diff options
author | w12x <none@none> | 2008-10-27 08:41:55 -0500 |
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committer | w12x <none@none> | 2008-10-27 08:41:55 -0500 |
commit | e72a13c3dd10922a18d9ee59a7f62fbfb6b69c03 (patch) | |
tree | ddc7ef24aa60c78b749a6e7e4e8880f56c42e618 /src/game/Object.cpp | |
parent | 0e18e4330c0ab109080d5b7f18a3f9f83412e65a (diff) |
[svn] * Allow WorldObjects to keep the grid active, and prevent it from being unloaded. This can be done through calling WorldObject::setActive(bool) from the scripting library. Note that entire instances are still unloaded if no player is present on that map to save resources. This behavior can be changed if the need arises.
--HG--
branch : trunk
Diffstat (limited to 'src/game/Object.cpp')
-rw-r--r-- | src/game/Object.cpp | 37 |
1 files changed, 37 insertions, 0 deletions
diff --git a/src/game/Object.cpp b/src/game/Object.cpp index 304320f8acf..4486b03d80f 100644 --- a/src/game/Object.cpp +++ b/src/game/Object.cpp @@ -974,6 +974,43 @@ WorldObject::WorldObject() m_name = ""; mSemaphoreTeleport = false; + + m_isActive = false; +} + +WorldObject::~WorldObject() +{ + if(m_isActive && IsInWorld()) + ObjectAccessor::Instance().RemoveActiveObject(this); +} + +void WorldObject::setActive(bool isActive) +{ + // if already in the same activity state as we try to set, do nothing + if(isActive == m_isActive) + return; + m_isActive = isActive; + if(IsInWorld()) + { + if(isActive) + ObjectAccessor::Instance().AddActiveObject(this); + else + ObjectAccessor::Instance().RemoveActiveObject(this); + } +} + +void WorldObject::AddToWorld() +{ + Object::AddToWorld(); + if(m_isActive) + ObjectAccessor::Instance().AddActiveObject(this); +} + +void WorldObject::RemoveFromWorld() +{ + if(m_isActive) + ObjectAccessor::Instance().RemoveActiveObject(this); + Object::RemoveFromWorld(); } void WorldObject::_Create( uint32 guidlow, HighGuid guidhigh, uint32 mapid ) |