/*
* Copyright (C) 2008-2016 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 "ObjectGuid.h"
#include
#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
{
ObjectGuid sourceGUID;
ObjectGuid targetGUID;
ObjectGuid ownerGUID; ///> owner of source if source is item
ScriptInfo const* script; ///> pointer to static script data
};
/// Represents a map magic value of 4 bytes (used in versions)
union u_map_magic
{
char asChar[4]; ///> Non-null terminated string
uint32 asUInt; ///> uint32 representation
};
// ******************************************
// Map file format defines
// ******************************************
struct map_fileheader
{
u_map_magic mapMagic;
u_map_magic versionMagic;
u_map_magic buildMagic;
uint32 areaMapOffset;
uint32 areaMapSize;
uint32 heightMapOffset;
uint32 heightMapSize;
uint32 liquidMapOffset;
uint32 liquidMapSize;
uint32 holesOffset;
uint32 holesSize;
};
#define MAP_AREA_NO_AREA 0x0001
struct map_areaHeader
{
uint32 fourcc;
uint16 flags;
uint16 gridArea;
};
#define MAP_HEIGHT_NO_HEIGHT 0x0001
#define MAP_HEIGHT_AS_INT16 0x0002
#define MAP_HEIGHT_AS_INT8 0x0004
#define MAP_HEIGHT_HAS_FLIGHT_BOUNDS 0x0008
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 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;
};
int16* _maxHeight;
int16* _minHeight;
// Height level data
float _gridHeight;
float _gridIntHeightMultiplier;
// Area data
uint16* _areaMap;
// Liquid data
float _liquidLevel;
uint16* _liquidEntry;
uint8* _liquidFlags;
float* _liquidMap;
uint16 _gridArea;
uint16 _liquidType;
uint8 _liquidOffX;
uint8 _liquidOffY;
uint8 _liquidWidth;
uint8 _liquidHeight;
bool loadAreaData(FILE* in, uint32 offset, uint32 size);
bool loadHeightData(FILE* in, uint32 offset, uint32 size);
bool loadLiquidData(FILE* in, uint32 offset, uint32 size);
// Get height functions and pointers
typedef float (GridMap::*GetHeightPtr) (float x, float y) const;
GetHeightPtr _gridGetHeight;
float getHeightFromFloat(float x, float y) const;
float getHeightFromUint16(float x, float y) const;
float getHeightFromUint8(float x, float y) const;
float getHeightFromFlat(float x, float y) const;
public:
GridMap();
~GridMap();
bool loadData(const char* filename);
void unloadData();
uint16 getArea(float x, float y) const;
inline float getHeight(float x, float y) const {return (this->*_gridGetHeight)(x, y);}
float getMinHeight(float x, float y) const;
float getLiquidLevel(float x, float y) const;
uint8 getTerrainType(float x, float y) const;
ZLiquidStatus getLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, LiquidData* data = 0);
};
#pragma pack(push, 1)
struct InstanceTemplate
{
uint32 Parent;
uint32 ScriptId;
bool AllowMount;
};
enum LevelRequirementVsMode
{
LEVELREQUIREMENT_HEROIC = 70
};
struct ZoneDynamicInfo
{
ZoneDynamicInfo() : MusicId(0), WeatherId(0), WeatherGrade(0.0f),
OverrideLightId(0), LightFadeInTime(0) { }
uint32 MusicId;
uint32 WeatherId;
float WeatherGrade;
uint32 OverrideLightId;
uint32 LightFadeInTime;
};
#pragma pack(pop)
#define MAX_HEIGHT 100000.0f // can be use for find ground height at surface
#define INVALID_HEIGHT -100000.0f // for check, must be equal to VMAP_INVALID_HEIGHT, real value for unknown height is VMAP_INVALID_HEIGHT_VALUE
#define MAX_FALL_DISTANCE 250000.0f // "unlimited fall" to find VMap ground if it is available, just larger than MAX_HEIGHT - INVALID_HEIGHT
#define DEFAULT_HEIGHT_SEARCH 50.0f // default search distance to find height at nearby locations
#define MIN_UNLOAD_DELAY 1 // immediate unload
typedef std::map CreatureGroupHolderType;
typedef std::unordered_map ZoneDynamicInfoMap;
class TC_GAME_API 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);
void LoadAllCells();
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;
float GetMinHeight(float x, float y) const;
ZLiquidStatus getLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, LiquidData* data = nullptr) const;
uint32 GetAreaId(float x, float y, float z, bool *isOutdoors) const;
bool GetAreaInfo(float x, float y, float z, uint32& mogpflags, int32& adtId, int32& rootId, int32& groupId) const;
uint32 GetAreaId(float x, float y, float z) const;
uint32 GetZoneId(float x, float y, float z) const;
void GetZoneAndAreaId(uint32& zoneid, uint32& areaid, float x, float y, float z) const;
bool IsOutdoors(float x, float y, float z) const;
uint8 GetTerrainType(float x, float y) const;
float GetWaterLevel(float x, float y) const;
bool IsInWater(float x, float y, float z, LiquidData* data = nullptr) const;
bool IsUnderWater(float x, float y, float z) const;
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); }
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; }
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* 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);
Corpse* GetCorpse(ObjectGuid const& guid);
Creature* GetCreature(ObjectGuid const& guid);
GameObject* GetGameObject(ObjectGuid const& guid);
Transport* GetTransport(ObjectGuid const& guid);
DynamicObject* GetDynamicObject(ObjectGuid const& guid);
Pet* GetPet(ObjectGuid const& guid);
MapStoredObjectTypesContainer& GetObjectsStore() { return _objectsStore; }
typedef std::unordered_multimap CreatureBySpawnIdContainer;
CreatureBySpawnIdContainer& GetCreatureBySpawnIdStore() { return _creatureBySpawnIdStore; }
typedef std::unordered_multimap GameObjectBySpawnIdContainer;
GameObjectBySpawnIdContainer& GetGameObjectBySpawnIdStore() { 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 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);
/*
RESPAWN TIMES
*/
time_t GetLinkedRespawnTime(ObjectGuid guid) const;
time_t GetCreatureRespawnTime(ObjectGuid::LowType 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(ObjectGuid::LowType dbGuid) const
{
std::unordered_map::const_iterator itr = _goRespawnTimes.find(dbGuid);
if (itr != _goRespawnTimes.end())
return itr->second;
return time_t(0);
}
void SaveCreatureRespawnTime(ObjectGuid::LowType dbGuid, time_t respawnTime);
void RemoveCreatureRespawnTime(ObjectGuid::LowType dbGuid);
void SaveGORespawnTime(ObjectGuid::LowType dbGuid, time_t respawnTime);
void RemoveGORespawnTime(ObjectGuid::LowType dbGuid);
void LoadRespawnTimes();
void DeleteRespawnTimes();
void LoadCorpseData();
void DeleteCorpseData();
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 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();
template
inline ObjectGuid::LowType GenerateLowGuid()
{
static_assert(ObjectGuidTraits::MapSpecific, "Only map specific guid can be generated in Map context");
return GetGuidSequenceGenerator().Generate();
}
template
inline ObjectGuid::LowType GetMaxLowGuid()
{
static_assert(ObjectGuidTraits::MapSpecific, "Only map specific guid can be retrieved in Map context");
return GetGuidSequenceGenerator().GetNextAfterMaxUsed();
}
void AddUpdateObject(Object* obj)
{
_updateObjects.insert(obj);
}
void RemoveUpdateObject(Object* obj)
{
_updateObjects.erase(obj);
}
private:
void LoadMapAndVMap(int gx, int gy);
void LoadVMap(int gx, int gy);
void LoadMap(int gx, int gy, bool reload = false);
void LoadMMap(int gx, int gy);
GridMap* GetGrid(float x, float y);
void SetTimer(uint32 t) { i_gridExpiry = t < MIN_GRID_DELAY ? MIN_GRID_DELAY : t; }
void SendInitSelf(Player* player);
bool CreatureCellRelocation(Creature* creature, Cell new_cell);
bool GameObjectCellRelocation(GameObject* go, Cell new_cell);
bool DynamicObjectCellRelocation(DynamicObject* go, Cell new_cell);
template 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);
void SendObjectUpdates();
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, ObjectGuid::LowType guid) const;
time_t i_gridExpiry;
//used for fast base_map (e.g. MapInstanced class object) search for
//InstanceMaps and BattlegroundMaps...
Map* m_parentMap;
NGridType* i_grids[MAX_NUMBER_OF_GRIDS][MAX_NUMBER_OF_GRIDS];
GridMap* GridMaps[MAX_NUMBER_OF_GRIDS][MAX_NUMBER_OF_GRIDS];
std::bitset 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;
template
inline ObjectGuidGeneratorBase& GetGuidSequenceGenerator()
{
auto itr = _guidGenerators.find(high);
if (itr == _guidGenerators.end())
itr = _guidGenerators.insert(std::make_pair(high, std::unique_ptr>(new ObjectGuidGenerator()))).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