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* Support to script Dummy spells with spell_scripts * Support to script TriggerSpell spells which have no existing triggered spell Note that the order which spell-effect actually triggers the DB script is well-defined (SCRIPT_EFFECT before DUMMY before other) Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
438 lines
16 KiB
C++
438 lines
16 KiB
C++
/*
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* Copyright (C) 2005-2012 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 "Common.h"
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#include "Platform/Define.h"
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#include "Policies/ThreadingModel.h"
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#include "ace/RW_Thread_Mutex.h"
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#include "ace/Thread_Mutex.h"
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#include "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 "GridMap.h"
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#include "GameSystem/GridRefManager.h"
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#include "MapRefManager.h"
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#include "Utilities/TypeList.h"
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#include "ScriptMgr.h"
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#include "CreatureLinkingMgr.h"
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#include <bitset>
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#include <list>
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struct CreatureInfo;
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class Creature;
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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 MapPersistentState;
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class WorldPersistentState;
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class DungeonPersistentState;
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class BattleGroundPersistentState;
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struct ScriptInfo;
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class BattleGround;
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class GridMap;
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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; // instance map
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uint32 parent; // non-continent parent instance (for instance with entrance in another instances)
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// or 0 (not related to continent 0 map id)
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uint32 levelMin;
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uint32 levelMax;
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uint32 script_id;
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};
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struct WorldTemplate
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{
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uint32 map; // non-instance map
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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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#define MIN_UNLOAD_DELAY 1 // immediate unload
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class MANGOS_DLL_SPEC Map : public GridRefManager<NGridType>
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{
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friend class MapReference;
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friend class ObjectGridLoader;
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friend class ObjectWorldLoader;
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protected:
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Map(uint32 id, time_t, uint32 InstanceId, uint8 SpawnMode);
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public:
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virtual ~Map();
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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) return false;
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if(m_unloadTimer <= diff) return true;
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m_unloadTimer -= diff;
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return false;
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}
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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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static void DeleteFromWorld(Player* player); // player object will deleted at call
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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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float GetVisibilityDistance() const { return m_VisibleDistance; }
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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 angl);
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void CreatureRelocation(Creature *creature, float x, float y, float z, float orientation);
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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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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 IsLoaded(float x, float y) const
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{
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GridPair p = MaNGOS::ComputeGridPair(x, y);
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return loaded(p);
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}
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bool GetUnloadLock(const GridPair &p) const { return getNGrid(p.x_coord, p.y_coord)->getUnloadLock(); }
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void SetUnloadLock(const GridPair &p, bool on) { getNGrid(p.x_coord, p.y_coord)->setUnloadExplicitLock(on); }
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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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// 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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virtual void RemoveAllObjectsInRemoveList();
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bool CreatureRespawnRelocation(Creature *c); // used only in CreatureRelocation and ObjectGridUnloader
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bool CheckGridIntegrity(Creature* c, bool moved) const;
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uint32 GetInstanceId() const { return i_InstanceId; }
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virtual bool CanEnter(Player* /*player*/) { 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), NOT USE its for BaseMap
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// _currently_ spawnmode == difficulty, but this can be changes later, so use appropriate spawmmode/difficult functions
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// for simplify later code support
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// regular difficulty = continent/dungeon normal/first raid normal difficulty
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uint8 GetSpawnMode() const { return (i_spawnMode); }
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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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uint32 GetMaxPlayers() const; // dependent from map difficulty
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uint32 GetMaxResetDelay() const; // dependent from map difficulty
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MapDifficulty const* GetMapDifficulty() const; // dependent from map difficulty
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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 IsRaidOrHeroicDungeon() const { return IsRaid() || GetDifficulty() > DUNGEON_DIFFICULTY_NORMAL; }
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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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// can't be NULL for loaded map
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MapPersistentState* GetPersistentState() const { return m_persistentState; }
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void AddObjectToRemoveList(WorldObject *obj);
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void UpdateObjectVisibility(WorldObject* obj, 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 ActiveObjectsNearGrid(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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//per-map script storage
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bool ScriptsStart(ScriptMapMapName 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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void AddToActive(WorldObject* obj);
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// must called with RemoveFromWorld
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void RemoveFromActive(WorldObject* obj);
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Player* GetPlayer(ObjectGuid guid);
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Creature* GetCreature(ObjectGuid guid);
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Pet* GetPet(ObjectGuid guid);
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Creature* GetAnyTypeCreature(ObjectGuid guid); // normal creature or pet or vehicle
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GameObject* GetGameObject(ObjectGuid guid);
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DynamicObject* GetDynamicObject(ObjectGuid guid);
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Corpse* GetCorpse(ObjectGuid guid); // !!! find corpse can be not in world
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Unit* GetUnit(ObjectGuid guid); // only use if sure that need objects at current map, specially for player case
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WorldObject* GetWorldObject(ObjectGuid guid); // only use if sure that need objects at current map, specially for player case
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typedef TypeUnorderedMapContainer<AllMapStoredObjectTypes, ObjectGuid> MapStoredObjectTypesContainer;
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MapStoredObjectTypesContainer& GetObjectsStore() { return m_objectsStore; }
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void AddUpdateObject(Object *obj)
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{
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i_objectsToClientUpdate.insert(obj);
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}
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void RemoveUpdateObject(Object *obj)
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{
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i_objectsToClientUpdate.erase( obj );
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}
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// DynObjects currently
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uint32 GenerateLocalLowGuid(HighGuid guidhigh);
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//get corresponding TerrainData object for this particular map
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const TerrainInfo * GetTerrain() const { return m_TerrainData; }
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void CreateInstanceData(bool load);
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InstanceData* GetInstanceData() { return i_data; }
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uint32 GetScriptId() const { return i_script_id; }
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void MonsterYellToMap(ObjectGuid guid, int32 textId, uint32 language, Unit* target);
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void MonsterYellToMap(CreatureInfo const* cinfo, int32 textId, uint32 language, Unit* target, uint32 senderLowGuid = 0);
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void PlayDirectSoundToMap(uint32 soundId, uint32 zoneId = 0);
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// Get Holder for Creature Linking
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CreatureLinkingHolder* GetCreatureLinkingHolder() { return &m_creatureLinkingHolder; }
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private:
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void LoadMapAndVMap(int gx, int gy);
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void SetTimer(uint32 t) { i_gridExpiry = t < MIN_GRID_DELAY ? MIN_GRID_DELAY : t; }
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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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bool CreatureCellRelocation(Creature *creature, Cell new_cell);
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bool loaded(const GridPair &) const;
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void EnsureGridCreated(const GridPair &);
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bool EnsureGridLoaded(Cell const&);
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void EnsureGridLoadedAtEnter(Cell const&, Player* player = NULL);
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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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MANGOS_ASSERT(x < MAX_NUMBER_OF_GRIDS);
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MANGOS_ASSERT(y < MAX_NUMBER_OF_GRIDS);
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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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void setNGrid(NGridType* grid, uint32 x, uint32 y);
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void ScriptsProcess();
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void SendObjectUpdates();
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std::set<Object *> i_objectsToClientUpdate;
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protected:
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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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float m_VisibleDistance;
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MapPersistentState* m_persistentState;
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MapRefManager m_mapRefManager;
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MapRefManager::iterator m_mapRefIter;
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typedef std::set<WorldObject*> ActiveNonPlayers;
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ActiveNonPlayers m_activeNonPlayers;
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ActiveNonPlayers::iterator m_activeNonPlayersIter;
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MapStoredObjectTypesContainer m_objectsStore;
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private:
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time_t i_gridExpiry;
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NGridType* i_grids[MAX_NUMBER_OF_GRIDS][MAX_NUMBER_OF_GRIDS];
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//Shared geodata object with map coord info...
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TerrainInfo * const m_TerrainData;
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bool m_bLoadedGrids[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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std::set<WorldObject *> i_objectsToRemove;
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typedef std::multimap<time_t, ScriptAction> ScriptScheduleMap;
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ScriptScheduleMap m_scriptSchedule;
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InstanceData* i_data;
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uint32 i_script_id;
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// Map local low guid counters
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ObjectGuidGenerator<HIGHGUID_UNIT> m_CreatureGuids;
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ObjectGuidGenerator<HIGHGUID_GAMEOBJECT> m_GameObjectGuids;
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ObjectGuidGenerator<HIGHGUID_DYNAMICOBJECT> m_DynObjectGuids;
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ObjectGuidGenerator<HIGHGUID_PET> m_PetGuids;
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ObjectGuidGenerator<HIGHGUID_VEHICLE> m_VehicleGuids;
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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 RemoveFromGrid(T*, NGridType *, Cell const&);
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// Holder for information about linked mobs
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CreatureLinkingHolder m_creatureLinkingHolder;
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};
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class MANGOS_DLL_SPEC WorldMap : public Map
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{
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private:
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using Map::GetPersistentState; // hide in subclass for overwrite
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public:
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WorldMap(uint32 id, time_t expiry) : Map(id, expiry, 0, REGULAR_DIFFICULTY) {}
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~WorldMap() {}
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// can't be NULL for loaded map
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WorldPersistentState* GetPersistanceState() const;
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};
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class MANGOS_DLL_SPEC DungeonMap : public Map
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{
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private:
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using Map::GetPersistentState; // hide in subclass for overwrite
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public:
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DungeonMap(uint32 id, time_t, uint32 InstanceId, uint8 SpawnMode);
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~DungeonMap();
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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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bool Reset(InstanceResetMethod method);
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void PermBindAllPlayers(Player *player);
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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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// can't be NULL for loaded map
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DungeonPersistentState* GetPersistanceState() const;
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virtual void InitVisibilityDistance();
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private:
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bool m_resetAfterUnload;
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bool m_unloadWhenEmpty;
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};
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class MANGOS_DLL_SPEC BattleGroundMap : public Map
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{
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private:
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using Map::GetPersistentState; // hide in subclass for overwrite
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public:
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BattleGroundMap(uint32 id, time_t, uint32 InstanceId, uint8 spawnMode);
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~BattleGroundMap();
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void Update(const uint32&);
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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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virtual void InitVisibilityDistance();
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BattleGround* GetBG() { return m_bg; }
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void SetBG(BattleGround* bg) { m_bg = bg; }
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// can't be NULL for loaded map
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BattleGroundPersistentState* GetPersistanceState() const;
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private:
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BattleGround* m_bg;
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};
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template<class T, class CONTAINER>
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inline void
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Map::Visit(const Cell& 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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EnsureGridLoaded(cell);
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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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