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* LogFilter_Weather * LogFilter_PeriodicAffects * LogFilter_PlayerMoves * LogFilter_SQLText * LogFilter_AIAndMovegens * LogFilter_PlayerStats
227 lines
7.6 KiB
C++
227 lines
7.6 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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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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/// returns a new or existing Instance
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/// in case of battlegrounds it will only return an existing map, those maps are created by bg-system
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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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// find existing bg map for player
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NewInstanceId = player->GetBattleGroundId();
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ASSERT(NewInstanceId);
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map = _FindMap(NewInstanceId);
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ASSERT(map);
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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,player->GetDifficulty(IsRaid()))))
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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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DEBUG_LOG("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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DEBUG_LOG("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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