[8422] Implement far sight like spells work for long distance.

* Added basic infrastructure for visibility update in case difference player and current view point.
  Just for note: seletect additional arg way beacuse repeatable search object will slow but store pointer will not safe,
  so use middle case: get view point pointer early as possible at visibility updates.
* Implement dynamic object and creature activisation while it's target of far sight spell effect
* Use this for SPELL_AURA_BIND_SIGHT, SPELL_AURA_FAR_SIGHT and SPELL_EFFECT_ADD_FARSIGHT.
* Note2: some spyglass like spells let look _around_ at long distance, this hard implement in current grid loading system
  Without additional changes and not implemented (you will see empty area without creatures in likes case)

* Also fixed warning spam at CMSG_MOVE_SET_CAN_FLY_ACK receive by use proper packet sructure reading.
This commit is contained in:
VladimirMangos 2009-08-26 08:18:30 +04:00
parent db1c9924a9
commit 45dd7140b5
28 changed files with 228 additions and 144 deletions

View file

@ -141,7 +141,7 @@ bool
AggressorAI::IsVisible(Unit *pl) const
{
return m_creature->IsWithinDist(pl,sWorld.getConfig(CONFIG_SIGHT_MONSTER))
&& pl->isVisibleForOrDetect(m_creature,true);
&& pl->isVisibleForOrDetect(m_creature,m_creature,true);
}
void