Files
TrinityCore/src/game/Spell.cpp
krz 5e87f3144c Fix crash in Aura::Update.
Check if target has Invisibility or Stealth aura before checking IsVisibleForOrDetect to allow cast spells on invisible triggers and fix pet linked spells.
Send correct message to client if target is not visible for caster.
Sorry for my previous buging commits.

--HG--
branch : trunk
2009-06-07 19:06:51 +02:00

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209 KiB
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/*
* Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
*
* Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "Common.h"
#include "Database/DatabaseEnv.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "Opcodes.h"
#include "Log.h"
#include "UpdateMask.h"
#include "World.h"
#include "ObjectMgr.h"
#include "SpellMgr.h"
#include "Player.h"
#include "Pet.h"
#include "Unit.h"
#include "Spell.h"
#include "DynamicObject.h"
#include "SpellAuras.h"
#include "Group.h"
#include "UpdateData.h"
#include "MapManager.h"
#include "ObjectAccessor.h"
#include "CellImpl.h"
#include "Policies/SingletonImp.h"
#include "SharedDefines.h"
#include "Tools.h"
#include "LootMgr.h"
#include "VMapFactory.h"
#include "BattleGround.h"
#include "Util.h"
#include "TemporarySummon.h"
#define SPELL_CHANNEL_UPDATE_INTERVAL 1000
extern pEffect SpellEffects[TOTAL_SPELL_EFFECTS];
bool IsQuestTameSpell(uint32 spellId)
{
SpellEntry const *spellproto = sSpellStore.LookupEntry(spellId);
if (!spellproto) return false;
return spellproto->Effect[0] == SPELL_EFFECT_THREAT
&& spellproto->Effect[1] == SPELL_EFFECT_APPLY_AURA && spellproto->EffectApplyAuraName[1] == SPELL_AURA_DUMMY;
}
SpellCastTargets::SpellCastTargets()
{
m_unitTarget = NULL;
m_itemTarget = NULL;
m_GOTarget = NULL;
m_unitTargetGUID = 0;
m_GOTargetGUID = 0;
m_CorpseTargetGUID = 0;
m_itemTargetGUID = 0;
m_itemTargetEntry = 0;
m_srcX = m_srcY = m_srcZ = m_destX = m_destY = m_destZ = 0;
m_strTarget = "";
m_targetMask = 0;
}
SpellCastTargets::~SpellCastTargets()
{
}
void SpellCastTargets::setUnitTarget(Unit *target)
{
if (!target)
return;
m_unitTarget = target;
m_unitTargetGUID = target->GetGUID();
m_targetMask |= TARGET_FLAG_UNIT;
}
void SpellCastTargets::setSrc(float x, float y, float z)
{
m_srcX = x;
m_srcY = y;
m_srcZ = z;
m_targetMask |= TARGET_FLAG_SOURCE_LOCATION;
}
void SpellCastTargets::setSrc(WorldObject *target)
{
if(!target)
return;
target->GetPosition(m_srcX, m_srcY, m_srcZ);
m_targetMask |= TARGET_FLAG_SOURCE_LOCATION;
}
void SpellCastTargets::setDestination(float x, float y, float z, int32 mapId)
{
m_destX = x;
m_destY = y;
m_destZ = z;
m_targetMask |= TARGET_FLAG_DEST_LOCATION;
if(mapId >= 0)
m_mapId = mapId;
}
void SpellCastTargets::setDestination(WorldObject *target)
{
if(!target)
return;
target->GetPosition(m_destX, m_destY, m_destZ);
m_targetMask |= TARGET_FLAG_DEST_LOCATION;
}
void SpellCastTargets::setGOTarget(GameObject *target)
{
m_GOTarget = target;
m_GOTargetGUID = target->GetGUID();
// m_targetMask |= TARGET_FLAG_OBJECT;
}
void SpellCastTargets::setItemTarget(Item* item)
{
if(!item)
return;
m_itemTarget = item;
m_itemTargetGUID = item->GetGUID();
m_itemTargetEntry = item->GetEntry();
m_targetMask |= TARGET_FLAG_ITEM;
}
void SpellCastTargets::setCorpseTarget(Corpse* corpse)
{
m_CorpseTargetGUID = corpse->GetGUID();
}
void SpellCastTargets::Update(Unit* caster)
{
m_GOTarget = m_GOTargetGUID ? ObjectAccessor::GetGameObject(*caster,m_GOTargetGUID) : NULL;
m_unitTarget = m_unitTargetGUID ?
( m_unitTargetGUID==caster->GetGUID() ? caster : ObjectAccessor::GetUnit(*caster, m_unitTargetGUID) ) :
NULL;
m_itemTarget = NULL;
if(caster->GetTypeId()==TYPEID_PLAYER)
{
if(m_targetMask & TARGET_FLAG_ITEM)
m_itemTarget = ((Player*)caster)->GetItemByGuid(m_itemTargetGUID);
else if(m_targetMask & TARGET_FLAG_TRADE_ITEM)
{
// here it is not guid but slot
Player* pTrader = ((Player*)caster)->GetTrader();
if(pTrader && m_itemTargetGUID < TRADE_SLOT_COUNT)
m_itemTarget = pTrader->GetItemByPos(pTrader->GetItemPosByTradeSlot(m_itemTargetGUID));
}
if(m_itemTarget)
m_itemTargetEntry = m_itemTarget->GetEntry();
}
}
bool SpellCastTargets::read ( WorldPacket * data, Unit *caster )
{
if(data->rpos()+4 > data->size())
return false;
*data >> m_targetMask;
sLog.outDebug("Spell read, target mask = %u", m_targetMask);
if(m_targetMask == TARGET_FLAG_SELF)
return true;
// TARGET_FLAG_UNK2 is used for non-combat pets, maybe other?
if( m_targetMask & (TARGET_FLAG_UNIT|TARGET_FLAG_UNK2) )
if(!readGUID(*data, m_unitTargetGUID))
return false;
if( m_targetMask & ( TARGET_FLAG_OBJECT | TARGET_FLAG_OBJECT_UNK ))
if(!readGUID(*data, m_GOTargetGUID))
return false;
if(( m_targetMask & ( TARGET_FLAG_ITEM | TARGET_FLAG_TRADE_ITEM )) && caster->GetTypeId() == TYPEID_PLAYER)
if(!readGUID(*data, m_itemTargetGUID))
return false;
if( m_targetMask & TARGET_FLAG_SOURCE_LOCATION )
{
if(data->rpos()+4+4+4 > data->size())
return false;
*data >> m_srcX >> m_srcY >> m_srcZ;
if(!Trinity::IsValidMapCoord(m_srcX, m_srcY, m_srcZ))
return false;
}
if( m_targetMask & TARGET_FLAG_DEST_LOCATION )
{
if(data->rpos()+4+4+4 > data->size())
return false;
*data >> m_destX >> m_destY >> m_destZ;
if(!Trinity::IsValidMapCoord(m_destX, m_destY, m_destZ))
return false;
}
if( m_targetMask & TARGET_FLAG_STRING )
{
if(data->rpos()+1 > data->size())
return false;
*data >> m_strTarget;
}
if( m_targetMask & (TARGET_FLAG_CORPSE | TARGET_FLAG_PVP_CORPSE ) )
if(!readGUID(*data, m_CorpseTargetGUID))
return false;
// find real units/GOs
Update(caster);
return true;
}
void SpellCastTargets::write ( WorldPacket * data )
{
*data << uint32(m_targetMask);
sLog.outDebug("Spell write, target mask = %u", m_targetMask);
if( m_targetMask & ( TARGET_FLAG_UNIT | TARGET_FLAG_PVP_CORPSE | TARGET_FLAG_OBJECT | TARGET_FLAG_CORPSE | TARGET_FLAG_UNK2 ) )
{
if(m_targetMask & TARGET_FLAG_UNIT)
{
if(m_unitTarget)
data->append(m_unitTarget->GetPackGUID());
else
*data << uint8(0);
}
else if( m_targetMask & ( TARGET_FLAG_OBJECT | TARGET_FLAG_OBJECT_UNK ) )
{
if(m_GOTarget)
data->append(m_GOTarget->GetPackGUID());
else
*data << uint8(0);
}
else if( m_targetMask & ( TARGET_FLAG_CORPSE | TARGET_FLAG_PVP_CORPSE ) )
data->appendPackGUID(m_CorpseTargetGUID);
else
*data << uint8(0);
}
if( m_targetMask & ( TARGET_FLAG_ITEM | TARGET_FLAG_TRADE_ITEM ) )
{
if(m_itemTarget)
data->append(m_itemTarget->GetPackGUID());
else
*data << uint8(0);
}
if( m_targetMask & TARGET_FLAG_SOURCE_LOCATION )
*data << m_srcX << m_srcY << m_srcZ;
if( m_targetMask & TARGET_FLAG_DEST_LOCATION )
*data << m_destX << m_destY << m_destZ;
if( m_targetMask & TARGET_FLAG_STRING )
*data << m_strTarget;
}
Spell::Spell( Unit* Caster, SpellEntry const *info, bool triggered, uint64 originalCasterGUID, Spell** triggeringContainer, bool skipCheck )
: m_spellInfo(info), m_spellValue(new SpellValue(m_spellInfo))
, m_caster(Caster)
{
m_customAttr = spellmgr.GetSpellCustomAttr(m_spellInfo->Id);
m_skipCheck = skipCheck;
m_selfContainer = NULL;
m_triggeringContainer = triggeringContainer;
m_referencedFromCurrentSpell = false;
m_executedCurrently = false;
m_delayStart = 0;
m_delayAtDamageCount = 0;
m_applyMultiplierMask = 0;
// Get data for type of attack
switch (m_spellInfo->DmgClass)
{
case SPELL_DAMAGE_CLASS_MELEE:
if (m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_REQ_OFFHAND)
m_attackType = OFF_ATTACK;
else
m_attackType = BASE_ATTACK;
break;
case SPELL_DAMAGE_CLASS_RANGED:
m_attackType = RANGED_ATTACK;
break;
default:
// Wands
if (m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_REQ_WAND)
m_attackType = RANGED_ATTACK;
else
m_attackType = BASE_ATTACK;
break;
}
m_spellSchoolMask = GetSpellSchoolMask(info); // Can be override for some spell (wand shoot for example)
if(m_attackType == RANGED_ATTACK)
{
// wand case
if((m_caster->getClassMask() & CLASSMASK_WAND_USERS) != 0 && m_caster->GetTypeId()==TYPEID_PLAYER)
{
if(Item* pItem = ((Player*)m_caster)->GetWeaponForAttack(RANGED_ATTACK))
m_spellSchoolMask = SpellSchoolMask(1 << pItem->GetProto()->Damage->DamageType);
}
}
// Set health leech amount to zero
m_healthLeech = 0;
if(originalCasterGUID)
m_originalCasterGUID = originalCasterGUID;
else
m_originalCasterGUID = m_caster->GetGUID();
if(m_originalCasterGUID==m_caster->GetGUID())
m_originalCaster = m_caster;
else
{
m_originalCaster = ObjectAccessor::GetUnit(*m_caster,m_originalCasterGUID);
if(m_originalCaster && !m_originalCaster->IsInWorld()) m_originalCaster = NULL;
}
for(int i=0; i <3; ++i)
m_currentBasePoints[i] = m_spellValue->EffectBasePoints[i];
m_spellState = SPELL_STATE_NULL;
m_castPositionX = m_castPositionY = m_castPositionZ = 0;
m_TriggerSpells.clear();
m_IsTriggeredSpell = triggered;
//m_AreaAura = false;
m_CastItem = NULL;
unitTarget = NULL;
itemTarget = NULL;
gameObjTarget = NULL;
focusObject = NULL;
m_cast_count = 0;
m_triggeredByAuraSpell = NULL;
//Auto Shot & Shoot
if( m_spellInfo->AttributesEx2 == 0x000020 && !triggered )
m_autoRepeat = true;
else
m_autoRepeat = false;
m_powerCost = 0; // setup to correct value in Spell::prepare, don't must be used before.
m_casttime = 0; // setup to correct value in Spell::prepare, don't must be used before.
m_timer = 0; // will set to castime in prepare
m_needAliveTargetMask = 0;
// determine reflection
m_canReflect = false;
if(m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MAGIC && !IsAreaOfEffectSpell(m_spellInfo) && (m_spellInfo->AttributesEx2 & 0x4)==0)
{
for(int j=0;j<3;j++)
{
if (m_spellInfo->Effect[j]==0)
continue;
if(!IsPositiveTarget(m_spellInfo->EffectImplicitTargetA[j],m_spellInfo->EffectImplicitTargetB[j]))
m_canReflect = true;
else
m_canReflect = (m_spellInfo->AttributesEx & SPELL_ATTR_EX_NEGATIVE) ? true : false;
if(m_canReflect)
continue;
else
break;
}
}
CleanupTargetList();
}
Spell::~Spell()
{
delete m_spellValue;
}
void Spell::FillTargetMap()
{
for(uint32 i = 0; i < 3; ++i)
{
// not call for empty effect.
// Also some spells use not used effect targets for store targets for dummy effect in triggered spells
if(!m_spellInfo->Effect[i])
continue;
uint32 effectTargetType = spellmgr.EffectTargetType[m_spellInfo->Effect[i]];
// is it possible that areaaura is not applied to caster?
if(effectTargetType == SPELL_REQUIRE_NONE)
continue;
uint32 targetA = m_spellInfo->EffectImplicitTargetA[i];
uint32 targetB = m_spellInfo->EffectImplicitTargetB[i];
if(targetA)
SetTargetMap(i, targetA);
if(targetB) // In very rare case !A && B
SetTargetMap(i, targetB);
if(effectTargetType != SPELL_REQUIRE_UNIT)
{
if(effectTargetType == SPELL_REQUIRE_CASTER)
AddUnitTarget(m_caster, i);
else if(effectTargetType == SPELL_REQUIRE_ITEM)
{
if(m_targets.getItemTarget())
AddItemTarget(m_targets.getItemTarget(), i);
}
continue;
}
if(!targetA && !targetB)
{
// add here custom effects that need default target.
// FOR EVERY TARGET TYPE THERE IS A DIFFERENT FILL!!
switch(m_spellInfo->Effect[i])
{
case SPELL_EFFECT_DUMMY:
{
switch(m_spellInfo->Id)
{
case 20577: // Cannibalize
{
// non-standard target selection
SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(m_spellInfo->rangeIndex);
float max_range = GetSpellMaxRange(srange);
WorldObject* result = NULL;
Trinity::CannibalizeObjectCheck u_check(m_caster, max_range);
Trinity::WorldObjectSearcher<Trinity::CannibalizeObjectCheck > searcher(result, u_check);
m_caster->VisitNearbyGridObject(max_range, searcher);
if(!result)
m_caster->VisitNearbyWorldObject(max_range, searcher);
if(result)
{
switch(result->GetTypeId())
{
case TYPEID_UNIT:
case TYPEID_PLAYER:
AddUnitTarget((Unit*)result, i);
break;
case TYPEID_CORPSE:
m_targets.setCorpseTarget((Corpse*)result);
if(Player* owner = ObjectAccessor::FindPlayer(((Corpse*)result)->GetOwnerGUID()))
AddUnitTarget(owner, i);
break;
}
}
else
{
// clear cooldown at fail
if(m_caster->GetTypeId()==TYPEID_PLAYER)
{
((Player*)m_caster)->RemoveSpellCooldown(m_spellInfo->Id);
WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8));
data << uint32(m_spellInfo->Id);
data << uint64(m_caster->GetGUID());
((Player*)m_caster)->GetSession()->SendPacket(&data);
}
SendCastResult(SPELL_FAILED_NO_EDIBLE_CORPSES);
finish(false);
}
break;
}
default:
if(m_targets.getUnitTarget())
AddUnitTarget(m_targets.getUnitTarget(), i);
break;
}
break;
}
case SPELL_EFFECT_RESURRECT:
case SPELL_EFFECT_CREATE_ITEM:
case SPELL_EFFECT_TRIGGER_SPELL:
case SPELL_EFFECT_SKILL_STEP:
case SPELL_EFFECT_SELF_RESURRECT:
case SPELL_EFFECT_REPUTATION:
case SPELL_EFFECT_LEARN_SPELL:
if(m_targets.getUnitTarget())
AddUnitTarget(m_targets.getUnitTarget(), i);
else
AddUnitTarget(m_caster, i);
break;
case SPELL_EFFECT_SUMMON_PLAYER:
if(m_caster->GetTypeId()==TYPEID_PLAYER && ((Player*)m_caster)->GetSelection())
{
Player* target = objmgr.GetPlayer(((Player*)m_caster)->GetSelection());
if(target)
AddUnitTarget(target, i);
}
break;
case SPELL_EFFECT_RESURRECT_NEW:
if(m_targets.getUnitTarget())
AddUnitTarget(m_targets.getUnitTarget(), i);
if(m_targets.getCorpseTargetGUID())
{
Corpse *corpse = ObjectAccessor::GetCorpse(*m_caster,m_targets.getCorpseTargetGUID());
if(corpse)
{
Player* owner = ObjectAccessor::FindPlayer(corpse->GetOwnerGUID());
if(owner)
AddUnitTarget(owner, i);
}
}
break;
case SPELL_EFFECT_SUMMON_CHANGE_ITEM:
case SPELL_EFFECT_ADD_FARSIGHT:
case SPELL_EFFECT_STUCK:
case SPELL_EFFECT_DESTROY_ALL_TOTEMS:
AddUnitTarget(m_caster, i);
break;
case SPELL_EFFECT_LEARN_PET_SPELL:
if(Pet* pet = m_caster->GetPet())
AddUnitTarget(pet, i);
break;
/*case SPELL_EFFECT_ENCHANT_ITEM:
case SPELL_EFFECT_ENCHANT_ITEM_TEMPORARY:
case SPELL_EFFECT_DISENCHANT:
case SPELL_EFFECT_FEED_PET:
case SPELL_EFFECT_PROSPECTING:
if(m_targets.getItemTarget())
AddItemTarget(m_targets.getItemTarget(), i);
break;*/
case SPELL_EFFECT_APPLY_AURA:
switch(m_spellInfo->EffectApplyAuraName[i])
{
case SPELL_AURA_ADD_FLAT_MODIFIER: // some spell mods auras have 0 target modes instead expected TARGET_UNIT_CASTER(1) (and present for other ranks for same spell for example)
case SPELL_AURA_ADD_PCT_MODIFIER:
AddUnitTarget(m_caster, i);
break;
default: // apply to target in other case
break;
}
break;
case SPELL_EFFECT_APPLY_AREA_AURA_PARTY:
// AreaAura
if(m_spellInfo->Attributes == 0x9050000 || m_spellInfo->Attributes == 0x10000)
SetTargetMap(i, TARGET_UNIT_PARTY_TARGET);
break;
case SPELL_EFFECT_SKIN_PLAYER_CORPSE:
if(m_targets.getUnitTarget())
{
AddUnitTarget(m_targets.getUnitTarget(), i);
}
else if (m_targets.getCorpseTargetGUID())
{
Corpse *corpse = ObjectAccessor::GetCorpse(*m_caster,m_targets.getCorpseTargetGUID());
if(corpse)
{
Player* owner = ObjectAccessor::FindPlayer(corpse->GetOwnerGUID());
if(owner)
AddUnitTarget(owner, i);
}
}
break;
default:
break;
}
}
if(IsChanneledSpell(m_spellInfo))
{
uint8 mask = (1<<i);
for(std::list<TargetInfo>::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
{
if(ihit->effectMask & mask)
{
m_needAliveTargetMask |= mask;
break;
}
}
}
}
if(m_targets.m_targetMask & TARGET_FLAG_DEST_LOCATION)
{
if(m_spellInfo->speed > 0.0f && m_targets.HasDst())
{
float dist = m_caster->GetDistance(m_targets.m_destX, m_targets.m_destY, m_targets.m_destZ);
if (dist < 5.0f) dist = 5.0f;
m_delayMoment = (uint64) floor(dist / m_spellInfo->speed * 1000.0f);
}
}
}
void Spell::prepareDataForTriggerSystem()
{
//==========================================================================================
// Now fill data for trigger system, need know:
// <20>an spell trigger another or not ( m_canTrigger )
// Create base triggers flags for Attacker and Victim ( m_procAttacker and m_procVictim)
//==========================================================================================
// Fill flag can spell trigger or not
if (!m_IsTriggeredSpell)
m_canTrigger = true; // Normal cast - can trigger
else if (!m_triggeredByAuraSpell)
m_canTrigger = true; // Triggered from SPELL_EFFECT_TRIGGER_SPELL - can trigger
else // Exceptions (some periodic triggers)
{
m_canTrigger = false; // Triggered spells can`t trigger another
switch (m_spellInfo->SpellFamilyName)
{
case SPELLFAMILY_MAGE: // Arcane Missles / Blizzard triggers need do it
if (m_spellInfo->SpellFamilyFlags & 0x0000000000200080LL) m_canTrigger = true;
break;
case SPELLFAMILY_WARLOCK: // For Hellfire Effect / Rain of Fire / Seed of Corruption triggers need do it
if (m_spellInfo->SpellFamilyFlags & 0x0000800000000060LL) m_canTrigger = true;
break;
case SPELLFAMILY_HUNTER: // Hunter Explosive Trap Effect/Immolation Trap Effect/Frost Trap Aura/Snake Trap Effect
if (m_spellInfo->SpellFamilyFlags & 0x0000200000000014LL) m_canTrigger = true;
break;
case SPELLFAMILY_PALADIN: // For Holy Shock triggers need do it
if (m_spellInfo->SpellFamilyFlags & 0x0001000000200000LL) m_canTrigger = true;
break;
case SPELLFAMILY_ROGUE: // mutilate mainhand + offhand
if (m_spellInfo->SpellFamilyFlags & 0x600000000LL) m_canTrigger = true;
break;
}
}
// Do not trigger from item cast spell
if (m_CastItem)
m_canTrigger = false;
// Get data for type of attack and fill base info for trigger
switch (m_spellInfo->DmgClass)
{
case SPELL_DAMAGE_CLASS_MELEE:
m_procAttacker = PROC_FLAG_SUCCESSFUL_MELEE_SPELL_HIT;
m_procVictim = PROC_FLAG_TAKEN_MELEE_SPELL_HIT;
break;
case SPELL_DAMAGE_CLASS_RANGED:
m_procAttacker = PROC_FLAG_SUCCESSFUL_RANGED_SPELL_HIT;
m_procVictim = PROC_FLAG_TAKEN_RANGED_SPELL_HIT;
break;
default:
if (IsPositiveSpell(m_spellInfo->Id)) // Check for positive spell
{
m_procAttacker = PROC_FLAG_SUCCESSFUL_POSITIVE_SPELL;
m_procVictim = PROC_FLAG_TAKEN_POSITIVE_SPELL;
}
else if (m_spellInfo->Id == 5019) // Wands
{
m_procAttacker = PROC_FLAG_SUCCESSFUL_RANGED_SPELL_HIT;
m_procVictim = PROC_FLAG_TAKEN_RANGED_SPELL_HIT;
}
else
{
m_procAttacker = PROC_FLAG_SUCCESSFUL_NEGATIVE_SPELL_HIT;
m_procVictim = PROC_FLAG_TAKEN_NEGATIVE_SPELL_HIT;
}
break;
}
// Hunter traps spells (for Entrapment trigger)
// Gives your Immolation Trap, Frost Trap, Explosive Trap, and Snake Trap ....
if (m_spellInfo->SpellFamilyName == SPELLFAMILY_HUNTER && m_spellInfo->SpellFamilyFlags & 0x0000200000000014LL)
m_procAttacker |= PROC_FLAG_ON_TRAP_ACTIVATION;
}
void Spell::CleanupTargetList()
{
m_UniqueTargetInfo.clear();
m_UniqueGOTargetInfo.clear();
m_UniqueItemInfo.clear();
m_countOfHit = 0;
m_countOfMiss = 0;
m_delayMoment = 0;
}
void Spell::AddUnitTarget(Unit* pVictim, uint32 effIndex)
{
if( m_spellInfo->Effect[effIndex]==0 )
return;
if(!CheckTarget(pVictim, effIndex))
return;
uint64 targetGUID = pVictim->GetGUID();
// Lookup target in already in list
for(std::list<TargetInfo>::iterator ihit= m_UniqueTargetInfo.begin();ihit != m_UniqueTargetInfo.end();++ihit)
{
if (targetGUID == ihit->targetGUID) // Found in list
{
ihit->effectMask |= 1<<effIndex; // Add only effect mask
return;
}
}
// This is new target calculate data for him
// Get spell hit result on target
TargetInfo target;
target.targetGUID = targetGUID; // Store target GUID
target.effectMask = 1<<effIndex; // Store index of effect
target.processed = false; // Effects not apply on target
target.damage = 0;
// Calculate hit result
if(m_originalCaster)
{
target.missCondition = m_originalCaster->SpellHitResult(pVictim, m_spellInfo, m_canReflect);
if(m_skipCheck && target.missCondition != SPELL_MISS_IMMUNE)
target.missCondition = SPELL_MISS_NONE;
}
else
target.missCondition = SPELL_MISS_EVADE; //SPELL_MISS_NONE;
if (target.missCondition == SPELL_MISS_NONE)
++m_countOfHit;
else
++m_countOfMiss;
// Spell have speed - need calculate incoming time
if (m_spellInfo->speed > 0.0f)
{
// calculate spell incoming interval
// TODO: this is a hack
float dist = m_caster->GetDistance(pVictim->GetPositionX(), pVictim->GetPositionY(), pVictim->GetPositionZ());
if (dist < 5.0f) dist = 5.0f;
target.timeDelay = (uint64) floor(dist / m_spellInfo->speed * 1000.0f);
// Calculate minimum incoming time
if (m_delayMoment==0 || m_delayMoment>target.timeDelay)
m_delayMoment = target.timeDelay;
}
else
target.timeDelay = 0LL;
// If target reflect spell back to caster
if (target.missCondition==SPELL_MISS_REFLECT)
{
// Calculate reflected spell result on caster
target.reflectResult = m_caster->SpellHitResult(m_caster, m_spellInfo, m_canReflect);
if (target.reflectResult == SPELL_MISS_REFLECT) // Impossible reflect again, so simply deflect spell
target.reflectResult = SPELL_MISS_PARRY;
// Increase time interval for reflected spells by 1.5
target.timeDelay+=target.timeDelay>>1;
}
else
target.reflectResult = SPELL_MISS_NONE;
// Add target to list
m_UniqueTargetInfo.push_back(target);
}
void Spell::AddUnitTarget(uint64 unitGUID, uint32 effIndex)
{
Unit* unit = m_caster->GetGUID()==unitGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, unitGUID);
if (unit)
AddUnitTarget(unit, effIndex);
}
void Spell::AddGOTarget(GameObject* pVictim, uint32 effIndex)
{
if( m_spellInfo->Effect[effIndex]==0 )
return;
uint64 targetGUID = pVictim->GetGUID();
// Lookup target in already in list
for(std::list<GOTargetInfo>::iterator ihit= m_UniqueGOTargetInfo.begin();ihit != m_UniqueGOTargetInfo.end();++ihit)
{
if (targetGUID == ihit->targetGUID) // Found in list
{
ihit->effectMask |= 1<<effIndex; // Add only effect mask
return;
}
}
// This is new target calculate data for him
GOTargetInfo target;
target.targetGUID = targetGUID;
target.effectMask = 1<<effIndex;
target.processed = false; // Effects not apply on target
// Spell have speed - need calculate incoming time
if (m_spellInfo->speed > 0.0f)
{
// calculate spell incoming interval
float dist = m_caster->GetDistance(pVictim->GetPositionX(), pVictim->GetPositionY(), pVictim->GetPositionZ());
if (dist < 5.0f) dist = 5.0f;
target.timeDelay = (uint64) floor(dist / m_spellInfo->speed * 1000.0f);
if (m_delayMoment==0 || m_delayMoment>target.timeDelay)
m_delayMoment = target.timeDelay;
}
else
target.timeDelay = 0LL;
++m_countOfHit;
// Add target to list
m_UniqueGOTargetInfo.push_back(target);
}
void Spell::AddGOTarget(uint64 goGUID, uint32 effIndex)
{
GameObject* go = ObjectAccessor::GetGameObject(*m_caster, goGUID);
if (go)
AddGOTarget(go, effIndex);
}
void Spell::AddItemTarget(Item* pitem, uint32 effIndex)
{
if( m_spellInfo->Effect[effIndex]==0 )
return;
// Lookup target in already in list
for(std::list<ItemTargetInfo>::iterator ihit= m_UniqueItemInfo.begin();ihit != m_UniqueItemInfo.end();++ihit)
{
if (pitem == ihit->item) // Found in list
{
ihit->effectMask |= 1<<effIndex; // Add only effect mask
return;
}
}
// This is new target add data
ItemTargetInfo target;
target.item = pitem;
target.effectMask = 1<<effIndex;
m_UniqueItemInfo.push_back(target);
}
/*
void Spell::doTriggers(SpellMissInfo missInfo, uint32 damage, SpellSchoolMask damageSchoolMask, uint32 block, uint32 absorb, bool crit)
{
// Do triggers depends from hit result (triggers on hit do in effects)
// Set aura states depends from hit result
if (missInfo!=SPELL_MISS_NONE)
{
// Miss/dodge/parry/block only for melee based spells
// Resist only for magic based spells
switch (missInfo)
{
case SPELL_MISS_MISS:
if(m_caster->GetTypeId()== TYPEID_PLAYER)
((Player*)m_caster)->UpdateWeaponSkill(BASE_ATTACK);
m_caster->CastMeleeProcDamageAndSpell(unitTarget, 0, damageSchoolMask, m_attackType, MELEE_HIT_MISS, m_spellInfo, m_IsTriggeredSpell);
break;
case SPELL_MISS_RESIST:
m_caster->ProcDamageAndSpell(unitTarget, PROC_FLAG_TARGET_RESISTS, PROC_FLAG_RESIST_SPELL, 0, damageSchoolMask, m_spellInfo, m_IsTriggeredSpell);
break;
case SPELL_MISS_DODGE:
if(unitTarget->GetTypeId() == TYPEID_PLAYER)
((Player*)unitTarget)->UpdateDefense();
// Overpower
if (m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->getClass() == CLASS_WARRIOR)
{
((Player*) m_caster)->AddComboPoints(unitTarget, 1);
m_caster->StartReactiveTimer( REACTIVE_OVERPOWER );
}
// Riposte
if (unitTarget->getClass() != CLASS_ROGUE)
{
unitTarget->ModifyAuraState(AURA_STATE_DEFENSE, true);
unitTarget->StartReactiveTimer( REACTIVE_DEFENSE );
}
m_caster->CastMeleeProcDamageAndSpell(unitTarget, 0, damageSchoolMask, m_attackType, MELEE_HIT_DODGE, m_spellInfo, m_IsTriggeredSpell);
break;
case SPELL_MISS_PARRY:
// Update victim defense ?
if(unitTarget->GetTypeId() == TYPEID_PLAYER)
((Player*)unitTarget)->UpdateDefense();
// Mongoose bite - set only Counterattack here
if (unitTarget->getClass() == CLASS_HUNTER)
{
unitTarget->ModifyAuraState(AURA_STATE_HUNTER_PARRY,true);
unitTarget->StartReactiveTimer( REACTIVE_HUNTER_PARRY );
}
else
{
unitTarget->ModifyAuraState(AURA_STATE_DEFENSE, true);
unitTarget->StartReactiveTimer( REACTIVE_DEFENSE );
}
m_caster->CastMeleeProcDamageAndSpell(unitTarget, 0, damageSchoolMask, m_attackType, MELEE_HIT_PARRY, m_spellInfo, m_IsTriggeredSpell);
break;
case SPELL_MISS_BLOCK:
unitTarget->ModifyAuraState(AURA_STATE_DEFENSE, true);
unitTarget->StartReactiveTimer( REACTIVE_DEFENSE );
m_caster->CastMeleeProcDamageAndSpell(unitTarget, 0, damageSchoolMask, m_attackType, MELEE_HIT_BLOCK, m_spellInfo, m_IsTriggeredSpell);
break;
// Trigger from this events not supported
case SPELL_MISS_EVADE:
case SPELL_MISS_IMMUNE:
case SPELL_MISS_IMMUNE2:
case SPELL_MISS_DEFLECT:
case SPELL_MISS_ABSORB:
// Trigger from reflects need do after get reflect result
case SPELL_MISS_REFLECT:
break;
default:
break;
}
}
}*/
void Spell::DoAllEffectOnTarget(TargetInfo *target)
{
if (target->processed) // Check target
return;
target->processed = true; // Target checked in apply effects procedure
// Get mask of effects for target
uint32 mask = target->effectMask;
if (mask == 0) // No effects
return;
Unit* unit = m_caster->GetGUID()==target->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster,target->targetGUID);
if (!unit)
return;
// Get original caster (if exist) and calculate damage/healing from him data
Unit *caster = m_originalCasterGUID ? m_originalCaster : m_caster;
// Skip if m_originalCaster not avaiable
if (!caster)
return;
SpellMissInfo missInfo = target->missCondition;
// Need init unitTarget by default unit (can changed in code on reflect)
// Or on missInfo!=SPELL_MISS_NONE unitTarget undefined (but need in trigger subsystem)
unitTarget = unit;
// Reset damage/healing counter
m_damage = target->damage;
m_healing = -target->damage;
// Fill base trigger info
uint32 procAttacker = m_procAttacker;
uint32 procVictim = m_procVictim;
uint32 procEx = PROC_EX_NONE;
//Spells with this flag cannot trigger if effect is casted on self
// Slice and Dice, relentless strikes, eviscerate
//bool canEffectTrigger = (m_spellInfo->AttributesEx4 & (SPELL_ATTR_EX4_CANT_PROC_FROM_SELFCAST | SPELL_ATTR_EX4_UNK4) ? m_caster!=unitTarget : true)
// && m_canTrigger;
if (missInfo==SPELL_MISS_NONE) // In case spell hit target, do all effect on that target
DoSpellHitOnUnit(unit, mask);
else if (missInfo == SPELL_MISS_REFLECT) // In case spell reflect from target, do all effect on caster (if hit)
{
if (target->reflectResult == SPELL_MISS_NONE) // If reflected spell hit caster -> do all effect on him
DoSpellHitOnUnit(m_caster, mask);
}
/*else //TODO: This is a hack. need fix
{
uint32 tempMask = 0;
for(uint32 i = 0; i < 3; ++i)
if(m_spellInfo->Effect[i] == SPELL_EFFECT_DUMMY
|| m_spellInfo->Effect[i] == SPELL_EFFECT_TRIGGER_SPELL)
tempMask |= 1<<i;
if(tempMask &= mask)
DoSpellHitOnUnit(unit, tempMask);
}*/
// All calculated do it!
// Do healing and triggers
if (m_healing > 0)
{
bool crit = caster->isSpellCrit(NULL, m_spellInfo, m_spellSchoolMask);
uint32 addhealth = m_healing;
if (crit)
{
procEx |= PROC_EX_CRITICAL_HIT;
addhealth = caster->SpellCriticalBonus(m_spellInfo, addhealth, NULL);
}
else
procEx |= PROC_EX_NORMAL_HIT;
caster->SendHealSpellLog(unitTarget, m_spellInfo->Id, addhealth, crit);
// Do triggers for unit (reflect triggers passed on hit phase for correct drop charge)
if (missInfo != SPELL_MISS_REFLECT)
caster->ProcDamageAndSpell(unitTarget, procAttacker, procVictim, procEx, addhealth, m_attackType, m_spellInfo, m_canTrigger);
int32 gain = unitTarget->ModifyHealth( int32(addhealth) );
unitTarget->getHostilRefManager().threatAssist(caster, float(gain) * 0.5f, m_spellInfo);
if(caster->GetTypeId()==TYPEID_PLAYER)
if(BattleGround *bg = ((Player*)caster)->GetBattleGround())
bg->UpdatePlayerScore(((Player*)caster), SCORE_HEALING_DONE, gain);
}
// Do damage and triggers
else if (m_damage > 0)
{
// Fill base damage struct (unitTarget - is real spell target)
SpellNonMeleeDamage damageInfo(caster, unitTarget, m_spellInfo->Id, m_spellSchoolMask);
// Add bonuses and fill damageInfo struct
caster->CalculateSpellDamageTaken(&damageInfo, m_damage, m_spellInfo);
// Send log damage message to client
caster->SendSpellNonMeleeDamageLog(&damageInfo);
procEx = createProcExtendMask(&damageInfo, missInfo);
procVictim |= PROC_FLAG_TAKEN_ANY_DAMAGE;
// Do triggers for unit (reflect triggers passed on hit phase for correct drop charge)
if (missInfo != SPELL_MISS_REFLECT)
caster->ProcDamageAndSpell(unitTarget, procAttacker, procVictim, procEx, damageInfo.damage, m_attackType, m_spellInfo, m_canTrigger);
caster->DealSpellDamage(&damageInfo, true);
// Shadow Word: Death - deals damage equal to damage done to caster if victim is not killed
if (m_spellInfo->SpellFamilyName == SPELLFAMILY_PRIEST && m_spellInfo->SpellFamilyFlags&0x0000000200000000LL &&
caster != unitTarget && unitTarget->isAlive())
{
// Redirect damage to caster if victim Alive
damageInfo.target = caster;
damageInfo.absorb = 0;
damageInfo.resist = 0;
damageInfo.blocked = 0;
// Send log damage message to client
caster->SendSpellNonMeleeDamageLog(&damageInfo);
caster->DealSpellDamage(&damageInfo, true);
}
// Judgement of Blood
else if (m_spellInfo->SpellFamilyName == SPELLFAMILY_PALADIN && m_spellInfo->SpellFamilyFlags & 0x0000000800000000LL && m_spellInfo->SpellIconID==153)
{
int32 damagePoint = damageInfo.damage * 33 / 100;
m_caster->CastCustomSpell(m_caster, 32220, &damagePoint, NULL, NULL, true);
}
// Bloodthirst
else if (m_spellInfo->SpellFamilyName == SPELLFAMILY_WARRIOR && m_spellInfo->SpellFamilyFlags & 0x40000000000LL)
{
uint32 BTAura = 0;
switch(m_spellInfo->Id)
{
case 23881: BTAura = 23885; break;
case 23892: BTAura = 23886; break;
case 23893: BTAura = 23887; break;
case 23894: BTAura = 23888; break;
case 25251: BTAura = 25252; break;
case 30335: BTAura = 30339; break;
default:
sLog.outError("Spell::EffectSchoolDMG: Spell %u not handled in BTAura",m_spellInfo->Id);
break;
}
if (BTAura)
m_caster->CastSpell(m_caster,BTAura,true);
}
}
// Passive spell hits/misses or active spells only misses (only triggers)
else
{
// Fill base damage struct (unitTarget - is real spell target)
SpellNonMeleeDamage damageInfo(caster, unitTarget, m_spellInfo->Id, m_spellSchoolMask);
procEx = createProcExtendMask(&damageInfo, missInfo);
// Do triggers for unit (reflect triggers passed on hit phase for correct drop charge)
if (missInfo != SPELL_MISS_REFLECT)
caster->ProcDamageAndSpell(unit, procAttacker, procVictim, procEx, 0, m_attackType, m_spellInfo, m_canTrigger);
}
// Call scripted function for AI if this spell is casted upon a creature (except pets)
if(IS_CREATURE_GUID(target->targetGUID))
{
// cast at creature (or GO) quest objectives update at successful cast finished (+channel finished)
// ignore autorepeat/melee casts for speed (not exist quest for spells (hm... )
if( m_caster->GetTypeId() == TYPEID_PLAYER && !IsAutoRepeat() && !IsNextMeleeSwingSpell() && !IsChannelActive() )
((Player*)m_caster)->CastedCreatureOrGO(unit->GetEntry(),unit->GetGUID(),m_spellInfo->Id);
}
if( !m_caster->IsFriendlyTo(unit) && !IsPositiveSpell(m_spellInfo->Id))
{
if( !(m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_NO_INITIAL_AGGRO) )
{
m_caster->CombatStart(unit);
}
else if(m_customAttr & SPELL_ATTR_CU_AURA_CC)
{
if(!unit->IsStandState())
unit->SetStandState(PLAYER_STATE_NONE);
}
}
}
void Spell::DoSpellHitOnUnit(Unit *unit, const uint32 effectMask)
{
if(!unit || !effectMask)
return;
// Recheck immune (only for delayed spells)
if( m_spellInfo->speed &&
!(m_spellInfo->Attributes & SPELL_ATTR_UNAFFECTED_BY_INVULNERABILITY)
&& (unit->IsImmunedToDamage(GetSpellSchoolMask(m_spellInfo),true) ||
unit->IsImmunedToSpell(m_spellInfo,true) ))
{
m_caster->SendSpellMiss(unit, m_spellInfo->Id, SPELL_MISS_IMMUNE);
m_damage = 0;
return;
}
if( m_caster != unit )
{
if (unit->GetCharmerOrOwnerGUID() != m_caster->GetGUID())
{
if (unit->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE))
{
m_caster->SendSpellMiss(unit, m_spellInfo->Id, SPELL_MISS_EVADE);
m_damage = 0;
return;
}
}
if( !m_caster->IsFriendlyTo(unit) )
{
// reset damage to 0 if target has Invisibility or Vanish aura (_only_ vanish, not stealth) and isn't visible for caster
bool isVisibleForHit = ( (unit->HasAuraType(SPELL_AURA_MOD_INVISIBILITY) || unit->HasAuraTypeWithFamilyFlags(SPELL_AURA_MOD_STEALTH, SPELLFAMILY_ROGUE ,SPELLFAMILYFLAG_ROGUE_VANISH)) && !unit->isVisibleForOrDetect(m_caster, true)) ? false : true;
// for delayed spells ignore not visible explicit target
if(m_spellInfo->speed > 0.0f && unit==m_targets.getUnitTarget() && !isVisibleForHit)
{
// that was causing CombatLog errors
//m_caster->SendSpellMiss(unit, m_spellInfo->Id, SPELL_MISS_EVADE);
m_damage = 0;
return;
}
unit->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_HITBYSPELL);
if(m_customAttr & SPELL_ATTR_CU_AURA_CC)
unit->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CC);
}
else
{
// for delayed spells ignore negative spells (after duel end) for friendly targets
// TODO: this cause soul transfer bugged
if(m_spellInfo->speed > 0.0f && unit->GetTypeId() == TYPEID_PLAYER && !IsPositiveSpell(m_spellInfo->Id))
{
m_caster->SendSpellMiss(unit, m_spellInfo->Id, SPELL_MISS_EVADE);
m_damage = 0;
return;
}
// assisting case, healing and resurrection
if(unit->hasUnitState(UNIT_STAT_ATTACK_PLAYER))
{
m_caster->SetContestedPvP();
//m_caster->UpdatePvP(true);
}
if( unit->isInCombat() && !(m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_NO_INITIAL_AGGRO) )
{
m_caster->SetInCombatState(unit->GetCombatTimer() > 0);
unit->getHostilRefManager().threatAssist(m_caster, 0.0f);
}
}
}
// Get Data Needed for Diminishing Returns, some effects may have multiple auras, so this must be done on spell hit, not aura add
if(m_diminishGroup = GetDiminishingReturnsGroupForSpell(m_spellInfo,m_triggeredByAuraSpell))
{
m_diminishLevel = unit->GetDiminishing(m_diminishGroup);
DiminishingReturnsType type = GetDiminishingReturnsGroupType(m_diminishGroup);
// Increase Diminishing on unit, current informations for actually casts will use values above
if((type == DRTYPE_PLAYER && (unit->GetTypeId() == TYPEID_PLAYER || ((Creature*)unit)->isPet() || ((Creature*)unit)->isPossessedByPlayer())) || type == DRTYPE_ALL)
unit->IncrDiminishing(m_diminishGroup);
}
for(uint32 effectNumber=0;effectNumber<3;effectNumber++)
{
if (effectMask & (1<<effectNumber))
{
HandleEffects(unit,NULL,NULL,effectNumber/*,m_damageMultipliers[effectNumber]*/);
//Only damage and heal spells need this
/*if ( m_applyMultiplierMask & (1 << effectNumber) )
{
// Get multiplier
float multiplier = m_spellInfo->DmgMultiplier[effectNumber];
// Apply multiplier mods
if(m_originalCaster)
if(Player* modOwner = m_originalCaster->GetSpellModOwner())
modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_EFFECT_PAST_FIRST, multiplier,this);
m_damageMultipliers[effectNumber] *= multiplier;
}*/
}
}
if(unit->GetTypeId() == TYPEID_UNIT && ((Creature*)unit)->IsAIEnabled)
((Creature*)unit)->AI()->SpellHit(m_caster, m_spellInfo);
if(m_caster->GetTypeId() == TYPEID_UNIT && ((Creature*)m_caster)->IsAIEnabled)
((Creature*)m_caster)->AI()->SpellHitTarget(unit, m_spellInfo);
// trigger only for first effect targets
if (m_ChanceTriggerSpells.size() && (effectMask & 0x1))
{
int _duration=0;
for(ChanceTriggerSpells::const_iterator i = m_ChanceTriggerSpells.begin(); i != m_ChanceTriggerSpells.end(); ++i)
{
if(roll_chance_i(i->second))
{
m_caster->CastSpell(unit, i->first, true);
// SPELL_AURA_ADD_TARGET_TRIGGER auras shouldn't trigger auras without duration
// set duration equal to triggering spell
if (GetSpellDuration(i->first)==-1)
{
// get duration from aura-only once
if (!_duration)
{
Aura * aur = unit->GetAuraByCasterSpell(m_spellInfo->Id, m_caster->GetGUID());
_duration = aur ? aur->GetAuraDuration() : -1;
}
unit->SetAurasDurationByCasterSpell(i->first->Id, m_caster->GetGUID(), _duration);
}
}
}
}
if(m_customAttr & SPELL_ATTR_CU_LINK_HIT)
{
if(const std::vector<int32> *spell_triggered = spellmgr.GetSpellLinked(m_spellInfo->Id + SPELL_LINK_HIT))
for(std::vector<int32>::const_iterator i = spell_triggered->begin(); i != spell_triggered->end(); ++i)
if(*i < 0)
unit->RemoveAurasDueToSpell(-(*i));
else
unit->CastSpell(unit, *i, true, 0, 0, m_caster->GetGUID());
}
//This is not needed with procflag patch
/*if(m_originalCaster)
{
if(m_customAttr & SPELL_ATTR_CU_EFFECT_HEAL)
m_originalCaster->ProcDamageAndSpell(unit, PROC_FLAG_HEAL, PROC_FLAG_NONE, 0, GetSpellSchoolMask(m_spellInfo), m_spellInfo);
if(m_originalCaster != unit && (m_customAttr & SPELL_ATTR_CU_EFFECT_DAMAGE))
m_originalCaster->ProcDamageAndSpell(unit, PROC_FLAG_HIT_SPELL, PROC_FLAG_STRUCK_SPELL, 0, GetSpellSchoolMask(m_spellInfo), m_spellInfo);
}*/
}
void Spell::DoAllEffectOnTarget(GOTargetInfo *target)
{
if (target->processed) // Check target
return;
target->processed = true; // Target checked in apply effects procedure
uint32 effectMask = target->effectMask;
if(!effectMask)
return;
GameObject* go = ObjectAccessor::GetGameObject(*m_caster, target->targetGUID);
if(!go)
return;
for(uint32 effectNumber=0;effectNumber<3;effectNumber++)
if (effectMask & (1<<effectNumber))
HandleEffects(NULL,NULL,go,effectNumber);
// cast at creature (or GO) quest objectives update at successful cast finished (+channel finished)
// ignore autorepeat/melee casts for speed (not exist quest for spells (hm... )
if( m_caster->GetTypeId() == TYPEID_PLAYER && !IsAutoRepeat() && !IsNextMeleeSwingSpell() && !IsChannelActive() )
((Player*)m_caster)->CastedCreatureOrGO(go->GetEntry(),go->GetGUID(),m_spellInfo->Id);
}
void Spell::DoAllEffectOnTarget(ItemTargetInfo *target)
{
uint32 effectMask = target->effectMask;
if(!target->item || !effectMask)
return;
for(uint32 effectNumber=0;effectNumber<3;effectNumber++)
if (effectMask & (1<<effectNumber))
HandleEffects(NULL, target->item, NULL, effectNumber);
}
bool Spell::IsAliveUnitPresentInTargetList()
{
// Not need check return true
if (m_needAliveTargetMask == 0)
return true;
uint8 needAliveTargetMask = m_needAliveTargetMask;
for(std::list<TargetInfo>::iterator ihit= m_UniqueTargetInfo.begin();ihit != m_UniqueTargetInfo.end();++ihit)
{
if( ihit->missCondition == SPELL_MISS_NONE && (needAliveTargetMask & ihit->effectMask) )
{
Unit *unit = m_caster->GetGUID()==ihit->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID);
if (unit && unit->isAlive())
needAliveTargetMask &= ~ihit->effectMask; // remove from need alive mask effect that have alive target
}
}
// is all effects from m_needAliveTargetMask have alive targets
return needAliveTargetMask==0;
}
// Helper for Chain Healing
// Spell target first
// Raidmates then descending by injury suffered (MaxHealth - Health)
// Other players/mobs then descending by injury suffered (MaxHealth - Health)
struct ChainHealingOrder : public std::binary_function<const Unit*, const Unit*, bool>
{
const Unit* MainTarget;
ChainHealingOrder(Unit const* Target) : MainTarget(Target) {};
// functor for operator ">"
bool operator()(Unit const* _Left, Unit const* _Right) const
{
return (ChainHealingHash(_Left) < ChainHealingHash(_Right));
}
int32 ChainHealingHash(Unit const* Target) const
{
/*if (Target == MainTarget)
return 0;
else*/ if (Target->GetTypeId() == TYPEID_PLAYER && MainTarget->GetTypeId() == TYPEID_PLAYER &&
((Player const*)Target)->IsInSameRaidWith((Player const*)MainTarget))
{
if (Target->GetHealth() == Target->GetMaxHealth())
return 40000;
else
return 20000 - Target->GetMaxHealth() + Target->GetHealth();
}
else
return 40000 - Target->GetMaxHealth() + Target->GetHealth();
}
};
// Helper for targets nearest to the spell target
// The spell target is always first unless there is a target at _completely_ the same position (unbelievable case)
struct TargetDistanceOrder : public std::binary_function<const Unit, const Unit, bool>
{
const Unit* MainTarget;
TargetDistanceOrder(const Unit* Target) : MainTarget(Target) {};
// functor for operator ">"
bool operator()(const Unit* _Left, const Unit* _Right) const
{
return (MainTarget->GetDistance(_Left) < MainTarget->GetDistance(_Right));
}
};
void Spell::SearchChainTarget(std::list<Unit*> &TagUnitMap, float max_range, uint32 num, SpellTargets TargetType)
{
Unit *cur = m_targets.getUnitTarget();
if(!cur)
return;
//FIXME: This very like horrible hack and wrong for most spells
if(m_spellInfo->DmgClass != SPELL_DAMAGE_CLASS_MELEE)
max_range += num * CHAIN_SPELL_JUMP_RADIUS;
std::list<Unit*> tempUnitMap;
if(TargetType == SPELL_TARGETS_CHAINHEAL)
{
SearchAreaTarget(tempUnitMap, max_range, PUSH_CHAIN, SPELL_TARGETS_ALLY);
tempUnitMap.sort(ChainHealingOrder(m_caster));
//if(cur->GetHealth() == cur->GetMaxHealth() && tempUnitMap.size())
// cur = tempUnitMap.front();
}
else
SearchAreaTarget(tempUnitMap, max_range, PUSH_CHAIN, TargetType);
tempUnitMap.remove(cur);
while(num)
{
TagUnitMap.push_back(cur);
--num;
if(tempUnitMap.empty())
break;
std::list<Unit*>::iterator next;
if(TargetType == SPELL_TARGETS_CHAINHEAL)
{
next = tempUnitMap.begin();
while(cur->GetDistance(*next) > CHAIN_SPELL_JUMP_RADIUS
|| !cur->IsWithinLOSInMap(*next))
{
++next;
if(next == tempUnitMap.end())
return;
}
}
else
{
tempUnitMap.sort(TargetDistanceOrder(cur));
next = tempUnitMap.begin();
if(cur->GetDistance(*next) > CHAIN_SPELL_JUMP_RADIUS)
break;
while(m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MELEE
&& !m_caster->isInFront(*next, max_range)
|| !m_caster->canSeeOrDetect(*next, false)
|| !cur->IsWithinLOSInMap(*next))
{
++next;
if(next == tempUnitMap.end() || cur->GetDistance(*next) > CHAIN_SPELL_JUMP_RADIUS)
return;
}
}
cur = *next;
tempUnitMap.erase(next);
}
}
void Spell::SearchAreaTarget(std::list<Unit*> &TagUnitMap, float radius, const uint32 type, SpellTargets TargetType, uint32 entry)
{
float x, y, z;
switch(type)
{
case PUSH_DST_CENTER:
CheckDst();
x = m_targets.m_destX;
y = m_targets.m_destY;
z = m_targets.m_destZ;
break;
case PUSH_SRC_CENTER:
CheckSrc();
x = m_targets.m_srcX;
y = m_targets.m_srcY;
z = m_targets.m_srcZ;
break;
case PUSH_CHAIN:
{
Unit *target = m_targets.getUnitTarget();
if(!target)
{
sLog.outError( "SPELL: cannot find unit target for spell ID %u\n", m_spellInfo->Id );
return;
}
x = target->GetPositionX();
y = target->GetPositionY();
z = target->GetPositionZ();
break;
}
default:
x = m_caster->GetPositionX();
y = m_caster->GetPositionY();
z = m_caster->GetPositionZ();
break;
}
Trinity::SpellNotifierCreatureAndPlayer notifier(*this, TagUnitMap, radius, type, TargetType, entry, x, y, z);
if((m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_PLAYERS_ONLY)
|| TargetType == SPELL_TARGETS_ENTRY && !entry)
m_caster->GetMap()->VisitWorld(x, y, radius, notifier);
else
m_caster->GetMap()->VisitAll(x, y, radius, notifier);
}
WorldObject* Spell::SearchNearbyTarget(float range, SpellTargets TargetType)
{
switch(TargetType)
{
case SPELL_TARGETS_ENTRY:
{
SpellScriptTarget::const_iterator lower = spellmgr.GetBeginSpellScriptTarget(m_spellInfo->Id);
SpellScriptTarget::const_iterator upper = spellmgr.GetEndSpellScriptTarget(m_spellInfo->Id);
if(lower == upper)
{
sLog.outErrorDb("Spell (ID: %u) (caster Entry: %u) does not have record in `spell_script_target`", m_spellInfo->Id, m_caster->GetEntry());
if(IsPositiveSpell(m_spellInfo->Id))
return SearchNearbyTarget(range, SPELL_TARGETS_ALLY);
else
return SearchNearbyTarget(range, SPELL_TARGETS_ENEMY);
}
Creature* creatureScriptTarget = NULL;
GameObject* goScriptTarget = NULL;
for(SpellScriptTarget::const_iterator i_spellST = lower; i_spellST != upper; ++i_spellST)
{
switch(i_spellST->second.type)
{
case SPELL_TARGET_TYPE_GAMEOBJECT:
{
GameObject* p_GameObject = NULL;
if(i_spellST->second.targetEntry)
{
Trinity::NearestGameObjectEntryInObjectRangeCheck go_check(*m_caster,i_spellST->second.targetEntry,range);
Trinity::GameObjectLastSearcher<Trinity::NearestGameObjectEntryInObjectRangeCheck> checker(p_GameObject,go_check);
m_caster->VisitNearbyGridObject(range, checker);
if(p_GameObject)
{
// remember found target and range, next attempt will find more near target with another entry
creatureScriptTarget = NULL;
goScriptTarget = p_GameObject;
range = go_check.GetLastRange();
}
}
else if( focusObject ) //Focus Object
{
float frange = m_caster->GetDistance(focusObject);
if(range >= frange)
{
creatureScriptTarget = NULL;
goScriptTarget = focusObject;
range = frange;
}
}
break;
}
case SPELL_TARGET_TYPE_CREATURE:
case SPELL_TARGET_TYPE_DEAD:
default:
{
Creature *p_Creature = NULL;
Trinity::NearestCreatureEntryWithLiveStateInObjectRangeCheck u_check(*m_caster,i_spellST->second.targetEntry,i_spellST->second.type!=SPELL_TARGET_TYPE_DEAD,range);
Trinity::CreatureLastSearcher<Trinity::NearestCreatureEntryWithLiveStateInObjectRangeCheck> searcher(p_Creature, u_check);
m_caster->VisitNearbyObject(range, searcher);
if(p_Creature )
{
creatureScriptTarget = p_Creature;
goScriptTarget = NULL;
range = u_check.GetLastRange();
}
break;
}
}
}
if(creatureScriptTarget)
return creatureScriptTarget;
else
return goScriptTarget;
}
default:
case SPELL_TARGETS_ENEMY:
{
Unit *target = NULL;
Trinity::AnyUnfriendlyUnitInObjectRangeCheck u_check(m_caster, m_caster, range);
Trinity::UnitLastSearcher<Trinity::AnyUnfriendlyUnitInObjectRangeCheck> searcher(target, u_check);
m_caster->VisitNearbyObject(range, searcher);
return target;
}
case SPELL_TARGETS_ALLY:
{
Unit *target = NULL;
Trinity::AnyFriendlyUnitInObjectRangeCheck u_check(m_caster, m_caster, range);
Trinity::UnitLastSearcher<Trinity::AnyFriendlyUnitInObjectRangeCheck> searcher(target, u_check);
m_caster->VisitNearbyObject(range, searcher);
return target;
}
}
}
void Spell::SetTargetMap(uint32 i, uint32 cur)
{
SpellNotifyPushType pushType = PUSH_NONE;
Player *modOwner = NULL;
if(m_originalCaster)
modOwner = m_originalCaster->GetSpellModOwner();
switch(spellmgr.SpellTargetType[cur])
{
case TARGET_TYPE_UNIT_CASTER:
{
switch(cur)
{
case TARGET_UNIT_CASTER:
AddUnitTarget(m_caster, i);
break;
case TARGET_UNIT_CASTER_FISHING:
{
//AddUnitTarget(m_caster, i);
float min_dis = GetSpellMinRange(sSpellRangeStore.LookupEntry(m_spellInfo->rangeIndex));
float max_dis = GetSpellMaxRange(sSpellRangeStore.LookupEntry(m_spellInfo->rangeIndex));
float dis = m_caster->GetMap()->rand_norm() * (max_dis - min_dis) + min_dis;
float x, y, z;
m_caster->GetClosePoint(x, y, z, DEFAULT_WORLD_OBJECT_SIZE, dis);
m_targets.setDestination(x, y, z);
break;
}
case TARGET_UNIT_MASTER:
if(Unit* owner = m_caster->GetCharmerOrOwner())
AddUnitTarget(owner, i);
break;
case TARGET_UNIT_PET:
if(Pet* pet = m_caster->GetPet())
AddUnitTarget(pet, i);
break;
case TARGET_UNIT_PARTY_CASTER:
case TARGET_UNIT_RAID_CASTER:
pushType = PUSH_CASTER_CENTER;
break;
}
break;
}
case TARGET_TYPE_UNIT_TARGET:
{
Unit *target = m_targets.getUnitTarget();
if(!target)
{
sLog.outError("SPELL: no unit target for spell ID %u", m_spellInfo->Id);
break;
}
switch(cur)
{
case TARGET_UNIT_TARGET_ENEMY:
SelectMagnetTarget();
case TARGET_UNIT_CHAINHEAL:
pushType = PUSH_CHAIN;
break;
case TARGET_UNIT_TARGET_ALLY:
case TARGET_UNIT_TARGET_RAID:
case TARGET_UNIT_TARGET_ANY: // SelectMagnetTarget()?
case TARGET_UNIT_TARGET_PARTY:
case TARGET_UNIT_MINIPET:
AddUnitTarget(target, i);
break;
case TARGET_UNIT_PARTY_TARGET:
case TARGET_UNIT_CLASS_TARGET:
pushType = PUSH_CASTER_CENTER; // not real
break;
}
break;
}
case TARGET_TYPE_UNIT_NEARBY:
{
float range = GetSpellMaxRange(sSpellRangeStore.LookupEntry(m_spellInfo->rangeIndex));
if(modOwner)
modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RANGE, range, this);
WorldObject *target = NULL;
switch(cur)
{
case TARGET_UNIT_NEARBY_ENEMY:
target = SearchNearbyTarget(range, SPELL_TARGETS_ENEMY);
break;
case TARGET_UNIT_NEARBY_ALLY:
case TARGET_UNIT_NEARBY_ALLY_UNK:
case TARGET_UNIT_NEARBY_RAID:
target = SearchNearbyTarget(range, SPELL_TARGETS_ALLY);
break;
case TARGET_UNIT_NEARBY_ENTRY:
target = SearchNearbyTarget(range, SPELL_TARGETS_ENTRY);
break;
}
if(!target)
return;
else if(target->GetTypeId() == TYPEID_UNIT)
{
pushType = PUSH_CHAIN;
if(!m_targets.getUnitTarget())
m_targets.setUnitTarget((Unit*)target);
}
else if(target->GetTypeId() == TYPEID_GAMEOBJECT)
AddGOTarget((GameObject*)target, i);
break;
}
case TARGET_TYPE_AREA_SRC:
pushType = PUSH_SRC_CENTER;
break;
case TARGET_TYPE_AREA_DST:
pushType = PUSH_DST_CENTER;
break;
case TARGET_TYPE_AREA_CONE:
if(m_customAttr & SPELL_ATTR_CU_CONE_BACK)
pushType = PUSH_IN_BACK;
else if(m_customAttr & SPELL_ATTR_CU_CONE_LINE)
pushType = PUSH_IN_LINE;
else
pushType = PUSH_IN_FRONT;
break;
case TARGET_TYPE_DEST_CASTER: //4+8+2
{
if(cur == TARGET_SRC_CASTER)
{
m_targets.setSrc(m_caster);
break;
}
else if(cur == TARGET_DST_CASTER)
{
m_targets.setDestination(m_caster);
break;
}
float x, y, z, angle, dist;
float objSize = m_caster->GetObjectSize();
dist = GetSpellRadius(sSpellRadiusStore.LookupEntry(m_spellInfo->EffectRadiusIndex[i]));
if(dist < objSize)
dist = objSize;
else if(cur == TARGET_DEST_CASTER_RANDOM)
dist = objSize + (dist - objSize) * m_caster->GetMap()->rand_norm();
switch(cur)
{
case TARGET_DEST_CASTER_FRONT_LEFT: angle = -M_PI/4; break;
case TARGET_DEST_CASTER_BACK_LEFT: angle = -3*M_PI/4; break;
case TARGET_DEST_CASTER_BACK_RIGHT: angle = 3*M_PI/4; break;
case TARGET_DEST_CASTER_FRONT_RIGHT:angle = M_PI/4; break;
case TARGET_MINION:
case TARGET_DEST_CASTER_FRONT_LEAP:
case TARGET_DEST_CASTER_FRONT: angle = 0.0f; break;
case TARGET_DEST_CASTER_BACK: angle = M_PI; break;
case TARGET_DEST_CASTER_RIGHT: angle = M_PI/2; break;
case TARGET_DEST_CASTER_LEFT: angle = -M_PI/2; break;
default: angle = rand_norm()*2*M_PI; break;
}
m_caster->GetGroundPointAroundUnit(x, y, z, dist, angle);
m_targets.setDestination(x, y, z);
break;
}
case TARGET_TYPE_DEST_TARGET: //2+8+2
{
Unit *target = m_targets.getUnitTarget();
if(!target)
{
sLog.outError("SPELL: no unit target for spell ID %u\n", m_spellInfo->Id);
break;
}
if(cur == TARGET_DST_TARGET_ENEMY || cur == TARGET_DEST_TARGET_ANY)
{
m_targets.setDestination(target);
break;
}
float x, y, z, angle, dist;
float objSize = target->GetObjectSize();
dist = GetSpellRadius(sSpellRadiusStore.LookupEntry(m_spellInfo->EffectRadiusIndex[i]));
if(dist < objSize)
dist = objSize;
else if(cur == TARGET_DEST_CASTER_RANDOM)
dist = objSize + (dist - objSize) * m_caster->GetMap()->rand_norm();
switch(cur)
{
case TARGET_DEST_TARGET_FRONT: angle = 0.0f; break;
case TARGET_DEST_TARGET_BACK: angle = M_PI; break;
case TARGET_DEST_TARGET_RIGHT: angle = M_PI/2; break;
case TARGET_DEST_TARGET_LEFT: angle = -M_PI/2; break;
case TARGET_DEST_TARGET_FRONT_LEFT: angle = -M_PI/4; break;
case TARGET_DEST_TARGET_BACK_LEFT: angle = -3*M_PI/4; break;
case TARGET_DEST_TARGET_BACK_RIGHT: angle = 3*M_PI/4; break;
case TARGET_DEST_TARGET_FRONT_RIGHT:angle = M_PI/4; break;
default: angle = m_caster->GetMap()->rand_norm()*2*M_PI; break;
}
target->GetGroundPointAroundUnit(x, y, z, dist, angle);
m_targets.setDestination(x, y, z);
break;
}
case TARGET_TYPE_DEST_DEST: //5+8+1
{
if(!m_targets.HasDst())
{
sLog.outError("SPELL: no destination for spell ID %u\n", m_spellInfo->Id);
break;
}
float angle;
switch(cur)
{
case TARGET_DEST_DYNOBJ_ENEMY:
case TARGET_DEST_DYNOBJ_ALLY:
case TARGET_DEST_DYNOBJ_NONE:
case TARGET_DEST_DEST:
case TARGET_DEST_TRAJ:
return;
case TARGET_DEST_DEST_FRONT: angle = 0.0f; break;
case TARGET_DEST_DEST_BACK: angle = M_PI; break;
case TARGET_DEST_DEST_RIGHT: angle = M_PI/2; break;
case TARGET_DEST_DEST_LEFT: angle = -M_PI/2; break;
case TARGET_DEST_DEST_FRONT_LEFT: angle = -M_PI/4; break;
case TARGET_DEST_DEST_BACK_LEFT: angle = -3*M_PI/4; break;
case TARGET_DEST_DEST_BACK_RIGHT: angle = 3*M_PI/4; break;
case TARGET_DEST_DEST_FRONT_RIGHT:angle = M_PI/4; break;
default: angle = m_caster->GetMap()->rand_norm()*2*M_PI; break;
}
float dist, x, y, z;
dist = GetSpellRadius(sSpellRadiusStore.LookupEntry(m_spellInfo->EffectRadiusIndex[i]));
if (cur == TARGET_DEST_DEST_RANDOM)
dist *= m_caster->GetMap()->rand_norm();
x = m_targets.m_destX;
y = m_targets.m_destY;
z = m_targets.m_destZ;
m_caster->GetGroundPoint(x, y, z, dist, angle);
m_targets.setDestination(x, y, z);
break;
}
case TARGET_TYPE_DEST_SPECIAL:
{
switch(cur)
{
case TARGET_DST_DB:
if(SpellTargetPosition const* st = spellmgr.GetSpellTargetPosition(m_spellInfo->Id))
{
//TODO: fix this check
if(m_spellInfo->Effect[0] == SPELL_EFFECT_TELEPORT_UNITS
|| m_spellInfo->Effect[1] == SPELL_EFFECT_TELEPORT_UNITS
|| m_spellInfo->Effect[2] == SPELL_EFFECT_TELEPORT_UNITS)
m_targets.setDestination(st->target_X, st->target_Y, st->target_Z, (int32)st->target_mapId);
else if(st->target_mapId == m_caster->GetMapId())
m_targets.setDestination(st->target_X, st->target_Y, st->target_Z);
}
else
sLog.outError( "SPELL: unknown target coordinates for spell ID %u\n", m_spellInfo->Id );
break;
case TARGET_DST_HOME:
if(m_caster->GetTypeId() == TYPEID_PLAYER)
m_targets.setDestination(((Player*)m_caster)->m_homebindX,((Player*)m_caster)->m_homebindY,((Player*)m_caster)->m_homebindZ, ((Player*)m_caster)->m_homebindMapId);
break;
case TARGET_DST_NEARBY_ENTRY:
{
float range = GetSpellMaxRange(sSpellRangeStore.LookupEntry(m_spellInfo->rangeIndex));
if(modOwner)
modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RANGE, range, this);
WorldObject *target = SearchNearbyTarget(range, SPELL_TARGETS_ENTRY);
if(target)
m_targets.setDestination(target);
break;
}
}
break;
}
case TARGET_TYPE_CHANNEL:
{
if(!m_originalCaster || !m_originalCaster->m_currentSpells[CURRENT_CHANNELED_SPELL])
{
sLog.outError( "SPELL: no current channeled spell for spell ID %u", m_spellInfo->Id );
break;
}
switch(cur)
{
case TARGET_UNIT_CHANNEL:
if(Unit* target = m_originalCaster->m_currentSpells[CURRENT_CHANNELED_SPELL]->m_targets.getUnitTarget())
AddUnitTarget(target, i);
else
sLog.outError( "SPELL: cannot find channel spell target for spell ID %u", m_spellInfo->Id );
break;
case TARGET_DEST_CHANNEL:
if(m_originalCaster->m_currentSpells[CURRENT_CHANNELED_SPELL]->m_targets.HasDst())
m_targets = m_originalCaster->m_currentSpells[CURRENT_CHANNELED_SPELL]->m_targets;
else
sLog.outError( "SPELL: cannot find channel spell destination for spell ID %u", m_spellInfo->Id );
break;
}
break;
}
default:
{
switch(cur)
{
case TARGET_GAMEOBJECT:
case TARGET_OBJECT_USE:
if(m_targets.getGOTarget())
AddGOTarget(m_targets.getGOTarget(), i);
break;
case TARGET_GAMEOBJECT_ITEM:
if(m_targets.getGOTargetGUID())
AddGOTarget(m_targets.getGOTarget(), i);
else if(m_targets.getItemTarget())
AddItemTarget(m_targets.getItemTarget(), i);
break;
default:
sLog.outError("Unhandled spell target %u", cur);
break;
}
break;
}
}
if(pushType == PUSH_CHAIN) // Chain
{
Unit *target = m_targets.getUnitTarget();
if(!target)
{
sLog.outError("SPELL: no chain unit target for spell ID %u", m_spellInfo->Id);
return;
}
//Chain: 2, 6, 22, 25, 45, 77
uint32 maxTargets = m_spellInfo->EffectChainTarget[i];
if(modOwner)
modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_JUMP_TARGETS, maxTargets, this);
if(maxTargets > 1)
{
//otherwise, this multiplier is used for something else
m_damageMultipliers[i] = 1.0f;
m_applyMultiplierMask |= 1 << i;
float range = GetSpellMaxRange(sSpellRangeStore.LookupEntry(m_spellInfo->rangeIndex));
if(modOwner)
modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RANGE, range, this);
std::list<Unit*> unitList;
switch(cur)
{
case TARGET_UNIT_NEARBY_ENEMY:
case TARGET_UNIT_TARGET_ENEMY:
case TARGET_UNIT_NEARBY_ENTRY: // fix me
SearchChainTarget(unitList, range, maxTargets, SPELL_TARGETS_ENEMY);
break;
case TARGET_UNIT_CHAINHEAL:
case TARGET_UNIT_NEARBY_ALLY: // fix me
case TARGET_UNIT_NEARBY_ALLY_UNK:
case TARGET_UNIT_NEARBY_RAID:
SearchChainTarget(unitList, range, maxTargets, SPELL_TARGETS_CHAINHEAL);
break;
}
for(std::list<Unit*>::iterator itr = unitList.begin(); itr != unitList.end(); ++itr)
AddUnitTarget(*itr, i);
}
else
AddUnitTarget(target, i);
}
else if(pushType)
{
// Dummy, just for client
if(spellmgr.EffectTargetType[m_spellInfo->Effect[i]] == SPELL_REQUIRE_DEST)
return;
float radius = GetSpellRadius(sSpellRadiusStore.LookupEntry(m_spellInfo->EffectRadiusIndex[i]));
if(modOwner)
modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RADIUS, radius, this);
std::list<Unit*> unitList;
switch(cur)
{
case TARGET_UNIT_AREA_ENEMY_SRC:
case TARGET_UNIT_AREA_ENEMY_DST:
case TARGET_UNIT_CONE_ENEMY:
case TARGET_UNIT_CONE_ENEMY_UNKNOWN:
SearchAreaTarget(unitList, radius, pushType, SPELL_TARGETS_ENEMY);
break;
case TARGET_UNIT_AREA_ALLY_SRC:
case TARGET_UNIT_AREA_ALLY_DST:
case TARGET_UNIT_CONE_ALLY:
SearchAreaTarget(unitList, radius, pushType, SPELL_TARGETS_ALLY);
break;
case TARGET_UNIT_AREA_PARTY_SRC:
case TARGET_UNIT_AREA_PARTY_DST:
m_caster->GetPartyMember(unitList, radius); //fix me
break;
case TARGET_OBJECT_AREA_SRC: // fix me
case TARGET_OBJECT_AREA_DST:
break;
case TARGET_UNIT_AREA_ENTRY_SRC:
case TARGET_UNIT_AREA_ENTRY_DST:
case TARGET_UNIT_CONE_ENTRY: // fix me
{
SpellScriptTarget::const_iterator lower = spellmgr.GetBeginSpellScriptTarget(m_spellInfo->Id);
SpellScriptTarget::const_iterator upper = spellmgr.GetEndSpellScriptTarget(m_spellInfo->Id);
if(lower == upper)
{
sLog.outErrorDb("Spell (ID: %u) (caster Entry: %u) does not have record in `spell_script_target`", m_spellInfo->Id, m_caster->GetEntry());
if(IsPositiveEffect(m_spellInfo->Id, i))
SearchAreaTarget(unitList, radius, pushType, SPELL_TARGETS_ALLY);
else
SearchAreaTarget(unitList, radius, pushType, SPELL_TARGETS_ENEMY);
}
// let it be done in one check?
else
{
for(SpellScriptTarget::const_iterator i_spellST = lower; i_spellST != upper; ++i_spellST)
{
if(i_spellST->second.type == SPELL_TARGET_TYPE_CREATURE)
SearchAreaTarget(unitList, radius, pushType, SPELL_TARGETS_ENTRY, i_spellST->second.targetEntry);
}
}
break;
}
case TARGET_UNIT_PARTY_TARGET:
m_targets.getUnitTarget()->GetPartyMember(unitList, radius);
break;
case TARGET_UNIT_PARTY_CASTER:
m_caster->GetPartyMember(unitList, radius);
break;
case TARGET_UNIT_RAID_CASTER:
m_caster->GetRaidMember(unitList, radius);
break;
case TARGET_UNIT_CLASS_TARGET:
{
Player* targetPlayer = m_targets.getUnitTarget() && m_targets.getUnitTarget()->GetTypeId() == TYPEID_PLAYER
? (Player*)m_targets.getUnitTarget() : NULL;
Group* pGroup = targetPlayer ? targetPlayer->GetGroup() : NULL;
if(pGroup)
{
for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player* Target = itr->getSource();
// IsHostileTo check duel and controlled by enemy
if( Target && targetPlayer->IsWithinDistInMap(Target, radius) &&
targetPlayer->getClass() == Target->getClass() &&
!m_caster->IsHostileTo(Target) )
{
AddUnitTarget(Target, i);
}
}
}
else if(m_targets.getUnitTarget())
AddUnitTarget(m_targets.getUnitTarget(), i);
break;
}
}
if(!unitList.empty())
{
if(m_spellValue->MaxAffectedTargets)
{
if(m_spellInfo->Id == 5246) //Intimidating Shout
unitList.remove(m_targets.getUnitTarget());
Trinity::RandomResizeList(unitList, m_spellValue->MaxAffectedTargets);
}else if(m_spellInfo->Id == 27285) // Seed of Corruption proc spell
unitList.remove(m_targets.getUnitTarget());
for(std::list<Unit*>::iterator itr = unitList.begin(); itr != unitList.end(); ++itr)
AddUnitTarget(*itr, i);
}
} // Chain or Area
}
void Spell::prepare(SpellCastTargets * targets, Aura* triggeredByAura)
{
if(m_CastItem)
m_castItemGUID = m_CastItem->GetGUID();
else
m_castItemGUID = 0;
m_targets = *targets;
m_spellState = SPELL_STATE_PREPARING;
m_caster->GetPosition(m_castPositionX, m_castPositionY, m_castPositionZ);
m_castOrientation = m_caster->GetOrientation();
if(triggeredByAura)
m_triggeredByAuraSpell = triggeredByAura->GetSpellProto();
// create and add update event for this spell
SpellEvent* Event = new SpellEvent(this);
m_caster->m_Events.AddEvent(Event, m_caster->m_Events.CalculateTime(1));
//Prevent casting at cast another spell (ServerSide check)
if(m_caster->IsNonMeleeSpellCasted(false, true) && m_cast_count)
{
SendCastResult(SPELL_FAILED_SPELL_IN_PROGRESS);
finish(false);
return;
}
if(m_caster->GetTypeId() == TYPEID_PLAYER)
{
if(objmgr.IsPlayerSpellDisabled(m_spellInfo->Id))
{
SendCastResult(SPELL_FAILED_SPELL_UNAVAILABLE);
finish(false);
return;
}
}
else if (m_caster->GetTypeId() == TYPEID_UNIT && ((Creature*)m_caster)->isPet())
{
if(objmgr.IsPetSpellDisabled(m_spellInfo->Id))
{
SendCastResult(SPELL_FAILED_SPELL_UNAVAILABLE);
finish(false);
return;
}
}
else
{
if(objmgr.IsCreatureSpellDisabled(m_spellInfo->Id))
{
finish(false);
return;
}
}
// Fill cost data
m_powerCost = CalculatePowerCost();
uint8 result = CanCast(true);
if(result != 0 && !IsAutoRepeat()) //always cast autorepeat dummy for triggering
{
if(triggeredByAura)
{
SendChannelUpdate(0);
triggeredByAura->SetAuraDuration(0);
}
SendCastResult(result);
finish(false);
return;
}
// Prepare data for triggers
prepareDataForTriggerSystem();
// calculate cast time (calculated after first CanCast check to prevent charge counting for first CanCast fail)
m_casttime = GetSpellCastTime(m_spellInfo, this);
// set timer base at cast time
ReSetTimer();
if(m_IsTriggeredSpell)
cast(true);
else
{
// stealth must be removed at cast starting (at show channel bar)
// skip triggered spell (item equip spell casting and other not explicit character casts/item uses)
if(isSpellBreakStealth(m_spellInfo) )
m_caster->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CAST);
m_caster->SetCurrentCastedSpell( this );
m_selfContainer = &(m_caster->m_currentSpells[GetCurrentContainer()]);
SendSpellStart();
if(!m_casttime && !m_spellInfo->StartRecoveryTime
&& !m_castItemGUID //item: first cast may destroy item and second cast causes crash
&& GetCurrentContainer() == CURRENT_GENERIC_SPELL)
cast(true);
}
}
void Spell::cancel()
{
if(m_spellState == SPELL_STATE_FINISHED)
return;
SetReferencedFromCurrent(false);
if(m_selfContainer && *m_selfContainer == this)
*m_selfContainer = NULL;
uint32 oldState = m_spellState;
m_spellState = SPELL_STATE_FINISHED;
m_autoRepeat = false;
switch (oldState)
{
case SPELL_STATE_PREPARING:
case SPELL_STATE_DELAYED:
{
SendInterrupted(0);
SendCastResult(SPELL_FAILED_INTERRUPTED);
} break;
case SPELL_STATE_CASTING:
{
for(std::list<TargetInfo>::iterator ihit= m_UniqueTargetInfo.begin();ihit != m_UniqueTargetInfo.end();++ihit)
{
if( ihit->missCondition == SPELL_MISS_NONE )
{
Unit* unit = m_caster->GetGUID()==(*ihit).targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID);
if( unit && unit->isAlive() )
unit->RemoveAurasByCasterSpell(m_spellInfo->Id, m_caster->GetGUID());
}
}
m_caster->RemoveAurasByCasterSpell(m_spellInfo->Id, m_caster->GetGUID());
SendChannelUpdate(0);
SendInterrupted(0);
SendCastResult(SPELL_FAILED_INTERRUPTED);
} break;
default:
{
} break;
}
m_caster->RemoveDynObject(m_spellInfo->Id);
m_caster->RemoveGameObject(m_spellInfo->Id,true);
//set state back so finish will be processed
m_spellState = oldState;
finish(false);
}
void Spell::cast(bool skipCheck)
{
// update pointers base at GUIDs to prevent access to non-existed already object
UpdatePointers();
if(Unit *pTarget = m_targets.getUnitTarget())
if(pTarget->isAlive() && (pTarget->HasAuraType(SPELL_AURA_MOD_STEALTH) || pTarget->HasAuraType(SPELL_AURA_MOD_INVISIBILITY)) && !pTarget->IsFriendlyTo(m_caster) && !pTarget->isVisibleForOrDetect(m_caster, true))
{
SendCastResult(SPELL_FAILED_BAD_TARGETS);
finish(false);
return;
}
SetExecutedCurrently(true);
uint8 castResult = 0;
// cancel at lost main target unit
if(!m_targets.getUnitTarget() && m_targets.getUnitTargetGUID() && m_targets.getUnitTargetGUID() != m_caster->GetGUID())
{
cancel();
SetExecutedCurrently(false);
return;
}
if(m_caster->GetTypeId() != TYPEID_PLAYER && m_targets.getUnitTarget() && m_targets.getUnitTarget() != m_caster)
m_caster->SetInFront(m_targets.getUnitTarget());
if(!m_IsTriggeredSpell)
{
castResult = CheckPower();
if(castResult != 0)
{
SendCastResult(castResult);
finish(false);
SetExecutedCurrently(false);
return;
}
}
// triggered cast called from Spell::prepare where it was already checked
if(!skipCheck)
{
castResult = CanCast(false);
if(castResult != 0)
{
SendCastResult(castResult);
finish(false);
SetExecutedCurrently(false);
return;
}
}
FillTargetMap();
if(m_spellState == SPELL_STATE_FINISHED) // stop cast if spell marked as finish somewhere in Take*/FillTargetMap
{
SetExecutedCurrently(false);
return;
}
// traded items have trade slot instead of guid in m_itemTargetGUID
// set to real guid to be sent later to the client
m_targets.updateTradeSlotItem();
if(!m_IsTriggeredSpell)
{
//TakePower();
TakeReagents(); // we must remove reagents before HandleEffects to allow place crafted item in same slot
}
// CAST SPELL
SendSpellCooldown();
//SendCastResult(castResult);
SendSpellGo(); // we must send smsg_spell_go packet before m_castItem delete in TakeCastItem()...
if(m_customAttr & SPELL_ATTR_CU_DIRECT_DAMAGE)
CalculateDamageDoneForAllTargets();
//handle SPELL_AURA_ADD_TARGET_TRIGGER auras
//are there any spells need to be triggered after hit?
Unit::AuraList const& targetTriggers = m_caster->GetAurasByType(SPELL_AURA_ADD_TARGET_TRIGGER);
for(Unit::AuraList::const_iterator i = targetTriggers.begin(); i != targetTriggers.end(); ++i)
{
SpellEntry const *auraSpellInfo = (*i)->GetSpellProto();
uint32 auraSpellIdx = (*i)->GetEffIndex();
if (IsAffectedBy(auraSpellInfo, auraSpellIdx))
{
if(SpellEntry const *spellInfo = sSpellStore.LookupEntry(auraSpellInfo->EffectTriggerSpell[auraSpellIdx]))
{
// Calculate chance at that moment (can be depend for example from combo points)
int32 chance = m_caster->CalculateSpellDamage(auraSpellInfo, auraSpellIdx, (*i)->GetBasePoints(), NULL);
m_ChanceTriggerSpells.push_back(std::make_pair(spellInfo, chance * (*i)->GetStackAmount()));
}
}
}
if(m_customAttr & SPELL_ATTR_CU_CHARGE)
EffectCharge(0);
// Okay, everything is prepared. Now we need to distinguish between immediate and evented delayed spells
if (m_spellInfo->speed > 0.0f && !IsChanneledSpell(m_spellInfo))
{
// Remove used for cast item if need (it can be already NULL after TakeReagents call
// in case delayed spell remove item at cast delay start
TakeCastItem();
// Okay, maps created, now prepare flags
m_immediateHandled = false;
m_spellState = SPELL_STATE_DELAYED;
SetDelayStart(0);
}
else
{
// Immediate spell, no big deal
handle_immediate();
}
// combo points should not be taken before SPELL_AURA_ADD_TARGET_TRIGGER auras are handled
if(!m_IsTriggeredSpell)
{
TakePower();
}
if(m_customAttr & SPELL_ATTR_CU_LINK_CAST)
{
if(const std::vector<int32> *spell_triggered = spellmgr.GetSpellLinked(m_spellInfo->Id))
for(std::vector<int32>::const_iterator i = spell_triggered->begin(); i != spell_triggered->end(); ++i)
if(*i < 0)
m_caster->RemoveAurasDueToSpell(-(*i));
else
m_caster->CastSpell(m_targets.getUnitTarget() ? m_targets.getUnitTarget() : m_caster, *i, true);
}
SetExecutedCurrently(false);
}
void Spell::handle_immediate()
{
// start channeling if applicable
if(IsChanneledSpell(m_spellInfo))
{
m_spellState = SPELL_STATE_CASTING;
m_caster->AddInterruptMask(m_spellInfo->ChannelInterruptFlags);
SendChannelStart(GetSpellDuration(m_spellInfo));
}
// process immediate effects (items, ground, etc.) also initialize some variables
_handle_immediate_phase();
for(std::list<TargetInfo>::iterator ihit= m_UniqueTargetInfo.begin();ihit != m_UniqueTargetInfo.end();++ihit)
DoAllEffectOnTarget(&(*ihit));
for(std::list<GOTargetInfo>::iterator ihit= m_UniqueGOTargetInfo.begin();ihit != m_UniqueGOTargetInfo.end();++ihit)
DoAllEffectOnTarget(&(*ihit));
// spell is finished, perform some last features of the spell here
_handle_finish_phase();
// Remove used for cast item if need (it can be already NULL after TakeReagents call
TakeCastItem();
if(m_spellState != SPELL_STATE_CASTING)
finish(true); // successfully finish spell cast (not last in case autorepeat or channel spell)
}
uint64 Spell::handle_delayed(uint64 t_offset)
{
UpdatePointers();
uint64 next_time = 0;
if (!m_immediateHandled)
{
_handle_immediate_phase();
m_immediateHandled = true;
}
bool single_missile = (m_targets.m_targetMask & TARGET_FLAG_DEST_LOCATION);
// now recheck units targeting correctness (need before any effects apply to prevent adding immunity at first effect not allow apply second spell effect and similar cases)
for(std::list<TargetInfo>::iterator ihit= m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end();++ihit)
{
if (ihit->processed == false)
{
if ( single_missile || ihit->timeDelay <= t_offset )
DoAllEffectOnTarget(&(*ihit));
else if( next_time == 0 || ihit->timeDelay < next_time )
next_time = ihit->timeDelay;
}
}
// now recheck gameobject targeting correctness
for(std::list<GOTargetInfo>::iterator ighit= m_UniqueGOTargetInfo.begin(); ighit != m_UniqueGOTargetInfo.end();++ighit)
{
if (ighit->processed == false)
{
if ( single_missile || ighit->timeDelay <= t_offset )
DoAllEffectOnTarget(&(*ighit));
else if( next_time == 0 || ighit->timeDelay < next_time )
next_time = ighit->timeDelay;
}
}
// All targets passed - need finish phase
if (next_time == 0)
{
// spell is finished, perform some last features of the spell here
_handle_finish_phase();
finish(true); // successfully finish spell cast
// return zero, spell is finished now
return 0;
}
else
{
// spell is unfinished, return next execution time
return next_time;
}
}
void Spell::_handle_immediate_phase()
{
// handle some immediate features of the spell here
HandleThreatSpells(m_spellInfo->Id);
m_needSpellLog = IsNeedSendToClient();
for(uint32 j = 0;j<3;j++)
{
if(m_spellInfo->Effect[j]==0)
continue;
// apply Send Event effect to ground in case empty target lists
if( m_spellInfo->Effect[j] == SPELL_EFFECT_SEND_EVENT && !HaveTargetsForEffect(j) )
{
HandleEffects(NULL,NULL,NULL, j);
continue;
}
// Don't do spell log, if is school damage spell
if(m_spellInfo->Effect[j] == SPELL_EFFECT_SCHOOL_DAMAGE || m_spellInfo->Effect[j] == 0)
m_needSpellLog = false;
}
// initialize Diminishing Returns Data
m_diminishLevel = DIMINISHING_LEVEL_1;
m_diminishGroup = DIMINISHING_NONE;
// process items
for(std::list<ItemTargetInfo>::iterator ihit= m_UniqueItemInfo.begin();ihit != m_UniqueItemInfo.end();++ihit)
DoAllEffectOnTarget(&(*ihit));
if(!m_originalCaster)
return;
// process ground
for(uint32 j = 0; j < 3; ++j)
{
if(spellmgr.EffectTargetType[m_spellInfo->Effect[j]] == SPELL_REQUIRE_DEST)
{
if(!m_targets.HasDst()) // FIXME: this will ignore dest set in effect
m_targets.setDestination(m_caster);
HandleEffects(m_originalCaster, NULL, NULL, j);
}
else if(spellmgr.EffectTargetType[m_spellInfo->Effect[j]] == SPELL_REQUIRE_NONE)
HandleEffects(m_originalCaster, NULL, NULL, j);
}
}
void Spell::_handle_finish_phase()
{
// spell log
if(m_needSpellLog)
SendLogExecute();
}
void Spell::SendSpellCooldown()
{
if(m_caster->GetTypeId() != TYPEID_PLAYER)
return;
Player* _player = (Player*)m_caster;
// Add cooldown for max (disable spell)
// Cooldown started on SendCooldownEvent call
if (m_spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE)
{
_player->AddSpellCooldown(m_spellInfo->Id, 0, time(NULL) - 1);
return;
}
// init cooldown values
uint32 cat = 0;
int32 rec = -1;
int32 catrec = -1;
// some special item spells without correct cooldown in SpellInfo
// cooldown information stored in item prototype
// This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client.
if(m_CastItem)
{
ItemPrototype const* proto = m_CastItem->GetProto();
if(proto)
{
for(int idx = 0; idx < 5; ++idx)
{
if(proto->Spells[idx].SpellId == m_spellInfo->Id)
{
cat = proto->Spells[idx].SpellCategory;
rec = proto->Spells[idx].SpellCooldown;
catrec = proto->Spells[idx].SpellCategoryCooldown;
break;
}
}
}
}
// if no cooldown found above then base at DBC data
if(rec < 0 && catrec < 0)
{
cat = m_spellInfo->Category;
rec = m_spellInfo->RecoveryTime;
catrec = m_spellInfo->CategoryRecoveryTime;
}
// shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK)
// prevent 0 cooldowns set by another way
if (rec <= 0 && catrec <= 0 && (cat == 76 || cat == 351))
rec = _player->GetAttackTime(RANGED_ATTACK);
// Now we have cooldown data (if found any), time to apply mods
if(rec > 0)
_player->ApplySpellMod(m_spellInfo->Id, SPELLMOD_COOLDOWN, rec, this);
if(catrec > 0)
_player->ApplySpellMod(m_spellInfo->Id, SPELLMOD_COOLDOWN, catrec, this);
// replace negative cooldowns by 0
if (rec < 0) rec = 0;
if (catrec < 0) catrec = 0;
// no cooldown after applying spell mods
if( rec == 0 && catrec == 0)
return;
time_t curTime = time(NULL);
time_t catrecTime = catrec ? curTime+catrec/1000 : 0; // in secs
time_t recTime = rec ? curTime+rec/1000 : catrecTime;// in secs
// self spell cooldown
if(recTime > 0)
_player->AddSpellCooldown(m_spellInfo->Id, m_CastItem ? m_CastItem->GetEntry() : 0, recTime);
// category spells
if (catrec > 0)
{
SpellCategoryStore::const_iterator i_scstore = sSpellCategoryStore.find(cat);
if(i_scstore != sSpellCategoryStore.end())
{
for(SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset)
{
if(*i_scset == m_spellInfo->Id) // skip main spell, already handled above
continue;
_player->AddSpellCooldown(m_spellInfo->Id, m_CastItem ? m_CastItem->GetEntry() : 0, catrecTime);
}
}
}
}
void Spell::update(uint32 difftime)
{
// update pointers based at it's GUIDs
UpdatePointers();
if(m_targets.getUnitTargetGUID() && !m_targets.getUnitTarget())
{
cancel();
return;
}
// check if the player caster has moved before the spell finished
if ((m_caster->GetTypeId() == TYPEID_PLAYER && m_timer != 0) &&
(m_castPositionX != m_caster->GetPositionX() || m_castPositionY != m_caster->GetPositionY() || m_castPositionZ != m_caster->GetPositionZ()) &&
(m_spellInfo->Effect[0] != SPELL_EFFECT_STUCK || !m_caster->HasUnitMovementFlag(MOVEMENTFLAG_FALLING)))
{
// always cancel for channeled spells
//if( m_spellState == SPELL_STATE_CASTING )
// cancel();
// don't cancel for melee, autorepeat, triggered and instant spells
//else
if(!IsNextMeleeSwingSpell() && !IsAutoRepeat() && !m_IsTriggeredSpell && (m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_MOVEMENT))
cancel();
}
switch(m_spellState)
{
case SPELL_STATE_PREPARING:
{
if(m_timer)
{
if(difftime >= m_timer)
m_timer = 0;
else
m_timer -= difftime;
}
if(m_timer == 0 && !IsNextMeleeSwingSpell() && !IsAutoRepeat())
cast(m_spellInfo->CastingTimeIndex == 1);
} break;
case SPELL_STATE_CASTING:
{
if(m_timer > 0)
{
if( m_caster->GetTypeId() == TYPEID_PLAYER )
{
// check if player has jumped before the channeling finished
if(m_caster->HasUnitMovementFlag(MOVEMENTFLAG_JUMPING))
cancel();
// check for incapacitating player states
//if( m_caster->hasUnitState(UNIT_STAT_STUNNED | UNIT_STAT_CONFUSED))
// cancel();
}
// check if there are alive targets left
if (!IsAliveUnitPresentInTargetList())
{
SendChannelUpdate(0);
finish();
}
if(difftime >= m_timer)
m_timer = 0;
else
m_timer -= difftime;
}
if(m_timer == 0)
{
SendChannelUpdate(0);
// channeled spell processed independently for quest targeting
// cast at creature (or GO) quest objectives update at successful cast channel finished
// ignore autorepeat/melee casts for speed (not exist quest for spells (hm... )
if( m_caster->GetTypeId() == TYPEID_PLAYER && !IsAutoRepeat() && !IsNextMeleeSwingSpell() )
{
for(std::list<TargetInfo>::iterator ihit= m_UniqueTargetInfo.begin();ihit != m_UniqueTargetInfo.end();++ihit)
{
TargetInfo* target = &*ihit;
if(!IS_CREATURE_GUID(target->targetGUID))
continue;
Unit* unit = m_caster->GetGUID()==target->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster,target->targetGUID);
if (unit==NULL)
continue;
((Player*)m_caster)->CastedCreatureOrGO(unit->GetEntry(),unit->GetGUID(),m_spellInfo->Id);
}
for(std::list<GOTargetInfo>::iterator ihit= m_UniqueGOTargetInfo.begin();ihit != m_UniqueGOTargetInfo.end();++ihit)
{
GOTargetInfo* target = &*ihit;
GameObject* go = ObjectAccessor::GetGameObject(*m_caster, target->targetGUID);
if(!go)
continue;
((Player*)m_caster)->CastedCreatureOrGO(go->GetEntry(),go->GetGUID(),m_spellInfo->Id);
}
}
finish();
}
} break;
default:
{
}break;
}
}
void Spell::finish(bool ok)
{
if(!m_caster)
return;
if(m_spellState == SPELL_STATE_FINISHED)
return;
m_spellState = SPELL_STATE_FINISHED;
if(IsChanneledSpell(m_spellInfo))
m_caster->UpdateInterruptMask();
if(!m_caster->IsNonMeleeSpellCasted(false, false, true))
m_caster->clearUnitState(UNIT_STAT_CASTING);
if(!ok)
{
//restore spell mods
if (m_caster->GetTypeId() == TYPEID_PLAYER)
((Player*)m_caster)->RestoreSpellMods(this);
return;
}
// other code related only to successfully finished spells
//remove spell mods
if (m_caster->GetTypeId() == TYPEID_PLAYER)
((Player*)m_caster)->RemoveSpellMods(this);
// Okay to remove extra attacks
if(IsSpellHaveEffect(m_spellInfo, SPELL_EFFECT_ADD_EXTRA_ATTACKS))
m_caster->m_extraAttacks = 0;
// Heal caster for all health leech from all targets
if (m_healthLeech)
{
m_caster->ModifyHealth(m_healthLeech);
m_caster->SendHealSpellLog(m_caster, m_spellInfo->Id, uint32(m_healthLeech));
}
if (IsMeleeAttackResetSpell())
{
m_caster->resetAttackTimer(BASE_ATTACK);
if(m_caster->haveOffhandWeapon())
m_caster->resetAttackTimer(OFF_ATTACK);
if(!(m_spellInfo->AttributesEx2 & SPELL_ATTR_EX2_NOT_RESET_AUTOSHOT))
m_caster->resetAttackTimer(RANGED_ATTACK);
}
// call triggered spell only at successful cast (after clear combo points -> for add some if need)
// I assume what he means is that some triggered spells may add combo points
if(!m_TriggerSpells.empty())
TriggerSpell();
// Stop Attack for some spells
if( m_spellInfo->Attributes & SPELL_ATTR_STOP_ATTACK_TARGET )
m_caster->AttackStop();
}
void Spell::SendCastResult(uint8 result)
{
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return;
if(((Player*)m_caster)->GetSession()->PlayerLoading()) // don't send cast results at loading time
return;
if(result != 0)
{
WorldPacket data(SMSG_CAST_FAILED, (4+1+1));
data << uint32(m_spellInfo->Id);
data << uint8(result); // problem
data << uint8(m_cast_count); // single cast or multi 2.3 (0/1)
switch (result)
{
case SPELL_FAILED_REQUIRES_SPELL_FOCUS:
data << uint32(m_spellInfo->RequiresSpellFocus);
break;
case SPELL_FAILED_REQUIRES_AREA:
// hardcode areas limitation case
switch(m_spellInfo->Id)
{
case 41617: // Cenarion Mana Salve
case 41619: // Cenarion Healing Salve
data << uint32(3905);
break;
case 41618: // Bottled Nethergon Energy
case 41620: // Bottled Nethergon Vapor
data << uint32(3842);
break;
case 45373: // Bloodberry Elixir
data << uint32(4075);
break;
default: // default case
data << uint32(m_spellInfo->AreaId);
break;
}
break;
case SPELL_FAILED_TOTEMS:
if(m_spellInfo->Totem[0])
data << uint32(m_spellInfo->Totem[0]);
if(m_spellInfo->Totem[1])
data << uint32(m_spellInfo->Totem[1]);
break;
case SPELL_FAILED_TOTEM_CATEGORY:
if(m_spellInfo->TotemCategory[0])
data << uint32(m_spellInfo->TotemCategory[0]);
if(m_spellInfo->TotemCategory[1])
data << uint32(m_spellInfo->TotemCategory[1]);
break;
case SPELL_FAILED_EQUIPPED_ITEM_CLASS:
data << uint32(m_spellInfo->EquippedItemClass);
data << uint32(m_spellInfo->EquippedItemSubClassMask);
data << uint32(m_spellInfo->EquippedItemInventoryTypeMask);
break;
}
((Player*)m_caster)->GetSession()->SendPacket(&data);
}
else
{
WorldPacket data(SMSG_CLEAR_EXTRA_AURA_INFO, (8+4));
data.append(m_caster->GetPackGUID());
data << uint32(m_spellInfo->Id);
((Player*)m_caster)->GetSession()->SendPacket(&data);
}
}
void Spell::SendSpellStart()
{
if(!IsNeedSendToClient())
return;
sLog.outDebug("Sending SMSG_SPELL_START id=%u", m_spellInfo->Id);
uint32 castFlags = CAST_FLAG_UNKNOWN1;
if(IsRangedSpell())
castFlags |= CAST_FLAG_AMMO;
Unit *target = m_targets.getUnitTarget() ? m_targets.getUnitTarget() : m_caster;
WorldPacket data(SMSG_SPELL_START, (8+8+4+4+2));
if(m_CastItem)
data.append(m_CastItem->GetPackGUID());
else
data.append(m_caster->GetPackGUID());
data.append(m_caster->GetPackGUID());
data << uint32(m_spellInfo->Id);
data << uint8(m_cast_count); // single cast or multi 2.3 (0/1)
data << uint16(castFlags);
data << uint32(m_timer);
m_targets.write(&data);
if( castFlags & CAST_FLAG_AMMO )
WriteAmmoToPacket(&data);
m_caster->SendMessageToSet(&data, true);
}
void Spell::SendSpellGo()
{
// not send invisible spell casting
if(!IsNeedSendToClient())
return;
sLog.outDebug("Sending SMSG_SPELL_GO id=%u", m_spellInfo->Id);
Unit *target = m_targets.getUnitTarget() ? m_targets.getUnitTarget() : m_caster;
uint32 castFlags = CAST_FLAG_UNKNOWN3;
if(IsRangedSpell())
castFlags |= CAST_FLAG_AMMO; // arrows/bullets visual
WorldPacket data(SMSG_SPELL_GO, 50); // guess size
if(m_CastItem)
data.append(m_CastItem->GetPackGUID());
else
data.append(m_caster->GetPackGUID());
data.append(m_caster->GetPackGUID());
data << uint32(m_spellInfo->Id);
data << uint16(castFlags);
data << uint32(getMSTime()); // timestamp
WriteSpellGoTargets(&data);
m_targets.write(&data);
if( castFlags & CAST_FLAG_AMMO )
WriteAmmoToPacket(&data);
m_caster->SendMessageToSet(&data, true);
}
void Spell::WriteAmmoToPacket( WorldPacket * data )
{
uint32 ammoInventoryType = 0;
uint32 ammoDisplayID = 0;
if (m_caster->GetTypeId() == TYPEID_PLAYER)
{
Item *pItem = ((Player*)m_caster)->GetWeaponForAttack( RANGED_ATTACK );
if(pItem)
{
ammoInventoryType = pItem->GetProto()->InventoryType;
if( ammoInventoryType == INVTYPE_THROWN )
ammoDisplayID = pItem->GetProto()->DisplayInfoID;
else
{
uint32 ammoID = ((Player*)m_caster)->GetUInt32Value(PLAYER_AMMO_ID);
if(ammoID)
{
ItemPrototype const *pProto = objmgr.GetItemPrototype( ammoID );
if(pProto)
{
ammoDisplayID = pProto->DisplayInfoID;
ammoInventoryType = pProto->InventoryType;
}
}
else if(m_caster->GetDummyAura(46699)) // Requires No Ammo
{
ammoDisplayID = 5996; // normal arrow
ammoInventoryType = INVTYPE_AMMO;
}
}
}
}
// TODO: implement selection ammo data based at ranged weapon stored in equipmodel/equipinfo/equipslot fields
*data << uint32(ammoDisplayID);
*data << uint32(ammoInventoryType);
}
void Spell::WriteSpellGoTargets( WorldPacket * data )
{
*data << (uint8)m_countOfHit;
for(std::list<TargetInfo>::iterator ihit= m_UniqueTargetInfo.begin();ihit != m_UniqueTargetInfo.end();++ihit)
if ((*ihit).missCondition == SPELL_MISS_NONE) // Add only hits
*data << uint64(ihit->targetGUID);
for(std::list<GOTargetInfo>::iterator ighit= m_UniqueGOTargetInfo.begin();ighit != m_UniqueGOTargetInfo.end();++ighit)
*data << uint64(ighit->targetGUID); // Always hits
*data << (uint8)m_countOfMiss;
for(std::list<TargetInfo>::iterator ihit= m_UniqueTargetInfo.begin();ihit != m_UniqueTargetInfo.end();++ihit)
{
if( ihit->missCondition != SPELL_MISS_NONE ) // Add only miss
{
*data << uint64(ihit->targetGUID);
*data << uint8(ihit->missCondition);
if( ihit->missCondition == SPELL_MISS_REFLECT )
*data << uint8(ihit->reflectResult);
}
}
}
void Spell::SendLogExecute()
{
Unit *target = m_targets.getUnitTarget() ? m_targets.getUnitTarget() : m_caster;
WorldPacket data(SMSG_SPELLLOGEXECUTE, (8+4+4+4+4+8));
if(m_caster->GetTypeId() == TYPEID_PLAYER)
data.append(m_caster->GetPackGUID());
else
data.append(target->GetPackGUID());
data << uint32(m_spellInfo->Id);
uint32 count1 = 1;
data << uint32(count1); // count1 (effect count?)
for(uint32 i = 0; i < count1; ++i)
{
data << uint32(m_spellInfo->Effect[0]); // spell effect
uint32 count2 = 1;
data << uint32(count2); // count2 (target count?)
for(uint32 j = 0; j < count2; ++j)
{
switch(m_spellInfo->Effect[0])
{
case SPELL_EFFECT_POWER_DRAIN:
if(Unit *unit = m_targets.getUnitTarget())
data.append(unit->GetPackGUID());
else
data << uint8(0);
data << uint32(0);
data << uint32(0);
data << float(0);
break;
case SPELL_EFFECT_ADD_EXTRA_ATTACKS:
if(Unit *unit = m_targets.getUnitTarget())
data.append(unit->GetPackGUID());
else
data << uint8(0);
data << uint32(m_caster->m_extraAttacks);
break;
case SPELL_EFFECT_INTERRUPT_CAST:
if(Unit *unit = m_targets.getUnitTarget())
data.append(unit->GetPackGUID());
else
data << uint8(0);
data << uint32(0); // spellid
break;
case SPELL_EFFECT_DURABILITY_DAMAGE:
if(Unit *unit = m_targets.getUnitTarget())
data.append(unit->GetPackGUID());
else
data << uint8(0);
data << uint32(0);
data << uint32(0);
break;
case SPELL_EFFECT_OPEN_LOCK:
case SPELL_EFFECT_OPEN_LOCK_ITEM:
if(Item *item = m_targets.getItemTarget())
data.append(item->GetPackGUID());
else
data << uint8(0);
break;
case SPELL_EFFECT_CREATE_ITEM:
data << uint32(m_spellInfo->EffectItemType[0]);
break;
case SPELL_EFFECT_SUMMON:
case SPELL_EFFECT_SUMMON_WILD:
case SPELL_EFFECT_SUMMON_GUARDIAN:
case SPELL_EFFECT_TRANS_DOOR:
case SPELL_EFFECT_SUMMON_PET:
case SPELL_EFFECT_SUMMON_POSSESSED:
case SPELL_EFFECT_SUMMON_TOTEM:
case SPELL_EFFECT_SUMMON_OBJECT_WILD:
case SPELL_EFFECT_CREATE_HOUSE:
case SPELL_EFFECT_DUEL:
case SPELL_EFFECT_SUMMON_TOTEM_SLOT1:
case SPELL_EFFECT_SUMMON_TOTEM_SLOT2:
case SPELL_EFFECT_SUMMON_TOTEM_SLOT3:
case SPELL_EFFECT_SUMMON_TOTEM_SLOT4:
case SPELL_EFFECT_SUMMON_PHANTASM:
case SPELL_EFFECT_SUMMON_CRITTER:
case SPELL_EFFECT_SUMMON_OBJECT_SLOT1:
case SPELL_EFFECT_SUMMON_OBJECT_SLOT2:
case SPELL_EFFECT_SUMMON_OBJECT_SLOT3:
case SPELL_EFFECT_SUMMON_OBJECT_SLOT4:
case SPELL_EFFECT_SUMMON_DEMON:
case SPELL_EFFECT_150:
if(Unit *unit = m_targets.getUnitTarget())
data.append(unit->GetPackGUID());
else if(m_targets.getItemTargetGUID())
data.appendPackGUID(m_targets.getItemTargetGUID());
else if(GameObject *go = m_targets.getGOTarget())
data.append(go->GetPackGUID());
else
data << uint8(0); // guid
break;
case SPELL_EFFECT_FEED_PET:
data << uint32(m_targets.getItemTargetEntry());
break;
case SPELL_EFFECT_DISMISS_PET:
if(Unit *unit = m_targets.getUnitTarget())
data.append(unit->GetPackGUID());
else
data << uint8(0);
break;
default:
return;
}
}
}
m_caster->SendMessageToSet(&data, true);
}
void Spell::SendInterrupted(uint8 result)
{
WorldPacket data(SMSG_SPELL_FAILURE, (8+4+1));
data.append(m_caster->GetPackGUID());
data << m_spellInfo->Id;
data << result;
m_caster->SendMessageToSet(&data, true);
data.Initialize(SMSG_SPELL_FAILED_OTHER, (8+4));
data.append(m_caster->GetPackGUID());
data << m_spellInfo->Id;
m_caster->SendMessageToSet(&data, true);
}
void Spell::SendChannelUpdate(uint32 time)
{
if(time == 0)
{
m_caster->SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT,0);
m_caster->SetUInt32Value(UNIT_CHANNEL_SPELL,0);
}
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return;
WorldPacket data( MSG_CHANNEL_UPDATE, 8+4 );
data.append(m_caster->GetPackGUID());
data << uint32(time);
((Player*)m_caster)->GetSession()->SendPacket( &data );
}
void Spell::SendChannelStart(uint32 duration)
{
WorldObject* target = NULL;
// select first not resisted target from target list for _0_ effect
if(!m_UniqueTargetInfo.empty())
{
for(std::list<TargetInfo>::iterator itr= m_UniqueTargetInfo.begin();itr != m_UniqueTargetInfo.end();++itr)
{
if( (itr->effectMask & (1<<0)) && itr->reflectResult==SPELL_MISS_NONE && itr->targetGUID != m_caster->GetGUID())
{
target = ObjectAccessor::GetUnit(*m_caster, itr->targetGUID);
break;
}
}
}
else if(!m_UniqueGOTargetInfo.empty())
{
for(std::list<GOTargetInfo>::iterator itr= m_UniqueGOTargetInfo.begin();itr != m_UniqueGOTargetInfo.end();++itr)
{
if(itr->effectMask & (1<<0) )
{
target = ObjectAccessor::GetGameObject(*m_caster, itr->targetGUID);
break;
}
}
}
if (m_caster->GetTypeId() == TYPEID_PLAYER)
{
WorldPacket data( MSG_CHANNEL_START, (8+4+4) );
data.append(m_caster->GetPackGUID());
data << uint32(m_spellInfo->Id);
data << uint32(duration);
((Player*)m_caster)->GetSession()->SendPacket( &data );
}
m_timer = duration;
if(target)
m_caster->SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, target->GetGUID());
m_caster->SetUInt32Value(UNIT_CHANNEL_SPELL, m_spellInfo->Id);
}
void Spell::SendResurrectRequest(Player* target)
{
WorldPacket data(SMSG_RESURRECT_REQUEST, (8+4+2+4));
data << m_caster->GetGUID();
data << uint32(1) << uint16(0) << uint32(1);
target->GetSession()->SendPacket(&data);
}
void Spell::SendPlaySpellVisual(uint32 SpellID)
{
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return;
WorldPacket data(SMSG_PLAY_SPELL_VISUAL, 12);
data << uint64(m_caster->GetGUID());
data << uint32(SpellID); // spell visual id?
((Player*)m_caster)->GetSession()->SendPacket(&data);
}
void Spell::TakeCastItem()
{
if(!m_CastItem || m_caster->GetTypeId() != TYPEID_PLAYER)
return;
// not remove cast item at triggered spell (equipping, weapon damage, etc)
if(m_IsTriggeredSpell)
return;
ItemPrototype const *proto = m_CastItem->GetProto();
if(!proto)
{
// This code is to avoid a crash
// I'm not sure, if this is really an error, but I guess every item needs a prototype
sLog.outError("Cast item has no item prototype highId=%d, lowId=%d",m_CastItem->GetGUIDHigh(), m_CastItem->GetGUIDLow());
return;
}
bool expendable = false;
bool withoutCharges = false;
for (int i = 0; i<5; i++)
{
if (proto->Spells[i].SpellId)
{
// item has limited charges
if (proto->Spells[i].SpellCharges)
{
if (proto->Spells[i].SpellCharges < 0)
expendable = true;
int32 charges = m_CastItem->GetSpellCharges(i);
// item has charges left
if (charges)
{
(charges > 0) ? --charges : ++charges; // abs(charges) less at 1 after use
if (proto->Stackable < 2)
m_CastItem->SetSpellCharges(i, charges);
m_CastItem->SetState(ITEM_CHANGED, (Player*)m_caster);
}
// all charges used
withoutCharges = (charges == 0);
}
}
}
if (expendable && withoutCharges)
{
uint32 count = 1;
((Player*)m_caster)->DestroyItemCount(m_CastItem, count, true);
// prevent crash at access to deleted m_targets.getItemTarget
if(m_CastItem==m_targets.getItemTarget())
m_targets.setItemTarget(NULL);
m_CastItem = NULL;
}
}
void Spell::TakePower()
{
if(m_CastItem || m_triggeredByAuraSpell || !m_powerCost)
return;
bool hit = true;
if(m_caster->GetTypeId() == TYPEID_PLAYER)
{
if(m_spellInfo->powerType == POWER_RAGE || m_spellInfo->powerType == POWER_ENERGY)
if(uint64 targetGUID = m_targets.getUnitTargetGUID())
for(std::list<TargetInfo>::iterator ihit= m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
if(ihit->targetGUID == targetGUID)
{
if(ihit->missCondition != SPELL_MISS_NONE && ihit->missCondition != SPELL_MISS_MISS/* && ihit->targetGUID!=m_caster->GetGUID()*/)
hit = false;
break;
}
if(hit && NeedsComboPoints(m_spellInfo))
((Player*)m_caster)->ClearComboPoints();
}
// health as power used
if(m_spellInfo->powerType == POWER_HEALTH)
{
m_caster->ModifyHealth( -(int32)m_powerCost );
return;
}
if(m_spellInfo->powerType >= MAX_POWERS)
{
sLog.outError("Spell::TakePower: Unknown power type '%d'", m_spellInfo->powerType);
return;
}
Powers powerType = Powers(m_spellInfo->powerType);
if(hit)
m_caster->ModifyPower(powerType, -m_powerCost);
else
m_caster->ModifyPower(powerType, -m_caster->GetMap()->irand(0, m_powerCost/4));
// Set the five second timer
if (powerType == POWER_MANA && m_powerCost > 0)
m_caster->SetLastManaUse(getMSTime());
}
void Spell::TakeReagents()
{
if(m_IsTriggeredSpell) // reagents used in triggered spell removed by original spell or don't must be removed.
return;
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return;
if (m_spellInfo->AttributesEx5 & SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP &&
m_caster->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PREPARATION))
return;
Player* p_caster = (Player*)m_caster;
for(uint32 x=0;x<8;x++)
{
if(m_spellInfo->Reagent[x] <= 0)
continue;
uint32 itemid = m_spellInfo->Reagent[x];
uint32 itemcount = m_spellInfo->ReagentCount[x];
// if CastItem is also spell reagent
if (m_CastItem)
{
ItemPrototype const *proto = m_CastItem->GetProto();
if( proto && proto->ItemId == itemid )
{
for(int s=0;s<5;s++)
{
// CastItem will be used up and does not count as reagent
int32 charges = m_CastItem->GetSpellCharges(s);
if (proto->Spells[s].SpellCharges < 0 && abs(charges) < 2)
{
++itemcount;
break;
}
}
m_CastItem = NULL;
}
}
// if getItemTarget is also spell reagent
if (m_targets.getItemTargetEntry()==itemid)
m_targets.setItemTarget(NULL);
p_caster->DestroyItemCount(itemid, itemcount, true);
}
}
void Spell::HandleThreatSpells(uint32 spellId)
{
if(!m_targets.getUnitTarget() || !spellId)
return;
if(!m_targets.getUnitTarget()->CanHaveThreatList())
return;
SpellThreatEntry const *threatSpell = sSpellThreatStore.LookupEntry<SpellThreatEntry>(spellId);
if(!threatSpell)
return;
m_targets.getUnitTarget()->AddThreat(m_caster, float(threatSpell->threat));
DEBUG_LOG("Spell %u, rank %u, added an additional %i threat", spellId, spellmgr.GetSpellRank(spellId), threatSpell->threat);
}
void Spell::HandleEffects(Unit *pUnitTarget,Item *pItemTarget,GameObject *pGOTarget,uint32 i, float /*DamageMultiplier*/)
{
unitTarget = pUnitTarget;
itemTarget = pItemTarget;
gameObjTarget = pGOTarget;
uint8 eff = m_spellInfo->Effect[i];
uint32 mechanic = m_spellInfo->EffectMechanic[i];
sLog.outDebug( "Spell: Effect : %u", eff);
//Simply return. Do not display "immune" in red text on client
if(unitTarget && unitTarget->IsImmunedToSpellEffect(eff, mechanic))
return;
//we do not need DamageMultiplier here.
damage = CalculateDamage(i, NULL);
if(eff<TOTAL_SPELL_EFFECTS)
{
//sLog.outDebug( "WORLD: Spell FX %d < TOTAL_SPELL_EFFECTS ", eff);
(*this.*SpellEffects[eff])(i);
}
/*
else
{
sLog.outDebug( "WORLD: Spell FX %d > TOTAL_SPELL_EFFECTS ", eff);
if (m_CastItem)
EffectEnchantItemTmp(i);
else
{
sLog.outError("SPELL: unknown effect %u spell id %u\n",
eff, m_spellInfo->Id);
}
}
*/
}
void Spell::TriggerSpell()
{
for(TriggerSpells::iterator si=m_TriggerSpells.begin(); si!=m_TriggerSpells.end(); ++si)
{
Spell* spell = new Spell(m_caster, (*si), true, m_originalCasterGUID, m_selfContainer, true);
spell->prepare(&m_targets); // use original spell original targets
}
}
uint8 Spell::CanCast(bool strict)
{
// check cooldowns to prevent cheating
if(m_caster->GetTypeId()==TYPEID_PLAYER && ((Player*)m_caster)->HasSpellCooldown(m_spellInfo->Id))
{
if(m_triggeredByAuraSpell)
return SPELL_FAILED_DONT_REPORT;
else
return SPELL_FAILED_NOT_READY;
}
// only allow triggered spells if at an ended battleground
if( !m_IsTriggeredSpell && m_caster->GetTypeId() == TYPEID_PLAYER)
if(BattleGround * bg = ((Player*)m_caster)->GetBattleGround())
if(bg->GetStatus() == STATUS_WAIT_LEAVE)
return SPELL_FAILED_DONT_REPORT;
// only check at first call, Stealth auras are already removed at second call
// for now, ignore triggered spells
if( strict && !m_IsTriggeredSpell)
{
// Cannot be used in this stance/form
if(uint8 shapeError = GetErrorAtShapeshiftedCast(m_spellInfo, m_caster->m_form))
return shapeError;
if ((m_spellInfo->Attributes & SPELL_ATTR_ONLY_STEALTHED) && !(m_caster->HasStealthAura()))
return SPELL_FAILED_ONLY_STEALTHED;
}
// caster state requirements
if(m_spellInfo->CasterAuraState && !m_caster->HasAuraState(AuraState(m_spellInfo->CasterAuraState)))
return SPELL_FAILED_CASTER_AURASTATE;
if(m_spellInfo->CasterAuraStateNot && m_caster->HasAuraState(AuraState(m_spellInfo->CasterAuraStateNot)))
return SPELL_FAILED_CASTER_AURASTATE;
// cancel autorepeat spells if cast start when moving
// (not wand currently autorepeat cast delayed to moving stop anyway in spell update code)
if( m_caster->GetTypeId()==TYPEID_PLAYER && ((Player*)m_caster)->isMoving() )
{
// skip stuck spell to allow use it in falling case and apply spell limitations at movement
if( (!m_caster->HasUnitMovementFlag(MOVEMENTFLAG_FALLING) || m_spellInfo->Effect[0] != SPELL_EFFECT_STUCK) &&
(IsAutoRepeat() || (m_spellInfo->AuraInterruptFlags & AURA_INTERRUPT_FLAG_NOT_SEATED) != 0) )
return SPELL_FAILED_MOVING;
}
Unit *target = m_targets.getUnitTarget();
if(target)
{
// target state requirements (not allowed state), apply to self also
if(m_spellInfo->TargetAuraStateNot && target->HasAuraState(AuraState(m_spellInfo->TargetAuraStateNot)))
return SPELL_FAILED_TARGET_AURASTATE;
if(target != m_caster)
{
// target state requirements (apply to non-self only), to allow cast affects to self like Dirty Deeds
if(m_spellInfo->TargetAuraState && !target->HasAuraState(AuraState(m_spellInfo->TargetAuraState)))
return SPELL_FAILED_TARGET_AURASTATE;
// Not allow casting on flying player
if (target->isInFlight())
return SPELL_FAILED_BAD_TARGETS;
if(!m_IsTriggeredSpell && VMAP::VMapFactory::checkSpellForLoS(m_spellInfo->Id) && !m_caster->IsWithinLOSInMap(target))
return SPELL_FAILED_LINE_OF_SIGHT;
// auto selection spell rank implemented in WorldSession::HandleCastSpellOpcode
// this case can be triggered if rank not found (too low-level target for first rank)
if(m_caster->GetTypeId() == TYPEID_PLAYER && !IsPassiveSpell(m_spellInfo->Id) && !m_CastItem)
{
for(int i=0;i<3;i++)
{
if(IsPositiveEffect(m_spellInfo->Id, i) && m_spellInfo->Effect[i] == SPELL_EFFECT_APPLY_AURA)
if(target->getLevel() + 10 < m_spellInfo->spellLevel)
return SPELL_FAILED_LOWLEVEL;
}
}
}
// check pet presents
for(int j=0;j<3;j++)
{
if(m_spellInfo->EffectImplicitTargetA[j] == TARGET_UNIT_PET)
{
target = m_caster->GetPet();
if(!target)
{
if(m_triggeredByAuraSpell) // not report pet not existence for triggered spells
return SPELL_FAILED_DONT_REPORT;
else
return SPELL_FAILED_NO_PET;
}
break;
}
}
//check creature type
//ignore self casts (including area casts when caster selected as target)
if(target != m_caster)
{
if(!CheckTargetCreatureType(target))
{
if(target->GetTypeId()==TYPEID_PLAYER)
return SPELL_FAILED_TARGET_IS_PLAYER;
else
return SPELL_FAILED_BAD_TARGETS;
}
}
// TODO: this check can be applied and for player to prevent cheating when IsPositiveSpell will return always correct result.
// check target for pet/charmed casts (not self targeted), self targeted cast used for area effects and etc
if(m_caster != target && m_caster->GetTypeId()==TYPEID_UNIT && m_caster->GetCharmerOrOwnerGUID())
{
// check correctness positive/negative cast target (pet cast real check and cheating check)
if(IsPositiveSpell(m_spellInfo->Id))
{
//dispel positivity is dependant on target, don't check it
if(m_caster->IsHostileTo(target) && !IsDispel(m_spellInfo))
return SPELL_FAILED_BAD_TARGETS;
}
else
{
if(m_caster->IsFriendlyTo(target))
return SPELL_FAILED_BAD_TARGETS;
}
}
if(IsPositiveSpell(m_spellInfo->Id))
{
if(target->IsImmunedToSpell(m_spellInfo,false))
return SPELL_FAILED_TARGET_AURASTATE;
}
//Must be behind the target.
if( m_spellInfo->AttributesEx2 == 0x100000 && (m_spellInfo->AttributesEx & 0x200) == 0x200 && target->HasInArc(M_PI, m_caster)
&& (m_spellInfo->SpellFamilyName != SPELLFAMILY_DRUID || m_spellInfo->SpellFamilyFlags != 0x0000000000020000LL))
{
SendInterrupted(2);
return SPELL_FAILED_NOT_BEHIND;
}
//Target must be facing you.
if((m_spellInfo->Attributes == 0x150010) && !target->HasInArc(M_PI, m_caster) )
{
SendInterrupted(2);
return SPELL_FAILED_NOT_INFRONT;
}
// check if target is in combat
if (target != m_caster && (m_spellInfo->AttributesEx & SPELL_ATTR_EX_NOT_IN_COMBAT_TARGET) && target->isInCombat())
{
return SPELL_FAILED_TARGET_AFFECTING_COMBAT;
}
}
// Spell casted only on battleground
if((m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_BATTLEGROUND) && m_caster->GetTypeId()==TYPEID_PLAYER)
if(!((Player*)m_caster)->InBattleGround())
return SPELL_FAILED_ONLY_BATTLEGROUNDS;
// do not allow spells to be cast in arenas
// - with greater than 15 min CD without SPELL_ATTR_EX4_USABLE_IN_ARENA flag
// - with SPELL_ATTR_EX4_NOT_USABLE_IN_ARENA flag
if( (m_spellInfo->AttributesEx4 & SPELL_ATTR_EX4_NOT_USABLE_IN_ARENA) ||
GetSpellRecoveryTime(m_spellInfo) > 15 * MINUTE * 1000 && !(m_spellInfo->AttributesEx4 & SPELL_ATTR_EX4_USABLE_IN_ARENA) )
if(MapEntry const* mapEntry = sMapStore.LookupEntry(m_caster->GetMapId()))
if(mapEntry->IsBattleArena())
return SPELL_FAILED_NOT_IN_ARENA;
// zone check
if(!IsSpellAllowedInLocation(m_spellInfo,m_caster->GetMapId(),m_caster->GetZoneId(),m_caster->GetAreaId()))
return SPELL_FAILED_REQUIRES_AREA;
// not let players cast spells at mount (and let do it to creatures)
if( m_caster->IsMounted() && m_caster->GetTypeId()==TYPEID_PLAYER && !m_IsTriggeredSpell &&
!IsPassiveSpell(m_spellInfo->Id) && !(m_spellInfo->Attributes & SPELL_ATTR_CASTABLE_WHILE_MOUNTED) )
{
if(m_caster->isInFlight())
return SPELL_FAILED_NOT_FLYING;
else
return SPELL_FAILED_NOT_MOUNTED;
}
// always (except passive spells) check items (focus object can be required for any type casts)
if(!IsPassiveSpell(m_spellInfo->Id))
if(uint8 castResult = CheckItems())
return castResult;
/*//ImpliciteTargetA-B = 38, If fact there is 0 Spell with ImpliciteTargetB=38
if(m_UniqueTargetInfo.empty()) // skip second canCast apply (for delayed spells for example)
{
for(uint8 j = 0; j < 3; j++)
{
if( m_spellInfo->EffectImplicitTargetA[j] == TARGET_UNIT_NEARBY_ENTRY ||
m_spellInfo->EffectImplicitTargetB[j] == TARGET_UNIT_NEARBY_ENTRY && m_spellInfo->EffectImplicitTargetA[j] != TARGET_UNIT_CASTER ||
m_spellInfo->EffectImplicitTargetA[j] == TARGET_DST_NEARBY_ENTRY ||
m_spellInfo->EffectImplicitTargetB[j] == TARGET_DST_NEARBY_ENTRY )
{
SpellScriptTarget::const_iterator lower = spellmgr.GetBeginSpellScriptTarget(m_spellInfo->Id);
SpellScriptTarget::const_iterator upper = spellmgr.GetEndSpellScriptTarget(m_spellInfo->Id);
if(lower==upper)
sLog.outErrorDb("Spell (ID: %u) has effect EffectImplicitTargetA/EffectImplicitTargetB = TARGET_UNIT_NEARBY_ENTRY or TARGET_DST_NEARBY_ENTRY, but does not have record in `spell_script_target`",m_spellInfo->Id);
SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(m_spellInfo->rangeIndex);
float range = GetSpellMaxRange(srange);
Creature* creatureScriptTarget = NULL;
GameObject* goScriptTarget = NULL;
for(SpellScriptTarget::const_iterator i_spellST = lower; i_spellST != upper; ++i_spellST)
{
switch(i_spellST->second.type)
{
case SPELL_TARGET_TYPE_GAMEOBJECT:
{
GameObject* p_GameObject = NULL;
if(i_spellST->second.targetEntry)
{
CellPair p(MaNGOS::ComputeCellPair(m_caster->GetPositionX(), m_caster->GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
MaNGOS::NearestGameObjectEntryInObjectRangeCheck go_check(*m_caster,i_spellST->second.targetEntry,range);
MaNGOS::GameObjectLastSearcher<MaNGOS::NearestGameObjectEntryInObjectRangeCheck> checker(p_GameObject,go_check);
TypeContainerVisitor<MaNGOS::GameObjectLastSearcher<MaNGOS::NearestGameObjectEntryInObjectRangeCheck>, GridTypeMapContainer > object_checker(checker);
CellLock<GridReadGuard> cell_lock(cell, p);
cell_lock->Visit(cell_lock, object_checker, *m_caster->GetMap());
if(p_GameObject)
{
// remember found target and range, next attempt will find more near target with another entry
creatureScriptTarget = NULL;
goScriptTarget = p_GameObject;
range = go_check.GetLastRange();
}
}
else if( focusObject ) //Focus Object
{
float frange = m_caster->GetDistance(focusObject);
if(range >= frange)
{
creatureScriptTarget = NULL;
goScriptTarget = focusObject;
range = frange;
}
}
break;
}
case SPELL_TARGET_TYPE_CREATURE:
case SPELL_TARGET_TYPE_DEAD:
default:
{
Creature *p_Creature = NULL;
CellPair p(MaNGOS::ComputeCellPair(m_caster->GetPositionX(), m_caster->GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate(); // Really don't know what is that???
MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck u_check(*m_caster,i_spellST->second.targetEntry,i_spellST->second.type!=SPELL_TARGET_TYPE_DEAD,range);
MaNGOS::CreatureLastSearcher<MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck> searcher(p_Creature, u_check);
TypeContainerVisitor<MaNGOS::CreatureLastSearcher<MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck>, GridTypeMapContainer > grid_creature_searcher(searcher);
CellLock<GridReadGuard> cell_lock(cell, p);
cell_lock->Visit(cell_lock, grid_creature_searcher, *m_caster->GetMap());
if(p_Creature )
{
creatureScriptTarget = p_Creature;
goScriptTarget = NULL;
range = u_check.GetLastRange();
}
break;
}
}
}
if(creatureScriptTarget)
{
// store coordinates for TARGET_DST_NEARBY_ENTRY
if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_DST_NEARBY_ENTRY ||
m_spellInfo->EffectImplicitTargetB[j] == TARGET_DST_NEARBY_ENTRY )
{
m_targets.setDestination(creatureScriptTarget->GetPositionX(),creatureScriptTarget->GetPositionY(),creatureScriptTarget->GetPositionZ());
if(m_spellInfo->EffectImplicitTargetA[j] == TARGET_DST_NEARBY_ENTRY && m_spellInfo->EffectImplicitTargetB[j] == 0 && m_spellInfo->Effect[j]!=SPELL_EFFECT_PERSISTENT_AREA_AURA)
AddUnitTarget(creatureScriptTarget, j);
}
// store explicit target for TARGET_UNIT_NEARBY_ENTRY
else
AddUnitTarget(creatureScriptTarget, j);
}
else if(goScriptTarget)
{
// store coordinates for TARGET_DST_NEARBY_ENTRY
if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_DST_NEARBY_ENTRY ||
m_spellInfo->EffectImplicitTargetB[j] == TARGET_DST_NEARBY_ENTRY )
{
m_targets.setDestination(goScriptTarget->GetPositionX(),goScriptTarget->GetPositionY(),goScriptTarget->GetPositionZ());
if(m_spellInfo->EffectImplicitTargetA[j] == TARGET_DST_NEARBY_ENTRY && m_spellInfo->EffectImplicitTargetB[j] == 0 && m_spellInfo->Effect[j]!=SPELL_EFFECT_PERSISTENT_AREA_AURA)
AddGOTarget(goScriptTarget, j);
}
// store explicit target for TARGET_UNIT_NEARBY_ENTRY
else
AddGOTarget(goScriptTarget, j);
}
//Missing DB Entry or targets for this spellEffect.
else
{
// not report target not existence for triggered spells
if(m_triggeredByAuraSpell || m_IsTriggeredSpell)
return SPELL_FAILED_DONT_REPORT;
else
return SPELL_FAILED_BAD_TARGETS;
}
}
}
}*/
if(!m_IsTriggeredSpell)
{
if(uint8 castResult = CheckRange(strict))
return castResult;
if(uint8 castResult = CheckPower())
return castResult;
if(uint8 castResult = CheckCasterAuras())
return castResult;
}
for (int i = 0; i < 3; i++)
{
// for effects of spells that have only one target
switch(m_spellInfo->Effect[i])
{
case SPELL_EFFECT_DUMMY:
{
if(m_spellInfo->SpellIconID == 1648) // Execute
{
if(!m_targets.getUnitTarget() || m_targets.getUnitTarget()->GetHealth() > m_targets.getUnitTarget()->GetMaxHealth()*0.2)
return SPELL_FAILED_BAD_TARGETS;
}
else if (m_spellInfo->Id == 51582) // Rocket Boots Engaged
{
if(m_caster->IsInWater())
return SPELL_FAILED_ONLY_ABOVEWATER;
}
else if(m_spellInfo->SpellIconID==156) // Holy Shock
{
// spell different for friends and enemies
// hart version required facing
if(m_targets.getUnitTarget() && !m_caster->IsFriendlyTo(m_targets.getUnitTarget()) && !m_caster->HasInArc( M_PI, target ))
return SPELL_FAILED_UNIT_NOT_INFRONT;
}
else if (m_spellInfo->Id == 19938) // Awaken Peon
{
Unit *unit = m_targets.getUnitTarget();
if(!unit || !unit->HasAura(17743, 0))
return SPELL_FAILED_BAD_TARGETS;
}
break;
}
case SPELL_EFFECT_SCHOOL_DAMAGE:
{
// Hammer of Wrath
if(m_spellInfo->SpellVisual == 7250)
{
if (!m_targets.getUnitTarget())
return SPELL_FAILED_BAD_IMPLICIT_TARGETS;
if(m_targets.getUnitTarget()->GetHealth() > m_targets.getUnitTarget()->GetMaxHealth()*0.2)
return SPELL_FAILED_BAD_TARGETS;
}
break;
}
case SPELL_EFFECT_LEARN_SPELL:
{
if(m_spellInfo->EffectImplicitTargetA[i] != TARGET_UNIT_PET)
break;
Pet* pet = m_caster->GetPet();
if(!pet)
return SPELL_FAILED_NO_PET;
SpellEntry const *learn_spellproto = sSpellStore.LookupEntry(m_spellInfo->EffectTriggerSpell[i]);
if(!learn_spellproto)
return SPELL_FAILED_NOT_KNOWN;
if(!pet->CanTakeMoreActiveSpells(learn_spellproto->Id))
return SPELL_FAILED_TOO_MANY_SKILLS;
if(m_spellInfo->spellLevel > pet->getLevel())
return SPELL_FAILED_LOWLEVEL;
if(!pet->HasTPForSpell(learn_spellproto->Id))
return SPELL_FAILED_TRAINING_POINTS;
break;
}
case SPELL_EFFECT_LEARN_PET_SPELL:
{
Pet* pet = m_caster->GetPet();
if(!pet)
return SPELL_FAILED_NO_PET;
SpellEntry const *learn_spellproto = sSpellStore.LookupEntry(m_spellInfo->EffectTriggerSpell[i]);
if(!learn_spellproto)
return SPELL_FAILED_NOT_KNOWN;
if(!pet->CanTakeMoreActiveSpells(learn_spellproto->Id))
return SPELL_FAILED_TOO_MANY_SKILLS;
if(m_spellInfo->spellLevel > pet->getLevel())
return SPELL_FAILED_LOWLEVEL;
if(!pet->HasTPForSpell(learn_spellproto->Id))
return SPELL_FAILED_TRAINING_POINTS;
break;
}
case SPELL_EFFECT_FEED_PET:
{
if (m_caster->GetTypeId() != TYPEID_PLAYER || !m_targets.getItemTarget() )
return SPELL_FAILED_BAD_TARGETS;
Pet* pet = m_caster->GetPet();
if(!pet)
return SPELL_FAILED_NO_PET;
if(!pet->HaveInDiet(m_targets.getItemTarget()->GetProto()))
return SPELL_FAILED_WRONG_PET_FOOD;
if(!pet->GetCurrentFoodBenefitLevel(m_targets.getItemTarget()->GetProto()->ItemLevel))
return SPELL_FAILED_FOOD_LOWLEVEL;
if(m_caster->isInCombat() || pet->isInCombat())
return SPELL_FAILED_AFFECTING_COMBAT;
break;
}
case SPELL_EFFECT_POWER_BURN:
case SPELL_EFFECT_POWER_DRAIN:
{
// Can be area effect, Check only for players and not check if target - caster (spell can have multiply drain/burn effects)
if(m_caster->GetTypeId() == TYPEID_PLAYER)
if(Unit* target = m_targets.getUnitTarget())
if(target!=m_caster && target->getPowerType()!=m_spellInfo->EffectMiscValue[i])
return SPELL_FAILED_BAD_TARGETS;
break;
}
case SPELL_EFFECT_CHARGE:
{
if (m_caster->hasUnitState(UNIT_STAT_ROOT))
return SPELL_FAILED_ROOTED;
break;
}
case SPELL_EFFECT_SKINNING:
{
if (m_caster->GetTypeId() != TYPEID_PLAYER || !m_targets.getUnitTarget() || m_targets.getUnitTarget()->GetTypeId() != TYPEID_UNIT)
return SPELL_FAILED_BAD_TARGETS;
if( !(m_targets.getUnitTarget()->GetUInt32Value(UNIT_FIELD_FLAGS) & UNIT_FLAG_SKINNABLE) )
return SPELL_FAILED_TARGET_UNSKINNABLE;
Creature* creature = (Creature*)m_targets.getUnitTarget();
if ( creature->GetCreatureType() != CREATURE_TYPE_CRITTER && ( !creature->lootForBody || !creature->loot.empty() ) )
{
return SPELL_FAILED_TARGET_NOT_LOOTED;
}
uint32 skill = creature->GetCreatureInfo()->GetRequiredLootSkill();
int32 skillValue = ((Player*)m_caster)->GetSkillValue(skill);
int32 TargetLevel = m_targets.getUnitTarget()->getLevel();
int32 ReqValue = (skillValue < 100 ? (TargetLevel-10)*10 : TargetLevel*5);
if (ReqValue > skillValue)
return SPELL_FAILED_LOW_CASTLEVEL;
// chance for fail at orange skinning attempt
if( (m_selfContainer && (*m_selfContainer) == this) &&
skillValue < sWorld.GetConfigMaxSkillValue() &&
(ReqValue < 0 ? 0 : ReqValue) > m_caster->GetMap()->irand(skillValue-25, skillValue+37) )
return SPELL_FAILED_TRY_AGAIN;
break;
}
case SPELL_EFFECT_OPEN_LOCK_ITEM:
case SPELL_EFFECT_OPEN_LOCK:
{
if( m_spellInfo->EffectImplicitTargetA[i] != TARGET_GAMEOBJECT &&
m_spellInfo->EffectImplicitTargetA[i] != TARGET_GAMEOBJECT_ITEM )
break;
if( m_caster->GetTypeId() != TYPEID_PLAYER // only players can open locks, gather etc.
// we need a go target in case of TARGET_GAMEOBJECT
|| m_spellInfo->EffectImplicitTargetA[i] == TARGET_GAMEOBJECT && !m_targets.getGOTarget()
// we need a go target, or an openable item target in case of TARGET_GAMEOBJECT_ITEM
|| m_spellInfo->EffectImplicitTargetA[i] == TARGET_GAMEOBJECT_ITEM && !m_targets.getGOTarget() &&
(!m_targets.getItemTarget() || !m_targets.getItemTarget()->GetProto()->LockID || m_targets.getItemTarget()->GetOwner() != m_caster ) )
return SPELL_FAILED_BAD_TARGETS;
// In BattleGround players can use only flags and banners
if( ((Player*)m_caster)->InBattleGround() &&
!((Player*)m_caster)->isAllowUseBattleGroundObject() )
return SPELL_FAILED_TRY_AGAIN;
// get the lock entry
LockEntry const *lockInfo = NULL;
if (GameObject* go=m_targets.getGOTarget())
lockInfo = sLockStore.LookupEntry(go->GetLockId());
else if(Item* itm=m_targets.getItemTarget())
lockInfo = sLockStore.LookupEntry(itm->GetProto()->LockID);
// check lock compatibility
if (lockInfo)
{
// check for lock - key pair (checked by client also, just prevent cheating
bool ok_key = false;
for(int it = 0; it < 5; ++it)
{
switch(lockInfo->keytype[it])
{
case LOCK_KEY_NONE:
break;
case LOCK_KEY_ITEM:
{
if(lockInfo->key[it])
{
if(m_CastItem && m_CastItem->GetEntry()==lockInfo->key[it])
ok_key =true;
break;
}
}
case LOCK_KEY_SKILL:
{
if(uint32(m_spellInfo->EffectMiscValue[i])!=lockInfo->key[it])
break;
switch(lockInfo->key[it])
{
case LOCKTYPE_HERBALISM:
if(((Player*)m_caster)->HasSkill(SKILL_HERBALISM))
ok_key =true;
break;
case LOCKTYPE_MINING:
if(((Player*)m_caster)->HasSkill(SKILL_MINING))
ok_key =true;
break;
default:
ok_key =true;
break;
}
}
}
if(ok_key)
break;
}
if(!ok_key)
return SPELL_FAILED_BAD_TARGETS;
}
// chance for fail at orange mining/herb/LockPicking gathering attempt
if (!m_selfContainer || ((*m_selfContainer) != this))
break;
// get the skill value of the player
int32 SkillValue = 0;
bool canFailAtMax = true;
if (m_spellInfo->EffectMiscValue[i] == LOCKTYPE_HERBALISM)
{
SkillValue = ((Player*)m_caster)->GetSkillValue(SKILL_HERBALISM);
canFailAtMax = false;
}
else if (m_spellInfo->EffectMiscValue[i] == LOCKTYPE_MINING)
{
SkillValue = ((Player*)m_caster)->GetSkillValue(SKILL_MINING);
canFailAtMax = false;
}
else if (m_spellInfo->EffectMiscValue[i] == LOCKTYPE_PICKLOCK)
SkillValue = ((Player*)m_caster)->GetSkillValue(SKILL_LOCKPICKING);
// castitem check: rogue using skeleton keys. the skill values should not be added in this case.
if(m_CastItem)
SkillValue = 0;
// add the damage modifier from the spell casted (cheat lock / skeleton key etc.) (use m_currentBasePoints, CalculateDamage returns wrong value)
// TODO: is this a hack?
SkillValue += m_currentBasePoints[i]+1;
// get the required lock value
int32 ReqValue=0;
if (lockInfo)
{
// check for lock - key pair
bool ok = false;
for(int it = 0; it < 5; ++it)
{
if(lockInfo->keytype[it]==LOCK_KEY_ITEM && lockInfo->key[it] && m_CastItem && m_CastItem->GetEntry()==lockInfo->key[it])
{
// if so, we're good to go
ok = true;
break;
}
}
if(ok)
break;
if (m_spellInfo->EffectMiscValue[i] == LOCKTYPE_PICKLOCK)
ReqValue = lockInfo->requiredlockskill;
else
ReqValue = lockInfo->requiredminingskill;
}
// skill doesn't meet the required value
if (ReqValue > SkillValue)
return SPELL_FAILED_LOW_CASTLEVEL;
// chance for failure in orange gather / lockpick (gathering skill can't fail at maxskill)
if((canFailAtMax || SkillValue < sWorld.GetConfigMaxSkillValue()) && ReqValue > m_caster->GetMap()->irand(SkillValue-25, SkillValue+37))
return SPELL_FAILED_TRY_AGAIN;
break;
}
case SPELL_EFFECT_SUMMON_DEAD_PET:
{
Creature *pet = m_caster->GetPet();
if(!pet)
return SPELL_FAILED_NO_PET;
if(pet->isAlive())
return SPELL_FAILED_ALREADY_HAVE_SUMMON;
break;
}
// This is generic summon effect now and don't make this check for summon types similar
// SPELL_EFFECT_SUMMON_CRITTER, SPELL_EFFECT_SUMMON_WILD or SPELL_EFFECT_SUMMON_GUARDIAN.
// These won't show up in m_caster->GetPetGUID()
case SPELL_EFFECT_SUMMON:
{
switch(m_spellInfo->EffectMiscValueB[i])
{
case SUMMON_TYPE_POSESSED:
case SUMMON_TYPE_POSESSED2:
case SUMMON_TYPE_POSESSED3:
case SUMMON_TYPE_DEMON:
case SUMMON_TYPE_SUMMON:
{
if(m_caster->GetPetGUID())
return SPELL_FAILED_ALREADY_HAVE_SUMMON;
if(m_caster->GetCharmGUID())
return SPELL_FAILED_ALREADY_HAVE_CHARM;
break;
}
}
break;
}
// Don't make this check for SPELL_EFFECT_SUMMON_CRITTER, SPELL_EFFECT_SUMMON_WILD or SPELL_EFFECT_SUMMON_GUARDIAN.
// These won't show up in m_caster->GetPetGUID()
case SPELL_EFFECT_SUMMON_POSSESSED:
case SPELL_EFFECT_SUMMON_PHANTASM:
case SPELL_EFFECT_SUMMON_DEMON:
{
if(m_caster->GetPetGUID())
return SPELL_FAILED_ALREADY_HAVE_SUMMON;
if(m_caster->GetCharmGUID())
return SPELL_FAILED_ALREADY_HAVE_CHARM;
break;
}
case SPELL_EFFECT_SUMMON_PET:
{
if(m_caster->GetPetGUID()) //let warlock do a replacement summon
{
Pet* pet = ((Player*)m_caster)->GetPet();
if (m_caster->GetTypeId()==TYPEID_PLAYER && m_caster->getClass()==CLASS_WARLOCK)
{
if (strict) //starting cast, trigger pet stun (cast by pet so it doesn't attack player)
pet->CastSpell(pet, 32752, true, NULL, NULL, pet->GetGUID());
}
else
return SPELL_FAILED_ALREADY_HAVE_SUMMON;
}
if(m_caster->GetCharmGUID())
return SPELL_FAILED_ALREADY_HAVE_CHARM;
break;
}
case SPELL_EFFECT_SUMMON_PLAYER:
{
if(m_caster->GetTypeId()!=TYPEID_PLAYER)
return SPELL_FAILED_BAD_TARGETS;
if(!((Player*)m_caster)->GetSelection())
return SPELL_FAILED_BAD_TARGETS;
Player* target = objmgr.GetPlayer(((Player*)m_caster)->GetSelection());
if( !target || ((Player*)m_caster)==target || !target->IsInSameRaidWith((Player*)m_caster) )
return SPELL_FAILED_BAD_TARGETS;
// check if our map is dungeon
if( sMapStore.LookupEntry(m_caster->GetMapId())->IsDungeon() )
{
InstanceTemplate const* instance = ObjectMgr::GetInstanceTemplate(m_caster->GetMapId());
if(!instance)
return SPELL_FAILED_TARGET_NOT_IN_INSTANCE;
if(!target->Satisfy(objmgr.GetAccessRequirement(instance->access_id), m_caster->GetMapId()))
return SPELL_FAILED_BAD_TARGETS;
}
break;
}
case SPELL_EFFECT_LEAP:
case SPELL_EFFECT_TELEPORT_UNITS_FACE_CASTER:
{
//Do not allow to cast it before BG starts.
if(m_caster->GetTypeId()==TYPEID_PLAYER)
if(BattleGround const *bg = ((Player*)m_caster)->GetBattleGround())
if(bg->GetStatus() != STATUS_IN_PROGRESS)
return SPELL_FAILED_TRY_AGAIN;
break;
}
case SPELL_EFFECT_STEAL_BENEFICIAL_BUFF:
{
if (m_targets.getUnitTarget()==m_caster)
return SPELL_FAILED_BAD_TARGETS;
break;
}
default:break;
}
}
for (int i = 0; i < 3; i++)
{
switch(m_spellInfo->EffectApplyAuraName[i])
{
case SPELL_AURA_DUMMY:
{
if(m_spellInfo->Id == 1515)
{
if (!m_targets.getUnitTarget() || m_targets.getUnitTarget()->GetTypeId() == TYPEID_PLAYER)
return SPELL_FAILED_BAD_IMPLICIT_TARGETS;
if (m_targets.getUnitTarget()->getLevel() > m_caster->getLevel())
return SPELL_FAILED_HIGHLEVEL;
// use SMSG_PET_TAME_FAILURE?
if (!((Creature*)m_targets.getUnitTarget())->GetCreatureInfo()->isTameable ())
return SPELL_FAILED_BAD_TARGETS;
if(m_caster->GetPetGUID())
return SPELL_FAILED_ALREADY_HAVE_SUMMON;
if(m_caster->GetCharmGUID())
return SPELL_FAILED_ALREADY_HAVE_CHARM;
}
}break;
case SPELL_AURA_MOD_POSSESS:
case SPELL_AURA_MOD_CHARM:
{
if(m_caster->GetPetGUID())
return SPELL_FAILED_ALREADY_HAVE_SUMMON;
if(m_caster->GetCharmGUID())
return SPELL_FAILED_ALREADY_HAVE_CHARM;
if(m_caster->GetCharmerGUID())
return SPELL_FAILED_CHARMED;
if(!m_targets.getUnitTarget())
return SPELL_FAILED_BAD_IMPLICIT_TARGETS;
if(m_targets.getUnitTarget()->GetCharmerGUID())
return SPELL_FAILED_CHARMED;
if(int32(m_targets.getUnitTarget()->getLevel()) > CalculateDamage(i,m_targets.getUnitTarget()))
return SPELL_FAILED_HIGHLEVEL;
break;
}
case SPELL_AURA_MOUNTED:
{
if (m_caster->IsInWater())
return SPELL_FAILED_ONLY_ABOVEWATER;
if (m_caster->GetTypeId()==TYPEID_PLAYER && ((Player*)m_caster)->GetTransport())
return SPELL_FAILED_NO_MOUNTS_ALLOWED;
// Ignore map check if spell have AreaId. AreaId already checked and this prevent special mount spells
if (m_caster->GetTypeId()==TYPEID_PLAYER && !sMapStore.LookupEntry(m_caster->GetMapId())->IsMountAllowed() && !m_IsTriggeredSpell && !m_spellInfo->AreaId)
return SPELL_FAILED_NO_MOUNTS_ALLOWED;
if (m_caster->GetAreaId()==35)
return SPELL_FAILED_NO_MOUNTS_ALLOWED;
ShapeshiftForm form = m_caster->m_form;
if( form == FORM_CAT || form == FORM_TREE || form == FORM_TRAVEL ||
form == FORM_AQUA || form == FORM_BEAR || form == FORM_DIREBEAR ||
form == FORM_CREATUREBEAR || form == FORM_GHOSTWOLF || form == FORM_FLIGHT ||
form == FORM_FLIGHT_EPIC || form == FORM_MOONKIN )
return SPELL_FAILED_NOT_SHAPESHIFT;
break;
}
case SPELL_AURA_RANGED_ATTACK_POWER_ATTACKER_BONUS:
{
if(!m_targets.getUnitTarget())
return SPELL_FAILED_BAD_IMPLICIT_TARGETS;
// can be casted at non-friendly unit or own pet/charm
if(m_caster->IsFriendlyTo(m_targets.getUnitTarget()))
return SPELL_FAILED_TARGET_FRIENDLY;
break;
}
case SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED:
case SPELL_AURA_FLY:
{
// not allow cast fly spells at old maps by players (all spells is self target)
if(m_caster->GetTypeId()==TYPEID_PLAYER)
{
if( !((Player*)m_caster)->isGameMaster() &&
GetVirtualMapForMapAndZone(m_caster->GetMapId(),m_caster->GetZoneId()) != 530)
return SPELL_FAILED_NOT_HERE;
}
break;
}
case SPELL_AURA_PERIODIC_MANA_LEECH:
{
if (!m_targets.getUnitTarget())
return SPELL_FAILED_BAD_IMPLICIT_TARGETS;
if (m_caster->GetTypeId()!=TYPEID_PLAYER || m_CastItem)
break;
if(m_targets.getUnitTarget()->getPowerType()!=POWER_MANA)
return SPELL_FAILED_BAD_TARGETS;
break;
}
default:
break;
}
}
// all ok
return 0;
}
int16 Spell::PetCanCast(Unit* target)
{
if(!m_caster->isAlive())
return SPELL_FAILED_CASTER_DEAD;
if(m_caster->IsNonMeleeSpellCasted(false) && !m_IsTriggeredSpell) //prevent spellcast interruption by another spellcast
return SPELL_FAILED_SPELL_IN_PROGRESS;
if(m_caster->isInCombat() && IsNonCombatSpell(m_spellInfo))
return SPELL_FAILED_AFFECTING_COMBAT;
if(m_caster->GetTypeId()==TYPEID_UNIT && (((Creature*)m_caster)->isPet() || m_caster->isCharmed()))
{
//dead owner (pets still alive when owners ressed?)
if(m_caster->GetCharmerOrOwner() && !m_caster->GetCharmerOrOwner()->isAlive())
return SPELL_FAILED_CASTER_DEAD;
if(!target && m_targets.getUnitTarget())
target = m_targets.getUnitTarget();
bool need = false;
for(uint32 i = 0;i<3;i++)
{
if(m_spellInfo->EffectImplicitTargetA[i] == TARGET_UNIT_TARGET_ENEMY || m_spellInfo->EffectImplicitTargetA[i] == TARGET_UNIT_TARGET_ALLY || m_spellInfo->EffectImplicitTargetA[i] == TARGET_UNIT_TARGET_ANY || m_spellInfo->EffectImplicitTargetA[i] == TARGET_UNIT_TARGET_PARTY || m_spellInfo->EffectImplicitTargetA[i] == TARGET_DST_TARGET_ENEMY)
{
need = true;
if(!target)
return SPELL_FAILED_BAD_IMPLICIT_TARGETS;
break;
}
}
if(need)
m_targets.setUnitTarget(target);
Unit* _target = m_targets.getUnitTarget();
if(_target) //for target dead/target not valid
{
if(!_target->isAlive())
return SPELL_FAILED_BAD_TARGETS;
if(!IsValidSingleTargetSpell(_target))
return SPELL_FAILED_BAD_TARGETS;
}
//cooldown
if(((Creature*)m_caster)->HasSpellCooldown(m_spellInfo->Id))
return SPELL_FAILED_NOT_READY;
}
uint16 result = CanCast(true);
if(result != 0)
return result;
else
return -1; //this allows to check spell fail 0, in combat
}
uint8 Spell::CheckCasterAuras() const
{
// Flag drop spells totally immuned to caster auras
// FIXME: find more nice check for all totally immuned spells
// AttributesEx3 & 0x10000000?
if(m_spellInfo->Id==23336 || m_spellInfo->Id==23334 || m_spellInfo->Id==34991)
return 0;
uint8 school_immune = 0;
uint32 mechanic_immune = 0;
uint32 dispel_immune = 0;
//Check if the spell grants school or mechanic immunity.
//We use bitmasks so the loop is done only once and not on every aura check below.
if ( m_spellInfo->AttributesEx & SPELL_ATTR_EX_DISPEL_AURAS_ON_IMMUNITY )
{
for(int i = 0;i < 3; i ++)
{
if(m_spellInfo->EffectApplyAuraName[i] == SPELL_AURA_SCHOOL_IMMUNITY)
school_immune |= uint32(m_spellInfo->EffectMiscValue[i]);
else if(m_spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MECHANIC_IMMUNITY)
mechanic_immune |= 1 << uint32(m_spellInfo->EffectMiscValue[i]);
else if(m_spellInfo->EffectApplyAuraName[i] == SPELL_AURA_DISPEL_IMMUNITY)
dispel_immune |= GetDispellMask(DispelType(m_spellInfo->EffectMiscValue[i]));
}
//immune movement impairment and loss of control
if(m_spellInfo->Id==(uint32)42292)
mechanic_immune = IMMUNE_TO_MOVEMENT_IMPAIRMENT_AND_LOSS_CONTROL_MASK;
}
//Check whether the cast should be prevented by any state you might have.
uint8 prevented_reason = 0;
// Have to check if there is a stun aura. Otherwise will have problems with ghost aura apply while logging out
if(!(m_spellInfo->AttributesEx5 & SPELL_ATTR_EX5_USABLE_WHILE_STUNNED) && m_caster->HasAuraType(SPELL_AURA_MOD_STUN))
prevented_reason = SPELL_FAILED_STUNNED;
else if(m_caster->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED) && !(m_spellInfo->AttributesEx5 & SPELL_ATTR_EX5_USABLE_WHILE_CONFUSED))
prevented_reason = SPELL_FAILED_CONFUSED;
else if(m_caster->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING) && !(m_spellInfo->AttributesEx5 & SPELL_ATTR_EX5_USABLE_WHILE_FEARED))
prevented_reason = SPELL_FAILED_FLEEING;
else if(m_caster->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED) && m_spellInfo->PreventionType==SPELL_PREVENTION_TYPE_SILENCE)
prevented_reason = SPELL_FAILED_SILENCED;
else if(m_caster->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED) && m_spellInfo->PreventionType==SPELL_PREVENTION_TYPE_PACIFY)
prevented_reason = SPELL_FAILED_PACIFIED;
// Attr must make flag drop spell totally immune from all effects
if(prevented_reason)
{
if(school_immune || mechanic_immune || dispel_immune)
{
//Checking auras is needed now, because you are prevented by some state but the spell grants immunity.
Unit::AuraMap const& auras = m_caster->GetAuras();
for(Unit::AuraMap::const_iterator itr = auras.begin(); itr != auras.end(); ++itr)
{
if(itr->second)
{
if( GetSpellMechanicMask(itr->second->GetSpellProto(), itr->second->GetEffIndex()) & mechanic_immune )
continue;
if( GetSpellSchoolMask(itr->second->GetSpellProto()) & school_immune )
continue;
if( (1<<(itr->second->GetSpellProto()->Dispel)) & dispel_immune)
continue;
//Make a second check for spell failed so the right SPELL_FAILED message is returned.
//That is needed when your casting is prevented by multiple states and you are only immune to some of them.
switch(itr->second->GetModifier()->m_auraname)
{
case SPELL_AURA_MOD_STUN:
if (!(m_spellInfo->AttributesEx5 & SPELL_ATTR_EX5_USABLE_WHILE_STUNNED))
return SPELL_FAILED_STUNNED;
break;
case SPELL_AURA_MOD_CONFUSE:
if (!(m_spellInfo->AttributesEx5 & SPELL_ATTR_EX5_USABLE_WHILE_CONFUSED))
return SPELL_FAILED_CONFUSED;
break;
case SPELL_AURA_MOD_FEAR:
if (!(m_spellInfo->AttributesEx5 & SPELL_ATTR_EX5_USABLE_WHILE_FEARED))
return SPELL_FAILED_FLEEING;
break;
case SPELL_AURA_MOD_SILENCE:
case SPELL_AURA_MOD_PACIFY:
case SPELL_AURA_MOD_PACIFY_SILENCE:
if( m_spellInfo->PreventionType==SPELL_PREVENTION_TYPE_PACIFY)
return SPELL_FAILED_PACIFIED;
else if ( m_spellInfo->PreventionType==SPELL_PREVENTION_TYPE_SILENCE)
return SPELL_FAILED_SILENCED;
break;
}
}
}
}
//You are prevented from casting and the spell casted does not grant immunity. Return a failed error.
else
return prevented_reason;
}
return 0; // all ok
}
bool Spell::CanAutoCast(Unit* target)
{
uint64 targetguid = target->GetGUID();
for(uint32 j = 0;j<3;j++)
{
if(m_spellInfo->Effect[j] == SPELL_EFFECT_APPLY_AURA)
{
if( m_spellInfo->StackAmount <= 1)
{
if( target->HasAura(m_spellInfo->Id, j) )
return false;
}
else
{
if( target->GetAuras().count(Unit::spellEffectPair(m_spellInfo->Id, j)) >= m_spellInfo->StackAmount)
return false;
}
}
else if ( IsAreaAuraEffect( m_spellInfo->Effect[j] ))
{
if( target->HasAura(m_spellInfo->Id, j) )
return false;
}
}
int16 result = PetCanCast(target);
if(result == -1 || result == SPELL_FAILED_UNIT_NOT_INFRONT)
{
FillTargetMap();
//check if among target units, our WANTED target is as well (->only self cast spells return false)
for(std::list<TargetInfo>::iterator ihit= m_UniqueTargetInfo.begin();ihit != m_UniqueTargetInfo.end();++ihit)
if( ihit->targetGUID == targetguid )
return true;
}
return false; //target invalid
}
uint8 Spell::CheckRange(bool strict)
{
//float range_mod;
// self cast doesn't need range checking -- also for Starshards fix
if (m_spellInfo->rangeIndex == 1) return 0;
// i do not know why we need this
/*if (strict) //add radius of caster
range_mod = 1.25;
else //add radius of caster and ~5 yds "give"
range_mod = 6.25;*/
SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(m_spellInfo->rangeIndex);
float max_range = GetSpellMaxRange(srange); // + range_mod;
float min_range = GetSpellMinRange(srange);
uint32 range_type = GetSpellRangeType(srange);
if(Player* modOwner = m_caster->GetSpellModOwner())
modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RANGE, max_range, this);
Unit *target = m_targets.getUnitTarget();
if(target && target != m_caster)
{
if(range_type == SPELL_RANGE_MELEE)
{
// Because of lag, we can not check too strictly here.
if(!m_caster->IsWithinMeleeRange(target, max_range/* - 2*MIN_MELEE_REACH*/))
return SPELL_FAILED_OUT_OF_RANGE;
}
else if(!m_caster->IsWithinCombatRange(target, max_range))
return SPELL_FAILED_OUT_OF_RANGE; //0x5A;
if(range_type == SPELL_RANGE_RANGED)
{
if(m_caster->IsWithinMeleeRange(target))
return SPELL_FAILED_TOO_CLOSE;
}
else if(min_range && m_caster->IsWithinCombatRange(target, min_range)) // skip this check if min_range = 0
return SPELL_FAILED_TOO_CLOSE;
if( m_caster->GetTypeId() == TYPEID_PLAYER &&
(m_spellInfo->FacingCasterFlags & SPELL_FACING_FLAG_INFRONT) && !m_caster->HasInArc( M_PI, target ) )
return SPELL_FAILED_UNIT_NOT_INFRONT;
}
if(m_targets.m_targetMask == TARGET_FLAG_DEST_LOCATION && m_targets.m_destX != 0 && m_targets.m_destY != 0 && m_targets.m_destZ != 0)
{
float dist = m_caster->GetDistance(m_targets.m_destX, m_targets.m_destY, m_targets.m_destZ);
if(dist > max_range)
return SPELL_FAILED_OUT_OF_RANGE;
if(dist < min_range)
return SPELL_FAILED_TOO_CLOSE;
}
return 0; // ok
}
int32 Spell::CalculatePowerCost()
{
// item cast not used power
if(m_CastItem)
return 0;
// Spell drain all exist power on cast (Only paladin lay of Hands)
if (m_spellInfo->AttributesEx & SPELL_ATTR_EX_DRAIN_ALL_POWER)
{
// If power type - health drain all
if (m_spellInfo->powerType == POWER_HEALTH)
return m_caster->GetHealth();
// Else drain all power
if (m_spellInfo->powerType < MAX_POWERS)
return m_caster->GetPower(Powers(m_spellInfo->powerType));
sLog.outError("Spell::CalculateManaCost: Unknown power type '%d' in spell %d", m_spellInfo->powerType, m_spellInfo->Id);
return 0;
}
// Base powerCost
int32 powerCost = m_spellInfo->manaCost;
// PCT cost from total amount
if (m_spellInfo->ManaCostPercentage)
{
switch (m_spellInfo->powerType)
{
// health as power used
case POWER_HEALTH:
powerCost += m_spellInfo->ManaCostPercentage * m_caster->GetCreateHealth() / 100;
break;
case POWER_MANA:
powerCost += m_spellInfo->ManaCostPercentage * m_caster->GetCreateMana() / 100;
break;
case POWER_RAGE:
case POWER_FOCUS:
case POWER_ENERGY:
case POWER_HAPPINESS:
// case POWER_RUNES:
powerCost += m_spellInfo->ManaCostPercentage * m_caster->GetMaxPower(Powers(m_spellInfo->powerType)) / 100;
break;
default:
sLog.outError("Spell::CalculateManaCost: Unknown power type '%d' in spell %d", m_spellInfo->powerType, m_spellInfo->Id);
return 0;
}
}
SpellSchools school = GetFirstSchoolInMask(m_spellSchoolMask);
// Flat mod from caster auras by spell school
powerCost += m_caster->GetInt32Value(UNIT_FIELD_POWER_COST_MODIFIER + school);
// Shiv - costs 20 + weaponSpeed*10 energy (apply only to non-triggered spell with energy cost)
if ( m_spellInfo->AttributesEx4 & SPELL_ATTR_EX4_SPELL_VS_EXTEND_COST )
powerCost += m_caster->GetAttackTime(OFF_ATTACK)/100;
// Apply cost mod by spell
if(Player* modOwner = m_caster->GetSpellModOwner())
modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_COST, powerCost, this);
if(m_spellInfo->Attributes & SPELL_ATTR_LEVEL_DAMAGE_CALCULATION)
powerCost = int32(powerCost/ (1.117f* m_spellInfo->spellLevel / m_caster->getLevel() -0.1327f));
// PCT mod from user auras by school
powerCost = int32(powerCost * (1.0f+m_caster->GetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER+school)));
if (powerCost < 0)
powerCost = 0;
return powerCost;
}
uint8 Spell::CheckPower()
{
// item cast not used power
if(m_CastItem)
return 0;
// health as power used - need check health amount
if(m_spellInfo->powerType == POWER_HEALTH)
{
if(m_caster->GetHealth() <= m_powerCost)
return SPELL_FAILED_CASTER_AURASTATE;
return 0;
}
// Check valid power type
if( m_spellInfo->powerType >= MAX_POWERS )
{
sLog.outError("Spell::CheckMana: Unknown power type '%d'", m_spellInfo->powerType);
return SPELL_FAILED_UNKNOWN;
}
// Check power amount
Powers powerType = Powers(m_spellInfo->powerType);
if(m_caster->GetPower(powerType) < m_powerCost)
return SPELL_FAILED_NO_POWER;
else
return 0;
}
uint8 Spell::CheckItems()
{
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return 0;
uint32 itemid, itemcount;
Player* p_caster = (Player*)m_caster;
if(!m_CastItem)
{
if(m_castItemGUID)
return SPELL_FAILED_ITEM_NOT_READY;
}
else
{
itemid = m_CastItem->GetEntry();
if( !p_caster->HasItemCount(itemid,1) )
return SPELL_FAILED_ITEM_NOT_READY;
else
{
ItemPrototype const *proto = m_CastItem->GetProto();
if(!proto)
return SPELL_FAILED_ITEM_NOT_READY;
for (int i = 0; i<5; i++)
{
if (proto->Spells[i].SpellCharges)
{
if(m_CastItem->GetSpellCharges(i)==0)
return SPELL_FAILED_NO_CHARGES_REMAIN;
}
}
uint32 ItemClass = proto->Class;
if (ItemClass == ITEM_CLASS_CONSUMABLE && m_targets.getUnitTarget())
{
// such items should only fail if there is no suitable effect at all - see Rejuvenation Potions for example
uint8 failReason = 0;
for (int i = 0; i < 3; i++)
{
// skip check, pet not required like checks, and for TARGET_UNIT_PET m_targets.getUnitTarget() is not the real target but the caster
if (m_spellInfo->EffectImplicitTargetA[i] == TARGET_UNIT_PET)
continue;
if (m_spellInfo->Effect[i] == SPELL_EFFECT_HEAL)
{
if (m_targets.getUnitTarget()->GetHealth() == m_targets.getUnitTarget()->GetMaxHealth())
{
failReason = (uint8)SPELL_FAILED_ALREADY_AT_FULL_HEALTH;
continue;
}
else
{
failReason = 0;
break;
}
}
// Mana Potion, Rage Potion, Thistle Tea(Rogue), ...
if (m_spellInfo->Effect[i] == SPELL_EFFECT_ENERGIZE)
{
if(m_spellInfo->EffectMiscValue[i] < 0 || m_spellInfo->EffectMiscValue[i] >= MAX_POWERS)
{
failReason = (uint8)SPELL_FAILED_ALREADY_AT_FULL_POWER;
continue;
}
Powers power = Powers(m_spellInfo->EffectMiscValue[i]);
if (m_targets.getUnitTarget()->GetPower(power) == m_targets.getUnitTarget()->GetMaxPower(power))
{
failReason = (uint8)SPELL_FAILED_ALREADY_AT_FULL_POWER;
continue;
}
else
{
failReason = 0;
break;
}
}
}
if (failReason)
return failReason;
}
}
}
if(m_targets.getItemTargetGUID())
{
if(m_caster->GetTypeId() != TYPEID_PLAYER)
return SPELL_FAILED_BAD_TARGETS;
if(!m_targets.getItemTarget())
return SPELL_FAILED_ITEM_GONE;
if(!m_targets.getItemTarget()->IsFitToSpellRequirements(m_spellInfo))
return SPELL_FAILED_EQUIPPED_ITEM_CLASS;
}
// if not item target then required item must be equipped
else
{
if(m_caster->GetTypeId() == TYPEID_PLAYER && !((Player*)m_caster)->HasItemFitToSpellReqirements(m_spellInfo))
return SPELL_FAILED_EQUIPPED_ITEM_CLASS;
}
if(m_spellInfo->RequiresSpellFocus)
{
CellPair p(Trinity::ComputeCellPair(m_caster->GetPositionX(), m_caster->GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
GameObject* ok = NULL;
Trinity::GameObjectFocusCheck go_check(m_caster,m_spellInfo->RequiresSpellFocus);
Trinity::GameObjectSearcher<Trinity::GameObjectFocusCheck> checker(ok,go_check);
TypeContainerVisitor<Trinity::GameObjectSearcher<Trinity::GameObjectFocusCheck>, GridTypeMapContainer > object_checker(checker);
CellLock<GridReadGuard> cell_lock(cell, p);
cell_lock->Visit(cell_lock, object_checker, *MapManager::Instance().GetMap(m_caster->GetMapId(), m_caster));
if(!ok)
return (uint8)SPELL_FAILED_REQUIRES_SPELL_FOCUS;
focusObject = ok; // game object found in range
}
if (!(m_spellInfo->AttributesEx5 & SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP &&
m_caster->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PREPARATION)))
{
for(uint32 i=0;i<8;i++)
{
if(m_spellInfo->Reagent[i] <= 0)
continue;
itemid = m_spellInfo->Reagent[i];
itemcount = m_spellInfo->ReagentCount[i];
// if CastItem is also spell reagent
if( m_CastItem && m_CastItem->GetEntry() == itemid )
{
ItemPrototype const *proto = m_CastItem->GetProto();
if(!proto)
return SPELL_FAILED_ITEM_NOT_READY;
for(int s=0;s<5;s++)
{
// CastItem will be used up and does not count as reagent
int32 charges = m_CastItem->GetSpellCharges(s);
if (proto->Spells[s].SpellCharges < 0 && abs(charges) < 2)
{
++itemcount;
break;
}
}
}
if( !p_caster->HasItemCount(itemid,itemcount) )
return (uint8)SPELL_FAILED_ITEM_NOT_READY; //0x54
}
}
uint32 totems = 2;
for(int i=0;i<2;++i)
{
if(m_spellInfo->Totem[i] != 0)
{
if( p_caster->HasItemCount(m_spellInfo->Totem[i],1) )
{
totems -= 1;
continue;
}
}else
totems -= 1;
}
if(totems != 0)
return (uint8)SPELL_FAILED_TOTEMS; //0x7C
//Check items for TotemCategory
uint32 TotemCategory = 2;
for(int i=0;i<2;++i)
{
if(m_spellInfo->TotemCategory[i] != 0)
{
if( p_caster->HasItemTotemCategory(m_spellInfo->TotemCategory[i]) )
{
TotemCategory -= 1;
continue;
}
}
else
TotemCategory -= 1;
}
if(TotemCategory != 0)
return (uint8)SPELL_FAILED_TOTEM_CATEGORY; //0x7B
for(int i = 0; i < 3; i++)
{
switch (m_spellInfo->Effect[i])
{
case SPELL_EFFECT_CREATE_ITEM:
{
if (!m_IsTriggeredSpell && m_spellInfo->EffectItemType[i])
{
ItemPosCountVec dest;
uint8 msg = p_caster->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, m_spellInfo->EffectItemType[i], 1 );
if (msg != EQUIP_ERR_OK )
{
p_caster->SendEquipError( msg, NULL, NULL );
return SPELL_FAILED_DONT_REPORT;
}
}
break;
}
case SPELL_EFFECT_ENCHANT_ITEM:
{
Item* targetItem = m_targets.getItemTarget();
if(!targetItem)
return SPELL_FAILED_ITEM_NOT_FOUND;
if( targetItem->GetProto()->ItemLevel < m_spellInfo->baseLevel )
return SPELL_FAILED_LOWLEVEL;
// Not allow enchant in trade slot for some enchant type
if( targetItem->GetOwner() != m_caster )
{
uint32 enchant_id = m_spellInfo->EffectMiscValue[i];
SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if(!pEnchant)
return SPELL_FAILED_ERROR;
if (pEnchant->slot & ENCHANTMENT_CAN_SOULBOUND)
return SPELL_FAILED_NOT_TRADEABLE;
}
break;
}
case SPELL_EFFECT_ENCHANT_ITEM_TEMPORARY:
{
Item *item = m_targets.getItemTarget();
if(!item)
return SPELL_FAILED_ITEM_NOT_FOUND;
// Not allow enchant in trade slot for some enchant type
if( item->GetOwner() != m_caster )
{
uint32 enchant_id = m_spellInfo->EffectMiscValue[i];
SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if(!pEnchant)
return SPELL_FAILED_ERROR;
if (pEnchant->slot & ENCHANTMENT_CAN_SOULBOUND)
return SPELL_FAILED_NOT_TRADEABLE;
}
break;
}
case SPELL_EFFECT_ENCHANT_HELD_ITEM:
// check item existence in effect code (not output errors at offhand hold item effect to main hand for example
break;
case SPELL_EFFECT_DISENCHANT:
{
if(!m_targets.getItemTarget())
return SPELL_FAILED_CANT_BE_DISENCHANTED;
// prevent disenchanting in trade slot
if( m_targets.getItemTarget()->GetOwnerGUID() != m_caster->GetGUID() )
return SPELL_FAILED_CANT_BE_DISENCHANTED;
ItemPrototype const* itemProto = m_targets.getItemTarget()->GetProto();
if(!itemProto)
return SPELL_FAILED_CANT_BE_DISENCHANTED;
uint32 item_quality = itemProto->Quality;
// 2.0.x addon: Check player enchanting level against the item disenchanting requirements
uint32 item_disenchantskilllevel = itemProto->RequiredDisenchantSkill;
if (item_disenchantskilllevel == uint32(-1))
return SPELL_FAILED_CANT_BE_DISENCHANTED;
if (item_disenchantskilllevel > p_caster->GetSkillValue(SKILL_ENCHANTING))
return SPELL_FAILED_LOW_CASTLEVEL;
if(item_quality > 4 || item_quality < 2)
return SPELL_FAILED_CANT_BE_DISENCHANTED;
if(itemProto->Class != ITEM_CLASS_WEAPON && itemProto->Class != ITEM_CLASS_ARMOR)
return SPELL_FAILED_CANT_BE_DISENCHANTED;
if (!itemProto->DisenchantID)
return SPELL_FAILED_CANT_BE_DISENCHANTED;
break;
}
case SPELL_EFFECT_PROSPECTING:
{
if(!m_targets.getItemTarget())
return SPELL_FAILED_CANT_BE_PROSPECTED;
//ensure item is a prospectable ore
if(!(m_targets.getItemTarget()->GetProto()->BagFamily & BAG_FAMILY_MASK_MINING_SUPP) || m_targets.getItemTarget()->GetProto()->Class != ITEM_CLASS_TRADE_GOODS)
return SPELL_FAILED_CANT_BE_PROSPECTED;
//prevent prospecting in trade slot
if( m_targets.getItemTarget()->GetOwnerGUID() != m_caster->GetGUID() )
return SPELL_FAILED_CANT_BE_PROSPECTED;
//Check for enough skill in jewelcrafting
uint32 item_prospectingskilllevel = m_targets.getItemTarget()->GetProto()->RequiredSkillRank;
if(item_prospectingskilllevel >p_caster->GetSkillValue(SKILL_JEWELCRAFTING))
return SPELL_FAILED_LOW_CASTLEVEL;
//make sure the player has the required ores in inventory
if(m_targets.getItemTarget()->GetCount() < 5)
return SPELL_FAILED_PROSPECT_NEED_MORE;
if(!LootTemplates_Prospecting.HaveLootFor(m_targets.getItemTargetEntry()))
return SPELL_FAILED_CANT_BE_PROSPECTED;
break;
}
case SPELL_EFFECT_WEAPON_DAMAGE:
case SPELL_EFFECT_WEAPON_DAMAGE_NOSCHOOL:
{
if(m_caster->GetTypeId() != TYPEID_PLAYER) return SPELL_FAILED_TARGET_NOT_PLAYER;
if( m_attackType != RANGED_ATTACK )
break;
Item *pItem = ((Player*)m_caster)->GetWeaponForAttack(m_attackType);
if(!pItem || pItem->IsBroken())
return SPELL_FAILED_EQUIPPED_ITEM;
switch(pItem->GetProto()->SubClass)
{
case ITEM_SUBCLASS_WEAPON_THROWN:
{
uint32 ammo = pItem->GetEntry();
if( !((Player*)m_caster)->HasItemCount( ammo, 1 ) )
return SPELL_FAILED_NO_AMMO;
}; break;
case ITEM_SUBCLASS_WEAPON_GUN:
case ITEM_SUBCLASS_WEAPON_BOW:
case ITEM_SUBCLASS_WEAPON_CROSSBOW:
{
uint32 ammo = ((Player*)m_caster)->GetUInt32Value(PLAYER_AMMO_ID);
if(!ammo)
{
// Requires No Ammo
if(m_caster->GetDummyAura(46699))
break; // skip other checks
return SPELL_FAILED_NO_AMMO;
}
ItemPrototype const *ammoProto = objmgr.GetItemPrototype( ammo );
if(!ammoProto)
return SPELL_FAILED_NO_AMMO;
if(ammoProto->Class != ITEM_CLASS_PROJECTILE)
return SPELL_FAILED_NO_AMMO;
// check ammo ws. weapon compatibility
switch(pItem->GetProto()->SubClass)
{
case ITEM_SUBCLASS_WEAPON_BOW:
case ITEM_SUBCLASS_WEAPON_CROSSBOW:
if(ammoProto->SubClass!=ITEM_SUBCLASS_ARROW)
return SPELL_FAILED_NO_AMMO;
break;
case ITEM_SUBCLASS_WEAPON_GUN:
if(ammoProto->SubClass!=ITEM_SUBCLASS_BULLET)
return SPELL_FAILED_NO_AMMO;
break;
default:
return SPELL_FAILED_NO_AMMO;
}
if( !((Player*)m_caster)->HasItemCount( ammo, 1 ) )
return SPELL_FAILED_NO_AMMO;
}; break;
case ITEM_SUBCLASS_WEAPON_WAND:
default:
break;
}
break;
}
default:break;
}
}
return uint8(0);
}
void Spell::Delayed() // only called in DealDamage()
{
if(!m_caster)// || m_caster->GetTypeId() != TYPEID_PLAYER)
return;
//if (m_spellState == SPELL_STATE_DELAYED)
// return; // spell is active and can't be time-backed
// spells not loosing casting time ( slam, dynamites, bombs.. )
//if(!(m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_DAMAGE))
// return;
//check resist chance
int32 resistChance = 100; //must be initialized to 100 for percent modifiers
((Player*)m_caster)->ApplySpellMod(m_spellInfo->Id,SPELLMOD_NOT_LOSE_CASTING_TIME,resistChance, this);
resistChance += m_caster->GetTotalAuraModifier(SPELL_AURA_RESIST_PUSHBACK) - 100;
if (roll_chance_i(resistChance))
return;
int32 delaytime = GetNextDelayAtDamageMsTime();
if(int32(m_timer) + delaytime > m_casttime)
{
delaytime = m_casttime - m_timer;
m_timer = m_casttime;
}
else
m_timer += delaytime;
sLog.outDetail("Spell %u partially interrupted for (%d) ms at damage",m_spellInfo->Id,delaytime);
WorldPacket data(SMSG_SPELL_DELAYED, 8+4);
data.append(m_caster->GetPackGUID());
data << uint32(delaytime);
m_caster->SendMessageToSet(&data,true);
}
void Spell::DelayedChannel()
{
if(!m_caster || m_caster->GetTypeId() != TYPEID_PLAYER || getState() != SPELL_STATE_CASTING)
return;
//check resist chance
int32 resistChance = 100; //must be initialized to 100 for percent modifiers
((Player*)m_caster)->ApplySpellMod(m_spellInfo->Id,SPELLMOD_NOT_LOSE_CASTING_TIME,resistChance, this);
resistChance += m_caster->GetTotalAuraModifier(SPELL_AURA_RESIST_PUSHBACK) - 100;
if (roll_chance_i(resistChance))
return;
int32 delaytime = GetNextDelayAtDamageMsTime();
if(int32(m_timer) < delaytime)
{
delaytime = m_timer;
m_timer = 0;
}
else
m_timer -= delaytime;
sLog.outDebug("Spell %u partially interrupted for %i ms, new duration: %u ms", m_spellInfo->Id, delaytime, m_timer);
for(std::list<TargetInfo>::iterator ihit= m_UniqueTargetInfo.begin();ihit != m_UniqueTargetInfo.end();++ihit)
{
if ((*ihit).missCondition == SPELL_MISS_NONE)
{
Unit* unit = m_caster->GetGUID()==ihit->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID);
if (unit)
{
for (int j=0;j<3;j++)
if( ihit->effectMask & (1<<j) )
unit->DelayAura(m_spellInfo->Id, j, delaytime);
}
}
}
for(int j = 0; j < 3; j++)
{
// partially interrupt persistent area auras
DynamicObject* dynObj = m_caster->GetDynObject(m_spellInfo->Id, j);
if(dynObj)
dynObj->Delay(delaytime);
}
SendChannelUpdate(m_timer);
}
void Spell::UpdatePointers()
{
if(m_originalCasterGUID==m_caster->GetGUID())
m_originalCaster = m_caster;
else
{
m_originalCaster = ObjectAccessor::GetUnit(*m_caster,m_originalCasterGUID);
if(m_originalCaster && !m_originalCaster->IsInWorld()) m_originalCaster = NULL;
}
if(m_castItemGUID && m_caster->GetTypeId() == TYPEID_PLAYER)
m_CastItem = ((Player*)m_caster)->GetItemByGuid(m_castItemGUID);
m_targets.Update(m_caster);
}
bool Spell::IsAffectedBy(SpellEntry const *spellInfo, uint32 effectId)
{
return spellmgr.IsAffectedBySpell(m_spellInfo,spellInfo->Id,effectId,spellInfo->EffectItemType[effectId]);
}
bool Spell::CheckTargetCreatureType(Unit* target) const
{
uint32 spellCreatureTargetMask = m_spellInfo->TargetCreatureType;
// Curse of Doom : not find another way to fix spell target check :/
if(m_spellInfo->SpellFamilyName==SPELLFAMILY_WARLOCK && m_spellInfo->SpellFamilyFlags == 0x0200000000LL)
{
// not allow cast at player
if(target->GetTypeId()==TYPEID_PLAYER)
return false;
spellCreatureTargetMask = 0x7FF;
}
// Dismiss Pet and Taming Lesson skipped
if(m_spellInfo->Id == 2641 || m_spellInfo->Id == 23356)
spellCreatureTargetMask = 0;
if (spellCreatureTargetMask)
{
uint32 TargetCreatureType = target->GetCreatureTypeMask();
return !TargetCreatureType || (spellCreatureTargetMask & TargetCreatureType);
}
return true;
}
CurrentSpellTypes Spell::GetCurrentContainer()
{
if (IsNextMeleeSwingSpell())
return(CURRENT_MELEE_SPELL);
else if (IsAutoRepeat())
return(CURRENT_AUTOREPEAT_SPELL);
else if (IsChanneledSpell(m_spellInfo))
return(CURRENT_CHANNELED_SPELL);
else
return(CURRENT_GENERIC_SPELL);
}
bool Spell::CheckTarget(Unit* target, uint32 eff)
{
// Check targets for creature type mask and remove not appropriate (skip explicit self target case, maybe need other explicit targets)
if(m_spellInfo->EffectImplicitTargetA[eff]!=TARGET_UNIT_CASTER)
{
if (!CheckTargetCreatureType(target))
return false;
}
// Check targets for not_selectable unit flag and remove
// A player can cast spells on his pet (or other controlled unit) though in any state
if (target != m_caster && target->GetCharmerOrOwnerGUID() != m_caster->GetGUID())
{
// any unattackable target skipped
if (target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE))
return false;
// unselectable targets skipped in all cases except TARGET_UNIT_NEARBY_ENTRY targeting
// in case TARGET_UNIT_NEARBY_ENTRY target selected by server always and can't be cheated
/*if( target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE) &&
m_spellInfo->EffectImplicitTargetA[eff] != TARGET_UNIT_NEARBY_ENTRY &&
m_spellInfo->EffectImplicitTargetB[eff] != TARGET_UNIT_NEARBY_ENTRY )
return false;*/
}
//Check player targets and remove if in GM mode or GM invisibility (for not self casting case)
if( target != m_caster && target->GetTypeId()==TYPEID_PLAYER)
{
if(((Player*)target)->GetVisibility()==VISIBILITY_OFF)
return false;
if(((Player*)target)->isGameMaster() && !IsPositiveSpell(m_spellInfo->Id))
return false;
}
//Do not check LOS for triggered spells
if(m_IsTriggeredSpell)
return true;
//Check targets for LOS visibility (except spells without range limitations )
switch(m_spellInfo->Effect[eff])
{
case SPELL_EFFECT_SUMMON_PLAYER: // from anywhere
break;
case SPELL_EFFECT_DUMMY:
if(m_spellInfo->Id!=20577) // Cannibalize
break;
//fall through
case SPELL_EFFECT_RESURRECT_NEW:
// player far away, maybe his corpse near?
if(target!=m_caster && !target->IsWithinLOSInMap(m_caster))
{
if(!m_targets.getCorpseTargetGUID())
return false;
Corpse *corpse = ObjectAccessor::GetCorpse(*m_caster,m_targets.getCorpseTargetGUID());
if(!corpse)
return false;
if(target->GetGUID()!=corpse->GetOwnerGUID())
return false;
if(!corpse->IsWithinLOSInMap(m_caster))
return false;
}
// all ok by some way or another, skip normal check
break;
default: // normal case
if(target!=m_caster && !target->IsWithinLOSInMap(m_caster))
return false;
break;
}
return true;
}
Unit* Spell::SelectMagnetTarget()
{
Unit* target = m_targets.getUnitTarget();
if(target && m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MAGIC && target->HasAuraType(SPELL_AURA_SPELL_MAGNET)) //Attributes & 0x10 what is this?
{
Unit::AuraList const& magnetAuras = target->GetAurasByType(SPELL_AURA_SPELL_MAGNET);
for(Unit::AuraList::const_iterator itr = magnetAuras.begin(); itr != magnetAuras.end(); ++itr)
{
if(Unit* magnet = (*itr)->GetCaster())
{
if((*itr)->m_procCharges>0)
{
(*itr)->SetAuraProcCharges((*itr)->m_procCharges-1);
target = magnet;
m_targets.setUnitTarget(target);
AddUnitTarget(target, 0);
uint64 targetGUID = target->GetGUID();
for(std::list<TargetInfo>::iterator ihit= m_UniqueTargetInfo.begin();ihit != m_UniqueTargetInfo.end();++ihit)
{
if (targetGUID == ihit->targetGUID) // Found in list
{
(*ihit).damage = target->GetHealth();
break;
}
}
break;
}
}
}
}
return target;
}
bool Spell::IsNeedSendToClient() const
{
return m_spellInfo->SpellVisual!=0 || IsChanneledSpell(m_spellInfo) ||
m_spellInfo->speed > 0.0f || !m_triggeredByAuraSpell && !m_IsTriggeredSpell;
}
bool Spell::HaveTargetsForEffect( uint8 effect ) const
{
for(std::list<TargetInfo>::const_iterator itr= m_UniqueTargetInfo.begin();itr != m_UniqueTargetInfo.end();++itr)
if(itr->effectMask & (1<<effect))
return true;
for(std::list<GOTargetInfo>::const_iterator itr= m_UniqueGOTargetInfo.begin();itr != m_UniqueGOTargetInfo.end();++itr)
if(itr->effectMask & (1<<effect))
return true;
for(std::list<ItemTargetInfo>::const_iterator itr= m_UniqueItemInfo.begin();itr != m_UniqueItemInfo.end();++itr)
if(itr->effectMask & (1<<effect))
return true;
return false;
}
SpellEvent::SpellEvent(Spell* spell) : BasicEvent()
{
m_Spell = spell;
}
SpellEvent::~SpellEvent()
{
if (m_Spell->getState() != SPELL_STATE_FINISHED)
m_Spell->cancel();
if (m_Spell->IsDeletable())
{
delete m_Spell;
}
else
{
sLog.outError("~SpellEvent: %s %u tried to delete non-deletable spell %u. Was not deleted, causes memory leak.",
(m_Spell->GetCaster()->GetTypeId()==TYPEID_PLAYER?"Player":"Creature"), m_Spell->GetCaster()->GetGUIDLow(),m_Spell->m_spellInfo->Id);
}
}
bool SpellEvent::Execute(uint64 e_time, uint32 p_time)
{
// update spell if it is not finished
if (m_Spell->getState() != SPELL_STATE_FINISHED)
m_Spell->update(p_time);
// check spell state to process
switch (m_Spell->getState())
{
case SPELL_STATE_FINISHED:
{
// spell was finished, check deletable state
if (m_Spell->IsDeletable())
{
// check, if we do have unfinished triggered spells
return(true); // spell is deletable, finish event
}
// event will be re-added automatically at the end of routine)
} break;
case SPELL_STATE_DELAYED:
{
// first, check, if we have just started
if (m_Spell->GetDelayStart() != 0)
{
// no, we aren't, do the typical update
// check, if we have channeled spell on our hands
if (IsChanneledSpell(m_Spell->m_spellInfo))
{
// evented channeled spell is processed separately, casted once after delay, and not destroyed till finish
// check, if we have casting anything else except this channeled spell and autorepeat
if (m_Spell->GetCaster()->IsNonMeleeSpellCasted(false, true, true))
{
// another non-melee non-delayed spell is casted now, abort
m_Spell->cancel();
}
// Check if target of channeled spell still in range
else if (m_Spell->CheckRange(false))
m_Spell->cancel();
else
{
// do the action (pass spell to channeling state)
m_Spell->handle_immediate();
}
// event will be re-added automatically at the end of routine)
}
else
{
// run the spell handler and think about what we can do next
uint64 t_offset = e_time - m_Spell->GetDelayStart();
uint64 n_offset = m_Spell->handle_delayed(t_offset);
if (n_offset)
{
// re-add us to the queue
m_Spell->GetCaster()->m_Events.AddEvent(this, m_Spell->GetDelayStart() + n_offset, false);
return(false); // event not complete
}
// event complete
// finish update event will be re-added automatically at the end of routine)
}
}
else
{
// delaying had just started, record the moment
m_Spell->SetDelayStart(e_time);
// re-plan the event for the delay moment
m_Spell->GetCaster()->m_Events.AddEvent(this, e_time + m_Spell->GetDelayMoment(), false);
return(false); // event not complete
}
} break;
default:
{
// all other states
// event will be re-added automatically at the end of routine)
} break;
}
// spell processing not complete, plan event on the next update interval
m_Spell->GetCaster()->m_Events.AddEvent(this, e_time + 1, false);
return(false); // event not complete
}
void SpellEvent::Abort(uint64 /*e_time*/)
{
// oops, the spell we try to do is aborted
if (m_Spell->getState() != SPELL_STATE_FINISHED)
m_Spell->cancel();
}
bool SpellEvent::IsDeletable() const
{
return m_Spell->IsDeletable();
}
bool Spell::IsValidSingleTargetEffect(Unit const* target, Targets type) const
{
switch(type)
{
case TARGET_UNIT_TARGET_ENEMY:
return !m_caster->IsFriendlyTo(target);
case TARGET_UNIT_TARGET_ALLY:
case TARGET_UNIT_PARTY_TARGET:
return m_caster->IsFriendlyTo(target);
case TARGET_UNIT_TARGET_PARTY:
return m_caster != target && m_caster->IsInPartyWith(target);
case TARGET_UNIT_TARGET_RAID:
return m_caster->IsInRaidWith(target);
}
return true;
}
bool Spell::IsValidSingleTargetSpell(Unit const* target) const
{
for(int i = 0; i < 3; ++i)
{
if(!IsValidSingleTargetEffect(target, Targets(m_spellInfo->EffectImplicitTargetA[i])))
return false;
// Need to check B?
//if(!IsValidSingleTargetEffect(m_spellInfo->EffectImplicitTargetB[i], target)
// return false;
}
return true;
}
void Spell::CalculateDamageDoneForAllTargets()
{
float multiplier[3];
for(int i = 0; i < 3; ++i)
{
if ( m_applyMultiplierMask & (1 << i) )
{
// Get multiplier
multiplier[i] = m_spellInfo->DmgMultiplier[i];
// Apply multiplier mods
if(m_originalCaster)
if(Player* modOwner = m_originalCaster->GetSpellModOwner())
modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_EFFECT_PAST_FIRST, multiplier[i], this);
}
}
for(std::list<TargetInfo>::iterator ihit= m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
{
TargetInfo &target = *ihit;
uint32 mask = target.effectMask;
if(!mask)
continue;
Unit* unit = m_caster->GetGUID()==target.targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, target.targetGUID);
if (!unit)
continue;
if (target.missCondition==SPELL_MISS_NONE) // In case spell hit target, do all effect on that target
target.damage += CalculateDamageDone(unit, mask, multiplier);
else if (target.missCondition == SPELL_MISS_REFLECT) // In case spell reflect from target, do all effect on caster (if hit)
{
if (target.reflectResult == SPELL_MISS_NONE) // If reflected spell hit caster -> do all effect on him
target.damage += CalculateDamageDone(m_caster, mask, multiplier);
}
}
}
int32 Spell::CalculateDamageDone(Unit *unit, const uint32 effectMask, float *multiplier)
{
int32 damageDone = 0;
unitTarget = unit;
for(uint32 i = 0; i < 3; ++i)
{
if (effectMask & (1<<i))
{
m_damage = 0;
damage = CalculateDamage(i, NULL);
switch(m_spellInfo->Effect[i])
{
case SPELL_EFFECT_SCHOOL_DAMAGE:
SpellDamageSchoolDmg(i);
break;
case SPELL_EFFECT_WEAPON_DAMAGE:
case SPELL_EFFECT_WEAPON_DAMAGE_NOSCHOOL:
case SPELL_EFFECT_NORMALIZED_WEAPON_DMG:
case SPELL_EFFECT_WEAPON_PERCENT_DAMAGE:
SpellDamageWeaponDmg(i);
break;
case SPELL_EFFECT_HEAL:
SpellDamageHeal(i);
break;
}
if(m_damage > 0)
{
if(IsAreaEffectTarget[m_spellInfo->EffectImplicitTargetA[i]] || IsAreaEffectTarget[m_spellInfo->EffectImplicitTargetB[i]])
{
if(int32 reducedPct = unit->GetMaxNegativeAuraModifier(SPELL_AURA_MOD_AOE_DAMAGE_AVOIDANCE))
m_damage = m_damage * (100 + reducedPct) / 100;
}
}
if(m_applyMultiplierMask & (1 << i))
{
m_damage *= m_damageMultipliers[i];
m_damageMultipliers[i] *= multiplier[i];
}
damageDone += m_damage;
}
}
return damageDone;
}
void Spell::SetSpellValue(SpellValueMod mod, int32 value)
{
switch(mod)
{
case SPELLVALUE_BASE_POINT0:
m_spellValue->EffectBasePoints[0] = value - int32(m_spellInfo->EffectBaseDice[0]);
m_currentBasePoints[0] = m_spellValue->EffectBasePoints[0]; //this should be removed in the future
break;
case SPELLVALUE_BASE_POINT1:
m_spellValue->EffectBasePoints[1] = value - int32(m_spellInfo->EffectBaseDice[1]);
m_currentBasePoints[1] = m_spellValue->EffectBasePoints[1];
break;
case SPELLVALUE_BASE_POINT2:
m_spellValue->EffectBasePoints[2] = value - int32(m_spellInfo->EffectBaseDice[2]);
m_currentBasePoints[2] = m_spellValue->EffectBasePoints[2];
break;
case SPELLVALUE_MAX_TARGETS:
m_spellValue->MaxAffectedTargets = (uint32)value;
break;
}
}