/* * Copyright (C) 2005-2009 MaNGOS * * Copyright (C) 2008-2010 Trinity * * 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; }