/* * Copyright (C) 2005-2010 MaNGOS * * 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, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #ifndef MANGOS_MAP_H #define MANGOS_MAP_H #include "Common.h" #include "Platform/Define.h" #include "Policies/ThreadingModel.h" #include "ace/RW_Thread_Mutex.h" #include "ace/Thread_Mutex.h" #include "DBCStructure.h" #include "GridDefines.h" #include "Cell.h" #include "Object.h" #include "Timer.h" #include "SharedDefines.h" #include "GridMap.h" #include "GameSystem/GridRefManager.h" #include "MapRefManager.h" #include "Utilities/TypeList.h" #include #include class Creature; class Unit; class WorldPacket; class InstanceData; class Group; class InstanceSave; struct ScriptInfo; struct ScriptAction; class BattleGround; class GridMap; // 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 map; // instance map uint32 parent; // non-continent parent instance (for instance with entrance in another instances) // or 0 (not related to continent 0 map id) uint32 levelMin; uint32 levelMax; uint32 script_id; }; enum LevelRequirementVsMode { LEVELREQUIREMENT_HEROIC = 70 }; #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 10.0f // default search distance to find height at nearby locations #define DEFAULT_WATER_SEARCH 50.0f // default search distance to case detection water level #define MIN_UNLOAD_DELAY 1 // immediate unload class MANGOS_DLL_SPEC Map : public GridRefManager, public MaNGOS::ObjectLevelLockable { friend class MapReference; friend class ObjectGridLoader; friend class ObjectWorldLoader; public: Map(uint32 id, time_t, uint32 InstanceId, uint8 SpawnMode, Map* _parent = NULL); virtual ~Map(); // 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 Add(Player *); virtual void Remove(Player *, bool); template void Add(T *); template void Remove(T *, bool); virtual void Update(const uint32&); void MessageBroadcast(Player *, WorldPacket *, bool to_self); void MessageBroadcast(WorldObject *, WorldPacket *); void MessageDistBroadcast(Player *, WorldPacket *, float dist, bool to_self, bool own_team_only = false); void MessageDistBroadcast(WorldObject *, WorldPacket *, float dist); float GetVisibilityDistance() const { return m_VisibleDistance; } //function for setting up visibility distance for maps on per-type/per-Id basis virtual void InitVisibilityDistance(); void PlayerRelocation(Player *, float x, float y, float z, float angl); void CreatureRelocation(Creature *creature, float x, float y, float z, float orientation); template void Visit(const Cell& cell, TypeContainerVisitor &visitor); bool IsRemovalGrid(float x, float y) const { GridPair p = MaNGOS::ComputeGridPair(x, y); return( !getNGrid(p.x_coord, p.y_coord) || getNGrid(p.x_coord, p.y_coord)->GetGridState() == GRID_STATE_REMOVAL ); } bool IsLoaded(float x, float y) const { GridPair p = MaNGOS::ComputeGridPair(x, y); return loaded(p); } bool GetUnloadLock(const GridPair &p) const { return getNGrid(p.x_coord, p.y_coord)->getUnloadLock(); } void SetUnloadLock(const GridPair &p, bool on) { getNGrid(p.x_coord, p.y_coord)->setUnloadExplicitLock(on); } void LoadGrid(const Cell& cell, bool no_unload = false); bool UnloadGrid(const uint32 &x, const uint32 &y, bool pForce); virtual void UnloadAll(bool pForce); void ResetGridExpiry(NGridType &grid, float factor = 1) const { grid.ResetTimeTracker((time_t)((float)i_gridExpiry*factor)); } time_t GetGridExpiry(void) const { return i_gridExpiry; } uint32 GetId(void) const { return i_id; } Map const * GetParent() const { return m_parentMap; } // 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 pCheckVMap=true, float maxSearchDist=DEFAULT_HEIGHT_SEARCH) const; float GetWaterLevel(float x, float y, float z, float* pGround = NULL) const; float GetWaterOrGroundLevel(float x, float y, float z, float* pGround = NULL, bool swim = false) const; bool IsInWater(float x, float y, float z, GridMapLiquidData *data = 0) const; bool IsUnderWater(float x, float y, float z) const; GridMapLiquidStatus getLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, GridMapLiquidData *data = 0) const; uint16 GetAreaFlag(float x, float y, float z, bool *isOutdoors=0) const; uint8 GetTerrainType(float x, float y ) const; static uint32 GetAreaIdByAreaFlag(uint16 areaflag,uint32 map_id); static uint32 GetZoneIdByAreaFlag(uint16 areaflag,uint32 map_id); static void GetZoneAndAreaIdByAreaFlag(uint32& zoneid, uint32& areaid, uint16 areaflag,uint32 map_id); uint32 GetAreaId(float x, float y, float z) const { return GetAreaIdByAreaFlag(GetAreaFlag(x,y,z),i_id); } uint32 GetZoneId(float x, float y, float z) const { return GetZoneIdByAreaFlag(GetAreaFlag(x,y,z),i_id); } void GetZoneAndAreaId(uint32& zoneid, uint32& areaid, float x, float y, float z) const { GetZoneAndAreaIdByAreaFlag(zoneid,areaid,GetAreaFlag(x,y,z),i_id); } virtual void RemoveAllObjectsInRemoveList(); bool CreatureRespawnRelocation(Creature *c); // used only in CreatureRelocation and ObjectGridUnloader // ASSERT print helper bool CheckGridIntegrity(Creature* c, bool moved) const; uint32 GetInstanceId() const { return i_InstanceId; } virtual bool CanEnter(Player* /*player*/) { return true; } const char* GetMapName() const; // have meaning only for instanced map (that have set real difficulty), NOT USE its for BaseMap // _currently_ spawnmode == difficulty, but this can be changes later, so use appropriate spawmmode/difficult functions // for simplify later code support // regular difficulty = continent/dungeon normal/first raid normal difficulty uint8 GetSpawnMode() const { return (i_spawnMode); } Difficulty GetDifficulty() const { return Difficulty(GetSpawnMode()); } bool IsRegularDifficulty() const { return GetDifficulty() == REGULAR_DIFFICULTY; } uint32 GetMaxPlayers() const; // dependent from map difficulty uint32 GetMaxResetDelay() const; // dependent from map difficulty MapDifficulty const* GetMapDifficulty() const; // dependent from map difficulty bool Instanceable() const { return i_mapEntry && i_mapEntry->Instanceable(); } // NOTE: this duplicate of Instanceable(), but Instanceable() can be changed when BG also will be instanceable bool IsDungeon() const { return i_mapEntry && i_mapEntry->IsDungeon(); } bool IsRaid() const { return i_mapEntry && i_mapEntry->IsRaid(); } bool IsRaidOrHeroicDungeon() const { return IsRaid() || GetDifficulty() > DUNGEON_DIFFICULTY_NORMAL; } 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(); } InstanceSave* GetInstanceSave() const { return m_instanceSave; } void AddObjectToRemoveList(WorldObject *obj); void UpdateObjectVisibility(WorldObject* obj, Cell cell, CellPair cellpair); void resetMarkedCells() { marked_cells.reset(); } bool isCellMarked(uint32 pCellId) { return marked_cells.test(pCellId); } void markCell(uint32 pCellId) { marked_cells.set(pCellId); } bool HavePlayers() const { return !m_mapRefManager.isEmpty(); } uint32 GetPlayersCountExceptGMs() const; bool ActiveObjectsNearGrid(uint32 x,uint32 y) const; void SendToPlayers(WorldPacket const* data) const; typedef MapRefManager PlayerList; 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 void AddToActive(WorldObject* obj); // must called with RemoveFromWorld void RemoveFromActive(WorldObject* obj); Player* GetPlayer(ObjectGuid guid); Creature* GetCreature(ObjectGuid guid); Vehicle* GetVehicle(ObjectGuid guid); Pet* GetPet(ObjectGuid guid); Creature* GetAnyTypeCreature(ObjectGuid guid); // normal creature or pet or vehicle GameObject* GetGameObject(ObjectGuid guid); DynamicObject* GetDynamicObject(ObjectGuid guid); Corpse* GetCorpse(ObjectGuid guid); // !!! find corpse can be not in world Unit* GetUnit(ObjectGuid guid); // only use if sure that need objects at current map, specially for player case WorldObject* GetWorldObject(ObjectGuid guid); // only use if sure that need objects at current map, specially for player case TypeUnorderedMapContainer& GetObjectsStore() { return m_objectsStore; } void AddUpdateObject(Object *obj) { i_objectsToClientUpdate.insert(obj); } void RemoveUpdateObject(Object *obj) { i_objectsToClientUpdate.erase( obj ); } // DynObjects currently uint32 GenerateLocalLowGuid(HighGuid guidhigh); bool GetAreaInfo(float x, float y, float z, uint32 &mogpflags, int32 &adtId, int32 &rootId, int32 &groupId) const; bool IsOutdoors(float x, float y, float z) const; private: void LoadMapAndVMap(int gx, int gy); void LoadVMap(int gx, int gy); void LoadMap(int gx,int gy, bool reload = false); GridMap *GetGrid(float x, float y); void SetTimer(uint32 t) { i_gridExpiry = t < MIN_GRID_DELAY ? MIN_GRID_DELAY : t; } void SendInitSelf( Player * player ); void SendInitTransports( Player * player ); void SendRemoveTransports( Player * player ); void PlayerRelocationNotify(Player* player, Cell cell, CellPair cellpair); bool CreatureCellRelocation(Creature *creature, Cell new_cell); bool loaded(const GridPair &) const; void EnsureGridCreated(const GridPair &); bool EnsureGridLoaded(Cell const&); void EnsureGridLoadedAtEnter(Cell const&, Player* player = NULL); void buildNGridLinkage(NGridType* pNGridType) { pNGridType->link(this); } template void AddType(T *obj); template void RemoveType(T *obj, bool); NGridType* getNGrid(uint32 x, uint32 y) const { MANGOS_ASSERT(x < MAX_NUMBER_OF_GRIDS); MANGOS_ASSERT(y < MAX_NUMBER_OF_GRIDS); return i_grids[x][y]; } bool isGridObjectDataLoaded(uint32 x, uint32 y) const { return getNGrid(x,y)->isGridObjectDataLoaded(); } void setGridObjectDataLoaded(bool pLoaded, uint32 x, uint32 y) { getNGrid(x,y)->setGridObjectDataLoaded(pLoaded); } void setNGrid(NGridType* grid, uint32 x, uint32 y); void ScriptsProcess(); void SendObjectUpdates(); std::set i_objectsToClientUpdate; protected: void SetUnloadReferenceLock(const GridPair &p, bool on) { getNGrid(p.x_coord, p.y_coord)->setUnloadReferenceLock(on); } typedef MaNGOS::ObjectLevelLockable::Lock Guard; MapEntry const* i_mapEntry; uint8 i_spawnMode; uint32 i_id; uint32 i_InstanceId; uint32 m_unloadTimer; float m_VisibleDistance; InstanceSave* m_instanceSave; // can be NULL for non dungeons... MapRefManager m_mapRefManager; MapRefManager::iterator m_mapRefIter; typedef std::set ActiveNonPlayers; ActiveNonPlayers m_activeNonPlayers; ActiveNonPlayers::iterator m_activeNonPlayersIter; TypeUnorderedMapContainer m_objectsStore; private: time_t i_gridExpiry; //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::set i_objectsToRemove; std::multimap m_scriptSchedule; // Map local low guid counters ObjectGuidGenerator m_DynObjectGuids; ObjectGuidGenerator m_PetGuids; ObjectGuidGenerator m_VehicleGuids; // Type specific code for add/remove to/from grid template void AddToGrid(T*, NGridType *, Cell const&); template void AddNotifier(T*, Cell const&, CellPair const&); template void RemoveFromGrid(T*, NGridType *, Cell const&); template void DeleteFromWorld(T*); }; enum InstanceResetMethod { INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GLOBAL, INSTANCE_RESET_GROUP_DISBAND, INSTANCE_RESET_GROUP_JOIN, INSTANCE_RESET_RESPAWN_DELAY }; class MANGOS_DLL_SPEC InstanceMap : public Map { public: InstanceMap(uint32 id, time_t, uint32 InstanceId, uint8 SpawnMode, Map* _parent); ~InstanceMap(); bool Add(Player *); void Remove(Player *, bool); void Update(const uint32&); void CreateInstanceData(bool load); bool Reset(uint8 method); uint32 GetScriptId() { return i_script_id; } InstanceData* GetInstanceData() { return i_data; } void PermBindAllPlayers(Player *player); void UnloadAll(bool pForce); bool CanEnter(Player* player); void SendResetWarnings(uint32 timeLeft) const; void SetResetSchedule(bool on); virtual void InitVisibilityDistance(); private: bool m_resetAfterUnload; bool m_unloadWhenEmpty; InstanceData* i_data; uint32 i_script_id; }; class MANGOS_DLL_SPEC BattleGroundMap : public Map { public: BattleGroundMap(uint32 id, time_t, uint32 InstanceId, Map* _parent, uint8 spawnMode); ~BattleGroundMap(); void Update(const uint32&); bool Add(Player *); void Remove(Player *, bool); bool CanEnter(Player* player); void SetUnload(); void UnloadAll(bool pForce); virtual void InitVisibilityDistance(); BattleGround* GetBG() { return m_bg; } void SetBG(BattleGround* bg) { m_bg = bg; } private: BattleGround* m_bg; }; template inline void Map::Visit(const Cell& 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() || loaded(GridPair(x,y)) ) { EnsureGridLoaded(cell); getNGrid(x, y)->Visit(cell_x, cell_y, visitor); } } #endif