Merge branch '3.3.5-spellfacing' into 3.3.5-base (PR #15641)

This commit is contained in:
treeston committed 2016-01-13 18:38:54 +01:00
commit 233297c5c8
8 files changed
+179 -38

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+6 -3
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@@ -204,7 +204,8 @@ void CreatureAI::SetGazeOn(Unit* target)
{
if (me->IsValidAttackTarget(target))
{
AttackStart(target);
if (!me->IsFocusing(nullptr, true))
AttackStart(target);
me->SetReactState(REACT_PASSIVE);
}
}
@@ -223,7 +224,8 @@ bool CreatureAI::UpdateVictimWithGaze()
}
if (Unit* victim = me->SelectVictim())
AttackStart(victim);
if (!me->IsFocusing(nullptr, true))
AttackStart(victim);
return me->GetVictim() != nullptr;
}
@@ -236,7 +238,8 @@ bool CreatureAI::UpdateVictim()
if (!me->HasReactState(REACT_PASSIVE))
{
if (Unit* victim = me->SelectVictim())
AttackStart(victim);
if (!me->IsFocusing(nullptr, true))
AttackStart(victim);
return me->GetVictim() != nullptr;
}
+100 -19
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@@ -200,6 +200,7 @@ m_originalEntry(0), m_homePosition(), m_transportHomePosition(), m_creatureInfo(
TriggerJustRespawned = false;
m_isTempWorldObject = false;
_focusSpell = NULL;
_focusDelay = 0;
}
Creature::~Creature()
@@ -1569,7 +1570,9 @@ void Creature::setDeathState(DeathState s)
if (sWorld->getBoolConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATELY) || isWorldBoss())
SaveRespawnTime();
SetTarget(ObjectGuid::Empty); // remove target selection in any cases (can be set at aura remove in Unit::setDeathState)
ReleaseFocus(); // remove spellcast focus (this also clears unit target)
SetTarget(ObjectGuid::Empty); // drop target - dead mobs shouldn't ever target things
SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0); // if creature is mounted on a virtual mount, remove it at death
@@ -2688,39 +2691,117 @@ void Creature::SetDisplayId(uint32 modelId)
void Creature::SetTarget(ObjectGuid guid)
{
if (!_focusSpell)
if (!IsFocusing())
SetGuidValue(UNIT_FIELD_TARGET, guid);
}
void Creature::FocusTarget(Spell const* focusSpell, WorldObject const* target)
bool Creature::FocusTarget(Spell const* focusSpell, WorldObject const* target)
{
// already focused
if (_focusSpell)
return;
return false;
if ((!target || target == this) && !focusSpell->GetCastTime()) // instant cast, untargeted (or self-targeted) spell doesn't need any facing updates
return false;
_focusSpell = focusSpell;
SetGuidValue(UNIT_FIELD_TARGET, target->GetGUID());
if (focusSpell->GetSpellInfo()->HasAttribute(SPELL_ATTR5_DONT_TURN_DURING_CAST))
AddUnitState(UNIT_STATE_ROTATING);
// Set serverside orientation if needed (needs to be after attribute check)
SetInFront(target);
// "instant" creature casts that require re-targeting will be delayed by a short moment to prevent facing bugs
bool shouldDelay = false;
// set target, then force send update packet to players if it changed to provide appropriate facing
ObjectGuid newTarget = target ? target->GetGUID() : ObjectGuid::Empty;
if (GetGuidValue(UNIT_FIELD_TARGET) != newTarget)
{
SetGuidValue(UNIT_FIELD_TARGET, newTarget);
if (target)
SetFacingToObject(target);
if ( // here we determine if the (relatively expensive) forced update is worth it, or whether we can afford to wait until the scheduled update tick
( // only require instant update for spells that actually have a visual
focusSpell->GetSpellInfo()->SpellVisual[0] ||
focusSpell->GetSpellInfo()->SpellVisual[1]
) && (
!focusSpell->GetCastTime() || // if the spell is instant cast
focusSpell->GetSpellInfo()->HasAttribute(SPELL_ATTR5_DONT_TURN_DURING_CAST) // client gets confused if we attempt to turn at the regularly scheduled update packet
)
)
{
const MapRefManager& mapPlayers = GetMap()->GetPlayers();
for (MapRefManager::const_iterator it = mapPlayers.begin(); it != mapPlayers.end(); ++it)
if (Player* player = (*it).GetSource())
{
// only update players that can both see us, and are actually in combat with us (this is a performance tradeoff)
if (player->CanSeeOrDetect(this, false, true) && IsInCombatWith(player))
{
SendUpdateToPlayer(player);
shouldDelay = true;
}
}
if (shouldDelay)
shouldDelay = (!focusSpell->IsTriggered() && !focusSpell->GetCastTime());
}
}
// tell the creature that it should reacquire its current target after the cast is done (this is handled in ::Attack)
MustReacquireTarget();
bool canTurnDuringCast = !focusSpell->GetSpellInfo()->HasAttribute(SPELL_ATTR5_DONT_TURN_DURING_CAST);
// Face the target - we need to do this before the unit state is modified for no-turn spells
if (target)
SetInFront(target);
else if (!canTurnDuringCast)
if(Unit* victim = GetVictim())
SetInFront(victim); // ensure server-side orientation is correct at beginning of cast
if (!canTurnDuringCast)
AddUnitState(UNIT_STATE_CANNOT_TURN);
return shouldDelay;
}
void Creature::ReleaseFocus(Spell const* focusSpell)
bool Creature::IsFocusing(Spell const* focusSpell, bool withDelay)
{
// focused to something else
if (focusSpell != _focusSpell)
if (!IsAlive()) // dead creatures cannot focus
{
ReleaseFocus(nullptr, false);
return false;
}
if (focusSpell && (focusSpell != _focusSpell))
return false;
if (!_focusSpell)
{
if (!withDelay || !_focusDelay)
return false;
if (GetMSTimeDiffToNow(_focusDelay) > 1000) // @todo figure out if we can get rid of this magic number somehow
{
_focusDelay = 0; // save checks in the future
return false;
}
}
return true;
}
void Creature::ReleaseFocus(Spell const* focusSpell, bool withDelay)
{
if (!_focusSpell)
return;
_focusSpell = NULL;
if (Unit* victim = GetVictim())
SetGuidValue(UNIT_FIELD_TARGET, victim->GetGUID());
else
SetGuidValue(UNIT_FIELD_TARGET, ObjectGuid::Empty);
// focused to something else
if (focusSpell && focusSpell != _focusSpell)
return;
if (focusSpell->GetSpellInfo()->HasAttribute(SPELL_ATTR5_DONT_TURN_DURING_CAST))
ClearUnitState(UNIT_STATE_ROTATING);
SetGuidValue(UNIT_FIELD_TARGET, ObjectGuid::Empty);
if (_focusSpell->GetSpellInfo()->HasAttribute(SPELL_ATTR5_DONT_TURN_DURING_CAST))
ClearUnitState(UNIT_STATE_CANNOT_TURN);
_focusSpell = nullptr;
_focusDelay = withDelay ? getMSTime() : 0; // don't allow re-target right away to prevent visual bugs
}
void Creature::StartPickPocketRefillTimer()
+4 -2
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@@ -671,8 +671,9 @@ class Creature : public Unit, public GridObject<Creature>, public MapObject
// Handling caster facing during spellcast
void SetTarget(ObjectGuid guid) override;
void FocusTarget(Spell const* focusSpell, WorldObject const* target);
void ReleaseFocus(Spell const* focusSpell);
bool FocusTarget(Spell const* focusSpell, WorldObject const* target);
bool IsFocusing(Spell const* focusSpell = nullptr, bool withDelay = false);
void ReleaseFocus(Spell const* focusSpell = nullptr, bool withDelay = true);
CreatureTextRepeatIds GetTextRepeatGroup(uint8 textGroup);
void SetTextRepeatId(uint8 textGroup, uint8 id);
@@ -745,6 +746,7 @@ class Creature : public Unit, public GridObject<Creature>, public MapObject
bool TriggerJustRespawned;
Spell const* _focusSpell; ///> Locks the target during spell cast for proper facing
uint32 _focusDelay;
CreatureTextRepeatGroup m_textRepeat;
};
+17 -6
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@@ -223,7 +223,8 @@ Unit::Unit(bool isWorldObject) :
for (uint8 i = 0; i < MAX_STATS; ++i)
m_createStats[i] = 0.0f;
m_attacking = NULL;
m_attacking = nullptr;
m_shouldReacquireTarget = false;
m_modMeleeHitChance = 0.0f;
m_modRangedHitChance = 0.0f;
m_modSpellHitChance = 0.0f;
@@ -238,7 +239,7 @@ Unit::Unit(bool isWorldObject) :
for (uint8 i = 0; i < MAX_MOVE_TYPE; ++i)
m_speed_rate[i] = 1.0f;
m_charmInfo = NULL;
m_charmInfo = nullptr;
_redirectThreadInfo = RedirectThreatInfo();
@@ -1956,6 +1957,9 @@ void Unit::AttackerStateUpdate (Unit* victim, WeaponAttackType attType, bool ext
if (attType != BASE_ATTACK && attType != OFF_ATTACK)
return; // ignore ranged case
if (GetTypeId() == TYPEID_UNIT && !HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED))
SetFacingToObject(victim); // update client side facing to face the target (prevents visual glitches when casting untargeted spells)
// melee attack spell cast at main hand attack only - no normal melee dmg dealt
if (attType == BASE_ATTACK && m_currentSpells[CURRENT_MELEE_SPELL] && !extra)
m_currentSpells[CURRENT_MELEE_SPELL]->cast();
@@ -8956,6 +8960,12 @@ bool Unit::Attack(Unit* victim, bool meleeAttack)
if (HasAuraType(SPELL_AURA_MOD_UNATTACKABLE))
RemoveAurasByType(SPELL_AURA_MOD_UNATTACKABLE);
if (m_shouldReacquireTarget)
{
SetTarget(victim->GetGUID());
m_shouldReacquireTarget = false;
}
if (m_attacking)
{
if (m_attacking == victim)
@@ -9041,7 +9051,7 @@ bool Unit::AttackStop()
Unit* victim = m_attacking;
m_attacking->_removeAttacker(this);
m_attacking = NULL;
m_attacking = nullptr;
// Clear our target
SetTarget(ObjectGuid::Empty);
@@ -12705,7 +12715,7 @@ Unit* Creature::SelectVictim()
// next-victim-selection algorithm and evade mode are called
// threat list sorting etc.
Unit* target = NULL;
Unit* target = nullptr;
// First checking if we have some taunt on us
AuraEffectList const& tauntAuras = GetAuraEffectsByType(SPELL_AURA_MOD_TAUNT);
if (!tauntAuras.empty())
@@ -12773,7 +12783,8 @@ Unit* Creature::SelectVictim()
if (target && _IsTargetAcceptable(target) && CanCreatureAttack(target))
{
SetInFront(target);
if(!IsFocusing())
SetInFront(target);
return target;
}
@@ -17561,7 +17572,7 @@ void Unit::SetFacingTo(float ori)
init.Launch();
}
void Unit::SetFacingToObject(WorldObject* object)
void Unit::SetFacingToObject(WorldObject const* object)
{
// never face when already moving
if (!IsStopped())
+3 -1
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@@ -1274,6 +1274,7 @@ class Unit : public WorldObject
void _removeAttacker(Unit* pAttacker); // must be called only from Unit::AttackStop()
Unit* getAttackerForHelper() const; // If someone wants to help, who to give them
bool Attack(Unit* victim, bool meleeAttack);
void MustReacquireTarget() { m_shouldReacquireTarget = true; } // flags the Unit for forced target reacquisition in the next ::Attack call
void CastStop(uint32 except_spellid = 0);
bool AttackStop();
void RemoveAllAttackers();
@@ -1584,7 +1585,7 @@ class Unit : public WorldObject
void SetInFront(WorldObject const* target);
void SetFacingTo(float ori);
void SetFacingToObject(WorldObject* object);
void SetFacingToObject(WorldObject const* object);
void SendChangeCurrentVictimOpcode(HostileReference* pHostileReference);
void SendClearThreatListOpcode();
@@ -2153,6 +2154,7 @@ class Unit : public WorldObject
AttackerSet m_attackers;
Unit* m_attacking;
bool m_shouldReacquireTarget;
DeathState m_deathState;
@@ -39,6 +39,9 @@ void TargetedMovementGeneratorMedium<T, D>::_setTargetLocation(T* owner, bool up
if (owner->GetTypeId() == TYPEID_UNIT && !i_target->isInAccessiblePlaceFor(owner->ToCreature()))
return;
if (owner->GetTypeId() == TYPEID_UNIT && owner->ToCreature()->IsFocusing(nullptr, true))
return;
float x, y, z;
if (updateDestination || !i_path)
+45 -7
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@@ -602,6 +602,8 @@ m_caster((info->HasAttribute(SPELL_ATTR6_CAST_BY_CHARMER) && caster->GetCharmerO
//Auto Shot & Shoot (wand)
m_autoRepeat = m_spellInfo->IsAutoRepeatRangedSpell();
m_isDelayedInstantCast = false;
m_runesState = 0;
m_powerCost = 0; // setup to correct value in Spell::prepare, must not be used before.
@@ -2936,6 +2938,27 @@ void Spell::prepare(SpellCastTargets const* targets, AuraEffect const* triggered
else
m_casttime = m_spellInfo->CalcCastTime(this);
if (m_caster->GetTypeId() == TYPEID_UNIT && !m_caster->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED)) // _UNIT actually means creature. for some reason.
if (!(IsNextMeleeSwingSpell() || IsAutoRepeat() || _triggeredCastFlags & TRIGGERED_IGNORE_SET_FACING))
{
if (m_targets.GetObjectTarget() && m_caster != m_targets.GetObjectTarget())
{
if (m_caster->ToCreature()->FocusTarget(this, m_targets.GetObjectTarget()))
{
m_isDelayedInstantCast = true;
m_timer = 100; // 100ms delay ensures client has updated creature orientation when cast goes off
}
}
else if (m_spellInfo->HasAttribute(SPELL_ATTR5_DONT_TURN_DURING_CAST))
{
if (m_caster->ToCreature()->FocusTarget(this, nullptr))
{
m_isDelayedInstantCast = true;
m_timer = 100;
}
}
}
// don't allow channeled spells / spells with cast time to be cast while moving
// (even if they are interrupted on moving, spells with almost immediate effect get to have their effect processed before movement interrupter kicks in)
if ((m_spellInfo->IsChanneled() || m_casttime) && m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->isMoving() && m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_MOVEMENT)
@@ -2971,18 +2994,14 @@ void Spell::prepare(SpellCastTargets const* targets, AuraEffect const* triggered
}
m_caster->SetCurrentCastSpell(this);
SendSpellStart();
// set target for proper facing
if ((m_casttime || m_spellInfo->IsChanneled()) && !(_triggeredCastFlags & TRIGGERED_IGNORE_SET_FACING))
if (m_caster->GetTypeId() == TYPEID_UNIT && m_targets.GetObjectTarget() && m_caster != m_targets.GetObjectTarget())
m_caster->ToCreature()->FocusTarget(this, m_targets.GetObjectTarget());
if (!m_isDelayedInstantCast)
SendSpellStart();
if (!(_triggeredCastFlags & TRIGGERED_IGNORE_GCD))
TriggerGlobalCooldown();
//item: first cast may destroy item and second cast causes crash
if (!m_casttime && !m_spellInfo->StartRecoveryTime && !m_castItemGUID && GetCurrentContainer() == CURRENT_GENERIC_SPELL)
if (!m_casttime && !m_isDelayedInstantCast && !m_spellInfo->StartRecoveryTime && !m_castItemGUID && GetCurrentContainer() == CURRENT_GENERIC_SPELL)
cast(true);
}
}
@@ -2991,6 +3010,9 @@ void Spell::cancel()
{
if (m_spellState == SPELL_STATE_FINISHED)
return;
// delayed instant casts are used for client-side visual orientation; they are treated as instant for all intents and purposes server-side, and thus cannot be interrupted by another cast
if (m_isDelayedInstantCast)
return;
uint32 oldState = m_spellState;
m_spellState = SPELL_STATE_FINISHED;
@@ -3060,6 +3082,9 @@ void Spell::cast(bool skipCheck)
return;
}
if (m_isDelayedInstantCast)
SendSpellStart();
if (Player* playerCaster = m_caster->ToPlayer())
{
// now that we've done the basic check, now run the scripts
@@ -3139,6 +3164,16 @@ void Spell::cast(bool skipCheck)
}
}
// if the spell allows the creature to turn while casting, then adjust server-side orientation to face the target now
// client-side orientation is handled by the client itself, as the cast target is targeted due to Creature::FocusTarget
if (m_caster->GetTypeId() == TYPEID_UNIT && !m_caster->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED))
if (!m_spellInfo->HasAttribute(SPELL_ATTR5_DONT_TURN_DURING_CAST))
if (WorldObject* objTarget = m_targets.GetObjectTarget())
{
m_caster->SetInFront(objTarget);
m_caster->SetFacingToObject(objTarget);
}
SelectSpellTargets();
// Spell may be finished after target map check
@@ -3242,6 +3277,9 @@ void Spell::cast(bool skipCheck)
}
SetExecutedCurrently(false);
if (Creature* creatureCaster = m_caster->ToCreature())
creatureCaster->ReleaseFocus(this);
}
void Spell::handle_immediate()
+1
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@@ -524,6 +524,7 @@ class Spell
int32 m_channeledDuration; // Calculated channeled spell duration in order to calculate correct pushback.
bool m_canReflect; // can reflect this spell?
bool m_autoRepeat;
bool m_isDelayedInstantCast; // whether this is a creature's delayed instant cast
uint8 m_runesState;
uint8 m_delayAtDamageCount;