Core/Spells: Apply only 1.5 second cooldown to DK runes when spell misses its target

This commit is contained in:
Shauren
2011-04-07 23:13:35 +02:00
parent 35645abfc6
commit 0ae5aca55e
4 changed files with 44 additions and 33 deletions
+1 -1
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@@ -22911,7 +22911,7 @@ void Player::RemoveGlobalCooldown(SpellEntry const *spellInfo)
uint32 Player::GetRuneBaseCooldown(uint8 index)
{
uint8 rune = GetBaseRune(index);
uint32 cooldown = RUNE_COOLDOWN;
uint32 cooldown = RUNE_BASE_COOLDOWN;
AuraEffectList const& regenAura = GetAuraEffectsByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
for (AuraEffectList::const_iterator i = regenAura.begin();i != regenAura.end(); ++i)
+6 -1
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@@ -289,7 +289,12 @@ struct Areas
};
#define MAX_RUNES 6
#define RUNE_COOLDOWN 10000
enum RuneCooldowns
{
RUNE_BASE_COOLDOWN = 10000,
RUNE_MISS_COOLDOWN = 1500, // cooldown applied on runes when the spell misses
};
enum RuneType
{
+36 -30
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@@ -3931,16 +3931,20 @@ void Spell::SendSpellGo()
if (castFlags & CAST_FLAG_RUNE_LIST) // rune cooldowns list
{
uint8 v1 = m_runesState;
uint8 v2 = m_caster->ToPlayer()->GetRunesState();
data << uint8(v1); // runes state before
data << uint8(v2); // runes state after
Player* player = m_caster->ToPlayer();
uint8 runeMaskInitial = m_runesState;
uint8 runeMaskAfterCast = player->GetRunesState();
data << uint8(runeMaskInitial); // runes state before
data << uint8(runeMaskAfterCast); // runes state after
for (uint8 i = 0; i < MAX_RUNES; ++i)
{
uint8 m = (1 << i);
if (m & v1) // usable before...
if (!(m & v2)) // ...but on cooldown now...
data << uint8(0); // some unknown byte (time?)
uint8 mask = (1 << i);
if (mask & runeMaskInitial && !(mask & runeMaskAfterCast)) // usable before andon cooldown now...
{
// float casts ensure the division is performed on floats as we need float result
float baseCd = float(player->GetRuneBaseCooldown(i));
data << uint8((baseCd - float(player->GetRuneCooldown(i))) / baseCd * 255); // rune cooldown passed
}
}
}
@@ -4364,7 +4368,7 @@ void Spell::TakePower()
bool hit = true;
if (m_caster->GetTypeId() == TYPEID_PLAYER)
{
if (m_spellInfo->powerType == POWER_RAGE || m_spellInfo->powerType == POWER_ENERGY)
if (m_spellInfo->powerType == POWER_RAGE || m_spellInfo->powerType == POWER_ENERGY || m_spellInfo->powerType == POWER_RUNE)
if (uint64 targetGUID = m_targets.getUnitTargetGUID())
for (std::list<TargetInfo>::iterator ihit= m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
if (ihit->targetGUID == targetGUID)
@@ -4383,9 +4387,9 @@ void Spell::TakePower()
Powers powerType = Powers(m_spellInfo->powerType);
if (hit && powerType == POWER_RUNE)
if (powerType == POWER_RUNE)
{
TakeRunePower();
TakeRunePower(hit);
return;
}
@@ -4493,28 +4497,28 @@ SpellCastResult Spell::CheckRuneCost(uint32 runeCostID)
return SPELL_CAST_OK;
}
void Spell::TakeRunePower()
void Spell::TakeRunePower(bool didHit)
{
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return;
Player *plr = (Player*)m_caster;
Player* player = m_caster->ToPlayer();
if (plr->getClass() != CLASS_DEATH_KNIGHT)
if (player->getClass() != CLASS_DEATH_KNIGHT)
return;
SpellRuneCostEntry const *src = sSpellRuneCostStore.LookupEntry(m_spellInfo->runeCostID);
SpellRuneCostEntry const *runeCostData = sSpellRuneCostStore.LookupEntry(m_spellInfo->runeCostID);
if (!src || (src->NoRuneCost() && src->NoRunicPowerGain()))
if (!runeCostData || (runeCostData->NoRuneCost() && runeCostData->NoRunicPowerGain()))
return;
m_runesState = plr->GetRunesState(); // store previous state
m_runesState = player->GetRunesState(); // store previous state
int32 runeCost[NUM_RUNE_TYPES]; // blood, frost, unholy, death
for (uint32 i = 0; i < RUNE_DEATH; ++i)
{
runeCost[i] = src->RuneCost[i];
runeCost[i] = runeCostData->RuneCost[i];
if (Player* modOwner = m_caster->GetSpellModOwner())
modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_COST, runeCost[i], this);
}
@@ -4523,11 +4527,11 @@ void Spell::TakeRunePower()
for (uint32 i = 0; i < MAX_RUNES; ++i)
{
RuneType rune = plr->GetCurrentRune(i);
if ((plr->GetRuneCooldown(i) == 0) && (runeCost[rune] > 0))
RuneType rune = player->GetCurrentRune(i);
if (!player->GetRuneCooldown(i) && runeCost[rune] > 0)
{
plr->SetRuneCooldown(i, plr->GetRuneBaseCooldown(i));
plr->SetLastUsedRune(RuneType(rune));
player->SetRuneCooldown(i, didHit ? player->GetRuneBaseCooldown(i) : RUNE_MISS_COOLDOWN);
player->SetLastUsedRune(rune);
runeCost[rune]--;
}
}
@@ -4538,14 +4542,16 @@ void Spell::TakeRunePower()
{
for (uint32 i = 0; i < MAX_RUNES; ++i)
{
RuneType rune = plr->GetCurrentRune(i);
if ((plr->GetRuneCooldown(i) == 0) && (rune == RUNE_DEATH))
RuneType rune = player->GetCurrentRune(i);
if (!player->GetRuneCooldown(i) && rune == RUNE_DEATH)
{
plr->SetRuneCooldown(i, plr->GetRuneBaseCooldown(i));
plr->SetLastUsedRune(RuneType(rune));
player->SetRuneCooldown(i, didHit ? player->GetRuneBaseCooldown(i) : RUNE_MISS_COOLDOWN);
player->SetLastUsedRune(rune);
runeCost[rune]--;
plr->RestoreBaseRune(i);
// keep Death Rune type if missed
if (didHit)
player->RestoreBaseRune(i);
if (runeCost[RUNE_DEATH] == 0)
break;
@@ -4554,9 +4560,9 @@ void Spell::TakeRunePower()
}
// you can gain some runic power when use runes
float rp = (float)src->runePowerGain;
rp *= sWorld->getRate(RATE_POWER_RUNICPOWER_INCOME);
plr->ModifyPower(POWER_RUNIC_POWER, (int32)rp);
if (didHit)
if (int32 rp = int32(runeCostData->runePowerGain * sWorld->getRate(RATE_POWER_RUNICPOWER_INCOME)))
player->ModifyPower(POWER_RUNIC_POWER, int32(rp));
}
void Spell::TakeReagents()
+1 -1
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@@ -427,7 +427,7 @@ class Spell
void TakePower();
void TakeAmmo();
void TakeRunePower();
void TakeRunePower(bool didHit);
void TakeReagents();
void TakeCastItem();