[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

@ -690,7 +690,7 @@ void GameObject::SaveRespawnTime()
objmgr.SaveGORespawnTime(m_DBTableGuid,GetInstanceId(),m_respawnTime);
}
bool GameObject::isVisibleForInState(Player const* u, bool inVisibleList) const
bool GameObject::isVisibleForInState(Player const* u, WorldObject const* viewPoint, bool inVisibleList) const
{
// Not in world
if(!IsInWorld() || !u->IsInWorld())
@ -717,7 +717,7 @@ bool GameObject::isVisibleForInState(Player const* u, bool inVisibleList) const
}
// check distance
return IsWithinDistInMap(u,World::GetMaxVisibleDistanceForObject() +
return IsWithinDistInMap(viewPoint,World::GetMaxVisibleDistanceForObject() +
(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), false);
}