server/src/game/Map.cpp

3044 lines
116 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 "MapManager.h"
#include "Player.h"
#include "Vehicle.h"
#include "GridNotifiers.h"
#include "Log.h"
#include "GridStates.h"
#include "CellImpl.h"
#include "InstanceData.h"
#include "Map.h"
#include "GridNotifiersImpl.h"
#include "Config/ConfigEnv.h"
#include "Transports.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "World.h"
#include "ScriptCalls.h"
#include "Group.h"
#include "MapRefManager.h"
#include "DBCEnums.h"
#include "MapInstanced.h"
#include "InstanceSaveMgr.h"
#include "VMapFactory.h"
#include "BattleGroundMgr.h"
struct ScriptAction
{
uint64 sourceGUID;
uint64 targetGUID;
uint64 ownerGUID; // owner of source if source is item
ScriptInfo const* script; // pointer to static script data
};
Map::~Map()
{
ObjectAccessor::DelinkMap(this);
UnloadAll(true);
if(!m_scriptSchedule.empty())
sWorld.DecreaseScheduledScriptCount(m_scriptSchedule.size());
}
void Map::LoadVMap(int gx,int gy)
{
// x and y are swapped !!
int vmapLoadResult = VMAP::VMapFactory::createOrGetVMapManager()->loadMap((sWorld.GetDataPath()+ "vmaps").c_str(), GetId(), gx,gy);
switch(vmapLoadResult)
{
case VMAP::VMAP_LOAD_RESULT_OK:
DETAIL_LOG("VMAP loaded name:%s, id:%d, x:%d, y:%d (vmap rep.: x:%d, y:%d)", GetMapName(), GetId(), gx,gy,gx,gy);
break;
case VMAP::VMAP_LOAD_RESULT_ERROR:
DETAIL_LOG("Could not load VMAP name:%s, id:%d, x:%d, y:%d (vmap rep.: x:%d, y:%d)", GetMapName(), GetId(), gx,gy,gx,gy);
break;
case VMAP::VMAP_LOAD_RESULT_IGNORED:
DEBUG_LOG("Ignored VMAP name:%s, id:%d, x:%d, y:%d (vmap rep.: x:%d, y:%d)", GetMapName(), GetId(), gx,gy,gx,gy);
break;
}
}
void Map::LoadMap(int gx,int gy, bool reload)
{
if( i_InstanceId != 0 )
{
if(GridMaps[gx][gy])
return;
// load grid map for base map
if (!m_parentMap->GridMaps[gx][gy])
m_parentMap->EnsureGridCreated(GridPair(63-gx,63-gy));
((MapInstanced*)(m_parentMap))->AddGridMapReference(GridPair(gx,gy));
GridMaps[gx][gy] = m_parentMap->GridMaps[gx][gy];
return;
}
if(GridMaps[gx][gy] && !reload)
return;
//map already load, delete it before reloading (Is it necessary? Do we really need the ability the reload maps during runtime?)
if(GridMaps[gx][gy])
{
DETAIL_LOG("Unloading already loaded map %u before reloading.",i_id);
delete (GridMaps[gx][gy]);
GridMaps[gx][gy]=NULL;
}
// map file name
char *tmp=NULL;
int len = sWorld.GetDataPath().length()+strlen("maps/%03u%02u%02u.map")+1;
tmp = new char[len];
snprintf(tmp, len, (char *)(sWorld.GetDataPath()+"maps/%03u%02u%02u.map").c_str(),i_id,gx,gy);
DETAIL_LOG("Loading map %s",tmp);
// loading data
GridMaps[gx][gy] = new GridMap();
if (!GridMaps[gx][gy]->loadData(tmp))
{
sLog.outError("Error load map file: \n %s\n", tmp);
}
delete [] tmp;
}
void Map::LoadMapAndVMap(int gx,int gy)
{
LoadMap(gx,gy);
if(i_InstanceId == 0)
LoadVMap(gx, gy); // Only load the data for the base map
}
Map::Map(uint32 id, time_t expiry, uint32 InstanceId, uint8 SpawnMode, Map* _parent)
: i_mapEntry (sMapStore.LookupEntry(id)), i_spawnMode(SpawnMode),
i_id(id), i_InstanceId(InstanceId), m_unloadTimer(0),
m_VisibleDistance(DEFAULT_VISIBILITY_DISTANCE),
m_activeNonPlayersIter(m_activeNonPlayers.end()),
i_gridExpiry(expiry), m_parentMap(_parent ? _parent : this)
{
for(unsigned int idx=0; idx < MAX_NUMBER_OF_GRIDS; ++idx)
{
for(unsigned int j=0; j < MAX_NUMBER_OF_GRIDS; ++j)
{
//z code
GridMaps[idx][j] =NULL;
setNGrid(NULL, idx, j);
}
}
ObjectAccessor::LinkMap(this);
//lets initialize visibility distance for map
Map::InitVisibilityDistance();
}
void Map::InitVisibilityDistance()
{
//init visibility for continents
m_VisibleDistance = World::GetMaxVisibleDistanceOnContinents();
}
// Template specialization of utility methods
template<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() || obj->isVehicle())
{
(*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() || obj->isVehicle())
{
(*grid)(cell.CellX(), cell.CellY()).RemoveWorldObject<Creature>(obj);
}
// remove from grid object store
else
{
(*grid)(cell.CellX(), cell.CellY()).RemoveGridObject<Creature>(obj);
}
}
template<class T>
void Map::DeleteFromWorld(T* obj)
{
// Note: In case resurrectable corpse and pet its removed from global lists in own destructor
delete obj;
}
template<>
void Map::DeleteFromWorld(Player* pl)
{
sObjectAccessor.RemoveObject(pl);
delete pl;
}
template<class T>
void Map::AddNotifier(T* , Cell const& , CellPair const& )
{
}
template<>
void Map::AddNotifier(Player* obj, Cell const& cell, CellPair const& cellpair)
{
PlayerRelocationNotify(obj,cell,cellpair);
}
template<>
void Map::AddNotifier(Creature* obj, Cell const&, CellPair const&)
{
obj->SetNeedNotify();
}
void
Map::EnsureGridCreated(const GridPair &p)
{
if(!getNGrid(p.x_coord, p.y_coord))
{
Guard guard(*this);
if(!getNGrid(p.x_coord, p.y_coord))
{
setNGrid(new NGridType(p.x_coord*MAX_NUMBER_OF_GRIDS + p.y_coord, p.x_coord, p.y_coord, i_gridExpiry, sWorld.getConfig(CONFIG_BOOL_GRID_UNLOAD)),
p.x_coord, p.y_coord);
// build a linkage between this map and NGridType
buildNGridLinkage(getNGrid(p.x_coord, p.y_coord));
getNGrid(p.x_coord, p.y_coord)->SetGridState(GRID_STATE_IDLE);
//z coord
int gx = (MAX_NUMBER_OF_GRIDS - 1) - p.x_coord;
int gy = (MAX_NUMBER_OF_GRIDS - 1) - p.y_coord;
if(!GridMaps[gx][gy])
LoadMapAndVMap(gx,gy);
}
}
}
void
Map::EnsureGridLoadedAtEnter(const Cell &cell, Player *player)
{
NGridType *grid;
if(EnsureGridLoaded(cell))
{
grid = getNGrid(cell.GridX(), cell.GridY());
if (player)
{
DEBUG_FILTER_LOG(LOG_FILTER_PLAYER_MOVES, "Player %s enter cell[%u,%u] triggers of loading grid[%u,%u] on map %u", player->GetName(), cell.CellX(), cell.CellY(), cell.GridX(), cell.GridY(), i_id);
}
else
{
DEBUG_FILTER_LOG(LOG_FILTER_PLAYER_MOVES, "Active object nearby triggers of loading grid [%u,%u] on map %u", cell.GridX(), cell.GridY(), i_id);
}
ResetGridExpiry(*getNGrid(cell.GridX(), cell.GridY()), 0.1f);
grid->SetGridState(GRID_STATE_ACTIVE);
}
else
grid = getNGrid(cell.GridX(), cell.GridY());
if (player)
AddToGrid(player,grid,cell);
}
bool Map::EnsureGridLoaded(const Cell &cell)
{
EnsureGridCreated(GridPair(cell.GridX(), cell.GridY()));
NGridType *grid = getNGrid(cell.GridX(), cell.GridY());
ASSERT(grid != NULL);
if( !isGridObjectDataLoaded(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);
setGridObjectDataLoaded(true,cell.GridX(), cell.GridY());
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);
UpdateObjectVisibility(player,cell,p);
UpdateObjectsVisibilityFor(player,cell,p);
AddNotifier(player,cell,p);
return true;
}
template<class T>
void
Map::Add(T *obj)
{
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());
ASSERT( grid != NULL );
AddToGrid(obj,grid,cell);
obj->AddToWorld();
if(obj->isActiveObject())
AddToActive(obj);
DEBUG_LOG("Object %u enters grid[%u,%u]", GUID_LOPART(obj->GetGUID()), cell.GridX(), cell.GridY());
UpdateObjectVisibility(obj,cell,p);
AddNotifier(obj,cell,p);
}
void Map::MessageBroadcast(Player *player, WorldPacket *msg, bool to_self)
{
CellPair p = MaNGOS::ComputeCellPair(player->GetPositionX(), player->GetPositionY());
if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP )
{
sLog.outError("Map::MessageBroadcast: Player (GUID: %u) have invalid coordinates X:%f Y:%f grid cell [%u:%u]", player->GetGUIDLow(), player->GetPositionX(), player->GetPositionY(), p.x_coord, p.y_coord);
return;
}
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
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.data.Part.reserved = ALL_DISTRICT;
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.data.Part.reserved = ALL_DISTRICT;
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.data.Part.reserved = ALL_DISTRICT;
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 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())
plr->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())
continue;
CellPair standing_cell(MaNGOS::ComputeCellPair(plr->GetPositionX(), plr->GetPositionY()));
// Check for correctness of standing_cell, it also avoids problems with update_cell
if (standing_cell.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || standing_cell.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP)
continue;
// the overloaded operators handle range checking
// so ther's no need for range checking inside the loop
CellPair begin_cell(standing_cell), end_cell(standing_cell);
//lets update mobs/objects in ALL visible cells around player!
CellArea area = Cell::CalculateCellArea(*plr, GetVisibilityDistance());
area.ResizeBorders(begin_cell, end_cell);
for(uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; ++x)
{
for(uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; ++y)
{
// marked cells are those that have been visited
// don't visit the same cell twice
uint32 cell_id = (y * TOTAL_NUMBER_OF_CELLS_PER_MAP) + x;
if(!isCellMarked(cell_id))
{
markCell(cell_id);
CellPair pair(x,y);
Cell cell(pair);
cell.data.Part.reserved = CENTER_DISTRICT;
cell.SetNoCreate();
cell.Visit(pair, grid_object_update, *this);
cell.Visit(pair, world_object_update, *this);
}
}
}
}
// non-player active objects
if(!m_activeNonPlayers.empty())
{
for(m_activeNonPlayersIter = m_activeNonPlayers.begin(); m_activeNonPlayersIter != m_activeNonPlayers.end(); )
{
// skip not in world
WorldObject* obj = *m_activeNonPlayersIter;
// step before processing, in this case if Map::Remove remove next object we correctly
// step to next-next, and if we step to end() then newly added objects can wait next update.
++m_activeNonPlayersIter;
if(!obj->IsInWorld())
continue;
CellPair standing_cell(MaNGOS::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY()));
// Check for correctness of standing_cell, it also avoids problems with update_cell
if (standing_cell.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || standing_cell.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP)
continue;
// the overloaded operators handle range checking
// so ther's no need for range checking inside the loop
CellPair begin_cell(standing_cell), end_cell(standing_cell);
begin_cell << 1; begin_cell -= 1; // upper left
end_cell >> 1; end_cell += 1; // lower right
for(uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; ++x)
{
for(uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; ++y)
{
// marked cells are those that have been visited
// don't visit the same cell twice
uint32 cell_id = (y * TOTAL_NUMBER_OF_CELLS_PER_MAP) + x;
if(!isCellMarked(cell_id))
{
markCell(cell_id);
CellPair pair(x,y);
Cell cell(pair);
cell.data.Part.reserved = CENTER_DISTRICT;
cell.SetNoCreate();
cell.Visit(pair, grid_object_update, *this);
cell.Visit(pair, world_object_update, *this);
}
}
}
}
}
// 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
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();
}
void Map::Remove(Player *player, bool remove)
{
if(remove)
player->CleanupsBeforeDelete();
else
player->RemoveFromWorld();
// this may be called during Map::Update
// after decrement+unlink, ++m_mapRefIter will continue correctly
// when the first element of the list is being removed
// nocheck_prev will return the padding element of the RefManager
// instead of NULL in the case of prev
if(m_mapRefIter == player->GetMapRef())
m_mapRefIter = m_mapRefIter->nocheck_prev();
player->GetMapRef().unlink();
CellPair p = MaNGOS::ComputeCellPair(player->GetPositionX(), player->GetPositionY());
if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP)
{
// invalid coordinates
player->ResetMap();
if( remove )
DeleteFromWorld(player);
return;
}
Cell cell(p);
if( !getNGrid(cell.data.Part.grid_x, cell.data.Part.grid_y) )
{
sLog.outError("Map::Remove() i_grids was NULL x:%d, y:%d",cell.data.Part.grid_x,cell.data.Part.grid_y);
return;
}
DEBUG_FILTER_LOG(LOG_FILTER_PLAYER_MOVES, "Remove player %s from grid[%u,%u]", player->GetName(), cell.GridX(), cell.GridY());
NGridType *grid = getNGrid(cell.GridX(), cell.GridY());
ASSERT(grid != NULL);
RemoveFromGrid(player,grid,cell);
SendRemoveTransports(player);
UpdateObjectVisibility(player,cell,p);
UpdateObjectsVisibilityFor(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());
ASSERT( grid != NULL );
if(obj->isActiveObject())
RemoveFromActive(obj);
if(remove)
obj->CleanupsBeforeDelete();
else
obj->RemoveFromWorld();
RemoveFromGrid(obj,grid,cell);
UpdateObjectVisibility(obj,cell,p);
obj->ResetMap();
if( remove )
{
// if option set then object already saved at this moment
if(!sWorld.getConfig(CONFIG_BOOL_SAVE_RESPAWN_TIME_IMMEDIATLY))
obj->SaveRespawnTime();
DeleteFromWorld(obj);
}
}
void
Map::PlayerRelocation(Player *player, float x, float y, float z, float orientation)
{
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);
new_cell |= old_cell;
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());
// update player position for group at taxi flight
if(player->GetGroup() && player->isInFlight())
player->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION);
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);
}
// if move then update what player see and who seen
UpdateObjectsVisibilityFor(player,new_cell,new_val);
UpdateObjectVisibility(player, new_cell, new_val);
PlayerRelocationNotify(player,new_cell,new_val);
NGridType* newGrid = getNGrid(new_cell.GridX(), new_cell.GridY());
if( !same_cell && newGrid->GetGridState()!= GRID_STATE_ACTIVE )
{
ResetGridExpiry(*newGrid, 0.1f);
newGrid->SetGridState(GRID_STATE_ACTIVE);
}
}
void
Map::CreatureRelocation(Creature *creature, float x, float y, float z, float ang)
{
ASSERT(CheckGridIntegrity(creature,false));
Cell old_cell = creature->GetCurrentCell();
CellPair new_val = MaNGOS::ComputeCellPair(x, y);
Cell new_cell(new_val);
// delay creature move for grid/cell to grid/cell moves
if (old_cell.DiffCell(new_cell) || old_cell.DiffGrid(new_cell))
{
DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u) added to moving list from grid[%u,%u]cell[%u,%u] to grid[%u,%u]cell[%u,%u].", creature->GetGUIDLow(), creature->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());
// do move or do move to respawn or remove creature if previous all fail
if(CreatureCellRelocation(creature,new_cell))
{
// update pos
creature->Relocate(x, y, z, ang);
// in diffcell/diffgrid case notifiers called in Creature::Update
creature->SetNeedNotify();
}
else
{
// if creature can't be move in new cell/grid (not loaded) move it to repawn cell/grid
// creature coordinates will be updated and notifiers send
if(!CreatureRespawnRelocation(creature))
{
// ... or unload (if respawn grid also not loaded)
DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u ) can't be move to unloaded respawn grid.",creature->GetGUIDLow(),creature->GetEntry());
creature->SetNeedNotify();
}
}
}
else
{
creature->Relocate(x, y, z, ang);
creature->SetNeedNotify();
}
ASSERT(CheckGridIntegrity(creature,true));
}
bool Map::CreatureCellRelocation(Creature *c, Cell new_cell)
{
Cell const& old_cell = c->GetCurrentCell();
if(!old_cell.DiffGrid(new_cell) ) // in same grid
{
// if in same cell then none do
if(old_cell.DiffCell(new_cell))
{
DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u) moved in grid[%u,%u] from cell[%u,%u] to cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.CellX(), new_cell.CellY());
if( !old_cell.DiffGrid(new_cell) )
{
RemoveFromGrid(c,getNGrid(old_cell.GridX(), old_cell.GridY()),old_cell);
AddToGrid(c,getNGrid(new_cell.GridX(), new_cell.GridY()),new_cell);
c->SetCurrentCell(new_cell);
}
}
else
{
DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u) move in same grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY());
}
return true;
}
// in diff. grids but active creature
if(c->isActiveObject())
{
EnsureGridLoadedAtEnter(new_cell);
DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Active creature (GUID: %u Entry: %u) moved from grid[%u,%u]cell[%u,%u] to grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());
RemoveFromGrid(c,getNGrid(old_cell.GridX(), old_cell.GridY()),old_cell);
AddToGrid(c,getNGrid(new_cell.GridX(), new_cell.GridY()),new_cell);
return true;
}
// in diff. loaded grid normal creature
if(loaded(GridPair(new_cell.GridX(), new_cell.GridY())))
{
DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u) moved from grid[%u,%u]cell[%u,%u] to grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());
RemoveFromGrid(c,getNGrid(old_cell.GridX(), old_cell.GridY()),old_cell);
{
EnsureGridCreated(GridPair(new_cell.GridX(), new_cell.GridY()));
AddToGrid(c,getNGrid(new_cell.GridX(), new_cell.GridY()),new_cell);
}
return true;
}
// fail to move: normal creature attempt move to unloaded grid
DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u) attempt move from grid[%u,%u]cell[%u,%u] to unloaded grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());
return false;
}
bool Map::CreatureRespawnRelocation(Creature *c)
{
float resp_x, resp_y, resp_z, resp_o;
c->GetRespawnCoord(resp_x, resp_y, resp_z, &resp_o);
CellPair resp_val = MaNGOS::ComputeCellPair(resp_x, resp_y);
Cell resp_cell(resp_val);
c->CombatStop();
c->GetMotionMaster()->Clear();
DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u) will moved from grid[%u,%u]cell[%u,%u] to respawn grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), c->GetCurrentCell().GridX(), c->GetCurrentCell().GridY(), c->GetCurrentCell().CellX(), c->GetCurrentCell().CellY(), resp_cell.GridX(), resp_cell.GridY(), resp_cell.CellX(), resp_cell.CellY());
// teleport it to respawn point (like normal respawn if player see)
if(CreatureCellRelocation(c,resp_cell))
{
c->Relocate(resp_x, resp_y, resp_z, resp_o);
c->GetMotionMaster()->Initialize(); // prevent possible problems with default move generators
c->SetNeedNotify();
return true;
}
else
return false;
}
bool Map::UnloadGrid(const uint32 &x, const uint32 &y, bool pForce)
{
NGridType *grid = getNGrid(x, y);
ASSERT( grid != NULL);
{
if(!pForce && ActiveObjectsNearGrid(x, y) )
return false;
DEBUG_LOG("Unloading grid[%u,%u] for map %u", x,y, i_id);
ObjectGridUnloader unloader(*grid);
// Finish remove and delete all creatures with delayed remove before moving to respawn grids
// Must know real mob position before move
RemoveAllObjectsInRemoveList();
// move creatures to respawn grids if this is diff.grid or to remove list
unloader.MoveToRespawnN();
// Finish remove and delete all creatures with delayed remove before unload
RemoveAllObjectsInRemoveList();
unloader.UnloadN();
delete getNGrid(x, y);
setNGrid(NULL, x, y);
}
int gx = (MAX_NUMBER_OF_GRIDS - 1) - x;
int gy = (MAX_NUMBER_OF_GRIDS - 1) - y;
// delete grid map, but don't delete if it is from parent map (and thus only reference)
//+++if (GridMaps[gx][gy]) don't check for GridMaps[gx][gy], we might have to unload vmaps
{
if (i_InstanceId == 0)
{
if(GridMaps[gx][gy])
{
GridMaps[gx][gy]->unloadData();
delete GridMaps[gx][gy];
}
VMAP::VMapFactory::createOrGetVMapManager()->unloadMap(GetId(), gx, gy);
}
else
((MapInstanced*)m_parentMap)->RemoveGridMapReference(GridPair(gx, gy));
GridMaps[gx][gy] = NULL;
}
DEBUG_LOG("Unloading grid[%u,%u] for map %u finished", x,y, i_id);
return true;
}
void Map::UnloadAll(bool pForce)
{
for (GridRefManager<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
{
MapDifficulty const* mapDiff = GetMapDifficulty();
return mapDiff ? mapDiff->resetTime : 0;
}
inline GridMap *Map::GetGrid(float x, float y)
{
// half opt method
int gx=(int)(32-x/SIZE_OF_GRIDS); //grid x
int gy=(int)(32-y/SIZE_OF_GRIDS); //grid y
// ensure GridMap is loaded
EnsureGridCreated(GridPair(63-gx,63-gy));
return GridMaps[gx][gy];
}
float Map::GetHeight(float x, float y, float z, bool pUseVmaps) const
{
// find raw .map surface under Z coordinates
float mapHeight;
if(GridMap *gmap = const_cast<Map*>(this)->GetGrid(x, y))
{
float _mapheight = gmap->getHeight(x,y);
// look from a bit higher pos to find the floor, ignore under surface case
if(z + 2.0f > _mapheight)
mapHeight = _mapheight;
else
mapHeight = VMAP_INVALID_HEIGHT_VALUE;
}
else
mapHeight = VMAP_INVALID_HEIGHT_VALUE;
float vmapHeight;
if(pUseVmaps)
{
VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager();
if(vmgr->isHeightCalcEnabled())
{
// look from a bit higher pos to find the floor
vmapHeight = vmgr->getHeight(GetId(), x, y, z + 2.0f);
}
else
vmapHeight = VMAP_INVALID_HEIGHT_VALUE;
}
else
vmapHeight = VMAP_INVALID_HEIGHT_VALUE;
// mapHeight set for any above raw ground Z or <= INVALID_HEIGHT
// vmapheight set for any under Z value or <= INVALID_HEIGHT
if( vmapHeight > INVALID_HEIGHT )
{
if( mapHeight > INVALID_HEIGHT )
{
// we have mapheight and vmapheight and must select more appropriate
// we are already under the surface or vmap height above map heigt
// or if the distance of the vmap height is less the land height distance
if( z < mapHeight || vmapHeight > mapHeight || fabs(mapHeight-z) > fabs(vmapHeight-z) )
return vmapHeight;
else
return mapHeight; // better use .map surface height
}
else
return vmapHeight; // we have only vmapHeight (if have)
}
else
{
if(!pUseVmaps)
return mapHeight; // explicitly use map data (if have)
else if(mapHeight > INVALID_HEIGHT && (z < mapHeight + 2 || z == MAX_HEIGHT))
return mapHeight; // explicitly use map data if original z < mapHeight but map found (z+2 > mapHeight)
else
return VMAP_INVALID_HEIGHT_VALUE; // we not have any height
}
}
uint16 Map::GetAreaFlag(float x, float y, float z) const
{
uint16 areaflag;
if(GridMap *gmap = const_cast<Map*>(this)->GetGrid(x, y))
areaflag = gmap->getArea(x, y);
// this used while not all *.map files generated (instances)
else
areaflag = GetAreaFlagByMapId(i_id);
//FIXME: some hacks for areas above or underground for ground area
// required for area specific spells/etc, until map/vmap data
// not provided correct areaflag with this hacks
switch(areaflag)
{
case 1146: // Blade's Edge Mountains
case 1409: // Forge Camp: Wrath (Blade's Edge Mountains)
if (x > 3025.0f && x < 3207.0f && y > 6987.0f && y < 7165.0f && z < 183.0f)
areaflag = 1404; // Blackwing Coven (Blade's Edge Mountains)
break;
// Acherus: The Ebon Hold (Plaguelands: The Scarlet Enclave)
case 1984: // Plaguelands: The Scarlet Enclave
case 2076: // Death's Breach (Plaguelands: The Scarlet Enclave)
case 2745: // The Noxious Pass (Plaguelands: The Scarlet Enclave)
if(z > 350.0f) areaflag = 2048; break;
// Acherus: The Ebon Hold (Eastern Plaguelands)
case 856: // The Noxious Glade (Eastern Plaguelands)
case 2456: // Death's Breach (Eastern Plaguelands)
if(z > 350.0f) areaflag = 1950; break;
// Winterfin Caverns
case 1652: // Coldarra
case 1653: // The Westrift
case 1661: // Winterfin Village
if (x > 3823.0f && x < 4141.5f && y > 6247.0f && y < 64890.0f && z < 42.5f)
areaflag = 1723;
break;
// Moonrest Gardens
case 1787:
if (x > 3315.3f && x < 3361.6f && y > 2469.4f && y < 2565.8f && z > 197.0f)
areaflag = 1786; // Surge Needle (cords not entirely correct, will need round circle if this is really needed(see spell 47097 eff 77))
break;
// Dalaran
case 2492: // Forlorn Woods (Crystalsong Forest)
case 2371: // Valley of Echoes (Icecrown Glacier)
if (x > 5568.0f && x < 6116.0f && y > 282.0f && y < 982.0f && z > 563.0f)
{
// Krasus' Landing (Dalaran), fast check
if (x > 5758.77f && x < 5869.03f && y < 510.46f)
{
// Krasus' Landing (Dalaran), with open east side
if (y < 449.33f || (x-5813.9f)*(x-5813.9f)+(y-449.33f)*(y-449.33f) < 1864.0f)
{
areaflag = 2531; // Note: also 2633, possible one flight allowed and other not allowed case
break;
}
}
// Sunreaver's Sanctuary (Dalaran) (Enter,Left,Right-border lines)
if ((y-548.11f)/(568.80f-548.11f) <= (x-5849.30f)/(5866.57f-5849.30f) &&
(y-582.76f)/(622.97f-582.76f) <= (x-5961.64f)/(5886.09f-5961.64f) &&
(y-446.79f)/(508.22f-446.79f) >= (x-5867.66f)/(5846.12f-5867.66f))
{
// need exclude 2 shop rooms
if (((x-5862.26f)*(x-5862.26f)+(y-554.76f)*(y-554.76f) > 335.85f/*310.64f*/ || z > 671.12f) &&
((y-580.51f)/(608.37f-580.51f) <= (x-5896.23f)/(5859.79f-5896.23f) ||
(y-580.51f)/(610.49f-580.51f) <= (x-5896.23f)/(5919.15f-5896.23f) || z > 669.10f))
{
areaflag = 2687;
break;
}
}
// The Silver Enclave (Dalaran) (Enter,Left,Right-border lines)
if ((y-693.19f)/(737.41f-693.19f) >= (x-5732.80f)/(5769.38f-5732.80f) &&
(y-693.19f)/(787.00f-693.19f) >= (x-5732.80f)/(5624.17f-5732.80f) &&
(y-737.41f)/(831.30f-737.41f) <= (x-5769.38f)/(5671.15f-5769.38f))
{
// need exclude ground floor shop room
if ((x-5758.07f)*(x-5758.07f)+(y-738.18f)*(y-738.18f) > 83.30f || z > 650.00f)
{
areaflag = 3007;
break;
}
}
// Dalaran
areaflag = 2153;
}
break;
// The Violet Citadel (Dalaran) or Dalaran
case 2484: // The Twilight Rivulet (Crystalsong Forest)
case 1593: // Crystalsong Forest
// Dalaran
if (x > 5568.0f && x < 6116.0f && y > 282.0f && y < 982.0f && z > 563.0f)
{
// The Violet Citadel (Dalaran), fast check
if (x > 5721.1f && x < 5884.66f && y > 764.4f && y < 948.0f)
{
// The Violet Citadel (Dalaran)
if ((x-5803.0f)*(x-5803.0f)+(y-846.18f)*(y-846.18f) < 6690.0f)
{
areaflag = 2696;
break;
}
}
// Sunreaver's Sanctuary (Dalaran) (Enter,Left,Right-border lines)
if ((y-581.27f)/(596.73f-581.27f) <= (x-5858.57f)/(5871.87f-5858.57f) &&
(y-582.76f)/(622.97f-582.76f) <= (x-5961.64f)/(5886.09f-5961.64f) &&
(y-446.79f)/(508.22f-446.79f) >= (x-5867.66f)/(5846.12f-5867.66f))
{
areaflag = 2687;
break;
}
// The Silver Enclave (Dalaran) (Enter,Left,Right-border lines)
if ((y-693.19f)/(737.41f-693.19f) >= (x-5732.80f)/(5769.38f-5732.80f) &&
(y-693.19f)/(787.00f-693.19f) >= (x-5732.80f)/(5624.17f-5732.80f) &&
(y-737.41f)/(831.30f-737.41f) <= (x-5769.38f)/(5671.15f-5769.38f))
{
// need exclude ground floor shop room
if ((x-5758.07f)*(x-5758.07f)+(y-738.18f)*(y-738.18f) > 64.30f || z > 650.00f)
{
areaflag = 3007;
break;
}
}
// Dalaran
areaflag = 2153;
}
break;
// Vargoth's Retreat (Dalaran) or The Violet Citadel (Dalaran) or Dalaran
case 2504: // Violet Stand (Crystalsong Forest)
// Dalaran
if (x > 5568.0f && x < 6116.0f && y > 282.0f && y < 982.0f && z > 563.0f)
{
// The Violet Citadel (Dalaran), fast check
if (x > 5721.1f && x < 5884.66f && y > 764.4f && y < 948.0f)
{
// Vargoth's Retreat (Dalaran), nice slow circle with upper limit
if (z < 898.0f && (x-5765.0f)*(x-5765.0f)+(y-862.4f)*(y-862.4f) < 262.0f)
{
areaflag = 2748;
break;
}
// The Violet Citadel (Dalaran)
if ((x-5803.0f)*(x-5803.0f)+(y-846.18f)*(y-846.18f) < 6690.0f)
{
areaflag = 2696;
break;
}
}
// Dalaran
areaflag = 2153;
}
break;
// Maw of Neltharion (cave)
case 164: // Dragonblight
case 1797: // Obsidian Dragonshrine (Dragonblight)
case 1827: // Wintergrasp
case 2591: // The Cauldron of Flames (Wintergrasp)
if (x > 4364.0f && x < 4632.0f && y > 1545.0f && y < 1886.0f && z < 200.0f) areaflag = 1853; break;
// Undercity (sewers enter and path)
case 179: // Tirisfal Glades
if (x > 1595.0f && x < 1699.0f && y > 535.0f && y < 643.5f && z < 30.5f) areaflag = 685; break;
// Undercity (Royal Quarter)
case 210: // Silverpine Forest
case 316: // The Shining Strand (Silverpine Forest)
case 438: // Lordamere Lake (Silverpine Forest)
if (x > 1237.0f && x < 1401.0f && y > 284.0f && y < 440.0f && z < -40.0f) areaflag = 685; break;
// Undercity (cave and ground zone, part of royal quarter)
case 607: // Ruins of Lordaeron (Tirisfal Glades)
// ground and near to ground (by city walls)
if(z > 0.0f)
{
if (x > 1510.0f && x < 1839.0f && y > 29.77f && y < 433.0f) areaflag = 685;
}
// more wide underground, part of royal quarter
else
{
if (x > 1299.0f && x < 1839.0f && y > 10.0f && y < 440.0f) areaflag = 685;
}
break;
// The Makers' Perch (ground) and Makers' Overlook (ground and cave)
case 1335: // Sholazar Basin
// The Makers' Perch ground (fast box)
if (x > 6100.0f && x < 6250.0f && y > 5650.0f && y < 5800.0f)
{
// nice slow circle
if ((x-6183.0f)*(x-6183.0f)+(y-5717.0f)*(y-5717.0f) < 2500.0f)
areaflag = 2189;
}
// Makers' Overlook (ground and cave)
else if (x > 5634.48f && x < 5774.53f && y < 3475.0f && z > 300.0f)
{
if (y > 3380.26f || (y > 3265.0f && z < 360.0f))
areaflag = 2187;
}
break;
// The Makers' Perch (underground)
case 2147: // The Stormwright's Shelf (Sholazar Basin)
if (x > 6199.0f && x < 6283.0f && y > 5705.0f && y < 5817.0f && z < 38.0f) areaflag = 2189; break;
// Makers' Overlook (deep cave)
case 267: // Icecrown
if (x > 5684.0f && x < 5798.0f && y > 3035.0f && y < 3367.0f && z < 358.0f) areaflag = 2187; break;
// Wyrmrest Temple (Dragonblight)
case 1814: // Path of the Titans (Dragonblight)
case 1897: // The Dragon Wastes (Dragonblight)
// fast box
if (x > 3400.0f && x < 3700.0f && y > 130.0f && y < 420.0f)
{
// nice slow circle
if ((x-3546.87f)*(x-3546.87f)+(y-272.71f)*(y-272.71f) < 19600.0f) areaflag = 1791;
}
break;
// The Forlorn Mine (The Storm Peaks)
case 166: // The Storm Peaks
case 2207: // Brunnhildar Village (The Storm Peaks)
case 2209: // Sifreldar Village (The Storm Peaks)
case 2227: // The Foot Steppes (The Storm Peaks)
// fast big box
if (x > 6812.0f && x < 7049.5f && y > -1474.5f && y < -1162.5f && z < 866.15f)
{
// east, avoid ground east-south corner wrong detection
if (x > 6925.0f && y > -1474.5f && y < -1290.0f)
areaflag = 2213;
// east middle, wide part
else if (x > 6812.0f && y > -1400.0f && y < -1290.0f)
areaflag = 2213;
// west middle, avoid ground west-south corner wrong detection
else if (x > 6833.0f && y > -1474.5f && y < -1233.0f)
areaflag = 2213;
// west, avoid ground west-south corner wrong detection
else if (x > 6885.0f && y > -1474.5f && y < -1162.5f)
areaflag = 2213;
}
break;
default:
break;
}
return areaflag;
}
uint8 Map::GetTerrainType(float x, float y ) const
{
if(GridMap *gmap = const_cast<Map*>(this)->GetGrid(x, y))
return gmap->getTerrainType(x, y);
else
return 0;
}
GridMapLiquidStatus Map::getLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, GridMapLiquidData *data) const
{
if(GridMap* gmap = const_cast<Map*>(this)->GetGrid(x, y))
return gmap->getLiquidStatus(x, y, z, ReqLiquidType, data);
else
return LIQUID_MAP_NO_WATER;
}
float Map::GetWaterLevel(float x, float y ) const
{
if(GridMap* gmap = const_cast<Map*>(this)->GetGrid(x, y))
return gmap->getLiquidLevel(x, y);
else
return 0;
}
uint32 Map::GetAreaIdByAreaFlag(uint16 areaflag,uint32 map_id)
{
AreaTableEntry const *entry = GetAreaEntryByAreaFlagAndMap(areaflag,map_id);
if (entry)
return entry->ID;
else
return 0;
}
uint32 Map::GetZoneIdByAreaFlag(uint16 areaflag,uint32 map_id)
{
AreaTableEntry const *entry = GetAreaEntryByAreaFlagAndMap(areaflag,map_id);
if( entry )
return ( entry->zone != 0 ) ? entry->zone : entry->ID;
else
return 0;
}
void Map::GetZoneAndAreaIdByAreaFlag(uint32& zoneid, uint32& areaid, uint16 areaflag,uint32 map_id)
{
AreaTableEntry const *entry = GetAreaEntryByAreaFlagAndMap(areaflag,map_id);
areaid = entry ? entry->ID : 0;
zoneid = entry ? (( entry->zone != 0 ) ? entry->zone : entry->ID) : 0;
}
bool Map::IsInWater(float x, float y, float pZ) const
{
// Check surface in x, y point for liquid
if (const_cast<Map*>(this)->GetGrid(x, y))
{
GridMapLiquidData liquid_status;
if (getLiquidStatus(x, y, pZ, MAP_ALL_LIQUIDS, &liquid_status))
{
if (liquid_status.level - liquid_status.depth_level > 2)
return true;
}
}
return false;
}
bool Map::IsUnderWater(float x, float y, float z) const
{
if (const_cast<Map*>(this)->GetGrid(x, y))
{
if (getLiquidStatus(x, y, z, MAP_LIQUID_TYPE_WATER|MAP_LIQUID_TYPE_OCEAN)&LIQUID_MAP_UNDER_WATER)
return true;
}
return false;
}
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.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
MaNGOS::VisibleChangesNotifier notifier(*obj);
TypeContainerVisitor<MaNGOS::VisibleChangesNotifier, WorldTypeMapContainer > player_notifier(notifier);
cell.Visit(cellpair, player_notifier, *this, *obj, GetVisibilityDistance());
}
void Map::UpdateObjectsVisibilityFor( Player* player, Cell cell, CellPair cellpair )
{
MaNGOS::VisibleNotifier notifier(*player);
cell.data.Part.reserved = ALL_DISTRICT;
//cell.SetNoCreate(); need trigger cell loading around the player
TypeContainerVisitor<MaNGOS::VisibleNotifier, WorldTypeMapContainer > world_notifier(notifier);
TypeContainerVisitor<MaNGOS::VisibleNotifier, GridTypeMapContainer > grid_notifier(notifier);
cell.Visit(cellpair, world_notifier, *this, *player, GetVisibilityDistance());
cell.Visit(cellpair, grid_notifier, *this, *player, GetVisibilityDistance());
// send data
notifier.Notify();
}
void Map::PlayerRelocationNotify( Player* player, Cell cell, CellPair cellpair )
{
MaNGOS::PlayerRelocationNotifier relocationNotifier(*player);
cell.data.Part.reserved = ALL_DISTRICT;
TypeContainerVisitor<MaNGOS::PlayerRelocationNotifier, GridTypeMapContainer > p2grid_relocation(relocationNotifier);
TypeContainerVisitor<MaNGOS::PlayerRelocationNotifier, WorldTypeMapContainer > p2world_relocation(relocationNotifier);
float radius = MAX_CREATURE_ATTACK_RADIUS * sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_AGGRO);
cell.Visit(cellpair, p2grid_relocation, *this, *player, radius);
cell.Visit(cellpair, p2world_relocation, *this, *player, radius);
}
void Map::SendInitSelf( Player * player )
{
DETAIL_LOG("Creating player data for himself %u", player->GetGUIDLow());
UpdateData data;
// attach to player data current transport data
if(Transport* transport = player->GetTransport())
{
transport->BuildCreateUpdateBlockForPlayer(&data, player);
}
// build data for self presence in world at own client (one time for map)
player->BuildCreateUpdateBlockForPlayer(&data, player);
// build other passengers at transport also (they always visible and marked as visible and will not send at visibility update at add to map
if(Transport* transport = player->GetTransport())
{
for(Transport::PlayerSet::const_iterator itr = transport->GetPassengers().begin();itr!=transport->GetPassengers().end();++itr)
{
if(player!=(*itr) && player->HaveAtClient(*itr))
{
(*itr)->BuildCreateUpdateBlockForPlayer(&data, player);
}
}
}
WorldPacket packet;
data.BuildPacket(&packet);
player->GetSession()->SendPacket(&packet);
}
void Map::SendInitTransports( Player * player )
{
// Hack to send out transports
MapManager::TransportMap& tmap = sMapMgr.m_TransportsByMap;
// no transports at map
if (tmap.find(player->GetMapId()) == tmap.end())
return;
UpdateData transData;
MapManager::TransportSet& tset = tmap[player->GetMapId()];
for (MapManager::TransportSet::const_iterator i = tset.begin(); i != tset.end(); ++i)
{
// send data for current transport in other place
if((*i) != player->GetTransport() && (*i)->GetMapId()==i_id)
{
(*i)->BuildCreateUpdateBlockForPlayer(&transData, player);
}
}
WorldPacket packet;
transData.BuildPacket(&packet);
player->GetSession()->SendPacket(&packet);
}
void Map::SendRemoveTransports( Player * player )
{
// Hack to send out transports
MapManager::TransportMap& tmap = sMapMgr.m_TransportsByMap;
// no transports at map
if (tmap.find(player->GetMapId()) == tmap.end())
return;
UpdateData transData;
MapManager::TransportSet& tset = tmap[player->GetMapId()];
// except used transport
for (MapManager::TransportSet::const_iterator i = tset.begin(); i != tset.end(); ++i)
if((*i) != player->GetTransport() && (*i)->GetMapId()!=i_id)
(*i)->BuildOutOfRangeUpdateBlock(&transData);
WorldPacket packet;
transData.BuildPacket(&packet);
player->GetSession()->SendPacket(&packet);
}
inline void Map::setNGrid(NGridType *grid, uint32 x, uint32 y)
{
if(x >= MAX_NUMBER_OF_GRIDS || y >= MAX_NUMBER_OF_GRIDS)
{
sLog.outError("map::setNGrid() Invalid grid coordinates found: %d, %d!",x,y);
ASSERT(false);
}
i_grids[x][y] = grid;
}
void Map::AddObjectToRemoveList(WorldObject *obj)
{
ASSERT(obj->GetMapId()==GetId() && obj->GetInstanceId()==GetInstanceId());
obj->CleanupsBeforeDelete(); // remove or simplify at least cross referenced links
i_objectsToRemove.insert(obj);
//DEBUG_LOG("Object (GUID: %u TypeId: %u ) added to removing list.",obj->GetGUIDLow(),obj->GetTypeId());
}
void Map::RemoveAllObjectsInRemoveList()
{
if(i_objectsToRemove.empty())
return;
//DEBUG_LOG("Object remover 1 check.");
while(!i_objectsToRemove.empty())
{
WorldObject* obj = *i_objectsToRemove.begin();
i_objectsToRemove.erase(i_objectsToRemove.begin());
switch(obj->GetTypeId())
{
case TYPEID_CORPSE:
{
// ??? WTF
Corpse* corpse = GetCorpse(obj->GetGUID());
if (!corpse)
sLog.outError("Try delete corpse/bones %u that not in map", obj->GetGUIDLow());
else
Remove(corpse,true);
break;
}
case TYPEID_DYNAMICOBJECT:
Remove((DynamicObject*)obj,true);
break;
case TYPEID_GAMEOBJECT:
Remove((GameObject*)obj,true);
break;
case TYPEID_UNIT:
Remove((Creature*)obj,true);
break;
default:
sLog.outError("Non-grid object (TypeId: %u) in grid object removing list, ignored.",obj->GetTypeId());
break;
}
}
//DEBUG_LOG("Object remover 2 check.");
}
uint32 Map::GetPlayersCountExceptGMs() const
{
uint32 count = 0;
for(MapRefManager::const_iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr)
if(!itr->getSource()->isGameMaster())
++count;
return count;
}
void Map::SendToPlayers(WorldPacket const* data) const
{
for(MapRefManager::const_iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr)
itr->getSource()->GetSession()->SendPacket(data);
}
bool Map::ActiveObjectsNearGrid(uint32 x, uint32 y) const
{
ASSERT(x < MAX_NUMBER_OF_GRIDS);
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( Creature* c )
{
AddToActiveHelper(c);
// also not allow unloading spawn grid to prevent creating creature clone at load
if(!c->isPet() && c->GetDBTableGUIDLow())
{
float x,y,z;
c->GetRespawnCoord(x,y,z);
GridPair p = MaNGOS::ComputeGridPair(x, y);
if(getNGrid(p.x_coord, p.y_coord))
getNGrid(p.x_coord, p.y_coord)->incUnloadActiveLock();
else
{
GridPair p2 = MaNGOS::ComputeGridPair(c->GetPositionX(), c->GetPositionY());
sLog.outError("Active creature (GUID: %u Entry: %u) added to grid[%u,%u] but spawn grid[%u,%u] not loaded.",
c->GetGUIDLow(), c->GetEntry(), p.x_coord, p.y_coord, p2.x_coord, p2.y_coord);
}
}
}
void Map::RemoveFromActive( Creature* c )
{
RemoveFromActiveHelper(c);
// also allow unloading spawn grid
if(!c->isPet() && c->GetDBTableGUIDLow())
{
float x,y,z;
c->GetRespawnCoord(x,y,z);
GridPair p = MaNGOS::ComputeGridPair(x, y);
if(getNGrid(p.x_coord, p.y_coord))
getNGrid(p.x_coord, p.y_coord)->decUnloadActiveLock();
else
{
GridPair p2 = MaNGOS::ComputeGridPair(c->GetPositionX(), c->GetPositionY());
sLog.outError("Active creature (GUID: %u Entry: %u) removed from grid[%u,%u] but spawn grid[%u,%u] not loaded.",
c->GetGUIDLow(), c->GetEntry(), p.x_coord, p.y_coord, p2.x_coord, p2.y_coord);
}
}
}
template void Map::Add(Corpse *);
template void Map::Add(Creature *);
template void Map::Add(GameObject *);
template void Map::Add(DynamicObject *);
template void Map::Remove(Corpse *,bool);
template void Map::Remove(Creature *,bool);
template void Map::Remove(GameObject *, bool);
template void Map::Remove(DynamicObject *, bool);
/* ******* Dungeon Instance Maps ******* */
InstanceMap::InstanceMap(uint32 id, time_t expiry, uint32 InstanceId, uint8 SpawnMode, Map* _parent)
: Map(id, expiry, InstanceId, SpawnMode, _parent),
m_resetAfterUnload(false), m_unloadWhenEmpty(false),
i_data(NULL), i_script_id(0)
{
//lets initialize visibility distance for dungeons
InstanceMap::InitVisibilityDistance();
// the timer is started by default, and stopped when the first player joins
// this make sure it gets unloaded if for some reason no player joins
m_unloadTimer = std::max(sWorld.getConfig(CONFIG_UINT32_INSTANCE_UNLOAD_DELAY), (uint32)MIN_UNLOAD_DELAY);
}
InstanceMap::~InstanceMap()
{
if(i_data)
{
delete i_data;
i_data = NULL;
}
}
void InstanceMap::InitVisibilityDistance()
{
//init visibility distance for instances
m_VisibleDistance = World::GetMaxVisibleDistanceInInstances();
}
/*
Do map specific checks to see if the player can enter
*/
bool InstanceMap::CanEnter(Player *player)
{
if(player->GetMapRef().getTarget() == this)
{
sLog.outError("InstanceMap::CanEnter - player %s(%u) already in map %d,%d,%d!", player->GetName(), player->GetGUIDLow(), GetId(), GetInstanceId(), GetSpawnMode());
ASSERT(false);
return false;
}
// cannot enter if the instance is full (player cap), GMs don't count
uint32 maxPlayers = GetMaxPlayers();
if (!player->isGameMaster() && GetPlayersCountExceptGMs() >= maxPlayers)
{
DETAIL_LOG("MAP: Instance '%u' of map '%s' cannot have more than '%u' players. Player '%s' rejected", GetInstanceId(), GetMapName(), maxPlayers, player->GetName());
player->SendTransferAborted(GetId(), TRANSFER_ABORT_MAX_PLAYERS);
return false;
}
// cannot enter while players in the instance are in combat
Group *pGroup = player->GetGroup();
if(pGroup && pGroup->InCombatToInstance(GetInstanceId()) && player->isAlive() && player->GetMapId() != GetId())
{
player->SendTransferAborted(GetId(), TRANSFER_ABORT_ZONE_IN_COMBAT);
return false;
}
return Map::CanEnter(player);
}
/*
Do map specific checks and add the player to the map if successful.
*/
bool InstanceMap::Add(Player *player)
{
// TODO: Not sure about checking player level: already done in HandleAreaTriggerOpcode
// GMs still can teleport player in instance.
// Is it needed?
{
Guard guard(*this);
if(!CanEnter(player))
return false;
// Dungeon only code
if(IsDungeon())
{
// get or create an instance save for the map
InstanceSave *mapSave = sInstanceSaveMgr.GetInstanceSave(GetInstanceId());
if(!mapSave)
{
DETAIL_LOG("InstanceMap::Add: creating instance save for map %d spawnmode %d with instance id %d", GetId(), GetSpawnMode(), GetInstanceId());
mapSave = sInstanceSaveMgr.AddInstanceSave(GetId(), GetInstanceId(), Difficulty(GetSpawnMode()), 0, true);
}
// check for existing instance binds
InstancePlayerBind *playerBind = player->GetBoundInstance(GetId(), Difficulty(GetSpawnMode()));
if(playerBind && playerBind->perm)
{
// cannot enter other instances if bound permanently
if(playerBind->save != mapSave)
{
sLog.outError("InstanceMap::Add: player %s(%d) is permanently bound to instance %d,%d,%d,%d,%d,%d but he is being put in instance %d,%d,%d,%d,%d,%d", player->GetName(), player->GetGUIDLow(), playerBind->save->GetMapId(), playerBind->save->GetInstanceId(), playerBind->save->GetDifficulty(), playerBind->save->GetPlayerCount(), playerBind->save->GetGroupCount(), playerBind->save->CanReset(), mapSave->GetMapId(), mapSave->GetInstanceId(), mapSave->GetDifficulty(), mapSave->GetPlayerCount(), mapSave->GetGroupCount(), mapSave->CanReset());
ASSERT(false);
}
}
else
{
Group *pGroup = player->GetGroup();
if(pGroup)
{
// solo saves should be reset when entering a group
InstanceGroupBind *groupBind = pGroup->GetBoundInstance(this,GetDifficulty());
if(playerBind)
{
sLog.outError("InstanceMap::Add: player %s(%d) is being put in instance %d,%d,%d,%d,%d,%d but he is in group %d and is bound to instance %d,%d,%d,%d,%d,%d!", player->GetName(), player->GetGUIDLow(), mapSave->GetMapId(), mapSave->GetInstanceId(), mapSave->GetDifficulty(), mapSave->GetPlayerCount(), mapSave->GetGroupCount(), mapSave->CanReset(), GUID_LOPART(pGroup->GetLeaderGUID()), playerBind->save->GetMapId(), playerBind->save->GetInstanceId(), playerBind->save->GetDifficulty(), playerBind->save->GetPlayerCount(), playerBind->save->GetGroupCount(), playerBind->save->CanReset());
if(groupBind) sLog.outError("InstanceMap::Add: the group is bound to instance %d,%d,%d,%d,%d,%d", groupBind->save->GetMapId(), groupBind->save->GetInstanceId(), groupBind->save->GetDifficulty(), groupBind->save->GetPlayerCount(), groupBind->save->GetGroupCount(), groupBind->save->CanReset());
ASSERT(false);
}
// bind to the group or keep using the group save
if(!groupBind)
pGroup->BindToInstance(mapSave, false);
else
{
// cannot jump to a different instance without resetting it
if(groupBind->save != mapSave)
{
sLog.outError("InstanceMap::Add: player %s(%d) is being put in instance %d,%d,%d but he is in group %d which is bound to instance %d,%d,%d!", player->GetName(), player->GetGUIDLow(), mapSave->GetMapId(), mapSave->GetInstanceId(), mapSave->GetDifficulty(), GUID_LOPART(pGroup->GetLeaderGUID()), groupBind->save->GetMapId(), groupBind->save->GetInstanceId(), groupBind->save->GetDifficulty());
if(mapSave)
sLog.outError("MapSave players: %d, group count: %d", mapSave->GetPlayerCount(), mapSave->GetGroupCount());
else
sLog.outError("MapSave NULL");
if(groupBind->save)
sLog.outError("GroupBind save players: %d, group count: %d", groupBind->save->GetPlayerCount(), groupBind->save->GetGroupCount());
else
sLog.outError("GroupBind save NULL");
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(mapSave, true);
}
}
}
else
{
// set up a solo bind or continue using it
if(!playerBind)
player->BindToInstance(mapSave, false);
else
// cannot jump to a different instance without resetting it
ASSERT(playerBind->save == mapSave);
}
}
}
// for normal instances cancel the reset schedule when the
// first player enters (no players yet)
SetResetSchedule(false);
DETAIL_LOG("MAP: Player '%s' is entering instance '%u' of map '%s'", player->GetName(), GetInstanceId(), GetMapName());
// initialize unload state
m_unloadTimer = 0;
m_resetAfterUnload = false;
m_unloadWhenEmpty = false;
}
// this will acquire the same mutex so it cannot be in the previous block
Map::Add(player);
if (i_data)
i_data->OnPlayerEnter(player);
return true;
}
void InstanceMap::Update(const uint32& t_diff)
{
Map::Update(t_diff);
if(i_data)
i_data->Update(t_diff);
}
void BattleGroundMap::Update(const uint32& diff)
{
Map::Update(diff);
GetBG()->Update(diff);
}
void InstanceMap::Remove(Player *player, bool remove)
{
DETAIL_LOG("MAP: Removing player '%s' from instance '%u' of map '%s' before relocating to other map", player->GetName(), GetInstanceId(), GetMapName());
//if last player set unload timer
if(!m_unloadTimer && m_mapRefManager.getSize() == 1)
m_unloadTimer = m_unloadWhenEmpty ? MIN_UNLOAD_DELAY : std::max(sWorld.getConfig(CONFIG_UINT32_INSTANCE_UNLOAD_DELAY), (uint32)MIN_UNLOAD_DELAY);
Map::Remove(player, remove);
// for normal instances schedule the reset after all players have left
SetResetSchedule(true);
}
void InstanceMap::CreateInstanceData(bool load)
{
if(i_data != NULL)
return;
InstanceTemplate const* mInstance = ObjectMgr::GetInstanceTemplate(GetId());
if (mInstance)
{
i_script_id = mInstance->script_id;
i_data = Script->CreateInstanceData(this);
}
if(!i_data)
return;
if(load)
{
// TODO: make a global storage for this
QueryResult* result = CharacterDatabase.PQuery("SELECT data FROM instance WHERE map = '%u' AND id = '%u'", GetId(), i_InstanceId);
if (result)
{
Field* fields = result->Fetch();
const char* data = fields[0].GetString();
if(data)
{
DEBUG_LOG("Loading instance data for `%s` with id %u", sObjectMgr.GetScriptName(i_script_id), i_InstanceId);
i_data->Load(data);
}
delete result;
}
}
else
{
DEBUG_LOG("New instance data, \"%s\" ,initialized!", sObjectMgr.GetScriptName(i_script_id));
i_data->Initialize();
}
}
/*
Returns true if there are no players in the instance
*/
bool InstanceMap::Reset(uint8 method)
{
// note: since the map may not be loaded when the instance needs to be reset
// the instance must be deleted from the DB by InstanceSaveManager
if(HavePlayers())
{
if(method == INSTANCE_RESET_ALL)
{
// notify the players to leave the instance so it can be reset
for(MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr)
itr->getSource()->SendResetFailedNotify(GetId());
}
else
{
if(method == INSTANCE_RESET_GLOBAL)
{
// set the homebind timer for players inside (1 minute)
for(MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr)
itr->getSource()->m_InstanceValid = false;
}
// the unload timer is not started
// instead the map will unload immediately after the players have left
m_unloadWhenEmpty = true;
m_resetAfterUnload = true;
}
}
else
{
// unloaded at next update
m_unloadTimer = MIN_UNLOAD_DELAY;
m_resetAfterUnload = true;
}
return m_mapRefManager.isEmpty();
}
void InstanceMap::PermBindAllPlayers(Player *player)
{
if(!IsDungeon())
return;
InstanceSave *save = sInstanceSaveMgr.GetInstanceSave(GetInstanceId());
if(!save)
{
sLog.outError("Cannot bind players, no instance save available for map!");
return;
}
Group *group = player->GetGroup();
// group members outside the instance group don't get bound
for(MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr)
{
Player* plr = itr->getSource();
// players inside an instance cannot be bound to other instances
// some players may already be permanently bound, in this case nothing happens
InstancePlayerBind *bind = plr->GetBoundInstance(save->GetMapId(), save->GetDifficulty());
if(!bind || !bind->perm)
{
plr->BindToInstance(save, 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->GetGUID())
group->BindToInstance(save, true);
}
}
void InstanceMap::UnloadAll(bool pForce)
{
if(HavePlayers())
{
sLog.outError("InstanceMap::UnloadAll: there are still players in the instance at unload, should not happen!");
for(MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr)
{
Player* plr = itr->getSource();
plr->TeleportToHomebind();
}
}
if(m_resetAfterUnload == true)
sObjectMgr.DeleteRespawnTimeForInstance(GetInstanceId());
Map::UnloadAll(pForce);
}
void InstanceMap::SendResetWarnings(uint32 timeLeft) const
{
for(MapRefManager::const_iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr)
itr->getSource()->SendInstanceResetWarning(GetId(), itr->getSource()->GetDifficulty(IsRaid()), timeLeft);
}
void InstanceMap::SetResetSchedule(bool on)
{
// only for normal instances
// the reset time is only scheduled when there are no payers inside
// it is assumed that the reset time will rarely (if ever) change while the reset is scheduled
if(IsDungeon() && !HavePlayers() && !IsRaidOrHeroicDungeon())
{
InstanceSave *save = sInstanceSaveMgr.GetInstanceSave(GetInstanceId());
if(!save) sLog.outError("InstanceMap::SetResetSchedule: cannot turn schedule %s, no save available for instance %d of %d", on ? "on" : "off", GetInstanceId(), GetId());
else sInstanceSaveMgr.ScheduleReset(on, save->GetResetTime(), InstanceSaveManager::InstResetEvent(0, GetId(), Difficulty(GetSpawnMode()), GetInstanceId()));
}
}
/* ******* Battleground Instance Maps ******* */
BattleGroundMap::BattleGroundMap(uint32 id, time_t expiry, uint32 InstanceId, Map* _parent, uint8 spawnMode)
: Map(id, expiry, InstanceId, spawnMode, _parent)
{
//lets initialize visibility distance for BG/Arenas
BattleGroundMap::InitVisibilityDistance();
}
BattleGroundMap::~BattleGroundMap()
{
}
void BattleGroundMap::InitVisibilityDistance()
{
//init visibility distance for BG/Arenas
m_VisibleDistance = World::GetMaxVisibleDistanceInBGArenas();
}
bool BattleGroundMap::CanEnter(Player * player)
{
if(player->GetMapRef().getTarget() == this)
{
sLog.outError("BGMap::CanEnter - player %u already in map!", player->GetGUIDLow());
ASSERT(false);
return false;
}
if(player->GetBattleGroundId() != GetInstanceId())
return false;
// player number limit is checked in bgmgr, no need to do it here
return Map::CanEnter(player);
}
bool BattleGroundMap::Add(Player * player)
{
{
Guard guard(*this);
if(!CanEnter(player))
return false;
// reset instance validity, battleground maps do not homebind
player->m_InstanceValid = true;
}
return Map::Add(player);
}
void BattleGroundMap::Remove(Player *player, bool remove)
{
DETAIL_LOG("MAP: Removing player '%s' from bg '%u' of map '%s' before relocating to other map", player->GetName(), GetInstanceId(), GetMapName());
Map::Remove(player, remove);
}
void BattleGroundMap::SetUnload()
{
m_unloadTimer = MIN_UNLOAD_DELAY;
}
void BattleGroundMap::UnloadAll(bool pForce)
{
while(HavePlayers())
{
if(Player * plr = m_mapRefManager.getFirst()->getSource())
{
plr->TeleportTo(plr->GetBattleGroundEntryPoint());
// TeleportTo removes the player from this map (if the map exists) -> calls BattleGroundMap::Remove -> invalidates the iterator.
// just in case, remove the player from the list explicitly here as well to prevent a possible infinite loop
// note that this remove is not needed if the code works well in other places
plr->GetMapRef().unlink();
}
}
Map::UnloadAll(pForce);
}
/// Put scripts in the execution queue
void Map::ScriptsStart(ScriptMapMap const& scripts, uint32 id, Object* source, Object* target)
{
///- Find the script map
ScriptMapMap::const_iterator s = scripts.find(id);
if (s == scripts.end())
return;
// prepare static data
uint64 sourceGUID = source->GetGUID();
uint64 targetGUID = target ? target->GetGUID() : (uint64)0;
uint64 ownerGUID = (source->GetTypeId()==TYPEID_ITEM) ? ((Item*)source)->GetOwnerGUID() : (uint64)0;
///- Schedule script execution for all scripts in the script map
ScriptMap const *s2 = &(s->second);
bool immedScript = false;
for (ScriptMap::const_iterator iter = s2->begin(); iter != s2->end(); ++iter)
{
ScriptAction sa;
sa.sourceGUID = sourceGUID;
sa.targetGUID = targetGUID;
sa.ownerGUID = ownerGUID;
sa.script = &iter->second;
m_scriptSchedule.insert(std::pair<time_t, ScriptAction>(time_t(sWorld.GetGameTime() + iter->first), sa));
if (iter->first == 0)
immedScript = true;
sWorld.IncreaseScheduledScriptsCount();
}
///- If one of the effects should be immediate, launch the script execution
if (immedScript)
ScriptsProcess();
}
void Map::ScriptCommandStart(ScriptInfo const& script, uint32 delay, Object* source, Object* target)
{
// NOTE: script record _must_ exist until command executed
// prepare static data
uint64 sourceGUID = source->GetGUID();
uint64 targetGUID = target ? target->GetGUID() : (uint64)0;
uint64 ownerGUID = (source->GetTypeId()==TYPEID_ITEM) ? ((Item*)source)->GetOwnerGUID() : (uint64)0;
ScriptAction sa;
sa.sourceGUID = sourceGUID;
sa.targetGUID = targetGUID;
sa.ownerGUID = ownerGUID;
sa.script = &script;
m_scriptSchedule.insert(std::pair<time_t, ScriptAction>(time_t(sWorld.GetGameTime() + delay), sa));
sWorld.IncreaseScheduledScriptsCount();
///- If effects should be immediate, launch the script execution
if(delay == 0)
ScriptsProcess();
}
/// Process queued scripts
void Map::ScriptsProcess()
{
if (m_scriptSchedule.empty())
return;
///- Process overdue queued scripts
std::multimap<time_t, ScriptAction>::iterator iter = m_scriptSchedule.begin();
// ok as multimap is a *sorted* associative container
while (!m_scriptSchedule.empty() && (iter->first <= sWorld.GetGameTime()))
{
ScriptAction const& step = iter->second;
Object* source = NULL;
if (step.sourceGUID)
{
switch(GUID_HIPART(step.sourceGUID))
{
case HIGHGUID_ITEM:
// case HIGHGUID_CONTAINER: ==HIGHGUID_ITEM
{
Player* player = HashMapHolder<Player>::Find(step.ownerGUID);
if(player)
source = player->GetItemByGuid(step.sourceGUID);
break;
}
case HIGHGUID_UNIT:
source = GetCreature(step.sourceGUID);
break;
case HIGHGUID_PET:
source = GetPet(step.sourceGUID);
break;
case HIGHGUID_VEHICLE:
source = GetVehicle(step.sourceGUID);
break;
case HIGHGUID_PLAYER:
source = HashMapHolder<Player>::Find(step.sourceGUID);
break;
case HIGHGUID_GAMEOBJECT:
source = GetGameObject(step.sourceGUID);
break;
case HIGHGUID_CORPSE:
source = HashMapHolder<Corpse>::Find(step.sourceGUID);
break;
default:
sLog.outError("*_script source with unsupported high guid value %u",GUID_HIPART(step.sourceGUID));
break;
}
}
if (source && !source->IsInWorld())
source = NULL;
Object* target = NULL;
if (step.targetGUID)
{
switch(GUID_HIPART(step.targetGUID))
{
case HIGHGUID_UNIT:
target = GetCreature(step.targetGUID);
break;
case HIGHGUID_PET:
target = GetPet(step.targetGUID);
break;
case HIGHGUID_VEHICLE:
target = GetVehicle(step.targetGUID);
break;
case HIGHGUID_PLAYER: // empty GUID case also
target = HashMapHolder<Player>::Find(step.targetGUID);
break;
case HIGHGUID_GAMEOBJECT:
target = GetGameObject(step.targetGUID);
break;
case HIGHGUID_CORPSE:
target = HashMapHolder<Corpse>::Find(step.targetGUID);
break;
default:
sLog.outError("*_script source with unsupported high guid value %u",GUID_HIPART(step.targetGUID));
break;
}
}
if (target && !target->IsInWorld())
target = NULL;
switch(step.script->command)
{
case SCRIPT_COMMAND_TALK:
{
if (!source)
{
sLog.outError("SCRIPT_COMMAND_TALK (script id %u) call for NULL source.", step.script->id);
break;
}
if (!source->isType(TYPEMASK_WORLDOBJECT))
{
sLog.outError("SCRIPT_COMMAND_TALK (script id %u) call for unsupported non-worldobject (TypeId: %u), skipping.", step.script->id, source->GetTypeId());
break;
}
WorldObject* pSource = (WorldObject*)source;
Creature* pBuddy = NULL;
// flag_target_player_as_source 0x01
// flag_original_source_as_target 0x02
// flag_buddy_as_target 0x04
// If target is player (and not already the source) but should be the source
if (target && target->GetTypeId() == TYPEID_PLAYER && step.script->data_flags & 0x01)
{
if (source->GetTypeId() != TYPEID_PLAYER)
pSource = (WorldObject*)target;
}
// If step has a buddy entry defined, search for it.
if (step.script->datalong2)
{
MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck u_check(*pSource, step.script->datalong2, true, step.script->datalong3);
MaNGOS::CreatureLastSearcher<MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck> searcher(pSource, pBuddy, u_check);
Cell::VisitGridObjects(pSource, searcher, step.script->datalong3);
}
// If buddy found, then use it
if (pBuddy)
{
// pBuddy can be target of talk
if (step.script->data_flags & 0x04)
{
target = (Object*)pBuddy;
}
else
{
// If not target of talk, then set pBuddy as source
// Useless when source is already flagged to be player, and should maybe produce error.
if (!(step.script->data_flags & 0x01))
pSource = (WorldObject*)pBuddy;
}
}
// If we should talk to the original source instead of target
if (step.script->data_flags & 0x02)
target = source;
uint64 unit_target = target ? target->GetGUID() : 0;
switch(step.script->datalong)
{
case CHAT_TYPE_SAY:
pSource->MonsterSay(step.script->dataint, LANG_UNIVERSAL, unit_target);
break;
case CHAT_TYPE_YELL:
pSource->MonsterYell(step.script->dataint, LANG_UNIVERSAL, unit_target);
break;
case CHAT_TYPE_TEXT_EMOTE:
pSource->MonsterTextEmote(step.script->dataint, unit_target);
break;
case CHAT_TYPE_BOSS_EMOTE:
pSource->MonsterTextEmote(step.script->dataint, unit_target, true);
break;
case CHAT_TYPE_WHISPER:
if (!unit_target || !IS_PLAYER_GUID(unit_target))
{
sLog.outError("SCRIPT_COMMAND_TALK (script id %u) attempt to whisper (%u) 0-guid or non-player, skipping.", step.script->id, step.script->datalong);
break;
}
pSource->MonsterWhisper(step.script->dataint, unit_target);
break;
case CHAT_TYPE_BOSS_WHISPER:
if (!unit_target || !IS_PLAYER_GUID(unit_target))
{
sLog.outError("SCRIPT_COMMAND_TALK (script id %u) attempt to whisper (%u) 0-guid or non-player, skipping.", step.script->id, step.script->datalong);
break;
}
pSource->MonsterWhisper(step.script->dataint, unit_target, true);
break;
case CHAT_TYPE_ZONE_YELL:
pSource->MonsterYellToZone(step.script->dataint, LANG_UNIVERSAL, unit_target);
break;
default:
break; // must be already checked at load
}
break;
}
case SCRIPT_COMMAND_EMOTE:
if (!source)
{
sLog.outError("SCRIPT_COMMAND_EMOTE (script id %u) call for NULL creature.", step.script->id);
break;
}
if (source->GetTypeId()!=TYPEID_UNIT)
{
sLog.outError("SCRIPT_COMMAND_EMOTE (script id %u) call for non-creature (TypeId: %u), skipping.", step.script->id, source->GetTypeId());
break;
}
((Creature *)source)->HandleEmote(step.script->datalong);
break;
case SCRIPT_COMMAND_FIELD_SET:
if (!source)
{
sLog.outError("SCRIPT_COMMAND_FIELD_SET (script id %u) call for NULL object.", step.script->id);
break;
}
if (step.script->datalong <= OBJECT_FIELD_ENTRY || step.script->datalong >= source->GetValuesCount())
{
sLog.outError("SCRIPT_COMMAND_FIELD_SET (script id %u) call for wrong field %u (max count: %u) in object (TypeId: %u).",
step.script->id, step.script->datalong, source->GetValuesCount(), source->GetTypeId());
break;
}
source->SetUInt32Value(step.script->datalong, step.script->datalong2);
break;
case SCRIPT_COMMAND_MOVE_TO:
if (!source)
{
sLog.outError("SCRIPT_COMMAND_MOVE_TO (script id %u) call for NULL creature.", step.script->id);
break;
}
if (source->GetTypeId() != TYPEID_UNIT)
{
sLog.outError("SCRIPT_COMMAND_MOVE_TO (script id %u) call for non-creature (TypeId: %u), skipping.", step.script->id, source->GetTypeId());
break;
}
((Unit*)source)->MonsterMoveWithSpeed(step.script->x, step.script->y, step.script->z, step.script->datalong2 );
break;
case SCRIPT_COMMAND_FLAG_SET:
if (!source)
{
sLog.outError("SCRIPT_COMMAND_FLAG_SET (script id %u) call for NULL object.", step.script->id);
break;
}
if (step.script->datalong <= OBJECT_FIELD_ENTRY || step.script->datalong >= source->GetValuesCount())
{
sLog.outError("SCRIPT_COMMAND_FLAG_SET (script id %u) call for wrong field %u (max count: %u) in object (TypeId: %u).",
step.script->id, step.script->datalong, source->GetValuesCount(), source->GetTypeId());
break;
}
source->SetFlag(step.script->datalong, step.script->datalong2);
break;
case SCRIPT_COMMAND_FLAG_REMOVE:
if (!source)
{
sLog.outError("SCRIPT_COMMAND_FLAG_REMOVE (script id %u) call for NULL object.", step.script->id);
break;
}
if (step.script->datalong <= OBJECT_FIELD_ENTRY || step.script->datalong >= source->GetValuesCount())
{
sLog.outError("SCRIPT_COMMAND_FLAG_REMOVE (script id %u) call for wrong field %u (max count: %u) in object (TypeId: %u).",
step.script->id, step.script->datalong, source->GetValuesCount(), source->GetTypeId());
break;
}
source->RemoveFlag(step.script->datalong, step.script->datalong2);
break;
case SCRIPT_COMMAND_TELEPORT_TO:
{
// accept player in any one from target/source arg
if (!target && !source)
{
sLog.outError("SCRIPT_COMMAND_TELEPORT_TO (script id %u) call for NULL object.", step.script->id);
break;
}
// must be only Player
if ((!target || target->GetTypeId() != TYPEID_PLAYER) && (!source || source->GetTypeId() != TYPEID_PLAYER))
{
sLog.outError("SCRIPT_COMMAND_TELEPORT_TO (script id %u) call for non-player (TypeIdSource: %u)(TypeIdTarget: %u), skipping.", step.script->id, source ? source->GetTypeId() : 0, target ? target->GetTypeId() : 0);
break;
}
Player* pSource = target && target->GetTypeId() == TYPEID_PLAYER ? (Player*)target : (Player*)source;
pSource->TeleportTo(step.script->datalong, step.script->x, step.script->y, step.script->z, step.script->o);
break;
}
case SCRIPT_COMMAND_KILL_CREDIT:
{
// accept player in any one from target/source arg
if (!target && !source)
{
sLog.outError("SCRIPT_COMMAND_KILL_CREDIT (script id %u) call for NULL object.", step.script->id);
break;
}
// must be only Player
if ((!target || target->GetTypeId() != TYPEID_PLAYER) && (!source || source->GetTypeId() != TYPEID_PLAYER))
{
sLog.outError("SCRIPT_COMMAND_KILL_CREDIT (script id %u) call for non-player (TypeIdSource: %u)(TypeIdTarget: %u), skipping.", step.script->id, source ? source->GetTypeId() : 0, target ? target->GetTypeId() : 0);
break;
}
Player* pSource = target && target->GetTypeId() == TYPEID_PLAYER ? (Player*)target : (Player*)source;
if (step.script->datalong2)
{
pSource->RewardPlayerAndGroupAtEvent(step.script->datalong, pSource);
}
else
{
pSource->KilledMonsterCredit(step.script->datalong, 0);
}
break;
}
case SCRIPT_COMMAND_TEMP_SUMMON_CREATURE:
{
if (!step.script->datalong) // creature not specified
{
sLog.outError("SCRIPT_COMMAND_TEMP_SUMMON_CREATURE (script id %u) call for NULL creature.", step.script->id);
break;
}
if (!source)
{
sLog.outError("SCRIPT_COMMAND_TEMP_SUMMON_CREATURE (script id %u) call for NULL world object.", step.script->id);
break;
}
if (!source->isType(TYPEMASK_WORLDOBJECT))
{
sLog.outError("SCRIPT_COMMAND_TEMP_SUMMON_CREATURE (script id %u) call for non-WorldObject (TypeId: %u), skipping.", step.script->id, source->GetTypeId());
break;
}
WorldObject* summoner = (WorldObject*)source;
float x = step.script->x;
float y = step.script->y;
float z = step.script->z;
float o = step.script->o;
Creature* pCreature = summoner->SummonCreature(step.script->datalong, x, y, z, o, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, step.script->datalong2);
if (!pCreature)
{
sLog.outError("SCRIPT_COMMAND_TEMP_SUMMON (script id %u) failed for creature (entry: %u).", step.script->id, step.script->datalong);
break;
}
break;
}
case SCRIPT_COMMAND_RESPAWN_GAMEOBJECT:
{
if (!step.script->datalong) // gameobject not specified
{
sLog.outError("SCRIPT_COMMAND_RESPAWN_GAMEOBJECT (script id %u) call for NULL gameobject.", step.script->id);
break;
}
if (!source)
{
sLog.outError("SCRIPT_COMMAND_RESPAWN_GAMEOBJECT (script id %u) call for NULL world object.", step.script->id);
break;
}
if (!source->isType(TYPEMASK_WORLDOBJECT))
{
sLog.outError("SCRIPT_COMMAND_RESPAWN_GAMEOBJECT (script id %u) call for non-WorldObject (TypeId: %u), skipping.", step.script->id, source->GetTypeId());
break;
}
WorldObject* summoner = (WorldObject*)source;
GameObject *go = NULL;
int32 time_to_despawn = step.script->datalong2<5 ? 5 : (int32)step.script->datalong2;
MaNGOS::GameObjectWithDbGUIDCheck go_check(*summoner,step.script->datalong);
MaNGOS::GameObjectSearcher<MaNGOS::GameObjectWithDbGUIDCheck> checker(summoner, go, go_check);
Cell::VisitGridObjects(summoner, checker, GetVisibilityDistance());
if (!go)
{
sLog.outError("SCRIPT_COMMAND_RESPAWN_GAMEOBJECT (script id %u) failed for gameobject(guid: %u).", step.script->id, step.script->datalong);
break;
}
if (go->GetGoType()==GAMEOBJECT_TYPE_FISHINGNODE ||
go->GetGoType()==GAMEOBJECT_TYPE_DOOR ||
go->GetGoType()==GAMEOBJECT_TYPE_BUTTON ||
go->GetGoType()==GAMEOBJECT_TYPE_TRAP)
{
sLog.outError("SCRIPT_COMMAND_RESPAWN_GAMEOBJECT (script id %u) can not be used with gameobject of type %u (guid: %u).", step.script->id, uint32(go->GetGoType()), step.script->datalong);
break;
}
if (go->isSpawned())
break; //gameobject already spawned
go->SetLootState(GO_READY);
go->SetRespawnTime(time_to_despawn); //despawn object in ? seconds
go->GetMap()->Add(go);
break;
}
case SCRIPT_COMMAND_OPEN_DOOR:
{
if (!step.script->datalong) // door not specified
{
sLog.outError("SCRIPT_COMMAND_OPEN_DOOR (script id %u) call for NULL door.", step.script->id);
break;
}
if (!source)
{
sLog.outError("SCRIPT_COMMAND_OPEN_DOOR (script id %u) call for NULL unit.", step.script->id);
break;
}
if (!source->isType(TYPEMASK_UNIT)) // must be any Unit (creature or player)
{
sLog.outError("SCRIPT_COMMAND_OPEN_DOOR (script id %u) call for non-unit (TypeId: %u), skipping.", step.script->id, source->GetTypeId());
break;
}
Unit* caster = (Unit*)source;
GameObject *door = NULL;
int32 time_to_close = step.script->datalong2 < 15 ? 15 : (int32)step.script->datalong2;
MaNGOS::GameObjectWithDbGUIDCheck go_check(*caster, step.script->datalong);
MaNGOS::GameObjectSearcher<MaNGOS::GameObjectWithDbGUIDCheck> checker(caster, door, go_check);
Cell::VisitGridObjects(caster, checker, GetVisibilityDistance());
if (!door)
{
sLog.outError("SCRIPT_COMMAND_OPEN_DOOR (script id %u) failed for gameobject(guid: %u).", step.script->id, step.script->datalong);
break;
}
if (door->GetGoType() != GAMEOBJECT_TYPE_DOOR)
{
sLog.outError("SCRIPT_COMMAND_OPEN_DOOR (script id %u) failed for non-door(GoType: %u).", step.script->id, door->GetGoType());
break;
}
if (door->GetGoState() != GO_STATE_READY)
break; //door already open
door->UseDoorOrButton(time_to_close);
if (target && target->isType(TYPEMASK_GAMEOBJECT) && ((GameObject*)target)->GetGoType()==GAMEOBJECT_TYPE_BUTTON)
((GameObject*)target)->UseDoorOrButton(time_to_close);
break;
}
case SCRIPT_COMMAND_CLOSE_DOOR:
{
if (!step.script->datalong) // guid for door not specified
{
sLog.outError("SCRIPT_COMMAND_CLOSE_DOOR (script id %u) call for NULL door.", step.script->id);
break;
}
if (!source)
{
sLog.outError("SCRIPT_COMMAND_CLOSE_DOOR (script id %u) call for NULL unit.", step.script->id);
break;
}
if (!source->isType(TYPEMASK_UNIT)) // must be any Unit (creature or player)
{
sLog.outError("SCRIPT_COMMAND_CLOSE_DOOR (script id %u) call for non-unit (TypeId: %u), skipping.", step.script->id, source->GetTypeId());
break;
}
Unit* caster = (Unit*)source;
GameObject *door = NULL;
int32 time_to_open = step.script->datalong2 < 15 ? 15 : (int32)step.script->datalong2;
MaNGOS::GameObjectWithDbGUIDCheck go_check(*caster, step.script->datalong);
MaNGOS::GameObjectSearcher<MaNGOS::GameObjectWithDbGUIDCheck> checker(caster, door, go_check);
Cell::VisitGridObjects(caster, checker, GetVisibilityDistance());
if (!door)
{
sLog.outError("SCRIPT_COMMAND_CLOSE_DOOR (script id %u) failed for gameobject(guid: %u).", step.script->id, step.script->datalong);
break;
}
if (door->GetGoType() != GAMEOBJECT_TYPE_DOOR)
{
sLog.outError("SCRIPT_COMMAND_CLOSE_DOOR (script id %u) failed for non-door(GoType: %u).", step.script->id, door->GetGoType());
break;
}
if (door->GetGoState() == GO_STATE_READY)
break; //door already closed
door->UseDoorOrButton(time_to_open);
if (target && target->isType(TYPEMASK_GAMEOBJECT) && ((GameObject*)target)->GetGoType()==GAMEOBJECT_TYPE_BUTTON)
((GameObject*)target)->UseDoorOrButton(time_to_open);
break;
}
case SCRIPT_COMMAND_QUEST_EXPLORED:
{
if (!source)
{
sLog.outError("SCRIPT_COMMAND_QUEST_EXPLORED (script id %u) call for NULL source.", step.script->id);
break;
}
if (!target)
{
sLog.outError("SCRIPT_COMMAND_QUEST_EXPLORED (script id %u) call for NULL target.", step.script->id);
break;
}
// when script called for item spell casting then target == (unit or GO) and source is player
WorldObject* worldObject;
Player* player;
if (target->GetTypeId() == TYPEID_PLAYER)
{
if (source->GetTypeId() != TYPEID_UNIT && source->GetTypeId() != TYPEID_GAMEOBJECT && source->GetTypeId() != TYPEID_PLAYER)
{
sLog.outError("SCRIPT_COMMAND_QUEST_EXPLORED (script id %u) call for non-creature, non-gameobject or non-player (TypeId: %u), skipping.", step.script->id, source->GetTypeId());
break;
}
worldObject = (WorldObject*)source;
player = (Player*)target;
}
else
{
if (target->GetTypeId() != TYPEID_UNIT && target->GetTypeId() != TYPEID_GAMEOBJECT && target->GetTypeId() != TYPEID_PLAYER)
{
sLog.outError("SCRIPT_COMMAND_QUEST_EXPLORED (script id %u) call for non-creature, non-gameobject or non-player (TypeId: %u), skipping.", step.script->id, target->GetTypeId());
break;
}
if (source->GetTypeId() != TYPEID_PLAYER)
{
sLog.outError("SCRIPT_COMMAND_QUEST_EXPLORED (script id %u) call for non-player (TypeId: %u), skipping.", step.script->id, source->GetTypeId());
break;
}
worldObject = (WorldObject*)target;
player = (Player*)source;
}
// quest id and flags checked at script loading
if ((worldObject->GetTypeId() != TYPEID_UNIT || ((Unit*)worldObject)->isAlive()) &&
(step.script->datalong2 == 0 || worldObject->IsWithinDistInMap(player, float(step.script->datalong2))))
player->AreaExploredOrEventHappens(step.script->datalong);
else
player->FailQuest(step.script->datalong);
break;
}
case SCRIPT_COMMAND_ACTIVATE_OBJECT:
{
if (!source)
{
sLog.outError("SCRIPT_COMMAND_ACTIVATE_OBJECT must have source caster.");
break;
}
if (!source->isType(TYPEMASK_UNIT))
{
sLog.outError("SCRIPT_COMMAND_ACTIVATE_OBJECT source caster isn't unit (TypeId: %u), skipping.",source->GetTypeId());
break;
}
if (!target)
{
sLog.outError("SCRIPT_COMMAND_ACTIVATE_OBJECT call for NULL gameobject.");
break;
}
if (target->GetTypeId()!=TYPEID_GAMEOBJECT)
{
sLog.outError("SCRIPT_COMMAND_ACTIVATE_OBJECT call for non-gameobject (TypeId: %u), skipping.",target->GetTypeId());
break;
}
Unit* caster = (Unit*)source;
GameObject *go = (GameObject*)target;
go->Use(caster);
break;
}
case SCRIPT_COMMAND_REMOVE_AURA:
{
Object* cmdTarget = step.script->datalong2 ? source : target;
if (!cmdTarget)
{
sLog.outError("SCRIPT_COMMAND_REMOVE_AURA (script id %u) call for NULL %s.", step.script->id, step.script->datalong2 ? "source" : "target");
break;
}
if (!cmdTarget->isType(TYPEMASK_UNIT))
{
sLog.outError("SCRIPT_COMMAND_REMOVE_AURA (script id %u) %s isn't unit (TypeId: %u), skipping.", step.script->id, step.script->datalong2 ? "source" : "target",cmdTarget->GetTypeId());
break;
}
((Unit*)cmdTarget)->RemoveAurasDueToSpell(step.script->datalong);
break;
}
case SCRIPT_COMMAND_CAST_SPELL:
{
if (!source)
{
sLog.outError("SCRIPT_COMMAND_CAST_SPELL (script id %u) must have source caster.", step.script->id);
break;
}
Object* cmdTarget = step.script->datalong2 & 0x01 ? source : target;
if (!cmdTarget)
{
sLog.outError("SCRIPT_COMMAND_CAST_SPELL (script id %u) call for NULL %s.", step.script->id, step.script->datalong2 & 0x01 ? "source" : "target");
break;
}
if (!cmdTarget->isType(TYPEMASK_UNIT))
{
sLog.outError("SCRIPT_COMMAND_CAST_SPELL (script id %u) %s isn't unit (TypeId: %u), skipping.", step.script->id, step.script->datalong2 & 0x01 ? "source" : "target",cmdTarget->GetTypeId());
break;
}
Unit* spellTarget = (Unit*)cmdTarget;
Object* cmdSource = step.script->datalong2 & 0x02 ? target : source;
if (!cmdSource)
{
sLog.outError("SCRIPT_COMMAND_CAST_SPELL (script id %u) call for NULL %s.", step.script->id, step.script->datalong2 & 0x02 ? "target" : "source");
break;
}
if (!cmdSource->isType(TYPEMASK_UNIT))
{
sLog.outError("SCRIPT_COMMAND_CAST_SPELL (script id %u) %s isn't unit (TypeId: %u), skipping.", step.script->id, step.script->datalong2 & 0x02 ? "target" : "source", cmdSource->GetTypeId());
break;
}
Unit* spellSource = (Unit*)cmdSource;
//TODO: when GO cast implemented, code below must be updated accordingly to also allow GO spell cast
spellSource->CastSpell(spellTarget,step.script->datalong,false);
break;
}
case SCRIPT_COMMAND_PLAY_SOUND:
{
if (!source)
{
sLog.outError("SCRIPT_COMMAND_PLAY_SOUND (script id %u) call for NULL creature.", step.script->id);
break;
}
if (!source->isType(TYPEMASK_WORLDOBJECT))
{
sLog.outError("SCRIPT_COMMAND_PLAY_SOUND (script id %u) call for non-world object (TypeId: %u), skipping.", step.script->id, source->GetTypeId());
break;
}
WorldObject* pSource = (WorldObject*)source;
// bitmask: 0/1=anyone/target, 0/2=with distance dependent
Player* pTarget = NULL;
if (step.script->datalong2 & 1)
{
if (!target)
{
sLog.outError("SCRIPT_COMMAND_PLAY_SOUND (script id %u) in targeted mode call for NULL target.", step.script->id);
break;
}
if (target->GetTypeId() != TYPEID_PLAYER)
{
sLog.outError("SCRIPT_COMMAND_PLAY_SOUND (script id %u) in targeted mode call for non-player (TypeId: %u), skipping.", step.script->id, target->GetTypeId());
break;
}
pTarget = (Player*)target;
}
// bitmask: 0/1=anyone/target, 0/2=with distance dependent
if (step.script->datalong2 & 2)
pSource->PlayDistanceSound(step.script->datalong, pTarget);
else
pSource->PlayDirectSound(step.script->datalong, pTarget);
break;
}
case SCRIPT_COMMAND_CREATE_ITEM:
{
if (!target && !source)
{
sLog.outError("SCRIPT_COMMAND_CREATE_ITEM (script id %u) call for NULL object.", step.script->id);
break;
}
// only Player
if ((!target || target->GetTypeId() != TYPEID_PLAYER) && (!source || source->GetTypeId() != TYPEID_PLAYER))
{
sLog.outError("SCRIPT_COMMAND_CREATE_ITEM (script id %u) call for non-player (TypeIdSource: %u)(TypeIdTarget: %u), skipping.", step.script->id, source ? source->GetTypeId() : 0, target ? target->GetTypeId() : 0);
break;
}
Player* pReceiver = target && target->GetTypeId() == TYPEID_PLAYER ? (Player*)target : (Player*)source;
if (Item* pItem = pReceiver->StoreNewItemInInventorySlot(step.script->datalong, step.script->datalong2))
pReceiver->SendNewItem(pItem, step.script->datalong2, true, false);
break;
}
case SCRIPT_COMMAND_DESPAWN_SELF:
{
if (!target && !source)
{
sLog.outError("SCRIPT_COMMAND_DESPAWN_SELF (script id %u) call for NULL object.", step.script->id);
break;
}
// only creature
if ((!target || target->GetTypeId() != TYPEID_UNIT) && (!source || source->GetTypeId() != TYPEID_UNIT))
{
sLog.outError("SCRIPT_COMMAND_DESPAWN_SELF (script id %u) call for non-creature (TypeIdSource: %u)(TypeIdTarget: %u), skipping.", step.script->id, source ? source->GetTypeId() : 0, target ? target->GetTypeId() : 0);
break;
}
Creature* pCreature = target && target->GetTypeId() == TYPEID_UNIT ? (Creature*)target : (Creature*)source;
pCreature->ForcedDespawn(step.script->datalong);
break;
}
default:
sLog.outError("Unknown SCRIPT_COMMAND_ %u called for script id %u.",step.script->command, step.script->id);
break;
}
m_scriptSchedule.erase(iter);
sWorld.DecreaseScheduledScriptCount();
iter = m_scriptSchedule.begin();
}
}
Creature* Map::GetCreature(ObjectGuid guid)
{
return m_objectsStore.find<Creature>(guid.GetRawValue(), (Creature*)NULL);
}
Vehicle* Map::GetVehicle(ObjectGuid guid)
{
return m_objectsStore.find<Vehicle>(guid.GetRawValue(), (Vehicle*)NULL);
}
Pet* Map::GetPet(ObjectGuid guid)
{
return m_objectsStore.find<Pet>(guid.GetRawValue(), (Pet*)NULL);
}
Corpse* Map::GetCorpse(ObjectGuid guid)
{
Corpse * ret = ObjectAccessor::GetCorpseInMap(guid,GetId());
if (!ret)
return NULL;
if (ret->GetInstanceId() != GetInstanceId())
return NULL;
return ret;
}
Creature* Map::GetCreatureOrPetOrVehicle(ObjectGuid guid)
{
switch(guid.GetHigh())
{
case HIGHGUID_UNIT: return GetCreature(guid);
case HIGHGUID_PET: return GetPet(guid);
case HIGHGUID_VEHICLE: return GetVehicle(guid);
default: break;
}
return NULL;
}
GameObject* Map::GetGameObject(ObjectGuid guid)
{
return m_objectsStore.find<GameObject>(guid.GetRawValue(), (GameObject*)NULL);
}
DynamicObject* Map::GetDynamicObject(ObjectGuid guid)
{
return m_objectsStore.find<DynamicObject>(guid.GetRawValue(), (DynamicObject*)NULL);
}
WorldObject* Map::GetWorldObject(ObjectGuid guid)
{
switch(guid.GetHigh())
{
case HIGHGUID_PLAYER: return ObjectAccessor::FindPlayer(guid);
case HIGHGUID_GAMEOBJECT: return GetGameObject(guid);
case HIGHGUID_UNIT: return GetCreature(guid);
case HIGHGUID_PET: return GetPet(guid);
case HIGHGUID_VEHICLE: return GetVehicle(guid);
case HIGHGUID_DYNAMICOBJECT:return GetDynamicObject(guid);
case HIGHGUID_CORPSE: return GetCorpse(guid);
case HIGHGUID_MO_TRANSPORT:
case HIGHGUID_TRANSPORT:
default: break;
}
return NULL;
}
void Map::SendObjectUpdates()
{
UpdateDataMapType update_players;
while(!i_objectsToClientUpdate.empty())
{
Object* obj = *i_objectsToClientUpdate.begin();
i_objectsToClientUpdate.erase(i_objectsToClientUpdate.begin());
obj->BuildUpdateData(update_players);
}
WorldPacket packet; // here we allocate a std::vector with a size of 0x10000
for(UpdateDataMapType::iterator iter = update_players.begin(); iter != update_players.end(); ++iter)
{
iter->second.BuildPacket(&packet);
iter->first->GetSession()->SendPacket(&packet);
packet.clear(); // clean the string
}
}
uint32 Map::GenerateLocalLowGuid(HighGuid guidhigh)
{
// TODO: for map local guid counters possible force reload map instead shutdown server at guid counter overflow
switch(guidhigh)
{
case HIGHGUID_DYNAMICOBJECT:
return m_DynObjectGuids.Generate();
case HIGHGUID_PET:
return m_PetGuids.Generate();
case HIGHGUID_VEHICLE:
return m_VehicleGuids.Generate();
default:
ASSERT(0);
}
ASSERT(0);
return 0;
}