* Creature/GameObject guid generators moved to Map
* For avoid wrong not converted cases generic function in ObjectMgr has been replaced by
specilized guid generation function like sObjectMgr.GeneratePlayerLowGuid().
This let catch all cases that need update in custom code or scripts.
* Drop many ObjectAcessor.h now dead code. This is also make mangos more thread safe.
* Restore one more time unix build broken in prev. commits.
Note: many cases when something not wotk in instance but work in continents
possible magicly start work after this commit. For example, some gm commands.
From large systems that need more chnages for start work in full power in instances
can be referecned pool/gamevent system. Last need just small hacks drop changes but
in will addded in independent commit.
Also other classes have been affected, due to the use of search&replace.
This will probably break some patches and 3rd party libraries, so make sure to update them if required.
Thanks to Phille for the original idea and patch!
* Check class considered have all info select object in world from suggested but grid walker list in some grid.
This also meaning that Check must always have focus object around that (and in same phase) fit objects must be.
* Searcher only must ask Check and know how from all objects fiting to Check select result object(s).
For this reason and for better compatibility removed first arg (searcher) form all Searcher classes.
Instead expected used Check::GetFocusObject() object if need ( by always need check and simolify Check classes
phase checked in Search classes). This also restore source code compatibilty in related lines with prev.client
version branches code.
* While focus object adding fixed possible wrong phase object selection at stealth detection and at corpse searches.
* This let make map local way access for cases when player/all units
expected to be at same map (for scripts cases for example).
Ofc, still exist many places where code expect world wide player search.
Spell casting for support far target cases, groups/guilds/chat/etc packets
* Function Unit::GetUnit depricated and will removed soon.
* Function GetCreatureOrPetOrVehicle renamed to less horriable GetAnyTypeCreature name.
* It was wasting CPU power as cell-level locking is not needed.
* Future multithreading will be on map-level.
* CellLock was just a 'proxy' between Cell and CellPair and in some cases carried redundant data.
* Some minor cleanup in Cell::Visit/Map::Visit.
* 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.
* Use AI::AttackStart calls only in case explicit request creature attack from core or AI code "attack it if can".
Like taunt, pet handler attack command.
* Use AI::AttackedBy for reaction at hostile action "do something at hostile action"
Like non-dot damage, swing, negative spell landing, or fade fear/etc.
And provided by default call AttackStart if no current target.
This fix some problems, like:
* Civilian will react propertly at attack by another creature (not pet or player).
* Will not cases (at least triggred by core) when attack target start run to attacker before any real hostile action apply.
Also send pointer to AI constructors ans mark constructors as explicit.
This changes allow move now some generic often used AI code to CreatureAI helper functions.
* Use WorldObject phase mask field instead explicit aura scan. This allow have phase for any world objects.
* Add phase checks to packet broadcasters/object searchers. This let correctly work say/yell/area
and multi/random target spells/aggro assistance in phased areas or target selection.
* In GM-mode character presense (see and visible) in all phases except normal visibility efects including GM-visibility.
TODO: summoned objects phase set base at owner phase, load phase mask for creatures/gameobjects from DB, in game commands.