diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/server/game/Entities/Object/Object.cpp | 38 | ||||
-rw-r--r-- | src/server/game/Movement/PathGenerator.cpp | 4 |
2 files changed, 23 insertions, 19 deletions
diff --git a/src/server/game/Entities/Object/Object.cpp b/src/server/game/Entities/Object/Object.cpp index 0026d42a968..0780bc85a38 100644 --- a/src/server/game/Entities/Object/Object.cpp +++ b/src/server/game/Entities/Object/Object.cpp @@ -3214,9 +3214,10 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float path.SetUseRaycast(true); path.CalculatePath(destx, desty, destz, false); - // We have a invalid path result. Skip further processing. - if (path.GetPathType() & ~(PATHFIND_NORMAL | PATHFIND_SHORTCUT | PATHFIND_INCOMPLETE | PATHFIND_FARFROMPOLY_END | PATHFIND_NOT_USING_PATH)) - return; + // Check for valid path types before we proceed + if (!(path.GetPathType() & PATHFIND_NOT_USING_PATH)) + if (path.GetPathType() & ~(PATHFIND_NORMAL | PATHFIND_SHORTCUT | PATHFIND_INCOMPLETE | PATHFIND_FARFROMPOLY_END)) + return; G3D::Vector3 result = path.GetPath().back(); destx = result.x; @@ -3225,23 +3226,26 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float // check static LOS float halfHeight = GetCollisionHeight() * 0.5f; - bool col; - /* - col = VMAP::VMapFactory::createOrGetVMapManager()->getObjectHitPos(PhasingHandler::GetTerrainMapId(GetPhaseShift(), GetMap(), pos.m_positionX, pos.m_positionY), - pos.m_positionX, pos.m_positionY, pos.m_positionZ + halfHeight, - destx, desty, destz + halfHeight, - destx, desty, destz, -0.5f); - - destz -= halfHeight; + bool col = false; - // Collided with static LOS object, move back to collision point - if (col) + // Unit is flying, check for potential collision via vmaps + if (path.GetPathType() & PATHFIND_NOT_USING_PATH) { - destx -= CONTACT_DISTANCE * std::cos(angle); - desty -= CONTACT_DISTANCE * std::sin(angle); - dist = std::sqrt((pos.m_positionX - destx) * (pos.m_positionX - destx) + (pos.m_positionY - desty) * (pos.m_positionY - desty)); + col = VMAP::VMapFactory::createOrGetVMapManager()->getObjectHitPos(PhasingHandler::GetTerrainMapId(GetPhaseShift(), GetMap(), pos.m_positionX, pos.m_positionY), + pos.m_positionX, pos.m_positionY, pos.m_positionZ + halfHeight, + destx, desty, destz + halfHeight, + destx, desty, destz, -0.5f); + + destz -= halfHeight; + + // Collided with static LOS object, move back to collision point + if (col) + { + destx -= CONTACT_DISTANCE * std::cos(angle); + desty -= CONTACT_DISTANCE * std::sin(angle); + dist = std::sqrt((pos.m_positionX - destx) * (pos.m_positionX - destx) + (pos.m_positionY - desty) * (pos.m_positionY - desty)); + } } - */ // check dynamic collision col = GetMap()->getObjectHitPos(GetPhaseShift(), diff --git a/src/server/game/Movement/PathGenerator.cpp b/src/server/game/Movement/PathGenerator.cpp index 77d59afdbad..0effe2a5d87 100644 --- a/src/server/game/Movement/PathGenerator.cpp +++ b/src/server/game/Movement/PathGenerator.cpp @@ -179,7 +179,7 @@ void PathGenerator::BuildPolyPath(G3D::Vector3 const& startPos, G3D::Vector3 con { TC_LOG_DEBUG("maps.mmaps", "++ BuildPolyPath :: (startPoly == 0 || endPoly == 0)"); BuildShortcut(); - bool path = _source->GetTypeId() == TYPEID_UNIT && _source->ToCreature()->CanFly(); + bool path = _source->GetTypeId() == TYPEID_UNIT && _source->ToCreature()->IsFlying(); bool waterPath = _source->GetTypeId() == TYPEID_UNIT && _source->ToCreature()->CanSwim(); if (waterPath) @@ -233,7 +233,7 @@ void PathGenerator::BuildPolyPath(G3D::Vector3 const& startPos, G3D::Vector3 con TC_LOG_DEBUG("maps.mmaps", "++ BuildPolyPath :: flying case"); if (Unit const* _sourceUnit = _source->ToUnit()) { - if (_sourceUnit->CanFly()) + if (_sourceUnit->IsFlying()) buildShotrcut = true; // Allow to build a shortcut if the unit is falling and it's trying to move downwards towards a target (i.e. charging) else if (_sourceUnit->IsFalling() && endPos.z < startPos.z) |