*Fix usage of grid removal state, thanks Sisif

--HG--
branch : trunk
This commit is contained in:
maximius
2009-10-31 17:34:35 -07:00
parent a9d4bda2cc
commit 85d7084e85
5 changed files with 20 additions and 30 deletions
+4 -12
View File
@@ -1221,29 +1221,24 @@ void GameEventMgr::GameEventSpawn(int16 event_id)
for (GuidList::iterator itr = mGameEventCreatureGuids[internal_event_id].begin(); itr != mGameEventCreatureGuids[internal_event_id].end(); ++itr)
{
// Add to correct cell
CreatureData const* data = objmgr.GetCreatureData(*itr);
if (data)
if (CreatureData const* data = objmgr.GetCreatureData(*itr))
{
objmgr.AddCreatureToGrid(*itr, data);
// Spawn if necessary (loaded grids only)
Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(data->mapid));
// We use spawn coords to spawn
if(!map->Instanceable() && !map->IsRemovalGrid(data->posX,data->posY))
if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
{
Creature* pCreature = new Creature;
//sLog.outDebug("Spawning creature %u",*itr);
if (!pCreature->LoadFromDB(*itr, map))
{
delete pCreature;
}
else
{
map->Add(pCreature);
}
}
}
}
if(internal_event_id < 0 || internal_event_id >= mGameEventGameobjectGuids.size())
{
@@ -1254,22 +1249,19 @@ void GameEventMgr::GameEventSpawn(int16 event_id)
for (GuidList::iterator itr = mGameEventGameobjectGuids[internal_event_id].begin(); itr != mGameEventGameobjectGuids[internal_event_id].end(); ++itr)
{
// Add to correct cell
GameObjectData const* data = objmgr.GetGOData(*itr);
if (data)
if (GameObjectData const* data = objmgr.GetGOData(*itr))
{
objmgr.AddGameobjectToGrid(*itr, data);
// Spawn if necessary (loaded grids only)
// this base map checked as non-instanced and then only existed
Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(data->mapid));
// We use current coords to unspawn, not spawn coords since creature can have changed grid
if(!map->Instanceable() && !map->IsRemovalGrid(data->posX, data->posY))
if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
{
GameObject* pGameobject = new GameObject;
//sLog.outDebug("Spawning gameobject %u", *itr);
if (!pGameobject->LoadFromDB(*itr, map))
{
delete pGameobject;
}
else
{
if (pGameobject->isSpawnedByDefault())
+6
View File
@@ -304,6 +304,12 @@ class MANGOS_DLL_SPEC Map : public GridRefManager<NGridType>, public MaNGOS::Obj
return !getNGrid(p.x_coord, p.y_coord) || getNGrid(p.x_coord, p.y_coord)->GetGridState() == GRID_STATE_REMOVAL;
}
bool IsLoaded(float x, float y) const
{
GridPair p = Trinity::ComputeGridPair(x, y);
return loaded(p);
}
bool GetUnloadLock(const GridPair &p) const { return getNGrid(p.x_coord, p.y_coord)->getUnloadLock(); }
void SetUnloadLock(const GridPair &p, bool on) { getNGrid(p.x_coord, p.y_coord)->setUnloadExplicitLock(on); }
void LoadGrid(float x, float y);
+1 -1
View File
@@ -1447,7 +1447,7 @@ uint32 ObjectMgr::AddGOData(uint32 entry, uint32 mapId, float x, float y, float
// Spawn if necessary (loaded grids only)
// We use spawn coords to spawn
if(!map->Instanceable() && !map->IsRemovalGrid(x, y))
if(!map->Instanceable() && map->IsLoaded(x, y))
{
GameObject *go = new GameObject;
if (!go->LoadFromDB(guid, map))
+4 -12
View File
@@ -229,27 +229,22 @@ void PoolGroup<T>::SpawnObject(uint32 limit, bool cache)
template <>
bool PoolGroup<Creature>::Spawn1Object(uint32 guid)
{
CreatureData const* data = objmgr.GetCreatureData(guid);
if (data)
if (CreatureData const* data = objmgr.GetCreatureData(guid))
{
objmgr.AddCreatureToGrid(guid, data);
// Spawn if necessary (loaded grids only)
Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(data->mapid));
// We use spawn coords to spawn
if (!map->Instanceable() && !map->IsRemovalGrid(data->posX, data->posY))
if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
{
Creature* pCreature = new Creature;
//sLog.outDebug("Spawning creature %u",guid);
if (!pCreature->LoadFromDB(guid, map))
{
delete pCreature;
}
else
{
map->Add(pCreature);
}
}
return true;
}
return false;
@@ -259,22 +254,19 @@ bool PoolGroup<Creature>::Spawn1Object(uint32 guid)
template <>
bool PoolGroup<GameObject>::Spawn1Object(uint32 guid)
{
GameObjectData const* data = objmgr.GetGOData(guid);
if (data)
if (GameObjectData const* data = objmgr.GetGOData(guid))
{
objmgr.AddGameobjectToGrid(guid, data);
// Spawn if necessary (loaded grids only)
// this base map checked as non-instanced and then only existed
Map* map = const_cast<Map*>(MapManager::Instance().CreateBaseMap(data->mapid));
// We use current coords to unspawn, not spawn coords since creature can have changed grid
if (!map->Instanceable() && !map->IsRemovalGrid(data->posX, data->posY))
if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
{
GameObject* pGameobject = new GameObject;
//sLog.outDebug("Spawning gameobject %u", guid);
if (!pGameobject->LoadFromDB(guid, map))
{
delete pGameobject;
}
else
{
if (pGameobject->isSpawnedByDefault())
+1 -1
View File
@@ -93,7 +93,7 @@ class DBCFileLoader
uint32 GetRowSize() const { return recordSize; }
uint32 GetCols() const { return fieldCount; }
uint32 GetOffset(size_t id) const { return (fieldsOffset != NULL && id < fieldCount) ? fieldsOffset[id] : 0; }
bool IsLoaded() {return (data!=NULL);}
bool IsLoaded() { return data != NULL; }
char* AutoProduceData(const char* fmt, uint32& count, char**& indexTable, uint32 sqlRecordCount, uint32 sqlHighestIndex, char *& sqlDataTable);
char* AutoProduceStrings(const char* fmt, char* dataTable);
static uint32 GetFormatRecordSize(const char * format, int32 * index_pos = NULL);