[7716] Fixed some typos and possible crashes.

This commit is contained in:
AlexDereka 2009-04-26 18:49:00 +04:00
parent c2e6dd20dd
commit c9d51a6dc7
25 changed files with 281 additions and 263 deletions

View file

@ -759,7 +759,7 @@ bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8
}
// if this is ammo then use it
uint8 msg = CanUseAmmo( pItem->GetEntry() );
msg = CanUseAmmo( pItem->GetEntry() );
if( msg == EQUIP_ERR_OK )
SetAmmo( pItem->GetEntry() );
}
@ -863,8 +863,8 @@ void Player::EnvironmentalDamage(EnviromentalDamage type, uint32 damage)
DEBUG_LOG("We are fall to death, loosing 10 percents durability");
DurabilityLossAll(0.10f,false);
// durability lost message
WorldPacket data(SMSG_DURABILITY_DAMAGE_DEATH, 0);
GetSession()->SendPacket(&data);
WorldPacket data2(SMSG_DURABILITY_DAMAGE_DEATH, 0);
GetSession()->SendPacket(&data2);
}
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM, 1, type);
@ -2802,22 +2802,22 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen
// replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
if(newspell->active && !newspell->disabled && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
{
for( PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr )
for( PlayerSpellMap::iterator itr2 = m_spells.begin(); itr2 != m_spells.end(); ++itr2 )
{
if(itr->second->state == PLAYERSPELL_REMOVED) continue;
SpellEntry const *i_spellInfo = sSpellStore.LookupEntry(itr->first);
if(itr2->second->state == PLAYERSPELL_REMOVED) continue;
SpellEntry const *i_spellInfo = sSpellStore.LookupEntry(itr2->first);
if(!i_spellInfo) continue;
if( spellmgr.IsRankSpellDueToSpell(spellInfo,itr->first) )
if( spellmgr.IsRankSpellDueToSpell(spellInfo,itr2->first) )
{
if(itr->second->active)
if(itr2->second->active)
{
if(spellmgr.IsHighRankOfSpell(spell_id,itr->first))
if(spellmgr.IsHighRankOfSpell(spell_id,itr2->first))
{
if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
{
WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
data << uint16(itr->first);
data << uint16(itr2->first);
data << uint16(spell_id);
GetSession()->SendPacket( &data );
}
@ -2828,13 +2828,13 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen
itr->second->state = PLAYERSPELL_CHANGED;
superceded_old = true; // new spell replace old in action bars and spell book.
}
else if(spellmgr.IsHighRankOfSpell(itr->first,spell_id))
else if(spellmgr.IsHighRankOfSpell(itr2->first,spell_id))
{
if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
{
WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
data << uint16(spell_id);
data << uint16(itr->first);
data << uint16(itr2->first);
GetSession()->SendPacket( &data );
}
@ -2947,14 +2947,14 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen
SpellLearnSpellMap::const_iterator spell_begin = spellmgr.GetBeginSpellLearnSpell(spell_id);
SpellLearnSpellMap::const_iterator spell_end = spellmgr.GetEndSpellLearnSpell(spell_id);
for(SpellLearnSpellMap::const_iterator itr = spell_begin; itr != spell_end; ++itr)
for(SpellLearnSpellMap::const_iterator itr2 = spell_begin; itr2 != spell_end; ++itr2)
{
if(!itr->second.autoLearned)
if(!itr2->second.autoLearned)
{
if(!IsInWorld() || !itr->second.active) // at spells loading, no output, but allow save
addSpell(itr->second.spell,itr->second.active,true,true,false);
if(!IsInWorld() || !itr2->second.active) // at spells loading, no output, but allow save
addSpell(itr2->second.spell,itr2->second.active,true,true,false);
else // at normal learning
learnSpell(itr->second.spell,true);
learnSpell(itr2->second.spell,true);
}
}
@ -5226,15 +5226,15 @@ void Player::SetSkill(uint32 id, uint16 currVal, uint16 maxVal)
// temporary bonuses
AuraList const& mModSkill = GetAurasByType(SPELL_AURA_MOD_SKILL);
for(AuraList::const_iterator i = mModSkill.begin(); i != mModSkill.end(); ++i)
if ((*i)->GetModifier()->m_miscvalue == int32(id))
(*i)->ApplyModifier(true);
for(AuraList::const_iterator j = mModSkill.begin(); j != mModSkill.end(); ++j)
if ((*j)->GetModifier()->m_miscvalue == int32(id))
(*j)->ApplyModifier(true);
// permanent bonuses
AuraList const& mModSkillTalent = GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT);
for(AuraList::const_iterator i = mModSkillTalent.begin(); i != mModSkillTalent.end(); ++i)
if ((*i)->GetModifier()->m_miscvalue == int32(id))
(*i)->ApplyModifier(true);
for(AuraList::const_iterator j = mModSkillTalent.begin(); j != mModSkillTalent.end(); ++j)
if ((*j)->GetModifier()->m_miscvalue == int32(id))
(*j)->ApplyModifier(true);
// Learn all spells for skill
learnSkillRewardedSpells(id, currVal);
@ -5685,11 +5685,11 @@ void Player::RewardReputation(Unit *pVictim, float rate)
donerep1 = int32(donerep1*rate);
FactionEntry const *factionEntry1 = sFactionStore.LookupEntry(Rep->repfaction1);
uint32 current_reputation_rank1 = GetReputationMgr().GetRank(factionEntry1);
if(factionEntry1 && current_reputation_rank1 <= Rep->reputation_max_cap1)
if (factionEntry1 && current_reputation_rank1 <= Rep->reputation_max_cap1)
GetReputationMgr().ModifyReputation(factionEntry1, donerep1);
// Wiki: Team factions value divided by 2
if(Rep->is_teamaward1)
if (factionEntry1 && Rep->is_teamaward1)
{
FactionEntry const *team1_factionEntry = sFactionStore.LookupEntry(factionEntry1->team);
if(team1_factionEntry)
@ -5703,11 +5703,11 @@ void Player::RewardReputation(Unit *pVictim, float rate)
donerep2 = int32(donerep2*rate);
FactionEntry const *factionEntry2 = sFactionStore.LookupEntry(Rep->repfaction2);
uint32 current_reputation_rank2 = GetReputationMgr().GetRank(factionEntry2);
if(factionEntry2 && current_reputation_rank2 <= Rep->reputation_max_cap2)
if (factionEntry2 && current_reputation_rank2 <= Rep->reputation_max_cap2)
GetReputationMgr().ModifyReputation(factionEntry2, donerep2);
// Wiki: Team factions value divided by 2
if(Rep->is_teamaward2)
if (factionEntry2 && Rep->is_teamaward2)
{
FactionEntry const *team2_factionEntry = sFactionStore.LookupEntry(factionEntry2->team);
if(team2_factionEntry)
@ -9556,8 +9556,8 @@ uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bo
return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE;
// if swap ignore item (equipped also)
if(uint8 res = CanEquipUniqueItem(pItem, swap ? eslot : NULL_SLOT))
return res;
if(uint8 res2 = CanEquipUniqueItem(pItem, swap ? eslot : NULL_SLOT))
return res2;
// check unique-equipped special item classes
if (pProto->Class == ITEM_CLASS_QUIVER)
@ -10148,97 +10148,96 @@ Item* Player::EquipNewItem( uint16 pos, uint32 item, bool update )
Item* Player::EquipItem( uint16 pos, Item *pItem, bool update )
{
if( pItem )
AddEnchantmentDurations(pItem);
AddItemDurations(pItem);
uint8 bag = pos >> 8;
uint8 slot = pos & 255;
Item *pItem2 = GetItemByPos( bag, slot );
if( !pItem2 )
{
AddEnchantmentDurations(pItem);
AddItemDurations(pItem);
VisualizeItem( slot, pItem);
uint8 bag = pos >> 8;
uint8 slot = pos & 255;
Item *pItem2 = GetItemByPos( bag, slot );
if( !pItem2 )
if(isAlive())
{
VisualizeItem( slot, pItem);
ItemPrototype const *pProto = pItem->GetProto();
if(isAlive())
// item set bonuses applied only at equip and removed at unequip, and still active for broken items
if(pProto && pProto->ItemSet)
AddItemsSetItem(this,pItem);
_ApplyItemMods(pItem, slot, true);
if(pProto && isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer == 0)
{
ItemPrototype const *pProto = pItem->GetProto();
uint32 cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s;
// item set bonuses applied only at equip and removed at unequip, and still active for broken items
if(pProto && pProto->ItemSet)
AddItemsSetItem(this,pItem);
if (getClass() == CLASS_ROGUE)
cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s;
_ApplyItemMods(pItem, slot, true);
SpellEntry const* spellProto = sSpellStore.LookupEntry(cooldownSpell);
if(pProto && isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer == 0)
if (!spellProto)
sLog.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell);
else
{
uint32 cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s;
m_weaponChangeTimer = spellProto->StartRecoveryTime;
if (getClass() == CLASS_ROGUE)
cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s;
SpellEntry const* spellProto = sSpellStore.LookupEntry(cooldownSpell);
if (!spellProto)
sLog.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell);
else
{
m_weaponChangeTimer = spellProto->StartRecoveryTime;
WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+4);
data << uint64(GetGUID());
data << uint8(1);
data << uint32(cooldownSpell);
data << uint32(0);
GetSession()->SendPacket(&data);
}
WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+4);
data << uint64(GetGUID());
data << uint8(1);
data << uint32(cooldownSpell);
data << uint32(0);
GetSession()->SendPacket(&data);
}
}
if( IsInWorld() && update )
{
pItem->AddToWorld();
pItem->SendUpdateToPlayer( this );
}
ApplyEquipCooldown(pItem);
if( slot == EQUIPMENT_SLOT_MAINHAND )
UpdateExpertise(BASE_ATTACK);
else if( slot == EQUIPMENT_SLOT_OFFHAND )
UpdateExpertise(OFF_ATTACK);
}
else
if( IsInWorld() && update )
{
pItem2->SetCount( pItem2->GetCount() + pItem->GetCount() );
if( IsInWorld() && update )
pItem2->SendUpdateToPlayer( this );
// delete item (it not in any slot currently)
//pItem->DeleteFromDB();
if( IsInWorld() && update )
{
pItem->RemoveFromWorld();
pItem->DestroyForPlayer( this );
}
RemoveEnchantmentDurations(pItem);
RemoveItemDurations(pItem);
pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
pItem->SetState(ITEM_REMOVED, this);
pItem2->SetState(ITEM_CHANGED, this);
ApplyEquipCooldown(pItem2);
return pItem2;
pItem->AddToWorld();
pItem->SendUpdateToPlayer( this );
}
ApplyEquipCooldown(pItem);
if( slot == EQUIPMENT_SLOT_MAINHAND )
UpdateExpertise(BASE_ATTACK);
else if( slot == EQUIPMENT_SLOT_OFFHAND )
UpdateExpertise(OFF_ATTACK);
}
else
{
pItem2->SetCount( pItem2->GetCount() + pItem->GetCount() );
if( IsInWorld() && update )
pItem2->SendUpdateToPlayer( this );
// delete item (it not in any slot currently)
//pItem->DeleteFromDB();
if( IsInWorld() && update )
{
pItem->RemoveFromWorld();
pItem->DestroyForPlayer( this );
}
RemoveEnchantmentDurations(pItem);
RemoveItemDurations(pItem);
pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
pItem->SetState(ITEM_REMOVED, this);
pItem2->SetState(ITEM_CHANGED, this);
ApplyEquipCooldown(pItem2);
return pItem2;
}
// only for full equip instead adding to stack
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry());
return pItem;
}
@ -11006,7 +11005,7 @@ void Player::SwapItem( uint16 src, uint16 dst )
// check src->dest move possibility
ItemPosCountVec sDest;
uint16 eDest;
uint16 eDest = 0;
if( IsInventoryPos( dst ) )
msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, true );
else if( IsBankPos( dst ) )
@ -11026,7 +11025,7 @@ void Player::SwapItem( uint16 src, uint16 dst )
// check dest->src move possibility
ItemPosCountVec sDest2;
uint16 eDest2;
uint16 eDest2 = 0;
if( IsInventoryPos( src ) )
msg = CanStoreItem( srcbag, srcslot, sDest2, pDstItem, true );
else if( IsBankPos( src ) )
@ -12054,14 +12053,14 @@ bool Player::CanAddQuest( Quest const *pQuest, bool msg )
{
uint32 count = pQuest->GetSrcItemCount();
ItemPosCountVec dest;
uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
uint8 msg2 = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
// player already have max number (in most case 1) source item, no additional item needed and quest can be added.
if( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
if( msg2 == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
return true;
else if( msg != EQUIP_ERR_OK )
else if( msg2 != EQUIP_ERR_OK )
{
SendEquipError( msg, NULL, NULL );
SendEquipError( msg2, NULL, NULL );
return false;
}
}
@ -12662,14 +12661,14 @@ bool Player::SatisfyQuestPreviousQuest( Quest const* qInfo, bool msg )
// each-from-all exclusive group ( < 0)
// can be start if only all quests in prev quest exclusive group completed and rewarded
ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
ObjectMgr::ExclusiveQuestGroups::iterator iter2 = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
assert(iter!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0
assert(iter2!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0
for(; iter != end; ++iter)
for(; iter2 != end; ++iter2)
{
uint32 exclude_Id = iter->second;
uint32 exclude_Id = iter2->second;
// skip checked quest id, only state of other quests in group is interesting
if(exclude_Id == prevId)
@ -12697,14 +12696,14 @@ bool Player::SatisfyQuestPreviousQuest( Quest const* qInfo, bool msg )
// each-from-all exclusive group ( < 0)
// can be start if only all quests in prev quest exclusive group active
ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
ObjectMgr::ExclusiveQuestGroups::iterator iter2 = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
assert(iter!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0
assert(iter2!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0
for(; iter != end; ++iter)
for(; iter2 != end; ++iter2)
{
uint32 exclude_Id = iter->second;
uint32 exclude_Id = iter2->second;
// skip checked quest id, only state of other quests in group is interesting
if(exclude_Id == prevId)
@ -17782,8 +17781,8 @@ void Player::AddComboPoints(Unit* target, int8 count)
else
{
if(m_comboTarget)
if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget))
target->RemoveComboPointHolder(GetGUIDLow());
if(Unit* target2 = ObjectAccessor::GetUnit(*this,m_comboTarget))
target2->RemoveComboPointHolder(GetGUIDLow());
m_comboTarget = target->GetGUID();
m_comboPoints = count;
@ -17909,10 +17908,10 @@ void Player::SendInitialPacketsAfterAddToMap()
// manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
if(HasAuraType(SPELL_AURA_MOD_ROOT))
{
WorldPacket data(SMSG_FORCE_MOVE_ROOT, 10);
data.append(GetPackGUID());
data << (uint32)2;
SendMessageToSet(&data,true);
WorldPacket data2(SMSG_FORCE_MOVE_ROOT, 10);
data2.append(GetPackGUID());
data2 << (uint32)2;
SendMessageToSet(&data2,true);
}
SendAurasForTarget(this);