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[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.
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28 changed files with 228 additions and 144 deletions
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@ -1359,6 +1359,16 @@ bool WorldObject::HasInArc(const float arcangle, const WorldObject* obj) const
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return (( angle >= lborder ) && ( angle <= rborder ));
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}
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bool WorldObject::isInFrontInMap(WorldObject const* target, float distance, float arc) const
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{
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return IsWithinDistInMap(target, distance) && HasInArc( arc, target );
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}
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bool WorldObject::isInBackInMap(WorldObject const* target, float distance, float arc) const
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{
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return IsWithinDistInMap(target, distance) && !HasInArc( 2 * M_PI - arc, target );
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}
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void WorldObject::GetRandomPoint( float x, float y, float z, float distance, float &rand_x, float &rand_y, float &rand_z) const
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{
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if(distance == 0)
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