root/trunk/src/game/MapInstanced.cpp @ 248

Revision 102, 9.2 kB (checked in by yumileroy, 17 years ago)

[svn] Fixed copyright notices to comply with GPL.

Original author: w12x
Date: 2008-10-23 03:29:52-05:00

Line 
1/*
2 * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
3 *
4 * Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
5 *
6 * This program is free software; you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation; either version 2 of the License, or
9 * (at your option) any later version.
10 *
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
15 *
16 * You should have received a copy of the GNU General Public License
17 * along with this program; if not, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 */
20
21#include "MapInstanced.h"
22#include "ObjectMgr.h"
23#include "MapManager.h"
24#include "BattleGround.h"
25#include "VMapFactory.h"
26#include "InstanceSaveMgr.h"
27#include "World.h"
28
29MapInstanced::MapInstanced(uint32 id, time_t expiry, uint32 aInstanceId) : Map(id, expiry, 0, 0)
30{
31    // initialize instanced maps list
32    m_InstancedMaps.clear();
33    // fill with zero
34    memset(&GridMapReference, 0, MAX_NUMBER_OF_GRIDS*MAX_NUMBER_OF_GRIDS*sizeof(uint16));
35}
36
37void MapInstanced::Update(const uint32& t)
38{
39    // take care of loaded GridMaps (when unused, unload it!)
40    Map::Update(t);
41
42    // update the instanced maps
43    InstancedMaps::iterator i = m_InstancedMaps.begin();
44
45    while (i != m_InstancedMaps.end())
46    {
47        if(i->second->CanUnload(t))
48        {
49            DestroyInstance(i);                             // iterator incremented
50        }
51        else
52        {
53            // update only here, because it may schedule some bad things before delete
54            i->second->Update(t);
55            ++i;
56        }
57    }
58}
59
60void MapInstanced::MoveAllCreaturesInMoveList()
61{
62    for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); i++)
63    {
64        i->second->MoveAllCreaturesInMoveList();
65    }
66
67    Map::MoveAllCreaturesInMoveList();
68}
69
70void MapInstanced::RemoveAllObjectsInRemoveList()
71{
72    for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); i++)
73    {
74        i->second->RemoveAllObjectsInRemoveList();
75    }
76
77    Map::RemoveAllObjectsInRemoveList();
78}
79
80bool MapInstanced::RemoveBones(uint64 guid, float x, float y)
81{
82    bool remove_result = false;
83
84    for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); i++)
85    {
86        remove_result = remove_result || i->second->RemoveBones(guid, x, y);
87    }
88
89    return remove_result || Map::RemoveBones(guid,x,y);
90}
91
92void MapInstanced::UnloadAll(bool pForce)
93{
94    // Unload instanced maps
95    for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); i++)
96        i->second->UnloadAll(pForce);
97
98    // Delete the maps only after everything is unloaded to prevent crashes
99    for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); i++)
100        delete i->second;
101
102    m_InstancedMaps.clear();
103
104    // Unload own grids (just dummy(placeholder) grids, neccesary to unload GridMaps!)
105    Map::UnloadAll(pForce);
106}
107
108/*
109- return the right instance for the object, based on its InstanceId
110- create the instance if it's not created already
111- the player is not actually added to the instance (only in InstanceMap::Add)
112*/
113Map* MapInstanced::GetInstance(const WorldObject* obj)
114{
115    uint32 CurInstanceId = obj->GetInstanceId();
116    Map* map = NULL;
117
118    if (obj->GetMapId() == GetId() && CurInstanceId != 0)
119    {
120        // the object wants to be put in a certain instance of this map
121        map = _FindMap(CurInstanceId);
122        if(!map)
123        {
124            // For players if the instanceId is set, it's assumed they are already in a map,
125            // hence the map must be loaded. For Creatures, GameObjects etc the map must exist
126            // prior to calling GetMap, they are not allowed to create maps for themselves.
127            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());
128            assert(false);
129        }
130        return(map);
131    }
132    else
133    {
134        // instance not specified, find an existing or create a new one
135        if(obj->GetTypeId() != TYPEID_PLAYER)
136        {
137            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());
138            assert(false);
139            return NULL;
140        }
141        else
142        {
143            uint32 NewInstanceId = 0;                       // instanceId of the resulting map
144            Player* player = (Player*)obj;
145
146            if(IsBattleGroundOrArena())
147            {
148                // instantiate or find existing bg map for player
149                // the instance id is set in battlegroundid
150                NewInstanceId = player->GetBattleGroundId();
151                assert(NewInstanceId);
152                map = _FindMap(NewInstanceId);
153                if(!map)
154                    map = CreateBattleGround(NewInstanceId);
155                return map;
156            }
157
158            InstancePlayerBind *pBind = player->GetBoundInstance(GetId(), player->GetDifficulty());
159            InstanceSave *pSave = pBind ? pBind->save : NULL;
160
161            // the player's permanet player bind is taken into consideration first
162            // then the player's group bind and finally the solo bind.
163            if(!pBind || !pBind->perm)
164            {
165                InstanceGroupBind *groupBind = NULL;
166                Group *group = player->GetGroup();
167                // use the player's difficulty setting (it may not be the same as the group's)
168                if(group && (groupBind = group->GetBoundInstance(GetId(), player->GetDifficulty())))
169                    pSave = groupBind->save;
170            }
171
172            if(pSave)
173            {
174                // solo/perm/group
175                NewInstanceId = pSave->GetInstanceId();
176                map = _FindMap(NewInstanceId);
177                // it is possible that the save exists but the map doesn't
178                if(!map)
179                    map = CreateInstance(NewInstanceId, pSave, pSave->GetDifficulty());
180                return map;
181            }
182            else
183            {
184                // if no instanceId via group members or instance saves is found
185                // the instance will be created for the first time
186                NewInstanceId = MapManager::Instance().GenerateInstanceId();
187                return CreateInstance(NewInstanceId, NULL, player->GetDifficulty());
188            }
189        }
190    }
191}
192
193InstanceMap* MapInstanced::CreateInstance(uint32 InstanceId, InstanceSave *save, uint8 difficulty)
194{
195    // load/create a map
196    Guard guard(*this);
197
198    // make sure we have a valid map id
199    const MapEntry* entry = sMapStore.LookupEntry(GetId());
200    if(!entry)
201    {
202        sLog.outError("CreateInstance: no entry for map %d", GetId());
203        assert(false);
204    }
205    const InstanceTemplate * iTemplate = objmgr.GetInstanceTemplate(GetId());
206    if(!iTemplate)
207    {
208        sLog.outError("CreateInstance: no instance template for map %d", GetId());
209        assert(false);
210    }
211
212    // some instances only have one difficulty
213    if(!entry->SupportsHeroicMode()) difficulty = DIFFICULTY_NORMAL;
214
215    sLog.outDebug("MapInstanced::CreateInstance: %smap instance %d for %d created with difficulty %s", save?"":"new ", InstanceId, GetId(), difficulty?"heroic":"normal");
216
217    InstanceMap *map = new InstanceMap(GetId(), GetGridExpiry(), InstanceId, difficulty);
218    assert(map->IsDungeon());
219
220    bool load_data = save != NULL;
221    map->CreateInstanceData(load_data);
222
223    m_InstancedMaps[InstanceId] = map;
224    return map;
225}
226
227BattleGroundMap* MapInstanced::CreateBattleGround(uint32 InstanceId)
228{
229    // load/create a map
230    Guard guard(*this);
231
232    sLog.outDebug("MapInstanced::CreateBattleGround: map bg %d for %d created.", InstanceId, GetId());
233
234    BattleGroundMap *map = new BattleGroundMap(GetId(), GetGridExpiry(), InstanceId);
235    assert(map->IsBattleGroundOrArena());
236
237    m_InstancedMaps[InstanceId] = map;
238    return map;
239}
240
241void MapInstanced::DestroyInstance(uint32 InstanceId)
242{
243    InstancedMaps::iterator itr = m_InstancedMaps.find(InstanceId);
244    if(itr != m_InstancedMaps.end())
245        DestroyInstance(itr);
246}
247
248// increments the iterator after erase
249void MapInstanced::DestroyInstance(InstancedMaps::iterator &itr)
250{
251    itr->second->UnloadAll(true);
252    // should only unload VMaps if this is the last instance and grid unloading is enabled
253    if(m_InstancedMaps.size() <= 1 && sWorld.getConfig(CONFIG_GRID_UNLOAD))
254    {
255        VMAP::VMapFactory::createOrGetVMapManager()->unloadMap(itr->second->GetId());
256        // in that case, unload grids of the base map, too
257        // so in the next map creation, (EnsureGridCreated actually) VMaps will be reloaded
258        Map::UnloadAll(true);
259    }
260    // erase map
261    delete itr->second;
262    m_InstancedMaps.erase(itr++);
263}
264
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