server/src/game/WaypointManager.cpp
NoFantasy 312a076491 [9891] Implement *_scripts for creature_movement
New field script_id in creature_movement can be filled for each waypoint point and run the corresponding script from creature_movement_scripts.
Script_id can be any value and several points/creatures can share the same script (with limits of course, such as script depending on location and other factors).

DB projects are advised to move current text, spells and emotes data in creature_movement fields as these fields are strictly no longer needed and may be fully removed in the future.

Signed-off-by: NoFantasy <nofantasy@nf.no>
2010-05-14 12:16:54 +02:00

396 lines
16 KiB
C++

/*
* Copyright (C) 2005-2010 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 "Database/DatabaseEnv.h"
#include "GridDefines.h"
#include "Policies/SingletonImp.h"
#include "WaypointManager.h"
#include "ProgressBar.h"
#include "MapManager.h"
#include "ObjectMgr.h"
INSTANTIATE_SINGLETON_1(WaypointManager);
bool WaypointBehavior::isEmpty()
{
if (emote || spell || model1 || model2)
return false;
for(int i = 0; i < MAX_WAYPOINT_TEXT; ++i)
if(textid[i])
return false;
return true;
}
WaypointBehavior::WaypointBehavior(const WaypointBehavior &b)
{
emote = b.emote;
spell = b.spell;
model1 = b.model1;
model2 = b.model2;
for(int i=0; i < MAX_WAYPOINT_TEXT; ++i)
textid[i] = b.textid[i];
}
void WaypointManager::Load()
{
Cleanup();
uint32 total_paths = 0;
uint32 total_nodes = 0;
uint32 total_behaviors = 0;
QueryResult *result = WorldDatabase.Query("SELECT id, COUNT(point) FROM creature_movement GROUP BY id");
if(!result)
{
barGoLink bar(1);
bar.step();
sLog.outString();
sLog.outString( ">> Loaded 0 paths. DB table `creature_movement` is empty." );
return;
} else {
total_paths = (uint32)result->GetRowCount();
barGoLink bar( total_paths );
do
{
bar.step();
Field *fields = result->Fetch();
uint32 id = fields[0].GetUInt32();
uint32 count = fields[1].GetUInt32();
m_pathMap[id].resize(count);
total_nodes += count;
} while( result->NextRow() );
delete result;
sLog.outString();
sLog.outString( ">> Paths loaded" );
}
// 0 1 2 3 4 5
result = WorldDatabase.Query("SELECT position_x, position_y, position_z, orientation, model1, model2,"
// 6 7 8 9 10 11 12 13 14 15 16
"waittime, emote, spell, textid1, textid2, textid3, textid4, textid5, id, point, script_id FROM creature_movement");
std::set<uint32> movementScriptSet;
for(ScriptMapMap::const_iterator itr = sCreatureMovementScripts.begin(); itr != sCreatureMovementScripts.end(); ++itr)
movementScriptSet.insert(itr->first);
barGoLink bar( (int)result->GetRowCount() );
do
{
bar.step();
Field *fields = result->Fetch();
uint32 point = fields[15].GetUInt32();
uint32 id = fields[14].GetUInt32();
if (!sObjectMgr.GetCreatureData(id))
{
sLog.outErrorDb("Table creature_movement references unknown creature %u. Skipping.", id);
continue;
}
WaypointPath &path = m_pathMap[id];
// the cleanup queries make sure the following is true
ASSERT(point >= 1 && point <= path.size());
WaypointNode &node = path[point-1];
node.x = fields[0].GetFloat();
node.y = fields[1].GetFloat();
node.z = fields[2].GetFloat();
node.orientation = fields[3].GetFloat();
node.delay = fields[6].GetUInt32();
node.script_id = fields[16].GetUInt32();
// prevent using invalid coordinates
if(!MaNGOS::IsValidMapCoord(node.x, node.y, node.z, node.orientation))
{
QueryResult *result1 = WorldDatabase.PQuery("SELECT id, map FROM creature WHERE guid = '%u'", id);
if(result1)
sLog.outErrorDb("Creature (guidlow %d, entry %d) have invalid coordinates in his waypoint %d (X: %f, Y: %f).",
id, result1->Fetch()[0].GetUInt32(), point, node.x, node.y);
else
sLog.outErrorDb("Waypoint path %d, have invalid coordinates in his waypoint %d (X: %f, Y: %f).",
id, point, node.x, node.y);
MaNGOS::NormalizeMapCoord(node.x);
MaNGOS::NormalizeMapCoord(node.y);
if(result1)
{
node.z = MapManager::Instance ().CreateBaseMap(result1->Fetch()[1].GetUInt32())->GetHeight(node.x, node.y, node.z);
delete result1;
}
WorldDatabase.PExecute("UPDATE creature_movement SET position_x = '%f', position_y = '%f', position_z = '%f' WHERE id = '%u' AND point = '%u'", node.x, node.y, node.z, id, point);
}
if (node.script_id)
{
if (sCreatureMovementScripts.find(node.script_id) == sCreatureMovementScripts.end())
{
sLog.outErrorDb("Table creature_movement for id %u, point %u have script_id %u that does not exist in `creature_movement_scripts`, ignoring", id, point, node.script_id);
continue;
}
movementScriptSet.erase(node.script_id);
}
// WaypointBehavior can be dropped in time. Script_id added may 2010 and can handle all the below behavior.
WaypointBehavior be;
be.model1 = fields[4].GetUInt32();
be.model2 = fields[5].GetUInt32();
be.emote = fields[7].GetUInt32();
be.spell = fields[8].GetUInt32();
for(int i = 0; i < MAX_WAYPOINT_TEXT; ++i)
{
be.textid[i] = fields[9+i].GetUInt32();
if(be.textid[i])
{
if (be.textid[i] < MIN_DB_SCRIPT_STRING_ID || be.textid[i] >= MAX_DB_SCRIPT_STRING_ID)
{
sLog.outErrorDb( "Table `db_script_string` not have string id %u", be.textid[i]);
continue;
}
}
}
if (be.spell && ! sSpellStore.LookupEntry(be.spell))
{
sLog.outErrorDb("Table creature_movement references unknown spellid %u. Skipping id %u with point %u.", be.spell, id, point);
be.spell = 0;
}
if (be.emote)
{
if (!sEmotesStore.LookupEntry(be.emote))
sLog.outErrorDb("Waypoint path %u (Point %u) are using emote %u, but emote does not exist.",id, point, be.emote);
}
// save memory by not storing empty behaviors
if(!be.isEmpty())
{
node.behavior = new WaypointBehavior(be);
++total_behaviors;
}
else
node.behavior = NULL;
} while( result->NextRow() );
delete result;
if (!movementScriptSet.empty())
{
for(std::set<uint32>::const_iterator itr = movementScriptSet.begin(); itr != movementScriptSet.end(); ++itr)
sLog.outErrorDb("Table `creature_movement_scripts` contain unused script, id %u.", *itr);
}
sLog.outString();
sLog.outString( ">> Waypoints and behaviors loaded" );
sLog.outString();
sLog.outString( ">>> Loaded %u paths, %u nodes and %u behaviors", total_paths, total_nodes, total_behaviors);
}
void WaypointManager::Cleanup()
{
// check if points need to be renumbered and do it
if(QueryResult *result = WorldDatabase.Query("SELECT 1 from creature_movement As T WHERE point <> (SELECT COUNT(*) FROM creature_movement WHERE id = T.id AND point <= T.point) LIMIT 1"))
{
delete result;
WorldDatabase.DirectExecute("CREATE TEMPORARY TABLE temp LIKE creature_movement");
WorldDatabase.DirectExecute("INSERT INTO temp SELECT * FROM creature_movement");
WorldDatabase.DirectExecute("ALTER TABLE creature_movement DROP PRIMARY KEY");
WorldDatabase.DirectExecute("UPDATE creature_movement AS T SET point = (SELECT COUNT(*) FROM temp WHERE id = T.id AND point <= T.point)");
WorldDatabase.DirectExecute("ALTER TABLE creature_movement ADD PRIMARY KEY (id, point)");
WorldDatabase.DirectExecute("DROP TABLE temp");
ASSERT(!(result = WorldDatabase.Query("SELECT 1 from creature_movement As T WHERE point <> (SELECT COUNT(*) FROM creature_movement WHERE id = T.id AND point <= T.point) LIMIT 1")));
}
}
void WaypointManager::Unload()
{
for(WaypointPathMap::iterator itr = m_pathMap.begin(); itr != m_pathMap.end(); ++itr)
_clearPath(itr->second);
m_pathMap.clear();
}
void WaypointManager::_clearPath(WaypointPath &path)
{
for(WaypointPath::const_iterator itr = path.begin(); itr != path.end(); ++itr)
if(itr->behavior)
delete itr->behavior;
path.clear();
}
/// - Insert after the last point
void WaypointManager::AddLastNode(uint32 id, float x, float y, float z, float o, uint32 delay, uint32 wpGuid)
{
_addNode(id, GetLastPoint(id, 0) + 1, x, y, z, o, delay, wpGuid);
}
/// - Insert after a certain point
void WaypointManager::AddAfterNode(uint32 id, uint32 point, float x, float y, float z, float o, uint32 delay, uint32 wpGuid)
{
for(uint32 i = GetLastPoint(id, 0); i > point; i--)
WorldDatabase.PExecuteLog("UPDATE creature_movement SET point=point+1 WHERE id='%u' AND point='%u'", id, i);
_addNode(id, point + 1, x, y, z, o, delay, wpGuid);
}
/// - Insert without checking for collision
void WaypointManager::_addNode(uint32 id, uint32 point, float x, float y, float z, float o, uint32 delay, uint32 wpGuid)
{
if(point == 0) return; // counted from 1 in the DB
WorldDatabase.PExecuteLog("INSERT INTO creature_movement (id,point,position_x,position_y,position_z,orientation,wpguid,waittime) VALUES ('%u','%u','%f', '%f', '%f', '%f', '%d', '%d')", id, point, x, y, z, o, wpGuid, delay);
WaypointPathMap::iterator itr = m_pathMap.find(id);
if(itr == m_pathMap.end())
itr = m_pathMap.insert(WaypointPathMap::value_type(id, WaypointPath())).first;
itr->second.insert(itr->second.begin() + (point - 1), WaypointNode(x, y, z, o, delay, 0, NULL));
}
uint32 WaypointManager::GetLastPoint(uint32 id, uint32 default_notfound)
{
uint32 point = default_notfound;
/*QueryResult *result = WorldDatabase.PQuery( "SELECT MAX(point) FROM creature_movement WHERE id = '%u'", id);
if( result )
{
point = (*result)[0].GetUInt32()+1;
delete result;
}*/
WaypointPathMap::const_iterator itr = m_pathMap.find(id);
if(itr != m_pathMap.end() && itr->second.size() != 0)
point = itr->second.size();
return point;
}
void WaypointManager::DeleteNode(uint32 id, uint32 point)
{
if(point == 0) return; // counted from 1 in the DB
WorldDatabase.PExecuteLog("DELETE FROM creature_movement WHERE id='%u' AND point='%u'", id, point);
WorldDatabase.PExecuteLog("UPDATE creature_movement SET point=point-1 WHERE id='%u' AND point>'%u'", id, point);
WaypointPathMap::iterator itr = m_pathMap.find(id);
if(itr != m_pathMap.end() && point <= itr->second.size())
itr->second.erase(itr->second.begin() + (point-1));
}
void WaypointManager::DeletePath(uint32 id)
{
WorldDatabase.PExecuteLog("DELETE FROM creature_movement WHERE id='%u'", id);
WaypointPathMap::iterator itr = m_pathMap.find(id);
if(itr != m_pathMap.end())
_clearPath(itr->second);
// the path is not removed from the map, just cleared
// WMGs have pointers to the path, so deleting them would crash
// this wastes some memory, but these functions are
// only meant to be called by GM commands
}
void WaypointManager::SetNodePosition(uint32 id, uint32 point, float x, float y, float z)
{
if(point == 0) return; // counted from 1 in the DB
WorldDatabase.PExecuteLog("UPDATE creature_movement SET position_x = '%f',position_y = '%f',position_z = '%f' where id = '%u' AND point='%u'", x, y, z, id, point);
WaypointPathMap::iterator itr = m_pathMap.find(id);
if(itr != m_pathMap.end() && point <= itr->second.size())
{
itr->second[point-1].x = x;
itr->second[point-1].y = y;
itr->second[point-1].z = z;
}
}
void WaypointManager::SetNodeText(uint32 id, uint32 point, const char *text_field, const char *text)
{
if(point == 0) return; // counted from 1 in the DB
if(!text_field) return;
std::string field = text_field;
WorldDatabase.escape_string(field);
if(!text)
{
WorldDatabase.PExecuteLog("UPDATE creature_movement SET %s=NULL WHERE id='%u' AND point='%u'", field.c_str(), id, point);
}
else
{
std::string text2 = text;
WorldDatabase.escape_string(text2);
WorldDatabase.PExecuteLog("UPDATE creature_movement SET %s='%s' WHERE id='%u' AND point='%u'", field.c_str(), text2.c_str(), id, point);
}
WaypointPathMap::iterator itr = m_pathMap.find(id);
if(itr != m_pathMap.end() && point <= itr->second.size())
{
WaypointNode &node = itr->second[point-1];
if(!node.behavior) node.behavior = new WaypointBehavior();
// if(field == "text1") node.behavior->text[0] = text ? text : "";
// if(field == "text2") node.behavior->text[1] = text ? text : "";
// if(field == "text3") node.behavior->text[2] = text ? text : "";
// if(field == "text4") node.behavior->text[3] = text ? text : "";
// if(field == "text5") node.behavior->text[4] = text ? text : "";
if(field == "emote") node.behavior->emote = text ? atoi(text) : 0;
if(field == "spell") node.behavior->spell = text ? atoi(text) : 0;
if(field == "model1") node.behavior->model1 = text ? atoi(text) : 0;
if(field == "model2") node.behavior->model2 = text ? atoi(text) : 0;
}
}
void WaypointManager::CheckTextsExistance(std::set<int32>& ids)
{
WaypointPathMap::const_iterator pmItr = m_pathMap.begin();
for ( ; pmItr != m_pathMap.end(); ++pmItr)
{
for (size_t i = 0; i < pmItr->second.size(); ++i)
{
WaypointBehavior* be = pmItr->second[i].behavior;
if (!be)
continue;
// Now we check text existence and put all zero texts ids to the end of array
// Counting leading zeros for futher textid shift
int zeroCount = 0;
for (int j = 0; j < MAX_WAYPOINT_TEXT; ++j)
{
if (!be->textid[j])
{
++zeroCount;
continue;
}
else
{
if (!sObjectMgr.GetMangosStringLocale(be->textid[j]))
{
sLog.outErrorDb("Some waypoint has textid%u with not existing %u text.", j, be->textid[j]);
be->textid[j] = 0;
++zeroCount;
continue;
}
else
ids.erase(be->textid[j]);
// Shifting check
if (zeroCount)
{
// Correct textid but some zeros leading, so move it forward.
be->textid[j-zeroCount] = be->textid[j];
be->textid[j] = 0;
}
}
}
}
}
}