*Fix some visibility bug.
--HG-- branch : trunk
This commit is contained in:
@@ -353,7 +353,8 @@ struct TRINITY_DLL_DECL boss_priestess_guestAI : public ScriptedAI
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boss_priestess_guestAI(Creature* c) : ScriptedAI(c)
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{
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Group.clear();
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pInstance = ((ScriptedInstance*)c->GetInstanceData()); AcquireGUIDs();
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pInstance = ((ScriptedInstance*)c->GetInstanceData());
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AcquireGUIDs();
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}
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ScriptedInstance* pInstance;
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+35
-31
@@ -211,7 +211,7 @@ Map::Map(uint32 id, time_t expiry, uint32 InstanceId, uint8 SpawnMode)
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: i_mapEntry (sMapStore.LookupEntry(id)), i_spawnMode(SpawnMode),
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i_id(id), i_InstanceId(InstanceId), m_unloadTimer(0), i_gridExpiry(expiry),
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m_activeNonPlayersIter(m_activeNonPlayers.end())
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, i_lock(false)
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, i_lock(true)
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{
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for(unsigned int idx=0; idx < MAX_NUMBER_OF_GRIDS; ++idx)
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{
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@@ -507,8 +507,7 @@ Map::Add(T *obj)
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DEBUG_LOG("Object %u enters grid[%u,%u]", GUID_LOPART(obj->GetGUID()), cell.GridX(), cell.GridY());
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if(obj->GetTypeId() != TYPEID_UNIT)
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UpdateObjectVisibility(obj,cell,p);
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UpdateObjectVisibility(obj,cell,p);
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AddNotifier(obj);
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}
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@@ -610,19 +609,25 @@ bool Map::loaded(const GridPair &p) const
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void Map::RelocationNotify()
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{
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//creatures may be added to the list during update
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i_lock = true;
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//Move backlog to notify list
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for(std::vector<uint64>::iterator iter = i_unitsToNotifyBacklog.begin(); iter != i_unitsToNotifyBacklog.end(); ++iter)
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{
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if(Unit *unit = ObjectAccessor::GetObjectInWorld(*iter, (Unit*)NULL))
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{
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i_unitsToNotify.push_back(unit);
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unit->m_Notified = false;
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}
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}
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i_unitsToNotifyBacklog.clear();
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//Notify
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for(std::vector<uint64>::iterator iter = i_unitsToNotify.begin(); iter != i_unitsToNotify.end(); ++iter)
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for(std::vector<Unit*>::iterator iter = i_unitsToNotify.begin(); iter != i_unitsToNotify.end(); ++iter)
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{
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Unit *unit = ObjectAccessor::GetObjectInWorld(*iter, (Unit*)NULL);
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if(!unit || !unit->IsInWorld() || unit->GetMapId() != GetId())
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{
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*iter = 0;
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Unit *unit = *iter;
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if(!unit->IsInWorld() || unit->GetMapId() != GetId())
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continue;
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}
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unit->m_IsInNotifyList = false;
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unit->m_Notified = true;
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if(unit->GetTypeId() == TYPEID_PLAYER)
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@@ -637,23 +642,29 @@ void Map::RelocationNotify()
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VisitAll(unit->GetPositionX(), unit->GetPositionY(), World::GetMaxVisibleDistance(), notifier);
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}
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}
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//Clear list
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for(std::vector<uint64>::iterator iter = i_unitsToNotify.begin(); iter != i_unitsToNotify.end(); ++iter)
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{
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if(Unit *unit = ObjectAccessor::GetObjectInWorld(*iter, (Unit*)NULL))
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{
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unit->m_IsInNotifyList = false;
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unit->m_Notified = false;
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}
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}
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i_unitsToNotify.clear();
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}
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i_lock = false;
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void Map::AddUnitToNotify(Unit* u)
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{
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if(u->m_IsInNotifyList)
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return;
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u->m_IsInNotifyList = true;
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if(i_lock)
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i_unitsToNotifyBacklog.push_back(u->GetGUID());
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else
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{
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i_unitsToNotify.push_back(u);
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u->m_Notified = false;
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}
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}
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void Map::Update(const uint32 &t_diff)
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{
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i_lock = false;
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resetMarkedCells();
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Trinity::ObjectUpdater updater(t_diff);
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@@ -782,6 +793,8 @@ void Map::Update(const uint32 &t_diff)
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}
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}
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i_lock = true;
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RelocationNotify();
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// Don't unload grids if it's battleground, since we may have manually added GOs,creatures, those doesn't load from DB at grid re-load !
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@@ -2186,12 +2199,3 @@ void BattleGroundMap::UnloadAll()
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/*--------------------------TRINITY-------------------------*/
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void Map::AddUnitToNotify(Unit* u)
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{
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if(!i_lock && !u->m_IsInNotifyList)
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{
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i_unitsToNotify.push_back(u->GetGUID());
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u->m_IsInNotifyList = true;
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}
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}
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+2
-1
@@ -339,7 +339,8 @@ class TRINITY_DLL_SPEC Map : public GridRefManager<NGridType>, public Trinity::O
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time_t i_gridExpiry;
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bool i_lock;
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std::vector<uint64> i_unitsToNotify;
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std::vector<uint64> i_unitsToNotifyBacklog;
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std::vector<Unit*> i_unitsToNotify;
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std::set<WorldObject *> i_objectsToRemove;
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std::map<WorldObject*, bool> i_objectsToSwitch;
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@@ -17828,6 +17828,8 @@ void Player::UpdateVisibilityOf(T* target, UpdateData& data, std::set<WorldObjec
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#endif
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}
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}
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else
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SetToNotify();
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}
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/*template<>
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@@ -12810,6 +12810,9 @@ void Unit::RemoveAurasAtChanneledTarget(SpellEntry const* spellInfo, Unit * cast
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void Unit::SetToNotify()
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{
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if(m_IsInNotifyList)
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return;
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if(Map *map = GetMap())
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map->AddUnitToNotify(this);
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}
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