eqemu-server/zone/water_map_v1.cpp
Michael Cook (mackal) 6a7ea65dd0 Ask water map if we're in a zoneline to prevent false positives
I don't think this should open up any chance to exploit
Trying to use a ZL to go somewhere else is still detected etc

This should really cut down on false positives and we really can't
see real cheater from all the noise this creates
2016-08-05 01:07:12 -04:00

91 lines
2.1 KiB
C++

#include "water_map_v1.h"
WaterMapV1::WaterMapV1() {
BSP_Root = nullptr;
}
WaterMapV1::~WaterMapV1() {
if (BSP_Root) {
delete[] BSP_Root;
}
}
WaterRegionType WaterMapV1::ReturnRegionType(const glm::vec3& location) const {
return BSPReturnRegionType(1, glm::vec3(location.y, location.x, location.z));
}
bool WaterMapV1::InWater(const glm::vec3& location) const {
return ReturnRegionType(location) == RegionTypeWater;
}
bool WaterMapV1::InVWater(const glm::vec3& location) const {
return ReturnRegionType(location) == RegionTypeVWater;
}
bool WaterMapV1::InLava(const glm::vec3& location) const {
return ReturnRegionType(location) == RegionTypeLava;
}
bool WaterMapV1::InLiquid(const glm::vec3& location) const {
return InWater(location) || InLava(location);
}
bool WaterMapV1::InPvP(const glm::vec3& location) const {
return ReturnRegionType(location) == RegionTypePVP;
}
bool WaterMapV1::InZoneLine(const glm::vec3& location) const {
return ReturnRegionType(location) == RegionTypeZoneLine;
}
bool WaterMapV1::Load(FILE *fp) {
uint32 bsp_tree_size;
if (fread(&bsp_tree_size, sizeof(bsp_tree_size), 1, fp) != 1) {
return false;
}
BSP_Root = new ZBSP_Node[bsp_tree_size];
if (!BSP_Root) {
return false;
}
if (fread(BSP_Root, sizeof(ZBSP_Node), bsp_tree_size, fp) != bsp_tree_size) {
return false;
}
return true;
}
WaterRegionType WaterMapV1::BSPReturnRegionType(int32 node_number, const glm::vec3& location) const {
float distance;
const ZBSP_Node *current_node = &BSP_Root[node_number - 1];
if ((current_node->left == 0) &&
(current_node->right == 0)) {
return (WaterRegionType)current_node->special;
}
distance = (location.x * current_node->normal[0]) +
(location.y * current_node->normal[1]) +
(location.z * current_node->normal[2]) +
current_node->splitdistance;
if (distance == 0.0f) {
return(RegionTypeNormal);
}
if (distance >0.0f) {
if (current_node->left == 0) {
return(RegionTypeNormal);
}
return BSPReturnRegionType(current_node->left, location);
}
if (current_node->right == 0) {
return(RegionTypeNormal);
}
return BSPReturnRegionType(current_node->right, location);
}