/* * Copyright (C) 2008 Trinity * * Thanks to the original authors: 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 TRINITY_MAP_H #define TRINITY_MAP_H #include "Platform/Define.h" #include "Policies/ThreadingModel.h" #include "zthread/Lockable.h" #include "zthread/Mutex.h" #include "zthread/FairReadWriteLock.h" #include "Database/DBCStructure.h" #include "GridDefines.h" #include "Cell.h" #include "Object.h" #include "Timer.h" #include "SharedDefines.h" #include "GameSystem/GridRefManager.h" #include #include class Unit; class WorldPacket; class InstanceData; class Group; class InstanceSave; namespace ZThread { class Lockable; class ReadWriteLock; } typedef ZThread::FairReadWriteLock GridRWLock; template struct RGuard { RGuard(MUTEX &l) : i_lock(l.getReadLock()) {} Trinity::GeneralLock i_lock; }; template struct WGuard { WGuard(MUTEX &l) : i_lock(l.getWriteLock()) {} Trinity::GeneralLock i_lock; }; typedef RGuard GridReadGuard; typedef WGuard GridWriteGuard; typedef Trinity::SingleThreaded::Lock NullGuard; typedef struct { uint16 area_flag[16][16]; uint8 terrain_type[16][16]; float liquid_level[128][128]; float Z[MAP_RESOLUTION][MAP_RESOLUTION]; }GridMap; struct CreatureMover { CreatureMover() : x(0), y(0), z(0), ang(0) {} CreatureMover(float _x, float _y, float _z, float _ang) : x(_x), y(_y), z(_z), ang(_ang) {} float x, y, z, ang; }; // 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; uint32 parent; uint32 levelMin; uint32 levelMax; uint32 maxPlayers; uint32 reset_delay; float startLocX; float startLocY; float startLocZ; float startLocO; char const* script; }; enum LevelRequirementVsMode { LEVELREQUIREMENT_HEROIC = 70 }; #if defined( __GNUC__ ) #pragma pack() #else #pragma pack(pop) #endif typedef HM_NAMESPACE::hash_map CreatureMoveList; #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 MIN_UNLOAD_DELAY 1 // immediate unload class TRINITY_DLL_SPEC Map : public GridRefManager, public Trinity::ObjectLevelLockable { public: Map(uint32 id, time_t, uint32 InstanceId, uint8 SpawnMode); virtual ~Map(); // currently unused for normal maps virtual bool CanUnload(const uint32& diff); 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); void PlayerRelocation(Player *, float x, float y, float z, float angl); void CreatureRelocation(Creature *creature, float x, float y, float, float); template void Visit(const CellLock &cell, TypeContainerVisitor &visitor); inline bool IsRemovalGrid(float x, float y) const { GridPair p = Trinity::ComputeGridPair(x, y); return( !getNGrid(p.x_coord, p.y_coord) || getNGrid(p.x_coord, p.y_coord)->GetGridState() == GRID_STATE_REMOVAL ); } bool GetUnloadFlag(const GridPair &p) const { return getNGrid(p.x_coord, p.y_coord)->getUnloadFlag(); } void SetUnloadFlag(const GridPair &p, bool unload) { getNGrid(p.x_coord, p.y_coord)->setUnloadFlag(unload); } 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; } static bool ExistMap(uint32 mapid, int x, int y); static bool ExistVMap(uint32 mapid, int x, int y); void LoadMapAndVMap(uint32 mapid, uint32 instanceid, int x, int y); static void InitStateMachine(); static void DeleteStateMachine(); // 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) const; bool IsInWater(float x, float y, float z) const; // does not use z pos. This is for future use uint16 GetAreaFlag(float x, float y ) const; uint8 GetTerrainType(float x, float y ) const; float GetWaterLevel(float x, float y ) const; bool IsUnderWater(float x, float y, float z) const; static uint32 GetAreaId(uint16 areaflag,uint32 map_id); static uint32 GetZoneId(uint16 areaflag,uint32 map_id); uint32 GetAreaId(float x, float y) const { return GetAreaId(GetAreaFlag(x,y),i_id); } uint32 GetZoneId(float x, float y) const { return GetZoneId(GetAreaFlag(x,y),i_id); } virtual void MoveAllCreaturesInMoveList(); virtual void RemoveAllObjectsInRemoveList(); bool CreatureRespawnRelocation(Creature *c); // used only in MoveAllCreaturesInMoveList and ObjectGridUnloader // assert print helper bool CheckGridIntegrity(Creature* c, bool moved) const; uint32 GetInstanceId() { return i_InstanceId; } uint8 GetSpawnMode() { return (i_spawnMode); } virtual bool CanEnter(Player* /*player*/) { return true; } const char* GetMapName() const; 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 IsHeroic() const { return i_spawnMode == DIFFICULTY_HEROIC; } 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(); } void AddObjectToRemoveList(WorldObject *obj); void DoDelayedMovesAndRemoves(); virtual bool RemoveBones(uint64 guid, float x, float y); void UpdateObjectVisibility(WorldObject* obj, Cell cell, CellPair cellpair); void UpdatePlayerVisibility(Player* player, Cell cell, CellPair cellpair); void UpdateObjectsVisibilityFor(Player* player, 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); } Creature* GetCreatureInMap(uint64 guid); GameObject* GetGameObjectInMap(uint64 guid); private: void LoadVMap(int pX, int pY); void LoadMap(uint32 mapid, uint32 instanceid, int x,int y); void SetTimer(uint32 t) { i_gridExpiry = t < MIN_GRID_DELAY ? MIN_GRID_DELAY : t; } //uint64 CalculateGridMask(const uint32 &y) const; void SendInitSelf( Player * player ); void SendInitTransports( Player * player ); void SendRemoveTransports( Player * player ); void PlayerRelocationNotify(Player* player, Cell cell, CellPair cellpair); void CreatureRelocationNotify(Creature *creature, Cell newcell, CellPair newval); bool CreatureCellRelocation(Creature *creature, Cell new_cell); void AddCreatureToMoveList(Creature *c, float x, float y, float z, float ang); CreatureMoveList i_creaturesToMove; bool loaded(const GridPair &) const; void EnsureGridLoadedForPlayer(const Cell&, Player*, bool add_player); void EnsureGridCreated(const GridPair &); 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 { 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); } inline void setNGrid(NGridType* grid, uint32 x, uint32 y); protected: typedef Trinity::ObjectLevelLockable::Lock Guard; MapEntry const* i_mapEntry; uint8 i_spawnMode; uint32 i_id; uint32 i_InstanceId; uint32 m_unloadTimer; private: typedef GridReadGuard ReadGuard; typedef GridWriteGuard WriteGuard; 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; time_t i_gridExpiry; std::set i_objectsToRemove; // 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 TRINITY_DLL_SPEC InstanceMap : public Map { public: typedef std::list PlayerList; // online players only InstanceMap(uint32 id, time_t, uint32 InstanceId, uint8 SpawnMode); ~InstanceMap(); bool Add(Player *); void Remove(Player *, bool); void Update(const uint32&); void CreateInstanceData(bool load); bool Reset(uint8 method); std::string GetScript() { return i_script; } InstanceData* GetInstanceData() { return i_data; } void PermBindAllPlayers(Player *player); PlayerList const& GetPlayers() const { return i_Players;} void SendToPlayers(WorldPacket const* data) const; time_t GetResetTime(); void UnloadAll(bool pForce); bool CanEnter(Player* player); uint32 GetPlayersCountExceptGMs() const; uint32 HavePlayers() const { return !i_Players.empty(); } void SendResetWarnings(uint32 timeLeft); void SetResetSchedule(bool on); private: bool m_resetAfterUnload; bool m_unloadWhenEmpty; InstanceData* i_data; std::string i_script; // only online players that are inside the instance currently // TODO ? - use the grid instead to access the players PlayerList i_Players; }; class TRINITY_DLL_SPEC BattleGroundMap : public Map { public: typedef std::list PlayerList; // online players only BattleGroundMap(uint32 id, time_t, uint32 InstanceId); ~BattleGroundMap(); bool Add(Player *); void Remove(Player *, bool); bool CanEnter(Player* player); void SetUnload(); void UnloadAll(bool pForce); private: PlayerList i_Players; }; /*inline uint64 Map::CalculateGridMask(const uint32 &y) const { uint64 mask = 1; mask <<= y; return mask; } */ template inline void Map::Visit(const CellLock &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)) ) { EnsureGridLoadedForPlayer(cell, NULL, false); //LOCK_TYPE guard(i_info[x][y]->i_lock); getNGrid(x, y)->Visit(cell_x, cell_y, visitor); } } #endif