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
* Use this lookup in Map:: relocation methods to update m_areaId and m_zoneId fields on WorldObject
* Adjust GetZoneId/GetAreaId on WorldObject to always return these cached fields
* Clean up liquid state handling on Unit and Player
* Hand floor's Z coord up through GetFullTerrainStatusForPosition, use it to update a new field in WorldObject, and use that to feed a new GetFloorZ call on WorldObject.
This commit is contained in:
Aokromes committed 2017-06-09 13:20:37 +02:00
1 parent c700779949
commit f8d9d954d1
17 files changed
+315 -145

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+23 -39
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@@ -467,7 +467,6 @@ void Unit::Update(uint32 p_time)
UpdateSplineMovement(p_time);
i_motionMaster->UpdateMotion(p_time);
UpdateUnderwaterState(GetMap(), GetPositionX(), GetPositionY(), GetPositionZ());
}
bool Unit::haveOffhandWeapon() const
@@ -3115,48 +3114,34 @@ bool Unit::IsUnderWater() const
return GetBaseMap()->IsUnderWater(GetPositionX(), GetPositionY(), GetPositionZ());
}
void Unit::UpdateUnderwaterState(Map* m, float x, float y, float z)
void Unit::ProcessPositionDataChanged(PositionFullTerrainStatus const& data)
{
if (!IsPet() && !IsVehicle())
WorldObject::ProcessPositionDataChanged(data);
ProcessTerrainStatusUpdate(data.liquidStatus, data.liquidInfo);
}
void Unit::ProcessTerrainStatusUpdate(ZLiquidStatus status, Optional<LiquidData> const& liquidData)
{
if (IsFlying() || (!IsControlledByPlayer()))
return;
LiquidData liquid_status;
ZLiquidStatus res = m->getLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &liquid_status);
if (!res)
// remove appropriate auras if we are swimming/not swimming respectively
if (status & MAP_LIQUID_STATUS_SWIMMING)
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_NOT_ABOVEWATER);
else
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_NOT_UNDERWATER);
// liquid aura handling
LiquidTypeEntry const* curLiquid = nullptr;
if ((status & MAP_LIQUID_STATUS_SWIMMING) && liquidData)
curLiquid = sLiquidTypeStore.LookupEntry(liquidData->entry);
if (curLiquid != _lastLiquid)
{
if (_lastLiquid && _lastLiquid->SpellId)
RemoveAurasDueToSpell(_lastLiquid->SpellId);
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_NOT_UNDERWATER);
_lastLiquid = NULL;
return;
}
if (uint32 liqEntry = liquid_status.entry)
{
LiquidTypeEntry const* liquid = sLiquidTypeStore.LookupEntry(liqEntry);
if (_lastLiquid && _lastLiquid->SpellId && _lastLiquid->Id != liqEntry)
RemoveAurasDueToSpell(_lastLiquid->SpellId);
if (liquid && liquid->SpellId)
{
if (res & (LIQUID_MAP_UNDER_WATER | LIQUID_MAP_IN_WATER))
{
if (!HasAura(liquid->SpellId))
CastSpell(this, liquid->SpellId, true);
}
else
RemoveAurasDueToSpell(liquid->SpellId);
}
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_NOT_ABOVEWATER);
_lastLiquid = liquid;
}
else if (_lastLiquid && _lastLiquid->SpellId)
{
RemoveAurasDueToSpell(_lastLiquid->SpellId);
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_NOT_UNDERWATER);
_lastLiquid = NULL;
if (curLiquid && curLiquid->SpellId)
CastSpell(this, curLiquid->SpellId, true);
_lastLiquid = curLiquid;
}
}
@@ -13563,8 +13548,7 @@ bool Unit::UpdatePosition(float x, float y, float z, float orientation, bool tel
else if (turn)
UpdateOrientation(orientation);
// code block for underwater state update
UpdateUnderwaterState(GetMap(), x, y, z);
UpdatePositionData();
return (relocated || turn);
}