mirror of
https://github.com/TrinityCore/TrinityCore.git
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3881 lines
133 KiB
C++
3881 lines
133 KiB
C++
/*
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* Copyright (C) 2008-2015 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Map.h"
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#include "Battleground.h"
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#include "MMapFactory.h"
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#include "CellImpl.h"
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#include "DisableMgr.h"
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#include "DynamicTree.h"
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#include "GridNotifiers.h"
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#include "GridNotifiersImpl.h"
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#include "GridStates.h"
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#include "Group.h"
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#include "InstancePackets.h"
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#include "InstanceScript.h"
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#include "MapInstanced.h"
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#include "MiscPackets.h"
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#include "ObjectAccessor.h"
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#include "ObjectMgr.h"
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#include "Pet.h"
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#include "ScriptMgr.h"
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#include "Transport.h"
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#include "Vehicle.h"
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#include "VMapFactory.h"
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#include "Weather.h"
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u_map_magic MapMagic = { {'M','A','P','S'} };
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u_map_magic MapVersionMagic = { {'v','1','.','5'} };
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u_map_magic MapAreaMagic = { {'A','R','E','A'} };
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u_map_magic MapHeightMagic = { {'M','H','G','T'} };
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u_map_magic MapLiquidMagic = { {'M','L','I','Q'} };
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#define DEFAULT_GRID_EXPIRY 300
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#define MAX_GRID_LOAD_TIME 50
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#define MAX_CREATURE_ATTACK_RADIUS (45.0f * sWorld->getRate(RATE_CREATURE_AGGRO))
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GridState* si_GridStates[MAX_GRID_STATE];
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ZoneDynamicInfo::ZoneDynamicInfo() : MusicId(0), WeatherId(WEATHER_STATE_FINE),
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WeatherGrade(0.0f), OverrideLightId(0), LightFadeInTime(0) { }
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Map::~Map()
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{
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// UnloadAll must be called before deleting the map
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sScriptMgr->OnDestroyMap(this);
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while (!i_worldObjects.empty())
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{
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WorldObject* obj = *i_worldObjects.begin();
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ASSERT(obj->IsWorldObject());
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//ASSERT(obj->GetTypeId() == TYPEID_CORPSE);
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obj->RemoveFromWorld();
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obj->ResetMap();
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}
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if (!m_scriptSchedule.empty())
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sScriptMgr->DecreaseScheduledScriptCount(m_scriptSchedule.size());
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MMAP::MMapFactory::createOrGetMMapManager()->unloadMapInstance(GetId(), i_InstanceId);
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}
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bool Map::ExistMap(uint32 mapid, int gx, int gy)
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{
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std::string fileName = Trinity::StringFormat("%smaps/%04u_%02u_%02u.map", sWorld->GetDataPath().c_str(), mapid, gx, gy);
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bool ret = false;
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FILE* file = fopen(fileName.c_str(), "rb");
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if (!file)
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{
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TC_LOG_ERROR("maps", "Map file '%s' does not exist!", fileName.c_str());
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TC_LOG_ERROR("maps", "Please place MAP-files (*.map) in the appropriate directory (%s), or correct the DataDir setting in your worldserver.conf file.", (sWorld->GetDataPath()+"maps/").c_str());
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}
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else
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{
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map_fileheader header;
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if (fread(&header, sizeof(header), 1, file) == 1)
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{
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if (header.mapMagic.asUInt != MapMagic.asUInt || header.versionMagic.asUInt != MapVersionMagic.asUInt)
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TC_LOG_ERROR("maps", "Map file '%s' is from an incompatible map version (%.*s %.*s), %.*s %.*s is expected. Please recreate using the mapextractor.",
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fileName.c_str(), 4, header.mapMagic.asChar, 4, header.versionMagic.asChar, 4, MapMagic.asChar, 4, MapVersionMagic.asChar);
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else
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ret = true;
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}
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fclose(file);
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}
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return ret;
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}
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bool Map::ExistVMap(uint32 mapid, int gx, int gy)
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{
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if (VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager())
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{
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if (vmgr->isMapLoadingEnabled())
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{
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bool exists = vmgr->existsMap((sWorld->GetDataPath()+ "vmaps").c_str(), mapid, gx, gy);
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if (!exists)
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{
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std::string name = vmgr->getDirFileName(mapid, gx, gy);
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TC_LOG_ERROR("maps", "VMap file '%s' does not exist", (sWorld->GetDataPath()+"vmaps/"+name).c_str());
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TC_LOG_ERROR("maps", "Please place VMAP-files (*.vmtree and *.vmtile) in the vmap-directory (%s), or correct the DataDir setting in your worldserver.conf file.", (sWorld->GetDataPath()+"vmaps/").c_str());
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return false;
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}
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}
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}
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return true;
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}
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void Map::LoadMMap(int gx, int gy)
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{
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if (!DisableMgr::IsPathfindingEnabled(GetId()))
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return;
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bool mmapLoadResult = MMAP::MMapFactory::createOrGetMMapManager()->loadMap((sWorld->GetDataPath() + "mmaps").c_str(), GetId(), gx, gy);
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if (mmapLoadResult)
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TC_LOG_DEBUG("maps", "MMAP loaded name:%s, id:%d, x:%d, y:%d (mmap rep.: x:%d, y:%d)", GetMapName(), GetId(), gx, gy, gx, gy);
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else
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TC_LOG_ERROR("maps", "Could not load MMAP name:%s, id:%d, x:%d, y:%d (mmap rep.: x:%d, y:%d)", GetMapName(), GetId(), gx, gy, gx, gy);
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}
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void Map::LoadVMap(int gx, int gy)
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{
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if (!VMAP::VMapFactory::createOrGetVMapManager()->isMapLoadingEnabled())
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return;
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// x and y are swapped !!
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int vmapLoadResult = VMAP::VMapFactory::createOrGetVMapManager()->loadMap((sWorld->GetDataPath()+ "vmaps").c_str(), GetId(), gx, gy);
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switch (vmapLoadResult)
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{
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case VMAP::VMAP_LOAD_RESULT_OK:
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TC_LOG_DEBUG("maps", "VMAP loaded name:%s, id:%d, x:%d, y:%d (vmap rep.: x:%d, y:%d)", GetMapName(), GetId(), gx, gy, gx, gy);
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break;
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case VMAP::VMAP_LOAD_RESULT_ERROR:
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TC_LOG_ERROR("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);
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break;
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case VMAP::VMAP_LOAD_RESULT_IGNORED:
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TC_LOG_DEBUG("maps", "Ignored VMAP name:%s, id:%d, x:%d, y:%d (vmap rep.: x:%d, y:%d)", GetMapName(), GetId(), gx, gy, gx, gy);
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break;
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}
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}
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void Map::LoadMap(int gx, int gy, bool reload)
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{
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if (i_InstanceId != 0)
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{
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if (GridMaps[gx][gy])
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return;
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// load grid map for base map
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if (!m_parentMap->GridMaps[gx][gy])
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m_parentMap->EnsureGridCreated(GridCoord((MAX_NUMBER_OF_GRIDS - 1) - gx, (MAX_NUMBER_OF_GRIDS - 1) - gy));
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((MapInstanced*)(m_parentMap))->AddGridMapReference(GridCoord(gx, gy));
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GridMaps[gx][gy] = m_parentMap->GridMaps[gx][gy];
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return;
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}
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if (GridMaps[gx][gy] && !reload)
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return;
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//map already load, delete it before reloading (Is it necessary? Do we really need the ability the reload maps during runtime?)
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if (GridMaps[gx][gy])
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{
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TC_LOG_DEBUG("maps", "Unloading previously loaded map %u before reloading.", GetId());
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sScriptMgr->OnUnloadGridMap(this, GridMaps[gx][gy], gx, gy);
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delete (GridMaps[gx][gy]);
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GridMaps[gx][gy]=NULL;
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}
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// map file name
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std::string fileName = Trinity::StringFormat("%smaps/%04u_%02u_%02u.map", sWorld->GetDataPath().c_str(), GetId(), gx, gy);
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TC_LOG_DEBUG("maps", "Loading map %s", fileName.c_str());
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// loading data
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GridMaps[gx][gy] = new GridMap();
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if (!GridMaps[gx][gy]->loadData(fileName.c_str()))
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TC_LOG_ERROR("maps", "Error loading map file: %s", fileName.c_str());
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sScriptMgr->OnLoadGridMap(this, GridMaps[gx][gy], gx, gy);
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}
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void Map::LoadMapAndVMap(int gx, int gy)
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{
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LoadMap(gx, gy);
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// Only load the data for the base map
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if (i_InstanceId == 0)
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{
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LoadVMap(gx, gy);
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LoadMMap(gx, gy);
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}
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}
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void Map::InitStateMachine()
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{
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si_GridStates[GRID_STATE_INVALID] = new InvalidState;
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si_GridStates[GRID_STATE_ACTIVE] = new ActiveState;
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si_GridStates[GRID_STATE_IDLE] = new IdleState;
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si_GridStates[GRID_STATE_REMOVAL] = new RemovalState;
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}
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void Map::DeleteStateMachine()
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{
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delete si_GridStates[GRID_STATE_INVALID];
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delete si_GridStates[GRID_STATE_ACTIVE];
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delete si_GridStates[GRID_STATE_IDLE];
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delete si_GridStates[GRID_STATE_REMOVAL];
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}
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Map::Map(uint32 id, time_t expiry, uint32 InstanceId, uint8 SpawnMode, Map* _parent):
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_creatureToMoveLock(false), _gameObjectsToMoveLock(false), _dynamicObjectsToMoveLock(false),
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i_mapEntry(sMapStore.LookupEntry(id)), i_spawnMode(SpawnMode), i_InstanceId(InstanceId),
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m_unloadTimer(0), m_VisibleDistance(DEFAULT_VISIBILITY_DISTANCE),
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m_VisibilityNotifyPeriod(DEFAULT_VISIBILITY_NOTIFY_PERIOD),
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m_activeNonPlayersIter(m_activeNonPlayers.end()), _transportsUpdateIter(_transports.end()),
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i_gridExpiry(expiry),
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i_scriptLock(false), _defaultLight(GetDefaultMapLight(id))
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{
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m_parentMap = (_parent ? _parent : this);
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for (unsigned int idx=0; idx < MAX_NUMBER_OF_GRIDS; ++idx)
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{
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for (unsigned int j=0; j < MAX_NUMBER_OF_GRIDS; ++j)
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{
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//z code
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GridMaps[idx][j] =NULL;
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setNGrid(NULL, idx, j);
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}
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}
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//lets initialize visibility distance for map
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Map::InitVisibilityDistance();
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sScriptMgr->OnCreateMap(this);
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}
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void Map::InitVisibilityDistance()
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{
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//init visibility for continents
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m_VisibleDistance = World::GetMaxVisibleDistanceOnContinents();
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m_VisibilityNotifyPeriod = World::GetVisibilityNotifyPeriodOnContinents();
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}
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// Template specialization of utility methods
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template<class T>
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void Map::AddToGrid(T* obj, Cell const& cell)
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{
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NGridType* grid = getNGrid(cell.GridX(), cell.GridY());
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if (obj->IsWorldObject())
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grid->GetGridType(cell.CellX(), cell.CellY()).template AddWorldObject<T>(obj);
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else
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grid->GetGridType(cell.CellX(), cell.CellY()).template AddGridObject<T>(obj);
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}
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template<>
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void Map::AddToGrid(Creature* obj, Cell const& cell)
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{
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NGridType* grid = getNGrid(cell.GridX(), cell.GridY());
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if (obj->IsWorldObject())
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grid->GetGridType(cell.CellX(), cell.CellY()).AddWorldObject(obj);
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else
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grid->GetGridType(cell.CellX(), cell.CellY()).AddGridObject(obj);
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obj->SetCurrentCell(cell);
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}
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template<>
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void Map::AddToGrid(GameObject* obj, Cell const& cell)
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{
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NGridType* grid = getNGrid(cell.GridX(), cell.GridY());
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grid->GetGridType(cell.CellX(), cell.CellY()).AddGridObject(obj);
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obj->SetCurrentCell(cell);
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}
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template<>
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void Map::AddToGrid(DynamicObject* obj, Cell const& cell)
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{
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NGridType* grid = getNGrid(cell.GridX(), cell.GridY());
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grid->GetGridType(cell.CellX(), cell.CellY()).AddGridObject(obj);
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obj->SetCurrentCell(cell);
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}
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template<class T>
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void Map::SwitchGridContainers(T* /*obj*/, bool /*on*/) { }
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template<>
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void Map::SwitchGridContainers(Creature* obj, bool on)
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{
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ASSERT(!obj->IsPermanentWorldObject());
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CellCoord p = Trinity::ComputeCellCoord(obj->GetPositionX(), obj->GetPositionY());
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if (!p.IsCoordValid())
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{
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TC_LOG_ERROR("maps", "Map::SwitchGridContainers: Object %s has invalid coordinates X:%f Y:%f grid cell [%u:%u]", obj->GetGUID().ToString().c_str(), obj->GetPositionX(), obj->GetPositionY(), p.x_coord, p.y_coord);
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return;
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}
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Cell cell(p);
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if (!IsGridLoaded(GridCoord(cell.data.Part.grid_x, cell.data.Part.grid_y)))
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return;
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if (sLog->ShouldLog("maps", LOG_LEVEL_DEBUG))
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{
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// Extract bitfield values
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uint32 const grid_x = cell.data.Part.grid_x;
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uint32 const grid_y = cell.data.Part.grid_y;
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TC_LOG_DEBUG("maps", "Switch object %s from grid[%u, %u] %u", obj->GetGUID().ToString().c_str(), grid_x, grid_y, on);
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}
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NGridType *ngrid = getNGrid(cell.GridX(), cell.GridY());
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ASSERT(ngrid != NULL);
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GridType &grid = ngrid->GetGridType(cell.CellX(), cell.CellY());
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obj->RemoveFromGrid(); //This step is not really necessary but we want to do ASSERT in remove/add
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if (on)
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{
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grid.AddWorldObject(obj);
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AddWorldObject(obj);
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}
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else
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{
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grid.AddGridObject(obj);
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RemoveWorldObject(obj);
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}
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obj->m_isTempWorldObject = on;
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}
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template<>
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void Map::SwitchGridContainers(GameObject* obj, bool on)
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{
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ASSERT(!obj->IsPermanentWorldObject());
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CellCoord p = Trinity::ComputeCellCoord(obj->GetPositionX(), obj->GetPositionY());
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if (!p.IsCoordValid())
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{
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TC_LOG_ERROR("maps", "Map::SwitchGridContainers: Object %s has invalid coordinates X:%f Y:%f grid cell [%u:%u]", obj->GetGUID().ToString().c_str(), obj->GetPositionX(), obj->GetPositionY(), p.x_coord, p.y_coord);
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return;
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}
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Cell cell(p);
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if (!IsGridLoaded(GridCoord(cell.data.Part.grid_x, cell.data.Part.grid_y)))
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return;
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if (sLog->ShouldLog("maps", LOG_LEVEL_DEBUG))
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{
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// Extract bitfield values
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uint32 const grid_x = cell.data.Part.grid_x;
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uint32 const grid_y = cell.data.Part.grid_y;
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TC_LOG_DEBUG("maps", "Switch object %s from grid[%u, %u] %u", obj->GetGUID().ToString().c_str(), grid_x, grid_y, on);
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}
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NGridType *ngrid = getNGrid(cell.GridX(), cell.GridY());
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ASSERT(ngrid != NULL);
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GridType &grid = ngrid->GetGridType(cell.CellX(), cell.CellY());
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obj->RemoveFromGrid(); //This step is not really necessary but we want to do ASSERT in remove/add
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if (on)
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{
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grid.AddWorldObject(obj);
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AddWorldObject(obj);
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}
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else
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{
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grid.AddGridObject(obj);
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RemoveWorldObject(obj);
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}
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}
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template<class T>
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void Map::DeleteFromWorld(T* obj)
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{
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// Note: In case resurrectable corpse and pet its removed from global lists in own destructor
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delete obj;
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}
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template<>
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void Map::DeleteFromWorld(Player* player)
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{
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ObjectAccessor::RemoveObject(player);
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RemoveUpdateObject(player); /// @todo I do not know why we need this, it should be removed in ~Object anyway
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delete player;
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}
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template<>
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void Map::DeleteFromWorld(Transport* transport)
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{
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ObjectAccessor::RemoveObject(transport);
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delete transport;
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}
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void Map::EnsureGridCreated(const GridCoord &p)
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{
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std::lock_guard<std::mutex> lock(_gridLock);
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EnsureGridCreated_i(p);
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}
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//Create NGrid so the object can be added to it
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//But object data is not loaded here
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void Map::EnsureGridCreated_i(const GridCoord &p)
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{
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if (!getNGrid(p.x_coord, p.y_coord))
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{
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TC_LOG_DEBUG("maps", "Creating grid[%u, %u] for map %u instance %u", p.x_coord, p.y_coord, GetId(), i_InstanceId);
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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)),
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p.x_coord, p.y_coord);
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// build a linkage between this map and NGridType
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buildNGridLinkage(getNGrid(p.x_coord, p.y_coord));
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getNGrid(p.x_coord, p.y_coord)->SetGridState(GRID_STATE_IDLE);
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//z coord
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int gx = (MAX_NUMBER_OF_GRIDS - 1) - p.x_coord;
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int gy = (MAX_NUMBER_OF_GRIDS - 1) - p.y_coord;
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if (!GridMaps[gx][gy])
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LoadMapAndVMap(gx, gy);
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}
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}
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//Load NGrid and make it active
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void Map::EnsureGridLoadedForActiveObject(const Cell &cell, WorldObject* object)
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{
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EnsureGridLoaded(cell);
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NGridType *grid = getNGrid(cell.GridX(), cell.GridY());
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ASSERT(grid != NULL);
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// refresh grid state & timer
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if (grid->GetGridState() != GRID_STATE_ACTIVE)
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{
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TC_LOG_DEBUG("maps", "Active object %s triggers loading of grid [%u, %u] on map %u", object->GetGUID().ToString().c_str(), 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()))
|
|
{
|
|
TC_LOG_DEBUG("maps", "Loading grid[%u, %u] for map %u instance %u", cell.GridX(), cell.GridY(), GetId(), i_InstanceId);
|
|
|
|
setGridObjectDataLoaded(true, cell.GridX(), cell.GridY());
|
|
|
|
LoadGridObjects(grid, cell);
|
|
|
|
Balance();
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void Map::LoadGridObjects(NGridType* grid, Cell const& cell)
|
|
{
|
|
ObjectGridLoader loader(*grid, this, cell);
|
|
loader.LoadN();
|
|
}
|
|
|
|
void Map::LoadGrid(float x, float y)
|
|
{
|
|
EnsureGridLoaded(Cell(x, y));
|
|
}
|
|
|
|
bool Map::AddPlayerToMap(Player* player, bool initPlayer /*= true*/)
|
|
{
|
|
CellCoord cellCoord = Trinity::ComputeCellCoord(player->GetPositionX(), player->GetPositionY());
|
|
if (!cellCoord.IsCoordValid())
|
|
{
|
|
TC_LOG_ERROR("maps", "Map::Add: Player (%s) has invalid coordinates X:%f Y:%f grid cell [%u:%u]", player->GetGUID().ToString().c_str(), 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();
|
|
|
|
if (initPlayer)
|
|
SendInitSelf(player);
|
|
|
|
SendInitTransports(player);
|
|
SendZoneDynamicInfo(player);
|
|
|
|
if (initPlayer)
|
|
player->m_clientGUIDs.clear();
|
|
|
|
player->UpdateObjectVisibility(false);
|
|
player->SendUpdatePhasing();
|
|
|
|
if (player->IsAlive())
|
|
ConvertCorpseToBones(player->GetGUID());
|
|
|
|
sScriptMgr->OnPlayerEnterMap(this, player);
|
|
return true;
|
|
}
|
|
|
|
template<class T>
|
|
void Map::InitializeObject(T* /*obj*/) { }
|
|
|
|
template<>
|
|
void Map::InitializeObject(Creature* obj)
|
|
{
|
|
obj->_moveState = MAP_OBJECT_CELL_MOVE_NONE;
|
|
}
|
|
|
|
template<>
|
|
void Map::InitializeObject(GameObject* obj)
|
|
{
|
|
obj->_moveState = MAP_OBJECT_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())
|
|
{
|
|
TC_LOG_ERROR("maps", "Map::Add: Object %s has invalid coordinates X:%f Y:%f grid cell [%u:%u]", obj->GetGUID().ToString().c_str(), 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);
|
|
TC_LOG_DEBUG("maps", "Object %s enters grid[%u, %u]", obj->GetGUID().ToString().c_str(), 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);
|
|
|
|
obj->RebuildTerrainSwaps();
|
|
|
|
//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;
|
|
}
|
|
|
|
template<>
|
|
bool Map::AddToMap(Transport* obj)
|
|
{
|
|
//TODO: Needs clean up. An object should not be added to map twice.
|
|
if (obj->IsInWorld())
|
|
return true;
|
|
|
|
CellCoord cellCoord = Trinity::ComputeCellCoord(obj->GetPositionX(), obj->GetPositionY());
|
|
if (!cellCoord.IsCoordValid())
|
|
{
|
|
TC_LOG_ERROR("maps", "Map::Add: Object %s has invalid coordinates X:%f Y:%f grid cell [%u:%u]", obj->GetGUID().ToString().c_str(), obj->GetPositionX(), obj->GetPositionY(), cellCoord.x_coord, cellCoord.y_coord);
|
|
return false; //Should delete object
|
|
}
|
|
|
|
obj->AddToWorld();
|
|
_transports.insert(obj);
|
|
|
|
// Broadcast creation to players
|
|
if (!GetPlayers().isEmpty())
|
|
{
|
|
for (Map::PlayerList::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
|
|
{
|
|
if (itr->GetSource()->GetTransport() != obj)
|
|
{
|
|
UpdateData data(GetId());
|
|
obj->BuildCreateUpdateBlockForPlayer(&data, itr->GetSource());
|
|
WorldPacket packet;
|
|
data.BuildPacket(&packet);
|
|
itr->GetSource()->SendDirectMessage(&packet);
|
|
}
|
|
}
|
|
}
|
|
|
|
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);
|
|
|
|
// Handle updates for creatures in combat with player and are more than 60 yards away
|
|
if (player->IsInCombat())
|
|
{
|
|
std::vector<Creature*> updateList;
|
|
HostileReference* ref = player->getHostileRefManager().getFirst();
|
|
|
|
while (ref)
|
|
{
|
|
if (Unit* unit = ref->GetSource()->GetOwner())
|
|
if (unit->ToCreature() && unit->GetMapId() == player->GetMapId() && !unit->IsWithinDistInMap(player, GetVisibilityRange(), false))
|
|
updateList.push_back(unit->ToCreature());
|
|
|
|
ref = ref->next();
|
|
}
|
|
|
|
// Process deferred update list for player
|
|
for (Creature* c : updateList)
|
|
VisitNearbyCellsOf(c, 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);
|
|
}
|
|
|
|
for (_transportsUpdateIter = _transports.begin(); _transportsUpdateIter != _transports.end();)
|
|
{
|
|
WorldObject* obj = *_transportsUpdateIter;
|
|
++_transportsUpdateIter;
|
|
|
|
if (!obj->IsInWorld())
|
|
continue;
|
|
|
|
obj->Update(t_diff);
|
|
}
|
|
|
|
SendObjectUpdates();
|
|
|
|
///- Process necessary scripts
|
|
if (!m_scriptSchedule.empty())
|
|
{
|
|
i_scriptLock = true;
|
|
ScriptsProcess();
|
|
i_scriptLock = false;
|
|
}
|
|
|
|
MoveAllCreaturesInMoveList();
|
|
MoveAllGameObjectsInMoveList();
|
|
|
|
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)
|
|
{
|
|
sScriptMgr->OnPlayerLeaveMap(this, player);
|
|
|
|
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);
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
template<>
|
|
void Map::RemoveFromMap(Transport* obj, bool remove)
|
|
{
|
|
obj->RemoveFromWorld();
|
|
|
|
Map::PlayerList const& players = GetPlayers();
|
|
if (!players.isEmpty())
|
|
{
|
|
UpdateData data(GetId());
|
|
obj->BuildOutOfRangeUpdateBlock(&data);
|
|
WorldPacket packet;
|
|
data.BuildPacket(&packet);
|
|
for (Map::PlayerList::const_iterator itr = players.begin(); itr != players.end(); ++itr)
|
|
if (itr->GetSource()->GetTransport() != obj)
|
|
itr->GetSource()->SendDirectMessage(&packet);
|
|
}
|
|
|
|
if (_transportsUpdateIter != _transports.end())
|
|
{
|
|
TransportsContainer::iterator itr = _transports.find(obj);
|
|
if (itr == _transports.end())
|
|
return;
|
|
if (itr == _transportsUpdateIter)
|
|
++_transportsUpdateIter;
|
|
_transports.erase(itr);
|
|
}
|
|
else
|
|
_transports.erase(obj);
|
|
|
|
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))
|
|
{
|
|
TC_LOG_DEBUG("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
|
|
TC_LOG_DEBUG("maps", "Creature (%s Entry: %u) added to moving list from grid[%u, %u]cell[%u, %u] to grid[%u, %u]cell[%u, %u].", creature->GetGUID().ToString().c_str(), 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::GameObjectRelocation(GameObject* go, float x, float y, float z, float orientation, bool respawnRelocationOnFail)
|
|
{
|
|
Cell integrity_check(go->GetPositionX(), go->GetPositionY());
|
|
Cell old_cell = go->GetCurrentCell();
|
|
|
|
ASSERT(integrity_check == old_cell);
|
|
Cell new_cell(x, y);
|
|
|
|
if (!respawnRelocationOnFail && !getNGrid(new_cell.GridX(), new_cell.GridY()))
|
|
return;
|
|
|
|
// delay creature move for grid/cell to grid/cell moves
|
|
if (old_cell.DiffCell(new_cell) || old_cell.DiffGrid(new_cell))
|
|
{
|
|
#ifdef TRINITY_DEBUG
|
|
TC_LOG_DEBUG("maps", "GameObject (%s Entry: %u) added to moving list from grid[%u, %u]cell[%u, %u] to grid[%u, %u]cell[%u, %u].", go->GetGUID().ToString().c_str(), go->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
|
|
AddGameObjectToMoveList(go, x, y, z, orientation);
|
|
// in diffcell/diffgrid case notifiers called at finishing move go in Map::MoveAllGameObjectsInMoveList
|
|
}
|
|
else
|
|
{
|
|
go->Relocate(x, y, z, orientation);
|
|
go->UpdateModelPosition();
|
|
go->UpdateObjectVisibility(false);
|
|
RemoveGameObjectFromMoveList(go);
|
|
}
|
|
|
|
old_cell = go->GetCurrentCell();
|
|
integrity_check = Cell(go->GetPositionX(), go->GetPositionY());
|
|
ASSERT(integrity_check == old_cell);
|
|
}
|
|
|
|
void Map::DynamicObjectRelocation(DynamicObject* dynObj, float x, float y, float z, float orientation)
|
|
{
|
|
Cell integrity_check(dynObj->GetPositionX(), dynObj->GetPositionY());
|
|
Cell old_cell = dynObj->GetCurrentCell();
|
|
|
|
ASSERT(integrity_check == old_cell);
|
|
Cell new_cell(x, y);
|
|
|
|
if (!getNGrid(new_cell.GridX(), new_cell.GridY()))
|
|
return;
|
|
|
|
// delay creature move for grid/cell to grid/cell moves
|
|
if (old_cell.DiffCell(new_cell) || old_cell.DiffGrid(new_cell))
|
|
{
|
|
#ifdef TRINITY_DEBUG
|
|
TC_LOG_DEBUG("maps", "GameObject (%s) added to moving list from grid[%u, %u]cell[%u, %u] to grid[%u, %u]cell[%u, %u].", dynObj->GetGUID().ToString().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());
|
|
#endif
|
|
AddDynamicObjectToMoveList(dynObj, x, y, z, orientation);
|
|
// in diffcell/diffgrid case notifiers called at finishing move dynObj in Map::MoveAllGameObjectsInMoveList
|
|
}
|
|
else
|
|
{
|
|
dynObj->Relocate(x, y, z, orientation);
|
|
dynObj->UpdateObjectVisibility(false);
|
|
RemoveDynamicObjectFromMoveList(dynObj);
|
|
}
|
|
|
|
old_cell = dynObj->GetCurrentCell();
|
|
integrity_check = Cell(dynObj->GetPositionX(), dynObj->GetPositionY());
|
|
ASSERT(integrity_check == old_cell);
|
|
}
|
|
|
|
void Map::AddCreatureToMoveList(Creature* c, float x, float y, float z, float ang)
|
|
{
|
|
if (_creatureToMoveLock) //can this happen?
|
|
return;
|
|
|
|
if (c->_moveState == MAP_OBJECT_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 == MAP_OBJECT_CELL_MOVE_ACTIVE)
|
|
c->_moveState = MAP_OBJECT_CELL_MOVE_INACTIVE;
|
|
}
|
|
|
|
void Map::AddGameObjectToMoveList(GameObject* go, float x, float y, float z, float ang)
|
|
{
|
|
if (_gameObjectsToMoveLock) //can this happen?
|
|
return;
|
|
|
|
if (go->_moveState == MAP_OBJECT_CELL_MOVE_NONE)
|
|
_gameObjectsToMove.push_back(go);
|
|
go->SetNewCellPosition(x, y, z, ang);
|
|
}
|
|
|
|
void Map::RemoveGameObjectFromMoveList(GameObject* go)
|
|
{
|
|
if (_gameObjectsToMoveLock) //can this happen?
|
|
return;
|
|
|
|
if (go->_moveState == MAP_OBJECT_CELL_MOVE_ACTIVE)
|
|
go->_moveState = MAP_OBJECT_CELL_MOVE_INACTIVE;
|
|
}
|
|
|
|
void Map::AddDynamicObjectToMoveList(DynamicObject* dynObj, float x, float y, float z, float ang)
|
|
{
|
|
if (_dynamicObjectsToMoveLock) //can this happen?
|
|
return;
|
|
|
|
if (dynObj->_moveState == MAP_OBJECT_CELL_MOVE_NONE)
|
|
_dynamicObjectsToMove.push_back(dynObj);
|
|
dynObj->SetNewCellPosition(x, y, z, ang);
|
|
}
|
|
|
|
void Map::RemoveDynamicObjectFromMoveList(DynamicObject* dynObj)
|
|
{
|
|
if (_dynamicObjectsToMoveLock) //can this happen?
|
|
return;
|
|
|
|
if (dynObj->_moveState == MAP_OBJECT_CELL_MOVE_ACTIVE)
|
|
dynObj->_moveState = MAP_OBJECT_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 != MAP_OBJECT_CELL_MOVE_ACTIVE)
|
|
{
|
|
c->_moveState = MAP_OBJECT_CELL_MOVE_NONE;
|
|
continue;
|
|
}
|
|
|
|
c->_moveState = MAP_OBJECT_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);
|
|
if (c->IsVehicle())
|
|
c->GetVehicleKit()->RelocatePassengers();
|
|
//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
|
|
TC_LOG_DEBUG("maps", "Creature (%s Entry: %u) cannot be move to unloaded respawn grid.", c->GetGUID().ToString().c_str(), 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;
|
|
}
|
|
|
|
void Map::MoveAllGameObjectsInMoveList()
|
|
{
|
|
_gameObjectsToMoveLock = true;
|
|
for (std::vector<GameObject*>::iterator itr = _gameObjectsToMove.begin(); itr != _gameObjectsToMove.end(); ++itr)
|
|
{
|
|
GameObject* go = *itr;
|
|
if (go->FindMap() != this) //transport is teleported to another map
|
|
continue;
|
|
|
|
if (go->_moveState != MAP_OBJECT_CELL_MOVE_ACTIVE)
|
|
{
|
|
go->_moveState = MAP_OBJECT_CELL_MOVE_NONE;
|
|
continue;
|
|
}
|
|
|
|
go->_moveState = MAP_OBJECT_CELL_MOVE_NONE;
|
|
if (!go->IsInWorld())
|
|
continue;
|
|
|
|
// do move or do move to respawn or remove creature if previous all fail
|
|
if (GameObjectCellRelocation(go, Cell(go->_newPosition.m_positionX, go->_newPosition.m_positionY)))
|
|
{
|
|
// update pos
|
|
go->Relocate(go->_newPosition);
|
|
go->UpdateModelPosition();
|
|
go->UpdateObjectVisibility(false);
|
|
}
|
|
else
|
|
{
|
|
// if GameObject can't be move in new cell/grid (not loaded) move it to repawn cell/grid
|
|
// GameObject coordinates will be updated and notifiers send
|
|
if (!GameObjectRespawnRelocation(go, false))
|
|
{
|
|
// ... or unload (if respawn grid also not loaded)
|
|
#ifdef TRINITY_DEBUG
|
|
TC_LOG_DEBUG("maps", "GameObject (%s Entry: %u) cannot be move to unloaded respawn grid.", go->GetGUID().ToString().c_str(), go->GetEntry());
|
|
#endif
|
|
AddObjectToRemoveList(go);
|
|
}
|
|
}
|
|
}
|
|
_gameObjectsToMove.clear();
|
|
_gameObjectsToMoveLock = false;
|
|
}
|
|
|
|
void Map::MoveAllDynamicObjectsInMoveList()
|
|
{
|
|
_dynamicObjectsToMoveLock = true;
|
|
for (std::vector<DynamicObject*>::iterator itr = _dynamicObjectsToMove.begin(); itr != _dynamicObjectsToMove.end(); ++itr)
|
|
{
|
|
DynamicObject* dynObj = *itr;
|
|
if (dynObj->FindMap() != this) //transport is teleported to another map
|
|
continue;
|
|
|
|
if (dynObj->_moveState != MAP_OBJECT_CELL_MOVE_ACTIVE)
|
|
{
|
|
dynObj->_moveState = MAP_OBJECT_CELL_MOVE_NONE;
|
|
continue;
|
|
}
|
|
|
|
dynObj->_moveState = MAP_OBJECT_CELL_MOVE_NONE;
|
|
if (!dynObj->IsInWorld())
|
|
continue;
|
|
|
|
// do move or do move to respawn or remove creature if previous all fail
|
|
if (DynamicObjectCellRelocation(dynObj, Cell(dynObj->_newPosition.m_positionX, dynObj->_newPosition.m_positionY)))
|
|
{
|
|
// update pos
|
|
dynObj->Relocate(dynObj->_newPosition);
|
|
dynObj->UpdateObjectVisibility(false);
|
|
}
|
|
else
|
|
{
|
|
#ifdef TRINITY_DEBUG
|
|
TC_LOG_DEBUG("maps", "DynamicObject (%s) cannot be moved to unloaded grid.", dynObj->GetGUID().ToString().c_str());
|
|
#endif
|
|
}
|
|
}
|
|
|
|
_dynamicObjectsToMove.clear();
|
|
_dynamicObjectsToMoveLock = 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
|
|
TC_LOG_DEBUG("maps", "Creature (%s Entry: %u) moved in grid[%u, %u] from cell[%u, %u] to cell[%u, %u].", c->GetGUID().ToString().c_str(), 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
|
|
TC_LOG_DEBUG("maps", "Creature (%s Entry: %u) moved in same grid[%u, %u]cell[%u, %u].", c->GetGUID().ToString().c_str(), 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
|
|
TC_LOG_DEBUG("maps", "Active creature (%s Entry: %u) moved from grid[%u, %u]cell[%u, %u] to grid[%u, %u]cell[%u, %u].", c->GetGUID().ToString().c_str(), 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
|
|
TC_LOG_DEBUG("maps", "Creature (%s Entry: %u) moved from grid[%u, %u]cell[%u, %u] to grid[%u, %u]cell[%u, %u].", c->GetGUID().ToString().c_str(), 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
|
|
TC_LOG_DEBUG("maps", "Creature (%s Entry: %u) attempted to move from grid[%u, %u]cell[%u, %u] to unloaded grid[%u, %u]cell[%u, %u].", c->GetGUID().ToString().c_str(), 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::GameObjectCellRelocation(GameObject* go, Cell new_cell)
|
|
{
|
|
Cell const& old_cell = go->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
|
|
TC_LOG_DEBUG("maps", "GameObject (%s Entry: %u) moved in grid[%u, %u] from cell[%u, %u] to cell[%u, %u].", go->GetGUID().ToString().c_str(), go->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.CellX(), new_cell.CellY());
|
|
#endif
|
|
|
|
go->RemoveFromGrid();
|
|
AddToGrid(go, new_cell);
|
|
}
|
|
else
|
|
{
|
|
#ifdef TRINITY_DEBUG
|
|
TC_LOG_DEBUG("maps", "GameObject (%s Entry: %u) moved in same grid[%u, %u]cell[%u, %u].", go->GetGUID().ToString().c_str(), go->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY());
|
|
#endif
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// in diff. grids but active GameObject
|
|
if (go->isActiveObject())
|
|
{
|
|
EnsureGridLoadedForActiveObject(new_cell, go);
|
|
|
|
#ifdef TRINITY_DEBUG
|
|
TC_LOG_DEBUG("maps", "Active GameObject (%s Entry: %u) moved from grid[%u, %u]cell[%u, %u] to grid[%u, %u]cell[%u, %u].", go->GetGUID().ToString().c_str(), go->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
|
|
|
|
go->RemoveFromGrid();
|
|
AddToGrid(go, new_cell);
|
|
|
|
return true;
|
|
}
|
|
|
|
// in diff. loaded grid normal GameObject
|
|
if (IsGridLoaded(GridCoord(new_cell.GridX(), new_cell.GridY())))
|
|
{
|
|
#ifdef TRINITY_DEBUG
|
|
TC_LOG_DEBUG("maps", "GameObject (%s Entry: %u) moved from grid[%u, %u]cell[%u, %u] to grid[%u, %u]cell[%u, %u].", go->GetGUID().ToString().c_str(), go->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
|
|
|
|
go->RemoveFromGrid();
|
|
EnsureGridCreated(GridCoord(new_cell.GridX(), new_cell.GridY()));
|
|
AddToGrid(go, new_cell);
|
|
|
|
return true;
|
|
}
|
|
|
|
// fail to move: normal GameObject attempt move to unloaded grid
|
|
#ifdef TRINITY_DEBUG
|
|
TC_LOG_DEBUG("maps", "GameObject (%s Entry: %u) attempted to move from grid[%u, %u]cell[%u, %u] to unloaded grid[%u, %u]cell[%u, %u].", go->GetGUID().ToString().c_str(), go->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::DynamicObjectCellRelocation(DynamicObject* go, Cell new_cell)
|
|
{
|
|
Cell const& old_cell = go->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
|
|
TC_LOG_DEBUG("maps", "DynamicObject (%s) moved in grid[%u, %u] from cell[%u, %u] to cell[%u, %u].", go->GetGUID().ToString().c_str(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.CellX(), new_cell.CellY());
|
|
#endif
|
|
|
|
go->RemoveFromGrid();
|
|
AddToGrid(go, new_cell);
|
|
}
|
|
else
|
|
{
|
|
#ifdef TRINITY_DEBUG
|
|
TC_LOG_DEBUG("maps", "DynamicObject (%s) moved in same grid[%u, %u]cell[%u, %u].", go->GetGUID().ToString().c_str(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY());
|
|
#endif
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// in diff. grids but active GameObject
|
|
if (go->isActiveObject())
|
|
{
|
|
EnsureGridLoadedForActiveObject(new_cell, go);
|
|
|
|
#ifdef TRINITY_DEBUG
|
|
TC_LOG_DEBUG("maps", "Active DynamicObject (%s) moved from grid[%u, %u]cell[%u, %u] to grid[%u, %u]cell[%u, %u].", go->GetGUID().ToString().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());
|
|
#endif
|
|
|
|
go->RemoveFromGrid();
|
|
AddToGrid(go, new_cell);
|
|
|
|
return true;
|
|
}
|
|
|
|
// in diff. loaded grid normal GameObject
|
|
if (IsGridLoaded(GridCoord(new_cell.GridX(), new_cell.GridY())))
|
|
{
|
|
#ifdef TRINITY_DEBUG
|
|
TC_LOG_DEBUG("maps", "DynamicObject (%s) moved from grid[%u, %u]cell[%u, %u] to grid[%u, %u]cell[%u, %u].", go->GetGUID().ToString().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());
|
|
#endif
|
|
|
|
go->RemoveFromGrid();
|
|
EnsureGridCreated(GridCoord(new_cell.GridX(), new_cell.GridY()));
|
|
AddToGrid(go, new_cell);
|
|
|
|
return true;
|
|
}
|
|
|
|
// fail to move: normal GameObject attempt move to unloaded grid
|
|
#ifdef TRINITY_DEBUG
|
|
TC_LOG_DEBUG("maps", "DynamicObject (%s) attempted to move from grid[%u, %u]cell[%u, %u] to unloaded grid[%u, %u]cell[%u, %u].", go->GetGUID().ToString().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());
|
|
#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
|
|
TC_LOG_DEBUG("maps", "Creature (%s Entry: %u) moved from grid[%u, %u]cell[%u, %u] to respawn grid[%u, %u]cell[%u, %u].", c->GetGUID().ToString().c_str(), 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::GameObjectRespawnRelocation(GameObject* go, bool diffGridOnly)
|
|
{
|
|
float resp_x, resp_y, resp_z, resp_o;
|
|
go->GetRespawnPosition(resp_x, resp_y, resp_z, &resp_o);
|
|
Cell resp_cell(resp_x, resp_y);
|
|
|
|
//GameObject will be unloaded with grid
|
|
if (diffGridOnly && !go->GetCurrentCell().DiffGrid(resp_cell))
|
|
return true;
|
|
|
|
#ifdef TRINITY_DEBUG
|
|
TC_LOG_DEBUG("maps", "GameObject (%s Entry: %u) moved from grid[%u, %u]cell[%u, %u] to respawn grid[%u, %u]cell[%u, %u].", go->GetGUID().ToString().c_str(), go->GetEntry(), go->GetCurrentCell().GridX(), go->GetCurrentCell().GridY(), go->GetCurrentCell().CellX(), go->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 (GameObjectCellRelocation(go, resp_cell))
|
|
{
|
|
go->Relocate(resp_x, resp_y, resp_z, resp_o);
|
|
go->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;
|
|
}
|
|
|
|
TC_LOG_DEBUG("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();
|
|
MoveAllGameObjectsInMoveList();
|
|
|
|
// 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();
|
|
MoveAllGameObjectsInMoveList();
|
|
}
|
|
|
|
{
|
|
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];
|
|
}
|
|
VMAP::VMapFactory::createOrGetVMapManager()->unloadMap(GetId(), gx, gy);
|
|
MMAP::MMapFactory::createOrGetMMapManager()->unloadMap(GetId(), gx, gy);
|
|
}
|
|
else
|
|
((MapInstanced*)m_parentMap)->RemoveGridMapReference(GridCoord(gx, gy));
|
|
|
|
GridMaps[gx][gy] = NULL;
|
|
}
|
|
TC_LOG_DEBUG("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
|
|
TC_LOG_ERROR("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();
|
|
_gameObjectsToMove.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
|
|
}
|
|
|
|
for (TransportsContainer::iterator itr = _transports.begin(); itr != _transports.end();)
|
|
{
|
|
Transport* transport = *itr;
|
|
++itr;
|
|
|
|
RemoveFromMap<Transport>(transport, true);
|
|
}
|
|
|
|
for (auto& cellCorpsePair : _corpsesByCell)
|
|
{
|
|
for (Corpse* corpse : cellCorpsePair.second)
|
|
{
|
|
corpse->RemoveFromWorld();
|
|
corpse->ResetMap();
|
|
delete corpse;
|
|
}
|
|
}
|
|
|
|
_corpsesByCell.clear();
|
|
_corpsesByPlayer.clear();
|
|
_corpseBones.clear();
|
|
}
|
|
|
|
// *****************************
|
|
// Grid function
|
|
// *****************************
|
|
GridMap::GridMap()
|
|
{
|
|
_flags = 0;
|
|
// Area data
|
|
_gridArea = 0;
|
|
_areaMap = NULL;
|
|
// Height level data
|
|
_gridHeight = INVALID_HEIGHT;
|
|
_gridGetHeight = &GridMap::getHeightFromFlat;
|
|
_gridIntHeightMultiplier = 0;
|
|
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(const 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.asUInt == MapMagic.asUInt && header.versionMagic.asUInt == MapVersionMagic.asUInt)
|
|
{
|
|
// load up area data
|
|
if (header.areaMapOffset && !loadAreaData(in, header.areaMapOffset, header.areaMapSize))
|
|
{
|
|
TC_LOG_ERROR("maps", "Error loading map area data\n");
|
|
fclose(in);
|
|
return false;
|
|
}
|
|
// load up height data
|
|
if (header.heightMapOffset && !loadHeightData(in, header.heightMapOffset, header.heightMapSize))
|
|
{
|
|
TC_LOG_ERROR("maps", "Error loading map height data\n");
|
|
fclose(in);
|
|
return false;
|
|
}
|
|
// load up liquid data
|
|
if (header.liquidMapOffset && !loadLiquidData(in, header.liquidMapOffset, header.liquidMapSize))
|
|
{
|
|
TC_LOG_ERROR("maps", "Error loading map liquids data\n");
|
|
fclose(in);
|
|
return false;
|
|
}
|
|
fclose(in);
|
|
return true;
|
|
}
|
|
|
|
TC_LOG_ERROR("maps", "Map file '%s' is from an incompatible map version (%.*s %.*s), %.*s %.*s is expected. Please recreate using the mapextractor.",
|
|
filename, 4, header.mapMagic.asChar, 4, header.versionMagic.asChar, 4, MapMagic.asChar, 4, MapVersionMagic.asChar);
|
|
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 * (CENTER_GRID_ID - x/SIZE_OF_GRIDS);
|
|
y = 16 * (CENTER_GRID_ID - 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 * (CENTER_GRID_ID - x/SIZE_OF_GRIDS);
|
|
y = MAP_RESOLUTION * (CENTER_GRID_ID - 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 * (CENTER_GRID_ID - x/SIZE_OF_GRIDS);
|
|
y = MAP_RESOLUTION * (CENTER_GRID_ID - 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 * (CENTER_GRID_ID - x/SIZE_OF_GRIDS);
|
|
y = MAP_RESOLUTION * (CENTER_GRID_ID - 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 * (CENTER_GRID_ID - x/SIZE_OF_GRIDS);
|
|
y = MAP_RESOLUTION * (CENTER_GRID_ID - 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 * (CENTER_GRID_ID - x/SIZE_OF_GRIDS);
|
|
y = 16 * (CENTER_GRID_ID - 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 * (CENTER_GRID_ID - x/SIZE_OF_GRIDS);
|
|
float cy = MAP_RESOLUTION * (CENTER_GRID_ID - 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->LiquidTypeID[liquidEntry->Type];
|
|
if (!overrideLiquid && area->ParentAreaID)
|
|
{
|
|
area = GetAreaEntryByAreaID(area->ParentAreaID);
|
|
if (area)
|
|
overrideLiquid = area->LiquidTypeID[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)(CENTER_GRID_ID - x/SIZE_OF_GRIDS); //grid x
|
|
int gy=(int)(CENTER_GRID_ID - y/SIZE_OF_GRIDS); //grid y
|
|
|
|
// ensure GridMap is loaded
|
|
EnsureGridCreated(GridCoord((MAX_NUMBER_OF_GRIDS - 1) - gx, (MAX_NUMBER_OF_GRIDS - 1) - 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 || std::fabs(mapHeight - z) > std::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[0] & AREA_FLAG_OUTSIDE)
|
|
return true;
|
|
if (atEntry->Flags[0] & AREA_FLAG_INSIDE)
|
|
return false;
|
|
}
|
|
|
|
outdoor = (mogpFlags & 0x8) != 0;
|
|
|
|
if (wmoEntry)
|
|
{
|
|
if (wmoEntry->Flags & 4)
|
|
return true;
|
|
if (wmoEntry->Flags & 2)
|
|
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 = nullptr;
|
|
WMOAreaTableEntry const* wmoEntry= GetWMOAreaTableEntryByTripple(rootId, adtId, groupId);
|
|
if (wmoEntry)
|
|
{
|
|
TC_LOG_DEBUG("maps", "Got WMOAreaTableEntry! flag %u, areaid %u", wmoEntry->Flags, wmoEntry->AreaTableID);
|
|
atEntry = GetAreaEntryByAreaID(wmoEntry->AreaTableID);
|
|
}
|
|
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 = nullptr;
|
|
AreaTableEntry const* atEntry = nullptr;
|
|
bool haveAreaInfo = false;
|
|
|
|
if (GetAreaInfo(x, y, z, mogpFlags, adtId, rootId, groupId))
|
|
{
|
|
haveAreaInfo = true;
|
|
wmoEntry = GetWMOAreaTableEntryByTripple(rootId, adtId, groupId);
|
|
if (wmoEntry)
|
|
atEntry = GetAreaEntryByAreaID(wmoEntry->AreaTableID);
|
|
}
|
|
|
|
uint16 areaflag;
|
|
|
|
if (atEntry)
|
|
areaflag = atEntry->AreaBit;
|
|
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->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;
|
|
}
|
|
|
|
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))
|
|
{
|
|
TC_LOG_DEBUG("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->LiquidTypeID[liquidFlagType];
|
|
if (!overrideLiquid && area->ParentAreaID)
|
|
{
|
|
area = GetAreaEntryByAreaID(area->ParentAreaID);
|
|
if (area)
|
|
overrideLiquid = area->LiquidTypeID[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->ParentAreaID != 0) ? entry->ParentAreaID : 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->ParentAreaID != 0) ? entry->ParentAreaID : 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)
|
|
{
|
|
G3D::Vector3 startPos(x1, y1, z1);
|
|
G3D::Vector3 dstPos(x2, y2, z2);
|
|
|
|
G3D::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
|
|
{
|
|
LiquidData liquid_status;
|
|
LiquidData* liquid_ptr = data ? data : &liquid_status;
|
|
return (getLiquidStatus(x, y, pZ, MAP_ALL_LIQUIDS, liquid_ptr) & (LIQUID_MAP_IN_WATER | LIQUID_MAP_UNDER_WATER)) != 0;
|
|
}
|
|
|
|
bool Map::IsUnderWater(float x, float y, float z) const
|
|
{
|
|
return (getLiquidStatus(x, y, z, MAP_LIQUID_TYPE_WATER | MAP_LIQUID_TYPE_OCEAN) & LIQUID_MAP_UNDER_WATER) != 0;
|
|
}
|
|
|
|
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)
|
|
{
|
|
TC_LOG_DEBUG("maps", "Creature (%s) X: %f Y: %f (%s) is in grid[%u, %u]cell[%u, %u] instead of grid[%u, %u]cell[%u, %u]",
|
|
c->GetGUID().ToString().c_str(),
|
|
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->MapName_lang : "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)
|
|
{
|
|
TC_LOG_DEBUG("maps", "Creating player data for himself %s", player->GetGUID().ToString().c_str());
|
|
|
|
UpdateData data(player->GetMapId());
|
|
|
|
// 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::PassengerSet::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
|
|
UpdateData transData(player->GetMapId());
|
|
for (TransportsContainer::const_iterator i = _transports.begin(); i != _transports.end(); ++i)
|
|
if (*i != player->GetTransport() && player->IsInPhase(*i))
|
|
(*i)->BuildCreateUpdateBlockForPlayer(&transData, player);
|
|
|
|
WorldPacket packet;
|
|
transData.BuildPacket(&packet);
|
|
player->GetSession()->SendPacket(&packet);
|
|
}
|
|
|
|
void Map::SendRemoveTransports(Player* player)
|
|
{
|
|
// Hack to send out transports
|
|
UpdateData transData(player->GetMapId());
|
|
for (TransportsContainer::const_iterator i = _transports.begin(); i != _transports.end(); ++i)
|
|
if (*i != player->GetTransport())
|
|
(*i)->BuildOutOfRangeUpdateBlock(&transData);
|
|
|
|
WorldPacket packet;
|
|
transData.BuildPacket(&packet);
|
|
player->GetSession()->SendPacket(&packet);
|
|
}
|
|
|
|
void Map::SendUpdateTransportVisibility(Player* player, std::set<uint32> const& previousPhases)
|
|
{
|
|
// Hack to send out transports
|
|
UpdateData transData(player->GetMapId());
|
|
for (TransportsContainer::const_iterator i = _transports.begin(); i != _transports.end(); ++i)
|
|
{
|
|
if (*i == player->GetTransport())
|
|
continue;
|
|
|
|
if (player->IsInPhase(*i) && !Trinity::Containers::Intersects(previousPhases.begin(), previousPhases.end(), (*i)->GetPhases().begin(), (*i)->GetPhases().end()))
|
|
(*i)->BuildCreateUpdateBlockForPlayer(&transData, player);
|
|
else if (!player->IsInPhase(*i))
|
|
(*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)
|
|
{
|
|
TC_LOG_ERROR("maps", "map::setNGrid() Invalid grid coordinates found: %d, %d!", x, y);
|
|
ABORT();
|
|
}
|
|
i_grids[x][y] = grid;
|
|
}
|
|
|
|
void Map::SendObjectUpdates()
|
|
{
|
|
UpdateDataMapType update_players;
|
|
|
|
while (!_updateObjects.empty())
|
|
{
|
|
Object* obj = *_updateObjects.begin();
|
|
ASSERT(obj->IsInWorld());
|
|
_updateObjects.erase(_updateObjects.begin());
|
|
obj->BuildUpdate(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
|
|
}
|
|
}
|
|
|
|
void Map::DelayedUpdate(const uint32 t_diff)
|
|
{
|
|
for (_transportsUpdateIter = _transports.begin(); _transportsUpdateIter != _transports.end();)
|
|
{
|
|
Transport* transport = *_transportsUpdateIter;
|
|
++_transportsUpdateIter;
|
|
|
|
if (!transport->IsInWorld())
|
|
continue;
|
|
|
|
transport->DelayedUpdate(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);
|
|
//TC_LOG_DEBUG("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());
|
|
// i_objectsToSwitch is iterated only in Map::RemoveAllObjectsInRemoveList() and it uses
|
|
// the contained objects only if GetTypeId() == TYPEID_UNIT , so we can return in all other cases
|
|
if (obj->GetTypeId() != TYPEID_UNIT && obj->GetTypeId() != TYPEID_GAMEOBJECT)
|
|
return;
|
|
|
|
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
|
|
ABORT();
|
|
}
|
|
|
|
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->IsPermanentWorldObject())
|
|
{
|
|
switch (obj->GetTypeId())
|
|
{
|
|
case TYPEID_UNIT:
|
|
SwitchGridContainers<Creature>(obj->ToCreature(), on);
|
|
break;
|
|
case TYPEID_GAMEOBJECT:
|
|
SwitchGridContainers<GameObject>(obj->ToGameObject(), on);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//TC_LOG_DEBUG("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)
|
|
TC_LOG_ERROR("maps", "Tried to delete corpse/bones %s that is not in map.", obj->GetGUID().ToString().c_str());
|
|
else
|
|
RemoveFromMap(corpse, true);
|
|
break;
|
|
}
|
|
case TYPEID_DYNAMICOBJECT:
|
|
RemoveFromMap(obj->ToDynObject(), true);
|
|
break;
|
|
case TYPEID_AREATRIGGER:
|
|
RemoveFromMap((AreaTrigger*)obj, true);
|
|
break;
|
|
case TYPEID_GAMEOBJECT:
|
|
{
|
|
GameObject* go = obj->ToGameObject();
|
|
if (Transport* transport = go->ToTransport())
|
|
RemoveFromMap(transport, true);
|
|
else
|
|
RemoveFromMap(go, 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:
|
|
TC_LOG_ERROR("maps", "Non-grid object (TypeId: %u) is in grid object remove list, ignored.", obj->GetTypeId());
|
|
break;
|
|
}
|
|
|
|
i_objectsToRemove.erase(itr);
|
|
}
|
|
|
|
//TC_LOG_DEBUG("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;
|
|
}
|
|
|
|
template<class T>
|
|
void Map::AddToActive(T* obj)
|
|
{
|
|
AddToActiveHelper(obj);
|
|
}
|
|
|
|
template <>
|
|
void Map::AddToActive(Creature* c)
|
|
{
|
|
AddToActiveHelper(c);
|
|
|
|
// also not allow unloading spawn grid to prevent creating creature clone at load
|
|
if (!c->IsPet() && c->GetSpawnId())
|
|
{
|
|
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());
|
|
TC_LOG_ERROR("maps", "Active creature (%s Entry: %u) added to grid[%u, %u] but spawn grid[%u, %u] was not loaded.",
|
|
c->GetGUID().ToString().c_str(), c->GetEntry(), p.x_coord, p.y_coord, p2.x_coord, p2.y_coord);
|
|
}
|
|
}
|
|
}
|
|
|
|
template<>
|
|
void Map::AddToActive(DynamicObject* d)
|
|
{
|
|
AddToActiveHelper(d);
|
|
}
|
|
|
|
template<class T>
|
|
void Map::RemoveFromActive(T* /*obj*/) { }
|
|
|
|
template <>
|
|
void Map::RemoveFromActive(Creature* c)
|
|
{
|
|
RemoveFromActiveHelper(c);
|
|
|
|
// also allow unloading spawn grid
|
|
if (!c->IsPet() && c->GetSpawnId())
|
|
{
|
|
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());
|
|
TC_LOG_ERROR("maps", "Active creature (%s Entry: %u) removed from grid[%u, %u] but spawn grid[%u, %u] was not loaded.",
|
|
c->GetGUID().ToString().c_str(), c->GetEntry(), p.x_coord, p.y_coord, p2.x_coord, p2.y_coord);
|
|
}
|
|
}
|
|
}
|
|
|
|
template<>
|
|
void Map::RemoveFromActive(DynamicObject* obj)
|
|
{
|
|
RemoveFromActiveHelper(obj);
|
|
}
|
|
|
|
template bool Map::AddToMap(Corpse*);
|
|
template bool Map::AddToMap(Creature*);
|
|
template bool Map::AddToMap(GameObject*);
|
|
template bool Map::AddToMap(DynamicObject*);
|
|
template bool Map::AddToMap(AreaTrigger*);
|
|
|
|
template void Map::RemoveFromMap(Corpse*, bool);
|
|
template void Map::RemoveFromMap(Creature*, bool);
|
|
template void Map::RemoveFromMap(GameObject*, bool);
|
|
template void Map::RemoveFromMap(DynamicObject*, bool);
|
|
template void Map::RemoveFromMap(AreaTrigger*, 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)
|
|
{
|
|
TC_LOG_ERROR("maps", "InstanceMap::CanEnter - player %s(%s) already in map %d, %d, %d!", player->GetName().c_str(), player->GetGUID().ToString().c_str(), GetId(), GetInstanceId(), GetSpawnMode());
|
|
ABORT();
|
|
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)
|
|
{
|
|
TC_LOG_WARN("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
|
|
// allow if just loading
|
|
if (!player->IsLoading() && 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, bool initPlayer /*= true*/)
|
|
{
|
|
/// @todo Not sure about checking player level: already done in HandleAreaTriggerOpcode
|
|
// GMs still can teleport player in instance.
|
|
// Is it needed?
|
|
|
|
{
|
|
std::lock_guard<std::mutex> lock(_mapLock);
|
|
// 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)
|
|
{
|
|
TC_LOG_DEBUG("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);
|
|
}
|
|
|
|
ASSERT(mapSave);
|
|
|
|
// 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)
|
|
{
|
|
TC_LOG_ERROR("maps", "InstanceMap::Add: player %s(%s) is permanently bound to instance %s %d, %d, %d, %d, %d, %d but he is being put into instance %s %d, %d, %d, %d, %d, %d", player->GetName().c_str(), player->GetGUID().ToString().c_str(), GetMapName(), playerBind->save->GetMapId(), playerBind->save->GetInstanceId(), playerBind->save->GetDifficultyID(), playerBind->save->GetPlayerCount(), playerBind->save->GetGroupCount(), playerBind->save->CanReset(), GetMapName(), mapSave->GetMapId(), mapSave->GetInstanceId(), mapSave->GetDifficultyID(), 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)
|
|
{
|
|
TC_LOG_ERROR("maps", "InstanceMap::Add: player %s(%s) is being put into instance %s %d, %d, %d, %d, %d, %d but he is in group %s and is bound to instance %d, %d, %d, %d, %d, %d!", player->GetName().c_str(), player->GetGUID().ToString().c_str(), GetMapName(), mapSave->GetMapId(), mapSave->GetInstanceId(), mapSave->GetDifficultyID(), mapSave->GetPlayerCount(), mapSave->GetGroupCount(), mapSave->CanReset(), group->GetLeaderGUID().ToString().c_str(), playerBind->save->GetMapId(), playerBind->save->GetInstanceId(), playerBind->save->GetDifficultyID(), playerBind->save->GetPlayerCount(), playerBind->save->GetGroupCount(), playerBind->save->CanReset());
|
|
if (groupBind)
|
|
TC_LOG_ERROR("maps", "InstanceMap::Add: the group is bound to the instance %s %d, %d, %d, %d, %d, %d", GetMapName(), groupBind->save->GetMapId(), groupBind->save->GetInstanceId(), groupBind->save->GetDifficultyID(), groupBind->save->GetPlayerCount(), groupBind->save->GetGroupCount(), groupBind->save->CanReset());
|
|
//ABORT();
|
|
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)
|
|
{
|
|
TC_LOG_ERROR("maps", "InstanceMap::Add: player %s(%s) is being put into instance %d, %d, %d but he is in group %s which is bound to instance %d, %d, %d!", player->GetName().c_str(), player->GetGUID().ToString().c_str(), mapSave->GetMapId(), mapSave->GetInstanceId(), mapSave->GetDifficultyID(), group->GetLeaderGUID().ToString().c_str(), groupBind->save->GetMapId(), groupBind->save->GetInstanceId(), groupBind->save->GetDifficultyID());
|
|
TC_LOG_ERROR("maps", "MapSave players: %d, group count: %d", mapSave->GetPlayerCount(), mapSave->GetGroupCount());
|
|
if (groupBind->save)
|
|
TC_LOG_ERROR("maps", "GroupBind save players: %d, group count: %d", groupBind->save->GetPlayerCount(), groupBind->save->GetGroupCount());
|
|
else
|
|
TC_LOG_ERROR("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_PENDING_RAID_LOCK, 10);
|
|
data << uint32(60000);
|
|
data << uint32(i_data ? i_data->GetCompletedEncounterMask() : 0);
|
|
data << uint8(0);
|
|
data << uint8(0); // events it throws: 1 : INSTANCE_LOCK_WARNING 0 : INSTANCE_LOCK_STOP / INSTANCE_LOCK_START
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
// for normal instances cancel the reset schedule when the
|
|
// first player enters (no players yet)
|
|
SetResetSchedule(false);
|
|
|
|
TC_LOG_DEBUG("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, initPlayer);
|
|
|
|
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)
|
|
{
|
|
TC_LOG_DEBUG("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);
|
|
sInstanceSaveMgr->UnloadInstanceSave(GetInstanceId());
|
|
}
|
|
|
|
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.empty())
|
|
{
|
|
TC_LOG_DEBUG("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)
|
|
{
|
|
TC_LOG_ERROR("maps", "Cannot bind player (%s, Name: %s), because no instance save is available for instance map (Name: %s, Entry: %u, InstanceId: %u)!", source->GetGUID().ToString().c_str(), 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->GetDifficultyID());
|
|
if (!bind || !bind->perm)
|
|
{
|
|
player->BindToInstance(save, true);
|
|
WorldPackets::Instance::InstanceSaveCreated data;
|
|
data.Gm = player->IsGameMaster();
|
|
player->GetSession()->SendPacket(data.Write());
|
|
if (!player->IsGameMaster())
|
|
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)
|
|
{
|
|
DeleteRespawnTimes();
|
|
DeleteCorpseData();
|
|
}
|
|
|
|
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()->GetDifficultyID(GetEntry()), timeLeft, true);
|
|
}
|
|
|
|
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
|
|
TC_LOG_ERROR("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()));
|
|
}
|
|
}
|
|
|
|
MapDifficultyEntry const* Map::GetMapDifficulty() const
|
|
{
|
|
return GetMapDifficultyData(GetId(), GetDifficultyID());
|
|
}
|
|
|
|
uint32 Map::GetDifficultyLootBonusTreeMod() const
|
|
{
|
|
if (MapDifficultyEntry const* mapDifficulty = GetMapDifficulty())
|
|
if (mapDifficulty->ItemBonusTreeModID)
|
|
return mapDifficulty->ItemBonusTreeModID;
|
|
|
|
if (DifficultyEntry const* difficulty = sDifficultyStore.LookupEntry(GetDifficultyID()))
|
|
return difficulty->ItemBonusTreeModID;
|
|
|
|
return 0;
|
|
}
|
|
|
|
bool Map::IsHeroic() const
|
|
{
|
|
if (DifficultyEntry const* difficulty = sDifficultyStore.LookupEntry(i_spawnMode))
|
|
return difficulty->Flags & DIFFICULTY_FLAG_HEROIC;
|
|
return false;
|
|
}
|
|
|
|
uint32 InstanceMap::GetMaxPlayers() const
|
|
{
|
|
MapDifficultyEntry const* mapDiff = GetMapDifficulty();
|
|
if (mapDiff && mapDiff->MaxPlayers)
|
|
return mapDiff->MaxPlayers;
|
|
|
|
return GetEntry()->MaxPlayers;
|
|
}
|
|
|
|
uint32 InstanceMap::GetMaxResetDelay() const
|
|
{
|
|
MapDifficultyEntry const* mapDiff = GetMapDifficulty();
|
|
return mapDiff ? mapDiff->RaidDuration : 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)
|
|
{
|
|
TC_LOG_ERROR("maps", "BGMap::CanEnter - %s is already in map!", player->GetGUID().ToString().c_str());
|
|
ABORT();
|
|
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, bool initPlayer /*= true*/)
|
|
{
|
|
{
|
|
std::lock_guard<std::mutex> lock(_mapLock);
|
|
//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, initPlayer);
|
|
}
|
|
|
|
void BattlegroundMap::RemovePlayerFromMap(Player* player, bool remove)
|
|
{
|
|
TC_LOG_DEBUG("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());
|
|
}
|
|
|
|
AreaTrigger* Map::GetAreaTrigger(ObjectGuid const& guid)
|
|
{
|
|
return _objectsStore.Find<AreaTrigger>(guid);
|
|
}
|
|
|
|
Corpse* Map::GetCorpse(ObjectGuid const& guid)
|
|
{
|
|
return _objectsStore.Find<Corpse>(guid);
|
|
}
|
|
|
|
Creature* Map::GetCreature(ObjectGuid const& guid)
|
|
{
|
|
return _objectsStore.Find<Creature>(guid);
|
|
}
|
|
|
|
DynamicObject* Map::GetDynamicObject(ObjectGuid const& guid)
|
|
{
|
|
return _objectsStore.Find<DynamicObject>(guid);
|
|
}
|
|
|
|
GameObject* Map::GetGameObject(ObjectGuid const& guid)
|
|
{
|
|
return _objectsStore.Find<GameObject>(guid);
|
|
}
|
|
|
|
Pet* Map::GetPet(ObjectGuid const& guid)
|
|
{
|
|
return _objectsStore.Find<Pet>(guid);
|
|
}
|
|
|
|
Transport* Map::GetTransport(ObjectGuid const& guid)
|
|
{
|
|
if (!guid.IsMOTransport())
|
|
return NULL;
|
|
|
|
GameObject* go = GetGameObject(guid);
|
|
return go ? go->ToTransport() : NULL;
|
|
}
|
|
|
|
void Map::UpdateIteratorBack(Player* player)
|
|
{
|
|
if (m_mapRefIter == player->GetMapRef())
|
|
m_mapRefIter = m_mapRefIter->nocheck_prev();
|
|
}
|
|
|
|
void Map::SaveCreatureRespawnTime(ObjectGuid::LowType dbGuid, time_t respawnTime)
|
|
{
|
|
if (!respawnTime)
|
|
{
|
|
// Delete only
|
|
RemoveCreatureRespawnTime(dbGuid);
|
|
return;
|
|
}
|
|
|
|
_creatureRespawnTimes[dbGuid] = respawnTime;
|
|
|
|
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_REP_CREATURE_RESPAWN);
|
|
stmt->setUInt64(0, dbGuid);
|
|
stmt->setUInt32(1, uint32(respawnTime));
|
|
stmt->setUInt16(2, GetId());
|
|
stmt->setUInt32(3, GetInstanceId());
|
|
CharacterDatabase.Execute(stmt);
|
|
}
|
|
|
|
void Map::RemoveCreatureRespawnTime(ObjectGuid::LowType dbGuid)
|
|
{
|
|
_creatureRespawnTimes.erase(dbGuid);
|
|
|
|
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CREATURE_RESPAWN);
|
|
stmt->setUInt64(0, dbGuid);
|
|
stmt->setUInt16(1, GetId());
|
|
stmt->setUInt32(2, GetInstanceId());
|
|
CharacterDatabase.Execute(stmt);
|
|
}
|
|
|
|
void Map::SaveGORespawnTime(ObjectGuid::LowType dbGuid, time_t respawnTime)
|
|
{
|
|
if (!respawnTime)
|
|
{
|
|
// Delete only
|
|
RemoveGORespawnTime(dbGuid);
|
|
return;
|
|
}
|
|
|
|
_goRespawnTimes[dbGuid] = respawnTime;
|
|
|
|
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_REP_GO_RESPAWN);
|
|
stmt->setUInt64(0, dbGuid);
|
|
stmt->setUInt32(1, uint32(respawnTime));
|
|
stmt->setUInt16(2, GetId());
|
|
stmt->setUInt32(3, GetInstanceId());
|
|
CharacterDatabase.Execute(stmt);
|
|
}
|
|
|
|
void Map::RemoveGORespawnTime(ObjectGuid::LowType dbGuid)
|
|
{
|
|
_goRespawnTimes.erase(dbGuid);
|
|
|
|
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GO_RESPAWN);
|
|
stmt->setUInt64(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();
|
|
ObjectGuid::LowType loguid = fields[0].GetUInt64();
|
|
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();
|
|
ObjectGuid::LowType loguid = fields[0].GetUInt64();
|
|
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(ObjectGuid guid) const
|
|
{
|
|
ObjectGuid linkedGuid = sObjectMgr->GetLinkedRespawnGuid(guid);
|
|
switch (linkedGuid.GetHigh())
|
|
{
|
|
case HighGuid::Creature:
|
|
return GetCreatureRespawnTime(linkedGuid.GetCounter());
|
|
case HighGuid::GameObject:
|
|
return GetGORespawnTime(linkedGuid.GetCounter());
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return time_t(0);
|
|
}
|
|
|
|
void Map::LoadCorpseData()
|
|
{
|
|
std::unordered_map<ObjectGuid::LowType, std::unordered_set<uint32>> phases;
|
|
|
|
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CORPSE_PHASES);
|
|
stmt->setUInt32(0, GetId());
|
|
stmt->setUInt32(1, GetInstanceId());
|
|
|
|
// 0 1
|
|
// SELECT OwnerGuid, PhaseId FROM corpse_phases cp LEFT JOIN corpse c ON cp.OwnerGuid = c.guid WHERE c.mapId = ? AND c.instanceId = ?
|
|
PreparedQueryResult phaseResult = CharacterDatabase.Query(stmt);
|
|
if (phaseResult)
|
|
{
|
|
do
|
|
{
|
|
Field* fields = phaseResult->Fetch();
|
|
ObjectGuid::LowType guid = fields[0].GetUInt64();
|
|
uint32 phaseId = fields[1].GetUInt32();
|
|
|
|
phases[guid].insert(phaseId);
|
|
|
|
} while (phaseResult->NextRow());
|
|
}
|
|
|
|
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CORPSES);
|
|
stmt->setUInt32(0, GetId());
|
|
stmt->setUInt32(1, GetInstanceId());
|
|
|
|
// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
|
|
// SELECT posX, posY, posZ, orientation, mapId, displayId, itemCache, bytes1, bytes2, flags, dynFlags, time, corpseType, instanceId, guid FROM corpse WHERE mapId = ? AND instanceId = ?
|
|
PreparedQueryResult result = CharacterDatabase.Query(stmt);
|
|
if (!result)
|
|
return;
|
|
|
|
do
|
|
{
|
|
Field* fields = result->Fetch();
|
|
CorpseType type = CorpseType(fields[12].GetUInt8());
|
|
ObjectGuid::LowType guid = fields[14].GetUInt64();
|
|
if (type >= MAX_CORPSE_TYPE || type == CORPSE_BONES)
|
|
{
|
|
TC_LOG_ERROR("misc", "Corpse (guid: " UI64FMTD ") have wrong corpse type (%u), not loading.", guid, type);
|
|
continue;
|
|
}
|
|
|
|
Corpse* corpse = new Corpse(type);
|
|
if (!corpse->LoadCorpseFromDB(GenerateLowGuid<HighGuid::Corpse>(), fields))
|
|
{
|
|
delete corpse;
|
|
continue;
|
|
}
|
|
|
|
for (auto phaseId : phases[guid])
|
|
corpse->SetInPhase(phaseId, false, true);
|
|
|
|
AddCorpse(corpse);
|
|
|
|
} while (result->NextRow());
|
|
}
|
|
|
|
void Map::DeleteCorpseData()
|
|
{
|
|
// DELETE cp, c FROM corpse_phases cp INNER JOIN corpse c ON cp.OwnerGuid = c.guid WHERE c.mapId = ? AND c.instanceId = ?
|
|
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CORPSES_FROM_MAP);
|
|
stmt->setUInt32(0, GetId());
|
|
stmt->setUInt32(1, GetInstanceId());
|
|
CharacterDatabase.Execute(stmt);
|
|
}
|
|
|
|
void Map::AddCorpse(Corpse* corpse)
|
|
{
|
|
corpse->SetMap(this);
|
|
|
|
_corpsesByCell[corpse->GetCellCoord().GetId()].insert(corpse);
|
|
if (corpse->GetType() != CORPSE_BONES)
|
|
_corpsesByPlayer[corpse->GetOwnerGUID()] = corpse;
|
|
else
|
|
_corpseBones.insert(corpse);
|
|
}
|
|
|
|
void Map::RemoveCorpse(Corpse* corpse)
|
|
{
|
|
ASSERT(corpse);
|
|
|
|
corpse->DestroyForNearbyPlayers();
|
|
if (corpse->IsInGrid())
|
|
RemoveFromMap(corpse, false);
|
|
else
|
|
{
|
|
corpse->RemoveFromWorld();
|
|
corpse->ResetMap();
|
|
}
|
|
|
|
_corpsesByCell[corpse->GetCellCoord().GetId()].erase(corpse);
|
|
if (corpse->GetType() != CORPSE_BONES)
|
|
_corpsesByPlayer.erase(corpse->GetOwnerGUID());
|
|
else
|
|
_corpseBones.erase(corpse);
|
|
}
|
|
|
|
Corpse* Map::ConvertCorpseToBones(ObjectGuid const& ownerGuid, bool insignia /*= false*/)
|
|
{
|
|
Corpse* corpse = GetCorpseByPlayer(ownerGuid);
|
|
if (!corpse)
|
|
return nullptr;
|
|
|
|
RemoveCorpse(corpse);
|
|
|
|
// remove corpse from DB
|
|
SQLTransaction trans = CharacterDatabase.BeginTransaction();
|
|
corpse->DeleteFromDB(trans);
|
|
CharacterDatabase.CommitTransaction(trans);
|
|
|
|
Corpse* bones = NULL;
|
|
|
|
// create the bones only if the map and the grid is loaded at the corpse's location
|
|
// ignore bones creating option in case insignia
|
|
if ((insignia ||
|
|
(IsBattlegroundOrArena() ? sWorld->getBoolConfig(CONFIG_DEATH_BONES_BG_OR_ARENA) : sWorld->getBoolConfig(CONFIG_DEATH_BONES_WORLD))) &&
|
|
!IsRemovalGrid(corpse->GetPositionX(), corpse->GetPositionY()))
|
|
{
|
|
// Create bones, don't change Corpse
|
|
bones = new Corpse();
|
|
bones->Create(corpse->GetGUID().GetCounter());
|
|
|
|
for (uint8 i = OBJECT_FIELD_GUID + 4; i < CORPSE_END; ++i) // don't overwrite guid
|
|
bones->SetUInt32Value(i, corpse->GetUInt32Value(i));
|
|
|
|
bones->SetCellCoord(corpse->GetCellCoord());
|
|
bones->Relocate(corpse->GetPositionX(), corpse->GetPositionY(), corpse->GetPositionZ(), corpse->GetOrientation());
|
|
|
|
bones->SetUInt32Value(CORPSE_FIELD_FLAGS, CORPSE_FLAG_UNK2 | CORPSE_FLAG_BONES);
|
|
bones->SetGuidValue(CORPSE_FIELD_OWNER, ObjectGuid::Empty);
|
|
bones->SetGuidValue(OBJECT_FIELD_DATA, ObjectGuid::Empty);
|
|
|
|
for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i)
|
|
if (corpse->GetUInt32Value(CORPSE_FIELD_ITEM + i))
|
|
bones->SetUInt32Value(CORPSE_FIELD_ITEM + i, 0);
|
|
|
|
bones->CopyPhaseFrom(corpse);
|
|
|
|
AddCorpse(bones);
|
|
|
|
// add bones in grid store if grid loaded where corpse placed
|
|
AddToMap(bones);
|
|
}
|
|
|
|
// all references to the corpse should be removed at this point
|
|
delete corpse;
|
|
|
|
return bones;
|
|
}
|
|
|
|
void Map::RemoveOldCorpses()
|
|
{
|
|
time_t now = time(nullptr);
|
|
|
|
std::vector<ObjectGuid> corpses;
|
|
corpses.reserve(_corpsesByPlayer.size());
|
|
|
|
for (auto const& p : _corpsesByPlayer)
|
|
if (p.second->IsExpired(now))
|
|
corpses.push_back(p.first);
|
|
|
|
for (ObjectGuid const& ownerGuid : corpses)
|
|
ConvertCorpseToBones(ownerGuid);
|
|
|
|
std::vector<Corpse*> expiredBones;
|
|
for (Corpse* bones : _corpseBones)
|
|
if (bones->IsExpired(now))
|
|
expiredBones.push_back(bones);
|
|
|
|
for (Corpse* bones : expiredBones)
|
|
{
|
|
RemoveCorpse(bones);
|
|
delete bones;
|
|
}
|
|
}
|
|
|
|
void Map::SendZoneDynamicInfo(Player* player)
|
|
{
|
|
uint32 zoneId = GetZoneId(player->GetPositionX(), player->GetPositionY(), player->GetPositionZ());
|
|
ZoneDynamicInfoMap::const_iterator itr = _zoneDynamicInfo.find(zoneId);
|
|
if (itr == _zoneDynamicInfo.end())
|
|
return;
|
|
|
|
if (uint32 music = itr->second.MusicId)
|
|
player->SendDirectMessage(WorldPackets::Misc::PlayMusic(music).Write());
|
|
|
|
if (WeatherState weatherId = itr->second.WeatherId)
|
|
{
|
|
WorldPackets::Misc::Weather weather(weatherId, itr->second.WeatherGrade);
|
|
player->SendDirectMessage(weather.Write());
|
|
}
|
|
|
|
if (uint32 overrideLight = itr->second.OverrideLightId)
|
|
{
|
|
WorldPacket data(SMSG_OVERRIDE_LIGHT, 4 + 4 + 1);
|
|
data << uint32(_defaultLight);
|
|
data << uint32(overrideLight);
|
|
data << uint32(itr->second.LightFadeInTime);
|
|
player->SendDirectMessage(&data);
|
|
}
|
|
}
|
|
|
|
void Map::SetZoneMusic(uint32 zoneId, uint32 musicId)
|
|
{
|
|
if (_zoneDynamicInfo.find(zoneId) == _zoneDynamicInfo.end())
|
|
_zoneDynamicInfo.insert(ZoneDynamicInfoMap::value_type(zoneId, ZoneDynamicInfo()));
|
|
|
|
_zoneDynamicInfo[zoneId].MusicId = musicId;
|
|
|
|
Map::PlayerList const& players = GetPlayers();
|
|
if (!players.isEmpty())
|
|
{
|
|
for (Map::PlayerList::const_iterator itr = players.begin(); itr != players.end(); ++itr)
|
|
if (Player* player = itr->GetSource())
|
|
if (player->GetZoneId() == zoneId)
|
|
player->SendDirectMessage(WorldPackets::Misc::PlayMusic(musicId).Write());
|
|
}
|
|
}
|
|
|
|
void Map::SetZoneWeather(uint32 zoneId, WeatherState weatherId, float weatherGrade)
|
|
{
|
|
if (_zoneDynamicInfo.find(zoneId) == _zoneDynamicInfo.end())
|
|
_zoneDynamicInfo.insert(ZoneDynamicInfoMap::value_type(zoneId, ZoneDynamicInfo()));
|
|
|
|
ZoneDynamicInfo& info = _zoneDynamicInfo[zoneId];
|
|
info.WeatherId = weatherId;
|
|
info.WeatherGrade = weatherGrade;
|
|
Map::PlayerList const& players = GetPlayers();
|
|
|
|
if (!players.isEmpty())
|
|
{
|
|
WorldPackets::Misc::Weather weather(weatherId, weatherGrade);
|
|
|
|
for (Map::PlayerList::const_iterator itr = players.begin(); itr != players.end(); ++itr)
|
|
if (Player* player = itr->GetSource())
|
|
if (player->GetZoneId() == zoneId)
|
|
player->SendDirectMessage(weather.Write());
|
|
}
|
|
}
|
|
|
|
void Map::SetZoneOverrideLight(uint32 zoneId, uint32 lightId, uint32 fadeInTime)
|
|
{
|
|
if (_zoneDynamicInfo.find(zoneId) == _zoneDynamicInfo.end())
|
|
_zoneDynamicInfo.insert(ZoneDynamicInfoMap::value_type(zoneId, ZoneDynamicInfo()));
|
|
|
|
ZoneDynamicInfo& info = _zoneDynamicInfo[zoneId];
|
|
info.OverrideLightId = lightId;
|
|
info.LightFadeInTime = fadeInTime;
|
|
Map::PlayerList const& players = GetPlayers();
|
|
|
|
if (!players.isEmpty())
|
|
{
|
|
WorldPacket data(SMSG_OVERRIDE_LIGHT, 4 + 4 + 1);
|
|
data << uint32(_defaultLight);
|
|
data << uint32(lightId);
|
|
data << uint32(fadeInTime);
|
|
|
|
for (Map::PlayerList::const_iterator itr = players.begin(); itr != players.end(); ++itr)
|
|
if (Player* player = itr->GetSource())
|
|
if (player->GetZoneId() == zoneId)
|
|
player->SendDirectMessage(&data);
|
|
}
|
|
}
|
|
|
|
void Map::UpdateAreaDependentAuras()
|
|
{
|
|
Map::PlayerList const& players = GetPlayers();
|
|
for (Map::PlayerList::const_iterator itr = players.begin(); itr != players.end(); ++itr)
|
|
if (Player* player = itr->GetSource())
|
|
if (player->IsInWorld())
|
|
{
|
|
player->UpdateAreaDependentAuras(player->GetAreaId());
|
|
player->UpdateZoneDependentAuras(player->GetZoneId());
|
|
}
|
|
}
|