server/src/game/Camera.cpp
SilverIce 6ca609629c [10073] Make object active at applying view on it
also isActiveObject check moved to WorldObject - all worldobjects are inactive by default, excluding players
this is a final part of cameras implementation

(based on commit efc9623)

Signed-off-by: VladimirMangos <vladimir@getmangos.com>

Also remove template-way code selection for object for Map::AddToActive/Map::RemoveFromActive.
This simplify function use from not Map code.
2010-06-18 00:19:12 +04:00

141 lines
3.5 KiB
C++

#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<class T>
void Camera::UpdateVisibilityOf(T * target, UpdateData &data, std::set<WorldObject*>& vis)
{
m_owner.template UpdateVisibilityOf<T>(m_source, target,data,vis);
}
template void Camera::UpdateVisibilityOf(Player* , UpdateData& , std::set<WorldObject*>& );
template void Camera::UpdateVisibilityOf(Creature* , UpdateData& , std::set<WorldObject*>& );
template void Camera::UpdateVisibilityOf(Corpse* , UpdateData& , std::set<WorldObject*>& );
template void Camera::UpdateVisibilityOf(GameObject* , UpdateData& , std::set<WorldObject*>& );
template void Camera::UpdateVisibilityOf(DynamicObject* , UpdateData& , std::set<WorldObject*>& );
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");
}
}