*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:
megamage
2008-11-21 15:41:18 -06:00
parent 71707df1de
commit e9d6f1b23a
8 changed files with 111 additions and 103 deletions

View File

@@ -486,25 +486,11 @@ ObjectAccessor::ConvertCorpseForPlayer(uint64 player_guid)
return bones;
}
void
ObjectAccessor::AddActiveObject( WorldObject * obj )
{
i_activeobjects.insert(obj);
}
void
ObjectAccessor::RemoveActiveObject( WorldObject * obj )
{
i_activeobjects.erase(obj);
}
void
ObjectAccessor::Update(uint32 diff)
{
{
/* {
//Player update now in MapManager -> UpdatePlayers
/*
// player update might remove the player from grid, and that causes crashes. We HAVE to update players first, and then the active objects.
HashMapHolder<Player>::MapType& playerMap = HashMapHolder<Player>::GetContainer();
for(HashMapHolder<Player>::MapType::iterator iter = playerMap.begin(); iter != playerMap.end(); ++iter)
@@ -513,7 +499,7 @@ ObjectAccessor::Update(uint32 diff)
{
iter->second->Update(diff);
}
}*/
}
// TODO: move this to Map::Update
// clone the active object list, because update might remove from it
@@ -574,7 +560,7 @@ ObjectAccessor::Update(uint32 diff)
}
}
}
}
}*/
UpdateDataMapType update_players;
{
@@ -608,30 +594,6 @@ ObjectAccessor::UpdatePlayers(uint32 diff)
iter->second->Update(diff);
}
bool
ObjectAccessor::ActiveObjectsNearGrid(uint32 x, uint32 y, uint32 m_id, uint32 i_id) const
{
CellPair cell_min(x*MAX_NUMBER_OF_CELLS, y*MAX_NUMBER_OF_CELLS);
CellPair cell_max(cell_min.x_coord + MAX_NUMBER_OF_CELLS, cell_min.y_coord+MAX_NUMBER_OF_CELLS);
cell_min << 2;
cell_min -= 2;
cell_max >> 2;
cell_max += 2;
for(std::set<WorldObject*>::const_iterator itr = i_activeobjects.begin(); itr != i_activeobjects.end(); ++itr)
{
if( m_id != (*itr)->GetMapId() || i_id != (*itr)->GetInstanceId() )
continue;
CellPair p = Trinity::ComputeCellPair((*itr)->GetPositionX(), (*itr)->GetPositionY());
if( (cell_min.x_coord <= p.x_coord && p.x_coord <= cell_max.x_coord) &&
(cell_min.y_coord <= p.y_coord && p.y_coord <= cell_max.y_coord) )
return true;
}
return false;
}
void
ObjectAccessor::WorldObjectChangeAccumulator::Visit(PlayerMapType &m)
{