Use 2D distance for visibility checks

This commit is contained in:
tomrus88 2008-12-05 02:01:05 +03:00
parent a69bc59f1d
commit df3ca15c3d
9 changed files with 88 additions and 24 deletions

View file

@ -204,6 +204,7 @@ inline void LoadMapChunk(MPQFile & mf, chunk*_chunk)
if(fourcc==0x4d435654) // MCVT
{
for (int j=0; j<17; ++j)
{
for (int i=0; i<((j%2)?8:9); ++i)
{
mf.read(&h,4);
@ -226,6 +227,7 @@ inline void LoadMapChunk(MPQFile & mf, chunk*_chunk)
if(z>zmax)zmax=z;
//if(z<zmin)zmin=z;
}
}
}
else if(fourcc==0x4d434e52) // MCNR
{

View file

@ -209,5 +209,5 @@ bool Corpse::LoadFromDB(uint32 guid, Field *fields)
bool Corpse::isVisibleForInState(Player const* u, bool inVisibleList) const
{
return IsInWorld() && u->IsInWorld() && IsWithinDistInMap(u,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f));
return IsInWorld() && u->IsInWorld() && IsWithinDistInMap2d(u,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f));
}

View file

@ -148,5 +148,5 @@ void DynamicObject::Delay(int32 delaytime)
bool DynamicObject::isVisibleForInState(Player const* u, bool inVisibleList) const
{
return IsInWorld() && u->IsInWorld() && IsWithinDistInMap(u,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f));
return IsInWorld() && u->IsInWorld() && IsWithinDistInMap2d(u,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f));
}

View file

@ -738,7 +738,7 @@ bool GameObject::isVisibleForInState(Player const* u, bool inVisibleList) const
}
// check distance
return IsWithinDistInMap(u,World::GetMaxVisibleDistanceForObject() +
return IsWithinDistInMap2d(u,World::GetMaxVisibleDistanceForObject() +
(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f) );
}

View file

@ -1119,6 +1119,19 @@ bool WorldObject::IsWithinDistInMap(const WorldObject* obj, const float dist2com
return distsq < maxdist * maxdist;
}
bool WorldObject::IsWithinDistInMap2d(const WorldObject* obj, const float dist2compare) const
{
if (!obj || !IsInMap(obj)) return false;
float dx = GetPositionX() - obj->GetPositionX();
float dy = GetPositionY() - obj->GetPositionY();
float distsq = dx*dx + dy*dy;
float sizefactor = GetObjectSize() + obj->GetObjectSize();
float maxdist = dist2compare + sizefactor;
return distsq < maxdist * maxdist;
}
bool WorldObject::IsWithinLOSInMap(const WorldObject* obj) const
{
if (!IsInMap(obj)) return false;

View file

@ -418,6 +418,7 @@ class MANGOS_DLL_SPEC WorldObject : public Object
float GetDistanceZ(const WorldObject* obj) const;
bool IsInMap(const WorldObject* obj) const { return GetMapId()==obj->GetMapId() && GetInstanceId()==obj->GetInstanceId(); }
bool IsWithinDistInMap(const WorldObject* obj, const float dist2compare) const;
bool IsWithinDistInMap2d(const WorldObject* obj, const float dist2compare) const;
bool IsWithinLOS(const float x, const float y, const float z ) const;
bool IsWithinLOSInMap(const WorldObject* obj) const;

View file

@ -8547,7 +8547,7 @@ int32 Unit::ModifyPower(Powers power, int32 dVal)
return gain;
}
bool Unit::isVisibleForOrDetect(Unit const* u, bool detect, bool inVisibleList) const
bool Unit::isVisibleForOrDetect(Unit const* u, bool detect, bool inVisibleList, bool is2dDistance) const
{
if(!u)
return false;
@ -8598,40 +8598,88 @@ bool Unit::isVisibleForOrDetect(Unit const* u, bool detect, bool inVisibleList)
if(u->isInFlight()) // what see player in flight
{
// use object grey distance for all (only see objects any way)
if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceInFlight()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f)))
return false;
if(is2dDistance)
{
if (!IsWithinDistInMap2d(u,World::GetMaxVisibleDistanceInFlight()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f)))
return false;
}
else
{
if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceInFlight()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f)))
return false;
}
}
else if(!isAlive()) // distance for show body
{
if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f)))
return false;
if(is2dDistance)
{
if (!IsWithinDistInMap2d(u,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f)))
return false;
}
else
{
if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f)))
return false;
}
}
else if(GetTypeId()==TYPEID_PLAYER) // distance for show player
{
if(u->GetTypeId()==TYPEID_PLAYER)
{
// Players far than max visible distance for player or not in our map are not visible too
if (!at_same_transport && !IsWithinDistInMap(u,World::GetMaxVisibleDistanceForPlayer()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)))
return false;
if(is2dDistance)
{
if (!at_same_transport && !IsWithinDistInMap2d(u,World::GetMaxVisibleDistanceForPlayer()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)))
return false;
}
else
{
if (!at_same_transport && !IsWithinDistInMap(u,World::GetMaxVisibleDistanceForPlayer()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)))
return false;
}
}
else
{
// Units far than max visible distance for creature or not in our map are not visible too
if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForCreature()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)))
return false;
if(is2dDistance)
{
if (!IsWithinDistInMap2d(u,World::GetMaxVisibleDistanceForCreature()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)))
return false;
}
else
{
if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForCreature()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)))
return false;
}
}
}
else if(GetCharmerOrOwnerGUID()) // distance for show pet/charmed
{
// Pet/charmed far than max visible distance for player or not in our map are not visible too
if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForPlayer()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)))
return false;
if(is2dDistance)
{
if (!IsWithinDistInMap2d(u,World::GetMaxVisibleDistanceForPlayer()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)))
return false;
}
else
{
if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForPlayer()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)))
return false;
}
}
else // distance for show creature
{
// Units far than max visible distance for creature or not in our map are not visible too
if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForCreature()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)))
return false;
if(is2dDistance)
{
if (!IsWithinDistInMap2d(u,World::GetMaxVisibleDistanceForCreature()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)))
return false;
}
else
{
if (!IsWithinDistInMap(u,World::GetMaxVisibleDistanceForCreature()+(inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)))
return false;
}
}
// Visible units, always are visible for all units, except for units under invisibility
@ -9444,7 +9492,7 @@ Unit* Unit::GetUnit(WorldObject& object, uint64 guid)
bool Unit::isVisibleForInState( Player const* u, bool inVisibleList ) const
{
return isVisibleForOrDetect(u,false,inVisibleList);
return isVisibleForOrDetect(u, false, inVisibleList, true);
}
uint32 Unit::GetCreatureType() const

View file

@ -1139,7 +1139,7 @@ class MANGOS_DLL_SPEC Unit : public WorldObject
void SetVisibility(UnitVisibility x);
// common function for visibility checks for player/creatures with detection code
bool isVisibleForOrDetect(Unit const* u, bool detect, bool inVisibleList = false) const;
bool isVisibleForOrDetect(Unit const* u, bool detect, bool inVisibleList = false, bool is2dDistance = false) const;
bool canDetectInvisibilityOf(Unit const* u) const;
// virtual functions for all world objects types

View file

@ -869,9 +869,9 @@ GM.StartLevel = 1
# Visibility.Distance.Creature
# Visibility.Distance.Player
# Visibility distance for different in game object
# Max limited by active player zone: ~ 166
# Max limited by active player zone: ~ 333
# Min limit dependent from objects
# Default: 66 (cell size)
# Default: 132 (cell size)
# Min limit is max aggro radius (45) * Rate.Creature.Aggro
#
# Visibility.Distance.Object
@ -897,10 +897,10 @@ GM.StartLevel = 1
###################################################################################################################
Visibility.GroupMode = 0
Visibility.Distance.Creature = 66
Visibility.Distance.Player = 66
Visibility.Distance.Object = 66
Visibility.Distance.InFlight = 66
Visibility.Distance.Creature = 132
Visibility.Distance.Player = 132
Visibility.Distance.Object = 132
Visibility.Distance.InFlight = 132
Visibility.Distance.Grey.Unit = 1
Visibility.Distance.Grey.Object = 10