Ejemplo n.º 1
0
DungeonMap* MapManager::CreateDungeonMap(uint32 id, uint32 InstanceId, DungeonPersistentState *save)
{
    // make sure we have a valid map id
    const MapEntry* entry = sMapStore.LookupEntry(id);
    if (!entry)
    {
        sLog.outError("CreateDungeonMap: no entry for map %d", id);
        MANGOS_ASSERT(false);
    }
    if (!ObjectMgr::GetInstanceTemplate(id))
    {
        sLog.outError("CreateDungeonMap: no instance template for map %d", id);
        MANGOS_ASSERT(false);
    }

    DEBUG_LOG("MapInstanced::CreateInstanceMap: %s map instance %d for %d created", save?"":"new ", InstanceId, id);

    DungeonMap *map = new DungeonMap(id, i_gridCleanUpDelay, InstanceId);

    // Dungeons can have saved instance data
    bool load_data = save != NULL;
    map->CreateInstanceData(load_data);

    return map;
}
Ejemplo n.º 2
0
DungeonMap* MapManager::CreateDungeonMap(uint32 id, uint32 InstanceId, Difficulty difficulty, DungeonPersistentState* save)
{
    // make sure we have a valid map id
    if (!sMapStore.LookupEntry(id))
    {
        sLog.outError("CreateDungeonMap: no entry for map %d", id);
        MANGOS_ASSERT(false);
    }
    if (!ObjectMgr::GetInstanceTemplate(id))
    {
        sLog.outError("CreateDungeonMap: no instance template for map %d", id);
        MANGOS_ASSERT(false);
    }

    // some instances only have one difficulty
    if (!GetMapDifficultyData(id, difficulty))
        difficulty = DUNGEON_DIFFICULTY_NORMAL;

    DEBUG_LOG("MapInstanced::CreateDungeonMap: %s map instance %d for %d created with difficulty %d", save ? "" : "new ", InstanceId, id, difficulty);

    DungeonMap* map = new DungeonMap(id, i_gridCleanUpDelay, InstanceId, difficulty);

    // Dungeons can have saved instance data
    bool load_data = save != nullptr;
    map->CreateInstanceData(load_data);

    return map;
}