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This patch implements storing guid->object pairs on per map level, this leads to less locking in ObjectAccessor in case of further multithreaded map update. For case of cross map guid looking (auras cases) all maps are linked into ObjectAccessor and can be traversed for this lookup. Signed-off-by: ApoC <apoc@nymfe.net>
164 lines
5.2 KiB
C++
164 lines
5.2 KiB
C++
/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "Common.h"
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#include "UpdateMask.h"
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#include "Opcodes.h"
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#include "World.h"
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#include "ObjectAccessor.h"
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#include "Database/DatabaseEnv.h"
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#include "GridNotifiers.h"
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#include "CellImpl.h"
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#include "GridNotifiersImpl.h"
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#include "SpellMgr.h"
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DynamicObject::DynamicObject() : WorldObject(), m_isActiveObject(false)
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{
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m_objectType |= TYPEMASK_DYNAMICOBJECT;
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m_objectTypeId = TYPEID_DYNAMICOBJECT;
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m_updateFlag = (UPDATEFLAG_HIGHGUID | UPDATEFLAG_HAS_POSITION | UPDATEFLAG_POSITION);
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m_valuesCount = DYNAMICOBJECT_END;
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}
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void DynamicObject::AddToWorld()
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{
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///- Register the dynamicObject for guid lookup
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if(!IsInWorld())
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GetMap()->GetObjectsStore().insert<DynamicObject>(GetGUID(), (DynamicObject*)this);
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Object::AddToWorld();
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}
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void DynamicObject::RemoveFromWorld()
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{
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///- Remove the dynamicObject from the accessor
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if(IsInWorld())
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GetMap()->GetObjectsStore().erase<DynamicObject>(GetGUID(), (DynamicObject*)NULL);
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Object::RemoveFromWorld();
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}
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bool DynamicObject::Create( uint32 guidlow, Unit *caster, uint32 spellId, uint32 effIndex, float x, float y, float z, int32 duration, float radius )
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{
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WorldObject::_Create(guidlow, HIGHGUID_DYNAMICOBJECT, caster->GetPhaseMask());
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SetMap(caster->GetMap());
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Relocate(x, y, z, 0);
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if(!IsPositionValid())
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{
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sLog.outError("DynamicObject (spell %u eff %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)",spellId,effIndex,GetPositionX(),GetPositionY());
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return false;
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}
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SetEntry(spellId);
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SetFloatValue( OBJECT_FIELD_SCALE_X, 1 );
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SetUInt64Value( DYNAMICOBJECT_CASTER, caster->GetGUID() );
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SetUInt32Value( DYNAMICOBJECT_BYTES, 0x00000001 );
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SetUInt32Value( DYNAMICOBJECT_SPELLID, spellId );
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SetFloatValue( DYNAMICOBJECT_RADIUS, radius);
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SetUInt32Value( DYNAMICOBJECT_CASTTIME, getMSTime() ); // new 2.4.0
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m_aliveDuration = duration;
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m_radius = radius;
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m_effIndex = effIndex;
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m_spellId = spellId;
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// set to active for far sight case
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if(SpellEntry const* spellEntry = sSpellStore.LookupEntry(spellId))
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m_isActiveObject = IsSpellHaveEffect(spellEntry,SPELL_EFFECT_ADD_FARSIGHT);
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return true;
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}
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Unit* DynamicObject::GetCaster() const
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{
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// can be not found in some cases
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return ObjectAccessor::GetUnit(*this, GetCasterGUID());
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}
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void DynamicObject::Update(uint32 p_time)
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{
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// caster can be not in world at time dynamic object update, but dynamic object not yet deleted in Unit destructor
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Unit* caster = GetCaster();
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if(!caster)
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{
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Delete();
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return;
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}
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bool deleteThis = false;
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if(m_aliveDuration > int32(p_time))
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m_aliveDuration -= p_time;
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else
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deleteThis = true;
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// have radius and work as persistent effect
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if(m_radius)
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{
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// TODO: make a timer and update this in larger intervals
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CellPair p(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY()));
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Cell cell(p);
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cell.data.Part.reserved = ALL_DISTRICT;
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cell.SetNoCreate();
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MaNGOS::DynamicObjectUpdater notifier(*this, caster);
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TypeContainerVisitor<MaNGOS::DynamicObjectUpdater, WorldTypeMapContainer > world_object_notifier(notifier);
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TypeContainerVisitor<MaNGOS::DynamicObjectUpdater, GridTypeMapContainer > grid_object_notifier(notifier);
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CellLock<GridReadGuard> cell_lock(cell, p);
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cell_lock->Visit(cell_lock, world_object_notifier, *GetMap(), *this, m_radius);
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cell_lock->Visit(cell_lock, grid_object_notifier, *GetMap(), *this, m_radius);
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}
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if(deleteThis)
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{
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caster->RemoveDynObjectWithGUID(GetGUID());
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Delete();
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}
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}
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void DynamicObject::Delete()
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{
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SendObjectDeSpawnAnim(GetGUID());
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AddObjectToRemoveList();
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}
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void DynamicObject::Delay(int32 delaytime)
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{
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m_aliveDuration -= delaytime;
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for(AffectedSet::iterator iunit= m_affected.begin(); iunit != m_affected.end(); ++iunit)
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if (*iunit)
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(*iunit)->DelayAura(m_spellId, m_effIndex, delaytime);
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}
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bool DynamicObject::isVisibleForInState(Player const* u, WorldObject const* viewPoint, bool inVisibleList) const
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{
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if(!IsInWorld() || !u->IsInWorld())
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return false;
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// always seen by owner
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if(GetCasterGUID()==u->GetGUID())
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return true;
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// normal case
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return IsWithinDistInMap(viewPoint, World::GetMaxVisibleDistanceForObject() + (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), false);
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}
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