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Diffstat (limited to 'src/game/Map.cpp')
-rw-r--r-- | src/game/Map.cpp | 1795 |
1 files changed, 1795 insertions, 0 deletions
diff --git a/src/game/Map.cpp b/src/game/Map.cpp new file mode 100644 index 00000000000..df03bb96842 --- /dev/null +++ b/src/game/Map.cpp @@ -0,0 +1,1795 @@ +/* + * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.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 "Player.h" +#include "GridNotifiers.h" +#include "WorldSession.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 "ScriptCalls.h" +#include "Group.h" + +#include "MapManager.h" +#include "MapInstanced.h" +#include "InstanceSaveMgr.h" +#include "VMapFactory.h" + +#define DEFAULT_GRID_EXPIRY 300 +#define MAX_GRID_LOAD_TIME 50 + +// magic *.map header +const char MAP_MAGIC[] = "MAP_2.00"; + +GridState* si_GridStates[MAX_GRID_STATE]; + +Map::~Map() +{ + UnloadAll(true); +} + +bool Map::ExistMap(uint32 mapid,int x,int y) +{ + 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,x,y); + + FILE *pf=fopen(tmp,"rb"); + + if(!pf) + { + sLog.outError("Check existing of map file '%s': not exist!",tmp); + delete[] tmp; + return false; + } + + char magic[8]; + fread(magic,1,8,pf); + if(strncmp(MAP_MAGIC,magic,8)) + { + sLog.outError("Map file '%s' is non-compatible version (outdated?).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 x,int y) +{ + if(VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager()) + { + if(vmgr->isMapLoadingEnabled()) + { + // x and y are swaped !! => fixed now + bool exists = vmgr->existsMap((sWorld.GetDataPath()+ "vmaps").c_str(), mapid, x,y); + if(!exists) + { + std::string name = vmgr->getDirFileName(mapid,x,y); + sLog.outError("VMap file '%s' is missing or point to wrong version vmap file, redo vmaps with latest vmap_assembler.exe program", (sWorld.GetDataPath()+"vmaps/"+name).c_str()); + return false; + } + } + } + + return true; +} + +void Map::LoadVMap(int x,int y) +{ + // x and y are swaped !! + int vmapLoadResult = VMAP::VMapFactory::createOrGetVMapManager()->loadMap((sWorld.GetDataPath()+ "vmaps").c_str(), GetId(), x,y); + 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(), x,y, x,y); + 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(), x,y, x,y); + 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(), x,y, x,y); + break; + } +} + +void Map::LoadMap(uint32 mapid, uint32 instanceid, int x,int y) +{ + if( instanceid != 0 ) + { + if(GridMaps[x][y]) + return; + + Map* baseMap = const_cast<Map*>(MapManager::Instance().GetBaseMap(mapid)); + + // load gridmap for base map + if (!baseMap->GridMaps[x][y]) + baseMap->EnsureGridCreated(GridPair(63-x,63-y)); + +//+++ if (!baseMap->GridMaps[x][y]) don't check for GridMaps[gx][gy], we need the management for vmaps +// return; + + ((MapInstanced*)(baseMap))->AddGridMapReference(GridPair(x,y)); + baseMap->SetUnloadFlag(GridPair(63-x,63-y), false); + GridMaps[x][y] = baseMap->GridMaps[x][y]; + return; + } + + //map already load, delete it before reloading (Is it neccessary? Do we really need the abilty the reload maps during runtime?) + if(GridMaps[x][y]) + { + sLog.outDetail("Unloading already loaded map %u before reloading.",mapid); + delete (GridMaps[x][y]); + GridMaps[x][y]=NULL; + } + + // map file name + char *tmp=NULL; + // Pihhan: dataPath length + "maps/" + 3+2+2+ ".map" length may be > 32 ! + 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(),mapid,x,y); + sLog.outDetail("Loading map %s",tmp); + // loading data + FILE *pf=fopen(tmp,"rb"); + if(!pf) + { + delete [] tmp; + return; + } + + char magic[8]; + fread(magic,1,8,pf); + if(strncmp(MAP_MAGIC,magic,8)) + { + 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; + } + delete [] tmp; + + GridMap * buf= new GridMap; + fread(buf,1,sizeof(GridMap),pf); + fclose(pf); + + GridMaps[x][y] = buf; +} + +void Map::LoadMapAndVMap(uint32 mapid, uint32 instanceid, int x,int y) +{ + LoadMap(mapid,instanceid,x,y); + if(instanceid == 0) + LoadVMap(x, y); // 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) + : i_id(id), i_gridExpiry(expiry), i_mapEntry (sMapStore.LookupEntry(id)), + i_InstanceId(InstanceId), i_spawnMode(SpawnMode), m_unloadTimer(0) +{ + 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); + } + } +} + +// Template specialization of utility methods +template<class T> +void Map::AddToGrid(T* obj, NGridType *grid, Cell const& cell) +{ + (*grid)(cell.CellX(), cell.CellY()).template AddGridObject<T>(obj, obj->GetGUID()); +} + +template<> +void Map::AddToGrid(Player* obj, NGridType *grid, Cell const& cell) +{ + (*grid)(cell.CellX(), cell.CellY()).AddWorldObject(obj, obj->GetGUID()); +} + +template<> +void Map::AddToGrid(Corpse *obj, NGridType *grid, Cell const& cell) +{ + // add to world object registry in grid + if(obj->GetType()!=CORPSE_BONES) + { + (*grid)(cell.CellX(), cell.CellY()).AddWorldObject(obj, obj->GetGUID()); + } + // add to grid object store + else + { + (*grid)(cell.CellX(), cell.CellY()).AddGridObject(obj, obj->GetGUID()); + } +} + +template<> +void Map::AddToGrid(Creature* obj, NGridType *grid, Cell const& cell) +{ + // add to world object registry in grid + if(obj->isPet()) + { + (*grid)(cell.CellX(), cell.CellY()).AddWorldObject<Creature>(obj, obj->GetGUID()); + obj->SetCurrentCell(cell); + } + // add to grid object store + else + { + (*grid)(cell.CellX(), cell.CellY()).AddGridObject<Creature>(obj, obj->GetGUID()); + obj->SetCurrentCell(cell); + } +} + +template<class T> +void Map::RemoveFromGrid(T* obj, NGridType *grid, Cell const& cell) +{ + (*grid)(cell.CellX(), cell.CellY()).template RemoveGridObject<T>(obj, obj->GetGUID()); +} + +template<> +void Map::RemoveFromGrid(Player* obj, NGridType *grid, Cell const& cell) +{ + (*grid)(cell.CellX(), cell.CellY()).RemoveWorldObject(obj, obj->GetGUID()); +} + +template<> +void Map::RemoveFromGrid(Corpse *obj, NGridType *grid, Cell const& cell) +{ + // remove from world object registry in grid + if(obj->GetType()!=CORPSE_BONES) + { + (*grid)(cell.CellX(), cell.CellY()).RemoveWorldObject(obj, obj->GetGUID()); + } + // remove from grid object store + else + { + (*grid)(cell.CellX(), cell.CellY()).RemoveGridObject(obj, obj->GetGUID()); + } +} + +template<> +void Map::RemoveFromGrid(Creature* obj, NGridType *grid, Cell const& cell) +{ + // remove from world object registry in grid + if(obj->isPet()) + { + (*grid)(cell.CellX(), cell.CellY()).RemoveWorldObject<Creature>(obj, obj->GetGUID()); + } + // remove from grid object store + else + { + (*grid)(cell.CellX(), cell.CellY()).RemoveGridObject<Creature>(obj, obj->GetGUID()); + } +} + +template<class T> +void Map::DeleteFromWorld(T* obj) +{ + // Note: In case resurrectable corpse and pet its removed from gloabal lists in own destructors + delete obj; +} + +template<class T> +void Map::AddNotifier(T* , Cell const& , CellPair const& ) +{ +} + +template<> +void Map::AddNotifier(Player* obj, Cell const& cell, CellPair const& cellpair) +{ + PlayerRelocationNotify(obj,cell,cellpair); +} + +template<> +void Map::AddNotifier(Creature* obj, Cell const& cell, CellPair const& cellpair) +{ + CreatureRelocationNotify(obj,cell,cellpair); +} + +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)) + { + 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=63-p.x_coord; + int gy=63-p.y_coord; + + if(!GridMaps[gx][gy]) + Map::LoadMapAndVMap(i_id,i_InstanceId,gx,gy); + } + } +} + +void +Map::EnsureGridLoadedForPlayer(const Cell &cell, Player *player, bool add_player) +{ + EnsureGridCreated(GridPair(cell.GridX(), cell.GridY())); + NGridType *grid = getNGrid(cell.GridX(), cell.GridY()); + + assert(grid != NULL); + if( !isGridObjectDataLoaded(cell.GridX(), cell.GridY()) ) + { + if( player != NULL ) + { + player->SendDelayResponse(MAX_GRID_LOAD_TIME); + DEBUG_LOG("Player %s enter cell[%u,%u] triggers of loading grid[%u,%u] on map %u", player->GetName(), cell.CellX(), cell.CellY(), cell.GridX(), cell.GridY(), i_id); + } + else + { + DEBUG_LOG("Player nearby triggers of loading grid [%u,%u] on map %u", cell.GridX(), cell.GridY(), i_id); + } + + ObjectGridLoader loader(*grid, this, cell); + loader.LoadN(); + setGridObjectDataLoaded(true, cell.GridX(), cell.GridY()); + + // Add resurrectable corpses to world object list in grid + ObjectAccessor::Instance().AddCorpsesToGrid(GridPair(cell.GridX(),cell.GridY()),(*grid)(cell.CellX(), cell.CellY()), this); + + ResetGridExpiry(*getNGrid(cell.GridX(), cell.GridY()), 0.1f); + grid->SetGridState(GRID_STATE_ACTIVE); + + if( add_player && player != NULL ) + (*grid)(cell.CellX(), cell.CellY()).AddWorldObject(player, player->GetGUID()); + } + else if( player && add_player ) + AddToGrid(player,grid,cell); +} + +void +Map::LoadGrid(const Cell& cell, bool no_unload) +{ + EnsureGridCreated(GridPair(cell.GridX(), cell.GridY())); + NGridType *grid = getNGrid(cell.GridX(), cell.GridY()); + + assert(grid != NULL); + if( !isGridObjectDataLoaded(cell.GridX(), cell.GridY()) ) + { + 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()); + if(no_unload) + getNGrid(cell.GridX(), cell.GridY())->setUnloadFlag(false); + } + LoadVMap(63-cell.GridX(),63-cell.GridY()); +} + +bool Map::Add(Player *player) +{ + player->SetInstanceId(this->GetInstanceId()); + + // update player state for other player and visa-versa + CellPair p = MaNGOS::ComputeCellPair(player->GetPositionX(), player->GetPositionY()); + Cell cell(p); + EnsureGridLoadedForPlayer(cell, player, true); + player->AddToWorld(); + + SendInitSelf(player); + SendInitTransports(player); + + UpdatePlayerVisibility(player,cell,p); + UpdateObjectsVisibilityFor(player,cell,p); + + AddNotifier(player,cell,p); + return true; +} + +template<class T> +void +Map::Add(T *obj) +{ + CellPair p = MaNGOS::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY()); + + assert(obj); + + if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP ) + { + sLog.outError("Map::Add: Object " I64FMTD " have 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); + EnsureGridCreated(GridPair(cell.GridX(), cell.GridY())); + NGridType *grid = getNGrid(cell.GridX(), cell.GridY()); + assert( grid != NULL ); + + AddToGrid(obj,grid,cell); + obj->AddToWorld(); + + DEBUG_LOG("Object %u enters grid[%u,%u]", GUID_LOPART(obj->GetGUID()), cell.GridX(), cell.GridY()); + + UpdateObjectVisibility(obj,cell,p); + + AddNotifier(obj,cell,p); +} + +void Map::MessageBroadcast(Player *player, WorldPacket *msg, bool to_self) +{ + CellPair p = MaNGOS::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; + + if( !loaded(GridPair(cell.data.Part.grid_x, cell.data.Part.grid_y)) ) + return; + + MaNGOS::MessageDeliverer post_man(*player, msg, to_self); + TypeContainerVisitor<MaNGOS::MessageDeliverer, WorldTypeMapContainer > message(post_man); + CellLock<ReadGuard> cell_lock(cell, p); + cell_lock->Visit(cell_lock, message, *this); +} + +void Map::MessageBroadcast(WorldObject *obj, WorldPacket *msg) +{ + CellPair p = MaNGOS::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 " I64FMTD " have 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); + cell.data.Part.reserved = ALL_DISTRICT; + cell.SetNoCreate(); + + if( !loaded(GridPair(cell.data.Part.grid_x, cell.data.Part.grid_y)) ) + return; + + MaNGOS::ObjectMessageDeliverer post_man(msg); + TypeContainerVisitor<MaNGOS::ObjectMessageDeliverer, WorldTypeMapContainer > message(post_man); + CellLock<ReadGuard> cell_lock(cell, p); + cell_lock->Visit(cell_lock, message, *this); +} + +void Map::MessageDistBroadcast(Player *player, WorldPacket *msg, float dist, bool to_self, bool own_team_only) +{ + CellPair p = MaNGOS::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; + + if( !loaded(GridPair(cell.data.Part.grid_x, cell.data.Part.grid_y)) ) + return; + + MaNGOS::MessageDistDeliverer post_man(*player, msg, dist, to_self, own_team_only); + TypeContainerVisitor<MaNGOS::MessageDistDeliverer , WorldTypeMapContainer > message(post_man); + CellLock<ReadGuard> cell_lock(cell, p); + cell_lock->Visit(cell_lock, message, *this); +} + +void Map::MessageDistBroadcast(WorldObject *obj, WorldPacket *msg, float dist) +{ + CellPair p = MaNGOS::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 " I64FMTD " have 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); + cell.data.Part.reserved = ALL_DISTRICT; + cell.SetNoCreate(); + + if( !loaded(GridPair(cell.data.Part.grid_x, cell.data.Part.grid_y)) ) + return; + + MaNGOS::ObjectMessageDistDeliverer post_man(*obj, msg,dist); + TypeContainerVisitor<MaNGOS::ObjectMessageDistDeliverer, WorldTypeMapContainer > message(post_man); + CellLock<ReadGuard> cell_lock(cell, p); + cell_lock->Visit(cell_lock, message, *this); +} + +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) +{ + // 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()) + return; + + 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 InstanceMap::Update(const uint32& t_diff) +{ + Map::Update(t_diff); + + if(i_data) + i_data->Update(t_diff); +} + + +void Map::Remove(Player *player, bool remove) +{ + CellPair p = MaNGOS::ComputeCellPair(player->GetPositionX(), player->GetPositionY()); + if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP) + { + // invalid coordinates + player->RemoveFromWorld(); + + if( remove ) + DeleteFromWorld(player); + + return; + } + + 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); + return; + } + + 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->RemoveFromWorld(); + RemoveFromGrid(player,grid,cell); + + SendRemoveTransports(player); + + UpdateObjectsVisibilityFor(player,cell,p); + + 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) +{ + CellPair p = MaNGOS::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 " I64FMTD " have 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("Remove object " I64FMTD " 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->RemoveFromWorld(); + RemoveFromGrid(obj,grid,cell); + + UpdateObjectVisibility(obj,cell,p); + + if( remove ) + { + // if option set then object already saved at this moment + if(!sWorld.getConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATLY)) + obj->SaveRespawnTime(); + DeleteFromWorld(obj); + } +} + +void +Map::PlayerRelocation(Player *player, float x, float y, float z, float orientation) +{ + assert(player); + + CellPair old_val = MaNGOS::ComputeCellPair(player->GetPositionX(), player->GetPositionY()); + CellPair new_val = MaNGOS::ComputeCellPair(x, y); + + Cell old_cell(old_val); + Cell new_cell(new_val); + new_cell |= old_cell; + bool same_cell = (new_cell == old_cell); + + 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()); + + // update player position for group at taxi flight + if(player->GetGroup() && player->isInFlight()) + player->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION); + + NGridType* oldGrid = getNGrid(old_cell.GridX(), old_cell.GridY()); + RemoveFromGrid(player, oldGrid,old_cell); + if( !old_cell.DiffGrid(new_cell) ) + AddToGrid(player, oldGrid,new_cell); + + if( old_cell.DiffGrid(new_cell) ) + EnsureGridLoadedForPlayer(new_cell, player, true); + } + + // if move then update what player see and who seen + UpdatePlayerVisibility(player,new_cell,new_val); + UpdateObjectsVisibilityFor(player,new_cell,new_val); + PlayerRelocationNotify(player,new_cell,new_val); + NGridType* newGrid = getNGrid(new_cell.GridX(), new_cell.GridY()); + if( !same_cell && newGrid->GetGridState()!= GRID_STATE_ACTIVE ) + { + ResetGridExpiry(*newGrid, 0.1f); + newGrid->SetGridState(GRID_STATE_ACTIVE); + } +} + +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 = MaNGOS::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 MANGOS_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); + CreatureRelocationNotify(creature,new_cell,new_val); + } + 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 = MaNGOS::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()); + } + 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 MANGOS_DEBUG + if((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES)==0) + sLog.outDebug("Creature (GUID: %u Entry: %u ) can't be move to unloaded respawn grid.",c->GetGUIDLow(),c->GetEntry()); + #endif + c->CleanupsBeforeDelete(); + 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 MANGOS_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 + + if( !old_cell.DiffGrid(new_cell) ) + { + RemoveFromGrid(c,getNGrid(old_cell.GridX(), old_cell.GridY()),old_cell); + AddToGrid(c,getNGrid(new_cell.GridX(), new_cell.GridY()),new_cell); + c->SetCurrentCell(new_cell); + } + } + else + { + #ifdef MANGOS_DEBUG + if((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES)==0) + sLog.outDebug("Creature (GUID: %u Entry: %u) move 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 + } + } + else // in diff. grids + if(loaded(GridPair(new_cell.GridX(), new_cell.GridY()))) + { + #ifdef MANGOS_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); + } + } + else + { + #ifdef MANGOS_DEBUG + if((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES)==0) + sLog.outDebug("Creature (GUID: %u Entry: %u) attempt 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; + } + + return true; +} + +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 = MaNGOS::ComputeCellPair(resp_x, resp_y); + Cell resp_cell(resp_val); + + c->CombatStop(); + c->GetMotionMaster()->Clear(); + + #ifdef MANGOS_DEBUG + if((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES)==0) + sLog.outDebug("Creature (GUID: %u Entry: %u) will 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()); + return true; + } + else + return false; +} + +bool Map::UnloadGrid(const uint32 &x, const uint32 &y, bool pForce) +{ + NGridType *grid = getNGrid(x, y); + assert( grid != NULL); + + { + if(!pForce && ObjectAccessor::Instance().PlayersNearGrid(x, y, i_id, i_InstanceId) ) + return false; + + DEBUG_LOG("Unloading grid[%u,%u] for map %u", x,y, i_id); + ObjectGridUnloader unloader(*grid); + + // Finish creature moves, remove and delete all creatures with delayed remove before moving to respawn grids + // Must know real mob position before move + DoDelayedMovesAndRemoves(); + + // 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 + DoDelayedMovesAndRemoves(); + + unloader.UnloadN(); + delete getNGrid(x, y); + setNGrid(NULL, x, y); + } + int gx=63-x; + int gy=63-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]) delete (GridMaps[gx][gy]); + // x and y are swaped + VMAP::VMapFactory::createOrGetVMapManager()->unloadMap(GetId(), gy, gx); + } + else + ((MapInstanced*)(MapManager::Instance().GetBaseMap(i_id)))->RemoveGridMapReference(GridPair(gx, gy)); + GridMaps[gx][gy] = NULL; + } + DEBUG_LOG("Unloading grid[%u,%u] for map %u finished", x,y, i_id); + return true; +} + +void Map::UnloadAll(bool pForce) +{ + // 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(), pForce); // deletes the grid and removes it from the GridRefManager + } +} + +float Map::GetHeight(float x, float y, float z, bool pUseVmaps) const +{ + GridPair p = MaNGOS::ComputeGridPair(x, y); + + // half opt method + int gx=(int)(32-x/SIZE_OF_GRIDS); //grid x + int gy=(int)(32-y/SIZE_OF_GRIDS); //grid y + + float lx=MAP_RESOLUTION*(32 -x/SIZE_OF_GRIDS - gx); + float ly=MAP_RESOLUTION*(32 -y/SIZE_OF_GRIDS - gy); + + // ensure GridMap is loaded + const_cast<Map*>(this)->EnsureGridCreated(GridPair(63-gx,63-gy)); + + // find raw .map surface under Z coordinates + float mapHeight; + if(GridMap* gmap = GridMaps[gx][gy]) + { + int lx_int = (int)lx; + int ly_int = (int)ly; + + float zi[4]; + // Probe 4 nearest points (except border cases) + zi[0] = gmap->Z[lx_int][ly_int]; + zi[1] = lx < MAP_RESOLUTION-1 ? gmap->Z[lx_int+1][ly_int] : zi[0]; + zi[2] = ly < MAP_RESOLUTION-1 ? gmap->Z[lx_int][ly_int+1] : zi[0]; + zi[3] = lx < MAP_RESOLUTION-1 && ly < MAP_RESOLUTION-1 ? gmap->Z[lx_int+1][ly_int+1] : zi[0]; + // Recalculate them like if their x,y positions were in the range 0,1 + float b[4]; + b[0] = zi[0]; + b[1] = zi[1]-zi[0]; + b[2] = zi[2]-zi[0]; + b[3] = zi[0]-zi[1]-zi[2]+zi[3]; + // Normalize the dx and dy to be in range 0..1 + float fact_x = lx - lx_int; + float fact_y = ly - ly_int; + // Use the simplified bilinear equation, as described in [url="http://en.wikipedia.org/wiki/Bilinear_interpolation"]http://en.wikipedia.org/wiki/Bilinear_interpolation[/url] + float _mapheight = b[0] + (b[1]*fact_x) + (b[2]*fact_y) + (b[3]*fact_x*fact_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 + } +} + +uint16 Map::GetAreaFlag(float x, float y ) const +{ + //local x,y coords + float lx,ly; + int gx,gy; + GridPair p = MaNGOS::ComputeGridPair(x, y); + + // half opt method + gx=(int)(32-x/SIZE_OF_GRIDS) ; //grid x + gy=(int)(32-y/SIZE_OF_GRIDS); //grid y + + lx=16*(32 -x/SIZE_OF_GRIDS - gx); + ly=16*(32 -y/SIZE_OF_GRIDS - gy); + //DEBUG_LOG("my %d %d si %d %d",gx,gy,p.x_coord,p.y_coord); + + // ensure GridMap is loaded + const_cast<Map*>(this)->EnsureGridCreated(GridPair(63-gx,63-gy)); + + if(GridMaps[gx][gy]) + return GridMaps[gx][gy]->area_flag[(int)(lx)][(int)(ly)]; + // this used while not all *.map files generated (instances) + else + return GetAreaFlagByMapId(i_id); +} + +uint8 Map::GetTerrainType(float x, float y ) const +{ + //local x,y coords + float lx,ly; + int gx,gy; + + // half opt method + gx=(int)(32-x/SIZE_OF_GRIDS) ; //grid x + gy=(int)(32-y/SIZE_OF_GRIDS); //grid y + + lx=16*(32 -x/SIZE_OF_GRIDS - gx); + ly=16*(32 -y/SIZE_OF_GRIDS - gy); + + // ensure GridMap is loaded + const_cast<Map*>(this)->EnsureGridCreated(GridPair(63-gx,63-gy)); + + if(GridMaps[gx][gy]) + return GridMaps[gx][gy]->terrain_type[(int)(lx)][(int)(ly)]; + else + return 0; + +} + +float Map::GetWaterLevel(float x, float y ) const +{ + //local x,y coords + float lx,ly; + int gx,gy; + + // half opt method + gx=(int)(32-x/SIZE_OF_GRIDS) ; //grid x + gy=(int)(32-y/SIZE_OF_GRIDS); //grid y + + lx=128*(32 -x/SIZE_OF_GRIDS - gx); + ly=128*(32 -y/SIZE_OF_GRIDS - gy); + + // ensure GridMap is loaded + const_cast<Map*>(this)->EnsureGridCreated(GridPair(63-gx,63-gy)); + + if(GridMaps[gx][gy]) + return GridMaps[gx][gy]->liquid_level[(int)(lx)][(int)(ly)]; + else + return 0; +} + +uint32 Map::GetAreaId(uint16 areaflag,uint32 map_id) +{ + AreaTableEntry const *entry = GetAreaEntryByAreaFlagAndMap(areaflag,map_id); + + if (entry) + return entry->ID; + else + return 0; +} + +uint32 Map::GetZoneId(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; +} + +bool Map::IsInWater(float x, float y, float pZ) const +{ + // This method is called too often to use vamps for that (4. parameter = false). + // The pZ pos is taken anyway for future use + float z = GetHeight(x,y,pZ,false); // use .map base surface height + + // underground or instance without vmap + if(z <= INVALID_HEIGHT) + return false; + + float water_z = GetWaterLevel(x,y); + uint8 flag = GetTerrainType(x,y); + return (z < (water_z-2)) && (flag & 0x01); +} + +bool Map::IsUnderWater(float x, float y, float z) const +{ + float water_z = GetWaterLevel(x,y); + uint8 flag = GetTerrainType(x,y); + return (z < (water_z-2)) && (flag & 0x01); +} + +bool Map::CheckGridIntegrity(Creature* c, bool moved) const +{ + Cell const& cur_cell = c->GetCurrentCell(); + + CellPair xy_val = MaNGOS::ComputeCellPair(c->GetPositionX(), c->GetPositionY()); + Cell xy_cell(xy_val); + if(xy_cell != cur_cell) + { + sLog.outError("ERROR: %s (GUID: %u) X: %f Y: %f (%s) in grid[%u,%u]cell[%u,%u] instead grid[%u,%u]cell[%u,%u]", + (c->GetTypeId()==TYPEID_PLAYER ? "Player" : "Creature"),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(); + MaNGOS::VisibleChangesNotifier notifier(*obj); + TypeContainerVisitor<MaNGOS::VisibleChangesNotifier, WorldTypeMapContainer > player_notifier(notifier); + CellLock<GridReadGuard> cell_lock(cell, cellpair); + cell_lock->Visit(cell_lock, player_notifier, *this); +} + +void Map::UpdatePlayerVisibility( Player* player, Cell cell, CellPair cellpair ) +{ + cell.data.Part.reserved = ALL_DISTRICT; + + MaNGOS::PlayerNotifier pl_notifier(*player); + TypeContainerVisitor<MaNGOS::PlayerNotifier, WorldTypeMapContainer > player_notifier(pl_notifier); + + CellLock<ReadGuard> cell_lock(cell, cellpair); + cell_lock->Visit(cell_lock, player_notifier, *this); +} + +void Map::UpdateObjectsVisibilityFor( Player* player, Cell cell, CellPair cellpair ) +{ + MaNGOS::VisibleNotifier notifier(*player); + + cell.data.Part.reserved = ALL_DISTRICT; + cell.SetNoCreate(); + TypeContainerVisitor<MaNGOS::VisibleNotifier, WorldTypeMapContainer > world_notifier(notifier); + TypeContainerVisitor<MaNGOS::VisibleNotifier, GridTypeMapContainer > grid_notifier(notifier); + CellLock<GridReadGuard> cell_lock(cell, cellpair); + cell_lock->Visit(cell_lock, world_notifier, *this); + cell_lock->Visit(cell_lock, grid_notifier, *this); + + // send data + notifier.Notify(); +} + +void Map::PlayerRelocationNotify( Player* player, Cell cell, CellPair cellpair ) +{ + CellLock<ReadGuard> cell_lock(cell, cellpair); + MaNGOS::PlayerRelocationNotifier relocationNotifier(*player); + cell.data.Part.reserved = ALL_DISTRICT; + + TypeContainerVisitor<MaNGOS::PlayerRelocationNotifier, GridTypeMapContainer > p2grid_relocation(relocationNotifier); + TypeContainerVisitor<MaNGOS::PlayerRelocationNotifier, WorldTypeMapContainer > p2world_relocation(relocationNotifier); + + cell_lock->Visit(cell_lock, p2grid_relocation, *this); + cell_lock->Visit(cell_lock, p2world_relocation, *this); +} + +void Map::CreatureRelocationNotify(Creature *creature, Cell cell, CellPair cellpair) +{ + CellLock<ReadGuard> cell_lock(cell, cellpair); + MaNGOS::CreatureRelocationNotifier relocationNotifier(*creature); + cell.data.Part.reserved = ALL_DISTRICT; + cell.SetNoCreate(); // not trigger load unloaded grids at notifier call + + TypeContainerVisitor<MaNGOS::CreatureRelocationNotifier, WorldTypeMapContainer > c2world_relocation(relocationNotifier); + TypeContainerVisitor<MaNGOS::CreatureRelocationNotifier, GridTypeMapContainer > c2grid_relocation(relocationNotifier); + + cell_lock->Visit(cell_lock, c2world_relocation, *this); + cell_lock->Visit(cell_lock, c2grid_relocation, *this); +} + +void Map::SendInitSelf( Player * player ) +{ + sLog.outDetail("Creating player data for himself %u", player->GetGUIDLow()); + + UpdateData data; + + bool hasTransport = false; + + // attach to player data current transport data + if(Transport* transport = player->GetTransport()) + { + hasTransport = true; + 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)) + { + hasTransport = true; + (*itr)->BuildCreateUpdateBlockForPlayer(&data, player); + } + } + } + + WorldPacket packet; + data.BuildPacket(&packet, hasTransport); + 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()]; + + bool hasTransport = false; + + for (MapManager::TransportSet::iterator i = tset.begin(); i != tset.end(); ++i) + { + if((*i) != player->GetTransport()) // send data for current transport in other place + { + hasTransport = true; + (*i)->BuildCreateUpdateBlockForPlayer(&transData, player); + } + } + + WorldPacket packet; + transData.BuildPacket(&packet, hasTransport); + 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::iterator i = tset.begin(); i != tset.end(); ++i) + if(player->GetTransport() != (*i)) + (*i)->BuildOutOfRangeUpdateBlock(&transData); + + WorldPacket packet; + transData.BuildPacket(&packet); + player->GetSession()->SendPacket(&packet); +} + +inline void Map::setNGrid(NGridType *grid, uint32 x, uint32 y) +{ + if(x >= MAX_NUMBER_OF_GRIDS || y >= MAX_NUMBER_OF_GRIDS) + { + sLog.outError("map::setNGrid() Invalid grid coordinates found: %d, %d!",x,y); + assert(false); + } + i_grids[x][y] = grid; +} + +void Map::DoDelayedMovesAndRemoves() +{ + MoveAllCreaturesInMoveList(); + RemoveAllObjectsInRemoveList(); +} + +void Map::AddObjectToRemoveList(WorldObject *obj) +{ + assert(obj->GetMapId()==GetId() && obj->GetInstanceId()==GetInstanceId()); + + i_objectsToRemove.insert(obj); + //sLog.outDebug("Object (GUID: %u TypeId: %u ) added to removing list.",obj->GetGUIDLow(),obj->GetTypeId()); +} + +void Map::RemoveAllObjectsInRemoveList() +{ + if(i_objectsToRemove.empty()) + return; + + //sLog.outDebug("Object remover 1 check."); + while(!i_objectsToRemove.empty()) + { + WorldObject* obj = *i_objectsToRemove.begin(); + i_objectsToRemove.erase(i_objectsToRemove.begin()); + + switch(obj->GetTypeId()) + { + case TYPEID_CORPSE: + { + Corpse* corpse = ObjectAccessor::Instance().GetCorpse(*obj, obj->GetGUID()); + if (!corpse) + sLog.outError("ERROR: Try delete corpse/bones %u that 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: + Remove((Creature*)obj,true); + break; + default: + sLog.outError("Non-grid object (TypeId: %u) in grid object removing list, ignored.",obj->GetTypeId()); + break; + } + } + //sLog.outDebug("Object remover 2 check."); +} + +bool Map::CanUnload(const uint32 &diff) +{ + if(!m_unloadTimer) return false; + if(m_unloadTimer < diff) return true; + m_unloadTimer -= diff; + return false; +} + +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(id, expiry, InstanceId, SpawnMode), i_data(NULL), + m_resetAfterUnload(false), m_unloadWhenEmpty(false) +{ + // 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; + } +} + +/* + Do map specific checks to see if the player can enter +*/ +bool InstanceMap::CanEnter(Player *player) +{ + if(std::find(i_Players.begin(),i_Players.end(),player)!=i_Players.end()) + { + sLog.outError("InstanceMap::CanEnter - player %s(%u) already in map %d,%d,%d!", player->GetName(), player->GetGUIDLow(), GetId(), GetInstanceId(), GetSpawnMode()); + assert(false); + return false; + } + + // cannot enter if the instance is full (player cap), GMs don't count + InstanceTemplate const* iTemplate = objmgr.GetInstanceTemplate(GetId()); + if (!player->isGameMaster() && GetPlayersCountExceptGMs() >= iTemplate->maxPlayers) + { + sLog.outDetail("MAP: Instance '%u' of map '%s' cannot have more than '%u' players. Player '%s' rejected", GetInstanceId(), GetMapName(), iTemplate->maxPlayers, player->GetName()); + player->SendTransferAborted(GetId(), TRANSFER_ABORT_MAX_PLAYERS); + return false; + } + + // cannot enter while players in the instance are in combat + Group *pGroup = player->GetGroup(); + if(pGroup && pGroup->InCombatToInstance(GetInstanceId()) && player->isAlive() && player->GetMapId() != GetId()) + { + 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); + if(!CanEnter(player)) + return false; + + // 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(), GetSpawnMode(), 0, true); + } + + // check for existing instance binds + InstancePlayerBind *playerBind = player->GetBoundInstance(GetId(), 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 in 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()); + assert(false); + } + } + else + { + Group *pGroup = player->GetGroup(); + if(pGroup) + { + // solo saves should be reset when entering a group + InstanceGroupBind *groupBind = pGroup->GetBoundInstance(GetId(), GetSpawnMode()); + if(playerBind) + { + sLog.outError("InstanceMap::Add: player %s(%d) is being put in 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 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); + } + // 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 in 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"); + assert(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); + } + } + + if(i_data) i_data->OnPlayerEnter(player); + SetResetSchedule(false); + + i_Players.push_back(player); + player->SendInitWorldStates(); + sLog.outDetail("MAP: Player '%s' entered the 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); + return true; +} + +void InstanceMap::Remove(Player *player, bool remove) +{ + sLog.outDetail("MAP: Removing player '%s' from instance '%u' of map '%s' before relocating to other map", player->GetName(), GetInstanceId(), GetMapName()); + i_Players.remove(player); + SetResetSchedule(true); + if(!m_unloadTimer && i_Players.empty()) + m_unloadTimer = m_unloadWhenEmpty ? MIN_UNLOAD_DELAY : std::max(sWorld.getConfig(CONFIG_INSTANCE_UNLOAD_DELAY), (uint32)MIN_UNLOAD_DELAY); + Map::Remove(player, remove); +} + +void InstanceMap::CreateInstanceData(bool load) +{ + if(i_data != NULL) + return; + + InstanceTemplate const* mInstance = objmgr.GetInstanceTemplate(GetId()); + if (mInstance) + { + i_script = mInstance->script; + i_data = Script->CreateInstanceData(this); + } + + if(!i_data) + return; + + if(load) + { + // TODO: make a global storage for this + QueryResult* result = CharacterDatabase.PQuery("SELECT data FROM instance WHERE map = '%u' AND id = '%u'", GetId(), i_InstanceId); + if (result) + { + Field* fields = result->Fetch(); + const char* data = fields[0].GetString(); + if(data) + { + sLog.outDebug("Loading instance data for `%s` with id %u", i_script.c_str(), i_InstanceId); + i_data->Load(data); + } + delete result; + } + } + else + { + sLog.outDebug("New instance data, \"%s\" ,initialized!",i_script.c_str()); + i_data->Initialize(); + } +} + +/* + 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(!i_Players.empty()) + { + if(method == INSTANCE_RESET_ALL) + { + // notify the players to leave the instance so it can be reset + for(PlayerList::iterator itr = i_Players.begin(); itr != i_Players.end(); ++itr) + (*itr)->SendResetFailedNotify(GetId()); + } + else + { + if(method == INSTANCE_RESET_GLOBAL) + { + // set the homebind timer for players inside (1 minute) + for(PlayerList::iterator itr = i_Players.begin(); itr != i_Players.end(); ++itr) + (*itr)->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 i_Players.empty(); +} + +uint32 InstanceMap::GetPlayersCountExceptGMs() const +{ + uint32 count = 0; + for(PlayerList::const_iterator itr = i_Players.begin(); itr != i_Players.end(); ++itr) + if(!(*itr)->isGameMaster()) + ++count; + return count; +} + +void InstanceMap::PermBindAllPlayers(Player *player) +{ + InstanceSave *save = sInstanceSaveManager.GetInstanceSave(GetInstanceId()); + if(!save) + { + sLog.outError("Cannot bind players, no instance save available for map!\n"); + return; + } + + Group *group = player->GetGroup(); + // group members outside the instance group don't get bound + for(PlayerList::iterator itr = i_Players.begin(); itr != i_Players.end(); ++itr) + { + if(*itr) + { + // players inside an instance cannot be bound to other instances + // some players may already be permanently bound, in this case nothing happens + InstancePlayerBind *bind = (*itr)->GetBoundInstance(save->GetMapId(), save->GetDifficulty()); + if(!bind || !bind->perm) + { + (*itr)->BindToInstance(save, true); + WorldPacket data(SMSG_INSTANCE_SAVE_CREATED, 4); + data << uint32(0); + (*itr)->GetSession()->SendPacket(&data); + } + + // if the leader is not in the instance the group will not get a perm bind + if(group && group->GetLeaderGUID() == (*itr)->GetGUID()) + group->BindToInstance(save, true); + } + } +} + +time_t InstanceMap::GetResetTime() +{ + InstanceSave *save = sInstanceSaveManager.GetInstanceSave(GetInstanceId()); + return save ? save->GetDifficulty() : DIFFICULTY_NORMAL; +} + +void InstanceMap::UnloadAll(bool pForce) +{ + if(!i_Players.empty()) + { + sLog.outError("InstanceMap::UnloadAll: there are still players in the instance at unload, should not happen!"); + for(PlayerList::iterator itr = i_Players.begin(); itr != i_Players.end(); ++itr) + if(*itr) (*itr)->TeleportTo((*itr)->m_homebindMapId, (*itr)->m_homebindX, (*itr)->m_homebindY, (*itr)->m_homebindZ, (*itr)->GetOrientation()); + } + + if(m_resetAfterUnload == true) + objmgr.DeleteRespawnTimeForInstance(GetInstanceId()); + + Map::UnloadAll(pForce); +} + +void InstanceMap::SendResetWarnings(uint32 timeLeft) +{ + for(PlayerList::iterator itr = i_Players.begin(); itr != i_Players.end(); ++itr) + (*itr)->SendInstanceResetWarning(GetId(), 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(i_Players.empty() && !IsRaid() && !IsHeroic()) + { + 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(), GetInstanceId())); + } +} + +void InstanceMap::SendToPlayers(WorldPacket const* data) const +{ + for(PlayerList::const_iterator itr = i_Players.begin(); itr != i_Players.end(); ++itr) + (*itr)->GetSession()->SendPacket(data); +} + +/* ******* Battleground Instance Maps ******* */ + +BattleGroundMap::BattleGroundMap(uint32 id, time_t expiry, uint32 InstanceId) + : Map(id, expiry, InstanceId, DIFFICULTY_NORMAL) +{ +} + +BattleGroundMap::~BattleGroundMap() +{ +} + +bool BattleGroundMap::CanEnter(Player * player) +{ + if(std::find(i_Players.begin(),i_Players.end(),player)!=i_Players.end()) + { + sLog.outError("BGMap::CanEnter - player %u 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); + if(!CanEnter(player)) + return false; + i_Players.push_back(player); + // 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 other map", player->GetName(), GetInstanceId(), GetMapName()); + i_Players.remove(player); + Map::Remove(player, remove); +} + +void BattleGroundMap::SetUnload() +{ + m_unloadTimer = MIN_UNLOAD_DELAY; +} + +void BattleGroundMap::UnloadAll(bool pForce) +{ + while(!i_Players.empty()) + { + PlayerList::iterator itr = i_Players.begin(); + Player * plr = *itr; + if(plr) (plr)->TeleportTo((*itr)->m_homebindMapId, (*itr)->m_homebindX, (*itr)->m_homebindY, (*itr)->m_homebindZ, (*itr)->GetOrientation()); + // TeleportTo removes the player from this map (if the map exists) -> calls BattleGroundMap::Remove -> invalidates the iterator. + // just in case, remove the player from the list explicitly here as well to prevent a possible infinite loop + // note that this remove is not needed if the code works well in other places + i_Players.remove(plr); + } + + Map::UnloadAll(pForce); +} |