Clean up very some confusing MapManager functions (create/find map/base map).
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@@ -940,7 +940,7 @@ bool Player::Create(uint32 guidlow, CharacterCreateInfo* createInfo)
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return false;
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}
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SetMap(sMapMgr->CreateMap(info->mapId, this, 0));
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SetMap(sMapMgr->CreateMap(info->mapId, this));
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uint8 powertype = cEntry->powerType;
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@@ -2205,7 +2205,7 @@ bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientati
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if (!sMapMgr->CanPlayerEnter(mapid, this, false))
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return false;
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Map* map = sMapMgr->CreateMap(mapid, this, 0);
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Map* map = sMapMgr->CreateMap(mapid, this);
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if (!map || map->CanEnter(this))
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{
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//lets reset near teleport flag if it wasn't reset during chained teleports
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@@ -16790,7 +16790,7 @@ bool Player::LoadFromDB(uint32 guid, SQLQueryHolder *holder)
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// NOW player must have valid map
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// load the player's map here if it's not already loaded
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Map* map = sMapMgr->CreateMap(mapId, this, instanceId);
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Map* map = sMapMgr->CreateMap(mapId, this);
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if (!map)
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{
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@@ -16808,14 +16808,14 @@ bool Player::LoadFromDB(uint32 guid, SQLQueryHolder *holder)
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RelocateToHomebind();
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}
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map = sMapMgr->CreateMap(mapId, this, 0);
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map = sMapMgr->CreateMap(mapId, this);
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if (!map)
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{
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PlayerInfo const* info = sObjectMgr->GetPlayerInfo(getRace(), getClass());
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mapId = info->mapId;
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Relocate(info->positionX, info->positionY, info->positionZ, 0.0f);
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sLog->outError("Player (guidlow %d) have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.", guid, GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
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map = sMapMgr->CreateMap(mapId, this, 0);
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map = sMapMgr->CreateMap(mapId, this);
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if (!map)
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{
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sLog->outError("Player (guidlow %d) has invalid default map coordinates (X: %f Y: %f Z: %f O: %f). or instance couldn't be created", guid, GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
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@@ -98,7 +98,7 @@ void MapManager::LoadTransports()
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m_TransportsByMap[*i].insert(t);
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//If we someday decide to use the grid to track transports, here:
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t->SetMap(sMapMgr->CreateMap(mapid, t, 0));
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t->SetMap(sMapMgr->CreateBaseMap(mapid));
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t->AddToWorld();
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++count;
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@@ -494,7 +494,7 @@ void Transport::TeleportTransport(uint32 newMapid, float x, float y, float z)
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RemoveFromWorld();
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ResetMap();
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Map* newMap = sMapMgr->CreateMap(newMapid, this, 0);
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Map* newMap = sMapMgr->CreateBaseMap(newMapid);
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SetMap(newMap);
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ASSERT (GetMap());
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AddToWorld();
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@@ -95,9 +95,9 @@ void MapManager::checkAndCorrectGridStatesArray()
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++i_GridStateErrorCount;
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}
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Map* MapManager::_createBaseMap(uint32 id)
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Map* MapManager::CreateBaseMap(uint32 id)
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{
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Map* m = _findMap(id);
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Map* m = FindBaseMap(id);
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if (m == NULL)
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{
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@@ -119,21 +119,19 @@ Map* MapManager::_createBaseMap(uint32 id)
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return m;
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}
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Map* MapManager::CreateMap(uint32 id, const WorldObject* obj, uint32 /*instanceId*/)
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Map* MapManager::CreateMap(uint32 id, Player* player)
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{
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ASSERT(obj);
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//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());
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Map* m = _createBaseMap(id);
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Map* m = CreateBaseMap(id);
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if (m && obj->GetTypeId() == TYPEID_PLAYER && m->Instanceable())
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m = ((MapInstanced*)m)->CreateInstanceForPlayer(id, (Player*)obj);
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if (m && m->Instanceable())
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m = ((MapInstanced*)m)->CreateInstanceForPlayer(id, player);
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return m;
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}
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Map* MapManager::FindMap(uint32 mapid, uint32 instanceId) const
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{
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Map* map = _findMap(mapid);
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Map* map = FindBaseMap(mapid);
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if (!map)
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return NULL;
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@@ -35,14 +35,18 @@ class MapManager
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friend class ACE_Singleton<MapManager, ACE_Thread_Mutex>;
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public:
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Map* CreateMap(uint32, const WorldObject* obj, uint32 instanceId);
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Map const* CreateBaseMap(uint32 id) const { return const_cast<MapManager*>(this)->_createBaseMap(id); }
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Map* FindMap(uint32 mapid, uint32 instanceId = 0) const;
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Map* CreateBaseMap(uint32 mapId);
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Map* FindBaseMap(uint32 mapId) const
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{
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MapMapType::const_iterator iter = i_maps.find(mapId);
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return (iter == i_maps.end() ? NULL : iter->second);
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}
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Map* CreateMap(uint32 mapId, Player* player);
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Map* FindMap(uint32 mapId, uint32 instanceId) const;
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uint16 GetAreaFlag(uint32 mapid, float x, float y, float z) const
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{
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Map const* m = CreateBaseMap(mapid);
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Map const* m = const_cast<MapManager*>(this)->CreateBaseMap(mapid);
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return m->GetAreaFlag(x, y, z);
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}
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uint32 GetAreaId(uint32 mapid, float x, float y, float z) const
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@@ -163,13 +167,6 @@ class MapManager
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MapManager(const MapManager &);
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MapManager& operator=(const MapManager &);
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Map* _createBaseMap(uint32 id);
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Map* _findMap(uint32 id) const
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{
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MapMapType::const_iterator iter = i_maps.find(id);
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return (iter == i_maps.end() ? NULL : iter->second);
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}
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ACE_Thread_Mutex Lock;
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uint32 i_gridCleanUpDelay;
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MapMapType i_maps;
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@@ -351,7 +351,7 @@ void FlightPathMovementGenerator::InitEndGridInfo()
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void FlightPathMovementGenerator::PreloadEndGrid()
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{
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// used to preload the final grid where the flightmaster is
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Map* endMap = sMapMgr->FindMap(m_endMapId);
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Map* endMap = sMapMgr->FindBaseMap(m_endMapId);
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// Load the grid
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if (endMap)
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@@ -72,7 +72,7 @@ void WorldSession::HandleMoveWorldportAckOpcode()
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}
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// relocate the player to the teleport destination
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Map* newMap = sMapMgr->CreateMap(loc.GetMapId(), GetPlayer(), 0);
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Map* newMap = sMapMgr->CreateMap(loc.GetMapId(), GetPlayer());
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// the CanEnter checks are done in TeleporTo but conditions may change
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// while the player is in transit, for example the map may get full
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if (!newMap || !newMap->CanEnter(GetPlayer()))
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