Esempio n. 1
0
///// returns a new or existing Instance
///// in case of battlegrounds it will only return an existing map, those maps are created by bg-system
Map* MapManager::CreateInstance(uint32 id, Player * player)
{
    Map* map = NULL;
    Map * pNewMap = NULL;
    uint32 NewInstanceId = 0;                                   // instanceId of the resulting map
    const MapEntry* entry = sMapStore.LookupEntry(id);

    if(entry->IsBattleGroundOrArena())
    {
        // find existing bg map for player
        NewInstanceId = player->GetBattleGroundId();
        ASSERT(NewInstanceId);
        if (map = FindMap(id, NewInstanceId))
            ASSERT(map);
    }
    else if (InstanceSave* pSave = player->GetBoundInstanceSaveForSelfOrGroup(id))
    {
        // solo/perm/group
        NewInstanceId = pSave->GetGUID();
        map = FindMap(id, NewInstanceId);
        // it is possible that the save exists but the map doesn't
        if (!map)
        {
            pNewMap = CreateInstanceMap(id, NewInstanceId, pSave->GetDifficulty(), pSave);
            NewInstanceId = pNewMap->GetInstanceId();
        }
    }
    else
    {
        // if no instanceId via group members or instance saves is found
        // the instance will be created for the first time
        NewInstanceId = sObjectMgr.GenerateLowGuid(HIGHGUID_INSTANCE);

        Difficulty diff = player->GetGroup() ? player->GetGroup()->GetDifficulty(entry->IsRaid()) : player->GetDifficulty(entry->IsRaid());
        pNewMap = CreateInstanceMap(id, NewInstanceId, diff);
        NewInstanceId = pNewMap->GetInstanceId();
    }

    //add a new map object into the registry
    if(pNewMap)
    {
        i_maps[MapID(id, NewInstanceId)] = pNewMap;
        map = pNewMap;
    }

    return map;
}
Esempio n. 2
0
void PoolGroup<GameObject>::Spawn1Object(PoolObject* obj, bool instantly)
{
    if (GameObjectData const* data = sObjectMgr.GetGOData(obj->guid))
    {
        sObjectMgr.AddGameobjectToGrid(obj->guid, data);
        // Spawn if necessary (loaded grids only)
        // this base map checked as non-instanced and then only existing
        Map* map = const_cast<Map*>(sMapMgr.FindMap(data->mapid));
        if(!map)
            return;

        // We use current coords to unspawn, not spawn coords since creature can have changed grid
        // (avoid work for instances until implemented support)
        if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
        {
            GameObject* pGameobject = new GameObject;
            //DEBUG_LOG("Spawning gameobject %u", obj->guid);
            if (!pGameobject->LoadFromDB(obj->guid, map))
            {
                delete pGameobject;
                return;
            }
            else
            {
                if (pGameobject->isSpawnedByDefault())
                {
                    // if new spawn replaces a just despawned object, not instantly spawn but set respawn timer
                    if(!instantly)
                    {
                        pGameobject->SetRespawnTime( pGameobject->GetRespawnDelay() );
                        if (sWorld.getConfig(CONFIG_BOOL_SAVE_RESPAWN_TIME_IMMEDIATLY))
                            pGameobject->SaveRespawnTime();
                    }
                    map->Add(pGameobject);
                }
            }
        }
        // for not loaded grid just update respawn time (avoid work for instances until implemented support)
        else if(!map->Instanceable() && !instantly)
        {
            // for spawned by default object only
            if (data->spawntimesecs >= 0)
                sObjectMgr.SaveGORespawnTime(obj->guid,map->GetInstanceId(),time(NULL) + data->spawntimesecs);
        }
    }
}
Esempio n. 3
0
void PoolGroup<Creature>::Spawn1Object(PoolObject* obj, bool instantly)
{
    if (CreatureData const* data = sObjectMgr.GetCreatureData(obj->guid))
    {
        sObjectMgr.AddCreatureToGrid(obj->guid, data);

        // Spawn if necessary (loaded grids only)
        Map* map = const_cast<Map*>(sMapMgr.FindMap(data->mapid));
        if(!map)
            return;

        // We use spawn coords to spawn (avoid work for instances until implemented support)
        if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
        {
            Creature* pCreature = new Creature;
            //DEBUG_LOG("Spawning creature %u",obj->guid);
            if (!pCreature->LoadFromDB(obj->guid, map))
            {
                delete pCreature;
                return;
            }
            else
            {
                // if new spawn replaces a just despawned creature, not instantly spawn but set respawn timer
                if(!instantly)
                {
                    pCreature->SetRespawnTime( pCreature->GetRespawnDelay() );
                    if (sWorld.getConfig(CONFIG_BOOL_SAVE_RESPAWN_TIME_IMMEDIATLY) || pCreature->IsWorldBoss())
                        pCreature->SaveRespawnTime();
                }
                map->Add(pCreature);
            }
        }
        // for not loaded grid just update respawn time (avoid work for instances until implemented support)
        else if(!map->Instanceable() && !instantly)
        {
            sObjectMgr.SaveCreatureRespawnTime(obj->guid,map->GetInstanceId(),time(NULL) + data->spawntimesecs);
        }
    }
}
Esempio n. 4
0
    // Summon group of player
    static bool HandleGroupSummonCommand(ChatHandler* handler, char const* args)
    {
        Player* target;
        if (!handler->extractPlayerTarget((char*)args, &target))
            return false;

        // check online security
        if (handler->HasLowerSecurity(target, 0))
            return false;

        Group* group = target->GetGroup();

        std::string nameLink = handler->GetNameLink(target);

        if (!group)
        {
            handler->PSendSysMessage(LANG_NOT_IN_GROUP, nameLink.c_str());
            handler->SetSentErrorMessage(true);
            return false;
        }

        Player* gmPlayer = handler->GetSession()->GetPlayer();
        Group* gmGroup = gmPlayer->GetGroup();
        Map* gmMap = gmPlayer->GetMap();
        bool toInstance = gmMap->Instanceable();

        // we are in instance, and can summon only player in our group with us as lead
        if (toInstance && (
            !gmGroup || group->GetLeaderGUID() != gmPlayer->GetGUID() ||
            gmGroup->GetLeaderGUID() != gmPlayer->GetGUID()))
            // the last check is a bit excessive, but let it be, just in case
        {
            handler->SendSysMessage(LANG_CANNOT_SUMMON_TO_INST);
            handler->SetSentErrorMessage(true);
            return false;
        }

        for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
        {
            Player* player = itr->GetSource();

            if (!player || player == gmPlayer || !player->GetSession())
                continue;

            // check online security
            if (handler->HasLowerSecurity(player, 0))
                return false;

            std::string plNameLink = handler->GetNameLink(player);

            if (player->IsBeingTeleported())
            {
                handler->PSendSysMessage(LANG_IS_TELEPORTED, plNameLink.c_str());
                handler->SetSentErrorMessage(true);
                return false;
            }

            if (toInstance)
            {
                Map* playerMap = player->GetMap();

                if (playerMap->Instanceable() && playerMap->GetInstanceId() != gmMap->GetInstanceId())
                {
                    // cannot summon from instance to instance
                    handler->PSendSysMessage(LANG_CANNOT_SUMMON_TO_INST, plNameLink.c_str());
                    handler->SetSentErrorMessage(true);
                    return false;
                }
            }

            handler->PSendSysMessage(LANG_SUMMONING, plNameLink.c_str(), "");
            if (handler->needReportToTarget(player))
                ChatHandler(player->GetSession()).PSendSysMessage(LANG_SUMMONED_BY, handler->GetNameLink().c_str());

            // stop flight if need
            if (player->IsInFlight())
            {
                player->GetMotionMaster()->MovementExpired();
                player->CleanupAfterTaxiFlight();
            }
            // save only in non-flight case
            else
                player->SaveRecallPosition();

            // before GM
            float x, y, z;
            gmPlayer->GetClosePoint(x, y, z, player->GetObjectSize());
            player->TeleportTo(gmPlayer->GetMapId(), x, y, z, player->GetOrientation());
        }

        return true;
    }
Esempio n. 5
0
//Summon Player
bool ChatHandler::HandleSummonCommand(const char* args)
{
    Player* target;
    uint64 target_guid;
    std::string target_name;
    if (!extractPlayerTarget((char*)args, &target, &target_guid, &target_name))
        return false;

    Player* _player = m_session->GetPlayer();
    if (target == _player || target_guid == _player->GetGUID())
    {
        PSendSysMessage(LANG_CANT_TELEPORT_SELF);
        SetSentErrorMessage(true);
        return false;
    }

    if (target)
    {
        std::string nameLink = playerLink(target_name);
        // check online security
        if (HasLowerSecurity(target, 0))
            return false;

        if (target->IsBeingTeleported())
        {
            PSendSysMessage(LANG_IS_TELEPORTED, nameLink.c_str());
            SetSentErrorMessage(true);
            return false;
        }

        Map* map = m_session->GetPlayer()->GetMap();

        if (map->IsBattlegroundOrArena())
        {
            // only allow if gm mode is on
            if (!_player->isGameMaster())
            {
                PSendSysMessage(LANG_CANNOT_GO_TO_BG_GM, nameLink.c_str());
                SetSentErrorMessage(true);
                return false;
            }
            // if both players are in different bgs
            else if (target->GetBattlegroundId() && m_session->GetPlayer()->GetBattlegroundId() != target->GetBattlegroundId())
                target->LeaveBattleground(false); // Note: should be changed so target gets no Deserter debuff

            // all's well, set bg id
            // when porting out from the bg, it will be reset to 0
            target->SetBattlegroundId(m_session->GetPlayer()->GetBattlegroundId(), m_session->GetPlayer()->GetBattlegroundTypeId());
            // remember current position as entry point for return at bg end teleportation
            if (!target->GetMap()->IsBattlegroundOrArena())
                target->SetBattlegroundEntryPoint();
        }
        else if (map->IsDungeon())
        {
            Map* cMap = target->GetMap();

            if (cMap->Instanceable() && cMap->GetInstanceId() != map->GetInstanceId())
                target->UnbindInstance(map->GetInstanceId(), target->GetDungeonDifficulty(), true);

            // we are in instance, and can summon only player in our group with us as lead
            if (!m_session->GetPlayer()->GetGroup() || !target->GetGroup() ||
                (target->GetGroup()->GetLeaderGUID() != m_session->GetPlayer()->GetGUID()) ||
                (m_session->GetPlayer()->GetGroup()->GetLeaderGUID() != m_session->GetPlayer()->GetGUID()))
                // the last check is a bit excessive, but let it be, just in case
            {
                PSendSysMessage(LANG_CANNOT_SUMMON_TO_INST, nameLink.c_str());
                SetSentErrorMessage(true);
                return false;
            }
        }

        PSendSysMessage(LANG_SUMMONING, nameLink.c_str(), "");
        if (needReportToTarget(target))
            ChatHandler(target).PSendSysMessage(LANG_SUMMONED_BY, playerLink(_player->GetName()).c_str());

        // stop flight if need
        if (target->isInFlight())
        {
            target->GetMotionMaster()->MovementExpired();
            target->CleanupAfterTaxiFlight();
        }
        // save only in non-flight case
        else
            target->SaveRecallPosition();

        // before GM
        float x, y, z;
        m_session->GetPlayer()->GetClosePoint(x, y, z, target->GetObjectSize());
        target->TeleportTo(m_session->GetPlayer()->GetMapId(), x, y, z, target->GetOrientation());
        target->SetPhaseMask(m_session->GetPlayer()->GetPhaseMask(), true);
    }
    else
    {
        // check offline security
        if (HasLowerSecurity(NULL, target_guid))
            return false;

        std::string nameLink = playerLink(target_name);

        PSendSysMessage(LANG_SUMMONING, nameLink.c_str(), GetSkyFireString(LANG_OFFLINE));

        // in point where GM stay
        Player::SavePositionInDB(m_session->GetPlayer()->GetMapId(),
            m_session->GetPlayer()->GetPositionX(),
            m_session->GetPlayer()->GetPositionY(),
            m_session->GetPlayer()->GetPositionZ(),
            m_session->GetPlayer()->GetOrientation(),
            m_session->GetPlayer()->GetZoneId(),
            target_guid);
    }

    return true;
}
Esempio n. 6
0
void WorldSession::HandleMoveWorldportAckOpcode()
{
    // get start teleport coordinates (will used later in fail case)
    WorldLocation old_loc;
    GetPlayer()->GetPosition(old_loc);

    // get the teleport destination
    WorldLocation &loc = GetPlayer()->GetTeleportDest();

    // possible errors in the coordinate validity check
    if (!MapManager::IsValidMapCoord(loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation))
    {
        // stop teleportation else we would try this again and again in LogoutPlayer...
        GetPlayer()->SetSemaphoreTeleport(false);
        // player don't gets saved - so his coords will stay at the point where
        // he was last saved
        LogoutPlayer(false);
        return;
    }

    // get the destination map entry, not the current one, this will fix homebind and reset greeting
    MapEntry const* mEntry = sMapStore.LookupEntry(loc.mapid);

    Map *map = NULL;

    // prevent crash at attempt landing to not existed battleground instance
    if(mEntry->IsBattleGroundOrArena())
    {
        if (GetPlayer()->GetBattleGroundId())
            map = sMapMgr.FindMap(loc.mapid, GetPlayer()->GetBattleGroundId());

        if (!map)
        {
            GetPlayer()->SetSemaphoreTeleport(false);

            // Teleport to previous place, if cannot be ported back TP to homebind place
            if (!GetPlayer()->TeleportTo(old_loc))
                GetPlayer()->TeleportToHomebind();

            return;
        }
    }

    InstanceTemplate const* mInstance = ObjectMgr::GetInstanceTemplate(loc.mapid);

    // reset instance validity, except if going to an instance inside an instance
    if (GetPlayer()->m_InstanceValid == false && !mInstance)
        GetPlayer()->m_InstanceValid = true;

    GetPlayer()->SetSemaphoreTeleport(false);

    // relocate the player to the teleport destination
    if (!map)
        map = sMapMgr.CreateMap(loc.mapid, GetPlayer());

    GetPlayer()->SetMapId(loc.mapid);
    GetPlayer()->SetMap(map);

    GetPlayer()->Relocate(loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation);

    // since the MapId is set before the GetInstance call, the InstanceId must be set to 0
    // to let GetInstance() determine the proper InstanceId based on the player's binds
    GetPlayer()->SetInstanceId(map->GetInstanceId());

    // check this before Map::Add(player), because that will create the instance save!
    bool reset_notify = (GetPlayer()->GetBoundInstance(GetPlayer()->GetMapId(), GetPlayer()->GetDifficulty()) == NULL);

    GetPlayer()->SendInitialPacketsBeforeAddToMap();
    // the CanEnter checks are done in TeleporTo but conditions may change
    // while the player is in transit, for example the map may get full
    if (!GetPlayer()->GetMap()->Add(GetPlayer()))
    {
        // Teleport to previous place, if cannot be ported back TP to homebind place
        if (!GetPlayer()->TeleportTo(old_loc))
            GetPlayer()->TeleportToHomebind();

        return;
    }

    //this will set player's team ... so IT MUST BE CALLED BEFORE SendInitialPacketsAfterAddToMap()
    // battleground state prepare (in case join to BG), at relogin/tele player not invited
    // only add to bg group and object, if the player was invited (else he entered through command)
    if (_player->InBattleGround())
    {
        // cleanup seting if outdated
        if (!mEntry->IsBattleGroundOrArena())
        {
            // Do next only if found in battleground
            _player->SetBattleGroundId(0, BATTLEGROUND_TYPE_NONE);                          // We're not in BG.
            // reset destination bg team
            _player->SetBGTeam(TEAM_NONE);
        }
        // join to bg case
        else if (BattleGround *bg = _player->GetBattleGround())
        {
            if (_player->IsInvitedForBattleGroundInstance(_player->GetBattleGroundId()))
                bg->AddPlayer(_player);
        }
    }

    GetPlayer()->SendInitialPacketsAfterAddToMap();

    // flight fast teleport case
    if (GetPlayer()->GetMotionMaster()->GetCurrentMovementGeneratorType()==FLIGHT_MOTION_TYPE)
    {
        if (!_player->InBattleGround())
        {
            // short preparations to continue flight
            FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top());
            flight->Reset(*GetPlayer());
            return;
        }

        // battleground state prepare, stop flight
        GetPlayer()->GetUnitStateMgr().InitDefaults(true);
        GetPlayer()->CleanupAfterTaxiFlight();
    }

    // resurrect character at enter into instance where his corpse exist after add to map
    Corpse *corpse = GetPlayer()->GetCorpse();
    if (corpse && corpse->GetType() != CORPSE_BONES && corpse->GetMapId() == GetPlayer()->GetMapId())
    {
        if (mEntry->IsDungeon())
        {
            GetPlayer()->ResurrectPlayer(0.5f,false);
            GetPlayer()->SpawnCorpseBones();
        }
    }

    if (mEntry->IsRaid() && mInstance)
    {
        if (reset_notify)
        {
            uint32 timeleft = sInstanceSaveManager.GetResetTimefor (GetPlayer()->GetMapId()) - time(NULL);
            GetPlayer()->SendInstanceResetWarning(GetPlayer()->GetMapId(), timeleft); // greeting at the entrance of the resort raid instance
        }
    }

    // mount allow check
    if (!mEntry->IsMountAllowed())
        _player->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED);

    // honorless target
    if (GetPlayer()->pvpInfo.inHostileArea)
        GetPlayer()->CastSpell(GetPlayer(), 2479, true);

    // resummon pet
    if (GetPlayer()->m_temporaryUnsummonedPetNumber)
    {
        Pet* NewPet = new Pet;
        if (!NewPet->LoadPetFromDB(GetPlayer(), 0, GetPlayer()->m_temporaryUnsummonedPetNumber, true))
            delete NewPet;

        GetPlayer()->m_temporaryUnsummonedPetNumber = 0;
    }
}
Esempio n. 7
0
void GameEvent::GameEventSpawn(int16 event_id)
{
    if(max_event_id + event_id >= mGameEventCreatureGuids.size())
    {
        sLog.outError("GameEvent::GameEventSpawn attempt access to out of range mGameEventCreatureGuids element %u (size: %u)",max_event_id + event_id,mGameEventCreatureGuids.size());
        return;
    }

    for (GuidList::iterator itr = mGameEventCreatureGuids[max_event_id + event_id].begin();itr != mGameEventCreatureGuids[max_event_id + event_id].end();++itr)
    {
        // Add to correct cell
        CreatureData const* data = objmgr.GetCreatureData(*itr);
        if (data)
        {
            objmgr.AddCreatureToGrid(*itr, data);

            // Spawn if necessary (loaded grids only)
            Map* map = const_cast<Map*>(MapManager::Instance().GetBaseMap(data->mapid));
            // We use spawn coords to spawn
            if(!map->Instanceable() && !map->IsRemovalGrid(data->spawn_posX,data->spawn_posY))
            {
                Creature* pCreature = new Creature((WorldObject*)NULL);
                //sLog.outDebug("Spawning creature %u",*itr);
                if (!pCreature->LoadFromDB(*itr, map->GetInstanceId()))
                {
                    delete pCreature;
                }
                else
                {
                    map->Add(pCreature);
                }
            }
        }
    }

    if(max_event_id + event_id >= mGameEventGameobjectGuids.size())
    {
        sLog.outError("GameEvent::GameEventSpawn attempt access to out of range mGameEventGameobjectGuids element %u (size: %u)",max_event_id + event_id,mGameEventGameobjectGuids.size());
        return;
    }

    for (GuidList::iterator itr = mGameEventGameobjectGuids[max_event_id + event_id].begin();itr != mGameEventGameobjectGuids[max_event_id + event_id].end();++itr)
    {
        // Add to correct cell
        GameObjectData const* data = objmgr.GetGOData(*itr);
        if (data)
        {
            objmgr.AddGameobjectToGrid(*itr, data);
            // Spawn if necessary (loaded grids only)
            // this base map checked as non-instanced and then only existed
            Map* map = const_cast<Map*>(MapManager::Instance().GetBaseMap(data->mapid));
            // We use current coords to unspawn, not spawn coords since creature can have changed grid
            if(!map->Instanceable() && !map->IsRemovalGrid(data->posX, data->posY))
            {
                GameObject* pGameobject = new GameObject((WorldObject*)NULL);
                //sLog.outDebug("Spawning gameobject %u", *itr);
                if (!pGameobject->LoadFromDB(*itr, map->GetInstanceId()))
                {
                    delete pGameobject;
                }
                else
                {
                    if(pGameobject->isSpawnedByDefault())
                        map->Add(pGameobject);
                }
            }
        }
    }
}
Esempio n. 8
0
void
ActiveState::Update(Map &m, NGridType &grid, GridInfo & info, const uint32 &x, const uint32 &y, const uint32 &t_diff) const
{
    // Only check grid activity every (grid_expiry/10) ms, because it's really useless to do it every cycle
    info.UpdateTimeTracker(t_diff);
    if( info.getTimeTracker().Passed() )
    {
        if( grid.ActiveObjectsInGrid() == 0 && !ObjectAccessor::Instance().PlayersNearGrid(x, y, m.GetId(), m.GetInstanceId()) )
        {
            ObjectGridStoper stoper(grid);
            stoper.StopN();
            grid.SetGridState(GRID_STATE_IDLE);
        }
        else
        {
            m.ResetGridExpiry(grid, 0.1f);
        }
    }
}
Esempio n. 9
0
//Summon group of player
bool ChatHandler::HandleGroupSummonCommand(const char* args)
{
    Player* target;
    if (!extractPlayerTarget((char*)args, &target))
        return false;

    // check online security
    if (HasLowerSecurity(target, 0))
        return false;

    Group *grp = target->GetGroup();

    std::string nameLink = GetNameLink(target);

    if (!grp)
    {
        PSendSysMessage(LANG_NOT_IN_GROUP, nameLink.c_str());
        SetSentErrorMessage(true);
        return false;
    }

    Map* gmMap = m_session->GetPlayer()->GetMap();
    bool to_instance =  gmMap->Instanceable();

    // we are in instance, and can summon only player in our group with us as lead
    if (to_instance && (
        !m_session->GetPlayer()->GetGroup() || (grp->GetLeaderGUID() != m_session->GetPlayer()->GetGUID()) ||
        (m_session->GetPlayer()->GetGroup()->GetLeaderGUID() != m_session->GetPlayer()->GetGUID())))
        // the last check is a bit excessive, but let it be, just in case
    {
        SendSysMessage(LANG_CANNOT_SUMMON_TO_INST);
        SetSentErrorMessage(true);
        return false;
    }

    for (GroupReference *itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
    {
        Player *pl = itr->getSource();

        if (!pl || pl == m_session->GetPlayer() || !pl->GetSession())
            continue;

        // check online security
        if (HasLowerSecurity(pl, 0))
            return false;

        std::string plNameLink = GetNameLink(pl);

        if (pl->IsBeingTeleported() == true)
        {
            PSendSysMessage(LANG_IS_TELEPORTED, plNameLink.c_str());
            SetSentErrorMessage(true);
            return false;
        }

        if (to_instance)
        {
            Map* plMap = pl->GetMap();

            if (plMap->Instanceable() && plMap->GetInstanceId() != gmMap->GetInstanceId())
            {
                // cannot summon from instance to instance
                PSendSysMessage(LANG_CANNOT_SUMMON_TO_INST, plNameLink.c_str());
                SetSentErrorMessage(true);
                return false;
            }
        }

        PSendSysMessage(LANG_SUMMONING, plNameLink.c_str(), "");
        if (needReportToTarget(pl))
            ChatHandler(pl).PSendSysMessage(LANG_SUMMONED_BY, GetNameLink().c_str());

        // stop flight if need
        if (pl->isInFlight())
        {
            pl->GetMotionMaster()->MovementExpired();
            pl->CleanupAfterTaxiFlight();
        }
        // save only in non-flight case
        else
            pl->SaveRecallPosition();

        if (pl->IsMounted())
        {
            pl->Unmount();
            pl->RemoveAurasByType(SPELL_AURA_MOUNTED);
        }

        // before GM
        float x, y, z;
        m_session->GetPlayer()->GetClosePoint(x, y, z, pl->GetObjectSize());
        pl->TeleportTo(m_session->GetPlayer()->GetMapId(), x, y, z, pl->GetOrientation());
    }

    return true;
}