Core/VMaps: Fix LoS in Strand of the Ancients

This commit is contained in:
Golrag
2017-06-06 13:25:55 +02:00
committed by Aokromes
parent 9b346dc22b
commit a5819bdadd
4 changed files with 35 additions and 17 deletions

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@@ -25,8 +25,8 @@
namespace VMAP
{
const char VMAP_MAGIC[] = "VMAP_4.4";
const char RAW_VMAP_MAGIC[] = "VMAP044"; // used in extracted vmap files with raw data
const char VMAP_MAGIC[] = "VMAP_4.5";
const char RAW_VMAP_MAGIC[] = "VMAP045"; // used in extracted vmap files with raw data
const char GAMEOBJECT_MODELS[] = "GameObjectModels.dtree";
// defined in TileAssembler.cpp currently...

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@@ -109,7 +109,7 @@ struct MapLoadInfo
//static const char * szWorkDirMaps = ".\\Maps";
const char* szWorkDirWmo = "./Buildings";
const char* szRawVMAPMagic = "VMAP044";
const char* szRawVMAPMagic = "VMAP045";
#define CASC_LOCALES_COUNT 17
char const* CascLocaleNames[CASC_LOCALES_COUNT] =

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@@ -377,9 +377,13 @@ int WMOGroup::ConvertToVMAPGroupWmo(FILE *output, WMORoot *rootWMO, bool precise
for (int i=0; i<nTriangles; ++i)
{
// Skip no collision triangles
if (MOPY[2*i]&WMO_MATERIAL_NO_COLLISION ||
!(MOPY[2*i]&(WMO_MATERIAL_HINT|WMO_MATERIAL_COLLIDE_HIT)) )
bool isRenderFace = (MOPY[2 * i] & WMO_MATERIAL_RENDER) && !(MOPY[2 * i] & WMO_MATERIAL_DETAIL);
bool isDetail = (MOPY[2 * i] & WMO_MATERIAL_DETAIL) != 0;
bool isCollision = (MOPY[2 * i] & WMO_MATERIAL_COLLISION) != 0;
if (!isRenderFace && !isDetail && !isCollision)
continue;
// Use this triangle
for (int j=0; j<3; ++j)
{
@@ -511,7 +515,7 @@ WMOGroup::~WMOGroup()
}
WMOInstance::WMOInstance(CASCFile& f, char const* WmoInstName, uint32 mapID, uint32 tileX, uint32 tileY, FILE* pDirfile)
: currx(0), curry(0), wmo(NULL), doodadset(0), pos(), indx(0), id(0), d2(0), d3(0)
: currx(0), curry(0), wmo(NULL), doodadset(0), pos(), indx(0), id(0)
{
float ff[3];
f.read(&id, 4);
@@ -520,15 +524,25 @@ WMOInstance::WMOInstance(CASCFile& f, char const* WmoInstName, uint32 mapID, uin
f.read(ff,12);
rot = Vec3D(ff[0],ff[1],ff[2]);
f.read(ff,12);
pos2 = Vec3D(ff[0],ff[1],ff[2]);
pos2 = Vec3D(ff[0],ff[1],ff[2]); // bounding box corners
f.read(ff,12);
pos3 = Vec3D(ff[0],ff[1],ff[2]);
f.read(&d2,4);
pos3 = Vec3D(ff[0],ff[1],ff[2]); // bounding box corners
uint16 fflags;
f.read(&fflags, 2);
uint16 doodadSet;
f.read(&doodadSet, 2);
uint16 trash,adtId;
f.read(&adtId,2);
f.read(&trash,2);
// destructible wmo, do not dump. we can handle the vmap for these
// in dynamic tree (gameobject vmaps)
if ((fflags & 0x01) != 0)
return;
//-----------add_in _dir_file----------------
char tempname[512];

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@@ -28,13 +28,17 @@
#include "cascfile.h"
// MOPY flags
#define WMO_MATERIAL_NOCAMCOLLIDE 0x01
#define WMO_MATERIAL_DETAIL 0x02
#define WMO_MATERIAL_NO_COLLISION 0x04
#define WMO_MATERIAL_HINT 0x08
#define WMO_MATERIAL_RENDER 0x10
#define WMO_MATERIAL_COLLIDE_HIT 0x20
#define WMO_MATERIAL_WALL_SURFACE 0x40
enum MopyFlags
{
WMO_MATERIAL_UNK01 = 0x01,
WMO_MATERIAL_NOCAMCOLLIDE = 0x02,
WMO_MATERIAL_DETAIL = 0x04,
WMO_MATERIAL_COLLISION = 0x08,
WMO_MATERIAL_HINT = 0x10,
WMO_MATERIAL_RENDER = 0x20,
WMO_MATERIAL_WALL_SURFACE = 0x40, // Guessed
WMO_MATERIAL_COLLIDE_HIT = 0x80
};
class WMOInstance;
class WMOManager;
@@ -132,7 +136,7 @@ public:
int doodadset;
Vec3D pos;
Vec3D pos2, pos3, rot;
uint32 indx, id, d2, d3;
uint32 indx, id;
WMOInstance(CASCFile&f , char const* WmoInstName, uint32 mapID, uint32 tileX, uint32 tileY, FILE* pDirfile);
};