diff options
Diffstat (limited to 'src/game/Player.cpp')
-rw-r--r-- | src/game/Player.cpp | 124 |
1 files changed, 69 insertions, 55 deletions
diff --git a/src/game/Player.cpp b/src/game/Player.cpp index e106073fb0c..e1e7c0b9e44 100644 --- a/src/game/Player.cpp +++ b/src/game/Player.cpp @@ -715,7 +715,7 @@ bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8 } // original spells - learnDefaultSpells(true); + learnDefaultSpells(); // original action bar std::list<uint16>::const_iterator action_itr[4]; @@ -2636,13 +2636,13 @@ void Player::AddNewMailDeliverTime(time_t deliver_time) } } -bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool loading, bool disabled) +bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool disabled) { SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id); if (!spellInfo) { // do character spell book cleanup (all characters) - if(loading && !learning) // spell load case + if(!IsInWorld() && !learning) // spell load case { sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id); CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id); @@ -2656,7 +2656,7 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool loading, if(!SpellMgr::IsSpellValid(spellInfo,this,false)) { // do character spell book cleanup (all characters) - if(loading && !learning) // spell load case + if(!IsInWorld() && !learning) // spell load case { sLog.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id); CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id); @@ -2680,8 +2680,8 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool loading, { itr->second->active = active; - // loading && !learning == explicitly load from DB and then exist in it already and set correctly - if(loading && !learning) + // !IsInWorld() && !learning == explicitly load from DB and then exist in it already and set correctly + if(!IsInWorld() && !learning) itr->second->state = PLAYERSPELL_UNCHANGED; else if(itr->second->state != PLAYERSPELL_NEW) itr->second->state = PLAYERSPELL_CHANGED; @@ -2720,7 +2720,7 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool loading, default: // known not saved yet spell (new or modified) { // can be in case spell loading but learned at some previous spell loading - if(loading && !learning) + if(!IsInWorld() && !learning) itr->second->state = PLAYERSPELL_UNCHANGED; return false; @@ -2753,8 +2753,8 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool loading, // non talent spell: learn low ranks (recursive call) else if(uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id)) { - if(loading) // at spells loading, no output, but allow save - addSpell(prev_spell,active,true,loading,disabled); + if(!IsInWorld()) // at spells loading, no output, but allow save + addSpell(prev_spell,active,true,disabled); else // at normal learning learnSpell(prev_spell); } @@ -2779,7 +2779,7 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool loading, { if(spellmgr.IsHighRankOfSpell(spell_id,itr->first)) { - if(!loading) // not send spell (re-/over-)learn packets at loading + if(IsInWorld()) // not send spell (re-/over-)learn packets at loading { WorldPacket data(SMSG_SUPERCEDED_SPELL, (4)); data << uint16(itr->first); @@ -2794,7 +2794,7 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool loading, } else if(spellmgr.IsHighRankOfSpell(itr->first,spell_id)) { - if(!loading) // not send spell (re-/over-)learn packets at loading + if(IsInWorld()) // not send spell (re-/over-)learn packets at loading { WorldPacket data(SMSG_SUPERCEDED_SPELL, (4)); data << uint16(spell_id); @@ -2831,23 +2831,27 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool loading, // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks else if (IsPassiveSpell(spell_id)) { - // if spell doesn't require a stance or the player is in the required stance - if( ( !spellInfo->Stances && - spell_id != 5420 && spell_id != 5419 && spell_id != 7376 && - spell_id != 7381 && spell_id != 21156 && spell_id != 21009 && - spell_id != 21178 && spell_id != 33948 && spell_id != 40121 ) || - m_form != 0 && (spellInfo->Stances & (1<<(m_form-1))) || - (spell_id == 5420 && m_form == FORM_TREE) || - (spell_id == 5419 && m_form == FORM_TRAVEL) || - (spell_id == 7376 && m_form == FORM_DEFENSIVESTANCE) || - (spell_id == 7381 && m_form == FORM_BERSERKERSTANCE) || - (spell_id == 21156 && m_form == FORM_BATTLESTANCE)|| - (spell_id == 21178 && (m_form == FORM_BEAR || m_form == FORM_DIREBEAR) ) || - (spell_id == 33948 && m_form == FORM_FLIGHT) || - (spell_id == 40121 && m_form == FORM_FLIGHT_EPIC) ) + bool need_cast = false; + + switch(spell_id) + { + // some spells not have stance data expacted cast at form change or present + case 5420: need_cast = (m_form == FORM_TREE); break; + case 5419: need_cast = (m_form == FORM_TRAVEL); break; + case 7376: need_cast = (m_form == FORM_DEFENSIVESTANCE); break; + case 7381: need_cast = (m_form == FORM_BERSERKERSTANCE); break; + case 21156: need_cast = (m_form == FORM_BATTLESTANCE); break; + case 21178: need_cast = (m_form == FORM_BEAR || m_form == FORM_DIREBEAR); break; + case 33948: need_cast = (m_form == FORM_FLIGHT); break; + case 34764: need_cast = (m_form == FORM_FLIGHT); break; + case 40121: need_cast = (m_form == FORM_FLIGHT_EPIC); break; + case 40122: need_cast = (m_form == FORM_FLIGHT_EPIC); break; + // another spells have proper stance data + default: need_cast = !spellInfo->Stances || m_form != 0 && (spellInfo->Stances & (1<<(m_form-1))); break; + } //Check CasterAuraStates - if (!spellInfo->CasterAuraState || HasAuraState(AuraState(spellInfo->CasterAuraState))) - CastSpell(this, spell_id, true); + if (need_cast && (!spellInfo->CasterAuraState || HasAuraState(AuraState(spellInfo->CasterAuraState)))) + CastSpell(this, spell_id, true); } else if( IsSpellHaveEffect(spellInfo,SPELL_EFFECT_SKILL_STEP) ) { @@ -2930,14 +2934,14 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool loading, { if(!itr->second.autoLearned) { - if(loading) // at spells loading, no output, but allow save - addSpell(itr->second.spell,true,true,loading); + if(!IsInWorld() || !itr->second.active) // at spells loading, no output, but allow save + addSpell(itr->second.spell,itr->second.active,true,false); else // at normal learning learnSpell(itr->second.spell); } } - if(!loading) + if(IsInWorld()) { GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS); @@ -2954,7 +2958,7 @@ void Player::learnSpell(uint32 spell_id) bool disabled = (itr != m_spells.end()) ? itr->second->disabled : false; bool active = disabled ? itr->second->active : true; - bool learning = addSpell(spell_id,active); + bool learning = addSpell(spell_id,active,true,false); // learn all disabled higher ranks (recursive) SpellChainNode const* node = spellmgr.GetSpellChainNode(spell_id); @@ -2965,8 +2969,8 @@ void Player::learnSpell(uint32 spell_id) learnSpell(node->next); } - // prevent duplicated entires in spell book - if(!learning) + // prevent duplicated entires in spell book, also not send if not in world (loading) + if(!learning || !IsInWorld ()) return; WorldPacket data(SMSG_LEARNED_SPELL, 4); @@ -14244,6 +14248,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder ) //Other way is to saves m_team into characters table. setFactionForRace(m_race); SetCharm(0); + SetMover(this); m_class = fields[5].GetUInt8(); @@ -14494,6 +14499,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder ) // clear charm/summon related fields SetCharm(NULL); + SetMover(NULL); SetPet(NULL); SetCharmerGUID(NULL); SetOwnerGUID(NULL); @@ -14558,6 +14564,8 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder ) // after spell load InitTalentForLevel(); learnSkillRewardedSpells(); + learnDefaultSpells(); + // after spell load, learn rewarded spell if need also _LoadQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS)); @@ -15322,7 +15330,7 @@ void Player::_LoadSpells(QueryResult *result) { Field *fields = result->Fetch(); - addSpell(fields[0].GetUInt16(), fields[1].GetBool(), false, true, fields[2].GetBool()); + addSpell(fields[0].GetUInt16(), fields[1].GetBool(), false, fields[2].GetBool()); } while( result->NextRow() ); @@ -18451,22 +18459,18 @@ void Player::resetSpells() learnQuestRewardedSpells(); } -void Player::learnDefaultSpells(bool loading) +void Player::learnDefaultSpells() { // learn default race/class spells PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(),getClass()); - std::list<CreateSpellPair>::const_iterator spell_itr; - for (spell_itr = info->spell.begin(); spell_itr!=info->spell.end(); ++spell_itr) + for (PlayerCreateInfoSpells::const_iterator itr = info->spell.begin(); itr!=info->spell.end(); ++itr) { - uint16 tspell = spell_itr->first; - if (tspell) - { - sLog.outDebug("PLAYER: Adding initial spell, id = %u",tspell); - if(loading || !spell_itr->second) // not care about passive spells or loading case - addSpell(tspell,spell_itr->second); - else // but send in normal spell in game learn case - learnSpell(tspell); - } + uint32 tspell = *itr; + sLog.outDebug("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell); + if(!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add + addSpell(tspell,true,true,false); + else // but send in normal spell in game learn case + learnSpell(tspell); } } @@ -19550,38 +19554,46 @@ void Player::RemovePossess(bool attack) }*/ } -void Player::SetViewport(uint64 guid, bool moveable) +/*void Player::SetViewport(uint64 guid, bool moveable) { WorldPacket data(SMSG_CLIENT_CONTROL_UPDATE, 8+1); data.appendPackGUID(guid); // Packed guid of object to set client's view to data << (moveable ? uint8(0x01) : uint8(0x00)); // 0 - can't move; 1 - can move m_session->SendPacket(&data); sLog.outDetail("Viewport for "I64FMT" (%s) changed to "I64FMT, GetGUID(), GetName(), guid); +}*/ + +void Player::SetBindSight(Unit *target) +{ + if(target) + target->AddPlayerToVision(this); + else + target->RemovePlayerFromVision(this); } WorldObject* Player::GetFarsightTarget() const { // Players can have in farsight field another player's guid, a creature's guid, or a dynamic object's guid - if (uint64 guid = GetUInt64Value(PLAYER_FARSIGHT)) - return (WorldObject*)ObjectAccessor::GetObjectByTypeMask(*this, guid, TYPEMASK_PLAYER | TYPEMASK_UNIT | TYPEMASK_DYNAMICOBJECT); + if(uint64 guid = GetFarSight()) + return (WorldObject*)ObjectAccessor::GetObjectByTypeMask(*this, guid, TYPEMASK_FARSIGHTOBJ); return NULL; } void Player::RemoveFarsightTarget() { - if (WorldObject* fTarget = GetFarsightTarget()) + if (WorldObject* target = GetFarsightTarget()) { - if (fTarget->isType(TYPEMASK_PLAYER | TYPEMASK_UNIT)) - ((Unit*)fTarget)->RemovePlayerFromVision(this); + if (target->isType(TYPEMASK_PLAYER | TYPEMASK_UNIT)) + ((Unit*)target)->RemovePlayerFromVision(this); } ClearFarsight(); } void Player::ClearFarsight() { - if (GetUInt64Value(PLAYER_FARSIGHT)) + if(GetFarSight()) { - SetUInt64Value(PLAYER_FARSIGHT, 0); + SetFarSight(0); WorldPacket data(SMSG_CLEAR_FAR_SIGHT_IMMEDIATE, 0); GetSession()->SendPacket(&data); } @@ -19595,7 +19607,7 @@ void Player::SetFarsightTarget(WorldObject* obj) // Remove the current target if there is one RemoveFarsightTarget(); - SetUInt64Value(PLAYER_FARSIGHT, obj->GetGUID()); + SetFarSight(obj->GetGUID()); } bool Player::isAllowUseBattleGroundObject() @@ -19684,6 +19696,7 @@ void Player::EnterVehicle(Vehicle *vehicle) vehicle->setFaction(getFaction()); SetCharm(vehicle); // charm + SetMover(vehicle); SetFarSight(vehicle->GetGUID()); // set view SetClientControl(vehicle, 1); // redirect controls to vehicle @@ -19735,6 +19748,7 @@ void Player::ExitVehicle(Vehicle *vehicle) vehicle->setFaction((GetTeam() == ALLIANCE) ? vehicle->GetCreatureInfo()->faction_A : vehicle->GetCreatureInfo()->faction_H); SetCharm(NULL); + SetMover(NULL); SetFarSight(NULL); SetClientControl(vehicle, 0); |