diff options
author | XTZGZoReX <none@none> | 2010-06-06 22:55:56 +0200 |
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committer | XTZGZoReX <none@none> | 2010-06-06 22:55:56 +0200 |
commit | 62200e8d022479ff057b6898380e1dd8374d2ec2 (patch) | |
tree | 57aba1e545b7e839e154819bcb937c97ecfd4417 /src/server/game/Maps/Map.cpp | |
parent | 840d4ab99d270088a225af69562920fdc3043556 (diff) |
* Even more restructuring of the game library.
--HG--
branch : trunk
Diffstat (limited to 'src/server/game/Maps/Map.cpp')
-rw-r--r-- | src/server/game/Maps/Map.cpp | 3936 |
1 files changed, 3936 insertions, 0 deletions
diff --git a/src/server/game/Maps/Map.cpp b/src/server/game/Maps/Map.cpp new file mode 100644 index 00000000000..11bfdcd6f99 --- /dev/null +++ b/src/server/game/Maps/Map.cpp @@ -0,0 +1,3936 @@ +/* + * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/> + * + * Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/> + * + * This program is free software; you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation; either version 2 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + */ + +#include "MapManager.h" +#include "Player.h" +#include "Vehicle.h" +#include "GridNotifiers.h" +#include "Log.h" +#include "GridStates.h" +#include "CellImpl.h" +#include "InstanceData.h" +#include "Map.h" +#include "GridNotifiersImpl.h" +#include "Config/ConfigEnv.h" +#include "Transports.h" +#include "ObjectAccessor.h" +#include "ObjectMgr.h" +#include "World.h" +#include "Group.h" +#include "MapRefManager.h" +#include "Vehicle.h" +#include "WaypointManager.h" +#include "DBCEnums.h" +#include "ScriptMgr.h" +#include "ScriptedCreature.h" +#include "GossipDef.h" + +#include "MapInstanced.h" +#include "InstanceSaveMgr.h" +#include "VMapFactory.h" + +#define DEFAULT_GRID_EXPIRY 300 +#define MAX_GRID_LOAD_TIME 50 +#define MAX_CREATURE_ATTACK_RADIUS (45.0f * sWorld.getRate(RATE_CREATURE_AGGRO)) + +GridState* si_GridStates[MAX_GRID_STATE]; + +struct ScriptAction +{ + uint64 sourceGUID; + uint64 targetGUID; + uint64 ownerGUID; // owner of source if source is item + ScriptInfo const* script; // pointer to static script data +}; + +Map::~Map() +{ + UnloadAll(); + + while (!i_worldObjects.empty()) + { + WorldObject *obj = *i_worldObjects.begin(); + assert(obj->m_isWorldObject); + //assert(obj->GetTypeId() == TYPEID_CORPSE); + obj->RemoveFromWorld(); + obj->ResetMap(); + } + + if (!m_scriptSchedule.empty()) + sWorld.DecreaseScheduledScriptCount(m_scriptSchedule.size()); +} + +bool Map::ExistMap(uint32 mapid,int gx,int gy) +{ + int len = sWorld.GetDataPath().length()+strlen("maps/%03u%02u%02u.map")+1; + char* tmp = new char[len]; + snprintf(tmp, len, (char *)(sWorld.GetDataPath()+"maps/%03u%02u%02u.map").c_str(),mapid,gx,gy); + + FILE *pf=fopen(tmp,"rb"); + + if (!pf) + { + sLog.outError("Map file '%s': does not exist!",tmp); + delete[] tmp; + return false; + } + + map_fileheader header; + fread(&header, sizeof(header), 1, pf); + if (header.mapMagic != uint32(MAP_MAGIC) || + header.versionMagic != uint32(MAP_VERSION_MAGIC)) + { + sLog.outError("Map file '%s' is non-compatible version (outdated?). Please, create new using ad.exe program.",tmp); + delete [] tmp; + fclose(pf); //close file before return + return false; + } + + delete [] tmp; + fclose(pf); + return true; +} + +bool Map::ExistVMap(uint32 mapid,int gx,int gy) +{ + if (VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager()) + { + if (vmgr->isMapLoadingEnabled()) + { + // x and y are swapped !! => fixed now + bool exists = vmgr->existsMap((sWorld.GetDataPath()+ "vmaps").c_str(), mapid, gx,gy); + if (!exists) + { + std::string name = vmgr->getDirFileName(mapid,gx,gy); + sLog.outError("VMap file '%s' is missing or points to wrong version of vmap file. Redo vmaps with latest version of vmap_assembler.exe.", (sWorld.GetDataPath()+"vmaps/"+name).c_str()); + return false; + } + } + } + + return true; +} + +void Map::LoadVMap(int gx,int gy) +{ + // x and y are swapped !! + int vmapLoadResult = VMAP::VMapFactory::createOrGetVMapManager()->loadMap((sWorld.GetDataPath()+ "vmaps").c_str(), GetId(), gx,gy); + switch(vmapLoadResult) + { + case VMAP::VMAP_LOAD_RESULT_OK: + sLog.outDetail("VMAP loaded name:%s, id:%d, x:%d, y:%d (vmap rep.: x:%d, y:%d)", GetMapName(), GetId(), gx,gy,gx,gy); + break; + case VMAP::VMAP_LOAD_RESULT_ERROR: + sLog.outDetail("Could not load VMAP name:%s, id:%d, x:%d, y:%d (vmap rep.: x:%d, y:%d)", GetMapName(), GetId(), gx,gy,gx,gy); + break; + case VMAP::VMAP_LOAD_RESULT_IGNORED: + DEBUG_LOG("Ignored VMAP name:%s, id:%d, x:%d, y:%d (vmap rep.: x:%d, y:%d)", GetMapName(), GetId(), gx,gy,gx,gy); + break; + } +} + +void Map::LoadMap(int gx,int gy, bool reload) +{ + if (i_InstanceId != 0) + { + if (GridMaps[gx][gy]) + return; + + // load grid map for base map + if (!m_parentMap->GridMaps[gx][gy]) + m_parentMap->EnsureGridCreated(GridPair(63-gx,63-gy)); + + ((MapInstanced*)(m_parentMap))->AddGridMapReference(GridPair(gx,gy)); + GridMaps[gx][gy] = m_parentMap->GridMaps[gx][gy]; + return; + } + + if (GridMaps[gx][gy] && !reload) + return; + + //map already load, delete it before reloading (Is it necessary? Do we really need the ability the reload maps during runtime?) + if (GridMaps[gx][gy]) + { + sLog.outDetail("Unloading previously loaded map %u before reloading.",GetId()); + delete (GridMaps[gx][gy]); + GridMaps[gx][gy]=NULL; + } + + // map file name + char *tmp=NULL; + int len = sWorld.GetDataPath().length()+strlen("maps/%03u%02u%02u.map")+1; + tmp = new char[len]; + snprintf(tmp, len, (char *)(sWorld.GetDataPath()+"maps/%03u%02u%02u.map").c_str(),GetId(),gx,gy); + sLog.outDetail("Loading map %s",tmp); + // loading data + GridMaps[gx][gy] = new GridMap(); + if (!GridMaps[gx][gy]->loadData(tmp)) + { + sLog.outError("Error loading map file: \n %s\n", tmp); + } + delete [] tmp; +} + +void Map::LoadMapAndVMap(int gx,int gy) +{ + LoadMap(gx,gy); + if (i_InstanceId == 0) + LoadVMap(gx, gy); // Only load the data for the base map +} + +void Map::InitStateMachine() +{ + si_GridStates[GRID_STATE_INVALID] = new InvalidState; + si_GridStates[GRID_STATE_ACTIVE] = new ActiveState; + si_GridStates[GRID_STATE_IDLE] = new IdleState; + si_GridStates[GRID_STATE_REMOVAL] = new RemovalState; +} + +void Map::DeleteStateMachine() +{ + delete si_GridStates[GRID_STATE_INVALID]; + delete si_GridStates[GRID_STATE_ACTIVE]; + delete si_GridStates[GRID_STATE_IDLE]; + delete si_GridStates[GRID_STATE_REMOVAL]; +} + +Map::Map(uint32 id, time_t expiry, uint32 InstanceId, uint8 SpawnMode, Map* _parent) + : i_mapEntry (sMapStore.LookupEntry(id)), i_spawnMode(SpawnMode), i_InstanceId(InstanceId), m_unloadTimer(0), + m_activeNonPlayersIter(m_activeNonPlayers.end()), + i_gridExpiry(expiry), m_parentMap(_parent ? _parent : this), + m_VisibleDistance(DEFAULT_VISIBILITY_DISTANCE), + m_VisibilityNotifyPeriod(DEFAULT_VISIBILITY_NOTIFY_PERIOD), + i_scriptLock(false) +{ + for (unsigned int idx=0; idx < MAX_NUMBER_OF_GRIDS; ++idx) + { + for (unsigned int j=0; j < MAX_NUMBER_OF_GRIDS; ++j) + { + //z code + GridMaps[idx][j] =NULL; + setNGrid(NULL, idx, j); + } + } + + //lets initialize visibility distance for map + Map::InitVisibilityDistance(); +} + +void Map::InitVisibilityDistance() +{ + //init visibility for continents + m_VisibleDistance = World::GetMaxVisibleDistanceOnContinents(); + m_VisibilityNotifyPeriod = World::GetVisibilityNotifyPeriodOnContinents(); +} + +// Template specialization of utility methods +template<class T> +void Map::AddToGrid(T* obj, NGridType *grid, Cell const& cell) +{ + if (obj->m_isWorldObject) + (*grid)(cell.CellX(), cell.CellY()).template AddWorldObject<T>(obj); + else + (*grid)(cell.CellX(), cell.CellY()).template AddGridObject<T>(obj); +} + +template<> +void Map::AddToGrid(Creature* obj, NGridType *grid, Cell const& cell) +{ + if (obj->m_isWorldObject) + (*grid)(cell.CellX(), cell.CellY()).AddWorldObject(obj); + else + (*grid)(cell.CellX(), cell.CellY()).AddGridObject(obj); + + obj->SetCurrentCell(cell); +} + +template<class T> +void Map::RemoveFromGrid(T* obj, NGridType *grid, Cell const& cell) +{ + if (obj->m_isWorldObject) + (*grid)(cell.CellX(), cell.CellY()).template RemoveWorldObject<T>(obj); + else + (*grid)(cell.CellX(), cell.CellY()).template RemoveGridObject<T>(obj); +} + +template<class T> +void Map::SwitchGridContainers(T* obj, bool on) +{ + CellPair p = Trinity::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY()); + if (p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP) + { + sLog.outError("Map::SwitchGridContainers: Object " I64FMT " has invalid coordinates X:%f Y:%f grid cell [%u:%u]", obj->GetGUID(), obj->GetPositionX(), obj->GetPositionY(), p.x_coord, p.y_coord); + return; + } + + Cell cell(p); + if (!loaded(GridPair(cell.data.Part.grid_x, cell.data.Part.grid_y))) + return; + + DEBUG_LOG("Switch object " I64FMT " from grid[%u,%u] %u", obj->GetGUID(), cell.data.Part.grid_x, cell.data.Part.grid_y, on); + NGridType *ngrid = getNGrid(cell.GridX(), cell.GridY()); + assert(ngrid != NULL); + + GridType &grid = (*ngrid)(cell.CellX(), cell.CellY()); + + if (on) + { + grid.RemoveGridObject<T>(obj); + grid.AddWorldObject<T>(obj); + /*if (!grid.RemoveGridObject<T>(obj, obj->GetGUID()) + || !grid.AddWorldObject<T>(obj, obj->GetGUID())) + { + assert(false); + }*/ + } + else + { + grid.RemoveWorldObject<T>(obj); + grid.AddGridObject<T>(obj); + /*if (!grid.RemoveWorldObject<T>(obj, obj->GetGUID()) + || !grid.AddGridObject<T>(obj, obj->GetGUID())) + { + assert(false); + }*/ + } + obj->m_isWorldObject = on; +} + +template void Map::SwitchGridContainers(Creature *, bool); +//template void Map::SwitchGridContainers(DynamicObject *, bool); + +template<class T> +void Map::DeleteFromWorld(T* obj) +{ + // Note: In case resurrectable corpse and pet its removed from global lists in own destructor + delete obj; +} + +template<> +void Map::DeleteFromWorld(Player* pl) +{ + ObjectAccessor::Instance().RemoveObject(pl); + delete pl; +} + +void +Map::EnsureGridCreated(const GridPair &p) +{ + if (!getNGrid(p.x_coord, p.y_coord)) + { + Guard guard(*this); + if (!getNGrid(p.x_coord, p.y_coord)) + { + sLog.outDebug("Creating grid[%u,%u] for map %u instance %u", p.x_coord, p.y_coord, GetId(), i_InstanceId); + + setNGrid(new NGridType(p.x_coord*MAX_NUMBER_OF_GRIDS + p.y_coord, p.x_coord, p.y_coord, i_gridExpiry, sWorld.getConfig(CONFIG_GRID_UNLOAD)), + p.x_coord, p.y_coord); + + // build a linkage between this map and NGridType + buildNGridLinkage(getNGrid(p.x_coord, p.y_coord)); + + getNGrid(p.x_coord, p.y_coord)->SetGridState(GRID_STATE_IDLE); + + //z coord + int gx = (MAX_NUMBER_OF_GRIDS - 1) - p.x_coord; + int gy = (MAX_NUMBER_OF_GRIDS - 1) - p.y_coord; + + if (!GridMaps[gx][gy]) + LoadMapAndVMap(gx,gy); + } + } +} + +void +Map::EnsureGridLoadedAtEnter(const Cell &cell, Player *player) +{ + EnsureGridLoaded(cell); + NGridType *grid = getNGrid(cell.GridX(), cell.GridY()); + assert(grid != NULL); + + if (player) + { + DEBUG_LOG("Player %s enter cell[%u,%u] triggers loading of grid[%u,%u] on map %u", player->GetName(), cell.CellX(), cell.CellY(), cell.GridX(), cell.GridY(), GetId()); + } + else + { + DEBUG_LOG("Active object nearby triggers loading of grid [%u,%u] on map %u", cell.GridX(), cell.GridY(), GetId()); + } + + // refresh grid state & timer + if (grid->GetGridState() != GRID_STATE_ACTIVE) + { + ResetGridExpiry(*grid, 0.1f); + grid->SetGridState(GRID_STATE_ACTIVE); + } +} + +bool Map::EnsureGridLoaded(const Cell &cell) +{ + EnsureGridCreated(GridPair(cell.GridX(), cell.GridY())); + NGridType *grid = getNGrid(cell.GridX(), cell.GridY()); + + assert(grid != NULL); + if (!isGridObjectDataLoaded(cell.GridX(), cell.GridY())) + { + sLog.outDebug("Loading grid[%u,%u] for map %u instance %u", cell.GridX(), cell.GridY(), GetId(), i_InstanceId); + + ObjectGridLoader loader(*grid, this, cell); + loader.LoadN(); + + // Add resurrectable corpses to world object list in grid + ObjectAccessor::Instance().AddCorpsesToGrid(GridPair(cell.GridX(),cell.GridY()),(*grid)(cell.CellX(), cell.CellY()), this); + + setGridObjectDataLoaded(true,cell.GridX(), cell.GridY()); + return true; + } + + return false; +} + +void Map::LoadGrid(float x, float y) +{ + CellPair pair = Trinity::ComputeCellPair(x, y); + Cell cell(pair); + EnsureGridLoaded(cell); +} + +bool Map::Add(Player *player) +{ + // Check if we are adding to correct map + assert (player->GetMap() == this); + CellPair p = Trinity::ComputeCellPair(player->GetPositionX(), player->GetPositionY()); + if (p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP) + { + sLog.outError("Map::Add: Player (GUID: %u) has invalid coordinates X:%f Y:%f grid cell [%u:%u]", player->GetGUIDLow(), player->GetPositionX(), player->GetPositionY(), p.x_coord, p.y_coord); + return false; + } + + player->SetMap(this); + + Cell cell(p); + EnsureGridLoadedAtEnter(cell, player); + NGridType *grid = getNGrid(cell.GridX(), cell.GridY()); + assert(grid != NULL); + AddToGrid(player, grid, cell); + + player->AddToWorld(); + + SendInitSelf(player); + SendInitTransports(player); + + player->m_clientGUIDs.clear(); + player->UpdateObjectVisibility(true); + + return true; +} + +template<class T> +void +Map::Add(T *obj) +{ + CellPair p = Trinity::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY()); + if (p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP) + { + sLog.outError("Map::Add: Object " UI64FMTD " has invalid coordinates X:%f Y:%f grid cell [%u:%u]", obj->GetGUID(), obj->GetPositionX(), obj->GetPositionY(), p.x_coord, p.y_coord); + return; + } + + Cell cell(p); + if (obj->IsInWorld()) // need some clean up later + { + obj->UpdateObjectVisibility(true); + return; + } + + if (obj->isActiveObject()) + EnsureGridLoadedAtEnter(cell); + else + EnsureGridCreated(GridPair(cell.GridX(), cell.GridY())); + + NGridType *grid = getNGrid(cell.GridX(), cell.GridY()); + assert(grid != NULL); + + AddToGrid(obj,grid,cell); + //obj->SetMap(this); + obj->AddToWorld(); + + if (obj->isActiveObject()) + AddToActive(obj); + + DEBUG_LOG("Object %u enters grid[%u,%u]", GUID_LOPART(obj->GetGUID()), cell.GridX(), cell.GridY()); + + //something, such as vehicle, needs to be update immediately + //also, trigger needs to cast spell, if not update, cannot see visual + obj->UpdateObjectVisibility(true); +} + +/* +void Map::MessageBroadcast(Player *player, WorldPacket *msg, bool to_self) +{ + CellPair p = Trinity::ComputeCellPair(player->GetPositionX(), player->GetPositionY()); + + if (p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP) + { + sLog.outError("Map::MessageBroadcast: Player (GUID: %u) have invalid coordinates X:%f Y:%f grid cell [%u:%u]", player->GetGUIDLow(), player->GetPositionX(), player->GetPositionY(), p.x_coord, p.y_coord); + return; + } + + Cell cell(p); + cell.data.Part.reserved = ALL_DISTRICT; + cell.SetNoCreate(); + + if (!loaded(GridPair(cell.data.Part.grid_x, cell.data.Part.grid_y))) + return; + + Trinity::MessageDeliverer post_man(*player, msg, to_self); + TypeContainerVisitor<Trinity::MessageDeliverer, WorldTypeMapContainer > message(post_man); + CellLock<ReadGuard> cell_lock(cell, p); + cell_lock->Visit(cell_lock, message, *this, *player, GetVisibilityDistance()); +} + +void Map::MessageBroadcast(WorldObject *obj, WorldPacket *msg) +{ + CellPair p = Trinity::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY()); + + if (p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP) + { + sLog.outError("Map::MessageBroadcast: Object (GUID: %u TypeId: %u) have invalid coordinates X:%f Y:%f grid cell [%u:%u]", obj->GetGUIDLow(), obj->GetTypeId(), obj->GetPositionX(), obj->GetPositionY(), p.x_coord, p.y_coord); + return; + } + + Cell cell(p); + cell.data.Part.reserved = ALL_DISTRICT; + cell.SetNoCreate(); + + if (!loaded(GridPair(cell.data.Part.grid_x, cell.data.Part.grid_y))) + return; + + //TODO: currently on continents when Visibility.Distance.InFlight > Visibility.Distance.Continents + //we have alot of blinking mobs because monster move packet send is broken... + Trinity::ObjectMessageDeliverer post_man(*obj,msg); + TypeContainerVisitor<Trinity::ObjectMessageDeliverer, WorldTypeMapContainer > message(post_man); + CellLock<ReadGuard> cell_lock(cell, p); + cell_lock->Visit(cell_lock, message, *this, *obj, GetVisibilityDistance()); +} + +void Map::MessageDistBroadcast(Player *player, WorldPacket *msg, float dist, bool to_self, bool own_team_only) +{ + CellPair p = Trinity::ComputeCellPair(player->GetPositionX(), player->GetPositionY()); + + if (p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP) + { + sLog.outError("Map::MessageBroadcast: Player (GUID: %u) have invalid coordinates X:%f Y:%f grid cell [%u:%u]", player->GetGUIDLow(), player->GetPositionX(), player->GetPositionY(), p.x_coord, p.y_coord); + return; + } + + Cell cell(p); + cell.data.Part.reserved = ALL_DISTRICT; + cell.SetNoCreate(); + + if (!loaded(GridPair(cell.data.Part.grid_x, cell.data.Part.grid_y))) + return; + + Trinity::MessageDistDeliverer post_man(*player, msg, dist, to_self, own_team_only); + TypeContainerVisitor<Trinity::MessageDistDeliverer , WorldTypeMapContainer > message(post_man); + CellLock<ReadGuard> cell_lock(cell, p); + cell_lock->Visit(cell_lock, message, *this, *player, dist); +} + +void Map::MessageDistBroadcast(WorldObject *obj, WorldPacket *msg, float dist) +{ + CellPair p = Trinity::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY()); + + if (p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP) + { + sLog.outError("Map::MessageBroadcast: Object (GUID: %u TypeId: %u) have invalid coordinates X:%f Y:%f grid cell [%u:%u]", obj->GetGUIDLow(), obj->GetTypeId(), obj->GetPositionX(), obj->GetPositionY(), p.x_coord, p.y_coord); + return; + } + + Cell cell(p); + cell.data.Part.reserved = ALL_DISTRICT; + cell.SetNoCreate(); + + if (!loaded(GridPair(cell.data.Part.grid_x, cell.data.Part.grid_y))) + return; + + Trinity::ObjectMessageDistDeliverer post_man(*obj, msg, dist); + TypeContainerVisitor<Trinity::ObjectMessageDistDeliverer, WorldTypeMapContainer > message(post_man); + CellLock<ReadGuard> cell_lock(cell, p); + cell_lock->Visit(cell_lock, message, *this, *obj, dist); +} +*/ + +bool Map::loaded(const GridPair &p) const +{ + return (getNGrid(p.x_coord, p.y_coord) && isGridObjectDataLoaded(p.x_coord, p.y_coord)); +} + +void Map::Update(const uint32 &t_diff) +{ + /// update players at tick + for (m_mapRefIter = m_mapRefManager.begin(); m_mapRefIter != m_mapRefManager.end(); ++m_mapRefIter) + { + Player* plr = m_mapRefIter->getSource(); + if (plr && plr->IsInWorld()) + plr->Update(t_diff); + } + + /// 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* plr = m_mapRefIter->getSource(); + + if (!plr->IsInWorld()) + continue; + + CellPair standing_cell(Trinity::ComputeCellPair(plr->GetPositionX(), plr->GetPositionY())); + + // Check for correctness of standing_cell, it also avoids problems with update_cell + if (standing_cell.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || standing_cell.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP) + continue; + + // the overloaded operators handle range checking + // so ther's no need for range checking inside the loop + CellPair begin_cell(standing_cell), end_cell(standing_cell); + //lets update mobs/objects in ALL visible cells around player! + CellArea area = Cell::CalculateCellArea(*plr, GetVisibilityDistance()); + area.ResizeBorders(begin_cell, end_cell); + + for (uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; ++x) + { + for (uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; ++y) + { + // marked cells are those that have been visited + // don't visit the same cell twice + uint32 cell_id = (y * TOTAL_NUMBER_OF_CELLS_PER_MAP) + x; + if (!isCellMarked(cell_id)) + { + markCell(cell_id); + CellPair pair(x,y); + Cell cell(pair); + cell.data.Part.reserved = CENTER_DISTRICT; + //cell.SetNoCreate(); + cell.Visit(pair, grid_object_update, *this); + cell.Visit(pair, world_object_update, *this); + } + } + } + } + + // non-player active objects + if (!m_activeNonPlayers.empty()) + { + for (m_activeNonPlayersIter = m_activeNonPlayers.begin(); m_activeNonPlayersIter != m_activeNonPlayers.end();) + { + // skip not in world + WorldObject* obj = *m_activeNonPlayersIter; + + // step before processing, in this case if Map::Remove remove next object we correctly + // step to next-next, and if we step to end() then newly added objects can wait next update. + ++m_activeNonPlayersIter; + + if (!obj->IsInWorld()) + continue; + + CellPair standing_cell(Trinity::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY())); + + // Check for correctness of standing_cell, it also avoids problems with update_cell + if (standing_cell.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || standing_cell.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP) + continue; + + // the overloaded operators handle range checking + // so ther's no need for range checking inside the loop + CellPair begin_cell(standing_cell), end_cell(standing_cell); + begin_cell << 1; begin_cell -= 1; // upper left + end_cell >> 1; end_cell += 1; // lower right + + for (uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; ++x) + { + for (uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; ++y) + { + // marked cells are those that have been visited + // don't visit the same cell twice + uint32 cell_id = (y * TOTAL_NUMBER_OF_CELLS_PER_MAP) + x; + if (!isCellMarked(cell_id)) + { + markCell(cell_id); + CellPair pair(x,y); + Cell cell(pair); + cell.data.Part.reserved = CENTER_DISTRICT; + //cell.SetNoCreate(); + cell.Visit(pair, grid_object_update, *this); + cell.Visit(pair, world_object_update, *this); + } + } + } + } + } + + ///- Process necessary scripts + if (!m_scriptSchedule.empty()) + { + i_scriptLock = true; + ScriptsProcess(); + i_scriptLock = false; + } + + MoveAllCreaturesInMoveList(); + + if (!m_mapRefManager.isEmpty() || !m_activeNonPlayers.empty()) + ProcessRelocationNotifies(t_diff); +} + +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(); + + CellPair cell_min(gx*MAX_NUMBER_OF_CELLS, gy*MAX_NUMBER_OF_CELLS); + CellPair 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; + + CellPair pair(x,y); + Cell cell(pair); + cell.SetNoCreate(); + + Trinity::DelayedUnitRelocation cell_relocation(cell, pair, *this, GetVisibilityDistance()); + 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(); + + CellPair cell_min(gx*MAX_NUMBER_OF_CELLS, gy*MAX_NUMBER_OF_CELLS); + CellPair 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; + + CellPair pair(x,y); + Cell cell(pair); + cell.SetNoCreate(); + Visit(cell, grid_notifier); + Visit(cell, world_notifier); + } + } + } +} + +void Map::Remove(Player *player, bool remove) +{ + player->RemoveFromWorld(); + SendRemoveTransports(player); + + CellPair p = Trinity::ComputeCellPair(player->GetPositionX(), player->GetPositionY()); + if (p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP) + sLog.outCrash("Map::Remove: Player is in invalid cell!"); + else + { + Cell cell(p); + if (!getNGrid(cell.data.Part.grid_x, cell.data.Part.grid_y)) + sLog.outError("Map::Remove() i_grids was NULL x:%d, y:%d",cell.data.Part.grid_x,cell.data.Part.grid_y); + else + { + DEBUG_LOG("Remove player %s from grid[%u,%u]", player->GetName(), cell.GridX(), cell.GridY()); + NGridType *grid = getNGrid(cell.GridX(), cell.GridY()); + assert(grid != NULL); + + player->UpdateObjectVisibility(true); + RemoveFromGrid(player,grid,cell); + } + } + + if (remove) + DeleteFromWorld(player); +} + +bool Map::RemoveBones(uint64 guid, float x, float y) +{ + if (IsRemovalGrid(x, y)) + { + Corpse * corpse = ObjectAccessor::Instance().GetObjectInWorld(GetId(), x, y, guid, (Corpse*)NULL); + if (corpse && corpse->GetTypeId() == TYPEID_CORPSE && corpse->GetType() == CORPSE_BONES) + corpse->DeleteBonesFromWorld(); + else + return false; + } + return true; +} + +template<class T> +void +Map::Remove(T *obj, bool remove) +{ + obj->RemoveFromWorld(); + if (obj->isActiveObject()) + RemoveFromActive(obj); + + CellPair p = Trinity::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY()); + if (p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP) + sLog.outError("Map::Remove: Object " I64FMT " has invalid coordinates X:%f Y:%f grid cell [%u:%u]", obj->GetGUID(), obj->GetPositionX(), obj->GetPositionY(), p.x_coord, p.y_coord); + else + { + Cell cell(p); + if (loaded(GridPair(cell.data.Part.grid_x, cell.data.Part.grid_y))) + { + DEBUG_LOG("Remove object " I64FMT " from grid[%u,%u]", obj->GetGUID(), cell.data.Part.grid_x, cell.data.Part.grid_y); + NGridType *grid = getNGrid(cell.GridX(), cell.GridY()); + assert(grid != NULL); + + obj->UpdateObjectVisibility(true); + RemoveFromGrid(obj,grid,cell); + } + } + + obj->ResetMap(); + + if (remove) + { + // if option set then object already saved at this moment + if (!sWorld.getConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATELY)) + obj->SaveRespawnTime(); + DeleteFromWorld(obj); + } +} + +void +Map::PlayerRelocation(Player *player, float x, float y, float z, float orientation) +{ + assert(player); + + CellPair old_val = Trinity::ComputeCellPair(player->GetPositionX(), player->GetPositionY()); + CellPair new_val = Trinity::ComputeCellPair(x, y); + + Cell old_cell(old_val); + Cell new_cell(new_val); + + player->Relocate(x, y, z, orientation); + + if (old_cell.DiffGrid(new_cell) || old_cell.DiffCell(new_cell)) + { + DEBUG_LOG("Player %s relocation grid[%u,%u]cell[%u,%u]->grid[%u,%u]cell[%u,%u]", player->GetName(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY()); + + NGridType* oldGrid = getNGrid(old_cell.GridX(), old_cell.GridY()); + RemoveFromGrid(player, oldGrid,old_cell); + + if (old_cell.DiffGrid(new_cell)) + EnsureGridLoadedAtEnter(new_cell, player); + + NGridType* newGrid = getNGrid(new_cell.GridX(), new_cell.GridY()); + AddToGrid(player, newGrid,new_cell); + } + + player->UpdateObjectVisibility(false); +} + +void +Map::CreatureRelocation(Creature *creature, float x, float y, float z, float ang) +{ + assert(CheckGridIntegrity(creature,false)); + + Cell old_cell = creature->GetCurrentCell(); + + CellPair new_val = Trinity::ComputeCellPair(x, y); + Cell new_cell(new_val); + + // delay creature move for grid/cell to grid/cell moves + if (old_cell.DiffCell(new_cell) || old_cell.DiffGrid(new_cell)) + { + #ifdef TRINITY_DEBUG + if ((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES) == 0) + sLog.outDebug("Creature (GUID: %u Entry: %u) added to moving list from grid[%u,%u]cell[%u,%u] to grid[%u,%u]cell[%u,%u].", creature->GetGUIDLow(), creature->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY()); + #endif + AddCreatureToMoveList(creature, x, y, z, ang); + // in diffcell/diffgrid case notifiers called at finishing move creature in Map::MoveAllCreaturesInMoveList + } + else + { + creature->Relocate(x, y, z, ang); + creature->UpdateObjectVisibility(false); + } + + assert(CheckGridIntegrity(creature,true)); +} + +void Map::AddCreatureToMoveList(Creature *c, float x, float y, float z, float ang) +{ + if (!c) + return; + + i_creaturesToMove[c] = CreatureMover(x, y, z, ang); +} + +void Map::MoveAllCreaturesInMoveList() +{ + while (!i_creaturesToMove.empty()) + { + // get data and remove element; + CreatureMoveList::iterator iter = i_creaturesToMove.begin(); + Creature* c = iter->first; + CreatureMover cm = iter->second; + i_creaturesToMove.erase(iter); + + // calculate cells + CellPair new_val = Trinity::ComputeCellPair(cm.x, cm.y); + Cell new_cell(new_val); + + // do move or do move to respawn or remove creature if previous all fail + if (CreatureCellRelocation(c,new_cell)) + { + // update pos + c->Relocate(cm.x, cm.y, cm.z, cm.ang); + //CreatureRelocationNotify(c,new_cell,new_cell.cellPair()); + 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)) + { + // ... or unload (if respawn grid also not loaded) + #ifdef TRINITY_DEBUG + if ((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES) == 0) + sLog.outDebug("Creature (GUID: %u Entry: %u) cannot be move to unloaded respawn grid.",c->GetGUIDLow(),c->GetEntry()); + #endif + AddObjectToRemoveList(c); + } + } + } +} + +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 + if ((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES) == 0) + sLog.outDebug("Creature (GUID: %u Entry: %u) moved in grid[%u,%u] from cell[%u,%u] to cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.CellX(), new_cell.CellY()); + #endif + + RemoveFromGrid(c,getNGrid(old_cell.GridX(), old_cell.GridY()),old_cell); + AddToGrid(c,getNGrid(new_cell.GridX(), new_cell.GridY()),new_cell); + } + else + { + #ifdef TRINITY_DEBUG + if ((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES) == 0) + sLog.outDebug("Creature (GUID: %u Entry: %u) moved in same grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY()); + #endif + } + + return true; + } + + // in diff. grids but active creature + if (c->isActiveObject()) + { + EnsureGridLoadedAtEnter(new_cell); + + #ifdef TRINITY_DEBUG + if ((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES) == 0) + sLog.outDebug("Active creature (GUID: %u Entry: %u) moved from grid[%u,%u]cell[%u,%u] to grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY()); + #endif + + RemoveFromGrid(c,getNGrid(old_cell.GridX(), old_cell.GridY()),old_cell); + AddToGrid(c,getNGrid(new_cell.GridX(), new_cell.GridY()),new_cell); + + return true; + } + + // in diff. loaded grid normal creature + if (loaded(GridPair(new_cell.GridX(), new_cell.GridY()))) + { + #ifdef TRINITY_DEBUG + if ((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES) == 0) + sLog.outDebug("Creature (GUID: %u Entry: %u) moved from grid[%u,%u]cell[%u,%u] to grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY()); + #endif + + RemoveFromGrid(c,getNGrid(old_cell.GridX(), old_cell.GridY()),old_cell); + EnsureGridCreated(GridPair(new_cell.GridX(), new_cell.GridY())); + AddToGrid(c,getNGrid(new_cell.GridX(), new_cell.GridY()),new_cell); + + return true; + } + + // fail to move: normal creature attempt move to unloaded grid + #ifdef TRINITY_DEBUG + if ((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES) == 0) + sLog.outDebug("Creature (GUID: %u Entry: %u) attempted to move from grid[%u,%u]cell[%u,%u] to unloaded grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY()); + #endif + return false; +} + +bool Map::CreatureRespawnRelocation(Creature *c) +{ + float resp_x, resp_y, resp_z, resp_o; + c->GetRespawnCoord(resp_x, resp_y, resp_z, &resp_o); + + CellPair resp_val = Trinity::ComputeCellPair(resp_x, resp_y); + Cell resp_cell(resp_val); + + c->CombatStop(); + c->GetMotionMaster()->Clear(); + + #ifdef TRINITY_DEBUG + if ((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES) == 0) + sLog.outDebug("Creature (GUID: %u Entry: %u) moved from grid[%u,%u]cell[%u,%u] to respawn grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), c->GetCurrentCell().GridX(), c->GetCurrentCell().GridY(), c->GetCurrentCell().CellX(), c->GetCurrentCell().CellY(), resp_cell.GridX(), resp_cell.GridY(), resp_cell.CellX(), resp_cell.CellY()); + #endif + + // teleport it to respawn point (like normal respawn if player see) + if (CreatureCellRelocation(c,resp_cell)) + { + c->Relocate(resp_x, resp_y, resp_z, resp_o); + c->GetMotionMaster()->Initialize(); // prevent possible problems with default move generators + //CreatureRelocationNotify(c,resp_cell,resp_cell.cellPair()); + c->UpdateObjectVisibility(false); + return true; + } + else + return false; +} + +bool Map::UnloadGrid(const uint32 &x, const uint32 &y, bool unloadAll) +{ + NGridType *grid = getNGrid(x, y); + assert(grid != NULL); + + { + if (!unloadAll && ActiveObjectsNearGrid(x, y)) + return false; + + sLog.outDebug("Unloading grid[%u,%u] for map %u", x,y, GetId()); + + ObjectGridUnloader unloader(*grid); + + if (!unloadAll) + { + // Finish creature moves, remove and delete all creatures with delayed remove before moving to respawn grids + // Must know real mob position before move + MoveAllCreaturesInMoveList(); + + // move creatures to respawn grids if this is diff.grid or to remove list + unloader.MoveToRespawnN(); + + // Finish creature moves, remove and delete all creatures with delayed remove before unload + MoveAllCreaturesInMoveList(); + } + + ObjectGridCleaner cleaner(*grid); + cleaner.CleanN(); + + RemoveAllObjectsInRemoveList(); + + unloader.UnloadN(); + + assert(i_objectsToRemove.empty()); + + delete grid; + setNGrid(NULL, x, y); + } + int gx = (MAX_NUMBER_OF_GRIDS - 1) - x; + int gy = (MAX_NUMBER_OF_GRIDS - 1) - y; + + // delete grid map, but don't delete if it is from parent map (and thus only reference) + //+++if (GridMaps[gx][gy]) don't check for GridMaps[gx][gy], we might have to unload vmaps + { + if (i_InstanceId == 0) + { + if (GridMaps[gx][gy]) + { + GridMaps[gx][gy]->unloadData(); + delete GridMaps[gx][gy]; + } + // x and y are swapped + VMAP::VMapFactory::createOrGetVMapManager()->unloadMap(GetId(), gx, gy); + } + else + ((MapInstanced*)m_parentMap)->RemoveGridMapReference(GridPair(gx, gy)); + + GridMaps[gx][gy] = NULL; + } + DEBUG_LOG("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* plr = itr->getSource(); + if (!plr->IsBeingTeleportedFar()) + { + // this is happening for bg + sLog.outError("Map::UnloadAll: player %s is still in map %u during unload, this should not happen!", plr->GetName(), GetId()); + plr->TeleportTo(plr->m_homebindMapId, plr->m_homebindX, plr->m_homebindY, plr->m_homebindZ, plr->GetOrientation()); + } + } + } +} + +void Map::UnloadAll() +{ + // clear all delayed moves, useless anyway do this moves before map unload. + i_creaturesToMove.clear(); + + for (GridRefManager<NGridType>::iterator i = GridRefManager<NGridType>::begin(); i != GridRefManager<NGridType>::end();) + { + NGridType &grid(*i->getSource()); + ++i; + UnloadGrid(grid.getX(), grid.getY(), true); // deletes the grid and removes it from the GridRefManager + } +} + +//***************************** +// Grid function +//***************************** +GridMap::GridMap() +{ + m_flags = 0; + // Area data + m_gridArea = 0; + m_area_map = NULL; + // Height level data + m_gridHeight = INVALID_HEIGHT; + m_gridGetHeight = &GridMap::getHeightFromFlat; + m_V9 = NULL; + m_V8 = NULL; + // Liquid data + m_liquidType = 0; + m_liquid_offX = 0; + m_liquid_offY = 0; + m_liquid_width = 0; + m_liquid_height = 0; + m_liquidLevel = INVALID_HEIGHT; + m_liquid_type = NULL; + m_liquid_map = NULL; +} + +GridMap::~GridMap() +{ + unloadData(); +} + +bool GridMap::loadData(char *filename) +{ + // Unload old data if exist + unloadData(); + + map_fileheader header; + // Not return error if file not found + FILE *in = fopen(filename, "rb"); + if (!in) + return true; + fread(&header, sizeof(header),1,in); + if (header.mapMagic == uint32(MAP_MAGIC) && + header.versionMagic == uint32(MAP_VERSION_MAGIC)) + { + // loadup area data + if (header.areaMapOffset && !loadAreaData(in, header.areaMapOffset, header.areaMapSize)) + { + sLog.outError("Error loading map area data\n"); + fclose(in); + return false; + } + // loadup height data + if (header.heightMapOffset && !loadHeihgtData(in, header.heightMapOffset, header.heightMapSize)) + { + sLog.outError("Error loading map height data\n"); + fclose(in); + return false; + } + // loadup liquid data + if (header.liquidMapOffset && !loadLiquidData(in, header.liquidMapOffset, header.liquidMapSize)) + { + sLog.outError("Error loading map liquids data\n"); + fclose(in); + return false; + } + fclose(in); + return true; + } + sLog.outError("Map file '%s' is a non-compatible version (outdated?). Please, create new using the ad.exe program.", filename); + fclose(in); + return false; +} + +void GridMap::unloadData() +{ + if (m_area_map) delete[] m_area_map; + if (m_V9) delete[] m_V9; + if (m_V8) delete[] m_V8; + if (m_liquid_type) delete[] m_liquid_type; + if (m_liquid_map) delete[] m_liquid_map; + m_area_map = NULL; + m_V9 = NULL; + m_V8 = NULL; + m_liquid_type = NULL; + m_liquid_map = NULL; + m_gridGetHeight = &GridMap::getHeightFromFlat; +} + +bool GridMap::loadAreaData(FILE *in, uint32 offset, uint32 /*size*/) +{ + map_areaHeader header; + fseek(in, offset, SEEK_SET); + fread(&header, sizeof(header), 1, in); + if (header.fourcc != uint32(MAP_AREA_MAGIC)) + return false; + + m_gridArea = header.gridArea; + if (!(header.flags & MAP_AREA_NO_AREA)) + { + m_area_map = new uint16 [16*16]; + fread(m_area_map, sizeof(uint16), 16*16, in); + } + return true; +} + +bool GridMap::loadHeihgtData(FILE *in, uint32 offset, uint32 /*size*/) +{ + map_heightHeader header; + fseek(in, offset, SEEK_SET); + fread(&header, sizeof(header), 1, in); + if (header.fourcc != uint32(MAP_HEIGHT_MAGIC)) + return false; + + m_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]; + fread(m_uint16_V9, sizeof(uint16), 129*129, in); + fread(m_uint16_V8, sizeof(uint16), 128*128, in); + m_gridIntHeightMultiplier = (header.gridMaxHeight - header.gridHeight) / 65535; + m_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]; + fread(m_uint8_V9, sizeof(uint8), 129*129, in); + fread(m_uint8_V8, sizeof(uint8), 128*128, in); + m_gridIntHeightMultiplier = (header.gridMaxHeight - header.gridHeight) / 255; + m_gridGetHeight = &GridMap::getHeightFromUint8; + } + else + { + m_V9 = new float [129*129]; + m_V8 = new float [128*128]; + fread(m_V9, sizeof(float), 129*129, in); + fread(m_V8, sizeof(float), 128*128, in); + m_gridGetHeight = &GridMap::getHeightFromFloat; + } + } + else + m_gridGetHeight = &GridMap::getHeightFromFlat; + return true; +} + +bool GridMap::loadLiquidData(FILE *in, uint32 offset, uint32 /*size*/) +{ + map_liquidHeader header; + fseek(in, offset, SEEK_SET); + fread(&header, sizeof(header), 1, in); + if (header.fourcc != uint32(MAP_LIQUID_MAGIC)) + return false; + + m_liquidType = header.liquidType; + m_liquid_offX = header.offsetX; + m_liquid_offY = header.offsetY; + m_liquid_width = header.width; + m_liquid_height= header.height; + m_liquidLevel = header.liquidLevel; + + if (!(header.flags & MAP_LIQUID_NO_TYPE)) + { + m_liquid_type = new uint8 [16*16]; + fread(m_liquid_type, sizeof(uint8), 16*16, in); + } + if (!(header.flags & MAP_LIQUID_NO_HEIGHT)) + { + m_liquid_map = new float [m_liquid_width*m_liquid_height]; + fread(m_liquid_map, sizeof(float), m_liquid_width*m_liquid_height, in); + } + return true; +} + +uint16 GridMap::getArea(float x, float y) +{ + if (!m_area_map) + return m_gridArea; + + x = 16 * (32 - x/SIZE_OF_GRIDS); + y = 16 * (32 - y/SIZE_OF_GRIDS); + int lx = (int)x & 15; + int ly = (int)y & 15; + return m_area_map[lx*16 + ly]; +} + +float GridMap::getHeightFromFlat(float /*x*/, float /*y*/) const +{ + return m_gridHeight; +} + +float GridMap::getHeightFromFloat(float x, float y) const +{ + if (!m_V8 || !m_V9) + return m_gridHeight; + + x = MAP_RESOLUTION * (32 - x/SIZE_OF_GRIDS); + y = MAP_RESOLUTION * (32 - y/SIZE_OF_GRIDS); + + int x_int = (int)x; + int y_int = (int)y; + x -= x_int; + y -= y_int; + x_int&=(MAP_RESOLUTION - 1); + y_int&=(MAP_RESOLUTION - 1); + + // Height stored as: h5 - its v8 grid, h1-h4 - its v9 grid + // +--------------> X + // | h1-------h2 Coordinates is: + // | | \ 1 / | h1 0,0 + // | | \ / | h2 0,1 + // | | 2 h5 3 | h3 1,0 + // | | / \ | h4 1,1 + // | | / 4 \ | h5 1/2,1/2 + // | h3-------h4 + // V Y + // For find height need + // 1 - detect triangle + // 2 - solve linear equation from triangle points + // Calculate coefficients for solve h = a*x + b*y + c + + float a,b,c; + // Select triangle: + if (x+y < 1) + { + if (x > y) + { + // 1 triangle (h1, h2, h5 points) + float h1 = m_V9[(x_int)*129 + y_int]; + float h2 = m_V9[(x_int+1)*129 + y_int]; + float h5 = 2 * m_V8[x_int*128 + y_int]; + a = h2-h1; + b = h5-h1-h2; + c = h1; + } + else + { + // 2 triangle (h1, h3, h5 points) + float h1 = m_V9[x_int*129 + y_int ]; + float h3 = m_V9[x_int*129 + y_int+1]; + float h5 = 2 * m_V8[x_int*128 + y_int]; + a = h5 - h1 - h3; + b = h3 - h1; + c = h1; + } + } + else + { + if (x > y) + { + // 3 triangle (h2, h4, h5 points) + float h2 = m_V9[(x_int+1)*129 + y_int ]; + float h4 = m_V9[(x_int+1)*129 + y_int+1]; + float h5 = 2 * m_V8[x_int*128 + y_int]; + a = h2 + h4 - h5; + b = h4 - h2; + c = h5 - h4; + } + else + { + // 4 triangle (h3, h4, h5 points) + float h3 = m_V9[(x_int)*129 + y_int+1]; + float h4 = m_V9[(x_int+1)*129 + y_int+1]; + float h5 = 2 * m_V8[x_int*128 + y_int]; + a = h4 - h3; + b = h3 + h4 - h5; + c = h5 - h4; + } + } + // Calculate height + return a * x + b * y + c; +} + +float GridMap::getHeightFromUint8(float x, float y) const +{ + if (!m_uint8_V8 || !m_uint8_V9) + return m_gridHeight; + + x = MAP_RESOLUTION * (32 - x/SIZE_OF_GRIDS); + y = MAP_RESOLUTION * (32 - y/SIZE_OF_GRIDS); + + int x_int = (int)x; + int y_int = (int)y; + x -= x_int; + y -= y_int; + x_int&=(MAP_RESOLUTION - 1); + y_int&=(MAP_RESOLUTION - 1); + + int32 a, b, c; + uint8 *V9_h1_ptr = &m_uint8_V9[x_int*128 + x_int + y_int]; + if (x+y < 1) + { + if (x > y) + { + // 1 triangle (h1, h2, h5 points) + int32 h1 = V9_h1_ptr[ 0]; + int32 h2 = V9_h1_ptr[129]; + int32 h5 = 2 * m_uint8_V8[x_int*128 + y_int]; + a = h2-h1; + b = h5-h1-h2; + c = h1; + } + else + { + // 2 triangle (h1, h3, h5 points) + int32 h1 = V9_h1_ptr[0]; + int32 h3 = V9_h1_ptr[1]; + int32 h5 = 2 * m_uint8_V8[x_int*128 + y_int]; + a = h5 - h1 - h3; + b = h3 - h1; + c = h1; + } + } + else + { + if (x > y) + { + // 3 triangle (h2, h4, h5 points) + int32 h2 = V9_h1_ptr[129]; + int32 h4 = V9_h1_ptr[130]; + int32 h5 = 2 * m_uint8_V8[x_int*128 + y_int]; + a = h2 + h4 - h5; + b = h4 - h2; + c = h5 - h4; + } + else + { + // 4 triangle (h3, h4, h5 points) + int32 h3 = V9_h1_ptr[ 1]; + int32 h4 = V9_h1_ptr[130]; + int32 h5 = 2 * m_uint8_V8[x_int*128 + y_int]; + a = h4 - h3; + b = h3 + h4 - h5; + c = h5 - h4; + } + } + // Calculate height + return (float)((a * x) + (b * y) + c)*m_gridIntHeightMultiplier + m_gridHeight; +} + +float GridMap::getHeightFromUint16(float x, float y) const +{ + if (!m_uint16_V8 || !m_uint16_V9) + return m_gridHeight; + + x = MAP_RESOLUTION * (32 - x/SIZE_OF_GRIDS); + y = MAP_RESOLUTION * (32 - y/SIZE_OF_GRIDS); + + int x_int = (int)x; + int y_int = (int)y; + x -= x_int; + y -= y_int; + x_int&=(MAP_RESOLUTION - 1); + y_int&=(MAP_RESOLUTION - 1); + + int32 a, b, c; + uint16 *V9_h1_ptr = &m_uint16_V9[x_int*128 + x_int + y_int]; + if (x+y < 1) + { + if (x > y) + { + // 1 triangle (h1, h2, h5 points) + int32 h1 = V9_h1_ptr[ 0]; + int32 h2 = V9_h1_ptr[129]; + int32 h5 = 2 * m_uint16_V8[x_int*128 + y_int]; + a = h2-h1; + b = h5-h1-h2; + c = h1; + } + else + { + // 2 triangle (h1, h3, h5 points) + int32 h1 = V9_h1_ptr[0]; + int32 h3 = V9_h1_ptr[1]; + int32 h5 = 2 * m_uint16_V8[x_int*128 + y_int]; + a = h5 - h1 - h3; + b = h3 - h1; + c = h1; + } + } + else + { + if (x > y) + { + // 3 triangle (h2, h4, h5 points) + int32 h2 = V9_h1_ptr[129]; + int32 h4 = V9_h1_ptr[130]; + int32 h5 = 2 * m_uint16_V8[x_int*128 + y_int]; + a = h2 + h4 - h5; + b = h4 - h2; + c = h5 - h4; + } + else + { + // 4 triangle (h3, h4, h5 points) + int32 h3 = V9_h1_ptr[ 1]; + int32 h4 = V9_h1_ptr[130]; + int32 h5 = 2 * m_uint16_V8[x_int*128 + y_int]; + a = h4 - h3; + b = h3 + h4 - h5; + c = h5 - h4; + } + } + // Calculate height + return (float)((a * x) + (b * y) + c)*m_gridIntHeightMultiplier + m_gridHeight; +} + +float GridMap::getLiquidLevel(float x, float y) +{ + if (!m_liquid_map) + return m_liquidLevel; + + x = MAP_RESOLUTION * (32 - x/SIZE_OF_GRIDS); + y = MAP_RESOLUTION * (32 - y/SIZE_OF_GRIDS); + + int cx_int = ((int)x & (MAP_RESOLUTION-1)) - m_liquid_offY; + int cy_int = ((int)y & (MAP_RESOLUTION-1)) - m_liquid_offX; + + if (cx_int < 0 || cx_int >=m_liquid_height) + return INVALID_HEIGHT; + if (cy_int < 0 || cy_int >=m_liquid_width) + return INVALID_HEIGHT; + + return m_liquid_map[cx_int*m_liquid_width + cy_int]; +} + +uint8 GridMap::getTerrainType(float x, float y) +{ + if (!m_liquid_type) + return m_liquidType; + + x = 16 * (32 - x/SIZE_OF_GRIDS); + y = 16 * (32 - y/SIZE_OF_GRIDS); + int lx = (int)x & 15; + int ly = (int)y & 15; + return m_liquid_type[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 (!m_liquid_type && !m_liquidType) + return LIQUID_MAP_NO_WATER; + + // Get cell + float cx = MAP_RESOLUTION * (32 - x/SIZE_OF_GRIDS); + float cy = MAP_RESOLUTION * (32 - y/SIZE_OF_GRIDS); + + int x_int = (int)cx & (MAP_RESOLUTION-1); + int y_int = (int)cy & (MAP_RESOLUTION-1); + + // Check water type in cell + uint8 type = m_liquid_type ? m_liquid_type[(x_int>>3)*16 + (y_int>>3)] : m_liquidType; + 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 - m_liquid_offY; + int ly_int = y_int - m_liquid_offX; + if (lx_int < 0 || lx_int >=m_liquid_height) + return LIQUID_MAP_NO_WATER; + if (ly_int < 0 || ly_int >=m_liquid_width) + return LIQUID_MAP_NO_WATER; + + // Get water level + float liquid_level = m_liquid_map ? m_liquid_map[lx_int*m_liquid_width + ly_int] : m_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->type = type; + data->level = liquid_level; + data->depth_level = ground_level; + } + + // For speed check as int values + int delta = int((liquid_level - z) * 10); + + // Get position delta + if (delta > 20) // Under water + return LIQUID_MAP_UNDER_WATER; + if (delta > 0) // In water + return LIQUID_MAP_IN_WATER; + if (delta > -1) // Walk on water + return LIQUID_MAP_WATER_WALK; + // Above water + return LIQUID_MAP_ABOVE_WATER; +} + +inline GridMap *Map::GetGrid(float x, float y) +{ + // half opt method + int gx=(int)(32-x/SIZE_OF_GRIDS); //grid x + int gy=(int)(32-y/SIZE_OF_GRIDS); //grid y + + // ensure GridMap is loaded + EnsureGridCreated(GridPair(63-gx,63-gy)); + + return GridMaps[gx][gy]; +} + +float Map::GetHeight(float x, float y, float z, bool pUseVmaps) const +{ + // find raw .map surface under Z coordinates + float mapHeight; + if (GridMap *gmap = const_cast<Map*>(this)->GetGrid(x, y)) + { + float _mapheight = gmap->getHeight(x,y); + + // look from a bit higher pos to find the floor, ignore under surface case + if (z + 2.0f > _mapheight) + mapHeight = _mapheight; + else + mapHeight = VMAP_INVALID_HEIGHT_VALUE; + } + else + mapHeight = VMAP_INVALID_HEIGHT_VALUE; + + float vmapHeight; + if (pUseVmaps) + { + VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager(); + if (vmgr->isHeightCalcEnabled()) + { + // look from a bit higher pos to find the floor + vmapHeight = vmgr->getHeight(GetId(), x, y, z + 2.0f); + } + else + vmapHeight = VMAP_INVALID_HEIGHT_VALUE; + } + else + vmapHeight = VMAP_INVALID_HEIGHT_VALUE; + + // mapHeight set for any above raw ground Z or <= INVALID_HEIGHT + // vmapheight set for any under Z value or <= INVALID_HEIGHT + + if (vmapHeight > INVALID_HEIGHT) + { + if (mapHeight > INVALID_HEIGHT) + { + // we have mapheight and vmapheight and must select more appropriate + + // we are already under the surface or vmap height above map heigt + // or if the distance of the vmap height is less the land height distance + if (z < mapHeight || vmapHeight > mapHeight || fabs(mapHeight-z) > fabs(vmapHeight-z)) + return vmapHeight; + else + return mapHeight; // better use .map surface height + + } + else + return vmapHeight; // we have only vmapHeight (if have) + } + else + { + if (!pUseVmaps) + return mapHeight; // explicitly use map data (if have) + else if (mapHeight > INVALID_HEIGHT && (z < mapHeight + 2 || z == MAX_HEIGHT)) + return mapHeight; // explicitly use map data if original z < mapHeight but map found (z+2 > mapHeight) + else + return VMAP_INVALID_HEIGHT_VALUE; // we not have any height + } +} + +inline bool IsOutdoorWMO(uint32 mogpFlags, int32 adtId, int32 rootId, int32 groupId, WMOAreaTableEntry const* wmoEntry, AreaTableEntry const* atEntry) +{ + bool outdoor = true; + + if(wmoEntry && atEntry) + { + if(atEntry->flags & AREA_FLAG_OUTSIDE) + return true; + if(atEntry->flags & AREA_FLAG_INSIDE) + return false; + } + + outdoor = mogpFlags&0x8; + + if(wmoEntry) + { + if(wmoEntry->Flags & 4) + return true; + if((wmoEntry->Flags & 2)!=0) + outdoor = false; + } + return outdoor; +} + +bool Map::IsOutdoors(float x, float y, float z) const +{ + uint32 mogpFlags; + int32 adtId, rootId, groupId; + + // no wmo found? -> outside by default + if(!GetAreaInfo(x, y, z, mogpFlags, adtId, rootId, groupId)) + return true; + + AreaTableEntry const* atEntry = 0; + WMOAreaTableEntry const* wmoEntry= GetWMOAreaTableEntryByTripple(rootId, adtId, groupId); + if(wmoEntry) + { + DEBUG_LOG("Got WMOAreaTableEntry! flag %u, areaid %u", wmoEntry->Flags, wmoEntry->areaId); + atEntry = GetAreaEntryByAreaID(wmoEntry->areaId); + } + return IsOutdoorWMO(mogpFlags, adtId, rootId, groupId, wmoEntry, atEntry); +} + +bool Map::GetAreaInfo(float x, float y, float z, uint32 &flags, int32 &adtId, int32 &rootId, int32 &groupId) const +{ + float vmap_z = z; + VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager(); + if (vmgr->getAreaInfo(GetId(), x, y, vmap_z, flags, adtId, rootId, groupId)) + { + // check if there's terrain between player height and object height + if(GridMap *gmap = const_cast<Map*>(this)->GetGrid(x, y)) + { + float _mapheight = gmap->getHeight(x,y); + // z + 2.0f condition taken from GetHeight(), not sure if it's such a great choice... + if(z + 2.0f > _mapheight && _mapheight > vmap_z) + return false; + } + return true; + } + return false; +} + +uint16 Map::GetAreaFlag(float x, float y, float z, bool *isOutdoors) const +{ + uint32 mogpFlags; + int32 adtId, rootId, groupId; + WMOAreaTableEntry const* wmoEntry = 0; + AreaTableEntry const* atEntry = 0; + bool haveAreaInfo = false; + + if (GetAreaInfo(x, y, z, mogpFlags, adtId, rootId, groupId)) + { + haveAreaInfo = true; + if (wmoEntry = GetWMOAreaTableEntryByTripple(rootId, adtId, groupId)) + atEntry = GetAreaEntryByAreaID(wmoEntry->areaId); + } + + uint16 areaflag; + + if (atEntry) + areaflag = atEntry->exploreFlag; + else + { + if (GridMap *gmap = const_cast<Map*>(this)->GetGrid(x, y)) + areaflag = gmap->getArea(x, y); + // this used while not all *.map files generated (instances) + else + areaflag = GetAreaFlagByMapId(i_mapEntry->MapID); + } + + if (isOutdoors) + { + if (haveAreaInfo) + *isOutdoors = IsOutdoorWMO(mogpFlags, adtId, rootId, groupId, wmoEntry, atEntry); + else + *isOutdoors = true; + } + return areaflag; + } + +uint8 Map::GetTerrainType(float x, float y) const +{ + if (GridMap *gmap = const_cast<Map*>(this)->GetGrid(x, y)) + return gmap->getTerrainType(x, y); + else + return 0; +} + +ZLiquidStatus Map::getLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, LiquidData *data) const +{ + ZLiquidStatus result = LIQUID_MAP_NO_WATER; + VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager(); + float liquid_level, ground_level = INVALID_HEIGHT; + uint32 liquid_type; + if (vmgr->GetLiquidLevel(GetId(), x, y, z, ReqLiquidType, liquid_level, ground_level, liquid_type)) + { + sLog.outDebug("getLiquidStatus(): vmap liquid level: %f ground: %f type: %u", liquid_level, ground_level, liquid_type); + // Check water level and ground level + if (liquid_level > ground_level && z > ground_level - 2) + { + // All ok in water -> store data + if (data) + { + data->type = liquid_type; + data->level = liquid_level; + data->depth_level = ground_level; + } + + // For speed check as int values + int delta = int((liquid_level - z) * 10); + + // Get position delta + if (delta > 20) // Under water + return LIQUID_MAP_UNDER_WATER; + if (delta > 0 ) // In water + return LIQUID_MAP_IN_WATER; + if (delta > -1) // Walk on water + return LIQUID_MAP_WATER_WALK; + result = LIQUID_MAP_ABOVE_WATER; + } + } + + if(GridMap* gmap = const_cast<Map*>(this)->GetGrid(x, y)) + { + 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) + *data = map_data; + return map_result; + } + } + return result; +} + +float Map::GetWaterLevel(float x, float y) const +{ + if (GridMap* gmap = const_cast<Map*>(this)->GetGrid(x, y)) + return gmap->getLiquidLevel(x, y); + else + return 0; +} + +uint32 Map::GetAreaIdByAreaFlag(uint16 areaflag,uint32 map_id) +{ + AreaTableEntry const *entry = GetAreaEntryByAreaFlagAndMap(areaflag,map_id); + + if (entry) + return entry->ID; + else + return 0; +} + +uint32 Map::GetZoneIdByAreaFlag(uint16 areaflag,uint32 map_id) +{ + AreaTableEntry const *entry = GetAreaEntryByAreaFlagAndMap(areaflag,map_id); + + if (entry) + return (entry->zone != 0) ? entry->zone : entry->ID; + else + return 0; +} + +void Map::GetZoneAndAreaIdByAreaFlag(uint32& zoneid, uint32& areaid, uint16 areaflag,uint32 map_id) +{ + AreaTableEntry const *entry = GetAreaEntryByAreaFlagAndMap(areaflag,map_id); + + areaid = entry ? entry->ID : 0; + zoneid = entry ? ((entry->zone != 0) ? entry->zone : entry->ID) : 0; +} + +bool Map::IsInWater(float x, float y, float pZ, LiquidData *data) const +{ + // Check surface in x, y point for liquid + if (const_cast<Map*>(this)->GetGrid(x, y)) + { + LiquidData liquid_status; + LiquidData *liquid_ptr = data ? data : &liquid_status; + if (getLiquidStatus(x, y, pZ, MAP_ALL_LIQUIDS, liquid_ptr)) + return true; + } + return false; +} + +bool Map::IsUnderWater(float x, float y, float z) const +{ + if (const_cast<Map*>(this)->GetGrid(x, y)) + { + if (getLiquidStatus(x, y, z, MAP_LIQUID_TYPE_WATER|MAP_LIQUID_TYPE_OCEAN)&LIQUID_MAP_UNDER_WATER) + return true; + } + return false; +} + +bool Map::CheckGridIntegrity(Creature* c, bool moved) const +{ + Cell const& cur_cell = c->GetCurrentCell(); + + CellPair xy_val = Trinity::ComputeCellPair(c->GetPositionX(), c->GetPositionY()); + Cell xy_cell(xy_val); + if (xy_cell != cur_cell) + { + sLog.outDebug("Creature (GUID: %u) X: %f Y: %f (%s) is in grid[%u,%u]cell[%u,%u] instead of grid[%u,%u]cell[%u,%u]", + c->GetGUIDLow(), + c->GetPositionX(),c->GetPositionY(),(moved ? "final" : "original"), + cur_cell.GridX(), cur_cell.GridY(), cur_cell.CellX(), cur_cell.CellY(), + xy_cell.GridX(), xy_cell.GridY(), xy_cell.CellX(), xy_cell.CellY()); + return true; // not crash at error, just output error in debug mode + } + + return true; +} + +const char* Map::GetMapName() const +{ + return i_mapEntry ? i_mapEntry->name[sWorld.GetDefaultDbcLocale()] : "UNNAMEDMAP\x0"; +} + +void Map::UpdateObjectVisibility(WorldObject* obj, Cell cell, CellPair cellpair) +{ + cell.data.Part.reserved = ALL_DISTRICT; + cell.SetNoCreate(); + Trinity::VisibleChangesNotifier notifier(*obj); + TypeContainerVisitor<Trinity::VisibleChangesNotifier, WorldTypeMapContainer > player_notifier(notifier); + cell.Visit(cellpair, player_notifier, *this, *obj, GetVisibilityDistance()); +} + +void Map::UpdateObjectsVisibilityFor(Player* player, Cell cell, CellPair cellpair) +{ + Trinity::VisibleNotifier notifier(*player); + + cell.data.Part.reserved = ALL_DISTRICT; + cell.SetNoCreate(); + TypeContainerVisitor<Trinity::VisibleNotifier, WorldTypeMapContainer > world_notifier(notifier); + TypeContainerVisitor<Trinity::VisibleNotifier, GridTypeMapContainer > grid_notifier(notifier); + cell.Visit(cellpair, world_notifier, *this, *player, GetVisibilityDistance()); + cell.Visit(cellpair, grid_notifier, *this, *player, GetVisibilityDistance()); + + // send data + notifier.SendToSelf(); +} +/* +void Map::PlayerRelocationNotify(Player* player, Cell cell, CellPair cellpair) +{ + Trinity::PlayerRelocationNotifier relocationNotifier(*player); + cell.data.Part.reserved = ALL_DISTRICT; + + TypeContainerVisitor<Trinity::PlayerRelocationNotifier, GridTypeMapContainer > p2grid_relocation(relocationNotifier); + TypeContainerVisitor<Trinity::PlayerRelocationNotifier, WorldTypeMapContainer > p2world_relocation(relocationNotifier); + + cell.Visit(cellpair, p2grid_relocation, *this, *player, MAX_CREATURE_ATTACK_RADIUS); + cell.Visit(cellpair, p2world_relocation, *this, *player, MAX_CREATURE_ATTACK_RADIUS); +} + +void Map::CreatureRelocationNotify(Creature *creature, Cell cell, CellPair cellpair) +{ + Trinity::CreatureRelocationNotifier relocationNotifier(*creature); + cell.data.Part.reserved = ALL_DISTRICT; + cell.SetNoCreate(); // not trigger load unloaded grids at notifier call + + TypeContainerVisitor<Trinity::CreatureRelocationNotifier, WorldTypeMapContainer > c2world_relocation(relocationNotifier); + TypeContainerVisitor<Trinity::CreatureRelocationNotifier, GridTypeMapContainer > c2grid_relocation(relocationNotifier); + + cell.Visit(cellpair, c2world_relocation, *this, *creature, MAX_CREATURE_ATTACK_RADIUS); + cell.Visit(cellpair, c2grid_relocation, *this, *creature, MAX_CREATURE_ATTACK_RADIUS); +} +*/ + +void Map::SendInitSelf(Player * player) +{ + sLog.outDetail("Creating player data for himself %u", player->GetGUIDLow()); + + UpdateData data; + + // attach to player data current transport data + if (Transport* transport = player->GetTransport()) + { + transport->BuildCreateUpdateBlockForPlayer(&data, player); + } + + // build data for self presence in world at own client (one time for map) + player->BuildCreateUpdateBlockForPlayer(&data, player); + + // build other passengers at transport also (they always visible and marked as visible and will not send at visibility update at add to map + if (Transport* transport = player->GetTransport()) + { + for (Transport::PlayerSet::const_iterator itr = transport->GetPassengers().begin(); itr != transport->GetPassengers().end(); ++itr) + { + if (player != (*itr) && player->HaveAtClient(*itr)) + { + (*itr)->BuildCreateUpdateBlockForPlayer(&data, player); + } + } + } + + WorldPacket packet; + data.BuildPacket(&packet); + player->GetSession()->SendPacket(&packet); +} + +void Map::SendInitTransports(Player * player) +{ + // Hack to send out transports + MapManager::TransportMap& tmap = MapManager::Instance().m_TransportsByMap; + + // no transports at map + if (tmap.find(player->GetMapId()) == tmap.end()) + return; + + UpdateData transData; + + MapManager::TransportSet& tset = tmap[player->GetMapId()]; + + for (MapManager::TransportSet::const_iterator i = tset.begin(); i != tset.end(); ++i) + { + // send data for current transport in other place + if ((*i) != player->GetTransport() && (*i)->GetMapId() == GetId()) + { + (*i)->BuildCreateUpdateBlockForPlayer(&transData, player); + } + } + + WorldPacket packet; + transData.BuildPacket(&packet); + player->GetSession()->SendPacket(&packet); +} + +void Map::SendRemoveTransports(Player * player) +{ + // Hack to send out transports + MapManager::TransportMap& tmap = MapManager::Instance().m_TransportsByMap; + + // no transports at map + if (tmap.find(player->GetMapId()) == tmap.end()) + return; + + UpdateData transData; + + MapManager::TransportSet& tset = tmap[player->GetMapId()]; + + // except used transport + for (MapManager::TransportSet::const_iterator i = tset.begin(); i != tset.end(); ++i) + if ((*i) != player->GetTransport() && (*i)->GetMapId() != GetId()) + (*i)->BuildOutOfRangeUpdateBlock(&transData); + + WorldPacket packet; + transData.BuildPacket(&packet); + player->GetSession()->SendPacket(&packet); +} + +inline void Map::setNGrid(NGridType *grid, uint32 x, uint32 y) +{ + if (x >= MAX_NUMBER_OF_GRIDS || y >= MAX_NUMBER_OF_GRIDS) + { + sLog.outError("map::setNGrid() Invalid grid coordinates found: %d, %d!",x,y); + assert(false); + } + i_grids[x][y] = grid; +} + +void Map::DelayedUpdate(const uint32 t_diff) +{ + RemoveAllObjectsInRemoveList(); + + // Don't unload grids if it's battleground, since we may have manually added GOs,creatures, those doesn't load from DB at grid re-load ! + // This isn't really bother us, since as soon as we have instanced BG-s, the whole map unloads as the BG gets ended + if (!IsBattleGroundOrArena()) + { + for (GridRefManager<NGridType>::iterator i = GridRefManager<NGridType>::begin(); i != GridRefManager<NGridType>::end();) + { + NGridType *grid = i->getSource(); + GridInfo *info = i->getSource()->getGridInfoRef(); + ++i; // The update might delete the map and we need the next map before the iterator gets invalid + assert(grid->GetGridState() >= 0 && grid->GetGridState() < MAX_GRID_STATE); + si_GridStates[grid->GetGridState()]->Update(*this, *grid, *info, grid->getX(), grid->getY(), t_diff); + } + } +} + +void Map::AddObjectToRemoveList(WorldObject *obj) +{ + assert(obj->GetMapId() == GetId() && obj->GetInstanceId() == GetInstanceId()); + + obj->CleanupsBeforeDelete(false); // remove or simplify at least cross referenced links + + i_objectsToRemove.insert(obj); + //sLog.outDebug("Object (GUID: %u TypeId: %u) added to removing list.",obj->GetGUIDLow(),obj->GetTypeId()); +} + +void Map::AddObjectToSwitchList(WorldObject *obj, bool on) +{ + assert(obj->GetMapId() == GetId() && obj->GetInstanceId() == GetInstanceId()); + + std::map<WorldObject*, bool>::iterator itr = i_objectsToSwitch.find(obj); + if (itr == i_objectsToSwitch.end()) + i_objectsToSwitch.insert(itr, std::make_pair(obj, on)); + else if (itr->second != on) + i_objectsToSwitch.erase(itr); + else + assert(false); +} + +void Map::RemoveAllObjectsInRemoveList() +{ + while (!i_objectsToSwitch.empty()) + { + std::map<WorldObject*, bool>::iterator itr = i_objectsToSwitch.begin(); + WorldObject *obj = itr->first; + bool on = itr->second; + i_objectsToSwitch.erase(itr); + + switch(obj->GetTypeId()) + { + case TYPEID_UNIT: + if (!obj->ToCreature()->isPet()) + SwitchGridContainers(obj->ToCreature(), on); + break; + } + } + + //sLog.outDebug("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::Instance().GetCorpse(*obj, obj->GetGUID()); + if (!corpse) + sLog.outError("Tried to delete corpse/bones %u that is not in map.", obj->GetGUIDLow()); + else + Remove(corpse,true); + break; + } + case TYPEID_DYNAMICOBJECT: + Remove((DynamicObject*)obj,true); + break; + case TYPEID_GAMEOBJECT: + Remove((GameObject*)obj,true); + break; + case TYPEID_UNIT: + // 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(); + Remove(obj->ToCreature(),true); + break; + default: + sLog.outError("Non-grid object (TypeId: %u) is in grid object remove list, ignored.",obj->GetTypeId()); + break; + } + + i_objectsToRemove.erase(itr); + } + + //sLog.outDebug("Object remover 2 check."); +} + +uint32 Map::GetPlayersCountExceptGMs() const +{ + uint32 count = 0; + for (MapRefManager::const_iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr) + if (!itr->getSource()->isGameMaster()) + ++count; + return count; +} + +void Map::SendToPlayers(WorldPacket const* data) const +{ + for (MapRefManager::const_iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr) + itr->getSource()->GetSession()->SendPacket(data); +} + +bool Map::ActiveObjectsNearGrid(uint32 x, uint32 y) const +{ + ASSERT(x < MAX_NUMBER_OF_GRIDS); + ASSERT(y < MAX_NUMBER_OF_GRIDS); + + CellPair cell_min(x*MAX_NUMBER_OF_CELLS, y*MAX_NUMBER_OF_CELLS); + CellPair cell_max(cell_min.x_coord + MAX_NUMBER_OF_CELLS, cell_min.y_coord+MAX_NUMBER_OF_CELLS); + + //we must find visible range in cells so we unload only non-visible cells... + float viewDist = GetVisibilityDistance(); + int cell_range = (int)ceilf(viewDist / SIZE_OF_GRID_CELL) + 1; + + cell_min << cell_range; + cell_min -= cell_range; + cell_max >> cell_range; + cell_max += cell_range; + + for (MapRefManager::const_iterator iter = m_mapRefManager.begin(); iter != m_mapRefManager.end(); ++iter) + { + Player* plr = iter->getSource(); + + CellPair p = Trinity::ComputeCellPair(plr->GetPositionX(), plr->GetPositionY()); + if ((cell_min.x_coord <= p.x_coord && p.x_coord <= cell_max.x_coord) && + (cell_min.y_coord <= p.y_coord && p.y_coord <= cell_max.y_coord)) + return true; + } + + for (ActiveNonPlayers::const_iterator iter = m_activeNonPlayers.begin(); iter != m_activeNonPlayers.end(); ++iter) + { + WorldObject* obj = *iter; + + CellPair p = Trinity::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY()); + if ((cell_min.x_coord <= p.x_coord && p.x_coord <= cell_max.x_coord) && + (cell_min.y_coord <= p.y_coord && p.y_coord <= cell_max.y_coord)) + return true; + } + + return false; +} + +void Map::AddToActive(Creature* c) +{ + AddToActiveHelper(c); + + // also not allow unloading spawn grid to prevent creating creature clone at load + if (!c->isPet() && c->GetDBTableGUIDLow()) + { + float x,y,z; + c->GetRespawnCoord(x,y,z); + GridPair p = Trinity::ComputeGridPair(x, y); + if (getNGrid(p.x_coord, p.y_coord)) + getNGrid(p.x_coord, p.y_coord)->incUnloadActiveLock(); + else + { + GridPair p2 = Trinity::ComputeGridPair(c->GetPositionX(), c->GetPositionY()); + sLog.outError("Active creature (GUID: %u Entry: %u) added to grid[%u,%u] but spawn grid[%u,%u] was not loaded.", + c->GetGUIDLow(), c->GetEntry(), p.x_coord, p.y_coord, p2.x_coord, p2.y_coord); + } + } +} + +void Map::RemoveFromActive(Creature* c) +{ + RemoveFromActiveHelper(c); + + // also allow unloading spawn grid + if (!c->isPet() && c->GetDBTableGUIDLow()) + { + float x,y,z; + c->GetRespawnCoord(x,y,z); + GridPair p = Trinity::ComputeGridPair(x, y); + if (getNGrid(p.x_coord, p.y_coord)) + getNGrid(p.x_coord, p.y_coord)->decUnloadActiveLock(); + else + { + GridPair p2 = Trinity::ComputeGridPair(c->GetPositionX(), c->GetPositionY()); + sLog.outError("Active creature (GUID: %u Entry: %u) removed from grid[%u,%u] but spawn grid[%u,%u] was not loaded.", + c->GetGUIDLow(), c->GetEntry(), p.x_coord, p.y_coord, p2.x_coord, p2.y_coord); + } + } +} + +template void Map::Add(Corpse *); +template void Map::Add(Creature *); +template void Map::Add(GameObject *); +template void Map::Add(DynamicObject *); + +template void Map::Remove(Corpse *,bool); +template void Map::Remove(Creature *,bool); +template void Map::Remove(GameObject *, bool); +template void Map::Remove(DynamicObject *, bool); + +/* ******* Dungeon Instance Maps ******* */ + +InstanceMap::InstanceMap(uint32 id, time_t expiry, uint32 InstanceId, uint8 SpawnMode, Map* _parent) + : Map(id, expiry, InstanceId, SpawnMode, _parent), + m_resetAfterUnload(false), m_unloadWhenEmpty(false), + i_data(NULL), i_script_id(0) +{ + //lets initialize visibility distance for dungeons + InstanceMap::InitVisibilityDistance(); + + // the timer is started by default, and stopped when the first player joins + // this make sure it gets unloaded if for some reason no player joins + m_unloadTimer = std::max(sWorld.getConfig(CONFIG_INSTANCE_UNLOAD_DELAY), (uint32)MIN_UNLOAD_DELAY); +} + +InstanceMap::~InstanceMap() +{ + if (i_data) + { + delete i_data; + i_data = NULL; + } +} + +void InstanceMap::InitVisibilityDistance() +{ + //init visibility distance for instances + m_VisibleDistance = World::GetMaxVisibleDistanceInInstances(); + m_VisibilityNotifyPeriod = World::GetVisibilityNotifyPeriodInInstances(); +} + +/* + Do map specific checks to see if the player can enter +*/ +bool InstanceMap::CanEnter(Player *player) +{ + if (player->GetMapRef().getTarget() == this) + { + sLog.outError("InstanceMap::CanEnter - player %s(%u) already in map %d,%d,%d!", player->GetName(), player->GetGUIDLow(), GetId(), GetInstanceId(), GetSpawnMode()); + assert(false); + return false; + } + + // allow GM's to enter + if (player->isGameMaster()) + return Map::CanEnter(player); + + // cannot enter if the instance is full (player cap), GMs don't count + uint32 maxPlayers = GetMaxPlayers(); + if (GetPlayersCountExceptGMs() >= maxPlayers) + { + sLog.outDetail("MAP: Instance '%u' of map '%s' cannot have more than '%u' players. Player '%s' rejected", GetInstanceId(), GetMapName(), maxPlayers, player->GetName()); + player->SendTransferAborted(GetId(), TRANSFER_ABORT_MAX_PLAYERS); + return false; + } + + // cannot enter while an encounter is in progress on raids + /*Group *pGroup = player->GetGroup(); + if (!player->isGameMaster() && pGroup && pGroup->InCombatToInstance(GetInstanceId()) && player->GetMapId() != GetId())*/ + if (IsRaid() && GetInstanceData() && GetInstanceData()->IsEncounterInProgress()) + { + player->SendTransferAborted(GetId(), TRANSFER_ABORT_ZONE_IN_COMBAT); + return false; + } + + return Map::CanEnter(player); +} + +/* + Do map specific checks and add the player to the map if successful. +*/ +bool InstanceMap::Add(Player *player) +{ + // TODO: Not sure about checking player level: already done in HandleAreaTriggerOpcode + // GMs still can teleport player in instance. + // Is it needed? + + { + Guard guard(*this); + // Check moved to void WorldSession::HandleMoveWorldportAckOpcode() + //if (!CanEnter(player)) + //return false; + + // Dungeon only code + if (IsDungeon()) + { + // get or create an instance save for the map + InstanceSave *mapSave = sInstanceSaveManager.GetInstanceSave(GetInstanceId()); + if (!mapSave) + { + sLog.outDetail("InstanceMap::Add: creating instance save for map %d spawnmode %d with instance id %d", GetId(), GetSpawnMode(), GetInstanceId()); + mapSave = sInstanceSaveManager.AddInstanceSave(GetId(), GetInstanceId(), Difficulty(GetSpawnMode()), 0, true); + } + + // check for existing instance binds + InstancePlayerBind *playerBind = player->GetBoundInstance(GetId(), Difficulty(GetSpawnMode())); + if (playerBind && playerBind->perm) + { + // cannot enter other instances if bound permanently + if (playerBind->save != mapSave) + { + sLog.outError("InstanceMap::Add: player %s(%d) is permanently bound to instance %d,%d,%d,%d,%d,%d but he is being put into instance %d,%d,%d,%d,%d,%d", player->GetName(), player->GetGUIDLow(), playerBind->save->GetMapId(), playerBind->save->GetInstanceId(), playerBind->save->GetDifficulty(), playerBind->save->GetPlayerCount(), playerBind->save->GetGroupCount(), playerBind->save->CanReset(), mapSave->GetMapId(), mapSave->GetInstanceId(), mapSave->GetDifficulty(), mapSave->GetPlayerCount(), mapSave->GetGroupCount(), mapSave->CanReset()); + return false; + } + } + else + { + Group *pGroup = player->GetGroup(); + if (pGroup) + { + // solo saves should be reset when entering a group + InstanceGroupBind *groupBind = pGroup->GetBoundInstance(this); + if (playerBind) + { + sLog.outError("InstanceMap::Add: player %s(%d) is being put into instance %d,%d,%d,%d,%d,%d but he is in group %d and is bound to instance %d,%d,%d,%d,%d,%d!", player->GetName(), player->GetGUIDLow(), mapSave->GetMapId(), mapSave->GetInstanceId(), mapSave->GetDifficulty(), mapSave->GetPlayerCount(), mapSave->GetGroupCount(), mapSave->CanReset(), GUID_LOPART(pGroup->GetLeaderGUID()), playerBind->save->GetMapId(), playerBind->save->GetInstanceId(), playerBind->save->GetDifficulty(), playerBind->save->GetPlayerCount(), playerBind->save->GetGroupCount(), playerBind->save->CanReset()); + if (groupBind) sLog.outError("InstanceMap::Add: the group is bound to the instance %d,%d,%d,%d,%d,%d", groupBind->save->GetMapId(), groupBind->save->GetInstanceId(), groupBind->save->GetDifficulty(), groupBind->save->GetPlayerCount(), groupBind->save->GetGroupCount(), groupBind->save->CanReset()); + //assert(false); + return false; + } + // bind to the group or keep using the group save + if (!groupBind) + pGroup->BindToInstance(mapSave, false); + else + { + // cannot jump to a different instance without resetting it + if (groupBind->save != mapSave) + { + sLog.outError("InstanceMap::Add: player %s(%d) is being put into instance %d,%d,%d but he is in group %d which is bound to instance %d,%d,%d!", player->GetName(), player->GetGUIDLow(), mapSave->GetMapId(), mapSave->GetInstanceId(), mapSave->GetDifficulty(), GUID_LOPART(pGroup->GetLeaderGUID()), groupBind->save->GetMapId(), groupBind->save->GetInstanceId(), groupBind->save->GetDifficulty()); + if (mapSave) + sLog.outError("MapSave players: %d, group count: %d", mapSave->GetPlayerCount(), mapSave->GetGroupCount()); + else + sLog.outError("MapSave NULL"); + if (groupBind->save) + sLog.outError("GroupBind save players: %d, group count: %d", groupBind->save->GetPlayerCount(), groupBind->save->GetGroupCount()); + else + sLog.outError("GroupBind save NULL"); + return false; + } + // if the group/leader is permanently bound to the instance + // players also become permanently bound when they enter + if (groupBind->perm) + { + WorldPacket data(SMSG_INSTANCE_SAVE_CREATED, 4); + data << uint32(0); + player->GetSession()->SendPacket(&data); + player->BindToInstance(mapSave, true); + } + } + } + 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); + + sLog.outDetail("MAP: Player '%s' entered instance '%u' of map '%s'", player->GetName(), GetInstanceId(), GetMapName()); + // initialize unload state + m_unloadTimer = 0; + m_resetAfterUnload = false; + m_unloadWhenEmpty = false; + } + + // this will acquire the same mutex so it cannot be in the previous block + Map::Add(player); + + if (i_data) + i_data->OnPlayerEnter(player); + + return true; +} + +void InstanceMap::Update(const uint32& t_diff) +{ + Map::Update(t_diff); + + if (i_data) + i_data->Update(t_diff); +} + +void InstanceMap::Remove(Player *player, bool remove) +{ + sLog.outDetail("MAP: Removing player '%s' from instance '%u' of map '%s' before relocating to another map", player->GetName(), GetInstanceId(), GetMapName()); + //if last player set unload timer + if (!m_unloadTimer && m_mapRefManager.getSize() == 1) + m_unloadTimer = m_unloadWhenEmpty ? MIN_UNLOAD_DELAY : std::max(sWorld.getConfig(CONFIG_INSTANCE_UNLOAD_DELAY), (uint32)MIN_UNLOAD_DELAY); + Map::Remove(player, remove); + // for normal instances schedule the reset after all players have left + SetResetSchedule(true); +} + +void InstanceMap::CreateInstanceData(bool load) +{ + if (i_data != NULL) + return; + + InstanceTemplate const* mInstance = objmgr.GetInstanceTemplate(GetId()); + if (mInstance) + { + i_script_id = mInstance->script_id; + i_data = sScriptMgr.CreateInstanceData(this); + } + + if (!i_data) + return; + + i_data->Initialize(); + + if (load) + { + // TODO: make a global storage for this + QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT data FROM instance WHERE map = '%u' AND id = '%u'", GetId(), i_InstanceId); + if (result) + { + Field* fields = result->Fetch(); + std::string data = fields[0].GetString(); + if (data != "") + { + sLog.outDebug("Loading instance data for `%s` with id %u", objmgr.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) + { + // notify the players to leave the instance so it can be reset + for (MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr) + itr->getSource()->SendResetFailedNotify(GetId()); + } + else + { + if (method == INSTANCE_RESET_GLOBAL) + // set the homebind timer for players inside (1 minute) + for (MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr) + itr->getSource()->m_InstanceValid = false; + + // the unload timer is not started + // instead the map will unload immediately after the players have left + m_unloadWhenEmpty = true; + m_resetAfterUnload = true; + } + } + else + { + // unloaded at next update + m_unloadTimer = MIN_UNLOAD_DELAY; + m_resetAfterUnload = true; + } + + return m_mapRefManager.isEmpty(); +} + +void InstanceMap::PermBindAllPlayers(Player *player) +{ + if (!IsDungeon()) + return; + + InstanceSave *save = sInstanceSaveManager.GetInstanceSave(GetInstanceId()); + if (!save) + { + sLog.outError("Cannot bind players, no instance save available for map!"); + return; + } + + Group *group = player->GetGroup(); + // group members outside the instance group don't get bound + for (MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr) + { + Player* plr = itr->getSource(); + // players inside an instance cannot be bound to other instances + // some players may already be permanently bound, in this case nothing happens + InstancePlayerBind *bind = plr->GetBoundInstance(save->GetMapId(), save->GetDifficulty()); + if (!bind || !bind->perm) + { + plr->BindToInstance(save, true); + WorldPacket data(SMSG_INSTANCE_SAVE_CREATED, 4); + data << uint32(0); + plr->GetSession()->SendPacket(&data); + } + + // if the leader is not in the instance the group will not get a perm bind + if (group && group->GetLeaderGUID() == plr->GetGUID()) + group->BindToInstance(save, true); + } +} + +void InstanceMap::UnloadAll() +{ + assert(!HavePlayers()); + + if (m_resetAfterUnload == true) + objmgr.DeleteRespawnTimeForInstance(GetInstanceId()); + + Map::UnloadAll(); +} + +void InstanceMap::SendResetWarnings(uint32 timeLeft) const +{ + for (MapRefManager::const_iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr) + itr->getSource()->SendInstanceResetWarning(GetId(), itr->getSource()->GetDifficulty(IsRaid()), timeLeft); +} + +void InstanceMap::SetResetSchedule(bool on) +{ + // only for normal instances + // the reset time is only scheduled when there are no payers inside + // it is assumed that the reset time will rarely (if ever) change while the reset is scheduled + if (IsDungeon() && !HavePlayers() && !IsRaidOrHeroicDungeon()) + { + InstanceSave *save = sInstanceSaveManager.GetInstanceSave(GetInstanceId()); + if (!save) sLog.outError("InstanceMap::SetResetSchedule: cannot turn schedule %s, no save available for instance %d of %d", on ? "on" : "off", GetInstanceId(), GetId()); + else sInstanceSaveManager.ScheduleReset(on, save->GetResetTime(), InstanceSaveManager::InstResetEvent(0, GetId(), Difficulty(GetSpawnMode()), GetInstanceId())); + } +} + +MapDifficulty const* Map::GetMapDifficulty() const +{ + return GetMapDifficultyData(GetId(),GetDifficulty()); +} + +uint32 InstanceMap::GetMaxPlayers() const +{ + if (MapDifficulty const* mapDiff = GetMapDifficulty()) + { + if (mapDiff->maxPlayers || IsRegularDifficulty()) // Normal case (expect that regular difficulty always have correct maxplayers) + return mapDiff->maxPlayers; + else // DBC have 0 maxplayers for heroic instances with expansion < 2 + { // The heroic entry exists, so we don't have to check anything, simply return normal max players + MapDifficulty const* normalDiff = GetMapDifficultyData(GetId(), REGULAR_DIFFICULTY); + return normalDiff ? normalDiff->maxPlayers : 0; + } + } + else // I'd rather assert(false); + return 0; +} + +uint32 InstanceMap::GetMaxResetDelay() const +{ + MapDifficulty const* mapDiff = GetMapDifficulty(); + return mapDiff ? mapDiff->resetTime : 0; +} + +/* ******* Battleground Instance Maps ******* */ + +BattleGroundMap::BattleGroundMap(uint32 id, time_t expiry, uint32 InstanceId, Map* _parent, uint8 spawnMode) + : Map(id, expiry, InstanceId, spawnMode, _parent) +{ + //lets initialize visibility distance for BG/Arenas + BattleGroundMap::InitVisibilityDistance(); +} + +BattleGroundMap::~BattleGroundMap() +{ +} + +void BattleGroundMap::InitVisibilityDistance() +{ + //init visibility distance for BG/Arenas + m_VisibleDistance = World::GetMaxVisibleDistanceInBGArenas(); + m_VisibilityNotifyPeriod = World::GetVisibilityNotifyPeriodInBGArenas(); +} + +bool BattleGroundMap::CanEnter(Player * player) +{ + if (player->GetMapRef().getTarget() == this) + { + sLog.outError("BGMap::CanEnter - player %u is already in map!", player->GetGUIDLow()); + assert(false); + return false; + } + + if (player->GetBattleGroundId() != GetInstanceId()) + return false; + + // player number limit is checked in bgmgr, no need to do it here + + return Map::CanEnter(player); +} + +bool BattleGroundMap::Add(Player * player) +{ + { + Guard guard(*this); + //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::Add(player); +} + +void BattleGroundMap::Remove(Player *player, bool remove) +{ + sLog.outDetail("MAP: Removing player '%s' from bg '%u' of map '%s' before relocating to another map", player->GetName(), GetInstanceId(), GetMapName()); + Map::Remove(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* plr = itr->getSource()) + if (!plr->IsBeingTeleportedFar()) + plr->TeleportTo(plr->GetBattleGroundEntryPoint()); + +} + +/// Put scripts in the execution queue +void Map::ScriptsStart(ScriptMapMap const& scripts, uint32 id, Object* source, Object* target) +{ + ///- Find the script map + ScriptMapMap::const_iterator s = scripts.find(id); + if (s == scripts.end()) + return; + + // prepare static data + uint64 sourceGUID = source ? source->GetGUID() : (uint64)0; //some script commands doesn't have source + uint64 targetGUID = target ? target->GetGUID() : (uint64)0; + uint64 ownerGUID = (source->GetTypeId() == TYPEID_ITEM) ? ((Item*)source)->GetOwnerGUID() : (uint64)0; + + ///- Schedule script execution for all scripts in the script map + ScriptMap const *s2 = &(s->second); + bool immedScript = false; + for (ScriptMap::const_iterator iter = s2->begin(); iter != s2->end(); ++iter) + { + ScriptAction sa; + sa.sourceGUID = sourceGUID; + sa.targetGUID = targetGUID; + sa.ownerGUID = ownerGUID; + + sa.script = &iter->second; + m_scriptSchedule.insert(std::pair<time_t, ScriptAction>(time_t(sWorld.GetGameTime() + iter->first), sa)); + if (iter->first == 0) + immedScript = true; + + sWorld.IncreaseScheduledScriptsCount(); + } + ///- If one of the effects should be immediate, launch the script execution + if (/*start &&*/ immedScript && !i_scriptLock) + { + i_scriptLock = true; + ScriptsProcess(); + i_scriptLock = false; + } +} + +void Map::ScriptCommandStart(ScriptInfo const& script, uint32 delay, Object* source, Object* target) +{ + // NOTE: script record _must_ exist until command executed + + // prepare static data + uint64 sourceGUID = source ? source->GetGUID() : (uint64)0; + uint64 targetGUID = target ? target->GetGUID() : (uint64)0; + uint64 ownerGUID = (source->GetTypeId() == TYPEID_ITEM) ? ((Item*)source)->GetOwnerGUID() : (uint64)0; + + ScriptAction sa; + sa.sourceGUID = sourceGUID; + sa.targetGUID = targetGUID; + sa.ownerGUID = ownerGUID; + + sa.script = &script; + m_scriptSchedule.insert(std::pair<time_t, ScriptAction>(time_t(sWorld.GetGameTime() + delay), sa)); + + sWorld.IncreaseScheduledScriptsCount(); + + ///- If effects should be immediate, launch the script execution + if (delay == 0 && !i_scriptLock) + { + i_scriptLock = true; + ScriptsProcess(); + i_scriptLock = false; + } +} + +/// Process queued scripts +void Map::ScriptsProcess() +{ + if (m_scriptSchedule.empty()) + return; + + ///- Process overdue queued scripts + std::multimap<time_t, ScriptAction>::iterator iter = m_scriptSchedule.begin(); + // ok as multimap is a *sorted* associative container + while (!m_scriptSchedule.empty() && (iter->first <= sWorld.GetGameTime())) + { + ScriptAction const& step = iter->second; + + Object* source = NULL; + + if (step.sourceGUID) + { + switch (GUID_HIPART(step.sourceGUID)) + { + case HIGHGUID_ITEM: + // case HIGHGUID_CONTAINER: == HIGHGUID_ITEM + { + Player* player = HashMapHolder<Player>::Find(step.ownerGUID); + if (player) + source = player->GetItemByGuid(step.sourceGUID); + break; + } + case HIGHGUID_UNIT: + source = HashMapHolder<Creature>::Find(step.sourceGUID); + break; + case HIGHGUID_PET: + source = HashMapHolder<Pet>::Find(step.sourceGUID); + break; + //case HIGHGUID_VEHICLE: + // source = HashMapHolder<Vehicle>::Find(step.sourceGUID); + // break; + case HIGHGUID_PLAYER: + source = HashMapHolder<Player>::Find(step.sourceGUID); + break; + case HIGHGUID_GAMEOBJECT: + source = HashMapHolder<GameObject>::Find(step.sourceGUID); + break; + case HIGHGUID_CORPSE: + source = HashMapHolder<Corpse>::Find(step.sourceGUID); + break; + case HIGHGUID_MO_TRANSPORT: + for (MapManager::TransportSet::iterator iter = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter) + { + if ((*iter)->GetGUID() == step.sourceGUID) + { + source = reinterpret_cast<Object*>(*iter); + break; + } + } + break; + default: + sLog.outError("*_script source with unsupported high guid value %u",GUID_HIPART(step.sourceGUID)); + break; + } + } + + //if (source && !source->IsInWorld()) source = NULL; + + Object* target = NULL; + + if (step.targetGUID) + { + switch (GUID_HIPART(step.targetGUID)) + { + case HIGHGUID_UNIT: + target = HashMapHolder<Creature>::Find(step.targetGUID); + break; + case HIGHGUID_PET: + target = HashMapHolder<Pet>::Find(step.targetGUID); + break; + //case HIGHGUID_VEHICLE: + // target = HashMapHolder<Vehicle>::Find(step.targetGUID); + // break; + case HIGHGUID_PLAYER: // empty GUID case also + target = HashMapHolder<Player>::Find(step.targetGUID); + break; + case HIGHGUID_GAMEOBJECT: + target = HashMapHolder<GameObject>::Find(step.targetGUID); + break; + case HIGHGUID_CORPSE: + target = HashMapHolder<Corpse>::Find(step.targetGUID); + break; + default: + sLog.outError("*_script source with unsupported high guid value %u",GUID_HIPART(step.targetGUID)); + break; + } + } + + //if (target && !target->IsInWorld()) target = NULL; + + switch (step.script->command) + { + case SCRIPT_COMMAND_TALK: + { + if (!source) + { + sLog.outError("SCRIPT_COMMAND_TALK (script id: %u) call for NULL source.", step.script->id); + break; + } + + Creature* cSource = NULL; + cSource = source->ToCreature() != NULL ? source->ToCreature() : target->ToCreature(); + + if (!cSource) + { + sLog.outError("SCRIPT_COMMAND_TALK (script id: %u) call for non supported source (TypeId: %u, Entry: %u, GUID: %u), skipping.", + step.script->id, source->GetTypeId(), source->GetEntry(), source->GetGUIDLow()); + break; + } + + if (step.script->datalong > CHAT_TYPE_WHISPER) + { + sLog.outError("SCRIPT_COMMAND_TALK (script id: %u) invalid chat type (%u), skipping.", step.script->id, step.script->datalong); + break; + } + + uint64 unit_target = target ? target->GetGUID() : 0; + + //datalong 0=normal say, 1=whisper, 2=yell, 3=emote text, 4=boss emote text + //TODO: Update for more chat types + switch (step.script->datalong) + { + case CHAT_TYPE_SAY: // Say + cSource->Say(step.script->dataint, LANG_UNIVERSAL, unit_target); + break; + case CHAT_TYPE_YELL: // Yell + cSource->Yell(step.script->dataint, LANG_UNIVERSAL, unit_target); + break; + case CHAT_TYPE_TEXT_EMOTE: // Emote text + cSource->TextEmote(step.script->dataint, unit_target); + break; + case CHAT_TYPE_BOSS_EMOTE: // Boss Emote text + cSource->MonsterTextEmote(step.script->dataint, unit_target, true); + break; + case CHAT_TYPE_WHISPER: // Whisper + if (!unit_target || !IS_PLAYER_GUID(unit_target)) + { + sLog.outError("SCRIPT_COMMAND_TALK (script id: %u) attempt to whisper (%u) NULL, skipping.", step.script->id, + step.script->datalong); + break; + } + cSource->Whisper(step.script->dataint,unit_target); + break; + default: + break; // must be already checked at load + } + break; + } + + case SCRIPT_COMMAND_EMOTE: + { + if (!source) + { + sLog.outError("SCRIPT_COMMAND_EMOTE (script id: %u) call for NULL source.", step.script->id); + break; + } + + Creature* cSource = NULL; + cSource = source->ToCreature() != NULL ? source->ToCreature() : target->ToCreature(); + + if (!cSource) + { + sLog.outError("SCRIPT_COMMAND_TALK (script id: %u) call for non supported source (TypeId: %u, Entry: %u, GUID: %u), skipping.", + step.script->id, source->GetTypeId(), source->GetEntry(), source->GetGUIDLow()); + break; + } + + if (step.script->datalong2) + cSource->SetUInt32Value(UNIT_NPC_EMOTESTATE, step.script->datalong); + else + cSource->HandleEmoteCommand(step.script->datalong); + break; + } + + case SCRIPT_COMMAND_FIELD_SET: + { + if (!source) + { + sLog.outError("SCRIPT_COMMAND_FIELD_SET (script id: %u) call for NULL source.", step.script->id); + break; + } + + Creature* cSource = source->ToCreature() != NULL ? source->ToCreature() : target->ToCreature(); + if (!cSource) + { + sLog.outError("SCRIPT_COMMAND_FIELD_SET (script id: %u) call for non-creature source.", step.script->id); + break; + } + + if (step.script->datalong <= OBJECT_FIELD_ENTRY || step.script->datalong >= cSource->GetValuesCount()) + { + sLog.outError("SCRIPT_COMMAND_FIELD_SET (script id: %u) call for wrong field %u (max count: %u) in object (TypeId: %u, Entry: %u, GUID: %u).", + step.script->id, step.script->datalong,source->GetValuesCount(),source->GetTypeId(),source->GetEntry(),source->GetGUIDLow()); + break; + } + + cSource->SetUInt32Value(step.script->datalong, step.script->datalong2); + break; + } + + case SCRIPT_COMMAND_MOVE_TO: + { + if (!source) + { + sLog.outError("SCRIPT_COMMAND_MOVE_TO (script id: %u) call for NULL creature.", step.script->id); + break; + } + + Creature* cSource = source->ToCreature() != NULL ? source->ToCreature() : target->ToCreature(); + if (!cSource) + { + sLog.outError("SCRIPT_COMMAND_MOVE_TO (script id: %u) call for non-creature (TypeId: %u, Entry: %u, GUID: %u), skipping.", + step.script->id, source->GetTypeId(),source->GetEntry(),source->GetGUIDLow()); + break; + } + + cSource->SendMonsterMoveWithSpeed(step.script->x, step.script->y, step.script->z, step.script->datalong2); + cSource->GetMap()->CreatureRelocation(cSource, step.script->x, step.script->y, step.script->z, 0); + break; + } + + case SCRIPT_COMMAND_FLAG_SET: + { + if (!source) + { + sLog.outError("SCRIPT_COMMAND_FLAG_SET (script id: %u) call for NULL object.", step.script->id); + break; + } + + Creature* cSource = source->ToCreature() != NULL ? source->ToCreature() : target->ToCreature(); + if (!cSource) + { + sLog.outError("SCRIPT_COMMAND_FLAG_SET (script id: %u) call for non-creature source.", step.script->id); + break; + } + + if (step.script->datalong <= OBJECT_FIELD_ENTRY || step.script->datalong >= cSource->GetValuesCount()) + { + sLog.outError("SCRIPT_COMMAND_FLAG_SET (script id: %u) call for wrong field %u (max count: %u) in object (TypeId: %u, Entry: %u, GUID: %u).", + step.script->id, step.script->datalong,source->GetValuesCount(),source->GetTypeId(),source->GetEntry(),source->GetGUIDLow()); + break; + } + + cSource->SetFlag(step.script->datalong, step.script->datalong2); + break; + } + + case SCRIPT_COMMAND_FLAG_REMOVE: + { + if (!source) + { + sLog.outError("SCRIPT_COMMAND_FLAG_REMOVE (script id: %u) call for NULL object.", step.script->id); + break; + } + + Creature* cSource = source->ToCreature() != NULL ? source->ToCreature() : target->ToCreature(); + if (!cSource) + { + sLog.outError("SCRIPT_COMMAND_FLAG_REMOVE (script id: %u) call for non-creature source.", step.script->id); + break; + } + + if (step.script->datalong <= OBJECT_FIELD_ENTRY || step.script->datalong >= cSource->GetValuesCount()) + { + sLog.outError("SCRIPT_COMMAND_FLAG_REMOVE (script id: %u) call for wrong field %u (max count: %u) in object (TypeId: %u, Entry: %u, GUID: %u).", + step.script->id, step.script->datalong,source->GetValuesCount(),source->GetTypeId(),source->GetEntry(),source->GetGUIDLow()); + break; + } + + cSource->RemoveFlag(step.script->datalong, step.script->datalong2); + break; + } + + case SCRIPT_COMMAND_TELEPORT_TO: + { + // accept object in any one from target/source arg + if (!target && !source) + { + sLog.outError("SCRIPT_COMMAND_TELEPORT_TO (script id: %u) call for NULL object.", step.script->id); + break; + } + + if (step.script->datalong2 == 0) + { + Player* pSource = target->ToPlayer() != NULL ? target->ToPlayer() : source->ToPlayer(); + // must be only Player + if (!pSource) + { + sLog.outError("SCRIPT_COMMAND_TELEPORT_TO (script id: %u) call for non-player (TypeIdSource: %u)(TypeIdTarget: %u), skipping.", + step.script->id, source ? source->GetTypeId() : 0, target ? target->GetTypeId() : 0); + break; + } + + pSource->TeleportTo(step.script->datalong, step.script->x, step.script->y, step.script->z, step.script->o); + } + else if (step.script->datalong2 == 1) + { + Creature *cSource = target->ToCreature() != NULL ? target->ToCreature() : source->ToCreature(); + // must be only Creature + if (!cSource) + { + sLog.outError("SCRIPT_COMMAND_TELEPORT_TO (script id: %u) call for non-creature (TypeIdSource: %u)(TypeIdTarget: %u), skipping.", + step.script->id, source ? source->GetTypeId() : 0, target ? target->GetTypeId() : 0); + break; + } + + cSource->NearTeleportTo(step.script->x, step.script->y, step.script->z, step.script->o); + } + break; + } + + case SCRIPT_COMMAND_KILL_CREDIT: + { + // accept player in any one from target/source arg + if (!target && !source) + { + sLog.outError("SCRIPT_COMMAND_KILL_CREDIT (script id: %u) call for NULL object.", step.script->id); + break; + } + + Player* pSource = target->ToPlayer() != NULL ? target->ToPlayer() : source->ToPlayer(); + // must be only Player + if (!pSource) + { + sLog.outError("SCRIPT_COMMAND_KILL_CREDIT (script id: %u) call for non-player (TypeIdSource: %u)(TypeIdTarget: %u), skipping.", + step.script->id, source ? source->GetTypeId() : 0, target ? target->GetTypeId() : 0); + break; + } + + if (step.script->datalong2) + pSource->RewardPlayerAndGroupAtEvent(step.script->datalong, pSource); + else + pSource->KilledMonsterCredit(step.script->datalong, 0); + + break; + } + + case SCRIPT_COMMAND_TEMP_SUMMON_CREATURE: + { + if (!step.script->datalong) // creature not specified + { + sLog.outError("SCRIPT_COMMAND_TEMP_SUMMON_CREATURE (script id: %u) call with no creature parameter.", step.script->id); + break; + } + + if (!source) + { + sLog.outError("SCRIPT_COMMAND_TEMP_SUMMON_CREATURE (script id: %u) call for NULL source object.", step.script->id); + break; + } + + WorldObject* summoner = dynamic_cast<WorldObject*>(source); + + if (!summoner) + { + sLog.outError("SCRIPT_COMMAND_TEMP_SUMMON_CREATURE (script id: %u) call for non-WorldObject (TypeId: %u, Entry: %u, GUID: %u), skipping.", + step.script->id, source->GetTypeId(),source->GetEntry(),source->GetGUIDLow()); + break; + } + + float x = step.script->x; + float y = step.script->y; + float z = step.script->z; + float o = step.script->o; + + Creature* pCreature = summoner->SummonCreature(step.script->datalong, x, y, z, o,TEMPSUMMON_TIMED_OR_DEAD_DESPAWN,step.script->datalong2); + if (!pCreature) + { + sLog.outError("SCRIPT_COMMAND_TEMP_SUMMON (script id: %u) failed for creature (entry: %u).", step.script->id, step.script->datalong); + break; + } + + break; + } + + case SCRIPT_COMMAND_RESPAWN_GAMEOBJECT: + { + if (!step.script->datalong) // gameobject not specified + { + sLog.outError("SCRIPT_COMMAND_RESPAWN_GAMEOBJECT (script id: %u) call with no gameobject parameter.", step.script->id); + break; + } + + if (!source) + { + sLog.outError("SCRIPT_COMMAND_RESPAWN_GAMEOBJECT (script id: %u) call for NULL source object.", step.script->id); + break; + } + + WorldObject* summoner = dynamic_cast<WorldObject*>(source); + + if (!summoner) + { + sLog.outError("SCRIPT_COMMAND_RESPAWN_GAMEOBJECT (script id: %u) call for non-WorldObject (TypeId: %u, Entry: %u, GUID: %u), skipping.", + step.script->id, source->GetTypeId(),source->GetEntry(),source->GetGUIDLow()); + break; + } + + GameObject *go = NULL; + int32 time_to_despawn = step.script->datalong2<5 ? 5 : (int32)step.script->datalong2; + + CellPair p(Trinity::ComputeCellPair(summoner->GetPositionX(), summoner->GetPositionY())); + Cell cell(p); + cell.data.Part.reserved = ALL_DISTRICT; + + Trinity::GameObjectWithDbGUIDCheck go_check(*summoner,step.script->datalong); + Trinity::GameObjectSearcher<Trinity::GameObjectWithDbGUIDCheck> checker(summoner, go,go_check); + + TypeContainerVisitor<Trinity::GameObjectSearcher<Trinity::GameObjectWithDbGUIDCheck>, GridTypeMapContainer > object_checker(checker); + cell.Visit(p, object_checker, *summoner->GetMap()); + + if (!go) + { + sLog.outError("SCRIPT_COMMAND_RESPAWN_GAMEOBJECT (script id: %u) failed for gameobject(guid: %u).", step.script->id, step.script->datalong); + break; + } + + if (go->GetGoType() == GAMEOBJECT_TYPE_FISHINGNODE || + go->GetGoType() == GAMEOBJECT_TYPE_DOOR || + go->GetGoType() == GAMEOBJECT_TYPE_BUTTON || + go->GetGoType() == GAMEOBJECT_TYPE_TRAP) + { + sLog.outError("SCRIPT_COMMAND_RESPAWN_GAMEOBJECT (script id: %u) can not be used with gameobject of type %u (guid: %u).", + step.script->id, uint32(go->GetGoType()), step.script->datalong); + break; + } + + if (go->isSpawned()) + break; //gameobject already spawned + + go->SetLootState(GO_READY); + go->SetRespawnTime(time_to_despawn); //despawn object in ? seconds + + go->GetMap()->Add(go); + break; + } + case SCRIPT_COMMAND_OPEN_DOOR: + { + if (!step.script->datalong) // door not specified + { + sLog.outError("SCRIPT_COMMAND_OPEN_DOOR (script id: %u) call for NULL target door.", step.script->id); + break; + } + + if (!source) + { + sLog.outError("SCRIPT_COMMAND_OPEN_DOOR (script id: %u) call for NULL source unit.", step.script->id); + break; + } + + if (!source->isType(TYPEMASK_UNIT)) // must be any Unit (creature or player) + { + sLog.outError("SCRIPT_COMMAND_OPEN_DOOR (script id: %u) call for non-unit (TypeId: %u, Entry: %u, GUID: %u), skipping.", + step.script->id, source->GetTypeId(),source->GetEntry(),source->GetGUIDLow()); + break; + } + + GameObject *door = NULL; + WorldObject* wSource = (WorldObject*)source; + + int32 time_to_close = step.script->datalong2 < 15 ? 15 : (int32)step.script->datalong2; + + CellPair p(Trinity::ComputeCellPair(wSource->GetPositionX(), wSource->GetPositionY())); + Cell cell(p); + cell.data.Part.reserved = ALL_DISTRICT; + + Trinity::GameObjectWithDbGUIDCheck go_check(*wSource, step.script->datalong); + Trinity::GameObjectSearcher<Trinity::GameObjectWithDbGUIDCheck> checker(wSource, door, go_check); + + TypeContainerVisitor<Trinity::GameObjectSearcher<Trinity::GameObjectWithDbGUIDCheck>, GridTypeMapContainer > object_checker(checker); + cell.Visit(p, object_checker, *wSource->GetMap()); + + if (!door) + { + sLog.outError("SCRIPT_COMMAND_OPEN_DOOR (script id: %u) failed for gameobject(guid: %u).", step.script->id, step.script->datalong); + break; + } + if (door->GetGoType() != GAMEOBJECT_TYPE_DOOR) + { + sLog.outError("SCRIPT_COMMAND_OPEN_DOOR (script id: %u) failed for non-door(GoType: %u, Entry: %u, GUID: %u).", + step.script->id, door->GetGoType(),door->GetEntry(),door->GetGUIDLow()); + break; + } + + if (door->GetGoState() != GO_STATE_READY) + break; //door already open + + door->UseDoorOrButton(time_to_close); + + if (target && target->isType(TYPEMASK_GAMEOBJECT) && ((GameObject*)target)->GetGoType() == GAMEOBJECT_TYPE_BUTTON) + ((GameObject*)target)->UseDoorOrButton(time_to_close); + break; + } + case SCRIPT_COMMAND_CLOSE_DOOR: + { + if (!step.script->datalong) // guid for door not specified + { + sLog.outError("SCRIPT_COMMAND_CLOSE_DOOR (script id: %u) call for NULL door.", step.script->id); + break; + } + + if (!source) + { + sLog.outError("SCRIPT_COMMAND_CLOSE_DOOR (script id: %u) call for NULL unit.", step.script->id); + break; + } + + if (!source->isType(TYPEMASK_UNIT)) // must be any Unit (creature or player) + { + sLog.outError("SCRIPT_COMMAND_CLOSE_DOOR (script id: %u) call for non-unit (TypeId: %u, Entry: %u, GUID: %u), skipping.", + step.script->id, source->GetTypeId(),source->GetEntry(),source->GetGUIDLow()); + break; + } + + GameObject *door = NULL; + WorldObject* wSource = (WorldObject*)source; + + int32 time_to_open = step.script->datalong2 < 15 ? 15 : (int32)step.script->datalong2; + + CellPair p(Trinity::ComputeCellPair(wSource->GetPositionX(), wSource->GetPositionY())); + Cell cell(p); + cell.data.Part.reserved = ALL_DISTRICT; + + Trinity::GameObjectWithDbGUIDCheck go_check(*wSource, step.script->datalong); + Trinity::GameObjectSearcher<Trinity::GameObjectWithDbGUIDCheck> checker(wSource, door, go_check); + + TypeContainerVisitor<Trinity::GameObjectSearcher<Trinity::GameObjectWithDbGUIDCheck>, GridTypeMapContainer > object_checker(checker); + cell.Visit(p, object_checker, *wSource->GetMap()); + + if (!door) + { + sLog.outError("SCRIPT_COMMAND_CLOSE_DOOR (script id: %u) failed for gameobject(guid: %u).", step.script->id, step.script->datalong); + break; + } + if (door->GetGoType() != GAMEOBJECT_TYPE_DOOR) + { + sLog.outError("SCRIPT_COMMAND_CLOSE_DOOR (script id: %u) failed for non-door(GoType: %u, Entry: %u, GUID: %u).", + step.script->id, door->GetGoType(),door->GetEntry(),door->GetGUIDLow()); + break; + } + + if (door->GetGoState() == GO_STATE_READY) + break; //door already closed + + door->UseDoorOrButton(time_to_open); + + if (target && target->isType(TYPEMASK_GAMEOBJECT) && ((GameObject*)target)->GetGoType() == GAMEOBJECT_TYPE_BUTTON) + ((GameObject*)target)->UseDoorOrButton(time_to_open); + + break; + } + case SCRIPT_COMMAND_QUEST_EXPLORED: + { + if (!source) + { + sLog.outError("SCRIPT_COMMAND_QUEST_EXPLORED (script id %u) call for NULL source.", step.script->id); + break; + } + + if (!target) + { + sLog.outError("SCRIPT_COMMAND_QUEST_EXPLORED (script id %u) call for NULL target.", step.script->id); + break; + } + + // when script called for item spell casting then target == (unit or GO) and source is player + WorldObject* worldObject; + Player* pTarget; + + pTarget = target->ToPlayer(); + if (pTarget) + { + if (source->GetTypeId() != TYPEID_UNIT && source->GetTypeId() != TYPEID_GAMEOBJECT && source->GetTypeId() != TYPEID_PLAYER) + { + sLog.outError("SCRIPT_COMMAND_QUEST_EXPLORED (script id %u) call for non-creature, non-gameobject or non-player (TypeId: %u), skipping.", + step.script->id, source->GetTypeId()); + break; + } + + worldObject = (WorldObject*)source; + } + else + { + if (target->GetTypeId() != TYPEID_UNIT && target->GetTypeId() != TYPEID_GAMEOBJECT && target->GetTypeId() != TYPEID_PLAYER) + { + sLog.outError("SCRIPT_COMMAND_QUEST_EXPLORED (script id %u) call for non-creature, non-gameobject or non-player (TypeId: %u), skipping.", + step.script->id, target->GetTypeId()); + break; + } + + pTarget = source->ToPlayer(); + if (!pTarget) + { + sLog.outError("SCRIPT_COMMAND_QUEST_EXPLORED (script id %u) call for non-player (TypeId: %u), skipping.", step.script->id, source->GetTypeId()); + break; + } + + worldObject = (WorldObject*)target; + } + + // quest id and flags checked at script loading + if ((worldObject->GetTypeId() != TYPEID_UNIT || ((Unit*)worldObject)->isAlive()) && + (step.script->datalong2 == 0 || worldObject->IsWithinDistInMap(pTarget, float(step.script->datalong2)))) + pTarget->AreaExploredOrEventHappens(step.script->datalong); + else + pTarget->FailQuest(step.script->datalong); + + break; + } + + case SCRIPT_COMMAND_ACTIVATE_OBJECT: + { + if (!source) + { + sLog.outError("SCRIPT_COMMAND_ACTIVATE_OBJECT (script id: %u) must have source caster.", step.script->id); + break; + } + + if (!source->isType(TYPEMASK_UNIT)) + { + sLog.outError("SCRIPT_COMMAND_ACTIVATE_OBJECT (script id: %u) source caster isn't unit (TypeId: %u, Entry: %u, GUID: %u), skipping.", + step.script->id, source->GetTypeId(),source->GetEntry(),source->GetGUIDLow()); + break; + } + + if (!target) + { + sLog.outError("SCRIPT_COMMAND_ACTIVATE_OBJECT (script id: %u) call for NULL gameobject.", step.script->id); + break; + } + + if (target->GetTypeId() != TYPEID_GAMEOBJECT) + { + sLog.outError("SCRIPT_COMMAND_ACTIVATE_OBJECT (script id: %u) call for non-gameobject (TypeId: %u, Entry: %u, GUID: %u), skipping.", + step.script->id, target->GetTypeId(),target->GetEntry(),target->GetGUIDLow()); + break; + } + + Unit* caster = (Unit*)source; + + GameObject *go = (GameObject*)target; + + go->Use(caster); + break; + } + + case SCRIPT_COMMAND_REMOVE_AURA: + { + Object* cmdTarget = step.script->datalong2 ? source : target; + + if (!cmdTarget) + { + sLog.outError("SCRIPT_COMMAND_REMOVE_AURA (script id: %u) call for NULL %s.", step.script->id, step.script->datalong2 ? "source" : "target"); + break; + } + + if (!cmdTarget->isType(TYPEMASK_UNIT)) + { + sLog.outError("SCRIPT_COMMAND_REMOVE_AURA (script id: %u) %s isn't unit (TypeId: %u, Entry: %u, GUID: %u), skipping.", + step.script->id, step.script->datalong2 ? "source" : "target",cmdTarget->GetTypeId(),cmdTarget->GetEntry(),cmdTarget->GetGUIDLow()); + break; + } + + ((Unit*)cmdTarget)->RemoveAurasDueToSpell(step.script->datalong); + break; + } + + case SCRIPT_COMMAND_CAST_SPELL: + { + // TODO: Allow gameobjects to be targets and casters + if (!source) + { + sLog.outError("SCRIPT_COMMAND_CAST_SPELL (script id: %u) must have source caster.", step.script->id); + break; + } + + Unit* uSource = NULL; + Unit* uTarget = NULL; + // source/target cast spell at target/source (script->datalong2: 0: s->t 1: s->s 2: t->t 3: t->s + switch (step.script->datalong2) + { + case 0: // source -> target + uSource = dynamic_cast<Unit*>(source); + uTarget = dynamic_cast<Unit*>(target); + break; + case 1: // source -> source + uSource = dynamic_cast<Unit*>(source); + uTarget = dynamic_cast<Unit*>(source); + break; + case 2: // target -> target + uSource = dynamic_cast<Unit*>(target); + uTarget = dynamic_cast<Unit*>(target); + break; + case 3: // target -> source + uSource = dynamic_cast<Unit*>(target); + uTarget = dynamic_cast<Unit*>(source); + break; + case 4: // creature + uSource = dynamic_cast<Unit*>(source); + uTarget = GetClosestCreatureWithEntry(uSource, step.script->dataint, step.script->x); + break; + } + + if (!uSource || !uSource->isType(TYPEMASK_UNIT)) + { + sLog.outError("SCRIPT_COMMAND_CAST_SPELL (script id: %u) no source unit found for spell %u", step.script->id, step.script->datalong); + break; + } + + if (!uTarget || !uTarget->isType(TYPEMASK_UNIT)) + { + sLog.outError("SCRIPT_COMMAND_CAST_SPELL (script id: %u) no target unit found for spell %u", step.script->id, step.script->datalong); + break; + } + + uSource->CastSpell(uTarget, step.script->datalong, false); + break; + } + + case SCRIPT_COMMAND_PLAY_SOUND: + { + if (!source) + { + sLog.outError("SCRIPT_COMMAND_PLAY_SOUND (script id: %u) call for NULL creature.", step.script->id); + break; + } + + WorldObject* pSource = dynamic_cast<WorldObject*>(source); + if (!pSource) + { + sLog.outError("SCRIPT_COMMAND_PLAY_SOUND (script id: %u) call for non-world object (TypeId: %u, Entry: %u, GUID: %u), skipping.", + step.script->id, source->GetTypeId(),source->GetEntry(),source->GetGUIDLow()); + break; + } + + // bitmask: 0/1=anyone/target, 0/2=with distance dependent + Player* pTarget; + if (step.script->datalong2 & 1) + { + if (!target) + { + sLog.outError("SCRIPT_COMMAND_PLAY_SOUND (script id: %u) in targeted mode call for NULL target.", step.script->id); + break; + } + + pTarget = target->ToPlayer(); + if (!pTarget) + { + sLog.outError("SCRIPT_COMMAND_PLAY_SOUND (script id: %u) in targeted mode call for non-player (TypeId: %u, Entry: %u, GUID: %u), skipping.", + step.script->id, target->GetTypeId(),target->GetEntry(),target->GetGUIDLow()); + break; + } + } + + // bitmask: 0/1=anyone/target, 0/2=with distance dependent + if (step.script->datalong2 & 2) + pSource->PlayDistanceSound(step.script->datalong, pTarget); + else + pSource->PlayDirectSound(step.script->datalong, pTarget); + break; + } + + case SCRIPT_COMMAND_CREATE_ITEM: + { + if (!target && !source) + { + sLog.outError("SCRIPT_COMMAND_CREATE_ITEM (script id: %u) call for NULL object.", step.script->id); + break; + } + + Player *pReceiver = target->ToPlayer() != NULL ? target->ToPlayer() : source->ToPlayer(); + // only Player + if (!pReceiver) + { + sLog.outError("SCRIPT_COMMAND_CREATE_ITEM (script id: %u) call for non-player (TypeIdSource: %u)(TypeIdTarget: %u), skipping.", + step.script->id, source ? source->GetTypeId() : 0, target ? target->GetTypeId() : 0); + break; + } + + ItemPosCountVec dest; + uint8 msg = pReceiver->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, step.script->datalong, step.script->datalong2); + if (msg == EQUIP_ERR_OK) + { + if (Item* item = pReceiver->StoreNewItem(dest, step.script->datalong, true)) + pReceiver->SendNewItem(item, step.script->datalong2, false, true); + } + else + pReceiver->SendEquipError(msg,NULL,NULL); + + break; + } + + case SCRIPT_COMMAND_DESPAWN_SELF: + { + if (!target && !source) + { + sLog.outError("SCRIPT_COMMAND_DESPAWN_SELF (script id: %u) call for NULL object.", step.script->id); + break; + } + + Creature* cSource = target->ToCreature(); + // only creature + if (!cSource) + { + sLog.outError("SCRIPT_COMMAND_DESPAWN_SELF (script id: %u) call for non-creature (TypeIdSource: %u)(TypeIdTarget: %u), skipping.", + step.script->id, source ? source->GetTypeId() : 0, target ? target->GetTypeId() : 0); + break; + } + + cSource->ForcedDespawn(step.script->datalong); + break; + } + + case SCRIPT_COMMAND_LOAD_PATH: + { + if (!source) + { + sLog.outError("SCRIPT_COMMAND_START_MOVE (script id: %u) cannot be applied to NON-existing unit.", step.script->id); + break; + } + + if (!source->isType(TYPEMASK_UNIT)) + { + sLog.outError("SCRIPT_COMMAND_START_MOVE (script id: %u) source mover isn't unit (TypeId: %u, Entry: %u, GUID: %u), skipping.", + step.script->id, source->GetTypeId(),source->GetEntry(),source->GetGUIDLow()); + break; + } + + if (!sWaypointMgr->GetPath(step.script->datalong)) + { + sLog.outError("SCRIPT_COMMAND_START_MOVE (script id: %u) source mover has an invalid path, skipping.", step.script->id, step.script->datalong2); + break; + } + + ((Unit*)source)->GetMotionMaster()->MovePath(step.script->datalong, step.script->datalong2); + break; + } + + case SCRIPT_COMMAND_CALLSCRIPT_TO_UNIT: + { + if (!step.script->datalong || !step.script->datalong2) + { + sLog.outError("SCRIPT_COMMAND_CALLSCRIPT (script id: %u) calls invalid db_script_id or lowguid not present: skipping.", step.script->id); + break; + } + + Creature* cTarget; + if (source) //using grid searcher + { + WorldObject* wSource = (WorldObject*)source; + CellPair p(Trinity::ComputeCellPair(wSource->GetPositionX(), wSource->GetPositionY())); + Cell cell(p); + cell.data.Part.reserved = ALL_DISTRICT; + + Trinity::CreatureWithDbGUIDCheck target_check(wSource, step.script->datalong); + Trinity::CreatureSearcher<Trinity::CreatureWithDbGUIDCheck> checker(wSource, cTarget, target_check); + + TypeContainerVisitor<Trinity::CreatureSearcher <Trinity::CreatureWithDbGUIDCheck>, GridTypeMapContainer > unit_checker(checker); + cell.Visit(p, unit_checker, *wSource->GetMap()); + } + else //check hashmap holders + { + if (CreatureData const* data = objmgr.GetCreatureData(step.script->datalong)) + cTarget = ObjectAccessor::GetObjectInWorld<Creature>(data->mapid, data->posX, data->posY, MAKE_NEW_GUID(step.script->datalong, data->id, HIGHGUID_UNIT), cTarget); + } + + if (!cTarget) + { + sLog.outError("SCRIPT_COMMAND_CALLSCRIPT (script id: %u) target not found, creature entry %u", step.script->id, step.script->datalong); + break; + } + + //Lets choose our ScriptMap map + ScriptMapMap *datamap = NULL; + switch (step.script->dataint) + { + case 1: //QUEST END SCRIPTMAP + datamap = &sQuestEndScripts; + break; + case 2: //QUEST START SCRIPTMAP + datamap = &sQuestStartScripts; + break; + case 3: //SPELLS SCRIPTMAP + datamap = &sSpellScripts; + break; + case 4: //GAMEOBJECTS SCRIPTMAP + datamap = &sGameObjectScripts; + break; + case 5: //EVENTS SCRIPTMAP + datamap = &sEventScripts; + break; + case 6: //WAYPOINTS SCRIPTMAP + datamap = &sWaypointScripts; + break; + default: + sLog.outError("SCRIPT_COMMAND_CALLSCRIPT ERROR: no scriptmap present... ignoring"); + break; + } + //if no scriptmap present... + if (!datamap) + break; + + uint32 script_id = step.script->datalong2; + //insert script into schedule but do not start it + ScriptsStart(*datamap, script_id, cTarget, NULL/*, false*/); + break; + } + + case SCRIPT_COMMAND_KILL: + { + // TODO: Allow to kill objects other than self? + if (!source) + break; + + Creature* cSource = source->ToCreature(); + if (!cSource) + break; + + if (cSource->isDead()) + { + sLog.outError("SCRIPT_COMMAND_KILL (script id: %u) called for already dead creature, entry %u, guidLow %u", + step.script->id, cSource->GetEntry(), cSource->GetGUIDLow()); + break; + } + + cSource->setDeathState(JUST_DIED); + if (step.script->dataint == 1) + cSource->RemoveCorpse(); + + break; + } + + case SCRIPT_COMMAND_ORIENTATION: + { + if (!source || !source->isType(TYPEMASK_UNIT)) + { + sLog.outError("SCRIPT_COMMAND_ORIENTATION (script id: %u) call for NULL or non-unit source.", step.script->id); + break; + } + + Unit* uSource = (Unit*)source; + + if (!step.script->datalong) + uSource->SetOrientation(step.script->o); + else + { + if (!target || !target->isType(TYPEMASK_UNIT)) + { + sLog.outError("SCRIPT_COMMAND_ORIENTATION (script id: %u) call for NULL or non-unit target.", step.script->id); + break; + } + uSource->SetInFront((Unit*)target); + } + + uSource->SendMovementFlagUpdate(); + break; + } + case SCRIPT_COMMAND_EQUIP: + { + if (!source) + { + sLog.outError("SCRIPT_COMMAND_EQUIP (script id: %u) call for NULL source.", step.script->id); + break; + } + + Creature* cSource = source->ToCreature(); + if (!cSource) + { + sLog.outError("SCRIPT_COMMAND_EQUIP (script id: %u) call, source is non-creature.", step.script->id); + break; + } + + cSource->LoadEquipment(step.script->datalong); + break; + } + case SCRIPT_COMMAND_MODEL: + { + if (!source) + { + sLog.outError("SCRIPT_COMMAND_EQUIP (script id: %u) call for NULL source.", step.script->id); + break; + } + + Creature* cSource = source->ToCreature(); + if (!cSource) + { + sLog.outError("SCRIPT_COMMAND_EQUIP (script id: %u) call, source is non-creature.", step.script->id); + break; + } + + cSource->SetDisplayId(step.script->datalong); + break; + } + + case SCRIPT_COMMAND_CLOSE_GOSSIP: + { + if (!source) + { + sLog.outError("SCRIPT_COMMAND_CLOSE_GOSSIP (script id: %u) for null source", step.script->id); + break; + } + + Player *pSource = source->ToPlayer(); + if (!pSource) + { + sLog.outError("SCRIPT_COMMAND_CLOSE_GOSSIP (script id: %u) for non-player source.", step.script->id); + break; + } + + pSource->PlayerTalkClass->CloseGossip(); + break; + } + + case SCRIPT_COMMAND_PLAYMOVIE: + { + if (!source) + { + sLog.outError("SCRIPT_COMMAND_PLAYMOVIE (script id: %u) call for NULL source.", step.script->id); + break; + } + + Player* pSource = source->ToPlayer(); + if (!pSource) + { + sLog.outError("SCRIPT_COMMAND_PLAYMOVIE (script id: %u) call for non-player source.", step.script->id); + break; + } + pSource->SendMovieStart(step.script->datalong); + break; + } + + default: + sLog.outError("Unknown script command %u called.", step.script->command); + break; + } + + m_scriptSchedule.erase(iter); + sWorld.DecreaseScheduledScriptCount(); + + iter = m_scriptSchedule.begin(); + } +} + +Creature* +Map::GetCreature(uint64 guid) +{ + Creature * ret = NULL; + if (IS_CRE_OR_VEH_GUID(guid)) + ret = ObjectAccessor::GetObjectInWorld(guid, (Creature*)NULL); + + if (!ret) + return NULL; + + if (ret->GetMapId() != GetId()) + return NULL; + + if (ret->GetInstanceId() != GetInstanceId()) + return NULL; + + return ret; +} + +GameObject* +Map::GetGameObject(uint64 guid) +{ + GameObject * ret = ObjectAccessor::GetObjectInWorld(guid, (GameObject*)NULL); + if (!ret) + return NULL; + if (ret->GetMapId() != GetId()) + return NULL; + if (ret->GetInstanceId() != GetInstanceId()) + return NULL; + return ret; +} + +DynamicObject* +Map::GetDynamicObject(uint64 guid) +{ + DynamicObject * ret = ObjectAccessor::GetObjectInWorld(guid, (DynamicObject*)NULL); + if (!ret) + return NULL; + if (ret->GetMapId() != GetId()) + return NULL; + if (ret->GetInstanceId() != GetInstanceId()) + return NULL; + return ret; +} + +void Map::UpdateIteratorBack(Player *player) +{ + if (m_mapRefIter == player->GetMapRef()) + m_mapRefIter = m_mapRefIter->nocheck_prev(); +} |