server/src/game/MapInstanced.cpp
Ambal 58209ee79a [8182] Store and use Map* pointer in WorldObject instead map ids for speedup
Also some code logic cleanups.
Changes let make more cleanups in base map access and other places,
but this chnages not inlcuded in patch.

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2009-07-15 02:13:52 +04:00

236 lines
7.6 KiB
C++

/*
* Copyright (C) 2005-2009 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, 0)
{
// 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::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::MoveAllCreaturesInMoveList()
{
for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
{
i->second->MoveAllCreaturesInMoveList();
}
Map::MoveAllCreaturesInMoveList();
}
void MapInstanced::RemoveAllObjectsInRemoveList()
{
for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
{
i->second->RemoveAllObjectsInRemoveList();
}
Map::RemoveAllObjectsInRemoveList();
}
bool MapInstanced::RemoveBones(uint64 guid, float x, float y)
{
bool remove_result = false;
for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
{
remove_result = remove_result || i->second->RemoveBones(guid, x, y);
}
return remove_result || Map::RemoveBones(guid,x,y);
}
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);
}
/*
- return the right instance for the object, based on its InstanceId
- create the instance if it's not created already
- the player is not actually added to the instance (only in InstanceMap::Add)
*/
Map* MapInstanced::CreateInstance(const uint32 mapId, Player * player)
{
if(GetId() != mapId || !player)
return NULL;
Map* map = NULL;
uint32 NewInstanceId = 0; // instanceId of the resulting map
if(IsBattleGroundOrArena())
{
// instantiate or find existing bg map for player
// the instance id is set in battlegroundid
NewInstanceId = player->GetBattleGroundId();
ASSERT(NewInstanceId);
map = _FindMap(NewInstanceId);
if(!map)
map = CreateBattleGround(NewInstanceId);
}
else
{
InstancePlayerBind *pBind = player->GetBoundInstance(GetId(), player->GetDifficulty());
InstanceSave *pSave = pBind ? pBind->save : NULL;
// the player's permanent player bind is taken into consideration first
// then the player's group bind and finally the solo bind.
if(!pBind || !pBind->perm)
{
InstanceGroupBind *groupBind = NULL;
Group *group = player->GetGroup();
// use the player's difficulty setting (it may not be the same as the group's)
if(group && (groupBind = group->GetBoundInstance(GetId(), player->GetDifficulty())))
pSave = groupBind->save;
}
if(pSave)
{
// solo/perm/group
NewInstanceId = pSave->GetInstanceId();
map = _FindMap(NewInstanceId);
// it is possible that the save exists but the map doesn't
if(!map)
map = CreateInstance(NewInstanceId, pSave, pSave->GetDifficulty());
}
else
{
// if no instanceId via group members or instance saves is found
// the instance will be created for the first time
NewInstanceId = MapManager::Instance().GenerateInstanceId();
map = CreateInstance(NewInstanceId, NULL, player->GetDifficulty());
}
}
return map;
}
InstanceMap* MapInstanced::CreateInstance(uint32 InstanceId, InstanceSave *save, uint8 difficulty)
{
// load/create a map
Guard guard(*this);
// make sure we have a valid map id
const MapEntry* entry = sMapStore.LookupEntry(GetId());
if(!entry)
{
sLog.outError("CreateInstance: no entry for map %d", GetId());
assert(false);
}
const InstanceTemplate * iTemplate = objmgr.GetInstanceTemplate(GetId());
if(!iTemplate)
{
sLog.outError("CreateInstance: no instance template for map %d", GetId());
assert(false);
}
// some instances only have one difficulty
if (entry && !entry->SupportsHeroicMode()) difficulty = DIFFICULTY_NORMAL;
sLog.outDebug("MapInstanced::CreateInstance: %s map instance %d for %d created with difficulty %s", save?"":"new ", InstanceId, GetId(), difficulty?"heroic":"normal");
InstanceMap *map = new InstanceMap(GetId(), GetGridExpiry(), InstanceId, difficulty, this);
ASSERT(map->IsDungeon());
bool load_data = save != NULL;
map->CreateInstanceData(load_data);
m_InstancedMaps[InstanceId] = map;
return map;
}
BattleGroundMap* MapInstanced::CreateBattleGround(uint32 InstanceId)
{
// load/create a map
Guard guard(*this);
sLog.outDebug("MapInstanced::CreateBattleGround: map bg %d for %d created.", InstanceId, GetId());
BattleGroundMap *map = new BattleGroundMap(GetId(), GetGridExpiry(), InstanceId, this);
ASSERT(map->IsBattleGroundOrArena());
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_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++);
}