[7363] Propertly set cooldown at server side for category spells at cooldown event send to client. Author: VladimirMangos

Also support item dependent cooldown set propetly at cooldown event send to client.
    Last will used in follow potion cooldown delay in combat patch.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-03-02 16:55:41 -06:00
parent b1677c901d
commit c6fc7f7bca
6 changed files with 92 additions and 93 deletions

View File

@@ -18030,6 +18030,88 @@ void Player::UpdatePvP(bool state, bool ovrride)
}
}
void Player::AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 itemId, Spell* spell)
{
// init cooldown values
uint32 cat = 0;
int32 rec = -1;
int32 catrec = -1;
// some special item spells without correct cooldown in SpellInfo
// cooldown information stored in item prototype
// This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client.
if(itemId)
{
if(ItemPrototype const* proto = ObjectMgr::GetItemPrototype(itemId))
{
for(int idx = 0; idx < 5; ++idx)
{
if(proto->Spells[idx].SpellId == spellInfo->Id)
{
cat = proto->Spells[idx].SpellCategory;
rec = proto->Spells[idx].SpellCooldown;
catrec = proto->Spells[idx].SpellCategoryCooldown;
break;
}
}
}
}
// if no cooldown found above then base at DBC data
if(rec < 0 && catrec < 0)
{
cat = spellInfo->Category;
rec = spellInfo->RecoveryTime;
catrec = spellInfo->CategoryRecoveryTime;
}
// shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK)
// prevent 0 cooldowns set by another way
if (rec <= 0 && catrec <= 0 && (cat == 76 || IsAutoRepeatRangedSpell(spellInfo) && spellInfo->Id != SPELL_ID_AUTOSHOT))
rec = GetAttackTime(RANGED_ATTACK);
// Now we have cooldown data (if found any), time to apply mods
if(rec > 0)
ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, rec, spell);
if(catrec > 0)
ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, catrec, spell);
// replace negative cooldowns by 0
if (rec < 0) rec = 0;
if (catrec < 0) catrec = 0;
// no cooldown after applying spell mods
if( rec == 0 && catrec == 0)
return;
time_t curTime = time(NULL);
time_t catrecTime = catrec ? curTime+catrec/IN_MILISECONDS : 0; // in secs
time_t recTime = rec ? curTime+rec/IN_MILISECONDS : catrecTime;// in secs
// self spell cooldown
if(recTime > 0)
AddSpellCooldown(spellInfo->Id, itemId, recTime);
// category spells
if (catrec > 0)
{
SpellCategoryStore::const_iterator i_scstore = sSpellCategoryStore.find(cat);
if(i_scstore != sSpellCategoryStore.end())
{
for(SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset)
{
if(*i_scset == spellInfo->Id) // skip main spell, already handled above
continue;
AddSpellCooldown(*i_scset, itemId, catrecTime);
}
}
}
}
void Player::AddSpellCooldown(uint32 spellid, uint32 itemid, time_t end_time)
{
SpellCooldown sc;
@@ -18038,20 +18120,12 @@ void Player::AddSpellCooldown(uint32 spellid, uint32 itemid, time_t end_time)
m_spellCooldowns[spellid] = sc;
}
void Player::SendCooldownEvent(SpellEntry const *spellInfo)
void Player::SendCooldownEvent(SpellEntry const *spellInfo, uint32 itemId, Spell* spell)
{
if ( !(spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE) )
return;
// start cooldowns at server side, if any
AddSpellAndCategoryCooldowns(spellInfo,itemId,spell);
// Get spell cooldown
int32 cooldown = GetSpellRecoveryTime(spellInfo);
// Apply spellmods
ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, cooldown);
if (cooldown < 0)
cooldown = 0;
// Add cooldown
AddSpellCooldown(spellInfo->Id, 0, time(NULL) + cooldown / IN_MILISECONDS);
// Send activate
// Send activate cooldown timer (possible 0) at client side
WorldPacket data(SMSG_COOLDOWN_EVENT, (4+8));
data << spellInfo->Id;
data << GetGUID();