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authormegamage <none@none>2009-01-30 19:00:09 -0600
committermegamage <none@none>2009-01-30 19:00:09 -0600
commit9b927d17426caab8b92f5329e9879200cd1d5468 (patch)
treee40cd4a2f553c29811a9b26c5057c4a187e15a39
parent8fee06f041fbfbc7e22eccc03a8f12bd7a649999 (diff)
*Fix charge spells: do stun effect when caster arrive target.
*Some other fix about delayed spell calculation. --HG-- branch : trunk
-rw-r--r--src/game/DestinationHolderImp.h2
-rw-r--r--src/game/Spell.cpp22
-rw-r--r--src/game/SpellEffects.cpp12
-rw-r--r--src/game/SpellMgr.cpp5
-rw-r--r--src/game/SpellMgr.h1
-rw-r--r--src/game/Unit.h2
6 files changed, 35 insertions, 9 deletions
diff --git a/src/game/DestinationHolderImp.h b/src/game/DestinationHolderImp.h
index f30768e7993..984b643538a 100644
--- a/src/game/DestinationHolderImp.h
+++ b/src/game/DestinationHolderImp.h
@@ -98,7 +98,7 @@ DestinationHolder<TRAVELLER>::StartTravel(TRAVELLER &traveller, bool sendMove)
float speed;
if(traveller.GetTraveller().hasUnitState(UNIT_STAT_CHARGING))
- speed = 0.025f; // assume it is 25 yard per second
+ speed = SPEED_CHARGE * 0.001f;
else
speed = traveller.Speed() * 0.001f; // speed is in seconds so convert from second to millisecond
i_totalTravelTime = static_cast<uint32>(dist/speed);
diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp
index 6f3f60a817a..3cdef148230 100644
--- a/src/game/Spell.cpp
+++ b/src/game/Spell.cpp
@@ -425,7 +425,7 @@ void Spell::FillTargetMap()
{
if(effectTargetType == SPELL_REQUIRE_CASTER)
AddUnitTarget(m_caster, i);
- if(effectTargetType == SPELL_REQUIRE_DEST)
+ /*else if(effectTargetType == SPELL_REQUIRE_DEST)
{
if(m_targets.HasDest() && m_spellInfo->speed > 0.0f)
{
@@ -433,7 +433,7 @@ void Spell::FillTargetMap()
if (dist < 5.0f) dist = 5.0f;
m_delayMoment = (uint64) floor(dist / m_spellInfo->speed * 1000.0f);
}
- }
+ }*/
else if(effectTargetType == SPELL_REQUIRE_ITEM)
{
if(m_targets.getItemTarget())
@@ -613,6 +613,16 @@ void Spell::FillTargetMap()
for(std::list<Unit*>::iterator iunit= tmpUnitMap.begin();iunit != tmpUnitMap.end();++iunit)
AddUnitTarget((*iunit), i);
}
+
+ if(m_targets.m_targetMask & TARGET_FLAG_DEST_LOCATION)
+ {
+ if(m_spellInfo->speed > 0.0f && m_targets.HasDest())
+ {
+ float dist = m_caster->GetDistance(m_targets.m_destX, m_targets.m_destY, m_targets.m_destZ);
+ if (dist < 5.0f) dist = 5.0f;
+ m_delayMoment = (uint64) floor(dist / m_spellInfo->speed * 1000.0f);
+ }
+ }
}
void Spell::prepareDataForTriggerSystem()
@@ -2209,6 +2219,8 @@ void Spell::cast(bool skipCheck)
// Okay, everything is prepared. Now we need to distinguish between immediate and evented delayed spells
if (m_spellInfo->speed > 0.0f && !IsChanneledSpell(m_spellInfo))
{
+ if(m_customAttr & SPELL_ATTR_CU_CHARGE)
+ EffectCharge(0);
// Remove used for cast item if need (it can be already NULL after TakeReagents call
// in case delayed spell remove item at cast delay start
@@ -2284,12 +2296,14 @@ uint64 Spell::handle_delayed(uint64 t_offset)
m_immediateHandled = true;
}
+ bool single_missile = (m_targets.m_targetMask & TARGET_FLAG_DEST_LOCATION);
+
// now recheck units targeting correctness (need before any effects apply to prevent adding immunity at first effect not allow apply second spell effect and similar cases)
for(std::list<TargetInfo>::iterator ihit= m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end();++ihit)
{
if (ihit->processed == false)
{
- if ( ihit->timeDelay <= t_offset )
+ if ( single_missile || ihit->timeDelay <= t_offset )
DoAllEffectOnTarget(&(*ihit));
else if( next_time == 0 || ihit->timeDelay < next_time )
next_time = ihit->timeDelay;
@@ -2301,7 +2315,7 @@ uint64 Spell::handle_delayed(uint64 t_offset)
{
if (ighit->processed == false)
{
- if ( ighit->timeDelay <= t_offset )
+ if ( single_missile || ighit->timeDelay <= t_offset )
DoAllEffectOnTarget(&(*ighit));
else if( next_time == 0 || ighit->timeDelay < next_time )
next_time = ighit->timeDelay;
diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp
index 2141c95a21b..047637e00f8 100644
--- a/src/game/SpellEffects.cpp
+++ b/src/game/SpellEffects.cpp
@@ -159,7 +159,7 @@ pEffect SpellEffects[TOTAL_SPELL_EFFECTS]=
&Spell::EffectUnused, // 93 SPELL_EFFECT_SUMMON_PHANTASM
&Spell::EffectSelfResurrect, // 94 SPELL_EFFECT_SELF_RESURRECT
&Spell::EffectSkinning, // 95 SPELL_EFFECT_SKINNING
- &Spell::EffectCharge, // 96 SPELL_EFFECT_CHARGE
+ &Spell::EffectUnused, // 96 SPELL_EFFECT_CHARGE
&Spell::EffectSummonCritter, // 97 SPELL_EFFECT_SUMMON_CRITTER
&Spell::EffectKnockBack, // 98 SPELL_EFFECT_KNOCK_BACK
&Spell::EffectDisEnchant, // 99 SPELL_EFFECT_DISENCHANT
@@ -5734,16 +5734,20 @@ void Spell::EffectSkinning(uint32 /*i*/)
void Spell::EffectCharge(uint32 /*i*/)
{
- if(!unitTarget || !m_caster)
+ if(!m_caster)
+ return;
+
+ Unit *target = m_targets.getUnitTarget();
+ if(!target)
return;
float x, y, z;
- unitTarget->GetContactPoint(m_caster, x, y, z);
+ target->GetContactPoint(m_caster, x, y, z);
m_caster->GetMotionMaster()->MoveCharge(x, y, z);
// not all charge effects used in negative spells
if ( !IsPositiveSpell(m_spellInfo->Id) && m_caster->GetTypeId() == TYPEID_PLAYER)
- m_caster->Attack(unitTarget,true);
+ m_caster->Attack(target, true);
}
void Spell::EffectSummonCritter(uint32 i)
diff --git a/src/game/SpellMgr.cpp b/src/game/SpellMgr.cpp
index 6327a2dbe62..85cfe5c6e96 100644
--- a/src/game/SpellMgr.cpp
+++ b/src/game/SpellMgr.cpp
@@ -2148,6 +2148,11 @@ void SpellMgr::LoadSpellCustomAttr()
case SPELL_EFFECT_WEAPON_PERCENT_DAMAGE:
case SPELL_EFFECT_HEAL:
mSpellCustomAttr[i] |= SPELL_ATTR_CU_DIRECT_DAMAGE;
+ break;
+ case SPELL_EFFECT_CHARGE:
+ spellInfo->speed = SPEED_CHARGE;
+ mSpellCustomAttr[i] |= SPELL_ATTR_CU_CHARGE;
+ break;
}
}
diff --git a/src/game/SpellMgr.h b/src/game/SpellMgr.h
index 0c73bd24c44..babad470d5f 100644
--- a/src/game/SpellMgr.h
+++ b/src/game/SpellMgr.h
@@ -702,6 +702,7 @@ inline bool IsProfessionSkill(uint32 skill)
#define SPELL_ATTR_CU_AURA_CC 0x00000040
#define SPELL_ATTR_CU_AURA_SPELL 0x00000080
#define SPELL_ATTR_CU_DIRECT_DAMAGE 0x00000100
+#define SPELL_ATTR_CU_CHARGE 0x00000200
typedef std::vector<uint32> SpellCustomAttribute;
diff --git a/src/game/Unit.h b/src/game/Unit.h
index 69c10400a4c..b1ca703007c 100644
--- a/src/game/Unit.h
+++ b/src/game/Unit.h
@@ -390,6 +390,8 @@ enum UnitMoveType
#define MAX_MOVE_TYPE 8
extern float baseMoveSpeed[MAX_MOVE_TYPE];
+// assume it is 25 yard per 0.6 second
+#define SPEED_CHARGE 42.0f
enum WeaponAttackType
{