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-rw-r--r--src/game/Player.cpp153
1 files changed, 123 insertions, 30 deletions
diff --git a/src/game/Player.cpp b/src/game/Player.cpp
index bd1fedd7625..6d9cf868834 100644
--- a/src/game/Player.cpp
+++ b/src/game/Player.cpp
@@ -352,7 +352,7 @@ Player::Player (WorldSession *session): Unit(), m_achievementMgr(this)
m_regenTimer = 0;
m_weaponChangeTimer = 0;
m_breathTimer = 0;
- m_isunderwater = 0;
+ m_isunderwater = UNDERWATER_NONE;
m_isInWater = false;
m_drunkTimer = 0;
m_drunk = 0;
@@ -930,14 +930,15 @@ void Player::EnvironmentalDamage(uint64 guid, EnviromentalDamage type, uint32 da
void Player::HandleDrowning()
{
- if(!m_isunderwater)
+ if(!(m_isunderwater&~UNDERWATER_INLAVA))
return;
//if player is GM, have waterbreath, is dead or if breathing is disabled then return
- if(waterbreath || isGameMaster() || !isAlive() || GetSession()->GetSecurity() >= sWorld.getConfig(CONFIG_DISABLE_BREATHING))
+ if(isGameMaster() || !isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING) || GetSession()->GetSecurity() >= sWorld.getConfig(CONFIG_DISABLE_BREATHING))
{
StopMirrorTimer(BREATH_TIMER);
- m_isunderwater = 0;
+ // drop every flag _except_ LAVA - otherwise waterbreathing will prevent lava damage
+ m_isunderwater &= UNDERWATER_INLAVA;
return;
}
@@ -947,22 +948,22 @@ void Player::HandleDrowning()
for(AuraList::const_iterator i = mModWaterBreathing.begin(); i != mModWaterBreathing.end(); ++i)
UnderWaterTime = uint32(UnderWaterTime * (100.0f + (*i)->GetModifier()->m_amount) / 100.0f);
- if ((m_isunderwater & 0x01) && !(m_isunderwater & 0x80) && isAlive())
+ if ((m_isunderwater & UNDERWATER_INWATER) && !(m_isunderwater & UNDERWATER_INLAVA) && isAlive())
{
//single trigger timer
- if (!(m_isunderwater & 0x02))
+ if (!(m_isunderwater & UNDERWATER_WATER_TRIGGER))
{
- m_isunderwater|= 0x02;
+ m_isunderwater|= UNDERWATER_WATER_TRIGGER;
m_breathTimer = UnderWaterTime + 1000;
}
- //single trigger "Breathbar"
- if ( m_breathTimer <= UnderWaterTime && !(m_isunderwater & 0x04))
+ //single trigger "show Breathbar"
+ if ( m_breathTimer <= UnderWaterTime && !(m_isunderwater & UNDERWATER_WATER_BREATHB))
{
- m_isunderwater|= 0x04;
+ m_isunderwater|= UNDERWATER_WATER_BREATHB;
StartMirrorTimer(BREATH_TIMER, UnderWaterTime);
}
//continuous trigger drowning "Damage"
- if ((m_breathTimer == 0) && (m_isunderwater & 0x01))
+ if ((m_breathTimer == 0) && (m_isunderwater & UNDERWATER_INWATER))
{
//TODO: Check this formula
uint64 guid = GetGUID();
@@ -973,33 +974,34 @@ void Player::HandleDrowning()
}
}
//single trigger retract bar
- else if (!(m_isunderwater & 0x01) && !(m_isunderwater & 0x08) && (m_isunderwater & 0x02) && (m_breathTimer > 0) && isAlive())
+ else if (!(m_isunderwater & UNDERWATER_INWATER) && (m_isunderwater & UNDERWATER_WATER_TRIGGER) && (m_breathTimer > 0) && isAlive())
{
- m_isunderwater = 0x08;
-
uint32 BreathRegen = 10;
+ // m_breathTimer will be reduced in ModifyMirrorTimer
ModifyMirrorTimer(BREATH_TIMER, UnderWaterTime, m_breathTimer,BreathRegen);
- m_isunderwater = 0x10;
+ m_isunderwater = UNDERWATER_WATER_BREATHB_RETRACTING;
}
//remove bar
- else if ((m_breathTimer < 50) && !(m_isunderwater & 0x01) && (m_isunderwater == 0x10))
+ else if ((m_breathTimer < 50) && !(m_isunderwater & UNDERWATER_INWATER) && (m_isunderwater == UNDERWATER_WATER_BREATHB_RETRACTING))
{
StopMirrorTimer(BREATH_TIMER);
- m_isunderwater = 0;
+ m_isunderwater = UNDERWATER_NONE;
}
}
void Player::HandleLava()
{
- if ((m_isunderwater & 0x80) && isAlive())
+ if ((m_isunderwater & UNDERWATER_INLAVA) && isAlive())
{
+ /*
+ * arrai: how is this supposed to work? UNDERWATER_INLAVA is always set in this scope!
// Single trigger Set BreathTimer
- if (!(m_isunderwater & 0x80))
+ if (!(m_isunderwater & UNDERWATER_INLAVA))
{
- m_isunderwater|= 0x04;
+ m_isunderwater|= UNDERWATER_WATER_BREATHB;
m_breathTimer = 1000;
}
-
+ */
// Reset BreathTimer and still in the lava
if (!m_breathTimer)
{
@@ -1013,10 +1015,10 @@ void Player::HandleLava()
m_breathTimer = 1000;
}
}
- else if (m_deathState == DEAD) // Disable breath timer and reset underwater flags
+ else if (!isAlive()) // Disable breath timer and reset underwater flags
{
m_breathTimer = 0;
- m_isunderwater = 0;
+ m_isunderwater = UNDERWATER_NONE;
}
}
@@ -7125,6 +7127,92 @@ void Player::CastItemCombatSpell(Item *item,Unit* Target, WeaponAttackType attTy
}
}
+void Player::CastItemUseSpell(Item *item,SpellCastTargets const& targets,uint8 cast_count, uint32 glyphIndex)
+{
+ ItemPrototype const* proto = item->GetProto();
+ // special learning case
+ if(proto->Spells[0].SpellId==SPELL_ID_GENERIC_LEARN || proto->Spells[0].SpellId==SPELL_ID_GENERIC_LEARN_PET)
+ {
+ uint32 learn_spell_id = proto->Spells[0].SpellId;
+ uint32 learning_spell_id = proto->Spells[1].SpellId;
+
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(learn_spell_id);
+ if(!spellInfo)
+ {
+ sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ",proto->ItemId, learn_spell_id);
+ SendEquipError(EQUIP_ERR_NONE,item,NULL);
+ return;
+ }
+
+ Spell *spell = new Spell(this, spellInfo, false);
+ spell->m_CastItem = item;
+ spell->m_cast_count = cast_count; //set count of casts
+ spell->m_currentBasePoints[0] = learning_spell_id;
+ spell->prepare(&targets);
+ return;
+ }
+
+ // use triggered flag only for items with many spell casts and for not first cast
+ int count = 0;
+
+ // item spells casted at use
+ for(int i = 0; i < 5; ++i)
+ {
+ _Spell const& spellData = proto->Spells[i];
+
+ // no spell
+ if(!spellData.SpellId)
+ continue;
+
+ // wrong triggering type
+ if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_NO_DELAY_USE)
+ continue;
+
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
+ if(!spellInfo)
+ {
+ sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto->ItemId, spellData.SpellId);
+ continue;
+ }
+
+ Spell *spell = new Spell(this, spellInfo, (count > 0));
+ spell->m_CastItem = item;
+ spell->m_cast_count = cast_count; // set count of casts
+ spell->m_glyphIndex = glyphIndex; // glyph index
+ spell->prepare(&targets);
+
+ ++count;
+ }
+
+ // Item enchantments spells casted at use
+ for(int e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
+ {
+ uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
+ SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
+ if(!pEnchant) continue;
+ for (int s=0;s<3;s++)
+ {
+ if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_USE_SPELL)
+ continue;
+
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
+ if (!spellInfo)
+ {
+ sLog.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
+ continue;
+ }
+
+ Spell *spell = new Spell(this, spellInfo, (count > 0));
+ spell->m_CastItem = item;
+ spell->m_cast_count = cast_count; // set count of casts
+ spell->m_glyphIndex = glyphIndex; // glyph index
+ spell->prepare(&targets);
+
+ ++count;
+ }
+ }
+}
+
void Player::_RemoveAllItemMods()
{
sLog.outDebug("_RemoveAllItemMods start.");
@@ -12206,6 +12294,9 @@ void Player::ApplyEnchantment(Item *item,EnchantmentSlot slot,bool apply, bool a
}
break;
}
+ case ITEM_ENCHANTMENT_TYPE_USE_SPELL:
+ // processed in Player::CastItemUseSpell
+ break;
default:
sLog.outError("Unknown item enchantment display type: %d",enchant_display_type);
break;
@@ -19407,18 +19498,20 @@ PartyResult Player::CanUninviteFromGroup() const
void Player::UpdateUnderwaterState( Map* m, float x, float y, float z )
{
float water_z = m->GetWaterLevel(x,y);
- float height_z = m->GetHeight(x,y,z, false); // use .map base surface height
+ float terrain_z = m->GetHeight(x,y,z, false); // use .map base surface height
uint8 flag1 = m->GetTerrainType(x,y);
- //!Underwater check, not in water if underground or above water level
- if (height_z <= INVALID_HEIGHT || z < (height_z-2) || z > (water_z - 2) )
- m_isunderwater &= 0x7A;
+ //!Underwater check, not in water if underground or above water level - take UC royal quater for example
+ if (terrain_z <= INVALID_HEIGHT || z < (terrain_z-2) || z > (water_z - 2) )
+ m_isunderwater &= ~UNDERWATER_INWATER;
else if ((z < (water_z - 2)) && (flag1 & 0x01))
- m_isunderwater |= 0x01;
+ m_isunderwater |= UNDERWATER_INWATER;
//!in lava check, anywhere under lava level
- if ((height_z <= INVALID_HEIGHT || z < (height_z - 0)) && (flag1 == 0x00) && IsInWater())
- m_isunderwater |= 0x80;
+ if ((terrain_z <= INVALID_HEIGHT || z < (terrain_z - 0)) && (flag1 == 0x00) && IsInWater())
+ m_isunderwater |= UNDERWATER_INLAVA;
+ else
+ m_isunderwater &= ~UNDERWATER_INLAVA;
}
void Player::SetCanParry( bool value )