server/src/game/Map.h
Schmoozerd 83d7d86255 [11989] Add support to call spell_scripts in more cases
* 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>
2012-05-08 17:31:09 +02:00

438 lines
16 KiB
C++

/*
* Copyright (C) 2005-2012 MaNGOS <http://getmangos.com/>
*
* 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 "ScriptMgr.h"
#include "CreatureLinkingMgr.h"
#include <bitset>
#include <list>
struct CreatureInfo;
class Creature;
class Unit;
class WorldPacket;
class InstanceData;
class Group;
class MapPersistentState;
class WorldPersistentState;
class DungeonPersistentState;
class BattleGroundPersistentState;
struct ScriptInfo;
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;
};
struct WorldTemplate
{
uint32 map; // non-instance map
uint32 script_id;
};
enum LevelRequirementVsMode
{
LEVELREQUIREMENT_HEROIC = 70
};
#if defined( __GNUC__ )
#pragma pack()
#else
#pragma pack(pop)
#endif
#define MIN_UNLOAD_DELAY 1 // immediate unload
class MANGOS_DLL_SPEC Map : public GridRefManager<NGridType>
{
friend class MapReference;
friend class ObjectGridLoader;
friend class ObjectWorldLoader;
protected:
Map(uint32 id, time_t, uint32 InstanceId, uint8 SpawnMode);
public:
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<class T> void Add(T *);
template<class T> void Remove(T *, bool);
static void DeleteFromWorld(Player* player); // player object will deleted at call
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<class T, class CONTAINER> void Visit(const Cell& cell, TypeContainerVisitor<T, CONTAINER> &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; }
// 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
virtual void RemoveAllObjectsInRemoveList();
bool CreatureRespawnRelocation(Creature *c); // used only in CreatureRelocation and ObjectGridUnloader
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(); }
// can't be NULL for loaded map
MapPersistentState* GetPersistentState() const { return m_persistentState; }
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
bool ScriptsStart(ScriptMapMapName 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);
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
typedef TypeUnorderedMapContainer<AllMapStoredObjectTypes, ObjectGuid> MapStoredObjectTypesContainer;
MapStoredObjectTypesContainer& 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);
//get corresponding TerrainData object for this particular map
const TerrainInfo * GetTerrain() const { return m_TerrainData; }
void CreateInstanceData(bool load);
InstanceData* GetInstanceData() { return i_data; }
uint32 GetScriptId() const { return i_script_id; }
void MonsterYellToMap(ObjectGuid guid, int32 textId, uint32 language, Unit* target);
void MonsterYellToMap(CreatureInfo const* cinfo, int32 textId, uint32 language, Unit* target, uint32 senderLowGuid = 0);
void PlayDirectSoundToMap(uint32 soundId, uint32 zoneId = 0);
// Get Holder for Creature Linking
CreatureLinkingHolder* GetCreatureLinkingHolder() { return &m_creatureLinkingHolder; }
private:
void LoadMapAndVMap(int gx, int gy);
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 );
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<class T> void AddType(T *obj);
template<class T> 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<Object *> i_objectsToClientUpdate;
protected:
MapEntry const* i_mapEntry;
uint8 i_spawnMode;
uint32 i_id;
uint32 i_InstanceId;
uint32 m_unloadTimer;
float m_VisibleDistance;
MapPersistentState* m_persistentState;
MapRefManager m_mapRefManager;
MapRefManager::iterator m_mapRefIter;
typedef std::set<WorldObject*> ActiveNonPlayers;
ActiveNonPlayers m_activeNonPlayers;
ActiveNonPlayers::iterator m_activeNonPlayersIter;
MapStoredObjectTypesContainer m_objectsStore;
private:
time_t i_gridExpiry;
NGridType* i_grids[MAX_NUMBER_OF_GRIDS][MAX_NUMBER_OF_GRIDS];
//Shared geodata object with map coord info...
TerrainInfo * const m_TerrainData;
bool m_bLoadedGrids[MAX_NUMBER_OF_GRIDS][MAX_NUMBER_OF_GRIDS];
std::bitset<TOTAL_NUMBER_OF_CELLS_PER_MAP*TOTAL_NUMBER_OF_CELLS_PER_MAP> marked_cells;
std::set<WorldObject *> i_objectsToRemove;
typedef std::multimap<time_t, ScriptAction> ScriptScheduleMap;
ScriptScheduleMap m_scriptSchedule;
InstanceData* i_data;
uint32 i_script_id;
// Map local low guid counters
ObjectGuidGenerator<HIGHGUID_UNIT> m_CreatureGuids;
ObjectGuidGenerator<HIGHGUID_GAMEOBJECT> m_GameObjectGuids;
ObjectGuidGenerator<HIGHGUID_DYNAMICOBJECT> m_DynObjectGuids;
ObjectGuidGenerator<HIGHGUID_PET> m_PetGuids;
ObjectGuidGenerator<HIGHGUID_VEHICLE> m_VehicleGuids;
// Type specific code for add/remove to/from grid
template<class T>
void AddToGrid(T*, NGridType *, Cell const&);
template<class T>
void RemoveFromGrid(T*, NGridType *, Cell const&);
// Holder for information about linked mobs
CreatureLinkingHolder m_creatureLinkingHolder;
};
class MANGOS_DLL_SPEC WorldMap : public Map
{
private:
using Map::GetPersistentState; // hide in subclass for overwrite
public:
WorldMap(uint32 id, time_t expiry) : Map(id, expiry, 0, REGULAR_DIFFICULTY) {}
~WorldMap() {}
// can't be NULL for loaded map
WorldPersistentState* GetPersistanceState() const;
};
class MANGOS_DLL_SPEC DungeonMap : public Map
{
private:
using Map::GetPersistentState; // hide in subclass for overwrite
public:
DungeonMap(uint32 id, time_t, uint32 InstanceId, uint8 SpawnMode);
~DungeonMap();
bool Add(Player *);
void Remove(Player *, bool);
void Update(const uint32&);
bool Reset(InstanceResetMethod method);
void PermBindAllPlayers(Player *player);
void UnloadAll(bool pForce);
bool CanEnter(Player* player);
void SendResetWarnings(uint32 timeLeft) const;
void SetResetSchedule(bool on);
// can't be NULL for loaded map
DungeonPersistentState* GetPersistanceState() const;
virtual void InitVisibilityDistance();
private:
bool m_resetAfterUnload;
bool m_unloadWhenEmpty;
};
class MANGOS_DLL_SPEC BattleGroundMap : public Map
{
private:
using Map::GetPersistentState; // hide in subclass for overwrite
public:
BattleGroundMap(uint32 id, time_t, uint32 InstanceId, 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; }
// can't be NULL for loaded map
BattleGroundPersistentState* GetPersistanceState() const;
private:
BattleGround* m_bg;
};
template<class T, class CONTAINER>
inline void
Map::Visit(const Cell& cell, TypeContainerVisitor<T, CONTAINER> &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