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[11384] Use SPLINEFLAG_FLYING for flying creatures, SPLINEFLAG_UNKNOWN7 is never used. Simplify Map::CreatureCellRelocation code
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7 changed files with 37 additions and 87 deletions
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@ -697,40 +697,27 @@ Map::PlayerRelocation(Player *player, float x, float y, float z, float orientati
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}
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}
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void
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Map::CreatureRelocation(Creature *creature, float x, float y, float z, float ang)
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void Map::CreatureRelocation(Creature *creature, float x, float y, float z, float ang)
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{
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MANGOS_ASSERT(CheckGridIntegrity(creature,false));
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Cell old_cell = creature->GetCurrentCell();
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Cell new_cell(MaNGOS::ComputeCellPair(x, y));
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CellPair new_val = MaNGOS::ComputeCellPair(x, y);
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Cell new_cell(new_val);
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if (old_cell.DiffCell(new_cell) || old_cell.DiffGrid(new_cell))
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{
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DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u) added to moving list from grid[%u,%u]cell[%u,%u] to grid[%u,%u]cell[%u,%u].", creature->GetGUIDLow(), creature->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());
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// do move or do move to respawn or remove creature if previous all fail
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if (CreatureCellRelocation(creature,new_cell))
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{
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// update pos
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creature->Relocate(x, y, z, ang);
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creature->OnRelocated();
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}
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// if creature can't be move in new cell/grid (not loaded) move it to repawn cell/grid
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// creature coordinates will be updated and notifiers send
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else if (!CreatureRespawnRelocation(creature))
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{
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// ... or unload (if respawn grid also not loaded)
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DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u ) can't be move to unloaded respawn grid.",creature->GetGUIDLow(),creature->GetEntry());
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}
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}
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else
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// do move or do move to respawn or remove creature if previous all fail
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if (CreatureCellRelocation(creature,new_cell))
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{
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// update pos
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creature->Relocate(x, y, z, ang);
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creature->OnRelocated();
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}
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// if creature can't be move in new cell/grid (not loaded) move it to repawn cell/grid
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// creature coordinates will be updated and notifiers send
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else if (!CreatureRespawnRelocation(creature))
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{
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// ... or unload (if respawn grid also not loaded)
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DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u ) can't be move to unloaded respawn grid.",creature->GetGUIDLow(),creature->GetEntry());
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}
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MANGOS_ASSERT(CheckGridIntegrity(creature,true));
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}
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@ -738,63 +725,26 @@ Map::CreatureRelocation(Creature *creature, float x, float y, float z, float ang
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bool Map::CreatureCellRelocation(Creature *c, Cell new_cell)
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{
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Cell const& old_cell = c->GetCurrentCell();
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if(!old_cell.DiffGrid(new_cell) ) // in same grid
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if (old_cell.DiffGrid(new_cell))
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{
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// if in same cell then none do
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if(old_cell.DiffCell(new_cell))
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if (!c->isActiveObject() && !loaded(new_cell.gridPair()))
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{
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DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u) moved in grid[%u,%u] from cell[%u,%u] to cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.CellX(), new_cell.CellY());
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RemoveFromGrid(c,getNGrid(old_cell.GridX(), old_cell.GridY()),old_cell);
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NGridType* new_grid = getNGrid(new_cell.GridX(), new_cell.GridY());
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AddToGrid(c,new_grid,new_cell);
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c->GetViewPoint().Event_GridChanged( &(*new_grid)(new_cell.CellX(),new_cell.CellY()) );
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DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u) attempt move from grid[%u,%u]cell[%u,%u] to unloaded grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());
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return false;
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}
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else
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{
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DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u) move in same grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY());
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}
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return true;
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}
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// in diff. grids but active creature
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if(c->isActiveObject())
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{
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EnsureGridLoadedAtEnter(new_cell);
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DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Active creature (GUID: %u Entry: %u) moved from grid[%u,%u]cell[%u,%u] to grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());
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RemoveFromGrid(c,getNGrid(old_cell.GridX(), old_cell.GridY()),old_cell);
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NGridType* new_grid = getNGrid(new_cell.GridX(), new_cell.GridY());
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AddToGrid(c,new_grid,new_cell);
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c->GetViewPoint().Event_GridChanged( &(*new_grid)(new_cell.CellX(),new_cell.CellY()) );
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return true;
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}
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// in diff. loaded grid normal creature
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if(loaded(GridPair(new_cell.GridX(), new_cell.GridY())))
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if (old_cell != new_cell)
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{
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DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u) moved from grid[%u,%u]cell[%u,%u] to grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());
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RemoveFromGrid(c,getNGrid(old_cell.GridX(), old_cell.GridY()),old_cell);
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{
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EnsureGridCreated(GridPair(new_cell.GridX(), new_cell.GridY()));
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NGridType* new_grid = getNGrid(new_cell.GridX(), new_cell.GridY());
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AddToGrid(c,new_grid,new_cell);
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c->GetViewPoint().Event_GridChanged( &(*new_grid)(new_cell.CellX(),new_cell.CellY()) );
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}
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return true;
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DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u) moved in grid[%u,%u] from cell[%u,%u] to cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.CellX(), new_cell.CellY());
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NGridType* oldGrid = getNGrid(old_cell.GridX(), old_cell.GridY());
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NGridType* newGrid = getNGrid(new_cell.GridX(), new_cell.GridY());
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RemoveFromGrid(c, oldGrid, old_cell);
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AddToGrid(c, newGrid, new_cell);
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c->GetViewPoint().Event_GridChanged(&(*newGrid)(new_cell.CellX(),new_cell.CellY()));
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}
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// fail to move: normal creature attempt move to unloaded grid
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DEBUG_FILTER_LOG(LOG_FILTER_CREATURE_MOVES, "Creature (GUID: %u Entry: %u) attempt move from grid[%u,%u]cell[%u,%u] to unloaded grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());
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return false;
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return true;
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}
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bool Map::CreatureRespawnRelocation(Creature *c)
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@ -37,7 +37,7 @@ void PointMovementGenerator<T>::Initialize(T &unit)
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i_destinationHolder.SetDestination(traveller, i_x, i_y, i_z);
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if (unit.GetTypeId() == TYPEID_UNIT && ((Creature*)&unit)->CanFly())
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((Creature&)unit).AddSplineFlag(SPLINEFLAG_UNKNOWN7);
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((Creature&)unit).AddSplineFlag(SPLINEFLAG_FLYING);
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}
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template<class T>
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@ -100,7 +100,7 @@ RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
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if (is_air_ok)
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{
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i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
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creature.AddSplineFlag(SPLINEFLAG_UNKNOWN7);
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creature.AddSplineFlag(SPLINEFLAG_FLYING);
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}
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//else if (is_water_ok) // Swimming mode to be done with more than this check
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else
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@ -117,7 +117,7 @@ void RandomMovementGenerator<Creature>::Initialize(Creature &creature)
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return;
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if (creature.CanFly())
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creature.AddSplineFlag(SPLINEFLAG_UNKNOWN7);
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creature.AddSplineFlag(SPLINEFLAG_FLYING);
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else
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creature.AddSplineFlag(SPLINEFLAG_WALKMODE);
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@ -171,7 +171,7 @@ bool RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32
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if (i_nextMoveTime.Passed())
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{
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if (creature.CanFly())
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creature.AddSplineFlag(SPLINEFLAG_UNKNOWN7);
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creature.AddSplineFlag(SPLINEFLAG_FLYING);
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else
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creature.AddSplineFlag(SPLINEFLAG_WALKMODE);
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@ -80,7 +80,7 @@ void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T &owner)
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D::_addUnitStateMove(owner);
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if (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->CanFly())
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((Creature&)owner).AddSplineFlag(SPLINEFLAG_UNKNOWN7);
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((Creature&)owner).AddSplineFlag(SPLINEFLAG_FLYING);
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}
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template<>
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@ -147,7 +147,7 @@ bool TargetedMovementGeneratorMedium<T,D>::Update(T &owner, const uint32 & time_
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{
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D::_addUnitStateMove(owner);
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if (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->CanFly())
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((Creature&)owner).AddSplineFlag(SPLINEFLAG_UNKNOWN7);
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((Creature&)owner).AddSplineFlag(SPLINEFLAG_FLYING);
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i_destinationHolder.StartTravel(traveller);
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return true;
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@ -211,7 +211,7 @@ void ChaseMovementGenerator<Creature>::Initialize(Creature &owner)
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owner.RemoveSplineFlag(SPLINEFLAG_WALKMODE);
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if (((Creature*)&owner)->CanFly())
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owner.AddSplineFlag(SPLINEFLAG_UNKNOWN7);
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owner.AddSplineFlag(SPLINEFLAG_FLYING);
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_setTargetLocation(owner);
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}
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@ -282,7 +282,7 @@ void FollowMovementGenerator<Creature>::Initialize(Creature &owner)
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_updateSpeed(owner);
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if (((Creature*)&owner)->CanFly())
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owner.AddSplineFlag(SPLINEFLAG_UNKNOWN7);
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owner.AddSplineFlag(SPLINEFLAG_FLYING);
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_setTargetLocation(owner);
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}
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@ -75,7 +75,7 @@ inline float Traveller<Creature>::Speed()
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{
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if(i_traveller.HasSplineFlag(SPLINEFLAG_WALKMODE))
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return i_traveller.GetSpeed(MOVE_WALK);
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else if(i_traveller.HasSplineFlag(SPLINEFLAG_UNKNOWN7))
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else if(i_traveller.HasSplineFlag(SPLINEFLAG_FLYING))
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return i_traveller.GetSpeed(MOVE_FLIGHT);
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else
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return i_traveller.GetSpeed(MOVE_RUN);
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@ -79,7 +79,7 @@ void WaypointMovementGenerator<Creature>::LoadPath(Creature &creature)
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CreatureTraveller traveller(creature);
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if (creature.CanFly())
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creature.AddSplineFlag(SPLINEFLAG_UNKNOWN7);
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creature.AddSplineFlag(SPLINEFLAG_FLYING);
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const WaypointNode &node = i_path->at(i_currentNode);
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i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z);
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@ -156,7 +156,7 @@ bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint3
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creature.addUnitState(UNIT_STAT_ROAMING_MOVE);
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if (creature.CanFly())
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creature.AddSplineFlag(SPLINEFLAG_UNKNOWN7);
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creature.AddSplineFlag(SPLINEFLAG_FLYING);
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// Now we re-set destination to same node and start travel
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const WaypointNode &node = i_path->at(i_currentNode);
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@ -254,7 +254,7 @@ bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint3
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creature.addUnitState(UNIT_STAT_ROAMING_MOVE);
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if (creature.CanFly())
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creature.AddSplineFlag(SPLINEFLAG_UNKNOWN7);
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creature.AddSplineFlag(SPLINEFLAG_FLYING);
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if (WaypointBehavior *behavior = i_path->at(i_currentNode).behavior)
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{
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "11382"
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#define REVISION_NR "11384"
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#endif // __REVISION_NR_H__
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