diff options
author | Shauren <shauren.trinity@gmail.com> | 2023-10-16 11:57:24 +0200 |
---|---|---|
committer | Shauren <shauren.trinity@gmail.com> | 2023-10-16 11:57:24 +0200 |
commit | da0ba86694010fcb1adb5ed88cbc212dd4a33ab5 (patch) | |
tree | fd8eb6a0c6dab5a8e97e4e70441b6583f2e50908 | |
parent | 348e29c79fa10d0b7d14a7f5905424919bc83632 (diff) |
Core/MMaps: Implemented a way to enable/disable certain terrain types for movement on the entire map
-rw-r--r-- | src/server/game/Maps/Map.cpp | 2 | ||||
-rw-r--r-- | src/server/game/Maps/Map.h | 13 | ||||
-rw-r--r-- | src/server/game/Movement/PathGenerator.cpp | 3 |
3 files changed, 17 insertions, 1 deletions
diff --git a/src/server/game/Maps/Map.cpp b/src/server/game/Maps/Map.cpp index c3a5d60ddae..08f354906be 100644 --- a/src/server/game/Maps/Map.cpp +++ b/src/server/game/Maps/Map.cpp @@ -143,7 +143,7 @@ i_mapEntry(sMapStore.LookupEntry(id)), i_spawnMode(SpawnMode), i_InstanceId(Inst m_unloadTimer(0), m_VisibleDistance(DEFAULT_VISIBILITY_DISTANCE), m_VisibilityNotifyPeriod(DEFAULT_VISIBILITY_NOTIFY_PERIOD), m_activeNonPlayersIter(m_activeNonPlayers.end()), _transportsUpdateIter(_transports.end()), -i_gridExpiry(expiry), m_terrain(sTerrainMgr.LoadTerrain(id)), +i_gridExpiry(expiry), m_terrain(sTerrainMgr.LoadTerrain(id)), m_forceEnabledNavMeshFilterFlags(0), m_forceDisabledNavMeshFilterFlags(0), i_scriptLock(false), _respawnTimes(std::make_unique<RespawnListContainer>()), _respawnCheckTimer(0) { for (uint32 x = 0; x < MAX_NUMBER_OF_GRIDS; ++x) diff --git a/src/server/game/Maps/Map.h b/src/server/game/Maps/Map.h index dada1fd8000..f41716ea4d3 100644 --- a/src/server/game/Maps/Map.h +++ b/src/server/game/Maps/Map.h @@ -260,6 +260,17 @@ class TC_GAME_API Map : public GridRefManager<NGridType> TerrainInfo* GetTerrain() const { return m_terrain.get(); } + // custom PathGenerator include and exclude filter flags + // these modify what kind of terrain types are available in current instance + // for example this can be used to mark offmesh connections as enabled/disabled + uint16 GetForceEnabledNavMeshFilterFlags() const { return m_forceEnabledNavMeshFilterFlags; } + void SetForceEnabledNavMeshFilterFlag(uint16 flag) { m_forceEnabledNavMeshFilterFlags |= flag; } + void RemoveForceEnabledNavMeshFilterFlag(uint16 flag) { m_forceEnabledNavMeshFilterFlags &= ~flag; } + + uint16 GetForceDisabledNavMeshFilterFlags() const { return m_forceDisabledNavMeshFilterFlags; } + void SetForceDisabledNavMeshFilterFlag(uint16 flag) { m_forceDisabledNavMeshFilterFlags |= flag; } + void RemoveForceDisabledNavMeshFilterFlag(uint16 flag) { m_forceDisabledNavMeshFilterFlags &= ~flag; } + void GetFullTerrainStatusForPosition(PhaseShift const& phaseShift, float x, float y, float z, PositionFullTerrainStatus& data, map_liquidHeaderTypeFlags reqLiquidType = map_liquidHeaderTypeFlags::AllLiquids, float collisionHeight = 2.03128f); // DEFAULT_COLLISION_HEIGHT in Object.h ZLiquidStatus GetLiquidStatus(PhaseShift const& phaseShift, float x, float y, float z, map_liquidHeaderTypeFlags ReqLiquidType, LiquidData* data = nullptr, float collisionHeight = 2.03128f); // DEFAULT_COLLISION_HEIGHT in Object.h @@ -618,6 +629,8 @@ class TC_GAME_API Map : public GridRefManager<NGridType> time_t i_gridExpiry; std::shared_ptr<TerrainInfo> m_terrain; + uint16 m_forceEnabledNavMeshFilterFlags; + uint16 m_forceDisabledNavMeshFilterFlags; NGridType* i_grids[MAX_NUMBER_OF_GRIDS][MAX_NUMBER_OF_GRIDS]; std::bitset<TOTAL_NUMBER_OF_CELLS_PER_MAP*TOTAL_NUMBER_OF_CELLS_PER_MAP> marked_cells; diff --git a/src/server/game/Movement/PathGenerator.cpp b/src/server/game/Movement/PathGenerator.cpp index c17d54ab7e9..aae9b7ea1c7 100644 --- a/src/server/game/Movement/PathGenerator.cpp +++ b/src/server/game/Movement/PathGenerator.cpp @@ -674,6 +674,9 @@ void PathGenerator::CreateFilter() void PathGenerator::UpdateFilter() { + _filter.setIncludeFlags(_filter.getIncludeFlags() | _source->GetMap()->GetForceEnabledNavMeshFilterFlags()); + _filter.setExcludeFlags(_filter.getExcludeFlags() | _source->GetMap()->GetForceDisabledNavMeshFilterFlags()); + // allow creatures to cheat and use different movement types if they are moved // forcefully into terrain they can't normally move in if (Unit const* _sourceUnit = _source->ToUnit()) |