server/src/game/DynamicObject.cpp
Ambal 58209ee79a [8182] Store and use Map* pointer in WorldObject instead map ids for speedup
Also some code logic cleanups.
Changes let make more cleanups in base map access and other places,
but this chnages not inlcuded in patch.

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2009-07-15 02:13:52 +04:00

149 lines
4.6 KiB
C++

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