Commit graph

17 commits

Author SHA1 Message Date
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
98e1efd435 Various Cleanups (game P) 2012-07-19 21:51:30 +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
VladimirMangos
a6584c4401 [11169] Implemented pool system related commands.
.lookup pool $pooldescpart - list of pools (anywhere) with substring in description
.pool list   - list of pools with spawn in current map (only work in instances)
               Non-instanceable maps share pool system state os useless attempt get all pols at all continents.
.pool spawns - list current creatures/objects listed in pools and spawned (added to grid data, not meaning show in world).
.pool spawns #pool_id - list current creatures/objects listed in #pool_id and spawned (added to grid data, not meaning show in world).
.pool #pool_id - pool information and full list creatures/gameobjects included in pool
2011-02-15 14:43:46 +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
bf0ecf6e71 [10947] Update copyright notice for 2011 year. 2011-01-01 20:33:43 +03:00
VladimirMangos
acd0716297 [10432] Rename ASSERT -> MANGOS_ASSERT and related fixes
ASSERT hard use in predictable way because diff. 3rd party libs code
redefine it inf different ways and hard make sure that used in end
of mangos define version. This is real detected problem make some
expected assert checks ignored and so bugs not detected as expected from code.

In addition made related changes:
* Common.h header expected to be first include in any src/game/header except most simple cases.
* Related FILE.h header expected to be first include in FILE.cpp
* Fixed some absent includes and type forwards for safe build without PCH enabled.
* Avoid using MANGOS_ASSERT in src/framework code
2010-09-02 05:13:16 +04:00
VladimirMangos
8e6410d639 [10089] Change in event system work with pool system.
* `game_event_pool` dropped and related in momory data generated
  based by another pool tables content.

* Pool work with spawed at event and despawned at event object now different.
  - If object listed in `game_event_*` as spawned at event start and it's part of some pool
    then all other pool object must be listed as spawned with this event start, and more,
    if pool has mother pool, then all mother pool members must have objects spawned at this
    event start. More short: all object of some top (not have mother pool) mitbe or listed for some event start spawn,
    or not listed for any event start spawn.
  - If object listed in `game_event_*` as DEspawned at event start and it's part of some pool
    then nothing special required for other pool objects. Event systemwil command to pool system exclude for spawning and despawn referenced
    object until event end.

* Many checks has been added at event/pool data loading.
* Changes fix crashes related to event/pool common work.

Thanks to NoFantasy for help in research original problems and ways for improve code.
2010-06-21 06:13:02 +04:00
Lynx3d
b2718378ef [9392] Update creature/gameobject pool at despawn instead spawn prepare.
This let solve problem with not despawned creature/gameobject at pool update in case when related grid not loaded.

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2010-02-15 21:43:06 +03:00
VladimirMangos
7239d4aee7 [9260] Rewrite pool system work with dynamic data.
Concentrate all dynamic data in single structure for future move it to Map for support pre-Map pool data store.

* This let use pool system in future in instances
* Remove main stoper to move creature/guids to per-map store tht open lot simplifcation and problem autoresolves
* This is also fix some porblems in pool-pool case work.
2010-01-26 23:38:13 +03:00
VladimirMangos
197ebb6bfd [9147] More code cleanup in poolmgr.
* Use normal result pointer instead args pair in pool roll.
* Send PoolObject pointer into (Re)Spawn1Object and set internaly spawned field.
2010-01-11 14:04:46 +03:00
VladimirMangos
4d90a2e1f2 [9146] More poolmgr cleanps.
* Replace mixed values used type args by function template specializations
* More explcilty show fact that poolmgr work only with db guids.
2010-01-11 12:24:36 +03:00
VladimirMangos
edfec630e8 [9145] Small cleanups in pool system code
* Mark some pool system functions as constant
* Drop unused field.
2010-01-11 06:05:57 +03:00
VladimirMangos
fe6e2e1746 [9122] Updated copyright notice for new year.
Also fix some lost in past cases.
2010-01-08 00:02:21 +03:00
XTZGZoReX
0734adb746 [8789] Rename several singleton macros to use more consistent names.
* objmgr -> sObjectMgr
 * spellmgr -> sSpellMgr
 * WaypointMgr -> sWaypointMgr
 * poolhandler -> sPoolMgr
 * objaccessor -> sObjectAccessor
 * mapmgr -> sMapMgr
 * sInstanceSaveManager -> sInstanceSaveMgr
 * ticketmgr -> sTicketMgr
 * CreatureEAI_Mgr -> sEventAIMgr
 * auctionmgr -> sAuctionMgr
 * achievementmgr -> sAchievementMgr
2009-11-08 12:11:34 +01:00
XTZGZoReX
33d475caf3 [8786] Rename some files.
* HostilRefManager.cpp/.h -> HostileRefManager.cpp/.h
 * PoolHandler.cpp/.h -> PoolManager.cpp/.h
2009-11-08 04:21:56 +01:00
Renamed from src/game/PoolHandler.h (Browse further)