diff options
Diffstat (limited to 'src/game/Spell.cpp')
-rw-r--r-- | src/game/Spell.cpp | 22 |
1 files changed, 18 insertions, 4 deletions
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; |