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https://github.com/araxiaonline/TrinityCore2.git
synced 2026-06-20 14:51:34 -04:00
Core/Movement: Implement spline movement subsystem.
Spline movement controls movements of server-side controlled units (monster movement, taxi movement, etc). Proper implementation of effects such as charge, jump, cyclic movement will rely on it. However, need improve our states system before. Technical changes: * Added linear, catmullrom and bezier3 splines which based on client's algorthims. They can be reused for proper transport position interpolation. * Precission increased. There are no more position desync issues since client's position calculation formulas used. * Now possible to move by paths with multiple points, send whole path to client. -- Original author of research and implementation: SilverIce. Massive kudos. Original port for Trinity (ref #4629) Chaplain and Venugh With the following incremental fixes during my review: - Restore flightmaster end grid pre-loading - Fix uninitialized Creature::m_path_id - Add missing trinity_string entries for .movegens command - Fix a bug in WaypointMovementGenerator that would trigger unexpected pausing at waypoints for various amounts of time Known issues: - Errors like WaypointMovementGenerator::LoadPath creature XXX (Entry: YYYYY GUID: ZZZZZZ) doesn't have waypoint path id: 0. This is caused by bad DB data. This commit didn't "break" it. Do not forget to re-run CMake before compiling.
This commit is contained in:
@@ -45,6 +45,7 @@
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#include "TemporarySummon.h"
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#include "Totem.h"
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#include "OutdoorPvPMgr.h"
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#include "MovementPacketBuilder.h"
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uint32 GuidHigh2TypeId(uint32 guid_hi)
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{
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@@ -312,78 +313,17 @@ void Object::_BuildMovementUpdate(ByteBuffer * data, uint16 flags) const
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*data << ((Unit*)this)->GetSpeed(MOVE_WALK);
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*data << ((Unit*)this)->GetSpeed(MOVE_RUN);
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*data << ((Unit*)this)->GetSpeed(MOVE_SWIM_BACK);
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*data << ((Unit*)this)->GetSpeed(MOVE_SWIM);
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*data << ((Unit*)this)->GetSpeed(MOVE_RUN_BACK);
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*data << ((Unit*)this)->GetSpeed(MOVE_SWIM);
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*data << ((Unit*)this)->GetSpeed(MOVE_SWIM_BACK);
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*data << ((Unit*)this)->GetSpeed(MOVE_FLIGHT);
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*data << ((Unit*)this)->GetSpeed(MOVE_FLIGHT_BACK);
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*data << ((Unit*)this)->GetSpeed(MOVE_TURN_RATE);
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*data << ((Unit*)this)->GetSpeed(MOVE_PITCH_RATE);
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const Player* player = ToPlayer();
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// 0x08000000
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if (player && player->isInFlight())
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{
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uint32 flags3 = SPLINEFLAG_GLIDE;
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*data << uint32(flags3); // splines flag?
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if (flags3 & 0x20000) // may be orientation
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{
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*data << (float)0;
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}
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else
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{
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if (flags3 & 0x8000) // probably x, y, z coords there
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{
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*data << (float)0;
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*data << (float)0;
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*data << (float)0;
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}
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if (flags3 & 0x10000) // probably guid there
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{
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*data << uint64(0);
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}
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}
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FlightPathMovementGenerator *fmg =
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(FlightPathMovementGenerator*)(player->GetMotionMaster()->top());
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TaxiPathNodeList const& path = fmg->GetPath();
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float x, y, z;
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player->GetPosition(x, y, z);
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uint32 inflighttime = uint32(path.GetPassedLength(fmg->GetCurrentNode(), x, y, z) * 32);
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uint32 traveltime = uint32(path.GetTotalLength() * 32);
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*data << uint32(inflighttime); // passed move time?
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*data << uint32(traveltime); // full move time?
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*data << uint32(0); // ticks count?
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*data << float(0); // added in 3.1
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*data << float(0); // added in 3.1
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*data << float(0); // added in 3.1
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*data << uint32(0); // added in 3.1
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uint32 poscount = uint32(path.size());
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*data << uint32(poscount); // points count
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for (uint32 i = 0; i < poscount; ++i)
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{
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*data << float(path[i].x);
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*data << float(path[i].y);
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*data << float(path[i].z);
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}
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*data << uint8(0); // added in 3.0.8
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*data << float(path[poscount-1].x);
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*data << float(path[poscount-1].y);
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*data << float(path[poscount-1].z);
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}
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if (((Unit*)this)->m_movementInfo.GetMovementFlags() & MOVEMENTFLAG_SPLINE_ENABLED)
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Movement::PacketBuilder::WriteCreate(*((Unit*)this)->movespline, *data);
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}
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else
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{
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@@ -487,7 +427,7 @@ void Object::_BuildMovementUpdate(ByteBuffer * data, uint16 flags) const
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// 0x200
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if (flags & UPDATEFLAG_ROTATION)
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{
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*data << uint64(((GameObject*)this)->GetRotation());
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*data << int64(((GameObject*)this)->GetRotation());
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}
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}
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@@ -1595,6 +1535,70 @@ 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 Position::IsPositionValid() const
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{
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return Trinity::IsValidMapCoord(m_positionX, m_positionY, m_positionZ, m_orientation);
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@@ -2033,7 +2037,8 @@ void Unit::BuildHeartBeatMsg(WorldPacket* data) const
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void WorldObject::SendMessageToSet(WorldPacket* data, bool self)
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{
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SendMessageToSetInRange(data, GetVisibilityRange(), self);
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if (IsInWorld())
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SendMessageToSetInRange(data, GetVisibilityRange(), self);
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}
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void WorldObject::SendMessageToSetInRange(WorldPacket* data, float dist, bool /*self*/)
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