New hooks OnAfterUpdateMaxPower and OnBeforeRollMeleeOutcomeAgainst

This commit is contained in:
Matteo Emili
2017-01-21 14:10:00 +01:00
committed by Yehonal
parent f6be52ab40
commit a67c6eeddf
4 changed files with 38 additions and 8 deletions

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@@ -12,6 +12,7 @@
#include "SpellAuras.h" #include "SpellAuras.h"
#include "SpellAuraEffects.h" #include "SpellAuraEffects.h"
#include "SpellMgr.h" #include "SpellMgr.h"
#include "ScriptMgr.h"
inline bool _ModifyUInt32(bool apply, uint32& baseValue, int32& amount) inline bool _ModifyUInt32(bool apply, uint32& baseValue, int32& amount)
{ {
@@ -291,6 +292,8 @@ void Player::UpdateMaxPower(Powers power)
float bonusPower = (power == POWER_MANA && GetCreatePowers(power) > 0) ? GetManaBonusFromIntellect() : 0; float bonusPower = (power == POWER_MANA && GetCreatePowers(power) > 0) ? GetManaBonusFromIntellect() : 0;
sScriptMgr->OnAfterUpdateMaxPower(this, power, bonusPower);
float value = GetModifierValue(unitMod, BASE_VALUE) + GetCreatePowers(power); float value = GetModifierValue(unitMod, BASE_VALUE) + GetCreatePowers(power);
value *= GetModifierValue(unitMod, BASE_PCT); value *= GetModifierValue(unitMod, BASE_PCT);
value += GetModifierValue(unitMod, TOTAL_VALUE) + bonusPower; value += GetModifierValue(unitMod, TOTAL_VALUE) + bonusPower;

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@@ -2184,13 +2184,15 @@ MeleeHitOutcome Unit::RollMeleeOutcomeAgainst(const Unit* victim, WeaponAttackTy
float parry_chance = victim->GetUnitParryChance(); float parry_chance = victim->GetUnitParryChance();
// Useful if want to specify crit & miss chances for melee, else it could be removed // Useful if want to specify crit & miss chances for melee, else it could be removed
;//sLog->outStaticDebug("MELEE OUTCOME: miss %f crit %f dodge %f parry %f block %f", miss_chance, crit_chance, dodge_chance, parry_chance, block_chance); //sLog->outStaticDebug("MELEE OUTCOME: miss %f crit %f dodge %f parry %f block %f", miss_chance, crit_chance, dodge_chance, parry_chance, block_chance);
return RollMeleeOutcomeAgainst(victim, attType, int32(crit_chance*100), int32(miss_chance*100), int32(dodge_chance*100), int32(parry_chance*100), int32(block_chance*100)); return RollMeleeOutcomeAgainst(victim, attType, int32(crit_chance * 100), int32(miss_chance * 100), int32(dodge_chance * 100), int32(parry_chance * 100), int32(block_chance * 100));
} }
MeleeHitOutcome Unit::RollMeleeOutcomeAgainst (const Unit* victim, WeaponAttackType attType, int32 crit_chance, int32 miss_chance, int32 dodge_chance, int32 parry_chance, int32 block_chance) const MeleeHitOutcome Unit::RollMeleeOutcomeAgainst(const Unit* victim, WeaponAttackType attType, int32 crit_chance, int32 miss_chance, int32 dodge_chance, int32 parry_chance, int32 block_chance) const
{ {
sScriptMgr->OnBeforeRollMeleeOutcomeAgainst(this, victim, attType, crit_chance, miss_chance, dodge_chance, parry_chance, block_chance);
if (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsInEvadeMode()) if (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsInEvadeMode())
return MELEE_HIT_EVADE; return MELEE_HIT_EVADE;
@@ -2205,15 +2207,15 @@ MeleeHitOutcome Unit::RollMeleeOutcomeAgainst (const Unit* victim, WeaponAttackT
int32 sum = 0, tmp = 0; int32 sum = 0, tmp = 0;
int32 roll = urand (0, 10000); int32 roll = urand (0, 10000);
;//sLog->outStaticDebug ("RollMeleeOutcomeAgainst: skill bonus of %d for attacker", skillBonus); //sLog->outStaticDebug ("RollMeleeOutcomeAgainst: skill bonus of %d for attacker", skillBonus);
;//sLog->outStaticDebug ("RollMeleeOutcomeAgainst: rolled %d, miss %d, dodge %d, parry %d, block %d, crit %d", //sLog->outStaticDebug ("RollMeleeOutcomeAgainst: rolled %d, miss %d, dodge %d, parry %d, block %d, crit %d",
// roll, miss_chance, dodge_chance, parry_chance, block_chance, crit_chance); // roll, miss_chance, dodge_chance, parry_chance, block_chance, crit_chance);
tmp = miss_chance; tmp = miss_chance;
if (tmp > 0 && roll < (sum += tmp)) if (tmp > 0 && roll < (sum += tmp))
{ {
;//sLog->outStaticDebug ("RollMeleeOutcomeAgainst: MISS"); //sLog->outStaticDebug ("RollMeleeOutcomeAgainst: MISS");
return MELEE_HIT_MISS; return MELEE_HIT_MISS;
} }
@@ -2229,7 +2231,7 @@ MeleeHitOutcome Unit::RollMeleeOutcomeAgainst (const Unit* victim, WeaponAttackT
// only players can't dodge if attacker is behind // only players can't dodge if attacker is behind
if (victim->GetTypeId() == TYPEID_PLAYER && !victim->HasInArc(M_PI, this) && !victim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION)) if (victim->GetTypeId() == TYPEID_PLAYER && !victim->HasInArc(M_PI, this) && !victim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION))
{ {
;//sLog->outStaticDebug ("RollMeleeOutcomeAgainst: attack came from behind and victim was a player."); //sLog->outStaticDebug ("RollMeleeOutcomeAgainst: attack came from behind and victim was a player.");
} }
// Xinef: do not allow to dodge with CREATURE_FLAG_EXTRA_NO_DODGE flag // Xinef: do not allow to dodge with CREATURE_FLAG_EXTRA_NO_DODGE flag
else if (victim->GetTypeId() == TYPEID_PLAYER || !(victim->ToCreature()->GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_NO_DODGE)) else if (victim->GetTypeId() == TYPEID_PLAYER || !(victim->ToCreature()->GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_NO_DODGE))

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@@ -1525,6 +1525,11 @@ void ScriptMgr::ModifyHealRecieved(Unit* target, Unit* attacker, uint32& damage)
FOREACH_SCRIPT(UnitScript)->ModifyHealRecieved(target, attacker, damage); FOREACH_SCRIPT(UnitScript)->ModifyHealRecieved(target, attacker, damage);
} }
void ScriptMgr::OnBeforeRollMeleeOutcomeAgainst(const Unit* attacker, const Unit* victim, WeaponAttackType attType, int32 &crit_chance, int32 &miss_chance, int32 &dodge_chance, int32 &parry_chance, int32 &block_chance)
{
FOREACH_SCRIPT(UnitScript)->OnBeforeRollMeleeOutcomeAgainst(attacker, victim, attType, crit_chance, miss_chance, dodge_chance, parry_chance, block_chance);
}
void ScriptMgr::OnPlayerMove(Player* player, MovementInfo movementInfo, uint32 opcode) void ScriptMgr::OnPlayerMove(Player* player, MovementInfo movementInfo, uint32 opcode)
{ {
FOREACH_SCRIPT(MovementHandlerScript)->OnPlayerMove(player, movementInfo, opcode); FOREACH_SCRIPT(MovementHandlerScript)->OnPlayerMove(player, movementInfo, opcode);
@@ -1535,6 +1540,16 @@ void ScriptMgr::OnBeforeBuyItemFromVendor(Player* player, uint64 vendorguid, uin
FOREACH_SCRIPT(PlayerScript)->OnBeforeBuyItemFromVendor(player, vendorguid, vendorslot, item, count, bag, slot); FOREACH_SCRIPT(PlayerScript)->OnBeforeBuyItemFromVendor(player, vendorguid, vendorslot, item, count, bag, slot);
} }
void ScriptMgr::OnAfterStoreOrEquipNewItem(Player* player, uint32 vendorslot, uint32 &item, uint8 count, uint8 bag, uint8 slot, ItemTemplate const* pProto, Creature* pVendor, VendorItem const* crItem, bool bStore)
{
FOREACH_SCRIPT(PlayerScript)->OnAfterStoreOrEquipNewItem(player, vendorslot, item, count, bag, slot, pProto, pVendor, crItem, bStore);
}
void ScriptMgr::OnAfterUpdateMaxPower(Player* player, Powers& power, float& value)
{
FOREACH_SCRIPT(PlayerScript)->OnAfterUpdateMaxPower(player, power, value);
}
AllMapScript::AllMapScript(const char* name) AllMapScript::AllMapScript(const char* name)
: ScriptObject(name) : ScriptObject(name)
{ {

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@@ -444,6 +444,8 @@ public:
//Called when Damage is Dealt //Called when Damage is Dealt
virtual uint32 DealDamage(Unit* AttackerUnit, Unit *pVictim, uint32 damage, DamageEffectType damagetype) { return damage; } virtual uint32 DealDamage(Unit* AttackerUnit, Unit *pVictim, uint32 damage, DamageEffectType damagetype) { return damage; }
virtual void OnBeforeRollMeleeOutcomeAgainst(const Unit* /*attacker*/, const Unit* /*victim*/, WeaponAttackType /*attType*/, int32& /*crit_chance*/, int32& /*miss_chance*/ , int32& /*dodge_chance*/ , int32& /*parry_chance*/ , int32& /*block_chance*/ ) { };
}; };
class MovementHandlerScript : public ScriptObject class MovementHandlerScript : public ScriptObject
@@ -883,8 +885,12 @@ class PlayerScript : public ScriptObject
virtual void OnQuestRewardItem(Player* player, Item* item, uint32 count) { } virtual void OnQuestRewardItem(Player* player, Item* item, uint32 count) { }
//Before buying something from any vendor //Before buying something from any vendor
virtual void OnBeforeBuyItemFromVendor(Player* player, uint64 vendorguid, uint32 vendorslot, uint32 &item, uint8 count, uint8 bag, uint8 slot) { }; virtual void OnBeforeBuyItemFromVendor(Player* /*player*/, uint64 /*vendorguid*/, uint32 /*vendorslot*/, uint32 &/*item*/, uint8 /*count*/, uint8 /*bag*/, uint8 /*slot*/) { };
//Before buying something from any vendor
virtual void OnAfterStoreOrEquipNewItem(Player* /*player*/, uint32 /*vendorslot*/, uint32& /*item*/, uint8 /*count*/, uint8 /*bag*/, uint8 /*slot*/, ItemTemplate const* /*pProto*/, Creature* /*pVendor*/, VendorItem const* /*crItem*/, bool /*bStore*/) { };
virtual void OnAfterUpdateMaxPower(Player* /*player*/, Powers& /*power*/, float& /*value*/) { }
}; };
class GuildScript : public ScriptObject class GuildScript : public ScriptObject
@@ -1195,6 +1201,8 @@ class ScriptMgr
void OnCreateItem(Player* player, Item* item, uint32 count); void OnCreateItem(Player* player, Item* item, uint32 count);
void OnQuestRewardItem(Player* player, Item* item, uint32 count); void OnQuestRewardItem(Player* player, Item* item, uint32 count);
void OnBeforeBuyItemFromVendor(Player * player, uint64 vendorguid, uint32 vendorslot, uint32 &item, uint8 count, uint8 bag, uint8 slot); void OnBeforeBuyItemFromVendor(Player * player, uint64 vendorguid, uint32 vendorslot, uint32 &item, uint8 count, uint8 bag, uint8 slot);
void OnAfterStoreOrEquipNewItem(Player* player, uint32 vendorslot, uint32 &item, uint8 count, uint8 bag, uint8 slot, ItemTemplate const* pProto, Creature* pVendor, VendorItem const* crItem, bool bStore);
void OnAfterUpdateMaxPower(Player* player, Powers& power, float& value);
public: /* GuildScript */ public: /* GuildScript */
@@ -1242,6 +1250,8 @@ class ScriptMgr
void ModifySpellDamageTaken(Unit* target, Unit* attacker, int32& damage); void ModifySpellDamageTaken(Unit* target, Unit* attacker, int32& damage);
void ModifyHealRecieved(Unit* target, Unit* attacker, uint32& addHealth); void ModifyHealRecieved(Unit* target, Unit* attacker, uint32& addHealth);
uint32 DealDamage(Unit* AttackerUnit, Unit *pVictim, uint32 damage, DamageEffectType damagetype); uint32 DealDamage(Unit* AttackerUnit, Unit *pVictim, uint32 damage, DamageEffectType damagetype);
void OnBeforeRollMeleeOutcomeAgainst(const Unit* attacker, const Unit* victim, WeaponAttackType attType, int32 &crit_chance, int32 &miss_chance, int32 &dodge_chance, int32 &parry_chance, int32 &block_chance);
public: /* MovementHandlerScript */ public: /* MovementHandlerScript */