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-rw-r--r--src/game/Player.cpp31
-rw-r--r--src/game/Player.h13
-rw-r--r--src/game/SpellAuraDefines.h2
-rw-r--r--src/game/SpellAuras.cpp61
-rw-r--r--src/game/SpellHandler.cpp2
-rw-r--r--src/game/StatSystem.cpp11
-rw-r--r--src/game/Unit.cpp22
-rw-r--r--src/game/Unit.h12
8 files changed, 95 insertions, 59 deletions
diff --git a/src/game/Player.cpp b/src/game/Player.cpp
index bb8be628c54..3d2ed3de5f8 100644
--- a/src/game/Player.cpp
+++ b/src/game/Player.cpp
@@ -6742,7 +6742,12 @@ void Player::_ApplyItemMods(Item *item, uint8 slot,bool apply)
sLog.outDetail("applying mods for item %u ",item->GetGUIDLow());
- uint32 attacktype = Player::GetAttackBySlot(slot);
+ uint8 attacktype = Player::GetAttackBySlot(slot);
+
+ //check disarm only on mod apply to allow remove item mods
+ if (apply && !CanUseAttackType(attacktype) )
+ return;
+
if(attacktype < MAX_ATTACK)
_ApplyWeaponDependentAuraMods(item,WeaponAttackType(attacktype),apply);
@@ -6993,7 +6998,7 @@ void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool appl
SetBaseWeaponDamage(attType, MAXDAMAGE, damage);
}
- if(!IsUseEquipedWeapon(slot==EQUIPMENT_SLOT_MAINHAND))
+ if(IsInFeralForm())
return;
if (proto->Delay)
@@ -8883,14 +8888,14 @@ Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool useable) cons
default: return NULL;
}
- Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
+ Item* item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, slot);
if (!item || item->GetProto()->Class != ITEM_CLASS_WEAPON)
return NULL;
if(!useable)
return item;
- if( item->IsBroken() || !IsUseEquipedWeapon(attackType==BASE_ATTACK) )
+ if( item->IsBroken() || IsInFeralForm())
return NULL;
return item;
@@ -8898,7 +8903,7 @@ Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool useable) cons
Item* Player::GetShield(bool useable) const
{
- Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
+ Item* item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
if (!item || item->GetProto()->Class != ITEM_CLASS_ARMOR)
return NULL;
@@ -8911,7 +8916,7 @@ Item* Player::GetShield(bool useable) const
return item;
}
-uint32 Player::GetAttackBySlot( uint8 slot )
+uint8 Player::GetAttackBySlot( uint8 slot )
{
switch(slot)
{
@@ -9177,13 +9182,13 @@ bool Player::HasItemTotemCategory( uint32 TotemCategory ) const
Item *pItem;
for(uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
{
- pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ pItem = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
return true;
}
for(uint8 i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; ++i)
{
- pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ pItem = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
return true;
}
@@ -9193,7 +9198,7 @@ bool Player::HasItemTotemCategory( uint32 TotemCategory ) const
{
for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
{
- pItem = GetItemByPos( i, j );
+ pItem = GetUseableItemByPos( i, j );
if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
return true;
}
@@ -19153,7 +19158,7 @@ bool Player::HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item cons
case ITEM_CLASS_WEAPON:
{
for(int i= EQUIPMENT_SLOT_MAINHAND; i < EQUIPMENT_SLOT_TABARD; ++i)
- if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
+ if(Item *item = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, i ))
if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
return true;
break;
@@ -19162,17 +19167,17 @@ bool Player::HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item cons
{
// tabard not have dependent spells
for(int i= EQUIPMENT_SLOT_START; i< EQUIPMENT_SLOT_MAINHAND; ++i)
- if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
+ if(Item *item = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, i ))
if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
return true;
// shields can be equipped to offhand slot
- if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
+ if(Item *item = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
return true;
// ranged slot can have some armor subclasses
- if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
+ if(Item *item = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
return true;
diff --git a/src/game/Player.h b/src/game/Player.h
index dde519fdef4..ea76f8253b1 100644
--- a/src/game/Player.h
+++ b/src/game/Player.h
@@ -1061,9 +1061,15 @@ class TRINITY_DLL_SPEC Player : public Unit
Item* GetItemByGuid( uint64 guid ) const;
Item* GetItemByPos( uint16 pos ) const;
Item* GetItemByPos( uint8 bag, uint8 slot ) const;
+ inline Item* Player::GetUseableItemByPos( uint8 bag, uint8 slot ) const //Does additional check for disarmed weapons
+ {
+ if (!CanUseAttackType(GetAttackBySlot(slot)))
+ return NULL;
+ return GetItemByPos(bag, slot);
+ }
Item* GetWeaponForAttack(WeaponAttackType attackType, bool useable = false) const;
Item* GetShield(bool useable = false) const;
- static uint32 GetAttackBySlot( uint8 slot ); // MAX_ATTACK if not weapon slot
+ static uint8 GetAttackBySlot( uint8 slot ); // MAX_ATTACK if not weapon slot
std::vector<Item *> &GetItemUpdateQueue() { return m_itemUpdateQueue; }
static bool IsInventoryPos( uint16 pos ) { return IsInventoryPos(pos >> 8,pos & 255); }
static bool IsInventoryPos( uint8 bag, uint8 slot );
@@ -1153,11 +1159,6 @@ class TRINITY_DLL_SPEC Player : public Unit
uint32 GetWeaponProficiency() const { return m_WeaponProficiency; }
uint32 GetArmorProficiency() const { return m_ArmorProficiency; }
bool IsInFeralForm() const { return m_form == FORM_CAT || m_form == FORM_BEAR || m_form == FORM_DIREBEAR; }
- bool IsUseEquipedWeapon( bool mainhand ) const
- {
- // disarm applied only to mainhand weapon
- return !IsInFeralForm() && (!mainhand || !HasFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_DISARMED) );
- }
bool IsTwoHandUsed() const
{
Item* mainItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
diff --git a/src/game/SpellAuraDefines.h b/src/game/SpellAuraDefines.h
index abe3438aa43..318d5d26df5 100644
--- a/src/game/SpellAuraDefines.h
+++ b/src/game/SpellAuraDefines.h
@@ -298,7 +298,7 @@ enum AuraType
SPELL_AURA_MOD_ENEMY_DODGE = 251,
SPELL_AURA_252 = 252,
SPELL_AURA_MOD_BLOCK_CRIT_CHANCE = 253,
- SPELL_AURA_MOD_DISARM_SHIELD = 254,
+ SPELL_AURA_MOD_DISARM_OFFHAND = 254,
SPELL_AURA_MOD_MECHANIC_DAMAGE_TAKEN_PERCENT = 255,
SPELL_AURA_NO_REAGENT_USE = 256,
SPELL_AURA_MOD_TARGET_RESIST_BY_SPELL_CLASS = 257,
diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp
index ef843790c26..925f2e66d2e 100644
--- a/src/game/SpellAuras.cpp
+++ b/src/game/SpellAuras.cpp
@@ -308,7 +308,7 @@ pAuraHandler AuraHandler[TOTAL_AURAS]=
&Aura::HandleNULL, //251 SPELL_AURA_MOD_ENEMY_DODGE
&Aura::HandleNULL, //252 haste all?
&Aura::HandleNULL, //253 SPELL_AURA_MOD_BLOCK_CRIT_CHANCE
- &Aura::HandleNULL, //254 SPELL_AURA_MOD_DISARM_SHIELD disarm Shield
+ &Aura::HandleAuraModDisarm, //254 SPELL_AURA_MOD_DISARM_OFFHAND
&Aura::HandleNoImmediateEffect, //255 SPELL_AURA_MOD_MECHANIC_DAMAGE_TAKEN_PERCENT implemented in Unit::SpellDamageBonus
&Aura::HandleNoReagentUseAura, //256 SPELL_AURA_NO_REAGENT_USE Use SpellClassMask for spell select
&Aura::HandleNULL, //257 SPELL_AURA_MOD_TARGET_RESIST_BY_SPELL_CLASS Use SpellClassMask for spell select
@@ -332,7 +332,7 @@ pAuraHandler AuraHandler[TOTAL_AURAS]=
&Aura::HandleNoImmediateEffect, //275 SPELL_AURA_MOD_IGNORE_SHAPESHIFT Use SpellClassMask for spell select
&Aura::HandleNULL, //276 mod damage % mechanic?
&Aura::HandleNoImmediateEffect, //277 SPELL_AURA_MOD_MAX_AFFECTED_TARGETS Use SpellClassMask for spell select
- &Aura::HandleNULL, //278 SPELL_AURA_MOD_DISARM_RANGED disarm ranged weapon
+ &Aura::HandleAuraModDisarm, //278 SPELL_AURA_MOD_DISARM_RANGED disarm ranged weapon
&Aura::HandleNULL, //279
&Aura::HandleNULL, //280 SPELL_AURA_MOD_TARGET_ARMOR_PCT
&Aura::HandleNoImmediateEffect, //281 SPELL_AURA_MOD_HONOR_GAIN_PCT implemented in Player::RewardHonor
@@ -3223,37 +3223,48 @@ void Aura::HandleFeignDeath(bool apply, bool Real)
void Aura::HandleAuraModDisarm(bool apply, bool Real)
{
- if(!Real)
- return;
-
- if(!apply && m_target->HasAuraType(SPELL_AURA_MOD_DISARM))
+ if (!Real)
return;
-
- // not sure for it's correctness
+ AuraType type = GetModifier()->m_auraname;
+ if(!apply && m_target->HasAuraType(type))
+ return;
+ uint32 field, flag, slot;
+ WeaponAttackType attType;
+ switch (type)
+ {
+ case SPELL_AURA_MOD_DISARM:
+ field=UNIT_FIELD_FLAGS;
+ flag=UNIT_FLAG_DISARMED;
+ slot=EQUIPMENT_SLOT_MAINHAND;
+ attType=BASE_ATTACK;
+ break;
+ case SPELL_AURA_MOD_DISARM_OFFHAND:
+ field=UNIT_FIELD_FLAGS_2;
+ flag=UNIT_FLAG2_DISARM_OFFHAND;
+ slot=EQUIPMENT_SLOT_OFFHAND;
+ attType=OFF_ATTACK;
+ break;
+ case SPELL_AURA_MOD_DISARM_RANGED:
+ field=UNIT_FIELD_FLAGS_2;
+ flag=UNIT_FLAG2_DISARM_RANGED;
+ slot=EQUIPMENT_SLOT_RANGED;
+ attType=RANGED_ATTACK;
+ break;
+ }
if(apply)
- m_target->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISARMED);
+ m_target->SetFlag(field, flag);
else
- m_target->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISARMED);
+ m_target->RemoveFlag(field, flag);
if (m_target->GetTypeId() == TYPEID_PLAYER)
{
- // main-hand attack speed already set to special value for feral form already and don't must change and reset at remove.
- if (((Player *)m_target)->IsInFeralForm())
- return;
-
- if (apply)
- m_target->SetAttackTime(BASE_ATTACK,BASE_ATTACK_TIME);
- else
- ((Player *)m_target)->SetRegularAttackTime();
- }
- else
- {
- // creature does not have equipment
- if(apply && !((Creature*)m_target)->GetCurrentEquipmentId())
+ Item *pItem = ((Player*)m_target)->GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
+ if(!pItem )
return;
+ ((Player*)m_target)->_ApplyItemMods(pItem, slot, !apply);
}
-
- m_target->UpdateDamagePhysical(BASE_ATTACK);
+ else if (((Creature*)m_target)->GetCurrentEquipmentId())
+ m_target->UpdateDamagePhysical(attType);
}
void Aura::HandleAuraModStun(bool apply, bool Real)
diff --git a/src/game/SpellHandler.cpp b/src/game/SpellHandler.cpp
index 4186336fe18..20cf2e87c44 100644
--- a/src/game/SpellHandler.cpp
+++ b/src/game/SpellHandler.cpp
@@ -50,7 +50,7 @@ void WorldSession::HandleUseItemOpcode(WorldPacket& recvPacket)
recvPacket >> bagIndex >> slot >> cast_count >> spellid >> item_guid >> glyphIndex >> unk_flags;
- Item *pItem = pUser->GetItemByPos(bagIndex, slot);
+ Item *pItem = pUser->GetUseableItemByPos(bagIndex, slot);
if(!pItem)
{
pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL );
diff --git a/src/game/StatSystem.cpp b/src/game/StatSystem.cpp
index 5473206e8bd..8f520125986 100644
--- a/src/game/StatSystem.cpp
+++ b/src/game/StatSystem.cpp
@@ -427,8 +427,15 @@ void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, fl
weapon_mindamage = lvl*0.85*att_speed;
weapon_maxdamage = lvl*1.25*att_speed;
}
- else if(!IsUseEquipedWeapon(attType==BASE_ATTACK)) //check if player not in form but still can't use weapon (broken/etc)
+ else if(!CanUseAttackType(attType)) //check if player not in form but still can't use (disarm case)
{
+ //cannot use ranged/off attack, set values to 0
+ if (attType != BASE_ATTACK)
+ {
+ min_damage=0;
+ max_damage=0;
+ return;
+ }
weapon_mindamage = BASE_MINDAMAGE;
weapon_maxdamage = BASE_MAXDAMAGE;
}
@@ -820,7 +827,7 @@ void Creature::UpdateDamagePhysical(WeaponAttackType attType)
float total_value = GetModifierValue(unitMod, TOTAL_VALUE);
float total_pct = GetModifierValue(unitMod, TOTAL_PCT);
- if(attType == BASE_ATTACK && HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISARMED))
+ if(!CanUseAttackType(attType))
{
weapon_mindamage = 0;
weapon_maxdamage = 0;
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index f539ab24b1d..1191b7669fa 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -1293,15 +1293,15 @@ int32 Unit::GetIgnoredArmorMultiplier(SpellEntry const *spellInfo, WeaponAttackT
if (GetTypeId() != TYPEID_PLAYER)
return 0;
//check if spell uses weapon
- if (spellInfo && spellInfo->EquippedItemClass!=ITEM_CLASS_WEAPON)
+ if (!spellInfo || spellInfo->EquippedItemClass!=ITEM_CLASS_WEAPON)
return 0;
Item *item = NULL;
if(attackType == BASE_ATTACK)
- item = ((Player*)this)->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
+ item = ((Player*)this)->GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
else if (attackType == OFF_ATTACK)
- item = ((Player*)this)->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
+ item = ((Player*)this)->GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
else if (attackType == RANGED_ATTACK)
- item = ((Player*)this)->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED);
+ item = ((Player*)this)->GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED);
if (!item)
return 0;
@@ -1657,7 +1657,7 @@ void Unit::DealMeleeDamage(CalcDamageInfo *damageInfo, bool durabilityLoss)
if(GetTypeId() == TYPEID_PLAYER && pVictim->isAlive())
{
for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
- ((Player*)this)->CastItemCombatSpell(((Player*)this)->GetItemByPos(INVENTORY_SLOT_BAG_0,i), pVictim, damageInfo->attackType);
+ ((Player*)this)->CastItemCombatSpell(((Player*)this)->GetUseableItemByPos(INVENTORY_SLOT_BAG_0,i), pVictim, damageInfo->attackType);
}
// victim's damage shield
@@ -2919,7 +2919,7 @@ float Unit::GetUnitBlockChance() const
Player const* player = (Player const*)this;
if(player->CanBlock() )
{
- Item *tmpitem = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
+ Item *tmpitem = player->GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
if(tmpitem && !tmpitem->IsBroken() && tmpitem->GetProto()->Block)
return GetFloatValue(PLAYER_BLOCK_PERCENTAGE);
}
@@ -11681,13 +11681,13 @@ bool Unit::IsTriggeredAtSpellProcEvent(Unit *pVictim, Aura* aura, SpellEntry con
{
Item *item = NULL;
if(attType == BASE_ATTACK)
- item = ((Player*)this)->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
+ item = ((Player*)this)->GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
else if (attType == OFF_ATTACK)
- item = ((Player*)this)->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
+ item = ((Player*)this)->GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
else
- item = ((Player*)this)->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED);
+ item = ((Player*)this)->GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED);
- if (!((Player*)this)->IsUseEquipedWeapon(attType==BASE_ATTACK))
+ if (((Player*)this)->IsInFeralForm())
return false;
if(!item || item->IsBroken() || item->GetProto()->Class != ITEM_CLASS_WEAPON || !((1<<item->GetProto()->SubClass) & spellProto->EquippedItemSubClassMask))
@@ -11696,7 +11696,7 @@ bool Unit::IsTriggeredAtSpellProcEvent(Unit *pVictim, Aura* aura, SpellEntry con
else if(spellProto->EquippedItemClass == ITEM_CLASS_ARMOR)
{
// Check if player is wearing shield
- Item *item = ((Player*)this)->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
+ Item *item = ((Player*)this)->GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
if(!item || item->IsBroken() || item->GetProto()->Class != ITEM_CLASS_ARMOR || !((1<<item->GetProto()->SubClass) & spellProto->EquippedItemSubClassMask))
return false;
}
diff --git a/src/game/Unit.h b/src/game/Unit.h
index aa038ab1fb4..ed496526e56 100644
--- a/src/game/Unit.h
+++ b/src/game/Unit.h
@@ -544,6 +544,8 @@ enum UnitFlags2
UNIT_FLAG2_UNK1 = 0x00000002, // Hide unit model (show only player equip)
UNIT_FLAG2_COMPREHEND_LANG = 0x00000008,
UNIT_FLAG2_FORCE_MOVE = 0x00000040,
+ UNIT_FLAG2_DISARM_OFFHAND = 0x00000080,
+ UNIT_FLAG2_DISARM_RANGED = 0x00000400, //this does not disable ranged weapon display (maybe additional flag needed?)
UNIT_FLAG2_REGENERATE_POWER = 0x00000800
};
@@ -1005,6 +1007,16 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
float GetUnitParryChance() const;
float GetUnitBlockChance() const;
float GetUnitCriticalChance(WeaponAttackType attackType, const Unit *pVictim) const;
+ bool CanUseAttackType( uint8 attacktype ) const
+ {
+ switch(attacktype)
+ {
+ case BASE_ATTACK: return !HasFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_DISARMED);
+ case OFF_ATTACK: return !HasFlag(UNIT_FIELD_FLAGS_2,UNIT_FLAG2_DISARM_OFFHAND);
+ case RANGED_ATTACK: return !HasFlag(UNIT_FIELD_FLAGS_2,UNIT_FLAG2_DISARM_RANGED);
+ }
+ return true;
+ }
virtual uint32 GetShieldBlockValue() const =0;
uint32 GetUnitMeleeSkill(Unit const* target = NULL) const { return (target ? getLevelForTarget(target) : getLevel()) * 5; }