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Core/Spells: Cleanup movement checks in spells - use correct interrupt flags
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@@ -3363,7 +3363,7 @@ bool Creature::IsMovementPreventedByCasting() const
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if (Spell* spell = m_currentSpells[CURRENT_CHANNELED_SPELL])
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{
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if (spell->getState() != SPELL_STATE_FINISHED && spell->IsChannelActive())
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if (spell->GetSpellInfo()->IsMoveAllowedChannel())
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if (spell->CheckMovement() != SPELL_CAST_OK)
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return false;
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}
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@@ -2784,8 +2784,7 @@ void Unit::_UpdateAutoRepeatSpell()
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// check "realtime" interrupts
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// don't cancel spells which are affected by a SPELL_AURA_CAST_WHILE_WALKING effect
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if (((GetTypeId() == TYPEID_PLAYER && ToPlayer()->isMoving()) || IsNonMeleeSpellCast(false, false, true, autoRepeatSpellInfo->Id == 75)) &&
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!CanCastSpellWhileMoving(autoRepeatSpellInfo))
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if ((isMoving() && m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->CheckMovement() != SPELL_CAST_OK) || IsNonMeleeSpellCast(false, false, true, autoRepeatSpellInfo->Id == 75))
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{
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// cancel wand shoot
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if (autoRepeatSpellInfo->Id != 75)
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@@ -3015,7 +3014,7 @@ bool Unit::IsMovementPreventedByCasting() const
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// channeled spells during channel stage (after the initial cast timer) allow movement with a specific spell attribute
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if (Spell* spell = m_currentSpells[CURRENT_CHANNELED_SPELL])
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if (spell->getState() != SPELL_STATE_FINISHED && spell->IsChannelActive())
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if (spell->GetSpellInfo()->IsMoveAllowedChannel())
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if (spell->GetSpellInfo()->IsMoveAllowedChannel() || CanCastSpellWhileMoving(spell->GetSpellInfo()))
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return false;
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// prohibit movement for all other spell casts
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@@ -3375,19 +3375,14 @@ SpellCastResult Spell::prepare(SpellCastTargets const& targets, AuraEffect const
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else
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m_casttime = m_spellInfo->CalcCastTime(this);
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// don't allow channeled spells / spells with cast time to be cast while moving
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// exception are only channeled spells that have no casttime and dont have movement interrupt flag
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// (even if they are interrupted on moving, spells with almost immediate effect get to have their effect processed before movement interrupter kicks in)
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// don't cancel spells which are affected by a SPELL_AURA_CAST_WHILE_WALKING effect
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if (((m_spellInfo->IsChanneled() || m_casttime) && m_caster->GetTypeId() == TYPEID_PLAYER && !(m_caster->ToUnit()->IsCharmed() && m_caster->ToUnit()->GetCharmerGUID().IsCreature()) && m_caster->ToUnit()->isMoving() &&
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m_spellInfo->InterruptFlags.HasFlag(SpellInterruptFlags::Movement)) && !m_caster->ToUnit()->CanCastSpellWhileMoving(m_spellInfo))
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if (m_caster->IsUnit() && m_caster->ToUnit()->isMoving())
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{
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// 1. Has casttime, 2. Or doesn't have flag to allow movement during channel
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if (m_casttime || !m_spellInfo->IsMoveAllowedChannel())
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result = CheckMovement();
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if (result != SPELL_CAST_OK)
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{
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SendCastResult(SPELL_FAILED_MOVING);
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SendCastResult(result);
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finish(false);
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return SPELL_FAILED_MOVING;
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return result;
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}
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}
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@@ -4110,20 +4105,13 @@ void Spell::update(uint32 difftime)
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// check if the player caster has moved before the spell finished
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// with the exception of spells affected with SPELL_AURA_CAST_WHILE_WALKING effect
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if ((m_caster->GetTypeId() == TYPEID_PLAYER && m_timer != 0) &&
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m_caster->ToUnit()->isMoving() && (m_spellInfo->InterruptFlags.HasFlag(SpellInterruptFlags::Movement)) &&
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(!m_spellInfo->HasEffect(SPELL_EFFECT_STUCK) || !m_caster->ToUnit()->HasUnitMovementFlag(MOVEMENTFLAG_FALLING_FAR)) &&
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!m_caster->ToUnit()->CanCastSpellWhileMoving(m_spellInfo))
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if (m_timer != 0 && m_caster->IsUnit() && m_caster->ToUnit()->isMoving() && CheckMovement() != SPELL_CAST_OK)
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{
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// don't cancel for melee, autorepeat, triggered and instant spells
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if (!m_spellInfo->IsNextMeleeSwingSpell() && !IsAutoRepeat() && !IsTriggered() && !(IsChannelActive() && m_spellInfo->IsMoveAllowedChannel()))
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{
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// if charmed by creature, trust the AI not to cheat and allow the cast to proceed
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// @todo this is a hack, "creature" movesplines don't differentiate turning/moving right now
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// however, checking what type of movement the spline is for every single spline would be really expensive
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if (!m_caster->ToUnit()->GetCharmerGUID().IsCreature())
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cancel();
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}
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// if charmed by creature, trust the AI not to cheat and allow the cast to proceed
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// @todo this is a hack, "creature" movesplines don't differentiate turning/moving right now
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// however, checking what type of movement the spline is for every single spline would be really expensive
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if (!m_caster->ToUnit()->GetCharmerGUID().IsCreature())
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cancel();
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}
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switch (m_spellState)
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@@ -5579,19 +5567,6 @@ SpellCastResult Spell::CheckCast(bool strict, int32* param1 /*= nullptr*/, int32
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return SPELL_FAILED_AFFECTING_COMBAT;
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}
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// cancel autorepeat spells if cast start when moving
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// (not wand currently autorepeat cast delayed to moving stop anyway in spell update code)
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// Do not cancel spells which are affected by a SPELL_AURA_CAST_WHILE_WALKING effect
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if (unitCaster->GetTypeId() == TYPEID_PLAYER && unitCaster->ToPlayer()->isMoving()
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&& (!unitCaster->IsCharmed() || !unitCaster->GetCharmerGUID().IsCreature())
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&& !unitCaster->CanCastSpellWhileMoving(m_spellInfo))
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{
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// skip stuck spell to allow use it in falling case and apply spell limitations at movement
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if ((!unitCaster->HasUnitMovementFlag(MOVEMENTFLAG_FALLING_FAR) || !m_spellInfo->HasEffect(SPELL_EFFECT_STUCK)) &&
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(IsAutoRepeat() || m_spellInfo->HasAuraInterruptFlag(SpellAuraInterruptFlags::Standing)))
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return SPELL_FAILED_MOVING;
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}
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// Check vehicle flags
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if (!(_triggeredCastFlags & TRIGGERED_IGNORE_CASTER_MOUNTED_OR_ON_VEHICLE))
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{
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@@ -6861,6 +6836,32 @@ SpellCastResult Spell::CheckArenaAndRatedBattlegroundCastRules()
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return SPELL_CAST_OK;
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}
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SpellCastResult Spell::CheckMovement() const
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{
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if (IsTriggered())
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return SPELL_CAST_OK;
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if (Unit* unitCaster = m_caster->ToUnit())
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{
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if (!unitCaster->CanCastSpellWhileMoving(m_spellInfo))
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{
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if (m_casttime)
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{
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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
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{
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// only fail channeled casts if they are instant but cannot be channeled while moving
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if (m_spellInfo->IsChanneled() && !m_spellInfo->IsMoveAllowedChannel())
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return SPELL_FAILED_MOVING;
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}
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}
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}
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return SPELL_CAST_OK;
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}
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int32 Spell::CalculateDamage(SpellEffectInfo const& spellEffectInfo, Unit const* target, float* var /*= nullptr*/) const
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{
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bool needRecalculateBasePoints = !(m_spellValue->CustomBasePointsMask & (1 << spellEffectInfo.EffectIndex));
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@@ -464,6 +464,7 @@ class TC_GAME_API Spell
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SpellCastResult CheckRuneCost() const;
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SpellCastResult CheckCasterAuras(int32* param1) const;
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SpellCastResult CheckArenaAndRatedBattlegroundCastRules();
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SpellCastResult CheckMovement() const;
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bool CheckSpellCancelsAuraEffect(AuraType auraType, int32* param1) const;
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bool CheckSpellCancelsCharm(int32* param1) const;
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