[8680] Spawn objects only in loaded grids (not just created)

Real object creating in grid make sense only if grid data already loaded, in other cases
gameevent/pool related object will loaded at normal grid data loading.

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
This commit is contained in:
seirge 2009-10-20 11:20:28 +04:00 committed by VladimirMangos
parent dcadfb7cae
commit f015e77a07
4 changed files with 11 additions and 5 deletions

View file

@ -522,7 +522,7 @@ void GameEventMgr::GameEventSpawn(int16 event_id)
// Spawn if necessary (loaded grids only) // Spawn if necessary (loaded grids only)
Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(data->mapid)); Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(data->mapid));
// We use spawn coords to spawn // We use spawn coords to spawn
if(!map->Instanceable() && !map->IsRemovalGrid(data->posX,data->posY)) if(!map->Instanceable() && map->IsLoaded(data->posX,data->posY))
{ {
Creature* pCreature = new Creature; Creature* pCreature = new Creature;
//sLog.outDebug("Spawning creature %u",*itr); //sLog.outDebug("Spawning creature %u",*itr);
@ -555,7 +555,7 @@ void GameEventMgr::GameEventSpawn(int16 event_id)
// this base map checked as non-instanced and then only existed // this base map checked as non-instanced and then only existed
Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(data->mapid)); Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(data->mapid));
// We use current coords to unspawn, not spawn coords since creature can have changed grid // We use current coords to unspawn, not spawn coords since creature can have changed grid
if(!map->Instanceable() && !map->IsRemovalGrid(data->posX, data->posY)) if(!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
{ {
GameObject* pGameobject = new GameObject; GameObject* pGameobject = new GameObject;
//sLog.outDebug("Spawning gameobject %u", *itr); //sLog.outDebug("Spawning gameobject %u", *itr);

View file

@ -296,6 +296,12 @@ class MANGOS_DLL_SPEC Map : public GridRefManager<NGridType>, public MaNGOS::Obj
return( !getNGrid(p.x_coord, p.y_coord) || getNGrid(p.x_coord, p.y_coord)->GetGridState() == GRID_STATE_REMOVAL ); return( !getNGrid(p.x_coord, p.y_coord) || getNGrid(p.x_coord, p.y_coord)->GetGridState() == GRID_STATE_REMOVAL );
} }
bool IsLoaded(float x, float y) const
{
GridPair p = MaNGOS::ComputeGridPair(x, y);
return loaded(p);
}
bool GetUnloadLock(const GridPair &p) const { return getNGrid(p.x_coord, p.y_coord)->getUnloadLock(); } bool GetUnloadLock(const GridPair &p) const { return getNGrid(p.x_coord, p.y_coord)->getUnloadLock(); }
void SetUnloadLock(const GridPair &p, bool on) { getNGrid(p.x_coord, p.y_coord)->setUnloadExplicitLock(on); } void SetUnloadLock(const GridPair &p, bool on) { getNGrid(p.x_coord, p.y_coord)->setUnloadExplicitLock(on); }
void LoadGrid(const Cell& cell, bool no_unload = false); void LoadGrid(const Cell& cell, bool no_unload = false);

View file

@ -243,7 +243,7 @@ bool PoolGroup<Creature>::Spawn1Object(uint32 guid)
// Spawn if necessary (loaded grids only) // Spawn if necessary (loaded grids only)
Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(data->mapid)); Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(data->mapid));
// We use spawn coords to spawn // We use spawn coords to spawn
if (!map->Instanceable() && !map->IsRemovalGrid(data->posX, data->posY)) if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
{ {
Creature* pCreature = new Creature; Creature* pCreature = new Creature;
//sLog.outDebug("Spawning creature %u",guid); //sLog.outDebug("Spawning creature %u",guid);
@ -273,7 +273,7 @@ bool PoolGroup<GameObject>::Spawn1Object(uint32 guid)
// this base map checked as non-instanced and then only existed // this base map checked as non-instanced and then only existed
Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(data->mapid)); Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(data->mapid));
// We use current coords to unspawn, not spawn coords since creature can have changed grid // We use current coords to unspawn, not spawn coords since creature can have changed grid
if (!map->Instanceable() && !map->IsRemovalGrid(data->posX, data->posY)) if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
{ {
GameObject* pGameobject = new GameObject; GameObject* pGameobject = new GameObject;
//sLog.outDebug("Spawning gameobject %u", guid); //sLog.outDebug("Spawning gameobject %u", guid);

View file

@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__ #ifndef __REVISION_NR_H__
#define __REVISION_NR_H__ #define __REVISION_NR_H__
#define REVISION_NR "8679" #define REVISION_NR "8680"
#endif // __REVISION_NR_H__ #endif // __REVISION_NR_H__