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