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https://github.com/mangosfour/server.git
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Reduced number of cells (doubled max visibility distance).
Use 2D distance for visibility checks.
This commit is contained in:
parent
9254ca19e6
commit
d00a453863
9 changed files with 28 additions and 24 deletions
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@ -209,5 +209,5 @@ bool Corpse::LoadFromDB(uint32 guid, Field *fields)
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bool Corpse::isVisibleForInState(Player const* u, bool inVisibleList) const
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{
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return IsInWorld() && u->IsInWorld() && IsWithinDistInMap(u,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f));
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return IsInWorld() && u->IsInWorld() && IsWithinDistInMap(u,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), false);
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}
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@ -148,5 +148,5 @@ void DynamicObject::Delay(int32 delaytime)
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bool DynamicObject::isVisibleForInState(Player const* u, bool inVisibleList) const
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{
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return IsInWorld() && u->IsInWorld() && IsWithinDistInMap(u,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f));
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return IsInWorld() && u->IsInWorld() && IsWithinDistInMap(u,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), false);
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}
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@ -723,7 +723,7 @@ bool GameObject::isVisibleForInState(Player const* u, bool inVisibleList) const
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// check distance
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return IsWithinDistInMap(u,World::GetMaxVisibleDistanceForObject() +
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(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f) );
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(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), false);
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}
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void GameObject::Respawn()
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@ -41,10 +41,10 @@ class Player;
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#define MIN_GRID_DELAY MINUTE*1000
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#define MIN_MAP_UPDATE_DELAY 50
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#define MAX_NUMBER_OF_CELLS 8
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#define MAX_NUMBER_OF_CELLS 4
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#define SIZE_OF_GRID_CELL (SIZE_OF_GRIDS/MAX_NUMBER_OF_CELLS)
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#define CENTER_GRID_CELL_ID 256
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#define CENTER_GRID_CELL_ID 128
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#define CENTER_GRID_CELL_OFFSET (SIZE_OF_GRID_CELL/2)
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#define TOTAL_NUMBER_OF_CELLS_PER_MAP (MAX_NUMBER_OF_GRIDS*MAX_NUMBER_OF_CELLS)
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@ -1027,14 +1027,18 @@ float WorldObject::GetDistanceZ(const WorldObject* obj) const
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return ( dist > 0 ? dist : 0);
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}
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bool WorldObject::IsWithinDistInMap(const WorldObject* obj, const float dist2compare) const
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bool WorldObject::IsWithinDistInMap(const WorldObject* obj, const float dist2compare, const bool is3D) const
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{
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if (!obj || !IsInMap(obj)) return false;
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float dx = GetPositionX() - obj->GetPositionX();
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float dy = GetPositionY() - obj->GetPositionY();
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float dz = GetPositionZ() - obj->GetPositionZ();
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float distsq = dx*dx + dy*dy + dz*dz;
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float distsq = dx*dx + dy*dy;
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if(is3D)
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{
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float dz = GetPositionZ() - obj->GetPositionZ();
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distsq += dz*dz;
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}
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float sizefactor = GetObjectSize() + obj->GetObjectSize();
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float maxdist = dist2compare + sizefactor;
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@ -399,7 +399,7 @@ class MANGOS_DLL_SPEC WorldObject : public Object
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float GetDistance2d(const float x, const float y) const;
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float GetDistanceZ(const WorldObject* obj) const;
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bool IsInMap(const WorldObject* obj) const { return GetMapId()==obj->GetMapId() && GetInstanceId()==obj->GetInstanceId(); }
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bool IsWithinDistInMap(const WorldObject* obj, const float dist2compare) const;
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bool IsWithinDistInMap(const WorldObject* obj, const float dist2compare, const bool is3D = true) const;
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bool IsWithinLOS(const float x, const float y, const float z ) const;
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bool IsWithinLOSInMap(const WorldObject* obj) const;
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@ -8500,7 +8500,7 @@ int32 Unit::ModifyPower(Powers power, int32 dVal)
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return gain;
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}
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bool Unit::isVisibleForOrDetect(Unit const* u, bool detect, bool inVisibleList) const
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bool Unit::isVisibleForOrDetect(Unit const* u, bool detect, bool inVisibleList, bool is3dDistance) const
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{
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if(!u)
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return false;
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@ -8551,12 +8551,12 @@ bool Unit::isVisibleForOrDetect(Unit const* u, bool detect, bool inVisibleList)
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if(u->isInFlight()) // what see player in flight
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{
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// use object grey distance for all (only see objects any way)
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if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceInFlight()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f)))
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if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceInFlight()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), is3dDistance))
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return false;
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}
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else if(!isAlive()) // distance for show body
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{
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if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f)))
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if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), is3dDistance))
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return false;
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}
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else if(GetTypeId()==TYPEID_PLAYER) // distance for show player
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@ -8564,26 +8564,26 @@ bool Unit::isVisibleForOrDetect(Unit const* u, bool detect, bool inVisibleList)
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if(u->GetTypeId()==TYPEID_PLAYER)
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{
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// Players far than max visible distance for player or not in our map are not visible too
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if (!at_same_transport && !IsWithinDistInMap(u,World::GetMaxVisibleDistanceForPlayer()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)))
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if (!at_same_transport && !IsWithinDistInMap(u,World::GetMaxVisibleDistanceForPlayer()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f), is3dDistance))
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return false;
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}
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else
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{
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// Units far than max visible distance for creature or not in our map are not visible too
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if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForCreature()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)))
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if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForCreature()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f), is3dDistance))
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return false;
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}
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}
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else if(GetCharmerOrOwnerGUID()) // distance for show pet/charmed
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{
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// Pet/charmed far than max visible distance for player or not in our map are not visible too
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if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForPlayer()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)))
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if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForPlayer()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f), is3dDistance))
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return false;
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}
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else // distance for show creature
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{
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// Units far than max visible distance for creature or not in our map are not visible too
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if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForCreature()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)))
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if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForCreature()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f), is3dDistance))
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return false;
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}
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@ -9391,7 +9391,7 @@ Unit* Unit::GetUnit(WorldObject& object, uint64 guid)
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bool Unit::isVisibleForInState( Player const* u, bool inVisibleList ) const
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{
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return isVisibleForOrDetect(u,false,inVisibleList);
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return isVisibleForOrDetect(u, false, inVisibleList, false);
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}
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uint32 Unit::GetCreatureType() const
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@ -1102,7 +1102,7 @@ class MANGOS_DLL_SPEC Unit : public WorldObject
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void SetVisibility(UnitVisibility x);
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// common function for visibility checks for player/creatures with detection code
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bool isVisibleForOrDetect(Unit const* u, bool detect, bool inVisibleList = false) const;
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bool isVisibleForOrDetect(Unit const* u, bool detect, bool inVisibleList = false, bool is3dDistance = true) const;
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bool canDetectInvisibilityOf(Unit const* u) const;
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// virtual functions for all world objects types
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@ -863,9 +863,9 @@ GM.StartLevel = 1
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# Visibility.Distance.Creature
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# Visibility.Distance.Player
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# Visibility distance for different in game object
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# Max limited by active player zone: ~ 166
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# Max limited by active player zone: ~ 333
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# Min limit dependent from objects
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# Default: 66 (cell size)
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# Default: 132 (cell size)
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# Min limit is max aggro radius (45) * Rate.Creature.Aggro
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#
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# Visibility.Distance.Object
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@ -891,10 +891,10 @@ GM.StartLevel = 1
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###################################################################################################################
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Visibility.GroupMode = 0
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Visibility.Distance.Creature = 66
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Visibility.Distance.Player = 66
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Visibility.Distance.Object = 66
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Visibility.Distance.InFlight = 66
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Visibility.Distance.Creature = 132
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Visibility.Distance.Player = 132
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Visibility.Distance.Object = 132
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Visibility.Distance.InFlight = 132
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Visibility.Distance.Grey.Unit = 1
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Visibility.Distance.Grey.Object = 10
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