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[11993] Fix some spell targeting
* Implement Target Type 51 as TARGET_AREAEFFECT_GO_AROUND_SOURCE * Support spells that fill AoE targets based on source location Thanks to Reamer for discussing these changes Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
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5dbef19097
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74e3e55668
4 changed files with 39 additions and 8 deletions
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@ -1249,6 +1249,7 @@ enum Targets
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TARGET_DYNAMIC_OBJECT_BEHIND = 48,
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TARGET_DYNAMIC_OBJECT_LEFT_SIDE = 49,
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TARGET_DYNAMIC_OBJECT_RIGHT_SIDE = 50,
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TARGET_AREAEFFECT_GO_AROUND_SOURCE = 51,
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TARGET_AREAEFFECT_GO_AROUND_DEST = 52, // gameobject around destination, select by spell_script_target
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TARGET_CURRENT_ENEMY_COORDINATES = 53, // set unit coordinates as dest, only 16 target B imlemented
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TARGET_LARGE_FRONTAL_CONE = 54,
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@ -2177,8 +2177,28 @@ void Spell::SetTargetMap(SpellEffectIndex effIndex, uint32 targetMode, UnitList&
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}
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break;
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}
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case TARGET_AREAEFFECT_GO_AROUND_SOURCE:
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case TARGET_AREAEFFECT_GO_AROUND_DEST:
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{
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float x, y, z;
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if (targetMode == TARGET_AREAEFFECT_GO_AROUND_SOURCE)
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{
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if (m_targets.m_targetMask & TARGET_FLAG_SOURCE_LOCATION)
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{
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x = m_targets.m_srcX;
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y = m_targets.m_srcY;
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z = m_targets.m_srcZ;
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}
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else
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m_caster->GetPosition(x, y, z);
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}
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else
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{
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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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}
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// It may be possible to fill targets for some spell effects
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// automatically (SPELL_EFFECT_WMO_REPAIR(88) for example) but
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// for some/most spells we clearly need/want to limit with spell_target_script
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@ -2186,13 +2206,12 @@ void Spell::SetTargetMap(SpellEffectIndex effIndex, uint32 targetMode, UnitList&
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// Some spells untested, for affected GO type 33. May need further adjustments for spells related.
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SpellScriptTargetBounds bounds = sSpellMgr.GetSpellScriptTargetBounds(m_spellInfo->Id);
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for (SpellScriptTarget::const_iterator i_spellST = bounds.first; i_spellST != bounds.second; ++i_spellST)
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{
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if (i_spellST->second.type == SPELL_TARGET_TYPE_GAMEOBJECT)
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{
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// search all GO's with entry, within range of m_destN
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MaNGOS::GameObjectEntryInPosRangeCheck go_check(*m_caster, i_spellST->second.targetEntry, m_targets.m_destX, m_targets.m_destY, m_targets.m_destZ, radius);
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MaNGOS::GameObjectEntryInPosRangeCheck go_check(*m_caster, i_spellST->second.targetEntry, x, y, z, radius);
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MaNGOS::GameObjectListSearcher<MaNGOS::GameObjectEntryInPosRangeCheck> checker(tempTargetGOList, go_check);
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Cell::VisitGridObjects(m_caster, checker, radius);
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}
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@ -659,7 +659,7 @@ enum ReplenishType
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namespace MaNGOS
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{
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struct MANGOS_DLL_DECL SpellNotifierPlayer
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struct MANGOS_DLL_DECL SpellNotifierPlayer // Currently unused. When put to use this one requires handling for source-location (smilar to below)
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{
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Spell::UnitList &i_data;
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Spell &i_spell;
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@ -706,6 +706,7 @@ namespace MaNGOS
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bool i_playerControlled;
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float i_centerX;
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float i_centerY;
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float i_centerZ;
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float GetCenterX() const { return i_centerX; }
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float GetCenterY() const { return i_centerY; }
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@ -734,8 +735,18 @@ namespace MaNGOS
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}
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break;
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case PUSH_DEST_CENTER:
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if (i_spell.m_targets.m_targetMask & TARGET_FLAG_DEST_LOCATION)
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{
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i_centerX = i_spell.m_targets.m_destX;
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i_centerY = i_spell.m_targets.m_destY;
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i_centerZ = i_spell.m_targets.m_destZ;
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}
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else
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{
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i_centerX = i_spell.m_targets.m_srcX;
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i_centerY = i_spell.m_targets.m_srcY;
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i_centerZ = i_spell.m_targets.m_srcZ;
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}
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break;
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case PUSH_TARGET_CENTER:
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if (Unit* target = i_spell.m_targets.getUnitTarget())
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@ -833,7 +844,7 @@ namespace MaNGOS
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i_data->push_back(itr->getSource());
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break;
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case PUSH_DEST_CENTER:
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if (itr->getSource()->IsWithinDist3d(i_spell.m_targets.m_destX, i_spell.m_targets.m_destY, i_spell.m_targets.m_destZ,i_radius))
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if (itr->getSource()->IsWithinDist3d(i_centerX, i_centerY, i_centerZ, i_radius))
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i_data->push_back(itr->getSource());
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break;
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case PUSH_TARGET_CENTER:
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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 "11992"
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#define REVISION_NR "11993"
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#endif // __REVISION_NR_H__
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