Exemple #1
0
    void PacketBuilder::WriteCreate(const MoveSpline& move_spline, ByteBuffer& data)
    {
        // WriteClientStatus(mov,data);
        // data.append<float>(&mov.m_float_values[SpeedWalk], SpeedMaxCount);
        // if (mov.SplineEnabled())
        {
            MoveSplineFlag splineFlags = move_spline.splineflags;

            data << splineFlags.raw();

            if (splineFlags.final_angle)
            {
                data << move_spline.facing.angle;
            }
            else if (splineFlags.final_target)
            {
                data << move_spline.facing.target;
            }
            else if (splineFlags.final_point)
            {
                data << move_spline.facing.f.x << move_spline.facing.f.y << move_spline.facing.f.z;
            }

            data << move_spline.timePassed();
            data << move_spline.Duration();
            data << move_spline.GetId();

            uint32 nodes = move_spline.getPath().size();
            data << nodes;
            data.append<Vector3>(&move_spline.getPath()[0], nodes);
            data << (move_spline.isCyclic() ? Vector3::zero() : move_spline.FinalDestination());
        }
    }
    void PacketBuilder::WriteCreateData(MoveSpline const& moveSpline, ByteBuffer& data)
    {
        if (!moveSpline.Finalized())
        {
            MoveSplineFlag splineFlags = moveSpline.splineflags;

            if ((splineFlags & MoveSplineFlag::Parabolic) && moveSpline.effect_start_time < moveSpline.Duration())
                data << moveSpline.vertical_acceleration;   // added in 3.1

            data << moveSpline.timePassed();

            if (splineFlags.final_angle)
                data << moveSpline.facing.angle;
            else if (splineFlags.final_target)
            {
                ObjectGuid facingGuid = moveSpline.facing.target;
                data.WriteByteSeq(facingGuid[5]);
                data.WriteByteSeq(facingGuid[3]);
                data.WriteByteSeq(facingGuid[7]);
                data.WriteByteSeq(facingGuid[1]);
                data.WriteByteSeq(facingGuid[6]);
                data.WriteByteSeq(facingGuid[4]);
                data.WriteByteSeq(facingGuid[2]);
                data.WriteByteSeq(facingGuid[0]);
            }

            uint32 nodes = moveSpline.getPath().size();
            for (uint32 i = 0; i < nodes; ++i)
            {
                data << float(moveSpline.getPath()[i].z);
                data << float(moveSpline.getPath()[i].x);
                data << float(moveSpline.getPath()[i].y);
            }

            if (splineFlags.final_point)
                data << moveSpline.facing.f.x << moveSpline.facing.f.z << moveSpline.facing.f.y;

            data << float(1.f);                             // splineInfo.duration_mod_next; added in 3.1
            data << moveSpline.Duration();
            if (splineFlags & (MoveSplineFlag::Parabolic | MoveSplineFlag::Animation))
                data << moveSpline.effect_start_time;       // added in 3.1

            data << float(1.f);                             // splineInfo.duration_mod; added in 3.1
        }

        if (!moveSpline.isCyclic())
        {
            Vector3 dest = moveSpline.FinalDestination();
            data << float(dest.z);
            data << float(dest.x);
            data << float(dest.y);
        }
        else
            data << Vector3::zero();

        data << moveSpline.GetId();
    }
    void PacketBuilder::WriteCreateBytes(const MoveSpline& move_spline, ByteBuffer& data)
    {
        if (!move_spline.Finalized())
        {
            MoveSplineFlag splineFlags = move_spline.splineflags;
            uint32 nodes = move_spline.getPath().size();
            bool hasSplineStartTime = move_spline.splineflags & (MoveSplineFlag::Trajectory | MoveSplineFlag::Animation);
            bool hasSplineVerticalAcceleration = (move_spline.splineflags & MoveSplineFlag::Trajectory) && move_spline.effect_start_time < move_spline.Duration();

            if (hasSplineVerticalAcceleration)
                data << float(move_spline.vertical_acceleration);   // added in 3.1

            data << int32(move_spline.timePassed());

            if (move_spline.splineflags & MoveSplineFlag::Final_Angle)
                data << float(NormalizeOrientation(move_spline.facing.angle));
            else if (move_spline.splineflags & MoveSplineFlag::Final_Target)
                 data.WriteGuidBytes<5, 3, 7, 1, 6, 4, 2, 0>(ObjectGuid(move_spline.facing.target));

            for (uint32 i = 0; i < nodes; ++i)
            {
                data << float(move_spline.getPath()[i].z);
                data << float(move_spline.getPath()[i].x);
                data << float(move_spline.getPath()[i].y);
            }

            if (move_spline.splineflags & MoveSplineFlag::Final_Point)
                data << float(move_spline.facing.f.x) << float(move_spline.facing.f.z) << float(move_spline.facing.f.y);

            data << float(1.f);
            data << int32(move_spline.Duration());
            if (hasSplineStartTime)
                data << int32(move_spline.effect_start_time);   // added in 3.1

            data << float(1.f);
        }

        if (!move_spline.isCyclic())
        {
            Vector3 dest = move_spline.FinalDestination();
            data << float(dest.z);
            data << float(dest.x);
            data << float(dest.y);
        }
        else
            data << Vector3::zero();

        data << uint32(move_spline.GetId());
    }
    void PacketBuilder::WriteCreateData(MoveSpline const& moveSpline, ByteBuffer& data, Unit* unit)
    {
        if (!moveSpline.Finalized())
        {
            MoveSplineFlag splineFlags = moveSpline.splineflags;
            uint8 splineType = 0;

            if (splineFlags.final_point)
                splineType = 2;
            else if (splineFlags.final_angle)
                splineType = 4;
            else if ((splineFlags & MoveSplineFlag::Mask_Final_Facing) == MoveSplineFlag::Final_Target)
                splineType = MonsterMoveFacingTarget;

            data << uint8(splineType);
            data << float(1.f);                             // splineInfo.duration_mod; added in 3.1

            uint32 nodes = moveSpline.getPath().size();
            for (uint32 i = 0; i < nodes; ++i)
            {
                data << float(moveSpline.getPath()[i].z);
                data << float(moveSpline.getPath()[i].x);
                data << float(moveSpline.getPath()[i].y);
            }

            data << float(1.f);                             // splineInfo.duration_mod_next; added in 3.1

            if (splineFlags.final_point)
                data << moveSpline.facing.f.z << moveSpline.facing.f.y << moveSpline.facing.f.x;

            if (splineFlags.final_angle)
                data << moveSpline.facing.angle;

            if ((splineFlags & MoveSplineFlag::Parabolic) && moveSpline.effect_start_time < moveSpline.Duration())
                data << moveSpline.vertical_acceleration;   // added in 3.1

            if (splineFlags & (MoveSplineFlag::Parabolic | MoveSplineFlag::Animation))
                data << moveSpline.effect_start_time;       // added in 3.1

            data << moveSpline.timePassed();
            data << moveSpline.Duration();
        }

        data << uint32(moveSpline.GetId());
        data << float(unit->GetPositionZ());
        data << float(unit->GetPositionX());
        data << float(unit->GetPositionY());
    }
    void PacketBuilder::WriteCreateData(MoveSpline const& moveSpline, ByteBuffer& data)
    {
        if (!moveSpline.Finalized())
        {
            MoveSplineFlag const& splineFlags = moveSpline.splineflags;
            MonsterMoveType type = GetMonsterMoveType(moveSpline);

            data << moveSpline.timePassed();
            data << float(1.f);                             // splineInfo.duration_mod_next; added in 3.1
            data << float(1.f);                             // splineInfo.duration_mod; added in 3.1

            uint32 nodes = moveSpline.getPath().size();
            for (uint32 i = 0; i < nodes; ++i)
            {
                data << float(moveSpline.getPath()[i].x);
                data << float(moveSpline.getPath()[i].z);
                data << float(moveSpline.getPath()[i].y);
            }

            if (splineFlags & (MoveSplineFlag::Parabolic | MoveSplineFlag::Animation))
                data << moveSpline.effect_start_time;       // added in 3.1

            data << uint8(type);

            if (type == MonsterMoveFacingAngle)
                data << float(moveSpline.facing.angle);

            if (type == MonsterMoveFacingPoint)
                data << moveSpline.facing.f.x << moveSpline.facing.f.z << moveSpline.facing.f.y;

            if ((splineFlags & MoveSplineFlag::Parabolic) && moveSpline.effect_start_time < moveSpline.Duration())
                data << float(moveSpline.vertical_acceleration);   // added in 3.1

            //    NYI block here
            data << moveSpline.Duration();

        }

        Vector3 destination = moveSpline.isCyclic() ? Vector3::zero() : moveSpline.FinalDestination();

        data << float(destination.x);
        data << float(destination.z);
        data << moveSpline.GetId();
        data << float(destination.y);

    }
    void PacketBuilder::WriteData(const MoveSpline& move_spline, ByteBuffer& data)
    {
        MoveSplineFlag splineFlags = move_spline.splineflags;
        uint32 nodes = move_spline.getPath().size();

        data << move_spline.timePassed();

        if (splineFlags.orientationFixed)
            data << move_spline.facing.angle;

        if (splineFlags.final_target)
        {
            uint64 Guid = move_spline.facing.target;

            uint8 guidBytes[] = { 5, 3, 7, 1, 6, 4, 2, 0 };
            data.WriteGuidBytes(Guid, guidBytes, 8, 0);
        }

        for (uint32 i = 0; i < nodes; i++)
        {
            data << move_spline.getPath()[0].z;
            data << move_spline.getPath()[0].x;
            data << move_spline.getPath()[0].y;
        }

        if(splineFlags.flying)
            data << move_spline.facing.f.x << move_spline.facing.f.z << move_spline.facing.f.y;

        data << float(1.f);
        data << uint32(0);

        data << move_spline.effect_start_time;

        data << float(1.f);

        data << move_spline.FinalDestination().z;
        data << move_spline.FinalDestination().x;
        data << move_spline.FinalDestination().y;
        data << move_spline.GetId();
    }
    void PacketBuilder::WriteCreateData(MoveSpline const& moveSpline, ByteBuffer& data, Unit* unit)
    {
        if (/*!moveSpline.Finalized()*/true)
        {
            MoveSplineFlag splineFlags = moveSpline.splineflags;

            uint8 splineType = 0;
            switch (splineFlags & MoveSplineFlag::Mask_Final_Facing)
            {
                case MoveSplineFlag::Final_Target:
                    splineType = MonsterMoveFacingTarget;
                    break;
                case MoveSplineFlag::Final_Angle:
                    splineType = MonsterMoveFacingAngle;
                    break;
                case MoveSplineFlag::Final_Point:
                    splineType = MonsterMoveFacingSpot;
                    break;
                default:
                    splineType = MonsterMoveNormal;
                    break;
            }

            data << float(1.0f);                             // splineInfo.duration_mod_next; added in 3.1
            uint32 nodes = moveSpline.getPath().size();
            for (uint32 i = 0; i < nodes; ++i)
            {
                data << float(moveSpline.getPath()[i].z);
                data << float(moveSpline.getPath()[i].y);
                data << float(moveSpline.getPath()[i].x);
            }

            data << uint8(splineType);
            data << float(1.0f);                             // splineInfo.duration_mod; added in 3.1

            if (splineFlags.final_point)
                data << moveSpline.facing.f.x << moveSpline.facing.f.y << moveSpline.facing.f.z;

            if (splineFlags.parabolic)
                data << moveSpline.vertical_acceleration;   // added in 3.1

            if (splineFlags.final_angle)
                data << moveSpline.facing.angle;

            data << moveSpline.Duration();

            if (splineFlags.parabolic || splineFlags.animation)
                data << moveSpline.effect_start_time;       // added in 3.1

            data << moveSpline.timePassed();
        }

        if (!moveSpline.isCyclic())
        {
            Vector3 dest = moveSpline.FinalDestination();
            data << moveSpline.GetId();
            data << float(dest.x);
            data << float(dest.y);
            data << float(dest.z);
        }
        else
        {
            data << moveSpline.GetId();
            data << float(0.0f);
            data << float(0.0f);
            data << float(0.0f);
        }
    }