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; }