/* * Copyright (C) 2005-2009 MaNGOS * * Copyright (C) 2008-2009 Trinity * * 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 "ScriptCalls.h" #include "Group.h" #include "MapRefManager.h" #include "Vehicle.h" #include "WaypointManager.h" #include "MapInstanced.h" #include "InstanceSaveMgr.h" #include "VMapFactory.h" #define DEFAULT_GRID_EXPIRY 300 #define MAX_GRID_LOAD_TIME 50 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(); 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("Check existing of map file '%s': 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|| header.versionMagic != uint32(MAP_VERSION_MAGIC)) { sLog.outError("Map file '%s' is non-compatible version (outdated?).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 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 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 already 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 load 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) , i_lock(false) { m_notifyTimer.SetInterval(IN_MILISECONDS/2); 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 void Map::AddToGrid(T* obj, NGridType *grid, Cell const& cell) { if(obj->m_isWorldObject) (*grid)(cell.CellX(), cell.CellY()).template AddWorldObject(obj, obj->GetGUID()); else (*grid)(cell.CellX(), cell.CellY()).template AddGridObject(obj, obj->GetGUID()); } template<> void Map::AddToGrid(Creature* obj, NGridType *grid, Cell const& cell) { if(obj->m_isWorldObject) (*grid)(cell.CellX(), cell.CellY()).AddWorldObject(obj, obj->GetGUID()); else (*grid)(cell.CellX(), cell.CellY()).AddGridObject(obj, obj->GetGUID()); obj->SetCurrentCell(cell); } template void Map::RemoveFromGrid(T* obj, NGridType *grid, Cell const& cell) { if(obj->m_isWorldObject) (*grid)(cell.CellX(), cell.CellY()).template RemoveWorldObject(obj, obj->GetGUID()); else (*grid)(cell.CellX(), cell.CellY()).template RemoveGridObject(obj, obj->GetGUID()); } template 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 " 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("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(obj, obj->GetGUID()); grid.AddWorldObject(obj, obj->GetGUID()); /*if(!grid.RemoveGridObject(obj, obj->GetGUID()) || !grid.AddWorldObject(obj, obj->GetGUID())) { assert(false); }*/ } else { grid.RemoveWorldObject(obj, obj->GetGUID()); grid.AddGridObject(obj, obj->GetGUID()); /*if(!grid.RemoveWorldObject(obj, obj->GetGUID()) || !grid.AddGridObject(obj, obj->GetGUID())) { assert(false); }*/ } obj->m_isWorldObject = on; } template void Map::SwitchGridContainers(Creature *, bool); //template void Map::SwitchGridContainers(DynamicObject *, bool); template 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; } template void Map::AddNotifier(T*) { } template<> void Map::AddNotifier(Player* obj) { //obj->m_Notified = false; //obj->m_IsInNotifyList = false; AddUnitToNotify(obj); } template<> void Map::AddNotifier(Creature* obj) { //obj->m_Notified = false; //obj->m_IsInNotifyList = false; AddUnitToNotify(obj); } 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=63-p.x_coord; int gy=63-p.y_coord; if(!GridMaps[gx][gy]) LoadMapAndVMap(gx,gy); } } } void Map::EnsureGridLoadedAtEnter(const Cell &cell, Player *player) { NGridType *grid; if(EnsureGridLoaded(cell)) { grid = getNGrid(cell.GridX(), cell.GridY()); if (player) { 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(), GetId()); } else { DEBUG_LOG("Active object nearby triggers of loading grid [%u,%u] on map %u", cell.GridX(), cell.GridY(), GetId()); } ResetGridExpiry(*getNGrid(cell.GridX(), cell.GridY()), 0.1f); grid->SetGridState(GRID_STATE_ACTIVE); } else grid = getNGrid(cell.GridX(), cell.GridY()); if (player) AddToGrid(player,grid,cell); } 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); // update player state for other player and visa-versa CellPair p = Trinity::ComputeCellPair(player->GetPositionX(), player->GetPositionY()); Cell cell(p); EnsureGridLoadedAtEnter(cell, player); player->AddToWorld(); SendInitSelf(player); SendInitTransports(player); player->m_clientGUIDs.clear(); //AddNotifier(player); return true; } template 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 " 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(obj->IsInWorld()) // need some clean up later { UpdateObjectVisibility(obj,cell,p); // is this needed? AddNotifier(obj); 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 //if(obj->GetTypeId() != TYPEID_UNIT) UpdateObjectVisibility(obj,cell,p); AddNotifier(obj); } void Map::MessageBroadcast(Player *player, WorldPacket *msg, bool to_self) { Trinity::MessageDistDeliverer post_man(player, msg, World::GetMaxVisibleDistance(), to_self); VisitWorld(player->GetPositionX(), player->GetPositionY(), World::GetMaxVisibleDistance(), post_man); } void Map::MessageBroadcast(WorldObject *obj, WorldPacket *msg) { Trinity::MessageDistDeliverer post_man(obj, msg, World::GetMaxVisibleDistance()); VisitWorld(obj->GetPositionX(), obj->GetPositionY(), World::GetMaxVisibleDistance(), post_man); } void Map::MessageDistBroadcast(Player *player, WorldPacket *msg, float dist, bool to_self, bool own_team_only) { Trinity::MessageDistDeliverer post_man(player, msg, dist, to_self, own_team_only); VisitWorld(player->GetPositionX(), player->GetPositionY(), dist, post_man); } void Map::MessageDistBroadcast(WorldObject *obj, WorldPacket *msg, float dist) { Trinity::MessageDistDeliverer post_man(obj, msg, dist); VisitWorld(obj->GetPositionX(), obj->GetPositionY(), dist, post_man); } bool Map::loaded(const GridPair &p) const { return ( getNGrid(p.x_coord, p.y_coord) && isGridObjectDataLoaded(p.x_coord, p.y_coord) ); } void Map::RelocationNotify() { i_lock = true; //Notify for(std::vector::iterator iter = i_unitsToNotify.begin(); iter != i_unitsToNotify.end(); ++iter) { Unit *unit = *iter; if(!unit) continue; unit->m_NotifyListPos = -1; if(unit->m_Notified) continue; unit->m_Notified = true; float dist = abs(unit->GetPositionX() - unit->oldX) + abs(unit->GetPositionY() - unit->oldY); if(dist > 10.0f) { Trinity::VisibleChangesNotifier notifier(*unit); VisitWorld(unit->oldX, unit->oldY, World::GetMaxVisibleDistance(), notifier); dist = 0; } if(unit->GetTypeId() == TYPEID_PLAYER) { Trinity::PlayerRelocationNotifier notifier(*((Player*)unit)); //if(((Player*)unit)->m_seer != unit) VisitAll(((Player*)unit)->m_seer->GetPositionX(), ((Player*)unit)->m_seer->GetPositionY(), World::GetMaxVisibleDistance() + dist, notifier); //else //VisitAll(((Player*)unit)->GetPositionX(), ((Player*)unit)->GetPositionY(), World::GetMaxVisibleDistance() + dist, notifier); notifier.Notify(); } else { Trinity::CreatureRelocationNotifier notifier(*((Creature*)unit)); VisitAll(unit->GetPositionX(), unit->GetPositionY(), World::GetMaxVisibleDistance() + dist, notifier); } } for(std::vector::iterator iter = i_unitsToNotify.begin(); iter != i_unitsToNotify.end(); ++iter) if(*iter) (*iter)->m_Notified = false; i_unitsToNotify.clear(); i_lock = false; if(!i_unitsToNotifyBacklog.empty()) { i_unitsToNotify.insert(i_unitsToNotify.end(), i_unitsToNotifyBacklog.begin(), i_unitsToNotifyBacklog.end()); i_unitsToNotifyBacklog.clear(); } } void Map::AddUnitToNotify(Unit* u) { if(u->m_NotifyListPos < 0 && u->IsInWorld()) { u->oldX = u->GetPositionX(); u->oldY = u->GetPositionY(); if(i_lock) { u->m_NotifyListPos = i_unitsToNotifyBacklog.size(); i_unitsToNotifyBacklog.push_back(u); } else { u->m_NotifyListPos = i_unitsToNotify.size(); i_unitsToNotify.push_back(u); } } } void Map::RemoveUnitFromNotify(Unit *unit, int32 slot) { if(i_lock) { if(slot < i_unitsToNotifyBacklog.size() && i_unitsToNotifyBacklog[slot] == unit) i_unitsToNotifyBacklog[slot] = NULL; else if(slot < i_unitsToNotify.size() && i_unitsToNotify[slot] == unit) i_unitsToNotify[slot] = NULL; else assert(false); } else { assert(slot < i_unitsToNotify.size()); i_unitsToNotify[slot] = NULL; } unit->m_NotifyListPos = -1; } 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 grid_object_update(updater); // for pets TypeContainerVisitor 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); 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(); CellLock cell_lock(cell, pair); cell_lock->Visit(cell_lock, grid_object_update, *this); cell_lock->Visit(cell_lock, world_object_update, *this); } } } if(plr->m_seer != plr && !plr->m_Vehicle) AddUnitToNotify(plr); } // 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(); CellLock cell_lock(cell, pair); cell_lock->Visit(cell_lock, grid_object_update, *this); cell_lock->Visit(cell_lock, world_object_update, *this); } } } } } MoveAllCreaturesInMoveList(); RemoveAllObjectsInRemoveList(); m_notifyTimer.Update(t_diff); if(m_notifyTimer.Passed()) { m_notifyTimer.Reset(); RelocationNotify(); } // 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::iterator i = GridRefManager::begin(); i != GridRefManager::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); } } ///- Process necessary scripts if (!m_scriptSchedule.empty()) ScriptsProcess(); } void Map::Remove(Player *player, bool remove) { 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!"); // 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); UpdateObjectVisibility(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 void Map::Remove(T *obj, bool remove) { 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 " 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 " 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->RemoveFromWorld(); if(obj->isActiveObject()) RemoveFromActive(obj); RemoveFromGrid(obj,grid,cell); UpdateObjectVisibility(obj,cell,p); 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); 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); else EnsureGridLoadedAtEnter(new_cell, player); } AddUnitToNotify(player); 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 = 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); AddUnitToNotify(creature); } if(creature->isVehicle()) { for(SeatMap::iterator itr = ((Vehicle*)creature)->m_Seats.begin(); itr != ((Vehicle*)creature)->m_Seats.end(); ++itr) if(Unit *passenger = itr->second.passenger) { if(passenger->GetTypeId() == TYPEID_PLAYER) PlayerRelocation((Player*)passenger, x + passenger->m_movementInfo.t_x, y + passenger->m_movementInfo.t_y, z + passenger->m_movementInfo.t_z, ang + passenger->m_movementInfo.t_o); else CreatureRelocation((Creature*)passenger, x + passenger->m_movementInfo.t_x, y + passenger->m_movementInfo.t_y, z + passenger->m_movementInfo.t_z, ang + passenger->m_movementInfo.t_o); } } 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()); AddUnitToNotify(c); } 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 ) can't 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) 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 } 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) 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; } 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) 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()); AddUnitToNotify(c); 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=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]) { GridMaps[gx][gy]->unloadData(); delete GridMaps[gx][gy]; } // x and y are swapped VMAP::VMapFactory::createOrGetVMapManager()->unloadMap(GetId(), gy, gx); } 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()) { sLog.outError("Map::UnloadAll: there are still players in the instance at unload, should not happen!"); for(MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr) { Player* plr = itr->getSource(); if(!plr->IsBeingTeleportedFar()) 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::iterator i = GridRefManager::begin(); i != GridRefManager::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 non-compatible version (outdated?). Please, create new using 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(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 } } float Map::GetVmapHeight(float x, float y, float z, bool useMaps) const { float mapHeight; float vmapHeight; if (useMaps) { mapHeight = GetHeight(x, y, z, false); if (fabs(mapHeight - z) < 0.1) return mapHeight; } else mapHeight = INVALID_HEIGHT; VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager(); if (vmgr->isLineOfSightCalcEnabled()) bool result = vmgr->getObjectHitPos(GetId(), x, y, z + 2.0f, x, y, mapHeight, x, y, vmapHeight, 0); else return INVALID_HEIGHT; return vmapHeight; } uint16 Map::GetAreaFlag(float x, float y, float z) const { uint16 areaflag; if(GridMap *gmap = const_cast(this)->GetGrid(x, y)) areaflag = gmap->getArea(x, y); // this used while not all *.map files generated (instances) else areaflag = GetAreaFlagByMapId(GetId()); //FIXME: some hacks for areas above or underground for ground area // required for area specific spells/etc, until map/vmap data // not provided correct areaflag with this hacks switch(areaflag) { // Acherus: The Ebon Hold (Plaguelands: The Scarlet Enclave) case 1984: // Plaguelands: The Scarlet Enclave case 2076: // Death's Breach (Plaguelands: The Scarlet Enclave) case 2745: // The Noxious Pass (Plaguelands: The Scarlet Enclave) if(z > 350.0f) areaflag = 2048; break; // Acherus: The Ebon Hold (Eastern Plaguelands) case 856: // The Noxious Glade (Eastern Plaguelands) case 2456: // Death's Breach (Eastern Plaguelands) if(z > 350.0f) areaflag = 1950; break; // Dalaran case 2492: // Forlorn Woods (Crystalsong Forest) if (x > 5568.0f && x < 6116.0f && y > 282.0f && y < 982.0f && z > 563.0f) { // Krasus' Landing (Dalaran), fast check if (x > 5758.77f && x < 5869.03f && y < 510.46f) { // Krasus' Landing (Dalaran), with open east side if (y < 449.33f || (x-5813.9f)*(x-5813.9f)+(y-449.33f)*(y-449.33f) < 1864.0f) { areaflag = 2533; // Note: also 2633, possible one flight allowed and other not allowed case break; } } // Dalaran areaflag = 2153; } break; // The Violet Citadel (Dalaran) or Dalaran case 2484: // The Twilight Rivulet (Crystalsong Forest) case 1593: // Crystalsong Forest // Dalaran if (x > 5568.0f && x < 6116.0f && y > 282.0f && y < 982.0f && z > 563.0f) { // The Violet Citadel (Dalaran), fast check if (x > 5721.1f && x < 5884.66f && y > 764.4f && y < 948.0f) { // The Violet Citadel (Dalaran) if ((x-5803.0f)*(x-5803.0f)+(y-846.18f)*(y-846.18f) < 6690.0f) { areaflag = 2696; break; } } // Dalaran areaflag = 2153; } break; // Vargoth's Retreat (Dalaran) or The Violet Citadel (Dalaran) or Dalaran case 2504: // Violet Stand (Crystalsong Forest) // Dalaran if (x > 5568.0f && x < 6116.0f && y > 282.0f && y < 982.0f && z > 563.0f) { // The Violet Citadel (Dalaran), fast check if (x > 5721.1f && x < 5884.66f && y > 764.4f && y < 948.0f) { // Vargoth's Retreat (Dalaran), nice slow circle with upper limit if (z < 898.0f && (x-5765.0f)*(x-5765.0f)+(y-862.4f)*(y-862.4f) < 262.0f) { areaflag = 2748; break; } // The Violet Citadel (Dalaran) if ((x-5803.0f)*(x-5803.0f)+(y-846.18f)*(y-846.18f) < 6690.0f) { areaflag = 2696; break; } } // Dalaran areaflag = 2153; } break; // Maw of Neltharion (cave) case 164: // Dragonblight case 1797: // Obsidian Dragonshrine (Dragonblight) case 1827: // Wintergrasp case 2591: // The Cauldron of Flames (Wintergrasp) if (x > 4364.0f && x < 4632.0f && y > 1545.0f && y < 1886.0f && z < 200.0f) areaflag = 1853; break; // Undercity (sewers enter and path) case 179: // Tirisfal Glades if (x > 1595.0f && x < 1699.0f && y > 535.0f && y < 643.5f && z < 30.5f) areaflag = 685; break; // Undercity (Royal Quarter) case 210: // Silverpine Forest case 316: // The Shining Strand (Silverpine Forest) case 438: // Lordamere Lake (Silverpine Forest) if (x > 1237.0f && x < 1401.0f && y > 284.0f && y < 440.0f && z < -40.0f) areaflag = 685; break; // Undercity (cave and ground zone, part of royal quarter) case 607: // Ruins of Lordaeron (Tirisfal Glades) // ground and near to ground (by city walls) if(z > 0.0f) { if (x > 1510.0f && x < 1839.0f && y > 29.77f && y < 433.0f) areaflag = 685; } // more wide underground, part of royal quarter else { if (x > 1299.0f && x < 1839.0f && y > 10.0f && y < 440.0f) areaflag = 685; } break; // The Makers' Perch (ground) and Makers' Overlook (ground and cave) case 1335: // Sholazar Basin // The Makers' Perch ground (fast box) if (x > 6100.0f && x < 6250.0f && y > 5650.0f && y < 5800.0f) { // nice slow circle if ((x-6183.0f)*(x-6183.0f)+(y-5717.0f)*(y-5717.0f) < 2500.0f) areaflag = 2189; } // Makers' Overlook (ground and cave) else if (x > 5634.48f && x < 5774.53f && y < 3475.0f && z > 300.0f) { if(y > 3380.26f || y > 3265.0f && z < 360.0f) areaflag = 2187; } break; // The Makers' Perch (underground) case 2147: // The Stormwright's Shelf (Sholazar Basin) if (x > 6199.0f && x < 6283.0f && y > 5705.0f && y < 5817.0f && z < 38.0f) areaflag = 2189; break; // Makers' Overlook (deep cave) case 267: // Icecrown if (x > 5684.0f && x < 5798.0f && y > 3035.0f && y < 3367.0f && z < 358.0f) areaflag = 2187; break; // Wyrmrest Temple (Dragonblight) case 1814: // Path of the Titans (Dragonblight) case 1897: // The Dragon Wastes (Dragonblight) // fast box if (x > 3400.0f && x < 3700.0f && y > 130.0f && y < 420.0f) { // nice slow circle if ((x-3546.87f)*(x-3546.87f)+(y-272.71f)*(y-272.71f) < 19600.0f) areaflag = 1791; } break; } return areaflag; } uint8 Map::GetTerrainType(float x, float y ) const { if(GridMap *gmap = const_cast(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 { if(GridMap* gmap = const_cast(this)->GetGrid(x, y)) return gmap->getLiquidStatus(x, y, z, ReqLiquidType, data); else return LIQUID_MAP_NO_WATER; } float Map::GetWaterLevel(float x, float y ) const { if(GridMap* gmap = const_cast(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, float min_depth) const { // Check surface in x, y point for liquid if (GridMap* gmap = const_cast(this)->GetGrid(x, y)) { LiquidData liquid_status; if (getLiquidStatus(x, y, pZ, MAP_ALL_LIQUIDS, &liquid_status)) { if (liquid_status.level - liquid_status.depth_level > min_depth) return true; } } return false; } bool Map::IsUnderWater(float x, float y, float z) const { if (GridMap* gmap = const_cast(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 (GUIDLow: %u) X: %f Y: %f (%s) in grid[%u,%u]cell[%u,%u] instead 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 player_notifier(notifier); CellLock cell_lock(cell, cellpair); cell_lock->Visit(cell_lock, player_notifier, *this); } 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::DoDelayedMovesAndRemoves() //{ //MoveAllCreaturesInMoveList(); //RemoveAllObjectsInRemoveList(); //} void Map::AddObjectToRemoveList(WorldObject *obj) { assert(obj->GetMapId()==GetId() && obj->GetInstanceId()==GetInstanceId()); obj->CleanupsBeforeDelete(); // 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::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::iterator itr = i_objectsToSwitch.begin(); WorldObject *obj = itr->first; bool on = itr->second; i_objectsToSwitch.erase(itr); switch(obj->GetTypeId()) { case TYPEID_UNIT: if(!((Creature*)obj)->isPet()) SwitchGridContainers((Creature*)obj, on); break; } } //sLog.outDebug("Object remover 1 check."); while(!i_objectsToRemove.empty()) { std::set::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("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: // in case triggered sequence some spell can continue casting after prev CleanupsBeforeDelete call // make sure that like sources auras/etc removed before destructor start ((Creature*)obj)->CleanupsBeforeDelete (); Remove((Creature*)obj,true); break; default: sLog.outError("Non-grid object (TypeId: %u) in grid object removing 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 { 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); cell_min << 2; cell_min -= 2; cell_max >> 2; cell_max += 2; 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] 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] 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) { // 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(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; } // cannot enter if the instance is full (player cap), GMs don't count uint32 maxPlayers = GetMaxPlayers(); if (!player->isGameMaster() && 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 players in the instance are in combat Group *pGroup = player->GetGroup(); if(!player->isGameMaster() && pGroup && pGroup->InCombatToInstance(GetInstanceId()) && 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); // 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(), 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); 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 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); // for normal instances cancel the reset schedule when the // first player enters (no players yet) SetResetSchedule(false); 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::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 other 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 = Script->CreateInstanceData(this); } if(!i_data) return; i_data->Initialize(); 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 && data != "") { sLog.outDebug("Loading instance data for `%s` with id %u", objmgr.GetScriptName(i_script_id), i_InstanceId); i_data->Load(data); } delete result; } } } /* 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(), 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() && !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())); } } uint32 InstanceMap::GetMaxPlayers() const { InstanceTemplate const* iTemplate = objmgr.GetInstanceTemplate(GetId()); if(!iTemplate) return 0; return IsHeroic() ? iTemplate->maxPlayersHeroic : iTemplate->maxPlayers; } /* ******* Battleground Instance Maps ******* */ BattleGroundMap::BattleGroundMap(uint32 id, time_t expiry, uint32 InstanceId, Map* _parent) : Map(id, expiry, InstanceId, DIFFICULTY_NORMAL, _parent) { } BattleGroundMap::~BattleGroundMap() { } bool BattleGroundMap::CanEnter(Player * player) { if(player->GetMapRef().getTarget() == this) { 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); //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 other 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) { 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(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) ScriptsProcess(); } 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(sWorld.GetGameTime() + delay), sa)); sWorld.IncreaseScheduledScriptsCount(); ///- If effects should be immediate, launch the script execution if(delay == 0) ScriptsProcess(); } /// Process queued scripts void Map::ScriptsProcess() { if (m_scriptSchedule.empty()) return; ///- Process overdue queued scripts std::multimap::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::Find(step.ownerGUID); if(player) source = player->GetItemByGuid(step.sourceGUID); break; } case HIGHGUID_UNIT: source = HashMapHolder::Find(step.sourceGUID); break; case HIGHGUID_PET: source = HashMapHolder::Find(step.sourceGUID); break; case HIGHGUID_VEHICLE: source = HashMapHolder::Find(step.sourceGUID); break; case HIGHGUID_PLAYER: source = HashMapHolder::Find(step.sourceGUID); break; case HIGHGUID_GAMEOBJECT: source = HashMapHolder::Find(step.sourceGUID); break; case HIGHGUID_CORPSE: source = HashMapHolder::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(*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::Find(step.targetGUID); break; case HIGHGUID_PET: target = HashMapHolder::Find(step.targetGUID); break; case HIGHGUID_VEHICLE: target = HashMapHolder::Find(step.targetGUID); break; case HIGHGUID_PLAYER: // empty GUID case also target = HashMapHolder::Find(step.targetGUID); break; case HIGHGUID_GAMEOBJECT: target = HashMapHolder::Find(step.targetGUID); break; case HIGHGUID_CORPSE: target = HashMapHolder::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 call for NULL creature."); break; } if(source->GetTypeId()!=TYPEID_UNIT) { sLog.outError("SCRIPT_COMMAND_TALK call for non-creature (TypeId: %u), skipping.",source->GetTypeId()); break; } if(step.script->datalong > 3) { sLog.outError("SCRIPT_COMMAND_TALK invalid chat type (%u), skipping.",step.script->datalong); break; } uint64 unit_target = target ? target->GetGUID() : 0; //datalong 0=normal say, 1=whisper, 2=yell, 3=emote text switch(step.script->datalong) { case 0: // Say ((Creature *)source)->Say(step.script->dataint, LANG_UNIVERSAL, unit_target); break; case 1: // Whisper if(!unit_target) { sLog.outError("SCRIPT_COMMAND_TALK attempt to whisper (%u) NULL, skipping.",step.script->datalong); break; } ((Creature *)source)->Whisper(step.script->dataint,unit_target); break; case 2: // Yell ((Creature *)source)->Yell(step.script->dataint, LANG_UNIVERSAL, unit_target); break; case 3: // Emote text ((Creature *)source)->TextEmote(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 call for NULL creature."); break; } if(source->GetTypeId()!=TYPEID_UNIT) { sLog.outError("SCRIPT_COMMAND_EMOTE call for non-creature (TypeId: %u), skipping.",source->GetTypeId()); break; } ((Creature *)source)->HandleEmoteCommand(step.script->datalong); break; case SCRIPT_COMMAND_FIELD_SET: if(!source) { sLog.outError("SCRIPT_COMMAND_FIELD_SET call for NULL object."); break; } if(step.script->datalong <= OBJECT_FIELD_ENTRY || step.script->datalong >= source->GetValuesCount()) { sLog.outError("SCRIPT_COMMAND_FIELD_SET call for wrong field %u (max count: %u) in object (TypeId: %u).", step.script->datalong,source->GetValuesCount(),source->GetTypeId()); break; } source->SetUInt32Value(step.script->datalong, step.script->datalong2); break; case SCRIPT_COMMAND_MOVE_TO: if(!source) { sLog.outError("SCRIPT_COMMAND_MOVE_TO call for NULL creature."); break; } if(source->GetTypeId()!=TYPEID_UNIT) { sLog.outError("SCRIPT_COMMAND_MOVE_TO call for non-creature (TypeId: %u), skipping.",source->GetTypeId()); break; } ((Creature*)source)->SendMonsterMoveWithSpeed(step.script->x, step.script->y, step.script->z, step.script->datalong2 ); ((Creature*)source)->GetMap()->CreatureRelocation(((Creature*)source), step.script->x, step.script->y, step.script->z, 0); break; case SCRIPT_COMMAND_FLAG_SET: if(!source) { sLog.outError("SCRIPT_COMMAND_FLAG_SET call for NULL object."); break; } if(step.script->datalong <= OBJECT_FIELD_ENTRY || step.script->datalong >= source->GetValuesCount()) { sLog.outError("SCRIPT_COMMAND_FLAG_SET call for wrong field %u (max count: %u) in object (TypeId: %u).", step.script->datalong,source->GetValuesCount(),source->GetTypeId()); break; } source->SetFlag(step.script->datalong, step.script->datalong2); break; case SCRIPT_COMMAND_FLAG_REMOVE: if(!source) { sLog.outError("SCRIPT_COMMAND_FLAG_REMOVE call for NULL object."); break; } if(step.script->datalong <= OBJECT_FIELD_ENTRY || step.script->datalong >= source->GetValuesCount()) { sLog.outError("SCRIPT_COMMAND_FLAG_REMOVE call for wrong field %u (max count: %u) in object (TypeId: %u).", step.script->datalong,source->GetValuesCount(),source->GetTypeId()); break; } source->RemoveFlag(step.script->datalong, step.script->datalong2); break; case SCRIPT_COMMAND_TELEPORT_TO: { // accept player in any one from target/source arg if (!target && !source) { sLog.outError("SCRIPT_COMMAND_TELEPORT_TO call for NULL object."); break; } // must be only Player if((!target || target->GetTypeId() != TYPEID_PLAYER) && (!source || source->GetTypeId() != TYPEID_PLAYER)) { sLog.outError("SCRIPT_COMMAND_TELEPORT_TO call for non-player (TypeIdSource: %u)(TypeIdTarget: %u), skipping.", source ? source->GetTypeId() : 0, target ? target->GetTypeId() : 0); break; } Player* pSource = target && target->GetTypeId() == TYPEID_PLAYER ? (Player*)target : (Player*)source; pSource->TeleportTo(step.script->datalong, step.script->x, step.script->y, step.script->z, step.script->o); break; } case SCRIPT_COMMAND_TEMP_SUMMON_CREATURE: { if(!step.script->datalong) // creature not specified { sLog.outError("SCRIPT_COMMAND_TEMP_SUMMON_CREATURE call for NULL creature."); break; } if(!source) { sLog.outError("SCRIPT_COMMAND_TEMP_SUMMON_CREATURE call for NULL world object."); break; } WorldObject* summoner = dynamic_cast(source); if(!summoner) { sLog.outError("SCRIPT_COMMAND_TEMP_SUMMON_CREATURE call for non-WorldObject (TypeId: %u), skipping.",source->GetTypeId()); 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 failed for creature (entry: %u).",step.script->datalong); break; } break; } case SCRIPT_COMMAND_RESPAWN_GAMEOBJECT: { if(!step.script->datalong) // gameobject not specified { sLog.outError("SCRIPT_COMMAND_RESPAWN_GAMEOBJECT call for NULL gameobject."); break; } if(!source) { sLog.outError("SCRIPT_COMMAND_RESPAWN_GAMEOBJECT call for NULL world object."); break; } WorldObject* summoner = dynamic_cast(source); if(!summoner) { sLog.outError("SCRIPT_COMMAND_RESPAWN_GAMEOBJECT call for non-WorldObject (TypeId: %u), skipping.",source->GetTypeId()); break; } GameObject *go = NULL; int32 time_to_despawn = step.script->datalong2<5 ? 5 : (int32)step.script->datalong2; CellPair p(MaNGOS::ComputeCellPair(summoner->GetPositionX(), summoner->GetPositionY())); Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; MaNGOS::GameObjectWithDbGUIDCheck go_check(*summoner,step.script->datalong); MaNGOS::GameObjectSearcher checker(summoner, go,go_check); TypeContainerVisitor, GridTypeMapContainer > object_checker(checker); CellLock cell_lock(cell, p); cell_lock->Visit(cell_lock, object_checker, *summoner->GetMap()); if ( !go ) { sLog.outError("SCRIPT_COMMAND_RESPAWN_GAMEOBJECT failed for gameobject(guid: %u).", 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 can not be used with gameobject of type %u (guid: %u).", 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 call for NULL door."); break; } if(!source) { sLog.outError("SCRIPT_COMMAND_OPEN_DOOR call for NULL unit."); break; } if(!source->isType(TYPEMASK_UNIT)) // must be any Unit (creature or player) { sLog.outError("SCRIPT_COMMAND_OPEN_DOOR call for non-unit (TypeId: %u), skipping.",source->GetTypeId()); break; } Unit* caster = (Unit*)source; GameObject *door = NULL; int32 time_to_close = step.script->datalong2 < 15 ? 15 : (int32)step.script->datalong2; CellPair p(MaNGOS::ComputeCellPair(caster->GetPositionX(), caster->GetPositionY())); Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; MaNGOS::GameObjectWithDbGUIDCheck go_check(*caster,step.script->datalong); MaNGOS::GameObjectSearcher checker(caster,door,go_check); TypeContainerVisitor, GridTypeMapContainer > object_checker(checker); CellLock cell_lock(cell, p); cell_lock->Visit(cell_lock, object_checker, *caster->GetMap()); if (!door) { sLog.outError("SCRIPT_COMMAND_OPEN_DOOR failed for gameobject(guid: %u).", step.script->datalong); break; } if (door->GetGoType() != GAMEOBJECT_TYPE_DOOR) { sLog.outError("SCRIPT_COMMAND_OPEN_DOOR failed for non-door(GoType: %u).", door->GetGoType()); 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 call for NULL door."); break; } if(!source) { sLog.outError("SCRIPT_COMMAND_CLOSE_DOOR call for NULL unit."); break; } if(!source->isType(TYPEMASK_UNIT)) // must be any Unit (creature or player) { sLog.outError("SCRIPT_COMMAND_CLOSE_DOOR call for non-unit (TypeId: %u), skipping.",source->GetTypeId()); break; } Unit* caster = (Unit*)source; GameObject *door = NULL; int32 time_to_open = step.script->datalong2 < 15 ? 15 : (int32)step.script->datalong2; CellPair p(MaNGOS::ComputeCellPair(caster->GetPositionX(), caster->GetPositionY())); Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; MaNGOS::GameObjectWithDbGUIDCheck go_check(*caster,step.script->datalong); MaNGOS::GameObjectSearcher checker(caster,door,go_check); TypeContainerVisitor, GridTypeMapContainer > object_checker(checker); CellLock cell_lock(cell, p); cell_lock->Visit(cell_lock, object_checker, *caster->GetMap()); if ( !door ) { sLog.outError("SCRIPT_COMMAND_CLOSE_DOOR failed for gameobject(guid: %u).", step.script->datalong); break; } if ( door->GetGoType() != GAMEOBJECT_TYPE_DOOR ) { sLog.outError("SCRIPT_COMMAND_CLOSE_DOOR failed for non-door(GoType: %u).", door->GetGoType()); 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 call for NULL source."); break; } if(!target) { sLog.outError("SCRIPT_COMMAND_QUEST_EXPLORED call for NULL target."); break; } // when script called for item spell casting then target == (unit or GO) and source is player WorldObject* worldObject; Player* player; if(target->GetTypeId()==TYPEID_PLAYER) { if(source->GetTypeId()!=TYPEID_UNIT && source->GetTypeId()!=TYPEID_GAMEOBJECT) { sLog.outError("SCRIPT_COMMAND_QUEST_EXPLORED call for non-creature and non-gameobject (TypeId: %u), skipping.",source->GetTypeId()); break; } worldObject = (WorldObject*)source; player = (Player*)target; } else { if(target->GetTypeId()!=TYPEID_UNIT && target->GetTypeId()!=TYPEID_GAMEOBJECT) { sLog.outError("SCRIPT_COMMAND_QUEST_EXPLORED call for non-creature and non-gameobject (TypeId: %u), skipping.",target->GetTypeId()); break; } if(source->GetTypeId()!=TYPEID_PLAYER) { sLog.outError("SCRIPT_COMMAND_QUEST_EXPLORED call for non-player(TypeId: %u), skipping.",source->GetTypeId()); break; } worldObject = (WorldObject*)target; player = (Player*)source; } // quest id and flags checked at script loading if( (worldObject->GetTypeId()!=TYPEID_UNIT || ((Unit*)worldObject)->isAlive()) && (step.script->datalong2==0 || worldObject->IsWithinDistInMap(player,float(step.script->datalong2))) ) player->AreaExploredOrEventHappens(step.script->datalong); else player->FailQuest(step.script->datalong); break; } case SCRIPT_COMMAND_ACTIVATE_OBJECT: { if(!source) { sLog.outError("SCRIPT_COMMAND_ACTIVATE_OBJECT must have source caster."); break; } if(!source->isType(TYPEMASK_UNIT)) { sLog.outError("SCRIPT_COMMAND_ACTIVATE_OBJECT source caster isn't unit (TypeId: %u), skipping.",source->GetTypeId()); break; } if(!target) { sLog.outError("SCRIPT_COMMAND_ACTIVATE_OBJECT call for NULL gameobject."); break; } if(target->GetTypeId()!=TYPEID_GAMEOBJECT) { sLog.outError("SCRIPT_COMMAND_ACTIVATE_OBJECT call for non-gameobject (TypeId: %u), skipping.",target->GetTypeId()); 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 call for NULL %s.",step.script->datalong2 ? "source" : "target"); break; } if(!cmdTarget->isType(TYPEMASK_UNIT)) { sLog.outError("SCRIPT_COMMAND_REMOVE_AURA %s isn't unit (TypeId: %u), skipping.",step.script->datalong2 ? "source" : "target",cmdTarget->GetTypeId()); break; } ((Unit*)cmdTarget)->RemoveAurasDueToSpell(step.script->datalong); break; } case SCRIPT_COMMAND_CAST_SPELL: { if(!source) { sLog.outError("SCRIPT_COMMAND_CAST_SPELL must have source caster."); break; } Object* cmdTarget = step.script->datalong2 & 0x01 ? source : target; if(!cmdTarget) { sLog.outError("SCRIPT_COMMAND_CAST_SPELL call for NULL %s.",step.script->datalong2 & 0x01 ? "source" : "target"); break; } if(!cmdTarget->isType(TYPEMASK_UNIT)) { sLog.outError("SCRIPT_COMMAND_CAST_SPELL %s isn't unit (TypeId: %u), skipping.",step.script->datalong2 & 0x01 ? "source" : "target",cmdTarget->GetTypeId()); break; } Unit* spellTarget = (Unit*)cmdTarget; Object* cmdSource = step.script->datalong2 & 0x02 ? target : source; if(!cmdSource) { sLog.outError("SCRIPT_COMMAND_CAST_SPELL call for NULL %s.",step.script->datalong2 & 0x02 ? "target" : "source"); break; } if(!cmdSource->isType(TYPEMASK_UNIT)) { sLog.outError("SCRIPT_COMMAND_CAST_SPELL %s isn't unit (TypeId: %u), skipping.",step.script->datalong2 & 0x02 ? "target" : "source", cmdSource->GetTypeId()); break; } Unit* spellSource = (Unit*)cmdSource; //TODO: when GO cast implemented, code below must be updated accordingly to also allow GO spell cast spellSource->CastSpell(spellTarget,step.script->datalong,false); break; } case SCRIPT_COMMAND_LOAD_PATH: { if(!source) { sLog.outError("SCRIPT_COMMAND_START_MOVE is tried to apply to NON-existing unit."); break; } if(!source->isType(TYPEMASK_UNIT)) { sLog.outError("SCRIPT_COMMAND_START_MOVE source mover isn't unit (TypeId: %u), skipping.",source->GetTypeId()); break; } if(!WaypointMgr.GetPath(step.script->datalong)) { sLog.outError("SCRIPT_COMMAND_START_MOVE source mover has an invallid path, skipping.", step.script->datalong2); break; } dynamic_cast(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 calls invallid db_script_id or lowguid not present: skipping."); break; } //our target Creature* target = NULL; if(source) //using grid searcher { CellPair p(Trinity::ComputeCellPair(((Unit*)source)->GetPositionX(), ((Unit*)source)->GetPositionY())); Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; //sLog.outDebug("Attempting to find Creature: Db GUID: %i", step.script->datalong); Trinity::CreatureWithDbGUIDCheck target_check(((Unit*)source), step.script->datalong); Trinity::CreatureSearcher checker(((Unit*)source), target, target_check); TypeContainerVisitor, GridTypeMapContainer > unit_checker(checker); CellLock cell_lock(cell, p); cell_lock->Visit(cell_lock, unit_checker, *(((Unit*)source)->GetMap())); } else //check hashmap holders { if(CreatureData const* data = objmgr.GetCreatureData(step.script->datalong)) target = ObjectAccessor::GetObjectInWorld(data->mapid, data->posX, data->posY, MAKE_NEW_GUID(step.script->datalong, data->id, HIGHGUID_UNIT), target); } //sLog.outDebug("attempting to pass target..."); if(!target) break; //sLog.outDebug("target passed"); //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, target, NULL/*, false*/); break; } case SCRIPT_COMMAND_KILL: { if(!source || ((Creature*)source)->isDead()) break; ((Creature*)source)->DealDamage(((Creature*)source), ((Creature*)source)->GetHealth(), NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false); switch(step.script->dataint) { case 0: break; //return false not remove corpse case 1: ((Creature*)source)->RemoveCorpse(); break; } break; } case SCRIPT_COMMAND_PLAY_SOUND: { if(!source) { sLog.outError("SCRIPT_COMMAND_PLAY_SOUND call for NULL creature."); break; } WorldObject* pSource = dynamic_cast(source); if(!pSource) { sLog.outError("SCRIPT_COMMAND_PLAY_SOUND call for non-world object (TypeId: %u), skipping.",source->GetTypeId()); break; } // bitmask: 0/1=anyone/target, 0/2=with distance dependent Player* pTarget = NULL; if(step.script->datalong2 & 1) { if(!target) { sLog.outError("SCRIPT_COMMAND_PLAY_SOUND in targeted mode call for NULL target."); break; } if(target->GetTypeId()!=TYPEID_PLAYER) { sLog.outError("SCRIPT_COMMAND_PLAY_SOUND in targeted mode call for non-player (TypeId: %u), skipping.",target->GetTypeId()); break; } pTarget = (Player*)target; } // 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; } default: sLog.outError("Unknown script command %u called.",step.script->command); break; } m_scriptSchedule.erase(iter); sWorld.DecreaseScheduledScriptCount(); iter = m_scriptSchedule.begin(); } return; } Creature* Map::GetCreature(uint64 guid) { Creature * ret = NULL; if(IS_CREATURE_GUID(guid)) ret = ObjectAccessor::GetObjectInWorld(guid, (Creature*)NULL); else if(IS_VEHICLE_GUID(guid)) ret = ObjectAccessor::GetObjectInWorld(guid, (Vehicle*)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(); }