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https://github.com/mod-playerbots/azerothcore-wotlk.git
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fix(Core/Vmaps): Stop M2s from occluding for spellcast LoS. Original autho… (#11341)
* Core/Vmaps: Stop M2s from occluding for spellcast LoS. Original authors: @Shauren & @HelloKitty Fixes #11293 * buildfix. Co-Authored-By: HelloKitty <5829095+HelloKitty@users.noreply.github.com>
This commit is contained in:
@@ -19,6 +19,7 @@
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#include "BoundingIntervalHierarchyWrapper.h"
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#include "GameObjectModel.h"
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#include "MapTree.h"
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#include "ModelIgnoreFlags.h"
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#include "ModelInstance.h"
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#include "RegularGrid.h"
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#include "Timer.h"
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@@ -145,25 +146,33 @@ void DynamicMapTree::update(uint32 t_diff)
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struct DynamicTreeIntersectionCallback
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{
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bool did_hit;
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uint32 phase_mask;
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DynamicTreeIntersectionCallback(uint32 phasemask) : did_hit(false), phase_mask(phasemask) { }
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DynamicTreeIntersectionCallback(uint32 phasemask, VMAP::ModelIgnoreFlags ignoreFlags) :
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_didHit(false), _phaseMask(phasemask), _ignoreFlags(ignoreFlags) { }
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bool operator()(const G3D::Ray& r, const GameObjectModel& obj, float& distance, bool stopAtFirstHit)
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{
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bool result = obj.intersectRay(r, distance, stopAtFirstHit, phase_mask);
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bool result = obj.intersectRay(r, distance, stopAtFirstHit, _phaseMask, _ignoreFlags);
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if (result)
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{
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did_hit = result;
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_didHit = result;
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}
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return result;
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}
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bool didHit() const { return did_hit;}
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[[nodiscard]] bool didHit() const
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{
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return _didHit;
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}
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private:
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bool _didHit;
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uint32 _phaseMask;
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VMAP::ModelIgnoreFlags _ignoreFlags;
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};
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struct DynamicTreeAreaInfoCallback
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{
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DynamicTreeAreaInfoCallback(uint32 phaseMask)
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: _phaseMask(phaseMask) {}
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DynamicTreeAreaInfoCallback(uint32 phaseMask) : _phaseMask(phaseMask) { }
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void operator()(G3D::Vector3 const& p, GameObjectModel const& obj)
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{
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@@ -206,11 +215,10 @@ private:
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GameObjectModel const* _hitModel;
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};
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bool DynamicMapTree::GetIntersectionTime(const uint32 phasemask, const G3D::Ray& ray,
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const G3D::Vector3& endPos, float& maxDist) const
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bool DynamicMapTree::GetIntersectionTime(const uint32 phasemask, const G3D::Ray& ray, const G3D::Vector3& endPos, float& maxDist) const
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{
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float distance = maxDist;
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DynamicTreeIntersectionCallback callback(phasemask);
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DynamicTreeIntersectionCallback callback(phasemask, VMAP::ModelIgnoreFlags::Nothing);
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impl->intersectRay(ray, callback, distance, endPos, false);
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if (callback.didHit())
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{
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@@ -265,7 +273,7 @@ bool DynamicMapTree::GetObjectHitPos(const uint32 phasemask, const G3D::Vector3&
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return result;
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}
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bool DynamicMapTree::isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask) const
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bool DynamicMapTree::isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, VMAP::ModelIgnoreFlags ignoreFlags) const
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{
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G3D::Vector3 v1(x1, y1, z1), v2(x2, y2, z2);
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@@ -277,17 +285,17 @@ bool DynamicMapTree::isInLineOfSight(float x1, float y1, float z1, float x2, flo
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}
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G3D::Ray r(v1, (v2 - v1) / maxDist);
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DynamicTreeIntersectionCallback callback(phasemask);
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DynamicTreeIntersectionCallback callback(phasemask, ignoreFlags);
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impl->intersectRay(r, callback, maxDist, v2, true);
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return !callback.did_hit;
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return !callback.didHit();
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}
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float DynamicMapTree::getHeight(float x, float y, float z, float maxSearchDist, uint32 phasemask) const
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{
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G3D::Vector3 v(x, y, z);
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G3D::Ray r(v, G3D::Vector3(0, 0, -1));
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DynamicTreeIntersectionCallback callback(phasemask);
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DynamicTreeIntersectionCallback callback(phasemask, VMAP::ModelIgnoreFlags::Nothing);
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impl->intersectZAllignedRay(r, callback, maxSearchDist);
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if (callback.didHit())
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@@ -29,6 +29,7 @@ namespace G3D
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namespace VMAP
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{
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struct AreaAndLiquidData;
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enum class ModelIgnoreFlags : uint32;
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}
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class GameObjectModel;
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@@ -42,11 +43,9 @@ public:
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DynamicMapTree();
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~DynamicMapTree();
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[[nodiscard]] bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2,
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float z2, uint32 phasemask) const;
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[[nodiscard]] bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, VMAP::ModelIgnoreFlags ignoreFlags) const;
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bool GetIntersectionTime(uint32 phasemask, const G3D::Ray& ray,
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const G3D::Vector3& endPos, float& maxDist) const;
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bool GetIntersectionTime(uint32 phasemask, const G3D::Ray& ray, const G3D::Vector3& endPos, float& maxDist) const;
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bool GetAreaInfo(float x, float y, float& z, uint32 phasemask, uint32& flags, int32& adtId, int32& rootId, int32& groupId) const;
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void GetAreaAndLiquidData(float x, float y, float z, uint32 phasemask, uint8 reqLiquidType, VMAP::AreaAndLiquidData& data) const;
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@@ -19,6 +19,7 @@
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#define _IVMAPMANAGER_H
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#include "Define.h"
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#include "ModelIgnoreFlags.h"
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#include "Optional.h"
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#include <string>
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@@ -91,7 +92,7 @@ namespace VMAP
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virtual void unloadMap(unsigned int pMapId, int x, int y) = 0;
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virtual void unloadMap(unsigned int pMapId) = 0;
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virtual bool isInLineOfSight(unsigned int pMapId, float x1, float y1, float z1, float x2, float y2, float z2) = 0;
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virtual bool isInLineOfSight(unsigned int pMapId, float x1, float y1, float z1, float x2, float y2, float z2, ModelIgnoreFlags ignoreFlags) = 0;
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virtual float getHeight(unsigned int pMapId, float x, float y, float z, float maxSearchDist) = 0;
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/**
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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
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@@ -171,7 +171,7 @@ namespace VMAP
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}
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}
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bool VMapMgr2::isInLineOfSight(unsigned int mapId, float x1, float y1, float z1, float x2, float y2, float z2)
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bool VMapMgr2::isInLineOfSight(unsigned int mapId, float x1, float y1, float z1, float x2, float y2, float z2, ModelIgnoreFlags ignoreFlags)
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{
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#if defined(ENABLE_VMAP_CHECKS)
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if (!isLineOfSightCalcEnabled() || IsVMAPDisabledForPtr(mapId, VMAP_DISABLE_LOS))
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@@ -187,7 +187,7 @@ namespace VMAP
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Vector3 pos2 = convertPositionToInternalRep(x2, y2, z2);
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if (pos1 != pos2)
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{
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return instanceTree->second->isInLineOfSight(pos1, pos2);
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return instanceTree->second->isInLineOfSight(pos1, pos2, ignoreFlags);
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}
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}
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@@ -337,7 +337,7 @@ namespace VMAP
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}
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}
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WorldModel* VMapMgr2::acquireModelInstance(const std::string& basepath, const std::string& filename)
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WorldModel* VMapMgr2::acquireModelInstance(const std::string& basepath, const std::string& filename, uint32 flags/* Only used when creating the model */)
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{
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//! Critical section, thread safe access to iLoadedModelFiles
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std::lock_guard<std::mutex> lock(LoadedModelFilesLock);
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@@ -353,6 +353,9 @@ namespace VMAP
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return nullptr;
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}
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LOG_DEBUG("maps", "VMapMgr2: loading file '{}{}'", basepath, filename);
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worldmodel->Flags = flags;
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model = iLoadedModelFiles.insert(std::pair<std::string, ManagedModel>(filename, ManagedModel())).first;
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model->second.setModel(worldmodel);
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}
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@@ -107,7 +107,7 @@ namespace VMAP
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void unloadMap(unsigned int mapId, int x, int y) override;
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void unloadMap(unsigned int mapId) override;
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bool isInLineOfSight(unsigned int mapId, float x1, float y1, float z1, float x2, float y2, float z2) override ;
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bool isInLineOfSight(unsigned int mapId, float x1, float y1, float z1, float x2, float y2, float z2, ModelIgnoreFlags ignoreFlags) override ;
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/**
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fill the hit pos and return true, if an object was hit
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*/
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@@ -120,7 +120,7 @@ namespace VMAP
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bool GetLiquidLevel(uint32 pMapId, float x, float y, float z, uint8 reqLiquidType, float& level, float& floor, uint32& type, uint32& mogpFlags) const override;
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void GetAreaAndLiquidData(uint32 mapId, float x, float y, float z, uint8 reqLiquidType, AreaAndLiquidData& data) const override;
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WorldModel* acquireModelInstance(const std::string& basepath, const std::string& filename);
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WorldModel* acquireModelInstance(const std::string& basepath, const std::string& filename, uint32 flags);
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void releaseModelInstance(const std::string& filename);
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// what's the use of this? o.O
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@@ -34,10 +34,10 @@ namespace VMAP
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class MapRayCallback
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{
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public:
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MapRayCallback(ModelInstance* val): prims(val), hit(false) {}
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MapRayCallback(ModelInstance* val, ModelIgnoreFlags ignoreFlags): prims(val), flags(ignoreFlags), hit(false) { }
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bool operator()(const G3D::Ray& ray, uint32 entry, float& distance, bool StopAtFirstHit)
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{
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bool result = prims[entry].intersectRay(ray, distance, StopAtFirstHit);
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bool result = prims[entry].intersectRay(ray, distance, StopAtFirstHit, flags);
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if (result)
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{
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hit = true;
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@@ -47,6 +47,7 @@ namespace VMAP
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bool didHit() { return hit; }
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protected:
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ModelInstance* prims;
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ModelIgnoreFlags flags;
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bool hit;
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};
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@@ -143,10 +144,10 @@ namespace VMAP
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Else, pMaxDist is not modified and returns false;
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*/
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bool StaticMapTree::GetIntersectionTime(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit) const
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bool StaticMapTree::GetIntersectionTime(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit, ModelIgnoreFlags ignoreFlags) const
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{
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float distance = pMaxDist;
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MapRayCallback intersectionCallBack(iTreeValues);
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MapRayCallback intersectionCallBack(iTreeValues, ignoreFlags);
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iTree.intersectRay(pRay, intersectionCallBack, distance, StopAtFirstHit);
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if (intersectionCallBack.didHit())
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{
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@@ -156,7 +157,7 @@ namespace VMAP
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}
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//=========================================================
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bool StaticMapTree::isInLineOfSight(const Vector3& pos1, const Vector3& pos2) const
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bool StaticMapTree::isInLineOfSight(const Vector3& pos1, const Vector3& pos2, ModelIgnoreFlags ignoreFlags) const
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{
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float maxDist = (pos2 - pos1).magnitude();
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// return false if distance is over max float, in case of cheater teleporting to the end of the universe
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@@ -175,7 +176,7 @@ namespace VMAP
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// direction with length of 1
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G3D::Ray ray = G3D::Ray::fromOriginAndDirection(pos1, (pos2 - pos1) / maxDist);
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if (GetIntersectionTime(ray, maxDist, true))
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if (GetIntersectionTime(ray, maxDist, true, ignoreFlags))
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{
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return false;
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@@ -204,7 +205,7 @@ namespace VMAP
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Vector3 dir = (pPos2 - pPos1) / maxDist; // direction with length of 1
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G3D::Ray ray(pPos1, dir);
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float dist = maxDist;
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if (GetIntersectionTime(ray, dist, false))
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if (GetIntersectionTime(ray, dist, false, ModelIgnoreFlags::Nothing))
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{
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pResultHitPos = pPos1 + dir * dist;
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if (pModifyDist < 0)
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@@ -240,7 +241,7 @@ namespace VMAP
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Vector3 dir = Vector3(0, 0, -1);
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G3D::Ray ray(pPos, dir); // direction with length of 1
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float maxDist = maxSearchDist;
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if (GetIntersectionTime(ray, maxDist, false))
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if (GetIntersectionTime(ray, maxDist, false, ModelIgnoreFlags::Nothing))
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{
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height = pPos.z - maxDist;
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}
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@@ -328,7 +329,7 @@ namespace VMAP
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#endif
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if (!iIsTiled && ModelSpawn::readFromFile(rf, spawn))
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{
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WorldModel* model = vm->acquireModelInstance(iBasePath, spawn.name);
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WorldModel* model = vm->acquireModelInstance(iBasePath, spawn.name, spawn.flags);
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//VMAP_DEBUG_LOG(LOG_FILTER_MAPS, "StaticMapTree::InitMap() : loading {}", spawn.name);
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if (model)
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{
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@@ -404,7 +405,7 @@ namespace VMAP
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if (result)
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{
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// acquire model instance
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WorldModel* model = vm->acquireModelInstance(iBasePath, spawn.name);
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WorldModel* model = vm->acquireModelInstance(iBasePath, spawn.name, spawn.flags);
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if (!model)
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{
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LOG_ERROR("maps", "StaticMapTree::LoadMapTile() : could not acquire WorldModel pointer [{}, {}]", tileX, tileY);
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@@ -27,6 +27,7 @@ namespace VMAP
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class ModelInstance;
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class GroupModel;
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class VMapMgr2;
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enum class ModelIgnoreFlags : uint32;
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enum class LoadResult : uint8;
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struct LocationInfo
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@@ -58,7 +59,7 @@ namespace VMAP
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std::string iBasePath;
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private:
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bool GetIntersectionTime(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit) const;
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bool GetIntersectionTime(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit, ModelIgnoreFlags ignoreFlags) const;
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//bool containsLoadedMapTile(unsigned int pTileIdent) const { return(iLoadedMapTiles.containsKey(pTileIdent)); }
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public:
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static std::string getTileFileName(uint32 mapID, uint32 tileX, uint32 tileY);
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@@ -69,7 +70,7 @@ namespace VMAP
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StaticMapTree(uint32 mapID, const std::string& basePath);
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~StaticMapTree();
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[[nodiscard]] bool isInLineOfSight(const G3D::Vector3& pos1, const G3D::Vector3& pos2) const;
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[[nodiscard]] bool isInLineOfSight(const G3D::Vector3& pos1, const G3D::Vector3& pos2, ModelIgnoreFlags ignoreFlags) const;
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bool GetObjectHitPos(const G3D::Vector3& pos1, const G3D::Vector3& pos2, G3D::Vector3& pResultHitPos, float pModifyDist) const;
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[[nodiscard]] float getHeight(const G3D::Vector3& pPos, float maxSearchDist) const;
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bool GetAreaInfo(G3D::Vector3& pos, uint32& flags, int32& adtId, int32& rootId, int32& groupId) const;
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@@ -18,6 +18,7 @@
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#include "GameObjectModel.h"
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#include "Log.h"
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#include "MapTree.h"
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#include "ModelInstance.h"
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#include "Timer.h"
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#include "VMapDefinitions.h"
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#include "VMapFactory.h"
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@@ -123,7 +124,8 @@ bool GameObjectModel::initialize(std::unique_ptr<GameObjectModelOwnerBase> model
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return false;
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}
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iModel = VMAP::VMapFactory::createOrGetVMapMgr()->acquireModelInstance(dataPath + "vmaps/", it->second.name);
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iModel = VMAP::VMapFactory::createOrGetVMapMgr()->acquireModelInstance(dataPath + "vmaps/", it->second.name,
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it->second.isWmo ? VMAP::ModelFlags::MOD_WORLDSPAWN : VMAP::ModelFlags::MOD_M2);
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if (!iModel)
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{
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@@ -174,7 +176,7 @@ GameObjectModel* GameObjectModel::Create(std::unique_ptr<GameObjectModelOwnerBas
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return mdl;
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}
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bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask) const
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bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask, VMAP::ModelIgnoreFlags ignoreFlags) const
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{
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if (!(phasemask & ph_mask) || !owner->IsSpawned())
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{
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@@ -191,7 +193,7 @@ bool GameObjectModel::intersectRay(const G3D::Ray& ray, float& MaxDist, bool Sto
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Vector3 p = iInvRot * (ray.origin() - iPos) * iInvScale;
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Ray modRay(p, iInvRot * ray.direction());
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float distance = MaxDist * iInvScale;
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bool hit = iModel->IntersectRay(modRay, distance, StopAtFirstHit);
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bool hit = iModel->IntersectRay(modRay, distance, StopAtFirstHit, ignoreFlags);
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if (hit)
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{
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distance *= iScale;
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@@ -29,6 +29,7 @@ namespace VMAP
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class WorldModel;
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struct AreaInfo;
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struct LocationInfo;
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enum class ModelIgnoreFlags : uint32;
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}
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class GameObject;
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@@ -68,7 +69,7 @@ public:
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[[nodiscard]] bool isEnabled() const { return phasemask != 0; }
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[[nodiscard]] bool IsMapObject() const { return isWmo; }
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bool intersectRay(const G3D::Ray& Ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask) const;
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bool intersectRay(const G3D::Ray& Ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask, VMAP::ModelIgnoreFlags ignoreFlags) const;
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void IntersectPoint(G3D::Vector3 const& point, VMAP::AreaInfo& info, uint32 ph_mask) const;
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bool GetLocationInfo(G3D::Vector3 const& point, VMAP::LocationInfo& info, uint32 ph_mask) const;
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bool GetLiquidLevel(G3D::Vector3 const& point, VMAP::LocationInfo& info, float& liqHeight) const;
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37
src/common/Collision/Models/ModelIgnoreFlags.h
Normal file
37
src/common/Collision/Models/ModelIgnoreFlags.h
Normal file
@@ -0,0 +1,37 @@
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/*
|
||||
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or modify it
|
||||
* under the terms of the GNU Affero General Public License as published by the
|
||||
* Free Software Foundation; either version 3 of the License, or (at your
|
||||
* option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful, but WITHOUT
|
||||
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
|
||||
* more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License along
|
||||
* with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#ifndef ModelIgnoreFlags_h__
|
||||
#define ModelIgnoreFlags_h__
|
||||
|
||||
#include "Define.h"
|
||||
|
||||
namespace VMAP
|
||||
{
|
||||
enum class ModelIgnoreFlags : uint32
|
||||
{
|
||||
Nothing = 0x00,
|
||||
M2 = 0x01
|
||||
};
|
||||
|
||||
inline ModelIgnoreFlags operator&(ModelIgnoreFlags left, ModelIgnoreFlags right)
|
||||
{
|
||||
return ModelIgnoreFlags(uint32(left) & uint32(right));
|
||||
}
|
||||
}
|
||||
|
||||
#endif // ModelIgnoreFlags_h__
|
||||
@@ -30,7 +30,7 @@ namespace VMAP
|
||||
iInvScale = 1.f / iScale;
|
||||
}
|
||||
|
||||
bool ModelInstance::intersectRay(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit) const
|
||||
bool ModelInstance::intersectRay(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit, ModelIgnoreFlags ignoreFlags) const
|
||||
{
|
||||
if (!iModel)
|
||||
{
|
||||
@@ -54,7 +54,7 @@ namespace VMAP
|
||||
Vector3 p = iInvRot * (pRay.origin() - iPos) * iInvScale;
|
||||
Ray modRay(p, iInvRot * pRay.direction());
|
||||
float distance = pMaxDist * iInvScale;
|
||||
bool hit = iModel->IntersectRay(modRay, distance, StopAtFirstHit);
|
||||
bool hit = iModel->IntersectRay(modRay, distance, StopAtFirstHit, ignoreFlags);
|
||||
if (hit)
|
||||
{
|
||||
distance *= iScale;
|
||||
|
||||
@@ -29,6 +29,7 @@ namespace VMAP
|
||||
class WorldModel;
|
||||
struct AreaInfo;
|
||||
struct LocationInfo;
|
||||
enum class ModelIgnoreFlags : uint32;
|
||||
|
||||
enum ModelFlags
|
||||
{
|
||||
@@ -64,7 +65,7 @@ namespace VMAP
|
||||
ModelInstance() { }
|
||||
ModelInstance(const ModelSpawn& spawn, WorldModel* model);
|
||||
void setUnloaded() { iModel = nullptr; }
|
||||
bool intersectRay(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit) const;
|
||||
bool intersectRay(const G3D::Ray& pRay, float& pMaxDist, bool StopAtFirstHit, ModelIgnoreFlags ignoreFlags) const;
|
||||
void intersectPoint(const G3D::Vector3& p, AreaInfo& info) const;
|
||||
bool GetLocationInfo(const G3D::Vector3& p, LocationInfo& info) const;
|
||||
bool GetLiquidLevel(const G3D::Vector3& p, LocationInfo& info, float& liqHeight) const;
|
||||
|
||||
@@ -17,6 +17,7 @@
|
||||
|
||||
#include "WorldModel.h"
|
||||
#include "MapTree.h"
|
||||
#include "ModelIgnoreFlags.h"
|
||||
#include "ModelInstance.h"
|
||||
#include "VMapDefinitions.h"
|
||||
|
||||
@@ -485,8 +486,18 @@ namespace VMAP
|
||||
bool hit;
|
||||
};
|
||||
|
||||
bool WorldModel::IntersectRay(const G3D::Ray& ray, float& distance, bool stopAtFirstHit) const
|
||||
bool WorldModel::IntersectRay(const G3D::Ray& ray, float& distance, bool stopAtFirstHit, ModelIgnoreFlags ignoreFlags) const
|
||||
{
|
||||
// If the caller asked us to ignore certain objects we should check flags
|
||||
if ((ignoreFlags & ModelIgnoreFlags::M2) != ModelIgnoreFlags::Nothing)
|
||||
{
|
||||
// M2 models are not taken into account for LoS calculation if caller requested their ignoring.
|
||||
if (Flags & MOD_M2)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// small M2 workaround, maybe better make separate class with virtual intersection funcs
|
||||
// in any case, there's no need to use a bound tree if we only have one submodel
|
||||
if (groupModels.size() == 1)
|
||||
|
||||
@@ -30,6 +30,7 @@ namespace VMAP
|
||||
class TreeNode;
|
||||
struct AreaInfo;
|
||||
struct LocationInfo;
|
||||
enum class ModelIgnoreFlags : uint32;
|
||||
|
||||
class MeshTriangle
|
||||
{
|
||||
@@ -108,12 +109,13 @@ namespace VMAP
|
||||
//! pass group models to WorldModel and create BIH. Passed vector is swapped with old geometry!
|
||||
void setGroupModels(std::vector<GroupModel>& models);
|
||||
void setRootWmoID(uint32 id) { RootWMOID = id; }
|
||||
bool IntersectRay(const G3D::Ray& ray, float& distance, bool stopAtFirstHit) const;
|
||||
bool IntersectRay(const G3D::Ray& ray, float& distance, bool stopAtFirstHit, ModelIgnoreFlags ignoreFlags) const;
|
||||
bool IntersectPoint(const G3D::Vector3& p, const G3D::Vector3& down, float& dist, AreaInfo& info) const;
|
||||
bool GetLocationInfo(const G3D::Vector3& p, const G3D::Vector3& down, float& dist, LocationInfo& info) const;
|
||||
bool writeFile(const std::string& filename);
|
||||
bool readFile(const std::string& filename);
|
||||
void GetGroupModels(std::vector<GroupModel>& outGroupModels);
|
||||
uint32 Flags;
|
||||
protected:
|
||||
uint32 RootWMOID{0};
|
||||
std::vector<GroupModel> groupModels;
|
||||
|
||||
@@ -647,6 +647,25 @@ struct GameObjectTemplate
|
||||
{
|
||||
return IsForQuests;
|
||||
}
|
||||
|
||||
[[nodiscard]] bool IsIgnoringLOSChecks() const
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case GAMEOBJECT_TYPE_BUTTON:
|
||||
return button.losOK == 0;
|
||||
case GAMEOBJECT_TYPE_QUESTGIVER:
|
||||
return questgiver.losOK == 0;
|
||||
case GAMEOBJECT_TYPE_CHEST:
|
||||
return chest.losOK == 0;
|
||||
case GAMEOBJECT_TYPE_GOOBER:
|
||||
return goober.losOK == 0;
|
||||
case GAMEOBJECT_TYPE_FLAGSTAND:
|
||||
return flagstand.losOK == 0;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
// From `gameobject_template_addon`
|
||||
|
||||
@@ -1320,7 +1320,7 @@ bool WorldObject::IsWithinDistInMap(WorldObject const* obj, float dist2compare,
|
||||
return obj && IsInMap(obj) && InSamePhase(obj) && _IsWithinDist(obj, dist2compare, is3D, useBoundingRadius);
|
||||
}
|
||||
|
||||
bool WorldObject::IsWithinLOS(float ox, float oy, float oz, LineOfSightChecks checks) const
|
||||
bool WorldObject::IsWithinLOS(float ox, float oy, float oz, VMAP::ModelIgnoreFlags ignoreFlags, LineOfSightChecks checks) const
|
||||
{
|
||||
if (IsInWorld())
|
||||
{
|
||||
@@ -1336,12 +1336,12 @@ bool WorldObject::IsWithinLOS(float ox, float oy, float oz, LineOfSightChecks ch
|
||||
GetHitSpherePointFor({ ox, oy, oz }, x, y, z);
|
||||
}
|
||||
|
||||
return GetMap()->isInLineOfSight(x, y, z, ox, oy, oz, GetPhaseMask(), checks);
|
||||
return GetMap()->isInLineOfSight(x, y, z, ox, oy, oz, GetPhaseMask(), checks, ignoreFlags);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool WorldObject::IsWithinLOSInMap(WorldObject const* obj, LineOfSightChecks checks) const
|
||||
bool WorldObject::IsWithinLOSInMap(WorldObject const* obj, VMAP::ModelIgnoreFlags ignoreFlags, LineOfSightChecks checks) const
|
||||
{
|
||||
if (!IsInMap(obj))
|
||||
return false;
|
||||
@@ -1364,7 +1364,7 @@ bool WorldObject::IsWithinLOSInMap(WorldObject const* obj, LineOfSightChecks che
|
||||
else
|
||||
GetHitSpherePointFor({ obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ() + obj->GetCollisionHeight() }, x, y, z);
|
||||
|
||||
return GetMap()->isInLineOfSight(x, y, z, ox, oy, oz, GetPhaseMask(), checks);
|
||||
return GetMap()->isInLineOfSight(x, y, z, ox, oy, oz, GetPhaseMask(), checks, ignoreFlags);
|
||||
}
|
||||
|
||||
void WorldObject::GetHitSpherePointFor(Position const& dest, float& x, float& y, float& z) const
|
||||
|
||||
@@ -24,6 +24,7 @@
|
||||
#include "GridDefines.h"
|
||||
#include "GridReference.h"
|
||||
#include "Map.h"
|
||||
#include "ModelIgnoreFlags.h"
|
||||
#include "ObjectDefines.h"
|
||||
#include "ObjectGuid.h"
|
||||
#include "Optional.h"
|
||||
@@ -455,8 +456,8 @@ public:
|
||||
// use only if you will sure about placing both object at same map
|
||||
bool IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D = true, bool useBoundingRadius = true) const;
|
||||
bool IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D = true, bool useBoundingRadius = true) const;
|
||||
[[nodiscard]] bool IsWithinLOS(float x, float y, float z, LineOfSightChecks checks = LINEOFSIGHT_ALL_CHECKS) const;
|
||||
bool IsWithinLOSInMap(WorldObject const* obj, LineOfSightChecks checks = LINEOFSIGHT_ALL_CHECKS) const;
|
||||
[[nodiscard]] bool IsWithinLOS(float x, float y, float z, VMAP::ModelIgnoreFlags ignoreFlags = VMAP::ModelIgnoreFlags::Nothing, LineOfSightChecks checks = LINEOFSIGHT_ALL_CHECKS) const;
|
||||
[[nodiscard]] bool IsWithinLOSInMap(WorldObject const* obj, VMAP::ModelIgnoreFlags ignoreFlags = VMAP::ModelIgnoreFlags::Nothing, LineOfSightChecks checks = LINEOFSIGHT_ALL_CHECKS) const;
|
||||
[[nodiscard]] Position GetHitSpherePointFor(Position const& dest) const;
|
||||
void GetHitSpherePointFor(Position const& dest, float& x, float& y, float& z) const;
|
||||
bool GetDistanceOrder(WorldObject const* obj1, WorldObject const* obj2, bool is3D = true) const;
|
||||
|
||||
@@ -2023,7 +2023,7 @@ Transport* Map::GetTransportForPos(uint32 phase, float x, float y, float z, Worl
|
||||
if ((*itr)->IsInWorld() && (*itr)->GetExactDistSq(x, y, z) < 75.0f * 75.0f && (*itr)->m_model)
|
||||
{
|
||||
float dist = 30.0f;
|
||||
bool hit = (*itr)->m_model->intersectRay(r, dist, false, phase);
|
||||
bool hit = (*itr)->m_model->intersectRay(r, dist, false, phase, VMAP::ModelIgnoreFlags::Nothing);
|
||||
if (hit)
|
||||
return *itr;
|
||||
}
|
||||
@@ -2033,7 +2033,7 @@ Transport* Map::GetTransportForPos(uint32 phase, float x, float y, float z, Worl
|
||||
if (staticTrans->m_model)
|
||||
{
|
||||
float dist = 10.0f;
|
||||
bool hit = staticTrans->m_model->intersectRay(r, dist, false, phase);
|
||||
bool hit = staticTrans->m_model->intersectRay(r, dist, false, phase, VMAP::ModelIgnoreFlags::Nothing);
|
||||
if (hit)
|
||||
if (GetHeight(phase, x, y, z, true, 30.0f) < (v.z - dist + 1.0f))
|
||||
return staticTrans->ToTransport();
|
||||
@@ -2440,14 +2440,27 @@ float Map::GetWaterLevel(float x, float y) const
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool Map::isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, LineOfSightChecks checks) const
|
||||
bool Map::isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, LineOfSightChecks checks, VMAP::ModelIgnoreFlags ignoreFlags) const
|
||||
{
|
||||
if ((checks & LINEOFSIGHT_CHECK_VMAP) && !VMAP::VMapFactory::createOrGetVMapMgr()->isInLineOfSight(GetId(), x1, y1, z1, x2, y2, z2))
|
||||
if ((checks & LINEOFSIGHT_CHECK_VMAP) && !VMAP::VMapFactory::createOrGetVMapMgr()->isInLineOfSight(GetId(), x1, y1, z1, x2, y2, z2, ignoreFlags))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (sWorld->getBoolConfig(CONFIG_CHECK_GOBJECT_LOS) && (checks & LINEOFSIGHT_CHECK_GOBJECT)
|
||||
&& !_dynamicTree.isInLineOfSight(x1, y1, z1, x2, y2, z2, phasemask))
|
||||
if (sWorld->getBoolConfig(CONFIG_CHECK_GOBJECT_LOS) && (checks & LINEOFSIGHT_CHECK_GOBJECT_ALL))
|
||||
{
|
||||
ignoreFlags = VMAP::ModelIgnoreFlags::Nothing;
|
||||
if (!(checks & LINEOFSIGHT_CHECK_GOBJECT_M2))
|
||||
{
|
||||
ignoreFlags = VMAP::ModelIgnoreFlags::M2;
|
||||
}
|
||||
|
||||
if (!_dynamicTree.isInLineOfSight(x1, y1, z1, x2, y2, z2, phasemask, ignoreFlags))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -63,6 +63,11 @@ class PathGenerator;
|
||||
|
||||
enum WeatherState : uint32;
|
||||
|
||||
namespace VMAP
|
||||
{
|
||||
enum class ModelIgnoreFlags : uint32;
|
||||
}
|
||||
|
||||
namespace Acore
|
||||
{
|
||||
struct ObjectUpdater;
|
||||
@@ -184,9 +189,12 @@ struct PositionFullTerrainStatus
|
||||
enum LineOfSightChecks
|
||||
{
|
||||
LINEOFSIGHT_CHECK_VMAP = 0x1, // check static floor layout data
|
||||
LINEOFSIGHT_CHECK_GOBJECT = 0x2, // check dynamic game object data
|
||||
LINEOFSIGHT_CHECK_GOBJECT_WMO = 0x2, // check dynamic game object data (wmo models)
|
||||
LINEOFSIGHT_CHECK_GOBJECT_M2 = 0x4, // check dynamic game object data (m2 models)
|
||||
|
||||
LINEOFSIGHT_ALL_CHECKS = (LINEOFSIGHT_CHECK_VMAP | LINEOFSIGHT_CHECK_GOBJECT)
|
||||
LINEOFSIGHT_CHECK_GOBJECT_ALL = LINEOFSIGHT_CHECK_GOBJECT_WMO | LINEOFSIGHT_CHECK_GOBJECT_M2,
|
||||
|
||||
LINEOFSIGHT_ALL_CHECKS = LINEOFSIGHT_CHECK_VMAP | LINEOFSIGHT_CHECK_GOBJECT_ALL
|
||||
};
|
||||
|
||||
class GridMap
|
||||
@@ -539,7 +547,7 @@ public:
|
||||
|
||||
float GetWaterOrGroundLevel(uint32 phasemask, float x, float y, float z, float* ground = nullptr, bool swim = false, float collisionHeight = DEFAULT_COLLISION_HEIGHT) const;
|
||||
[[nodiscard]] float GetHeight(uint32 phasemask, float x, float y, float z, bool vmap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH) const;
|
||||
[[nodiscard]] bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, LineOfSightChecks checks) const;
|
||||
[[nodiscard]] bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, LineOfSightChecks checks, VMAP::ModelIgnoreFlags ignoreFlags) const;
|
||||
bool CanReachPositionAndGetValidCoords(WorldObject const* source, PathGenerator *path, float &destX, float &destY, float &destZ, bool failOnCollision = true, bool failOnSlopes = true) const;
|
||||
bool CanReachPositionAndGetValidCoords(WorldObject const* source, float &destX, float &destY, float &destZ, bool failOnCollision = true, bool failOnSlopes = true) const;
|
||||
bool CanReachPositionAndGetValidCoords(WorldObject const* source, float startX, float startY, float startZ, float &destX, float &destY, float &destZ, bool failOnCollision = true, bool failOnSlopes = true) const;
|
||||
|
||||
@@ -1052,12 +1052,10 @@ void PathGenerator::ShortenPathUntilDist(G3D::Vector3 const& target, float dist)
|
||||
|
||||
// check if the shortened path is still in LoS with the target and it is walkable
|
||||
_source->GetHitSpherePointFor({ _pathPoints[i - 1].x, _pathPoints[i - 1].y, _pathPoints[i - 1].z + collisionHeight }, x, y, z);
|
||||
if (!_source->GetMap()->isInLineOfSight(x, y, z, _pathPoints[i - 1].x, _pathPoints[i - 1].y, _pathPoints[i - 1].z + collisionHeight, _source->GetPhaseMask(), LINEOFSIGHT_ALL_CHECKS)
|
||||
|| (canCheckSlope
|
||||
&& !IsSwimmableSegment(_source->GetPositionX(), _source->GetPositionY(), _source->GetPositionZ(), _pathPoints[i - 1].x, _pathPoints[i - 1].y, _pathPoints[i - 1].z)
|
||||
&& !IsWalkableClimb(_source->GetPositionX(), _source->GetPositionY(), _source->GetPositionZ(), _pathPoints[i - 1].x, _pathPoints[i - 1].y, _pathPoints[i - 1].z)
|
||||
)
|
||||
)
|
||||
if (!_source->GetMap()->isInLineOfSight(x, y, z, _pathPoints[i - 1].x, _pathPoints[i - 1].y, _pathPoints[i - 1].z + collisionHeight,
|
||||
_source->GetPhaseMask(), LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags::Nothing) || (canCheckSlope &&
|
||||
!IsSwimmableSegment(_source->GetPositionX(), _source->GetPositionY(), _source->GetPositionZ(), _pathPoints[i - 1].x, _pathPoints[i - 1].y, _pathPoints[i - 1].z) &&
|
||||
!IsWalkableClimb(_source->GetPositionX(), _source->GetPositionY(), _source->GetPositionZ(), _pathPoints[i - 1].x, _pathPoints[i - 1].y, _pathPoints[i - 1].z)))
|
||||
{
|
||||
// whenver we find a point that is not valid anymore, simply use last valid path
|
||||
_pathPoints.resize(i + 1);
|
||||
|
||||
@@ -165,7 +165,8 @@ void RandomMovementGenerator<Creature>::_setRandomLocation(Creature* creature)
|
||||
return;
|
||||
}
|
||||
|
||||
if (!map->isInLineOfSight((*itr).x, (*itr).y, (*itr).z + 2.f, (*itrNext).x, (*itrNext).y, (*itrNext).z + 2.f, creature->GetPhaseMask(), LINEOFSIGHT_ALL_CHECKS))
|
||||
if (!map->isInLineOfSight((*itr).x, (*itr).y, (*itr).z + 2.f, (*itrNext).x, (*itrNext).y, (*itrNext).z + 2.f, creature->GetPhaseMask(),
|
||||
LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags::Nothing))
|
||||
{
|
||||
_validPointsVector[_currentPoint].erase(randomIter);
|
||||
_preComputedPaths.erase(pathIdx);
|
||||
|
||||
@@ -2049,7 +2049,7 @@ void Spell::SearchChainTargets(std::list<WorldObject*>& targets, uint32 chainTar
|
||||
if (Unit* unit = (*itr)->ToUnit())
|
||||
{
|
||||
uint32 deficit = unit->GetMaxHealth() - unit->GetHealth();
|
||||
if ((deficit > maxHPDeficit || foundItr == tempTargets.end()) && target->IsWithinDist(unit, jumpRadius) && target->IsWithinLOSInMap(unit, LINEOFSIGHT_ALL_CHECKS))
|
||||
if ((deficit > maxHPDeficit || foundItr == tempTargets.end()) && target->IsWithinDist(unit, jumpRadius) && target->IsWithinLOSInMap(unit, VMAP::ModelIgnoreFlags::M2))
|
||||
{
|
||||
foundItr = itr;
|
||||
maxHPDeficit = deficit;
|
||||
@@ -2064,10 +2064,10 @@ void Spell::SearchChainTargets(std::list<WorldObject*>& targets, uint32 chainTar
|
||||
{
|
||||
if (foundItr == tempTargets.end())
|
||||
{
|
||||
if ((!isBouncingFar || target->IsWithinDist(*itr, jumpRadius)) && target->IsWithinLOSInMap(*itr, LINEOFSIGHT_ALL_CHECKS))
|
||||
if ((!isBouncingFar || target->IsWithinDist(*itr, jumpRadius)) && target->IsWithinLOSInMap(*itr, VMAP::ModelIgnoreFlags::M2))
|
||||
foundItr = itr;
|
||||
}
|
||||
else if (target->GetDistanceOrder(*itr, *foundItr) && target->IsWithinLOSInMap(*itr, LINEOFSIGHT_ALL_CHECKS))
|
||||
else if (target->GetDistanceOrder(*itr, *foundItr) && target->IsWithinLOSInMap(*itr, VMAP::ModelIgnoreFlags::M2))
|
||||
foundItr = itr;
|
||||
}
|
||||
}
|
||||
@@ -5617,11 +5617,40 @@ SpellCastResult Spell::CheckCast(bool strict)
|
||||
if (m_spellInfo->HasAttribute(SPELL_ATTR0_CU_REQ_TARGET_FACING_CASTER) && !target->HasInArc(static_cast<float>(M_PI), m_caster))
|
||||
return SPELL_FAILED_NOT_INFRONT;
|
||||
|
||||
if (m_caster->GetEntry() != WORLD_TRIGGER) // Ignore LOS for gameobjects casts (wrongly casted by a trigger)
|
||||
if ((!m_caster->IsTotem() || !m_spellInfo->IsPositive()) && !m_spellInfo->HasAttribute(SPELL_ATTR2_IGNORE_LINE_OF_SIGHT) && !m_spellInfo->HasAttribute(SPELL_ATTR5_ALWAYS_AOE_LINE_OF_SIGHT) && !m_caster->IsWithinLOSInMap(target, LINEOFSIGHT_ALL_CHECKS) && !(m_spellFlags & SPELL_FLAG_REDIRECTED))
|
||||
if ((!m_caster->IsTotem() || !m_spellInfo->IsPositive()) && !m_spellInfo->HasAttribute(SPELL_ATTR2_IGNORE_LINE_OF_SIGHT) &&
|
||||
!m_spellInfo->HasAttribute(SPELL_ATTR5_ALWAYS_AOE_LINE_OF_SIGHT) && !(m_spellFlags & SPELL_FLAG_REDIRECTED))
|
||||
{
|
||||
WorldObject* losCenter = nullptr;
|
||||
uint32 losChecks = LINEOFSIGHT_ALL_CHECKS;
|
||||
if (m_originalCasterGUID.IsGameObject())
|
||||
{
|
||||
losCenter = m_caster->GetMap()->GetGameObject(m_originalCasterGUID);
|
||||
}
|
||||
else if (m_caster->GetEntry() == WORLD_TRIGGER)
|
||||
{
|
||||
if (TempSummon* tempSummon = m_caster->ToTempSummon())
|
||||
{
|
||||
losCenter = tempSummon->GetSummonerGameObject();
|
||||
}
|
||||
}
|
||||
|
||||
if (losCenter)
|
||||
{
|
||||
// If spell casted by gameobject then ignore M2 models
|
||||
losChecks &= ~LINEOFSIGHT_CHECK_GOBJECT_M2;
|
||||
}
|
||||
else
|
||||
{
|
||||
losCenter = m_caster;
|
||||
}
|
||||
|
||||
if (!losCenter->IsWithinLOSInMap(target, VMAP::ModelIgnoreFlags::M2, LineOfSightChecks(losChecks)))
|
||||
{
|
||||
return SPELL_FAILED_LINE_OF_SIGHT;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check for line of sight for spells with dest
|
||||
if (m_targets.HasDst())
|
||||
@@ -5629,9 +5658,39 @@ SpellCastResult Spell::CheckCast(bool strict)
|
||||
float x, y, z;
|
||||
m_targets.GetDstPos()->GetPosition(x, y, z);
|
||||
|
||||
if ((!m_caster->IsTotem() || !m_spellInfo->IsPositive()) && !m_spellInfo->HasAttribute(SPELL_ATTR2_IGNORE_LINE_OF_SIGHT) && !m_spellInfo->HasAttribute(SPELL_ATTR5_ALWAYS_AOE_LINE_OF_SIGHT) && !m_caster->IsWithinLOS(x, y, z, LINEOFSIGHT_ALL_CHECKS))
|
||||
if ((!m_caster->IsTotem() || !m_spellInfo->IsPositive()) && !m_spellInfo->HasAttribute(SPELL_ATTR2_IGNORE_LINE_OF_SIGHT) &&
|
||||
!m_spellInfo->HasAttribute(SPELL_ATTR5_ALWAYS_AOE_LINE_OF_SIGHT))
|
||||
{
|
||||
WorldObject* losCenter = nullptr;
|
||||
uint32 losChecks = LINEOFSIGHT_ALL_CHECKS;
|
||||
if (m_originalCasterGUID.IsGameObject())
|
||||
{
|
||||
losCenter = m_caster->GetMap()->GetGameObject(m_originalCasterGUID);
|
||||
}
|
||||
else if (m_caster->GetEntry() == WORLD_TRIGGER)
|
||||
{
|
||||
if (TempSummon* tempSummon = m_caster->ToTempSummon())
|
||||
{
|
||||
losCenter = tempSummon->GetSummonerGameObject();
|
||||
}
|
||||
}
|
||||
|
||||
if (losCenter)
|
||||
{
|
||||
// If spell casted by gameobject then ignore M2 models
|
||||
losChecks &= ~LINEOFSIGHT_CHECK_GOBJECT_M2;
|
||||
}
|
||||
else
|
||||
{
|
||||
losCenter = m_caster;
|
||||
}
|
||||
|
||||
if (!losCenter->IsWithinLOS(x, y, z, VMAP::ModelIgnoreFlags::M2, LineOfSightChecks((losChecks))))
|
||||
{
|
||||
return SPELL_FAILED_LINE_OF_SIGHT;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// check pet presence
|
||||
for (int j = 0; j < MAX_SPELL_EFFECTS; ++j)
|
||||
@@ -7626,7 +7685,7 @@ bool Spell::CheckEffectTarget(Unit const* target, uint32 eff) const
|
||||
{
|
||||
case SPELL_EFFECT_RESURRECT_NEW:
|
||||
// player far away, maybe his corpse near?
|
||||
if (target != m_caster && !target->IsWithinLOSInMap(m_caster, LINEOFSIGHT_ALL_CHECKS))
|
||||
if (target != m_caster && !target->IsWithinLOSInMap(m_caster))
|
||||
{
|
||||
if (!m_targets.GetCorpseTargetGUID())
|
||||
return false;
|
||||
@@ -7638,7 +7697,7 @@ bool Spell::CheckEffectTarget(Unit const* target, uint32 eff) const
|
||||
if (target->GetGUID() != corpse->GetOwnerGUID())
|
||||
return false;
|
||||
|
||||
if (!corpse->IsWithinLOSInMap(m_caster, LINEOFSIGHT_ALL_CHECKS) && !(m_spellFlags & SPELL_FLAG_REDIRECTED))
|
||||
if (!corpse->IsWithinLOSInMap(m_caster) && !(m_spellFlags & SPELL_FLAG_REDIRECTED))
|
||||
return false;
|
||||
}
|
||||
break;
|
||||
@@ -7646,7 +7705,7 @@ bool Spell::CheckEffectTarget(Unit const* target, uint32 eff) const
|
||||
{
|
||||
if (!m_targets.GetCorpseTargetGUID())
|
||||
{
|
||||
if (target->IsWithinLOSInMap(m_caster, LINEOFSIGHT_ALL_CHECKS) && target->HasUnitFlag(UNIT_FLAG_SKINNABLE))
|
||||
if (target->IsWithinLOSInMap(m_caster, VMAP::ModelIgnoreFlags::M2) && target->HasUnitFlag(UNIT_FLAG_SKINNABLE))
|
||||
return true;
|
||||
|
||||
return false;
|
||||
@@ -7662,7 +7721,7 @@ bool Spell::CheckEffectTarget(Unit const* target, uint32 eff) const
|
||||
if (!corpse->HasFlag(CORPSE_FIELD_FLAGS, CORPSE_FLAG_LOOTABLE))
|
||||
return false;
|
||||
|
||||
if (!corpse->IsWithinLOSInMap(m_caster, LINEOFSIGHT_ALL_CHECKS))
|
||||
if (!corpse->IsWithinLOSInMap(m_caster, VMAP::ModelIgnoreFlags::M2))
|
||||
return false;
|
||||
}
|
||||
break;
|
||||
@@ -7676,14 +7735,40 @@ bool Spell::CheckEffectTarget(Unit const* target, uint32 eff) const
|
||||
if (target->ToPlayer()->getLevel() >= sWorld->getIntConfig(CONFIG_MAX_RECRUIT_A_FRIEND_BONUS_PLAYER_LEVEL))
|
||||
return false;
|
||||
break;
|
||||
|
||||
default: // normal case
|
||||
// Get GO cast coordinates if original caster -> GO
|
||||
WorldObject* caster = nullptr;
|
||||
{
|
||||
uint32 losChecks = LINEOFSIGHT_ALL_CHECKS;
|
||||
GameObject* gobCaster = nullptr;
|
||||
if (m_originalCasterGUID.IsGameObject())
|
||||
caster = m_caster->GetMap()->GetGameObject(m_originalCasterGUID);
|
||||
if (!caster)
|
||||
{
|
||||
gobCaster = m_caster->GetMap()->GetGameObject(m_originalCasterGUID);
|
||||
}
|
||||
else if (m_caster->GetEntry() == WORLD_TRIGGER)
|
||||
{
|
||||
if (TempSummon* tempSummon = m_caster->ToTempSummon())
|
||||
{
|
||||
gobCaster = tempSummon->GetSummonerGameObject();
|
||||
}
|
||||
}
|
||||
|
||||
WorldObject* caster = nullptr;
|
||||
if (gobCaster)
|
||||
{
|
||||
if (gobCaster->GetGOInfo()->IsIgnoringLOSChecks())
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
caster = gobCaster;
|
||||
|
||||
// If spell casted by gameobject then ignore M2 models
|
||||
losChecks &= ~LINEOFSIGHT_CHECK_GOBJECT_M2;
|
||||
}
|
||||
else
|
||||
{
|
||||
caster = m_caster;
|
||||
}
|
||||
|
||||
if (target != m_caster)
|
||||
{
|
||||
if (m_targets.HasDst())
|
||||
@@ -7692,14 +7777,19 @@ bool Spell::CheckEffectTarget(Unit const* target, uint32 eff) const
|
||||
float y = m_targets.GetDstPos()->GetPositionY();
|
||||
float z = m_targets.GetDstPos()->GetPositionZ();
|
||||
|
||||
if (!target->IsWithinLOS(x, y, z, LINEOFSIGHT_ALL_CHECKS))
|
||||
if (!target->IsWithinLOS(x, y, z, VMAP::ModelIgnoreFlags::M2, LineOfSightChecks(losChecks)))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
else if (!target->IsWithinLOSInMap(caster, LINEOFSIGHT_ALL_CHECKS))
|
||||
}
|
||||
else if (!target->IsWithinLOSInMap(caster, VMAP::ModelIgnoreFlags::M2, LineOfSightChecks(losChecks)))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -4229,12 +4229,6 @@ void SpellMgr::LoadSpellInfoCorrections()
|
||||
spellInfo->AttributesEx |= SPELL_ATTR1_EXCLUDE_CASTER;
|
||||
});
|
||||
|
||||
// Suppression Aura
|
||||
ApplySpellFix({ 22247 }, [](SpellInfo* spellInfo)
|
||||
{
|
||||
spellInfo->AttributesEx2 |= SPELL_ATTR2_IGNORE_LINE_OF_SIGHT;
|
||||
});
|
||||
|
||||
// Cosmetic - Lightning Beam Channel
|
||||
ApplySpellFix({ 45537 }, [](SpellInfo* spellInfo)
|
||||
{
|
||||
|
||||
@@ -1000,8 +1000,8 @@ public:
|
||||
{
|
||||
Player* player = handler->GetSession()->GetPlayer();
|
||||
handler->PSendSysMessage("Checking LoS %s -> %s:", player->GetName().c_str(), unit->GetName().c_str());
|
||||
handler->PSendSysMessage(" VMAP LoS: %s", player->IsWithinLOSInMap(unit, LINEOFSIGHT_CHECK_VMAP) ? "clear" : "obstructed");
|
||||
handler->PSendSysMessage(" GObj LoS: %s", player->IsWithinLOSInMap(unit, LINEOFSIGHT_CHECK_GOBJECT) ? "clear" : "obstructed");
|
||||
handler->PSendSysMessage(" VMAP LoS: %s", player->IsWithinLOSInMap(unit, VMAP::ModelIgnoreFlags::Nothing, LINEOFSIGHT_CHECK_VMAP) ? "clear" : "obstructed");
|
||||
handler->PSendSysMessage(" GObj LoS: %s", player->IsWithinLOSInMap(unit, VMAP::ModelIgnoreFlags::Nothing, LINEOFSIGHT_CHECK_GOBJECT_ALL) ? "clear" : "obstructed");
|
||||
handler->PSendSysMessage("%s is %sin line of sight of %s.", unit->GetName().c_str(), (player->IsWithinLOSInMap(unit) ? "" : "not "), player->GetName().c_str());
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -1763,7 +1763,9 @@ public:
|
||||
{
|
||||
float destX = summoner->GetPositionX() + cos(angle + a * M_PI) * i * 10.0f;
|
||||
float destY = summoner->GetPositionY() + std::sin(angle + a * M_PI) * i * 10.0f;
|
||||
if (summoner->GetMap()->isInLineOfSight(summoner->GetPositionX(), summoner->GetPositionY(), summoner->GetPositionZ() + 10.0f, destX, destY, summoner->GetPositionZ() + 10.0f, summoner->GetPhaseMask(), LINEOFSIGHT_ALL_CHECKS) && destX > 4585.0f && destY > 2716.0f && destY < 2822.0f)
|
||||
if (summoner->GetMap()->isInLineOfSight(summoner->GetPositionX(), summoner->GetPositionY(), summoner->GetPositionZ() + 10.0f, destX, destY,
|
||||
summoner->GetPositionZ() + 10.0f, summoner->GetPhaseMask(), LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags::Nothing) &&
|
||||
destX > 4585.0f && destY > 2716.0f && destY < 2822.0f)
|
||||
{
|
||||
float destZ = summoner->GetMapHeight(summoner->GetPhaseMask(), destX, destY, summoner->GetPositionZ());
|
||||
if (std::fabs(destZ - summoner->GetPositionZ()) < 10.0f) // valid z found
|
||||
|
||||
@@ -1285,7 +1285,7 @@ public:
|
||||
float ox, oy, oz;
|
||||
_caster->GetPosition(ox, oy, oz);
|
||||
DynamicMapTree const& dTree = unit->GetMap()->GetDynamicMapTree();
|
||||
return !dTree.isInLineOfSight(unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZ() + 2.f, ox, oy, oz + 2.f, unit->GetPhaseMask());
|
||||
return !dTree.isInLineOfSight(unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZ() + 2.f, ox, oy, oz + 2.f, unit->GetPhaseMask(), VMAP::ModelIgnoreFlags::Nothing);
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
@@ -125,7 +125,8 @@ public:
|
||||
void MoveInLineOfSight(Unit* who) override
|
||||
{
|
||||
if (!activated && who->GetTypeId() == TYPEID_PLAYER)
|
||||
if (me->GetExactDist2d(who) <= 25.0f && me->GetMap()->isInLineOfSight(me->GetPositionX(), me->GetPositionY(), me->GetPositionZ() + 5.0f, who->GetPositionX(), who->GetPositionY(), who->GetPositionZ() + 5.0f, 2, LINEOFSIGHT_ALL_CHECKS))
|
||||
if (me->GetExactDist2d(who) <= 25.0f && me->GetMap()->isInLineOfSight(me->GetPositionX(), me->GetPositionY(), me->GetPositionZ() + 5.0f,
|
||||
who->GetPositionX(), who->GetPositionY(), who->GetPositionZ() + 5.0f, 2, LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags::Nothing))
|
||||
{
|
||||
activated = true;
|
||||
me->RemoveAura(64615);
|
||||
|
||||
Reference in New Issue
Block a user