diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/server/game/AI/CreatureAI.cpp | 9 | ||||
-rw-r--r-- | src/server/game/Entities/Creature/Creature.cpp | 117 | ||||
-rw-r--r-- | src/server/game/Entities/Creature/Creature.h | 6 | ||||
-rw-r--r-- | src/server/game/Entities/Unit/Unit.cpp | 23 | ||||
-rw-r--r-- | src/server/game/Entities/Unit/Unit.h | 4 | ||||
-rw-r--r-- | src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp | 3 | ||||
-rw-r--r-- | src/server/game/Spells/Spell.cpp | 52 | ||||
-rw-r--r-- | src/server/game/Spells/Spell.h | 1 |
8 files changed, 178 insertions, 37 deletions
diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp index e94f5a037a3..f8744655184 100644 --- a/src/server/game/AI/CreatureAI.cpp +++ b/src/server/game/AI/CreatureAI.cpp @@ -203,7 +203,8 @@ void CreatureAI::SetGazeOn(Unit* target) { if (me->IsValidAttackTarget(target)) { - AttackStart(target); + if (!me->IsFocusing(nullptr, true)) + AttackStart(target); me->SetReactState(REACT_PASSIVE); } } @@ -222,7 +223,8 @@ bool CreatureAI::UpdateVictimWithGaze() } if (Unit* victim = me->SelectVictim()) - AttackStart(victim); + if (!me->IsFocusing(nullptr, true)) + AttackStart(victim); return me->GetVictim() != nullptr; } @@ -235,7 +237,8 @@ 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; } diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp index 97b3a0b0318..dd653c37a49 100644 --- a/src/server/game/Entities/Creature/Creature.cpp +++ b/src/server/game/Entities/Creature/Creature.cpp @@ -200,6 +200,7 @@ m_originalEntry(0), m_homePosition(), m_transportHomePosition(), m_creatureInfo( TriggerJustRespawned = false; m_isTempWorldObject = false; _focusSpell = NULL; + _focusDelay = 0; } Creature::~Creature() @@ -1558,7 +1559,9 @@ 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 @@ -2677,39 +2680,117 @@ 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; +} + +bool Creature::IsFocusing(Spell const* focusSpell, bool withDelay) +{ + 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) +void Creature::ReleaseFocus(Spell const* focusSpell, bool withDelay) { + if (!_focusSpell) + return; + // focused to something else - if (focusSpell != _focusSpell) + if (focusSpell && focusSpell != _focusSpell) return; - _focusSpell = NULL; - if (Unit* victim = GetVictim()) - SetGuidValue(UNIT_FIELD_TARGET, victim->GetGUID()); - else - SetGuidValue(UNIT_FIELD_TARGET, ObjectGuid::Empty); + SetGuidValue(UNIT_FIELD_TARGET, ObjectGuid::Empty); + + if (_focusSpell->GetSpellInfo()->HasAttribute(SPELL_ATTR5_DONT_TURN_DURING_CAST)) + ClearUnitState(UNIT_STATE_CANNOT_TURN); - if (focusSpell->GetSpellInfo()->HasAttribute(SPELL_ATTR5_DONT_TURN_DURING_CAST)) - ClearUnitState(UNIT_STATE_ROTATING); + _focusSpell = nullptr; + _focusDelay = withDelay ? getMSTime() : 0; // don't allow re-target right away to prevent visual bugs } void Creature::StartPickPocketRefillTimer() diff --git a/src/server/game/Entities/Creature/Creature.h b/src/server/game/Entities/Creature/Creature.h index 371f3c9395f..4f4bc7edf46 100644 --- a/src/server/game/Entities/Creature/Creature.h +++ b/src/server/game/Entities/Creature/Creature.h @@ -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); @@ -744,6 +745,7 @@ 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; }; diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index fcd2535dad9..b4ac90b9701 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -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; } @@ -17558,7 +17569,7 @@ 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()) diff --git a/src/server/game/Entities/Unit/Unit.h b/src/server/game/Entities/Unit/Unit.h index 8fc93f24351..4f614314b86 100644 --- a/src/server/game/Entities/Unit/Unit.h +++ b/src/server/game/Entities/Unit/Unit.h @@ -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(); @@ -2152,6 +2153,7 @@ class Unit : public WorldObject AttackerSet m_attackers; Unit* m_attacking; + bool m_shouldReacquireTarget; DeathState m_deathState; diff --git a/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp index d0340a4df5f..b595059557a 100644 --- a/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp +++ b/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp @@ -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) diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp index cb573f4ec3d..2878b2e4da6 100644 --- a/src/server/game/Spells/Spell.cpp +++ b/src/server/game/Spells/Spell.cpp @@ -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() diff --git a/src/server/game/Spells/Spell.h b/src/server/game/Spells/Spell.h index e9fde234889..696d2801645 100644 --- a/src/server/game/Spells/Spell.h +++ b/src/server/game/Spells/Spell.h @@ -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; |