fix(Core/Movement): (#7008)

- Get zone/area IDs from vmap data in the liquid update
- Add new method Map::getFullVMapDataForPosition to get area info and liquid info in a single vmap lookup
- Adjust GetZoneId/GetAreaId on WorldObject to always return these cached fields.
- Clean up liquid state handling on Unit and Player
- Implemented getting area id from gameobject spawns.
- Removed old core related to getting movement flags dependent on environment.
- Movement flags are now processed more precisely and dynamically.

Original source: TrinityCore.

- Closes #5086
- Updates #2208.
This commit is contained in:
UltraNix
2021-08-25 12:41:20 +02:00
committed by GitHub
parent 909c3e5799
commit a8c0a2cc89
47 changed files with 1086 additions and 883 deletions

View File

@@ -90,6 +90,8 @@ void WorldSession::HandleMoveWorldportAck()
GetPlayer()->ResetMap();
GetPlayer()->SetMap(newMap);
GetPlayer()->UpdatePositionData();
GetPlayer()->SendInitialPacketsBeforeAddToMap();
if (!GetPlayer()->GetMap()->AddPlayerToMap(GetPlayer()))
{
@@ -216,7 +218,7 @@ void WorldSession::HandleMoveWorldportAck()
// update zone immediately, otherwise leave channel will cause crash in mtmap
uint32 newzone, newarea;
GetPlayer()->GetZoneAndAreaId(newzone, newarea, true);
GetPlayer()->GetZoneAndAreaId(newzone, newarea);
GetPlayer()->UpdateZone(newzone, newarea);
// honorless target
@@ -273,7 +275,7 @@ void WorldSession::HandleMoveTeleportAck(WorldPacket& recvData)
if (oldPos.GetExactDist2d(plMover) > 100.0f)
{
uint32 newzone, newarea;
plMover->GetZoneAndAreaId(newzone, newarea, true);
plMover->GetZoneAndAreaId(newzone, newarea);
plMover->UpdateZone(newzone, newarea);
// new zone
@@ -482,7 +484,8 @@ void WorldSession::HandleMovementOpcodes(WorldPacket& recvData)
if (plrMover && ((movementInfo.flags & MOVEMENTFLAG_SWIMMING) != 0) != plrMover->IsInWater())
{
// now client not include swimming flag in case jumping under water
plrMover->SetInWater(!plrMover->IsInWater() || plrMover->GetBaseMap()->IsUnderWater(movementInfo.pos.GetPositionX(), movementInfo.pos.GetPositionY(), movementInfo.pos.GetPositionZ()));
plrMover->SetInWater(!plrMover->IsInWater() || plrMover->GetMap()->IsUnderWater(plrMover->GetPhaseMask(), movementInfo.pos.GetPositionX(),
movementInfo.pos.GetPositionY(), movementInfo.pos.GetPositionZ(), plrMover->GetCollisionHeight()));
}
bool jumpopcode = false;