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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.h
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.h')
-rw-r--r--src/server/game/Spells/SpellScript.h17
1 files changed, 17 insertions, 0 deletions
diff --git a/src/server/game/Spells/SpellScript.h b/src/server/game/Spells/SpellScript.h
index 539bc54cc94..1ec10f03820 100644
--- a/src/server/game/Spells/SpellScript.h
+++ b/src/server/game/Spells/SpellScript.h
@@ -468,6 +468,7 @@ enum AuraScriptHookType
AURA_SCRIPT_HOOK_AFTER_DISPEL,
// Spell Proc Hooks
AURA_SCRIPT_HOOK_CHECK_PROC,
+ AURA_SCRIPT_HOOK_CHECK_EFFECT_PROC,
AURA_SCRIPT_HOOK_PREPARE_PROC,
AURA_SCRIPT_HOOK_PROC,
AURA_SCRIPT_HOOK_EFFECT_PROC,
@@ -499,6 +500,7 @@ class TC_GAME_API AuraScript : public _SpellScript
typedef void(CLASSNAME::*AuraEffectAbsorbFnType)(AuraEffect*, DamageInfo &, uint32 &); \
typedef void(CLASSNAME::*AuraEffectSplitFnType)(AuraEffect*, DamageInfo &, uint32 &); \
typedef bool(CLASSNAME::*AuraCheckProcFnType)(ProcEventInfo&); \
+ typedef bool(CLASSNAME::*AuraCheckEffectProcFnType)(AuraEffect const*, ProcEventInfo&); \
typedef void(CLASSNAME::*AuraProcFnType)(ProcEventInfo&); \
typedef void(CLASSNAME::*AuraEffectProcFnType)(AuraEffect const*, ProcEventInfo&); \
@@ -608,6 +610,14 @@ class TC_GAME_API AuraScript : public _SpellScript
private:
AuraCheckProcFnType _HandlerScript;
};
+ class TC_GAME_API CheckEffectProcHandler : public EffectBase
+ {
+ public:
+ CheckEffectProcHandler(AuraCheckEffectProcFnType handlerScript, uint8 effIndex, uint16 effName);
+ bool Call(AuraScript* auraScript, AuraEffect const* aurEff, ProcEventInfo& eventInfo);
+ private:
+ AuraCheckEffectProcFnType _HandlerScript;
+ };
class TC_GAME_API AuraProcHandler
{
public:
@@ -638,6 +648,7 @@ class TC_GAME_API AuraScript : public _SpellScript
class EffectManaShieldFunction : public AuraScript::EffectManaShieldHandler { public: EffectManaShieldFunction(AuraEffectAbsorbFnType _pEffectHandlerScript, uint8 _effIndex) : AuraScript::EffectManaShieldHandler((AuraScript::AuraEffectAbsorbFnType)_pEffectHandlerScript, _effIndex) { } }; \
class EffectSplitFunction : public AuraScript::EffectSplitHandler { public: EffectSplitFunction(AuraEffectSplitFnType _pEffectHandlerScript, uint8 _effIndex) : AuraScript::EffectSplitHandler((AuraScript::AuraEffectSplitFnType)_pEffectHandlerScript, _effIndex) { } }; \
class CheckProcHandlerFunction : public AuraScript::CheckProcHandler { public: CheckProcHandlerFunction(AuraCheckProcFnType handlerScript) : AuraScript::CheckProcHandler((AuraScript::AuraCheckProcFnType)handlerScript) { } }; \
+ class CheckEffectProcHandlerFunction : public AuraScript::CheckEffectProcHandler { public: CheckEffectProcHandlerFunction(AuraCheckEffectProcFnType handlerScript, uint8 effIndex, uint16 effName) : AuraScript::CheckEffectProcHandler((AuraScript::AuraCheckEffectProcFnType)handlerScript, effIndex, effName) { } }; \
class AuraProcHandlerFunction : public AuraScript::AuraProcHandler { public: AuraProcHandlerFunction(AuraProcFnType handlerScript) : AuraScript::AuraProcHandler((AuraScript::AuraProcFnType)handlerScript) { } }; \
class EffectProcHandlerFunction : public AuraScript::EffectProcHandler { public: EffectProcHandlerFunction(AuraEffectProcFnType effectHandlerScript, uint8 effIndex, uint16 effName) : AuraScript::EffectProcHandler((AuraScript::AuraEffectProcFnType)effectHandlerScript, effIndex, effName) { } }
@@ -776,6 +787,12 @@ class TC_GAME_API AuraScript : public _SpellScript
HookList<CheckProcHandler> DoCheckProc;
#define AuraCheckProcFn(F) CheckProcHandlerFunction(&F)
+ // executed when aura effect checks if it can proc the aura
+ // example: DoCheckEffectProc += AuraCheckEffectProcFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier);
+ // where function is bool function (AuraEffect const* aurEff, ProcEventInfo& eventInfo);
+ HookList<CheckEffectProcHandler> DoCheckEffectProc;
+ #define AuraCheckEffectProcFn(F, I, N) CheckEffectProcHandlerFunction(&F, I, N)
+
// executed before aura procs (possibility to prevent charge drop/cooldown)
// example: DoPrepareProc += AuraProcFn(class::function);
// where function is: void function (ProcEventInfo& eventInfo);