예제 #1
0
파일: Object.cpp 프로젝트: Aion/caldari
void Object::SendUpdateToPlayer(Player* player)
{
    // send update to another players
    SendUpdateObjectToAllExcept(player);

    // send create update to player
    UpdateData upd;
    WorldPacket packet;

    upd.Clear();
    BuildCreateUpdateBlockForPlayer(&upd, player);
    upd.BuildPacket(&packet);
    player->GetSession()->SendPacket(&packet);

    // now object updated/(create updated)
}
예제 #2
0
파일: MapMgr.cpp 프로젝트: Artea/mangos-svn
void MapMgr::AddObject(Object *obj)
{
    ASSERT(obj);
    // make sure object is a virgin
    ASSERT(obj->GetInRangeSetBegin() == obj->GetInRangeSetEnd());
    ASSERT(obj->GetMapId() == _mapId);
    ASSERT(obj->GetPositionX() < _maxX && obj->GetPositionX() > _minX);
    ASSERT(obj->GetPositionY() < _maxY && obj->GetPositionY() > _minY);
    ASSERT(_cells);

    // That object types are not map objects. TODO: add AI groups here?
    if(obj->GetTypeId() == TYPEID_ITEM || obj->GetTypeId() == TYPEID_CONTAINER)
    {
    // mark object as updatable and exit
        obj->AddToWorld();
        return;
    }

    uint32 x = (uint32)(obj->GetPositionX() > 0 ? abs(_minX) + obj->GetPositionX() :
    abs(_minX) - abs(obj->GetPositionX()));
    uint32 y = (uint32)(obj->GetPositionY() > 0 ? abs(_minY) + obj->GetPositionY() :
    abs(_minY) - abs(obj->GetPositionY()));
    x /= _sizeX;
    y /= _sizeY;

/*
    sLog.outDetail("Obj position: %f %f Cell position: %u %u",
    obj->GetPositionX(), obj->GetPositionY(), x, y);
*/

    MapCell *objCell = &(_cells[x][y]);

    uint32 endX = x < _sizeX ? x + 1 : _sizeX;
    uint32 endY = y < _sizeY ? y + 1 : _sizeY;
    uint32 startX = x > 0 ? x - 1 : 0;
    uint32 startY = y > 0 ? y - 1 : 0;
    uint32 posX, posY;
    MapCell *cell;
    MapCell::ObjectSet::iterator iter;

    WorldPacket packet;
    UpdateData data;
    UpdateData playerData;

    for (posX = startX; posX <= endX; posX++ )
    {
        for (posY = startY; posY <= endY; posY++ )
        {
            cell = &(_cells[posX][posY]);
            ASSERT(cell);

            for (iter = cell->Begin(); iter != cell->End(); iter++)
            {
                if ((*iter)->GetDistance2dSq(obj) <= UPDATE_DISTANCE*UPDATE_DISTANCE)
                {
                    // Object in range, add to set
                    if((*iter)->GetTypeId() == TYPEID_PLAYER)
                    {
                        sLog.outDetail("Creating object "I64FMT" for player "I64FMT".",
                            obj->GetGUID(), (*iter)->GetGUID());

                        data.Clear();
                        obj->BuildCreateUpdateBlockForPlayer( &data, (Player*)*iter );
                        data.BuildPacket(&packet);

                        ((Player*)*iter)->GetSession()->SendPacket( &packet );
                    }

                    (*iter)->AddInRangeObject(obj);

                    if(obj->GetTypeId() == TYPEID_PLAYER)
                    {
                        sLog.outDetail("Creating object "I64FMT" for player "I64FMT".",
                            (*iter)->GetGUID(), obj->GetGUID());

                        (*iter)->BuildCreateUpdateBlockForPlayer( &playerData, (Player*)obj );
                    }

                    obj->AddInRangeObject(*iter);
                }
            }
        }
    }

    if(obj->GetTypeId() == TYPEID_PLAYER)
    {
        sLog.outDetail("Creating player "I64FMT" for himself.", obj->GetGUID());
        obj->BuildCreateUpdateBlockForPlayer( &playerData, (Player*)obj );

        playerData.BuildPacket( &packet );
        ((Player*)obj)->GetSession()->SendPacket( &packet );
    }

    objCell->AddObject(obj);

    _objects[obj->GetGUID()] = obj;

    obj->SetMapCell(objCell);
    obj->AddToWorld();
}
예제 #3
0
파일: MapMgr.cpp 프로젝트: Artea/mangos-svn
void MapMgr::ChangeObjectLocation(Object *obj)
{
    ASSERT(obj);
    ASSERT(obj->GetMapId() == _mapId);
    ASSERT(_cells);

    if(obj->GetTypeId() == TYPEID_ITEM || obj->GetTypeId() == TYPEID_CONTAINER)
        return;

    WorldPacket packet;
    UpdateData data;
    UpdateData playerData;

    Object* curObj;

    for (Object::InRangeSet::iterator iter = obj->GetInRangeSetBegin();
        iter != obj->GetInRangeSetEnd();)
    {
        curObj = *iter;
        iter++;

        if (curObj->GetDistance2dSq(obj) > UPDATE_DISTANCE*UPDATE_DISTANCE)
        {
            sLog.outDetail("Object "I64FMT" no longer in field of view of object "I64FMT".",
                obj->GetGUID(), (curObj)->GetGUID());

            if( obj->GetTypeId() == TYPEID_PLAYER )
                curObj->BuildOutOfRangeUpdateBlock( &playerData );

            obj->RemoveInRangeObject(curObj);

            if( curObj->GetTypeId() == TYPEID_PLAYER )
            {
                data.Clear();
                obj->BuildOutOfRangeUpdateBlock( &data );
                data.BuildPacket(&packet);
                ((Player*)curObj)->GetSession()->SendPacket( &packet );
            }

            curObj->RemoveInRangeObject(obj);
        }
    }

    uint32 cellX = (uint32)(obj->GetPositionX() > 0 ? abs(_minX) + obj->GetPositionX() :
    abs(_minX) - abs(obj->GetPositionX()));
    uint32 cellY = (uint32)(obj->GetPositionY() > 0 ? abs(_minY) + obj->GetPositionY() :
    abs(_minY) - abs(obj->GetPositionY()));
    cellX /= _sizeX;
    cellY /= _sizeY;

/*
    sLog.outDetail("Obj position: %f %f Cell position: %u %u",
    obj->GetPositionX(), obj->GetPositionY(), cellX, cellY);
*/

    MapCell *objCell = &(_cells[cellX][cellY]);

    if (objCell != obj->GetMapCell())
    {
        obj->GetMapCell()->RemoveObject(obj);
        objCell->AddObject(obj);
        obj->SetMapCell(objCell);
    }

    uint32 endX = cellX < _sizeX ? cellX + 1 : _sizeX;
    uint32 endY = cellY < _sizeY ? cellY + 1 : _sizeY;
    uint32 startX = cellX > 0 ? cellX - 1 : 0;
    uint32 startY = cellY > 0 ? cellY - 1 : 0;
    uint32 posX, posY;
    MapCell *cell;
    MapCell::ObjectSet::iterator iter;

    for (posX = startX; posX <= endX; posX++ )
    {
        for (posY = startY; posY <= endY; posY++ )
        {
            cell = &(_cells[posX][posY]);
            ASSERT(cell);

            for (iter = cell->Begin(); iter != cell->End(); iter++)
            {
                curObj = *iter;
                if (curObj != obj &&
                    (curObj)->GetDistance2dSq(obj) <= UPDATE_DISTANCE*UPDATE_DISTANCE &&
                    !obj->IsInRangeSet(curObj))
                {
                    // Object in range, add to set
                    if((curObj)->GetTypeId() == TYPEID_PLAYER)
                    {
                        sLog.outDetail("Creating object "I64FMT" for player "I64FMT".",
                            obj->GetGUID(), (curObj)->GetGUID());

                        data.Clear();
                        obj->BuildCreateUpdateBlockForPlayer( &data, (Player*)curObj );
                        data.BuildPacket(&packet);

                        ((Player*)curObj)->GetSession()->SendPacket( &packet );
                    }

                    (curObj)->AddInRangeObject(obj);

                    if(obj->GetTypeId() == TYPEID_PLAYER)
                    {
                        sLog.outDetail("Creating object "I64FMT" for player "I64FMT".",
                            (curObj)->GetGUID(), obj->GetGUID());

                        (curObj)->BuildCreateUpdateBlockForPlayer( &playerData, (Player*)obj );
                    }

                    obj->AddInRangeObject(curObj);
                }
            }
        }
    }

    if (obj->GetTypeId() == TYPEID_PLAYER)
    {
        playerData.BuildPacket(&packet);
        ((Player*)obj)->GetSession()->SendPacket( &packet );
    }
}