/*
* Copyright (C) 2005-2012 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "MapManager.h"
#include "MapPersistentStateMgr.h"
#include "Policies/SingletonImp.h"
#include "Database/DatabaseEnv.h"
#include "Log.h"
#include "Transports.h"
#include "GridDefines.h"
#include "World.h"
#include "CellImpl.h"
#include "Corpse.h"
#include "ObjectMgr.h"
#define CLASS_LOCK MaNGOS::ClassLevelLockable
INSTANTIATE_SINGLETON_2(MapManager, CLASS_LOCK);
INSTANTIATE_CLASS_MUTEX(MapManager, ACE_Recursive_Thread_Mutex);
MapManager::MapManager()
: i_gridCleanUpDelay(sWorld.getConfig(CONFIG_UINT32_INTERVAL_GRIDCLEAN))
{
i_timer.SetInterval(sWorld.getConfig(CONFIG_UINT32_INTERVAL_MAPUPDATE));
}
MapManager::~MapManager()
{
for(MapMapType::iterator iter=i_maps.begin(); iter != i_maps.end(); ++iter)
delete iter->second;
for(TransportSet::iterator i = m_Transports.begin(); i != m_Transports.end(); ++i)
delete *i;
DeleteStateMachine();
}
void
MapManager::Initialize()
{
InitStateMachine();
}
void MapManager::InitStateMachine()
{
si_GridStates[GRID_STATE_INVALID] = new InvalidState;
si_GridStates[GRID_STATE_ACTIVE] = new ActiveState;
si_GridStates[GRID_STATE_IDLE] = new IdleState;
si_GridStates[GRID_STATE_REMOVAL] = new RemovalState;
}
void MapManager::DeleteStateMachine()
{
delete si_GridStates[GRID_STATE_INVALID];
delete si_GridStates[GRID_STATE_ACTIVE];
delete si_GridStates[GRID_STATE_IDLE];
delete si_GridStates[GRID_STATE_REMOVAL];
}
void MapManager::UpdateGridState(grid_state_t state, Map& map, NGridType& ngrid, GridInfo& ginfo, const uint32 &x, const uint32 &y, const uint32 &t_diff)
{
// TODO: The grid state array itself is static and therefore 100% safe, however, the data
// the state classes in it accesses is not, since grids are shared across maps (for example
// in instances), so some sort of locking will be necessary later.
si_GridStates[state]->Update(map, ngrid, ginfo, x, y, t_diff);
}
void MapManager::InitializeVisibilityDistanceInfo()
{
for(MapMapType::iterator iter=i_maps.begin(); iter != i_maps.end(); ++iter)
(*iter).second->InitVisibilityDistance();
}
Map* MapManager::CreateMap(uint32 id, const WorldObject* obj)
{
MANGOS_ASSERT(obj);
//if(!obj->IsInWorld()) sLog.outError("GetMap: called for map %d with object (typeid %d, guid %d, mapid %d, instanceid %d) who is not in world!", id, obj->GetTypeId(), obj->GetGUIDLow(), obj->GetMapId(), obj->GetInstanceId());
Guard _guard(*this);
Map * m = NULL;
const MapEntry* entry = sMapStore.LookupEntry(id);
if(!entry)
return NULL;
if(entry->Instanceable())
{
MANGOS_ASSERT(obj->GetTypeId() == TYPEID_PLAYER);
//create DungeonMap object
if(obj->GetTypeId() == TYPEID_PLAYER)
m = CreateInstance(id, (Player*)obj);
}
else
{
//create regular non-instanceable map
m = FindMap(id);
if( m == NULL )
{
m = new WorldMap(id, i_gridCleanUpDelay);
//add map into container
i_maps[MapID(id)] = m;
// non-instanceable maps always expected have saved state
m->CreateInstanceData(true);
}
}
return m;
}
Map* MapManager::CreateBgMap(uint32 mapid, BattleGround* bg)
{
TerrainInfo * pData = sTerrainMgr.LoadTerrain(mapid);
Guard _guard(*this);
return CreateBattleGroundMap(mapid, sObjectMgr.GenerateInstanceLowGuid(), bg);
}
Map* MapManager::FindMap(uint32 mapid, uint32 instanceId) const
{
Guard guard(*this);
MapMapType::const_iterator iter = i_maps.find(MapID(mapid, instanceId));
if(iter == i_maps.end())
return NULL;
//this is a small workaround for transports
if(instanceId == 0 && iter->second->Instanceable())
{
assert(false);
return NULL;
}
return iter->second;
}
/*
checks that do not require a map to be created
will send transfer error messages on fail
*/
bool MapManager::CanPlayerEnter(uint32 mapid, Player* player)
{
const MapEntry *entry = sMapStore.LookupEntry(mapid);
if(!entry)
return false;
const char *mapName = entry->name[player->GetSession()->GetSessionDbcLocale()];
if(entry->IsDungeon())
{
if (entry->IsRaid())
{
// GMs can avoid raid limitations
if(!player->isGameMaster() && !sWorld.getConfig(CONFIG_BOOL_INSTANCE_IGNORE_RAID))
{
// can only enter in a raid group
Group* group = player->GetGroup();
if (!group || !group->isRaidGroup())
{
// probably there must be special opcode, because client has this string constant in GlobalStrings.lua
// TODO: this is not a good place to send the message
player->GetSession()->SendAreaTriggerMessage("You must be in a raid group to enter %s instance", mapName);
DEBUG_LOG("MAP: Player '%s' must be in a raid group to enter instance of '%s'", player->GetName(), mapName);
return false;
}
}
}
//The player has a heroic mode and tries to enter into instance which has no a heroic mode
MapDifficulty const* mapDiff = GetMapDifficultyData(entry->MapID,player->GetDifficulty(entry->map_type == MAP_RAID));
if (!mapDiff)
{
bool isRegularTargetMap = player->GetDifficulty(entry->IsRaid()) == REGULAR_DIFFICULTY;
//Send aborted message
// FIX ME: what about absent normal/heroic mode with specific players limit...
player->SendTransferAborted(mapid, TRANSFER_ABORT_DIFFICULTY, isRegularTargetMap ? DUNGEON_DIFFICULTY_NORMAL : DUNGEON_DIFFICULTY_HEROIC);
return false;
}
// TODO: move this to a map dependent location
/*if(i_data && i_data->IsEncounterInProgress())
{
DEBUG_LOG("MAP: Player '%s' can't enter instance '%s' while an encounter is in progress.", player->GetName(), GetMapName());
player->SendTransferAborted(GetId(), TRANSFER_ABORT_ZONE_IN_COMBAT);
return(false);
}*/
}
return true;
}
void MapManager::DeleteInstance(uint32 mapid, uint32 instanceId)
{
Guard _guard(*this);
MapMapType::iterator iter = i_maps.find(MapID(mapid, instanceId));
if(iter != i_maps.end())
{
Map * pMap = iter->second;
if (pMap->Instanceable())
{
i_maps.erase(iter);
pMap->UnloadAll(true);
delete pMap;
}
}
}
void
MapManager::Update(uint32 diff)
{
i_timer.Update(diff);
if( !i_timer.Passed() )
return;
for(MapMapType::iterator iter=i_maps.begin(); iter != i_maps.end(); ++iter)
iter->second->Update((uint32)i_timer.GetCurrent());
for (TransportSet::iterator iter = m_Transports.begin(); iter != m_Transports.end(); ++iter)
{
WorldObject::UpdateHelper helper((*iter));
helper.Update((uint32)i_timer.GetCurrent());
}
//remove all maps which can be unloaded
MapMapType::iterator iter = i_maps.begin();
while(iter != i_maps.end())
{
Map * pMap = iter->second;
//check if map can be unloaded
if(pMap->CanUnload((uint32)i_timer.GetCurrent()))
{
pMap->UnloadAll(true);
delete pMap;
i_maps.erase(iter++);
}
else
++iter;
}
i_timer.SetCurrent(0);
}
void MapManager::RemoveAllObjectsInRemoveList()
{
for(MapMapType::iterator iter=i_maps.begin(); iter != i_maps.end(); ++iter)
iter->second->RemoveAllObjectsInRemoveList();
}
bool MapManager::ExistMapAndVMap(uint32 mapid, float x,float y)
{
GridPair p = MaNGOS::ComputeGridPair(x,y);
int gx=63-p.x_coord;
int gy=63-p.y_coord;
return GridMap::ExistMap(mapid,gx,gy) && GridMap::ExistVMap(mapid,gx,gy);
}
bool MapManager::IsValidMAP(uint32 mapid)
{
MapEntry const* mEntry = sMapStore.LookupEntry(mapid);
return mEntry && (!mEntry->IsDungeon() || ObjectMgr::GetInstanceTemplate(mapid));
// TODO: add check for battleground template
}
void MapManager::UnloadAll()
{
for(MapMapType::iterator iter=i_maps.begin(); iter != i_maps.end(); ++iter)
iter->second->UnloadAll(true);
while(!i_maps.empty())
{
delete i_maps.begin()->second;
i_maps.erase(i_maps.begin());
}
TerrainManager::Instance().UnloadAll();
}
uint32 MapManager::GetNumInstances()
{
uint32 ret = 0;
for(MapMapType::iterator itr = i_maps.begin(); itr != i_maps.end(); ++itr)
{
Map *map = itr->second;
if(!map->IsDungeon()) continue;
ret += 1;
}
return ret;
}
uint32 MapManager::GetNumPlayersInInstances()
{
uint32 ret = 0;
for(MapMapType::iterator itr = i_maps.begin(); itr != i_maps.end(); ++itr)
{
Map *map = itr->second;
if(!map->IsDungeon()) continue;
ret += map->GetPlayers().getSize();
}
return ret;
}
///// returns a new or existing Instance
///// in case of battlegrounds it will only return an existing map, those maps are created by bg-system
Map* MapManager::CreateInstance(uint32 id, Player * player)
{
Map* map = NULL;
Map * pNewMap = NULL;
uint32 NewInstanceId = 0; // instanceId of the resulting map
const MapEntry* entry = sMapStore.LookupEntry(id);
if(entry->IsBattleGroundOrArena())
{
// find existing bg map for player
NewInstanceId = player->GetBattleGroundId();
MANGOS_ASSERT(NewInstanceId);
map = FindMap(id, NewInstanceId);
MANGOS_ASSERT(map);
}
else if (DungeonPersistentState* pSave = player->GetBoundInstanceSaveForSelfOrGroup(id))
{
// solo/perm/group
NewInstanceId = pSave->GetInstanceId();
map = FindMap(id, NewInstanceId);
// it is possible that the save exists but the map doesn't
if (!map)
pNewMap = CreateDungeonMap(id, NewInstanceId, pSave->GetDifficulty(), pSave);
}
else
{
// if no instanceId via group members or instance saves is found
// the instance will be created for the first time
NewInstanceId = sObjectMgr.GenerateInstanceLowGuid();
Difficulty diff = player->GetGroup() ? player->GetGroup()->GetDifficulty(entry->IsRaid()) : player->GetDifficulty(entry->IsRaid());
pNewMap = CreateDungeonMap(id, NewInstanceId, diff);
}
//add a new map object into the registry
if(pNewMap)
{
i_maps[MapID(id, NewInstanceId)] = pNewMap;
map = pNewMap;
}
return map;
}
DungeonMap* MapManager::CreateDungeonMap(uint32 id, uint32 InstanceId, Difficulty difficulty, DungeonPersistentState *save)
{
// make sure we have a valid map id
if (!sMapStore.LookupEntry(id))
{
sLog.outError("CreateDungeonMap: no entry for map %d", id);
MANGOS_ASSERT(false);
}
if (!ObjectMgr::GetInstanceTemplate(id))
{
sLog.outError("CreateDungeonMap: no instance template for map %d", id);
MANGOS_ASSERT(false);
}
// some instances only have one difficulty
if (!GetMapDifficultyData(id, difficulty))
difficulty = DUNGEON_DIFFICULTY_NORMAL;
DEBUG_LOG("MapInstanced::CreateDungeonMap: %s map instance %d for %d created with difficulty %d", save?"":"new ", InstanceId, id, difficulty);
DungeonMap *map = new DungeonMap(id, i_gridCleanUpDelay, InstanceId, difficulty);
// Dungeons can have saved instance data
bool load_data = save != NULL;
map->CreateInstanceData(load_data);
return map;
}
BattleGroundMap* MapManager::CreateBattleGroundMap(uint32 id, uint32 InstanceId, BattleGround* bg)
{
DEBUG_LOG("MapInstanced::CreateBattleGroundMap: instance:%d for map:%d and bgType:%d created.", InstanceId, id, bg->GetTypeID());
PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(),bg->GetMinLevel());
uint8 spawnMode = bracketEntry ? bracketEntry->difficulty : REGULAR_DIFFICULTY;
BattleGroundMap *map = new BattleGroundMap(id, i_gridCleanUpDelay, InstanceId, spawnMode);
MANGOS_ASSERT(map->IsBattleGroundOrArena());
map->SetBG(bg);
bg->SetBgMap(map);
//add map into map container
i_maps[MapID(id, InstanceId)] = map;
// BGs/Arenas not have saved instance data
map->CreateInstanceData(false);
return map;
}