コード例 #1
0
ファイル: MapInstanced.cpp プロジェクト: yunishaa/mangos-112
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;
}
コード例 #2
0
ファイル: MapManager.cpp プロジェクト: Blumfield/ptc2
BattleGroundMap* MapManager::CreateBattleGroundMap(uint32 id, uint32 InstanceId, BattleGround* bg)
{
    DEBUG_LOG("MapInstanced::CreateBattleGroundMap: instance:%d for map:%d and bgType:%d created.", InstanceId, id, bg->GetTypeID());

    BattleGroundMap *map = new BattleGroundMap(id, i_gridCleanUpDelay, InstanceId, bg);
    ASSERT(map->IsBattleGroundOrArena());
    bg->SetMap(map);

   //add map into map container
    i_maps[MapID(id, InstanceId)] = map;

    return map;
}
コード例 #3
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;
}
コード例 #4
0
ファイル: MapInstanced.cpp プロジェクト: Scergo/one
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;
}
コード例 #5
0
ファイル: MapManager.cpp プロジェクト: yyhhrr/mangospriv
BattleGroundMap* MapManager::CreateBattleGroundMap(uint32 id, uint32 InstanceId, BattleGround* bg)
{
    DEBUG_LOG("MapInstanced::CreateBattleGroundMap: instance:%d for map:%d and bgType:%d created.", InstanceId, id, bg->GetTypeID());

    BattleGroundMap *map = new BattleGroundMap(id, i_gridCleanUpDelay, InstanceId);
    MANGOS_ASSERT(map->IsBattleGround());
    map->SetBG(bg);
    bg->SetBgMap(map);

    //add map into map container
    i_maps[MapID(id, InstanceId)] = map;

    // BGs/Arenas not have saved instance data
    map->CreateInstanceData(false);

    return map;
}
コード例 #6
0
BattleGroundMap* MapManager::CreateBattleGroundMap(uint32 id, uint32 InstanceId, BattleGround* bg)
{
    DEBUG_LOG("MapInstanced::CreateBattleGroundMap: instance:%d for map:%d and bgType:%d created.", InstanceId, id, bg->GetTypeID());

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

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

    BattleGroundMap *map = new BattleGroundMap(id, i_gridCleanUpDelay, InstanceId, spawnMode);
    MANGOS_ASSERT(map->IsBattleGroundOrArena());
    map->SetBG(bg);
    bg->SetBgMap(map);

    //add map into map container
    i_maps[MapID(id, InstanceId)] = map;

    return map;
}
コード例 #7
0
ファイル: MapInstanced.cpp プロジェクト: Blumfield/TBCPvP
BattleGroundMap* MapInstanced::CreateBattleGround(uint32 InstanceId, BattleGround* bg)
{
    // load/create a map
    ACE_GUARD_RETURN(ACE_Thread_Mutex, Guard, Lock, NULL);

    if (!bg)
        return NULL;

    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;
}
コード例 #8
0
ファイル: MapInstanced.cpp プロジェクト: Choices/mangos
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;
}