mirror of
https://github.com/EQEmu/Server.git
synced 2026-05-16 18:52:22 +00:00
Implemented target type (44) 'Beams' (which projects an AE infront of caster with a specified length and width).
Clean up of target type direction code, implemented use of aemaxtargets field for it.
This commit is contained in:
+152
-46
@@ -369,6 +369,7 @@ bool Mob::DoCastSpell(uint16 spell_id, uint16 target_id, uint16 slot,
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spell.targettype == ST_Self ||
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spell.targettype == ST_AECaster ||
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spell.targettype == ST_Ring ||
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spell.targettype == ST_Beam ||
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spell.targettype == ST_TargetOptional) && target_id == 0)
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{
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mlog(SPELLS__CASTING, "Spell %d auto-targeted the caster. Group? %d, target type %d", spell_id, IsGroupSpell(spell_id), spell.targettype);
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@@ -1803,6 +1804,14 @@ bool Mob::DetermineSpellTargets(uint16 spell_id, Mob *&spell_target, Mob *&ae_ce
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break;
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}
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case ST_Beam:
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{
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CastAction = Beam;
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spell_target = nullptr;
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ae_center = nullptr;
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break;
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}
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case ST_Ring:
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{
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CastAction = TargetRing;
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@@ -2126,54 +2135,15 @@ bool Mob::SpellFinished(uint16 spell_id, Mob *spell_target, uint16 slot, uint16
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case DirectionalAE:
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{
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float angle_start = spells[spell_id].directional_start + (GetHeading() * 360.0f / 256.0f);
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float angle_end = spells[spell_id].directional_end + (GetHeading() * 360.0f / 256.0f);
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while(angle_start > 360.0f)
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angle_start -= 360.0f;
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while(angle_end > 360.0f)
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angle_end -= 360.0f;
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std::list<Mob*> targets_in_range;
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std::list<Mob*>::iterator iter;
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entity_list.GetTargetsForConeArea(this, spells[spell_id].min_range, spells[spell_id].aoerange, spells[spell_id].aoerange / 2, targets_in_range);
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iter = targets_in_range.begin();
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while(iter != targets_in_range.end())
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{
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float heading_to_target = (CalculateHeadingToTarget((*iter)->GetX(), (*iter)->GetY()) * 360.0f / 256.0f);
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while(heading_to_target < 0.0f)
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heading_to_target += 360.0f;
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while(heading_to_target > 360.0f)
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heading_to_target -= 360.0f;
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if(angle_start > angle_end)
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{
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if((heading_to_target >= angle_start && heading_to_target <= 360.0f) ||
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(heading_to_target >= 0.0f && heading_to_target <= angle_end))
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{
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if(CheckLosFN((*iter)) || spells[spell_id].npc_no_los){
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(*iter)->CalcSpellPowerDistanceMod(spell_id, 0, this);
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SpellOnTarget(spell_id, (*iter), false, true, resist_adjust);
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}
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}
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}
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else
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{
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if(heading_to_target >= angle_start && heading_to_target <= angle_end)
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{
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if(CheckLosFN((*iter)) || spells[spell_id].npc_no_los){
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(*iter)->CalcSpellPowerDistanceMod(spell_id, 0, this);
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SpellOnTarget(spell_id, (*iter), false, true, resist_adjust);
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}
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}
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}
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++iter;
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}
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ConeDirectional(spell_id, resist_adjust);
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break;
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}
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case Beam:
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{
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BeamDirectional(spell_id, resist_adjust);
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break;
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}
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case TargetRing:
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{
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@@ -5385,3 +5355,139 @@ void Client::SendSpellAnim(uint16 targetid, uint16 spell_id)
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app.priority = 1;
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entity_list.QueueCloseClients(this, &app);
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}
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void Mob::CalcDestFromHeading(float heading, float distance, float MaxZDiff, float StartX, float StartY, float &dX, float &dY, float &dZ)
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{
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if (!distance) { return; }
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if (!MaxZDiff) { MaxZDiff = 5; }
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float ReverseHeading = 256 - heading;
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float ConvertAngle = ReverseHeading * 1.40625f;
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if (ConvertAngle <= 270)
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ConvertAngle = ConvertAngle + 90;
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else
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ConvertAngle = ConvertAngle - 270;
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float Radian = ConvertAngle * (3.1415927f / 180.0f);
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float CircleX = distance * cos(Radian);
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float CircleY = distance * sin(Radian);
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dX = CircleX + StartX;
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dY = CircleY + StartY;
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dZ = FindGroundZ(dX, dY, MaxZDiff);
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}
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void Mob::BeamDirectional(uint16 spell_id, int16 resist_adjust)
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{
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int maxtarget_count = 0;
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bool beneficial_targets = false;
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if (IsBeneficialSpell(spell_id) && IsClient())
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beneficial_targets = true;
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std::list<Mob*> targets_in_range;
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std::list<Mob*>::iterator iter;
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entity_list.GetTargetsForConeArea(this, spells[spell_id].min_range, spells[spell_id].range, spells[spell_id].range / 2, targets_in_range);
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iter = targets_in_range.begin();
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float dX = 0;
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float dY = 0;
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float dZ = 0;
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CalcDestFromHeading(GetHeading(), spells[spell_id].range, 5, GetX(), GetY(), dX, dY, dZ);
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dZ = GetZ();
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//FIND SLOPE: Put it into the form y = mx + b
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float m = (dY - GetY()) / (dX - GetX());
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float b = (GetY() * dX - dY * GetX()) / (dX - GetX());
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while(iter != targets_in_range.end())
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{
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if (!(*iter) || (beneficial_targets && ((*iter)->IsNPC() && !(*iter)->IsPetOwnerClient()))
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|| (*iter)->BehindMob(this, (*iter)->GetX(),(*iter)->GetY())){
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++iter;
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continue;
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}
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//# shortest distance from line to target point
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float d = abs( (*iter)->GetY() - m * (*iter)->GetX() - b) / sqrt(m * m + 1);
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if (d <= spells[spell_id].aoerange)
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{
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if(CheckLosFN((*iter)) || spells[spell_id].npc_no_los) {
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(*iter)->CalcSpellPowerDistanceMod(spell_id, 0, this);
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SpellOnTarget(spell_id, (*iter), false, true, resist_adjust);
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maxtarget_count++;
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}
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if (maxtarget_count >= spells[spell_id].aemaxtargets)
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return;
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}
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++iter;
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}
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}
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void Mob::ConeDirectional(uint16 spell_id, int16 resist_adjust)
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{
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int maxtarget_count = 0;
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bool beneficial_targets = false;
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if (IsBeneficialSpell(spell_id) && IsClient())
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beneficial_targets = true;
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float angle_start = spells[spell_id].directional_start + (GetHeading() * 360.0f / 256.0f);
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float angle_end = spells[spell_id].directional_end + (GetHeading() * 360.0f / 256.0f);
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while(angle_start > 360.0f)
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angle_start -= 360.0f;
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while(angle_end > 360.0f)
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angle_end -= 360.0f;
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std::list<Mob*> targets_in_range;
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std::list<Mob*>::iterator iter;
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entity_list.GetTargetsForConeArea(this, spells[spell_id].min_range, spells[spell_id].aoerange, spells[spell_id].aoerange / 2, targets_in_range);
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iter = targets_in_range.begin();
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while(iter != targets_in_range.end()){
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if (!(*iter) || (beneficial_targets && ((*iter)->IsNPC() && !(*iter)->IsPetOwnerClient()))){
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++iter;
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continue;
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}
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float heading_to_target = (CalculateHeadingToTarget((*iter)->GetX(), (*iter)->GetY()) * 360.0f / 256.0f);
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while(heading_to_target < 0.0f)
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heading_to_target += 360.0f;
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while(heading_to_target > 360.0f)
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heading_to_target -= 360.0f;
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if(angle_start > angle_end){
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if((heading_to_target >= angle_start && heading_to_target <= 360.0f) || (heading_to_target >= 0.0f && heading_to_target <= angle_end)){
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if(CheckLosFN((*iter)) || spells[spell_id].npc_no_los){
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(*iter)->CalcSpellPowerDistanceMod(spell_id, 0, this);
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SpellOnTarget(spell_id,(*iter), false, true, resist_adjust);
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maxtarget_count++;
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}
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}
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}
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else{
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if(heading_to_target >= angle_start && heading_to_target <= angle_end){
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if(CheckLosFN((*iter)) || spells[spell_id].npc_no_los) {
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(*iter)->CalcSpellPowerDistanceMod(spell_id, 0, this);
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SpellOnTarget(spell_id, (*iter), false, true, resist_adjust);
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maxtarget_count++;
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}
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}
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}
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if (maxtarget_count >= spells[spell_id].aemaxtargets)
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return;
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++iter;
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}
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}
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