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[10529] Water level in movement use fixes.
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* Move selection allowed upper and lower heights for target point
  into near point core function used for contact/close point selection.
  Selection base at possibility target point searcher fly/swim(or walk by water bottom).
* Use vamp water level data so have proper water level in instances in movements.
* Use increased ground search distance for water level case.
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VladimirMangos committed Sep 25, 2010
1 parent df8c770 commit e0d1481
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Showing 13 changed files with 171 additions and 41 deletions.
2 changes: 1 addition & 1 deletion src/game/ConfusedMovementGenerator.cpp
Expand Up @@ -59,7 +59,7 @@ ConfusedMovementGenerator<T>::Initialize(T &unit)
i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
}

unit.UpdateGroundPositionZ(i_waypoints[idx][0],i_waypoints[idx][1],z);
unit.UpdateAllowedPositionZ(i_waypoints[idx][0],i_waypoints[idx][1],z);
i_waypoints[idx][2] = z;
}

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2 changes: 1 addition & 1 deletion src/game/Level1.cpp
Expand Up @@ -2027,7 +2027,7 @@ bool ChatHandler::HandleGoHelper( Player* player, uint32 mapid, float x, float y
}

Map const *map = sMapMgr.CreateBaseMap(mapid);
z = std::max(map->GetHeight(x, y, MAX_HEIGHT), map->GetWaterLevel(x, y));
z = map->GetWaterOrGroundLevel(x, y, MAX_HEIGHT);
}

// stop flight if need
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59 changes: 51 additions & 8 deletions src/game/Map.cpp
Expand Up @@ -1233,14 +1233,6 @@ GridMapLiquidStatus Map::getLiquidStatus(float x, float y, float z, uint8 ReqLiq
return result;
}

float Map::GetWaterLevel(float x, float y ) const
{
if(GridMap* gmap = const_cast<Map*>(this)->GetGrid(x, y))
return gmap->getLiquidLevel(x, y);
else
return 0;
}

uint32 Map::GetAreaIdByAreaFlag(uint16 areaflag,uint32 map_id)
{
AreaTableEntry const *entry = GetAreaEntryByAreaFlagAndMap(areaflag,map_id);
Expand Down Expand Up @@ -1295,6 +1287,57 @@ bool Map::IsUnderWater(float x, float y, float z) const
return false;
}

/**
* Function find higher form water or ground height for current floor
*
* @param x, y, z Coordinates original point at floor level
*
* @param pGround optional arg for retrun calculated by function work ground height, it let avoid in caller code recalculate height for point if it need
*
* @param swim z coordinate can be calculated for select above/at or under z coordinate (for fly or swim/walking by bottom)
* in last cases for in water returned under water height for avoid client set swimming unit as saty at water.
*
* @return calculated z coordinate
*/
float Map::GetWaterOrGroundLevel(float x, float y, float z, float* pGround /*= NULL*/, bool swim /*= false*/) 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(x, y, z, true, DEFAULT_WATER_SEARCH);
if (pGround)
*pGround = ground_z;

GridMapLiquidData liquid_status;

GridMapLiquidStatus res = getLiquidStatus(x, y, ground_z, MAP_ALL_LIQUIDS, &liquid_status);
return res ? ( swim ? liquid_status.level - 2.0f : liquid_status.level) : ground_z;
}

return VMAP_INVALID_HEIGHT_VALUE;
}

float Map::GetWaterLevel(float x, float y, float z, float* pGround /*= NULL*/) 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(x, y, z, true, DEFAULT_WATER_SEARCH);
if (pGround)
*pGround = ground_z;

GridMapLiquidData liquid_status;

GridMapLiquidStatus res = getLiquidStatus(x, y, ground_z, MAP_ALL_LIQUIDS, &liquid_status);
if (!res)
return VMAP_INVALID_HEIGHT_VALUE;

return liquid_status.level;
}

return VMAP_INVALID_HEIGHT_VALUE;
}

bool Map::CheckGridIntegrity(Creature* c, bool moved) const
{
Cell const& cur_cell = c->GetCurrentCell();
Expand Down
6 changes: 4 additions & 2 deletions src/game/Map.h
Expand Up @@ -82,6 +82,7 @@ enum LevelRequirementVsMode
#define INVALID_HEIGHT -100000.0f // for check, must be equal to VMAP_INVALID_HEIGHT, real value for unknown height is VMAP_INVALID_HEIGHT_VALUE
#define MAX_FALL_DISTANCE 250000.0f // "unlimited fall" to find VMap ground if it is available, just larger than MAX_HEIGHT - INVALID_HEIGHT
#define DEFAULT_HEIGHT_SEARCH 10.0f // default search distance to find height at nearby locations
#define DEFAULT_WATER_SEARCH 50.0f // default search distance to case detection water level
#define MIN_UNLOAD_DELAY 1 // immediate unload

class MANGOS_DLL_SPEC Map : public GridRefManager<NGridType>, public MaNGOS::ObjectLevelLockable<Map, ACE_Thread_Mutex>
Expand Down Expand Up @@ -154,14 +155,15 @@ class MANGOS_DLL_SPEC Map : public GridRefManager<NGridType>, public MaNGOS::Obj
// some calls like isInWater should not use vmaps due to processor power
// can return INVALID_HEIGHT if under z+2 z coord not found height
float GetHeight(float x, float y, float z, bool pCheckVMap=true, float maxSearchDist=DEFAULT_HEIGHT_SEARCH) const;
float GetWaterLevel(float x, float y, float z, float* pGround = NULL) const;
float GetWaterOrGroundLevel(float x, float y, float z, float* pGround = NULL, bool swim = false) const;
bool IsInWater(float x, float y, float z, GridMapLiquidData *data = 0) const;
bool IsUnderWater(float x, float y, float z) const;

GridMapLiquidStatus getLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, GridMapLiquidData *data = 0) const;

uint16 GetAreaFlag(float x, float y, float z, bool *isOutdoors=0) const;
uint8 GetTerrainType(float x, float y ) const;
float GetWaterLevel(float x, float y ) const;
bool IsUnderWater(float x, float y, float z) const;

static uint32 GetAreaIdByAreaFlag(uint16 areaflag,uint32 map_id);
static uint32 GetZoneIdByAreaFlag(uint16 areaflag,uint32 map_id);
Expand Down
111 changes: 101 additions & 10 deletions src/game/Object.cpp
Expand Up @@ -1436,6 +1436,70 @@ void WorldObject::UpdateGroundPositionZ(float x, float y, float &z) const
z = new_z+ 0.05f; // just to be sure that we are not a few pixel under the surface
}

void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const
{
switch (GetTypeId())
{
case TYPEID_UNIT:
{
// non fly unit don't must be in air
// non swim unit must be at ground (mostly speedup, because it don't must be in water and water level check less fast
if (!((Creature const*)this)->canFly())
{
bool canSwim = ((Creature const*)this)->canSwim();
float ground_z = z;
float max_z = canSwim
? GetBaseMap()->GetWaterOrGroundLevel(x, y, z, &ground_z, !((Unit const*)this)->HasAuraType(SPELL_AURA_WATER_WALK))
: ((ground_z = GetBaseMap()->GetHeight(x, y, z, true)));
if (max_z > INVALID_HEIGHT)
{
if (z > max_z)
z = max_z;
else if (z < ground_z)
z = ground_z;
}
}
else
{
float ground_z = GetBaseMap()->GetHeight(x, y, z, true);
if (z < ground_z)
z = ground_z;
}
break;
}
case TYPEID_PLAYER:
{
// for server controlled moves playr work same as creature (but it can always swim)
if (!((Player const*)this)->CanFly())
{
float ground_z = z;
float max_z = GetBaseMap()->GetWaterOrGroundLevel(x, y, z, &ground_z, !((Unit const*)this)->HasAuraType(SPELL_AURA_WATER_WALK));
if (max_z > INVALID_HEIGHT)
{
if (z > max_z)
z = max_z;
else if (z < ground_z)
z = ground_z;
}
}
else
{
float ground_z = GetBaseMap()->GetHeight(x, y, z, true);
if (z < ground_z)
z = ground_z;
}
break;
}
default:
{
float ground_z = GetBaseMap()->GetHeight(x, y, z, true);
if(ground_z > INVALID_HEIGHT)
z = ground_z;
break;
}
}
}

bool WorldObject::IsPositionValid() const
{
return MaNGOS::IsValidMapCoord(m_positionX,m_positionY,m_positionZ,m_orientation);
Expand Down Expand Up @@ -1759,7 +1823,10 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
// if detection disabled, return first point
if(!sWorld.getConfig(CONFIG_BOOL_DETECT_POS_COLLISION))
{
UpdateGroundPositionZ(x,y,z); // update to LOS height if available
if (searcher)
searcher->UpdateAllowedPositionZ(x,y,z); // update to LOS height if available
else
UpdateGroundPositionZ(x,y,z);
return;
}

Expand All @@ -1782,7 +1849,10 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
// maybe can just place in primary position
if( selector.CheckOriginal() )
{
UpdateGroundPositionZ(x,y,z); // update to LOS height if available
if (searcher)
searcher->UpdateAllowedPositionZ(x,y,z); // update to LOS height if available
else
UpdateGroundPositionZ(x,y,z);

if(IsWithinLOS(x,y,z))
return;
Expand All @@ -1797,7 +1867,11 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
{
GetNearPoint2D(x,y,distance2d,absAngle+angle);
z = GetPositionZ();
UpdateGroundPositionZ(x,y,z); // update to LOS height if available

if (searcher)
searcher->UpdateAllowedPositionZ(x,y,z); // update to LOS height if available
else
UpdateGroundPositionZ(x,y,z);

if(IsWithinLOS(x,y,z))
return;
Expand All @@ -1811,7 +1885,11 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
{
GetNearPoint2D(x,y,distance2d,absAngle+angle);
z = GetPositionZ();
UpdateGroundPositionZ(x,y,z); // update to LOS height if available

if (searcher)
searcher->UpdateAllowedPositionZ(x,y,z); // update to LOS height if available
else
UpdateGroundPositionZ(x,y,z);

if(IsWithinLOS(x,y,z))
return;
Expand All @@ -1825,7 +1903,10 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
x = first_x;
y = first_y;

UpdateGroundPositionZ(x,y,z); // update to LOS height if available
if (searcher)
searcher->UpdateAllowedPositionZ(x,y,z); // update to LOS height if available
else
UpdateGroundPositionZ(x,y,z);
return;
}

Expand All @@ -1836,7 +1917,11 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
{
GetNearPoint2D(x,y,distance2d,absAngle+angle);
z = GetPositionZ();
UpdateGroundPositionZ(x,y,z); // update to LOS height if available

if (searcher)
searcher->UpdateAllowedPositionZ(x,y,z); // update to LOS height if available
else
UpdateGroundPositionZ(x,y,z);

if(IsWithinLOS(x,y,z))
return;
Expand All @@ -1851,7 +1936,11 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
{
GetNearPoint2D(x,y,distance2d,absAngle+angle);
z = GetPositionZ();
UpdateGroundPositionZ(x,y,z); // update to LOS height if available

if (searcher)
searcher->UpdateAllowedPositionZ(x,y,z); // update to LOS height if available
else
UpdateGroundPositionZ(x,y,z);

if(IsWithinLOS(x,y,z))
return;
Expand All @@ -1861,7 +1950,10 @@ void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y,
x = first_x;
y = first_y;

UpdateGroundPositionZ(x,y,z); // update to LOS height if available
if (searcher)
searcher->UpdateAllowedPositionZ(x,y,z); // update to LOS height if available
else
UpdateGroundPositionZ(x,y,z);
}

void WorldObject::SetPhaseMask(uint32 newPhaseMask, bool update)
Expand Down Expand Up @@ -1963,5 +2055,4 @@ bool WorldObject::IsControlledByPlayer() const
default:
return false;
}
}

}
7 changes: 4 additions & 3 deletions src/game/Object.h
Expand Up @@ -360,10 +360,10 @@ class MANGOS_DLL_SPEC WorldObject : public Object
float GetOrientation( ) const { return m_orientation; }
void GetNearPoint2D( float &x, float &y, float distance, float absAngle) const;
void GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_bounding_radius, float distance2d, float absAngle) const;
void GetClosePoint(float &x, float &y, float &z, float bounding_radius, float distance2d = 0, float angle = 0) const
void GetClosePoint(float &x, float &y, float &z, float bounding_radius, float distance2d = 0, float angle = 0, const WorldObject* obj = NULL ) const
{
// angle calculated from current orientation
GetNearPoint(NULL, x, y, z, bounding_radius, distance2d, GetOrientation() + angle);
GetNearPoint(obj, x, y, z, bounding_radius, distance2d, GetOrientation() + angle);
}
void GetContactPoint( const WorldObject* obj, float &x, float &y, float &z, float distance2d = CONTACT_DISTANCE) const
{
Expand All @@ -375,6 +375,7 @@ class MANGOS_DLL_SPEC WorldObject : public Object

bool IsPositionValid() const;
void UpdateGroundPositionZ(float x, float y, float &z) const;
void UpdateAllowedPositionZ(float x, float y, float &z) const;

void GetRandomPoint( float x, float y, float z, float distance, float &rand_x, float &rand_y, float &rand_z ) const;

Expand Down Expand Up @@ -517,4 +518,4 @@ class MANGOS_DLL_SPEC WorldObject : public Object
ViewPoint m_viewPoint;
};

#endif
#endif
2 changes: 1 addition & 1 deletion src/game/Pet.cpp
Expand Up @@ -164,7 +164,7 @@ bool Pet::LoadPetFromDB( Player* owner, uint32 petentry, uint32 petnumber, bool
}

float px, py, pz;
owner->GetClosePoint(px, py, pz, GetObjectBoundingRadius(), PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
owner->GetClosePoint(px, py, pz, GetObjectBoundingRadius(), PET_FOLLOW_DIST, PET_FOLLOW_ANGLE, this);

Relocate(px, py, pz, owner->GetOrientation());

Expand Down
5 changes: 2 additions & 3 deletions src/game/Player.cpp
Expand Up @@ -2330,8 +2330,7 @@ GameObject* Player::GetGameObjectIfCanInteractWith(ObjectGuid guid, uint32 gameo

bool Player::IsUnderWater() const
{
return IsInWater() &&
GetPositionZ() < (GetBaseMap()->GetWaterLevel(GetPositionX(),GetPositionY())-2);
return GetBaseMap()->IsUnderWater(GetPositionX(), GetPositionY(), GetPositionZ()+2);
}

void Player::SetInWater(bool apply)
Expand Down Expand Up @@ -21323,7 +21322,7 @@ void Player::HandleFall(MovementInfo const& movementInfo)
uint32 damage = (uint32)(damageperc * GetMaxHealth()*sWorld.getConfig(CONFIG_FLOAT_RATE_DAMAGE_FALL));

float height = movementInfo.GetPos()->z;
UpdateGroundPositionZ(movementInfo.GetPos()->x, movementInfo.GetPos()->y, height);
UpdateAllowedPositionZ(movementInfo.GetPos()->x, movementInfo.GetPos()->y, height);

if (damage > 0)
{
Expand Down
5 changes: 2 additions & 3 deletions src/game/RandomMovementGenerator.cpp
Expand Up @@ -58,11 +58,10 @@ RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
// Limit height change
const float distanceZ = rand_norm_f() * sqrtf(dist)/2.0f;
nz = Z + distanceZ;
float tz = map->GetHeight(nx, ny, nz-2.0f, false); // Map check only, vmap needed here but need to alter vmaps checks for height.
float wz = map->GetWaterLevel(nx, ny);
float tz = map->GetWaterOrGroundLevel(nx, ny, nz-2.0f);

// Problem here, we must fly above the ground and water, not under. Let's try on next tick
if (tz >= nz || wz >= nz)
if (tz >= nz)
return;
}
//else if (is_water_ok) // 3D system under water and above ground (swimming mode)
Expand Down
2 changes: 1 addition & 1 deletion src/game/SpellEffects.cpp
Expand Up @@ -7198,7 +7198,7 @@ void Spell::EffectLeapForward(SpellEffectIndex eff_idx)
fx = fx2;
fy = fy2;
fz = fz2;
unitTarget->UpdateGroundPositionZ(fx, fy, fz);
unitTarget->UpdateAllowedPositionZ(fx, fy, fz);
}

unitTarget->NearTeleportTo(fx, fy, fz, unitTarget->GetOrientation(), unitTarget == m_caster);
Expand Down
7 changes: 1 addition & 6 deletions src/game/TargetedMovementGenerator.cpp
Expand Up @@ -55,7 +55,7 @@ void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T &owner)
else
{
// to at i_offset distance from target and i_angle from target facing
i_target->GetClosePoint(x, y, z, owner.GetObjectBoundingRadius(), i_offset, i_angle);
i_target->GetClosePoint(x, y, z, owner.GetObjectBoundingRadius(), i_offset, i_angle, &owner);
}

/*
Expand All @@ -75,11 +75,6 @@ void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T &owner)
return;
*/

// Just a temp hack, GetContactPoint/GetClosePoint in above code use UpdateGroundPositionZ (in GetNearPoint)
// and then has the wrong z to use when creature try follow unit in the air.
if (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->canFly())
z = i_target->GetPositionZ();

Traveller<T> traveller(owner);
i_destinationHolder.SetDestination(traveller, x, y, z);

Expand Down

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