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authorShauren <shauren.trinity@gmail.com>2018-03-28 22:01:22 +0200
committerShauren <shauren.trinity@gmail.com>2018-03-28 22:01:22 +0200
commit42f9deb21ec68e169f7ed1c8cf14092f144b22da (patch)
treee022243733903be45592138354d1f49342c811a4 /src/server/game/Movement
parent95615a4b0d9af431b559bcca68ce9f9f38381397 (diff)
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
Diffstat (limited to 'src/server/game/Movement')
-rw-r--r--src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp2
-rw-r--r--src/server/game/Movement/PathGenerator.cpp6
2 files changed, 4 insertions, 4 deletions
diff --git a/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp
index 6603aeade68..2f042353a81 100644
--- a/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp
+++ b/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp
@@ -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?
diff --git a/src/server/game/Movement/PathGenerator.cpp b/src/server/game/Movement/PathGenerator.cpp
index 4c89bb99e2c..cbc5785829b 100644
--- a/src/server/game/Movement/PathGenerator.cpp
+++ b/src/server/game/Movement/PathGenerator.cpp
@@ -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;