diff options
author | Nay <dnpd.dd@gmail.com> | 2012-09-04 23:01:06 +0100 |
---|---|---|
committer | Nay <dnpd.dd@gmail.com> | 2012-09-04 23:01:06 +0100 |
commit | 459454cbe498ab5b42f28b67c4f96fd0283baa9b (patch) | |
tree | 0198174be3f39d03aace1834599ccb023b48f76f | |
parent | 5ee22a8006d2c6ba5995bee96b530a802d85fbc3 (diff) | |
parent | ed6b58b17db7d00ee3ef5dd6f2cce50f72b8871f (diff) |
Merge remote-tracking branch 'origin/master' into 4.3.4
Conflicts:
src/server/game/Handlers/BattleGroundHandler.cpp
-rw-r--r-- | src/server/collision/Models/GameObjectModel.h | 2 | ||||
-rwxr-xr-x | src/server/game/Entities/GameObject/GameObject.cpp | 31 | ||||
-rwxr-xr-x | src/server/game/Entities/Unit/Unit.cpp | 25 | ||||
-rwxr-xr-x | src/server/game/Entities/Unit/Unit.h | 3 | ||||
-rwxr-xr-x | src/server/game/Handlers/BattleGroundHandler.cpp | 3 |
5 files changed, 35 insertions, 29 deletions
diff --git a/src/server/collision/Models/GameObjectModel.h b/src/server/collision/Models/GameObjectModel.h index 0bb6c0f47bc..78a0e876676 100644 --- a/src/server/collision/Models/GameObjectModel.h +++ b/src/server/collision/Models/GameObjectModel.h @@ -61,6 +61,8 @@ public: void disable() { phasemask = 0;} void enable(uint32 ph_mask) { phasemask = ph_mask;} + bool isEnabled() const {return phasemask != 0;} + bool intersectRay(const G3D::Ray& Ray, float& MaxDist, bool StopAtFirstHit, uint32 ph_mask) const; static GameObjectModel* Create(const GameObject& go); diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp index db0903832c0..b45db724cbb 100755 --- a/src/server/game/Entities/GameObject/GameObject.cpp +++ b/src/server/game/Entities/GameObject/GameObject.cpp @@ -133,13 +133,13 @@ void GameObject::AddToWorld() m_zoneScript->OnGameObjectCreate(this); sObjectAccessor->AddObject(this); - bool startOpen = (GetGoType() == GAMEOBJECT_TYPE_DOOR || GetGoType() == GAMEOBJECT_TYPE_BUTTON ? GetGOInfo()->door.startOpen : false); + // The state can be changed after GameObject::Create but before GameObject::AddToWorld - bool toggledState = GetGOData() ? GetGOData()->go_state != GO_STATE_READY : false; + bool toggledState = GetGoType() == GAMEOBJECT_TYPE_CHEST ? getLootState() == GO_READY : GetGoState() == GO_STATE_READY; if (m_model) GetMap()->InsertGameObjectModel(*m_model); - EnableCollision(startOpen ^ toggledState); + EnableCollision(toggledState); WorldObject::AddToWorld(); } } @@ -1927,17 +1927,12 @@ void GameObject::SetLootState(LootState state, Unit* unit) sScriptMgr->OnGameObjectLootStateChanged(this, state, unit); if (m_model) { - // startOpen determines whether we are going to add or remove the LoS on activation - bool startOpen = (GetGoType() == GAMEOBJECT_TYPE_DOOR || GetGoType() == GAMEOBJECT_TYPE_BUTTON ? GetGOInfo()->door.startOpen : false); - + bool collision = false; // Use the current go state - if (GetGoState() != GO_STATE_READY) - startOpen = !startOpen; + if ((GetGoState() != GO_STATE_READY && (state == GO_ACTIVATED || state == GO_JUST_DEACTIVATED)) || state == GO_READY) + collision = !collision; - if (state == GO_ACTIVATED || state == GO_JUST_DEACTIVATED) - EnableCollision(startOpen); - else if (state == GO_READY) - EnableCollision(!startOpen); + EnableCollision(collision); } } @@ -1951,12 +1946,11 @@ void GameObject::SetGoState(GOState state) return; // startOpen determines whether we are going to add or remove the LoS on activation - bool startOpen = (GetGoType() == GAMEOBJECT_TYPE_DOOR || GetGoType() == GAMEOBJECT_TYPE_BUTTON ? GetGOInfo()->door.startOpen : false); - - if (state != GO_STATE_READY) - startOpen = !startOpen; + bool collision = false; + if (state == GO_STATE_READY) + collision = !collision; - EnableCollision(startOpen); + EnableCollision(collision); } } @@ -1969,7 +1963,8 @@ void GameObject::SetDisplayId(uint32 displayid) void GameObject::SetPhaseMask(uint32 newPhaseMask, bool update) { WorldObject::SetPhaseMask(newPhaseMask, update); - EnableCollision(true); + if (m_model && m_model->isEnabled()) + EnableCollision(true); } void GameObject::EnableCollision(bool enable) diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index 8e161551f40..b72feefae4f 100755 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -256,6 +256,7 @@ m_HostileRefManager(this), m_TempSpeed(0.0f), m_AutoRepeatFirstCast(false) _focusSpell = NULL; _targetLocked = false; _lastLiquid = NULL; + _isWalkingBeforeCharm = false; } //////////////////////////////////////////////////////////// @@ -8988,7 +8989,8 @@ void Unit::SetCharm(Unit* charm, bool apply) if (!charm->AddUInt64Value(UNIT_FIELD_CHARMEDBY, GetGUID())) sLog->outFatal(LOG_FILTER_UNITS, "Unit %u is being charmed, but it already has a charmer " UI64FMTD "", charm->GetEntry(), charm->GetCharmerGUID()); - if (charm->HasUnitMovementFlag(MOVEMENTFLAG_WALKING)) + _isWalkingBeforeCharm = charm->IsWalking(); + if (_isWalkingBeforeCharm) { charm->SetWalk(false); charm->SendMovementFlagUpdate(); @@ -9026,6 +9028,12 @@ void Unit::SetCharm(Unit* charm, bool apply) charm->SetByteValue(UNIT_FIELD_BYTES_2, 1, 0); } + if (charm->IsWalking() != _isWalkingBeforeCharm) + { + charm->SetWalk(_isWalkingBeforeCharm); + charm->SendMovementFlagUpdate(true); // send packet to self, to update movement state on player. + } + if (charm->GetTypeId() == TYPEID_PLAYER || !charm->ToCreature()->HasUnitTypeMask(UNIT_MASK_MINION) || charm->GetOwnerGUID() != GetGUID()) @@ -9300,6 +9308,10 @@ uint32 Unit::SpellDamageBonusDone(Unit* victim, SpellInfo const* spellProto, uin if (!spellProto || !victim || damagetype == DIRECT_DAMAGE) return pdamage; + // Some spells don't benefit from done mods + if (spellProto->AttributesEx3 & SPELL_ATTR3_NO_DONE_BONUS) + return pdamage; + // small exception for Deep Wounds, can't find any general rule // should ignore ALL damage mods, they already calculated in trigger spell if (spellProto->Id == 12721) // Deep Wounds @@ -9554,13 +9566,6 @@ uint32 Unit::SpellDamageBonusDone(Unit* victim, SpellInfo const* spellProto, uin DoneTotal += int32(DoneAdvertisedBenefit * coeff * factorMod); } - // Some spells don't benefit from done mods - if (spellProto->AttributesEx3 & SPELL_ATTR3_NO_DONE_BONUS) - { - DoneTotal = 0; - DoneTotalMod = 1.0f; - } - float tmpDamage = (int32(pdamage) + DoneTotal) * DoneTotalMod; // apply spellmod to Done damage (flat and pct) if (Player* modOwner = GetSpellModOwner()) @@ -13935,11 +13940,11 @@ void Unit::StopMoving() Movement::MoveSplineInit(*this).Stop(); } -void Unit::SendMovementFlagUpdate() +void Unit::SendMovementFlagUpdate(bool self /* = false */) { WorldPacket data; BuildHeartBeatMsg(&data); - SendMessageToSet(&data, false); + SendMessageToSet(&data, self); } bool Unit::IsSitState() const diff --git a/src/server/game/Entities/Unit/Unit.h b/src/server/game/Entities/Unit/Unit.h index 4e68ae9a3a0..92ad0d9d11f 100755 --- a/src/server/game/Entities/Unit/Unit.h +++ b/src/server/game/Entities/Unit/Unit.h @@ -1607,7 +1607,7 @@ class Unit : public WorldObject void MonsterMoveWithSpeed(float x, float y, float z, float speed); //void SetFacing(float ori, WorldObject* obj = NULL); //void SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint8 type, uint32 MovementFlags, uint32 Time, Player* player = NULL); - void SendMovementFlagUpdate(); + void SendMovementFlagUpdate(bool self = false); /*! These methods send the same packet to the client in apply and unapply case. The client-side interpretation of this packet depends on the presence of relevant movementflags @@ -2368,6 +2368,7 @@ class Unit : public WorldObject Spell const* _focusSpell; bool _targetLocked; // locks the target during spell cast for proper facing + bool _isWalkingBeforeCharm; // Are we walking before we were charmed? }; namespace Trinity diff --git a/src/server/game/Handlers/BattleGroundHandler.cpp b/src/server/game/Handlers/BattleGroundHandler.cpp index 085b5181913..9bbb5434040 100755 --- a/src/server/game/Handlers/BattleGroundHandler.cpp +++ b/src/server/game/Handlers/BattleGroundHandler.cpp @@ -535,6 +535,9 @@ void WorldSession::HandleBattleFieldPortOpcode(WorldPacket &recvData) sLog->outDebug(LOG_FILTER_BATTLEGROUND, "Battleground: player %s (%u) joined battle for bg %u, bgtype %u, queue type %u.", _player->GetName(), _player->GetGUIDLow(), bg->GetInstanceID(), bg->GetTypeID(), bgQueueTypeId); break; case 0: // leave queue + if (bg->GetStatus() != STATUS_WAIT_QUEUE) + return; + // if player leaves rated arena match before match start, it is counted as he played but he lost if (ginfo.IsRated && ginfo.IsInvitedToBGInstanceGUID) { |