/* * Copyright (C) 2016+ AzerothCore , released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version. * Copyright (C) 2008-2016 TrinityCore * Copyright (C) 2005-2009 MaNGOS */ #ifndef ACORE_MAP_H #define ACORE_MAP_H #include "Cell.h" #include "DataMap.h" #include "DBCStructure.h" #include "Define.h" #include "DynamicTree.h" #include "GameObjectModel.h" #include "GridDefines.h" #include "GridRefManager.h" #include "MapRefManager.h" #include "ObjectDefines.h" #include "ObjectGuid.h" #include "PathGenerator.h" #include "SharedDefines.h" #include "Timer.h" #include #include #include #include #include class Unit; class WorldPacket; class InstanceScript; class Group; class InstanceSave; class Object; class WorldObject; class TempSummon; class Player; class CreatureGroup; struct ScriptInfo; struct ScriptAction; struct Position; class Battleground; class MapInstanced; class InstanceMap; class BattlegroundMap; class Transport; class StaticTransport; class MotionTransport; class PathGenerator; 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 }; // ****************************************** // Map file format defines // ****************************************** struct map_fileheader { uint32 mapMagic; uint32 versionMagic; uint32 buildMagic; uint32 areaMapOffset; uint32 areaMapSize; uint32 heightMapOffset; uint32 heightMapSize; uint32 liquidMapOffset; uint32 liquidMapSize; }; #define MAP_AREA_NO_AREA 0x0001 struct map_areaHeader { uint32 fourcc; uint16 flags; uint16 gridArea; }; #define MAP_HEIGHT_NO_HEIGHT 0x0001 #define MAP_HEIGHT_AS_INT16 0x0002 #define MAP_HEIGHT_AS_INT8 0x0004 #define MAP_HEIGHT_HAS_FLIGHT_BOUNDS 0x0008 struct map_heightHeader { uint32 fourcc; uint32 flags; float gridHeight; float gridMaxHeight; }; #define MAP_LIQUID_NO_TYPE 0x0001 #define MAP_LIQUID_NO_HEIGHT 0x0002 struct map_liquidHeader { uint32 fourcc; uint16 flags; uint16 liquidType; uint8 offsetX; uint8 offsetY; uint8 width; uint8 height; float liquidLevel; }; enum ZLiquidStatus { LIQUID_MAP_NO_WATER = 0x00000000, LIQUID_MAP_ABOVE_WATER = 0x00000001, LIQUID_MAP_WATER_WALK = 0x00000002, LIQUID_MAP_IN_WATER = 0x00000004, LIQUID_MAP_UNDER_WATER = 0x00000008 }; #define MAP_LIQUID_TYPE_NO_WATER 0x00 #define MAP_LIQUID_TYPE_WATER 0x01 #define MAP_LIQUID_TYPE_OCEAN 0x02 #define MAP_LIQUID_TYPE_MAGMA 0x04 #define MAP_LIQUID_TYPE_SLIME 0x08 #define MAP_ALL_LIQUIDS (MAP_LIQUID_TYPE_WATER | MAP_LIQUID_TYPE_OCEAN | MAP_LIQUID_TYPE_MAGMA | MAP_LIQUID_TYPE_SLIME) #define MAP_LIQUID_TYPE_DARK_WATER 0x10 #define MAP_LIQUID_TYPE_WMO_WATER 0x20 struct LiquidData { uint32 type_flags; uint32 entry; float level; float depth_level; }; enum LineOfSightChecks { LINEOFSIGHT_CHECK_VMAP = 0x1, // check static floor layout data LINEOFSIGHT_CHECK_GOBJECT = 0x2, // check dynamic game object data LINEOFSIGHT_ALL_CHECKS = (LINEOFSIGHT_CHECK_VMAP | LINEOFSIGHT_CHECK_GOBJECT) }; class GridMap { uint32 _flags; union { float* m_V9; uint16* m_uint16_V9; uint8* m_uint8_V9; }; union { float* m_V8; uint16* m_uint16_V8; uint8* m_uint8_V8; }; int16* _maxHeight; int16* _minHeight; // Height level data float _gridHeight; float _gridIntHeightMultiplier; // Area data uint16* _areaMap; // Liquid data float _liquidLevel; uint16* _liquidEntry; uint8* _liquidFlags; float* _liquidMap; uint16 _gridArea; uint16 _liquidType; uint8 _liquidOffX; uint8 _liquidOffY; uint8 _liquidWidth; uint8 _liquidHeight; bool loadAreaData(FILE* in, uint32 offset, uint32 size); bool loadHeightData(FILE* in, uint32 offset, uint32 size); bool loadLiquidData(FILE* in, uint32 offset, uint32 size); // Get height functions and pointers typedef float (GridMap::*GetHeightPtr) (float x, float y) const; GetHeightPtr _gridGetHeight; [[nodiscard]] float getHeightFromFloat(float x, float y) const; [[nodiscard]] float getHeightFromUint16(float x, float y) const; [[nodiscard]] float getHeightFromUint8(float x, float y) const; [[nodiscard]] float getHeightFromFlat(float x, float y) const; public: GridMap(); ~GridMap(); bool loadData(char* filaname); void unloadData(); [[nodiscard]] uint16 getArea(float x, float y) const; [[nodiscard]] inline float getHeight(float x, float y) const {return (this->*_gridGetHeight)(x, y);} [[nodiscard]] float getMinHeight(float x, float y) const; [[nodiscard]] float getLiquidLevel(float x, float y) const; [[nodiscard]] uint8 getTerrainType(float x, float y) const; ZLiquidStatus getLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, float collisionHeight, LiquidData* data = nullptr); }; // 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{0}; uint32 WeatherId{0}; float WeatherGrade{0.0f}; uint32 OverrideLightId{0}; uint32 LightFadeInTime{0}; }; #if defined(__GNUC__) #pragma pack() #else #pragma pack(pop) #endif #define MAX_HEIGHT 100000.0f // can be use for find ground height at surface #define INVALID_HEIGHT -100000.0f // for check, must be equal to VMAP_INVALID_HEIGHT, real value for unknown height is VMAP_INVALID_HEIGHT_VALUE #define MAX_FALL_DISTANCE 250000.0f // "unlimited fall" to find VMap ground if it is available, just larger than MAX_HEIGHT - INVALID_HEIGHT #define DEFAULT_HEIGHT_SEARCH 50.0f // default search distance to find height at nearby locations #define MIN_UNLOAD_DELAY 1 // immediate unload typedef std::map CreatureGroupHolderType; typedef std::unordered_map ZoneDynamicInfoMap; typedef std::set TransportsContainer; enum EncounterCreditType { ENCOUNTER_CREDIT_KILL_CREATURE = 0, ENCOUNTER_CREDIT_CAST_SPELL = 1, }; class Map : public GridRefManager { friend class MapReference; 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) 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 VisitNearbyCellsOf(WorldObject* obj, TypeContainerVisitor& gridVisitor, TypeContainerVisitor& worldVisitor, TypeContainerVisitor& largeGridVisitor, TypeContainerVisitor& largeWorldVisitor); void VisitNearbyCellsOfPlayer(Player* player, TypeContainerVisitor& gridVisitor, TypeContainerVisitor& worldVisitor, TypeContainerVisitor& largeGridVisitor, TypeContainerVisitor& largeWorldVisitor); virtual void Update(const uint32, const uint32, bool thread = true); [[nodiscard]] float GetVisibilityRange() const { return m_VisibleDistance; } void SetVisibilityRange(float range) { m_VisibleDistance = range; } //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); [[nodiscard]] bool IsRemovalGrid(float x, float y) const { GridCoord p = Acore::ComputeGridCoord(x, y); return !getNGrid(p.x_coord, p.y_coord); } [[nodiscard]] bool IsGridLoaded(float x, float y) const { return IsGridLoaded(Acore::ComputeGridCoord(x, y)); } void LoadGrid(float x, float y); void LoadAllCells(); bool UnloadGrid(NGridType& ngrid); virtual void UnloadAll(); [[nodiscard]] uint32 GetId() const { return i_mapEntry->MapID; } static bool ExistMap(uint32 mapid, int gx, int gy); static bool ExistVMap(uint32 mapid, int gx, int gy); [[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); ZLiquidStatus getLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, LiquidData* data = nullptr, float collisionHeight = DEFAULT_COLLISION_HEIGHT) 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; [[nodiscard]] uint32 GetAreaId(float x, float y, float z) const; [[nodiscard]] uint32 GetZoneId(float x, float y, float z) const; void GetZoneAndAreaId(uint32& zoneid, uint32& areaid, float x, float y, float z) const; [[nodiscard]] bool IsOutdoors(float x, float y, float z) const; [[nodiscard]] uint8 GetTerrainType(float x, float y) const; [[nodiscard]] float GetWaterLevel(float x, float y) const; bool IsInWater(float x, float y, float z, LiquidData* data = nullptr) const; [[nodiscard]] bool IsUnderWater(float x, float y, float z) const; [[nodiscard]] bool HasEnoughWater(WorldObject const* searcher, float x, float y, float z) const; [[nodiscard]] bool HasEnoughWater(WorldObject const* searcher, LiquidData 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); } virtual bool CanEnter(Player* /*player*/, bool /*loginCheck = false*/) { return true; } [[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(); } 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); } [[nodiscard]] bool HavePlayers() const { return !m_mapRefManager.isEmpty(); } [[nodiscard]] 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; [[nodiscard]] PlayerList const& GetPlayers() const { return m_mapRefManager; } //per-map script storage void ScriptsStart(std::map > const& scripts, uint32 id, Object* source, Object* target); void ScriptCommandStart(ScriptInfo const& script, uint32 delay, Object* source, Object* target); // must called with AddToWorld template void AddToActive(T* obj); // must called with RemoveFromWorld template void RemoveFromActive(T* obj); template void SwitchGridContainers(T* obj, bool on); template void VisitAll(const float& x, const float& y, float radius, NOTIFIER& notifier); template void VisitFirstFound(const float& x, const float& y, float radius, NOTIFIER& notifier); template void VisitWorld(const float& x, const float& y, float radius, NOTIFIER& notifier); template void VisitGrid(const float& x, const float& y, float radius, NOTIFIER& notifier); CreatureGroupHolderType CreatureGroupHolder; void UpdateIteratorBack(Player* player); TempSummon* SummonCreature(uint32 entry, Position const& pos, SummonPropertiesEntry const* properties = nullptr, uint32 duration = 0, Unit* summoner = nullptr, 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* 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; } std::unordered_set const* GetCorpsesInCell(uint32 cellId) const { auto itr = _corpsesByCell.find(cellId); if (itr != _corpsesByCell.end()) return &itr->second; return nullptr; } Corpse* GetCorpseByPlayer(ObjectGuid const& ownerGuid) const { auto itr = _corpsesByPlayer.find(ownerGuid); if (itr != _corpsesByPlayer.end()) return itr->second; return nullptr; } MapInstanced* ToMapInstanced() { if (Instanceable()) return reinterpret_cast(this); else return nullptr; } [[nodiscard]] const MapInstanced* ToMapInstanced() const { if (Instanceable()) return (const MapInstanced*)((MapInstanced*)this); else return nullptr; } InstanceMap* ToInstanceMap() { if (IsDungeon()) return reinterpret_cast(this); else return nullptr; } [[nodiscard]] const InstanceMap* ToInstanceMap() const { if (IsDungeon()) return (const InstanceMap*)((InstanceMap*)this); else return nullptr; } BattlegroundMap* ToBattlegroundMap() { if (IsBattlegroundOrArena()) return reinterpret_cast(this); else return nullptr; } [[nodiscard]] const BattlegroundMap* 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) const; bool CanReachPositionAndGetValidCoords(const WorldObject* source, PathGenerator *path, float &destX, float &destY, float &destZ, bool failOnCollision = true, bool failOnSlopes = true) const; bool CanReachPositionAndGetValidCoords(const WorldObject* source, float &destX, float &destY, float &destZ, bool failOnCollision = true, bool failOnSlopes = true) const; bool CanReachPositionAndGetValidCoords(const WorldObject* source, float startX, float startY, float startZ, float &destX, float &destY, float &destZ, bool failOnCollision = true, bool failOnSlopes = true) const; bool CheckCollisionAndGetValidCoords(const WorldObject* 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 LoadCorpseData(); void DeleteCorpseData(); void AddCorpse(Corpse* corpse); void RemoveCorpse(Corpse* corpse); Corpse* ConvertCorpseToBones(ObjectGuid const ownerGuid, bool insignia = false); void RemoveOldCorpses(); static void DeleteRespawnTimesInDB(uint16 mapId, uint32 instanceId); void SendInitTransports(Player* player); void SendRemoveTransports(Player* player); void SendZoneDynamicInfo(Player* player); void 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&); [[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); } 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 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; [[nodiscard]] bool IsGridLoaded(const GridCoord&) const; void EnsureGridCreated_i(const GridCoord&); void buildNGridLinkage(NGridType* pNGridType) { pNGridType->link(this); } [[nodiscard]] 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&); [[nodiscard]] bool isGridObjectDataLoaded(uint32 x, uint32 y) const { return getNGrid(x, y)->isGridObjectDataLoaded(); } void setGridObjectDataLoaded(bool pLoaded, uint32 x, uint32 y) { getNGrid(x, y)->setGridObjectDataLoaded(pLoaded); } void setNGrid(NGridType* grid, uint32 x, uint32 y); void ScriptsProcess(); void UpdateActiveCells(const float& x, const float& y, const uint32 t_diff); void SendObjectUpdates(); protected: std::mutex Lock; std::mutex GridLock; std::shared_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 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, ObjectGuid::LowType 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 marked_cells; std::bitset marked_cells_large; bool i_scriptLock; std::unordered_set i_objectsToRemove; std::map i_objectsToSwitch; std::unordered_set i_worldObjects; typedef std::multimap ScriptScheduleMap; ScriptScheduleMap m_scriptSchedule; // Type specific code for add/remove to/from grid template void AddToGrid(T* object, Cell const& cell); template void DeleteFromWorld(T*); void AddToActiveHelper(WorldObject* obj) { m_activeNonPlayers.insert(obj); } void RemoveFromActiveHelper(WorldObject* obj) { // Map::Update for active object in proccess if (m_activeNonPlayersIter != m_activeNonPlayers.end()) { ActiveNonPlayers::iterator itr = m_activeNonPlayers.find(obj); if (itr == m_activeNonPlayers.end()) return; if (itr == m_activeNonPlayersIter) ++m_activeNonPlayersIter; m_activeNonPlayers.erase(itr); } else m_activeNonPlayers.erase(obj); } std::unordered_map _creatureRespawnTimes; std::unordered_map _goRespawnTimes; ZoneDynamicInfoMap _zoneDynamicInfo; uint32 _defaultLight; template inline ObjectGuidGeneratorBase& GetGuidSequenceGenerator() { auto itr = _guidGenerators.find(high); if (itr == _guidGenerators.end()) itr = _guidGenerators.insert(std::make_pair(high, std::unique_ptr>(new ObjectGuidGenerator()))).first; return *itr->second; } std::map> _guidGenerators; MapStoredObjectTypesContainer _objectsStore; CreatureBySpawnIdContainer _creatureBySpawnIdStore; GameObjectBySpawnIdContainer _gameobjectBySpawnIdStore; std::unordered_map> _corpsesByCell; std::unordered_map _corpsesByPlayer; std::unordered_set _corpseBones; std::unordered_set _updateObjects; }; enum InstanceResetMethod { INSTANCE_RESET_ALL, // reset all option under portrait, resets only normal 5-mans INSTANCE_RESET_CHANGE_DIFFICULTY, // on changing difficulty INSTANCE_RESET_GLOBAL, // global id reset INSTANCE_RESET_GROUP_JOIN, // on joining group INSTANCE_RESET_GROUP_LEAVE // on leaving group }; class InstanceMap : public Map { public: InstanceMap(uint32 id, uint32 InstanceId, uint8 SpawnMode, Map* _parent); ~InstanceMap() override; bool AddPlayerToMap(Player*) override; void RemovePlayerFromMap(Player*, bool) override; void AfterPlayerUnlinkFromMap() override; void Update(const uint32, const uint32, bool thread = true) override; void CreateInstanceScript(bool load, std::string data, uint32 completedEncounterMask); bool Reset(uint8 method, GuidList* globalSkipList = nullptr); [[nodiscard]] uint32 GetScriptId() const { return i_script_id; } [[nodiscard]] std::string const& GetScriptName() const; [[nodiscard]] InstanceScript* GetInstanceScript() { return instance_data; } [[nodiscard]] InstanceScript const* GetInstanceScript() const { return instance_data; } void PermBindAllPlayers(); void UnloadAll() override; bool CanEnter(Player* player, bool loginCheck = false) override; void SendResetWarnings(uint32 timeLeft) const; [[nodiscard]] uint32 GetMaxPlayers() const; [[nodiscard]] uint32 GetMaxResetDelay() const; void InitVisibilityDistance() override; private: bool m_resetAfterUnload; bool m_unloadWhenEmpty; InstanceScript* instance_data; uint32 i_script_id; }; class BattlegroundMap : public Map { public: BattlegroundMap(uint32 id, uint32 InstanceId, Map* _parent, uint8 spawnMode); ~BattlegroundMap() override; bool AddPlayerToMap(Player*) override; void RemovePlayerFromMap(Player*, bool) override; bool CanEnter(Player* player, bool loginCheck = false) override; void SetUnload(); //void UnloadAll(bool pForce); void RemoveAllPlayers() override; void InitVisibilityDistance() override; Battleground* GetBG() { return m_bg; } void SetBG(Battleground* bg) { m_bg = bg; } private: Battleground* m_bg; }; template inline void Map::Visit(Cell const& cell, TypeContainerVisitor& 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); } } template 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(); TypeContainerVisitor world_object_notifier(notifier); cell.Visit(p, world_object_notifier, *this, radius, x, y); TypeContainerVisitor grid_object_notifier(notifier); cell.Visit(p, grid_object_notifier, *this, radius, x, y); } // should be used with Searcher notifiers, tries to search world if nothing found in grid template 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(); TypeContainerVisitor world_object_notifier(notifier); cell.Visit(p, world_object_notifier, *this, radius, x, y); if (!notifier.i_object) { TypeContainerVisitor grid_object_notifier(notifier); cell.Visit(p, grid_object_notifier, *this, radius, x, y); } } template 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(); TypeContainerVisitor world_object_notifier(notifier); cell.Visit(p, world_object_notifier, *this, radius, x, y); } template 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(); TypeContainerVisitor grid_object_notifier(notifier); cell.Visit(p, grid_object_notifier, *this, radius, x, y); } #endif