Commit Graph
877 Commits
Author SHA1 Message Date
Trista 8081704c66 Merge pull request #8879 from joschiwald/spell_proc_scripts
Core/SpellScripts: Implement Spell Proc Hooks and use them in old and new ...
2013-01-15 14:56:45 -08:00
Spp 802657250c Core/Misc: Apply codestyle to multiple files 2013-01-14 09:50:59 +01:00
Nay efa094e893 Merge pull request #8581 from Butterfly69/patch-9
Core/Spells:Beacon of Light
2013-01-10 23:29:51 -08:00
joschiwald 89490e4d7f Core/SpellScripts: implement Spell Proc Hooks and use it in old and new proc system
Hooks:
- DoCheckProc: executed when aura checks if it can proc
- DoPrepareProc: executed before aura procs (possibility to prevent charge drop/cooldown)
- OnProc: executed when aura procs
- OnEffectProc: executed when aura effect procs
- AfterEffectProc: executed after aura effect proced
- AfterProc: executed after aura proced and charges removed

using PreventDefaultAction() in DoPrepareProc will prevent charge drop and cooldown

default execution of a proc can prevented in OnEffectProc with PreventDefaultAction()

Now we should be able to convert almost all procs from Unit::ProcDamageAndSpellFor to SpellScripts

Notes to old proc system:
- if a proc has a cooldown we must check it in spellscript and add it when we handle the proc
- behavior with charge drops is possible undefined (use PreventDefaultAction() in OnEffectProc to notify that the script is executed)
2013-01-11 01:21:44 +01:00
Nay 5f28502c0a Merge pull request #8738 from joschiwald/spell_proc_conditions
Core/Conditions: implement CONDITION_SOURCE_TYPE_SPELL_PROC and use it i...
2013-01-06 18:29:55 -08:00
Valcorb 8743e9d368 Fix a small typo 2013-01-07 00:55:11 +01:00
Valcorb 8d9476fd9c Make sure that "guardians" also gain the owner's speed 2013-01-06 22:35:25 +01:00
Nay 8ac5b3b7d6 Core/Player: Prevent a crash in CastedCreatureOrGO and add an assertion to KilledMonster 2013-01-04 21:15:18 +00:00
Subv ef9f2aca0d Merge pull request #8753 from MrSmite/Pet_SpeedFix
Fix pets lagging behind and despawning
2013-01-03 17:04:50 -08:00
Spp d36c4a91ba Core/Misc: Use equal_range instead of lower_bound/upper_bound calls where possible. 2013-01-02 09:53:43 +01:00
Vincent_Michael cc65aba789 Update copyright note for 2013.
Happy new year.
2013-01-01 00:41:01 +01:00
Shauren 47ac83ec3a Core/Units: Check aura presence before casting liquid spell to avoid resetting periodic tick timers 2012-12-31 21:12:33 +01:00
Shauren f1170ba0fb Core: Fixed some level 4 warnings (msvc) 2012-12-31 20:43:14 +01:00
Shauren b229f72bf4 Core/Units: Cleaned up DealDamage log message and moved it to debug level 2012-12-31 18:53:44 +01:00
Shauren c021bff594 Core/Vehicles: Fixed basepoints used when ride vehicle aura is created for !IsInMap case 2012-12-31 17:58:21 +01:00
Trista 6edffb036d Core/Vehicles: revert 95152d5753 and 95152d5753
Sorry about troubles caused, hed reason to think formula was wrong, but it wasn't. However there is part of the code that needs to be improved I describbed in this commit as TO DO: Connected with: #8195
2012-12-30 01:06:55 +02:00
Subv 9bc339cd89 Core/Movement: MSG_MOVE_TELEPORT is not supposed to be sent to the player being teleported.
Thanks @vlad852
Closes #8798
Closes #8774
2012-12-29 15:25:48 -05:00
Subv 3ad9dafdb6 Core/Entities: Update movement flags for flying/swimming creatures on Creature::Update 2012-12-29 04:01:55 +01:00
Subv 8f589dcdd0 Core/Entities: Add a delta to the ground level difference for removing the flying movementflags when landing. 2012-12-28 13:53:44 -05:00
Subv 873aa5f2a7 Core/Movement: Do not set movement flags for creatures based only on their InhabitType, check if they are actually on air/water. newline. Should allow us to fix some problems on ICC and the mmaps branch. 2012-12-27 19:31:34 +01:00
Trista 452e585f7b Core/Vehicles: Fixed seat id for auras with SPELL_AURA_CONTROL_VEHICLE. Also always allow npc passengers to cast spells and remove TRIGGERED_IGNORE_CASTER_MOUNTED_OR_ON_VEHICLE hacks.
* Author: Horn. Please give feedback, I tested a lot stuff, but it will be appreciated.
* One of the fixes allow all creatures to cast when being passangers, researched, this doesn't involve players.
* This basically rewrittes vehicle seat formula calculated, so it fix quite stuff that will not be visible and some eye candies: #3831 and #1984 Heart part ;) (which magically fix a lot more of it and some quests), also Yog-Sarron mechanics
2012-12-27 01:35:38 +02:00
MrSmite f7904b1d4d Update src/server/game/Entities/Unit/Unit.cpp
Revert codestyle changes to cut down on calls to GetCharmerOrOwner()
2012-12-25 22:25:18 -05:00
MrSmite a4733863ec Update src/server/game/Entities/Unit/Unit.cpp
Code style cleanup
2012-12-24 23:47:42 -05:00
Vincent_Michael 6e921feebd Core: Fix some codestyle 2012-12-25 02:56:19 +01:00
Trista 6189eeb8e6 Core/Movement: Fix codestyle -7092e9350bbb8123de688be0bf5dd87d8196d34f 2012-12-24 23:59:25 +02:00
Trista 7092e9350b Core/Movement: Final fix for MSG_MOVE_TELEPORT
* Creator Subv, (thx to Shauren also who stated that this packed should be used when researchs were started)
- You all should'be thankful, that bug was a real bitch
* Fix creatures using NearTeleportTo (example Urom in Oculus, Skeram/Viscidus in AQ and Heigan in Naxxramas)
2012-12-24 18:04:58 +02:00
MrSmite a06006abb0 Update src/server/game/Entities/Unit/Unit.cpp
Fix crash on "tame pet"
2012-12-24 03:35:13 -05:00
Subv a0ad8f7a46 Core/Entities: Also send MSG_MOVE_TELEPORT to the player 2012-12-23 12:39:51 -05:00
Subv 24466d721c Core/Entities: Missing change from previous commit
Calling UpdateObjectVisibility() will make sure that the semi-far teleports (those where the destination position is not in direct sight) will work correctly.
2012-12-23 09:33:29 -05:00
Subv 143340b38c Core/Movement: Fixed near teleports, big thanks to @Trista who basically figured this out on his own. 2012-12-23 08:09:56 -05:00
MrSmite 8ce003700c Fix pets lagging behind and despawning by slightly adjusting speed
if too far from owner.

Closes #8740
2012-12-23 00:13:05 -05:00
Subv 3f4c6a9d45 Merge pull request #8739 from MrSmite/PetAI_CanAttack_bugfix
Fix a minor PetAI behavioral issue
2012-12-22 09:23:55 -08:00
Gacko 2302b04a06 Core/Spell: Last work on Shadows Fate
- Shadows Fate can now be applied by more than just one player at the same
   time. So on everyone who hits the unit the credit spell with the visual
   will be casted on death.
- The AOE credit spells for the three infusion quests will be casted by
  the boss once. If this would be done on proc, these AOE spells could be
  casted up to 25 times.
  -> 25 AOE credit spells plus 25 Soul Feast credit spells equals Sh**
2012-12-22 17:49:51 +01:00
Gacko 8cbb3763dd Core/Spell: Shadows Fate crash fix 2012-12-22 16:42:46 +01:00
MrSmite 4c9451d54c Fix pet stopping approach when attacked by another creature
Fix pet placed on stay after "attack" not attacking new attackers

Closes #8735
2012-12-21 20:57:22 -05:00
joschiwald c19f78c363 Core/Conditions: implement CONDITION_SOURCE_TYPE_SPELL_PROC and use it in old and new proc system
Usage:
SourceTypeOrReferenceId: 24
- SourceGroup: always 0
- SourceEntry: spell id of aura which triggers the proc
- ConditionTarget:
 * 0 - Actor
 * 1 - ActionTarget
2012-12-22 01:37:54 +01:00
Vincent_Michael a3b34e2894 Core: Fix more some codestyle 2012-12-22 01:13:56 +01:00
Gacko a8b145348a Core/Spell: Add missing break. 2012-12-21 14:14:58 +01:00
Gacko 410586cf43 Core/Spell: Shadow's Fate conditions
Some of the quests only can be done in 25man mode
2012-12-20 23:56:09 +01:00
Gacko 04a3939a23 Core/Spell: Reimplement Shadow's Fate check 2012-12-20 14:44:26 +01:00
Gacko 699354d8ef Core/Spell: Shadow's Fate should hit every unit
See #8723 for further information
2012-12-20 10:01:07 +01:00
Gacko 4f956d7782 Core/Spell: Improve/correct last commit 2012-12-19 22:40:14 +01:00
Gacko 86230e2756 Core/Spell: Fix Shadow's Fate aura
The aura proccs on unit's death. The unit should cast the credit spells
to
all players of the raid. I'll finish my work later.
2012-12-19 22:38:07 +01:00
Carlos Vargas 6c6586fa43 Core/Scripts: Adding script hooks to allow for third party scripts to modify damage dealt.
Originally from the VAS Autobalance script, slightly modified.

Only addresses Spells, Dots, and Melee Damage. I'll have look at the current modules on ways of doing this but, Environmental Damage(fire/lava/drowning), Fall Damage, and Potentially AoE aren't covered by these.

Closes #7867

Signed-off-by: Nay <dnpd.dd@gmail.com>
2012-12-17 01:26:56 +00:00
MrSmite 777b287dff PetAI - Overhaul / bug fix
* Aggressive pets now use aggro radius check based on level diff of target
  * Aggro radius limited to max 45 yards (per wowwiki)
  * Pets no longer "dance" when fighting a creature
  * Pets returning will defend themselves (if not passive) if owner didn't click "follow"
  * Pets at stay will properly pick up their owner's attackers that pass within range
  * Fix "no empty line at end of file" warning in PetAI
  * Fix typo in GetAggroRange()
  * Fix spell "Eyes of the Beast" - player can move pet freely
  * Code style cleanup

  * Update commit comment

Closes #8398, #7455
2012-12-07 22:13:57 -05:00
Butterfly69 9d914d206a Core/Spells:Beacon of Light
When holy paladin put beacon on someone and heal someone else, it shows up that the player with the beacon is being healed by himself, instead of the person who casting the Beacon.
This problem Can be solved by this.
2012-12-07 00:24:59 +04:30
ille 6b1ffb98ce core/spells: add pointercheck in Unit::HandleProcTriggerSpell() 2012-12-04 13:52:01 +01:00
Vincent-Michael ddb6c95042 Core/Spells: Convert Replenishment in spell script 2012-11-30 18:27:34 +01:00
Spp 2251d1bfae Core/Misc: Set mode 0644 for files 2012-11-27 13:03:12 +01:00
Ne3x 4e03a67045 Core/Spells: Fix Unholy Blight not stacking correctly Note: As of patch 3.2.0: The damage supposed to accumulate similar to Ignite and Deep wounds. Source: http://www.wowwiki.com/Unholy_Blight
Closes: #8265
2012-11-26 21:03:45 -08:00