root/trunk/src/game/Map.cpp @ 111

Revision 102, 63.1 kB (checked in by yumileroy, 17 years ago)

[svn] Fixed copyright notices to comply with GPL.

Original author: w12x
Date: 2008-10-23 03:29:52-05:00

Line 
1/*
2 * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
3 *
4 * Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
5 *
6 * This program is free software; you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation; either version 2 of the License, or
9 * (at your option) any later version.
10 *
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
15 *
16 * You should have received a copy of the GNU General Public License
17 * along with this program; if not, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 */
20
21#include "MapManager.h"
22#include "Player.h"
23#include "GridNotifiers.h"
24#include "WorldSession.h"
25#include "Log.h"
26#include "GridStates.h"
27#include "CellImpl.h"
28#include "InstanceData.h"
29#include "Map.h"
30#include "GridNotifiersImpl.h"
31#include "Config/ConfigEnv.h"
32#include "Transports.h"
33#include "ObjectAccessor.h"
34#include "ObjectMgr.h"
35#include "World.h"
36#include "ScriptCalls.h"
37#include "Group.h"
38
39#include "MapInstanced.h"
40#include "InstanceSaveMgr.h"
41#include "VMapFactory.h"
42
43#define DEFAULT_GRID_EXPIRY     300
44#define MAX_GRID_LOAD_TIME      50
45
46// magic *.map header
47const char MAP_MAGIC[] = "MAP_2.00";
48
49GridState* si_GridStates[MAX_GRID_STATE];
50
51Map::~Map()
52{
53    UnloadAll(true);
54}
55
56bool Map::ExistMap(uint32 mapid,int x,int y)
57{
58    int len = sWorld.GetDataPath().length()+strlen("maps/%03u%02u%02u.map")+1;
59    char* tmp = new char[len];
60    snprintf(tmp, len, (char *)(sWorld.GetDataPath()+"maps/%03u%02u%02u.map").c_str(),mapid,x,y);
61
62    FILE *pf=fopen(tmp,"rb");
63
64    if(!pf)
65    {
66        sLog.outError("Check existing of map file '%s': not exist!",tmp);
67        delete[] tmp;
68        return false;
69    }
70
71    char magic[8];
72    fread(magic,1,8,pf);
73    if(strncmp(MAP_MAGIC,magic,8))
74    {
75        sLog.outError("Map file '%s' is non-compatible version (outdated?). Please, create new using ad.exe program.",tmp);
76        delete [] tmp;
77        fclose(pf);                                         //close file before return
78        return false;
79    }
80
81    delete [] tmp;
82    fclose(pf);
83
84    return true;
85}
86
87bool Map::ExistVMap(uint32 mapid,int x,int y)
88{
89    if(VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager())
90    {
91        if(vmgr->isMapLoadingEnabled())
92        {
93                                                            // x and y are swaped !! => fixed now
94            bool exists = vmgr->existsMap((sWorld.GetDataPath()+ "vmaps").c_str(),  mapid, x,y);
95            if(!exists)
96            {
97                std::string name = vmgr->getDirFileName(mapid,x,y);
98                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());
99                return false;
100            }
101        }
102    }
103
104    return true;
105}
106
107void Map::LoadVMap(int x,int y)
108{
109                                                            // x and y are swaped !!
110    int vmapLoadResult = VMAP::VMapFactory::createOrGetVMapManager()->loadMap((sWorld.GetDataPath()+ "vmaps").c_str(),  GetId(), x,y);
111    switch(vmapLoadResult)
112    {
113        case VMAP::VMAP_LOAD_RESULT_OK:
114            sLog.outDetail("VMAP loaded name:%s, id:%d, x:%d, y:%d (vmap rep.: x:%d, y:%d)", GetMapName(), GetId(), x,y, x,y);
115            break;
116        case VMAP::VMAP_LOAD_RESULT_ERROR:
117            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);
118            break;
119        case VMAP::VMAP_LOAD_RESULT_IGNORED:
120            DEBUG_LOG("Ignored VMAP name:%s, id:%d, x:%d, y:%d (vmap rep.: x:%d, y:%d)", GetMapName(), GetId(), x,y, x,y);
121            break;
122    }
123}
124
125void Map::LoadMap(uint32 mapid, uint32 instanceid, int x,int y)
126{
127    if( instanceid != 0 )
128    {
129        if(GridMaps[x][y])
130            return;
131
132        Map* baseMap = const_cast<Map*>(MapManager::Instance().GetBaseMap(mapid));
133
134        // load gridmap for base map
135        if (!baseMap->GridMaps[x][y])
136            baseMap->EnsureGridCreated(GridPair(63-x,63-y));
137
138//+++        if (!baseMap->GridMaps[x][y])  don't check for GridMaps[gx][gy], we need the management for vmaps
139//            return;
140
141        ((MapInstanced*)(baseMap))->AddGridMapReference(GridPair(x,y));
142        baseMap->SetUnloadFlag(GridPair(63-x,63-y), false);
143        GridMaps[x][y] = baseMap->GridMaps[x][y];
144        return;
145    }
146
147    //map already load, delete it before reloading (Is it neccessary? Do we really need the abilty the reload maps during runtime?)
148    if(GridMaps[x][y])
149    {
150        sLog.outDetail("Unloading already loaded map %u before reloading.",mapid);
151        delete (GridMaps[x][y]);
152        GridMaps[x][y]=NULL;
153    }
154
155    // map file name
156    char *tmp=NULL;
157    // Pihhan: dataPath length + "maps/" + 3+2+2+ ".map" length may be > 32 !
158    int len = sWorld.GetDataPath().length()+strlen("maps/%03u%02u%02u.map")+1;
159    tmp = new char[len];
160    snprintf(tmp, len, (char *)(sWorld.GetDataPath()+"maps/%03u%02u%02u.map").c_str(),mapid,x,y);
161    sLog.outDetail("Loading map %s",tmp);
162    // loading data
163    FILE *pf=fopen(tmp,"rb");
164    if(!pf)
165    {
166        delete [] tmp;
167        return;
168    }
169
170    char magic[8];
171    fread(magic,1,8,pf);
172    if(strncmp(MAP_MAGIC,magic,8))
173    {
174        sLog.outError("Map file '%s' is non-compatible version (outdated?). Please, create new using ad.exe program.",tmp);
175        delete [] tmp;
176        fclose(pf);                                         //close file before return
177        return;
178    }
179    delete []  tmp;
180
181    GridMap * buf= new GridMap;
182    fread(buf,1,sizeof(GridMap),pf);
183    fclose(pf);
184
185    GridMaps[x][y] = buf;
186}
187
188void Map::LoadMapAndVMap(uint32 mapid, uint32 instanceid, int x,int y)
189{
190    LoadMap(mapid,instanceid,x,y);
191    if(instanceid == 0)
192        LoadVMap(x, y);                                     // Only load the data for the base map
193}
194
195void Map::InitStateMachine()
196{
197    si_GridStates[GRID_STATE_INVALID] = new InvalidState;
198    si_GridStates[GRID_STATE_ACTIVE] = new ActiveState;
199    si_GridStates[GRID_STATE_IDLE] = new IdleState;
200    si_GridStates[GRID_STATE_REMOVAL] = new RemovalState;
201}
202
203void Map::DeleteStateMachine()
204{
205    delete si_GridStates[GRID_STATE_INVALID];
206    delete si_GridStates[GRID_STATE_ACTIVE];
207    delete si_GridStates[GRID_STATE_IDLE];
208    delete si_GridStates[GRID_STATE_REMOVAL];
209}
210
211Map::Map(uint32 id, time_t expiry, uint32 InstanceId, uint8 SpawnMode)
212  : i_id(id), i_gridExpiry(expiry), i_mapEntry (sMapStore.LookupEntry(id)),
213 i_InstanceId(InstanceId), i_spawnMode(SpawnMode), m_unloadTimer(0)
214{
215    for(unsigned int idx=0; idx < MAX_NUMBER_OF_GRIDS; ++idx)
216    {
217        for(unsigned int j=0; j < MAX_NUMBER_OF_GRIDS; ++j)
218        {
219            //z code
220            GridMaps[idx][j] =NULL;
221            setNGrid(NULL, idx, j);
222        }
223    }
224}
225
226// Template specialization of utility methods
227template<class T>
228void Map::AddToGrid(T* obj, NGridType *grid, Cell const& cell)
229{
230    (*grid)(cell.CellX(), cell.CellY()).template AddGridObject<T>(obj, obj->GetGUID());
231}
232
233template<>
234void Map::AddToGrid(Player* obj, NGridType *grid, Cell const& cell)
235{
236    (*grid)(cell.CellX(), cell.CellY()).AddWorldObject(obj, obj->GetGUID());
237}
238
239template<>
240void Map::AddToGrid(Corpse *obj, NGridType *grid, Cell const& cell)
241{
242    // add to world object registry in grid
243    if(obj->GetType()!=CORPSE_BONES)
244    {
245        (*grid)(cell.CellX(), cell.CellY()).AddWorldObject(obj, obj->GetGUID());
246    }
247    // add to grid object store
248    else
249    {
250        (*grid)(cell.CellX(), cell.CellY()).AddGridObject(obj, obj->GetGUID());
251    }
252}
253
254template<>
255void Map::AddToGrid(Creature* obj, NGridType *grid, Cell const& cell)
256{
257    // add to world object registry in grid
258    if(obj->isPet())
259    {
260        (*grid)(cell.CellX(), cell.CellY()).AddWorldObject<Creature>(obj, obj->GetGUID());
261        obj->SetCurrentCell(cell);
262    }
263    // add to grid object store
264    else
265    {
266        (*grid)(cell.CellX(), cell.CellY()).AddGridObject<Creature>(obj, obj->GetGUID());
267        obj->SetCurrentCell(cell);
268    }
269}
270
271template<class T>
272void Map::RemoveFromGrid(T* obj, NGridType *grid, Cell const& cell)
273{
274    (*grid)(cell.CellX(), cell.CellY()).template RemoveGridObject<T>(obj, obj->GetGUID());
275}
276
277template<>
278void Map::RemoveFromGrid(Player* obj, NGridType *grid, Cell const& cell)
279{
280    (*grid)(cell.CellX(), cell.CellY()).RemoveWorldObject(obj, obj->GetGUID());
281}
282
283template<>
284void Map::RemoveFromGrid(Corpse *obj, NGridType *grid, Cell const& cell)
285{
286    // remove from world object registry in grid
287    if(obj->GetType()!=CORPSE_BONES)
288    {
289        (*grid)(cell.CellX(), cell.CellY()).RemoveWorldObject(obj, obj->GetGUID());
290    }
291    // remove from grid object store
292    else
293    {
294        (*grid)(cell.CellX(), cell.CellY()).RemoveGridObject(obj, obj->GetGUID());
295    }
296}
297
298template<>
299void Map::RemoveFromGrid(Creature* obj, NGridType *grid, Cell const& cell)
300{
301    // remove from world object registry in grid
302    if(obj->isPet())
303    {
304        (*grid)(cell.CellX(), cell.CellY()).RemoveWorldObject<Creature>(obj, obj->GetGUID());
305    }
306    // remove from grid object store
307    else
308    {
309        (*grid)(cell.CellX(), cell.CellY()).RemoveGridObject<Creature>(obj, obj->GetGUID());
310    }
311}
312
313template<class T>
314void Map::DeleteFromWorld(T* obj)
315{
316    // Note: In case resurrectable corpse and pet its removed from gloabal lists in own destructors
317    delete obj;
318}
319
320template<class T>
321void Map::AddNotifier(T* , Cell const& , CellPair const& )
322{
323}
324
325template<>
326void Map::AddNotifier(Player* obj, Cell const& cell, CellPair const& cellpair)
327{
328    PlayerRelocationNotify(obj,cell,cellpair);
329}
330
331template<>
332void Map::AddNotifier(Creature* obj, Cell const& cell, CellPair const& cellpair)
333{
334    CreatureRelocationNotify(obj,cell,cellpair);
335}
336
337void
338Map::EnsureGridCreated(const GridPair &p)
339{
340    if(!getNGrid(p.x_coord, p.y_coord))
341    {
342        Guard guard(*this);
343        if(!getNGrid(p.x_coord, p.y_coord))
344        {
345            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)),
346                p.x_coord, p.y_coord);
347
348            // build a linkage between this map and NGridType
349            buildNGridLinkage(getNGrid(p.x_coord, p.y_coord));
350
351            getNGrid(p.x_coord, p.y_coord)->SetGridState(GRID_STATE_IDLE);
352
353            //z coord
354            int gx=63-p.x_coord;
355            int gy=63-p.y_coord;
356
357            if(!GridMaps[gx][gy])
358                Map::LoadMapAndVMap(i_id,i_InstanceId,gx,gy);
359        }
360    }
361}
362
363void
364Map::EnsureGridLoadedForPlayer(const Cell &cell, Player *player, bool add_player)
365{
366    EnsureGridCreated(GridPair(cell.GridX(), cell.GridY()));
367    NGridType *grid = getNGrid(cell.GridX(), cell.GridY());
368
369    assert(grid != NULL);
370    if( !isGridObjectDataLoaded(cell.GridX(), cell.GridY()) )
371    {
372        if( player != NULL )
373        {
374            player->SendDelayResponse(MAX_GRID_LOAD_TIME);
375            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);
376        }
377        else
378        {
379            DEBUG_LOG("Player nearby triggers of loading grid [%u,%u] on map %u", cell.GridX(), cell.GridY(), i_id);
380        }
381
382        ObjectGridLoader loader(*grid, this, cell);
383        loader.LoadN();
384        setGridObjectDataLoaded(true, cell.GridX(), cell.GridY());
385
386        // Add resurrectable corpses to world object list in grid
387        ObjectAccessor::Instance().AddCorpsesToGrid(GridPair(cell.GridX(),cell.GridY()),(*grid)(cell.CellX(), cell.CellY()), this);
388
389        ResetGridExpiry(*getNGrid(cell.GridX(), cell.GridY()), 0.1f);
390        grid->SetGridState(GRID_STATE_ACTIVE);
391
392        if( add_player && player != NULL )
393            (*grid)(cell.CellX(), cell.CellY()).AddWorldObject(player, player->GetGUID());
394    }
395    else if( player && add_player )
396        AddToGrid(player,grid,cell);
397}
398
399void
400Map::LoadGrid(const Cell& cell, bool no_unload)
401{
402    EnsureGridCreated(GridPair(cell.GridX(), cell.GridY()));
403    NGridType *grid = getNGrid(cell.GridX(), cell.GridY());
404
405    assert(grid != NULL);
406    if( !isGridObjectDataLoaded(cell.GridX(), cell.GridY()) )
407    {
408        ObjectGridLoader loader(*grid, this, cell);
409        loader.LoadN();
410
411        // Add resurrectable corpses to world object list in grid
412        ObjectAccessor::Instance().AddCorpsesToGrid(GridPair(cell.GridX(),cell.GridY()),(*grid)(cell.CellX(), cell.CellY()), this);
413
414        setGridObjectDataLoaded(true,cell.GridX(), cell.GridY());
415        if(no_unload)
416            getNGrid(cell.GridX(), cell.GridY())->setUnloadFlag(false);
417    }
418    LoadVMap(63-cell.GridX(),63-cell.GridY());
419}
420
421bool Map::Add(Player *player)
422{
423    player->SetInstanceId(this->GetInstanceId());
424
425    // update player state for other player and visa-versa
426    CellPair p = Trinity::ComputeCellPair(player->GetPositionX(), player->GetPositionY());
427    Cell cell(p);
428    EnsureGridLoadedForPlayer(cell, player, true);
429    player->AddToWorld();
430
431    SendInitSelf(player);
432    SendInitTransports(player);
433
434    UpdatePlayerVisibility(player,cell,p);
435    UpdateObjectsVisibilityFor(player,cell,p);
436
437    AddNotifier(player,cell,p);
438    return true;
439}
440
441template<class T>
442void
443Map::Add(T *obj)
444{
445    CellPair p = Trinity::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY());
446
447    assert(obj);
448
449    if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP )
450    {
451        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);
452        return;
453    }
454
455    Cell cell(p);
456    EnsureGridCreated(GridPair(cell.GridX(), cell.GridY()));
457    NGridType *grid = getNGrid(cell.GridX(), cell.GridY());
458    assert( grid != NULL );
459
460    AddToGrid(obj,grid,cell);
461    obj->AddToWorld();
462
463    DEBUG_LOG("Object %u enters grid[%u,%u]", GUID_LOPART(obj->GetGUID()), cell.GridX(), cell.GridY());
464
465    UpdateObjectVisibility(obj,cell,p);
466
467    AddNotifier(obj,cell,p);
468}
469
470void Map::MessageBroadcast(Player *player, WorldPacket *msg, bool to_self)
471{
472    CellPair p = Trinity::ComputeCellPair(player->GetPositionX(), player->GetPositionY());
473
474    if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP )
475    {
476        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);
477        return;
478    }
479
480    Cell cell(p);
481    cell.data.Part.reserved = ALL_DISTRICT;
482
483    if( !loaded(GridPair(cell.data.Part.grid_x, cell.data.Part.grid_y)) )
484        return;
485
486    Trinity::MessageDeliverer post_man(*player, msg, to_self);
487    TypeContainerVisitor<Trinity::MessageDeliverer, WorldTypeMapContainer > message(post_man);
488    CellLock<ReadGuard> cell_lock(cell, p);
489    cell_lock->Visit(cell_lock, message, *this);
490}
491
492void Map::MessageBroadcast(WorldObject *obj, WorldPacket *msg)
493{
494    CellPair p = Trinity::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY());
495
496    if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP )
497    {
498        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);
499        return;
500    }
501
502    Cell cell(p);
503    cell.data.Part.reserved = ALL_DISTRICT;
504    cell.SetNoCreate();
505
506    if( !loaded(GridPair(cell.data.Part.grid_x, cell.data.Part.grid_y)) )
507        return;
508
509    Trinity::ObjectMessageDeliverer post_man(msg);
510    TypeContainerVisitor<Trinity::ObjectMessageDeliverer, WorldTypeMapContainer > message(post_man);
511    CellLock<ReadGuard> cell_lock(cell, p);
512    cell_lock->Visit(cell_lock, message, *this);
513}
514
515void Map::MessageDistBroadcast(Player *player, WorldPacket *msg, float dist, bool to_self, bool own_team_only)
516{
517    CellPair p = Trinity::ComputeCellPair(player->GetPositionX(), player->GetPositionY());
518
519    if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP )
520    {
521        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);
522        return;
523    }
524
525    Cell cell(p);
526    cell.data.Part.reserved = ALL_DISTRICT;
527
528    if( !loaded(GridPair(cell.data.Part.grid_x, cell.data.Part.grid_y)) )
529        return;
530
531    Trinity::MessageDistDeliverer post_man(*player, msg, dist, to_self, own_team_only);
532    TypeContainerVisitor<Trinity::MessageDistDeliverer , WorldTypeMapContainer > message(post_man);
533    CellLock<ReadGuard> cell_lock(cell, p);
534    cell_lock->Visit(cell_lock, message, *this);
535}
536
537void Map::MessageDistBroadcast(WorldObject *obj, WorldPacket *msg, float dist)
538{
539    CellPair p = Trinity::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY());
540
541    if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP )
542    {
543        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);
544        return;
545    }
546
547    Cell cell(p);
548    cell.data.Part.reserved = ALL_DISTRICT;
549    cell.SetNoCreate();
550
551    if( !loaded(GridPair(cell.data.Part.grid_x, cell.data.Part.grid_y)) )
552        return;
553
554    Trinity::ObjectMessageDistDeliverer post_man(*obj, msg,dist);
555    TypeContainerVisitor<Trinity::ObjectMessageDistDeliverer, WorldTypeMapContainer > message(post_man);
556    CellLock<ReadGuard> cell_lock(cell, p);
557    cell_lock->Visit(cell_lock, message, *this);
558}
559
560bool Map::loaded(const GridPair &p) const
561{
562    return ( getNGrid(p.x_coord, p.y_coord) && isGridObjectDataLoaded(p.x_coord, p.y_coord) );
563}
564
565void Map::Update(const uint32 &t_diff)
566{
567    // 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 !
568    // This isn't really bother us, since as soon as we have instanced BG-s, the whole map unloads as the BG gets ended
569    if (IsBattleGroundOrArena())
570        return;
571
572    for (GridRefManager<NGridType>::iterator i = GridRefManager<NGridType>::begin(); i != GridRefManager<NGridType>::end(); )
573    {
574        NGridType *grid = i->getSource();
575        GridInfo *info = i->getSource()->getGridInfoRef();
576        ++i;                                                // The update might delete the map and we need the next map before the iterator gets invalid
577        assert(grid->GetGridState() >= 0 && grid->GetGridState() < MAX_GRID_STATE);
578        si_GridStates[grid->GetGridState()]->Update(*this, *grid, *info, grid->getX(), grid->getY(), t_diff);
579    }
580}
581
582void InstanceMap::Update(const uint32& t_diff)
583{
584    Map::Update(t_diff);
585
586    if(i_data)
587        i_data->Update(t_diff);
588}
589
590
591void Map::Remove(Player *player, bool remove)
592{
593    CellPair p = Trinity::ComputeCellPair(player->GetPositionX(), player->GetPositionY());
594    if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP)
595    {
596        // invalid coordinates
597        player->RemoveFromWorld();
598
599        if( remove )
600            DeleteFromWorld(player);
601
602        return;
603    }
604
605    Cell cell(p);
606
607    if( !getNGrid(cell.data.Part.grid_x, cell.data.Part.grid_y) )
608    {
609        sLog.outError("Map::Remove() i_grids was NULL x:%d, y:%d",cell.data.Part.grid_x,cell.data.Part.grid_y);
610        return;
611    }
612
613    DEBUG_LOG("Remove player %s from grid[%u,%u]", player->GetName(), cell.GridX(), cell.GridY());
614    NGridType *grid = getNGrid(cell.GridX(), cell.GridY());
615    assert(grid != NULL);
616
617    player->RemoveFromWorld();
618    RemoveFromGrid(player,grid,cell);
619
620    SendRemoveTransports(player);
621
622    UpdateObjectsVisibilityFor(player,cell,p);
623
624    if( remove )
625        DeleteFromWorld(player);
626}
627
628bool Map::RemoveBones(uint64 guid, float x, float y)
629{
630    if (IsRemovalGrid(x, y))
631    {
632        Corpse * corpse = ObjectAccessor::Instance().GetObjectInWorld(GetId(), x, y, guid, (Corpse*)NULL);
633        if(corpse && corpse->GetTypeId() == TYPEID_CORPSE && corpse->GetType() == CORPSE_BONES)
634            corpse->DeleteBonesFromWorld();
635        else
636            return false;
637    }
638    return true;
639}
640
641template<class T>
642void
643Map::Remove(T *obj, bool remove)
644{
645    CellPair p = Trinity::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY());
646    if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP )
647    {
648        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);
649        return;
650    }
651
652    Cell cell(p);
653    if( !loaded(GridPair(cell.data.Part.grid_x, cell.data.Part.grid_y)) )
654        return;
655
656    DEBUG_LOG("Remove object " I64FMTD " from grid[%u,%u]", obj->GetGUID(), cell.data.Part.grid_x, cell.data.Part.grid_y);
657    NGridType *grid = getNGrid(cell.GridX(), cell.GridY());
658    assert( grid != NULL );
659
660    obj->RemoveFromWorld();
661    RemoveFromGrid(obj,grid,cell);
662
663    UpdateObjectVisibility(obj,cell,p);
664
665    if( remove )
666    {
667        // if option set then object already saved at this moment
668        if(!sWorld.getConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATLY))
669            obj->SaveRespawnTime();
670        DeleteFromWorld(obj);
671    }
672}
673
674void
675Map::PlayerRelocation(Player *player, float x, float y, float z, float orientation)
676{
677    assert(player);
678
679    CellPair old_val = Trinity::ComputeCellPair(player->GetPositionX(), player->GetPositionY());
680    CellPair new_val = Trinity::ComputeCellPair(x, y);
681
682    Cell old_cell(old_val);
683    Cell new_cell(new_val);
684    new_cell |= old_cell;
685    bool same_cell = (new_cell == old_cell);
686
687    player->Relocate(x, y, z, orientation);
688
689    if( old_cell.DiffGrid(new_cell) || old_cell.DiffCell(new_cell) )
690    {
691        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());
692
693        // update player position for group at taxi flight
694        if(player->GetGroup() && player->isInFlight())
695            player->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION);
696
697        NGridType* oldGrid = getNGrid(old_cell.GridX(), old_cell.GridY());
698        RemoveFromGrid(player, oldGrid,old_cell);
699        if( !old_cell.DiffGrid(new_cell) )
700            AddToGrid(player, oldGrid,new_cell);
701
702        if( old_cell.DiffGrid(new_cell) )
703            EnsureGridLoadedForPlayer(new_cell, player, true);
704    }
705
706    // if move then update what player see and who seen
707    UpdatePlayerVisibility(player,new_cell,new_val);
708    UpdateObjectsVisibilityFor(player,new_cell,new_val);
709    PlayerRelocationNotify(player,new_cell,new_val);
710    NGridType* newGrid = getNGrid(new_cell.GridX(), new_cell.GridY());
711    if( !same_cell && newGrid->GetGridState()!= GRID_STATE_ACTIVE )
712    {
713        ResetGridExpiry(*newGrid, 0.1f);
714        newGrid->SetGridState(GRID_STATE_ACTIVE);
715    }
716}
717
718void
719Map::CreatureRelocation(Creature *creature, float x, float y, float z, float ang)
720{
721    assert(CheckGridIntegrity(creature,false));
722
723    Cell old_cell = creature->GetCurrentCell();
724
725    CellPair new_val = Trinity::ComputeCellPair(x, y);
726    Cell new_cell(new_val);
727
728    // delay creature move for grid/cell to grid/cell moves
729    if( old_cell.DiffCell(new_cell) || old_cell.DiffGrid(new_cell) )
730    {
731        #ifdef TRINITY_DEBUG
732        if((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES)==0)
733            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());
734        #endif
735        AddCreatureToMoveList(creature,x,y,z,ang);
736        // in diffcell/diffgrid case notifiers called at finishing move creature in Map::MoveAllCreaturesInMoveList
737    }
738    else
739    {
740        creature->Relocate(x, y, z, ang);
741        CreatureRelocationNotify(creature,new_cell,new_val);
742    }
743    assert(CheckGridIntegrity(creature,true));
744}
745
746void Map::AddCreatureToMoveList(Creature *c, float x, float y, float z, float ang)
747{
748    if(!c)
749        return;
750
751    i_creaturesToMove[c] = CreatureMover(x,y,z,ang);
752}
753
754void Map::MoveAllCreaturesInMoveList()
755{
756    while(!i_creaturesToMove.empty())
757    {
758        // get data and remove element;
759        CreatureMoveList::iterator iter = i_creaturesToMove.begin();
760        Creature* c = iter->first;
761        CreatureMover cm = iter->second;
762        i_creaturesToMove.erase(iter);
763
764        // calculate cells
765        CellPair new_val = Trinity::ComputeCellPair(cm.x, cm.y);
766        Cell new_cell(new_val);
767
768        // do move or do move to respawn or remove creature if previous all fail
769        if(CreatureCellRelocation(c,new_cell))
770        {
771            // update pos
772            c->Relocate(cm.x, cm.y, cm.z, cm.ang);
773            CreatureRelocationNotify(c,new_cell,new_cell.cellPair());
774        }
775        else
776        {
777            // if creature can't be move in new cell/grid (not loaded) move it to repawn cell/grid
778            // creature coordinates will be updated and notifiers send
779            if(!CreatureRespawnRelocation(c))
780            {
781                // ... or unload (if respawn grid also not loaded)
782                #ifdef TRINITY_DEBUG
783                if((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES)==0)
784                    sLog.outDebug("Creature (GUID: %u Entry: %u ) can't be move to unloaded respawn grid.",c->GetGUIDLow(),c->GetEntry());
785                #endif
786                c->CleanupsBeforeDelete();
787                AddObjectToRemoveList(c);
788            }
789        }
790    }
791}
792
793bool Map::CreatureCellRelocation(Creature *c, Cell new_cell)
794{
795    Cell const& old_cell = c->GetCurrentCell();
796    if(!old_cell.DiffGrid(new_cell) )                       // in same grid
797    {
798        // if in same cell then none do
799        if(old_cell.DiffCell(new_cell))
800        {
801            #ifdef TRINITY_DEBUG
802            if((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES)==0)
803                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());
804            #endif
805
806            if( !old_cell.DiffGrid(new_cell) )
807            {
808                RemoveFromGrid(c,getNGrid(old_cell.GridX(), old_cell.GridY()),old_cell);
809                AddToGrid(c,getNGrid(new_cell.GridX(), new_cell.GridY()),new_cell);
810                c->SetCurrentCell(new_cell);
811            }
812        }
813        else
814        {
815            #ifdef TRINITY_DEBUG
816            if((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES)==0)
817                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());
818            #endif
819        }
820    }
821    else                                                    // in diff. grids
822    if(loaded(GridPair(new_cell.GridX(), new_cell.GridY())))
823    {
824        #ifdef TRINITY_DEBUG
825        if((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES)==0)
826            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());
827        #endif
828
829        RemoveFromGrid(c,getNGrid(old_cell.GridX(), old_cell.GridY()),old_cell);
830        {
831            EnsureGridCreated(GridPair(new_cell.GridX(), new_cell.GridY()));
832            AddToGrid(c,getNGrid(new_cell.GridX(), new_cell.GridY()),new_cell);
833        }
834    }
835    else
836    {
837        #ifdef TRINITY_DEBUG
838        if((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES)==0)
839            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());
840        #endif
841        return false;
842    }
843
844    return true;
845}
846
847bool Map::CreatureRespawnRelocation(Creature *c)
848{
849    float resp_x, resp_y, resp_z, resp_o;
850    c->GetRespawnCoord(resp_x, resp_y, resp_z, &resp_o);
851
852    CellPair resp_val = Trinity::ComputeCellPair(resp_x, resp_y);
853    Cell resp_cell(resp_val);
854
855    c->CombatStop();
856    c->GetMotionMaster()->Clear();
857
858    #ifdef TRINITY_DEBUG
859    if((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES)==0)
860        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());
861    #endif
862
863    // teleport it to respawn point (like normal respawn if player see)
864    if(CreatureCellRelocation(c,resp_cell))
865    {
866        c->Relocate(resp_x, resp_y, resp_z, resp_o);
867        c->GetMotionMaster()->Initialize();                 // prevent possible problems with default move generators
868        CreatureRelocationNotify(c,resp_cell,resp_cell.cellPair());
869        return true;
870    }
871    else
872        return false;
873}
874
875bool Map::UnloadGrid(const uint32 &x, const uint32 &y, bool pForce)
876{
877    NGridType *grid = getNGrid(x, y);
878    assert( grid != NULL);
879
880    {
881        if(!pForce && ObjectAccessor::Instance().PlayersNearGrid(x, y, i_id, i_InstanceId) )
882            return false;
883
884        DEBUG_LOG("Unloading grid[%u,%u] for map %u", x,y, i_id);
885        ObjectGridUnloader unloader(*grid);
886
887        // Finish creature moves, remove and delete all creatures with delayed remove before moving to respawn grids
888        // Must know real mob position before move
889        DoDelayedMovesAndRemoves();
890
891        // move creatures to respawn grids if this is diff.grid or to remove list
892        unloader.MoveToRespawnN();
893
894        // Finish creature moves, remove and delete all creatures with delayed remove before unload
895        DoDelayedMovesAndRemoves();
896
897        unloader.UnloadN();
898        delete getNGrid(x, y);
899        setNGrid(NULL, x, y);
900    }
901    int gx=63-x;
902    int gy=63-y;
903
904    // delete grid map, but don't delete if it is from parent map (and thus only reference)
905    //+++if (GridMaps[gx][gy]) don't check for GridMaps[gx][gy], we might have to unload vmaps
906    {
907        if (i_InstanceId == 0)
908        {
909            if(GridMaps[gx][gy]) delete (GridMaps[gx][gy]);
910            // x and y are swaped
911            VMAP::VMapFactory::createOrGetVMapManager()->unloadMap(GetId(), gy, gx);
912        }
913        else
914            ((MapInstanced*)(MapManager::Instance().GetBaseMap(i_id)))->RemoveGridMapReference(GridPair(gx, gy));
915        GridMaps[gx][gy] = NULL;
916    }
917    DEBUG_LOG("Unloading grid[%u,%u] for map %u finished", x,y, i_id);
918    return true;
919}
920
921void Map::UnloadAll(bool pForce)
922{
923    // clear all delayed moves, useless anyway do this moves before map unload.
924    i_creaturesToMove.clear();
925
926    for (GridRefManager<NGridType>::iterator i = GridRefManager<NGridType>::begin(); i != GridRefManager<NGridType>::end(); )
927    {
928        NGridType &grid(*i->getSource());
929        ++i;
930        UnloadGrid(grid.getX(), grid.getY(), pForce);       // deletes the grid and removes it from the GridRefManager
931    }
932}
933
934float Map::GetHeight(float x, float y, float z, bool pUseVmaps) const
935{
936    GridPair p = Trinity::ComputeGridPair(x, y);
937
938    // half opt method
939    int gx=(int)(32-x/SIZE_OF_GRIDS);                       //grid x
940    int gy=(int)(32-y/SIZE_OF_GRIDS);                       //grid y
941
942    float lx=MAP_RESOLUTION*(32 -x/SIZE_OF_GRIDS - gx);
943    float ly=MAP_RESOLUTION*(32 -y/SIZE_OF_GRIDS - gy);
944
945    // ensure GridMap is loaded
946    const_cast<Map*>(this)->EnsureGridCreated(GridPair(63-gx,63-gy));
947
948    // find raw .map surface under Z coordinates
949    float mapHeight;
950    if(GridMap* gmap = GridMaps[gx][gy])
951    {
952        int lx_int = (int)lx;
953        int ly_int = (int)ly;
954
955        float zi[4];
956        // Probe 4 nearest points (except border cases)
957        zi[0] = gmap->Z[lx_int][ly_int];
958        zi[1] = lx < MAP_RESOLUTION-1 ? gmap->Z[lx_int+1][ly_int] : zi[0];
959        zi[2] = ly < MAP_RESOLUTION-1 ? gmap->Z[lx_int][ly_int+1] : zi[0];
960        zi[3] = lx < MAP_RESOLUTION-1 && ly < MAP_RESOLUTION-1 ? gmap->Z[lx_int+1][ly_int+1] : zi[0];
961        // Recalculate them like if their x,y positions were in the range 0,1
962        float b[4];
963        b[0] = zi[0];
964        b[1] = zi[1]-zi[0];
965        b[2] = zi[2]-zi[0];
966        b[3] = zi[0]-zi[1]-zi[2]+zi[3];
967        // Normalize the dx and dy to be in range 0..1
968        float fact_x = lx - lx_int;
969        float fact_y = ly - ly_int;
970        // Use the simplified bilinear equation, as described in [url="http://en.wikipedia.org/wiki/Bilinear_interpolation"]http://en.wikipedia.org/wiki/Bilinear_interpolation[/url]
971        float _mapheight = b[0] + (b[1]*fact_x) + (b[2]*fact_y) + (b[3]*fact_x*fact_y);
972
973        // look from a bit higher pos to find the floor, ignore under surface case
974        if(z + 2.0f > _mapheight)
975            mapHeight = _mapheight;
976        else
977            mapHeight = VMAP_INVALID_HEIGHT_VALUE;
978    }
979    else
980        mapHeight = VMAP_INVALID_HEIGHT_VALUE;
981
982    float vmapHeight;
983    if(pUseVmaps)
984    {
985        VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager();
986        if(vmgr->isHeightCalcEnabled())
987        {
988            // look from a bit higher pos to find the floor
989            vmapHeight = vmgr->getHeight(GetId(), x, y, z + 2.0f);
990        }
991        else
992            vmapHeight = VMAP_INVALID_HEIGHT_VALUE;
993    }
994    else
995        vmapHeight = VMAP_INVALID_HEIGHT_VALUE;
996
997    // mapHeight set for any above raw ground Z or <= INVALID_HEIGHT
998    // vmapheight set for any under Z value or <= INVALID_HEIGHT
999
1000    if( vmapHeight > INVALID_HEIGHT )
1001    {
1002        if( mapHeight > INVALID_HEIGHT )
1003        {
1004            // we have mapheight and vmapheight and must select more appropriate
1005
1006            // we are already under the surface or vmap height above map heigt
1007            // or if the distance of the vmap height is less the land height distance
1008            if( z < mapHeight || vmapHeight > mapHeight || fabs(mapHeight-z) > fabs(vmapHeight-z) )
1009                return vmapHeight;
1010            else
1011                return mapHeight;                           // better use .map surface height
1012
1013        }
1014        else
1015            return vmapHeight;                              // we have only vmapHeight (if have)
1016    }
1017    else
1018    {
1019        if(!pUseVmaps)
1020            return mapHeight;                               // explicitly use map data (if have)
1021        else if(mapHeight > INVALID_HEIGHT && (z < mapHeight + 2 || z == MAX_HEIGHT))
1022            return mapHeight;                               // explicitly use map data if original z < mapHeight but map found (z+2 > mapHeight)
1023        else
1024            return VMAP_INVALID_HEIGHT_VALUE;               // we not have any height
1025    }
1026}
1027
1028uint16 Map::GetAreaFlag(float x, float y ) const
1029{
1030    //local x,y coords
1031    float lx,ly;
1032    int gx,gy;
1033    GridPair p = Trinity::ComputeGridPair(x, y);
1034
1035    // half opt method
1036    gx=(int)(32-x/SIZE_OF_GRIDS) ;                          //grid x
1037    gy=(int)(32-y/SIZE_OF_GRIDS);                           //grid y
1038
1039    lx=16*(32 -x/SIZE_OF_GRIDS - gx);
1040    ly=16*(32 -y/SIZE_OF_GRIDS - gy);
1041    //DEBUG_LOG("my %d %d si %d %d",gx,gy,p.x_coord,p.y_coord);
1042
1043    // ensure GridMap is loaded
1044    const_cast<Map*>(this)->EnsureGridCreated(GridPair(63-gx,63-gy));
1045
1046    if(GridMaps[gx][gy])
1047        return GridMaps[gx][gy]->area_flag[(int)(lx)][(int)(ly)];
1048    // this used while not all *.map files generated (instances)
1049    else
1050        return GetAreaFlagByMapId(i_id);
1051}
1052
1053uint8 Map::GetTerrainType(float x, float y ) const
1054{
1055    //local x,y coords
1056    float lx,ly;
1057    int gx,gy;
1058
1059    // half opt method
1060    gx=(int)(32-x/SIZE_OF_GRIDS) ;                          //grid x
1061    gy=(int)(32-y/SIZE_OF_GRIDS);                           //grid y
1062
1063    lx=16*(32 -x/SIZE_OF_GRIDS - gx);
1064    ly=16*(32 -y/SIZE_OF_GRIDS - gy);
1065
1066    // ensure GridMap is loaded
1067    const_cast<Map*>(this)->EnsureGridCreated(GridPair(63-gx,63-gy));
1068
1069    if(GridMaps[gx][gy])
1070        return GridMaps[gx][gy]->terrain_type[(int)(lx)][(int)(ly)];
1071    else
1072        return 0;
1073
1074}
1075
1076float Map::GetWaterLevel(float x, float y ) const
1077{
1078    //local x,y coords
1079    float lx,ly;
1080    int gx,gy;
1081
1082    // half opt method
1083    gx=(int)(32-x/SIZE_OF_GRIDS) ;                          //grid x
1084    gy=(int)(32-y/SIZE_OF_GRIDS);                           //grid y
1085
1086    lx=128*(32 -x/SIZE_OF_GRIDS - gx);
1087    ly=128*(32 -y/SIZE_OF_GRIDS - gy);
1088
1089    // ensure GridMap is loaded
1090    const_cast<Map*>(this)->EnsureGridCreated(GridPair(63-gx,63-gy));
1091
1092    if(GridMaps[gx][gy])
1093        return GridMaps[gx][gy]->liquid_level[(int)(lx)][(int)(ly)];
1094    else
1095        return 0;
1096}
1097
1098uint32 Map::GetAreaId(uint16 areaflag,uint32 map_id)
1099{
1100    AreaTableEntry const *entry = GetAreaEntryByAreaFlagAndMap(areaflag,map_id);
1101
1102    if (entry)
1103        return entry->ID;
1104    else
1105        return 0;
1106}
1107
1108uint32 Map::GetZoneId(uint16 areaflag,uint32 map_id)
1109{
1110    AreaTableEntry const *entry = GetAreaEntryByAreaFlagAndMap(areaflag,map_id);
1111
1112    if( entry )
1113        return ( entry->zone != 0 ) ? entry->zone : entry->ID;
1114    else
1115        return 0;
1116}
1117
1118bool Map::IsInWater(float x, float y, float pZ) const
1119{
1120    // This method is called too often to use vamps for that (4. parameter = false).
1121    // The pZ pos is taken anyway for future use
1122    float z = GetHeight(x,y,pZ,false);                      // use .map base surface height
1123
1124    // underground or instance without vmap
1125    if(z <= INVALID_HEIGHT)
1126        return false;
1127
1128    float water_z = GetWaterLevel(x,y);
1129    uint8 flag = GetTerrainType(x,y);
1130    return (z < (water_z-2)) && (flag & 0x01);
1131}
1132
1133bool Map::IsUnderWater(float x, float y, float z) const
1134{
1135    float water_z = GetWaterLevel(x,y);
1136    uint8 flag = GetTerrainType(x,y);
1137    return (z < (water_z-2)) && (flag & 0x01);
1138}
1139
1140bool Map::CheckGridIntegrity(Creature* c, bool moved) const
1141{
1142    Cell const& cur_cell = c->GetCurrentCell();
1143
1144    CellPair xy_val = Trinity::ComputeCellPair(c->GetPositionX(), c->GetPositionY());
1145    Cell xy_cell(xy_val);
1146    if(xy_cell != cur_cell)
1147    {
1148        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]",
1149            (c->GetTypeId()==TYPEID_PLAYER ? "Player" : "Creature"),c->GetGUIDLow(),
1150            c->GetPositionX(),c->GetPositionY(),(moved ? "final" : "original"),
1151            cur_cell.GridX(), cur_cell.GridY(), cur_cell.CellX(), cur_cell.CellY(),
1152            xy_cell.GridX(),  xy_cell.GridY(),  xy_cell.CellX(),  xy_cell.CellY());
1153        return true;                                        // not crash at error, just output error in debug mode
1154    }
1155
1156    return true;
1157}
1158
1159const char* Map::GetMapName() const
1160{
1161    return i_mapEntry ? i_mapEntry->name[sWorld.GetDefaultDbcLocale()] : "UNNAMEDMAP\x0";
1162}
1163
1164void Map::UpdateObjectVisibility( WorldObject* obj, Cell cell, CellPair cellpair)
1165{
1166    cell.data.Part.reserved = ALL_DISTRICT;
1167    cell.SetNoCreate();
1168    Trinity::VisibleChangesNotifier notifier(*obj);
1169    TypeContainerVisitor<Trinity::VisibleChangesNotifier, WorldTypeMapContainer > player_notifier(notifier);
1170    CellLock<GridReadGuard> cell_lock(cell, cellpair);
1171    cell_lock->Visit(cell_lock, player_notifier, *this);
1172}
1173
1174void Map::UpdatePlayerVisibility( Player* player, Cell cell, CellPair cellpair )
1175{
1176    cell.data.Part.reserved = ALL_DISTRICT;
1177
1178    Trinity::PlayerNotifier pl_notifier(*player);
1179    TypeContainerVisitor<Trinity::PlayerNotifier, WorldTypeMapContainer > player_notifier(pl_notifier);
1180
1181    CellLock<ReadGuard> cell_lock(cell, cellpair);
1182    cell_lock->Visit(cell_lock, player_notifier, *this);
1183}
1184
1185void Map::UpdateObjectsVisibilityFor( Player* player, Cell cell, CellPair cellpair )
1186{
1187    Trinity::VisibleNotifier notifier(*player);
1188
1189    cell.data.Part.reserved = ALL_DISTRICT;
1190    cell.SetNoCreate();
1191    TypeContainerVisitor<Trinity::VisibleNotifier, WorldTypeMapContainer > world_notifier(notifier);
1192    TypeContainerVisitor<Trinity::VisibleNotifier, GridTypeMapContainer  > grid_notifier(notifier);
1193    CellLock<GridReadGuard> cell_lock(cell, cellpair);
1194    cell_lock->Visit(cell_lock, world_notifier, *this);
1195    cell_lock->Visit(cell_lock, grid_notifier,  *this);
1196
1197    // send data
1198    notifier.Notify();
1199}
1200
1201void Map::PlayerRelocationNotify( Player* player, Cell cell, CellPair cellpair )
1202{
1203    CellLock<ReadGuard> cell_lock(cell, cellpair);
1204    Trinity::PlayerRelocationNotifier relocationNotifier(*player);
1205    cell.data.Part.reserved = ALL_DISTRICT;
1206
1207    TypeContainerVisitor<Trinity::PlayerRelocationNotifier, GridTypeMapContainer >  p2grid_relocation(relocationNotifier);
1208    TypeContainerVisitor<Trinity::PlayerRelocationNotifier, WorldTypeMapContainer > p2world_relocation(relocationNotifier);
1209
1210    cell_lock->Visit(cell_lock, p2grid_relocation, *this);
1211    cell_lock->Visit(cell_lock, p2world_relocation, *this);
1212}
1213
1214void Map::CreatureRelocationNotify(Creature *creature, Cell cell, CellPair cellpair)
1215{
1216    CellLock<ReadGuard> cell_lock(cell, cellpair);
1217    Trinity::CreatureRelocationNotifier relocationNotifier(*creature);
1218    cell.data.Part.reserved = ALL_DISTRICT;
1219    cell.SetNoCreate();                                     // not trigger load unloaded grids at notifier call
1220
1221    TypeContainerVisitor<Trinity::CreatureRelocationNotifier, WorldTypeMapContainer > c2world_relocation(relocationNotifier);
1222    TypeContainerVisitor<Trinity::CreatureRelocationNotifier, GridTypeMapContainer >  c2grid_relocation(relocationNotifier);
1223
1224    cell_lock->Visit(cell_lock, c2world_relocation, *this);
1225    cell_lock->Visit(cell_lock, c2grid_relocation, *this);
1226}
1227
1228void Map::SendInitSelf( Player * player )
1229{
1230    sLog.outDetail("Creating player data for himself %u", player->GetGUIDLow());
1231
1232    UpdateData data;
1233
1234    bool hasTransport = false;
1235
1236    // attach to player data current transport data
1237    if(Transport* transport = player->GetTransport())
1238    {
1239        hasTransport = true;
1240        transport->BuildCreateUpdateBlockForPlayer(&data, player);
1241    }
1242
1243    // build data for self presence in world at own client (one time for map)
1244    player->BuildCreateUpdateBlockForPlayer(&data, player);
1245
1246    // build other passengers at transport also (they always visible and marked as visible and will not send at visibility update at add to map
1247    if(Transport* transport = player->GetTransport())
1248    {
1249        for(Transport::PlayerSet::const_iterator itr = transport->GetPassengers().begin();itr!=transport->GetPassengers().end();++itr)
1250        {
1251            if(player!=(*itr) && player->HaveAtClient(*itr))
1252            {
1253                hasTransport = true;
1254                (*itr)->BuildCreateUpdateBlockForPlayer(&data, player);
1255            }
1256        }
1257    }
1258
1259    WorldPacket packet;
1260    data.BuildPacket(&packet, hasTransport);
1261    player->GetSession()->SendPacket(&packet);
1262}
1263
1264void Map::SendInitTransports( Player * player )
1265{
1266    // Hack to send out transports
1267    MapManager::TransportMap& tmap = MapManager::Instance().m_TransportsByMap;
1268
1269    // no transports at map
1270    if (tmap.find(player->GetMapId()) == tmap.end())
1271        return;
1272
1273    UpdateData transData;
1274
1275    MapManager::TransportSet& tset = tmap[player->GetMapId()];
1276
1277    bool hasTransport = false;
1278
1279    for (MapManager::TransportSet::iterator i = tset.begin(); i != tset.end(); ++i)
1280    {
1281        if((*i) != player->GetTransport())                  // send data for current transport in other place
1282        {
1283            hasTransport = true;
1284            (*i)->BuildCreateUpdateBlockForPlayer(&transData, player);
1285        }
1286    }
1287
1288    WorldPacket packet;
1289    transData.BuildPacket(&packet, hasTransport);
1290    player->GetSession()->SendPacket(&packet);
1291}
1292
1293void Map::SendRemoveTransports( Player * player )
1294{
1295    // Hack to send out transports
1296    MapManager::TransportMap& tmap = MapManager::Instance().m_TransportsByMap;
1297
1298    // no transports at map
1299    if (tmap.find(player->GetMapId()) == tmap.end())
1300        return;
1301
1302    UpdateData transData;
1303
1304    MapManager::TransportSet& tset = tmap[player->GetMapId()];
1305
1306    // except used transport
1307    for (MapManager::TransportSet::iterator i = tset.begin(); i != tset.end(); ++i)
1308        if(player->GetTransport() != (*i))
1309            (*i)->BuildOutOfRangeUpdateBlock(&transData);
1310
1311    WorldPacket packet;
1312    transData.BuildPacket(&packet);
1313    player->GetSession()->SendPacket(&packet);
1314}
1315
1316inline void Map::setNGrid(NGridType *grid, uint32 x, uint32 y)
1317{
1318    if(x >= MAX_NUMBER_OF_GRIDS || y >= MAX_NUMBER_OF_GRIDS)
1319    {
1320        sLog.outError("map::setNGrid() Invalid grid coordinates found: %d, %d!",x,y);
1321        assert(false);
1322    }
1323    i_grids[x][y] = grid;
1324}
1325
1326void Map::DoDelayedMovesAndRemoves()
1327{
1328    MoveAllCreaturesInMoveList();
1329    RemoveAllObjectsInRemoveList();
1330}
1331
1332void Map::AddObjectToRemoveList(WorldObject *obj)
1333{
1334    assert(obj->GetMapId()==GetId() && obj->GetInstanceId()==GetInstanceId());
1335
1336    i_objectsToRemove.insert(obj);
1337    //sLog.outDebug("Object (GUID: %u TypeId: %u ) added to removing list.",obj->GetGUIDLow(),obj->GetTypeId());
1338}
1339
1340void Map::RemoveAllObjectsInRemoveList()
1341{
1342    if(i_objectsToRemove.empty())
1343        return;
1344
1345    //sLog.outDebug("Object remover 1 check.");
1346    while(!i_objectsToRemove.empty())
1347    {
1348        WorldObject* obj = *i_objectsToRemove.begin();
1349        i_objectsToRemove.erase(i_objectsToRemove.begin());
1350
1351        switch(obj->GetTypeId())
1352        {
1353            case TYPEID_CORPSE:
1354            {
1355                Corpse* corpse = ObjectAccessor::Instance().GetCorpse(*obj, obj->GetGUID());
1356                if (!corpse)
1357                    sLog.outError("ERROR: Try delete corpse/bones %u that not in map", obj->GetGUIDLow());
1358                else
1359                    Remove(corpse,true);
1360                break;
1361            }
1362        case TYPEID_DYNAMICOBJECT:
1363            Remove((DynamicObject*)obj,true);
1364            break;
1365        case TYPEID_GAMEOBJECT:
1366            Remove((GameObject*)obj,true);
1367            break;
1368        case TYPEID_UNIT:
1369            Remove((Creature*)obj,true);
1370            break;
1371        default:
1372            sLog.outError("Non-grid object (TypeId: %u) in grid object removing list, ignored.",obj->GetTypeId());
1373            break;
1374        }
1375    }
1376    //sLog.outDebug("Object remover 2 check.");
1377}
1378
1379bool Map::CanUnload(const uint32 &diff)
1380{
1381    if(!m_unloadTimer) return false;
1382    if(m_unloadTimer < diff) return true;
1383    m_unloadTimer -= diff;
1384    return false;
1385}
1386
1387template void Map::Add(Corpse *);
1388template void Map::Add(Creature *);
1389template void Map::Add(GameObject *);
1390template void Map::Add(DynamicObject *);
1391
1392template void Map::Remove(Corpse *,bool);
1393template void Map::Remove(Creature *,bool);
1394template void Map::Remove(GameObject *, bool);
1395template void Map::Remove(DynamicObject *, bool);
1396
1397/* ******* Dungeon Instance Maps ******* */
1398
1399InstanceMap::InstanceMap(uint32 id, time_t expiry, uint32 InstanceId, uint8 SpawnMode)
1400  : Map(id, expiry, InstanceId, SpawnMode), i_data(NULL),
1401    m_resetAfterUnload(false), m_unloadWhenEmpty(false)
1402{
1403    // the timer is started by default, and stopped when the first player joins
1404    // this make sure it gets unloaded if for some reason no player joins
1405    m_unloadTimer = std::max(sWorld.getConfig(CONFIG_INSTANCE_UNLOAD_DELAY), (uint32)MIN_UNLOAD_DELAY);
1406}
1407
1408InstanceMap::~InstanceMap()
1409{
1410    if(i_data)
1411    {
1412        delete i_data;
1413        i_data = NULL;
1414    }
1415}
1416
1417/*
1418    Do map specific checks to see if the player can enter
1419*/
1420bool InstanceMap::CanEnter(Player *player)
1421{
1422    if(std::find(i_Players.begin(),i_Players.end(),player)!=i_Players.end())
1423    {
1424        sLog.outError("InstanceMap::CanEnter - player %s(%u) already in map %d,%d,%d!", player->GetName(), player->GetGUIDLow(), GetId(), GetInstanceId(), GetSpawnMode());
1425        assert(false);
1426        return false;
1427    }
1428
1429    // cannot enter if the instance is full (player cap), GMs don't count
1430    InstanceTemplate const* iTemplate = objmgr.GetInstanceTemplate(GetId());
1431    if (!player->isGameMaster() && GetPlayersCountExceptGMs() >= iTemplate->maxPlayers)
1432    {
1433        sLog.outDetail("MAP: Instance '%u' of map '%s' cannot have more than '%u' players. Player '%s' rejected", GetInstanceId(), GetMapName(), iTemplate->maxPlayers, player->GetName());
1434        player->SendTransferAborted(GetId(), TRANSFER_ABORT_MAX_PLAYERS);
1435        return false;
1436    }
1437
1438    // cannot enter while players in the instance are in combat
1439    Group *pGroup = player->GetGroup();
1440    if(pGroup && pGroup->InCombatToInstance(GetInstanceId()) && player->isAlive() && player->GetMapId() != GetId())
1441    {
1442        player->SendTransferAborted(GetId(), TRANSFER_ABORT_ZONE_IN_COMBAT);
1443        return false;
1444    }
1445
1446    return Map::CanEnter(player);
1447}
1448
1449/*
1450    Do map specific checks and add the player to the map if successful.
1451*/
1452bool InstanceMap::Add(Player *player)
1453{
1454    // TODO: Not sure about checking player level: already done in HandleAreaTriggerOpcode
1455    // GMs still can teleport player in instance.
1456    // Is it needed?
1457
1458    {
1459        Guard guard(*this);
1460        if(!CanEnter(player))
1461            return false;
1462
1463        // get or create an instance save for the map
1464        InstanceSave *mapSave = sInstanceSaveManager.GetInstanceSave(GetInstanceId());
1465        if(!mapSave)
1466        {
1467            sLog.outDetail("InstanceMap::Add: creating instance save for map %d spawnmode %d with instance id %d", GetId(), GetSpawnMode(), GetInstanceId());
1468            mapSave = sInstanceSaveManager.AddInstanceSave(GetId(), GetInstanceId(), GetSpawnMode(), 0, true);
1469        }
1470
1471        // check for existing instance binds
1472        InstancePlayerBind *playerBind = player->GetBoundInstance(GetId(), GetSpawnMode());
1473        if(playerBind && playerBind->perm)
1474        {
1475            // cannot enter other instances if bound permanently
1476            if(playerBind->save != mapSave)
1477            {
1478                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());
1479                assert(false);
1480            }
1481        }
1482        else
1483        {
1484            Group *pGroup = player->GetGroup();
1485            if(pGroup)
1486            {
1487                // solo saves should be reset when entering a group
1488                InstanceGroupBind *groupBind = pGroup->GetBoundInstance(GetId(), GetSpawnMode());
1489                if(playerBind)
1490                {
1491                    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());
1492                    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());
1493                    assert(false);
1494                }
1495                // bind to the group or keep using the group save
1496                if(!groupBind)
1497                    pGroup->BindToInstance(mapSave, false);
1498                else
1499                {
1500                    // cannot jump to a different instance without resetting it
1501                    if(groupBind->save != mapSave)
1502                    {
1503                        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());
1504                        if(mapSave)
1505                            sLog.outError("MapSave players: %d, group count: %d", mapSave->GetPlayerCount(), mapSave->GetGroupCount());
1506                        else
1507                            sLog.outError("MapSave NULL");
1508                        if(groupBind->save)
1509                            sLog.outError("GroupBind save players: %d, group count: %d", groupBind->save->GetPlayerCount(), groupBind->save->GetGroupCount());
1510                        else
1511                            sLog.outError("GroupBind save NULL");
1512                        assert(false);
1513                    }
1514                    // if the group/leader is permanently bound to the instance
1515                    // players also become permanently bound when they enter
1516                    if(groupBind->perm)
1517                    {
1518                        WorldPacket data(SMSG_INSTANCE_SAVE_CREATED, 4);
1519                        data << uint32(0);
1520                        player->GetSession()->SendPacket(&data);
1521                        player->BindToInstance(mapSave, true);
1522                    }
1523                }
1524            }
1525            else
1526            {
1527                // set up a solo bind or continue using it
1528                if(!playerBind)
1529                    player->BindToInstance(mapSave, false);
1530                else
1531                    // cannot jump to a different instance without resetting it
1532                    assert(playerBind->save == mapSave);
1533            }
1534        }
1535
1536        if(i_data) i_data->OnPlayerEnter(player);
1537        SetResetSchedule(false);
1538
1539        i_Players.push_back(player);
1540        player->SendInitWorldStates();
1541        sLog.outDetail("MAP: Player '%s' entered the instance '%u' of map '%s'", player->GetName(), GetInstanceId(), GetMapName());
1542        // initialize unload state
1543        m_unloadTimer = 0;
1544        m_resetAfterUnload = false;
1545        m_unloadWhenEmpty = false;
1546    }
1547
1548    // this will acquire the same mutex so it cannot be in the previous block
1549    Map::Add(player);
1550    return true;
1551}
1552
1553void InstanceMap::Remove(Player *player, bool remove)
1554{
1555    sLog.outDetail("MAP: Removing player '%s' from instance '%u' of map '%s' before relocating to other map", player->GetName(), GetInstanceId(), GetMapName());
1556    i_Players.remove(player);
1557    SetResetSchedule(true);
1558    if(!m_unloadTimer && i_Players.empty())
1559        m_unloadTimer = m_unloadWhenEmpty ? MIN_UNLOAD_DELAY : std::max(sWorld.getConfig(CONFIG_INSTANCE_UNLOAD_DELAY), (uint32)MIN_UNLOAD_DELAY);
1560    Map::Remove(player, remove);
1561}
1562
1563Creature * Map::GetCreatureInMap(uint64 guid)
1564{
1565    Creature * obj = HashMapHolder<Creature>::Find(guid);
1566    if(obj && obj->GetInstanceId() != GetInstanceId()) obj = NULL;
1567    return obj;
1568}
1569
1570GameObject * Map::GetGameObjectInMap(uint64 guid)
1571{
1572    GameObject * obj = HashMapHolder<GameObject>::Find(guid);
1573    if(obj && obj->GetInstanceId() != GetInstanceId()) obj = NULL;
1574    return obj;
1575}
1576
1577void InstanceMap::CreateInstanceData(bool load)
1578{
1579    if(i_data != NULL)
1580        return;
1581
1582    InstanceTemplate const* mInstance = objmgr.GetInstanceTemplate(GetId());
1583    if (mInstance)
1584    {
1585        i_script = mInstance->script;
1586        i_data = Script->CreateInstanceData(this);
1587    }
1588
1589    if(!i_data)
1590        return;
1591
1592    if(load)
1593    {
1594        // TODO: make a global storage for this
1595        QueryResult* result = CharacterDatabase.PQuery("SELECT data FROM instance WHERE map = '%u' AND id = '%u'", GetId(), i_InstanceId);
1596        if (result)
1597        {
1598            Field* fields = result->Fetch();
1599            const char* data = fields[0].GetString();
1600            if(data)
1601            {
1602                sLog.outDebug("Loading instance data for `%s` with id %u", i_script.c_str(), i_InstanceId);
1603                i_data->Load(data);
1604            }
1605            delete result;
1606        }
1607    }
1608    else
1609    {
1610        sLog.outDebug("New instance data, \"%s\" ,initialized!",i_script.c_str());
1611        i_data->Initialize();
1612    }
1613}
1614
1615/*
1616    Returns true if there are no players in the instance
1617*/
1618bool InstanceMap::Reset(uint8 method)
1619{
1620    // note: since the map may not be loaded when the instance needs to be reset
1621    // the instance must be deleted from the DB by InstanceSaveManager
1622
1623    if(!i_Players.empty())
1624    {
1625        if(method == INSTANCE_RESET_ALL)
1626        {
1627            // notify the players to leave the instance so it can be reset
1628            for(PlayerList::iterator itr = i_Players.begin(); itr != i_Players.end(); ++itr)
1629                (*itr)->SendResetFailedNotify(GetId());
1630        }
1631        else
1632        {
1633            if(method == INSTANCE_RESET_GLOBAL)
1634            {
1635                // set the homebind timer for players inside (1 minute)
1636                for(PlayerList::iterator itr = i_Players.begin(); itr != i_Players.end(); ++itr)
1637                    (*itr)->m_InstanceValid = false;
1638            }
1639
1640            // the unload timer is not started
1641            // instead the map will unload immediately after the players have left
1642            m_unloadWhenEmpty = true;
1643            m_resetAfterUnload = true;
1644        }
1645    }
1646    else
1647    {
1648        // unloaded at next update
1649        m_unloadTimer = MIN_UNLOAD_DELAY;
1650        m_resetAfterUnload = true;
1651    }
1652
1653    return i_Players.empty();
1654}
1655
1656uint32 InstanceMap::GetPlayersCountExceptGMs() const
1657{
1658    uint32 count = 0;
1659    for(PlayerList::const_iterator itr = i_Players.begin(); itr != i_Players.end(); ++itr)
1660        if(!(*itr)->isGameMaster())
1661            ++count;
1662    return count;
1663}
1664
1665void InstanceMap::PermBindAllPlayers(Player *player)
1666{
1667    InstanceSave *save = sInstanceSaveManager.GetInstanceSave(GetInstanceId());
1668    if(!save)
1669    {
1670        sLog.outError("Cannot bind players, no instance save available for map!\n");
1671        return;
1672    }
1673
1674    Group *group = player->GetGroup();
1675    // group members outside the instance group don't get bound
1676    for(PlayerList::iterator itr = i_Players.begin(); itr != i_Players.end(); ++itr)
1677    {
1678        if(*itr)
1679        {
1680            // players inside an instance cannot be bound to other instances
1681            // some players may already be permanently bound, in this case nothing happens
1682            InstancePlayerBind *bind = (*itr)->GetBoundInstance(save->GetMapId(), save->GetDifficulty());
1683            if(!bind || !bind->perm)
1684            {
1685                (*itr)->BindToInstance(save, true);
1686                WorldPacket data(SMSG_INSTANCE_SAVE_CREATED, 4);
1687                data << uint32(0);
1688                (*itr)->GetSession()->SendPacket(&data);
1689            }
1690
1691            // if the leader is not in the instance the group will not get a perm bind
1692            if(group && group->GetLeaderGUID() == (*itr)->GetGUID())
1693                group->BindToInstance(save, true);
1694        }
1695    }
1696}
1697
1698time_t InstanceMap::GetResetTime()
1699{
1700    InstanceSave *save = sInstanceSaveManager.GetInstanceSave(GetInstanceId());
1701    return save ? save->GetDifficulty() : DIFFICULTY_NORMAL;
1702}
1703
1704void InstanceMap::UnloadAll(bool pForce)
1705{
1706    if(!i_Players.empty())
1707    {
1708        sLog.outError("InstanceMap::UnloadAll: there are still players in the instance at unload, should not happen!");
1709        for(PlayerList::iterator itr = i_Players.begin(); itr != i_Players.end(); ++itr)
1710            if(*itr) (*itr)->TeleportTo((*itr)->m_homebindMapId, (*itr)->m_homebindX, (*itr)->m_homebindY, (*itr)->m_homebindZ, (*itr)->GetOrientation());
1711    }
1712
1713    if(m_resetAfterUnload == true)
1714        objmgr.DeleteRespawnTimeForInstance(GetInstanceId());
1715
1716    Map::UnloadAll(pForce);
1717}
1718
1719void InstanceMap::SendResetWarnings(uint32 timeLeft)
1720{
1721    for(PlayerList::iterator itr = i_Players.begin(); itr != i_Players.end(); ++itr)
1722        (*itr)->SendInstanceResetWarning(GetId(), timeLeft);
1723}
1724
1725void InstanceMap::SetResetSchedule(bool on)
1726{
1727    // only for normal instances
1728    // the reset time is only scheduled when there are no payers inside
1729    // it is assumed that the reset time will rarely (if ever) change while the reset is scheduled
1730    if(i_Players.empty() && !IsRaid() && !IsHeroic())
1731    {
1732        InstanceSave *save = sInstanceSaveManager.GetInstanceSave(GetInstanceId());
1733        if(!save) sLog.outError("InstanceMap::SetResetSchedule: cannot turn schedule %s, no save available for instance %d of %d", on ? "on" : "off", GetInstanceId(), GetId());
1734        else sInstanceSaveManager.ScheduleReset(on, save->GetResetTime(), InstanceSaveManager::InstResetEvent(0, GetId(), GetInstanceId()));
1735    }
1736}
1737
1738void InstanceMap::SendToPlayers(WorldPacket const* data) const
1739{
1740    for(PlayerList::const_iterator itr = i_Players.begin(); itr != i_Players.end(); ++itr)
1741        (*itr)->GetSession()->SendPacket(data);
1742}
1743
1744/* ******* Battleground Instance Maps ******* */
1745
1746BattleGroundMap::BattleGroundMap(uint32 id, time_t expiry, uint32 InstanceId)
1747  : Map(id, expiry, InstanceId, DIFFICULTY_NORMAL)
1748{
1749}
1750
1751BattleGroundMap::~BattleGroundMap()
1752{
1753}
1754
1755bool BattleGroundMap::CanEnter(Player * player)
1756{
1757    if(std::find(i_Players.begin(),i_Players.end(),player)!=i_Players.end())
1758    {
1759        sLog.outError("BGMap::CanEnter - player %u already in map!", player->GetGUIDLow());
1760        assert(false);
1761        return false;
1762    }
1763
1764    if(player->GetBattleGroundId() != GetInstanceId())
1765        return false;
1766
1767    // player number limit is checked in bgmgr, no need to do it here
1768
1769    return Map::CanEnter(player);
1770}
1771
1772bool BattleGroundMap::Add(Player * player)
1773{
1774    {
1775        Guard guard(*this);
1776        if(!CanEnter(player))
1777            return false;
1778        i_Players.push_back(player);
1779        // reset instance validity, battleground maps do not homebind
1780        player->m_InstanceValid = true;
1781    }
1782    return Map::Add(player);
1783}
1784
1785void BattleGroundMap::Remove(Player *player, bool remove)
1786{
1787    sLog.outDetail("MAP: Removing player '%s' from bg '%u' of map '%s' before relocating to other map", player->GetName(), GetInstanceId(), GetMapName());
1788    i_Players.remove(player);
1789    Map::Remove(player, remove);
1790}
1791
1792void BattleGroundMap::SetUnload()
1793{
1794    m_unloadTimer = MIN_UNLOAD_DELAY;
1795}
1796
1797void BattleGroundMap::UnloadAll(bool pForce)
1798{
1799    while(!i_Players.empty())
1800    {
1801        PlayerList::iterator itr = i_Players.begin();
1802        Player * plr = *itr;
1803        if(plr) (plr)->TeleportTo((*itr)->m_homebindMapId, (*itr)->m_homebindX, (*itr)->m_homebindY, (*itr)->m_homebindZ, (*itr)->GetOrientation());
1804        // TeleportTo removes the player from this map (if the map exists) -> calls BattleGroundMap::Remove -> invalidates the iterator.
1805        // just in case, remove the player from the list explicitly here as well to prevent a possible infinite loop
1806        // note that this remove is not needed if the code works well in other places
1807        i_Players.remove(plr);
1808    }
1809
1810    Map::UnloadAll(pForce);
1811}
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