mxoemu/Reality/Source/ObjectMgr.cpp
2010-02-14 11:47:57 +00:00

136 lines
3.1 KiB
C++

#include "ObjectMgr.h"
#include "PlayerObject.h"
#include "GameClient.h"
uint32 ObjectMgr::allocatePlayer( GameClient* requester, uint64 charUID )
{
if (requester == NULL)
throw ClientNotAvailable();
PlayerObject *newPlayerObj = NULL;
try
{
newPlayerObj = new PlayerObject(*requester,charUID);
}
catch (PlayerObject::CharacterNotFound)
{
throw ObjectNotAvailable();
}
uint32 theNewObjectId = getNewObjectId();
newPlayerObj->initGoId(theNewObjectId);
m_objects[theNewObjectId]=objectPtr(newPlayerObj);
return theNewObjectId;
}
void ObjectMgr::deallocatePlayer( uint32 goId )
{
//erase from valid objects
for (;;)
{
objectsMap::iterator it=m_objects.find(goId);
if (it==m_objects.end())
break;
it->second.reset();
m_objects.erase(it);
}
//erase from object view maps (of all clients) and release object view
for (clientToViewMap::iterator it1=m_views.begin();it1!=m_views.end();++it1)
{
for (viewIdsMap::iterator it2=it1->second.begin();it2!=it1->second.end();)
{
uint16 theViewId = it2->first;
uint32 theGoId = it2->second;
if (theGoId == goId)
{
it1->second.erase(it2++);
}
else
{
++it2;
}
}
}
}
class PlayerObject* ObjectMgr::getGOPtr( uint32 goId )
{
objectsMap::iterator it=m_objects.find(goId);
if (it!=m_objects.end())
return it->second.get();
throw ObjectNotAvailable();
}
uint32 ObjectMgr::getGOId( class PlayerObject* forWhichObj )
{
if (forWhichObj==NULL)
throw ObjectNotAvailable();
for (objectsMap::iterator it=m_objects.begin();it!=m_objects.end();++it)
{
if (it->second.get() == forWhichObj)
return it->first;
}
throw ObjectNotAvailable();
}
uint16 ObjectMgr::getViewForGO( GameClient* requester, uint32 goId )
{
if (requester==NULL)
throw ClientNotAvailable();
if (m_objects.find(goId)==m_objects.end())
throw ObjectNotAvailable();
//first time client asked for this
if (m_views.find(requester)==m_views.end())
m_views[requester] = viewIdsMap();
viewIdsMap &viewsOfClient = m_views[requester];
for (viewIdsMap::iterator it=viewsOfClient.begin();it!=viewsOfClient.end();++it)
{
if (it->second == goId)
return it->first;
}
//otherwise allocate new viewID, put that in the views list with the goId, and return it
uint16 newViewId = allocateViewId(requester);
viewsOfClient[newViewId] = goId;
return newViewId;
}
void ObjectMgr::clientSigningOff( GameClient *requester )
{
for (;;)
{
clientToViewMap::iterator it=m_views.find(requester);
if (it==m_views.end())
return;
m_views.erase(it);
}
}
uint16 ObjectMgr::allocateViewId( GameClient* requester)
{
if (requester == NULL)
throw ClientNotAvailable();
//get the views map for current client
viewIdsMap &viewsOfClient = m_views[requester];
//go through all possible viewIds, when we find one thats not in the list, return it
for (uint16 i=2;i<0xFFFF;i++) //we start from 2 because 1 is the object manager id, it spawns and deletes objects
{
if (viewsOfClient.find(i)==viewsOfClient.end())
{
return i;
}
}
throw NoMoreFreeViews();
}