Core/Vehicles:

- Send proper triggering flag when casting spellclick spells on vehicles (should not be fully triggered)
- Only compute non-transport positions when not finalized. (Fixes changing seat on vehicles, or changing vehicle from vehicle)
This commit is contained in:
kaelima
2012-09-07 03:16:43 +02:00
parent 6f38fb1011
commit 5eb22e5b64
4 changed files with 26 additions and 17 deletions

View File

@@ -405,6 +405,7 @@ void Unit::UpdateSplineMovement(uint32 t_diff)
pos.m_positionY = loc.y;
pos.m_positionZ = loc.z;
pos.m_orientation = loc.orientation;
if (Unit* vehicle = GetVehicleBase())
{
loc.x += vehicle->GetPositionX();
@@ -861,17 +862,24 @@ void Unit::CastCustomSpell(Unit* target, uint32 spellId, int32 const* bp0, int32
values.AddSpellMod(SPELLVALUE_BASE_POINT1, *bp1);
if (bp2)
values.AddSpellMod(SPELLVALUE_BASE_POINT2, *bp2);
CastCustomSpell(spellId, values, target, triggered, castItem, triggeredByAura, originalCaster);
CastCustomSpell(spellId, values, target, triggered ? TRIGGERED_FULL_MASK : TRIGGERED_NONE, castItem, triggeredByAura, originalCaster);
}
void Unit::CastCustomSpell(uint32 spellId, SpellValueMod mod, int32 value, Unit* target, bool triggered, Item* castItem, AuraEffect const* triggeredByAura, uint64 originalCaster)
{
CustomSpellValues values;
values.AddSpellMod(mod, value);
CastCustomSpell(spellId, values, target, triggered, castItem, triggeredByAura, originalCaster);
CastCustomSpell(spellId, values, target, triggered ? TRIGGERED_FULL_MASK : TRIGGERED_NONE, castItem, triggeredByAura, originalCaster);
}
void Unit::CastCustomSpell(uint32 spellId, CustomSpellValues const& value, Unit* victim, bool triggered, Item* castItem, AuraEffect const* triggeredByAura, uint64 originalCaster)
void Unit::CastCustomSpell(uint32 spellId, SpellValueMod mod, int32 value, Unit* target, TriggerCastFlags triggerFlags, Item* castItem, AuraEffect const* triggeredByAura, uint64 originalCaster)
{
CustomSpellValues values;
values.AddSpellMod(mod, value);
CastCustomSpell(spellId, values, target, triggerFlags, castItem, triggeredByAura, originalCaster);
}
void Unit::CastCustomSpell(uint32 spellId, CustomSpellValues const& value, Unit* victim, TriggerCastFlags triggerFlags, Item* castItem, AuraEffect const* triggeredByAura, uint64 originalCaster)
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!spellInfo)
@@ -882,7 +890,7 @@ void Unit::CastCustomSpell(uint32 spellId, CustomSpellValues const& value, Unit*
SpellCastTargets targets;
targets.SetUnitTarget(victim);
CastSpell(targets, spellInfo, &value, triggered ? TRIGGERED_FULL_MASK : TRIGGERED_NONE, castItem, triggeredByAura, originalCaster);
CastSpell(targets, spellInfo, &value, triggerFlags, castItem, triggeredByAura, originalCaster);
}
void Unit::CastSpell(float x, float y, float z, uint32 spellId, bool triggered, Item* castItem, AuraEffect const* triggeredByAura, uint64 originalCaster)
@@ -17011,7 +17019,7 @@ bool Unit::HandleSpellClick(Unit* clicker, int8 seatId)
}
if (IsInMap(caster))
caster->CastCustomSpell(itr->second.spellId, SpellValueMod(SPELLVALUE_BASE_POINT0+i), seatId+1, target, false, NULL, NULL, origCasterGUID);
caster->CastCustomSpell(itr->second.spellId, SpellValueMod(SPELLVALUE_BASE_POINT0+i), seatId+1, target, GetVehicleKit() ? TRIGGERED_IGNORE_CASTER_MOUNTED_OR_ON_VEHICLE : TRIGGERED_FULL_MASK, NULL, NULL, origCasterGUID);
else // This can happen during Player::_LoadAuras
{
int32 bp0 = seatId;
@@ -17021,7 +17029,7 @@ bool Unit::HandleSpellClick(Unit* clicker, int8 seatId)
else
{
if (IsInMap(caster))
caster->CastSpell(target, spellEntry, false, NULL, NULL, origCasterGUID);
caster->CastSpell(target, spellEntry, GetVehicleKit() ? TRIGGERED_IGNORE_CASTER_MOUNTED_OR_ON_VEHICLE : TRIGGERED_FULL_MASK, NULL, NULL, origCasterGUID);
else
Aura::TryRefreshStackOrCreate(spellEntry, MAX_EFFECT_MASK, this, clicker, NULL, NULL, origCasterGUID);
}
@@ -17041,7 +17049,7 @@ bool Unit::HandleSpellClick(Unit* clicker, int8 seatId)
void Unit::EnterVehicle(Unit* base, int8 seatId)
{
CastCustomSpell(VEHICLE_SPELL_RIDE_HARDCODED, SPELLVALUE_BASE_POINT0, seatId+1, base, false);
CastCustomSpell(VEHICLE_SPELL_RIDE_HARDCODED, SPELLVALUE_BASE_POINT0, seatId+1, base, TRIGGERED_IGNORE_CASTER_MOUNTED_OR_ON_VEHICLE);
}
void Unit::_EnterVehicle(Vehicle* vehicle, int8 seatId, AuraApplication const* aurApp)

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@@ -1568,13 +1568,14 @@ class Unit : public WorldObject
void CastSpell(SpellCastTargets const& targets, SpellInfo const* spellInfo, CustomSpellValues const* value, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = NULL, AuraEffect const* triggeredByAura = NULL, uint64 originalCaster = 0);
void CastSpell(Unit* victim, uint32 spellId, bool triggered, Item* castItem = NULL, AuraEffect const* triggeredByAura = NULL, uint64 originalCaster = 0);
void CastSpell(Unit* victim, uint32 spellId, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = NULL, AuraEffect const* triggeredByAura = NULL, uint64 originalCaster = 0);
void CastSpell(Unit* victim, SpellInfo const* spellInfo, bool triggered, Item* castItem= NULL, AuraEffect const* triggeredByAura = NULL, uint64 originalCaster = 0);
void CastSpell(Unit* victim, SpellInfo const* spellInfo, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem= NULL, AuraEffect const* triggeredByAura = NULL, uint64 originalCaster = 0);
void CastSpell(Unit* victim, SpellInfo const* spellInfo, bool triggered, Item* castItem = NULL, AuraEffect const* triggeredByAura = NULL, uint64 originalCaster = 0);
void CastSpell(Unit* victim, SpellInfo const* spellInfo, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = NULL, AuraEffect const* triggeredByAura = NULL, uint64 originalCaster = 0);
void CastSpell(float x, float y, float z, uint32 spellId, bool triggered, Item* castItem = NULL, AuraEffect const* triggeredByAura = NULL, uint64 originalCaster = 0);
void CastCustomSpell(Unit* Victim, uint32 spellId, int32 const* bp0, int32 const* bp1, int32 const* bp2, bool triggered, Item* castItem= NULL, AuraEffect const* triggeredByAura = NULL, uint64 originalCaster = 0);
void CastCustomSpell(uint32 spellId, SpellValueMod mod, int32 value, Unit* Victim = NULL, bool triggered = true, Item* castItem = NULL, AuraEffect const* triggeredByAura = NULL, uint64 originalCaster = 0);
void CastCustomSpell(uint32 spellId, CustomSpellValues const &value, Unit* Victim = NULL, bool triggered = true, Item* castItem = NULL, AuraEffect const* triggeredByAura = NULL, uint64 originalCaster = 0);
void CastSpell(GameObject* go, uint32 spellId, bool triggered, Item* castItem = NULL, AuraEffect* triggeredByAura = NULL, uint64 originalCaster = 0);
void CastCustomSpell(Unit* victim, uint32 spellId, int32 const* bp0, int32 const* bp1, int32 const* bp2, bool triggered, Item* castItem = NULL, AuraEffect const* triggeredByAura = NULL, uint64 originalCaster = 0);
void CastCustomSpell(uint32 spellId, SpellValueMod mod, int32 value, Unit* victim, bool triggered, Item* castItem = NULL, AuraEffect const* triggeredByAura = NULL, uint64 originalCaster = 0);
void CastCustomSpell(uint32 spellId, SpellValueMod mod, int32 value, Unit* victim = NULL, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = NULL, AuraEffect const* triggeredByAura = NULL, uint64 originalCaster = 0);
void CastCustomSpell(uint32 spellId, CustomSpellValues const &value, Unit* victim = NULL, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = NULL, AuraEffect const* triggeredByAura = NULL, uint64 originalCaster = 0);
Aura* AddAura(uint32 spellId, Unit* target);
Aura* AddAura(SpellInfo const* spellInfo, uint8 effMask, Unit* target);
void SetAuraStack(uint32 spellId, Unit* target, uint32 stack);

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@@ -71,10 +71,10 @@ namespace Movement
real_position.z = unit.GetTransOffsetZ();
real_position.orientation = unit.GetTransOffsetO();
}
// there is a big chance that current position is unknown if current state is not finalized, need compute it
// this also allows calculate spline position and update map position in much greater intervals
if (!move_spline.Finalized())
// Don't compute for transport movement. The unit could be in a motion between two transports, thus having transport moveflag but is resulting in regular positions
else if (!move_spline.Finalized())
real_position = move_spline.ComputePosition();
// should i do the things that user should do? - no.

View File

@@ -2112,7 +2112,7 @@ class spell_the_lich_king_necrotic_plague : public SpellScriptLoader
CustomSpellValues values;
//values.AddSpellMod(SPELLVALUE_AURA_STACK, 2);
values.AddSpellMod(SPELLVALUE_MAX_TARGETS, 1);
GetTarget()->CastCustomSpell(SPELL_NECROTIC_PLAGUE_JUMP, values, NULL, true, NULL, NULL, GetCasterGUID());
GetTarget()->CastCustomSpell(SPELL_NECROTIC_PLAGUE_JUMP, values, NULL, TRIGGERED_FULL_MASK, NULL, NULL, GetCasterGUID());
if (Unit* caster = GetCaster())
caster->CastSpell(caster, SPELL_PLAGUE_SIPHON, true);
}
@@ -2204,7 +2204,7 @@ class spell_the_lich_king_necrotic_plague_jump : public SpellScriptLoader
CustomSpellValues values;
values.AddSpellMod(SPELLVALUE_AURA_STACK, GetStackAmount());
GetTarget()->CastCustomSpell(SPELL_NECROTIC_PLAGUE_JUMP, values, NULL, true, NULL, NULL, GetCasterGUID());
GetTarget()->CastCustomSpell(SPELL_NECROTIC_PLAGUE_JUMP, values, NULL, TRIGGERED_FULL_MASK, NULL, NULL, GetCasterGUID());
if (Unit* caster = GetCaster())
caster->CastSpell(caster, SPELL_PLAGUE_SIPHON, true);
}
@@ -2223,7 +2223,7 @@ class spell_the_lich_king_necrotic_plague_jump : public SpellScriptLoader
CustomSpellValues values;
values.AddSpellMod(SPELLVALUE_AURA_STACK, GetStackAmount());
values.AddSpellMod(SPELLVALUE_BASE_POINT1, AURA_REMOVE_BY_ENEMY_SPELL); // add as marker (spell has no effect 1)
GetTarget()->CastCustomSpell(SPELL_NECROTIC_PLAGUE_JUMP, values, NULL, true, NULL, NULL, GetCasterGUID());
GetTarget()->CastCustomSpell(SPELL_NECROTIC_PLAGUE_JUMP, values, NULL, TRIGGERED_FULL_MASK, NULL, NULL, GetCasterGUID());
if (Unit* caster = GetCaster())
caster->CastSpell(caster, SPELL_PLAGUE_SIPHON, true);