diff options
Diffstat (limited to 'src/game/Player.cpp')
-rw-r--r-- | src/game/Player.cpp | 302 |
1 files changed, 161 insertions, 141 deletions
diff --git a/src/game/Player.cpp b/src/game/Player.cpp index 11ffba972a3..13f37a50b05 100644 --- a/src/game/Player.cpp +++ b/src/game/Player.cpp @@ -54,6 +54,7 @@ #include "Transports.h" #include "Weather.h" #include "BattleGround.h" +#include "BattleGroundAV.h" #include "BattleGroundMgr.h" #include "OutdoorPvP.h" #include "OutdoorPvPMgr.h" @@ -4160,7 +4161,7 @@ void Player::RepopAtGraveyard() // Special handle for battleground maps BattleGround *bg = sBattleGroundMgr.GetBattleGround(GetBattleGroundId()); - if(bg && (bg->GetTypeID() == BATTLEGROUND_AB || bg->GetTypeID() == BATTLEGROUND_EY)) + if(bg && (bg->GetTypeID() == BATTLEGROUND_AB || bg->GetTypeID() == BATTLEGROUND_EY || bg->GetTypeID() == BATTLEGROUND_AV)) ClosestGrave = bg->GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetTeam()); else ClosestGrave = objmgr.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() ); @@ -7215,6 +7216,16 @@ void Player::SendLoot(uint64 guid, LootType loot_type) { uint32 lootid = go->GetLootId(); + //TODO: fix this big hack + if((go->GetEntry() == BG_AV_OBJECTID_MINE_N || go->GetEntry() == BG_AV_OBJECTID_MINE_S)) + if( BattleGround *bg = GetBattleGround()) + if(bg->GetTypeID() == BATTLEGROUND_AV) + if(!(((BattleGroundAV*)bg)->PlayerCanDoMineQuest(go->GetEntry(),GetTeam()))) + { + SendLootRelease(guid); + return; + } + if(lootid) { sLog.outDebug(" if(lootid)"); @@ -7291,6 +7302,8 @@ void Player::SendLoot(uint64 guid, LootType loot_type) bones->lootForBody = true; uint32 pLevel = bones->loot.gold; bones->loot.clear(); + if(GetBattleGround()->GetTypeID() == BATTLEGROUND_AV) + 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) ); @@ -7664,81 +7677,86 @@ void Player::SendInitWorldStates(bool forceZone, uint32 forceZoneId) } break; case 2597: // AV - data << uint32(0x7ae) << uint32(0x1); // 7 - data << uint32(0x532) << uint32(0x1); // 8 - data << uint32(0x531) << uint32(0x0); // 9 - data << uint32(0x52e) << uint32(0x0); // 10 - data << uint32(0x571) << uint32(0x0); // 11 - data << uint32(0x570) << uint32(0x0); // 12 - data << uint32(0x567) << uint32(0x1); // 13 - data << uint32(0x566) << uint32(0x1); // 14 - data << uint32(0x550) << uint32(0x1); // 15 - data << uint32(0x544) << uint32(0x0); // 16 - data << uint32(0x536) << uint32(0x0); // 17 - data << uint32(0x535) << uint32(0x1); // 18 - data << uint32(0x518) << uint32(0x0); // 19 - data << uint32(0x517) << uint32(0x0); // 20 - data << uint32(0x574) << uint32(0x0); // 21 - data << uint32(0x573) << uint32(0x0); // 22 - data << uint32(0x572) << uint32(0x0); // 23 - data << uint32(0x56f) << uint32(0x0); // 24 - data << uint32(0x56e) << uint32(0x0); // 25 - data << uint32(0x56d) << uint32(0x0); // 26 - data << uint32(0x56c) << uint32(0x0); // 27 - data << uint32(0x56b) << uint32(0x0); // 28 - data << uint32(0x56a) << uint32(0x1); // 29 - data << uint32(0x569) << uint32(0x1); // 30 - data << uint32(0x568) << uint32(0x1); // 13 - data << uint32(0x565) << uint32(0x0); // 32 - data << uint32(0x564) << uint32(0x0); // 33 - data << uint32(0x563) << uint32(0x0); // 34 - data << uint32(0x562) << uint32(0x0); // 35 - data << uint32(0x561) << uint32(0x0); // 36 - data << uint32(0x560) << uint32(0x0); // 37 - data << uint32(0x55f) << uint32(0x0); // 38 - data << uint32(0x55e) << uint32(0x0); // 39 - data << uint32(0x55d) << uint32(0x0); // 40 - data << uint32(0x3c6) << uint32(0x4); // 41 - data << uint32(0x3c4) << uint32(0x6); // 42 - data << uint32(0x3c2) << uint32(0x4); // 43 - data << uint32(0x516) << uint32(0x1); // 44 - data << uint32(0x515) << uint32(0x0); // 45 - data << uint32(0x3b6) << uint32(0x6); // 46 - data << uint32(0x55c) << uint32(0x0); // 47 - data << uint32(0x55b) << uint32(0x0); // 48 - data << uint32(0x55a) << uint32(0x0); // 49 - data << uint32(0x559) << uint32(0x0); // 50 - data << uint32(0x558) << uint32(0x0); // 51 - data << uint32(0x557) << uint32(0x0); // 52 - data << uint32(0x556) << uint32(0x0); // 53 - data << uint32(0x555) << uint32(0x0); // 54 - data << uint32(0x554) << uint32(0x1); // 55 - data << uint32(0x553) << uint32(0x1); // 56 - data << uint32(0x552) << uint32(0x1); // 57 - data << uint32(0x551) << uint32(0x1); // 58 - data << uint32(0x54f) << uint32(0x0); // 59 - data << uint32(0x54e) << uint32(0x0); // 60 - data << uint32(0x54d) << uint32(0x1); // 61 - data << uint32(0x54c) << uint32(0x0); // 62 - data << uint32(0x54b) << uint32(0x0); // 63 - data << uint32(0x545) << uint32(0x0); // 64 - data << uint32(0x543) << uint32(0x1); // 65 - data << uint32(0x542) << uint32(0x0); // 66 - data << uint32(0x540) << uint32(0x0); // 67 - data << uint32(0x53f) << uint32(0x0); // 68 - data << uint32(0x53e) << uint32(0x0); // 69 - data << uint32(0x53d) << uint32(0x0); // 70 - data << uint32(0x53c) << uint32(0x0); // 71 - data << uint32(0x53b) << uint32(0x0); // 72 - data << uint32(0x53a) << uint32(0x1); // 73 - data << uint32(0x539) << uint32(0x0); // 74 - data << uint32(0x538) << uint32(0x0); // 75 - data << uint32(0x537) << uint32(0x0); // 76 - data << uint32(0x534) << uint32(0x0); // 77 - data << uint32(0x533) << uint32(0x0); // 78 - data << uint32(0x530) << uint32(0x0); // 79 - data << uint32(0x52f) << uint32(0x0); // 80 - data << uint32(0x52d) << uint32(0x1); // 81 + if (bg && bg->GetTypeID() == BATTLEGROUND_AV) + bg->FillInitialWorldStates(data); + else + { + data << uint32(0x7ae) << uint32(0x1); // 7 snowfall n + data << uint32(0x532) << uint32(0x1); // 8 frostwolfhut hc + data << uint32(0x531) << uint32(0x0); // 9 frostwolfhut ac + data << uint32(0x52e) << uint32(0x0); // 10 stormpike firstaid a_a + data << uint32(0x571) << uint32(0x0); // 11 east frostwolf tower horde assaulted -unused + data << uint32(0x570) << uint32(0x0); // 12 west frostwolf tower horde assaulted - unused + data << uint32(0x567) << uint32(0x1); // 13 frostwolfe c + data << uint32(0x566) << uint32(0x1); // 14 frostwolfw c + data << uint32(0x550) << uint32(0x1); // 15 irondeep (N) ally + data << uint32(0x544) << uint32(0x0); // 16 ice grave a_a + data << uint32(0x536) << uint32(0x0); // 17 stormpike grave h_c + data << uint32(0x535) << uint32(0x1); // 18 stormpike grave a_c + data << uint32(0x518) << uint32(0x0); // 19 stoneheart grave a_a + data << uint32(0x517) << uint32(0x0); // 20 stoneheart grave h_a + data << uint32(0x574) << uint32(0x0); // 21 1396 unk + data << uint32(0x573) << uint32(0x0); // 22 iceblood tower horde assaulted -unused + data << uint32(0x572) << uint32(0x0); // 23 towerpoint horde assaulted - unused + data << uint32(0x56f) << uint32(0x0); // 24 1391 unk + data << uint32(0x56e) << uint32(0x0); // 25 iceblood a + data << uint32(0x56d) << uint32(0x0); // 26 towerp a + data << uint32(0x56c) << uint32(0x0); // 27 frostwolfe a + data << uint32(0x56b) << uint32(0x0); // 28 froswolfw a + data << uint32(0x56a) << uint32(0x1); // 29 1386 unk + data << uint32(0x569) << uint32(0x1); // 30 iceblood c + data << uint32(0x568) << uint32(0x1); // 31 towerp c + data << uint32(0x565) << uint32(0x0); // 32 stoneh tower a + data << uint32(0x564) << uint32(0x0); // 33 icewing tower a + data << uint32(0x563) << uint32(0x0); // 34 dunn a + data << uint32(0x562) << uint32(0x0); // 35 duns a + data << uint32(0x561) << uint32(0x0); // 36 stoneheart bunker alliance assaulted - unused + data << uint32(0x560) << uint32(0x0); // 37 icewing bunker alliance assaulted - unused + data << uint32(0x55f) << uint32(0x0); // 38 dunbaldar south alliance assaulted - unused + data << uint32(0x55e) << uint32(0x0); // 39 dunbaldar north alliance assaulted - unused + data << uint32(0x55d) << uint32(0x0); // 40 stone tower d + data << uint32(0x3c6) << uint32(0x0); // 41 966 unk + data << uint32(0x3c4) << uint32(0x0); // 42 964 unk + data << uint32(0x3c2) << uint32(0x0); // 43 962 unk + data << uint32(0x516) << uint32(0x1); // 44 stoneheart grave a_c + data << uint32(0x515) << uint32(0x0); // 45 stonheart grave h_c + data << uint32(0x3b6) << uint32(0x0); // 46 950 unk + data << uint32(0x55c) << uint32(0x0); // 47 icewing tower d + data << uint32(0x55b) << uint32(0x0); // 48 dunn d + data << uint32(0x55a) << uint32(0x0); // 49 duns d + data << uint32(0x559) << uint32(0x0); // 50 1369 unk + data << uint32(0x558) << uint32(0x0); // 51 iceblood d + data << uint32(0x557) << uint32(0x0); // 52 towerp d + data << uint32(0x556) << uint32(0x0); // 53 frostwolfe d + data << uint32(0x555) << uint32(0x0); // 54 frostwolfw d + data << uint32(0x554) << uint32(0x1); // 55 stoneh tower c + data << uint32(0x553) << uint32(0x1); // 56 icewing tower c + data << uint32(0x552) << uint32(0x1); // 57 dunn c + data << uint32(0x551) << uint32(0x1); // 58 duns c + data << uint32(0x54f) << uint32(0x0); // 59 irondeep (N) horde + data << uint32(0x54e) << uint32(0x0); // 60 irondeep (N) ally + data << uint32(0x54d) << uint32(0x1); // 61 mine (S) neutral + data << uint32(0x54c) << uint32(0x0); // 62 mine (S) horde + data << uint32(0x54b) << uint32(0x0); // 63 mine (S) ally + data << uint32(0x545) << uint32(0x0); // 64 iceblood h_a + data << uint32(0x543) << uint32(0x1); // 65 iceblod h_c + data << uint32(0x542) << uint32(0x0); // 66 iceblood a_c + data << uint32(0x540) << uint32(0x0); // 67 snowfall h_a + data << uint32(0x53f) << uint32(0x0); // 68 snowfall a_a + data << uint32(0x53e) << uint32(0x0); // 69 snowfall h_c + data << uint32(0x53d) << uint32(0x0); // 70 snowfall a_c + data << uint32(0x53c) << uint32(0x0); // 71 frostwolf g h_a + data << uint32(0x53b) << uint32(0x0); // 72 frostwolf g a_a + data << uint32(0x53a) << uint32(0x1); // 73 frostwolf g h_c + data << uint32(0x539) << uint32(0x0); // 74 frostwolf g a_c + data << uint32(0x538) << uint32(0x0); // 75 stormpike grave h_a + data << uint32(0x537) << uint32(0x0); // 76 stormpike grave a_a + data << uint32(0x534) << uint32(0x0); // 77 frostwolf hut h_a + data << uint32(0x533) << uint32(0x0); // 78 frostwolf hut a_a + data << uint32(0x530) << uint32(0x0); // 79 stormpike first aid h_a + data << uint32(0x52f) << uint32(0x0); // 80 stormpike first aid h_c + data << uint32(0x52d) << uint32(0x1); // 81 stormpike first aid a_c + } break; case 3277: // WS if (bg && bg->GetTypeID() == BATTLEGROUND_WS) @@ -13350,7 +13368,8 @@ bool Player::HasQuestForItem( uint32 itemid ) const // hide quest if player is in raid-group and quest is no raid quest if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID) - continue; + if(!InBattleGround()) //there are two ways.. we can make every bg-quest a raidquest, or add this code here.. i don't know if this can be exploited by other quests, but i think all other quests depend on a specific area.. but keep this in mind, if something strange happens later + continue; // There should be no mixed ReqItem/ReqSource drop // This part for ReqItem drop @@ -18045,6 +18064,7 @@ uint32 Player::GetMaxLevelForBattleGroundQueueId(uint32 queue_id) return 10*(queue_id+2)-1; } +//TODO make this more generic - current implementation is wrong uint32 Player::GetBattleGroundQueueIdFromLevel() const { uint32 level = getLevel(); @@ -18700,70 +18720,70 @@ bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const //-------------TRINITY--------------- //*********************************** -void Player::HandleFallDamage(MovementInfo& movementInfo)
-{
- //Players with Feather Fall or low fall time, or physical immunity (charges used) are ignored
- if (!isInFlight() && movementInfo.fallTime > 1100 && !isDead() && !isGameMaster() &&
- !HasAuraType(SPELL_AURA_HOVER) && !HasAuraType(SPELL_AURA_FEATHER_FALL) &&
- !HasAuraType(SPELL_AURA_FLY) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL,true) )
- {
- //Safe fall, fall time reduction
- int32 safe_fall = GetTotalAuraModifier(SPELL_AURA_SAFE_FALL);
- uint32 fall_time = (movementInfo.fallTime > (safe_fall*10)) ? movementInfo.fallTime - (safe_fall*10) : 0;
-
- if(fall_time > 1100) //Prevent damage if fall time < 1100
- {
- //Fall Damage calculation
- float fallperc = float(fall_time)/1100;
- uint32 damage = (uint32)(((fallperc*fallperc -1) / 9 * GetMaxHealth())*sWorld.getRate(RATE_DAMAGE_FALL));
-
- float height = movementInfo.z;
- UpdateGroundPositionZ(movementInfo.x,movementInfo.y,height);
-
- if (damage > 0)
- {
- //Prevent fall damage from being more than the player maximum health
- if (damage > GetMaxHealth())
- damage = GetMaxHealth();
-
- // Gust of Wind
- if (GetDummyAura(43621))
- damage = GetMaxHealth()/2;
-
- EnvironmentalDamage(GetGUID(), DAMAGE_FALL, damage);
- }
-
- //Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction
- DEBUG_LOG("FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d" , movementInfo.z, height, GetPositionZ(), movementInfo.fallTime, height, damage, safe_fall);
- }
- }
-}
-
-void Player::HandleFallUnderMap()
-{
- if(InBattleGround() && GetBattleGround()
- && GetBattleGround()->HandlePlayerUnderMap(this))
- {
- // do nothing, the handle already did if returned true
- }
- else
- {
- // NOTE: this is actually called many times while falling
- // even after the player has been teleported away
- // TODO: discard movement packets after the player is rooted
- if(isAlive())
- {
- EnvironmentalDamage(GetGUID(),DAMAGE_FALL_TO_VOID, GetMaxHealth());
- // change the death state to CORPSE to prevent the death timer from
- // starting in the next player update
- KillPlayer();
- BuildPlayerRepop();
- }
-
- // cancel the death timer here if started
- RepopAtGraveyard();
- }
-}
+void Player::HandleFallDamage(MovementInfo& movementInfo) +{ + //Players with Feather Fall or low fall time, or physical immunity (charges used) are ignored + if (!isInFlight() && movementInfo.fallTime > 1100 && !isDead() && !isGameMaster() && + !HasAuraType(SPELL_AURA_HOVER) && !HasAuraType(SPELL_AURA_FEATHER_FALL) && + !HasAuraType(SPELL_AURA_FLY) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL,true) ) + { + //Safe fall, fall time reduction + int32 safe_fall = GetTotalAuraModifier(SPELL_AURA_SAFE_FALL); + uint32 fall_time = (movementInfo.fallTime > (safe_fall*10)) ? movementInfo.fallTime - (safe_fall*10) : 0; + + if(fall_time > 1100) //Prevent damage if fall time < 1100 + { + //Fall Damage calculation + float fallperc = float(fall_time)/1100; + uint32 damage = (uint32)(((fallperc*fallperc -1) / 9 * GetMaxHealth())*sWorld.getRate(RATE_DAMAGE_FALL)); + + float height = movementInfo.z; + UpdateGroundPositionZ(movementInfo.x,movementInfo.y,height); + + if (damage > 0) + { + //Prevent fall damage from being more than the player maximum health + if (damage > GetMaxHealth()) + damage = GetMaxHealth(); + + // Gust of Wind + if (GetDummyAura(43621)) + damage = GetMaxHealth()/2; + + EnvironmentalDamage(GetGUID(), DAMAGE_FALL, damage); + } + + //Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction + DEBUG_LOG("FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d" , movementInfo.z, height, GetPositionZ(), movementInfo.fallTime, height, damage, safe_fall); + } + } +} + +void Player::HandleFallUnderMap() +{ + if(InBattleGround() && GetBattleGround() + && GetBattleGround()->HandlePlayerUnderMap(this)) + { + // do nothing, the handle already did if returned true + } + else + { + // NOTE: this is actually called many times while falling + // even after the player has been teleported away + // TODO: discard movement packets after the player is rooted + if(isAlive()) + { + EnvironmentalDamage(GetGUID(),DAMAGE_FALL_TO_VOID, GetMaxHealth()); + // change the death state to CORPSE to prevent the death timer from + // starting in the next player update + KillPlayer(); + BuildPlayerRepop(); + } + + // cancel the death timer here if started + RepopAtGraveyard(); + } +} void Player::Possess(Unit *target) { |