aboutsummaryrefslogtreecommitdiff
path: root/src/game/MapInstanced.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/game/MapInstanced.cpp')
-rw-r--r--src/game/MapInstanced.cpp120
1 files changed, 39 insertions, 81 deletions
diff --git a/src/game/MapInstanced.cpp b/src/game/MapInstanced.cpp
index 2494a07e20c..137c325ff88 100644
--- a/src/game/MapInstanced.cpp
+++ b/src/game/MapInstanced.cpp
@@ -112,93 +112,51 @@ void MapInstanced::UnloadAll()
*/
Map* MapInstanced::GetInstance(const WorldObject* obj)
{
- uint32 CurInstanceId = obj->GetInstanceId();
- Map* map = NULL;
-
- if (obj->GetMapId() == GetId() && CurInstanceId != 0)
+ if(obj->GetTypeId() == TYPEID_UNIT)
{
- // the object wants to be put in a certain instance of this map
- map = _FindMap(CurInstanceId);
- if(!map)
- {
- // For players if the instanceId is set, it's assumed they are already in a map,
- // hence the map must be loaded. For Creatures, GameObjects etc the map must exist
- // prior to calling GetMap, they are not allowed to create maps for themselves.
- sLog.outError("GetInstance: object %s(%d), typeId %d, in world %d, should be in map %d,%d but that's not loaded yet.", obj->GetName(), obj->GetGUIDLow(), obj->GetTypeId(), obj->IsInWorld(), obj->GetMapId(), obj->GetInstanceId());
- assert(false);
- }
- return(map);
+ assert(obj->GetMapId() == GetId() && obj->GetInstanceId());
+ return _FindMap(obj->GetInstanceId());
}
- else
+
+ Player* player = (Player*)obj;
+ uint32 instanceId = player->GetInstanceId();
+
+ if(IsBattleGroundOrArena())
{
- // instance not specified, find an existing or create a new one
- if(obj->GetTypeId() != TYPEID_PLAYER)
- {
- sLog.outError("MAPINSTANCED: WorldObject '%u' (Entry: %u TypeID: %u) is in map %d,%d and requested base map instance of map %d, this must not happen", obj->GetGUIDLow(), obj->GetEntry(), obj->GetTypeId(), obj->GetMapId(), obj->GetInstanceId(), GetId());
- assert(false);
+ if(!instanceId)
+ instanceId = player->GetBattleGroundId();
+
+ if(instanceId)
+ return _FindMap(instanceId);
+ else
return NULL;
- }
+ }
+
+ if(instanceId)
+ if(Map *map = _FindMap(instanceId))
+ return map;
+
+ InstancePlayerBind *pBind = player->GetBoundInstance(GetId(), player->GetDifficulty());
+ InstanceSave *pSave = pBind ? pBind->save : NULL;
+ if(!pBind || !pBind->perm)
+ {
+ if(Group *group = player->GetGroup())
+ if(InstanceGroupBind *groupBind = group->GetBoundInstance(GetId(), player->GetDifficulty()))
+ pSave = groupBind->save;
+ }
+
+ if(instanceId && pSave && instanceId != pSave->GetInstanceId())
+ return NULL;
+
+ if(!player->GetSession()->PlayerLoading()) // enter a new map
+ {
+ if(pSave)
+ return CreateInstance(pSave->GetInstanceId(), pSave, pSave->GetDifficulty());
else
- {
- uint32 NewInstanceId = 0; // instanceId of the resulting map
- Player* player = (Player*)obj;
-
- if(IsBattleGroundOrArena())
- {
- // instantiate or find existing bg map for player
- // the instance id is set in battlegroundid
- NewInstanceId = player->GetBattleGroundId();
- if(!NewInstanceId)
- {
- if(player->GetSession()->PlayerLoading())
- return NULL;
- else
- assert(NewInstanceId);
- }
- map = _FindMap(NewInstanceId);
- if(!map)
- map = CreateBattleGround(NewInstanceId);
- return map;
- }
-
- InstancePlayerBind *pBind = player->GetBoundInstance(GetId(), player->GetDifficulty());
- InstanceSave *pSave = pBind ? pBind->save : NULL;
-
- // the player's permanet 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(GetId(), player->GetDifficulty())))
- 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());
- return map;
- }
- else if(!player->GetSession()->PlayerLoading())
- {
- // if no instanceId via group members or instance saves is found
- // the instance will be created for the first time
- NewInstanceId = MapManager::Instance().GenerateInstanceId();
- return CreateInstance(NewInstanceId, NULL, player->GetDifficulty());
- }
- else
- {
- sLog.outError("MAPINSTANCED: Player %s is trying to create instance (MapId %u) when login.", player->GetName(), player->GetMapId());
- return NULL;
- }
- }
+ return CreateInstance(MapManager::Instance().GenerateInstanceId(), NULL, player->GetDifficulty());
}
+
+ return NULL;
}
InstanceMap* MapInstanced::CreateInstance(uint32 InstanceId, InstanceSave *save, uint8 difficulty)