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|
/*
* 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 <http://www.gnu.org/licenses/>.
*/
#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 "MapReference.h"
#include "MapRefManager.h"
#include "MPSCQueue.h"
#include "ObjectGuid.h"
#include "Optional.h"
#include "PersonalPhaseTracker.h"
#include "SharedDefines.h"
#include "SpawnData.h"
#include "Timer.h"
#include <boost/heap/fibonacci_heap.hpp>
#include <bitset>
#include <list>
#include <map>
#include <memory>
#include <mutex>
#include <set>
#include <unordered_set>
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 SmoothPhasingInfo;
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<map_liquidHeaderTypeFlags> 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;
};
PositionFullTerrainStatus() : areaId(0), floorZ(0.0f), outdoors(true), liquidStatus(LIQUID_MAP_NO_WATER) { }
uint32 areaId;
float floorZ;
bool outdoors;
ZLiquidStatus liquidStatus;
Optional<AreaInfo> areaInfo;
Optional<LiquidData> 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;
uint8* _holes;
bool loadAreaData(FILE* in, uint32 offset, uint32 size);
bool loadHeightData(FILE* in, uint32 offset, uint32 size);
bool loadLiquidData(FILE* in, uint32 offset, uint32 size);
bool loadHolesData(FILE* in, uint32 offset, uint32 size);
bool isHole(int row, int col) const;
// 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;
ZLiquidStatus GetLiquidStatus(float x, float y, float z, Optional<map_liquidHeaderTypeFlags> 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<Weather> DefaultWeather;
WeatherState WeatherId;
float Intensity;
struct LightOverride
{
uint32 AreaLightId;
uint32 OverrideLightId;
uint32 TransitionMilliseconds;
};
std::vector<LightOverride> LightOverrides;
};
#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;
};
using ZoneDynamicInfoMap = std::unordered_map<uint32 /*zoneId*/, ZoneDynamicInfo>;
using RespawnListContainer = boost::heap::fibonacci_heap<RespawnInfo*, boost::heap::compare<CompareRespawnInfo>>;
using RespawnListHandle = RespawnListContainer::handle_type;
using RespawnInfoMap = std::unordered_map<ObjectGuid::LowType, RespawnInfo*>;
struct RespawnInfo
{
SpawnObjectType type;
ObjectGuid::LowType spawnId;
uint32 entry;
time_t respawnTime;
uint32 gridId;
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<AllMapStoredObjectTypes, ObjectGuid> MapStoredObjectTypesContainer;
class TC_GAME_API Map : public GridRefManager<NGridType>
{
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<class T> bool AddToMap(T *);
template<class T> void RemoveFromMap(T *, bool);
void VisitNearbyCellsOf(WorldObject* obj, TypeContainerVisitor<Trinity::ObjectUpdater, GridTypeMapContainer> &gridVisitor, TypeContainerVisitor<Trinity::ObjectUpdater, WorldTypeMapContainer> &worldVisitor);
virtual void Update(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<class T, class CONTAINER>
void Visit(Cell const& cell, TypeContainerVisitor<T, CONTAINER>& visitor);
bool IsRemovalGrid(float x, float y) const
{
GridCoord p = Trinity::ComputeGridCoord(x, y);
return !getNGrid(p.x_coord, p.y_coord) || getNGrid(p.x_coord, p.y_coord)->GetGridState() == GRID_STATE_REMOVAL;
}
bool 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 LoadGridForActiveObject(float x, float y, WorldObject const* object);
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);
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()); }
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 <typename T>
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 IsScenario() 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; }
template <typename T>
void DoOnPlayers(T&& fn)
{
for (MapReference const& ref : GetPlayers())
if (Player* player = ref.GetSource())
fn(player);
}
//per-map script storage
void ScriptsStart(std::map<uint32, std::multimap<uint32, ScriptInfo>> const& scripts, uint32 id, Object* source, Object* target);
void ScriptCommandStart(ScriptInfo const& script, uint32 delay, Object* source, Object* target);
// must called with AddToWorld
void AddToActive(WorldObject* obj);
// must called with RemoveFromWorld
void RemoveFromActive(WorldObject* obj);
template<class T> void SwitchGridContainers(T* obj, bool on);
std::unordered_map<ObjectGuid::LowType /*leaderSpawnId*/, CreatureGroup*> CreatureGroupHolder;
void UpdateIteratorBack(Player* player);
TempSummon* SummonCreature(uint32 entry, Position const& pos, SummonPropertiesEntry const* properties = nullptr, uint32 duration = 0, WorldObject* summoner = nullptr, uint32 spellId = 0, uint32 vehId = 0, ObjectGuid privateObjectOwner = ObjectGuid::Empty, SmoothPhasingInfo const* smoothPhasingInfo = nullptr);
void SummonCreatureGroup(uint8 group, std::list<TempSummon*>* list = nullptr);
AreaTrigger* GetAreaTrigger(ObjectGuid const& guid);
SceneObject* GetSceneObject(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;
AreaTrigger* GetAreaTriggerBySpawnId(ObjectGuid::LowType spawnId) const;
WorldObject* GetWorldObjectBySpawnId(SpawnObjectType type, ObjectGuid::LowType spawnId) const
{
switch (type)
{
case SPAWN_TYPE_CREATURE:
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;
}
MapInstanced* ToMapInstanced() { if (Instanceable()) return reinterpret_cast<MapInstanced*>(this); return nullptr; }
MapInstanced const* ToMapInstanced() const { if (Instanceable()) return reinterpret_cast<MapInstanced const*>(this); 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; }
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 GetGridHeight(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<float>(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 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(GetId(), GetInstanceId()); }
static void DeleteRespawnTimesInDB(uint16 mapId, uint32 instanceId);
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 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 <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&);
void EnsureGridCreated_i(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);
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<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;
//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<Map*>* 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<GridMap> GridMaps[MAX_NUMBER_OF_GRIDS][MAX_NUMBER_OF_GRIDS];
uint16 GridMapReference[MAX_NUMBER_OF_GRIDS][MAX_NUMBER_OF_GRIDS];
std::bitset<MAX_NUMBER_OF_GRIDS * MAX_NUMBER_OF_GRIDS> i_gridFileExists; // cache what grids are available for this map (not including parent/child maps)
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); }
typedef std::function<void(Map*)> FarSpellCallback;
void AddFarSpellCallback(FarSpellCallback&& callback);
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);
}
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;
template<HighGuid high>
inline ObjectGuidGeneratorBase& GetGuidSequenceGenerator()
{
auto itr = _guidGenerators.find(high);
if (itr == _guidGenerators.end())
itr = _guidGenerators.insert(std::make_pair(high, std::make_unique<ObjectGuidGenerator<high>>())).first;
return *itr->second;
}
std::map<HighGuid, std::unique_ptr<ObjectGuidGeneratorBase>> _guidGenerators;
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;
};
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, TeamId InstanceTeam);
~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;
TeamId GetTeamIdInInstance() const { return i_script_team; }
Team GetTeamInInstance() const { return i_script_team == TEAM_ALLIANCE ? ALLIANCE : HORDE; }
virtual void InitVisibilityDistance() override;
std::string GetDebugInfo() const override;
private:
bool m_resetAfterUnload;
bool m_unloadWhenEmpty;
InstanceScript* i_data;
uint32 i_script_id;
TeamId i_script_team;
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<class T, class CONTAINER>
inline void Map::Visit(Cell const& cell, TypeContainerVisitor<T, CONTAINER>& visitor)
{
const uint32 x = cell.GridX();
const uint32 y = cell.GridY();
const uint32 cell_x = cell.CellX();
const uint32 cell_y = cell.CellY();
if (!cell.NoCreate() || IsGridLoaded(GridCoord(x, y)))
{
EnsureGridLoaded(cell);
getNGrid(x, y)->VisitGrid(cell_x, cell_y, visitor);
}
}
#endif
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