[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

@ -401,7 +401,7 @@ void PoolGroup<Creature>::Spawn1Object(PoolObject* obj, bool instantly)
// for not loaded grid just update respawn time (avoid work for instances until implemented support)
else if(!instantly)
{
map->GetInstanceSave()->SaveCreatureRespawnTime(obj->guid, time(NULL) + data->spawntimesecs);
map->GetPersistentState()->SaveCreatureRespawnTime(obj->guid, time(NULL) + data->spawntimesecs);
}
}
}
@ -453,7 +453,7 @@ void PoolGroup<GameObject>::Spawn1Object(PoolObject* obj, bool instantly)
{
// for spawned by default object only
if (data->spawntimesecs >= 0)
map->GetInstanceSave()->SaveGORespawnTime(obj->guid, time(NULL) + data->spawntimesecs);
map->GetPersistentState()->SaveGORespawnTime(obj->guid, time(NULL) + data->spawntimesecs);
}
}
}