Beispiel #1
0
float TerrainInfo::GetHeight(float x, float y, float z, bool pUseVmaps, float maxSearchDist) const
{
    // find raw .map surface under Z coordinates
    float mapHeight;
    float z2 = z + 2.f;
    if (GridMap *gmap = const_cast<TerrainInfo*>(this)->GetGrid(x, y))
    {
        float _mapheight = gmap->getHeight(x,y);

        // look from a bit higher pos to find the floor, ignore under surface case
        if (z2 > _mapheight)
            mapHeight = _mapheight;
        else
            mapHeight = VMAP_INVALID_HEIGHT_VALUE;
    }
    else
        mapHeight = VMAP_INVALID_HEIGHT_VALUE;

    float vmapHeight;
    if (pUseVmaps)
    {
        VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager();
        if (vmgr->isHeightCalcEnabled())
        {
            // if mapHeight has been found search vmap height at least until mapHeight point
            // this prevent case when original Z "too high above ground and vmap height search fail"
            // this will not affect most normal cases (no map in instance, or stay at ground at continent)
            if (mapHeight > INVALID_HEIGHT && z2 - mapHeight > maxSearchDist)
                maxSearchDist = z2 - mapHeight + 1.0f;      // 1.0 make sure that we not fail for case when map height near but above for vamp height

            // look from a bit higher pos to find the floor
            vmapHeight = vmgr->getHeight(GetMapId(), x, y, z2, maxSearchDist);
        }
        else
            vmapHeight = VMAP_INVALID_HEIGHT_VALUE;
    }
    else
        vmapHeight = VMAP_INVALID_HEIGHT_VALUE;

    // mapHeight set for any above raw ground Z or <= INVALID_HEIGHT
    // vmapheight set for any under Z value or <= INVALID_HEIGHT

    if (vmapHeight > INVALID_HEIGHT)
    {
        if (mapHeight > INVALID_HEIGHT)
        {
            // we have mapheight and vmapheight and must select more appropriate

            // we are already under the surface or vmap height above map heigt
            // or if the distance of the vmap height is less the land height distance
            if (z < mapHeight || vmapHeight > mapHeight || fabs(mapHeight-z) > fabs(vmapHeight-z))
                return vmapHeight;
            else
                return mapHeight;                           // better use .map surface height

        }
        else
            return vmapHeight;                              // we have only vmapHeight (if have)
    }

    return mapHeight;
}
void
ConfusedMovementGenerator<T>::Initialize(T &unit)
{
    const float wander_distance = 11;
    float x,y,z;
    x = unit.GetPositionX();
    y = unit.GetPositionY();
    z = unit.GetPositionZ();

    Map const* map = unit.GetBaseMap();

    i_nextMove = 1;

    bool is_water_ok, is_land_ok;
    _InitSpecific(unit, is_water_ok, is_land_ok);

    VMAP::IVMapManager *vMaps = VMAP::VMapFactory::createOrGetVMapManager();

    for (uint8 idx = 0; idx <= MAX_CONF_WAYPOINTS; ++idx)
    {
        float wanderX = x + wander_distance*rand_norm() - wander_distance/2;
        float wanderY = y + wander_distance*rand_norm() - wander_distance/2;
        BlizzLike::NormalizeMapCoord(wanderX);
        BlizzLike::NormalizeMapCoord(wanderY);

        float new_z = map->GetHeight(wanderX, wanderY, z, true);
        if (new_z > INVALID_HEIGHT && unit.IsWithinLOS(wanderX, wanderY, new_z))
        {
            // Don't move in water if we're not already in
            // Don't move on land if we're not already on it either
            bool is_water_now = map->IsInWater(x, y, z);
            bool is_water_next = map->IsInWater(wanderX, wanderY, new_z);
            if ((is_water_now && !is_water_next && !is_land_ok) || (!is_water_now && is_water_next && !is_water_ok))
            {
                i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x; // Back to previous location
                i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
                i_waypoints[idx][2] = idx > 0 ? i_waypoints[idx-1][2] : z;
                continue;
            }

            i_waypoints[idx][0] = wanderX;
            i_waypoints[idx][1] = wanderY;
            i_waypoints[idx][2] = new_z;

            // prevent falling down over an edge and check vmap if possible
            if (z > i_waypoints[idx][2] + 3.0f || 
                (vMaps && !vMaps->isInLineOfSight(map->GetId(), x, y, z + 2.0f, i_waypoints[idx][0], i_waypoints[idx][1], i_waypoints[idx][2])))
            {
                i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x;
                i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
                i_waypoints[idx][2] = idx > 0 ? i_waypoints[idx-1][2] : z;
            }
        }
        else    // Back to previous location
        {
            i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x;
            i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
            i_waypoints[idx][2] = idx > 0 ? i_waypoints[idx-1][2] : z;
            continue;
        }
    }

    unit.SetUInt64Value(UNIT_FIELD_TARGET, 0);
    unit.SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED);
    unit.CastStop();
    unit.StopMoving();
    unit.RemoveUnitMovementFlag(MOVEFLAG_WALK_MODE);
    unit.addUnitState(UNIT_STAT_CONFUSED);
}
Beispiel #3
0
GridMapLiquidStatus TerrainInfo::getLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, GridMapLiquidData* data) const
{
    GridMapLiquidStatus result = LIQUID_MAP_NO_WATER;
    VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager();

    float liquid_level = INVALID_HEIGHT_VALUE;
    float ground_level = INVALID_HEIGHT_VALUE;
    uint32 liquid_type = 0;
    ground_level = GetHeightStatic(x,y,z,true,DEFAULT_WATER_SEARCH);

    if (vmgr->GetLiquidLevel(GetMapId(), x, y, z, ReqLiquidType, liquid_level, ground_level, liquid_type))
    {
        // DEBUG_LOG("getLiquidStatus(): vmap liquid level: %f ground: %f type: %u", liquid_level, ground_level, liquid_type);
        // Check water level and ground level
        if (liquid_level > ground_level && z > ground_level - 2)
        {
            // All ok in water -> store data
            if (data)
            {
                // hardcoded in client like this
                if (GetMapId() == 530 && liquid_type == 2)
                    liquid_type = 15;

                uint32 liquidFlagType = 0;
                if (LiquidTypeEntry const* liq = sLiquidTypeStore.LookupEntry(liquid_type))
                    liquidFlagType = liq->Type;

                if (liquid_type && liquid_type < 21)
                {
                    if (AreaTableEntry const* area = GetAreaEntryByAreaFlagAndMap(GetAreaFlag(x, y, z), GetMapId()))
                    {
                        uint32 overrideLiquid = area->LiquidTypeOverride[liquidFlagType];
                        if (!overrideLiquid && area->zone)
                        {
                            area = GetAreaEntryByAreaID(area->zone);
                            if (area)
                                overrideLiquid = area->LiquidTypeOverride[liquidFlagType];
                        }

                        if (LiquidTypeEntry const* liq = sLiquidTypeStore.LookupEntry(overrideLiquid))
                        {
                            liquid_type = overrideLiquid;
                            liquidFlagType = liq->Type;
                        }
                    }
                }

                data->level = liquid_level;
                data->depth_level = ground_level;

                data->entry = liquid_type;
                data->type_flags = 1 << liquidFlagType;
            }

            // For speed check as int values
            int delta = int((liquid_level - z) * 10);

            // Get position delta
            if (delta > 20)                   // Under water
                return LIQUID_MAP_UNDER_WATER;
            if (delta > 0)                    // In water
                return LIQUID_MAP_IN_WATER;
            if (delta > -1)                   // Walk on water
                return LIQUID_MAP_WATER_WALK;
            result = LIQUID_MAP_ABOVE_WATER;
        }
    }
    else if (GridMap* gmap = const_cast<TerrainInfo*>(this)->GetGrid(x, y))
    {
        GridMapLiquidData map_data;
        GridMapLiquidStatus map_result = gmap->getLiquidStatus(x, y, z, ReqLiquidType, &map_data);
        // Not override LIQUID_MAP_ABOVE_WATER with LIQUID_MAP_NO_WATER:
        if (map_result != LIQUID_MAP_NO_WATER && (map_data.level > ground_level))
        {
            if (data)
            {
                // hardcoded in client like this
                if (GetMapId() == 530 && map_data.entry == 2)
                    map_data.entry = 15;
                *data = map_data;
            }
            return map_result;
        }
    }
    return result;
}
Beispiel #4
0
bool TerrainHolder::InLineOfSight(float x, float y, float z, float x2, float y2, float z2)
{
    VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager();

    return vmgr->isInLineOfSight(m_mapid, x, y, z, x2, y2, z2);
}