ void Player::BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) c
Unit::BuildCreateUpdateBlockForPlayer(data, target);
}
void Player::DestroyForPlayer(Player* target, bool anim) const
void Player::DestroyForPlayer(Player* target, bool onDeath) const
{
Unit::DestroyForPlayer(target, anim);
Unit::DestroyForPlayer(target, onDeath);
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
+4 -4
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@@ -687,9 +687,9 @@ enum TransferAbortReason
TRANSFER_ABORT_UNIQUE_MESSAGE = 0x09, // Until you've escaped TLK's grasp, you cannot leave this place!
TRANSFER_ABORT_TOO_MANY_REALM_INSTANCES = 0x0A, // Additional instances cannot be launched, please try again later.
TRANSFER_ABORT_NEED_GROUP = 0x0B, // 3.1
TRANSFER_ABORT_NOT_FOUND2 = 0x0C, // 3.1
TRANSFER_ABORT_NOT_FOUND3 = 0x0D, // 3.1
TRANSFER_ABORT_NOT_FOUND4 = 0x0E, // 3.2
TRANSFER_ABORT_NOT_FOUND1 = 0x0C, // 3.1
TRANSFER_ABORT_NOT_FOUND2 = 0x0D, // 3.1
TRANSFER_ABORT_NOT_FOUND3 = 0x0E, // 3.2
TRANSFER_ABORT_REALM_ONLY = 0x0F, // All players on party must be from the same realm.
TRANSFER_ABORT_MAP_NOT_ALLOWED = 0x10, // Map can't be entered at this time.
};
@@ -1915,7 +1915,7 @@ class Player : public Unit, public GridObject<Player>
WorldSession* GetSession() const { return m_session; }
void BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) const;
void DestroyForPlayer(Player* target, bool anim = false) const;
void DestroyForPlayer(Player* target, bool onDeath = false) const;
void SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 BonusXP, bool recruitAFriend = false, float group_rate=1.0f);
// notifiers
@@ -173,7 +173,7 @@ void MapManager::LoadTransportNPCs()
Transport::Transport(uint32 period, uint32 script) : GameObject(), m_pathTime(0), m_timer(0),
currenttguid(0), m_period(period), ScriptId(script), m_nextNodeTime(0)
{
m_updateFlag = (UPDATEFLAG_TRANSPORT | UPDATEFLAG_HIGHGUID | UPDATEFLAG_HAS_POSITION | UPDATEFLAG_ROTATION);
m_updateFlag = (UPDATEFLAG_TRANSPORT | UPDATEFLAG_LOWGUID | UPDATEFLAG_STATIONARY_POSITION | UPDATEFLAG_ROTATION);
}
Transport::~Transport()
+2 -2
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@@ -158,7 +158,7 @@ m_HostileRefManager(this)
m_objectType |= TYPEMASK_UNIT;
m_objectTypeId = TYPEID_UNIT;
m_updateFlag = (UPDATEFLAG_HIGHGUID | UPDATEFLAG_LIVING | UPDATEFLAG_HAS_POSITION);
m_updateFlag = (UPDATEFLAG_LIVING | UPDATEFLAG_STATIONARY_POSITION);
m_attackTimer[BASE_ATTACK] = 0;
m_attackTimer[OFF_ATTACK] = 0;
@@ -430,7 +430,7 @@ void Unit::SendMonsterMoveTransport(Unit* vehicleOwner)
data.append(GetPackGUID());
data.append(vehicleOwner->GetPackGUID());
data << int8(GetTransSeat());
data << uint8(GetTypeId() == TYPEID_PLAYER ? 1 : 0); // boolean
data << uint8(0);
data << GetPositionX() - vehicleOwner->GetPositionX();
data << GetPositionY() - vehicleOwner->GetPositionY();
data << GetPositionZ() - vehicleOwner->GetPositionZ();
+1 -1
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@@ -400,4 +400,4 @@ template Pet* ObjectAccessor::GetObjectInWorld<Pet>(uint32 mapid, float x, float
template Creature* ObjectAccessor::GetObjectInWorld<Creature>(uint32 mapid, float x, float y, uint64 guid, Creature* /*fake*/);
template Corpse* ObjectAccessor::GetObjectInWorld<Corpse>(uint32 mapid, float x, float y, uint64 guid, Corpse* /*fake*/);
template GameObject* ObjectAccessor::GetObjectInWorld<GameObject>(uint32 mapid, float x, float y, uint64 guid, GameObject* /*fake*/);
template DynamicObject* ObjectAccessor::GetObjectInWorld<DynamicObject>(uint32 mapid, float x, float y, uint64 guid, DynamicObject* /*fake*/);
template DynamicObject* ObjectAccessor::GetObjectInWorld<DynamicObject>(uint32 mapid, float x, float y, uint64 guid, DynamicObject* /*fake*/);