/* * Copyright (C) 2005-2010 MaNGOS * * 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, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "Map.h" #include "MapManager.h" #include "Player.h" #include "Vehicle.h" #include "GridNotifiers.h" #include "Log.h" #include "GridStates.h" #include "CellImpl.h" #include "InstanceData.h" #include "GridNotifiersImpl.h" #include "Transports.h" #include "ObjectAccessor.h" #include "ObjectMgr.h" #include "World.h" #include "ScriptCalls.h" #include "Group.h" #include "MapRefManager.h" #include "DBCEnums.h" #include "MapInstanced.h" #include "InstanceSaveMgr.h" #include "VMapFactory.h" #include "BattleGroundMgr.h" struct ScriptAction { uint64 sourceGUID; uint64 targetGUID; uint64 ownerGUID; // owner of source if source is item ScriptInfo const* script; // pointer to static script data }; Map::~Map() { ObjectAccessor::DelinkMap(this); UnloadAll(true); if(!m_scriptSchedule.empty()) sWorld.DecreaseScheduledScriptCount(m_scriptSchedule.size()); if (m_instanceSave) m_instanceSave->SetUsedByMapState(false); // field pointer can be deleted after this } void Map::LoadVMap(int gx,int gy) { // x and y are swapped !! VMAP::VMAPLoadResult vmapLoadResult = VMAP::VMapFactory::createOrGetVMapManager()->loadMap((sWorld.GetDataPath()+ "vmaps").c_str(), GetId(), gx,gy); switch(vmapLoadResult) { case VMAP::VMAP_LOAD_RESULT_OK: DETAIL_LOG("VMAP loaded name:%s, id:%d, x:%d, y:%d (vmap rep.: x:%d, y:%d)", GetMapName(), GetId(), gx,gy,gx,gy); break; case VMAP::VMAP_LOAD_RESULT_ERROR: DETAIL_LOG("Could not load VMAP name:%s, id:%d, x:%d, y:%d (vmap rep.: x:%d, y:%d)", GetMapName(), GetId(), gx,gy,gx,gy); break; case VMAP::VMAP_LOAD_RESULT_IGNORED: DEBUG_LOG("Ignored VMAP name:%s, id:%d, x:%d, y:%d (vmap rep.: x:%d, y:%d)", GetMapName(), GetId(), gx,gy,gx,gy); break; } } void Map::LoadMap(int gx,int gy, bool reload) { if( i_InstanceId != 0 ) { if(GridMaps[gx][gy]) return; // load grid map for base map if (!m_parentMap->GridMaps[gx][gy]) m_parentMap->EnsureGridCreated(GridPair(63-gx,63-gy)); ((MapInstanced*)(m_parentMap))->AddGridMapReference(GridPair(gx,gy)); GridMaps[gx][gy] = m_parentMap->GridMaps[gx][gy]; return; } if(GridMaps[gx][gy] && !reload) return; //map already load, delete it before reloading (Is it necessary? Do we really need the ability the reload maps during runtime?) if(GridMaps[gx][gy]) { DETAIL_LOG("Unloading already loaded map %u before reloading.",i_id); delete (GridMaps[gx][gy]); GridMaps[gx][gy]=NULL; } // map file name char *tmp=NULL; int len = sWorld.GetDataPath().length()+strlen("maps/%03u%02u%02u.map")+1; tmp = new char[len]; snprintf(tmp, len, (char *)(sWorld.GetDataPath()+"maps/%03u%02u%02u.map").c_str(),i_id,gx,gy); DETAIL_LOG("Loading map %s",tmp); // loading data GridMaps[gx][gy] = new GridMap(); if (!GridMaps[gx][gy]->loadData(tmp)) { sLog.outError("Error load map file: \n %s\n", tmp); } delete [] tmp; } void Map::LoadMapAndVMap(int gx,int gy) { LoadMap(gx,gy); if(i_InstanceId == 0) LoadVMap(gx, gy); // Only load the data for the base map } Map::Map(uint32 id, time_t expiry, uint32 InstanceId, uint8 SpawnMode, Map* _parent) : i_mapEntry (sMapStore.LookupEntry(id)), i_spawnMode(SpawnMode), i_id(id), i_InstanceId(InstanceId), m_unloadTimer(0), m_VisibleDistance(DEFAULT_VISIBILITY_DISTANCE), m_instanceSave(NULL), m_activeNonPlayersIter(m_activeNonPlayers.end()), i_gridExpiry(expiry), m_parentMap(_parent ? _parent : this), m_lastUpdateTime(getMSTime()) // expected that next update call will not long after map creating { for(unsigned int idx=0; idx < MAX_NUMBER_OF_GRIDS; ++idx) { for(unsigned int j=0; j < MAX_NUMBER_OF_GRIDS; ++j) { //z code GridMaps[idx][j] =NULL; setNGrid(NULL, idx, j); } } ObjectAccessor::LinkMap(this); //lets initialize visibility distance for map Map::InitVisibilityDistance(); } void Map::InitVisibilityDistance() { //init visibility for continents m_VisibleDistance = World::GetMaxVisibleDistanceOnContinents(); } // Template specialization of utility methods template void Map::AddToGrid(T* obj, NGridType *grid, Cell const& cell) { (*grid)(cell.CellX(), cell.CellY()).template AddGridObject(obj); } template<> void Map::AddToGrid(Player* obj, NGridType *grid, Cell const& cell) { (*grid)(cell.CellX(), cell.CellY()).AddWorldObject(obj); } template<> void Map::AddToGrid(Corpse *obj, NGridType *grid, Cell const& cell) { // add to world object registry in grid if(obj->GetType()!=CORPSE_BONES) { (*grid)(cell.CellX(), cell.CellY()).AddWorldObject(obj); } // add to grid object store else { (*grid)(cell.CellX(), cell.CellY()).AddGridObject(obj); } } template<> void Map::AddToGrid(Creature* obj, NGridType *grid, Cell const& cell) { // add to world object registry in grid if(obj->IsPet() || obj->IsVehicle()) { (*grid)(cell.CellX(), cell.CellY()).AddWorldObject(obj); obj->SetCurrentCell(cell); } // add to grid object store else { (*grid)(cell.CellX(), cell.CellY()).AddGridObject(obj); obj->SetCurrentCell(cell); } } template void Map::RemoveFromGrid(T* obj, NGridType *grid, Cell const& cell) { (*grid)(cell.CellX(), cell.CellY()).template RemoveGridObject(obj); } template<> void Map::RemoveFromGrid(Player* obj, NGridType *grid, Cell const& cell) { (*grid)(cell.CellX(), cell.CellY()).RemoveWorldObject(obj); } template<> void Map::RemoveFromGrid(Corpse *obj, NGridType *grid, Cell const& cell) { // remove from world object registry in grid if(obj->GetType()!=CORPSE_BONES) { (*grid)(cell.CellX(), cell.CellY()).RemoveWorldObject(obj); } // remove from grid object store else { (*grid)(cell.CellX(), cell.CellY()).RemoveGridObject(obj); } } template<> void Map::RemoveFromGrid(Creature* obj, NGridType *grid, Cell const& cell) { // remove from world object registry in grid if(obj->IsPet() || obj->IsVehicle()) { (*grid)(cell.CellX(), cell.CellY()).RemoveWorldObject(obj); } // remove from grid object store else { (*grid)(cell.CellX(), cell.CellY()).RemoveGridObject(obj); } } template void Map::DeleteFromWorld(T* obj) { // Note: In case resurrectable corpse and pet its removed from global lists in own destructor delete obj; } template<> void Map::DeleteFromWorld(Player* pl) { sObjectAccessor.RemoveObject(pl); delete pl; } template void Map::AddNotifier(T* , Cell const& , CellPair const& ) { } template<> void Map::AddNotifier(Player* obj, Cell const& cell, CellPair const& cellpair) { PlayerRelocationNotify(obj,cell,cellpair); } template<> void Map::AddNotifier(Creature* obj, Cell const&, CellPair const&) { obj->SetNeedNotify(); } void Map::EnsureGridCreated(const GridPair &p) { if(!getNGrid(p.x_coord, p.y_coord)) { Guard guard(*this); if(!getNGrid(p.x_coord, p.y_coord)) { setNGrid(new NGridType(p.x_coord*MAX_NUMBER_OF_GRIDS + p.y_coord, p.x_coord, p.y_coord, i_gridExpiry, sWorld.getConfig(CONFIG_BOOL_GRID_UNLOAD)), p.x_coord, p.y_coord); // build a linkage between this map and NGridType buildNGridLinkage(getNGrid(p.x_coord, p.y_coord)); getNGrid(p.x_coord, p.y_coord)->SetGridState(GRID_STATE_IDLE); //z coord int gx = (MAX_NUMBER_OF_GRIDS - 1) - p.x_coord; int gy = (MAX_NUMBER_OF_GRIDS - 1) - p.y_coord; if(!GridMaps[gx][gy]) LoadMapAndVMap(gx,gy); } } } void Map::EnsureGridLoadedAtEnter(const Cell &cell, Player *player) { NGridType *grid; if(EnsureGridLoaded(cell)) { grid = getNGrid(cell.GridX(), cell.GridY()); if (player) { DEBUG_FILTER_LOG(LOG_FILTER_PLAYER_MOVES, "Player %s enter cell[%u,%u] triggers of loading grid[%u,%u] on map %u", player->GetName(), cell.CellX(), cell.CellY(), cell.GridX(), cell.GridY(), i_id); } else { DEBUG_FILTER_LOG(LOG_FILTER_PLAYER_MOVES, "Active object nearby triggers of loading grid [%u,%u] on map %u", cell.GridX(), cell.GridY(), i_id); } ResetGridExpiry(*getNGrid(cell.GridX(), cell.GridY()), 0.1f); grid->SetGridState(GRID_STATE_ACTIVE); } else grid = getNGrid(cell.GridX(), cell.GridY()); if (player) AddToGrid(player,grid,cell); } bool Map::EnsureGridLoaded(const Cell &cell) { EnsureGridCreated(GridPair(cell.GridX(), cell.GridY())); NGridType *grid = getNGrid(cell.GridX(), cell.GridY()); MANGOS_ASSERT(grid != NULL); if( !isGridObjectDataLoaded(cell.GridX(), cell.GridY()) ) { //it's important to set it loaded before loading! //otherwise there is a possibility of infinity chain (grid loading will be called many times for the same grid) //possible scenario: //active object A(loaded with loader.LoadN call and added to the map) //summons some active object B, while B added to map grid loading called again and so on.. setGridObjectDataLoaded(true,cell.GridX(), cell.GridY()); ObjectGridLoader loader(*grid, this, cell); loader.LoadN(); // Add resurrectable corpses to world object list in grid sObjectAccessor.AddCorpsesToGrid(GridPair(cell.GridX(),cell.GridY()),(*grid)(cell.CellX(), cell.CellY()), this); return true; } return false; } void Map::LoadGrid(const Cell& cell, bool no_unload) { EnsureGridLoaded(cell); if(no_unload) getNGrid(cell.GridX(), cell.GridY())->setUnloadExplicitLock(true); } bool Map::Add(Player *player) { player->GetMapRef().link(this, player); player->SetMap(this); // update player state for other player and visa-versa CellPair p = MaNGOS::ComputeCellPair(player->GetPositionX(), player->GetPositionY()); Cell cell(p); EnsureGridLoadedAtEnter(cell, player); player->AddToWorld(); SendInitSelf(player); SendInitTransports(player); NGridType* grid = getNGrid(cell.GridX(), cell.GridY()); player->GetViewPoint().Event_AddedToWorld(&(*grid)(cell.CellX(), cell.CellY())); UpdateObjectVisibility(player,cell,p); AddNotifier(player,cell,p); return true; } template void Map::Add(T *obj) { MANGOS_ASSERT(obj); CellPair p = MaNGOS::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY()); if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP ) { sLog.outError("Map::Add: Object (GUID: %u TypeId: %u) have invalid coordinates X:%f Y:%f grid cell [%u:%u]", obj->GetGUIDLow(), obj->GetTypeId(), obj->GetPositionX(), obj->GetPositionY(), p.x_coord, p.y_coord); return; } obj->SetMap(this); Cell cell(p); if(obj->isActiveObject()) EnsureGridLoadedAtEnter(cell); else EnsureGridCreated(GridPair(cell.GridX(), cell.GridY())); NGridType *grid = getNGrid(cell.GridX(), cell.GridY()); MANGOS_ASSERT( grid != NULL ); AddToGrid(obj,grid,cell); obj->AddToWorld(); if(obj->isActiveObject()) AddToActive(obj); DEBUG_LOG("Object %u enters grid[%u,%u]", GUID_LOPART(obj->GetGUID()), cell.GridX(), cell.GridY()); obj->GetViewPoint().Event_AddedToWorld(&(*grid)(cell.CellX(), cell.CellY())); UpdateObjectVisibility(obj,cell,p); AddNotifier(obj,cell,p); } void Map::MessageBroadcast(Player *player, WorldPacket *msg, bool to_self) { CellPair p = MaNGOS::ComputeCellPair(player->GetPositionX(), player->GetPositionY()); if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP ) { sLog.outError("Map::MessageBroadcast: Player (GUID: %u) have invalid coordinates X:%f Y:%f grid cell [%u:%u]", player->GetGUIDLow(), player->GetPositionX(), player->GetPositionY(), p.x_coord, p.y_coord); return; } Cell cell(p); cell.SetNoCreate(); if( !loaded(GridPair(cell.data.Part.grid_x, cell.data.Part.grid_y)) ) return; MaNGOS::MessageDeliverer post_man(*player, msg, to_self); TypeContainerVisitor message(post_man); cell.Visit(p, message, *this, *player, GetVisibilityDistance()); } void Map::MessageBroadcast(WorldObject *obj, WorldPacket *msg) { CellPair p = MaNGOS::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY()); if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP ) { sLog.outError("Map::MessageBroadcast: Object (GUID: %u TypeId: %u) have invalid coordinates X:%f Y:%f grid cell [%u:%u]", obj->GetGUIDLow(), obj->GetTypeId(), obj->GetPositionX(), obj->GetPositionY(), p.x_coord, p.y_coord); return; } Cell cell(p); cell.SetNoCreate(); if( !loaded(GridPair(cell.data.Part.grid_x, cell.data.Part.grid_y)) ) return; //TODO: currently on continents when Visibility.Distance.InFlight > Visibility.Distance.Continents //we have alot of blinking mobs because monster move packet send is broken... MaNGOS::ObjectMessageDeliverer post_man(*obj,msg); TypeContainerVisitor message(post_man); cell.Visit(p, message, *this, *obj, GetVisibilityDistance()); } void Map::MessageDistBroadcast(Player *player, WorldPacket *msg, float dist, bool to_self, bool own_team_only) { CellPair p = MaNGOS::ComputeCellPair(player->GetPositionX(), player->GetPositionY()); if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP ) { sLog.outError("Map::MessageBroadcast: Player (GUID: %u) have invalid coordinates X:%f Y:%f grid cell [%u:%u]", player->GetGUIDLow(), player->GetPositionX(), player->GetPositionY(), p.x_coord, p.y_coord); return; } Cell cell(p); cell.SetNoCreate(); if( !loaded(GridPair(cell.data.Part.grid_x, cell.data.Part.grid_y)) ) return; MaNGOS::MessageDistDeliverer post_man(*player, msg, dist, to_self, own_team_only); TypeContainerVisitor message(post_man); cell.Visit(p, message, *this, *player, dist); } void Map::MessageDistBroadcast(WorldObject *obj, WorldPacket *msg, float dist) { CellPair p = MaNGOS::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY()); if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP ) { sLog.outError("Map::MessageBroadcast: Object (GUID: %u TypeId: %u) have invalid coordinates X:%f Y:%f grid cell [%u:%u]", obj->GetGUIDLow(), obj->GetTypeId(), obj->GetPositionX(), obj->GetPositionY(), p.x_coord, p.y_coord); return; } Cell cell(p); cell.SetNoCreate(); if( !loaded(GridPair(cell.data.Part.grid_x, cell.data.Part.grid_y)) ) return; MaNGOS::ObjectMessageDistDeliverer post_man(*obj, msg, dist); TypeContainerVisitor message(post_man); cell.Visit(p, message, *this, *obj, dist); } bool Map::loaded(const GridPair &p) const { return ( getNGrid(p.x_coord, p.y_coord) && isGridObjectDataLoaded(p.x_coord, p.y_coord) ); } void Map::Update(uint32 time_, uint32 diff) { m_lastUpdateTime = time_; /// update players at tick for(m_mapRefIter = m_mapRefManager.begin(); m_mapRefIter != m_mapRefManager.end(); ++m_mapRefIter) if (Player* plr = m_mapRefIter->getSource()) if (plr->IsInWorld()) plr->Update(diff, diff); /// update active cells around players and active objects resetMarkedCells(); // the player iterator is stored in the map object // to make sure calls to Map::Remove don't invalidate it for(m_mapRefIter = m_mapRefManager.begin(); m_mapRefIter != m_mapRefManager.end(); ++m_mapRefIter) { Player* plr = m_mapRefIter->getSource(); if(!plr->IsInWorld()) continue; CellPair standing_cell(MaNGOS::ComputeCellPair(plr->GetPositionX(), plr->GetPositionY())); // Check for correctness of standing_cell, it also avoids problems with update_cell if (standing_cell.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || standing_cell.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP) continue; // the overloaded operators handle range checking // so ther's no need for range checking inside the loop CellPair begin_cell(standing_cell), end_cell(standing_cell); //lets update mobs/objects in ALL visible cells around player! CellArea area = Cell::CalculateCellArea(plr->GetPositionX(), plr->GetPositionY(), GetVisibilityDistance()); area.ResizeBorders(begin_cell, end_cell); for(uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; ++x) { for(uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; ++y) { // marked cells are those that have been visited // don't visit the same cell twice uint32 cell_id = (y * TOTAL_NUMBER_OF_CELLS_PER_MAP) + x; if(!isCellMarked(cell_id)) { markCell(cell_id); CellPair pair(x,y); Cell cell(pair); cell.SetNoCreate(); uint32 realdiff = diff; if (loaded(cell.gridPair()) ) realdiff = (*getNGrid(cell.GridX(),cell.GridY()))(cell.CellX(),cell.CellY()).SetLastUpdateTimeAndReturnDiff(time_); MaNGOS::ObjectUpdater updater(realdiff, diff); // for creature TypeContainerVisitor grid_object_update(updater); // for pets TypeContainerVisitor world_object_update(updater); Visit(cell, grid_object_update); Visit(cell, world_object_update); } } } } // non-player active objects if(!m_activeNonPlayers.empty()) { for(m_activeNonPlayersIter = m_activeNonPlayers.begin(); m_activeNonPlayersIter != m_activeNonPlayers.end(); ) { // skip not in world WorldObject* obj = *m_activeNonPlayersIter; // step before processing, in this case if Map::Remove remove next object we correctly // step to next-next, and if we step to end() then newly added objects can wait next update. ++m_activeNonPlayersIter; if(!obj->IsInWorld()) continue; CellPair standing_cell(MaNGOS::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY())); // Check for correctness of standing_cell, it also avoids problems with update_cell if (standing_cell.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || standing_cell.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP) continue; // the overloaded operators handle range checking // so ther's no need for range checking inside the loop CellPair begin_cell(standing_cell), end_cell(standing_cell); begin_cell << 1; begin_cell -= 1; // upper left end_cell >> 1; end_cell += 1; // lower right for(uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; ++x) { for(uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; ++y) { // marked cells are those that have been visited // don't visit the same cell twice uint32 cell_id = (y * TOTAL_NUMBER_OF_CELLS_PER_MAP) + x; if(!isCellMarked(cell_id)) { markCell(cell_id); CellPair pair(x,y); Cell cell(pair); cell.SetNoCreate(); uint32 realdiff = diff; if (loaded(cell.gridPair()) ) realdiff = (*getNGrid(cell.GridX(),cell.GridY()))(cell.CellX(),cell.CellY()).SetLastUpdateTimeAndReturnDiff(time_); MaNGOS::ObjectUpdater updater(realdiff, diff); // for creature TypeContainerVisitor grid_object_update(updater); // for pets TypeContainerVisitor world_object_update(updater); Visit(cell, grid_object_update); Visit(cell, world_object_update); } } } } } // Send world objects and item update field changes SendObjectUpdates(); // Don't unload grids if it's battleground, since we may have manually added GOs,creatures, those doesn't load from DB at grid re-load ! // This isn't really bother us, since as soon as we have instanced BG-s, the whole map unloads as the BG gets ended if (!IsBattleGroundOrArena()) { for (GridRefManager::iterator i = GridRefManager::begin(); i != GridRefManager::end(); ) { NGridType *grid = i->getSource(); GridInfo *info = i->getSource()->getGridInfoRef(); ++i; // The update might delete the map and we need the next map before the iterator gets invalid MANGOS_ASSERT(grid->GetGridState() >= 0 && grid->GetGridState() < MAX_GRID_STATE); sMapMgr.UpdateGridState(grid->GetGridState(), *this, *grid, *info, grid->getX(), grid->getY(), diff); } } ///- Process necessary scripts if (!m_scriptSchedule.empty()) ScriptsProcess(); } void Map::Remove(Player *player, bool remove) { if(remove) player->CleanupsBeforeDelete(); else player->RemoveFromWorld(); // this may be called during Map::Update // after decrement+unlink, ++m_mapRefIter will continue correctly // when the first element of the list is being removed // nocheck_prev will return the padding element of the RefManager // instead of NULL in the case of prev if(m_mapRefIter == player->GetMapRef()) m_mapRefIter = m_mapRefIter->nocheck_prev(); player->GetMapRef().unlink(); CellPair p = MaNGOS::ComputeCellPair(player->GetPositionX(), player->GetPositionY()); if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP) { // invalid coordinates player->ResetMap(); if( remove ) DeleteFromWorld(player); return; } Cell cell(p); if( !getNGrid(cell.data.Part.grid_x, cell.data.Part.grid_y) ) { sLog.outError("Map::Remove() i_grids was NULL x:%d, y:%d",cell.data.Part.grid_x,cell.data.Part.grid_y); return; } DEBUG_FILTER_LOG(LOG_FILTER_PLAYER_MOVES, "Remove player %s from grid[%u,%u]", player->GetName(), cell.GridX(), cell.GridY()); NGridType *grid = getNGrid(cell.GridX(), cell.GridY()); MANGOS_ASSERT(grid != NULL); RemoveFromGrid(player,grid,cell); SendRemoveTransports(player); UpdateObjectVisibility(player,cell,p); player->ResetMap(); if( remove ) DeleteFromWorld(player); } template void Map::Remove(T *obj, bool remove) { CellPair p = MaNGOS::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY()); if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP ) { sLog.outError("Map::Remove: Object (GUID: %u TypeId:%u) have invalid coordinates X:%f Y:%f grid cell [%u:%u]", obj->GetGUIDLow(), obj->GetTypeId(), obj->GetPositionX(), obj->GetPositionY(), p.x_coord, p.y_coord); return; } Cell cell(p); if( !loaded(GridPair(cell.data.Part.grid_x, cell.data.Part.grid_y)) ) return; DEBUG_LOG("Remove object (GUID: %u TypeId:%u) from grid[%u,%u]", obj->GetGUIDLow(), obj->GetTypeId(), cell.data.Part.grid_x, cell.data.Part.grid_y); NGridType *grid = getNGrid(cell.GridX(), cell.GridY()); MANGOS_ASSERT( grid != NULL ); if(obj->isActiveObject()) RemoveFromActive(obj); if(remove) obj->CleanupsBeforeDelete(); else obj->RemoveFromWorld(); UpdateObjectVisibility(obj,cell,p); // i think will be better to call this function while object still in grid, this changes nothing but logically is better(as for me) RemoveFromGrid(obj,grid,cell); obj->ResetMap(); if( remove ) { // if option set then object already saved at this moment if(!sWorld.getConfig(CONFIG_BOOL_SAVE_RESPAWN_TIME_IMMEDIATLY)) obj->SaveRespawnTime(); DeleteFromWorld(obj); } } void Map::PlayerRelocation(Player *player, float x, float y, float z, float orientation) { MANGOS_ASSERT(player); CellPair old_val = MaNGOS::ComputeCellPair(player->GetPositionX(), player->GetPositionY()); CellPair new_val = MaNGOS::ComputeCellPair(x, y); Cell old_cell(old_val); Cell new_cell(new_val); bool same_cell = (new_cell == old_cell); player->Relocate(x, y, z, orientation); if( old_cell.DiffGrid(new_cell) || old_cell.DiffCell(new_cell) ) { DEBUG_FILTER_LOG(LOG_FILTER_PLAYER_MOVES, "Player %s relocation grid[%u,%u]cell[%u,%u]->grid[%u,%u]cell[%u,%u]", player->GetName(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY()); NGridType* oldGrid = getNGrid(old_cell.GridX(), old_cell.GridY()); RemoveFromGrid(player, oldGrid,old_cell); if( !old_cell.DiffGrid(new_cell) ) AddToGrid(player, oldGrid,new_cell); else EnsureGridLoadedAtEnter(new_cell, player); NGridType* newGrid = getNGrid(new_cell.GridX(), new_cell.GridY()); player->GetViewPoint().Event_GridChanged(&(*newGrid)(new_cell.CellX(),new_cell.CellY())); } player->GetViewPoint().Call_UpdateVisibilityForOwner(); // if move then update what player see and who seen UpdateObjectVisibility(player, new_cell, new_val); PlayerRelocationNotify(player,new_cell,new_val); NGridType* newGrid = getNGrid(new_cell.GridX(), new_cell.GridY()); if( !same_cell && newGrid->GetGridState()!= GRID_STATE_ACTIVE ) { ResetGridExpiry(*newGrid, 0.1f); newGrid->SetGridState(GRID_STATE_ACTIVE); } } void Map::CreatureRelocation(Creature *creature, float x, float y, float z, float ang) { MANGOS_ASSERT(CheckGridIntegrity(creature,false)); Cell old_cell = creature->GetCurrentCell(); CellPair new_val = MaNGOS::ComputeCellPair(x, y); Cell new_cell(new_val); // delay creature move for grid/cell to grid/cell moves if (old_cell.DiffCell(new_cell) || old_cell.DiffGrid(new_cell)) { DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u) added to moving list from grid[%u,%u]cell[%u,%u] to grid[%u,%u]cell[%u,%u].", creature->GetGUIDLow(), creature->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY()); // do move or do move to respawn or remove creature if previous all fail if(CreatureCellRelocation(creature,new_cell)) { // update pos creature->Relocate(x, y, z, ang); // in diffcell/diffgrid case notifiers called in Creature::Update creature->SetNeedNotify(); } else { // if creature can't be move in new cell/grid (not loaded) move it to repawn cell/grid // creature coordinates will be updated and notifiers send if(!CreatureRespawnRelocation(creature)) { // ... or unload (if respawn grid also not loaded) DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u ) can't be move to unloaded respawn grid.",creature->GetGUIDLow(),creature->GetEntry()); creature->SetNeedNotify(); } } } else { creature->Relocate(x, y, z, ang); creature->SetNeedNotify(); } creature->GetViewPoint().Call_UpdateVisibilityForOwner(); MANGOS_ASSERT(CheckGridIntegrity(creature,true)); } bool Map::CreatureCellRelocation(Creature *c, Cell new_cell) { Cell const& old_cell = c->GetCurrentCell(); if(!old_cell.DiffGrid(new_cell) ) // in same grid { // if in same cell then none do if(old_cell.DiffCell(new_cell)) { DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u) moved in grid[%u,%u] from cell[%u,%u] to cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.CellX(), new_cell.CellY()); RemoveFromGrid(c,getNGrid(old_cell.GridX(), old_cell.GridY()),old_cell); NGridType* new_grid = getNGrid(new_cell.GridX(), new_cell.GridY()); AddToGrid(c,new_grid,new_cell); c->GetViewPoint().Event_GridChanged( &(*new_grid)(new_cell.CellX(),new_cell.CellY()) ); } else { DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u) move in same grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY()); } return true; } // in diff. grids but active creature if(c->isActiveObject()) { EnsureGridLoadedAtEnter(new_cell); DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Active creature (GUID: %u Entry: %u) moved from grid[%u,%u]cell[%u,%u] to grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY()); RemoveFromGrid(c,getNGrid(old_cell.GridX(), old_cell.GridY()),old_cell); NGridType* new_grid = getNGrid(new_cell.GridX(), new_cell.GridY()); AddToGrid(c,new_grid,new_cell); c->GetViewPoint().Event_GridChanged( &(*new_grid)(new_cell.CellX(),new_cell.CellY()) ); return true; } // in diff. loaded grid normal creature if(loaded(GridPair(new_cell.GridX(), new_cell.GridY()))) { DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u) moved from grid[%u,%u]cell[%u,%u] to grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY()); RemoveFromGrid(c,getNGrid(old_cell.GridX(), old_cell.GridY()),old_cell); { EnsureGridCreated(GridPair(new_cell.GridX(), new_cell.GridY())); NGridType* new_grid = getNGrid(new_cell.GridX(), new_cell.GridY()); AddToGrid(c,new_grid,new_cell); c->GetViewPoint().Event_GridChanged( &(*new_grid)(new_cell.CellX(),new_cell.CellY()) ); } return true; } // fail to move: normal creature attempt move to unloaded grid DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u) attempt move from grid[%u,%u]cell[%u,%u] to unloaded grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY()); return false; } bool Map::CreatureRespawnRelocation(Creature *c) { float resp_x, resp_y, resp_z, resp_o; c->GetRespawnCoord(resp_x, resp_y, resp_z, &resp_o); CellPair resp_val = MaNGOS::ComputeCellPair(resp_x, resp_y); Cell resp_cell(resp_val); c->CombatStop(); c->GetMotionMaster()->Clear(); DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u) will moved from grid[%u,%u]cell[%u,%u] to respawn grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), c->GetCurrentCell().GridX(), c->GetCurrentCell().GridY(), c->GetCurrentCell().CellX(), c->GetCurrentCell().CellY(), resp_cell.GridX(), resp_cell.GridY(), resp_cell.CellX(), resp_cell.CellY()); // teleport it to respawn point (like normal respawn if player see) if(CreatureCellRelocation(c,resp_cell)) { c->Relocate(resp_x, resp_y, resp_z, resp_o); c->GetMotionMaster()->Initialize(); // prevent possible problems with default move generators c->SetNeedNotify(); return true; } else return false; } bool Map::UnloadGrid(const uint32 &x, const uint32 &y, bool pForce) { NGridType *grid = getNGrid(x, y); MANGOS_ASSERT( grid != NULL); { if(!pForce && ActiveObjectsNearGrid(x, y) ) return false; DEBUG_LOG("Unloading grid[%u,%u] for map %u", x,y, i_id); ObjectGridUnloader unloader(*grid); // Finish remove and delete all creatures with delayed remove before moving to respawn grids // Must know real mob position before move RemoveAllObjectsInRemoveList(); // move creatures to respawn grids if this is diff.grid or to remove list unloader.MoveToRespawnN(); // Finish remove and delete all creatures with delayed remove before unload RemoveAllObjectsInRemoveList(); unloader.UnloadN(); delete getNGrid(x, y); setNGrid(NULL, x, y); } int gx = (MAX_NUMBER_OF_GRIDS - 1) - x; int gy = (MAX_NUMBER_OF_GRIDS - 1) - y; // delete grid map, but don't delete if it is from parent map (and thus only reference) //+++if (GridMaps[gx][gy]) don't check for GridMaps[gx][gy], we might have to unload vmaps { if (i_InstanceId == 0) { if(GridMaps[gx][gy]) { GridMaps[gx][gy]->unloadData(); delete GridMaps[gx][gy]; } VMAP::VMapFactory::createOrGetVMapManager()->unloadMap(GetId(), gx, gy); } else ((MapInstanced*)m_parentMap)->RemoveGridMapReference(GridPair(gx, gy)); GridMaps[gx][gy] = NULL; } DEBUG_LOG("Unloading grid[%u,%u] for map %u finished", x,y, i_id); return true; } void Map::UnloadAll(bool pForce) { for (GridRefManager::iterator i = GridRefManager::begin(); i != GridRefManager::end(); ) { NGridType &grid(*i->getSource()); ++i; UnloadGrid(grid.getX(), grid.getY(), pForce); // deletes the grid and removes it from the GridRefManager } } MapDifficulty const* Map::GetMapDifficulty() const { return GetMapDifficultyData(GetId(),GetDifficulty()); } uint32 Map::GetMaxPlayers() const { if(MapDifficulty const* mapDiff = GetMapDifficulty()) { if(mapDiff->maxPlayers || IsRegularDifficulty()) // Normal case (expect that regular difficulty always have correct maxplayers) return mapDiff->maxPlayers; else // DBC have 0 maxplayers for heroic instances with expansion < 2 { // The heroic entry exists, so we don't have to check anything, simply return normal max players MapDifficulty const* normalDiff = GetMapDifficultyData(i_id, REGULAR_DIFFICULTY); return normalDiff ? normalDiff->maxPlayers : 0; } } else // I'd rather ASSERT(false); return 0; } uint32 Map::GetMaxResetDelay() const { return InstanceResetScheduler::GetMaxResetTimeFor(GetMapDifficulty()); } inline GridMap *Map::GetGrid(float x, float y) { // half opt method int gx=(int)(32-x/SIZE_OF_GRIDS); //grid x int gy=(int)(32-y/SIZE_OF_GRIDS); //grid y // ensure GridMap is loaded EnsureGridCreated(GridPair(63-gx,63-gy)); return GridMaps[gx][gy]; } float Map::GetHeight(float x, float y, float z, bool pUseVmaps, float maxSearchDist) const { // find raw .map surface under Z coordinates float mapHeight; float z2 = z + 2.f; if (GridMap *gmap = const_cast(this)->GetGrid(x, y)) { float _mapheight = gmap->getHeight(x,y); // look from a bit higher pos to find the floor, ignore under surface case if (z2 > _mapheight) mapHeight = _mapheight; else mapHeight = VMAP_INVALID_HEIGHT_VALUE; } else mapHeight = VMAP_INVALID_HEIGHT_VALUE; float vmapHeight; if (pUseVmaps) { VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager(); if (vmgr->isHeightCalcEnabled()) { // if mapHeight has been found search vmap height at least until mapHeight point // this prevent case when original Z "too high above ground and vmap height search fail" // this will not affect most normal cases (no map in instance, or stay at ground at continent) if (mapHeight > INVALID_HEIGHT && z2 - mapHeight > maxSearchDist) maxSearchDist = z2 - mapHeight + 1.0f; // 1.0 make sure that we not fail for case when map height near but above for vamp height // look from a bit higher pos to find the floor vmapHeight = vmgr->getHeight(GetId(), x, y, z2, maxSearchDist); } else vmapHeight = VMAP_INVALID_HEIGHT_VALUE; } else vmapHeight = VMAP_INVALID_HEIGHT_VALUE; // mapHeight set for any above raw ground Z or <= INVALID_HEIGHT // vmapheight set for any under Z value or <= INVALID_HEIGHT if (vmapHeight > INVALID_HEIGHT) { if (mapHeight > INVALID_HEIGHT) { // we have mapheight and vmapheight and must select more appropriate // we are already under the surface or vmap height above map heigt // or if the distance of the vmap height is less the land height distance if (z < mapHeight || vmapHeight > mapHeight || fabs(mapHeight-z) > fabs(vmapHeight-z)) return vmapHeight; else return mapHeight; // better use .map surface height } else return vmapHeight; // we have only vmapHeight (if have) } return mapHeight; } inline bool IsOutdoorWMO(uint32 mogpFlags, int32 adtId, int32 rootId, int32 groupId, WMOAreaTableEntry const* wmoEntry, AreaTableEntry const* atEntry) { bool outdoor = true; if(wmoEntry && atEntry) { if(atEntry->flags & AREA_FLAG_OUTSIDE) return true; if(atEntry->flags & AREA_FLAG_INSIDE) return false; } outdoor = mogpFlags&0x8; if(wmoEntry) { if(wmoEntry->Flags & 4) return true; if((wmoEntry->Flags & 2)!=0) outdoor = false; } return outdoor; } bool Map::IsOutdoors(float x, float y, float z) const { uint32 mogpFlags; int32 adtId, rootId, groupId; // no wmo found? -> outside by default if(!GetAreaInfo(x, y, z, mogpFlags, adtId, rootId, groupId)) return true; AreaTableEntry const* atEntry = 0; WMOAreaTableEntry const* wmoEntry= GetWMOAreaTableEntryByTripple(rootId, adtId, groupId); if(wmoEntry) { DEBUG_LOG("Got WMOAreaTableEntry! flag %u, areaid %u", wmoEntry->Flags, wmoEntry->areaId); atEntry = GetAreaEntryByAreaID(wmoEntry->areaId); } return IsOutdoorWMO(mogpFlags, adtId, rootId, groupId, wmoEntry, atEntry); } bool Map::GetAreaInfo(float x, float y, float z, uint32 &flags, int32 &adtId, int32 &rootId, int32 &groupId) const { float vmap_z = z; VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager(); if (vmgr->getAreaInfo(GetId(), x, y, vmap_z, flags, adtId, rootId, groupId)) { // check if there's terrain between player height and object height if(GridMap *gmap = const_cast(this)->GetGrid(x, y)) { float _mapheight = gmap->getHeight(x,y); // z + 2.0f condition taken from GetHeight(), not sure if it's such a great choice... if(z + 2.0f > _mapheight && _mapheight > vmap_z) return false; } return true; } return false; } uint16 Map::GetAreaFlag(float x, float y, float z, bool *isOutdoors) const { uint32 mogpFlags; int32 adtId, rootId, groupId; WMOAreaTableEntry const* wmoEntry = 0; AreaTableEntry const* atEntry = 0; bool haveAreaInfo = false; if(GetAreaInfo(x, y, z, mogpFlags, adtId, rootId, groupId)) { haveAreaInfo = true; if(wmoEntry = GetWMOAreaTableEntryByTripple(rootId, adtId, groupId)) atEntry = GetAreaEntryByAreaID(wmoEntry->areaId); } uint16 areaflag; if (atEntry) areaflag = atEntry->exploreFlag; else { if(GridMap *gmap = const_cast(this)->GetGrid(x, y)) areaflag = gmap->getArea(x, y); // this used while not all *.map files generated (instances) else areaflag = GetAreaFlagByMapId(i_id); } if (isOutdoors) { if (haveAreaInfo) *isOutdoors = IsOutdoorWMO(mogpFlags, adtId, rootId, groupId, wmoEntry, atEntry); else *isOutdoors = true; } return areaflag; } uint8 Map::GetTerrainType(float x, float y ) const { if(GridMap *gmap = const_cast(this)->GetGrid(x, y)) return gmap->getTerrainType(x, y); else return 0; } GridMapLiquidStatus Map::getLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, GridMapLiquidData *data) const { GridMapLiquidStatus result = LIQUID_MAP_NO_WATER; VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager(); float liquid_level, ground_level = INVALID_HEIGHT; uint32 liquid_type; if (vmgr->GetLiquidLevel(GetId(), x, y, z, ReqLiquidType, liquid_level, ground_level, liquid_type)) { DEBUG_LOG("getLiquidStatus(): vmap liquid level: %f ground: %f type: %u", liquid_level, ground_level, liquid_type); // Check water level and ground level if (liquid_level > ground_level && z > ground_level - 2) { // All ok in water -> store data if (data) { data->type = liquid_type; data->level = liquid_level; data->depth_level = ground_level; } // For speed check as int values int delta = int((liquid_level - z) * 10); // Get position delta if (delta > 20) // Under water return LIQUID_MAP_UNDER_WATER; if (delta > 0 ) // In water return LIQUID_MAP_IN_WATER; if (delta > -1) // Walk on water return LIQUID_MAP_WATER_WALK; result = LIQUID_MAP_ABOVE_WATER; } } if(GridMap* gmap = const_cast(this)->GetGrid(x, y)) { GridMapLiquidData map_data; GridMapLiquidStatus map_result = gmap->getLiquidStatus(x, y, z, ReqLiquidType, &map_data); // Not override LIQUID_MAP_ABOVE_WATER with LIQUID_MAP_NO_WATER: if (map_result != LIQUID_MAP_NO_WATER && (map_data.level > ground_level)) { if (data) *data = map_data; return map_result; } } return result; } uint32 Map::GetAreaIdByAreaFlag(uint16 areaflag,uint32 map_id) { AreaTableEntry const *entry = GetAreaEntryByAreaFlagAndMap(areaflag,map_id); if (entry) return entry->ID; else return 0; } uint32 Map::GetZoneIdByAreaFlag(uint16 areaflag,uint32 map_id) { AreaTableEntry const *entry = GetAreaEntryByAreaFlagAndMap(areaflag,map_id); if( entry ) return ( entry->zone != 0 ) ? entry->zone : entry->ID; else return 0; } void Map::GetZoneAndAreaIdByAreaFlag(uint32& zoneid, uint32& areaid, uint16 areaflag,uint32 map_id) { AreaTableEntry const *entry = GetAreaEntryByAreaFlagAndMap(areaflag,map_id); areaid = entry ? entry->ID : 0; zoneid = entry ? (( entry->zone != 0 ) ? entry->zone : entry->ID) : 0; } bool Map::IsInWater(float x, float y, float pZ, GridMapLiquidData *data) const { // Check surface in x, y point for liquid if (const_cast(this)->GetGrid(x, y)) { GridMapLiquidData liquid_status; GridMapLiquidData *liquid_ptr = data ? data : &liquid_status; if (getLiquidStatus(x, y, pZ, MAP_ALL_LIQUIDS, liquid_ptr)) { //if (liquid_prt->level - liquid_prt->depth_level > 2) //??? return true; } } return false; } bool Map::IsUnderWater(float x, float y, float z) const { if (const_cast(this)->GetGrid(x, y)) { if (getLiquidStatus(x, y, z, MAP_LIQUID_TYPE_WATER|MAP_LIQUID_TYPE_OCEAN)&LIQUID_MAP_UNDER_WATER) return true; } return false; } /** * Function find higher form water or ground height for current floor * * @param x, y, z Coordinates original point at floor level * * @param pGround optional arg for retrun calculated by function work ground height, it let avoid in caller code recalculate height for point if it need * * @param swim z coordinate can be calculated for select above/at or under z coordinate (for fly or swim/walking by bottom) * in last cases for in water returned under water height for avoid client set swimming unit as saty at water. * * @return calculated z coordinate */ float Map::GetWaterOrGroundLevel(float x, float y, float z, float* pGround /*= NULL*/, bool swim /*= false*/) const { if (const_cast(this)->GetGrid(x, y)) { // we need ground level (including grid height version) for proper return water level in point float ground_z = GetHeight(x, y, z, true, DEFAULT_WATER_SEARCH); if (pGround) *pGround = ground_z; GridMapLiquidData liquid_status; GridMapLiquidStatus res = getLiquidStatus(x, y, ground_z, MAP_ALL_LIQUIDS, &liquid_status); return res ? ( swim ? liquid_status.level - 2.0f : liquid_status.level) : ground_z; } return VMAP_INVALID_HEIGHT_VALUE; } float Map::GetWaterLevel(float x, float y, float z, float* pGround /*= NULL*/) const { if (const_cast(this)->GetGrid(x, y)) { // we need ground level (including grid height version) for proper return water level in point float ground_z = GetHeight(x, y, z, true, DEFAULT_WATER_SEARCH); if (pGround) *pGround = ground_z; GridMapLiquidData liquid_status; GridMapLiquidStatus res = getLiquidStatus(x, y, ground_z, MAP_ALL_LIQUIDS, &liquid_status); if (!res) return VMAP_INVALID_HEIGHT_VALUE; return liquid_status.level; } return VMAP_INVALID_HEIGHT_VALUE; } bool Map::CheckGridIntegrity(Creature* c, bool moved) const { Cell const& cur_cell = c->GetCurrentCell(); CellPair xy_val = MaNGOS::ComputeCellPair(c->GetPositionX(), c->GetPositionY()); Cell xy_cell(xy_val); if(xy_cell != cur_cell) { sLog.outError("Creature (GUIDLow: %u) X: %f Y: %f (%s) in grid[%u,%u]cell[%u,%u] instead grid[%u,%u]cell[%u,%u]", c->GetGUIDLow(), c->GetPositionX(),c->GetPositionY(),(moved ? "final" : "original"), cur_cell.GridX(), cur_cell.GridY(), cur_cell.CellX(), cur_cell.CellY(), xy_cell.GridX(), xy_cell.GridY(), xy_cell.CellX(), xy_cell.CellY()); return true; // not crash at error, just output error in debug mode } return true; } const char* Map::GetMapName() const { return i_mapEntry ? i_mapEntry->name[sWorld.GetDefaultDbcLocale()] : "UNNAMEDMAP\x0"; } void Map::UpdateObjectVisibility( WorldObject* obj, Cell cell, CellPair cellpair) { cell.SetNoCreate(); MaNGOS::VisibleChangesNotifier notifier(*obj); TypeContainerVisitor player_notifier(notifier); cell.Visit(cellpair, player_notifier, *this, *obj, GetVisibilityDistance()); } void Map::PlayerRelocationNotify( Player* player, Cell cell, CellPair cellpair ) { MaNGOS::PlayerRelocationNotifier relocationNotifier(*player); TypeContainerVisitor p2grid_relocation(relocationNotifier); TypeContainerVisitor p2world_relocation(relocationNotifier); float radius = MAX_CREATURE_ATTACK_RADIUS * sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_AGGRO); cell.Visit(cellpair, p2grid_relocation, *this, *player, radius); cell.Visit(cellpair, p2world_relocation, *this, *player, radius); } void Map::SendInitSelf( Player * player ) { DETAIL_LOG("Creating player data for himself %u", player->GetGUIDLow()); UpdateData data; // attach to player data current transport data if(Transport* transport = player->GetTransport()) { transport->BuildCreateUpdateBlockForPlayer(&data, player); } // build data for self presence in world at own client (one time for map) player->BuildCreateUpdateBlockForPlayer(&data, player); // build other passengers at transport also (they always visible and marked as visible and will not send at visibility update at add to map if(Transport* transport = player->GetTransport()) { for(Transport::PlayerSet::const_iterator itr = transport->GetPassengers().begin();itr!=transport->GetPassengers().end();++itr) { if(player!=(*itr) && player->HaveAtClient(*itr)) { (*itr)->BuildCreateUpdateBlockForPlayer(&data, player); } } } WorldPacket packet; data.BuildPacket(&packet); player->GetSession()->SendPacket(&packet); } void Map::SendInitTransports( Player * player ) { // Hack to send out transports MapManager::TransportMap& tmap = sMapMgr.m_TransportsByMap; // no transports at map if (tmap.find(player->GetMapId()) == tmap.end()) return; UpdateData transData; MapManager::TransportSet& tset = tmap[player->GetMapId()]; for (MapManager::TransportSet::const_iterator i = tset.begin(); i != tset.end(); ++i) { // send data for current transport in other place if((*i) != player->GetTransport() && (*i)->GetMapId()==i_id) { (*i)->BuildCreateUpdateBlockForPlayer(&transData, player); } } WorldPacket packet; transData.BuildPacket(&packet); player->GetSession()->SendPacket(&packet); } void Map::SendRemoveTransports( Player * player ) { // Hack to send out transports MapManager::TransportMap& tmap = sMapMgr.m_TransportsByMap; // no transports at map if (tmap.find(player->GetMapId()) == tmap.end()) return; UpdateData transData; MapManager::TransportSet& tset = tmap[player->GetMapId()]; // except used transport for (MapManager::TransportSet::const_iterator i = tset.begin(); i != tset.end(); ++i) if((*i) != player->GetTransport() && (*i)->GetMapId()!=i_id) (*i)->BuildOutOfRangeUpdateBlock(&transData); WorldPacket packet; transData.BuildPacket(&packet); player->GetSession()->SendPacket(&packet); } inline void Map::setNGrid(NGridType *grid, uint32 x, uint32 y) { if(x >= MAX_NUMBER_OF_GRIDS || y >= MAX_NUMBER_OF_GRIDS) { sLog.outError("map::setNGrid() Invalid grid coordinates found: %d, %d!",x,y); MANGOS_ASSERT(false); } i_grids[x][y] = grid; } void Map::AddObjectToRemoveList(WorldObject *obj) { MANGOS_ASSERT(obj->GetMapId()==GetId() && obj->GetInstanceId()==GetInstanceId()); obj->CleanupsBeforeDelete(); // remove or simplify at least cross referenced links i_objectsToRemove.insert(obj); //DEBUG_LOG("Object (GUID: %u TypeId: %u ) added to removing list.",obj->GetGUIDLow(),obj->GetTypeId()); } void Map::RemoveAllObjectsInRemoveList() { if(i_objectsToRemove.empty()) return; //DEBUG_LOG("Object remover 1 check."); while(!i_objectsToRemove.empty()) { WorldObject* obj = *i_objectsToRemove.begin(); i_objectsToRemove.erase(i_objectsToRemove.begin()); switch(obj->GetTypeId()) { case TYPEID_CORPSE: { // ??? WTF Corpse* corpse = GetCorpse(obj->GetGUID()); if (!corpse) sLog.outError("Try delete corpse/bones %u that not in map", obj->GetGUIDLow()); else Remove(corpse,true); break; } case TYPEID_DYNAMICOBJECT: Remove((DynamicObject*)obj,true); break; case TYPEID_GAMEOBJECT: Remove((GameObject*)obj,true); break; case TYPEID_UNIT: Remove((Creature*)obj,true); break; default: sLog.outError("Non-grid object (TypeId: %u) in grid object removing list, ignored.",obj->GetTypeId()); break; } } //DEBUG_LOG("Object remover 2 check."); } uint32 Map::GetPlayersCountExceptGMs() const { uint32 count = 0; for(MapRefManager::const_iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr) if(!itr->getSource()->isGameMaster()) ++count; return count; } void Map::SendToPlayers(WorldPacket const* data) const { for(MapRefManager::const_iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr) itr->getSource()->GetSession()->SendPacket(data); } bool Map::ActiveObjectsNearGrid(uint32 x, uint32 y) const { MANGOS_ASSERT(x < MAX_NUMBER_OF_GRIDS); MANGOS_ASSERT(y < MAX_NUMBER_OF_GRIDS); CellPair cell_min(x*MAX_NUMBER_OF_CELLS, y*MAX_NUMBER_OF_CELLS); CellPair cell_max(cell_min.x_coord + MAX_NUMBER_OF_CELLS, cell_min.y_coord+MAX_NUMBER_OF_CELLS); //we must find visible range in cells so we unload only non-visible cells... float viewDist = GetVisibilityDistance(); int cell_range = (int)ceilf(viewDist / SIZE_OF_GRID_CELL) + 1; cell_min << cell_range; cell_min -= cell_range; cell_max >> cell_range; cell_max += cell_range; for(MapRefManager::const_iterator iter = m_mapRefManager.begin(); iter != m_mapRefManager.end(); ++iter) { Player* plr = iter->getSource(); CellPair p = MaNGOS::ComputeCellPair(plr->GetPositionX(), plr->GetPositionY()); if( (cell_min.x_coord <= p.x_coord && p.x_coord <= cell_max.x_coord) && (cell_min.y_coord <= p.y_coord && p.y_coord <= cell_max.y_coord) ) return true; } for(ActiveNonPlayers::const_iterator iter = m_activeNonPlayers.begin(); iter != m_activeNonPlayers.end(); ++iter) { WorldObject* obj = *iter; CellPair p = MaNGOS::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY()); if( (cell_min.x_coord <= p.x_coord && p.x_coord <= cell_max.x_coord) && (cell_min.y_coord <= p.y_coord && p.y_coord <= cell_max.y_coord) ) return true; } return false; } void Map::AddToActive( WorldObject* obj ) { m_activeNonPlayers.insert(obj); // also not allow unloading spawn grid to prevent creating creature clone at load if (obj->GetTypeId()==TYPEID_UNIT) { Creature* c= (Creature*)obj; if (!c->IsPet() && c->GetDBTableGUIDLow()) { float x,y,z; c->GetRespawnCoord(x,y,z); GridPair p = MaNGOS::ComputeGridPair(x, y); if(getNGrid(p.x_coord, p.y_coord)) getNGrid(p.x_coord, p.y_coord)->incUnloadActiveLock(); else { GridPair p2 = MaNGOS::ComputeGridPair(c->GetPositionX(), c->GetPositionY()); sLog.outError("Active creature (GUID: %u Entry: %u) added to grid[%u,%u] but spawn grid[%u,%u] not loaded.", c->GetGUIDLow(), c->GetEntry(), p.x_coord, p.y_coord, p2.x_coord, p2.y_coord); } } } } void Map::RemoveFromActive( WorldObject* obj ) { // Map::Update for active object in proccess if(m_activeNonPlayersIter != m_activeNonPlayers.end()) { ActiveNonPlayers::iterator itr = m_activeNonPlayers.find(obj); if(itr==m_activeNonPlayersIter) ++m_activeNonPlayersIter; m_activeNonPlayers.erase(itr); } else m_activeNonPlayers.erase(obj); // also allow unloading spawn grid if (obj->GetTypeId()==TYPEID_UNIT) { Creature* c= (Creature*)obj; if(!c->IsPet() && c->GetDBTableGUIDLow()) { float x,y,z; c->GetRespawnCoord(x,y,z); GridPair p = MaNGOS::ComputeGridPair(x, y); if(getNGrid(p.x_coord, p.y_coord)) getNGrid(p.x_coord, p.y_coord)->decUnloadActiveLock(); else { GridPair p2 = MaNGOS::ComputeGridPair(c->GetPositionX(), c->GetPositionY()); sLog.outError("Active creature (GUID: %u Entry: %u) removed from grid[%u,%u] but spawn grid[%u,%u] not loaded.", c->GetGUIDLow(), c->GetEntry(), p.x_coord, p.y_coord, p2.x_coord, p2.y_coord); } } } } template void Map::Add(Corpse *); template void Map::Add(Creature *); template void Map::Add(GameObject *); template void Map::Add(DynamicObject *); template void Map::Remove(Corpse *,bool); template void Map::Remove(Creature *,bool); template void Map::Remove(GameObject *, bool); template void Map::Remove(DynamicObject *, bool); /* ******* Dungeon Instance Maps ******* */ InstanceMap::InstanceMap(uint32 id, time_t expiry, uint32 InstanceId, uint8 SpawnMode, Map* _parent) : Map(id, expiry, InstanceId, SpawnMode, _parent), m_resetAfterUnload(false), m_unloadWhenEmpty(false), i_data(NULL), i_script_id(0) { //lets initialize visibility distance for dungeons InstanceMap::InitVisibilityDistance(); // the timer is started by default, and stopped when the first player joins // this make sure it gets unloaded if for some reason no player joins m_unloadTimer = std::max(sWorld.getConfig(CONFIG_UINT32_INSTANCE_UNLOAD_DELAY), (uint32)MIN_UNLOAD_DELAY); // Dungeon only code if(IsDungeon()) { m_instanceSave = sInstanceSaveMgr.AddInstanceSave(GetId(), GetInstanceId(), Difficulty(GetSpawnMode()), 0, true); m_instanceSave->SetUsedByMapState(true); } } InstanceMap::~InstanceMap() { if(i_data) { delete i_data; i_data = NULL; } } void InstanceMap::InitVisibilityDistance() { //init visibility distance for instances m_VisibleDistance = World::GetMaxVisibleDistanceInInstances(); } /* Do map specific checks to see if the player can enter */ bool InstanceMap::CanEnter(Player *player) { if(player->GetMapRef().getTarget() == this) { sLog.outError("InstanceMap::CanEnter - player %s(%u) already in map %d,%d,%d!", player->GetName(), player->GetGUIDLow(), GetId(), GetInstanceId(), GetSpawnMode()); MANGOS_ASSERT(false); return false; } // cannot enter if the instance is full (player cap), GMs don't count uint32 maxPlayers = GetMaxPlayers(); if (!player->isGameMaster() && GetPlayersCountExceptGMs() >= maxPlayers) { DETAIL_LOG("MAP: Instance '%u' of map '%s' cannot have more than '%u' players. Player '%s' rejected", GetInstanceId(), GetMapName(), maxPlayers, player->GetName()); player->SendTransferAborted(GetId(), TRANSFER_ABORT_MAX_PLAYERS); return false; } // cannot enter while players in the instance are in combat Group *pGroup = player->GetGroup(); if(pGroup && pGroup->InCombatToInstance(GetInstanceId()) && player->isAlive() && player->GetMapId() != GetId()) { player->SendTransferAborted(GetId(), TRANSFER_ABORT_ZONE_IN_COMBAT); return false; } return Map::CanEnter(player); } /* Do map specific checks and add the player to the map if successful. */ bool InstanceMap::Add(Player *player) { // TODO: Not sure about checking player level: already done in HandleAreaTriggerOpcode // GMs still can teleport player in instance. // Is it needed? { Guard guard(*this); if (!CanEnter(player)) return false; // Dungeon only code if (IsDungeon()) { // check for existing instance binds InstancePlayerBind *playerBind = player->GetBoundInstance(GetId(), Difficulty(GetSpawnMode())); if (playerBind && playerBind->perm) { // cannot enter other instances if bound permanently if (playerBind->save != GetInstanceSave()) { sLog.outError("InstanceMap::Add: player %s(%d) is permanently bound to instance %d,%d,%d,%d,%d,%d but he is being put in instance %d,%d,%d,%d,%d,%d", player->GetName(), player->GetGUIDLow(), playerBind->save->GetMapId(), playerBind->save->GetInstanceId(), playerBind->save->GetDifficulty(), playerBind->save->GetPlayerCount(), playerBind->save->GetGroupCount(), playerBind->save->CanReset(), GetInstanceSave()->GetMapId(), GetInstanceSave()->GetInstanceId(), GetInstanceSave()->GetDifficulty(), GetInstanceSave()->GetPlayerCount(), GetInstanceSave()->GetGroupCount(), GetInstanceSave()->CanReset()); MANGOS_ASSERT(false); } } else { Group *pGroup = player->GetGroup(); if (pGroup) { // solo saves should be reset when entering a group InstanceGroupBind *groupBind = pGroup->GetBoundInstance(this,GetDifficulty()); if (playerBind) { sLog.outError("InstanceMap::Add: %s is being put in instance %d,%d,%d,%d,%d,%d but he is in group (Id: %d) and is bound to instance %d,%d,%d,%d,%d,%d!", player->GetObjectGuid().GetString().c_str(), GetInstanceSave()->GetMapId(), GetInstanceSave()->GetInstanceId(), GetInstanceSave()->GetDifficulty(), GetInstanceSave()->GetPlayerCount(), GetInstanceSave()->GetGroupCount(), GetInstanceSave()->CanReset(), pGroup->GetId(), playerBind->save->GetMapId(), playerBind->save->GetInstanceId(), playerBind->save->GetDifficulty(), playerBind->save->GetPlayerCount(), playerBind->save->GetGroupCount(), playerBind->save->CanReset()); if (groupBind) sLog.outError("InstanceMap::Add: the group (Id: %d) is bound to instance %d,%d,%d,%d,%d,%d", pGroup->GetId(), groupBind->save->GetMapId(), groupBind->save->GetInstanceId(), groupBind->save->GetDifficulty(), groupBind->save->GetPlayerCount(), groupBind->save->GetGroupCount(), groupBind->save->CanReset()); MANGOS_ASSERT(false); } // bind to the group or keep using the group save if (!groupBind) pGroup->BindToInstance(GetInstanceSave(), false); else { // cannot jump to a different instance without resetting it if (groupBind->save != GetInstanceSave()) { sLog.outError("InstanceMap::Add: %s is being put in instance %d,%d,%d but he is in group (Id: %d) which is bound to instance %d,%d,%d!", player->GetObjectGuid().GetString().c_str(), GetInstanceSave()->GetMapId(), GetInstanceSave()->GetInstanceId(), GetInstanceSave()->GetDifficulty(), pGroup->GetId(), groupBind->save->GetMapId(), groupBind->save->GetInstanceId(), groupBind->save->GetDifficulty()); if (GetInstanceSave()) sLog.outError("MapSave players: %d, group count: %d", GetInstanceSave()->GetPlayerCount(), GetInstanceSave()->GetGroupCount()); else sLog.outError("MapSave NULL"); if (groupBind->save) sLog.outError("GroupBind save players: %d, group count: %d", groupBind->save->GetPlayerCount(), groupBind->save->GetGroupCount()); else sLog.outError("GroupBind save NULL"); MANGOS_ASSERT(false); } // if the group/leader is permanently bound to the instance // players also become permanently bound when they enter if (groupBind->perm) { WorldPacket data(SMSG_INSTANCE_SAVE_CREATED, 4); data << uint32(0); player->GetSession()->SendPacket(&data); player->BindToInstance(GetInstanceSave(), true); } } } else { // set up a solo bind or continue using it if(!playerBind) player->BindToInstance(GetInstanceSave(), false); else // cannot jump to a different instance without resetting it MANGOS_ASSERT(playerBind->save == GetInstanceSave()); } } } // for normal instances cancel the reset schedule when the // first player enters (no players yet) SetResetSchedule(false); DETAIL_LOG("MAP: Player '%s' is entering instance '%u' of map '%s'", player->GetName(), GetInstanceId(), GetMapName()); // initialize unload state m_unloadTimer = 0; m_resetAfterUnload = false; m_unloadWhenEmpty = false; } // this will acquire the same mutex so it cannot be in the previous block Map::Add(player); if (i_data) i_data->OnPlayerEnter(player); return true; } void InstanceMap::Update(uint32 time_, uint32 diff) { Map::Update(time_, diff); if(i_data) i_data->Update(diff); } void BattleGroundMap::Update(uint32 time_, uint32 diff) { Map::Update(time_, diff); GetBG()->Update(diff); } void InstanceMap::Remove(Player *player, bool remove) { DETAIL_LOG("MAP: Removing player '%s' from instance '%u' of map '%s' before relocating to other map", player->GetName(), GetInstanceId(), GetMapName()); //if last player set unload timer if(!m_unloadTimer && m_mapRefManager.getSize() == 1) m_unloadTimer = m_unloadWhenEmpty ? MIN_UNLOAD_DELAY : std::max(sWorld.getConfig(CONFIG_UINT32_INSTANCE_UNLOAD_DELAY), (uint32)MIN_UNLOAD_DELAY); if (i_data) i_data->OnPlayerLeave(player); Map::Remove(player, remove); // for normal instances schedule the reset after all players have left SetResetSchedule(true); } void InstanceMap::CreateInstanceData(bool load) { if(i_data != NULL) return; InstanceTemplate const* mInstance = ObjectMgr::GetInstanceTemplate(GetId()); if (mInstance) { i_script_id = mInstance->script_id; i_data = Script->CreateInstanceData(this); } if(!i_data) return; if(load) { // TODO: make a global storage for this QueryResult* result = CharacterDatabase.PQuery("SELECT data FROM instance WHERE map = '%u' AND id = '%u'", GetId(), i_InstanceId); if (result) { Field* fields = result->Fetch(); const char* data = fields[0].GetString(); if(data) { DEBUG_LOG("Loading instance data for `%s` with id %u", sObjectMgr.GetScriptName(i_script_id), i_InstanceId); i_data->Load(data); } delete result; } } else { DEBUG_LOG("New instance data, \"%s\" ,initialized!", sObjectMgr.GetScriptName(i_script_id)); i_data->Initialize(); } } /* Returns true if there are no players in the instance */ bool InstanceMap::Reset(uint8 method) { // note: since the map may not be loaded when the instance needs to be reset // the instance must be deleted from the DB by InstanceSaveManager if(HavePlayers()) { if(method == INSTANCE_RESET_ALL) { // notify the players to leave the instance so it can be reset for(MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr) itr->getSource()->SendResetFailedNotify(GetId()); } else { if(method == INSTANCE_RESET_GLOBAL) { // set the homebind timer for players inside (1 minute) for(MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr) itr->getSource()->m_InstanceValid = false; } // the unload timer is not started // instead the map will unload immediately after the players have left m_unloadWhenEmpty = true; m_resetAfterUnload = true; } } else { // unloaded at next update m_unloadTimer = MIN_UNLOAD_DELAY; m_resetAfterUnload = true; } return m_mapRefManager.isEmpty(); } void InstanceMap::PermBindAllPlayers(Player *player) { if (!IsDungeon()) return; Group *group = player->GetGroup(); // group members outside the instance group don't get bound for(MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr) { Player* plr = itr->getSource(); // players inside an instance cannot be bound to other instances // some players may already be permanently bound, in this case nothing happens InstancePlayerBind *bind = plr->GetBoundInstance(GetId(), GetDifficulty()); if (!bind || !bind->perm) { plr->BindToInstance(GetInstanceSave(), true); WorldPacket data(SMSG_INSTANCE_SAVE_CREATED, 4); data << uint32(0); plr->GetSession()->SendPacket(&data); } // if the leader is not in the instance the group will not get a perm bind if (group && group->GetLeaderGuid() == plr->GetObjectGuid()) group->BindToInstance(GetInstanceSave(), true); } } void InstanceMap::UnloadAll(bool pForce) { if(HavePlayers()) { sLog.outError("InstanceMap::UnloadAll: there are still players in the instance at unload, should not happen!"); for(MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr) { Player* plr = itr->getSource(); plr->TeleportToHomebind(); } } if(m_resetAfterUnload == true) sObjectMgr.DeleteRespawnTimeForInstance(GetInstanceId()); Map::UnloadAll(pForce); } void InstanceMap::SendResetWarnings(uint32 timeLeft) const { for(MapRefManager::const_iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr) itr->getSource()->SendInstanceResetWarning(GetId(), itr->getSource()->GetDifficulty(IsRaid()), timeLeft); } void InstanceMap::SetResetSchedule(bool on) { // only for normal instances // the reset time is only scheduled when there are no payers inside // it is assumed that the reset time will rarely (if ever) change while the reset is scheduled if(IsDungeon() && !HavePlayers() && !IsRaidOrHeroicDungeon()) sInstanceSaveMgr.GetScheduler().ScheduleReset(on, GetInstanceSave()->GetResetTime(), InstanceResetEvent(RESET_EVENT_DUNGEON, GetId(), Difficulty(GetSpawnMode()), GetInstanceId())); } /* ******* Battleground Instance Maps ******* */ BattleGroundMap::BattleGroundMap(uint32 id, time_t expiry, uint32 InstanceId, Map* _parent, uint8 spawnMode) : Map(id, expiry, InstanceId, spawnMode, _parent) { //lets initialize visibility distance for BG/Arenas BattleGroundMap::InitVisibilityDistance(); } BattleGroundMap::~BattleGroundMap() { } void BattleGroundMap::InitVisibilityDistance() { //init visibility distance for BG/Arenas m_VisibleDistance = World::GetMaxVisibleDistanceInBGArenas(); } bool BattleGroundMap::CanEnter(Player * player) { if(player->GetMapRef().getTarget() == this) { sLog.outError("BGMap::CanEnter - player %u already in map!", player->GetGUIDLow()); MANGOS_ASSERT(false); return false; } if(player->GetBattleGroundId() != GetInstanceId()) return false; // player number limit is checked in bgmgr, no need to do it here return Map::CanEnter(player); } bool BattleGroundMap::Add(Player * player) { { Guard guard(*this); if(!CanEnter(player)) return false; // reset instance validity, battleground maps do not homebind player->m_InstanceValid = true; } return Map::Add(player); } void BattleGroundMap::Remove(Player *player, bool remove) { DETAIL_LOG("MAP: Removing player '%s' from bg '%u' of map '%s' before relocating to other map", player->GetName(), GetInstanceId(), GetMapName()); Map::Remove(player, remove); } void BattleGroundMap::SetUnload() { m_unloadTimer = MIN_UNLOAD_DELAY; } void BattleGroundMap::UnloadAll(bool pForce) { while(HavePlayers()) { if(Player * plr = m_mapRefManager.getFirst()->getSource()) { plr->TeleportTo(plr->GetBattleGroundEntryPoint()); // TeleportTo removes the player from this map (if the map exists) -> calls BattleGroundMap::Remove -> invalidates the iterator. // just in case, remove the player from the list explicitly here as well to prevent a possible infinite loop // note that this remove is not needed if the code works well in other places plr->GetMapRef().unlink(); } } Map::UnloadAll(pForce); } /// Put scripts in the execution queue void Map::ScriptsStart(ScriptMapMap const& scripts, uint32 id, Object* source, Object* target) { ///- Find the script map ScriptMapMap::const_iterator s = scripts.find(id); if (s == scripts.end()) return; // prepare static data uint64 sourceGUID = source->GetGUID(); uint64 targetGUID = target ? target->GetGUID() : (uint64)0; uint64 ownerGUID = (source->GetTypeId()==TYPEID_ITEM) ? ((Item*)source)->GetOwnerGUID() : (uint64)0; ///- Schedule script execution for all scripts in the script map ScriptMap const *s2 = &(s->second); bool immedScript = false; for (ScriptMap::const_iterator iter = s2->begin(); iter != s2->end(); ++iter) { ScriptAction sa; sa.sourceGUID = sourceGUID; sa.targetGUID = targetGUID; sa.ownerGUID = ownerGUID; sa.script = &iter->second; m_scriptSchedule.insert(std::pair(time_t(sWorld.GetGameTime() + iter->first), sa)); if (iter->first == 0) immedScript = true; sWorld.IncreaseScheduledScriptsCount(); } ///- If one of the effects should be immediate, launch the script execution if (immedScript) ScriptsProcess(); } void Map::ScriptCommandStart(ScriptInfo const& script, uint32 delay, Object* source, Object* target) { // NOTE: script record _must_ exist until command executed // prepare static data uint64 sourceGUID = source->GetGUID(); uint64 targetGUID = target ? target->GetGUID() : (uint64)0; uint64 ownerGUID = (source->GetTypeId()==TYPEID_ITEM) ? ((Item*)source)->GetOwnerGUID() : (uint64)0; ScriptAction sa; sa.sourceGUID = sourceGUID; sa.targetGUID = targetGUID; sa.ownerGUID = ownerGUID; sa.script = &script; m_scriptSchedule.insert(std::pair(time_t(sWorld.GetGameTime() + delay), sa)); sWorld.IncreaseScheduledScriptsCount(); ///- If effects should be immediate, launch the script execution if(delay == 0) ScriptsProcess(); } /// Process queued scripts void Map::ScriptsProcess() { if (m_scriptSchedule.empty()) return; ///- Process overdue queued scripts std::multimap::iterator iter = m_scriptSchedule.begin(); // ok as multimap is a *sorted* associative container while (!m_scriptSchedule.empty() && (iter->first <= sWorld.GetGameTime())) { ScriptAction const& step = iter->second; Object* source = NULL; if (step.sourceGUID) { switch(GUID_HIPART(step.sourceGUID)) { case HIGHGUID_ITEM: // case HIGHGUID_CONTAINER: ==HIGHGUID_ITEM { Player* player = HashMapHolder::Find(step.ownerGUID); if(player) source = player->GetItemByGuid(step.sourceGUID); break; } case HIGHGUID_UNIT: source = GetCreature(step.sourceGUID); break; case HIGHGUID_PET: source = GetPet(step.sourceGUID); break; case HIGHGUID_VEHICLE: source = GetVehicle(step.sourceGUID); break; case HIGHGUID_PLAYER: source = HashMapHolder::Find(step.sourceGUID); break; case HIGHGUID_GAMEOBJECT: source = GetGameObject(step.sourceGUID); break; case HIGHGUID_CORPSE: source = HashMapHolder::Find(step.sourceGUID); break; default: sLog.outError("*_script source with unsupported high guid value %u",GUID_HIPART(step.sourceGUID)); break; } } if (source && !source->IsInWorld()) source = NULL; Object* target = NULL; if (step.targetGUID) { switch(GUID_HIPART(step.targetGUID)) { case HIGHGUID_UNIT: target = GetCreature(step.targetGUID); break; case HIGHGUID_PET: target = GetPet(step.targetGUID); break; case HIGHGUID_VEHICLE: target = GetVehicle(step.targetGUID); break; case HIGHGUID_PLAYER: // empty GUID case also target = HashMapHolder::Find(step.targetGUID); break; case HIGHGUID_GAMEOBJECT: target = GetGameObject(step.targetGUID); break; case HIGHGUID_CORPSE: target = HashMapHolder::Find(step.targetGUID); break; default: sLog.outError("*_script source with unsupported high guid value %u",GUID_HIPART(step.targetGUID)); break; } } if (target && !target->IsInWorld()) target = NULL; switch(step.script->command) { case SCRIPT_COMMAND_TALK: { if (!source) { sLog.outError("SCRIPT_COMMAND_TALK (script id %u) call for NULL source.", step.script->id); break; } if (!source->isType(TYPEMASK_WORLDOBJECT)) { sLog.outError("SCRIPT_COMMAND_TALK (script id %u) call for unsupported non-worldobject (TypeId: %u), skipping.", step.script->id, source->GetTypeId()); break; } WorldObject* pSource = (WorldObject*)source; Creature* pBuddy = NULL; // flag_target_player_as_source 0x01 // flag_original_source_as_target 0x02 // flag_buddy_as_target 0x04 // If target is player (and not already the source) but should be the source if (target && target->GetTypeId() == TYPEID_PLAYER && step.script->talk.flags & 0x01) { if (source->GetTypeId() != TYPEID_PLAYER) pSource = (WorldObject*)target; } // If step has a buddy entry defined, search for it. if (step.script->talk.creatureEntry) { MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck u_check(*pSource, step.script->talk.creatureEntry, true, step.script->talk.searchRadius); MaNGOS::CreatureLastSearcher searcher(pBuddy, u_check); Cell::VisitGridObjects(pSource, searcher, step.script->talk.searchRadius); } // If buddy found, then use it if (pBuddy) { // pBuddy can be target of talk if (step.script->talk.flags & 0x04) { target = (Object*)pBuddy; } else { // If not target of talk, then set pBuddy as source // Useless when source is already flagged to be player, and should maybe produce error. if (!(step.script->talk.flags & 0x01)) pSource = (WorldObject*)pBuddy; } } // If we should talk to the original source instead of target if (step.script->talk.flags & 0x02) target = source; uint64 unit_target = target ? target->GetGUID() : 0; int32 textId = step.script->talk.textId[0]; // May have text for random if (step.script->talk.textId[1]) { int i = 2; for(; i < MAX_TEXT_ID; ++i) { if (!step.script->talk.textId[i]) break; } // Use one random textId = step.script->talk.textId[rand() % i]; } switch(step.script->talk.chatType) { case CHAT_TYPE_SAY: pSource->MonsterSay(textId, step.script->talk.language, unit_target); break; case CHAT_TYPE_YELL: pSource->MonsterYell(textId, step.script->talk.language, unit_target); break; case CHAT_TYPE_TEXT_EMOTE: pSource->MonsterTextEmote(textId, unit_target); break; case CHAT_TYPE_BOSS_EMOTE: pSource->MonsterTextEmote(textId, unit_target, true); break; case CHAT_TYPE_WHISPER: if (!unit_target || !IS_PLAYER_GUID(unit_target)) { sLog.outError("SCRIPT_COMMAND_TALK (script id %u) attempt to whisper (%u) 0-guid or non-player, skipping.", step.script->id, step.script->talk.chatType); break; } pSource->MonsterWhisper(textId, unit_target); break; case CHAT_TYPE_BOSS_WHISPER: if (!unit_target || !IS_PLAYER_GUID(unit_target)) { sLog.outError("SCRIPT_COMMAND_TALK (script id %u) attempt to whisper (%u) 0-guid or non-player, skipping.", step.script->id, step.script->talk.chatType); break; } pSource->MonsterWhisper(textId, unit_target, true); break; case CHAT_TYPE_ZONE_YELL: pSource->MonsterYellToZone(textId, step.script->talk.language, unit_target); break; default: break; // must be already checked at load } break; } case SCRIPT_COMMAND_EMOTE: if (!source) { sLog.outError("SCRIPT_COMMAND_EMOTE (script id %u) call for NULL creature.", step.script->id); break; } if (source->GetTypeId()!=TYPEID_UNIT) { sLog.outError("SCRIPT_COMMAND_EMOTE (script id %u) call for non-creature (TypeId: %u), skipping.", step.script->id, source->GetTypeId()); break; } ((Creature*)source)->HandleEmote(step.script->emote.emoteId); break; case SCRIPT_COMMAND_FIELD_SET: if (!source) { sLog.outError("SCRIPT_COMMAND_FIELD_SET (script id %u) call for NULL object.", step.script->id); break; } if (step.script->setField.fieldId <= OBJECT_FIELD_ENTRY || step.script->setField.fieldId >= source->GetValuesCount()) { sLog.outError("SCRIPT_COMMAND_FIELD_SET (script id %u) call for wrong field %u (max count: %u) in object (TypeId: %u).", step.script->id, step.script->setField.fieldId, source->GetValuesCount(), source->GetTypeId()); break; } source->SetUInt32Value(step.script->setField.fieldId, step.script->setField.fieldValue); break; case SCRIPT_COMMAND_MOVE_TO: if (!source) { sLog.outError("SCRIPT_COMMAND_MOVE_TO (script id %u) call for NULL creature.", step.script->id); break; } if (source->GetTypeId() != TYPEID_UNIT) { sLog.outError("SCRIPT_COMMAND_MOVE_TO (script id %u) call for non-creature (TypeId: %u), skipping.", step.script->id, source->GetTypeId()); break; } ((Unit*)source)->MonsterMoveWithSpeed(step.script->x, step.script->y, step.script->z, step.script->moveTo.travelTime); break; case SCRIPT_COMMAND_FLAG_SET: if (!source) { sLog.outError("SCRIPT_COMMAND_FLAG_SET (script id %u) call for NULL object.", step.script->id); break; } if (step.script->setFlag.fieldId <= OBJECT_FIELD_ENTRY || step.script->setFlag.fieldId >= source->GetValuesCount()) { sLog.outError("SCRIPT_COMMAND_FLAG_SET (script id %u) call for wrong field %u (max count: %u) in object (TypeId: %u).", step.script->id, step.script->setFlag.fieldId, source->GetValuesCount(), source->GetTypeId()); break; } source->SetFlag(step.script->setFlag.fieldId, step.script->setFlag.fieldValue); break; case SCRIPT_COMMAND_FLAG_REMOVE: if (!source) { sLog.outError("SCRIPT_COMMAND_FLAG_REMOVE (script id %u) call for NULL object.", step.script->id); break; } if (step.script->removeFlag.fieldId <= OBJECT_FIELD_ENTRY || step.script->removeFlag.fieldId >= source->GetValuesCount()) { sLog.outError("SCRIPT_COMMAND_FLAG_REMOVE (script id %u) call for wrong field %u (max count: %u) in object (TypeId: %u).", step.script->id, step.script->removeFlag.fieldId, source->GetValuesCount(), source->GetTypeId()); break; } source->RemoveFlag(step.script->removeFlag.fieldId, step.script->removeFlag.fieldValue); break; case SCRIPT_COMMAND_TELEPORT_TO: { // accept player in any one from target/source arg if (!target && !source) { sLog.outError("SCRIPT_COMMAND_TELEPORT_TO (script id %u) call for NULL object.", step.script->id); break; } // must be only Player if ((!target || target->GetTypeId() != TYPEID_PLAYER) && (!source || source->GetTypeId() != TYPEID_PLAYER)) { sLog.outError("SCRIPT_COMMAND_TELEPORT_TO (script id %u) call for non-player (TypeIdSource: %u)(TypeIdTarget: %u), skipping.", step.script->id, source ? source->GetTypeId() : 0, target ? target->GetTypeId() : 0); break; } Player* pSource = target && target->GetTypeId() == TYPEID_PLAYER ? (Player*)target : (Player*)source; pSource->TeleportTo(step.script->teleportTo.mapId, step.script->x, step.script->y, step.script->z, step.script->o); break; } case SCRIPT_COMMAND_QUEST_EXPLORED: { if (!source) { sLog.outError("SCRIPT_COMMAND_QUEST_EXPLORED (script id %u) call for NULL source.", step.script->id); break; } if (!target) { sLog.outError("SCRIPT_COMMAND_QUEST_EXPLORED (script id %u) call for NULL target.", step.script->id); break; } // when script called for item spell casting then target == (unit or GO) and source is player WorldObject* worldObject; Player* player; if (target->GetTypeId() == TYPEID_PLAYER) { if (source->GetTypeId() != TYPEID_UNIT && source->GetTypeId() != TYPEID_GAMEOBJECT && source->GetTypeId() != TYPEID_PLAYER) { sLog.outError("SCRIPT_COMMAND_QUEST_EXPLORED (script id %u) call for non-creature, non-gameobject or non-player (TypeId: %u), skipping.", step.script->id, source->GetTypeId()); break; } worldObject = (WorldObject*)source; player = (Player*)target; } else { if (target->GetTypeId() != TYPEID_UNIT && target->GetTypeId() != TYPEID_GAMEOBJECT && target->GetTypeId() != TYPEID_PLAYER) { sLog.outError("SCRIPT_COMMAND_QUEST_EXPLORED (script id %u) call for non-creature, non-gameobject or non-player (TypeId: %u), skipping.", step.script->id, target->GetTypeId()); break; } if (source->GetTypeId() != TYPEID_PLAYER) { sLog.outError("SCRIPT_COMMAND_QUEST_EXPLORED (script id %u) call for non-player (TypeId: %u), skipping.", step.script->id, source->GetTypeId()); break; } worldObject = (WorldObject*)target; player = (Player*)source; } // quest id and flags checked at script loading if ((worldObject->GetTypeId() != TYPEID_UNIT || ((Unit*)worldObject)->isAlive()) && (step.script->questExplored.distance == 0 || worldObject->IsWithinDistInMap(player, float(step.script->questExplored.distance)))) player->AreaExploredOrEventHappens(step.script->questExplored.questId); else player->FailQuest(step.script->questExplored.questId); break; } case SCRIPT_COMMAND_KILL_CREDIT: { // accept player in any one from target/source arg if (!target && !source) { sLog.outError("SCRIPT_COMMAND_KILL_CREDIT (script id %u) call for NULL object.", step.script->id); break; } // must be only Player if ((!target || target->GetTypeId() != TYPEID_PLAYER) && (!source || source->GetTypeId() != TYPEID_PLAYER)) { sLog.outError("SCRIPT_COMMAND_KILL_CREDIT (script id %u) call for non-player (TypeIdSource: %u)(TypeIdTarget: %u), skipping.", step.script->id, source ? source->GetTypeId() : 0, target ? target->GetTypeId() : 0); break; } Player* pSource = target && target->GetTypeId() == TYPEID_PLAYER ? (Player*)target : (Player*)source; if (step.script->killCredit.isGroupCredit) { pSource->RewardPlayerAndGroupAtEvent(step.script->killCredit.creatureEntry, pSource); } else { pSource->KilledMonsterCredit(step.script->killCredit.creatureEntry); } break; } case SCRIPT_COMMAND_RESPAWN_GAMEOBJECT: { if (!step.script->respawnGo.goGuid) // gameobject not specified { sLog.outError("SCRIPT_COMMAND_RESPAWN_GAMEOBJECT (script id %u) call for NULL gameobject.", step.script->id); break; } if (!source) { sLog.outError("SCRIPT_COMMAND_RESPAWN_GAMEOBJECT (script id %u) call for NULL world object.", step.script->id); break; } if (!source->isType(TYPEMASK_WORLDOBJECT)) { sLog.outError("SCRIPT_COMMAND_RESPAWN_GAMEOBJECT (script id %u) call for non-WorldObject (TypeId: %u), skipping.", step.script->id, source->GetTypeId()); break; } WorldObject* summoner = (WorldObject*)source; GameObject *go = NULL; int32 time_to_despawn = step.script->respawnGo.despawnDelay < 5 ? 5 : step.script->respawnGo.despawnDelay; MaNGOS::GameObjectWithDbGUIDCheck go_check(*summoner, step.script->respawnGo.goGuid); MaNGOS::GameObjectSearcher checker(go, go_check); Cell::VisitGridObjects(summoner, checker, GetVisibilityDistance()); if (!go) { sLog.outError("SCRIPT_COMMAND_RESPAWN_GAMEOBJECT (script id %u) failed for gameobject(guid: %u).", step.script->id, step.script->respawnGo.goGuid); break; } if (go->GetGoType()==GAMEOBJECT_TYPE_FISHINGNODE || go->GetGoType()==GAMEOBJECT_TYPE_DOOR || go->GetGoType()==GAMEOBJECT_TYPE_BUTTON || go->GetGoType()==GAMEOBJECT_TYPE_TRAP) { sLog.outError("SCRIPT_COMMAND_RESPAWN_GAMEOBJECT (script id %u) can not be used with gameobject of type %u (guid: %u).", step.script->id, uint32(go->GetGoType()), step.script->respawnGo.goGuid); break; } if (go->isSpawned()) break; //gameobject already spawned go->SetLootState(GO_READY); go->SetRespawnTime(time_to_despawn); //despawn object in ? seconds go->GetMap()->Add(go); break; } case SCRIPT_COMMAND_TEMP_SUMMON_CREATURE: { if (!step.script->summonCreature.creatureEntry) { sLog.outError("SCRIPT_COMMAND_TEMP_SUMMON_CREATURE (script id %u) call for NULL creature.", step.script->id); break; } if (!source) { sLog.outError("SCRIPT_COMMAND_TEMP_SUMMON_CREATURE (script id %u) call for NULL world object.", step.script->id); break; } if (!source->isType(TYPEMASK_WORLDOBJECT)) { sLog.outError("SCRIPT_COMMAND_TEMP_SUMMON_CREATURE (script id %u) call for non-WorldObject (TypeId: %u), skipping.", step.script->id, source->GetTypeId()); break; } WorldObject* summoner = (WorldObject*)source; float x = step.script->x; float y = step.script->y; float z = step.script->z; float o = step.script->o; Creature* pCreature = summoner->SummonCreature(step.script->summonCreature.creatureEntry, x, y, z, o, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, step.script->summonCreature.despawnDelay, (step.script->summonCreature.flags & 0x01) ? true: false); if (!pCreature) { sLog.outError("SCRIPT_COMMAND_TEMP_SUMMON (script id %u) failed for creature (entry: %u).", step.script->id, step.script->summonCreature.creatureEntry); break; } break; } case SCRIPT_COMMAND_OPEN_DOOR: { if (!step.script->openDoor.goGuid) // door not specified { sLog.outError("SCRIPT_COMMAND_OPEN_DOOR (script id %u) call for NULL door.", step.script->id); break; } if (!source) { sLog.outError("SCRIPT_COMMAND_OPEN_DOOR (script id %u) call for NULL unit.", step.script->id); break; } if (!source->isType(TYPEMASK_UNIT)) // must be any Unit (creature or player) { sLog.outError("SCRIPT_COMMAND_OPEN_DOOR (script id %u) call for non-unit (TypeId: %u), skipping.", step.script->id, source->GetTypeId()); break; } Unit* caster = (Unit*)source; GameObject *door = NULL; int32 time_to_close = step.script->openDoor.resetDelay < 15 ? 15 : step.script->openDoor.resetDelay; MaNGOS::GameObjectWithDbGUIDCheck go_check(*caster, step.script->openDoor.goGuid); MaNGOS::GameObjectSearcher checker(door, go_check); Cell::VisitGridObjects(caster, checker, GetVisibilityDistance()); if (!door) { sLog.outError("SCRIPT_COMMAND_OPEN_DOOR (script id %u) failed for gameobject(guid: %u).", step.script->id, step.script->openDoor.goGuid); break; } if (door->GetGoType() != GAMEOBJECT_TYPE_DOOR) { sLog.outError("SCRIPT_COMMAND_OPEN_DOOR (script id %u) failed for non-door(GoType: %u).", step.script->id, door->GetGoType()); break; } if (door->GetGoState() != GO_STATE_READY) break; //door already open door->UseDoorOrButton(time_to_close); if (target && target->isType(TYPEMASK_GAMEOBJECT) && ((GameObject*)target)->GetGoType()==GAMEOBJECT_TYPE_BUTTON) ((GameObject*)target)->UseDoorOrButton(time_to_close); break; } case SCRIPT_COMMAND_CLOSE_DOOR: { if (!step.script->closeDoor.goGuid) // guid for door not specified { sLog.outError("SCRIPT_COMMAND_CLOSE_DOOR (script id %u) call for NULL door.", step.script->id); break; } if (!source) { sLog.outError("SCRIPT_COMMAND_CLOSE_DOOR (script id %u) call for NULL unit.", step.script->id); break; } if (!source->isType(TYPEMASK_UNIT)) // must be any Unit (creature or player) { sLog.outError("SCRIPT_COMMAND_CLOSE_DOOR (script id %u) call for non-unit (TypeId: %u), skipping.", step.script->id, source->GetTypeId()); break; } Unit* caster = (Unit*)source; GameObject *door = NULL; int32 time_to_open = step.script->closeDoor.resetDelay < 15 ? 15 : step.script->closeDoor.resetDelay; MaNGOS::GameObjectWithDbGUIDCheck go_check(*caster, step.script->closeDoor.goGuid); MaNGOS::GameObjectSearcher checker(door, go_check); Cell::VisitGridObjects(caster, checker, GetVisibilityDistance()); if (!door) { sLog.outError("SCRIPT_COMMAND_CLOSE_DOOR (script id %u) failed for gameobject(guid: %u).", step.script->id, step.script->closeDoor.goGuid); break; } if (door->GetGoType() != GAMEOBJECT_TYPE_DOOR) { sLog.outError("SCRIPT_COMMAND_CLOSE_DOOR (script id %u) failed for non-door(GoType: %u).", step.script->id, door->GetGoType()); break; } if (door->GetGoState() == GO_STATE_READY) break; //door already closed door->UseDoorOrButton(time_to_open); if (target && target->isType(TYPEMASK_GAMEOBJECT) && ((GameObject*)target)->GetGoType()==GAMEOBJECT_TYPE_BUTTON) ((GameObject*)target)->UseDoorOrButton(time_to_open); break; } case SCRIPT_COMMAND_ACTIVATE_OBJECT: { if (!source) { sLog.outError("SCRIPT_COMMAND_ACTIVATE_OBJECT must have source caster."); break; } if (!source->isType(TYPEMASK_UNIT)) { sLog.outError("SCRIPT_COMMAND_ACTIVATE_OBJECT source caster isn't unit (TypeId: %u), skipping.",source->GetTypeId()); break; } if (!target) { sLog.outError("SCRIPT_COMMAND_ACTIVATE_OBJECT call for NULL gameobject."); break; } if (target->GetTypeId()!=TYPEID_GAMEOBJECT) { sLog.outError("SCRIPT_COMMAND_ACTIVATE_OBJECT call for non-gameobject (TypeId: %u), skipping.",target->GetTypeId()); break; } Unit* caster = (Unit*)source; GameObject *go = (GameObject*)target; go->Use(caster); break; } case SCRIPT_COMMAND_REMOVE_AURA: { Object* cmdTarget = step.script->removeAura.isSourceTarget ? source : target; if (!cmdTarget) { sLog.outError("SCRIPT_COMMAND_REMOVE_AURA (script id %u) call for NULL %s.", step.script->id, step.script->removeAura.isSourceTarget ? "source" : "target"); break; } if (!cmdTarget->isType(TYPEMASK_UNIT)) { sLog.outError("SCRIPT_COMMAND_REMOVE_AURA (script id %u) %s isn't unit (TypeId: %u), skipping.", step.script->id, step.script->removeAura.isSourceTarget ? "source" : "target",cmdTarget->GetTypeId()); break; } ((Unit*)cmdTarget)->RemoveAurasDueToSpell(step.script->removeAura.spellId); break; } case SCRIPT_COMMAND_CAST_SPELL: { if (!source) { sLog.outError("SCRIPT_COMMAND_CAST_SPELL (script id %u) must have source caster.", step.script->id); break; } Object* cmdTarget = step.script->castSpell.flags & 0x01 ? source : target; if (!cmdTarget) { sLog.outError("SCRIPT_COMMAND_CAST_SPELL (script id %u) call for NULL %s.", step.script->id, step.script->castSpell.flags & 0x01 ? "source" : "target"); break; } if (!cmdTarget->isType(TYPEMASK_UNIT)) { sLog.outError("SCRIPT_COMMAND_CAST_SPELL (script id %u) %s isn't unit (TypeId: %u), skipping.", step.script->id, step.script->castSpell.flags & 0x01 ? "source" : "target", cmdTarget->GetTypeId()); break; } Unit* spellTarget = (Unit*)cmdTarget; Object* cmdSource = step.script->castSpell.flags & 0x02 ? target : source; if (!cmdSource) { sLog.outError("SCRIPT_COMMAND_CAST_SPELL (script id %u) call for NULL %s.", step.script->id, step.script->castSpell.flags & 0x02 ? "target" : "source"); break; } if (!cmdSource->isType(TYPEMASK_UNIT)) { sLog.outError("SCRIPT_COMMAND_CAST_SPELL (script id %u) %s isn't unit (TypeId: %u), skipping.", step.script->id, step.script->castSpell.flags & 0x02 ? "target" : "source", cmdSource->GetTypeId()); break; } Unit* spellSource = (Unit*)cmdSource; //TODO: when GO cast implemented, code below must be updated accordingly to also allow GO spell cast spellSource->CastSpell(spellTarget, step.script->castSpell.spellId, false); break; } case SCRIPT_COMMAND_PLAY_SOUND: { if (!source) { sLog.outError("SCRIPT_COMMAND_PLAY_SOUND (script id %u) call for NULL creature.", step.script->id); break; } if (!source->isType(TYPEMASK_WORLDOBJECT)) { sLog.outError("SCRIPT_COMMAND_PLAY_SOUND (script id %u) call for non-world object (TypeId: %u), skipping.", step.script->id, source->GetTypeId()); break; } WorldObject* pSource = (WorldObject*)source; // bitmask: 0/1=anyone/target, 0/2=with distance dependent Player* pTarget = NULL; if (step.script->playSound.flags & 1) { if (!target) { sLog.outError("SCRIPT_COMMAND_PLAY_SOUND (script id %u) in targeted mode call for NULL target.", step.script->id); break; } if (target->GetTypeId() != TYPEID_PLAYER) { sLog.outError("SCRIPT_COMMAND_PLAY_SOUND (script id %u) in targeted mode call for non-player (TypeId: %u), skipping.", step.script->id, target->GetTypeId()); break; } pTarget = (Player*)target; } // bitmask: 0/1=anyone/target, 0/2=with distance dependent if (step.script->playSound.flags & 2) pSource->PlayDistanceSound(step.script->playSound.soundId, pTarget); else pSource->PlayDirectSound(step.script->playSound.soundId, pTarget); break; } case SCRIPT_COMMAND_CREATE_ITEM: { if (!target && !source) { sLog.outError("SCRIPT_COMMAND_CREATE_ITEM (script id %u) call for NULL object.", step.script->id); break; } // only Player if ((!target || target->GetTypeId() != TYPEID_PLAYER) && (!source || source->GetTypeId() != TYPEID_PLAYER)) { sLog.outError("SCRIPT_COMMAND_CREATE_ITEM (script id %u) call for non-player (TypeIdSource: %u)(TypeIdTarget: %u), skipping.", step.script->id, source ? source->GetTypeId() : 0, target ? target->GetTypeId() : 0); break; } Player* pReceiver = target && target->GetTypeId() == TYPEID_PLAYER ? (Player*)target : (Player*)source; if (Item* pItem = pReceiver->StoreNewItemInInventorySlot(step.script->createItem.itemEntry, step.script->createItem.amount)) pReceiver->SendNewItem(pItem, step.script->createItem.amount, true, false); break; } case SCRIPT_COMMAND_DESPAWN_SELF: { if (!target && !source) { sLog.outError("SCRIPT_COMMAND_DESPAWN_SELF (script id %u) call for NULL object.", step.script->id); break; } // only creature if ((!target || target->GetTypeId() != TYPEID_UNIT) && (!source || source->GetTypeId() != TYPEID_UNIT)) { sLog.outError("SCRIPT_COMMAND_DESPAWN_SELF (script id %u) call for non-creature (TypeIdSource: %u)(TypeIdTarget: %u), skipping.", step.script->id, source ? source->GetTypeId() : 0, target ? target->GetTypeId() : 0); break; } Creature* pCreature = target && target->GetTypeId() == TYPEID_UNIT ? (Creature*)target : (Creature*)source; pCreature->ForcedDespawn(step.script->despawn.despawnDelay); break; } case SCRIPT_COMMAND_PLAY_MOVIE: { if (!target && !source) { sLog.outError("SCRIPT_COMMAND_PLAY_MOVIE (script id %u) call for NULL object.", step.script->id); break; } // only Player if ((!target || target->GetTypeId() != TYPEID_PLAYER) && (!source || source->GetTypeId() != TYPEID_PLAYER)) { sLog.outError("SCRIPT_COMMAND_PLAY_MOVIE (script id %u) call for non-player (TypeIdSource: %u)(TypeIdTarget: %u), skipping.", step.script->id, source ? source->GetTypeId() : 0, target ? target->GetTypeId() : 0); break; } Player* pReceiver = target && target->GetTypeId() == TYPEID_PLAYER ? (Player*)target : (Player*)source; pReceiver->SendMovieStart(step.script->playMovie.movieId); break; } case SCRIPT_COMMAND_MOVEMENT: { if (!source) { sLog.outError("SCRIPT_COMMAND_MOVEMENT (script id %u) call for NULL source.", step.script->id); break; } if (!source->isType(TYPEMASK_WORLDOBJECT)) { sLog.outError("SCRIPT_COMMAND_MOVEMENT (script id %u) call for unsupported non-worldobject (TypeId: %u), skipping.", step.script->id, source->GetTypeId()); break; } WorldObject* pSource = (WorldObject*)source; Creature* pMover = NULL; if (!step.script->movement.creatureEntry) // No buddy defined, so try use source (or target where source is player) { if (pSource->GetTypeId() != TYPEID_UNIT) { // we can't move source being non-creature, so see if target is creature if (target && target->GetTypeId() == TYPEID_UNIT) pMover = (Creature*)target; } else if (pSource->GetTypeId() == TYPEID_UNIT) pMover = (Creature*)pSource; } else // If step has a buddy entry defined, search for it { MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck u_check(*pSource, step.script->movement.creatureEntry, true, step.script->movement.searchRadius); MaNGOS::CreatureLastSearcher searcher(pMover, u_check); Cell::VisitGridObjects(pSource, searcher, step.script->movement.searchRadius); } if (!pMover) { sLog.outError("SCRIPT_COMMAND_MOVEMENT (script id %u) call for non-creature (TypeIdSource: %u)(TypeIdTarget: %u), skipping.", step.script->id, source ? source->GetTypeId() : 0, target ? target->GetTypeId() : 0); break; } // Consider add additional checks for cases where creature should not change movementType // (pet? in combat? already using same MMgen as script try to apply?) switch(step.script->movement.movementType) { case IDLE_MOTION_TYPE: pMover->GetMotionMaster()->MoveIdle(); break; case RANDOM_MOTION_TYPE: pMover->GetMotionMaster()->MoveRandom(); break; case WAYPOINT_MOTION_TYPE: pMover->GetMotionMaster()->MoveWaypoint(); break; } break; } case SCRIPT_COMMAND_SET_ACTIVEOBJECT: { if (!source) { sLog.outError("SCRIPT_COMMAND_SET_ACTIVEOBJECT (script id %u) call for NULL source.", step.script->id); break; } if (!source->isType(TYPEMASK_WORLDOBJECT)) { sLog.outError("SCRIPT_COMMAND_SET_ACTIVEOBJECT (script id %u) call for unsupported non-worldobject (TypeId: %u), skipping.", step.script->id, source->GetTypeId()); break; } WorldObject* pSource = (WorldObject*)source; Creature* pOwner = NULL; // No buddy defined, so try use source (or target if source is not creature) if (!step.script->activeObject.creatureEntry) { if (pSource->GetTypeId() != TYPEID_UNIT) { // we can't be non-creature, so see if target is creature if (target && target->GetTypeId() == TYPEID_UNIT) pOwner = (Creature*)target; } else if (pSource->GetTypeId() == TYPEID_UNIT) pOwner = (Creature*)pSource; } else // If step has a buddy entry defined, search for it { MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck u_check(*pSource, step.script->activeObject.creatureEntry, true, step.script->activeObject.searchRadius); MaNGOS::CreatureLastSearcher searcher(pOwner, u_check); Cell::VisitGridObjects(pSource, searcher, step.script->activeObject.searchRadius); } if (!pOwner) { sLog.outError("SCRIPT_COMMAND_SET_ACTIVEOBJECT (script id %u) call for non-creature (TypeIdSource: %u)(TypeIdTarget: %u), skipping.", step.script->id, source ? source->GetTypeId() : 0, target ? target->GetTypeId() : 0); break; } pOwner->SetActiveObjectState(step.script->activeObject.activate); break; } case SCRIPT_COMMAND_SET_FACTION: { if (!source) { sLog.outError("SCRIPT_COMMAND_SET_FACTION (script id %u) call for NULL source.", step.script->id); break; } if (!source->isType(TYPEMASK_WORLDOBJECT)) { sLog.outError("SCRIPT_COMMAND_SET_FACTION (script id %u) call for unsupported non-worldobject (TypeId: %u), skipping.", step.script->id, source->GetTypeId()); break; } WorldObject* pSource = (WorldObject*)source; Creature* pOwner = NULL; // No buddy defined, so try use source (or target if source is not creature) if (!step.script->faction.creatureEntry) { if (pSource->GetTypeId() != TYPEID_UNIT) { // we can't be non-creature, so see if target is creature if (target && target->GetTypeId() == TYPEID_UNIT) pOwner = (Creature*)target; } else if (pSource->GetTypeId() == TYPEID_UNIT) pOwner = (Creature*)pSource; } else // If step has a buddy entry defined, search for it { MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck u_check(*pSource, step.script->faction.creatureEntry, true, step.script->faction.searchRadius); MaNGOS::CreatureLastSearcher searcher(pOwner, u_check); Cell::VisitGridObjects(pSource, searcher, step.script->faction.searchRadius); } if (!pOwner) { sLog.outError("SCRIPT_COMMAND_SET_FACTION (script id %u) call for non-creature (TypeIdSource: %u)(TypeIdTarget: %u), skipping.", step.script->id, source ? source->GetTypeId() : 0, target ? target->GetTypeId() : 0); break; } if (step.script->faction.factionId) pOwner->setFaction(step.script->faction.factionId); else pOwner->setFaction(pOwner->GetCreatureInfo()->faction_A); break; } case SCRIPT_COMMAND_MORPH_TO_ENTRY_OR_MODEL: { if (!source) { sLog.outError("SCRIPT_COMMAND_MORPH_TO_ENTRY_OR_MODEL (script id %u) call for NULL source.", step.script->id); break; } if (!source->isType(TYPEMASK_WORLDOBJECT)) { sLog.outError("SCRIPT_COMMAND_MORPH_TO_ENTRY_OR_MODEL (script id %u) call for unsupported non-worldobject (TypeId: %u), skipping.", step.script->id, source->GetTypeId()); break; } WorldObject* pSource = (WorldObject*)source; Creature* pOwner = NULL; // No buddy defined, so try use source (or target if source is not creature) if (!step.script->morph.creatureEntry) { if (pSource->GetTypeId() != TYPEID_UNIT) { // we can't be non-creature, so see if target is creature if (target && target->GetTypeId() == TYPEID_UNIT) pOwner = (Creature*)target; } else if (pSource->GetTypeId() == TYPEID_UNIT) pOwner = (Creature*)pSource; } else // If step has a buddy entry defined, search for it { MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck u_check(*pSource, step.script->morph.creatureEntry, true, step.script->morph.searchRadius); MaNGOS::CreatureLastSearcher searcher(pOwner, u_check); Cell::VisitGridObjects(pSource, searcher, step.script->morph.searchRadius); } if (!pOwner) { sLog.outError("SCRIPT_COMMAND_MORPH_TO_ENTRY_OR_MODEL (script id %u) call for non-creature (TypeIdSource: %u)(TypeIdTarget: %u), skipping.", step.script->id, source ? source->GetTypeId() : 0, target ? target->GetTypeId() : 0); break; } if (!step.script->morph.creatureOrModelEntry) pOwner->DeMorph(); else if (step.script->morph.flags & 0x01) pOwner->SetDisplayId(step.script->morph.creatureOrModelEntry); else { CreatureInfo const* ci = GetCreatureTemplateStore(step.script->morph.creatureOrModelEntry); uint32 display_id = Creature::ChooseDisplayId(ci); pOwner->SetDisplayId(display_id); } break; } case SCRIPT_COMMAND_MOUNT_TO_ENTRY_OR_MODEL: { if (!source) { sLog.outError("SCRIPT_COMMAND_MOUNT_TO_ENTRY_OR_MODEL (script id %u) call for NULL source.", step.script->id); break; } if (!source->isType(TYPEMASK_WORLDOBJECT)) { sLog.outError("SCRIPT_COMMAND_MOUNT_TO_ENTRY_OR_MODEL (script id %u) call for unsupported non-worldobject (TypeId: %u), skipping.", step.script->id, source->GetTypeId()); break; } WorldObject* pSource = (WorldObject*)source; Creature* pOwner = NULL; // No buddy defined, so try use source (or target if source is not creature) if (!step.script->mount.creatureEntry) { if (pSource->GetTypeId() != TYPEID_UNIT) { // we can't be non-creature, so see if target is creature if (target && target->GetTypeId() == TYPEID_UNIT) pOwner = (Creature*)target; } else if (pSource->GetTypeId() == TYPEID_UNIT) pOwner = (Creature*)pSource; } else // If step has a buddy entry defined, search for it { MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck u_check(*pSource, step.script->mount.creatureEntry, true, step.script->mount.searchRadius); MaNGOS::CreatureLastSearcher searcher(pOwner, u_check); Cell::VisitGridObjects(pSource, searcher, step.script->mount.searchRadius); } if (!pOwner) { sLog.outError("SCRIPT_COMMAND_MOUNT_TO_ENTRY_OR_MODEL (script id %u) call for non-creature (TypeIdSource: %u)(TypeIdTarget: %u), skipping.", step.script->id, source ? source->GetTypeId() : 0, target ? target->GetTypeId() : 0); break; } if (!step.script->mount.creatureOrModelEntry) pOwner->Unmount(); else if (step.script->mount.flags & 0x01) pOwner->Mount(step.script->mount.creatureOrModelEntry); else { CreatureInfo const* ci = GetCreatureTemplateStore(step.script->mount.creatureOrModelEntry); uint32 display_id = Creature::ChooseDisplayId(ci); pOwner->Mount(display_id); } break; } case SCRIPT_COMMAND_SET_RUN: { if (!source) { sLog.outError("SCRIPT_COMMAND_SET_RUN (script id %u) call for NULL source.", step.script->id); break; } if (!source->isType(TYPEMASK_WORLDOBJECT)) { sLog.outError("SCRIPT_COMMAND_SET_RUN (script id %u) call for unsupported non-worldobject (TypeId: %u), skipping.", step.script->id, source->GetTypeId()); break; } WorldObject* pSource = (WorldObject*)source; Creature* pOwner = NULL; // No buddy defined, so try use source (or target if source is not creature) if (!step.script->run.creatureEntry) { if (pSource->GetTypeId() != TYPEID_UNIT) { // we can't be non-creature, so see if target is creature if (target && target->GetTypeId() == TYPEID_UNIT) pOwner = (Creature*)target; } else if (pSource->GetTypeId() == TYPEID_UNIT) pOwner = (Creature*)pSource; } else // If step has a buddy entry defined, search for it { MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck u_check(*pSource, step.script->run.creatureEntry, true, step.script->run.searchRadius); MaNGOS::CreatureLastSearcher searcher(pOwner, u_check); Cell::VisitGridObjects(pSource, searcher, step.script->run.searchRadius); } if (!pOwner) { sLog.outError("SCRIPT_COMMAND_SET_RUN (script id %u) call for non-creature (TypeIdSource: %u)(TypeIdTarget: %u), skipping.", step.script->id, source ? source->GetTypeId() : 0, target ? target->GetTypeId() : 0); break; } if (step.script->run.run) pOwner->RemoveSplineFlag(SPLINEFLAG_WALKMODE); else pOwner->AddSplineFlag(SPLINEFLAG_WALKMODE); break; } default: sLog.outError("Unknown SCRIPT_COMMAND_ %u called for script id %u.",step.script->command, step.script->id); break; } m_scriptSchedule.erase(iter); sWorld.DecreaseScheduledScriptCount(); iter = m_scriptSchedule.begin(); } } /** * Function return player that in world at CURRENT map * * Note: This is function preferred if you sure that need player only placed at specific map * This is not true for some spell cast targeting and most packet handlers * * @param guid must be player guid (HIGHGUID_PLAYER) */ Player* Map::GetPlayer(ObjectGuid guid) { Player* plr = ObjectAccessor::FindPlayer(guid); // return only in world players return plr && plr->GetMap() == this ? plr : NULL; } /** * Function return creature (non-pet and then most summoned by spell creatures, and not vehicle) that in world at CURRENT map * * @param guid must be creature guid (HIGHGUID_UNIT) */ Creature* Map::GetCreature(ObjectGuid guid) { return m_objectsStore.find(guid.GetRawValue(), (Creature*)NULL); } /** * Function return vehicle that in world at CURRENT map * * @param guid must be vehicle guid (HIGHGUID_VEHICLE) */ Vehicle* Map::GetVehicle(ObjectGuid guid) { return m_objectsStore.find(guid.GetRawValue(), (Vehicle*)NULL); } /** * Function return pet that in world at CURRENT map * * @param guid must be pet guid (HIGHGUID_PET) */ Pet* Map::GetPet(ObjectGuid guid) { return m_objectsStore.find(guid.GetRawValue(), (Pet*)NULL); } /** * Function return corpse that at CURRENT map * * Note: corpse can be NOT IN WORLD, so can't be used corspe->GetMap() without pre-check corpse->isInWorld() * * @param guid must be corpse guid (HIGHGUID_CORPSE) */ Corpse* Map::GetCorpse(ObjectGuid guid) { Corpse * ret = ObjectAccessor::GetCorpseInMap(guid,GetId()); return ret && ret->GetInstanceId() == GetInstanceId() ? ret : NULL; } /** * Function return non-player unit object that in world at CURRENT map, so creature, or pet, or vehicle * * @param guid must be non-player unit guid (HIGHGUID_PET HIGHGUID_UNIT HIGHGUID_VEHICLE) */ Creature* Map::GetAnyTypeCreature(ObjectGuid guid) { switch(guid.GetHigh()) { case HIGHGUID_UNIT: return GetCreature(guid); case HIGHGUID_PET: return GetPet(guid); case HIGHGUID_VEHICLE: return GetVehicle(guid); default: break; } return NULL; } /** * Function return gameobject that in world at CURRENT map * * @param guid must be gameobject guid (HIGHGUID_GAMEOBJECT) */ GameObject* Map::GetGameObject(ObjectGuid guid) { return m_objectsStore.find(guid.GetRawValue(), (GameObject*)NULL); } /** * Function return dynamic object that in world at CURRENT map * * @param guid must be dynamic object guid (HIGHGUID_DYNAMICOBJECT) */ DynamicObject* Map::GetDynamicObject(ObjectGuid guid) { return m_objectsStore.find(guid.GetRawValue(), (DynamicObject*)NULL); } /** * Function return unit in world at CURRENT map * * Note: in case player guid not always expected need player at current map only. * For example in spell casting can be expected any in world player targeting in some cases * * @param guid must be unit guid (HIGHGUID_PLAYER HIGHGUID_PET HIGHGUID_UNIT HIGHGUID_VEHICLE) */ Unit* Map::GetUnit(ObjectGuid guid) { if (guid.IsPlayer()) return GetPlayer(guid); return GetAnyTypeCreature(guid); } /** * Function return world object in world at CURRENT map, so any except transports */ WorldObject* Map::GetWorldObject(ObjectGuid guid) { switch(guid.GetHigh()) { case HIGHGUID_PLAYER: return GetPlayer(guid); case HIGHGUID_GAMEOBJECT: return GetGameObject(guid); case HIGHGUID_UNIT: return GetCreature(guid); case HIGHGUID_PET: return GetPet(guid); case HIGHGUID_VEHICLE: return GetVehicle(guid); case HIGHGUID_DYNAMICOBJECT:return GetDynamicObject(guid); case HIGHGUID_CORPSE: { // corpse special case, it can be not in world Corpse* corpse = GetCorpse(guid); return corpse && corpse->IsInWorld() ? corpse : NULL; } case HIGHGUID_MO_TRANSPORT: case HIGHGUID_TRANSPORT: default: break; } return NULL; } void Map::SendObjectUpdates() { UpdateDataMapType update_players; while(!i_objectsToClientUpdate.empty()) { Object* obj = *i_objectsToClientUpdate.begin(); i_objectsToClientUpdate.erase(i_objectsToClientUpdate.begin()); obj->BuildUpdateData(update_players); } WorldPacket packet; // here we allocate a std::vector with a size of 0x10000 for(UpdateDataMapType::iterator iter = update_players.begin(); iter != update_players.end(); ++iter) { iter->second.BuildPacket(&packet); iter->first->GetSession()->SendPacket(&packet); packet.clear(); // clean the string } } uint32 Map::GenerateLocalLowGuid(HighGuid guidhigh) { // TODO: for map local guid counters possible force reload map instead shutdown server at guid counter overflow switch(guidhigh) { case HIGHGUID_DYNAMICOBJECT: return m_DynObjectGuids.Generate(); case HIGHGUID_PET: return m_PetGuids.Generate(); case HIGHGUID_VEHICLE: return m_VehicleGuids.Generate(); default: MANGOS_ASSERT(0); } MANGOS_ASSERT(0); return 0; }