Core/Player: merged some rune regeneration related changes from all arround the world

This commit is contained in:
Ovahlord
2018-06-16 22:54:54 +02:00
parent 7c6bd4a568
commit bf120167b9
5 changed files with 59 additions and 91 deletions

View File

@@ -4800,6 +4800,7 @@ void Spell::TakeRunePower(bool didHit)
Player* player = m_caster->ToPlayer();
m_runesState = player->GetRunesState(); // store previous state
player->ClearLastUsedRuneMask();
int32 runeCost[NUM_RUNE_TYPES]; // blood, frost, unholy, death
@@ -4815,43 +4816,22 @@ void Spell::TakeRunePower(bool didHit)
// - Death rune, originally a Frost rune
// - Death rune, any kind
runeCost[RUNE_DEATH] = 0; // calculated later
for (uint32 i = 0; i < MAX_RUNES; ++i)
{
RuneType rune = player->GetCurrentRune(i);
if (!player->GetRuneCooldown(i) && runeCost[rune] > 0)
{
player->SetRuneCooldown(i, didHit ? player->GetRuneBaseCooldown(i) : uint32(RUNE_MISS_COOLDOWN), true);
player->SetRuneCooldown(i, didHit ? player->GetRuneBaseCooldown(i) : uint32(RUNE_MISS_COOLDOWN));
player->SetLastUsedRune(rune);
player->SetLastUsedRuneIndex(i);
runeCost[rune]--;
}
}
// Find a Death rune where the base rune matches the one we need
runeCost[RUNE_DEATH] = runeCost[RUNE_BLOOD] + runeCost[RUNE_UNHOLY] + runeCost[RUNE_FROST];
if (runeCost[RUNE_DEATH] > 0)
{
for (uint32 i = 0; i < MAX_RUNES; ++i)
{
RuneType rune = player->GetCurrentRune(i);
RuneType baseRune = player->GetBaseRune(i);
if (!player->GetRuneCooldown(i) && rune == RUNE_DEATH && runeCost[baseRune] > 0)
{
player->SetRuneCooldown(i, didHit ? player->GetRuneBaseCooldown(i) : uint32(RUNE_MISS_COOLDOWN), true);
player->SetLastUsedRune(rune);
runeCost[baseRune]--;
runeCost[rune]--;
// keep Death Rune type if missed
if (didHit)
player->RestoreBaseRune(i);
if (runeCost[RUNE_DEATH] == 0)
break;
}
}
}
// Grab any Death rune
if (runeCost[RUNE_DEATH] > 0)
{
for (uint32 i = 0; i < MAX_RUNES; ++i)
@@ -4859,8 +4839,9 @@ void Spell::TakeRunePower(bool didHit)
RuneType rune = player->GetCurrentRune(i);
if (!player->GetRuneCooldown(i) && rune == RUNE_DEATH)
{
player->SetRuneCooldown(i, didHit ? player->GetRuneBaseCooldown(i) : uint32(RUNE_MISS_COOLDOWN), true);
player->SetRuneCooldown(i, didHit ? player->GetRuneBaseCooldown(i) : uint32(RUNE_MISS_COOLDOWN));
player->SetLastUsedRune(rune);
player->SetLastUsedRuneIndex(i);
runeCost[rune]--;
// keep Death Rune type if missed