[8449] Deprecate healing/damage item mods and merge internal data in to spell power.
[getmangos.git] / src / game / MapInstanced.cpp
blobee62bae5fe7d3ec4c2f80286122881731cd6c595
1 /*
2 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 #include "MapInstanced.h"
20 #include "ObjectMgr.h"
21 #include "MapManager.h"
22 #include "BattleGround.h"
23 #include "VMapFactory.h"
24 #include "InstanceSaveMgr.h"
25 #include "World.h"
27 MapInstanced::MapInstanced(uint32 id, time_t expiry) : Map(id, expiry, 0, 0)
29 // initialize instanced maps list
30 m_InstancedMaps.clear();
31 // fill with zero
32 memset(&GridMapReference, 0, MAX_NUMBER_OF_GRIDS*MAX_NUMBER_OF_GRIDS*sizeof(uint16));
35 void MapInstanced::Update(const uint32& t)
37 // take care of loaded GridMaps (when unused, unload it!)
38 Map::Update(t);
40 // update the instanced maps
41 InstancedMaps::iterator i = m_InstancedMaps.begin();
43 while (i != m_InstancedMaps.end())
45 if(i->second->CanUnload(t))
47 DestroyInstance(i); // iterator incremented
49 else
51 // update only here, because it may schedule some bad things before delete
52 i->second->Update(t);
53 ++i;
58 void MapInstanced::MoveAllCreaturesInMoveList()
60 for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
62 i->second->MoveAllCreaturesInMoveList();
65 Map::MoveAllCreaturesInMoveList();
68 void MapInstanced::RemoveAllObjectsInRemoveList()
70 for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
72 i->second->RemoveAllObjectsInRemoveList();
75 Map::RemoveAllObjectsInRemoveList();
78 bool MapInstanced::RemoveBones(uint64 guid, float x, float y)
80 bool remove_result = false;
82 for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
84 remove_result = remove_result || i->second->RemoveBones(guid, x, y);
87 return remove_result || Map::RemoveBones(guid,x,y);
90 void MapInstanced::UnloadAll(bool pForce)
92 // Unload instanced maps
93 for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
94 i->second->UnloadAll(pForce);
96 // Delete the maps only after everything is unloaded to prevent crashes
97 for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
98 delete i->second;
100 m_InstancedMaps.clear();
102 // Unload own grids (just dummy(placeholder) grids, neccesary to unload GridMaps!)
103 Map::UnloadAll(pForce);
107 - return the right instance for the object, based on its InstanceId
108 - create the instance if it's not created already
109 - the player is not actually added to the instance (only in InstanceMap::Add)
111 Map* MapInstanced::CreateInstance(const uint32 mapId, Player * player)
113 if(GetId() != mapId || !player)
114 return NULL;
116 Map* map = NULL;
117 uint32 NewInstanceId = 0; // instanceId of the resulting map
119 if(IsBattleGroundOrArena())
121 // instantiate or find existing bg map for player
122 // the instance id is set in battlegroundid
123 NewInstanceId = player->GetBattleGroundId();
124 ASSERT(NewInstanceId);
125 map = _FindMap(NewInstanceId);
126 if(!map)
127 map = CreateBattleGround(NewInstanceId);
129 else
131 InstancePlayerBind *pBind = player->GetBoundInstance(GetId(), player->GetDifficulty());
132 InstanceSave *pSave = pBind ? pBind->save : NULL;
134 // the player's permanent player bind is taken into consideration first
135 // then the player's group bind and finally the solo bind.
136 if(!pBind || !pBind->perm)
138 InstanceGroupBind *groupBind = NULL;
139 Group *group = player->GetGroup();
140 // use the player's difficulty setting (it may not be the same as the group's)
141 if(group && (groupBind = group->GetBoundInstance(GetId(), player->GetDifficulty())))
142 pSave = groupBind->save;
145 if(pSave)
147 // solo/perm/group
148 NewInstanceId = pSave->GetInstanceId();
149 map = _FindMap(NewInstanceId);
150 // it is possible that the save exists but the map doesn't
151 if(!map)
152 map = CreateInstance(NewInstanceId, pSave, pSave->GetDifficulty());
154 else
156 // if no instanceId via group members or instance saves is found
157 // the instance will be created for the first time
158 NewInstanceId = MapManager::Instance().GenerateInstanceId();
159 map = CreateInstance(NewInstanceId, NULL, player->GetDifficulty());
163 return map;
166 InstanceMap* MapInstanced::CreateInstance(uint32 InstanceId, InstanceSave *save, uint8 difficulty)
168 // load/create a map
169 Guard guard(*this);
171 // make sure we have a valid map id
172 const MapEntry* entry = sMapStore.LookupEntry(GetId());
173 if(!entry)
175 sLog.outError("CreateInstance: no entry for map %d", GetId());
176 assert(false);
178 const InstanceTemplate * iTemplate = objmgr.GetInstanceTemplate(GetId());
179 if(!iTemplate)
181 sLog.outError("CreateInstance: no instance template for map %d", GetId());
182 assert(false);
185 // some instances only have one difficulty
186 if (entry && !entry->SupportsHeroicMode()) difficulty = DIFFICULTY_NORMAL;
188 sLog.outDebug("MapInstanced::CreateInstance: %s map instance %d for %d created with difficulty %s", save?"":"new ", InstanceId, GetId(), difficulty?"heroic":"normal");
190 InstanceMap *map = new InstanceMap(GetId(), GetGridExpiry(), InstanceId, difficulty, this);
191 ASSERT(map->IsDungeon());
193 bool load_data = save != NULL;
194 map->CreateInstanceData(load_data);
196 m_InstancedMaps[InstanceId] = map;
197 return map;
200 BattleGroundMap* MapInstanced::CreateBattleGround(uint32 InstanceId)
202 // load/create a map
203 Guard guard(*this);
205 sLog.outDebug("MapInstanced::CreateBattleGround: map bg %d for %d created.", InstanceId, GetId());
207 BattleGroundMap *map = new BattleGroundMap(GetId(), GetGridExpiry(), InstanceId, this);
208 ASSERT(map->IsBattleGroundOrArena());
210 m_InstancedMaps[InstanceId] = map;
211 return map;
214 void MapInstanced::DestroyInstance(uint32 InstanceId)
216 InstancedMaps::iterator itr = m_InstancedMaps.find(InstanceId);
217 if(itr != m_InstancedMaps.end())
218 DestroyInstance(itr);
221 // increments the iterator after erase
222 void MapInstanced::DestroyInstance(InstancedMaps::iterator &itr)
224 itr->second->UnloadAll(true);
225 // should only unload VMaps if this is the last instance and grid unloading is enabled
226 if(m_InstancedMaps.size() <= 1 && sWorld.getConfig(CONFIG_GRID_UNLOAD))
228 VMAP::VMapFactory::createOrGetVMapManager()->unloadMap(itr->second->GetId());
229 // in that case, unload grids of the base map, too
230 // so in the next map creation, (EnsureGridCreated actually) VMaps will be reloaded
231 Map::UnloadAll(true);
233 // erase map
234 delete itr->second;
235 m_InstancedMaps.erase(itr++);