fixed the bug that GetVmapHeight returns incorrect height on terrains(flying units fall below map etc)
also unlocked max ray lenght for getHeight, by default it's 10 yards --HG-- branch : trunk
This commit is contained in:
@@ -1477,7 +1477,7 @@ bool Creature::FallGround()
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float x, y, z;
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GetPosition(x, y, z);
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float ground_Z = GetMap()->GetVmapHeight(x, y, z, true);
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float ground_Z = GetMap()->GetVmapHeight(x, y, z);
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if (fabs(ground_Z - z) < 0.1f)
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return false;
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+14
-15
@@ -1994,24 +1994,23 @@ float Map::GetHeight(float x, float y, float z, bool pUseVmaps) const
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}
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}
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float Map::GetVmapHeight(float x, float y, float z, bool useMaps) const
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float Map::GetVmapHeight(float x, float y, float z) const
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{
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float mapHeight;
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float vmapHeight;
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if (useMaps)
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{
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mapHeight = GetHeight(x, y, z, false);
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if (fabs(mapHeight - z) < 0.1)
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return mapHeight;
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}
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else
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mapHeight = INVALID_HEIGHT;
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mapHeight = GetHeight(x, y, z, false);
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if (fabs(mapHeight - z) < 0.1)
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return mapHeight;
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VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager();
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if (vmgr->isLineOfSightCalcEnabled())
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bool result = vmgr->getObjectHitPos(GetId(), x, y, z + 2.0f, x, y, mapHeight, x, y, vmapHeight, 0);
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else
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return INVALID_HEIGHT;
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return vmapHeight;
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if (!vmgr->isLineOfSightCalcEnabled())
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return mapHeight;
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float vmapHeight = vmgr->getHeight(GetId(), x, y, z + 2.0f, z + 2.0f - mapHeight);
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if (vmapHeight > VMAP_INVALID_HEIGHT_VALUE)
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return vmapHeight;
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return mapHeight;
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}
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uint16 Map::GetAreaFlag(float x, float y, float z) const
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+1
-1
@@ -333,7 +333,7 @@ class TRINITY_DLL_SPEC Map : public GridRefManager<NGridType>, public Trinity::O
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// some calls like isInWater should not use vmaps due to processor power
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// can return INVALID_HEIGHT if under z+2 z coord not found height
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float GetHeight(float x, float y, float z, bool pCheckVMap=true) const;
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float GetVmapHeight(float x, float y, float z, bool useMaps) const;
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float GetVmapHeight(float x, float y, float z) const;
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bool IsInWater(float x, float y, float z, float min_depth = 2.0f) const;
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ZLiquidStatus getLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, LiquidData *data = 0) const;
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+1
-1
@@ -4476,7 +4476,7 @@ bool Player::FallGround(uint8 FallMode)
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float x, y, z;
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GetPosition(x, y, z);
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float ground_Z = GetMap()->GetVmapHeight(x, y, z, true);
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float ground_Z = GetMap()->GetVmapHeight(x, y, z);
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float z_diff = 0.0f;
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if ((z_diff = fabs(ground_Z - z)) < 0.1f)
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return false;
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+1
-1
@@ -5177,7 +5177,7 @@ SpellCastResult Spell::CheckCast(bool strict)
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{
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float x, y, z;
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m_caster->GetPosition(x, y, z);
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float ground_Z = m_caster->GetMap()->GetVmapHeight(x, y, z, true);
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float ground_Z = m_caster->GetMap()->GetVmapHeight(x, y, z);
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if (fabs(ground_Z - z) < 0.1f)
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return SPELL_FAILED_DONT_REPORT;
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break;
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