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https://github.com/mangosfour/server.git
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407 lines
14 KiB
C++
407 lines
14 KiB
C++
/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef MANGOS_MAP_H
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#define MANGOS_MAP_H
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#include "Platform/Define.h"
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#include "Policies/ThreadingModel.h"
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#include "zthread/Lockable.h"
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#include "zthread/Mutex.h"
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#include "zthread/FairReadWriteLock.h"
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#include "Database/DBCStructure.h"
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#include "GridDefines.h"
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#include "Cell.h"
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#include "Object.h"
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#include "Timer.h"
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#include "SharedDefines.h"
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#include "GameSystem/GridRefManager.h"
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#include "MapRefManager.h"
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#include <bitset>
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#include <list>
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class Unit;
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class WorldPacket;
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class InstanceData;
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class Group;
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class InstanceSave;
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namespace ZThread
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{
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class Lockable;
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class ReadWriteLock;
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}
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typedef ZThread::FairReadWriteLock GridRWLock;
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template<class MUTEX, class LOCK_TYPE>
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struct RGuard
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{
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RGuard(MUTEX &l) : i_lock(l.getReadLock()) {}
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MaNGOS::GeneralLock<LOCK_TYPE> i_lock;
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};
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template<class MUTEX, class LOCK_TYPE>
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struct WGuard
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{
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WGuard(MUTEX &l) : i_lock(l.getWriteLock()) {}
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MaNGOS::GeneralLock<LOCK_TYPE> i_lock;
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};
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typedef RGuard<GridRWLock, ZThread::Lockable> GridReadGuard;
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typedef WGuard<GridRWLock, ZThread::Lockable> GridWriteGuard;
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typedef MaNGOS::SingleThreaded<GridRWLock>::Lock NullGuard;
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typedef struct
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{
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uint16 area_flag[16][16];
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uint8 terrain_type[16][16];
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float liquid_level[128][128];
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float Z[MAP_RESOLUTION][MAP_RESOLUTION];
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}GridMap;
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struct CreatureMover
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{
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CreatureMover() : x(0), y(0), z(0), ang(0) {}
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CreatureMover(float _x, float _y, float _z, float _ang) : x(_x), y(_y), z(_z), ang(_ang) {}
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float x, y, z, ang;
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};
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// 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
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#if defined( __GNUC__ )
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#pragma pack(1)
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#else
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#pragma pack(push,1)
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#endif
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struct InstanceTemplate
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{
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uint32 map;
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uint32 parent;
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uint32 levelMin;
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uint32 levelMax;
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uint32 maxPlayers;
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uint32 reset_delay;
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float startLocX;
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float startLocY;
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float startLocZ;
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float startLocO;
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uint32 script_id;
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};
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enum LevelRequirementVsMode
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{
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LEVELREQUIREMENT_HEROIC = 70
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};
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#if defined( __GNUC__ )
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#pragma pack()
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#else
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#pragma pack(pop)
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#endif
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typedef UNORDERED_MAP<Creature*, CreatureMover> CreatureMoveList;
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#define MAX_HEIGHT 100000.0f // can be use for find ground height at surface
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#define INVALID_HEIGHT -100000.0f // for check, must be equal to VMAP_INVALID_HEIGHT, real value for unknown height is VMAP_INVALID_HEIGHT_VALUE
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#define MIN_UNLOAD_DELAY 1 // immediate unload
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class MANGOS_DLL_SPEC Map : public GridRefManager<NGridType>, public MaNGOS::ObjectLevelLockable<Map, ZThread::Mutex>
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{
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friend class MapReference;
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public:
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Map(uint32 id, time_t, uint32 InstanceId, uint8 SpawnMode);
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virtual ~Map();
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// currently unused for normal maps
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virtual bool CanUnload(const uint32& diff);
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virtual bool Add(Player *);
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virtual void Remove(Player *, bool);
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template<class T> void Add(T *);
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template<class T> void Remove(T *, bool);
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virtual void Update(const uint32&);
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void MessageBroadcast(Player *, WorldPacket *, bool to_self);
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void MessageBroadcast(WorldObject *, WorldPacket *);
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void MessageDistBroadcast(Player *, WorldPacket *, float dist, bool to_self, bool own_team_only = false);
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void MessageDistBroadcast(WorldObject *, WorldPacket *, float dist);
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void PlayerRelocation(Player *, float x, float y, float z, float angl);
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void CreatureRelocation(Creature *creature, float x, float y, float, float);
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template<class LOCK_TYPE, class T, class CONTAINER> void Visit(const CellLock<LOCK_TYPE> &cell, TypeContainerVisitor<T, CONTAINER> &visitor);
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inline bool IsRemovalGrid(float x, float y) const
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{
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GridPair p = MaNGOS::ComputeGridPair(x, y);
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return( !getNGrid(p.x_coord, p.y_coord) || getNGrid(p.x_coord, p.y_coord)->GetGridState() == GRID_STATE_REMOVAL );
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}
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bool GetUnloadFlag(const GridPair &p) const { return getNGrid(p.x_coord, p.y_coord)->getUnloadFlag(); }
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void SetUnloadFlag(const GridPair &p, bool unload) { getNGrid(p.x_coord, p.y_coord)->setUnloadFlag(unload); }
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void LoadGrid(const Cell& cell, bool no_unload = false);
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bool UnloadGrid(const uint32 &x, const uint32 &y, bool pForce);
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virtual void UnloadAll(bool pForce);
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void ResetGridExpiry(NGridType &grid, float factor = 1) const
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{
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grid.ResetTimeTracker((time_t)((float)i_gridExpiry*factor));
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}
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time_t GetGridExpiry(void) const { return i_gridExpiry; }
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uint32 GetId(void) const { return i_id; }
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static bool ExistMap(uint32 mapid, int x, int y);
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static bool ExistVMap(uint32 mapid, int x, int y);
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void LoadMapAndVMap(uint32 mapid, uint32 instanceid, int x, int y);
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static void InitStateMachine();
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static void DeleteStateMachine();
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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 pCheckVMap=true) const;
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bool IsInWater(float x, float y, float z) const; // does not use z pos. This is for future use
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uint16 GetAreaFlag(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 IsUnderWater(float x, float y, float z) const;
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static uint32 GetAreaId(uint16 areaflag,uint32 map_id);
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static uint32 GetZoneId(uint16 areaflag,uint32 map_id);
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uint32 GetAreaId(float x, float y, float z) const
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{
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return GetAreaId(GetAreaFlag(x,y,z),i_id);
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}
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uint32 GetZoneId(float x, float y, float z) const
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{
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return GetZoneId(GetAreaFlag(x,y,z),i_id);
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}
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virtual void MoveAllCreaturesInMoveList();
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virtual void RemoveAllObjectsInRemoveList();
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bool CreatureRespawnRelocation(Creature *c); // used only in MoveAllCreaturesInMoveList and ObjectGridUnloader
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// assert print helper
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bool CheckGridIntegrity(Creature* c, bool moved) const;
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uint32 GetInstanceId() { return i_InstanceId; }
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uint8 GetSpawnMode() { return (i_spawnMode); }
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virtual bool CanEnter(Player* /*player*/) { return true; }
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const char* GetMapName() const;
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bool Instanceable() const { return i_mapEntry && i_mapEntry->Instanceable(); }
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// NOTE: this duplicate of Instanceable(), but Instanceable() can be changed when BG also will be instanceable
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bool IsDungeon() const { return i_mapEntry && i_mapEntry->IsDungeon(); }
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bool IsRaid() const { return i_mapEntry && i_mapEntry->IsRaid(); }
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bool IsHeroic() const { return i_spawnMode == DIFFICULTY_HEROIC; }
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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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if(i_mapEntry->entrance_map < 0)
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return false;
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mapid = i_mapEntry->entrance_map;
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x = i_mapEntry->entrance_x;
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y = i_mapEntry->entrance_y;
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return true;
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}
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void AddObjectToRemoveList(WorldObject *obj);
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void DoDelayedMovesAndRemoves();
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virtual bool RemoveBones(uint64 guid, float x, float y);
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void UpdateObjectVisibility(WorldObject* obj, Cell cell, CellPair cellpair);
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void UpdatePlayerVisibility(Player* player, Cell cell, CellPair cellpair);
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void UpdateObjectsVisibilityFor(Player* player, Cell cell, CellPair 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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bool HavePlayers() const { return !m_mapRefManager.isEmpty(); }
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uint32 GetPlayersCountExceptGMs() const;
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bool PlayersNearGrid(uint32 x,uint32 y) const;
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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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private:
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void LoadVMap(int pX, int pY);
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void LoadMap(uint32 mapid, uint32 instanceid, int x,int y);
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void SetTimer(uint32 t) { i_gridExpiry = t < MIN_GRID_DELAY ? MIN_GRID_DELAY : t; }
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//uint64 CalculateGridMask(const uint32 &y) const;
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void SendInitSelf( Player * player );
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void SendInitTransports( Player * player );
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void SendRemoveTransports( Player * player );
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void PlayerRelocationNotify(Player* player, Cell cell, CellPair cellpair);
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void CreatureRelocationNotify(Creature *creature, Cell newcell, CellPair newval);
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bool CreatureCellRelocation(Creature *creature, Cell new_cell);
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void AddCreatureToMoveList(Creature *c, float x, float y, float z, float ang);
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CreatureMoveList i_creaturesToMove;
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bool loaded(const GridPair &) const;
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void EnsureGridLoadedForPlayer(const Cell&, Player*, bool add_player);
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void EnsureGridCreated(const GridPair &);
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void buildNGridLinkage(NGridType* pNGridType) { pNGridType->link(this); }
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template<class T> void AddType(T *obj);
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template<class T> void RemoveType(T *obj, bool);
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NGridType* getNGrid(uint32 x, uint32 y) const
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{
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return i_grids[x][y];
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}
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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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inline void setNGrid(NGridType* grid, uint32 x, uint32 y);
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protected:
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typedef MaNGOS::ObjectLevelLockable<Map, ZThread::Mutex>::Lock Guard;
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MapEntry const* i_mapEntry;
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uint8 i_spawnMode;
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uint32 i_id;
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uint32 i_InstanceId;
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uint32 m_unloadTimer;
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MapRefManager m_mapRefManager;
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MapRefManager::iterator m_mapRefIter;
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private:
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typedef GridReadGuard ReadGuard;
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typedef GridWriteGuard WriteGuard;
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NGridType* i_grids[MAX_NUMBER_OF_GRIDS][MAX_NUMBER_OF_GRIDS];
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GridMap *GridMaps[MAX_NUMBER_OF_GRIDS][MAX_NUMBER_OF_GRIDS];
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std::bitset<TOTAL_NUMBER_OF_CELLS_PER_MAP*TOTAL_NUMBER_OF_CELLS_PER_MAP> marked_cells;
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time_t i_gridExpiry;
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std::set<WorldObject *> i_objectsToRemove;
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// Type specific code for add/remove to/from grid
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template<class T>
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void AddToGrid(T*, NGridType *, Cell const&);
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template<class T>
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void AddNotifier(T*, Cell const&, CellPair const&);
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template<class T>
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void RemoveFromGrid(T*, NGridType *, Cell const&);
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template<class T>
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void DeleteFromWorld(T*);
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};
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enum InstanceResetMethod
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{
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INSTANCE_RESET_ALL,
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INSTANCE_RESET_CHANGE_DIFFICULTY,
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INSTANCE_RESET_GLOBAL,
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INSTANCE_RESET_GROUP_DISBAND,
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INSTANCE_RESET_GROUP_JOIN,
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INSTANCE_RESET_RESPAWN_DELAY
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};
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class MANGOS_DLL_SPEC InstanceMap : public Map
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{
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public:
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InstanceMap(uint32 id, time_t, uint32 InstanceId, uint8 SpawnMode);
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~InstanceMap();
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bool Add(Player *);
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void Remove(Player *, bool);
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void Update(const uint32&);
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void CreateInstanceData(bool load);
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bool Reset(uint8 method);
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uint32 GetScriptId() { return i_script_id; }
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InstanceData* GetInstanceData() { return i_data; }
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void PermBindAllPlayers(Player *player);
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time_t GetResetTime();
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void UnloadAll(bool pForce);
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bool CanEnter(Player* player);
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void SendResetWarnings(uint32 timeLeft) const;
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void SetResetSchedule(bool on);
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private:
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bool m_resetAfterUnload;
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bool m_unloadWhenEmpty;
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InstanceData* i_data;
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uint32 i_script_id;
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};
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class MANGOS_DLL_SPEC BattleGroundMap : public Map
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{
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public:
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BattleGroundMap(uint32 id, time_t, uint32 InstanceId);
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~BattleGroundMap();
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bool Add(Player *);
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void Remove(Player *, bool);
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bool CanEnter(Player* player);
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void SetUnload();
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void UnloadAll(bool pForce);
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};
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/*inline
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uint64
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Map::CalculateGridMask(const uint32 &y) const
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{
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uint64 mask = 1;
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mask <<= y;
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return mask;
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}
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*/
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template<class LOCK_TYPE, class T, class CONTAINER>
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inline void
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Map::Visit(const CellLock<LOCK_TYPE> &cell, TypeContainerVisitor<T, CONTAINER> &visitor)
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{
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const uint32 x = cell->GridX();
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const uint32 y = cell->GridY();
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const uint32 cell_x = cell->CellX();
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const uint32 cell_y = cell->CellY();
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if( !cell->NoCreate() || loaded(GridPair(x,y)) )
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{
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EnsureGridLoadedForPlayer(cell, NULL, false);
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//LOCK_TYPE guard(i_info[x][y]->i_lock);
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getNGrid(x, y)->Visit(cell_x, cell_y, visitor);
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}
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}
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#endif
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