From f09b5a6bea89da1b73a0beb05b977feba3285562 Mon Sep 17 00:00:00 2001 From: QAston Date: Tue, 21 Feb 2012 20:03:27 +0100 Subject: 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. --- src/server/game/Entities/Object/Object.cpp | 12 ++++++------ src/server/game/Entities/Object/Object.h | 6 +++--- 2 files changed, 9 insertions(+), 9 deletions(-) (limited to 'src/server/game/Entities/Object') 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; -- cgit v1.2.3