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