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authorXTZGZoReX <none@none>2010-06-06 22:55:56 +0200
committerXTZGZoReX <none@none>2010-06-06 22:55:56 +0200
commit62200e8d022479ff057b6898380e1dd8374d2ec2 (patch)
tree57aba1e545b7e839e154819bcb937c97ecfd4417 /src/server/game/Maps/Map.cpp
parent840d4ab99d270088a225af69562920fdc3043556 (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.cpp3936
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();
+}