Core/Maps & Extractors: Move copypasted map file headers into a single shared file and replace #defines with enums

Port From (https://github.com/TrinityCore/TrinityCore/commit/6ecfe58cae6d9cfa7a3aef21a4a96aa00c513ba2)
This commit is contained in:
hondacrx
2021-06-02 22:09:53 -04:00
parent 2576fded97
commit 90508f7689
9 changed files with 81 additions and 74 deletions
@@ -174,7 +174,7 @@ namespace Game.Movement
// Check both start and end points, if they're both in water, then we can *safely* let the creature move
for (uint i = 0; i < _pathPoints.Length; ++i)
{
ZLiquidStatus status = _sourceUnit.GetMap().GetLiquidStatus(_sourceUnit.GetPhaseShift(), _pathPoints[i].X, _pathPoints[i].Y, _pathPoints[i].Z, MapConst.MapAllLiquidTypes, _sourceUnit.GetCollisionHeight());
ZLiquidStatus status = _sourceUnit.GetMap().GetLiquidStatus(_sourceUnit.GetPhaseShift(), _pathPoints[i].X, _pathPoints[i].Y, _pathPoints[i].Z, LiquidHeaderTypeFlags.AllLiquids, _sourceUnit.GetCollisionHeight());
// One of the points is not in the water, cancel movement.
if (status == ZLiquidStatus.NoWater)
{
@@ -839,18 +839,18 @@ namespace Game.Movement
NavTerrainFlag GetNavTerrain(float x, float y, float z)
{
LiquidData data;
ZLiquidStatus liquidStatus = _sourceUnit.GetMap().GetLiquidStatus(_sourceUnit.GetPhaseShift(), x, y, z, MapConst.MapAllLiquidTypes, out data, _sourceUnit.GetCollisionHeight());
ZLiquidStatus liquidStatus = _sourceUnit.GetMap().GetLiquidStatus(_sourceUnit.GetPhaseShift(), x, y, z, LiquidHeaderTypeFlags.AllLiquids, out data, _sourceUnit.GetCollisionHeight());
if (liquidStatus == ZLiquidStatus.NoWater)
return NavTerrainFlag.Ground;
data.type_flags &= ~MapConst.MapLiquidTypeDarkWater;
data.type_flags &= ~LiquidHeaderTypeFlags.DarkWater;
switch (data.type_flags)
{
case MapConst.MapLiquidTypeWater:
case MapConst.MapLiquidTypeOcean:
case LiquidHeaderTypeFlags.Water:
case LiquidHeaderTypeFlags.Ocean:
return NavTerrainFlag.Water;
case MapConst.MapLiquidTypeMagma:
case MapConst.MapLiquidTypeSlime:
case LiquidHeaderTypeFlags.Magma:
case LiquidHeaderTypeFlags.Slime:
return NavTerrainFlag.MagmaSlime;
default:
return NavTerrainFlag.Ground;