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authorariel- <ariel-@users.noreply.github.com>2016-09-25 20:47:28 -0300
committerariel- <ariel-@users.noreply.github.com>2016-10-04 20:21:55 -0300
commite641d0c7d71bdb21e443bf52bf508b1581e07839 (patch)
tree764e1afadfa69a8c1d1a9c709498c017d12409b4 /src/server/game/Spells/SpellEffects.cpp
parent23902ff266c28fa83f3bab5646b3e5b93ab55380 (diff)
Core/Spells: Implementation of QAston proc system
- Move checks from Unit::IsTriggeredAtSpellProcEvent (old system) to Aura::IsProcTriggeredOnEvent (new system) - Templatize SpellModOp param of Player::ApplySpellMod, also killed charge counter from SpellModifier and Player system for handling charges... no point in having 3 different systems doing the same thing - Automatically add default entries to spellProcMap, based on spellinfo (else auras won't proc without an entry) Based on old Unit::ProcDamageAndSpellFor - Old Unit::ProcDamageAndSpellFor renamed to Unit::ProcSkillsAndReactives and made private, will no longer handle auras. - Start making use of HealInfo::AbsorbHeal in unit calculations, add effective healing info to HealInfo struct - Changes in spell reflection system, emulates old behaviour, delaying aura drop - Removed old charge count hacks in SpellMgr::LoadSpellInfoCorrections - Removed bogus error log when procChance is 0: Some auras have initial 0 procChance but modified by SPELLMOD_CHANCE_OF_SUCCESS - Fixed TriggerAurasProcOnEvent logic that tried to trigger twice from actor. - Allow non damaging spells with DamageClass Melee or Ranged to proc character enchants. Ref issue #17034: * http://web.archive.org/web/20110309092008/http://elitistjerks.com/f47/t49865-paladin_retribution_pve/ * When an auto-attack lands (does not dodge/parry/miss) that can proc a seal the of the following things happen independently of each other (see 2 roll system). * 1) A "hidden strike" which uses melee combat mechanics occurs. If it lands it refreshes/stacks SoV DoT. Only white swings can trigger a refresh or stack. (This hidden strike mechanic can also proc things like berserking..) * 2) A weapon damage based proc will occur if you used a special (CS/DS/judge) or if you have a 5 stack (from auto attacks). This attack can not be avoided. * Holy Vengeance is the "hidden strike" it has an apply aura effect and damage class melee. - Fixed Blood Tap interaction with Death Runes (btw, don't know what was going on with those MiscValueB, spell 45529 doesn't have any MiscValueB in SPELL_EFFECT_ACTIVATE_RUNE) - Ported some AuraEffect checks from old Unit.cpp function. added new AuraScript hook to check procs of an specific effect - Allow only AuraEffects that passed the check to proc, this won't block whole aura from proccing (and lose charges) if at least one of the effects procs, though - Changes in spell mod system (for SPELLMOD_CASTING_TIME). fixes #17558. - Added an exception for SPELLMOD_CRITICAL_CHANCE too, fixes #15193
Diffstat (limited to 'src/server/game/Spells/SpellEffects.cpp')
-rw-r--r--src/server/game/Spells/SpellEffects.cpp39
1 files changed, 20 insertions, 19 deletions
diff --git a/src/server/game/Spells/SpellEffects.cpp b/src/server/game/Spells/SpellEffects.cpp
index 630236f05ac..93a0ec2ac56 100644
--- a/src/server/game/Spells/SpellEffects.cpp
+++ b/src/server/game/Spells/SpellEffects.cpp
@@ -1507,7 +1507,8 @@ void Spell::EffectHealthLeech(SpellEffIndex effIndex)
healthGain = m_caster->SpellHealingBonusDone(m_caster, m_spellInfo, healthGain, HEAL);
healthGain = m_caster->SpellHealingBonusTaken(m_caster, m_spellInfo, healthGain, HEAL);
- m_caster->HealBySpell(m_caster, m_spellInfo, uint32(healthGain));
+ HealInfo healInfo(m_caster, m_caster, healthGain, m_spellInfo, m_spellSchoolMask);
+ m_caster->HealBySpell(healInfo);
}
}
@@ -2197,7 +2198,7 @@ void Spell::EffectSummonType(SpellEffIndex effIndex)
int32 duration = m_spellInfo->GetDuration();
if (Player* modOwner = m_originalCaster->GetSpellModOwner())
- modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_DURATION, duration);
+ modOwner->ApplySpellMod<SPELLMOD_DURATION>(m_spellInfo->Id, duration);
TempSummon* summon = NULL;
@@ -5442,18 +5443,8 @@ void Spell::EffectActivateRune(SpellEffIndex effIndex)
m_runesState = m_caster->ToPlayer()->GetRunesState();
uint32 count = damage;
- if (count == 0) count = 1;
- for (uint32 j = 0; j < MAX_RUNES && count > 0; ++j)
- {
- if (player->GetRuneCooldown(j) && player->GetCurrentRune(j) == RuneType(m_spellInfo->Effects[effIndex].MiscValue))
- {
- if (m_spellInfo->Id == 45529)
- if (player->GetBaseRune(j) != RuneType(m_spellInfo->Effects[effIndex].MiscValueB))
- continue;
- player->SetRuneCooldown(j, 0);
- --count;
- }
- }
+ if (count == 0)
+ count = 1;
// Blood Tap
if (m_spellInfo->Id == 45529 && count > 0)
@@ -5461,11 +5452,12 @@ void Spell::EffectActivateRune(SpellEffIndex effIndex)
for (uint32 l = 0; l + 1 < MAX_RUNES && count > 0; ++l)
{
// Check if both runes are on cd as that is the only time when this needs to come into effect
- if ((player->GetRuneCooldown(l) && player->GetBaseRune(l) == RuneType(m_spellInfo->Effects[effIndex].MiscValueB)) && (player->GetRuneCooldown(l+1) && player->GetBaseRune(l+1) == RuneType(m_spellInfo->Effects[effIndex].MiscValueB)))
+ if ((player->GetRuneCooldown(l) && player->GetBaseRune(l) == RUNE_BLOOD) && (player->GetRuneCooldown(l + 1) && player->GetBaseRune(l + 1) == RUNE_BLOOD))
{
// Should always update the rune with the lowest cd
- if (l + 1 < MAX_RUNES && player->GetRuneCooldown(l) >= player->GetRuneCooldown(l+1))
- l++;
+ if (l + 1 < MAX_RUNES && player->GetRuneCooldown(l) >= player->GetRuneCooldown(l + 1))
+ ++l;
+
player->SetRuneCooldown(l, 0);
--count;
// is needed to push through to the client that the rune is active
@@ -5476,6 +5468,15 @@ void Spell::EffectActivateRune(SpellEffIndex effIndex)
}
}
+ for (uint32 j = 0; j < MAX_RUNES && count > 0; ++j)
+ {
+ if (player->GetRuneCooldown(j) && player->GetCurrentRune(j) == RuneType(m_spellInfo->Effects[effIndex].MiscValue))
+ {
+ player->SetRuneCooldown(j, 0);
+ --count;
+ }
+ }
+
// Empower rune weapon
if (m_spellInfo->Id == 47568)
{
@@ -5485,7 +5486,7 @@ void Spell::EffectActivateRune(SpellEffIndex effIndex)
for (uint32 i = 0; i < MAX_RUNES; ++i)
{
- if (player->GetRuneCooldown(i) && (player->GetCurrentRune(i) == RUNE_FROST || player->GetCurrentRune(i) == RUNE_DEATH))
+ if (player->GetRuneCooldown(i) && (player->GetBaseRune(i) == RUNE_FROST))
player->SetRuneCooldown(i, 0);
}
}
@@ -5614,7 +5615,7 @@ void Spell::SummonGuardian(uint32 i, uint32 entry, SummonPropertiesEntry const*
int32 duration = m_spellInfo->GetDuration();
if (Player* modOwner = m_originalCaster->GetSpellModOwner())
- modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_DURATION, duration);
+ modOwner->ApplySpellMod<SPELLMOD_DURATION>(m_spellInfo->Id, duration);
//TempSummonType summonType = (duration == 0) ? TEMPSUMMON_DEAD_DESPAWN : TEMPSUMMON_TIMED_DESPAWN;
Map* map = caster->GetMap();