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Diffstat (limited to 'src/server/game/Maps/MapInstanced.cpp')
-rw-r--r-- | src/server/game/Maps/MapInstanced.cpp | 268 |
1 files changed, 268 insertions, 0 deletions
diff --git a/src/server/game/Maps/MapInstanced.cpp b/src/server/game/Maps/MapInstanced.cpp new file mode 100644 index 00000000000..0736bfa6fb3 --- /dev/null +++ b/src/server/game/Maps/MapInstanced.cpp @@ -0,0 +1,268 @@ +/* + * 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; +} |