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https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-18 19:35:42 +00:00
Core/DBC Move WorldSafeLocs.dbc storage to DB (#932)
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371
src/server/game/Misc/GameGraveyard.cpp
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371
src/server/game/Misc/GameGraveyard.cpp
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#include "GameGraveyard.h"
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#include "MapManager.h"
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#include "DBCStores.h"
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#include "Log.h"
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void Graveyard::LoadGraveyardFromDB()
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{
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uint32 oldMSTime = getMSTime();
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_graveyardStore.clear();
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QueryResult result = WorldDatabase.Query("SELECT ID, Map, x, y, z, Comment FROM game_graveyard");
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if (!result)
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{
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sLog->outString(">> Loaded 0 graveyard. Table `game_graveyard` is empty!");
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sLog->outString();
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return;
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}
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int32 Count = 0;
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do
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{
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Field* fields = result->Fetch();
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uint32 ID = fields[0].GetUInt32();
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GraveyardStruct Graveyard;
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Graveyard.Map = fields[1].GetUInt32();
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Graveyard.x = fields[2].GetFloat();
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Graveyard.y = fields[3].GetFloat();
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Graveyard.z = fields[4].GetFloat();
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Graveyard.name = fields[5].GetString();
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if (!Utf8toWStr(Graveyard.name, Graveyard.wnameLow))
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{
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sLog->outErrorDb("Wrong UTF8 name for id %u in `game_graveyard` table, ignoring.", ID);
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continue;
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}
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wstrToLower(Graveyard.wnameLow);
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_graveyardStore[ID] = Graveyard;
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++Count;
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} while (result->NextRow());
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sLog->outString(">> Loaded %i graveyard in %u ms", Count, GetMSTimeDiffToNow(oldMSTime));
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sLog->outString();
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}
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GraveyardStruct const* Graveyard::GetGraveyard(uint32 ID) const
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{
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GraveyardContainer::const_iterator itr = _graveyardStore.find(ID);
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if (itr != _graveyardStore.end())
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return &itr->second;
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return NULL;
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}
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GraveyardStruct const* Graveyard::GetDefaultGraveyard(TeamId teamId)
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{
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enum DefaultGraveyard
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{
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HORDE_GRAVEYARD = 10, // Crossroads
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ALLIANCE_GRAVEYARD = 4, // Westfall
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};
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return sGraveyard->GetGraveyard(teamId == TEAM_HORDE ? HORDE_GRAVEYARD : ALLIANCE_GRAVEYARD);
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}
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GraveyardStruct const* Graveyard::GetClosestGraveyard(float x, float y, float z, uint32 MapId, TeamId teamId)
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{
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// search for zone associated closest graveyard
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uint32 zoneId = sMapMgr->GetZoneId(MapId, x, y, z);
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if (!zoneId)
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{
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if (z > -500)
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{
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sLog->outError("ZoneId not found for map %u coords (%f, %f, %f)", MapId, x, y, z);
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return GetDefaultGraveyard(teamId);
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}
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}
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// Simulate std. algorithm:
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// found some graveyard associated to (ghost_zone, ghost_map)
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//
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// if mapId == graveyard.mapId (ghost in plain zone or city or battleground) and search graveyard at same map
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// then check faction
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// if mapId != graveyard.mapId (ghost in instance) and search any graveyard associated
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// then check faction
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GraveyardMapBounds range = GraveyardStore.equal_range(zoneId);
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MapEntry const* map = sMapStore.LookupEntry(MapId);
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// not need to check validity of map object; MapId _MUST_ be valid here
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if (range.first == range.second && !map->IsBattlegroundOrArena())
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{
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sLog->outErrorDb("Table `game_graveyard_zone` incomplete: Zone %u Team %u does not have a linked graveyard.", zoneId, teamId);
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return GetDefaultGraveyard(teamId);
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}
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// at corpse map
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bool foundNear = false;
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float distNear = 10000;
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GraveyardStruct const* entryNear = NULL;
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// at entrance map for corpse map
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bool foundEntr = false;
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float distEntr = 10000;
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GraveyardStruct const* entryEntr = NULL;
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// some where other
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GraveyardStruct const* entryFar = NULL;
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MapEntry const* mapEntry = sMapStore.LookupEntry(MapId);
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for (; range.first != range.second; ++range.first)
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{
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GraveyardData const& data = range.first->second;
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GraveyardStruct const* entry = sGraveyard->GetGraveyard(data.safeLocId);
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if (!entry)
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{
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sLog->outErrorDb("Table `game_graveyard_zone` has record for not existing `game_graveyard` table %u, skipped.", data.safeLocId);
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continue;
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}
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// skip enemy faction graveyard
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// team == 0 case can be at call from .neargrave
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if (data.teamId != TEAM_NEUTRAL && teamId != TEAM_NEUTRAL && data.teamId != teamId)
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continue;
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// find now nearest graveyard at other map
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if (MapId != entry->Map)
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{
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// if find graveyard at different map from where entrance placed (or no entrance data), use any first
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if (!mapEntry
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|| mapEntry->entrance_map < 0
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|| uint32(mapEntry->entrance_map) != entry->Map
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|| (mapEntry->entrance_x == 0 && mapEntry->entrance_y == 0))
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{
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// not have any corrdinates for check distance anyway
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entryFar = entry;
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continue;
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}
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// at entrance map calculate distance (2D);
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float dist2 = (entry->x - mapEntry->entrance_x)*(entry->x - mapEntry->entrance_x)
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+ (entry->y - mapEntry->entrance_y)*(entry->y - mapEntry->entrance_y);
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if (foundEntr)
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{
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if (dist2 < distEntr)
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{
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distEntr = dist2;
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entryEntr = entry;
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}
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}
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else
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{
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foundEntr = true;
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distEntr = dist2;
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entryEntr = entry;
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}
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}
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// find now nearest graveyard at same map
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else
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{
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float dist2 = (entry->x - x)*(entry->x - x) + (entry->y - y)*(entry->y - y) + (entry->z - z)*(entry->z - z);
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if (foundNear)
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{
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if (dist2 < distNear)
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{
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distNear = dist2;
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entryNear = entry;
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}
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}
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else
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{
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foundNear = true;
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distNear = dist2;
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entryNear = entry;
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}
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}
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}
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if (entryNear)
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return entryNear;
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if (entryEntr)
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return entryEntr;
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return entryFar;
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}
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GraveyardData const* Graveyard::FindGraveyardData(uint32 id, uint32 zoneId)
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{
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GraveyardMapBounds range = GraveyardStore.equal_range(zoneId);
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for (; range.first != range.second; ++range.first)
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{
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GraveyardData const& data = range.first->second;
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if (data.safeLocId == id)
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return &data;
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}
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return NULL;
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}
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bool Graveyard::AddGraveyardLink(uint32 id, uint32 zoneId, TeamId teamId, bool persist /*= true*/)
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{
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if (FindGraveyardData(id, zoneId))
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return false;
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// add link to loaded data
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GraveyardData data;
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data.safeLocId = id;
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data.teamId = teamId;
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GraveyardStore.insert(WGGraveyardContainer::value_type(zoneId, data));
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// add link to DB
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if (persist)
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{
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PreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_INS_GRAVEYARD_ZONE);
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stmt->setUInt32(0, id);
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stmt->setUInt32(1, zoneId);
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// Xinef: DB Data compatibility...
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stmt->setUInt16(2, uint16(teamId == TEAM_NEUTRAL ? 0 : (teamId == TEAM_ALLIANCE ? ALLIANCE : HORDE)));
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WorldDatabase.Execute(stmt);
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}
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return true;
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}
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void Graveyard::RemoveGraveyardLink(uint32 id, uint32 zoneId, TeamId teamId, bool persist /*= false*/)
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{
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GraveyardMapBoundsNonConst range = GraveyardStore.equal_range(zoneId);
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if (range.first == range.second)
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{
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sLog->outError("Table `game_graveyard_zone` incomplete: Zone %u Team %u does not have a linked graveyard.", zoneId, teamId);
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return;
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}
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bool found = false;
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for (; range.first != range.second; ++range.first)
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{
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GraveyardData & data = range.first->second;
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// skip not matching safezone id
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if (data.safeLocId != id)
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continue;
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// skip enemy faction graveyard at same map (normal area, city, or battleground)
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// team == 0 case can be at call from .neargrave
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if (data.teamId != TEAM_NEUTRAL && teamId != TEAM_NEUTRAL && data.teamId != teamId)
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continue;
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found = true;
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break;
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}
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// no match, return
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if (!found)
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return;
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// remove from links
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GraveyardStore.erase(range.first);
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// remove link from DB
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if (persist)
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{
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PreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_GRAVEYARD_ZONE);
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stmt->setUInt32(0, id);
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stmt->setUInt32(1, zoneId);
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// Xinef: DB Data compatibility...
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stmt->setUInt16(2, uint16(teamId == TEAM_NEUTRAL ? 0 : (teamId == TEAM_ALLIANCE ? ALLIANCE : HORDE)));
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WorldDatabase.Execute(stmt);
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}
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}
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void Graveyard::LoadGraveyardZones()
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{
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uint32 oldMSTime = getMSTime();
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GraveyardStore.clear(); // need for reload case
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// 0 1 2
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QueryResult result = WorldDatabase.Query("SELECT id, ghost_zone, faction FROM game_graveyard_zone");
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if (!result)
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{
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sLog->outString(">> Loaded 0 graveyard-zone links. DB table `game_graveyard_zone` is empty.");
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sLog->outString();
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return;
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}
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uint32 count = 0;
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do
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{
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++count;
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Field* fields = result->Fetch();
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uint32 safeLocId = fields[0].GetUInt32();
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uint32 zoneId = fields[1].GetUInt32();
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uint32 team = fields[2].GetUInt16();
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TeamId teamId = team == 0 ? TEAM_NEUTRAL : (team == ALLIANCE ? TEAM_ALLIANCE : TEAM_HORDE);
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GraveyardStruct const* entry = sGraveyard->GetGraveyard(safeLocId);
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if (!entry)
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{
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sLog->outErrorDb("Table `game_graveyard_zone` has a record for not existing `game_graveyard` table %u, skipped.", safeLocId);
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continue;
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}
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AreaTableEntry const* areaEntry = sAreaTableStore.LookupEntry(zoneId);
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if (!areaEntry)
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{
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sLog->outErrorDb("Table `game_graveyard_zone` has a record for not existing zone id (%u), skipped.", zoneId);
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continue;
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}
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if (areaEntry->zone != 0)
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{
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sLog->outErrorDb("Table `game_graveyard_zone` has a record for subzone id (%u) instead of zone, skipped.", zoneId);
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continue;
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}
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if (team != 0 && team != HORDE && team != ALLIANCE)
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{
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sLog->outErrorDb("Table `game_graveyard_zone` has a record for non player faction (%u), skipped.", team);
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continue;
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}
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if (!AddGraveyardLink(safeLocId, zoneId, teamId, false))
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sLog->outErrorDb("Table `game_graveyard_zone` has a duplicate record for Graveyard (ID: %u) and Zone (ID: %u), skipped.", safeLocId, zoneId);
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} while (result->NextRow());
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sLog->outString(">> Loaded %u graveyard-zone links in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
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sLog->outString();
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}
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GraveyardStruct const* Graveyard::GetGraveyard(const std::string& name) const
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{
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// explicit name case
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std::wstring wname;
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if (!Utf8toWStr(name, wname))
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return NULL;
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// converting string that we try to find to lower case
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wstrToLower(wname);
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// Alternative first GameTele what contains wnameLow as substring in case no GameTele location found
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const GraveyardStruct* alt = NULL;
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for (GraveyardContainer::const_iterator itr = _graveyardStore.begin(); itr != _graveyardStore.end(); ++itr)
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{
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if (itr->second.wnameLow == wname)
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return &itr->second;
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else if (alt == NULL && itr->second.wnameLow.find(wname) != std::wstring::npos)
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alt = &itr->second;
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}
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return alt;
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}
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