Fixed ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING by using total fall distance instead of fall time. This distance might be used for a more accurate fall damage formula in a later version.

This commit is contained in:
arrai 2008-11-08 16:26:00 +01:00
parent 0a783585e0
commit eb0cfe7fec
3 changed files with 12 additions and 5 deletions

View file

@ -304,9 +304,8 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
if(!gameeventmgr.IsActiveEvent(26)) if(!gameeventmgr.IsActiveEvent(26))
continue; continue;
} }
// miscvalue1 is falltime, calculate to fall height format given in dbc // miscvalue1 is the ingame fallheight*100 as stored in dbc
uint32 fallHeight = uint32(0.06f*miscvalue1-91.5)*100; SetCriteriaProgress(achievementCriteria, miscvalue1);
SetCriteriaProgress(achievementCriteria, fallHeight);
break; break;
} }
case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST: case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST:

View file

@ -291,6 +291,10 @@ void WorldSession::HandleMovementOpcodes( WorldPacket & recv_data )
// fall damage generation (ignore in flight case that can be triggered also at lags in moment teleportation to another map). // fall damage generation (ignore in flight case that can be triggered also at lags in moment teleportation to another map).
if (recv_data.GetOpcode() == MSG_MOVE_FALL_LAND && !GetPlayer()->isInFlight()) if (recv_data.GetOpcode() == MSG_MOVE_FALL_LAND && !GetPlayer()->isInFlight())
{ {
// calculate total z distance of the fall
// it is currently only used for the achievement system. It might be used in a more correct falldamage formula later
float z_diff = GetPlayer()->m_fallMovementInfo.z - movementInfo.z;
sLog.outDebug("zDiff = %f", z_diff);
Player *target = GetPlayer(); Player *target = GetPlayer();
//Players with Feather Fall or low fall time, or physical immunity (charges used) are ignored //Players with Feather Fall or low fall time, or physical immunity (charges used) are ignored
@ -323,8 +327,9 @@ void WorldSession::HandleMovementOpcodes( WorldPacket & recv_data )
target->EnvironmentalDamage(target->GetGUID(), DAMAGE_FALL, damage); target->EnvironmentalDamage(target->GetGUID(), DAMAGE_FALL, damage);
if(target->isAlive()) // recheck alive, might have died of EnvironmentalDamage
target->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING, movementInfo.fallTime); if (target->isAlive())
target->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING, uint32(z_diff*100));
} }
//Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction //Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction
@ -363,6 +368,8 @@ void WorldSession::HandleMovementOpcodes( WorldPacket & recv_data )
GetPlayer()->SetPosition(movementInfo.x, movementInfo.y, movementInfo.z, movementInfo.o); GetPlayer()->SetPosition(movementInfo.x, movementInfo.y, movementInfo.z, movementInfo.o);
GetPlayer()->m_movementInfo = movementInfo; GetPlayer()->m_movementInfo = movementInfo;
if (GetPlayer()->m_fallMovementInfo.fallTime >= movementInfo.fallTime || GetPlayer()->m_fallMovementInfo.z <=movementInfo.z)
GetPlayer()->m_fallMovementInfo = movementInfo;
if(GetPlayer()->isMovingOrTurning()) if(GetPlayer()->isMovingOrTurning())
GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);

View file

@ -1945,6 +1945,7 @@ class MANGOS_DLL_SPEC Player : public Unit
/*** VARIOUS SYSTEMS ***/ /*** VARIOUS SYSTEMS ***/
/*********************************************************/ /*********************************************************/
MovementInfo m_movementInfo; MovementInfo m_movementInfo;
MovementInfo m_fallMovementInfo;
bool isMoving() const { return HasUnitMovementFlag(movementFlagsMask); } bool isMoving() const { return HasUnitMovementFlag(movementFlagsMask); }
bool isMovingOrTurning() const { return HasUnitMovementFlag(movementOrTurningFlagsMask); } bool isMovingOrTurning() const { return HasUnitMovementFlag(movementOrTurningFlagsMask); }