Beispiel #1
0
void CreatureRelocationNotifier::Visit(CreatureMapType &m)
{
    if (!i_creature.isAlive())
        return;

    for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
    {
        Creature* c = iter->getSource();
        CreatureUnitRelocationWorker(&i_creature, c);

        if (!c->isNeedNotify(NOTIFY_VISIBILITY_CHANGED))
            CreatureUnitRelocationWorker(c, &i_creature);
    }
}
Beispiel #2
0
void ObjectGridEvacuator::Visit(CreatureMapType &m)
{
    // creature in unloading grid can have respawn point in another grid
    // if it will be unloaded then it will not respawn in original grid until unload/load original grid
    // move to respawn point to prevent this case. For player view in respawn grid this will be normal respawn.
    for (CreatureMapType::iterator iter = m.begin(); iter != m.end();)
    {
        Creature* c = iter->getSource();
        ++iter;

        ASSERT(!c->isPet() && "ObjectGridRespawnMover must not be called for pets");
        c->GetMap()->CreatureRespawnRelocation(c, true);
    }
}
void PlayerRelocationNotifier::Visit(CreatureMapType &m) {
	bool relocated_for_ai = (&i_player == i_player.m_seer);

	for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter) {
		Creature * c = iter->getSource();

		vis_guids.erase(c->GetGUID());

		i_player.UpdateVisibilityOf(c, i_data, i_visibleNow);

		if (relocated_for_ai && !c->isNeedNotify(NOTIFY_VISIBILITY_CHANGED))
			CreatureUnitRelocationWorker(c, &i_player);
	}
}
void DelayedUnitRelocation::Visit(CreatureMapType& m)
{
    for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
    {
        Creature* unit = iter->getSource();

        CreatureRelocationNotifier relocate(*unit, i_radius);

        TypeContainerVisitor<CreatureRelocationNotifier, WorldTypeMapContainer > c2world_relocation(relocate);
        TypeContainerVisitor<CreatureRelocationNotifier, GridTypeMapContainer >  c2grid_relocation(relocate);

        cell.Visit(p, c2world_relocation, i_map, *unit, i_radius);
        cell.Visit(p, c2grid_relocation, i_map, *unit, i_radius);
    }
}
Beispiel #5
0
void DelayedUnitRelocation::Visit(CreatureMapType &m)
{
    for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
    {
        Creature * unit = iter->getSource();
        if (!unit->isNeedNotify(NOTIFY_VISIBILITY_CHANGED))
            continue;

        CreatureRelocationNotifier relocate(*unit);

        TypeContainerVisitor<CreatureRelocationNotifier, WorldTypeMapContainer > c2world_relocation(relocate);
        TypeContainerVisitor<CreatureRelocationNotifier, GridTypeMapContainer >  c2grid_relocation(relocate);

        cell.Visit(p, c2world_relocation, i_map, *unit, i_radius);
        cell.Visit(p, c2grid_relocation, i_map, *unit, i_radius);
    }
}
Beispiel #6
0
void CreatureRelocationNotifier::Visit(CreatureMapType& m)
{
    if (!i_creature.IsAlive())
        return;

    for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
    {
        Creature* c = iter->getSource();

        //check distance to improve performance
        if (!i_creature._IsWithinDist(c, i_radius, true))
            continue;

        CreatureUnitRelocationWorker(&i_creature, c);

        if (!c->isNeedNotify(NOTIFY_VISIBILITY_CHANGED))
            CreatureUnitRelocationWorker(c, &i_creature);
    }
}
void ObjectGridStoper::Visit(CreatureMapType &m)
{
    // stop any fights at grid de-activation and remove dynobjects created at cast by creatures
    for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
    {
        iter->getSource()->RemoveAllDynObjects();
        if (iter->getSource()->isInCombat())
        {
            iter->getSource()->CombatStop();
            iter->getSource()->DeleteThreatList();
            if (iter->getSource()->IsAIEnabled)
                iter->getSource()->AI()->EnterEvadeMode();
        }
    }
}
Beispiel #8
0
void MessageDistDeliverer::Visit(CreatureMapType &m)
{
    for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
    {
        Creature* target = iter->getSource();
        if (!target->InSamePhase(i_phaseMask))
            continue;

        if (target->GetExactDist2dSq(i_source) > i_distSq)
            continue;

        // Send packet to all who are sharing the creature's vision
        if (!target->GetSharedVisionList().empty())
        {
            SharedVisionList::const_iterator i = target->GetSharedVisionList().begin();
            for (; i != target->GetSharedVisionList().end(); ++i)
                if ((*i)->m_seer == target)
                    SendPacket(*i);
        }
    }
}
void ObjectGridRespawnMover::Visit(CreatureMapType &m) {
	// creature in unloading grid can have respawn point in another grid
	// if it will be unloaded then it will not respawn in original grid until unload/load original grid
	// move to respawn point to prevent this case. For player view in respawn grid this will be normal respawn.
	for (CreatureMapType::iterator iter = m.begin(); iter != m.end();) {
		Creature * c = iter->getSource();
		++iter;

		ASSERT(!c->isPet() && "ObjectGridRespawnMover don't must be called for pets");

		Cell const& cur_cell = c->GetCurrentCell();

		float resp_x, resp_y, resp_z;
		c->GetRespawnCoord(resp_x, resp_y, resp_z);
		CellPair resp_val = Trinity::ComputeCellPair(resp_x, resp_y);
		Cell resp_cell(resp_val);

		if (cur_cell.DiffGrid(resp_cell)) {
			c->GetMap()->CreatureRespawnRelocation(c);
			// false result ignored: will be unload with other creatures at grid
		}
	}
}
Beispiel #10
0
void DynamicObjectUpdater::Visit(CreatureMapType& m)
{
    for (CreatureMapType::iterator itr = m.begin(); itr != m.end(); ++itr)
        VisitHelper(itr->getSource());
}
Beispiel #11
0
void ObjectGridCleaner::Visit (CreatureMapType &m)
{
    for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
        iter->getSource()->CleanupsBeforeDelete();
}