mirror of
https://github.com/TrinityCore/TrinityCore.git
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918 lines
42 KiB
C++
918 lines
42 KiB
C++
/*
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* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef TRINITY_MAP_H
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#define TRINITY_MAP_H
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#include "Define.h"
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#include "Cell.h"
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#include "DatabaseEnvFwd.h"
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#include "DynamicTree.h"
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#include "GridDefines.h"
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#include "GridRefManager.h"
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#include "GroupInstanceReference.h"
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#include "MapDefines.h"
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#include "MapReference.h"
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#include "MapRefManager.h"
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#include "MPSCQueue.h"
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#include "ObjectGuid.h"
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#include "PersonalPhaseTracker.h"
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#include "SharedDefines.h"
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#include "SpawnData.h"
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#include "Timer.h"
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#include "WorldStateDefines.h"
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#include <bitset>
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#include <list>
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#include <map>
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#include <memory>
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#include <set>
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#include <unordered_set>
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class Battleground;
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class BattlegroundMap;
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class CreatureGroup;
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class GameObjectModel;
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class Group;
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class InstanceLock;
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class InstanceMap;
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class InstanceScript;
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class InstanceScenario;
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class Object;
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class PhaseShift;
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class Player;
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class SpawnedPoolData;
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class TempSummon;
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class TerrainInfo;
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class Unit;
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class Weather;
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class WorldObject;
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class WorldPacket;
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struct DungeonEncounterEntry;
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struct MapDifficultyEntry;
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struct MapEntry;
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struct Position;
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struct ScriptAction;
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struct ScriptInfo;
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struct SmoothPhasingInfo;
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struct SummonPropertiesEntry;
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struct UpdateAdditionalSaveDataEvent;
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struct UpdateBossStateSaveDataEvent;
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class Transport;
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enum Difficulty : uint8;
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enum WeatherState : uint32;
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enum class ItemContext : uint8;
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namespace Trinity { struct ObjectUpdater; }
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namespace VMAP { enum class ModelIgnoreFlags : uint32; }
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enum TransferAbortReason : uint32
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{
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TRANSFER_ABORT_NONE = 0,
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TRANSFER_ABORT_ERROR = 1,
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TRANSFER_ABORT_MAX_PLAYERS = 2, // Transfer Aborted: instance is full
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TRANSFER_ABORT_NOT_FOUND = 3, // Transfer Aborted: instance not found
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TRANSFER_ABORT_TOO_MANY_INSTANCES = 4, // You have entered too many instances recently.
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TRANSFER_ABORT_ZONE_IN_COMBAT = 6, // Unable to zone in while an encounter is in progress.
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TRANSFER_ABORT_INSUF_EXPAN_LVL = 7, // You must have <TBC, WotLK> expansion installed to access this area.
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TRANSFER_ABORT_DIFFICULTY = 8, // <Normal, Heroic, Epic> difficulty mode is not available for %s.
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TRANSFER_ABORT_UNIQUE_MESSAGE = 9, // Until you've escaped TLK's grasp, you cannot leave this place!
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TRANSFER_ABORT_TOO_MANY_REALM_INSTANCES = 10, // Additional instances cannot be launched, please try again later.
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TRANSFER_ABORT_NEED_GROUP = 11, // Transfer Aborted: you must be in a raid group to enter this instance
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TRANSFER_ABORT_NOT_FOUND_2 = 12, // Transfer Aborted: instance not found
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TRANSFER_ABORT_NOT_FOUND_3 = 13, // Transfer Aborted: instance not found
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TRANSFER_ABORT_NOT_FOUND_4 = 14, // Transfer Aborted: instance not found
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TRANSFER_ABORT_REALM_ONLY = 15, // All players in the party must be from the same realm to enter %s.
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TRANSFER_ABORT_MAP_NOT_ALLOWED = 16, // Map cannot be entered at this time.
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TRANSFER_ABORT_LOCKED_TO_DIFFERENT_INSTANCE = 18, // You are already locked to %s
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TRANSFER_ABORT_ALREADY_COMPLETED_ENCOUNTER = 19, // You are ineligible to participate in at least one encounter in this instance because you are already locked to an instance in which it has been defeated.
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TRANSFER_ABORT_DIFFICULTY_NOT_FOUND = 22, // client writes to console "Unable to resolve requested difficultyID %u to actual difficulty for map %d"
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TRANSFER_ABORT_XREALM_ZONE_DOWN = 24, // Transfer Aborted: cross-realm zone is down
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TRANSFER_ABORT_SOLO_PLAYER_SWITCH_DIFFICULTY = 26, // This instance is already in progress. You may only switch difficulties from inside the instance.
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TRANSFER_ABORT_NOT_CROSS_FACTION_COMPATIBLE = 33, // This instance isn't available for cross-faction groups
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};
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struct TransferAbortParams
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{
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TransferAbortParams(TransferAbortReason reason, uint8 arg = 0, int32 mapDifficultyXConditionId = 0)
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: Reason(reason), Arg(arg), MapDifficultyXConditionId(mapDifficultyXConditionId)
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{
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}
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TransferAbortReason Reason;
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uint8 Arg;
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int32 MapDifficultyXConditionId;
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operator bool() const { return Reason != TRANSFER_ABORT_NONE; }
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};
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struct ScriptAction
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{
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ObjectGuid sourceGUID;
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ObjectGuid targetGUID;
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ObjectGuid ownerGUID; ///> owner of source if source is item
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ScriptInfo const* script; ///> pointer to static script data
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};
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struct ZoneDynamicInfo
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{
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ZoneDynamicInfo();
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uint32 MusicId;
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std::unique_ptr<Weather> DefaultWeather;
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WeatherState WeatherId;
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float Intensity;
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struct LightOverride
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{
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uint32 AreaLightId;
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uint32 OverrideLightId;
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uint32 TransitionMilliseconds;
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};
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std::vector<LightOverride> LightOverrides;
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};
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#define MIN_UNLOAD_DELAY 1 // immediate unload
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#define MAP_INVALID_ZONE 0xFFFFFFFF
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struct RespawnInfo; // forward declaration
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struct CompareRespawnInfo
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{
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bool operator()(RespawnInfo const* a, RespawnInfo const* b) const;
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};
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using ZoneDynamicInfoMap = std::unordered_map<uint32 /*zoneId*/, ZoneDynamicInfo>;
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struct RespawnListContainer;
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using RespawnInfoMap = std::unordered_map<ObjectGuid::LowType, RespawnInfo*>;
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struct TC_GAME_API RespawnInfo
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{
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virtual ~RespawnInfo();
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SpawnObjectType type;
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ObjectGuid::LowType spawnId;
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uint32 entry;
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time_t respawnTime;
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uint32 gridId;
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};
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inline bool CompareRespawnInfo::operator()(RespawnInfo const* a, RespawnInfo const* b) const
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{
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if (a == b)
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return false;
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if (a->respawnTime != b->respawnTime)
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return (a->respawnTime > b->respawnTime);
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if (a->spawnId != b->spawnId)
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return a->spawnId < b->spawnId;
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ASSERT(a->type != b->type, "Duplicate respawn entry for spawnId (%u," UI64FMTD ") found!", a->type, a->spawnId);
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return a->type < b->type;
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}
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extern template class TypeUnorderedMapContainer<AllMapStoredObjectTypes, ObjectGuid>;
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typedef TypeUnorderedMapContainer<AllMapStoredObjectTypes, ObjectGuid> MapStoredObjectTypesContainer;
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class TC_GAME_API Map : public GridRefManager<NGridType>
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{
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friend class MapReference;
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public:
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Map(uint32 id, time_t, uint32 InstanceId, Difficulty SpawnMode);
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virtual ~Map();
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MapEntry const* GetEntry() const { return i_mapEntry; }
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// currently unused for normal maps
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bool CanUnload(uint32 diff)
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{
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if (!m_unloadTimer)
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return false;
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if (m_unloadTimer <= diff)
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return true;
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m_unloadTimer -= diff;
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return false;
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}
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virtual bool AddPlayerToMap(Player* player, bool initPlayer = true);
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virtual void RemovePlayerFromMap(Player*, bool);
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template<class T> bool AddToMap(T *);
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template<class T> void RemoveFromMap(T *, bool);
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void VisitNearbyCellsOf(WorldObject* obj, TypeContainerVisitor<Trinity::ObjectUpdater, GridTypeMapContainer> &gridVisitor, TypeContainerVisitor<Trinity::ObjectUpdater, WorldTypeMapContainer> &worldVisitor);
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virtual void Update(uint32);
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float GetVisibilityRange() const { return m_VisibleDistance; }
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//function for setting up visibility distance for maps on per-type/per-Id basis
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virtual void InitVisibilityDistance();
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void PlayerRelocation(Player*, float x, float y, float z, float orientation);
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void CreatureRelocation(Creature* creature, float x, float y, float z, float ang, bool respawnRelocationOnFail = true);
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void GameObjectRelocation(GameObject* go, float x, float y, float z, float orientation, bool respawnRelocationOnFail = true);
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void DynamicObjectRelocation(DynamicObject* go, float x, float y, float z, float orientation);
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void AreaTriggerRelocation(AreaTrigger* at, float x, float y, float z, float orientation);
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template<class T, class CONTAINER>
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void Visit(Cell const& cell, TypeContainerVisitor<T, CONTAINER>& visitor);
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bool IsRemovalGrid(float x, float y) const
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{
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GridCoord p = Trinity::ComputeGridCoord(x, y);
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return !getNGrid(p.x_coord, p.y_coord) || getNGrid(p.x_coord, p.y_coord)->GetGridState() == GRID_STATE_REMOVAL;
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}
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bool IsRemovalGrid(Position const& pos) const { return IsRemovalGrid(pos.GetPositionX(), pos.GetPositionY()); }
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bool IsGridLoaded(uint32 gridId) const { return IsGridLoaded(GridCoord(gridId % MAX_NUMBER_OF_GRIDS, gridId / MAX_NUMBER_OF_GRIDS)); }
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bool IsGridLoaded(float x, float y) const { return IsGridLoaded(Trinity::ComputeGridCoord(x, y)); }
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bool IsGridLoaded(Position const& pos) const { return IsGridLoaded(pos.GetPositionX(), pos.GetPositionY()); }
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bool GetUnloadLock(GridCoord const& p) const { return getNGrid(p.x_coord, p.y_coord)->getUnloadLock(); }
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void SetUnloadLock(GridCoord const& p, bool on) { getNGrid(p.x_coord, p.y_coord)->setUnloadExplicitLock(on); }
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void LoadGrid(float x, float y);
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void LoadGridForActiveObject(float x, float y, WorldObject const* object);
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void LoadAllCells();
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bool UnloadGrid(NGridType& ngrid, bool pForce);
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void GridMarkNoUnload(uint32 x, uint32 y);
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void GridUnmarkNoUnload(uint32 x, uint32 y);
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void UnloadAll();
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void ResetGridExpiry(NGridType &grid, float factor = 1) const
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{
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grid.ResetTimeTracker(time_t(float(i_gridExpiry)*factor));
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}
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time_t GetGridExpiry() const { return i_gridExpiry; }
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static void InitStateMachine();
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static void DeleteStateMachine();
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TerrainInfo* GetTerrain() const { return m_terrain.get(); }
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// custom PathGenerator include and exclude filter flags
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// these modify what kind of terrain types are available in current instance
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// for example this can be used to mark offmesh connections as enabled/disabled
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uint16 GetForceEnabledNavMeshFilterFlags() const { return m_forceEnabledNavMeshFilterFlags; }
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void SetForceEnabledNavMeshFilterFlag(uint16 flag) { m_forceEnabledNavMeshFilterFlags |= flag; }
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void RemoveForceEnabledNavMeshFilterFlag(uint16 flag) { m_forceEnabledNavMeshFilterFlags &= ~flag; }
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uint16 GetForceDisabledNavMeshFilterFlags() const { return m_forceDisabledNavMeshFilterFlags; }
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void SetForceDisabledNavMeshFilterFlag(uint16 flag) { m_forceDisabledNavMeshFilterFlags |= flag; }
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void RemoveForceDisabledNavMeshFilterFlag(uint16 flag) { m_forceDisabledNavMeshFilterFlags &= ~flag; }
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void GetFullTerrainStatusForPosition(PhaseShift const& phaseShift, float x, float y, float z, PositionFullTerrainStatus& data, map_liquidHeaderTypeFlags reqLiquidType = map_liquidHeaderTypeFlags::AllLiquids, float collisionHeight = 2.03128f); // DEFAULT_COLLISION_HEIGHT in Object.h
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ZLiquidStatus GetLiquidStatus(PhaseShift const& phaseShift, float x, float y, float z, map_liquidHeaderTypeFlags ReqLiquidType, LiquidData* data = nullptr, float collisionHeight = 2.03128f); // DEFAULT_COLLISION_HEIGHT in Object.h
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bool GetAreaInfo(PhaseShift const& phaseShift, float x, float y, float z, uint32& mogpflags, int32& adtId, int32& rootId, int32& groupId);
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uint32 GetAreaId(PhaseShift const& phaseShift, float x, float y, float z);
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uint32 GetAreaId(PhaseShift const& phaseShift, Position const& pos) { return GetAreaId(phaseShift, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ()); }
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uint32 GetZoneId(PhaseShift const& phaseShift, float x, float y, float z);
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uint32 GetZoneId(PhaseShift const& phaseShift, Position const& pos) { return GetZoneId(phaseShift, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ()); }
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void GetZoneAndAreaId(PhaseShift const& phaseShift, uint32& zoneid, uint32& areaid, float x, float y, float z);
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void GetZoneAndAreaId(PhaseShift const& phaseShift, uint32& zoneid, uint32& areaid, Position const& pos) { GetZoneAndAreaId(phaseShift, zoneid, areaid, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ()); }
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float GetMinHeight(PhaseShift const& phaseShift, float x, float y);
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float GetGridHeight(PhaseShift const& phaseShift, float x, float y);
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float GetStaticHeight(PhaseShift const& phaseShift, float x, float y, float z, bool checkVMap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH);
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float GetStaticHeight(PhaseShift const& phaseShift, Position const& pos, bool checkVMap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH) { return GetStaticHeight(phaseShift, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), checkVMap, maxSearchDist); }
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float GetHeight(PhaseShift const& phaseShift, float x, float y, float z, bool vmap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH) { return std::max<float>(GetStaticHeight(phaseShift, x, y, z, vmap, maxSearchDist), GetGameObjectFloor(phaseShift, x, y, z, maxSearchDist)); }
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float GetHeight(PhaseShift const& phaseShift, Position const& pos, bool vmap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH) { return GetHeight(phaseShift, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), vmap, maxSearchDist); }
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float GetWaterLevel(PhaseShift const& phaseShift, float x, float y);
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bool IsInWater(PhaseShift const& phaseShift, float x, float y, float z, LiquidData* data = nullptr);
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bool IsUnderWater(PhaseShift const& phaseShift, float x, float y, float z);
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float GetWaterOrGroundLevel(PhaseShift const& phaseShift, float x, float y, float z, float* ground = nullptr, bool swim = false, float collisionHeight = 2.03128f); // DEFAULT_COLLISION_HEIGHT in Object.h
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void MoveAllCreaturesInMoveList();
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void MoveAllGameObjectsInMoveList();
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void MoveAllDynamicObjectsInMoveList();
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void MoveAllAreaTriggersInMoveList();
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void RemoveAllObjectsInRemoveList();
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virtual void RemoveAllPlayers();
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// used only in MoveAllCreaturesInMoveList and ObjectGridUnloader
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bool CreatureRespawnRelocation(Creature* c, bool diffGridOnly);
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bool GameObjectRespawnRelocation(GameObject* go, bool diffGridOnly);
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// assert print helper
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template <typename T>
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static bool CheckGridIntegrity(T* object, bool moved, char const* objType);
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uint32 GetInstanceId() const { return i_InstanceId; }
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static TransferAbortParams PlayerCannotEnter(uint32 mapid, Player* player);
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virtual TransferAbortParams CannotEnter(Player* /*player*/) { return { TRANSFER_ABORT_NONE }; }
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char const* GetMapName() const;
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// have meaning only for instanced map (that have set real difficulty)
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Difficulty GetDifficultyID() const { return Difficulty(i_spawnMode); }
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MapDifficultyEntry const* GetMapDifficulty() const;
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uint32 GetId() const;
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bool Instanceable() const;
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bool IsDungeon() const;
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bool IsNonRaidDungeon() const;
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bool IsRaid() const;
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bool IsLFR() const;
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bool IsNormal() const;
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bool IsHeroic() const;
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bool IsMythic() const;
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bool IsMythicPlus() const;
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bool IsHeroicOrHigher() const;
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bool Is25ManRaid() const;
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bool IsTimewalking() const;
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bool IsBattleground() const;
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bool IsBattleArena() const;
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bool IsBattlegroundOrArena() const;
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bool IsScenario() const;
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bool IsGarrison() const;
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// Currently, this means that every entity added to this map will be marked as active
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bool IsAlwaysActive() const;
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bool GetEntrancePos(int32& mapid, float& x, float& y);
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void AddObjectToRemoveList(WorldObject* obj);
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void AddObjectToSwitchList(WorldObject* obj, bool on);
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virtual void DelayedUpdate(uint32 diff);
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void resetMarkedCells() { marked_cells.reset(); }
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bool isCellMarked(uint32 pCellId) { return marked_cells.test(pCellId); }
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void markCell(uint32 pCellId) { marked_cells.set(pCellId); }
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bool HavePlayers() const { return !m_mapRefManager.isEmpty(); }
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uint32 GetPlayersCountExceptGMs() const;
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bool ActiveObjectsNearGrid(NGridType const& ngrid) const;
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void AddWorldObject(WorldObject* obj) { i_worldObjects.insert(obj); }
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void RemoveWorldObject(WorldObject* obj) { i_worldObjects.erase(obj); }
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void SendToPlayers(WorldPacket const* data) const;
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typedef MapRefManager PlayerList;
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PlayerList const& GetPlayers() const { return m_mapRefManager; }
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template <typename T>
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void DoOnPlayers(T&& fn)
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{
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for (MapReference const& ref : GetPlayers())
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if (Player* player = ref.GetSource())
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fn(player);
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}
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//per-map script storage
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void ScriptsStart(std::map<uint32, std::multimap<uint32, ScriptInfo>> const& scripts, uint32 id, Object* source, Object* target);
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void ScriptCommandStart(ScriptInfo const& script, uint32 delay, Object* source, Object* target);
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// must called with AddToWorld
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void AddToActive(WorldObject* obj);
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// must called with RemoveFromWorld
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void RemoveFromActive(WorldObject* obj);
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template<class T> void SwitchGridContainers(T* obj, bool on);
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std::unordered_map<ObjectGuid::LowType /*leaderSpawnId*/, CreatureGroup*> CreatureGroupHolder;
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void UpdateIteratorBack(Player* player);
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TempSummon* SummonCreature(uint32 entry, Position const& pos, SummonPropertiesEntry const* properties = nullptr, Milliseconds duration = 0ms, WorldObject* summoner = nullptr, uint32 spellId = 0, uint32 vehId = 0, ObjectGuid privateObjectOwner = ObjectGuid::Empty, SmoothPhasingInfo const* smoothPhasingInfo = nullptr);
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void SummonCreatureGroup(uint8 group, std::list<TempSummon*>* list = nullptr);
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AreaTrigger* GetAreaTrigger(ObjectGuid const& guid);
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SceneObject* GetSceneObject(ObjectGuid const& guid);
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Conversation* GetConversation(ObjectGuid const& guid);
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Player* GetPlayer(ObjectGuid const& guid);
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Corpse* GetCorpse(ObjectGuid const& guid);
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Creature* GetCreature(ObjectGuid const& guid);
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DynamicObject* GetDynamicObject(ObjectGuid const& guid);
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GameObject* GetGameObject(ObjectGuid const& guid);
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Pet* GetPet(ObjectGuid const& guid);
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Transport* GetTransport(ObjectGuid const& guid);
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Creature* GetCreatureBySpawnId(ObjectGuid::LowType spawnId) const;
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GameObject* GetGameObjectBySpawnId(ObjectGuid::LowType spawnId) const;
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AreaTrigger* GetAreaTriggerBySpawnId(ObjectGuid::LowType spawnId) const;
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WorldObject* GetWorldObjectBySpawnId(SpawnObjectType type, ObjectGuid::LowType spawnId) const
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{
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switch (type)
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{
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case SPAWN_TYPE_CREATURE:
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|
return reinterpret_cast<WorldObject*>(GetCreatureBySpawnId(spawnId));
|
|
case SPAWN_TYPE_GAMEOBJECT:
|
|
return reinterpret_cast<WorldObject*>(GetGameObjectBySpawnId(spawnId));
|
|
case SPAWN_TYPE_AREATRIGGER:
|
|
return reinterpret_cast<WorldObject*>(GetAreaTriggerBySpawnId(spawnId));
|
|
default:
|
|
return nullptr;
|
|
}
|
|
}
|
|
|
|
MapStoredObjectTypesContainer& GetObjectsStore() { return _objectsStore; }
|
|
|
|
typedef std::unordered_multimap<ObjectGuid::LowType, Creature*> CreatureBySpawnIdContainer;
|
|
CreatureBySpawnIdContainer& GetCreatureBySpawnIdStore() { return _creatureBySpawnIdStore; }
|
|
CreatureBySpawnIdContainer const& GetCreatureBySpawnIdStore() const { return _creatureBySpawnIdStore; }
|
|
|
|
typedef std::unordered_multimap<ObjectGuid::LowType, GameObject*> GameObjectBySpawnIdContainer;
|
|
GameObjectBySpawnIdContainer& GetGameObjectBySpawnIdStore() { return _gameobjectBySpawnIdStore; }
|
|
GameObjectBySpawnIdContainer const& GetGameObjectBySpawnIdStore() const { return _gameobjectBySpawnIdStore; }
|
|
|
|
typedef std::unordered_multimap<ObjectGuid::LowType, AreaTrigger*> AreaTriggerBySpawnIdContainer;
|
|
AreaTriggerBySpawnIdContainer& GetAreaTriggerBySpawnIdStore() { return _areaTriggerBySpawnIdStore; }
|
|
AreaTriggerBySpawnIdContainer const& GetAreaTriggerBySpawnIdStore() const { return _areaTriggerBySpawnIdStore; }
|
|
|
|
std::unordered_set<Corpse*> const* GetCorpsesInCell(uint32 cellId) const
|
|
{
|
|
auto itr = _corpsesByCell.find(cellId);
|
|
if (itr != _corpsesByCell.end())
|
|
return &itr->second;
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
Corpse* GetCorpseByPlayer(ObjectGuid const& ownerGuid) const
|
|
{
|
|
auto itr = _corpsesByPlayer.find(ownerGuid);
|
|
if (itr != _corpsesByPlayer.end())
|
|
return itr->second;
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
InstanceMap* ToInstanceMap() { if (IsDungeon()) return reinterpret_cast<InstanceMap*>(this); else return nullptr; }
|
|
InstanceMap const* ToInstanceMap() const { if (IsDungeon()) return reinterpret_cast<InstanceMap const*>(this); return nullptr; }
|
|
|
|
BattlegroundMap* ToBattlegroundMap() { if (IsBattlegroundOrArena()) return reinterpret_cast<BattlegroundMap*>(this); else return nullptr; }
|
|
BattlegroundMap const* ToBattlegroundMap() const { if (IsBattlegroundOrArena()) return reinterpret_cast<BattlegroundMap const*>(this); return nullptr; }
|
|
|
|
bool isInLineOfSight(PhaseShift const& phaseShift, float x1, float y1, float z1, float x2, float y2, float z2, LineOfSightChecks checks, VMAP::ModelIgnoreFlags ignoreFlags) const;
|
|
void Balance() { _dynamicTree.balance(); }
|
|
void RemoveGameObjectModel(GameObjectModel const& model) { _dynamicTree.remove(model); }
|
|
void InsertGameObjectModel(GameObjectModel const& model) { _dynamicTree.insert(model); }
|
|
bool ContainsGameObjectModel(GameObjectModel const& model) const { return _dynamicTree.contains(model);}
|
|
float GetGameObjectFloor(PhaseShift const& phaseShift, float x, float y, float z, float maxSearchDist = DEFAULT_HEIGHT_SEARCH) const
|
|
{
|
|
return _dynamicTree.getHeight(x, y, z, maxSearchDist, phaseShift);
|
|
}
|
|
bool getObjectHitPos(PhaseShift const& phaseShift, 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 GetRespawnTime(SpawnObjectType type, ObjectGuid::LowType spawnId) const
|
|
{
|
|
if (auto map = GetRespawnMapForType(type))
|
|
{
|
|
auto it = map->find(spawnId);
|
|
return (it == map->end()) ? 0 : it->second->respawnTime;
|
|
}
|
|
return 0;
|
|
}
|
|
time_t GetCreatureRespawnTime(ObjectGuid::LowType spawnId) const { return GetRespawnTime(SPAWN_TYPE_CREATURE, spawnId); }
|
|
time_t GetGORespawnTime(ObjectGuid::LowType spawnId) const { return GetRespawnTime(SPAWN_TYPE_GAMEOBJECT, spawnId); }
|
|
|
|
void UpdatePlayerZoneStats(uint32 oldZone, uint32 newZone);
|
|
|
|
void SaveRespawnTime(SpawnObjectType type, ObjectGuid::LowType spawnId, uint32 entry, time_t respawnTime, uint32 gridId, CharacterDatabaseTransaction dbTrans = nullptr, bool startup = false);
|
|
void SaveRespawnInfoDB(RespawnInfo const& info, CharacterDatabaseTransaction dbTrans = nullptr);
|
|
void LoadRespawnTimes();
|
|
void DeleteRespawnTimes() { UnloadAllRespawnInfos(); DeleteRespawnTimesInDB(); }
|
|
void DeleteRespawnTimesInDB();
|
|
|
|
void LoadCorpseData();
|
|
void DeleteCorpseData();
|
|
void AddCorpse(Corpse* corpse);
|
|
void RemoveCorpse(Corpse* corpse);
|
|
Corpse* ConvertCorpseToBones(ObjectGuid const& ownerGuid, bool insignia = false);
|
|
void RemoveOldCorpses();
|
|
|
|
void SendInitTransports(Player* player);
|
|
void SendRemoveTransports(Player* player);
|
|
void SendUpdateTransportVisibility(Player* player);
|
|
void SendZoneDynamicInfo(uint32 zoneId, Player* player) const;
|
|
void SendZoneWeather(uint32 zoneId, Player* player) const;
|
|
void SendZoneWeather(ZoneDynamicInfo const& zoneDynamicInfo, Player* player) const;
|
|
|
|
void SetZoneMusic(uint32 zoneId, uint32 musicId);
|
|
Weather* GetOrGenerateZoneDefaultWeather(uint32 zoneId);
|
|
WeatherState GetZoneWeather(uint32 zoneId) const;
|
|
void SetZoneWeather(uint32 zoneId, WeatherState weatherId, float intensity);
|
|
void SetZoneOverrideLight(uint32 zoneId, uint32 areaLightId, uint32 overrideLightId, Milliseconds transitionTime);
|
|
|
|
void UpdateAreaDependentAuras();
|
|
|
|
template<HighGuid high>
|
|
inline ObjectGuid::LowType GenerateLowGuid()
|
|
{
|
|
static_assert(ObjectGuidTraits<high>::SequenceSource.HasFlag(ObjectGuidSequenceSource::Map), "Only map specific guid can be generated in Map context");
|
|
return GetGuidSequenceGenerator(high).Generate();
|
|
}
|
|
|
|
template<HighGuid high>
|
|
inline ObjectGuid::LowType GetMaxLowGuid()
|
|
{
|
|
static_assert(ObjectGuidTraits<high>::SequenceSource.HasFlag(ObjectGuidSequenceSource::Map), "Only map specific guid can be retrieved in Map context");
|
|
return GetGuidSequenceGenerator(high).GetNextAfterMaxUsed();
|
|
}
|
|
|
|
void AddUpdateObject(Object* obj)
|
|
{
|
|
_updateObjects.insert(obj);
|
|
}
|
|
|
|
void RemoveUpdateObject(Object* obj)
|
|
{
|
|
_updateObjects.erase(obj);
|
|
}
|
|
|
|
size_t GetActiveNonPlayersCount() const
|
|
{
|
|
return m_activeNonPlayers.size();
|
|
}
|
|
|
|
virtual std::string GetDebugInfo() const;
|
|
|
|
private:
|
|
|
|
void SetTimer(uint32 t) { i_gridExpiry = t < MIN_GRID_DELAY ? MIN_GRID_DELAY : t; }
|
|
|
|
void SendInitSelf(Player* player);
|
|
|
|
template <typename T>
|
|
bool MapObjectCellRelocation(T* object, Cell new_cell, char const* objType);
|
|
|
|
bool CreatureCellRelocation(Creature* creature, Cell new_cell);
|
|
bool GameObjectCellRelocation(GameObject* go, Cell new_cell);
|
|
bool DynamicObjectCellRelocation(DynamicObject* go, Cell new_cell);
|
|
bool AreaTriggerCellRelocation(AreaTrigger* at, 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);
|
|
void AddAreaTriggerToMoveList(AreaTrigger* at, float x, float y, float z, float ang);
|
|
void RemoveAreaTriggerFromMoveList(AreaTrigger* at);
|
|
|
|
bool _creatureToMoveLock;
|
|
std::vector<Creature*> _creaturesToMove;
|
|
|
|
bool _gameObjectsToMoveLock;
|
|
std::vector<GameObject*> _gameObjectsToMove;
|
|
|
|
bool _dynamicObjectsToMoveLock;
|
|
std::vector<DynamicObject*> _dynamicObjectsToMove;
|
|
|
|
bool _areaTriggersToMoveLock;
|
|
std::vector<AreaTrigger*> _areaTriggersToMove;
|
|
|
|
bool IsGridLoaded(GridCoord const&) const;
|
|
void EnsureGridCreated(GridCoord const&);
|
|
bool EnsureGridLoaded(Cell const&);
|
|
void EnsureGridLoadedForActiveObject(Cell const&, WorldObject const* 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, "x = %u, y = %u", x, y);
|
|
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 SendObjectUpdates();
|
|
|
|
protected:
|
|
virtual void LoadGridObjects(NGridType* grid, Cell const& cell);
|
|
|
|
MapEntry const* i_mapEntry;
|
|
Difficulty 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, ScriptInfo const* scriptInfo) const;
|
|
Creature* _GetScriptCreatureSourceOrTarget(Object* source, Object* target, ScriptInfo const* scriptInfo, bool bReverse = false) const;
|
|
GameObject* _GetScriptGameObjectSourceOrTarget(Object* source, Object* target, ScriptInfo const* scriptInfo, bool bReverse = false) const;
|
|
Unit* _GetScriptUnit(Object* obj, bool isSource, ScriptInfo const* scriptInfo) const;
|
|
Player* _GetScriptPlayer(Object* obj, bool isSource, ScriptInfo const* scriptInfo) const;
|
|
Creature* _GetScriptCreature(Object* obj, bool isSource, ScriptInfo const* scriptInfo) const;
|
|
WorldObject* _GetScriptWorldObject(Object* obj, bool isSource, ScriptInfo const* scriptInfo) const;
|
|
void _ScriptProcessDoor(Object* source, Object* target, ScriptInfo const* scriptInfo) const;
|
|
GameObject* _FindGameObject(WorldObject* pWorldObject, ObjectGuid::LowType guid) const;
|
|
|
|
time_t i_gridExpiry;
|
|
|
|
std::shared_ptr<TerrainInfo> m_terrain;
|
|
uint16 m_forceEnabledNavMeshFilterFlags;
|
|
uint16 m_forceDisabledNavMeshFilterFlags;
|
|
|
|
NGridType* i_grids[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;
|
|
|
|
public:
|
|
void ProcessRespawns();
|
|
void ApplyDynamicModeRespawnScaling(WorldObject const* obj, ObjectGuid::LowType spawnId, uint32& respawnDelay, uint32 mode) const;
|
|
|
|
private:
|
|
// if return value is true, we can respawn
|
|
// if return value is false, reschedule the respawn to new value of info->respawnTime iff nonzero, delete otherwise
|
|
// if return value is false and info->respawnTime is nonzero, it is guaranteed to be greater than time(NULL)
|
|
bool CheckRespawn(RespawnInfo* info);
|
|
void DoRespawn(SpawnObjectType type, ObjectGuid::LowType spawnId, uint32 gridId);
|
|
bool AddRespawnInfo(RespawnInfo const& info);
|
|
void UnloadAllRespawnInfos();
|
|
RespawnInfo* GetRespawnInfo(SpawnObjectType type, ObjectGuid::LowType spawnId) const;
|
|
void Respawn(RespawnInfo* info, CharacterDatabaseTransaction dbTrans = nullptr);
|
|
void DeleteRespawnInfo(RespawnInfo* info, CharacterDatabaseTransaction dbTrans = nullptr);
|
|
void DeleteRespawnInfoFromDB(SpawnObjectType type, ObjectGuid::LowType spawnId, CharacterDatabaseTransaction dbTrans = nullptr);
|
|
|
|
public:
|
|
void GetRespawnInfo(std::vector<RespawnInfo const*>& respawnData, SpawnObjectTypeMask types) const;
|
|
void Respawn(SpawnObjectType type, ObjectGuid::LowType spawnId, CharacterDatabaseTransaction dbTrans = nullptr)
|
|
{
|
|
if (RespawnInfo* info = GetRespawnInfo(type, spawnId))
|
|
Respawn(info, dbTrans);
|
|
}
|
|
void RemoveRespawnTime(SpawnObjectType type, ObjectGuid::LowType spawnId, CharacterDatabaseTransaction dbTrans = nullptr, bool alwaysDeleteFromDB = false)
|
|
{
|
|
if (RespawnInfo* info = GetRespawnInfo(type, spawnId))
|
|
DeleteRespawnInfo(info, dbTrans);
|
|
// Some callers might need to make sure the database doesn't contain any respawn time
|
|
else if (alwaysDeleteFromDB)
|
|
DeleteRespawnInfoFromDB(type, spawnId, dbTrans);
|
|
}
|
|
size_t DespawnAll(SpawnObjectType type, ObjectGuid::LowType spawnId);
|
|
|
|
bool ShouldBeSpawnedOnGridLoad(SpawnObjectType type, ObjectGuid::LowType spawnId) const;
|
|
template <typename T> bool ShouldBeSpawnedOnGridLoad(ObjectGuid::LowType spawnId) const { return ShouldBeSpawnedOnGridLoad(SpawnData::TypeFor<T>, spawnId); }
|
|
|
|
SpawnGroupTemplateData const* GetSpawnGroupData(uint32 groupId) const;
|
|
|
|
bool IsSpawnGroupActive(uint32 groupId) const;
|
|
|
|
// Enable the spawn group, which causes all creatures in it to respawn (unless they have a respawn timer)
|
|
// The force flag can be used to force spawning additional copies even if old copies are still around from a previous spawn
|
|
bool SpawnGroupSpawn(uint32 groupId, bool ignoreRespawn = false, bool force = false, std::vector<WorldObject*>* spawnedObjects = nullptr);
|
|
|
|
// Despawn all creatures in the spawn group if spawned, optionally delete their respawn timer, and disable the group
|
|
bool SpawnGroupDespawn(uint32 groupId, bool deleteRespawnTimes = false, size_t* count = nullptr);
|
|
|
|
// Disable the spawn group, which prevents any creatures in the group from respawning until re-enabled
|
|
// This will not affect any already-present creatures in the group
|
|
void SetSpawnGroupInactive(uint32 groupId) { SetSpawnGroupActive(groupId, false); }
|
|
|
|
SpawnedPoolData& GetPoolData() { return *_poolData; }
|
|
SpawnedPoolData const& GetPoolData() const { return *_poolData; }
|
|
|
|
typedef std::function<void(Map*)> FarSpellCallback;
|
|
void AddFarSpellCallback(FarSpellCallback&& callback);
|
|
|
|
void InitSpawnGroupState();
|
|
void UpdateSpawnGroupConditions();
|
|
|
|
private:
|
|
// 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::unique_ptr<RespawnListContainer> _respawnTimes;
|
|
RespawnInfoMap _creatureRespawnTimesBySpawnId;
|
|
RespawnInfoMap _gameObjectRespawnTimesBySpawnId;
|
|
RespawnInfoMap* GetRespawnMapForType(SpawnObjectType type)
|
|
{
|
|
switch (type)
|
|
{
|
|
default:
|
|
ABORT();
|
|
case SPAWN_TYPE_CREATURE:
|
|
return &_creatureRespawnTimesBySpawnId;
|
|
case SPAWN_TYPE_GAMEOBJECT:
|
|
return &_gameObjectRespawnTimesBySpawnId;
|
|
case SPAWN_TYPE_AREATRIGGER:
|
|
return nullptr;
|
|
}
|
|
}
|
|
RespawnInfoMap const* GetRespawnMapForType(SpawnObjectType type) const
|
|
{
|
|
switch (type)
|
|
{
|
|
default:
|
|
ABORT();
|
|
case SPAWN_TYPE_CREATURE:
|
|
return &_creatureRespawnTimesBySpawnId;
|
|
case SPAWN_TYPE_GAMEOBJECT:
|
|
return &_gameObjectRespawnTimesBySpawnId;
|
|
case SPAWN_TYPE_AREATRIGGER:
|
|
return nullptr;
|
|
}
|
|
}
|
|
|
|
void SetSpawnGroupActive(uint32 groupId, bool state);
|
|
std::unordered_set<uint32> _toggledSpawnGroupIds;
|
|
|
|
uint32 _respawnCheckTimer;
|
|
std::unordered_map<uint32, uint32> _zonePlayerCountMap;
|
|
|
|
ZoneDynamicInfoMap _zoneDynamicInfo;
|
|
IntervalTimer _weatherUpdateTimer;
|
|
|
|
ObjectGuidGenerator& GetGuidSequenceGenerator(HighGuid high);
|
|
|
|
std::map<HighGuid, std::unique_ptr<ObjectGuidGenerator>> _guidGenerators;
|
|
std::unique_ptr<SpawnedPoolData> _poolData;
|
|
MapStoredObjectTypesContainer _objectsStore;
|
|
CreatureBySpawnIdContainer _creatureBySpawnIdStore;
|
|
GameObjectBySpawnIdContainer _gameobjectBySpawnIdStore;
|
|
AreaTriggerBySpawnIdContainer _areaTriggerBySpawnIdStore;
|
|
std::unordered_map<uint32/*cellId*/, std::unordered_set<Corpse*>> _corpsesByCell;
|
|
std::unordered_map<ObjectGuid, Corpse*> _corpsesByPlayer;
|
|
std::unordered_set<Corpse*> _corpseBones;
|
|
|
|
std::unordered_set<Object*> _updateObjects;
|
|
|
|
MPSCQueue<FarSpellCallback> _farSpellCallbacks;
|
|
|
|
/*********************************************************/
|
|
/*** Phasing ***/
|
|
/*********************************************************/
|
|
public:
|
|
MultiPersonalPhaseTracker& GetMultiPersonalPhaseTracker() { return _multiPersonalPhaseTracker; }
|
|
void UpdatePersonalPhasesForPlayer(Player const* player);
|
|
|
|
private:
|
|
MultiPersonalPhaseTracker _multiPersonalPhaseTracker;
|
|
|
|
/*********************************************************/
|
|
/*** WorldStates ***/
|
|
/*********************************************************/
|
|
public:
|
|
int32 GetWorldStateValue(int32 worldStateId) const;
|
|
void SetWorldStateValue(int32 worldStateId, int32 value, bool hidden);
|
|
WorldStateValueContainer const& GetWorldStateValues() const { return _worldStateValues; }
|
|
|
|
private:
|
|
WorldStateValueContainer _worldStateValues;
|
|
};
|
|
|
|
enum class InstanceResetMethod : uint8
|
|
{
|
|
Manual,
|
|
OnChangeDifficulty,
|
|
Expire
|
|
};
|
|
|
|
enum class InstanceResetResult : uint8
|
|
{
|
|
Success,
|
|
NotEmpty,
|
|
CannotReset
|
|
};
|
|
|
|
class TC_GAME_API InstanceMap : public Map
|
|
{
|
|
public:
|
|
InstanceMap(uint32 id, time_t, uint32 InstanceId, Difficulty SpawnMode, TeamId InstanceTeam, InstanceLock* instanceLock);
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~InstanceMap();
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bool AddPlayerToMap(Player* player, bool initPlayer = true) override;
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void RemovePlayerFromMap(Player*, bool) override;
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void Update(uint32) override;
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void CreateInstanceData();
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InstanceResetResult Reset(InstanceResetMethod method);
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uint32 GetScriptId() const { return i_script_id; }
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std::string const& GetScriptName() const;
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InstanceScript* GetInstanceScript() { return i_data; }
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InstanceScript const* GetInstanceScript() const { return i_data; }
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InstanceScenario* GetInstanceScenario() { return i_scenario; }
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InstanceScenario const* GetInstanceScenario() const { return i_scenario; }
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void SetInstanceScenario(InstanceScenario* scenario) { i_scenario = scenario; }
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InstanceLock const* GetInstanceLock() const { return i_instanceLock; }
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void UpdateInstanceLock(UpdateBossStateSaveDataEvent const& updateSaveDataEvent);
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void UpdateInstanceLock(UpdateAdditionalSaveDataEvent const& updateSaveDataEvent);
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void CreateInstanceLockForPlayer(Player* player);
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TransferAbortParams CannotEnter(Player* player) override;
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|
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uint32 GetMaxPlayers() const;
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TeamId GetTeamIdInInstance() const;
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Team GetTeamInInstance() const { return GetTeamIdInInstance() == TEAM_ALLIANCE ? ALLIANCE : HORDE; }
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virtual void InitVisibilityDistance() override;
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|
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Group* GetOwningGroup() const { return i_owningGroupRef.getTarget(); }
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void TrySetOwningGroup(Group* group);
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|
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std::string GetDebugInfo() const override;
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private:
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Optional<SystemTimePoint> i_instanceExpireEvent;
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InstanceScript* i_data;
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uint32 i_script_id;
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InstanceScenario* i_scenario;
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InstanceLock* i_instanceLock;
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GroupInstanceReference i_owningGroupRef;
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};
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class TC_GAME_API BattlegroundMap : public Map
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{
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public:
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BattlegroundMap(uint32 id, time_t, uint32 InstanceId, Difficulty spawnMode);
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~BattlegroundMap();
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|
|
|
bool AddPlayerToMap(Player* player, bool initPlayer = true) override;
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|
void RemovePlayerFromMap(Player*, bool) override;
|
|
TransferAbortParams CannotEnter(Player* player) override;
|
|
void SetUnload();
|
|
//void UnloadAll(bool pForce);
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|
void RemoveAllPlayers() override;
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|
|
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virtual void InitVisibilityDistance() override;
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|
Battleground* GetBG() const { return m_bg; }
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|
void SetBG(Battleground* bg) { m_bg = bg; }
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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();
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|
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);
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|
getNGrid(x, y)->VisitGrid(cell_x, cell_y, visitor);
|
|
}
|
|
}
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#endif
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