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[9784] Move damage and crit calculation for certain effects of spells with delayed hit to spell launch
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7 changed files with 128 additions and 22 deletions
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@ -927,6 +927,17 @@ void Spell::DoAllEffectOnTarget(TargetInfo *target)
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uint32 procVictim = m_procVictim;
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uint32 procEx = PROC_EX_NONE;
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if (m_spellInfo->speed > 0)
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{
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// mark effects that were already handled in Spell::HandleDelayedSpellLaunch on spell launch as processed
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for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i)
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if (IsEffectHandledOnDelayedSpellLaunch(m_spellInfo, SpellEffectIndex(i)))
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mask &= ~(1<<i);
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// maybe used in effects that are handled on hit
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m_damage += target->damage;
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}
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if (missInfo==SPELL_MISS_NONE) // In case spell hit target, do all effect on that target
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DoSpellHitOnUnit(unit, mask);
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else if (missInfo == SPELL_MISS_REFLECT) // In case spell reflect from target, do all effect on caster (if hit)
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@ -966,8 +977,16 @@ void Spell::DoAllEffectOnTarget(TargetInfo *target)
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// Fill base damage struct (unitTarget - is real spell target)
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SpellNonMeleeDamage damageInfo(caster, unitTarget, m_spellInfo->Id, m_spellSchoolMask);
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if (m_spellInfo->speed > 0)
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{
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damageInfo.damage = m_damage;
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damageInfo.HitInfo = target->HitInfo;
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}
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// Add bonuses and fill damageInfo struct
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caster->CalculateSpellDamage(&damageInfo, m_damage, m_spellInfo, m_attackType);
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else
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caster->CalculateSpellDamage(&damageInfo, m_damage, m_spellInfo, m_attackType);
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unitTarget->CalculateAbsorbResistBlock(caster, &damageInfo, m_spellInfo);
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caster->DealDamageMods(damageInfo.target, damageInfo.damage, &damageInfo.absorb);
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@ -1184,6 +1203,56 @@ void Spell::DoAllEffectOnTarget(ItemTargetInfo *target)
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HandleEffects(NULL, target->item, NULL, SpellEffectIndex(effectNumber));
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}
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void Spell::HandleDelayedSpellLaunch(TargetInfo *target)
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{
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// Get mask of effects for target
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uint32 mask = target->effectMask;
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Unit* unit = m_caster->GetObjectGuid() == target->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, target->targetGUID);
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if (!unit)
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return;
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// Get original caster (if exist) and calculate damage/healing from him data
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Unit *real_caster = GetAffectiveCaster();
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// FIXME: in case wild GO heal/damage spells will be used target bonuses
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Unit *caster = real_caster ? real_caster : m_caster;
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SpellMissInfo missInfo = target->missCondition;
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// Need init unitTarget by default unit (can changed in code on reflect)
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// Or on missInfo!=SPELL_MISS_NONE unitTarget undefined (but need in trigger subsystem)
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unitTarget = unit;
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// Reset damage/healing counter
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m_damage = 0;
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m_healing = 0; // healing maybe not needed at this point
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// Fill base damage struct (unitTarget - is real spell target)
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SpellNonMeleeDamage damageInfo(caster, unitTarget, m_spellInfo->Id, m_spellSchoolMask);
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for (int32 effectNumber = 0; effectNumber < MAX_EFFECT_INDEX; ++effectNumber)
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{
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if (mask & (1 << effectNumber) && IsEffectHandledOnDelayedSpellLaunch(m_spellInfo, SpellEffectIndex(effectNumber)))
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{
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HandleEffects(unit, NULL, NULL, SpellEffectIndex(effectNumber), m_damageMultipliers[effectNumber]);
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if ( m_applyMultiplierMask & (1 << effectNumber) )
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{
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// Get multiplier
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float multiplier = m_spellInfo->DmgMultiplier[effectNumber];
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// Apply multiplier mods
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if (real_caster)
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if(Player* modOwner = real_caster->GetSpellModOwner())
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modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_EFFECT_PAST_FIRST, multiplier, this);
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m_damageMultipliers[effectNumber] *= multiplier;
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}
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}
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}
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caster->CalculateSpellDamage(&damageInfo, m_damage, m_spellInfo, m_attackType);
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target->damage = damageInfo.damage;
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target->HitInfo = damageInfo.HitInfo;
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}
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bool Spell::IsAliveUnitPresentInTargetList()
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{
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// Not need check return true
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@ -2658,6 +2727,10 @@ void Spell::cast(bool skipCheck)
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// in case delayed spell remove item at cast delay start
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TakeCastItem();
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// fill initial spell damage from caster for delayed casted spells
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for(std::list<TargetInfo>::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
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HandleDelayedSpellLaunch(&(*ihit));
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// Okay, maps created, now prepare flags
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m_immediateHandled = false;
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m_spellState = SPELL_STATE_DELAYED;
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