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"
27 MapInstanced::MapInstanced(uint32 id
, time_t expiry
) : Map(id
, expiry
, 0, 0)
29 // initialize instanced maps list
30 m_InstancedMaps
.clear();
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!)
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
51 // update only here, because it may schedule some bad things before delete
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
)
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::GetInstance(const WorldObject
* obj
)
113 uint32 CurInstanceId
= obj
->GetInstanceId();
116 if (obj
->GetMapId() == GetId() && CurInstanceId
!= 0)
118 // the object wants to be put in a certain instance of this map
119 map
= _FindMap(CurInstanceId
);
122 // For players if the instanceId is set, it's assumed they are already in a map,
123 // hence the map must be loaded. For Creatures, GameObjects etc the map must exist
124 // prior to calling GetMap, they are not allowed to create maps for themselves.
125 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());
132 // instance not specified, find an existing or create a new one
133 if(obj
->GetTypeId() != TYPEID_PLAYER
)
135 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());
141 uint32 NewInstanceId
= 0; // instanceId of the resulting map
142 Player
* player
= (Player
*)obj
;
144 if(IsBattleGroundOrArena())
146 // instantiate or find existing bg map for player
147 // the instance id is set in battlegroundid
148 NewInstanceId
= player
->GetBattleGroundId();
149 assert(NewInstanceId
);
150 map
= _FindMap(NewInstanceId
);
152 map
= CreateBattleGround(NewInstanceId
);
156 InstancePlayerBind
*pBind
= player
->GetBoundInstance(GetId(), player
->GetDifficulty());
157 InstanceSave
*pSave
= pBind
? pBind
->save
: NULL
;
159 // the player's permanet player bind is taken into consideration first
160 // then the player's group bind and finally the solo bind.
161 if(!pBind
|| !pBind
->perm
)
163 InstanceGroupBind
*groupBind
= NULL
;
164 Group
*group
= player
->GetGroup();
165 // use the player's difficulty setting (it may not be the same as the group's)
166 if(group
&& (groupBind
= group
->GetBoundInstance(GetId(), player
->GetDifficulty())))
167 pSave
= groupBind
->save
;
173 NewInstanceId
= pSave
->GetInstanceId();
174 map
= _FindMap(NewInstanceId
);
175 // it is possible that the save exists but the map doesn't
177 map
= CreateInstance(NewInstanceId
, pSave
, pSave
->GetDifficulty());
182 // if no instanceId via group members or instance saves is found
183 // the instance will be created for the first time
184 NewInstanceId
= MapManager::Instance().GenerateInstanceId();
185 return CreateInstance(NewInstanceId
, NULL
, player
->GetDifficulty());
191 InstanceMap
* MapInstanced::CreateInstance(uint32 InstanceId
, InstanceSave
*save
, uint8 difficulty
)
196 // make sure we have a valid map id
197 const MapEntry
* entry
= sMapStore
.LookupEntry(GetId());
200 sLog
.outError("CreateInstance: no entry for map %d", GetId());
203 const InstanceTemplate
* iTemplate
= objmgr
.GetInstanceTemplate(GetId());
206 sLog
.outError("CreateInstance: no instance template for map %d", GetId());
210 // some instances only have one difficulty
211 if (entry
&& !entry
->SupportsHeroicMode()) difficulty
= DIFFICULTY_NORMAL
;
213 sLog
.outDebug("MapInstanced::CreateInstance: %smap instance %d for %d created with difficulty %s", save
?"":"new ", InstanceId
, GetId(), difficulty
?"heroic":"normal");
215 InstanceMap
*map
= new InstanceMap(GetId(), GetGridExpiry(), InstanceId
, difficulty
);
216 assert(map
->IsDungeon());
218 bool load_data
= save
!= NULL
;
219 map
->CreateInstanceData(load_data
);
221 m_InstancedMaps
[InstanceId
] = map
;
225 BattleGroundMap
* MapInstanced::CreateBattleGround(uint32 InstanceId
)
230 sLog
.outDebug("MapInstanced::CreateBattleGround: map bg %d for %d created.", InstanceId
, GetId());
232 BattleGroundMap
*map
= new BattleGroundMap(GetId(), GetGridExpiry(), InstanceId
);
233 assert(map
->IsBattleGroundOrArena());
235 m_InstancedMaps
[InstanceId
] = map
;
239 void MapInstanced::DestroyInstance(uint32 InstanceId
)
241 InstancedMaps::iterator itr
= m_InstancedMaps
.find(InstanceId
);
242 if(itr
!= m_InstancedMaps
.end())
243 DestroyInstance(itr
);
246 // increments the iterator after erase
247 void MapInstanced::DestroyInstance(InstancedMaps::iterator
&itr
)
249 itr
->second
->UnloadAll(true);
250 // should only unload VMaps if this is the last instance and grid unloading is enabled
251 if(m_InstancedMaps
.size() <= 1 && sWorld
.getConfig(CONFIG_GRID_UNLOAD
))
253 VMAP::VMapFactory::createOrGetVMapManager()->unloadMap(itr
->second
->GetId());
254 // in that case, unload grids of the base map, too
255 // so in the next map creation, (EnsureGridCreated actually) VMaps will be reloaded
256 Map::UnloadAll(true);
260 m_InstancedMaps
.erase(itr
++);