/* * This file is part of the TrinityCore Project. See AUTHORS file for Copyright information * * 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 "Cell.h" #include "DatabaseEnvFwd.h" #include "DynamicTree.h" #include "GridDefines.h" #include "GridRefManager.h" #include "MapDefines.h" #include "MapRefManager.h" #include "MPSCQueue.h" #include "ObjectGuid.h" #include "Optional.h" #include "SharedDefines.h" #include "SpawnData.h" #include "Timer.h" #include #include #include #include #include #include #include class Battleground; class BattlegroundMap; class CreatureGroup; class GameObjectModel; class Group; class InstanceMap; class InstanceSave; class InstanceScript; class InstanceScenario; class MapInstanced; class Object; class PhaseShift; class Player; class TempSummon; class Unit; class Weather; class WorldObject; class WorldPacket; struct MapDifficultyEntry; struct MapEntry; struct Position; struct ScriptAction; struct ScriptInfo; struct SummonPropertiesEntry; class Transport; enum Difficulty : uint8; enum WeatherState : uint32; enum class ItemContext : uint8; namespace Trinity { struct ObjectUpdater; } namespace G3D { class Plane; } namespace VMAP { enum class ModelIgnoreFlags : uint32; } struct ScriptAction { ObjectGuid sourceGUID; ObjectGuid targetGUID; ObjectGuid ownerGUID; ///> owner of source if source is item ScriptInfo const* script; ///> pointer to static script data }; enum ZLiquidStatus : uint32 { 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_STATUS_SWIMMING (LIQUID_MAP_IN_WATER | LIQUID_MAP_UNDER_WATER) #define MAP_LIQUID_STATUS_IN_CONTACT (MAP_LIQUID_STATUS_SWIMMING | LIQUID_MAP_WATER_WALK) struct LiquidData { EnumFlag type_flags = map_liquidHeaderTypeFlags::NoWater; uint32 entry; float level; float depth_level; }; struct PositionFullTerrainStatus { struct AreaInfo { AreaInfo(int32 _adtId, int32 _rootId, int32 _groupId, uint32 _flags) : adtId(_adtId), rootId(_rootId), groupId(_groupId), mogpFlags(_flags) { } int32 const adtId; int32 const rootId; int32 const groupId; uint32 const mogpFlags; }; uint32 areaId; float floorZ; bool outdoors; ZLiquidStatus liquidStatus; Optional areaInfo; Optional liquidInfo; }; class TC_GAME_API 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; }; G3D::Plane* _minHeightPlanes; // Height level data float _gridHeight; float _gridIntHeightMultiplier; // Area data uint16* _areaMap; // Liquid data float _liquidLevel; uint16* _liquidEntry; map_liquidHeaderTypeFlags* _liquidFlags; float* _liquidMap; uint16 _gridArea; uint16 _liquidGlobalEntry; map_liquidHeaderTypeFlags _liquidGlobalFlags; 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(); enum class LoadResult { Ok, FileDoesNotExist, InvalidFile }; LoadResult loadData(char const* filename); void unloadData(); uint16 getArea(float x, float y) const; inline float getHeight(float x, float y) const {return (this->*_gridGetHeight)(x, y);} float getMinHeight(float x, float y) const; float getLiquidLevel(float x, float y) const; map_liquidHeaderTypeFlags getTerrainType(float x, float y) const; ZLiquidStatus GetLiquidStatus(float x, float y, float z, Optional ReqLiquidType, LiquidData* data = nullptr, float collisionHeight = 2.03128f); // DEFAULT_COLLISION_HEIGHT in Object.h }; #pragma pack(push, 1) struct ZoneDynamicInfo { ZoneDynamicInfo(); uint32 MusicId; std::unique_ptr DefaultWeather; 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 #define MAP_INVALID_ZONE 0xFFFFFFFF struct RespawnInfo; // forward declaration struct CompareRespawnInfo { bool operator()(RespawnInfo const* a, RespawnInfo const* b) const; }; typedef std::unordered_map ZoneDynamicInfoMap; typedef boost::heap::fibonacci_heap> RespawnListContainer; typedef RespawnListContainer::handle_type RespawnListHandle; typedef std::unordered_map RespawnInfoMap; struct RespawnInfo { SpawnObjectType type; ObjectGuid::LowType spawnId; uint32 entry; time_t respawnTime; uint32 gridId; uint32 zoneId; RespawnListHandle handle; }; inline bool CompareRespawnInfo::operator()(RespawnInfo const* a, RespawnInfo const* b) const { if (a == b) return false; if (a->respawnTime != b->respawnTime) return (a->respawnTime > b->respawnTime); if (a->spawnId != b->spawnId) return a->spawnId < b->spawnId; ASSERT(a->type != b->type, "Duplicate respawn entry for spawnId (%u," UI64FMTD ") found!", a->type, a->spawnId); return a->type < b->type; } typedef TypeUnorderedMapContainer MapStoredObjectTypesContainer; class TC_GAME_API Map : public GridRefManager { friend class MapReference; public: Map(uint32 id, time_t, uint32 InstanceId, Difficulty SpawnMode, Map* _parent = nullptr); 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 bool AddToMap(T *); template void RemoveFromMap(T *, bool); void VisitNearbyCellsOf(WorldObject* obj, TypeContainerVisitor &gridVisitor, TypeContainerVisitor &worldVisitor); virtual void Update(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); void AreaTriggerRelocation(AreaTrigger* at, float x, float y, float z, float orientation); template void Visit(Cell const& 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 IsRemovalGrid(Position const& pos) const { return IsRemovalGrid(pos.GetPositionX(), pos.GetPositionY()); } bool IsGridLoaded(uint32 gridId) const { return IsGridLoaded(GridCoord(gridId % MAX_NUMBER_OF_GRIDS, gridId / MAX_NUMBER_OF_GRIDS)); } bool IsGridLoaded(float x, float y) const { return IsGridLoaded(Trinity::ComputeGridCoord(x, y)); } bool IsGridLoaded(Position const& pos) const { return IsGridLoaded(pos.GetPositionX(), pos.GetPositionY()); } bool GetUnloadLock(GridCoord const& p) const { return getNGrid(p.x_coord, p.y_coord)->getUnloadLock(); } void SetUnloadLock(GridCoord const& p, bool on) { getNGrid(p.x_coord, p.y_coord)->setUnloadExplicitLock(on); } void LoadGrid(float x, float y); void LoadAllCells(); bool UnloadGrid(NGridType& ngrid, bool pForce); void GridMarkNoUnload(uint32 x, uint32 y); void GridUnmarkNoUnload(uint32 x, uint32 y); virtual void UnloadAll(); void ResetGridExpiry(NGridType &grid, float factor = 1) const { grid.ResetTimeTracker(time_t(float(i_gridExpiry)*factor)); } time_t GetGridExpiry() const { return i_gridExpiry; } bool HasChildMapGridFile(uint32 mapId, int32 gx, int32 gy) const; static bool ExistMap(uint32 mapid, int gx, int gy, bool log = true); static bool ExistVMap(uint32 mapid, int gx, int gy); static void InitStateMachine(); static void DeleteStateMachine(); void DiscoverGridMapFiles(); Map* GetRootParentTerrainMap(); void AddChildTerrainMap(Map* map) { m_childTerrainMaps->push_back(map); map->m_parentTerrainMap = this; } void UnlinkAllChildTerrainMaps() { m_childTerrainMaps->clear(); } void GetFullTerrainStatusForPosition(float x, float y, float z, PositionFullTerrainStatus& data, map_liquidHeaderTypeFlags reqLiquidType = map_liquidHeaderTypeFlags::AllLiquids, float collisionHeight = 2.03128f) const; // DEFAULT_COLLISION_HEIGHT in Object.h 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 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 bool GetAreaInfo(PhaseShift const& phaseShift, float x, float y, float z, uint32& mogpflags, int32& adtId, int32& rootId, int32& groupId); uint32 GetAreaId(PhaseShift const& phaseShift, float x, float y, float z, bool *isOutdoors = nullptr); uint32 GetAreaId(PhaseShift const& phaseShift, Position const& pos) { return GetAreaId(phaseShift, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ()); } uint32 GetZoneId(PhaseShift const& phaseShift, float x, float y, float z); uint32 GetZoneId(PhaseShift const& phaseShift, Position const& pos) { return GetZoneId(phaseShift, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ()); } void GetZoneAndAreaId(PhaseShift const& phaseShift, uint32& zoneid, uint32& areaid, float x, float y, float z); void GetZoneAndAreaId(PhaseShift const& phaseShift, uint32& zoneid, uint32& areaid, Position const& pos) { GetZoneAndAreaId(phaseShift, zoneid, areaid, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ()); } bool IsOutdoors(PhaseShift const& phaseShift, float x, float y, float z); map_liquidHeaderTypeFlags GetTerrainType(PhaseShift const& phaseShift, float x, float y); float GetWaterLevel(PhaseShift const& phaseShift, float x, float y); bool IsInWater(PhaseShift const& phaseShift, float x, float y, float z, LiquidData* data = nullptr); bool IsUnderWater(PhaseShift const& phaseShift, float x, float y, float z); void MoveAllCreaturesInMoveList(); void MoveAllGameObjectsInMoveList(); void MoveAllDynamicObjectsInMoveList(); void MoveAllAreaTriggersInMoveList(); 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 template static bool CheckGridIntegrity(T* object, bool moved, char const* objType); uint32 GetInstanceId() const { return i_InstanceId; } enum EnterState { CAN_ENTER = 0, CANNOT_ENTER_ALREADY_IN_MAP = 1, // Player is already in the map CANNOT_ENTER_NO_ENTRY, // No map entry was found for the target map ID CANNOT_ENTER_UNINSTANCED_DUNGEON, // No instance template was found for dungeon map CANNOT_ENTER_DIFFICULTY_UNAVAILABLE, // Requested instance difficulty is not available for target map CANNOT_ENTER_NOT_IN_RAID, // Target instance is a raid instance and the player is not in a raid group CANNOT_ENTER_CORPSE_IN_DIFFERENT_INSTANCE, // Player is dead and their corpse is not in target instance CANNOT_ENTER_INSTANCE_BIND_MISMATCH, // Player's permanent instance save is not compatible with their group's current instance bind CANNOT_ENTER_TOO_MANY_INSTANCES, // Player has entered too many instances recently CANNOT_ENTER_MAX_PLAYERS, // Target map already has the maximum number of players allowed CANNOT_ENTER_ZONE_IN_COMBAT, // A boss encounter is currently in progress on the target map CANNOT_ENTER_UNSPECIFIED_REASON }; virtual EnterState CannotEnter(Player* /*player*/) { return CAN_ENTER; } char const* GetMapName() const; // have meaning only for instanced map (that have set real difficulty) Difficulty GetDifficultyID() const { return Difficulty(i_spawnMode); } MapDifficultyEntry const* GetMapDifficulty() const; ItemContext GetDifficultyLootItemContext() const; uint32 GetId() const; bool Instanceable() const; bool IsDungeon() const; bool IsNonRaidDungeon() const; bool IsRaid() const; bool IsRaidOrHeroicDungeon() const; bool IsHeroic() const; bool Is25ManRaid() const; bool IsBattleground() const; bool IsBattleArena() const; bool IsBattlegroundOrArena() const; bool IsGarrison() const; bool GetEntrancePos(int32& mapid, float& x, float& y); void AddObjectToRemoveList(WorldObject* obj); void AddObjectToSwitchList(WorldObject* obj, bool on); virtual void DelayedUpdate(uint32 diff); 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); std::unordered_map CreatureGroupHolder; void UpdateIteratorBack(Player* player); TempSummon* SummonCreature(uint32 entry, Position const& pos, SummonPropertiesEntry const* properties = nullptr, uint32 duration = 0, Unit* summoner = nullptr, uint32 spellId = 0, uint32 vehId = 0, ObjectGuid privateObjectOwner = ObjectGuid::Empty); void SummonCreatureGroup(uint8 group, std::list* list = nullptr); AreaTrigger* GetAreaTrigger(ObjectGuid const& guid); Conversation* GetConversation(ObjectGuid const& guid); Player* GetPlayer(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); Creature* GetCreatureBySpawnId(ObjectGuid::LowType spawnId) const; GameObject* GetGameObjectBySpawnId(ObjectGuid::LowType spawnId) const; WorldObject* GetWorldObjectBySpawnId(SpawnObjectType type, ObjectGuid::LowType spawnId) const { return (type == SPAWN_TYPE_GAMEOBJECT) ? reinterpret_cast(GetGameObjectBySpawnId(spawnId)) : reinterpret_cast(GetCreatureBySpawnId(spawnId)); } MapStoredObjectTypesContainer& GetObjectsStore() { return _objectsStore; } typedef std::unordered_multimap CreatureBySpawnIdContainer; CreatureBySpawnIdContainer& GetCreatureBySpawnIdStore() { return _creatureBySpawnIdStore; } CreatureBySpawnIdContainer const& GetCreatureBySpawnIdStore() const { return _creatureBySpawnIdStore; } typedef std::unordered_multimap GameObjectBySpawnIdContainer; GameObjectBySpawnIdContainer& GetGameObjectBySpawnIdStore() { return _gameobjectBySpawnIdStore; } GameObjectBySpawnIdContainer const& GetGameObjectBySpawnIdStore() const { return _gameobjectBySpawnIdStore; } std::unordered_set 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; } MapInstanced* ToMapInstanced() { if (Instanceable()) return reinterpret_cast(this); return nullptr; } MapInstanced const* ToMapInstanced() const { if (Instanceable()) return reinterpret_cast(this); return nullptr; } InstanceMap* ToInstanceMap() { if (IsDungeon()) return reinterpret_cast(this); else return nullptr; } InstanceMap const* ToInstanceMap() const { if (IsDungeon()) return reinterpret_cast(this); return nullptr; } BattlegroundMap* ToBattlegroundMap() { if (IsBattlegroundOrArena()) return reinterpret_cast(this); else return nullptr; } BattlegroundMap const* ToBattlegroundMap() const { if (IsBattlegroundOrArena()) return reinterpret_cast(this); return nullptr; } 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 float GetMinHeight(PhaseShift const& phaseShift, float x, float y); float GetStaticHeight(PhaseShift const& phaseShift, float x, float y, float z, bool checkVMap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH); 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); } float GetHeight(PhaseShift const& phaseShift, float x, float y, float z, bool vmap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH) { return std::max(GetStaticHeight(phaseShift, x, y, z, vmap, maxSearchDist), GetGameObjectFloor(phaseShift, x, y, z, maxSearchDist)); } 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); } 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 GetCreatureRespawnTime(ObjectGuid::LowType dbGuid) const { RespawnInfoMap::const_iterator itr = _creatureRespawnTimesBySpawnId.find(dbGuid); return itr != _creatureRespawnTimesBySpawnId.end() ? itr->second->respawnTime : 0; } time_t GetGORespawnTime(ObjectGuid::LowType dbGuid) const { RespawnInfoMap::const_iterator itr = _gameObjectRespawnTimesBySpawnId.find(dbGuid); return itr != _gameObjectRespawnTimesBySpawnId.end() ? itr->second->respawnTime : 0; } time_t GetRespawnTime(SpawnObjectType type, ObjectGuid::LowType spawnId) const { return (type == SPAWN_TYPE_GAMEOBJECT) ? GetGORespawnTime(spawnId) : GetCreatureRespawnTime(spawnId); } void UpdatePlayerZoneStats(uint32 oldZone, uint32 newZone); void SaveRespawnTime(SpawnObjectType type, ObjectGuid::LowType spawnId, uint32 entry, time_t respawnTime, uint32 zoneId, uint32 gridId = 0, bool writeDB = true, bool replace = false, CharacterDatabaseTransaction dbTrans = nullptr); void SaveRespawnTimeDB(SpawnObjectType type, ObjectGuid::LowType spawnId, time_t respawnTime, CharacterDatabaseTransaction dbTrans = nullptr); void LoadRespawnTimes(); void DeleteRespawnTimes() { DeleteRespawnInfo(); DeleteRespawnTimesInDB(GetId(), GetInstanceId()); } void LoadCorpseData(); void DeleteCorpseData(); void AddCorpse(Corpse* corpse); void RemoveCorpse(Corpse* corpse); Corpse* ConvertCorpseToBones(ObjectGuid const& ownerGuid, bool insignia = false); void RemoveOldCorpses(); static void DeleteRespawnTimesInDB(uint16 mapId, uint32 instanceId); 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 weatherGrade); void SetZoneOverrideLight(uint32 zoneId, uint32 lightId, uint32 fadeInTime); void UpdateAreaDependentAuras(); template inline ObjectGuid::LowType GenerateLowGuid() { static_assert(ObjectGuidTraits::SequenceSource.HasFlag(ObjectGuidSequenceSource::Map), "Only map specific guid can be generated in Map context"); return GetGuidSequenceGenerator().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); static void LoadMapImpl(Map* map, int gx, int gy); void UnloadMap(int gx, int gy); static void UnloadMapImpl(Map* map, int gx, int gy); void LoadMMap(int gx, int gy); GridMap* GetGrid(uint32 mapId, float x, float y); void SetTimer(uint32 t) { i_gridExpiry = t < MIN_GRID_DELAY ? MIN_GRID_DELAY : t; } void SendInitSelf(Player* player); template 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 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 _creaturesToMove; bool _gameObjectsToMoveLock; std::vector _gameObjectsToMove; bool _dynamicObjectsToMoveLock; std::vector _dynamicObjectsToMove; bool _areaTriggersToMoveLock; std::vector _areaTriggersToMove; bool IsGridLoaded(GridCoord const&) const; void EnsureGridCreated(GridCoord const&); void EnsureGridCreated_i(GridCoord const&); 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 SendObjectUpdates(); protected: virtual void LoadGridObjects(NGridType* grid, Cell const& cell); std::mutex _mapLock; std::mutex _gridLock; 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 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, ScriptInfo const* scriptInfo) const; Creature* _GetScriptCreatureSourceOrTarget(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; //used for fast base_map (e.g. MapInstanced class object) search for //InstanceMaps and BattlegroundMaps... Map* m_parentMap; // points to MapInstanced* or self (always same map id) Map* m_parentTerrainMap; // points to m_parentMap of MapEntry::ParentMapID std::vector* m_childTerrainMaps; // contains m_parentMap of maps that have MapEntry::ParentMapID == GetId() NGridType* i_grids[MAX_NUMBER_OF_GRIDS][MAX_NUMBER_OF_GRIDS]; std::shared_ptr GridMaps[MAX_NUMBER_OF_GRIDS][MAX_NUMBER_OF_GRIDS]; uint16 GridMapReference[MAX_NUMBER_OF_GRIDS][MAX_NUMBER_OF_GRIDS]; std::bitset i_gridFileExists; // cache what grids are available for this map (not including parent/child maps) 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; 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); void Respawn(RespawnInfo* info, bool force = false, CharacterDatabaseTransaction dbTrans = nullptr); void Respawn(std::vector& respawnData, bool force = false, CharacterDatabaseTransaction dbTrans = nullptr); void AddRespawnInfo(RespawnInfo& info, bool replace = false); void DeleteRespawnInfo(); void DeleteRespawnInfo(RespawnInfo* info); void DeleteRespawnInfo(std::vector& toDelete) { for (RespawnInfo* info : toDelete) DeleteRespawnInfo(info); toDelete.clear(); } void DeleteRespawnInfo(SpawnObjectTypeMask types, uint32 zoneId = 0) { std::vector v; GetRespawnInfo(v, types, zoneId); if (!v.empty()) DeleteRespawnInfo(v); } void DeleteRespawnInfo(SpawnObjectType type, ObjectGuid::LowType spawnId) { if (RespawnInfo* info = GetRespawnInfo(type, spawnId)) DeleteRespawnInfo(info); } public: void GetRespawnInfo(std::vector& respawnData, SpawnObjectTypeMask types, uint32 zoneId = 0) const; RespawnInfo* GetRespawnInfo(SpawnObjectType type, ObjectGuid::LowType spawnId) const; void ForceRespawn(SpawnObjectType type, ObjectGuid::LowType spawnId) { if (RespawnInfo* info = GetRespawnInfo(type, spawnId)) Respawn(info, true); } void RemoveRespawnTime(RespawnInfo* info, bool doRespawn = false, CharacterDatabaseTransaction dbTrans = nullptr); void RemoveRespawnTime(std::vector& respawnData, bool doRespawn = false, CharacterDatabaseTransaction dbTrans = nullptr); void RemoveRespawnTime(SpawnObjectTypeMask types = SPAWN_TYPEMASK_ALL, uint32 zoneId = 0, bool doRespawn = false, CharacterDatabaseTransaction dbTrans = nullptr) { std::vector v; GetRespawnInfo(v, types, zoneId); if (!v.empty()) RemoveRespawnTime(v, doRespawn, dbTrans); } void RemoveRespawnTime(SpawnObjectType type, ObjectGuid::LowType spawnId, bool doRespawn = false, CharacterDatabaseTransaction dbTrans = nullptr) { if (RespawnInfo* info = GetRespawnInfo(type, spawnId)) RemoveRespawnTime(info, doRespawn, dbTrans); } 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* 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); } typedef std::function FarSpellCallback; void AddFarSpellCallback(FarSpellCallback&& callback); private: // 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); } RespawnListContainer _respawnTimes; RespawnInfoMap _creatureRespawnTimesBySpawnId; RespawnInfoMap _gameObjectRespawnTimesBySpawnId; RespawnInfoMap& GetRespawnMapForType(SpawnObjectType type) { return (type == SPAWN_TYPE_GAMEOBJECT) ? _gameObjectRespawnTimesBySpawnId : _creatureRespawnTimesBySpawnId; } RespawnInfoMap const& GetRespawnMapForType(SpawnObjectType type) const { return (type == SPAWN_TYPE_GAMEOBJECT) ? _gameObjectRespawnTimesBySpawnId : _creatureRespawnTimesBySpawnId; } void SetSpawnGroupActive(uint32 groupId, bool state); std::unordered_set _toggledSpawnGroupIds; uint32 _respawnCheckTimer; std::unordered_map _zonePlayerCountMap; ZoneDynamicInfoMap _zoneDynamicInfo; IntervalTimer _weatherUpdateTimer; uint32 _defaultLight; template inline ObjectGuidGeneratorBase& GetGuidSequenceGenerator() { auto itr = _guidGenerators.find(high); if (itr == _guidGenerators.end()) itr = _guidGenerators.insert(std::make_pair(high, std::make_unique>())).first; return *itr->second; } std::map> _guidGenerators; MapStoredObjectTypesContainer _objectsStore; CreatureBySpawnIdContainer _creatureBySpawnIdStore; GameObjectBySpawnIdContainer _gameobjectBySpawnIdStore; std::unordered_map> _corpsesByCell; std::unordered_map _corpsesByPlayer; std::unordered_set _corpseBones; std::unordered_set _updateObjects; MPSCQueue _farSpellCallbacks; }; 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 TC_GAME_API InstanceMap : public Map { public: InstanceMap(uint32 id, time_t, uint32 InstanceId, Difficulty SpawnMode, Map* _parent); ~InstanceMap(); bool AddPlayerToMap(Player* player, bool initPlayer = true) override; void RemovePlayerFromMap(Player*, bool) override; void Update(uint32) override; void CreateInstanceData(bool load); bool Reset(uint8 method); uint32 GetScriptId() const { return i_script_id; } std::string const& GetScriptName() const; InstanceScript* GetInstanceScript() { return i_data; } InstanceScript const* GetInstanceScript() const { return i_data; } InstanceScenario* GetInstanceScenario() { return i_scenario; } InstanceScenario const* GetInstanceScenario() const { return i_scenario; } void SetInstanceScenario(InstanceScenario* scenario) { i_scenario = scenario; } void PermBindAllPlayers(); void UnloadAll() override; EnterState CannotEnter(Player* player) override; void SendResetWarnings(uint32 timeLeft) const; void SetResetSchedule(bool on); /* this checks if any players have a permanent bind (included reactivatable expired binds) to the instance ID it needs a DB query, so use sparingly */ bool HasPermBoundPlayers() const; uint32 GetMaxPlayers() const; uint32 GetMaxResetDelay() const; virtual void InitVisibilityDistance() override; private: bool m_resetAfterUnload; bool m_unloadWhenEmpty; InstanceScript* i_data; uint32 i_script_id; InstanceScenario* i_scenario; }; class TC_GAME_API BattlegroundMap : public Map { public: BattlegroundMap(uint32 id, time_t, uint32 InstanceId, Map* _parent, Difficulty spawnMode); ~BattlegroundMap(); bool AddPlayerToMap(Player* player, bool initPlayer = true) override; void RemovePlayerFromMap(Player*, bool) override; EnterState CannotEnter(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 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); } } #endif