[10211] Fix aura procs for spells with auras that can't trigger

This commit is contained in:
Laise 2010-07-17 21:31:11 +03:00
parent 63ea8bbf4b
commit f37c73e255
4 changed files with 309 additions and 295 deletions

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@ -9526,8 +9526,15 @@ void Unit::ProcDamageAndSpellFor( bool isVictim, Unit * pTarget, uint32 procFlag
continue; continue;
} }
if (!(*this.*AuraProcHandler[auraModifier->m_auraname])(pTarget, damage, triggeredByAura, procSpell, procFlag, procExtra, cooldown)) SpellAuraProcResult procResult = (*this.*AuraProcHandler[auraModifier->m_auraname])(pTarget, damage, triggeredByAura, procSpell, procFlag, procExtra, cooldown);
procSuccess = false; switch (procResult)
{
case SPELL_AURA_PROC_CANT_TRIGGER:
continue;
case SPELL_AURA_PROC_FAILED:
procSuccess = false;
break;
}
anyAuraProc = true; anyAuraProc = true;
triggeredByAura->SetInUse(false); triggeredByAura->SetInUse(false);

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@ -932,7 +932,14 @@ struct SpellPeriodicAuraLogInfo
uint32 createProcExtendMask(SpellNonMeleeDamage *damageInfo, SpellMissInfo missCondition); uint32 createProcExtendMask(SpellNonMeleeDamage *damageInfo, SpellMissInfo missCondition);
typedef bool(Unit::*pAuraProcHandler)(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown); enum SpellAuraProcResult
{
SPELL_AURA_PROC_OK = 0, // proc was processed, will remove charges
SPELL_AURA_PROC_FAILED = 1, // proc failed - if at least one aura failed the proc, charges won't be taken
SPELL_AURA_PROC_CANT_TRIGGER = 2 // aura can't trigger - skip charges taking, move to next aura if exists
};
typedef SpellAuraProcResult(Unit::*pAuraProcHandler)(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
extern pAuraProcHandler AuraProcHandler[TOTAL_AURAS]; extern pAuraProcHandler AuraProcHandler[TOTAL_AURAS];
#define MAX_DECLINED_NAME_CASES 5 #define MAX_DECLINED_NAME_CASES 5
@ -1762,30 +1769,30 @@ class MANGOS_DLL_SPEC Unit : public WorldObject
bool IsTriggeredAtSpellProcEvent(Unit *pVictim, SpellAuraHolder* holder, SpellEntry const* procSpell, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, bool isVictim, SpellProcEventEntry const*& spellProcEvent ); bool IsTriggeredAtSpellProcEvent(Unit *pVictim, SpellAuraHolder* holder, SpellEntry const* procSpell, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, bool isVictim, SpellProcEventEntry const*& spellProcEvent );
// Aura proc handlers // Aura proc handlers
bool HandleDummyAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown); SpellAuraProcResult HandleDummyAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
bool HandleHasteAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown); SpellAuraProcResult HandleHasteAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
bool HandleSpellCritChanceAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown); SpellAuraProcResult HandleSpellCritChanceAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
bool HandleProcTriggerSpellAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown); SpellAuraProcResult HandleProcTriggerSpellAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
bool HandleProcTriggerDamageAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown); SpellAuraProcResult HandleProcTriggerDamageAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
bool HandleOverrideClassScriptAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown); SpellAuraProcResult HandleOverrideClassScriptAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
bool HandleMendingAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown); SpellAuraProcResult HandleMendingAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
bool HandleModCastingSpeedNotStackAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown); SpellAuraProcResult HandleModCastingSpeedNotStackAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
bool HandleReflectSpellsSchoolAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown); SpellAuraProcResult HandleReflectSpellsSchoolAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
bool HandleModPowerCostSchoolAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown); SpellAuraProcResult HandleModPowerCostSchoolAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
bool HandleMechanicImmuneResistanceAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown); SpellAuraProcResult HandleMechanicImmuneResistanceAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
bool HandleModDamageFromCasterAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown); SpellAuraProcResult HandleModDamageFromCasterAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
bool HandleMaelstromWeaponAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown); SpellAuraProcResult HandleMaelstromWeaponAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
bool HandleAddPctModifierAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown); SpellAuraProcResult HandleAddPctModifierAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
bool HandleModDamagePercentDoneAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown); SpellAuraProcResult HandleModDamagePercentDoneAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
bool HandleNULLProc(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown) SpellAuraProcResult HandleNULLProc(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown)
{ {
// no proc handler for this aura type // no proc handler for this aura type
return true; return SPELL_AURA_PROC_OK;
} }
bool HandleCantTrigger(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown) SpellAuraProcResult HandleCantTrigger(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown)
{ {
// this aura type can't proc // this aura type can't proc
return false; return SPELL_AURA_PROC_CANT_TRIGGER;
} }
void SetLastManaUse() void SetLastManaUse()

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@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__ #ifndef __REVISION_NR_H__
#define __REVISION_NR_H__ #define __REVISION_NR_H__
#define REVISION_NR "10210" #define REVISION_NR "10211"
#endif // __REVISION_NR_H__ #endif // __REVISION_NR_H__