[10529] Water level in movement use fixes.

* Move selection allowed upper and lower heights for target point
  into near point core function used for contact/close point selection.
  Selection base at possibility target point searcher fly/swim(or walk by water bottom).
* Use vamp water level data so have proper water level in instances in movements.
* Use increased ground search distance for water level case.
This commit is contained in:
VladimirMangos 2010-09-25 07:31:29 +04:00
parent f92518ee14
commit 2170c9c919
13 changed files with 171 additions and 41 deletions

View file

@ -59,7 +59,7 @@ ConfusedMovementGenerator<T>::Initialize(T &unit)
i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y; i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
} }
unit.UpdateGroundPositionZ(i_waypoints[idx][0],i_waypoints[idx][1],z); unit.UpdateAllowedPositionZ(i_waypoints[idx][0],i_waypoints[idx][1],z);
i_waypoints[idx][2] = z; i_waypoints[idx][2] = z;
} }

View file

@ -2027,7 +2027,7 @@ bool ChatHandler::HandleGoHelper( Player* player, uint32 mapid, float x, float y
} }
Map const *map = sMapMgr.CreateBaseMap(mapid); Map const *map = sMapMgr.CreateBaseMap(mapid);
z = std::max(map->GetHeight(x, y, MAX_HEIGHT), map->GetWaterLevel(x, y)); z = map->GetWaterOrGroundLevel(x, y, MAX_HEIGHT);
} }
// stop flight if need // stop flight if need

View file

@ -1233,14 +1233,6 @@ GridMapLiquidStatus Map::getLiquidStatus(float x, float y, float z, uint8 ReqLiq
return result; return result;
} }
float Map::GetWaterLevel(float x, float y ) const
{
if(GridMap* gmap = const_cast<Map*>(this)->GetGrid(x, y))
return gmap->getLiquidLevel(x, y);
else
return 0;
}
uint32 Map::GetAreaIdByAreaFlag(uint16 areaflag,uint32 map_id) uint32 Map::GetAreaIdByAreaFlag(uint16 areaflag,uint32 map_id)
{ {
AreaTableEntry const *entry = GetAreaEntryByAreaFlagAndMap(areaflag,map_id); AreaTableEntry const *entry = GetAreaEntryByAreaFlagAndMap(areaflag,map_id);
@ -1295,6 +1287,57 @@ bool Map::IsUnderWater(float x, float y, float z) const
return false; return false;
} }
/**
* Function find higher form water or ground height for current floor
*
* @param x, y, z Coordinates original point at floor level
*
* @param pGround optional arg for retrun calculated by function work ground height, it let avoid in caller code recalculate height for point if it need
*
* @param swim z coordinate can be calculated for select above/at or under z coordinate (for fly or swim/walking by bottom)
* in last cases for in water returned under water height for avoid client set swimming unit as saty at water.
*
* @return calculated z coordinate
*/
float Map::GetWaterOrGroundLevel(float x, float y, float z, float* pGround /*= NULL*/, bool swim /*= false*/) const
{
if (const_cast<Map*>(this)->GetGrid(x, y))
{
// we need ground level (including grid height version) for proper return water level in point
float ground_z = GetHeight(x, y, z, true, DEFAULT_WATER_SEARCH);
if (pGround)
*pGround = ground_z;
GridMapLiquidData liquid_status;
GridMapLiquidStatus res = getLiquidStatus(x, y, ground_z, MAP_ALL_LIQUIDS, &liquid_status);
return res ? ( swim ? liquid_status.level - 2.0f : liquid_status.level) : ground_z;
}
return VMAP_INVALID_HEIGHT_VALUE;
}
float Map::GetWaterLevel(float x, float y, float z, float* pGround /*= NULL*/) const
{
if (const_cast<Map*>(this)->GetGrid(x, y))
{
// we need ground level (including grid height version) for proper return water level in point
float ground_z = GetHeight(x, y, z, true, DEFAULT_WATER_SEARCH);
if (pGround)
*pGround = ground_z;
GridMapLiquidData liquid_status;
GridMapLiquidStatus res = getLiquidStatus(x, y, ground_z, MAP_ALL_LIQUIDS, &liquid_status);
if (!res)
return VMAP_INVALID_HEIGHT_VALUE;
return liquid_status.level;
}
return VMAP_INVALID_HEIGHT_VALUE;
}
bool Map::CheckGridIntegrity(Creature* c, bool moved) const bool Map::CheckGridIntegrity(Creature* c, bool moved) const
{ {
Cell const& cur_cell = c->GetCurrentCell(); Cell const& cur_cell = c->GetCurrentCell();

View file

@ -82,6 +82,7 @@ enum LevelRequirementVsMode
#define INVALID_HEIGHT -100000.0f // for check, must be equal to VMAP_INVALID_HEIGHT, real value for unknown height is VMAP_INVALID_HEIGHT_VALUE #define INVALID_HEIGHT -100000.0f // for check, must be equal to VMAP_INVALID_HEIGHT, real value for unknown height is VMAP_INVALID_HEIGHT_VALUE
#define MAX_FALL_DISTANCE 250000.0f // "unlimited fall" to find VMap ground if it is available, just larger than MAX_HEIGHT - INVALID_HEIGHT #define MAX_FALL_DISTANCE 250000.0f // "unlimited fall" to find VMap ground if it is available, just larger than MAX_HEIGHT - INVALID_HEIGHT
#define DEFAULT_HEIGHT_SEARCH 10.0f // default search distance to find height at nearby locations #define DEFAULT_HEIGHT_SEARCH 10.0f // default search distance to find height at nearby locations
#define DEFAULT_WATER_SEARCH 50.0f // default search distance to case detection water level
#define MIN_UNLOAD_DELAY 1 // immediate unload #define MIN_UNLOAD_DELAY 1 // immediate unload
class MANGOS_DLL_SPEC Map : public GridRefManager<NGridType>, public MaNGOS::ObjectLevelLockable<Map, ACE_Thread_Mutex> class MANGOS_DLL_SPEC Map : public GridRefManager<NGridType>, public MaNGOS::ObjectLevelLockable<Map, ACE_Thread_Mutex>
@ -154,14 +155,15 @@ class MANGOS_DLL_SPEC Map : public GridRefManager<NGridType>, public MaNGOS::Obj
// some calls like isInWater should not use vmaps due to processor power // some calls like isInWater should not use vmaps due to processor power
// can return INVALID_HEIGHT if under z+2 z coord not found height // can return INVALID_HEIGHT if under z+2 z coord not found height
float GetHeight(float x, float y, float z, bool pCheckVMap=true, float maxSearchDist=DEFAULT_HEIGHT_SEARCH) const; float GetHeight(float x, float y, float z, bool pCheckVMap=true, float maxSearchDist=DEFAULT_HEIGHT_SEARCH) const;
float GetWaterLevel(float x, float y, float z, float* pGround = NULL) const;
float GetWaterOrGroundLevel(float x, float y, float z, float* pGround = NULL, bool swim = false) const;
bool IsInWater(float x, float y, float z, GridMapLiquidData *data = 0) const; bool IsInWater(float x, float y, float z, GridMapLiquidData *data = 0) const;
bool IsUnderWater(float x, float y, float z) const;
GridMapLiquidStatus getLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, GridMapLiquidData *data = 0) const; GridMapLiquidStatus getLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, GridMapLiquidData *data = 0) const;
uint16 GetAreaFlag(float x, float y, float z, bool *isOutdoors=0) const; uint16 GetAreaFlag(float x, float y, float z, bool *isOutdoors=0) const;
uint8 GetTerrainType(float x, float y ) const; uint8 GetTerrainType(float x, float y ) const;
float GetWaterLevel(float x, float y ) const;
bool IsUnderWater(float x, float y, float z) const;
static uint32 GetAreaIdByAreaFlag(uint16 areaflag,uint32 map_id); static uint32 GetAreaIdByAreaFlag(uint16 areaflag,uint32 map_id);
static uint32 GetZoneIdByAreaFlag(uint16 areaflag,uint32 map_id); static uint32 GetZoneIdByAreaFlag(uint16 areaflag,uint32 map_id);

View file

@ -1436,6 +1436,70 @@ void WorldObject::UpdateGroundPositionZ(float x, float y, float &z) const
z = new_z+ 0.05f; // just to be sure that we are not a few pixel under the surface z = new_z+ 0.05f; // just to be sure that we are not a few pixel under the surface
} }
void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const
{
switch (GetTypeId())
{
case TYPEID_UNIT:
{
// non fly unit don't must be in air
// non swim unit must be at ground (mostly speedup, because it don't must be in water and water level check less fast
if (!((Creature const*)this)->canFly())
{
bool canSwim = ((Creature const*)this)->canSwim();
float ground_z = z;
float max_z = canSwim
? GetBaseMap()->GetWaterOrGroundLevel(x, y, z, &ground_z, !((Unit const*)this)->HasAuraType(SPELL_AURA_WATER_WALK))
: ((ground_z = GetBaseMap()->GetHeight(x, y, z, true)));
if (max_z > INVALID_HEIGHT)
{
if (z > max_z)
z = max_z;
else if (z < ground_z)
z = ground_z;
}
}
else
{
float ground_z = GetBaseMap()->GetHeight(x, y, z, true);
if (z < ground_z)
z = ground_z;
}
break;
}
case TYPEID_PLAYER:
{
// for server controlled moves playr work same as creature (but it can always swim)
if (!((Player const*)this)->CanFly())
{
float ground_z = z;
float max_z = GetBaseMap()->GetWaterOrGroundLevel(x, y, z, &ground_z, !((Unit const*)this)->HasAuraType(SPELL_AURA_WATER_WALK));
if (max_z > INVALID_HEIGHT)
{
if (z > max_z)
z = max_z;
else if (z < ground_z)
z = ground_z;
}
}
else
{
float ground_z = GetBaseMap()->GetHeight(x, y, z, true);
if (z < ground_z)
z = ground_z;
}
break;
}
default:
{
float ground_z = GetBaseMap()->GetHeight(x, y, z, true);
if(ground_z > INVALID_HEIGHT)
z = ground_z;
break;
}
}
}
bool WorldObject::IsPositionValid() const bool WorldObject::IsPositionValid() const
{ {
return MaNGOS::IsValidMapCoord(m_positionX,m_positionY,m_positionZ,m_orientation); return MaNGOS::IsValidMapCoord(m_positionX,m_positionY,m_positionZ,m_orientation);
@ -1759,7 +1823,10 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
// if detection disabled, return first point // if detection disabled, return first point
if(!sWorld.getConfig(CONFIG_BOOL_DETECT_POS_COLLISION)) if(!sWorld.getConfig(CONFIG_BOOL_DETECT_POS_COLLISION))
{ {
UpdateGroundPositionZ(x,y,z); // update to LOS height if available if (searcher)
searcher->UpdateAllowedPositionZ(x,y,z); // update to LOS height if available
else
UpdateGroundPositionZ(x,y,z);
return; return;
} }
@ -1782,7 +1849,10 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
// maybe can just place in primary position // maybe can just place in primary position
if( selector.CheckOriginal() ) if( selector.CheckOriginal() )
{ {
UpdateGroundPositionZ(x,y,z); // update to LOS height if available if (searcher)
searcher->UpdateAllowedPositionZ(x,y,z); // update to LOS height if available
else
UpdateGroundPositionZ(x,y,z);
if(IsWithinLOS(x,y,z)) if(IsWithinLOS(x,y,z))
return; return;
@ -1797,7 +1867,11 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
{ {
GetNearPoint2D(x,y,distance2d,absAngle+angle); GetNearPoint2D(x,y,distance2d,absAngle+angle);
z = GetPositionZ(); z = GetPositionZ();
UpdateGroundPositionZ(x,y,z); // update to LOS height if available
if (searcher)
searcher->UpdateAllowedPositionZ(x,y,z); // update to LOS height if available
else
UpdateGroundPositionZ(x,y,z);
if(IsWithinLOS(x,y,z)) if(IsWithinLOS(x,y,z))
return; return;
@ -1811,7 +1885,11 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
{ {
GetNearPoint2D(x,y,distance2d,absAngle+angle); GetNearPoint2D(x,y,distance2d,absAngle+angle);
z = GetPositionZ(); z = GetPositionZ();
UpdateGroundPositionZ(x,y,z); // update to LOS height if available
if (searcher)
searcher->UpdateAllowedPositionZ(x,y,z); // update to LOS height if available
else
UpdateGroundPositionZ(x,y,z);
if(IsWithinLOS(x,y,z)) if(IsWithinLOS(x,y,z))
return; return;
@ -1825,7 +1903,10 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
x = first_x; x = first_x;
y = first_y; y = first_y;
UpdateGroundPositionZ(x,y,z); // update to LOS height if available if (searcher)
searcher->UpdateAllowedPositionZ(x,y,z); // update to LOS height if available
else
UpdateGroundPositionZ(x,y,z);
return; return;
} }
@ -1836,7 +1917,11 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
{ {
GetNearPoint2D(x,y,distance2d,absAngle+angle); GetNearPoint2D(x,y,distance2d,absAngle+angle);
z = GetPositionZ(); z = GetPositionZ();
UpdateGroundPositionZ(x,y,z); // update to LOS height if available
if (searcher)
searcher->UpdateAllowedPositionZ(x,y,z); // update to LOS height if available
else
UpdateGroundPositionZ(x,y,z);
if(IsWithinLOS(x,y,z)) if(IsWithinLOS(x,y,z))
return; return;
@ -1851,7 +1936,11 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
{ {
GetNearPoint2D(x,y,distance2d,absAngle+angle); GetNearPoint2D(x,y,distance2d,absAngle+angle);
z = GetPositionZ(); z = GetPositionZ();
UpdateGroundPositionZ(x,y,z); // update to LOS height if available
if (searcher)
searcher->UpdateAllowedPositionZ(x,y,z); // update to LOS height if available
else
UpdateGroundPositionZ(x,y,z);
if(IsWithinLOS(x,y,z)) if(IsWithinLOS(x,y,z))
return; return;
@ -1861,7 +1950,10 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
x = first_x; x = first_x;
y = first_y; y = first_y;
UpdateGroundPositionZ(x,y,z); // update to LOS height if available if (searcher)
searcher->UpdateAllowedPositionZ(x,y,z); // update to LOS height if available
else
UpdateGroundPositionZ(x,y,z);
} }
void WorldObject::SetPhaseMask(uint32 newPhaseMask, bool update) void WorldObject::SetPhaseMask(uint32 newPhaseMask, bool update)
@ -1963,5 +2055,4 @@ bool WorldObject::IsControlledByPlayer() const
default: default:
return false; return false;
} }
} }

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@ -360,10 +360,10 @@ class MANGOS_DLL_SPEC WorldObject : public Object
float GetOrientation( ) const { return m_orientation; } float GetOrientation( ) const { return m_orientation; }
void GetNearPoint2D( float &x, float &y, float distance, float absAngle) const; void GetNearPoint2D( float &x, float &y, float distance, float absAngle) const;
void GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_bounding_radius, float distance2d, float absAngle) const; void GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_bounding_radius, float distance2d, float absAngle) const;
void GetClosePoint(float &x, float &y, float &z, float bounding_radius, float distance2d = 0, float angle = 0) const void GetClosePoint(float &x, float &y, float &z, float bounding_radius, float distance2d = 0, float angle = 0, const WorldObject* obj = NULL ) const
{ {
// angle calculated from current orientation // angle calculated from current orientation
GetNearPoint(NULL, x, y, z, bounding_radius, distance2d, GetOrientation() + angle); GetNearPoint(obj, x, y, z, bounding_radius, distance2d, GetOrientation() + angle);
} }
void GetContactPoint( const WorldObject* obj, float &x, float &y, float &z, float distance2d = CONTACT_DISTANCE) const void GetContactPoint( const WorldObject* obj, float &x, float &y, float &z, float distance2d = CONTACT_DISTANCE) const
{ {
@ -375,6 +375,7 @@ class MANGOS_DLL_SPEC WorldObject : public Object
bool IsPositionValid() const; bool IsPositionValid() const;
void UpdateGroundPositionZ(float x, float y, float &z) const; void UpdateGroundPositionZ(float x, float y, float &z) const;
void UpdateAllowedPositionZ(float x, float y, float &z) const;
void GetRandomPoint( float x, float y, float z, float distance, float &rand_x, float &rand_y, float &rand_z ) const; void GetRandomPoint( float x, float y, float z, float distance, float &rand_x, float &rand_y, float &rand_z ) const;
@ -517,4 +518,4 @@ class MANGOS_DLL_SPEC WorldObject : public Object
ViewPoint m_viewPoint; ViewPoint m_viewPoint;
}; };
#endif #endif

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@ -164,7 +164,7 @@ bool Pet::LoadPetFromDB( Player* owner, uint32 petentry, uint32 petnumber, bool
} }
float px, py, pz; float px, py, pz;
owner->GetClosePoint(px, py, pz, GetObjectBoundingRadius(), PET_FOLLOW_DIST, PET_FOLLOW_ANGLE); owner->GetClosePoint(px, py, pz, GetObjectBoundingRadius(), PET_FOLLOW_DIST, PET_FOLLOW_ANGLE, this);
Relocate(px, py, pz, owner->GetOrientation()); Relocate(px, py, pz, owner->GetOrientation());

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@ -2330,8 +2330,7 @@ GameObject* Player::GetGameObjectIfCanInteractWith(ObjectGuid guid, uint32 gameo
bool Player::IsUnderWater() const bool Player::IsUnderWater() const
{ {
return IsInWater() && return GetBaseMap()->IsUnderWater(GetPositionX(), GetPositionY(), GetPositionZ()+2);
GetPositionZ() < (GetBaseMap()->GetWaterLevel(GetPositionX(),GetPositionY())-2);
} }
void Player::SetInWater(bool apply) void Player::SetInWater(bool apply)
@ -21323,7 +21322,7 @@ void Player::HandleFall(MovementInfo const& movementInfo)
uint32 damage = (uint32)(damageperc * GetMaxHealth()*sWorld.getConfig(CONFIG_FLOAT_RATE_DAMAGE_FALL)); uint32 damage = (uint32)(damageperc * GetMaxHealth()*sWorld.getConfig(CONFIG_FLOAT_RATE_DAMAGE_FALL));
float height = movementInfo.GetPos()->z; float height = movementInfo.GetPos()->z;
UpdateGroundPositionZ(movementInfo.GetPos()->x, movementInfo.GetPos()->y, height); UpdateAllowedPositionZ(movementInfo.GetPos()->x, movementInfo.GetPos()->y, height);
if (damage > 0) if (damage > 0)
{ {

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@ -58,11 +58,10 @@ RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
// Limit height change // Limit height change
const float distanceZ = rand_norm_f() * sqrtf(dist)/2.0f; const float distanceZ = rand_norm_f() * sqrtf(dist)/2.0f;
nz = Z + distanceZ; nz = Z + distanceZ;
float tz = map->GetHeight(nx, ny, nz-2.0f, false); // Map check only, vmap needed here but need to alter vmaps checks for height. float tz = map->GetWaterOrGroundLevel(nx, ny, nz-2.0f);
float wz = map->GetWaterLevel(nx, ny);
// Problem here, we must fly above the ground and water, not under. Let's try on next tick // Problem here, we must fly above the ground and water, not under. Let's try on next tick
if (tz >= nz || wz >= nz) if (tz >= nz)
return; return;
} }
//else if (is_water_ok) // 3D system under water and above ground (swimming mode) //else if (is_water_ok) // 3D system under water and above ground (swimming mode)

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@ -7198,7 +7198,7 @@ void Spell::EffectLeapForward(SpellEffectIndex eff_idx)
fx = fx2; fx = fx2;
fy = fy2; fy = fy2;
fz = fz2; fz = fz2;
unitTarget->UpdateGroundPositionZ(fx, fy, fz); unitTarget->UpdateAllowedPositionZ(fx, fy, fz);
} }
unitTarget->NearTeleportTo(fx, fy, fz, unitTarget->GetOrientation(), unitTarget == m_caster); unitTarget->NearTeleportTo(fx, fy, fz, unitTarget->GetOrientation(), unitTarget == m_caster);

View file

@ -55,7 +55,7 @@ void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T &owner)
else else
{ {
// to at i_offset distance from target and i_angle from target facing // to at i_offset distance from target and i_angle from target facing
i_target->GetClosePoint(x, y, z, owner.GetObjectBoundingRadius(), i_offset, i_angle); i_target->GetClosePoint(x, y, z, owner.GetObjectBoundingRadius(), i_offset, i_angle, &owner);
} }
/* /*
@ -75,11 +75,6 @@ void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T &owner)
return; return;
*/ */
// Just a temp hack, GetContactPoint/GetClosePoint in above code use UpdateGroundPositionZ (in GetNearPoint)
// and then has the wrong z to use when creature try follow unit in the air.
if (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->canFly())
z = i_target->GetPositionZ();
Traveller<T> traveller(owner); Traveller<T> traveller(owner);
i_destinationHolder.SetDestination(traveller, x, y, z); i_destinationHolder.SetDestination(traveller, x, y, z);

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@ -10506,7 +10506,7 @@ void Unit::KnockBackFrom(Unit* target, float horizontalSpeed, float verticalSpee
fz = fz2; fz = fz2;
} }
UpdateGroundPositionZ(fx, fy, fz); UpdateAllowedPositionZ(fx, fy, fz);
//FIXME: this mostly hack, must exist some packet for proper creature move at client side //FIXME: this mostly hack, must exist some packet for proper creature move at client side
// with CreatureRelocation at server side // with CreatureRelocation at server side

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@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__ #ifndef __REVISION_NR_H__
#define __REVISION_NR_H__ #define __REVISION_NR_H__
#define REVISION_NR "10528" #define REVISION_NR "10529"
#endif // __REVISION_NR_H__ #endif // __REVISION_NR_H__