uint32 InstanceMgr::PreTeleport(uint32 mapid, PlayerPointer plr, uint32 instanceid) { // preteleport is where all the magic happens :P instance creation, etc. MapInfo * inf = WorldMapInfoStorage.LookupEntry(mapid); Group * pGroup = plr->GetGroup() ; InstanceMap * instancemap; Instance * in; if(inf == NULL || mapid>=NUM_MAPS) return INSTANCE_ABORT_NOT_FOUND; // main continent check. if(inf->type == INSTANCE_NULL) { // this will be useful when clustering comes into play. // we can check if the destination world server is online or not and then cancel them before they load. return (m_singleMaps[mapid] != NULL) ? INSTANCE_OK : INSTANCE_ABORT_NOT_FOUND; } // shouldn't happen if(inf->type==INSTANCE_PVP) return INSTANCE_ABORT_NOT_FOUND; if( !plr->triggerpass_cheat ) { // players without groups cannot enter raid instances (no soloing them:P) if( pGroup == NULL && (inf->type == INSTANCE_RAID || inf->type == INSTANCE_MULTIMODE)) return INSTANCE_ABORT_NOT_IN_RAID_GROUP; // check that heroic mode is available if the player has requested it. if(plr->iInstanceType && inf->type != INSTANCE_MULTIMODE) return INSTANCE_ABORT_HEROIC_MODE_NOT_AVAILABLE; } // if we are here, it means: // 1) we're a non-raid instance // 2) we're a raid instance, and the person is in a group. // so, first we have to check if they have an instance on this map already, if so, allow them to teleport to that. // otherwise, we can create them a new one. m_mapLock.Acquire(); instancemap = m_instances[mapid]; if(instancemap) { InstanceMap::iterator itr; if(instanceid != 0) { //try to find our instance in ones active now. itr = instancemap->find(instanceid); if(itr != instancemap->end()) { Instance *inn = itr->second; if( PlayerOwnsInstance( inn, plr ) >= OWNER_CHECK_OK ) { m_mapLock.Release(); return INSTANCE_OK; } } //There are no active maps, re-check if this concerns a saved instance. Instance * saved_in = sInstanceMgr.GetSavedInstance( mapid, plr->GetLowGUID() ); if( saved_in && saved_in->m_instanceId == instanceid ) { if ( PlayerOwnsInstance( saved_in, plr ) >= OWNER_CHECK_OK ) { m_mapLock.Release(); return INSTANCE_OK; } } m_mapLock.Release(); return INSTANCE_ABORT_NOT_FOUND; } else { // search all active instances and see if we have one here. for(itr = instancemap->begin(); itr != instancemap->end();) { in = itr->second; ++itr; if(PlayerOwnsInstance(in, plr) >= OWNER_CHECK_OK ) { m_mapLock.Release(); // check the player count and in combat status. if(in->m_mapMgr && in->m_mapMgr->HasPlayers() && !plr->triggerpass_cheat) { if( in->m_mapMgr->IsCombatInProgress()) return INSTANCE_ABORT_ENCOUNTER; // check if we are full if( in->m_mapMgr->GetPlayerCount() >= inf->playerlimit ) return INSTANCE_ABORT_FULL; } // found our instance, allow him in. return INSTANCE_OK; } else DEBUG_LOG("InstanceMgr","Check failed %s",plr->GetName()); } } } else { if(instanceid != 0) { return INSTANCE_ABORT_NOT_FOUND; } // gotta create the hashmap. m_instances[mapid] = new InstanceMap; instancemap = m_instances[mapid]; } // if we're here, it means we need to create a new instance. in = new Instance; in->m_creation = UNIXTIME; in->m_expiration = (inf->type == INSTANCE_NONRAID) ? 0 : UNIXTIME + inf->cooldown; // expire time 0 is 10 minutes after last player leaves in->m_creatorGuid = pGroup ? 0 : plr->GetLowGUID(); // creator guid is 0 if its owned by a group. in->m_creatorGroup = pGroup ? pGroup->GetID() : 0; in->m_difficulty = plr->iInstanceType; in->m_instanceId = GenerateInstanceID(); in->m_mapId = mapid; in->m_mapMgr = NULLMAPMGR; // always start off without a map manager, it is created in GetInstance() //crash fix; GM's without group will start up raid instances as if they where nonraids //this to avoid exipring check, this is mainly for developers purpose; GM's should NOT invite any players here! if( plr->triggerpass_cheat && !plr->GetGroup() && inf->type == INSTANCE_RAID) { inf->type = INSTANCE_NONRAID; sGMLog.writefromsession(plr->GetSession(), "Started a raid instance %d [%s] as non_raid instance.", mapid, inf->name); DEBUG_LOG("InstanceMgr","Started a raid instance %d [%s] as non_raid instance.", mapid, inf->name); } in->m_mapInfo = inf; in->m_isBattleground=false; plr->SetInstanceID(in->m_instanceId); if( plr->GetGroup() && !plr->GetSession()->HasGMPermissions())//GM should not set the instanceID pGroup->SetGroupInstanceID(in->m_instanceId); DEBUG_LOG("InstanceMgr", "Prepared new instance %u for player %u and group %u on map %u. (%u)",in->m_instanceId, in->m_creatorGuid, in->m_creatorGroup, in->m_mapId, in->m_instanceId); // apply it in the instance map instancemap->insert( InstanceMap::value_type( in->m_instanceId, in ) ); // create the actual instance (if we don't GetInstance() won't be able to access it). in->m_mapMgr = _CreateInstance(in); // instance created ok, i guess? return the ok for him to transport. m_mapLock.Release(); return INSTANCE_OK; }