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[7450] Fixes and improvements in TARGET_BEHIND_VICTIM, SPELL_EFFECT_JUMP2, SPELL_EFFECT_TELEPORT_UNITS work.
* Move near teleport code for player/creature in Unit::NearTeleportTo * Allow correctly seelct target and end point orientation for script casted spells with TARGET_BEHIND_VICTIM * Replace use BuildTeleportAckMsg by BuildHeartBeatMsg for creature teleports. BuildTeleportAckMsg set active mover for targeted player to affected creature and "freeze" player.
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571c56ff07
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5 changed files with 93 additions and 70 deletions
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@ -426,6 +426,21 @@ void Spell::FillTargetMap()
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// but need it support in some know cases
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switch(m_spellInfo->EffectImplicitTargetA[i])
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{
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case TARGET_SELF:
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switch(m_spellInfo->EffectImplicitTargetB[i])
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{
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case 0:
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SetTargetMap(i,m_spellInfo->EffectImplicitTargetA[i],tmpUnitMap);
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break;
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case TARGET_BEHIND_VICTIM: // use B case that not dependent from from A in fact
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SetTargetMap(i,m_spellInfo->EffectImplicitTargetB[i],tmpUnitMap);
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break;
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default:
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SetTargetMap(i,m_spellInfo->EffectImplicitTargetA[i],tmpUnitMap);
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SetTargetMap(i,m_spellInfo->EffectImplicitTargetB[i],tmpUnitMap);
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break;
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}
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break;
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case TARGET_CASTER_COORDINATES:
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// Note: this hack with search required until GO casting not implemented
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// environment damage spells already have around enemies targeting but this not help in case not existed GO casting support
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@ -2051,8 +2066,15 @@ void Spell::SetTargetMap(uint32 i,uint32 cur,std::list<Unit*> &TagUnitMap)
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}break;
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case TARGET_BEHIND_VICTIM:
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{
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Unit *pTarget = m_caster->getVictim();
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if(!pTarget && m_caster->GetTypeId() == TYPEID_PLAYER)
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Unit *pTarget = NULL;
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// explicit cast data from client or server-side cast
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// some spell at client send caster
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if(m_targets.getUnitTarget() && m_targets.getUnitTarget()!=m_caster)
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pTarget = m_targets.getUnitTarget();
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else if(m_caster->getVictim())
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pTarget = m_caster->getVictim();
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else if(m_caster->GetTypeId() == TYPEID_PLAYER)
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pTarget = ObjectAccessor::GetUnit(*m_caster, ((Player*)m_caster)->GetSelection());
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if(pTarget)
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@ -2060,9 +2082,13 @@ void Spell::SetTargetMap(uint32 i,uint32 cur,std::list<Unit*> &TagUnitMap)
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float _target_x, _target_y, _target_z;
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pTarget->GetClosePoint(_target_x, _target_y, _target_z, m_caster->GetObjectSize(), CONTACT_DISTANCE, M_PI);
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if(pTarget->IsWithinLOS(_target_x,_target_y,_target_z))
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{
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TagUnitMap.push_back(m_caster);
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m_targets.setDestination(_target_x, _target_y, _target_z);
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}
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}
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}break;
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break;
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}
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case TARGET_DYNAMIC_OBJECT_COORDINATES:
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{
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// if parent spell create dynamic object extract area from it
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@ -2009,39 +2009,41 @@ void Spell::EffectJump(uint32 i)
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x = m_targets.m_destX;
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y = m_targets.m_destY;
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z = m_targets.m_destZ;
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o = m_caster->GetOrientation();
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if(m_spellInfo->EffectImplicitTargetA[i] == TARGET_BEHIND_VICTIM)
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{
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// explicit cast data from client or server-side cast
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// some spell at client send caster
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Unit* pTarget = NULL;
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if(m_targets.getUnitTarget() && m_targets.getUnitTarget()!=m_caster)
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pTarget = m_targets.getUnitTarget();
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else if(unitTarget->getVictim())
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pTarget = m_caster->getVictim();
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else if(m_caster->GetTypeId() == TYPEID_PLAYER)
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pTarget = ObjectAccessor::GetUnit(*m_caster, ((Player*)m_caster)->GetSelection());
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o = pTarget ? pTarget->GetOrientation() : m_caster->GetOrientation();
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}
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else
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o = m_caster->GetOrientation();
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}
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else if(unitTarget)
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{
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x = unitTarget->GetPositionX();
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y = unitTarget->GetPositionY();
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z = unitTarget->GetPositionZ();
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o = m_spellInfo->EffectImplicitTargetA[i] == TARGET_BEHIND_VICTIM
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? unitTarget->GetOrientation()
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: m_caster->GetOrientation();
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unitTarget->GetContactPoint(m_caster,x,y,z,CONTACT_DISTANCE);
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o = m_caster->GetOrientation();
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}
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else if(gameObjTarget)
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{
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x = gameObjTarget->GetPositionX();
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y = gameObjTarget->GetPositionY();
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z = gameObjTarget->GetPositionZ();
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gameObjTarget->GetContactPoint(m_caster,x,y,z,CONTACT_DISTANCE);
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o = m_caster->GetOrientation();
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}
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else
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return;
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// Teleport
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if(m_caster->GetTypeId() == TYPEID_PLAYER)
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((Player*)m_caster)->TeleportTo(m_caster->GetMapId(), x, y, z, o,
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TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET | (unitTarget==m_caster ? TELE_TO_SPELL : 0));
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else
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{
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m_caster->GetMap()->CreatureRelocation((Creature*)m_caster, x, y, z, o);
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WorldPacket data;
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m_caster->BuildTeleportAckMsg(&data, x, y, z, o);
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m_caster->SendMessageToSet(&data, false);
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sLog.outError( "Spell::EffectJump - unsupported target mode for spell ID %u", m_spellInfo->Id );
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return;
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}
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m_caster->NearTeleportTo(x,y,z,o,true);
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}
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void Spell::EffectTeleportUnits(uint32 i)
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@ -2062,45 +2064,38 @@ void Spell::EffectTeleportUnits(uint32 i)
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}
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case TARGET_TABLE_X_Y_Z_COORDINATES:
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{
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// TODO: Only players can teleport?
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if (unitTarget->GetTypeId() != TYPEID_PLAYER)
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return;
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SpellTargetPosition const* st = spellmgr.GetSpellTargetPosition(m_spellInfo->Id);
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if(!st)
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{
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sLog.outError( "Spell::EffectTeleportUnits - unknown Teleport coordinates for spell ID %u", m_spellInfo->Id );
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return;
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}
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((Player*)unitTarget)->TeleportTo(st->target_mapId,st->target_X,st->target_Y,st->target_Z,st->target_Orientation,unitTarget==m_caster ? TELE_TO_SPELL : 0);
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if(st->target_mapId==unitTarget->GetMapId())
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unitTarget->NearTeleportTo(st->target_X,st->target_Y,st->target_Z,st->target_Orientation,unitTarget==m_caster);
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else if(unitTarget->GetTypeId()==TYPEID_PLAYER)
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((Player*)unitTarget)->TeleportTo(st->target_mapId,st->target_X,st->target_Y,st->target_Z,st->target_Orientation,unitTarget==m_caster ? TELE_TO_SPELL : 0);
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break;
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}
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case TARGET_BEHIND_VICTIM:
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{
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// Get selected target for player (or victim for units)
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Unit *pTarget = NULL;
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if(m_caster->GetTypeId() == TYPEID_PLAYER)
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pTarget = ObjectAccessor::GetUnit(*m_caster, ((Player*)m_caster)->GetSelection());
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else
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pTarget = m_caster->getVictim();
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// No target present - return
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if (!pTarget)
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return;
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// explicit cast data from client or server-side cast
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// some spell at client send caster
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if(m_targets.getUnitTarget() && m_targets.getUnitTarget()!=unitTarget)
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pTarget = m_targets.getUnitTarget();
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else if(unitTarget->getVictim())
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pTarget = unitTarget->getVictim();
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else if(unitTarget->GetTypeId() == TYPEID_PLAYER)
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pTarget = ObjectAccessor::GetUnit(*unitTarget, ((Player*)unitTarget)->GetSelection());
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// Init dest coordinates
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uint32 mapid = m_caster->GetMapId();
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float x = m_targets.m_destX;
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float y = m_targets.m_destY;
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float z = m_targets.m_destZ;
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float orientation = pTarget->GetOrientation();
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// Teleport
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if(unitTarget->GetTypeId() == TYPEID_PLAYER)
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((Player*)unitTarget)->TeleportTo(mapid, x, y, z, orientation, TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET | (unitTarget==m_caster ? TELE_TO_SPELL : 0));
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else
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{
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m_caster->GetMap()->CreatureRelocation((Creature*)unitTarget, x, y, z, orientation);
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WorldPacket data;
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unitTarget->BuildTeleportAckMsg(&data, x, y, z, orientation);
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unitTarget->SendMessageToSet(&data, false);
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}
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float orientation = pTarget ? pTarget->GetOrientation() : unitTarget->GetOrientation();
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unitTarget->NearTeleportTo(x,y,z,orientation,unitTarget==m_caster);
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return;
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}
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default:
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@ -2118,15 +2113,7 @@ void Spell::EffectTeleportUnits(uint32 i)
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float z = m_targets.m_destZ;
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float orientation = unitTarget->GetOrientation();
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// Teleport
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if(unitTarget->GetTypeId() == TYPEID_PLAYER)
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((Player*)unitTarget)->TeleportTo(mapid, x, y, z, orientation, TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET | (unitTarget==m_caster ? TELE_TO_SPELL : 0));
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else
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{
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m_caster->GetMap()->CreatureRelocation((Creature*)unitTarget, x, y, z, orientation);
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WorldPacket data;
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unitTarget->BuildTeleportAckMsg(&data, x, y, z, orientation);
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unitTarget->SendMessageToSet(&data, false);
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}
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unitTarget->NearTeleportTo(x,y,z,orientation,unitTarget==m_caster);
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return;
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}
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}
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@ -3787,16 +3774,12 @@ void Spell::EffectTeleUnitsFaceCaster(uint32 i)
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if(unitTarget->isInFlight())
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return;
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uint32 mapid = m_caster->GetMapId();
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float dis = GetSpellRadius(sSpellRadiusStore.LookupEntry(m_spellInfo->EffectRadiusIndex[i]));
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float fx,fy,fz;
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m_caster->GetClosePoint(fx,fy,fz,unitTarget->GetObjectSize(),dis);
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if(unitTarget->GetTypeId() == TYPEID_PLAYER)
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((Player*)unitTarget)->TeleportTo(mapid, fx, fy, fz, -m_caster->GetOrientation(), TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET | (unitTarget==m_caster ? TELE_TO_SPELL : 0));
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else
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m_caster->GetMap()->CreatureRelocation((Creature*)m_caster, fx, fy, fz, -m_caster->GetOrientation());
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unitTarget->NearTeleportTo(fx,fy,fz,-m_caster->GetOrientation(),unitTarget==m_caster);
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}
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void Spell::EffectLearnSkill(uint32 i)
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@ -5800,7 +5783,6 @@ void Spell::EffectMomentMove(uint32 i)
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if( m_spellInfo->rangeIndex== 1) //self range
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{
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uint32 mapid = m_caster->GetMapId();
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float dis = GetSpellRadius(sSpellRadiusStore.LookupEntry(m_spellInfo->EffectRadiusIndex[i]));
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// before caster
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@ -5810,7 +5792,7 @@ void Spell::EffectMomentMove(uint32 i)
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unitTarget->GetPosition(ox,oy,oz);
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float fx2,fy2,fz2; // getObjectHitPos overwrite last args in any result case
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if(VMAP::VMapFactory::createOrGetVMapManager()->getObjectHitPos(mapid, ox,oy,oz+0.5, fx,fy,oz+0.5,fx2,fy2,fz2, -0.5))
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if(VMAP::VMapFactory::createOrGetVMapManager()->getObjectHitPos(unitTarget->GetMapId(), ox,oy,oz+0.5, fx,fy,oz+0.5,fx2,fy2,fz2, -0.5))
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{
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fx = fx2;
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fy = fy2;
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@ -5818,10 +5800,7 @@ void Spell::EffectMomentMove(uint32 i)
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unitTarget->UpdateGroundPositionZ(fx,fy,fz);
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}
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if(unitTarget->GetTypeId() == TYPEID_PLAYER)
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((Player*)unitTarget)->TeleportTo(mapid, fx, fy, fz, unitTarget->GetOrientation(), TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET | (unitTarget==m_caster ? TELE_TO_SPELL : 0));
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else
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m_caster->GetMap()->CreatureRelocation((Creature*)unitTarget, fx, fy, fz, unitTarget->GetOrientation());
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unitTarget->NearTeleportTo(fx, fy, fz, unitTarget->GetOrientation(),unitTarget==m_caster);
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}
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}
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@ -11373,3 +11373,19 @@ void Unit::SetPhaseMask(uint32 newPhaseMask, bool update)
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if(Pet* pet = GetPet())
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pet->SetPhaseMask(newPhaseMask,true);
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}
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void Unit::NearTeleportTo( float x, float y, float z, float orientation, bool casting /*= false*/ )
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{
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if(GetTypeId() == TYPEID_PLAYER)
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((Player*)this)->TeleportTo(GetMapId(), x, y, z, orientation, TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET | (casting ? TELE_TO_SPELL : 0));
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else
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{
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GetMap()->CreatureRelocation((Creature*)this, x, y, z, orientation);
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WorldPacket data;
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// Work strange for many spells: triggered active mover set for targeted player to creature
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//BuildTeleportAckMsg(&data, x, y, z, orientation);
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BuildHeartBeatMsg(&data);
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SendMessageToSet(&data, false);
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}
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}
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@ -1066,6 +1066,8 @@ class MANGOS_DLL_SPEC Unit : public WorldObject
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void SendSpellNonMeleeDamageLog(Unit *target,uint32 SpellID,uint32 Damage, SpellSchoolMask damageSchoolMask,uint32 AbsorbedDamage, uint32 Resist,bool PhysicalDamage, uint32 Blocked, bool CriticalHit = false);
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void SendSpellMiss(Unit *target, uint32 spellID, SpellMissInfo missInfo);
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void NearTeleportTo(float x, float y, float z, float orientation, bool casting = false);
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void SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint8 type, uint32 MovementFlags, uint32 Time, Player* player = NULL);
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void SendMonsterMoveByPath(Path const& path, uint32 start, uint32 end, uint32 MovementFlags);
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void SendMonsterMoveWithSpeed(float x, float y, float z, uint32 transitTime = 0, Player* player = NULL);
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "7449"
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#define REVISION_NR "7450"
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#endif // __REVISION_NR_H__
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