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* Prevent crash at camera list update at attempt increment end() iterator. * Properly do unapply SPELL_AURA_MOD_POSSESS_PET (GetPet() can return NULL at call, and not need checked) * Propertly call unapply at delete auras cases for auras that set player-caster mover pointer.
132 lines
3.4 KiB
C++
132 lines
3.4 KiB
C++
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#ifndef MANGOSSERVER_CAMERA_H
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#define MANGOSSERVER_CAMERA_H
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#include "GridDefines.h"
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class ViewPoint;
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class WorldObject;
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class UpdateData;
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class WorldPacket;
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class Player;
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/// Camera - object-receiver. Receives broadcast packets from nearby worldobjects, object visibility changes and sends them to client
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class MANGOS_DLL_SPEC Camera
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{
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friend class ViewPoint;
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public:
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explicit Camera(Player* pl);
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~Camera();
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WorldObject* GetBody() { return m_source;}
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Player* GetOwner() { return &m_owner;}
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// set camera's view to any worldobject
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// Note: this worldobject must be in same map, in same phase with camera's owner(player)
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// client supports only unit and dynamic objects as farsight objects
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void SetView(WorldObject *obj);
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// set view to camera's owner
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void ResetView();
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template<class T>
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void UpdateVisibilityOf(T * obj, UpdateData &d, std::set<WorldObject*>& vis);
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void UpdateVisibilityOf(WorldObject* obj);
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void ReceivePacket(WorldPacket *data);
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// updates visibility of worldobjects around viewpoint for camera's owner
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void UpdateVisibilityForOwner();
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private:
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// called when viewpoint changes visibility state
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void Event_AddedToWorld();
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void Event_RemovedFromWorld();
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void Event_Moved();
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void Event_ViewPointVisibilityChanged();
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Player& m_owner;
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WorldObject* m_source;
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void UpdateForCurrentViewPoint();
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public:
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GridReference<Camera>& GetGridRef() { return m_gridRef; }
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bool isActiveObject() const { return false; }
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private:
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GridReference<Camera> m_gridRef;
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};
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/// Object-observer, notifies farsight object state to cameras that attached to it
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class MANGOS_DLL_SPEC ViewPoint
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{
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friend class Camera;
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std::list<Camera*> m_cameras;
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std::list<Camera*>::iterator m_camera_iter;
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GridType * m_grid;
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void Attach(Camera* c) { m_cameras.push_back(c); }
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void Detach(Camera* c)
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{
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if (m_camera_iter != m_cameras.end() && *m_camera_iter == c) // detach called during the loop
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m_camera_iter = m_cameras.erase(m_camera_iter);
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else
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m_cameras.remove(c);
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}
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void CameraCall(void (Camera::*handler)())
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{
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if (!m_cameras.empty())
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{
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for(m_camera_iter = m_cameras.begin(); m_camera_iter != m_cameras.end(); ++m_camera_iter)
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{
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((*m_camera_iter)->*handler)();
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// can be end() after handler
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if (m_camera_iter == m_cameras.end())
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break;
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}
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}
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}
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public:
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ViewPoint() : m_grid(0), m_camera_iter(m_cameras.end()) {}
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~ViewPoint();
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bool hasViewers() const { return !m_cameras.empty(); }
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// these events are called when viewpoint changes visibility state
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void Event_AddedToWorld(GridType *grid)
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{
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m_grid = grid;
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CameraCall(&Camera::Event_AddedToWorld);
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}
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void Event_RemovedFromWorld()
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{
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m_grid = NULL;
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CameraCall(&Camera::Event_RemovedFromWorld);
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}
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void Event_GridChanged(GridType *grid)
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{
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m_grid = grid;
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CameraCall(&Camera::Event_Moved);
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}
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void Event_ViewPointVisibilityChanged()
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{
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CameraCall(&Camera::Event_ViewPointVisibilityChanged);
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}
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void Call_UpdateVisibilityForOwner()
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{
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CameraCall(&Camera::UpdateVisibilityForOwner);
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}
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};
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#endif
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