Merge pull request #3 from Olion17/develop21
[Spells] Heartbeat resist; [Core] UpdateMask refactoring
This commit is contained in:
commit
aa620b3a77
@ -346,28 +346,16 @@ void Object::BuildValuesUpdate(uint8 updatetype, ByteBuffer* data, UpdateMask* u
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{ return; }
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bool IsActivateToQuest = false;
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bool IsPerCasterAuraState = false;
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//bool IsPerCasterAuraState = false;
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if (updatetype == UPDATETYPE_CREATE_OBJECT || updatetype == UPDATETYPE_CREATE_OBJECT2)
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// this is called for UPDATETYPE_CREATE_OBJECT, UPDATETYPE_CREATE_OBJECT2, UPDATETYPE_VALUES only
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if (isType(TYPEMASK_GAMEOBJECT) && !((GameObject*)this)->IsTransport())
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{
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if (isType(TYPEMASK_GAMEOBJECT) && !((GameObject*)this)->IsTransport())
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{
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if (((GameObject*)this)->ActivateToQuest(target) || target->isGameMaster())
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{ IsActivateToQuest = true; }
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IsActivateToQuest = ((GameObject*)this)->ActivateToQuest(target) || target->isGameMaster();
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updateMask->SetBit(GAMEOBJECT_DYN_FLAGS);
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}
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}
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else // case UPDATETYPE_VALUES
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{
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if (isType(TYPEMASK_GAMEOBJECT) && !((GameObject*)this)->IsTransport())
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{
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if (((GameObject*)this)->ActivateToQuest(target) || target->isGameMaster())
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{ IsActivateToQuest = true; }
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updateMask->SetBit(GAMEOBJECT_DYN_FLAGS);
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updateMask->SetBit(GAMEOBJECT_DYN_FLAGS);
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if (updatetype == UPDATETYPE_VALUES)
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updateMask->SetBit(GAMEOBJECT_ANIMPROGRESS);
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}
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}
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MANGOS_ASSERT(updateMask && updateMask->GetCount() == m_valuesCount);
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@ -375,138 +363,150 @@ void Object::BuildValuesUpdate(uint8 updatetype, ByteBuffer* data, UpdateMask* u
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*data << (uint8)updateMask->GetBlockCount();
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data->append(updateMask->GetMask(), updateMask->GetLength());
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// checking the new bit extraction mechanic
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//#ifdef _DEBUG
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uint16 ix = 0;
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for (uint16 i = 0; i < m_valuesCount; i++)
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{
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if (updateMask->GetBit(i))
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{
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ix = updateMask->GetNextSetIndex(ix);
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if (i != ix)
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sLog.outError("ERROR BuildValuesUpdate: new index %u, should be %u for object type %u entry %u", ix, i, GetTypeId(), GetEntry());
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++ix;
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}
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}
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//#endif
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// 2 specialized loops for speed optimization in non-unit case
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if (isType(TYPEMASK_UNIT)) // unit (creature/player) case
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{
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for (uint16 index = 0; index < m_valuesCount; ++index)
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uint16 index = 0;
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while ((index = updateMask->GetNextSetIndex(index)) < m_valuesCount)
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{
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if (updateMask->GetBit(index))
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if (index == UNIT_NPC_FLAGS)
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{
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if (index == UNIT_NPC_FLAGS)
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uint32 appendValue = m_uint32Values[index];
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if (GetTypeId() == TYPEID_UNIT)
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{
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uint32 appendValue = m_uint32Values[index];
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if (GetTypeId() == TYPEID_UNIT)
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if (appendValue & UNIT_NPC_FLAG_TRAINER)
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{
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if (appendValue & UNIT_NPC_FLAG_TRAINER)
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{
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if (!((Creature*)this)->IsTrainerOf(target, false))
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{ appendValue &= ~UNIT_NPC_FLAG_TRAINER; }
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}
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if (appendValue & UNIT_NPC_FLAG_STABLEMASTER)
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{
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if (target->getClass() != CLASS_HUNTER)
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{ appendValue &= ~UNIT_NPC_FLAG_STABLEMASTER; }
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}
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if (!((Creature*)this)->IsTrainerOf(target, false))
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{ appendValue &= ~UNIT_NPC_FLAG_TRAINER; }
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}
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*data << uint32(appendValue);
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}
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// FIXME: Some values at server stored in float format but must be sent to client in uint32 format
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else if (index >= UNIT_FIELD_BASEATTACKTIME && index <= UNIT_FIELD_RANGEDATTACKTIME)
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{
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// convert from float to uint32 and send
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*data << uint32(m_floatValues[index] < 0 ? 0 : m_floatValues[index]);
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}
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// there are some float values which may be negative or can't get negative due to other checks
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else if ((index >= PLAYER_FIELD_NEGSTAT0 && index <= PLAYER_FIELD_NEGSTAT4) ||
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(index >= PLAYER_FIELD_RESISTANCEBUFFMODSPOSITIVE && index <= (PLAYER_FIELD_RESISTANCEBUFFMODSPOSITIVE + 6)) ||
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(index >= PLAYER_FIELD_RESISTANCEBUFFMODSNEGATIVE && index <= (PLAYER_FIELD_RESISTANCEBUFFMODSNEGATIVE + 6)) ||
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(index >= PLAYER_FIELD_POSSTAT0 && index <= PLAYER_FIELD_POSSTAT4))
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{
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*data << uint32(m_floatValues[index]);
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}
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// Gamemasters should be always able to select units - remove not selectable flag
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else if (index == UNIT_FIELD_FLAGS && target->isGameMaster())
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{
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*data << (m_uint32Values[index] & ~UNIT_FLAG_NOT_SELECTABLE);
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}
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/* Hide loot animation for players that aren't permitted to loot the corpse */
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else if (index == UNIT_DYNAMIC_FLAGS && GetTypeId() == TYPEID_UNIT)
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{
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uint32 send_value = m_uint32Values[index];
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/* Initiate pointer to creature so we can check loot */
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if (Creature* my_creature = (Creature*)this)
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/* If the creature is NOT fully looted */
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if (!my_creature->loot.isLooted())
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/* If the lootable flag is NOT set */
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if (!(send_value & UNIT_DYNFLAG_LOOTABLE))
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{
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/* Update it on the creature */
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my_creature->SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
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/* Update it in the packet */
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send_value = send_value | UNIT_DYNFLAG_LOOTABLE;
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}
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/* If we're not allowed to loot the target, destroy the lootable flag */
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if (!target->isAllowedToLoot((Creature*)this))
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if (send_value & UNIT_DYNFLAG_LOOTABLE)
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{ send_value = send_value & ~UNIT_DYNFLAG_LOOTABLE; }
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/* If we are allowed to loot it and mob is tapped by us, destroy the tapped flag */
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bool is_tapped = target->IsTappedByMeOrMyGroup((Creature*)this);
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/* If the creature has tapped flag but is tapped by us, remove the flag */
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if (send_value & UNIT_DYNFLAG_TAPPED && is_tapped)
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{ send_value = send_value & ~UNIT_DYNFLAG_TAPPED; }
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*data << send_value;
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}
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else
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{
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// send in current format (float as float, uint32 as uint32)
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*data << m_uint32Values[index];
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}
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}
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}
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}
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else if (isType(TYPEMASK_GAMEOBJECT)) // gameobject case
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{
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for (uint16 index = 0; index < m_valuesCount; ++index)
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{
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if (updateMask->GetBit(index))
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{
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// send in current format (float as float, uint32 as uint32)
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if (index == GAMEOBJECT_DYN_FLAGS)
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{
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if (IsActivateToQuest)
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if (appendValue & UNIT_NPC_FLAG_STABLEMASTER)
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{
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switch (((GameObject*)this)->GetGoType())
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{
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case GAMEOBJECT_TYPE_QUESTGIVER:
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case GAMEOBJECT_TYPE_CHEST:
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case GAMEOBJECT_TYPE_GENERIC:
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case GAMEOBJECT_TYPE_SPELL_FOCUS:
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case GAMEOBJECT_TYPE_GOOBER:
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*data << uint16(GO_DYNFLAG_LO_ACTIVATE);
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*data << uint16(0);
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break;
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default:
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*data << uint32(0); // unknown, not happen.
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break;
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}
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if (target->getClass() != CLASS_HUNTER)
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{ appendValue &= ~UNIT_NPC_FLAG_STABLEMASTER; }
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}
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else
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{ *data << uint32(0); } // disable quest object
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}
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else
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{ *data << m_uint32Values[index]; } // other cases
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*data << uint32(appendValue);
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}
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}
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}
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else // other objects case (no special index checks)
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{
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for (uint16 index = 0; index < m_valuesCount; ++index)
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{
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if (updateMask->GetBit(index))
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// FIXME: Some values at server stored in float format but must be sent to client in uint32 format
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else if (index >= UNIT_FIELD_BASEATTACKTIME && index <= UNIT_FIELD_RANGEDATTACKTIME)
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{
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// convert from float to uint32 and send
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*data << uint32(m_floatValues[index] < 0 ? 0 : m_floatValues[index]);
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}
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// there are some float values which may be negative or can't get negative due to other checks
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else if ((index >= PLAYER_FIELD_NEGSTAT0 && index <= PLAYER_FIELD_NEGSTAT4) ||
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(index >= PLAYER_FIELD_RESISTANCEBUFFMODSPOSITIVE && index <= (PLAYER_FIELD_RESISTANCEBUFFMODSPOSITIVE + 6)) ||
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(index >= PLAYER_FIELD_RESISTANCEBUFFMODSNEGATIVE && index <= (PLAYER_FIELD_RESISTANCEBUFFMODSNEGATIVE + 6)) ||
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(index >= PLAYER_FIELD_POSSTAT0 && index <= PLAYER_FIELD_POSSTAT4))
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{
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*data << uint32(m_floatValues[index]);
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}
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// Gamemasters should be always able to select units - remove not selectable flag
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else if (index == UNIT_FIELD_FLAGS && target->isGameMaster())
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{
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*data << (m_uint32Values[index] & ~UNIT_FLAG_NOT_SELECTABLE);
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}
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/* Hide loot animation for players that aren't permitted to loot the corpse */
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else if (index == UNIT_DYNAMIC_FLAGS && GetTypeId() == TYPEID_UNIT)
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{
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uint32 send_value = m_uint32Values[index];
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/* Initiate pointer to creature so we can check loot */
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if (Creature* my_creature = (Creature*)this)
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/* If the creature is NOT fully looted */
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if (!my_creature->loot.isLooted())
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/* If the lootable flag is NOT set */
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if (!(send_value & UNIT_DYNFLAG_LOOTABLE))
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{
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/* Update it on the creature */
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my_creature->SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
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/* Update it in the packet */
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send_value = send_value | UNIT_DYNFLAG_LOOTABLE;
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}
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/* If we're not allowed to loot the target, destroy the lootable flag */
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if (!target->isAllowedToLoot((Creature*)this))
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if (send_value & UNIT_DYNFLAG_LOOTABLE)
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{ send_value = send_value & ~UNIT_DYNFLAG_LOOTABLE; }
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/* If we are allowed to loot it and mob is tapped by us, destroy the tapped flag */
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bool is_tapped = target->IsTappedByMeOrMyGroup((Creature*)this);
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/* If the creature has tapped flag but is tapped by us, remove the flag */
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if (send_value & UNIT_DYNFLAG_TAPPED && is_tapped)
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{ send_value = send_value & ~UNIT_DYNFLAG_TAPPED; }
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*data << send_value;
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}
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else
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{
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// send in current format (float as float, uint32 as uint32)
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*data << m_uint32Values[index];
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}
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++index;
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}
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}
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else if (isType(TYPEMASK_GAMEOBJECT)) // gameobject case
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{
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uint16 index = 0;
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while ((index = updateMask->GetNextSetIndex(index)) < m_valuesCount)
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{
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// send in current format (float as float, uint32 as uint32)
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if (index == GAMEOBJECT_DYN_FLAGS)
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{
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if (IsActivateToQuest)
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{
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switch (((GameObject*)this)->GetGoType())
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{
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case GAMEOBJECT_TYPE_QUESTGIVER:
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case GAMEOBJECT_TYPE_CHEST:
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case GAMEOBJECT_TYPE_GENERIC:
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case GAMEOBJECT_TYPE_SPELL_FOCUS:
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case GAMEOBJECT_TYPE_GOOBER:
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*data << uint16(GO_DYNFLAG_LO_ACTIVATE);
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*data << uint16(0);
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break;
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default:
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*data << uint32(0); // unknown, not happen.
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break;
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}
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}
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else
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{ *data << uint32(0); } // disable quest object
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}
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else
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{ *data << m_uint32Values[index]; } // other cases
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++index;
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}
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}
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else // other objects case (no special index checks)
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{
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uint16 index = 0;
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while ((index = updateMask->GetNextSetIndex(index)) < m_valuesCount)
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{
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// send in current format (float as float, uint32 as uint32)
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*data << m_uint32Values[index];
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++index;
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}
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}
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}
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@ -27,6 +27,9 @@
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#include "UpdateFields.h"
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#include "Errors.h"
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#ifdef WIN32
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#include <intrin.h>
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#endif
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class UpdateMask
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{
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@ -54,6 +57,20 @@ class UpdateMask
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return (((uint8*)mUpdateMask)[ index >> 3 ] & (1 << (index & 0x7))) != 0;
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}
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uint32 GetNextSetIndex(uint32 start) const
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{
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uint32 index = start;
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while (index <= mCount)
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{
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uint32 offset = ctz(mUpdateMask[index >> 5] >> (index & 0x1F));
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if (offset < (32 - (index & 0x1F)))
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return index + offset;
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else
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index += (32 - (index & 0x1F));
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}
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return mCount;
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}
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uint32 GetBlockCount() const { return mBlocks; }
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uint32 GetLength() const { return mBlocks << 2; }
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uint32 GetCount() const { return mCount; }
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@ -124,5 +141,18 @@ class UpdateMask
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uint32 mCount;
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uint32 mBlocks;
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uint32* mUpdateMask;
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#ifdef WIN32
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static uint32 __inline __builtin_ctz(uint32 x)
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{
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unsigned long r = 0;
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_BitScanForward(&r, x);
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return r;
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}
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#endif
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static inline uint32 ctz(const uint32 x)
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{
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return x ? __builtin_ctz(x) : 32;
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}
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};
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#endif
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@ -4861,6 +4861,13 @@ void Aura::HandleInterruptRegen(bool apply, bool Real)
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GetTarget()->SetInDummyCombatState(apply);
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}
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// NOTE this may be moved to the header file, but no need because it is used locally
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#define HEARTBEAT_AURA_MECHANIC_MASK ( \
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(1 << (MECHANIC_CHARM - 1)) | (1 << (MECHANIC_BANISH - 1)) | (1 << (MECHANIC_DISORIENTED - 1)) | \
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(1 << (MECHANIC_POLYMORPH - 1)) | (1 << (MECHANIC_HORROR - 1)) | (1 << (MECHANIC_FEAR - 1)) | \
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(1 << (MECHANIC_SLEEP - 1)) | (1 << (MECHANIC_SAPPED - 1)) | (1 << (MECHANIC_FREEZE - 1)) | \
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(1 << (MECHANIC_ROOT - 1)) | (1 << (MECHANIC_STUN - 1)) | (1 << (MECHANIC_KNOCKOUT - 1)))
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SpellAuraHolder::SpellAuraHolder(SpellEntry const* spellproto, Unit* target, WorldObject* caster, Item* castItem) :
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m_spellProto(spellproto),
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m_target(target), m_castItemGuid(castItem ? castItem->GetObjectGuid() : ObjectGuid()),
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@ -4917,6 +4924,9 @@ SpellAuraHolder::SpellAuraHolder(SpellEntry const* spellproto, Unit* target, Wor
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break;
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}
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m_isHeartbeatSubject = (GetSpellMechanicMask(m_spellProto, (1 << MAX_EFFECT_INDEX) - 1) & HEARTBEAT_AURA_MECHANIC_MASK)
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&& caster->GetTypeId() == TYPEID_PLAYER && target->GetTypeId() == TYPEID_PLAYER && !IsChanneledSpell(m_spellProto);
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for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i)
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{ m_auras[i] = NULL; }
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}
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@ -5436,6 +5446,18 @@ void SpellAuraHolder::Update(uint32 diff)
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if (Aura* aura = m_auras[i])
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{ aura->UpdateAura(diff); }
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if (m_isHeartbeatSubject && m_duration)
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{
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if (HeartbeatResist(diff)) //m_duration, GetCaster()->ToPlayer(), GetTarget()->ToPlayer() all available within AuraHolder instance
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{
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if (diff >= 1 * IN_MILLISECONDS || urand(1, 1 * IN_MILLISECONDS) < diff)
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{
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sLog.outError("Heartbeat: spell %u max timed %u, elapsed %u, chance to resist %f", m_spellProto->Id, m_maxDuration, m_maxDuration - m_duration, pow((m_maxDuration - m_duration + diff) / 15.0f, 2) / (IN_MILLISECONDS*IN_MILLISECONDS));
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m_duration = 1; //equivalent to remove by expire
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}
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}
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}
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// Channeled aura required check distance from caster
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if (IsChanneledSpell(m_spellProto) && GetCasterGuid() != m_target->GetObjectGuid())
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{
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@ -5616,6 +5638,14 @@ void SpellAuraHolder::UpdateAuraDuration()
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{ SendAuraDurationForCaster((Player*)caster); }
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}
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bool SpellAuraHolder::HeartbeatResist(uint32 diff)
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{
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// m_maxDuration - m_duration : Elapsed aura time in ms
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// 15 sec is an empirical constant
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// TODO use target resistances! the simplest formula from valkyrie-wow is used now
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return (urand(0, IN_MILLISECONDS*IN_MILLISECONDS) < pow((m_maxDuration - m_duration + diff) / 15.0f, 2));
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}
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void SpellAuraHolder::SendAuraDurationForCaster(Player* caster)
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{
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// [-ZERO] Feature doesn't exist in 1.x.
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|
@ -213,6 +213,7 @@ class SpellAuraHolder
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~SpellAuraHolder();
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private:
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void UpdateAuraApplication(); // called at charges or stack changes
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bool HeartbeatResist(uint32 diff);
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SpellEntry const* m_spellProto;
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@ -237,6 +238,7 @@ class SpellAuraHolder
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bool m_isPassive: 1;
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bool m_isDeathPersist: 1;
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bool m_isRemovedOnShapeLost: 1;
|
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bool m_isHeartbeatSubject: 1;
|
||||
bool m_deleted: 1;
|
||||
|
||||
uint32 m_in_use; // > 0 while in SpellAuraHolder::ApplyModifiers call/SpellAuraHolder::Update/etc
|
||||
|
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Reference in New Issue
Block a user