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authorQAston <qaston@gmail.com>2012-02-21 20:03:27 +0100
committerQAston <qaston@gmail.com>2012-02-21 20:17:45 +0100
commitf09b5a6bea89da1b73a0beb05b977feba3285562 (patch)
tree66bca1a1a3f9462397c4d409ec062d7376a87f97 /src/server/game/Entities
parent6155fdd103fc79749964d02a1916e057e01871ba (diff)
Core/Db/Conditions:
-Drop condition CONDITION_SPELL_SCRIPT_TARGET, use other condition types instead -Change CONDITION_SOURCE_TYPE_SPELL_SCRIPT_TARGET to CONDITION_SOURCE_TYPE_SPELL_IMPLICIT_TARGET: --allow using this condition for more spell implicit target types (not just ENTRY) --SourceGroup value for this src type is now effMask and it's now required Core/Spells: Unify the way implicit targets are handled, fully implement some partially implemented target types, fix some minor bugs found on the way, general improvements and cleanup.
Diffstat (limited to 'src/server/game/Entities')
-rwxr-xr-xsrc/server/game/Entities/Object/Object.cpp12
-rwxr-xr-xsrc/server/game/Entities/Object/Object.h6
-rwxr-xr-xsrc/server/game/Entities/Unit/Unit.cpp21
-rwxr-xr-xsrc/server/game/Entities/Unit/Unit.h1
4 files changed, 10 insertions, 30 deletions
diff --git a/src/server/game/Entities/Object/Object.cpp b/src/server/game/Entities/Object/Object.cpp
index aadf9f44b0b..c98364ecb2d 100755
--- a/src/server/game/Entities/Object/Object.cpp
+++ b/src/server/game/Entities/Object/Object.cpp
@@ -1085,9 +1085,9 @@ bool Object::PrintIndexError(uint32 index, bool set) const
return false;
}
-bool Position::HasInLine(Unit const* target, float distance, float width) const
+bool Position::HasInLine(WorldObject const* target, float width) const
{
- if (!HasInArc(M_PI, target) || !target->IsWithinDist3d(m_positionX, m_positionY, m_positionZ, distance))
+ if (!HasInArc(M_PI, target))
return false;
width += target->GetObjectSize();
float angle = GetRelativeAngle(target);
@@ -1502,14 +1502,14 @@ bool WorldObject::IsInBetween(const WorldObject* obj1, const WorldObject* obj2,
return (size * size) >= GetExactDist2dSq(obj1->GetPositionX() + cos(angle) * dist, obj1->GetPositionY() + sin(angle) * dist);
}
-bool WorldObject::isInFront(WorldObject const* target, float distance, float arc) const
+bool WorldObject::isInFront(WorldObject const* target, float arc) const
{
- return IsWithinDist(target, distance) && HasInArc(arc, target);
+ return HasInArc(arc, target);
}
-bool WorldObject::isInBack(WorldObject const* target, float distance, float arc) const
+bool WorldObject::isInBack(WorldObject const* target, float arc) const
{
- return IsWithinDist(target, distance) && !HasInArc(2 * M_PI - arc, target);
+ return !HasInArc(2 * M_PI - arc, target);
}
void WorldObject::GetRandomPoint(const Position &pos, float distance, float &rand_x, float &rand_y, float &rand_z) const
diff --git a/src/server/game/Entities/Object/Object.h b/src/server/game/Entities/Object/Object.h
index c14b7599d5f..7b3fcc4a337 100755
--- a/src/server/game/Entities/Object/Object.h
+++ b/src/server/game/Entities/Object/Object.h
@@ -451,7 +451,7 @@ struct Position
bool IsInDist(const Position* pos, float dist) const
{ return GetExactDistSq(pos) < dist * dist; }
bool HasInArc(float arcangle, const Position* pos) const;
- bool HasInLine(Unit const* target, float distance, float width) const;
+ bool HasInLine(WorldObject const* target, float width) const;
std::string ToString() const;
};
ByteBuffer& operator>>(ByteBuffer& buf, Position::PositionXYZOStreamer const& streamer);
@@ -707,8 +707,8 @@ class WorldObject : public Object, public WorldLocation
bool IsInRange(WorldObject const* obj, float minRange, float maxRange, bool is3D = true) const;
bool IsInRange2d(float x, float y, float minRange, float maxRange) const;
bool IsInRange3d(float x, float y, float z, float minRange, float maxRange) const;
- bool isInFront(WorldObject const* target, float distance, float arc = M_PI) const;
- bool isInBack(WorldObject const* target, float distance, float arc = M_PI) const;
+ bool isInFront(WorldObject const* target, float arc = M_PI) const;
+ bool isInBack(WorldObject const* target, float arc = M_PI) const;
bool IsInBetween(const WorldObject* obj1, const WorldObject* obj2, float size = 0) const;
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index 47c3c1a9395..0e3e2f593fa 100755
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -10004,6 +10004,7 @@ Unit* Unit::GetMagicHitRedirectTarget(Unit* victim, SpellInfo const* spellInfo)
&& _IsValidAttackTarget(magnet, spellInfo)
&& IsWithinLOSInMap(magnet))
{
+ // TODO: handle this charge drop by proc in cast phase on explicit target
(*itr)->GetBase()->DropCharge(AURA_REMOVE_BY_EXPIRE);
return magnet;
}
@@ -16178,26 +16179,6 @@ bool Unit::IsInRaidWith(Unit const* unit) const
return false;
}
-bool Unit::IsTargetMatchingCheck(Unit const* target, SpellTargetSelectionCheckTypes check) const
-{
- switch (check)
- {
- case TARGET_SELECT_CHECK_ENEMY:
- if (IsControlledByPlayer())
- return !IsFriendlyTo(target);
- else
- return IsHostileTo(target);
- case TARGET_SELECT_CHECK_ALLY:
- return IsFriendlyTo(target);
- case TARGET_SELECT_CHECK_PARTY:
- return IsInPartyWith(target);
- case TARGET_SELECT_CHECK_RAID:
- return IsInRaidWith(target);
- default:
- return true;
- }
-}
-
void Unit::GetRaidMember(std::list<Unit*> &nearMembers, float radius)
{
Player* owner = GetCharmerOrOwnerPlayerOrPlayerItself();
diff --git a/src/server/game/Entities/Unit/Unit.h b/src/server/game/Entities/Unit/Unit.h
index 66b0bcbeb54..e55141a3bae 100755
--- a/src/server/game/Entities/Unit/Unit.h
+++ b/src/server/game/Entities/Unit/Unit.h
@@ -1394,7 +1394,6 @@ class Unit : public WorldObject
bool IsNeutralToAll() const;
bool IsInPartyWith(Unit const* unit) const;
bool IsInRaidWith(Unit const* unit) const;
- bool IsTargetMatchingCheck(Unit const* target, SpellTargetSelectionCheckTypes check) const;
void GetPartyMemberInDist(std::list<Unit*> &units, float dist);
void GetPartyMembers(std::list<Unit*> &units);
void GetRaidMember(std::list<Unit*> &units, float dist);