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