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[8182] Store and use Map* pointer in WorldObject instead map ids for speedup
Also some code logic cleanups. Changes let make more cleanups in base map access and other places, but this chnages not inlcuded in patch. Signed-off-by: VladimirMangos <vladimir@getmangos.com>
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25 changed files with 180 additions and 193 deletions
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@ -65,18 +65,17 @@ void WorldSession::HandleMoveWorldportAckOpcode()
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GetPlayer()->SetSemaphoreTeleportFar(false);
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// relocate the player to the teleport destination
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GetPlayer()->SetMapId(loc.mapid);
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GetPlayer()->SetMap(MapManager::Instance().CreateMap(loc.mapid, GetPlayer())); GetPlayer()->Relocate(loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation);
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GetPlayer()->Relocate(loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation);
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// since the MapId is set before the GetInstance call, the InstanceId must be set to 0
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// to let GetInstance() determine the proper InstanceId based on the player's binds
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GetPlayer()->SetInstanceId(0);
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GetPlayer()->SendInitialPacketsBeforeAddToMap();
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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(!GetPlayer()->GetMap()->Add(GetPlayer()))
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{
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//if player wasn't added to map, reset his map pointer!
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GetPlayer()->ResetMap();
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sLog.outDebug("WORLD: teleport of player %s (%d) to location %d, %f, %f, %f, %f failed", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow(), loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation);
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// teleport the player home
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if(!GetPlayer()->TeleportTo(GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->GetOrientation()))
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