Implement new visibility system, based on Silverice patch for mangos
--HG-- branch : trunk
This commit is contained in:
@@ -29,6 +29,32 @@
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#include "CreatureAI.h"
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#include "SpellAuras.h"
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template<class T>
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inline void
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Trinity::VisibleNotifier::Visit(GridRefManager<T> &m)
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{
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for(typename GridRefManager<T>::iterator iter = m.begin(); iter != m.end(); ++iter)
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{
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vis_guids.erase(iter->getSource()->GetGUID());
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if(force/* || iter->getSource()->isNeedNotify(NOTIFY_VISIBILITY_CHANGED)*/)
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i_player.UpdateVisibilityOf(iter->getSource(),i_data,i_visibleNow);
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}
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}
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inline void
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Trinity::VisibleNotifier::Visit(CreatureMapType &m)
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{
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for(CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
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{
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vis_guids.erase(iter->getSource()->GetGUID());
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if(force || iter->getSource()->isNeedNotify(NOTIFY_VISIBILITY_CHANGED))
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i_player.UpdateVisibilityOf(iter->getSource(),i_data,i_visibleNow);
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}
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}
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inline void
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Trinity::ObjectUpdater::Visit(CreatureMapType &m)
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{
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@@ -70,45 +96,47 @@ Trinity::PlayerVisibilityNotifier::Visit(GridRefManager<T> &m)
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}
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}
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template<>
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template<class T, class VISITOR>
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inline void
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Trinity::PlayerRelocationNotifier::Visit(PlayerMapType &m)
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MaNGOS::DelayedUnitRelocation::Notify(GridRefManager<T> &m)
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{
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for (PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
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for(typename GridRefManager<T>::iterator iter = m.begin(); iter != m.end(); ++iter)
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{
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i_clientGUIDs.erase(iter->getSource()->GetGUID());
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if(iter->getSource()->m_Notified) //self is also skipped in this check
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T * unit = iter->getSource();
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if(!unit->isAlive() || !unit->isNeedNotify(NOTIFY_AI_RELOCATION))
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continue;
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i_player.UpdateVisibilityOf(iter->getSource(),i_data,i_visibleNow);
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iter->getSource()->UpdateVisibilityOf(&i_player);
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VISITOR relocate(*unit);
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TypeContainerVisitor<VISITOR, WorldTypeMapContainer > c2world_relocation(relocate);
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TypeContainerVisitor<VISITOR, GridTypeMapContainer > c2grid_relocation(relocate);
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//if (!i_player.GetSharedVisionList().empty())
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// for (SharedVisionList::const_iterator it = i_player.GetSharedVisionList().begin(); it != i_player.GetSharedVisionList().end(); ++it)
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// (*it)->UpdateVisibilityOf(iter->getSource());
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i_lock->Visit(i_lock, c2world_relocation, i_map, *unit, i_radius);
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i_lock->Visit(i_lock, c2grid_relocation, i_map, *unit, i_radius);
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// Cancel Trade
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if(i_player.GetTrader()==iter->getSource())
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if(!i_player.IsWithinDistInMap(iter->getSource(), 5)) // iteraction distance
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i_player.GetSession()->SendCancelTrade(); // will clode both side trade windows
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unit->SetNotified(NOTIFY_AI_RELOCATION);
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}
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}
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template<class T>
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inline void
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MaNGOS::ResetNotifier::resetNotify(GridRefManager<T> &m)
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{
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for(typename GridRefManager<T>::iterator iter=m.begin(); iter != m.end(); ++iter)
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iter->getSource()->ResetAllNotifiesbyMask(reset_mask);
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}
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template<>
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inline void
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Trinity::PlayerRelocationNotifier::Visit(CreatureMapType &m)
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{
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if(!i_player.isAlive() || i_player.isInFlight())
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return;
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for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
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{
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i_clientGUIDs.erase(iter->getSource()->GetGUID());
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if(iter->getSource()->m_Notified)
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continue;
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i_player.UpdateVisibilityOf(iter->getSource(),i_data,i_visibleNow);
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PlayerCreatureRelocationWorker(&i_player, iter->getSource());
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Creature * c = iter->getSource();
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if(c->isAlive() && !c->NotifyExecuted(NOTIFY_AI_RELOCATION))
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PlayerCreatureRelocationWorker(&i_player, c);
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}
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}
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@@ -116,14 +144,14 @@ template<>
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inline void
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Trinity::CreatureRelocationNotifier::Visit(PlayerMapType &m)
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{
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for (PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
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if(!i_creature.isAlive())
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return;
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for(PlayerMapType::iterator iter=m.begin(); iter != m.end(); ++iter)
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{
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if(iter->getSource()->m_Notified)
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continue;
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iter->getSource()->UpdateVisibilityOf(&i_creature);
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PlayerCreatureRelocationWorker(iter->getSource(), &i_creature);
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Player * pl = iter->getSource();
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if( pl->isAlive() && !pl->isInFlight() && !pl->NotifyExecuted(NOTIFY_AI_RELOCATION))
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PlayerCreatureRelocationWorker(pl, &i_creature);
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}
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}
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@@ -136,13 +164,9 @@ Trinity::CreatureRelocationNotifier::Visit(CreatureMapType &m)
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for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
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{
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if(iter->getSource()->m_Notified)
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continue;
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if(!iter->getSource()->isAlive())
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continue;
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CreatureCreatureRelocationWorker(iter->getSource(), &i_creature);
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Creature* c = iter->getSource();
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if( c != &i_creature && c->isAlive() && !c->NotifyExecuted(NOTIFY_AI_RELOCATION))
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CreatureCreatureRelocationWorker(c, &i_creature);
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}
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}
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