1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
|
/*
* 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 "GroupInstanceReference.h"
#include "MapDefines.h"
#include "MapReference.h"
#include "MapRefManager.h"
#include "MPSCQueue.h"
#include "ObjectGuid.h"
#include "ObjectGuidSequenceGenerator.h"
#include "PersonalPhaseTracker.h"
#include "SharedDefines.h"
#include "SpawnData.h"
#include "Timer.h"
#include "UniqueTrackablePtr.h"
#include "WorldStateDefines.h"
#include <bitset>
#include <list>
#include <map>
#include <memory>
#include <set>
#include <unordered_set>
class Battleground;
class BattlegroundMap;
class BattlegroundScript;
class CreatureGroup;
class GameObjectModel;
class Group;
class InstanceLock;
class InstanceMap;
class InstanceScript;
class InstanceScenario;
class Object;
class PhaseShift;
class Player;
class SpawnedPoolData;
class TempSummon;
class TerrainInfo;
class Unit;
class Weather;
class WorldObject;
class WorldPacket;
struct DungeonEncounterEntry;
struct MapDifficultyEntry;
struct MapEntry;
struct Position;
struct ScriptAction;
struct ScriptInfo;
struct SmoothPhasingInfo;
struct SummonPropertiesEntry;
struct UpdateAdditionalSaveDataEvent;
struct UpdateBossStateSaveDataEvent;
class Transport;
enum Difficulty : uint8;
enum WeatherState : uint32;
enum class ItemContext : uint8;
namespace Trinity { struct ObjectUpdater; }
namespace Vignettes { struct VignetteData; }
namespace VMAP { enum class ModelIgnoreFlags : uint32; }
enum TransferAbortReason : uint32
{
TRANSFER_ABORT_NONE = 0,
TRANSFER_ABORT_ERROR = 1,
TRANSFER_ABORT_MAX_PLAYERS = 2, // Transfer Aborted: instance is full
TRANSFER_ABORT_NOT_FOUND = 3, // Transfer Aborted: instance not found
TRANSFER_ABORT_TOO_MANY_INSTANCES = 4, // You have entered too many instances recently.
TRANSFER_ABORT_ZONE_IN_COMBAT = 6, // Unable to zone in while an encounter is in progress.
TRANSFER_ABORT_INSUF_EXPAN_LVL = 7, // You must have <TBC, WotLK> expansion installed to access this area.
TRANSFER_ABORT_DIFFICULTY = 8, // <Normal, Heroic, Epic> difficulty mode is not available for %s.
TRANSFER_ABORT_UNIQUE_MESSAGE = 9, // Until you've escaped TLK's grasp, you cannot leave this place!
TRANSFER_ABORT_TOO_MANY_REALM_INSTANCES = 10, // Additional instances cannot be launched, please try again later.
TRANSFER_ABORT_NEED_GROUP = 11, // Transfer Aborted: you must be in a raid group to enter this instance
TRANSFER_ABORT_NOT_FOUND_2 = 12, // Transfer Aborted: instance not found
TRANSFER_ABORT_NOT_FOUND_3 = 13, // Transfer Aborted: instance not found
TRANSFER_ABORT_NOT_FOUND_4 = 14, // Transfer Aborted: instance not found
TRANSFER_ABORT_REALM_ONLY = 15, // All players in the party must be from the same realm to enter %s.
TRANSFER_ABORT_MAP_NOT_ALLOWED = 16, // Map cannot be entered at this time.
TRANSFER_ABORT_LOCKED_TO_DIFFERENT_INSTANCE = 18, // You are already locked to %s
TRANSFER_ABORT_ALREADY_COMPLETED_ENCOUNTER = 19, // You are ineligible to participate in at least one encounter in this instance because you are already locked to an instance in which it has been defeated.
TRANSFER_ABORT_DIFFICULTY_NOT_FOUND = 22, // client writes to console "Unable to resolve requested difficultyID %u to actual difficulty for map %d"
TRANSFER_ABORT_XREALM_ZONE_DOWN = 24, // Transfer Aborted: cross-realm zone is down
TRANSFER_ABORT_SOLO_PLAYER_SWITCH_DIFFICULTY = 26, // This instance is already in progress. You may only switch difficulties from inside the instance.
TRANSFER_ABORT_NOT_CROSS_FACTION_COMPATIBLE = 33, // This instance isn't available for cross-faction groups
};
struct TransferAbortParams
{
TransferAbortParams(TransferAbortReason reason, uint8 arg = 0, int32 mapDifficultyXConditionId = 0)
: Reason(reason), Arg(arg), MapDifficultyXConditionId(mapDifficultyXConditionId)
{
}
TransferAbortReason Reason;
uint8 Arg;
int32 MapDifficultyXConditionId;
operator bool() const { return Reason != TRANSFER_ABORT_NONE; }
};
struct ScriptAction
{
ObjectGuid sourceGUID;
ObjectGuid targetGUID;
ObjectGuid ownerGUID; ///> owner of source if source is item
ScriptInfo const* script; ///> pointer to static script data
};
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;
};
#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>;
struct RespawnListContainer;
using RespawnInfoMap = std::unordered_map<ObjectGuid::LowType, RespawnInfo*>;
struct TC_GAME_API RespawnInfo
{
virtual ~RespawnInfo();
SpawnObjectType type;
ObjectGuid::LowType spawnId;
uint32 entry;
time_t respawnTime;
uint32 gridId;
};
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;
}
template <typename ObjectType>
struct MapStoredObjectsUnorderedMap
{
using Container = std::unordered_map<ObjectGuid, ObjectType*>;
using KeyType = ObjectGuid;
using ValueType = ObjectType*;
static bool Insert(Container& container, ValueType object)
{
auto [itr, isNew] = container.try_emplace(object->GetGUID(), object);
ASSERT(isNew || itr->second == object, "Object with certain key already in but objects are different!");
return true;
}
static bool Remove(Container& container, ValueType object)
{
container.erase(object->GetGUID());
return true;
}
static std::size_t Size(Container const& container)
{
return container.size();
}
static ValueType Find(Container const& container, KeyType const& key)
{
auto itr = container.find(key);
return itr != container.end() ? itr->second : nullptr;
}
};
extern template struct TypeListContainer<MapStoredObjectsUnorderedMap, Creature, GameObject, DynamicObject, Pet, Corpse, AreaTrigger, SceneObject, Conversation>;
typedef TypeListContainer<MapStoredObjectsUnorderedMap, Creature, GameObject, DynamicObject, Pet, Corpse, AreaTrigger, SceneObject, Conversation> MapStoredObjectTypesContainer;
class TC_GAME_API Map : public GridRefManager<NGridType>
{
friend class MapReference;
public:
Map(uint32 id, time_t, uint32 InstanceId, Difficulty SpawnMode);
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);
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; }
static void InitStateMachine();
static void DeleteStateMachine();
TerrainInfo* GetTerrain() const { return m_terrain.get(); }
// custom PathGenerator include and exclude filter flags
// these modify what kind of terrain types are available in current instance
// for example this can be used to mark offmesh connections as enabled/disabled
uint16 GetForceEnabledNavMeshFilterFlags() const { return m_forceEnabledNavMeshFilterFlags; }
void SetForceEnabledNavMeshFilterFlag(uint16 flag) { m_forceEnabledNavMeshFilterFlags |= flag; }
void RemoveForceEnabledNavMeshFilterFlag(uint16 flag) { m_forceEnabledNavMeshFilterFlags &= ~flag; }
uint16 GetForceDisabledNavMeshFilterFlags() const { return m_forceDisabledNavMeshFilterFlags; }
void SetForceDisabledNavMeshFilterFlag(uint16 flag) { m_forceDisabledNavMeshFilterFlags |= flag; }
void RemoveForceDisabledNavMeshFilterFlag(uint16 flag) { m_forceDisabledNavMeshFilterFlags &= ~flag; }
void GetFullTerrainStatusForPosition(PhaseShift const& phaseShift, float x, float y, float z, PositionFullTerrainStatus& data, Optional<map_liquidHeaderTypeFlags> reqLiquidType = {}, float collisionHeight = 2.03128f); // DEFAULT_COLLISION_HEIGHT in Object.h
ZLiquidStatus GetLiquidStatus(PhaseShift const& phaseShift, float x, float y, float z, Optional<map_liquidHeaderTypeFlags> ReqLiquidType = {}, LiquidData* data = nullptr, float collisionHeight = 2.03128f); // DEFAULT_COLLISION_HEIGHT in Object.h
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 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); }
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);
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
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; }
Trinity::unique_weak_ptr<Map> GetWeakPtr() const { return m_weakRef; }
void SetWeakPtr(Trinity::unique_weak_ptr<Map> weakRef) { m_weakRef = std::move(weakRef); }
static TransferAbortParams PlayerCannotEnter(uint32 mapid, Player* player);
virtual TransferAbortParams CannotEnter(Player* /*player*/) { return { TRANSFER_ABORT_NONE }; }
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;
uint32 GetId() const;
bool Instanceable() const;
bool IsDungeon() const;
bool IsNonRaidDungeon() const;
bool IsRaid() const;
bool IsLFR() const;
bool IsNormal() const;
bool IsHeroic() const;
bool IsMythic() const;
bool IsMythicPlus() const;
bool IsHeroicOrHigher() const;
bool Is25ManRaid() const;
bool IsTimewalking() const;
bool IsBattleground() const;
bool IsBattleArena() const;
bool IsBattlegroundOrArena() const;
bool IsScenario() const;
bool IsGarrison() const;
// Currently, this means that every entity added to this map will be marked as active
bool IsAlwaysActive() 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, Milliseconds duration = 0ms, 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;
}
InstanceMap* ToInstanceMap() { if (IsDungeon()) return reinterpret_cast<InstanceMap*>(this); else return nullptr; }
InstanceMap const* ToInstanceMap() const { if (IsDungeon()) return reinterpret_cast<InstanceMap const*>(this); return nullptr; }
BattlegroundMap* ToBattlegroundMap() { if (IsBattlegroundOrArena()) return reinterpret_cast<BattlegroundMap*>(this); else return nullptr; }
BattlegroundMap const* ToBattlegroundMap() const { if (IsBattlegroundOrArena()) return reinterpret_cast<BattlegroundMap const*>(this); return nullptr; }
bool isInLineOfSight(PhaseShift const& phaseShift, float x1, float y1, float z1, float x2, float y2, float z2, LineOfSightChecks checks, VMAP::ModelIgnoreFlags ignoreFlags) const;
void Balance() { _dynamicTree.balance(); }
void RemoveGameObjectModel(GameObjectModel const& model) { _dynamicTree.remove(model); }
void InsertGameObjectModel(GameObjectModel const& model) { _dynamicTree.insert(model); }
bool ContainsGameObjectModel(GameObjectModel const& model) const { return _dynamicTree.contains(model);}
float GetGameObjectFloor(PhaseShift const& phaseShift, float x, float y, float z, float maxSearchDist = DEFAULT_HEIGHT_SEARCH) const
{
return _dynamicTree.getHeight(x, y, z, maxSearchDist, phaseShift);
}
bool getObjectHitPos(PhaseShift const& phaseShift, float x1, float y1, float z1, float x2, float y2, float z2, float& rx, float &ry, float& rz, float modifyDist);
virtual ObjectGuid::LowType GetOwnerGuildId(uint32 /*team*/ = TEAM_OTHER) const { return UI64LIT(0); }
/*
RESPAWN TIMES
*/
time_t GetLinkedRespawnTime(ObjectGuid guid) const;
time_t GetRespawnTime(SpawnObjectType type, ObjectGuid::LowType spawnId) const
{
if (auto map = GetRespawnMapForType(type))
{
auto it = map->find(spawnId);
return (it == map->end()) ? 0 : it->second->respawnTime;
}
return 0;
}
time_t GetCreatureRespawnTime(ObjectGuid::LowType spawnId) const { return GetRespawnTime(SPAWN_TYPE_CREATURE, spawnId); }
time_t GetGORespawnTime(ObjectGuid::LowType spawnId) const { return GetRespawnTime(SPAWN_TYPE_GAMEOBJECT, spawnId); }
void UpdatePlayerZoneStats(uint32 oldZone, uint32 newZone);
void SaveRespawnTime(SpawnObjectType type, ObjectGuid::LowType spawnId, uint32 entry, time_t respawnTime, uint32 gridId, CharacterDatabaseTransaction dbTrans = nullptr, bool startup = false);
void SaveRespawnInfoDB(RespawnInfo const& info, CharacterDatabaseTransaction dbTrans = nullptr);
void LoadRespawnTimes();
void DeleteRespawnTimes() { UnloadAllRespawnInfos(); DeleteRespawnTimesInDB(); }
void DeleteRespawnTimesInDB();
void LoadCorpseData();
void DeleteCorpseData();
void AddCorpse(Corpse* corpse);
void RemoveCorpse(Corpse* corpse);
Corpse* ConvertCorpseToBones(ObjectGuid const& ownerGuid, bool insignia = false);
void RemoveOldCorpses();
void SendInitTransports(Player* player);
void SendRemoveTransports(Player* player);
void SendUpdateTransportVisibility(Player* player);
void SendZoneDynamicInfo(uint32 zoneId, Player* player) const;
void SendZoneWeather(uint32 zoneId, Player* player) const;
void SendZoneWeather(ZoneDynamicInfo const& zoneDynamicInfo, Player* player) const;
void SetZoneMusic(uint32 zoneId, uint32 musicId);
Weather* GetOrGenerateZoneDefaultWeather(uint32 zoneId);
WeatherState GetZoneWeather(uint32 zoneId) const;
void SetZoneWeather(uint32 zoneId, WeatherState weatherId, float intensity);
void SetZoneOverrideLight(uint32 zoneId, uint32 areaLightId, uint32 overrideLightId, Milliseconds transitionTime);
void UpdateAreaDependentAuras();
template<HighGuid high>
inline ObjectGuid::LowType GenerateLowGuid()
{
static_assert(ObjectGuidTraits<high>::SequenceSource.HasFlag(ObjectGuidSequenceSource::Map), "Only map specific guid can be generated in Map context");
return GetGuidSequenceGenerator(high).Generate();
}
template<HighGuid high>
inline ObjectGuid::LowType GetMaxLowGuid()
{
static_assert(ObjectGuidTraits<high>::SequenceSource.HasFlag(ObjectGuidSequenceSource::Map), "Only map specific guid can be retrieved in Map context");
return GetGuidSequenceGenerator(high).GetNextAfterMaxUsed();
}
void AddUpdateObject(Object* obj)
{
_updateObjects.insert(obj);
}
void RemoveUpdateObject(Object* obj)
{
_updateObjects.erase(obj);
}
size_t GetActiveNonPlayersCount() const
{
return m_activeNonPlayers.size();
}
virtual std::string GetDebugInfo() const;
private:
void SetTimer(uint32 t) { i_gridExpiry = t < MIN_GRID_DELAY ? MIN_GRID_DELAY : t; }
void SendInitSelf(Player* player);
template <typename T>
bool MapObjectCellRelocation(T* object, Cell new_cell, char const* objType);
bool CreatureCellRelocation(Creature* creature, Cell new_cell);
bool GameObjectCellRelocation(GameObject* go, Cell new_cell);
bool DynamicObjectCellRelocation(DynamicObject* go, Cell new_cell);
bool AreaTriggerCellRelocation(AreaTrigger* at, Cell new_cell);
template<class T> void InitializeObject(T* obj);
void AddCreatureToMoveList(Creature* c, float x, float y, float z, float ang);
void RemoveCreatureFromMoveList(Creature* c);
void AddGameObjectToMoveList(GameObject* go, float x, float y, float z, float ang);
void RemoveGameObjectFromMoveList(GameObject* go);
void AddDynamicObjectToMoveList(DynamicObject* go, float x, float y, float z, float ang);
void RemoveDynamicObjectFromMoveList(DynamicObject* go);
void AddAreaTriggerToMoveList(AreaTrigger* at, float x, float y, float z, float ang);
void RemoveAreaTriggerFromMoveList(AreaTrigger* at);
bool _creatureToMoveLock;
std::vector<Creature*> _creaturesToMove;
bool _gameObjectsToMoveLock;
std::vector<GameObject*> _gameObjectsToMove;
bool _dynamicObjectsToMoveLock;
std::vector<DynamicObject*> _dynamicObjectsToMove;
bool _areaTriggersToMoveLock;
std::vector<AreaTrigger*> _areaTriggersToMove;
bool IsGridLoaded(GridCoord const&) const;
void EnsureGridCreated(GridCoord const&);
bool EnsureGridLoaded(Cell const&);
void EnsureGridLoadedForActiveObject(Cell const&, WorldObject const* object);
void buildNGridLinkage(NGridType* pNGridType) { pNGridType->link(this); }
NGridType* getNGrid(uint32 x, uint32 y) const
{
ASSERT(x < MAX_NUMBER_OF_GRIDS && y < MAX_NUMBER_OF_GRIDS, "x = %u, y = %u", x, y);
return i_grids[x][y];
}
bool isGridObjectDataLoaded(uint32 x, uint32 y) const { return getNGrid(x, y)->isGridObjectDataLoaded(); }
void setGridObjectDataLoaded(bool pLoaded, uint32 x, uint32 y) { getNGrid(x, y)->setGridObjectDataLoaded(pLoaded); }
void setNGrid(NGridType* grid, uint32 x, uint32 y);
void ScriptsProcess();
void SendObjectUpdates();
protected:
virtual void LoadGridObjects(NGridType* grid, Cell const& cell);
MapEntry const* i_mapEntry;
Difficulty i_spawnMode;
uint32 i_InstanceId;
Trinity::unique_weak_ptr<Map> m_weakRef;
uint32 m_unloadTimer;
float m_VisibleDistance;
DynamicMapTree _dynamicTree;
MapRefManager m_mapRefManager;
MapRefManager::iterator m_mapRefIter;
int32 m_VisibilityNotifyPeriod;
typedef std::set<WorldObject*> ActiveNonPlayers;
ActiveNonPlayers m_activeNonPlayers;
ActiveNonPlayers::iterator m_activeNonPlayersIter;
// Objects that must update even in inactive grids without activating them
typedef std::set<Transport*> TransportsContainer;
TransportsContainer _transports;
TransportsContainer::iterator _transportsUpdateIter;
private:
Player* _GetScriptPlayerSourceOrTarget(Object* source, Object* target, ScriptInfo const* scriptInfo) const;
Creature* _GetScriptCreatureSourceOrTarget(Object* source, Object* target, ScriptInfo const* scriptInfo, bool bReverse = false) const;
GameObject* _GetScriptGameObjectSourceOrTarget(Object* source, Object* target, ScriptInfo const* scriptInfo, bool bReverse = false) const;
Unit* _GetScriptUnit(Object* obj, bool isSource, ScriptInfo const* scriptInfo) const;
Player* _GetScriptPlayer(Object* obj, bool isSource, ScriptInfo const* scriptInfo) const;
Creature* _GetScriptCreature(Object* obj, bool isSource, ScriptInfo const* scriptInfo) const;
WorldObject* _GetScriptWorldObject(Object* obj, bool isSource, ScriptInfo const* scriptInfo) const;
void _ScriptProcessDoor(Object* source, Object* target, ScriptInfo const* scriptInfo) const;
GameObject* _FindGameObject(WorldObject* pWorldObject, ObjectGuid::LowType guid) const;
time_t i_gridExpiry;
std::shared_ptr<TerrainInfo> m_terrain;
uint16 m_forceEnabledNavMeshFilterFlags;
uint16 m_forceDisabledNavMeshFilterFlags;
NGridType* i_grids[MAX_NUMBER_OF_GRIDS][MAX_NUMBER_OF_GRIDS];
std::bitset<TOTAL_NUMBER_OF_CELLS_PER_MAP*TOTAL_NUMBER_OF_CELLS_PER_MAP> marked_cells;
//these functions used to process player/mob aggro reactions and
//visibility calculations. Highly optimized for massive calculations
void ProcessRelocationNotifies(const uint32 diff);
bool i_scriptLock;
std::set<WorldObject*> i_objectsToRemove;
std::map<WorldObject*, bool> i_objectsToSwitch;
std::set<WorldObject*> i_worldObjects;
typedef std::multimap<time_t, ScriptAction> ScriptScheduleMap;
ScriptScheduleMap m_scriptSchedule;
public:
void ProcessRespawns();
void ApplyDynamicModeRespawnScaling(WorldObject const* obj, ObjectGuid::LowType spawnId, uint32& respawnDelay, uint32 mode) const;
private:
// if return value is true, we can respawn
// if return value is false, reschedule the respawn to new value of info->respawnTime iff nonzero, delete otherwise
// if return value is false and info->respawnTime is nonzero, it is guaranteed to be greater than time(NULL)
bool CheckRespawn(RespawnInfo* info);
void DoRespawn(SpawnObjectType type, ObjectGuid::LowType spawnId, uint32 gridId);
bool AddRespawnInfo(RespawnInfo const& info);
void UnloadAllRespawnInfos();
RespawnInfo* GetRespawnInfo(SpawnObjectType type, ObjectGuid::LowType spawnId) const;
void Respawn(RespawnInfo* info, CharacterDatabaseTransaction dbTrans = nullptr);
void DeleteRespawnInfo(RespawnInfo* info, CharacterDatabaseTransaction dbTrans = nullptr);
void DeleteRespawnInfoFromDB(SpawnObjectType type, ObjectGuid::LowType spawnId, CharacterDatabaseTransaction dbTrans = nullptr);
public:
void GetRespawnInfo(std::vector<RespawnInfo const*>& respawnData, SpawnObjectTypeMask types) const;
void Respawn(SpawnObjectType type, ObjectGuid::LowType spawnId, CharacterDatabaseTransaction dbTrans = nullptr)
{
if (RespawnInfo* info = GetRespawnInfo(type, spawnId))
Respawn(info, dbTrans);
}
void RemoveRespawnTime(SpawnObjectType type, ObjectGuid::LowType spawnId, CharacterDatabaseTransaction dbTrans = nullptr, bool alwaysDeleteFromDB = false)
{
if (RespawnInfo* info = GetRespawnInfo(type, spawnId))
DeleteRespawnInfo(info, dbTrans);
// Some callers might need to make sure the database doesn't contain any respawn time
else if (alwaysDeleteFromDB)
DeleteRespawnInfoFromDB(type, spawnId, dbTrans);
}
size_t DespawnAll(SpawnObjectType type, ObjectGuid::LowType spawnId);
bool ShouldBeSpawnedOnGridLoad(SpawnObjectType type, ObjectGuid::LowType spawnId) const;
template <typename T> bool ShouldBeSpawnedOnGridLoad(ObjectGuid::LowType spawnId) const { return ShouldBeSpawnedOnGridLoad(SpawnData::TypeFor<T>, spawnId); }
SpawnGroupTemplateData const* GetSpawnGroupData(uint32 groupId) const;
bool IsSpawnGroupActive(uint32 groupId) const;
// Enable the spawn group, which causes all creatures in it to respawn (unless they have a respawn timer)
// The force flag can be used to force spawning additional copies even if old copies are still around from a previous spawn
bool SpawnGroupSpawn(uint32 groupId, bool ignoreRespawn = false, bool force = false, std::vector<WorldObject*>* spawnedObjects = nullptr);
// Despawn all creatures in the spawn group if spawned, optionally delete their respawn timer, and disable the group
bool SpawnGroupDespawn(uint32 groupId, bool deleteRespawnTimes = false, size_t* count = nullptr);
// Disable the spawn group, which prevents any creatures in the group from respawning until re-enabled
// This will not affect any already-present creatures in the group
void SetSpawnGroupInactive(uint32 groupId) { SetSpawnGroupActive(groupId, false); }
SpawnedPoolData& GetPoolData() { return *_poolData; }
SpawnedPoolData const& GetPoolData() const { return *_poolData; }
typedef std::function<void(Map*)> FarSpellCallback;
void AddFarSpellCallback(FarSpellCallback&& callback);
void InitSpawnGroupState();
void UpdateSpawnGroupConditions();
private:
// Type specific code for add/remove to/from grid
template<class T>
void AddToGrid(T* object, Cell const& cell);
template<class T>
void DeleteFromWorld(T*);
void AddToActiveHelper(WorldObject* obj)
{
m_activeNonPlayers.insert(obj);
}
void RemoveFromActiveHelper(WorldObject* obj)
{
// Map::Update for active object in proccess
if (m_activeNonPlayersIter != m_activeNonPlayers.end())
{
ActiveNonPlayers::iterator itr = m_activeNonPlayers.find(obj);
if (itr == m_activeNonPlayers.end())
return;
if (itr == m_activeNonPlayersIter)
++m_activeNonPlayersIter;
m_activeNonPlayers.erase(itr);
}
else
m_activeNonPlayers.erase(obj);
}
std::unique_ptr<RespawnListContainer> _respawnTimes;
RespawnInfoMap _creatureRespawnTimesBySpawnId;
RespawnInfoMap _gameObjectRespawnTimesBySpawnId;
RespawnInfoMap* GetRespawnMapForType(SpawnObjectType type)
{
switch (type)
{
default:
ABORT();
case SPAWN_TYPE_CREATURE:
return &_creatureRespawnTimesBySpawnId;
case SPAWN_TYPE_GAMEOBJECT:
return &_gameObjectRespawnTimesBySpawnId;
case SPAWN_TYPE_AREATRIGGER:
return nullptr;
}
}
RespawnInfoMap const* GetRespawnMapForType(SpawnObjectType type) const
{
switch (type)
{
default:
ABORT();
case SPAWN_TYPE_CREATURE:
return &_creatureRespawnTimesBySpawnId;
case SPAWN_TYPE_GAMEOBJECT:
return &_gameObjectRespawnTimesBySpawnId;
case SPAWN_TYPE_AREATRIGGER:
return nullptr;
}
}
void SetSpawnGroupActive(uint32 groupId, bool state);
std::unordered_set<uint32> _toggledSpawnGroupIds;
uint32 _respawnCheckTimer;
std::unordered_map<uint32, uint32> _zonePlayerCountMap;
ZoneDynamicInfoMap _zoneDynamicInfo;
IntervalTimer _weatherUpdateTimer;
ObjectGuidGenerator& GetGuidSequenceGenerator(HighGuid high);
std::map<HighGuid, ObjectGuidGenerator> _guidGenerators;
std::unique_ptr<SpawnedPoolData> _poolData;
MapStoredObjectTypesContainer _objectsStore;
CreatureBySpawnIdContainer _creatureBySpawnIdStore;
GameObjectBySpawnIdContainer _gameobjectBySpawnIdStore;
AreaTriggerBySpawnIdContainer _areaTriggerBySpawnIdStore;
std::unordered_map<uint32/*cellId*/, std::unordered_set<Corpse*>> _corpsesByCell;
std::unordered_map<ObjectGuid, Corpse*> _corpsesByPlayer;
std::unordered_set<Corpse*> _corpseBones;
std::unordered_set<Object*> _updateObjects;
MPSCQueue<FarSpellCallback> _farSpellCallbacks;
/*********************************************************/
/*** Phasing ***/
/*********************************************************/
public:
MultiPersonalPhaseTracker& GetMultiPersonalPhaseTracker() { return _multiPersonalPhaseTracker; }
void UpdatePersonalPhasesForPlayer(Player const* player);
private:
MultiPersonalPhaseTracker _multiPersonalPhaseTracker;
/*********************************************************/
/*** WorldStates ***/
/*********************************************************/
public:
int32 GetWorldStateValue(int32 worldStateId) const;
void SetWorldStateValue(int32 worldStateId, int32 value, bool hidden);
WorldStateValueContainer const& GetWorldStateValues() const { return _worldStateValues; }
private:
WorldStateValueContainer _worldStateValues;
/*********************************************************/
/*** Vignettes ***/
/*********************************************************/
public:
void AddInfiniteAOIVignette(Vignettes::VignetteData* vignette);
void RemoveInfiniteAOIVignette(Vignettes::VignetteData* vignette);
std::vector<Vignettes::VignetteData*> const& GetInfiniteAOIVignettes() const { return _infiniteAOIVignettes; }
private:
std::vector<Vignettes::VignetteData*> _infiniteAOIVignettes;
PeriodicTimer _vignetteUpdateTimer;
};
enum class InstanceResetMethod : uint8
{
Manual,
OnChangeDifficulty,
Expire
};
enum class InstanceResetResult : uint8
{
Success,
NotEmpty,
CannotReset
};
class TC_GAME_API InstanceMap : public Map
{
public:
InstanceMap(uint32 id, time_t, uint32 InstanceId, Difficulty SpawnMode, TeamId InstanceTeam, InstanceLock* instanceLock,
Optional<uint32> lfgDungeonsId);
~InstanceMap();
bool AddPlayerToMap(Player* player, bool initPlayer = true) override;
void RemovePlayerFromMap(Player*, bool) override;
void Update(uint32) override;
void CreateInstanceData();
InstanceResetResult Reset(InstanceResetMethod 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.get(); }
InstanceScenario const* GetInstanceScenario() const { return i_scenario.get(); }
void SetInstanceScenario(InstanceScenario* scenario);
InstanceLock const* GetInstanceLock() const { return i_instanceLock; }
void UpdateInstanceLock(UpdateBossStateSaveDataEvent const& updateSaveDataEvent);
void UpdateInstanceLock(UpdateAdditionalSaveDataEvent const& updateSaveDataEvent);
void CreateInstanceLockForPlayer(Player* player);
TransferAbortParams CannotEnter(Player* player) override;
uint32 GetMaxPlayers() const;
TeamId GetTeamIdInInstance() const;
Team GetTeamInInstance() const { return GetTeamIdInInstance() == TEAM_ALLIANCE ? ALLIANCE : HORDE; }
Optional<uint32> GetLfgDungeonsId() const { return i_lfgDungeonsId; }
virtual void InitVisibilityDistance() override;
Group* GetOwningGroup() const { return i_owningGroupRef.getTarget(); }
void TrySetOwningGroup(Group* group);
std::string GetDebugInfo() const override;
private:
Optional<SystemTimePoint> i_instanceExpireEvent;
InstanceScript* i_data;
uint32 i_script_id;
std::unique_ptr<InstanceScenario> i_scenario;
InstanceLock* i_instanceLock;
GroupInstanceReference i_owningGroupRef;
Optional<uint32> i_lfgDungeonsId;
};
class TC_GAME_API BattlegroundMap : public Map
{
public:
BattlegroundMap(uint32 id, time_t, uint32 InstanceId, Difficulty spawnMode);
~BattlegroundMap();
bool AddPlayerToMap(Player* player, bool initPlayer = true) override;
void RemovePlayerFromMap(Player*, bool) override;
TransferAbortParams CannotEnter(Player* player) override;
void SetUnload();
//void UnloadAll(bool pForce);
void RemoveAllPlayers() override;
void Update(uint32 diff) override;
virtual void InitVisibilityDistance() override;
Battleground* GetBG() const { return m_bg; }
void SetBG(Battleground* bg) { m_bg = bg; }
uint32 GetScriptId() const { return _scriptId; }
std::string const& GetScriptName() const;
BattlegroundScript* GetBattlegroundScript() { return _battlegroundScript.get(); }
BattlegroundScript const* GetBattlegroundScript() const { return _battlegroundScript.get(); }
void InitScriptData();
private:
Battleground* m_bg;
std::unique_ptr<BattlegroundScript> _battlegroundScript;
uint32 _scriptId;
};
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
|