/// @param id - MapId of the to be created map. @param obj WorldObject for which the map is to be created. Must be player for Instancable maps.
Map* MapManager::CreateMap(uint32 id, const WorldObject* obj)
{
    Guard _guard(*this);

    const MapEntry* entry = sMapStore.LookupEntry(id);
    if (!entry)
        return nullptr;

    Map* m;
    if (entry->Instanceable())
    {
        MANGOS_ASSERT(obj && obj->GetTypeId() == TYPEID_PLAYER);
        // create DungeonMap object
        m = CreateInstance(id, (Player*)obj);
        // Load active objects for this map
        sObjectMgr.LoadActiveEntities(m);
    }
    else
    {
        // create regular non-instanceable map
        m = FindMap(id);
        if (m == nullptr)
        {
            m = new WorldMap(id, i_gridCleanUpDelay);
            // add map into container
            i_maps[MapID(id)] = m;

            // non-instanceable maps always expected have saved state
            m->CreateInstanceData(true);
        }
    }

    return m;
}
Example #2
0
Map* MapManager::CreateMap(uint32 id, WorldObject const* obj)
{
    MANGOS_ASSERT(obj);
    //if(!obj->IsInWorld()) sLog.outError("GetMap: called for map %d with object (typeid %d, guid %d, mapid %d, instanceid %d) who is not in world!", id, obj->GetTypeId(), obj->GetGUIDLow(), obj->GetMapId(), obj->GetInstanceId());
    Guard _guard(*this);

    Map* m = NULL;

    MapEntry const* entry = sMapStore.LookupEntry(id);
    if(!entry)
        return NULL;

    if (entry->Instanceable())
    {
        //create DungeonMap object
        if (obj->GetTypeId() == TYPEID_PLAYER)
            m = CreateInstance(id, (Player*)obj);
        else if (obj->IsInitialized() && obj->GetObjectGuid().IsMOTransport())
            DEBUG_FILTER_LOG(LOG_FILTER_TRANSPORT_MOVES,"MapManager::CreateMap %s try create map %u (no instance given), currently not implemented.",obj->IsInitialized() ? obj->GetObjectGuid().GetString().c_str() : "<uninitialized>", id);
        else
            DETAIL_LOG("MapManager::CreateMap %s try create map %u (no instance given), BUG, wrong usage!",obj->IsInitialized() ? obj->GetObjectGuid().GetString().c_str() : "<uninitialized>", id);
    }
    else
    {
        //create regular non-instanceable map
        m = FindMap(id);
        if( m == NULL )
        {
            m = new WorldMap(id, i_gridCleanUpDelay);
            //add map into container
            i_maps[MapID(id)] = m;

            // non-instanceable maps always expected have saved state
            m->CreateInstanceData(true);
        }
    }

    return m;
}
Example #3
0
Map* MapManager::CreateMap(uint32 id, const WorldObject* obj)
{
    MANGOS_ASSERT(obj);
    //if(!obj->IsInWorld()) sLog.outError("GetMap: called for map %d with object (typeid %d, guid %d, mapid %d, instanceid %d) who is not in world!", id, obj->GetTypeId(), obj->GetGUIDLow(), obj->GetMapId(), obj->GetInstanceId());
    Guard _guard(*this);

    Map * m = NULL;

    const MapEntry* entry = sMapStore.LookupEntry(id);
    if(!entry)
        return NULL;

    if(entry->Instanceable())
    {
        MANGOS_ASSERT(obj->GetTypeId() == TYPEID_PLAYER);
        //create DungeonMap object
        if(obj->GetTypeId() == TYPEID_PLAYER)
            m = CreateInstance(id, (Player*)obj);
    }
    else
    {
        //create regular non-instanceable map
        m = FindMap(id);
        if( m == NULL )
        {
            m = new WorldMap(id, i_gridCleanUpDelay);
            //add map into container
            i_maps[MapID(id)] = m;

            // non-instanceable maps always expected have saved state
            m->CreateInstanceData(true);
        }
    }

    return m;
}