mirror of
https://github.com/araxiaonline/TrinityCore.git
synced 2026-06-13 03:32:28 -04:00
Core/Maps: Implemented getting area id from gameobject spawns
Yes, you can now spawn LK platform anywhere and it will treat you as inside Icecrown Citadel
This commit is contained in:
@@ -17,16 +17,13 @@
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*/
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#include "DynamicTree.h"
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//#include "QuadTree.h"
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//#include "RegularGrid.h"
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#include "BoundingIntervalHierarchyWrapper.h"
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#include "GameObjectModel.h"
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#include "Log.h"
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#include "MapTree.h"
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#include "ModelInstance.h"
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#include "RegularGrid.h"
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#include "Timer.h"
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#include "GameObjectModel.h"
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#include "ModelInstance.h"
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#include <G3D/AABox.h>
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#include <G3D/Ray.h>
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#include <G3D/Vector3.h>
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@@ -156,6 +153,22 @@ private:
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PhaseShift const& _phaseShift;
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};
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struct DynamicTreeAreaInfoCallback
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{
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DynamicTreeAreaInfoCallback(PhaseShift const& phaseShift) : _phaseShift(phaseShift) {}
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void operator()(G3D::Vector3 const& p, GameObjectModel const& obj)
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{
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obj.intersectPoint(p, _areaInfo, _phaseShift);
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}
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VMAP::AreaInfo const& GetAreaInfo() const { return _areaInfo; }
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private:
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PhaseShift const& _phaseShift;
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VMAP::AreaInfo _areaInfo;
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};
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bool DynamicMapTree::getIntersectionTime(G3D::Ray const& ray, G3D::Vector3 const& endPos, PhaseShift const& phaseShift, float& maxDist) const
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{
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float distance = maxDist;
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@@ -230,3 +243,20 @@ float DynamicMapTree::getHeight(float x, float y, float z, float maxSearchDist,
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else
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return -G3D::finf();
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}
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bool DynamicMapTree::getAreaInfo(float x, float y, float& z, PhaseShift const& phaseShift, uint32& flags, int32& adtId, int32& rootId, int32& groupId) const
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{
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G3D::Vector3 v(x, y, z + 0.5f);
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DynamicTreeAreaInfoCallback intersectionCallBack(phaseShift);
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impl->intersectPoint(v, intersectionCallBack);
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if (intersectionCallBack.GetAreaInfo().result)
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{
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flags = intersectionCallBack.GetAreaInfo().flags;
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adtId = intersectionCallBack.GetAreaInfo().adtId;
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rootId = intersectionCallBack.GetAreaInfo().rootId;
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groupId = intersectionCallBack.GetAreaInfo().groupId;
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z = intersectionCallBack.GetAreaInfo().ground_Z;
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return true;
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}
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return false;
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}
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@@ -46,6 +46,7 @@ public:
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bool getObjectHitPos(G3D::Vector3 const& startPos, G3D::Vector3 const& endPos, G3D::Vector3& resultHitPos, float modifyDist, PhaseShift const& phaseShift) const;
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float getHeight(float x, float y, float z, float maxSearchDist, PhaseShift const& phaseShift) const;
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bool getAreaInfo(float x, float y, float& z, PhaseShift const& phaseShift, uint32& flags, int32& adtId, int32& rootId, int32& groupId) const;
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void insert(const GameObjectModel&);
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void remove(const GameObjectModel&);
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@@ -177,6 +177,33 @@ bool GameObjectModel::intersectRay(G3D::Ray const& ray, float& maxDist, bool sto
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return hit;
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}
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void GameObjectModel::intersectPoint(G3D::Vector3 const& point, VMAP::AreaInfo& info, PhaseShift const& phaseShift) const
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{
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if (!isCollisionEnabled() || !owner->IsSpawned())
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return;
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if (!owner->IsInPhase(phaseShift))
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return;
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if (!iBound.contains(point))
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return;
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// child bounds are defined in object space:
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Vector3 pModel = iInvRot * (point - iPos) * iInvScale;
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Vector3 zDirModel = iInvRot * Vector3(0.f, 0.f, -1.f);
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float zDist;
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if (iModel->IntersectPoint(pModel, zDirModel, zDist, info))
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{
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Vector3 modelGround = pModel + zDist * zDirModel;
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float world_Z = ((modelGround * iInvRot) * iScale + iPos).z;
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if (info.ground_Z < world_Z)
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{
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info.ground_Z = world_Z;
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info.adtId = owner->GetNameSetId();
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}
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}
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}
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bool GameObjectModel::UpdatePosition()
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{
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if (!iModel)
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@@ -30,6 +30,7 @@
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namespace VMAP
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{
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class WorldModel;
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struct AreaInfo;
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}
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class GameObject;
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@@ -43,6 +44,7 @@ public:
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virtual bool IsSpawned() const { return false; }
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virtual uint32 GetDisplayId() const { return 0; }
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virtual uint8 GetNameSetId() const { return 0; }
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virtual bool IsInPhase(PhaseShift const& /*phaseShift*/) const { return false; }
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virtual G3D::Vector3 GetPosition() const { return G3D::Vector3::zero(); }
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virtual float GetOrientation() const { return 0.0f; }
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@@ -67,6 +69,7 @@ public:
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bool isCollisionEnabled() const { return _collisionEnabled; }
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bool intersectRay(G3D::Ray const& ray, float& maxDist, bool stopAtFirstHit, PhaseShift const& phaseShift) const;
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void intersectPoint(G3D::Vector3 const& point, VMAP::AreaInfo& info, PhaseShift const& phaseShift) const;
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static GameObjectModel* Create(std::unique_ptr<GameObjectModelOwnerBase> modelOwner, std::string const& dataPath);
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@@ -2203,8 +2203,8 @@ void GameObject::SetDestructibleState(GameObjectDestructibleState state, Player*
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uint32 modelId = m_goInfo->displayId;
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if (DestructibleModelDataEntry const* modelData = sDestructibleModelDataStore.LookupEntry(m_goInfo->destructibleBuilding.DestructibleModelRec))
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if (modelData->State0Wmo)
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modelId = modelData->State0Wmo;
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if (modelData->State1Wmo)
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modelId = modelData->State1Wmo;
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SetDisplayId(modelId);
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if (setHealth)
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@@ -2231,8 +2231,8 @@ void GameObject::SetDestructibleState(GameObjectDestructibleState state, Player*
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uint32 modelId = m_goInfo->displayId;
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if (DestructibleModelDataEntry const* modelData = sDestructibleModelDataStore.LookupEntry(m_goInfo->destructibleBuilding.DestructibleModelRec))
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if (modelData->State1Wmo)
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modelId = modelData->State1Wmo;
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if (modelData->State2Wmo)
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modelId = modelData->State2Wmo;
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SetDisplayId(modelId);
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if (setHealth)
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@@ -2250,8 +2250,8 @@ void GameObject::SetDestructibleState(GameObjectDestructibleState state, Player*
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uint32 modelId = m_goInfo->displayId;
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if (DestructibleModelDataEntry const* modelData = sDestructibleModelDataStore.LookupEntry(m_goInfo->destructibleBuilding.DestructibleModelRec))
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if (modelData->State2Wmo)
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modelId = modelData->State2Wmo;
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if (modelData->State3Wmo)
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modelId = modelData->State3Wmo;
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SetDisplayId(modelId);
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// restores to full health
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@@ -2348,6 +2348,39 @@ void GameObject::SetDisplayId(uint32 displayid)
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UpdateModel();
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}
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uint8 GameObject::GetNameSetId() const
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{
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switch (GetGoType())
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{
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case GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING:
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if (DestructibleModelDataEntry const* modelData = sDestructibleModelDataStore.LookupEntry(m_goInfo->destructibleBuilding.DestructibleModelRec))
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{
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switch (GetDestructibleState())
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{
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case GO_DESTRUCTIBLE_INTACT:
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return modelData->State0NameSet;
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case GO_DESTRUCTIBLE_DAMAGED:
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return modelData->State1NameSet;
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case GO_DESTRUCTIBLE_DESTROYED:
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return modelData->State2NameSet;
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case GO_DESTRUCTIBLE_REBUILDING:
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return modelData->State3NameSet;
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default:
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break;
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}
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}
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break;
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case GAMEOBJECT_TYPE_GARRISON_BUILDING:
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case GAMEOBJECT_TYPE_GARRISON_PLOT:
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case GAMEOBJECT_TYPE_PHASEABLE_MO:
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return GetByteValue(GAMEOBJECT_FLAGS, 1) & 0xF;
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default:
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break;
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}
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return 0;
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}
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void GameObject::EnableCollision(bool enable)
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{
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if (!m_model)
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@@ -2615,13 +2648,14 @@ public:
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explicit GameObjectModelOwnerImpl(GameObject const* owner) : _owner(owner) { }
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virtual ~GameObjectModelOwnerImpl() = default;
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virtual bool IsSpawned() const override { return _owner->isSpawned(); }
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virtual uint32 GetDisplayId() const override { return _owner->GetDisplayId(); }
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virtual bool IsInPhase(PhaseShift const& phaseShift) const override { return _owner->GetPhaseShift().CanSee(phaseShift); }
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virtual G3D::Vector3 GetPosition() const override { return G3D::Vector3(_owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ()); }
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virtual float GetOrientation() const override { return _owner->GetOrientation(); }
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virtual float GetScale() const override { return _owner->GetObjectScale(); }
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virtual void DebugVisualizeCorner(G3D::Vector3 const& corner) const override { _owner->SummonCreature(1, corner.x, corner.y, corner.z, 0, TEMPSUMMON_MANUAL_DESPAWN); }
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bool IsSpawned() const override { return _owner->isSpawned(); }
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uint32 GetDisplayId() const override { return _owner->GetDisplayId(); }
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uint8 GetNameSetId() const override { return _owner->GetNameSetId(); }
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bool IsInPhase(PhaseShift const& phaseShift) const override { return _owner->GetPhaseShift().CanSee(phaseShift); }
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G3D::Vector3 GetPosition() const override { return G3D::Vector3(_owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ()); }
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float GetOrientation() const override { return _owner->GetOrientation(); }
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float GetScale() const override { return _owner->GetObjectScale(); }
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void DebugVisualizeCorner(G3D::Vector3 const& corner) const override { _owner->SummonCreature(1, corner.x, corner.y, corner.z, 0, TEMPSUMMON_MANUAL_DESPAWN); }
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private:
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GameObject const* _owner;
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@@ -273,6 +273,7 @@ class TC_GAME_API GameObject : public WorldObject, public GridObject<GameObject>
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std::string GetAIName() const;
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void SetDisplayId(uint32 displayid);
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uint32 GetDisplayId() const { return GetUInt32Value(GAMEOBJECT_DISPLAYID); }
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uint8 GetNameSetId() const;
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uint32 GetFaction() const { return GetUInt32Value(GAMEOBJECT_FACTION); }
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void SetFaction(uint32 faction) { SetUInt32Value(GAMEOBJECT_FACTION, faction); }
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@@ -1622,17 +1622,17 @@ void WorldObject::RemoveFromWorld()
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uint32 WorldObject::GetZoneId() const
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{
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return GetBaseMap()->GetZoneId(GetPhaseShift(), m_positionX, m_positionY, m_positionZ);
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return GetMap()->GetZoneId(GetPhaseShift(), m_positionX, m_positionY, m_positionZ);
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}
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uint32 WorldObject::GetAreaId() const
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{
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return GetBaseMap()->GetAreaId(GetPhaseShift(), m_positionX, m_positionY, m_positionZ);
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return GetMap()->GetAreaId(GetPhaseShift(), m_positionX, m_positionY, m_positionZ);
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}
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void WorldObject::GetZoneAndAreaId(uint32& zoneid, uint32& areaid) const
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{
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GetBaseMap()->GetZoneAndAreaId(GetPhaseShift(), zoneid, areaid, m_positionX, m_positionY, m_positionZ);
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GetMap()->GetZoneAndAreaId(GetPhaseShift(), zoneid, areaid, m_positionX, m_positionY, m_positionZ);
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}
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InstanceScript* WorldObject::GetInstanceScript()
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@@ -2332,12 +2332,6 @@ void WorldObject::ResetMap()
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//m_InstanceId = 0;
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}
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Map const* WorldObject::GetBaseMap() const
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{
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ASSERT(m_currMap);
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return m_currMap->GetParent();
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}
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void WorldObject::AddObjectToRemoveList()
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{
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ASSERT(m_uint32Values);
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@@ -497,9 +497,6 @@ class TC_GAME_API WorldObject : public Object, public WorldLocation
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Map* FindMap() const { return m_currMap; }
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//used to check all object's GetMap() calls when object is not in world!
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//this function should be removed in nearest time...
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Map const* GetBaseMap() const;
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void SetZoneScript();
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ZoneScript* GetZoneScript() const { return m_zoneScript; }
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@@ -1314,7 +1314,7 @@ void Player::Update(uint32 p_time)
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}
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// not auto-free ghost from body in instances
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if (m_deathTimer > 0 && !GetBaseMap()->Instanceable() && !HasAuraType(SPELL_AURA_PREVENT_RESURRECTION))
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if (m_deathTimer > 0 && !GetMap()->Instanceable() && !HasAuraType(SPELL_AURA_PREVENT_RESURRECTION))
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{
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if (p_time >= m_deathTimer)
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{
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@@ -2132,7 +2132,7 @@ GameObject* Player::GetGameObjectIfCanInteractWith(ObjectGuid const& guid, 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(GetPhaseShift(), GetPositionX(), GetPositionY()) - 2);
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GetPositionZ() < (GetMap()->GetWaterLevel(GetPhaseShift(), GetPositionX(), GetPositionY()) - 2);
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}
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void Player::SetInWater(bool apply)
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@@ -5945,7 +5945,7 @@ void Player::CheckAreaExploreAndOutdoor()
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return;
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bool isOutdoor;
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uint32 areaId = GetBaseMap()->GetAreaId(GetPhaseShift(), GetPositionX(), GetPositionY(), GetPositionZ(), &isOutdoor);
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uint32 areaId = GetMap()->GetAreaId(GetPhaseShift(), GetPositionX(), GetPositionY(), GetPositionZ(), &isOutdoor);
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AreaTableEntry const* areaEntry = sAreaTableStore.LookupEntry(areaId);
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if (sWorld->getBoolConfig(CONFIG_VMAP_INDOOR_CHECK) && !isOutdoor)
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@@ -3045,12 +3045,12 @@ bool Unit::isInAccessiblePlaceFor(Creature const* c) const
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bool Unit::IsInWater() const
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{
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return GetBaseMap()->IsInWater(GetPhaseShift(), GetPositionX(), GetPositionY(), GetPositionZ());
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return GetMap()->IsInWater(GetPhaseShift(), GetPositionX(), GetPositionY(), GetPositionZ());
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}
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bool Unit::IsUnderWater() const
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{
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return GetBaseMap()->IsUnderWater(GetPhaseShift(), GetPositionX(), GetPositionY(), GetPositionZ());
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return GetMap()->IsUnderWater(GetPhaseShift(), GetPositionX(), GetPositionY(), GetPositionZ());
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}
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void Unit::UpdateUnderwaterState(Map* m, float x, float y, float z)
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@@ -374,7 +374,7 @@ void WorldSession::HandleMovementOpcode(OpcodeClient opcode, MovementInfo& movem
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if (plrMover && ((movementInfo.flags & MOVEMENTFLAG_SWIMMING) != 0) != plrMover->IsInWater())
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{
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// now client not include swimming flag in case jumping under water
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plrMover->SetInWater(!plrMover->IsInWater() || plrMover->GetBaseMap()->IsUnderWater(plrMover->GetPhaseShift(), movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY(), movementInfo.pos.GetPositionZ()));
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plrMover->SetInWater(!plrMover->IsInWater() || plrMover->GetMap()->IsUnderWater(plrMover->GetPhaseShift(), movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY(), movementInfo.pos.GetPositionZ()));
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}
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uint32 mstime = getMSTime();
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@@ -2678,16 +2678,44 @@ bool Map::IsOutdoors(PhaseShift const& phaseShift, float x, float y, float z) co
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bool Map::GetAreaInfo(PhaseShift const& phaseShift, float x, float y, float z, uint32 &flags, int32 &adtId, int32 &rootId, int32 &groupId) const
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{
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float vmap_z = z;
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float dynamic_z = z;
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float check_z = z;
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uint32 terrainMapId = PhasingHandler::GetTerrainMapId(phaseShift, this, x, y);
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VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager();
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if (vmgr->getAreaInfo(terrainMapId, x, y, vmap_z, flags, adtId, rootId, groupId))
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uint32 vflags;
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int32 vadtId;
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int32 vrootId;
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int32 vgroupId;
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uint32 dflags;
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int32 dadtId;
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int32 drootId;
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int32 dgroupId;
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bool hasVmapAreaInfo = vmgr->getAreaInfo(terrainMapId, x, y, vmap_z, vflags, vadtId, vrootId, vgroupId);
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bool hasDynamicAreaInfo = _dynamicTree.getAreaInfo(x, y, dynamic_z, phaseShift, dflags, dadtId, drootId, dgroupId);
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auto useVmap = [&]() { check_z = vmap_z; flags = vflags; adtId = vadtId; rootId = vrootId; groupId = vgroupId; };
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auto useDyn = [&]() { check_z = dynamic_z; flags = dflags; adtId = dadtId; rootId = drootId; groupId = dgroupId; };
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if (hasVmapAreaInfo)
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{
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if (hasDynamicAreaInfo && dynamic_z > vmap_z)
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useDyn();
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else
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useVmap();
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}
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else if (hasDynamicAreaInfo)
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{
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useDyn();
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}
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if (hasVmapAreaInfo || hasDynamicAreaInfo)
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{
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// check if there's terrain between player height and object height
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if (GridMap* gmap = const_cast<Map*>(this)->GetGrid(terrainMapId, x, y))
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{
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float _mapheight = gmap->getHeight(x, y);
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float mapHeight = gmap->getHeight(x, y);
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// z + 2.0f condition taken from GetHeight(), not sure if it's such a great choice...
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if (z + 2.0f > _mapheight && _mapheight > vmap_z)
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if (z + 2.0f > mapHeight && mapHeight > check_z)
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return false;
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}
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return true;
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@@ -2425,6 +2425,7 @@ enum GameObjectFlags
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GO_FLAG_NODESPAWN = 0x00000020, // never despawn, typically for doors, they just change state
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GO_FLAG_AI_OBSTACLE = 0x00000040, // makes the client register the object in something called AIObstacleMgr, unknown what it does
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GO_FLAG_FREEZE_ANIMATION = 0x00000080,
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// for object types GAMEOBJECT_TYPE_GARRISON_BUILDING, GAMEOBJECT_TYPE_GARRISON_PLOT and GAMEOBJECT_TYPE_PHASEABLE_MO flag bits 8 to 12 are used as WMOAreaTable::NameSetID
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GO_FLAG_DAMAGED = 0x00000200,
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GO_FLAG_DESTROYED = 0x00000400,
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GO_FLAG_INTERACT_DISTANCE_USES_TEMPLATE_MODEL = 0x00080000, // client checks interaction distance from model sent in SMSG_QUERY_GAMEOBJECT_RESPONSE instead of GAMEOBJECT_DISPLAYID
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|
||||
@@ -38,7 +38,7 @@ void RandomMovementGenerator<Creature>::_setRandomLocation(Creature* creature)
|
||||
|
||||
float respX, respY, respZ, respO, destX, destY, destZ, travelDistZ;
|
||||
creature->GetHomePosition(respX, respY, respZ, respO);
|
||||
Map const* map = creature->GetBaseMap();
|
||||
Map const* map = creature->GetMap();
|
||||
|
||||
// For 2D/3D system selection
|
||||
//bool is_land_ok = creature.CanWalk(); // not used?
|
||||
|
||||
@@ -186,7 +186,7 @@ void PathGenerator::BuildPolyPath(G3D::Vector3 const& startPos, G3D::Vector3 con
|
||||
// Check both start and end points, if they're both in water, then we can *safely* let the creature move
|
||||
for (uint32 i = 0; i < _pathPoints.size(); ++i)
|
||||
{
|
||||
ZLiquidStatus status = _sourceUnit->GetBaseMap()->getLiquidStatus(_sourceUnit->GetPhaseShift(), _pathPoints[i].x, _pathPoints[i].y, _pathPoints[i].z, MAP_ALL_LIQUIDS, NULL);
|
||||
ZLiquidStatus status = _sourceUnit->GetMap()->getLiquidStatus(_sourceUnit->GetPhaseShift(), _pathPoints[i].x, _pathPoints[i].y, _pathPoints[i].z, MAP_ALL_LIQUIDS, NULL);
|
||||
// One of the points is not in the water, cancel movement.
|
||||
if (status == LIQUID_MAP_NO_WATER)
|
||||
{
|
||||
@@ -212,7 +212,7 @@ void PathGenerator::BuildPolyPath(G3D::Vector3 const& startPos, G3D::Vector3 con
|
||||
Creature* owner = (Creature*)_sourceUnit;
|
||||
|
||||
G3D::Vector3 const& p = (distToStartPoly > 7.0f) ? startPos : endPos;
|
||||
if (_sourceUnit->GetBaseMap()->IsUnderWater(_sourceUnit->GetPhaseShift(), p.x, p.y, p.z))
|
||||
if (_sourceUnit->GetMap()->IsUnderWater(_sourceUnit->GetPhaseShift(), p.x, p.y, p.z))
|
||||
{
|
||||
TC_LOG_DEBUG("maps", "++ BuildPolyPath :: underWater case\n");
|
||||
if (owner->CanSwim())
|
||||
@@ -649,7 +649,7 @@ void PathGenerator::UpdateFilter()
|
||||
NavTerrain PathGenerator::GetNavTerrain(float x, float y, float z)
|
||||
{
|
||||
LiquidData data;
|
||||
ZLiquidStatus liquidStatus = _sourceUnit->GetBaseMap()->getLiquidStatus(_sourceUnit->GetPhaseShift(), x, y, z, MAP_ALL_LIQUIDS, &data);
|
||||
ZLiquidStatus liquidStatus = _sourceUnit->GetMap()->getLiquidStatus(_sourceUnit->GetPhaseShift(), x, y, z, MAP_ALL_LIQUIDS, &data);
|
||||
if (liquidStatus == LIQUID_MAP_NO_WATER)
|
||||
return NAV_GROUND;
|
||||
|
||||
|
||||
@@ -4946,7 +4946,7 @@ void AuraEffect::HandlePreventResurrection(AuraApplication const* aurApp, uint8
|
||||
|
||||
if (apply)
|
||||
aurApp->GetTarget()->RemoveFlag(PLAYER_FIELD_LOCAL_FLAGS, PLAYER_LOCAL_FLAG_RELEASE_TIMER);
|
||||
else if (!aurApp->GetTarget()->GetBaseMap()->Instanceable())
|
||||
else if (!aurApp->GetTarget()->GetMap()->Instanceable())
|
||||
aurApp->GetTarget()->SetFlag(PLAYER_FIELD_LOCAL_FLAGS, PLAYER_LOCAL_FLAG_RELEASE_TIMER);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user