Core/SpellScripts: rename GetTarget*() functions to GetExplTarget*(), so the names reflect better what those functions do. Also update some comments.

This commit is contained in:
QAston
2012-04-28 14:55:14 +02:00
parent 4b5e763d21
commit b899f5fc94
22 changed files with 68 additions and 55 deletions
+10 -5
View File
@@ -320,29 +320,34 @@ SpellInfo const* SpellScript::GetSpellInfo()
return m_spell->GetSpellInfo();
}
WorldLocation const* SpellScript::GetTargetDest()
WorldLocation const* SpellScript::GetExplTargetDest()
{
if (m_spell->m_targets.HasDst())
return m_spell->m_targets.GetDstPos();
return NULL;
}
void SpellScript::SetTargetDest(WorldLocation& loc)
void SpellScript::SetExplTargetDest(WorldLocation& loc)
{
m_spell->m_targets.SetDst(loc);
}
Unit* SpellScript::GetTargetUnit()
Unit* SpellScript::GetExplTargetWorldObject()
{
return m_spell->m_targets.GetObjectTarget();
}
Unit* SpellScript::GetExplTargetUnit()
{
return m_spell->m_targets.GetUnitTarget();
}
GameObject* SpellScript::GetTargetGObj()
GameObject* SpellScript::GetExplTargetGObj()
{
return m_spell->m_targets.GetGOTarget();
}
Item* SpellScript::GetTargetItem()
Item* SpellScript::GetExplTargetItem()
{
return m_spell->m_targets.GetItemTarget();
}
+22 -12
View File
@@ -295,25 +295,35 @@ class SpellScript : public _SpellScript
SpellInfo const* GetSpellInfo();
SpellValue const* GetSpellValue();
// methods useable after spell targets are set
// accessors to the "focus" targets of the spell
// note: do not confuse these with spell hit targets
// methods useable after spell is prepared
// accessors to the explicit targets of the spell
// explicit target - target selected by caster (player, game client, or script - DoCast(explicitTarget, ...), required for spell to be cast
// examples:
// -shadowstep - explicit target is the unit you want to go behind of
// -chain heal - explicit target is the unit to be healed first
// -holy nova/arcane explosion - explicit target = NULL because target you are selecting doesn't affect how spell targets are selected
// you can determine if spell requires explicit targets by dbc columns:
// - Targets - mask of explicit target types
// - ImplicitTargetXX set to TARGET_XXX_TARGET_YYY, _TARGET_ here means that explicit target is used by the effect, so spell needs one too
// returns: WorldLocation which was selected as a spell destination or NULL
WorldLocation const* GetTargetDest();
WorldLocation const* GetExplTargetDest();
void SetTargetDest(WorldLocation& loc);
void SetExplTargetDest(WorldLocation& loc);
// returns: Unit which was selected as a spell target or NULL
Unit* GetTargetUnit();
// returns: WorldObject which was selected as an explicit spell target or NULL if there's no target
WorldObject* GetExplTargetWorldObject();
// returns: GameObject which was selected as a spell target or NULL
GameObject* GetTargetGObj();
// returns: Unit which was selected as an explicit spell target or NULL if there's no target
Unit* GetExplTargetUnit();
// returns: Item which was selected as a spell target or NULL
Item* GetTargetItem();
// returns: GameObject which was selected as an explicit spell target or NULL if there's no target
GameObject* GetExplTargetGObj();
// returns: Item which was selected as an explicit spell target or NULL if there's no target
Item* GetExplTargetItem();
// methods useable only during spell hit on target, or during spell launch on target:
// returns: target of current effect if it was Unit otherwise NULL
Unit* GetHitUnit();
// returns: target of current effect if it was Creature otherwise NULL