server/src/game/MapInstanced.cpp
VladimirMangos acd0716297 [10432] Rename ASSERT -> MANGOS_ASSERT and related fixes
ASSERT hard use in predictable way because diff. 3rd party libs code
redefine it inf different ways and hard make sure that used in end
of mangos define version. This is real detected problem make some
expected assert checks ignored and so bugs not detected as expected from code.

In addition made related changes:
* Common.h header expected to be first include in any src/game/header except most simple cases.
* Related FILE.h header expected to be first include in FILE.cpp
* Fixed some absent includes and type forwards for safe build without PCH enabled.
* Avoid using MANGOS_ASSERT in src/framework code
2010-09-02 05:13:16 +04:00

207 lines
6.8 KiB
C++

/*
* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
*
* 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))
{
DestroyInstance(i); // iterator incremented
}
else
{
// update only here, because it may schedule some bad things before delete
i->second->Update(t);
++i;
}
}
}
void MapInstanced::RemoveAllObjectsInRemoveList()
{
for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
{
i->second->RemoveAllObjectsInRemoveList();
}
Map::RemoveAllObjectsInRemoveList();
}
void MapInstanced::UnloadAll(bool pForce)
{
// Unload instanced maps
for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
i->second->UnloadAll(pForce);
// 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(pForce);
}
/// 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* MapInstanced::CreateInstance(Player * player)
{
Map* map;
uint32 NewInstanceId; // instanceId of the resulting map
if(IsBattleGroundOrArena())
{
// find existing bg map for player
NewInstanceId = player->GetBattleGroundId();
MANGOS_ASSERT(NewInstanceId);
map = _FindMap(NewInstanceId);
MANGOS_ASSERT(map);
}
else if (InstanceSave* pSave = player->GetBoundInstanceSaveForSelfOrGroup(GetId()))
{
// solo/perm/group
NewInstanceId = pSave->GetInstanceId();
map = _FindMap(NewInstanceId);
// it is possible that the save exists but the map doesn't
if (!map)
map = CreateInstanceMap(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 = sMapMgr.GenerateInstanceId();
Difficulty diff = player->GetGroup() ? player->GetGroup()->GetDifficulty(IsRaid()) : player->GetDifficulty(IsRaid());
map = CreateInstanceMap(NewInstanceId, diff);
}
return map;
}
InstanceMap* MapInstanced::CreateInstanceMap(uint32 InstanceId, Difficulty difficulty, InstanceSave *save)
{
// load/create a map
Guard guard(*this);
// make sure we have a valid map id
if (!sMapStore.LookupEntry(GetId()))
{
sLog.outError("CreateInstanceMap: no entry for map %d", GetId());
MANGOS_ASSERT(false);
}
if (!ObjectMgr::GetInstanceTemplate(GetId()))
{
sLog.outError("CreateInstanceMap: no instance template for map %d", GetId());
MANGOS_ASSERT(false);
}
// some instances only have one difficulty
if (!GetMapDifficultyData(GetId(),difficulty))
difficulty = DUNGEON_DIFFICULTY_NORMAL;
DEBUG_LOG("MapInstanced::CreateInstanceMap: %s map instance %d for %d created with difficulty %d", save?"":"new ", InstanceId, GetId(), difficulty);
InstanceMap *map = new InstanceMap(GetId(), GetGridExpiry(), InstanceId, difficulty, this);
MANGOS_ASSERT(map->IsDungeon());
bool load_data = save != NULL;
map->CreateInstanceData(load_data);
m_InstancedMaps[InstanceId] = map;
return map;
}
BattleGroundMap* MapInstanced::CreateBattleGroundMap(uint32 InstanceId, BattleGround* bg)
{
// load/create a map
Guard guard(*this);
DEBUG_LOG("MapInstanced::CreateBattleGroundMap: instance:%d for map:%d and bgType:%d created.", InstanceId, GetId(), bg->GetTypeID());
PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(),bg->GetMinLevel());
uint8 spawnMode = bracketEntry ? bracketEntry->difficulty : REGULAR_DIFFICULTY;
BattleGroundMap *map = new BattleGroundMap(GetId(), GetGridExpiry(), InstanceId, this, spawnMode);
MANGOS_ASSERT(map->IsBattleGroundOrArena());
map->SetBG(bg);
bg->SetBgMap(map);
m_InstancedMaps[InstanceId] = map;
return map;
}
void MapInstanced::DestroyInstance(uint32 InstanceId)
{
InstancedMaps::iterator itr = m_InstancedMaps.find(InstanceId);
if(itr != m_InstancedMaps.end())
DestroyInstance(itr);
}
// increments the iterator after erase
void MapInstanced::DestroyInstance(InstancedMaps::iterator &itr)
{
itr->second->UnloadAll(true);
// should only unload VMaps if this is the last instance and grid unloading is enabled
if(m_InstancedMaps.size() <= 1 && sWorld.getConfig(CONFIG_BOOL_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(true);
}
// erase map
delete itr->second;
m_InstancedMaps.erase(itr++);
}