mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-14 01:29:07 +00:00
feat(Core/Gameobject): add a range check for gameobjects (#7521)
This commit is contained in:
@@ -24,6 +24,8 @@
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#include "UpdateFieldFlags.h"
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#include "World.h"
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#include <G3D/Quat.h>
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#include <G3D/Box.h>
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#include <G3D/CoordinateFrame.h>
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#ifdef ELUNA
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#include "LuaEngine.h"
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@@ -277,15 +279,19 @@ bool GameObject::Create(ObjectGuid::LowType guidlow, uint32 name_id, Map* map, u
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// used switch since there should be more
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case 181233: // maexxna portal effect
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case 181575: // maexxna portal
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SetWorldRotation(rotation);
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SetLocalRotation(rotation);
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break;
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default:
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// xinef: hackfix - but make it possible to use original WorldRotation (using special gameobject addon data)
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// pussywizard: temporarily calculate WorldRotation from orientation, do so until values in db are correct
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if (addon && addon->invisibilityType == INVISIBILITY_GENERAL && addon->InvisibilityValue == 0)
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SetWorldRotation(rotation);
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{
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SetLocalRotation(rotation);
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}
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else
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SetWorldRotationAngles(NormalizeOrientation(GetOrientation()), 0.0f, 0.0f);
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{
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SetLocalRotationAngles(NormalizeOrientation(GetOrientation()), 0.0f, 0.0f);
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}
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break;
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}
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@@ -879,7 +885,7 @@ void GameObject::SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask, bool
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data.posY = GetPositionY();
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data.posZ = GetPositionZ();
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data.orientation = GetOrientation();
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data.rotation = m_worldRotation;
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data.rotation = m_localRotation;
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data.spawntimesecs = m_spawnedByDefault ? m_respawnDelayTime : -(int32)m_respawnDelayTime;
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data.animprogress = GetGoAnimProgress();
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data.go_state = GetGoState();
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@@ -905,10 +911,10 @@ void GameObject::SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask, bool
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stmt->setFloat(index++, GetPositionY());
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stmt->setFloat(index++, GetPositionZ());
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stmt->setFloat(index++, GetOrientation());
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stmt->setFloat(index++, m_worldRotation.x);
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stmt->setFloat(index++, m_worldRotation.y);
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stmt->setFloat(index++, m_worldRotation.z);
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stmt->setFloat(index++, m_worldRotation.w);
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stmt->setFloat(index++, m_localRotation.x);
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stmt->setFloat(index++, m_localRotation.y);
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stmt->setFloat(index++, m_localRotation.z);
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stmt->setFloat(index++, m_localRotation.w);
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stmt->setInt32(index++, int32(m_respawnDelayTime));
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stmt->setUInt8(index++, GetGoAnimProgress());
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stmt->setUInt8(index++, uint8(GetGoState()));
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@@ -2003,14 +2009,14 @@ void GameObject::UpdatePackedRotation()
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static const int32 PACK_X = PACK_YZ << 1;
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static const int32 PACK_YZ_MASK = (PACK_YZ << 1) - 1;
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static const int32 PACK_X_MASK = (PACK_X << 1) - 1;
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int8 w_sign = (m_worldRotation.w >= 0.f ? 1 : -1);
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int64 x = int32(m_worldRotation.x * PACK_X) * w_sign & PACK_X_MASK;
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int64 y = int32(m_worldRotation.y * PACK_YZ) * w_sign & PACK_YZ_MASK;
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int64 z = int32(m_worldRotation.z * PACK_YZ) * w_sign & PACK_YZ_MASK;
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int8 w_sign = (m_localRotation.w >= 0.f ? 1 : -1);
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int64 x = int32(m_localRotation.x * PACK_X) * w_sign & PACK_X_MASK;
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int64 y = int32(m_localRotation.y * PACK_YZ) * w_sign & PACK_YZ_MASK;
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int64 z = int32(m_localRotation.z * PACK_YZ) * w_sign & PACK_YZ_MASK;
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m_packedRotation = z | (y << 21) | (x << 42);
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}
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void GameObject::SetWorldRotation(G3D::Quat const& rot)
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void GameObject::SetLocalRotation(G3D::Quat const& rot)
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{
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G3D::Quat rotation;
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// Temporary solution for gameobjects that have no rotation data in DB:
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@@ -2020,7 +2026,7 @@ void GameObject::SetWorldRotation(G3D::Quat const& rot)
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rotation = rot;
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rotation.unitize();
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m_worldRotation = rotation;
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m_localRotation = rotation;
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UpdatePackedRotation();
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}
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@@ -2032,9 +2038,26 @@ void GameObject::SetTransportPathRotation(float qx, float qy, float qz, float qw
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SetFloatValue(GAMEOBJECT_PARENTROTATION + 3, qw);
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}
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void GameObject::SetWorldRotationAngles(float z_rot, float y_rot, float x_rot)
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void GameObject::SetLocalRotationAngles(float z_rot, float y_rot, float x_rot)
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{
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SetWorldRotation(G3D::Quat(G3D::Matrix3::fromEulerAnglesZYX(z_rot, y_rot, x_rot)));
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SetLocalRotation(G3D::Quat(G3D::Matrix3::fromEulerAnglesZYX(z_rot, y_rot, x_rot)));
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}
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G3D::Quat GameObject::GetWorldRotation() const
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{
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G3D::Quat localRotation = GetLocalRotation();
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if (Transport* transport = GetTransport())
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{
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G3D::Quat worldRotation = transport->GetWorldRotation();
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G3D::Quat worldRotationQuat(worldRotation.x, worldRotation.y, worldRotation.z, worldRotation.w);
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G3D::Quat localRotationQuat(localRotation.x, localRotation.y, localRotation.z, localRotation.w);
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G3D::Quat resultRotation = localRotationQuat * worldRotationQuat;
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return G3D::Quat(resultRotation.x, resultRotation.y, resultRotation.z, resultRotation.w);
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}
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return localRotation;
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}
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void GameObject::ModifyHealth(int32 change, Unit* attackerOrHealer /*= nullptr*/, uint32 spellId /*= 0*/)
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@@ -2509,18 +2532,39 @@ void GameObject::SetPosition(float x, float y, float z, float o)
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GetMap()->GameObjectRelocation(this, x, y, z, o);
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}
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float GameObject::GetInteractionDistance()
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float GameObject::GetInteractionDistance() const
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{
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switch (GetGoType())
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{
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/// @todo find out how the client calculates the maximal usage distance to spellless working
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// gameobjects like guildbanks and mailboxes - 10.0 is a just an abitrary choosen number
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case GAMEOBJECT_TYPE_AREADAMAGE:
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return 0.0f;
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case GAMEOBJECT_TYPE_QUESTGIVER:
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case GAMEOBJECT_TYPE_TEXT:
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case GAMEOBJECT_TYPE_FLAGSTAND:
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case GAMEOBJECT_TYPE_FLAGDROP:
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case GAMEOBJECT_TYPE_MINI_GAME:
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return 5.5555553f;
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case GAMEOBJECT_TYPE_BINDER:
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return 10.0f;
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case GAMEOBJECT_TYPE_CHAIR:
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case GAMEOBJECT_TYPE_BARBER_CHAIR:
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return 3.0f;
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case GAMEOBJECT_TYPE_FISHINGNODE:
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return 100.0f;
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case GAMEOBJECT_TYPE_FISHINGHOLE:
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return 20.0f + CONTACT_DISTANCE; // max spell range
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case GAMEOBJECT_TYPE_CAMERA:
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case GAMEOBJECT_TYPE_MAP_OBJECT:
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case GAMEOBJECT_TYPE_DUNGEON_DIFFICULTY:
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case GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING:
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case GAMEOBJECT_TYPE_DOOR:
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return 5.0f;
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// Following values are not blizzlike
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case GAMEOBJECT_TYPE_GUILD_BANK:
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case GAMEOBJECT_TYPE_MAILBOX:
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return 10.0f;
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case GAMEOBJECT_TYPE_FISHINGHOLE:
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case GAMEOBJECT_TYPE_FISHINGNODE:
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return 20.0f + CONTACT_DISTANCE; // max spell range
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// Successful mailbox interaction is rather critical to the client, failing it will start a minute-long cooldown until the next mail query may be executed.
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// And since movement info update is not sent with mailbox interaction query, server may find the player outside of interaction range. Thus we increase it.
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return 10.0f; // 5.0f is blizzlike
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default:
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return INTERACTION_DISTANCE;
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}
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@@ -2562,3 +2606,110 @@ GameObjectModel* GameObject::CreateModel()
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{
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return GameObjectModel::Create(std::make_unique<GameObjectModelOwnerImpl>(this), sWorld->GetDataPath());
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}
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bool GameObject::IsAtInteractDistance(Player const* player, SpellInfo const* spell) const
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{
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if (spell || (spell = GetSpellForLock(player)))
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{
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float maxRange = spell->GetMaxRange(spell->IsPositive());
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if (GetGoType() == GAMEOBJECT_TYPE_SPELL_FOCUS)
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{
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return maxRange * maxRange >= GetExactDistSq(player);
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}
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if (sGameObjectDisplayInfoStore.LookupEntry(GetGOInfo()->displayId))
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{
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return IsAtInteractDistance(*player, maxRange);
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}
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}
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return IsAtInteractDistance(*player, GetInteractionDistance());
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}
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bool GameObject::IsAtInteractDistance(Position const& pos, float radius) const
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{
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if (GameObjectDisplayInfoEntry const* displayInfo = sGameObjectDisplayInfoStore.LookupEntry(GetGOInfo()->displayId))
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{
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float scale = GetObjectScale();
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float minX = displayInfo->minX * scale - radius;
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float minY = displayInfo->minY * scale - radius;
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float minZ = displayInfo->minZ * scale - radius;
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float maxX = displayInfo->maxX * scale + radius;
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float maxY = displayInfo->maxY * scale + radius;
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float maxZ = displayInfo->maxZ * scale + radius;
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G3D::Quat worldRotation = GetWorldRotation();
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G3D::Quat worldRotationQuat(worldRotation.x, worldRotation.y, worldRotation.z, worldRotation.w);
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return G3D::CoordinateFrame {{worldRotationQuat}, {GetPositionX(), GetPositionY(), GetPositionZ()}}.toWorldSpace(G3D::Box {{minX, minY, minZ}, {maxX, maxY, maxZ}}).contains({pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ()});
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}
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return GetExactDist(&pos) <= radius;
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}
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bool GameObject::IsWithinDistInMap(Player const* player) const
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{
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return IsInMap(player) && InSamePhase(player) && IsAtInteractDistance(player);
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}
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SpellInfo const* GameObject::GetSpellForLock(Player const* player) const
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{
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if (!player)
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{
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return nullptr;
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}
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uint32 lockId = GetGOInfo()->GetLockId();
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if (!lockId)
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{
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return nullptr;
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}
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LockEntry const* lock = sLockStore.LookupEntry(lockId);
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if (!lock)
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{
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return nullptr;
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}
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for (uint8 i = 0; i < MAX_LOCK_CASE; ++i)
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{
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if (!lock->Type[i])
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{
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continue;
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}
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if (lock->Type[i] == LOCK_KEY_SPELL)
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{
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if (SpellInfo const* spell = sSpellMgr->GetSpellInfo(lock->Index[i]))
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{
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return spell;
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}
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}
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if (lock->Type[i] != LOCK_KEY_SKILL)
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{
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break;
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}
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for (auto&& playerSpell : player->GetSpellMap())
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{
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if (SpellInfo const* spell = sSpellMgr->GetSpellInfo(playerSpell.first))
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{
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for (auto&& effect : spell->Effects)
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{
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if (effect.Effect == SPELL_EFFECT_OPEN_LOCK && ((uint32) effect.MiscValue) == lock->Index[i])
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{
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if (effect.CalcValue(player) >= int32(lock->Skill[i]))
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{
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return spell;
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}
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}
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}
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}
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}
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}
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return nullptr;
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}
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