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https://github.com/TrinityCore/TrinityCore.git
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268 lines
8.6 KiB
C++
Executable File
268 lines
8.6 KiB
C++
Executable File
/*
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* Copyright (C) 2008-2011 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 "MapInstanced.h"
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#include "ObjectMgr.h"
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#include "MapManager.h"
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#include "Battleground.h"
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#include "VMapFactory.h"
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#include "InstanceSaveMgr.h"
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#include "World.h"
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#include "Group.h"
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MapInstanced::MapInstanced(uint32 id, time_t expiry) : Map(id, expiry, 0, DUNGEON_DIFFICULTY_NORMAL)
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{
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// initialize instanced maps list
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m_InstancedMaps.clear();
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// fill with zero
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memset(&GridMapReference, 0, MAX_NUMBER_OF_GRIDS*MAX_NUMBER_OF_GRIDS*sizeof(uint16));
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}
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void MapInstanced::InitVisibilityDistance()
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{
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if (m_InstancedMaps.empty())
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return;
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//initialize visibility distances for all instance copies
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for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
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{
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(*i).second->InitVisibilityDistance();
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}
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}
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void MapInstanced::Update(const uint32 t)
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{
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// take care of loaded GridMaps (when unused, unload it!)
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Map::Update(t);
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// update the instanced maps
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InstancedMaps::iterator i = m_InstancedMaps.begin();
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while (i != m_InstancedMaps.end())
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{
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if (i->second->CanUnload(t))
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{
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if (!DestroyInstance(i)) // iterator incremented
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{
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//m_unloadTimer
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}
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}
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else
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{
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// update only here, because it may schedule some bad things before delete
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if (sMapMgr->GetMapUpdater()->activated())
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sMapMgr->GetMapUpdater()->schedule_update(*i->second, t);
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else
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i->second->Update(t);
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++i;
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}
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}
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}
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void MapInstanced::DelayedUpdate(const uint32 diff)
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{
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for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
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i->second->DelayedUpdate(diff);
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Map::DelayedUpdate(diff); // this may be removed
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}
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/*
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void MapInstanced::RelocationNotify()
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{
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for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
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i->second->RelocationNotify();
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}
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*/
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void MapInstanced::UnloadAll()
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{
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// Unload instanced maps
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for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
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i->second->UnloadAll();
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// Delete the maps only after everything is unloaded to prevent crashes
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for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
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delete i->second;
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m_InstancedMaps.clear();
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// Unload own grids (just dummy(placeholder) grids, neccesary to unload GridMaps!)
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Map::UnloadAll();
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}
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/*
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- return the right instance for the object, based on its InstanceId
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- create the instance if it's not created already
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- the player is not actually added to the instance (only in InstanceMap::Add)
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*/
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Map* MapInstanced::CreateInstance(const uint32 mapId, Player* player)
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{
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if (GetId() != mapId || !player)
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return NULL;
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Map* map = NULL;
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uint32 NewInstanceId = 0; // instanceId of the resulting map
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if (IsBattlegroundOrArena())
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{
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// instantiate or find existing bg map for player
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// the instance id is set in battlegroundid
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NewInstanceId = player->GetBattlegroundId();
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if (!NewInstanceId) return NULL;
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map = _FindMap(NewInstanceId);
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if (!map)
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map = CreateBattleground(NewInstanceId, player->GetBattleground());
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}
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else
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{
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InstancePlayerBind *pBind = player->GetBoundInstance(GetId(), player->GetDifficulty(IsRaid()));
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InstanceSave *pSave = pBind ? pBind->save : NULL;
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// the player's permanent player bind is taken into consideration first
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// then the player's group bind and finally the solo bind.
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if (!pBind || !pBind->perm)
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{
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InstanceGroupBind *groupBind = NULL;
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Group* group = player->GetGroup();
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// use the player's difficulty setting (it may not be the same as the group's)
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if (group)
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{
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groupBind = group->GetBoundInstance(this);
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if (groupBind)
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pSave = groupBind->save;
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}
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}
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if (pSave)
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{
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// solo/perm/group
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NewInstanceId = pSave->GetInstanceId();
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map = _FindMap(NewInstanceId);
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// it is possible that the save exists but the map doesn't
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if (!map)
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map = CreateInstance(NewInstanceId, pSave, pSave->GetDifficulty());
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}
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else
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{
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// if no instanceId via group members or instance saves is found
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// the instance will be created for the first time
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NewInstanceId = sMapMgr->GenerateInstanceId();
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Difficulty diff = player->GetGroup() ? player->GetGroup()->GetDifficulty(IsRaid()) : player->GetDifficulty(IsRaid());
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map = CreateInstance(NewInstanceId, NULL, diff);
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}
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}
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return map;
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}
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InstanceMap* MapInstanced::CreateInstance(uint32 InstanceId, InstanceSave *save, Difficulty difficulty)
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{
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// load/create a map
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ACE_GUARD_RETURN(ACE_Thread_Mutex, Guard, Lock, NULL);
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// make sure we have a valid map id
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const MapEntry* entry = sMapStore.LookupEntry(GetId());
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if (!entry)
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{
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sLog->outError("CreateInstance: no entry for map %d", GetId());
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ASSERT(false);
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}
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const InstanceTemplate * iTemplate = sObjectMgr->GetInstanceTemplate(GetId());
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if (!iTemplate)
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{
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sLog->outError("CreateInstance: no instance template for map %d", GetId());
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ASSERT(false);
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}
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// some instances only have one difficulty
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GetDownscaledMapDifficultyData(GetId(), difficulty);
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sLog->outDebug(LOG_FILTER_MAPS, "MapInstanced::CreateInstance: %s map instance %d for %d created with difficulty %s", save?"":"new ", InstanceId, GetId(), difficulty?"heroic":"normal");
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InstanceMap *map = new InstanceMap(GetId(), GetGridExpiry(), InstanceId, difficulty, this);
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ASSERT(map->IsDungeon());
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bool load_data = save != NULL;
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map->CreateInstanceData(load_data);
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m_InstancedMaps[InstanceId] = map;
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return map;
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}
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BattlegroundMap* MapInstanced::CreateBattleground(uint32 InstanceId, Battleground* bg)
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{
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// load/create a map
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ACE_GUARD_RETURN(ACE_Thread_Mutex, Guard, Lock, NULL);
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sLog->outDebug(LOG_FILTER_MAPS, "MapInstanced::CreateBattleground: map bg %d for %d created.", InstanceId, GetId());
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PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(), bg->GetMinLevel());
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uint8 spawnMode;
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if (bracketEntry)
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spawnMode = bracketEntry->difficulty;
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else
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spawnMode = REGULAR_DIFFICULTY;
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BattlegroundMap *map = new BattlegroundMap(GetId(), GetGridExpiry(), InstanceId, this, spawnMode);
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ASSERT(map->IsBattlegroundOrArena());
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map->SetBG(bg);
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bg->SetBgMap(map);
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m_InstancedMaps[InstanceId] = map;
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return map;
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}
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// increments the iterator after erase
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bool MapInstanced::DestroyInstance(InstancedMaps::iterator &itr)
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{
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itr->second->RemoveAllPlayers();
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if (itr->second->HavePlayers())
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{
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++itr;
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return false;
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}
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itr->second->UnloadAll();
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// should only unload VMaps if this is the last instance and grid unloading is enabled
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if (m_InstancedMaps.size() <= 1 && sWorld->getBoolConfig(CONFIG_GRID_UNLOAD))
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{
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VMAP::VMapFactory::createOrGetVMapManager()->unloadMap(itr->second->GetId());
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// in that case, unload grids of the base map, too
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// so in the next map creation, (EnsureGridCreated actually) VMaps will be reloaded
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Map::UnloadAll();
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}
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// Free up the instance id and allow it to be reused for bgs and arenas (other instances are handled in the InstanceSaveMgr)
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if (itr->second->IsBattlegroundOrArena())
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sMapMgr->FreeInstanceId(itr->second->GetInstanceId());
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// erase map
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delete itr->second;
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m_InstancedMaps.erase(itr++);
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return true;
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}
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bool MapInstanced::CanEnter(Player* /*player*/)
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{
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//ASSERT(false);
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return true;
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}
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