/* * Copyright (C) 2008-2014 TrinityCore * Copyright (C) 2005-2009 MaNGOS * * 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 . */ #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 #include 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; namespace Trinity { struct ObjectUpdater; } struct ScriptAction { uint64 sourceGUID; uint64 targetGUID; uint64 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(char* filaname); 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); }; // GCC have alternative #pragma pack(N) syntax and old gcc version not support pack(push, N), also any gcc version not support it at some platform #if defined(__GNUC__) #pragma pack(1) #else #pragma pack(push, 1) #endif struct InstanceTemplate { uint32 Parent; uint32 ScriptId; bool AllowMount; }; enum LevelRequirementVsMode { LEVELREQUIREMENT_HEROIC = 70 }; struct ZoneDynamicInfo { ZoneDynamicInfo() : MusicId(0), WeatherId(0), WeatherGrade(0.0f), OverrideLightId(0), LightFadeInTime(0) { } uint32 MusicId; uint32 WeatherId; float WeatherGrade; uint32 OverrideLightId; uint32 LightFadeInTime; }; #if defined(__GNUC__) #pragma pack() #else #pragma pack(pop) #endif #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 CreatureGroupHolderType; typedef std::unordered_map ZoneDynamicInfoMap; class Map : public GridRefManager { 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*); virtual void RemovePlayerFromMap(Player*, bool); template bool AddToMap(T *); template void RemoveFromMap(T *, bool); void VisitNearbyCellsOf(WorldObject* obj, TypeContainerVisitor &gridVisitor, TypeContainerVisitor &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 void Visit(const Cell& cell, TypeContainerVisitor &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->MapID; } 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 = 0) const; uint16 GetAreaFlag(float x, float y, float z, bool *isOutdoors=0) 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 = 0) 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 GetDifficulty() const { return Difficulty(GetSpawnMode()); } bool IsRegularDifficulty() const { return GetDifficulty() == REGULAR_DIFFICULTY; } MapDifficulty const* GetMapDifficulty() 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() || i_spawnMode > DUNGEON_DIFFICULTY_NORMAL; } bool IsHeroic() const { return IsRaid() ? i_spawnMode >= RAID_DIFFICULTY_10MAN_HEROIC : i_spawnMode >= DUNGEON_DIFFICULTY_HEROIC; } bool Is25ManRaid() const { return IsRaid() && i_spawnMode & RAID_DIFFICULTY_MASK_25MAN; } // 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 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 > const& scripts, uint32 id, Object* source, Object* target); void ScriptCommandStart(ScriptInfo const& script, uint32 delay, Object* source, Object* target); // must called with AddToWorld template void AddToActive(T* obj); // must called with RemoveFromWorld template void RemoveFromActive(T* obj); template void SwitchGridContainers(T* obj, bool on); template void VisitAll(const float &x, const float &y, float radius, NOTIFIER ¬ifier); template void VisitFirstFound(const float &x, const float &y, float radius, NOTIFIER ¬ifier); template void VisitWorld(const float &x, const float &y, float radius, NOTIFIER ¬ifier); template void VisitGrid(const float &x, const float &y, float radius, NOTIFIER ¬ifier); 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* list = NULL); Creature* GetCreature(uint64 guid); GameObject* GetGameObject(uint64 guid); Transport* GetTransport(uint64 guid); DynamicObject* GetDynamicObject(uint64 guid); MapInstanced* ToMapInstanced() { if (Instanceable()) return reinterpret_cast(this); return NULL; } MapInstanced const* ToMapInstanced() const { if (Instanceable()) return reinterpret_cast(this); return NULL; } InstanceMap* ToInstanceMap() { if (IsDungeon()) return reinterpret_cast(this); else return NULL; } InstanceMap const* ToInstanceMap() const { if (IsDungeon()) return reinterpret_cast(this); return NULL; } BattlegroundMap* ToBattlegroundMap() { if (IsBattlegroundOrArena()) return reinterpret_cast(this); else return NULL; } BattlegroundMap const* ToBattlegroundMap() const { if (IsBattlegroundOrArena()) return reinterpret_cast(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 uint32 GetOwnerGuildId(uint32 /*team*/ = TEAM_OTHER) const { return 0; } /* RESPAWN TIMES */ time_t GetLinkedRespawnTime(uint64 guid) const; time_t GetCreatureRespawnTime(uint32 dbGuid) const { std::unordered_map::const_iterator itr = _creatureRespawnTimes.find(dbGuid); if (itr != _creatureRespawnTimes.end()) return itr->second; return time_t(0); } time_t GetGORespawnTime(uint32 dbGuid) const { std::unordered_map::const_iterator itr = _goRespawnTimes.find(dbGuid); if (itr != _goRespawnTimes.end()) return itr->second; return time_t(0); } void SaveCreatureRespawnTime(uint32 dbGuid, time_t respawnTime); void RemoveCreatureRespawnTime(uint32 dbGuid); void SaveGORespawnTime(uint32 dbGuid, time_t respawnTime); void RemoveGORespawnTime(uint32 dbGuid); void LoadRespawnTimes(); void DeleteRespawnTimes(); static void DeleteRespawnTimesInDB(uint16 mapId, uint32 instanceId); void SendInitTransports(Player* player); void SendRemoveTransports(Player* player); void SendUpdateTransportVisibility(Player* player, std::set const& previousPhases); void SendZoneDynamicInfo(Player* player); void SetZoneMusic(uint32 zoneId, uint32 musicId); void SetZoneWeather(uint32 zoneId, uint32 weatherId, float weatherGrade); void SetZoneOverrideLight(uint32 zoneId, uint32 lightId, uint32 fadeInTime); void UpdateAreaDependentAuras(); 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 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 _creaturesToMove; bool _gameObjectsToMoveLock; std::vector _gameObjectsToMove; bool _dynamicObjectsToMoveLock; std::vector _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); protected: void SetUnloadReferenceLock(const GridCoord &p, bool on) { getNGrid(p.x_coord, p.y_coord)->setUnloadReferenceLock(on); } 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 ActiveNonPlayers; ActiveNonPlayers m_activeNonPlayers; ActiveNonPlayers::iterator m_activeNonPlayersIter; // Objects that must update even in inactive grids without activating them typedef std::set 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, uint32 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 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 i_objectsToRemove; std::map i_objectsToSwitch; std::set i_worldObjects; typedef std::multimap ScriptScheduleMap; ScriptScheduleMap m_scriptSchedule; // Type specific code for add/remove to/from grid template void AddToGrid(T* object, Cell const& cell); template 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 _creatureRespawnTimes; std::unordered_map _goRespawnTimes; ZoneDynamicInfoMap _zoneDynamicInfo; uint32 _defaultLight; }; 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*); void RemovePlayerFromMap(Player*, bool); void Update(const uint32); 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(); bool CanEnter(Player* player); void SendResetWarnings(uint32 timeLeft) const; void SetResetSchedule(bool on); uint32 GetMaxPlayers() const; uint32 GetMaxResetDelay() const; virtual void InitVisibilityDistance(); 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*); void RemovePlayerFromMap(Player*, bool); bool CanEnter(Player* player); void SetUnload(); //void UnloadAll(bool pForce); void RemoveAllPlayers(); virtual void InitVisibilityDistance(); Battleground* GetBG() { return m_bg; } void SetBG(Battleground* bg) { m_bg = bg; } private: Battleground* m_bg; }; template inline void Map::Visit(Cell const& cell, TypeContainerVisitor& 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 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 world_object_notifier(notifier); cell.Visit(p, world_object_notifier, *this, radius, x, y); TypeContainerVisitor 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 inline void Map::VisitFirstFound(const float &x, const float &y, float radius, NOTIFIER ¬ifier) { CellCoord p(Trinity::ComputeCellCoord(x, y)); Cell cell(p); cell.SetNoCreate(); TypeContainerVisitor world_object_notifier(notifier); cell.Visit(p, world_object_notifier, *this, radius, x, y); if (!notifier.i_object) { TypeContainerVisitor grid_object_notifier(notifier); cell.Visit(p, grid_object_notifier, *this, radius, x, y); } } template inline void Map::VisitWorld(const float &x, const float &y, float radius, NOTIFIER ¬ifier) { CellCoord p(Trinity::ComputeCellCoord(x, y)); Cell cell(p); cell.SetNoCreate(); TypeContainerVisitor world_object_notifier(notifier); cell.Visit(p, world_object_notifier, *this, radius, x, y); } template inline void Map::VisitGrid(const float &x, const float &y, float radius, NOTIFIER ¬ifier) { CellCoord p(Trinity::ComputeCellCoord(x, y)); Cell cell(p); cell.SetNoCreate(); TypeContainerVisitor grid_object_notifier(notifier); cell.Visit(p, grid_object_notifier, *this, radius, x, y); } #endif