Files
TrinityCore/src/server/game/Maps/Map.cpp
2012-12-06 11:27:46 +01:00

2919 lines
100 KiB
C++

/*
* Copyright (C) 2008-2012 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 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, see <http://www.gnu.org/licenses/>.
*/
#include "Map.h"
#include "Battleground.h"
#include "CellImpl.h"
#include "DynamicTree.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "GridStates.h"
#include "Group.h"
#include "InstanceScript.h"
#include "LFGMgr.h"
#include "MapInstanced.h"
#include "MapManager.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "Pet.h"
#include "ScriptMgr.h"
#include "Transport.h"
#include "Vehicle.h"
#include "VMapFactory.h"
union u_map_magic
{
char asChar[4];
uint32 asUInt;
};
u_map_magic MapMagic = { {'M','A','P','S'} };
u_map_magic MapVersionMagic = { {'v','1','.','2'} };
u_map_magic MapAreaMagic = { {'A','R','E','A'} };
u_map_magic MapHeightMagic = { {'M','H','G','T'} };
u_map_magic MapLiquidMagic = { {'M','L','I','Q'} };
#define DEFAULT_GRID_EXPIRY 300
#define MAX_GRID_LOAD_TIME 50
#define MAX_CREATURE_ATTACK_RADIUS (45.0f * sWorld->getRate(RATE_CREATURE_AGGRO))
GridState* si_GridStates[MAX_GRID_STATE];
Map::~Map()
{
sScriptMgr->OnDestroyMap(this);
UnloadAll();
while (!i_worldObjects.empty())
{
WorldObject* obj = *i_worldObjects.begin();
ASSERT(obj->IsWorldObject());
//ASSERT(obj->GetTypeId() == TYPEID_CORPSE);
obj->RemoveFromWorld();
obj->ResetMap();
}
if (!m_scriptSchedule.empty())
sScriptMgr->DecreaseScheduledScriptCount(m_scriptSchedule.size());
}
bool Map::ExistMap(uint32 mapid, int gx, int gy)
{
int len = sWorld->GetDataPath().length()+strlen("maps/%03u%02u%02u.map")+1;
char* tmp = new char[len];
snprintf(tmp, len, (char *)(sWorld->GetDataPath()+"maps/%03u%02u%02u.map").c_str(), mapid, gx, gy);
bool ret = false;
FILE* pf=fopen(tmp, "rb");
if (!pf)
sLog->outError(LOG_FILTER_MAPS, "Map file '%s': does not exist!", tmp);
else
{
map_fileheader header;
if (fread(&header, sizeof(header), 1, pf) == 1)
{
if (header.mapMagic != MapMagic.asUInt || header.versionMagic != MapVersionMagic.asUInt)
sLog->outError(LOG_FILTER_MAPS, "Map file '%s' is from an incompatible clientversion. Please recreate using the mapextractor.", tmp);
else
ret = true;
}
fclose(pf);
}
delete [] tmp;
return ret;
}
bool Map::ExistVMap(uint32 mapid, int gx, int gy)
{
if (VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager())
{
if (vmgr->isMapLoadingEnabled())
{
bool exists = vmgr->existsMap((sWorld->GetDataPath()+ "vmaps").c_str(), mapid, gx, gy);
if (!exists)
{
std::string name = vmgr->getDirFileName(mapid, gx, gy);
sLog->outError(LOG_FILTER_MAPS, "VMap file '%s' is missing or points to wrong version of vmap file. Redo vmaps with latest version of vmap_assembler.exe.", (sWorld->GetDataPath()+"vmaps/"+name).c_str());
return false;
}
}
}
return true;
}
void Map::LoadVMap(int gx, int gy)
{
// x and y are swapped !!
int vmapLoadResult = VMAP::VMapFactory::createOrGetVMapManager()->loadMap((sWorld->GetDataPath()+ "vmaps").c_str(), GetId(), gx, gy);
switch (vmapLoadResult)
{
case VMAP::VMAP_LOAD_RESULT_OK:
sLog->outInfo(LOG_FILTER_MAPS, "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:
sLog->outInfo(LOG_FILTER_MAPS, "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:
sLog->outDebug(LOG_FILTER_MAPS, "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_i(GridCoord(63-gx, 63-gy));
((MapInstanced*)(m_parentMap))->AddGridMapReference(GridCoord(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])
{
sLog->outInfo(LOG_FILTER_MAPS, "Unloading previously loaded map %u before reloading.", GetId());
sScriptMgr->OnUnloadGridMap(this, GridMaps[gx][gy], gx, gy);
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(), GetId(), gx, gy);
sLog->outInfo(LOG_FILTER_MAPS, "Loading map %s", tmp);
// loading data
GridMaps[gx][gy] = new GridMap();
if (!GridMaps[gx][gy]->loadData(tmp))
{
sLog->outError(LOG_FILTER_MAPS, "Error loading map file: \n %s\n", tmp);
}
delete [] tmp;
sScriptMgr->OnLoadGridMap(this, GridMaps[gx][gy], gx, gy);
}
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
}
void Map::InitStateMachine()
{
si_GridStates[GRID_STATE_INVALID] = new InvalidState;
si_GridStates[GRID_STATE_ACTIVE] = new ActiveState;
si_GridStates[GRID_STATE_IDLE] = new IdleState;
si_GridStates[GRID_STATE_REMOVAL] = new RemovalState;
}
void Map::DeleteStateMachine()
{
delete si_GridStates[GRID_STATE_INVALID];
delete si_GridStates[GRID_STATE_ACTIVE];
delete si_GridStates[GRID_STATE_IDLE];
delete si_GridStates[GRID_STATE_REMOVAL];
}
Map::Map(uint32 id, time_t expiry, uint32 InstanceId, uint8 SpawnMode, Map* _parent):
_creatureToMoveLock(false), 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_parentMap = (_parent ? _parent : this);
for (unsigned int idx=0; idx < MAX_NUMBER_OF_GRIDS; ++idx)
{
for (unsigned int j=0; j < MAX_NUMBER_OF_GRIDS; ++j)
{
//z code
GridMaps[idx][j] =NULL;
setNGrid(NULL, idx, j);
}
}
//lets initialize visibility distance for map
Map::InitVisibilityDistance();
sScriptMgr->OnCreateMap(this);
}
void Map::InitVisibilityDistance()
{
//init visibility for continents
m_VisibleDistance = World::GetMaxVisibleDistanceOnContinents();
m_VisibilityNotifyPeriod = World::GetVisibilityNotifyPeriodOnContinents();
}
// Template specialization of utility methods
template<class T>
void Map::AddToGrid(T* obj, Cell const& cell)
{
NGridType* grid = getNGrid(cell.GridX(), cell.GridY());
if (obj->IsWorldObject())
grid->GetGridType(cell.CellX(), cell.CellY()).template AddWorldObject<T>(obj);
else
grid->GetGridType(cell.CellX(), cell.CellY()).template AddGridObject<T>(obj);
}
template<>
void Map::AddToGrid(Creature* obj, Cell const& cell)
{
NGridType* grid = getNGrid(cell.GridX(), cell.GridY());
if (obj->IsWorldObject())
grid->GetGridType(cell.CellX(), cell.CellY()).AddWorldObject(obj);
else
grid->GetGridType(cell.CellX(), cell.CellY()).AddGridObject(obj);
obj->SetCurrentCell(cell);
}
void Map::SwitchGridContainers(Creature* obj, bool on)
{
ASSERT(!obj->IsPermanentWorldObject());
CellCoord p = Trinity::ComputeCellCoord(obj->GetPositionX(), obj->GetPositionY());
if (!p.IsCoordValid())
{
sLog->outError(LOG_FILTER_MAPS, "Map::SwitchGridContainers: Object " UI64FMTD " has invalid coordinates X:%f Y:%f grid cell [%u:%u]", obj->GetGUID(), obj->GetPositionX(), obj->GetPositionY(), p.x_coord, p.y_coord);
return;
}
Cell cell(p);
if (!IsGridLoaded(GridCoord(cell.data.Part.grid_x, cell.data.Part.grid_y)))
return;
sLog->outDebug(LOG_FILTER_MAPS, "Switch object " UI64FMTD " from grid[%u, %u] %u", obj->GetGUID(), cell.data.Part.grid_x, cell.data.Part.grid_y, on);
NGridType *ngrid = getNGrid(cell.GridX(), cell.GridY());
ASSERT(ngrid != NULL);
GridType &grid = ngrid->GetGridType(cell.CellX(), cell.CellY());
obj->RemoveFromGrid(); //This step is not really necessary but we want to do ASSERT in remove/add
if (on)
{
grid.AddWorldObject(obj);
AddWorldObject(obj);
}
else
{
grid.AddGridObject(obj);
RemoveWorldObject(obj);
}
obj->m_isTempWorldObject = on;
}
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* player)
{
sObjectAccessor->RemoveObject(player);
sObjectAccessor->RemoveUpdateObject(player); //TODO: I do not know why we need this, it should be removed in ~Object anyway
delete player;
}
void Map::EnsureGridCreated(const GridCoord &p)
{
TRINITY_GUARD(ACE_Thread_Mutex, Lock);
EnsureGridCreated_i(p);
}
//Create NGrid so the object can be added to it
//But object data is not loaded here
void Map::EnsureGridCreated_i(const GridCoord &p)
{
if (!getNGrid(p.x_coord, p.y_coord))
{
sLog->outDebug(LOG_FILTER_MAPS, "Creating grid[%u, %u] for map %u instance %u", p.x_coord, p.y_coord, GetId(), i_InstanceId);
setNGrid(new NGridType(p.x_coord*MAX_NUMBER_OF_GRIDS + p.y_coord, p.x_coord, p.y_coord, i_gridExpiry, sWorld->getBoolConfig(CONFIG_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);
}
}
//Load NGrid and make it active
void Map::EnsureGridLoadedForActiveObject(const Cell &cell, WorldObject* object)
{
EnsureGridLoaded(cell);
NGridType *grid = getNGrid(cell.GridX(), cell.GridY());
ASSERT(grid != NULL);
// refresh grid state & timer
if (grid->GetGridState() != GRID_STATE_ACTIVE)
{
sLog->outDebug(LOG_FILTER_MAPS, "Active object "UI64FMTD" triggers loading of grid [%u, %u] on map %u", object->GetGUID(), cell.GridX(), cell.GridY(), GetId());
ResetGridExpiry(*grid, 0.1f);
grid->SetGridState(GRID_STATE_ACTIVE);
}
}
//Create NGrid and load the object data in it
bool Map::EnsureGridLoaded(const Cell &cell)
{
EnsureGridCreated(GridCoord(cell.GridX(), cell.GridY()));
NGridType *grid = getNGrid(cell.GridX(), cell.GridY());
ASSERT(grid != NULL);
if (!isGridObjectDataLoaded(cell.GridX(), cell.GridY()))
{
sLog->outDebug(LOG_FILTER_MAPS, "Loading grid[%u, %u] for map %u instance %u", cell.GridX(), cell.GridY(), GetId(), i_InstanceId);
setGridObjectDataLoaded(true, cell.GridX(), cell.GridY());
ObjectGridLoader loader(*grid, this, cell);
loader.LoadN();
// Add resurrectable corpses to world object list in grid
sObjectAccessor->AddCorpsesToGrid(GridCoord(cell.GridX(), cell.GridY()), grid->GetGridType(cell.CellX(), cell.CellY()), this);
Balance();
return true;
}
return false;
}
void Map::LoadGrid(float x, float y)
{
EnsureGridLoaded(Cell(x, y));
}
bool Map::AddPlayerToMap(Player* player)
{
CellCoord cellCoord = Trinity::ComputeCellCoord(player->GetPositionX(), player->GetPositionY());
if (!cellCoord.IsCoordValid())
{
sLog->outError(LOG_FILTER_MAPS, "Map::Add: Player (GUID: %u) has invalid coordinates X:%f Y:%f grid cell [%u:%u]", player->GetGUIDLow(), player->GetPositionX(), player->GetPositionY(), cellCoord.x_coord, cellCoord.y_coord);
return false;
}
Cell cell(cellCoord);
EnsureGridLoadedForActiveObject(cell, player);
AddToGrid(player, cell);
// Check if we are adding to correct map
ASSERT (player->GetMap() == this);
player->SetMap(this);
player->AddToWorld();
SendInitSelf(player);
SendInitTransports(player);
player->m_clientGUIDs.clear();
player->UpdateObjectVisibility(false);
sScriptMgr->OnPlayerEnterMap(this, 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>
bool Map::AddToMap(T *obj)
{
//TODO: Needs clean up. An object should not be added to map twice.
if (obj->IsInWorld())
{
ASSERT(obj->IsInGrid());
obj->UpdateObjectVisibility(true);
return true;
}
CellCoord cellCoord = Trinity::ComputeCellCoord(obj->GetPositionX(), obj->GetPositionY());
//It will create many problems (including crashes) if an object is not added to grid after creation
//The correct way to fix it is to make AddToMap return false and delete the object if it is not added to grid
//But now AddToMap is used in too many places, I will just see how many ASSERT failures it will cause
ASSERT(cellCoord.IsCoordValid());
if (!cellCoord.IsCoordValid())
{
sLog->outError(LOG_FILTER_MAPS, "Map::Add: Object " UI64FMTD " has invalid coordinates X:%f Y:%f grid cell [%u:%u]", obj->GetGUID(), obj->GetPositionX(), obj->GetPositionY(), cellCoord.x_coord, cellCoord.y_coord);
return false; //Should delete object
}
Cell cell(cellCoord);
if (obj->isActiveObject())
EnsureGridLoadedForActiveObject(cell, obj);
else
EnsureGridCreated(GridCoord(cell.GridX(), cell.GridY()));
AddToGrid(obj, cell);
sLog->outDebug(LOG_FILTER_MAPS, "Object %u enters grid[%u, %u]", GUID_LOPART(obj->GetGUID()), cell.GridX(), cell.GridY());
//Must already be set before AddToMap. Usually during obj->Create.
//obj->SetMap(this);
obj->AddToWorld();
InitializeObject(obj);
if (obj->isActiveObject())
AddToActive(obj);
//something, such as vehicle, needs to be update immediately
//also, trigger needs to cast spell, if not update, cannot see visual
obj->UpdateObjectVisibility(true);
return true;
}
bool Map::IsGridLoaded(const GridCoord &p) const
{
return (getNGrid(p.x_coord, p.y_coord) && isGridObjectDataLoaded(p.x_coord, p.y_coord));
}
void Map::VisitNearbyCellsOf(WorldObject* obj, TypeContainerVisitor<Trinity::ObjectUpdater, GridTypeMapContainer> &gridVisitor, TypeContainerVisitor<Trinity::ObjectUpdater, WorldTypeMapContainer> &worldVisitor)
{
// Check for valid position
if (!obj->IsPositionValid())
return;
// Update mobs/objects in ALL visible cells around object!
CellArea area = Cell::CalculateCellArea(obj->GetPositionX(), obj->GetPositionY(), obj->GetGridActivationRange());
for (uint32 x = area.low_bound.x_coord; x <= area.high_bound.x_coord; ++x)
{
for (uint32 y = area.low_bound.y_coord; y <= area.high_bound.y_coord; ++y)
{
// marked cells are those that have been visited
// don't visit the same cell twice
uint32 cell_id = (y * TOTAL_NUMBER_OF_CELLS_PER_MAP) + x;
if (isCellMarked(cell_id))
continue;
markCell(cell_id);
CellCoord pair(x, y);
Cell cell(pair);
cell.SetNoCreate();
Visit(cell, gridVisitor);
Visit(cell, worldVisitor);
}
}
}
void Map::Update(const uint32 t_diff)
{
_dynamicTree.update(t_diff);
/// update worldsessions for existing players
for (m_mapRefIter = m_mapRefManager.begin(); m_mapRefIter != m_mapRefManager.end(); ++m_mapRefIter)
{
Player* player = m_mapRefIter->getSource();
if (player && player->IsInWorld())
{
//player->Update(t_diff);
WorldSession* session = player->GetSession();
MapSessionFilter updater(session);
session->Update(t_diff, updater);
}
}
/// update active cells around players and active objects
resetMarkedCells();
Trinity::ObjectUpdater updater(t_diff);
// for creature
TypeContainerVisitor<Trinity::ObjectUpdater, GridTypeMapContainer > grid_object_update(updater);
// for pets
TypeContainerVisitor<Trinity::ObjectUpdater, WorldTypeMapContainer > world_object_update(updater);
// the player iterator is stored in the map object
// to make sure calls to Map::Remove don't invalidate it
for (m_mapRefIter = m_mapRefManager.begin(); m_mapRefIter != m_mapRefManager.end(); ++m_mapRefIter)
{
Player* player = m_mapRefIter->getSource();
if (!player || !player->IsInWorld())
continue;
// update players at tick
player->Update(t_diff);
VisitNearbyCellsOf(player, grid_object_update, world_object_update);
}
// non-player active objects, increasing iterator in the loop in case of object removal
for (m_activeNonPlayersIter = m_activeNonPlayers.begin(); m_activeNonPlayersIter != m_activeNonPlayers.end();)
{
WorldObject* obj = *m_activeNonPlayersIter;
++m_activeNonPlayersIter;
if (!obj || !obj->IsInWorld())
continue;
VisitNearbyCellsOf(obj, grid_object_update, world_object_update);
}
///- Process necessary scripts
if (!m_scriptSchedule.empty())
{
i_scriptLock = true;
ScriptsProcess();
i_scriptLock = false;
}
MoveAllCreaturesInMoveList();
if (!m_mapRefManager.isEmpty() || !m_activeNonPlayers.empty())
ProcessRelocationNotifies(t_diff);
sScriptMgr->OnMapUpdate(this, t_diff);
}
struct ResetNotifier
{
template<class T>inline void resetNotify(GridRefManager<T> &m)
{
for (typename GridRefManager<T>::iterator iter=m.begin(); iter != m.end(); ++iter)
iter->getSource()->ResetAllNotifies();
}
template<class T> void Visit(GridRefManager<T> &) {}
void Visit(CreatureMapType &m) { resetNotify<Creature>(m);}
void Visit(PlayerMapType &m) { resetNotify<Player>(m);}
};
void Map::ProcessRelocationNotifies(const uint32 diff)
{
for (GridRefManager<NGridType>::iterator i = GridRefManager<NGridType>::begin(); i != GridRefManager<NGridType>::end(); ++i)
{
NGridType *grid = i->getSource();
if (grid->GetGridState() != GRID_STATE_ACTIVE)
continue;
grid->getGridInfoRef()->getRelocationTimer().TUpdate(diff);
if (!grid->getGridInfoRef()->getRelocationTimer().TPassed())
continue;
uint32 gx = grid->getX(), gy = grid->getY();
CellCoord cell_min(gx*MAX_NUMBER_OF_CELLS, gy*MAX_NUMBER_OF_CELLS);
CellCoord cell_max(cell_min.x_coord + MAX_NUMBER_OF_CELLS, cell_min.y_coord+MAX_NUMBER_OF_CELLS);
for (uint32 x = cell_min.x_coord; x < cell_max.x_coord; ++x)
{
for (uint32 y = cell_min.y_coord; y < cell_max.y_coord; ++y)
{
uint32 cell_id = (y * TOTAL_NUMBER_OF_CELLS_PER_MAP) + x;
if (!isCellMarked(cell_id))
continue;
CellCoord pair(x, y);
Cell cell(pair);
cell.SetNoCreate();
Trinity::DelayedUnitRelocation cell_relocation(cell, pair, *this, MAX_VISIBILITY_DISTANCE);
TypeContainerVisitor<Trinity::DelayedUnitRelocation, GridTypeMapContainer > grid_object_relocation(cell_relocation);
TypeContainerVisitor<Trinity::DelayedUnitRelocation, WorldTypeMapContainer > world_object_relocation(cell_relocation);
Visit(cell, grid_object_relocation);
Visit(cell, world_object_relocation);
}
}
}
ResetNotifier reset;
TypeContainerVisitor<ResetNotifier, GridTypeMapContainer > grid_notifier(reset);
TypeContainerVisitor<ResetNotifier, WorldTypeMapContainer > world_notifier(reset);
for (GridRefManager<NGridType>::iterator i = GridRefManager<NGridType>::begin(); i != GridRefManager<NGridType>::end(); ++i)
{
NGridType *grid = i->getSource();
if (grid->GetGridState() != GRID_STATE_ACTIVE)
continue;
if (!grid->getGridInfoRef()->getRelocationTimer().TPassed())
continue;
grid->getGridInfoRef()->getRelocationTimer().TReset(diff, m_VisibilityNotifyPeriod);
uint32 gx = grid->getX(), gy = grid->getY();
CellCoord cell_min(gx*MAX_NUMBER_OF_CELLS, gy*MAX_NUMBER_OF_CELLS);
CellCoord cell_max(cell_min.x_coord + MAX_NUMBER_OF_CELLS, cell_min.y_coord+MAX_NUMBER_OF_CELLS);
for (uint32 x = cell_min.x_coord; x < cell_max.x_coord; ++x)
{
for (uint32 y = cell_min.y_coord; y < cell_max.y_coord; ++y)
{
uint32 cell_id = (y * TOTAL_NUMBER_OF_CELLS_PER_MAP) + x;
if (!isCellMarked(cell_id))
continue;
CellCoord pair(x, y);
Cell cell(pair);
cell.SetNoCreate();
Visit(cell, grid_notifier);
Visit(cell, world_notifier);
}
}
}
}
void Map::RemovePlayerFromMap(Player* player, bool remove)
{
player->RemoveFromWorld();
SendRemoveTransports(player);
player->UpdateObjectVisibility(true);
if (player->IsInGrid())
player->RemoveFromGrid();
else
ASSERT(remove); //maybe deleted in logoutplayer when player is not in a map
if (remove)
{
DeleteFromWorld(player);
sScriptMgr->OnPlayerLeaveMap(this, player);
}
}
template<class T>
void Map::RemoveFromMap(T *obj, bool remove)
{
obj->RemoveFromWorld();
if (obj->isActiveObject())
RemoveFromActive(obj);
obj->UpdateObjectVisibility(true);
obj->RemoveFromGrid();
obj->ResetMap();
if (remove)
{
// if option set then object already saved at this moment
if (!sWorld->getBoolConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATELY))
obj->SaveRespawnTime();
DeleteFromWorld(obj);
}
}
void Map::PlayerRelocation(Player* player, float x, float y, float z, float orientation)
{
ASSERT(player);
Cell old_cell(player->GetPositionX(), player->GetPositionY());
Cell new_cell(x, y);
//! If hovering, always increase our server-side Z position
//! Client automatically projects correct position based on Z coord sent in monster move
//! and UNIT_FIELD_HOVERHEIGHT sent in object updates
if (player->HasUnitMovementFlag(MOVEMENTFLAG_HOVER))
z += player->GetFloatValue(UNIT_FIELD_HOVERHEIGHT);
player->Relocate(x, y, z, orientation);
if (player->IsVehicle())
player->GetVehicleKit()->RelocatePassengers();
if (old_cell.DiffGrid(new_cell) || old_cell.DiffCell(new_cell))
{
sLog->outDebug(LOG_FILTER_MAPS, "Player %s relocation grid[%u, %u]cell[%u, %u]->grid[%u, %u]cell[%u, %u]", player->GetName().c_str(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());
player->RemoveFromGrid();
if (old_cell.DiffGrid(new_cell))
EnsureGridLoadedForActiveObject(new_cell, player);
AddToGrid(player, new_cell);
}
player->UpdateObjectVisibility(false);
}
void Map::CreatureRelocation(Creature* creature, float x, float y, float z, float ang, bool respawnRelocationOnFail)
{
ASSERT(CheckGridIntegrity(creature, false));
Cell old_cell = creature->GetCurrentCell();
Cell new_cell(x, y);
if (!respawnRelocationOnFail && !getNGrid(new_cell.GridX(), new_cell.GridY()))
return;
//! If hovering, always increase our server-side Z position
//! Client automatically projects correct position based on Z coord sent in monster move
//! and UNIT_FIELD_HOVERHEIGHT sent in object updates
if (creature->HasUnitMovementFlag(MOVEMENTFLAG_HOVER))
z += creature->GetFloatValue(UNIT_FIELD_HOVERHEIGHT);
// delay creature move for grid/cell to grid/cell moves
if (old_cell.DiffCell(new_cell) || old_cell.DiffGrid(new_cell))
{
#ifdef TRINITY_DEBUG
sLog->outDebug(LOG_FILTER_MAPS, "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());
#endif
AddCreatureToMoveList(creature, x, y, z, ang);
// in diffcell/diffgrid case notifiers called at finishing move creature in Map::MoveAllCreaturesInMoveList
}
else
{
creature->Relocate(x, y, z, ang);
if (creature->IsVehicle())
creature->GetVehicleKit()->RelocatePassengers();
creature->UpdateObjectVisibility(false);
RemoveCreatureFromMoveList(creature);
}
ASSERT(CheckGridIntegrity(creature, true));
}
void Map::AddCreatureToMoveList(Creature* c, float x, float y, float z, float ang)
{
if (_creatureToMoveLock) //can this happen?
return;
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()
{
_creatureToMoveLock = true;
for (std::vector<Creature*>::iterator itr = _creaturesToMove.begin(); itr != _creaturesToMove.end(); ++itr)
{
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(c->_newPosition.m_positionX, c->_newPosition.m_positionY)))
{
// update pos
c->Relocate(c->_newPosition);
//CreatureRelocationNotify(c, new_cell, new_cell.cellCoord());
c->UpdateObjectVisibility(false);
}
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(c, false))
{
// ... or unload (if respawn grid also not loaded)
#ifdef TRINITY_DEBUG
sLog->outDebug(LOG_FILTER_MAPS, "Creature (GUID: %u Entry: %u) cannot be move to unloaded respawn grid.", c->GetGUIDLow(), c->GetEntry());
#endif
//AddObjectToRemoveList(Pet*) should only be called in Pet::Remove
//This may happen when a player just logs in and a pet moves to a nearby unloaded cell
//To avoid this, we can load nearby cells when player log in
//But this check is always needed to ensure safety
//TODO: pets will disappear if this is outside CreatureRespawnRelocation
//need to check why pet is frequently relocated to an unloaded cell
if (c->isPet())
((Pet*)c)->Remove(PET_SAVE_NOT_IN_SLOT, true);
else
AddObjectToRemoveList(c);
}
}
}
_creaturesToMove.clear();
_creatureToMoveLock = false;
}
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))
{
#ifdef TRINITY_DEBUG
sLog->outDebug(LOG_FILTER_MAPS, "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());
#endif
c->RemoveFromGrid();
AddToGrid(c, new_cell);
}
else
{
#ifdef TRINITY_DEBUG
sLog->outDebug(LOG_FILTER_MAPS, "Creature (GUID: %u Entry: %u) moved in same grid[%u, %u]cell[%u, %u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY());
#endif
}
return true;
}
// in diff. grids but active creature
if (c->isActiveObject())
{
EnsureGridLoadedForActiveObject(new_cell, c);
#ifdef TRINITY_DEBUG
sLog->outDebug(LOG_FILTER_MAPS, "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());
#endif
c->RemoveFromGrid();
AddToGrid(c, new_cell);
return true;
}
// in diff. loaded grid normal creature
if (IsGridLoaded(GridCoord(new_cell.GridX(), new_cell.GridY())))
{
#ifdef TRINITY_DEBUG
sLog->outDebug(LOG_FILTER_MAPS, "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());
#endif
c->RemoveFromGrid();
EnsureGridCreated(GridCoord(new_cell.GridX(), new_cell.GridY()));
AddToGrid(c, new_cell);
return true;
}
// fail to move: normal creature attempt move to unloaded grid
#ifdef TRINITY_DEBUG
sLog->outDebug(LOG_FILTER_MAPS, "Creature (GUID: %u Entry: %u) attempted to 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());
#endif
return false;
}
bool Map::CreatureRespawnRelocation(Creature* c, bool diffGridOnly)
{
float resp_x, resp_y, resp_z, resp_o;
c->GetRespawnPosition(resp_x, resp_y, resp_z, &resp_o);
Cell resp_cell(resp_x, resp_y);
//creature will be unloaded with grid
if (diffGridOnly && !c->GetCurrentCell().DiffGrid(resp_cell))
return true;
c->CombatStop();
c->GetMotionMaster()->Clear();
#ifdef TRINITY_DEBUG
sLog->outDebug(LOG_FILTER_MAPS, "Creature (GUID: %u Entry: %u) 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());
#endif
// 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
//CreatureRelocationNotify(c, resp_cell, resp_cell.GetCellCoord());
c->UpdateObjectVisibility(false);
return true;
}
return false;
}
bool Map::UnloadGrid(NGridType& ngrid, bool unloadAll)
{
const uint32 x = ngrid.getX();
const uint32 y = ngrid.getY();
{
if (!unloadAll)
{
//pets, possessed creatures (must be active), transport passengers
if (ngrid.GetWorldObjectCountInNGrid<Creature>())
return false;
if (ActiveObjectsNearGrid(ngrid))
return false;
}
sLog->outDebug(LOG_FILTER_MAPS, "Unloading grid[%u, %u] for map %u", x, y, GetId());
if (!unloadAll)
{
// Finish creature moves, remove and delete all creatures with delayed remove before moving to respawn grids
// Must know real mob position before move
MoveAllCreaturesInMoveList();
// move creatures to respawn grids if this is diff.grid or to remove list
ObjectGridEvacuator worker;
TypeContainerVisitor<ObjectGridEvacuator, GridTypeMapContainer> visitor(worker);
ngrid.VisitAllGrids(visitor);
// Finish creature moves, remove and delete all creatures with delayed remove before unload
MoveAllCreaturesInMoveList();
}
{
ObjectGridCleaner worker;
TypeContainerVisitor<ObjectGridCleaner, GridTypeMapContainer> visitor(worker);
ngrid.VisitAllGrids(visitor);
}
RemoveAllObjectsInRemoveList();
{
ObjectGridUnloader worker;
TypeContainerVisitor<ObjectGridUnloader, GridTypeMapContainer> visitor(worker);
ngrid.VisitAllGrids(visitor);
}
ASSERT(i_objectsToRemove.empty());
delete &ngrid;
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];
}
// x and y are swapped
VMAP::VMapFactory::createOrGetVMapManager()->unloadMap(GetId(), gx, gy);
}
else
((MapInstanced*)m_parentMap)->RemoveGridMapReference(GridCoord(gx, gy));
GridMaps[gx][gy] = NULL;
}
sLog->outDebug(LOG_FILTER_MAPS, "Unloading grid[%u, %u] for map %u finished", x, y, GetId());
return true;
}
void Map::RemoveAllPlayers()
{
if (HavePlayers())
{
for (MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr)
{
Player* player = itr->getSource();
if (!player->IsBeingTeleportedFar())
{
// this is happening for bg
sLog->outError(LOG_FILTER_MAPS, "Map::UnloadAll: player %s is still in map %u during unload, this should not happen!", player->GetName().c_str(), GetId());
player->TeleportTo(player->m_homebindMapId, player->m_homebindX, player->m_homebindY, player->m_homebindZ, player->GetOrientation());
}
}
}
}
void Map::UnloadAll()
{
// clear all delayed moves, useless anyway do this moves before map unload.
_creaturesToMove.clear();
for (GridRefManager<NGridType>::iterator i = GridRefManager<NGridType>::begin(); i != GridRefManager<NGridType>::end();)
{
NGridType &grid(*i->getSource());
++i;
UnloadGrid(grid, true); // deletes the grid and removes it from the GridRefManager
}
}
// *****************************
// Grid function
// *****************************
GridMap::GridMap()
{
_flags = 0;
// Area data
_gridArea = 0;
_areaMap = NULL;
// Height level data
_gridHeight = INVALID_HEIGHT;
_gridGetHeight = &GridMap::getHeightFromFlat;
m_V9 = NULL;
m_V8 = NULL;
// Liquid data
_liquidType = 0;
_liquidOffX = 0;
_liquidOffY = 0;
_liquidWidth = 0;
_liquidHeight = 0;
_liquidLevel = INVALID_HEIGHT;
_liquidEntry = NULL;
_liquidFlags = NULL;
_liquidMap = NULL;
}
GridMap::~GridMap()
{
unloadData();
}
bool GridMap::loadData(char *filename)
{
// Unload old data if exist
unloadData();
map_fileheader header;
// Not return error if file not found
FILE* in = fopen(filename, "rb");
if (!in)
return true;
if (fread(&header, sizeof(header), 1, in) != 1)
{
fclose(in);
return false;
}
if (header.mapMagic == MapMagic.asUInt && header.versionMagic == MapVersionMagic.asUInt)
{
// loadup area data
if (header.areaMapOffset && !loadAreaData(in, header.areaMapOffset, header.areaMapSize))
{
sLog->outError(LOG_FILTER_MAPS, "Error loading map area data\n");
fclose(in);
return false;
}
// loadup height data
if (header.heightMapOffset && !loadHeightData(in, header.heightMapOffset, header.heightMapSize))
{
sLog->outError(LOG_FILTER_MAPS, "Error loading map height data\n");
fclose(in);
return false;
}
// loadup liquid data
if (header.liquidMapOffset && !loadLiquidData(in, header.liquidMapOffset, header.liquidMapSize))
{
sLog->outError(LOG_FILTER_MAPS, "Error loading map liquids data\n");
fclose(in);
return false;
}
fclose(in);
return true;
}
sLog->outError(LOG_FILTER_MAPS, "Map file '%s' is from an incompatible clientversion. Please recreate using the mapextractor.", filename);
fclose(in);
return false;
}
void GridMap::unloadData()
{
delete[] _areaMap;
delete[] m_V9;
delete[] m_V8;
delete[] _liquidEntry;
delete[] _liquidFlags;
delete[] _liquidMap;
_areaMap = NULL;
m_V9 = NULL;
m_V8 = NULL;
_liquidEntry = NULL;
_liquidFlags = NULL;
_liquidMap = NULL;
_gridGetHeight = &GridMap::getHeightFromFlat;
}
bool GridMap::loadAreaData(FILE* in, uint32 offset, uint32 /*size*/)
{
map_areaHeader header;
fseek(in, offset, SEEK_SET);
if (fread(&header, sizeof(header), 1, in) != 1 || header.fourcc != MapAreaMagic.asUInt)
return false;
_gridArea = header.gridArea;
if (!(header.flags & MAP_AREA_NO_AREA))
{
_areaMap = new uint16 [16*16];
if (fread(_areaMap, sizeof(uint16), 16*16, in) != 16*16)
return false;
}
return true;
}
bool GridMap::loadHeightData(FILE* in, uint32 offset, uint32 /*size*/)
{
map_heightHeader header;
fseek(in, offset, SEEK_SET);
if (fread(&header, sizeof(header), 1, in) != 1 || header.fourcc != MapHeightMagic.asUInt)
return false;
_gridHeight = header.gridHeight;
if (!(header.flags & MAP_HEIGHT_NO_HEIGHT))
{
if ((header.flags & MAP_HEIGHT_AS_INT16))
{
m_uint16_V9 = new uint16 [129*129];
m_uint16_V8 = new uint16 [128*128];
if (fread(m_uint16_V9, sizeof(uint16), 129*129, in) != 129*129 ||
fread(m_uint16_V8, sizeof(uint16), 128*128, in) != 128*128)
return false;
_gridIntHeightMultiplier = (header.gridMaxHeight - header.gridHeight) / 65535;
_gridGetHeight = &GridMap::getHeightFromUint16;
}
else if ((header.flags & MAP_HEIGHT_AS_INT8))
{
m_uint8_V9 = new uint8 [129*129];
m_uint8_V8 = new uint8 [128*128];
if (fread(m_uint8_V9, sizeof(uint8), 129*129, in) != 129*129 ||
fread(m_uint8_V8, sizeof(uint8), 128*128, in) != 128*128)
return false;
_gridIntHeightMultiplier = (header.gridMaxHeight - header.gridHeight) / 255;
_gridGetHeight = &GridMap::getHeightFromUint8;
}
else
{
m_V9 = new float [129*129];
m_V8 = new float [128*128];
if (fread(m_V9, sizeof(float), 129*129, in) != 129*129 ||
fread(m_V8, sizeof(float), 128*128, in) != 128*128)
return false;
_gridGetHeight = &GridMap::getHeightFromFloat;
}
}
else
_gridGetHeight = &GridMap::getHeightFromFlat;
return true;
}
bool GridMap::loadLiquidData(FILE* in, uint32 offset, uint32 /*size*/)
{
map_liquidHeader header;
fseek(in, offset, SEEK_SET);
if (fread(&header, sizeof(header), 1, in) != 1 || header.fourcc != MapLiquidMagic.asUInt)
return false;
_liquidType = header.liquidType;
_liquidOffX = header.offsetX;
_liquidOffY = header.offsetY;
_liquidWidth = header.width;
_liquidHeight = header.height;
_liquidLevel = header.liquidLevel;
if (!(header.flags & MAP_LIQUID_NO_TYPE))
{
_liquidEntry = new uint16[16*16];
if (fread(_liquidEntry, sizeof(uint16), 16*16, in) != 16*16)
return false;
_liquidFlags = new uint8[16*16];
if (fread(_liquidFlags, sizeof(uint8), 16*16, in) != 16*16)
return false;
}
if (!(header.flags & MAP_LIQUID_NO_HEIGHT))
{
_liquidMap = new float[uint32(_liquidWidth) * uint32(_liquidHeight)];
if (fread(_liquidMap, sizeof(float), _liquidWidth*_liquidHeight, in) != (uint32(_liquidWidth) * uint32(_liquidHeight)))
return false;
}
return true;
}
uint16 GridMap::getArea(float x, float y) const
{
if (!_areaMap)
return _gridArea;
x = 16 * (32 - x/SIZE_OF_GRIDS);
y = 16 * (32 - y/SIZE_OF_GRIDS);
int lx = (int)x & 15;
int ly = (int)y & 15;
return _areaMap[lx*16 + ly];
}
float GridMap::getHeightFromFlat(float /*x*/, float /*y*/) const
{
return _gridHeight;
}
float GridMap::getHeightFromFloat(float x, float y) const
{
if (!m_V8 || !m_V9)
return _gridHeight;
x = MAP_RESOLUTION * (32 - x/SIZE_OF_GRIDS);
y = MAP_RESOLUTION * (32 - y/SIZE_OF_GRIDS);
int x_int = (int)x;
int y_int = (int)y;
x -= x_int;
y -= y_int;
x_int&=(MAP_RESOLUTION - 1);
y_int&=(MAP_RESOLUTION - 1);
// Height stored as: h5 - its v8 grid, h1-h4 - its v9 grid
// +--------------> X
// | h1-------h2 Coordinates is:
// | | \ 1 / | h1 0, 0
// | | \ / | h2 0, 1
// | | 2 h5 3 | h3 1, 0
// | | / \ | h4 1, 1
// | | / 4 \ | h5 1/2, 1/2
// | h3-------h4
// V Y
// For find height need
// 1 - detect triangle
// 2 - solve linear equation from triangle points
// Calculate coefficients for solve h = a*x + b*y + c
float a, b, c;
// Select triangle:
if (x+y < 1)
{
if (x > y)
{
// 1 triangle (h1, h2, h5 points)
float h1 = m_V9[(x_int)*129 + y_int];
float h2 = m_V9[(x_int+1)*129 + y_int];
float h5 = 2 * m_V8[x_int*128 + y_int];
a = h2-h1;
b = h5-h1-h2;
c = h1;
}
else
{
// 2 triangle (h1, h3, h5 points)
float h1 = m_V9[x_int*129 + y_int ];
float h3 = m_V9[x_int*129 + y_int+1];
float h5 = 2 * m_V8[x_int*128 + y_int];
a = h5 - h1 - h3;
b = h3 - h1;
c = h1;
}
}
else
{
if (x > y)
{
// 3 triangle (h2, h4, h5 points)
float h2 = m_V9[(x_int+1)*129 + y_int ];
float h4 = m_V9[(x_int+1)*129 + y_int+1];
float h5 = 2 * m_V8[x_int*128 + y_int];
a = h2 + h4 - h5;
b = h4 - h2;
c = h5 - h4;
}
else
{
// 4 triangle (h3, h4, h5 points)
float h3 = m_V9[(x_int)*129 + y_int+1];
float h4 = m_V9[(x_int+1)*129 + y_int+1];
float h5 = 2 * m_V8[x_int*128 + y_int];
a = h4 - h3;
b = h3 + h4 - h5;
c = h5 - h4;
}
}
// Calculate height
return a * x + b * y + c;
}
float GridMap::getHeightFromUint8(float x, float y) const
{
if (!m_uint8_V8 || !m_uint8_V9)
return _gridHeight;
x = MAP_RESOLUTION * (32 - x/SIZE_OF_GRIDS);
y = MAP_RESOLUTION * (32 - y/SIZE_OF_GRIDS);
int x_int = (int)x;
int y_int = (int)y;
x -= x_int;
y -= y_int;
x_int&=(MAP_RESOLUTION - 1);
y_int&=(MAP_RESOLUTION - 1);
int32 a, b, c;
uint8 *V9_h1_ptr = &m_uint8_V9[x_int*128 + x_int + y_int];
if (x+y < 1)
{
if (x > y)
{
// 1 triangle (h1, h2, h5 points)
int32 h1 = V9_h1_ptr[ 0];
int32 h2 = V9_h1_ptr[129];
int32 h5 = 2 * m_uint8_V8[x_int*128 + y_int];
a = h2-h1;
b = h5-h1-h2;
c = h1;
}
else
{
// 2 triangle (h1, h3, h5 points)
int32 h1 = V9_h1_ptr[0];
int32 h3 = V9_h1_ptr[1];
int32 h5 = 2 * m_uint8_V8[x_int*128 + y_int];
a = h5 - h1 - h3;
b = h3 - h1;
c = h1;
}
}
else
{
if (x > y)
{
// 3 triangle (h2, h4, h5 points)
int32 h2 = V9_h1_ptr[129];
int32 h4 = V9_h1_ptr[130];
int32 h5 = 2 * m_uint8_V8[x_int*128 + y_int];
a = h2 + h4 - h5;
b = h4 - h2;
c = h5 - h4;
}
else
{
// 4 triangle (h3, h4, h5 points)
int32 h3 = V9_h1_ptr[ 1];
int32 h4 = V9_h1_ptr[130];
int32 h5 = 2 * m_uint8_V8[x_int*128 + y_int];
a = h4 - h3;
b = h3 + h4 - h5;
c = h5 - h4;
}
}
// Calculate height
return (float)((a * x) + (b * y) + c)*_gridIntHeightMultiplier + _gridHeight;
}
float GridMap::getHeightFromUint16(float x, float y) const
{
if (!m_uint16_V8 || !m_uint16_V9)
return _gridHeight;
x = MAP_RESOLUTION * (32 - x/SIZE_OF_GRIDS);
y = MAP_RESOLUTION * (32 - y/SIZE_OF_GRIDS);
int x_int = (int)x;
int y_int = (int)y;
x -= x_int;
y -= y_int;
x_int&=(MAP_RESOLUTION - 1);
y_int&=(MAP_RESOLUTION - 1);
int32 a, b, c;
uint16 *V9_h1_ptr = &m_uint16_V9[x_int*128 + x_int + y_int];
if (x+y < 1)
{
if (x > y)
{
// 1 triangle (h1, h2, h5 points)
int32 h1 = V9_h1_ptr[ 0];
int32 h2 = V9_h1_ptr[129];
int32 h5 = 2 * m_uint16_V8[x_int*128 + y_int];
a = h2-h1;
b = h5-h1-h2;
c = h1;
}
else
{
// 2 triangle (h1, h3, h5 points)
int32 h1 = V9_h1_ptr[0];
int32 h3 = V9_h1_ptr[1];
int32 h5 = 2 * m_uint16_V8[x_int*128 + y_int];
a = h5 - h1 - h3;
b = h3 - h1;
c = h1;
}
}
else
{
if (x > y)
{
// 3 triangle (h2, h4, h5 points)
int32 h2 = V9_h1_ptr[129];
int32 h4 = V9_h1_ptr[130];
int32 h5 = 2 * m_uint16_V8[x_int*128 + y_int];
a = h2 + h4 - h5;
b = h4 - h2;
c = h5 - h4;
}
else
{
// 4 triangle (h3, h4, h5 points)
int32 h3 = V9_h1_ptr[ 1];
int32 h4 = V9_h1_ptr[130];
int32 h5 = 2 * m_uint16_V8[x_int*128 + y_int];
a = h4 - h3;
b = h3 + h4 - h5;
c = h5 - h4;
}
}
// Calculate height
return (float)((a * x) + (b * y) + c)*_gridIntHeightMultiplier + _gridHeight;
}
float GridMap::getLiquidLevel(float x, float y) const
{
if (!_liquidMap)
return _liquidLevel;
x = MAP_RESOLUTION * (32 - x/SIZE_OF_GRIDS);
y = MAP_RESOLUTION * (32 - y/SIZE_OF_GRIDS);
int cx_int = ((int)x & (MAP_RESOLUTION-1)) - _liquidOffY;
int cy_int = ((int)y & (MAP_RESOLUTION-1)) - _liquidOffX;
if (cx_int < 0 || cx_int >=_liquidHeight)
return INVALID_HEIGHT;
if (cy_int < 0 || cy_int >=_liquidWidth)
return INVALID_HEIGHT;
return _liquidMap[cx_int*_liquidWidth + cy_int];
}
// Why does this return LIQUID data?
uint8 GridMap::getTerrainType(float x, float y) const
{
if (!_liquidFlags)
return 0;
x = 16 * (32 - x/SIZE_OF_GRIDS);
y = 16 * (32 - y/SIZE_OF_GRIDS);
int lx = (int)x & 15;
int ly = (int)y & 15;
return _liquidFlags[lx*16 + ly];
}
// Get water state on map
inline ZLiquidStatus GridMap::getLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, LiquidData* data)
{
// Check water type (if no water return)
if (!_liquidType && !_liquidFlags)
return LIQUID_MAP_NO_WATER;
// Get cell
float cx = MAP_RESOLUTION * (32 - x/SIZE_OF_GRIDS);
float cy = MAP_RESOLUTION * (32 - y/SIZE_OF_GRIDS);
int x_int = (int)cx & (MAP_RESOLUTION-1);
int y_int = (int)cy & (MAP_RESOLUTION-1);
// Check water type in cell
int idx=(x_int>>3)*16 + (y_int>>3);
uint8 type = _liquidFlags ? _liquidFlags[idx] : _liquidType;
uint32 entry = 0;
if (_liquidEntry)
{
if (LiquidTypeEntry const* liquidEntry = sLiquidTypeStore.LookupEntry(_liquidEntry[idx]))
{
entry = liquidEntry->Id;
type &= MAP_LIQUID_TYPE_DARK_WATER;
uint32 liqTypeIdx = liquidEntry->Type;
if (entry < 21)
{
if (AreaTableEntry const* area = GetAreaEntryByAreaFlagAndMap(getArea(x, y), MAPID_INVALID))
{
uint32 overrideLiquid = area->LiquidTypeOverride[liquidEntry->Type];
if (!overrideLiquid && area->zone)
{
area = GetAreaEntryByAreaID(area->zone);
if (area)
overrideLiquid = area->LiquidTypeOverride[liquidEntry->Type];
}
if (LiquidTypeEntry const* liq = sLiquidTypeStore.LookupEntry(overrideLiquid))
{
entry = overrideLiquid;
liqTypeIdx = liq->Type;
}
}
}
type |= 1 << liqTypeIdx;
}
}
if (type == 0)
return LIQUID_MAP_NO_WATER;
// Check req liquid type mask
if (ReqLiquidType && !(ReqLiquidType&type))
return LIQUID_MAP_NO_WATER;
// Check water level:
// Check water height map
int lx_int = x_int - _liquidOffY;
int ly_int = y_int - _liquidOffX;
if (lx_int < 0 || lx_int >=_liquidHeight)
return LIQUID_MAP_NO_WATER;
if (ly_int < 0 || ly_int >=_liquidWidth)
return LIQUID_MAP_NO_WATER;
// Get water level
float liquid_level = _liquidMap ? _liquidMap[lx_int*_liquidWidth + ly_int] : _liquidLevel;
// Get ground level (sub 0.2 for fix some errors)
float ground_level = getHeight(x, y);
// Check water level and ground level
if (liquid_level < ground_level || z < ground_level - 2)
return LIQUID_MAP_NO_WATER;
// All ok in water -> store data
if (data)
{
data->entry = entry;
data->type_flags = type;
data->level = liquid_level;
data->depth_level = ground_level;
}
// For speed check as int values
float delta = liquid_level - z;
if (delta > 2.0f) // Under water
return LIQUID_MAP_UNDER_WATER;
if (delta > 0.0f) // In water
return LIQUID_MAP_IN_WATER;
if (delta > -0.1f) // Walk on water
return LIQUID_MAP_WATER_WALK;
// Above water
return LIQUID_MAP_ABOVE_WATER;
}
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(GridCoord(63-gx, 63-gy));
return GridMaps[gx][gy];
}
float Map::GetWaterOrGroundLevel(float x, float y, float z, float* ground /*= 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(PHASEMASK_NORMAL, x, y, z, true, 50.0f);
if (ground)
*ground = ground_z;
LiquidData liquid_status;
ZLiquidStatus res = getLiquidStatus(x, y, ground_z, MAP_ALL_LIQUIDS, &liquid_status);
return res ? liquid_status.level : ground_z;
}
return VMAP_INVALID_HEIGHT_VALUE;
}
float Map::GetHeight(float x, float y, float z, bool checkVMap /*= true*/, float maxSearchDist /*= DEFAULT_HEIGHT_SEARCH*/) const
{
// find raw .map surface under Z coordinates
float mapHeight = VMAP_INVALID_HEIGHT_VALUE;
if (GridMap* gmap = const_cast<Map*>(this)->GetGrid(x, y))
{
float gridHeight = gmap->getHeight(x, y);
// look from a bit higher pos to find the floor, ignore under surface case
if (z + 2.0f > gridHeight)
mapHeight = gridHeight;
}
float vmapHeight = VMAP_INVALID_HEIGHT_VALUE;
if (checkVMap)
{
VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager();
if (vmgr->isHeightCalcEnabled())
vmapHeight = vmgr->getHeight(GetId(), x, y, z + 2.0f, maxSearchDist); // look from a bit higher pos to find the floor
}
// 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; // explicitly use map data
}
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)
{
sLog->outDebug(LOG_FILTER_MAPS, "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;
wmoEntry = GetWMOAreaTableEntryByTripple(rootId, adtId, groupId);
if (wmoEntry)
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_mapEntry->MapID);
}
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;
}
ZLiquidStatus Map::getLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, LiquidData* data) const
{
ZLiquidStatus result = LIQUID_MAP_NO_WATER;
VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager();
float liquid_level = INVALID_HEIGHT;
float ground_level = INVALID_HEIGHT;
uint32 liquid_type = 0;
if (vmgr->GetLiquidLevel(GetId(), x, y, z, ReqLiquidType, liquid_level, ground_level, liquid_type))
{
sLog->outDebug(LOG_FILTER_MAPS, "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)
{
// hardcoded in client like this
if (GetId() == 530 && liquid_type == 2)
liquid_type = 15;
uint32 liquidFlagType = 0;
if (LiquidTypeEntry const* liq = sLiquidTypeStore.LookupEntry(liquid_type))
liquidFlagType = liq->Type;
if (liquid_type && liquid_type < 21)
{
if (AreaTableEntry const* area = GetAreaEntryByAreaFlagAndMap(GetAreaFlag(x, y, z), GetId()))
{
uint32 overrideLiquid = area->LiquidTypeOverride[liquidFlagType];
if (!overrideLiquid && area->zone)
{
area = GetAreaEntryByAreaID(area->zone);
if (area)
overrideLiquid = area->LiquidTypeOverride[liquidFlagType];
}
if (LiquidTypeEntry const* liq = sLiquidTypeStore.LookupEntry(overrideLiquid))
{
liquid_type = overrideLiquid;
liquidFlagType = liq->Type;
}
}
}
data->level = liquid_level;
data->depth_level = ground_level;
data->entry = liquid_type;
data->type_flags = 1 << liquidFlagType;
}
float delta = liquid_level - z;
// Get position delta
if (delta > 2.0f) // Under water
return LIQUID_MAP_UNDER_WATER;
if (delta > 0.0f) // In water
return LIQUID_MAP_IN_WATER;
if (delta > -0.1f) // Walk on water
return LIQUID_MAP_WATER_WALK;
result = LIQUID_MAP_ABOVE_WATER;
}
}
if (GridMap* gmap = const_cast<Map*>(this)->GetGrid(x, y))
{
LiquidData map_data;
ZLiquidStatus 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)
{
// hardcoded in client like this
if (GetId() == 530 && map_data.entry == 2)
map_data.entry = 15;
*data = map_data;
}
return map_result;
}
}
return result;
}
float Map::GetWaterLevel(float x, float y) const
{
if (GridMap* gmap = const_cast<Map*>(this)->GetGrid(x, y))
return gmap->getLiquidLevel(x, y);
else
return 0;
}
uint32 Map::GetAreaIdByAreaFlag(uint16 areaflag, uint32 map_id)
{
AreaTableEntry const* entry = GetAreaEntryByAreaFlagAndMap(areaflag, map_id);
if (entry)
return entry->ID;
else
return 0;
}
uint32 Map::GetZoneIdByAreaFlag(uint16 areaflag, uint32 map_id)
{
AreaTableEntry const* entry = GetAreaEntryByAreaFlagAndMap(areaflag, map_id);
if (entry)
return (entry->zone != 0) ? entry->zone : entry->ID;
else
return 0;
}
void Map::GetZoneAndAreaIdByAreaFlag(uint32& zoneid, uint32& areaid, uint16 areaflag, uint32 map_id)
{
AreaTableEntry const* entry = GetAreaEntryByAreaFlagAndMap(areaflag, map_id);
areaid = entry ? entry->ID : 0;
zoneid = entry ? ((entry->zone != 0) ? entry->zone : entry->ID) : 0;
}
bool Map::isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask) const
{
return VMAP::VMapFactory::createOrGetVMapManager()->isInLineOfSight(GetId(), x1, y1, z1, x2, y2, z2)
&& _dynamicTree.isInLineOfSight(x1, y1, z1, x2, y2, z2, phasemask);
}
bool Map::getObjectHitPos(uint32 phasemask, float x1, float y1, float z1, float x2, float y2, float z2, float& rx, float& ry, float& rz, float modifyDist)
{
Vector3 startPos = Vector3(x1, y1, z1);
Vector3 dstPos = Vector3(x2, y2, z2);
Vector3 resultPos;
bool result = _dynamicTree.getObjectHitPos(phasemask, startPos, dstPos, resultPos, modifyDist);
rx = resultPos.x;
ry = resultPos.y;
rz = resultPos.z;
return result;
}
float Map::GetHeight(uint32 phasemask, float x, float y, float z, bool vmap/*=true*/, float maxSearchDist/*=DEFAULT_HEIGHT_SEARCH*/) const
{
return std::max<float>(GetHeight(x, y, z, vmap, maxSearchDist), _dynamicTree.getHeight(x, y, z, maxSearchDist, phasemask));
}
bool Map::IsInWater(float x, float y, float pZ, LiquidData* data) const
{
// Check surface in x, y point for liquid
if (const_cast<Map*>(this)->GetGrid(x, y))
{
LiquidData liquid_status;
LiquidData* liquid_ptr = data ? data : &liquid_status;
if (getLiquidStatus(x, y, pZ, MAP_ALL_LIQUIDS, liquid_ptr))
return true;
}
return false;
}
bool Map::IsUnderWater(float x, float y, float z) const
{
if (const_cast<Map*>(this)->GetGrid(x, y))
{
if (getLiquidStatus(x, y, z, MAP_LIQUID_TYPE_WATER|MAP_LIQUID_TYPE_OCEAN)&LIQUID_MAP_UNDER_WATER)
return true;
}
return false;
}
bool Map::CheckGridIntegrity(Creature* c, bool moved) const
{
Cell const& cur_cell = c->GetCurrentCell();
Cell xy_cell(c->GetPositionX(), c->GetPositionY());
if (xy_cell != cur_cell)
{
sLog->outDebug(LOG_FILTER_MAPS, "Creature (GUID: %u) X: %f Y: %f (%s) is in grid[%u, %u]cell[%u, %u] instead of 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;
}
char const* Map::GetMapName() const
{
return i_mapEntry ? i_mapEntry->name[sWorld->GetDefaultDbcLocale()] : "UNNAMEDMAP\x0";
}
void Map::UpdateObjectVisibility(WorldObject* obj, Cell cell, CellCoord cellpair)
{
cell.SetNoCreate();
Trinity::VisibleChangesNotifier notifier(*obj);
TypeContainerVisitor<Trinity::VisibleChangesNotifier, WorldTypeMapContainer > player_notifier(notifier);
cell.Visit(cellpair, player_notifier, *this, *obj, obj->GetVisibilityRange());
}
void Map::UpdateObjectsVisibilityFor(Player* player, Cell cell, CellCoord cellpair)
{
Trinity::VisibleNotifier notifier(*player);
cell.SetNoCreate();
TypeContainerVisitor<Trinity::VisibleNotifier, WorldTypeMapContainer > world_notifier(notifier);
TypeContainerVisitor<Trinity::VisibleNotifier, GridTypeMapContainer > grid_notifier(notifier);
cell.Visit(cellpair, world_notifier, *this, *player, player->GetSightRange());
cell.Visit(cellpair, grid_notifier, *this, *player, player->GetSightRange());
// send data
notifier.SendToSelf();
}
void Map::SendInitSelf(Player* player)
{
sLog->outInfo(LOG_FILTER_MAPS, "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() == GetId())
{
(*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() != GetId())
(*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(LOG_FILTER_MAPS, "map::setNGrid() Invalid grid coordinates found: %d, %d!", x, y);
ASSERT(false);
}
i_grids[x][y] = grid;
}
void Map::DelayedUpdate(const uint32 t_diff)
{
RemoveAllObjectsInRemoveList();
// Don't unload grids if it's battleground, since we may have manually added GOs, creatures, those doesn't load from DB at grid re-load !
// This isn't really bother us, since as soon as we have instanced BG-s, the whole map unloads as the BG gets ended
if (!IsBattlegroundOrArena())
{
for (GridRefManager<NGridType>::iterator i = GridRefManager<NGridType>::begin(); i != GridRefManager<NGridType>::end();)
{
NGridType *grid = i->getSource();
GridInfo* info = i->getSource()->getGridInfoRef();
++i; // The update might delete the map and we need the next map before the iterator gets invalid
ASSERT(grid->GetGridState() >= 0 && grid->GetGridState() < MAX_GRID_STATE);
si_GridStates[grid->GetGridState()]->Update(*this, *grid, *info, t_diff);
}
}
}
void Map::AddObjectToRemoveList(WorldObject* obj)
{
ASSERT(obj->GetMapId() == GetId() && obj->GetInstanceId() == GetInstanceId());
obj->CleanupsBeforeDelete(false); // remove or simplify at least cross referenced links
i_objectsToRemove.insert(obj);
//sLog->outDebug(LOG_FILTER_MAPS, "Object (GUID: %u TypeId: %u) added to removing list.", obj->GetGUIDLow(), obj->GetTypeId());
}
void Map::AddObjectToSwitchList(WorldObject* obj, bool on)
{
ASSERT(obj->GetMapId() == GetId() && obj->GetInstanceId() == GetInstanceId());
std::map<WorldObject*, bool>::iterator itr = i_objectsToSwitch.find(obj);
if (itr == i_objectsToSwitch.end())
i_objectsToSwitch.insert(itr, std::make_pair(obj, on));
else if (itr->second != on)
i_objectsToSwitch.erase(itr);
else
ASSERT(false);
}
void Map::RemoveAllObjectsInRemoveList()
{
while (!i_objectsToSwitch.empty())
{
std::map<WorldObject*, bool>::iterator itr = i_objectsToSwitch.begin();
WorldObject* obj = itr->first;
bool on = itr->second;
i_objectsToSwitch.erase(itr);
if (obj->GetTypeId() == TYPEID_UNIT && !obj->IsPermanentWorldObject())
SwitchGridContainers(obj->ToCreature(), on);
}
//sLog->outDebug(LOG_FILTER_MAPS, "Object remover 1 check.");
while (!i_objectsToRemove.empty())
{
std::set<WorldObject*>::iterator itr = i_objectsToRemove.begin();
WorldObject* obj = *itr;
switch (obj->GetTypeId())
{
case TYPEID_CORPSE:
{
Corpse* corpse = ObjectAccessor::GetCorpse(*obj, obj->GetGUID());
if (!corpse)
sLog->outError(LOG_FILTER_MAPS, "Tried to delete corpse/bones %u that is not in map.", obj->GetGUIDLow());
else
RemoveFromMap(corpse, true);
break;
}
case TYPEID_DYNAMICOBJECT:
RemoveFromMap((DynamicObject*)obj, true);
break;
case TYPEID_GAMEOBJECT:
RemoveFromMap((GameObject*)obj, true);
break;
case TYPEID_UNIT:
// in case triggered sequence some spell can continue casting after prev CleanupsBeforeDelete call
// make sure that like sources auras/etc removed before destructor start
obj->ToCreature()->CleanupsBeforeDelete();
RemoveFromMap(obj->ToCreature(), true);
break;
default:
sLog->outError(LOG_FILTER_MAPS, "Non-grid object (TypeId: %u) is in grid object remove list, ignored.", obj->GetTypeId());
break;
}
i_objectsToRemove.erase(itr);
}
//sLog->outDebug(LOG_FILTER_MAPS, "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(NGridType const& ngrid) const
{
CellCoord cell_min(ngrid.getX() * MAX_NUMBER_OF_CELLS, ngrid.getY() * MAX_NUMBER_OF_CELLS);
CellCoord 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 = GetVisibilityRange();
int cell_range = (int)ceilf(viewDist / SIZE_OF_GRID_CELL) + 1;
cell_min.dec_x(cell_range);
cell_min.dec_y(cell_range);
cell_max.inc_x(cell_range);
cell_max.inc_y(cell_range);
for (MapRefManager::const_iterator iter = m_mapRefManager.begin(); iter != m_mapRefManager.end(); ++iter)
{
Player* player = iter->getSource();
CellCoord p = Trinity::ComputeCellCoord(player->GetPositionX(), player->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;
CellCoord p = Trinity::ComputeCellCoord(obj->GetPositionX(), obj->GetPositionY());
if ((cell_min.x_coord <= p.x_coord && p.x_coord <= cell_max.x_coord) &&
(cell_min.y_coord <= p.y_coord && p.y_coord <= cell_max.y_coord))
return true;
}
return false;
}
void Map::AddToActive(Creature* c)
{
AddToActiveHelper(c);
// also not allow unloading spawn grid to prevent creating creature clone at load
if (!c->isPet() && c->GetDBTableGUIDLow())
{
float x, y, z;
c->GetRespawnPosition(x, y, z);
GridCoord p = Trinity::ComputeGridCoord(x, y);
if (getNGrid(p.x_coord, p.y_coord))
getNGrid(p.x_coord, p.y_coord)->incUnloadActiveLock();
else
{
GridCoord p2 = Trinity::ComputeGridCoord(c->GetPositionX(), c->GetPositionY());
sLog->outError(LOG_FILTER_MAPS, "Active creature (GUID: %u Entry: %u) added to grid[%u, %u] but spawn grid[%u, %u] was not loaded.",
c->GetGUIDLow(), c->GetEntry(), p.x_coord, p.y_coord, p2.x_coord, p2.y_coord);
}
}
}
void Map::RemoveFromActive(Creature* c)
{
RemoveFromActiveHelper(c);
// also allow unloading spawn grid
if (!c->isPet() && c->GetDBTableGUIDLow())
{
float x, y, z;
c->GetRespawnPosition(x, y, z);
GridCoord p = Trinity::ComputeGridCoord(x, y);
if (getNGrid(p.x_coord, p.y_coord))
getNGrid(p.x_coord, p.y_coord)->decUnloadActiveLock();
else
{
GridCoord p2 = Trinity::ComputeGridCoord(c->GetPositionX(), c->GetPositionY());
sLog->outError(LOG_FILTER_MAPS, "Active creature (GUID: %u Entry: %u) removed from grid[%u, %u] but spawn grid[%u, %u] was not loaded.",
c->GetGUIDLow(), c->GetEntry(), p.x_coord, p.y_coord, p2.x_coord, p2.y_coord);
}
}
}
template bool Map::AddToMap(Corpse*);
template bool Map::AddToMap(Creature*);
template bool Map::AddToMap(GameObject*);
template bool Map::AddToMap(DynamicObject*);
template void Map::RemoveFromMap(Corpse*, bool);
template void Map::RemoveFromMap(Creature*, bool);
template void Map::RemoveFromMap(GameObject*, bool);
template void Map::RemoveFromMap(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->getIntConfig(CONFIG_INSTANCE_UNLOAD_DELAY), (uint32)MIN_UNLOAD_DELAY);
}
InstanceMap::~InstanceMap()
{
delete i_data;
i_data = NULL;
}
void InstanceMap::InitVisibilityDistance()
{
//init visibility distance for instances
m_VisibleDistance = World::GetMaxVisibleDistanceInInstances();
m_VisibilityNotifyPeriod = World::GetVisibilityNotifyPeriodInInstances();
}
/*
Do map specific checks to see if the player can enter
*/
bool InstanceMap::CanEnter(Player* player)
{
if (player->GetMapRef().getTarget() == this)
{
sLog->outError(LOG_FILTER_MAPS, "InstanceMap::CanEnter - player %s(%u) already in map %d, %d, %d!", player->GetName().c_str(), player->GetGUIDLow(), GetId(), GetInstanceId(), GetSpawnMode());
ASSERT(false);
return false;
}
// allow GM's to enter
if (player->isGameMaster())
return Map::CanEnter(player);
// cannot enter if the instance is full (player cap), GMs don't count
uint32 maxPlayers = GetMaxPlayers();
if (GetPlayersCountExceptGMs() >= maxPlayers)
{
sLog->outInfo(LOG_FILTER_MAPS, "MAP: Instance '%u' of map '%s' cannot have more than '%u' players. Player '%s' rejected", GetInstanceId(), GetMapName(), maxPlayers, player->GetName().c_str());
player->SendTransferAborted(GetId(), TRANSFER_ABORT_MAX_PLAYERS);
return false;
}
// cannot enter while an encounter is in progress on raids
/*Group* group = player->GetGroup();
if (!player->isGameMaster() && group && group->InCombatToInstance(GetInstanceId()) && player->GetMapId() != GetId())*/
if (IsRaid() && GetInstanceScript() && GetInstanceScript()->IsEncounterInProgress())
{
player->SendTransferAborted(GetId(), TRANSFER_ABORT_ZONE_IN_COMBAT);
return false;
}
// cannot enter if instance is in use by another party/soloer that have a
// permanent save in the same instance id
PlayerList const &playerList = GetPlayers();
if (!playerList.isEmpty())
for (PlayerList::const_iterator i = playerList.begin(); i != playerList.end(); ++i)
if (Player* iPlayer = i->getSource())
{
if (iPlayer->isGameMaster()) // bypass GMs
continue;
if (!player->GetGroup()) // player has not group and there is someone inside, deny entry
{
player->SendTransferAborted(GetId(), TRANSFER_ABORT_MAX_PLAYERS);
return false;
}
// player inside instance has no group or his groups is different to entering player's one, deny entry
if (!iPlayer->GetGroup() || iPlayer->GetGroup() != player->GetGroup())
{
player->SendTransferAborted(GetId(), TRANSFER_ABORT_MAX_PLAYERS);
return false;
}
break;
}
return Map::CanEnter(player);
}
/*
Do map specific checks and add the player to the map if successful.
*/
bool InstanceMap::AddPlayerToMap(Player* player)
{
// TODO: Not sure about checking player level: already done in HandleAreaTriggerOpcode
// GMs still can teleport player in instance.
// Is it needed?
{
TRINITY_GUARD(ACE_Thread_Mutex, Lock);
// Check moved to void WorldSession::HandleMoveWorldportAckOpcode()
//if (!CanEnter(player))
//return false;
// Dungeon only code
if (IsDungeon())
{
Group* group = player->GetGroup();
// increase current instances (hourly limit)
if (!group || !group->isLFGGroup())
player->AddInstanceEnterTime(GetInstanceId(), time(NULL));
// get or create an instance save for the map
InstanceSave* mapSave = sInstanceSaveMgr->GetInstanceSave(GetInstanceId());
if (!mapSave)
{
sLog->outInfo(LOG_FILTER_MAPS, "InstanceMap::Add: creating instance save for map %d spawnmode %d with instance id %d", GetId(), GetSpawnMode(), GetInstanceId());
mapSave = sInstanceSaveMgr->AddInstanceSave(GetId(), GetInstanceId(), Difficulty(GetSpawnMode()), 0, true);
}
// check for existing instance binds
InstancePlayerBind* playerBind = player->GetBoundInstance(GetId(), Difficulty(GetSpawnMode()));
if (playerBind && playerBind->perm)
{
// cannot enter other instances if bound permanently
if (playerBind->save != mapSave)
{
sLog->outError(LOG_FILTER_MAPS, "InstanceMap::Add: player %s(%d) is permanently bound to instance %d, %d, %d, %d, %d, %d but he is being put into instance %d, %d, %d, %d, %d, %d", player->GetName().c_str(), player->GetGUIDLow(), playerBind->save->GetMapId(), playerBind->save->GetInstanceId(), playerBind->save->GetDifficulty(), playerBind->save->GetPlayerCount(), playerBind->save->GetGroupCount(), playerBind->save->CanReset(), mapSave->GetMapId(), mapSave->GetInstanceId(), mapSave->GetDifficulty(), mapSave->GetPlayerCount(), mapSave->GetGroupCount(), mapSave->CanReset());
return false;
}
}
else
{
if (group)
{
// solo saves should be reset when entering a group
InstanceGroupBind* groupBind = group->GetBoundInstance(this);
if (playerBind && playerBind->save != mapSave)
{
sLog->outError(LOG_FILTER_MAPS, "InstanceMap::Add: player %s(%d) is being put into instance %d, %d, %d, %d, %d, %d but he is in group %d and is bound to instance %d, %d, %d, %d, %d, %d!", player->GetName().c_str(), player->GetGUIDLow(), mapSave->GetMapId(), mapSave->GetInstanceId(), mapSave->GetDifficulty(), mapSave->GetPlayerCount(), mapSave->GetGroupCount(), mapSave->CanReset(), GUID_LOPART(group->GetLeaderGUID()), playerBind->save->GetMapId(), playerBind->save->GetInstanceId(), playerBind->save->GetDifficulty(), playerBind->save->GetPlayerCount(), playerBind->save->GetGroupCount(), playerBind->save->CanReset());
if (groupBind)
sLog->outError(LOG_FILTER_MAPS, "InstanceMap::Add: the group is bound to the instance %d, %d, %d, %d, %d, %d", groupBind->save->GetMapId(), groupBind->save->GetInstanceId(), groupBind->save->GetDifficulty(), groupBind->save->GetPlayerCount(), groupBind->save->GetGroupCount(), groupBind->save->CanReset());
//ASSERT(false);
return false;
}
// bind to the group or keep using the group save
if (!groupBind)
group->BindToInstance(mapSave, false);
else
{
// cannot jump to a different instance without resetting it
if (groupBind->save != mapSave)
{
sLog->outError(LOG_FILTER_MAPS, "InstanceMap::Add: player %s(%d) is being put into instance %d, %d, %d but he is in group %d which is bound to instance %d, %d, %d!", player->GetName().c_str(), player->GetGUIDLow(), mapSave->GetMapId(), mapSave->GetInstanceId(), mapSave->GetDifficulty(), GUID_LOPART(group->GetLeaderGUID()), groupBind->save->GetMapId(), groupBind->save->GetInstanceId(), groupBind->save->GetDifficulty());
if (mapSave)
sLog->outError(LOG_FILTER_MAPS, "MapSave players: %d, group count: %d", mapSave->GetPlayerCount(), mapSave->GetGroupCount());
else
sLog->outError(LOG_FILTER_MAPS, "MapSave NULL");
if (groupBind->save)
sLog->outError(LOG_FILTER_MAPS, "GroupBind save players: %d, group count: %d", groupBind->save->GetPlayerCount(), groupBind->save->GetGroupCount());
else
sLog->outError(LOG_FILTER_MAPS, "GroupBind save NULL");
return 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_LOCK_WARNING_QUERY, 9);
data << uint32(60000);
data << uint32(i_data ? i_data->GetCompletedEncounterMask() : 0);
data << uint8(0);
player->GetSession()->SendPacket(&data);
player->SetPendingBind(mapSave->GetInstanceId(), 60000);
}
}
}
else
{
// set up a solo bind or continue using it
if (!playerBind)
player->BindToInstance(mapSave, false);
else
// cannot jump to a different instance without resetting it
ASSERT(playerBind->save == mapSave);
}
}
if (group && group->isLFGGroup())
if (uint32 dungeonId = sLFGMgr->GetDungeon(group->GetGUID(), true))
if (LFGDungeonData const* dungeon = sLFGMgr->GetLFGDungeon(dungeonId))
if (LFGDungeonData const* randomDungeon = sLFGMgr->GetLFGDungeon(*(sLFGMgr->GetSelectedDungeons(player->GetGUID()).begin())))
if (uint32(dungeon->map) == GetId() && dungeon->difficulty == uint32(GetDifficulty()) && randomDungeon->type == uint32(LFG_TYPE_RANDOM))
player->CastSpell(player, LFG_SPELL_LUCK_OF_THE_DRAW, true);
}
// for normal instances cancel the reset schedule when the
// first player enters (no players yet)
SetResetSchedule(false);
sLog->outInfo(LOG_FILTER_MAPS, "MAP: Player '%s' entered instance '%u' of map '%s'", player->GetName().c_str(), 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::AddPlayerToMap(player);
if (i_data)
i_data->OnPlayerEnter(player);
return true;
}
void InstanceMap::Update(const uint32 t_diff)
{
Map::Update(t_diff);
if (i_data)
i_data->Update(t_diff);
}
void InstanceMap::RemovePlayerFromMap(Player* player, bool remove)
{
sLog->outInfo(LOG_FILTER_MAPS, "MAP: Removing player '%s' from instance '%u' of map '%s' before relocating to another map", player->GetName().c_str(), 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->getIntConfig(CONFIG_INSTANCE_UNLOAD_DELAY), (uint32)MIN_UNLOAD_DELAY);
Map::RemovePlayerFromMap(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 = sObjectMgr->GetInstanceTemplate(GetId());
if (mInstance)
{
i_script_id = mInstance->ScriptId;
i_data = sScriptMgr->CreateInstanceData(this);
}
if (!i_data)
return;
i_data->Initialize();
if (load)
{
// TODO: make a global storage for this
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_INSTANCE);
stmt->setUInt16(0, uint16(GetId()));
stmt->setUInt32(1, i_InstanceId);
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (result)
{
Field* fields = result->Fetch();
std::string data = fields[0].GetString();
i_data->SetCompletedEncountersMask(fields[1].GetUInt32());
if (data != "")
{
sLog->outDebug(LOG_FILTER_MAPS, "Loading instance data for `%s` with id %u", sObjectMgr->GetScriptName(i_script_id), i_InstanceId);
i_data->Load(data.c_str());
}
}
}
}
/*
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 || method == INSTANCE_RESET_CHANGE_DIFFICULTY)
{
// 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* source)
{
if (!IsDungeon())
return;
InstanceSave* save = sInstanceSaveMgr->GetInstanceSave(GetInstanceId());
if (!save)
{
sLog->outError(LOG_FILTER_MAPS, "Cannot bind player (GUID: %u, Name: %s), because no instance save is available for instance map (Name: %s, Entry: %u, InstanceId: %u)!", source->GetGUIDLow(), source->GetName().c_str(), source->GetMap()->GetMapName(), source->GetMapId(), GetInstanceId());
return;
}
Group* group = source->GetGroup();
// group members outside the instance group don't get bound
for (MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr)
{
Player* player = 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 = player->GetBoundInstance(save->GetMapId(), save->GetDifficulty());
if (!bind || !bind->perm)
{
player->BindToInstance(save, true);
WorldPacket data(SMSG_INSTANCE_SAVE_CREATED, 4);
data << uint32(0);
player->GetSession()->SendPacket(&data);
player->GetSession()->SendCalendarRaidLockout(save, true);
}
// if the leader is not in the instance the group will not get a perm bind
if (group && group->GetLeaderGUID() == player->GetGUID())
group->BindToInstance(save, true);
}
}
void InstanceMap::UnloadAll()
{
ASSERT(!HavePlayers());
if (m_resetAfterUnload == true)
DeleteRespawnTimes();
Map::UnloadAll();
}
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())
{
if (InstanceSave* save = sInstanceSaveMgr->GetInstanceSave(GetInstanceId()))
sInstanceSaveMgr->ScheduleReset(on, save->GetResetTime(), InstanceSaveManager::InstResetEvent(0, GetId(), Difficulty(GetSpawnMode()), GetInstanceId()));
else
sLog->outError(LOG_FILTER_MAPS, "InstanceMap::SetResetSchedule: cannot turn schedule %s, there is no save information for instance (map [id: %u, name: %s], instance id: %u, difficulty: %u)",
on ? "on" : "off", GetId(), GetMapName(), GetInstanceId(), Difficulty(GetSpawnMode()));
}
}
MapDifficulty const* Map::GetMapDifficulty() const
{
return GetMapDifficultyData(GetId(), GetDifficulty());
}
uint32 InstanceMap::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(GetId(), REGULAR_DIFFICULTY);
return normalDiff ? normalDiff->maxPlayers : 0;
}
}
else // I'd rather ASSERT(false);
return 0;
}
uint32 InstanceMap::GetMaxResetDelay() const
{
MapDifficulty const* mapDiff = GetMapDifficulty();
return mapDiff ? mapDiff->resetTime : 0;
}
/* ******* Battleground Instance Maps ******* */
BattlegroundMap::BattlegroundMap(uint32 id, time_t expiry, uint32 InstanceId, Map* _parent, uint8 spawnMode)
: Map(id, expiry, InstanceId, spawnMode, _parent), m_bg(NULL)
{
//lets initialize visibility distance for BG/Arenas
BattlegroundMap::InitVisibilityDistance();
}
BattlegroundMap::~BattlegroundMap()
{
if (m_bg)
{
//unlink to prevent crash, always unlink all pointer reference before destruction
m_bg->SetBgMap(NULL);
m_bg = NULL;
}
}
void BattlegroundMap::InitVisibilityDistance()
{
//init visibility distance for BG/Arenas
m_VisibleDistance = World::GetMaxVisibleDistanceInBGArenas();
m_VisibilityNotifyPeriod = World::GetVisibilityNotifyPeriodInBGArenas();
}
bool BattlegroundMap::CanEnter(Player* player)
{
if (player->GetMapRef().getTarget() == this)
{
sLog->outError(LOG_FILTER_MAPS, "BGMap::CanEnter - player %u is already in map!", player->GetGUIDLow());
ASSERT(false);
return false;
}
if (player->GetBattlegroundId() != GetInstanceId())
return false;
// player number limit is checked in bgmgr, no need to do it here
return Map::CanEnter(player);
}
bool BattlegroundMap::AddPlayerToMap(Player* player)
{
{
TRINITY_GUARD(ACE_Thread_Mutex, Lock);
//Check moved to void WorldSession::HandleMoveWorldportAckOpcode()
//if (!CanEnter(player))
//return false;
// reset instance validity, battleground maps do not homebind
player->m_InstanceValid = true;
}
return Map::AddPlayerToMap(player);
}
void BattlegroundMap::RemovePlayerFromMap(Player* player, bool remove)
{
sLog->outInfo(LOG_FILTER_MAPS, "MAP: Removing player '%s' from bg '%u' of map '%s' before relocating to another map", player->GetName().c_str(), GetInstanceId(), GetMapName());
Map::RemovePlayerFromMap(player, remove);
}
void BattlegroundMap::SetUnload()
{
m_unloadTimer = MIN_UNLOAD_DELAY;
}
void BattlegroundMap::RemoveAllPlayers()
{
if (HavePlayers())
for (MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr)
if (Player* player = itr->getSource())
if (!player->IsBeingTeleportedFar())
player->TeleportTo(player->GetBattlegroundEntryPoint());
}
Creature* Map::GetCreature(uint64 guid)
{
return ObjectAccessor::GetObjectInMap(guid, this, (Creature*)NULL);
}
GameObject* Map::GetGameObject(uint64 guid)
{
return ObjectAccessor::GetObjectInMap(guid, this, (GameObject*)NULL);
}
DynamicObject* Map::GetDynamicObject(uint64 guid)
{
return ObjectAccessor::GetObjectInMap(guid, this, (DynamicObject*)NULL);
}
void Map::UpdateIteratorBack(Player* player)
{
if (m_mapRefIter == player->GetMapRef())
m_mapRefIter = m_mapRefIter->nocheck_prev();
}
void Map::SaveCreatureRespawnTime(uint32 dbGuid, time_t respawnTime)
{
if (!respawnTime)
{
// Delete only
RemoveCreatureRespawnTime(dbGuid);
return;
}
_creatureRespawnTimes[dbGuid] = respawnTime;
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_REP_CREATURE_RESPAWN);
stmt->setUInt32(0, dbGuid);
stmt->setUInt32(1, uint32(respawnTime));
stmt->setUInt16(2, GetId());
stmt->setUInt32(3, GetInstanceId());
CharacterDatabase.Execute(stmt);
}
void Map::RemoveCreatureRespawnTime(uint32 dbGuid)
{
_creatureRespawnTimes.erase(dbGuid);
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CREATURE_RESPAWN);
stmt->setUInt32(0, dbGuid);
stmt->setUInt16(1, GetId());
stmt->setUInt32(2, GetInstanceId());
CharacterDatabase.Execute(stmt);
}
void Map::SaveGORespawnTime(uint32 dbGuid, time_t respawnTime)
{
if (!respawnTime)
{
// Delete only
RemoveGORespawnTime(dbGuid);
return;
}
_goRespawnTimes[dbGuid] = respawnTime;
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_REP_GO_RESPAWN);
stmt->setUInt32(0, dbGuid);
stmt->setUInt32(1, uint32(respawnTime));
stmt->setUInt16(2, GetId());
stmt->setUInt32(3, GetInstanceId());
CharacterDatabase.Execute(stmt);
}
void Map::RemoveGORespawnTime(uint32 dbGuid)
{
_goRespawnTimes.erase(dbGuid);
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GO_RESPAWN);
stmt->setUInt32(0, dbGuid);
stmt->setUInt16(1, GetId());
stmt->setUInt32(2, GetInstanceId());
CharacterDatabase.Execute(stmt);
}
void Map::LoadRespawnTimes()
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CREATURE_RESPAWNS);
stmt->setUInt16(0, GetId());
stmt->setUInt32(1, GetInstanceId());
if (PreparedQueryResult result = CharacterDatabase.Query(stmt))
{
do
{
Field* fields = result->Fetch();
uint32 loguid = fields[0].GetUInt32();
uint32 respawnTime = fields[1].GetUInt32();
_creatureRespawnTimes[loguid] = time_t(respawnTime);
} while (result->NextRow());
}
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_GO_RESPAWNS);
stmt->setUInt16(0, GetId());
stmt->setUInt32(1, GetInstanceId());
if (PreparedQueryResult result = CharacterDatabase.Query(stmt))
{
do
{
Field* fields = result->Fetch();
uint32 loguid = fields[0].GetUInt32();
uint32 respawnTime = fields[1].GetUInt32();
_goRespawnTimes[loguid] = time_t(respawnTime);
} while (result->NextRow());
}
}
void Map::DeleteRespawnTimes()
{
_creatureRespawnTimes.clear();
_goRespawnTimes.clear();
DeleteRespawnTimesInDB(GetId(), GetInstanceId());
}
void Map::DeleteRespawnTimesInDB(uint16 mapId, uint32 instanceId)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CREATURE_RESPAWN_BY_INSTANCE);
stmt->setUInt16(0, mapId);
stmt->setUInt32(1, instanceId);
CharacterDatabase.Execute(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GO_RESPAWN_BY_INSTANCE);
stmt->setUInt16(0, mapId);
stmt->setUInt32(1, instanceId);
CharacterDatabase.Execute(stmt);
}
time_t Map::GetLinkedRespawnTime(uint64 guid) const
{
uint64 linkedGuid = sObjectMgr->GetLinkedRespawnGuid(guid);
switch (GUID_HIPART(linkedGuid))
{
case HIGHGUID_UNIT:
return GetCreatureRespawnTime(GUID_LOPART(linkedGuid));
case HIGHGUID_GAMEOBJECT:
return GetGORespawnTime(GUID_LOPART(linkedGuid));
default:
break;
}
return time_t(0);
}