mirror of
https://github.com/mangosfour/server.git
synced 2025-12-14 07:37:01 +00:00
Merge branch 'master' into 310
Conflicts: src/game/Player.cpp src/game/QueryHandler.cpp
This commit is contained in:
commit
6aadc16d7d
54 changed files with 1279 additions and 888 deletions
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@ -516,6 +516,7 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
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if (pVictim->GetTypeId() == TYPEID_UNIT && !((Creature*)pVictim)->isPet() && !((Creature*)pVictim)->hasLootRecipient())
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((Creature*)pVictim)->SetLootRecipient(this);
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if (health <= damage)
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{
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DEBUG_LOG("DealDamage: victim just died");
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@ -592,12 +593,12 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
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((Creature*)this)->AI()->KilledUnit(pVictim);
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// achievement stuff
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if ( pVictim->GetTypeId() == TYPEID_PLAYER)
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if (pVictim->GetTypeId() == TYPEID_PLAYER)
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{
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if(GetTypeId() == TYPEID_UNIT)
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if (GetTypeId() == TYPEID_UNIT)
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((Player*)pVictim)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_CREATURE, GetEntry());
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else if(GetTypeId() == TYPEID_PLAYER)
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((Player*)pVictim)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_PLAYER, 1);
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else if(GetTypeId() == TYPEID_PLAYER && pVictim != this)
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((Player*)pVictim)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_PLAYER, 1, ((Player*)this)->GetTeam());
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}
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// 10% durability loss on death
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@ -3679,7 +3680,7 @@ void Unit::RemoveAurasDueToSpellBySteal(uint32 spellId, uint64 casterGUID, Unit
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// set its duration and maximum duration
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// max duration 2 minutes (in msecs)
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int32 dur = aur->GetAuraDuration();
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const int32 max_dur = 2*MINUTE*1000;
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const int32 max_dur = 2*MINUTE*IN_MILISECONDS;
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new_aur->SetAuraMaxDuration( max_dur > dur ? dur : max_dur );
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new_aur->SetAuraDuration( max_dur > dur ? dur : max_dur );
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@ -3987,7 +3988,7 @@ void Unit::RemoveDynObject(uint32 spellid)
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return;
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for (DynObjectGUIDs::iterator i = m_dynObjGUIDs.begin(); i != m_dynObjGUIDs.end();)
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{
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DynamicObject* dynObj = ObjectAccessor::GetDynamicObject(*this,*m_dynObjGUIDs.begin());
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DynamicObject* dynObj = ObjectAccessor::GetDynamicObject(*this,*i);
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if(!dynObj)
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{
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i = m_dynObjGUIDs.erase(i);
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@ -4017,7 +4018,7 @@ DynamicObject * Unit::GetDynObject(uint32 spellId, uint32 effIndex)
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{
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for (DynObjectGUIDs::iterator i = m_dynObjGUIDs.begin(); i != m_dynObjGUIDs.end();)
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{
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DynamicObject* dynObj = ObjectAccessor::GetDynamicObject(*this,*m_dynObjGUIDs.begin());
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DynamicObject* dynObj = ObjectAccessor::GetDynamicObject(*this,*i);
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if(!dynObj)
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{
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i = m_dynObjGUIDs.erase(i);
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@ -4035,7 +4036,7 @@ DynamicObject * Unit::GetDynObject(uint32 spellId)
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{
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for (DynObjectGUIDs::iterator i = m_dynObjGUIDs.begin(); i != m_dynObjGUIDs.end();)
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{
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DynamicObject* dynObj = ObjectAccessor::GetDynamicObject(*this,*m_dynObjGUIDs.begin());
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DynamicObject* dynObj = ObjectAccessor::GetDynamicObject(*this,*i);
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if(!dynObj)
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{
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i = m_dynObjGUIDs.erase(i);
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@ -4054,6 +4055,15 @@ void Unit::AddGameObject(GameObject* gameObj)
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assert(gameObj && gameObj->GetOwnerGUID()==0);
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m_gameObj.push_back(gameObj);
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gameObj->SetOwnerGUID(GetGUID());
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if ( GetTypeId()==TYPEID_PLAYER && gameObj->GetSpellId() )
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{
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SpellEntry const* createBySpell = sSpellStore.LookupEntry(gameObj->GetSpellId());
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// Need disable spell use for owner
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if (createBySpell && createBySpell->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE)
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// note: item based cooldowns and cooldown spell mods with charges ignored (unknown existed cases)
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((Player*)this)->AddSpellAndCategoryCooldowns(createBySpell,0,NULL,true);
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}
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}
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void Unit::RemoveGameObject(GameObject* gameObj, bool del)
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@ -4066,6 +4076,7 @@ void Unit::RemoveGameObject(GameObject* gameObj, bool del)
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SpellEntry const* createBySpell = sSpellStore.LookupEntry(gameObj->GetSpellId());
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// Need activate spell use for owner
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if (createBySpell && createBySpell->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE)
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// note: item based cooldowns and cooldown spell mods with charges ignored (unknown existed cases)
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((Player*)this)->SendCooldownEvent(createBySpell);
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}
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gameObj->SetOwnerGUID(0);
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@ -6905,28 +6916,34 @@ bool Unit::IsHostileTo(Unit const* unit) const
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if(tester->GetTypeId()==TYPEID_PLAYER)
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{
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// forced reaction
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ForcedReactions::const_iterator forceItr = ((Player*)tester)->m_forcedReactions.find(target_faction->faction);
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if(forceItr!=((Player*)tester)->m_forcedReactions.end())
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return forceItr->second <= REP_HOSTILE;
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if(target_faction->faction)
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{
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ForcedReactions::const_iterator forceItr = ((Player*)tester)->m_forcedReactions.find(target_faction->faction);
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if(forceItr!=((Player*)tester)->m_forcedReactions.end())
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return forceItr->second <= REP_HOSTILE;
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// if faction have reputation then hostile state for tester at 100% dependent from at_war state
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if(FactionEntry const* raw_target_faction = sFactionStore.LookupEntry(target_faction->faction))
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if(raw_target_faction->reputationListID >=0)
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if(FactionState const* factionState = ((Player*)tester)->GetFactionState(raw_target_faction))
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return (factionState->Flags & FACTION_FLAG_AT_WAR);
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// if faction have reputation then hostile state for tester at 100% dependent from at_war state
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if(FactionEntry const* raw_target_faction = sFactionStore.LookupEntry(target_faction->faction))
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if(raw_target_faction->reputationListID >=0)
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if(FactionState const* factionState = ((Player*)tester)->GetFactionState(raw_target_faction))
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return (factionState->Flags & FACTION_FLAG_AT_WAR);
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}
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}
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// CvP forced reaction and reputation case
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else if(target->GetTypeId()==TYPEID_PLAYER)
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{
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// forced reaction
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ForcedReactions::const_iterator forceItr = ((Player const*)target)->m_forcedReactions.find(tester_faction->faction);
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if(forceItr!=((Player const*)target)->m_forcedReactions.end())
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return forceItr->second <= REP_HOSTILE;
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if(tester_faction->faction)
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{
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ForcedReactions::const_iterator forceItr = ((Player const*)target)->m_forcedReactions.find(tester_faction->faction);
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if(forceItr!=((Player const*)target)->m_forcedReactions.end())
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return forceItr->second <= REP_HOSTILE;
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// apply reputation state
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FactionEntry const* raw_tester_faction = sFactionStore.LookupEntry(tester_faction->faction);
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if(raw_tester_faction && raw_tester_faction->reputationListID >=0 )
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return ((Player const*)target)->GetReputationRank(raw_tester_faction) <= REP_HOSTILE;
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// apply reputation state
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FactionEntry const* raw_tester_faction = sFactionStore.LookupEntry(tester_faction->faction);
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if(raw_tester_faction && raw_tester_faction->reputationListID >=0 )
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return ((Player const*)target)->GetReputationRank(raw_tester_faction) <= REP_HOSTILE;
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}
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}
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// common faction based case (CvC,PvC,CvP)
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@ -7014,28 +7031,34 @@ bool Unit::IsFriendlyTo(Unit const* unit) const
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if(tester->GetTypeId()==TYPEID_PLAYER)
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{
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// forced reaction
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ForcedReactions::const_iterator forceItr = ((Player const*)tester)->m_forcedReactions.find(target_faction->faction);
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if(forceItr!=((Player const*)tester)->m_forcedReactions.end())
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return forceItr->second >= REP_FRIENDLY;
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if(target_faction->faction)
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{
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ForcedReactions::const_iterator forceItr = ((Player const*)tester)->m_forcedReactions.find(target_faction->faction);
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if(forceItr!=((Player const*)tester)->m_forcedReactions.end())
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return forceItr->second >= REP_FRIENDLY;
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// if faction have reputation then friendly state for tester at 100% dependent from at_war state
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if(FactionEntry const* raw_target_faction = sFactionStore.LookupEntry(target_faction->faction))
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if(raw_target_faction->reputationListID >=0)
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if(FactionState const* FactionState = ((Player*)tester)->GetFactionState(raw_target_faction))
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return !(FactionState->Flags & FACTION_FLAG_AT_WAR);
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// if faction have reputation then friendly state for tester at 100% dependent from at_war state
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if(FactionEntry const* raw_target_faction = sFactionStore.LookupEntry(target_faction->faction))
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if(raw_target_faction->reputationListID >=0)
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if(FactionState const* FactionState = ((Player*)tester)->GetFactionState(raw_target_faction))
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return !(FactionState->Flags & FACTION_FLAG_AT_WAR);
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}
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}
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// CvP forced reaction and reputation case
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else if(target->GetTypeId()==TYPEID_PLAYER)
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{
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// forced reaction
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ForcedReactions::const_iterator forceItr = ((Player const*)target)->m_forcedReactions.find(tester_faction->faction);
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if(forceItr!=((Player const*)target)->m_forcedReactions.end())
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return forceItr->second >= REP_FRIENDLY;
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if(tester_faction->faction)
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{
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ForcedReactions::const_iterator forceItr = ((Player const*)target)->m_forcedReactions.find(tester_faction->faction);
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if(forceItr!=((Player const*)target)->m_forcedReactions.end())
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return forceItr->second >= REP_FRIENDLY;
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// apply reputation state
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if(FactionEntry const* raw_tester_faction = sFactionStore.LookupEntry(tester_faction->faction))
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if(raw_tester_faction->reputationListID >=0 )
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return ((Player const*)target)->GetReputationRank(raw_tester_faction) >= REP_FRIENDLY;
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// apply reputation state
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if(FactionEntry const* raw_tester_faction = sFactionStore.LookupEntry(tester_faction->faction))
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if(raw_tester_faction->reputationListID >=0 )
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return ((Player const*)target)->GetReputationRank(raw_tester_faction) >= REP_FRIENDLY;
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}
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}
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// common faction based case (CvC,PvC,CvP)
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@ -7045,7 +7068,7 @@ bool Unit::IsFriendlyTo(Unit const* unit) const
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bool Unit::IsHostileToPlayers() const
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{
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FactionTemplateEntry const* my_faction = getFactionTemplateEntry();
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if(!my_faction)
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if(!my_faction || !my_faction->faction)
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return false;
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FactionEntry const* raw_faction = sFactionStore.LookupEntry(my_faction->faction);
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@ -7058,7 +7081,7 @@ bool Unit::IsHostileToPlayers() const
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bool Unit::IsNeutralToAll() const
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{
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FactionTemplateEntry const* my_faction = getFactionTemplateEntry();
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if(!my_faction)
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if(!my_faction || !my_faction->faction)
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return true;
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FactionEntry const* raw_faction = sFactionStore.LookupEntry(my_faction->faction);
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@ -8575,6 +8598,8 @@ void Unit::ClearInCombat()
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// Player's state will be cleared in Player::UpdateContestedPvP
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if(GetTypeId()!=TYPEID_PLAYER)
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clearUnitState(UNIT_STAT_ATTACK_PLAYER);
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else
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((Player*)this)->UpdatePotionCooldown();
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}
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bool Unit::isTargetableForAttack() const
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@ -11331,4 +11356,4 @@ void Unit::SetPhaseMask(uint32 newPhaseMask, bool update)
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if(IsInWorld())
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if(Pet* pet = GetPet())
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pet->SetPhaseMask(newPhaseMask,true);
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}
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}
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