[10677] Send to creature/etc Update call real diff from last update and use it.

Now in case when creature/etc some tices not updates in result stay
in not active (no near players or active objects) cell some important
timers (corpse decay, summon timers, group loot expire, aura durations, etc) will
updates at real diff time from last prev. update call.

Signed-off-by: VladimirMangos <vladimir@getmangos.com>

For some systems added exclude use real diff time because current limitations
like move generators. So its stay use last tick diff and considered freeze and
skip all time while creature in not active map part.
This commit is contained in:
cipherCOM 2010-11-03 06:49:18 +03:00 committed by VladimirMangos
parent 62c0963f37
commit 555c1a9094
35 changed files with 162 additions and 149 deletions

View file

@ -108,7 +108,7 @@ class MANGOS_DLL_SPEC Map : public GridRefManager<NGridType>, public MaNGOS::Obj
template<class T> void Add(T *);
template<class T> void Remove(T *, bool);
virtual void Update(const uint32&);
virtual void Update(uint32 time_, uint32 diff);
void MessageBroadcast(Player *, WorldPacket *, bool to_self);
void MessageBroadcast(WorldObject *, WorldPacket *);
@ -382,7 +382,7 @@ class MANGOS_DLL_SPEC InstanceMap : public Map
~InstanceMap();
bool Add(Player *);
void Remove(Player *, bool);
void Update(const uint32&);
void Update(uint32 time_, uint32 diff);
void CreateInstanceData(bool load);
bool Reset(uint8 method);
uint32 GetScriptId() { return i_script_id; }
@ -407,7 +407,7 @@ class MANGOS_DLL_SPEC BattleGroundMap : public Map
BattleGroundMap(uint32 id, time_t, uint32 InstanceId, Map* _parent, uint8 spawnMode);
~BattleGroundMap();
void Update(const uint32&);
void Update(uint32 time_, uint32 diff);
bool Add(Player *);
void Remove(Player *, bool);
bool CanEnter(Player* player);