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Merge branch '3.3.5-spellfacing' into 3.3.5-base (PR #15641)
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(cherry picked from commit 233297c)
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Treeston authored and Shauren committed Mar 29, 2016
1 parent 2137107 commit 009cabb
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Showing 8 changed files with 178 additions and 37 deletions.
9 changes: 6 additions & 3 deletions src/server/game/AI/CreatureAI.cpp
Expand Up @@ -204,7 +204,8 @@ void CreatureAI::SetGazeOn(Unit* target)
{
if (me->IsValidAttackTarget(target))
{
AttackStart(target);
if (!me->IsFocusing(nullptr, true))
AttackStart(target);
me->SetReactState(REACT_PASSIVE);
}
}
Expand All @@ -223,7 +224,8 @@ bool CreatureAI::UpdateVictimWithGaze()
}

if (Unit* victim = me->SelectVictim())
AttackStart(victim);
if (!me->IsFocusing(nullptr, true))
AttackStart(victim);

return me->GetVictim() != nullptr;
}
Expand All @@ -236,7 +238,8 @@ 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;
}
Expand Down
117 changes: 99 additions & 18 deletions src/server/game/Entities/Creature/Creature.cpp
Expand Up @@ -203,6 +203,7 @@ m_originalEntry(0), m_homePosition(), m_transportHomePosition(), m_creatureInfo(
TriggerJustRespawned = false;
m_isTempWorldObject = false;
_focusSpell = NULL;
_focusDelay = 0;
}

Creature::~Creature()
Expand Down Expand Up @@ -1596,7 +1597,9 @@ 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

SetUInt64Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);

SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0); // if creature is mounted on a virtual mount, remove it at death
Expand Down Expand Up @@ -2613,39 +2616,117 @@ void Creature::SetDisplayId(uint32 modelId)

void Creature::SetTarget(ObjectGuid const& 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()->AttributesEx5 & 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()->AttributesEx5 & 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()
Expand Down
6 changes: 4 additions & 2 deletions src/server/game/Entities/Creature/Creature.h
Expand Up @@ -705,8 +705,9 @@ class TC_GAME_API Creature : public Unit, public GridObject<Creature>, public Ma

// Handling caster facing during spellcast
void SetTarget(ObjectGuid const& 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);
Expand Down Expand Up @@ -779,6 +780,7 @@ class TC_GAME_API Creature : public Unit, public GridObject<Creature>, public Ma
bool TriggerJustRespawned;

Spell const* _focusSpell; ///> Locks the target during spell cast for proper facing
uint32 _focusDelay;

CreatureTextRepeatGroup m_textRepeat;
};
Expand Down
23 changes: 17 additions & 6 deletions src/server/game/Entities/Unit/Unit.cpp
Expand Up @@ -262,7 +262,8 @@ 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;
if (GetTypeId() == TYPEID_PLAYER)
{
m_modMeleeHitChance = 7.5f;
Expand All @@ -285,7 +286,7 @@ 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();

Expand Down Expand Up @@ -1887,6 +1888,9 @@ 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();
Expand Down Expand Up @@ -7247,6 +7251,12 @@ 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)
Expand Down Expand Up @@ -7332,7 +7342,7 @@ bool Unit::AttackStop()
Unit* victim = m_attacking;

m_attacking->_removeAttacker(this);
m_attacking = NULL;
m_attacking = nullptr;

// Clear our target
SetTarget(ObjectGuid::Empty);
Expand Down Expand Up @@ -10768,7 +10778,7 @@ 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())
Expand Down Expand Up @@ -10836,7 +10846,8 @@ Unit* Creature::SelectVictim()

if (target && _IsTargetAcceptable(target) && CanCreatureAttack(target))
{
SetInFront(target);
if(!IsFocusing())
SetInFront(target);
return target;
}

Expand Down Expand Up @@ -15781,7 +15792,7 @@ 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())
Expand Down
4 changes: 3 additions & 1 deletion src/server/game/Entities/Unit/Unit.h
Expand Up @@ -1370,6 +1370,7 @@ class TC_GAME_API 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();
Expand Down Expand Up @@ -1679,7 +1680,7 @@ class TC_GAME_API 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();
Expand Down Expand Up @@ -2253,6 +2254,7 @@ class TC_GAME_API Unit : public WorldObject

AttackerSet m_attackers;
Unit* m_attacking;
bool m_shouldReacquireTarget;

DeathState m_deathState;

Expand Down
Expand Up @@ -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)
Expand Down

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