- Redesigned stealth and invisibility handling
  - Implemented the handling of multiple stealth types
- Implemented fake inebriation
- The message deliverer no longer sends packets from a non-visible source
  - The server won't send that much garbage which just takes bandwith
  - It won't be possible to use cheats to detect invisible objects
- Removed a lot of checks for the Z-coord
  - Fixes visibility problems happening while flying
- Limited the grid activation range of creatures to use less resources
- Implemented Shroud of Death
- Implemented increased visibility range for active objects
- Removed visibility check at spellhit (only sanctuary effects should prevent it)
(And a lot of other changes...)

Closes issue 4208
Closes issue 3049
Closes issue 2097
Closes issue 2198
Closes issue 2384
Closes issue 2197
Closes issue 2319

--HG--
branch : trunk
This commit is contained in:
linencloth
2010-11-13 17:18:09 +01:00
parent 995408f0a9
commit bf888285aa
36 changed files with 780 additions and 791 deletions

View File

@@ -415,7 +415,7 @@ bool Map::Add(Player *player)
SendInitTransports(player);
player->m_clientGUIDs.clear();
player->UpdateObjectVisibility(true);
player->UpdateObjectVisibility(false);
sScriptMgr.OnPlayerEnterMap(this, player);
return true;
@@ -466,16 +466,43 @@ bool Map::loaded(const GridPair &p) const
return (getNGrid(p.x_coord, p.y_coord) && isGridObjectDataLoaded(p.x_coord, p.y_coord));
}
void Map::VisitNearbyCellsOf(WorldObject* obj, TypeContainerVisitor<Trinity::ObjectUpdater, GridTypeMapContainer> &gridVisitor, TypeContainerVisitor<Trinity::ObjectUpdater, WorldTypeMapContainer> &worldVisitor)
{
CellPair standing_cell(Trinity::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY()));
// Check for correctness of standing_cell, it also avoids problems with update_cell
if (standing_cell.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || standing_cell.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP)
return;
// the overloaded operators handle range checking
// so there's no need for range checking inside the loop
CellPair begin_cell(standing_cell), end_cell(standing_cell);
//lets update mobs/objects in ALL visible cells around object!
CellArea area = Cell::CalculateCellArea(*obj, obj->GetGridActivationRange());
area.ResizeBorders(begin_cell, end_cell);
for (uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; ++x)
{
for (uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; ++y)
{
// marked cells are those that have been visited
// don't visit the same cell twice
uint32 cell_id = (y * TOTAL_NUMBER_OF_CELLS_PER_MAP) + x;
if (isCellMarked(cell_id))
continue;
markCell(cell_id);
CellPair pair(x,y);
Cell cell(pair);
cell.data.Part.reserved = CENTER_DISTRICT;
cell.Visit(pair, gridVisitor, *this);
cell.Visit(pair, worldVisitor, *this);
}
}
}
void Map::Update(const uint32 &t_diff)
{
/// update players at tick
for (m_mapRefIter = m_mapRefManager.begin(); m_mapRefIter != m_mapRefManager.end(); ++m_mapRefIter)
{
Player* plr = m_mapRefIter->getSource();
if (plr && plr->IsInWorld())
plr->Update(t_diff);
}
/// update active cells around players and active objects
resetMarkedCells();
@@ -494,87 +521,22 @@ void Map::Update(const uint32 &t_diff)
if (!plr->IsInWorld())
continue;
CellPair standing_cell(Trinity::ComputeCellPair(plr->GetPositionX(), plr->GetPositionY()));
// update players at tick
plr->Update(t_diff);
// Check for correctness of standing_cell, it also avoids problems with update_cell
if (standing_cell.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || standing_cell.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP)
continue;
// the overloaded operators handle range checking
// so ther's no need for range checking inside the loop
CellPair begin_cell(standing_cell), end_cell(standing_cell);
//lets update mobs/objects in ALL visible cells around player!
CellArea area = Cell::CalculateCellArea(*plr, GetVisibilityDistance());
area.ResizeBorders(begin_cell, end_cell);
for (uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; ++x)
{
for (uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; ++y)
{
// marked cells are those that have been visited
// don't visit the same cell twice
uint32 cell_id = (y * TOTAL_NUMBER_OF_CELLS_PER_MAP) + x;
if (!isCellMarked(cell_id))
{
markCell(cell_id);
CellPair pair(x,y);
Cell cell(pair);
cell.data.Part.reserved = CENTER_DISTRICT;
//cell.SetNoCreate();
cell.Visit(pair, grid_object_update, *this);
cell.Visit(pair, world_object_update, *this);
}
}
}
VisitNearbyCellsOf(plr, grid_object_update, world_object_update);
}
// non-player active objects
if (!m_activeNonPlayers.empty())
// non-player active objects, increasing iterator in the loop in case of object removal
for (m_activeNonPlayersIter = m_activeNonPlayers.begin(); m_activeNonPlayersIter != m_activeNonPlayers.end();)
{
for (m_activeNonPlayersIter = m_activeNonPlayers.begin(); m_activeNonPlayersIter != m_activeNonPlayers.end();)
{
// skip not in world
WorldObject* obj = *m_activeNonPlayersIter;
WorldObject* obj = *m_activeNonPlayersIter;
++m_activeNonPlayersIter;
// step before processing, in this case if Map::Remove remove next object we correctly
// step to next-next, and if we step to end() then newly added objects can wait next update.
++m_activeNonPlayersIter;
if (!obj->IsInWorld())
continue;
if (!obj->IsInWorld())
continue;
CellPair standing_cell(Trinity::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY()));
// Check for correctness of standing_cell, it also avoids problems with update_cell
if (standing_cell.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || standing_cell.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP)
continue;
// the overloaded operators handle range checking
// so ther's no need for range checking inside the loop
CellPair begin_cell(standing_cell), end_cell(standing_cell);
begin_cell << 1; begin_cell -= 1; // upper left
end_cell >> 1; end_cell += 1; // lower right
for (uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; ++x)
{
for (uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; ++y)
{
// marked cells are those that have been visited
// don't visit the same cell twice
uint32 cell_id = (y * TOTAL_NUMBER_OF_CELLS_PER_MAP) + x;
if (!isCellMarked(cell_id))
{
markCell(cell_id);
CellPair pair(x,y);
Cell cell(pair);
cell.data.Part.reserved = CENTER_DISTRICT;
//cell.SetNoCreate();
cell.Visit(pair, grid_object_update, *this);
cell.Visit(pair, world_object_update, *this);
}
}
}
}
VisitNearbyCellsOf(obj, grid_object_update, world_object_update);
}
///- Process necessary scripts
@@ -635,7 +597,7 @@ void Map::ProcessRelocationNotifies(const uint32 & diff)
Cell cell(pair);
cell.SetNoCreate();
Trinity::DelayedUnitRelocation cell_relocation(cell, pair, *this, GetVisibilityDistance());
Trinity::DelayedUnitRelocation cell_relocation(cell, pair, *this, MAX_VISIBILITY_DISTANCE);
TypeContainerVisitor<Trinity::DelayedUnitRelocation, GridTypeMapContainer > grid_object_relocation(cell_relocation);
TypeContainerVisitor<Trinity::DelayedUnitRelocation, WorldTypeMapContainer > world_object_relocation(cell_relocation);
Visit(cell, grid_object_relocation);
@@ -1881,7 +1843,7 @@ void Map::UpdateObjectVisibility(WorldObject* obj, Cell cell, CellPair cellpair)
cell.SetNoCreate();
Trinity::VisibleChangesNotifier notifier(*obj);
TypeContainerVisitor<Trinity::VisibleChangesNotifier, WorldTypeMapContainer > player_notifier(notifier);
cell.Visit(cellpair, player_notifier, *this, *obj, GetVisibilityDistance());
cell.Visit(cellpair, player_notifier, *this, *obj, obj->GetVisibilityRange());
}
void Map::UpdateObjectsVisibilityFor(Player* player, Cell cell, CellPair cellpair)
@@ -1892,8 +1854,8 @@ void Map::UpdateObjectsVisibilityFor(Player* player, Cell cell, CellPair cellpai
cell.SetNoCreate();
TypeContainerVisitor<Trinity::VisibleNotifier, WorldTypeMapContainer > world_notifier(notifier);
TypeContainerVisitor<Trinity::VisibleNotifier, GridTypeMapContainer > grid_notifier(notifier);
cell.Visit(cellpair, world_notifier, *this, *player, GetVisibilityDistance());
cell.Visit(cellpair, grid_notifier, *this, *player, GetVisibilityDistance());
cell.Visit(cellpair, world_notifier, *this, *player, player->GetVisibilityRange());
cell.Visit(cellpair, grid_notifier, *this, *player, player->GetVisibilityRange());
// send data
notifier.SendToSelf();
@@ -2117,7 +2079,7 @@ bool Map::ActiveObjectsNearGrid(uint32 x, uint32 y) const
CellPair cell_max(cell_min.x_coord + MAX_NUMBER_OF_CELLS, cell_min.y_coord+MAX_NUMBER_OF_CELLS);
//we must find visible range in cells so we unload only non-visible cells...
float viewDist = GetVisibilityDistance();
float viewDist = GetVisibilityRange();
int cell_range = (int)ceilf(viewDist / SIZE_OF_GRID_CELL) + 1;
cell_min << cell_range;