#include "Camera.h" #include "GridNotifiersImpl.h" #include "CellImpl.h" #include "Log.h" #include "Errors.h" #include "Player.h" Camera::Camera(Player* pl) : m_owner(*pl), m_source(pl) { m_source->GetViewPoint().Attach(this); } Camera::~Camera() { // view of camera should be already reseted to owner (RemoveFromWorld -> Event_RemovedFromWorld -> ResetView) ASSERT(m_source == &m_owner); // for symmetry with constructor and way to make viewpoint's list empty m_source->GetViewPoint().Detach(this); } void Camera::ReceivePacket(WorldPacket *data) { m_owner.SendDirectMessage(data); } void Camera::UpdateForCurrentViewPoint() { m_gridRef.unlink(); if (GridType* grid = m_source->GetViewPoint().m_grid) grid->AddWorldObject(this); m_owner.SetUInt64Value(PLAYER_FARSIGHT, (m_source == &m_owner ? 0 : m_source->GetGUID())); UpdateVisibilityForOwner(); } void Camera::SetView(WorldObject *obj) { ASSERT(obj); if (m_source == obj) return; if (!m_owner.IsInMap(obj)) { sLog.outError("Camera::SetView, viewpoint is not in map with camera's owner"); return; } if (!obj->isType(TYPEMASK_DYNAMICOBJECT | TYPEMASK_UNIT)) { sLog.outError("Camera::SetView, viewpoint type is not available for client"); return; } // detach and deregister from active objects if there are no more reasons to be active m_source->GetViewPoint().Detach(this); if (!m_source->isActiveObject()) m_source->GetMap()->RemoveFromActive(m_source); m_source = obj; if (!m_source->isActiveObject()) m_source->GetMap()->AddToActive(m_source); m_source->GetViewPoint().Attach(this); UpdateForCurrentViewPoint(); } void Camera::Event_ViewPointVisibilityChanged() { if (!m_owner.HaveAtClient(m_source)) ResetView(); } void Camera::ResetView() { SetView(&m_owner); } void Camera::Event_AddedToWorld() { GridType* grid = m_source->GetViewPoint().m_grid; ASSERT(grid); grid->AddWorldObject(this); UpdateVisibilityForOwner(); } void Camera::Event_RemovedFromWorld() { if (m_source == &m_owner) { m_gridRef.unlink(); return; } ResetView(); } void Camera::Event_Moved() { m_gridRef.unlink(); m_source->GetViewPoint().m_grid->AddWorldObject(this); } void Camera::UpdateVisibilityOf(WorldObject* target) { m_owner.UpdateVisibilityOf(m_source, target); } template void Camera::UpdateVisibilityOf(T * target, UpdateData &data, std::set& vis) { m_owner.template UpdateVisibilityOf(m_source, target,data,vis); } template void Camera::UpdateVisibilityOf(Player* , UpdateData& , std::set& ); template void Camera::UpdateVisibilityOf(Creature* , UpdateData& , std::set& ); template void Camera::UpdateVisibilityOf(Corpse* , UpdateData& , std::set& ); template void Camera::UpdateVisibilityOf(GameObject* , UpdateData& , std::set& ); template void Camera::UpdateVisibilityOf(DynamicObject* , UpdateData& , std::set& ); void Camera::UpdateVisibilityForOwner() { MaNGOS::VisibleNotifier notifier(*this); Cell::VisitAllObjects(m_source, notifier, m_source->GetMap()->GetVisibilityDistance(), false); notifier.Notify(); } ////////////////// ViewPoint::~ViewPoint() { if (!m_cameras.empty()) { sLog.outError("ViewPoint destructor called, but some cameras referenced to it"); } }