/*
* Copyright (C) 2005-2009 MaNGOS
*
* Copyright (C) 2008-2009 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, 0)
{
// 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, uint32 instanceId)
{
if(instanceId)
if(Map *map = _FindMap(instanceId))
return map;
if(IsBattleGroundOrArena())
{
instanceId = player->GetBattleGroundId();
if(instanceId)
if(Map *map = _FindMap(instanceId))
return map;
return CreateBattleGround(instanceId);
}
else if(InstanceSave *pSave = player->GetInstanceSave(GetId()))
{
if(!instanceId)
{
instanceId = pSave->GetInstanceId(); // go from outside to instance
if(Map *map = _FindMap(instanceId))
return map;
}
else if(instanceId != pSave->GetInstanceId()) // cannot go from one instance to another
return NULL;
// else log in at a saved instance
return CreateInstance(instanceId, pSave, pSave->GetDifficulty());
}
else if(!player->GetSession()->PlayerLoading())
{
if(!instanceId)
instanceId = MapManager::Instance().GenerateInstanceId();
return CreateInstance(instanceId, NULL, player->GetDifficulty());
}
return NULL;
}
InstanceMap* MapInstanced::CreateInstance(uint32 InstanceId, InstanceSave *save, uint8 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
if (entry && !entry->SupportsHeroicMode()) difficulty = 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)
{
// load/create a map
Guard guard(*this);
sLog.outDebug("MapInstanced::CreateBattleGround: map bg %d for %d created.", InstanceId, GetId());
BattleGroundMap *map = new BattleGroundMap(GetId(), GetGridExpiry(), InstanceId, this);
ASSERT(map->IsBattleGroundOrArena());
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;
}