Files
TrinityCore/src/server/game/Maps/MapManager.cpp
Machiavelli dbbac0bdaa Core/Movement: Implement spline movement subsystem.
Spline movement controls movements of server-side controlled units (monster movement, taxi movement, etc).
Proper implementation of effects such as charge, jump, cyclic movement will rely on it.
However, need improve our states system before.

Technical changes:

* Added linear, catmullrom and bezier3 splines which based on client's algorthims. They can be reused for proper transport position interpolation.
* Precission increased. There are no more position desync issues since client's position calculation formulas used.
* Now possible to move by paths with multiple points, send whole path to client.

--
Original author of research and implementation: SilverIce. Massive kudos.
Original port for Trinity (ref #4629) Chaplain and Venugh
With the following incremental fixes during my review:

- Restore flightmaster end grid pre-loading
- Fix uninitialized Creature::m_path_id
- Add missing trinity_string entries for .movegens command
- Fix a bug in WaypointMovementGenerator that would trigger unexpected pausing at waypoints for various amounts of time

Known issues:
- Errors like WaypointMovementGenerator::LoadPath creature XXX (Entry: YYYYY GUID: ZZZZZZ) doesn't have waypoint path id: 0.
This is caused by bad DB data. This commit didn't "break" it.

Do not forget to re-run CMake before compiling.
2012-01-14 15:36:07 +01:00

441 lines
14 KiB
C++
Executable File

/*
* Copyright (C) 2008-2012 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "MapManager.h"
#include "InstanceSaveMgr.h"
#include "DatabaseEnv.h"
#include "Log.h"
#include "ObjectAccessor.h"
#include "Transport.h"
#include "GridDefines.h"
#include "MapInstanced.h"
#include "InstanceScript.h"
#include "Config.h"
#include "World.h"
#include "CellImpl.h"
#include "Corpse.h"
#include "ObjectMgr.h"
#include "Language.h"
#include "WorldPacket.h"
#include "Group.h"
extern GridState* si_GridStates[]; // debugging code, should be deleted some day
MapManager::MapManager()
{
i_gridCleanUpDelay = sWorld->getIntConfig(CONFIG_INTERVAL_GRIDCLEAN);
i_timer.SetInterval(sWorld->getIntConfig(CONFIG_INTERVAL_MAPUPDATE));
}
MapManager::~MapManager()
{
}
void MapManager::Initialize()
{
Map::InitStateMachine();
// debugging code, should be deleted some day
{
for (uint8 i = 0; i < MAX_GRID_STATE; ++i)
i_GridStates[i] = si_GridStates[i];
i_GridStateErrorCount = 0;
}
int num_threads(sWorld->getIntConfig(CONFIG_NUMTHREADS));
// Start mtmaps if needed.
if (num_threads > 0 && m_updater.activate(num_threads) == -1)
abort();
}
void MapManager::InitializeVisibilityDistanceInfo()
{
for (MapMapType::iterator iter=i_maps.begin(); iter != i_maps.end(); ++iter)
(*iter).second->InitVisibilityDistance();
}
// debugging code, should be deleted some day
void MapManager::checkAndCorrectGridStatesArray()
{
bool ok = true;
for (int i=0; i<MAX_GRID_STATE; i++)
{
if (i_GridStates[i] != si_GridStates[i])
{
sLog->outError("MapManager::checkGridStates(), GridState: si_GridStates is currupt !!!");
ok = false;
si_GridStates[i] = i_GridStates[i];
}
#ifdef TRINITY_DEBUG
// inner class checking only when compiled with debug
if (!si_GridStates[i]->checkMagic())
{
ok = false;
si_GridStates[i]->setMagic();
}
#endif
}
if (!ok)
++i_GridStateErrorCount;
}
Map* MapManager::CreateBaseMap(uint32 id)
{
Map* m = FindBaseMap(id);
if (m == NULL)
{
TRINITY_GUARD(ACE_Thread_Mutex, Lock);
const MapEntry* entry = sMapStore.LookupEntry(id);
if (entry && entry->Instanceable())
{
m = new MapInstanced(id, i_gridCleanUpDelay);
}
else
{
m = new Map(id, i_gridCleanUpDelay, 0, REGULAR_DIFFICULTY);
}
i_maps[id] = m;
}
ASSERT(m != NULL);
return m;
}
Map* MapManager::FindBaseNonInstanceMap(uint32 mapId) const
{
Map* map = FindBaseMap(mapId);
if(map && map->Instanceable())
return NULL;
return map;
}
Map* MapManager::CreateMap(uint32 id, Player* player)
{
Map* m = CreateBaseMap(id);
if (m && m->Instanceable())
m = ((MapInstanced*)m)->CreateInstanceForPlayer(id, player);
return m;
}
Map* MapManager::FindMap(uint32 mapid, uint32 instanceId) const
{
Map* map = FindBaseMap(mapid);
if (!map)
return NULL;
if (!map->Instanceable())
return instanceId == 0 ? map : NULL;
return ((MapInstanced*)map)->FindInstanceMap(instanceId);
}
bool MapManager::CanPlayerEnter(uint32 mapid, Player* player, bool loginCheck)
{
MapEntry const* entry = sMapStore.LookupEntry(mapid);
if (!entry)
return false;
if (!entry->IsDungeon())
return true;
InstanceTemplate const* instance = sObjectMgr->GetInstanceTemplate(mapid);
if (!instance)
return false;
Difficulty targetDifficulty = player->GetDifficulty(entry->IsRaid());
//The player has a heroic mode and tries to enter into instance which has no a heroic mode
MapDifficulty const* mapDiff = GetMapDifficultyData(entry->MapID, targetDifficulty);
if (!mapDiff)
{
// Send aborted message for dungeons
if (entry->IsNonRaidDungeon())
{
player->SendTransferAborted(mapid, TRANSFER_ABORT_DIFFICULTY, player->GetDungeonDifficulty());
return false;
}
else // attempt to downscale
mapDiff = GetDownscaledMapDifficultyData(entry->MapID, targetDifficulty);
}
//Bypass checks for GMs
if (player->isGameMaster())
return true;
char const* mapName = entry->name[player->GetSession()->GetSessionDbcLocale()];
Group* group = player->GetGroup();
if (entry->IsRaid())
{
// can only enter in a raid group
if ((!group || !group->isRaidGroup()) && !sWorld->getBoolConfig(CONFIG_INSTANCE_IGNORE_RAID))
{
// probably there must be special opcode, because client has this string constant in GlobalStrings.lua
// TODO: this is not a good place to send the message
player->GetSession()->SendAreaTriggerMessage(player->GetSession()->GetTrinityString(LANG_INSTANCE_RAID_GROUP_ONLY), mapName);
sLog->outDebug(LOG_FILTER_MAPS, "MAP: Player '%s' must be in a raid group to enter instance '%s'", player->GetName(), mapName);
return false;
}
}
if (!player->isAlive())
{
if (Corpse* corpse = player->GetCorpse())
{
// let enter in ghost mode in instance that connected to inner instance with corpse
uint32 corpseMap = corpse->GetMapId();
do
{
if (corpseMap == mapid)
break;
InstanceTemplate const* corpseInstance = sObjectMgr->GetInstanceTemplate(corpseMap);
corpseMap = corpseInstance ? corpseInstance->Parent : 0;
} while (corpseMap);
if (!corpseMap)
{
WorldPacket data(SMSG_CORPSE_NOT_IN_INSTANCE);
player->GetSession()->SendPacket(&data);
sLog->outDebug(LOG_FILTER_MAPS, "MAP: Player '%s' does not have a corpse in instance '%s' and cannot enter.", player->GetName(), mapName);
return false;
}
sLog->outDebug(LOG_FILTER_MAPS, "MAP: Player '%s' has corpse in instance '%s' and can enter.", player->GetName(), mapName);
player->ResurrectPlayer(0.5f, false);
player->SpawnCorpseBones();
}
else
sLog->outDebug(LOG_FILTER_MAPS, "Map::CanPlayerEnter - player '%s' is dead but does not have a corpse!", player->GetName());
}
//Get instance where player's group is bound & its map
if (group)
{
InstanceGroupBind* boundInstance = group->GetBoundInstance(entry);
if (boundInstance && boundInstance->save)
if (Map* boundMap = sMapMgr->FindMap(mapid, boundInstance->save->GetInstanceId()))
if (!loginCheck && !boundMap->CanEnter(player))
return false;
/*
This check has to be moved to InstanceMap::CanEnter()
// Player permanently bounded to different instance than groups one
InstancePlayerBind* playerBoundedInstance = player->GetBoundInstance(mapid, player->GetDifficulty(entry->IsRaid()));
if (playerBoundedInstance && playerBoundedInstance->perm && playerBoundedInstance->save &&
boundedInstance->save->GetInstanceId() != playerBoundedInstance->save->GetInstanceId())
{
//TODO: send some kind of error message to the player
return false;
}*/
}
// players are only allowed to enter 5 instances per hour
if (entry->IsDungeon() && (!player->GetGroup() || (player->GetGroup() && !player->GetGroup()->isLFGGroup())))
{
uint32 instaceIdToCheck = 0;
if (InstanceSave* save = player->GetInstanceSave(mapid, entry->IsRaid()))
instaceIdToCheck = save->GetInstanceId();
// instanceId can never be 0 - will not be found
if (!player->CheckInstanceCount(instaceIdToCheck) && !player->isDead())
{
player->SendTransferAborted(mapid, TRANSFER_ABORT_TOO_MANY_INSTANCES);
return false;
}
}
//Other requirements
return player->Satisfy(sObjectMgr->GetAccessRequirement(mapid, targetDifficulty), mapid, true);
}
void MapManager::Update(uint32 diff)
{
i_timer.Update(diff);
if (!i_timer.Passed())
return;
MapMapType::iterator iter = i_maps.begin();
for (; iter != i_maps.end(); ++iter)
{
if (m_updater.activated())
m_updater.schedule_update(*iter->second, uint32(i_timer.GetCurrent()));
else
iter->second->Update(uint32(i_timer.GetCurrent()));
}
if (m_updater.activated())
m_updater.wait();
for (iter = i_maps.begin(); iter != i_maps.end(); ++iter)
iter->second->DelayedUpdate(uint32(i_timer.GetCurrent()));
sObjectAccessor->Update(uint32(i_timer.GetCurrent()));
for (TransportSet::iterator itr = m_Transports.begin(); itr != m_Transports.end(); ++itr)
(*itr)->Update(uint32(i_timer.GetCurrent()));
i_timer.SetCurrent(0);
}
void MapManager::DoDelayedMovesAndRemoves()
{
}
bool MapManager::ExistMapAndVMap(uint32 mapid, float x, float y)
{
GridCoord p = Trinity::ComputeGridCoord(x, y);
int gx=63-p.x_coord;
int gy=63-p.y_coord;
return Map::ExistMap(mapid, gx, gy) && Map::ExistVMap(mapid, gx, gy);
}
bool MapManager::IsValidMAP(uint32 mapid, bool startUp)
{
MapEntry const* mEntry = sMapStore.LookupEntry(mapid);
if (startUp)
return mEntry ? true : false;
else
return mEntry && (!mEntry->IsDungeon() || sObjectMgr->GetInstanceTemplate(mapid));
// TODO: add check for battleground template
}
void MapManager::UnloadAll()
{
for (TransportSet::iterator i = m_Transports.begin(); i != m_Transports.end(); ++i)
{
(*i)->RemoveFromWorld();
delete *i;
}
for (MapMapType::iterator iter = i_maps.begin(); iter != i_maps.end();)
{
iter->second->UnloadAll();
delete iter->second;
i_maps.erase(iter++);
}
if (m_updater.activated())
m_updater.deactivate();
Map::DeleteStateMachine();
}
uint32 MapManager::GetNumInstances()
{
TRINITY_GUARD(ACE_Thread_Mutex, Lock);
uint32 ret = 0;
for (MapMapType::iterator itr = i_maps.begin(); itr != i_maps.end(); ++itr)
{
Map* map = itr->second;
if (!map->Instanceable())
continue;
MapInstanced::InstancedMaps &maps = ((MapInstanced*)map)->GetInstancedMaps();
for (MapInstanced::InstancedMaps::iterator mitr = maps.begin(); mitr != maps.end(); ++mitr)
if (mitr->second->IsDungeon()) ret++;
}
return ret;
}
uint32 MapManager::GetNumPlayersInInstances()
{
TRINITY_GUARD(ACE_Thread_Mutex, Lock);
uint32 ret = 0;
for (MapMapType::iterator itr = i_maps.begin(); itr != i_maps.end(); ++itr)
{
Map* map = itr->second;
if (!map->Instanceable())
continue;
MapInstanced::InstancedMaps &maps = ((MapInstanced*)map)->GetInstancedMaps();
for (MapInstanced::InstancedMaps::iterator mitr = maps.begin(); mitr != maps.end(); ++mitr)
if (mitr->second->IsDungeon())
ret += ((InstanceMap*)mitr->second)->GetPlayers().getSize();
}
return ret;
}
void MapManager::InitInstanceIds()
{
_nextInstanceId = 1;
QueryResult result = CharacterDatabase.Query("SELECT MAX(id) FROM instance");
if (result)
{
uint32 maxId = (*result)[0].GetUInt32();
// Resize to multiples of 32 (vector<bool> allocates memory the same way)
_instanceIds.resize((maxId / 32) * 32 + (maxId % 32 > 0 ? 32 : 0));
}
}
void MapManager::RegisterInstanceId(uint32 instanceId)
{
// Allocation and sizing was done in InitInstanceIds()
_instanceIds[instanceId] = true;
}
uint32 MapManager::GenerateInstanceId()
{
uint32 newInstanceId = _nextInstanceId;
// Find the lowest available id starting from the current NextInstanceId (which should be the lowest according to the logic in FreeInstanceId()
for (uint32 i = ++_nextInstanceId; i < 0xFFFFFFFF; ++i)
{
if ((i < _instanceIds.size() && !_instanceIds[i]) || i >= _instanceIds.size())
{
_nextInstanceId = i;
break;
}
}
if (newInstanceId == _nextInstanceId)
{
sLog->outError("Instance ID overflow!! Can't continue, shutting down server. ");
World::StopNow(ERROR_EXIT_CODE);
}
// Allocate space if necessary
if (newInstanceId >= uint32(_instanceIds.size()))
{
// Due to the odd memory allocation behavior of vector<bool> we match size to capacity before triggering a new allocation
if (_instanceIds.size() < _instanceIds.capacity())
{
_instanceIds.resize(_instanceIds.capacity());
}
else
_instanceIds.resize((newInstanceId / 32) * 32 + (newInstanceId % 32 > 0 ? 32 : 0));
}
_instanceIds[newInstanceId] = true;
return newInstanceId;
}
void MapManager::FreeInstanceId(uint32 instanceId)
{
// If freed instance id is lower than the next id available for new instances, use the freed one instead
if (instanceId < _nextInstanceId)
SetNextInstanceId(instanceId);
_instanceIds[instanceId] = false;
}