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[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:
parent
f92518ee14
commit
2170c9c919
13 changed files with 171 additions and 41 deletions
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@ -59,7 +59,7 @@ ConfusedMovementGenerator<T>::Initialize(T &unit)
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i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
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}
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unit.UpdateGroundPositionZ(i_waypoints[idx][0],i_waypoints[idx][1],z);
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unit.UpdateAllowedPositionZ(i_waypoints[idx][0],i_waypoints[idx][1],z);
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i_waypoints[idx][2] = z;
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}
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@ -2027,7 +2027,7 @@ bool ChatHandler::HandleGoHelper( Player* player, uint32 mapid, float x, float y
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}
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Map const *map = sMapMgr.CreateBaseMap(mapid);
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z = std::max(map->GetHeight(x, y, MAX_HEIGHT), map->GetWaterLevel(x, y));
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z = map->GetWaterOrGroundLevel(x, y, MAX_HEIGHT);
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}
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// stop flight if need
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@ -1233,14 +1233,6 @@ GridMapLiquidStatus Map::getLiquidStatus(float x, float y, float z, uint8 ReqLiq
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return result;
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}
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float Map::GetWaterLevel(float x, float y ) const
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{
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if(GridMap* gmap = const_cast<Map*>(this)->GetGrid(x, y))
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return gmap->getLiquidLevel(x, y);
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else
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return 0;
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}
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uint32 Map::GetAreaIdByAreaFlag(uint16 areaflag,uint32 map_id)
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{
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AreaTableEntry const *entry = GetAreaEntryByAreaFlagAndMap(areaflag,map_id);
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@ -1295,6 +1287,57 @@ bool Map::IsUnderWater(float x, float y, float z) const
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return false;
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}
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/**
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* Function find higher form water or ground height for current floor
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*
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* @param x, y, z Coordinates original point at floor level
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*
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* @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
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*
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* @param swim z coordinate can be calculated for select above/at or under z coordinate (for fly or swim/walking by bottom)
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* in last cases for in water returned under water height for avoid client set swimming unit as saty at water.
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*
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* @return calculated z coordinate
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*/
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float Map::GetWaterOrGroundLevel(float x, float y, float z, float* pGround /*= NULL*/, bool swim /*= false*/) const
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{
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if (const_cast<Map*>(this)->GetGrid(x, y))
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{
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// we need ground level (including grid height version) for proper return water level in point
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float ground_z = GetHeight(x, y, z, true, DEFAULT_WATER_SEARCH);
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if (pGround)
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*pGround = ground_z;
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GridMapLiquidData liquid_status;
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GridMapLiquidStatus res = getLiquidStatus(x, y, ground_z, MAP_ALL_LIQUIDS, &liquid_status);
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return res ? ( swim ? liquid_status.level - 2.0f : liquid_status.level) : ground_z;
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}
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return VMAP_INVALID_HEIGHT_VALUE;
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}
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float Map::GetWaterLevel(float x, float y, float z, float* pGround /*= NULL*/) const
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{
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if (const_cast<Map*>(this)->GetGrid(x, y))
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{
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// we need ground level (including grid height version) for proper return water level in point
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float ground_z = GetHeight(x, y, z, true, DEFAULT_WATER_SEARCH);
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if (pGround)
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*pGround = ground_z;
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GridMapLiquidData liquid_status;
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GridMapLiquidStatus res = getLiquidStatus(x, y, ground_z, MAP_ALL_LIQUIDS, &liquid_status);
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if (!res)
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return VMAP_INVALID_HEIGHT_VALUE;
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return liquid_status.level;
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}
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return VMAP_INVALID_HEIGHT_VALUE;
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}
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bool Map::CheckGridIntegrity(Creature* c, bool moved) const
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{
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Cell const& cur_cell = c->GetCurrentCell();
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@ -82,6 +82,7 @@ enum LevelRequirementVsMode
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#define INVALID_HEIGHT -100000.0f // for check, must be equal to VMAP_INVALID_HEIGHT, real value for unknown height is VMAP_INVALID_HEIGHT_VALUE
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#define MAX_FALL_DISTANCE 250000.0f // "unlimited fall" to find VMap ground if it is available, just larger than MAX_HEIGHT - INVALID_HEIGHT
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#define DEFAULT_HEIGHT_SEARCH 10.0f // default search distance to find height at nearby locations
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#define DEFAULT_WATER_SEARCH 50.0f // default search distance to case detection water level
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#define MIN_UNLOAD_DELAY 1 // immediate unload
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class MANGOS_DLL_SPEC Map : public GridRefManager<NGridType>, public MaNGOS::ObjectLevelLockable<Map, ACE_Thread_Mutex>
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@ -154,14 +155,15 @@ class MANGOS_DLL_SPEC Map : public GridRefManager<NGridType>, public MaNGOS::Obj
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// some calls like isInWater should not use vmaps due to processor power
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// can return INVALID_HEIGHT if under z+2 z coord not found height
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float GetHeight(float x, float y, float z, bool pCheckVMap=true, float maxSearchDist=DEFAULT_HEIGHT_SEARCH) const;
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float GetWaterLevel(float x, float y, float z, float* pGround = NULL) const;
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float GetWaterOrGroundLevel(float x, float y, float z, float* pGround = NULL, bool swim = false) const;
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bool IsInWater(float x, float y, float z, GridMapLiquidData *data = 0) const;
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bool IsUnderWater(float x, float y, float z) const;
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GridMapLiquidStatus getLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, GridMapLiquidData *data = 0) const;
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uint16 GetAreaFlag(float x, float y, float z, bool *isOutdoors=0) const;
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uint8 GetTerrainType(float x, float y ) const;
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float GetWaterLevel(float x, float y ) const;
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bool IsUnderWater(float x, float y, float z) const;
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static uint32 GetAreaIdByAreaFlag(uint16 areaflag,uint32 map_id);
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static uint32 GetZoneIdByAreaFlag(uint16 areaflag,uint32 map_id);
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@ -1436,6 +1436,70 @@ void WorldObject::UpdateGroundPositionZ(float x, float y, float &z) const
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z = new_z+ 0.05f; // just to be sure that we are not a few pixel under the surface
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}
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void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const
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{
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switch (GetTypeId())
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{
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case TYPEID_UNIT:
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{
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// non fly unit don't must be in air
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// non swim unit must be at ground (mostly speedup, because it don't must be in water and water level check less fast
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if (!((Creature const*)this)->canFly())
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{
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bool canSwim = ((Creature const*)this)->canSwim();
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float ground_z = z;
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float max_z = canSwim
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? GetBaseMap()->GetWaterOrGroundLevel(x, y, z, &ground_z, !((Unit const*)this)->HasAuraType(SPELL_AURA_WATER_WALK))
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: ((ground_z = GetBaseMap()->GetHeight(x, y, z, true)));
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if (max_z > INVALID_HEIGHT)
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{
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if (z > max_z)
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z = max_z;
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else if (z < ground_z)
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z = ground_z;
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}
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}
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else
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{
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float ground_z = GetBaseMap()->GetHeight(x, y, z, true);
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if (z < ground_z)
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z = ground_z;
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}
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break;
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}
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case TYPEID_PLAYER:
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{
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// for server controlled moves playr work same as creature (but it can always swim)
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if (!((Player const*)this)->CanFly())
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{
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float ground_z = z;
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float max_z = GetBaseMap()->GetWaterOrGroundLevel(x, y, z, &ground_z, !((Unit const*)this)->HasAuraType(SPELL_AURA_WATER_WALK));
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if (max_z > INVALID_HEIGHT)
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{
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if (z > max_z)
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z = max_z;
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else if (z < ground_z)
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z = ground_z;
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}
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}
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else
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{
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float ground_z = GetBaseMap()->GetHeight(x, y, z, true);
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if (z < ground_z)
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z = ground_z;
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}
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break;
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}
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default:
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{
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float ground_z = GetBaseMap()->GetHeight(x, y, z, true);
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if(ground_z > INVALID_HEIGHT)
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z = ground_z;
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break;
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}
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}
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}
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bool WorldObject::IsPositionValid() const
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{
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return MaNGOS::IsValidMapCoord(m_positionX,m_positionY,m_positionZ,m_orientation);
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@ -1759,7 +1823,10 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
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// if detection disabled, return first point
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if(!sWorld.getConfig(CONFIG_BOOL_DETECT_POS_COLLISION))
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{
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UpdateGroundPositionZ(x,y,z); // update to LOS height if available
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if (searcher)
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searcher->UpdateAllowedPositionZ(x,y,z); // update to LOS height if available
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else
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UpdateGroundPositionZ(x,y,z);
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return;
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}
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@ -1782,7 +1849,10 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
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// maybe can just place in primary position
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if( selector.CheckOriginal() )
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{
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UpdateGroundPositionZ(x,y,z); // update to LOS height if available
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if (searcher)
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searcher->UpdateAllowedPositionZ(x,y,z); // update to LOS height if available
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else
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UpdateGroundPositionZ(x,y,z);
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if(IsWithinLOS(x,y,z))
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return;
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@ -1797,7 +1867,11 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
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{
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GetNearPoint2D(x,y,distance2d,absAngle+angle);
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z = GetPositionZ();
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UpdateGroundPositionZ(x,y,z); // update to LOS height if available
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if (searcher)
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searcher->UpdateAllowedPositionZ(x,y,z); // update to LOS height if available
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else
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UpdateGroundPositionZ(x,y,z);
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if(IsWithinLOS(x,y,z))
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return;
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@ -1811,7 +1885,11 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
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{
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GetNearPoint2D(x,y,distance2d,absAngle+angle);
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z = GetPositionZ();
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UpdateGroundPositionZ(x,y,z); // update to LOS height if available
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if (searcher)
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searcher->UpdateAllowedPositionZ(x,y,z); // update to LOS height if available
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else
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UpdateGroundPositionZ(x,y,z);
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if(IsWithinLOS(x,y,z))
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return;
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@ -1825,7 +1903,10 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
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x = first_x;
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y = first_y;
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UpdateGroundPositionZ(x,y,z); // update to LOS height if available
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if (searcher)
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searcher->UpdateAllowedPositionZ(x,y,z); // update to LOS height if available
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else
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UpdateGroundPositionZ(x,y,z);
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return;
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}
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@ -1836,7 +1917,11 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
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{
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GetNearPoint2D(x,y,distance2d,absAngle+angle);
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z = GetPositionZ();
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UpdateGroundPositionZ(x,y,z); // update to LOS height if available
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if (searcher)
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searcher->UpdateAllowedPositionZ(x,y,z); // update to LOS height if available
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else
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UpdateGroundPositionZ(x,y,z);
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if(IsWithinLOS(x,y,z))
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return;
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@ -1851,7 +1936,11 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
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{
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GetNearPoint2D(x,y,distance2d,absAngle+angle);
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z = GetPositionZ();
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UpdateGroundPositionZ(x,y,z); // update to LOS height if available
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if (searcher)
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searcher->UpdateAllowedPositionZ(x,y,z); // update to LOS height if available
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else
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UpdateGroundPositionZ(x,y,z);
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if(IsWithinLOS(x,y,z))
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return;
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@ -1861,7 +1950,10 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
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x = first_x;
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y = first_y;
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UpdateGroundPositionZ(x,y,z); // update to LOS height if available
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if (searcher)
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searcher->UpdateAllowedPositionZ(x,y,z); // update to LOS height if available
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else
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UpdateGroundPositionZ(x,y,z);
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}
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void WorldObject::SetPhaseMask(uint32 newPhaseMask, bool update)
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@ -1963,5 +2055,4 @@ bool WorldObject::IsControlledByPlayer() const
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default:
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return false;
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}
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}
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}
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@ -360,10 +360,10 @@ class MANGOS_DLL_SPEC WorldObject : public Object
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float GetOrientation( ) const { return m_orientation; }
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void GetNearPoint2D( float &x, float &y, float distance, float absAngle) const;
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void GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_bounding_radius, float distance2d, float absAngle) const;
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void GetClosePoint(float &x, float &y, float &z, float bounding_radius, float distance2d = 0, float angle = 0) const
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void GetClosePoint(float &x, float &y, float &z, float bounding_radius, float distance2d = 0, float angle = 0, const WorldObject* obj = NULL ) const
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{
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// angle calculated from current orientation
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GetNearPoint(NULL, x, y, z, bounding_radius, distance2d, GetOrientation() + angle);
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GetNearPoint(obj, x, y, z, bounding_radius, distance2d, GetOrientation() + angle);
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}
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void GetContactPoint( const WorldObject* obj, float &x, float &y, float &z, float distance2d = CONTACT_DISTANCE) const
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{
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@ -375,6 +375,7 @@ class MANGOS_DLL_SPEC WorldObject : public Object
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bool IsPositionValid() const;
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void UpdateGroundPositionZ(float x, float y, float &z) const;
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void UpdateAllowedPositionZ(float x, float y, float &z) const;
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void GetRandomPoint( float x, float y, float z, float distance, float &rand_x, float &rand_y, float &rand_z ) const;
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@ -517,4 +518,4 @@ class MANGOS_DLL_SPEC WorldObject : public Object
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ViewPoint m_viewPoint;
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};
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#endif
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#endif
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@ -164,7 +164,7 @@ bool Pet::LoadPetFromDB( Player* owner, uint32 petentry, uint32 petnumber, bool
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}
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float px, py, pz;
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owner->GetClosePoint(px, py, pz, GetObjectBoundingRadius(), PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
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owner->GetClosePoint(px, py, pz, GetObjectBoundingRadius(), PET_FOLLOW_DIST, PET_FOLLOW_ANGLE, this);
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Relocate(px, py, pz, owner->GetOrientation());
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@ -2330,8 +2330,7 @@ GameObject* Player::GetGameObjectIfCanInteractWith(ObjectGuid guid, uint32 gameo
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bool Player::IsUnderWater() const
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{
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return IsInWater() &&
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GetPositionZ() < (GetBaseMap()->GetWaterLevel(GetPositionX(),GetPositionY())-2);
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return GetBaseMap()->IsUnderWater(GetPositionX(), GetPositionY(), GetPositionZ()+2);
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}
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void Player::SetInWater(bool apply)
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@ -21323,7 +21322,7 @@ void Player::HandleFall(MovementInfo const& movementInfo)
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uint32 damage = (uint32)(damageperc * GetMaxHealth()*sWorld.getConfig(CONFIG_FLOAT_RATE_DAMAGE_FALL));
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float height = movementInfo.GetPos()->z;
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UpdateGroundPositionZ(movementInfo.GetPos()->x, movementInfo.GetPos()->y, height);
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UpdateAllowedPositionZ(movementInfo.GetPos()->x, movementInfo.GetPos()->y, height);
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if (damage > 0)
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{
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@ -58,11 +58,10 @@ RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
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// Limit height change
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const float distanceZ = rand_norm_f() * sqrtf(dist)/2.0f;
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nz = Z + distanceZ;
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float tz = map->GetHeight(nx, ny, nz-2.0f, false); // Map check only, vmap needed here but need to alter vmaps checks for height.
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float wz = map->GetWaterLevel(nx, ny);
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float tz = map->GetWaterOrGroundLevel(nx, ny, nz-2.0f);
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// Problem here, we must fly above the ground and water, not under. Let's try on next tick
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if (tz >= nz || wz >= nz)
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if (tz >= nz)
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return;
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}
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//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)
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fx = fx2;
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fy = fy2;
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fz = fz2;
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unitTarget->UpdateGroundPositionZ(fx, fy, fz);
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unitTarget->UpdateAllowedPositionZ(fx, fy, fz);
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}
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unitTarget->NearTeleportTo(fx, fy, fz, unitTarget->GetOrientation(), unitTarget == m_caster);
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@ -55,7 +55,7 @@ void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T &owner)
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else
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{
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// to at i_offset distance from target and i_angle from target facing
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i_target->GetClosePoint(x, y, z, owner.GetObjectBoundingRadius(), i_offset, i_angle);
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i_target->GetClosePoint(x, y, z, owner.GetObjectBoundingRadius(), i_offset, i_angle, &owner);
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}
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/*
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@ -75,11 +75,6 @@ void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T &owner)
|
|||
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);
|
||||
i_destinationHolder.SetDestination(traveller, x, y, z);
|
||||
|
||||
|
|
|
|||
|
|
@ -10506,7 +10506,7 @@ void Unit::KnockBackFrom(Unit* target, float horizontalSpeed, float verticalSpee
|
|||
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
|
||||
// with CreatureRelocation at server side
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
#ifndef __REVISION_NR_H__
|
||||
#define __REVISION_NR_H__
|
||||
#define REVISION_NR "10528"
|
||||
#define REVISION_NR "10529"
|
||||
#endif // __REVISION_NR_H__
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue