[7365] Implement potion in combat delay proper work. Author: VladimirMangos

Original patch provided by miranda.conrado.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-03-02 17:01:41 -06:00
parent d7d7c3562a
commit c064c2e2e1
5 changed files with 45 additions and 1 deletions
+26
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@@ -424,6 +424,8 @@ Player::Player (WorldSession *session): Unit(), m_achievementMgr(this)
m_InstanceValid = true;
m_dungeonDifficulty = DIFFICULTY_NORMAL;
m_lastPotionId = 0;
for (int i = 0; i < BASEMOD_END; i++)
{
m_auraBaseMod[i][FLAT_MOD] = 0.0f;
@@ -18154,6 +18156,30 @@ void Player::SendCooldownEvent(SpellEntry const *spellInfo, uint32 itemId, Spell
data << GetGUID();
SendDirectMessage(&data);
}
void Player::UpdatePotionCooldown(Spell* spell)
{
// no potion used i combat or still in combat
if(!m_lastPotionId || isInCombat())
return;
// Call not from spell cast, send cooldown event for item spells if no in combat
if(!spell)
{
// spell/item pair let set proper cooldown (except not existed charged spell cooldown spellmods for potions)
if(ItemPrototype const* proto = ObjectMgr::GetItemPrototype(m_lastPotionId))
for(int idx = 0; idx < 5; ++idx)
if(proto->Spells[idx].SpellId && proto->Spells[idx].SpellTrigger == ITEM_SPELLTRIGGER_ON_USE)
if(SpellEntry const* spellInfo = sSpellStore.LookupEntry(proto->Spells[idx].SpellId))
SendCooldownEvent(spellInfo,m_lastPotionId);
}
// from spell cases (m_lastPotionId set in Spell::SendSpellCooldown)
else
SendCooldownEvent(spell->m_spellInfo,m_lastPotionId,spell);
m_lastPotionId = 0;
}
//slot to be excluded while counting
bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot)
{
+3
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@@ -1500,6 +1500,8 @@ class TRINITY_DLL_SPEC Player : public Unit
void RemoveAllSpellCooldown();
void _LoadSpellCooldowns(QueryResult *result);
void _SaveSpellCooldowns();
void SetLastPotionId(uint32 item_id) { m_lastPotionId = item_id; }
void UpdatePotionCooldown(Spell* spell = NULL);
void setResurrectRequestData(uint64 guid, uint32 mapId, float X, float Y, float Z, uint32 health, uint32 mana)
{
@@ -2293,6 +2295,7 @@ class TRINITY_DLL_SPEC Player : public Unit
PlayerMails m_mail;
PlayerSpellMap m_spells;
SpellCooldowns m_spellCooldowns;
uint32 m_lastPotionId; // last used health/mana potion in combat, that block next potion use
ActionButtonList m_actionButtons;
+13
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@@ -2433,6 +2433,15 @@ void Spell::SendSpellCooldown()
Player* _player = (Player*)m_caster;
// mana/health potions, disabled by client
if (m_spellInfo->Category==SPELLCATEGORY_HEALTH_MANA_POTIONS)
{
// need in some way provided data for Spell::finish SendCooldownEvent
if(m_CastItem)
_player->SetLastPotionId(m_CastItem->GetEntry());
return;
}
// have infinity cooldown but set at aura apply
if(m_spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE)
return;
@@ -2591,6 +2600,10 @@ void Spell::finish(bool ok)
m_caster->resetAttackTimer(RANGED_ATTACK);
}
// mana/health potions, disabled by client, send event "not in combat"
if (m_caster->GetTypeId() == TYPEID_PLAYER && m_spellInfo->Category == SPELLCATEGORY_HEALTH_MANA_POTIONS)
((Player*)m_caster)->UpdatePotionCooldown(this);
// call triggered spell only at successful cast (after clear combo points -> for add some if need)
// I assume what he means is that some triggered spells may add combo points
if(!m_TriggerSpells.empty())
+2
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@@ -9476,6 +9476,8 @@ void Unit::ClearInCombat()
// Player's state will be cleared in Player::UpdateContestedPvP
if(GetTypeId()!=TYPEID_PLAYER)
clearUnitState(UNIT_STAT_ATTACK_PLAYER);
else
((Player*)this)->UpdatePotionCooldown();
if(GetTypeId() != TYPEID_PLAYER && ((Creature*)this)->isPet())
{
+1 -1
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@@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__
#define __REVISION_NR_H__
#define REVISION_NR "7364"
#define REVISION_NR "7365"
#endif // __REVISION_NR_H__