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-rw-r--r--src/game/Player.cpp98
-rw-r--r--src/game/Player.h3
-rw-r--r--src/game/Spell.cpp80
-rw-r--r--src/game/SpellAuras.cpp1
-rw-r--r--src/game/Unit.cpp1
-rw-r--r--src/shared/revision_nr.h2
6 files changed, 92 insertions, 93 deletions
diff --git a/src/game/Player.cpp b/src/game/Player.cpp
index 4587d8f1d3f..a2f5f05b83e 100644
--- a/src/game/Player.cpp
+++ b/src/game/Player.cpp
@@ -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();
diff --git a/src/game/Player.h b/src/game/Player.h
index 952eaf19c02..55f789848da 100644
--- a/src/game/Player.h
+++ b/src/game/Player.h
@@ -1491,8 +1491,9 @@ class TRINITY_DLL_SPEC Player : public Unit
time_t t = time(NULL);
return itr != m_spellCooldowns.end() && itr->second.end > t ? itr->second.end - t : 0;
}
+ void AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 itemId, Spell* spell = NULL);
void AddSpellCooldown(uint32 spell_id, uint32 itemid, time_t end_time);
- void SendCooldownEvent(SpellEntry const *spellInfo);
+ void SendCooldownEvent(SpellEntry const *spellInfo, uint32 itemId = 0, Spell* spell = NULL);
void ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs );
void RemoveSpellCooldown(uint32 spell_id) { m_spellCooldowns.erase(spell_id); }
void RemoveArenaSpellCooldowns();
diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp
index 0672b759548..c70dd4c2c08 100644
--- a/src/game/Spell.cpp
+++ b/src/game/Spell.cpp
@@ -2440,85 +2440,7 @@ void Spell::SendSpellCooldown()
return;
}
- // 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(m_CastItem)
- {
- ItemPrototype const* proto = m_CastItem->GetProto();
- if(proto)
- {
- for(int idx = 0; idx < MAX_ITEM_PROTO_SPELLS; ++idx)
- {
- if(proto->Spells[idx].SpellId == m_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 = m_spellInfo->Category;
- rec = m_spellInfo->RecoveryTime;
- catrec = m_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(m_spellInfo) && m_spellInfo->Id != SPELL_ID_AUTOSHOT))
- rec = _player->GetAttackTime(RANGED_ATTACK);
-
- // Now we have cooldown data (if found any), time to apply mods
- if(rec > 0)
- _player->ApplySpellMod(m_spellInfo->Id, SPELLMOD_COOLDOWN, rec, this);
-
- if(catrec > 0)
- _player->ApplySpellMod(m_spellInfo->Id, SPELLMOD_COOLDOWN, catrec, this);
-
- // 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;
- time_t recTime = rec ? curTime+rec/IN_MILISECONDS : catrecTime;
-
- // self spell cooldown
- if(recTime > 0)
- _player->AddSpellCooldown(m_spellInfo->Id, m_CastItem ? m_CastItem->GetEntry() : 0, 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 == m_spellInfo->Id) // skip main spell, already handled above
- continue;
-
- _player->AddSpellCooldown(*i_scset, m_CastItem ? m_CastItem->GetEntry() : 0, catrecTime);
- }
- }
- }
+ _player->AddSpellAndCategoryCooldowns(m_spellInfo,m_CastItem ? m_CastItem->GetEntry() : 0, this);
}
void Spell::update(uint32 difftime)
diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp
index 3dcf984086e..eb5157b28c0 100644
--- a/src/game/SpellAuras.cpp
+++ b/src/game/SpellAuras.cpp
@@ -976,6 +976,7 @@ void Aura::_RemoveAura()
if(caster && caster->GetTypeId() == TYPEID_PLAYER)
{
if ( GetSpellProto()->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE )
+ // note: item based cooldowns and cooldown spell mods with charges ignored (unknown existed cases)
((Player*)caster)->SendCooldownEvent(GetSpellProto());
}
}
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index bad51ab1779..64daa48d612 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -4457,6 +4457,7 @@ void Unit::RemoveGameObject(GameObject* gameObj, bool del)
SpellEntry const* createBySpell = sSpellStore.LookupEntry(gameObj->GetSpellId());
// Need activate spell use for owner
if (createBySpell && createBySpell->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE)
+ // note: item based cooldowns and cooldown spell mods with charges ignored (unknown existed cases)
((Player*)this)->SendCooldownEvent(createBySpell);
}
gameObj->SetOwnerGUID(0);
diff --git a/src/shared/revision_nr.h b/src/shared/revision_nr.h
index e4c8695c263..ee63de4fc22 100644
--- a/src/shared/revision_nr.h
+++ b/src/shared/revision_nr.h
@@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__
#define __REVISION_NR_H__
- #define REVISION_NR "7362"
+ #define REVISION_NR "7363"
#endif // __REVISION_NR_H__