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/*
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* Copyright (C) 2008-2011 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Map.h"
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#include "GridStates.h"
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#include "ScriptMgr.h"
#include "VMapFactory.h"
#include "MapInstanced.h"
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#include "CellImpl.h"
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#include "GridNotifiers.h"
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#include "GridNotifiersImpl.h"
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#include "Transport.h"
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#include "InstanceScript.h"
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#include "ObjectAccessor.h"
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#include "MapManager.h"
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#include "ObjectMgr.h"
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#include "Group.h"
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union u_map_magic
{
char asChar [ 4 ];
uint32 asUInt ;
};
u_map_magic MapMagic = { { 'M' , 'A' , 'P' , 'S' } };
u_map_magic MapVersionMagic = { { 'v' , '1' , '.' , '1' } };
u_map_magic MapAreaMagic = { { 'A' , 'R' , 'E' , 'A' } };
u_map_magic MapHeightMagic = { { 'M' , 'H' , 'G' , 'T' } };
u_map_magic MapLiquidMagic = { { 'M' , 'L' , 'I' , 'Q' } };
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#define DEFAULT_GRID_EXPIRY 300
#define MAX_GRID_LOAD_TIME 50
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#define MAX_CREATURE_ATTACK_RADIUS (45.0f * sWorld->getRate(RATE_CREATURE_AGGRO))
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GridState * si_GridStates [ MAX_GRID_STATE ];
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Map ::~ Map ()
{
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sScriptMgr -> OnDestroyMap ( this );
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UnloadAll ();
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while ( ! i_worldObjects . empty ())
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{
WorldObject * obj = * i_worldObjects . begin ();
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ASSERT ( obj -> m_isWorldObject );
//ASSERT(obj->GetTypeId() == TYPEID_CORPSE);
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obj -> RemoveFromWorld ();
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obj -> ResetMap ();
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}
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if ( ! m_scriptSchedule . empty ())
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sScriptMgr -> DecreaseScheduledScriptCount ( m_scriptSchedule . size ());
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}
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bool Map :: ExistMap ( uint32 mapid , int gx , int gy )
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{
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int len = sWorld -> GetDataPath (). length () + strlen ( "maps/%03u%02u%02u.map" ) + 1 ;
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char * tmp = new char [ len ];
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snprintf ( tmp , len , ( char * )( sWorld -> GetDataPath () + "maps/%03u%02u%02u.map" ). c_str (), mapid , gx , gy );
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bool ret = false ;
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FILE * pf = fopen ( tmp , "rb" );
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if ( ! pf )
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sLog -> outError ( "Map file '%s': does not exist!" , tmp );
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else
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{
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map_fileheader header ;
if ( fread ( & header , sizeof ( header ), 1 , pf ) == 1 )
{
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if ( header . mapMagic != MapMagic . asUInt || header . versionMagic != MapVersionMagic . asUInt )
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sLog -> outError ( "Map file '%s' is from an incompatible clientversion. Please recreate using the mapextractor." , tmp );
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else
ret = true ;
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}
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fclose ( pf );
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}
delete [] tmp ;
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return ret ;
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}
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bool Map :: ExistVMap ( uint32 mapid , int gx , int gy )
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{
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if ( VMAP :: IVMapManager * vmgr = VMAP :: VMapFactory :: createOrGetVMapManager ())
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{
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if ( vmgr -> isMapLoadingEnabled ())
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{
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bool exists = vmgr -> existsMap (( sWorld -> GetDataPath () + "vmaps" ). c_str (), mapid , gx , gy );
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if ( ! exists )
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{
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std :: string name = vmgr -> getDirFileName ( mapid , gx , gy );
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sLog -> outError ( "VMap file '%s' is missing or points to wrong version of vmap file. Redo vmaps with latest version of vmap_assembler.exe." , ( sWorld -> GetDataPath () + "vmaps/" + name ). c_str ());
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return false ;
}
}
}
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return true ;
}
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void Map :: LoadVMap ( int gx , int gy )
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{
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// x and y are swapped !!
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int vmapLoadResult = VMAP :: VMapFactory :: createOrGetVMapManager () -> loadMap (( sWorld -> GetDataPath () + "vmaps" ). c_str (), GetId (), gx , gy );
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switch ( vmapLoadResult )
{
case VMAP :: VMAP_LOAD_RESULT_OK :
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sLog -> outDetail ( "VMAP loaded name:%s, id:%d, x:%d, y:%d (vmap rep.: x:%d, y:%d)" , GetMapName (), GetId (), gx , gy , gx , gy );
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break ;
case VMAP :: VMAP_LOAD_RESULT_ERROR :
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sLog -> outDetail ( "Could not load VMAP name:%s, id:%d, x:%d, y:%d (vmap rep.: x:%d, y:%d)" , GetMapName (), GetId (), gx , gy , gx , gy );
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break ;
case VMAP :: VMAP_LOAD_RESULT_IGNORED :
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sLog -> outStaticDebug ( "Ignored VMAP name:%s, id:%d, x:%d, y:%d (vmap rep.: x:%d, y:%d)" , GetMapName (), GetId (), gx , gy , gx , gy );
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break ;
}
}
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void Map :: LoadMap ( int gx , int gy , bool reload )
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{
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if ( i_InstanceId != 0 )
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{
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if ( GridMaps [ gx ][ gy ])
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return ;
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// load grid map for base map
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if ( ! m_parentMap -> GridMaps [ gx ][ gy ])
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m_parentMap -> EnsureGridCreated ( GridPair ( 63 - gx , 63 - gy ));
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(( MapInstanced * )( m_parentMap )) -> AddGridMapReference ( GridPair ( gx , gy ));
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GridMaps [ gx ][ gy ] = m_parentMap -> GridMaps [ gx ][ gy ];
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return ;
}
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if ( GridMaps [ gx ][ gy ] && ! reload )
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return ;
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//map already load, delete it before reloading (Is it necessary? Do we really need the ability the reload maps during runtime?)
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if ( GridMaps [ gx ][ gy ])
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{
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sLog -> outDetail ( "Unloading previously loaded map %u before reloading." , GetId ());
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sScriptMgr -> OnUnloadGridMap ( this , GridMaps [ gx ][ gy ], gx , gy );
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delete ( GridMaps [ gx ][ gy ]);
GridMaps [ gx ][ gy ] = NULL ;
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}
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// map file name
char * tmp = NULL ;
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int len = sWorld -> GetDataPath (). length () + strlen ( "maps/%03u%02u%02u.map" ) + 1 ;
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tmp = new char [ len ];
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snprintf ( tmp , len , ( char * )( sWorld -> GetDataPath () + "maps/%03u%02u%02u.map" ). c_str (), GetId (), gx , gy );
sLog -> outDetail ( "Loading map %s" , tmp );
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// loading data
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GridMaps [ gx ][ gy ] = new GridMap ();
if ( ! GridMaps [ gx ][ gy ] -> loadData ( tmp ))
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{
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sLog -> outError ( "Error loading map file: \n %s \n " , tmp );
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}
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delete [] tmp ;
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sScriptMgr -> OnLoadGridMap ( this , GridMaps [ gx ][ gy ], gx , gy );
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}
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void Map :: LoadMapAndVMap ( int gx , int gy )
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{
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LoadMap ( gx , gy );
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if ( i_InstanceId == 0 )
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LoadVMap ( gx , gy ); // Only load the data for the base map
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}
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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 ;
}
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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 ];
}
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Map :: Map ( uint32 id , time_t expiry , uint32 InstanceId , uint8 SpawnMode , Map * _parent ) :
i_mapEntry ( sMapStore . LookupEntry ( id )), i_spawnMode ( SpawnMode ), i_InstanceId ( InstanceId ),
m_unloadTimer ( 0 ), m_VisibleDistance ( DEFAULT_VISIBILITY_DISTANCE ),
m_VisibilityNotifyPeriod ( DEFAULT_VISIBILITY_NOTIFY_PERIOD ),
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m_activeNonPlayersIter ( m_activeNonPlayers . end ()), i_gridExpiry ( expiry ), i_scriptLock ( false )
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{
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m_parentMap = ( _parent ? _parent : this );
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for ( unsigned int idx = 0 ; idx < MAX_NUMBER_OF_GRIDS ; ++ idx )
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{
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for ( unsigned int j = 0 ; j < MAX_NUMBER_OF_GRIDS ; ++ j )
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{
//z code
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GridMaps [ idx ][ j ] = NULL ;
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setNGrid ( NULL , idx , j );
}
}
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//lets initialize visibility distance for map
Map :: InitVisibilityDistance ();
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sScriptMgr -> OnCreateMap ( this );
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}
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void Map :: InitVisibilityDistance ()
{
//init visibility for continents
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m_VisibleDistance = World :: GetMaxVisibleDistanceOnContinents ();
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m_VisibilityNotifyPeriod = World :: GetVisibilityNotifyPeriodOnContinents ();
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}
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// Template specialization of utility methods
template < class T >
void Map :: AddToGrid ( T * obj , NGridType * grid , Cell const & cell )
{
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if ( obj -> m_isWorldObject )
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( * grid )( cell . CellX (), cell . CellY ()). template AddWorldObject < T > ( obj );
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else
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( * grid )( cell . CellX (), cell . CellY ()). template AddGridObject < T > ( obj );
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}
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template <>
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void Map :: AddToGrid ( Creature * obj , NGridType * grid , Cell const & cell )
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{
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if ( obj -> m_isWorldObject )
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( * grid )( cell . CellX (), cell . CellY ()). AddWorldObject ( obj );
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else
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( * grid )( cell . CellX (), cell . CellY ()). AddGridObject ( obj );
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obj -> SetCurrentCell ( cell );
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}
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template < class T >
void Map :: RemoveFromGrid ( T * obj , NGridType * grid , Cell const & cell )
{
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if ( obj -> m_isWorldObject )
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( * grid )( cell . CellX (), cell . CellY ()). template RemoveWorldObject < T > ( obj );
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else
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( * grid )( cell . CellX (), cell . CellY ()). template RemoveGridObject < T > ( obj );
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}
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template < class T >
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void Map :: SwitchGridContainers ( T * obj , bool on )
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{
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CellPair p = Trinity :: ComputeCellPair ( obj -> GetPositionX (), obj -> GetPositionY ());
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if ( p . x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p . y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP )
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{
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sLog -> outError ( "Map::SwitchGridContainers: Object " UI64FMTD " has invalid coordinates X:%f Y:%f grid cell [%u:%u]" , obj -> GetGUID (), obj -> GetPositionX (), obj -> GetPositionY (), p . x_coord , p . y_coord );
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return ;
}
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Cell cell ( p );
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if ( ! loaded ( GridPair ( cell . data . Part . grid_x , cell . data . Part . grid_y )))
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return ;
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sLog -> outStaticDebug ( "Switch object " UI64FMTD " from grid[%u, %u] %u" , obj -> GetGUID (), cell . data . Part . grid_x , cell . data . Part . grid_y , on );
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NGridType * ngrid = getNGrid ( cell . GridX (), cell . GridY ());
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ASSERT ( ngrid != NULL );
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GridType & grid = ( * ngrid )( cell . CellX (), cell . CellY ());
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if ( on )
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{
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grid . RemoveGridObject < T > ( obj );
grid . AddWorldObject < T > ( obj );
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/*if (!grid.RemoveGridObject<T>(obj, obj->GetGUID())
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|| !grid.AddWorldObject<T>(obj, obj->GetGUID()))
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{
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ASSERT(false);
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}*/
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}
else
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{
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grid . RemoveWorldObject < T > ( obj );
grid . AddGridObject < T > ( obj );
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/*if (!grid.RemoveWorldObject<T>(obj, obj->GetGUID())
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|| !grid.AddGridObject<T>(obj, obj->GetGUID()))
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{
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ASSERT(false);
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}*/
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}
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obj -> m_isWorldObject = on ;
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}
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template void Map :: SwitchGridContainers ( Creature * , bool );
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//template void Map::SwitchGridContainers(DynamicObject *, bool);
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template < class T >
void Map :: DeleteFromWorld ( T * obj )
{
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// Note: In case resurrectable corpse and pet its removed from global lists in own destructor
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delete obj ;
}
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template <>
void Map :: DeleteFromWorld ( Player * pl )
{
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sObjectAccessor -> RemoveObject ( pl );
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delete pl ;
}
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void
Map :: EnsureGridCreated ( const GridPair & p )
{
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if ( ! getNGrid ( p . x_coord , p . y_coord ))
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{
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ACE_GUARD ( ACE_Thread_Mutex , Guard , Lock );
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if ( ! getNGrid ( p . x_coord , p . y_coord ))
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{
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sLog -> outDebug ( LOG_FILTER_MAPS , "Creating grid[%u, %u] for map %u instance %u" , p . x_coord , p . y_coord , GetId (), i_InstanceId );
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setNGrid ( new NGridType ( p . x_coord * MAX_NUMBER_OF_GRIDS + p . y_coord , p . x_coord , p . y_coord , i_gridExpiry , sWorld -> getBoolConfig ( CONFIG_GRID_UNLOAD )),
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p . x_coord , p . y_coord );
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// build a linkage between this map and NGridType
buildNGridLinkage ( getNGrid ( p . x_coord , p . y_coord ));
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getNGrid ( p . x_coord , p . y_coord ) -> SetGridState ( GRID_STATE_IDLE );
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//z coord
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int gx = ( MAX_NUMBER_OF_GRIDS - 1 ) - p . x_coord ;
int gy = ( MAX_NUMBER_OF_GRIDS - 1 ) - p . y_coord ;
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if ( ! GridMaps [ gx ][ gy ])
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LoadMapAndVMap ( gx , gy );
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}
}
}
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void
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Map :: EnsureGridLoadedAtEnter ( const Cell & cell , Player * player )
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{
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EnsureGridLoaded ( cell );
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NGridType * grid = getNGrid ( cell . GridX (), cell . GridY ());
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ASSERT ( grid != NULL );
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// refresh grid state & timer
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if ( grid -> GetGridState () != GRID_STATE_ACTIVE )
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{
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if ( player )
{
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sLog -> outStaticDebug ( "Player %s enter cell[%u, %u] triggers loading of grid[%u, %u] on map %u" , player -> GetName (), cell . CellX (), cell . CellY (), cell . GridX (), cell . GridY (), GetId ());
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}
else
{
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sLog -> outStaticDebug ( "Active object nearby triggers loading of grid [%u, %u] on map %u" , cell . GridX (), cell . GridY (), GetId ());
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}
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ResetGridExpiry ( * grid , 0.1f );
grid -> SetGridState ( GRID_STATE_ACTIVE );
}
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}
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bool Map :: EnsureGridLoaded ( const Cell & cell )
{
EnsureGridCreated ( GridPair ( cell . GridX (), cell . GridY ()));
NGridType * grid = getNGrid ( cell . GridX (), cell . GridY ());
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ASSERT ( grid != NULL );
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if ( ! isGridObjectDataLoaded ( cell . GridX (), cell . GridY ()))
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{
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sLog -> outDebug ( LOG_FILTER_MAPS , "Loading grid[%u, %u] for map %u instance %u" , cell . GridX (), cell . GridY (), GetId (), i_InstanceId );
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setGridObjectDataLoaded ( true , cell . GridX (), cell . GridY ());
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ObjectGridLoader loader ( * grid , this , cell );
loader . LoadN ();
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// Add resurrectable corpses to world object list in grid
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sObjectAccessor -> AddCorpsesToGrid ( GridPair ( cell . GridX (), cell . GridY ()), ( * grid )( cell . CellX (), cell . CellY ()), this );
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return true ;
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}
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return false ;
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}
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void Map :: LoadGrid ( float x , float y )
{
CellPair pair = Trinity :: ComputeCellPair ( x , y );
Cell cell ( pair );
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EnsureGridLoaded ( cell );
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}
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bool Map :: Add ( Player * player )
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{
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// Check if we are adding to correct map
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ASSERT ( player -> GetMap () == this );
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CellPair p = Trinity :: ComputeCellPair ( player -> GetPositionX (), player -> GetPositionY ());
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if ( p . x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p . y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP )
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{
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sLog -> outError ( "Map::Add: Player (GUID: %u) has invalid coordinates X:%f Y:%f grid cell [%u:%u]" , player -> GetGUIDLow (), player -> GetPositionX (), player -> GetPositionY (), p . x_coord , p . y_coord );
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return false ;
}
player -> SetMap ( this );
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Cell cell ( p );
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EnsureGridLoadedAtEnter ( cell , player );
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NGridType * grid = getNGrid ( cell . GridX (), cell . GridY ());
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ASSERT ( grid != NULL );
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AddToGrid ( player , grid , cell );
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player -> AddToWorld ();
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SendInitSelf ( player );
SendInitTransports ( player );
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player -> m_clientGUIDs . clear ();
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player -> UpdateObjectVisibility ( false );
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sScriptMgr -> OnPlayerEnterMap ( this , player );
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return true ;
}
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template < class T >
void
Map :: Add ( T * obj )
{
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CellPair p = Trinity :: ComputeCellPair ( obj -> GetPositionX (), obj -> GetPositionY ());
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if ( p . x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p . y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP )
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{
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sLog -> outError ( "Map::Add: Object " UI64FMTD " has invalid coordinates X:%f Y:%f grid cell [%u:%u]" , obj -> GetGUID (), obj -> GetPositionX (), obj -> GetPositionY (), p . x_coord , p . y_coord );
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return ;
}
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Cell cell ( p );
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if ( obj -> IsInWorld ()) // need some clean up later
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{
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obj -> UpdateObjectVisibility ( true );
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return ;
}
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if ( obj -> isActiveObject ())
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EnsureGridLoadedAtEnter ( cell );
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else
EnsureGridCreated ( GridPair ( cell . GridX (), cell . GridY ()));
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NGridType * grid = getNGrid ( cell . GridX (), cell . GridY ());
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ASSERT ( grid != NULL );
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2011-04-29 20:47:02 +02:00
AddToGrid ( obj , grid , cell );
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//obj->SetMap(this);
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obj -> AddToWorld ();
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if ( obj -> isActiveObject ())
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AddToActive ( obj );
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2011-04-29 20:47:02 +02:00
sLog -> outStaticDebug ( "Object %u enters grid[%u, %u]" , GUID_LOPART ( obj -> GetGUID ()), cell . GridX (), cell . GridY ());
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//something, such as vehicle, needs to be update immediately
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//also, trigger needs to cast spell, if not update, cannot see visual
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obj -> UpdateObjectVisibility ( true );
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}
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bool Map :: loaded ( const GridPair & p ) const
{
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return ( getNGrid ( p . x_coord , p . y_coord ) && isGridObjectDataLoaded ( p . x_coord , p . y_coord ));
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}
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void Map :: VisitNearbyCellsOf ( WorldObject * obj , TypeContainerVisitor < Trinity :: ObjectUpdater , GridTypeMapContainer > & gridVisitor , TypeContainerVisitor < Trinity :: ObjectUpdater , WorldTypeMapContainer > & worldVisitor )
2008-12-27 11:26:22 -06:00
{
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CellPair standing_cell ( Trinity :: ComputeCellPair ( obj -> GetPositionX (), obj -> 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 )
return ;
// the overloaded operators handle range checking
// so there's no need for range checking inside the loop
CellPair begin_cell ( standing_cell ), end_cell ( standing_cell );
//lets update mobs/objects in ALL visible cells around object!
CellArea area = Cell :: CalculateCellArea ( * obj , obj -> GetGridActivationRange ());
area . ResizeBorders ( begin_cell , end_cell );
for ( uint32 x = begin_cell . x_coord ; x <= end_cell . x_coord ; ++ x )
2009-12-17 07:34:00 +01:00
{
2010-11-13 17:18:09 +01:00
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 ))
continue ;
markCell ( cell_id );
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CellPair pair ( x , y );
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Cell cell ( pair );
cell . data . Part . reserved = CENTER_DISTRICT ;
cell . Visit ( pair , gridVisitor , * this );
cell . Visit ( pair , worldVisitor , * this );
}
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}
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}
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void Map :: Update ( const uint32 t_diff )
2010-11-13 17:18:09 +01:00
{
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/// update worldsessions for existing players
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for ( m_mapRefIter = m_mapRefManager . begin (); m_mapRefIter != m_mapRefManager . end (); ++ m_mapRefIter )
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{
Player * plr = m_mapRefIter -> getSource ();
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if ( plr && plr -> IsInWorld ())
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{
//plr->Update(t_diff);
WorldSession * pSession = plr -> GetSession ();
MapSessionFilter updater ( pSession );
pSession -> Update ( t_diff , updater );
}
}
2009-06-17 18:37:53 -05:00
/// update active cells around players and active objects
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resetMarkedCells ();
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2008-11-23 11:01:26 -06:00
Trinity :: ObjectUpdater updater ( t_diff );
// for creature
TypeContainerVisitor < Trinity :: ObjectUpdater , GridTypeMapContainer > grid_object_update ( updater );
// for pets
TypeContainerVisitor < Trinity :: ObjectUpdater , WorldTypeMapContainer > world_object_update ( updater );
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2009-02-25 20:52:20 -06:00
// the player iterator is stored in the map object
// to make sure calls to Map::Remove don't invalidate it
2009-10-17 16:20:24 -07:00
for ( m_mapRefIter = m_mapRefManager . begin (); m_mapRefIter != m_mapRefManager . end (); ++ m_mapRefIter )
2008-11-21 15:41:18 -06:00
{
2009-02-25 20:52:20 -06:00
Player * plr = m_mapRefIter -> getSource ();
2009-10-17 15:51:44 -07:00
2011-08-04 19:41:11 +02:00
if ( ! plr || ! plr -> IsInWorld ())
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continue ;
2009-10-17 15:51:44 -07:00
2010-11-13 17:18:09 +01:00
// update players at tick
plr -> Update ( t_diff );
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2010-11-13 17:18:09 +01:00
VisitNearbyCellsOf ( plr , grid_object_update , world_object_update );
2009-02-25 20:52:20 -06:00
}
2009-10-17 15:51:44 -07:00
2010-11-13 17:18:09 +01:00
// non-player active objects, increasing iterator in the loop in case of object removal
for ( m_activeNonPlayersIter = m_activeNonPlayers . begin (); m_activeNonPlayersIter != m_activeNonPlayers . end ();)
2009-02-25 20:52:20 -06:00
{
2010-11-13 17:18:09 +01:00
WorldObject * obj = * m_activeNonPlayersIter ;
++ m_activeNonPlayersIter ;
2009-10-17 15:51:44 -07:00
2011-08-04 19:41:11 +02:00
if ( ! obj || ! obj -> IsInWorld ())
2010-11-13 17:18:09 +01:00
continue ;
2009-10-17 15:51:44 -07:00
2010-11-13 17:18:09 +01:00
VisitNearbyCellsOf ( obj , grid_object_update , world_object_update );
2008-11-21 15:41:18 -06:00
}
2009-10-17 15:51:44 -07:00
2009-07-31 10:48:34 +08:00
///- Process necessary scripts
if ( ! m_scriptSchedule . empty ())
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{
i_scriptLock = true ;
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ScriptsProcess ();
2009-08-19 17:42:56 -05:00
i_scriptLock = false ;
}
2009-10-17 15:51:44 -07:00
2009-08-25 15:12:22 -05:00
MoveAllCreaturesInMoveList ();
2009-12-19 10:12:40 +01:00
2010-04-07 19:14:10 +02:00
if ( ! m_mapRefManager . isEmpty () || ! m_activeNonPlayers . empty ())
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ProcessRelocationNotifies ( t_diff );
2010-08-06 19:23:43 +02:00
2010-12-22 21:25:23 +01:00
sScriptMgr -> OnMapUpdate ( this , t_diff );
2009-12-19 10:12:40 +01:00
}
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struct ResetNotifier
2009-12-19 10:12:40 +01:00
{
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template < class T > inline void resetNotify ( GridRefManager < T > & m )
2009-12-19 10:12:40 +01:00
{
2010-04-07 19:12:44 +02:00
for ( typename GridRefManager < T >:: iterator iter = m . begin (); iter != m . end (); ++ iter )
2010-02-27 15:25:14 +02:00
iter -> getSource () -> ResetAllNotifies ();
2009-12-19 10:12:40 +01:00
}
2010-02-27 15:25:14 +02:00
template < class T > void Visit ( GridRefManager < T > & ) {}
void Visit ( CreatureMapType & m ) { resetNotify < Creature > ( m );}
void Visit ( PlayerMapType & m ) { resetNotify < Player > ( m );}
};
2009-12-19 10:12:40 +01:00
2011-08-01 14:23:27 +02:00
void Map :: ProcessRelocationNotifies ( const uint32 diff )
2009-12-19 10:12:40 +01:00
{
2010-04-07 19:12:44 +02:00
for ( GridRefManager < NGridType >:: iterator i = GridRefManager < NGridType >:: begin (); i != GridRefManager < NGridType >:: end (); ++ i )
2009-12-19 10:12:40 +01:00
{
NGridType * grid = i -> getSource ();
2010-02-27 15:25:14 +02:00
if ( grid -> GetGridState () != GRID_STATE_ACTIVE )
continue ;
grid -> getGridInfoRef () -> getRelocationTimer (). TUpdate ( diff );
if ( ! grid -> getGridInfoRef () -> getRelocationTimer (). TPassed ())
2009-12-19 10:12:40 +01:00
continue ;
uint32 gx = grid -> getX (), gy = grid -> getY ();
CellPair cell_min ( gx * MAX_NUMBER_OF_CELLS , gy * MAX_NUMBER_OF_CELLS );
CellPair cell_max ( cell_min . x_coord + MAX_NUMBER_OF_CELLS , cell_min . y_coord + MAX_NUMBER_OF_CELLS );
2010-04-07 19:12:44 +02:00
for ( uint32 x = cell_min . x_coord ; x < cell_max . x_coord ; ++ x )
2009-12-19 10:12:40 +01:00
{
2010-04-07 19:12:44 +02:00
for ( uint32 y = cell_min . y_coord ; y < cell_max . y_coord ; ++ y )
2009-12-19 10:12:40 +01:00
{
uint32 cell_id = ( y * TOTAL_NUMBER_OF_CELLS_PER_MAP ) + x ;
2010-04-07 19:14:10 +02:00
if ( ! isCellMarked ( cell_id ))
2009-12-19 10:12:40 +01:00
continue ;
2011-04-29 20:47:02 +02:00
CellPair pair ( x , y );
2009-12-19 10:12:40 +01:00
Cell cell ( pair );
cell . SetNoCreate ();
2010-11-13 17:18:09 +01:00
Trinity :: DelayedUnitRelocation cell_relocation ( cell , pair , * this , MAX_VISIBILITY_DISTANCE );
2009-12-19 10:12:40 +01:00
TypeContainerVisitor < Trinity :: DelayedUnitRelocation , GridTypeMapContainer > grid_object_relocation ( cell_relocation );
TypeContainerVisitor < Trinity :: DelayedUnitRelocation , WorldTypeMapContainer > world_object_relocation ( cell_relocation );
2010-02-27 15:25:14 +02:00
Visit ( cell , grid_object_relocation );
Visit ( cell , world_object_relocation );
2009-12-19 10:12:40 +01:00
}
}
}
2010-02-27 15:25:14 +02:00
ResetNotifier reset ;
TypeContainerVisitor < ResetNotifier , GridTypeMapContainer > grid_notifier ( reset );
TypeContainerVisitor < ResetNotifier , WorldTypeMapContainer > world_notifier ( reset );
2010-04-07 19:12:44 +02:00
for ( GridRefManager < NGridType >:: iterator i = GridRefManager < NGridType >:: begin (); i != GridRefManager < NGridType >:: end (); ++ i )
2009-12-19 10:12:40 +01:00
{
NGridType * grid = i -> getSource ();
2010-02-27 15:25:14 +02:00
if ( grid -> GetGridState () != GRID_STATE_ACTIVE )
continue ;
if ( ! grid -> getGridInfoRef () -> getRelocationTimer (). TPassed ())
2009-12-19 10:12:40 +01:00
continue ;
2010-02-27 15:25:14 +02:00
grid -> getGridInfoRef () -> getRelocationTimer (). TReset ( diff , m_VisibilityNotifyPeriod );
2009-12-19 10:12:40 +01:00
uint32 gx = grid -> getX (), gy = grid -> getY ();
CellPair cell_min ( gx * MAX_NUMBER_OF_CELLS , gy * MAX_NUMBER_OF_CELLS );
CellPair cell_max ( cell_min . x_coord + MAX_NUMBER_OF_CELLS , cell_min . y_coord + MAX_NUMBER_OF_CELLS );
2010-04-07 19:12:44 +02:00
for ( uint32 x = cell_min . x_coord ; x < cell_max . x_coord ; ++ x )
2009-12-19 10:12:40 +01:00
{
2010-04-07 19:12:44 +02:00
for ( uint32 y = cell_min . y_coord ; y < cell_max . y_coord ; ++ y )
2009-12-19 10:12:40 +01:00
{
uint32 cell_id = ( y * TOTAL_NUMBER_OF_CELLS_PER_MAP ) + x ;
2010-04-07 19:14:10 +02:00
if ( ! isCellMarked ( cell_id ))
2009-12-19 10:12:40 +01:00
continue ;
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CellPair pair ( x , y );
2009-12-19 10:12:40 +01:00
Cell cell ( pair );
cell . SetNoCreate ();
2010-02-27 15:25:14 +02:00
Visit ( cell , grid_notifier );
Visit ( cell , world_notifier );
2009-12-19 10:12:40 +01:00
}
}
}
2008-10-02 16:23:55 -05:00
}
2009-10-17 15:51:44 -07:00
2011-06-12 01:47:45 +02:00
void Map :: Remove ( Player * player , bool remove )
2008-10-02 16:23:55 -05:00
{
2009-08-14 14:09:57 -05:00
player -> RemoveFromWorld ();
SendRemoveTransports ( player );
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2008-10-14 11:57:03 -05:00
CellPair p = Trinity :: ComputeCellPair ( player -> GetPositionX (), player -> GetPositionY ());
2010-04-07 19:14:10 +02:00
if ( p . x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p . y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP )
2010-12-23 23:25:44 +01:00
sLog -> outCrash ( "Map::Remove: Player is in invalid cell!" );
2009-08-14 14:09:57 -05:00
else
2008-10-02 16:23:55 -05:00
{
2009-08-14 14:09:57 -05:00
Cell cell ( p );
2009-10-31 16:00:47 -07:00
if ( ! getNGrid ( cell . data . Part . grid_x , cell . data . Part . grid_y ))
2011-04-29 20:47:02 +02:00
sLog -> outError ( "Map::Remove() i_grids was NULL x:%d, y:%d" , cell . data . Part . grid_x , cell . data . Part . grid_y );
2009-08-14 14:09:57 -05:00
else
{
2011-04-29 20:47:02 +02:00
sLog -> outStaticDebug ( "Remove player %s from grid[%u, %u]" , player -> GetName (), cell . GridX (), cell . GridY ());
2009-08-14 14:09:57 -05:00
NGridType * grid = getNGrid ( cell . GridX (), cell . GridY ());
2010-07-30 20:04:28 +02:00
ASSERT ( grid != NULL );
2009-10-17 15:51:44 -07:00
2010-02-27 15:25:14 +02:00
player -> UpdateObjectVisibility ( true );
2011-04-29 20:47:02 +02:00
RemoveFromGrid ( player , grid , cell );
2009-08-14 14:09:57 -05:00
}
}
2009-10-17 15:51:44 -07:00
2009-10-31 16:00:47 -07:00
if ( remove )
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DeleteFromWorld ( player );
2010-08-06 19:23:43 +02:00
2010-12-22 21:25:23 +01:00
sScriptMgr -> OnPlayerLeaveMap ( this , player );
2008-10-02 16:23:55 -05:00
}
2009-10-17 15:51:44 -07:00
2008-10-02 16:23:55 -05:00
template < class T >
void
Map :: Remove ( T * obj , bool remove )
{
obj -> RemoveFromWorld ();
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if ( obj -> isActiveObject ())
2009-02-25 20:52:20 -06:00
RemoveFromActive ( obj );
2009-10-17 15:51:44 -07:00
2009-08-14 14:09:57 -05:00
CellPair p = Trinity :: ComputeCellPair ( obj -> GetPositionX (), obj -> GetPositionY ());
2009-10-31 16:00:47 -07:00
if ( p . x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p . y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP )
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sLog -> outError ( "Map::Remove: Object " UI64FMTD " has invalid coordinates X:%f Y:%f grid cell [%u:%u]" , obj -> GetGUID (), obj -> GetPositionX (), obj -> GetPositionY (), p . x_coord , p . y_coord );
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else
{
Cell cell ( p );
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if ( loaded ( GridPair ( cell . data . Part . grid_x , cell . data . Part . grid_y )))
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{
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sLog -> outStaticDebug ( "Remove object " UI64FMTD " from grid[%u, %u]" , obj -> GetGUID (), cell . data . Part . grid_x , cell . data . Part . grid_y );
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NGridType * grid = getNGrid ( cell . GridX (), cell . GridY ());
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ASSERT ( grid != NULL );
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obj -> UpdateObjectVisibility ( true );
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RemoveFromGrid ( obj , grid , cell );
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}
}
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obj -> ResetMap ();
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if ( remove )
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{
// if option set then object already saved at this moment
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if ( ! sWorld -> getBoolConfig ( CONFIG_SAVE_RESPAWN_TIME_IMMEDIATELY ))
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obj -> SaveRespawnTime ();
DeleteFromWorld ( obj );
}
}
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void
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Map :: PlayerRelocation ( Player * player , float x , float y , float z , float orientation )
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{
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ASSERT ( player );
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CellPair old_val = Trinity :: ComputeCellPair ( player -> GetPositionX (), player -> GetPositionY ());
CellPair new_val = Trinity :: ComputeCellPair ( x , y );
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Cell old_cell ( old_val );
Cell new_cell ( new_val );
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player -> Relocate ( x , y , z , orientation );
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if ( old_cell . DiffGrid ( new_cell ) || old_cell . DiffCell ( new_cell ))
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{
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sLog -> outStaticDebug ( "Player %s relocation grid[%u, %u]cell[%u, %u]->grid[%u, %u]cell[%u, %u]" , player -> GetName (), old_cell . GridX (), old_cell . GridY (), old_cell . CellX (), old_cell . CellY (), new_cell . GridX (), new_cell . GridY (), new_cell . CellX (), new_cell . CellY ());
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NGridType * oldGrid = getNGrid ( old_cell . GridX (), old_cell . GridY ());
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RemoveFromGrid ( player , oldGrid , old_cell );
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if ( old_cell . DiffGrid ( new_cell ))
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EnsureGridLoadedAtEnter ( new_cell , player );
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NGridType * newGrid = getNGrid ( new_cell . GridX (), new_cell . GridY ());
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AddToGrid ( player , newGrid , new_cell );
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}
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player -> UpdateObjectVisibility ( false );
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}
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void
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Map :: CreatureRelocation ( Creature * creature , float x , float y , float z , float ang , bool respawnRelocationOnFail )
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{
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ASSERT ( CheckGridIntegrity ( creature , false ));
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Cell old_cell = creature -> GetCurrentCell ();
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CellPair new_val = Trinity :: ComputeCellPair ( x , y );
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Cell new_cell ( new_val );
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if ( ! respawnRelocationOnFail && ! getNGrid ( new_cell . GridX (), new_cell . GridY ()))
return ;
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// delay creature move for grid/cell to grid/cell moves
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if ( old_cell . DiffCell ( new_cell ) || old_cell . DiffGrid ( new_cell ))
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{
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#ifdef TRINITY_DEBUG
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sLog -> outDebug ( LOG_FILTER_MAPS , "Creature (GUID: %u Entry: %u) added to moving list from grid[%u, %u]cell[%u, %u] to grid[%u, %u]cell[%u, %u]." , creature -> GetGUIDLow (), creature -> GetEntry (), old_cell . GridX (), old_cell . GridY (), old_cell . CellX (), old_cell . CellY (), new_cell . GridX (), new_cell . GridY (), new_cell . CellX (), new_cell . CellY ());
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#endif
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AddCreatureToMoveList ( creature , x , y , z , ang );
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// in diffcell/diffgrid case notifiers called at finishing move creature in Map::MoveAllCreaturesInMoveList
}
else
{
creature -> Relocate ( x , y , z , ang );
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creature -> UpdateObjectVisibility ( false );
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}
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ASSERT ( CheckGridIntegrity ( creature , true ));
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}
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void Map :: AddCreatureToMoveList ( Creature * c , float x , float y , float z , float ang )
{
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if ( ! c )
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return ;
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i_creaturesToMove [ c ] = CreatureMover ( x , y , z , ang );
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}
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void Map :: MoveAllCreaturesInMoveList ()
{
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while ( ! i_creaturesToMove . empty ())
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{
// get data and remove element;
CreatureMoveList :: iterator iter = i_creaturesToMove . begin ();
Creature * c = iter -> first ;
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const CreatureMover & cm = iter -> second ;
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// do move or do move to respawn or remove creature if previous all fail
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if ( CreatureCellRelocation ( c , Cell ( Trinity :: ComputeCellPair ( cm . x , cm . y ))))
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{
// update pos
c -> Relocate ( cm . x , cm . y , cm . z , cm . ang );
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//CreatureRelocationNotify(c, new_cell, new_cell.cellPair());
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c -> UpdateObjectVisibility ( false );
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}
else
{
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//AddObjectToRemoveList(Pet*) should only be called in Pet::Remove
//This may happen when a player just logs in and a pet moves to a nearby unloaded cell
//To avoid this, we can load nearby cells when player log in
//But this check is always needed to ensure safety
if ( c -> isPet ())
{
(( Pet * ) c ) -> Remove ( PET_SAVE_NOT_IN_SLOT , true );
}
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// 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
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else if ( ! CreatureRespawnRelocation ( c ))
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{
// ... or unload (if respawn grid also not loaded)
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#ifdef TRINITY_DEBUG
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sLog -> outDebug ( LOG_FILTER_MAPS , "Creature (GUID: %u Entry: %u) cannot be move to unloaded respawn grid." , c -> GetGUIDLow (), c -> GetEntry ());
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#endif
AddObjectToRemoveList ( c );
}
}
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i_creaturesToMove . erase ( iter );
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}
}
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bool Map :: CreatureCellRelocation ( Creature * c , Cell new_cell )
{
Cell const & old_cell = c -> GetCurrentCell ();
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if ( ! old_cell . DiffGrid ( new_cell )) // in same grid
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{
// if in same cell then none do
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if ( old_cell . DiffCell ( new_cell ))
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{
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#ifdef TRINITY_DEBUG
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sLog -> outDebug ( LOG_FILTER_MAPS , "Creature (GUID: %u Entry: %u) moved in grid[%u, %u] from cell[%u, %u] to cell[%u, %u]." , c -> GetGUIDLow (), c -> GetEntry (), old_cell . GridX (), old_cell . GridY (), old_cell . CellX (), old_cell . CellY (), new_cell . CellX (), new_cell . CellY ());
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#endif
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RemoveFromGrid ( c , getNGrid ( old_cell . GridX (), old_cell . GridY ()), old_cell );
AddToGrid ( c , getNGrid ( new_cell . GridX (), new_cell . GridY ()), new_cell );
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}
else
{
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#ifdef TRINITY_DEBUG
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sLog -> outDebug ( LOG_FILTER_MAPS , "Creature (GUID: %u Entry: %u) moved in same grid[%u, %u]cell[%u, %u]." , c -> GetGUIDLow (), c -> GetEntry (), old_cell . GridX (), old_cell . GridY (), old_cell . CellX (), old_cell . CellY ());
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#endif
}
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return true ;
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}
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// in diff. grids but active creature
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if ( c -> isActiveObject ())
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{
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EnsureGridLoadedAtEnter ( new_cell );
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#ifdef TRINITY_DEBUG
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sLog -> outDebug ( LOG_FILTER_MAPS , "Active creature (GUID: %u Entry: %u) moved from grid[%u, %u]cell[%u, %u] to grid[%u, %u]cell[%u, %u]." , c -> GetGUIDLow (), c -> GetEntry (), old_cell . GridX (), old_cell . GridY (), old_cell . CellX (), old_cell . CellY (), new_cell . GridX (), new_cell . GridY (), new_cell . CellX (), new_cell . CellY ());
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#endif
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2011-04-29 20:47:02 +02:00
RemoveFromGrid ( c , getNGrid ( old_cell . GridX (), old_cell . GridY ()), old_cell );
AddToGrid ( c , getNGrid ( new_cell . GridX (), new_cell . GridY ()), new_cell );
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return true ;
}
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// in diff. loaded grid normal creature
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if ( loaded ( GridPair ( new_cell . GridX (), new_cell . GridY ())))
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{
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#ifdef TRINITY_DEBUG
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sLog -> outDebug ( LOG_FILTER_MAPS , "Creature (GUID: %u Entry: %u) moved from grid[%u, %u]cell[%u, %u] to grid[%u, %u]cell[%u, %u]." , c -> GetGUIDLow (), c -> GetEntry (), old_cell . GridX (), old_cell . GridY (), old_cell . CellX (), old_cell . CellY (), new_cell . GridX (), new_cell . GridY (), new_cell . CellX (), new_cell . CellY ());
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#endif
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2011-04-29 20:47:02 +02:00
RemoveFromGrid ( c , getNGrid ( old_cell . GridX (), old_cell . GridY ()), old_cell );
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EnsureGridCreated ( GridPair ( new_cell . GridX (), new_cell . GridY ()));
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AddToGrid ( c , getNGrid ( new_cell . GridX (), new_cell . GridY ()), new_cell );
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return true ;
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}
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// fail to move: normal creature attempt move to unloaded grid
#ifdef TRINITY_DEBUG
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sLog -> outDebug ( LOG_FILTER_MAPS , "Creature (GUID: %u Entry: %u) attempted to move from grid[%u, %u]cell[%u, %u] to unloaded grid[%u, %u]cell[%u, %u]." , c -> GetGUIDLow (), c -> GetEntry (), old_cell . GridX (), old_cell . GridY (), old_cell . CellX (), old_cell . CellY (), new_cell . GridX (), new_cell . GridY (), new_cell . CellX (), new_cell . CellY ());
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#endif
return false ;
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}
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2008-10-02 16:23:55 -05:00
bool Map :: CreatureRespawnRelocation ( Creature * c )
{
float resp_x , resp_y , resp_z , resp_o ;
c -> GetRespawnCoord ( resp_x , resp_y , resp_z , & resp_o );
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CellPair resp_val = Trinity :: ComputeCellPair ( resp_x , resp_y );
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Cell resp_cell ( resp_val );
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2008-10-02 16:23:55 -05:00
c -> CombatStop ();
c -> GetMotionMaster () -> Clear ();
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2008-10-14 11:57:03 -05:00
#ifdef TRINITY_DEBUG
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sLog -> outDebug ( LOG_FILTER_MAPS , "Creature (GUID: %u Entry: %u) moved from grid[%u, %u]cell[%u, %u] to respawn grid[%u, %u]cell[%u, %u]." , c -> GetGUIDLow (), c -> GetEntry (), c -> GetCurrentCell (). GridX (), c -> GetCurrentCell (). GridY (), c -> GetCurrentCell (). CellX (), c -> GetCurrentCell (). CellY (), resp_cell . GridX (), resp_cell . GridY (), resp_cell . CellX (), resp_cell . CellY ());
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#endif
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// teleport it to respawn point (like normal respawn if player see)
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if ( CreatureCellRelocation ( c , resp_cell ))
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{
c -> Relocate ( resp_x , resp_y , resp_z , resp_o );
c -> GetMotionMaster () -> Initialize (); // prevent possible problems with default move generators
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//CreatureRelocationNotify(c, resp_cell, resp_cell.cellPair());
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c -> UpdateObjectVisibility ( false );
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return true ;
}
else
return false ;
}
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2011-08-01 14:23:27 +02:00
bool Map :: UnloadGrid ( const uint32 x , const uint32 y , bool unloadAll )
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{
NGridType * grid = getNGrid ( x , y );
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ASSERT ( grid != NULL );
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2008-10-02 16:23:55 -05:00
{
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if ( ! unloadAll && ActiveObjectsNearGrid ( x , y ))
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return false ;
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sLog -> outDebug ( LOG_FILTER_MAPS , "Unloading grid[%u, %u] for map %u" , x , y , GetId ());
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ObjectGridUnloader unloader ( * grid );
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2010-04-07 19:14:10 +02:00
if ( ! unloadAll )
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{
// Finish creature moves, remove and delete all creatures with delayed remove before moving to respawn grids
// Must know real mob position before move
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MoveAllCreaturesInMoveList ();
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// move creatures to respawn grids if this is diff.grid or to remove list
unloader . MoveToRespawnN ();
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// Finish creature moves, remove and delete all creatures with delayed remove before unload
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MoveAllCreaturesInMoveList ();
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}
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ObjectGridCleaner cleaner ( * grid );
cleaner . CleanN ();
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RemoveAllObjectsInRemoveList ();
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unloader . UnloadN ();
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ASSERT ( i_objectsToRemove . empty ());
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delete grid ;
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setNGrid ( NULL , x , y );
}
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int gx = ( MAX_NUMBER_OF_GRIDS - 1 ) - x ;
int gy = ( MAX_NUMBER_OF_GRIDS - 1 ) - y ;
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// 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 )
{
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if ( GridMaps [ gx ][ gy ])
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{
GridMaps [ gx ][ gy ] -> unloadData ();
delete GridMaps [ gx ][ gy ];
}
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// x and y are swapped
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VMAP :: VMapFactory :: createOrGetVMapManager () -> unloadMap ( GetId (), gx , gy );
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}
else
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(( MapInstanced * ) m_parentMap ) -> RemoveGridMapReference ( GridPair ( gx , gy ));
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2008-10-02 16:23:55 -05:00
GridMaps [ gx ][ gy ] = NULL ;
}
2011-04-29 20:47:02 +02:00
sLog -> outStaticDebug ( "Unloading grid[%u, %u] for map %u finished" , x , y , GetId ());
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return true ;
}
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2009-08-06 16:14:13 -05:00
void Map :: RemoveAllPlayers ()
{
2010-04-07 19:14:10 +02:00
if ( HavePlayers ())
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{
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for ( MapRefManager :: iterator itr = m_mapRefManager . begin (); itr != m_mapRefManager . end (); ++ itr )
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{
Player * plr = itr -> getSource ();
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if ( ! plr -> IsBeingTeleportedFar ())
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{
// this is happening for bg
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sLog -> outError ( "Map::UnloadAll: player %s is still in map %u during unload, this should not happen!" , plr -> GetName (), GetId ());
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plr -> TeleportTo ( plr -> m_homebindMapId , plr -> m_homebindX , plr -> m_homebindY , plr -> m_homebindZ , plr -> GetOrientation ());
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}
2009-08-06 16:14:13 -05:00
}
}
}
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2009-02-25 17:53:05 -06:00
void Map :: UnloadAll ()
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{
// clear all delayed moves, useless anyway do this moves before map unload.
i_creaturesToMove . clear ();
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for ( GridRefManager < NGridType >:: iterator i = GridRefManager < NGridType >:: begin (); i != GridRefManager < NGridType >:: end ();)
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{
NGridType & grid ( * i -> getSource ());
++ i ;
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UnloadGrid ( grid . getX (), grid . getY (), true ); // deletes the grid and removes it from the GridRefManager
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}
}
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2011-01-16 12:23:17 +01:00
// *****************************
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// Grid function
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// *****************************
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GridMap :: GridMap ()
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{
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m_flags = 0 ;
// Area data
m_gridArea = 0 ;
m_area_map = NULL ;
// Height level data
m_gridHeight = INVALID_HEIGHT ;
m_gridGetHeight = & GridMap :: getHeightFromFlat ;
m_V9 = NULL ;
m_V8 = NULL ;
// Liquid data
m_liquidType = 0 ;
m_liquid_offX = 0 ;
m_liquid_offY = 0 ;
m_liquid_width = 0 ;
m_liquid_height = 0 ;
m_liquidLevel = INVALID_HEIGHT ;
m_liquid_type = NULL ;
m_liquid_map = NULL ;
}
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GridMap ::~ GridMap ()
{
unloadData ();
}
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bool GridMap :: loadData ( char * filename )
{
// Unload old data if exist
unloadData ();
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map_fileheader header ;
// Not return error if file not found
FILE * in = fopen ( filename , "rb" );
if ( ! in )
return true ;
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if ( fread ( & header , sizeof ( header ), 1 , in ) != 1 )
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{
fclose ( in );
return false ;
}
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if ( header . mapMagic == MapMagic . asUInt && header . versionMagic == MapVersionMagic . asUInt )
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{
// loadup area data
if ( header . areaMapOffset && ! loadAreaData ( in , header . areaMapOffset , header . areaMapSize ))
{
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sLog -> outError ( "Error loading map area data \n " );
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fclose ( in );
return false ;
}
// loadup height data
if ( header . heightMapOffset && ! loadHeihgtData ( in , header . heightMapOffset , header . heightMapSize ))
{
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sLog -> outError ( "Error loading map height data \n " );
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fclose ( in );
return false ;
}
// loadup liquid data
if ( header . liquidMapOffset && ! loadLiquidData ( in , header . liquidMapOffset , header . liquidMapSize ))
{
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sLog -> outError ( "Error loading map liquids data \n " );
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fclose ( in );
return false ;
}
fclose ( in );
return true ;
}
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sLog -> outError ( "Map file '%s' is from an incompatible clientversion. Please recreate using the mapextractor." , filename );
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fclose ( in );
return false ;
}
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void GridMap :: unloadData ()
{
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delete [] m_area_map ;
delete [] m_V9 ;
delete [] m_V8 ;
delete [] m_liquid_type ;
delete [] m_liquid_map ;
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m_area_map = NULL ;
m_V9 = NULL ;
m_V8 = NULL ;
m_liquid_type = NULL ;
m_liquid_map = NULL ;
m_gridGetHeight = & GridMap :: getHeightFromFlat ;
}
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bool GridMap :: loadAreaData ( FILE * in , uint32 offset , uint32 /*size*/ )
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{
map_areaHeader header ;
fseek ( in , offset , SEEK_SET );
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if ( fread ( & header , sizeof ( header ), 1 , in ) != 1 || header . fourcc != MapAreaMagic . asUInt )
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return false ;
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m_gridArea = header . gridArea ;
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if ( ! ( header . flags & MAP_AREA_NO_AREA ))
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{
m_area_map = new uint16 [ 16 * 16 ];
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if ( fread ( m_area_map , sizeof ( uint16 ), 16 * 16 , in ) != 16 * 16 )
return false ;
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}
return true ;
}
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bool GridMap :: loadHeihgtData ( FILE * in , uint32 offset , uint32 /*size*/ )
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{
map_heightHeader header ;
fseek ( in , offset , SEEK_SET );
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if ( fread ( & header , sizeof ( header ), 1 , in ) != 1 || header . fourcc != MapHeightMagic . asUInt )
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return false ;
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m_gridHeight = header . gridHeight ;
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if ( ! ( header . flags & MAP_HEIGHT_NO_HEIGHT ))
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{
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if (( header . flags & MAP_HEIGHT_AS_INT16 ))
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{
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m_uint16_V9 = new uint16 [ 129 * 129 ];
m_uint16_V8 = new uint16 [ 128 * 128 ];
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if ( fread ( m_uint16_V9 , sizeof ( uint16 ), 129 * 129 , in ) != 129 * 129 ||
fread ( m_uint16_V8 , sizeof ( uint16 ), 128 * 128 , in ) != 128 * 128 )
return false ;
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m_gridIntHeightMultiplier = ( header . gridMaxHeight - header . gridHeight ) / 65535 ;
m_gridGetHeight = & GridMap :: getHeightFromUint16 ;
}
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else if (( header . flags & MAP_HEIGHT_AS_INT8 ))
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{
m_uint8_V9 = new uint8 [ 129 * 129 ];
m_uint8_V8 = new uint8 [ 128 * 128 ];
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if ( fread ( m_uint8_V9 , sizeof ( uint8 ), 129 * 129 , in ) != 129 * 129 ||
fread ( m_uint8_V8 , sizeof ( uint8 ), 128 * 128 , in ) != 128 * 128 )
return false ;
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m_gridIntHeightMultiplier = ( header . gridMaxHeight - header . gridHeight ) / 255 ;
m_gridGetHeight = & GridMap :: getHeightFromUint8 ;
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}
else
{
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m_V9 = new float [ 129 * 129 ];
m_V8 = new float [ 128 * 128 ];
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if ( fread ( m_V9 , sizeof ( float ), 129 * 129 , in ) != 129 * 129 ||
fread ( m_V8 , sizeof ( float ), 128 * 128 , in ) != 128 * 128 )
return false ;
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m_gridGetHeight = & GridMap :: getHeightFromFloat ;
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}
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}
else
m_gridGetHeight = & GridMap :: getHeightFromFlat ;
return true ;
}
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bool GridMap :: loadLiquidData ( FILE * in , uint32 offset , uint32 /*size*/ )
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{
map_liquidHeader header ;
fseek ( in , offset , SEEK_SET );
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if ( fread ( & header , sizeof ( header ), 1 , in ) != 1 || header . fourcc != MapLiquidMagic . asUInt )
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return false ;
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m_liquidType = header . liquidType ;
m_liquid_offX = header . offsetX ;
m_liquid_offY = header . offsetY ;
m_liquid_width = header . width ;
m_liquid_height = header . height ;
m_liquidLevel = header . liquidLevel ;
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if ( ! ( header . flags & MAP_LIQUID_NO_TYPE ))
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{
m_liquid_type = new uint8 [ 16 * 16 ];
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if ( fread ( m_liquid_type , sizeof ( uint8 ), 16 * 16 , in ) != 16 * 16 )
return false ;
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}
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if ( ! ( header . flags & MAP_LIQUID_NO_HEIGHT ))
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{
m_liquid_map = new float [ m_liquid_width * m_liquid_height ];
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if ( fread ( m_liquid_map , sizeof ( float ), m_liquid_width * m_liquid_height , in ) != m_liquid_width * m_liquid_height )
return false ;
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}
return true ;
}
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uint16 GridMap :: getArea ( float x , float y )
{
if ( ! m_area_map )
return m_gridArea ;
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x = 16 * ( 32 - x / SIZE_OF_GRIDS );
y = 16 * ( 32 - y / SIZE_OF_GRIDS );
int lx = ( int ) x & 15 ;
int ly = ( int ) y & 15 ;
return m_area_map [ lx * 16 + ly ];
}
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float GridMap :: getHeightFromFlat ( float /*x*/ , float /*y*/ ) const
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{
return m_gridHeight ;
}
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float GridMap :: getHeightFromFloat ( float x , float y ) const
{
if ( ! m_V8 || ! m_V9 )
return m_gridHeight ;
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x = MAP_RESOLUTION * ( 32 - x / SIZE_OF_GRIDS );
y = MAP_RESOLUTION * ( 32 - y / SIZE_OF_GRIDS );
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int x_int = ( int ) x ;
int y_int = ( int ) y ;
x -= x_int ;
y -= y_int ;
x_int &= ( MAP_RESOLUTION - 1 );
y_int &= ( MAP_RESOLUTION - 1 );
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// Height stored as: h5 - its v8 grid, h1-h4 - its v9 grid
// +--------------> X
// | h1-------h2 Coordinates is:
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// | | \ 1 / | h1 0, 0
// | | \ / | h2 0, 1
// | | 2 h5 3 | h3 1, 0
// | | / \ | h4 1, 1
// | | / 4 \ | h5 1/2, 1/2
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// | h3-------h4
// V Y
// For find height need
// 1 - detect triangle
// 2 - solve linear equation from triangle points
// Calculate coefficients for solve h = a*x + b*y + c
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float a , b , c ;
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// Select triangle:
if ( x + y < 1 )
{
if ( x > y )
{
// 1 triangle (h1, h2, h5 points)
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float h1 = m_V9 [( x_int ) * 129 + y_int ];
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float h2 = m_V9 [( x_int + 1 ) * 129 + y_int ];
float h5 = 2 * m_V8 [ x_int * 128 + y_int ];
a = h2 - h1 ;
b = h5 - h1 - h2 ;
c = h1 ;
}
else
{
// 2 triangle (h1, h3, h5 points)
float h1 = m_V9 [ x_int * 129 + y_int ];
float h3 = m_V9 [ x_int * 129 + y_int + 1 ];
float h5 = 2 * m_V8 [ x_int * 128 + y_int ];
a = h5 - h1 - h3 ;
b = h3 - h1 ;
c = h1 ;
}
}
else
{
if ( x > y )
{
// 3 triangle (h2, h4, h5 points)
float h2 = m_V9 [( x_int + 1 ) * 129 + y_int ];
float h4 = m_V9 [( x_int + 1 ) * 129 + y_int + 1 ];
float h5 = 2 * m_V8 [ x_int * 128 + y_int ];
a = h2 + h4 - h5 ;
b = h4 - h2 ;
c = h5 - h4 ;
}
else
{
// 4 triangle (h3, h4, h5 points)
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float h3 = m_V9 [( x_int ) * 129 + y_int + 1 ];
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float h4 = m_V9 [( x_int + 1 ) * 129 + y_int + 1 ];
float h5 = 2 * m_V8 [ x_int * 128 + y_int ];
a = h4 - h3 ;
b = h3 + h4 - h5 ;
c = h5 - h4 ;
}
}
// Calculate height
return a * x + b * y + c ;
}
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float GridMap :: getHeightFromUint8 ( float x , float y ) const
{
if ( ! m_uint8_V8 || ! m_uint8_V9 )
return m_gridHeight ;
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x = MAP_RESOLUTION * ( 32 - x / SIZE_OF_GRIDS );
y = MAP_RESOLUTION * ( 32 - y / SIZE_OF_GRIDS );
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int x_int = ( int ) x ;
int y_int = ( int ) y ;
x -= x_int ;
y -= y_int ;
x_int &= ( MAP_RESOLUTION - 1 );
y_int &= ( MAP_RESOLUTION - 1 );
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int32 a , b , c ;
uint8 * V9_h1_ptr = & m_uint8_V9 [ x_int * 128 + x_int + y_int ];
if ( x + y < 1 )
{
if ( x > y )
{
// 1 triangle (h1, h2, h5 points)
int32 h1 = V9_h1_ptr [ 0 ];
int32 h2 = V9_h1_ptr [ 129 ];
int32 h5 = 2 * m_uint8_V8 [ x_int * 128 + y_int ];
a = h2 - h1 ;
b = h5 - h1 - h2 ;
c = h1 ;
}
else
{
// 2 triangle (h1, h3, h5 points)
int32 h1 = V9_h1_ptr [ 0 ];
int32 h3 = V9_h1_ptr [ 1 ];
int32 h5 = 2 * m_uint8_V8 [ x_int * 128 + y_int ];
a = h5 - h1 - h3 ;
b = h3 - h1 ;
c = h1 ;
}
}
else
{
if ( x > y )
{
// 3 triangle (h2, h4, h5 points)
int32 h2 = V9_h1_ptr [ 129 ];
int32 h4 = V9_h1_ptr [ 130 ];
int32 h5 = 2 * m_uint8_V8 [ x_int * 128 + y_int ];
a = h2 + h4 - h5 ;
b = h4 - h2 ;
c = h5 - h4 ;
}
else
{
// 4 triangle (h3, h4, h5 points)
int32 h3 = V9_h1_ptr [ 1 ];
int32 h4 = V9_h1_ptr [ 130 ];
int32 h5 = 2 * m_uint8_V8 [ x_int * 128 + y_int ];
a = h4 - h3 ;
b = h3 + h4 - h5 ;
c = h5 - h4 ;
}
}
// Calculate height
return ( float )(( a * x ) + ( b * y ) + c ) * m_gridIntHeightMultiplier + m_gridHeight ;
}
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float GridMap :: getHeightFromUint16 ( float x , float y ) const
{
if ( ! m_uint16_V8 || ! m_uint16_V9 )
return m_gridHeight ;
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x = MAP_RESOLUTION * ( 32 - x / SIZE_OF_GRIDS );
y = MAP_RESOLUTION * ( 32 - y / SIZE_OF_GRIDS );
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int x_int = ( int ) x ;
int y_int = ( int ) y ;
x -= x_int ;
y -= y_int ;
x_int &= ( MAP_RESOLUTION - 1 );
y_int &= ( MAP_RESOLUTION - 1 );
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int32 a , b , c ;
uint16 * V9_h1_ptr = & m_uint16_V9 [ x_int * 128 + x_int + y_int ];
if ( x + y < 1 )
{
if ( x > y )
{
// 1 triangle (h1, h2, h5 points)
int32 h1 = V9_h1_ptr [ 0 ];
int32 h2 = V9_h1_ptr [ 129 ];
int32 h5 = 2 * m_uint16_V8 [ x_int * 128 + y_int ];
a = h2 - h1 ;
b = h5 - h1 - h2 ;
c = h1 ;
}
else
{
// 2 triangle (h1, h3, h5 points)
int32 h1 = V9_h1_ptr [ 0 ];
int32 h3 = V9_h1_ptr [ 1 ];
int32 h5 = 2 * m_uint16_V8 [ x_int * 128 + y_int ];
a = h5 - h1 - h3 ;
b = h3 - h1 ;
c = h1 ;
}
}
else
{
if ( x > y )
{
// 3 triangle (h2, h4, h5 points)
int32 h2 = V9_h1_ptr [ 129 ];
int32 h4 = V9_h1_ptr [ 130 ];
int32 h5 = 2 * m_uint16_V8 [ x_int * 128 + y_int ];
a = h2 + h4 - h5 ;
b = h4 - h2 ;
c = h5 - h4 ;
}
else
{
// 4 triangle (h3, h4, h5 points)
int32 h3 = V9_h1_ptr [ 1 ];
int32 h4 = V9_h1_ptr [ 130 ];
int32 h5 = 2 * m_uint16_V8 [ x_int * 128 + y_int ];
a = h4 - h3 ;
b = h3 + h4 - h5 ;
c = h5 - h4 ;
}
}
// Calculate height
return ( float )(( a * x ) + ( b * y ) + c ) * m_gridIntHeightMultiplier + m_gridHeight ;
}
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float GridMap :: getLiquidLevel ( float x , float y )
{
if ( ! m_liquid_map )
return m_liquidLevel ;
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x = MAP_RESOLUTION * ( 32 - x / SIZE_OF_GRIDS );
y = MAP_RESOLUTION * ( 32 - y / SIZE_OF_GRIDS );
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int cx_int = (( int ) x & ( MAP_RESOLUTION - 1 )) - m_liquid_offY ;
int cy_int = (( int ) y & ( MAP_RESOLUTION - 1 )) - m_liquid_offX ;
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if ( cx_int < 0 || cx_int >= m_liquid_height )
return INVALID_HEIGHT ;
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if ( cy_int < 0 || cy_int >= m_liquid_width )
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return INVALID_HEIGHT ;
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return m_liquid_map [ cx_int * m_liquid_width + cy_int ];
}
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uint8 GridMap :: getTerrainType ( float x , float y )
{
if ( ! m_liquid_type )
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return 0 ;
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x = 16 * ( 32 - x / SIZE_OF_GRIDS );
y = 16 * ( 32 - y / SIZE_OF_GRIDS );
int lx = ( int ) x & 15 ;
int ly = ( int ) y & 15 ;
return m_liquid_type [ lx * 16 + ly ];
}
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// Get water state on map
inline ZLiquidStatus GridMap :: getLiquidStatus ( float x , float y , float z , uint8 ReqLiquidType , LiquidData * data )
{
// Check water type (if no water return)
if ( ! m_liquid_type && ! m_liquidType )
return LIQUID_MAP_NO_WATER ;
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// Get cell
float cx = MAP_RESOLUTION * ( 32 - x / SIZE_OF_GRIDS );
float cy = MAP_RESOLUTION * ( 32 - y / SIZE_OF_GRIDS );
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int x_int = ( int ) cx & ( MAP_RESOLUTION - 1 );
int y_int = ( int ) cy & ( MAP_RESOLUTION - 1 );
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// Check water type in cell
uint8 type = m_liquid_type ? m_liquid_type [( x_int >> 3 ) * 16 + ( y_int >> 3 )] : m_liquidType ;
if ( type == 0 )
return LIQUID_MAP_NO_WATER ;
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// Check req liquid type mask
if ( ReqLiquidType && ! ( ReqLiquidType & type ))
return LIQUID_MAP_NO_WATER ;
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// Check water level:
// Check water height map
int lx_int = x_int - m_liquid_offY ;
int ly_int = y_int - m_liquid_offX ;
if ( lx_int < 0 || lx_int >= m_liquid_height )
return LIQUID_MAP_NO_WATER ;
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if ( ly_int < 0 || ly_int >= m_liquid_width )
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return LIQUID_MAP_NO_WATER ;
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// Get water level
float liquid_level = m_liquid_map ? m_liquid_map [ lx_int * m_liquid_width + ly_int ] : m_liquidLevel ;
// Get ground level (sub 0.2 for fix some errors)
float ground_level = getHeight ( x , y );
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// Check water level and ground level
if ( liquid_level < ground_level || z < ground_level - 2 )
return LIQUID_MAP_NO_WATER ;
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// All ok in water -> store data
if ( data )
{
data -> type = type ;
data -> level = liquid_level ;
data -> depth_level = ground_level ;
}
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// For speed check as int values
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int delta = int (( liquid_level - z ) * 10 );
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// Get position delta
if ( delta > 20 ) // Under water
return LIQUID_MAP_UNDER_WATER ;
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if ( delta > 0 ) // In water
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return LIQUID_MAP_IN_WATER ;
if ( delta > - 1 ) // Walk on water
return LIQUID_MAP_WATER_WALK ;
// Above water
return LIQUID_MAP_ABOVE_WATER ;
}
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inline GridMap * Map :: GetGrid ( float x , float y )
{
// half opt method
int gx = ( int )( 32 - x / SIZE_OF_GRIDS ); //grid x
int gy = ( int )( 32 - y / SIZE_OF_GRIDS ); //grid y
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// ensure GridMap is loaded
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EnsureGridCreated ( GridPair ( 63 - gx , 63 - gy ));
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return GridMaps [ gx ][ gy ];
}
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float Map :: GetHeight ( float x , float y , float z , bool pUseVmaps , float maxSearchDist ) const
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{
// find raw .map surface under Z coordinates
float mapHeight ;
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if ( GridMap * gmap = const_cast < Map *> ( this ) -> GetGrid ( x , y ))
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{
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float _mapheight = gmap -> getHeight ( x , y );
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// look from a bit higher pos to find the floor, ignore under surface case
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if ( z + 2.0f > _mapheight )
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mapHeight = _mapheight ;
else
mapHeight = VMAP_INVALID_HEIGHT_VALUE ;
}
else
mapHeight = VMAP_INVALID_HEIGHT_VALUE ;
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float vmapHeight ;
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if ( pUseVmaps )
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{
VMAP :: IVMapManager * vmgr = VMAP :: VMapFactory :: createOrGetVMapManager ();
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if ( vmgr -> isHeightCalcEnabled ())
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{
// look from a bit higher pos to find the floor
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vmapHeight = vmgr -> getHeight ( GetId (), x , y , z + 2.0f , maxSearchDist );
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}
else
vmapHeight = VMAP_INVALID_HEIGHT_VALUE ;
}
else
vmapHeight = VMAP_INVALID_HEIGHT_VALUE ;
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// mapHeight set for any above raw ground Z or <= INVALID_HEIGHT
// vmapheight set for any under Z value or <= INVALID_HEIGHT
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if ( vmapHeight > INVALID_HEIGHT )
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{
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if ( mapHeight > INVALID_HEIGHT )
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{
// we have mapheight and vmapheight and must select more appropriate
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// 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
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if ( z < mapHeight || vmapHeight > mapHeight || fabs ( mapHeight - z ) > fabs ( vmapHeight - z ))
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return vmapHeight ;
else
return mapHeight ; // better use .map surface height
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}
else
return vmapHeight ; // we have only vmapHeight (if have)
}
else
{
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if ( ! pUseVmaps )
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return mapHeight ; // explicitly use map data (if have)
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else if ( mapHeight > INVALID_HEIGHT && ( z < mapHeight + 2 || z == MAX_HEIGHT ))
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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
}
}
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inline bool IsOutdoorWMO ( uint32 mogpFlags , int32 /*adtId*/ , int32 /*rootId*/ , int32 /*groupId*/ , WMOAreaTableEntry const * wmoEntry , AreaTableEntry const * atEntry )
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{
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bool outdoor = true ;
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if ( wmoEntry && atEntry )
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{
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if ( atEntry -> flags & AREA_FLAG_OUTSIDE )
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return true ;
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if ( atEntry -> flags & AREA_FLAG_INSIDE )
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return false ;
}
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outdoor = mogpFlags & 0x8 ;
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if ( wmoEntry )
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{
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if ( wmoEntry -> Flags & 4 )
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return true ;
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if (( wmoEntry -> Flags & 2 ) != 0 )
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outdoor = false ;
}
return outdoor ;
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}
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bool Map :: IsOutdoors ( float x , float y , float z ) const
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{
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uint32 mogpFlags ;
int32 adtId , rootId , groupId ;
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// no wmo found? -> outside by default
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if ( ! GetAreaInfo ( x , y , z , mogpFlags , adtId , rootId , groupId ))
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return true ;
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AreaTableEntry const * atEntry = 0 ;
WMOAreaTableEntry const * wmoEntry = GetWMOAreaTableEntryByTripple ( rootId , adtId , groupId );
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if ( wmoEntry )
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{
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sLog -> outStaticDebug ( "Got WMOAreaTableEntry! flag %u, areaid %u" , wmoEntry -> Flags , wmoEntry -> areaId );
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atEntry = GetAreaEntryByAreaID ( wmoEntry -> areaId );
}
return IsOutdoorWMO ( mogpFlags , adtId , rootId , groupId , wmoEntry , atEntry );
}
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bool Map :: GetAreaInfo ( float x , float y , float z , uint32 & flags , int32 & adtId , int32 & rootId , int32 & groupId ) const
{
float vmap_z = z ;
VMAP :: IVMapManager * vmgr = VMAP :: VMapFactory :: createOrGetVMapManager ();
if ( vmgr -> getAreaInfo ( GetId (), x , y , vmap_z , flags , adtId , rootId , groupId ))
{
// check if there's terrain between player height and object height
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if ( GridMap * gmap = const_cast < Map *> ( this ) -> GetGrid ( x , y ))
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{
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float _mapheight = gmap -> getHeight ( x , y );
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// z + 2.0f condition taken from GetHeight(), not sure if it's such a great choice...
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if ( z + 2.0f > _mapheight && _mapheight > vmap_z )
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return false ;
}
return true ;
}
return false ;
}
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uint16 Map :: GetAreaFlag ( float x , float y , float z , bool * isOutdoors ) const
{
uint32 mogpFlags ;
int32 adtId , rootId , groupId ;
WMOAreaTableEntry const * wmoEntry = 0 ;
AreaTableEntry const * atEntry = 0 ;
bool haveAreaInfo = false ;
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if ( GetAreaInfo ( x , y , z , mogpFlags , adtId , rootId , groupId ))
{
haveAreaInfo = true ;
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wmoEntry = GetWMOAreaTableEntryByTripple ( rootId , adtId , groupId );
if ( wmoEntry )
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atEntry = GetAreaEntryByAreaID ( wmoEntry -> areaId );
}
uint16 areaflag ;
if ( atEntry )
areaflag = atEntry -> exploreFlag ;
else
{
if ( GridMap * gmap = const_cast < Map *> ( this ) -> GetGrid ( x , y ))
areaflag = gmap -> getArea ( x , y );
// this used while not all *.map files generated (instances)
else
areaflag = GetAreaFlagByMapId ( i_mapEntry -> MapID );
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}
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if ( isOutdoors )
{
if ( haveAreaInfo )
* isOutdoors = IsOutdoorWMO ( mogpFlags , adtId , rootId , groupId , wmoEntry , atEntry );
else
* isOutdoors = true ;
}
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return areaflag ;
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}
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uint8 Map :: GetTerrainType ( float x , float y ) const
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{
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if ( GridMap * gmap = const_cast < Map *> ( this ) -> GetGrid ( x , y ))
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return gmap -> getTerrainType ( x , y );
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else
return 0 ;
}
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ZLiquidStatus Map :: getLiquidStatus ( float x , float y , float z , uint8 ReqLiquidType , LiquidData * data ) const
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{
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ZLiquidStatus result = LIQUID_MAP_NO_WATER ;
VMAP :: IVMapManager * vmgr = VMAP :: VMapFactory :: createOrGetVMapManager ();
float liquid_level , ground_level = INVALID_HEIGHT ;
uint32 liquid_type ;
if ( vmgr -> GetLiquidLevel ( GetId (), x , y , z , ReqLiquidType , liquid_level , ground_level , liquid_type ))
{
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sLog -> outDebug ( LOG_FILTER_MAPS , "getLiquidStatus(): vmap liquid level: %f ground: %f type: %u" , liquid_level , ground_level , liquid_type );
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// Check water level and ground level
if ( liquid_level > ground_level && z > ground_level - 2 )
{
// All ok in water -> store data
if ( data )
{
data -> type = liquid_type ;
data -> level = liquid_level ;
data -> depth_level = ground_level ;
}
// For speed check as int values
int delta = int (( liquid_level - z ) * 10 );
// Get position delta
if ( delta > 20 ) // Under water
return LIQUID_MAP_UNDER_WATER ;
if ( delta > 0 ) // In water
return LIQUID_MAP_IN_WATER ;
if ( delta > - 1 ) // Walk on water
return LIQUID_MAP_WATER_WALK ;
result = LIQUID_MAP_ABOVE_WATER ;
}
}
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if ( GridMap * gmap = const_cast < Map *> ( this ) -> GetGrid ( x , y ))
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{
LiquidData map_data ;
ZLiquidStatus map_result = gmap -> getLiquidStatus ( x , y , z , ReqLiquidType , & map_data );
// Not override LIQUID_MAP_ABOVE_WATER with LIQUID_MAP_NO_WATER:
if ( map_result != LIQUID_MAP_NO_WATER && ( map_data . level > ground_level ))
{
if ( data )
* data = map_data ;
return map_result ;
}
}
return result ;
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}
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float Map :: GetWaterLevel ( float x , float y ) const
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{
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if ( GridMap * gmap = const_cast < Map *> ( this ) -> GetGrid ( x , y ))
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return gmap -> getLiquidLevel ( x , y );
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else
return 0 ;
}
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uint32 Map :: GetAreaIdByAreaFlag ( uint16 areaflag , uint32 map_id )
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{
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AreaTableEntry const * entry = GetAreaEntryByAreaFlagAndMap ( areaflag , map_id );
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if ( entry )
return entry -> ID ;
else
return 0 ;
}
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uint32 Map :: GetZoneIdByAreaFlag ( uint16 areaflag , uint32 map_id )
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{
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AreaTableEntry const * entry = GetAreaEntryByAreaFlagAndMap ( areaflag , map_id );
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if ( entry )
return ( entry -> zone != 0 ) ? entry -> zone : entry -> ID ;
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else
return 0 ;
}
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void Map :: GetZoneAndAreaIdByAreaFlag ( uint32 & zoneid , uint32 & areaid , uint16 areaflag , uint32 map_id )
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{
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AreaTableEntry const * entry = GetAreaEntryByAreaFlagAndMap ( areaflag , map_id );
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areaid = entry ? entry -> ID : 0 ;
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zoneid = entry ? (( entry -> zone != 0 ) ? entry -> zone : entry -> ID ) : 0 ;
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}
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bool Map :: IsInWater ( float x , float y , float pZ , LiquidData * data ) const
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{
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// Check surface in x, y point for liquid
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if ( const_cast < Map *> ( this ) -> GetGrid ( x , y ))
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{
LiquidData liquid_status ;
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LiquidData * liquid_ptr = data ? data : & liquid_status ;
if ( getLiquidStatus ( x , y , pZ , MAP_ALL_LIQUIDS , liquid_ptr ))
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return true ;
}
return false ;
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}
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bool Map :: IsUnderWater ( float x , float y , float z ) const
{
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if ( const_cast < Map *> ( this ) -> GetGrid ( x , y ))
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{
if ( getLiquidStatus ( x , y , z , MAP_LIQUID_TYPE_WATER | MAP_LIQUID_TYPE_OCEAN ) & LIQUID_MAP_UNDER_WATER )
return true ;
}
return false ;
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}
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bool Map :: CheckGridIntegrity ( Creature * c , bool moved ) const
{
Cell const & cur_cell = c -> GetCurrentCell ();
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CellPair xy_val = Trinity :: ComputeCellPair ( c -> GetPositionX (), c -> GetPositionY ());
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Cell xy_cell ( xy_val );
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if ( xy_cell != cur_cell )
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{
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sLog -> outDebug ( LOG_FILTER_MAPS , "Creature (GUID: %u) X: %f Y: %f (%s) is in grid[%u, %u]cell[%u, %u] instead of grid[%u, %u]cell[%u, %u]" ,
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c -> GetGUIDLow (),
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c -> GetPositionX (), c -> GetPositionY (), ( moved ? "final" : "original" ),
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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
}
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return true ;
}
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const char * Map :: GetMapName () const
{
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return i_mapEntry ? i_mapEntry -> name [ sWorld -> GetDefaultDbcLocale ()] : "UNNAMEDMAP\x0" ;
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}
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void Map :: UpdateObjectVisibility ( WorldObject * obj , Cell cell , CellPair cellpair )
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{
cell . data . Part . reserved = ALL_DISTRICT ;
cell . SetNoCreate ();
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Trinity :: VisibleChangesNotifier notifier ( * obj );
TypeContainerVisitor < Trinity :: VisibleChangesNotifier , WorldTypeMapContainer > player_notifier ( notifier );
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cell . Visit ( cellpair , player_notifier , * this , * obj , obj -> GetVisibilityRange ());
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}
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void Map :: UpdateObjectsVisibilityFor ( Player * player , Cell cell , CellPair cellpair )
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{
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Trinity :: VisibleNotifier notifier ( * player );
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cell . data . Part . reserved = ALL_DISTRICT ;
cell . SetNoCreate ();
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TypeContainerVisitor < Trinity :: VisibleNotifier , WorldTypeMapContainer > world_notifier ( notifier );
TypeContainerVisitor < Trinity :: VisibleNotifier , GridTypeMapContainer > grid_notifier ( notifier );
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cell . Visit ( cellpair , world_notifier , * this , * player , player -> GetSightRange ());
cell . Visit ( cellpair , grid_notifier , * this , * player , player -> GetSightRange ());
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// send data
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notifier . SendToSelf ();
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}
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void Map :: SendInitSelf ( Player * player )
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{
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sLog -> outDetail ( "Creating player data for himself %u" , player -> GetGUIDLow ());
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UpdateData data ;
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// attach to player data current transport data
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if ( Transport * transport = player -> GetTransport ())
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{
transport -> BuildCreateUpdateBlockForPlayer ( & data , player );
}
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// build data for self presence in world at own client (one time for map)
player -> BuildCreateUpdateBlockForPlayer ( & data , player );
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// build other passengers at transport also (they always visible and marked as visible and will not send at visibility update at add to map
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if ( Transport * transport = player -> GetTransport ())
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{
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for ( Transport :: PlayerSet :: const_iterator itr = transport -> GetPassengers (). begin (); itr != transport -> GetPassengers (). end (); ++ itr )
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{
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if ( player != ( * itr ) && player -> HaveAtClient ( * itr ))
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{
( * itr ) -> BuildCreateUpdateBlockForPlayer ( & data , player );
}
}
}
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WorldPacket packet ;
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data . BuildPacket ( & packet );
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player -> GetSession () -> SendPacket ( & packet );
}
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void Map :: SendInitTransports ( Player * player )
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{
// Hack to send out transports
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MapManager :: TransportMap & tmap = sMapMgr -> m_TransportsByMap ;
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// no transports at map
if ( tmap . find ( player -> GetMapId ()) == tmap . end ())
return ;
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UpdateData transData ;
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MapManager :: TransportSet & tset = tmap [ player -> GetMapId ()];
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for ( MapManager :: TransportSet :: const_iterator i = tset . begin (); i != tset . end (); ++ i )
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{
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// send data for current transport in other place
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if (( * i ) != player -> GetTransport () && ( * i ) -> GetMapId () == GetId ())
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{
( * i ) -> BuildCreateUpdateBlockForPlayer ( & transData , player );
}
}
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2008-10-02 16:23:55 -05:00
WorldPacket packet ;
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transData . BuildPacket ( & packet );
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player -> GetSession () -> SendPacket ( & packet );
}
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void Map :: SendRemoveTransports ( Player * player )
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{
// Hack to send out transports
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MapManager :: TransportMap & tmap = sMapMgr -> m_TransportsByMap ;
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2008-10-02 16:23:55 -05:00
// no transports at map
if ( tmap . find ( player -> GetMapId ()) == tmap . end ())
return ;
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UpdateData transData ;
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2008-10-02 16:23:55 -05:00
MapManager :: TransportSet & tset = tmap [ player -> GetMapId ()];
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2008-10-02 16:23:55 -05:00
// except used transport
2009-04-29 00:26:07 -05:00
for ( MapManager :: TransportSet :: const_iterator i = tset . begin (); i != tset . end (); ++ i )
2010-04-08 08:20:08 +02:00
if (( * i ) != player -> GetTransport () && ( * i ) -> GetMapId () != GetId ())
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( * i ) -> BuildOutOfRangeUpdateBlock ( & transData );
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2008-10-02 16:23:55 -05:00
WorldPacket packet ;
transData . BuildPacket ( & packet );
player -> GetSession () -> SendPacket ( & packet );
}
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2008-10-02 16:23:55 -05:00
inline void Map :: setNGrid ( NGridType * grid , uint32 x , uint32 y )
{
2010-04-07 19:14:10 +02:00
if ( x >= MAX_NUMBER_OF_GRIDS || y >= MAX_NUMBER_OF_GRIDS )
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{
2011-04-29 20:47:02 +02:00
sLog -> outError ( "map::setNGrid() Invalid grid coordinates found: %d, %d!" , x , y );
2010-07-30 20:04:28 +02:00
ASSERT ( false );
2008-10-02 16:23:55 -05:00
}
i_grids [ x ][ y ] = grid ;
}
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2009-08-25 15:12:22 -05:00
void Map :: DelayedUpdate ( const uint32 t_diff )
{
RemoveAllObjectsInRemoveList ();
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2011-04-29 20:47:02 +02:00
// 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 !
2009-08-25 15:12:22 -05:00
// This isn't really bother us, since as soon as we have instanced BG-s, the whole map unloads as the BG gets ended
2010-08-08 04:37:24 +02:00
if ( ! IsBattlegroundOrArena ())
2009-08-25 15:12:22 -05:00
{
2009-11-20 19:11:28 -08:00
for ( GridRefManager < NGridType >:: iterator i = GridRefManager < NGridType >:: begin (); i != GridRefManager < NGridType >:: end ();)
2009-08-25 15:12:22 -05:00
{
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
2010-07-30 20:04:28 +02:00
ASSERT ( grid -> GetGridState () >= 0 && grid -> GetGridState () < MAX_GRID_STATE );
2009-08-25 15:12:22 -05:00
si_GridStates [ grid -> GetGridState ()] -> Update ( * this , * grid , * info , grid -> getX (), grid -> getY (), t_diff );
}
}
}
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2008-10-02 16:23:55 -05:00
void Map :: AddObjectToRemoveList ( WorldObject * obj )
{
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ASSERT ( obj -> GetMapId () == GetId () && obj -> GetInstanceId () == GetInstanceId ());
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2010-01-22 20:03:47 +01:00
obj -> CleanupsBeforeDelete ( false ); // remove or simplify at least cross referenced links
2009-10-17 15:51:44 -07:00
2008-10-02 16:23:55 -05:00
i_objectsToRemove . insert ( obj );
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//sLog->outDebug(LOG_FILTER_MAPS, "Object (GUID: %u TypeId: %u) added to removing list.", obj->GetGUIDLow(), obj->GetTypeId());
2008-10-02 16:23:55 -05:00
}
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2009-02-26 17:01:02 -06:00
void Map :: AddObjectToSwitchList ( WorldObject * obj , bool on )
{
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ASSERT ( obj -> GetMapId () == GetId () && obj -> GetInstanceId () == GetInstanceId ());
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2009-02-26 17:01:02 -06:00
std :: map < WorldObject * , bool >:: iterator itr = i_objectsToSwitch . find ( obj );
2010-04-07 19:14:10 +02:00
if ( itr == i_objectsToSwitch . end ())
2009-02-26 17:01:02 -06:00
i_objectsToSwitch . insert ( itr , std :: make_pair ( obj , on ));
2010-04-07 19:14:10 +02:00
else if ( itr -> second != on )
2009-02-26 17:01:02 -06:00
i_objectsToSwitch . erase ( itr );
else
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ASSERT ( false );
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}
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2008-10-02 16:23:55 -05:00
void Map :: RemoveAllObjectsInRemoveList ()
{
2010-04-07 19:13:19 +02:00
while ( ! i_objectsToSwitch . empty ())
2009-02-26 17:01:02 -06:00
{
std :: map < WorldObject * , bool >:: iterator itr = i_objectsToSwitch . begin ();
WorldObject * obj = itr -> first ;
bool on = itr -> second ;
i_objectsToSwitch . erase ( itr );
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2009-02-26 17:01:02 -06:00
switch ( obj -> GetTypeId ())
{
2010-08-21 20:55:31 +02:00
case TYPEID_UNIT :
if ( ! obj -> ToCreature () -> isPet ())
SwitchGridContainers ( obj -> ToCreature (), on );
break ;
default :
break ;
2009-02-26 17:01:02 -06:00
}
}
2009-10-17 15:51:44 -07:00
2011-02-20 20:16:34 +01:00
//sLog->outDebug(LOG_FILTER_MAPS, "Object remover 1 check.");
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while ( ! i_objectsToRemove . empty ())
2008-10-02 16:23:55 -05:00
{
2009-03-24 17:55:05 -06:00
std :: set < WorldObject *>:: iterator itr = i_objectsToRemove . begin ();
WorldObject * obj = * itr ;
2009-10-17 15:51:44 -07:00
2008-10-02 16:23:55 -05:00
switch ( obj -> GetTypeId ())
{
case TYPEID_CORPSE :
{
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Corpse * corpse = ObjectAccessor :: GetCorpse ( * obj , obj -> GetGUID ());
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if ( ! corpse )
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sLog -> outError ( "Tried to delete corpse/bones %u that is not in map." , obj -> GetGUIDLow ());
2008-10-02 16:23:55 -05:00
else
2011-04-29 20:47:02 +02:00
Remove ( corpse , true );
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break ;
}
case TYPEID_DYNAMICOBJECT :
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Remove (( DynamicObject * ) obj , true );
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break ;
case TYPEID_GAMEOBJECT :
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Remove (( GameObject * ) obj , true );
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break ;
case TYPEID_UNIT :
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// in case triggered sequence some spell can continue casting after prev CleanupsBeforeDelete call
2008-11-05 20:10:19 -06:00
// make sure that like sources auras/etc removed before destructor start
2010-03-07 18:30:53 +01:00
obj -> ToCreature () -> CleanupsBeforeDelete ();
2011-04-29 20:47:02 +02:00
Remove ( obj -> ToCreature (), true );
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break ;
default :
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sLog -> outError ( "Non-grid object (TypeId: %u) is in grid object remove list, ignored." , obj -> GetTypeId ());
2008-10-02 16:23:55 -05:00
break ;
}
2009-10-17 15:51:44 -07:00
2009-03-24 17:55:05 -06:00
i_objectsToRemove . erase ( itr );
2008-10-02 16:23:55 -05:00
}
2009-12-17 11:30:18 +01:00
2011-02-20 20:16:34 +01:00
//sLog->outDebug(LOG_FILTER_MAPS, "Object remover 2 check.");
2008-10-02 16:23:55 -05:00
}
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2008-11-18 19:40:06 -06:00
uint32 Map :: GetPlayersCountExceptGMs () const
{
uint32 count = 0 ;
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for ( MapRefManager :: const_iterator itr = m_mapRefManager . begin (); itr != m_mapRefManager . end (); ++ itr )
2010-04-07 19:14:10 +02:00
if ( ! itr -> getSource () -> isGameMaster ())
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++ count ;
return count ;
}
2009-10-17 15:51:44 -07:00
2008-11-18 19:40:06 -06:00
void Map :: SendToPlayers ( WorldPacket const * data ) const
{
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for ( MapRefManager :: const_iterator itr = m_mapRefManager . begin (); itr != m_mapRefManager . end (); ++ itr )
2008-11-18 19:40:06 -06:00
itr -> getSource () -> GetSession () -> SendPacket ( data );
}
2009-10-17 15:51:44 -07:00
2009-02-25 20:52:20 -06:00
bool Map :: ActiveObjectsNearGrid ( uint32 x , uint32 y ) const
2008-11-18 19:40:06 -06:00
{
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ASSERT ( x < MAX_NUMBER_OF_GRIDS );
ASSERT ( y < MAX_NUMBER_OF_GRIDS );
2009-10-17 16:20:24 -07:00
2008-11-18 19:40:06 -06:00
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 );
2009-10-17 16:20:24 -07:00
2009-09-27 02:24:25 -07:00
//we must find visible range in cells so we unload only non-visible cells...
2010-11-13 17:18:09 +01:00
float viewDist = GetVisibilityRange ();
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int cell_range = ( int ) ceilf ( viewDist / SIZE_OF_GRID_CELL ) + 1 ;
2009-10-17 16:20:24 -07:00
2009-09-27 02:24:25 -07:00
cell_min << cell_range ;
cell_min -= cell_range ;
cell_max >> cell_range ;
cell_max += cell_range ;
2009-10-17 15:51:44 -07:00
2009-10-17 16:20:24 -07:00
for ( MapRefManager :: const_iterator iter = m_mapRefManager . begin (); iter != m_mapRefManager . end (); ++ iter )
2008-11-18 19:40:06 -06:00
{
Player * plr = iter -> getSource ();
2009-10-17 15:51:44 -07:00
2008-11-18 19:40:06 -06:00
CellPair p = Trinity :: ComputeCellPair ( plr -> GetPositionX (), plr -> GetPositionY ());
2009-11-22 19:56:48 -08:00
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 ))
2008-11-18 19:40:06 -06:00
return true ;
}
2009-10-17 15:51:44 -07:00
2009-10-17 16:20:24 -07:00
for ( ActiveNonPlayers :: const_iterator iter = m_activeNonPlayers . begin (); iter != m_activeNonPlayers . end (); ++ iter )
2008-11-21 15:41:18 -06:00
{
2009-02-25 20:52:20 -06:00
WorldObject * obj = * iter ;
2009-10-17 15:51:44 -07:00
2009-02-25 20:52:20 -06:00
CellPair p = Trinity :: ComputeCellPair ( obj -> GetPositionX (), obj -> GetPositionY ());
2009-11-22 19:56:48 -08:00
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 ))
2008-11-21 15:41:18 -06:00
return true ;
}
2009-10-17 15:51:44 -07:00
2009-02-25 20:52:20 -06:00
return false ;
}
2009-10-17 15:51:44 -07:00
2010-04-07 22:59:46 +02:00
void Map :: AddToActive ( Creature * c )
2009-02-25 20:52:20 -06:00
{
AddToActiveHelper ( c );
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2009-02-25 20:52:20 -06:00
// also not allow unloading spawn grid to prevent creating creature clone at load
2010-04-07 19:14:10 +02:00
if ( ! c -> isPet () && c -> GetDBTableGUIDLow ())
2008-11-21 15:41:18 -06:00
{
2011-04-29 20:47:02 +02:00
float x , y , z ;
c -> GetRespawnCoord ( x , y , z );
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GridPair p = Trinity :: ComputeGridPair ( x , y );
2010-04-07 19:14:10 +02:00
if ( getNGrid ( p . x_coord , p . y_coord ))
2009-02-25 20:52:20 -06:00
getNGrid ( p . x_coord , p . y_coord ) -> incUnloadActiveLock ();
else
{
GridPair p2 = Trinity :: ComputeGridPair ( c -> GetPositionX (), c -> GetPositionY ());
2011-04-29 20:47:02 +02:00
sLog -> outError ( "Active creature (GUID: %u Entry: %u) added to grid[%u, %u] but spawn grid[%u, %u] was not loaded." ,
2009-02-25 20:52:20 -06:00
c -> GetGUIDLow (), c -> GetEntry (), p . x_coord , p . y_coord , p2 . x_coord , p2 . y_coord );
}
2008-11-21 15:41:18 -06:00
}
2009-02-25 20:52:20 -06:00
}
2009-10-17 15:51:44 -07:00
2010-04-07 22:59:46 +02:00
void Map :: RemoveFromActive ( Creature * c )
2009-02-25 20:52:20 -06:00
{
RemoveFromActiveHelper ( c );
2009-10-17 15:51:44 -07:00
2009-02-25 20:52:20 -06:00
// also allow unloading spawn grid
2010-04-07 19:14:10 +02:00
if ( ! c -> isPet () && c -> GetDBTableGUIDLow ())
2009-02-25 20:52:20 -06:00
{
2011-04-29 20:47:02 +02:00
float x , y , z ;
c -> GetRespawnCoord ( x , y , z );
2009-02-25 20:52:20 -06:00
GridPair p = Trinity :: ComputeGridPair ( x , y );
2010-04-07 19:14:10 +02:00
if ( getNGrid ( p . x_coord , p . y_coord ))
2009-02-25 20:52:20 -06:00
getNGrid ( p . x_coord , p . y_coord ) -> decUnloadActiveLock ();
else
{
GridPair p2 = Trinity :: ComputeGridPair ( c -> GetPositionX (), c -> GetPositionY ());
2011-04-29 20:47:02 +02:00
sLog -> outError ( "Active creature (GUID: %u Entry: %u) removed from grid[%u, %u] but spawn grid[%u, %u] was not loaded." ,
2009-02-25 20:52:20 -06:00
c -> GetGUIDLow (), c -> GetEntry (), p . x_coord , p . y_coord , p2 . x_coord , p2 . y_coord );
}
}
2008-11-21 15:41:18 -06:00
}
2009-10-17 15:51:44 -07:00
2008-10-02 16:23:55 -05:00
template void Map :: Add ( Corpse * );
template void Map :: Add ( Creature * );
template void Map :: Add ( GameObject * );
template void Map :: Add ( DynamicObject * );
2009-10-17 15:51:44 -07:00
2011-04-29 20:47:02 +02:00
template void Map :: Remove ( Corpse * , bool );
template void Map :: Remove ( Creature * , bool );
2008-10-02 16:23:55 -05:00
template void Map :: Remove ( GameObject * , bool );
template void Map :: Remove ( DynamicObject * , bool );
2009-10-17 15:51:44 -07:00
2008-10-02 16:23:55 -05:00
/* ******* Dungeon Instance Maps ******* */
2009-10-17 15:51:44 -07:00
2009-07-16 11:49:00 +08:00
InstanceMap :: InstanceMap ( uint32 id , time_t expiry , uint32 InstanceId , uint8 SpawnMode , Map * _parent )
: Map ( id , expiry , InstanceId , SpawnMode , _parent ),
2009-02-24 11:14:28 -06:00
m_resetAfterUnload ( false ), m_unloadWhenEmpty ( false ),
i_data ( NULL ), i_script_id ( 0 )
2008-10-02 16:23:55 -05:00
{
2009-09-27 02:24:25 -07:00
//lets initialize visibility distance for dungeons
InstanceMap :: InitVisibilityDistance ();
2009-10-17 15:51:44 -07:00
2008-10-02 16:23:55 -05:00
// 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
2010-12-23 23:25:44 +01:00
m_unloadTimer = std :: max ( sWorld -> getIntConfig ( CONFIG_INSTANCE_UNLOAD_DELAY ), ( uint32 ) MIN_UNLOAD_DELAY );
2008-10-02 16:23:55 -05:00
}
2009-10-17 15:51:44 -07:00
2008-10-02 16:23:55 -05:00
InstanceMap ::~ InstanceMap ()
{
2010-06-21 23:20:58 +02:00
delete i_data ;
i_data = NULL ;
2008-10-02 16:23:55 -05:00
}
2009-10-17 15:51:44 -07:00
2009-09-27 02:24:25 -07:00
void InstanceMap :: InitVisibilityDistance ()
{
//init visibility distance for instances
2009-11-22 19:56:48 -08:00
m_VisibleDistance = World :: GetMaxVisibleDistanceInInstances ();
2010-02-27 15:25:14 +02:00
m_VisibilityNotifyPeriod = World :: GetVisibilityNotifyPeriodInInstances ();
2009-09-27 02:24:25 -07:00
}
2009-10-17 15:51:44 -07:00
2008-10-02 16:23:55 -05:00
/*
Do map specific checks to see if the player can enter
*/
2011-06-12 01:47:45 +02:00
bool InstanceMap :: CanEnter ( Player * player )
2008-10-02 16:23:55 -05:00
{
2010-04-07 19:14:10 +02:00
if ( player -> GetMapRef (). getTarget () == this )
2008-10-02 16:23:55 -05:00
{
2011-04-29 20:47:02 +02:00
sLog -> outError ( "InstanceMap::CanEnter - player %s(%u) already in map %d, %d, %d!" , player -> GetName (), player -> GetGUIDLow (), GetId (), GetInstanceId (), GetSpawnMode ());
2010-07-30 20:04:28 +02:00
ASSERT ( false );
2008-10-02 16:23:55 -05:00
return false ;
}
2009-10-17 15:51:44 -07:00
2009-10-31 19:34:02 +01:00
// allow GM's to enter
if ( player -> isGameMaster ())
return Map :: CanEnter ( player );
2008-10-02 16:23:55 -05:00
// cannot enter if the instance is full (player cap), GMs don't count
2009-01-22 22:44:27 -06:00
uint32 maxPlayers = GetMaxPlayers ();
2009-10-31 19:34:02 +01:00
if ( GetPlayersCountExceptGMs () >= maxPlayers )
2008-10-02 16:23:55 -05:00
{
2010-12-23 23:25:44 +01:00
sLog -> outDetail ( "MAP: Instance '%u' of map '%s' cannot have more than '%u' players. Player '%s' rejected" , GetInstanceId (), GetMapName (), maxPlayers , player -> GetName ());
2008-10-02 16:23:55 -05:00
player -> SendTransferAborted ( GetId (), TRANSFER_ABORT_MAX_PLAYERS );
return false ;
}
2009-10-17 15:51:44 -07:00
2009-10-31 19:34:02 +01:00
// cannot enter while an encounter is in progress on raids
/*Group *pGroup = player->GetGroup();
2010-04-07 19:14:10 +02:00
if (!player->isGameMaster() && pGroup && pGroup->InCombatToInstance(GetInstanceId()) && player->GetMapId() != GetId())*/
2010-08-08 22:54:58 +06:00
if ( IsRaid () && GetInstanceScript () && GetInstanceScript () -> IsEncounterInProgress ())
2008-10-02 16:23:55 -05:00
{
player -> SendTransferAborted ( GetId (), TRANSFER_ABORT_ZONE_IN_COMBAT );
return false ;
}
2009-10-17 15:51:44 -07:00
2010-07-07 22:22:16 +02:00
// cannot enter if instance is in use by another party/soloer that have a
// permanent save in the same instance id
PlayerList const & playerList = GetPlayers ();
if ( ! playerList . isEmpty ())
for ( PlayerList :: const_iterator i = playerList . begin (); i != playerList . end (); ++ i )
if ( Player * iPlayer = i -> getSource ())
{
if ( iPlayer -> isGameMaster ()) // bypass GMs
continue ;
if ( ! player -> GetGroup ()) // player has not group and there is someone inside, deny entry
{
player -> SendTransferAborted ( GetId (), TRANSFER_ABORT_MAX_PLAYERS );
return false ;
}
// player inside instance has no group or his groups is different to entering player's one, deny entry
if ( ! iPlayer -> GetGroup () || iPlayer -> GetGroup () != player -> GetGroup () )
{
player -> SendTransferAborted ( GetId (), TRANSFER_ABORT_MAX_PLAYERS );
return false ;
}
break ;
}
2008-10-02 16:23:55 -05:00
return Map :: CanEnter ( player );
}
2009-10-17 15:51:44 -07:00
2008-10-02 16:23:55 -05:00
/*
Do map specific checks and add the player to the map if successful.
*/
2011-06-12 01:47:45 +02:00
bool InstanceMap :: Add ( Player * player )
2008-10-02 16:23:55 -05:00
{
// TODO: Not sure about checking player level: already done in HandleAreaTriggerOpcode
// GMs still can teleport player in instance.
// Is it needed?
2009-10-17 15:51:44 -07:00
2008-10-02 16:23:55 -05:00
{
2010-06-25 00:18:01 +02:00
ACE_GUARD_RETURN ( ACE_Thread_Mutex , guard , Lock , false );
2009-08-01 00:20:32 +02:00
// Check moved to void WorldSession::HandleMoveWorldportAckOpcode()
2010-04-07 19:14:10 +02:00
//if (!CanEnter(player))
2009-08-01 00:20:32 +02:00
//return false;
2009-10-17 15:51:44 -07:00
2009-03-18 20:41:49 -06:00
// Dungeon only code
2010-04-07 19:14:10 +02:00
if ( IsDungeon ())
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{
2011-06-12 01:47:45 +02:00
Group * group = player -> GetGroup ();
2011-01-24 11:20:30 +01:00
// increase current instances (hourly limit)
if ( ! group || ! group -> isLFGGroup ())
player -> AddInstanceEnterTime ( GetInstanceId (), time ( NULL ));
2009-03-18 20:41:49 -06:00
// get or create an instance save for the map
2010-12-22 21:25:23 +01:00
InstanceSave * mapSave = sInstanceSaveMgr -> GetInstanceSave ( GetInstanceId ());
2010-04-07 19:14:10 +02:00
if ( ! mapSave )
2008-10-02 16:23:55 -05:00
{
2010-12-23 23:25:44 +01:00
sLog -> outDetail ( "InstanceMap::Add: creating instance save for map %d spawnmode %d with instance id %d" , GetId (), GetSpawnMode (), GetInstanceId ());
2010-12-22 21:25:23 +01:00
mapSave = sInstanceSaveMgr -> AddInstanceSave ( GetId (), GetInstanceId (), Difficulty ( GetSpawnMode ()), 0 , true );
2008-10-02 16:23:55 -05:00
}
2009-10-17 15:51:44 -07:00
2009-03-18 20:41:49 -06:00
// check for existing instance binds
2009-12-17 11:30:18 +01:00
InstancePlayerBind * playerBind = player -> GetBoundInstance ( GetId (), Difficulty ( GetSpawnMode ()));
2010-04-07 19:14:10 +02:00
if ( playerBind && playerBind -> perm )
2008-10-02 16:23:55 -05:00
{
2009-03-18 20:41:49 -06:00
// cannot enter other instances if bound permanently
2010-04-07 19:14:10 +02:00
if ( playerBind -> save != mapSave )
2008-10-02 16:23:55 -05:00
{
2011-04-29 20:47:02 +02:00
sLog -> outError ( "InstanceMap::Add: player %s(%d) is permanently bound to instance %d, %d, %d, %d, %d, %d but he is being put into instance %d, %d, %d, %d, %d, %d" , player -> GetName (), player -> GetGUIDLow (), playerBind -> save -> GetMapId (), playerBind -> save -> GetInstanceId (), playerBind -> save -> GetDifficulty (), playerBind -> save -> GetPlayerCount (), playerBind -> save -> GetGroupCount (), playerBind -> save -> CanReset (), mapSave -> GetMapId (), mapSave -> GetInstanceId (), mapSave -> GetDifficulty (), mapSave -> GetPlayerCount (), mapSave -> GetGroupCount (), mapSave -> CanReset ());
2009-12-17 06:49:36 +01:00
return false ;
2008-10-02 16:23:55 -05:00
}
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}
else
{
2011-01-24 11:20:30 +01:00
if ( group )
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{
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// solo saves should be reset when entering a group
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InstanceGroupBind * groupBind = group -> GetBoundInstance ( this );
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if ( playerBind )
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{
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sLog -> outError ( "InstanceMap::Add: player %s(%d) is being put into instance %d, %d, %d, %d, %d, %d but he is in group %d and is bound to instance %d, %d, %d, %d, %d, %d!" , player -> GetName (), player -> GetGUIDLow (), mapSave -> GetMapId (), mapSave -> GetInstanceId (), mapSave -> GetDifficulty (), mapSave -> GetPlayerCount (), mapSave -> GetGroupCount (), mapSave -> CanReset (), GUID_LOPART ( group -> GetLeaderGUID ()), playerBind -> save -> GetMapId (), playerBind -> save -> GetInstanceId (), playerBind -> save -> GetDifficulty (), playerBind -> save -> GetPlayerCount (), playerBind -> save -> GetGroupCount (), playerBind -> save -> CanReset ());
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if ( groupBind )
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sLog -> outError ( "InstanceMap::Add: the group is bound to the instance %d, %d, %d, %d, %d, %d" , groupBind -> save -> GetMapId (), groupBind -> save -> GetInstanceId (), groupBind -> save -> GetDifficulty (), groupBind -> save -> GetPlayerCount (), groupBind -> save -> GetGroupCount (), groupBind -> save -> CanReset ());
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//ASSERT(false);
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return false ;
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}
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// bind to the group or keep using the group save
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if ( ! groupBind )
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group -> BindToInstance ( mapSave , false );
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else
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{
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// cannot jump to a different instance without resetting it
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if ( groupBind -> save != mapSave )
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{
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sLog -> outError ( "InstanceMap::Add: player %s(%d) is being put into instance %d, %d, %d but he is in group %d which is bound to instance %d, %d, %d!" , player -> GetName (), player -> GetGUIDLow (), mapSave -> GetMapId (), mapSave -> GetInstanceId (), mapSave -> GetDifficulty (), GUID_LOPART ( group -> GetLeaderGUID ()), groupBind -> save -> GetMapId (), groupBind -> save -> GetInstanceId (), groupBind -> save -> GetDifficulty ());
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if ( mapSave )
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sLog -> outError ( "MapSave players: %d, group count: %d" , mapSave -> GetPlayerCount (), mapSave -> GetGroupCount ());
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else
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sLog -> outError ( "MapSave NULL" );
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if ( groupBind -> save )
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sLog -> outError ( "GroupBind save players: %d, group count: %d" , groupBind -> save -> GetPlayerCount (), groupBind -> save -> GetGroupCount ());
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else
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sLog -> outError ( "GroupBind save NULL" );
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return false ;
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}
// if the group/leader is permanently bound to the instance
// players also become permanently bound when they enter
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if ( groupBind -> perm )
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{
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WorldPacket data ( SMSG_INSTANCE_LOCK_WARNING_QUERY , 9 );
data << uint32 ( 60000 );
data << uint32 ( i_data ? i_data -> GetCompletedEncounterMask () : 0 );
data << uint8 ( 0 );
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player -> GetSession () -> SendPacket ( & data );
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player -> SetPendingBind ( mapSave , 60000 );
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}
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}
}
else
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{
// set up a solo bind or continue using it
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if ( ! playerBind )
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player -> BindToInstance ( mapSave , false );
else
// cannot jump to a different instance without resetting it
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ASSERT ( playerBind -> save == mapSave );
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}
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}
}
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// for normal instances cancel the reset schedule when the
// first player enters (no players yet)
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SetResetSchedule ( false );
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sLog -> outDetail ( "MAP: Player '%s' entered instance '%u' of map '%s'" , player -> GetName (), GetInstanceId (), GetMapName ());
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// initialize unload state
m_unloadTimer = 0 ;
m_resetAfterUnload = false ;
m_unloadWhenEmpty = false ;
}
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// this will acquire the same mutex so it cannot be in the previous block
Map :: Add ( player );
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if ( i_data )
i_data -> OnPlayerEnter ( player );
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return true ;
}
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void InstanceMap :: Update ( const uint32 t_diff )
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{
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Map :: Update ( t_diff );
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if ( i_data )
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i_data -> Update ( t_diff );
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}
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void InstanceMap :: Remove ( Player * player , bool remove )
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{
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sLog -> outDetail ( "MAP: Removing player '%s' from instance '%u' of map '%s' before relocating to another map" , player -> GetName (), GetInstanceId (), GetMapName ());
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//if last player set unload timer
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if ( ! m_unloadTimer && m_mapRefManager . getSize () == 1 )
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m_unloadTimer = m_unloadWhenEmpty ? MIN_UNLOAD_DELAY : std :: max ( sWorld -> getIntConfig ( CONFIG_INSTANCE_UNLOAD_DELAY ), ( uint32 ) MIN_UNLOAD_DELAY );
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Map :: Remove ( player , remove );
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// for normal instances schedule the reset after all players have left
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SetResetSchedule ( true );
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}
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void InstanceMap :: CreateInstanceData ( bool load )
{
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if ( i_data != NULL )
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return ;
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InstanceTemplate const * mInstance = sObjectMgr -> GetInstanceTemplate ( GetId ());
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if ( mInstance )
{
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i_script_id = mInstance -> ScriptId ;
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i_data = sScriptMgr -> CreateInstanceData ( this );
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}
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if ( ! i_data )
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return ;
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i_data -> Initialize ();
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if ( load )
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{
// TODO: make a global storage for this
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QueryResult result = CharacterDatabase . PQuery ( "SELECT data, completedEncounters FROM instance WHERE map = '%u' AND id = '%u'" , GetId (), i_InstanceId );
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if ( result )
{
Field * fields = result -> Fetch ();
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std :: string data = fields [ 0 ]. GetString ();
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i_data -> SetCompletedEncountersMask ( fields [ 1 ]. GetUInt32 ());
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if ( data != "" )
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{
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sLog -> outDebug ( LOG_FILTER_MAPS , "Loading instance data for `%s` with id %u" , sObjectMgr -> GetScriptName ( i_script_id ), i_InstanceId );
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i_data -> Load ( data . c_str ());
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}
}
}
}
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/*
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
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if ( HavePlayers ())
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{
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if ( method == INSTANCE_RESET_ALL || method == INSTANCE_RESET_CHANGE_DIFFICULTY )
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{
// notify the players to leave the instance so it can be reset
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for ( MapRefManager :: iterator itr = m_mapRefManager . begin (); itr != m_mapRefManager . end (); ++ itr )
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itr -> getSource () -> SendResetFailedNotify ( GetId ());
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}
else
{
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if ( method == INSTANCE_RESET_GLOBAL )
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// set the homebind timer for players inside (1 minute)
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for ( MapRefManager :: iterator itr = m_mapRefManager . begin (); itr != m_mapRefManager . end (); ++ itr )
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itr -> getSource () -> m_InstanceValid = false ;
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// 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 ;
}
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return m_mapRefManager . isEmpty ();
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}
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void InstanceMap :: PermBindAllPlayers ( Player * player )
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{
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if ( ! IsDungeon ())
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return ;
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InstanceSave * save = sInstanceSaveMgr -> GetInstanceSave ( GetInstanceId ());
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if ( ! save )
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{
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sLog -> outError ( "Cannot bind player (GUID: %u, Name: %s), because no instance save is available for instance map (Name: %s, Entry: %u, InstanceId: %u)!" , player -> GetGUIDLow (), player -> GetName (), player -> GetMap () -> GetMapName (), player -> GetMapId (), GetInstanceId ());
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return ;
}
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Group * group = player -> GetGroup ();
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// group members outside the instance group don't get bound
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for ( MapRefManager :: iterator itr = m_mapRefManager . begin (); itr != m_mapRefManager . end (); ++ itr )
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{
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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 ());
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if ( ! bind || ! bind -> perm )
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{
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plr -> BindToInstance ( save , true );
WorldPacket data ( SMSG_INSTANCE_SAVE_CREATED , 4 );
data << uint32 ( 0 );
plr -> GetSession () -> SendPacket ( & data );
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}
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// if the leader is not in the instance the group will not get a perm bind
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if ( group && group -> GetLeaderGUID () == plr -> GetGUID ())
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group -> BindToInstance ( save , true );
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}
}
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void InstanceMap :: UnloadAll ()
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{
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ASSERT ( ! HavePlayers ());
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if ( m_resetAfterUnload == true )
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sObjectMgr -> DeleteRespawnTimeForInstance ( GetInstanceId ());
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Map :: UnloadAll ();
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}
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void InstanceMap :: SendResetWarnings ( uint32 timeLeft ) const
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{
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for ( MapRefManager :: const_iterator itr = m_mapRefManager . begin (); itr != m_mapRefManager . end (); ++ itr )
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itr -> getSource () -> SendInstanceResetWarning ( GetId (), itr -> getSource () -> GetDifficulty ( IsRaid ()), timeLeft );
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}
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2011-04-10 21:17:46 +02:00
void InstanceMap :: SetResetSchedule ( bool on )
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{
// 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
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if ( IsDungeon () && ! HavePlayers () && ! IsRaidOrHeroicDungeon ())
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{
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if ( InstanceSave * save = sInstanceSaveMgr -> GetInstanceSave ( GetInstanceId ()))
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sInstanceSaveMgr -> ScheduleReset ( on , save -> GetResetTime (), InstanceSaveManager :: InstResetEvent ( 0 , GetId (), Difficulty ( GetSpawnMode ()), GetInstanceId ()));
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else
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sLog -> outError ( "InstanceMap::SetResetSchedule: cannot turn schedule %s, there is no save information for instance (map [id: %u, name: %s], instance id: %u, difficulty: %u)" ,
on ? "on" : "off" , GetId (), GetMapName (), GetInstanceId (), Difficulty ( GetSpawnMode ()));
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}
}
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2010-05-16 04:03:53 +02:00
MapDifficulty const * Map :: GetMapDifficulty () const
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{
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return GetMapDifficultyData ( GetId (), GetDifficulty ());
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}
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uint32 InstanceMap :: GetMaxPlayers () const
{
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if ( MapDifficulty const * mapDiff = GetMapDifficulty ())
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{
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if ( mapDiff -> maxPlayers || IsRegularDifficulty ()) // Normal case (expect that regular difficulty always have correct maxplayers)
2009-12-17 11:30:18 +01:00
return mapDiff -> maxPlayers ;
else // DBC have 0 maxplayers for heroic instances with expansion < 2
{ // The heroic entry exists, so we don't have to check anything, simply return normal max players
MapDifficulty const * normalDiff = GetMapDifficultyData ( GetId (), REGULAR_DIFFICULTY );
return normalDiff ? normalDiff -> maxPlayers : 0 ;
}
}
2010-07-30 20:04:28 +02:00
else // I'd rather ASSERT(false);
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return 0 ;
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}
uint32 InstanceMap :: GetMaxResetDelay () const
{
MapDifficulty const * mapDiff = GetMapDifficulty ();
return mapDiff ? mapDiff -> resetTime : 0 ;
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}
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2008-10-02 16:23:55 -05:00
/* ******* Battleground Instance Maps ******* */
2009-10-17 15:51:44 -07:00
2010-08-08 04:37:24 +02:00
BattlegroundMap :: BattlegroundMap ( uint32 id , time_t expiry , uint32 InstanceId , Map * _parent , uint8 spawnMode )
2009-12-17 11:30:18 +01:00
: Map ( id , expiry , InstanceId , spawnMode , _parent )
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{
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//lets initialize visibility distance for BG/Arenas
2010-08-08 04:37:24 +02:00
BattlegroundMap :: InitVisibilityDistance ();
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}
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2010-08-08 04:37:24 +02:00
BattlegroundMap ::~ BattlegroundMap ()
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{
}
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2010-08-08 04:37:24 +02:00
void BattlegroundMap :: InitVisibilityDistance ()
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{
//init visibility distance for BG/Arenas
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m_VisibleDistance = World :: GetMaxVisibleDistanceInBGArenas ();
2010-02-27 15:25:14 +02:00
m_VisibilityNotifyPeriod = World :: GetVisibilityNotifyPeriodInBGArenas ();
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}
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2011-06-11 22:35:29 +02:00
bool BattlegroundMap :: CanEnter ( Player * player )
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{
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if ( player -> GetMapRef (). getTarget () == this )
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{
2010-12-23 23:25:44 +01:00
sLog -> outError ( "BGMap::CanEnter - player %u is already in map!" , player -> GetGUIDLow ());
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ASSERT ( false );
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return false ;
}
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2010-08-08 04:37:24 +02:00
if ( player -> GetBattlegroundId () != GetInstanceId ())
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return false ;
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2008-10-02 16:23:55 -05:00
// player number limit is checked in bgmgr, no need to do it here
2009-10-17 15:51:44 -07:00
2008-10-02 16:23:55 -05:00
return Map :: CanEnter ( player );
}
2009-10-17 15:51:44 -07:00
2011-06-11 22:35:29 +02:00
bool BattlegroundMap :: Add ( Player * player )
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{
{
2010-06-25 00:18:01 +02:00
ACE_GUARD_RETURN ( ACE_Thread_Mutex , guard , Lock , false );
2009-08-01 00:20:32 +02:00
//Check moved to void WorldSession::HandleMoveWorldportAckOpcode()
2010-04-07 19:14:10 +02:00
//if (!CanEnter(player))
2009-08-01 00:20:32 +02:00
//return false;
2008-10-02 16:23:55 -05:00
// reset instance validity, battleground maps do not homebind
player -> m_InstanceValid = true ;
}
return Map :: Add ( player );
}
2009-10-17 15:51:44 -07:00
2011-06-12 01:47:45 +02:00
void BattlegroundMap :: Remove ( Player * player , bool remove )
2008-10-02 16:23:55 -05:00
{
2010-12-23 23:25:44 +01:00
sLog -> outDetail ( "MAP: Removing player '%s' from bg '%u' of map '%s' before relocating to another map" , player -> GetName (), GetInstanceId (), GetMapName ());
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Map :: Remove ( player , remove );
}
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2010-08-08 04:37:24 +02:00
void BattlegroundMap :: SetUnload ()
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{
m_unloadTimer = MIN_UNLOAD_DELAY ;
}
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2010-08-08 04:37:24 +02:00
void BattlegroundMap :: RemoveAllPlayers ()
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{
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if ( HavePlayers ())
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for ( MapRefManager :: iterator itr = m_mapRefManager . begin (); itr != m_mapRefManager . end (); ++ itr )
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if ( Player * plr = itr -> getSource ())
if ( ! plr -> IsBeingTeleportedFar ())
2010-08-08 04:37:24 +02:00
plr -> TeleportTo ( plr -> GetBattlegroundEntryPoint ());
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2008-10-02 16:23:55 -05:00
}
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2009-04-20 20:28:19 -05:00
Creature *
Map :: GetCreature ( uint64 guid )
{
2010-07-28 00:08:21 +02:00
return ObjectAccessor :: GetObjectInMap ( guid , this , ( Creature * ) NULL );
2009-04-20 20:28:19 -05:00
}
2009-10-17 15:51:44 -07:00
2009-04-20 20:28:19 -05:00
GameObject *
Map :: GetGameObject ( uint64 guid )
{
2010-07-28 00:08:21 +02:00
return ObjectAccessor :: GetObjectInMap ( guid , this , ( GameObject * ) NULL );
2009-04-20 20:28:19 -05:00
}
2009-10-17 15:51:44 -07:00
2009-04-20 20:28:19 -05:00
DynamicObject *
Map :: GetDynamicObject ( uint64 guid )
{
2010-07-28 00:08:21 +02:00
return ObjectAccessor :: GetObjectInMap ( guid , this , ( DynamicObject * ) NULL );
2009-04-20 20:28:19 -05:00
}
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2011-06-12 01:47:45 +02:00
void Map :: UpdateIteratorBack ( Player * player )
2009-08-01 00:20:32 +02:00
{
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if ( m_mapRefIter == player -> GetMapRef ())
2009-08-01 00:20:32 +02:00
m_mapRefIter = m_mapRefIter -> nocheck_prev ();
}