diff options
Diffstat (limited to 'src/game/Unit.cpp')
| -rw-r--r-- | src/game/Unit.cpp | 65 |
1 files changed, 64 insertions, 1 deletions
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index 6c47b56900e..d5c2068ea6c 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -4827,6 +4827,68 @@ bool Unit::HandleHasteAuraProc(Unit *pVictim, uint32 damage, AuraEffect* trigger return true; } +bool Unit::HandleSpellCritChanceAuraProc(Unit *pVictim, uint32 /*damage*/, AuraEffect* triggeredByAura, SpellEntry const * /*procSpell*/, uint32 /*procFlag*/, uint32 /*procEx*/, uint32 cooldown) +{ + SpellEntry const *triggeredByAuraSpell = triggeredByAura->GetSpellProto(); + + Item* castItem = triggeredByAura->GetParentAura()->GetCastItemGUID() && GetTypeId()==TYPEID_PLAYER + ? ((Player*)this)->GetItemByGuid(triggeredByAura->GetParentAura()->GetCastItemGUID()) : NULL; + + uint32 triggered_spell_id = 0; + Unit* target = pVictim; + int32 basepoints0 = 0; + + switch(triggeredByAuraSpell->SpellFamilyName) + { + case SPELLFAMILY_MAGE: + { + switch(triggeredByAuraSpell->Id) + { + // Focus Magic + case 54646: + { + Unit* caster = triggeredByAura->GetCaster(); + if(!caster) + return false; + + triggered_spell_id = 54648; + target = caster; + break; + } + } + } + } + + // processed charge only counting case + if(!triggered_spell_id) + return true; + + SpellEntry const* triggerEntry = sSpellStore.LookupEntry(triggered_spell_id); + + if(!triggerEntry) + { + sLog.outError("Unit::HandleHasteAuraProc: Spell %u have not existed triggered spell %u",triggeredByAuraSpell->Id,triggered_spell_id); + return false; + } + + // default case + if(!target || target!=this && !target->isAlive()) + return false; + + if( cooldown && GetTypeId()==TYPEID_PLAYER && ((Player*)this)->HasSpellCooldown(triggered_spell_id)) + return false; + + if(basepoints0) + CastCustomSpell(target,triggered_spell_id,&basepoints0,NULL,NULL,true,castItem,triggeredByAura); + else + CastSpell(target,triggered_spell_id,true,castItem,triggeredByAura); + + if( cooldown && GetTypeId()==TYPEID_PLAYER ) + ((Player*)this)->AddSpellCooldown(triggered_spell_id,0,time(NULL) + cooldown); + + return true; +} + bool Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, AuraEffect* triggeredByAura, SpellEntry const * procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown) { SpellEntry const *dummySpell = triggeredByAura->GetSpellProto (); @@ -12860,7 +12922,8 @@ void Unit::ProcDamageAndSpellFor( bool isVictim, Unit * pTarget, uint32 procFlag takeCharges=true; break; case SPELL_AURA_MOD_SPELL_CRIT_CHANCE: - if (procSpell) + sLog.outDebug("ProcDamageAndSpell: casting spell id %u (triggered by %s spell crit chance aura of spell %u)", spellInfo->Id,(isVictim?"a victim's":"an attacker's"), triggeredByAura->GetId()); + if (procSpell && HandleSpellCritChanceAuraProc(pTarget, damage, triggeredByAura, procSpell, procFlag, procExtra, cooldown)) takeCharges=true; break; // CC Auras which use their amount amount to drop |
