#include "common.h" #include "ZCompressor.h" #include "WorldSession.h" #include "UpdateData.h" #include "UpdateFields.h" #include "Object.h" #include "Unit.h" #include "Bag.h" #include "GameObject.h" #include "Corpse.h" #include "DynamicObject.h" #include "ObjMgr.h" #include "UpdateMask.h" void WorldSession::_HandleCompressedUpdateObjectOpcode(WorldPacket& recvPacket) { uint32 realsize; recvPacket >> realsize; ZCompressor z; z.append(recvPacket.contents() + sizeof(uint32),recvPacket.size() - sizeof(uint32)); z.Compressed(true); z.RealSize(realsize); z.Inflate(); if(z.Compressed()) { logerror("_HandleCompressedUpdateObjectOpcode(): Inflate() failed! size=%u realsize=%u",z.size(),realsize); return; } WorldPacket wp; wp.SetOpcode(recvPacket.GetOpcode()); wp.append(z.contents(),z.size()); _HandleUpdateObjectOpcode(wp); } void WorldSession::_HandleUpdateObjectOpcode(WorldPacket& recvPacket) { uint8 utype; uint8 unk8; uint32 usize, ublocks; uint64 uguid; recvPacket >> ublocks >> unk8; while(recvPacket.rpos() < recvPacket.size()) { recvPacket >> utype; switch(utype) { case UPDATETYPE_VALUES: { uguid = recvPacket.GetPackedGuid(); _ValuesUpdate(uguid,recvPacket); } break; case UPDATETYPE_MOVEMENT: { recvPacket >> uguid; // the guid is NOT packed here! Object *obj = objmgr.GetObj(uguid); if(obj) this->_MovementUpdate(obj->GetTypeId(),uguid,recvPacket); else logcustom(2,RED,"Got UpdateObject_Movement for unknown object "I64FMT,uguid); } break; case UPDATETYPE_CREATE_OBJECT2: // will be sent when our very own character is created case UPDATETYPE_CREATE_OBJECT: // will be sent on any other object creation { uguid = recvPacket.GetPackedGuid(); uint8 objtypeid; recvPacket >> objtypeid; logdebug("Create Object type %u with guid "I64FMT,objtypeid,uguid); // dont create objects if already present in memory. // recreate every object except ourself! if(objmgr.GetObj(uguid)) { if(uguid != GetGuid()) { logdev("- already exists, deleting old , creating new object"); objmgr.Remove(uguid); // do not call script here, since the object does not really get deleted } else { logdev("- already exists, but not deleted (has our current GUID)"); } } // only if the obj didnt exist or was just deleted above, create it.... if(!objmgr.GetObj(uguid)) { switch(objtypeid) { case TYPEID_OBJECT: // no data to read { logerror("Recieved wrong UPDATETYPE_CREATE_OBJECT to create Object base type!"); logerror("%s",toHexDump((uint8*)recvPacket.contents(),recvPacket.size(),true).c_str()); } case TYPEID_ITEM: { Item *item = new Item(); item->Create(uguid); objmgr.Add(item); break; } case TYPEID_CONTAINER: { Bag *bag = new Bag(); bag->Create(uguid); objmgr.Add(bag); break; } case TYPEID_UNIT: { Unit *unit = new Unit(); unit->Create(uguid); objmgr.Add(unit); break; } case TYPEID_PLAYER: { Player *player = new Player(); player->Create(uguid); objmgr.Add(player); break; } case TYPEID_GAMEOBJECT: { GameObject *go = new GameObject(); go->Create(uguid); objmgr.Add(go); break; } case TYPEID_CORPSE: { Corpse *corpse = new Corpse(); corpse->Create(uguid); objmgr.Add(corpse); break; } case TYPEID_DYNAMICOBJECT: { DynamicObject *dobj = new DynamicObject(); dobj->Create(uguid); objmgr.Add(dobj); break; } } } else { logdebug("Obj "I64FMT" not created, already exists",uguid); } // ...regardless if it was freshly created or already present, update its values and stuff now... this->_MovementUpdate(objtypeid, uguid, recvPacket); this->_ValuesUpdate(uguid, recvPacket); // ...and ask the server for eventually missing data. _QueryObjectInfo(uguid); // call script "_OnObjectCreate" if(GetInstance()->GetScripts()->ScriptExists("_onobjectcreate")) { CmdSet Set; Set.defaultarg = toString(uguid); Set.arg[0] = toString(objtypeid); GetInstance()->GetScripts()->RunScript("_onobjectcreate", &Set); } // if our own character got finally created, we have successfully entered the world, // and should have gotten all info about our char already. } break; case UPDATETYPE_OUT_OF_RANGE_OBJECTS: { recvPacket >> usize; for(uint16 i=0;iGetScripts()->ScriptExists("_onobjectdelete")) { CmdSet Set; Set.defaultarg = toString(uguid); Set.arg[0] = "true"; // out of range = true GetInstance()->GetScripts()->RunScript("_onobjectdelete", &Set); } objmgr.Remove(uguid); } } break; default: { logerror("UPDATE_OBJECT: Got unk updatetype 0x%X",utype); logerror("UPDATE_OBJECT: Read %u / %u bytes, skipped rest",recvPacket.rpos(),recvPacket.size()); logerror("%s",toHexDump((uint8*)recvPacket.contents(),recvPacket.size(),true).c_str()); return; } } // switch } // while } // func void WorldSession::_MovementUpdate(uint8 objtypeid, uint64 uguid, WorldPacket& recvPacket) { uint8 flags,unk8; uint32 unk32,flags2,time,transtime,higuid; float unkfx,unkfy,unkfz,x,y,z,o,tx,ty,tz,to; uint64 transguid; // uint64 fullguid; // see below float speedWalk, speedRun, speedSwimBack, speedSwim, speedWalkBack, speedTurn, speedFly, speedFlyBack; Object *obj = (Object*)objmgr.GetObj(uguid); Unit *u = (Unit*)obj; // only use for Unit:: functions!! recvPacket >> flags; flags2 = 0; // not sure if its correct to set it to 0 (needs some starting flag?) if(flags & UPDATEFLAG_LIVING) { recvPacket >> flags2 >> unk8 >> time; } logdev("MovementUpdate TypeID=%u GUID="I64FMT" pObj=%X flags=%u flags2=%u",objtypeid,uguid,obj,flags,flags2); if(flags & UPDATEFLAG_HASPOSITION) { if(flags & UPDATEFLAG_TRANSPORT) { recvPacket >> unkfx >> unkfy >> unkfz >> o; // 3x (float)0 followed by orientation logdev("TRANSPORT_FLOATS @ flags: x=%f y=%f z=%f o=%f",unkfx,unkfy,unkfz,o); } else { recvPacket >> x >> y >> z >> o; logdev("FLOATS: x=%f y=%f z=%f o=%f",x,y,z,o); } } if(flags & UPDATEFLAG_LIVING) { if(flags2 & FLAGS2_TRANSPORT) { recvPacket >> transguid >> tx >> ty >> tz >> to; recvPacket >> unk32; // added in 2.0.3 logdev("TRANSPORT_FLOATS @ flags2: x=%f y=%f z=%f o=%f",tx,ty,tz,to); } recvPacket >> unk32; /* // not sure if this is/was correct, MaNGOS doesnt use it anymore if(flags2 & 0x2000) // 0x2000 = ?? { recvPacket >> unkf >> unkf >> unkf >> unkf; } */ recvPacket >> speedWalk >> speedRun >> speedSwimBack >> speedSwim; recvPacket >> speedWalkBack >> speedFly >> speedFlyBack >> speedTurn; // fly added in 2.0.x if(u) { u->SetPosition(x,y,z,o); u->SetSpeed(MOVE_WALK,speedWalk); u->SetSpeed(MOVE_RUN,speedRun); u->SetSpeed(MOVE_SWIMBACK,speedSwimBack); u->SetSpeed(MOVE_SWIM,speedSwim); u->SetSpeed(MOVE_WALKBACK,speedWalkBack); u->SetSpeed(MOVE_TURN,speedTurn); u->SetSpeed(MOVE_FLY,speedFly); u->SetSpeed(MOVE_FLYBACK,speedFlyBack); } else { logerror("WorldSession::_MovementUpdate for unknown guid "I64FMT" typeid=%u",uguid,objtypeid); } } if(flags & UPDATEFLAG_ALL) { recvPacket >> unk32; } if(flags & UPDATEFLAG_HIGHGUID) { recvPacket >> higuid; // 2.0.6 - high guid was there, unk for 2.0.12 // not sure if this is correct, MaNGOS sends 0 always. //obj->SetUInt32Value(OBJECT_FIELD_GUID+1,higuid); // note that this sets only the high part of the guid } if(flags & UPDATEFLAG_FULLGUID) { // unused in mangos? but what if its needed? // recvPacket >> fullguid; } if(flags & UPDATEFLAG_TRANSPORT) { recvPacket >> transtime; // whats this used for? } } void WorldSession::_ValuesUpdate(uint64 uguid, WorldPacket& recvPacket) { Object *obj = objmgr.GetObj(uguid); uint8 blockcount; uint32 value, masksize, valuesCount; float fvalue; if (obj) { valuesCount = obj->GetValuesCount(); recvPacket >> blockcount; masksize = blockcount << 2; // each sizeof(uint32) == <4> * sizeof(uint8) // 1<<2 == <4> UpdateMask umask; uint32 *updateMask = new uint32[blockcount]; umask.SetCount(masksize); recvPacket.read((uint8*)updateMask, masksize); umask.SetMask(updateMask); //delete [] updateMask; // will be deleted at ~UpdateMask() !!!! logdev("ValuesUpdate TypeId=%u GUID="I64FMT" pObj=%X Blocks=%u Masksize=%u",obj->GetTypeId(),uguid,obj,blockcount,masksize); for (uint32 i = 0; i < valuesCount; i++) { if (umask.GetBit(i)) { if(IsFloatField(obj->GetTypeId(),i)) { recvPacket >> fvalue; obj->SetFloatValue(i, fvalue); logdev("-> Field[%u] = %f",i,fvalue); } else { recvPacket >> value; obj->SetUInt32Value(i, value); logdev("-> Field[%u] = %u",i,value); } } } } else { logerror("Got UpdateObject_Values for unknown object "I64FMT,uguid); } } void WorldSession::_QueryObjectInfo(uint64 guid) { Object *obj = objmgr.GetObj(guid); if(obj) { switch(obj->GetTypeId()) { case TYPEID_ITEM: case TYPEID_CONTAINER: { ItemProto *proto = objmgr.GetItemProto(obj->GetEntry()); if(!proto) { logdebug("Found unknown item: GUID="I64FMT" entry=%u",obj->GetGUID(),obj->GetEntry()); SendQueryItem(obj->GetEntry(),obj->GetGUID()); // not sure if sending GUID is correct } break; } case TYPEID_PLAYER: { std::string name = GetOrRequestPlayerName(obj->GetGUID()); if(!name.empty()) { ((WorldObject*)obj)->SetName(name); } // else: name will be set when server answers (_HandleNameQueryResponseOpcode) break; } //case... } } } // helper to determine if an updatefield should store float or int values, depending on TypeId bool IsFloatField(uint8 tyid, uint32 f) { static bool first_use = true; static uint32 *ty[TYPEID_CORPSE+1]; static uint32 floats_object[] = { (uint32)OBJECT_FIELD_SCALE_X, (uint32)-1 }; static uint32 floats_item[] = { (uint32)-1 }; static uint32 floats_container[] = { (uint32)-1 }; static uint32 floats_unit[] = { (uint32)UNIT_FIELD_BOUNDINGRADIUS, (uint32)UNIT_FIELD_COMBATREACH, (uint32)UNIT_FIELD_MINDAMAGE, (uint32)UNIT_FIELD_MAXDAMAGE, (uint32)UNIT_FIELD_MINOFFHANDDAMAGE, (uint32)UNIT_FIELD_MINOFFHANDDAMAGE, (uint32)UNIT_MOD_CAST_SPEED, (uint32)UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER, (uint32)UNIT_FIELD_ATTACK_POWER_MULTIPLIER, (uint32)UNIT_FIELD_MINRANGEDDAMAGE, (uint32)UNIT_FIELD_MAXRANGEDDAMAGE, (uint32)UNIT_FIELD_POWER_COST_MULTIPLIER, (uint32)-1 }; static uint32 floats_player[] = { (uint32)PLAYER_BLOCK_PERCENTAGE, (uint32)PLAYER_DODGE_PERCENTAGE, (uint32)PLAYER_PARRY_PERCENTAGE, (uint32)PLAYER_RANGED_CRIT_PERCENTAGE, (uint32)PLAYER_OFFHAND_CRIT_PERCENTAGE, (uint32)PLAYER_SPELL_CRIT_PERCENTAGE1, (uint32)PLAYER_HOLY_SPELL_CRIT_PERCENTAGE, (uint32)PLAYER_FIRE_SPELL_CRIT_PERCENTAGE, (uint32)PLAYER_NATURE_SPELL_CRIT_PERCENTAGE, (uint32)PLAYER_FROST_SPELL_CRIT_PERCENTAGE, (uint32)PLAYER_SHADOW_SPELL_CRIT_PERCENTAGE, (uint32)PLAYER_ARCANE_SPELL_CRIT_PERCENTAGE, (uint32)PLAYER_FIELD_MOD_MANA_REGEN, (uint32)PLAYER_FIELD_MOD_MANA_REGEN_INTERRUPT, (uint32)-1 }; static uint32 floats_gameobject[] = { (uint32)GAMEOBJECT_ROTATION, (uint32)GAMEOBJECT_POS_X, (uint32)GAMEOBJECT_POS_Y, (uint32)GAMEOBJECT_POS_Z, (uint32)GAMEOBJECT_FACING, (uint32)-1 }; static uint32 floats_dynobject[] = { (uint32)DYNAMICOBJECT_RADIUS, (uint32)DYNAMICOBJECT_POS_X, (uint32)DYNAMICOBJECT_POS_Y, (uint32)DYNAMICOBJECT_POS_Z, (uint32)-1 }; static uint32 floats_corpse[] = { (uint32)CORPSE_FIELD_FACING, (uint32)CORPSE_FIELD_POS_X, (uint32)CORPSE_FIELD_POS_Y, (uint32)CORPSE_FIELD_POS_Z, (uint32)-1 }; if(first_use) { first_use = true; ty[TYPEID_OBJECT] = &floats_object[0]; ty[TYPEID_ITEM] = &floats_item[0]; ty[TYPEID_CONTAINER] = &floats_container[0]; ty[TYPEID_UNIT] = &floats_unit[0]; ty[TYPEID_PLAYER] = &floats_player[0]; ty[TYPEID_GAMEOBJECT] = &floats_gameobject[0]; ty[TYPEID_DYNAMICOBJECT] = &floats_dynobject[0]; ty[TYPEID_CORPSE] = &floats_corpse[0]; } for(uint32 i = 0; ty[tyid][i] != (-1); i++) if(ty[tyid][i] == f) return true; return false; }