*Implement spell effect wmo damage.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-05-21 10:01:03 -05:00
parent b372a5ba25
commit 4ed847a6e3
10 changed files with 162 additions and 5 deletions

View File

@@ -168,6 +168,8 @@ bool GameObject::Create(uint32 guidlow, uint32 name_id, Map *map, uint32 phaseMa
// Spell charges for GAMEOBJECT_TYPE_SPELLCASTER (22)
if (goinfo->type == GAMEOBJECT_TYPE_SPELLCASTER)
m_charges = goinfo->spellcaster.charges;
else if(goinfo->type == GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING)
m_health = goinfo->destructibleBuilding.damagedHealth;
//Notify the map's instance data.
//Only works if you create the object in it, not if it is moves to that map.
@@ -1399,6 +1401,69 @@ void GameObject::SendCustomAnim()
SendMessageToSet(&data, true);
}
bool GameObject::IsInRange(float x, float y, float z, float radius) const
{
GameObjectDisplayInfoEntry const * info = sGameObjectDisplayInfoStore.LookupEntry(GetUInt32Value(GAMEOBJECT_DISPLAYID));
if(!info)
return IsWithinDist3d(x, y, z, radius);
float sinA = sin(GetOrientation());
float cosA = cos(GetOrientation());
float dx = x - GetPositionX();
float dy = y - GetPositionY();
float dz = z - GetPositionZ();
float dist = sqrt(dx*dx + dy*dy);
float sinB = dx / dist;
float cosB = dy / dist;
dx = dist * (cosA * cosB + sinA * sinB);
dy = dist * (cosA * sinB - sinA * cosB);
return dx < info->maxX + radius && dx > info->minX - radius
&& dy < info->maxY + radius && dy > info->minY - radius
&& dz < info->maxZ + radius && dz > info->minZ - radius;
}
void GameObject::TakenDamage(uint32 damage)
{
if(!m_health)
return;
if(m_health > damage)
{
m_health -= damage;
return;
}
m_health = 0;
if(HasFlag(GAMEOBJECT_FLAGS, GO_FLAG_DAMAGED)) // from damaged to destroyed
{
RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_DAMAGED);
SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_DESTROYED);
SetUInt32Value(GAMEOBJECT_DISPLAYID, m_goInfo->destructibleBuilding.destroyedDisplayId);
m_health = 0;
}
else // from undamaged to damaged
{
SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_DAMAGED);
SetUInt32Value(GAMEOBJECT_DISPLAYID, m_goInfo->destructibleBuilding.damagedDisplayId);
if(m_goInfo->destructibleBuilding.destroyedDisplayId)
{
m_health = m_goInfo->destructibleBuilding.destroyedHealth;
if(!m_health)
m_health = 1;
}
else
m_health = 0;
}
}
void GameObject::Rebuild()
{
RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_DAMAGED + GO_FLAG_DESTROYED);
SetUInt32Value(GAMEOBJECT_DISPLAYID, m_goInfo->displayId);
m_health = m_goInfo->destructibleBuilding.damagedHealth;
}
// overwrite WorldObject function for proper name localization
const char* GameObject::GetNameForLocaleIdx(int32 loc_idx) const
{