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[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>
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4 changed files with 11 additions and 5 deletions
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@ -522,7 +522,7 @@ void GameEventMgr::GameEventSpawn(int16 event_id)
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// Spawn if necessary (loaded grids only)
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// Spawn if necessary (loaded grids only)
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Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(data->mapid));
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Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(data->mapid));
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// We use spawn coords to spawn
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// We use spawn coords to spawn
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if(!map->Instanceable() && !map->IsRemovalGrid(data->posX,data->posY))
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if(!map->Instanceable() && map->IsLoaded(data->posX,data->posY))
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{
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{
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Creature* pCreature = new Creature;
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Creature* pCreature = new Creature;
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//sLog.outDebug("Spawning creature %u",*itr);
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//sLog.outDebug("Spawning creature %u",*itr);
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@ -555,7 +555,7 @@ void GameEventMgr::GameEventSpawn(int16 event_id)
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// this base map checked as non-instanced and then only existed
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// this base map checked as non-instanced and then only existed
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Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(data->mapid));
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Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(data->mapid));
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// We use current coords to unspawn, not spawn coords since creature can have changed grid
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// We use current coords to unspawn, not spawn coords since creature can have changed grid
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if(!map->Instanceable() && !map->IsRemovalGrid(data->posX, data->posY))
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if(!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
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{
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{
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GameObject* pGameobject = new GameObject;
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GameObject* pGameobject = new GameObject;
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//sLog.outDebug("Spawning gameobject %u", *itr);
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//sLog.outDebug("Spawning gameobject %u", *itr);
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@ -296,6 +296,12 @@ class MANGOS_DLL_SPEC Map : public GridRefManager<NGridType>, public MaNGOS::Obj
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return( !getNGrid(p.x_coord, p.y_coord) || getNGrid(p.x_coord, p.y_coord)->GetGridState() == GRID_STATE_REMOVAL );
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return( !getNGrid(p.x_coord, p.y_coord) || getNGrid(p.x_coord, p.y_coord)->GetGridState() == GRID_STATE_REMOVAL );
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}
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}
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bool IsLoaded(float x, float y) const
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{
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GridPair p = MaNGOS::ComputeGridPair(x, y);
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return loaded(p);
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}
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bool GetUnloadLock(const GridPair &p) const { return getNGrid(p.x_coord, p.y_coord)->getUnloadLock(); }
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bool GetUnloadLock(const GridPair &p) const { return getNGrid(p.x_coord, p.y_coord)->getUnloadLock(); }
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void SetUnloadLock(const GridPair &p, bool on) { getNGrid(p.x_coord, p.y_coord)->setUnloadExplicitLock(on); }
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void SetUnloadLock(const GridPair &p, bool on) { getNGrid(p.x_coord, p.y_coord)->setUnloadExplicitLock(on); }
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void LoadGrid(const Cell& cell, bool no_unload = false);
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void LoadGrid(const Cell& cell, bool no_unload = false);
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@ -243,7 +243,7 @@ bool PoolGroup<Creature>::Spawn1Object(uint32 guid)
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// Spawn if necessary (loaded grids only)
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// Spawn if necessary (loaded grids only)
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Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(data->mapid));
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Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(data->mapid));
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// We use spawn coords to spawn
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// We use spawn coords to spawn
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if (!map->Instanceable() && !map->IsRemovalGrid(data->posX, data->posY))
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if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
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{
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{
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Creature* pCreature = new Creature;
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Creature* pCreature = new Creature;
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//sLog.outDebug("Spawning creature %u",guid);
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//sLog.outDebug("Spawning creature %u",guid);
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@ -273,7 +273,7 @@ bool PoolGroup<GameObject>::Spawn1Object(uint32 guid)
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// this base map checked as non-instanced and then only existed
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// this base map checked as non-instanced and then only existed
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Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(data->mapid));
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Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(data->mapid));
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// We use current coords to unspawn, not spawn coords since creature can have changed grid
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// We use current coords to unspawn, not spawn coords since creature can have changed grid
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if (!map->Instanceable() && !map->IsRemovalGrid(data->posX, data->posY))
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if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
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{
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{
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GameObject* pGameobject = new GameObject;
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GameObject* pGameobject = new GameObject;
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//sLog.outDebug("Spawning gameobject %u", guid);
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//sLog.outDebug("Spawning gameobject %u", guid);
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "8679"
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#define REVISION_NR "8680"
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#endif // __REVISION_NR_H__
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#endif // __REVISION_NR_H__
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