diff options
| author | treeston <treeston.mmoc@gmail.com> | 2015-12-27 18:03:03 +0100 |
|---|---|---|
| committer | treeston <treeston.mmoc@gmail.com> | 2015-12-31 01:02:07 +0100 |
| commit | 43fa7d48a5650c71f74098f3398cf5aca89c3837 (patch) | |
| tree | a6d808e4b447f9df2b1f1cfe0a19483d64fe87d5 /src/server/game/Maps/MapInstanced.cpp | |
| parent | 812809a977e2ba2a53e55c3dfc74bbed9dd59b7a (diff) | |
Game/Maps: Clean up instance handling.
- Rename Map::CanEnter to Map::CannotEnter. Return value changed from boolean (true means player can enter) to enum Map::EnterState (CAN_ENTER=0 means player can enter, any other value is a reason for deny).
- Move hack-y player error messages from within Map::CanEnter to the function calling CanEnter as appropriate (primarily WorldSession::HandleAreaTriggerOpcode).
- Modify WorldSession::HandleAreaTriggerOpcode to properly revive the player upon touching the portal leading to the instance they died in even if they are currently unable to zone in. Fixes and closes #15758.
- Modify Player::LoadFromDB to properly spawn players in the instance they logged off in if possible. Fixes and closes #15561.
- Modify permanent save behavior to be blizzlike: Players can always enter an instance they are saved to (assuming there are no map constraints against it), but get a homebind timer if the instance is already in use.
Diffstat (limited to 'src/server/game/Maps/MapInstanced.cpp')
| -rw-r--r-- | src/server/game/Maps/MapInstanced.cpp | 31 |
1 files changed, 20 insertions, 11 deletions
diff --git a/src/server/game/Maps/MapInstanced.cpp b/src/server/game/Maps/MapInstanced.cpp index d1b8bd66209..7e07d00fe6a 100644 --- a/src/server/game/Maps/MapInstanced.cpp +++ b/src/server/game/Maps/MapInstanced.cpp @@ -110,12 +110,12 @@ void MapInstanced::UnloadAll() - create the instance if it's not created already - the player is not actually added to the instance (only in InstanceMap::Add) */ -Map* MapInstanced::CreateInstanceForPlayer(const uint32 mapId, Player* player) +Map* MapInstanced::CreateInstanceForPlayer(const uint32 mapId, Player* player, uint32 loginInstanceId) { if (GetId() != mapId || !player) - return NULL; + return nullptr; - Map* map = NULL; + Map* map = nullptr; uint32 newInstanceId = 0; // instanceId of the resulting map if (IsBattlegroundOrArena()) @@ -124,7 +124,7 @@ Map* MapInstanced::CreateInstanceForPlayer(const uint32 mapId, Player* player) // the instance id is set in battlegroundid newInstanceId = player->GetBattlegroundId(); if (!newInstanceId) - return NULL; + return nullptr; map = sMapMgr->FindMap(mapId, newInstanceId); if (!map) @@ -134,20 +134,29 @@ Map* MapInstanced::CreateInstanceForPlayer(const uint32 mapId, Player* player) else { player->TeleportToBGEntryPoint(); - return NULL; + return nullptr; } } } else { InstancePlayerBind* pBind = player->GetBoundInstance(GetId(), player->GetDifficulty(IsRaid())); - InstanceSave* pSave = pBind ? pBind->save : NULL; + InstanceSave* pSave = pBind ? pBind->save : nullptr; - // the player's permanent player bind is taken into consideration first - // then the player's group bind and finally the solo bind. + // priority: + // 1. player's permanent bind + // 2. player's current instance id if this is at login + // 3. group's current bind + // 4. player's current bind if (!pBind || !pBind->perm) { - InstanceGroupBind* groupBind = NULL; + if (loginInstanceId) // if the player has a saved instance id on login, we either use this instance or relocate him out (return null) + { + map = FindInstanceMap(loginInstanceId); + return (map && map->GetId() == GetId()) ? map : nullptr; // is this check necessary? or does MapInstanced only find instances of itself? + } + + InstanceGroupBind* groupBind = nullptr; Group* group = player->GetGroup(); // use the player's difficulty setting (it may not be the same as the group's) if (group) @@ -278,8 +287,8 @@ bool MapInstanced::DestroyInstance(InstancedMaps::iterator &itr) return true; } -bool MapInstanced::CanEnter(Player* /*player*/) +Map::EnterState MapInstanced::CannotEnter(Player* /*player*/) { //ABORT(); - return true; + return CAN_ENTER; } |
