Core/Units:

- Implement UNIT_FIELD_HOVERHEIGHT (requires DB data). This field, sent in update object packet, will determine the height at which a creature hovers if it has movementflag_hover applied. Note that hovering will now update the server-sided z-coordinate by the value of this field, and that all subsequent positional updates to the client will need to send z coordinate MINUS the hover height offset, or the hoverheight will be visually doubled client side.
- Correct our usage of movementflag_flying, movementflag_can_fly, movementflag_hover and movementflag_disable_gravity (previously levitate), and how they relate to InhabitType in the database. This fixes "flying creatures on steroids" bug (wings flapping too fast), and potentially a lot of visual issues in AI scripts. Note that a lot of scripts still set wrong movementflags, these need to be fixed on a case by case basis.
- Send correct packets for SPELL_AURA_FEATHER_FALL, SPELL_AURA_WATER_WALK and SPELL_AURA_HOVER apply/unapply.
- Send correct packet contents for movement update in Unit::SetSpeed.
- Misc. cleanup in affected scripts.
This commit is contained in:
Machiavelli
2012-03-12 00:53:45 +01:00
parent 5ca27f40cc
commit 03a24a84e4
74 changed files with 489 additions and 384 deletions
@@ -2845,7 +2845,7 @@ void AuraEffect::HandleAuraAllowFlight(AuraApplication const* aurApp, uint8 mode
}
if (target->GetTypeId() == TYPEID_UNIT)
target->SetFlying(apply);
target->SetCanFly(apply);
if (Player* player = target->m_movedPlayer)
{
@@ -2856,7 +2856,7 @@ void AuraEffect::HandleAuraAllowFlight(AuraApplication const* aurApp, uint8 mode
else
data.Initialize(SMSG_MOVE_UNSET_CAN_FLY, 12);
data.append(target->GetPackGUID());
data << uint32(0); // unk
data << uint32(0); // movement counter
player->SendDirectMessage(&data);
}
}
@@ -2875,14 +2875,16 @@ void AuraEffect::HandleAuraWaterWalk(AuraApplication const* aurApp, uint8 mode,
return;
}
WorldPacket data;
if (apply)
data.Initialize(SMSG_MOVE_WATER_WALK, 8+4);
{
target->AddUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
target->SendMovementWaterWalking();
}
else
data.Initialize(SMSG_MOVE_LAND_WALK, 8+4);
data.append(target->GetPackGUID());
data << uint32(0);
target->SendMessageToSet(&data, true);
{
target->RemoveUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
target->SendMovementFlagUpdate();
}
}
void AuraEffect::HandleAuraFeatherFall(AuraApplication const* aurApp, uint8 mode, bool apply) const
@@ -2899,14 +2901,16 @@ void AuraEffect::HandleAuraFeatherFall(AuraApplication const* aurApp, uint8 mode
return;
}
WorldPacket data;
if (apply)
data.Initialize(SMSG_MOVE_FEATHER_FALL, 8+4);
{
target->AddUnitMovementFlag(MOVEMENTFLAG_FALLING_SLOW);
target->SendMovementFeatherFall();
}
else
data.Initialize(SMSG_MOVE_NORMAL_FALL, 8+4);
data.append(target->GetPackGUID());
data << uint32(0);
target->SendMessageToSet(&data, true);
{
target->RemoveUnitMovementFlag(MOVEMENTFLAG_FALLING_SLOW);
target->SendMovementFlagUpdate();
}
// start fall from current height
if (!apply && target->GetTypeId() == TYPEID_PLAYER)
@@ -2927,14 +2931,11 @@ void AuraEffect::HandleAuraHover(AuraApplication const* aurApp, uint8 mode, bool
return;
}
WorldPacket data;
target->SetHover(apply); //! Sets movementflags
if (apply)
data.Initialize(SMSG_MOVE_SET_HOVER, 8+4);
target->SendMovementHover();
else
data.Initialize(SMSG_MOVE_UNSET_HOVER, 8+4);
data.append(target->GetPackGUID());
data << uint32(0);
target->SendMessageToSet(&data, true);
target->SendMovementFlagUpdate();
}
void AuraEffect::HandleWaterBreathing(AuraApplication const* aurApp, uint8 mode, bool /*apply*/) const