Update some code for 322a

--HG--
branch : trunk
This commit is contained in:
n0n4m3
2009-12-17 11:40:23 +01:00
parent 5953596cee
commit 63659ea18b
4 changed files with 46 additions and 29 deletions

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@@ -1932,38 +1932,52 @@ Creature* WorldObject::SummonTrigger(float x, float y, float z, float ang, uint3
return summon;
}
Creature* WorldObject::FindNearestCreature(uint32 uiEntry, float fMaxSearchRange, bool bAlive)
Creature* WorldObject::FindNearestCreature(uint32 entry, float range, bool alive)
{
Creature *pCreature = NULL;
Trinity::NearestCreatureEntryWithLiveStateInObjectRangeCheck checker(*this, uiEntry, bAlive, fMaxSearchRange);
Trinity::CreatureLastSearcher<Trinity::NearestCreatureEntryWithLiveStateInObjectRangeCheck> searcher(this, pCreature, checker);
VisitNearbyObject(fMaxSearchRange, searcher);
return pCreature;
Creature *creature = NULL;
Trinity::NearestCreatureEntryWithLiveStateInObjectRangeCheck checker(*this, entry, alive, range);
Trinity::CreatureLastSearcher<Trinity::NearestCreatureEntryWithLiveStateInObjectRangeCheck> searcher(this, creature, checker);
VisitNearbyObject(range, searcher);
return creature;
}
GameObject* WorldObject::FindNearestGameObject(uint32 uiEntry, float fMaxSearchRange)
GameObject* WorldObject::FindNearestGameObject(uint32 entry, float range)
{
GameObject *pGO = NULL;
Trinity::NearestGameObjectEntryInObjectRangeCheck checker(*this, uiEntry, fMaxSearchRange);
Trinity::GameObjectLastSearcher<Trinity::NearestGameObjectEntryInObjectRangeCheck> searcher(this, pGO, checker);
VisitNearbyGridObject(fMaxSearchRange, searcher);
return pGO;
}
void WorldObject::GetCreatureListWithEntryInGrid(std::list<Creature*>& lList, uint32 uiEntry, float fMaxSearchRange)
{
Trinity::AllCreaturesOfEntryInRange check(this, uiEntry, fMaxSearchRange);
Trinity::CreatureListSearcher<Trinity::AllCreaturesOfEntryInRange> searcher(this, lList, check);
TypeContainerVisitor<Trinity::CreatureListSearcher<Trinity::AllCreaturesOfEntryInRange>, GridTypeMapContainer> visitor(searcher);
VisitNearbyObject(fMaxSearchRange, searcher);
GameObject *go = NULL;
Trinity::NearestGameObjectEntryInObjectRangeCheck checker(*this, entry, range);
Trinity::GameObjectLastSearcher<Trinity::NearestGameObjectEntryInObjectRangeCheck> searcher(this, go, checker);
VisitNearbyGridObject(range, searcher);
return go;
}
void WorldObject::GetGameObjectListWithEntryInGrid(std::list<GameObject*>& lList, uint32 uiEntry, float fMaxSearchRange)
{
CellPair pair(Trinity::ComputeCellPair(this->GetPositionX(), this->GetPositionY()));
Cell cell(pair);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
Trinity::AllGameObjectsWithEntryInRange check(this, uiEntry, fMaxSearchRange);
Trinity::GameObjectListSearcher<Trinity::AllGameObjectsWithEntryInRange> searcher(this, lList, check);
TypeContainerVisitor<Trinity::GameObjectListSearcher<Trinity::AllGameObjectsWithEntryInRange>, GridTypeMapContainer> visitor(searcher);
VisitNearbyGridObject(fMaxSearchRange, searcher);
CellLock<GridReadGuard> cell_lock(cell, pair);
cell_lock->Visit(cell_lock, visitor, *(this->GetMap()));
}
void WorldObject::GetCreatureListWithEntryInGrid(std::list<Creature*>& lList, uint32 uiEntry, float fMaxSearchRange)
{
CellPair pair(Trinity::ComputeCellPair(this->GetPositionX(), this->GetPositionY()));
Cell cell(pair);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
Trinity::AllCreaturesOfEntryInRange check(this, uiEntry, fMaxSearchRange);
Trinity::CreatureListSearcher<Trinity::AllCreaturesOfEntryInRange> searcher(this, lList, check);
TypeContainerVisitor<Trinity::CreatureListSearcher<Trinity::AllCreaturesOfEntryInRange>, GridTypeMapContainer> visitor(searcher);
CellLock<GridReadGuard> cell_lock(cell, pair);
cell_lock->Visit(cell_lock, visitor, *(this->GetMap()));
}
/*

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@@ -237,8 +237,7 @@ class TRINITY_DLL_SPEC Object
bool HasFlag( uint16 index, uint32 flag ) const
{
if(index >= m_valuesCount && !PrintIndexError(index , false))
return false;
if( index >= m_valuesCount && !PrintIndexError( index , false ) ) return false;
return (m_uint32Values[ index ] & flag) != 0;
}
@@ -611,11 +610,11 @@ class TRINITY_DLL_SPEC WorldObject : public Object, public WorldLocation
GameObject* SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime);
Creature* SummonTrigger(float x, float y, float z, float ang, uint32 dur, CreatureAI* (*GetAI)(Creature*) = NULL);
Creature* FindNearestCreature(uint32 uiEntry, float fMaxSearchRange, bool bAlive = true);
GameObject* FindNearestGameObject(uint32 uiEntry, float fMaxSearchRange);
Creature* FindNearestCreature(uint32 entry, float range, bool alive = true);
GameObject* FindNearestGameObject(uint32 entry, float range);
void GetCreatureListWithEntryInGrid(std::list<Creature*>& lList, uint32 uiEntry, float fMaxSearchRange);
void GetGameObjectListWithEntryInGrid(std::list<GameObject*>& lList, uint32 uiEntry, float fMaxSearchRange);
void GetCreatureListWithEntryInGrid(std::list<Creature*>& lList, uint32 uiEntry, float fMaxSearchRange);
void DestroyForNearbyPlayers();
@@ -655,4 +654,3 @@ class TRINITY_DLL_SPEC WorldObject : public Object, public WorldLocation
uint32 m_phaseMask; // in area phase state
};
#endif

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@@ -49,7 +49,10 @@ ObjectAccessor::ObjectAccessor() {}
ObjectAccessor::~ObjectAccessor()
{
for (Player2CorpsesMapType::const_iterator itr = i_player2corpse.begin(); itr != i_player2corpse.end(); ++itr)
{
itr->second->RemoveFromWorld();
delete itr->second;
}
}
Creature*
@@ -351,6 +354,10 @@ ObjectAccessor::ConvertCorpseForPlayer(uint64 player_guid, bool insignia)
// remove corpse from DB
corpse->DeleteFromDB();
// we don't want bones to save some cpu.. :)
delete corpse;
return NULL;
Corpse *bones = NULL;
// create the bones only if the map and the grid is loaded at the corpse's location
// ignore bones creating option in case insignia
@@ -521,4 +528,3 @@ template Creature* ObjectAccessor::GetObjectInWorld<Creature>(uint32 mapid, floa
template Corpse* ObjectAccessor::GetObjectInWorld<Corpse>(uint32 mapid, float x, float y, uint64 guid, Corpse* /*fake*/);
template GameObject* ObjectAccessor::GetObjectInWorld<GameObject>(uint32 mapid, float x, float y, uint64 guid, GameObject* /*fake*/);
template DynamicObject* ObjectAccessor::GetObjectInWorld<DynamicObject>(uint32 mapid, float x, float y, uint64 guid, DynamicObject* /*fake*/);

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@@ -267,4 +267,3 @@ class MANGOS_DLL_DECL ObjectAccessor : public MaNGOS::Singleton<ObjectAccessor,
LockType i_petGuard;
};
#endif