server/src/game/Map.cpp
VladimirMangos e219ee99bb [10688] New version of patch for send real diff from last update.
In new version last update time stopred for specific Cell that store all world objects
placed in it. All objects of Cell updated (or not updated) in same time.

Original version provided by ciphercom.
2010-11-06 22:59:54 +03:00

3454 lines
132 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 "Map.h"
#include "MapManager.h"
#include "Player.h"
#include "Vehicle.h"
#include "GridNotifiers.h"
#include "Log.h"
#include "GridStates.h"
#include "CellImpl.h"
#include "InstanceData.h"
#include "GridNotifiersImpl.h"
#include "Transports.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "World.h"
#include "ScriptCalls.h"
#include "Group.h"
#include "MapRefManager.h"
#include "DBCEnums.h"
#include "MapInstanced.h"
#include "InstanceSaveMgr.h"
#include "VMapFactory.h"
#include "BattleGroundMgr.h"
struct ScriptAction
{
uint64 sourceGUID;
uint64 targetGUID;
uint64 ownerGUID; // owner of source if source is item
ScriptInfo const* script; // pointer to static script data
};
Map::~Map()
{
ObjectAccessor::DelinkMap(this);
UnloadAll(true);
if(!m_scriptSchedule.empty())
sWorld.DecreaseScheduledScriptCount(m_scriptSchedule.size());
if (m_instanceSave)
m_instanceSave->SetUsedByMapState(false); // field pointer can be deleted after this
}
void Map::LoadVMap(int gx,int gy)
{
// x and y are swapped !!
VMAP::VMAPLoadResult vmapLoadResult = VMAP::VMapFactory::createOrGetVMapManager()->loadMap((sWorld.GetDataPath()+ "vmaps").c_str(), GetId(), gx,gy);
switch(vmapLoadResult)
{
case VMAP::VMAP_LOAD_RESULT_OK:
DETAIL_LOG("VMAP loaded name:%s, id:%d, x:%d, y:%d (vmap rep.: x:%d, y:%d)", GetMapName(), GetId(), gx,gy,gx,gy);
break;
case VMAP::VMAP_LOAD_RESULT_ERROR:
DETAIL_LOG("Could not load VMAP name:%s, id:%d, x:%d, y:%d (vmap rep.: x:%d, y:%d)", GetMapName(), GetId(), gx,gy,gx,gy);
break;
case VMAP::VMAP_LOAD_RESULT_IGNORED:
DEBUG_LOG("Ignored VMAP name:%s, id:%d, x:%d, y:%d (vmap rep.: x:%d, y:%d)", GetMapName(), GetId(), gx,gy,gx,gy);
break;
}
}
void Map::LoadMap(int gx,int gy, bool reload)
{
if( i_InstanceId != 0 )
{
if(GridMaps[gx][gy])
return;
// load grid map for base map
if (!m_parentMap->GridMaps[gx][gy])
m_parentMap->EnsureGridCreated(GridPair(63-gx,63-gy));
((MapInstanced*)(m_parentMap))->AddGridMapReference(GridPair(gx,gy));
GridMaps[gx][gy] = m_parentMap->GridMaps[gx][gy];
return;
}
if(GridMaps[gx][gy] && !reload)
return;
//map already load, delete it before reloading (Is it necessary? Do we really need the ability the reload maps during runtime?)
if(GridMaps[gx][gy])
{
DETAIL_LOG("Unloading already loaded map %u before reloading.",i_id);
delete (GridMaps[gx][gy]);
GridMaps[gx][gy]=NULL;
}
// map file name
char *tmp=NULL;
int len = sWorld.GetDataPath().length()+strlen("maps/%03u%02u%02u.map")+1;
tmp = new char[len];
snprintf(tmp, len, (char *)(sWorld.GetDataPath()+"maps/%03u%02u%02u.map").c_str(),i_id,gx,gy);
DETAIL_LOG("Loading map %s",tmp);
// loading data
GridMaps[gx][gy] = new GridMap();
if (!GridMaps[gx][gy]->loadData(tmp))
{
sLog.outError("Error load map file: \n %s\n", tmp);
}
delete [] tmp;
}
void Map::LoadMapAndVMap(int gx,int gy)
{
LoadMap(gx,gy);
if(i_InstanceId == 0)
LoadVMap(gx, gy); // Only load the data for the base map
}
Map::Map(uint32 id, time_t expiry, uint32 InstanceId, uint8 SpawnMode, Map* _parent)
: i_mapEntry (sMapStore.LookupEntry(id)), i_spawnMode(SpawnMode),
i_id(id), i_InstanceId(InstanceId), m_unloadTimer(0),
m_VisibleDistance(DEFAULT_VISIBILITY_DISTANCE), m_instanceSave(NULL),
m_activeNonPlayersIter(m_activeNonPlayers.end()),
i_gridExpiry(expiry), m_parentMap(_parent ? _parent : this),
m_lastUpdateTime(getMSTime()) // expected that next update call will not long after map creating
{
for(unsigned int idx=0; idx < MAX_NUMBER_OF_GRIDS; ++idx)
{
for(unsigned int j=0; j < MAX_NUMBER_OF_GRIDS; ++j)
{
//z code
GridMaps[idx][j] =NULL;
setNGrid(NULL, idx, j);
}
}
ObjectAccessor::LinkMap(this);
//lets initialize visibility distance for map
Map::InitVisibilityDistance();
}
void Map::InitVisibilityDistance()
{
//init visibility for continents
m_VisibleDistance = World::GetMaxVisibleDistanceOnContinents();
}
// Template specialization of utility methods
template<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());
MANGOS_ASSERT(grid != NULL);
if( !isGridObjectDataLoaded(cell.GridX(), cell.GridY()) )
{
//it's important to set it loaded before loading!
//otherwise there is a possibility of infinity chain (grid loading will be called many times for the same grid)
//possible scenario:
//active object A(loaded with loader.LoadN call and added to the map)
//summons some active object B, while B added to map grid loading called again and so on..
setGridObjectDataLoaded(true,cell.GridX(), cell.GridY());
ObjectGridLoader loader(*grid, this, cell);
loader.LoadN();
// Add resurrectable corpses to world object list in grid
sObjectAccessor.AddCorpsesToGrid(GridPair(cell.GridX(),cell.GridY()),(*grid)(cell.CellX(), cell.CellY()), this);
return true;
}
return false;
}
void Map::LoadGrid(const Cell& cell, bool no_unload)
{
EnsureGridLoaded(cell);
if(no_unload)
getNGrid(cell.GridX(), cell.GridY())->setUnloadExplicitLock(true);
}
bool Map::Add(Player *player)
{
player->GetMapRef().link(this, player);
player->SetMap(this);
// update player state for other player and visa-versa
CellPair p = MaNGOS::ComputeCellPair(player->GetPositionX(), player->GetPositionY());
Cell cell(p);
EnsureGridLoadedAtEnter(cell, player);
player->AddToWorld();
SendInitSelf(player);
SendInitTransports(player);
NGridType* grid = getNGrid(cell.GridX(), cell.GridY());
player->GetViewPoint().Event_AddedToWorld(&(*grid)(cell.CellX(), cell.CellY()));
UpdateObjectVisibility(player,cell,p);
AddNotifier(player,cell,p);
return true;
}
template<class T>
void
Map::Add(T *obj)
{
MANGOS_ASSERT(obj);
CellPair p = MaNGOS::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY());
if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP )
{
sLog.outError("Map::Add: Object (GUID: %u TypeId: %u) have invalid coordinates X:%f Y:%f grid cell [%u:%u]", obj->GetGUIDLow(), obj->GetTypeId(), obj->GetPositionX(), obj->GetPositionY(), p.x_coord, p.y_coord);
return;
}
obj->SetMap(this);
Cell cell(p);
if(obj->isActiveObject())
EnsureGridLoadedAtEnter(cell);
else
EnsureGridCreated(GridPair(cell.GridX(), cell.GridY()));
NGridType *grid = getNGrid(cell.GridX(), cell.GridY());
MANGOS_ASSERT( grid != NULL );
AddToGrid(obj,grid,cell);
obj->AddToWorld();
if(obj->isActiveObject())
AddToActive(obj);
DEBUG_LOG("Object %u enters grid[%u,%u]", GUID_LOPART(obj->GetGUID()), cell.GridX(), cell.GridY());
obj->GetViewPoint().Event_AddedToWorld(&(*grid)(cell.CellX(), cell.CellY()));
UpdateObjectVisibility(obj,cell,p);
AddNotifier(obj,cell,p);
}
void Map::MessageBroadcast(Player *player, WorldPacket *msg, bool to_self)
{
CellPair p = MaNGOS::ComputeCellPair(player->GetPositionX(), player->GetPositionY());
if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP )
{
sLog.outError("Map::MessageBroadcast: Player (GUID: %u) have invalid coordinates X:%f Y:%f grid cell [%u:%u]", player->GetGUIDLow(), player->GetPositionX(), player->GetPositionY(), p.x_coord, p.y_coord);
return;
}
Cell cell(p);
cell.SetNoCreate();
if( !loaded(GridPair(cell.data.Part.grid_x, cell.data.Part.grid_y)) )
return;
MaNGOS::MessageDeliverer post_man(*player, msg, to_self);
TypeContainerVisitor<MaNGOS::MessageDeliverer, WorldTypeMapContainer > message(post_man);
cell.Visit(p, message, *this, *player, GetVisibilityDistance());
}
void Map::MessageBroadcast(WorldObject *obj, WorldPacket *msg)
{
CellPair p = MaNGOS::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY());
if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP )
{
sLog.outError("Map::MessageBroadcast: Object (GUID: %u TypeId: %u) have invalid coordinates X:%f Y:%f grid cell [%u:%u]", obj->GetGUIDLow(), obj->GetTypeId(), obj->GetPositionX(), obj->GetPositionY(), p.x_coord, p.y_coord);
return;
}
Cell cell(p);
cell.SetNoCreate();
if( !loaded(GridPair(cell.data.Part.grid_x, cell.data.Part.grid_y)) )
return;
//TODO: currently on continents when Visibility.Distance.InFlight > Visibility.Distance.Continents
//we have alot of blinking mobs because monster move packet send is broken...
MaNGOS::ObjectMessageDeliverer post_man(*obj,msg);
TypeContainerVisitor<MaNGOS::ObjectMessageDeliverer, WorldTypeMapContainer > message(post_man);
cell.Visit(p, message, *this, *obj, GetVisibilityDistance());
}
void Map::MessageDistBroadcast(Player *player, WorldPacket *msg, float dist, bool to_self, bool own_team_only)
{
CellPair p = MaNGOS::ComputeCellPair(player->GetPositionX(), player->GetPositionY());
if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP )
{
sLog.outError("Map::MessageBroadcast: Player (GUID: %u) have invalid coordinates X:%f Y:%f grid cell [%u:%u]", player->GetGUIDLow(), player->GetPositionX(), player->GetPositionY(), p.x_coord, p.y_coord);
return;
}
Cell cell(p);
cell.SetNoCreate();
if( !loaded(GridPair(cell.data.Part.grid_x, cell.data.Part.grid_y)) )
return;
MaNGOS::MessageDistDeliverer post_man(*player, msg, dist, to_self, own_team_only);
TypeContainerVisitor<MaNGOS::MessageDistDeliverer , WorldTypeMapContainer > message(post_man);
cell.Visit(p, message, *this, *player, dist);
}
void Map::MessageDistBroadcast(WorldObject *obj, WorldPacket *msg, float dist)
{
CellPair p = MaNGOS::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY());
if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP )
{
sLog.outError("Map::MessageBroadcast: Object (GUID: %u TypeId: %u) have invalid coordinates X:%f Y:%f grid cell [%u:%u]", obj->GetGUIDLow(), obj->GetTypeId(), obj->GetPositionX(), obj->GetPositionY(), p.x_coord, p.y_coord);
return;
}
Cell cell(p);
cell.SetNoCreate();
if( !loaded(GridPair(cell.data.Part.grid_x, cell.data.Part.grid_y)) )
return;
MaNGOS::ObjectMessageDistDeliverer post_man(*obj, msg, dist);
TypeContainerVisitor<MaNGOS::ObjectMessageDistDeliverer, WorldTypeMapContainer > message(post_man);
cell.Visit(p, message, *this, *obj, dist);
}
bool Map::loaded(const GridPair &p) const
{
return ( getNGrid(p.x_coord, p.y_coord) && isGridObjectDataLoaded(p.x_coord, p.y_coord) );
}
void Map::Update(uint32 time_, uint32 diff)
{
m_lastUpdateTime = time_;
/// update players at tick
for(m_mapRefIter = m_mapRefManager.begin(); m_mapRefIter != m_mapRefManager.end(); ++m_mapRefIter)
if (Player* plr = m_mapRefIter->getSource())
if (plr->IsInWorld())
plr->Update(diff, diff);
/// update active cells around players and active objects
resetMarkedCells();
// the player iterator is stored in the map object
// to make sure calls to Map::Remove don't invalidate it
for(m_mapRefIter = m_mapRefManager.begin(); m_mapRefIter != m_mapRefManager.end(); ++m_mapRefIter)
{
Player* plr = m_mapRefIter->getSource();
if(!plr->IsInWorld())
continue;
CellPair standing_cell(MaNGOS::ComputeCellPair(plr->GetPositionX(), plr->GetPositionY()));
// Check for correctness of standing_cell, it also avoids problems with update_cell
if (standing_cell.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || standing_cell.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP)
continue;
// the overloaded operators handle range checking
// so ther's no need for range checking inside the loop
CellPair begin_cell(standing_cell), end_cell(standing_cell);
//lets update mobs/objects in ALL visible cells around player!
CellArea area = Cell::CalculateCellArea(plr->GetPositionX(), plr->GetPositionY(), GetVisibilityDistance());
area.ResizeBorders(begin_cell, end_cell);
for(uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; ++x)
{
for(uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; ++y)
{
// marked cells are those that have been visited
// don't visit the same cell twice
uint32 cell_id = (y * TOTAL_NUMBER_OF_CELLS_PER_MAP) + x;
if(!isCellMarked(cell_id))
{
markCell(cell_id);
CellPair pair(x,y);
Cell cell(pair);
cell.SetNoCreate();
uint32 realdiff = diff;
if (loaded(cell.gridPair()) )
realdiff = (*getNGrid(cell.GridX(),cell.GridY()))(cell.CellX(),cell.CellY()).SetLastUpdateTimeAndReturnDiff(time_);
MaNGOS::ObjectUpdater updater(realdiff, diff);
// for creature
TypeContainerVisitor<MaNGOS::ObjectUpdater, GridTypeMapContainer > grid_object_update(updater);
// for pets
TypeContainerVisitor<MaNGOS::ObjectUpdater, WorldTypeMapContainer > world_object_update(updater);
Visit(cell, grid_object_update);
Visit(cell, world_object_update);
}
}
}
}
// non-player active objects
if(!m_activeNonPlayers.empty())
{
for(m_activeNonPlayersIter = m_activeNonPlayers.begin(); m_activeNonPlayersIter != m_activeNonPlayers.end(); )
{
// skip not in world
WorldObject* obj = *m_activeNonPlayersIter;
// step before processing, in this case if Map::Remove remove next object we correctly
// step to next-next, and if we step to end() then newly added objects can wait next update.
++m_activeNonPlayersIter;
if(!obj->IsInWorld())
continue;
CellPair standing_cell(MaNGOS::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY()));
// Check for correctness of standing_cell, it also avoids problems with update_cell
if (standing_cell.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || standing_cell.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP)
continue;
// the overloaded operators handle range checking
// so ther's no need for range checking inside the loop
CellPair begin_cell(standing_cell), end_cell(standing_cell);
begin_cell << 1; begin_cell -= 1; // upper left
end_cell >> 1; end_cell += 1; // lower right
for(uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; ++x)
{
for(uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; ++y)
{
// marked cells are those that have been visited
// don't visit the same cell twice
uint32 cell_id = (y * TOTAL_NUMBER_OF_CELLS_PER_MAP) + x;
if(!isCellMarked(cell_id))
{
markCell(cell_id);
CellPair pair(x,y);
Cell cell(pair);
cell.SetNoCreate();
uint32 realdiff = diff;
if (loaded(cell.gridPair()) )
realdiff = (*getNGrid(cell.GridX(),cell.GridY()))(cell.CellX(),cell.CellY()).SetLastUpdateTimeAndReturnDiff(time_);
MaNGOS::ObjectUpdater updater(realdiff, diff);
// for creature
TypeContainerVisitor<MaNGOS::ObjectUpdater, GridTypeMapContainer > grid_object_update(updater);
// for pets
TypeContainerVisitor<MaNGOS::ObjectUpdater, WorldTypeMapContainer > world_object_update(updater);
Visit(cell, grid_object_update);
Visit(cell, world_object_update);
}
}
}
}
}
// Send world objects and item update field changes
SendObjectUpdates();
// Don't unload grids if it's battleground, since we may have manually added GOs,creatures, those doesn't load from DB at grid re-load !
// This isn't really bother us, since as soon as we have instanced BG-s, the whole map unloads as the BG gets ended
if (!IsBattleGroundOrArena())
{
for (GridRefManager<NGridType>::iterator i = GridRefManager<NGridType>::begin(); i != GridRefManager<NGridType>::end(); )
{
NGridType *grid = i->getSource();
GridInfo *info = i->getSource()->getGridInfoRef();
++i; // The update might delete the map and we need the next map before the iterator gets invalid
MANGOS_ASSERT(grid->GetGridState() >= 0 && grid->GetGridState() < MAX_GRID_STATE);
sMapMgr.UpdateGridState(grid->GetGridState(), *this, *grid, *info, grid->getX(), grid->getY(), diff);
}
}
///- Process necessary scripts
if (!m_scriptSchedule.empty())
ScriptsProcess();
}
void Map::Remove(Player *player, bool remove)
{
if(remove)
player->CleanupsBeforeDelete();
else
player->RemoveFromWorld();
// this may be called during Map::Update
// after decrement+unlink, ++m_mapRefIter will continue correctly
// when the first element of the list is being removed
// nocheck_prev will return the padding element of the RefManager
// instead of NULL in the case of prev
if(m_mapRefIter == player->GetMapRef())
m_mapRefIter = m_mapRefIter->nocheck_prev();
player->GetMapRef().unlink();
CellPair p = MaNGOS::ComputeCellPair(player->GetPositionX(), player->GetPositionY());
if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP)
{
// invalid coordinates
player->ResetMap();
if( remove )
DeleteFromWorld(player);
return;
}
Cell cell(p);
if( !getNGrid(cell.data.Part.grid_x, cell.data.Part.grid_y) )
{
sLog.outError("Map::Remove() i_grids was NULL x:%d, y:%d",cell.data.Part.grid_x,cell.data.Part.grid_y);
return;
}
DEBUG_FILTER_LOG(LOG_FILTER_PLAYER_MOVES, "Remove player %s from grid[%u,%u]", player->GetName(), cell.GridX(), cell.GridY());
NGridType *grid = getNGrid(cell.GridX(), cell.GridY());
MANGOS_ASSERT(grid != NULL);
RemoveFromGrid(player,grid,cell);
SendRemoveTransports(player);
UpdateObjectVisibility(player,cell,p);
player->ResetMap();
if( remove )
DeleteFromWorld(player);
}
template<class T>
void
Map::Remove(T *obj, bool remove)
{
CellPair p = MaNGOS::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY());
if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP )
{
sLog.outError("Map::Remove: Object (GUID: %u TypeId:%u) have invalid coordinates X:%f Y:%f grid cell [%u:%u]", obj->GetGUIDLow(), obj->GetTypeId(), obj->GetPositionX(), obj->GetPositionY(), p.x_coord, p.y_coord);
return;
}
Cell cell(p);
if( !loaded(GridPair(cell.data.Part.grid_x, cell.data.Part.grid_y)) )
return;
DEBUG_LOG("Remove object (GUID: %u TypeId:%u) from grid[%u,%u]", obj->GetGUIDLow(), obj->GetTypeId(), cell.data.Part.grid_x, cell.data.Part.grid_y);
NGridType *grid = getNGrid(cell.GridX(), cell.GridY());
MANGOS_ASSERT( grid != NULL );
if(obj->isActiveObject())
RemoveFromActive(obj);
if(remove)
obj->CleanupsBeforeDelete();
else
obj->RemoveFromWorld();
UpdateObjectVisibility(obj,cell,p); // i think will be better to call this function while object still in grid, this changes nothing but logically is better(as for me)
RemoveFromGrid(obj,grid,cell);
obj->ResetMap();
if( remove )
{
// if option set then object already saved at this moment
if(!sWorld.getConfig(CONFIG_BOOL_SAVE_RESPAWN_TIME_IMMEDIATLY))
obj->SaveRespawnTime();
DeleteFromWorld(obj);
}
}
void
Map::PlayerRelocation(Player *player, float x, float y, float z, float orientation)
{
MANGOS_ASSERT(player);
CellPair old_val = MaNGOS::ComputeCellPair(player->GetPositionX(), player->GetPositionY());
CellPair new_val = MaNGOS::ComputeCellPair(x, y);
Cell old_cell(old_val);
Cell new_cell(new_val);
bool same_cell = (new_cell == old_cell);
player->Relocate(x, y, z, orientation);
if( old_cell.DiffGrid(new_cell) || old_cell.DiffCell(new_cell) )
{
DEBUG_FILTER_LOG(LOG_FILTER_PLAYER_MOVES, "Player %s relocation grid[%u,%u]cell[%u,%u]->grid[%u,%u]cell[%u,%u]", player->GetName(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());
NGridType* oldGrid = getNGrid(old_cell.GridX(), old_cell.GridY());
RemoveFromGrid(player, oldGrid,old_cell);
if( !old_cell.DiffGrid(new_cell) )
AddToGrid(player, oldGrid,new_cell);
else
EnsureGridLoadedAtEnter(new_cell, player);
NGridType* newGrid = getNGrid(new_cell.GridX(), new_cell.GridY());
player->GetViewPoint().Event_GridChanged(&(*newGrid)(new_cell.CellX(),new_cell.CellY()));
}
player->GetViewPoint().Call_UpdateVisibilityForOwner();
// if move then update what player see and who seen
UpdateObjectVisibility(player, new_cell, new_val);
PlayerRelocationNotify(player,new_cell,new_val);
NGridType* newGrid = getNGrid(new_cell.GridX(), new_cell.GridY());
if( !same_cell && newGrid->GetGridState()!= GRID_STATE_ACTIVE )
{
ResetGridExpiry(*newGrid, 0.1f);
newGrid->SetGridState(GRID_STATE_ACTIVE);
}
}
void
Map::CreatureRelocation(Creature *creature, float x, float y, float z, float ang)
{
MANGOS_ASSERT(CheckGridIntegrity(creature,false));
Cell old_cell = creature->GetCurrentCell();
CellPair new_val = MaNGOS::ComputeCellPair(x, y);
Cell new_cell(new_val);
// delay creature move for grid/cell to grid/cell moves
if (old_cell.DiffCell(new_cell) || old_cell.DiffGrid(new_cell))
{
DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u) added to moving list from grid[%u,%u]cell[%u,%u] to grid[%u,%u]cell[%u,%u].", creature->GetGUIDLow(), creature->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());
// do move or do move to respawn or remove creature if previous all fail
if(CreatureCellRelocation(creature,new_cell))
{
// update pos
creature->Relocate(x, y, z, ang);
// in diffcell/diffgrid case notifiers called in Creature::Update
creature->SetNeedNotify();
}
else
{
// if creature can't be move in new cell/grid (not loaded) move it to repawn cell/grid
// creature coordinates will be updated and notifiers send
if(!CreatureRespawnRelocation(creature))
{
// ... or unload (if respawn grid also not loaded)
DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u ) can't be move to unloaded respawn grid.",creature->GetGUIDLow(),creature->GetEntry());
creature->SetNeedNotify();
}
}
}
else
{
creature->Relocate(x, y, z, ang);
creature->SetNeedNotify();
}
creature->GetViewPoint().Call_UpdateVisibilityForOwner();
MANGOS_ASSERT(CheckGridIntegrity(creature,true));
}
bool Map::CreatureCellRelocation(Creature *c, Cell new_cell)
{
Cell const& old_cell = c->GetCurrentCell();
if(!old_cell.DiffGrid(new_cell) ) // in same grid
{
// if in same cell then none do
if(old_cell.DiffCell(new_cell))
{
DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u) moved in grid[%u,%u] from cell[%u,%u] to cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.CellX(), new_cell.CellY());
RemoveFromGrid(c,getNGrid(old_cell.GridX(), old_cell.GridY()),old_cell);
NGridType* new_grid = getNGrid(new_cell.GridX(), new_cell.GridY());
AddToGrid(c,new_grid,new_cell);
c->GetViewPoint().Event_GridChanged( &(*new_grid)(new_cell.CellX(),new_cell.CellY()) );
}
else
{
DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u) move in same grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY());
}
return true;
}
// in diff. grids but active creature
if(c->isActiveObject())
{
EnsureGridLoadedAtEnter(new_cell);
DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Active creature (GUID: %u Entry: %u) moved from grid[%u,%u]cell[%u,%u] to grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());
RemoveFromGrid(c,getNGrid(old_cell.GridX(), old_cell.GridY()),old_cell);
NGridType* new_grid = getNGrid(new_cell.GridX(), new_cell.GridY());
AddToGrid(c,new_grid,new_cell);
c->GetViewPoint().Event_GridChanged( &(*new_grid)(new_cell.CellX(),new_cell.CellY()) );
return true;
}
// in diff. loaded grid normal creature
if(loaded(GridPair(new_cell.GridX(), new_cell.GridY())))
{
DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u) moved from grid[%u,%u]cell[%u,%u] to grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());
RemoveFromGrid(c,getNGrid(old_cell.GridX(), old_cell.GridY()),old_cell);
{
EnsureGridCreated(GridPair(new_cell.GridX(), new_cell.GridY()));
NGridType* new_grid = getNGrid(new_cell.GridX(), new_cell.GridY());
AddToGrid(c,new_grid,new_cell);
c->GetViewPoint().Event_GridChanged( &(*new_grid)(new_cell.CellX(),new_cell.CellY()) );
}
return true;
}
// fail to move: normal creature attempt move to unloaded grid
DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u) attempt move from grid[%u,%u]cell[%u,%u] to unloaded grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());
return false;
}
bool Map::CreatureRespawnRelocation(Creature *c)
{
float resp_x, resp_y, resp_z, resp_o;
c->GetRespawnCoord(resp_x, resp_y, resp_z, &resp_o);
CellPair resp_val = MaNGOS::ComputeCellPair(resp_x, resp_y);
Cell resp_cell(resp_val);
c->CombatStop();
c->GetMotionMaster()->Clear();
DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u) will moved from grid[%u,%u]cell[%u,%u] to respawn grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), c->GetCurrentCell().GridX(), c->GetCurrentCell().GridY(), c->GetCurrentCell().CellX(), c->GetCurrentCell().CellY(), resp_cell.GridX(), resp_cell.GridY(), resp_cell.CellX(), resp_cell.CellY());
// teleport it to respawn point (like normal respawn if player see)
if(CreatureCellRelocation(c,resp_cell))
{
c->Relocate(resp_x, resp_y, resp_z, resp_o);
c->GetMotionMaster()->Initialize(); // prevent possible problems with default move generators
c->SetNeedNotify();
return true;
}
else
return false;
}
bool Map::UnloadGrid(const uint32 &x, const uint32 &y, bool pForce)
{
NGridType *grid = getNGrid(x, y);
MANGOS_ASSERT( grid != NULL);
{
if(!pForce && ActiveObjectsNearGrid(x, y) )
return false;
DEBUG_LOG("Unloading grid[%u,%u] for map %u", x,y, i_id);
ObjectGridUnloader unloader(*grid);
// Finish remove and delete all creatures with delayed remove before moving to respawn grids
// Must know real mob position before move
RemoveAllObjectsInRemoveList();
// move creatures to respawn grids if this is diff.grid or to remove list
unloader.MoveToRespawnN();
// Finish remove and delete all creatures with delayed remove before unload
RemoveAllObjectsInRemoveList();
unloader.UnloadN();
delete getNGrid(x, y);
setNGrid(NULL, x, y);
}
int gx = (MAX_NUMBER_OF_GRIDS - 1) - x;
int gy = (MAX_NUMBER_OF_GRIDS - 1) - y;
// delete grid map, but don't delete if it is from parent map (and thus only reference)
//+++if (GridMaps[gx][gy]) don't check for GridMaps[gx][gy], we might have to unload vmaps
{
if (i_InstanceId == 0)
{
if(GridMaps[gx][gy])
{
GridMaps[gx][gy]->unloadData();
delete GridMaps[gx][gy];
}
VMAP::VMapFactory::createOrGetVMapManager()->unloadMap(GetId(), gx, gy);
}
else
((MapInstanced*)m_parentMap)->RemoveGridMapReference(GridPair(gx, gy));
GridMaps[gx][gy] = NULL;
}
DEBUG_LOG("Unloading grid[%u,%u] for map %u finished", x,y, i_id);
return true;
}
void Map::UnloadAll(bool pForce)
{
for (GridRefManager<NGridType>::iterator i = GridRefManager<NGridType>::begin(); i != GridRefManager<NGridType>::end(); )
{
NGridType &grid(*i->getSource());
++i;
UnloadGrid(grid.getX(), grid.getY(), pForce); // deletes the grid and removes it from the GridRefManager
}
}
MapDifficulty const* Map::GetMapDifficulty() const
{
return GetMapDifficultyData(GetId(),GetDifficulty());
}
uint32 Map::GetMaxPlayers() const
{
if(MapDifficulty const* mapDiff = GetMapDifficulty())
{
if(mapDiff->maxPlayers || IsRegularDifficulty()) // Normal case (expect that regular difficulty always have correct maxplayers)
return mapDiff->maxPlayers;
else // DBC have 0 maxplayers for heroic instances with expansion < 2
{ // The heroic entry exists, so we don't have to check anything, simply return normal max players
MapDifficulty const* normalDiff = GetMapDifficultyData(i_id, REGULAR_DIFFICULTY);
return normalDiff ? normalDiff->maxPlayers : 0;
}
}
else // I'd rather ASSERT(false);
return 0;
}
uint32 Map::GetMaxResetDelay() const
{
return InstanceResetScheduler::GetMaxResetTimeFor(GetMapDifficulty());
}
inline GridMap *Map::GetGrid(float x, float y)
{
// half opt method
int gx=(int)(32-x/SIZE_OF_GRIDS); //grid x
int gy=(int)(32-y/SIZE_OF_GRIDS); //grid y
// ensure GridMap is loaded
EnsureGridCreated(GridPair(63-gx,63-gy));
return GridMaps[gx][gy];
}
float Map::GetHeight(float x, float y, float z, bool pUseVmaps, float maxSearchDist) const
{
// find raw .map surface under Z coordinates
float mapHeight;
float z2 = z + 2.f;
if (GridMap *gmap = const_cast<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 (z2 > _mapheight)
mapHeight = _mapheight;
else
mapHeight = VMAP_INVALID_HEIGHT_VALUE;
}
else
mapHeight = VMAP_INVALID_HEIGHT_VALUE;
float vmapHeight;
if (pUseVmaps)
{
VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager();
if (vmgr->isHeightCalcEnabled())
{
// if mapHeight has been found search vmap height at least until mapHeight point
// this prevent case when original Z "too high above ground and vmap height search fail"
// this will not affect most normal cases (no map in instance, or stay at ground at continent)
if (mapHeight > INVALID_HEIGHT && z2 - mapHeight > maxSearchDist)
maxSearchDist = z2 - mapHeight + 1.0f; // 1.0 make sure that we not fail for case when map height near but above for vamp height
// look from a bit higher pos to find the floor
vmapHeight = vmgr->getHeight(GetId(), x, y, z2, maxSearchDist);
}
else
vmapHeight = VMAP_INVALID_HEIGHT_VALUE;
}
else
vmapHeight = VMAP_INVALID_HEIGHT_VALUE;
// mapHeight set for any above raw ground Z or <= INVALID_HEIGHT
// vmapheight set for any under Z value or <= INVALID_HEIGHT
if (vmapHeight > INVALID_HEIGHT)
{
if (mapHeight > INVALID_HEIGHT)
{
// we have mapheight and vmapheight and must select more appropriate
// we are already under the surface or vmap height above map heigt
// or if the distance of the vmap height is less the land height distance
if (z < mapHeight || vmapHeight > mapHeight || fabs(mapHeight-z) > fabs(vmapHeight-z))
return vmapHeight;
else
return mapHeight; // better use .map surface height
}
else
return vmapHeight; // we have only vmapHeight (if have)
}
return mapHeight;
}
inline bool IsOutdoorWMO(uint32 mogpFlags, int32 adtId, int32 rootId, int32 groupId,
WMOAreaTableEntry const* wmoEntry, AreaTableEntry const* atEntry)
{
bool outdoor = true;
if(wmoEntry && atEntry)
{
if(atEntry->flags & AREA_FLAG_OUTSIDE)
return true;
if(atEntry->flags & AREA_FLAG_INSIDE)
return false;
}
outdoor = mogpFlags&0x8;
if(wmoEntry)
{
if(wmoEntry->Flags & 4)
return true;
if((wmoEntry->Flags & 2)!=0)
outdoor = false;
}
return outdoor;
}
bool Map::IsOutdoors(float x, float y, float z) const
{
uint32 mogpFlags;
int32 adtId, rootId, groupId;
// no wmo found? -> outside by default
if(!GetAreaInfo(x, y, z, mogpFlags, adtId, rootId, groupId))
return true;
AreaTableEntry const* atEntry = 0;
WMOAreaTableEntry const* wmoEntry= GetWMOAreaTableEntryByTripple(rootId, adtId, groupId);
if(wmoEntry)
{
DEBUG_LOG("Got WMOAreaTableEntry! flag %u, areaid %u", wmoEntry->Flags, wmoEntry->areaId);
atEntry = GetAreaEntryByAreaID(wmoEntry->areaId);
}
return IsOutdoorWMO(mogpFlags, adtId, rootId, groupId, wmoEntry, atEntry);
}
bool Map::GetAreaInfo(float x, float y, float z, uint32 &flags, int32 &adtId, int32 &rootId, int32 &groupId) const
{
float vmap_z = z;
VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager();
if (vmgr->getAreaInfo(GetId(), x, y, vmap_z, flags, adtId, rootId, groupId))
{
// check if there's terrain between player height and object height
if(GridMap *gmap = const_cast<Map*>(this)->GetGrid(x, y))
{
float _mapheight = gmap->getHeight(x,y);
// z + 2.0f condition taken from GetHeight(), not sure if it's such a great choice...
if(z + 2.0f > _mapheight && _mapheight > vmap_z)
return false;
}
return true;
}
return false;
}
uint16 Map::GetAreaFlag(float x, float y, float z, bool *isOutdoors) const
{
uint32 mogpFlags;
int32 adtId, rootId, groupId;
WMOAreaTableEntry const* wmoEntry = 0;
AreaTableEntry const* atEntry = 0;
bool haveAreaInfo = false;
if(GetAreaInfo(x, y, z, mogpFlags, adtId, rootId, groupId))
{
haveAreaInfo = true;
if(wmoEntry = GetWMOAreaTableEntryByTripple(rootId, adtId, groupId))
atEntry = GetAreaEntryByAreaID(wmoEntry->areaId);
}
uint16 areaflag;
if (atEntry)
areaflag = atEntry->exploreFlag;
else
{
if(GridMap *gmap = const_cast<Map*>(this)->GetGrid(x, y))
areaflag = gmap->getArea(x, y);
// this used while not all *.map files generated (instances)
else
areaflag = GetAreaFlagByMapId(i_id);
}
if (isOutdoors)
{
if (haveAreaInfo)
*isOutdoors = IsOutdoorWMO(mogpFlags, adtId, rootId, groupId, wmoEntry, atEntry);
else
*isOutdoors = true;
}
return areaflag;
}
uint8 Map::GetTerrainType(float x, float y ) const
{
if(GridMap *gmap = const_cast<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
{
GridMapLiquidStatus result = LIQUID_MAP_NO_WATER;
VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager();
float liquid_level, ground_level = INVALID_HEIGHT;
uint32 liquid_type;
if (vmgr->GetLiquidLevel(GetId(), x, y, z, ReqLiquidType, liquid_level, ground_level, liquid_type))
{
DEBUG_LOG("getLiquidStatus(): vmap liquid level: %f ground: %f type: %u", liquid_level, ground_level, liquid_type);
// Check water level and ground level
if (liquid_level > ground_level && z > ground_level - 2)
{
// All ok in water -> store data
if (data)
{
data->type = liquid_type;
data->level = liquid_level;
data->depth_level = ground_level;
}
// For speed check as int values
int delta = int((liquid_level - z) * 10);
// Get position delta
if (delta > 20) // Under water
return LIQUID_MAP_UNDER_WATER;
if (delta > 0 ) // In water
return LIQUID_MAP_IN_WATER;
if (delta > -1) // Walk on water
return LIQUID_MAP_WATER_WALK;
result = LIQUID_MAP_ABOVE_WATER;
}
}
if(GridMap* gmap = const_cast<Map*>(this)->GetGrid(x, y))
{
GridMapLiquidData map_data;
GridMapLiquidStatus map_result = gmap->getLiquidStatus(x, y, z, ReqLiquidType, &map_data);
// Not override LIQUID_MAP_ABOVE_WATER with LIQUID_MAP_NO_WATER:
if (map_result != LIQUID_MAP_NO_WATER && (map_data.level > ground_level))
{
if (data)
*data = map_data;
return map_result;
}
}
return result;
}
uint32 Map::GetAreaIdByAreaFlag(uint16 areaflag,uint32 map_id)
{
AreaTableEntry const *entry = GetAreaEntryByAreaFlagAndMap(areaflag,map_id);
if (entry)
return entry->ID;
else
return 0;
}
uint32 Map::GetZoneIdByAreaFlag(uint16 areaflag,uint32 map_id)
{
AreaTableEntry const *entry = GetAreaEntryByAreaFlagAndMap(areaflag,map_id);
if( entry )
return ( entry->zone != 0 ) ? entry->zone : entry->ID;
else
return 0;
}
void Map::GetZoneAndAreaIdByAreaFlag(uint32& zoneid, uint32& areaid, uint16 areaflag,uint32 map_id)
{
AreaTableEntry const *entry = GetAreaEntryByAreaFlagAndMap(areaflag,map_id);
areaid = entry ? entry->ID : 0;
zoneid = entry ? (( entry->zone != 0 ) ? entry->zone : entry->ID) : 0;
}
bool Map::IsInWater(float x, float y, float pZ, GridMapLiquidData *data) const
{
// Check surface in x, y point for liquid
if (const_cast<Map*>(this)->GetGrid(x, y))
{
GridMapLiquidData liquid_status;
GridMapLiquidData *liquid_ptr = data ? data : &liquid_status;
if (getLiquidStatus(x, y, pZ, MAP_ALL_LIQUIDS, liquid_ptr))
{
//if (liquid_prt->level - liquid_prt->depth_level > 2) //???
return true;
}
}
return false;
}
bool Map::IsUnderWater(float x, float y, float z) const
{
if (const_cast<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;
}
/**
* Function find higher form water or ground height for current floor
*
* @param x, y, z Coordinates original point at floor level
*
* @param pGround optional arg for retrun calculated by function work ground height, it let avoid in caller code recalculate height for point if it need
*
* @param swim z coordinate can be calculated for select above/at or under z coordinate (for fly or swim/walking by bottom)
* in last cases for in water returned under water height for avoid client set swimming unit as saty at water.
*
* @return calculated z coordinate
*/
float Map::GetWaterOrGroundLevel(float x, float y, float z, float* pGround /*= NULL*/, bool swim /*= false*/) const
{
if (const_cast<Map*>(this)->GetGrid(x, y))
{
// we need ground level (including grid height version) for proper return water level in point
float ground_z = GetHeight(x, y, z, true, DEFAULT_WATER_SEARCH);
if (pGround)
*pGround = ground_z;
GridMapLiquidData liquid_status;
GridMapLiquidStatus res = getLiquidStatus(x, y, ground_z, MAP_ALL_LIQUIDS, &liquid_status);
return res ? ( swim ? liquid_status.level - 2.0f : liquid_status.level) : ground_z;
}
return VMAP_INVALID_HEIGHT_VALUE;
}
float Map::GetWaterLevel(float x, float y, float z, float* pGround /*= NULL*/) const
{
if (const_cast<Map*>(this)->GetGrid(x, y))
{
// we need ground level (including grid height version) for proper return water level in point
float ground_z = GetHeight(x, y, z, true, DEFAULT_WATER_SEARCH);
if (pGround)
*pGround = ground_z;
GridMapLiquidData liquid_status;
GridMapLiquidStatus res = getLiquidStatus(x, y, ground_z, MAP_ALL_LIQUIDS, &liquid_status);
if (!res)
return VMAP_INVALID_HEIGHT_VALUE;
return liquid_status.level;
}
return VMAP_INVALID_HEIGHT_VALUE;
}
bool Map::CheckGridIntegrity(Creature* c, bool moved) const
{
Cell const& cur_cell = c->GetCurrentCell();
CellPair xy_val = MaNGOS::ComputeCellPair(c->GetPositionX(), c->GetPositionY());
Cell xy_cell(xy_val);
if(xy_cell != cur_cell)
{
sLog.outError("Creature (GUIDLow: %u) X: %f Y: %f (%s) in grid[%u,%u]cell[%u,%u] instead grid[%u,%u]cell[%u,%u]",
c->GetGUIDLow(),
c->GetPositionX(),c->GetPositionY(),(moved ? "final" : "original"),
cur_cell.GridX(), cur_cell.GridY(), cur_cell.CellX(), cur_cell.CellY(),
xy_cell.GridX(), xy_cell.GridY(), xy_cell.CellX(), xy_cell.CellY());
return true; // not crash at error, just output error in debug mode
}
return true;
}
const char* Map::GetMapName() const
{
return i_mapEntry ? i_mapEntry->name[sWorld.GetDefaultDbcLocale()] : "UNNAMEDMAP\x0";
}
void Map::UpdateObjectVisibility( WorldObject* obj, Cell cell, CellPair cellpair)
{
cell.SetNoCreate();
MaNGOS::VisibleChangesNotifier notifier(*obj);
TypeContainerVisitor<MaNGOS::VisibleChangesNotifier, WorldTypeMapContainer > player_notifier(notifier);
cell.Visit(cellpair, player_notifier, *this, *obj, GetVisibilityDistance());
}
void Map::PlayerRelocationNotify( Player* player, Cell cell, CellPair cellpair )
{
MaNGOS::PlayerRelocationNotifier relocationNotifier(*player);
TypeContainerVisitor<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);
MANGOS_ASSERT(false);
}
i_grids[x][y] = grid;
}
void Map::AddObjectToRemoveList(WorldObject *obj)
{
MANGOS_ASSERT(obj->GetMapId()==GetId() && obj->GetInstanceId()==GetInstanceId());
obj->CleanupsBeforeDelete(); // remove or simplify at least cross referenced links
i_objectsToRemove.insert(obj);
//DEBUG_LOG("Object (GUID: %u TypeId: %u ) added to removing list.",obj->GetGUIDLow(),obj->GetTypeId());
}
void Map::RemoveAllObjectsInRemoveList()
{
if(i_objectsToRemove.empty())
return;
//DEBUG_LOG("Object remover 1 check.");
while(!i_objectsToRemove.empty())
{
WorldObject* obj = *i_objectsToRemove.begin();
i_objectsToRemove.erase(i_objectsToRemove.begin());
switch(obj->GetTypeId())
{
case TYPEID_CORPSE:
{
// ??? WTF
Corpse* corpse = GetCorpse(obj->GetGUID());
if (!corpse)
sLog.outError("Try delete corpse/bones %u that not in map", obj->GetGUIDLow());
else
Remove(corpse,true);
break;
}
case TYPEID_DYNAMICOBJECT:
Remove((DynamicObject*)obj,true);
break;
case TYPEID_GAMEOBJECT:
Remove((GameObject*)obj,true);
break;
case TYPEID_UNIT:
Remove((Creature*)obj,true);
break;
default:
sLog.outError("Non-grid object (TypeId: %u) in grid object removing list, ignored.",obj->GetTypeId());
break;
}
}
//DEBUG_LOG("Object remover 2 check.");
}
uint32 Map::GetPlayersCountExceptGMs() const
{
uint32 count = 0;
for(MapRefManager::const_iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr)
if(!itr->getSource()->isGameMaster())
++count;
return count;
}
void Map::SendToPlayers(WorldPacket const* data) const
{
for(MapRefManager::const_iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr)
itr->getSource()->GetSession()->SendPacket(data);
}
bool Map::ActiveObjectsNearGrid(uint32 x, uint32 y) const
{
MANGOS_ASSERT(x < MAX_NUMBER_OF_GRIDS);
MANGOS_ASSERT(y < MAX_NUMBER_OF_GRIDS);
CellPair cell_min(x*MAX_NUMBER_OF_CELLS, y*MAX_NUMBER_OF_CELLS);
CellPair cell_max(cell_min.x_coord + MAX_NUMBER_OF_CELLS, cell_min.y_coord+MAX_NUMBER_OF_CELLS);
//we must find visible range in cells so we unload only non-visible cells...
float viewDist = GetVisibilityDistance();
int cell_range = (int)ceilf(viewDist / SIZE_OF_GRID_CELL) + 1;
cell_min << cell_range;
cell_min -= cell_range;
cell_max >> cell_range;
cell_max += cell_range;
for(MapRefManager::const_iterator iter = m_mapRefManager.begin(); iter != m_mapRefManager.end(); ++iter)
{
Player* plr = iter->getSource();
CellPair p = MaNGOS::ComputeCellPair(plr->GetPositionX(), plr->GetPositionY());
if( (cell_min.x_coord <= p.x_coord && p.x_coord <= cell_max.x_coord) &&
(cell_min.y_coord <= p.y_coord && p.y_coord <= cell_max.y_coord) )
return true;
}
for(ActiveNonPlayers::const_iterator iter = m_activeNonPlayers.begin(); iter != m_activeNonPlayers.end(); ++iter)
{
WorldObject* obj = *iter;
CellPair p = MaNGOS::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY());
if( (cell_min.x_coord <= p.x_coord && p.x_coord <= cell_max.x_coord) &&
(cell_min.y_coord <= p.y_coord && p.y_coord <= cell_max.y_coord) )
return true;
}
return false;
}
void Map::AddToActive( WorldObject* obj )
{
m_activeNonPlayers.insert(obj);
// also not allow unloading spawn grid to prevent creating creature clone at load
if (obj->GetTypeId()==TYPEID_UNIT)
{
Creature* c= (Creature*)obj;
if (!c->IsPet() && c->GetDBTableGUIDLow())
{
float x,y,z;
c->GetRespawnCoord(x,y,z);
GridPair p = MaNGOS::ComputeGridPair(x, y);
if(getNGrid(p.x_coord, p.y_coord))
getNGrid(p.x_coord, p.y_coord)->incUnloadActiveLock();
else
{
GridPair p2 = MaNGOS::ComputeGridPair(c->GetPositionX(), c->GetPositionY());
sLog.outError("Active creature (GUID: %u Entry: %u) added to grid[%u,%u] but spawn grid[%u,%u] not loaded.",
c->GetGUIDLow(), c->GetEntry(), p.x_coord, p.y_coord, p2.x_coord, p2.y_coord);
}
}
}
}
void Map::RemoveFromActive( WorldObject* obj )
{
// Map::Update for active object in proccess
if(m_activeNonPlayersIter != m_activeNonPlayers.end())
{
ActiveNonPlayers::iterator itr = m_activeNonPlayers.find(obj);
if(itr==m_activeNonPlayersIter)
++m_activeNonPlayersIter;
m_activeNonPlayers.erase(itr);
}
else
m_activeNonPlayers.erase(obj);
// also allow unloading spawn grid
if (obj->GetTypeId()==TYPEID_UNIT)
{
Creature* c= (Creature*)obj;
if(!c->IsPet() && c->GetDBTableGUIDLow())
{
float x,y,z;
c->GetRespawnCoord(x,y,z);
GridPair p = MaNGOS::ComputeGridPair(x, y);
if(getNGrid(p.x_coord, p.y_coord))
getNGrid(p.x_coord, p.y_coord)->decUnloadActiveLock();
else
{
GridPair p2 = MaNGOS::ComputeGridPair(c->GetPositionX(), c->GetPositionY());
sLog.outError("Active creature (GUID: %u Entry: %u) removed from grid[%u,%u] but spawn grid[%u,%u] not loaded.",
c->GetGUIDLow(), c->GetEntry(), p.x_coord, p.y_coord, p2.x_coord, p2.y_coord);
}
}
}
}
template void Map::Add(Corpse *);
template void Map::Add(Creature *);
template void Map::Add(GameObject *);
template void Map::Add(DynamicObject *);
template void Map::Remove(Corpse *,bool);
template void Map::Remove(Creature *,bool);
template void Map::Remove(GameObject *, bool);
template void Map::Remove(DynamicObject *, bool);
/* ******* Dungeon Instance Maps ******* */
InstanceMap::InstanceMap(uint32 id, time_t expiry, uint32 InstanceId, uint8 SpawnMode, Map* _parent)
: Map(id, expiry, InstanceId, SpawnMode, _parent),
m_resetAfterUnload(false), m_unloadWhenEmpty(false),
i_data(NULL), i_script_id(0)
{
//lets initialize visibility distance for dungeons
InstanceMap::InitVisibilityDistance();
// the timer is started by default, and stopped when the first player joins
// this make sure it gets unloaded if for some reason no player joins
m_unloadTimer = std::max(sWorld.getConfig(CONFIG_UINT32_INSTANCE_UNLOAD_DELAY), (uint32)MIN_UNLOAD_DELAY);
// Dungeon only code
if(IsDungeon())
{
m_instanceSave = sInstanceSaveMgr.AddInstanceSave(GetId(), GetInstanceId(), Difficulty(GetSpawnMode()), 0, true);
m_instanceSave->SetUsedByMapState(true);
}
}
InstanceMap::~InstanceMap()
{
if(i_data)
{
delete i_data;
i_data = NULL;
}
}
void InstanceMap::InitVisibilityDistance()
{
//init visibility distance for instances
m_VisibleDistance = World::GetMaxVisibleDistanceInInstances();
}
/*
Do map specific checks to see if the player can enter
*/
bool InstanceMap::CanEnter(Player *player)
{
if(player->GetMapRef().getTarget() == this)
{
sLog.outError("InstanceMap::CanEnter - player %s(%u) already in map %d,%d,%d!", player->GetName(), player->GetGUIDLow(), GetId(), GetInstanceId(), GetSpawnMode());
MANGOS_ASSERT(false);
return false;
}
// cannot enter if the instance is full (player cap), GMs don't count
uint32 maxPlayers = GetMaxPlayers();
if (!player->isGameMaster() && GetPlayersCountExceptGMs() >= maxPlayers)
{
DETAIL_LOG("MAP: Instance '%u' of map '%s' cannot have more than '%u' players. Player '%s' rejected", GetInstanceId(), GetMapName(), maxPlayers, player->GetName());
player->SendTransferAborted(GetId(), TRANSFER_ABORT_MAX_PLAYERS);
return false;
}
// cannot enter while players in the instance are in combat
Group *pGroup = player->GetGroup();
if(pGroup && pGroup->InCombatToInstance(GetInstanceId()) && player->isAlive() && player->GetMapId() != GetId())
{
player->SendTransferAborted(GetId(), TRANSFER_ABORT_ZONE_IN_COMBAT);
return false;
}
return Map::CanEnter(player);
}
/*
Do map specific checks and add the player to the map if successful.
*/
bool InstanceMap::Add(Player *player)
{
// TODO: Not sure about checking player level: already done in HandleAreaTriggerOpcode
// GMs still can teleport player in instance.
// Is it needed?
{
Guard guard(*this);
if (!CanEnter(player))
return false;
// Dungeon only code
if (IsDungeon())
{
// check for existing instance binds
InstancePlayerBind *playerBind = player->GetBoundInstance(GetId(), Difficulty(GetSpawnMode()));
if (playerBind && playerBind->perm)
{
// cannot enter other instances if bound permanently
if (playerBind->save != GetInstanceSave())
{
sLog.outError("InstanceMap::Add: player %s(%d) is permanently bound to instance %d,%d,%d,%d,%d,%d but he is being put in instance %d,%d,%d,%d,%d,%d",
player->GetName(), player->GetGUIDLow(), playerBind->save->GetMapId(),
playerBind->save->GetInstanceId(), playerBind->save->GetDifficulty(),
playerBind->save->GetPlayerCount(), playerBind->save->GetGroupCount(),
playerBind->save->CanReset(),
GetInstanceSave()->GetMapId(), GetInstanceSave()->GetInstanceId(),
GetInstanceSave()->GetDifficulty(), GetInstanceSave()->GetPlayerCount(),
GetInstanceSave()->GetGroupCount(), GetInstanceSave()->CanReset());
MANGOS_ASSERT(false);
}
}
else
{
Group *pGroup = player->GetGroup();
if (pGroup)
{
// solo saves should be reset when entering a group
InstanceGroupBind *groupBind = pGroup->GetBoundInstance(this,GetDifficulty());
if (playerBind)
{
sLog.outError("InstanceMap::Add: %s is being put in instance %d,%d,%d,%d,%d,%d but he is in group (Id: %d) and is bound to instance %d,%d,%d,%d,%d,%d!",
player->GetObjectGuid().GetString().c_str(), GetInstanceSave()->GetMapId(), GetInstanceSave()->GetInstanceId(),
GetInstanceSave()->GetDifficulty(), GetInstanceSave()->GetPlayerCount(), GetInstanceSave()->GetGroupCount(),
GetInstanceSave()->CanReset(), pGroup->GetId(),
playerBind->save->GetMapId(), playerBind->save->GetInstanceId(), playerBind->save->GetDifficulty(),
playerBind->save->GetPlayerCount(), playerBind->save->GetGroupCount(), playerBind->save->CanReset());
if (groupBind)
sLog.outError("InstanceMap::Add: the group (Id: %d) is bound to instance %d,%d,%d,%d,%d,%d",
pGroup->GetId(),
groupBind->save->GetMapId(), groupBind->save->GetInstanceId(), groupBind->save->GetDifficulty(),
groupBind->save->GetPlayerCount(), groupBind->save->GetGroupCount(), groupBind->save->CanReset());
MANGOS_ASSERT(false);
}
// bind to the group or keep using the group save
if (!groupBind)
pGroup->BindToInstance(GetInstanceSave(), false);
else
{
// cannot jump to a different instance without resetting it
if (groupBind->save != GetInstanceSave())
{
sLog.outError("InstanceMap::Add: %s is being put in instance %d,%d,%d but he is in group (Id: %d) which is bound to instance %d,%d,%d!",
player->GetObjectGuid().GetString().c_str(), GetInstanceSave()->GetMapId(),
GetInstanceSave()->GetInstanceId(), GetInstanceSave()->GetDifficulty(),
pGroup->GetId(), groupBind->save->GetMapId(),
groupBind->save->GetInstanceId(), groupBind->save->GetDifficulty());
if (GetInstanceSave())
sLog.outError("MapSave players: %d, group count: %d",
GetInstanceSave()->GetPlayerCount(), GetInstanceSave()->GetGroupCount());
else
sLog.outError("MapSave NULL");
if (groupBind->save)
sLog.outError("GroupBind save players: %d, group count: %d", groupBind->save->GetPlayerCount(), groupBind->save->GetGroupCount());
else
sLog.outError("GroupBind save NULL");
MANGOS_ASSERT(false);
}
// if the group/leader is permanently bound to the instance
// players also become permanently bound when they enter
if (groupBind->perm)
{
WorldPacket data(SMSG_INSTANCE_SAVE_CREATED, 4);
data << uint32(0);
player->GetSession()->SendPacket(&data);
player->BindToInstance(GetInstanceSave(), true);
}
}
}
else
{
// set up a solo bind or continue using it
if(!playerBind)
player->BindToInstance(GetInstanceSave(), false);
else
// cannot jump to a different instance without resetting it
MANGOS_ASSERT(playerBind->save == GetInstanceSave());
}
}
}
// for normal instances cancel the reset schedule when the
// first player enters (no players yet)
SetResetSchedule(false);
DETAIL_LOG("MAP: Player '%s' is entering instance '%u' of map '%s'", player->GetName(), GetInstanceId(), GetMapName());
// initialize unload state
m_unloadTimer = 0;
m_resetAfterUnload = false;
m_unloadWhenEmpty = false;
}
// this will acquire the same mutex so it cannot be in the previous block
Map::Add(player);
if (i_data)
i_data->OnPlayerEnter(player);
return true;
}
void InstanceMap::Update(uint32 time_, uint32 diff)
{
Map::Update(time_, diff);
if(i_data)
i_data->Update(diff);
}
void BattleGroundMap::Update(uint32 time_, uint32 diff)
{
Map::Update(time_, diff);
GetBG()->Update(diff);
}
void InstanceMap::Remove(Player *player, bool remove)
{
DETAIL_LOG("MAP: Removing player '%s' from instance '%u' of map '%s' before relocating to other map", player->GetName(), GetInstanceId(), GetMapName());
//if last player set unload timer
if(!m_unloadTimer && m_mapRefManager.getSize() == 1)
m_unloadTimer = m_unloadWhenEmpty ? MIN_UNLOAD_DELAY : std::max(sWorld.getConfig(CONFIG_UINT32_INSTANCE_UNLOAD_DELAY), (uint32)MIN_UNLOAD_DELAY);
if (i_data)
i_data->OnPlayerLeave(player);
Map::Remove(player, remove);
// for normal instances schedule the reset after all players have left
SetResetSchedule(true);
}
void InstanceMap::CreateInstanceData(bool load)
{
if(i_data != NULL)
return;
InstanceTemplate const* mInstance = ObjectMgr::GetInstanceTemplate(GetId());
if (mInstance)
{
i_script_id = mInstance->script_id;
i_data = Script->CreateInstanceData(this);
}
if(!i_data)
return;
if(load)
{
// TODO: make a global storage for this
QueryResult* result = CharacterDatabase.PQuery("SELECT data FROM instance WHERE map = '%u' AND id = '%u'", GetId(), i_InstanceId);
if (result)
{
Field* fields = result->Fetch();
const char* data = fields[0].GetString();
if(data)
{
DEBUG_LOG("Loading instance data for `%s` with id %u", sObjectMgr.GetScriptName(i_script_id), i_InstanceId);
i_data->Load(data);
}
delete result;
}
}
else
{
DEBUG_LOG("New instance data, \"%s\" ,initialized!", sObjectMgr.GetScriptName(i_script_id));
i_data->Initialize();
}
}
/*
Returns true if there are no players in the instance
*/
bool InstanceMap::Reset(uint8 method)
{
// note: since the map may not be loaded when the instance needs to be reset
// the instance must be deleted from the DB by InstanceSaveManager
if(HavePlayers())
{
if(method == INSTANCE_RESET_ALL)
{
// notify the players to leave the instance so it can be reset
for(MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr)
itr->getSource()->SendResetFailedNotify(GetId());
}
else
{
if(method == INSTANCE_RESET_GLOBAL)
{
// set the homebind timer for players inside (1 minute)
for(MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr)
itr->getSource()->m_InstanceValid = false;
}
// the unload timer is not started
// instead the map will unload immediately after the players have left
m_unloadWhenEmpty = true;
m_resetAfterUnload = true;
}
}
else
{
// unloaded at next update
m_unloadTimer = MIN_UNLOAD_DELAY;
m_resetAfterUnload = true;
}
return m_mapRefManager.isEmpty();
}
void InstanceMap::PermBindAllPlayers(Player *player)
{
if (!IsDungeon())
return;
Group *group = player->GetGroup();
// group members outside the instance group don't get bound
for(MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr)
{
Player* plr = itr->getSource();
// players inside an instance cannot be bound to other instances
// some players may already be permanently bound, in this case nothing happens
InstancePlayerBind *bind = plr->GetBoundInstance(GetId(), GetDifficulty());
if (!bind || !bind->perm)
{
plr->BindToInstance(GetInstanceSave(), true);
WorldPacket data(SMSG_INSTANCE_SAVE_CREATED, 4);
data << uint32(0);
plr->GetSession()->SendPacket(&data);
}
// if the leader is not in the instance the group will not get a perm bind
if (group && group->GetLeaderGuid() == plr->GetObjectGuid())
group->BindToInstance(GetInstanceSave(), true);
}
}
void InstanceMap::UnloadAll(bool pForce)
{
if(HavePlayers())
{
sLog.outError("InstanceMap::UnloadAll: there are still players in the instance at unload, should not happen!");
for(MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr)
{
Player* plr = itr->getSource();
plr->TeleportToHomebind();
}
}
if(m_resetAfterUnload == true)
sObjectMgr.DeleteRespawnTimeForInstance(GetInstanceId());
Map::UnloadAll(pForce);
}
void InstanceMap::SendResetWarnings(uint32 timeLeft) const
{
for(MapRefManager::const_iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr)
itr->getSource()->SendInstanceResetWarning(GetId(), itr->getSource()->GetDifficulty(IsRaid()), timeLeft);
}
void InstanceMap::SetResetSchedule(bool on)
{
// only for normal instances
// the reset time is only scheduled when there are no payers inside
// it is assumed that the reset time will rarely (if ever) change while the reset is scheduled
if(IsDungeon() && !HavePlayers() && !IsRaidOrHeroicDungeon())
sInstanceSaveMgr.GetScheduler().ScheduleReset(on, GetInstanceSave()->GetResetTime(), InstanceResetEvent(RESET_EVENT_DUNGEON, GetId(), Difficulty(GetSpawnMode()), GetInstanceId()));
}
/* ******* Battleground Instance Maps ******* */
BattleGroundMap::BattleGroundMap(uint32 id, time_t expiry, uint32 InstanceId, Map* _parent, uint8 spawnMode)
: Map(id, expiry, InstanceId, spawnMode, _parent)
{
//lets initialize visibility distance for BG/Arenas
BattleGroundMap::InitVisibilityDistance();
}
BattleGroundMap::~BattleGroundMap()
{
}
void BattleGroundMap::InitVisibilityDistance()
{
//init visibility distance for BG/Arenas
m_VisibleDistance = World::GetMaxVisibleDistanceInBGArenas();
}
bool BattleGroundMap::CanEnter(Player * player)
{
if(player->GetMapRef().getTarget() == this)
{
sLog.outError("BGMap::CanEnter - player %u already in map!", player->GetGUIDLow());
MANGOS_ASSERT(false);
return false;
}
if(player->GetBattleGroundId() != GetInstanceId())
return false;
// player number limit is checked in bgmgr, no need to do it here
return Map::CanEnter(player);
}
bool BattleGroundMap::Add(Player * player)
{
{
Guard guard(*this);
if(!CanEnter(player))
return false;
// reset instance validity, battleground maps do not homebind
player->m_InstanceValid = true;
}
return Map::Add(player);
}
void BattleGroundMap::Remove(Player *player, bool remove)
{
DETAIL_LOG("MAP: Removing player '%s' from bg '%u' of map '%s' before relocating to other map", player->GetName(), GetInstanceId(), GetMapName());
Map::Remove(player, remove);
}
void BattleGroundMap::SetUnload()
{
m_unloadTimer = MIN_UNLOAD_DELAY;
}
void BattleGroundMap::UnloadAll(bool pForce)
{
while(HavePlayers())
{
if(Player * plr = m_mapRefManager.getFirst()->getSource())
{
plr->TeleportTo(plr->GetBattleGroundEntryPoint());
// TeleportTo removes the player from this map (if the map exists) -> calls BattleGroundMap::Remove -> invalidates the iterator.
// just in case, remove the player from the list explicitly here as well to prevent a possible infinite loop
// note that this remove is not needed if the code works well in other places
plr->GetMapRef().unlink();
}
}
Map::UnloadAll(pForce);
}
/// Put scripts in the execution queue
void Map::ScriptsStart(ScriptMapMap const& scripts, uint32 id, Object* source, Object* target)
{
///- Find the script map
ScriptMapMap::const_iterator s = scripts.find(id);
if (s == scripts.end())
return;
// prepare static data
uint64 sourceGUID = source->GetGUID();
uint64 targetGUID = target ? target->GetGUID() : (uint64)0;
uint64 ownerGUID = (source->GetTypeId()==TYPEID_ITEM) ? ((Item*)source)->GetOwnerGUID() : (uint64)0;
///- Schedule script execution for all scripts in the script map
ScriptMap const *s2 = &(s->second);
bool immedScript = false;
for (ScriptMap::const_iterator iter = s2->begin(); iter != s2->end(); ++iter)
{
ScriptAction sa;
sa.sourceGUID = sourceGUID;
sa.targetGUID = targetGUID;
sa.ownerGUID = ownerGUID;
sa.script = &iter->second;
m_scriptSchedule.insert(std::pair<time_t, 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->talk.flags & 0x01)
{
if (source->GetTypeId() != TYPEID_PLAYER)
pSource = (WorldObject*)target;
}
// If step has a buddy entry defined, search for it.
if (step.script->talk.creatureEntry)
{
MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck u_check(*pSource, step.script->talk.creatureEntry, true, step.script->talk.searchRadius);
MaNGOS::CreatureLastSearcher<MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck> searcher(pBuddy, u_check);
Cell::VisitGridObjects(pSource, searcher, step.script->talk.searchRadius);
}
// If buddy found, then use it
if (pBuddy)
{
// pBuddy can be target of talk
if (step.script->talk.flags & 0x04)
{
target = (Object*)pBuddy;
}
else
{
// If not target of talk, then set pBuddy as source
// Useless when source is already flagged to be player, and should maybe produce error.
if (!(step.script->talk.flags & 0x01))
pSource = (WorldObject*)pBuddy;
}
}
// If we should talk to the original source instead of target
if (step.script->talk.flags & 0x02)
target = source;
uint64 unit_target = target ? target->GetGUID() : 0;
int32 textId = step.script->talk.textId[0];
// May have text for random
if (step.script->talk.textId[1])
{
int i = 2;
for(; i < MAX_TEXT_ID; ++i)
{
if (!step.script->talk.textId[i])
break;
}
// Use one random
textId = step.script->talk.textId[rand() % i];
}
switch(step.script->talk.chatType)
{
case CHAT_TYPE_SAY:
pSource->MonsterSay(textId, step.script->talk.language, unit_target);
break;
case CHAT_TYPE_YELL:
pSource->MonsterYell(textId, step.script->talk.language, unit_target);
break;
case CHAT_TYPE_TEXT_EMOTE:
pSource->MonsterTextEmote(textId, unit_target);
break;
case CHAT_TYPE_BOSS_EMOTE:
pSource->MonsterTextEmote(textId, unit_target, true);
break;
case CHAT_TYPE_WHISPER:
if (!unit_target || !IS_PLAYER_GUID(unit_target))
{
sLog.outError("SCRIPT_COMMAND_TALK (script id %u) attempt to whisper (%u) 0-guid or non-player, skipping.", step.script->id, step.script->talk.chatType);
break;
}
pSource->MonsterWhisper(textId, unit_target);
break;
case CHAT_TYPE_BOSS_WHISPER:
if (!unit_target || !IS_PLAYER_GUID(unit_target))
{
sLog.outError("SCRIPT_COMMAND_TALK (script id %u) attempt to whisper (%u) 0-guid or non-player, skipping.", step.script->id, step.script->talk.chatType);
break;
}
pSource->MonsterWhisper(textId, unit_target, true);
break;
case CHAT_TYPE_ZONE_YELL:
pSource->MonsterYellToZone(textId, step.script->talk.language, unit_target);
break;
default:
break; // must be already checked at load
}
break;
}
case SCRIPT_COMMAND_EMOTE:
if (!source)
{
sLog.outError("SCRIPT_COMMAND_EMOTE (script id %u) call for NULL creature.", step.script->id);
break;
}
if (source->GetTypeId()!=TYPEID_UNIT)
{
sLog.outError("SCRIPT_COMMAND_EMOTE (script id %u) call for non-creature (TypeId: %u), skipping.", step.script->id, source->GetTypeId());
break;
}
((Creature*)source)->HandleEmote(step.script->emote.emoteId);
break;
case SCRIPT_COMMAND_FIELD_SET:
if (!source)
{
sLog.outError("SCRIPT_COMMAND_FIELD_SET (script id %u) call for NULL object.", step.script->id);
break;
}
if (step.script->setField.fieldId <= OBJECT_FIELD_ENTRY || step.script->setField.fieldId >= source->GetValuesCount())
{
sLog.outError("SCRIPT_COMMAND_FIELD_SET (script id %u) call for wrong field %u (max count: %u) in object (TypeId: %u).",
step.script->id, step.script->setField.fieldId, source->GetValuesCount(), source->GetTypeId());
break;
}
source->SetUInt32Value(step.script->setField.fieldId, step.script->setField.fieldValue);
break;
case SCRIPT_COMMAND_MOVE_TO:
if (!source)
{
sLog.outError("SCRIPT_COMMAND_MOVE_TO (script id %u) call for NULL creature.", step.script->id);
break;
}
if (source->GetTypeId() != TYPEID_UNIT)
{
sLog.outError("SCRIPT_COMMAND_MOVE_TO (script id %u) call for non-creature (TypeId: %u), skipping.", step.script->id, source->GetTypeId());
break;
}
((Unit*)source)->MonsterMoveWithSpeed(step.script->x, step.script->y, step.script->z, step.script->moveTo.travelTime);
break;
case SCRIPT_COMMAND_FLAG_SET:
if (!source)
{
sLog.outError("SCRIPT_COMMAND_FLAG_SET (script id %u) call for NULL object.", step.script->id);
break;
}
if (step.script->setFlag.fieldId <= OBJECT_FIELD_ENTRY || step.script->setFlag.fieldId >= source->GetValuesCount())
{
sLog.outError("SCRIPT_COMMAND_FLAG_SET (script id %u) call for wrong field %u (max count: %u) in object (TypeId: %u).",
step.script->id, step.script->setFlag.fieldId, source->GetValuesCount(), source->GetTypeId());
break;
}
source->SetFlag(step.script->setFlag.fieldId, step.script->setFlag.fieldValue);
break;
case SCRIPT_COMMAND_FLAG_REMOVE:
if (!source)
{
sLog.outError("SCRIPT_COMMAND_FLAG_REMOVE (script id %u) call for NULL object.", step.script->id);
break;
}
if (step.script->removeFlag.fieldId <= OBJECT_FIELD_ENTRY || step.script->removeFlag.fieldId >= source->GetValuesCount())
{
sLog.outError("SCRIPT_COMMAND_FLAG_REMOVE (script id %u) call for wrong field %u (max count: %u) in object (TypeId: %u).",
step.script->id, step.script->removeFlag.fieldId, source->GetValuesCount(), source->GetTypeId());
break;
}
source->RemoveFlag(step.script->removeFlag.fieldId, step.script->removeFlag.fieldValue);
break;
case SCRIPT_COMMAND_TELEPORT_TO:
{
// accept player in any one from target/source arg
if (!target && !source)
{
sLog.outError("SCRIPT_COMMAND_TELEPORT_TO (script id %u) call for NULL object.", step.script->id);
break;
}
// must be only Player
if ((!target || target->GetTypeId() != TYPEID_PLAYER) && (!source || source->GetTypeId() != TYPEID_PLAYER))
{
sLog.outError("SCRIPT_COMMAND_TELEPORT_TO (script id %u) call for non-player (TypeIdSource: %u)(TypeIdTarget: %u), skipping.", step.script->id, source ? source->GetTypeId() : 0, target ? target->GetTypeId() : 0);
break;
}
Player* pSource = target && target->GetTypeId() == TYPEID_PLAYER ? (Player*)target : (Player*)source;
pSource->TeleportTo(step.script->teleportTo.mapId, step.script->x, step.script->y, step.script->z, step.script->o);
break;
}
case SCRIPT_COMMAND_QUEST_EXPLORED:
{
if (!source)
{
sLog.outError("SCRIPT_COMMAND_QUEST_EXPLORED (script id %u) call for NULL source.", step.script->id);
break;
}
if (!target)
{
sLog.outError("SCRIPT_COMMAND_QUEST_EXPLORED (script id %u) call for NULL target.", step.script->id);
break;
}
// when script called for item spell casting then target == (unit or GO) and source is player
WorldObject* worldObject;
Player* player;
if (target->GetTypeId() == TYPEID_PLAYER)
{
if (source->GetTypeId() != TYPEID_UNIT && source->GetTypeId() != TYPEID_GAMEOBJECT && source->GetTypeId() != TYPEID_PLAYER)
{
sLog.outError("SCRIPT_COMMAND_QUEST_EXPLORED (script id %u) call for non-creature, non-gameobject or non-player (TypeId: %u), skipping.", step.script->id, source->GetTypeId());
break;
}
worldObject = (WorldObject*)source;
player = (Player*)target;
}
else
{
if (target->GetTypeId() != TYPEID_UNIT && target->GetTypeId() != TYPEID_GAMEOBJECT && target->GetTypeId() != TYPEID_PLAYER)
{
sLog.outError("SCRIPT_COMMAND_QUEST_EXPLORED (script id %u) call for non-creature, non-gameobject or non-player (TypeId: %u), skipping.", step.script->id, target->GetTypeId());
break;
}
if (source->GetTypeId() != TYPEID_PLAYER)
{
sLog.outError("SCRIPT_COMMAND_QUEST_EXPLORED (script id %u) call for non-player (TypeId: %u), skipping.", step.script->id, source->GetTypeId());
break;
}
worldObject = (WorldObject*)target;
player = (Player*)source;
}
// quest id and flags checked at script loading
if ((worldObject->GetTypeId() != TYPEID_UNIT || ((Unit*)worldObject)->isAlive()) &&
(step.script->questExplored.distance == 0 || worldObject->IsWithinDistInMap(player, float(step.script->questExplored.distance))))
player->AreaExploredOrEventHappens(step.script->questExplored.questId);
else
player->FailQuest(step.script->questExplored.questId);
break;
}
case SCRIPT_COMMAND_KILL_CREDIT:
{
// accept player in any one from target/source arg
if (!target && !source)
{
sLog.outError("SCRIPT_COMMAND_KILL_CREDIT (script id %u) call for NULL object.", step.script->id);
break;
}
// must be only Player
if ((!target || target->GetTypeId() != TYPEID_PLAYER) && (!source || source->GetTypeId() != TYPEID_PLAYER))
{
sLog.outError("SCRIPT_COMMAND_KILL_CREDIT (script id %u) call for non-player (TypeIdSource: %u)(TypeIdTarget: %u), skipping.", step.script->id, source ? source->GetTypeId() : 0, target ? target->GetTypeId() : 0);
break;
}
Player* pSource = target && target->GetTypeId() == TYPEID_PLAYER ? (Player*)target : (Player*)source;
if (step.script->killCredit.isGroupCredit)
{
pSource->RewardPlayerAndGroupAtEvent(step.script->killCredit.creatureEntry, pSource);
}
else
{
pSource->KilledMonsterCredit(step.script->killCredit.creatureEntry);
}
break;
}
case SCRIPT_COMMAND_RESPAWN_GAMEOBJECT:
{
if (!step.script->respawnGo.goGuid) // gameobject not specified
{
sLog.outError("SCRIPT_COMMAND_RESPAWN_GAMEOBJECT (script id %u) call for NULL gameobject.", step.script->id);
break;
}
if (!source)
{
sLog.outError("SCRIPT_COMMAND_RESPAWN_GAMEOBJECT (script id %u) call for NULL world object.", step.script->id);
break;
}
if (!source->isType(TYPEMASK_WORLDOBJECT))
{
sLog.outError("SCRIPT_COMMAND_RESPAWN_GAMEOBJECT (script id %u) call for non-WorldObject (TypeId: %u), skipping.", step.script->id, source->GetTypeId());
break;
}
WorldObject* summoner = (WorldObject*)source;
GameObject *go = NULL;
int32 time_to_despawn = step.script->respawnGo.despawnDelay < 5 ? 5 : step.script->respawnGo.despawnDelay;
MaNGOS::GameObjectWithDbGUIDCheck go_check(*summoner, step.script->respawnGo.goGuid);
MaNGOS::GameObjectSearcher<MaNGOS::GameObjectWithDbGUIDCheck> checker(go, go_check);
Cell::VisitGridObjects(summoner, checker, GetVisibilityDistance());
if (!go)
{
sLog.outError("SCRIPT_COMMAND_RESPAWN_GAMEOBJECT (script id %u) failed for gameobject(guid: %u).", step.script->id, step.script->respawnGo.goGuid);
break;
}
if (go->GetGoType()==GAMEOBJECT_TYPE_FISHINGNODE ||
go->GetGoType()==GAMEOBJECT_TYPE_DOOR ||
go->GetGoType()==GAMEOBJECT_TYPE_BUTTON ||
go->GetGoType()==GAMEOBJECT_TYPE_TRAP)
{
sLog.outError("SCRIPT_COMMAND_RESPAWN_GAMEOBJECT (script id %u) can not be used with gameobject of type %u (guid: %u).", step.script->id, uint32(go->GetGoType()), step.script->respawnGo.goGuid);
break;
}
if (go->isSpawned())
break; //gameobject already spawned
go->SetLootState(GO_READY);
go->SetRespawnTime(time_to_despawn); //despawn object in ? seconds
go->GetMap()->Add(go);
break;
}
case SCRIPT_COMMAND_TEMP_SUMMON_CREATURE:
{
if (!step.script->summonCreature.creatureEntry)
{
sLog.outError("SCRIPT_COMMAND_TEMP_SUMMON_CREATURE (script id %u) call for NULL creature.", step.script->id);
break;
}
if (!source)
{
sLog.outError("SCRIPT_COMMAND_TEMP_SUMMON_CREATURE (script id %u) call for NULL world object.", step.script->id);
break;
}
if (!source->isType(TYPEMASK_WORLDOBJECT))
{
sLog.outError("SCRIPT_COMMAND_TEMP_SUMMON_CREATURE (script id %u) call for non-WorldObject (TypeId: %u), skipping.", step.script->id, source->GetTypeId());
break;
}
WorldObject* summoner = (WorldObject*)source;
float x = step.script->x;
float y = step.script->y;
float z = step.script->z;
float o = step.script->o;
Creature* pCreature = summoner->SummonCreature(step.script->summonCreature.creatureEntry, x, y, z, o, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, step.script->summonCreature.despawnDelay, (step.script->summonCreature.flags & 0x01) ? true: false);
if (!pCreature)
{
sLog.outError("SCRIPT_COMMAND_TEMP_SUMMON (script id %u) failed for creature (entry: %u).", step.script->id, step.script->summonCreature.creatureEntry);
break;
}
break;
}
case SCRIPT_COMMAND_OPEN_DOOR:
{
if (!step.script->openDoor.goGuid) // door not specified
{
sLog.outError("SCRIPT_COMMAND_OPEN_DOOR (script id %u) call for NULL door.", step.script->id);
break;
}
if (!source)
{
sLog.outError("SCRIPT_COMMAND_OPEN_DOOR (script id %u) call for NULL unit.", step.script->id);
break;
}
if (!source->isType(TYPEMASK_UNIT)) // must be any Unit (creature or player)
{
sLog.outError("SCRIPT_COMMAND_OPEN_DOOR (script id %u) call for non-unit (TypeId: %u), skipping.", step.script->id, source->GetTypeId());
break;
}
Unit* caster = (Unit*)source;
GameObject *door = NULL;
int32 time_to_close = step.script->openDoor.resetDelay < 15 ? 15 : step.script->openDoor.resetDelay;
MaNGOS::GameObjectWithDbGUIDCheck go_check(*caster, step.script->openDoor.goGuid);
MaNGOS::GameObjectSearcher<MaNGOS::GameObjectWithDbGUIDCheck> checker(door, go_check);
Cell::VisitGridObjects(caster, checker, GetVisibilityDistance());
if (!door)
{
sLog.outError("SCRIPT_COMMAND_OPEN_DOOR (script id %u) failed for gameobject(guid: %u).", step.script->id, step.script->openDoor.goGuid);
break;
}
if (door->GetGoType() != GAMEOBJECT_TYPE_DOOR)
{
sLog.outError("SCRIPT_COMMAND_OPEN_DOOR (script id %u) failed for non-door(GoType: %u).", step.script->id, door->GetGoType());
break;
}
if (door->GetGoState() != GO_STATE_READY)
break; //door already open
door->UseDoorOrButton(time_to_close);
if (target && target->isType(TYPEMASK_GAMEOBJECT) && ((GameObject*)target)->GetGoType()==GAMEOBJECT_TYPE_BUTTON)
((GameObject*)target)->UseDoorOrButton(time_to_close);
break;
}
case SCRIPT_COMMAND_CLOSE_DOOR:
{
if (!step.script->closeDoor.goGuid) // guid for door not specified
{
sLog.outError("SCRIPT_COMMAND_CLOSE_DOOR (script id %u) call for NULL door.", step.script->id);
break;
}
if (!source)
{
sLog.outError("SCRIPT_COMMAND_CLOSE_DOOR (script id %u) call for NULL unit.", step.script->id);
break;
}
if (!source->isType(TYPEMASK_UNIT)) // must be any Unit (creature or player)
{
sLog.outError("SCRIPT_COMMAND_CLOSE_DOOR (script id %u) call for non-unit (TypeId: %u), skipping.", step.script->id, source->GetTypeId());
break;
}
Unit* caster = (Unit*)source;
GameObject *door = NULL;
int32 time_to_open = step.script->closeDoor.resetDelay < 15 ? 15 : step.script->closeDoor.resetDelay;
MaNGOS::GameObjectWithDbGUIDCheck go_check(*caster, step.script->closeDoor.goGuid);
MaNGOS::GameObjectSearcher<MaNGOS::GameObjectWithDbGUIDCheck> checker(door, go_check);
Cell::VisitGridObjects(caster, checker, GetVisibilityDistance());
if (!door)
{
sLog.outError("SCRIPT_COMMAND_CLOSE_DOOR (script id %u) failed for gameobject(guid: %u).", step.script->id, step.script->closeDoor.goGuid);
break;
}
if (door->GetGoType() != GAMEOBJECT_TYPE_DOOR)
{
sLog.outError("SCRIPT_COMMAND_CLOSE_DOOR (script id %u) failed for non-door(GoType: %u).", step.script->id, door->GetGoType());
break;
}
if (door->GetGoState() == GO_STATE_READY)
break; //door already closed
door->UseDoorOrButton(time_to_open);
if (target && target->isType(TYPEMASK_GAMEOBJECT) && ((GameObject*)target)->GetGoType()==GAMEOBJECT_TYPE_BUTTON)
((GameObject*)target)->UseDoorOrButton(time_to_open);
break;
}
case SCRIPT_COMMAND_ACTIVATE_OBJECT:
{
if (!source)
{
sLog.outError("SCRIPT_COMMAND_ACTIVATE_OBJECT must have source caster.");
break;
}
if (!source->isType(TYPEMASK_UNIT))
{
sLog.outError("SCRIPT_COMMAND_ACTIVATE_OBJECT source caster isn't unit (TypeId: %u), skipping.",source->GetTypeId());
break;
}
if (!target)
{
sLog.outError("SCRIPT_COMMAND_ACTIVATE_OBJECT call for NULL gameobject.");
break;
}
if (target->GetTypeId()!=TYPEID_GAMEOBJECT)
{
sLog.outError("SCRIPT_COMMAND_ACTIVATE_OBJECT call for non-gameobject (TypeId: %u), skipping.",target->GetTypeId());
break;
}
Unit* caster = (Unit*)source;
GameObject *go = (GameObject*)target;
go->Use(caster);
break;
}
case SCRIPT_COMMAND_REMOVE_AURA:
{
Object* cmdTarget = step.script->removeAura.isSourceTarget ? source : target;
if (!cmdTarget)
{
sLog.outError("SCRIPT_COMMAND_REMOVE_AURA (script id %u) call for NULL %s.", step.script->id, step.script->removeAura.isSourceTarget ? "source" : "target");
break;
}
if (!cmdTarget->isType(TYPEMASK_UNIT))
{
sLog.outError("SCRIPT_COMMAND_REMOVE_AURA (script id %u) %s isn't unit (TypeId: %u), skipping.", step.script->id, step.script->removeAura.isSourceTarget ? "source" : "target",cmdTarget->GetTypeId());
break;
}
((Unit*)cmdTarget)->RemoveAurasDueToSpell(step.script->removeAura.spellId);
break;
}
case SCRIPT_COMMAND_CAST_SPELL:
{
if (!source)
{
sLog.outError("SCRIPT_COMMAND_CAST_SPELL (script id %u) must have source caster.", step.script->id);
break;
}
Object* cmdTarget = step.script->castSpell.flags & 0x01 ? source : target;
if (!cmdTarget)
{
sLog.outError("SCRIPT_COMMAND_CAST_SPELL (script id %u) call for NULL %s.", step.script->id, step.script->castSpell.flags & 0x01 ? "source" : "target");
break;
}
if (!cmdTarget->isType(TYPEMASK_UNIT))
{
sLog.outError("SCRIPT_COMMAND_CAST_SPELL (script id %u) %s isn't unit (TypeId: %u), skipping.", step.script->id, step.script->castSpell.flags & 0x01 ? "source" : "target", cmdTarget->GetTypeId());
break;
}
Unit* spellTarget = (Unit*)cmdTarget;
Object* cmdSource = step.script->castSpell.flags & 0x02 ? target : source;
if (!cmdSource)
{
sLog.outError("SCRIPT_COMMAND_CAST_SPELL (script id %u) call for NULL %s.", step.script->id, step.script->castSpell.flags & 0x02 ? "target" : "source");
break;
}
if (!cmdSource->isType(TYPEMASK_UNIT))
{
sLog.outError("SCRIPT_COMMAND_CAST_SPELL (script id %u) %s isn't unit (TypeId: %u), skipping.", step.script->id, step.script->castSpell.flags & 0x02 ? "target" : "source", cmdSource->GetTypeId());
break;
}
Unit* spellSource = (Unit*)cmdSource;
//TODO: when GO cast implemented, code below must be updated accordingly to also allow GO spell cast
spellSource->CastSpell(spellTarget, step.script->castSpell.spellId, false);
break;
}
case SCRIPT_COMMAND_PLAY_SOUND:
{
if (!source)
{
sLog.outError("SCRIPT_COMMAND_PLAY_SOUND (script id %u) call for NULL creature.", step.script->id);
break;
}
if (!source->isType(TYPEMASK_WORLDOBJECT))
{
sLog.outError("SCRIPT_COMMAND_PLAY_SOUND (script id %u) call for non-world object (TypeId: %u), skipping.", step.script->id, source->GetTypeId());
break;
}
WorldObject* pSource = (WorldObject*)source;
// bitmask: 0/1=anyone/target, 0/2=with distance dependent
Player* pTarget = NULL;
if (step.script->playSound.flags & 1)
{
if (!target)
{
sLog.outError("SCRIPT_COMMAND_PLAY_SOUND (script id %u) in targeted mode call for NULL target.", step.script->id);
break;
}
if (target->GetTypeId() != TYPEID_PLAYER)
{
sLog.outError("SCRIPT_COMMAND_PLAY_SOUND (script id %u) in targeted mode call for non-player (TypeId: %u), skipping.", step.script->id, target->GetTypeId());
break;
}
pTarget = (Player*)target;
}
// bitmask: 0/1=anyone/target, 0/2=with distance dependent
if (step.script->playSound.flags & 2)
pSource->PlayDistanceSound(step.script->playSound.soundId, pTarget);
else
pSource->PlayDirectSound(step.script->playSound.soundId, pTarget);
break;
}
case SCRIPT_COMMAND_CREATE_ITEM:
{
if (!target && !source)
{
sLog.outError("SCRIPT_COMMAND_CREATE_ITEM (script id %u) call for NULL object.", step.script->id);
break;
}
// only Player
if ((!target || target->GetTypeId() != TYPEID_PLAYER) && (!source || source->GetTypeId() != TYPEID_PLAYER))
{
sLog.outError("SCRIPT_COMMAND_CREATE_ITEM (script id %u) call for non-player (TypeIdSource: %u)(TypeIdTarget: %u), skipping.", step.script->id, source ? source->GetTypeId() : 0, target ? target->GetTypeId() : 0);
break;
}
Player* pReceiver = target && target->GetTypeId() == TYPEID_PLAYER ? (Player*)target : (Player*)source;
if (Item* pItem = pReceiver->StoreNewItemInInventorySlot(step.script->createItem.itemEntry, step.script->createItem.amount))
pReceiver->SendNewItem(pItem, step.script->createItem.amount, true, false);
break;
}
case SCRIPT_COMMAND_DESPAWN_SELF:
{
if (!target && !source)
{
sLog.outError("SCRIPT_COMMAND_DESPAWN_SELF (script id %u) call for NULL object.", step.script->id);
break;
}
// only creature
if ((!target || target->GetTypeId() != TYPEID_UNIT) && (!source || source->GetTypeId() != TYPEID_UNIT))
{
sLog.outError("SCRIPT_COMMAND_DESPAWN_SELF (script id %u) call for non-creature (TypeIdSource: %u)(TypeIdTarget: %u), skipping.", step.script->id, source ? source->GetTypeId() : 0, target ? target->GetTypeId() : 0);
break;
}
Creature* pCreature = target && target->GetTypeId() == TYPEID_UNIT ? (Creature*)target : (Creature*)source;
pCreature->ForcedDespawn(step.script->despawn.despawnDelay);
break;
}
case SCRIPT_COMMAND_PLAY_MOVIE:
{
if (!target && !source)
{
sLog.outError("SCRIPT_COMMAND_PLAY_MOVIE (script id %u) call for NULL object.", step.script->id);
break;
}
// only Player
if ((!target || target->GetTypeId() != TYPEID_PLAYER) && (!source || source->GetTypeId() != TYPEID_PLAYER))
{
sLog.outError("SCRIPT_COMMAND_PLAY_MOVIE (script id %u) call for non-player (TypeIdSource: %u)(TypeIdTarget: %u), skipping.", step.script->id, source ? source->GetTypeId() : 0, target ? target->GetTypeId() : 0);
break;
}
Player* pReceiver = target && target->GetTypeId() == TYPEID_PLAYER ? (Player*)target : (Player*)source;
pReceiver->SendMovieStart(step.script->playMovie.movieId);
break;
}
case SCRIPT_COMMAND_MOVEMENT:
{
if (!source)
{
sLog.outError("SCRIPT_COMMAND_MOVEMENT (script id %u) call for NULL source.", step.script->id);
break;
}
if (!source->isType(TYPEMASK_WORLDOBJECT))
{
sLog.outError("SCRIPT_COMMAND_MOVEMENT (script id %u) call for unsupported non-worldobject (TypeId: %u), skipping.", step.script->id, source->GetTypeId());
break;
}
WorldObject* pSource = (WorldObject*)source;
Creature* pMover = NULL;
if (!step.script->movement.creatureEntry) // No buddy defined, so try use source (or target where source is player)
{
if (pSource->GetTypeId() != TYPEID_UNIT)
{
// we can't move source being non-creature, so see if target is creature
if (target && target->GetTypeId() == TYPEID_UNIT)
pMover = (Creature*)target;
}
else if (pSource->GetTypeId() == TYPEID_UNIT)
pMover = (Creature*)pSource;
}
else // If step has a buddy entry defined, search for it
{
MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck u_check(*pSource, step.script->movement.creatureEntry, true, step.script->movement.searchRadius);
MaNGOS::CreatureLastSearcher<MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck> searcher(pMover, u_check);
Cell::VisitGridObjects(pSource, searcher, step.script->movement.searchRadius);
}
if (!pMover)
{
sLog.outError("SCRIPT_COMMAND_MOVEMENT (script id %u) call for non-creature (TypeIdSource: %u)(TypeIdTarget: %u), skipping.", step.script->id, source ? source->GetTypeId() : 0, target ? target->GetTypeId() : 0);
break;
}
// Consider add additional checks for cases where creature should not change movementType
// (pet? in combat? already using same MMgen as script try to apply?)
switch(step.script->movement.movementType)
{
case IDLE_MOTION_TYPE:
pMover->GetMotionMaster()->MoveIdle();
break;
case RANDOM_MOTION_TYPE:
pMover->GetMotionMaster()->MoveRandom();
break;
case WAYPOINT_MOTION_TYPE:
pMover->GetMotionMaster()->MoveWaypoint();
break;
}
break;
}
case SCRIPT_COMMAND_SET_ACTIVEOBJECT:
{
if (!source)
{
sLog.outError("SCRIPT_COMMAND_SET_ACTIVEOBJECT (script id %u) call for NULL source.", step.script->id);
break;
}
if (!source->isType(TYPEMASK_WORLDOBJECT))
{
sLog.outError("SCRIPT_COMMAND_SET_ACTIVEOBJECT (script id %u) call for unsupported non-worldobject (TypeId: %u), skipping.", step.script->id, source->GetTypeId());
break;
}
WorldObject* pSource = (WorldObject*)source;
Creature* pOwner = NULL;
// No buddy defined, so try use source (or target if source is not creature)
if (!step.script->activeObject.creatureEntry)
{
if (pSource->GetTypeId() != TYPEID_UNIT)
{
// we can't be non-creature, so see if target is creature
if (target && target->GetTypeId() == TYPEID_UNIT)
pOwner = (Creature*)target;
}
else if (pSource->GetTypeId() == TYPEID_UNIT)
pOwner = (Creature*)pSource;
}
else // If step has a buddy entry defined, search for it
{
MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck u_check(*pSource, step.script->activeObject.creatureEntry, true, step.script->activeObject.searchRadius);
MaNGOS::CreatureLastSearcher<MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck> searcher(pOwner, u_check);
Cell::VisitGridObjects(pSource, searcher, step.script->activeObject.searchRadius);
}
if (!pOwner)
{
sLog.outError("SCRIPT_COMMAND_SET_ACTIVEOBJECT (script id %u) call for non-creature (TypeIdSource: %u)(TypeIdTarget: %u), skipping.", step.script->id, source ? source->GetTypeId() : 0, target ? target->GetTypeId() : 0);
break;
}
pOwner->SetActiveObjectState(step.script->activeObject.activate);
break;
}
case SCRIPT_COMMAND_SET_FACTION:
{
if (!source)
{
sLog.outError("SCRIPT_COMMAND_SET_FACTION (script id %u) call for NULL source.", step.script->id);
break;
}
if (!source->isType(TYPEMASK_WORLDOBJECT))
{
sLog.outError("SCRIPT_COMMAND_SET_FACTION (script id %u) call for unsupported non-worldobject (TypeId: %u), skipping.", step.script->id, source->GetTypeId());
break;
}
WorldObject* pSource = (WorldObject*)source;
Creature* pOwner = NULL;
// No buddy defined, so try use source (or target if source is not creature)
if (!step.script->faction.creatureEntry)
{
if (pSource->GetTypeId() != TYPEID_UNIT)
{
// we can't be non-creature, so see if target is creature
if (target && target->GetTypeId() == TYPEID_UNIT)
pOwner = (Creature*)target;
}
else if (pSource->GetTypeId() == TYPEID_UNIT)
pOwner = (Creature*)pSource;
}
else // If step has a buddy entry defined, search for it
{
MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck u_check(*pSource, step.script->faction.creatureEntry, true, step.script->faction.searchRadius);
MaNGOS::CreatureLastSearcher<MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck> searcher(pOwner, u_check);
Cell::VisitGridObjects(pSource, searcher, step.script->faction.searchRadius);
}
if (!pOwner)
{
sLog.outError("SCRIPT_COMMAND_SET_FACTION (script id %u) call for non-creature (TypeIdSource: %u)(TypeIdTarget: %u), skipping.", step.script->id, source ? source->GetTypeId() : 0, target ? target->GetTypeId() : 0);
break;
}
if (step.script->faction.factionId)
pOwner->setFaction(step.script->faction.factionId);
else
pOwner->setFaction(pOwner->GetCreatureInfo()->faction_A);
break;
}
case SCRIPT_COMMAND_MORPH_TO_ENTRY_OR_MODEL:
{
if (!source)
{
sLog.outError("SCRIPT_COMMAND_MORPH_TO_ENTRY_OR_MODEL (script id %u) call for NULL source.", step.script->id);
break;
}
if (!source->isType(TYPEMASK_WORLDOBJECT))
{
sLog.outError("SCRIPT_COMMAND_MORPH_TO_ENTRY_OR_MODEL (script id %u) call for unsupported non-worldobject (TypeId: %u), skipping.", step.script->id, source->GetTypeId());
break;
}
WorldObject* pSource = (WorldObject*)source;
Creature* pOwner = NULL;
// No buddy defined, so try use source (or target if source is not creature)
if (!step.script->morph.creatureEntry)
{
if (pSource->GetTypeId() != TYPEID_UNIT)
{
// we can't be non-creature, so see if target is creature
if (target && target->GetTypeId() == TYPEID_UNIT)
pOwner = (Creature*)target;
}
else if (pSource->GetTypeId() == TYPEID_UNIT)
pOwner = (Creature*)pSource;
}
else // If step has a buddy entry defined, search for it
{
MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck u_check(*pSource, step.script->morph.creatureEntry, true, step.script->morph.searchRadius);
MaNGOS::CreatureLastSearcher<MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck> searcher(pOwner, u_check);
Cell::VisitGridObjects(pSource, searcher, step.script->morph.searchRadius);
}
if (!pOwner)
{
sLog.outError("SCRIPT_COMMAND_MORPH_TO_ENTRY_OR_MODEL (script id %u) call for non-creature (TypeIdSource: %u)(TypeIdTarget: %u), skipping.", step.script->id, source ? source->GetTypeId() : 0, target ? target->GetTypeId() : 0);
break;
}
if (!step.script->morph.creatureOrModelEntry)
pOwner->DeMorph();
else if (step.script->morph.flags & 0x01)
pOwner->SetDisplayId(step.script->morph.creatureOrModelEntry);
else
{
CreatureInfo const* ci = GetCreatureTemplateStore(step.script->morph.creatureOrModelEntry);
uint32 display_id = Creature::ChooseDisplayId(ci);
pOwner->SetDisplayId(display_id);
}
break;
}
case SCRIPT_COMMAND_MOUNT_TO_ENTRY_OR_MODEL:
{
if (!source)
{
sLog.outError("SCRIPT_COMMAND_MOUNT_TO_ENTRY_OR_MODEL (script id %u) call for NULL source.", step.script->id);
break;
}
if (!source->isType(TYPEMASK_WORLDOBJECT))
{
sLog.outError("SCRIPT_COMMAND_MOUNT_TO_ENTRY_OR_MODEL (script id %u) call for unsupported non-worldobject (TypeId: %u), skipping.", step.script->id, source->GetTypeId());
break;
}
WorldObject* pSource = (WorldObject*)source;
Creature* pOwner = NULL;
// No buddy defined, so try use source (or target if source is not creature)
if (!step.script->mount.creatureEntry)
{
if (pSource->GetTypeId() != TYPEID_UNIT)
{
// we can't be non-creature, so see if target is creature
if (target && target->GetTypeId() == TYPEID_UNIT)
pOwner = (Creature*)target;
}
else if (pSource->GetTypeId() == TYPEID_UNIT)
pOwner = (Creature*)pSource;
}
else // If step has a buddy entry defined, search for it
{
MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck u_check(*pSource, step.script->mount.creatureEntry, true, step.script->mount.searchRadius);
MaNGOS::CreatureLastSearcher<MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck> searcher(pOwner, u_check);
Cell::VisitGridObjects(pSource, searcher, step.script->mount.searchRadius);
}
if (!pOwner)
{
sLog.outError("SCRIPT_COMMAND_MOUNT_TO_ENTRY_OR_MODEL (script id %u) call for non-creature (TypeIdSource: %u)(TypeIdTarget: %u), skipping.", step.script->id, source ? source->GetTypeId() : 0, target ? target->GetTypeId() : 0);
break;
}
if (!step.script->mount.creatureOrModelEntry)
pOwner->Unmount();
else if (step.script->mount.flags & 0x01)
pOwner->Mount(step.script->mount.creatureOrModelEntry);
else
{
CreatureInfo const* ci = GetCreatureTemplateStore(step.script->mount.creatureOrModelEntry);
uint32 display_id = Creature::ChooseDisplayId(ci);
pOwner->Mount(display_id);
}
break;
}
case SCRIPT_COMMAND_SET_RUN:
{
if (!source)
{
sLog.outError("SCRIPT_COMMAND_SET_RUN (script id %u) call for NULL source.", step.script->id);
break;
}
if (!source->isType(TYPEMASK_WORLDOBJECT))
{
sLog.outError("SCRIPT_COMMAND_SET_RUN (script id %u) call for unsupported non-worldobject (TypeId: %u), skipping.", step.script->id, source->GetTypeId());
break;
}
WorldObject* pSource = (WorldObject*)source;
Creature* pOwner = NULL;
// No buddy defined, so try use source (or target if source is not creature)
if (!step.script->run.creatureEntry)
{
if (pSource->GetTypeId() != TYPEID_UNIT)
{
// we can't be non-creature, so see if target is creature
if (target && target->GetTypeId() == TYPEID_UNIT)
pOwner = (Creature*)target;
}
else if (pSource->GetTypeId() == TYPEID_UNIT)
pOwner = (Creature*)pSource;
}
else // If step has a buddy entry defined, search for it
{
MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck u_check(*pSource, step.script->run.creatureEntry, true, step.script->run.searchRadius);
MaNGOS::CreatureLastSearcher<MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck> searcher(pOwner, u_check);
Cell::VisitGridObjects(pSource, searcher, step.script->run.searchRadius);
}
if (!pOwner)
{
sLog.outError("SCRIPT_COMMAND_SET_RUN (script id %u) call for non-creature (TypeIdSource: %u)(TypeIdTarget: %u), skipping.", step.script->id, source ? source->GetTypeId() : 0, target ? target->GetTypeId() : 0);
break;
}
if (step.script->run.run)
pOwner->RemoveSplineFlag(SPLINEFLAG_WALKMODE);
else
pOwner->AddSplineFlag(SPLINEFLAG_WALKMODE);
break;
}
default:
sLog.outError("Unknown SCRIPT_COMMAND_ %u called for script id %u.",step.script->command, step.script->id);
break;
}
m_scriptSchedule.erase(iter);
sWorld.DecreaseScheduledScriptCount();
iter = m_scriptSchedule.begin();
}
}
/**
* Function return player that in world at CURRENT map
*
* Note: This is function preferred if you sure that need player only placed at specific map
* This is not true for some spell cast targeting and most packet handlers
*
* @param guid must be player guid (HIGHGUID_PLAYER)
*/
Player* Map::GetPlayer(ObjectGuid guid)
{
Player* plr = ObjectAccessor::FindPlayer(guid); // return only in world players
return plr && plr->GetMap() == this ? plr : NULL;
}
/**
* Function return creature (non-pet and then most summoned by spell creatures, and not vehicle) that in world at CURRENT map
*
* @param guid must be creature guid (HIGHGUID_UNIT)
*/
Creature* Map::GetCreature(ObjectGuid guid)
{
return m_objectsStore.find<Creature>(guid.GetRawValue(), (Creature*)NULL);
}
/**
* Function return vehicle that in world at CURRENT map
*
* @param guid must be vehicle guid (HIGHGUID_VEHICLE)
*/
Vehicle* Map::GetVehicle(ObjectGuid guid)
{
return m_objectsStore.find<Vehicle>(guid.GetRawValue(), (Vehicle*)NULL);
}
/**
* Function return pet that in world at CURRENT map
*
* @param guid must be pet guid (HIGHGUID_PET)
*/
Pet* Map::GetPet(ObjectGuid guid)
{
return m_objectsStore.find<Pet>(guid.GetRawValue(), (Pet*)NULL);
}
/**
* Function return corpse that at CURRENT map
*
* Note: corpse can be NOT IN WORLD, so can't be used corspe->GetMap() without pre-check corpse->isInWorld()
*
* @param guid must be corpse guid (HIGHGUID_CORPSE)
*/
Corpse* Map::GetCorpse(ObjectGuid guid)
{
Corpse * ret = ObjectAccessor::GetCorpseInMap(guid,GetId());
return ret && ret->GetInstanceId() == GetInstanceId() ? ret : NULL;
}
/**
* Function return non-player unit object that in world at CURRENT map, so creature, or pet, or vehicle
*
* @param guid must be non-player unit guid (HIGHGUID_PET HIGHGUID_UNIT HIGHGUID_VEHICLE)
*/
Creature* Map::GetAnyTypeCreature(ObjectGuid guid)
{
switch(guid.GetHigh())
{
case HIGHGUID_UNIT: return GetCreature(guid);
case HIGHGUID_PET: return GetPet(guid);
case HIGHGUID_VEHICLE: return GetVehicle(guid);
default: break;
}
return NULL;
}
/**
* Function return gameobject that in world at CURRENT map
*
* @param guid must be gameobject guid (HIGHGUID_GAMEOBJECT)
*/
GameObject* Map::GetGameObject(ObjectGuid guid)
{
return m_objectsStore.find<GameObject>(guid.GetRawValue(), (GameObject*)NULL);
}
/**
* Function return dynamic object that in world at CURRENT map
*
* @param guid must be dynamic object guid (HIGHGUID_DYNAMICOBJECT)
*/
DynamicObject* Map::GetDynamicObject(ObjectGuid guid)
{
return m_objectsStore.find<DynamicObject>(guid.GetRawValue(), (DynamicObject*)NULL);
}
/**
* Function return unit in world at CURRENT map
*
* Note: in case player guid not always expected need player at current map only.
* For example in spell casting can be expected any in world player targeting in some cases
*
* @param guid must be unit guid (HIGHGUID_PLAYER HIGHGUID_PET HIGHGUID_UNIT HIGHGUID_VEHICLE)
*/
Unit* Map::GetUnit(ObjectGuid guid)
{
if (guid.IsPlayer())
return GetPlayer(guid);
return GetAnyTypeCreature(guid);
}
/**
* Function return world object in world at CURRENT map, so any except transports
*/
WorldObject* Map::GetWorldObject(ObjectGuid guid)
{
switch(guid.GetHigh())
{
case HIGHGUID_PLAYER: return GetPlayer(guid);
case HIGHGUID_GAMEOBJECT: return GetGameObject(guid);
case HIGHGUID_UNIT: return GetCreature(guid);
case HIGHGUID_PET: return GetPet(guid);
case HIGHGUID_VEHICLE: return GetVehicle(guid);
case HIGHGUID_DYNAMICOBJECT:return GetDynamicObject(guid);
case HIGHGUID_CORPSE:
{
// corpse special case, it can be not in world
Corpse* corpse = GetCorpse(guid);
return corpse && corpse->IsInWorld() ? corpse : NULL;
}
case HIGHGUID_MO_TRANSPORT:
case HIGHGUID_TRANSPORT:
default: break;
}
return NULL;
}
void Map::SendObjectUpdates()
{
UpdateDataMapType update_players;
while(!i_objectsToClientUpdate.empty())
{
Object* obj = *i_objectsToClientUpdate.begin();
i_objectsToClientUpdate.erase(i_objectsToClientUpdate.begin());
obj->BuildUpdateData(update_players);
}
WorldPacket packet; // here we allocate a std::vector with a size of 0x10000
for(UpdateDataMapType::iterator iter = update_players.begin(); iter != update_players.end(); ++iter)
{
iter->second.BuildPacket(&packet);
iter->first->GetSession()->SendPacket(&packet);
packet.clear(); // clean the string
}
}
uint32 Map::GenerateLocalLowGuid(HighGuid guidhigh)
{
// TODO: for map local guid counters possible force reload map instead shutdown server at guid counter overflow
switch(guidhigh)
{
case HIGHGUID_DYNAMICOBJECT:
return m_DynObjectGuids.Generate();
case HIGHGUID_PET:
return m_PetGuids.Generate();
case HIGHGUID_VEHICLE:
return m_VehicleGuids.Generate();
default:
MANGOS_ASSERT(0);
}
MANGOS_ASSERT(0);
return 0;
}