/* * Copyright (C) 2005-2008 MaNGOS * * Copyright (C) 2008 Trinity * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "MapManager.h" #include "Player.h" #include "GridNotifiers.h" #include "WorldSession.h" #include "Log.h" #include "GridStates.h" #include "CellImpl.h" #include "InstanceData.h" #include "Map.h" #include "GridNotifiersImpl.h" #include "Config/ConfigEnv.h" #include "Transports.h" #include "ObjectAccessor.h" #include "ObjectMgr.h" #include "World.h" #include "ScriptCalls.h" #include "Group.h" #include "MapRefManager.h" #include "MapInstanced.h" #include "InstanceSaveMgr.h" #include "VMapFactory.h" #define DEFAULT_GRID_EXPIRY 300 #define MAX_GRID_LOAD_TIME 50 // magic *.map header const char MAP_MAGIC[] = "MAP_2.00"; GridState* si_GridStates[MAX_GRID_STATE]; Map::~Map() { UnloadAll(true); } bool Map::ExistMap(uint32 mapid,int x,int y) { 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,x,y); FILE *pf=fopen(tmp,"rb"); if(!pf) { sLog.outError("Check existing of map file '%s': not exist!",tmp); delete[] tmp; return false; } char magic[8]; fread(magic,1,8,pf); if(strncmp(MAP_MAGIC,magic,8)) { sLog.outError("Map file '%s' is non-compatible version (outdated?). Please, create new using ad.exe program.",tmp); delete [] tmp; fclose(pf); //close file before return return false; } delete [] tmp; fclose(pf); return true; } bool Map::ExistVMap(uint32 mapid,int x,int y) { if(VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager()) { if(vmgr->isMapLoadingEnabled()) { // x and y are swapped !! => fixed now bool exists = vmgr->existsMap((sWorld.GetDataPath()+ "vmaps").c_str(), mapid, x,y); if(!exists) { std::string name = vmgr->getDirFileName(mapid,x,y); sLog.outError("VMap file '%s' is missing or point to wrong version vmap file, redo vmaps with latest vmap_assembler.exe program", (sWorld.GetDataPath()+"vmaps/"+name).c_str()); return false; } } } return true; } void Map::LoadVMap(int x,int y) { // x and y are swapped !! int vmapLoadResult = VMAP::VMapFactory::createOrGetVMapManager()->loadMap((sWorld.GetDataPath()+ "vmaps").c_str(), GetId(), x,y); 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(), x,y, x,y); 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(), x,y, x,y); break; case VMAP::VMAP_LOAD_RESULT_IGNORED: DEBUG_LOG("Ignored VMAP name:%s, id:%d, x:%d, y:%d (vmap rep.: x:%d, y:%d)", GetMapName(), GetId(), x,y, x,y); break; } } void Map::LoadMap(uint32 mapid, uint32 instanceid, int x,int y) { if( instanceid != 0 ) { if(GridMaps[x][y]) return; Map* baseMap = const_cast(MapManager::Instance().GetBaseMap(mapid)); // load gridmap for base map if (!baseMap->GridMaps[x][y]) baseMap->EnsureGridCreated(GridPair(63-x,63-y)); //+++ if (!baseMap->GridMaps[x][y]) don't check for GridMaps[gx][gy], we need the management for vmaps // return; ((MapInstanced*)(baseMap))->AddGridMapReference(GridPair(x,y)); baseMap->SetUnloadFlag(GridPair(63-x,63-y), false); GridMaps[x][y] = baseMap->GridMaps[x][y]; return; } //map already load, delete it before reloading (Is it necessary? Do we really need the ability the reload maps during runtime?) if(GridMaps[x][y]) { sLog.outDetail("Unloading already loaded map %u before reloading.",mapid); delete (GridMaps[x][y]); GridMaps[x][y]=NULL; } // map file name char *tmp=NULL; // Pihhan: dataPath length + "maps/" + 3+2+2+ ".map" length may be > 32 ! 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(),mapid,x,y); sLog.outDetail("Loading map %s",tmp); // loading data FILE *pf=fopen(tmp,"rb"); if(!pf) { delete [] tmp; return; } char magic[8]; fread(magic,1,8,pf); if(strncmp(MAP_MAGIC,magic,8)) { sLog.outError("Map file '%s' is non-compatible version (outdated?). Please, create new using ad.exe program.",tmp); delete [] tmp; fclose(pf); //close file before return return; } delete [] tmp; GridMap * buf= new GridMap; fread(buf,1,sizeof(GridMap),pf); fclose(pf); GridMaps[x][y] = buf; } void Map::LoadMapAndVMap(uint32 mapid, uint32 instanceid, int x,int y) { LoadMap(mapid,instanceid,x,y); if(instanceid == 0) LoadVMap(x, y); // Only load the data for the base map } void Map::InitStateMachine() { si_GridStates[GRID_STATE_INVALID] = new InvalidState; si_GridStates[GRID_STATE_ACTIVE] = new ActiveState; si_GridStates[GRID_STATE_IDLE] = new IdleState; si_GridStates[GRID_STATE_REMOVAL] = new RemovalState; } void Map::DeleteStateMachine() { delete si_GridStates[GRID_STATE_INVALID]; delete si_GridStates[GRID_STATE_ACTIVE]; delete si_GridStates[GRID_STATE_IDLE]; delete si_GridStates[GRID_STATE_REMOVAL]; } Map::Map(uint32 id, time_t expiry, uint32 InstanceId, uint8 SpawnMode) : i_id(id), i_gridExpiry(expiry), i_mapEntry (sMapStore.LookupEntry(id)), i_InstanceId(InstanceId), i_spawnMode(SpawnMode), m_unloadTimer(0) { for(unsigned int idx=0; idx < MAX_NUMBER_OF_GRIDS; ++idx) { for(unsigned int j=0; j < MAX_NUMBER_OF_GRIDS; ++j) { //z code GridMaps[idx][j] =NULL; setNGrid(NULL, idx, j); } } } // Template specialization of utility methods template void Map::AddToGrid(T* obj, NGridType *grid, Cell const& cell) { (*grid)(cell.CellX(), cell.CellY()).template AddGridObject(obj, obj->GetGUID()); } template<> void Map::AddToGrid(Player* obj, NGridType *grid, Cell const& cell) { (*grid)(cell.CellX(), cell.CellY()).AddWorldObject(obj, obj->GetGUID()); } template<> void Map::AddToGrid(Corpse *obj, NGridType *grid, Cell const& cell) { // add to world object registry in grid if(obj->GetType()!=CORPSE_BONES) { (*grid)(cell.CellX(), cell.CellY()).AddWorldObject(obj, obj->GetGUID()); } // add to grid object store else { (*grid)(cell.CellX(), cell.CellY()).AddGridObject(obj, obj->GetGUID()); } } template<> void Map::AddToGrid(Creature* obj, NGridType *grid, Cell const& cell) { // add to world object registry in grid if(obj->isPet() || obj->isPossessedByPlayer()) { (*grid)(cell.CellX(), cell.CellY()).AddWorldObject(obj, obj->GetGUID()); obj->SetCurrentCell(cell); } // add to grid object store else { (*grid)(cell.CellX(), cell.CellY()).AddGridObject(obj, obj->GetGUID()); obj->SetCurrentCell(cell); } } template void Map::RemoveFromGrid(T* obj, NGridType *grid, Cell const& cell) { (*grid)(cell.CellX(), cell.CellY()).template RemoveGridObject(obj, obj->GetGUID()); } template<> void Map::RemoveFromGrid(Player* obj, NGridType *grid, Cell const& cell) { (*grid)(cell.CellX(), cell.CellY()).RemoveWorldObject(obj, obj->GetGUID()); } template<> void Map::RemoveFromGrid(Corpse *obj, NGridType *grid, Cell const& cell) { // remove from world object registry in grid if(obj->GetType()!=CORPSE_BONES) { (*grid)(cell.CellX(), cell.CellY()).RemoveWorldObject(obj, obj->GetGUID()); } // remove from grid object store else { (*grid)(cell.CellX(), cell.CellY()).RemoveGridObject(obj, obj->GetGUID()); } } template<> void Map::RemoveFromGrid(Creature* obj, NGridType *grid, Cell const& cell) { // remove from world object registry in grid if(obj->isPet() || obj->isPossessedByPlayer()) { (*grid)(cell.CellX(), cell.CellY()).RemoveWorldObject(obj, obj->GetGUID()); } // remove from grid object store else { (*grid)(cell.CellX(), cell.CellY()).RemoveGridObject(obj, obj->GetGUID()); } } template void Map::SwitchGridContainers(T* obj, bool active) { CellPair pair = Trinity::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY()); Cell cell(pair); NGridType *ngrid = getNGrid(cell.GridX(), cell.GridY()); GridType &grid = (*ngrid)(cell.CellX(), cell.CellY()); if (active) { if (!grid.GetWorldObject(obj->GetGUID(), obj)) { grid.RemoveGridObject(obj, obj->GetGUID()); grid.AddWorldObject(obj, obj->GetGUID()); } } else { if (!grid.GetGridObject(obj->GetGUID(), obj)) { grid.RemoveWorldObject(obj, obj->GetGUID()); grid.AddGridObject(obj, obj->GetGUID()); } } } template void Map::SwitchGridContainers(Creature *, bool); template void Map::SwitchGridContainers(Corpse *, bool); template void Map::SwitchGridContainers(DynamicObject *, bool); template void Map::DeleteFromWorld(T* obj) { // Note: In case resurrectable corpse and pet its removed from global lists in own destructor delete obj; } template void Map::AddNotifier(T* , Cell const& , CellPair const& ) { } template<> void Map::AddNotifier(Player* obj, Cell const& cell, CellPair const& cellpair) { PlayerRelocationNotify(obj,cell,cellpair); } template<> void Map::AddNotifier(Creature* obj, Cell const& cell, CellPair const& cellpair) { CreatureRelocationNotify(obj,cell,cellpair); } void Map::EnsureGridCreated(const GridPair &p) { if(!getNGrid(p.x_coord, p.y_coord)) { Guard guard(*this); if(!getNGrid(p.x_coord, p.y_coord)) { setNGrid(new NGridType(p.x_coord*MAX_NUMBER_OF_GRIDS + p.y_coord, p.x_coord, p.y_coord, i_gridExpiry, sWorld.getConfig(CONFIG_GRID_UNLOAD)), p.x_coord, p.y_coord); // build a linkage between this map and NGridType buildNGridLinkage(getNGrid(p.x_coord, p.y_coord)); getNGrid(p.x_coord, p.y_coord)->SetGridState(GRID_STATE_IDLE); //z coord int gx=63-p.x_coord; int gy=63-p.y_coord; if(!GridMaps[gx][gy]) Map::LoadMapAndVMap(i_id,i_InstanceId,gx,gy); } } } void Map::EnsureGridLoadedForPlayer(const Cell &cell, Player *player, bool add_player) { EnsureGridCreated(GridPair(cell.GridX(), cell.GridY())); NGridType *grid = getNGrid(cell.GridX(), cell.GridY()); assert(grid != NULL); if( !isGridObjectDataLoaded(cell.GridX(), cell.GridY()) ) { if( player != NULL ) { player->SendDelayResponse(MAX_GRID_LOAD_TIME); DEBUG_LOG("Player %s enter cell[%u,%u] triggers of loading grid[%u,%u] on map %u", player->GetName(), cell.CellX(), cell.CellY(), cell.GridX(), cell.GridY(), i_id); } else { DEBUG_LOG("Player nearby triggers of loading grid [%u,%u] on map %u", cell.GridX(), cell.GridY(), i_id); } ObjectGridLoader loader(*grid, this, cell); loader.LoadN(); setGridObjectDataLoaded(true, cell.GridX(), cell.GridY()); // Add resurrectable corpses to world object list in grid ObjectAccessor::Instance().AddCorpsesToGrid(GridPair(cell.GridX(),cell.GridY()),(*grid)(cell.CellX(), cell.CellY()), this); ResetGridExpiry(*getNGrid(cell.GridX(), cell.GridY()), 0.1f); grid->SetGridState(GRID_STATE_ACTIVE); if( add_player && player != NULL ) (*grid)(cell.CellX(), cell.CellY()).AddWorldObject(player, player->GetGUID()); } else if( player && add_player ) AddToGrid(player,grid,cell); } void Map::LoadGrid(const Cell& cell, bool no_unload) { EnsureGridCreated(GridPair(cell.GridX(), cell.GridY())); NGridType *grid = getNGrid(cell.GridX(), cell.GridY()); assert(grid != NULL); if( !isGridObjectDataLoaded(cell.GridX(), cell.GridY()) ) { ObjectGridLoader loader(*grid, this, cell); loader.LoadN(); // Add resurrectable corpses to world object list in grid ObjectAccessor::Instance().AddCorpsesToGrid(GridPair(cell.GridX(),cell.GridY()),(*grid)(cell.CellX(), cell.CellY()), this); setGridObjectDataLoaded(true,cell.GridX(), cell.GridY()); if(no_unload) getNGrid(cell.GridX(), cell.GridY())->setUnloadFlag(false); } LoadVMap(63-cell.GridX(),63-cell.GridY()); } bool Map::Add(Player *player) { player->GetMapRef().link(this, player); player->SetInstanceId(GetInstanceId()); // update player state for other player and visa-versa CellPair p = Trinity::ComputeCellPair(player->GetPositionX(), player->GetPositionY()); Cell cell(p); EnsureGridLoadedForPlayer(cell, player, true); player->AddToWorld(); SendInitSelf(player); SendInitTransports(player); UpdatePlayerVisibility(player,cell,p); UpdateObjectsVisibilityFor(player,cell,p); AddNotifier(player,cell,p); return true; } template void Map::Add(T *obj) { CellPair p = Trinity::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY()); assert(obj); if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP ) { sLog.outError("Map::Add: Object " I64FMTD " have invalid coordinates X:%f Y:%f grid cell [%u:%u]", obj->GetGUID(), obj->GetPositionX(), obj->GetPositionY(), p.x_coord, p.y_coord); return; } Cell cell(p); EnsureGridCreated(GridPair(cell.GridX(), cell.GridY())); NGridType *grid = getNGrid(cell.GridX(), cell.GridY()); assert( grid != NULL ); AddToGrid(obj,grid,cell); obj->AddToWorld(); DEBUG_LOG("Object %u enters grid[%u,%u]", GUID_LOPART(obj->GetGUID()), cell.GridX(), cell.GridY()); UpdateObjectVisibility(obj,cell,p); AddNotifier(obj,cell,p); } void Map::MessageBroadcast(Player *player, WorldPacket *msg, bool to_self, bool to_possessor) { CellPair p = Trinity::ComputeCellPair(player->GetPositionX(), player->GetPositionY()); if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP ) { sLog.outError("Map::MessageBroadcast: Player (GUID: %u) have invalid coordinates X:%f Y:%f grid cell [%u:%u]", player->GetGUIDLow(), player->GetPositionX(), player->GetPositionY(), p.x_coord, p.y_coord); return; } Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; if( !loaded(GridPair(cell.data.Part.grid_x, cell.data.Part.grid_y)) ) return; Trinity::MessageDeliverer post_man(*player, msg, to_possessor, to_self); TypeContainerVisitor message(post_man); CellLock cell_lock(cell, p); cell_lock->Visit(cell_lock, message, *this); } void Map::MessageBroadcast(WorldObject *obj, WorldPacket *msg, bool to_possessor) { CellPair p = Trinity::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY()); if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP ) { sLog.outError("Map::MessageBroadcast: Object " I64FMTD " have invalid coordinates X:%f Y:%f grid cell [%u:%u]", obj->GetGUID(), obj->GetPositionX(), obj->GetPositionY(), p.x_coord, p.y_coord); return; } Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; cell.SetNoCreate(); if( !loaded(GridPair(cell.data.Part.grid_x, cell.data.Part.grid_y)) ) return; Trinity::ObjectMessageDeliverer post_man(*obj, msg, to_possessor); TypeContainerVisitor message(post_man); CellLock cell_lock(cell, p); cell_lock->Visit(cell_lock, message, *this); } void Map::MessageDistBroadcast(Player *player, WorldPacket *msg, float dist, bool to_self, bool to_possessor, bool own_team_only) { CellPair p = Trinity::ComputeCellPair(player->GetPositionX(), player->GetPositionY()); if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP ) { sLog.outError("Map::MessageBroadcast: Player (GUID: %u) have invalid coordinates X:%f Y:%f grid cell [%u:%u]", player->GetGUIDLow(), player->GetPositionX(), player->GetPositionY(), p.x_coord, p.y_coord); return; } Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; if( !loaded(GridPair(cell.data.Part.grid_x, cell.data.Part.grid_y)) ) return; Trinity::MessageDistDeliverer post_man(*player, msg, to_possessor, dist, to_self, own_team_only); TypeContainerVisitor message(post_man); CellLock cell_lock(cell, p); cell_lock->Visit(cell_lock, message, *this); } void Map::MessageDistBroadcast(WorldObject *obj, WorldPacket *msg, float dist, bool to_possessor) { CellPair p = Trinity::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY()); if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP ) { sLog.outError("Map::MessageBroadcast: Object " I64FMTD " have invalid coordinates X:%f Y:%f grid cell [%u:%u]", obj->GetGUID(), obj->GetPositionX(), obj->GetPositionY(), p.x_coord, p.y_coord); return; } Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; cell.SetNoCreate(); if( !loaded(GridPair(cell.data.Part.grid_x, cell.data.Part.grid_y)) ) return; Trinity::ObjectMessageDistDeliverer post_man(*obj, msg, to_possessor, dist); TypeContainerVisitor message(post_man); CellLock cell_lock(cell, p); cell_lock->Visit(cell_lock, message, *this); } bool Map::loaded(const GridPair &p) const { return ( getNGrid(p.x_coord, p.y_coord) && isGridObjectDataLoaded(p.x_coord, p.y_coord) ); } void Map::Update(const uint32 &t_diff) { resetMarkedCells(); Trinity::ObjectUpdater updater(t_diff); // for creature TypeContainerVisitor grid_object_update(updater); // for pets TypeContainerVisitor world_object_update(updater); for(MapRefManager::iterator iter = m_mapRefManager.begin(); iter != m_mapRefManager.end(); ++iter) { Player* plr = iter->getSource(); if(!plr->IsInWorld()) continue; CellPair standing_cell(Trinity::ComputeCellPair(plr->GetPositionX(), plr->GetPositionY())); // Check for correctness of standing_cell, it also avoids problems with update_cell if (standing_cell.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || standing_cell.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP) continue; // the overloaded operators handle range checking // so ther's no need for range checking inside the loop CellPair begin_cell(standing_cell), end_cell(standing_cell); begin_cell << 1; begin_cell -= 1; // upper left end_cell >> 1; end_cell += 1; // lower right for(uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; ++x) { for(uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; ++y) { // marked cells are those that have been visited // don't visit the same cell twice uint32 cell_id = (y * TOTAL_NUMBER_OF_CELLS_PER_MAP) + x; if(!isCellMarked(cell_id)) { markCell(cell_id); CellPair pair(x,y); Cell cell(pair); cell.data.Part.reserved = CENTER_DISTRICT; cell.SetNoCreate(); CellLock cell_lock(cell, pair); cell_lock->Visit(cell_lock, grid_object_update, *this); cell_lock->Visit(cell_lock, world_object_update, *this); } } } } // Don't unload grids if it's battleground, since we may have manually added GOs,creatures, those doesn't load from DB at grid re-load ! // This isn't really bother us, since as soon as we have instanced BG-s, the whole map unloads as the BG gets ended if (IsBattleGroundOrArena()) return; for (GridRefManager::iterator i = GridRefManager::begin(); i != GridRefManager::end(); ) { NGridType *grid = i->getSource(); GridInfo *info = i->getSource()->getGridInfoRef(); ++i; // The update might delete the map and we need the next map before the iterator gets invalid assert(grid->GetGridState() >= 0 && grid->GetGridState() < MAX_GRID_STATE); si_GridStates[grid->GetGridState()]->Update(*this, *grid, *info, grid->getX(), grid->getY(), t_diff); } } void Map::Remove(Player *player, bool remove) { player->GetMapRef().unlink(); CellPair p = Trinity::ComputeCellPair(player->GetPositionX(), player->GetPositionY()); if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP) { // invalid coordinates player->RemoveFromWorld(); if( remove ) DeleteFromWorld(player); return; } Cell cell(p); if( !getNGrid(cell.data.Part.grid_x, cell.data.Part.grid_y) ) { sLog.outError("Map::Remove() i_grids was NULL x:%d, y:%d",cell.data.Part.grid_x,cell.data.Part.grid_y); return; } DEBUG_LOG("Remove player %s from grid[%u,%u]", player->GetName(), cell.GridX(), cell.GridY()); NGridType *grid = getNGrid(cell.GridX(), cell.GridY()); assert(grid != NULL); player->RemoveFromWorld(); RemoveFromGrid(player,grid,cell); SendRemoveTransports(player); UpdateObjectsVisibilityFor(player,cell,p); if( remove ) DeleteFromWorld(player); } bool Map::RemoveBones(uint64 guid, float x, float y) { if (IsRemovalGrid(x, y)) { Corpse * corpse = ObjectAccessor::Instance().GetObjectInWorld(GetId(), x, y, guid, (Corpse*)NULL); if(corpse && corpse->GetTypeId() == TYPEID_CORPSE && corpse->GetType() == CORPSE_BONES) corpse->DeleteBonesFromWorld(); else return false; } return true; } template void Map::Remove(T *obj, bool remove) { CellPair p = Trinity::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY()); if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP ) { sLog.outError("Map::Remove: Object " I64FMTD " have invalid coordinates X:%f Y:%f grid cell [%u:%u]", obj->GetGUID(), obj->GetPositionX(), obj->GetPositionY(), p.x_coord, p.y_coord); return; } Cell cell(p); if( !loaded(GridPair(cell.data.Part.grid_x, cell.data.Part.grid_y)) ) return; DEBUG_LOG("Remove object " I64FMTD " from grid[%u,%u]", obj->GetGUID(), cell.data.Part.grid_x, cell.data.Part.grid_y); NGridType *grid = getNGrid(cell.GridX(), cell.GridY()); assert( grid != NULL ); obj->RemoveFromWorld(); RemoveFromGrid(obj,grid,cell); UpdateObjectVisibility(obj,cell,p); if( remove ) { // if option set then object already saved at this moment if(!sWorld.getConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATELY)) obj->SaveRespawnTime(); DeleteFromWorld(obj); } } void Map::PlayerRelocation(Player *player, float x, float y, float z, float orientation) { assert(player); CellPair old_val = Trinity::ComputeCellPair(player->GetPositionX(), player->GetPositionY()); CellPair new_val = Trinity::ComputeCellPair(x, y); Cell old_cell(old_val); Cell new_cell(new_val); new_cell |= old_cell; bool same_cell = (new_cell == old_cell); player->Relocate(x, y, z, orientation); if( old_cell.DiffGrid(new_cell) || old_cell.DiffCell(new_cell) ) { DEBUG_LOG("Player %s relocation grid[%u,%u]cell[%u,%u]->grid[%u,%u]cell[%u,%u]", player->GetName(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY()); // update player position for group at taxi flight if(player->GetGroup() && player->isInFlight()) player->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION); NGridType* oldGrid = getNGrid(old_cell.GridX(), old_cell.GridY()); RemoveFromGrid(player, oldGrid,old_cell); if( !old_cell.DiffGrid(new_cell) ) AddToGrid(player, oldGrid,new_cell); if( old_cell.DiffGrid(new_cell) ) EnsureGridLoadedForPlayer(new_cell, player, true); } // if move then update what player see and who seen UpdatePlayerVisibility(player,new_cell,new_val); UpdateObjectsVisibilityFor(player,new_cell,new_val); // also update what possessing player sees if(player->isPossessedByPlayer()) UpdateObjectsVisibilityFor((Player*)player->GetCharmer(), new_cell, new_val); PlayerRelocationNotify(player,new_cell,new_val); NGridType* newGrid = getNGrid(new_cell.GridX(), new_cell.GridY()); if( !same_cell && newGrid->GetGridState()!= GRID_STATE_ACTIVE ) { ResetGridExpiry(*newGrid, 0.1f); newGrid->SetGridState(GRID_STATE_ACTIVE); } } void Map::CreatureRelocation(Creature *creature, float x, float y, float z, float ang) { assert(CheckGridIntegrity(creature,false)); Cell old_cell = creature->GetCurrentCell(); CellPair new_val = Trinity::ComputeCellPair(x, y); Cell new_cell(new_val); // delay creature move for grid/cell to grid/cell moves if( old_cell.DiffCell(new_cell) || old_cell.DiffGrid(new_cell) ) { #ifdef TRINITY_DEBUG if((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES)==0) sLog.outDebug("Creature (GUID: %u Entry: %u) added to moving list from grid[%u,%u]cell[%u,%u] to grid[%u,%u]cell[%u,%u].", creature->GetGUIDLow(), creature->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY()); #endif AddCreatureToMoveList(creature,x,y,z,ang); // in diffcell/diffgrid case notifiers called at finishing move creature in Map::MoveAllCreaturesInMoveList if(creature->isPossessedByPlayer()) EnsureGridLoadedForPlayer(new_cell, (Player*)creature->GetCharmer(), false); } else { creature->Relocate(x, y, z, ang); // Update visibility back to player who is controlling the creature if(creature->isPossessedByPlayer()) UpdateObjectsVisibilityFor((Player*)creature->GetCharmer(), new_cell, new_val); CreatureRelocationNotify(creature,new_cell,new_val); } assert(CheckGridIntegrity(creature,true)); } void Map::AddCreatureToMoveList(Creature *c, float x, float y, float z, float ang) { if(!c) return; i_creaturesToMove[c] = CreatureMover(x,y,z,ang); } void Map::MoveAllCreaturesInMoveList() { while(!i_creaturesToMove.empty()) { // get data and remove element; CreatureMoveList::iterator iter = i_creaturesToMove.begin(); Creature* c = iter->first; CreatureMover cm = iter->second; i_creaturesToMove.erase(iter); // calculate cells CellPair new_val = Trinity::ComputeCellPair(cm.x, cm.y); Cell new_cell(new_val); // do move or do move to respawn or remove creature if previous all fail if(CreatureCellRelocation(c,new_cell)) { // update pos c->Relocate(cm.x, cm.y, cm.z, cm.ang); CreatureRelocationNotify(c,new_cell,new_cell.cellPair()); } else { // if creature can't be move in new cell/grid (not loaded) move it to repawn cell/grid // creature coordinates will be updated and notifiers send if(!CreatureRespawnRelocation(c)) { // ... or unload (if respawn grid also not loaded) #ifdef TRINITY_DEBUG if((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES)==0) sLog.outDebug("Creature (GUID: %u Entry: %u ) can't be move to unloaded respawn grid.",c->GetGUIDLow(),c->GetEntry()); #endif c->CleanupsBeforeDelete(); AddObjectToRemoveList(c); } } } } bool Map::CreatureCellRelocation(Creature *c, Cell new_cell) { Cell const& old_cell = c->GetCurrentCell(); if(!old_cell.DiffGrid(new_cell) ) // in same grid { // if in same cell then none do if(old_cell.DiffCell(new_cell)) { #ifdef TRINITY_DEBUG if((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES)==0) sLog.outDebug("Creature (GUID: %u Entry: %u) moved in grid[%u,%u] from cell[%u,%u] to cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.CellX(), new_cell.CellY()); #endif if( !old_cell.DiffGrid(new_cell) ) { RemoveFromGrid(c,getNGrid(old_cell.GridX(), old_cell.GridY()),old_cell); AddToGrid(c,getNGrid(new_cell.GridX(), new_cell.GridY()),new_cell); c->SetCurrentCell(new_cell); } } else { #ifdef TRINITY_DEBUG if((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES)==0) sLog.outDebug("Creature (GUID: %u Entry: %u) move in same grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY()); #endif } } else // in diff. grids if(loaded(GridPair(new_cell.GridX(), new_cell.GridY()))) { #ifdef TRINITY_DEBUG if((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES)==0) sLog.outDebug("Creature (GUID: %u Entry: %u) moved from grid[%u,%u]cell[%u,%u] to grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY()); #endif RemoveFromGrid(c,getNGrid(old_cell.GridX(), old_cell.GridY()),old_cell); { EnsureGridCreated(GridPair(new_cell.GridX(), new_cell.GridY())); AddToGrid(c,getNGrid(new_cell.GridX(), new_cell.GridY()),new_cell); } } else { #ifdef TRINITY_DEBUG if((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES)==0) sLog.outDebug("Creature (GUID: %u Entry: %u) attempt move from grid[%u,%u]cell[%u,%u] to unloaded grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY()); #endif return false; } return true; } bool Map::CreatureRespawnRelocation(Creature *c) { float resp_x, resp_y, resp_z, resp_o; c->GetRespawnCoord(resp_x, resp_y, resp_z, &resp_o); CellPair resp_val = Trinity::ComputeCellPair(resp_x, resp_y); Cell resp_cell(resp_val); c->CombatStop(); c->GetMotionMaster()->Clear(); #ifdef TRINITY_DEBUG if((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES)==0) sLog.outDebug("Creature (GUID: %u Entry: %u) will moved from grid[%u,%u]cell[%u,%u] to respawn grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), c->GetCurrentCell().GridX(), c->GetCurrentCell().GridY(), c->GetCurrentCell().CellX(), c->GetCurrentCell().CellY(), resp_cell.GridX(), resp_cell.GridY(), resp_cell.CellX(), resp_cell.CellY()); #endif // teleport it to respawn point (like normal respawn if player see) if(CreatureCellRelocation(c,resp_cell)) { c->Relocate(resp_x, resp_y, resp_z, resp_o); c->GetMotionMaster()->Initialize(); // prevent possible problems with default move generators CreatureRelocationNotify(c,resp_cell,resp_cell.cellPair()); return true; } else return false; } bool Map::UnloadGrid(const uint32 &x, const uint32 &y, bool pForce) { NGridType *grid = getNGrid(x, y); assert( grid != NULL); { if(!pForce && PlayersNearGrid(x, y) ) return false; DEBUG_LOG("Unloading grid[%u,%u] for map %u", x,y, i_id); ObjectGridUnloader unloader(*grid); // Finish creature moves, remove and delete all creatures with delayed remove before moving to respawn grids // Must know real mob position before move DoDelayedMovesAndRemoves(); // move creatures to respawn grids if this is diff.grid or to remove list unloader.MoveToRespawnN(); // Finish creature moves, remove and delete all creatures with delayed remove before unload DoDelayedMovesAndRemoves(); unloader.UnloadN(); delete getNGrid(x, y); setNGrid(NULL, x, y); } int gx=63-x; int gy=63-y; // delete grid map, but don't delete if it is from parent map (and thus only reference) //+++if (GridMaps[gx][gy]) don't check for GridMaps[gx][gy], we might have to unload vmaps { if (i_InstanceId == 0) { if(GridMaps[gx][gy]) delete (GridMaps[gx][gy]); // x and y are swaped VMAP::VMapFactory::createOrGetVMapManager()->unloadMap(GetId(), gy, gx); } else ((MapInstanced*)(MapManager::Instance().GetBaseMap(i_id)))->RemoveGridMapReference(GridPair(gx, gy)); GridMaps[gx][gy] = NULL; } DEBUG_LOG("Unloading grid[%u,%u] for map %u finished", x,y, i_id); return true; } void Map::UnloadAll(bool pForce) { // clear all delayed moves, useless anyway do this moves before map unload. i_creaturesToMove.clear(); for (GridRefManager::iterator i = GridRefManager::begin(); i != GridRefManager::end(); ) { NGridType &grid(*i->getSource()); ++i; UnloadGrid(grid.getX(), grid.getY(), pForce); // deletes the grid and removes it from the GridRefManager } } float Map::GetHeight(float x, float y, float z, bool pUseVmaps) const { GridPair p = Trinity::ComputeGridPair(x, y); // half opt method int gx=(int)(32-x/SIZE_OF_GRIDS); //grid x int gy=(int)(32-y/SIZE_OF_GRIDS); //grid y float lx=MAP_RESOLUTION*(32 -x/SIZE_OF_GRIDS - gx); float ly=MAP_RESOLUTION*(32 -y/SIZE_OF_GRIDS - gy); // ensure GridMap is loaded const_cast(this)->EnsureGridCreated(GridPair(63-gx,63-gy)); // find raw .map surface under Z coordinates float mapHeight; if(GridMap* gmap = GridMaps[gx][gy]) { int lx_int = (int)lx; int ly_int = (int)ly; float zi[4]; // Probe 4 nearest points (except border cases) zi[0] = gmap->Z[lx_int][ly_int]; zi[1] = lx < MAP_RESOLUTION-1 ? gmap->Z[lx_int+1][ly_int] : zi[0]; zi[2] = ly < MAP_RESOLUTION-1 ? gmap->Z[lx_int][ly_int+1] : zi[0]; zi[3] = lx < MAP_RESOLUTION-1 && ly < MAP_RESOLUTION-1 ? gmap->Z[lx_int+1][ly_int+1] : zi[0]; // Recalculate them like if their x,y positions were in the range 0,1 float b[4]; b[0] = zi[0]; b[1] = zi[1]-zi[0]; b[2] = zi[2]-zi[0]; b[3] = zi[0]-zi[1]-zi[2]+zi[3]; // Normalize the dx and dy to be in range 0..1 float fact_x = lx - lx_int; float fact_y = ly - ly_int; // Use the simplified bilinear equation, as described in [url="http://en.wikipedia.org/wiki/Bilinear_interpolation"]http://en.wikipedia.org/wiki/Bilinear_interpolation[/url] float _mapheight = b[0] + (b[1]*fact_x) + (b[2]*fact_y) + (b[3]*fact_x*fact_y); // look from a bit higher pos to find the floor, ignore under surface case if(z + 2.0f > _mapheight) mapHeight = _mapheight; else mapHeight = VMAP_INVALID_HEIGHT_VALUE; } else mapHeight = VMAP_INVALID_HEIGHT_VALUE; float vmapHeight; if(pUseVmaps) { VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager(); if(vmgr->isHeightCalcEnabled()) { // look from a bit higher pos to find the floor vmapHeight = vmgr->getHeight(GetId(), x, y, z + 2.0f); } else vmapHeight = VMAP_INVALID_HEIGHT_VALUE; } else vmapHeight = VMAP_INVALID_HEIGHT_VALUE; // mapHeight set for any above raw ground Z or <= INVALID_HEIGHT // vmapheight set for any under Z value or <= INVALID_HEIGHT if( vmapHeight > INVALID_HEIGHT ) { if( mapHeight > INVALID_HEIGHT ) { // we have mapheight and vmapheight and must select more appropriate // we are already under the surface or vmap height above map heigt // or if the distance of the vmap height is less the land height distance if( z < mapHeight || vmapHeight > mapHeight || fabs(mapHeight-z) > fabs(vmapHeight-z) ) return vmapHeight; else return mapHeight; // better use .map surface height } else return vmapHeight; // we have only vmapHeight (if have) } else { if(!pUseVmaps) return mapHeight; // explicitly use map data (if have) else if(mapHeight > INVALID_HEIGHT && (z < mapHeight + 2 || z == MAX_HEIGHT)) return mapHeight; // explicitly use map data if original z < mapHeight but map found (z+2 > mapHeight) else return VMAP_INVALID_HEIGHT_VALUE; // we not have any height } } uint16 Map::GetAreaFlag(float x, float y ) const { //local x,y coords float lx,ly; int gx,gy; GridPair p = Trinity::ComputeGridPair(x, y); // half opt method gx=(int)(32-x/SIZE_OF_GRIDS) ; //grid x gy=(int)(32-y/SIZE_OF_GRIDS); //grid y lx=16*(32 -x/SIZE_OF_GRIDS - gx); ly=16*(32 -y/SIZE_OF_GRIDS - gy); //DEBUG_LOG("my %d %d si %d %d",gx,gy,p.x_coord,p.y_coord); // ensure GridMap is loaded const_cast(this)->EnsureGridCreated(GridPair(63-gx,63-gy)); if(GridMaps[gx][gy]) return GridMaps[gx][gy]->area_flag[(int)(lx)][(int)(ly)]; // this used while not all *.map files generated (instances) else return GetAreaFlagByMapId(i_id); } uint8 Map::GetTerrainType(float x, float y ) const { //local x,y coords float lx,ly; int gx,gy; // half opt method gx=(int)(32-x/SIZE_OF_GRIDS) ; //grid x gy=(int)(32-y/SIZE_OF_GRIDS); //grid y lx=16*(32 -x/SIZE_OF_GRIDS - gx); ly=16*(32 -y/SIZE_OF_GRIDS - gy); // ensure GridMap is loaded const_cast(this)->EnsureGridCreated(GridPair(63-gx,63-gy)); if(GridMaps[gx][gy]) return GridMaps[gx][gy]->terrain_type[(int)(lx)][(int)(ly)]; else return 0; } float Map::GetWaterLevel(float x, float y ) const { //local x,y coords float lx,ly; int gx,gy; // half opt method gx=(int)(32-x/SIZE_OF_GRIDS) ; //grid x gy=(int)(32-y/SIZE_OF_GRIDS); //grid y lx=128*(32 -x/SIZE_OF_GRIDS - gx); ly=128*(32 -y/SIZE_OF_GRIDS - gy); // ensure GridMap is loaded const_cast(this)->EnsureGridCreated(GridPair(63-gx,63-gy)); if(GridMaps[gx][gy]) return GridMaps[gx][gy]->liquid_level[(int)(lx)][(int)(ly)]; else return 0; } uint32 Map::GetAreaId(uint16 areaflag,uint32 map_id) { AreaTableEntry const *entry = GetAreaEntryByAreaFlagAndMap(areaflag,map_id); if (entry) return entry->ID; else return 0; } uint32 Map::GetZoneId(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; } bool Map::IsInWater(float x, float y, float pZ) const { // This method is called too often to use vamps for that (4. parameter = false). // The pZ pos is taken anyway for future use float z = GetHeight(x,y,pZ,false); // use .map base surface height // underground or instance without vmap if(z <= INVALID_HEIGHT) return false; float water_z = GetWaterLevel(x,y); uint8 flag = GetTerrainType(x,y); return (z < (water_z-2)) && (flag & 0x01); } bool Map::IsUnderWater(float x, float y, float z) const { float water_z = GetWaterLevel(x,y); uint8 flag = GetTerrainType(x,y); return (z < (water_z-2)) && (flag & 0x01); } bool Map::CheckGridIntegrity(Creature* c, bool moved) const { Cell const& cur_cell = c->GetCurrentCell(); CellPair xy_val = Trinity::ComputeCellPair(c->GetPositionX(), c->GetPositionY()); Cell xy_cell(xy_val); if(xy_cell != cur_cell) { sLog.outError("ERROR: %s (GUID: %u) X: %f Y: %f (%s) in grid[%u,%u]cell[%u,%u] instead grid[%u,%u]cell[%u,%u]", (c->GetTypeId()==TYPEID_PLAYER ? "Player" : "Creature"),c->GetGUIDLow(), c->GetPositionX(),c->GetPositionY(),(moved ? "final" : "original"), cur_cell.GridX(), cur_cell.GridY(), cur_cell.CellX(), cur_cell.CellY(), xy_cell.GridX(), xy_cell.GridY(), xy_cell.CellX(), xy_cell.CellY()); return true; // not crash at error, just output error in debug mode } return true; } const char* Map::GetMapName() const { return i_mapEntry ? i_mapEntry->name[sWorld.GetDefaultDbcLocale()] : "UNNAMEDMAP\x0"; } void Map::UpdateObjectVisibility( WorldObject* obj, Cell cell, CellPair cellpair) { cell.data.Part.reserved = ALL_DISTRICT; cell.SetNoCreate(); Trinity::VisibleChangesNotifier notifier(*obj); TypeContainerVisitor player_notifier(notifier); CellLock cell_lock(cell, cellpair); cell_lock->Visit(cell_lock, player_notifier, *this); } void Map::UpdatePlayerVisibility( Player* player, Cell cell, CellPair cellpair ) { cell.data.Part.reserved = ALL_DISTRICT; Trinity::PlayerNotifier pl_notifier(*player); TypeContainerVisitor player_notifier(pl_notifier); CellLock cell_lock(cell, cellpair); cell_lock->Visit(cell_lock, player_notifier, *this); } void Map::UpdateObjectsVisibilityFor( Player* player, Cell cell, CellPair cellpair ) { Trinity::VisibleNotifier notifier(*player); cell.data.Part.reserved = ALL_DISTRICT; cell.SetNoCreate(); TypeContainerVisitor world_notifier(notifier); TypeContainerVisitor grid_notifier(notifier); CellLock cell_lock(cell, cellpair); cell_lock->Visit(cell_lock, world_notifier, *this); cell_lock->Visit(cell_lock, grid_notifier, *this); // send data notifier.Notify(); } void Map::PlayerRelocationNotify( Player* player, Cell cell, CellPair cellpair ) { CellLock cell_lock(cell, cellpair); Trinity::PlayerRelocationNotifier relocationNotifier(*player); cell.data.Part.reserved = ALL_DISTRICT; TypeContainerVisitor p2grid_relocation(relocationNotifier); TypeContainerVisitor p2world_relocation(relocationNotifier); cell_lock->Visit(cell_lock, p2grid_relocation, *this); cell_lock->Visit(cell_lock, p2world_relocation, *this); } void Map::CreatureRelocationNotify(Creature *creature, Cell cell, CellPair cellpair) { CellLock cell_lock(cell, cellpair); Trinity::CreatureRelocationNotifier relocationNotifier(*creature); cell.data.Part.reserved = ALL_DISTRICT; cell.SetNoCreate(); // not trigger load unloaded grids at notifier call TypeContainerVisitor c2world_relocation(relocationNotifier); TypeContainerVisitor c2grid_relocation(relocationNotifier); cell_lock->Visit(cell_lock, c2world_relocation, *this); cell_lock->Visit(cell_lock, c2grid_relocation, *this); } void Map::SendInitSelf( Player * player ) { sLog.outDetail("Creating player data for himself %u", player->GetGUIDLow()); UpdateData data; bool hasTransport = false; // attach to player data current transport data if(Transport* transport = player->GetTransport()) { hasTransport = true; transport->BuildCreateUpdateBlockForPlayer(&data, player); } // build data for self presence in world at own client (one time for map) player->BuildCreateUpdateBlockForPlayer(&data, player); // build other passengers at transport also (they always visible and marked as visible and will not send at visibility update at add to map if(Transport* transport = player->GetTransport()) { for(Transport::PlayerSet::const_iterator itr = transport->GetPassengers().begin();itr!=transport->GetPassengers().end();++itr) { if(player!=(*itr) && player->HaveAtClient(*itr)) { hasTransport = true; (*itr)->BuildCreateUpdateBlockForPlayer(&data, player); } } } WorldPacket packet; data.BuildPacket(&packet, hasTransport); player->GetSession()->SendPacket(&packet); } void Map::SendInitTransports( Player * player ) { // Hack to send out transports MapManager::TransportMap& tmap = MapManager::Instance().m_TransportsByMap; // no transports at map if (tmap.find(player->GetMapId()) == tmap.end()) return; UpdateData transData; MapManager::TransportSet& tset = tmap[player->GetMapId()]; bool hasTransport = false; for (MapManager::TransportSet::iterator i = tset.begin(); i != tset.end(); ++i) { if((*i) != player->GetTransport()) // send data for current transport in other place { hasTransport = true; (*i)->BuildCreateUpdateBlockForPlayer(&transData, player); } } WorldPacket packet; transData.BuildPacket(&packet, hasTransport); player->GetSession()->SendPacket(&packet); } void Map::SendRemoveTransports( Player * player ) { // Hack to send out transports MapManager::TransportMap& tmap = MapManager::Instance().m_TransportsByMap; // no transports at map if (tmap.find(player->GetMapId()) == tmap.end()) return; UpdateData transData; MapManager::TransportSet& tset = tmap[player->GetMapId()]; // except used transport for (MapManager::TransportSet::iterator i = tset.begin(); i != tset.end(); ++i) if(player->GetTransport() != (*i)) (*i)->BuildOutOfRangeUpdateBlock(&transData); WorldPacket packet; transData.BuildPacket(&packet); player->GetSession()->SendPacket(&packet); } inline void Map::setNGrid(NGridType *grid, uint32 x, uint32 y) { if(x >= MAX_NUMBER_OF_GRIDS || y >= MAX_NUMBER_OF_GRIDS) { sLog.outError("map::setNGrid() Invalid grid coordinates found: %d, %d!",x,y); assert(false); } i_grids[x][y] = grid; } void Map::DoDelayedMovesAndRemoves() { MoveAllCreaturesInMoveList(); RemoveAllObjectsInRemoveList(); } void Map::AddObjectToRemoveList(WorldObject *obj) { assert(obj->GetMapId()==GetId() && obj->GetInstanceId()==GetInstanceId()); i_objectsToRemove.insert(obj); //sLog.outDebug("Object (GUID: %u TypeId: %u ) added to removing list.",obj->GetGUIDLow(),obj->GetTypeId()); } void Map::RemoveAllObjectsInRemoveList() { if(i_objectsToRemove.empty()) return; //sLog.outDebug("Object remover 1 check."); while(!i_objectsToRemove.empty()) { WorldObject* obj = *i_objectsToRemove.begin(); i_objectsToRemove.erase(i_objectsToRemove.begin()); switch(obj->GetTypeId()) { case TYPEID_CORPSE: { Corpse* corpse = ObjectAccessor::Instance().GetCorpse(*obj, obj->GetGUID()); if (!corpse) sLog.outError("ERROR: Try delete corpse/bones %u that not in map", obj->GetGUIDLow()); else Remove(corpse,true); break; } case TYPEID_DYNAMICOBJECT: Remove((DynamicObject*)obj,true); break; case TYPEID_GAMEOBJECT: Remove((GameObject*)obj,true); break; case TYPEID_UNIT: // in case triggered sequence some spell can continue casting after prev CleanupsBeforeDelete call // make sure that like sources auras/etc removed before destructor start ((Creature*)obj)->CleanupsBeforeDelete (); Remove((Creature*)obj,true); break; default: sLog.outError("Non-grid object (TypeId: %u) in grid object removing list, ignored.",obj->GetTypeId()); break; } } //sLog.outDebug("Object remover 2 check."); } bool Map::CanUnload(const uint32 &diff) { if(!m_unloadTimer) return false; if(m_unloadTimer < diff) return true; m_unloadTimer -= diff; return false; } uint32 Map::GetPlayersCountExceptGMs() const { uint32 count = 0; for(MapRefManager::const_iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr) if(!itr->getSource()->isGameMaster()) ++count; return count; } void Map::SendToPlayers(WorldPacket const* data) const { for(MapRefManager::const_iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr) itr->getSource()->GetSession()->SendPacket(data); } bool Map::PlayersNearGrid(uint32 x, uint32 y) const { CellPair cell_min(x*MAX_NUMBER_OF_CELLS, y*MAX_NUMBER_OF_CELLS); CellPair cell_max(cell_min.x_coord + MAX_NUMBER_OF_CELLS, cell_min.y_coord+MAX_NUMBER_OF_CELLS); cell_min << 2; cell_min -= 2; cell_max >> 2; cell_max += 2; for(MapRefManager::const_iterator iter = m_mapRefManager.begin(); iter != m_mapRefManager.end(); ++iter) { Player* plr = iter->getSource(); CellPair p = Trinity::ComputeCellPair(plr->GetPositionX(), plr->GetPositionY()); if( (cell_min.x_coord <= p.x_coord && p.x_coord <= cell_max.x_coord) && (cell_min.y_coord <= p.y_coord && p.y_coord <= cell_max.y_coord) ) return true; } return false; } template void Map::Add(Corpse *); template void Map::Add(Creature *); template void Map::Add(GameObject *); template void Map::Add(DynamicObject *); template void Map::Remove(Corpse *,bool); template void Map::Remove(Creature *,bool); template void Map::Remove(GameObject *, bool); template void Map::Remove(DynamicObject *, bool); /* ******* Dungeon Instance Maps ******* */ InstanceMap::InstanceMap(uint32 id, time_t expiry, uint32 InstanceId, uint8 SpawnMode) : Map(id, expiry, InstanceId, SpawnMode), i_data(NULL), m_resetAfterUnload(false), m_unloadWhenEmpty(false) { // the timer is started by default, and stopped when the first player joins // this make sure it gets unloaded if for some reason no player joins m_unloadTimer = std::max(sWorld.getConfig(CONFIG_INSTANCE_UNLOAD_DELAY), (uint32)MIN_UNLOAD_DELAY); } InstanceMap::~InstanceMap() { if(i_data) { delete i_data; i_data = NULL; } } /* Do map specific checks to see if the player can enter */ bool InstanceMap::CanEnter(Player *player) { if(player->GetMapRef().getTarget() == this) { sLog.outError("InstanceMap::CanEnter - player %s(%u) already in map %d,%d,%d!", player->GetName(), player->GetGUIDLow(), GetId(), GetInstanceId(), GetSpawnMode()); assert(false); return false; } // cannot enter if the instance is full (player cap), GMs don't count InstanceTemplate const* iTemplate = objmgr.GetInstanceTemplate(GetId()); if (!player->isGameMaster() && GetPlayersCountExceptGMs() >= iTemplate->maxPlayers) { sLog.outDetail("MAP: Instance '%u' of map '%s' cannot have more than '%u' players. Player '%s' rejected", GetInstanceId(), GetMapName(), iTemplate->maxPlayers, player->GetName()); player->SendTransferAborted(GetId(), TRANSFER_ABORT_MAX_PLAYERS); return false; } // cannot enter while players in the instance are in combat Group *pGroup = player->GetGroup(); if(!player->isGameMaster() && pGroup && pGroup->InCombatToInstance(GetInstanceId()) && player->isAlive() && player->GetMapId() != GetId()) { player->SendTransferAborted(GetId(), TRANSFER_ABORT_ZONE_IN_COMBAT); return false; } return Map::CanEnter(player); } /* Do map specific checks and add the player to the map if successful. */ bool InstanceMap::Add(Player *player) { // TODO: Not sure about checking player level: already done in HandleAreaTriggerOpcode // GMs still can teleport player in instance. // Is it needed? { Guard guard(*this); if(!CanEnter(player)) return false; // get or create an instance save for the map InstanceSave *mapSave = sInstanceSaveManager.GetInstanceSave(GetInstanceId()); if(!mapSave) { sLog.outDetail("InstanceMap::Add: creating instance save for map %d spawnmode %d with instance id %d", GetId(), GetSpawnMode(), GetInstanceId()); mapSave = sInstanceSaveManager.AddInstanceSave(GetId(), GetInstanceId(), GetSpawnMode(), 0, true); } // check for existing instance binds InstancePlayerBind *playerBind = player->GetBoundInstance(GetId(), GetSpawnMode()); if(playerBind && playerBind->perm) { // cannot enter other instances if bound permanently if(playerBind->save != mapSave) { sLog.outError("InstanceMap::Add: player %s(%d) is permanently bound to instance %d,%d,%d,%d,%d,%d but he is being put in instance %d,%d,%d,%d,%d,%d", player->GetName(), player->GetGUIDLow(), playerBind->save->GetMapId(), playerBind->save->GetInstanceId(), playerBind->save->GetDifficulty(), playerBind->save->GetPlayerCount(), playerBind->save->GetGroupCount(), playerBind->save->CanReset(), mapSave->GetMapId(), mapSave->GetInstanceId(), mapSave->GetDifficulty(), mapSave->GetPlayerCount(), mapSave->GetGroupCount(), mapSave->CanReset()); assert(false); } } else { Group *pGroup = player->GetGroup(); if(pGroup) { // solo saves should be reset when entering a group InstanceGroupBind *groupBind = pGroup->GetBoundInstance(GetId(), GetSpawnMode()); if(playerBind) { sLog.outError("InstanceMap::Add: player %s(%d) is being put in instance %d,%d,%d,%d,%d,%d but he is in group %d and is bound to instance %d,%d,%d,%d,%d,%d!", player->GetName(), player->GetGUIDLow(), mapSave->GetMapId(), mapSave->GetInstanceId(), mapSave->GetDifficulty(), mapSave->GetPlayerCount(), mapSave->GetGroupCount(), mapSave->CanReset(), GUID_LOPART(pGroup->GetLeaderGUID()), playerBind->save->GetMapId(), playerBind->save->GetInstanceId(), playerBind->save->GetDifficulty(), playerBind->save->GetPlayerCount(), playerBind->save->GetGroupCount(), playerBind->save->CanReset()); if(groupBind) sLog.outError("InstanceMap::Add: the group is bound to instance %d,%d,%d,%d,%d,%d", groupBind->save->GetMapId(), groupBind->save->GetInstanceId(), groupBind->save->GetDifficulty(), groupBind->save->GetPlayerCount(), groupBind->save->GetGroupCount(), groupBind->save->CanReset()); assert(false); } // bind to the group or keep using the group save if(!groupBind) pGroup->BindToInstance(mapSave, false); else { // cannot jump to a different instance without resetting it if(groupBind->save != mapSave) { sLog.outError("InstanceMap::Add: player %s(%d) is being put in instance %d,%d,%d but he is in group %d which is bound to instance %d,%d,%d!", player->GetName(), player->GetGUIDLow(), mapSave->GetMapId(), mapSave->GetInstanceId(), mapSave->GetDifficulty(), GUID_LOPART(pGroup->GetLeaderGUID()), groupBind->save->GetMapId(), groupBind->save->GetInstanceId(), groupBind->save->GetDifficulty()); if(mapSave) sLog.outError("MapSave players: %d, group count: %d", mapSave->GetPlayerCount(), mapSave->GetGroupCount()); else sLog.outError("MapSave NULL"); if(groupBind->save) sLog.outError("GroupBind save players: %d, group count: %d", groupBind->save->GetPlayerCount(), groupBind->save->GetGroupCount()); else sLog.outError("GroupBind save NULL"); assert(false); } // if the group/leader is permanently bound to the instance // players also become permanently bound when they enter if(groupBind->perm) { WorldPacket data(SMSG_INSTANCE_SAVE_CREATED, 4); data << uint32(0); player->GetSession()->SendPacket(&data); player->BindToInstance(mapSave, true); } } } else { // set up a solo bind or continue using it if(!playerBind) player->BindToInstance(mapSave, false); else // cannot jump to a different instance without resetting it assert(playerBind->save == mapSave); } } if(i_data) i_data->OnPlayerEnter(player); SetResetSchedule(false); player->SendInitWorldStates(); sLog.outDetail("MAP: Player '%s' entered the instance '%u' of map '%s'", player->GetName(), GetInstanceId(), GetMapName()); // initialize unload state m_unloadTimer = 0; m_resetAfterUnload = false; m_unloadWhenEmpty = false; } // this will acquire the same mutex so it cannot be in the previous block Map::Add(player); return true; } void InstanceMap::Update(const uint32& t_diff) { Map::Update(t_diff); if(i_data) i_data->Update(t_diff); } void InstanceMap::Remove(Player *player, bool remove) { sLog.outDetail("MAP: Removing player '%s' from instance '%u' of map '%s' before relocating to other map", player->GetName(), GetInstanceId(), GetMapName()); SetResetSchedule(true); //if last player set unload timer if(!m_unloadTimer && m_mapRefManager.getSize() == 1) m_unloadTimer = m_unloadWhenEmpty ? MIN_UNLOAD_DELAY : std::max(sWorld.getConfig(CONFIG_INSTANCE_UNLOAD_DELAY), (uint32)MIN_UNLOAD_DELAY); Map::Remove(player, remove); } Creature * Map::GetCreatureInMap(uint64 guid) { Creature * obj = HashMapHolder::Find(guid); if(obj && obj->GetInstanceId() != GetInstanceId()) obj = NULL; return obj; } GameObject * Map::GetGameObjectInMap(uint64 guid) { GameObject * obj = HashMapHolder::Find(guid); if(obj && obj->GetInstanceId() != GetInstanceId()) obj = NULL; return obj; } void InstanceMap::CreateInstanceData(bool load) { if(i_data != NULL) return; InstanceTemplate const* mInstance = objmgr.GetInstanceTemplate(GetId()); if (mInstance) { i_script_id = mInstance->script_id; i_data = Script->CreateInstanceData(this); } if(!i_data) return; if(load) { // TODO: make a global storage for this QueryResult* result = CharacterDatabase.PQuery("SELECT data FROM instance WHERE map = '%u' AND id = '%u'", GetId(), i_InstanceId); if (result) { Field* fields = result->Fetch(); const char* data = fields[0].GetString(); if(data) { sLog.outDebug("Loading instance data for `%s` with id %u", objmgr.GetScriptName(i_script_id), i_InstanceId); i_data->Load(data); } delete result; } } else { sLog.outDebug("New instance data, \"%s\" ,initialized!", objmgr.GetScriptName(i_script_id)); i_data->Initialize(); } } /* Returns true if there are no players in the instance */ bool InstanceMap::Reset(uint8 method) { // note: since the map may not be loaded when the instance needs to be reset // the instance must be deleted from the DB by InstanceSaveManager if(HavePlayers()) { if(method == INSTANCE_RESET_ALL) { // notify the players to leave the instance so it can be reset for(MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr) itr->getSource()->SendResetFailedNotify(GetId()); } else { if(method == INSTANCE_RESET_GLOBAL) { // set the homebind timer for players inside (1 minute) for(MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr) itr->getSource()->m_InstanceValid = false; } // the unload timer is not started // instead the map will unload immediately after the players have left m_unloadWhenEmpty = true; m_resetAfterUnload = true; } } else { // unloaded at next update m_unloadTimer = MIN_UNLOAD_DELAY; m_resetAfterUnload = true; } return m_mapRefManager.isEmpty(); } void InstanceMap::PermBindAllPlayers(Player *player) { InstanceSave *save = sInstanceSaveManager.GetInstanceSave(GetInstanceId()); if(!save) { sLog.outError("Cannot bind players, no instance save available for map!\n"); return; } Group *group = player->GetGroup(); // group members outside the instance group don't get bound for(MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr) { Player* plr = itr->getSource(); // players inside an instance cannot be bound to other instances // some players may already be permanently bound, in this case nothing happens InstancePlayerBind *bind = plr->GetBoundInstance(save->GetMapId(), save->GetDifficulty()); if(!bind || !bind->perm) { plr->BindToInstance(save, true); WorldPacket data(SMSG_INSTANCE_SAVE_CREATED, 4); data << uint32(0); plr->GetSession()->SendPacket(&data); } // if the leader is not in the instance the group will not get a perm bind if(group && group->GetLeaderGUID() == plr->GetGUID()) group->BindToInstance(save, true); } } time_t InstanceMap::GetResetTime() { InstanceSave *save = sInstanceSaveManager.GetInstanceSave(GetInstanceId()); return save ? save->GetDifficulty() : DIFFICULTY_NORMAL; } void InstanceMap::UnloadAll(bool pForce) { if(HavePlayers()) { sLog.outError("InstanceMap::UnloadAll: there are still players in the instance at unload, should not happen!"); for(MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr) { Player* plr = itr->getSource(); plr->TeleportTo(plr->m_homebindMapId, plr->m_homebindX, plr->m_homebindY, plr->m_homebindZ, plr->GetOrientation()); } } if(m_resetAfterUnload == true) objmgr.DeleteRespawnTimeForInstance(GetInstanceId()); Map::UnloadAll(pForce); } void InstanceMap::SendResetWarnings(uint32 timeLeft) const { for(MapRefManager::const_iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr) itr->getSource()->SendInstanceResetWarning(GetId(), timeLeft); } void InstanceMap::SetResetSchedule(bool on) { // only for normal instances // the reset time is only scheduled when there are no payers inside // it is assumed that the reset time will rarely (if ever) change while the reset is scheduled if(!HavePlayers() && !IsRaid() && !IsHeroic()) { InstanceSave *save = sInstanceSaveManager.GetInstanceSave(GetInstanceId()); if(!save) sLog.outError("InstanceMap::SetResetSchedule: cannot turn schedule %s, no save available for instance %d of %d", on ? "on" : "off", GetInstanceId(), GetId()); else sInstanceSaveManager.ScheduleReset(on, save->GetResetTime(), InstanceSaveManager::InstResetEvent(0, GetId(), GetInstanceId())); } } /* ******* Battleground Instance Maps ******* */ BattleGroundMap::BattleGroundMap(uint32 id, time_t expiry, uint32 InstanceId) : Map(id, expiry, InstanceId, DIFFICULTY_NORMAL) { } BattleGroundMap::~BattleGroundMap() { } bool BattleGroundMap::CanEnter(Player * player) { if(player->GetMapRef().getTarget() == this) { sLog.outError("BGMap::CanEnter - player %u already in map!", player->GetGUIDLow()); assert(false); return false; } if(player->GetBattleGroundId() != GetInstanceId()) return false; // player number limit is checked in bgmgr, no need to do it here return Map::CanEnter(player); } bool BattleGroundMap::Add(Player * player) { { Guard guard(*this); if(!CanEnter(player)) return false; // reset instance validity, battleground maps do not homebind player->m_InstanceValid = true; } return Map::Add(player); } void BattleGroundMap::Remove(Player *player, bool remove) { sLog.outDetail("MAP: Removing player '%s' from bg '%u' of map '%s' before relocating to other map", player->GetName(), GetInstanceId(), GetMapName()); Map::Remove(player, remove); } void BattleGroundMap::SetUnload() { m_unloadTimer = MIN_UNLOAD_DELAY; } void BattleGroundMap::UnloadAll(bool pForce) { while(HavePlayers()) { Player * plr = m_mapRefManager.getFirst()->getSource(); if(plr) (plr)->TeleportTo(plr->m_homebindMapId, plr->m_homebindX, plr->m_homebindY, plr->m_homebindZ, plr->GetOrientation()); // TeleportTo removes the player from this map (if the map exists) -> calls BattleGroundMap::Remove -> invalidates the iterator. // just in case, remove the player from the list explicitly here as well to prevent a possible infinite loop // note that this remove is not needed if the code works well in other places plr->GetMapRef().unlink(); } Map::UnloadAll(pForce); }