Core/Spells: Blink wont be able to trespass solid objects anymore (walls/doors)

Refactored some code

Signed-off-by: Subv <[email protected]>
This commit is contained in:
Subv
2012-02-11 19:23:18 -05:00
parent 1fc3470233
commit ff9830c18d
6 changed files with 90 additions and 11 deletions
+48
View File
@@ -176,6 +176,54 @@ struct DynamicTreeIntersectionCallback_WithLogger
bool didHit() const { return did_hit;}
};
bool DynamicMapTree::getIntersectionTime(const uint32 phasemask, const G3D::Ray& ray, const Vector3& endPos, float& maxDist) const
{
float distance = maxDist;
DynamicTreeIntersectionCallback callback(phasemask);
impl.intersectRay(ray, callback, distance, endPos);
if (callback.didHit())
maxDist = distance;
return callback.didHit();
}
bool DynamicMapTree::getObjectHitPos(const uint32 phasemask, const Vector3& startPos, const Vector3& endPos, Vector3& resultHit, float modifyDist) const
{
bool result = false;
float maxDist = (endPos - startPos).magnitude();
// valid map coords should *never ever* produce float overflow, but this would produce NaNs too
ASSERT(maxDist < std::numeric_limits<float>::max());
// prevent NaN values which can cause BIH intersection to enter infinite loop
if (maxDist < 1e-10f)
{
resultHit = endPos;
return false;
}
Vector3 dir = (endPos - startPos)/maxDist; // direction with length of 1
G3D::Ray ray(startPos, dir);
float dist = maxDist;
if (getIntersectionTime(phasemask, ray, endPos, dist))
{
resultHit = startPos + dir * dist;
if (modifyDist < 0)
{
if ((resultHit - startPos).magnitude() > -modifyDist)
resultHit = resultHit + dir*modifyDist;
else
resultHit = startPos;
}
else
resultHit = resultHit + dir*modifyDist;
result = true;
}
else
{
resultHit = endPos;
result = false;
}
return result;
}
bool DynamicMapTree::isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask) const
{
Vector3 v1(x1,y1,z1), v2(x2,y2,z2);
+2
View File
@@ -46,6 +46,8 @@ public:
~DynamicMapTree();
bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask) const;
bool getIntersectionTime(uint32 phasemask, const G3D::Ray& ray, const Vector3& endPos, float& maxDist) const;
bool getObjectHitPos(uint32 phasemask, const Vector3& pPos1, const Vector3& pPos2, Vector3& pResultHitPos, float pModifyDist) const;
float getHeight(float x, float y, float z, float maxSearchDist, uint32 phasemask) const;
void insert(const GameObjectModel&);
+13 -2
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@@ -2671,7 +2671,7 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float
{
angle += m_orientation;
float destx, desty, destz, ground, floor;
pos.m_positionZ += 2.0f;
destx = pos.m_positionX + dist * cos(angle);
desty = pos.m_positionY + dist * sin(angle);
ground = GetMap()->GetHeight(GetPhaseMask(), destx, desty, MAX_HEIGHT, true);
@@ -2689,6 +2689,17 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float
dist = sqrt((pos.m_positionX - destx)*(pos.m_positionX - destx) + (pos.m_positionY - desty)*(pos.m_positionY - desty));
}
// check dynamic collision
col = GetMap()->getObjectHitPos(GetPhaseMask(), pos.m_positionX, pos.m_positionY, pos.m_positionZ+0.5f, destx, desty, destz+0.5f, destx, desty, destz, -0.5f);
// Collided with a gameobject
if (col)
{
destx -= CONTACT_DISTANCE * cos(angle);
desty -= CONTACT_DISTANCE * sin(angle);
dist = sqrt((pos.m_positionX - destx)*(pos.m_positionX - destx) + (pos.m_positionY - desty)*(pos.m_positionY - desty));
}
float step = dist/10.0f;
for (uint8 j = 0; j < 10; ++j)
@@ -2712,7 +2723,7 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float
Trinity::NormalizeMapCoord(pos.m_positionX);
Trinity::NormalizeMapCoord(pos.m_positionY);
UpdateGroundPositionZ(pos.m_positionX, pos.m_positionY, pos.m_positionZ);
UpdateAllowedPositionZ(pos.m_positionX, pos.m_positionY, pos.m_positionZ);
pos.m_orientation = m_orientation;
}
+17 -3
View File
@@ -500,7 +500,7 @@ void Map::VisitNearbyCellsOf(WorldObject* obj, TypeContainerVisitor<Trinity::Obj
void Map::Update(const uint32 t_diff)
{
m_dyn_tree.update(t_diff);
_dynamicTree.update(t_diff);
/// update worldsessions for existing players
for (m_mapRefIter = m_mapRefManager.begin(); m_mapRefIter != m_mapRefManager.end(); ++m_mapRefIter)
{
@@ -1800,12 +1800,26 @@ void Map::GetZoneAndAreaIdByAreaFlag(uint32& zoneid, uint32& areaid, uint16 area
bool Map::isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask) const
{
return VMAP::VMapFactory::createOrGetVMapManager()->isInLineOfSight(GetId(), x1, y1, z1, x2, y2, z2)
&& m_dyn_tree.isInLineOfSight(x1, y1, z1, x2, y2, z2, phasemask);
&& _dynamicTree.isInLineOfSight(x1, y1, z1, x2, y2, z2, phasemask);
}
bool Map::getObjectHitPos(uint32 phasemask, float x1, float y1, float z1, float x2, float y2, float z2, float& rx, float& ry, float& rz, float modifyDist)
{
Vector3 startPos = Vector3(x1, y1, z1);
Vector3 dstPos = Vector3(x2, y2, z2);
Vector3 resultPos;
bool result = _dynamicTree.getObjectHitPos(phasemask, startPos, dstPos, resultPos, modifyDist);
rx = resultPos.x;
ry = resultPos.y;
rz = resultPos.z;
return result;
}
float Map::GetHeight(uint32 phasemask, float x, float y, float z, bool vmap/*=true*/, float maxSearchDist/*=DEFAULT_HEIGHT_SEARCH*/) const
{
return std::max<float>(GetHeight(x, y, z, vmap, maxSearchDist), m_dyn_tree.getHeight(x, y, z, maxSearchDist, phasemask));
return std::max<float>(GetHeight(x, y, z, vmap, maxSearchDist), _dynamicTree.getHeight(x, y, z, maxSearchDist, phasemask));
}
bool Map::IsInWater(float x, float y, float pZ, LiquidData* data) const
+6 -5
View File
@@ -429,10 +429,11 @@ class Map : public GridRefManager<NGridType>
float GetWaterOrGroundLevel(float x, float y, float z, float* ground = NULL, bool swim = false) const;
float GetHeight(uint32 phasemask, float x, float y, float z, bool vmap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH) const;
bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask) const;
void Balance() { m_dyn_tree.balance(); }
void Remove(const GameObjectModel& mdl) { m_dyn_tree.remove(mdl); }
void Insert(const GameObjectModel& mdl) { m_dyn_tree.insert(mdl); }
bool Contains(const GameObjectModel& mdl) const { return m_dyn_tree.contains(mdl);}
void Balance() { _dynamicTree.balance(); }
void Remove(const GameObjectModel& mdl) { _dynamicTree.remove(mdl); }
void Insert(const GameObjectModel& mdl) { _dynamicTree.insert(mdl); }
bool Contains(const GameObjectModel& mdl) const { return _dynamicTree.contains(mdl);}
bool getObjectHitPos(uint32 phasemask, float x1, float y1, float z1, float x2, float y2, float z2, float& rx, float &ry, float& rz, float modifyDist);
private:
void LoadMapAndVMap(int gx, int gy);
void LoadVMap(int gx, int gy);
@@ -488,7 +489,7 @@ class Map : public GridRefManager<NGridType>
uint32 i_InstanceId;
uint32 m_unloadTimer;
float m_VisibleDistance;
DynamicMapTree m_dyn_tree;
DynamicMapTree _dynamicTree;
MapRefManager m_mapRefManager;
MapRefManager::iterator m_mapRefIter;
+4 -1
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@@ -6076,7 +6076,10 @@ void Spell::EffectLeap(SpellEffIndex /*effIndex*/)
if (!m_targets.HasDst())
return;
unitTarget->NearTeleportTo(m_targets.GetDst()->GetPositionX(), m_targets.GetDst()->GetPositionY(), m_targets.GetDst()->GetPositionZ(), m_targets.GetDst()->GetOrientation(), unitTarget == m_caster);
Position pos;
m_targets.GetDst()->GetPosition(&pos);
unitTarget->GetFirstCollisionPosition(pos, unitTarget->GetDistance(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ() + 2.0f), 0.0f);
unitTarget->NearTeleportTo(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation(), unitTarget == m_caster);
}
void Spell::EffectReputation(SpellEffIndex effIndex)