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-rw-r--r--src/server/game/Maps/Map.cpp11
-rw-r--r--src/server/game/Maps/Map.h10
2 files changed, 17 insertions, 4 deletions
diff --git a/src/server/game/Maps/Map.cpp b/src/server/game/Maps/Map.cpp
index 41e8129889f..2e956616e09 100644
--- a/src/server/game/Maps/Map.cpp
+++ b/src/server/game/Maps/Map.cpp
@@ -2713,10 +2713,15 @@ float Map::GetWaterLevel(float x, float y) const
return 0;
}
-bool Map::isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, VMAP::ModelIgnoreFlags ignoreFlags) const
+bool Map::isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, LineOfSightChecks checks, VMAP::ModelIgnoreFlags ignoreFlags) const
{
- return VMAP::VMapFactory::createOrGetVMapManager()->isInLineOfSight(GetId(), x1, y1, z1, x2, y2, z2, ignoreFlags)
- && _dynamicTree.isInLineOfSight(x1, y1, z1, x2, y2, z2, phasemask);
+ if ((checks & LINEOFSIGHT_CHECK_VMAP)
+ && !VMAP::VMapFactory::createOrGetVMapManager()->isInLineOfSight(GetId(), x1, y1, z1, x2, y2, z2, ignoreFlags))
+ return false;
+ if (sWorld->getBoolConfig(CONFIG_CHECK_GOBJECT_LOS) && (checks & LINEOFSIGHT_CHECK_GOBJECT)
+ && !_dynamicTree.isInLineOfSight(x1, y1, z1, x2, y2, z2, phasemask))
+ return false;
+ return true;
}
bool Map::getObjectHitPos(uint32 phasemask, float x1, float y1, float z1, float x2, float y2, float z2, float& rx, float& ry, float& rz, float modifyDist)
diff --git a/src/server/game/Maps/Map.h b/src/server/game/Maps/Map.h
index ec7f1cc8752..5f55fc4f8f4 100644
--- a/src/server/game/Maps/Map.h
+++ b/src/server/game/Maps/Map.h
@@ -176,6 +176,14 @@ struct PositionFullTerrainStatus
Optional<LiquidData> liquidInfo;
};
+enum LineOfSightChecks
+{
+ LINEOFSIGHT_CHECK_VMAP = 0x1, // check static floor layout data
+ LINEOFSIGHT_CHECK_GOBJECT = 0x2, // check dynamic game object data
+
+ LINEOFSIGHT_ALL_CHECKS = (LINEOFSIGHT_CHECK_VMAP | LINEOFSIGHT_CHECK_GOBJECT)
+};
+
class TC_GAME_API GridMap
{
uint32 _flags;
@@ -519,7 +527,7 @@ class TC_GAME_API Map : public GridRefManager<NGridType>
float GetWaterOrGroundLevel(uint32 phasemask, float x, float y, float z, float* ground = NULL, bool swim = false) const;
float GetHeight(uint32 phasemask, float x, float y, float z, bool vmap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH) const;
- bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, VMAP::ModelIgnoreFlags ignoreFlags) const;
+ bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, LineOfSightChecks checks, VMAP::ModelIgnoreFlags ignoreFlags) const;
void Balance() { _dynamicTree.balance(); }
void RemoveGameObjectModel(const GameObjectModel& model) { _dynamicTree.remove(model); }
void InsertGameObjectModel(const GameObjectModel& model) { _dynamicTree.insert(model); }