diff options
Diffstat (limited to 'src/server/game/Maps/Map.cpp')
-rw-r--r-- | src/server/game/Maps/Map.cpp | 288 |
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); + } +} |