Files
moonwell-core/src/server/game/Maps/MapMgr.h
T
Kitzunu 2f449326e0 refactor(Core): Rename ...Manager to ...Mgr (#6910)
* Rename MapManager.h to MapMgr.h

* Rename BanManager.h to BanMgr.h

* Rename MapManager.cpp to MapMgr.cpp

* Rename BanManager.cpp to BanMgr.cpp

* Rename MapRefManager.h to MapRefMgr.h

* Rename ThreatManager.h to ThreatMgr.h

* Rename GridRefManager.h to GridRefMgr.h

* Rename ThreatManager.cpp to ThreatMgr.cpp

* Rename GroupRefManager.h to GroupRefMgr.h

* Rename HostileRefManager.h to HostileRefMgr.h

* Rename HostileRefManager.cpp to HostileRefMgr.cpp

* Rename MMapManager.h to MMapMgr.h

* Rename FollowerRefManager.h to FollowerRefMgr.h

* Rename VMapManager2.h to VMapMgr2.h

* Rename IVMapManager.h to IVMapMgr.h

* Rename MMapManager.cpp to MMapMgr.cpp

* Rename VMapManager2.cpp to VMapMgr2.cpp

* Rename RefManager.h to RefMgr.h

* Rename WaypointManager.h to WaypointMgr.h

* Rename WaypointManager.cpp to WaypointMgr.cpp

* Rename MPQManager.h to MPQMgr.h

* Rename MPQManager.cpp to MPQMgr.cpp

* Rename IMMAPManager.h to IMMAPMgr.h

* fix build

* Update Main.cpp

* chore(Core/Misc): Remove toxic language

* Revert "chore(Core/Misc): Remove toxic language"

* fix build

* build
2021-09-15 17:50:28 +02:00

204 lines
6.6 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*/
#ifndef ACORE_MAPMANAGER_H
#define ACORE_MAPMANAGER_H
#include "Common.h"
#include "Define.h"
#include "Map.h"
#include "MapUpdater.h"
#include "Object.h"
#include "MapInstanced.h"
#include <mutex>
class Transport;
class StaticTransport;
class MotionTransport;
struct TransportCreatureProto;
class MapMgr
{
public:
static MapMgr* instance();
Map* CreateBaseMap(uint32 mapId);
Map* FindBaseNonInstanceMap(uint32 mapId) const;
Map* CreateMap(uint32 mapId, Player* player);
Map* FindMap(uint32 mapId, uint32 instanceId) const;
Map* FindBaseMap(uint32 mapId) const // pussywizard: need this public for movemaps (mmaps)
{
MapMapType::const_iterator iter = i_maps.find(mapId);
return (iter == i_maps.end() ? nullptr : iter->second);
}
[[nodiscard]] uint32 GetAreaId(uint32 phaseMask, uint32 mapid, float x, float y, float z) const
{
Map const* m = const_cast<MapMgr*>(this)->CreateBaseMap(mapid);
return m->GetAreaId(phaseMask, x, y, z);
}
[[nodiscard]] uint32 GetAreaId(uint32 phaseMask, uint32 mapid, Position const& pos) const { return GetAreaId(phaseMask, mapid, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ()); }
[[nodiscard]] uint32 GetAreaId(uint32 phaseMask, WorldLocation const& loc) const { return GetAreaId(phaseMask, loc.GetMapId(), loc); }
[[nodiscard]] uint32 GetZoneId(uint32 phaseMask, uint32 mapid, float x, float y, float z) const
{
Map const* m = const_cast<MapMgr*>(this)->CreateBaseMap(mapid);
return m->GetZoneId(phaseMask, x, y, z);
}
[[nodiscard]] uint32 GetZoneId(uint32 phaseMask, uint32 mapid, Position const& pos) const { return GetZoneId(phaseMask, mapid, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ()); }
[[nodiscard]] uint32 GetZoneId(uint32 phaseMask, WorldLocation const& loc) const { return GetZoneId(phaseMask, loc.GetMapId(), loc); }
void GetZoneAndAreaId(uint32 phaseMask, uint32& zoneid, uint32& areaid, uint32 mapid, float x, float y, float z)
{
Map const* m = const_cast<MapMgr*>(this)->CreateBaseMap(mapid);
m->GetZoneAndAreaId(phaseMask, zoneid, areaid, x, y, z);
}
void Initialize(void);
void Update(uint32);
void SetMapUpdateInterval(uint32 t)
{
if (t < MIN_MAP_UPDATE_DELAY)
t = MIN_MAP_UPDATE_DELAY;
i_timer[3].SetInterval(t);
i_timer[3].Reset();
}
//void LoadGrid(int mapid, int instId, float x, float y, const WorldObject* obj, bool no_unload = false);
void UnloadAll();
static bool ExistMapAndVMap(uint32 mapid, float x, float y);
static bool IsValidMAP(uint32 mapid, bool startUp);
static bool IsValidMapCoord(uint32 mapid, Position const& pos)
{
return IsValidMapCoord(mapid, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation());
}
static bool IsValidMapCoord(uint32 mapid, float x, float y)
{
return IsValidMAP(mapid, false) && Acore::IsValidMapCoord(x, y);
}
static bool IsValidMapCoord(uint32 mapid, float x, float y, float z)
{
return IsValidMAP(mapid, false) && Acore::IsValidMapCoord(x, y, z);
}
static bool IsValidMapCoord(uint32 mapid, float x, float y, float z, float o)
{
return IsValidMAP(mapid, false) && Acore::IsValidMapCoord(x, y, z, o);
}
static bool IsValidMapCoord(WorldLocation const& loc)
{
return IsValidMapCoord(loc.GetMapId(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ(), loc.GetOrientation());
}
// modulos a radian orientation to the range of 0..2PI
static float NormalizeOrientation(float o)
{
// fmod only supports positive numbers. Thus we have
// to emulate negative numbers
if (o < 0)
{
float mod = o * -1;
mod = fmod(mod, 2.0f * static_cast<float>(M_PI));
mod = -mod + 2.0f * static_cast<float>(M_PI);
return mod;
}
return fmod(o, 2.0f * static_cast<float>(M_PI));
}
void DoDelayedMovesAndRemoves();
Map::EnterState PlayerCannotEnter(uint32 mapid, Player* player, bool loginCheck = false);
void InitializeVisibilityDistanceInfo();
/* statistics */
void GetNumInstances(uint32& dungeons, uint32& battlegrounds, uint32& arenas);
void GetNumPlayersInInstances(uint32& dungeons, uint32& battlegrounds, uint32& arenas, uint32& spectators);
// Instance ID management
void InitInstanceIds();
void RegisterInstanceId(uint32 instanceId);
uint32 GenerateInstanceId();
MapUpdater* GetMapUpdater() { return &m_updater; }
template<typename Worker>
void DoForAllMaps(Worker&& worker);
template<typename Worker>
void DoForAllMapsWithMapId(uint32 mapId, Worker&& worker);
private:
typedef std::unordered_map<uint32, Map*> MapMapType;
typedef std::vector<bool> InstanceIds;
MapMgr();
~MapMgr();
MapMgr(const MapMgr&);
MapMgr& operator=(const MapMgr&);
std::mutex Lock;
MapMapType i_maps;
IntervalTimer i_timer[4]; // continents, bgs/arenas, instances, total from the beginning
uint8 mapUpdateStep;
InstanceIds _instanceIds;
uint32 _nextInstanceId;
MapUpdater m_updater;
};
template<typename Worker>
void MapMgr::DoForAllMaps(Worker&& worker)
{
std::lock_guard<std::mutex> guard(Lock);
for (auto& mapPair : i_maps)
{
Map* map = mapPair.second;
if (MapInstanced* mapInstanced = map->ToMapInstanced())
{
MapInstanced::InstancedMaps& instances = mapInstanced->GetInstancedMaps();
for (auto& instancePair : instances)
worker(instancePair.second);
}
else
worker(map);
}
}
template<typename Worker>
inline void MapMgr::DoForAllMapsWithMapId(uint32 mapId, Worker&& worker)
{
std::lock_guard<std::mutex> guard(Lock);
auto itr = i_maps.find(mapId);
if (itr != i_maps.end())
{
Map* map = itr->second;
if (MapInstanced* mapInstanced = map->ToMapInstanced())
{
MapInstanced::InstancedMaps& instances = mapInstanced->GetInstancedMaps();
for (auto& p : instances)
worker(p.second);
}
else
worker(map);
}
}
#define sMapMgr MapMgr::instance()
#endif