/*
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see .
*/
#ifndef ACORE_MAP_H
#define ACORE_MAP_H
#include "Cell.h"
#include "DBCStructure.h"
#include "DataMap.h"
#include "Define.h"
#include "DynamicTree.h"
#include "EventProcessor.h"
#include "GameObjectModel.h"
#include "GridDefines.h"
#include "GridRefMgr.h"
#include "MapGridManager.h"
#include "MapRefMgr.h"
#include "ObjectDefines.h"
#include "ObjectGuid.h"
#include "PathGenerator.h"
#include "Position.h"
#include "SharedDefines.h"
#include "Timer.h"
#include "GridTerrainData.h"
#include
#include
#include
#include
class Unit;
class WorldPacket;
class InstanceScript;
class Group;
class InstanceSave;
class Object;
class Weather;
class WorldObject;
class TempSummon;
class Player;
class CreatureGroup;
struct ScriptInfo;
struct ScriptAction;
struct Position;
class Battleground;
class MapInstanced;
class InstanceMap;
class BattlegroundMap;
class Transport;
class StaticTransport;
class MotionTransport;
class PathGenerator;
class WorldSession;
enum WeatherState : uint32;
namespace VMAP
{
enum class ModelIgnoreFlags : uint32;
}
namespace Acore
{
struct ObjectUpdater;
struct LargeObjectUpdater;
}
struct ScriptAction
{
ObjectGuid sourceGUID;
ObjectGuid targetGUID;
ObjectGuid ownerGUID; // owner of source if source is item
ScriptInfo const* script; // pointer to static script data
};
#define DEFAULT_HEIGHT_SEARCH 50.0f // default search distance to find height at nearby locations
#define MIN_UNLOAD_DELAY 1 // immediate unload
#define UPDATABLE_OBJECT_LIST_RECHECK_TIMER 30 * IN_MILLISECONDS // Time to recheck update object list
struct PositionFullTerrainStatus
{
PositionFullTerrainStatus() = default;
uint32 areaId{0};
float floorZ{INVALID_HEIGHT};
bool outdoors{false};
LiquidData liquidInfo;
};
enum LineOfSightChecks
{
LINEOFSIGHT_CHECK_VMAP = 0x1, // check static floor layout data
LINEOFSIGHT_CHECK_GOBJECT_WMO = 0x2, // check dynamic game object data (wmo models)
LINEOFSIGHT_CHECK_GOBJECT_M2 = 0x4, // check dynamic game object data (m2 models)
LINEOFSIGHT_CHECK_GOBJECT_ALL = LINEOFSIGHT_CHECK_GOBJECT_WMO | LINEOFSIGHT_CHECK_GOBJECT_M2,
LINEOFSIGHT_ALL_CHECKS = LINEOFSIGHT_CHECK_VMAP | LINEOFSIGHT_CHECK_GOBJECT_ALL
};
// GCC have alternative #pragma pack(N) syntax and old gcc version not support pack(push, N), also any gcc version not support it at some platform
#if defined(__GNUC__)
#pragma pack(1)
#else
#pragma pack(push, 1)
#endif
struct InstanceTemplate
{
uint32 Parent;
uint32 ScriptId;
bool AllowMount;
};
enum LevelRequirementVsMode
{
LEVELREQUIREMENT_HEROIC = 70
};
struct ZoneDynamicInfo
{
ZoneDynamicInfo();
uint32 MusicId;
std::unique_ptr DefaultWeather;
WeatherState WeatherId;
float WeatherGrade;
uint32 OverrideLightId;
uint32 LightFadeInTime;
};
#if defined(__GNUC__)
#pragma pack()
#else
#pragma pack(pop)
#endif
typedef std::map CreatureGroupHolderType;
typedef std::unordered_map ZoneDynamicInfoMap;
typedef std::unordered_set TransportsContainer;
typedef std::unordered_set ZoneWideVisibleWorldObjectsSet;
typedef std::unordered_map ZoneWideVisibleWorldObjectsMap;
enum EncounterCreditType : uint8
{
ENCOUNTER_CREDIT_KILL_CREATURE = 0,
ENCOUNTER_CREDIT_CAST_SPELL = 1,
};
class Map : public GridRefMgr
{
friend class MapReference;
friend class GridObjectLoader;
public:
Map(uint32 id, uint32 InstanceId, uint8 SpawnMode, Map* _parent = nullptr);
~Map() override;
[[nodiscard]] MapEntry const* GetEntry() const { return i_mapEntry; }
// currently unused for normal maps
bool CanUnload(uint32 diff)
{
if (!m_unloadTimer || Events.HasEvents())
return false;
if (m_unloadTimer <= diff)
return true;
m_unloadTimer -= diff;
return false;
}
virtual bool AddPlayerToMap(Player*);
virtual void RemovePlayerFromMap(Player*, bool);
virtual void AfterPlayerUnlinkFromMap();
template bool AddToMap(T*, bool checkTransport = false);
template void RemoveFromMap(T*, bool);
void MarkNearbyCellsOf(WorldObject* obj);
virtual void Update(const uint32, const uint32, bool thread = true);
[[nodiscard]] float GetVisibilityRange() const { return m_VisibleDistance; }
void SetVisibilityRange(float range) { m_VisibleDistance = range; }
void OnCreateMap();
//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 o);
void CreatureRelocation(Creature* creature, float x, float y, float z, float o);
void GameObjectRelocation(GameObject* go, float x, float y, float z, float o);
void DynamicObjectRelocation(DynamicObject* go, float x, float y, float z, float o);
template void Visit(const Cell& cell, TypeContainerVisitor& visitor);
bool IsGridLoaded(GridCoord const& gridCoord) const;
bool IsGridLoaded(float x, float y) const
{
return IsGridLoaded(Acore::ComputeGridCoord(x, y));
}
bool IsGridCreated(GridCoord const& gridCoord) const;
bool IsGridCreated(float x, float y) const
{
return IsGridCreated(Acore::ComputeGridCoord(x, y));
}
void LoadGrid(float x, float y);
void LoadAllGrids();
void LoadGridsInRange(Position const& center, float radius);
bool UnloadGrid(MapGridType& grid);
virtual void UnloadAll();
std::shared_ptr GetGridTerrainDataSharedPtr(GridCoord const& gridCoord);
GridTerrainData* GetGridTerrainData(GridCoord const& gridCoord);
GridTerrainData* GetGridTerrainData(float x, float y);
[[nodiscard]] uint32 GetId() const { return i_mapEntry->MapID; }
[[nodiscard]] Map const* GetParent() const { return m_parentMap; }
// pussywizard: movemaps, mmaps
[[nodiscard]] std::shared_mutex& GetMMapLock() const { return *(const_cast(&MMapLock)); }
// pussywizard:
std::unordered_set i_objectsForDelayedVisibility;
void HandleDelayedVisibility();
// 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
[[nodiscard]] float GetHeight(float x, float y, float z, bool checkVMap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH) const;
[[nodiscard]] float GetGridHeight(float x, float y) const;
[[nodiscard]] float GetMinHeight(float x, float y) const;
Transport* GetTransportForPos(uint32 phase, float x, float y, float z, WorldObject* worldobject = nullptr);
void GetFullTerrainStatusForPosition(uint32 phaseMask, float x, float y, float z, float collisionHeight, PositionFullTerrainStatus& data, Optional reqLiquidType = {});
LiquidData const GetLiquidData(uint32 phaseMask, float x, float y, float z, float collisionHeight, Optional ReqLiquidType);
[[nodiscard]] bool GetAreaInfo(uint32 phaseMask, float x, float y, float z, uint32& mogpflags, int32& adtId, int32& rootId, int32& groupId) const;
[[nodiscard]] uint32 GetAreaId(uint32 phaseMask, float x, float y, float z) const;
[[nodiscard]] uint32 GetZoneId(uint32 phaseMask, float x, float y, float z) const;
void GetZoneAndAreaId(uint32 phaseMask, uint32& zoneid, uint32& areaid, float x, float y, float z) const;
[[nodiscard]] float GetWaterLevel(float x, float y) const;
[[nodiscard]] bool IsInWater(uint32 phaseMask, float x, float y, float z, float collisionHeight) const;
[[nodiscard]] bool IsUnderWater(uint32 phaseMask, float x, float y, float z, float collisionHeight) const;
[[nodiscard]] bool HasEnoughWater(WorldObject const* searcher, float x, float y, float z) const;
[[nodiscard]] bool HasEnoughWater(WorldObject const* searcher, LiquidData const& liquidData) const;
void MoveAllCreaturesInMoveList();
void MoveAllGameObjectsInMoveList();
void MoveAllDynamicObjectsInMoveList();
void RemoveAllObjectsInRemoveList();
virtual void RemoveAllPlayers();
[[nodiscard]] uint32 GetInstanceId() const { return i_InstanceId; }
[[nodiscard]] 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*/, bool /*loginCheck = false*/) { return CAN_ENTER; }
[[nodiscard]] const char* GetMapName() const;
// have meaning only for instanced map (that have set real difficulty)
[[nodiscard]] Difficulty GetDifficulty() const { return Difficulty(GetSpawnMode()); }
[[nodiscard]] bool IsRegularDifficulty() const { return GetDifficulty() == REGULAR_DIFFICULTY; }
[[nodiscard]] MapDifficulty const* GetMapDifficulty() const;
[[nodiscard]] bool Instanceable() const { return i_mapEntry && i_mapEntry->Instanceable(); }
[[nodiscard]] bool IsDungeon() const { return i_mapEntry && i_mapEntry->IsDungeon(); }
[[nodiscard]] bool IsNonRaidDungeon() const { return i_mapEntry && i_mapEntry->IsNonRaidDungeon(); }
[[nodiscard]] bool IsRaid() const { return i_mapEntry && i_mapEntry->IsRaid(); }
[[nodiscard]] bool IsRaidOrHeroicDungeon() const { return IsRaid() || i_spawnMode > DUNGEON_DIFFICULTY_NORMAL; }
[[nodiscard]] bool IsHeroic() const { return IsRaid() ? i_spawnMode >= RAID_DIFFICULTY_10MAN_HEROIC : i_spawnMode >= DUNGEON_DIFFICULTY_HEROIC; }
[[nodiscard]] bool Is25ManRaid() const { return IsRaid() && i_spawnMode & RAID_DIFFICULTY_MASK_25MAN; } // since 25man difficulties are 1 and 3, we can check them like that
[[nodiscard]] bool IsBattleground() const { return i_mapEntry && i_mapEntry->IsBattleground(); }
[[nodiscard]] bool IsBattleArena() const { return i_mapEntry && i_mapEntry->IsBattleArena(); }
[[nodiscard]] bool IsBattlegroundOrArena() const { return i_mapEntry && i_mapEntry->IsBattlegroundOrArena(); }
[[nodiscard]] bool IsWorldMap() const { return i_mapEntry && i_mapEntry->IsWorldMap(); }
bool GetEntrancePos(int32& mapid, float& x, float& y)
{
if (!i_mapEntry)
return false;
return i_mapEntry->GetEntrancePos(mapid, x, y);
}
void AddObjectToRemoveList(WorldObject* obj);
virtual void DelayedUpdate(const uint32 diff);
void resetMarkedCells() { marked_cells.reset(); }
bool isCellMarked(uint32 pCellId) { return marked_cells.test(pCellId); }
void markCell(uint32 pCellId) { marked_cells.set(pCellId); }
[[nodiscard]] bool HavePlayers() const { return !m_mapRefMgr.IsEmpty(); }
[[nodiscard]] uint32 GetPlayersCountExceptGMs() const;
void SendToPlayers(WorldPacket const* data) const;
typedef MapRefMgr PlayerList;
[[nodiscard]] PlayerList const& GetPlayers() const { return m_mapRefMgr; }
//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);
CreatureGroupHolderType 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, bool visibleBySummonerOnly = false);
GameObject* SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime, bool checkTransport = true);
GameObject* SummonGameObject(uint32 entry, Position const& pos, float rotation0 = 0.0f, float rotation1 = 0.0f, float rotation2 = 0.0f, float rotation3 = 0.0f, uint32 respawnTime = 100, bool checkTransport = true);
void SummonCreatureGroup(uint8 group, std::list* list = nullptr);
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; }
[[nodiscard]] std::unordered_set const* GetCorpsesInGrid(uint32 gridId) const
{
auto itr = _corpsesByGrid.find(gridId);
if (itr != _corpsesByGrid.end())
return &itr->second;
return nullptr;
}
[[nodiscard]] 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); else return nullptr; }
[[nodiscard]] MapInstanced const* ToMapInstanced() const { if (Instanceable()) return (const MapInstanced*)((MapInstanced*)this); else return nullptr; }
InstanceMap* ToInstanceMap() { if (IsDungeon()) return reinterpret_cast(this); else return nullptr; }
[[nodiscard]] InstanceMap const* ToInstanceMap() const { if (IsDungeon()) return (const InstanceMap*)((InstanceMap*)this); else return nullptr; }
BattlegroundMap* ToBattlegroundMap() { if (IsBattlegroundOrArena()) return reinterpret_cast(this); else return nullptr; }
[[nodiscard]] BattlegroundMap const* ToBattlegroundMap() const { if (IsBattlegroundOrArena()) return reinterpret_cast(this); return nullptr; }
float GetWaterOrGroundLevel(uint32 phasemask, float x, float y, float z, float* ground = nullptr, bool swim = false, float collisionHeight = DEFAULT_COLLISION_HEIGHT) const;
[[nodiscard]] float GetHeight(uint32 phasemask, float x, float y, float z, bool vmap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH) const;
[[nodiscard]] bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, LineOfSightChecks checks, VMAP::ModelIgnoreFlags ignoreFlags) const;
bool CanReachPositionAndGetValidCoords(WorldObject const* source, PathGenerator *path, float &destX, float &destY, float &destZ, bool failOnCollision = true, bool failOnSlopes = true) const;
bool CanReachPositionAndGetValidCoords(WorldObject const* source, float &destX, float &destY, float &destZ, bool failOnCollision = true, bool failOnSlopes = true) const;
bool CanReachPositionAndGetValidCoords(WorldObject const* source, float startX, float startY, float startZ, float &destX, float &destY, float &destZ, bool failOnCollision = true, bool failOnSlopes = true) const;
bool CheckCollisionAndGetValidCoords(WorldObject const* source, float startX, float startY, float startZ, float &destX, float &destY, float &destZ, bool failOnCollision = true) const;
void Balance() { _dynamicTree.balance(); }
void RemoveGameObjectModel(const GameObjectModel& model) { _dynamicTree.remove(model); }
void InsertGameObjectModel(const GameObjectModel& model) { _dynamicTree.insert(model); }
[[nodiscard]] bool ContainsGameObjectModel(const GameObjectModel& model) const { return _dynamicTree.contains(model);}
[[nodiscard]] DynamicMapTree const& GetDynamicMapTree() const { return _dynamicTree; }
bool GetObjectHitPos(uint32 phasemask, float x1, float y1, float z1, float x2, float y2, float z2, float& rx, float& ry, float& rz, float modifyDist);
[[nodiscard]] float GetGameObjectFloor(uint32 phasemask, float x, float y, float z, float maxSearchDist = DEFAULT_HEIGHT_SEARCH) const
{
return _dynamicTree.getHeight(x, y, z, maxSearchDist, phasemask);
}
/*
RESPAWN TIMES
*/
[[nodiscard]] time_t GetLinkedRespawnTime(ObjectGuid guid) const;
[[nodiscard]] 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);
}
[[nodiscard]] 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();
[[nodiscard]] time_t GetInstanceResetPeriod() const { return _instanceResetPeriod; }
void UpdatePlayerZoneStats(uint32 oldZone, uint32 newZone);
[[nodiscard]] uint32 ApplyDynamicModeRespawnScaling(WorldObject const* obj, uint32 respawnDelay) const;
EventProcessor Events;
void ScheduleCreatureRespawn(ObjectGuid /*creatureGuid*/, Milliseconds /*respawnTimer*/, Position pos = Position());
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);
bool SendZoneMessage(uint32 zone, WorldPacket const* packet, WorldSession const* self = nullptr, TeamId teamId = TEAM_NEUTRAL) const;
void SendZoneText(uint32 zoneId, char const* text, WorldSession const* self = nullptr, TeamId teamId = TEAM_NEUTRAL) const;
void SendInitTransports(Player* player);
void SendRemoveTransports(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 SendInitSelf(Player* player);
void UpdateWeather(uint32 const diff);
void UpdateExpiredCorpses(uint32 const diff);
void PlayDirectSoundToMap(uint32 soundId, uint32 zoneId = 0);
void SetZoneMusic(uint32 zoneId, uint32 musicId);
Weather* GetOrGenerateZoneDefaultWeather(uint32 zoneId);
void SetZoneWeather(uint32 zoneId, WeatherState weatherId, float weatherGrade);
void SetZoneOverrideLight(uint32 zoneId, uint32 lightId, Milliseconds fadeInTime);
// Checks encounter state at kill/spellcast, originally in InstanceScript however not every map has instance script :(
void UpdateEncounterState(EncounterCreditType type, uint32 creditEntry, Unit* source);
void LogEncounterFinished(EncounterCreditType type, uint32 creditEntry);
// Do whatever you want to all the players in map [including GameMasters], i.e.: param exec = [&](Player* p) { p->Whatever(); }
void DoForAllPlayers(std::function exec);
void EnsureGridCreated(GridCoord const& gridCoord);
[[nodiscard]] bool AllTransportsEmpty() const; // pussywizard
void AllTransportsRemovePassengers(); // pussywizard
[[nodiscard]] TransportsContainer const& GetAllTransports() const { return _transports; }
DataMap CustomData;
template
inline ObjectGuid::LowType GenerateLowGuid()
{
static_assert(ObjectGuidTraits::MapSpecific, "Only map specific guid can be generated in Map context");
return GetGuidSequenceGenerator().Generate();
}
void AddUpdateObject(Object* obj)
{
_updateObjects.insert(obj);
}
void RemoveUpdateObject(Object* obj)
{
_updateObjects.erase(obj);
}
size_t GetUpdatableObjectsCount() const { return _updatableObjectList.size(); }
virtual std::string GetDebugInfo() const;
uint32 GetCreatedGridsCount();
uint32 GetLoadedGridsCount();
uint32 GetCreatedCellsInGridCount(uint16 const x, uint16 const y);
uint32 GetCreatedCellsInMapCount();
void AddObjectToPendingUpdateList(WorldObject* obj);
void RemoveObjectFromMapUpdateList(WorldObject* obj);
typedef std::vector UpdatableObjectList;
typedef std::unordered_set PendingAddUpdatableObjectList;
void AddWorldObjectToFarVisibleMap(WorldObject* obj);
void RemoveWorldObjectFromFarVisibleMap(WorldObject* obj);
void AddWorldObjectToZoneWideVisibleMap(uint32 zoneId, WorldObject* obj);
void RemoveWorldObjectFromZoneWideVisibleMap(uint32 zoneId, WorldObject* obj);
ZoneWideVisibleWorldObjectsSet const* GetZoneWideVisibleWorldObjectsForZone(uint32 zoneId) const;
[[nodiscard]] uint32 GetPlayerCountInZone(uint32 zoneId) const
{
if (auto const& it = _zonePlayerCountMap.find(zoneId); it != _zonePlayerCountMap.end())
return it->second;
return 0;
};
private:
template void InitializeObject(T* obj);
void AddCreatureToMoveList(Creature* c);
void RemoveCreatureFromMoveList(Creature* c);
void AddGameObjectToMoveList(GameObject* go);
void RemoveGameObjectFromMoveList(GameObject* go);
void AddDynamicObjectToMoveList(DynamicObject* go);
void RemoveDynamicObjectFromMoveList(DynamicObject* go);
std::vector _creaturesToMove;
std::vector _gameObjectsToMove;
std::vector _dynamicObjectsToMove;
bool EnsureGridLoaded(Cell const& cell);
MapGridType* GetMapGrid(uint16 const x, uint16 const y);
void ScriptsProcess();
void SendObjectUpdates();
protected:
// Type specific code for add/remove to/from grid
template
void AddToGrid(T* object, Cell const& cell);
std::mutex Lock;
std::shared_mutex MMapLock;
MapGridManager _mapGridManager;
MapEntry const* i_mapEntry;
uint8 i_spawnMode;
uint32 i_InstanceId;
uint32 m_unloadTimer;
float m_VisibleDistance;
DynamicMapTree _dynamicTree;
time_t _instanceResetPeriod; // pussywizard
MapRefMgr m_mapRefMgr;
MapRefMgr::iterator m_mapRefIter;
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;
//used for fast base_map (e.g. MapInstanced class object) search for
//InstanceMaps and BattlegroundMaps...
Map* m_parentMap;
std::bitset marked_cells;
bool i_scriptLock;
std::unordered_set i_objectsToRemove;
typedef std::multimap ScriptScheduleMap;
ScriptScheduleMap m_scriptSchedule;
template
void DeleteFromWorld(T*);
void UpdateNonPlayerObjects(uint32 const diff);
void _AddObjectToUpdateList(WorldObject* obj);
void _RemoveObjectFromUpdateList(WorldObject* obj);
std::unordered_map _creatureRespawnTimes;
std::unordered_map _goRespawnTimes;
std::unordered_map _zonePlayerCountMap;
ZoneDynamicInfoMap _zoneDynamicInfo;
IntervalTimer _weatherUpdateTimer;
uint32 _defaultLight;
IntervalTimer _corpseUpdateTimer;
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> _corpsesByGrid;
std::unordered_map _corpsesByPlayer;
std::unordered_set _corpseBones;
std::unordered_set