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-rw-r--r--src/game/Object.h29
1 files changed, 17 insertions, 12 deletions
diff --git a/src/game/Object.h b/src/game/Object.h
index 96bd1f12d46..2eba206ae64 100644
--- a/src/game/Object.h
+++ b/src/game/Object.h
@@ -371,7 +371,7 @@ class TRINITY_DLL_SPEC WorldObject : public Object
virtual void Update ( uint32 /*time_diff*/ ) { }
- void _Create( uint32 guidlow, HighGuid guidhigh, uint32 mapid, uint32 phaseMask);
+ void _Create( uint32 guidlow, HighGuid guidhigh, uint32 phaseMask);
void Relocate(WorldObject *obj)
{
@@ -439,9 +439,7 @@ class TRINITY_DLL_SPEC WorldObject : public Object
void GetRandomPoint( float x, float y, float z, float distance, float &rand_x, float &rand_y, float &rand_z ) const;
- void SetMapId(uint32 newMap) { m_mapId = newMap; m_map = NULL; }
uint32 GetMapId() const { return m_mapId; }
- void SetInstanceId(uint32 val) { m_InstanceId = val; m_map = NULL; }
uint32 GetInstanceId() const { return m_InstanceId; }
virtual void SetPhaseMask(uint32 newPhaseMask, bool update);
@@ -470,8 +468,7 @@ class TRINITY_DLL_SPEC WorldObject : public Object
float GetDistanceZ(const WorldObject* obj) const;
bool IsInMap(const WorldObject* obj) const
{
- return IsInWorld() && obj->IsInWorld() && GetMapId()==obj->GetMapId() &&
- GetInstanceId()==obj->GetInstanceId() && InSamePhase(obj);
+ return IsInWorld() && obj->IsInWorld() && (GetMap() == obj->GetMap()) && InSamePhase(obj);
}
bool IsWithinDist3d(float x, float y, float z, float dist2compare) const;
bool IsWithinDist2d(float x, float y, float dist2compare) const;
@@ -520,7 +517,6 @@ class TRINITY_DLL_SPEC WorldObject : public Object
void SendObjectDeSpawnAnim(uint64 guid);
virtual void SaveRespawnTime() {}
-
void AddObjectToRemoveList();
// main visibility check function in normal case (ignore grey zone distance check)
@@ -532,8 +528,13 @@ class TRINITY_DLL_SPEC WorldObject : public Object
// Low Level Packets
void SendPlaySound(uint32 Sound, bool OnlySelf);
- Map * GetMap() const { return m_map ? m_map : const_cast<WorldObject*>(this)->_getMap(); }
- Map * FindMap() const { return m_map ? m_map : const_cast<WorldObject*>(this)->_findMap(); }
+ void SetMap(Map * map);
+ Map * GetMap() const { ASSERT(m_currMap); return m_currMap; }
+ Map * FindMap() const { return m_currMap; }
+ //used to check all object's GetMap() calls when object is not in world!
+ void ResetMap() { m_currMap = NULL; }
+
+ //this function should be removed in nearest time...
Map const* GetBaseMap() const;
void SetZoneScript();
@@ -569,14 +570,18 @@ class TRINITY_DLL_SPEC WorldObject : public Object
bool m_isActive;
ZoneScript *m_zoneScript;
+ //these functions are used mostly for Relocate() and Corpse/Player specific stuff...
+ //use them ONLY in LoadFromDB()/Create() funcs and nowhere else!
+ //mapId/instanceId should be set in SetMap() function!
+ void SetLocationMapId(uint32 _mapId) { m_mapId = _mapId; }
+ void SetLocationInstanceId(uint32 _instanceId) { m_InstanceId = _instanceId; }
+
private:
+ Map * m_currMap; //current object's Map location
+
uint32 m_mapId; // object at map with map_id
uint32 m_InstanceId; // in map copy with instance id
uint32 m_phaseMask; // in area phase state
- Map *m_map;
-
- Map* _getMap();
- Map* _findMap();
float m_positionX;
float m_positionY;