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-rw-r--r--src/game/Map.cpp125
1 files changed, 86 insertions, 39 deletions
diff --git a/src/game/Map.cpp b/src/game/Map.cpp
index 39006c932c6..f8201f53219 100644
--- a/src/game/Map.cpp
+++ b/src/game/Map.cpp
@@ -594,57 +594,69 @@ bool Map::loaded(const GridPair &p) const
return ( getNGrid(p.x_coord, p.y_coord) && isGridObjectDataLoaded(p.x_coord, p.y_coord) );
}
-void Map::Update(const uint32 &t_diff)
+void Map::UpdateActiveCells(const float &x, const float &y, const uint32 &t_diff)
{
- // TODO: need have an active object list for every map
+ CellPair standing_cell(Trinity::ComputeCellPair(x, y));
- /*resetMarkedCells();
+ // 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)
+ return;
+ // will this reduce the speed?
Trinity::ObjectUpdater updater(t_diff);
// for creature
TypeContainerVisitor<Trinity::ObjectUpdater, GridTypeMapContainer > grid_object_update(updater);
// for pets
TypeContainerVisitor<Trinity::ObjectUpdater, WorldTypeMapContainer > world_object_update(updater);
- for(MapRefManager::iterator iter = m_mapRefManager.begin(); iter != m_mapRefManager.end(); ++iter)
- {
- Player* plr = iter->getSource();
- if(!plr->IsInWorld())
- continue;
-
- CellPair standing_cell(Trinity::ComputeCellPair(plr->GetPositionX(), plr->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
- // 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 x = begin_cell.x_coord; x <= end_cell.x_coord; ++x)
+ {
+ for(uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; ++y)
{
- for(uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; ++y)
+ // marked cells are those that have been visited
+ // don't visit the same cell twice
+ uint32 cell_id = (y * TOTAL_NUMBER_OF_CELLS_PER_MAP) + x;
+ if(!isCellMarked(cell_id))
{
- // marked cells are those that have been visited
- // don't visit the same cell twice
- uint32 cell_id = (y * TOTAL_NUMBER_OF_CELLS_PER_MAP) + x;
- if(!isCellMarked(cell_id))
- {
- markCell(cell_id);
- CellPair pair(x,y);
- Cell cell(pair);
- cell.data.Part.reserved = CENTER_DISTRICT;
- cell.SetNoCreate();
- CellLock<NullGuard> cell_lock(cell, pair);
- cell_lock->Visit(cell_lock, grid_object_update, *this);
- cell_lock->Visit(cell_lock, world_object_update, *this);
- }
+ markCell(cell_id);
+ CellPair pair(x,y);
+ Cell cell(pair);
+ cell.data.Part.reserved = CENTER_DISTRICT;
+ cell.SetNoCreate();
+ CellLock<NullGuard> cell_lock(cell, pair);
+ cell_lock->Visit(cell_lock, grid_object_update, *this);
+ cell_lock->Visit(cell_lock, world_object_update, *this);
}
}
- }*/
+ }
+}
+
+void Map::Update(const uint32 &t_diff)
+{
+ resetMarkedCells();
+
+ // update cells around players
+ for(MapRefManager::iterator iter = m_mapRefManager.begin(); iter != m_mapRefManager.end(); ++iter)
+ {
+ Player* plr = iter->getSource();
+ if(plr->IsInWorld())
+ UpdateActiveCells(plr->GetPositionX(), plr->GetPositionY(), t_diff);
+ }
+
+ // update cells around active objects
+ // clone the active object list, because update might remove from it
+ std::set<WorldObject *> activeObjects(i_activeObjects);
+ for(std::set<WorldObject *>::iterator iter = activeObjects.begin(); iter != activeObjects.end(); ++iter)
+ {
+ if((*iter)->IsInWorld())
+ UpdateActiveCells((*iter)->GetPositionX(), (*iter)->GetPositionY(), t_diff);
+ }
// 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 !
// This isn't really bother us, since as soon as we have instanced BG-s, the whole map unloads as the BG gets ended
@@ -813,8 +825,13 @@ Map::CreatureRelocation(Creature *creature, float x, float y, float z, float ang
#endif
AddCreatureToMoveList(creature,x,y,z,ang);
// in diffcell/diffgrid case notifiers called at finishing move creature in Map::MoveAllCreaturesInMoveList
- if(creature->isPossessedByPlayer())
- EnsureGridLoadedForPlayer(new_cell, (Player*)creature->GetCharmer(), false);
+ if(creature->isActive())
+ {
+ if(creature->isPossessedByPlayer())
+ EnsureGridLoadedForPlayer(new_cell, (Player*)creature->GetCharmer(), false);
+ else
+ EnsureGridLoadedForPlayer(new_cell, NULL, false);
+ }
}
else
{
@@ -1509,6 +1526,36 @@ bool Map::PlayersNearGrid(uint32 x, uint32 y) const
return false;
}
+bool Map::ActiveObjectsNearGrid(uint32 x, uint32 y) 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(MapRefManager::const_iterator iter = m_mapRefManager.begin(); iter != m_mapRefManager.end(); ++iter)
+ {
+ Player* plr = iter->getSource();
+
+ CellPair p = Trinity::ComputeCellPair(plr->GetPositionX(), plr->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;
+ }
+
+ for(std::set<WorldObject*>::const_iterator itr = i_activeObjects.begin(); itr != i_activeObjects.end(); ++itr)
+ {
+ 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;
+}
+
template void Map::Add(Corpse *);
template void Map::Add(Creature *);
template void Map::Add(GameObject *);