[8205] Really use trap GO charges and avoid casting in despawned state. Author: VladimirMangos

* Drop horribale hack with stored charges amount, use instead GO info charges data as expected.
    * Count trap activations as charge uses if it have limited charges.
    * Check trap reactions only in ready spawned state.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-07-24 09:33:56 +08:00
parent d80754a480
commit 68134b847c
2 changed files with 85 additions and 72 deletions
+23 -20
View File
@@ -54,7 +54,6 @@ GameObject::GameObject() : WorldObject(), m_goValue(new GameObjectValue)
m_spawnedByDefault = true; m_spawnedByDefault = true;
m_usetimes = 0; m_usetimes = 0;
m_spellId = 0; m_spellId = 0;
m_charges = 5;
m_cooldownTime = 0; m_cooldownTime = 0;
m_goInfo = NULL; m_goInfo = NULL;
m_goData = NULL; m_goData = NULL;
@@ -188,9 +187,6 @@ bool GameObject::Create(uint32 guidlow, uint32 name_id, Map *map, uint32 phaseMa
switch(goinfo->type) switch(goinfo->type)
{ {
case GAMEOBJECT_TYPE_SPELLCASTER:
m_charges = goinfo->spellcaster.charges;
break;
case GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING: case GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING:
m_goValue->building.health = goinfo->building.intactNumHits + goinfo->building.damagedNumHits; m_goValue->building.health = goinfo->building.intactNumHits + goinfo->building.damagedNumHits;
break; break;
@@ -309,37 +305,39 @@ void GameObject::Update(uint32 /*p_time*/)
} }
} }
if(isSpawned())
{
// traps can have time and can not have // traps can have time and can not have
GameObjectInfo const* goInfo = GetGOInfo(); GameObjectInfo const* goInfo = GetGOInfo();
if(goInfo->type == GAMEOBJECT_TYPE_TRAP) if(goInfo->type == GAMEOBJECT_TYPE_TRAP)
{ {
if(m_cooldownTime >= time(NULL))
return;
// traps // traps
Unit* owner = GetOwner(); Unit* owner = GetOwner();
Unit* ok = NULL; // pointer to appropriate target if found any Unit* ok = NULL; // pointer to appropriate target if found any
if(m_cooldownTime >= time(NULL))
return;
bool IsBattleGroundTrap = false; bool IsBattleGroundTrap = false;
//FIXME: this is activation radius (in different casting radius that must be selected from spell data) //FIXME: this is activation radius (in different casting radius that must be selected from spell data)
//TODO: move activated state code (cast itself) to GO_ACTIVATED, in this place only check activating and set state //TODO: move activated state code (cast itself) to GO_ACTIVATED, in this place only check activating and set state
float radius = goInfo->trap.radius; float radius = goInfo->trap.radius;
if(!radius) // i think this is a hack, spell radius is determined by trap radius (spell itself does not have radius)
if(const SpellEntry *spellEntry = sSpellStore.LookupEntry(m_spellId))
radius = goInfo->trap.radius;
if(!radius) if(!radius)
{ {
if(goInfo->trap.cooldown == 3) // cast in other case (at some triggering/linked go/etc explicit call) if(goInfo->trap.cooldown != 3) // cast in other case (at some triggering/linked go/etc explicit call)
return;
else
{ {
if(m_respawnTime > 0) if(m_respawnTime > 0)
break; break;
radius = goInfo->trap.cooldown; // battlegrounds gameobjects has data2 == 0 && data5 == 3 radius = goInfo->trap.cooldown; // battlegrounds gameobjects has data2 == 0 && data5 == 3
IsBattleGroundTrap = true; IsBattleGroundTrap = true;
}
if(!radius) if(!radius)
return; return;
} }
}
// Note: this hack with search required until GO casting not implemented // Note: this hack with search required until GO casting not implemented
// search unfriendly creature // search unfriendly creature
@@ -366,16 +364,15 @@ void GameObject::Update(uint32 /*p_time*/)
// some traps do not have spell but should be triggered // some traps do not have spell but should be triggered
if(goInfo->trap.spellId) if(goInfo->trap.spellId)
CastSpell(ok, goInfo->trap.spellId); CastSpell(ok, goInfo->trap.spellId);
//Unit *caster = owner ? owner : ok;
//caster->CastSpell(ok, goInfo->trap.spellId, true, 0, 0, GetGUID());
if(goInfo->trap.cooldown)
m_cooldownTime = time(NULL) + goInfo->trap.cooldown;
else
m_cooldownTime = time(NULL) + 4; // 4 seconds m_cooldownTime = time(NULL) + 4; // 4 seconds
// count charges
//if(goInfo->trap.charges > 0)
// AddUse();
if(owner) if(owner)
SetLootState(GO_JUST_DEACTIVATED); // can be despawned or destroyed SetLootState(GO_JUST_DEACTIVATED);
if(IsBattleGroundTrap && ok->GetTypeId() == TYPEID_PLAYER) if(IsBattleGroundTrap && ok->GetTypeId() == TYPEID_PLAYER)
{ {
@@ -386,9 +383,15 @@ void GameObject::Update(uint32 /*p_time*/)
} }
} }
} }
else if(uint32 max_charges = goInfo->GetCharges())
if (m_charges && m_usetimes >= m_charges) {
if (m_usetimes >= max_charges)
{
m_usetimes = 0;
SetLootState(GO_JUST_DEACTIVATED); // can be despawned or destroyed SetLootState(GO_JUST_DEACTIVATED); // can be despawned or destroyed
}
}
}
break; break;
} }
+11 -1
View File
@@ -444,6 +444,17 @@ struct GameObjectInfo
} }
} }
uint32 GetCharges() const // despawn at uses amount
{
switch(type)
{
//case GAMEOBJECT_TYPE_TRAP: return trap.charges;
case GAMEOBJECT_TYPE_GUARDPOST: return guardpost.charges;
case GAMEOBJECT_TYPE_SPELLCASTER: return spellcaster.charges;
default: return 0;
}
}
uint32 GetLinkedGameObjectEntry() const uint32 GetLinkedGameObjectEntry() const
{ {
switch(type) switch(type)
@@ -692,7 +703,6 @@ class TRINITY_DLL_SPEC GameObject : public WorldObject
uint64 GetRotation() const { return m_rotation; } uint64 GetRotation() const { return m_rotation; }
protected: protected:
uint32 m_charges; // Spell charges for GAMEOBJECT_TYPE_SPELLCASTER (22)
uint32 m_spellId; uint32 m_spellId;
time_t m_respawnTime; // (secs) time of next respawn (or despawn if GO have owner()), time_t m_respawnTime; // (secs) time of next respawn (or despawn if GO have owner()),
uint32 m_respawnDelayTime; // (secs) if 0 then current GO state no dependent from timer uint32 m_respawnDelayTime; // (secs) if 0 then current GO state no dependent from timer