[11139] Use for Creature/GameObject local per-map guids

* Creature/GameObject guid generators moved to Map
* For avoid wrong not converted cases generic function in ObjectMgr has been replaced by
  specilized guid generation function like sObjectMgr.GeneratePlayerLowGuid().
  This let catch all cases that need update in custom code or scripts.
* Drop many ObjectAcessor.h now dead code. This is also make mangos more thread safe.
* Restore one more time unix build broken in prev. commits.

Note: many cases when something not wotk in instance but work in continents
possible magicly start work after this commit. For example, some gm commands.
From large systems that need more chnages for start work in full power in instances
can be referecned pool/gamevent system. Last need just small hacks drop changes but
in will addded in independent commit.
This commit is contained in:
VladimirMangos 2011-02-12 08:48:32 +03:00
parent 9a8a74c2ad
commit cf685da47a
29 changed files with 69 additions and 138 deletions

View file

@ -1241,17 +1241,10 @@ bool Creature::LoadFromDB(uint32 guidlow, Map *map)
GameEventCreatureData const* eventData = sGameEventMgr.GetCreatureUpdateDataForActiveEvent(guidlow);
m_DBTableGuid = guidlow;
if (map->GetInstanceId() == 0)
{
// Creature can be loaded already in map if grid has been unloaded while creature walk to another grid
// FIXME: until creature guids is global and for instances used dynamic generated guids
// in instance possible load creature duplicates with same DB guid but different in game guids
// This will be until implementing per-map creature guids
if (map->GetCreature(ObjectGuid(HIGHGUID_UNIT, data->id, guidlow)))
return false;
}
else
guidlow = sObjectMgr.GenerateLowGuid(HIGHGUID_UNIT);
// Creature can be loaded already in map if grid has been unloaded while creature walk to another grid
if (map->GetCreature(ObjectGuid(HIGHGUID_UNIT, data->id, guidlow)))
return false;
if (!Create(guidlow, map, data->phaseMask, data->id, TEAM_NONE, data, eventData))
return false;