diff options
Diffstat (limited to 'src/server/game/Spells/Spell.cpp')
-rwxr-xr-x | src/server/game/Spells/Spell.cpp | 154 |
1 files changed, 93 insertions, 61 deletions
diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp index bf444f27e86..f52ce6461b3 100755 --- a/src/server/game/Spells/Spell.cpp +++ b/src/server/game/Spells/Spell.cpp @@ -1166,7 +1166,7 @@ void Spell::DoAllEffectOnTarget(TargetInfo *target) //Spells with this flag cannot trigger if effect is casted on self // Slice and Dice, relentless strikes, eviscerate - bool canEffectTrigger = unitTarget->CanProc() && (m_spellInfo->AttributesEx4 & (SPELL_ATTR4_CANT_PROC_FROM_SELFCAST) ? m_caster != unitTarget : true); + bool canEffectTrigger = unitTarget->CanProc() && CanExecuteTriggersOnHit(mask); Unit* spellHitTarget = NULL; if (missInfo == SPELL_MISS_NONE) // In case spell hit target, do all effect on that target @@ -1355,7 +1355,7 @@ void Spell::DoAllEffectOnTarget(TargetInfo *target) m_caster->ToCreature()->AI()->SpellHitTarget(spellHitTarget, m_spellInfo); // Needs to be called after dealing damage/healing to not remove breaking on damage auras - DoTriggersOnSpellHit(spellHitTarget); + DoTriggersOnSpellHit(spellHitTarget, mask); // if target is fallged for pvp also flag caster if a player if (unit->IsPvP()) @@ -1525,9 +1525,10 @@ SpellMissInfo Spell::DoSpellHitOnUnit(Unit *unit, const uint32 effectMask, bool return SPELL_MISS_NONE; } -void Spell::DoTriggersOnSpellHit(Unit *unit) +void Spell::DoTriggersOnSpellHit(Unit *unit, uint8 effMask) { // Apply additional spell effects to target + // TODO: move this code to scripts if (m_preCastSpell) { // Paladin immunity shields @@ -1549,38 +1550,44 @@ void Spell::DoTriggersOnSpellHit(Unit *unit) m_caster->AddAura(m_preCastSpell, unit); } - // spells with this flag can trigger only if not selfcast (eviscerate for example) - if (m_ChanceTriggerSpells.size() && (!((m_spellInfo->AttributesEx4 & SPELL_ATTR4_CANT_PROC_FROM_SELFCAST) && unit == m_caster))) + // handle SPELL_AURA_ADD_TARGET_TRIGGER auras + // this is executed after spell proc spells on target hit + // spells are triggered for each hit spell target + // info confirmed with retail sniffs of permafrost and shadow weaving + if (!m_hitTriggerSpells.empty() && CanExecuteTriggersOnHit(effMask)) { - int _duration=0; - for (ChanceTriggerSpells::const_iterator i = m_ChanceTriggerSpells.begin(); i != m_ChanceTriggerSpells.end(); ++i) + int _duration = 0; + for (HitTriggerSpells::const_iterator i = m_hitTriggerSpells.begin(); i != m_hitTriggerSpells.end(); ++i) { - // SPELL_AURA_ADD_TARGET_TRIGGER auras shouldn't trigger auras without duration - // set duration equal to triggering spell if (roll_chance_i(i->second)) { m_caster->CastSpell(unit, i->first, true); sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "Spell %d triggered spell %d by SPELL_AURA_ADD_TARGET_TRIGGER aura", m_spellInfo->Id, i->first->Id); - } - if (GetSpellDuration(i->first) == -1) - { - if (Aura * triggeredAur = unit->GetAura(i->first->Id, m_caster->GetGUID())) + + // SPELL_AURA_ADD_TARGET_TRIGGER auras shouldn't trigger auras without duration + // set duration of current aura to the triggered spell + if (GetSpellDuration(i->first) == -1) { - // get duration from aura-only once - if (!_duration) + if (Aura * triggeredAur = unit->GetAura(i->first->Id, m_caster->GetGUID())) { - Aura * aur = unit->GetAura(m_spellInfo->Id, m_caster->GetGUID()); - _duration = aur ? aur->GetDuration() : -1; + // get duration from aura-only once + if (!_duration) + { + Aura * aur = unit->GetAura(m_spellInfo->Id, m_caster->GetGUID()); + _duration = aur ? aur->GetDuration() : -1; + } + triggeredAur->SetDuration(_duration); } - triggeredAur->SetDuration(_duration); } } } } + // trigger linked auras remove/apply + // TODO: remove/cleanup this, as this table is not documented and people are doing stupid things with it if (m_customAttr & SPELL_ATTR0_CU_LINK_HIT) - if (const std::vector<int32> *spell_triggered = sSpellMgr->GetSpellLinked(m_spellInfo->Id + SPELL_LINK_HIT)) - for (std::vector<int32>::const_iterator i = spell_triggered->begin(); i != spell_triggered->end(); ++i) + if (std::vector<int32> const* spellTriggered = sSpellMgr->GetSpellLinked(m_spellInfo->Id + SPELL_LINK_HIT)) + for (std::vector<int32>::const_iterator i = spellTriggered->begin(); i != spellTriggered->end(); ++i) if (*i < 0) unit->RemoveAurasDueToSpell(-(*i)); else @@ -3135,30 +3142,7 @@ void Spell::cast(bool skipCheck) return; } - if (m_spellInfo->SpellFamilyName) - { - if (m_spellInfo->excludeCasterAuraSpell && !IsPositiveSpell(m_spellInfo->excludeCasterAuraSpell)) - m_preCastSpell = m_spellInfo->excludeCasterAuraSpell; - else if (m_spellInfo->excludeTargetAuraSpell && !IsPositiveSpell(m_spellInfo->excludeTargetAuraSpell)) - m_preCastSpell = m_spellInfo->excludeTargetAuraSpell; - } - - switch (m_spellInfo->SpellFamilyName) - { - case SPELLFAMILY_GENERIC: - { - if (m_spellInfo->Mechanic == MECHANIC_BANDAGE) // Bandages - m_preCastSpell = 11196; // Recently Bandaged - break; - } - case SPELLFAMILY_MAGE: - { - // Permafrost - if (m_spellInfo->SpellFamilyFlags[1] & 0x00001000 || m_spellInfo->SpellFamilyFlags[0] & 0x00100220) - m_preCastSpell = 68391; - break; - } - } + PrepareTriggersExecutedOnHit(); // traded items have trade slot instead of guid in m_itemTargetGUID // set to real guid to be sent later to the client @@ -3188,23 +3172,6 @@ void Spell::cast(bool skipCheck) TakeReagents(); } - // are there any spells need to be triggered after hit? - // handle SPELL_AURA_ADD_TARGET_TRIGGER auras - Unit::AuraEffectList const& targetTriggers = m_caster->GetAuraEffectsByType(SPELL_AURA_ADD_TARGET_TRIGGER); - for (Unit::AuraEffectList::const_iterator i = targetTriggers.begin(); i != targetTriggers.end(); ++i) - { - if (!(*i)->IsAffectedOnSpell(m_spellInfo)) - continue; - SpellEntry const *auraSpellInfo = (*i)->GetSpellProto(); - uint32 auraSpellIdx = (*i)->GetEffIndex(); - if (SpellEntry const *spellInfo = sSpellStore.LookupEntry(auraSpellInfo->EffectTriggerSpell[auraSpellIdx])) - { - int32 auraBaseAmount = (*i)->GetBaseAmount(); - int32 chance = m_caster->CalculateSpellDamage(NULL, auraSpellInfo, auraSpellIdx, &auraBaseAmount); - m_ChanceTriggerSpells.push_back(std::make_pair(spellInfo, chance * (*i)->GetBase()->GetStackAmount())); - } - } - if (m_customAttr & SPELL_ATTR0_CU_DIRECT_DAMAGE) CalculateDamageDoneForAllTargets(); @@ -3482,6 +3449,7 @@ void Spell::_handle_finish_phase() if (m_comboPointGain) m_caster->m_movedPlayer->GainSpellComboPoints(m_comboPointGain); } + // TODO: trigger proc phase finish here } void Spell::SendSpellCooldown() @@ -7302,6 +7270,70 @@ void Spell::CallScriptAfterUnitTargetSelectHandlers(std::list<Unit*>& unitTarget } } +bool Spell::CanExecuteTriggersOnHit(uint8 effMask) const +{ + // check which effects can trigger proc + // don't allow to proc for dummy-only spell target hits + // prevents triggering/procing effects twice from spells like Eviscerate + for (uint8 i = 0;effMask && i < MAX_SPELL_EFFECTS; ++i) + { + if (m_spellInfo->Effect[i] == SPELL_EFFECT_DUMMY) + effMask &= ~(1<<i); + } + return effMask; +} + +void Spell::PrepareTriggersExecutedOnHit() +{ + // todo: move this to scripts + if (m_spellInfo->SpellFamilyName) + { + if (m_spellInfo->excludeCasterAuraSpell && !IsPositiveSpell(m_spellInfo->excludeCasterAuraSpell)) + m_preCastSpell = m_spellInfo->excludeCasterAuraSpell; + else if (m_spellInfo->excludeTargetAuraSpell && !IsPositiveSpell(m_spellInfo->excludeTargetAuraSpell)) + m_preCastSpell = m_spellInfo->excludeTargetAuraSpell; + } + + // todo: move this to scripts + switch (m_spellInfo->SpellFamilyName) + { + case SPELLFAMILY_GENERIC: + { + if (m_spellInfo->Mechanic == MECHANIC_BANDAGE) // Bandages + m_preCastSpell = 11196; // Recently Bandaged + break; + } + case SPELLFAMILY_MAGE: + { + // Permafrost + if (m_spellInfo->SpellFamilyFlags[1] & 0x00001000 || m_spellInfo->SpellFamilyFlags[0] & 0x00100220) + m_preCastSpell = 68391; + break; + } + } + + // handle SPELL_AURA_ADD_TARGET_TRIGGER auras: + // save auras which were present on spell caster on cast, to prevent triggered auras from affecting caster + // and to correctly calculate proc chance when combopoints are present + Unit::AuraEffectList const& targetTriggers = m_caster->GetAuraEffectsByType(SPELL_AURA_ADD_TARGET_TRIGGER); + for (Unit::AuraEffectList::const_iterator i = targetTriggers.begin(); i != targetTriggers.end(); ++i) + { + if (!(*i)->IsAffectedOnSpell(m_spellInfo)) + continue; + SpellEntry const *auraSpellInfo = (*i)->GetSpellProto(); + uint32 auraSpellIdx = (*i)->GetEffIndex(); + if (SpellEntry const *spellInfo = sSpellStore.LookupEntry(auraSpellInfo->EffectTriggerSpell[auraSpellIdx])) + { + // calculate the chance using spell base amount, because aura amount is not updated on combo-points change + // this possibly needs fixing + int32 auraBaseAmount = (*i)->GetBaseAmount(); + int32 chance = m_caster->CalculateSpellDamage(NULL, auraSpellInfo, auraSpellIdx, &auraBaseAmount); + // proc chance is stored in effect amount + m_hitTriggerSpells.push_back(std::make_pair(spellInfo, chance * (*i)->GetBase()->GetStackAmount())); + } + } +} + // Global cooldowns management enum GCDLimits { |