Rename Map::Add to Map::AddToMap, Map::Remove to Map::RemoveFromMap for better management.

This commit is contained in:
megamage
2011-10-10 17:39:34 -04:00
parent d156e066cf
commit 3ba22d0d06
24 changed files with 85 additions and 84 deletions
+24 -24
View File
@@ -404,7 +404,7 @@ void Map::LoadGrid(float x, float y)
EnsureGridLoaded(cell);
}
bool Map::Add(Player* player)
bool Map::AddToMap(Player* player)
{
// Check if we are adding to correct map
ASSERT (player->GetMap() == this);
@@ -448,7 +448,7 @@ void Map::InitializeObject(Creature* obj)
template<class T>
void
Map::Add(T *obj)
Map::AddToMap(T *obj)
{
CellPair p = Trinity::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY());
if (p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP)
@@ -682,7 +682,7 @@ void Map::ProcessRelocationNotifies(const uint32 diff)
}
}
void Map::Remove(Player* player, bool remove)
void Map::RemoveFromMap(Player* player, bool remove)
{
player->RemoveFromWorld();
SendRemoveTransports(player);
@@ -714,7 +714,7 @@ void Map::Remove(Player* player, bool remove)
template<class T>
void
Map::Remove(T *obj, bool remove)
Map::RemoveFromMap(T *obj, bool remove)
{
obj->RemoveFromWorld();
if (obj->isActiveObject())
@@ -2089,20 +2089,20 @@ void Map::RemoveAllObjectsInRemoveList()
if (!corpse)
sLog->outError("Tried to delete corpse/bones %u that is not in map.", obj->GetGUIDLow());
else
Remove(corpse, true);
RemoveFromMap(corpse, true);
break;
}
case TYPEID_DYNAMICOBJECT:
Remove((DynamicObject*)obj, true);
RemoveFromMap((DynamicObject*)obj, true);
break;
case TYPEID_GAMEOBJECT:
Remove((GameObject*)obj, true);
RemoveFromMap((GameObject*)obj, true);
break;
case TYPEID_UNIT:
// in case triggered sequence some spell can continue casting after prev CleanupsBeforeDelete call
// make sure that like sources auras/etc removed before destructor start
obj->ToCreature()->CleanupsBeforeDelete();
Remove(obj->ToCreature(), true);
RemoveFromMap(obj->ToCreature(), true);
break;
default:
sLog->outError("Non-grid object (TypeId: %u) is in grid object remove list, ignored.", obj->GetTypeId());
@@ -2212,15 +2212,15 @@ void Map::RemoveFromActive(Creature* c)
}
}
template void Map::Add(Corpse*);
template void Map::Add(Creature*);
template void Map::Add(GameObject*);
template void Map::Add(DynamicObject*);
template void Map::AddToMap(Corpse*);
template void Map::AddToMap(Creature*);
template void Map::AddToMap(GameObject*);
template void Map::AddToMap(DynamicObject*);
template void Map::Remove(Corpse*, bool);
template void Map::Remove(Creature*, bool);
template void Map::Remove(GameObject*, bool);
template void Map::Remove(DynamicObject*, bool);
template void Map::RemoveFromMap(Corpse*, bool);
template void Map::RemoveFromMap(Creature*, bool);
template void Map::RemoveFromMap(GameObject*, bool);
template void Map::RemoveFromMap(DynamicObject*, bool);
/* ******* Dungeon Instance Maps ******* */
@@ -2315,7 +2315,7 @@ bool InstanceMap::CanEnter(Player* player)
/*
Do map specific checks and add the player to the map if successful.
*/
bool InstanceMap::Add(Player* player)
bool InstanceMap::AddToMap(Player* player)
{
// TODO: Not sure about checking player level: already done in HandleAreaTriggerOpcode
// GMs still can teleport player in instance.
@@ -2425,7 +2425,7 @@ bool InstanceMap::Add(Player* player)
}
// this will acquire the same mutex so it cannot be in the previous block
Map::Add(player);
Map::AddToMap(player);
if (i_data)
i_data->OnPlayerEnter(player);
@@ -2441,13 +2441,13 @@ void InstanceMap::Update(const uint32 t_diff)
i_data->Update(t_diff);
}
void InstanceMap::Remove(Player* player, bool remove)
void InstanceMap::RemoveFromMap(Player* player, bool remove)
{
sLog->outDetail("MAP: Removing player '%s' from instance '%u' of map '%s' before relocating to another map", player->GetName(), GetInstanceId(), GetMapName());
//if last player set unload timer
if (!m_unloadTimer && m_mapRefManager.getSize() == 1)
m_unloadTimer = m_unloadWhenEmpty ? MIN_UNLOAD_DELAY : std::max(sWorld->getIntConfig(CONFIG_INSTANCE_UNLOAD_DELAY), (uint32)MIN_UNLOAD_DELAY);
Map::Remove(player, remove);
Map::RemoveFromMap(player, remove);
// for normal instances schedule the reset after all players have left
SetResetSchedule(true);
}
@@ -2661,7 +2661,7 @@ bool BattlegroundMap::CanEnter(Player* player)
return Map::CanEnter(player);
}
bool BattlegroundMap::Add(Player* player)
bool BattlegroundMap::AddToMap(Player* player)
{
{
ACE_GUARD_RETURN(ACE_Thread_Mutex, guard, Lock, false);
@@ -2671,13 +2671,13 @@ bool BattlegroundMap::Add(Player* player)
// reset instance validity, battleground maps do not homebind
player->m_InstanceValid = true;
}
return Map::Add(player);
return Map::AddToMap(player);
}
void BattlegroundMap::Remove(Player* player, bool remove)
void BattlegroundMap::RemoveFromMap(Player* player, bool remove)
{
sLog->outDetail("MAP: Removing player '%s' from bg '%u' of map '%s' before relocating to another map", player->GetName(), GetInstanceId(), GetMapName());
Map::Remove(player, remove);
Map::RemoveFromMap(player, remove);
}
void BattlegroundMap::SetUnload()
+8 -8
View File
@@ -244,10 +244,10 @@ class Map : public GridRefManager<NGridType>
return false;
}
virtual bool Add(Player*);
virtual void Remove(Player*, bool);
template<class T> void Add(T *);
template<class T> void Remove(T *, bool);
virtual bool AddToMap(Player*);
virtual void RemoveFromMap(Player*, bool);
template<class T> void AddToMap(T *);
template<class T> void RemoveFromMap(T *, bool);
void VisitNearbyCellsOf(WorldObject* obj, TypeContainerVisitor<Trinity::ObjectUpdater, GridTypeMapContainer> &gridVisitor, TypeContainerVisitor<Trinity::ObjectUpdater, WorldTypeMapContainer> &worldVisitor);
virtual void Update(const uint32);
@@ -571,8 +571,8 @@ class InstanceMap : public Map
public:
InstanceMap(uint32 id, time_t, uint32 InstanceId, uint8 SpawnMode, Map* _parent);
~InstanceMap();
bool Add(Player*);
void Remove(Player*, bool);
bool AddToMap(Player*);
void RemoveFromMap(Player*, bool);
void Update(const uint32);
void CreateInstanceData(bool load);
bool Reset(uint8 method);
@@ -601,8 +601,8 @@ class BattlegroundMap : public Map
BattlegroundMap(uint32 id, time_t, uint32 InstanceId, Map* _parent, uint8 spawnMode);
~BattlegroundMap();
bool Add(Player*);
void Remove(Player*, bool);
bool AddToMap(Player*);
void RemoveFromMap(Player*, bool);
bool CanEnter(Player* player);
void SetUnload();
//void UnloadAll(bool pForce);