Core/Objects: cache current liquid status of objects when updating position data and use it to replace unnecessary vmap lookups (#24399)

* dropped unneeded IsUnderwater override for players since the default position data update considers collision height already so we don't have to rely on that tempfix anymore. This actually fixes breathing bars showing up depending on your characters size (gnomes get their breathing bar earlier, taurens later etc)

(cherry picked from commit bea850fb73c6c3b3cc4e51bd3a42d178947882a5)
This commit is contained in:
Ovah
2022-01-01 12:42:17 +01:00
committed by Shauren
parent fa1eb9f36f
commit d18d2b84f2
6 changed files with 36 additions and 64 deletions
+3 -2
View File
@@ -796,8 +796,8 @@ void MovementInfo::OutDebug()
WorldObject::WorldObject(bool isWorldObject) : Object(), WorldLocation(), LastUsedScriptID(0),
m_movementInfo(), m_name(), m_isActive(false), m_isFarVisible(false), m_isWorldObject(isWorldObject), m_zoneScript(nullptr),
m_transport(nullptr), m_zoneId(0), m_areaId(0), m_staticFloorZ(VMAP_INVALID_HEIGHT), m_outdoors(false), m_currMap(nullptr), m_InstanceId(0),
_dbPhase(0), m_notifyflags(0)
m_transport(nullptr), m_zoneId(0), m_areaId(0), m_staticFloorZ(VMAP_INVALID_HEIGHT), m_outdoors(false), m_liquidStatus(LIQUID_MAP_NO_WATER),
m_currMap(nullptr), m_InstanceId(0), _dbPhase(0), m_notifyflags(0)
{
m_serverSideVisibility.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_ALIVE | GHOST_VISIBILITY_GHOST);
m_serverSideVisibilityDetect.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_ALIVE);
@@ -896,6 +896,7 @@ void WorldObject::ProcessPositionDataChanged(PositionFullTerrainStatus const& da
m_zoneId = area->ParentAreaID;
m_outdoors = data.outdoors;
m_staticFloorZ = data.floorZ;
m_liquidStatus = data.liquidStatus;
}
void WorldObject::AddToWorld()
+3
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@@ -63,6 +63,7 @@ class ZoneScript;
struct FactionTemplateEntry;
struct PositionFullTerrainStatus;
struct QuaternionData;
enum ZLiquidStatus : uint32;
namespace WorldPackets
{
@@ -486,6 +487,7 @@ class TC_GAME_API WorldObject : public Object, public WorldLocation
uint32 GetAreaId() const { return m_areaId; }
void GetZoneAndAreaId(uint32& zoneid, uint32& areaid) const { zoneid = m_zoneId, areaid = m_areaId; }
bool IsOutdoors() const { return m_outdoors; }
ZLiquidStatus GetLiquidStatus() const { return m_liquidStatus; }
bool IsInWorldPvpZone() const;
InstanceScript* GetInstanceScript() const;
@@ -733,6 +735,7 @@ class TC_GAME_API WorldObject : public Object, public WorldLocation
uint32 m_areaId;
float m_staticFloorZ;
bool m_outdoors;
ZLiquidStatus m_liquidStatus;
//these functions are used mostly for Relocate() and Corpse/Player specific stuff...
//use them ONLY in LoadFromDB()/Create() funcs and nowhere else!
+10 -33
View File
@@ -217,7 +217,6 @@ Player::Player(WorldSession* session) : Unit(true), m_sceneMgr(this)
m_MirrorTimerFlags = UNDERWATER_NONE;
m_MirrorTimerFlagsLast = UNDERWATER_NONE;
m_isInWater = false;
m_hostileReferenceCheckTimer = 0;
m_drunkTimer = 0;
m_deathTimer = 0;
@@ -2084,28 +2083,6 @@ GameObject* Player::GetGameObjectIfCanInteractWith(ObjectGuid const& guid, Gameo
return go;
}
bool Player::IsUnderWater() const
{
return IsInWater() &&
GetPositionZ() < (GetMap()->GetWaterLevel(GetPhaseShift(), GetPositionX(), GetPositionY()) - 2);
}
void Player::SetInWater(bool inWater)
{
if (m_isInWater == inWater)
return;
//define player in water by opcodes
//move player's guid into HateOfflineList of those mobs
//which can't swim and move guid back into ThreatList when
//on surface.
/// @todo exist also swimming mobs, and function must be symmetric to enter/leave water
m_isInWater = inWater;
// Call base
Unit::SetInWater(inWater);
}
bool Player::IsInAreaTriggerRadius(AreaTriggerEntry const* trigger) const
{
if (!trigger)
@@ -26108,42 +26085,42 @@ int32 Player::NextGroupUpdateSequenceNumber(GroupCategory category)
return m_groupUpdateSequences[category].UpdateSequenceNumber++;
}
void Player::ProcessTerrainStatusUpdate(ZLiquidStatus status, Optional<LiquidData> const& liquidData)
void Player::ProcessTerrainStatusUpdate(ZLiquidStatus oldLiquidStatus, Optional<LiquidData> const& newLiquidData)
{
// process liquid auras using generic unit code
Unit::ProcessTerrainStatusUpdate(status, liquidData);
Unit::ProcessTerrainStatusUpdate(oldLiquidStatus, newLiquidData);
// player specific logic for mirror timers
if (status && liquidData)
if (GetLiquidStatus() && newLiquidData)
{
// Breath bar state (under water in any liquid type)
if (liquidData->type_flags.HasFlag(map_liquidHeaderTypeFlags::AllLiquids))
if (newLiquidData->type_flags.HasFlag(map_liquidHeaderTypeFlags::AllLiquids))
{
if (status & LIQUID_MAP_UNDER_WATER)
if (GetLiquidStatus() & LIQUID_MAP_UNDER_WATER)
m_MirrorTimerFlags |= UNDERWATER_INWATER;
else
m_MirrorTimerFlags &= ~UNDERWATER_INWATER;
}
// Fatigue bar state (if not on flight path or transport)
if (liquidData->type_flags.HasFlag(map_liquidHeaderTypeFlags::DarkWater) && !IsInFlight() && !GetTransport())
if (newLiquidData->type_flags.HasFlag(map_liquidHeaderTypeFlags::DarkWater) && !IsInFlight() && !GetTransport())
m_MirrorTimerFlags |= UNDERWATER_INDARKWATER;
else
m_MirrorTimerFlags &= ~UNDERWATER_INDARKWATER;
// Lava state (any contact)
if (liquidData->type_flags.HasFlag(map_liquidHeaderTypeFlags::Magma))
if (newLiquidData->type_flags.HasFlag(map_liquidHeaderTypeFlags::Magma))
{
if (status & MAP_LIQUID_STATUS_IN_CONTACT)
if (GetLiquidStatus() & MAP_LIQUID_STATUS_IN_CONTACT)
m_MirrorTimerFlags |= UNDERWATER_INLAVA;
else
m_MirrorTimerFlags &= ~UNDERWATER_INLAVA;
}
// Slime state (any contact)
if (liquidData->type_flags.HasFlag(map_liquidHeaderTypeFlags::Slime))
if (newLiquidData->type_flags.HasFlag(map_liquidHeaderTypeFlags::Slime))
{
if (status & MAP_LIQUID_STATUS_IN_CONTACT)
if (GetLiquidStatus() & MAP_LIQUID_STATUS_IN_CONTACT)
m_MirrorTimerFlags |= UNDERWATER_INSLIME;
else
m_MirrorTimerFlags &= ~UNDERWATER_INSLIME;
+1 -6
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@@ -1124,10 +1124,6 @@ class TC_GAME_API Player : public Unit, public GridObject<Player>
bool IsImmunedToSpellEffect(SpellInfo const* spellInfo, SpellEffectInfo const& spellEffectInfo, WorldObject const* caster) const override;
void SetInWater(bool inWater) override;
bool IsInWater() const override { return m_isInWater; }
bool IsUnderWater() const override;
bool IsInAreaTriggerRadius(AreaTriggerEntry const* trigger) const;
void SendInitialPacketsBeforeAddToMap();
@@ -2077,7 +2073,7 @@ class TC_GAME_API Player : public Unit, public GridObject<Player>
bool UpdatePosition(float x, float y, float z, float orientation, bool teleport = false) override;
bool UpdatePosition(Position const& pos, bool teleport = false) override { return UpdatePosition(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation(), teleport); }
void ProcessTerrainStatusUpdate(ZLiquidStatus status, Optional<LiquidData> const& liquidData) override;
void ProcessTerrainStatusUpdate(ZLiquidStatus oldLiquidStatus, Optional<LiquidData> const& newLiquidData) override;
void AtEnterCombat() override;
void AtExitCombat() override;
@@ -3058,7 +3054,6 @@ class TC_GAME_API Player : public Unit, public GridObject<Player>
int32 m_MirrorTimer[MAX_TIMERS];
uint8 m_MirrorTimerFlags;
uint8 m_MirrorTimerFlagsLast;
bool m_isInWater;
// Current teleport data
WorldLocation m_teleport_dest;
+16 -19
View File
@@ -2999,40 +2999,36 @@ bool Unit::isInAccessiblePlaceFor(Creature const* c) const
bool Unit::IsInWater() const
{
return GetMap()->IsInWater(GetPhaseShift(), GetPositionX(), GetPositionY(), GetPositionZ());
return GetLiquidStatus() & (LIQUID_MAP_IN_WATER | LIQUID_MAP_UNDER_WATER);
}
bool Unit::IsUnderWater() const
{
return GetMap()->IsUnderWater(GetPhaseShift(), GetPositionX(), GetPositionY(), GetPositionZ());
return GetLiquidStatus() & LIQUID_MAP_UNDER_WATER;
}
void Unit::ProcessPositionDataChanged(PositionFullTerrainStatus const& data)
{
ZLiquidStatus oldLiquidStatus = GetLiquidStatus();
WorldObject::ProcessPositionDataChanged(data);
ProcessTerrainStatusUpdate(data.liquidStatus, data.liquidInfo);
ProcessTerrainStatusUpdate(oldLiquidStatus, data.liquidInfo);
}
void Unit::SetInWater(bool inWater)
{
// remove appropriate auras if we are swimming/not swimming respectively
if (inWater)
RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::UnderWater);
else
RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::AboveWater);
}
void Unit::ProcessTerrainStatusUpdate(ZLiquidStatus status, Optional<LiquidData> const& liquidData)
void Unit::ProcessTerrainStatusUpdate(ZLiquidStatus oldLiquidStatus, Optional<LiquidData> const& newLiquidData)
{
if (!IsControlledByPlayer())
return;
SetInWater(status & MAP_LIQUID_STATUS_SWIMMING);
// remove appropriate auras if we are swimming/not swimming respectively
if (IsInWater())
RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::UnderWater);
else
RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::AboveWater);
// liquid aura handling
LiquidTypeEntry const* curLiquid = nullptr;
if ((status & MAP_LIQUID_STATUS_SWIMMING) && liquidData)
curLiquid = sLiquidTypeStore.LookupEntry(liquidData->entry);
if (IsInWater() && newLiquidData)
curLiquid = sLiquidTypeStore.LookupEntry(newLiquidData->entry);
if (curLiquid != _lastLiquid)
{
if (_lastLiquid && _lastLiquid->SpellID)
@@ -3044,10 +3040,11 @@ void Unit::ProcessTerrainStatusUpdate(ZLiquidStatus status, Optional<LiquidData>
if (curLiquid && curLiquid->SpellID && (!player || !player->IsGameMaster()))
CastSpell(this, curLiquid->SpellID, true);
// mount capability depends on liquid state change
UpdateMountCapability();
}
// mount capability depends on liquid state change
if (oldLiquidStatus != GetLiquidStatus())
UpdateMountCapability();
}
void Unit::DeMorph()
+3 -4
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@@ -1156,8 +1156,8 @@ class TC_GAME_API Unit : public WorldObject
bool isTargetableForAttack(bool checkFakeDeath = true) const;
virtual bool IsInWater() const;
virtual bool IsUnderWater() const;
bool IsInWater() const;
bool IsUnderWater() const;
bool isInAccessiblePlaceFor(Creature const* c) const;
void SendHealSpellLog(HealInfo& healInfo, bool critical = false);
@@ -1945,8 +1945,7 @@ class TC_GAME_API Unit : public WorldObject
void DisableSpline();
void ProcessPositionDataChanged(PositionFullTerrainStatus const& data) override;
virtual void ProcessTerrainStatusUpdate(ZLiquidStatus status, Optional<LiquidData> const& liquidData);
virtual void SetInWater(bool inWater);
virtual void ProcessTerrainStatusUpdate(ZLiquidStatus oldLiquidStatus, Optional<LiquidData> const& newLiquidData);
// notifiers
virtual void AtEnterCombat();