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Core/Spells: Rename confusing SpellState enum values
* SPELL_STATE_CASTING -> SPELL_STATE_CHANNELING (was used for "channel in progress") * SPELL_STATE_DELAYED -> SPELL_STATE_LAUNCHED
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@@ -2762,7 +2762,7 @@ void Spell::TargetInfo::DoTargetSpellHit(Spell* spell, SpellEffectInfo const& sp
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if (unit->IsAlive() != IsAlive && !spell->m_spellInfo->HasAttribute(SPELL_ATTR9_FORCE_CORPSE_TARGET))
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return;
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if (!spell->m_spellInfo->HasAttribute(SPELL_ATTR8_IGNORE_SANCTUARY) && spell->getState() == SPELL_STATE_DELAYED && !spell->IsPositive() && (GameTime::GetGameTimeMS() - TimeDelay) <= unit->m_lastSanctuaryTime)
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if (!spell->m_spellInfo->HasAttribute(SPELL_ATTR8_IGNORE_SANCTUARY) && spell->getState() == SPELL_STATE_LAUNCHED && !spell->IsPositive() && (GameTime::GetGameTimeMS() - TimeDelay) <= unit->m_lastSanctuaryTime)
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return; // No missinfo in that case
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if (_spellHitTarget)
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@@ -3606,7 +3606,7 @@ void Spell::cancel()
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if (m_spellState == SPELL_STATE_FINISHED)
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return;
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uint32 oldState = m_spellState;
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SpellState oldState = m_spellState;
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m_spellState = SPELL_STATE_FINISHED;
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m_autoRepeat = false;
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@@ -3615,12 +3615,11 @@ void Spell::cancel()
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case SPELL_STATE_PREPARING:
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CancelGlobalCooldown();
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[[fallthrough]];
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case SPELL_STATE_DELAYED:
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case SPELL_STATE_LAUNCHED:
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SendInterrupted(0);
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SendCastResult(SPELL_FAILED_INTERRUPTED);
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break;
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case SPELL_STATE_CASTING:
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case SPELL_STATE_CHANNELING:
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for (TargetInfo const& targetInfo : m_UniqueTargetInfo)
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if (targetInfo.MissCondition == SPELL_MISS_NONE)
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if (Unit* unit = m_caster->GetGUID() == targetInfo.TargetGUID ? m_caster->ToUnit() : ObjectAccessor::GetUnit(*m_caster, targetInfo.TargetGUID))
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@@ -3632,7 +3631,6 @@ void Spell::cancel()
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m_appliedMods.clear();
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break;
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default:
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break;
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}
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@@ -3885,7 +3883,7 @@ void Spell::_cast(bool skipCheck)
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// Okay, maps created, now prepare flags
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m_immediateHandled = false;
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m_spellState = SPELL_STATE_DELAYED;
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m_spellState = SPELL_STATE_LAUNCHED;
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SetDelayStart(0);
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if (Unit* unitCaster = m_caster->ToUnit())
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@@ -4048,7 +4046,7 @@ void Spell::handle_immediate()
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if (duration != 0)
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{
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m_spellState = SPELL_STATE_CASTING;
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m_spellState = SPELL_STATE_CHANNELING;
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// GameObjects shouldn't cast channeled spells
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ASSERT_NOTNULL(m_caster->ToUnit())->AddInterruptMask(m_spellInfo->ChannelInterruptFlags, m_spellInfo->ChannelInterruptFlags2);
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}
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@@ -4080,7 +4078,7 @@ void Spell::handle_immediate()
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// Remove used for cast item if need (it can be already NULL after TakeReagents call
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TakeCastItem();
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if (m_spellState != SPELL_STATE_CASTING)
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if (m_spellState != SPELL_STATE_CHANNELING)
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finish(); // successfully finish spell cast (not last in case autorepeat or channel spell)
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}
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@@ -4300,7 +4298,7 @@ void Spell::update(uint32 difftime)
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cast(!m_casttime);
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break;
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}
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case SPELL_STATE_CASTING:
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case SPELL_STATE_CHANNELING:
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{
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if (m_timer)
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{
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@@ -7267,7 +7265,7 @@ SpellCastResult Spell::CheckMovement() const
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if (m_spellInfo->InterruptFlags.HasFlag(SpellInterruptFlags::Movement))
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return SPELL_FAILED_MOVING;
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}
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else if (getState() == SPELL_STATE_CASTING)
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else if (getState() == SPELL_STATE_CHANNELING)
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if (!m_spellInfo->IsMoveAllowedChannel())
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return SPELL_FAILED_MOVING;
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}
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@@ -8107,7 +8105,7 @@ void Spell::DelayedChannel()
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if (!unitCaster)
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return;
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if (m_spellState != SPELL_STATE_CASTING)
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if (m_spellState != SPELL_STATE_CHANNELING)
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return;
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if (IsDelayableNoMore()) // Spells may only be delayed twice
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@@ -8455,7 +8453,7 @@ bool SpellEvent::Execute(uint64 e_time, uint32 p_time)
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// event will be re-added automatically at the end of routine)
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break;
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}
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case SPELL_STATE_DELAYED:
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case SPELL_STATE_LAUNCHED:
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{
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// first, check, if we have just started
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if (m_Spell->GetDelayStart() != 0)
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