Merge branch 'master' into 303

This commit is contained in:
tomrus88 2008-11-15 22:05:22 +03:00
commit 295fb07520
5 changed files with 28 additions and 25 deletions

View file

@ -564,6 +564,12 @@ void Map::Update(const uint32 &t_diff)
{
resetMarkedCells();
MaNGOS::ObjectUpdater updater(t_diff);
// for creature
TypeContainerVisitor<MaNGOS::ObjectUpdater, GridTypeMapContainer > grid_object_update(updater);
// for pets
TypeContainerVisitor<MaNGOS::ObjectUpdater, WorldTypeMapContainer > world_object_update(updater);
//TODO: Player guard
HashMapHolder<Player>::MapType& playerMap = HashMapHolder<Player>::GetContainer();
for(HashMapHolder<Player>::MapType::iterator iter = playerMap.begin(); iter != playerMap.end(); ++iter)
@ -592,33 +598,28 @@ void Map::Update(const uint32 &t_diff)
end_cell >> 1; end_cell += 1; // lower right
for(uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; ++x)
for(uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; ++y)
markCell(x,y);
}
MaNGOS::ObjectUpdater updater(t_diff);
// for creature
TypeContainerVisitor<MaNGOS::ObjectUpdater, GridTypeMapContainer > grid_object_update(updater);
// for pets
TypeContainerVisitor<MaNGOS::ObjectUpdater, WorldTypeMapContainer > world_object_update(updater);
for(int x = 0; x < TOTAL_NUMBER_OF_CELLS_PER_MAP; ++x)
{
for(int y = 0; y < TOTAL_NUMBER_OF_CELLS_PER_MAP; ++y)
{
if(isCellMarked(x,y))
for(uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; ++y)
{
CellPair pair(x,y);
Cell cell(pair);
cell.data.Part.reserved = CENTER_DISTRICT;
cell.SetNoCreate();
CellLock<NullGuard> cell_lock(cell, pair);
cell_lock->Visit(cell_lock, grid_object_update, *this);
cell_lock->Visit(cell_lock, world_object_update, *this);
// marked cells are those that have been visited
// don't visit the same cell twice
uint32 cell_id = (y * TOTAL_NUMBER_OF_CELLS_PER_MAP) + x;
if(!isCellMarked(cell_id))
{
markCell(cell_id);
CellPair pair(x,y);
Cell cell(pair);
cell.data.Part.reserved = CENTER_DISTRICT;
cell.SetNoCreate();
CellLock<NullGuard> cell_lock(cell, pair);
cell_lock->Visit(cell_lock, grid_object_update, *this);
cell_lock->Visit(cell_lock, world_object_update, *this);
}
}
}
}
// Don't unload grids if it's battleground, since we may have manually added GOs,creatures, those doesn't load from DB at grid re-load !
// This isn't really bother us, since as soon as we have instanced BG-s, the whole map unloads as the BG gets ended
if (IsBattleGroundOrArena())