TEST_F(MapInfoCreateMemoryTest, process_memory) {
  MapInfo info;
  info.start = 0x2000;
  info.end = 0x3000;
  info.offset = 0;

  // Verify that the the process_memory object is used, so seed it
  // with memory.
  std::vector<uint8_t> buffer(1024);
  for (size_t i = 0; i < buffer.size(); i++) {
    buffer[i] = i % 256;
  }
  memory_->SetMemory(info.start, buffer.data(), buffer.size());

  std::unique_ptr<Memory> memory(info.CreateMemory(process_memory_));
  ASSERT_TRUE(memory.get() != nullptr);

  memset(buffer.data(), 0, buffer.size());
  ASSERT_TRUE(memory->Read(0, buffer.data(), buffer.size()));
  for (size_t i = 0; i < buffer.size(); i++) {
    ASSERT_EQ(i % 256, buffer[i]) << "Failed at byte " << i;
  }

  // Try to read outside of the map size.
  ASSERT_FALSE(memory->Read(buffer.size(), buffer.data(), 1));
}
Ejemplo n.º 2
0
short BaseColumn::codeGen(Generator * generator)
{
  // if this column has not been added to the map table or
  // it does not have a valid offset, and
  // it has an EIC list, then add it to the map table and
  // assign attributes from the one of the EIC values.
  MapInfo * mapInfo = generator->getMapInfoAsIs(getValueId());
  if ((!mapInfo ||
       !mapInfo->isOffsetAssigned()) &&
      (!getEIC().isEmpty()))
    {
      MapInfo * index_col_map_info;
      short done = 0;
      for (ValueId val_id = getEIC().init();
	   !done && getEIC().next(val_id);
	   getEIC().advance(val_id))
	{
	  if (index_col_map_info = generator->getMapInfoAsIs(val_id))
	    {
	      Attributes * attr = 
		generator->addMapInfo(getValueId(), 0)->getAttr();
	      attr->copyLocationAttrs(index_col_map_info->getAttr());
	      done = -1;
	    }
	}
    }
      
  return 0;
}
// A transformation method for protecting sequence functions from not
// being evaluated due to short-circuit evaluation. This is the base
// class implementation which simply recurses on the children unless
// they have already been code-generated.
//
void ItemExpr::protectiveSequenceFunctionTransformation(Generator *generator)
{
  for(Int32 i=0; i<getArity(); i++)
    {
      MapInfo *mapInfo = generator->getMapInfoAsIs(child(i));
      if(!mapInfo || !mapInfo->isCodeGenerated())
	child(i)->protectiveSequenceFunctionTransformation(generator);
    }
}
Ejemplo n.º 4
0
short Aggregate::codeGen(Generator * generator)
{
  Attributes ** attr;

  // If this Aggr has already been codeGenned, then bug out early.
  //
  MapInfo * aggrMapInfo = generator->getMapInfoAsIs(getValueId());
  if (aggrMapInfo && aggrMapInfo->isCodeGenerated())
    return 0;

  if (getOperatorType() != ITM_ONE_ROW)
  {
    if (generator->getExpGenerator()->genItemExpr(this, &attr, (1+getArity()), -1) == 1)
      return 0;
  }

  ex_clause * clause = 0;
  
  switch (getOperatorType())
    {
    case ITM_ONE_ROW:
      {
        Int32 degree = 0;
        findnumleaves(this, degree); // degree has number of leaves in the tree

        if (generator->getExpGenerator()->genItemExpr(this, &attr, (1+degree),
                                                               -1) == 1)
          return 0;

	clause =
	  new(generator->getSpace()) ex_aggr_one_row_clause(getOperatorType(),
							    (short)(1+degree), 
							    attr,
							    generator->getSpace());
      }
      break;

    case ITM_ANY_TRUE_MAX:
      {
	clause =
	  new(generator->getSpace()) ex_aggr_any_true_max_clause(getOperatorType(),
								 (short)(1+getArity()), 
								 attr, generator->getSpace());
      }
      break;
      
    default:
      break;
      
    }

  GenAssert(clause, "Aggregate::codeGen -- missing clause!");
  generator->getExpGenerator()->linkClause(this, clause);  

  return 0;
}
Ejemplo n.º 5
0
void
TerrainEngineNode::onMapInfoEstablished( const MapInfo& mapInfo )
{
    // set up the CSN values   
    mapInfo.getProfile()->getSRS()->populateCoordinateSystemNode( this );
    
    // OSG's CSN likes a NULL ellipsoid to represent projected mode.
    if ( !mapInfo.isGeocentric() )
        this->setEllipsoidModel( NULL );
}
Ejemplo n.º 6
0
void
generateMarkedEntries(Generator *generator, ValueIdSet &marks)
{

  for(ValueId vid = marks.init(); marks.next(vid); marks.advance(vid)) {
    MapInfo *mapInfo =
      generator->getMapInfoAsIs(vid);
    if(mapInfo)
      mapInfo->codeGenerated();
  }
}
Ejemplo n.º 7
0
void
markGeneratedEntries(Generator *generator, ItemExpr *item, ValueIdSet &marks)
{
  if(item) {
    MapInfo *mapInfo =
      generator->getMapInfoAsIs(item->getValueId());
    
    if(mapInfo && mapInfo->isCodeGenerated())
      marks += item->getValueId();

    for(Int32 i = 0; i < item->getArity(); i++) {
      markGeneratedEntries(generator,item->child(i), marks);
    }
  }
}
Ejemplo n.º 8
0
void
unGenerate(Generator *generator, ItemExpr *item)
{
  if(item) {
    MapInfo *mapInfo =
      generator->getMapInfoAsIs(item->getValueId());
    
    if(mapInfo) 
      mapInfo->resetCodeGenerated();
    
    for(Int32 i = 0; i < item->getArity(); i++) {
      unGenerate(generator,item->child(i));
    }
  }
}
Ejemplo n.º 9
0
std::vector<MapInfo> Map::analyzePathsHelper(std::map<std::string, DotPairT*>::iterator map_it, MapInfo curMap, bool &found){
  if (found){
    std::vector<MapInfo> something;
    return something;
  }
  // Exception control;
  //std::cout<<"Analyze for "<<map_it->first<<std::endl;
  // Actual work;
  PathNodeT* tmp;
  std::vector<MapInfo> solutions;
  std::vector<MapInfo> tmpSol;
  for (std::vector<PathNodeT*>::iterator it = possiblePaths[map_it->first]->begin();
       it != possiblePaths[map_it->first]->end();
       ++it){
    tmp = (*it);
    bool collide = false;
    MapInfo tmpMap = curMap;
    while(tmp){
      if (tmpMap.find(std::pair<int, int>(tmp->cur.x, tmp->cur.y)) != tmpMap.end()){
        collide = true;
        break;
      }
      else{
        tmpMap.insert(std::pair<std::pair<int, int>, std::string>(std::pair<int, int>(tmp->cur.x, tmp->cur.y), map_it->first));
        tmp = tmp->prev;
      }
    }
    if (!collide){
      std::map<std::string, DotPairT*>::iterator tmpIt = map_it;
      ++tmpIt;
      if (tmpIt == DotsMap.end()){
        solutions.push_back(tmpMap);
	found = true;
	return solutions;
      }
      else{
        tmpSol = analyzePathsHelper(tmpIt, tmpMap, found);
        solutions.insert(solutions.end(), tmpSol.begin(), tmpSol.end());
	if (found)
	  return solutions;
      }
    }
  
  }
  
  return solutions;
}
Ejemplo n.º 10
0
void MapScreen::enter()
{
  if (this->m_init == false) {
    this->m_init = true;
    mapinfo.init();
  }
  soundman.playSound("sounds/game/pause1.wav");

  // center map on player
  if (mapinfo.tex != nullptr) {
    mapinfo.pos = mapinfo.generate_player_coords();
    mapinfo.mask.update(mapinfo.pos);
  }
  else {
    mapinfo.pos = glm::vec2(0.0f);
  }
}
Ejemplo n.º 11
0
SpriteScene::SpriteScene(QGraphicsView *parent)
    : QGraphicsView(parent)
{
    this->_scene = new QGraphicsScene(0,0,800,600);

    this->setScene(this->_scene);
    this->setSceneRect(0,0,795,595);
    this->setWindowFlags(Qt::FramelessWindowHint);
    QString basefile("base1.png");
    MapInfo* mapinfo = new MapInfo(basefile);
    QString map1data("ansi1.mdt");
    mapinfo->readMap(map1data);

    MapManager* manager1 = new MapManager(this->_scene);
    manager1->initMap(mapinfo);
    //this->_scene->createItemGroup(this->_scene->items())->setPos(100,100);
}
Ejemplo n.º 12
0
 static const char *mapAddressToName(const void* pc, const char* def,
                                     void const** start)
 {
     uint64_t s;
     char const* name = sMapInfo.map_to_name(uint64_t(uintptr_t(pc)), def, &s);
     if (start) {
         *start = (void*)s;
     }
     return name;
 }
Ejemplo n.º 13
0
void
GeometryPool::createKeyForTileKey(const TileKey&             tileKey,
                                  unsigned                   size,
                                  const MapInfo&             mapInfo,
                                  GeometryPool::GeometryKey& out) const
{
    out.lod  = tileKey.getLOD();
    out.yMin = mapInfo.isGeocentric()? tileKey.getExtent().yMin() : 0.0;
    out.size = size;
}
// ItmPersistentExpressionVar::codeGen
//
// Adds the persistent variable to the expression generator.
//
short ItmPersistentExpressionVar::codeGen(Generator * generator) {

  // If the variable has already been codeGenned, bug out...
  //
  MapInfo * mi = generator->getMapInfoAsIs(getValueId());
  if (mi && mi->isCodeGenerated()) return 0;

  // Otherwise, generate the code and add it to the map table.
  //
  generator->getExpGenerator()->addPersistent(getValueId(), 
					      generator->getMapTable());

  // Add the initial value to the persistent list in the ExpGenerator.
  //
  generator->getExpGenerator()->linkPersistent(this);

  // ok...
  //
  return 0;
}
Ejemplo n.º 15
0
ex_expr *
PhysSequence::generateChildProjectExpression(Generator *generator, 
                                             MapTable *mapTable, 
                                             MapTable *localMapTable,
                                             const ValueIdSet &childProjectIds) const
{
  ex_expr * projectExpr = NULL;
  if(NOT childProjectIds.isEmpty())
    {
      // Generate the clauses for the expression
      //
      generator->getExpGenerator()->generateSetExpr(childProjectIds,
                                                    ex_expr::exp_ARITH_EXPR,
                                                    &projectExpr);

      // Add the projected values to the local map table.
      //
      ValueId valId;
      for(valId = childProjectIds.init();
          childProjectIds.next(valId);
          childProjectIds.advance(valId))
        {
          // Get the attribute information from the convert destination.
          //
          Attributes *newAttr = mapTable->getMapInfo(valId)->getAttr();

          // Add the original value to the local map table with the
          // attribute information from the convert desination.
          //
          MapInfo *mapInfo = localMapTable->addMapInfoToThis
            (valId.getItemExpr()->child(0)->getValueId(), newAttr);

          // Nothing more needs to be done for this item.
          //
          mapInfo->codeGenerated();
        }
    }

  return projectExpr;
} // PhysSequence::generateChildProjectExpression
Ejemplo n.º 16
0
short Assign::codeGen(Generator * generator)
{
  Attributes ** attr;

  // If this Assign has already been codeGenned, then bug out early.
  //
  MapInfo * assignMapInfo = generator->getMapInfoAsIs(getValueId());
  if (assignMapInfo && assignMapInfo->isCodeGenerated())
    return 0;

  // If the left child (lvalue) is already in the map table, then
  // add the Assign value Id to the map table with the same attributes
  // as the let child. Mark the Assign node as codeGenned. Also, allocate
  // space for the attributes.
  //
  MapInfo *leftChildMapInfo = generator->getMapInfoAsIs
    (child(0)->castToItemExpr()->getValueId());
  if (leftChildMapInfo)
    {
      if (! assignMapInfo)
	assignMapInfo = 
	  generator->addMapInfoToThis(generator->getLastMapTable(), 
				      getValueId(), 
				      leftChildMapInfo->getAttr());
      assignMapInfo->codeGenerated();
      attr = new(generator->wHeap()) Attributes*[2];

      // Set the result attribute
      //
      attr[0] = assignMapInfo->getAttr();
    }
  // Otherwise, go ahead and generate the Assign attributes (which also
  // allocates space for the Assign result). Add the left child to the
  // map table with the same attributes as the Assign node.
  //
  else
    {
      generator->getExpGenerator()->genItemExpr(this, &attr, 2, 0);
      generator->addMapInfoToThis(generator->getLastMapTable(), 
				  child(0)->castToItemExpr()->getValueId(),
				  attr[0]);
    }

  attr[0]->resetShowplan();

  // Now, generate code for the right child (rvalue).
  //
  generator->getExpGenerator()->setClauseLinked(FALSE);
  child(1)->codeGen(generator);
  attr[1] = generator->getAttr(child(1));
  generator->getExpGenerator()->setClauseLinked(FALSE);

  ex_conv_clause * conv_clause =
    new(generator->getSpace()) ex_conv_clause
    (getOperatorType(), attr, generator->getSpace());
  generator->getExpGenerator()->linkClause(this, conv_clause);

  return 0;
}
Ejemplo n.º 17
0
uint32 InstanceMgr::PreTeleport(uint32 mapid, Player* plr, uint32 instanceid)
{
	// preteleport is where all the magic happens :P instance creation, etc.
	MapInfo* inf = WorldMapInfoStorage.LookupEntry(mapid);
	Group* pGroup;
	InstanceMap* instancemap;
	Instance* in;

	if(inf == NULL || mapid >= NUM_MAPS)
		return INSTANCE_ABORT_NOT_FOUND;

	// main continent check.
	if(inf->type == INSTANCE_NULL)
	{
		// this will be useful when clustering comes into play.
		// we can check if the destination world server is online or not and then cancel them before they load.
		return (m_singleMaps[mapid] != NULL) ? INSTANCE_OK : INSTANCE_ABORT_NOT_FOUND;
	}

	// shouldn't happen
	if(inf->type == INSTANCE_BATTLEGROUND)
		return INSTANCE_ABORT_NOT_FOUND;

	pGroup = plr->GetGroup();

	// players without groups cannot enter raids and heroic instances

	if(pGroup == NULL &&
	        inf->type == INSTANCE_RAID &&
	        !plr->TriggerpassCheat)
		return INSTANCE_ABORT_NOT_IN_RAID_GROUP;

	if(pGroup == NULL &&
	        (inf->type == INSTANCE_NONRAID && plr->iInstanceType == MODE_HEROIC) &&
	        !plr->TriggerpassCheat)
		return INSTANCE_ABORT_NOT_IN_RAID_GROUP;


	// players without raid groups cannot enter raid instances
	if(pGroup != NULL && pGroup->GetGroupType() != GROUP_TYPE_RAID && inf->type == INSTANCE_RAID && !plr->TriggerpassCheat)
		return INSTANCE_ABORT_NOT_IN_RAID_GROUP;

	// We deny transfer if we requested a heroic instance of a map that has no heroic mode
	// We are trying to enter into a non-multi instance with a heroic group, downscaling
	if(inf->type == INSTANCE_NONRAID && plr->GetDungeonDifficulty() == MODE_HEROIC)
	{
		plr->SetDungeonDifficulty(MODE_NORMAL);
		plr->SendDungeonDifficulty();

		Group* grp = plr->GetGroup();
		if(grp != NULL)
			grp->SetDungeonDifficulty(MODE_NORMAL);
	}

	// if it's not a normal / 10men normal then check if we even have this mode
	if(inf->type == INSTANCE_RAID && plr->GetRaidDifficulty() != MODE_NORMAL_10MEN)
	{
		uint32 newtype = 0;

		if(!inf->HasDifficulty(plr->GetRaidDifficulty()))
		{
			// no it doesn't so we will downscale it

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// This part is totally speculative, if you know how this is done actually then do change it
//
			switch(plr->GetRaidDifficulty())
			{
				case MODE_NORMAL_25MEN:
				case MODE_HEROIC_10MEN:
					{
						newtype = MODE_NORMAL_10MEN;
						break;
					}

				case MODE_HEROIC_25MEN:
					{
						newtype = MODE_NORMAL_25MEN;
						break;
					}
			}

////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

			// check if we have this mode
			if(!inf->HasDifficulty(newtype))
			{

				//appearantly we don't so we set to 10men normal, which is the default for old raids too
				//regardless of their playerlimit
				newtype = MODE_NORMAL_10MEN;
			}

			// Setting the new mode on us and our group
			if(plr->GetRaidDifficulty() != newtype)
			{

				plr->SetRaidDifficulty(newtype);
				plr->SendRaidDifficulty();

				Group* grp = plr->GetGroup();
				if(grp != NULL)
					grp->SetRaidDifficulty(newtype);
			}
		}
	}

	/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
	// If we are here, it means:
	// 1.) We're a simple non-raid and non-heroic dungeon
	// 2.) We're a multi-dungeon set to heroic and we are in a group
	// 3.) We're a raid, and we are in a raid group
	// 4.) We're a raid, we are in a raid group, and we have the right mode set
	//
	// So, first we have to check if they have an instance on this map already, if so, allow them to teleport to that.
	// Otherwise, we will try to create them a new one.
	/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

	m_mapLock.Acquire();
	instancemap = m_instances[mapid];

	// If there are no instances of this map yet, we need to create the map
	if(instancemap == NULL)
	{
		if(instanceid != 0)
		{
			m_mapLock.Release();
			return INSTANCE_ABORT_NOT_FOUND;
		}

		m_instances[mapid] = new InstanceMap;
		instancemap = m_instances[mapid];
	}
	else
	{
		InstanceMap::iterator itr;

		// this is the case when we enter an already existing instance ( with summons for example )
		if(instanceid != 0)
		{
			itr = instancemap->find(instanceid);
			if(itr != instancemap->end())
			{
				in = itr->second;

				if(!CHECK_INSTANCE_GROUP(in, pGroup))
				{
					// Another group is already playing in this instance of the dungeon...
					m_mapLock.Release();
					sChatHandler.SystemMessageToPlr(plr, "Another group is already inside this instance of the dungeon.");
					return INSTANCE_ABORT_NOT_IN_RAID_GROUP;
				}

				// Try to add instance ID to player
				plr->SetPersistentInstanceId(in);

				// Set current group
				if(pGroup)
					in->m_creatorGroup = pGroup->GetID();

				m_mapLock.Release();
				return INSTANCE_OK;
			}
			else
			{
				m_mapLock.Release();
				return INSTANCE_ABORT_NOT_FOUND;
			}
		}
		else  // this is the case when we enter the normal way (e.g. we enter thru the portal )
		{
			in = NULL;
			if(pGroup != NULL) // we are in a group
			{

				uint32 grpdiff;

				// We want to use the raid difficulty for raids, and dungeon difficulty for dungeons
				if(inf->type == INSTANCE_RAID)
					grpdiff = pGroup->m_raiddifficulty;
				else
					grpdiff = pGroup->m_difficulty;

				if((inf->type == INSTANCE_MULTIMODE && grpdiff == MODE_HEROIC) || inf->type == INSTANCE_RAID)
				{
					// This is the case when we don't have this map on this difficulty saved yet for the player entering
					if(plr->GetPersistentInstanceId(mapid, grpdiff) == 0)
					{
						// The group has this instance saved already so we will use it
						if(pGroup->m_instanceIds[mapid][ grpdiff ] != 0)
						{
							in = sInstanceMgr.GetInstanceByIds(mapid, pGroup->m_instanceIds[mapid][ grpdiff ]);
						}
						else if(sWorld.instance_TakeGroupLeaderID)
						{
							PlayerInfo* pLeaderInfo = pGroup->GetLeader();
							if(pLeaderInfo)
							{
								pLeaderInfo->savedInstanceIdsLock.Acquire();
								PlayerInstanceMap::iterator itrLeader = pLeaderInfo->savedInstanceIds[ grpdiff ].find(mapid);
								if(itrLeader != pLeaderInfo->savedInstanceIds[ grpdiff ].end())
								{
									in = sInstanceMgr.GetInstanceByIds(mapid, (*itrLeader).second);
								}
								pLeaderInfo->savedInstanceIdsLock.Release();
							}
						}
					}

					// If we have it saved to the player then use that
					if(in == NULL && plr->GetPersistentInstanceId(mapid, grpdiff) != 0)
					{
						in = sInstanceMgr.GetInstanceByIds(mapid, plr->GetPersistentInstanceId(mapid, grpdiff));
					}
				}
				else
				{
					if(pGroup->m_instanceIds[mapid][ grpdiff ] != 0)
					{
						in = sInstanceMgr.GetInstanceByIds(mapid, pGroup->m_instanceIds[mapid][ grpdiff ]);
					}
				}
			}

			if(in == NULL)
			{
				// We are not in a group, so we will look for an instance that we own and has the right difficulty

				uint32 diff;

				if(inf->type == INSTANCE_RAID)
					diff = plr->GetRaidDifficulty();
				else
					diff = plr->GetDungeonDifficulty();

				for(itr = instancemap->begin(); itr != instancemap->end();)
				{
					in = itr->second;
					++itr;

					if(in->m_difficulty == diff && PlayerOwnsInstance(in, plr))
						break;

					in = NULL;
				}
			}

			// We've found an instance!
			if(in != NULL)
			{
				m_mapLock.Release();

				// check the player count and in combat status.
				if(in->m_mapMgr)
				{
					if(in->m_mapMgr->IsCombatInProgress())
						return INSTANCE_ABORT_ENCOUNTER;

					if(in->m_mapMgr->GetPlayerCount() >= inf->playerlimit)
						return INSTANCE_ABORT_FULL;
				}

				if(!CHECK_INSTANCE_GROUP(in, pGroup))
				{
					// Another group is already playing in this instance of the dungeon...
					sChatHandler.SystemMessageToPlr(plr, "Another group is already inside this instance of the dungeon.");
					return INSTANCE_ABORT_NOT_IN_RAID_GROUP;
				}

				// Try to add instance ID to player
				plr->SetPersistentInstanceId(in);

				// Set current group
				if(pGroup)
					in->m_creatorGroup = pGroup->GetID();

				plr->SetInstanceID(in->m_instanceId);

				// found our instance, allow him in.
				return INSTANCE_OK;
			}
		}
	}

	// if we're here, it means we need to create a new instance.
	in = new Instance;
	in->m_creation = UNIXTIME;

	switch(inf->type)
	{
		case INSTANCE_NONRAID:
		case INSTANCE_MULTIMODE:
			in->m_difficulty = plr->GetDungeonDifficulty();
			break;

		case INSTANCE_RAID:
			in->m_difficulty = plr->GetRaidDifficulty();
			break;
	}

	in->m_instanceId = GenerateInstanceID();
	in->m_mapId = mapid;
	in->m_mapInfo = inf;
	in->m_mapMgr = NULL;		// always start off without a map manager, it is created in GetInstance()
	in->m_isBattleground = false;
	in->m_persistent = IS_PERSISTENT_INSTANCE(in) && objmgr.m_InstanceBossInfoMap[mapid] == NULL;
	in->m_creatorGuid = pGroup ? 0 : plr->GetLowGUID();		// creator guid is 0 if its owned by a group.
	in->m_creatorGroup = pGroup ? pGroup->GetID() : 0;

	if(sWorld.instance_SlidingExpiration)
	{
		if(inf->type == INSTANCE_MULTIMODE && in->m_difficulty == MODE_HEROIC)
			in->m_expiration = UNIXTIME + TIME_DAY;
		else
			in->m_expiration = (inf->type == INSTANCE_NONRAID || (inf->type == INSTANCE_MULTIMODE && in->m_difficulty == MODE_NORMAL)) ? 0 : UNIXTIME + inf->cooldown;
	}
	else
	{
		if(inf->type == INSTANCE_MULTIMODE && in->m_difficulty >= MODE_HEROIC)
		{
			in->m_expiration = UNIXTIME - (UNIXTIME % TIME_DAY) + ((UNIXTIME % TIME_DAY) > (sWorld.instance_DailyHeroicInstanceResetHour * TIME_HOUR) ? 82800 : -3600) + ((sWorld.instance_DailyHeroicInstanceResetHour - sWorld.GMTTimeZone) * TIME_HOUR);
		}
		else if(IS_PERSISTENT_INSTANCE(in))
		{
			if(m_nextInstanceReset[in->m_mapId] == 0)
			{
				m_nextInstanceReset[in->m_mapId] = UNIXTIME - (UNIXTIME % TIME_DAY) - ((sWorld.GMTTimeZone + 1) * TIME_HOUR) + (in->m_mapInfo->cooldown == 0 ? TIME_DAY : in->m_mapInfo->cooldown);
				CharacterDatabase.Execute("DELETE FROM server_settings WHERE setting_id LIKE 'next_instance_reset_%u';", in->m_mapId);
				CharacterDatabase.Execute("INSERT INTO server_settings VALUES ('next_instance_reset_%u', '%u')", in->m_mapId, m_nextInstanceReset[in->m_mapId]);
			}
			if(m_nextInstanceReset[in->m_mapId] + (TIME_MINUTE * 15) < UNIXTIME)
			{
				do
				{
					time_t tmp = m_nextInstanceReset[in->m_mapId];
					if(tmp + (TIME_MINUTE * 15) < UNIXTIME)
						m_nextInstanceReset[in->m_mapId] = tmp + (in->m_mapInfo->cooldown == 0 ? TIME_DAY : in->m_mapInfo->cooldown);
				}
				while(m_nextInstanceReset[in->m_mapId] + (TIME_MINUTE * 15) < UNIXTIME);
				CharacterDatabase.Execute("DELETE FROM server_settings WHERE setting_id LIKE 'next_instance_reset_%u';", in->m_mapId);
				CharacterDatabase.Execute("INSERT INTO server_settings VALUES ('next_instance_reset_%u', '%u')", in->m_mapId, m_nextInstanceReset[in->m_mapId]);
			}
			in->m_expiration = m_nextInstanceReset[in->m_mapId];
		}
		else
		{
			in->m_expiration = (inf->type == INSTANCE_NONRAID || (inf->type == INSTANCE_MULTIMODE && in->m_difficulty == MODE_NORMAL)) ? 0 : UNIXTIME + inf->cooldown;
		}
	}
	plr->SetInstanceID(in->m_instanceId);
	Log.Debug("InstanceMgr", "Creating instance for player %u and group %u on map %u. (%u)", in->m_creatorGuid, in->m_creatorGroup, in->m_mapId, in->m_instanceId);

	// save our new instance to the database.
	in->SaveToDB();

	// apply it in the instance map
	instancemap->insert(InstanceMap::value_type(in->m_instanceId, in));

	// Try to add instance ID to player
	plr->SetPersistentInstanceId(in);

	// instance created ok, i guess? return the ok for him to transport.
	m_mapLock.Release();

	return INSTANCE_OK;
}
Ejemplo n.º 18
0
int CPlayer::StartAttack( CPlayer* pDefender )
{
	int			destroyCount	= 0;
	int			hitCount		= 0;
	int			turn				= 0;
	int			maxTurn		= MAP_SIZE * MAP_SIZE;
	
	Position		attackPosition = {0, };
	HitResult	result = MISS;
	MapInfo	mapInfo;
	char			string[255] = {0, };

	m_MyMap.InitMapInfo(MI_All);
	InitGuessShipState();

	while(turn < maxTurn)
	{
		mapInfo.Init();
		++turn;

		m_MyMap.InitMapInfo(MI_Probability);

#ifdef TEST_FLAG
		// 공격 결과 출력
		sprintf_s(string, " ");
		CUIManager::GetInstance()->BroadCast(string);
		m_MyMap.DisplayMap(MI_HitResult);
#endif
		// 확률 계산
		CalculateProbability();
		
		// 최대값 찾기
		attackPosition = GetBestPosition();
		result = pDefender->HitCheck(attackPosition);

#ifdef TEST_FLAG
		sprintf_s(string, "    Attack Position : ( %c , %c ) ", attackPosition.x, attackPosition.y);
		CUIManager::GetInstance()->BroadCast(string);
#endif

		switch (result)
		{
		case MISS:
#ifdef TEST_FLAG
			sprintf_s(string, "    Miss! - Turn : %d", turn);
			CUIManager::GetInstance()->BroadCast(string);
			sprintf_s(string, "       - Hit : %d, Destroy : %d", hitCount, destroyCount);
			CUIManager::GetInstance()->BroadCast(string);
#endif
			mapInfo.type = MI_HitResult;
			mapInfo.value.hitResult = MISS;
			m_MyMap.SetMapInfo(attackPosition, mapInfo);

			break;
		case HIT:
			++hitCount;
#ifdef TEST_FLAG
			sprintf_s(string, "    Hit ! - Turn : %d", turn);
			CUIManager::GetInstance()->BroadCast(string);
			sprintf_s(string, "       - Hit : %d, Destroy : %d", hitCount, destroyCount);
			CUIManager::GetInstance()->BroadCast(string);
#endif	
			mapInfo.type = MI_HitResult;
			mapInfo.value.hitResult = HIT;
			m_MyMap.SetMapInfo(attackPosition, mapInfo);

			break;
		case DESTROY_AIRCRAFT:
		case DESTROY_BATTLESHIP:
		case DESTROY_CRUISER:
		case DESTROY_DESTROYER:
		case DESTROY_SUBMARINE:

			mapInfo.type = MI_HitResult;
			mapInfo.value.hitResult = HIT;
			m_MyMap.SetMapInfo(attackPosition, mapInfo);

#ifdef TEST_FLAG
			sprintf_s(string, "    Destroy!!! - Turn : %d", turn);
			CUIManager::GetInstance()->BroadCast(string);
			sprintf_s(string, "      - Hit : %d, Destroy : %d", hitCount, destroyCount);
			CUIManager::GetInstance()->BroadCast(string);
#endif

			// 터진 배 추측
			GuessDestroyedShip(result, attackPosition);
			
			++hitCount;
			++destroyCount;
			if(destroyCount >= sizeof(m_Ships) / sizeof(m_Ships[0]))
			{
#ifdef TEST_FLAG
				m_MyMap.DisplayMap(MI_Probability, attackPosition.x, attackPosition.y);
				pDefender->m_MyMap.DisplayMap(MI_ShipType);
#endif
				sprintf_s(string, "      Victory !!! Turn : %d", turn);
				CUIManager::GetInstance()->BroadCast(string);
#ifdef TEST_FLAG
			
				CUIManager::GetInstance()->Sound(4);
				Sleep(3000);
				CUIManager::GetInstance()->Clear();
#endif
				return turn;
			}
			break;
		default:
			// 이곳은 도달하면 안 됨.
#ifdef TEST_FLAG
			sprintf_s(string, "    Do not reach here! - Destroy error");
			CUIManager::GetInstance()->BroadCast(string);
#endif
			break;
		}

#ifdef TEST_FLAG
		// 공격 결과 출력
		m_MyMap.DisplayMap(MI_Probability, attackPosition.x, attackPosition.y);
		pDefender->m_MyMap.DisplayMap(MI_ShipType);

		switch(result)
		{
		case MISS:
			CUIManager::GetInstance()->Sound(1);
			break;
		case HIT:
			CUIManager::GetInstance()->Sound(2);
			break;
		case DESTROY_AIRCRAFT:
		case DESTROY_BATTLESHIP:
		case DESTROY_CRUISER:
		case DESTROY_DESTROYER:
		case DESTROY_SUBMARINE:
			CUIManager::GetInstance()->Sound(3);
			break;
		default:
			break;
		}

		Sleep(500);
		CUIManager::GetInstance()->Clear();
#endif
	}

	// Error
	return	-9999;
}
Ejemplo n.º 19
0
bool MapScreen::render(Renderer&, double elapsed)
{
  glClearColor(1.0, 1.0, 1.0, 1.0);
  glClear(GL_COLOR_BUFFER_BIT);

  const glm::vec3 top_cam(mapinfo.pos.x, mapinfo.pos.y + OFFSET_Y, -OFFSET_Z);
  const glm::vec3 bot_cam(mapinfo.pos.x, mapinfo.pos.y, 0.0);

  /// map image ///
  if (mapinfo.tex == nullptr)
  {
    // we cant do calculations without the base image
    return true;
  }

  auto& shd = shaders[Shaders::MAP];
  shd.bind();
  
  // create mvp matrix
  mapinfo.matmvp = glm::lookAt(
      top_cam, bot_cam, glm::vec3(0, -1, 0));
  mapinfo.matmvp = mapinfo.projection * mapinfo.matmvp;
  shd.sendMatrix("matmvp", mapinfo.matmvp);
  shd.sendFloat("alpha", 1.0f);

  mapinfo.mapvao.bind();
  // render map texture
  mapinfo.tex->bind(0);
  mapinfo.mapvao.renderIndexed(GL_TRIANGLES);
  
  // render map mask layer
  if (mapinfo.mask.enabled)
  {
    glEnable(GL_BLEND);
    mapinfo.mask.tex->bind(0);
    mapinfo.mapvao.renderIndexed(GL_TRIANGLES);
    glDisable(GL_BLEND);
  }
  
  /// map clouds & shadows ///
  for (size_t i = 0; i < mapinfo.border.size(); i++)
  {
    auto& layer = mapinfo.border.at(i);
    
    const float floatx = 0.005 * sin(6.28 * sin(i + elapsed * 0.25));
    const float floaty = 0.05 * sin(6.28 * sin(i + elapsed * 0.5));
    layer.matmvp = glm::lookAt(
        top_cam + glm::vec3(0, floatx, floaty),
        bot_cam + glm::vec3(0, floatx, 0), glm::vec3(0, -1, 0));
    layer.matmvp = mapinfo.projection * layer.matmvp;
  }
  glEnable(GL_BLEND);
  shd.sendFloat("alpha", 0.7f);
  for (auto& layer : mapinfo.border) {
    if (layer.shadow != nullptr)
    {
      shd.sendMatrix("matmvp", layer.matmvp);
      layer.shadow->bind(0);
      mapinfo.mapvao.renderIndexed(GL_TRIANGLES);
    }
  }
  glDisable(GL_BLEND);
  shd.sendFloat("alpha", 1.0f);
  for (auto& layer : mapinfo.border) {
    if (layer.cloud != nullptr)
    {
      shd.sendMatrix("matmvp", layer.matmvp);
      layer.cloud->bind(0);
      mapinfo.mapvao.renderIndexed(GL_TRIANGLES);
    }
  }
  
  /// map icons ///
  const bool do_map_icons = uint64_t(elapsed * 2.0f) & 1;
  if (do_map_icons)
  {
  	Shader& shdSprite = shaders[Shaders::OBJECTS];
  	shdSprite.bind();
    shdSprite.sendMatrix("matmvp", mapinfo.matmvp);
    auto& spritegen = mapinfo.spritegen;
    spritegen.clear();
    
    // player head
    const auto ptloc = mapinfo.generate_player_coords();
    const auto frame = mapinfo.construct_frame(mapinfo.sprite_player, ptloc, 8);
    spritegen.generate(frame);
    
    // JSON-defined icons & script
    for (const auto& icon : mapinfo.icons)
    {
      const auto frame =
          mapinfo.construct_frame(icon.sprite, mapinfo.transform(icon.pos), 8);
      spritegen.generate(frame);
    }
    
    spritegen.sort();
    spritegen.index();
    // render lowest to high
    spritegen.render(Z_LOWEST, Z_HIGH);
  }

  return true;
}
Ejemplo n.º 20
0
void MapScreen::update_mask()
{
  if (mapinfo.mask.enabled) {
    mapinfo.mask.update(mapinfo.generate_player_coords());
  }
}
Ejemplo n.º 21
0
void MapScreen::load(const std::string& json_file)
{
  mapinfo.load(json_file);
}
ItemExpr *ItmSeqOlapFunction::preCodeGen(Generator *generator)
{
  if (getOperatorType() != ITM_OLAP_MIN && getOperatorType() != ITM_OLAP_MAX)
  {
    GenAssert(0, "ItmSeqOlapFunction::preCodeGen -- Should never get here!");
    return 0;
  }


  if (nodeIsPreCodeGenned())
    return this;
  markAsPreCodeGenned();

  // Get some local handles...
  //
  CollHeap *wHeap = generator->wHeap();
  ItemExpr *itmChild = child(0)->castToItemExpr();
  //ItemExpr *itmWindow = child(1)->castToItemExpr();

  // What scalar operation needs to be done.
  //
  OperatorTypeEnum operation;
  if(getOperatorType() == ITM_OLAP_MIN) operation = ITM_SCALAR_MIN;
  else operation = ITM_SCALAR_MAX;

  // Allocate a HostVar for local storage of the index.
  //
  ItemExpr *itmLocalCounter 
    = new(wHeap) HostVar("_sys_LocalCounter",
			 new(wHeap) SQLInt(wHeap, TRUE,FALSE),
			 TRUE);

  // Expression to initailize the iterator.
  //
  ItemExpr *itmLocalCounterInitialize
              = new(wHeap) Assign(itmLocalCounter, 
                                  new(wHeap) ConstValue(frameStart_),
			          FALSE);

  // Expression to increment the iterator.
  //
  ItemExpr *itmLocalCounterIncrement
    = new(wHeap) Assign(itmLocalCounter,
			new(wHeap) BiArith(ITM_PLUS,
					   itmLocalCounter,
					   new (wHeap) ConstValue(1)),
			FALSE);

  // Allocate a HostVar for referencing the result before it is computed.
  //
  ItemExpr *itmResult 
    = new(wHeap) HostVar("_sys_Result",
			 getValueId().getType().newCopy(wHeap),
			 TRUE);

  // Expression to initialize the result.
  //
  ItemExpr *itmResultInitialize
    = new(wHeap) Assign(itmResult,
			new(wHeap) ConstValue());
			
  // Expression to compute the min/max.
  //

  ItemExpr * invCouter= new(wHeap) BiArith(ITM_MINUS,
                                                new (wHeap) ConstValue(0),
					        itmLocalCounter);
					   
  ItemExpr *  itmOffsetExpr = new(wHeap) ItmSeqOffset( itmChild, invCouter);


  //ItemExpr * itmOffsetIsNotNull = new (wHeap) UnLogic(ITM_IS_NOT_NULL, itmOffsetExpr);

  ((ItmSeqOffset *)itmOffsetExpr)->setIsOLAP(isOLAP());
  ItemExpr *itmResultUpdate
    = new(wHeap) Assign(itmResult,
			new(wHeap) ItmScalarMinMax(operation, 
						   itmResult, 
						   itmOffsetExpr));

  // Construct code blocks for the initialization and body for the while-loop
  //
  ItemExpr *itmInit 
    = new(wHeap) ItmBlockFunction(itmLocalCounterInitialize,
				  itmResultInitialize);
  ItemExpr *itmBody
    = new(wHeap) ItmBlockFunction(itmResultUpdate,
				  itmLocalCounterIncrement);
  
  // Construct the While loop (i < window)
  //
  ItemExpr *itmLoopCondition = new(wHeap) BiRelat
    (ITM_LESS_EQ, itmLocalCounter, new(wHeap) ConstValue(frameEnd_));
  
  if (isFrameEndUnboundedFollowing()) //(frameEnd_ == INT_MAX)// not needed in other cases -- can cause issues fo the preceding part
  {
    ItemExpr *  itmOffset1 = new(wHeap) ItmSeqOffset( itmChild, invCouter,NULL,TRUE);
    ItemExpr * itmOffset1IsNotNull = new (wHeap) UnLogic(ITM_IS_NOT_NULL, itmOffset1);

    ((ItmSeqOffset *)itmOffset1)->setIsOLAP(isOLAP());

    itmLoopCondition = itmOffset1IsNotNull;
    //new (wHeap) BiLogic( ITM_AND,
                        //                  itmLoopCondition,
                       //                   itmOffset1IsNotNull);
  }
  ItemExpr *itmWhile 
    = new(wHeap) ItmWhileFunction(itmBody,
				    itmLoopCondition);
  
  
  // Construct the blocks to contain the initialization and looping.
  // The result is the final value of the min/max.
  //
  ItemExpr *itmBlock = new(wHeap) ItmBlockFunction
    (new(wHeap) ItmBlockFunction(itmInit, itmWhile),
     itmResult);
  
  // Replace the item for this value id with the new item expression.
  //
  getValueId().replaceItemExpr(itmBlock);

  // Run the new expression through type and value Id synthesis.
  //
  itmBlock->synthTypeAndValueId(TRUE);

  // Map the reference to the result to the actual result in the map table.
  //
  Attributes *attr =  generator->getMapInfo(itmBlock->getValueId())->getAttr();
  MapInfo *mapInfo = generator->addMapInfo(itmResult->getValueId(), attr);
  itmResult->markAsPreCodeGenned();
  mapInfo->codeGenerated();

  // Return the preCodeGen of the new expression.
  //
  return itmBlock->preCodeGen(generator);

}
Ejemplo n.º 23
0
void WorldSession::_HandleAreaTriggerOpcode(uint32 id)
{		
	DEBUG_LOG( "WorldSession","HandleAreaTriggerOpcode: %u", id);

	// Are we REALLY here?
	CHECK_INWORLD_RETURN;

	// Search quest log, find any exploration quests
	sQuestMgr.OnPlayerExploreArea(GetPlayer(),id);

	AreaTrigger* pAreaTrigger = AreaTriggerStorage.LookupEntry( id );

	sHookInterface.OnAreaTrigger(_player, id);
	CALL_INSTANCE_SCRIPT_EVENT( _player->GetMapMgr(), OnAreaTrigger )( _player, id );

	// if in BG handle is triggers
	if( _player->m_bg )
	{
		_player->m_bg->HookOnAreaTrigger(_player, id);
		return;
	}

	// Hook for Scripted Areatriggers
	_player->GetMapMgr()->HookOnAreaTrigger(_player, id);

	if( _player->GetSession()->CanUseCommand('z') )
	{
		if( pAreaTrigger != NULL )
			sChatHandler.BlueSystemMessage( this, "[%sSystem%s] |rEntered areatrigger: %s%u (%s).", MSG_COLOR_WHITE, MSG_COLOR_LIGHTBLUE, MSG_COLOR_SUBWHITE, id, pAreaTrigger->Name );
		else
			sChatHandler.BlueSystemMessage( this, "[%sSystem%s] |rEntered areatrigger: %s%u", MSG_COLOR_WHITE, MSG_COLOR_LIGHTBLUE, MSG_COLOR_SUBWHITE, id);
	}

	if( pAreaTrigger == NULL )
	{
		OUT_DEBUG("Missing AreaTrigger: %u", id);
		return;
	}

	switch(pAreaTrigger->Type)
	{
	case ATTYPE_INSTANCE:
		{
			if(_player->GetPlayerStatus() != TRANSFER_PENDING) //only ports if player is out of pendings
			{
				MapInfo * pMi = WorldMapInfoStorage.LookupEntry(pAreaTrigger->Mapid);
				MapEntry* map = dbcMap.LookupEntry(pAreaTrigger->Mapid);
				if(!pMi)
					return;

				//do we meet the map requirements?
				uint8 reason = CheckTeleportPrerequsites(pAreaTrigger, this, _player, pAreaTrigger->Mapid);
				if(reason != AREA_TRIGGER_FAILURE_OK)
				{
					const char * pReason = AreaTriggerFailureMessages[reason];
					char msg[200];
					WorldPacket data(SMSG_AREA_TRIGGER_MESSAGE, 50);
					data << uint32(0);

					switch (reason)
					{
					case AREA_TRIGGER_FAILURE_LEVEL:
						{
							snprintf(msg,200,pReason,pAreaTrigger->required_level);
							data << msg;
						}break;
					case AREA_TRIGGER_FAILURE_NO_ATTUNE_I:
						{
							ItemPrototype * pItem = ItemPrototypeStorage.LookupEntry(pMi->required_item);
							snprintf(msg, 200, pReason, pItem ? pItem->Name1 : "UNKNOWN");
							data << msg;
						}break;
					case AREA_TRIGGER_FAILURE_NO_ATTUNE_Q:
						{
							Quest * pQuest = QuestStorage.LookupEntry(pMi->required_quest);
							snprintf(msg, 200, pReason, pQuest ? pQuest->title : "UNKNOWN");

							data << msg;
						}break;
					case AREA_TRIGGER_FAILURE_NO_KEY:
						{
							string temp_msg[2];
							string tmp_msg;
							for(uint32 i = 0; i < 2; ++i) 
							{
								if (pMi->heroic_key[i] && _player->GetItemInterface()->GetItemCount(pMi->heroic_key[i], false)==0)
								{
									ItemPrototype * pKey = ItemPrototypeStorage.LookupEntry(pMi->heroic_key[i]);
									if(pKey)
										temp_msg[i] += pKey->Name1;
									else
										temp_msg[i] += "UNKNOWN";
								}
							}
							tmp_msg += temp_msg[0];
							if(temp_msg[0].size() && temp_msg[1].size())
								tmp_msg += "\" and \"";
							tmp_msg += temp_msg[1];

							snprintf(msg, 200, pReason, tmp_msg.c_str());
							data << msg;
						}break;
					case AREA_TRIGGER_FAILURE_LEVEL_HEROIC:
						{
							snprintf(msg, 200, pReason, pMi->HasFlag(WMI_INSTANCE_XPACK_02) ? 80 : 70);
							data << msg;
						}break;
					default:
						{
							data << pReason;
						}break;
					}

					data << uint8(0);
					SendPacket(&data);
					return;
				}

				if( _player->IsMounted())
					TO_UNIT(_player)->Dismount();

				uint32 InstanceID = 0;
				// Try to find a saved instance and
				// do not handle Hyjal Inn (trigger 4319), since we need a unique mapid when generating our instance_id.

				if( id != 4319 && pMi && ( map->israid() || _player->iRaidType >= MODE_NORMAL_25MEN && pMi->type == INSTANCE_MULTIMODE ) )
				{
					//Do we have a saved instance we should use?
					Instance * in = NULL;
					in = sInstanceMgr.GetSavedInstance( pMi->mapid,_player->GetLowGUID(), _player->iRaidType );
					if( in != NULL  && in->m_instanceId )
					{
						//If we are the first to enter this instance, also set our current group id.
						if( in->m_mapMgr == NULL || (!in->m_mapMgr->HasPlayers() && _player->GetGroupID() != in->m_creatorGroup))
							in->m_creatorGroup =_player->GetGroupID();
						InstanceID = in->m_instanceId;
					}
				}

				//Save our entry point and try to teleport to our instance
				_player->SaveEntryPoint(pAreaTrigger->Mapid);
				_player->SafeTeleport(pAreaTrigger->Mapid, InstanceID, LocationVector(pAreaTrigger->x, pAreaTrigger->y, pAreaTrigger->z, pAreaTrigger->o));
			}
		}break;
	case ATTYPE_QUESTTRIGGER:
		{

		}break;
	case ATTYPE_INN:
		{
			if( _player->IsMounted())
				TO_UNIT(_player)->Dismount();

			// Inn
			if (!_player->m_isResting) 
				_player->ApplyPlayerRestState(true);
		}break;
	case ATTYPE_TELEPORT:
		{
			if( _player->GetPlayerStatus() != TRANSFER_PENDING) //only ports if player is out of pendings
			{
				if( _player->IsMounted() )
					TO_UNIT(_player)->Dismount();

				_player->SaveEntryPoint(pAreaTrigger->Mapid);
				_player->SafeTeleport(pAreaTrigger->Mapid, 0, LocationVector(pAreaTrigger->x, pAreaTrigger->y, pAreaTrigger->z, pAreaTrigger->o));
			}
		}break;
	default:break;
	}
}
Ejemplo n.º 24
0
void
OSGTerrainEngineNode::onMapInfoEstablished( const MapInfo& mapInfo )
{
    LoadingPolicy::Mode mode = *_terrainOptions.loadingPolicy()->mode();
    OE_INFO << LC << "Loading policy mode = " <<
        ( mode == LoadingPolicy::MODE_PREEMPTIVE ? "PREEMPTIVE" :
          mode == LoadingPolicy::MODE_SEQUENTIAL ? "SEQUENTIAL" :
          mode == LoadingPolicy::MODE_PARALLEL   ? "PARALLEL" :
          "SERIAL/STANDARD" )
        << std::endl;

    // create a factory for creating actual tile data
    _tileFactory = new OSGTileFactory( _uid, *_cull_mapf, _terrainOptions );

    // go through and build the root nodesets.
    if ( !_isStreaming )
    {
        _terrain = new Terrain(
            *_update_mapf, *_cull_mapf, _tileFactory.get(), *_terrainOptions.quickReleaseGLObjects() );
    }
    else
    {
        _terrain = new StreamingTerrain(
            *_update_mapf, *_cull_mapf, _tileFactory.get(), *_terrainOptions.quickReleaseGLObjects() );
    }

    this->addChild( _terrain );

    // set the initial properties from the options structure:
    _terrain->setVerticalScale( _terrainOptions.verticalScale().value() );
    _terrain->setSampleRatio  ( _terrainOptions.heightFieldSampleRatio().value() );

    if (_terrainOptions.enableBlending().value())
    {
        _terrain->getOrCreateStateSet()->setMode(GL_BLEND , osg::StateAttribute::ON);    
    }

    OE_INFO << LC << "Sample ratio = " << _terrainOptions.heightFieldSampleRatio().value() << std::endl;

    // install the proper layer composition technique:

    if ( _texCompositor->getTechnique() == TerrainOptions::COMPOSITING_MULTIPASS )
    {
        _terrain->setTechniquePrototype( new MultiPassTerrainTechnique( _texCompositor.get() ) );
        OE_INFO << LC << "Compositing technique = MULTIPASS" << std::endl;
    }

    else 
    {
        CustomTerrainTechnique* tech = new SinglePassTerrainTechnique( _texCompositor.get() );

        // prepare the interpolation technique for generating triangles:
        if ( mapInfo.getElevationInterpolation() == INTERP_TRIANGULATE )
            tech->setOptimizeTriangleOrientation( false );

        _terrain->setTechniquePrototype( tech );
    }

    // install the shader program, if applicable:
    installShaders();

    // calculate a good thread pool size for non-streaming parallel processing
    if ( !_isStreaming )
    {
        unsigned num = 2 * OpenThreads::GetNumberOfProcessors();
        if ( _terrainOptions.loadingPolicy().isSet() )
        {
            if ( _terrainOptions.loadingPolicy()->numLoadingThreads().isSet() )
            {
                num = *_terrainOptions.loadingPolicy()->numLoadingThreads();
            }
            else if ( _terrainOptions.loadingPolicy()->numLoadingThreadsPerCore().isSet() )
            {
                num = (unsigned)(*_terrainOptions.loadingPolicy()->numLoadingThreadsPerCore() * OpenThreads::GetNumberOfProcessors());
            }
        }
        _tileService = new TaskService( "TileBuilder", num );

        // initialize the tile builder
        _tileBuilder = new TileBuilder( getMap(), _terrainOptions, _tileService.get() );


        // initialize a key node factory.
        switch( mode )
        {
        case LoadingPolicy::MODE_SERIAL:
            _keyNodeFactory = new SerialKeyNodeFactory( _tileBuilder.get(), _terrainOptions, mapInfo, _terrain, _uid );
            break;

        case LoadingPolicy::MODE_PARALLEL:
            _keyNodeFactory = new ParallelKeyNodeFactory( _tileBuilder.get(), _terrainOptions, mapInfo, _terrain, _uid );
            break;

        default:
            break;
        }
    }

    // Build the first level of the terrain.
    // Collect the tile keys comprising the root tiles of the terrain.
    std::vector< TileKey > keys;
    _update_mapf->getProfile()->getRootKeys( keys );

    for( unsigned i=0; i<keys.size(); ++i )
    {
        osg::Node* node;
        if ( _keyNodeFactory.valid() )
            node = _keyNodeFactory->createNode( keys[i] );
        else
            node = _tileFactory->createSubTiles( *_update_mapf, _terrain, keys[i], true );

        if ( node )
            _terrain->addChild( node );
        else
            OE_WARN << LC << "Couldn't make tile for root key: " << keys[i].str() << std::endl;
    }

    // we just added the root tiles, so mark the bound in need of recomputation.
    dirtyBound();
}
Ejemplo n.º 25
0
// ticks the game forward in time
void GameInfo::Ticker()
{
  tic++;

  // TODO read/write demo ticcmd's here

  // do main actions
  switch (state)
    {
    case GS_INTRO:
      if (--pagetic <= 0)
	AdvanceIntro();
      break;

    case GS_LEVEL:
      if (!paused && currentcluster)
	currentcluster->Ticker();

      if (!dedicated)
	{
	  hud.Ticker();
	  automap.Ticker();
	}
      break;

    case GS_INTERMISSION:
      wi.Ticker();
      break;

    case GS_FINALE:
      F_Ticker();
      break;

    case GS_NULL:
    default:
      // do nothing
      break;
    }


  MapInfo *m;
  PlayerInfo *p;

  if (state != GS_LEVEL)
    return;

  // manage players
  for (player_iter_t t = Players.begin(); t != Players.end(); )
    {
      p = t->second;
      t++; // because "old t" may be invalidated

      if (p->playerstate == PST_REMOVE)
	{
	  // the player is removed from the game (invalidates "old t")
	  if (!p->mp)
	    RemovePlayer(p->number); // first the maps throw out the removed player, then the game proper.

	  // TODO purge the removed players from the frag maps of other players?
	}
      else
	p->Ticker();
    }

  if (!server)
    return;

  //
  for (player_iter_t t = Players.begin(); t != Players.end(); t++)
    {
      p = t->second;

      if (p->playerstate == PST_NEEDMAP)
	{
	  LConnection *conn = p->connection;
	  if (conn && !conn->isGhostAvailable(p))
	    {
	      // remote player, is it already being ghosted? if not, wait.
	      CONS_Printf(" server waiting for client ghost\n");
	      continue;
	    }

	  // assign the player to a map
	  CONS_Printf("Map request..");

	  if (p->requestmap == 0)
	    {
	      m = initial_map; // first map in game
	      p->entrypoint = initial_ep;
	    }
	  else
	    m = FindMapInfo(p->requestmap);

	  if (!m)
	    {
	      // game ends
	      currentcluster->Finish(p->requestmap, p->entrypoint);
	      StartFinale(NULL);
	      break;
	    }
	  else if (!m->found)
	    m = currentcluster->maps[0]; // TODO or give an error?

	  // cluster change?
	  if (currentcluster->number != m->cluster)
	    {
	      // TODO minor thing: if several players exit maps on the same tick,
	      // and someone besides the first one causes a cluster change, some
	      // maps could be loaded in vain...

	      // cluster change!
	      currentcluster->Finish(p->requestmap, p->entrypoint);

	      MapCluster *next = FindCluster(m->cluster);
	      StartFinale(next);
	      currentcluster = next;

	      break; // this is important! no need to check the other players.
	    }

	  p->Reset(!currentcluster->keepstuff, true);

	  // normal individual mapchange
	  if (!m->Activate(p))
	    I_Error("Darn!\n");

	  if (conn)
	    {
	      CONS_Printf(" server sending rpc\n");
	      // nonlocal player enters a new map, notify client
	      // send the EnterMap rpc only to the owning connection
	      NetEvent *e = TNL_RPC_CONSTRUCT_NETEVENT(p, s2cEnterMap, (m->mapnumber));
	      conn->postNetEvent(e);
	    }
	}
    }
}
Ejemplo n.º 26
0
void WorldSession::HandleAreaTriggerOpcode(WorldPacket & recv_data)
{
    CHECK_PACKET_SIZE(recv_data, 4);
    uint32 id = 0;
    WorldPacket data(80);
    AreaTrigger *pAreaTrigger = NULL;
    recv_data >> id;
    sLog.outDebug("AreaTrigger: %u", id);

    pAreaTrigger = sWorld.GetAreaTrigger(id);

    // Search quest log, find any exploration quests
    sQuestMgr.OnPlayerExploreArea(GetPlayer(),id);
    
    // if in BG handle is triggers
    if(GetPlayer()->m_bgInBattleground && GetPlayer()->GetCurrentBattleground() != NULL)
    {
        GetPlayer()->GetCurrentBattleground()->HandleBattlegroundAreaTrigger(GetPlayer(), id);
        return;
    }   

    if(pAreaTrigger && pAreaTrigger->Type == ATTYPE_BATTLEGROUND)
    {
        if(pAreaTrigger->Mapid == 489)        // hack fix
            pAreaTrigger->Mapid = 2;
        else if(pAreaTrigger->Mapid == 529)
            pAreaTrigger->Mapid = 3;
        else if(pAreaTrigger->Mapid == 30)
            pAreaTrigger->Mapid = 1;
            
        WorldPacket *pkt = sBattlegroundMgr.BuildBattlegroundListPacket(GetPlayer()->GetGUID(), _player,
            pAreaTrigger->Mapid);
        SendPacket(pkt);
        delete pkt;
        return;
    }

    if(pAreaTrigger)
    {
        bool bFailedPre = false;
        std::string failed_reason;

        if(pAreaTrigger->required_level)
        {
            if(GetPlayer()->getLevel() < pAreaTrigger->required_level)
            {
                bFailedPre = true;
                if(failed_reason.size() > 0)
                    failed_reason += ", and ";
                else
                    failed_reason = "You must be ";

                // mm hacky
                char lvltext[30];
                sprintf(lvltext, "at least level %d", pAreaTrigger->required_level);
                failed_reason += lvltext;
            }
        }
        if(bFailedPre)
        {
            failed_reason += " before you're allowed through here.";
            WorldPacket msg;
            msg.Initialize(SMSG_AREA_TRIGGER_MESSAGE);
            msg << uint32(0) << failed_reason << uint8(0);
            SendPacket(&msg);
            sLog.outDebug("Player %s failed areatrigger prereq - %s", GetPlayer()->GetName(), failed_reason.c_str());
            return;
        }
        switch(pAreaTrigger->Type)
        {
        case ATTYPE_INSTANCE:
            {
                if(GetPlayer()->GetPlayerStatus() != TRANSFER_PENDING) //only ports if player is out of pendings
                {
                    GetPlayer()->SaveEntryPoint();
                    //death system check.
                    Corpse *pCorpse = NULL;
                    CorpseData *pCorpseData = NULL;
                    MapInfo *pMapinfo = NULL;

                    pMapinfo = sWorld.GetMapInformation(pAreaTrigger->Mapid);
                    if(pMapinfo && !pMapinfo->HasFlag(WMI_INSTANCE_ENABLED))
                    {
                        WorldPacket msg;
                        msg.Initialize(SMSG_AREA_TRIGGER_MESSAGE);
                        msg << uint32(0) << "This instance is currently unavailable." << uint8(0) << uint8(0);
                        SendPacket(&msg);
                        return;
                    }

                    if(pMapinfo && pMapinfo->HasFlag(WMI_INSTANCE_XPACK_01) && !HasFlag(ACCOUNT_FLAG_XPACK_01))
                    {
                        WorldPacket msg;
                        msg.Initialize(SMSG_BROADCAST_MSG);
                        msg << uint32(3) << "You must have The Burning Crusade Expansion to access this content." << uint8(0);
                        SendPacket(&msg);
                        return;
                    }

                    if(!GetPlayer()->isAlive())
                    {
                        pCorpse = objmgr.GetCorpseByOwner(GetPlayer());
                        if(pCorpse)
                        {
                            pMapinfo = sWorld.GetMapInformation(pCorpse->GetMapId());
                            if(pMapinfo)
                            {
                                if(pMapinfo->type != INSTANCE_NULL && pMapinfo->type != INSTANCE_PVP  && pMapinfo->type != INSTANCE_NONRAID && GetPlayer()->GetMapId() != pCorpse->GetMapId() && pCorpse->GetMapId() == pAreaTrigger->Mapid  && !GetPlayer()->InGroup())
                                {
                                    GetPlayer()->ResurrectPlayer();
                                    return;
                                }
                                else if(pMapinfo->type != INSTANCE_NONRAID)
                                {
                                    GetPlayer()->RepopAtGraveyard(GetPlayer()->GetPositionX(),GetPlayer()->GetPositionY(),GetPlayer()->GetPositionZ(), GetPlayer()->GetMapId());
                                    return;
                                }
                            }
                        }
                        else
                        {
                            GetPlayer()->RepopAtGraveyard(GetPlayer()->GetPositionX(),GetPlayer()->GetPositionY(),GetPlayer()->GetPositionZ(),GetPlayer()->GetMapId());
                            return;
                        }
                    }
                    
                    sWorldCreator.CheckInstanceForObject(static_cast<Object*>(_player), pMapinfo);
                    _player->SaveEntryPoint();
                    _player->SafeTeleport(pAreaTrigger->Mapid, 0, LocationVector(pAreaTrigger->x, pAreaTrigger->y, pAreaTrigger->z, pAreaTrigger->o));
                }
            }break;
        case ATTYPE_QUESTTRIGGER:
            {

            }break;
        case ATTYPE_INN:
            {
                // Inn
                if (!GetPlayer()->m_isResting) GetPlayer()->ApplyPlayerRestState(true);
            }break;
        case ATTYPE_TELEPORT:
            {
                if(GetPlayer()->GetPlayerStatus() != TRANSFER_PENDING) //only ports if player is out of pendings
                {
                    _player->SaveEntryPoint();
                    _player->SafeTeleport(pAreaTrigger->Mapid, 0, LocationVector(pAreaTrigger->x, pAreaTrigger->y, pAreaTrigger->z, pAreaTrigger->o));
                }
            }break;
        case ATTYPE_NULL:
            {
                MapInfo *pMapinfo = NULL;
                pMapinfo = sWorld.GetMapInformation(pAreaTrigger->Mapid);
                if(pMapinfo && pMapinfo->HasFlag(WMI_INSTANCE_XPACK_01) && !HasFlag(ACCOUNT_FLAG_XPACK_01))
                {
                    WorldPacket msg;
                    msg.Initialize(SMSG_BROADCAST_MSG);
                    msg << uint32(3) << "You must have The Burning Crusade Expansion to access this content." << uint8(0);
                    SendPacket(&msg);
                    return;
                }
            }
        default:break;
        }
    }
}
Ejemplo n.º 27
0
void WorldSession::_HandleAreaTriggerOpcode(uint32 id)
{		
	sLog.outDebug("AreaTrigger: %u", id);

	WorldPacket data(80);
	AreaTrigger * pAreaTrigger = AreaTriggerStorage.LookupEntry(id);

	// Search quest log, find any exploration quests
	sQuestMgr.OnPlayerExploreArea(GetPlayer(),id);
	
	// if in BG handle is triggers
	if(GetPlayer()->m_bgInBattleground && GetPlayer()->GetCurrentBattleground() != NULL)
	{
		GetPlayer()->GetCurrentBattleground()->HandleBattlegroundAreaTrigger(GetPlayer(), id);
		return;
	}   

	if(GetPermissionCount())
	{
		sChatHandler.BlueSystemMessage(this, "[%sSystem%s] |rEntered areatrigger: %s%u.", MSG_COLOR_WHITE, MSG_COLOR_LIGHTBLUE, 
			MSG_COLOR_SUBWHITE, id);
	}

	/* if we don't have an areatrigger, create one on the stack to use for gm scripts :p */
	if(!pAreaTrigger)
	{
		AreaTrigger tmpTrigger;
		tmpTrigger.AreaTriggerID = id;

		ScriptSystem->OnActivateAreaTrigger(&tmpTrigger, _player);
		return;
	}

	/* script prerequsites */
	if(ScriptSystem->OnActivateAreaTrigger(pAreaTrigger, _player) == false)
		return;

	if(pAreaTrigger->Type == ATTYPE_BATTLEGROUND)
	{
		if(pAreaTrigger->Mapid == 489)		// hack fix
			pAreaTrigger->Mapid = 2;
		else if(pAreaTrigger->Mapid == 529)
			pAreaTrigger->Mapid = 3;
		else if(pAreaTrigger->Mapid == 30)
			pAreaTrigger->Mapid = 1;
			
		WorldPacket *pkt = sBattlegroundMgr.BuildBattlegroundListPacket(GetPlayer()->GetGUID(), _player,
			pAreaTrigger->Mapid);
		SendPacket(pkt);
		delete pkt;
		return;
	}

	bool bFailedPre = false;
	std::string failed_reason;

	if(pAreaTrigger->required_level)
	{
		if(GetPlayer()->getLevel() < pAreaTrigger->required_level)
		{
			bFailedPre = true;
			if(failed_reason.size() > 0)
				failed_reason += ", and ";
			else
				failed_reason = "You must be ";

			// mm hacky
			char lvltext[30];
			snprintf(lvltext, 30, "at least level %d", (int)pAreaTrigger->required_level);
			failed_reason += lvltext;
		}
	}
	if(bFailedPre)
	{
		failed_reason += " before you're allowed through here.";
		WorldPacket msg;
		msg.Initialize(SMSG_AREA_TRIGGER_MESSAGE);
		msg << uint32(0) << failed_reason << uint8(0);
		SendPacket(&msg);
		sLog.outDebug("Player %s failed areatrigger prereq - %s", GetPlayer()->GetName(), failed_reason.c_str());
		return;
	}
	switch(pAreaTrigger->Type)
	{
	case ATTYPE_INSTANCE:
		{
			if(GetPlayer()->GetPlayerStatus() != TRANSFER_PENDING) //only ports if player is out of pendings
			{
				GetPlayer()->SaveEntryPoint(pAreaTrigger->Mapid);

				//death system check.
				Corpse *pCorpse = NULL;
//					CorpseData *pCorpseData = NULL;
				MapInfo *pMapinfo = NULL;

				pMapinfo = WorldMapInfoStorage.LookupEntry(pAreaTrigger->Mapid);
				if(pMapinfo && !pMapinfo->HasFlag(WMI_INSTANCE_ENABLED))
				{
					WorldPacket msg;
					msg.Initialize(SMSG_AREA_TRIGGER_MESSAGE);
					msg << uint32(0) << "This instance is currently unavailable." << uint8(0) << uint8(0);
					SendPacket(&msg);
					return;
				}

				if(pMapinfo && pMapinfo->HasFlag(WMI_INSTANCE_XPACK_01) && !HasFlag(ACCOUNT_FLAG_XPACK_01))
				{
					WorldPacket msg;
					msg.Initialize(SMSG_BROADCAST_MSG);
					msg << uint32(3) << "You must have The Burning Crusade Expansion to access this content." << uint8(0);
					SendPacket(&msg);
					return;
				}

                if(pMapinfo && pMapinfo->type != INSTANCE_MULTIMODE && GetPlayer()->iInstanceType == MODE_HEROIC && pMapinfo->type != INSTANCE_NULL)
                {
					WorldPacket msg;
					msg.Initialize(SMSG_AREA_TRIGGER_MESSAGE);
					msg << uint32(0) << "Heroic mode is not available for this instance." << uint8(0) << uint8(0);
					SendPacket(&msg);
					return;
				}

				if(pMapinfo && pMapinfo->type == INSTANCE_RAID && GetPlayer()->InGroup() && GetPlayer()->GetGroup()->GetGroupType() != GROUP_TYPE_RAID)
				{
					WorldPacket msg;
					msg.Initialize(SMSG_AREA_TRIGGER_MESSAGE);
					msg << uint32(0) << "You need to be in a raid group to be able to enter this instance." << uint8(0) << uint8(0);
					SendPacket(&msg);
					return;
				}
				if(pMapinfo && pMapinfo->type == INSTANCE_RAID && !GetPlayer()->InGroup())
				{
					WorldPacket msg;
					msg.Initialize(SMSG_AREA_TRIGGER_MESSAGE);
					msg << uint32(0) << "You need to be in a raid group to be able to enter this instance." << uint8(0) << uint8(0);
					SendPacket(&msg);
					return;
				}

				if(pMapinfo && pMapinfo->required_quest && !_player->HasFinishedQuest(pMapinfo->required_quest))
				{
					WorldPacket msg;
					msg.Initialize(SMSG_AREA_TRIGGER_MESSAGE);
					msg << uint32(0) << "You do not have the required attunement to enter this instance.";
					SendPacket(&msg);
					return;
				}

				if(pMapinfo && pMapinfo->required_item && !_player->GetItemInterface()->GetItemCount(pMapinfo->required_item, true))
				{
					WorldPacket msg;
					msg.Initialize(SMSG_AREA_TRIGGER_MESSAGE);
					msg << uint32(0) << "You do not have the required attunement to enter this instance.";
					SendPacket(&msg);
					return;
				}

				if(!GetPlayer()->isAlive())
				{
					pCorpse = objmgr.GetCorpseByOwner(GetPlayer()->GetGUIDLow());
					if(pCorpse)
					{
						pMapinfo = WorldMapInfoStorage.LookupEntry(pCorpse->GetMapId());
						if(pMapinfo)
						{
                            if(GetPlayer()->InGroup())
							{
								MapMgr * groupinstance = sWorldCreator.GetInstanceByGroup(GetPlayer()->GetGroup(), GetPlayer(), pMapinfo);
								if (groupinstance)
								{
									if(groupinstance->GetPlayerCount() >= pMapinfo->playerlimit)
                                    {
                                        data.Initialize(SMSG_TRANSFER_ABORTED);
								        data << uint32(INSTANCE_ABORT_FULL);
								        _player->GetSession()->SendPacket(&data);
                                        GetPlayer()->RepopAtGraveyard(GetPlayer()->GetPositionX(),GetPlayer()->GetPositionY(),GetPlayer()->GetPositionZ(), GetPlayer()->GetMapId());
                                        GetPlayer()->ResurrectPlayer();
								        return;
                                    }

                                }
							}

                            //if its a raid instance and corpse is inside and player is not in a group, ressurect
							if(pMapinfo->type != INSTANCE_NULL && pMapinfo->type != INSTANCE_PVP  && pMapinfo->type != INSTANCE_NONRAID && pMapinfo->type != INSTANCE_MULTIMODE && GetPlayer()->GetMapId() != pCorpse->GetMapId() && pCorpse->GetMapId() == pAreaTrigger->Mapid  && !GetPlayer()->InGroup())
							{
								GetPlayer()->ResurrectPlayer();
								return;
							}
                            //if its a instance and player is trying to enter when corpse is on a diferent instance, repop back
                            else if(pMapinfo->type != INSTANCE_NULL && pMapinfo->type != INSTANCE_PVP &&  pCorpse->GetMapId() != pAreaTrigger->Mapid)
							{
								GetPlayer()->RepopAtGraveyard(GetPlayer()->GetPositionX(),GetPlayer()->GetPositionY(),GetPlayer()->GetPositionZ(), GetPlayer()->GetMapId());
								return;
							}
						}
					}
					else
					{
						GetPlayer()->RepopAtGraveyard(GetPlayer()->GetPositionX(),GetPlayer()->GetPositionY(),GetPlayer()->GetPositionZ(),GetPlayer()->GetMapId());
						return;
					}
				}
				bool result = sWorldCreator.CheckInstanceForObject(static_cast<Object*>(GetPlayer()), pMapinfo);
				if(result)
				{
					GetPlayer()->SaveEntryPoint(pAreaTrigger->Mapid);
					GetPlayer()->SafeTeleport(pAreaTrigger->Mapid, 0, LocationVector(pAreaTrigger->x, pAreaTrigger->y, pAreaTrigger->z, pAreaTrigger->o));
				}
			}
		}break;
	case ATTYPE_QUESTTRIGGER:
		{

		}break;
	case ATTYPE_INN:
		{
			// Inn
			if (!GetPlayer()->m_isResting) GetPlayer()->ApplyPlayerRestState(true);
		}break;
	case ATTYPE_TELEPORT:
		{
			if(GetPlayer()->GetPlayerStatus() != TRANSFER_PENDING) //only ports if player is out of pendings
			{
				GetPlayer()->SaveEntryPoint(pAreaTrigger->Mapid);
				GetPlayer()->SafeTeleport(pAreaTrigger->Mapid, 0, LocationVector(pAreaTrigger->x, pAreaTrigger->y, pAreaTrigger->z, pAreaTrigger->o));
			}
		}break;
	case ATTYPE_NULL:
		{
			MapInfo *pMapinfo = NULL;
			pMapinfo = WorldMapInfoStorage.LookupEntry(pAreaTrigger->Mapid);
			if(pMapinfo && pMapinfo->HasFlag(WMI_INSTANCE_XPACK_01) && !HasFlag(ACCOUNT_FLAG_XPACK_01))
			{
				WorldPacket msg;
				msg.Initialize(SMSG_BROADCAST_MSG);
				msg << uint32(3) << "You must have The Burning Crusade Expansion to access this content." << uint8(0);
				SendPacket(&msg);
				return;
			}
		}
	default:break;
	}
}
Ejemplo n.º 28
0
uint32 InstanceMgr::PreTeleport(uint32 mapid, Player* plr, uint32 instanceid)
{
	// preteleport is where all the magic happens :P instance creation, etc.
	MapInfo * inf = LimitedMapInfoStorage.LookupEntry(mapid);
	MapEntry* map = dbcMap.LookupEntry(mapid);
	InstanceMap * instancemap;
	Instance * in = NULL;

	//is the map vaild?
	if(inf == NULL || mapid >= NUM_MAPS)
		return INSTANCE_ABORT_NOT_FOUND;

	// main continent check.
	if(inf->type == INSTANCE_NULL) // we can check if the destination world server is online or not and then cancel them before they load.
		return (m_singleMaps[mapid] != NULL) ? INSTANCE_OK : INSTANCE_ABORT_NOT_FOUND;

	// shouldn't happen
	if(inf->type == INSTANCE_PVP)
		return INSTANCE_ABORT_NOT_FOUND;

	if(map->israid()) // check that heroic mode is available if the player has requested it.
	{
		if(plr->iRaidType > 1 && inf->type != INSTANCE_MULTIMODE)
			return INSTANCE_ABORT_HEROIC_MODE_NOT_AVAILABLE;
	}
	else if(plr->iInstanceType && inf->type != INSTANCE_MULTIMODE)
		return INSTANCE_ABORT_HEROIC_MODE_NOT_AVAILABLE;

	//do we need addition raid/heroic checks?
	Group * pGroup = plr->GetGroup() ;
	if( !plr->triggerpass_cheat )
	{
		// players without groups cannot enter raid instances (no soloing them:P)
		if( pGroup == NULL && (map->israid() || inf->type == INSTANCE_MULTIMODE))
			return INSTANCE_ABORT_NOT_IN_RAID_GROUP;

		//and has the required level
		if( plr->getLevel() < 80)
		{
			if(!map->israid())
			{
				//otherwise we still need to be lvl 70/80 for heroic.
				if( plr->iInstanceType && plr->getLevel() < uint32(inf->HasFlag(WMI_INSTANCE_XPACK_02) ? 80 : 70))
					return INSTANCE_ABORT_HEROIC_MODE_NOT_AVAILABLE;
			}
			else
				//otherwise we still need to be lvl 70/80 for heroic.
				if( plr->iRaidType > 1 && plr->getLevel() < uint32(inf->HasFlag(WMI_INSTANCE_XPACK_02) ? 80 : 70))
					return INSTANCE_ABORT_HEROIC_MODE_NOT_AVAILABLE;

			//and we might need a key too.
			bool reqkey = (inf->heroic_key[0] || inf->heroic_key[1])? true : false;
			bool haskey = (plr->GetItemInterface()->GetItemCount(inf->heroic_key[0], false) || plr->GetItemInterface()->GetItemCount(inf->heroic_key[1], false))? true : false;
			if(reqkey && !haskey)
				return INSTANCE_ABORT_HEROIC_MODE_NOT_AVAILABLE;
		}
	}

	// if we are here, it means:
	// 1) we're a non-raid instance
	// 2) we're a raid instance, and the person is in a group.
	// so, first we have to check if they have an instance on this map already, if so, allow them to teleport to that.
	// next we check if there is a saved instance belonging to him.
	// otherwise, we can create them a new one.

	m_mapLock.Acquire();

	//find all instances for our map
	instancemap = m_instances[mapid];
	if(instancemap)
	{
		InstanceMap::iterator itr;
		// do we have a specific instance id we should enter (saved or active).
		// don't bother looking for saved instances, if we had one we found it in areatrigger.cpp
		if(instanceid != 0)
		{
			itr = instancemap->find(instanceid);
			if(itr != instancemap->end())
			{
				in = itr->second;
				//we have an instance,but can we enter it?
				uint8 owns = PlayerOwnsInstance( in, plr );
				if( owns >= OWNER_CHECK_OK )
				{
					// If the map is active and has players
					if(in->m_mapMgr && in->m_mapMgr->HasPlayers() && !plr->triggerpass_cheat)
					{
						//check if combat is in progress
						if( in->m_mapMgr->IsCombatInProgress())
						{
							m_mapLock.Release();
							return INSTANCE_ABORT_ENCOUNTER;
						}

						// check if we are full
						if( in->m_mapMgr->GetPlayerCount() >= inf->playerlimit )
						{
							m_mapLock.Release();
							return INSTANCE_ABORT_FULL;
						}
					}

					uint32 plrdiff = map->israid() ? plr->iRaidType : plr->iInstanceType;
					if(in->m_difficulty == plrdiff)
					{
						//wakeup call for saved instances
						if(!in->m_mapMgr)
							in->m_mapMgr = _CreateInstance(in);

						if(owns == OWNER_CHECK_SAVED_OK && !in->m_mapMgr->HasPlayers())
						{
							if(plr->GetGroup())
								in->m_creatorGroup = plr->GetGroupID();
						}

						m_mapLock.Release();
						return INSTANCE_OK;
					}
					else
					{
						m_mapLock.Release();
						return INSTANCE_ABORT_TOO_MANY;
					}
				}
				else
					DEBUG_LOG("InstanceMgr","Check failed %s, return code %u",plr->GetName(), owns);
			}
			m_mapLock.Release();
			return INSTANCE_ABORT_NOT_FOUND;
		}
		else
		{
			// search all active instances and see if we have one here.
			for(itr = instancemap->begin(); itr != instancemap->end();)
			{
				in = itr->second;
				++itr;
				//we have an instance,but do we own it?
				uint8 owns = PlayerOwnsInstance(in, plr);
				if( owns >= OWNER_CHECK_OK )
				{
					// check the player count and in combat status.
					if(in->m_mapMgr && in->m_mapMgr->HasPlayers() && !plr->triggerpass_cheat)
					{
						if( in->m_mapMgr->IsCombatInProgress())
						{
							m_mapLock.Release();
							return INSTANCE_ABORT_ENCOUNTER;
						}
						// check if we are full
						if( in->m_mapMgr->GetPlayerCount() >= inf->playerlimit )
						{
							m_mapLock.Release();
							return INSTANCE_ABORT_FULL;
						}
					}

					uint32 plrdiff = map->israid() ? plr->iRaidType : plr->iInstanceType;
					if(in->m_difficulty == plrdiff)
					{
						//wakeup call for saved instances
						if(!in->m_mapMgr)
							in->m_mapMgr = _CreateInstance(in);

						if(owns == OWNER_CHECK_SAVED_OK && !in->m_mapMgr->HasPlayers())
						{
							if(plr->GetGroup())
								in->m_creatorGroup = plr->GetGroupID();
						}

						// found our instance, allow him in.
						m_mapLock.Release();
						return INSTANCE_OK;
					}
				}
				else
					DEBUG_LOG("InstanceMgr","Check failed %s, return code %u",plr->GetName(), owns);
			}
		}
	}
	else
	{
		if(instanceid != 0)
		{
			// wtf, how can we have an instance_id for a mapid which doesn't even exist?
			m_mapLock.Release();
			return INSTANCE_ABORT_NOT_FOUND;
		}
		// this mapid hasn't been added yet, so we gotta create the hashmap now.
		m_instances[mapid] = new InstanceMap;
		instancemap = m_instances[mapid];
	}

	// if we're here, it means we need to create a new instance.
	bool raid = map->israid();
	in = new Instance;
	in->m_creation = UNIXTIME;
	in->m_expiration = (raid ? UNIXTIME + inf->cooldown : 0);		// expire time 0 is 10 minutes after last player leaves
	in->m_creatorGuid = plr->GetLowGUID();
	in->m_creatorGroup = (pGroup ? pGroup->GetID() : 0);
	in->m_difficulty = (raid ? plr->iRaidType : plr->iInstanceType);
	in->m_instanceId = GenerateInstanceID();
	in->m_mapId = mapid;
	in->m_mapMgr = NULLMAPMGR;		// always start off without a map manager, it is created in _CreateInstance(in)

	//crash fix; GM's without group will start up raid instances as if they where nonraids
	//this to avoid exipring check, this is mainly for developers purpose; GM's should NOT invite any players here!
	if( plr->triggerpass_cheat && !plr->GetGroup() && raid)
	{
		const char * message = "Started this instance for development purposes only, do not invite players!!";
		sEventMgr.AddEvent( plr, &Player::_Warn, message, EVENT_UNIT_SENDMESSAGE, 5000, 1, 0);
	}

	in->m_mapInfo = inf;
	in->m_dbcMap = map;
	in->m_isBattleground = false;
	plr->SetInstanceID(in->m_instanceId);
	DEBUG_LOG("InstanceMgr", "Prepared new %s %u for player %u and group %u on map %u with difficulty %u. (%u)", raid ? "Raid" : "Instance" ,in->m_instanceId, in->m_creatorGuid, in->m_creatorGroup, in->m_mapId, in->m_difficulty, in->m_instanceId);

	// apply it in the instance map
	instancemap->insert( InstanceMap::value_type( in->m_instanceId, in ) );

	// create the actual instance (if we don't GetInstance() won't be able to access it).
	in->m_mapMgr = _CreateInstance(in);

	// instance created ok, i guess? return the ok for him to transport.
	m_mapLock.Release();
	return INSTANCE_OK;
}
// ItmSeqMovingFunction::preCodeGen
//
// All of the moving sequence functions have been transformed away at this
// point except min and max. Transform these operations to a while-loop which 
// iterates over the past rows testing the min/max condition for each row. 
// Use the ItmScalarMin/Max functions for computing the min/max.
//
ItemExpr *ItmSeqMovingFunction::preCodeGen(Generator *generator)
{
  if (nodeIsPreCodeGenned())
    return this;
  markAsPreCodeGenned();

  // Get some local handles...
  //
  CollHeap *wHeap = generator->wHeap();
  ItemExpr *itmChild = child(0)->castToItemExpr();
  ItemExpr *itmWindow = child(1)->castToItemExpr();

  // What scalar operation needs to be done.
  //
  OperatorTypeEnum operation;
  if(getOperatorType() == ITM_MOVING_MIN) operation = ITM_SCALAR_MIN;
  else operation = ITM_SCALAR_MAX;

  // Allocate a HostVar for local storage of the index.
  //
  ItemExpr *itmLocalCounter 
    = new(wHeap) HostVar("_sys_LocalCounter",
			 new(wHeap) SQLInt(wHeap, TRUE,FALSE),
			 TRUE);

  // Expression to initailize the iterator.
  //
  ItemExpr *itmLocalCounterInitialize
    = new(wHeap) Assign(itmLocalCounter, 
			new(wHeap) ConstValue(0),
			FALSE);

  // Expression to increment the iterator.
  //
  ItemExpr *itmLocalCounterIncrement
    = new(wHeap) Assign(itmLocalCounter,
			new(wHeap) BiArith(ITM_PLUS,
					   itmLocalCounter,
					   new (wHeap) ConstValue(1)),
			FALSE);

  // Allocate a HostVar for referencing the result before it is computed.
  //
  ItemExpr *itmResult 
    = new(wHeap) HostVar("_sys_Result",
			 getValueId().getType().newCopy(wHeap),
			 TRUE);

  // Expression to initialize the result.
  //
  ItemExpr *itmResultInitialize
    = new(wHeap) Assign(itmResult,
			new(wHeap) ConstValue());
			
  // Expression to compute the min/max.
  //
  ItemExpr *itmOffsetExpr = new(wHeap) ItmSeqOffset( itmChild, itmLocalCounter);
  ((ItmSeqOffset *)itmOffsetExpr)->setIsOLAP(isOLAP());
  ItemExpr *itmResultUpdate
    = new(wHeap) Assign(itmResult,
			new(wHeap) ItmScalarMinMax(operation, 
						   itmResult, 
						   itmOffsetExpr));

  // Construct code blocks for the initialization and body for the while-loop
  //
  ItemExpr *itmInit 
    = new(wHeap) ItmBlockFunction(itmLocalCounterInitialize,
				  itmResultInitialize);
  ItemExpr *itmBody
    = new(wHeap) ItmBlockFunction(itmResultUpdate,
				  itmLocalCounterIncrement);
  
  // Construct the While loop (i < window)
  //
  ItemExpr *itmLoopCondition = new(wHeap) BiRelat
    (ITM_LESS, itmLocalCounter, itmWindow);
  ItemExpr *itmWhile 
    = new(wHeap) ItmWhileFunction(itmBody,
				    itmLoopCondition);
  
  
  // Construct the blocks to contain the initialization and looping.
  // The result is the final value of the min/max.
  //
  ItemExpr *itmBlock = new(wHeap) ItmBlockFunction
    (new(wHeap) ItmBlockFunction(itmInit, itmWhile),
     itmResult);
  
  // Replace the item for this value id with the new item expression.
  //
  getValueId().replaceItemExpr(itmBlock);

  // Run the new expression through type and value Id synthesis.
  //
  itmBlock->synthTypeAndValueId(TRUE);

  // Map the reference to the result to the actual result in the map table.
  //
  Attributes *attr =  generator->getMapInfo(itmBlock->getValueId())->getAttr();
  MapInfo *mapInfo = generator->addMapInfo(itmResult->getValueId(), attr);
  itmResult->markAsPreCodeGenned();
  mapInfo->codeGenerated();

  // Return the preCodeGen of the new expression.
  //
  return itmBlock->preCodeGen(generator);
}
// ItmSeqRunningFunction::preCodeGen
//
// Transforms the running sequence functions into scalar expressions
// that use offset to reference the previous value of the function.
//
ItemExpr *ItmSeqRunningFunction::preCodeGen(Generator *generator)
{
  if (nodeIsPreCodeGenned())
    return this;
  markAsPreCodeGenned();

  // Get some local handles...
  //
  CollHeap *wHeap = generator->wHeap();
  ItemExpr *itmChild = child(0)->castToItemExpr();

  // Allocate a HostVar for referencing the result before it is computed.
  //
  ItemExpr *itmResult 
    = new(wHeap) HostVar("_sys_Result",
			 getValueId().getType().newCopy(wHeap),
			 TRUE);

  // Create an item expression to reference the previous
  // value of this running sequence function.
  //
  ItemExpr *offExpr = new(wHeap) ItmSeqOffset(itmResult, 1);
  ((ItmSeqOffset *)offExpr)->setIsOLAP(isOLAP());
  // Add the sequence function specific computation.
  //
  ItemExpr *itmNewSeqFunc = 0;
  switch(getOperatorType())
    {
    case ITM_RUNNING_COUNT:
      {
	// By this point ITM_RUNNING_COUNT is count(column). The count
	// is one more than the previous count if the current column is
	// not null, otherwise, it is the previous count.
	//

        // Create the increment value.  For non-nullable values, this
        // is always 1, essentially runningcount(*).
        //
        ItemExpr *incr;
        if(itmChild->getValueId().getType().supportsSQLnullLogical()) {
          incr = generator->getExpGenerator()->createExprTree
            ("CASE WHEN @A1 IS NULL THEN @A3 ELSE @A2 END", 
             0, 3, 
             itmChild,
             new(wHeap) ConstValue(1),
             new(wHeap) ConstValue(0));
        } else {
          incr = new(wHeap) ConstValue(1);
        }

        ((ItmSeqOffset *)offExpr)->setNullRowIsZero(TRUE);
        ItemExpr *src = offExpr;

        // Do the increment.
        //
        itmNewSeqFunc = new(wHeap)
              BiArith(ITM_PLUS, src, incr);
      }
    break;
    
    case ITM_RUNNING_SUM:
      {
	// SUM(sum from previous row, child)
	//
	itmNewSeqFunc = new(wHeap) BiArithSum(ITM_PLUS, offExpr, itmChild);
      }
    break;
    
    case ITM_RUNNING_MIN:
      {
	// MIN(min from previous rows, child)
	//
	itmNewSeqFunc 
	  = new(wHeap) ItmScalarMinMax(ITM_SCALAR_MIN,
				       offExpr,
				       itmChild);
      }
    break;
    
    case ITM_RUNNING_MAX:
      {
	// MAX(max from previous row, child)
	//
	itmNewSeqFunc 
	  = new(wHeap) ItmScalarMinMax(ITM_SCALAR_MAX,
				       offExpr,
				       itmChild);
      }
    break;
    
    case ITM_LAST_NOT_NULL:
      {
	// If the current value is null then use the previous value
	// of last not null.
	//
	itmNewSeqFunc = generator->getExpGenerator()->createExprTree
	  ("CASE WHEN @A2 IS NOT NULL THEN @A2 ELSE @A1 END", 
	   0, 2, offExpr, itmChild);
      }
    break;

    case ITM_RUNNING_CHANGE:
      {
        // The running change (or 'rows since changed') can have a
        // composite child (a list of values)
        // Convert the list of values to a list of offset of values.
        //
        ItemExpr *offChild = itmChild;
      
        if (itmChild->getOperatorType() == ITM_ITEM_LIST)
          {
            // child is a multi-valued expression, transform into multiple
            // 
            ExprValueId treePtr = itmChild;

            ItemExprTreeAsList changeValues(&treePtr,
                                            ITM_ITEM_LIST,
                                            RIGHT_LINEAR_TREE);

            offChild = new(wHeap) ItmSeqOffset( changeValues[0], 1);
	    ((ItmSeqOffset *)offChild)->setIsOLAP(isOLAP());
            // add Offset expressions for all the items of the list
            // 
            CollIndex nc = changeValues.entries();
            for (CollIndex i = 1; i < nc; i++)
              {
                ItemExpr *off = new(generator->wHeap()) ItmSeqOffset( changeValues[i], 1);
		((ItmSeqOffset *)off)->setIsOLAP(isOLAP());
                offChild = new(generator->wHeap()) ItemList(offChild, off);
              }
          } else {
            offChild = new(wHeap) ItmSeqOffset( offChild, 1);
	    ((ItmSeqOffset *)offChild)->setIsOLAP(isOLAP());
          }
        
 
        ((ItmSeqOffset *)offExpr)->setNullRowIsZero(TRUE);
        ItemExpr *prevValue = offExpr;

        // Compare the value(s) to the previous value(s).  Use special
        // NULLs flags to treat NULLs as values.  Two NULL values are
        // considered equal here.
        //
        ItemExpr *pred = new (wHeap) BiRelat(ITM_EQUAL,
                                             itmChild,
                                             offChild,
                                             TRUE); // Special NULLs
        // running change = 
        //      (value(s) == prev(value(s))) ? prev(running change)+1 : 1
        //
        // Compute base value.
        //
        itmNewSeqFunc = new (wHeap) 
                IfThenElse(pred, prevValue, new (wHeap) SystemLiteral(0));
        
        itmNewSeqFunc = new (wHeap) Case(NULL, itmNewSeqFunc);

        // Force the evaluation of the offset expression so that the
        // result can be reused by subsequent references.
        //
        itmNewSeqFunc = new(wHeap) ItmBlockFunction(offChild, itmNewSeqFunc);

        // Increment the base value.
        //
        itmNewSeqFunc = new (wHeap) BiArith(ITM_PLUS, 
                                            itmNewSeqFunc,
                                            new(wHeap) SystemLiteral(1));

      }
      break;
      
    }
  
  // Get value Ids and types for all of the items. Must do this typing before
  // replacing this value Id's item expression -- otherwise, the typing
  // will give a result different than the type already computed for this
  // sequence function.
  //
  GenAssert(itmNewSeqFunc, "ItmSeqRunningFunction::preCodeGen -- Unexpected Operator Type!");
  itmNewSeqFunc->synthTypeAndValueId(TRUE);

  // Replace the original value ID with the new expression.
  //
  getValueId().replaceItemExpr(itmNewSeqFunc);
  
  // Map the reference to the result to the actual result in the map table.
  //
  Attributes *attr =  generator->getMapInfo
    (itmNewSeqFunc->getValueId())->getAttr();
  MapInfo *mapInfo = generator->addMapInfo(itmResult->getValueId(), attr);
  itmResult->markAsPreCodeGenned();
  mapInfo->codeGenerated();

  // Return the preCodeGen of the new expression.
  //
  return itmNewSeqFunc->preCodeGen(generator);
}