Add option for search distance to getHeight() functions and make Creature::FallGround() use VMaps properly. (Fix by Lynx3d)

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.

--HG--
branch : trunk
This commit is contained in:
click
2010-07-27 17:29:33 +02:00
parent dbd76ef9ed
commit e5b7f6ad01
9 changed files with 14 additions and 21 deletions
@@ -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
@@ -235,7 +235,7 @@ 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())
@@ -244,7 +244,7 @@ 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
@@ -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
+2 -2
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@@ -224,12 +224,12 @@ 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;
+1 -1
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@@ -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;
-10
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@@ -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);
}
@@ -1540,7 +1540,8 @@ bool Creature::FallGround()
float x, y, z;
GetPosition(x, y, z);
float ground_Z = GetMap()->GetHeight(x, y, z);
// use larger distance for vmap height search than in most other cases
float ground_Z = GetMap()->GetHeight(x, y, z, true, MAX_FALL_DISTANCE);
if (fabs(ground_Z - z) < 0.1f)
return false;
+2 -2
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@@ -1680,7 +1680,7 @@ 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;
@@ -1704,7 +1704,7 @@ 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;
+3 -1
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@@ -234,6 +234,8 @@ typedef UNORDERED_MAP<Creature*, CreatureMover> CreatureMoveList;
#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
typedef std::map<uint32/*leaderDBGUID*/, CreatureGroup*> CreatureGroupHolderType;
@@ -313,7 +315,7 @@ class Map : public GridRefManager<NGridType>
// 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;
ZLiquidStatus getLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, LiquidData *data = 0) const;