[11126] Rewrite InstanceSaveMgr related code.

* For better fit name to related map type class InstanceMap renamed -> DungeonMap.
  This clarify usage Instanceable()/IsDungeon() because BG/Arenas maps also instanceable maps.

* InstanceSave have many code related to only DungeonMap case, so it replaced by 3 new classes:
   - MapPersistentState as base class, used for non-instanceable maps (continents and some other) (!Instenceable())
   - DungeonPersistentState subclass of MapPersistentState, used for DungeonMap states (IsDungoen())
   - BattlegroundPersistentState subclass of MapPersistentState, used for BattlegroundMap states (IsBattleGroundOrArena())

   Now all dungeon resets code moved to subclass and all player/gpoup bound functions/structures also use it.

* Map::GetInstanceSave renamed to Map::GetPersistentState and DungeonMap have specialized version
  return DungeonPersistentState (same pointer in fact with proper subcalss type)

* InstanceResetScheduler renamed to DungeonResetScheduler
This commit is contained in:
VladimirMangos 2011-02-10 03:55:45 +03:00
parent 0d16b0bdc7
commit dde16bc48c
22 changed files with 683 additions and 550 deletions

View file

@ -3621,8 +3621,8 @@ void ObjectMgr::LoadGroups()
diff = REGULAR_DIFFICULTY; // default for both difficaly types
}
InstanceSave *save = sInstanceSaveMgr.AddInstanceSave(mapEntry, fields[2].GetUInt32(), Difficulty(diff), (time_t)fields[5].GetUInt64(), (fields[6].GetUInt32() == 0), true);
group->BindToInstance(save, fields[3].GetBool(), true);
DungeonPersistentState *state = (DungeonPersistentState*)sMapPersistentStateMgr.AddPersistentState(mapEntry, fields[2].GetUInt32(), Difficulty(diff), (time_t)fields[5].GetUInt64(), (fields[6].GetUInt32() == 0), true);
group->BindToInstance(state, fields[3].GetBool(), true);
}while( result->NextRow() );
delete result;
}