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* Drop delayed moves list in Map code * Apply movement coords update always at call including movement to different cell/grid. * Instead removed functionality mark creature as need move notify broadcast at next tick, do it. This must resolve porblesm with CreatureRelocation in past not always update position to new expected at call And in resul next code fail or work in strange way. Mark creature for notifier call at next Update let safe main part remopved functionality implemented in another way: prevent cascade (or infinity chain) in move updates. In fiture possible implement move notify call not at each tick for save time.
244 lines
8.1 KiB
C++
244 lines
8.1 KiB
C++
/*
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* Copyright (C) 2005-2010 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) : Map(id, expiry, 0, DUNGEON_DIFFICULTY_NORMAL)
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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::InitVisibilityDistance()
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{
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if(m_InstancedMaps.empty())
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return;
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//initialize visibility distances for all instance copies
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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->InitVisibilityDistance();
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}
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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::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::CreateInstance(const uint32 mapId, Player * player)
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{
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if(GetId() != mapId || !player)
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return NULL;
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Map* map = NULL;
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uint32 NewInstanceId = 0; // instanceId of the resulting map
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if(IsBattleGroundOrArena())
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{
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// instantiate or find existing bg map for player
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// the instance id is set in battlegroundid
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NewInstanceId = player->GetBattleGroundId();
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ASSERT(NewInstanceId);
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map = _FindMap(NewInstanceId);
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if(!map)
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map = CreateBattleGroundMap(NewInstanceId, player->GetBattleGround());
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}
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else
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{
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InstancePlayerBind *pBind = player->GetBoundInstance(GetId(), player->GetDifficulty(IsRaid()));
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InstanceSave *pSave = pBind ? pBind->save : NULL;
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// the player's permanent 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(this)))
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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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}
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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 = sMapMgr.GenerateInstanceId();
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Difficulty diff = player->GetGroup() ? player->GetGroup()->GetDifficulty(IsRaid()) : player->GetDifficulty(IsRaid());
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map = CreateInstance(NewInstanceId, NULL, diff);
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}
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}
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return map;
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}
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InstanceMap* MapInstanced::CreateInstance(uint32 InstanceId, InstanceSave *save, Difficulty 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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if (!sMapStore.LookupEntry(GetId()))
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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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if (!ObjectMgr::GetInstanceTemplate(GetId()))
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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 (!GetMapDifficultyData(GetId(),difficulty))
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difficulty = DUNGEON_DIFFICULTY_NORMAL;
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sLog.outDebug("MapInstanced::CreateInstance: %s map 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, this);
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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::CreateBattleGroundMap(uint32 InstanceId, BattleGround* bg)
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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::CreateBattleGroundMap: instance:%d for map:%d and bgType:%d created.", InstanceId, GetId(), bg->GetTypeID());
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PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(),bg->GetMinLevel());
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uint8 spawnMode = bracketEntry ? bracketEntry->difficulty : REGULAR_DIFFICULTY;
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BattleGroundMap *map = new BattleGroundMap(GetId(), GetGridExpiry(), InstanceId, this, spawnMode);
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ASSERT(map->IsBattleGroundOrArena());
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map->SetBG(bg);
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bg->SetBgMap(map);
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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_BOOL_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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