Files
TCPlayerbotCore/src/server/game/Maps/Map.h
T
et65 c6ab951025 Core/PacketsIO: Implemented or updated most of party related packets.
Packets updated or implemented :
- SMSG_INSTANCE_INFO : updated

- CMSG_SAVE_CUF_PROFILES : updated
- SMSG_LOAD_CUF_PROFILES : updated

- SMSG_PARTY_COMMAND_RESULT : updated

- CMSG_PARTY_INVITE : updated
- SMSG_PARTY_INVITE : updated
- CMSG_PARTY_INVITE_RESPONSE : updated
- CMSG_PARTY_UNINVITE : updated
- SMSG_GROUP_UNINVITE : updated
- CMSG_LEAVE_GROUP : updated
- SMSG_GROUP_DECLINE : updated

- SMSG_GROUP_DESTROYED : updated

- CMSG_MINIMAP_PING : updated
- SMSG_MINIMAP_PING : updated

- CMSG_CONVERT_RAID : updated
- CMSG_SET_EVERYONE_IS_ASSISTANT

- CMSG_DO_READY_CHECK : updated
- CMSG_READY_CHECK_RESPONSE : updated
- SMSG_READY_CHECK_COMPLETED : updated
- SMSG_READY_CHECK_RESPONSE : updated
- SMSG_READY_CHECK_STARTED : updated

- CMSG_REQUEST_PARTY_JOIN_UPDATES : implemented (source : sniffs)
- CMSG_REQUEST_PARTY_MEMBER_STATE : updated
- SMSG_PARTY_MEMBER_STATE : updated
- SMSG_PARTY_UPDATE : updated

- CMSG_REQUEST_RAID_INFO : updated

- CMSG_INITIATE_ROLE_POLL : updated
- SMSG_ROLE_POLL_INFORM : updated
- CMSG_SET_ROLE : updated
- SMSG_ROLE_CHANGED_INFORM : updated

- CMSG_CHANGE_SUB_GROUP : updated
- CMSG_SWAP_SUB_GROUPS : implemented

- CMSG_SET_ASSISTANT_LEADER : updated
- CMSG_SET_PARTY_LEADER : updated
- SMSG_GROUP_NEW_LEADER : updated

- CMSG_CLEAR_RAID_MARKER : implemented
- SMSG_RAID_MARKERS_CHANGED : implemented

- CMSG_UPDATE_RAID_TARGET : updated
- SMSG_SEND_RAID_TARGET_UPDATE_ALL : updated
- SMSG_SEND_RAID_TARGET_UPDATE_SINGLE : updated

- CMSG_OPT_OUT_OF_LOOT : updated
- CMSG_SET_LOOT_METHOD : updated

About group update flags:
- Not sure they are use for now.
- Pets now have their group update flags.
- Pets'power is no send to client anymore.
- Changes about them are inspired from SMSG_PARTY_MEMBER_STATS parsing of WowPacketParser, but it seems this packet is not use anymore.

CHAT_MSG_RAID has been fixed.

About Ready check:
- Correctly implemented this function.
- An update function has been added to Group class, and to GroupMgr class in order to manage the ready check expiration (when 35 seconds were gone, players who have not answered must be reported as AFK)

About Raid markers:
- Old spell effect SPELL_EFFECT_SUMMON_OBJECT_SLOT3 has been renamed to SPELL_EFFECT_CHANGE_RAID_MARKER and implemented. I'm sure about that because raid markers spells are the only spells that have this effect type.

Source: WowPacketParser, and sniffs from official.
2015-05-19 13:10:29 +02:00

841 lines
32 KiB
C++

/*
* Copyright (C) 2008-2015 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef TRINITY_MAP_H
#define TRINITY_MAP_H
#include "Define.h"
#include "DBCStructure.h"
#include "GridDefines.h"
#include "Cell.h"
#include "Timer.h"
#include "SharedDefines.h"
#include "GridRefManager.h"
#include "MapRefManager.h"
#include "DynamicTree.h"
#include "GameObjectModel.h"
#include "ObjectGuid.h"
#include <bitset>
#include <list>
#include <memory>
class Unit;
class WorldPacket;
class InstanceScript;
class Group;
class InstanceSave;
class Object;
class WorldObject;
class TempSummon;
class Player;
class CreatureGroup;
struct ScriptInfo;
struct ScriptAction;
struct Position;
class Battleground;
class MapInstanced;
class BattlegroundMap;
class InstanceMap;
class Transport;
enum WeatherState : uint32;
namespace Trinity { struct ObjectUpdater; }
struct ScriptAction
{
ObjectGuid sourceGUID;
ObjectGuid targetGUID;
ObjectGuid ownerGUID; ///> owner of source if source is item
ScriptInfo const* script; ///> pointer to static script data
};
/// Represents a map magic value of 4 bytes (used in versions)
union u_map_magic
{
char asChar[4]; ///> Non-null terminated string
uint32 asUInt; ///> uint32 representation
};
// ******************************************
// Map file format defines
// ******************************************
struct map_fileheader
{
u_map_magic mapMagic;
u_map_magic versionMagic;
u_map_magic buildMagic;
uint32 areaMapOffset;
uint32 areaMapSize;
uint32 heightMapOffset;
uint32 heightMapSize;
uint32 liquidMapOffset;
uint32 liquidMapSize;
uint32 holesOffset;
uint32 holesSize;
};
#define MAP_AREA_NO_AREA 0x0001
struct map_areaHeader
{
uint32 fourcc;
uint16 flags;
uint16 gridArea;
};
#define MAP_HEIGHT_NO_HEIGHT 0x0001
#define MAP_HEIGHT_AS_INT16 0x0002
#define MAP_HEIGHT_AS_INT8 0x0004
struct map_heightHeader
{
uint32 fourcc;
uint32 flags;
float gridHeight;
float gridMaxHeight;
};
#define MAP_LIQUID_NO_TYPE 0x0001
#define MAP_LIQUID_NO_HEIGHT 0x0002
struct map_liquidHeader
{
uint32 fourcc;
uint16 flags;
uint16 liquidType;
uint8 offsetX;
uint8 offsetY;
uint8 width;
uint8 height;
float liquidLevel;
};
enum ZLiquidStatus
{
LIQUID_MAP_NO_WATER = 0x00000000,
LIQUID_MAP_ABOVE_WATER = 0x00000001,
LIQUID_MAP_WATER_WALK = 0x00000002,
LIQUID_MAP_IN_WATER = 0x00000004,
LIQUID_MAP_UNDER_WATER = 0x00000008
};
#define MAP_LIQUID_TYPE_NO_WATER 0x00
#define MAP_LIQUID_TYPE_WATER 0x01
#define MAP_LIQUID_TYPE_OCEAN 0x02
#define MAP_LIQUID_TYPE_MAGMA 0x04
#define MAP_LIQUID_TYPE_SLIME 0x08
#define MAP_ALL_LIQUIDS (MAP_LIQUID_TYPE_WATER | MAP_LIQUID_TYPE_OCEAN | MAP_LIQUID_TYPE_MAGMA | MAP_LIQUID_TYPE_SLIME)
#define MAP_LIQUID_TYPE_DARK_WATER 0x10
#define MAP_LIQUID_TYPE_WMO_WATER 0x20
struct LiquidData
{
uint32 type_flags;
uint32 entry;
float level;
float depth_level;
};
class GridMap
{
uint32 _flags;
union{
float* m_V9;
uint16* m_uint16_V9;
uint8* m_uint8_V9;
};
union{
float* m_V8;
uint16* m_uint16_V8;
uint8* m_uint8_V8;
};
// Height level data
float _gridHeight;
float _gridIntHeightMultiplier;
// Area data
uint16* _areaMap;
// Liquid data
float _liquidLevel;
uint16* _liquidEntry;
uint8* _liquidFlags;
float* _liquidMap;
uint16 _gridArea;
uint16 _liquidType;
uint8 _liquidOffX;
uint8 _liquidOffY;
uint8 _liquidWidth;
uint8 _liquidHeight;
bool loadAreaData(FILE* in, uint32 offset, uint32 size);
bool loadHeightData(FILE* in, uint32 offset, uint32 size);
bool loadLiquidData(FILE* in, uint32 offset, uint32 size);
// Get height functions and pointers
typedef float (GridMap::*GetHeightPtr) (float x, float y) const;
GetHeightPtr _gridGetHeight;
float getHeightFromFloat(float x, float y) const;
float getHeightFromUint16(float x, float y) const;
float getHeightFromUint8(float x, float y) const;
float getHeightFromFlat(float x, float y) const;
public:
GridMap();
~GridMap();
bool loadData(const char* filename);
void unloadData();
uint16 getArea(float x, float y) const;
inline float getHeight(float x, float y) const {return (this->*_gridGetHeight)(x, y);}
float getLiquidLevel(float x, float y) const;
uint8 getTerrainType(float x, float y) const;
ZLiquidStatus getLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, LiquidData* data = 0);
};
#pragma pack(push, 1)
struct InstanceTemplate
{
uint32 Parent;
uint32 ScriptId;
bool AllowMount;
};
enum LevelRequirementVsMode
{
LEVELREQUIREMENT_HEROIC = 70
};
struct ZoneDynamicInfo
{
ZoneDynamicInfo();
uint32 MusicId;
WeatherState WeatherId;
float WeatherGrade;
uint32 OverrideLightId;
uint32 LightFadeInTime;
};
#pragma pack(pop)
#define MAX_HEIGHT 100000.0f // can be use for find ground height at surface
#define INVALID_HEIGHT -100000.0f // for check, must be equal to VMAP_INVALID_HEIGHT, real value for unknown height is VMAP_INVALID_HEIGHT_VALUE
#define MAX_FALL_DISTANCE 250000.0f // "unlimited fall" to find VMap ground if it is available, just larger than MAX_HEIGHT - INVALID_HEIGHT
#define DEFAULT_HEIGHT_SEARCH 50.0f // default search distance to find height at nearby locations
#define MIN_UNLOAD_DELAY 1 // immediate unload
typedef std::map<ObjectGuid::LowType/*leaderDBGUID*/, CreatureGroup*> CreatureGroupHolderType;
typedef std::unordered_map<uint32 /*zoneId*/, ZoneDynamicInfo> ZoneDynamicInfoMap;
typedef TypeUnorderedMapContainer<AllMapStoredObjectTypes, ObjectGuid> MapStoredObjectTypesContainer;
class Map : public GridRefManager<NGridType>
{
friend class MapReference;
public:
Map(uint32 id, time_t, uint32 InstanceId, uint8 SpawnMode, Map* _parent = NULL);
virtual ~Map();
MapEntry const* GetEntry() const { return i_mapEntry; }
// currently unused for normal maps
bool CanUnload(uint32 diff)
{
if (!m_unloadTimer)
return false;
if (m_unloadTimer <= diff)
return true;
m_unloadTimer -= diff;
return false;
}
virtual bool AddPlayerToMap(Player* player, bool initPlayer = true);
virtual void RemovePlayerFromMap(Player*, bool);
template<class T> bool AddToMap(T *);
template<class T> void RemoveFromMap(T *, bool);
void VisitNearbyCellsOf(WorldObject* obj, TypeContainerVisitor<Trinity::ObjectUpdater, GridTypeMapContainer> &gridVisitor, TypeContainerVisitor<Trinity::ObjectUpdater, WorldTypeMapContainer> &worldVisitor);
virtual void Update(const uint32);
float GetVisibilityRange() const { return m_VisibleDistance; }
//function for setting up visibility distance for maps on per-type/per-Id basis
virtual void InitVisibilityDistance();
void PlayerRelocation(Player*, float x, float y, float z, float orientation);
void CreatureRelocation(Creature* creature, float x, float y, float z, float ang, bool respawnRelocationOnFail = true);
void GameObjectRelocation(GameObject* go, float x, float y, float z, float orientation, bool respawnRelocationOnFail = true);
void DynamicObjectRelocation(DynamicObject* go, float x, float y, float z, float orientation);
template<class T, class CONTAINER> void Visit(const Cell& cell, TypeContainerVisitor<T, CONTAINER> &visitor);
bool IsRemovalGrid(float x, float y) const
{
GridCoord p = Trinity::ComputeGridCoord(x, y);
return !getNGrid(p.x_coord, p.y_coord) || getNGrid(p.x_coord, p.y_coord)->GetGridState() == GRID_STATE_REMOVAL;
}
bool IsGridLoaded(float x, float y) const
{
return IsGridLoaded(Trinity::ComputeGridCoord(x, y));
}
bool GetUnloadLock(const GridCoord &p) const { return getNGrid(p.x_coord, p.y_coord)->getUnloadLock(); }
void SetUnloadLock(const GridCoord &p, bool on) { getNGrid(p.x_coord, p.y_coord)->setUnloadExplicitLock(on); }
void LoadGrid(float x, float y);
bool UnloadGrid(NGridType& ngrid, bool pForce);
virtual void UnloadAll();
void ResetGridExpiry(NGridType &grid, float factor = 1) const
{
grid.ResetTimeTracker(time_t(float(i_gridExpiry)*factor));
}
time_t GetGridExpiry(void) const { return i_gridExpiry; }
uint32 GetId(void) const { return i_mapEntry->ID; }
static bool ExistMap(uint32 mapid, int gx, int gy);
static bool ExistVMap(uint32 mapid, int gx, int gy);
static void InitStateMachine();
static void DeleteStateMachine();
Map const* GetParent() const { return m_parentMap; }
// some calls like isInWater should not use vmaps due to processor power
// can return INVALID_HEIGHT if under z+2 z coord not found height
float GetHeight(float x, float y, float z, bool checkVMap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH) const;
ZLiquidStatus getLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, LiquidData* data = nullptr) const;
uint16 GetAreaFlag(float x, float y, float z, bool *isOutdoors=nullptr) const;
bool GetAreaInfo(float x, float y, float z, uint32 &mogpflags, int32 &adtId, int32 &rootId, int32 &groupId) const;
bool IsOutdoors(float x, float y, float z) const;
uint8 GetTerrainType(float x, float y) const;
float GetWaterLevel(float x, float y) const;
bool IsInWater(float x, float y, float z, LiquidData* data = nullptr) const;
bool IsUnderWater(float x, float y, float z) const;
static uint32 GetAreaIdByAreaFlag(uint16 areaflag, uint32 map_id);
static uint32 GetZoneIdByAreaFlag(uint16 areaflag, uint32 map_id);
static void GetZoneAndAreaIdByAreaFlag(uint32& zoneid, uint32& areaid, uint16 areaflag, uint32 map_id);
uint32 GetAreaId(float x, float y, float z) const
{
return GetAreaIdByAreaFlag(GetAreaFlag(x, y, z), GetId());
}
uint32 GetZoneId(float x, float y, float z) const
{
return GetZoneIdByAreaFlag(GetAreaFlag(x, y, z), GetId());
}
void GetZoneAndAreaId(uint32& zoneid, uint32& areaid, float x, float y, float z) const
{
GetZoneAndAreaIdByAreaFlag(zoneid, areaid, GetAreaFlag(x, y, z), GetId());
}
void MoveAllCreaturesInMoveList();
void MoveAllGameObjectsInMoveList();
void MoveAllDynamicObjectsInMoveList();
void RemoveAllObjectsInRemoveList();
virtual void RemoveAllPlayers();
// used only in MoveAllCreaturesInMoveList and ObjectGridUnloader
bool CreatureRespawnRelocation(Creature* c, bool diffGridOnly);
bool GameObjectRespawnRelocation(GameObject* go, bool diffGridOnly);
// assert print helper
bool CheckGridIntegrity(Creature* c, bool moved) const;
uint32 GetInstanceId() const { return i_InstanceId; }
uint8 GetSpawnMode() const { return (i_spawnMode); }
virtual bool CanEnter(Player* /*player*/) { return true; }
const char* GetMapName() const;
// have meaning only for instanced map (that have set real difficulty)
Difficulty GetDifficultyID() const { return Difficulty(GetSpawnMode()); }
MapDifficultyEntry const* GetMapDifficulty() const;
uint32 GetDifficultyLootBonusTreeMod() const;
bool Instanceable() const { return i_mapEntry && i_mapEntry->Instanceable(); }
bool IsDungeon() const { return i_mapEntry && i_mapEntry->IsDungeon(); }
bool IsNonRaidDungeon() const { return i_mapEntry && i_mapEntry->IsNonRaidDungeon(); }
bool IsRaid() const { return i_mapEntry && i_mapEntry->IsRaid(); }
bool IsRaidOrHeroicDungeon() const { return IsRaid() || IsHeroic(); }
bool IsHeroic() const;
bool Is25ManRaid() const { return IsRaid() && (i_spawnMode == DIFFICULTY_25_N || i_spawnMode == DIFFICULTY_25_HC); } // since 25man difficulties are 1 and 3, we can check them like that
bool IsBattleground() const { return i_mapEntry && i_mapEntry->IsBattleground(); }
bool IsBattleArena() const { return i_mapEntry && i_mapEntry->IsBattleArena(); }
bool IsBattlegroundOrArena() const { return i_mapEntry && i_mapEntry->IsBattlegroundOrArena(); }
bool IsGarrison() const { return i_mapEntry && i_mapEntry->IsGarrison(); }
bool GetEntrancePos(int32 &mapid, float &x, float &y)
{
if (!i_mapEntry)
return false;
return i_mapEntry->GetEntrancePos(mapid, x, y);
}
void AddObjectToRemoveList(WorldObject* obj);
void AddObjectToSwitchList(WorldObject* obj, bool on);
virtual void DelayedUpdate(const uint32 diff);
void UpdateObjectVisibility(WorldObject* obj, Cell cell, CellCoord cellpair);
void UpdateObjectsVisibilityFor(Player* player, Cell cell, CellCoord cellpair);
void resetMarkedCells() { marked_cells.reset(); }
bool isCellMarked(uint32 pCellId) { return marked_cells.test(pCellId); }
void markCell(uint32 pCellId) { marked_cells.set(pCellId); }
bool HavePlayers() const { return !m_mapRefManager.isEmpty(); }
uint32 GetPlayersCountExceptGMs() const;
bool ActiveObjectsNearGrid(NGridType const& ngrid) const;
void AddWorldObject(WorldObject* obj) { i_worldObjects.insert(obj); }
void RemoveWorldObject(WorldObject* obj) { i_worldObjects.erase(obj); }
void SendToPlayers(WorldPacket const* data) const;
typedef MapRefManager PlayerList;
PlayerList const& GetPlayers() const { return m_mapRefManager; }
//per-map script storage
void ScriptsStart(std::map<uint32, std::multimap<uint32, ScriptInfo> > const& scripts, uint32 id, Object* source, Object* target);
void ScriptCommandStart(ScriptInfo const& script, uint32 delay, Object* source, Object* target);
// must called with AddToWorld
template<class T>
void AddToActive(T* obj);
// must called with RemoveFromWorld
template<class T>
void RemoveFromActive(T* obj);
template<class T> void SwitchGridContainers(T* obj, bool on);
template<class NOTIFIER> void VisitAll(const float &x, const float &y, float radius, NOTIFIER &notifier);
template<class NOTIFIER> void VisitFirstFound(const float &x, const float &y, float radius, NOTIFIER &notifier);
template<class NOTIFIER> void VisitWorld(const float &x, const float &y, float radius, NOTIFIER &notifier);
template<class NOTIFIER> void VisitGrid(const float &x, const float &y, float radius, NOTIFIER &notifier);
CreatureGroupHolderType CreatureGroupHolder;
void UpdateIteratorBack(Player* player);
TempSummon* SummonCreature(uint32 entry, Position const& pos, SummonPropertiesEntry const* properties = NULL, uint32 duration = 0, Unit* summoner = NULL, uint32 spellId = 0, uint32 vehId = 0);
void SummonCreatureGroup(uint8 group, std::list<TempSummon*>* list = NULL);
AreaTrigger* GetAreaTrigger(ObjectGuid const& guid);
Corpse* GetCorpse(ObjectGuid const& guid);
Creature* GetCreature(ObjectGuid const& guid);
DynamicObject* GetDynamicObject(ObjectGuid const& guid);
GameObject* GetGameObject(ObjectGuid const& guid);
Pet* GetPet(ObjectGuid const& guid);
Transport* GetTransport(ObjectGuid const& guid);
MapStoredObjectTypesContainer& GetObjectsStore() { return _objectsStore; }
typedef std::unordered_multimap<ObjectGuid::LowType, Creature*> CreatureBySpawnIdContainer;
CreatureBySpawnIdContainer& GetCreatureBySpawnIdStore() { return _creatureBySpawnIdStore; }
typedef std::unordered_multimap<ObjectGuid::LowType, GameObject*> GameObjectBySpawnIdContainer;
GameObjectBySpawnIdContainer& GetGameObjectBySpawnIdStore() { return _gameobjectBySpawnIdStore; }
MapInstanced* ToMapInstanced() { if (Instanceable()) return reinterpret_cast<MapInstanced*>(this); return NULL; }
MapInstanced const* ToMapInstanced() const { if (Instanceable()) return reinterpret_cast<MapInstanced const*>(this); return NULL; }
InstanceMap* ToInstanceMap() { if (IsDungeon()) return reinterpret_cast<InstanceMap*>(this); else return NULL; }
InstanceMap const* ToInstanceMap() const { if (IsDungeon()) return reinterpret_cast<InstanceMap const*>(this); return NULL; }
BattlegroundMap* ToBattlegroundMap() { if (IsBattlegroundOrArena()) return reinterpret_cast<BattlegroundMap*>(this); else return NULL; }
BattlegroundMap const* ToBattlegroundMap() const { if (IsBattlegroundOrArena()) return reinterpret_cast<BattlegroundMap const*>(this); return NULL; }
float GetWaterOrGroundLevel(float x, float y, float z, float* ground = NULL, bool swim = false) const;
float GetHeight(uint32 phasemask, float x, float y, float z, bool vmap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH) const;
bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask) const;
void Balance() { _dynamicTree.balance(); }
void RemoveGameObjectModel(const GameObjectModel& model) { _dynamicTree.remove(model); }
void InsertGameObjectModel(const GameObjectModel& model) { _dynamicTree.insert(model); }
bool ContainsGameObjectModel(const GameObjectModel& model) const { return _dynamicTree.contains(model);}
bool getObjectHitPos(uint32 phasemask, float x1, float y1, float z1, float x2, float y2, float z2, float& rx, float &ry, float& rz, float modifyDist);
virtual ObjectGuid::LowType GetOwnerGuildId(uint32 /*team*/ = TEAM_OTHER) const { return UI64LIT(0); }
/*
RESPAWN TIMES
*/
time_t GetLinkedRespawnTime(ObjectGuid guid) const;
time_t GetCreatureRespawnTime(ObjectGuid::LowType dbGuid) const
{
std::unordered_map<ObjectGuid::LowType /*dbGUID*/, time_t>::const_iterator itr = _creatureRespawnTimes.find(dbGuid);
if (itr != _creatureRespawnTimes.end())
return itr->second;
return time_t(0);
}
time_t GetGORespawnTime(ObjectGuid::LowType dbGuid) const
{
std::unordered_map<ObjectGuid::LowType /*dbGUID*/, time_t>::const_iterator itr = _goRespawnTimes.find(dbGuid);
if (itr != _goRespawnTimes.end())
return itr->second;
return time_t(0);
}
void SaveCreatureRespawnTime(ObjectGuid::LowType dbGuid, time_t respawnTime);
void RemoveCreatureRespawnTime(ObjectGuid::LowType dbGuid);
void SaveGORespawnTime(ObjectGuid::LowType dbGuid, time_t respawnTime);
void RemoveGORespawnTime(ObjectGuid::LowType dbGuid);
void LoadRespawnTimes();
void DeleteRespawnTimes();
void LoadCorpseData();
void DeleteCorpseData();
static void DeleteRespawnTimesInDB(uint16 mapId, uint32 instanceId);
void SendInitTransports(Player* player);
void SendRemoveTransports(Player* player);
void SendUpdateTransportVisibility(Player* player, std::set<uint32> const& previousPhases);
void SendZoneDynamicInfo(Player* player);
void SetZoneMusic(uint32 zoneId, uint32 musicId);
void SetZoneWeather(uint32 zoneId, WeatherState weatherId, float weatherGrade);
void SetZoneOverrideLight(uint32 zoneId, uint32 lightId, uint32 fadeInTime);
void UpdateAreaDependentAuras();
template<HighGuid high>
inline ObjectGuid::LowType GenerateLowGuid()
{
static_assert(ObjectGuidTraits<high>::MapSpecific, "Only map specific guid can be generated in Map context");
return GetGuidSequenceGenerator<high>().Generate();
}
void AddUpdateObject(Object* obj)
{
_updateObjects.insert(obj);
}
void RemoveUpdateObject(Object* obj)
{
_updateObjects.erase(obj);
}
private:
void LoadMapAndVMap(int gx, int gy);
void LoadVMap(int gx, int gy);
void LoadMap(int gx, int gy, bool reload = false);
void LoadMMap(int gx, int gy);
GridMap* GetGrid(float x, float y);
void SetTimer(uint32 t) { i_gridExpiry = t < MIN_GRID_DELAY ? MIN_GRID_DELAY : t; }
void SendInitSelf(Player* player);
bool CreatureCellRelocation(Creature* creature, Cell new_cell);
bool GameObjectCellRelocation(GameObject* go, Cell new_cell);
bool DynamicObjectCellRelocation(DynamicObject* go, Cell new_cell);
template<class T> void InitializeObject(T* obj);
void AddCreatureToMoveList(Creature* c, float x, float y, float z, float ang);
void RemoveCreatureFromMoveList(Creature* c);
void AddGameObjectToMoveList(GameObject* go, float x, float y, float z, float ang);
void RemoveGameObjectFromMoveList(GameObject* go);
void AddDynamicObjectToMoveList(DynamicObject* go, float x, float y, float z, float ang);
void RemoveDynamicObjectFromMoveList(DynamicObject* go);
bool _creatureToMoveLock;
std::vector<Creature*> _creaturesToMove;
bool _gameObjectsToMoveLock;
std::vector<GameObject*> _gameObjectsToMove;
bool _dynamicObjectsToMoveLock;
std::vector<DynamicObject*> _dynamicObjectsToMove;
bool IsGridLoaded(const GridCoord &) const;
void EnsureGridCreated(const GridCoord &);
void EnsureGridCreated_i(const GridCoord &);
bool EnsureGridLoaded(Cell const&);
void EnsureGridLoadedForActiveObject(Cell const&, WorldObject* object);
void buildNGridLinkage(NGridType* pNGridType) { pNGridType->link(this); }
NGridType* getNGrid(uint32 x, uint32 y) const
{
ASSERT(x < MAX_NUMBER_OF_GRIDS && y < MAX_NUMBER_OF_GRIDS);
return i_grids[x][y];
}
bool isGridObjectDataLoaded(uint32 x, uint32 y) const { return getNGrid(x, y)->isGridObjectDataLoaded(); }
void setGridObjectDataLoaded(bool pLoaded, uint32 x, uint32 y) { getNGrid(x, y)->setGridObjectDataLoaded(pLoaded); }
void setNGrid(NGridType* grid, uint32 x, uint32 y);
void ScriptsProcess();
void UpdateActiveCells(const float &x, const float &y, const uint32 t_diff);
void SendObjectUpdates();
protected:
void SetUnloadReferenceLock(const GridCoord &p, bool on) { getNGrid(p.x_coord, p.y_coord)->setUnloadReferenceLock(on); }
virtual void LoadGridObjects(NGridType* grid, Cell const& cell);
std::mutex _mapLock;
std::mutex _gridLock;
MapEntry const* i_mapEntry;
uint8 i_spawnMode;
uint32 i_InstanceId;
uint32 m_unloadTimer;
float m_VisibleDistance;
DynamicMapTree _dynamicTree;
MapRefManager m_mapRefManager;
MapRefManager::iterator m_mapRefIter;
int32 m_VisibilityNotifyPeriod;
typedef std::set<WorldObject*> ActiveNonPlayers;
ActiveNonPlayers m_activeNonPlayers;
ActiveNonPlayers::iterator m_activeNonPlayersIter;
// Objects that must update even in inactive grids without activating them
typedef std::set<Transport*> TransportsContainer;
TransportsContainer _transports;
TransportsContainer::iterator _transportsUpdateIter;
private:
Player* _GetScriptPlayerSourceOrTarget(Object* source, Object* target, const ScriptInfo* scriptInfo) const;
Creature* _GetScriptCreatureSourceOrTarget(Object* source, Object* target, const ScriptInfo* scriptInfo, bool bReverse = false) const;
Unit* _GetScriptUnit(Object* obj, bool isSource, const ScriptInfo* scriptInfo) const;
Player* _GetScriptPlayer(Object* obj, bool isSource, const ScriptInfo* scriptInfo) const;
Creature* _GetScriptCreature(Object* obj, bool isSource, const ScriptInfo* scriptInfo) const;
WorldObject* _GetScriptWorldObject(Object* obj, bool isSource, const ScriptInfo* scriptInfo) const;
void _ScriptProcessDoor(Object* source, Object* target, const ScriptInfo* scriptInfo) const;
GameObject* _FindGameObject(WorldObject* pWorldObject, ObjectGuid::LowType guid) const;
time_t i_gridExpiry;
//used for fast base_map (e.g. MapInstanced class object) search for
//InstanceMaps and BattlegroundMaps...
Map* m_parentMap;
NGridType* i_grids[MAX_NUMBER_OF_GRIDS][MAX_NUMBER_OF_GRIDS];
GridMap* GridMaps[MAX_NUMBER_OF_GRIDS][MAX_NUMBER_OF_GRIDS];
std::bitset<TOTAL_NUMBER_OF_CELLS_PER_MAP*TOTAL_NUMBER_OF_CELLS_PER_MAP> marked_cells;
//these functions used to process player/mob aggro reactions and
//visibility calculations. Highly optimized for massive calculations
void ProcessRelocationNotifies(const uint32 diff);
bool i_scriptLock;
std::set<WorldObject*> i_objectsToRemove;
std::map<WorldObject*, bool> i_objectsToSwitch;
std::set<WorldObject*> i_worldObjects;
typedef std::multimap<time_t, ScriptAction> ScriptScheduleMap;
ScriptScheduleMap m_scriptSchedule;
// Type specific code for add/remove to/from grid
template<class T>
void AddToGrid(T* object, Cell const& cell);
template<class T>
void DeleteFromWorld(T*);
void AddToActiveHelper(WorldObject* obj)
{
m_activeNonPlayers.insert(obj);
}
void RemoveFromActiveHelper(WorldObject* obj)
{
// Map::Update for active object in proccess
if (m_activeNonPlayersIter != m_activeNonPlayers.end())
{
ActiveNonPlayers::iterator itr = m_activeNonPlayers.find(obj);
if (itr == m_activeNonPlayers.end())
return;
if (itr == m_activeNonPlayersIter)
++m_activeNonPlayersIter;
m_activeNonPlayers.erase(itr);
}
else
m_activeNonPlayers.erase(obj);
}
std::unordered_map<ObjectGuid::LowType /*dbGUID*/, time_t> _creatureRespawnTimes;
std::unordered_map<ObjectGuid::LowType /*dbGUID*/, time_t> _goRespawnTimes;
ZoneDynamicInfoMap _zoneDynamicInfo;
uint32 _defaultLight;
template<HighGuid high>
inline ObjectGuidGeneratorBase& GetGuidSequenceGenerator()
{
auto itr = _guidGenerators.find(high);
if (itr == _guidGenerators.end())
itr = _guidGenerators.insert(std::make_pair(high, Trinity::make_unique<ObjectGuidGenerator<high>>())).first;
return *itr->second;
}
std::map<HighGuid, std::unique_ptr<ObjectGuidGeneratorBase>> _guidGenerators;
MapStoredObjectTypesContainer _objectsStore;
CreatureBySpawnIdContainer _creatureBySpawnIdStore;
GameObjectBySpawnIdContainer _gameobjectBySpawnIdStore;
std::unordered_set<Object*> _updateObjects;
};
enum InstanceResetMethod
{
INSTANCE_RESET_ALL,
INSTANCE_RESET_CHANGE_DIFFICULTY,
INSTANCE_RESET_GLOBAL,
INSTANCE_RESET_GROUP_DISBAND,
INSTANCE_RESET_GROUP_JOIN,
INSTANCE_RESET_RESPAWN_DELAY
};
class InstanceMap : public Map
{
public:
InstanceMap(uint32 id, time_t, uint32 InstanceId, uint8 SpawnMode, Map* _parent);
~InstanceMap();
bool AddPlayerToMap(Player* player, bool initPlayer = true) override;
void RemovePlayerFromMap(Player*, bool) override;
void Update(const uint32) override;
void CreateInstanceData(bool load);
bool Reset(uint8 method);
uint32 GetScriptId() { return i_script_id; }
InstanceScript* GetInstanceScript() { return i_data; }
void PermBindAllPlayers(Player* source);
void UnloadAll() override;
bool CanEnter(Player* player) override;
void SendResetWarnings(uint32 timeLeft) const;
void SetResetSchedule(bool on);
uint32 GetMaxPlayers() const;
uint32 GetMaxResetDelay() const;
virtual void InitVisibilityDistance() override;
private:
bool m_resetAfterUnload;
bool m_unloadWhenEmpty;
InstanceScript* i_data;
uint32 i_script_id;
};
class BattlegroundMap : public Map
{
public:
BattlegroundMap(uint32 id, time_t, uint32 InstanceId, Map* _parent, uint8 spawnMode);
~BattlegroundMap();
bool AddPlayerToMap(Player* player, bool initPlayer = true) override;
void RemovePlayerFromMap(Player*, bool) override;
bool CanEnter(Player* player) override;
void SetUnload();
//void UnloadAll(bool pForce);
void RemoveAllPlayers() override;
virtual void InitVisibilityDistance() override;
Battleground* GetBG() { return m_bg; }
void SetBG(Battleground* bg) { m_bg = bg; }
private:
Battleground* m_bg;
};
template<class T, class CONTAINER>
inline void Map::Visit(Cell const& cell, TypeContainerVisitor<T, CONTAINER>& visitor)
{
const uint32 x = cell.GridX();
const uint32 y = cell.GridY();
const uint32 cell_x = cell.CellX();
const uint32 cell_y = cell.CellY();
if (!cell.NoCreate() || IsGridLoaded(GridCoord(x, y)))
{
EnsureGridLoaded(cell);
getNGrid(x, y)->VisitGrid(cell_x, cell_y, visitor);
}
}
template<class NOTIFIER>
inline void Map::VisitAll(float const& x, float const& y, float radius, NOTIFIER& notifier)
{
CellCoord p(Trinity::ComputeCellCoord(x, y));
Cell cell(p);
cell.SetNoCreate();
TypeContainerVisitor<NOTIFIER, WorldTypeMapContainer> world_object_notifier(notifier);
cell.Visit(p, world_object_notifier, *this, radius, x, y);
TypeContainerVisitor<NOTIFIER, GridTypeMapContainer > grid_object_notifier(notifier);
cell.Visit(p, grid_object_notifier, *this, radius, x, y);
}
// should be used with Searcher notifiers, tries to search world if nothing found in grid
template<class NOTIFIER>
inline void Map::VisitFirstFound(const float &x, const float &y, float radius, NOTIFIER &notifier)
{
CellCoord p(Trinity::ComputeCellCoord(x, y));
Cell cell(p);
cell.SetNoCreate();
TypeContainerVisitor<NOTIFIER, WorldTypeMapContainer> world_object_notifier(notifier);
cell.Visit(p, world_object_notifier, *this, radius, x, y);
if (!notifier.i_object)
{
TypeContainerVisitor<NOTIFIER, GridTypeMapContainer > grid_object_notifier(notifier);
cell.Visit(p, grid_object_notifier, *this, radius, x, y);
}
}
template<class NOTIFIER>
inline void Map::VisitWorld(const float &x, const float &y, float radius, NOTIFIER &notifier)
{
CellCoord p(Trinity::ComputeCellCoord(x, y));
Cell cell(p);
cell.SetNoCreate();
TypeContainerVisitor<NOTIFIER, WorldTypeMapContainer> world_object_notifier(notifier);
cell.Visit(p, world_object_notifier, *this, radius, x, y);
}
template<class NOTIFIER>
inline void Map::VisitGrid(const float &x, const float &y, float radius, NOTIFIER &notifier)
{
CellCoord p(Trinity::ComputeCellCoord(x, y));
Cell cell(p);
cell.SetNoCreate();
TypeContainerVisitor<NOTIFIER, GridTypeMapContainer > grid_object_notifier(notifier);
cell.Visit(p, grid_object_notifier, *this, radius, x, y);
}
#endif