[11206] Move visibility self/around to new function and use it.

* Fixed wrong visibility changes in some cases at .mod phase uses.
* Apply phase change to any owned units (not only pets as before).
  It also will applied in more safe way for avoid unexpected lost owner at update.
* Check view point setting auras targets accessability not only at visibility change
  but also at phase change.
* Replace SetVisibility(GetVisibility()) hack like calls.
This commit is contained in:
VladimirMangos 2011-02-27 19:16:31 +03:00
parent bef47ce126
commit f1899e3b27
6 changed files with 64 additions and 50 deletions

View file

@ -8057,45 +8057,44 @@ bool Unit::isVisibleForOrDetect(Unit const* u, WorldObject const* viewPoint, boo
return IsWithinLOS(ox,oy,oz);
}
void Unit::UpdateVisibilityAndView()
{
static const AuraType auratypes[] = {SPELL_AURA_BIND_SIGHT, SPELL_AURA_FAR_SIGHT, SPELL_AURA_NONE};
for (AuraType const* type = &auratypes[0]; *type != SPELL_AURA_NONE; ++type)
{
AuraList& alist = m_modAuras[*type];
if(alist.empty())
continue;
for (AuraList::iterator it = alist.begin(); it != alist.end();)
{
Aura* aura = (*it);
Unit* owner = aura->GetCaster();
if (!owner || !isVisibleForOrDetect(owner,this,false))
{
alist.erase(it);
RemoveAura(aura);
it = alist.begin();
}
else
++it;
}
}
GetViewPoint().Call_UpdateVisibilityForOwner();
UpdateObjectVisibility();
ScheduleAINotify(0);
GetViewPoint().Event_ViewPointVisibilityChanged();
}
void Unit::SetVisibility(UnitVisibility x)
{
m_Visibility = x;
if(IsInWorld())
{
// some auras requires visible target
if(m_Visibility == VISIBILITY_GROUP_NO_DETECT || m_Visibility == VISIBILITY_OFF)
{
static const AuraType auratypes[] = {SPELL_AURA_BIND_SIGHT, SPELL_AURA_FAR_SIGHT, SPELL_AURA_NONE};
for (AuraType const* type = &auratypes[0]; *type != SPELL_AURA_NONE; ++type)
{
AuraList& alist = m_modAuras[*type];
if(alist.empty())
continue;
for (AuraList::iterator it = alist.begin(); it != alist.end();)
{
Aura* aura = (*it);
Unit* owner = aura->GetCaster();
if (!owner || !isVisibleForOrDetect(owner,this,false))
{
alist.erase(it);
RemoveAura(aura);
it = alist.begin();
}
else
++it;
}
}
}
GetViewPoint().Call_UpdateVisibilityForOwner();
UpdateObjectVisibility();
ScheduleAINotify(0);
GetViewPoint().Event_ViewPointVisibilityChanged();
}
UpdateVisibilityAndView();
}
bool Unit::canDetectInvisibilityOf(Unit const* u) const
@ -10373,14 +10372,14 @@ void Unit::SetContestedPvP(Player *attackedPlayer)
player->addUnitState(UNIT_STAT_ATTACK_PLAYER);
player->SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP);
// call MoveInLineOfSight for nearby contested guards
SetVisibility(GetVisibility());
UpdateVisibilityAndView();
}
if (!hasUnitState(UNIT_STAT_ATTACK_PLAYER))
{
addUnitState(UNIT_STAT_ATTACK_PLAYER);
// call MoveInLineOfSight for nearby contested guards
SetVisibility(GetVisibility());
UpdateVisibilityAndView();
}
}
@ -10469,19 +10468,30 @@ void Unit::RemoveAurasAtMechanicImmunity(uint32 mechMask, uint32 exceptSpellId,
}
}
struct SetPhaseMaskHelper
{
explicit SetPhaseMaskHelper(uint32 _phaseMask) : phaseMask(_phaseMask) {}
void operator()(Unit* unit) const { unit->SetPhaseMask(phaseMask, true); }
uint32 phaseMask;
};
void Unit::SetPhaseMask(uint32 newPhaseMask, bool update)
{
if(newPhaseMask==GetPhaseMask())
if (newPhaseMask==GetPhaseMask())
return;
if(IsInWorld())
// first move to both phase for proper update controlled units
WorldObject::SetPhaseMask(GetPhaseMask() | newPhaseMask, false);
if (IsInWorld())
{
RemoveNotOwnSingleTargetAuras(newPhaseMask); // we can lost access to caster or target
WorldObject::SetPhaseMask(newPhaseMask,update);
// all controlled except not owned charmed units
CallForAllControlledUnits(SetPhaseMaskHelper(newPhaseMask), CONTROLLED_PET|CONTROLLED_GUARDIANS|CONTROLLED_MINIPET|CONTROLLED_TOTEMS);
}
if(IsInWorld())
if(Pet* pet = GetPet())
pet->SetPhaseMask(newPhaseMask,true);
WorldObject::SetPhaseMask(newPhaseMask, update);
}
void Unit::NearTeleportTo( float x, float y, float z, float orientation, bool casting /*= false*/ )