Allow state/effect immunities ignore whole spell when one effect is immuned

(Fixes getting part of CC auras with some immunities)

--HG--
branch : trunk
This commit is contained in:
thenecromancer
2010-01-13 10:20:00 +01:00
parent 6b07806d0c
commit 8dd67e8bb3
6 changed files with 24 additions and 13 deletions

View File

@@ -1598,12 +1598,12 @@ bool Creature::IsImmunedToSpell(SpellEntry const* spellInfo)
return Unit::IsImmunedToSpell(spellInfo);
}
bool Creature::IsImmunedToSpellEffect(SpellEntry const* spellInfo, uint32 index) const
bool Creature::IsImmunedToSpellEffect(SpellEntry const* spellInfo, uint32 index, bool checkMechanic) const
{
if (GetCreatureInfo()->MechanicImmuneMask & (1 << (spellInfo->EffectMechanic[index] - 1)))
return true;
return Unit::IsImmunedToSpellEffect(spellInfo, index);
return Unit::IsImmunedToSpellEffect(spellInfo, index, checkMechanic);
}
SpellEntry const *Creature::reachWithSpellAttack(Unit *pVictim)

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@@ -448,7 +448,7 @@ class TRINITY_DLL_SPEC Creature : public Unit, public GridObject<Creature>
bool canCreatureAttack(Unit const *pVictim, bool force = true) const;
bool IsImmunedToSpell(SpellEntry const* spellInfo);
// redefine Unit::IsImmunedToSpell
bool IsImmunedToSpellEffect(SpellEntry const* spellInfo, uint32 index) const;
bool IsImmunedToSpellEffect(SpellEntry const* spellInfo, uint32 index, bool checkMechanic) const;
// redefine Unit::IsImmunedToSpellEffect
bool isElite() const
{

View File

@@ -145,7 +145,7 @@ void Totem::UnSummon()
AddObjectToRemoveList();
}
bool Totem::IsImmunedToSpellEffect(SpellEntry const* spellInfo, uint32 index) const
bool Totem::IsImmunedToSpellEffect(SpellEntry const* spellInfo, uint32 index, bool checkMechanic) const
{
// TODO: possibly all negative auras immune?
if(GetEntry() == 5925)
@@ -160,5 +160,5 @@ bool Totem::IsImmunedToSpellEffect(SpellEntry const* spellInfo, uint32 index) co
default:
break;
}
return Creature::IsImmunedToSpellEffect(spellInfo, index);
return Creature::IsImmunedToSpellEffect(spellInfo, index, checkMechanic);
}

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@@ -54,7 +54,7 @@ class Totem : public Minion
void UpdateAttackPowerAndDamage(bool /*ranged*/ ) {}
void UpdateDamagePhysical(WeaponAttackType /*attType*/) {}
bool IsImmunedToSpellEffect(SpellEntry const* spellInfo, uint32 index) const;
bool IsImmunedToSpellEffect(SpellEntry const* spellInfo, uint32 index, bool checkMechanic) const;
protected:
TotemType m_type;

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@@ -10653,6 +10653,14 @@ bool Unit::IsImmunedToSpell(SpellEntry const* spellInfo)
if (itr->type == spellInfo->Mechanic)
return true;
}
for (int i=0;i<3;++i)
{
// State/effect immunities applied by aura expect full spell immunity
// However function also check for mechanic, so ignore that for now
if (IsImmunedToSpellEffect(spellInfo, i, false))
return true;
}
if (spellInfo->Id != 42292 && spellInfo->Id !=59752)
{
@@ -10667,7 +10675,7 @@ bool Unit::IsImmunedToSpell(SpellEntry const* spellInfo)
return false;
}
bool Unit::IsImmunedToSpellEffect(SpellEntry const* spellInfo, uint32 index) const
bool Unit::IsImmunedToSpellEffect(SpellEntry const* spellInfo, uint32 index, bool checkMechanic) const
{
if (!spellInfo)
return false;
@@ -10678,12 +10686,15 @@ bool Unit::IsImmunedToSpellEffect(SpellEntry const* spellInfo, uint32 index) con
if (itr->type == effect)
return true;
if (uint32 mechanic = spellInfo->EffectMechanic[index])
if (checkMechanic)
{
SpellImmuneList const& mechanicList = m_spellImmune[IMMUNITY_MECHANIC];
for (SpellImmuneList::const_iterator itr = mechanicList.begin(); itr != mechanicList.end(); ++itr)
if (itr->type == spellInfo->EffectMechanic[index])
return true;
if (uint32 mechanic = spellInfo->EffectMechanic[index])
{
SpellImmuneList const& mechanicList = m_spellImmune[IMMUNITY_MECHANIC];
for (SpellImmuneList::const_iterator itr = mechanicList.begin(); itr != mechanicList.end(); ++itr)
if (itr->type == spellInfo->EffectMechanic[index])
return true;
}
}
if (uint32 aura = spellInfo->EffectApplyAuraName[index])

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@@ -1817,7 +1817,7 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
// redefined in Creature
bool IsImmunedToDamage(SpellSchoolMask meleeSchoolMask);
bool IsImmunedToDamage(SpellEntry const* spellInfo);
virtual bool IsImmunedToSpellEffect(SpellEntry const* spellInfo, uint32 index) const;
virtual bool IsImmunedToSpellEffect(SpellEntry const* spellInfo, uint32 index, bool checkMechanic=true) const;
// redefined in Creature
uint32 CalcNotIgnoreDamageRedunction( uint32 damage, SpellSchoolMask damageSchoolMask);
uint32 CalcArmorReducedDamage(Unit* pVictim, const uint32 damage, SpellEntry const *spellInfo, WeaponAttackType attackType=MAX_ATTACK);