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https://github.com/TrinityCore/TrinityCore.git
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*Move object update from objectaccessor to map
*Move activeobject list from objectaccessor to map *Open grid for all active creatures (previously only for possessed ones) --HG-- branch : trunk
This commit is contained in:
127
src/game/Map.cpp
127
src/game/Map.cpp
@@ -594,57 +594,69 @@ bool Map::loaded(const GridPair &p) const
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return ( getNGrid(p.x_coord, p.y_coord) && isGridObjectDataLoaded(p.x_coord, p.y_coord) );
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}
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void Map::Update(const uint32 &t_diff)
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void Map::UpdateActiveCells(const float &x, const float &y, const uint32 &t_diff)
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{
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// TODO: need have an active object list for every map
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CellPair standing_cell(Trinity::ComputeCellPair(x, y));
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/*resetMarkedCells();
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// Check for correctness of standing_cell, it also avoids problems with update_cell
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if (standing_cell.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || standing_cell.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP)
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return;
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// will this reduce the speed?
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Trinity::ObjectUpdater updater(t_diff);
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// for creature
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TypeContainerVisitor<Trinity::ObjectUpdater, GridTypeMapContainer > grid_object_update(updater);
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// for pets
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TypeContainerVisitor<Trinity::ObjectUpdater, WorldTypeMapContainer > world_object_update(updater);
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// the overloaded operators handle range checking
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// so ther's no need for range checking inside the loop
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CellPair begin_cell(standing_cell), end_cell(standing_cell);
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begin_cell << 1; begin_cell -= 1; // upper left
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end_cell >> 1; end_cell += 1; // lower right
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for(uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; ++x)
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{
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for(uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; ++y)
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{
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// marked cells are those that have been visited
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// don't visit the same cell twice
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uint32 cell_id = (y * TOTAL_NUMBER_OF_CELLS_PER_MAP) + x;
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if(!isCellMarked(cell_id))
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{
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markCell(cell_id);
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CellPair pair(x,y);
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Cell cell(pair);
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cell.data.Part.reserved = CENTER_DISTRICT;
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cell.SetNoCreate();
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CellLock<NullGuard> cell_lock(cell, pair);
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cell_lock->Visit(cell_lock, grid_object_update, *this);
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cell_lock->Visit(cell_lock, world_object_update, *this);
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}
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}
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}
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}
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void Map::Update(const uint32 &t_diff)
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{
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resetMarkedCells();
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// update cells around players
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for(MapRefManager::iterator iter = m_mapRefManager.begin(); iter != m_mapRefManager.end(); ++iter)
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{
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Player* plr = iter->getSource();
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if(!plr->IsInWorld())
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continue;
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if(plr->IsInWorld())
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UpdateActiveCells(plr->GetPositionX(), plr->GetPositionY(), t_diff);
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}
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CellPair standing_cell(Trinity::ComputeCellPair(plr->GetPositionX(), plr->GetPositionY()));
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// Check for correctness of standing_cell, it also avoids problems with update_cell
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if (standing_cell.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || standing_cell.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP)
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continue;
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// the overloaded operators handle range checking
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// so ther's no need for range checking inside the loop
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CellPair begin_cell(standing_cell), end_cell(standing_cell);
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begin_cell << 1; begin_cell -= 1; // upper left
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end_cell >> 1; end_cell += 1; // lower right
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for(uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; ++x)
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{
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for(uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; ++y)
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{
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// marked cells are those that have been visited
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// don't visit the same cell twice
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uint32 cell_id = (y * TOTAL_NUMBER_OF_CELLS_PER_MAP) + x;
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if(!isCellMarked(cell_id))
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{
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markCell(cell_id);
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CellPair pair(x,y);
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Cell cell(pair);
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cell.data.Part.reserved = CENTER_DISTRICT;
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cell.SetNoCreate();
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CellLock<NullGuard> cell_lock(cell, pair);
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cell_lock->Visit(cell_lock, grid_object_update, *this);
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cell_lock->Visit(cell_lock, world_object_update, *this);
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}
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}
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}
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}*/
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// update cells around active objects
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// clone the active object list, because update might remove from it
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std::set<WorldObject *> activeObjects(i_activeObjects);
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for(std::set<WorldObject *>::iterator iter = activeObjects.begin(); iter != activeObjects.end(); ++iter)
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{
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if((*iter)->IsInWorld())
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UpdateActiveCells((*iter)->GetPositionX(), (*iter)->GetPositionY(), t_diff);
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}
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// Don't unload grids if it's battleground, since we may have manually added GOs,creatures, those doesn't load from DB at grid re-load !
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// This isn't really bother us, since as soon as we have instanced BG-s, the whole map unloads as the BG gets ended
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@@ -813,8 +825,13 @@ Map::CreatureRelocation(Creature *creature, float x, float y, float z, float ang
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#endif
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AddCreatureToMoveList(creature,x,y,z,ang);
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// in diffcell/diffgrid case notifiers called at finishing move creature in Map::MoveAllCreaturesInMoveList
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if(creature->isPossessedByPlayer())
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EnsureGridLoadedForPlayer(new_cell, (Player*)creature->GetCharmer(), false);
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if(creature->isActive())
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{
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if(creature->isPossessedByPlayer())
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EnsureGridLoadedForPlayer(new_cell, (Player*)creature->GetCharmer(), false);
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else
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EnsureGridLoadedForPlayer(new_cell, NULL, false);
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}
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}
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else
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{
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@@ -1509,6 +1526,36 @@ bool Map::PlayersNearGrid(uint32 x, uint32 y) const
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return false;
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}
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bool Map::ActiveObjectsNearGrid(uint32 x, uint32 y) const
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{
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CellPair cell_min(x*MAX_NUMBER_OF_CELLS, y*MAX_NUMBER_OF_CELLS);
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CellPair cell_max(cell_min.x_coord + MAX_NUMBER_OF_CELLS, cell_min.y_coord+MAX_NUMBER_OF_CELLS);
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cell_min << 2;
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cell_min -= 2;
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cell_max >> 2;
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cell_max += 2;
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for(MapRefManager::const_iterator iter = m_mapRefManager.begin(); iter != m_mapRefManager.end(); ++iter)
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{
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Player* plr = iter->getSource();
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CellPair p = Trinity::ComputeCellPair(plr->GetPositionX(), plr->GetPositionY());
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if( (cell_min.x_coord <= p.x_coord && p.x_coord <= cell_max.x_coord) &&
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(cell_min.y_coord <= p.y_coord && p.y_coord <= cell_max.y_coord) )
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return true;
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}
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for(std::set<WorldObject*>::const_iterator itr = i_activeObjects.begin(); itr != i_activeObjects.end(); ++itr)
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{
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CellPair p = Trinity::ComputeCellPair((*itr)->GetPositionX(), (*itr)->GetPositionY());
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if( (cell_min.x_coord <= p.x_coord && p.x_coord <= cell_max.x_coord) &&
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(cell_min.y_coord <= p.y_coord && p.y_coord <= cell_max.y_coord) )
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return true;
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}
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return false;
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}
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template void Map::Add(Corpse *);
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template void Map::Add(Creature *);
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template void Map::Add(GameObject *);
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