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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>
97 lines
2.5 KiB
C++
97 lines
2.5 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 "Log.h"
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#include "ObjectMgr.h"
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#include "Vehicle.h"
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#include "Unit.h"
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#include "Util.h"
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Vehicle::Vehicle() : Creature(), m_vehicleId(0)
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{
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m_isVehicle = true;
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m_updateFlag = (UPDATEFLAG_LIVING | UPDATEFLAG_HAS_POSITION | UPDATEFLAG_VEHICLE);
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}
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Vehicle::~Vehicle()
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{
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}
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void Vehicle::AddToWorld()
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{
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///- Register the vehicle for guid lookup
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if(!IsInWorld())
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GetMap()->GetObjectsStore().insert<Vehicle>(GetGUID(), (Vehicle*)this);
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Unit::AddToWorld();
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}
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void Vehicle::RemoveFromWorld()
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{
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///- Remove the vehicle from the accessor
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if(IsInWorld())
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GetMap()->GetObjectsStore().erase<Vehicle>(GetGUID(), (Vehicle*)NULL);
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///- Don't call the function for Creature, normal mobs + totems go in a different storage
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Unit::RemoveFromWorld();
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}
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void Vehicle::setDeathState(DeathState s) // overwrite virtual Creature::setDeathState and Unit::setDeathState
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{
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Creature::setDeathState(s);
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}
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void Vehicle::Update(uint32 diff)
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{
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Creature::Update(diff);
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}
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bool Vehicle::Create(uint32 guidlow, Map *map, uint32 Entry, uint32 vehicleId, uint32 team)
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{
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SetMap(map);
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Object::_Create(guidlow, Entry, HIGHGUID_VEHICLE);
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if(!InitEntry(Entry, team))
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return false;
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m_defaultMovementType = IDLE_MOTION_TYPE;
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AIM_Initialize();
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SetVehicleId(vehicleId);
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SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
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SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f);
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CreatureInfo const *ci = GetCreatureInfo();
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setFaction(team == ALLIANCE ? ci->faction_A : ci->faction_H);
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SetMaxHealth(ci->maxhealth);
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SelectLevel(ci);
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SetHealth(GetMaxHealth());
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return true;
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}
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void Vehicle::Dismiss()
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{
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SendObjectDeSpawnAnim(GetGUID());
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CombatStop();
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AddObjectToRemoveList();
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}
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