*Do not make getmapid virtual function to improve speed.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-08-25 11:42:18 -05:00
parent ba78dd1441
commit 8cedad1a0f
4 changed files with 22 additions and 17 deletions
+6 -5
View File
@@ -38,8 +38,6 @@ Corpse::Corpse(CorpseType type) : WorldObject()
m_valuesCount = CORPSE_END;
m_mapId = 0;
m_time = time(NULL);
lootForBody = false;
@@ -193,6 +191,7 @@ bool Corpse::LoadFromDB(uint32 guid, Field *fields)
float positionY = fields[1].GetFloat();
float positionZ = fields[2].GetFloat();
float ort = fields[3].GetFloat();
uint32 mapid = fields[4].GetUInt32();
Object::_Create(guid, 0, HIGHGUID_CORPSE);
@@ -202,9 +201,6 @@ bool Corpse::LoadFromDB(uint32 guid, Field *fields)
return false;
}
SetMapId(fields[4].GetUInt32());
SetInstanceId(fields[8].GetUInt32());
m_time = time_t(fields[6].GetUInt64());
m_type = CorpseType(fields[7].GetUInt32());
@@ -217,11 +213,16 @@ bool Corpse::LoadFromDB(uint32 guid, Field *fields)
if(m_type != CORPSE_BONES)
m_isWorldObject = true;
uint32 instanceid = fields[8].GetUInt32();
uint32 phaseMask = fields[9].GetUInt32();
// overwrite possible wrong/corrupted guid
SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_CORPSE));
// place
SetLocationInstanceId(instanceid);
SetLocationMapId(mapid);
SetPhaseMask(phaseMask, false);
Relocate(positionX, positionY, positionZ, ort);
-9
View File
@@ -67,13 +67,6 @@ class Corpse : public WorldObject
void DeleteBonesFromWorld();
void DeleteFromDB();
void SetMap (Map * map) {WorldObject::SetMap(map); m_mapId = map->GetId(); SetInstanceId(map->GetInstanceId());}
// Used to check object existence in unloaded grids
uint32 GetMapId() const {return m_mapId;}
void SetMapId (uint32 id) {m_mapId = id;}
uint32 GetInstanceId() const {return m_instanceId;}
void SetInstanceId (uint32 id) {m_instanceId = id;}
uint64 const& GetOwnerGUID() const { return GetUInt64Value(CORPSE_FIELD_OWNER); }
time_t const& GetGhostTime() const { return m_time; }
@@ -102,8 +95,6 @@ class Corpse : public WorldObject
CorpseType m_type;
time_t m_time;
GridPair m_grid; // gride for corpse position for fast search
uint32 m_mapId; // map id for fast corpse check at packet requests and in other situations with unloaded map of corpse.
uint32 m_instanceId;
};
#endif
+5 -1
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@@ -1080,7 +1080,7 @@ bool Object::PrintIndexError(uint32 index, bool set) const
}
WorldObject::WorldObject()
: m_phaseMask(PHASEMASK_NORMAL),
: m_mapId(0), m_InstanceId(0), m_phaseMask(PHASEMASK_NORMAL),
m_positionX(0.0f), m_positionY(0.0f), m_positionZ(0.0f), m_orientation(0.0f), m_currMap(NULL)
, m_zoneScript(NULL)
, m_isActive(false), m_isWorldObject(false)
@@ -1713,6 +1713,8 @@ void WorldObject::SetMap(Map * map)
ASSERT(!m_currMap);
m_currMap = map;
m_mapId = map->GetId();
m_InstanceId = map->GetInstanceId();
if(m_isWorldObject)
m_currMap->AddWorldObject(this);
}
@@ -1724,6 +1726,8 @@ void WorldObject::ResetMap()
if(m_isWorldObject)
m_currMap->RemoveWorldObject(this);
m_currMap = NULL;
m_mapId = 0;
m_InstanceId = 0;
}
Map const* WorldObject::GetBaseMap() const
+11 -2
View File
@@ -439,8 +439,8 @@ class TRINITY_DLL_SPEC WorldObject : public Object
void GetRandomPoint( float x, float y, float z, float distance, float &rand_x, float &rand_y, float &rand_z ) const;
virtual uint32 GetMapId() const { return m_currMap ? m_currMap->GetId() : 0; }
virtual uint32 GetInstanceId() const { return m_currMap ? m_currMap->GetInstanceId() : 0; }
uint32 GetMapId() const { return m_mapId; }
uint32 GetInstanceId() const { return m_InstanceId; }
virtual void SetPhaseMask(uint32 newPhaseMask, bool update);
uint32 GetPhaseMask() const { return m_phaseMask; }
@@ -578,8 +578,17 @@ class TRINITY_DLL_SPEC WorldObject : public Object
bool m_isActive;
ZoneScript *m_zoneScript;
//these functions are used mostly for Relocate() and Corpse/Player specific stuff...
//use them ONLY in LoadFromDB()/Create() funcs and nowhere else!
//mapId/instanceId should be set in SetMap() function!
void SetLocationMapId(uint32 _mapId) { m_mapId = _mapId; }
void SetLocationInstanceId(uint32 _instanceId) { m_InstanceId = _instanceId; }
private:
Map * m_currMap; //current object's Map location
uint32 m_mapId; // object at map with map_id
uint32 m_InstanceId; // in map copy with instance id
uint32 m_phaseMask; // in area phase state
float m_positionX;