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-rw-r--r--src/game/ArenaTeam.cpp4
-rw-r--r--src/game/ArenaTeamHandler.cpp4
-rw-r--r--src/game/SharedDefines.h8
-rw-r--r--src/game/Spell.cpp34
-rw-r--r--src/game/Unit.cpp122
-rw-r--r--src/game/Unit.h14
6 files changed, 87 insertions, 99 deletions
diff --git a/src/game/ArenaTeam.cpp b/src/game/ArenaTeam.cpp
index 8d89a841a2f..4d9f3bed1a1 100644
--- a/src/game/ArenaTeam.cpp
+++ b/src/game/ArenaTeam.cpp
@@ -10,12 +10,12 @@
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "WorldPacket.h"
diff --git a/src/game/ArenaTeamHandler.cpp b/src/game/ArenaTeamHandler.cpp
index 78a90456797..b5f8e69c918 100644
--- a/src/game/ArenaTeamHandler.cpp
+++ b/src/game/ArenaTeamHandler.cpp
@@ -10,12 +10,12 @@
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "WorldSession.h"
diff --git a/src/game/SharedDefines.h b/src/game/SharedDefines.h
index 072c6947cdf..56a9a14bcc7 100644
--- a/src/game/SharedDefines.h
+++ b/src/game/SharedDefines.h
@@ -220,11 +220,11 @@ enum ItemQualities
#define SPELL_ATTR_LEVEL_DAMAGE_CALCULATION 0x00080000 // 19 spelldamage depends on caster level
#define SPELL_ATTR_STOP_ATTACK_TARGET 0x00100000 // 20 Stop attack after use this spell (and not begin attack if use)
#define SPELL_ATTR_IMPOSSIBLE_DODGE_PARRY_BLOCK 0x00200000 // 21 Cannot be dodged/parried/blocked
-#define SPELL_ATTR_UNK22 0x00400000 // 22
+#define SPELL_ATTR_UNK22 0x00400000 // 22 shoot spells
#define SPELL_ATTR_UNK23 0x00800000 // 23 castable while dead?
#define SPELL_ATTR_CASTABLE_WHILE_MOUNTED 0x01000000 // 24 castable while mounted
#define SPELL_ATTR_DISABLED_WHILE_ACTIVE 0x02000000 // 25 Activate and start cooldown after aura fade or remove summoned creature or go
-#define SPELL_ATTR_UNK26 0x04000000 // 26
+#define SPELL_ATTR_UNK26 0x04000000 // 26 Aura ignore immune?
#define SPELL_ATTR_CASTABLE_WHILE_SITTING 0x08000000 // 27 castable while sitting
#define SPELL_ATTR_CANT_USED_IN_COMBAT 0x10000000 // 28 Cannot be used in combat
#define SPELL_ATTR_UNAFFECTED_BY_INVULNERABILITY 0x20000000 // 29 unaffected by invulnerability (hmm possible not...)
@@ -266,7 +266,7 @@ enum ItemQualities
#define SPELL_ATTR_EX2_UNK0 0x00000001 // 0
#define SPELL_ATTR_EX2_UNK1 0x00000002 // 1
-#define SPELL_ATTR_EX2_UNK2 0x00000004 // 2
+#define SPELL_ATTR_EX2_UNK2 0x00000004 // 2 boss spells?
#define SPELL_ATTR_EX2_UNK3 0x00000008 // 3
#define SPELL_ATTR_EX2_UNK4 0x00000010 // 4
#define SPELL_ATTR_EX2_UNK5 0x00000020 // 5
@@ -305,7 +305,7 @@ enum ItemQualities
#define SPELL_ATTR_EX3_UNK5 0x00000020 // 5
#define SPELL_ATTR_EX3_UNK6 0x00000040 // 6
#define SPELL_ATTR_EX3_UNK7 0x00000080 // 7
-#define SPELL_ATTR_EX3_UNK8 0x00000100 // 8
+#define SPELL_ATTR_EX3_PLAYERS_ONLY 0x00000100 // 8 Player only?
#define SPELL_ATTR_EX3_UNK9 0x00000200 // 9
#define SPELL_ATTR_EX3_MAIN_HAND 0x00000400 // 10 Main hand weapon required
#define SPELL_ATTR_EX3_BATTLEGROUND 0x00000800 // 11 Can casted only on battleground
diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp
index 8d5eee36d01..d7c68ed344a 100644
--- a/src/game/Spell.cpp
+++ b/src/game/Spell.cpp
@@ -954,9 +954,6 @@ void Spell::DoAllEffectOnTarget(TargetInfo *target)
{
if( !(m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_NO_INITIAL_AGGRO) )
{
- if(!unit->IsStandState() && !unit->hasUnitState(UNIT_STAT_STUNNED))
- unit->SetStandState(PLAYER_STATE_NONE);
-
m_caster->CombatStart(unit);
}
}
@@ -1282,7 +1279,7 @@ void Spell::SearchAreaTarget(std::list<Unit*> &TagUnitMap, float radius, const u
TypeContainerVisitor<Trinity::SpellNotifierCreatureAndPlayer, WorldTypeMapContainer > world_object_notifier(notifier);
cell_lock->Visit(cell_lock, world_object_notifier, *MapManager::Instance().GetMap(m_caster->GetMapId(), m_caster));
}
- if(!(spellmgr.GetSpellCustomAttr(m_spellInfo->Id) & SPELL_ATTR_CU_PLAYERS_ONLY))
+ if(!(m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_PLAYERS_ONLY))
{
TypeContainerVisitor<Trinity::SpellNotifierCreatureAndPlayer, GridTypeMapContainer > grid_object_notifier(notifier);
cell_lock->Visit(cell_lock, grid_object_notifier, *MapManager::Instance().GetMap(m_caster->GetMapId(), m_caster));
@@ -2297,7 +2294,7 @@ void Spell::cast(bool skipCheck)
}
// Okay, everything is prepared. Now we need to distinguish between immediate and evented delayed spells
- if (m_spellInfo->speed > 0.0f)
+ if (m_spellInfo->speed > 0.0f && !IsChanneledSpell(m_spellInfo))
{
// Remove used for cast item if need (it can be already NULL after TakeReagents call
@@ -2324,6 +2321,7 @@ void Spell::handle_immediate()
if(IsChanneledSpell(m_spellInfo))
{
m_spellState = SPELL_STATE_CASTING;
+ m_caster->AddInterruptMask(m_spellInfo->ChannelInterruptFlags);
SendChannelStart(GetSpellDuration(m_spellInfo));
}
@@ -2567,10 +2565,11 @@ void Spell::update(uint32 difftime)
(m_spellInfo->Effect[0] != SPELL_EFFECT_STUCK || !m_caster->HasUnitMovementFlag(MOVEMENTFLAG_FALLING)))
{
// always cancel for channeled spells
- if( m_spellState == SPELL_STATE_CASTING )
- cancel();
+ //if( m_spellState == SPELL_STATE_CASTING )
+ // cancel();
// don't cancel for melee, autorepeat, triggered and instant spells
- else if(!IsNextMeleeSwingSpell() && !IsAutoRepeat() && !m_IsTriggeredSpell && (m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_MOVEMENT))
+ //else
+ if(!IsNextMeleeSwingSpell() && !IsAutoRepeat() && !m_IsTriggeredSpell && (m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_MOVEMENT))
cancel();
}
@@ -2602,10 +2601,6 @@ void Spell::update(uint32 difftime)
// check for incapacitating player states
if( m_caster->hasUnitState(UNIT_STAT_STUNNED | UNIT_STAT_CONFUSED))
cancel();
-
- // check if player has turned if flag is set
- if( m_spellInfo->ChannelInterruptFlags & CHANNEL_FLAG_TURNING && m_castOrientation != m_caster->GetOrientation() )
- cancel();
}
// check if there are alive targets left
@@ -2669,6 +2664,9 @@ void Spell::finish(bool ok)
if(!m_caster)
return;
+ if(IsChanneledSpell(m_spellInfo))
+ m_caster->UpdateInterruptMask();
+
if(m_spellState == SPELL_STATE_FINISHED)
return;
@@ -4761,17 +4759,17 @@ uint8 Spell::CheckItems()
return uint8(0);
}
-void Spell::Delayed()
+void Spell::Delayed() // only called in DealDamage()
{
- if(!m_caster || m_caster->GetTypeId() != TYPEID_PLAYER)
+ if(!m_caster)// || m_caster->GetTypeId() != TYPEID_PLAYER)
return;
- if (m_spellState == SPELL_STATE_DELAYED)
- return; // spell is active and can't be time-backed
+ //if (m_spellState == SPELL_STATE_DELAYED)
+ // return; // spell is active and can't be time-backed
// spells not loosing casting time ( slam, dynamites, bombs.. )
- if(!(m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_DAMAGE))
- return;
+ //if(!(m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_DAMAGE))
+ // return;
//check resist chance
int32 resistChance = 100; //must be initialized to 100 for percent modifiers
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index b31ec79ec49..1c793cc71bf 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -181,6 +181,7 @@ Unit::Unit()
m_Visibility = VISIBILITY_ON;
+ m_interruptMask = 0;
m_detectInvisibilityMask = 0;
m_invisibilityMask = 0;
m_transform = 0;
@@ -465,6 +466,10 @@ void Unit::RemoveSpellsCausingAura(AuraType auraType)
void Unit::RemoveAurasWithInterruptFlags(uint32 flag)
{
+ if(!(m_interruptMask & flag))
+ return;
+
+ // interrupt auras
AuraList::iterator iter, next;
for (iter = m_interruptableAuras.begin(); iter != m_interruptableAuras.end(); iter = next)
{
@@ -478,9 +483,27 @@ void Unit::RemoveAurasWithInterruptFlags(uint32 flag)
if (!m_interruptableAuras.empty())
next = m_interruptableAuras.begin();
else
- return;
+ break;
}
}
+
+ // interrupt channeled spell
+ if(Spell* spell = m_currentSpells[CURRENT_CHANNELED_SPELL])
+ if(spell->getState() == SPELL_STATE_CASTING && (spell->m_spellInfo->AuraInterruptFlags & flag))
+ InterruptNonMeleeSpells(false);
+}
+
+void Unit::UpdateInterruptMask()
+{
+ m_interruptMask = 0;
+ for(AuraList::iterator i = m_interruptableAuras.begin(); i != m_interruptableAuras.end(); ++i)
+ {
+ if(*i)
+ m_interruptMask |= (*i)->GetSpellProto()->AuraInterruptFlags;
+ }
+ if(Spell* spell = m_currentSpells[CURRENT_CHANNELED_SPELL])
+ if(spell->getState() == SPELL_STATE_CASTING)
+ m_interruptMask |= spell->m_spellInfo->AuraInterruptFlags;
}
bool Unit::HasAuraType(AuraType auraType) const
@@ -526,22 +549,11 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
return 0;
}
- // remove affects from victim (including from 0 damage and DoTs)
- //if(pVictim != this)
- // pVictim->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
-
- // remove affects from attacker at any non-DoT damage (including 0 damage)
- if( damagetype != DOT)
- {
- if(pVictim->GetTypeId() == TYPEID_PLAYER && !pVictim->IsStandState() && !pVictim->hasUnitState(UNIT_STAT_STUNNED))
- pVictim->SetStandState(PLAYER_STATE_NONE);
- }
-
//Script Event damage taken
if( pVictim->GetTypeId()== TYPEID_UNIT && ((Creature *)pVictim)->AI() )
((Creature *)pVictim)->AI()->DamageTaken(this, damage);
- if(!damage)
+ if(!damage) //when will zero damage? need interrupt aura?
{
// Rage from physical damage received .
if(cleanDamage && cleanDamage->damage && (damageSchoolMask & SPELL_SCHOOL_MASK_NORMAL) && pVictim->GetTypeId() == TYPEID_PLAYER && (pVictim->getPowerType() == POWER_RAGE))
@@ -868,10 +880,6 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
}
}
- // polymorphed and other negative transformed cases
- if(pVictim->getTransForm() && pVictim->hasUnitState(UNIT_STAT_CONFUSED))
- pVictim->RemoveAurasDueToSpell(pVictim->getTransForm());
-
if(damagetype == DIRECT_DAMAGE|| damagetype == SPELL_DIRECT_DAMAGE)
pVictim->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_DIRECT_DAMAGE);
@@ -909,68 +917,37 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
}
}
- // TODO: Store auras by interrupt flag to speed this up.
- /*AuraMap& vAuras = pVictim->GetAuras();
- for (AuraMap::iterator i = vAuras.begin(), next; i != vAuras.end(); i = next)
+ if (damagetype != NODAMAGE && damage)// && pVictim->GetTypeId() == TYPEID_PLAYER)
{
- const SpellEntry *se = i->second->GetSpellProto();
- next = i; ++next;
- if( se->AuraInterruptFlags & AURA_INTERRUPT_FLAG_DAMAGE )
- {
- bool remove = true;
- if (se->procFlags & (1<<3))
- {
- if (!roll_chance_i(se->procChance))
- remove = false;
- }
- if (remove)
- {
- pVictim->RemoveAurasDueToSpell(i->second->GetId());
- // FIXME: this may cause the auras with proc chance to be rerolled several times
- next = vAuras.begin();
- }
- }
- else */
- pVictim->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_DAMAGE);
- pVictim->RemoveSpellbyDamageTaken(damage, spellProto ? spellProto->Id : 0);
+ //if (se->procFlags & (1<<3))
+ pVictim->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_DAMAGE);
+ pVictim->RemoveSpellbyDamageTaken(damage, spellProto ? spellProto->Id : 0);
- if (damagetype != NODAMAGE && damage && pVictim->GetTypeId() == TYPEID_PLAYER)
- {
- if( damagetype != DOT )
+ if(pVictim != this && pVictim->GetTypeId() == TYPEID_PLAYER) // does not support creature push_back
{
- for (uint32 i = CURRENT_FIRST_NON_MELEE_SPELL; i < CURRENT_MAX_SPELL; i++)
+ if(damagetype != DOT)
{
- // skip channeled spell (processed differently below)
- if (i == CURRENT_CHANNELED_SPELL)
- continue;
-
- if(Spell* spell = pVictim->m_currentSpells[i])
+ if(Spell* spell = pVictim->m_currentSpells[CURRENT_GENERIC_SPELL])
+ {
if(spell->getState() == SPELL_STATE_PREPARING)
- spell->Delayed();
+ {
+ uint32 interruptFlags = spell->m_spellInfo->InterruptFlags;
+ if(interruptFlags & SPELL_INTERRUPT_FLAG_DAMAGE)
+ pVictim->InterruptNonMeleeSpells(false);
+ else if(interruptFlags & SPELL_INTERRUPT_FLAG_PUSH_BACK)
+ spell->Delayed();
+ }
+ }
}
- }
- if(Spell* spell = pVictim->m_currentSpells[CURRENT_CHANNELED_SPELL])
- {
- if (spell->getState() == SPELL_STATE_CASTING)
+ if(Spell* spell = pVictim->m_currentSpells[CURRENT_CHANNELED_SPELL])
{
- uint32 channelInterruptFlags = spell->m_spellInfo->ChannelInterruptFlags;
- if( channelInterruptFlags & CHANNEL_FLAG_DELAY )
+ if(spell->getState() == SPELL_STATE_CASTING)
{
- if(pVictim!=this) //don't shorten the duration of channeling if you damage yourself
+ uint32 channelInterruptFlags = spell->m_spellInfo->ChannelInterruptFlags;
+ if( channelInterruptFlags & CHANNEL_FLAG_DELAY )
spell->DelayedChannel();
}
- else if( (channelInterruptFlags & (CHANNEL_FLAG_DAMAGE | CHANNEL_FLAG_DAMAGE2)) )
- {
- sLog.outDetail("Spell %u canceled at damage!",spell->m_spellInfo->Id);
- pVictim->InterruptSpell(CURRENT_CHANNELED_SPELL);
- }
- }
- else if (spell->getState() == SPELL_STATE_DELAYED)
- // break channeled spell in delayed state on damage
- {
- sLog.outDetail("Spell %u canceled at damage!",spell->m_spellInfo->Id);
- pVictim->InterruptSpell(CURRENT_CHANNELED_SPELL);
}
}
}
@@ -3795,7 +3772,10 @@ bool Unit::AddAura(Aura *Aur)
{
m_modAuras[Aur->GetModifier()->m_auraname].push_back(Aur);
if(Aur->GetSpellProto()->AuraInterruptFlags)
+ {
m_interruptableAuras.push_back(Aur);
+ AddInterruptMask(Aur->GetSpellProto()->AuraInterruptFlags);
+ }
if(Aur->GetSpellProto()->Attributes & SPELL_ATTR_BREAKABLE_BY_DAMAGE)
{
m_ccAuras.push_back(Aur);
@@ -4163,7 +4143,10 @@ void Unit::RemoveAura(AuraMap::iterator &i, AuraRemoveMode mode)
{
m_modAuras[(*i).second->GetModifier()->m_auraname].remove((*i).second);
if((*i).second->GetSpellProto()->AuraInterruptFlags)
+ {
m_interruptableAuras.remove((*i).second);
+ UpdateInterruptMask();
+ }
if((*i).second->GetSpellProto()->Attributes & SPELL_ATTR_BREAKABLE_BY_DAMAGE)
m_ccAuras.remove((*i).second);
}
@@ -8484,6 +8467,9 @@ void Unit::SetInCombatWith(Unit* enemy)
void Unit::CombatStart(Unit* target)
{
+ if(!target->IsStandState() && !target->hasUnitState(UNIT_STAT_STUNNED))
+ target->SetStandState(PLAYER_STATE_NONE);
+
if(!target->isInCombat() && target->GetTypeId() != TYPEID_PLAYER && ((Creature*)target)->AI())
((Creature*)target)->AI()->AttackStart(this);
diff --git a/src/game/Unit.h b/src/game/Unit.h
index 83c005b1163..94951593f2b 100644
--- a/src/game/Unit.h
+++ b/src/game/Unit.h
@@ -39,11 +39,11 @@
enum SpellInterruptFlags
{
- SPELL_INTERRUPT_FLAG_MOVEMENT = 0x01,
- SPELL_INTERRUPT_FLAG_DAMAGE = 0x02,
- SPELL_INTERRUPT_FLAG_INTERRUPT = 0x04,
- SPELL_INTERRUPT_FLAG_AUTOATTACK = 0x08,
- //SPELL_INTERRUPT_FLAG_TURNING = 0x10 // not turning - maybe _complete_ interrupt on direct damage?
+ SPELL_INTERRUPT_FLAG_MOVEMENT = 0x01, // why need this for instant?
+ SPELL_INTERRUPT_FLAG_PUSH_BACK = 0x02, // push back
+ SPELL_INTERRUPT_FLAG_INTERRUPT = 0x04, // interrupt
+ SPELL_INTERRUPT_FLAG_AUTOATTACK = 0x08, // no
+ SPELL_INTERRUPT_FLAG_DAMAGE = 0x10 // _complete_ interrupt on direct damage?
};
enum SpellChannelInterruptFlags
@@ -1188,6 +1188,9 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
int32 GetMaxNegativeAuraModifierByMiscValue(AuraType auratype, int32 misc_value) const;
Aura* GetDummyAura(uint32 spell_id) const;
+ uint32 GetInterruptMask() const { return m_interruptMask; }
+ void AddInterruptMask(uint32 mask) { m_interruptMask |= mask; }
+ void UpdateInterruptMask();
uint32 GetDisplayId() { return GetUInt32Value(UNIT_FIELD_DISPLAYID); }
void SetDisplayId(uint32 modelId);
@@ -1334,6 +1337,7 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
uint32 m_removedAuras;
AuraList m_modAuras[TOTAL_AURAS];
+ uint32 m_interruptMask;
AuraList m_interruptableAuras;
AuraList m_ccAuras;
float m_auraModifiersGroup[UNIT_MOD_END][MODIFIER_TYPE_END];