mirror of
https://github.com/TrinityCore/TrinityCore.git
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446 lines
14 KiB
C++
446 lines
14 KiB
C++
/*
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* Copyright (C) 2008-2012 TrinityCore <http://www.trinitycore.org/>
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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 it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "MapManager.h"
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#include "InstanceSaveMgr.h"
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#include "DatabaseEnv.h"
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#include "Log.h"
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#include "ObjectAccessor.h"
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#include "Transport.h"
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#include "GridDefines.h"
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#include "MapInstanced.h"
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#include "InstanceScript.h"
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#include "Config.h"
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#include "World.h"
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#include "CellImpl.h"
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#include "Corpse.h"
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#include "ObjectMgr.h"
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#include "Language.h"
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#include "WorldPacket.h"
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#include "Group.h"
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#include "Player.h"
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#include "WorldSession.h"
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#include "Opcodes.h"
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extern GridState* si_GridStates[]; // debugging code, should be deleted some day
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MapManager::MapManager()
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{
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i_gridCleanUpDelay = sWorld->getIntConfig(CONFIG_INTERVAL_GRIDCLEAN);
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i_timer.SetInterval(sWorld->getIntConfig(CONFIG_INTERVAL_MAPUPDATE));
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}
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MapManager::~MapManager()
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{
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}
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void MapManager::Initialize()
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{
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Map::InitStateMachine();
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// debugging code, should be deleted some day
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{
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for (uint8 i = 0; i < MAX_GRID_STATE; ++i)
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i_GridStates[i] = si_GridStates[i];
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i_GridStateErrorCount = 0;
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}
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int num_threads(sWorld->getIntConfig(CONFIG_NUMTHREADS));
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// Start mtmaps if needed.
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if (num_threads > 0 && m_updater.activate(num_threads) == -1)
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abort();
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}
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void MapManager::InitializeVisibilityDistanceInfo()
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{
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for (MapMapType::iterator iter=i_maps.begin(); iter != i_maps.end(); ++iter)
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(*iter).second->InitVisibilityDistance();
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}
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// debugging code, should be deleted some day
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void MapManager::checkAndCorrectGridStatesArray()
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{
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bool ok = true;
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for (int i=0; i<MAX_GRID_STATE; i++)
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{
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if (i_GridStates[i] != si_GridStates[i])
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{
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sLog->outError(LOG_FILTER_MAPS, "MapManager::checkGridStates(), GridState: si_GridStates is currupt !!!");
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ok = false;
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si_GridStates[i] = i_GridStates[i];
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}
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#ifdef TRINITY_DEBUG
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// inner class checking only when compiled with debug
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if (!si_GridStates[i]->checkMagic())
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{
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ok = false;
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si_GridStates[i]->setMagic();
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}
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#endif
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}
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if (!ok)
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++i_GridStateErrorCount;
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}
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Map* MapManager::CreateBaseMap(uint32 id)
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{
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Map* map = FindBaseMap(id);
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if (map == NULL)
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{
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TRINITY_GUARD(ACE_Thread_Mutex, Lock);
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const MapEntry* entry = sMapStore.LookupEntry(id);
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if (entry && entry->Instanceable())
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{
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map = new MapInstanced(id, i_gridCleanUpDelay);
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}
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else
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{
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map = new Map(id, i_gridCleanUpDelay, 0, REGULAR_DIFFICULTY);
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map->LoadRespawnTimes();
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}
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i_maps[id] = map;
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}
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ASSERT(map);
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return map;
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}
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Map* MapManager::FindBaseNonInstanceMap(uint32 mapId) const
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{
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Map* map = FindBaseMap(mapId);
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if (map && map->Instanceable())
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return NULL;
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return map;
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}
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Map* MapManager::CreateMap(uint32 id, Player* player)
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{
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Map* m = CreateBaseMap(id);
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if (m && m->Instanceable())
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m = ((MapInstanced*)m)->CreateInstanceForPlayer(id, player);
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return m;
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}
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Map* MapManager::FindMap(uint32 mapid, uint32 instanceId) const
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{
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Map* map = FindBaseMap(mapid);
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if (!map)
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return NULL;
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if (!map->Instanceable())
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return instanceId == 0 ? map : NULL;
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return ((MapInstanced*)map)->FindInstanceMap(instanceId);
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}
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bool MapManager::CanPlayerEnter(uint32 mapid, Player* player, bool loginCheck)
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{
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MapEntry const* entry = sMapStore.LookupEntry(mapid);
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if (!entry)
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return false;
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if (!entry->IsDungeon())
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return true;
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InstanceTemplate const* instance = sObjectMgr->GetInstanceTemplate(mapid);
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if (!instance)
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return false;
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Difficulty targetDifficulty = player->GetDifficulty(entry->IsRaid());
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//The player has a heroic mode and tries to enter into instance which has no a heroic mode
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MapDifficulty const* mapDiff = GetMapDifficultyData(entry->MapID, targetDifficulty);
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if (!mapDiff)
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{
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// Send aborted message for dungeons
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if (entry->IsNonRaidDungeon())
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{
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player->SendTransferAborted(mapid, TRANSFER_ABORT_DIFFICULTY, player->GetDungeonDifficulty());
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return false;
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}
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else // attempt to downscale
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mapDiff = GetDownscaledMapDifficultyData(entry->MapID, targetDifficulty);
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}
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//Bypass checks for GMs
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if (player->isGameMaster())
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return true;
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char const* mapName = entry->name[player->GetSession()->GetSessionDbcLocale()];
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Group* group = player->GetGroup();
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if (entry->IsRaid())
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{
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// can only enter in a raid group
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if ((!group || !group->isRaidGroup()) && !sWorld->getBoolConfig(CONFIG_INSTANCE_IGNORE_RAID))
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{
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// probably there must be special opcode, because client has this string constant in GlobalStrings.lua
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// TODO: this is not a good place to send the message
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player->GetSession()->SendAreaTriggerMessage(player->GetSession()->GetTrinityString(LANG_INSTANCE_RAID_GROUP_ONLY), mapName);
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sLog->outDebug(LOG_FILTER_MAPS, "MAP: Player '%s' must be in a raid group to enter instance '%s'", player->GetName().c_str(), mapName);
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return false;
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}
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}
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if (!player->isAlive())
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{
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if (Corpse* corpse = player->GetCorpse())
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{
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// let enter in ghost mode in instance that connected to inner instance with corpse
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uint32 corpseMap = corpse->GetMapId();
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do
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{
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if (corpseMap == mapid)
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break;
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InstanceTemplate const* corpseInstance = sObjectMgr->GetInstanceTemplate(corpseMap);
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corpseMap = corpseInstance ? corpseInstance->Parent : 0;
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} while (corpseMap);
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if (!corpseMap)
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{
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WorldPacket data(SMSG_CORPSE_NOT_IN_INSTANCE);
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player->GetSession()->SendPacket(&data);
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sLog->outDebug(LOG_FILTER_MAPS, "MAP: Player '%s' does not have a corpse in instance '%s' and cannot enter.", player->GetName().c_str(), mapName);
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return false;
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}
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sLog->outDebug(LOG_FILTER_MAPS, "MAP: Player '%s' has corpse in instance '%s' and can enter.", player->GetName().c_str(), mapName);
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player->ResurrectPlayer(0.5f, false);
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player->SpawnCorpseBones();
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}
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else
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sLog->outDebug(LOG_FILTER_MAPS, "Map::CanPlayerEnter - player '%s' is dead but does not have a corpse!", player->GetName().c_str());
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}
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//Get instance where player's group is bound & its map
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if (group)
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{
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InstanceGroupBind* boundInstance = group->GetBoundInstance(entry);
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if (boundInstance && boundInstance->save)
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if (Map* boundMap = sMapMgr->FindMap(mapid, boundInstance->save->GetInstanceId()))
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if (!loginCheck && !boundMap->CanEnter(player))
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return false;
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/*
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This check has to be moved to InstanceMap::CanEnter()
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// Player permanently bounded to different instance than groups one
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InstancePlayerBind* playerBoundedInstance = player->GetBoundInstance(mapid, player->GetDifficulty(entry->IsRaid()));
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if (playerBoundedInstance && playerBoundedInstance->perm && playerBoundedInstance->save &&
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boundedInstance->save->GetInstanceId() != playerBoundedInstance->save->GetInstanceId())
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{
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//TODO: send some kind of error message to the player
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return false;
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}*/
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}
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// players are only allowed to enter 5 instances per hour
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if (entry->IsDungeon() && (!player->GetGroup() || (player->GetGroup() && !player->GetGroup()->isLFGGroup())))
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{
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uint32 instaceIdToCheck = 0;
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if (InstanceSave* save = player->GetInstanceSave(mapid, entry->IsRaid()))
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instaceIdToCheck = save->GetInstanceId();
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// instanceId can never be 0 - will not be found
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if (!player->CheckInstanceCount(instaceIdToCheck) && !player->isDead())
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{
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player->SendTransferAborted(mapid, TRANSFER_ABORT_TOO_MANY_INSTANCES);
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return false;
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}
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}
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//Other requirements
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return player->Satisfy(sObjectMgr->GetAccessRequirement(mapid, targetDifficulty), mapid, true);
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}
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void MapManager::Update(uint32 diff)
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{
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i_timer.Update(diff);
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if (!i_timer.Passed())
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return;
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MapMapType::iterator iter = i_maps.begin();
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for (; iter != i_maps.end(); ++iter)
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{
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if (m_updater.activated())
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m_updater.schedule_update(*iter->second, uint32(i_timer.GetCurrent()));
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else
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iter->second->Update(uint32(i_timer.GetCurrent()));
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}
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if (m_updater.activated())
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m_updater.wait();
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for (iter = i_maps.begin(); iter != i_maps.end(); ++iter)
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iter->second->DelayedUpdate(uint32(i_timer.GetCurrent()));
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sObjectAccessor->Update(uint32(i_timer.GetCurrent()));
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for (TransportSet::iterator itr = m_Transports.begin(); itr != m_Transports.end(); ++itr)
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(*itr)->Update(uint32(i_timer.GetCurrent()));
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i_timer.SetCurrent(0);
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}
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void MapManager::DoDelayedMovesAndRemoves()
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{
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}
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bool MapManager::ExistMapAndVMap(uint32 mapid, float x, float y)
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{
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GridCoord p = Trinity::ComputeGridCoord(x, y);
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int gx=63-p.x_coord;
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int gy=63-p.y_coord;
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return Map::ExistMap(mapid, gx, gy) && Map::ExistVMap(mapid, gx, gy);
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}
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bool MapManager::IsValidMAP(uint32 mapid, bool startUp)
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{
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MapEntry const* mEntry = sMapStore.LookupEntry(mapid);
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if (startUp)
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return mEntry ? true : false;
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else
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return mEntry && (!mEntry->IsDungeon() || sObjectMgr->GetInstanceTemplate(mapid));
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// TODO: add check for battleground template
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}
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void MapManager::UnloadAll()
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{
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for (TransportSet::iterator i = m_Transports.begin(); i != m_Transports.end(); ++i)
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{
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(*i)->RemoveFromWorld();
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delete *i;
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}
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for (MapMapType::iterator iter = i_maps.begin(); iter != i_maps.end();)
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{
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iter->second->UnloadAll();
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delete iter->second;
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i_maps.erase(iter++);
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}
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if (m_updater.activated())
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m_updater.deactivate();
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Map::DeleteStateMachine();
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}
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uint32 MapManager::GetNumInstances()
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{
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TRINITY_GUARD(ACE_Thread_Mutex, Lock);
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uint32 ret = 0;
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for (MapMapType::iterator itr = i_maps.begin(); itr != i_maps.end(); ++itr)
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{
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Map* map = itr->second;
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if (!map->Instanceable())
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continue;
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MapInstanced::InstancedMaps &maps = ((MapInstanced*)map)->GetInstancedMaps();
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for (MapInstanced::InstancedMaps::iterator mitr = maps.begin(); mitr != maps.end(); ++mitr)
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if (mitr->second->IsDungeon()) ret++;
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}
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return ret;
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}
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uint32 MapManager::GetNumPlayersInInstances()
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{
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TRINITY_GUARD(ACE_Thread_Mutex, Lock);
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uint32 ret = 0;
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for (MapMapType::iterator itr = i_maps.begin(); itr != i_maps.end(); ++itr)
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{
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Map* map = itr->second;
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if (!map->Instanceable())
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continue;
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MapInstanced::InstancedMaps &maps = ((MapInstanced*)map)->GetInstancedMaps();
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for (MapInstanced::InstancedMaps::iterator mitr = maps.begin(); mitr != maps.end(); ++mitr)
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if (mitr->second->IsDungeon())
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ret += ((InstanceMap*)mitr->second)->GetPlayers().getSize();
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}
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return ret;
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}
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void MapManager::InitInstanceIds()
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{
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_nextInstanceId = 1;
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QueryResult result = CharacterDatabase.Query("SELECT MAX(id) FROM instance");
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if (result)
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{
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uint32 maxId = (*result)[0].GetUInt32();
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// Resize to multiples of 32 (vector<bool> allocates memory the same way)
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_instanceIds.resize((maxId / 32) * 32 + (maxId % 32 > 0 ? 32 : 0));
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}
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}
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void MapManager::RegisterInstanceId(uint32 instanceId)
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{
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// Allocation and sizing was done in InitInstanceIds()
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_instanceIds[instanceId] = true;
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}
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uint32 MapManager::GenerateInstanceId()
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{
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uint32 newInstanceId = _nextInstanceId;
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// Find the lowest available id starting from the current NextInstanceId (which should be the lowest according to the logic in FreeInstanceId()
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for (uint32 i = ++_nextInstanceId; i < 0xFFFFFFFF; ++i)
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{
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if ((i < _instanceIds.size() && !_instanceIds[i]) || i >= _instanceIds.size())
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{
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_nextInstanceId = i;
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break;
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}
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}
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if (newInstanceId == _nextInstanceId)
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{
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sLog->outError(LOG_FILTER_MAPS, "Instance ID overflow!! Can't continue, shutting down server. ");
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World::StopNow(ERROR_EXIT_CODE);
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}
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// Allocate space if necessary
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if (newInstanceId >= uint32(_instanceIds.size()))
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{
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// Due to the odd memory allocation behavior of vector<bool> we match size to capacity before triggering a new allocation
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if (_instanceIds.size() < _instanceIds.capacity())
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{
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_instanceIds.resize(_instanceIds.capacity());
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}
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else
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_instanceIds.resize((newInstanceId / 32) * 32 + (newInstanceId % 32 > 0 ? 32 : 0));
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}
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_instanceIds[newInstanceId] = true;
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return newInstanceId;
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}
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void MapManager::FreeInstanceId(uint32 instanceId)
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{
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// If freed instance id is lower than the next id available for new instances, use the freed one instead
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if (instanceId < _nextInstanceId)
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SetNextInstanceId(instanceId);
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_instanceIds[instanceId] = false;
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}
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