Prune some deadwood.

--HG--
branch : trunk
This commit is contained in:
Xanadu
2010-05-13 19:28:23 +02:00
parent c8e648e18e
commit 5bf4af15dc
4 changed files with 0 additions and 156 deletions
-135
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@@ -850,141 +850,6 @@ uint32 BattleGround::GetBattlemasterEntry() const
} }
} }
/*
void BattleGround::RewardMark(Player *plr,uint32 count)
{
BattleGroundMarks mark;
switch(GetTypeID())
{
case BATTLEGROUND_AV:
mark = ITEM_AV_MARK_OF_HONOR;
break;
case BATTLEGROUND_WS:
mark = ITEM_WS_MARK_OF_HONOR;
break;
case BATTLEGROUND_AB:
mark = ITEM_AB_MARK_OF_HONOR;
break;
case BATTLEGROUND_EY:
mark = ITEM_EY_MARK_OF_HONOR;
break;
case BATTLEGROUND_SA:
mark = ITEM_SA_MARK_OF_HONOR;
break;
default:
return;
}
//if (IsSpell)
// RewardSpellCast(plr,mark);
//else
RewardItem(plr,mark,count);
}
void BattleGround::RewardSpellCast(Player *plr, uint32 spell_id)
{
// 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
if (plr->HasAura(SPELL_AURA_PLAYER_INACTIVE))
return;
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
if (!spellInfo)
{
sLog.outError("Battleground reward casting spell %u not exist.",spell_id);
return;
}
plr->CastSpell(plr, spellInfo, true);
}
void BattleGround::RewardItem(Player *plr, uint32 item_id, uint32 count)
{
// 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
if (plr->HasAura(SPELL_AURA_PLAYER_INACTIVE))
return;
ItemPosCountVec dest;
uint32 no_space_count = 0;
uint8 msg = plr->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, item_id, count, &no_space_count);
if (msg == EQUIP_ERR_ITEM_NOT_FOUND)
{
sLog.outErrorDb("Battleground reward item (Entry %u) not exist in `item_template`.",item_id);
return;
}
if (msg != EQUIP_ERR_OK) // convert to possible store amount
count -= no_space_count;
if (count != 0 && !dest.empty()) // can add some
if (Item* item = plr->StoreNewItem(dest, item_id, true, 0))
plr->SendNewItem(item,count,true,false);
if (no_space_count > 0)
SendRewardMarkByMail(plr,item_id,no_space_count);
}
void BattleGround::SendRewardMarkByMail(Player *plr,uint32 mark, uint32 count)
{
uint32 bmEntry = GetBattlemasterEntry();
if (!bmEntry)
return;
ItemPrototype const* markProto = objmgr.GetItemPrototype(mark);
if (!markProto)
return;
if (Item* markItem = Item::CreateItem(mark,count,plr))
{
// save new item before send
markItem->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
// subject: item name
std::string subject = markProto->Name1;
int loc_idx = plr->GetSession()->GetSessionDbLocaleIndex();
if (loc_idx >= 0)
if (ItemLocale const *il = objmgr.GetItemLocale(markProto->ItemId))
if (il->Name.size() > size_t(loc_idx) && !il->Name[loc_idx].empty())
subject = il->Name[loc_idx];
// text
std::string textFormat = plr->GetSession()->GetTrinityString(LANG_BG_MARK_BY_MAIL);
char textBuf[300];
snprintf(textBuf, 300, textFormat.c_str(), GetName(), GetName());
MailDraft(subject, textBuf)
.AddItem(markItem)
.SendMailTo(plr, MailSender(MAIL_CREATURE, bmEntry));
}
}
void BattleGround::RewardQuestComplete(Player *plr)
{
uint32 quest;
switch(GetTypeID())
{
case BATTLEGROUND_AV:
quest = SPELL_AV_QUEST_REWARD;
break;
case BATTLEGROUND_WS:
quest = SPELL_WS_QUEST_REWARD;
break;
case BATTLEGROUND_AB:
quest = SPELL_AB_QUEST_REWARD;
break;
case BATTLEGROUND_EY:
quest = SPELL_EY_QUEST_REWARD;
break;
case BATTLEGROUND_SA:
quest = SPELL_SA_QUEST_REWARD;
break;
default:
return;
}
RewardSpellCast(plr, quest);
}
*/
void BattleGround::BlockMovement(Player *plr) void BattleGround::BlockMovement(Player *plr)
{ {
plr->SetClientControl(plr, 0); // movement disabled NOTE: the effect will be automatically removed by client when the player is teleported from the battleground, so no need to send with uint8(1) in RemovePlayerAtLeave() plr->SetClientControl(plr, 0); // movement disabled NOTE: the effect will be automatically removed by client when the player is teleported from the battleground, so no need to send with uint8(1) in RemovePlayerAtLeave()
-5
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@@ -448,11 +448,6 @@ class BattleGround
void CastSpellOnTeam(uint32 SpellID, uint32 TeamID); void CastSpellOnTeam(uint32 SpellID, uint32 TeamID);
void RewardHonorToTeam(uint32 Honor, uint32 TeamID); void RewardHonorToTeam(uint32 Honor, uint32 TeamID);
void RewardReputationToTeam(uint32 faction_id, uint32 Reputation, uint32 TeamID); void RewardReputationToTeam(uint32 faction_id, uint32 Reputation, uint32 TeamID);
/*void RewardMark(Player *plr,uint32 count);
void SendRewardMarkByMail(Player *plr,uint32 mark, uint32 count);
void RewardItem(Player *plr, uint32 item_id, uint32 count);
void RewardQuestComplete(Player *plr);
void RewardSpellCast(Player *plr, uint32 spell_id);*/
void UpdateWorldState(uint32 Field, uint32 Value); void UpdateWorldState(uint32 Field, uint32 Value);
void UpdateWorldStateForPlayer(uint32 Field, uint32 Value, Player *Source); void UpdateWorldStateForPlayer(uint32 Field, uint32 Value, Player *Source);
void EndBattleGround(uint32 winner); void EndBattleGround(uint32 winner);
-1
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@@ -1667,7 +1667,6 @@ class Player : public Unit, public GridObject<Player>
ActionButton* addActionButton(uint8 button, uint32 action, uint8 type); ActionButton* addActionButton(uint8 button, uint32 action, uint8 type);
void removeActionButton(uint8 button); void removeActionButton(uint8 button);
uint32 GetActionButtonSpell(uint8 button) const;
ActionButton const* GetActionButton(uint8 button); ActionButton const* GetActionButton(uint8 button);
void SendInitialActionButtons() const { SendActionButtons(1); } void SendInitialActionButtons() const { SendActionButtons(1); }
void SendActionButtons(uint32 state) const; void SendActionButtons(uint32 state) const;
-15
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@@ -1790,21 +1790,6 @@ void Spell::EffectDummy(uint32 i)
case SPELLFAMILY_HUNTER: case SPELLFAMILY_HUNTER:
switch(m_spellInfo->Id) switch(m_spellInfo->Id)
{ {
case 781: // Disengage
{
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return;
WorldPacket data(SMSG_MOVE_KNOCK_BACK, 50);
data.append(m_caster->GetPackGUID());
data << getMSTime();
data << float(cosf(m_caster->GetOrientation()+M_PI));
data << float(sinf(m_caster->GetOrientation()+M_PI));
data << float(15);
data << float(-7.0f);
m_caster->ToPlayer()->GetSession()->SendPacket(&data);
return;
}
case 23989: // Readiness talent case 23989: // Readiness talent
{ {
if (m_caster->GetTypeId() != TYPEID_PLAYER) if (m_caster->GetTypeId() != TYPEID_PLAYER)