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authormegamage <none@none.none>2011-10-13 14:02:07 -0400
committermegamage <none@none.none>2011-10-13 14:02:07 -0400
commitbcc55489f8ba8e27150eec8f1385a2594c50282f (patch)
treeaee65e04c6776af895ae858fd069ce058ef59d9a /src/server/game/Entities/Object
parent5912e2444de0b73b511ec073aa0cbd38b901295c (diff)
More cleanup of CanSeeOrDetect
Diffstat (limited to 'src/server/game/Entities/Object')
-rwxr-xr-xsrc/server/game/Entities/Object/Object.cpp27
-rwxr-xr-xsrc/server/game/Entities/Object/Object.h22
2 files changed, 21 insertions, 28 deletions
diff --git a/src/server/game/Entities/Object/Object.cpp b/src/server/game/Entities/Object/Object.cpp
index 47be25854ba..8de9e6d000c 100755
--- a/src/server/game/Entities/Object/Object.cpp
+++ b/src/server/game/Entities/Object/Object.cpp
@@ -1630,19 +1630,10 @@ bool WorldObject::canSeeOrDetect(WorldObject const* obj, bool ignoreStealth, boo
if (this == obj)
return true;
- if (obj->IsNeverVisible())
+ if (obj->IsNeverVisible() || _CanNeverSee(obj))
return false;
- if (GetMap() != obj->GetMap())
- return false;
-
- if (!InSamePhase(obj))
- return false;
-
- if (obj->isAlwaysVisibleFor(this))
- return true;
-
- if (canSeeAlways(obj))
+ if (obj->IsAlwaysVisibleFor(this) || _CanAlwaysSee(obj))
return true;
bool corpseCheck = false;
@@ -1699,13 +1690,13 @@ bool WorldObject::canSeeOrDetect(WorldObject const* obj, bool ignoreStealth, boo
if (obj->IsInvisibleDueToDespawn())
return false;
- if (!canDetect(obj, ignoreStealth))
+ if (!_CanDetect(obj, ignoreStealth))
return false;
return true;
}
-bool WorldObject::canDetect(WorldObject const* obj, bool ignoreStealth) const
+bool WorldObject::_CanDetect(WorldObject const* obj, bool ignoreStealth) const
{
const WorldObject* seer = this;
@@ -1714,19 +1705,19 @@ bool WorldObject::canDetect(WorldObject const* obj, bool ignoreStealth) const
if (Unit* controller = thisUnit->GetCharmerOrOwner())
seer = controller;
- if (obj->isAlwaysDetectableFor(seer))
+ if (obj->IsAlwaysDetectableFor(seer))
return true;
- if (!seer->canDetectInvisibilityOf(obj))
+ if (!seer->_CanDetectInvisibilityOf(obj))
return false;
- if (!ignoreStealth && !seer->canDetectStealthOf(obj))
+ if (!ignoreStealth && !seer->_CanDetectStealthOf(obj))
return false;
return true;
}
-bool WorldObject::canDetectInvisibilityOf(WorldObject const* obj) const
+bool WorldObject::_CanDetectInvisibilityOf(WorldObject const* obj) const
{
uint32 mask = obj->m_invisibility.GetFlags() & m_invisibilityDetect.GetFlags();
@@ -1757,7 +1748,7 @@ bool WorldObject::canDetectInvisibilityOf(WorldObject const* obj) const
return true;
}
-bool WorldObject::canDetectStealthOf(WorldObject const* obj) const
+bool WorldObject::_CanDetectStealthOf(WorldObject const* obj) const
{
// Combat reach is the minimal distance (both in front and behind),
// and it is also used in the range calculation.
diff --git a/src/server/game/Entities/Object/Object.h b/src/server/game/Entities/Object/Object.h
index faee921a1bb..1570210020c 100755
--- a/src/server/game/Entities/Object/Object.h
+++ b/src/server/game/Entities/Object/Object.h
@@ -682,7 +682,6 @@ class WorldObject : public Object, public WorldLocation
{ return IsInDist2d(x, y, dist + GetObjectSize()); }
bool IsWithinDist2d(const Position* pos, float dist) const
{ return IsInDist2d(pos, dist + GetObjectSize()); }
- virtual bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D) const;
// use only if you will sure about placing both object at same map
bool IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D = true) const
{
@@ -730,16 +729,10 @@ class WorldObject : public Object, public WorldLocation
virtual void SaveRespawnTime() {}
void AddObjectToRemoveList();
- virtual bool IsNeverVisible() const { return !IsInWorld(); }
- virtual bool isAlwaysVisibleFor(WorldObject const* /*seer*/) const { return false; }
+ virtual bool IsAlwaysVisibleFor(WorldObject const* /*seer*/) const { return false; }
virtual bool IsInvisibleDueToDespawn() const { return false; }
- virtual bool canSeeAlways(WorldObject const* /*obj*/) const { return false; }
- bool canDetect(WorldObject const* obj, bool ignoreStealth) const;
-
- bool canDetectInvisibilityOf(WorldObject const* obj) const;
- bool canDetectStealthOf(WorldObject const* obj) const;
-
- virtual bool isAlwaysDetectableFor(WorldObject const* /*seer*/) const { return false; }
+ //difference from IsAlwaysVisibleFor: 1. after distance check; 2. use owner or charmer as seer
+ virtual bool IsAlwaysDetectableFor(WorldObject const* /*seer*/) const { return false; }
float GetGridActivationRange() const;
float GetVisibilityRange() const;
@@ -846,6 +839,7 @@ class WorldObject : public Object, public WorldLocation
void SetLocationMapId(uint32 _mapId) { m_mapId = _mapId; }
void SetLocationInstanceId(uint32 _instanceId) { m_InstanceId = _instanceId; }
+ virtual bool IsNeverVisible() const { return !IsInWorld(); }
private:
Map* m_currMap; //current object's Map location
@@ -855,6 +849,14 @@ class WorldObject : public Object, public WorldLocation
uint16 m_notifyflags;
uint16 m_executed_notifies;
+
+ virtual bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D) const;
+
+ bool _CanNeverSee(WorldObject const* obj) const { return GetMap() != obj->GetMap() || !InSamePhase(obj); }
+ virtual bool _CanAlwaysSee(WorldObject const* /*obj*/) const { return false; }
+ bool _CanDetect(WorldObject const* obj, bool ignoreStealth) const;
+ bool _CanDetectInvisibilityOf(WorldObject const* obj) const;
+ bool _CanDetectStealthOf(WorldObject const* obj) const;
};
namespace Trinity