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authormegamage <none@none>2008-12-13 10:50:45 -0600
committermegamage <none@none>2008-12-13 10:50:45 -0600
commit32dc92b2cd82927e24dca61f775f0dba144a1588 (patch)
tree0c4f36c4dd03f620841dd4cb88c03ac16f5e09fd /src/game/ObjectAccessor.cpp
parentfc75674217e3e69c85cf6b142a1737499186b1cc (diff)
*Do not let Illidan cast parasite on Akama.
*Some cell visit update. --HG-- branch : trunk
Diffstat (limited to 'src/game/ObjectAccessor.cpp')
-rw-r--r--src/game/ObjectAccessor.cpp73
1 files changed, 0 insertions, 73 deletions
diff --git a/src/game/ObjectAccessor.cpp b/src/game/ObjectAccessor.cpp
index 605d9827a01..7d51c4c0291 100644
--- a/src/game/ObjectAccessor.cpp
+++ b/src/game/ObjectAccessor.cpp
@@ -488,79 +488,6 @@ ObjectAccessor::ConvertCorpseForPlayer(uint64 player_guid)
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)
- {
- if(iter->second->IsInWorld())
- {
- iter->second->Update(diff);
- }
- }
-
- // TODO: move this to Map::Update
- // clone the active object list, because update might remove from it
- std::set<WorldObject *> activeobjects(i_activeobjects);
-
- std::set<WorldObject *>::iterator itr, next;
- for(itr = activeobjects.begin(); itr != activeobjects.end(); itr = next)
- {
- next = itr;
- ++next;
- if((*itr)->IsInWorld())
- (*itr)->GetMap()->resetMarkedCells();
- else
- activeobjects.erase(itr);
- }
-
- Map *map;
-
- Trinity::ObjectUpdater updater(diff);
- // for creature
- TypeContainerVisitor<Trinity::ObjectUpdater, GridTypeMapContainer > grid_object_update(updater);
- // for pets
- TypeContainerVisitor<Trinity::ObjectUpdater, WorldTypeMapContainer > world_object_update(updater);
-
- for(itr = activeobjects.begin(); itr != activeobjects.end(); ++itr)
- {
- WorldObject *obj = (*itr);
- map = obj->GetMap();
-
- CellPair standing_cell(Trinity::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY()));
-
- // Check for correctness of standing_cell, it also avoids problems with update_cell
- if (standing_cell.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || standing_cell.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP)
- continue;
-
- // the overloaded operators handle range checking
- // so ther's no need for range checking inside the loop
- CellPair begin_cell(standing_cell), end_cell(standing_cell);
- begin_cell << 1; begin_cell -= 1; // upper left
- end_cell >> 1; end_cell += 1; // lower right
-
- for(uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; x++)
- {
- for(uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; y++)
- {
- uint32 cell_id = (y * TOTAL_NUMBER_OF_CELLS_PER_MAP) + x;
- if( !map->isCellMarked(cell_id) )
- {
- CellPair cell_pair(x,y);
- map->markCell(cell_id);
- Cell cell(cell_pair);
- cell.data.Part.reserved = CENTER_DISTRICT;
- cell.SetNoCreate();
- CellLock<NullGuard> cell_lock(cell, cell_pair);
- cell_lock->Visit(cell_lock, grid_object_update, *map);
- cell_lock->Visit(cell_lock, world_object_update, *map);
- }
- }
- }
- }
- }*/
-
UpdateDataMapType update_players;
{
Guard guard(i_updateGuard);