Esempio n. 1
0
bool GameObject::isVisibleForInState(Player const* u, bool inVisibleList) const
{
    // Not in world
    if(!IsInWorld() || !u->IsInWorld())
        return false;

    // Transport always visible at this step implementation
    if(IsTransport() && IsInMap(u))
        return true;

    // quick check visibility false cases for non-GM-mode
    if(!u->isGameMaster())
    {
        // despawned and then not visible for non-GM in GM-mode
        if(!isSpawned())
            return false;

        // special invisibility cases
        /* TODO: implement trap stealth, take look at spell 2836
        if(GetGOInfo()->type == GAMEOBJECT_TYPE_TRAP && GetGOInfo()->trap.stealthed && u->IsHostileTo(GetOwner()))
        {
            if(check stuff here)
                return false;
        }*/

        // Smuggled Mana Cell required 10 invisibility type detection/state
        if(GetEntry()==187039 && ((u->m_detectInvisibilityMask | u->m_invisibilityMask) & (1<<10))==0)
            return false;
    }

    // check distance
    return IsWithinDistInMap(u,World::GetMaxVisibleDistanceForObject() +
        (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), false);
}
Esempio n. 2
0
void
DoCommitmentNasties(void)
{
	int i;

	zone_lock(lz_world);
	for (i = 0; i < 60 - getTax(); i++) {
		UInt32 loc = GetRandomNumber(MapMul());
		welem_t world = getWorld(GetRandomNumber(MapMul()));
		int x = loc % getMapWidth();
		int y = loc % getMapHeight();

		if ((IsTransport(world)) &&
		    (GetRandomNumber(100) > getUpkeep(ue_traffic)))
			Build_Destroy(x, y);
		if ((IsWaterPipe(world) || IsPowerLine(world) ||
			    IsPowerWater(world)) &&
		    (GetRandomNumber(100) > getUpkeep(ue_power)))
			Build_Destroy(x, y);
	}
	zone_unlock(lz_world);
}
Esempio n. 3
0
bool GameObject::isVisibleForInState(Player const* u, bool inVisibleList) const
{
    return IsInWorld() && u->IsInWorld() && ( IsTransport() && IsInMap(u) ||
        isSpawned() && IsWithinDistInMap(u,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f)) );
}