Beispiel #1
0
void SpellHistory::LockSpellSchool(SpellSchoolMask schoolMask, uint32 lockoutTime)
{
    Clock::time_point lockoutEnd = Clock::now() + std::chrono::duration_cast<Clock::duration>(std::chrono::milliseconds(lockoutTime));
    for (uint32 i = 0; i < MAX_SPELL_SCHOOL; ++i)
        if (SpellSchoolMask(1 << i) & schoolMask)
            _schoolLockouts[i] = lockoutEnd;

    std::set<uint32> knownSpells;
    if (Player* plrOwner = _owner->ToPlayer())
    {
        for (auto const& p : plrOwner->GetSpellMap())
            if (p.second->state != PLAYERSPELL_REMOVED)
                knownSpells.insert(p.first);
    }
    else if (Pet* petOwner = _owner->ToPet())
    {
        for (auto const& p : petOwner->m_spells)
            if (p.second.state != PETSPELL_REMOVED)
                knownSpells.insert(p.first);
    }
    else
    {
        Creature* creatureOwner = _owner->ToCreature();
        for (uint8 i = 0; i < CREATURE_MAX_SPELLS; ++i)
            if (creatureOwner->m_spells[i])
                knownSpells.insert(creatureOwner->m_spells[i]);
    }

    PacketCooldowns cooldowns;
    WorldPacket spellCooldowns;
    for (uint32 spellId : knownSpells)
    {
        SpellInfo const* spellInfo = sSpellMgr->EnsureSpellInfo(spellId);
        if (spellInfo->IsCooldownStartedOnEvent())
            continue;

        if (spellInfo->PreventionType != SPELL_PREVENTION_TYPE_SILENCE)
            continue;

        if ((schoolMask & spellInfo->GetSchoolMask()) && GetRemainingCooldown(spellId) < lockoutTime)
        {
            cooldowns[spellId] = lockoutTime;
            AddCooldown(spellId, 0, lockoutEnd);
        }
    }

    if (Player* player = GetPlayerOwner())
    {
        if (!cooldowns.empty())
        {
            BuildCooldownPacket(spellCooldowns, SPELL_COOLDOWN_FLAG_NONE, cooldowns);
            player->SendDirectMessage(&spellCooldowns);
        }
    }
}
Beispiel #2
0
void SpellHistory::LockSpellSchool(SpellSchoolMask schoolMask, uint32 lockoutTime)
{
    Clock::time_point now = Clock::now();
    Clock::time_point lockoutEnd = now + std::chrono::duration_cast<Clock::duration>(std::chrono::milliseconds(lockoutTime));
    for (uint32 i = 0; i < MAX_SPELL_SCHOOL; ++i)
        if (SpellSchoolMask(1 << i) & schoolMask)
            _schoolLockouts[i] = lockoutEnd;

    std::set<uint32> knownSpells;
    if (Player* plrOwner = _owner->ToPlayer())
    {
        for (auto const& p : plrOwner->GetSpellMap())
            if (p.second->state != PLAYERSPELL_REMOVED)
                knownSpells.insert(p.first);
    }
    else if (Pet* petOwner = _owner->ToPet())
    {
        for (auto const& p : petOwner->m_spells)
            if (p.second.state != PETSPELL_REMOVED)
                knownSpells.insert(p.first);
    }
    else
    {
        Creature* creatureOwner = _owner->ToCreature();
        for (uint8 i = 0; i < CREATURE_MAX_SPELLS; ++i)
            if (creatureOwner->m_spells[i])
                knownSpells.insert(creatureOwner->m_spells[i]);
    }

    WorldPackets::Spells::SpellCooldown spellCooldown;
    spellCooldown.Caster = _owner->GetGUID();
    spellCooldown.Flags = SPELL_COOLDOWN_FLAG_NONE;
    for (uint32 spellId : knownSpells)
    {
        SpellInfo const* spellInfo = sSpellMgr->AssertSpellInfo(spellId);
        if (spellInfo->IsCooldownStartedOnEvent())
            continue;

        if (!(spellInfo->PreventionType & SPELL_PREVENTION_TYPE_SILENCE))
            continue;

        if ((schoolMask & spellInfo->GetSchoolMask()) && GetRemainingCooldown(spellInfo) < lockoutTime)
        {
            spellCooldown.SpellCooldowns.emplace_back(spellId, lockoutTime);
            AddCooldown(spellId, 0, lockoutEnd, 0, now);
        }
    }

    if (Player* player = GetPlayerOwner())
        if (!spellCooldown.SpellCooldowns.empty())
            player->SendDirectMessage(spellCooldown.Write());
}