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-rw-r--r--src/game/MapInstanced.cpp268
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diff --git a/src/game/MapInstanced.cpp b/src/game/MapInstanced.cpp
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--- a/src/game/MapInstanced.cpp
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-/*
- * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
- *
- * Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
- *
- * 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
- */
-
-#include "MapInstanced.h"
-#include "ObjectMgr.h"
-#include "MapManager.h"
-#include "BattleGround.h"
-#include "VMapFactory.h"
-#include "InstanceSaveMgr.h"
-#include "World.h"
-
-MapInstanced::MapInstanced(uint32 id, time_t expiry) : Map(id, expiry, 0, DUNGEON_DIFFICULTY_NORMAL)
-{
- // initialize instanced maps list
- m_InstancedMaps.clear();
- // fill with zero
- memset(&GridMapReference, 0, MAX_NUMBER_OF_GRIDS*MAX_NUMBER_OF_GRIDS*sizeof(uint16));
-}
-
-void MapInstanced::InitVisibilityDistance()
-{
- if (m_InstancedMaps.empty())
- return;
- //initialize visibility distances for all instance copies
- for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
- {
- (*i).second->InitVisibilityDistance();
- }
-}
-
-void MapInstanced::Update(const uint32& t)
-{
- // take care of loaded GridMaps (when unused, unload it!)
- Map::Update(t);
-
- // update the instanced maps
- InstancedMaps::iterator i = m_InstancedMaps.begin();
-
- while (i != m_InstancedMaps.end())
- {
- if (i->second->CanUnload(t))
- {
- if (!DestroyInstance(i)) // iterator incremented
- {
- //m_unloadTimer
- }
- }
- else
- {
- // update only here, because it may schedule some bad things before delete
- i->second->Update(t);
- ++i;
- }
- }
-}
-
-void MapInstanced::DelayedUpdate(const uint32 diff)
-{
- for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
- i->second->DelayedUpdate(diff);
-
- Map::DelayedUpdate(diff); // this may be removed
-}
-
-/*
-void MapInstanced::RelocationNotify()
-{
- for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
- i->second->RelocationNotify();
-}
-*/
-
-bool MapInstanced::RemoveBones(uint64 guid, float x, float y)
-{
- bool remove_result = false;
-
- for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
- {
- remove_result = remove_result || i->second->RemoveBones(guid, x, y);
- }
-
- return remove_result || Map::RemoveBones(guid,x,y);
-}
-
-void MapInstanced::UnloadAll()
-{
- // Unload instanced maps
- for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
- i->second->UnloadAll();
-
- // Delete the maps only after everything is unloaded to prevent crashes
- for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
- delete i->second;
-
- m_InstancedMaps.clear();
-
- // Unload own grids (just dummy(placeholder) grids, neccesary to unload GridMaps!)
- Map::UnloadAll();
-}
-
-/*
-- return the right instance for the object, based on its InstanceId
-- create the instance if it's not created already
-- the player is not actually added to the instance (only in InstanceMap::Add)
-*/
-Map* MapInstanced::CreateInstance(const uint32 mapId, Player * player)
-{
- if (GetId() != mapId || !player)
- return NULL;
-
- Map* map = NULL;
- uint32 NewInstanceId = 0; // instanceId of the resulting map
-
- if (IsBattleGroundOrArena())
- {
- // instantiate or find existing bg map for player
- // the instance id is set in battlegroundid
- NewInstanceId = player->GetBattleGroundId();
- if (!NewInstanceId) return NULL;
- map = _FindMap(NewInstanceId);
- if (!map)
- map = CreateBattleGround(NewInstanceId, player->GetBattleGround());
- }
- else
- {
- InstancePlayerBind *pBind = player->GetBoundInstance(GetId(), player->GetDifficulty(IsRaid()));
- InstanceSave *pSave = pBind ? pBind->save : NULL;
-
- // the player's permanent player bind is taken into consideration first
- // then the player's group bind and finally the solo bind.
- if (!pBind || !pBind->perm)
- {
- InstanceGroupBind *groupBind = NULL;
- Group *group = player->GetGroup();
- // use the player's difficulty setting (it may not be the same as the group's)
- if (group)
- {
- groupBind = group->GetBoundInstance(this);
- if (groupBind)
- pSave = groupBind->save;
- }
- }
- if (pSave)
- {
- // solo/perm/group
- NewInstanceId = pSave->GetInstanceId();
- map = _FindMap(NewInstanceId);
- // it is possible that the save exists but the map doesn't
- if (!map)
- map = CreateInstance(NewInstanceId, pSave, pSave->GetDifficulty());
- }
- else
- {
- // if no instanceId via group members or instance saves is found
- // the instance will be created for the first time
- NewInstanceId = MapManager::Instance().GenerateInstanceId();
-
- Difficulty diff = player->GetGroup() ? player->GetGroup()->GetDifficulty(IsRaid()) : player->GetDifficulty(IsRaid());
- map = CreateInstance(NewInstanceId, NULL, diff);
- }
- }
-
- return map;
-}
-
-InstanceMap* MapInstanced::CreateInstance(uint32 InstanceId, InstanceSave *save, Difficulty difficulty)
-{
- // load/create a map
- Guard guard(*this);
-
- // make sure we have a valid map id
- const MapEntry* entry = sMapStore.LookupEntry(GetId());
- if (!entry)
- {
- sLog.outError("CreateInstance: no entry for map %d", GetId());
- assert(false);
- }
- const InstanceTemplate * iTemplate = objmgr.GetInstanceTemplate(GetId());
- if (!iTemplate)
- {
- sLog.outError("CreateInstance: no instance template for map %d", GetId());
- assert(false);
- }
-
- // some instances only have one difficulty
- MapDifficulty const* mapDiff = GetMapDifficultyData(GetId(),difficulty);
- if (!mapDiff)
- difficulty = DUNGEON_DIFFICULTY_NORMAL;
-
- sLog.outDebug("MapInstanced::CreateInstance: %s map instance %d for %d created with difficulty %s", save?"":"new ", InstanceId, GetId(), difficulty?"heroic":"normal");
-
- InstanceMap *map = new InstanceMap(GetId(), GetGridExpiry(), InstanceId, difficulty, this);
- ASSERT(map->IsDungeon());
-
- bool load_data = save != NULL;
- map->CreateInstanceData(load_data);
-
- m_InstancedMaps[InstanceId] = map;
- return map;
-}
-
-BattleGroundMap* MapInstanced::CreateBattleGround(uint32 InstanceId, BattleGround* bg)
-{
- // load/create a map
- Guard guard(*this);
-
- sLog.outDebug("MapInstanced::CreateBattleGround: map bg %d for %d created.", InstanceId, GetId());
-
- PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(),bg->GetMinLevel());
-
- uint8 spawnMode = bracketEntry ? bracketEntry->difficulty : REGULAR_DIFFICULTY;
-
- BattleGroundMap *map = new BattleGroundMap(GetId(), GetGridExpiry(), InstanceId, this, spawnMode);
- ASSERT(map->IsBattleGroundOrArena());
- map->SetBG(bg);
- bg->SetBgMap(map);
-
- m_InstancedMaps[InstanceId] = map;
- return map;
-}
-
-// increments the iterator after erase
-bool MapInstanced::DestroyInstance(InstancedMaps::iterator &itr)
-{
- itr->second->RemoveAllPlayers();
- if (itr->second->HavePlayers())
- {
- ++itr;
- return false;
- }
-
- itr->second->UnloadAll();
- // should only unload VMaps if this is the last instance and grid unloading is enabled
- if (m_InstancedMaps.size() <= 1 && sWorld.getConfig(CONFIG_GRID_UNLOAD))
- {
- VMAP::VMapFactory::createOrGetVMapManager()->unloadMap(itr->second->GetId());
- // in that case, unload grids of the base map, too
- // so in the next map creation, (EnsureGridCreated actually) VMaps will be reloaded
- Map::UnloadAll();
- }
- // erase map
- delete itr->second;
- m_InstancedMaps.erase(itr++);
- return true;
-}
-
-bool MapInstanced::CanEnter(Player * /*player*/)
-{
- //assert(false);
- return true;
-}