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-rw-r--r--src/server/game/Grids/GridStates.cpp76
1 files changed, 76 insertions, 0 deletions
diff --git a/src/server/game/Grids/GridStates.cpp b/src/server/game/Grids/GridStates.cpp
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+++ b/src/server/game/Grids/GridStates.cpp
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+/*
+ * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
+ *
+ * Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
+ *
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ */
+
+#include "GridStates.h"
+#include "GridNotifiers.h"
+#include "GameSystem/Grid.h"
+#include "Log.h"
+
+void
+InvalidState::Update(Map &, NGridType &, GridInfo &, const uint32 &/*x*/, const uint32 &/*y*/, const uint32 &) const
+{
+}
+
+void
+ActiveState::Update(Map &m, NGridType &grid, GridInfo & info, const uint32 &x, const uint32 &y, const uint32 &t_diff) const
+{
+ // Only check grid activity every (grid_expiry/10) ms, because it's really useless to do it every cycle
+ info.UpdateTimeTracker(t_diff);
+ if (info.getTimeTracker().Passed())
+ {
+ if (grid.ActiveObjectsInGrid() == 0 && !m.ActiveObjectsNearGrid(x, y))
+ {
+ ObjectGridStoper stoper(grid);
+ stoper.StopN();
+ grid.SetGridState(GRID_STATE_IDLE);
+ sLog.outDebug("Grid[%u,%u] on map %u moved to IDLE state", x, y, m.GetId());
+ }
+ else
+ {
+ m.ResetGridExpiry(grid, 0.1f);
+ }
+ }
+}
+
+void
+IdleState::Update(Map &m, NGridType &grid, GridInfo &, const uint32 &x, const uint32 &y, const uint32 &) const
+{
+ m.ResetGridExpiry(grid);
+ grid.SetGridState(GRID_STATE_REMOVAL);
+ sLog.outDebug("Grid[%u,%u] on map %u moved to REMOVAL state", x, y, m.GetId());
+}
+
+void
+RemovalState::Update(Map &m, NGridType &grid, GridInfo &info, const uint32 &x, const uint32 &y, const uint32 &t_diff) const
+{
+ if (!info.getUnloadLock())
+ {
+ info.UpdateTimeTracker(t_diff);
+ if (info.getTimeTracker().Passed())
+ {
+ if (!m.UnloadGrid(x, y, false))
+ {
+ sLog.outDebug("Grid[%u,%u] for map %u differed unloading due to players or active objects nearby", x, y, m.GetId());
+ m.ResetGridExpiry(grid);
+ }
+ }
+ }
+}
+