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[8542] Correct formulas for destinantion coords calculation for implicit target types 72, 73, 89
Signed-off-by: Ambal <pogrebniak@gala.net>
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3 changed files with 13 additions and 9 deletions
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@ -1051,9 +1051,9 @@ enum Targets
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TARGET_SINGLE_FRIEND_2 = 57,
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TARGET_AREAEFFECT_PARTY_AND_CLASS = 61,
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TARGET_DUELVSPLAYER_COORDINATES = 63,
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TARGET_BEHIND_VICTIM = 65, // uses in teleport behind spells, caster/target dependent from spell effect
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TARGET_RANDOM_NEARBY_LOC = 72, // uses in teleport onto nearby locations
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TARGET_RANDOM_NEARBY_LOC_LR = 73, // the same as TARGET_RANDOM_NEARBY_LOC but with larger ranges
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TARGET_BEHIND_VICTIM = 65, // used in teleport behind spells, caster/target dependent from spell effect
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TARGET_RANDOM_NEARBY_LOC = 72, // used in teleport onto nearby locations
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TARGET_RANDOM_CIRCUMFERENCE_POINT = 73,
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TARGET_DYNAMIC_OBJECT_COORDINATES = 76,
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TARGET_SINGLE_ENEMY = 77,
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TARGET_POINT_AT_NORTH = 78, // 78-85 possible _COORDINATES at radius with pi/4 step around target in unknown order, N?
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@ -1314,10 +1314,12 @@ void Spell::SetTargetMap(uint32 effIndex,uint32 targetMode,UnitList& TagUnitMap)
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switch(targetMode)
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{
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case TARGET_RANDOM_NEARBY_LOC:
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case TARGET_RANDOM_NEARBY_LOC_LR:
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radius *= sqrt(rand_norm()); // Get a random point in circle. Use sqrt(rand) to correct distribution when converting polar to Cartesian coordinates.
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case TARGET_RANDOM_CIRCUMFERENCE_POINT:
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{
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float dest_x = m_caster->GetPositionX() + irand(-radius, radius);
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float dest_y = m_caster->GetPositionY() + irand(-radius, radius);
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float angle = 2.0 * M_PI * rand_norm();
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float dest_x = m_caster->GetPositionX() + cos(angle) * radius;
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float dest_y = m_caster->GetPositionY() + sin(angle) * radius;
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float dest_z = m_caster->GetMap()->GetHeight(dest_x, dest_y, MAX_HEIGHT);
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m_targets.setDestination(dest_x, dest_y, dest_z);
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@ -1326,8 +1328,10 @@ void Spell::SetTargetMap(uint32 effIndex,uint32 targetMode,UnitList& TagUnitMap)
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}
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case TARGET_RANDOM_NEARBY_DEST:
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{
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float dest_x = m_targets.m_destX + irand(-radius, radius);
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float dest_y = m_targets.m_destY + irand(-radius, radius);
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radius *= sqrt(rand_norm()); // Get a random point in circle. Use sqrt(rand) to correct distribution when converting polar to Cartesian coordinates.
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float angle = 2.0 * M_PI * rand_norm();
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float dest_x = m_targets.m_destX + cos(angle) * radius;
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float dest_y = m_targets.m_destY + sin(angle) * radius;
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float dest_z = m_caster->GetMap()->GetHeight(dest_x, dest_y, MAX_HEIGHT);
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m_targets.setDestination(dest_x, dest_y, dest_z);
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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 "8541"
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#define REVISION_NR "8542"
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#endif // __REVISION_NR_H__
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