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Diffstat (limited to 'src/server/game/Maps/Map.cpp')
-rw-r--r--src/server/game/Maps/Map.cpp288
1 files changed, 273 insertions, 15 deletions
diff --git a/src/server/game/Maps/Map.cpp b/src/server/game/Maps/Map.cpp
index 79e63cf2035..5fb4a54fac1 100644
--- a/src/server/game/Maps/Map.cpp
+++ b/src/server/game/Maps/Map.cpp
@@ -217,13 +217,13 @@ void Map::DeleteStateMachine()
}
Map::Map(uint32 id, time_t expiry, uint32 InstanceId, uint8 SpawnMode, Map* _parent):
-_creatureToMoveLock(false), _gameObjectsToMoveLock(false),
+_creatureToMoveLock(false), _gameObjectsToMoveLock(false), _dynamicObjectsToMoveLock(false),
i_mapEntry(sMapStore.LookupEntry(id)), i_spawnMode(SpawnMode), i_InstanceId(InstanceId),
m_unloadTimer(0), m_VisibleDistance(DEFAULT_VISIBILITY_DISTANCE),
m_VisibilityNotifyPeriod(DEFAULT_VISIBILITY_NOTIFY_PERIOD),
m_activeNonPlayersIter(m_activeNonPlayers.end()), _transportsUpdateIter(_transports.end()),
i_gridExpiry(expiry),
-i_scriptLock(false)
+i_scriptLock(false), _defaultLight(GetDefaultMapLight(id))
{
m_parentMap = (_parent ? _parent : this);
for (unsigned int idx=0; idx < MAX_NUMBER_OF_GRIDS; ++idx)
@@ -281,6 +281,15 @@ void Map::AddToGrid(GameObject* obj, Cell const& cell)
obj->SetCurrentCell(cell);
}
+template<>
+void Map::AddToGrid(DynamicObject* obj, Cell const& cell)
+{
+ NGridType* grid = getNGrid(cell.GridX(), cell.GridY());
+ grid->GetGridType(cell.CellX(), cell.CellY()).AddGridObject(obj);
+
+ obj->SetCurrentCell(cell);
+}
+
template<class T>
void Map::SwitchGridContainers(T* /*obj*/, bool /*on*/) { }
@@ -468,6 +477,7 @@ bool Map::AddPlayerToMap(Player* player)
SendInitSelf(player);
SendInitTransports(player);
+ SendZoneDynamicInfo(player);
player->m_clientGUIDs.clear();
player->UpdateObjectVisibility(false);
@@ -944,6 +954,7 @@ void Map::GameObjectRelocation(GameObject* go, float x, float y, float z, float
else
{
go->Relocate(x, y, z, orientation);
+ go->UpdateModelPosition();
go->UpdateObjectVisibility(false);
RemoveGameObjectFromMoveList(go);
}
@@ -953,6 +964,38 @@ void Map::GameObjectRelocation(GameObject* go, float x, float y, float z, float
ASSERT(integrity_check == old_cell);
}
+void Map::DynamicObjectRelocation(DynamicObject* dynObj, float x, float y, float z, float orientation)
+{
+ Cell integrity_check(dynObj->GetPositionX(), dynObj->GetPositionY());
+ Cell old_cell = dynObj->GetCurrentCell();
+
+ ASSERT(integrity_check == old_cell);
+ Cell new_cell(x, y);
+
+ if (!getNGrid(new_cell.GridX(), new_cell.GridY()))
+ return;
+
+ // delay creature move for grid/cell to grid/cell moves
+ if (old_cell.DiffCell(new_cell) || old_cell.DiffGrid(new_cell))
+ {
+#ifdef TRINITY_DEBUG
+ TC_LOG_DEBUG("maps", "GameObject (GUID: %u) added to moving list from grid[%u, %u]cell[%u, %u] to grid[%u, %u]cell[%u, %u].", dynObj->GetGUIDLow(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());
+#endif
+ AddDynamicObjectToMoveList(dynObj, x, y, z, orientation);
+ // in diffcell/diffgrid case notifiers called at finishing move dynObj in Map::MoveAllGameObjectsInMoveList
+ }
+ else
+ {
+ dynObj->Relocate(x, y, z, orientation);
+ dynObj->UpdateObjectVisibility(false);
+ RemoveDynamicObjectFromMoveList(dynObj);
+ }
+
+ old_cell = dynObj->GetCurrentCell();
+ integrity_check = Cell(dynObj->GetPositionX(), dynObj->GetPositionY());
+ ASSERT(integrity_check == old_cell);
+}
+
void Map::AddCreatureToMoveList(Creature* c, float x, float y, float z, float ang)
{
if (_creatureToMoveLock) //can this happen?
@@ -991,6 +1034,25 @@ void Map::RemoveGameObjectFromMoveList(GameObject* go)
go->_moveState = MAP_OBJECT_CELL_MOVE_INACTIVE;
}
+void Map::AddDynamicObjectToMoveList(DynamicObject* dynObj, float x, float y, float z, float ang)
+{
+ if (_dynamicObjectsToMoveLock) //can this happen?
+ return;
+
+ if (dynObj->_moveState == MAP_OBJECT_CELL_MOVE_NONE)
+ _dynamicObjectsToMove.push_back(dynObj);
+ dynObj->SetNewCellPosition(x, y, z, ang);
+}
+
+void Map::RemoveDynamicObjectFromMoveList(DynamicObject* dynObj)
+{
+ if (_dynamicObjectsToMoveLock) //can this happen?
+ return;
+
+ if (dynObj->_moveState == MAP_OBJECT_CELL_MOVE_ACTIVE)
+ dynObj->_moveState = MAP_OBJECT_CELL_MOVE_INACTIVE;
+}
+
void Map::MoveAllCreaturesInMoveList()
{
_creatureToMoveLock = true;
@@ -1071,6 +1133,7 @@ void Map::MoveAllGameObjectsInMoveList()
{
// update pos
go->Relocate(go->_newPosition);
+ go->UpdateModelPosition();
go->UpdateObjectVisibility(false);
}
else
@@ -1091,6 +1154,44 @@ void Map::MoveAllGameObjectsInMoveList()
_gameObjectsToMoveLock = false;
}
+void Map::MoveAllDynamicObjectsInMoveList()
+{
+ _dynamicObjectsToMoveLock = true;
+ for (std::vector<DynamicObject*>::iterator itr = _dynamicObjectsToMove.begin(); itr != _dynamicObjectsToMove.end(); ++itr)
+ {
+ DynamicObject* dynObj = *itr;
+ if (dynObj->FindMap() != this) //transport is teleported to another map
+ continue;
+
+ if (dynObj->_moveState != MAP_OBJECT_CELL_MOVE_ACTIVE)
+ {
+ dynObj->_moveState = MAP_OBJECT_CELL_MOVE_NONE;
+ continue;
+ }
+
+ dynObj->_moveState = MAP_OBJECT_CELL_MOVE_NONE;
+ if (!dynObj->IsInWorld())
+ continue;
+
+ // do move or do move to respawn or remove creature if previous all fail
+ if (DynamicObjectCellRelocation(dynObj, Cell(dynObj->_newPosition.m_positionX, dynObj->_newPosition.m_positionY)))
+ {
+ // update pos
+ dynObj->Relocate(dynObj->_newPosition);
+ dynObj->UpdateObjectVisibility(false);
+ }
+ else
+ {
+#ifdef TRINITY_DEBUG
+ TC_LOG_DEBUG("maps", "DynamicObject (GUID: %u) cannot be moved to unloaded grid.", dynObj->GetGUIDLow());
+#endif
+ }
+ }
+
+ _dynamicObjectsToMove.clear();
+ _dynamicObjectsToMoveLock = false;
+}
+
bool Map::CreatureCellRelocation(Creature* c, Cell new_cell)
{
Cell const& old_cell = c->GetCurrentCell();
@@ -1213,6 +1314,67 @@ bool Map::GameObjectCellRelocation(GameObject* go, Cell new_cell)
return false;
}
+bool Map::DynamicObjectCellRelocation(DynamicObject* go, Cell new_cell)
+{
+ Cell const& old_cell = go->GetCurrentCell();
+ if (!old_cell.DiffGrid(new_cell)) // in same grid
+ {
+ // if in same cell then none do
+ if (old_cell.DiffCell(new_cell))
+ {
+ #ifdef TRINITY_DEBUG
+ TC_LOG_DEBUG("maps", "DynamicObject (GUID: %u) moved in grid[%u, %u] from cell[%u, %u] to cell[%u, %u].", go->GetGUIDLow(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.CellX(), new_cell.CellY());
+ #endif
+
+ go->RemoveFromGrid();
+ AddToGrid(go, new_cell);
+ }
+ else
+ {
+ #ifdef TRINITY_DEBUG
+ TC_LOG_DEBUG("maps", "DynamicObject (GUID: %u) moved in same grid[%u, %u]cell[%u, %u].", go->GetGUIDLow(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY());
+ #endif
+ }
+
+ return true;
+ }
+
+ // in diff. grids but active GameObject
+ if (go->isActiveObject())
+ {
+ EnsureGridLoadedForActiveObject(new_cell, go);
+
+ #ifdef TRINITY_DEBUG
+ TC_LOG_DEBUG("maps", "Active DynamicObject (GUID: %u) moved from grid[%u, %u]cell[%u, %u] to grid[%u, %u]cell[%u, %u].", go->GetGUIDLow(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());
+ #endif
+
+ go->RemoveFromGrid();
+ AddToGrid(go, new_cell);
+
+ return true;
+ }
+
+ // in diff. loaded grid normal GameObject
+ if (IsGridLoaded(GridCoord(new_cell.GridX(), new_cell.GridY())))
+ {
+ #ifdef TRINITY_DEBUG
+ TC_LOG_DEBUG("maps", "DynamicObject (GUID: %u) moved from grid[%u, %u]cell[%u, %u] to grid[%u, %u]cell[%u, %u].", go->GetGUIDLow(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());
+ #endif
+
+ go->RemoveFromGrid();
+ EnsureGridCreated(GridCoord(new_cell.GridX(), new_cell.GridY()));
+ AddToGrid(go, new_cell);
+
+ return true;
+ }
+
+ // fail to move: normal GameObject attempt move to unloaded grid
+ #ifdef TRINITY_DEBUG
+ TC_LOG_DEBUG("maps", "DynamicObject (GUID: %u) attempted to move from grid[%u, %u]cell[%u, %u] to unloaded grid[%u, %u]cell[%u, %u].", go->GetGUIDLow(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());
+ #endif
+ return false;
+}
+
bool Map::CreatureRespawnRelocation(Creature* c, bool diffGridOnly)
{
float resp_x, resp_y, resp_z, resp_o;
@@ -2493,7 +2655,10 @@ void Map::RemoveAllObjectsInRemoveList()
RemoveFromMap((AreaTrigger*)obj, true);
break;
case TYPEID_GAMEOBJECT:
- RemoveFromMap((GameObject*)obj, true);
+ if (Transport* transport = obj->ToGameObject()->ToTransport())
+ RemoveFromMap(transport, true);
+ else
+ RemoveFromMap(obj->ToGameObject(), true);
break;
case TYPEID_UNIT:
// in case triggered sequence some spell can continue casting after prev CleanupsBeforeDelete call
@@ -3024,18 +3189,11 @@ MapDifficulty const* Map::GetMapDifficulty() const
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;
+ MapDifficulty const* mapDiff = GetMapDifficulty();
+ if (mapDiff && mapDiff->maxPlayers)
+ return mapDiff->maxPlayers;
+
+ return GetEntry()->maxPlayers;
}
uint32 InstanceMap::GetMaxResetDelay() const
@@ -3280,3 +3438,103 @@ time_t Map::GetLinkedRespawnTime(uint64 guid) const
return time_t(0);
}
+void Map::SendZoneDynamicInfo(Player* player)
+{
+ uint32 zoneId = GetZoneId(player->GetPositionX(), player->GetPositionY(), player->GetPositionZ());
+ ZoneDynamicInfoMap::const_iterator itr = _zoneDynamicInfo.find(zoneId);
+ if (itr == _zoneDynamicInfo.end())
+ return;
+
+ if (uint32 music = itr->second.MusicId)
+ {
+ WorldPacket data(SMSG_PLAY_MUSIC, 4);
+ data << uint32(music);
+ player->SendDirectMessage(&data);
+ }
+
+ if (uint32 weather = itr->second.WeatherId)
+ {
+ WorldPacket data(SMSG_WEATHER, 4 + 4 + 1);
+ data << uint32(weather);
+ data << float(itr->second.WeatherGrade);
+ data << uint8(0);
+ player->SendDirectMessage(&data);
+ }
+
+ if (uint32 overrideLight = itr->second.OverrideLightId)
+ {
+ WorldPacket data(SMSG_OVERRIDE_LIGHT, 4 + 4 + 1);
+ data << uint32(_defaultLight);
+ data << uint32(overrideLight);
+ data << uint32(itr->second.LightFadeInTime);
+ player->SendDirectMessage(&data);
+ }
+}
+
+void Map::SetZoneMusic(uint32 zoneId, uint32 musicId)
+{
+ if (_zoneDynamicInfo.find(zoneId) == _zoneDynamicInfo.end())
+ _zoneDynamicInfo.insert(ZoneDynamicInfoMap::value_type(zoneId, ZoneDynamicInfo()));
+
+ _zoneDynamicInfo[zoneId].MusicId = musicId;
+
+ Map::PlayerList const& players = GetPlayers();
+ if (!players.isEmpty())
+ {
+ WorldPacket data(SMSG_PLAY_MUSIC, 4);
+ data << uint32(musicId);
+
+ for (Map::PlayerList::const_iterator itr = players.begin(); itr != players.end(); ++itr)
+ if (Player* player = itr->GetSource())
+ if (player->GetZoneId() == zoneId)
+ player->SendDirectMessage(&data);
+ }
+}
+
+void Map::SetZoneWeather(uint32 zoneId, uint32 weatherId, float weatherGrade)
+{
+ if (_zoneDynamicInfo.find(zoneId) == _zoneDynamicInfo.end())
+ _zoneDynamicInfo.insert(ZoneDynamicInfoMap::value_type(zoneId, ZoneDynamicInfo()));
+
+ ZoneDynamicInfo& info = _zoneDynamicInfo[zoneId];
+ info.WeatherId = weatherId;
+ info.WeatherGrade = weatherGrade;
+ Map::PlayerList const& players = GetPlayers();
+
+ if (!players.isEmpty())
+ {
+ WorldPacket data(SMSG_WEATHER, 4 + 4 + 1);
+ data << uint32(weatherId);
+ data << float(weatherGrade);
+ data << uint8(0);
+
+ for (Map::PlayerList::const_iterator itr = players.begin(); itr != players.end(); ++itr)
+ if (Player* player = itr->GetSource())
+ if (player->GetZoneId() == zoneId)
+ player->SendDirectMessage(&data);
+ }
+}
+
+void Map::SetZoneOverrideLight(uint32 zoneId, uint32 lightId, uint32 fadeInTime)
+{
+ if (_zoneDynamicInfo.find(zoneId) == _zoneDynamicInfo.end())
+ _zoneDynamicInfo.insert(ZoneDynamicInfoMap::value_type(zoneId, ZoneDynamicInfo()));
+
+ ZoneDynamicInfo& info = _zoneDynamicInfo[zoneId];
+ info.OverrideLightId = lightId;
+ info.LightFadeInTime = fadeInTime;
+ Map::PlayerList const& players = GetPlayers();
+
+ if (!players.isEmpty())
+ {
+ WorldPacket data(SMSG_OVERRIDE_LIGHT, 4 + 4 + 1);
+ data << uint32(_defaultLight);
+ data << uint32(lightId);
+ data << uint32(fadeInTime);
+
+ for (Map::PlayerList::const_iterator itr = players.begin(); itr != players.end(); ++itr)
+ if (Player* player = itr->GetSource())
+ if (player->GetZoneId() == zoneId)
+ player->SendDirectMessage(&data);
+ }
+}