[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

@ -291,7 +291,7 @@ Unit::~Unit()
MANGOS_ASSERT(m_deletedHolders.size() == 0);
}
void Unit::Update( uint32 p_time )
void Unit::Update(uint32 update_diff, uint32 tick_diff)
{
if(!IsInWorld())
return;
@ -306,21 +306,21 @@ void Unit::Update( uint32 p_time )
// WARNING! Order of execution here is important, do not change.
// Spells must be processed with event system BEFORE they go to _UpdateSpells.
// Or else we may have some SPELL_STATE_FINISHED spells stalled in pointers, that is bad.
m_Events.Update( p_time );
_UpdateSpells( p_time );
m_Events.Update(update_diff);
_UpdateSpells(update_diff);
CleanupDeletedAuras();
if (m_lastManaUseTimer)
{
if (p_time >= m_lastManaUseTimer)
if (update_diff >= m_lastManaUseTimer)
m_lastManaUseTimer = 0;
else
m_lastManaUseTimer -= p_time;
m_lastManaUseTimer -= update_diff;
}
if (CanHaveThreatList())
getThreatManager().UpdateForClient(p_time);
getThreatManager().UpdateForClient(update_diff);
// update combat timer only for players and pets
if (isInCombat() && (GetTypeId() == TYPEID_PLAYER || ((Creature*)this)->IsPet() || ((Creature*)this)->isCharmed()))
@ -331,26 +331,24 @@ void Unit::Update( uint32 p_time )
if (m_HostileRefManager.isEmpty())
{
// m_CombatTimer set at aura start and it will be freeze until aura removing
if (m_CombatTimer <= p_time)
if (m_CombatTimer <= update_diff)
CombatStop();
else
m_CombatTimer -= p_time;
m_CombatTimer -= update_diff;
}
}
if (uint32 base_att = getAttackTimer(BASE_ATTACK))
{
setAttackTimer(BASE_ATTACK, (p_time >= base_att ? 0 : base_att - p_time) );
}
setAttackTimer(BASE_ATTACK, (update_diff >= base_att ? 0 : base_att - update_diff) );
// update abilities available only for fraction of time
UpdateReactives( p_time );
UpdateReactives(update_diff);
ModifyAuraState(AURA_STATE_HEALTHLESS_20_PERCENT, GetHealth() < GetMaxHealth()*0.20f);
ModifyAuraState(AURA_STATE_HEALTHLESS_35_PERCENT, GetHealth() < GetMaxHealth()*0.35f);
ModifyAuraState(AURA_STATE_HEALTH_ABOVE_75_PERCENT, GetHealth() > GetMaxHealth()*0.75f);
i_motionMaster.UpdateMotion(p_time);
i_motionMaster.UpdateMotion(tick_diff); // movegens expected non freeze time diff
}
bool Unit::haveOffhandWeapon() const