eluna-scripts-ornfelt/lua/WowEmulationScriptPack/patch/3.3.5...3.3.5-blink.diff
2024-09-23 07:59:23 +02:00

204 lines
11 KiB
Diff

diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp
index d7615ee9207..e6741cca352 100644
--- a/src/server/game/Spells/Spell.cpp
+++ b/src/server/game/Spells/Spell.cpp
@@ -1300,6 +1300,187 @@ void Spell::SelectImplicitCasterDestTargets(SpellEffIndex effIndex, SpellImplici
dest = SpellDestination(x, y, liquidLevel, m_caster->GetOrientation());
break;
}
+ case TARGET_DEST_CASTER_FRONT_LEAP:
+ {
+ float distance = m_spellInfo->Effects[effIndex].CalcRadius(m_caster);
+ Map* map = m_caster->GetMap();
+ uint32 mapid = m_caster->GetMapId();
+ uint32 phasemask = m_caster->GetPhaseMask();
+ float destx, desty, destz, ground;
+
+ Position pos;
+ Position lastpos;
+ pos = m_caster->GetPosition();
+ destx = pos.GetPositionX() + distance * cos(pos.GetOrientation());
+ desty = pos.GetPositionY() + distance * sin(pos.GetOrientation());
+
+ ground = map->GetHeight(phasemask, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ());
+
+ if (!m_caster->HasUnitMovementFlag(MOVEMENTFLAG_FALLING) || (pos.GetPositionZ() - ground < 25.0f))
+ {
+ float tstX, tstY, tstZ, prevX, prevY, prevZ;
+ float tstZ1, tstZ2, tstZ3, destz1, destz2, destz3, srange, srange1, srange2, srange3;
+ float maxtravelDistZ = 2.65f;
+ float overdistance = 0.0f;
+ float totalpath = 0.0f;
+ float beforewaterz = 0.0f;
+ const float step = 2.0f;
+ const uint8 numChecks = ceil(fabs(distance / step));
+ const float DELTA_X = (destx - pos.GetPositionX()) / numChecks;
+ const float DELTA_Y = (desty - pos.GetPositionY()) / numChecks;
+ int j = 1;
+ for (; j < (numChecks + 1); j++)
+ {
+ prevX = pos.GetPositionX() + (float(j - 1)*DELTA_X);
+ prevY = pos.GetPositionY() + (float(j - 1)*DELTA_Y);
+ tstX = pos.GetPositionX() + (float(j)*DELTA_X);
+ tstY = pos.GetPositionY() + (float(j)*DELTA_Y);
+
+ if (j < 2)
+ {
+ prevZ = pos.GetPositionZ();
+ }
+ else
+ {
+ prevZ = tstZ;
+ }
+
+ tstZ = map->GetHeight(phasemask, tstX, tstY, prevZ + maxtravelDistZ, true);
+ ground = tstZ;
+
+ if (!map->IsInWater(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ()))
+ {
+ if (map->IsInWater(tstX, tstY, tstZ))
+ {
+ if (!(beforewaterz != 0.0f))
+ beforewaterz = prevZ;
+ tstZ = beforewaterz;
+ srange = sqrt((tstY - prevY)*(tstY - prevY) + (tstX - prevX)*(tstX - prevX));
+ //TC_LOG_ERROR("server", "(start was from land) step in water , number of cycle = %i , distance of step = %f, total path = %f, Z = %f", j, srange, totalpath, tstZ);
+ }
+ }
+ else if (map->IsInWater(tstX, tstY, tstZ))
+ {
+ prevZ = pos.GetPositionZ();
+ tstZ = pos.GetPositionZ();
+ srange = sqrt((tstY - prevY)*(tstY - prevY) + (tstX - prevX)*(tstX - prevX));
+ //TC_LOG_ERROR("server", "(start in water) step in water, number of cycle = %i , distance of step = %f, total path = %f", j, srange, totalpath);
+ }
+
+ if (!map->IsInWater(tstX, tstY, tstZ) && tstZ != beforewaterz) // second safety check z for blink way if on the ground
+ {
+ // highest available point
+ tstZ1 = map->GetHeight(phasemask, tstX, tstY, prevZ + maxtravelDistZ, true, 25.0f);
+ // upper or floor
+ tstZ2 = map->GetHeight(phasemask, tstX, tstY, prevZ, true, 25.0f);
+ //lower than floor
+ tstZ3 = map->GetHeight(phasemask, tstX, tstY, prevZ - maxtravelDistZ / 2, true, 25.0f);
+
+ //distance of rays, will select the shortest in 3D
+ srange1 = sqrt((tstY - prevY)*(tstY - prevY) + (tstX - prevX)*(tstX - prevX) + (tstZ1 - prevZ)*(tstZ1 - prevZ));
+ //TC_LOG_ERROR("server", "step = %i, distance of ray1 = %f", j, srange1);
+ srange2 = sqrt((tstY - prevY)*(tstY - prevY) + (tstX - prevX)*(tstX - prevX) + (tstZ2 - prevZ)*(tstZ2 - prevZ));
+ //TC_LOG_ERROR("server", "step = %i, distance of ray2 = %f", j, srange2);
+ srange3 = sqrt((tstY - prevY)*(tstY - prevY) + (tstX - prevX)*(tstX - prevX) + (tstZ3 - prevZ)*(tstZ3 - prevZ));
+ //TC_LOG_ERROR("server", "step = %i, distance of ray3 = %f", j, srange3);
+
+ if (srange1 < srange2)
+ tstZ = tstZ1;
+ else if (srange3 < srange2)
+ tstZ = tstZ3;
+ else
+ tstZ = tstZ2;
+
+ srange = sqrt((tstY - prevY)*(tstY - prevY) + (tstX - prevX)*(tstX - prevX) + (tstZ - prevZ)*(tstZ - prevZ));
+ //TC_LOG_ERROR("server", "step on ground, number of cycle = %i , distance of step = %f, total path = %f", j, srange, totalpath);
+ }
+
+ destx = tstX;
+ desty = tstY;
+ destz = tstZ;
+
+ totalpath += srange;
+
+ if (totalpath > distance)
+ {
+ overdistance = totalpath - distance;
+ //TC_LOG_ERROR("server", "total path > than distance in 3D , need to move back a bit for save distance, total path = %f, overdistance = %f", totalpath, overdistance);
+ }
+
+ bool col = VMAP::VMapFactory::createOrGetVMapManager()->getObjectHitPos(mapid, prevX, prevY, prevZ + 0.5f, tstX, tstY, tstZ + 0.5f, tstX, tstY, tstZ, -0.5f);
+ // check dynamic collision
+ bool dcol = m_caster->GetMap()->getObjectHitPos(phasemask, prevX, prevY, prevZ + 0.5f, tstX, tstY, tstZ + 0.5f, tstX, tstY, tstZ, -0.5f);
+
+ // collision occured
+ if (col || dcol || (overdistance > 0.0f && !map->IsInWater(tstX, tstY, ground)) || (fabs(prevZ - tstZ) > maxtravelDistZ && (tstZ > prevZ)))
+ {
+ if ((overdistance > 0.0f) && (overdistance < step))
+ {
+ destx = prevX + overdistance * cos(pos.GetOrientation());
+ desty = prevY + overdistance * sin(pos.GetOrientation());
+ //TC_LOG_ERROR("server", "(collision) collision occured 1");
+ }
+ else
+ {
+ // move back a bit
+ destx = tstX - (0.6 * cos(pos.GetOrientation()));
+ desty = tstY - (0.6 * sin(pos.GetOrientation()));
+ //TC_LOG_ERROR("server", "(collision) collision occured 2");
+ }
+
+ // highest available point
+ destz1 = map->GetHeight(phasemask, destx, desty, prevZ + maxtravelDistZ, true, 25.0f);
+ // upper or floor
+ destz2 = map->GetHeight(phasemask, destx, desty, prevZ, true, 25.0f);
+ //lower than floor
+ destz3 = map->GetHeight(phasemask, destx, desty, prevZ - maxtravelDistZ / 2, true, 25.0f);
+
+ //distance of rays, will select the shortest in 3D
+ srange1 = sqrt((desty - prevY)*(desty - prevY) + (destx - prevX)*(destx - prevX) + (destz1 - prevZ)*(destz1 - prevZ));
+ srange2 = sqrt((desty - prevY)*(desty - prevY) + (destx - prevX)*(destx - prevX) + (destz2 - prevZ)*(destz2 - prevZ));
+ srange3 = sqrt((desty - prevY)*(desty - prevY) + (destx - prevX)*(destx - prevX) + (destz3 - prevZ)*(destz3 - prevZ));
+
+ if (srange1 < srange2)
+ destz = destz1;
+ else if (srange3 < srange2)
+ destz = destz3;
+ else
+ destz = destz2;
+
+ //TC_LOG_ERROR("server", "(collision) destZ rewrited in prevZ");
+
+ break;
+ }
+ // we have correct destz now
+ }
+ //}
+
+ lastpos.Relocate(destx, desty, destz + 0.5f, pos.GetOrientation());
+ dest = SpellDestination(lastpos);
+ }
+ else
+ {
+ float z = pos.GetPositionZ();
+ bool col = VMAP::VMapFactory::createOrGetVMapManager()->getObjectHitPos(mapid, pos.GetPositionX(), pos.GetPositionY(), z + 0.5f, destx, desty, z + 0.5f, destx, desty, z, -0.5f);
+ // check dynamic collision
+ bool dcol = m_caster->GetMap()->getObjectHitPos(phasemask, pos.GetPositionX(), pos.GetPositionY(), z + 0.5f, destx, desty, z + 0.5f, destx, desty, z, -0.5f);
+
+ // collision occured
+ if (col || dcol)
+ {
+ // move back a bit
+ destx = destx - (0.6 * cos(pos.GetOrientation()));
+ desty = desty - (0.6 * sin(pos.GetOrientation()));
+ }
+
+ lastpos.Relocate(destx, desty, z, pos.GetOrientation());
+ dest = SpellDestination(lastpos);
+ //float range = sqrt((desty - pos.GetPositionY())*(desty - pos.GetPositionY()) + (destx - pos.GetPositionX())*(destx - pos.GetPositionX()));
+ //TC_LOG_ERROR("server", "Blink number 2, in falling but at a hight, distance of blink = %f", range);
+ }
+
+ break;
+ }
default:
{
float dist = m_spellInfo->Effects[effIndex].CalcRadius(m_caster);
diff --git a/src/server/game/Spells/SpellEffects.cpp b/src/server/game/Spells/SpellEffects.cpp
index b0e3b6deeee..b169feedf20 100644
--- a/src/server/game/Spells/SpellEffects.cpp
+++ b/src/server/game/Spells/SpellEffects.cpp
@@ -4555,7 +4555,6 @@ void Spell::EffectLeap(SpellEffIndex /*effIndex*/)
return;
Position pos = destTarget->GetPosition();
- pos = unitTarget->GetFirstCollisionPosition(unitTarget->GetDistance(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ()), 0.0f);
unitTarget->NearTeleportTo(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation(), unitTarget == m_caster);
}