mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-21 20:56:23 +00:00
refactor(Core/Game): restyle game lib with astyle (#3466)
This commit is contained in:
@@ -156,12 +156,14 @@ enum LineOfSightChecks
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class GridMap
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{
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uint32 _flags;
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union{
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union
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{
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float* m_V9;
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uint16* m_uint16_V9;
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uint8* m_uint8_V9;
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};
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union{
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union
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{
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float* m_V8;
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uint16* m_uint16_V8;
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uint8* m_uint8_V8;
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@@ -232,7 +234,7 @@ enum LevelRequirementVsMode
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{
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LEVELREQUIREMENT_HEROIC = 70
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};
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struct ZoneDynamicInfo
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{
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ZoneDynamicInfo() : MusicId(0), WeatherId(0), WeatherGrade(0.0f),
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@@ -270,394 +272,394 @@ enum EncounterCreditType
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class Map : public GridRefManager<NGridType>
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{
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friend class MapReference;
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public:
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Map(uint32 id, uint32 InstanceId, uint8 SpawnMode, Map* _parent = nullptr);
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virtual ~Map();
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public:
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Map(uint32 id, uint32 InstanceId, uint8 SpawnMode, Map* _parent = nullptr);
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virtual ~Map();
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MapEntry const* GetEntry() const { return i_mapEntry; }
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MapEntry const* GetEntry() const { return i_mapEntry; }
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// currently unused for normal maps
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bool CanUnload(uint32 diff)
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{
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if (!m_unloadTimer)
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return false;
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if (m_unloadTimer <= diff)
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return true;
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m_unloadTimer -= diff;
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// currently unused for normal maps
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bool CanUnload(uint32 diff)
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{
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if (!m_unloadTimer)
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return false;
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}
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virtual bool AddPlayerToMap(Player*);
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virtual void RemovePlayerFromMap(Player*, bool);
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virtual void AfterPlayerUnlinkFromMap();
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template<class T> bool AddToMap(T *, bool checkTransport = false);
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template<class T> void RemoveFromMap(T *, bool);
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if (m_unloadTimer <= diff)
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return true;
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void VisitNearbyCellsOf(WorldObject* obj, TypeContainerVisitor<acore::ObjectUpdater, GridTypeMapContainer> &gridVisitor,
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TypeContainerVisitor<acore::ObjectUpdater, WorldTypeMapContainer> &worldVisitor,
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TypeContainerVisitor<acore::ObjectUpdater, GridTypeMapContainer> &largeGridVisitor,
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TypeContainerVisitor<acore::ObjectUpdater, WorldTypeMapContainer> &largeWorldVisitor);
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void VisitNearbyCellsOfPlayer(Player* player, TypeContainerVisitor<acore::ObjectUpdater, GridTypeMapContainer> &gridVisitor,
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TypeContainerVisitor<acore::ObjectUpdater, WorldTypeMapContainer> &worldVisitor,
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TypeContainerVisitor<acore::ObjectUpdater, GridTypeMapContainer> &largeGridVisitor,
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TypeContainerVisitor<acore::ObjectUpdater, WorldTypeMapContainer> &largeWorldVisitor);
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virtual void Update(const uint32, const uint32, bool thread = true);
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m_unloadTimer -= diff;
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return false;
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}
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float GetVisibilityRange() const { return m_VisibleDistance; }
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void SetVisibilityRange(float range) { m_VisibleDistance = range; }
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//function for setting up visibility distance for maps on per-type/per-Id basis
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virtual void InitVisibilityDistance();
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virtual bool AddPlayerToMap(Player*);
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virtual void RemovePlayerFromMap(Player*, bool);
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virtual void AfterPlayerUnlinkFromMap();
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template<class T> bool AddToMap(T*, bool checkTransport = false);
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template<class T> void RemoveFromMap(T*, bool);
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void PlayerRelocation(Player*, float x, float y, float z, float o);
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void CreatureRelocation(Creature* creature, float x, float y, float z, float o);
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void GameObjectRelocation(GameObject* go, float x, float y, float z, float o);
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void DynamicObjectRelocation(DynamicObject* go, float x, float y, float z, float o);
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void VisitNearbyCellsOf(WorldObject* obj, TypeContainerVisitor<acore::ObjectUpdater, GridTypeMapContainer>& gridVisitor,
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TypeContainerVisitor<acore::ObjectUpdater, WorldTypeMapContainer>& worldVisitor,
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TypeContainerVisitor<acore::ObjectUpdater, GridTypeMapContainer>& largeGridVisitor,
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TypeContainerVisitor<acore::ObjectUpdater, WorldTypeMapContainer>& largeWorldVisitor);
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void VisitNearbyCellsOfPlayer(Player* player, TypeContainerVisitor<acore::ObjectUpdater, GridTypeMapContainer>& gridVisitor,
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TypeContainerVisitor<acore::ObjectUpdater, WorldTypeMapContainer>& worldVisitor,
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TypeContainerVisitor<acore::ObjectUpdater, GridTypeMapContainer>& largeGridVisitor,
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TypeContainerVisitor<acore::ObjectUpdater, WorldTypeMapContainer>& largeWorldVisitor);
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template<class T, class CONTAINER> void Visit(const Cell& cell, TypeContainerVisitor<T, CONTAINER> &visitor);
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virtual void Update(const uint32, const uint32, bool thread = true);
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bool IsRemovalGrid(float x, float y) const
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float GetVisibilityRange() const { return m_VisibleDistance; }
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void SetVisibilityRange(float range) { m_VisibleDistance = range; }
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//function for setting up visibility distance for maps on per-type/per-Id basis
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virtual void InitVisibilityDistance();
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void PlayerRelocation(Player*, float x, float y, float z, float o);
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void CreatureRelocation(Creature* creature, float x, float y, float z, float o);
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void GameObjectRelocation(GameObject* go, float x, float y, float z, float o);
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void DynamicObjectRelocation(DynamicObject* go, float x, float y, float z, float o);
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template<class T, class CONTAINER> void Visit(const Cell& cell, TypeContainerVisitor<T, CONTAINER>& visitor);
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bool IsRemovalGrid(float x, float y) const
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{
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GridCoord p = acore::ComputeGridCoord(x, y);
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return !getNGrid(p.x_coord, p.y_coord);
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}
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bool IsGridLoaded(float x, float y) const
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{
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return IsGridLoaded(acore::ComputeGridCoord(x, y));
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}
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void LoadGrid(float x, float y);
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void LoadAllCells();
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bool UnloadGrid(NGridType& ngrid);
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virtual void UnloadAll();
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uint32 GetId(void) const { return i_mapEntry->MapID; }
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static bool ExistMap(uint32 mapid, int gx, int gy);
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static bool ExistVMap(uint32 mapid, int gx, int gy);
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Map const* GetParent() const { return m_parentMap; }
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// pussywizard: movemaps, mmaps
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ACE_RW_Thread_Mutex& GetMMapLock() const { return *(const_cast<ACE_RW_Thread_Mutex*>(&MMapLock)); }
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// pussywizard:
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std::unordered_set<Object*> i_objectsToUpdate;
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void BuildAndSendUpdateForObjects(); // definition in ObjectAccessor.cpp, below ObjectAccessor::Update, because it does the same for a map
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std::unordered_set<Unit*> i_objectsForDelayedVisibility;
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void HandleDelayedVisibility();
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// some calls like isInWater should not use vmaps due to processor power
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// can return INVALID_HEIGHT if under z+2 z coord not found height
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float GetHeight(float x, float y, float z, bool checkVMap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH) const;
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float GetMinHeight(float x, float y) const;
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Transport* GetTransportForPos(uint32 phase, float x, float y, float z, WorldObject* worldobject = nullptr);
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ZLiquidStatus getLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, LiquidData* data = 0) const;
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uint32 GetAreaId(float x, float y, float z, bool* isOutdoors) const;
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bool GetAreaInfo(float x, float y, float z, uint32& mogpflags, int32& adtId, int32& rootId, int32& groupId) const;
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uint32 GetAreaId(float x, float y, float z) const;
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uint32 GetZoneId(float x, float y, float z) const;
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void GetZoneAndAreaId(uint32& zoneid, uint32& areaid, float x, float y, float z) const;
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bool IsOutdoors(float x, float y, float z) const;
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uint8 GetTerrainType(float x, float y) const;
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float GetWaterLevel(float x, float y) const;
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bool IsInWater(float x, float y, float z, LiquidData* data = 0) const;
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bool IsUnderWater(float x, float y, float z) const;
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void MoveAllCreaturesInMoveList();
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void MoveAllGameObjectsInMoveList();
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void MoveAllDynamicObjectsInMoveList();
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void RemoveAllObjectsInRemoveList();
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virtual void RemoveAllPlayers();
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uint32 GetInstanceId() const { return i_InstanceId; }
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uint8 GetSpawnMode() const { return (i_spawnMode); }
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virtual bool CanEnter(Player* /*player*/, bool /*loginCheck = false*/) { return true; }
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const char* GetMapName() const;
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// have meaning only for instanced map (that have set real difficulty)
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Difficulty GetDifficulty() const { return Difficulty(GetSpawnMode()); }
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bool IsRegularDifficulty() const { return GetDifficulty() == REGULAR_DIFFICULTY; }
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MapDifficulty const* GetMapDifficulty() const;
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bool Instanceable() const { return i_mapEntry && i_mapEntry->Instanceable(); }
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bool IsDungeon() const { return i_mapEntry && i_mapEntry->IsDungeon(); }
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bool IsNonRaidDungeon() const { return i_mapEntry && i_mapEntry->IsNonRaidDungeon(); }
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bool IsRaid() const { return i_mapEntry && i_mapEntry->IsRaid(); }
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bool IsRaidOrHeroicDungeon() const { return IsRaid() || i_spawnMode > DUNGEON_DIFFICULTY_NORMAL; }
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bool IsHeroic() const { return IsRaid() ? i_spawnMode >= RAID_DIFFICULTY_10MAN_HEROIC : i_spawnMode >= DUNGEON_DIFFICULTY_HEROIC; }
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bool Is25ManRaid() const { return IsRaid() && i_spawnMode & RAID_DIFFICULTY_MASK_25MAN; } // since 25man difficulties are 1 and 3, we can check them like that
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bool IsBattleground() const { return i_mapEntry && i_mapEntry->IsBattleground(); }
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bool IsBattleArena() const { return i_mapEntry && i_mapEntry->IsBattleArena(); }
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bool IsBattlegroundOrArena() const { return i_mapEntry && i_mapEntry->IsBattlegroundOrArena(); }
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bool GetEntrancePos(int32& mapid, float& x, float& y)
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{
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if (!i_mapEntry)
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return false;
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return i_mapEntry->GetEntrancePos(mapid, x, y);
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}
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void AddObjectToRemoveList(WorldObject* obj);
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void AddObjectToSwitchList(WorldObject* obj, bool on);
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virtual void DelayedUpdate(const uint32 diff);
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//void UpdateObjectVisibility(WorldObject* obj, Cell cell, CellCoord cellpair);
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//void UpdateObjectsVisibilityFor(Player* player, Cell cell, CellCoord cellpair);
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void resetMarkedCells() { marked_cells.reset(); }
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bool isCellMarked(uint32 pCellId) { return marked_cells.test(pCellId); }
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void markCell(uint32 pCellId) { marked_cells.set(pCellId); }
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void resetMarkedCellsLarge() { marked_cells_large.reset(); }
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bool isCellMarkedLarge(uint32 pCellId) { return marked_cells_large.test(pCellId); }
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void markCellLarge(uint32 pCellId) { marked_cells_large.set(pCellId); }
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bool HavePlayers() const { return !m_mapRefManager.isEmpty(); }
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uint32 GetPlayersCountExceptGMs() const;
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void AddWorldObject(WorldObject* obj) { i_worldObjects.insert(obj); }
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void RemoveWorldObject(WorldObject* obj) { i_worldObjects.erase(obj); }
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void SendToPlayers(WorldPacket const* data) const;
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typedef MapRefManager PlayerList;
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PlayerList const& GetPlayers() const { return m_mapRefManager; }
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//per-map script storage
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void ScriptsStart(std::map<uint32, std::multimap<uint32, ScriptInfo> > const& scripts, uint32 id, Object* source, Object* target);
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void ScriptCommandStart(ScriptInfo const& script, uint32 delay, Object* source, Object* target);
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// must called with AddToWorld
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template<class T>
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void AddToActive(T* obj);
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// must called with RemoveFromWorld
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template<class T>
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void RemoveFromActive(T* obj);
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template<class T> void SwitchGridContainers(T* obj, bool on);
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template<class NOTIFIER> void VisitAll(const float& x, const float& y, float radius, NOTIFIER& notifier);
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template<class NOTIFIER> void VisitFirstFound(const float& x, const float& y, float radius, NOTIFIER& notifier);
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template<class NOTIFIER> void VisitWorld(const float& x, const float& y, float radius, NOTIFIER& notifier);
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template<class NOTIFIER> void VisitGrid(const float& x, const float& y, float radius, NOTIFIER& notifier);
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CreatureGroupHolderType CreatureGroupHolder;
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void UpdateIteratorBack(Player* player);
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TempSummon* SummonCreature(uint32 entry, Position const& pos, SummonPropertiesEntry const* properties = NULL, uint32 duration = 0, Unit* summoner = NULL, uint32 spellId = 0, uint32 vehId = 0);
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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);
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void SummonCreatureGroup(uint8 group, std::list<TempSummon*>* list = nullptr);
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Player* GetPlayer(uint64 guid);
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Creature* GetCreature(uint64 guid);
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GameObject* GetGameObject(uint64 guid);
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Transport* GetTransport(uint64 guid);
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DynamicObject* GetDynamicObject(uint64 guid);
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Pet* GetPet(uint64 guid);
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Corpse* GetCorpse(uint64 guid);
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MapInstanced* ToMapInstanced() { if (Instanceable()) return reinterpret_cast<MapInstanced*>(this); else return nullptr; }
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const MapInstanced* ToMapInstanced() const { if (Instanceable()) return (const MapInstanced*)((MapInstanced*)this); else return nullptr; }
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InstanceMap* ToInstanceMap() { if (IsDungeon()) return reinterpret_cast<InstanceMap*>(this); else return nullptr; }
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const InstanceMap* ToInstanceMap() const { if (IsDungeon()) return (const InstanceMap*)((InstanceMap*)this); else return nullptr; }
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BattlegroundMap* ToBattlegroundMap() { if (IsBattlegroundOrArena()) return reinterpret_cast<BattlegroundMap*>(this); else return nullptr; }
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const BattlegroundMap* ToBattlegroundMap() const { if (IsBattlegroundOrArena()) return reinterpret_cast<BattlegroundMap const*>(this); return nullptr; }
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float GetWaterOrGroundLevel(uint32 phasemask, float x, float y, float z, float* ground = NULL, bool swim = false, float maxSearchDist = 50.0f) const;
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float GetHeight(uint32 phasemask, float x, float y, float z, bool vmap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH) const;
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bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, LineOfSightChecks checks) const;
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void Balance() { _dynamicTree.balance(); }
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void RemoveGameObjectModel(const GameObjectModel& model) { _dynamicTree.remove(model); }
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void InsertGameObjectModel(const GameObjectModel& model) { _dynamicTree.insert(model); }
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bool ContainsGameObjectModel(const GameObjectModel& model) const { return _dynamicTree.contains(model);}
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DynamicMapTree const& GetDynamicMapTree() const { return _dynamicTree; }
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bool getObjectHitPos(uint32 phasemask, float x1, float y1, float z1, float x2, float y2, float z2, float& rx, float& ry, float& rz, float modifyDist);
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/*
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RESPAWN TIMES
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*/
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time_t GetLinkedRespawnTime(uint64 guid) const;
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time_t GetCreatureRespawnTime(uint32 dbGuid) const
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{
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std::unordered_map<uint32 /*dbGUID*/, time_t>::const_iterator itr = _creatureRespawnTimes.find(dbGuid);
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if (itr != _creatureRespawnTimes.end())
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return itr->second;
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return time_t(0);
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}
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time_t GetGORespawnTime(uint32 dbGuid) const
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{
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std::unordered_map<uint32 /*dbGUID*/, time_t>::const_iterator itr = _goRespawnTimes.find(dbGuid);
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if (itr != _goRespawnTimes.end())
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return itr->second;
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return time_t(0);
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}
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void SaveCreatureRespawnTime(uint32 dbGuid, time_t& respawnTime);
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void RemoveCreatureRespawnTime(uint32 dbGuid);
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void SaveGORespawnTime(uint32 dbGuid, time_t& respawnTime);
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void RemoveGORespawnTime(uint32 dbGuid);
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void LoadRespawnTimes();
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void DeleteRespawnTimes();
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time_t GetInstanceResetPeriod() const { return _instanceResetPeriod; }
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static void DeleteRespawnTimesInDB(uint16 mapId, uint32 instanceId);
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void SendInitTransports(Player* player);
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void SendRemoveTransports(Player* player);
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void SendZoneDynamicInfo(Player* player);
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void SendInitSelf(Player* player);
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void PlayDirectSoundToMap(uint32 soundId, uint32 zoneId = 0);
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void SetZoneMusic(uint32 zoneId, uint32 musicId);
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void SetZoneWeather(uint32 zoneId, uint32 weatherId, float weatherGrade);
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void SetZoneOverrideLight(uint32 zoneId, uint32 lightId, uint32 fadeInTime);
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// Checks encounter state at kill/spellcast, originally in InstanceScript however not every map has instance script :(
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void UpdateEncounterState(EncounterCreditType type, uint32 creditEntry, Unit* source);
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void LogEncounterFinished(EncounterCreditType type, uint32 creditEntry);
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GridMap* GetGrid(float x, float y);
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void EnsureGridCreated(const GridCoord&);
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bool AllTransportsEmpty() const; // pussywizard
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void AllTransportsRemovePassengers(); // pussywizard
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TransportsContainer const& GetAllTransports() const { return _transports; }
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DataMap CustomData;
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private:
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void LoadMapAndVMap(int gx, int gy);
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void LoadVMap(int gx, int gy);
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void LoadMap(int gx, int gy, bool reload = false);
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// Load MMap Data
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void LoadMMap(int gx, int gy);
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template<class T> void InitializeObject(T* obj);
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void AddCreatureToMoveList(Creature* c);
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void RemoveCreatureFromMoveList(Creature* c);
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void AddGameObjectToMoveList(GameObject* go);
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void RemoveGameObjectFromMoveList(GameObject* go);
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void AddDynamicObjectToMoveList(DynamicObject* go);
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void RemoveDynamicObjectFromMoveList(DynamicObject* go);
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std::vector<Creature*> _creaturesToMove;
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std::vector<GameObject*> _gameObjectsToMove;
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std::vector<DynamicObject*> _dynamicObjectsToMove;
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bool IsGridLoaded(const GridCoord&) const;
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void EnsureGridCreated_i(const GridCoord&);
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void buildNGridLinkage(NGridType* pNGridType) { pNGridType->link(this); }
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NGridType* getNGrid(uint32 x, uint32 y) const
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{
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ASSERT(x < MAX_NUMBER_OF_GRIDS && y < MAX_NUMBER_OF_GRIDS);
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return i_grids[x][y];
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}
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bool EnsureGridLoaded(Cell const&);
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bool isGridObjectDataLoaded(uint32 x, uint32 y) const { return getNGrid(x, y)->isGridObjectDataLoaded(); }
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void setGridObjectDataLoaded(bool pLoaded, uint32 x, uint32 y) { getNGrid(x, y)->setGridObjectDataLoaded(pLoaded); }
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void setNGrid(NGridType* grid, uint32 x, uint32 y);
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void ScriptsProcess();
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void UpdateActiveCells(const float& x, const float& y, const uint32 t_diff);
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protected:
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ACE_Thread_Mutex Lock;
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ACE_Thread_Mutex GridLock;
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ACE_RW_Thread_Mutex MMapLock;
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||||
MapEntry const* i_mapEntry;
|
||||
uint8 i_spawnMode;
|
||||
uint32 i_InstanceId;
|
||||
uint32 m_unloadTimer;
|
||||
float m_VisibleDistance;
|
||||
DynamicMapTree _dynamicTree;
|
||||
time_t _instanceResetPeriod; // pussywizard
|
||||
|
||||
MapRefManager m_mapRefManager;
|
||||
MapRefManager::iterator m_mapRefIter;
|
||||
|
||||
typedef std::set<WorldObject*> ActiveNonPlayers;
|
||||
ActiveNonPlayers m_activeNonPlayers;
|
||||
ActiveNonPlayers::iterator m_activeNonPlayersIter;
|
||||
|
||||
// Objects that must update even in inactive grids without activating them
|
||||
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, uint32 guid) const;
|
||||
|
||||
//used for fast base_map (e.g. MapInstanced class object) search for
|
||||
//InstanceMaps and BattlegroundMaps...
|
||||
Map* m_parentMap;
|
||||
|
||||
NGridType* i_grids[MAX_NUMBER_OF_GRIDS][MAX_NUMBER_OF_GRIDS];
|
||||
GridMap* GridMaps[MAX_NUMBER_OF_GRIDS][MAX_NUMBER_OF_GRIDS];
|
||||
std::bitset<TOTAL_NUMBER_OF_CELLS_PER_MAP* TOTAL_NUMBER_OF_CELLS_PER_MAP> marked_cells;
|
||||
std::bitset<TOTAL_NUMBER_OF_CELLS_PER_MAP* TOTAL_NUMBER_OF_CELLS_PER_MAP> marked_cells_large;
|
||||
|
||||
bool i_scriptLock;
|
||||
std::unordered_set<WorldObject*> i_objectsToRemove;
|
||||
std::map<WorldObject*, bool> i_objectsToSwitch;
|
||||
std::unordered_set<WorldObject*> i_worldObjects;
|
||||
|
||||
typedef std::multimap<time_t, ScriptAction> ScriptScheduleMap;
|
||||
ScriptScheduleMap m_scriptSchedule;
|
||||
|
||||
// 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())
|
||||
{
|
||||
GridCoord p = acore::ComputeGridCoord(x, y);
|
||||
return !getNGrid(p.x_coord, p.y_coord);
|
||||
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);
|
||||
}
|
||||
|
||||
bool IsGridLoaded(float x, float y) const
|
||||
{
|
||||
return IsGridLoaded(acore::ComputeGridCoord(x, y));
|
||||
}
|
||||
std::unordered_map<uint32 /*dbGUID*/, time_t> _creatureRespawnTimes;
|
||||
std::unordered_map<uint32 /*dbGUID*/, time_t> _goRespawnTimes;
|
||||
|
||||
void LoadGrid(float x, float y);
|
||||
void LoadAllCells();
|
||||
bool UnloadGrid(NGridType& ngrid);
|
||||
virtual void UnloadAll();
|
||||
|
||||
uint32 GetId(void) const { return i_mapEntry->MapID; }
|
||||
|
||||
static bool ExistMap(uint32 mapid, int gx, int gy);
|
||||
static bool ExistVMap(uint32 mapid, int gx, int gy);
|
||||
|
||||
Map const* GetParent() const { return m_parentMap; }
|
||||
|
||||
// pussywizard: movemaps, mmaps
|
||||
ACE_RW_Thread_Mutex& GetMMapLock() const { return *(const_cast<ACE_RW_Thread_Mutex*>(&MMapLock)); }
|
||||
// pussywizard:
|
||||
std::unordered_set<Object*> i_objectsToUpdate;
|
||||
void BuildAndSendUpdateForObjects(); // definition in ObjectAccessor.cpp, below ObjectAccessor::Update, because it does the same for a map
|
||||
std::unordered_set<Unit*> 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
|
||||
float GetHeight(float x, float y, float z, bool checkVMap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH) const;
|
||||
float GetMinHeight(float x, float y) const;
|
||||
Transport* GetTransportForPos(uint32 phase, float x, float y, float z, WorldObject* worldobject = nullptr);
|
||||
|
||||
ZLiquidStatus getLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, LiquidData* data = 0) const;
|
||||
|
||||
uint32 GetAreaId(float x, float y, float z, bool *isOutdoors) const;
|
||||
bool GetAreaInfo(float x, float y, float z, uint32& mogpflags, int32& adtId, int32& rootId, int32& groupId) const;
|
||||
uint32 GetAreaId(float x, float y, float z) const;
|
||||
uint32 GetZoneId(float x, float y, float z) const;
|
||||
void GetZoneAndAreaId(uint32& zoneid, uint32& areaid, float x, float y, float z) const;
|
||||
|
||||
bool IsOutdoors(float x, float y, float z) const;
|
||||
|
||||
uint8 GetTerrainType(float x, float y) const;
|
||||
float GetWaterLevel(float x, float y) const;
|
||||
bool IsInWater(float x, float y, float z, LiquidData* data = 0) const;
|
||||
bool IsUnderWater(float x, float y, float z) const;
|
||||
|
||||
void MoveAllCreaturesInMoveList();
|
||||
void MoveAllGameObjectsInMoveList();
|
||||
void MoveAllDynamicObjectsInMoveList();
|
||||
void RemoveAllObjectsInRemoveList();
|
||||
virtual void RemoveAllPlayers();
|
||||
|
||||
uint32 GetInstanceId() const { return i_InstanceId; }
|
||||
uint8 GetSpawnMode() const { return (i_spawnMode); }
|
||||
virtual bool CanEnter(Player* /*player*/, bool /*loginCheck = false*/) { return true; }
|
||||
const char* GetMapName() const;
|
||||
|
||||
// have meaning only for instanced map (that have set real difficulty)
|
||||
Difficulty GetDifficulty() const { return Difficulty(GetSpawnMode()); }
|
||||
bool IsRegularDifficulty() const { return GetDifficulty() == REGULAR_DIFFICULTY; }
|
||||
MapDifficulty const* GetMapDifficulty() const;
|
||||
|
||||
bool Instanceable() const { return i_mapEntry && i_mapEntry->Instanceable(); }
|
||||
bool IsDungeon() const { return i_mapEntry && i_mapEntry->IsDungeon(); }
|
||||
bool IsNonRaidDungeon() const { return i_mapEntry && i_mapEntry->IsNonRaidDungeon(); }
|
||||
bool IsRaid() const { return i_mapEntry && i_mapEntry->IsRaid(); }
|
||||
bool IsRaidOrHeroicDungeon() const { return IsRaid() || i_spawnMode > DUNGEON_DIFFICULTY_NORMAL; }
|
||||
bool IsHeroic() const { return IsRaid() ? i_spawnMode >= RAID_DIFFICULTY_10MAN_HEROIC : i_spawnMode >= DUNGEON_DIFFICULTY_HEROIC; }
|
||||
bool Is25ManRaid() const { return IsRaid() && i_spawnMode & RAID_DIFFICULTY_MASK_25MAN; } // since 25man difficulties are 1 and 3, we can check them like that
|
||||
bool IsBattleground() const { return i_mapEntry && i_mapEntry->IsBattleground(); }
|
||||
bool IsBattleArena() const { return i_mapEntry && i_mapEntry->IsBattleArena(); }
|
||||
bool IsBattlegroundOrArena() const { return i_mapEntry && i_mapEntry->IsBattlegroundOrArena(); }
|
||||
bool GetEntrancePos(int32 &mapid, float &x, float &y)
|
||||
{
|
||||
if (!i_mapEntry)
|
||||
return false;
|
||||
return i_mapEntry->GetEntrancePos(mapid, x, y);
|
||||
}
|
||||
|
||||
void AddObjectToRemoveList(WorldObject* obj);
|
||||
void AddObjectToSwitchList(WorldObject* obj, bool on);
|
||||
virtual void DelayedUpdate(const uint32 diff);
|
||||
|
||||
//void UpdateObjectVisibility(WorldObject* obj, Cell cell, CellCoord cellpair);
|
||||
//void UpdateObjectsVisibilityFor(Player* player, Cell cell, CellCoord cellpair);
|
||||
|
||||
void resetMarkedCells() { marked_cells.reset(); }
|
||||
bool isCellMarked(uint32 pCellId) { return marked_cells.test(pCellId); }
|
||||
void markCell(uint32 pCellId) { marked_cells.set(pCellId); }
|
||||
void resetMarkedCellsLarge() { marked_cells_large.reset(); }
|
||||
bool isCellMarkedLarge(uint32 pCellId) { return marked_cells_large.test(pCellId); }
|
||||
void markCellLarge(uint32 pCellId) { marked_cells_large.set(pCellId); }
|
||||
|
||||
bool HavePlayers() const { return !m_mapRefManager.isEmpty(); }
|
||||
uint32 GetPlayersCountExceptGMs() const;
|
||||
|
||||
void AddWorldObject(WorldObject* obj) { i_worldObjects.insert(obj); }
|
||||
void RemoveWorldObject(WorldObject* obj) { i_worldObjects.erase(obj); }
|
||||
|
||||
void SendToPlayers(WorldPacket const* data) const;
|
||||
|
||||
typedef MapRefManager PlayerList;
|
||||
PlayerList const& GetPlayers() const { return m_mapRefManager; }
|
||||
|
||||
//per-map script storage
|
||||
void ScriptsStart(std::map<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
|
||||
template<class T>
|
||||
void AddToActive(T* obj);
|
||||
|
||||
// must called with RemoveFromWorld
|
||||
template<class T>
|
||||
void RemoveFromActive(T* obj);
|
||||
|
||||
template<class T> void SwitchGridContainers(T* obj, bool on);
|
||||
template<class NOTIFIER> void VisitAll(const float &x, const float &y, float radius, NOTIFIER ¬ifier);
|
||||
template<class NOTIFIER> void VisitFirstFound(const float &x, const float &y, float radius, NOTIFIER ¬ifier);
|
||||
template<class NOTIFIER> void VisitWorld(const float &x, const float &y, float radius, NOTIFIER ¬ifier);
|
||||
template<class NOTIFIER> void VisitGrid(const float &x, const float &y, float radius, NOTIFIER ¬ifier);
|
||||
CreatureGroupHolderType CreatureGroupHolder;
|
||||
|
||||
void UpdateIteratorBack(Player* player);
|
||||
|
||||
TempSummon* SummonCreature(uint32 entry, Position const& pos, SummonPropertiesEntry const* properties = NULL, uint32 duration = 0, Unit* summoner = NULL, uint32 spellId = 0, uint32 vehId = 0);
|
||||
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);
|
||||
void SummonCreatureGroup(uint8 group, std::list<TempSummon*>* list = nullptr);
|
||||
Player* GetPlayer(uint64 guid);
|
||||
Creature* GetCreature(uint64 guid);
|
||||
GameObject* GetGameObject(uint64 guid);
|
||||
Transport* GetTransport(uint64 guid);
|
||||
DynamicObject* GetDynamicObject(uint64 guid);
|
||||
Pet* GetPet(uint64 guid);
|
||||
Corpse* GetCorpse(uint64 guid);
|
||||
|
||||
MapInstanced* ToMapInstanced(){ if (Instanceable()) return reinterpret_cast<MapInstanced*>(this); else return nullptr; }
|
||||
const MapInstanced* ToMapInstanced() const { if (Instanceable()) return (const MapInstanced*)((MapInstanced*)this); else return nullptr; }
|
||||
|
||||
InstanceMap* ToInstanceMap(){ if (IsDungeon()) return reinterpret_cast<InstanceMap*>(this); else return nullptr; }
|
||||
const InstanceMap* ToInstanceMap() const { if (IsDungeon()) return (const InstanceMap*)((InstanceMap*)this); else return nullptr; }
|
||||
|
||||
BattlegroundMap* ToBattlegroundMap() { if (IsBattlegroundOrArena()) return reinterpret_cast<BattlegroundMap*>(this); else return nullptr; }
|
||||
const BattlegroundMap* ToBattlegroundMap() const { if (IsBattlegroundOrArena()) return reinterpret_cast<BattlegroundMap const*>(this); return nullptr; }
|
||||
|
||||
float GetWaterOrGroundLevel(uint32 phasemask,float x, float y, float z, float* ground = NULL, bool swim = false, float maxSearchDist = 50.0f) const;
|
||||
float GetHeight(uint32 phasemask, float x, float y, float z, bool vmap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH) const;
|
||||
bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, LineOfSightChecks checks) const;
|
||||
void Balance() { _dynamicTree.balance(); }
|
||||
void RemoveGameObjectModel(const GameObjectModel& model) { _dynamicTree.remove(model); }
|
||||
void InsertGameObjectModel(const GameObjectModel& model) { _dynamicTree.insert(model); }
|
||||
bool ContainsGameObjectModel(const GameObjectModel& model) const { return _dynamicTree.contains(model);}
|
||||
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);
|
||||
|
||||
/*
|
||||
RESPAWN TIMES
|
||||
*/
|
||||
time_t GetLinkedRespawnTime(uint64 guid) const;
|
||||
time_t GetCreatureRespawnTime(uint32 dbGuid) const
|
||||
{
|
||||
std::unordered_map<uint32 /*dbGUID*/, time_t>::const_iterator itr = _creatureRespawnTimes.find(dbGuid);
|
||||
if (itr != _creatureRespawnTimes.end())
|
||||
return itr->second;
|
||||
|
||||
return time_t(0);
|
||||
}
|
||||
|
||||
time_t GetGORespawnTime(uint32 dbGuid) const
|
||||
{
|
||||
std::unordered_map<uint32 /*dbGUID*/, time_t>::const_iterator itr = _goRespawnTimes.find(dbGuid);
|
||||
if (itr != _goRespawnTimes.end())
|
||||
return itr->second;
|
||||
|
||||
return time_t(0);
|
||||
}
|
||||
|
||||
void SaveCreatureRespawnTime(uint32 dbGuid, time_t& respawnTime);
|
||||
void RemoveCreatureRespawnTime(uint32 dbGuid);
|
||||
void SaveGORespawnTime(uint32 dbGuid, time_t& respawnTime);
|
||||
void RemoveGORespawnTime(uint32 dbGuid);
|
||||
void LoadRespawnTimes();
|
||||
void DeleteRespawnTimes();
|
||||
time_t GetInstanceResetPeriod() const { return _instanceResetPeriod; }
|
||||
|
||||
static void DeleteRespawnTimesInDB(uint16 mapId, uint32 instanceId);
|
||||
|
||||
void SendInitTransports(Player* player);
|
||||
void SendRemoveTransports(Player* player);
|
||||
void SendZoneDynamicInfo(Player* player);
|
||||
void SendInitSelf(Player* player);
|
||||
|
||||
void PlayDirectSoundToMap(uint32 soundId, uint32 zoneId = 0);
|
||||
void SetZoneMusic(uint32 zoneId, uint32 musicId);
|
||||
void SetZoneWeather(uint32 zoneId, uint32 weatherId, float weatherGrade);
|
||||
void SetZoneOverrideLight(uint32 zoneId, uint32 lightId, uint32 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);
|
||||
|
||||
GridMap* GetGrid(float x, float y);
|
||||
void EnsureGridCreated(const GridCoord &);
|
||||
bool AllTransportsEmpty() const; // pussywizard
|
||||
void AllTransportsRemovePassengers(); // pussywizard
|
||||
TransportsContainer const& GetAllTransports() const { return _transports; }
|
||||
|
||||
DataMap CustomData;
|
||||
|
||||
private:
|
||||
void LoadMapAndVMap(int gx, int gy);
|
||||
void LoadVMap(int gx, int gy);
|
||||
void LoadMap(int gx, int gy, bool reload = false);
|
||||
|
||||
// Load MMap Data
|
||||
void LoadMMap(int gx, int gy);
|
||||
|
||||
template<class T> 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<Creature*> _creaturesToMove;
|
||||
std::vector<GameObject*> _gameObjectsToMove;
|
||||
std::vector<DynamicObject*> _dynamicObjectsToMove;
|
||||
|
||||
bool IsGridLoaded(const GridCoord &) const;
|
||||
void EnsureGridCreated_i(const GridCoord &);
|
||||
|
||||
void buildNGridLinkage(NGridType* pNGridType) { pNGridType->link(this); }
|
||||
|
||||
NGridType* getNGrid(uint32 x, uint32 y) const
|
||||
{
|
||||
ASSERT(x < MAX_NUMBER_OF_GRIDS && y < MAX_NUMBER_OF_GRIDS);
|
||||
return i_grids[x][y];
|
||||
}
|
||||
|
||||
bool EnsureGridLoaded(Cell const&);
|
||||
bool isGridObjectDataLoaded(uint32 x, uint32 y) const { return getNGrid(x, y)->isGridObjectDataLoaded(); }
|
||||
void setGridObjectDataLoaded(bool pLoaded, uint32 x, uint32 y) { getNGrid(x, y)->setGridObjectDataLoaded(pLoaded); }
|
||||
|
||||
void setNGrid(NGridType* grid, uint32 x, uint32 y);
|
||||
void ScriptsProcess();
|
||||
|
||||
void UpdateActiveCells(const float &x, const float &y, const uint32 t_diff);
|
||||
|
||||
protected:
|
||||
|
||||
ACE_Thread_Mutex Lock;
|
||||
ACE_Thread_Mutex GridLock;
|
||||
ACE_RW_Thread_Mutex MMapLock;
|
||||
|
||||
MapEntry const* i_mapEntry;
|
||||
uint8 i_spawnMode;
|
||||
uint32 i_InstanceId;
|
||||
uint32 m_unloadTimer;
|
||||
float m_VisibleDistance;
|
||||
DynamicMapTree _dynamicTree;
|
||||
time_t _instanceResetPeriod; // pussywizard
|
||||
|
||||
MapRefManager m_mapRefManager;
|
||||
MapRefManager::iterator m_mapRefIter;
|
||||
|
||||
typedef std::set<WorldObject*> ActiveNonPlayers;
|
||||
ActiveNonPlayers m_activeNonPlayers;
|
||||
ActiveNonPlayers::iterator m_activeNonPlayersIter;
|
||||
|
||||
// Objects that must update even in inactive grids without activating them
|
||||
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, uint32 guid) const;
|
||||
|
||||
//used for fast base_map (e.g. MapInstanced class object) search for
|
||||
//InstanceMaps and BattlegroundMaps...
|
||||
Map* m_parentMap;
|
||||
|
||||
NGridType* i_grids[MAX_NUMBER_OF_GRIDS][MAX_NUMBER_OF_GRIDS];
|
||||
GridMap* GridMaps[MAX_NUMBER_OF_GRIDS][MAX_NUMBER_OF_GRIDS];
|
||||
std::bitset<TOTAL_NUMBER_OF_CELLS_PER_MAP*TOTAL_NUMBER_OF_CELLS_PER_MAP> marked_cells;
|
||||
std::bitset<TOTAL_NUMBER_OF_CELLS_PER_MAP*TOTAL_NUMBER_OF_CELLS_PER_MAP> marked_cells_large;
|
||||
|
||||
bool i_scriptLock;
|
||||
std::unordered_set<WorldObject*> i_objectsToRemove;
|
||||
std::map<WorldObject*, bool> i_objectsToSwitch;
|
||||
std::unordered_set<WorldObject*> i_worldObjects;
|
||||
|
||||
typedef std::multimap<time_t, ScriptAction> ScriptScheduleMap;
|
||||
ScriptScheduleMap m_scriptSchedule;
|
||||
|
||||
// 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::unordered_map<uint32 /*dbGUID*/, time_t> _creatureRespawnTimes;
|
||||
std::unordered_map<uint32 /*dbGUID*/, time_t> _goRespawnTimes;
|
||||
|
||||
ZoneDynamicInfoMap _zoneDynamicInfo;
|
||||
uint32 _defaultLight;
|
||||
ZoneDynamicInfoMap _zoneDynamicInfo;
|
||||
uint32 _defaultLight;
|
||||
};
|
||||
|
||||
|
||||
@@ -672,56 +674,56 @@ enum InstanceResetMethod
|
||||
|
||||
class InstanceMap : public Map
|
||||
{
|
||||
public:
|
||||
InstanceMap(uint32 id, uint32 InstanceId, uint8 SpawnMode, Map* _parent);
|
||||
~InstanceMap();
|
||||
bool AddPlayerToMap(Player*);
|
||||
void RemovePlayerFromMap(Player*, bool);
|
||||
void AfterPlayerUnlinkFromMap();
|
||||
void Update(const uint32, const uint32, bool thread = true);
|
||||
void CreateInstanceScript(bool load, std::string data, uint32 completedEncounterMask);
|
||||
bool Reset(uint8 method, std::list<uint32>* globalSkipList = nullptr);
|
||||
uint32 GetScriptId() { return i_script_id; }
|
||||
InstanceScript* GetInstanceScript() { return instance_script; }
|
||||
void PermBindAllPlayers();
|
||||
void UnloadAll();
|
||||
bool CanEnter(Player* player, bool loginCheck = false);
|
||||
void SendResetWarnings(uint32 timeLeft) const;
|
||||
public:
|
||||
InstanceMap(uint32 id, uint32 InstanceId, uint8 SpawnMode, Map* _parent);
|
||||
~InstanceMap();
|
||||
bool AddPlayerToMap(Player*);
|
||||
void RemovePlayerFromMap(Player*, bool);
|
||||
void AfterPlayerUnlinkFromMap();
|
||||
void Update(const uint32, const uint32, bool thread = true);
|
||||
void CreateInstanceScript(bool load, std::string data, uint32 completedEncounterMask);
|
||||
bool Reset(uint8 method, std::list<uint32>* globalSkipList = nullptr);
|
||||
uint32 GetScriptId() { return i_script_id; }
|
||||
InstanceScript* GetInstanceScript() { return instance_script; }
|
||||
void PermBindAllPlayers();
|
||||
void UnloadAll();
|
||||
bool CanEnter(Player* player, bool loginCheck = false);
|
||||
void SendResetWarnings(uint32 timeLeft) const;
|
||||
|
||||
uint32 GetMaxPlayers() const;
|
||||
uint32 GetMaxResetDelay() const;
|
||||
uint32 GetMaxPlayers() const;
|
||||
uint32 GetMaxResetDelay() const;
|
||||
|
||||
virtual void InitVisibilityDistance();
|
||||
private:
|
||||
bool m_resetAfterUnload;
|
||||
bool m_unloadWhenEmpty;
|
||||
InstanceScript* instance_script;
|
||||
uint32 i_script_id;
|
||||
virtual void InitVisibilityDistance();
|
||||
private:
|
||||
bool m_resetAfterUnload;
|
||||
bool m_unloadWhenEmpty;
|
||||
InstanceScript* instance_script;
|
||||
uint32 i_script_id;
|
||||
};
|
||||
|
||||
class BattlegroundMap : public Map
|
||||
{
|
||||
public:
|
||||
BattlegroundMap(uint32 id, uint32 InstanceId, Map* _parent, uint8 spawnMode);
|
||||
~BattlegroundMap();
|
||||
public:
|
||||
BattlegroundMap(uint32 id, uint32 InstanceId, Map* _parent, uint8 spawnMode);
|
||||
~BattlegroundMap();
|
||||
|
||||
bool AddPlayerToMap(Player*);
|
||||
void RemovePlayerFromMap(Player*, bool);
|
||||
bool CanEnter(Player* player, bool loginCheck = false);
|
||||
void SetUnload();
|
||||
//void UnloadAll(bool pForce);
|
||||
void RemoveAllPlayers();
|
||||
bool AddPlayerToMap(Player*);
|
||||
void RemovePlayerFromMap(Player*, bool);
|
||||
bool CanEnter(Player* player, bool loginCheck = false);
|
||||
void SetUnload();
|
||||
//void UnloadAll(bool pForce);
|
||||
void RemoveAllPlayers();
|
||||
|
||||
virtual void InitVisibilityDistance();
|
||||
Battleground* GetBG() { return m_bg; }
|
||||
void SetBG(Battleground* bg) { m_bg = bg; }
|
||||
private:
|
||||
Battleground* m_bg;
|
||||
virtual void InitVisibilityDistance();
|
||||
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();
|
||||
@@ -736,7 +738,7 @@ inline void Map::Visit(Cell const& cell, TypeContainerVisitor<T, CONTAINER>& vis
|
||||
|
||||
template<class NOTIFIER>
|
||||
inline void Map::VisitAll(float const& x, float const& y, float radius, NOTIFIER& notifier)
|
||||
{
|
||||
{
|
||||
CellCoord p(acore::ComputeCellCoord(x, y));
|
||||
Cell cell(p);
|
||||
cell.SetNoCreate();
|
||||
@@ -749,8 +751,8 @@ inline void Map::VisitAll(float const& x, float const& y, float radius, NOTIFIER
|
||||
|
||||
// should be used with Searcher notifiers, tries to search world if nothing found in grid
|
||||
template<class NOTIFIER>
|
||||
inline void Map::VisitFirstFound(const float &x, const float &y, float radius, NOTIFIER ¬ifier)
|
||||
{
|
||||
inline void Map::VisitFirstFound(const float& x, const float& y, float radius, NOTIFIER& notifier)
|
||||
{
|
||||
CellCoord p(acore::ComputeCellCoord(x, y));
|
||||
Cell cell(p);
|
||||
cell.SetNoCreate();
|
||||
@@ -765,8 +767,8 @@ inline void Map::VisitFirstFound(const float &x, const float &y, float radius, N
|
||||
}
|
||||
|
||||
template<class NOTIFIER>
|
||||
inline void Map::VisitWorld(const float &x, const float &y, float radius, NOTIFIER ¬ifier)
|
||||
{
|
||||
inline void Map::VisitWorld(const float& x, const float& y, float radius, NOTIFIER& notifier)
|
||||
{
|
||||
CellCoord p(acore::ComputeCellCoord(x, y));
|
||||
Cell cell(p);
|
||||
cell.SetNoCreate();
|
||||
@@ -776,8 +778,8 @@ inline void Map::VisitWorld(const float &x, const float &y, float radius, NOTIFI
|
||||
}
|
||||
|
||||
template<class NOTIFIER>
|
||||
inline void Map::VisitGrid(const float &x, const float &y, float radius, NOTIFIER ¬ifier)
|
||||
{
|
||||
inline void Map::VisitGrid(const float& x, const float& y, float radius, NOTIFIER& notifier)
|
||||
{
|
||||
CellCoord p(acore::ComputeCellCoord(x, y));
|
||||
Cell cell(p);
|
||||
cell.SetNoCreate();
|
||||
|
||||
Reference in New Issue
Block a user