示例#1
0
void VisibleChangesNotifier::Visit(CreatureMapType &m)
{
    for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
        if (iter->GetSource()->HasSharedVision())
            for (SharedVisionList::const_iterator i = iter->GetSource()->GetSharedVisionList().begin(); i != iter->GetSource()->GetSharedVisionList().end(); ++i)
                if ((*i)->m_seer == iter->GetSource())
                    (*i)->UpdateVisibilityOf(&i_object);
}
示例#2
0
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();
            iter->GetSource()->AI()->EnterEvadeMode();
        }
    }
}
示例#3
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 don't must be called for pets");

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

        float resp_x, resp_y, resp_z;
        c->GetRespawnPosition(resp_x, resp_y, resp_z);
        CellCoord resp_val = Oregon::ComputeCellCoord(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
        }
    }
}
示例#4
0
void
MessageDistDeliverer::Visit(CreatureMapType& m)
{
    for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
    {
        if (iter->GetSource()->GetExactDist2dSq(i_source) > i_distSq)
            continue;

        // Send packet to all who are sharing the creature's vision
        if (!iter->GetSource()->GetSharedVisionList().empty())
        {
            SharedVisionList::const_iterator i = iter->GetSource()->GetSharedVisionList().begin();
            for (; i != iter->GetSource()->GetSharedVisionList().end(); ++i)
                if ((*i)->m_seer == iter->GetSource())
                    SendPacket(*i);
        }
    }
}
示例#5
0
void AIRelocationNotifier::Visit(CreatureMapType &m)
{
    for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
    {
        Creature* c = iter->GetSource();
        CreatureUnitRelocationWorker(c, &i_unit);
        if (isCreature)
            CreatureUnitRelocationWorker((Creature*)&i_unit, c);
    }
}
示例#6
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);
    }
}
示例#7
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);
    }
}
示例#8
0
void AIRelocationNotifier::Visit(CreatureMapType &m)
{
    bool self = isCreature && !((Creature*)(&i_unit))->IsMoveInLineOfSightStrictlyDisabled();
    for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
    {
        Creature* c = iter->GetSource();

        // NOTIFY_VISIBILITY_CHANGED | NOTIFY_AI_RELOCATION does not guarantee that unit will do it itself (because distance is also checked), but screw it, it's not that important
        if (!c->isNeedNotify(NOTIFY_VISIBILITY_CHANGED | NOTIFY_AI_RELOCATION) && !c->IsMoveInLineOfSightStrictlyDisabled())
            CreatureUnitRelocationWorker(c, &i_unit);

        if (self)
            CreatureUnitRelocationWorker((Creature*)&i_unit, c);
    }
}
示例#9
0
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);
    }
}
示例#10
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);
    }
}
示例#11
0
void MessageDistDelivererToHostile::Visit(CreatureMapType &m)
{
    for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
    {
        Creature* target = iter->GetSource();
        if (!target->HasSharedVision() || !target->InSamePhase(i_phaseMask))
            continue;

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

        // Send packet to all who are sharing the creature's vision
        SharedVisionList::const_iterator i = target->GetSharedVisionList().begin();
        for (; i != target->GetSharedVisionList().end(); ++i)
            if ((*i)->m_seer == target)
                SendPacket(*i);
    }
}
示例#12
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);
    }
}
示例#13
0
void DynamicObjectUpdater::Visit(CreatureMapType& m)
{
    for (CreatureMapType::iterator itr = m.begin(); itr != m.end(); ++itr)
        VisitHelper(itr->GetSource());
}