[0087] Use missile elevation and speed in delay calculations. Author: @rsa

Signed-off-by: Yaki Khadafi <ElSolDolLo@gmail.com>
This commit is contained in:
Yaki Khadafi 2012-08-14 15:07:36 +03:00 committed by Antz
parent 6407b24a03
commit 0328054d17
2 changed files with 50 additions and 5 deletions

View file

@ -121,6 +121,9 @@ SpellCastTargets::SpellCastTargets()
m_srcX = m_srcY = m_srcZ = m_destX = m_destY = m_destZ = 0.0f;
m_strTarget = "";
m_targetMask = 0;
m_elevation = 0.0f;
m_speed = 0.0f;
}
SpellCastTargets::~SpellCastTargets()
@ -326,6 +329,7 @@ void SpellCastTargets::ReadAdditionalData(WorldPacket& data, uint8& cast_flags)
{
MovementInfo mi;
data >> mi;
setSource(mi.GetPos()->x, mi.GetPos()->y, mi.GetPos()->z);
}
}
else if (cast_flags & 0x08) // has archaeology weight
@ -916,8 +920,24 @@ void Spell::AddUnitTarget(Unit* pVictim, SpellEffectIndex effIndex)
// spell fly from visual cast object
WorldObject* affectiveObject = GetAffectiveCasterObject();
// Spell have speed - need calculate incoming time
if (m_spellInfo->speed > 0.0f && affectiveObject && pVictim != affectiveObject)
// Spell has trajectory - need calculate incoming time
if (affectiveObject && m_targets.GetSpeed() > 0.0f)
{
float dist;
if (m_targets.m_targetMask & TARGET_FLAG_DEST_LOCATION)
dist = affectiveObject->GetDistance(m_targets.m_destX, m_targets.m_destY, m_targets.m_destZ);
else
dist = affectiveObject->GetDistance(pVictim->GetPositionX(), pVictim->GetPositionY(), pVictim->GetPositionZ());
float speed = m_targets.GetSpeed() * cos(m_targets.GetElevation());
target.timeDelay = (uint64) floor(dist / speed * 1000.0f);
// Calculate minimum incoming time
if (m_delayMoment == 0 || m_delayMoment>target.timeDelay)
m_delayMoment = target.timeDelay;
}
// Spell has speed - need calculate incoming time
else if (m_spellInfo->speed > 0.0f && affectiveObject && pVictim != affectiveObject)
{
// calculate spell incoming interval
float dist = affectiveObject->GetDistance(pVictim->GetPositionX(), pVictim->GetPositionY(), pVictim->GetPositionZ());
@ -929,6 +949,15 @@ void Spell::AddUnitTarget(Unit* pVictim, SpellEffectIndex effIndex)
if (m_delayMoment == 0 || m_delayMoment > target.timeDelay)
m_delayMoment = target.timeDelay;
}
// Spell casted on self - mostly TRIGGER_MISSILE code
else if (m_spellInfo->speed > 0.0f && affectiveObject && pVictim == affectiveObject)
{
float dist = 0.0f;
if (m_targets.m_targetMask & TARGET_FLAG_DEST_LOCATION)
dist = affectiveObject->GetDistance(m_targets.m_destX, m_targets.m_destY, m_targets.m_destZ);
target.timeDelay = (uint64) floor(dist / m_spellInfo->speed * 1000.0f);
}
else
target.timeDelay = UI64LIT(0);
@ -987,8 +1016,24 @@ void Spell::AddGOTarget(GameObject* pVictim, SpellEffectIndex effIndex)
// spell fly from visual cast object
WorldObject* affectiveObject = GetAffectiveCasterObject();
// Spell have speed - need calculate incoming time
if (m_spellInfo->speed > 0.0f && affectiveObject && pVictim != affectiveObject)
// Spell has trajectory - need calculate incoming time
if (affectiveObject && m_targets.GetSpeed() > 0.0f)
{
float dist;
if (m_targets.m_targetMask & TARGET_FLAG_DEST_LOCATION)
dist = affectiveObject->GetDistance(m_targets.m_destX, m_targets.m_destY, m_targets.m_destZ);
else
dist = affectiveObject->GetDistance(pVictim->GetPositionX(), pVictim->GetPositionY(), pVictim->GetPositionZ());
float speed = m_targets.GetSpeed() * cos(m_targets.GetElevation());
target.timeDelay = (uint64) floor(dist / speed * 1000.0f);
if (m_delayMoment == 0 || m_delayMoment > target.timeDelay)
m_delayMoment = target.timeDelay;
}
// Spell has speed - need calculate incoming time
else if (m_spellInfo->speed > 0.0f && affectiveObject && pVictim != affectiveObject)
{
// calculate spell incoming interval
float dist = affectiveObject->GetDistance(pVictim->GetPositionX(), pVictim->GetPositionY(), pVictim->GetPositionZ());

View file

@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__
#define __REVISION_NR_H__
#define REVISION_NR "0086"
#define REVISION_NR "0087"
#endif // __REVISION_NR_H__