[svn] Set target in combat even if spell does not hit target.

Call AI function only when spell hits target.
Move combat check from dealdamge to attackerstateupdate to remove redundant check.

--HG--
branch : trunk
This commit is contained in:
megamage
2008-10-31 14:00:49 -05:00
parent 67b86d636b
commit 1c3d4c40c3
2 changed files with 39 additions and 45 deletions

View File

@@ -950,20 +950,24 @@ void Spell::DoAllEffectOnTarget(TargetInfo *target)
// ignore autorepeat/melee casts for speed (not exist quest for spells (hm... )
if( m_caster->GetTypeId() == TYPEID_PLAYER && !IsAutoRepeat() && !IsNextMeleeSwingSpell() && !IsChannelActive() )
((Player*)m_caster)->CastedCreatureOrGO(unit->GetEntry(),unit->GetGUID(),m_spellInfo->Id);
if(((Creature*)unit)->AI())
((Creature*)unit)->AI()->SpellHit(m_caster ,m_spellInfo);
}
if(m_caster->GetTypeId() == TYPEID_UNIT && ((Creature*)m_caster)->AI())
((Creature*)m_caster)->AI()->SpellHitTarget(unit, m_spellInfo);
if(int32 spell_triggered = spellmgr.GetSpellLinked(m_spellInfo->Id, 1))
if( !m_caster->IsFriendlyTo(unit) && !IsPositiveSpell(m_spellInfo->Id))
{
if(spell_triggered > 0)
unit->CastSpell(unit, spell_triggered, true/*, 0, 0, m_caster->GetGUID()*/);
else
unit->RemoveAurasDueToSpell(-spell_triggered);
if( !(m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_NO_INITIAL_AGGRO) )
{
if(!unit->IsStandState() && !unit->hasUnitState(UNIT_STAT_STUNNED))
unit->SetStandState(PLAYER_STATE_NONE);
if(!unit->isInCombat() && unit->GetTypeId() != TYPEID_PLAYER && ((Creature*)unit)->AI())
((Creature*)unit)->AI()->AttackStart(m_caster);
unit->SetInCombatWith(m_caster);
m_caster->SetInCombatWith(unit);
if(Player *attackedPlayer = unit->GetCharmerOrOwnerPlayerOrPlayerItself())
m_caster->SetContestedPvP(attackedPlayer);
}
}
}
@@ -1000,30 +1004,9 @@ void Spell::DoSpellHitOnUnit(Unit *unit, const uint32 effectMask)
return;
}
// exclude Arcane Missiles Dummy Aura aura for now (attack on hit)
// TODO: find way to not need this?
if(!(m_spellInfo->SpellFamilyName == SPELLFAMILY_MAGE &&
m_spellInfo->SpellFamilyFlags & 0x800LL))
//if(!IsPositiveSpell(m_spellInfo->Id))
{
unit->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
if( !(m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_NO_INITIAL_AGGRO) )
{
if(!unit->IsStandState() && !unit->hasUnitState(UNIT_STAT_STUNNED))
unit->SetStandState(PLAYER_STATE_NONE);
if(!unit->isInCombat() && unit->GetTypeId() != TYPEID_PLAYER && ((Creature*)unit)->AI())
((Creature*)unit)->AI()->AttackStart(m_caster);
unit->SetInCombatWith(m_caster);
m_caster->SetInCombatWith(unit);
if(Player *attackedPlayer = unit->GetCharmerOrOwnerPlayerOrPlayerItself())
{
m_caster->SetContestedPvP(attackedPlayer);
}
unit->AddThreat(m_caster, 0.0f);
}
}
}
else
@@ -1069,6 +1052,20 @@ void Spell::DoSpellHitOnUnit(Unit *unit, const uint32 effectMask)
}
}
}
if(unit->GetTypeId() == TYPEID_UNIT && ((Creature*)unit)->AI())
((Creature*)unit)->AI()->SpellHit(m_caster, m_spellInfo);
if(m_caster->GetTypeId() == TYPEID_UNIT && ((Creature*)m_caster)->AI())
((Creature*)m_caster)->AI()->SpellHitTarget(unit, m_spellInfo);
if(int32 spell_triggered = spellmgr.GetSpellLinked(m_spellInfo->Id, 1))
{
if(spell_triggered > 0)
unit->CastSpell(unit, spell_triggered, true, 0, 0, m_caster->GetGUID());
else
unit->RemoveAurasDueToSpell(-spell_triggered);
}
}
void Spell::DoAllEffectOnTarget(GOTargetInfo *target)