автор:
VladimirMangos
m src/game/CalendarHandler.cpp
m src/game/Creature.cpp
m src/game/GameObject.cpp
m src/game/GridMap.h
m src/game/Group.cpp
m src/game/Group.h
m src/game/InstanceSaveMgr.cpp
m src/game/InstanceSaveMgr.h
m src/game/Level1.cpp
m src/game/Level3.cpp
m src/game/Map.cpp
m src/game/Map.h
m src/game/MapManager.cpp
m src/game/MapManager.h
m src/game/MovementHandler.cpp
m src/game/ObjectMgr.cpp
m src/game/Player.cpp
m src/game/Player.h
m src/game/PoolManager.cpp
m src/game/Unit.cpp
m src/game/World.cpp
m src/shared/revision_nr.h
[11126] Rewrite InstanceSaveMgr related code.
* For better fit name to related map type class InstanceMap renamed -> DungeonMap.
This clarify usage Instanceable()/IsDungeon() because BG/Arenas maps also instanceable maps.
* InstanceSave have many code related to only DungeonMap case, so it replaced by 3 new classes:
- MapPersistentState as base class, used for non-instanceable maps (continents and some other) (!Instenceable())
- DungeonPersistentState subclass of MapPersistentState, used for DungeonMap states (IsDungoen())
- BattlegroundPersistentState subclass of MapPersistentState, used for BattlegroundMap states (IsBattleGroundOrArena())
Now all dungeon resets code moved to subclass and all player/gpoup bound functions/structures also use it.
* Map::GetInstanceSave renamed to Map::GetPersistentState and DungeonMap have specialized version
return DungeonPersistentState (same pointer in fact with proper subcalss type)
* InstanceResetScheduler renamed to DungeonResetScheduler
Дальше...