[7365] Implement potion in combat delay proper work.

Original patch provided by miranda.conrado.
This commit is contained in:
VladimirMangos 2009-03-01 10:30:24 +03:00
parent 2b10d8fd71
commit de51363151
5 changed files with 45 additions and 1 deletions

View file

@ -420,6 +420,8 @@ Player::Player (WorldSession *session): Unit(), m_achievementMgr(this)
m_InstanceValid = true; m_InstanceValid = true;
m_dungeonDifficulty = DIFFICULTY_NORMAL; m_dungeonDifficulty = DIFFICULTY_NORMAL;
m_lastPotionId = 0;
for (int i = 0; i < BASEMOD_END; i++) for (int i = 0; i < BASEMOD_END; i++)
{ {
m_auraBaseMod[i][FLAT_MOD] = 0.0f; m_auraBaseMod[i][FLAT_MOD] = 0.0f;
@ -17750,6 +17752,30 @@ void Player::SendCooldownEvent(SpellEntry const *spellInfo, uint32 itemId, Spell
data << GetGUID(); data << GetGUID();
SendDirectMessage(&data); 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 //slot to be excluded while counting
bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot) bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot)
{ {

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@ -1500,6 +1500,8 @@ class MANGOS_DLL_SPEC Player : public Unit
void RemoveAllSpellCooldown(); void RemoveAllSpellCooldown();
void _LoadSpellCooldowns(QueryResult *result); void _LoadSpellCooldowns(QueryResult *result);
void _SaveSpellCooldowns(); 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) void setResurrectRequestData(uint64 guid, uint32 mapId, float X, float Y, float Z, uint32 health, uint32 mana)
{ {
@ -2276,6 +2278,7 @@ class MANGOS_DLL_SPEC Player : public Unit
PlayerMails m_mail; PlayerMails m_mail;
PlayerSpellMap m_spells; PlayerSpellMap m_spells;
SpellCooldowns m_spellCooldowns; SpellCooldowns m_spellCooldowns;
uint32 m_lastPotionId; // last used health/mana potion in combat, that block next potion use
ActionButtonList m_actionButtons; ActionButtonList m_actionButtons;

View file

@ -2521,6 +2521,15 @@ void Spell::SendSpellCooldown()
Player* _player = (Player*)m_caster; 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 // have infinity cooldown but set at aura apply
if(m_spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE) if(m_spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE)
return; return;
@ -2716,6 +2725,10 @@ void Spell::finish(bool ok)
((Player*)m_caster)->ClearComboPoints(); ((Player*)m_caster)->ClearComboPoints();
} }
// 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) // call triggered spell only at successful cast (after clear combo points -> for add some if need)
if(!m_TriggerSpells.empty()) if(!m_TriggerSpells.empty())
TriggerSpell(); TriggerSpell();

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@ -8597,6 +8597,8 @@ void Unit::ClearInCombat()
// Player's state will be cleared in Player::UpdateContestedPvP // Player's state will be cleared in Player::UpdateContestedPvP
if(GetTypeId()!=TYPEID_PLAYER) if(GetTypeId()!=TYPEID_PLAYER)
clearUnitState(UNIT_STAT_ATTACK_PLAYER); clearUnitState(UNIT_STAT_ATTACK_PLAYER);
else
((Player*)this)->UpdatePotionCooldown();
} }
bool Unit::isTargetableForAttack() const bool Unit::isTargetableForAttack() const

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@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__ #ifndef __REVISION_NR_H__
#define __REVISION_NR_H__ #define __REVISION_NR_H__
#define REVISION_NR "7364" #define REVISION_NR "7365"
#endif // __REVISION_NR_H__ #endif // __REVISION_NR_H__