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-rw-r--r--src/game/SpellMgr.cpp79
1 files changed, 66 insertions, 13 deletions
diff --git a/src/game/SpellMgr.cpp b/src/game/SpellMgr.cpp
index 07a0df04450..688514dcb54 100644
--- a/src/game/SpellMgr.cpp
+++ b/src/game/SpellMgr.cpp
@@ -99,7 +99,7 @@ bool IsPassiveSpell(uint32 spellId)
return (spellInfo->Attributes & SPELL_ATTR_PASSIVE) != 0;
}
-bool IsNoStackAuraDueToAura(uint32 spellId_1, uint32 effIndex_1, uint32 spellId_2, uint32 effIndex_2)
+/*bool IsNoStackAuraDueToAura(uint32 spellId_1, uint32 effIndex_1, uint32 spellId_2, uint32 effIndex_2)
{
SpellEntry const *spellInfo_1 = sSpellStore.LookupEntry(spellId_1);
SpellEntry const *spellInfo_2 = sSpellStore.LookupEntry(spellId_2);
@@ -113,7 +113,7 @@ bool IsNoStackAuraDueToAura(uint32 spellId_1, uint32 effIndex_1, uint32 spellId_
return false;
return true;
-}
+}*/
int32 CompareAuraRanks(uint32 spellId_1, uint32 effIndex_1, uint32 spellId_2, uint32 effIndex_2)
{
@@ -244,14 +244,24 @@ bool IsSingleFromSpellSpecificPerCaster(uint32 spellSpec1,uint32 spellSpec2)
case SPELL_STING:
case SPELL_CURSE:
case SPELL_ASPECT:
+ case SPELL_POSITIVE_SHOUT:
+ case SPELL_JUDGEMENT:
+ case SPELL_WARLOCK_CORRUPTION:
+ return spellSpec1==spellSpec2;
+ default:
+ return false;
+ }
+}
+
+bool IsSingleFromSpellSpecificPerTarget(uint32 spellSpec1,uint32 spellSpec2)
+{
+ switch(spellSpec1)
+ {
case SPELL_TRACKER:
case SPELL_WARLOCK_ARMOR:
case SPELL_MAGE_ARMOR:
case SPELL_ELEMENTAL_SHIELD:
case SPELL_MAGE_POLYMORPH:
- case SPELL_POSITIVE_SHOUT:
- case SPELL_JUDGEMENT:
- case SPELL_WARLOCK_CORRUPTION:
return spellSpec1==spellSpec2;
case SPELL_BATTLE_ELIXIR:
return spellSpec2==SPELL_BATTLE_ELIXIR
@@ -1030,10 +1040,10 @@ bool SpellMgr::canStackSpellRanks(SpellEntry const *spellInfo)
return true;
}
-bool SpellMgr::IsNoStackSpellDueToSpell(uint32 spellId_1, uint32 spellId_2) const
+bool SpellMgr::IsNoStackSpellDueToSpell(uint32 spellId_1, uint32 spellId_2, bool sameCaster) const
{
- if(spellId_1 == spellId_2) // auras due to the same spell
- return false;
+ //if(spellId_1 == spellId_2) // auras due to the same spell
+ // return false;
SpellEntry const *spellInfo_1 = sSpellStore.LookupEntry(spellId_1);
SpellEntry const *spellInfo_2 = sSpellStore.LookupEntry(spellId_2);
@@ -1041,22 +1051,65 @@ bool SpellMgr::IsNoStackSpellDueToSpell(uint32 spellId_1, uint32 spellId_2) cons
if(!spellInfo_1 || !spellInfo_2)
return false;
+ SpellSpecific spellId_spec_1 = GetSpellSpecific(spellId_1);
+ SpellSpecific spellId_spec_2 = GetSpellSpecific(spellId_2);
+ if (spellId_spec_1 && spellId_spec_2)
+ if (IsSingleFromSpellSpecificPerTarget(spellId_spec_1, spellId_spec_2)
+ ||(IsSingleFromSpellSpecificPerCaster(spellId_spec_1, spellId_spec_2) && sameCaster))
+ return true;
+
if(spellInfo_1->SpellFamilyName != spellInfo_2->SpellFamilyName)
return false;
- if(!spellInfo_1->SpellFamilyName) // generic spells
+ // generic spells
+ if(!spellInfo_1->SpellFamilyName)
{
if(!spellInfo_1->SpellIconID
|| spellInfo_1->SpellIconID != spellInfo_2->SpellIconID)
return false;
}
- else if (spellInfo_1->SpellFamilyFlags != spellInfo_2->SpellFamilyFlags)
- return false;
+
+ // if both elixirs are not battle/guardian/potions/flasks then always stack
+ else if(spellInfo_1->SpellFamilyName == SPELLFAMILY_POTION)
+ {
+ if(spellId_spec_1 || spellId_spec_2))
+ return false;
+ }
+
+ // check for class spells
+ else
+ {
+ if (spellInfo_1->SpellFamilyFlags != spellInfo_2->SpellFamilyFlags)
+ return false;
+ }
for(uint32 i = 0; i < 3; ++i)
+ {
if(spellInfo_1->Effect[i] != spellInfo_2->Effect[i]
- || spellInfo_1->EffectApplyAuraName[i] != spellInfo_2->EffectApplyAuraName[i])
- return false;
+ || spellInfo_1->EffectApplyAuraName[i] != spellInfo_2->EffectApplyAuraName[i]
+ || spellInfo_1->EffectMiscValue[i] != spellInfo_2->EffectMiscValue[i]) // paladin resist aura
+ return false; // need itemtype check? need an example to add that check
+
+ if(spellInfo_1->EffectApplyAuraName[i] // both spell has the same auras
+ && !sameCaster
+ && spellInfo_1->Effect[i] != SPELL_EFFECT_APPLY_AREA_AURA_PARTY) // not area auras (shaman totem)
+ // a better check may be effect == SPELL_EFFECT_APPLY_AURA
+ {
+ switch(spellInfo_1->EffectApplyAuraName[i])
+ {
+ // DOT or HOT from different casters will stack
+ case SPELL_AURA_PERIODIC_DAMAGE:
+ case SPELL_AURA_PERIODIC_HEAL:
+ case SPELL_AURA_PERIODIC_TRIGGER_SPELL:
+ case SPELL_AURA_PERIODIC_ENERGIZE:
+ case SPELL_AURA_PERIODIC_MANA_LEECH:
+ case SPELL_AURA_PERIODIC_LEECH:
+ return false;
+ default:
+ break;
+ }
+ }
+ }
return true;
}