/* * Copyright (C) 2008-2013 TrinityCore * Copyright (C) 2005-2009 MaNGOS * * 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, see . */ #include "MapInstanced.h" #include "ObjectMgr.h" #include "MapManager.h" #include "Battleground.h" #include "VMapFactory.h" #include "MMapFactory.h" #include "InstanceSaveMgr.h" #include "World.h" #include "Group.h" #include "Player.h" MapInstanced::MapInstanced(uint32 id, time_t expiry) : Map(id, expiry, 0, DUNGEON_DIFFICULTY_NORMAL) { // 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 if (sMapMgr->GetMapUpdater()->activated()) sMapMgr->GetMapUpdater()->schedule_update(*i->second, t); else 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(); } */ 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::CreateInstanceForPlayer(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 = sMapMgr->FindMap(mapId, newInstanceId); if (!map) { if (Battleground* bg = player->GetBattleground()) map = CreateBattleground(newInstanceId, bg); else { player->TeleportToBGEntryPoint(); return NULL; } } } 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 = FindInstanceMap(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 = sMapMgr->GenerateInstanceId(); Difficulty diff = player->GetGroup() ? player->GetGroup()->GetDifficulty(IsRaid()) : player->GetDifficulty(IsRaid()); //Seems it is now possible, but I do not know if it should be allowed //ASSERT(!FindInstanceMap(NewInstanceId)); map = FindInstanceMap(newInstanceId); if (!map) map = CreateInstance(newInstanceId, NULL, diff); } } return map; } InstanceMap* MapInstanced::CreateInstance(uint32 InstanceId, InstanceSave* save, Difficulty difficulty) { // load/create a map TRINITY_GUARD(ACE_Thread_Mutex, Lock); // make sure we have a valid map id const MapEntry* entry = sMapStore.LookupEntry(GetId()); if (!entry) { TC_LOG_ERROR("maps", "CreateInstance: no entry for map %d", GetId()); ASSERT(false); } const InstanceTemplate* iTemplate = sObjectMgr->GetInstanceTemplate(GetId()); if (!iTemplate) { TC_LOG_ERROR("maps", "CreateInstance: no instance template for map %d", GetId()); ASSERT(false); } // some instances only have one difficulty GetDownscaledMapDifficultyData(GetId(), difficulty); TC_LOG_DEBUG("maps", "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()); map->LoadRespawnTimes(); 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 TRINITY_GUARD(ACE_Thread_Mutex, Lock); TC_LOG_DEBUG("maps", "MapInstanced::CreateBattleground: map bg %d for %d created.", InstanceId, GetId()); PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(), bg->GetMinLevel()); uint8 spawnMode; if (bracketEntry) spawnMode = bracketEntry->difficulty; else spawnMode = 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->getBoolConfig(CONFIG_GRID_UNLOAD)) { VMAP::VMapFactory::createOrGetVMapManager()->unloadMap(itr->second->GetId()); MMAP::MMapFactory::createOrGetMMapManager()->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(); } // Free up the instance id and allow it to be reused for bgs and arenas (other instances are handled in the InstanceSaveMgr) if (itr->second->IsBattlegroundOrArena()) sMapMgr->FreeInstanceId(itr->second->GetInstanceId()); // erase map delete itr->second; m_InstancedMaps.erase(itr++); return true; } bool MapInstanced::CanEnter(Player* /*player*/) { //ASSERT(false); return true; }