コード例 #1
0
ファイル: Player.Map.cs プロジェクト: jungrok5/CypherCore
        public override void UpdateUnderwaterState(Map m, float x, float y, float z)
        {
            LiquidData    liquid_status;
            ZLiquidStatus res = m.getLiquidStatus(GetPhaseShift(), x, y, z, MapConst.MapAllLiquidTypes, out liquid_status);

            if (res == 0)
            {
                m_MirrorTimerFlags &= ~(PlayerUnderwaterState.InWater | PlayerUnderwaterState.InLava | PlayerUnderwaterState.InSlime | PlayerUnderwaterState.InDarkWater);
                if (_lastLiquid != null && _lastLiquid.SpellID != 0)
                {
                    RemoveAurasDueToSpell(_lastLiquid.SpellID);
                }

                _lastLiquid = null;
                return;
            }
            uint liqEntry = liquid_status.entry;

            if (liqEntry != 0)
            {
                LiquidTypeRecord liquid = CliDB.LiquidTypeStorage.LookupByKey(liqEntry);
                if (_lastLiquid != null && _lastLiquid.SpellID != 0 && _lastLiquid != liquid)
                {
                    RemoveAurasDueToSpell(_lastLiquid.SpellID);
                }

                if (liquid != null && liquid.SpellID != 0)
                {
                    if (res.HasAnyFlag(ZLiquidStatus.UnderWater | ZLiquidStatus.InWater))
                    {
                        if (!HasAura(liquid.SpellID))
                        {
                            CastSpell(this, liquid.SpellID, true);
                        }
                    }
                    else
                    {
                        RemoveAurasDueToSpell(liquid.SpellID);
                    }
                }

                _lastLiquid = liquid;
            }
            else if (_lastLiquid != null && _lastLiquid.SpellID != 0)
            {
                RemoveAurasDueToSpell(_lastLiquid.SpellID);
                _lastLiquid = null;
            }


            // All liquids type - check under water position
            if (liquid_status.type_flags.HasAnyFlag <uint>(MapConst.MapLiquidTypeWater | MapConst.MapLiquidTypeOcean | MapConst.MapLiquidTypeMagma | MapConst.MapLiquidTypeSlime))
            {
                if (res.HasAnyFlag(ZLiquidStatus.UnderWater))
                {
                    m_MirrorTimerFlags |= PlayerUnderwaterState.InWater;
                }
                else
                {
                    m_MirrorTimerFlags &= ~PlayerUnderwaterState.InWater;
                }
            }

            // Allow travel in dark water on taxi or transport
            if (liquid_status.type_flags.HasAnyFlag <uint>(MapConst.MapLiquidTypeDarkWater) && !IsInFlight() && GetTransport() == null)
            {
                m_MirrorTimerFlags |= PlayerUnderwaterState.InDarkWater;
            }
            else
            {
                m_MirrorTimerFlags &= ~PlayerUnderwaterState.InDarkWater;
            }

            // in lava check, anywhere in lava level
            if (liquid_status.type_flags.HasAnyFlag <uint>(MapConst.MapLiquidTypeMagma))
            {
                if (res.HasAnyFlag(ZLiquidStatus.UnderWater | ZLiquidStatus.InWater | ZLiquidStatus.WaterWalk))
                {
                    m_MirrorTimerFlags |= PlayerUnderwaterState.InLava;
                }
                else
                {
                    m_MirrorTimerFlags &= ~PlayerUnderwaterState.InLava;
                }
            }
            // in slime check, anywhere in slime level
            if (liquid_status.type_flags.HasAnyFlag <uint>(MapConst.MapLiquidTypeSlime))
            {
                if (res.HasAnyFlag(ZLiquidStatus.UnderWater | ZLiquidStatus.InWater | ZLiquidStatus.WaterWalk))
                {
                    m_MirrorTimerFlags |= PlayerUnderwaterState.InSlime;
                }
                else
                {
                    m_MirrorTimerFlags &= ~PlayerUnderwaterState.InSlime;
                }
            }
        }
コード例 #2
0
        public override void ProcessTerrainStatusUpdate(ZLiquidStatus status, Optional <LiquidData> liquidData)
        {
            // process liquid auras using generic unit code
            base.ProcessTerrainStatusUpdate(status, liquidData);

            // player specific logic for mirror timers
            if (status != 0 && liquidData.HasValue)
            {
                // Breath bar state (under water in any liquid type)
                if (liquidData.Value.type_flags.HasAnyFlag(LiquidHeaderTypeFlags.AllLiquids))
                {
                    if (status.HasAnyFlag(ZLiquidStatus.UnderWater))
                    {
                        m_MirrorTimerFlags |= PlayerUnderwaterState.InWater;
                    }
                    else
                    {
                        m_MirrorTimerFlags &= ~PlayerUnderwaterState.InWater;
                    }
                }

                // Fatigue bar state (if not on flight path or transport)
                if (liquidData.Value.type_flags.HasAnyFlag(LiquidHeaderTypeFlags.DarkWater) && !IsInFlight() && !GetTransport())
                {
                    m_MirrorTimerFlags |= PlayerUnderwaterState.InDarkWater;
                }
                else
                {
                    m_MirrorTimerFlags &= ~PlayerUnderwaterState.InDarkWater;
                }

                // Lava state (any contact)
                if (liquidData.Value.type_flags.HasAnyFlag(LiquidHeaderTypeFlags.Magma))
                {
                    if (status.HasAnyFlag(ZLiquidStatus.InContact))
                    {
                        m_MirrorTimerFlags |= PlayerUnderwaterState.InLava;
                    }
                    else
                    {
                        m_MirrorTimerFlags &= ~PlayerUnderwaterState.InLava;
                    }
                }

                // Slime state (any contact)
                if (liquidData.Value.type_flags.HasAnyFlag(LiquidHeaderTypeFlags.Slime))
                {
                    if (status.HasAnyFlag(ZLiquidStatus.InContact))
                    {
                        m_MirrorTimerFlags |= PlayerUnderwaterState.InSlime;
                    }
                    else
                    {
                        m_MirrorTimerFlags &= ~PlayerUnderwaterState.InSlime;
                    }
                }
            }
            else
            {
                m_MirrorTimerFlags &= ~(PlayerUnderwaterState.InWater | PlayerUnderwaterState.InLava | PlayerUnderwaterState.InSlime | PlayerUnderwaterState.InDarkWater);
            }
        }