Files
azerothcore-wotlk/src/server/game/Maps/Map.cpp
2016-06-26 19:23:57 +02:00

3190 lines
101 KiB
C++

/*
* Copyright (C)
* Copyright (C)
*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "Map.h"
#include "Battleground.h"
#include "CellImpl.h"
#include "DynamicTree.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "Object.h"
#include "Group.h"
#include "InstanceScript.h"
#include "MapInstanced.h"
#include "MapManager.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "Pet.h"
#include "ScriptMgr.h"
#include "Transport.h"
#include "Vehicle.h"
#include "VMapFactory.h"
#include "LFGMgr.h"
#include "Chat.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'} };
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());
//MMAP::MMapFactory::createOrGetMMapManager()->unloadMap(GetId());
MMAP::MMapFactory::createOrGetMMapManager()->unloadMapInstance(GetId(), i_InstanceId);
}
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::LoadMMap(int gx, int gy)
{
if (!MMAP::MMapFactory::IsPathfindingEnabled(this, true)) // pussywizard
return;
int mmapLoadResult = MMAP::MMapFactory::createOrGetMMapManager()->loadMap(GetId(), gx, gy);
switch (mmapLoadResult)
{
case MMAP::MMAP_LOAD_RESULT_OK:
;//sLog->outDetail("MMAP loaded name:%s, id:%d, x:%d, y:%d (vmap rep.: x:%d, y:%d)", GetMapName(), GetId(), gx, gy, gx, gy);
break;
case MMAP::MMAP_LOAD_RESULT_ERROR:
;//sLog->outDetail("Could not load MMAP name:%s, id:%d, x:%d, y:%d (vmap rep.: x:%d, y:%d)", GetMapName(), GetId(), gx, gy, gx, gy);
break;
case MMAP::MMAP_LOAD_RESULT_IGNORED:
;//sLog->outStaticDebug("Ignored MMAP name:%s, id:%d, x:%d, y:%d (vmap rep.: x:%d, y:%d)", GetMapName(), GetId(), gx, gy, gx, gy);
break;
}
}
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
m_parentMap->EnsureGridCreated(GridCoord(63-gx, 63-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
LoadMMap(gx, gy);
}
}
Map::Map(uint32 id, uint32 InstanceId, uint8 SpawnMode, Map* _parent) :
i_mapEntry(sMapStore.LookupEntry(id)), i_spawnMode(SpawnMode), i_InstanceId(InstanceId),
m_unloadTimer(0), m_VisibleDistance(DEFAULT_VISIBILITY_DISTANCE),
m_activeNonPlayersIter(m_activeNonPlayers.end()), _transportsUpdateIter(_transports.end()),
_instanceResetPeriod(0), i_scriptLock(false), _defaultLight(GetDefaultMapLight(id))
{
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();
switch (GetId())
{
case 609: // Scarlet Enclave (DK starting zone)
m_VisibleDistance = 125.0f;
break;
case 25: // Scott Test (box map)
m_VisibleDistance = 200.0f;
break;
}
}
// Template specialization of utility methods
template<class T>
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<T>(obj);
else
grid->GetGridType(cell.CellX(), cell.CellY()).template AddGridObject<T>(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);
}
template<>
void Map::AddToGrid(GameObject* obj, Cell const& cell)
{
NGridType* grid = getNGrid(cell.GridX(), cell.GridY());
grid->GetGridType(cell.CellX(), cell.CellY()).AddGridObject(obj);
obj->SetCurrentCell(cell);
}
template<>
void Map::AddToGrid(DynamicObject* 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);
}
template<class T>
void Map::SwitchGridContainers(T* /*obj*/, bool /*on*/)
{
}
template<>
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::SwitchGridContainers(GameObject* 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;
//TC_LOG_DEBUG(LOG_FILTER_MAPS, "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);
}
}
template<class T>
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);
// pussywizard: optimization
std::string charName = player->GetName();
std::transform(charName.begin(), charName.end(), charName.begin(), ::tolower);
sObjectAccessor->playerNameToPlayerPointer.erase(charName);
sObjectAccessor->RemoveUpdateObject(player); //TODO: I do not know why we need this, it should be removed in ~Object anyway
delete player;
}
void Map::EnsureGridCreated(const GridCoord &p)
{
if (getNGrid(p.x_coord, p.y_coord)) // pussywizard
return;
TRINITY_GUARD(ACE_Thread_Mutex, GridLock);
EnsureGridCreated_i(p);
}
//Create NGrid so the object can be added to it
//But object data is not loaded here
void Map::EnsureGridCreated_i(const GridCoord &p)
{
if (!getNGrid(p.x_coord, p.y_coord))
{
// pussywizard: moved setNGrid to the end of the function
NGridType* ngt = new NGridType(p.x_coord*MAX_NUMBER_OF_GRIDS + p.y_coord, p.x_coord, p.y_coord);
// build a linkage between this map and NGridType
buildNGridLinkage(ngt); // pussywizard: getNGrid(x, y) changed to: ngt
//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);
}
// pussywizard: moved here
setNGrid(ngt, p.x_coord, p.y_coord);
}
}
//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()))
{
//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);
EnsureGridLoaded(cell);
AddToGrid(player, cell);
// Check if we are adding to correct map
ASSERT (player->GetMap() == this);
player->SetMap(this);
player->AddToWorld();
SendInitTransports(player);
SendInitSelf(player);
SendZoneDynamicInfo(player);
player->m_clientGUIDs.clear();
player->UpdateObjectVisibility(false);
sScriptMgr->OnPlayerEnterMap(this, player);
return true;
}
template<class T>
void Map::InitializeObject(T* /*obj*/)
{
}
template<>
void Map::InitializeObject(Creature* obj)
{
//obj->_moveState = MAP_OBJECT_CELL_MOVE_NONE; // pussywizard: this is shit
}
template<>
void Map::InitializeObject(GameObject* obj)
{
//obj->_moveState = MAP_OBJECT_CELL_MOVE_NONE; // pussywizard: this is shit
}
template<class T>
bool Map::AddToMap(T* obj, bool checkTransport)
{
//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())
EnsureGridLoaded(cell);
else
EnsureGridCreated(GridCoord(cell.GridX(), cell.GridY()));
AddToGrid(obj, cell);
//Must already be set before AddToMap. Usually during obj->Create.
//obj->SetMap(this);
obj->AddToWorld();
if (checkTransport)
if (!(obj->GetTypeId() == TYPEID_GAMEOBJECT && obj->ToGameObject()->IsTransport())) // dont add transport to transport ;d
if (Transport* transport = GetTransportForPos(obj->GetPhaseMask(), obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ(), obj))
transport->AddPassenger(obj, true);
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);
// Xinef: little hack for vehicles, accessories have to be added after visibility update so they wont fall off the vehicle, moved from Creature::AIM_Initialize
// Initialize vehicle, this is done only for summoned npcs, DB creatures are handled by grid loaders
if (obj->GetTypeId() == TYPEID_UNIT)
if (Vehicle* vehicle = obj->ToCreature()->GetVehicleKit())
vehicle->Reset();
return true;
}
template<>
bool Map::AddToMap(MotionTransport* obj, bool /*checkTransport*/)
{
//TODO: Needs clean up. An object should not be added to map twice.
if (obj->IsInWorld())
return true;
CellCoord cellCoord = Trinity::ComputeCellCoord(obj->GetPositionX(), obj->GetPositionY());
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())
EnsureGridLoaded(cell);
obj->AddToWorld();
if (obj->isActiveObject())
AddToActive(obj);
_transports.insert(obj);
// Broadcast creation to players
if (!GetPlayers().isEmpty())
{
for (Map::PlayerList::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
{
if (itr->GetSource()->GetTransport() != obj)
{
UpdateData data;
obj->BuildCreateUpdateBlockForPlayer(&data, itr->GetSource());
WorldPacket packet;
data.BuildPacket(&packet);
itr->GetSource()->SendDirectMessage(&packet);
}
}
}
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<Trinity::ObjectUpdater, GridTypeMapContainer> &gridVisitor, TypeContainerVisitor<Trinity::ObjectUpdater, WorldTypeMapContainer> &worldVisitor)
{
// Check for valid position
if (!obj->IsPositionValid())
return;
if (obj->GetGridActivationRange() <= 0.0f) // pussywizard: gameobjects for example are on active lists, but range is equal to 0 (they just prevent grid unloading)
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(); // in mmaps this is missing
Visit(cell, gridVisitor);
Visit(cell, worldVisitor);
}
}
}
void Map::Update(const uint32 t_diff, const uint32 s_diff, bool thread)
{
uint32 mapId = GetId(); // pussywizard: for crashlogs
sLog->outDebug(LOG_FILTER_POOLSYS, "%u", mapId); // pussywizard: for crashlogs
if (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(s_diff, updater);
}
}
if (!t_diff)
{
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(s_diff);
}
HandleDelayedVisibility();
return;
}
/// update active cells around players and active objects
resetMarkedCells();
Trinity::ObjectUpdater updater(t_diff);
// for creature
TypeContainerVisitor<Trinity::ObjectUpdater, GridTypeMapContainer > grid_object_update(updater);
// for pets
TypeContainerVisitor<Trinity::ObjectUpdater, WorldTypeMapContainer > world_object_update(updater);
// pussywizard: container for far creatures in combat with players
std::vector<Creature*> updateList; updateList.reserve(10);
// 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(s_diff);
VisitNearbyCellsOf(player, grid_object_update, world_object_update);
// handle updates for creatures in combat with player and are more than X yards away
if (player->IsInCombat())
{
updateList.clear();
float rangeSq = player->GetGridActivationRange() - 1.0f; rangeSq = rangeSq*rangeSq;
HostileReference* ref = player->getHostileRefManager().getFirst();
while (ref)
{
if (Unit* unit = ref->GetSource()->GetOwner())
if (Creature* cre = unit->ToCreature())
if (cre->FindMap() == player->FindMap() && cre->GetExactDist2dSq(player) > rangeSq)
updateList.push_back(cre);
ref = ref->next();
}
for (std::vector<Creature*>::const_iterator itr = updateList.begin(); itr != updateList.end(); ++itr)
VisitNearbyCellsOf(*itr, 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);
}
for (_transportsUpdateIter = _transports.begin(); _transportsUpdateIter != _transports.end();) // pussywizard: transports updated after VisitNearbyCellsOf, grids around are loaded, everything ok
{
MotionTransport* transport = *_transportsUpdateIter;
++_transportsUpdateIter;
if (!transport->IsInWorld())
continue;
transport->Update(t_diff);
}
///- Process necessary scripts
if (!m_scriptSchedule.empty())
{
i_scriptLock = true;
ScriptsProcess();
i_scriptLock = false;
}
MoveAllCreaturesInMoveList();
MoveAllGameObjectsInMoveList();
MoveAllDynamicObjectsInMoveList();
HandleDelayedVisibility();
sScriptMgr->OnMapUpdate(this, t_diff);
BuildAndSendUpdateForObjects(); // pussywizard
sLog->outDebug(LOG_FILTER_POOLSYS, "%u", mapId); // pussywizard: for crashlogs
}
void Map::HandleDelayedVisibility()
{
if (i_objectsForDelayedVisibility.empty())
return;
for (UNORDERED_SET<Unit*>::iterator itr = i_objectsForDelayedVisibility.begin(); itr != i_objectsForDelayedVisibility.end(); ++itr)
(*itr)->ExecuteDelayedUnitRelocationEvent();
i_objectsForDelayedVisibility.clear();
}
struct ResetNotifier
{
template<class T>inline void resetNotify(GridRefManager<T> &m)
{
for (typename GridRefManager<T>::iterator iter=m.begin(); iter != m.end(); ++iter)
iter->GetSource()->ResetAllNotifies();
}
template<class T> void Visit(GridRefManager<T> &) {}
void Visit(CreatureMapType &m) { resetNotify<Creature>(m);}
void Visit(PlayerMapType &m) { resetNotify<Player>(m);}
};
void Map::RemovePlayerFromMap(Player* player, bool remove)
{
player->getHostileRefManager().deleteReferences(); // pussywizard: multithreading crashfix
bool inWorld = player->IsInWorld();
player->RemoveFromWorld();
SendRemoveTransports(player);
if (!inWorld) // pussywizard: if was in world, RemoveFromWorld() called DestroyForNearbyPlayers()
player->DestroyForNearbyPlayers(); // pussywizard: previous 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);
}
}
void Map::AfterPlayerUnlinkFromMap()
{
}
template<class T>
void Map::RemoveFromMap(T *obj, bool remove)
{
bool inWorld = obj->IsInWorld() && obj->GetTypeId() >= TYPEID_UNIT && obj->GetTypeId() <= TYPEID_GAMEOBJECT;
obj->RemoveFromWorld();
if (obj->isActiveObject())
RemoveFromActive(obj);
if (!inWorld) // pussywizard: if was in world, RemoveFromWorld() called DestroyForNearbyPlayers()
obj->DestroyForNearbyPlayers(); // pussywizard: previous player->UpdateObjectVisibility()
obj->RemoveFromGrid();
obj->ResetMap();
if (remove)
DeleteFromWorld(obj);
}
template<>
void Map::RemoveFromMap(MotionTransport* obj, bool remove)
{
obj->RemoveFromWorld();
if (obj->isActiveObject())
RemoveFromActive(obj);
Map::PlayerList const& players = GetPlayers();
if (!players.isEmpty())
{
UpdateData data;
obj->BuildOutOfRangeUpdateBlock(&data);
WorldPacket packet;
data.BuildPacket(&packet);
for (Map::PlayerList::const_iterator itr = players.begin(); itr != players.end(); ++itr)
if (itr->GetSource()->GetTransport() != obj)
itr->GetSource()->SendDirectMessage(&packet);
}
if (_transportsUpdateIter != _transports.end())
{
TransportsContainer::iterator itr = _transports.find(obj);
if (itr == _transports.end())
return;
if (itr == _transportsUpdateIter)
++_transportsUpdateIter;
_transports.erase(itr);
}
else
_transports.erase(obj);
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 o)
{
Cell old_cell(player->GetPositionX(), player->GetPositionY());
Cell new_cell(x, y);
if (old_cell.DiffGrid(new_cell) || old_cell.DiffCell(new_cell))
{
player->RemoveFromGrid();
if (old_cell.DiffGrid(new_cell))
EnsureGridLoaded(new_cell);
AddToGrid(player, new_cell);
}
player->Relocate(x, y, z, o);
if (player->IsVehicle())
player->GetVehicleKit()->RelocatePassengers();
player->UpdateObjectVisibility(false);
}
void Map::CreatureRelocation(Creature* creature, float x, float y, float z, float o)
{
Cell old_cell = creature->GetCurrentCell();
Cell new_cell(x, y);
if (old_cell.DiffGrid(new_cell) || old_cell.DiffCell(new_cell))
{
if (old_cell.DiffGrid(new_cell))
EnsureGridLoaded(new_cell);
AddCreatureToMoveList(creature);
}
else
RemoveCreatureFromMoveList(creature);
creature->Relocate(x, y, z, o);
if (creature->IsVehicle())
creature->GetVehicleKit()->RelocatePassengers();
creature->UpdateObjectVisibility(false);
}
void Map::GameObjectRelocation(GameObject* go, float x, float y, float z, float o)
{
Cell old_cell = go->GetCurrentCell();
Cell new_cell(x, y);
if (old_cell.DiffGrid(new_cell) || old_cell.DiffCell(new_cell))
{
if (old_cell.DiffGrid(new_cell))
EnsureGridLoaded(new_cell);
AddGameObjectToMoveList(go);
}
else
RemoveGameObjectFromMoveList(go);
go->Relocate(x, y, z, o);
go->UpdateModelPosition();
go->UpdateObjectVisibility(false);
}
void Map::DynamicObjectRelocation(DynamicObject* dynObj, float x, float y, float z, float o)
{
Cell old_cell = dynObj->GetCurrentCell();
Cell new_cell(x, y);
if (old_cell.DiffGrid(new_cell) || old_cell.DiffCell(new_cell))
{
if (old_cell.DiffGrid(new_cell))
EnsureGridLoaded(new_cell);
AddDynamicObjectToMoveList(dynObj);
}
else
RemoveDynamicObjectFromMoveList(dynObj);
dynObj->Relocate(x, y, z, o);
dynObj->UpdateObjectVisibility(false);
}
void Map::AddCreatureToMoveList(Creature* c)
{
if (c->_moveState == MAP_OBJECT_CELL_MOVE_NONE)
_creaturesToMove.push_back(c);
c->_moveState = MAP_OBJECT_CELL_MOVE_ACTIVE;
}
void Map::RemoveCreatureFromMoveList(Creature* c)
{
if (c->_moveState == MAP_OBJECT_CELL_MOVE_ACTIVE)
c->_moveState = MAP_OBJECT_CELL_MOVE_INACTIVE;
}
void Map::AddGameObjectToMoveList(GameObject* go)
{
if (go->_moveState == MAP_OBJECT_CELL_MOVE_NONE)
_gameObjectsToMove.push_back(go);
go->_moveState = MAP_OBJECT_CELL_MOVE_ACTIVE;
}
void Map::RemoveGameObjectFromMoveList(GameObject* go)
{
if (go->_moveState == MAP_OBJECT_CELL_MOVE_ACTIVE)
go->_moveState = MAP_OBJECT_CELL_MOVE_INACTIVE;
}
void Map::AddDynamicObjectToMoveList(DynamicObject* dynObj)
{
if (dynObj->_moveState == MAP_OBJECT_CELL_MOVE_NONE)
_dynamicObjectsToMove.push_back(dynObj);
dynObj->_moveState = MAP_OBJECT_CELL_MOVE_ACTIVE;
}
void Map::RemoveDynamicObjectFromMoveList(DynamicObject* dynObj)
{
if (dynObj->_moveState == MAP_OBJECT_CELL_MOVE_ACTIVE)
dynObj->_moveState = MAP_OBJECT_CELL_MOVE_INACTIVE;
}
void Map::MoveAllCreaturesInMoveList()
{
for (std::vector<Creature*>::iterator itr = _creaturesToMove.begin(); itr != _creaturesToMove.end(); ++itr)
{
Creature* c = *itr;
if (c->FindMap() != this)
continue;
if (c->_moveState != MAP_OBJECT_CELL_MOVE_ACTIVE)
{
c->_moveState = MAP_OBJECT_CELL_MOVE_NONE;
continue;
}
c->_moveState = MAP_OBJECT_CELL_MOVE_NONE;
if (!c->IsInWorld())
continue;
Cell const& old_cell = c->GetCurrentCell();
Cell new_cell(c->GetPositionX(), c->GetPositionY());
c->RemoveFromGrid();
if (old_cell.DiffGrid(new_cell))
EnsureGridLoaded(new_cell);
AddToGrid(c, new_cell);
}
_creaturesToMove.clear();
}
void Map::MoveAllGameObjectsInMoveList()
{
for (std::vector<GameObject*>::iterator itr = _gameObjectsToMove.begin(); itr != _gameObjectsToMove.end(); ++itr)
{
GameObject* go = *itr;
if (go->FindMap() != this)
continue;
if (go->_moveState != MAP_OBJECT_CELL_MOVE_ACTIVE)
{
go->_moveState = MAP_OBJECT_CELL_MOVE_NONE;
continue;
}
go->_moveState = MAP_OBJECT_CELL_MOVE_NONE;
if (!go->IsInWorld())
continue;
Cell const& old_cell = go->GetCurrentCell();
Cell new_cell(go->GetPositionX(), go->GetPositionY());
go->RemoveFromGrid();
if (old_cell.DiffGrid(new_cell))
EnsureGridLoaded(new_cell);
AddToGrid(go, new_cell);
}
_gameObjectsToMove.clear();
}
void Map::MoveAllDynamicObjectsInMoveList()
{
for (std::vector<DynamicObject*>::iterator itr = _dynamicObjectsToMove.begin(); itr != _dynamicObjectsToMove.end(); ++itr)
{
DynamicObject* dynObj = *itr;
if (dynObj->FindMap() != this)
continue;
if (dynObj->_moveState != MAP_OBJECT_CELL_MOVE_ACTIVE)
{
dynObj->_moveState = MAP_OBJECT_CELL_MOVE_NONE;
continue;
}
dynObj->_moveState = MAP_OBJECT_CELL_MOVE_NONE;
if (!dynObj->IsInWorld())
continue;
Cell const& old_cell = dynObj->GetCurrentCell();
Cell new_cell(dynObj->GetPositionX(), dynObj->GetPositionY());
dynObj->RemoveFromGrid();
if (old_cell.DiffGrid(new_cell))
EnsureGridLoaded(new_cell);
AddToGrid(dynObj, new_cell);
}
_dynamicObjectsToMove.clear();
}
bool Map::UnloadGrid(NGridType& ngrid)
{
// pussywizard: UnloadGrid only done when whole map is unloaded, no need to worry about moving npcs between grids, etc.
const uint32 x = ngrid.getX();
const uint32 y = ngrid.getY();
{
ObjectGridCleaner worker;
TypeContainerVisitor<ObjectGridCleaner, GridTypeMapContainer> visitor(worker);
ngrid.VisitAllGrids(visitor);
}
RemoveAllObjectsInRemoveList();
{
ObjectGridUnloader worker;
TypeContainerVisitor<ObjectGridUnloader, GridTypeMapContainer> 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;
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);
MMAP::MMapFactory::createOrGetMMapManager()->unloadMap(GetId(), 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().c_str(), 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();
_gameObjectsToMove.clear();
for (GridRefManager<NGridType>::iterator i = GridRefManager<NGridType>::begin(); i != GridRefManager<NGridType>::end();)
{
NGridType &grid(*i->GetSource());
++i;
UnloadGrid(grid); // deletes the grid and removes it from the GridRefManager
}
// pussywizard: crashfix, some npc can be left on transport (not a default passenger)
if (!AllTransportsEmpty())
AllTransportsRemovePassengers();
for (TransportsContainer::iterator itr = _transports.begin(); itr != _transports.end();)
{
MotionTransport* transport = *itr;
++itr;
transport->RemoveFromWorld();
delete transport;
}
_transports.clear();
}
// *****************************
// Grid function
// *****************************
GridMap::GridMap()
{
_flags = 0;
// Area data
_gridArea = 0;
_areaMap = NULL;
// Height level data
_gridHeight = INVALID_HEIGHT;
_gridGetHeight = &GridMap::getHeightFromFlat;
_gridIntHeightMultiplier = 0;
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 && !loadHeightData(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::loadHeightData(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[uint32(_liquidWidth) * uint32(_liquidHeight)];
if (fread(_liquidMap, sizeof(float), _liquidWidth*_liquidHeight, in) != (uint32(_liquidWidth) * uint32(_liquidHeight)))
return false;
}
return true;
}
uint16 GridMap::getArea(float x, float y) const
{
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) const
{
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) const
{
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;
}
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*/, float maxSearchDist /*= 50.0f*/) const
{
if (const_cast<Map*>(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, maxSearchDist);
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;
}
Transport* Map::GetTransportForPos(uint32 phase, float x, float y, float z, WorldObject* worldobject)
{
G3D::Vector3 v(x, y, z + 2.0f);
G3D::Ray r(v, G3D::Vector3(0, 0, -1));
for (TransportsContainer::const_iterator itr = _transports.begin(); itr != _transports.end(); ++itr)
if ((*itr)->IsInWorld() && (*itr)->GetExactDistSq(x, y, z) < 75.0f*75.0f && (*itr)->m_model)
{
float dist = 30.0f;
bool hit = (*itr)->m_model->intersectRay(r, dist, false, phase);
if (hit)
return *itr;
}
if (worldobject)
if (GameObject* staticTrans = worldobject->FindNearestGameObjectOfType(GAMEOBJECT_TYPE_TRANSPORT, 75.0f))
if (staticTrans->m_model)
{
float dist = 10.0f;
bool hit = staticTrans->m_model->intersectRay(r, dist, false, phase);
if (hit)
if (GetHeight(phase, x, y, z, true, 30.0f) < (v.z - dist + 1.0f))
return staticTrans->ToTransport();
}
return NULL;
}
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<Map*>(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()) // pussywizard: optimization
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<Map*>(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<Map*>(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<Map*>(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<Map*>(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<Map*>(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)
{
G3D::Vector3 startPos(x1, y1, z1);
G3D::Vector3 dstPos(x2, y2, z2);
G3D::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
{
float h1, h2;
h1 = GetHeight(x, y, z, vmap, maxSearchDist);
h2 = _dynamicTree.getHeight(x, y, z, maxSearchDist, phasemask);
return std::max<float>(h1, h2);
}
bool Map::IsInWater(float x, float y, float pZ, LiquidData* data) const
{
LiquidData liquid_status;
LiquidData* liquid_ptr = data ? data : &liquid_status;
return getLiquidStatus(x, y, pZ, MAP_ALL_LIQUIDS, liquid_ptr) & (LIQUID_MAP_IN_WATER | LIQUID_MAP_UNDER_WATER);
}
bool Map::IsUnderWater(float x, float y, float z) const
{
return getLiquidStatus(x, y, z, MAP_LIQUID_TYPE_WATER|MAP_LIQUID_TYPE_OCEAN) & LIQUID_MAP_UNDER_WATER;
}
char const* Map::GetMapName() const
{
return i_mapEntry ? i_mapEntry->name[sWorld->GetDefaultDbcLocale()] : "UNNAMEDMAP\x0";
}
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::PassengerSet::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
UpdateData transData;
for (TransportsContainer::const_iterator itr = _transports.begin(); itr != _transports.end(); ++itr)
if (*itr != player->GetTransport())
(*itr)->BuildCreateUpdateBlockForPlayer(&transData, player);
WorldPacket packet;
transData.BuildPacket(&packet);
player->GetSession()->SendPacket(&packet);
}
void Map::SendRemoveTransports(Player* player)
{
// Hack to send out transports
UpdateData transData;
for (TransportsContainer::const_iterator itr = _transports.begin(); itr != _transports.end(); ++itr)
if (*itr != player->GetTransport())
(*itr)->BuildOutOfRangeUpdateBlock(&transData);
// pussywizard: remove static transports from client
for (Player::ClientGUIDs::const_iterator it = player->m_clientGUIDs.begin();it != player->m_clientGUIDs.end(); )
{
if (IS_TRANSPORT_GUID(*it))
{
transData.AddOutOfRangeGUID(*it);
it = player->m_clientGUIDs.erase(it);
}
else
++it;
}
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)
{
for (_transportsUpdateIter = _transports.begin(); _transportsUpdateIter != _transports.end();)
{
MotionTransport* transport = *_transportsUpdateIter;
++_transportsUpdateIter;
if (!transport->IsInWorld())
continue;
transport->DelayedUpdate(t_diff);
}
RemoveAllObjectsInRemoveList();
}
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());
// i_objectsToSwitch is iterated only in Map::RemoveAllObjectsInRemoveList() and it uses
// the contained objects only if GetTypeId() == TYPEID_UNIT , so we can return in all other cases
if (obj->GetTypeId() != TYPEID_UNIT && obj->GetTypeId() != TYPEID_GAMEOBJECT)
return;
std::map<WorldObject*, bool>::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<WorldObject*, bool>::iterator itr = i_objectsToSwitch.begin();
WorldObject* obj = itr->first;
bool on = itr->second;
i_objectsToSwitch.erase(itr);
if (!obj->IsPermanentWorldObject())
{
switch (obj->GetTypeId())
{
case TYPEID_UNIT:
SwitchGridContainers<Creature>(obj->ToCreature(), on);
break;
case TYPEID_GAMEOBJECT:
SwitchGridContainers<GameObject>(obj->ToGameObject(), on);
break;
default:
break;
}
}
}
//sLog->outDebug(LOG_FILTER_MAPS, "Object remover 1 check.");
while (!i_objectsToRemove.empty())
{
UNORDERED_SET<WorldObject*>::iterator itr = i_objectsToRemove.begin();
WorldObject* obj = *itr;
i_objectsToRemove.erase(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:
if (MotionTransport* transport = obj->ToGameObject()->ToMotionTransport())
RemoveFromMap(transport, true);
else
RemoveFromMap(obj->ToGameObject(), true);
break;
case TYPEID_UNIT:
// in case triggered sequence some spell can continue casting after prev CleanupsBeforeDelete call
// 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;
}
}
//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);
}
template<class T>
void Map::AddToActive(T* obj)
{
AddToActiveHelper(obj);
}
template <>
void Map::AddToActive(Creature* c)
{
AddToActiveHelper(c);
}
template<>
void Map::AddToActive(DynamicObject* d)
{
AddToActiveHelper(d);
}
template<>
void Map::AddToActive(GameObject* d)
{
AddToActiveHelper(d);
}
template<class T>
void Map::RemoveFromActive(T* obj)
{
RemoveFromActiveHelper(obj);
}
template <>
void Map::RemoveFromActive(Creature* c)
{
RemoveFromActiveHelper(c);
}
template<>
void Map::RemoveFromActive(DynamicObject* obj)
{
RemoveFromActiveHelper(obj);
}
template<>
void Map::RemoveFromActive(GameObject* obj)
{
RemoveFromActiveHelper(obj);
}
template bool Map::AddToMap(Corpse*, bool);
template bool Map::AddToMap(Creature*, bool);
template bool Map::AddToMap(GameObject*, bool);
template bool Map::AddToMap(DynamicObject*, bool);
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, uint32 InstanceId, uint8 SpawnMode, Map* _parent)
: Map(id, InstanceId, SpawnMode, _parent),
m_resetAfterUnload(false), m_unloadWhenEmpty(false),
instance_script(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);
// pussywizard:
if (IsRaid())
if (time_t resetTime = sInstanceSaveMgr->GetResetTimeFor(id, Difficulty(SpawnMode)))
if (time_t extendedResetTime = sInstanceSaveMgr->GetExtendedResetTimeFor(id, Difficulty(SpawnMode)))
_instanceResetPeriod = extendedResetTime - resetTime;
}
InstanceMap::~InstanceMap()
{
delete instance_script;
instance_script = NULL;
sInstanceSaveMgr->DeleteInstanceSaveIfNeeded(GetInstanceId(), true);
}
void InstanceMap::InitVisibilityDistance()
{
//init visibility distance for instances
m_VisibleDistance = World::GetMaxVisibleDistanceInInstances();
// pussywizard: this CAN NOT exceed MAX_VISIBILITY_DISTANCE
switch (GetId())
{
case 429: // Dire Maul
m_VisibleDistance = 175.0f;
break;
case 649: // Trial of the Crusader
case 650: // Trial of the Champion
case 595: // Culling of Startholme
case 658: // Pit of Saron
m_VisibleDistance = 150.0f;
break;
case 550: // The Eye
case 578: // The Nexus: The Oculus
m_VisibleDistance = 175.0f;
break;
case 615: // Obsidian Sanctum
case 616: // Eye of Eternity
case 603: // Ulduar
case 668: // Halls of Reflection
case 631: // Icecrown Citadel
case 724: // Ruby Sanctum
m_VisibleDistance = 200.0f;
break;
}
}
/*
Do map specific checks to see if the player can enter
*/
bool InstanceMap::CanEnter(Player* player, bool loginCheck)
{
if (!loginCheck && player->GetMapRef().getTarget() == this)
{
sLog->outError("InstanceMap::CanEnter - player %s(%u) already in map %d, %d, %d!", player->GetName().c_str(), player->GetGUIDLow(), GetId(), GetInstanceId(), GetSpawnMode());
ASSERT(false);
return false;
}
// allow GM's to enter
if (player->IsGameMaster())
return Map::CanEnter(player, loginCheck);
// cannot enter if the instance is full (player cap), GMs don't count
uint32 maxPlayers = GetMaxPlayers();
if (GetPlayersCountExceptGMs() >= (loginCheck ? maxPlayers+1 : maxPlayers))
{
;//sLog->outDetail("MAP: Instance '%u' of map '%s' cannot have more than '%u' players. Player '%s' rejected", GetInstanceId(), GetMapName(), maxPlayers, player->GetName().c_str());
player->SendTransferAborted(GetId(), TRANSFER_ABORT_MAX_PLAYERS);
return false;
}
// cannot enter while an encounter is in progress on raids
bool checkProgress = (IsRaid() || GetId() == 668 /*HoR*/);
if (checkProgress && GetInstanceScript() && GetInstanceScript()->IsEncounterInProgress())
{
player->SendTransferAborted(GetId(), TRANSFER_ABORT_ZONE_IN_COMBAT);
return false;
}
// xinef: dont allow LFG Group to enter other instance that is selected
if (Group* group = player->GetGroup())
if (group->isLFGGroup())
if (!sLFGMgr->inLfgDungeonMap(group->GetGUID(), GetId(), GetDifficulty()))
{
player->SendTransferAborted(GetId(), TRANSFER_ABORT_MAP_NOT_ALLOWED);
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 == player) // login case, player already added to map
continue;
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, loginCheck);
}
/*
Do map specific checks and add the player to the map if successful.
*/
bool InstanceMap::AddPlayerToMap(Player* player)
{
if (m_resetAfterUnload) // this instance has been reset, it's not meant to be used anymore
return false;
if (IsDungeon())
{
Group* group = player->GetGroup();
// get an instance save for the map
InstanceSave* mapSave = sInstanceSaveMgr->GetInstanceSave(GetInstanceId());
if (!mapSave)
{
sLog->outError("InstanceMap::Add: InstanceSave does not exist for map %d spawnmode %d with instance id %d", GetId(), GetSpawnMode(), GetInstanceId());
return false;
}
// check for existing instance binds
InstancePlayerBind* playerBind = sInstanceSaveMgr->PlayerGetBoundInstance(player->GetGUIDLow(), GetId(), Difficulty(GetSpawnMode()));
if (playerBind && playerBind->perm)
{
if (playerBind->save != mapSave)
{
sLog->outError("InstanceMap::Add: player %s(%d) is permanently bound to instance %d, %d, %d, %d but he is being put into instance %d, %d, %d, %d", player->GetName().c_str(), player->GetGUIDLow(), playerBind->save->GetMapId(), playerBind->save->GetInstanceId(), playerBind->save->GetDifficulty(), playerBind->save->CanReset(), mapSave->GetMapId(), mapSave->GetInstanceId(), mapSave->GetDifficulty(), mapSave->CanReset());
return false;
}
}
else
{
playerBind = sInstanceSaveMgr->PlayerBindToInstance(player->GetGUIDLow(), mapSave, false, player);
// pussywizard: bind lider also if not yet bound
if (Group* g = player->GetGroup())
if (g->GetLeaderGUID() != player->GetGUID())
if (!sInstanceSaveMgr->PlayerGetBoundInstance(GUID_LOPART(g->GetLeaderGUID()), mapSave->GetMapId(), mapSave->GetDifficulty()))
{
sInstanceSaveMgr->PlayerCreateBoundInstancesMaps(GUID_LOPART(g->GetLeaderGUID()));
sInstanceSaveMgr->PlayerBindToInstance(GUID_LOPART(g->GetLeaderGUID()), mapSave, false, ObjectAccessor::FindPlayerInOrOutOfWorld(g->GetLeaderGUID()));
}
}
// increase current instances (hourly limit)
// xinef: specific instances are still limited
if (!group || !group->isLFGGroup() || !group->IsLfgRandomInstance())
player->AddInstanceEnterTime(GetInstanceId(), time(NULL));
if (!playerBind->perm && !mapSave->CanReset() && (!group || !group->isLFGGroup() || !group->IsLfgRandomInstance()))
{
WorldPacket data(SMSG_INSTANCE_LOCK_WARNING_QUERY, 9);
data << uint32(60000);
data << uint32(instance_script ? instance_script->GetCompletedEncounterMask() : 0);
data << uint8(0);
player->GetSession()->SendPacket(&data);
player->SetPendingBind(mapSave->GetInstanceId(), 60000);
}
}
// 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 (instance_script)
instance_script->OnPlayerEnter(player);
return true;
}
void InstanceMap::Update(const uint32 t_diff, const uint32 s_diff, bool /*thread*/)
{
Map::Update(t_diff, s_diff);
if (t_diff)
if (instance_script)
instance_script->Update(t_diff);
}
void InstanceMap::RemovePlayerFromMap(Player* player, bool remove)
{
// pussywizard: moved m_unloadTimer to InstanceMap::AfterPlayerUnlinkFromMap(), in this function if 2 players run out at the same time the instance won't close
//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);
}
void InstanceMap::AfterPlayerUnlinkFromMap()
{
if (!m_unloadTimer && !HavePlayers())
m_unloadTimer = m_unloadWhenEmpty ? MIN_UNLOAD_DELAY : std::max(sWorld->getIntConfig(CONFIG_INSTANCE_UNLOAD_DELAY), (uint32)MIN_UNLOAD_DELAY);
Map::AfterPlayerUnlinkFromMap();
}
void InstanceMap::CreateInstanceScript(bool load, std::string data, uint32 completedEncounterMask)
{
if (instance_script != NULL)
return;
InstanceTemplate const* mInstance = sObjectMgr->GetInstanceTemplate(GetId());
if (mInstance)
{
i_script_id = mInstance->ScriptId;
instance_script = sScriptMgr->CreateInstanceScript(this);
}
if (!instance_script)
return;
instance_script->Initialize();
if (load)
{
instance_script->SetCompletedEncountersMask(completedEncounterMask, false);
if (data != "")
instance_script->Load(data.c_str());
}
}
/*
Returns true if there are no players in the instance
*/
bool InstanceMap::Reset(uint8 method, std::list<uint32>* globalResetSkipList)
{
if (method == INSTANCE_RESET_GLOBAL)
{
// pussywizard: teleport out immediately
for (MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr)
{
// teleport players that are no longer bound (can be still bound if extended id)
if (!globalResetSkipList || std::find(globalResetSkipList->begin(), globalResetSkipList->end(), itr->GetSource()->GetGUIDLow()) == globalResetSkipList->end())
itr->GetSource()->RepopAtGraveyard();
}
// reset map only if noone is bound
if (!globalResetSkipList || globalResetSkipList->empty())
{
// pussywizard: setting both m_unloadWhenEmpty and m_unloadTimer intended, in case RepopAtGraveyard failed
if (HavePlayers())
m_unloadWhenEmpty = true;
m_unloadTimer = MIN_UNLOAD_DELAY;
m_resetAfterUnload = true;
}
return m_mapRefManager.isEmpty();
}
if (HavePlayers())
{
if (method == INSTANCE_RESET_ALL || method == INSTANCE_RESET_CHANGE_DIFFICULTY)
{
for (MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr)
itr->GetSource()->SendResetFailedNotify(GetId());
}
}
else
{
m_unloadTimer = MIN_UNLOAD_DELAY;
m_resetAfterUnload = true;
}
return m_mapRefManager.isEmpty();
}
void InstanceMap::PermBindAllPlayers()
{
if (!IsDungeon())
return;
InstanceSave* save = sInstanceSaveMgr->GetInstanceSave(GetInstanceId());
if (!save)
{
sLog->outError("Cannot bind players because no instance save is available for instance map (Name: %s, Entry: %u, InstanceId: %u)!", GetMapName(), GetId(), GetInstanceId());
return;
}
Player* player;
Group* group;
// group members outside the instance group don't get bound
for (MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr)
{
player = itr->GetSource();
group = player->GetGroup();
// players inside an instance cannot be bound to other instances
// some players may already be permanently bound, in this case nothing happens
InstancePlayerBind* bind = sInstanceSaveMgr->PlayerGetBoundInstance(player->GetGUIDLow(), save->GetMapId(), save->GetDifficulty());
if ((!group || !group->isLFGGroup() || !group->IsLfgRandomInstance()) && (!bind || !bind->perm))
{
WorldPacket data(SMSG_INSTANCE_SAVE_CREATED, 4);
data << uint32(0);
player->GetSession()->SendPacket(&data);
sInstanceSaveMgr->PlayerBindToInstance(player->GetGUIDLow(), save, true, player);
}
// Xinef: Difficulty change prevention
if (group)
group->SetDifficultyChangePrevention(DIFFICULTY_PREVENTION_CHANGE_BOSS_KILLED);
}
}
void InstanceMap::UnloadAll()
{
ASSERT(!HavePlayers());
if (m_resetAfterUnload == true)
DeleteRespawnTimes();
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, false);
}
MapDifficulty const* Map::GetMapDifficulty() const
{
return GetMapDifficultyData(GetId(), GetDifficulty());
}
uint32 InstanceMap::GetMaxPlayers() const
{
MapDifficulty const* mapDiff = GetMapDifficulty();
if (mapDiff && mapDiff->maxPlayers)
return mapDiff->maxPlayers;
return GetEntry()->maxPlayers;
}
uint32 InstanceMap::GetMaxResetDelay() const
{
MapDifficulty const* mapDiff = GetMapDifficulty();
return mapDiff ? mapDiff->resetTime : 0;
}
/* ******* Battleground Instance Maps ******* */
BattlegroundMap::BattlegroundMap(uint32 id, uint32 InstanceId, Map* _parent, uint8 spawnMode)
: Map(id, InstanceId, spawnMode, _parent), m_bg(NULL)
{
//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();
if (IsBattleArena()) // pussywizard: start with 30yd visibility range on arenas to ensure players can't get informations about the opponents in any way
m_VisibleDistance = 30.0f;
}
bool BattlegroundMap::CanEnter(Player* player, bool loginCheck)
{
if (!loginCheck && 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;
// pussywizard: no need to check player limit here, invitations are limited by Battleground::GetFreeSlotsForTeam
return Map::CanEnter(player, loginCheck);
}
bool BattlegroundMap::AddPlayerToMap(Player* player)
{
player->m_InstanceValid = true;
if (IsBattleArena())
player->CastSpell(player, 100102, true);
return Map::AddPlayerToMap(player);
}
void BattlegroundMap::RemovePlayerFromMap(Player* player, bool remove)
{
if (Battleground* bg = GetBG())
{
bg->RemovePlayerAtLeave(player);
if (IsBattleArena())
bg->RemoveSpectator(player);
}
if (IsBattleArena())
player->RemoveAura(100102);
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->GetEntryPoint());
}
Player* Map::GetPlayer(uint64 guid)
{
return ObjectAccessor::GetObjectInMap(guid, this, (Player*)NULL);
}
Creature* Map::GetCreature(uint64 guid)
{
return ObjectAccessor::GetObjectInMap(guid, this, (Creature*)NULL);
}
GameObject* Map::GetGameObject(uint64 guid)
{
return ObjectAccessor::GetObjectInMap(guid, this, (GameObject*)NULL);
}
Transport* Map::GetTransport(uint64 guid)
{
if (GUID_HIPART(guid) != HIGHGUID_MO_TRANSPORT && GUID_HIPART(guid) != HIGHGUID_TRANSPORT)
return NULL;
GameObject* go = GetGameObject(guid);
return go ? go->ToTransport() : NULL;
}
DynamicObject* Map::GetDynamicObject(uint64 guid)
{
return ObjectAccessor::GetObjectInMap(guid, this, (DynamicObject*)NULL);
}
Pet* Map::GetPet(uint64 guid)
{
return ObjectAccessor::GetObjectInMap(guid, this, (Pet*)NULL);
}
Corpse* Map::GetCorpse(uint64 guid)
{
return ObjectAccessor::GetObjectInMap(guid, this, (Corpse*)NULL);
}
void Map::UpdateIteratorBack(Player* player)
{
if (m_mapRefIter == player->GetMapRef())
m_mapRefIter = m_mapRefIter->nocheck_prev();
}
void Map::SaveCreatureRespawnTime(uint32 dbGuid, time_t& respawnTime)
{
if (!respawnTime)
{
// Delete only
RemoveCreatureRespawnTime(dbGuid);
return;
}
time_t now = time(NULL);
if (GetInstanceResetPeriod() > 0 && respawnTime-now+5 >= GetInstanceResetPeriod())
respawnTime = now+YEAR;
_creatureRespawnTimes[dbGuid] = respawnTime;
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_REP_CREATURE_RESPAWN);
stmt->setUInt32(0, dbGuid);
stmt->setUInt32(1, uint32(respawnTime));
stmt->setUInt16(2, GetId());
stmt->setUInt32(3, GetInstanceId());
CharacterDatabase.Execute(stmt);
}
void Map::RemoveCreatureRespawnTime(uint32 dbGuid)
{
_creatureRespawnTimes.erase(dbGuid);
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CREATURE_RESPAWN);
stmt->setUInt32(0, dbGuid);
stmt->setUInt16(1, GetId());
stmt->setUInt32(2, GetInstanceId());
CharacterDatabase.Execute(stmt);
}
void Map::SaveGORespawnTime(uint32 dbGuid, time_t& respawnTime)
{
if (!respawnTime)
{
// Delete only
RemoveGORespawnTime(dbGuid);
return;
}
time_t now = time(NULL);
if (GetInstanceResetPeriod() > 0 && respawnTime-now+5 >= GetInstanceResetPeriod())
respawnTime = now+YEAR;
_goRespawnTimes[dbGuid] = respawnTime;
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_REP_GO_RESPAWN);
stmt->setUInt32(0, dbGuid);
stmt->setUInt32(1, uint32(respawnTime));
stmt->setUInt16(2, GetId());
stmt->setUInt32(3, GetInstanceId());
CharacterDatabase.Execute(stmt);
}
void Map::RemoveGORespawnTime(uint32 dbGuid)
{
_goRespawnTimes.erase(dbGuid);
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GO_RESPAWN);
stmt->setUInt32(0, dbGuid);
stmt->setUInt16(1, GetId());
stmt->setUInt32(2, GetInstanceId());
CharacterDatabase.Execute(stmt);
}
void Map::LoadRespawnTimes()
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CREATURE_RESPAWNS);
stmt->setUInt16(0, GetId());
stmt->setUInt32(1, GetInstanceId());
if (PreparedQueryResult result = CharacterDatabase.Query(stmt))
{
do
{
Field* fields = result->Fetch();
uint32 loguid = fields[0].GetUInt32();
uint32 respawnTime = fields[1].GetUInt32();
_creatureRespawnTimes[loguid] = time_t(respawnTime);
} while (result->NextRow());
}
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_GO_RESPAWNS);
stmt->setUInt16(0, GetId());
stmt->setUInt32(1, GetInstanceId());
if (PreparedQueryResult result = CharacterDatabase.Query(stmt))
{
do
{
Field* fields = result->Fetch();
uint32 loguid = fields[0].GetUInt32();
uint32 respawnTime = fields[1].GetUInt32();
_goRespawnTimes[loguid] = time_t(respawnTime);
} while (result->NextRow());
}
}
void Map::DeleteRespawnTimes()
{
_creatureRespawnTimes.clear();
_goRespawnTimes.clear();
DeleteRespawnTimesInDB(GetId(), GetInstanceId());
}
void Map::DeleteRespawnTimesInDB(uint16 mapId, uint32 instanceId)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CREATURE_RESPAWN_BY_INSTANCE);
stmt->setUInt16(0, mapId);
stmt->setUInt32(1, instanceId);
CharacterDatabase.Execute(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GO_RESPAWN_BY_INSTANCE);
stmt->setUInt16(0, mapId);
stmt->setUInt32(1, instanceId);
CharacterDatabase.Execute(stmt);
}
void Map::UpdateEncounterState(EncounterCreditType type, uint32 creditEntry, Unit* source)
{
Difficulty difficulty_fixed = (GetId() == 631 || GetId() == 724 ? Difficulty(GetDifficulty()%2) : GetDifficulty());
DungeonEncounterList const* encounters = sObjectMgr->GetDungeonEncounterList(GetId(), difficulty_fixed);
if (!encounters)
return;
uint32 dungeonId = 0;
for (DungeonEncounterList::const_iterator itr = encounters->begin(); itr != encounters->end(); ++itr)
{
DungeonEncounter const* encounter = *itr;
if (encounter->creditType == type && encounter->creditEntry == creditEntry)
{
if (source)
if (InstanceScript* instanceScript = source->GetInstanceScript())
instanceScript->SetCompletedEncountersMask((1 << encounter->dbcEntry->encounterIndex)|instanceScript->GetCompletedEncounterMask(), true);
if (encounter->lastEncounterDungeon)
{
dungeonId = encounter->lastEncounterDungeon;
break;
}
}
}
// pussywizard:
LogEncounterFinished(type, creditEntry);
if (dungeonId)
{
Map::PlayerList const& players = GetPlayers();
for (Map::PlayerList::const_iterator i = players.begin(); i != players.end(); ++i)
{
if (Player* player = i->GetSource())
if (Group* grp = player->GetGroup())
if (grp->isLFGGroup())
{
sLFGMgr->FinishDungeon(grp->GetGUID(), dungeonId, this);
return;
}
}
}
}
void Map::LogEncounterFinished(EncounterCreditType type, uint32 creditEntry)
{
if (!IsRaid() || !GetEntry() || GetEntry()->Expansion() < 2) // only for wotlk raids, because logs take up tons of mysql memory
return;
InstanceMap* map = ToInstanceMap();
if (!map)
return;
std::string playersInfo;
char buffer[16384], buffer2[255];
Map::PlayerList const& pl = map->GetPlayers();
for (Map::PlayerList::const_iterator itr = pl.begin(); itr != pl.end(); ++itr)
if (Player* p = itr->GetSource())
{
std::string auraStr;
const Unit::AuraApplicationMap& a = p->GetAppliedAuras();
for (Unit::AuraApplicationMap::const_iterator itr = a.begin(); itr != a.end(); ++itr)
{
snprintf(buffer2, 255, "%u(%u) ", itr->first, itr->second->GetEffectMask());
auraStr += buffer2;
}
snprintf(buffer, 16384, "%s (guid: %u, acc: %u, ip: %s, guild: %u), xyz: (%.1f, %.1f, %.1f), auras: %s\n", p->GetName().c_str(), p->GetGUIDLow(), p->GetSession()->GetAccountId(), p->GetSession()->GetRemoteAddress().c_str(), p->GetGuildId(), p->GetPositionX(), p->GetPositionY(), p->GetPositionZ(), auraStr.c_str());
playersInfo += buffer;
}
CleanStringForMysqlQuery(playersInfo);
CharacterDatabase.PExecute("INSERT INTO log_encounter VALUES(NOW(), %u, %u, %u, %u, '%s')", GetId(), (uint32)GetDifficulty(), type, creditEntry, playersInfo.c_str());
}
bool Map::AllTransportsEmpty() const
{
for (TransportsContainer::const_iterator itr = _transports.begin(); itr != _transports.end(); ++itr)
if (!(*itr)->GetPassengers().empty())
return false;
return true;
}
void Map::AllTransportsRemovePassengers()
{
for (TransportsContainer::const_iterator itr = _transports.begin(); itr != _transports.end(); ++itr)
while (!(*itr)->GetPassengers().empty())
(*itr)->RemovePassenger(*((*itr)->GetPassengers().begin()), true);
}
time_t Map::GetLinkedRespawnTime(uint64 guid) const
{
uint64 linkedGuid = sObjectMgr->GetLinkedRespawnGuid(guid);
switch (GUID_HIPART(linkedGuid))
{
case HIGHGUID_UNIT:
return GetCreatureRespawnTime(GUID_LOPART(linkedGuid));
case HIGHGUID_GAMEOBJECT:
return GetGORespawnTime(GUID_LOPART(linkedGuid));
default:
break;
}
return time_t(0);
}
void Map::SendZoneDynamicInfo(Player* player)
{
uint32 zoneId = GetZoneId(player->GetPositionX(), player->GetPositionY(), player->GetPositionZ());
ZoneDynamicInfoMap::const_iterator itr = _zoneDynamicInfo.find(zoneId);
if (itr == _zoneDynamicInfo.end())
return;
if (uint32 music = itr->second.MusicId)
{
WorldPacket data(SMSG_PLAY_MUSIC, 4);
data << uint32(music);
player->SendDirectMessage(&data);
}
if (uint32 weather = itr->second.WeatherId)
{
WorldPacket data(SMSG_WEATHER, 4 + 4 + 1);
data << uint32(weather);
data << float(itr->second.WeatherGrade);
data << uint8(0);
player->SendDirectMessage(&data);
}
if (uint32 overrideLight = itr->second.OverrideLightId)
{
WorldPacket data(SMSG_OVERRIDE_LIGHT, 4 + 4 + 1);
data << uint32(_defaultLight);
data << uint32(overrideLight);
data << uint32(itr->second.LightFadeInTime);
player->SendDirectMessage(&data);
}
}
void Map::SetZoneMusic(uint32 zoneId, uint32 musicId)
{
if (_zoneDynamicInfo.find(zoneId) == _zoneDynamicInfo.end())
_zoneDynamicInfo.insert(ZoneDynamicInfoMap::value_type(zoneId, ZoneDynamicInfo()));
_zoneDynamicInfo[zoneId].MusicId = musicId;
Map::PlayerList const& players = GetPlayers();
if (!players.isEmpty())
{
WorldPacket data(SMSG_PLAY_MUSIC, 4);
data << uint32(musicId);
for (Map::PlayerList::const_iterator itr = players.begin(); itr != players.end(); ++itr)
if (Player* player = itr->GetSource())
if (player->GetZoneId() == zoneId)
player->SendDirectMessage(&data);
}
}
void Map::SetZoneWeather(uint32 zoneId, uint32 weatherId, float weatherGrade)
{
if (_zoneDynamicInfo.find(zoneId) == _zoneDynamicInfo.end())
_zoneDynamicInfo.insert(ZoneDynamicInfoMap::value_type(zoneId, ZoneDynamicInfo()));
ZoneDynamicInfo& info = _zoneDynamicInfo[zoneId];
info.WeatherId = weatherId;
info.WeatherGrade = weatherGrade;
Map::PlayerList const& players = GetPlayers();
if (!players.isEmpty())
{
WorldPacket data(SMSG_WEATHER, 4 + 4 + 1);
data << uint32(weatherId);
data << float(weatherGrade);
data << uint8(0);
for (Map::PlayerList::const_iterator itr = players.begin(); itr != players.end(); ++itr)
if (Player* player = itr->GetSource())
if (player->GetZoneId() == zoneId)
player->SendDirectMessage(&data);
}
}
void Map::SetZoneOverrideLight(uint32 zoneId, uint32 lightId, uint32 fadeInTime)
{
if (_zoneDynamicInfo.find(zoneId) == _zoneDynamicInfo.end())
_zoneDynamicInfo.insert(ZoneDynamicInfoMap::value_type(zoneId, ZoneDynamicInfo()));
ZoneDynamicInfo& info = _zoneDynamicInfo[zoneId];
info.OverrideLightId = lightId;
info.LightFadeInTime = fadeInTime;
Map::PlayerList const& players = GetPlayers();
if (!players.isEmpty())
{
WorldPacket data(SMSG_OVERRIDE_LIGHT, 4 + 4 + 4);
data << uint32(_defaultLight);
data << uint32(lightId);
data << uint32(fadeInTime);
for (Map::PlayerList::const_iterator itr = players.begin(); itr != players.end(); ++itr)
if (Player* player = itr->GetSource())
if (player->GetZoneId() == zoneId)
player->SendDirectMessage(&data);
}
}