converted all tabs to 4 spaces

This commit is contained in:
Yehonal
2016-06-26 19:23:57 +02:00
parent 52f305111c
commit f6eefedcd5
717 changed files with 132388 additions and 132388 deletions

View File

@@ -326,12 +326,12 @@ void Object::BuildMovementUpdate(ByteBuffer* data, uint16 flags) const
// 0x08000000
if (unit->m_movementInfo.GetMovementFlags() & MOVEMENTFLAG_SPLINE_ENABLED)
{
if (unit->movespline->_Spline().getPoints(true).empty() || (!unit->movespline->_Spline().getPoints(true).empty() && &unit->movespline->_Spline().getPoints(true)[0] == NULL))
const_cast<Unit*>(unit)->DisableSpline();
else
Movement::PacketBuilder::WriteCreate(*unit->movespline, *data);
}
{
if (unit->movespline->_Spline().getPoints(true).empty() || (!unit->movespline->_Spline().getPoints(true).empty() && &unit->movespline->_Spline().getPoints(true)[0] == NULL))
const_cast<Unit*>(unit)->DisableSpline();
else
Movement::PacketBuilder::WriteCreate(*unit->movespline, *data);
}
}
else
{
@@ -1014,8 +1014,8 @@ void WorldObject::setActive(bool on)
map->AddToActive(this->ToCreature());
else if (GetTypeId() == TYPEID_DYNAMICOBJECT)
map->AddToActive((DynamicObject*)this);
else if (GetTypeId() == TYPEID_GAMEOBJECT)
map->AddToActive((GameObject*)this);
else if (GetTypeId() == TYPEID_GAMEOBJECT)
map->AddToActive((GameObject*)this);
}
else
{
@@ -1023,8 +1023,8 @@ void WorldObject::setActive(bool on)
map->RemoveFromActive(this->ToCreature());
else if (GetTypeId() == TYPEID_DYNAMICOBJECT)
map->RemoveFromActive((DynamicObject*)this);
else if (GetTypeId() == TYPEID_GAMEOBJECT)
map->RemoveFromActive((GameObject*)this);
else if (GetTypeId() == TYPEID_GAMEOBJECT)
map->RemoveFromActive((GameObject*)this);
}
}
@@ -1315,7 +1315,7 @@ bool Position::HasInArc(float arc, const Position* obj, float targetRadius) cons
float lborder = -1 * (arc/2.0f); // in range -pi..0
float rborder = (arc/2.0f); // in range 0..pi
// pussywizard: take into consideration target size
// pussywizard: take into consideration target size
if (targetRadius > 0.0f)
{
float distSq = GetExactDist2dSq(obj);
@@ -1338,18 +1338,18 @@ bool WorldObject::IsInBetween(const WorldObject* obj1, const WorldObject* obj2,
if (!size)
size = GetObjectSize() / 2;
float pdist = obj1->GetExactDist2dSq(obj2) + size / 2.0f;
if (GetExactDist2dSq(obj1) >= pdist || GetExactDist2dSq(obj2) >= pdist)
float pdist = obj1->GetExactDist2dSq(obj2) + size / 2.0f;
if (GetExactDist2dSq(obj1) >= pdist || GetExactDist2dSq(obj2) >= pdist)
return false;
if (G3D::fuzzyEq(obj1->GetPositionX(), obj2->GetPositionX()))
return GetPositionX() >= obj1->GetPositionX()-size && GetPositionX() <= obj1->GetPositionX()+size;
if (G3D::fuzzyEq(obj1->GetPositionX(), obj2->GetPositionX()))
return GetPositionX() >= obj1->GetPositionX()-size && GetPositionX() <= obj1->GetPositionX()+size;
float A = (obj2->GetPositionY()-obj1->GetPositionY())/(obj2->GetPositionX()-obj1->GetPositionX());
float B = -1;
float C = obj1->GetPositionY() - A*obj1->GetPositionX();
float dist = fabs(A*GetPositionX()+B*GetPositionY()+C)/sqrt(A*A+B*B);
return dist <= size;
float A = (obj2->GetPositionY()-obj1->GetPositionY())/(obj2->GetPositionX()-obj1->GetPositionX());
float B = -1;
float C = obj1->GetPositionY() - A*obj1->GetPositionX();
float dist = fabs(A*GetPositionX()+B*GetPositionY()+C)/sqrt(A*A+B*B);
return dist <= size;
}
bool WorldObject::isInFront(WorldObject const* target, float arc) const
@@ -1469,8 +1469,8 @@ float WorldObject::GetGridActivationRange() const
return IsInWintergrasp() ? VISIBILITY_DIST_WINTERGRASP : GetMap()->GetVisibilityRange();
else if (ToCreature())
return ToCreature()->m_SightDistance;
else if (GetTypeId() == TYPEID_GAMEOBJECT && ToGameObject()->IsTransport())
return GetMap()->GetVisibilityRange();
else if (GetTypeId() == TYPEID_GAMEOBJECT && ToGameObject()->IsTransport())
return GetMap()->GetVisibilityRange();
else
return 0.0f;
}
@@ -1492,15 +1492,15 @@ float WorldObject::GetSightRange(const WorldObject* target) const
if (ToPlayer())
{
if (target)
{
if (target->isActiveObject() && !target->ToPlayer())
return MAX_VISIBILITY_DISTANCE;
else if (target->GetTypeId() == TYPEID_GAMEOBJECT)
return IsInWintergrasp() && target->IsInWintergrasp() ? VISIBILITY_DIST_WINTERGRASP+VISIBILITY_INC_FOR_GOBJECTS : GetMap()->GetVisibilityRange()+VISIBILITY_INC_FOR_GOBJECTS;
{
if (target->isActiveObject() && !target->ToPlayer())
return MAX_VISIBILITY_DISTANCE;
else if (target->GetTypeId() == TYPEID_GAMEOBJECT)
return IsInWintergrasp() && target->IsInWintergrasp() ? VISIBILITY_DIST_WINTERGRASP+VISIBILITY_INC_FOR_GOBJECTS : GetMap()->GetVisibilityRange()+VISIBILITY_INC_FOR_GOBJECTS;
return IsInWintergrasp() && target->IsInWintergrasp() ? VISIBILITY_DIST_WINTERGRASP : GetMap()->GetVisibilityRange();
}
return IsInWintergrasp() ? VISIBILITY_DIST_WINTERGRASP : GetMap()->GetVisibilityRange();
return IsInWintergrasp() && target->IsInWintergrasp() ? VISIBILITY_DIST_WINTERGRASP : GetMap()->GetVisibilityRange();
}
return IsInWintergrasp() ? VISIBILITY_DIST_WINTERGRASP : GetMap()->GetVisibilityRange();
}
else if (ToCreature())
return ToCreature()->m_SightDistance;
@@ -1522,21 +1522,21 @@ bool WorldObject::CanSeeOrDetect(WorldObject const* obj, bool ignoreStealth, boo
if (obj->IsAlwaysVisibleFor(this) || CanAlwaysSee(obj))
return true;
// Creature scripts
if (Creature const* cObj = obj->ToCreature())
if (cObj->IsAIEnabled && this->ToPlayer() && !cObj->AI()->CanBeSeen(this->ToPlayer()))
return false;
// Creature scripts
if (Creature const* cObj = obj->ToCreature())
if (cObj->IsAIEnabled && this->ToPlayer() && !cObj->AI()->CanBeSeen(this->ToPlayer()))
return false;
// pussywizard: arena spectator
if (obj->GetTypeId() == TYPEID_PLAYER)
if (((const Player*)obj)->IsSpectator() && ((const Player*)obj)->FindMap()->IsBattleArena())
return false;
// pussywizard: arena spectator
if (obj->GetTypeId() == TYPEID_PLAYER)
if (((const Player*)obj)->IsSpectator() && ((const Player*)obj)->FindMap()->IsBattleArena())
return false;
bool corpseVisibility = false;
if (distanceCheck)
{
bool corpseCheck = false;
WorldObject const* viewpoint = this;
WorldObject const* viewpoint = this;
if (Player const* thisPlayer = ToPlayer())
{
if (thisPlayer->isDead() && thisPlayer->GetHealth() > 0 && // Cheap way to check for ghost state
@@ -1551,27 +1551,27 @@ bool WorldObject::CanSeeOrDetect(WorldObject const* obj, bool ignoreStealth, boo
}
}
// our additional checks
if (Unit const* target = obj->ToUnit())
{
// xinef: don't allow to detect vehicle accessory if you can't see vehicle base!
if (Unit const* vehicle = target->GetVehicleBase())
if (!thisPlayer->HaveAtClient(vehicle))
return false;
// our additional checks
if (Unit const* target = obj->ToUnit())
{
// xinef: don't allow to detect vehicle accessory if you can't see vehicle base!
if (Unit const* vehicle = target->GetVehicleBase())
if (!thisPlayer->HaveAtClient(vehicle))
return false;
// pussywizard: during arena preparation, don't allow to detect pets if can't see its owner (spoils enemy arena frames)
if (target->IsPet() && target->GetOwnerGUID() && target->FindMap()->IsBattleArena() && GetGUID() != target->GetOwnerGUID())
if (BattlegroundMap* bgmap = target->FindMap()->ToBattlegroundMap())
if (Battleground* bg = bgmap->GetBG())
if (bg->GetStatus() < STATUS_IN_PROGRESS && !thisPlayer->HaveAtClient(target->GetOwnerGUID()))
return false;
}
// pussywizard: during arena preparation, don't allow to detect pets if can't see its owner (spoils enemy arena frames)
if (target->IsPet() && target->GetOwnerGUID() && target->FindMap()->IsBattleArena() && GetGUID() != target->GetOwnerGUID())
if (BattlegroundMap* bgmap = target->FindMap()->ToBattlegroundMap())
if (Battleground* bg = bgmap->GetBG())
if (bg->GetStatus() < STATUS_IN_PROGRESS && !thisPlayer->HaveAtClient(target->GetOwnerGUID()))
return false;
}
if (thisPlayer->GetViewpoint())
viewpoint = thisPlayer->GetViewpoint();
}
if (thisPlayer->GetViewpoint())
viewpoint = thisPlayer->GetViewpoint();
}
// Xinef: check reversely obj vs viewpoint, object could be a gameObject which overrides _IsWithinDist function to include gameobject size
// Xinef: check reversely obj vs viewpoint, object could be a gameObject which overrides _IsWithinDist function to include gameobject size
if (!corpseCheck && !viewpoint->IsWithinDist(obj, GetSightRange(obj), true))
return false;
}
@@ -1607,10 +1607,10 @@ bool WorldObject::CanSeeOrDetect(WorldObject const* obj, bool ignoreStealth, boo
if (obj->IsInvisibleDueToDespawn())
return false;
// pussywizard: arena spectator
if (this->GetTypeId() == TYPEID_PLAYER)
if (((const Player*)this)->IsSpectator() && ((const Player*)this)->FindMap()->IsBattleArena() && (obj->m_invisibility.GetFlags() || obj->m_stealth.GetFlags()))
return false;
// pussywizard: arena spectator
if (this->GetTypeId() == TYPEID_PLAYER)
if (((const Player*)this)->IsSpectator() && ((const Player*)this)->FindMap()->IsBattleArena() && (obj->m_invisibility.GetFlags() || obj->m_stealth.GetFlags()))
return false;
if (!CanDetect(obj, ignoreStealth, !distanceCheck))
return false;
@@ -1620,9 +1620,9 @@ bool WorldObject::CanSeeOrDetect(WorldObject const* obj, bool ignoreStealth, boo
bool WorldObject::CanNeverSee(WorldObject const* obj) const
{
if (GetTypeId() == TYPEID_UNIT && obj->GetTypeId() == TYPEID_UNIT)
return GetMap() != obj->GetMap() || (!InSamePhase(obj) && ToUnit()->GetVehicleBase() != obj && this != obj->ToUnit()->GetVehicleBase());
return GetMap() != obj->GetMap() || !InSamePhase(obj);
if (GetTypeId() == TYPEID_UNIT && obj->GetTypeId() == TYPEID_UNIT)
return GetMap() != obj->GetMap() || (!InSamePhase(obj) && ToUnit()->GetVehicleBase() != obj && this != obj->ToUnit()->GetVehicleBase());
return GetMap() != obj->GetMap() || !InSamePhase(obj);
}
bool WorldObject::CanDetect(WorldObject const* obj, bool ignoreStealth, bool checkClient) const
@@ -1661,8 +1661,8 @@ bool WorldObject::CanDetect(WorldObject const* obj, bool ignoreStealth, bool che
bool WorldObject::CanDetectInvisibilityOf(WorldObject const* obj) const
{
uint32 mask = obj->m_invisibility.GetFlags() & m_invisibilityDetect.GetFlags();
// xinef: include invisible flags of caster in the mask, 2 invisible objects should be able to detect eachother
mask |= obj->m_invisibility.GetFlags() & m_invisibility.GetFlags();
// xinef: include invisible flags of caster in the mask, 2 invisible objects should be able to detect eachother
mask |= obj->m_invisibility.GetFlags() & m_invisibility.GetFlags();
// Check for not detected types
if (mask != obj->m_invisibility.GetFlags())
@@ -1672,22 +1672,22 @@ bool WorldObject::CanDetectInvisibilityOf(WorldObject const* obj) const
// (it's at least true for spell: 66)
// It seems like that only Units are affected by this check (couldn't see arena doors with preparation invisibility)
if (obj->ToUnit())
{
uint32 objMask = m_invisibility.GetFlags() & obj->m_invisibilityDetect.GetFlags();
// xinef: include invisible flags of caster in the mask, 2 invisible objects should be able to detect eachother
objMask |= m_invisibility.GetFlags() & obj->m_invisibility.GetFlags();
{
uint32 objMask = m_invisibility.GetFlags() & obj->m_invisibilityDetect.GetFlags();
// xinef: include invisible flags of caster in the mask, 2 invisible objects should be able to detect eachother
objMask |= m_invisibility.GetFlags() & obj->m_invisibility.GetFlags();
if (objMask != m_invisibility.GetFlags())
return false;
}
}
for (uint32 i = 0; i < TOTAL_INVISIBILITY_TYPES; ++i)
{
if (!(mask & (1 << i)))
continue;
// xinef: visible for the same invisibility type:
if (m_invisibility.GetValue(InvisibilityType(i)) && obj->m_invisibility.GetValue(InvisibilityType(i)))
continue;
// xinef: visible for the same invisibility type:
if (m_invisibility.GetValue(InvisibilityType(i)) && obj->m_invisibility.GetValue(InvisibilityType(i)))
continue;
int32 objInvisibilityValue = obj->m_invisibility.GetValue(InvisibilityType(i));
int32 ownInvisibilityDetectValue = m_invisibilityDetect.GetValue(InvisibilityType(i));
@@ -1709,10 +1709,10 @@ bool WorldObject::CanDetectStealthOf(WorldObject const* obj) const
if (!obj->m_stealth.GetFlags())
return true;
// dead players shouldnt be able to detect stealth on arenas
if (isType(TYPEMASK_PLAYER))
if (!ToPlayer()->IsAlive())
return false;
// dead players shouldnt be able to detect stealth on arenas
if (isType(TYPEMASK_PLAYER))
if (!ToPlayer()->IsAlive())
return false;
float distance = GetExactDist(obj);
float combatReach = 0.0f;
@@ -1903,7 +1903,7 @@ void WorldObject::MonsterTextEmote(int32 textId, WorldObject const* target, bool
Trinity::LocalizedPacketDo<Trinity::MonsterChatBuilder> say_do(say_build);
Trinity::PlayerDistWorker<Trinity::LocalizedPacketDo<Trinity::MonsterChatBuilder> > say_worker(this, (IsBossEmote ? 200.0f : sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE)), say_do);
TypeContainerVisitor<Trinity::PlayerDistWorker<Trinity::LocalizedPacketDo<Trinity::MonsterChatBuilder> >, WorldTypeMapContainer > message(say_worker);
cell.Visit(p, message, *GetMap(), *this, (IsBossEmote ? 200.0f : sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE)));
cell.Visit(p, message, *GetMap(), *this, (IsBossEmote ? 200.0f : sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE)));
}
void WorldObject::MonsterWhisper(const char* text, Player const* target, bool IsBossWhisper)
@@ -2032,7 +2032,7 @@ TempSummon* Map::SummonCreature(uint32 entry, Position const& pos, SummonPropert
mask = UNIT_MASK_GUARDIAN;
break;
case SUMMON_TYPE_TOTEM:
case SUMMON_TYPE_LIGHTWELL:
case SUMMON_TYPE_LIGHTWELL:
mask = UNIT_MASK_TOTEM;
break;
case SUMMON_TYPE_VEHICLE:
@@ -2040,7 +2040,7 @@ TempSummon* Map::SummonCreature(uint32 entry, Position const& pos, SummonPropert
mask = UNIT_MASK_SUMMON;
break;
case SUMMON_TYPE_MINIPET:
case SUMMON_TYPE_JEEVES:
case SUMMON_TYPE_JEEVES:
mask = UNIT_MASK_MINION;
break;
default:
@@ -2069,11 +2069,11 @@ TempSummon* Map::SummonCreature(uint32 entry, Position const& pos, SummonPropert
summon = new Guardian(properties, summoner ? summoner->GetGUID() : 0, false);
break;
case UNIT_MASK_PUPPET:
summon = new Puppet(properties, summoner ? summoner->GetGUID() : 0);
break;
summon = new Puppet(properties, summoner ? summoner->GetGUID() : 0);
break;
case UNIT_MASK_TOTEM:
summon = new Totem(properties, summoner ? summoner->GetGUID() : 0);
break;
summon = new Totem(properties, summoner ? summoner->GetGUID() : 0);
break;
case UNIT_MASK_MINION:
summon = new Minion(properties, summoner ? summoner->GetGUID() : 0, false);
break;
@@ -2081,7 +2081,7 @@ TempSummon* Map::SummonCreature(uint32 entry, Position const& pos, SummonPropert
return NULL;
}
EnsureGridLoaded(Cell(pos.GetPositionX(), pos.GetPositionY()));
EnsureGridLoaded(Cell(pos.GetPositionX(), pos.GetPositionY()));
if (!summon->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_UNIT), this, phase, entry, vehId, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation()))
{
delete summon;
@@ -2116,8 +2116,8 @@ void Map::SummonCreatureGroup(uint8 group, std::list<TempSummon*>* list /*= NULL
for (std::vector<TempSummonData>::const_iterator itr = data->begin(); itr != data->end(); ++itr)
if (TempSummon* summon = SummonCreature(itr->entry, itr->pos, NULL, itr->time))
if (list)
list->push_back(summon);
if (list)
list->push_back(summon);
}
GameObject* Map::SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime, bool checkTransport)
@@ -2136,9 +2136,9 @@ GameObject* Map::SummonGameObject(uint32 entry, float x, float y, float z, float
return NULL;
}
// Xinef: if gameobject is temporary, set custom spellid
if (respawnTime)
go->SetSpellId(1);
// Xinef: if gameobject is temporary, set custom spellid
if (respawnTime)
go->SetSpellId(1);
go->SetRespawnTime(respawnTime);
go->SetSpawnedByDefault(false);
@@ -2199,9 +2199,9 @@ GameObject* WorldObject::SummonGameObject(uint32 entry, float x, float y, float
go->SetRespawnTime(respawnTime);
// Xinef: if gameobject is temporary, set custom spellid
if (respawnTime)
go->SetSpellId(1);
// Xinef: if gameobject is temporary, set custom spellid
if (respawnTime)
go->SetSpellId(1);
if (GetTypeId() == TYPEID_PLAYER || GetTypeId() == TYPEID_UNIT) //not sure how to handle this
ToUnit()->AddGameObject(go);
@@ -2226,8 +2226,8 @@ Creature* WorldObject::SummonTrigger(float x, float y, float z, float ang, uint3
summon->SetLevel(((Unit*)this)->getLevel());
}
// Xinef: correctly set phase mask in case of gameobjects
summon->SetPhaseMask(GetPhaseMask(), false);
// Xinef: correctly set phase mask in case of gameobjects
summon->SetPhaseMask(GetPhaseMask(), false);
if (GetAI)
summon->AIM_Initialize(GetAI(summon));
@@ -2250,8 +2250,8 @@ void WorldObject::SummonCreatureGroup(uint8 group, std::list<TempSummon*>* list
for (std::vector<TempSummonData>::const_iterator itr = data->begin(); itr != data->end(); ++itr)
if (TempSummon* summon = SummonCreature(itr->entry, itr->pos, itr->type, itr->time))
if (list)
list->push_back(summon);
if (list)
list->push_back(summon);
}
Creature* WorldObject::FindNearestCreature(uint32 entry, float range, bool alive) const
@@ -2624,7 +2624,7 @@ void WorldObject::MovePosition(Position &pos, float dist, float angle)
break;
}
pos.Relocate(destx, desty, destz);
pos.Relocate(destx, desty, destz);
Trinity::NormalizeMapCoord(pos.m_positionX);
Trinity::NormalizeMapCoord(pos.m_positionY);
@@ -2638,9 +2638,9 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float
float destx, desty, destz;
destx = pos.m_positionX + dist * cos(angle);
desty = pos.m_positionY + dist * sin(angle);
destz = pos.m_positionZ;
if (isType(TYPEMASK_UNIT|TYPEMASK_PLAYER) && !ToUnit()->IsInWater())
destz += 2.0f;
destz = pos.m_positionZ;
if (isType(TYPEMASK_UNIT|TYPEMASK_PLAYER) && !ToUnit()->IsInWater())
destz += 2.0f;
// Prevent invalid coordinates here, position is unchanged
if (!Trinity::IsValidMapCoord(destx, desty))
@@ -2649,30 +2649,30 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float
return;
}
// Xinef: ugly hack for dalaran arena
float selfAddition = 1.5f;
float allowedDiff = 6.0f;
float newDist = dist;
if (GetMapId() == 617)
{
allowedDiff = 3.5f;
selfAddition = 1.0f;
destz = pos.m_positionZ + 1.0f;
}
else
UpdateAllowedPositionZ(destx, desty, destz);
// Xinef: ugly hack for dalaran arena
float selfAddition = 1.5f;
float allowedDiff = 6.0f;
float newDist = dist;
if (GetMapId() == 617)
{
allowedDiff = 3.5f;
selfAddition = 1.0f;
destz = pos.m_positionZ + 1.0f;
}
else
UpdateAllowedPositionZ(destx, desty, destz);
bool col = VMAP::VMapFactory::createOrGetVMapManager()->getObjectHitPos(GetMapId(), pos.m_positionX, pos.m_positionY, pos.m_positionZ+selfAddition, destx, desty, destz+0.5f, destx, desty, destz, -0.5f);
bool col = VMAP::VMapFactory::createOrGetVMapManager()->getObjectHitPos(GetMapId(), pos.m_positionX, pos.m_positionY, pos.m_positionZ+selfAddition, destx, desty, destz+0.5f, destx, desty, destz, -0.5f);
// collision occured
if (col)
{
// move back a bit
if (pos.GetExactDist2d(destx, desty) > CONTACT_DISTANCE)
{
destx -= CONTACT_DISTANCE * cos(angle);
desty -= CONTACT_DISTANCE * sin(angle);
}
// move back a bit
if (pos.GetExactDist2d(destx, desty) > CONTACT_DISTANCE)
{
destx -= CONTACT_DISTANCE * cos(angle);
desty -= CONTACT_DISTANCE * sin(angle);
}
newDist = sqrt((pos.m_positionX - destx)*(pos.m_positionX - destx) + (pos.m_positionY - desty)*(pos.m_positionY - desty));
}
@@ -2683,12 +2683,12 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float
// Collided with a gameobject
if (col)
{
// move back a bit
if (pos.GetExactDist2d(destx, desty) > CONTACT_DISTANCE)
{
destx -= CONTACT_DISTANCE * cos(angle);
desty -= CONTACT_DISTANCE * sin(angle);
}
// move back a bit
if (pos.GetExactDist2d(destx, desty) > CONTACT_DISTANCE)
{
destx -= CONTACT_DISTANCE * cos(angle);
desty -= CONTACT_DISTANCE * sin(angle);
}
newDist = sqrt((pos.m_positionX - destx)*(pos.m_positionX - destx) + (pos.m_positionY - desty)*(pos.m_positionY - desty));
}
@@ -2715,115 +2715,115 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float
float ground = GetMap()->GetHeight(GetPhaseMask(), destx, desty, MAX_HEIGHT, true);
float floor = GetMap()->GetHeight(GetPhaseMask(), destx, desty, destz, true);
ground = fabs(ground - destz) <= fabs(floor - pos.m_positionZ) ? ground : floor;
if (destz < ground)
destz = ground;
if (destz < ground)
destz = ground;
// Xinef: check if last z updates did not move z too far away
//newDist = pos.GetExactDist(destx, desty, destz);
//float ratio = newDist / dist;
//if (ratio > 1.3f)
//{
// ratio = (1 / ratio) + (0.3f / ratio);
// destx = pos.GetPositionX() + (fabs(destx - pos.GetPositionX()) * cos(angle) * ratio);
// desty = pos.GetPositionY() + (fabs(desty - pos.GetPositionY()) * sin(angle) * ratio);
// destz = pos.GetPositionZ() + (fabs(destz - pos.GetPositionZ()) * ratio * (destz < pos.GetPositionZ() ? -1.0f : 1.0f));
//}
// Xinef: check if last z updates did not move z too far away
//newDist = pos.GetExactDist(destx, desty, destz);
//float ratio = newDist / dist;
//if (ratio > 1.3f)
//{
// ratio = (1 / ratio) + (0.3f / ratio);
// destx = pos.GetPositionX() + (fabs(destx - pos.GetPositionX()) * cos(angle) * ratio);
// desty = pos.GetPositionY() + (fabs(desty - pos.GetPositionY()) * sin(angle) * ratio);
// destz = pos.GetPositionZ() + (fabs(destz - pos.GetPositionZ()) * ratio * (destz < pos.GetPositionZ() ? -1.0f : 1.0f));
//}
pos.Relocate(destx, desty, destz);
pos.Relocate(destx, desty, destz);
pos.m_orientation = m_orientation;
}
void WorldObject::MovePositionToFirstCollisionForTotem(Position &pos, float dist, float angle, bool forGameObject)
{
angle += m_orientation;
float destx, desty, destz, ground, floor;
pos.m_positionZ += 2.0f;
destx = pos.m_positionX + dist * cos(angle);
desty = pos.m_positionY + dist * sin(angle);
destz = pos.GetPositionZ();
angle += m_orientation;
float destx, desty, destz, ground, floor;
pos.m_positionZ += 2.0f;
destx = pos.m_positionX + dist * cos(angle);
desty = pos.m_positionY + dist * sin(angle);
destz = pos.GetPositionZ();
// Prevent invalid coordinates here, position is unchanged
if (!Trinity::IsValidMapCoord(destx, desty))
{
sLog->outCrash("WorldObject::MovePositionToFirstCollision invalid coordinates X: %f and Y: %f were passed!", destx, desty);
return;
}
// Prevent invalid coordinates here, position is unchanged
if (!Trinity::IsValidMapCoord(destx, desty))
{
sLog->outCrash("WorldObject::MovePositionToFirstCollision invalid coordinates X: %f and Y: %f were passed!", destx, desty);
return;
}
bool col = VMAP::VMapFactory::createOrGetVMapManager()->getObjectHitPos(GetMapId(), pos.m_positionX, pos.m_positionY, pos.m_positionZ, destx, desty, destz, destx, desty, destz, -0.5f);
bool col = VMAP::VMapFactory::createOrGetVMapManager()->getObjectHitPos(GetMapId(), pos.m_positionX, pos.m_positionY, pos.m_positionZ, destx, desty, destz, destx, desty, destz, -0.5f);
// collision occured
if (col)
{
// move back a bit
if (pos.GetExactDist2d(destx, desty) > CONTACT_DISTANCE)
{
destx -= CONTACT_DISTANCE * cos(angle);
desty -= CONTACT_DISTANCE * sin(angle);
}
// collision occured
if (col)
{
// move back a bit
if (pos.GetExactDist2d(destx, desty) > CONTACT_DISTANCE)
{
destx -= CONTACT_DISTANCE * cos(angle);
desty -= CONTACT_DISTANCE * sin(angle);
}
dist = sqrt((pos.m_positionX - destx)*(pos.m_positionX - destx) + (pos.m_positionY - desty)*(pos.m_positionY - desty));
}
dist = sqrt((pos.m_positionX - destx)*(pos.m_positionX - destx) + (pos.m_positionY - desty)*(pos.m_positionY - desty));
}
// check dynamic collision
col = GetMap()->getObjectHitPos(GetPhaseMask(), pos.m_positionX, pos.m_positionY, pos.m_positionZ+0.5f, destx, desty, destz+0.5f, destx, desty, destz, -0.5f);
// check dynamic collision
col = GetMap()->getObjectHitPos(GetPhaseMask(), pos.m_positionX, pos.m_positionY, pos.m_positionZ+0.5f, destx, desty, destz+0.5f, destx, desty, destz, -0.5f);
// Collided with a gameobject
if (col)
{
// move back a bit
if (pos.GetExactDist2d(destx, desty) > CONTACT_DISTANCE)
{
destx -= CONTACT_DISTANCE * cos(angle);
desty -= CONTACT_DISTANCE * sin(angle);
}
dist = sqrt((pos.m_positionX - destx)*(pos.m_positionX - destx) + (pos.m_positionY - desty)*(pos.m_positionY - desty));
}
// Collided with a gameobject
if (col)
{
// move back a bit
if (pos.GetExactDist2d(destx, desty) > CONTACT_DISTANCE)
{
destx -= CONTACT_DISTANCE * cos(angle);
desty -= CONTACT_DISTANCE * sin(angle);
}
dist = sqrt((pos.m_positionX - destx)*(pos.m_positionX - destx) + (pos.m_positionY - desty)*(pos.m_positionY - desty));
}
float prevdx = destx, prevdy = desty, prevdz = destz;
bool anyvalid = false;
float prevdx = destx, prevdy = desty, prevdz = destz;
bool anyvalid = false;
ground = GetMap()->GetHeight(GetPhaseMask(), destx, desty, MAX_HEIGHT, true);
floor = GetMap()->GetHeight(GetPhaseMask(), destx, desty, pos.m_positionZ, true);
destz = fabs(ground - pos.m_positionZ) <= fabs(floor - pos.m_positionZ) ? ground : floor;
ground = GetMap()->GetHeight(GetPhaseMask(), destx, desty, MAX_HEIGHT, true);
floor = GetMap()->GetHeight(GetPhaseMask(), destx, desty, pos.m_positionZ, true);
destz = fabs(ground - pos.m_positionZ) <= fabs(floor - pos.m_positionZ) ? ground : floor;
// xinef: if we have gameobject, store last valid ground position
// xinef: I assume you wanted to spawn totem in air and allow it to fall down if no valid position was found
if (forGameObject)
prevdz = destz;
// xinef: if we have gameobject, store last valid ground position
// xinef: I assume you wanted to spawn totem in air and allow it to fall down if no valid position was found
if (forGameObject)
prevdz = destz;
float step = dist/10.0f;
for (uint8 j = 0; j < 10; ++j)
{
// do not allow too big z changes
if (fabs(pos.m_positionZ - destz) > 4.0f)
{
destx -= step * cos(angle);
desty -= step * sin(angle);
ground = GetMap()->GetHeight(GetPhaseMask(), destx, desty, MAX_HEIGHT, true);
floor = GetMap()->GetHeight(GetPhaseMask(), destx, desty, pos.m_positionZ, true);
destz = fabs(ground - pos.m_positionZ) <= fabs(floor - pos.m_positionZ) ? ground : floor;
if (j == 9 && fabs(pos.m_positionZ - destz) <= 4.0f)
anyvalid = true;
}
// we have correct destz now
else
{
anyvalid = true;
break;
}
}
if (!anyvalid)
{
destx = prevdx;
desty = prevdy;
destz = prevdz;
}
float step = dist/10.0f;
for (uint8 j = 0; j < 10; ++j)
{
// do not allow too big z changes
if (fabs(pos.m_positionZ - destz) > 4.0f)
{
destx -= step * cos(angle);
desty -= step * sin(angle);
ground = GetMap()->GetHeight(GetPhaseMask(), destx, desty, MAX_HEIGHT, true);
floor = GetMap()->GetHeight(GetPhaseMask(), destx, desty, pos.m_positionZ, true);
destz = fabs(ground - pos.m_positionZ) <= fabs(floor - pos.m_positionZ) ? ground : floor;
if (j == 9 && fabs(pos.m_positionZ - destz) <= 4.0f)
anyvalid = true;
}
// we have correct destz now
else
{
anyvalid = true;
break;
}
}
if (!anyvalid)
{
destx = prevdx;
desty = prevdy;
destz = prevdz;
}
Trinity::NormalizeMapCoord(destx);
Trinity::NormalizeMapCoord(desty);
Trinity::NormalizeMapCoord(destx);
Trinity::NormalizeMapCoord(desty);
pos.Relocate(destx, desty, destz);
pos.m_orientation = m_orientation;
pos.Relocate(destx, desty, destz);
pos.m_orientation = m_orientation;
}
void WorldObject::SetPhaseMask(uint32 newPhaseMask, bool update)
@@ -2891,28 +2891,28 @@ void WorldObject::UpdateObjectVisibility(bool /*forced*/, bool /*fromUpdate*/)
void WorldObject::AddToNotify(uint16 f)
{
if (!(m_notifyflags & f))
if (Unit* u = ToUnit())
{
if (f & NOTIFY_VISIBILITY_CHANGED)
{
uint32 EVENT_VISIBILITY_DELAY = u->FindMap() ? DynamicVisibilityMgr::GetVisibilityNotifyDelay(u->FindMap()->GetEntry()->map_type) : 1000;
if (!(m_notifyflags & f))
if (Unit* u = ToUnit())
{
if (f & NOTIFY_VISIBILITY_CHANGED)
{
uint32 EVENT_VISIBILITY_DELAY = u->FindMap() ? DynamicVisibilityMgr::GetVisibilityNotifyDelay(u->FindMap()->GetEntry()->map_type) : 1000;
uint32 diff = getMSTimeDiff(u->m_last_notify_mstime, World::GetGameTimeMS());
if (diff >= EVENT_VISIBILITY_DELAY/2)
EVENT_VISIBILITY_DELAY /= 2;
else
EVENT_VISIBILITY_DELAY -= diff;
u->m_delayed_unit_relocation_timer = EVENT_VISIBILITY_DELAY;
u->m_last_notify_mstime = World::GetGameTimeMS()+EVENT_VISIBILITY_DELAY-1;
}
else if (f & NOTIFY_AI_RELOCATION)
{
u->m_delayed_unit_ai_notify_timer = u->FindMap() ? DynamicVisibilityMgr::GetAINotifyDelay(u->FindMap()->GetEntry()->map_type) : 500;
}
uint32 diff = getMSTimeDiff(u->m_last_notify_mstime, World::GetGameTimeMS());
if (diff >= EVENT_VISIBILITY_DELAY/2)
EVENT_VISIBILITY_DELAY /= 2;
else
EVENT_VISIBILITY_DELAY -= diff;
u->m_delayed_unit_relocation_timer = EVENT_VISIBILITY_DELAY;
u->m_last_notify_mstime = World::GetGameTimeMS()+EVENT_VISIBILITY_DELAY-1;
}
else if (f & NOTIFY_AI_RELOCATION)
{
u->m_delayed_unit_ai_notify_timer = u->FindMap() ? DynamicVisibilityMgr::GetAINotifyDelay(u->FindMap()->GetEntry()->map_type) : 500;
}
m_notifyflags |= f;
}
m_notifyflags |= f;
}
}
struct WorldObjectChangeAccumulator
@@ -2921,9 +2921,9 @@ struct WorldObjectChangeAccumulator
UpdatePlayerSet& i_playerSet;
WorldObject& i_object;
WorldObjectChangeAccumulator(WorldObject &obj, UpdateDataMapType &d, UpdatePlayerSet &p) : i_updateDatas(d), i_playerSet(p), i_object(obj)
{
i_playerSet.clear();
}
{
i_playerSet.clear();
}
void Visit(PlayerMapType &m)
{
Player* source = NULL;
@@ -3004,14 +3004,14 @@ void WorldObject::BuildUpdate(UpdateDataMapType& data_map, UpdatePlayerSet& play
void WorldObject::GetCreaturesWithEntryInRange(std::list<Creature*> &creatureList, float radius, uint32 entry)
{
CellCoord pair(Trinity::ComputeCellCoord(this->GetPositionX(), this->GetPositionY()));
CellCoord pair(Trinity::ComputeCellCoord(this->GetPositionX(), this->GetPositionY()));
Cell cell(pair);
cell.SetNoCreate();
Trinity::AllCreaturesOfEntryInRange check(this, entry, radius);
Trinity::CreatureListSearcher<Trinity::AllCreaturesOfEntryInRange> searcher(this, creatureList, check);
TypeContainerVisitor<Trinity::CreatureListSearcher<Trinity::AllCreaturesOfEntryInRange>, WorldTypeMapContainer> world_visitor(searcher);
TypeContainerVisitor<Trinity::CreatureListSearcher<Trinity::AllCreaturesOfEntryInRange>, WorldTypeMapContainer> world_visitor(searcher);
cell.Visit(pair, world_visitor, *(this->GetMap()), *this, radius);
TypeContainerVisitor<Trinity::CreatureListSearcher<Trinity::AllCreaturesOfEntryInRange>, GridTypeMapContainer> grid_visitor(searcher);