*Merge from Mangos. Add MapReference. Author: hunuza.

*Also re-commit the patches reverted in 255.

--HG--
branch : trunk
This commit is contained in:
megamage
2008-11-18 19:40:06 -06:00
parent 78f343397c
commit ea68727d27
39 changed files with 949 additions and 760 deletions
+150 -119
View File
@@ -799,7 +799,7 @@ void Player::StopMirrorTimer(MirrorTimerType Type)
GetSession()->SendPacket( &data );
}
void Player::EnvironmentalDamage(uint64 guid, EnvironmentalDamageType type, uint32 damage)
void Player::EnvironmentalDamage(uint64 guid, EnviromentalDamage type, uint32 damage)
{
WorldPacket data(SMSG_ENVIRONMENTALDAMAGELOG, (21));
data << (uint64)guid;
@@ -1641,7 +1641,7 @@ bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientati
else
{
// far teleport to another map
Map* oldmap = IsInWorld() ? MapManager::Instance().GetMap(GetMapId(), this) : NULL;
Map* oldmap = IsInWorld() ? GetMap() : NULL;
// check if we can enter before stopping combat / removing pet / totems / interrupting spells
// Check enter rights before map getting to avoid creating instance copy for player
@@ -3750,7 +3750,7 @@ void Player::SendDelayResponse(const uint32 ml_seconds)
GetSession()->SendPacket( &data );
}
void Player::ResurrectPlayer(float restore_percent, bool updateToWorld, bool applySickness)
void Player::ResurrectPlayer(float restore_percent, bool applySickness)
{
WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // remove spirit healer position
data << uint32(-1);
@@ -4281,7 +4281,7 @@ void Player::UpdateDefense()
}
}
void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply, bool affectStats)
void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply)
{
if(modGroup >= BASEMOD_END || modType >= MOD_END)
{
@@ -5243,7 +5243,7 @@ bool Player::SetPosition(float x, float y, float z, float orientation, bool tele
return false;
}
Map *m = MapManager::Instance().GetMap(GetMapId(), this);
Map *m = GetMap();
const float old_x = GetPositionX();
const float old_y = GetPositionY();
@@ -5261,7 +5261,7 @@ bool Player::SetPosition(float x, float y, float z, float orientation, bool tele
m->PlayerRelocation(this, x, y, z, orientation);
// reread after Map::Relocation
m = MapManager::Instance().GetMap(GetMapId(), this);
m = GetMap();
x = GetPositionX();
y = GetPositionY();
z = GetPositionZ();
@@ -6176,7 +6176,9 @@ uint32 Player::GetArenaTeamIdFromDB(uint64 guid, uint8 type)
if(!result)
return 0;
return (*result)[0].GetUInt32();
uint32 id = (*result)[0].GetUInt32();
delete result;
return id;
}
uint32 Player::GetZoneIdFromDB(uint64 guid)
@@ -6707,7 +6709,7 @@ void Player::_ApplyItemBonuses(ItemPrototype const *proto,uint8 slot,bool apply)
SetBaseWeaponDamage(attType, MAXDAMAGE, damage);
}
if(!IsUseEquippedWeapon(slot==EQUIPMENT_SLOT_MAINHAND))
if(!IsUseEquipedWeapon(slot==EQUIPMENT_SLOT_MAINHAND))
return;
if (proto->Delay)
@@ -8485,7 +8487,7 @@ Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool useable) cons
if(!useable)
return item;
if( item->IsBroken() || !IsUseEquippedWeapon(attackType==BASE_ATTACK) )
if( item->IsBroken() || !IsUseEquipedWeapon(attackType==BASE_ATTACK) )
return NULL;
return item;
@@ -8640,6 +8642,7 @@ bool Player::IsValidPos( uint8 bag, uint8 slot )
return false;
}
bool Player::HasItemCount( uint32 item, uint32 count, bool inBankAlso ) const
{
uint32 tempcount = 0;
@@ -10155,7 +10158,7 @@ Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, boo
if( pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
pItem->GetProto()->Bonding == BIND_QUEST_ITEM ||
pItem->GetProto()->Bonding == BIND_WHEN_EQUIPPED && IsBagPos(pos) )
pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos) )
pItem->SetBinding( true );
if( bag == INVENTORY_SLOT_BAG_0 )
@@ -10201,7 +10204,7 @@ Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, boo
{
if( pItem2->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
pItem2->GetProto()->Bonding == BIND_QUEST_ITEM ||
pItem2->GetProto()->Bonding == BIND_WHEN_EQUIPPED && IsBagPos(pos) )
pItem2->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos) )
pItem2->SetBinding( true );
pItem2->SetCount( pItem2->GetCount() + count );
@@ -10403,7 +10406,7 @@ void Player::VisualizeItem( uint8 slot, Item *pItem)
return;
// check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
if( pItem->GetProto()->Bonding == BIND_WHEN_EQUIPPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM )
if( pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM )
pItem->SetBinding( true );
sLog.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot, pItem->GetEntry());
@@ -10548,8 +10551,6 @@ void Player::DestroyItem( uint8 bag, uint8 slot, bool update )
if(pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED))
CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem->GetGUIDLow());
ItemPrototype const *pProto = pItem->GetProto();
RemoveEnchantmentDurations(pItem);
RemoveItemDurations(pItem);
@@ -14207,7 +14208,7 @@ void Player::_LoadAuras(QueryResult *result, uint32 timediff)
for(int i = UNIT_FIELD_AURA; i <= UNIT_FIELD_AURASTATE; ++i)
SetUInt32Value(i, 0);
//QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
//QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
if(result)
{
@@ -14217,10 +14218,11 @@ void Player::_LoadAuras(QueryResult *result, uint32 timediff)
uint64 caster_guid = fields[0].GetUInt64();
uint32 spellid = fields[1].GetUInt32();
uint32 effindex = fields[2].GetUInt32();
int32 damage = (int32)fields[3].GetUInt32();
int32 maxduration = (int32)fields[4].GetUInt32();
int32 remaintime = (int32)fields[5].GetUInt32();
int32 remaincharges = (int32)fields[6].GetUInt32();
uint32 stackcount = fields[3].GetUInt32();
int32 damage = (int32)fields[4].GetUInt32();
int32 maxduration = (int32)fields[5].GetUInt32();
int32 remaintime = (int32)fields[6].GetUInt32();
int32 remaincharges = (int32)fields[7].GetUInt32();
SpellEntry const* spellproto = sSpellStore.LookupEntry(spellid);
if(!spellproto)
@@ -14257,11 +14259,15 @@ void Player::_LoadAuras(QueryResult *result, uint32 timediff)
if (caster_guid != GetGUID() && IsSingleTargetSpell(spellproto))
continue;
Aura* aura = CreateAura(spellproto, effindex, NULL, this, NULL);
if(!damage)
damage = aura->GetModifier()->m_amount;
aura->SetLoadedState(caster_guid,damage,maxduration,remaintime,remaincharges);
AddAura(aura);
for(uint32 i=0; i<stackcount; i++)
{
Aura* aura = CreateAura(spellproto, effindex, NULL, this, NULL);
if(!damage)
damage = aura->GetModifier()->m_amount;
aura->SetLoadedState(caster_guid,damage,maxduration,remaintime,remaincharges);
AddAura(aura);
sLog.outString("Added aura spellid %u, effect %u", spellproto->Id, effindex);
}
}
while( result->NextRow() );
@@ -15320,31 +15326,54 @@ void Player::_SaveAuras()
CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
AuraMap const& auras = GetAuras();
for(AuraMap::const_iterator itr = auras.begin(); itr != auras.end(); ++itr)
if (auras.empty())
return;
spellEffectPair lastEffectPair = auras.begin()->first;
uint32 stackCounter = 1;
for(AuraMap::const_iterator itr = auras.begin(); ; ++itr)
{
SpellEntry const *spellInfo = itr->second->GetSpellProto();
//skip all auras from spells that are passive or need a shapeshift
if (itr->second->IsPassive() || itr->second->IsRemovedOnShapeLost())
continue;
//do not save single target auras (unless they were cast by the player)
if (itr->second->GetCasterGUID() != GetGUID() && IsSingleTargetSpell(spellInfo))
continue;
uint8 i;
// or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras
for (i = 0; i < 3; i++)
if (spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_SHAPESHIFT ||
spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_STEALTH)
break;
if (i == 3)
if(itr == auras.end() || lastEffectPair != itr->first)
{
CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u' and spell = '%u' and effect_index= '%u'",GetGUIDLow(),(uint32)(*itr).second->GetId(), (uint32)(*itr).second->GetEffIndex());
CharacterDatabase.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,amount,maxduration,remaintime,remaincharges) "
"VALUES ('%u', '" I64FMTD "' ,'%u', '%u', '%d', '%d', '%d', '%d')",
GetGUIDLow(), itr->second->GetCasterGUID(), (uint32)(*itr).second->GetId(), (uint32)(*itr).second->GetEffIndex(), (*itr).second->GetModifier()->m_amount,int((*itr).second->GetAuraMaxDuration()),int((*itr).second->GetAuraDuration()),int((*itr).second->m_procCharges));
AuraMap::const_iterator itr2 = itr;
// save previous spellEffectPair to db
itr2--;
SpellEntry const *spellInfo = itr2->second->GetSpellProto();
//skip all auras from spells that are passive or need a shapeshift
if (!(itr2->second->IsPassive() || itr2->second->IsRemovedOnShapeLost()))
{
//do not save single target auras (unless they were cast by the player)
if (!(itr2->second->GetCasterGUID() != GetGUID() && IsSingleTargetSpell(spellInfo)))
{
uint8 i;
// or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras
for (i = 0; i < 3; i++)
if (spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_SHAPESHIFT ||
spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_STEALTH)
break;
if (i == 3)
{
CharacterDatabase.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges) "
"VALUES ('%u', '" I64FMTD "' ,'%u', '%u', '%u', '%d', '%d', '%d', '%d')",
GetGUIDLow(), itr2->second->GetCasterGUID(), (uint32)itr2->second->GetId(), (uint32)itr2->second->GetEffIndex(), stackCounter, itr2->second->GetModifier()->m_amount,int(itr2->second->GetAuraMaxDuration()),int(itr2->second->GetAuraDuration()),int(itr2->second->m_procCharges));
}
}
}
if(itr == auras.end())
break;
}
if (lastEffectPair == itr->first)
stackCounter++;
else
{
lastEffectPair = itr->first;
stackCounter = 1;
}
}
}
@@ -17910,7 +17939,7 @@ void Player::learnSkillRewardedSpells(uint32 skill_id )
if (pAbility->classmask && !(pAbility->classmask & classMask))
continue;
if (SpellEntry const* spellentry = sSpellStore.LookupEntry(pAbility->spellId))
if (sSpellStore.LookupEntry(pAbility->spellId))
{
// Ok need learn spell
learnSpell(pAbility->spellId);
@@ -18323,7 +18352,6 @@ bool Player::RewardPlayerAndGroupAtKill(Unit* pVictim)
Player* member_with_max_level = NULL;
Player* not_gray_member_with_max_level = NULL;
// gets the max member level of the group, and the max member level that still gets XP
pGroup->GetDataForXPAtKill(pVictim,count,sum_level,member_with_max_level,not_gray_member_with_max_level);
if(member_with_max_level)
@@ -18332,7 +18360,7 @@ bool Player::RewardPlayerAndGroupAtKill(Unit* pVictim)
// also no XP gained if there is no member below gray level
xp = (PvP || !not_gray_member_with_max_level) ? 0 : Trinity::XP::Gain(not_gray_member_with_max_level, pVictim);
// skip in check PvP case (for speed, not used)
/// skip in check PvP case (for speed, not used)
bool is_raid = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsRaid() && pGroup->isRaidGroup();
bool is_dungeon = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsDungeon();
float group_rate = Trinity::XP::xp_in_group_rate(count,is_raid);
@@ -18660,70 +18688,82 @@ void Player::SetCanBlock( bool value )
UpdateBlockPercentage();
}
void Player::HandleFallDamage(MovementInfo& movementInfo)
bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const
{
//Players with Feather Fall or low fall time, or physical immunity (charges used) are ignored
if (!isInFlight() && movementInfo.fallTime > 1100 && !isDead() && !isGameMaster() &&
!HasAuraType(SPELL_AURA_HOVER) && !HasAuraType(SPELL_AURA_FEATHER_FALL) &&
!HasAuraType(SPELL_AURA_FLY) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL,true) )
{
//Safe fall, fall time reduction
int32 safe_fall = GetTotalAuraModifier(SPELL_AURA_SAFE_FALL);
uint32 fall_time = (movementInfo.fallTime > (safe_fall*10)) ? movementInfo.fallTime - (safe_fall*10) : 0;
if(fall_time > 1100) //Prevent damage if fall time < 1100
{
//Fall Damage calculation
float fallperc = float(fall_time)/1100;
uint32 damage = (uint32)(((fallperc*fallperc -1) / 9 * GetMaxHealth())*sWorld.getRate(RATE_DAMAGE_FALL));
float height = movementInfo.z;
UpdateGroundPositionZ(movementInfo.x,movementInfo.y,height);
if (damage > 0)
{
//Prevent fall damage from being more than the player maximum health
if (damage > GetMaxHealth())
damage = GetMaxHealth();
// Gust of Wind
if (GetDummyAura(43621))
damage = GetMaxHealth()/2;
EnvironmentalDamage(GetGUID(), DAMAGE_FALL, damage);
}
//Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction
DEBUG_LOG("FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d" , movementInfo.z, height, GetPositionZ(), movementInfo.fallTime, height, damage, safe_fall);
}
}
for(ItemPosCountVec::const_iterator itr = vec.begin(); itr != vec.end();++itr)
if(itr->pos == pos)
return true;
return false;
}
void Player::HandleFallUnderMap()
{
if(InBattleGround() && GetBattleGround()
&& GetBattleGround()->HandlePlayerUnderMap(this))
{
// do nothing, the handle already did if returned true
}
else
{
// NOTE: this is actually called many times while falling
// even after the player has been teleported away
// TODO: discard movement packets after the player is rooted
if(isAlive())
{
EnvironmentalDamage(GetGUID(),DAMAGE_FALL_TO_VOID, GetMaxHealth());
// change the death state to CORPSE to prevent the death timer from
// starting in the next player update
KillPlayer();
BuildPlayerRepop();
}
//***********************************
//-------------TRINITY---------------
//***********************************
// cancel the death timer here if started
RepopAtGraveyard();
}
}
void Player::HandleFallDamage(MovementInfo& movementInfo)
{
//Players with Feather Fall or low fall time, or physical immunity (charges used) are ignored
if (!isInFlight() && movementInfo.fallTime > 1100 && !isDead() && !isGameMaster() &&
!HasAuraType(SPELL_AURA_HOVER) && !HasAuraType(SPELL_AURA_FEATHER_FALL) &&
!HasAuraType(SPELL_AURA_FLY) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL,true) )
{
//Safe fall, fall time reduction
int32 safe_fall = GetTotalAuraModifier(SPELL_AURA_SAFE_FALL);
uint32 fall_time = (movementInfo.fallTime > (safe_fall*10)) ? movementInfo.fallTime - (safe_fall*10) : 0;
if(fall_time > 1100) //Prevent damage if fall time < 1100
{
//Fall Damage calculation
float fallperc = float(fall_time)/1100;
uint32 damage = (uint32)(((fallperc*fallperc -1) / 9 * GetMaxHealth())*sWorld.getRate(RATE_DAMAGE_FALL));
float height = movementInfo.z;
UpdateGroundPositionZ(movementInfo.x,movementInfo.y,height);
if (damage > 0)
{
//Prevent fall damage from being more than the player maximum health
if (damage > GetMaxHealth())
damage = GetMaxHealth();
// Gust of Wind
if (GetDummyAura(43621))
damage = GetMaxHealth()/2;
EnvironmentalDamage(GetGUID(), DAMAGE_FALL, damage);
}
//Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction
DEBUG_LOG("FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d" , movementInfo.z, height, GetPositionZ(), movementInfo.fallTime, height, damage, safe_fall);
}
}
}
void Player::HandleFallUnderMap()
{
if(InBattleGround() && GetBattleGround()
&& GetBattleGround()->HandlePlayerUnderMap(this))
{
// do nothing, the handle already did if returned true
}
else
{
// NOTE: this is actually called many times while falling
// even after the player has been teleported away
// TODO: discard movement packets after the player is rooted
if(isAlive())
{
EnvironmentalDamage(GetGUID(),DAMAGE_FALL_TO_VOID, GetMaxHealth());
// change the death state to CORPSE to prevent the death timer from
// starting in the next player update
KillPlayer();
BuildPlayerRepop();
}
// cancel the death timer here if started
RepopAtGraveyard();
}
}
void Player::Possess(Unit *target)
{
@@ -18961,15 +19001,6 @@ bool Player::isAllowUseBattleGroundObject()
);
}
bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const
{
for(ItemPosCountVec::const_iterator itr = vec.begin(); itr != vec.end();++itr)
if(itr->pos == this->pos)
return true;
return false;
}
bool Player::isTotalImmunity()
{
AuraList const& immune = GetAurasByType(SPELL_AURA_SCHOOL_IMMUNITY);