server/src/game/Map.cpp

1954 lines
68 KiB
C++

/*
* Copyright (C) 2005-2012 MaNGOS <http://getmangos.com/>
*
* 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
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<class T>
void Map::AddToGrid(T* obj, NGridType* grid, Cell const& cell)
{
(*grid)(cell.CellX(), cell.CellY()).template AddGridObject<T>(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<Creature>(obj);
obj->SetCurrentCell(cell);
}
// add to grid object store
else
{
(*grid)(cell.CellX(), cell.CellY()).AddGridObject<Creature>(obj);
obj->SetCurrentCell(cell);
}
}
template<class T>
void Map::RemoveFromGrid(T* obj, NGridType* grid, Cell const& cell)
{
(*grid)(cell.CellX(), cell.CellY()).template RemoveGridObject<T>(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<Creature>(obj);
}
// remove from grid object store
else
{
(*grid)(cell.CellX(), cell.CellY()).RemoveGridObject<Creature>(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<class T>
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<MaNGOS::MessageDeliverer, WorldTypeMapContainer > 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<MaNGOS::ObjectMessageDeliverer, WorldTypeMapContainer > 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<MaNGOS::MessageDistDeliverer , WorldTypeMapContainer > 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<MaNGOS::ObjectMessageDistDeliverer, WorldTypeMapContainer > 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<MaNGOS::ObjectUpdater, GridTypeMapContainer > grid_object_update(updater);
// for pets
TypeContainerVisitor<MaNGOS::ObjectUpdater, WorldTypeMapContainer > 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<NGridType>::iterator i = GridRefManager<NGridType>::begin(); i != GridRefManager<NGridType>::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<class T>
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<NGridType>::iterator i = GridRefManager<NGridType>::begin(); i != GridRefManager<NGridType>::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<MaNGOS::VisibleChangesNotifier, WorldTypeMapContainer > 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<Creature>(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<Pet>(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<GameObject>(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<DynamicObject>(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<StaticMonsterChatBuilder> 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);
}