diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/common/Collision/DynamicTree.cpp | 2 | ||||
-rw-r--r-- | src/server/game/Entities/Creature/Creature.cpp | 2 | ||||
-rw-r--r-- | src/server/game/Entities/Object/Object.cpp | 105 | ||||
-rw-r--r-- | src/server/game/Entities/Object/Object.h | 6 | ||||
-rw-r--r-- | src/server/game/Entities/Unit/Unit.cpp | 11 | ||||
-rw-r--r-- | src/server/game/Maps/Map.cpp | 36 | ||||
-rw-r--r-- | src/server/game/Maps/Map.h | 8 | ||||
-rw-r--r-- | src/server/game/Miscellaneous/SharedDefines.h | 2 | ||||
-rw-r--r-- | src/server/game/Movement/MotionMaster.cpp | 8 | ||||
-rw-r--r-- | src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.cpp | 3 | ||||
-rw-r--r-- | src/server/game/Movement/PathGenerator.cpp | 4 | ||||
-rw-r--r-- | src/server/game/Spells/Spell.cpp | 4 | ||||
-rw-r--r-- | src/server/scripts/Commands/cs_misc.cpp | 7 | ||||
-rw-r--r-- | src/server/scripts/Northrend/CrusadersColiseum/TrialOfTheCrusader/boss_northrend_beasts.cpp | 2 |
14 files changed, 102 insertions, 98 deletions
diff --git a/src/common/Collision/DynamicTree.cpp b/src/common/Collision/DynamicTree.cpp index 46dfdb1707e..f62b7d5da68 100644 --- a/src/common/Collision/DynamicTree.cpp +++ b/src/common/Collision/DynamicTree.cpp @@ -244,7 +244,7 @@ bool DynamicMapTree::isInLineOfSight(float x1, float y1, float z1, float x2, flo float DynamicMapTree::getHeight(float x, float y, float z, float maxSearchDist, uint32 phasemask) const { - G3D::Vector3 v(x, y, z + 0.5f); + G3D::Vector3 v(x, y, z); G3D::Ray r(v, G3D::Vector3(0, 0, -1)); DynamicTreeIntersectionCallback callback(phasemask); impl->intersectZAllignedRay(r, callback, maxSearchDist); diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp index 7a8cce89778..c1ef094f769 100644 --- a/src/server/game/Entities/Creature/Creature.cpp +++ b/src/server/game/Entities/Creature/Creature.cpp @@ -2896,7 +2896,7 @@ void Creature::UpdateMovementFlags() // Set the movement flags if the creature is in that mode. (Only fly if actually in air, only swim if in water, etc) float ground = GetFloorZ(); - bool isInAir = (G3D::fuzzyGt(GetPositionZMinusOffset(), ground + 0.05f) || G3D::fuzzyLt(GetPositionZMinusOffset(), ground - 0.05f)); // Can be underground too, prevent the falling + bool isInAir = (G3D::fuzzyGt(GetPositionZMinusOffset(), ground + GROUND_HEIGHT_TOLERANCE) || G3D::fuzzyLt(GetPositionZMinusOffset(), ground - GROUND_HEIGHT_TOLERANCE)); // Can be underground too, prevent the falling if (GetCreatureTemplate()->InhabitType & INHABIT_AIR && isInAir && !IsFalling()) { diff --git a/src/server/game/Entities/Object/Object.cpp b/src/server/game/Entities/Object/Object.cpp index e9269b64e39..b37c7f9b45f 100644 --- a/src/server/game/Entities/Object/Object.cpp +++ b/src/server/game/Entities/Object/Object.cpp @@ -1105,7 +1105,7 @@ void WorldObject::_Create(ObjectGuid::LowType guidlow, HighGuid guidhigh, uint32 void WorldObject::UpdatePositionData() { PositionFullTerrainStatus data; - GetMap()->GetFullTerrainStatusForPosition(GetPositionX(), GetPositionY(), GetPositionZ(), data); + GetMap()->GetFullTerrainStatusForPosition(GetPositionX(), GetPositionY(), GetPositionZ(), data, MAP_ALL_LIQUIDS); ProcessPositionDataChanged(data); } @@ -1246,7 +1246,7 @@ bool WorldObject::IsWithinDistInMap(WorldObject const* obj, float dist2compare, Position WorldObject::GetHitSpherePointFor(Position const& dest) const { - G3D::Vector3 vThis(GetPositionX(), GetPositionY(), GetPositionZ() + GetMidsectionHeight()); + G3D::Vector3 vThis(GetPositionX(), GetPositionY(), GetPositionZ() + GetCollisionHeight()); G3D::Vector3 vObj(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ()); G3D::Vector3 contactPoint = vThis + (vObj - vThis).directionOrZero() * std::min(dest.GetExactDist(GetPosition()), GetCombatReach()); @@ -1257,11 +1257,12 @@ bool WorldObject::IsWithinLOS(float ox, float oy, float oz, LineOfSightChecks ch { if (IsInWorld()) { + oz += GetCollisionHeight(); float x, y, z; if (GetTypeId() == TYPEID_PLAYER) { GetPosition(x, y, z); - z += GetMidsectionHeight(); + z += GetCollisionHeight(); } else GetHitSpherePointFor({ ox, oy, oz }, x, y, z); @@ -1277,16 +1278,25 @@ bool WorldObject::IsWithinLOSInMap(WorldObject const* obj, LineOfSightChecks che if (!IsInMap(obj)) return false; - float x, y, z; + float ox, oy, oz; if (obj->GetTypeId() == TYPEID_PLAYER) { - obj->GetPosition(x, y, z); - z += GetMidsectionHeight(); + obj->GetPosition(ox, oy, oz); + oz += GetCollisionHeight(); + } + else + obj->GetHitSpherePointFor({ GetPositionX(), GetPositionY(), GetPositionZ() + GetCollisionHeight() }, ox, oy, oz); + + float x, y, z; + if (GetTypeId() == TYPEID_PLAYER) + { + GetPosition(x, y, z); + z += GetCollisionHeight(); } else - obj->GetHitSpherePointFor({ GetPositionX(), GetPositionY(), GetPositionZ() + GetMidsectionHeight() }, x, y, z); + GetHitSpherePointFor({ obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ() + obj->GetCollisionHeight() }, x, y, z); - return IsWithinLOS(x, y, z, checks, ignoreFlags); + return GetMap()->isInLineOfSight(x, y, z, ox, oy, oz, GetPhaseMask(), checks, ignoreFlags); } void WorldObject::GetHitSpherePointFor(Position const& dest, float& x, float& y, float& z) const @@ -1444,9 +1454,7 @@ Position WorldObject::GetRandomPoint(Position const& srcPos, float distance) con void WorldObject::UpdateGroundPositionZ(float x, float y, float &z) const { - float new_z = GetMap()->GetHeight(GetPhaseMask(), x, y, z + 2.0f, true); - if (new_z > INVALID_HEIGHT) - z = new_z + 0.05f; // just to be sure that we are not a few pixel under the surface + z = GetMapHeight(x, y, z); } void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const @@ -1466,8 +1474,8 @@ void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const bool canSwim = ToCreature()->CanSwim(); float ground_z = z; float max_z = canSwim - ? GetMap()->GetWaterOrGroundLevel(GetPhaseMask(), x, y, z, &ground_z, !ToUnit()->HasAuraType(SPELL_AURA_WATER_WALK)) - : ((ground_z = GetMap()->GetHeight(GetPhaseMask(), x, y, z, true))); + ? GetMapWaterOrGroundLevel(x, y, z, &ground_z) + : (ground_z = GetMapHeight(x, y, z)); if (max_z > INVALID_HEIGHT) { if (z > max_z) @@ -1478,7 +1486,7 @@ void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const } else { - float ground_z = GetMap()->GetHeight(GetPhaseMask(), x, y, z, true); + float ground_z = GetMapHeight(x, y, z); if (z < ground_z) z = ground_z; } @@ -1490,7 +1498,7 @@ void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const if (!ToPlayer()->CanFly()) { float ground_z = z; - float max_z = GetMap()->GetWaterOrGroundLevel(GetPhaseMask(), x, y, z, &ground_z, !ToUnit()->HasAuraType(SPELL_AURA_WATER_WALK)); + float max_z = GetMapWaterOrGroundLevel(x, y, z, &ground_z); if (max_z > INVALID_HEIGHT) { if (z > max_z) @@ -1501,7 +1509,7 @@ void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const } else { - float ground_z = GetMap()->GetHeight(GetPhaseMask(), x, y, z, true); + float ground_z = GetMapHeight(x, y, z); if (z < ground_z) z = ground_z; } @@ -1509,7 +1517,7 @@ void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const } default: { - float ground_z = GetMap()->GetHeight(GetPhaseMask(), x, y, z, true); + float ground_z = GetMapHeight(x, y, z); if (ground_z > INVALID_HEIGHT) z = ground_z; break; @@ -2266,8 +2274,8 @@ void WorldObject::MovePosition(Position &pos, float dist, float angle) return; } - ground = GetMap()->GetHeight(GetPhaseMask(), destx, desty, MAX_HEIGHT, true); - floor = GetMap()->GetHeight(GetPhaseMask(), destx, desty, pos.m_positionZ, true); + ground = GetMapHeight(destx, desty, MAX_HEIGHT); + floor = GetMapHeight(destx, desty, pos.m_positionZ); destz = std::fabs(ground - pos.m_positionZ) <= std::fabs(floor - pos.m_positionZ) ? ground : floor; float step = dist/10.0f; @@ -2279,8 +2287,8 @@ void WorldObject::MovePosition(Position &pos, float dist, float angle) { destx -= step * std::cos(angle); desty -= step * std::sin(angle); - ground = GetMap()->GetHeight(GetPhaseMask(), destx, desty, MAX_HEIGHT, true); - floor = GetMap()->GetHeight(GetPhaseMask(), destx, desty, pos.m_positionZ, true); + ground = GetMapHeight(destx, desty, MAX_HEIGHT); + floor = GetMapHeight(destx, desty, pos.m_positionZ); destz = std::fabs(ground - pos.m_positionZ) <= std::fabs(floor - pos.m_positionZ) ? ground : floor; } // we have correct destz now @@ -2297,38 +2305,13 @@ void WorldObject::MovePosition(Position &pos, float dist, float angle) pos.SetOrientation(GetOrientation()); } -// @todo: replace with WorldObject::UpdateAllowedPositionZ -float NormalizeZforCollision(WorldObject* obj, float x, float y, float z) -{ - float ground = obj->GetMap()->GetHeight(obj->GetPhaseMask(), x, y, MAX_HEIGHT, true); - float floor = obj->GetMap()->GetHeight(obj->GetPhaseMask(), x, y, z + 2.0f, true); - float helper = std::fabs(ground - z) <= std::fabs(floor - z) ? ground : floor; - if (z > helper) // must be above ground - { - if (Unit* unit = obj->ToUnit()) - { - if (unit->CanFly()) - return z; - } - LiquidData liquid_status; - ZLiquidStatus res = obj->GetMap()->GetLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &liquid_status); - if (res && liquid_status.level > helper) // water must be above ground - { - if (liquid_status.level > z) // z is underwater - return z; - else - return std::fabs(liquid_status.level - z) <= std::fabs(helper - z) ? liquid_status.level : helper; - } - } - return helper; -} - void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float angle) { angle += GetOrientation(); float destx, desty, destz; destx = pos.m_positionX + dist * std::cos(angle); desty = pos.m_positionY + dist * std::sin(angle); + destz = pos.m_positionZ; // Prevent invalid coordinates here, position is unchanged if (!Trinity::IsValidMapCoord(destx, desty)) @@ -2337,8 +2320,8 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float return; } - destz = NormalizeZforCollision(this, destx, desty, pos.GetPositionZ()); - bool col = VMAP::VMapFactory::createOrGetVMapManager()->getObjectHitPos(GetMapId(), pos.m_positionX, pos.m_positionY, pos.m_positionZ + 0.5f, destx, desty, destz + 0.5f, destx, desty, destz, -0.5f); + UpdateAllowedPositionZ(destx, desty, destz); + bool col = VMAP::VMapFactory::createOrGetVMapManager()->getObjectHitPos(GetMapId(), pos.m_positionX, pos.m_positionY, pos.m_positionZ, destx, desty, destz, destx, desty, destz, -0.5f); // collision occured if (col) @@ -2350,7 +2333,7 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float } // check dynamic collision - col = GetMap()->getObjectHitPos(GetPhaseMask(), pos.m_positionX, pos.m_positionY, pos.m_positionZ + 0.5f, destx, desty, destz + 0.5f, destx, desty, destz, -0.5f); + col = GetMap()->getObjectHitPos(GetPhaseMask(), pos.m_positionX, pos.m_positionY, pos.m_positionZ, destx, desty, destz, destx, desty, destz, -0.5f); // Collided with a gameobject if (col) @@ -2369,7 +2352,7 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float { destx -= step * std::cos(angle); desty -= step * std::sin(angle); - destz = NormalizeZforCollision(this, destx, desty, pos.GetPositionZ()); + UpdateAllowedPositionZ(destx, desty, destz); } // we have correct destz now else @@ -2381,7 +2364,7 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float Trinity::NormalizeMapCoord(pos.m_positionX); Trinity::NormalizeMapCoord(pos.m_positionY); - pos.m_positionZ = NormalizeZforCollision(this, destx, desty, pos.GetPositionZ()); + UpdateAllowedPositionZ(destx, desty, pos.m_positionZ); pos.SetOrientation(GetOrientation()); } @@ -2567,7 +2550,23 @@ float WorldObject::GetFloorZ() const { if (!IsInWorld()) return m_staticFloorZ; - return std::max<float>(m_staticFloorZ, GetMap()->GetGameObjectFloor(GetPhaseMask(), GetPositionX(), GetPositionY(), GetPositionZ())); + return std::max<float>(m_staticFloorZ, GetMap()->GetGameObjectFloor(GetPhaseMask(), GetPositionX(), GetPositionY(), GetPositionZ() + GetCollisionHeight())); +} + +float WorldObject::GetMapWaterOrGroundLevel(float x, float y, float z, float* ground/* = nullptr*/) const +{ + if (Unit const* unit = ToUnit()) + return GetMap()->GetWaterOrGroundLevel(GetPhaseMask(), x, y, z, ground, !unit->HasAuraType(SPELL_AURA_WATER_WALK), GetCollisionHeight()); + + return z; +} + +float WorldObject::GetMapHeight(float x, float y, float z, bool vmap/* = true*/, float distanceToSearch/* = DEFAULT_HEIGHT_SEARCH*/) const +{ + if (z != MAX_HEIGHT) + z += GetCollisionHeight(); + + return GetMap()->GetHeight(GetPhaseMask(), x, y, z, vmap, distanceToSearch); } template TC_GAME_API void WorldObject::GetGameObjectListWithEntryInGrid(std::list<GameObject*>&, uint32, float) const; diff --git a/src/server/game/Entities/Object/Object.h b/src/server/game/Entities/Object/Object.h index 66f1c67fa51..a573c4e84a6 100644 --- a/src/server/game/Entities/Object/Object.h +++ b/src/server/game/Entities/Object/Object.h @@ -55,6 +55,8 @@ struct QuaternionData; typedef std::unordered_map<Player*, UpdateData> UpdateDataMapType; +float const DEFAULT_COLLISION_HEIGHT = 2.03128f; // Most common value in dbc + class TC_GAME_API Object { public: @@ -445,7 +447,9 @@ class TC_GAME_API WorldObject : public Object, public WorldLocation float GetFloorZ() const; virtual float GetCollisionHeight() const { return 0.0f; } - float GetMidsectionHeight() const { return GetCollisionHeight() / 2.0f; } + + float GetMapWaterOrGroundLevel(float x, float y, float z, float* ground = nullptr) const; + float GetMapHeight(float x, float y, float z, bool vmap = true, float distanceToSearch = 50.0f) const; // DEFAULT_HEIGHT_SEARCH in map.h protected: std::string m_name; diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index 7fd73ed4d8d..b67406eba74 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -13819,12 +13819,12 @@ void Unit::_ExitVehicle(Position const* exitPosition) SendMessageToSet(&data, false); } - float height = pos.GetPositionZ(); + float height = pos.GetPositionZ() + vehicle->GetBase()->GetCollisionHeight(); Movement::MoveSplineInit init(this); // Creatures without inhabit type air should begin falling after exiting the vehicle - if (GetTypeId() == TYPEID_UNIT && !CanFly() && height > GetMap()->GetWaterOrGroundLevel(GetPhaseMask(), pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), &height) + 0.1f) + if (GetTypeId() == TYPEID_UNIT && !CanFly() && height > GetMap()->GetWaterOrGroundLevel(GetPhaseMask(), pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ() + vehicle->GetBase()->GetCollisionHeight(), &height)) init.SetFall(); init.MoveTo(pos.GetPositionX(), pos.GetPositionY(), height, false); @@ -14749,6 +14749,7 @@ void Unit::Whisper(uint32 textId, Player* target, bool isBossWhisper /*= false*/ target->SendDirectMessage(&data); } +// Returns collisionheight of the unit. If it is 0, it returns DEFAULT_COLLISION_HEIGHT. float Unit::GetCollisionHeight() const { float scaleMod = GetObjectScale(); // 99% sure about this @@ -14761,7 +14762,8 @@ float Unit::GetCollisionHeight() const { CreatureDisplayInfoEntry const* displayInfo = sCreatureDisplayInfoStore.AssertEntry(GetNativeDisplayId()); CreatureModelDataEntry const* modelData = sCreatureModelDataStore.AssertEntry(displayInfo->ModelId); - return scaleMod * (mountModelData->MountHeight + modelData->CollisionHeight * 0.5f); + float const collisionHeight = scaleMod * (mountModelData->MountHeight + modelData->CollisionHeight * modelData->Scale * displayInfo->scale * 0.5f); + return collisionHeight == 0.0f ? DEFAULT_COLLISION_HEIGHT : collisionHeight; } } } @@ -14770,5 +14772,6 @@ float Unit::GetCollisionHeight() const CreatureDisplayInfoEntry const* displayInfo = sCreatureDisplayInfoStore.AssertEntry(GetNativeDisplayId()); CreatureModelDataEntry const* modelData = sCreatureModelDataStore.AssertEntry(displayInfo->ModelId); - return scaleMod * modelData->CollisionHeight; + float const collisionHeight = scaleMod * modelData->CollisionHeight * modelData->Scale * displayInfo->scale; + return collisionHeight == 0.0f ? DEFAULT_COLLISION_HEIGHT : collisionHeight; } diff --git a/src/server/game/Maps/Map.cpp b/src/server/game/Maps/Map.cpp index 2c989718bff..5e2f96ed8a7 100644 --- a/src/server/game/Maps/Map.cpp +++ b/src/server/game/Maps/Map.cpp @@ -2278,7 +2278,7 @@ uint8 GridMap::getTerrainType(float x, float y) const } // Get water state on map -inline ZLiquidStatus GridMap::GetLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, LiquidData* data) +inline ZLiquidStatus GridMap::GetLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, LiquidData* data, float collisionHeight) { // Check water type (if no water return) if (!_liquidType && !_liquidFlags) @@ -2348,7 +2348,7 @@ inline ZLiquidStatus GridMap::GetLiquidStatus(float x, float y, float z, uint8 R float ground_level = getHeight(x, y); // Check water level and ground level - if (liquid_level < ground_level || z < ground_level - 2) + if (liquid_level < ground_level || z < ground_level) return LIQUID_MAP_NO_WATER; // All ok in water -> store data @@ -2363,7 +2363,7 @@ inline ZLiquidStatus GridMap::GetLiquidStatus(float x, float y, float z, uint8 R // For speed check as int values float delta = liquid_level - z; - if (delta > 2.0f) // Under water + if (delta > collisionHeight) // Under water return LIQUID_MAP_UNDER_WATER; if (delta > 0.0f) // In water return LIQUID_MAP_IN_WATER; @@ -2385,18 +2385,18 @@ inline GridMap* Map::GetGrid(float x, float y) return GridMaps[gx][gy]; } -float Map::GetWaterOrGroundLevel(uint32 phasemask, float x, float y, float z, float* ground /*= nullptr*/, bool /*swim = false*/) const +float Map::GetWaterOrGroundLevel(uint32 phasemask, float x, float y, float z, float* ground /*= nullptr*/, bool /*swim = false*/, float collisionHeight /*= DEFAULT_COLLISION_HEIGHT*/) const { if (const_cast<Map*>(this)->GetGrid(x, y)) { // we need ground level (including grid height version) for proper return water level in point - float ground_z = GetHeight(phasemask, x, y, z, true, 50.0f); + float ground_z = GetHeight(phasemask, x, y, z + collisionHeight, true, 50.0f); if (ground) *ground = ground_z; LiquidData liquid_status; - ZLiquidStatus res = GetLiquidStatus(x, y, ground_z, MAP_ALL_LIQUIDS, &liquid_status); + ZLiquidStatus res = GetLiquidStatus(x, y, ground_z, MAP_ALL_LIQUIDS, &liquid_status, collisionHeight); switch (res) { case LIQUID_MAP_ABOVE_WATER: @@ -2418,8 +2418,7 @@ float Map::GetHeight(float x, float y, float z, bool checkVMap /*= true*/, float if (GridMap* gmap = const_cast<Map*>(this)->GetGrid(x, y)) { float gridHeight = gmap->getHeight(x, y); - // look from a bit higher pos to find the floor, ignore under surface case - if (z + 2.0f > gridHeight) + if (z > gridHeight) mapHeight = gridHeight; } @@ -2428,7 +2427,7 @@ float Map::GetHeight(float x, float y, float z, bool checkVMap /*= true*/, float { VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager(); if (vmgr->isHeightCalcEnabled()) - vmapHeight = vmgr->getHeight(GetId(), x, y, z + 2.0f, maxSearchDist); // look from a bit higher pos to find the floor + vmapHeight = vmgr->getHeight(GetId(), x, y, z, maxSearchDist); } // mapHeight set for any above raw ground Z or <= INVALID_HEIGHT @@ -2514,8 +2513,7 @@ bool Map::GetAreaInfo(float x, float y, float z, uint32 &flags, int32 &adtId, in if (GridMap* gmap = const_cast<Map*>(this)->GetGrid(x, y)) { float _mapheight = gmap->getHeight(x, y); - // z + 2.0f condition taken from GetHeight(), not sure if it's such a great choice... - if (z + 2.0f > _mapheight && _mapheight > vmap_z) + if (z > _mapheight && _mapheight > vmap_z) return false; } return true; @@ -2589,7 +2587,7 @@ uint8 Map::GetTerrainType(float x, float y) const return 0; } -ZLiquidStatus Map::GetLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, LiquidData* data) const +ZLiquidStatus Map::GetLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, LiquidData* data, float collisionHeight) const { ZLiquidStatus result = LIQUID_MAP_NO_WATER; VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager(); @@ -2643,7 +2641,7 @@ ZLiquidStatus Map::GetLiquidStatus(float x, float y, float z, uint8 ReqLiquidTyp float delta = liquid_level - z; // Get position delta - if (delta > 2.0f) // Under water + if (delta > collisionHeight) // Under water return LIQUID_MAP_UNDER_WATER; if (delta > 0.0f) // In water return LIQUID_MAP_IN_WATER; @@ -2656,7 +2654,7 @@ ZLiquidStatus Map::GetLiquidStatus(float x, float y, float z, uint8 ReqLiquidTyp if (GridMap* gmap = const_cast<Map*>(this)->GetGrid(x, y)) { LiquidData map_data; - ZLiquidStatus map_result = gmap->GetLiquidStatus(x, y, z, ReqLiquidType, &map_data); + ZLiquidStatus map_result = gmap->GetLiquidStatus(x, y, z, ReqLiquidType, &map_data, collisionHeight); // Not override LIQUID_MAP_ABOVE_WATER with LIQUID_MAP_NO_WATER: if (map_result != LIQUID_MAP_NO_WATER && (map_data.level > ground_level)) { @@ -2674,7 +2672,7 @@ ZLiquidStatus Map::GetLiquidStatus(float x, float y, float z, uint8 ReqLiquidTyp return result; } -void Map::GetFullTerrainStatusForPosition(float x, float y, float z, PositionFullTerrainStatus& data, uint8 reqLiquidType) const +void Map::GetFullTerrainStatusForPosition(float x, float y, float z, PositionFullTerrainStatus& data, uint8 reqLiquidType, float collisionHeight) const { VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager(); VMAP::AreaAndLiquidData vmapData; @@ -2689,7 +2687,7 @@ void Map::GetFullTerrainStatusForPosition(float x, float y, float z, PositionFul // area lookup AreaTableEntry const* areaEntry = nullptr; - if (vmapData.areaInfo && (z + 2.0f <= mapHeight || mapHeight <= vmapData.floorZ)) + if (vmapData.areaInfo && (z <= mapHeight || mapHeight <= vmapData.floorZ)) if (WMOAreaTableEntry const* wmoEntry = GetWMOAreaTableEntryByTripple(vmapData.areaInfo->rootId, vmapData.areaInfo->adtId, vmapData.areaInfo->groupId)) areaEntry = sAreaTableStore.LookupEntry(wmoEntry->areaId); @@ -2715,7 +2713,7 @@ void Map::GetFullTerrainStatusForPosition(float x, float y, float z, PositionFul // liquid processing data.liquidStatus = LIQUID_MAP_NO_WATER; - if (vmapData.liquidInfo && vmapData.liquidInfo->level > vmapData.floorZ && z + 2.0f > vmapData.floorZ) + if (vmapData.liquidInfo && vmapData.liquidInfo->level > vmapData.floorZ && z > vmapData.floorZ) { uint32 liquidType = vmapData.liquidInfo->type; if (GetId() == 530 && liquidType == 2) // gotta love blizzard hacks @@ -2749,7 +2747,7 @@ void Map::GetFullTerrainStatusForPosition(float x, float y, float z, PositionFul data.liquidInfo->type_flags = 1 << liquidFlagType; float delta = vmapData.liquidInfo->level - z; - if (delta > 2.0f) + if (delta > collisionHeight) data.liquidStatus = LIQUID_MAP_UNDER_WATER; else if (delta > 0.0f) data.liquidStatus = LIQUID_MAP_IN_WATER; @@ -2762,7 +2760,7 @@ void Map::GetFullTerrainStatusForPosition(float x, float y, float z, PositionFul if (gmap && (data.liquidStatus == LIQUID_MAP_ABOVE_WATER || data.liquidStatus == LIQUID_MAP_NO_WATER)) { LiquidData gridMapLiquid; - ZLiquidStatus gridMapStatus = gmap->GetLiquidStatus(x, y, z, reqLiquidType, &gridMapLiquid); + ZLiquidStatus gridMapStatus = gmap->GetLiquidStatus(x, y, z, reqLiquidType, &gridMapLiquid, collisionHeight); if (gridMapStatus != LIQUID_MAP_NO_WATER && (gridMapLiquid.level > vmapData.floorZ)) { if (GetId() == 530 && gridMapLiquid.entry == 2) diff --git a/src/server/game/Maps/Map.h b/src/server/game/Maps/Map.h index 3d3fcfb528d..70b94a7dc0f 100644 --- a/src/server/game/Maps/Map.h +++ b/src/server/game/Maps/Map.h @@ -241,7 +241,7 @@ public: float getMinHeight(float x, float y) const; float getLiquidLevel(float x, float y) const; uint8 getTerrainType(float x, float y) const; - ZLiquidStatus GetLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, LiquidData* data = 0); + ZLiquidStatus GetLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, LiquidData* data = 0, float collisionHeight = 2.03128f); // DEFAULT_COLLISION_HEIGHT in Object.h }; #pragma pack(push, 1) @@ -385,8 +385,8 @@ class TC_GAME_API Map : public GridRefManager<NGridType> Map const* GetParent() const { return m_parentMap; } - void GetFullTerrainStatusForPosition(float x, float y, float z, PositionFullTerrainStatus& data, uint8 reqLiquidType = MAP_ALL_LIQUIDS) const; - ZLiquidStatus GetLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, LiquidData* data = nullptr) const; + void GetFullTerrainStatusForPosition(float x, float y, float z, PositionFullTerrainStatus& data, uint8 reqLiquidType = MAP_ALL_LIQUIDS, float collisionHeight = 2.03128f) const; // DEFAULT_COLLISION_HEIGHT in Object.h + ZLiquidStatus GetLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, LiquidData* data = nullptr, float collisionHeight = 2.03128f) const; // DEFAULT_COLLISION_HEIGHT in Object.h bool GetAreaInfo(float x, float y, float z, uint32& mogpflags, int32& adtId, int32& rootId, int32& groupId) const; uint32 GetAreaId(float x, float y, float z, bool *isOutdoors = nullptr) const; @@ -541,7 +541,7 @@ class TC_GAME_API Map : public GridRefManager<NGridType> BattlegroundMap* ToBattlegroundMap() { if (IsBattlegroundOrArena()) return reinterpret_cast<BattlegroundMap*>(this); else return nullptr; } BattlegroundMap const* ToBattlegroundMap() const { if (IsBattlegroundOrArena()) return reinterpret_cast<BattlegroundMap const*>(this); return nullptr; } - float GetWaterOrGroundLevel(uint32 phasemask, float x, float y, float z, float* ground = nullptr, bool swim = false) const; + float GetWaterOrGroundLevel(uint32 phasemask, float x, float y, float z, float* ground = nullptr, bool swim = false, float collisionHeight = 2.03128f) const; // DEFAULT_COLLISION_HEIGHT in Object.h float GetMinHeight(float x, float y) const; float GetHeight(float x, float y, float z, bool checkVMap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH) const; float GetHeight(Position const& pos, bool vmap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH) const { return GetHeight(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), vmap, maxSearchDist); } diff --git a/src/server/game/Miscellaneous/SharedDefines.h b/src/server/game/Miscellaneous/SharedDefines.h index 1fa8861d488..1b94a57199e 100644 --- a/src/server/game/Miscellaneous/SharedDefines.h +++ b/src/server/game/Miscellaneous/SharedDefines.h @@ -22,6 +22,8 @@ #include "Define.h" #include "DetourNavMesh.h" +float const GROUND_HEIGHT_TOLERANCE = 0.05f; // Extra tolerance to z position to check if it is in air or on ground. + enum SpellEffIndex : uint8 { EFFECT_0 = 0, diff --git a/src/server/game/Movement/MotionMaster.cpp b/src/server/game/Movement/MotionMaster.cpp index 86487072b3b..ee668667f65 100644 --- a/src/server/game/Movement/MotionMaster.cpp +++ b/src/server/game/Movement/MotionMaster.cpp @@ -458,7 +458,7 @@ void MotionMaster::MoveJumpTo(float angle, float speedXY, float speedZ) float moveTimeHalf = speedZ / Movement::gravity; float dist = 2 * moveTimeHalf * speedXY; _owner->GetNearPoint2D(x, y, dist, _owner->GetOrientation() + angle); - z = _owner->GetPositionZ() + _owner->GetMidsectionHeight(); + z = _owner->GetPositionZ(); _owner->UpdateAllowedPositionZ(x, y, z); MoveJump(x, y, z, 0.0f, speedXY, speedZ); } @@ -499,7 +499,7 @@ void MotionMaster::MoveCirclePath(float x, float y, float z, float radius, bool if (_owner->IsFlying()) point.z = z; else - point.z = _owner->GetMap()->GetHeight(_owner->GetPhaseMask(), point.x, point.y, z); + point.z = _owner->GetMapHeight(point.x, point.y, z); init.Path().push_back(point); } @@ -577,11 +577,11 @@ void MotionMaster::ResumeSplineChain(SplineChainResumeInfo const& info) void MotionMaster::MoveFall(uint32 id /*=0*/) { // use larger distance for vmap height search than in most other cases - float tz = _owner->GetMap()->GetHeight(_owner->GetPhaseMask(), _owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ(), true, MAX_FALL_DISTANCE); + float tz = _owner->GetMapHeight(_owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ(), true, MAX_FALL_DISTANCE); if (tz <= INVALID_HEIGHT) { TC_LOG_DEBUG("misc", "MotionMaster::MoveFall: unable to retrieve a proper height at map %u (x: %f, y: %f, z: %f).", - _owner->GetMap()->GetId(), _owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ()); + _owner->GetMap()->GetId(), _owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ() + _owner->GetPositionZ()); return; } diff --git a/src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.cpp index 5565e195a0b..8a936f98a03 100644 --- a/src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.cpp +++ b/src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.cpp @@ -115,8 +115,7 @@ void FleeingMovementGenerator<T>::SetTargetLocation(T* owner) GetPoint(owner, destination); // Add LOS check for target point - Position currentPosition = owner->GetPosition(); - if (!VMAP::VMapFactory::createOrGetVMapManager()->isInLineOfSight(owner->GetMapId(), currentPosition.m_positionX, currentPosition.m_positionY, currentPosition.m_positionZ + 1.0f, destination.GetPositionX(), destination.GetPositionY(), destination.GetPositionZ() + 1.0f, VMAP::ModelIgnoreFlags::Nothing)) + if (!owner->IsWithinLOS(destination.GetPositionX(), destination.GetPositionY(), destination.GetPositionZ())) { _timer.Reset(200); return; diff --git a/src/server/game/Movement/PathGenerator.cpp b/src/server/game/Movement/PathGenerator.cpp index ecf84d51b94..d08d3670bc9 100644 --- a/src/server/game/Movement/PathGenerator.cpp +++ b/src/server/game/Movement/PathGenerator.cpp @@ -184,7 +184,7 @@ 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(_pathPoints[i].x, _pathPoints[i].y, _pathPoints[i].z, MAP_ALL_LIQUIDS, nullptr); + ZLiquidStatus status = _sourceUnit->GetBaseMap()->GetLiquidStatus(_pathPoints[i].x, _pathPoints[i].y, _pathPoints[i].z, MAP_ALL_LIQUIDS, nullptr, _sourceUnit->GetCollisionHeight()); // One of the points is not in the water, cancel movement. if (status == LIQUID_MAP_NO_WATER) { @@ -647,7 +647,7 @@ void PathGenerator::UpdateFilter() NavTerrain PathGenerator::GetNavTerrain(float x, float y, float z) { LiquidData data; - ZLiquidStatus liquidStatus = _sourceUnit->GetBaseMap()->GetLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &data); + ZLiquidStatus liquidStatus = _sourceUnit->GetBaseMap()->GetLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &data, _sourceUnit->GetCollisionHeight()); if (liquidStatus == LIQUID_MAP_NO_WATER) return NAV_GROUND; diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp index 1418f7cff4c..17a2bb9ad16 100644 --- a/src/server/game/Spells/Spell.cpp +++ b/src/server/game/Spells/Spell.cpp @@ -1334,10 +1334,10 @@ void Spell::SelectImplicitCasterDestTargets(SpellEffIndex effIndex, SpellImplici float angle = float(rand_norm()) * static_cast<float>(M_PI * 35.0f / 180.0f) - static_cast<float>(M_PI * 17.5f / 180.0f); m_caster->GetClosePoint(x, y, z, DEFAULT_PLAYER_BOUNDING_RADIUS, dist, angle); - float ground = m_caster->GetMap()->GetHeight(m_caster->GetPhaseMask(), x, y, z, true, 50.0f); + float ground = m_caster->GetMapHeight(x, y, z); float liquidLevel = VMAP_INVALID_HEIGHT_VALUE; LiquidData liquidData; - if (m_caster->GetMap()->GetLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &liquidData)) + if (m_caster->GetMap()->GetLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &liquidData, m_caster->GetCollisionHeight())) liquidLevel = liquidData.level; if (liquidLevel <= ground) // When there is no liquid Map::GetWaterOrGroundLevel returns ground level diff --git a/src/server/scripts/Commands/cs_misc.cpp b/src/server/scripts/Commands/cs_misc.cpp index 5aa53c3ded9..8a18caf622c 100644 --- a/src/server/scripts/Commands/cs_misc.cpp +++ b/src/server/scripts/Commands/cs_misc.cpp @@ -255,8 +255,8 @@ public: Map2ZoneCoordinates(zoneX, zoneY, zoneId); Map const* map = object->GetMap(); - float groundZ = map->GetHeight(object->GetPhaseMask(), object->GetPositionX(), object->GetPositionY(), MAX_HEIGHT); - float floorZ = map->GetHeight(object->GetPhaseMask(), object->GetPositionX(), object->GetPositionY(), object->GetPositionZ()); + float groundZ = object->GetMapHeight(object->GetPositionX(), object->GetPositionY(), MAX_HEIGHT); + float floorZ = object->GetMapHeight(object->GetPositionX(), object->GetPositionY(), object->GetPositionZ()); GridCoord gridCoord = Trinity::ComputeGridCoord(object->GetPositionX(), object->GetPositionY()); @@ -294,8 +294,7 @@ public: zoneX, zoneY, groundZ, floorZ, haveMap, haveVMap, haveMMap); LiquidData liquidStatus; - ZLiquidStatus status = map->GetLiquidStatus(object->GetPositionX(), object->GetPositionY(), object->GetPositionZ(), MAP_ALL_LIQUIDS, &liquidStatus); - + ZLiquidStatus status = map->GetLiquidStatus(object->GetPositionX(), object->GetPositionY(), object->GetPositionZ(), MAP_ALL_LIQUIDS, &liquidStatus, object->GetCollisionHeight()); if (status) handler->PSendSysMessage(LANG_LIQUID_STATUS, liquidStatus.level, liquidStatus.depth_level, liquidStatus.entry, liquidStatus.type_flags, status); diff --git a/src/server/scripts/Northrend/CrusadersColiseum/TrialOfTheCrusader/boss_northrend_beasts.cpp b/src/server/scripts/Northrend/CrusadersColiseum/TrialOfTheCrusader/boss_northrend_beasts.cpp index 0d91a38e852..e72a96ea0d3 100644 --- a/src/server/scripts/Northrend/CrusadersColiseum/TrialOfTheCrusader/boss_northrend_beasts.cpp +++ b/src/server/scripts/Northrend/CrusadersColiseum/TrialOfTheCrusader/boss_northrend_beasts.cpp @@ -734,7 +734,7 @@ struct boss_jormungarAI : public boss_northrend_beastsAI events.ScheduleEvent(EVENT_EMERGE, 6s, 0, PHASE_SUBMERGED); me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE); } - me->GetMotionMaster()->MovePoint(0, ToCCommonLoc[1].GetPositionX() + frand(-40.0f, 40.0f), ToCCommonLoc[1].GetPositionY() + frand(-40.0f, 40.0f), ToCCommonLoc[1].GetPositionZ() + me->GetMidsectionHeight()); + me->GetMotionMaster()->MovePoint(0, ToCCommonLoc[1].GetPositionX() + frand(-40.0f, 40.0f), ToCCommonLoc[1].GetPositionY() + frand(-40.0f, 40.0f), ToCCommonLoc[1].GetPositionZ() + me->GetCollisionHeight()); } void Emerge() |