/* * Copyright (C) 2008-2012 TrinityCore * Copyright (C) 2005-2009 MaNGOS * * 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, see . */ #include "Map.h" #include "GridStates.h" #include "ScriptMgr.h" #include "VMapFactory.h" #include "MapInstanced.h" #include "CellImpl.h" #include "GridNotifiers.h" #include "GridNotifiersImpl.h" #include "Transport.h" #include "InstanceScript.h" #include "ObjectAccessor.h" #include "MapManager.h" #include "ObjectMgr.h" #include "Group.h" #include "LFGMgr.h" #include "DynamicTree.h" #include "Vehicle.h" union u_map_magic { char asChar[4]; uint32 asUInt; }; u_map_magic MapMagic = { {'M','A','P','S'} }; u_map_magic MapVersionMagic = { {'v','1','.','2'} }; u_map_magic MapAreaMagic = { {'A','R','E','A'} }; u_map_magic MapHeightMagic = { {'M','H','G','T'} }; u_map_magic MapLiquidMagic = { {'M','L','I','Q'} }; #define DEFAULT_GRID_EXPIRY 300 #define MAX_GRID_LOAD_TIME 50 #define MAX_CREATURE_ATTACK_RADIUS (45.0f * sWorld->getRate(RATE_CREATURE_AGGRO)) GridState* si_GridStates[MAX_GRID_STATE]; Map::~Map() { sScriptMgr->OnDestroyMap(this); UnloadAll(); while (!i_worldObjects.empty()) { WorldObject* obj = *i_worldObjects.begin(); ASSERT(obj->IsWorldObject()); //ASSERT(obj->GetTypeId() == TYPEID_CORPSE); obj->RemoveFromWorld(); obj->ResetMap(); } if (!m_scriptSchedule.empty()) sScriptMgr->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); bool ret = false; FILE* pf=fopen(tmp, "rb"); if (!pf) sLog->outError("Map file '%s': does not exist!", tmp); else { map_fileheader header; if (fread(&header, sizeof(header), 1, pf) == 1) { if (header.mapMagic != MapMagic.asUInt || header.versionMagic != MapVersionMagic.asUInt) sLog->outError("Map file '%s' is from an incompatible clientversion. Please recreate using the mapextractor.", tmp); else ret = true; } fclose(pf); } delete [] tmp; return ret; } bool Map::ExistVMap(uint32 mapid, int gx, int gy) { if (VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager()) { if (vmgr->isMapLoadingEnabled()) { bool exists = vmgr->existsMap((sWorld->GetDataPath()+ "vmaps").c_str(), mapid, gx, gy); if (!exists) { std::string name = vmgr->getDirFileName(mapid, gx, gy); sLog->outError("VMap file '%s' is missing or points to wrong version of vmap file. Redo vmaps with latest version of vmap_assembler.exe.", (sWorld->GetDataPath()+"vmaps/"+name).c_str()); return false; } } } return true; } void Map::LoadVMap(int gx, int gy) { // x and y are swapped !! int vmapLoadResult = VMAP::VMapFactory::createOrGetVMapManager()->loadMap((sWorld->GetDataPath()+ "vmaps").c_str(), GetId(), gx, gy); switch (vmapLoadResult) { case VMAP::VMAP_LOAD_RESULT_OK: sLog->outDetail("VMAP loaded name:%s, id:%d, x:%d, y:%d (vmap rep.: x:%d, y:%d)", GetMapName(), GetId(), gx, gy, gx, gy); break; case VMAP::VMAP_LOAD_RESULT_ERROR: sLog->outDetail("Could not load VMAP name:%s, id:%d, x:%d, y:%d (vmap rep.: x:%d, y:%d)", GetMapName(), GetId(), gx, gy, gx, gy); break; case VMAP::VMAP_LOAD_RESULT_IGNORED: sLog->outStaticDebug("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(GridCoord(63-gx, 63-gy)); ((MapInstanced*)(m_parentMap))->AddGridMapReference(GridCoord(gx, gy)); GridMaps[gx][gy] = m_parentMap->GridMaps[gx][gy]; return; } if (GridMaps[gx][gy] && !reload) return; //map already load, delete it before reloading (Is it necessary? Do we really need the ability the reload maps during runtime?) if (GridMaps[gx][gy]) { sLog->outDetail("Unloading previously loaded map %u before reloading.", GetId()); sScriptMgr->OnUnloadGridMap(this, GridMaps[gx][gy], gx, gy); delete (GridMaps[gx][gy]); GridMaps[gx][gy]=NULL; } // map file name char *tmp=NULL; int len = sWorld->GetDataPath().length()+strlen("maps/%03u%02u%02u.map")+1; tmp = new char[len]; snprintf(tmp, len, (char *)(sWorld->GetDataPath()+"maps/%03u%02u%02u.map").c_str(), GetId(), gx, gy); sLog->outDetail("Loading map %s", tmp); // loading data GridMaps[gx][gy] = new GridMap(); if (!GridMaps[gx][gy]->loadData(tmp)) { sLog->outError("Error loading map file: \n %s\n", tmp); } delete [] tmp; sScriptMgr->OnLoadGridMap(this, GridMaps[gx][gy], gx, gy); } 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): _creatureToMoveLock(false), i_mapEntry (sMapStore.LookupEntry(id)), i_spawnMode(SpawnMode), i_InstanceId(InstanceId), m_unloadTimer(0), m_VisibleDistance(DEFAULT_VISIBILITY_DISTANCE), m_VisibilityNotifyPeriod(DEFAULT_VISIBILITY_NOTIFY_PERIOD), m_activeNonPlayersIter(m_activeNonPlayers.end()), i_gridExpiry(expiry), i_scriptLock(false) { m_parentMap = (_parent ? _parent : this); for (unsigned int idx=0; idx < MAX_NUMBER_OF_GRIDS; ++idx) { for (unsigned int j=0; j < MAX_NUMBER_OF_GRIDS; ++j) { //z code GridMaps[idx][j] =NULL; setNGrid(NULL, idx, j); } } //lets initialize visibility distance for map Map::InitVisibilityDistance(); sScriptMgr->OnCreateMap(this); } void Map::InitVisibilityDistance() { //init visibility for continents m_VisibleDistance = World::GetMaxVisibleDistanceOnContinents(); m_VisibilityNotifyPeriod = World::GetVisibilityNotifyPeriodOnContinents(); } // Template specialization of utility methods template void Map::AddToGrid(T* obj, Cell const& cell) { NGridType* grid = getNGrid(cell.GridX(), cell.GridY()); if (obj->IsWorldObject()) grid->GetGridType(cell.CellX(), cell.CellY()).template AddWorldObject(obj); else grid->GetGridType(cell.CellX(), cell.CellY()).template AddGridObject(obj); } template<> void Map::AddToGrid(Creature* obj, Cell const& cell) { NGridType* grid = getNGrid(cell.GridX(), cell.GridY()); if (obj->IsWorldObject()) grid->GetGridType(cell.CellX(), cell.CellY()).AddWorldObject(obj); else grid->GetGridType(cell.CellX(), cell.CellY()).AddGridObject(obj); obj->SetCurrentCell(cell); } void Map::SwitchGridContainers(Creature* obj, bool on) { ASSERT(!obj->IsPermanentWorldObject()); CellCoord p = Trinity::ComputeCellCoord(obj->GetPositionX(), obj->GetPositionY()); if (!p.IsCoordValid()) { sLog->outError("Map::SwitchGridContainers: Object " UI64FMTD " has invalid coordinates X:%f Y:%f grid cell [%u:%u]", obj->GetGUID(), obj->GetPositionX(), obj->GetPositionY(), p.x_coord, p.y_coord); return; } Cell cell(p); if (!IsGridLoaded(GridCoord(cell.data.Part.grid_x, cell.data.Part.grid_y))) return; sLog->outStaticDebug("Switch object " UI64FMTD " 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->GetGridType(cell.CellX(), cell.CellY()); obj->RemoveFromGrid(); //This step is not really necessary but we want to do ASSERT in remove/add if (on) { grid.AddWorldObject(obj); AddWorldObject(obj); } else { grid.AddGridObject(obj); RemoveWorldObject(obj); } obj->m_isTempWorldObject = on; } 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* player) { sObjectAccessor->RemoveObject(player); sObjectAccessor->RemoveUpdateObject(player); //TODO: I do not know why we need this, it should be removed in ~Object anyway delete player; } //Create NGrid so the object can be added to it //But object data is not loaded here void Map::EnsureGridCreated(const GridCoord &p) { if (!getNGrid(p.x_coord, p.y_coord)) { TRINITY_GUARD(ACE_Thread_Mutex, Lock); if (!getNGrid(p.x_coord, p.y_coord)) { sLog->outDebug(LOG_FILTER_MAPS, "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->getBoolConfig(CONFIG_GRID_UNLOAD)), p.x_coord, p.y_coord); // build a linkage between this map and NGridType buildNGridLinkage(getNGrid(p.x_coord, p.y_coord)); getNGrid(p.x_coord, p.y_coord)->SetGridState(GRID_STATE_IDLE); //z coord int gx = (MAX_NUMBER_OF_GRIDS - 1) - p.x_coord; int gy = (MAX_NUMBER_OF_GRIDS - 1) - p.y_coord; if (!GridMaps[gx][gy]) LoadMapAndVMap(gx, gy); } } } //Load NGrid and make it active void Map::EnsureGridLoadedForActiveObject(const Cell &cell, WorldObject* object) { EnsureGridLoaded(cell); NGridType *grid = getNGrid(cell.GridX(), cell.GridY()); ASSERT(grid != NULL); // refresh grid state & timer if (grid->GetGridState() != GRID_STATE_ACTIVE) { sLog->outStaticDebug("Active object "UI64FMTD" triggers loading of grid [%u, %u] on map %u", object->GetGUID(), cell.GridX(), cell.GridY(), GetId()); ResetGridExpiry(*grid, 0.1f); grid->SetGridState(GRID_STATE_ACTIVE); } } //Create NGrid and load the object data in it bool Map::EnsureGridLoaded(const Cell &cell) { EnsureGridCreated(GridCoord(cell.GridX(), cell.GridY())); NGridType *grid = getNGrid(cell.GridX(), cell.GridY()); ASSERT(grid != NULL); if (!isGridObjectDataLoaded(cell.GridX(), cell.GridY())) { sLog->outDebug(LOG_FILTER_MAPS, "Loading grid[%u, %u] for map %u instance %u", cell.GridX(), cell.GridY(), GetId(), i_InstanceId); setGridObjectDataLoaded(true, cell.GridX(), cell.GridY()); ObjectGridLoader loader(*grid, this, cell); loader.LoadN(); // Add resurrectable corpses to world object list in grid sObjectAccessor->AddCorpsesToGrid(GridCoord(cell.GridX(), cell.GridY()), grid->GetGridType(cell.CellX(), cell.CellY()), this); Balance(); return true; } return false; } void Map::LoadGrid(float x, float y) { EnsureGridLoaded(Cell(x, y)); } bool Map::AddPlayerToMap(Player* player) { CellCoord cellCoord = Trinity::ComputeCellCoord(player->GetPositionX(), player->GetPositionY()); if (!cellCoord.IsCoordValid()) { sLog->outError("Map::Add: Player (GUID: %u) has invalid coordinates X:%f Y:%f grid cell [%u:%u]", player->GetGUIDLow(), player->GetPositionX(), player->GetPositionY(), cellCoord.x_coord, cellCoord.y_coord); return false; } Cell cell(cellCoord); EnsureGridLoadedForActiveObject(cell, player); AddToGrid(player, cell); // Check if we are adding to correct map ASSERT (player->GetMap() == this); player->SetMap(this); player->AddToWorld(); SendInitSelf(player); SendInitTransports(player); player->m_clientGUIDs.clear(); player->UpdateObjectVisibility(false); sScriptMgr->OnPlayerEnterMap(this, player); return true; } template void Map::InitializeObject(T* /*obj*/) { } template<> void Map::InitializeObject(Creature* obj) { obj->_moveState = CREATURE_CELL_MOVE_NONE; } template bool Map::AddToMap(T *obj) { //TODO: Needs clean up. An object should not be added to map twice. if (obj->IsInWorld()) { ASSERT(obj->IsInGrid()); obj->UpdateObjectVisibility(true); return true; } CellCoord cellCoord = Trinity::ComputeCellCoord(obj->GetPositionX(), obj->GetPositionY()); //It will create many problems (including crashes) if an object is not added to grid after creation //The correct way to fix it is to make AddToMap return false and delete the object if it is not added to grid //But now AddToMap is used in too many places, I will just see how many ASSERT failures it will cause ASSERT(cellCoord.IsCoordValid()); if (!cellCoord.IsCoordValid()) { sLog->outError("Map::Add: Object " UI64FMTD " has invalid coordinates X:%f Y:%f grid cell [%u:%u]", obj->GetGUID(), obj->GetPositionX(), obj->GetPositionY(), cellCoord.x_coord, cellCoord.y_coord); return false; //Should delete object } Cell cell(cellCoord); if (obj->isActiveObject()) EnsureGridLoadedForActiveObject(cell, obj); else EnsureGridCreated(GridCoord(cell.GridX(), cell.GridY())); AddToGrid(obj, cell); sLog->outStaticDebug("Object %u enters grid[%u, %u]", GUID_LOPART(obj->GetGUID()), cell.GridX(), cell.GridY()); //Must already be set before AddToMap. Usually during obj->Create. //obj->SetMap(this); obj->AddToWorld(); InitializeObject(obj); if (obj->isActiveObject()) AddToActive(obj); //something, such as vehicle, needs to be update immediately //also, trigger needs to cast spell, if not update, cannot see visual obj->UpdateObjectVisibility(true); return true; } bool Map::IsGridLoaded(const GridCoord &p) const { return (getNGrid(p.x_coord, p.y_coord) && isGridObjectDataLoaded(p.x_coord, p.y_coord)); } void Map::VisitNearbyCellsOf(WorldObject* obj, TypeContainerVisitor &gridVisitor, TypeContainerVisitor &worldVisitor) { // Check for valid position if (!obj->IsPositionValid()) return; // Update mobs/objects in ALL visible cells around object! CellArea area = Cell::CalculateCellArea(obj->GetPositionX(), obj->GetPositionY(), obj->GetGridActivationRange()); for (uint32 x = area.low_bound.x_coord; x <= area.high_bound.x_coord; ++x) { for (uint32 y = area.low_bound.y_coord; y <= area.high_bound.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)) continue; markCell(cell_id); CellCoord pair(x, y); Cell cell(pair); cell.SetNoCreate(); Visit(cell, gridVisitor); Visit(cell, worldVisitor); } } } void Map::Update(const uint32 t_diff) { _dynamicTree.update(t_diff); /// update worldsessions for existing players for (m_mapRefIter = m_mapRefManager.begin(); m_mapRefIter != m_mapRefManager.end(); ++m_mapRefIter) { Player* player = m_mapRefIter->getSource(); if (player && player->IsInWorld()) { //player->Update(t_diff); WorldSession* session = player->GetSession(); MapSessionFilter updater(session); session->Update(t_diff, updater); } } /// 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* player = m_mapRefIter->getSource(); if (!player || !player->IsInWorld()) continue; // update players at tick player->Update(t_diff); VisitNearbyCellsOf(player, grid_object_update, world_object_update); } // non-player active objects, increasing iterator in the loop in case of object removal for (m_activeNonPlayersIter = m_activeNonPlayers.begin(); m_activeNonPlayersIter != m_activeNonPlayers.end();) { WorldObject* obj = *m_activeNonPlayersIter; ++m_activeNonPlayersIter; if (!obj || !obj->IsInWorld()) continue; VisitNearbyCellsOf(obj, grid_object_update, world_object_update); } ///- Process necessary scripts if (!m_scriptSchedule.empty()) { i_scriptLock = true; ScriptsProcess(); i_scriptLock = false; } MoveAllCreaturesInMoveList(); if (!m_mapRefManager.isEmpty() || !m_activeNonPlayers.empty()) ProcessRelocationNotifies(t_diff); sScriptMgr->OnMapUpdate(this, t_diff); } struct ResetNotifier { templateinline void resetNotify(GridRefManager &m) { for (typename GridRefManager::iterator iter=m.begin(); iter != m.end(); ++iter) iter->getSource()->ResetAllNotifies(); } template void Visit(GridRefManager &) {} void Visit(CreatureMapType &m) { resetNotify(m);} void Visit(PlayerMapType &m) { resetNotify(m);} }; void Map::ProcessRelocationNotifies(const uint32 diff) { for (GridRefManager::iterator i = GridRefManager::begin(); i != GridRefManager::end(); ++i) { NGridType *grid = i->getSource(); if (grid->GetGridState() != GRID_STATE_ACTIVE) continue; grid->getGridInfoRef()->getRelocationTimer().TUpdate(diff); if (!grid->getGridInfoRef()->getRelocationTimer().TPassed()) continue; uint32 gx = grid->getX(), gy = grid->getY(); CellCoord cell_min(gx*MAX_NUMBER_OF_CELLS, gy*MAX_NUMBER_OF_CELLS); CellCoord cell_max(cell_min.x_coord + MAX_NUMBER_OF_CELLS, cell_min.y_coord+MAX_NUMBER_OF_CELLS); for (uint32 x = cell_min.x_coord; x < cell_max.x_coord; ++x) { for (uint32 y = cell_min.y_coord; y < cell_max.y_coord; ++y) { uint32 cell_id = (y * TOTAL_NUMBER_OF_CELLS_PER_MAP) + x; if (!isCellMarked(cell_id)) continue; CellCoord pair(x, y); Cell cell(pair); cell.SetNoCreate(); Trinity::DelayedUnitRelocation cell_relocation(cell, pair, *this, MAX_VISIBILITY_DISTANCE); TypeContainerVisitor grid_object_relocation(cell_relocation); TypeContainerVisitor world_object_relocation(cell_relocation); Visit(cell, grid_object_relocation); Visit(cell, world_object_relocation); } } } ResetNotifier reset; TypeContainerVisitor grid_notifier(reset); TypeContainerVisitor world_notifier(reset); for (GridRefManager::iterator i = GridRefManager::begin(); i != GridRefManager::end(); ++i) { NGridType *grid = i->getSource(); if (grid->GetGridState() != GRID_STATE_ACTIVE) continue; if (!grid->getGridInfoRef()->getRelocationTimer().TPassed()) continue; grid->getGridInfoRef()->getRelocationTimer().TReset(diff, m_VisibilityNotifyPeriod); uint32 gx = grid->getX(), gy = grid->getY(); CellCoord cell_min(gx*MAX_NUMBER_OF_CELLS, gy*MAX_NUMBER_OF_CELLS); CellCoord cell_max(cell_min.x_coord + MAX_NUMBER_OF_CELLS, cell_min.y_coord+MAX_NUMBER_OF_CELLS); for (uint32 x = cell_min.x_coord; x < cell_max.x_coord; ++x) { for (uint32 y = cell_min.y_coord; y < cell_max.y_coord; ++y) { uint32 cell_id = (y * TOTAL_NUMBER_OF_CELLS_PER_MAP) + x; if (!isCellMarked(cell_id)) continue; CellCoord pair(x, y); Cell cell(pair); cell.SetNoCreate(); Visit(cell, grid_notifier); Visit(cell, world_notifier); } } } } void Map::RemovePlayerFromMap(Player* player, bool remove) { player->RemoveFromWorld(); SendRemoveTransports(player); player->UpdateObjectVisibility(true); if (player->IsInGrid()) player->RemoveFromGrid(); else ASSERT(remove); //maybe deleted in logoutplayer when player is not in a map if (remove) { DeleteFromWorld(player); sScriptMgr->OnPlayerLeaveMap(this, player); } } template void Map::RemoveFromMap(T *obj, bool remove) { obj->RemoveFromWorld(); if (obj->isActiveObject()) RemoveFromActive(obj); obj->UpdateObjectVisibility(true); obj->RemoveFromGrid(); obj->ResetMap(); if (remove) { // if option set then object already saved at this moment if (!sWorld->getBoolConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATELY)) obj->SaveRespawnTime(); DeleteFromWorld(obj); } } void Map::PlayerRelocation(Player* player, float x, float y, float z, float orientation) { ASSERT(player); Cell old_cell(player->GetPositionX(), player->GetPositionY()); Cell new_cell(x, y); //! If hovering, always increase our server-side Z position //! Client automatically projects correct position based on Z coord sent in monster move //! and UNIT_FIELD_HOVERHEIGHT sent in object updates if (player->HasUnitMovementFlag(MOVEMENTFLAG_HOVER)) z += player->GetFloatValue(UNIT_FIELD_HOVERHEIGHT); player->Relocate(x, y, z, orientation); if (player->IsVehicle()) player->GetVehicleKit()->RelocatePassengers(x, y, z, orientation); if (old_cell.DiffGrid(new_cell) || old_cell.DiffCell(new_cell)) { sLog->outStaticDebug("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()); player->RemoveFromGrid(); if (old_cell.DiffGrid(new_cell)) EnsureGridLoadedForActiveObject(new_cell, player); AddToGrid(player, new_cell); } player->UpdateObjectVisibility(false); } void Map::CreatureRelocation(Creature* creature, float x, float y, float z, float ang, bool respawnRelocationOnFail) { ASSERT(CheckGridIntegrity(creature, false)); Cell old_cell = creature->GetCurrentCell(); Cell new_cell(x, y); if (!respawnRelocationOnFail && !getNGrid(new_cell.GridX(), new_cell.GridY())) return; //! If hovering, always increase our server-side Z position //! Client automatically projects correct position based on Z coord sent in monster move //! and UNIT_FIELD_HOVERHEIGHT sent in object updates if (creature->HasUnitMovementFlag(MOVEMENTFLAG_HOVER)) z += creature->GetFloatValue(UNIT_FIELD_HOVERHEIGHT); // delay creature move for grid/cell to grid/cell moves if (old_cell.DiffCell(new_cell) || old_cell.DiffGrid(new_cell)) { #ifdef TRINITY_DEBUG sLog->outDebug(LOG_FILTER_MAPS, "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); if (creature->IsVehicle()) creature->GetVehicleKit()->RelocatePassengers(x, y, z, ang); creature->UpdateObjectVisibility(false); RemoveCreatureFromMoveList(creature); } ASSERT(CheckGridIntegrity(creature, true)); } void Map::AddCreatureToMoveList(Creature* c, float x, float y, float z, float ang) { if (_creatureToMoveLock) //can this happen? return; if (c->_moveState == CREATURE_CELL_MOVE_NONE) _creaturesToMove.push_back(c); c->SetNewCellPosition(x, y, z, ang); } void Map::RemoveCreatureFromMoveList(Creature* c) { if (_creatureToMoveLock) //can this happen? return; if (c->_moveState == CREATURE_CELL_MOVE_ACTIVE) c->_moveState = CREATURE_CELL_MOVE_INACTIVE; } void Map::MoveAllCreaturesInMoveList() { _creatureToMoveLock = true; for (std::vector::iterator itr = _creaturesToMove.begin(); itr != _creaturesToMove.end(); ++itr) { Creature* c = *itr; if (c->FindMap() != this) //pet is teleported to another map continue; if (c->_moveState != CREATURE_CELL_MOVE_ACTIVE) { c->_moveState = CREATURE_CELL_MOVE_NONE; continue; } c->_moveState = CREATURE_CELL_MOVE_NONE; if (!c->IsInWorld()) continue; // do move or do move to respawn or remove creature if previous all fail if (CreatureCellRelocation(c, Cell(c->_newPosition.m_positionX, c->_newPosition.m_positionY))) { // update pos c->Relocate(c->_newPosition); //CreatureRelocationNotify(c, new_cell, new_cell.cellCoord()); c->UpdateObjectVisibility(false); } else { // if creature can't be move in new cell/grid (not loaded) move it to repawn cell/grid // creature coordinates will be updated and notifiers send if (!CreatureRespawnRelocation(c, false)) { // ... or unload (if respawn grid also not loaded) #ifdef TRINITY_DEBUG sLog->outDebug(LOG_FILTER_MAPS, "Creature (GUID: %u Entry: %u) cannot be move to unloaded respawn grid.", c->GetGUIDLow(), c->GetEntry()); #endif //AddObjectToRemoveList(Pet*) should only be called in Pet::Remove //This may happen when a player just logs in and a pet moves to a nearby unloaded cell //To avoid this, we can load nearby cells when player log in //But this check is always needed to ensure safety //TODO: pets will disappear if this is outside CreatureRespawnRelocation //need to check why pet is frequently relocated to an unloaded cell if (c->isPet()) ((Pet*)c)->Remove(PET_SAVE_NOT_IN_SLOT, true); else AddObjectToRemoveList(c); } } } _creaturesToMove.clear(); _creatureToMoveLock = false; } 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 sLog->outDebug(LOG_FILTER_MAPS, "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 c->RemoveFromGrid(); AddToGrid(c, new_cell); } else { #ifdef TRINITY_DEBUG sLog->outDebug(LOG_FILTER_MAPS, "Creature (GUID: %u Entry: %u) moved in same grid[%u, %u]cell[%u, %u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY()); #endif } return true; } // in diff. grids but active creature if (c->isActiveObject()) { EnsureGridLoadedForActiveObject(new_cell, c); #ifdef TRINITY_DEBUG sLog->outDebug(LOG_FILTER_MAPS, "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 c->RemoveFromGrid(); AddToGrid(c, new_cell); return true; } // in diff. loaded grid normal creature if (IsGridLoaded(GridCoord(new_cell.GridX(), new_cell.GridY()))) { #ifdef TRINITY_DEBUG sLog->outDebug(LOG_FILTER_MAPS, "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 c->RemoveFromGrid(); EnsureGridCreated(GridCoord(new_cell.GridX(), new_cell.GridY())); AddToGrid(c, new_cell); return true; } // fail to move: normal creature attempt move to unloaded grid #ifdef TRINITY_DEBUG sLog->outDebug(LOG_FILTER_MAPS, "Creature (GUID: %u Entry: %u) attempted to move from grid[%u, %u]cell[%u, %u] to unloaded grid[%u, %u]cell[%u, %u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY()); #endif return false; } bool Map::CreatureRespawnRelocation(Creature* c, bool diffGridOnly) { float resp_x, resp_y, resp_z, resp_o; c->GetRespawnPosition(resp_x, resp_y, resp_z, &resp_o); Cell resp_cell(resp_x, resp_y); //creature will be unloaded with grid if (diffGridOnly && !c->GetCurrentCell().DiffGrid(resp_cell)) return true; c->CombatStop(); c->GetMotionMaster()->Clear(); #ifdef TRINITY_DEBUG sLog->outDebug(LOG_FILTER_MAPS, "Creature (GUID: %u Entry: %u) moved from grid[%u, %u]cell[%u, %u] to respawn grid[%u, %u]cell[%u, %u].", c->GetGUIDLow(), c->GetEntry(), c->GetCurrentCell().GridX(), c->GetCurrentCell().GridY(), c->GetCurrentCell().CellX(), c->GetCurrentCell().CellY(), resp_cell.GridX(), resp_cell.GridY(), resp_cell.CellX(), resp_cell.CellY()); #endif // teleport it to respawn point (like normal respawn if player see) if (CreatureCellRelocation(c, resp_cell)) { c->Relocate(resp_x, resp_y, resp_z, resp_o); c->GetMotionMaster()->Initialize(); // prevent possible problems with default move generators //CreatureRelocationNotify(c, resp_cell, resp_cell.GetCellCoord()); c->UpdateObjectVisibility(false); return true; } return false; } bool Map::UnloadGrid(NGridType& ngrid, bool unloadAll) { const uint32 x = ngrid.getX(); const uint32 y = ngrid.getY(); { if (!unloadAll) { //pets, possessed creatures (must be active), transport passengers if (ngrid.GetWorldObjectCountInNGrid()) return false; if (ActiveObjectsNearGrid(ngrid)) return false; } sLog->outDebug(LOG_FILTER_MAPS, "Unloading grid[%u, %u] for map %u", x, y, GetId()); 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 ObjectGridEvacuator worker; TypeContainerVisitor visitor(worker); ngrid.VisitAllGrids(visitor); // Finish creature moves, remove and delete all creatures with delayed remove before unload MoveAllCreaturesInMoveList(); } { ObjectGridCleaner worker; TypeContainerVisitor visitor(worker); ngrid.VisitAllGrids(visitor); } RemoveAllObjectsInRemoveList(); { ObjectGridUnloader worker; TypeContainerVisitor visitor(worker); ngrid.VisitAllGrids(visitor); } ASSERT(i_objectsToRemove.empty()); delete &ngrid; setNGrid(NULL, x, y); } int gx = (MAX_NUMBER_OF_GRIDS - 1) - x; int gy = (MAX_NUMBER_OF_GRIDS - 1) - y; // delete grid map, but don't delete if it is from parent map (and thus only reference) //+++if (GridMaps[gx][gy]) don't check for GridMaps[gx][gy], we might have to unload vmaps { if (i_InstanceId == 0) { if (GridMaps[gx][gy]) { GridMaps[gx][gy]->unloadData(); delete GridMaps[gx][gy]; } // x and y are swapped VMAP::VMapFactory::createOrGetVMapManager()->unloadMap(GetId(), gx, gy); } else ((MapInstanced*)m_parentMap)->RemoveGridMapReference(GridCoord(gx, gy)); GridMaps[gx][gy] = NULL; } sLog->outStaticDebug("Unloading grid[%u, %u] for map %u finished", x, y, GetId()); return true; } void Map::RemoveAllPlayers() { if (HavePlayers()) { for (MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr) { Player* player = itr->getSource(); if (!player->IsBeingTeleportedFar()) { // this is happening for bg sLog->outError("Map::UnloadAll: player %s is still in map %u during unload, this should not happen!", player->GetName(), GetId()); player->TeleportTo(player->m_homebindMapId, player->m_homebindX, player->m_homebindY, player->m_homebindZ, player->GetOrientation()); } } } } void Map::UnloadAll() { // clear all delayed moves, useless anyway do this moves before map unload. _creaturesToMove.clear(); for (GridRefManager::iterator i = GridRefManager::begin(); i != GridRefManager::end();) { NGridType &grid(*i->getSource()); ++i; UnloadGrid(grid, true); // deletes the grid and removes it from the GridRefManager } } // ***************************** // Grid function // ***************************** GridMap::GridMap() { _flags = 0; // Area data _gridArea = 0; _areaMap = NULL; // Height level data _gridHeight = INVALID_HEIGHT; _gridGetHeight = &GridMap::getHeightFromFlat; m_V9 = NULL; m_V8 = NULL; // Liquid data _liquidType = 0; _liquidOffX = 0; _liquidOffY = 0; _liquidWidth = 0; _liquidHeight = 0; _liquidLevel = INVALID_HEIGHT; _liquidEntry = NULL; _liquidFlags = NULL; _liquidMap = 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; if (fread(&header, sizeof(header), 1, in) != 1) { fclose(in); return false; } if (header.mapMagic == MapMagic.asUInt && header.versionMagic == MapVersionMagic.asUInt) { // 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 from an incompatible clientversion. Please recreate using the mapextractor.", filename); fclose(in); return false; } void GridMap::unloadData() { delete[] _areaMap; delete[] m_V9; delete[] m_V8; delete[] _liquidEntry; delete[] _liquidFlags; delete[] _liquidMap; _areaMap = NULL; m_V9 = NULL; m_V8 = NULL; _liquidEntry = NULL; _liquidFlags = NULL; _liquidMap = NULL; _gridGetHeight = &GridMap::getHeightFromFlat; } bool GridMap::loadAreaData(FILE* in, uint32 offset, uint32 /*size*/) { map_areaHeader header; fseek(in, offset, SEEK_SET); if (fread(&header, sizeof(header), 1, in) != 1 || header.fourcc != MapAreaMagic.asUInt) return false; _gridArea = header.gridArea; if (!(header.flags & MAP_AREA_NO_AREA)) { _areaMap = new uint16 [16*16]; if (fread(_areaMap, sizeof(uint16), 16*16, in) != 16*16) return false; } return true; } bool GridMap::loadHeihgtData(FILE* in, uint32 offset, uint32 /*size*/) { map_heightHeader header; fseek(in, offset, SEEK_SET); if (fread(&header, sizeof(header), 1, in) != 1 || header.fourcc != MapHeightMagic.asUInt) return false; _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]; if (fread(m_uint16_V9, sizeof(uint16), 129*129, in) != 129*129 || fread(m_uint16_V8, sizeof(uint16), 128*128, in) != 128*128) return false; _gridIntHeightMultiplier = (header.gridMaxHeight - header.gridHeight) / 65535; _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]; if (fread(m_uint8_V9, sizeof(uint8), 129*129, in) != 129*129 || fread(m_uint8_V8, sizeof(uint8), 128*128, in) != 128*128) return false; _gridIntHeightMultiplier = (header.gridMaxHeight - header.gridHeight) / 255; _gridGetHeight = &GridMap::getHeightFromUint8; } else { m_V9 = new float [129*129]; m_V8 = new float [128*128]; if (fread(m_V9, sizeof(float), 129*129, in) != 129*129 || fread(m_V8, sizeof(float), 128*128, in) != 128*128) return false; _gridGetHeight = &GridMap::getHeightFromFloat; } } else _gridGetHeight = &GridMap::getHeightFromFlat; return true; } bool GridMap::loadLiquidData(FILE* in, uint32 offset, uint32 /*size*/) { map_liquidHeader header; fseek(in, offset, SEEK_SET); if (fread(&header, sizeof(header), 1, in) != 1 || header.fourcc != MapLiquidMagic.asUInt) return false; _liquidType = header.liquidType; _liquidOffX = header.offsetX; _liquidOffY = header.offsetY; _liquidWidth = header.width; _liquidHeight = header.height; _liquidLevel = header.liquidLevel; if (!(header.flags & MAP_LIQUID_NO_TYPE)) { _liquidEntry = new uint16[16*16]; if (fread(_liquidEntry, sizeof(uint16), 16*16, in) != 16*16) return false; _liquidFlags = new uint8[16*16]; if (fread(_liquidFlags, sizeof(uint8), 16*16, in) != 16*16) return false; } if (!(header.flags & MAP_LIQUID_NO_HEIGHT)) { _liquidMap = new float[_liquidWidth*_liquidHeight]; if (fread(_liquidMap, sizeof(float), _liquidWidth*_liquidHeight, in) != _liquidWidth*_liquidHeight) return false; } return true; } uint16 GridMap::getArea(float x, float y) { if (!_areaMap) return _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 _areaMap[lx*16 + ly]; } float GridMap::getHeightFromFlat(float /*x*/, float /*y*/) const { return _gridHeight; } float GridMap::getHeightFromFloat(float x, float y) const { if (!m_V8 || !m_V9) return _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 _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)*_gridIntHeightMultiplier + _gridHeight; } float GridMap::getHeightFromUint16(float x, float y) const { if (!m_uint16_V8 || !m_uint16_V9) return _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)*_gridIntHeightMultiplier + _gridHeight; } float GridMap::getLiquidLevel(float x, float y) { if (!_liquidMap) return _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)) - _liquidOffY; int cy_int = ((int)y & (MAP_RESOLUTION-1)) - _liquidOffX; if (cx_int < 0 || cx_int >=_liquidHeight) return INVALID_HEIGHT; if (cy_int < 0 || cy_int >=_liquidWidth) return INVALID_HEIGHT; return _liquidMap[cx_int*_liquidWidth + cy_int]; } // Why does this return LIQUID data? uint8 GridMap::getTerrainType(float x, float y) { if (!_liquidFlags) return 0; 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 _liquidFlags[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 (!_liquidType && !_liquidFlags) 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 int idx=(x_int>>3)*16 + (y_int>>3); uint8 type = _liquidFlags ? _liquidFlags[idx] : _liquidType; uint32 entry = 0; if (_liquidEntry) { if (LiquidTypeEntry const* liquidEntry = sLiquidTypeStore.LookupEntry(_liquidEntry[idx])) { entry = liquidEntry->Id; type &= MAP_LIQUID_TYPE_DARK_WATER; uint32 liqTypeIdx = liquidEntry->Type; if (entry < 21) { if (AreaTableEntry const* area = GetAreaEntryByAreaFlagAndMap(getArea(x, y), MAPID_INVALID)) { uint32 overrideLiquid = area->LiquidTypeOverride[liquidEntry->Type]; if (!overrideLiquid && area->zone) { area = GetAreaEntryByAreaID(area->zone); if (area) overrideLiquid = area->LiquidTypeOverride[liquidEntry->Type]; } if (LiquidTypeEntry const* liq = sLiquidTypeStore.LookupEntry(overrideLiquid)) { entry = overrideLiquid; liqTypeIdx = liq->Type; } } } type |= 1 << liqTypeIdx; } } 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 - _liquidOffY; int ly_int = y_int - _liquidOffX; if (lx_int < 0 || lx_int >=_liquidHeight) return LIQUID_MAP_NO_WATER; if (ly_int < 0 || ly_int >=_liquidWidth) return LIQUID_MAP_NO_WATER; // Get water level float liquid_level = _liquidMap ? _liquidMap[lx_int*_liquidWidth + ly_int] : _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->entry = entry; data->type_flags = type; data->level = liquid_level; data->depth_level = ground_level; } // For speed check as int values float delta = liquid_level - z; if (delta > 2.0f) // Under water return LIQUID_MAP_UNDER_WATER; if (delta > 0.0f) // In water return LIQUID_MAP_IN_WATER; if (delta > -0.1f) // 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(GridCoord(63-gx, 63-gy)); return GridMaps[gx][gy]; } float Map::GetWaterOrGroundLevel(float x, float y, float z, float* ground /*= NULL*/, bool /*swim = false*/) const { if (const_cast(this)->GetGrid(x, y)) { // we need ground level (including grid height version) for proper return water level in point float ground_z = GetHeight(PHASEMASK_NORMAL, x, y, z, true, 50.0f); if (ground) *ground = ground_z; LiquidData liquid_status; ZLiquidStatus res = getLiquidStatus(x, y, ground_z, MAP_ALL_LIQUIDS, &liquid_status); return res ? liquid_status.level : ground_z; } return VMAP_INVALID_HEIGHT_VALUE; } float Map::GetHeight(float x, float y, float z, bool checkVMap /*= true*/, float maxSearchDist /*= DEFAULT_HEIGHT_SEARCH*/) const { // find raw .map surface under Z coordinates float mapHeight = VMAP_INVALID_HEIGHT_VALUE; if (GridMap* gmap = const_cast(this)->GetGrid(x, y)) { float gridHeight = gmap->getHeight(x, y); // look from a bit higher pos to find the floor, ignore under surface case if (z + 2.0f > gridHeight) mapHeight = gridHeight; } float vmapHeight = VMAP_INVALID_HEIGHT_VALUE; if (checkVMap) { VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager(); if (vmgr->isHeightCalcEnabled()) vmapHeight = vmgr->getHeight(GetId(), x, y, z + 2.0f, maxSearchDist); // look from a bit higher pos to find the floor } // 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) } return mapHeight; // explicitly use map data } inline bool IsOutdoorWMO(uint32 mogpFlags, int32 /*adtId*/, int32 /*rootId*/, int32 /*groupId*/, WMOAreaTableEntry const* wmoEntry, AreaTableEntry const* atEntry) { bool outdoor = true; if (wmoEntry && atEntry) { if (atEntry->flags & AREA_FLAG_OUTSIDE) return true; if (atEntry->flags & AREA_FLAG_INSIDE) return false; } outdoor = mogpFlags&0x8; if (wmoEntry) { if (wmoEntry->Flags & 4) return true; if ((wmoEntry->Flags & 2)!=0) outdoor = false; } return outdoor; } bool Map::IsOutdoors(float x, float y, float z) const { uint32 mogpFlags; int32 adtId, rootId, groupId; // no wmo found? -> outside by default if (!GetAreaInfo(x, y, z, mogpFlags, adtId, rootId, groupId)) return true; AreaTableEntry const* atEntry = 0; WMOAreaTableEntry const* wmoEntry= GetWMOAreaTableEntryByTripple(rootId, adtId, groupId); if (wmoEntry) { sLog->outStaticDebug("Got WMOAreaTableEntry! flag %u, areaid %u", wmoEntry->Flags, wmoEntry->areaId); atEntry = GetAreaEntryByAreaID(wmoEntry->areaId); } return IsOutdoorWMO(mogpFlags, adtId, rootId, groupId, wmoEntry, atEntry); } bool Map::GetAreaInfo(float x, float y, float z, uint32 &flags, int32 &adtId, int32 &rootId, int32 &groupId) const { float vmap_z = z; VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager(); if (vmgr->getAreaInfo(GetId(), x, y, vmap_z, flags, adtId, rootId, groupId)) { // check if there's terrain between player height and object height if (GridMap* gmap = const_cast(this)->GetGrid(x, y)) { float _mapheight = gmap->getHeight(x, y); // z + 2.0f condition taken from GetHeight(), not sure if it's such a great choice... if (z + 2.0f > _mapheight && _mapheight > vmap_z) return false; } return true; } return false; } uint16 Map::GetAreaFlag(float x, float y, float z, bool *isOutdoors) const { uint32 mogpFlags; int32 adtId, rootId, groupId; WMOAreaTableEntry const* wmoEntry = 0; AreaTableEntry const* atEntry = 0; bool haveAreaInfo = false; if (GetAreaInfo(x, y, z, mogpFlags, adtId, rootId, groupId)) { haveAreaInfo = true; wmoEntry = GetWMOAreaTableEntryByTripple(rootId, adtId, groupId); if (wmoEntry) atEntry = GetAreaEntryByAreaID(wmoEntry->areaId); } uint16 areaflag; if (atEntry) areaflag = atEntry->exploreFlag; else { 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(i_mapEntry->MapID); } if (isOutdoors) { if (haveAreaInfo) *isOutdoors = IsOutdoorWMO(mogpFlags, adtId, rootId, groupId, wmoEntry, atEntry); else *isOutdoors = true; } return areaflag; } uint8 Map::GetTerrainType(float x, float y) const { if (GridMap* gmap = const_cast(this)->GetGrid(x, y)) return gmap->getTerrainType(x, y); else return 0; } ZLiquidStatus Map::getLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, LiquidData* data) const { ZLiquidStatus result = LIQUID_MAP_NO_WATER; VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager(); float liquid_level = INVALID_HEIGHT; float ground_level = INVALID_HEIGHT; uint32 liquid_type = 0; if (vmgr->GetLiquidLevel(GetId(), x, y, z, ReqLiquidType, liquid_level, ground_level, liquid_type)) { sLog->outDebug(LOG_FILTER_MAPS, "getLiquidStatus(): vmap liquid level: %f ground: %f type: %u", liquid_level, ground_level, liquid_type); // Check water level and ground level if (liquid_level > ground_level && z > ground_level - 2) { // All ok in water -> store data if (data) { // hardcoded in client like this if (GetId() == 530 && liquid_type == 2) liquid_type = 15; uint32 liquidFlagType = 0; if (LiquidTypeEntry const* liq = sLiquidTypeStore.LookupEntry(liquid_type)) liquidFlagType = liq->Type; if (liquid_type && liquid_type < 21) { if (AreaTableEntry const* area = GetAreaEntryByAreaFlagAndMap(GetAreaFlag(x, y, z), GetId())) { uint32 overrideLiquid = area->LiquidTypeOverride[liquidFlagType]; if (!overrideLiquid && area->zone) { area = GetAreaEntryByAreaID(area->zone); if (area) overrideLiquid = area->LiquidTypeOverride[liquidFlagType]; } if (LiquidTypeEntry const* liq = sLiquidTypeStore.LookupEntry(overrideLiquid)) { liquid_type = overrideLiquid; liquidFlagType = liq->Type; } } } data->level = liquid_level; data->depth_level = ground_level; data->entry = liquid_type; data->type_flags = 1 << liquidFlagType; } float delta = liquid_level - z; // Get position delta if (delta > 2.0f) // Under water return LIQUID_MAP_UNDER_WATER; if (delta > 0.0f) // In water return LIQUID_MAP_IN_WATER; if (delta > -0.1f) // Walk on water return LIQUID_MAP_WATER_WALK; result = LIQUID_MAP_ABOVE_WATER; } } if (GridMap* gmap = const_cast(this)->GetGrid(x, y)) { LiquidData map_data; ZLiquidStatus map_result = gmap->getLiquidStatus(x, y, z, ReqLiquidType, &map_data); // Not override LIQUID_MAP_ABOVE_WATER with LIQUID_MAP_NO_WATER: if (map_result != LIQUID_MAP_NO_WATER && (map_data.level > ground_level)) { if (data) { // hardcoded in client like this if (GetId() == 530 && map_data.entry == 2) map_data.entry = 15; *data = map_data; } return map_result; } } return result; } 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::isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask) const { return VMAP::VMapFactory::createOrGetVMapManager()->isInLineOfSight(GetId(), x1, y1, z1, x2, y2, z2) && _dynamicTree.isInLineOfSight(x1, y1, z1, x2, y2, z2, phasemask); } bool Map::getObjectHitPos(uint32 phasemask, float x1, float y1, float z1, float x2, float y2, float z2, float& rx, float& ry, float& rz, float modifyDist) { Vector3 startPos = Vector3(x1, y1, z1); Vector3 dstPos = Vector3(x2, y2, z2); Vector3 resultPos; bool result = _dynamicTree.getObjectHitPos(phasemask, startPos, dstPos, resultPos, modifyDist); rx = resultPos.x; ry = resultPos.y; rz = resultPos.z; return result; } float Map::GetHeight(uint32 phasemask, float x, float y, float z, bool vmap/*=true*/, float maxSearchDist/*=DEFAULT_HEIGHT_SEARCH*/) const { return std::max(GetHeight(x, y, z, vmap, maxSearchDist), _dynamicTree.getHeight(x, y, z, maxSearchDist, phasemask)); } bool Map::IsInWater(float x, float y, float pZ, LiquidData* data) const { // Check surface in x, y point for liquid if (const_cast(this)->GetGrid(x, y)) { LiquidData liquid_status; LiquidData* liquid_ptr = data ? data : &liquid_status; if (getLiquidStatus(x, y, pZ, MAP_ALL_LIQUIDS, liquid_ptr)) return true; } return false; } bool Map::IsUnderWater(float x, float y, float z) const { if (const_cast(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(); Cell xy_cell(c->GetPositionX(), c->GetPositionY()); if (xy_cell != cur_cell) { sLog->outDebug(LOG_FILTER_MAPS, "Creature (GUID: %u) X: %f Y: %f (%s) is in grid[%u, %u]cell[%u, %u] instead of grid[%u, %u]cell[%u, %u]", c->GetGUIDLow(), c->GetPositionX(), c->GetPositionY(), (moved ? "final" : "original"), cur_cell.GridX(), cur_cell.GridY(), cur_cell.CellX(), cur_cell.CellY(), xy_cell.GridX(), xy_cell.GridY(), xy_cell.CellX(), xy_cell.CellY()); return true; // not crash at error, just output error in debug mode } return true; } char const* Map::GetMapName() const { return i_mapEntry ? i_mapEntry->name[sWorld->GetDefaultDbcLocale()] : "UNNAMEDMAP\x0"; } void Map::UpdateObjectVisibility(WorldObject* obj, Cell cell, CellCoord cellpair) { cell.SetNoCreate(); Trinity::VisibleChangesNotifier notifier(*obj); TypeContainerVisitor player_notifier(notifier); cell.Visit(cellpair, player_notifier, *this, *obj, obj->GetVisibilityRange()); } void Map::UpdateObjectsVisibilityFor(Player* player, Cell cell, CellCoord cellpair) { Trinity::VisibleNotifier notifier(*player); cell.SetNoCreate(); TypeContainerVisitor world_notifier(notifier); TypeContainerVisitor grid_notifier(notifier); cell.Visit(cellpair, world_notifier, *this, *player, player->GetSightRange()); cell.Visit(cellpair, grid_notifier, *this, *player, player->GetSightRange()); // send data notifier.SendToSelf(); } 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 = sMapMgr->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 = sMapMgr->m_TransportsByMap; // no transports at map if (tmap.find(player->GetMapId()) == tmap.end()) return; UpdateData transData; MapManager::TransportSet& tset = tmap[player->GetMapId()]; // except used transport for (MapManager::TransportSet::const_iterator i = tset.begin(); i != tset.end(); ++i) if ((*i) != player->GetTransport() && (*i)->GetMapId() != GetId()) (*i)->BuildOutOfRangeUpdateBlock(&transData); WorldPacket packet; transData.BuildPacket(&packet); player->GetSession()->SendPacket(&packet); } inline void Map::setNGrid(NGridType *grid, uint32 x, uint32 y) { if (x >= MAX_NUMBER_OF_GRIDS || y >= MAX_NUMBER_OF_GRIDS) { sLog->outError("map::setNGrid() Invalid grid coordinates found: %d, %d!", x, y); ASSERT(false); } i_grids[x][y] = grid; } void Map::DelayedUpdate(const uint32 t_diff) { RemoveAllObjectsInRemoveList(); // Don't unload grids if it's battleground, since we may have manually added GOs, creatures, those doesn't load from DB at grid re-load ! // This isn't really bother us, since as soon as we have instanced BG-s, the whole map unloads as the BG gets ended if (!IsBattlegroundOrArena()) { for (GridRefManager::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, t_diff); } } } void Map::AddObjectToRemoveList(WorldObject* obj) { ASSERT(obj->GetMapId() == GetId() && obj->GetInstanceId() == GetInstanceId()); obj->CleanupsBeforeDelete(false); // remove or simplify at least cross referenced links i_objectsToRemove.insert(obj); //sLog->outDebug(LOG_FILTER_MAPS, "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); if (obj->GetTypeId() == TYPEID_UNIT && !obj->IsPermanentWorldObject()) SwitchGridContainers(obj->ToCreature(), on); } //sLog->outDebug(LOG_FILTER_MAPS, "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::GetCorpse(*obj, obj->GetGUID()); if (!corpse) sLog->outError("Tried to delete corpse/bones %u that is not in map.", obj->GetGUIDLow()); else RemoveFromMap(corpse, true); break; } case TYPEID_DYNAMICOBJECT: RemoveFromMap((DynamicObject*)obj, true); break; case TYPEID_GAMEOBJECT: RemoveFromMap((GameObject*)obj, true); break; case TYPEID_UNIT: // in case triggered sequence some spell can continue casting after prev CleanupsBeforeDelete call // make sure that like sources auras/etc removed before destructor start obj->ToCreature()->CleanupsBeforeDelete(); RemoveFromMap(obj->ToCreature(), true); break; default: sLog->outError("Non-grid object (TypeId: %u) is in grid object remove list, ignored.", obj->GetTypeId()); break; } i_objectsToRemove.erase(itr); } //sLog->outDebug(LOG_FILTER_MAPS, "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(NGridType const& ngrid) const { CellCoord cell_min(ngrid.getX() * MAX_NUMBER_OF_CELLS, ngrid.getY() * MAX_NUMBER_OF_CELLS); CellCoord cell_max(cell_min.x_coord + MAX_NUMBER_OF_CELLS, cell_min.y_coord+MAX_NUMBER_OF_CELLS); //we must find visible range in cells so we unload only non-visible cells... float viewDist = GetVisibilityRange(); int cell_range = (int)ceilf(viewDist / SIZE_OF_GRID_CELL) + 1; cell_min.dec_x(cell_range); cell_min.dec_y(cell_range); cell_max.inc_x(cell_range); cell_max.inc_y(cell_range); for (MapRefManager::const_iterator iter = m_mapRefManager.begin(); iter != m_mapRefManager.end(); ++iter) { Player* player = iter->getSource(); CellCoord p = Trinity::ComputeCellCoord(player->GetPositionX(), player->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; CellCoord p = Trinity::ComputeCellCoord(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->GetRespawnPosition(x, y, z); GridCoord p = Trinity::ComputeGridCoord(x, y); if (getNGrid(p.x_coord, p.y_coord)) getNGrid(p.x_coord, p.y_coord)->incUnloadActiveLock(); else { GridCoord p2 = Trinity::ComputeGridCoord(c->GetPositionX(), c->GetPositionY()); sLog->outError("Active creature (GUID: %u Entry: %u) added to grid[%u, %u] but spawn grid[%u, %u] was not loaded.", c->GetGUIDLow(), c->GetEntry(), p.x_coord, p.y_coord, p2.x_coord, p2.y_coord); } } } void Map::RemoveFromActive(Creature* c) { RemoveFromActiveHelper(c); // also allow unloading spawn grid if (!c->isPet() && c->GetDBTableGUIDLow()) { float x, y, z; c->GetRespawnPosition(x, y, z); GridCoord p = Trinity::ComputeGridCoord(x, y); if (getNGrid(p.x_coord, p.y_coord)) getNGrid(p.x_coord, p.y_coord)->decUnloadActiveLock(); else { GridCoord p2 = Trinity::ComputeGridCoord(c->GetPositionX(), c->GetPositionY()); sLog->outError("Active creature (GUID: %u Entry: %u) removed from grid[%u, %u] but spawn grid[%u, %u] was not loaded.", c->GetGUIDLow(), c->GetEntry(), p.x_coord, p.y_coord, p2.x_coord, p2.y_coord); } } } template bool Map::AddToMap(Corpse*); template bool Map::AddToMap(Creature*); template bool Map::AddToMap(GameObject*); template bool Map::AddToMap(DynamicObject*); template void Map::RemoveFromMap(Corpse*, bool); template void Map::RemoveFromMap(Creature*, bool); template void Map::RemoveFromMap(GameObject*, bool); template void Map::RemoveFromMap(DynamicObject*, bool); /* ******* Dungeon Instance Maps ******* */ InstanceMap::InstanceMap(uint32 id, time_t expiry, uint32 InstanceId, uint8 SpawnMode, Map* _parent) : Map(id, expiry, InstanceId, SpawnMode, _parent), m_resetAfterUnload(false), m_unloadWhenEmpty(false), i_data(NULL), i_script_id(0) { //lets initialize visibility distance for dungeons InstanceMap::InitVisibilityDistance(); // the timer is started by default, and stopped when the first player joins // this make sure it gets unloaded if for some reason no player joins m_unloadTimer = std::max(sWorld->getIntConfig(CONFIG_INSTANCE_UNLOAD_DELAY), (uint32)MIN_UNLOAD_DELAY); } InstanceMap::~InstanceMap() { delete i_data; i_data = NULL; } void InstanceMap::InitVisibilityDistance() { //init visibility distance for instances m_VisibleDistance = World::GetMaxVisibleDistanceInInstances(); m_VisibilityNotifyPeriod = World::GetVisibilityNotifyPeriodInInstances(); } /* Do map specific checks to see if the player can enter */ bool InstanceMap::CanEnter(Player* player) { if (player->GetMapRef().getTarget() == this) { sLog->outError("InstanceMap::CanEnter - player %s(%u) already in map %d, %d, %d!", player->GetName(), player->GetGUIDLow(), GetId(), GetInstanceId(), GetSpawnMode()); ASSERT(false); return false; } // allow GM's to enter if (player->isGameMaster()) return Map::CanEnter(player); // cannot enter if the instance is full (player cap), GMs don't count uint32 maxPlayers = GetMaxPlayers(); if (GetPlayersCountExceptGMs() >= maxPlayers) { sLog->outDetail("MAP: Instance '%u' of map '%s' cannot have more than '%u' players. Player '%s' rejected", GetInstanceId(), GetMapName(), maxPlayers, player->GetName()); player->SendTransferAborted(GetId(), TRANSFER_ABORT_MAX_PLAYERS); return false; } // cannot enter while an encounter is in progress on raids /*Group* group = player->GetGroup(); if (!player->isGameMaster() && group && group->InCombatToInstance(GetInstanceId()) && player->GetMapId() != GetId())*/ if (IsRaid() && GetInstanceScript() && GetInstanceScript()->IsEncounterInProgress()) { player->SendTransferAborted(GetId(), TRANSFER_ABORT_ZONE_IN_COMBAT); return false; } // cannot enter if instance is in use by another party/soloer that have a // permanent save in the same instance id PlayerList const &playerList = GetPlayers(); if (!playerList.isEmpty()) for (PlayerList::const_iterator i = playerList.begin(); i != playerList.end(); ++i) if (Player* iPlayer = i->getSource()) { if (iPlayer->isGameMaster()) // bypass GMs continue; if (!player->GetGroup()) // player has not group and there is someone inside, deny entry { player->SendTransferAborted(GetId(), TRANSFER_ABORT_MAX_PLAYERS); return false; } // player inside instance has no group or his groups is different to entering player's one, deny entry if (!iPlayer->GetGroup() || iPlayer->GetGroup() != player->GetGroup()) { player->SendTransferAborted(GetId(), TRANSFER_ABORT_MAX_PLAYERS); return false; } break; } return Map::CanEnter(player); } /* Do map specific checks and add the player to the map if successful. */ bool InstanceMap::AddPlayerToMap(Player* player) { // TODO: Not sure about checking player level: already done in HandleAreaTriggerOpcode // GMs still can teleport player in instance. // Is it needed? { TRINITY_GUARD(ACE_Thread_Mutex, Lock); // Check moved to void WorldSession::HandleMoveWorldportAckOpcode() //if (!CanEnter(player)) //return false; // Dungeon only code if (IsDungeon()) { Group* group = player->GetGroup(); // increase current instances (hourly limit) if (!group || !group->isLFGGroup()) player->AddInstanceEnterTime(GetInstanceId(), time(NULL)); // get or create an instance save for the map InstanceSave* mapSave = sInstanceSaveMgr->GetInstanceSave(GetInstanceId()); if (!mapSave) { sLog->outDetail("InstanceMap::Add: creating instance save for map %d spawnmode %d with instance id %d", GetId(), GetSpawnMode(), GetInstanceId()); mapSave = sInstanceSaveMgr->AddInstanceSave(GetId(), GetInstanceId(), Difficulty(GetSpawnMode()), 0, true); } // check for existing instance binds InstancePlayerBind* playerBind = player->GetBoundInstance(GetId(), Difficulty(GetSpawnMode())); if (playerBind && playerBind->perm) { // cannot enter other instances if bound permanently if (playerBind->save != mapSave) { sLog->outError("InstanceMap::Add: player %s(%d) is permanently bound to instance %d, %d, %d, %d, %d, %d but he is being put into instance %d, %d, %d, %d, %d, %d", player->GetName(), player->GetGUIDLow(), playerBind->save->GetMapId(), playerBind->save->GetInstanceId(), playerBind->save->GetDifficulty(), playerBind->save->GetPlayerCount(), playerBind->save->GetGroupCount(), playerBind->save->CanReset(), mapSave->GetMapId(), mapSave->GetInstanceId(), mapSave->GetDifficulty(), mapSave->GetPlayerCount(), mapSave->GetGroupCount(), mapSave->CanReset()); return false; } } else { if (group) { // solo saves should be reset when entering a group InstanceGroupBind* groupBind = group->GetBoundInstance(this); if (playerBind) { sLog->outError("InstanceMap::Add: player %s(%d) is being put into instance %d, %d, %d, %d, %d, %d but he is in group %d and is bound to instance %d, %d, %d, %d, %d, %d!", player->GetName(), player->GetGUIDLow(), mapSave->GetMapId(), mapSave->GetInstanceId(), mapSave->GetDifficulty(), mapSave->GetPlayerCount(), mapSave->GetGroupCount(), mapSave->CanReset(), GUID_LOPART(group->GetLeaderGUID()), playerBind->save->GetMapId(), playerBind->save->GetInstanceId(), playerBind->save->GetDifficulty(), playerBind->save->GetPlayerCount(), playerBind->save->GetGroupCount(), playerBind->save->CanReset()); if (groupBind) sLog->outError("InstanceMap::Add: the group is bound to the instance %d, %d, %d, %d, %d, %d", groupBind->save->GetMapId(), groupBind->save->GetInstanceId(), groupBind->save->GetDifficulty(), groupBind->save->GetPlayerCount(), groupBind->save->GetGroupCount(), groupBind->save->CanReset()); //ASSERT(false); return false; } // bind to the group or keep using the group save if (!groupBind) group->BindToInstance(mapSave, false); else { // cannot jump to a different instance without resetting it if (groupBind->save != mapSave) { sLog->outError("InstanceMap::Add: player %s(%d) is being put into instance %d, %d, %d but he is in group %d which is bound to instance %d, %d, %d!", player->GetName(), player->GetGUIDLow(), mapSave->GetMapId(), mapSave->GetInstanceId(), mapSave->GetDifficulty(), GUID_LOPART(group->GetLeaderGUID()), groupBind->save->GetMapId(), groupBind->save->GetInstanceId(), groupBind->save->GetDifficulty()); if (mapSave) sLog->outError("MapSave players: %d, group count: %d", mapSave->GetPlayerCount(), mapSave->GetGroupCount()); else sLog->outError("MapSave NULL"); if (groupBind->save) sLog->outError("GroupBind save players: %d, group count: %d", groupBind->save->GetPlayerCount(), groupBind->save->GetGroupCount()); else sLog->outError("GroupBind save NULL"); return false; } // if the group/leader is permanently bound to the instance // players also become permanently bound when they enter if (groupBind->perm) { WorldPacket data(SMSG_INSTANCE_LOCK_WARNING_QUERY, 9); data << uint32(60000); data << uint32(i_data ? i_data->GetCompletedEncounterMask() : 0); data << uint8(0); player->GetSession()->SendPacket(&data); player->SetPendingBind(mapSave->GetInstanceId(), 60000); } } } 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 (group && group->isLFGGroup()) if (uint32 dungeonId = sLFGMgr->GetDungeon(group->GetGUID(), true)) if (LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(dungeonId)) if (LFGDungeonEntry const* randomDungeon = sLFGDungeonStore.LookupEntry(*(sLFGMgr->GetSelectedDungeons(player->GetGUID()).begin()))) if (uint32(dungeon->map) == GetId() && dungeon->difficulty == GetDifficulty() && randomDungeon->type == LFG_TYPE_RANDOM) player->CastSpell(player, LFG_SPELL_LUCK_OF_THE_DRAW, true); } // for normal instances cancel the reset schedule when the // first player enters (no players yet) SetResetSchedule(false); sLog->outDetail("MAP: Player '%s' entered instance '%u' of map '%s'", player->GetName(), GetInstanceId(), GetMapName()); // initialize unload state m_unloadTimer = 0; m_resetAfterUnload = false; m_unloadWhenEmpty = false; } // this will acquire the same mutex so it cannot be in the previous block Map::AddPlayerToMap(player); if (i_data) i_data->OnPlayerEnter(player); return true; } void InstanceMap::Update(const uint32 t_diff) { Map::Update(t_diff); if (i_data) i_data->Update(t_diff); } void InstanceMap::RemovePlayerFromMap(Player* player, bool remove) { sLog->outDetail("MAP: Removing player '%s' from instance '%u' of map '%s' before relocating to another map", player->GetName(), GetInstanceId(), GetMapName()); //if last player set unload timer if (!m_unloadTimer && m_mapRefManager.getSize() == 1) m_unloadTimer = m_unloadWhenEmpty ? MIN_UNLOAD_DELAY : std::max(sWorld->getIntConfig(CONFIG_INSTANCE_UNLOAD_DELAY), (uint32)MIN_UNLOAD_DELAY); Map::RemovePlayerFromMap(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 = sObjectMgr->GetInstanceTemplate(GetId()); if (mInstance) { i_script_id = mInstance->ScriptId; i_data = sScriptMgr->CreateInstanceData(this); } if (!i_data) return; i_data->Initialize(); if (load) { // TODO: make a global storage for this PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_INSTANCE); stmt->setUInt16(0, uint16(GetId())); stmt->setUInt32(1, i_InstanceId); PreparedQueryResult result = CharacterDatabase.Query(stmt); if (result) { Field* fields = result->Fetch(); std::string data = fields[0].GetString(); i_data->SetCompletedEncountersMask(fields[1].GetUInt32()); if (data != "") { sLog->outDebug(LOG_FILTER_MAPS, "Loading instance data for `%s` with id %u", sObjectMgr->GetScriptName(i_script_id), i_InstanceId); i_data->Load(data.c_str()); } } } } /* Returns true if there are no players in the instance */ bool InstanceMap::Reset(uint8 method) { // note: since the map may not be loaded when the instance needs to be reset // the instance must be deleted from the DB by InstanceSaveManager if (HavePlayers()) { if (method == INSTANCE_RESET_ALL || method == INSTANCE_RESET_CHANGE_DIFFICULTY) { // 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* source) { if (!IsDungeon()) return; InstanceSave* save = sInstanceSaveMgr->GetInstanceSave(GetInstanceId()); if (!save) { sLog->outError("Cannot bind player (GUID: %u, Name: %s), because no instance save is available for instance map (Name: %s, Entry: %u, InstanceId: %u)!", source->GetGUIDLow(), source->GetName(), source->GetMap()->GetMapName(), source->GetMapId(), GetInstanceId()); return; } Group* group = source->GetGroup(); // group members outside the instance group don't get bound for (MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr) { Player* player = 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 = player->GetBoundInstance(save->GetMapId(), save->GetDifficulty()); if (!bind || !bind->perm) { player->BindToInstance(save, true); WorldPacket data(SMSG_INSTANCE_SAVE_CREATED, 4); data << uint32(0); player->GetSession()->SendPacket(&data); player->GetSession()->SendCalendarRaidLockout(save, true); } // if the leader is not in the instance the group will not get a perm bind if (group && group->GetLeaderGUID() == player->GetGUID()) group->BindToInstance(save, true); } } void InstanceMap::UnloadAll() { ASSERT(!HavePlayers()); if (m_resetAfterUnload == true) sObjectMgr->DeleteRespawnTimeForInstance(GetInstanceId()); Map::UnloadAll(); } void InstanceMap::SendResetWarnings(uint32 timeLeft) const { for (MapRefManager::const_iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr) itr->getSource()->SendInstanceResetWarning(GetId(), itr->getSource()->GetDifficulty(IsRaid()), timeLeft); } void InstanceMap::SetResetSchedule(bool on) { // only for normal instances // the reset time is only scheduled when there are no payers inside // it is assumed that the reset time will rarely (if ever) change while the reset is scheduled if (IsDungeon() && !HavePlayers() && !IsRaidOrHeroicDungeon()) { if (InstanceSave* save = sInstanceSaveMgr->GetInstanceSave(GetInstanceId())) sInstanceSaveMgr->ScheduleReset(on, save->GetResetTime(), InstanceSaveManager::InstResetEvent(0, GetId(), Difficulty(GetSpawnMode()), GetInstanceId())); else sLog->outError("InstanceMap::SetResetSchedule: cannot turn schedule %s, there is no save information for instance (map [id: %u, name: %s], instance id: %u, difficulty: %u)", on ? "on" : "off", GetId(), GetMapName(), GetInstanceId(), Difficulty(GetSpawnMode())); } } MapDifficulty const* Map::GetMapDifficulty() const { return GetMapDifficultyData(GetId(), GetDifficulty()); } uint32 InstanceMap::GetMaxPlayers() const { if (MapDifficulty const* mapDiff = GetMapDifficulty()) { if (mapDiff->maxPlayers || IsRegularDifficulty()) // Normal case (expect that regular difficulty always have correct maxplayers) return mapDiff->maxPlayers; else // DBC have 0 maxplayers for heroic instances with expansion < 2 { // The heroic entry exists, so we don't have to check anything, simply return normal max players MapDifficulty const* normalDiff = GetMapDifficultyData(GetId(), REGULAR_DIFFICULTY); return normalDiff ? normalDiff->maxPlayers : 0; } } else // I'd rather ASSERT(false); return 0; } uint32 InstanceMap::GetMaxResetDelay() const { MapDifficulty const* mapDiff = GetMapDifficulty(); return mapDiff ? mapDiff->resetTime : 0; } /* ******* Battleground Instance Maps ******* */ BattlegroundMap::BattlegroundMap(uint32 id, time_t expiry, uint32 InstanceId, Map* _parent, uint8 spawnMode) : Map(id, expiry, InstanceId, spawnMode, _parent) { //lets initialize visibility distance for BG/Arenas BattlegroundMap::InitVisibilityDistance(); } BattlegroundMap::~BattlegroundMap() { if (m_bg) { //unlink to prevent crash, always unlink all pointer reference before destruction m_bg->SetBgMap(NULL); m_bg = NULL; } } void BattlegroundMap::InitVisibilityDistance() { //init visibility distance for BG/Arenas m_VisibleDistance = World::GetMaxVisibleDistanceInBGArenas(); m_VisibilityNotifyPeriod = World::GetVisibilityNotifyPeriodInBGArenas(); } bool BattlegroundMap::CanEnter(Player* player) { if (player->GetMapRef().getTarget() == this) { sLog->outError("BGMap::CanEnter - player %u is already in map!", player->GetGUIDLow()); ASSERT(false); return false; } if (player->GetBattlegroundId() != GetInstanceId()) return false; // player number limit is checked in bgmgr, no need to do it here return Map::CanEnter(player); } bool BattlegroundMap::AddPlayerToMap(Player* player) { { TRINITY_GUARD(ACE_Thread_Mutex, Lock); //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::AddPlayerToMap(player); } void BattlegroundMap::RemovePlayerFromMap(Player* player, bool remove) { sLog->outDetail("MAP: Removing player '%s' from bg '%u' of map '%s' before relocating to another map", player->GetName(), GetInstanceId(), GetMapName()); Map::RemovePlayerFromMap(player, remove); } void BattlegroundMap::SetUnload() { m_unloadTimer = MIN_UNLOAD_DELAY; } void BattlegroundMap::RemoveAllPlayers() { if (HavePlayers()) for (MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr) if (Player* player = itr->getSource()) if (!player->IsBeingTeleportedFar()) player->TeleportTo(player->GetBattlegroundEntryPoint()); } Creature* Map::GetCreature(uint64 guid) { return ObjectAccessor::GetObjectInMap(guid, this, (Creature*)NULL); } GameObject* Map::GetGameObject(uint64 guid) { return ObjectAccessor::GetObjectInMap(guid, this, (GameObject*)NULL); } DynamicObject* Map::GetDynamicObject(uint64 guid) { return ObjectAccessor::GetObjectInMap(guid, this, (DynamicObject*)NULL); } void Map::UpdateIteratorBack(Player* player) { if (m_mapRefIter == player->GetMapRef()) m_mapRefIter = m_mapRefIter->nocheck_prev(); }