All pastes #950573 Raw Edit

Someone

public diff v1 · immutable
·published 2008-03-20 17:58 UTC
rendered paste body
Index: Player.cpp===================================================================--- Player.cpp	(revision 5465)+++ Player.cpp	(working copy)@@ -110,7 +110,9 @@      m_usedTalentCount = 0; -    m_regenTimer = 0;+    m_healthRegenTimer = 0;+    for (uint32 i = 0; i < MAX_POWERS; i++)+        m_powerRegenTimers[i] = 0;     m_weaponChangeTimer = 0;      m_zoneUpdateId = 0;@@ -162,8 +164,6 @@     m_DailyQuestChanged = false;     m_lastDailyQuestTime = 0; -    m_regenTimer = 0;-    m_weaponChangeTimer = 0;     m_breathTimer = 0;     m_isunderwater = 0;     m_isInWater = false;@@ -939,14 +939,6 @@         }     } -    if(m_regenTimer > 0)-    {-        if(p_time >= m_regenTimer)-            m_regenTimer = 0;-        else-            m_regenTimer -= p_time;-    }-     if (m_weaponChangeTimer > 0)     {         if(p_time >= m_weaponChangeTimer)@@ -979,6 +971,10 @@      if (isAlive())     {+        m_healthRegenTimer -= p_time;+        for (uint32 i = 0; i < MAX_POWERS; i++)+            m_powerRegenTimers[i] -= p_time;+         RegenerateAll();     } @@ -1725,24 +1721,38 @@  void Player::RegenerateAll() {-    if (m_regenTimer != 0)-        return;-    uint32 regenDelay = 2000;-     // Not in combat or they have regeneration     if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) ||         HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT) || IsPolymorphed() )     {-        RegenerateHealth();-        if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))-            Regenerate(POWER_RAGE);+        while (m_healthRegenTimer <= 0)+        {+            RegenerateHealth();+            m_healthRegenTimer += 2000;+        }     } -    Regenerate( POWER_ENERGY );+    while (m_powerRegenTimers[POWER_MANA] <= 0)+    {+        Regenerate( POWER_MANA );+        m_powerRegenTimers[POWER_MANA] += 2000;+    } -    Regenerate( POWER_MANA );+    while (m_powerRegenTimers[POWER_RAGE] <= 0)+    {+        Regenerate(POWER_RAGE);+        m_powerRegenTimers[POWER_RAGE] += 3000;+    } -    m_regenTimer = regenDelay;+    m_powerRegenTimers[POWER_FOCUS] = 0;++    while (m_powerRegenTimers[POWER_ENERGY] <= 0)+    {+        Regenerate(POWER_ENERGY);+        m_powerRegenTimers[POWER_ENERGY] += 2000;+    }++    m_powerRegenTimers[POWER_HAPPINESS] = 0; }  void Player::Regenerate(Powers power)@@ -1768,8 +1778,15 @@         }   break;         case POWER_RAGE:                                    // Regenerate rage         {-            float RageDecreaseRate = sWorld.getRate(RATE_POWER_RAGE_LOSS);-            addvalue = 30 * RageDecreaseRate;               // 3 rage by tick+            int32 amount = 0;+            AuraList const& ModPowerRegenAuras = GetAurasByType(SPELL_AURA_MOD_POWER_REGEN);+            for(AuraList::const_iterator i = ModPowerRegenAuras.begin();i != ModPowerRegenAuras.end(); ++i)+                if ((*i)->GetModifier()->m_miscvalue == POWER_RAGE)+                    amount += (*i)->GetModifier()->m_amount;+            addvalue = floor(float(3 * amount) / 5.0f); // stored as rage*10 per 5s, convert to rage*10 per 3s+            if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))+                addvalue -= 30.0f; // loss of 3 rage per tick+            addvalue *= sWorld.getRate(RATE_POWER_RAGE_LOSS);         }   break;         case POWER_ENERGY:                                  // Regenerate energy (rogue)             addvalue = 20;@@ -1787,20 +1804,12 @@                 addvalue *= ((*i)->GetModifier()->m_amount + 100) / 100.0;     } -    if (power != POWER_RAGE)-    {-        curValue += uint32(addvalue);-        if (curValue > maxValue)-            curValue = maxValue;-    }-    else-    {-        if(curValue <= uint32(addvalue))-            curValue = 0;-        else-            curValue -= uint32(addvalue);-    }-    SetPower(power, curValue);+    int32 newValue = int32(curValue) + int32(addvalue);+    if (newValue < 0)+        newValue = 0;+    if (newValue > maxValue)+        newValue = maxValue;+    SetPower(power, uint32(newValue)); }  void Player::RegenerateHealth()Index: Player.h===================================================================--- Player.h	(revision 5465)+++ Player.h	(working copy)@@ -1205,7 +1205,8 @@         void RegenerateAll();         void Regenerate(Powers power);         void RegenerateHealth();-        void setRegenTimer(uint32 time) {m_regenTimer = time;}+        void setHealthRegenTimer(uint32 time) {m_healthRegenTimer = (int32)time;}+        void setPowerRegenTimer(Powers power, uint32 time) { if (power < MAX_POWERS) m_powerRegenTimers[power] = (int32)time; };         void setWeaponChangeTimer(uint32 time) {m_weaponChangeTimer = time;}          uint32 GetMoney() { return GetUInt32Value (PLAYER_FIELD_COINAGE); }@@ -2033,7 +2034,8 @@         bool   m_DailyQuestChanged;         time_t m_lastDailyQuestTime; -        uint32 m_regenTimer;+        int32 m_healthRegenTimer;+        int32 m_powerRegenTimers[MAX_POWERS];         uint32 m_breathTimer;         uint32 m_drunkTimer;         uint16 m_drunk;Index: SpellAuras.cpp===================================================================--- SpellAuras.cpp	(revision 5465)+++ SpellAuras.cpp	(working copy)@@ -1810,7 +1810,7 @@     // for players, start regeneration after 1s (in polymorph fast regeneration case)     if(m_target->GetTypeId() == TYPEID_PLAYER)         if (m_target->IsPolymorphed())-            ((Player*)m_target)->setRegenTimer(1000);+            ((Player*)m_target)->setHealthRegenTimer(1000);      Unit* caster = GetCaster(); @@ -3615,12 +3615,8 @@             m_target->HandleEmoteCommand(398);         } -        // Prevent rage regeneration in combat with rage loss slowdown warrior talent and 0<->1 switching range out combat.-        if( !(pt == POWER_RAGE && (m_target->isInCombat() || m_target->GetPower(POWER_RAGE) == 0)) )-        {-            if(pt != POWER_MANA)-                m_target->ModifyPower(pt, m_modifier.m_amount*2/5);-        }+        if((pt != POWER_MANA) && (pt != POWER_RAGE))+            m_target->ModifyPower(pt, m_modifier.m_amount*2/5);     }     m_isPeriodic = apply; }