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azerothcore-wotlk/src/server/game/Maps/MapInstanced.cpp

274 lines
8.6 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*/
#include "Battleground.h"
#include "Group.h"
#include "InstanceSaveMgr.h"
#include "MapInstanced.h"
#include "MapManager.h"
#include "MMapFactory.h"
#include "ObjectMgr.h"
#include "Player.h"
#include "VMapFactory.h"
#ifdef ELUNA
#include "LuaEngine.h"
#endif
MapInstanced::MapInstanced(uint32 id) : Map(id, 0, DUNGEON_DIFFICULTY_NORMAL)
{
// initialize instanced maps list
m_InstancedMaps.clear();
}
void MapInstanced::InitVisibilityDistance()
{
if (m_InstancedMaps.empty())
return;
//initialize visibility distances for all instance copies
for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
{
(*i).second->InitVisibilityDistance();
}
}
void MapInstanced::Update(const uint32 t, const uint32 s_diff, bool /*thread*/)
{
// take care of loaded GridMaps (when unused, unload it!)
Map::Update(t, s_diff, false);
// update the instanced maps
InstancedMaps::iterator i = m_InstancedMaps.begin();
while (i != m_InstancedMaps.end())
{
if (i->second->CanUnload(t))
{
if (!DestroyInstance(i)) // iterator incremented
{
//m_unloadTimer
}
}
else
{
// update only here, because it may schedule some bad things before delete
if (sMapMgr->GetMapUpdater()->activated())
sMapMgr->GetMapUpdater()->schedule_update(*i->second, t, s_diff);
else
i->second->Update(t, s_diff);
++i;
}
}
}
void MapInstanced::DelayedUpdate(const uint32 diff)
{
for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
i->second->DelayedUpdate(diff);
Map::DelayedUpdate(diff); // this may be removed
}
/*
void MapInstanced::RelocationNotify()
{
for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
i->second->RelocationNotify();
}
*/
void MapInstanced::UnloadAll()
{
// Unload instanced maps
for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
i->second->UnloadAll();
// 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();
}
/*
- 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::CreateInstanceForPlayer(const uint32 mapId, Player* player)
{
if (GetId() != mapId || !player)
return nullptr;
Map* map = nullptr;
if (IsBattlegroundOrArena())
{
// instantiate or find existing bg map for player
// the instance id is set in battlegroundid
uint32 newInstanceId = player->GetBattlegroundId();
if (!newInstanceId)
return nullptr;
map = sMapMgr->FindMap(mapId, newInstanceId);
if (!map)
{
Battleground* bg = player->GetBattleground(true);
if (bg && bg->GetStatus() < STATUS_WAIT_LEAVE)
map = CreateBattleground(newInstanceId, bg);
else
{
player->TeleportToEntryPoint();
return nullptr;
}
}
}
else
{
Difficulty realdiff = player->GetDifficulty(IsRaid());
uint32 destInstId = sInstanceSaveMgr->PlayerGetDestinationInstanceId(player, GetId(), realdiff);
if (destInstId)
{
InstanceSave* pSave = sInstanceSaveMgr->GetInstanceSave(destInstId);
ASSERT(pSave); // pussywizard: must exist
map = FindInstanceMap(destInstId);
if (!map)
map = CreateInstance(destInstId, pSave, realdiff);
else if (IsSharedDifficultyMap(mapId) && !map->HavePlayers() && map->GetDifficulty() != realdiff)
{
if (player->isBeingLoaded()) // pussywizard: crashfix (assert(passengers.empty) fail in ~transport), could be added to a transport during loading from db
return nullptr;
if (!map->AllTransportsEmpty())
map->AllTransportsRemovePassengers(); // pussywizard: gameobjects / summons (assert(passengers.empty) fail in ~transport)
for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
if (i->first == destInstId)
{
DestroyInstance(i);
map = CreateInstance(destInstId, pSave, realdiff);
break;
}
}
}
else
{
uint32 newInstanceId = sMapMgr->GenerateInstanceId();
ASSERT(!FindInstanceMap(newInstanceId)); // pussywizard: instance with new id can't exist
Difficulty diff = player->GetGroup() ? player->GetGroup()->GetDifficulty(IsRaid()) : player->GetDifficulty(IsRaid());
map = CreateInstance(newInstanceId, nullptr, diff);
}
}
return map;
}
InstanceMap* MapInstanced::CreateInstance(uint32 InstanceId, InstanceSave* save, Difficulty difficulty)
{
// load/create a map
std::lock_guard<std::mutex> guard(Lock);
// make sure we have a valid map id
const MapEntry* entry = sMapStore.LookupEntry(GetId());
if (!entry)
{
LOG_ERROR("maps", "CreateInstance: no entry for map %d", GetId());
ABORT();
}
const InstanceTemplate* iTemplate = sObjectMgr->GetInstanceTemplate(GetId());
if (!iTemplate)
{
LOG_ERROR("maps", "CreateInstance: no instance template for map %d", GetId());
ABORT();
}
// some instances only have one difficulty
GetDownscaledMapDifficultyData(GetId(), difficulty);
LOG_DEBUG("maps", "MapInstanced::CreateInstance: %s map instance %d for %d created with difficulty %s", save ? "" : "new ", InstanceId, GetId(), difficulty ? "heroic" : "normal");
InstanceMap* map = new InstanceMap(GetId(), InstanceId, difficulty, this);
ASSERT(map->IsDungeon());
map->LoadRespawnTimes();
map->LoadCorpseData();
if (save)
map->CreateInstanceScript(true, save->GetInstanceData(), save->GetCompletedEncounterMask());
else
map->CreateInstanceScript(false, "", 0);
if (!save) // this is for sure a dungeon (assert above), no need to check here
sInstanceSaveMgr->AddInstanceSave(GetId(), InstanceId, difficulty);
m_InstancedMaps[InstanceId] = map;
return map;
}
BattlegroundMap* MapInstanced::CreateBattleground(uint32 InstanceId, Battleground* bg)
{
// load/create a map
std::lock_guard<std::mutex> guard(Lock);
LOG_DEBUG("maps", "MapInstanced::CreateBattleground: map bg %d for %d created.", InstanceId, GetId());
PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(), bg->GetMinLevel());
uint8 spawnMode;
if (bracketEntry)
spawnMode = bracketEntry->difficulty;
else
spawnMode = REGULAR_DIFFICULTY;
BattlegroundMap* map = new BattlegroundMap(GetId(), InstanceId, this, spawnMode);
ASSERT(map->IsBattlegroundOrArena());
map->SetBG(bg);
bg->SetBgMap(map);
m_InstancedMaps[InstanceId] = map;
return map;
}
// increments the iterator after erase
bool MapInstanced::DestroyInstance(InstancedMaps::iterator& itr)
{
itr->second->RemoveAllPlayers();
if (itr->second->HavePlayers())
{
++itr;
return false;
}
itr->second->UnloadAll();
// Free up the instance id and allow it to be reused for bgs and arenas (other instances are handled in the InstanceSaveMgr)
//if (itr->second->IsBattlegroundOrArena())
// sMapMgr->FreeInstanceId(itr->second->GetInstanceId());
#ifdef ELUNA
//todo:[ELUNA] I'm not sure this is right.
sEluna->FreeInstanceId(itr->second->GetInstanceId());
#endif
// erase map
delete itr->second;
m_InstancedMaps.erase(itr++);
return true;
}
Map::EnterState MapInstanced::CannotEnter(Player* /*player*/, bool /*loginCheck*/)
{
//ABORT();
return CAN_ENTER;
}