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-rw-r--r--src/game/Player.cpp20
1 files changed, 10 insertions, 10 deletions
diff --git a/src/game/Player.cpp b/src/game/Player.cpp
index e91728ab9be..e11b7e168ef 100644
--- a/src/game/Player.cpp
+++ b/src/game/Player.cpp
@@ -293,7 +293,7 @@ Player::Player (WorldSession *session): Unit()
// randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
// this must help in case next save after mass player load after server startup
- m_nextSave = urand(m_nextSave/2,m_nextSave*3/2);
+ m_nextSave = GetMap()->urand(m_nextSave/2,m_nextSave*3/2);
clearResurrectRequestData();
@@ -905,7 +905,7 @@ void Player::HandleDrowning()
{
//TODO: Check this formula
uint64 guid = GetGUID();
- uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
+ uint32 damage = GetMaxHealth() / 5 + GetMap()->urand(0, getLevel()-1);
EnvironmentalDamage(guid, DAMAGE_DROWNING,damage);
m_breathTimer = 2000;
@@ -944,7 +944,7 @@ void Player::HandleLava()
if (!m_breathTimer)
{
uint64 guid = GetGUID();
- uint32 damage = urand(600, 700); // TODO: Get more detailed information about lava damage
+ uint32 damage = GetMap()->urand(600, 700); // TODO: Get more detailed information about lava damage
uint32 dmgZone = GetZoneId(); // TODO: Find correct "lava dealing zone" flag in Area Table
// Deal lava damage only in lava zones.
@@ -4724,7 +4724,7 @@ bool Player::UpdateSkill(uint32 skill_id, uint32 step)
if ((!max) || (!value) || (value >= max))
return false;
- if (value*512 < max*urand(0,512))
+ if (value*512 < max*GetMap()->urand(0,512))
{
uint32 new_value = value+step;
if(new_value > max)
@@ -4846,7 +4846,7 @@ bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step)
if ( !MaxValue || !SkillValue || SkillValue >= MaxValue )
return false;
- int32 Roll = irand(1,1000);
+ int32 Roll = GetMap()->irand(1,1000);
if ( Roll <= Chance )
{
@@ -6139,7 +6139,7 @@ bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor, bool pvpt
if(groupsize > 1)
honor /= groupsize;
- honor *= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
+ honor *= (((float)GetMap()->urand(8,12))/10); // approx honor: 80% - 120% of real honor
}
// honor - for show honor points in log
@@ -7417,7 +7417,7 @@ void Player::SendLoot(uint64 guid, LootType loot_type)
loot->FillLoot(1, LootTemplates_Creature, this);
// It may need a better formula
// Now it works like this: lvl10: ~6copper, lvl70: ~9silver
- bones->loot.gold = (uint32)( urand(50, 150) * 0.016f * pow( ((float)pLevel)/5.76f, 2.5f) * sWorld.getRate(RATE_DROP_MONEY) );
+ bones->loot.gold = (uint32)( GetMap()->urand(50, 150) * 0.016f * pow( ((float)pLevel)/5.76f, 2.5f) * sWorld.getRate(RATE_DROP_MONEY) );
}
if (bones->lootRecipient != this)
@@ -7453,8 +7453,8 @@ void Player::SendLoot(uint64 guid, LootType loot_type)
loot->FillLoot(lootid, LootTemplates_Pickpocketing, this);
// Generate extra money for pick pocket loot
- const uint32 a = urand(0, creature->getLevel()/2);
- const uint32 b = urand(0, getLevel()/2);
+ const uint32 a = GetMap()->urand(0, creature->getLevel()/2);
+ const uint32 b = GetMap()->urand(0, getLevel()/2);
loot->gold = uint32(10 * (a + b) * sWorld.getRate(RATE_DROP_MONEY));
}
}
@@ -19021,7 +19021,7 @@ Player* Player::GetNextRandomRaidMember(float radius)
if (nearMembers.empty())
return NULL;
- uint32 randTarget = urand(0,nearMembers.size()-1);
+ uint32 randTarget = GetMap()->urand(0,nearMembers.size()-1);
return nearMembers[randTarget];
}