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authorSubv2112 <s.v.h21@hotmail.com>2012-02-03 16:03:52 -0500
committerSubv <s.v.h21@hotmail.com>2012-02-09 13:58:22 -0500
commit93d199f04382fe3c7f6f08f59fd2ad058568679a (patch)
treeb698029a6cf0649bed6689cd0aa4414d8ad1aa42 /src/server/game/Entities/GameObject
parent229d4119e887fa6079a6e0b093860e11b5facb63 (diff)
Core/Collision: Ported dynamic line of sight patch by Silverice from MaNGOS and
added lots of improvements Please re-extract vmaps
Diffstat (limited to 'src/server/game/Entities/GameObject')
-rwxr-xr-xsrc/server/game/Entities/GameObject/GameObject.cpp104
-rwxr-xr-xsrc/server/game/Entities/GameObject/GameObject.h10
2 files changed, 103 insertions, 11 deletions
diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp
index 3548ef3bc63..4abc6e80b1e 100755
--- a/src/server/game/Entities/GameObject/GameObject.cpp
+++ b/src/server/game/Entities/GameObject/GameObject.cpp
@@ -30,7 +30,10 @@
#include "CreatureAISelector.h"
#include "Group.h"
-GameObject::GameObject() : WorldObject(false), m_goValue(new GameObjectValue), m_AI(NULL)
+#include "GameObjectModel.h"
+#include "DynamicTree.h"
+
+GameObject::GameObject() : WorldObject(false), m_goValue(new GameObjectValue), m_AI(NULL), m_model(NULL)
{
m_objectType |= TYPEMASK_GAMEOBJECT;
m_objectTypeId = TYPEID_GAMEOBJECT;
@@ -62,6 +65,7 @@ GameObject::~GameObject()
{
delete m_goValue;
delete m_AI;
+ delete m_model;
//if (m_uint32Values) // field array can be not exist if GameOBject not loaded
// CleanupsBeforeDelete();
}
@@ -127,6 +131,11 @@ void GameObject::AddToWorld()
m_zoneScript->OnGameObjectCreate(this);
sObjectAccessor->AddObject(this);
+ bool startOpen = (GetGoType() == GAMEOBJECT_TYPE_DOOR || GetGoType() == GAMEOBJECT_TYPE_BUTTON ? GetGOInfo()->door.startOpen : false);
+ if (m_model/* && (GetGoType() == GAMEOBJECT_TYPE_DOOR || GetGoType() == GAMEOBJECT_TYPE_BUTTON ? !GetGOInfo()->door.startOpen : true)*/)
+ GetMap()->Insert(*m_model);
+ if (startOpen)
+ EnableCollision(false);
WorldObject::AddToWorld();
}
}
@@ -140,6 +149,9 @@ void GameObject::RemoveFromWorld()
m_zoneScript->OnGameObjectRemove(this);
RemoveFromOwner();
+ if (m_model)
+ if (GetMap()->Contains(*m_model))
+ GetMap()->Remove(*m_model);
WorldObject::RemoveFromWorld();
sObjectAccessor->RemoveObject(this);
}
@@ -199,14 +211,16 @@ bool GameObject::Create(uint32 guidlow, uint32 name_id, Map* map, uint32 phaseMa
// set name for logs usage, doesn't affect anything ingame
SetName(goinfo->name);
- SetUInt32Value(GAMEOBJECT_DISPLAYID, goinfo->displayId);
+ SetDisplayId(goinfo->displayId);
+ m_model = GameObjectModel::Create(*this);
// GAMEOBJECT_BYTES_1, index at 0, 1, 2 and 3
- SetGoState(go_state);
SetGoType(GameobjectTypes(goinfo->type));
+ SetGoState(go_state);
SetGoArtKit(0); // unknown what this is
SetByteValue(GAMEOBJECT_BYTES_1, 2, artKit);
+
switch (goinfo->type)
{
@@ -1779,7 +1793,7 @@ void GameObject::SetDestructibleState(GameObjectDestructibleState state, Player*
{
case GO_DESTRUCTIBLE_INTACT:
RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_DAMAGED | GO_FLAG_DESTROYED);
- SetUInt32Value(GAMEOBJECT_DISPLAYID, m_goInfo->displayId);
+ SetDisplayId(m_goInfo->displayId);
if (setHealth)
{
m_goValue->Building.Health = m_goValue->Building.MaxHealth;
@@ -1801,7 +1815,7 @@ void GameObject::SetDestructibleState(GameObjectDestructibleState state, Player*
if (DestructibleModelDataEntry const* modelData = sDestructibleModelDataStore.LookupEntry(m_goInfo->building.destructibleData))
if (modelData->DamagedDisplayId)
modelId = modelData->DamagedDisplayId;
- SetUInt32Value(GAMEOBJECT_DISPLAYID, modelId);
+ SetDisplayId(modelId);
if (setHealth)
{
@@ -1834,7 +1848,7 @@ void GameObject::SetDestructibleState(GameObjectDestructibleState state, Player*
if (DestructibleModelDataEntry const* modelData = sDestructibleModelDataStore.LookupEntry(m_goInfo->building.destructibleData))
if (modelData->DestroyedDisplayId)
modelId = modelData->DestroyedDisplayId;
- SetUInt32Value(GAMEOBJECT_DISPLAYID, modelId);
+ SetDisplayId(modelId);
if (setHealth)
{
@@ -1852,7 +1866,7 @@ void GameObject::SetDestructibleState(GameObjectDestructibleState state, Player*
if (DestructibleModelDataEntry const* modelData = sDestructibleModelDataStore.LookupEntry(m_goInfo->building.destructibleData))
if (modelData->RebuildingDisplayId)
modelId = modelData->RebuildingDisplayId;
- SetUInt32Value(GAMEOBJECT_DISPLAYID, modelId);
+ SetDisplayId(modelId);
// restores to full health
if (setHealth)
@@ -1865,8 +1879,78 @@ void GameObject::SetDestructibleState(GameObjectDestructibleState state, Player*
}
}
-void GameObject::SetLootState(LootState s, Unit* unit)
+void GameObject::SetLootState(LootState state, Unit* unit)
{
- m_lootState = s;
- AI()->OnStateChanged(s, unit);
+ m_lootState = state;
+ AI()->OnStateChanged(state, unit);
+ if (m_model)
+ {
+ // startOpen determines whether we are going to add or remove the LoS on activation
+ bool startOpen = (GetGoType() == GAMEOBJECT_TYPE_DOOR || GetGoType() == GAMEOBJECT_TYPE_BUTTON ? GetGOInfo()->door.startOpen : false);
+
+ if (GetGOData()->go_state == GO_NOT_READY)
+ startOpen = !startOpen;
+
+ if (state == GO_ACTIVATED || state == GO_JUST_DEACTIVATED)
+ EnableCollision(startOpen);
+ else if (state == GO_READY)
+ EnableCollision(!startOpen);
+ }
}
+
+void GameObject::SetGoState(GOState state)
+{
+ SetByteValue(GAMEOBJECT_BYTES_1, 0, state);
+ if (m_model)
+ {
+ if (!IsInWorld())
+ return;
+
+ // startOpen determines whether we are going to add or remove the LoS on activation
+ bool startOpen = (GetGoType() == GAMEOBJECT_TYPE_DOOR || GetGoType() == GAMEOBJECT_TYPE_BUTTON ? GetGOInfo()->door.startOpen : false);
+
+ if (GetGOData()->go_state == GO_NOT_READY)
+ startOpen = !startOpen;
+
+ if (state == GO_STATE_ACTIVE || state == GO_STATE_ACTIVE_ALTERNATIVE)
+ EnableCollision(startOpen);
+ else if (state == GO_STATE_READY)
+ EnableCollision(!startOpen);
+ }
+}
+
+void GameObject::SetDisplayId(uint32 displayid)
+{
+ SetUInt32Value(GAMEOBJECT_DISPLAYID, displayid);
+ UpdateModel();
+}
+
+void GameObject::SetPhaseMask(uint32 newPhaseMask, bool update)
+{
+ WorldObject::SetPhaseMask(newPhaseMask, update);
+ EnableCollision(true);
+}
+
+void GameObject::EnableCollision(bool enable)
+{
+ if (!m_model)
+ return;
+
+ /*if (enable && !GetMap()->Contains(*m_model))
+ GetMap()->Insert(*m_model);*/
+
+ m_model->enable(enable ? GetPhaseMask() : 0);
+}
+
+void GameObject::UpdateModel()
+{
+ if (!IsInWorld())
+ return;
+ if (m_model)
+ if (GetMap()->Contains(*m_model))
+ GetMap()->Remove(*m_model);
+ delete m_model;
+ m_model = GameObjectModel::Create(*this);
+ if (m_model)
+ GetMap()->Insert(*m_model);
+} \ No newline at end of file
diff --git a/src/server/game/Entities/GameObject/GameObject.h b/src/server/game/Entities/GameObject/GameObject.h
index f677d481c33..a4635ca6dfb 100755
--- a/src/server/game/Entities/GameObject/GameObject.h
+++ b/src/server/game/Entities/GameObject/GameObject.h
@@ -609,6 +609,7 @@ enum LootState
};
class Unit;
+class GameObjectModel;
// 5 sec for bobber catch
#define FISHING_BOBBER_READY_TIME 5
@@ -703,12 +704,15 @@ class GameObject : public WorldObject, public GridObject<GameObject>
GameobjectTypes GetGoType() const { return GameobjectTypes(GetByteValue(GAMEOBJECT_BYTES_1, 1)); }
void SetGoType(GameobjectTypes type) { SetByteValue(GAMEOBJECT_BYTES_1, 1, type); }
GOState GetGoState() const { return GOState(GetByteValue(GAMEOBJECT_BYTES_1, 0)); }
- void SetGoState(GOState state) { SetByteValue(GAMEOBJECT_BYTES_1, 0, state); }
+ void SetGoState(GOState state);
uint8 GetGoArtKit() const { return GetByteValue(GAMEOBJECT_BYTES_1, 2); }
void SetGoArtKit(uint8 artkit);
uint8 GetGoAnimProgress() const { return GetByteValue(GAMEOBJECT_BYTES_1, 3); }
void SetGoAnimProgress(uint8 animprogress) { SetByteValue(GAMEOBJECT_BYTES_1, 3, animprogress); }
static void SetGoArtKit(uint8 artkit, GameObject* go, uint32 lowguid = 0);
+
+ void SetPhaseMask(uint32 newPhaseMask, bool update);
+ void EnableCollision(bool enable);
void Use(Unit* user);
@@ -790,6 +794,9 @@ class GameObject : public WorldObject, public GridObject<GameObject>
GameObjectAI* AI() const { return m_AI; }
std::string GetAIName() const;
+ void SetDisplayId(uint32 displayid);
+
+ GameObjectModel * m_model;
protected:
bool AIM_Initialize();
uint32 m_spellId;
@@ -819,6 +826,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>
private:
void RemoveFromOwner();
void SwitchDoorOrButton(bool activate, bool alternative = false);
+ void UpdateModel(); // updates model in case displayId were changed
//! Object distance/size - overridden from Object::_IsWithinDist. Needs to take in account proper GO size.
bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool /*is3D*/) const