[8477] Implemented "on demand" regeneration of power in Spell::CheckPower (limited to 500ms frequency).

Correctly set UNIT_FLAG2_REGENERATE_POWER to notify client to stop/start regen in bar.
thx. also for nos4r2zod

From original patch was removed usage of getMSTime() and rewrited this part.

Signed-off-by: ApoC <apoc@nymfe.net>
This commit is contained in:
Trazom 2009-09-06 01:26:19 +02:00 committed by ApoC
parent 7a2df3c309
commit dffa5d43bd
6 changed files with 63 additions and 32 deletions

View file

@ -1242,7 +1242,12 @@ void Player::Update( uint32 p_time )
if (isAlive())
{
RegenerateAll();
// if no longer casting, set regen power as soon as it is up.
if (!IsUnderLastManaUseEffect())
SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER);
if (!m_regenTimer)
RegenerateAll();
}
if (m_deathState == JUST_DIED)
@ -1903,36 +1908,33 @@ void Player::RewardRage( uint32 damage, uint32 weaponSpeedHitFactor, bool attack
ModifyPower(POWER_RAGE, uint32(addRage*10));
}
void Player::RegenerateAll()
void Player::RegenerateAll(uint32 diff)
{
if (m_regenTimer != 0)
return;
uint32 regenDelay = 2000;
// Not in combat or they have regeneration
if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) ||
if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) ||
HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT) || IsPolymorphed() )
{
RegenerateHealth();
RegenerateHealth(diff);
if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
{
Regenerate(POWER_RAGE);
Regenerate(POWER_RAGE, diff);
if(getClass() == CLASS_DEATH_KNIGHT)
Regenerate(POWER_RUNIC_POWER);
Regenerate(POWER_RUNIC_POWER, diff);
}
}
Regenerate( POWER_ENERGY );
Regenerate(POWER_ENERGY, diff);
Regenerate( POWER_MANA );
Regenerate(POWER_MANA, diff);
if(getClass() == CLASS_DEATH_KNIGHT)
Regenerate( POWER_RUNE );
if (getClass() == CLASS_DEATH_KNIGHT)
Regenerate(POWER_RUNE, diff);
m_regenTimer = regenDelay;
m_regenTimer = REGEN_TIME_FULL;
}
void Player::Regenerate(Powers power)
// diff contains the time in milliseconds since last regen.
void Player::Regenerate(Powers power, uint32 diff)
{
uint32 curValue = GetPower(power);
uint32 maxValue = GetMaxPower(power);
@ -1971,8 +1973,10 @@ void Player::Regenerate(Powers power)
case POWER_RUNE:
{
for(uint32 i = 0; i < MAX_RUNES; ++i)
if(uint8 cd = GetRuneCooldown(i)) // if we have cooldown, reduce it...
SetRuneCooldown(i, cd - 1); // ... by 2 sec (because update is every 2 sec)
{
if(uint16 cd = GetRuneCooldown(i)) // if we have cooldown, reduce it...
SetRuneCooldown(i, (cd < diff) ? 0 : cd - diff);
}
} break;
case POWER_FOCUS:
case POWER_HAPPINESS:
@ -1990,6 +1994,9 @@ void Player::Regenerate(Powers power)
addvalue *= ((*i)->GetModifier()->m_amount + 100) / 100.0f;
}
// addvalue computed on a 2sec basis. => update to diff time
addvalue *= float(diff) / REGEN_TIME_FULL;
if (power != POWER_RAGE && power != POWER_RUNIC_POWER)
{
curValue += uint32(addvalue);
@ -2006,7 +2013,7 @@ void Player::Regenerate(Powers power)
SetPower(power, curValue);
}
void Player::RegenerateHealth()
void Player::RegenerateHealth(uint32 diff)
{
uint32 curValue = GetHealth();
uint32 maxValue = GetMaxHealth();
@ -2043,6 +2050,8 @@ void Player::RegenerateHealth()
if(addvalue < 0)
addvalue = 0;
addvalue *= (float)diff / REGEN_TIME_FULL;
ModifyHealth(int32(addvalue));
}
@ -19614,7 +19623,7 @@ void Player::ResyncRunes(uint8 count)
for(uint32 i = 0; i < count; ++i)
{
data << uint8(GetCurrentRune(i)); // rune type
data << uint8(255 - (GetRuneCooldown(i) * 51)); // passed cooldown time (0-255)
data << uint8(255 - ((GetRuneCooldown(i) / REGEN_TIME_FULL) * 51)); // passed cooldown time (0-255)
}
GetSession()->SendPacket(&data);
}