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Optimize storage for eventAI. Store as Map of creature id's linked to vectors of events used by that creature id
Author of both commits: NoFantasy. --HG-- branch : trunk
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@@ -52,7 +52,7 @@ UNORDERED_MAP<int32, StringTextData> TextMap;
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//*** EventAI data ***
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//Event AI structure. Used exclusivly by mob_event_ai.cpp (60 bytes each)
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std::list<EventAI_Event> EventAI_Event_List;
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UNORDERED_MAP<uint32, std::vector<EventAI_Event> > EventAI_Event_Map;
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//Event AI summon structure. Used exclusivly by mob_event_ai.cpp.
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UNORDERED_MAP<uint32, EventAI_Summon> EventAI_Summon_Map;
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@@ -901,7 +901,7 @@ void LoadDatabase()
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"FROM eventai_scripts");
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//Drop Existing EventAI List
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EventAI_Event_List.clear();
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EventAI_Event_Map.clear();
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outstring_log("TSCR: Loading EventAI scripts...");
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if (result)
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@@ -919,6 +919,7 @@ void LoadDatabase()
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temp.event_id = fields[0].GetUInt32();
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uint32 i = temp.event_id;
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temp.creature_id = fields[1].GetUInt32();
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uint32 creature_id = temp.creature_id;
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temp.event_type = fields[2].GetUInt16();
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temp.event_inverse_phase_mask = fields[3].GetUInt32();
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temp.event_chance = fields[4].GetUInt8();
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@@ -1282,7 +1283,8 @@ void LoadDatabase()
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}
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//Add to list
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EventAI_Event_List.push_back(temp);
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EventAI_Event_Map[creature_id].push_back(temp);
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++Count;
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} while (result->NextRow());
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