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Cleanup Operator padding
This commit is contained in:
parent
9141299127
commit
e32b9953a1
264 changed files with 6715 additions and 6715 deletions
122
src/game/Map.cpp
122
src/game/Map.cpp
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@ -62,7 +62,7 @@ Map::~Map()
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sTerrainMgr.UnloadTerrain(m_TerrainData->GetMapId());
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}
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void Map::LoadMapAndVMap(int gx,int gy)
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void Map::LoadMapAndVMap(int gx, int gy)
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{
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if (m_bLoadedGrids[gx][gx])
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return;
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@ -83,9 +83,9 @@ Map::Map(uint32 id, time_t expiry, uint32 InstanceId, uint8 SpawnMode)
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m_CreatureGuids.Set(sObjectMgr.GetFirstTemporaryCreatureLowGuid());
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m_GameObjectGuids.Set(sObjectMgr.GetFirstTemporaryGameObjectLowGuid());
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for (unsigned int j=0; j < MAX_NUMBER_OF_GRIDS; ++j)
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for (unsigned int j = 0; j < MAX_NUMBER_OF_GRIDS; ++j)
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{
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for (unsigned int idx=0; idx < MAX_NUMBER_OF_GRIDS; ++idx)
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for (unsigned int idx = 0; idx < MAX_NUMBER_OF_GRIDS; ++idx)
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{
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//z code
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m_bLoadedGrids[idx][j] = false;
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@ -126,7 +126,7 @@ template<>
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void Map::AddToGrid(Corpse* obj, NGridType* grid, Cell const& cell)
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{
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// add to world object registry in grid
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if (obj->GetType()!=CORPSE_BONES)
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if (obj->GetType() != CORPSE_BONES)
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{
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(*grid)(cell.CellX(), cell.CellY()).AddWorldObject(obj);
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}
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@ -170,7 +170,7 @@ template<>
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void Map::RemoveFromGrid(Corpse* obj, NGridType* grid, Cell const& cell)
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{
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// remove from world object registry in grid
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if (obj->GetType()!=CORPSE_BONES)
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if (obj->GetType() != CORPSE_BONES)
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{
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(*grid)(cell.CellX(), cell.CellY()).RemoveWorldObject(obj);
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}
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@ -207,7 +207,7 @@ Map::EnsureGridCreated(const GridPair& p)
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{
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if (!getNGrid(p.x_coord, p.y_coord))
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{
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setNGrid(new NGridType(p.x_coord*MAX_NUMBER_OF_GRIDS + p.y_coord, p.x_coord, p.y_coord, i_gridExpiry, sWorld.getConfig(CONFIG_BOOL_GRID_UNLOAD)),
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setNGrid(new NGridType(p.x_coord * MAX_NUMBER_OF_GRIDS + p.y_coord, p.x_coord, p.y_coord, i_gridExpiry, sWorld.getConfig(CONFIG_BOOL_GRID_UNLOAD)),
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p.x_coord, p.y_coord);
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// build a linkage between this map and NGridType
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@ -220,7 +220,7 @@ Map::EnsureGridCreated(const GridPair& p)
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int gy = (MAX_NUMBER_OF_GRIDS - 1) - p.y_coord;
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if (!m_bLoadedGrids[gx][gy])
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LoadMapAndVMap(gx,gy);
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LoadMapAndVMap(gx, gy);
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}
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}
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@ -249,7 +249,7 @@ Map::EnsureGridLoadedAtEnter(const Cell& cell, Player* player)
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grid = getNGrid(cell.GridX(), cell.GridY());
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if (player)
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AddToGrid(player,grid,cell);
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AddToGrid(player, grid, cell);
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}
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bool Map::EnsureGridLoaded(const Cell& cell)
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@ -265,12 +265,12 @@ bool Map::EnsureGridLoaded(const Cell& cell)
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//possible scenario:
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//active object A(loaded with loader.LoadN call and added to the map)
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//summons some active object B, while B added to map grid loading called again and so on..
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setGridObjectDataLoaded(true,cell.GridX(), cell.GridY());
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setGridObjectDataLoaded(true, cell.GridX(), cell.GridY());
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ObjectGridLoader loader(*grid, this, cell);
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loader.LoadN();
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// Add resurrectable corpses to world object list in grid
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sObjectAccessor.AddCorpsesToGrid(GridPair(cell.GridX(),cell.GridY()),(*grid)(cell.CellX(), cell.CellY()), this);
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sObjectAccessor.AddCorpsesToGrid(GridPair(cell.GridX(), cell.GridY()), (*grid)(cell.CellX(), cell.CellY()), this);
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return true;
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}
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@ -301,7 +301,7 @@ bool Map::Add(Player* player)
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NGridType* grid = getNGrid(cell.GridX(), cell.GridY());
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player->GetViewPoint().Event_AddedToWorld(&(*grid)(cell.CellX(), cell.CellY()));
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UpdateObjectVisibility(player,cell,p);
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UpdateObjectVisibility(player, cell, p);
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if (i_data)
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i_data->OnPlayerEnter(player);
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@ -333,7 +333,7 @@ Map::Add(T* obj)
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NGridType* grid = getNGrid(cell.GridX(), cell.GridY());
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MANGOS_ASSERT(grid != NULL);
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AddToGrid(obj,grid,cell);
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AddToGrid(obj, grid, cell);
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obj->AddToWorld();
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if (obj->isActiveObject())
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@ -342,7 +342,7 @@ Map::Add(T* obj)
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DEBUG_LOG("%s enters grid[%u,%u]", obj->GetGuidStr().c_str(), cell.GridX(), cell.GridY());
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obj->GetViewPoint().Event_AddedToWorld(&(*grid)(cell.CellX(), cell.CellY()));
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UpdateObjectVisibility(obj,cell,p);
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UpdateObjectVisibility(obj, cell, p);
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}
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void Map::MessageBroadcast(Player* player, WorldPacket* msg, bool to_self)
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@ -384,7 +384,7 @@ void Map::MessageBroadcast(WorldObject* obj, WorldPacket* msg)
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//TODO: currently on continents when Visibility.Distance.InFlight > Visibility.Distance.Continents
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//we have alot of blinking mobs because monster move packet send is broken...
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MaNGOS::ObjectMessageDeliverer post_man(*obj,msg);
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MaNGOS::ObjectMessageDeliverer post_man(*obj, msg);
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TypeContainerVisitor<MaNGOS::ObjectMessageDeliverer, WorldTypeMapContainer > message(post_man);
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cell.Visit(p, message, *this, *obj, GetVisibilityDistance());
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}
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@ -493,7 +493,7 @@ void Map::Update(const uint32& t_diff)
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if (!isCellMarked(cell_id))
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{
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markCell(cell_id);
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CellPair pair(x,y);
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CellPair pair(x, y);
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Cell cell(pair);
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cell.SetNoCreate();
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Visit(cell, grid_object_update);
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@ -531,7 +531,7 @@ void Map::Update(const uint32& t_diff)
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if (!isCellMarked(cell_id))
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{
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markCell(cell_id);
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CellPair pair(x,y);
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CellPair pair(x, y);
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Cell cell(pair);
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cell.SetNoCreate();
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Visit(cell, grid_object_update);
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@ -601,7 +601,7 @@ void Map::Remove(Player* player, bool remove)
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if (!getNGrid(cell.data.Part.grid_x, cell.data.Part.grid_y))
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{
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sLog.outError("Map::Remove() i_grids was NULL x:%d, y:%d",cell.data.Part.grid_x,cell.data.Part.grid_y);
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sLog.outError("Map::Remove() i_grids was NULL x:%d, y:%d", cell.data.Part.grid_x, cell.data.Part.grid_y);
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return;
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}
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@ -609,10 +609,10 @@ void Map::Remove(Player* player, bool remove)
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NGridType* grid = getNGrid(cell.GridX(), cell.GridY());
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MANGOS_ASSERT(grid != NULL);
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RemoveFromGrid(player,grid,cell);
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RemoveFromGrid(player, grid, cell);
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SendRemoveTransports(player);
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UpdateObjectVisibility(player,cell,p);
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UpdateObjectVisibility(player, cell, p);
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player->ResetMap();
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if (remove)
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@ -646,8 +646,8 @@ Map::Remove(T* obj, bool remove)
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else
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obj->RemoveFromWorld();
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UpdateObjectVisibility(obj,cell,p); // i think will be better to call this function while object still in grid, this changes nothing but logically is better(as for me)
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RemoveFromGrid(obj,grid,cell);
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UpdateObjectVisibility(obj, cell, p); // i think will be better to call this function while object still in grid, this changes nothing but logically is better(as for me)
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RemoveFromGrid(obj, grid, cell);
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obj->ResetMap();
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if (remove)
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@ -680,20 +680,20 @@ Map::PlayerRelocation(Player* player, float x, float y, float z, float orientati
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DEBUG_FILTER_LOG(LOG_FILTER_PLAYER_MOVES, "Player %s relocation grid[%u,%u]cell[%u,%u]->grid[%u,%u]cell[%u,%u]", player->GetName(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());
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NGridType* oldGrid = getNGrid(old_cell.GridX(), old_cell.GridY());
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RemoveFromGrid(player, oldGrid,old_cell);
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RemoveFromGrid(player, oldGrid, old_cell);
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if (!old_cell.DiffGrid(new_cell))
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AddToGrid(player, oldGrid,new_cell);
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AddToGrid(player, oldGrid, new_cell);
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else
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EnsureGridLoadedAtEnter(new_cell, player);
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NGridType* newGrid = getNGrid(new_cell.GridX(), new_cell.GridY());
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player->GetViewPoint().Event_GridChanged(&(*newGrid)(new_cell.CellX(),new_cell.CellY()));
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player->GetViewPoint().Event_GridChanged(&(*newGrid)(new_cell.CellX(), new_cell.CellY()));
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}
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player->OnRelocated();
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NGridType* newGrid = getNGrid(new_cell.GridX(), new_cell.GridY());
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if (!same_cell && newGrid->GetGridState()!= GRID_STATE_ACTIVE)
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if (!same_cell && newGrid->GetGridState() != GRID_STATE_ACTIVE)
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{
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ResetGridExpiry(*newGrid, 0.1f);
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newGrid->SetGridState(GRID_STATE_ACTIVE);
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@ -702,13 +702,13 @@ Map::PlayerRelocation(Player* player, float x, float y, float z, float orientati
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void Map::CreatureRelocation(Creature* creature, float x, float y, float z, float ang)
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{
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MANGOS_ASSERT(CheckGridIntegrity(creature,false));
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MANGOS_ASSERT(CheckGridIntegrity(creature, false));
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Cell old_cell = creature->GetCurrentCell();
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Cell new_cell(MaNGOS::ComputeCellPair(x, y));
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// do move or do move to respawn or remove creature if previous all fail
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if (CreatureCellRelocation(creature,new_cell))
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if (CreatureCellRelocation(creature, new_cell))
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{
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// update pos
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creature->Relocate(x, y, z, ang);
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@ -719,10 +719,10 @@ void Map::CreatureRelocation(Creature* creature, float x, float y, float z, floa
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else if (!CreatureRespawnRelocation(creature))
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{
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// ... or unload (if respawn grid also not loaded)
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DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u ) can't be move to unloaded respawn grid.",creature->GetGUIDLow(),creature->GetEntry());
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DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u ) can't be move to unloaded respawn grid.", creature->GetGUIDLow(), creature->GetEntry());
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}
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MANGOS_ASSERT(CheckGridIntegrity(creature,true));
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MANGOS_ASSERT(CheckGridIntegrity(creature, true));
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}
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bool Map::CreatureCellRelocation(Creature* c, Cell new_cell)
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@ -745,7 +745,7 @@ bool Map::CreatureCellRelocation(Creature* c, Cell new_cell)
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NGridType* newGrid = getNGrid(new_cell.GridX(), new_cell.GridY());
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RemoveFromGrid(c, oldGrid, old_cell);
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AddToGrid(c, newGrid, new_cell);
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c->GetViewPoint().Event_GridChanged(&(*newGrid)(new_cell.CellX(),new_cell.CellY()));
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c->GetViewPoint().Event_GridChanged(&(*newGrid)(new_cell.CellX(), new_cell.CellY()));
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}
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return true;
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}
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@ -764,7 +764,7 @@ bool Map::CreatureRespawnRelocation(Creature* c)
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DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u) will moved from grid[%u,%u]cell[%u,%u] to respawn grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), c->GetCurrentCell().GridX(), c->GetCurrentCell().GridY(), c->GetCurrentCell().CellX(), c->GetCurrentCell().CellY(), resp_cell.GridX(), resp_cell.GridY(), resp_cell.CellX(), resp_cell.CellY());
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// teleport it to respawn point (like normal respawn if player see)
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if (CreatureCellRelocation(c,resp_cell))
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if (CreatureCellRelocation(c, resp_cell))
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{
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c->Relocate(resp_x, resp_y, resp_z, resp_o);
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c->GetMotionMaster()->Initialize(); // prevent possible problems with default move generators
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@ -784,7 +784,7 @@ bool Map::UnloadGrid(const uint32& x, const uint32& y, bool pForce)
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if (!pForce && ActiveObjectsNearGrid(x, y))
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return false;
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DEBUG_LOG("Unloading grid[%u,%u] for map %u", x,y, i_id);
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DEBUG_LOG("Unloading grid[%u,%u] for map %u", x, y, i_id);
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ObjectGridUnloader unloader(*grid);
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// Finish remove and delete all creatures with delayed remove before moving to respawn grids
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@ -813,7 +813,7 @@ bool Map::UnloadGrid(const uint32& x, const uint32& y, bool pForce)
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m_TerrainData->Unload(gx, gy);
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}
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DEBUG_LOG("Unloading grid[%u,%u] for map %u finished", x,y, i_id);
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DEBUG_LOG("Unloading grid[%u,%u] for map %u finished", x, y, i_id);
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return true;
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}
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@ -829,7 +829,7 @@ void Map::UnloadAll(bool pForce)
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MapDifficulty const* Map::GetMapDifficulty() const
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{
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return GetMapDifficultyData(GetId(),GetDifficulty());
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return GetMapDifficultyData(GetId(), GetDifficulty());
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}
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uint32 Map::GetMaxPlayers() const
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@ -864,7 +864,7 @@ bool Map::CheckGridIntegrity(Creature* c, bool moved) const
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{
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sLog.outError("Creature (GUIDLow: %u) X: %f Y: %f (%s) in grid[%u,%u]cell[%u,%u] instead grid[%u,%u]cell[%u,%u]",
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c->GetGUIDLow(),
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c->GetPositionX(),c->GetPositionY(),(moved ? "final" : "original"),
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c->GetPositionX(), c->GetPositionY(), (moved ? "final" : "original"),
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cur_cell.GridX(), cur_cell.GridY(), cur_cell.CellX(), cur_cell.CellY(),
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xy_cell.GridX(), xy_cell.GridY(), xy_cell.CellX(), xy_cell.CellY());
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return true; // not crash at error, just output error in debug mode
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@ -904,9 +904,9 @@ void Map::SendInitSelf(Player* player)
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// build other passengers at transport also (they always visible and marked as visible and will not send at visibility update at add to map
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if (Transport* transport = player->GetTransport())
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{
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for (Transport::PlayerSet::const_iterator itr = transport->GetPassengers().begin(); itr!=transport->GetPassengers().end(); ++itr)
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for (Transport::PlayerSet::const_iterator itr = transport->GetPassengers().begin(); itr != transport->GetPassengers().end(); ++itr)
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{
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if (player!=(*itr) && player->HaveAtClient(*itr))
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if (player != (*itr) && player->HaveAtClient(*itr))
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{
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(*itr)->BuildCreateUpdateBlockForPlayer(&data, player);
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}
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@ -934,7 +934,7 @@ void Map::SendInitTransports(Player* player)
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for (MapManager::TransportSet::const_iterator i = tset.begin(); i != tset.end(); ++i)
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{
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// send data for current transport in other place
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if ((*i) != player->GetTransport() && (*i)->GetMapId()==i_id)
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if ((*i) != player->GetTransport() && (*i)->GetMapId() == i_id)
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{
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(*i)->BuildCreateUpdateBlockForPlayer(&transData, player);
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}
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@ -960,7 +960,7 @@ void Map::SendRemoveTransports(Player* player)
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// except used transport
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for (MapManager::TransportSet::const_iterator i = tset.begin(); i != tset.end(); ++i)
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if ((*i) != player->GetTransport() && (*i)->GetMapId()!=i_id)
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if ((*i) != player->GetTransport() && (*i)->GetMapId() != i_id)
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(*i)->BuildOutOfRangeUpdateBlock(&transData);
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WorldPacket packet;
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@ -972,7 +972,7 @@ inline void Map::setNGrid(NGridType* grid, uint32 x, uint32 y)
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{
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if (x >= MAX_NUMBER_OF_GRIDS || y >= MAX_NUMBER_OF_GRIDS)
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{
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sLog.outError("map::setNGrid() Invalid grid coordinates found: %d, %d!",x,y);
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sLog.outError("map::setNGrid() Invalid grid coordinates found: %d, %d!", x, y);
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MANGOS_ASSERT(false);
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}
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i_grids[x][y] = grid;
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@ -980,7 +980,7 @@ inline void Map::setNGrid(NGridType* grid, uint32 x, uint32 y)
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void Map::AddObjectToRemoveList(WorldObject* obj)
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{
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MANGOS_ASSERT(obj->GetMapId()==GetId() && obj->GetInstanceId()==GetInstanceId());
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MANGOS_ASSERT(obj->GetMapId() == GetId() && obj->GetInstanceId() == GetInstanceId());
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obj->CleanupsBeforeDelete(); // remove or simplify at least cross referenced links
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@ -1008,20 +1008,20 @@ void Map::RemoveAllObjectsInRemoveList()
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if (!corpse)
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sLog.outError("Try delete corpse/bones %u that not in map", obj->GetGUIDLow());
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else
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Remove(corpse,true);
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Remove(corpse, true);
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break;
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}
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case TYPEID_DYNAMICOBJECT:
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Remove((DynamicObject*)obj,true);
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Remove((DynamicObject*)obj, true);
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break;
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case TYPEID_GAMEOBJECT:
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Remove((GameObject*)obj,true);
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Remove((GameObject*)obj, true);
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break;
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case TYPEID_UNIT:
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Remove((Creature*)obj,true);
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Remove((Creature*)obj, true);
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break;
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default:
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sLog.outError("Non-grid object (TypeId: %u) in grid object removing list, ignored.",obj->GetTypeId());
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sLog.outError("Non-grid object (TypeId: %u) in grid object removing list, ignored.", obj->GetTypeId());
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break;
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}
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}
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@ -1048,8 +1048,8 @@ bool Map::ActiveObjectsNearGrid(uint32 x, uint32 y) const
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MANGOS_ASSERT(x < MAX_NUMBER_OF_GRIDS);
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MANGOS_ASSERT(y < MAX_NUMBER_OF_GRIDS);
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CellPair cell_min(x*MAX_NUMBER_OF_CELLS, y*MAX_NUMBER_OF_CELLS);
|
||||
CellPair cell_max(cell_min.x_coord + MAX_NUMBER_OF_CELLS, cell_min.y_coord+MAX_NUMBER_OF_CELLS);
|
||||
CellPair cell_min(x * MAX_NUMBER_OF_CELLS, y * MAX_NUMBER_OF_CELLS);
|
||||
CellPair cell_max(cell_min.x_coord + MAX_NUMBER_OF_CELLS, cell_min.y_coord + MAX_NUMBER_OF_CELLS);
|
||||
|
||||
//we must find visible range in cells so we unload only non-visible cells...
|
||||
float viewDist = GetVisibilityDistance();
|
||||
|
|
@ -1092,12 +1092,12 @@ void Map::AddToActive(WorldObject* obj)
|
|||
// also not allow unloading spawn grid to prevent creating creature clone at load
|
||||
if (obj->GetTypeId() == TYPEID_UNIT)
|
||||
{
|
||||
Creature* c= (Creature*)obj;
|
||||
Creature* c = (Creature*)obj;
|
||||
|
||||
if (!c->IsPet() && c->HasStaticDBSpawnData())
|
||||
{
|
||||
float x,y,z;
|
||||
c->GetRespawnCoord(x,y,z);
|
||||
float x, y, z;
|
||||
c->GetRespawnCoord(x, y, z);
|
||||
GridPair p = MaNGOS::ComputeGridPair(x, y);
|
||||
if (getNGrid(p.x_coord, p.y_coord))
|
||||
getNGrid(p.x_coord, p.y_coord)->incUnloadActiveLock();
|
||||
|
|
@ -1117,7 +1117,7 @@ void Map::RemoveFromActive(WorldObject* obj)
|
|||
if (m_activeNonPlayersIter != m_activeNonPlayers.end())
|
||||
{
|
||||
ActiveNonPlayers::iterator itr = m_activeNonPlayers.find(obj);
|
||||
if (itr==m_activeNonPlayersIter)
|
||||
if (itr == m_activeNonPlayersIter)
|
||||
++m_activeNonPlayersIter;
|
||||
m_activeNonPlayers.erase(itr);
|
||||
}
|
||||
|
|
@ -1125,14 +1125,14 @@ void Map::RemoveFromActive(WorldObject* obj)
|
|||
m_activeNonPlayers.erase(obj);
|
||||
|
||||
// also allow unloading spawn grid
|
||||
if (obj->GetTypeId()==TYPEID_UNIT)
|
||||
if (obj->GetTypeId() == TYPEID_UNIT)
|
||||
{
|
||||
Creature* c= (Creature*)obj;
|
||||
Creature* c = (Creature*)obj;
|
||||
|
||||
if (!c->IsPet() && c->HasStaticDBSpawnData())
|
||||
{
|
||||
float x,y,z;
|
||||
c->GetRespawnCoord(x,y,z);
|
||||
float x, y, z;
|
||||
c->GetRespawnCoord(x, y, z);
|
||||
GridPair p = MaNGOS::ComputeGridPair(x, y);
|
||||
if (getNGrid(p.x_coord, p.y_coord))
|
||||
getNGrid(p.x_coord, p.y_coord)->decUnloadActiveLock();
|
||||
|
|
@ -1209,8 +1209,8 @@ template void Map::Add(Creature*);
|
|||
template void Map::Add(GameObject*);
|
||||
template void Map::Add(DynamicObject*);
|
||||
|
||||
template void Map::Remove(Corpse*,bool);
|
||||
template void Map::Remove(Creature*,bool);
|
||||
template void Map::Remove(Corpse*, bool);
|
||||
template void Map::Remove(Creature*, bool);
|
||||
template void Map::Remove(GameObject*, bool);
|
||||
template void Map::Remove(DynamicObject*, bool);
|
||||
|
||||
|
|
@ -1314,7 +1314,7 @@ bool DungeonMap::Add(Player* player)
|
|||
if (pGroup)
|
||||
{
|
||||
// solo saves should be reset when entering a group
|
||||
InstanceGroupBind* groupBind = pGroup->GetBoundInstance(this,GetDifficulty());
|
||||
InstanceGroupBind* groupBind = pGroup->GetBoundInstance(this, GetDifficulty());
|
||||
if (playerBind)
|
||||
{
|
||||
sLog.outError("DungeonMap::Add: %s is being put in instance %d,%d,%d,%d,%d,%d but he is in group (Id: %d) and is bound to instance %d,%d,%d,%d,%d,%d!",
|
||||
|
|
@ -1712,7 +1712,7 @@ Pet* Map::GetPet(ObjectGuid guid)
|
|||
*/
|
||||
Corpse* Map::GetCorpse(ObjectGuid guid)
|
||||
{
|
||||
Corpse* ret = ObjectAccessor::GetCorpseInMap(guid,GetId());
|
||||
Corpse* ret = ObjectAccessor::GetCorpseInMap(guid, GetId());
|
||||
return ret && ret->GetInstanceId() == GetInstanceId() ? ret : NULL;
|
||||
}
|
||||
|
||||
|
|
@ -1782,7 +1782,7 @@ WorldObject* Map::GetWorldObject(ObjectGuid guid)
|
|||
case HIGHGUID_UNIT:
|
||||
case HIGHGUID_VEHICLE: return GetCreature(guid);
|
||||
case HIGHGUID_PET: return GetPet(guid);
|
||||
case HIGHGUID_DYNAMICOBJECT:return GetDynamicObject(guid);
|
||||
case HIGHGUID_DYNAMICOBJECT: return GetDynamicObject(guid);
|
||||
case HIGHGUID_CORPSE:
|
||||
{
|
||||
// corpse special case, it can be not in world
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue