*Move object update from objectaccessor to map

*Move activeobject list from objectaccessor to map
*Open grid for all active creatures (previously only for possessed ones)

--HG--
branch : trunk
This commit is contained in:
megamage
2008-11-21 15:41:18 -06:00
parent 71707df1de
commit e9d6f1b23a
8 changed files with 111 additions and 103 deletions
-6
View File
@@ -194,16 +194,11 @@ class TRINITY_DLL_DECL ObjectAccessor : public Trinity::Singleton<ObjectAccessor
void AddCorpsesToGrid(GridPair const& gridpair,GridType& grid,Map* map);
Corpse* ConvertCorpseForPlayer(uint64 player_guid);
bool ActiveObjectsNearGrid(uint32 x,uint32 y,uint32 m_id,uint32 i_id) const;
static void UpdateObject(Object* obj, Player* exceptPlayer);
static void _buildUpdateObject(Object* obj, UpdateDataMapType &);
static void UpdateObjectVisibility(WorldObject* obj);
static void UpdateVisibilityForPlayer(Player* player);
void AddActiveObject(WorldObject*);
void RemoveActiveObject(WorldObject*);
private:
struct WorldObjectChangeAccumulator
{
@@ -228,7 +223,6 @@ class TRINITY_DLL_DECL ObjectAccessor : public Trinity::Singleton<ObjectAccessor
static void _buildPacket(Player *, Object *, UpdateDataMapType &);
void _update(void);
std::set<Object *> i_objects;
std::set<WorldObject *> i_activeobjects;
LockType i_playerGuard;
LockType i_updateGuard;
LockType i_corpseGuard;