[8182] Store and use Map* pointer in WorldObject instead map ids for speedup Author: Ambal

Also some code logic cleanups.
    Changes let make more cleanups in base map access and other places,
    but this chnages not inlcuded in patch.

*This patch may cause crash.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-07-16 11:49:00 +08:00
parent 762528c5dd
commit 208087ff6e
28 changed files with 151 additions and 147 deletions
+1 -14
View File
@@ -56,24 +56,11 @@ class TransportPath
std::vector<PathNode> i_nodes;
};
class Transport : protected GameObject
class Transport : public GameObject
{
public:
explicit Transport();
// prevent using Transports as normal GO, but allow call some inherited functions
using GameObject::IsTransport;
using GameObject::GetEntry;
using GameObject::GetGUID;
using GameObject::GetGUIDLow;
using GameObject::GetMapId;
using GameObject::GetPositionX;
using GameObject::GetPositionY;
using GameObject::GetPositionZ;
using GameObject::BuildCreateUpdateBlockForPlayer;
using GameObject::BuildOutOfRangeUpdateBlock;
using GameObject::GetPackGUID;
bool Create(uint32 guidlow, uint32 mapid, float x, float y, float z, float ang, uint32 animprogress, uint32 dynflags);
bool GenerateWaypoints(uint32 pathid, std::set<uint32> &mapids);
void Update(uint32 p_time);