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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/SpellScript.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/SpellScript.cpp')
-rw-r--r--src/server/game/Spells/SpellScript.cpp16
1 files changed, 16 insertions, 0 deletions
diff --git a/src/server/game/Spells/SpellScript.cpp b/src/server/game/Spells/SpellScript.cpp
index e2598386466..67aaa582776 100644
--- a/src/server/game/Spells/SpellScript.cpp
+++ b/src/server/game/Spells/SpellScript.cpp
@@ -720,6 +720,10 @@ bool AuraScript::_Validate(SpellInfo const* entry)
if (!entry->HasEffect(SPELL_EFFECT_APPLY_AURA) && !entry->HasAreaAuraEffect())
TC_LOG_ERROR("scripts", "Spell `%u` of script `%s` does not have apply aura effect - handler bound to hook `DoCheckProc` of AuraScript won't be executed", entry->Id, m_scriptName->c_str());
+ for (std::list<CheckEffectProcHandler>::iterator itr = DoCheckEffectProc.begin(); itr != DoCheckEffectProc.end(); ++itr)
+ if (!itr->GetAffectedEffectsMask(entry))
+ TC_LOG_ERROR("scripts", "Spell `%u` Effect `%s` of script `%s` did not match dbc effect data - handler bound to hook `DoCheckEffectProc` of AuraScript won't be executed", entry->Id, itr->ToString().c_str(), m_scriptName->c_str());
+
for (std::list<AuraProcHandler>::iterator itr = DoPrepareProc.begin(); itr != DoPrepareProc.end(); ++itr)
if (!entry->HasEffect(SPELL_EFFECT_APPLY_AURA) && !entry->HasAreaAuraEffect())
TC_LOG_ERROR("scripts", "Spell `%u` of script `%s` does not have apply aura effect - handler bound to hook `DoPrepareProc` of AuraScript won't be executed", entry->Id, m_scriptName->c_str());
@@ -887,6 +891,17 @@ bool AuraScript::CheckProcHandler::Call(AuraScript* auraScript, ProcEventInfo& e
return (auraScript->*_HandlerScript)(eventInfo);
}
+AuraScript::CheckEffectProcHandler::CheckEffectProcHandler(AuraCheckEffectProcFnType handlerScript, uint8 effIndex, uint16 effName)
+ : AuraScript::EffectBase(effIndex, effName)
+{
+ _HandlerScript = handlerScript;
+}
+
+bool AuraScript::CheckEffectProcHandler::Call(AuraScript* auraScript, AuraEffect const* aurEff, ProcEventInfo& eventInfo)
+{
+ return (auraScript->*_HandlerScript)(aurEff, eventInfo);
+}
+
AuraScript::AuraProcHandler::AuraProcHandler(AuraProcFnType handlerScript)
{
_HandlerScript = handlerScript;
@@ -1148,6 +1163,7 @@ Unit* AuraScript::GetTarget() const
case AURA_SCRIPT_HOOK_EFFECT_AFTER_MANASHIELD:
case AURA_SCRIPT_HOOK_EFFECT_SPLIT:
case AURA_SCRIPT_HOOK_CHECK_PROC:
+ case AURA_SCRIPT_HOOK_CHECK_EFFECT_PROC:
case AURA_SCRIPT_HOOK_PREPARE_PROC:
case AURA_SCRIPT_HOOK_PROC:
case AURA_SCRIPT_HOOK_AFTER_PROC: