Example #1
0
void MapInstanced::CreateInstance(uint32 InstanceId, Map* &map)
{
    if (!IsValidInstance(InstanceId))
    {
        // instance is invalid, need to verify map presence
        if (map)
        {
            // map for the instance is present, but the instance itself is no more valid, destroy map
            Guard guard(*this);

            map->Reset();
            m_InstancedMaps.erase(InstanceId);
            delete map;
            map = NULL;
        }
    }

    // verify, if we have the map created, and create it if needed
    if (!map)
    {
        // map does not exist, create it
        Guard guard(*this);

        map = new Map(GetId(), GetGridExpiry(), InstanceId);
        m_InstancedMaps[InstanceId] = map;
    }
}
Example #2
0
BattlegroundMap* MapInstanced::CreateBattleground(uint32 InstanceId,
		Battleground* bg) {
	// load/create a map
	ACE_GUARD_RETURN(ACE_Thread_Mutex, Guard, Lock, NULL);

	sLog->outDebug(LOG_FILTER_MAPS,
			"MapInstanced::CreateBattleground: map bg %d for %d created.",
			InstanceId, GetId());

	PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(
			bg->GetMapId(), bg->GetMinLevel());

	uint8 spawnMode;

	if (bracketEntry)
		spawnMode = bracketEntry->difficulty;
	else
		spawnMode = REGULAR_DIFFICULTY;

	BattlegroundMap *map = new BattlegroundMap(GetId(), GetGridExpiry(),
			InstanceId, this, spawnMode);
	ASSERT(map->IsBattlegroundOrArena());
	map->SetBG(bg);
	bg->SetBgMap(map);

	m_InstancedMaps[InstanceId] = map;
	return map;
}
Example #3
0
BattlegroundMap* MapInstanced::CreateBattleground(uint32 InstanceId, Battleground* pBg)
{
    if(!pBg)
        return NULL;

    // load/create map
    ACE_GUARD_RETURN(ACE_Thread_Mutex, Guard, Lock, NULL);

    PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(pBg->GetMapId(), pBg->GetMinLevel());

    uint8 spawnMode;

    if(bracketEntry)
        spawnMode = bracketEntry->difficulty;
    else
        spawnMode = REGULAR_DIFFICULTY;

    BattlegroundMap* pMap = new BattlegroundMap(GetId(), GetGridExpiry(), InstanceId, this, spawnMode);
    ASSERT(pMap->IsBattlegroundOrArena());
    pMap->SetBG(pBg);
    pBg->SetBgMap(pMap);

    m_InstancedMaps[InstanceId] = pMap;
    return pMap;
}
Example #4
0
InstanceMap* MapInstanced::CreateInstance(uint32 InstanceId, InstanceSave *save, uint8 difficulty)
{
    // load/create a map
    Guard guard(*this);

    // make sure we have a valid map id
    const MapEntry* entry = sMapStore.LookupEntry(GetId());
    if (!entry)
    {
        sLog.outError("CreateInstance: no entry for map %d", GetId());
        ASSERT(false);
    }
    const InstanceTemplate * iTemplate = objmgr.GetInstanceTemplate(GetId());
    if (!iTemplate)
    {
        sLog.outError("CreateInstance: no instance template for map %d", GetId());
        ASSERT(false);
    }

    // some instances only have one difficulty
    if (entry && !entry->SupportsHeroicMode())
        difficulty = DIFFICULTY_NORMAL;

    sLog.outDebug("MapInstanced::CreateInstance: %s map instance %d for %d created with difficulty %s", save?"":"new ", InstanceId, GetId(), difficulty?"heroic":"normal");

    InstanceMap *map = new InstanceMap(GetId(), GetGridExpiry(), InstanceId, difficulty, this);
    ASSERT(map->IsDungeon());

    bool load_data = save != NULL;
    map->CreateInstanceData(load_data);

    m_InstancedMaps[InstanceId] = map;
    return map;
}
InstanceMap* MapInstanced::CreateInstance(uint32 InstanceId, InstanceSave* save, Difficulty difficulty)
{
    // load/create a map
    INFINITY_GUARD(ACE_Thread_Mutex, Lock);

    // make sure we have a valid map id
    const MapEntry* entry = sMapStore.LookupEntry(GetId());
    if (!entry)
    {
        IC_LOG_ERROR("maps", "CreateInstance: no entry for map %d", GetId());
        ASSERT(false);
    }
    const InstanceTemplate* iTemplate = sObjectMgr->GetInstanceTemplate(GetId());
    if (!iTemplate)
    {
        IC_LOG_ERROR("maps", "CreateInstance: no instance template for map %d", GetId());
        ASSERT(false);
    }

    IC_LOG_DEBUG("maps", "MapInstanced::CreateInstance: %s map instance %d for %d created with difficulty %s", save?"":"new ", InstanceId, GetId(), difficulty?"heroic":"normal");

    InstanceMap* map = new InstanceMap(GetId(), GetGridExpiry(), InstanceId, difficulty, this);
    ASSERT(map->IsDungeon());

    map->LoadRespawnTimes();

    bool load_data = save != NULL;
    map->CreateInstanceData(load_data);

    m_InstancedMaps[InstanceId] = map;
    return map;
}
Example #6
0
InstanceMap* MapInstanced::CreateInstanceMap(uint32 InstanceId, Difficulty difficulty, InstanceSave *save)
{
    // load/create a map
    Guard guard(*this);

    // make sure we have a valid map id
    if (!sMapStore.LookupEntry(GetId()))
    {
        sLog.outError("CreateInstanceMap: no entry for map %d", GetId());
        MANGOS_ASSERT(false);
    }
    if (!ObjectMgr::GetInstanceTemplate(GetId()))
    {
        sLog.outError("CreateInstanceMap: no instance template for map %d", GetId());
        MANGOS_ASSERT(false);
    }

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

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

    InstanceMap *map = new InstanceMap(GetId(), GetGridExpiry(), InstanceId, difficulty, this);
    MANGOS_ASSERT(map->IsDungeon());

    bool load_data = save != NULL;
    map->CreateInstanceData(load_data);

    m_InstancedMaps[InstanceId] = map;
    return map;
}
Example #7
0
InstanceMap* MapInstanced::CreateInstance(uint32 InstanceId, InstanceSave* save, Difficulty difficulty)
{
    // load/create a map
    TRINITY_GUARD(ACE_Thread_Mutex, Lock);

    // make sure we have a valid map id
    const MapEntry* entry = sMapStore.LookupEntry(GetId());
    if (!entry)
    {
        sLog->outError("CreateInstance: no entry for map %d", GetId());
        ASSERT(false);
    }
    const InstanceTemplate* iTemplate = sObjectMgr->GetInstanceTemplate(GetId());
    if (!iTemplate)
    {
        sLog->outError("CreateInstance: no instance template for map %d", GetId());
        ASSERT(false);
    }

    // some instances only have one difficulty
    GetDownscaledMapDifficultyData(GetId(), difficulty);

    sLog->outDebug(LOG_FILTER_MAPS, "MapInstanced::CreateInstance: %s map instance %d for %d created with difficulty %s", save?"":"new ", InstanceId, GetId(), difficulty?"heroic":"normal");

    InstanceMap* map = new InstanceMap(GetId(), GetGridExpiry(), InstanceId, difficulty, this);
    ASSERT(map->IsDungeon());

    bool load_data = save != NULL;
    map->CreateInstanceData(load_data);

    m_InstancedMaps[InstanceId] = map;
    return map;
}
GarrisonMap* MapInstanced::CreateGarrison(uint32 instanceId, Player* owner)
{
    std::lock_guard<std::mutex> lock(_mapLock);

    GarrisonMap* map = new GarrisonMap(GetId(), GetGridExpiry(), instanceId, this, owner->GetGUID());
    ASSERT(map->IsGarrison());

    m_InstancedMaps[instanceId] = map;
    return map;
}
Example #9
0
BattleGroundMap* MapInstanced::CreateBattleGround(uint32 InstanceId)
{
    // load/create a map
    Guard guard(*this);

    sLog.outDebug("MapInstanced::CreateBattleGround: map bg %d for %d created.", InstanceId, GetId());

    BattleGroundMap *map = new BattleGroundMap(GetId(), GetGridExpiry(), InstanceId);
    assert(map->IsBattleGroundOrArena());

    m_InstancedMaps[InstanceId] = map;
    return map;
}
Example #10
0
BattlegroundMap* MapInstanced::CreateBattleground(uint32 InstanceId, Battleground* bg)
{
    // load/create a map
    ACE_GUARD_RETURN(ACE_Thread_Mutex, Guard, Lock, NULL);

    sLog->outDebug (LOG_FILTER_NETWORKIO, "MapInstanced::CreateBattleground: map bg %d for %d created.", InstanceId, GetId());

    BattlegroundMap *map = new BattlegroundMap(GetId(), GetGridExpiry(), InstanceId, this);
    ASSERT(map->IsBattlegroundOrArena());
    map->SetBG(bg);
    bg->SetBgMap(map);

    m_InstancedMaps[InstanceId] = map;
    return map;
}
Example #11
0
BattleGroundMap* MapInstanced::CreateBattleGroundMap(uint32 InstanceId, BattleGround* bg)
{
    // load/create a map
    Guard guard(*this);

    DEBUG_LOG("MapInstanced::CreateBattleGroundMap: instance:%d for map:%d and bgType:%d created.", InstanceId, GetId(), bg->GetTypeID());

    BattleGroundMap *map = new BattleGroundMap(GetId(), GetGridExpiry(), InstanceId, this);
    MANGOS_ASSERT(map->IsBattleGroundOrArena());
    map->SetBG(bg);
    bg->SetBgMap(map);

    m_InstancedMaps[InstanceId] = map;
    return map;
}
Example #12
0
BattlegroundMap* MapInstanced::CreateBattleground(uint32 InstanceId, Battleground* bg)
{
    // load/create a map
    std::lock_guard<std::mutex> lock(_mapLock);

    TC_LOG_DEBUG("maps", "MapInstanced::CreateBattleground: map bg %d for %d created.", InstanceId, GetId());

    BattlegroundMap* map = new BattlegroundMap(GetId(), GetGridExpiry(), InstanceId, this, DIFFICULTY_NONE);
    ASSERT(map->IsBattlegroundOrArena());
    map->SetBG(bg);
    bg->SetBgMap(map);

    m_InstancedMaps[InstanceId] = map;
    return map;
}
Example #13
0
BattleGroundMap* MapInstanced::CreateBattleGround(uint32 InstanceId, BattleGround* bg)
{
    // load/create a map
    Guard guard(*this);

    sLog.outDebug("MapInstanced::CreateBattleGround: map bg %d for %d created.", InstanceId, GetId());

    BattleGroundMap *map = new BattleGroundMap(GetId(), GetGridExpiry(), InstanceId, this);
    ASSERT(map->IsBattleGroundOrArena());
    map->SetBG(bg);
    bg->SetBgMap(map);

    m_InstancedMaps[InstanceId] = map;
    return map;
}
BattlegroundMap* MapInstanced::CreateBattleground(uint32 InstanceId, Battleground* bg)
{
    // load/create a map
    INFINITY_GUARD(ACE_Thread_Mutex, Lock);

    IC_LOG_DEBUG("maps", "MapInstanced::CreateBattleground: map bg %d for %d created.", InstanceId, GetId());

    uint8 spawnMode;

    spawnMode = REGULAR_DIFFICULTY;

    BattlegroundMap* map = new BattlegroundMap(GetId(), GetGridExpiry(), InstanceId, this, spawnMode);
    ASSERT(map->IsBattlegroundOrArena());
    map->SetBG(bg);
    bg->SetBgMap(map);

    m_InstancedMaps[InstanceId] = map;
    return map;
}
Example #15
0
BattleGroundMap* MapInstanced::CreateBattleGroundMap(uint32 InstanceId, BattleGround* bg)
{
    // load/create a map
    Guard guard(*this);

    DEBUG_LOG("MapInstanced::CreateBattleGroundMap: instance:%d for map:%d and bgType:%d created.", InstanceId, GetId(), bg->GetTypeID());

    PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(),bg->GetMinLevel());

    uint8 spawnMode = bracketEntry ? bracketEntry->difficulty : REGULAR_DIFFICULTY;

    BattleGroundMap *map = new BattleGroundMap(GetId(), GetGridExpiry(), InstanceId, this, spawnMode);
    MANGOS_ASSERT(map->IsBattleGroundOrArena());
    map->SetBG(bg);
    bg->SetBgMap(map);

    m_InstancedMaps[InstanceId] = map;
    return map;
}
Example #16
0
InstanceMap* MapInstanced::CreateInstance(uint32 InstanceId, InstanceSave* save, Difficulty difficulty, TeamId team)
{
    // load/create a map
    std::lock_guard<std::mutex> lock(_mapLock);

    // make sure we have a valid map id
    const MapEntry* entry = sMapStore.LookupEntry(GetId());
    if (!entry)
    {
        TC_LOG_ERROR("maps", "CreateInstance: no entry for map %d", GetId());
        ABORT();
    }
    const InstanceTemplate* iTemplate = sObjectMgr->GetInstanceTemplate(GetId());
    if (!iTemplate)
    {
        TC_LOG_ERROR("maps", "CreateInstance: no instance template for map %d", GetId());
        ABORT();
    }

    // some instances only have one difficulty
    sDB2Manager.GetDownscaledMapDifficultyData(GetId(), difficulty);

    TC_LOG_DEBUG("maps", "MapInstanced::CreateInstance: %s map instance %d for %d created with difficulty %s", save ? "" : "new ", InstanceId, GetId(), difficulty ? "heroic" : "normal");

    InstanceMap* map = new InstanceMap(GetId(), GetGridExpiry(), InstanceId, difficulty, this);
    ASSERT(map->IsDungeon());

    map->LoadRespawnTimes();
    map->LoadCorpseData();

    bool load_data = save != NULL;
    map->CreateInstanceData(load_data);
    if (InstanceScenario* instanceScenario = sScenarioMgr->CreateInstanceScenario(map, team))
        map->SetInstanceScenario(instanceScenario);

    if (sWorld->getBoolConfig(CONFIG_INSTANCEMAP_LOAD_GRIDS))
        map->LoadAllCells();

    m_InstancedMaps[InstanceId] = map;
    return map;
}
BattlegroundMap* MapInstanced::CreateBattleground(uint32 InstanceId, Battleground* bg)
{
    // load/create a map
    std::lock_guard<std::mutex> lock(_mapLock);

    TC_LOG_DEBUG("maps", "MapInstanced::CreateBattleground: map bg %d for %d created.", InstanceId, GetId());

    PvPDifficultyEntry const* bracketEntry = GetBattlegroundBracketByLevel(bg->GetMapId(), bg->GetMinLevel());

    uint8 spawnMode;

    if (bracketEntry)
        spawnMode = bracketEntry->difficulty;
    else
        spawnMode = REGULAR_DIFFICULTY;

    BattlegroundMap* map = new BattlegroundMap(GetId(), GetGridExpiry(), InstanceId, this, spawnMode);
    ASSERT(map->IsBattlegroundOrArena());
    map->SetBG(bg);
    bg->SetBgMap(map);

    m_InstancedMaps[InstanceId] = map;
    return map;
}
Example #18
0
InstanceMap* MapInstanced::CreateInstance(uint32 InstanceId, InstanceSave* save, Difficulty difficulty)
{
    // load/create a map
    std::lock_guard<std::mutex> lock(_mapLock);

    // make sure we have a valid map id
    const MapEntry* entry = sMapStore.LookupEntry(GetId());
    if (!entry)
    {
        TC_LOG_ERROR("maps", "CreateInstance: no entry for map %d", GetId());
        ASSERT(false);
    }
    const InstanceTemplate* iTemplate = sObjectMgr->GetInstanceTemplate(GetId());
    if (!iTemplate)
    {
        TC_LOG_ERROR("maps", "CreateInstance: no instance template for map %d", GetId());
        ASSERT(false);
    }

    // some instances only have one difficulty
    GetDownscaledMapDifficultyData(GetId(), difficulty);

    TC_LOG_DEBUG("maps", "MapInstanced::CreateInstance: %s map instance %d for %d created with difficulty %s", save ? "" : "new ", InstanceId, GetId(), difficulty ? "heroic" : "normal");

    InstanceMap* map = new InstanceMap(GetId(), GetGridExpiry(), InstanceId, difficulty, this);
    ASSERT(map->IsDungeon());

    map->LoadRespawnTimes();
    map->LoadCorpseData();

    bool load_data = save != NULL;
    map->CreateInstanceData(load_data);

    m_InstancedMaps[InstanceId] = map;
    return map;
}