Commit graph

19 commits

Author SHA1 Message Date
Schmoozerd
835d1c7479 [12069] Cleanup comment style 2012-07-22 14:39:31 +02:00
stfx
3707b04330 [12066] Optimize some parts for ++C 2012-07-21 17:15:11 +02:00
Schmoozerd
84080ee5d3 [12065] Fix various warnings 2012-07-20 21:17:04 +02:00
Schmoozerd
e32b9953a1 Cleanup Operator padding 2012-07-20 17:38:23 +02:00
Schmoozerd
8d0c106aa4 Various Cleanups (game L-M) 2012-07-19 21:46:40 +02:00
Schmoozerd
8068dcf6dd [11875] Update Copyright notice to year 2012
Start timemachine and a Happy new year to all!
2012-01-16 17:43:59 +01:00
Schmoozerd
7279c16533 [11810] Fix a bug preventing displaying correct instance reset time
Also do some small style changes in the area

Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
2011-09-27 05:01:49 +02:00
Shauren
8e4c46ff2a [11785] Implement dungeon encounters (DBC part), thanks to rsa for porting it to mangos
Signed-off-by: Laise <fenrisse@gmail.com>
2011-09-04 13:15:22 +03:00
VladimirMangos
c870ef324d [11590] Cleanups for barGoLink
* Rename barGoLink -> BarGoLink as expected by mangos code style
* Add uint32/uint6 constructor versions for BarGoLink,
  and remove lot casts required before for BarGoLink use
2011-06-03 12:02:49 +04:00
zergtmn
37fd225a89 [11292] Strip trailing whitespace after [11284] 2011-03-27 23:40:42 +06:00
Ambal
40ef9cbf2f [11284] Implement prepared statements for INSERT+DELETE+UPDATE SQL requests. Should improve player save performance + lower MySQL server CPU usage.
Note: PostgreSQL does not have prepared statements implemented using native APIs.

Huge thanks to Undergarun, kero99 and Vinolentus.

Signed-off-by: Ambal <pogrebniak@gala.net>
2011-03-25 22:17:59 +02:00
VladimirMangos
275928e504 [11226] More strict checks for insatance data load. 2011-03-06 17:14:06 +03:00
VladimirMangos
01f68f4187 [11188] Make sure that all WorldPersistentState objects created before pool system start.
Un-instenceable maps shared pool system state, that initilized once.
For proper initilized pools in like case need have all mon-instanceable maps states created
before it.
2011-02-19 03:47:29 +03:00
VladimirMangos
8feaf211f1 [11168] Use MapPersistentState for access to Pool System dynamic data.
* Direct store pool system dynamic data in sPoolMgr replaced by
  shared pool system data object (for all non instanceable maps)
  into WorldPersistentState, and own copies of pool system data
  object in DungeonPersistentState/BattlegroundPersistentState.
  This let have pools with object at many non-instanceable maps,
  and single map pools with unique state for each instance.

* Avoid direct global grid data modify from pool system, and use for this also
  recently added local for MapPersistentState grid spawn data.

* Implemented proper API for update pool system data in MapPersistentStates
  from GameEvent system.

* Initialize pool system state at MapPersistendState creating.
  For shared pool system state for non-instanceable maps initilized at first map state
  creating.

Now pool system propertly work in instance also!
2011-02-15 14:40:56 +03:00
VladimirMangos
387f8a965a [11161] Implement Map copy local grid spawn data support.
Currently this functionality not used, but soon planned be used
in connection wiht map persistent state specific pool system data.

In different from grid spawn data stored in ObjectMgr and used for global
(comon for all map copies) spawns from DB data or from gameevent system,
map locla spawn data used for independet grid spawns like expected to be
for pool system case when it will work in full power in instances.
Maybe for something other, like script dependent "static" spawns
not dependent from grid load state.
2011-02-14 10:41:30 +03:00
VladimirMangos
654dac1e11 [11158] Fixed respawn times loading for instances.
Now MapPersistentState will created for instances at repawn time load if any not expired timers
still exist.
2011-02-14 00:27:06 +03:00
VladimirMangos
47060fe4b1 [11137] Fixed crash at reset normal dungeon while map loaded.
* Map Persistent noe have direct pointer back to map if map loaded.
  That let simplify some code and avoid map search.
* Crash showup in result changes in code logic related to reset processing.
* Also fix more old bug with reset normal dungeon with not loaded map.
* Reverse MapPersistentState::HasRespawnTimes and MapPersistentState::HasBounds() results
  to expected for function names and update related calls.

Thanks to Schmoozerd for help in research problem.
2011-02-12 06:44:52 +03:00
VladimirMangos
6d26ec0e7f [11129] Added WorldMap/WorldPersistentState subclass for non-instanceable maps.
This let have symmetric Map/MapPersistentState (sub)classes hierarchy.
2011-02-10 18:52:23 +03:00
VladimirMangos
108feb993d [11127] Rename src/game/InstanceSaveMgr.* -> src/game/MapPersistentStateMgr.* 2011-02-10 05:35:07 +03:00
Renamed from src/game/InstanceSaveMgr.cpp (Browse further)