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Imported MaNGOS revision 6767 from http://mangos.svn.sourceforge.net/svnroot/mangos/trunk/
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src/game/MapInstanced.cpp
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251
src/game/MapInstanced.cpp
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/*
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* Copyright (C) 2005-2008 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "MapInstanced.h"
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#include "ObjectMgr.h"
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#include "MapManager.h"
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#include "BattleGround.h"
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#include "VMapFactory.h"
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#include "InstanceSaveMgr.h"
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#include "World.h"
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MapInstanced::MapInstanced(uint32 id, time_t expiry, uint32 aInstanceId) : Map(id, expiry, 0, 0)
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{
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// initialize instanced maps list
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m_InstancedMaps.clear();
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// fill with zero
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memset(&GridMapReference, 0, MAX_NUMBER_OF_GRIDS*MAX_NUMBER_OF_GRIDS*sizeof(uint16));
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}
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void MapInstanced::Update(const uint32& t)
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{
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// take care of loaded GridMaps (when unused, unload it!)
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Map::Update(t);
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// update the instanced maps
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InstancedMaps::iterator i = m_InstancedMaps.begin();
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while (i != m_InstancedMaps.end())
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{
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if(i->second->CanUnload(t))
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{
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DestroyInstance(i); // iterator incremented
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}
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else
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{
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// update only here, because it may schedule some bad things before delete
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i->second->Update(t);
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++i;
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}
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}
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}
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void MapInstanced::MoveAllCreaturesInMoveList()
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{
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for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); i++)
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{
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i->second->MoveAllCreaturesInMoveList();
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}
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Map::MoveAllCreaturesInMoveList();
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}
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void MapInstanced::RemoveAllObjectsInRemoveList()
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{
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for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); i++)
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{
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i->second->RemoveAllObjectsInRemoveList();
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}
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Map::RemoveAllObjectsInRemoveList();
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}
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bool MapInstanced::RemoveBones(uint64 guid, float x, float y)
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{
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bool remove_result = false;
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for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); i++)
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{
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remove_result = remove_result || i->second->RemoveBones(guid, x, y);
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}
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return remove_result || Map::RemoveBones(guid,x,y);
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}
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void MapInstanced::UnloadAll(bool pForce)
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{
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// Unload instanced maps
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for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); i++)
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i->second->UnloadAll(pForce);
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// Delete the maps only after everything is unloaded to prevent crashes
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for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); i++)
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delete i->second;
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m_InstancedMaps.clear();
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// Unload own grids (just dummy(placeholder) grids, neccesary to unload GridMaps!)
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Map::UnloadAll(pForce);
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}
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/*
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- return the right instance for the object, based on its InstanceId
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- create the instance if it's not created already
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- the player is not actually added to the instance (only in InstanceMap::Add)
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*/
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Map* MapInstanced::GetInstance(const WorldObject* obj)
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{
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uint32 CurInstanceId = obj->GetInstanceId();
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Map* map = NULL;
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if (obj->GetMapId() == GetId() && CurInstanceId != 0)
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{
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// the object wants to be put in a certain instance of this map
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map = _FindMap(CurInstanceId);
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if(!map)
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{
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// For players if the instanceId is set, it's assumed they are already in a map,
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// hence the map must be loaded. For Creatures, GameObjects etc the map must exist
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// prior to calling GetMap, they are not allowed to create maps for themselves.
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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());
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assert(false);
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}
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return(map);
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}
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else
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{
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// instance not specified, find an existing or create a new one
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if(obj->GetTypeId() != TYPEID_PLAYER)
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{
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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());
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assert(false);
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return NULL;
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}
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else
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{
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uint32 NewInstanceId = 0; // instanceId of the resulting map
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Player* player = (Player*)obj;
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// TODO: battlegrounds and arenas
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InstancePlayerBind *pBind = player->GetBoundInstance(GetId(), player->GetDifficulty());
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InstanceSave *pSave = pBind ? pBind->save : NULL;
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// the player's permanet player bind is taken into consideration first
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// then the player's group bind and finally the solo bind.
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if(!pBind || !pBind->perm)
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{
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InstanceGroupBind *groupBind = NULL;
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Group *group = player->GetGroup();
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// use the player's difficulty setting (it may not be the same as the group's)
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if(group && (groupBind = group->GetBoundInstance(GetId(), player->GetDifficulty())))
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pSave = groupBind->save;
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}
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if(pSave)
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{
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// solo/perm/group
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NewInstanceId = pSave->GetInstanceId();
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map = _FindMap(NewInstanceId);
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// it is possible that the save exists but the map doesn't
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if(!map)
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map = CreateInstance(NewInstanceId, pSave, pSave->GetDifficulty());
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return map;
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}
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else
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{
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// if no instanceId via group members or instance saves is found
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// the instance will be created for the first time
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NewInstanceId = MapManager::Instance().GenerateInstanceId();
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return CreateInstance(NewInstanceId, NULL, player->GetDifficulty());
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}
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}
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}
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}
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InstanceMap* MapInstanced::CreateInstance(uint32 InstanceId, InstanceSave *save, uint8 difficulty)
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{
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// load/create a map
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Guard guard(*this);
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// make sure we have a valid map id
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const MapEntry* entry = sMapStore.LookupEntry(GetId());
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if(!entry)
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{
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sLog.outError("CreateInstance: no entry for map %d", GetId());
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assert(false);
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}
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const InstanceTemplate * iTemplate = objmgr.GetInstanceTemplate(GetId());
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if(!iTemplate)
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{
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sLog.outError("CreateInstance: no instance template for map %d", GetId());
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assert(false);
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}
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// some instances only have one difficulty
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if(!entry->SupportsHeroicMode()) difficulty = DIFFICULTY_NORMAL;
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sLog.outDebug("MapInstanced::CreateInstance: %smap instance %d for %d created with difficulty %s", save?"":"new ", InstanceId, GetId(), difficulty?"heroic":"normal");
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InstanceMap *map = new InstanceMap(GetId(), GetGridExpiry(), InstanceId, difficulty);
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assert(map->IsDungeon());
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bool load_data = save != NULL;
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map->CreateInstanceData(load_data);
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m_InstancedMaps[InstanceId] = map;
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return map;
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}
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BattleGroundMap* MapInstanced::CreateBattleGround(uint32 InstanceId)
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{
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// load/create a map
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Guard guard(*this);
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sLog.outDebug("MapInstanced::CreateBattleGround: map bg %d for %d created.", InstanceId, GetId());
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BattleGroundMap *map = new BattleGroundMap(GetId(), GetGridExpiry(), InstanceId);
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assert(map->IsBattleGroundOrArena());
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m_InstancedMaps[InstanceId] = map;
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return map;
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}
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void MapInstanced::DestroyInstance(uint32 InstanceId)
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{
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InstancedMaps::iterator itr = m_InstancedMaps.find(InstanceId);
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if(itr != m_InstancedMaps.end())
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DestroyInstance(itr);
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}
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// increments the iterator after erase
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void MapInstanced::DestroyInstance(InstancedMaps::iterator &itr)
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{
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itr->second->UnloadAll(true);
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// should only unload VMaps if this is the last instance and grid unloading is enabled
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if(m_InstancedMaps.size() <= 1 && sWorld.getConfig(CONFIG_GRID_UNLOAD))
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{
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VMAP::VMapFactory::createOrGetVMapManager()->unloadMap(itr->second->GetId());
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// in that case, unload grids of the base map, too
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// so in the next map creation, (EnsureGridCreated actually) VMaps will be reloaded
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Map::UnloadAll(true);
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}
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// erase map
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delete itr->second;
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m_InstancedMaps.erase(itr++);
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}
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