Core/Collision: Ported dynamic line of sight patch by Silverice from MaNGOS and

added lots of improvements
Please re-extract vmaps
This commit is contained in:
Subv2112 authored and Subv committed 2012-02-09 13:58:22 -05:00
1 parent 229d4119e8
commit 93d199f043
60 files changed
+1857 -438

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@@ -30,7 +30,10 @@
#include "CreatureAISelector.h"
#include "Group.h"
GameObject::GameObject() : WorldObject(false), m_goValue(new GameObjectValue), m_AI(NULL)
#include "GameObjectModel.h"
#include "DynamicTree.h"
GameObject::GameObject() : WorldObject(false), m_goValue(new GameObjectValue), m_AI(NULL), m_model(NULL)
{
m_objectType |= TYPEMASK_GAMEOBJECT;
m_objectTypeId = TYPEID_GAMEOBJECT;
@@ -62,6 +65,7 @@ GameObject::~GameObject()
{
delete m_goValue;
delete m_AI;
delete m_model;
//if (m_uint32Values) // field array can be not exist if GameOBject not loaded
// CleanupsBeforeDelete();
}
@@ -127,6 +131,11 @@ void GameObject::AddToWorld()
m_zoneScript->OnGameObjectCreate(this);
sObjectAccessor->AddObject(this);
bool startOpen = (GetGoType() == GAMEOBJECT_TYPE_DOOR || GetGoType() == GAMEOBJECT_TYPE_BUTTON ? GetGOInfo()->door.startOpen : false);
if (m_model/* && (GetGoType() == GAMEOBJECT_TYPE_DOOR || GetGoType() == GAMEOBJECT_TYPE_BUTTON ? !GetGOInfo()->door.startOpen : true)*/)
GetMap()->Insert(*m_model);
if (startOpen)
EnableCollision(false);
WorldObject::AddToWorld();
}
}
@@ -140,6 +149,9 @@ void GameObject::RemoveFromWorld()
m_zoneScript->OnGameObjectRemove(this);
RemoveFromOwner();
if (m_model)
if (GetMap()->Contains(*m_model))
GetMap()->Remove(*m_model);
WorldObject::RemoveFromWorld();
sObjectAccessor->RemoveObject(this);
}
@@ -199,14 +211,16 @@ bool GameObject::Create(uint32 guidlow, uint32 name_id, Map* map, uint32 phaseMa
// set name for logs usage, doesn't affect anything ingame
SetName(goinfo->name);
SetUInt32Value(GAMEOBJECT_DISPLAYID, goinfo->displayId);
SetDisplayId(goinfo->displayId);
m_model = GameObjectModel::Create(*this);
// GAMEOBJECT_BYTES_1, index at 0, 1, 2 and 3
SetGoState(go_state);
SetGoType(GameobjectTypes(goinfo->type));
SetGoState(go_state);
SetGoArtKit(0); // unknown what this is
SetByteValue(GAMEOBJECT_BYTES_1, 2, artKit);
switch (goinfo->type)
{
@@ -1779,7 +1793,7 @@ void GameObject::SetDestructibleState(GameObjectDestructibleState state, Player*
{
case GO_DESTRUCTIBLE_INTACT:
RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_DAMAGED | GO_FLAG_DESTROYED);
SetUInt32Value(GAMEOBJECT_DISPLAYID, m_goInfo->displayId);
SetDisplayId(m_goInfo->displayId);
if (setHealth)
{
m_goValue->Building.Health = m_goValue->Building.MaxHealth;
@@ -1801,7 +1815,7 @@ void GameObject::SetDestructibleState(GameObjectDestructibleState state, Player*
if (DestructibleModelDataEntry const* modelData = sDestructibleModelDataStore.LookupEntry(m_goInfo->building.destructibleData))
if (modelData->DamagedDisplayId)
modelId = modelData->DamagedDisplayId;
SetUInt32Value(GAMEOBJECT_DISPLAYID, modelId);
SetDisplayId(modelId);
if (setHealth)
{
@@ -1834,7 +1848,7 @@ void GameObject::SetDestructibleState(GameObjectDestructibleState state, Player*
if (DestructibleModelDataEntry const* modelData = sDestructibleModelDataStore.LookupEntry(m_goInfo->building.destructibleData))
if (modelData->DestroyedDisplayId)
modelId = modelData->DestroyedDisplayId;
SetUInt32Value(GAMEOBJECT_DISPLAYID, modelId);
SetDisplayId(modelId);
if (setHealth)
{
@@ -1852,7 +1866,7 @@ void GameObject::SetDestructibleState(GameObjectDestructibleState state, Player*
if (DestructibleModelDataEntry const* modelData = sDestructibleModelDataStore.LookupEntry(m_goInfo->building.destructibleData))
if (modelData->RebuildingDisplayId)
modelId = modelData->RebuildingDisplayId;
SetUInt32Value(GAMEOBJECT_DISPLAYID, modelId);
SetDisplayId(modelId);
// restores to full health
if (setHealth)
@@ -1865,8 +1879,78 @@ void GameObject::SetDestructibleState(GameObjectDestructibleState state, Player*
}
}
void GameObject::SetLootState(LootState s, Unit* unit)
void GameObject::SetLootState(LootState state, Unit* unit)
{
m_lootState = s;
AI()->OnStateChanged(s, unit);
m_lootState = state;
AI()->OnStateChanged(state, unit);
if (m_model)
{
// startOpen determines whether we are going to add or remove the LoS on activation
bool startOpen = (GetGoType() == GAMEOBJECT_TYPE_DOOR || GetGoType() == GAMEOBJECT_TYPE_BUTTON ? GetGOInfo()->door.startOpen : false);
if (GetGOData()->go_state == GO_NOT_READY)
startOpen = !startOpen;
if (state == GO_ACTIVATED || state == GO_JUST_DEACTIVATED)
EnableCollision(startOpen);
else if (state == GO_READY)
EnableCollision(!startOpen);
}
}
void GameObject::SetGoState(GOState state)
{
SetByteValue(GAMEOBJECT_BYTES_1, 0, state);
if (m_model)
{
if (!IsInWorld())
return;
// startOpen determines whether we are going to add or remove the LoS on activation
bool startOpen = (GetGoType() == GAMEOBJECT_TYPE_DOOR || GetGoType() == GAMEOBJECT_TYPE_BUTTON ? GetGOInfo()->door.startOpen : false);
if (GetGOData()->go_state == GO_NOT_READY)
startOpen = !startOpen;
if (state == GO_STATE_ACTIVE || state == GO_STATE_ACTIVE_ALTERNATIVE)
EnableCollision(startOpen);
else if (state == GO_STATE_READY)
EnableCollision(!startOpen);
}
}
void GameObject::SetDisplayId(uint32 displayid)
{
SetUInt32Value(GAMEOBJECT_DISPLAYID, displayid);
UpdateModel();
}
void GameObject::SetPhaseMask(uint32 newPhaseMask, bool update)
{
WorldObject::SetPhaseMask(newPhaseMask, update);
EnableCollision(true);
}
void GameObject::EnableCollision(bool enable)
{
if (!m_model)
return;
/*if (enable && !GetMap()->Contains(*m_model))
GetMap()->Insert(*m_model);*/
m_model->enable(enable ? GetPhaseMask() : 0);
}
void GameObject::UpdateModel()
{
if (!IsInWorld())
return;
if (m_model)
if (GetMap()->Contains(*m_model))
GetMap()->Remove(*m_model);
delete m_model;
m_model = GameObjectModel::Create(*this);
if (m_model)
GetMap()->Insert(*m_model);
}