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* 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.
77 lines
2.7 KiB
C++
77 lines
2.7 KiB
C++
/*
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* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef MANGOS_MAP_INSTANCED_H
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#define MANGOS_MAP_INSTANCED_H
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#include "Map.h"
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#include "InstanceSaveMgr.h"
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#include "DBCEnums.h"
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class MANGOS_DLL_DECL MapInstanced : public Map
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{
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friend class MapManager;
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public:
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typedef UNORDERED_MAP< uint32, Map* > InstancedMaps;
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MapInstanced(uint32 id, time_t expiry);
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~MapInstanced() {}
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// functions overwrite Map versions
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void Update(const uint32&);
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void RemoveAllObjectsInRemoveList();
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bool RemoveBones(uint64 guid, float x, float y);
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void UnloadAll(bool pForce);
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Map* CreateInstance(const uint32 mapId, Player * player);
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Map* FindMap(uint32 InstanceId) const { return _FindMap(InstanceId); }
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void DestroyInstance(uint32 InstanceId);
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void DestroyInstance(InstancedMaps::iterator &itr);
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void AddGridMapReference(const GridPair &p)
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{
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++GridMapReference[p.x_coord][p.y_coord];
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SetUnloadReferenceLock(GridPair(63-p.x_coord, 63-p.y_coord), true);
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}
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void RemoveGridMapReference(GridPair const& p)
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{
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--GridMapReference[p.x_coord][p.y_coord];
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if (!GridMapReference[p.x_coord][p.y_coord])
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SetUnloadReferenceLock(GridPair(63-p.x_coord, 63-p.y_coord), false);
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}
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InstancedMaps &GetInstancedMaps() { return m_InstancedMaps; }
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virtual void InitVisibilityDistance();
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private:
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InstanceMap* CreateInstance(uint32 InstanceId, InstanceSave *save, Difficulty difficulty);
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BattleGroundMap* CreateBattleGroundMap(uint32 InstanceId, BattleGround* bg);
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InstancedMaps m_InstancedMaps;
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Map* _FindMap(uint32 InstanceId) const
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{
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InstancedMaps::const_iterator i = m_InstancedMaps.find(InstanceId);
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return(i == m_InstancedMaps.end() ? NULL : i->second);
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}
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uint16 GridMapReference[MAX_NUMBER_OF_GRIDS][MAX_NUMBER_OF_GRIDS];
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};
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#endif
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