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Core/Collision: Ported dynamic line of sight patch by Silverice from MaNGOS and
added lots of improvements Please re-extract vmaps
This commit is contained in:
175
src/server/collision/Models/GameObjectModel.cpp
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175
src/server/collision/Models/GameObjectModel.cpp
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/*
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* Copyright (C) 2008-2012 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "VMapFactory.h"
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#include "VMapManager2.h"
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#include "VMapDefinitions.h"
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#include "WorldModel.h"
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#include "GameObjectModel.h"
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#include "Log.h"
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#include "GameObject.h"
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#include "Creature.h"
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#include "TemporarySummon.h"
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#include "Object.h"
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#include "DBCStores.h"
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using G3D::Vector3;
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using G3D::Ray;
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using G3D::AABox;
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struct GameobjectModelData
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{
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GameobjectModelData(const std::string& name_, const AABox& box) :
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name(name_), bound(box) {}
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AABox bound;
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std::string name;
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};
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typedef UNORDERED_MAP<uint32, GameobjectModelData> ModelList;
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ModelList model_list;
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void LoadGameObjectModelList()
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{
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FILE* model_list_file = fopen((sWorld->GetDataPath() + "vmaps/" + VMAP::GAMEOBJECT_MODELS).c_str(), "rb");
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if (!model_list_file)
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return;
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uint32 name_length, displayId;
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char buff[500];
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while (!feof(model_list_file))
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{
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fread(&displayId,sizeof(uint32),1,model_list_file);
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fread(&name_length,sizeof(uint32),1,model_list_file);
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if (name_length >= sizeof(buff))
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{
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printf("\nFile '%s' seems to be corrupted", VMAP::GAMEOBJECT_MODELS);
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break;
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}
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fread(&buff, sizeof(char), name_length,model_list_file);
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Vector3 v1, v2;
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fread(&v1, sizeof(Vector3), 1, model_list_file);
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fread(&v2, sizeof(Vector3), 1, model_list_file);
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model_list.insert
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(
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ModelList::value_type( displayId, GameobjectModelData(std::string(buff,name_length),AABox(v1,v2)) )
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);
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}
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fclose(model_list_file);
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}
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GameObjectModel::~GameObjectModel()
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{
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if (iModel)
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((VMAP::VMapManager2*)VMAP::VMapFactory::createOrGetVMapManager())->releaseModelInstance(name);
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}
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bool GameObjectModel::initialize(const GameObject& go, const GameObjectDisplayInfoEntry& info)
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{
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ModelList::const_iterator it = model_list.find(info.Displayid);
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if (it == model_list.end())
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return false;
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G3D::AABox mdl_box(it->second.bound);
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// ignore models with no bounds
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if (mdl_box == G3D::AABox::zero())
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{
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std::cout << "Model " << it->second.name << " has zero bounds, loading skipped" << std::endl;
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return false;
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}
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iModel = ((VMAP::VMapManager2*)VMAP::VMapFactory::createOrGetVMapManager())->acquireModelInstance(sWorld->GetDataPath() + "vmaps/", it->second.name);
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if (!iModel)
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return false;
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name = it->second.name;
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//flags = VMAP::MOD_M2;
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//adtId = 0;
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//ID = 0;
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iPos = Vector3(go.GetPositionX(), go.GetPositionY(), go.GetPositionZ());
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phasemask = go.GetPhaseMask();
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iScale = go.GetFloatValue(OBJECT_FIELD_SCALE_X);
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iInvScale = 1.f / iScale;
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G3D::Matrix3 iRotation = G3D::Matrix3::fromEulerAnglesZYX(go.GetOrientation(), 0, 0);
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iInvRot = iRotation.inverse();
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// transform bounding box:
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mdl_box = AABox(mdl_box.low() * iScale, mdl_box.high() * iScale);
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AABox rotated_bounds;
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for (int i = 0; i < 8; ++i)
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rotated_bounds.merge(iRotation * mdl_box.corner(i));
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this->iBound = rotated_bounds + iPos;
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#ifdef SPAWN_CORNERS
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// test:
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for (int i = 0; i < 8; ++i)
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{
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Vector3 pos(iBound.corner(i));
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if (Creature* c = const_cast<GameObject&>(go).SummonCreature(24440, pos.x, pos.y, pos.z, 0, TEMPSUMMON_MANUAL_DESPAWN))
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{
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c->setFaction(35);
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c->SetFloatValue(OBJECT_FIELD_SCALE_X, 0.1f);
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}
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}
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#endif
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return true;
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}
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GameObjectModel* GameObjectModel::Create(const GameObject& go)
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{
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const GameObjectDisplayInfoEntry* info = sGameObjectDisplayInfoStore.LookupEntry(go.GetGOInfo()->displayId);
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if (!info)
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return NULL;
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GameObjectModel* mdl = new GameObjectModel();
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if (!mdl->initialize(go, *info))
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{
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delete mdl;
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return NULL;
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}
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return mdl;
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}
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bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask) const
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{
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if (!(phasemask & ph_mask))
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return false;
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float time = ray.intersectionTime(iBound);
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if (time == G3D::inf())
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return false;
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// child bounds are defined in object space:
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Vector3 p = iInvRot * (ray.origin() - iPos) * iInvScale;
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Ray modRay(p, iInvRot * ray.direction());
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float distance = MaxDist * iInvScale;
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bool hit = iModel->IntersectRay(modRay, distance, StopAtFirstHit);
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if(hit)
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{
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distance *= iScale;
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MaxDist = distance;
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}
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return hit;
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}
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