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[10272] Add option for search distance to getHeight() functions and m…
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…ake Creature::FallGround() use VMaps properly.

This finally prevents flying creatures from falling to infinity (basically instantly diappearing) in several instances,
aswell as prevent creatures from falling inside larger solid object around the world.

Default height search is untouched, needs more research on how creature AI etc. will be affected.
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Lynx3d committed Jul 26, 2010
1 parent bf780c6 commit f2141dc
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Showing 10 changed files with 18 additions and 26 deletions.
10 changes: 5 additions & 5 deletions src/game/Creature.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1375,8 +1375,8 @@ bool Creature::FallGround()
if (getDeathState() == DEAD_FALLING)
return false;

// Let's do with no vmap because no way to get far distance with vmap high call
float tz = GetMap()->GetHeight(GetPositionX(), GetPositionY(), GetPositionZ(), false);
// use larger distance for vmap height search than in most other cases
float tz = GetMap()->GetHeight(GetPositionX(), GetPositionY(), GetPositionZ(), true, MAX_FALL_DISTANCE);

// Abort too if the ground is very near
if (fabs(GetPositionZ() - tz) < 0.1f)
Expand Down Expand Up @@ -1815,7 +1815,7 @@ bool Creature::LoadCreaturesAddon(bool reload)
}

SpellAuraHolder *holder = GetSpellAuraHolder(cAura->spell_id, GetGUID());

bool addedToExisting = true;
if (!holder)
{
Expand All @@ -1834,7 +1834,7 @@ bool Creature::LoadCreaturesAddon(bool reload)
}
else
AddSpellAuraHolder(holder);

DEBUG_FILTER_LOG(LOG_FILTER_SPELL_CAST, "Spell: %u - Aura %u added to creature (GUIDLow: %u Entry: %u )", cAura->spell_id, AdditionalSpellInfo->EffectApplyAuraName[EFFECT_INDEX_0],GetGUIDLow(),GetEntry());
}
}
Expand Down Expand Up @@ -2213,4 +2213,4 @@ void Creature::RelocationNotify()
MaNGOS::CreatureRelocationNotifier relocationNotifier(*this);
float radius = MAX_CREATURE_ATTACK_RADIUS * sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_AGGRO);
Cell::VisitAllObjects(this, relocationNotifier, radius);
}
}
4 changes: 2 additions & 2 deletions src/game/Map.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1012,7 +1012,7 @@ inline GridMap *Map::GetGrid(float x, float y)
return GridMaps[gx][gy];
}

float Map::GetHeight(float x, float y, float z, bool pUseVmaps) const
float Map::GetHeight(float x, float y, float z, bool pUseVmaps, float maxSearchDist) const
{
// find raw .map surface under Z coordinates
float mapHeight;
Expand All @@ -1036,7 +1036,7 @@ float Map::GetHeight(float x, float y, float z, bool pUseVmaps) const
if(vmgr->isHeightCalcEnabled())
{
// look from a bit higher pos to find the floor
vmapHeight = vmgr->getHeight(GetId(), x, y, z + 2.0f);
vmapHeight = vmgr->getHeight(GetId(), x, y, z + 2.0f, maxSearchDist);
}
else
vmapHeight = VMAP_INVALID_HEIGHT_VALUE;
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4 changes: 3 additions & 1 deletion src/game/Map.h
Original file line number Diff line number Diff line change
Expand Up @@ -79,6 +79,8 @@ enum LevelRequirementVsMode

#define MAX_HEIGHT 100000.0f // can be use for find ground height at surface
#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 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 @@ -150,7 +152,7 @@ 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) const;
float GetHeight(float x, float y, float z, bool pCheckVMap=true, float maxSearchDist=DEFAULT_HEIGHT_SEARCH) const;
bool IsInWater(float x, float y, float z, GridMapLiquidData *data = 0) const;

GridMapLiquidStatus getLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, GridMapLiquidData *data = 0) const;
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2 changes: 1 addition & 1 deletion src/shared/revision_nr.h
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__
#define __REVISION_NR_H__
#define REVISION_NR "10271"
#define REVISION_NR "10272"
#endif // __REVISION_NR_H__
2 changes: 1 addition & 1 deletion src/shared/vmap/IVMapManager.h
Original file line number Diff line number Diff line change
Expand Up @@ -61,7 +61,7 @@ namespace VMAP
virtual void unloadMap(unsigned int pMapId) = 0;

virtual bool isInLineOfSight(unsigned int pMapId, float x1, float y1, float z1, float x2, float y2, float z2) = 0;
virtual float getHeight(unsigned int pMapId, float x, float y, float z) = 0;
virtual float getHeight(unsigned int pMapId, float x, float y, float z, float maxSearchDist) = 0;
/**
test if we hit an object. return true if we hit one. rx,ry,rz will hold the hit position or the dest position, if no intersection was found
return a position, that is pReduceDist closer to the origin
Expand Down
4 changes: 2 additions & 2 deletions src/shared/vmap/MapTree.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -217,12 +217,12 @@ namespace VMAP

//=========================================================

float StaticMapTree::getHeight(const Vector3& pPos) const
float StaticMapTree::getHeight(const Vector3& pPos, float maxSearchDist) const
{
float height = G3D::inf();
Vector3 dir = Vector3(0,0,-1);
G3D::Ray ray(pPos, dir); // direction with length of 1
float maxDist = VMapDefinitions::getMaxCanFallDistance();
float maxDist = maxSearchDist;
if (getIntersectionTime(ray, maxDist, false))
{
height = pPos.z - maxDist;
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2 changes: 1 addition & 1 deletion src/shared/vmap/MapTree.h
Original file line number Diff line number Diff line change
Expand Up @@ -70,7 +70,7 @@ namespace VMAP

bool isInLineOfSight(const G3D::Vector3& pos1, const G3D::Vector3& pos2) const;
bool getObjectHitPos(const G3D::Vector3& pos1, const G3D::Vector3& pos2, G3D::Vector3& pResultHitPos, float pModifyDist) const;
float getHeight(const G3D::Vector3& pPos) const;
float getHeight(const G3D::Vector3& pPos, float maxSearchDist) const;
bool getAreaInfo(G3D::Vector3 &pos, uint32 &flags, int32 &adtId, int32 &rootId, int32 &groupId) const;
bool GetLocationInfo(const Vector3 &pos, LocationInfo &info) const;

Expand Down
10 changes: 0 additions & 10 deletions src/shared/vmap/VMapDefinitions.h
Original file line number Diff line number Diff line change
Expand Up @@ -24,18 +24,8 @@

namespace VMAP
{
//=====================================
#define MAX_CAN_FALL_DISTANCE 10.0f
const char VMAP_MAGIC[] = "VMAP_3.0";

class VMapDefinitions
{
public:
static float getMaxCanFallDistance() { return MAX_CAN_FALL_DISTANCE; }
};

//======================================

// defined in TileAssembler.cpp currently...
bool readChunk(FILE *rf, char *dest, const char *compare, uint32 len);
}
Expand Down
4 changes: 2 additions & 2 deletions src/shared/vmap/VMapManager2.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -234,7 +234,7 @@ namespace VMAP
get height or INVALID_HEIGHT if no height available
*/

float VMapManager2::getHeight(unsigned int pMapId, float x, float y, float z)
float VMapManager2::getHeight(unsigned int pMapId, float x, float y, float z, float maxSearchDist)
{
float height = VMAP_INVALID_HEIGHT_VALUE; //no height
if (isHeightCalcEnabled())
Expand All @@ -243,7 +243,7 @@ namespace VMAP
if (instanceTree != iInstanceMapTrees.end())
{
Vector3 pos = convertPositionToInternalRep(x,y,z);
height = instanceTree->second->getHeight(pos);
height = instanceTree->second->getHeight(pos, maxSearchDist);
if (!(height < G3D::inf()))
{
height = VMAP_INVALID_HEIGHT_VALUE; //no height
Expand Down
2 changes: 1 addition & 1 deletion src/shared/vmap/VMapManager2.h
Original file line number Diff line number Diff line change
Expand Up @@ -92,7 +92,7 @@ namespace VMAP
fill the hit pos and return true, if an object was hit
*/
bool getObjectHitPos(unsigned int pMapId, float x1, float y1, float z1, float x2, float y2, float z2, float& rx, float &ry, float& rz, float pModifyDist);
float getHeight(unsigned int pMapId, float x, float y, float z);
float getHeight(unsigned int pMapId, float x, float y, float z, float maxSearchDist);

bool processCommand(char *pCommand) { return false; } // for debug and extensions

Expand Down

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