Rename Map::Add to Map::AddToMap, Map::Remove to Map::RemoveFromMap for better management.
This commit is contained in:
@@ -404,7 +404,7 @@ void Map::LoadGrid(float x, float y)
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EnsureGridLoaded(cell);
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}
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bool Map::Add(Player* player)
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bool Map::AddToMap(Player* player)
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{
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// Check if we are adding to correct map
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ASSERT (player->GetMap() == this);
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@@ -448,7 +448,7 @@ void Map::InitializeObject(Creature* obj)
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template<class T>
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void
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Map::Add(T *obj)
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Map::AddToMap(T *obj)
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{
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CellPair p = Trinity::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY());
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if (p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP)
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@@ -682,7 +682,7 @@ void Map::ProcessRelocationNotifies(const uint32 diff)
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}
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}
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void Map::Remove(Player* player, bool remove)
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void Map::RemoveFromMap(Player* player, bool remove)
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{
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player->RemoveFromWorld();
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SendRemoveTransports(player);
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@@ -714,7 +714,7 @@ void Map::Remove(Player* player, bool remove)
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template<class T>
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void
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Map::Remove(T *obj, bool remove)
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Map::RemoveFromMap(T *obj, bool remove)
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{
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obj->RemoveFromWorld();
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if (obj->isActiveObject())
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@@ -2089,20 +2089,20 @@ void Map::RemoveAllObjectsInRemoveList()
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if (!corpse)
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sLog->outError("Tried to delete corpse/bones %u that is not in map.", obj->GetGUIDLow());
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else
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Remove(corpse, true);
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RemoveFromMap(corpse, true);
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break;
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}
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case TYPEID_DYNAMICOBJECT:
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Remove((DynamicObject*)obj, true);
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RemoveFromMap((DynamicObject*)obj, true);
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break;
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case TYPEID_GAMEOBJECT:
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Remove((GameObject*)obj, true);
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RemoveFromMap((GameObject*)obj, true);
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break;
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case TYPEID_UNIT:
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// in case triggered sequence some spell can continue casting after prev CleanupsBeforeDelete call
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// make sure that like sources auras/etc removed before destructor start
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obj->ToCreature()->CleanupsBeforeDelete();
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Remove(obj->ToCreature(), true);
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RemoveFromMap(obj->ToCreature(), true);
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break;
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default:
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sLog->outError("Non-grid object (TypeId: %u) is in grid object remove list, ignored.", obj->GetTypeId());
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@@ -2212,15 +2212,15 @@ void Map::RemoveFromActive(Creature* c)
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}
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}
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template void Map::Add(Corpse*);
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template void Map::Add(Creature*);
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template void Map::Add(GameObject*);
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template void Map::Add(DynamicObject*);
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template void Map::AddToMap(Corpse*);
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template void Map::AddToMap(Creature*);
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template void Map::AddToMap(GameObject*);
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template void Map::AddToMap(DynamicObject*);
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template void Map::Remove(Corpse*, bool);
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template void Map::Remove(Creature*, bool);
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template void Map::Remove(GameObject*, bool);
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template void Map::Remove(DynamicObject*, bool);
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template void Map::RemoveFromMap(Corpse*, bool);
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template void Map::RemoveFromMap(Creature*, bool);
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template void Map::RemoveFromMap(GameObject*, bool);
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template void Map::RemoveFromMap(DynamicObject*, bool);
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/* ******* Dungeon Instance Maps ******* */
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@@ -2315,7 +2315,7 @@ bool InstanceMap::CanEnter(Player* player)
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/*
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Do map specific checks and add the player to the map if successful.
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*/
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bool InstanceMap::Add(Player* player)
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bool InstanceMap::AddToMap(Player* player)
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{
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// TODO: Not sure about checking player level: already done in HandleAreaTriggerOpcode
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// GMs still can teleport player in instance.
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@@ -2425,7 +2425,7 @@ bool InstanceMap::Add(Player* player)
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}
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// this will acquire the same mutex so it cannot be in the previous block
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Map::Add(player);
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Map::AddToMap(player);
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if (i_data)
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i_data->OnPlayerEnter(player);
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@@ -2441,13 +2441,13 @@ void InstanceMap::Update(const uint32 t_diff)
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i_data->Update(t_diff);
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}
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void InstanceMap::Remove(Player* player, bool remove)
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void InstanceMap::RemoveFromMap(Player* player, bool remove)
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{
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sLog->outDetail("MAP: Removing player '%s' from instance '%u' of map '%s' before relocating to another map", player->GetName(), GetInstanceId(), GetMapName());
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//if last player set unload timer
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if (!m_unloadTimer && m_mapRefManager.getSize() == 1)
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m_unloadTimer = m_unloadWhenEmpty ? MIN_UNLOAD_DELAY : std::max(sWorld->getIntConfig(CONFIG_INSTANCE_UNLOAD_DELAY), (uint32)MIN_UNLOAD_DELAY);
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Map::Remove(player, remove);
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Map::RemoveFromMap(player, remove);
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// for normal instances schedule the reset after all players have left
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SetResetSchedule(true);
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}
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@@ -2661,7 +2661,7 @@ bool BattlegroundMap::CanEnter(Player* player)
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return Map::CanEnter(player);
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}
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bool BattlegroundMap::Add(Player* player)
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bool BattlegroundMap::AddToMap(Player* player)
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{
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{
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ACE_GUARD_RETURN(ACE_Thread_Mutex, guard, Lock, false);
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@@ -2671,13 +2671,13 @@ bool BattlegroundMap::Add(Player* player)
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// reset instance validity, battleground maps do not homebind
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player->m_InstanceValid = true;
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}
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return Map::Add(player);
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return Map::AddToMap(player);
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}
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void BattlegroundMap::Remove(Player* player, bool remove)
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void BattlegroundMap::RemoveFromMap(Player* player, bool remove)
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{
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sLog->outDetail("MAP: Removing player '%s' from bg '%u' of map '%s' before relocating to another map", player->GetName(), GetInstanceId(), GetMapName());
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Map::Remove(player, remove);
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Map::RemoveFromMap(player, remove);
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}
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void BattlegroundMap::SetUnload()
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@@ -244,10 +244,10 @@ class Map : public GridRefManager<NGridType>
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return false;
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}
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virtual bool Add(Player*);
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virtual void Remove(Player*, bool);
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template<class T> void Add(T *);
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template<class T> void Remove(T *, bool);
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virtual bool AddToMap(Player*);
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virtual void RemoveFromMap(Player*, bool);
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template<class T> void AddToMap(T *);
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template<class T> void RemoveFromMap(T *, bool);
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void VisitNearbyCellsOf(WorldObject* obj, TypeContainerVisitor<Trinity::ObjectUpdater, GridTypeMapContainer> &gridVisitor, TypeContainerVisitor<Trinity::ObjectUpdater, WorldTypeMapContainer> &worldVisitor);
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virtual void Update(const uint32);
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@@ -571,8 +571,8 @@ class InstanceMap : public Map
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public:
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InstanceMap(uint32 id, time_t, uint32 InstanceId, uint8 SpawnMode, Map* _parent);
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~InstanceMap();
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bool Add(Player*);
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void Remove(Player*, bool);
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bool AddToMap(Player*);
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void RemoveFromMap(Player*, bool);
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void Update(const uint32);
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void CreateInstanceData(bool load);
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bool Reset(uint8 method);
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@@ -601,8 +601,8 @@ class BattlegroundMap : public Map
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BattlegroundMap(uint32 id, time_t, uint32 InstanceId, Map* _parent, uint8 spawnMode);
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~BattlegroundMap();
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bool Add(Player*);
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void Remove(Player*, bool);
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bool AddToMap(Player*);
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void RemoveFromMap(Player*, bool);
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bool CanEnter(Player* player);
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void SetUnload();
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//void UnloadAll(bool pForce);
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