Fix the relocation of creatures across cells. Try to fix #3054.

This commit is contained in:
megamage
2011-10-07 17:36:23 -04:00
parent 381cf2f9d3
commit eb8cbae0d5
6 changed files with 99 additions and 53 deletions

View File

@@ -206,7 +206,8 @@ Map::Map(uint32 id, time_t expiry, uint32 InstanceId, uint8 SpawnMode, Map* _par
i_mapEntry (sMapStore.LookupEntry(id)), i_spawnMode(SpawnMode), i_InstanceId(InstanceId),
m_unloadTimer(0), m_VisibleDistance(DEFAULT_VISIBILITY_DISTANCE),
m_VisibilityNotifyPeriod(DEFAULT_VISIBILITY_NOTIFY_PERIOD),
m_activeNonPlayersIter(m_activeNonPlayers.end()), i_gridExpiry(expiry), i_scriptLock(false)
m_activeNonPlayersIter(m_activeNonPlayers.end()), i_gridExpiry(expiry),
i_scriptLock(false), _creatureToMoveLock(false)
{
m_parentMap = (_parent ? _parent : this);
for (unsigned int idx=0; idx < MAX_NUMBER_OF_GRIDS; ++idx)
@@ -435,6 +436,17 @@ bool Map::Add(Player* player)
return true;
}
template<class T>
void Map::InitializeObject(T* obj)
{
}
template<>
void Map::InitializeObject(Creature* obj)
{
obj->_moveState = CREATURE_CELL_MOVE_NONE;
}
template<class T>
void
Map::Add(T *obj)
@@ -464,6 +476,7 @@ Map::Add(T *obj)
AddToGrid(obj, grid, cell);
//obj->SetMap(this);
obj->AddToWorld();
InitializeObject(obj);
if (obj->isActiveObject())
AddToActive(obj);
@@ -792,6 +805,7 @@ Map::CreatureRelocation(Creature* creature, float x, float y, float z, float ang
{
creature->Relocate(x, y, z, ang);
creature->UpdateObjectVisibility(false);
RemoveCreatureFromMoveList(creature);
}
ASSERT(CheckGridIntegrity(creature, true));
@@ -799,26 +813,47 @@ Map::CreatureRelocation(Creature* creature, float x, float y, float z, float ang
void Map::AddCreatureToMoveList(Creature* c, float x, float y, float z, float ang)
{
if (!c)
if (_creatureToMoveLock) //can this happen?
return;
i_creaturesToMove[c] = CreatureMover(x, y, z, ang);
if(c->_moveState == CREATURE_CELL_MOVE_NONE)
_creaturesToMove.push_back(c);
c->SetNewCellPosition(x, y, z, ang);
}
void Map::RemoveCreatureFromMoveList(Creature* c)
{
if (_creatureToMoveLock) //can this happen?
return;
if(c->_moveState == CREATURE_CELL_MOVE_ACTIVE)
c->_moveState = CREATURE_CELL_MOVE_INACTIVE;
}
void Map::MoveAllCreaturesInMoveList()
{
while (!i_creaturesToMove.empty())
_creatureToMoveLock = true;
for(std::vector<Creature*>::iterator itr = _creaturesToMove.begin(); itr != _creaturesToMove.end(); ++itr)
{
// get data and remove element;
CreatureMoveList::iterator iter = i_creaturesToMove.begin();
Creature* c = iter->first;
const CreatureMover &cm = iter->second;
Creature* c = *itr;
if(c->FindMap() != this) //pet is teleported to another map
continue;
if(c->_moveState != CREATURE_CELL_MOVE_ACTIVE)
{
c->_moveState = CREATURE_CELL_MOVE_NONE;
continue;
}
c->_moveState = CREATURE_CELL_MOVE_NONE;
if(!c->IsInWorld())
continue;
// do move or do move to respawn or remove creature if previous all fail
if (CreatureCellRelocation(c, Cell(Trinity::ComputeCellPair(cm.x, cm.y))))
if (CreatureCellRelocation(c, Cell(Trinity::ComputeCellPair(c->_newPosition.m_positionX, c->_newPosition.m_positionY))))
{
// update pos
c->Relocate(cm.x, cm.y, cm.z, cm.ang);
c->Relocate(c->_newPosition);
//CreatureRelocationNotify(c, new_cell, new_cell.cellPair());
c->UpdateObjectVisibility(false);
}
@@ -826,7 +861,7 @@ void Map::MoveAllCreaturesInMoveList()
{
// 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(c))
if (!CreatureRespawnRelocation(c, false))
{
// ... or unload (if respawn grid also not loaded)
#ifdef TRINITY_DEBUG
@@ -844,9 +879,9 @@ void Map::MoveAllCreaturesInMoveList()
AddObjectToRemoveList(c);
}
}
i_creaturesToMove.erase(iter);
}
_creaturesToMove.clear();
_creatureToMoveLock = false;
}
bool Map::CreatureCellRelocation(Creature* c, Cell new_cell)
@@ -910,14 +945,17 @@ bool Map::CreatureCellRelocation(Creature* c, Cell new_cell)
return false;
}
bool Map::CreatureRespawnRelocation(Creature* c)
bool Map::CreatureRespawnRelocation(Creature* c, bool diffGridOnly)
{
float resp_x, resp_y, resp_z, resp_o;
c->GetRespawnCoord(resp_x, resp_y, resp_z, &resp_o);
CellPair resp_val = Trinity::ComputeCellPair(resp_x, resp_y);
Cell resp_cell(resp_val);
//creature will be unloaded with grid
if(diffGridOnly && !c->GetCurrentCell().DiffGrid(resp_cell))
return true;
c->CombatStop();
c->GetMotionMaster()->Clear();
@@ -1021,7 +1059,7 @@ void Map::RemoveAllPlayers()
void Map::UnloadAll()
{
// clear all delayed moves, useless anyway do this moves before map unload.
i_creaturesToMove.clear();
_creaturesToMove.clear();
for (GridRefManager<NGridType>::iterator i = GridRefManager<NGridType>::begin(); i != GridRefManager<NGridType>::end();)
{