rendered paste bodyIndex: Player.cpp===================================================================--- Player.cpp (revision 5515)+++ 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;@@ -163,8 +165,6 @@ 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 +971,9 @@ if (isAlive()) {+ m_healthRegenTimer -= p_time;+ for (uint32 i = 0; i < MAX_POWERS; i++)+ m_powerRegenTimers[i] -= p_time; RegenerateAll(); } @@ -1726,51 +1721,76 @@ void Player::RegenerateAll() {- if (m_regenTimer != 0)- return;- uint32 regenDelay = 2000;+ static const int32 PLAYER_POWER_REGEN_TIMERS[MAX_POWERS] =+ {+ 2000, // POWER_MANA+ 3000, // POWER_RAGE+ 0, // POWER_FOCUS+ 2000, // POWER_ENERGY+ 0 // POWER_HAPPINESS+ }; // 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);+ uint32 nTimes = 0;+ for (; m_healthRegenTimer <= 0; ++nTimes)+ m_healthRegenTimer += 2000;++ RegenerateHealth(nTimes); } - Regenerate( POWER_ENERGY );+ for (uint32 power = 0; power < MAX_POWERS; ++power)+ {+ if (PLAYER_POWER_REGEN_TIMERS[power] == 0)+ {+ // power not used -> don't regenerate+ m_powerRegenTimers[power] = 0;+ continue;+ } - Regenerate( POWER_MANA );+ uint32 nTimes = 0;+ for (; m_powerRegenTimers[power] <= 0; ++nTimes)+ m_powerRegenTimers[power] += PLAYER_POWER_REGEN_TIMERS[power]; - m_regenTimer = regenDelay;+ Regenerate(static_cast<Powers>(power), nTimes);+ } } -void Player::Regenerate(Powers power)+void Player::Regenerate(Powers power, uint32 nTimes) {- uint32 curValue = GetPower(power);- uint32 maxValue = GetMaxPower(power);+ if (nTimes == 0)+ return; // do nothing + const uint32 curValue = GetPower(power);+ const uint32 maxValue = GetMaxPower(power);+ float addvalue = 0.0f;- uint32 msecSinceLastCast = (uint32)getMSTime() - m_lastManaUse;+ const uint32 msecSinceLastCast = (uint32)getMSTime() - m_lastManaUse; switch (power) { case POWER_MANA: {- float ManaIncreaseRate = sWorld.getRate(RATE_POWER_MANA);+ const float ManaIncreaseRate = sWorld.getRate(RATE_POWER_MANA); if (msecSinceLastCast < 5000) // Mangos Updates Mana in intervals of 2s, which is correct addvalue = GetFloatValue(PLAYER_FIELD_MOD_MANA_REGEN_INTERRUPT) * ManaIncreaseRate * 2.00f; else- { addvalue = GetFloatValue(PLAYER_FIELD_MOD_MANA_REGEN)* ManaIncreaseRate * 2.00f;- } } 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+ addvalue *= sWorld.getRate(RATE_POWER_RAGE_INCOME);+ if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))+ addvalue -= (30.0f * sWorld.getRate(RATE_POWER_RAGE_LOSS)); // loss of 3 rage per tick } break; case POWER_ENERGY: // Regenerate energy (rogue) addvalue = 20;@@ -1788,24 +1808,22 @@ 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);+ addvalue *= nTimes;++ int32 newValue = int32(curValue) + int32(addvalue);+ if (newValue < 0)+ newValue = 0;+ if (newValue > maxValue)+ newValue = maxValue;++ SetPower(power, uint32(newValue)); } -void Player::RegenerateHealth()+void Player::RegenerateHealth(uint32 nTimes) {+ if (nTimes == 0)+ return; // do nothing+ uint32 curValue = GetHealth(); uint32 maxValue = GetMaxHealth(); @@ -1841,6 +1859,8 @@ if(addvalue < 0) addvalue = 0; + addvalue *= nTimes;+ ModifyHealth(int32(addvalue)); } Index: Player.h===================================================================--- Player.h (revision 5515)+++ Player.h (working copy)@@ -1230,9 +1230,10 @@ void SendPetSkillWipeConfirm(); void CalcRage( uint32 damage,bool attacker ); void RegenerateAll();- void Regenerate(Powers power);- void RegenerateHealth();- void setRegenTimer(uint32 time) {m_regenTimer = time;}+ void Regenerate(Powers power, uint32 nTimes = 1);+ void RegenerateHealth(uint32 nTimes = 1);+ 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); }@@ -2063,7 +2064,8 @@ 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 5515)+++ SpellAuras.cpp (working copy)@@ -1898,7 +1898,7 @@ // 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(); @@ -3703,12 +3703,9 @@ 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);- }+ // rage & mana are handled elsewhere+ if ((pt != POWER_RAGE) && (pt != POWER_MANA))+ m_target->ModifyPower(pt, m_modifier.m_amount*2/5); } m_isPeriodic = apply; }