Core/Unit: Big cleanup in Unit::CalcAbsorbResist

Core/AuraScript:
	Fix compile time check for AuraScript functions
	Remove AuraApplication from hook functions parameter list, use GetTarget() and GetTargetApplication() instead
	Add OnEffectAbsorb hook
Scripts: move handlers of Spell Deflection, Savage Defense, Primal Tenacity, Nerves of Steel, Astral shift from core to scripts.

--HG--
branch : trunk
This commit is contained in:
QAston
2010-12-27 20:14:54 +01:00
parent da8d794f4b
commit ef968f4b15
30 changed files with 791 additions and 438 deletions
+41 -2
View File
@@ -30,6 +30,44 @@ enum RogueSpells
ROGUE_SPELL_PREY_ON_THE_WEAK = 58670,
};
// 31130 - Nerves of Steel
class spell_rog_nerves_of_steel : public SpellScriptLoader
{
public:
spell_rog_nerves_of_steel() : SpellScriptLoader("spell_rog_nerves_of_steel") { }
class spell_rog_nerves_of_steel_AuraScript : public AuraScript
{
PrepareAuraScript(spell_rog_nerves_of_steel_AuraScript);
uint32 absorbPct;
void CalculateAmount(AuraEffect const * /*aurEff*/, int32 & amount, bool & canBeRecalculated)
{
absorbPct = amount;
// Set absorbtion amount to unlimited
amount = -1;
}
void Absorb(AuraEffect * /*aurEff*/, DamageInfo & dmgInfo, uint32 & absorbAmount)
{
// reduces all damage taken while stun or fear
if (GetTarget()->GetUInt32Value(UNIT_FIELD_FLAGS) & (UNIT_FLAG_STUNNED | UNIT_FLAG_FLEEING))
absorbAmount = CalculatePctN(dmgInfo.GetDamage(), absorbPct);
}
void Register()
{
DoEffectCalcAmount += AuraEffectCalcAmountFn(spell_rog_nerves_of_steel_AuraScript::CalculateAmount, EFFECT_0, SPELL_AURA_SCHOOL_ABSORB);
OnEffectAbsorb += AuraEffectAbsorbFn(spell_rog_nerves_of_steel_AuraScript::Absorb, EFFECT_0);
}
};
AuraScript *GetAuraScript() const
{
return new spell_rog_nerves_of_steel_AuraScript();
}
};
class spell_rog_preparation : public SpellScriptLoader
{
public:
@@ -109,9 +147,9 @@ public:
return true;
}
void HandleEffectPeriodic(AuraEffect const * /*aurEff*/, AuraApplication const * aurApp)
void HandleEffectPeriodic(AuraEffect const * /*aurEff*/)
{
Unit* pTarget = aurApp->GetTarget();
Unit* pTarget = GetTarget();
Unit* pVictim = pTarget->getVictim();
if (pVictim && (pTarget->GetHealthPct() > pVictim->GetHealthPct()))
{
@@ -178,6 +216,7 @@ class spell_rog_shiv : public SpellScriptLoader
void AddSC_rogue_spell_scripts()
{
new spell_rog_nerves_of_steel();
new spell_rog_preparation();
new spell_rog_prey_on_the_weak();
new spell_rog_shiv();