/* * Copyright (C) 2005-2008 MaNGOS * * Copyright (C) 2008 Trinity * * 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::GetInstance(const WorldObject* obj) { uint32 CurInstanceId = obj->GetInstanceId(); Map* map = NULL; if (obj->GetMapId() == GetId() && CurInstanceId != 0) { // the object wants to be put in a certain instance of this map map = _FindMap(CurInstanceId); if(!map) { // For players if the instanceId is set, it's assumed they are already in a map, // hence the map must be loaded. For Creatures, GameObjects etc the map must exist // prior to calling GetMap, they are not allowed to create maps for themselves. sLog.outError("GetInstance: object %s(%d), typeId %d, in world %d, should be in map %d,%d but that's not loaded yet.", obj->GetName(), obj->GetGUIDLow(), obj->GetTypeId(), obj->IsInWorld(), obj->GetMapId(), obj->GetInstanceId()); assert(false); } return(map); } else { // instance not specified, find an existing or create a new one if(obj->GetTypeId() != TYPEID_PLAYER) { sLog.outError("MAPINSTANCED: WorldObject '%u' (Entry: %u TypeID: %u) is in map %d,%d and requested base map instance of map %d, this must not happen", obj->GetGUIDLow(), obj->GetEntry(), obj->GetTypeId(), obj->GetMapId(), obj->GetInstanceId(), GetId()); assert(false); return NULL; } else { uint32 NewInstanceId = 0; // instanceId of the resulting map Player* player = (Player*)obj; 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); return map; } InstancePlayerBind *pBind = player->GetBoundInstance(GetId(), player->GetDifficulty()); InstanceSave *pSave = pBind ? pBind->save : NULL; // the player's permanet 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()); return map; } 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(); return CreateInstance(NewInstanceId, NULL, player->GetDifficulty()); } } } } 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->SupportsHeroicMode()) difficulty = DIFFICULTY_NORMAL; sLog.outDebug("MapInstanced::CreateInstance: %smap instance %d for %d created with difficulty %s", save?"":"new ", InstanceId, GetId(), difficulty?"heroic":"normal"); InstanceMap *map = new InstanceMap(GetId(), GetGridExpiry(), InstanceId, difficulty); 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); 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++); }