diff options
-rw-r--r-- | src/server/game/Entities/Player/Player.cpp | 66 | ||||
-rw-r--r-- | src/server/game/Entities/Player/Player.h | 3 | ||||
-rw-r--r-- | src/server/game/Handlers/MiscHandler.cpp | 16 |
3 files changed, 47 insertions, 38 deletions
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp index 061cc3f999f..1dea84d0279 100644 --- a/src/server/game/Entities/Player/Player.cpp +++ b/src/server/game/Entities/Player/Player.cpp @@ -5127,7 +5127,10 @@ void Player::BuildPlayerRepop() // BG - remove insignia related RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE); - SendCorpseReclaimDelay(); + int32 corpseReclaimDelay = CalculateCorpseReclaimDelay(); + + if (corpseReclaimDelay >= 0) + SendCorpseReclaimDelay(corpseReclaimDelay); // to prevent cheating corpse->ResetGhostTime(); @@ -5235,7 +5238,11 @@ void Player::KillPlayer() m_deathTimer = 6 * MINUTE * IN_MILLISECONDS; UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill - SendCorpseReclaimDelay(); + + int32 corpseReclaimDelay = CalculateCorpseReclaimDelay(); + + if (corpseReclaimDelay >= 0) + SendCorpseReclaimDelay(corpseReclaimDelay); // don't create corpse at this moment, player might be falling @@ -23844,7 +23851,7 @@ uint32 Player::GetCorpseReclaimDelay(bool pvp) const time_t now = time(NULL); // 0..2 full period // should be ceil(x)-1 but not floor(x) - uint64 count = (now < m_deathExpireTime - 1) ? (m_deathExpireTime - 1 - now)/DEATH_EXPIRE_STEP : 0; + uint64 count = (now < m_deathExpireTime - 1) ? (m_deathExpireTime - 1 - now) / DEATH_EXPIRE_STEP : 0; return copseReclaimDelay[count]; } @@ -23857,65 +23864,66 @@ void Player::UpdateCorpseReclaimDelay() return; time_t now = time(NULL); + if (now < m_deathExpireTime) { // full and partly periods 1..3 - uint64 count = (m_deathExpireTime - now)/DEATH_EXPIRE_STEP +1; + uint64 count = (m_deathExpireTime - now) / DEATH_EXPIRE_STEP + 1; + if (count < MAX_DEATH_COUNT) - m_deathExpireTime = now+(count+1)*DEATH_EXPIRE_STEP; + m_deathExpireTime = now+(count + 1) * DEATH_EXPIRE_STEP; else - m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP; + m_deathExpireTime = now + MAX_DEATH_COUNT*DEATH_EXPIRE_STEP; } else - m_deathExpireTime = now+DEATH_EXPIRE_STEP; + m_deathExpireTime = now + DEATH_EXPIRE_STEP; } -void Player::SendCorpseReclaimDelay(bool load) +int32 Player::CalculateCorpseReclaimDelay(bool load) { Corpse* corpse = GetCorpse(); + if (load && !corpse) - return; + return -1; - bool pvp; - if (corpse) - pvp = (corpse->GetType() == CORPSE_RESURRECTABLE_PVP); - else - pvp = (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH); + bool pvp = corpse ? corpse->GetType() == CORPSE_RESURRECTABLE_PVP : m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH; + + uint32 delay; - time_t delay; if (load) { if (corpse->GetGhostTime() > m_deathExpireTime) - return; + return -1; + + uint64 count = 0; - uint64 count; if ((pvp && sWorld->getBoolConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP)) || (!pvp && sWorld->getBoolConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE))) { - count = (m_deathExpireTime-corpse->GetGhostTime())/DEATH_EXPIRE_STEP; + count = (m_deathExpireTime - corpse->GetGhostTime()) / DEATH_EXPIRE_STEP; + if (count >= MAX_DEATH_COUNT) - count = MAX_DEATH_COUNT-1; + count = MAX_DEATH_COUNT - 1; } - else - count=0; - - time_t expected_time = corpse->GetGhostTime()+copseReclaimDelay[count]; + time_t expected_time = corpse->GetGhostTime() + copseReclaimDelay[count]; time_t now = time(NULL); + if (now >= expected_time) - return; + return -1; - delay = expected_time-now; + delay = expected_time - now; } else delay = GetCorpseReclaimDelay(pvp); - if (!delay) - return; + return delay * IN_MILLISECONDS; +} - //! corpse reclaim delay 30 * 1000ms or longer at often deaths +void Player::SendCorpseReclaimDelay(uint32 delay) +{ WorldPacket data(SMSG_CORPSE_RECLAIM_DELAY, 4); - data << uint32(delay*IN_MILLISECONDS); + data << uint32(delay); GetSession()->SendPacket(&data); } diff --git a/src/server/game/Entities/Player/Player.h b/src/server/game/Entities/Player/Player.h index cd73f38823e..1f5f9fee7d4 100644 --- a/src/server/game/Entities/Player/Player.h +++ b/src/server/game/Entities/Player/Player.h @@ -1936,7 +1936,8 @@ class Player : public Unit, public GridObject<Player> uint32 GetDeathTimer() const { return m_deathTimer; } uint32 GetCorpseReclaimDelay(bool pvp) const; void UpdateCorpseReclaimDelay(); - void SendCorpseReclaimDelay(bool load = false); + int32 CalculateCorpseReclaimDelay(bool load = false); + void SendCorpseReclaimDelay(uint32 delay); uint32 GetShieldBlockValue() const; // overwrite Unit version (virtual) bool CanParry() const { return m_canParry; } diff --git a/src/server/game/Handlers/MiscHandler.cpp b/src/server/game/Handlers/MiscHandler.cpp index 8b92706bd06..fcec4f38852 100644 --- a/src/server/game/Handlers/MiscHandler.cpp +++ b/src/server/game/Handlers/MiscHandler.cpp @@ -734,34 +734,34 @@ void WorldSession::HandleReclaimCorpseOpcode(WorldPacket& recvData) uint64 guid; recvData >> guid; - if (GetPlayer()->IsAlive()) + if (_player->IsAlive()) return; // do not allow corpse reclaim in arena - if (GetPlayer()->InArena()) + if (_player->InArena()) return; // body not released yet - if (!GetPlayer()->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) + if (!_player->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) return; - Corpse* corpse = GetPlayer()->GetCorpse(); + Corpse* corpse = _player->GetCorpse(); if (!corpse) return; // prevent resurrect before 30-sec delay after body release not finished - if (time_t(corpse->GetGhostTime() + GetPlayer()->GetCorpseReclaimDelay(corpse->GetType() == CORPSE_RESURRECTABLE_PVP)) > time_t(time(NULL))) + if (time_t(corpse->GetGhostTime() + _player->GetCorpseReclaimDelay(corpse->GetType() == CORPSE_RESURRECTABLE_PVP)) > time_t(time(NULL))) return; - if (!corpse->IsWithinDistInMap(GetPlayer(), CORPSE_RECLAIM_RADIUS, true)) + if (!corpse->IsWithinDistInMap(_player, CORPSE_RECLAIM_RADIUS, true)) return; // resurrect - GetPlayer()->ResurrectPlayer(GetPlayer()->InBattleground() ? 1.0f : 0.5f); + _player->ResurrectPlayer(_player->InBattleground() ? 1.0f : 0.5f); // spawn bones - GetPlayer()->SpawnCorpseBones(); + _player->SpawnCorpseBones(); } void WorldSession::HandleResurrectResponseOpcode(WorldPacket& recvData) |