* This is let finally hide guid structure in ObjectGuid.h/.cpp code.
* Shared related code.
NOTE: while switch to use new clasess one more problem has been detected
with not-safe code in .pdump work for future per-map multi-threading.
It's need rewrited before will possible safe use in like case.
For current single world thread case it's safe.
* Drop delayed moves list in Map code
* Apply movement coords update always at call including movement to different cell/grid.
* Instead removed functionality mark creature as need move notify broadcast at next tick, do it.
This must resolve porblesm with CreatureRelocation in past not always update position to new expected at call
And in resul next code fail or work in strange way. Mark creature for notifier call at next Update
let safe main part remopved functionality implemented in another way: prevent cascade (or infinity chain)
in move updates. In fiture possible implement move notify call not at each tick for save time.
* Move movegen Interrupt/Reset calls from CreatureRelocation that called and from another movegens.
* Add this called to NearTeleportTo creature case and new MonsterMove* functions that considered
as special moves similar instant movegens.
* NearTeleportTo/MonsterMove functions recomended used instead explicit use CreatureReolcation+SendMosterMOve pairs
for proper reaction at movement from creature movement generators.
* It was wasting CPU power as cell-level locking is not needed.
* Future multithreading will be on map-level.
* CellLock was just a 'proxy' between Cell and CellPair and in some cases carried redundant data.
* Some minor cleanup in Cell::Visit/Map::Visit.
* use UI64FMTD instead of "%u" for uint64 output
* on most *NIX systems, I64FMT is "%016lX" and not "%016llX"
* also fix typo: renamed GridMap::loadHeihgtData to GridMap::loadHeightData
Note: there are still many warnings from the 3rd party libraries g3dlite and ACE. Those warnings won't be fixed with that commit.
Also, a few warnings from MaNGOS are left, they'll be fixed later.
Signed-off-by: XTZGZoReX <xtzgzorex@gmail.com>
* Use regular naming for 0 spwanmode/difficulty for clean consistence names (used at well known wiki)
* Move difficulty related data access from InstancedMap to Map class.
* Store reset time for map/difficulty pairs.
* Use DBC data for reset time and max players instead `instance_template` fields (dropped)
for each existed map/difficulty pair.
* Fix some "heroic" related checks in spells/etc.
former know as heroic_entry we now have 3 of those
which let us chose different creature_templates for different
map-types
normal maps will need a bit more support to use correct
spawnmodes
but for battlegrounds it works already good:
they are divided by levelrange:
0-59 == normal spawn -> spiritguides level 60
60-69 == difficulty=1 -> spritiguides level 70
70-79 == difficulty=2 -> spiritguides level 80
80 == difficulty=3 -> spiritguides level 80
this is needed mostly for alterac valley to get
right creature-templates spawned
and with that all creature->SetLevel hacks could
get removed from alterac valley code
In fact this old bug that just has been triggred more often after recent code changes,
so with some chance maybe some other logout related crashes fixed.
Also small cleanup in avoid double calls RemoveFromWorld and CleanupsBeforeDelete in some cases.
This is first step in guid counting for map local object types at map level.
Map local countin let
1) have more wide guid space and then more seldom have problems with guid counter overflow
2) possible implement (later) restart map at guid overflow without server shutdown.
3) let use static guids (not for DynamicOPbject that not stored in DB anyway) in instances instead dynamic allocated.
This patch implements storing guid->object pairs on per map level, this leads
to less locking in ObjectAccessor in case of further multithreaded map update.
For case of cross map guid looking (auras cases) all maps are linked into
ObjectAccessor and can be traversed for this lookup.
Signed-off-by: ApoC <apoc@nymfe.net>