Core/Spells: Implement using different difficulty data from all spell related db2s, not just SpellEffect and SpellPower

This commit is contained in:
Shauren
2020-06-12 01:29:18 +02:00
parent 1cdd1d0249
commit c7306439e7
101 changed files with 1631 additions and 1796 deletions

View File

@@ -1131,7 +1131,7 @@ ScriptMgr* ScriptMgr::instance()
void ScriptMgr::Initialize()
{
ASSERT(sSpellMgr->GetSpellInfo(SPELL_HOTSWAP_VISUAL_SPELL_EFFECT)
ASSERT(sSpellMgr->GetSpellInfo(SPELL_HOTSWAP_VISUAL_SPELL_EFFECT, DIFFICULTY_NONE)
&& "Reload hotswap spell effect for creatures isn't valid!");
uint32 oldMSTime = getMSTime();
@@ -1228,8 +1228,7 @@ void ScriptMgr::Unload()
{
sScriptRegistryCompositum->Unload();
delete[] SpellSummary;
delete[] UnitAI::AISpellInfo;
UnitAI::AISpellInfo.clear();
}
void ScriptMgr::LoadDatabase()
@@ -1241,91 +1240,6 @@ void ScriptMgr::LoadDatabase()
void ScriptMgr::FillSpellSummary()
{
UnitAI::FillAISpellInfo();
SpellSummary = new TSpellSummary[sSpellMgr->GetSpellInfoStoreSize()];
SpellInfo const* pTempSpell;
for (uint32 i = 0; i < sSpellMgr->GetSpellInfoStoreSize(); ++i)
{
SpellSummary[i].Effects = 0;
SpellSummary[i].Targets = 0;
pTempSpell = sSpellMgr->GetSpellInfo(i);
// This spell doesn't exist.
if (!pTempSpell)
continue;
for (SpellEffectInfo const* effect : pTempSpell->GetEffectsForDifficulty(DIFFICULTY_NONE))
{
if (!effect)
continue;
// Spell targets self.
if (effect->TargetA.GetTarget() == TARGET_UNIT_CASTER)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SELF-1);
// Spell targets a single enemy.
if (effect->TargetA.GetTarget() == TARGET_UNIT_TARGET_ENEMY ||
effect->TargetA.GetTarget() == TARGET_DEST_TARGET_ENEMY)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_ENEMY-1);
// Spell targets AoE at enemy.
if (effect->TargetA.GetTarget() == TARGET_UNIT_SRC_AREA_ENEMY ||
effect->TargetA.GetTarget() == TARGET_UNIT_DEST_AREA_ENEMY ||
effect->TargetA.GetTarget() == TARGET_SRC_CASTER ||
effect->TargetA.GetTarget() == TARGET_DEST_DYNOBJ_ENEMY)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_ENEMY-1);
// Spell targets an enemy.
if (effect->TargetA.GetTarget() == TARGET_UNIT_TARGET_ENEMY ||
effect->TargetA.GetTarget() == TARGET_DEST_TARGET_ENEMY ||
effect->TargetA.GetTarget() == TARGET_UNIT_SRC_AREA_ENEMY ||
effect->TargetA.GetTarget() == TARGET_UNIT_DEST_AREA_ENEMY ||
effect->TargetA.GetTarget() == TARGET_SRC_CASTER ||
effect->TargetA.GetTarget() == TARGET_DEST_DYNOBJ_ENEMY)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_ENEMY-1);
// Spell targets a single friend (or self).
if (effect->TargetA.GetTarget() == TARGET_UNIT_CASTER ||
effect->TargetA.GetTarget() == TARGET_UNIT_TARGET_ALLY ||
effect->TargetA.GetTarget() == TARGET_UNIT_TARGET_PARTY)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_FRIEND-1);
// Spell targets AoE friends.
if (effect->TargetA.GetTarget() == TARGET_UNIT_CASTER_AREA_PARTY ||
effect->TargetA.GetTarget() == TARGET_UNIT_LASTTARGET_AREA_PARTY ||
effect->TargetA.GetTarget() == TARGET_SRC_CASTER)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_FRIEND-1);
// Spell targets any friend (or self).
if (effect->TargetA.GetTarget() == TARGET_UNIT_CASTER ||
effect->TargetA.GetTarget() == TARGET_UNIT_TARGET_ALLY ||
effect->TargetA.GetTarget() == TARGET_UNIT_TARGET_PARTY ||
effect->TargetA.GetTarget() == TARGET_UNIT_CASTER_AREA_PARTY ||
effect->TargetA.GetTarget() == TARGET_UNIT_LASTTARGET_AREA_PARTY ||
effect->TargetA.GetTarget() == TARGET_SRC_CASTER)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_FRIEND-1);
// Make sure that this spell includes a damage effect.
if (effect->Effect == SPELL_EFFECT_SCHOOL_DAMAGE ||
effect->Effect == SPELL_EFFECT_INSTAKILL ||
effect->Effect == SPELL_EFFECT_ENVIRONMENTAL_DAMAGE ||
effect->Effect == SPELL_EFFECT_HEALTH_LEECH)
SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_DAMAGE-1);
// Make sure that this spell includes a healing effect (or an apply aura with a periodic heal).
if (effect->Effect == SPELL_EFFECT_HEAL ||
effect->Effect == SPELL_EFFECT_HEAL_MAX_HEALTH ||
effect->Effect == SPELL_EFFECT_HEAL_MECHANICAL ||
(effect->Effect == SPELL_EFFECT_APPLY_AURA && effect->ApplyAuraName == 8))
SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_HEALING-1);
// Make sure that this spell applies an aura.
if (effect->Effect == SPELL_EFFECT_APPLY_AURA)
SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_AURA-1);
}
}
}
template<typename T, typename F, typename O>