/* * Copyright (C) 2005-2012 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 "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 "ScriptMgr.h" #include "Group.h" #include "MapRefManager.h" #include "DBCEnums.h" #include "MapPersistentStateMgr.h" #include "VMapFactory.h" #include "MoveMap.h" #include "BattleGroundMgr.h" Map::~Map() { UnloadAll(true); if (!m_scriptSchedule.empty()) sScriptMgr.DecreaseScheduledScriptCount(m_scriptSchedule.size()); if (m_persistentState) m_persistentState->SetUsedByMapState(NULL); // field pointer can be deleted after this if (i_data) { delete i_data; i_data = NULL; } // unload instance specific navigation data MMAP::MMapFactory::createOrGetMMapManager()->unloadMapInstance(m_TerrainData->GetMapId(), GetInstanceId()); //release reference count if (m_TerrainData->Release()) sTerrainMgr.UnloadTerrain(m_TerrainData->GetMapId()); } void Map::LoadMapAndVMap(int gx, int gy) { if (m_bLoadedGrids[gx][gx]) return; GridMap* pInfo = m_TerrainData->Load(gx, gy); if (pInfo) m_bLoadedGrids[gx][gy] = true; } Map::Map(uint32 id, time_t expiry, uint32 InstanceId, uint8 SpawnMode) : i_mapEntry(sMapStore.LookupEntry(id)), i_spawnMode(SpawnMode), i_id(id), i_InstanceId(InstanceId), m_unloadTimer(0), m_VisibleDistance(DEFAULT_VISIBILITY_DISTANCE), m_persistentState(NULL), m_activeNonPlayersIter(m_activeNonPlayers.end()), i_gridExpiry(expiry), m_TerrainData(sTerrainMgr.LoadTerrain(id)), i_data(NULL), i_script_id(0) { m_CreatureGuids.Set(sObjectMgr.GetFirstTemporaryCreatureLowGuid()); m_GameObjectGuids.Set(sObjectMgr.GetFirstTemporaryGameObjectLowGuid()); for (unsigned int j = 0; j < MAX_NUMBER_OF_GRIDS; ++j) { for (unsigned int idx = 0; idx < MAX_NUMBER_OF_GRIDS; ++idx) { //z code m_bLoadedGrids[idx][j] = false; setNGrid(NULL, idx, j); } } //lets initialize visibility distance for map Map::InitVisibilityDistance(); //add reference for TerrainData object m_TerrainData->AddRef(); m_persistentState = sMapPersistentStateMgr.AddPersistentState(i_mapEntry, GetInstanceId(), GetDifficulty(), 0, IsDungeon()); m_persistentState->SetUsedByMapState(this); } 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()) { (*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()) { (*grid)(cell.CellX(), cell.CellY()).RemoveWorldObject(obj); } // remove from grid object store else { (*grid)(cell.CellX(), cell.CellY()).RemoveGridObject(obj); } } void Map::DeleteFromWorld(Player* pl) { sObjectAccessor.RemoveObject(pl); delete pl; } void Map::EnsureGridCreated(const GridPair& p) { 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 (!m_bLoadedGrids[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); if (i_data) i_data->OnPlayerEnter(player); 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("%s enters grid[%u,%u]", obj->GetGuidStr().c_str(), cell.GridX(), cell.GridY()); obj->GetViewPoint().Event_AddedToWorld(&(*grid)(cell.CellX(), cell.CellY())); UpdateObjectVisibility(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(const uint32& t_diff) { /// update worldsessions for existing players for (m_mapRefIter = m_mapRefManager.begin(); m_mapRefIter != m_mapRefManager.end(); ++m_mapRefIter) { Player* plr = m_mapRefIter->getSource(); if (plr && plr->IsInWorld()) { WorldSession* pSession = plr->GetSession(); MapSessionFilter updater(pSession); pSession->Update(updater); } } /// update players at tick for (m_mapRefIter = m_mapRefManager.begin(); m_mapRefIter != m_mapRefManager.end(); ++m_mapRefIter) { Player* plr = m_mapRefIter->getSource(); if (plr && plr->IsInWorld()) { WorldObject::UpdateHelper helper(plr); helper.Update(t_diff); } } /// update active cells around players and active objects resetMarkedCells(); MaNGOS::ObjectUpdater updater(t_diff); // for creature TypeContainerVisitor grid_object_update(updater); // for pets TypeContainerVisitor world_object_update(updater); // 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() || !plr->IsPositionValid()) continue; //lets update mobs/objects in ALL visible cells around player! CellArea area = Cell::CalculateCellArea(plr->GetPositionX(), plr->GetPositionY(), GetVisibilityDistance()); for (uint32 x = area.low_bound.x_coord; x <= area.high_bound.x_coord; ++x) { for (uint32 y = area.low_bound.y_coord; y <= area.high_bound.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(); 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() || !obj->IsPositionValid()) continue; //lets update mobs/objects in ALL visible cells around player! CellArea area = Cell::CalculateCellArea(obj->GetPositionX(), obj->GetPositionY(), GetVisibilityDistance()); for (uint32 x = area.low_bound.x_coord; x <= area.high_bound.x_coord; ++x) { for (uint32 y = area.low_bound.y_coord; y <= area.high_bound.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(); 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(), t_diff); } } ///- Process necessary scripts if (!m_scriptSchedule.empty()) ScriptsProcess(); if (i_data) i_data->Update(t_diff); } void Map::Remove(Player* player, bool remove) { if (i_data) i_data->OnPlayerLeave(player); 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_IMMEDIATELY)) obj->SaveRespawnTime(); // Note: In case resurrectable corpse and pet its removed from global lists in own destructor delete 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->OnRelocated(); 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(); Cell new_cell(MaNGOS::ComputeCellPair(x, y)); // 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); creature->OnRelocated(); } // 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 else 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()); } 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)) { if (!c->isActiveObject() && !loaded(new_cell.gridPair())) { 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; } EnsureGridLoadedAtEnter(new_cell); } if (old_cell != 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()); NGridType* oldGrid = getNGrid(old_cell.GridX(), old_cell.GridY()); NGridType* newGrid = getNGrid(new_cell.GridX(), new_cell.GridY()); RemoveFromGrid(c, oldGrid, old_cell); AddToGrid(c, newGrid, new_cell); c->GetViewPoint().Event_GridChanged(&(*newGrid)(new_cell.CellX(), new_cell.CellY())); } return true; } 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->OnRelocated(); 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; // unload GridMap - it is reference-countable so will be deleted safely when lockCount < 1 // also simply set Map's pointer to corresponding GridMap object to NULL if (m_bLoadedGrids[gx][gy]) { m_bLoadedGrids[gx][gy] = false; m_TerrainData->Unload(gx, gy); } 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 DungeonResetScheduler::GetMaxResetTimeFor(GetMapDifficulty()); } 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::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->GetObjectGuid()); 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); Cell cell = Cell(MaNGOS::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY())); EnsureGridLoaded(cell); // 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->HasStaticDBSpawnData()) { 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->HasStaticDBSpawnData()) { 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); } } } } void Map::CreateInstanceData(bool load) { if (i_data != NULL) return; if (Instanceable()) { if (InstanceTemplate const* mInstance = ObjectMgr::GetInstanceTemplate(GetId())) i_script_id = mInstance->script_id; } else { if (WorldTemplate const* mInstance = ObjectMgr::GetWorldTemplate(GetId())) i_script_id = mInstance->script_id; } if (!i_script_id) return; i_data = sScriptMgr.CreateInstanceData(this); if (!i_data) return; if (load) { // TODO: make a global storage for this QueryResult* result; if (Instanceable()) result = CharacterDatabase.PQuery("SELECT data FROM instance WHERE id = '%u'", i_InstanceId); else result = CharacterDatabase.PQuery("SELECT data FROM world WHERE map = '%u'", GetId()); if (result) { Field* fields = result->Fetch(); const char* data = fields[0].GetString(); if (data) { DEBUG_LOG("Loading instance data for `%s` (Map: %u Instance: %u)", sScriptMgr.GetScriptName(i_script_id), GetId(), i_InstanceId); i_data->Load(data); } delete result; } else { // for non-instanceable map always add data to table if not found, later code expected that for map in `word` exist always after load if (!Instanceable()) CharacterDatabase.PExecute("INSERT INTO world VALUES ('%u', '')", GetId()); } } else { DEBUG_LOG("New instance data, \"%s\" ,initialized!", sScriptMgr.GetScriptName(i_script_id)); i_data->Initialize(); } } 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); /* ******* World Maps ******* */ WorldPersistentState* WorldMap::GetPersistanceState() const { return (WorldPersistentState*)Map::GetPersistentState(); } /* ******* Dungeon Instance Maps ******* */ DungeonMap::DungeonMap(uint32 id, time_t expiry, uint32 InstanceId, uint8 SpawnMode) : Map(id, expiry, InstanceId, SpawnMode), m_resetAfterUnload(false), m_unloadWhenEmpty(false) { MANGOS_ASSERT(i_mapEntry->IsDungeon()); //lets initialize visibility distance for dungeons DungeonMap::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); } DungeonMap::~DungeonMap() { } void DungeonMap::InitVisibilityDistance() { //init visibility distance for instances m_VisibleDistance = World::GetMaxVisibleDistanceInInstances(); } /* Do map specific checks to see if the player can enter */ bool DungeonMap::CanEnter(Player* player) { if (player->GetMapRef().getTarget() == this) { sLog.outError("DungeonMap::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 an encounter in the instance is in progress if (!player->isGameMaster() && GetInstanceData() && GetInstanceData()->IsEncounterInProgress() && 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 DungeonMap::Add(Player* player) { // TODO: Not sure about checking player level: already done in HandleAreaTriggerOpcode // GMs still can teleport player in instance. // Is it needed? if (!CanEnter(player)) return false; // check for existing instance binds InstancePlayerBind* playerBind = player->GetBoundInstance(GetId(), GetDifficulty()); if (playerBind && playerBind->perm) { // cannot enter other instances if bound permanently if (playerBind->state != GetPersistanceState()) { sLog.outError("DungeonMap::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->state->GetMapId(), playerBind->state->GetInstanceId(), playerBind->state->GetDifficulty(), playerBind->state->GetPlayerCount(), playerBind->state->GetGroupCount(), playerBind->state->CanReset(), GetPersistanceState()->GetMapId(), GetPersistanceState()->GetInstanceId(), GetPersistanceState()->GetDifficulty(), GetPersistanceState()->GetPlayerCount(), GetPersistanceState()->GetGroupCount(), GetPersistanceState()->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("DungeonMap::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->GetGuidStr().c_str(), GetPersistentState()->GetMapId(), GetPersistentState()->GetInstanceId(), GetPersistanceState()->GetDifficulty(), GetPersistanceState()->GetPlayerCount(), GetPersistanceState()->GetGroupCount(), GetPersistanceState()->CanReset(), pGroup->GetId(), playerBind->state->GetMapId(), playerBind->state->GetInstanceId(), playerBind->state->GetDifficulty(), playerBind->state->GetPlayerCount(), playerBind->state->GetGroupCount(), playerBind->state->CanReset()); if (groupBind) sLog.outError("DungeonMap::Add: the group (Id: %d) is bound to instance %d,%d,%d,%d,%d,%d", pGroup->GetId(), groupBind->state->GetMapId(), groupBind->state->GetInstanceId(), groupBind->state->GetDifficulty(), groupBind->state->GetPlayerCount(), groupBind->state->GetGroupCount(), groupBind->state->CanReset()); // no reason crash if we can fix state player->UnbindInstance(GetId(), GetDifficulty()); } // bind to the group or keep using the group save if (!groupBind) pGroup->BindToInstance(GetPersistanceState(), false); else { // cannot jump to a different instance without resetting it if (groupBind->state != GetPersistentState()) { sLog.outError("DungeonMap::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->GetGuidStr().c_str(), GetPersistentState()->GetMapId(), GetPersistentState()->GetInstanceId(), GetPersistentState()->GetDifficulty(), pGroup->GetId(), groupBind->state->GetMapId(), groupBind->state->GetInstanceId(), groupBind->state->GetDifficulty()); sLog.outError("MapSave players: %d, group count: %d", GetPersistanceState()->GetPlayerCount(), GetPersistanceState()->GetGroupCount()); if (groupBind->state) sLog.outError("GroupBind save players: %d, group count: %d", groupBind->state->GetPlayerCount(), groupBind->state->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(GetPersistanceState(), true); } } } else { // set up a solo bind or continue using it if (!playerBind) player->BindToInstance(GetPersistanceState(), false); else // cannot jump to a different instance without resetting it MANGOS_ASSERT(playerBind->state == GetPersistentState()); } } // 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); return true; } void DungeonMap::Update(const uint32& t_diff) { Map::Update(t_diff); } void DungeonMap::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); Map::Remove(player, remove); // for normal instances schedule the reset after all players have left SetResetSchedule(true); } /* Returns true if there are no players in the instance */ bool DungeonMap::Reset(InstanceResetMethod 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 DungeonMap::PermBindAllPlayers(Player* player) { 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(GetPersistanceState(), 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(GetPersistanceState(), true); } } void DungeonMap::UnloadAll(bool pForce) { if (HavePlayers()) { sLog.outError("DungeonMap::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) GetPersistanceState()->DeleteRespawnTimes(); Map::UnloadAll(pForce); } void DungeonMap::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 DungeonMap::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 (!HavePlayers() && !IsRaidOrHeroicDungeon()) sMapPersistentStateMgr.GetScheduler().ScheduleReset(on, GetPersistanceState()->GetResetTime(), DungeonResetEvent(RESET_EVENT_NORMAL_DUNGEON, GetId(), Difficulty(GetSpawnMode()), GetInstanceId())); } DungeonPersistentState* DungeonMap::GetPersistanceState() const { return (DungeonPersistentState*)Map::GetPersistentState(); } /* ******* Battleground Instance Maps ******* */ BattleGroundMap::BattleGroundMap(uint32 id, time_t expiry, uint32 InstanceId, uint8 spawnMode) : Map(id, expiry, InstanceId, spawnMode) { //lets initialize visibility distance for BG/Arenas BattleGroundMap::InitVisibilityDistance(); } BattleGroundMap::~BattleGroundMap() { } void BattleGroundMap::Update(const uint32& diff) { Map::Update(diff); GetBG()->Update(diff); } BattleGroundPersistentState* BattleGroundMap::GetPersistanceState() const { return (BattleGroundPersistentState*)Map::GetPersistentState(); } 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) { 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 bool Map::ScriptsStart(ScriptMapMapName const& scripts, uint32 id, Object* source, Object* target) { ///- Find the script map ScriptMapMap::const_iterator s = scripts.second.find(id); if (s == scripts.second.end()) return false; // prepare static data ObjectGuid sourceGuid = source->GetObjectGuid(); ObjectGuid targetGuid = target ? target->GetObjectGuid() : ObjectGuid(); ObjectGuid ownerGuid = source->isType(TYPEMASK_ITEM) ? ((Item*)source)->GetOwnerGuid() : ObjectGuid(); ///- Schedule script execution for all scripts in the script map ScriptMap const* s2 = &(s->second); for (ScriptMap::const_iterator iter = s2->begin(); iter != s2->end(); ++iter) { ScriptAction sa(scripts.first, this, sourceGuid, targetGuid, ownerGuid, &iter->second); m_scriptSchedule.insert(ScriptScheduleMap::value_type(time_t(sWorld.GetGameTime() + iter->first), sa)); sScriptMgr.IncreaseScheduledScriptsCount(); } return true; } void Map::ScriptCommandStart(ScriptInfo const& script, uint32 delay, Object* source, Object* target) { // NOTE: script record _must_ exist until command executed // prepare static data ObjectGuid sourceGuid = source->GetObjectGuid(); ObjectGuid targetGuid = target ? target->GetObjectGuid() : ObjectGuid(); ObjectGuid ownerGuid = source->isType(TYPEMASK_ITEM) ? ((Item*)source)->GetOwnerGuid() : ObjectGuid(); ScriptAction sa("Internal Activate Command used for spell", this, sourceGuid, targetGuid, ownerGuid, &script); m_scriptSchedule.insert(ScriptScheduleMap::value_type(time_t(sWorld.GetGameTime() + delay), sa)); sScriptMgr.IncreaseScheduledScriptsCount(); } /// Process queued scripts void Map::ScriptsProcess() { if (m_scriptSchedule.empty()) return; ///- Process overdue queued scripts ScriptScheduleMap::iterator iter = m_scriptSchedule.begin(); // ok as multimap is a *sorted* associative container while (!m_scriptSchedule.empty() && (iter->first <= sWorld.GetGameTime())) { iter->second.HandleScriptStep(); m_scriptSchedule.erase(iter); iter = m_scriptSchedule.begin(); sScriptMgr.DecreaseScheduledScriptCount(); } } /** * 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) that in world at CURRENT map * * @param guid must be creature or vehicle guid (HIGHGUID_UNIT HIGHGUID_VEHICLE) */ Creature* Map::GetCreature(ObjectGuid guid) { return m_objectsStore.find(guid, (Creature*)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, (Pet*)NULL); } /** * Function return corpse that at CURRENT map * * Note: corpse can be NOT IN WORLD, so can't be used corpse->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: case HIGHGUID_VEHICLE: return GetCreature(guid); case HIGHGUID_PET: return GetPet(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, (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, (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: case HIGHGUID_VEHICLE: return GetCreature(guid); case HIGHGUID_PET: return GetPet(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_UNIT: return m_CreatureGuids.Generate(); case HIGHGUID_GAMEOBJECT: return m_GameObjectGuids.Generate(); case HIGHGUID_DYNAMICOBJECT: return m_DynObjectGuids.Generate(); case HIGHGUID_PET: return m_PetGuids.Generate(); case HIGHGUID_VEHICLE: return m_VehicleGuids.Generate(); default: MANGOS_ASSERT(false); return 0; } } /** * Helper structure for building static chat information * */ class StaticMonsterChatBuilder { public: StaticMonsterChatBuilder(CreatureInfo const* cInfo, ChatMsg msgtype, int32 textId, uint32 language, Unit* target, uint32 senderLowGuid = 0) : i_cInfo(cInfo), i_msgtype(msgtype), i_textId(textId), i_language(language), i_target(target) { // 0 lowguid not used in core, but accepted fine in this case by client i_senderGuid = i_cInfo->GetObjectGuid(senderLowGuid); } void operator()(WorldPacket& data, int32 loc_idx) { char const* text = sObjectMgr.GetMangosString(i_textId, loc_idx); char const* nameForLocale = i_cInfo->Name; sObjectMgr.GetCreatureLocaleStrings(i_cInfo->Entry, loc_idx, &nameForLocale); WorldObject::BuildMonsterChat(&data, i_senderGuid, i_msgtype, text, i_language, nameForLocale, i_target ? i_target->GetObjectGuid() : ObjectGuid(), i_target ? i_target->GetNameForLocaleIdx(loc_idx) : ""); } private: ObjectGuid i_senderGuid; CreatureInfo const* i_cInfo; ChatMsg i_msgtype; int32 i_textId; uint32 i_language; Unit* i_target; }; /** * Function simulates yell of creature * * @param guid must be creature guid of whom to Simulate the yell, non-creature guids not supported at this moment * @param textId Id of the simulated text * @param language language of the text * @param target, can be NULL */ void Map::MonsterYellToMap(ObjectGuid guid, int32 textId, uint32 language, Unit* target) { if (guid.IsAnyTypeCreature()) { CreatureInfo const* cInfo = ObjectMgr::GetCreatureTemplate(guid.GetEntry()); if (!cInfo) { sLog.outError("Map::MonsterYellToMap: Called for nonexistent creature entry in guid: %s", guid.GetString().c_str()); return; } MonsterYellToMap(cInfo, textId, language, target, guid.GetCounter()); } else { sLog.outError("Map::MonsterYellToMap: Called for non creature guid: %s", guid.GetString().c_str()); return; } } /** * Function simulates yell of creature * * @param cinfo must be entry of Creature of whom to Simulate the yell * @param textId Id of the simulated text * @param language language of the text * @param target, can be NULL * @param senderLowGuid provide way proper show yell for near spawned creature with known lowguid, * 0 accepted by client else if this not important */ void Map::MonsterYellToMap(CreatureInfo const* cinfo, int32 textId, uint32 language, Unit* target, uint32 senderLowGuid /*= 0*/) { StaticMonsterChatBuilder say_build(cinfo, CHAT_MSG_MONSTER_YELL, textId, language, target, senderLowGuid); MaNGOS::LocalizedPacketDo say_do(say_build); Map::PlayerList const& pList = GetPlayers(); for (PlayerList::const_iterator itr = pList.begin(); itr != pList.end(); ++itr) say_do(itr->getSource()); } /** * Function to play sound to all players in map * * @param soundId Played Sound * @param zoneId Id of the Zone to which the sound should be restricted */ void Map::PlayDirectSoundToMap(uint32 soundId, uint32 zoneId /*=0*/) { WorldPacket data(SMSG_PLAY_SOUND, 4); data << uint32(soundId); Map::PlayerList const& pList = GetPlayers(); for (PlayerList::const_iterator itr = pList.begin(); itr != pList.end(); ++itr) if (!zoneId || itr->getSource()->GetZoneId() == zoneId) itr->getSource()->SendDirectMessage(&data); } /** * Function to check if a point is in line of sight from an other point */ bool Map::IsInLineOfSight(float srcX, float srcY, float srcZ, float destX, float destY, float destZ) { VMAP::IVMapManager* vMapManager = VMAP::VMapFactory::createOrGetVMapManager(); return vMapManager->isInLineOfSight(GetId(), srcX, srcY, srcZ, destX, destY, destZ); } /** * get the hit position and return true if we hit something * otherwise the result pos will be the dest pos */ bool Map::GetObjectHitPos(float srcX, float srcY, float srcZ, float destX, float destY, float destZ, float& resX, float& resY, float& resZ, float pModifyDist) { VMAP::IVMapManager* vMapManager = VMAP::VMapFactory::createOrGetVMapManager(); return vMapManager->getObjectHitPos(GetId(), srcX, srcY, srcZ, destX, destY, destZ, resX, resY, resZ, pModifyDist); }