Core/Spells: Remove some incanter's absorbtion code forgotten in previous rev.

This commit is contained in:
QAston
2010-12-30 19:44:13 +01:00
parent 8cd2c73e45
commit 3fc69f8619

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@@ -1614,9 +1614,6 @@ void Unit::CalcAbsorbResist(Unit *pVictim, SpellSchoolMask schoolMask, DamageEff
dmgInfo.ResistDamage(uint32(damageResisted));
}
// Incanter's Absorption, for converting to spell power
int32 incanterAbsorption = 0;
// Ignore Absorption Auras
float auraAbsorbMod = 0;
AuraEffectList const & AbsIgnoreAurasA = GetAuraEffectsByType(SPELL_AURA_MOD_TARGET_ABSORB_SCHOOL);
@@ -1696,65 +1693,62 @@ void Unit::CalcAbsorbResist(Unit *pVictim, SpellSchoolMask schoolMask, DamageEff
}
}
if (auraAbsorbMod < 100) // Do nothing if 100% absorb ignore
// absorb by mana cost
AuraEffectList vManaShieldCopy(pVictim->GetAuraEffectsByType(SPELL_AURA_MANA_SHIELD));
for (AuraEffectList::const_iterator itr = vManaShieldCopy.begin(); (itr != vManaShieldCopy.end()) && (dmgInfo.GetDamage() > 0); ++itr)
{
// absorb by mana cost
AuraEffectList vManaShieldCopy(pVictim->GetAuraEffectsByType(SPELL_AURA_MANA_SHIELD));
for (AuraEffectList::const_iterator itr = vManaShieldCopy.begin(); (itr != vManaShieldCopy.end()) && (dmgInfo.GetDamage() > 0); ++itr)
AuraEffect * absorbAurEff = (*itr);
// Check if aura was removed during iteration - we don't need to work on such auras
AuraApplication const * aurApp = absorbAurEff->GetBase()->GetApplicationOfTarget(pVictim->GetGUID());
if (!aurApp)
continue;
// check damage school mask
if (!(absorbAurEff->GetMiscValue() & schoolMask))
continue;
// get amount which can be still absorbed by the aura
int32 currentAbsorb = absorbAurEff->GetAmount();
// aura with infinite absorb amount - let the scripts handle absorbtion amount, set here to 0 for safety
if (currentAbsorb < 0)
currentAbsorb = 0;
uint32 absorb = currentAbsorb;
bool defaultPrevented = false;
absorbAurEff->GetBase()->CallScriptEffectManaShieldHandlers(absorbAurEff, aurApp, dmgInfo, absorb, defaultPrevented);
currentAbsorb = absorb;
if (defaultPrevented)
continue;
AddPctF(currentAbsorb, -auraAbsorbMod);
// absorb must be smaller than the damage itself
currentAbsorb = RoundToInterval(currentAbsorb, 0, int32(dmgInfo.GetDamage()));
int32 manaReduction = currentAbsorb;
// lower absorb amount by talents
if (float manaMultiplier = SpellMgr::CalculateSpellEffectValueMultiplier(absorbAurEff->GetSpellProto(), absorbAurEff->GetEffIndex(), absorbAurEff->GetCaster()))
manaReduction = int32(float(manaReduction) * manaMultiplier);
int32 manaTaken = -pVictim->ModifyPower(POWER_MANA, -manaReduction);
// take case when mana has ended up into account
currentAbsorb = int32(float(currentAbsorb)*(float(manaTaken) / float(manaReduction)));
dmgInfo.AbsorbDamage(currentAbsorb);
absorb = currentAbsorb;
absorbAurEff->GetBase()->CallScriptEffectAfterManaShieldHandlers(absorbAurEff, aurApp, dmgInfo, absorb);
// Check if our aura is using amount to count damage
if (absorbAurEff->GetAmount() >= 0)
{
AuraEffect * absorbAurEff = (*itr);
// Check if aura was removed during iteration - we don't need to work on such auras
AuraApplication const * aurApp = absorbAurEff->GetBase()->GetApplicationOfTarget(pVictim->GetGUID());
if (!aurApp)
continue;
// check damage school mask
if (!(absorbAurEff->GetMiscValue() & schoolMask))
continue;
// get amount which can be still absorbed by the aura
int32 currentAbsorb = absorbAurEff->GetAmount();
// aura with infinite absorb amount - let the scripts handle absorbtion amount, set here to 0 for safety
if (currentAbsorb < 0)
currentAbsorb = 0;
uint32 absorb = currentAbsorb;
bool defaultPrevented = false;
absorbAurEff->GetBase()->CallScriptEffectManaShieldHandlers(absorbAurEff, aurApp, dmgInfo, absorb, defaultPrevented);
currentAbsorb = absorb;
if (defaultPrevented)
continue;
AddPctF(currentAbsorb, -auraAbsorbMod);
// absorb must be smaller than the damage itself
currentAbsorb = RoundToInterval(currentAbsorb, 0, int32(dmgInfo.GetDamage()));
int32 manaReduction = currentAbsorb;
// lower absorb amount by talents
if (float manaMultiplier = SpellMgr::CalculateSpellEffectValueMultiplier(absorbAurEff->GetSpellProto(), absorbAurEff->GetEffIndex(), absorbAurEff->GetCaster()))
manaReduction = int32(float(manaReduction) * manaMultiplier);
int32 manaTaken = -pVictim->ModifyPower(POWER_MANA, -manaReduction);
// take case when mana has ended up into account
currentAbsorb = int32(float(currentAbsorb)*(float(manaTaken) / float(manaReduction)));
dmgInfo.AbsorbDamage(currentAbsorb);
absorb = currentAbsorb;
absorbAurEff->GetBase()->CallScriptEffectAfterManaShieldHandlers(absorbAurEff, aurApp, dmgInfo, absorb);
// Check if our aura is using amount to count damage
if (absorbAurEff->GetAmount() >= 0)
{
absorbAurEff->SetAmount(absorbAurEff->GetAmount() - currentAbsorb);
if ((absorbAurEff->GetAmount() <= 0))
absorbAurEff->GetBase()->Remove(AURA_REMOVE_BY_ENEMY_SPELL);
}
absorbAurEff->SetAmount(absorbAurEff->GetAmount() - currentAbsorb);
if ((absorbAurEff->GetAmount() <= 0))
absorbAurEff->GetBase()->Remove(AURA_REMOVE_BY_ENEMY_SPELL);
}
}
@@ -1832,18 +1826,6 @@ void Unit::CalcAbsorbResist(Unit *pVictim, SpellSchoolMask schoolMask, DamageEff
*resist = dmgInfo.GetResist();
*absorb = dmgInfo.GetAbsorb();
// Incanter's Absorption, if have affective absorbing
if (incanterAbsorption)
{
// Incanter's Absorption
if (AuraEffect const * aurEff = pVictim->GetDummyAuraEffect(SPELLFAMILY_GENERIC, 2941, EFFECT_0))
{
int32 new_dmg = CalculatePctN(int32(*absorb), aurEff->GetAmount());
if (new_dmg > 0)
pVictim->CastCustomSpell(pVictim, 44413, &new_dmg, NULL, NULL, true);
}
}
}
void Unit::CalcHealAbsorb(Unit *pVictim, const SpellEntry *healSpell, uint32 &healAmount, uint32 &absorb)