[7657] Implement function for access to gameobject owned by unit and created by some spell. Author: VladimirMangos

--HG--
branch : trunk
This commit is contained in:
megamage
2009-04-12 17:41:46 -05:00
parent ce8b6ca354
commit c1c5a707ff
2 changed files with 20 additions and 6 deletions
+12 -3
View File
@@ -3300,7 +3300,7 @@ void Unit::_UpdateSpells( uint32 time )
if(!m_gameObj.empty()) if(!m_gameObj.empty())
{ {
std::list<GameObject*>::iterator ite1, dnext1; GameObjectList::iterator ite1, dnext1;
for (ite1 = m_gameObj.begin(); ite1 != m_gameObj.end(); ite1 = dnext1) for (ite1 = m_gameObj.begin(); ite1 != m_gameObj.end(); ite1 = dnext1)
{ {
dnext1 = ite1; dnext1 = ite1;
@@ -4375,6 +4375,15 @@ DynamicObject * Unit::GetDynObject(uint32 spellId)
return NULL; return NULL;
} }
GameObject* Unit::GetGameObject(uint32 spellId) const
{
for (GameObjectList::const_iterator i = m_gameObj.begin(); i != m_gameObj.end();)
if ((*i)->GetSpellId() == spellId)
return *i;
return NULL;
}
void Unit::AddGameObject(GameObject* gameObj) void Unit::AddGameObject(GameObject* gameObj)
{ {
assert(gameObj && gameObj->GetOwnerGUID()==0); assert(gameObj && gameObj->GetOwnerGUID()==0);
@@ -4425,7 +4434,7 @@ void Unit::RemoveGameObject(uint32 spellid, bool del)
{ {
if(m_gameObj.empty()) if(m_gameObj.empty())
return; return;
std::list<GameObject*>::iterator i, next; GameObjectList::iterator i, next;
for (i = m_gameObj.begin(); i != m_gameObj.end(); i = next) for (i = m_gameObj.begin(); i != m_gameObj.end(); i = next)
{ {
next = i; next = i;
@@ -4448,7 +4457,7 @@ void Unit::RemoveGameObject(uint32 spellid, bool del)
void Unit::RemoveAllGameObjects() void Unit::RemoveAllGameObjects()
{ {
// remove references to unit // remove references to unit
for(std::list<GameObject*>::iterator i = m_gameObj.begin(); i != m_gameObj.end();) for(GameObjectList::iterator i = m_gameObj.begin(); i != m_gameObj.end();)
{ {
(*i)->SetOwnerGUID(0); (*i)->SetOwnerGUID(0);
(*i)->SetRespawnTime(0); (*i)->SetRespawnTime(0);
+8 -3
View File
@@ -1430,16 +1430,20 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
void SetNativeDisplayId(uint32 modelId) { SetUInt32Value(UNIT_FIELD_NATIVEDISPLAYID, modelId); } void SetNativeDisplayId(uint32 modelId) { SetUInt32Value(UNIT_FIELD_NATIVEDISPLAYID, modelId); }
void setTransForm(uint32 spellid) { m_transform = spellid;} void setTransForm(uint32 spellid) { m_transform = spellid;}
uint32 getTransForm() const { return m_transform;} uint32 getTransForm() const { return m_transform;}
DynamicObject* GetDynObject(uint32 spellId, uint32 effIndex);
DynamicObject* GetDynObject(uint32 spellId);
void AddDynObject(DynamicObject* dynObj); void AddDynObject(DynamicObject* dynObj);
void RemoveDynObject(uint32 spellid); void RemoveDynObject(uint32 spellid);
void RemoveDynObjectWithGUID(uint64 guid) { m_dynObjGUIDs.remove(guid); } void RemoveDynObjectWithGUID(uint64 guid) { m_dynObjGUIDs.remove(guid); }
void RemoveAllDynObjects(); void RemoveAllDynObjects();
GameObject* GetGameObject(uint32 spellId) const;
void AddGameObject(GameObject* gameObj); void AddGameObject(GameObject* gameObj);
void RemoveGameObject(GameObject* gameObj, bool del); void RemoveGameObject(GameObject* gameObj, bool del);
void RemoveGameObject(uint32 spellid, bool del); void RemoveGameObject(uint32 spellid, bool del);
void RemoveAllGameObjects(); void RemoveAllGameObjects();
DynamicObject *GetDynObject(uint32 spellId, uint32 effIndex);
DynamicObject *GetDynObject(uint32 spellId);
uint32 CalculateDamage(WeaponAttackType attType, bool normalized); uint32 CalculateDamage(WeaponAttackType attType, bool normalized);
float GetAPMultiplier(WeaponAttackType attType, bool normalized); float GetAPMultiplier(WeaponAttackType attType, bool normalized);
void ModifyAuraState(AuraState flag, bool apply); void ModifyAuraState(AuraState flag, bool apply);
@@ -1582,7 +1586,8 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
typedef std::list<uint64> DynObjectGUIDs; typedef std::list<uint64> DynObjectGUIDs;
DynObjectGUIDs m_dynObjGUIDs; DynObjectGUIDs m_dynObjGUIDs;
std::list<GameObject*> m_gameObj; typedef std::list<GameObject*> GameObjectList;
GameObjectList m_gameObj;
bool m_isSorted; bool m_isSorted;
uint32 m_transform; uint32 m_transform;