Files
TrinityCore/src/server/game/Spells/Spell.cpp
XTZGZoReX 946adf469c *** New core <-> script library interface - complete rewrite of the old one.
* Removed the misdesigned on_events script/hooks.
* Lots of related cleanups and assertions.
* The interface is now fully object-oriented.
** Scripts no longer use function pointers.
** Scripts no longer use the general-purpose Script struct for everything.
** Script types are split into separate classes which must be inherited depending on what functionality is desired.
* Several script types have been added to allow extending functionality in a code-only manner (some script types require
  assignment in the recently added ScriptName columns in the database, though).
** SpellHandlerScript: Wrapper around spell scripts (returns new SpellScript objects (`spell_script_names`.`ScriptName`)).
** ServerScript: Allows scripting events that occur in the network layer.
** WorldScript: Allows scripting certain world-global events.
** FormulaScript: Allows hooking and interfering with core formulas.
** *MapScript: Allows hooking different map types (including world, instance, and battleground maps (`instance_template`.`ScriptName`)).
** ItemScript: Allows scripting of items (like the old interface (`item_template`.`ScriptName`)).
** CreatureScript: Allows scripting of creatures/AI (like the old interface (`creature_template`.`ScriptName`)).
** GameObjectScript: Allows scripting of gameobjects (like the old interface (`gameobject_template`.`ScriptName`)).
** AreaTriggerScript: Allows scripting triggered area triggers (like the old interface (`areatrigger_scripts`.`ScriptName`)).
** OutdoorPvPScript: Script which should return OutdoorPvP objects for use by OutdoorPvPMgr (`outdoorpvp_template`.`ScriptName`).
** CommandScript: Allows extending the in-core command table.
** WeatherScript: Allows scripting of weather changes (`game_weather`.`ScriptName`).
** AuctionHouseScript: Allows scripting of auction events.
** ConditionScript: Allows scripting of conditions (`conditions`.`ScriptName`).
** DynamicObjectScript: Allows scripting of dynamicobjects.
** TransportScript: Allows scripting of transport events (`transports`.`ScriptName`).
* OutdoorPvP objects are now created through scripts. This effectively means that they'll need to be moved to scripts
  before the they're functional again.
* The whole idea with this new interface is to allow expanding core functionality without touching core code. If further
  hooks are needed to expand functionality of the core, let us know; we'll add them, if we agree that it is appropriate
  to do so.
*** NOTE: The scripts project will _not_ build before it has been adapted to the new interface.
*** Thanks to everyone who helped out with related preparations and suggestions!

--HG--
branch : trunk
2010-08-06 19:23:43 +02:00

7192 lines
281 KiB
C++

/*
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* Copyright (C) 2008-2010 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 "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 "Totem.h"
#include "Spell.h"
#include "DynamicObject.h"
#include "Group.h"
#include "UpdateData.h"
#include "MapManager.h"
#include "ObjectAccessor.h"
#include "CellImpl.h"
#include "SharedDefines.h"
#include "LootMgr.h"
#include "VMapFactory.h"
#include "BattleGround.h"
#include "Util.h"
#include "TemporarySummon.h"
#include "Vehicle.h"
#include "SpellAuraEffects.h"
#include "ScriptMgr.h"
#include "ConditionMgr.h"
#include "DisableMgr.h"
#include "SpellScript.h"
#define SPELL_CHANNEL_UPDATE_INTERVAL (1 * IN_MILLISECONDS)
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_elevation(0), m_speed(0)
{
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_srcPos.Relocate(0,0,0,0);
m_dstPos.Relocate(0,0,0,0);
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_srcPos.Relocate(x, y, z);
m_targetMask |= TARGET_FLAG_SOURCE_LOCATION;
}
void SpellCastTargets::setSrc(Position *pos)
{
if (pos)
{
m_srcPos.Relocate(pos);
m_targetMask |= TARGET_FLAG_SOURCE_LOCATION;
}
}
void SpellCastTargets::setDst(float x, float y, float z, float orientation, uint32 mapId)
{
m_dstPos.Relocate(x, y, z, orientation);
m_targetMask |= TARGET_FLAG_DEST_LOCATION;
if (mapId != MAPID_INVALID)
m_dstPos.m_mapId = mapId;
}
void SpellCastTargets::setDst(Position *pos)
{
if (pos)
{
m_dstPos.Relocate(pos);
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::setTradeItemTarget(Player* caster)
{
m_itemTargetGUID = uint64(TRADE_SLOT_NONTRADED);
m_itemTargetEntry = 0;
m_targetMask |= TARGET_FLAG_TRADE_ITEM;
Update(caster);
}
void SpellCastTargets::setCorpseTarget(Corpse* corpse)
{
m_CorpseTargetGUID = corpse->GetGUID();
}
void SpellCastTargets::Update(Unit* caster)
{
m_GOTarget = m_GOTargetGUID ? caster->GetMap()->GetGameObject(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)
{
Player *player = caster->ToPlayer();
if (m_targetMask & TARGET_FLAG_ITEM)
m_itemTarget = player->GetItemByGuid(m_itemTargetGUID);
else if (m_targetMask & TARGET_FLAG_TRADE_ITEM)
if (m_itemTargetGUID == TRADE_SLOT_NONTRADED) // here it is not guid but slot. Also prevents hacking slots
if (TradeData* pTrade = player->GetTradeData())
m_itemTarget = pTrade->GetTraderData()->GetItem(TRADE_SLOT_NONTRADED);
if (m_itemTarget)
m_itemTargetEntry = m_itemTarget->GetEntry();
}
}
bool SpellCastTargets::read (WorldPacket * data, Unit *caster)
{
if (data->rpos() + 4 > data->size())
return false;
uint8 clientCastFlags;
*data >> clientCastFlags;
*data >> m_targetMask;
//sLog.outDebug("Spell read, target mask = %u", m_targetMask);
if (m_targetMask == TARGET_FLAG_SELF)
return true;
if (m_targetMask & (TARGET_FLAG_UNIT | TARGET_FLAG_UNK17))
{
if (!data->readPackGUID(m_unitTargetGUID))
return false;
}
if(m_targetMask & (TARGET_FLAG_OBJECT))
{
if (!data->readPackGUID(m_GOTargetGUID))
return false;
}
if(m_targetMask & (TARGET_FLAG_ITEM | TARGET_FLAG_TRADE_ITEM))
{
if (caster->GetTypeId() != TYPEID_PLAYER)
return false;
if (!data->readPackGUID(m_itemTargetGUID))
return false;
}
if(m_targetMask & (TARGET_FLAG_CORPSE | TARGET_FLAG_PVP_CORPSE))
{
if (!data->readPackGUID(m_CorpseTargetGUID))
return false;
}
if (m_targetMask & TARGET_FLAG_SOURCE_LOCATION)
{
uint64 relativePositionObjGUID;
if (!data->readPackGUID(relativePositionObjGUID))
return false;
*data >> m_srcPos.PositionXYZStream();
if (!m_srcPos.IsPositionValid())
return false;
}
else
m_srcPos.Relocate(caster);
if (m_targetMask & TARGET_FLAG_DEST_LOCATION)
{
uint64 relativePositionObjGUID;
if (!data->readPackGUID(relativePositionObjGUID))
return false;
*data >> m_dstPos.PositionXYZStream();
if (!m_dstPos.IsPositionValid())
return false;
}
else
m_dstPos.Relocate(caster);
if(m_targetMask & TARGET_FLAG_STRING)
{
if (data->rpos() + 1 > data->size())
return false;
*data >> m_strTarget;
}
// some spell cast packet including more data (for projectiles?)
if (clientCastFlags & 0x02)
{
// not sure about these two
*data >> m_elevation;
*data >> m_speed;
uint8 hasMovementInfo;
*data >> hasMovementInfo; // bool
if (hasMovementInfo)
{
data->read_skip<uint32>(); // MSG_MOVE_STOP - hardcoded in client
uint64 guid = 0; // guid - unused
if (!data->readPackGUID(guid))
return false;
data->rpos(data->wpos()); // prevent spam at ignore packet
//MovementInfo movementInfo;
//ReadMovementInfo(*data, &movementInfo);
}
}
// 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_UNK17))
{
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)
{
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 << uint8(0); // relative position guid here - transport for example
*data << m_srcPos.PositionXYZStream();
}
if (m_targetMask & TARGET_FLAG_DEST_LOCATION)
{
*data << uint8(0); // relative position guid here - transport for example
*data << m_dstPos.PositionXYZStream();
}
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(spellmgr.GetSpellForDifficultyFromSpell(info, Caster)), 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_needComboPoints = NeedsComboPoints(m_spellInfo);
m_comboPointGain = 0;
m_delayStart = 0;
m_delayAtDamageCount = 0;
m_applyMultiplierMask = 0;
m_effectMask = 0;
m_auraScaleMask = 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 = IsRangedWeaponSpell(m_spellInfo) ? RANGED_ATTACK : BASE_ATTACK;
break;
default:
// Wands
if (m_spellInfo->AttributesEx2 & SPELL_ATTR_EX2_AUTOREPEAT_FLAG)
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 = m_caster->ToPlayer()->GetWeaponForAttack(RANGED_ATTACK))
m_spellSchoolMask = SpellSchoolMask(1 << pItem->GetProto()->Damage[0].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_spellInfo->EffectBasePoints[i];
m_spellState = SPELL_STATE_NULL;
m_TriggerSpells.clear();
m_IsTriggeredSpell = triggered;
m_CastItem = NULL;
unitTarget = NULL;
itemTarget = NULL;
gameObjTarget = NULL;
focusObject = NULL;
m_cast_count = 0;
m_glyphIndex = 0;
m_preCastSpell = 0;
m_triggeredByAuraSpell = NULL;
m_spellAura = NULL;
//Auto Shot & Shoot (wand)
m_autoRepeat = IsAutoRepeatRangedSpell(m_spellInfo);
m_runesState = 0;
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 & SPELL_ATTR_EX2_CANT_REFLECTED))
{
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()
{
// unload scripts
while(!m_loadedScripts.empty())
{
std::list<SpellScript *>::iterator itr = m_loadedScripts.begin();
(*itr)->Unload();
delete (*itr);
m_loadedScripts.erase(itr);
}
if (m_referencedFromCurrentSpell && m_selfContainer && *m_selfContainer == this)
{
// Clean the reference to avoid later crash.
// If this error is repeating, we may have to add an ASSERT to better track down how we get into this case.
sLog.outError("SPELL: deleting spell for spell ID %u. However, spell still referenced.", m_spellInfo->Id);
*m_selfContainer = NULL;
}
if (m_caster && m_caster->GetTypeId() == TYPEID_PLAYER)
ASSERT(m_caster->ToPlayer()->m_spellModTakingSpell != this);
delete m_spellValue;
}
template<typename T>
WorldObject* Spell::FindCorpseUsing()
{
// non-standard target selection
float max_range = GetSpellMaxRange(m_spellInfo, false);
CellPair p(Trinity::ComputeCellPair(m_caster->GetPositionX(), m_caster->GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
WorldObject* result = NULL;
T u_check(m_caster, max_range);
Trinity::WorldObjectSearcher<T> searcher(m_caster, result, u_check);
TypeContainerVisitor<Trinity::WorldObjectSearcher<T>, GridTypeMapContainer > grid_searcher(searcher);
cell.Visit(p, grid_searcher, *m_caster->GetMap(), *m_caster, max_range);
if (!result)
{
TypeContainerVisitor<Trinity::WorldObjectSearcher<T>, WorldTypeMapContainer > world_searcher(searcher);
cell.Visit(p, world_searcher, *m_caster->GetMap(), *m_caster, max_range);
}
return result;
}
void Spell::SelectSpellTargets()
{
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 = 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)
SelectEffectTargets(i, targetA);
if (targetB) // In very rare case !A && B
SelectEffectTargets(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)
{
if (!GetSpellMaxRangeForFriend(sSpellRangeStore.LookupEntry(m_spellInfo->rangeIndex)))
{
AddUnitTarget(m_caster, i);
continue;
}
// 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
case 54044: // Carrion Feeder
{
WorldObject* result = NULL;
if (m_spellInfo->Id == 20577)
result = FindCorpseUsing<Trinity::CannibalizeObjectCheck>();
else
result = FindCorpseUsing<Trinity::CarrionFeederObjectCheck>();
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)
m_caster->ToPlayer()->RemoveSpellCooldown(m_spellInfo->Id, true);
SendCastResult(SPELL_FAILED_NO_EDIBLE_CORPSES);
finish(false);
}
break;
}
default:
if (m_targets.getUnitTarget())
AddUnitTarget(m_targets.getUnitTarget(), i);
else
AddUnitTarget(m_caster, i);
break;
}
break;
}
case SPELL_EFFECT_BIND:
case SPELL_EFFECT_RESURRECT:
case SPELL_EFFECT_CREATE_ITEM:
case SPELL_EFFECT_TRIGGER_SPELL:
case SPELL_EFFECT_SKILL_STEP:
case SPELL_EFFECT_PROFICIENCY:
case SPELL_EFFECT_SUMMON_OBJECT_WILD:
case SPELL_EFFECT_SELF_RESURRECT:
case SPELL_EFFECT_REPUTATION:
case SPELL_EFFECT_LEARN_SPELL:
case SPELL_EFFECT_SEND_TAXI:
if (m_targets.getUnitTarget())
AddUnitTarget(m_targets.getUnitTarget(), i);
// Triggered spells have additional spell targets - cast them even if no explicit unit target is given (required for spell 50516 for example)
else if (m_spellInfo->Effect[i] == SPELL_EFFECT_TRIGGER_SPELL)
AddUnitTarget(m_caster, i);
break;
case SPELL_EFFECT_SUMMON_PLAYER:
if (m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->ToPlayer()->GetSelection())
{
Player* target = objmgr.GetPlayer(m_caster->ToPlayer()->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_APPLY_GLYPH:
case SPELL_EFFECT_STUCK:
case SPELL_EFFECT_FEED_PET:
case SPELL_EFFECT_DESTROY_ALL_TOTEMS:
case SPELL_EFFECT_KILL_CREDIT2: // only one spell: 42793
AddUnitTarget(m_caster, i);
break;
case SPELL_EFFECT_LEARN_PET_SPELL:
if (Guardian* pet = m_caster->GetGuardianPet())
AddUnitTarget(pet, i);
break;
/*case SPELL_EFFECT_ENCHANT_ITEM:
case SPELL_EFFECT_ENCHANT_ITEM_TEMPORARY:
case SPELL_EFFECT_ENCHANT_ITEM_PRISMATIC:
case SPELL_EFFECT_DISENCHANT:
case SPELL_EFFECT_PROSPECTING:
case SPELL_EFFECT_MILLING:
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)
SelectEffectTargets(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:
AddUnitTarget(m_caster, i);
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;
}
}
}
else if (m_auraScaleMask)
{
bool checkLvl = !m_UniqueTargetInfo.empty();
for (std::list<TargetInfo>::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end();)
{
// remove targets which did not pass min level check
if (m_auraScaleMask && ihit->effectMask == m_auraScaleMask)
{
// Do not check for selfcast
if (!ihit->scaleAura && ihit->targetGUID != m_caster->GetGUID())
{
m_UniqueTargetInfo.erase(ihit++);
continue;
}
}
++ihit;
}
if (checkLvl && m_UniqueTargetInfo.empty())
{
SendCastResult(SPELL_FAILED_LOWLEVEL);
finish(false);
}
}
}
if (m_targets.HasDst())
{
if (m_targets.HasTraj())
{
float speed = m_targets.GetSpeedXY();
if (speed > 0.0f)
m_delayMoment = (uint64)floor(m_targets.GetDist2d() / speed * 1000.0f);
}
else if (m_spellInfo->speed > 0.0f)
{
float dist = m_caster->GetDistance(m_targets.m_dstPos);
m_delayMoment = (uint64) floor(dist / m_spellInfo->speed * 1000.0f);
}
}
}
void Spell::prepareDataForTriggerSystem(AuraEffect const * /*triggeredByAura*/)
{
//==========================================================================================
// Now fill data for trigger system, need know:
// can spell trigger another or not (m_canTrigger)
// Create base triggers flags for Attacker and Victim (m_procAttacker, m_procVictim and m_procEx)
//==========================================================================================
m_procVictim = m_procAttacker = 0;
// 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;
if (m_attackType == OFF_ATTACK)
m_procAttacker |= PROC_FLAG_SUCCESSFUL_OFFHAND_HIT;
m_procVictim = PROC_FLAG_TAKEN_MELEE_SPELL_HIT;
break;
case SPELL_DAMAGE_CLASS_RANGED:
// Auto attack
if (m_spellInfo->AttributesEx2 & SPELL_ATTR_EX2_AUTOREPEAT_FLAG)
{
m_procAttacker = PROC_FLAG_SUCCESSFUL_RANGED_HIT;
m_procVictim = PROC_FLAG_TAKEN_RANGED_HIT;
}
else // Ranged spell attack
{
m_procAttacker = PROC_FLAG_SUCCESSFUL_RANGED_SPELL_HIT;
m_procVictim = PROC_FLAG_TAKEN_RANGED_SPELL_HIT;
}
break;
default:
if (m_spellInfo->EquippedItemClass == ITEM_CLASS_WEAPON &&
m_spellInfo->EquippedItemSubClassMask & (1<<ITEM_SUBCLASS_WEAPON_WAND)
&& m_spellInfo->AttributesEx2 & SPELL_ATTR_EX2_AUTOREPEAT_FLAG) // Wands auto attack
{
m_procAttacker = PROC_FLAG_SUCCESSFUL_RANGED_HIT;
m_procVictim = PROC_FLAG_TAKEN_RANGED_HIT;
}
// For other spells trigger procflags are set in Spell::DoAllEffectOnTarget
// Because spell positivity is dependant on target
}
m_procEx= PROC_EX_NONE;
// Hunter trap spells - activation proc for Lock and Load, Entrapment and Misdirection
if (m_spellInfo->SpellFamilyName == SPELLFAMILY_HUNTER &&
(m_spellInfo->SpellFamilyFlags[0] & 0x18 || // Freezing and Frost Trap, Freezing Arrow
m_spellInfo->Id == 57879 || // Snake Trap - done this way to avoid double proc
m_spellInfo->SpellFamilyFlags[2] & 0x00024000)) // Explosive and Immolation Trap
m_procAttacker |= PROC_FLAG_ON_TRAP_ACTIVATION;
/*
Effects which are result of aura proc from triggered spell cannot proc
to prevent chain proc of these spells
*/
switch (m_spellInfo->SpellFamilyName)
{
case SPELLFAMILY_MAGE:
{
// Blizzard - trigger as DOT
if (m_spellInfo->SpellFamilyFlags[0] & 0x80)
{
m_procAttacker = PROC_FLAG_ON_DO_PERIODIC;
m_procVictim = PROC_FLAG_ON_TAKE_PERIODIC;
}
break;
}
case SPELLFAMILY_WARLOCK:
{
// For Hellfire Effect / Rain of Fire - trigger as DOT
if (m_spellInfo->SpellFamilyFlags[0] & 0x60)
{
m_procAttacker = PROC_FLAG_ON_DO_PERIODIC;
m_procVictim = PROC_FLAG_ON_TAKE_PERIODIC;
}
break;
}
case SPELLFAMILY_HUNTER:
{
// Volley - trigger as DOT
if (m_spellInfo->SpellFamilyFlags[0] & 0x0002000)
{
m_procAttacker = PROC_FLAG_ON_DO_PERIODIC;
m_procVictim = PROC_FLAG_ON_TAKE_PERIODIC;
}
break;
}
case SPELLFAMILY_DRUID:
{
// Hurricane - trigger as DOT
if (m_spellInfo->SpellFamilyFlags[0] & 0x0400000)
{
m_procAttacker = PROC_FLAG_ON_DO_PERIODIC;
m_procVictim = PROC_FLAG_ON_TAKE_PERIODIC;
}
break;
}
}
// Ranged autorepeat attack is set as triggered spell - ignore it
if (!(m_procAttacker & PROC_FLAG_SUCCESSFUL_RANGED_HIT))
{
if (m_IsTriggeredSpell &&
(m_spellInfo->AttributesEx2 & SPELL_ATTR_EX2_TRIGGERED_CAN_TRIGGER ||
m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_TRIGGERED_CAN_TRIGGER_2))
m_procEx |= PROC_EX_INTERNAL_CANT_PROC;
else if (m_IsTriggeredSpell)
m_procEx |= PROC_EX_INTERNAL_TRIGGERED;
}
// Totem casts require spellfamilymask defined in spell_proc_event to proc
if (m_originalCaster && m_caster != m_originalCaster && m_caster->GetTypeId() == TYPEID_UNIT && m_caster->ToCreature()->isTotem() && m_caster->IsControlledByPlayer())
{
m_procEx |= PROC_EX_INTERNAL_REQ_FAMILY;
}
}
void Spell::CleanupTargetList()
{
m_UniqueTargetInfo.clear();
m_UniqueGOTargetInfo.clear();
m_UniqueItemInfo.clear();
m_delayMoment = 0;
}
void Spell::AddUnitTarget(Unit* pVictim, uint32 effIndex)
{
if (m_spellInfo->Effect[effIndex] == 0)
return;
if (!CheckTarget(pVictim, effIndex))
return;
// Check for effect immune skip if immuned
bool immuned = pVictim->IsImmunedToSpellEffect(m_spellInfo, effIndex);
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
{
if (!immuned)
ihit->effectMask |= 1 << effIndex; // Add only effect mask if not immuned
ihit->scaleAura = false;
if (m_auraScaleMask && ihit->effectMask == m_auraScaleMask && m_caster != pVictim)
{
SpellEntry const * auraSpell = sSpellStore.LookupEntry(spellmgr.GetFirstSpellInChain(m_spellInfo->Id));
if ((pVictim->getLevel() + 10) >= auraSpell->spellLevel)
ihit->scaleAura = true;
}
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 = immuned ? 0 : 1 << effIndex; // Store index of effect if not immuned
target.processed = false; // Effects not apply on target
target.alive = pVictim->isAlive();
target.damage = 0;
target.crit = false;
target.scaleAura = false;
if (m_auraScaleMask && target.effectMask == m_auraScaleMask && m_caster != pVictim)
{
SpellEntry const * auraSpell = sSpellStore.LookupEntry(spellmgr.GetFirstSpellInChain(m_spellInfo->Id));
if ((pVictim->getLevel() + 10) >= auraSpell->spellLevel)
target.scaleAura = true;
}
// 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;
// Spell have speed - need calculate incoming time
// Incoming time is zero for self casts. At least I think so.
if (m_spellInfo->speed > 0.0f && m_caster != pVictim)
{
// 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)
{
if (Unit* unit = m_caster->GetGUID() == unitGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, unitGUID))
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;
// Add target to list
m_UniqueGOTargetInfo.push_back(target);
}
void Spell::AddGOTarget(uint64 goGUID, uint32 effIndex)
{
GameObject* go = m_caster->GetMap()->GetGameObject(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::DoAllEffectOnTarget(TargetInfo *target)
{
if (!target || target->processed)
return;
target->processed = true; // Target checked in apply effects procedure
// Get mask of effects for target
uint8 mask = target->effectMask;
Unit* unit = m_caster->GetGUID() == target->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster,target->targetGUID);
if (!unit)
{
uint8 farMask = 0;
// create far target mask
for(uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
{
if (IsFarUnitTargetEffect(m_spellInfo->Effect[i]))
if ((1<<i) & mask)
farMask |= (1<<i);
}
if (!farMask)
return;
// find unit in world
unit = ObjectAccessor::FindUnit(target->targetGUID);
if (!unit)
return;
// do far effects on the unit
// can't use default call because of threading, do stuff as fast as possible
for(uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
{
if (farMask & (1<<i))
HandleEffects(unit,NULL,NULL,i);
}
return;
}
if (unit->isAlive() != target->alive)
return;
// Get original caster (if exist) and calculate damage/healing from him data
Unit *caster = m_originalCaster ? 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 = m_procEx;
m_spellAura = NULL; // Set aura to null for every target-make sure that pointer is not used for unit without aura applied
//Spells with this flag cannot trigger if effect is casted on self
// Slice and Dice, relentless strikes, eviscerate
bool canEffectTrigger = unitTarget->CanProc() && (m_spellInfo->AttributesEx4 & (SPELL_ATTR_EX4_CANT_PROC_FROM_SELFCAST) ? m_caster != unitTarget : true);
Unit * spellHitTarget = NULL;
if (missInfo == SPELL_MISS_NONE) // In case spell hit target, do all effect on that target
spellHitTarget = unit;
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
{
spellHitTarget = m_caster;
if (m_caster->GetTypeId() == TYPEID_UNIT)
m_caster->ToCreature()->LowerPlayerDamageReq(target->damage);
}
}
if (spellHitTarget)
{
SpellMissInfo missInfo = DoSpellHitOnUnit(spellHitTarget, mask, target->scaleAura);
if (missInfo != SPELL_MISS_NONE)
{
if (missInfo != SPELL_MISS_MISS)
m_caster->SendSpellMiss(unit, m_spellInfo->Id, missInfo);
m_damage = 0;
spellHitTarget = NULL;
}
}
// Do not take combo points on dodge and miss
if (m_needComboPoints && m_targets.getUnitTargetGUID() == target->targetGUID)
if (missInfo != SPELL_MISS_NONE)
m_needComboPoints = false;
// Trigger info was not filled in spell::preparedatafortriggersystem - we do it now
if (canEffectTrigger && !procAttacker && !procVictim)
{
bool positive = true;
if (m_damage > 0)
positive = false;
else if (!m_healing)
{
for (uint8 i = 0; i< MAX_SPELL_EFFECTS; ++i)
// If at least one effect negative spell is negative hit
if (mask & (1<<i) && !IsPositiveEffect(m_spellInfo->Id, i))
{
positive = false;
break;
}
}
switch(m_spellInfo->DmgClass)
{
case SPELL_DAMAGE_CLASS_MAGIC:
if (positive)
{
procAttacker |= PROC_FLAG_SUCCESSFUL_POSITIVE_MAGIC_SPELL;
procVictim |= PROC_FLAG_TAKEN_POSITIVE_MAGIC_SPELL;
}
else
{
procAttacker |= PROC_FLAG_SUCCESSFUL_NEGATIVE_MAGIC_SPELL;
procVictim |= PROC_FLAG_TAKEN_NEGATIVE_MAGIC_SPELL;
}
break;
case SPELL_DAMAGE_CLASS_NONE:
if (positive)
{
procAttacker |= PROC_FLAG_SUCCESSFUL_POSITIVE_SPELL_HIT;
procVictim |= PROC_FLAG_TAKEN_POSITIVE_SPELL;
}
else
{
procAttacker |= PROC_FLAG_SUCCESSFUL_NEGATIVE_SPELL_HIT;
procVictim |= PROC_FLAG_TAKEN_NEGATIVE_SPELL_HIT;
}
break;
}
}
// All calculated do it!
// Do healing and triggers
if (m_healing > 0)
{
bool crit = caster->isSpellCrit(unitTarget, m_spellInfo, m_spellSchoolMask);
uint32 addhealth = m_healing;
if (crit)
{
procEx |= PROC_EX_CRITICAL_HIT;
addhealth = caster->SpellCriticalHealingBonus(m_spellInfo, addhealth, NULL);
}
else
procEx |= PROC_EX_NORMAL_HIT;
// Do triggers for unit (reflect triggers passed on hit phase for correct drop charge)
if (canEffectTrigger && missInfo != SPELL_MISS_REFLECT)
caster->ProcDamageAndSpell(unitTarget, procAttacker, procVictim, procEx, addhealth, m_attackType, m_spellInfo, m_triggeredByAuraSpell);
int32 gain = caster->DealHeal(unitTarget, addhealth, m_spellInfo, crit);
unitTarget->getHostileRefManager().threatAssist(caster, float(gain) * 0.5f, m_spellInfo);
}
// 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, m_attackType, target->crit);
caster->DealDamageMods(damageInfo.target,damageInfo.damage,&damageInfo.absorb);
// 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 (canEffectTrigger && missInfo != SPELL_MISS_REFLECT)
{
caster->ProcDamageAndSpell(unitTarget, procAttacker, procVictim, procEx, damageInfo.damage, m_attackType, m_spellInfo, m_triggeredByAuraSpell);
if (caster->GetTypeId() == TYPEID_PLAYER && (m_spellInfo->Attributes & SPELL_ATTR_STOP_ATTACK_TARGET) == 0 &&
(m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MELEE || m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_RANGED))
caster->ToPlayer()->CastItemCombatSpell(unitTarget, m_attackType, procVictim, procEx);
}
caster->DealSpellDamage(&damageInfo, true);
// Haunt
if (m_spellInfo->SpellFamilyName == SPELLFAMILY_WARLOCK && m_spellInfo->SpellFamilyFlags[1] & 0x40000 && m_spellAura && m_spellAura->GetEffect(1))
{
AuraEffect * aurEff = m_spellAura->GetEffect(1);
aurEff->SetAmount(aurEff->GetAmount() * damageInfo.damage / 100);
}
}
// 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 (canEffectTrigger && missInfo != SPELL_MISS_REFLECT)
caster->ProcDamageAndSpell(unit, procAttacker, procVictim, procEx, 0, m_attackType, m_spellInfo, m_triggeredByAuraSpell);
// Failed Pickpocket, reveal rogue
if (missInfo == SPELL_MISS_RESIST
&& m_customAttr & SPELL_ATTR_CU_PICKPOCKET
&& unitTarget->GetTypeId() == TYPEID_UNIT)
{
m_caster->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TALK);
if (unitTarget->ToCreature()->IsAIEnabled)
unitTarget->ToCreature()->AI()->AttackStart(m_caster);
}
}
if (m_caster && !m_caster->IsFriendlyTo(unit) && !IsPositiveSpell(m_spellInfo->Id))
{
m_caster->CombatStart(unit, !(m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_NO_INITIAL_AGGRO));
if (m_customAttr & SPELL_ATTR_CU_AURA_CC)
if (!unit->IsStandState())
unit->SetStandState(UNIT_STAND_STATE_STAND);
}
if (spellHitTarget)
{
//AI functions
if (spellHitTarget->GetTypeId() == TYPEID_UNIT)
{
if (spellHitTarget->ToCreature()->IsAIEnabled)
spellHitTarget->ToCreature()->AI()->SpellHit(m_caster, m_spellInfo);
// cast at creature (or GO) quest objectives update at successful cast finished (+channel finished)
// ignore pets or autorepeat/melee casts for speed (not exist quest for spells (hm...)
if (m_originalCaster && m_originalCaster->IsControlledByPlayer() && !spellHitTarget->ToCreature()->isPet() && !IsAutoRepeat() && !IsNextMeleeSwingSpell() && !IsChannelActive())
if (Player* p = m_originalCaster->GetCharmerOrOwnerPlayerOrPlayerItself())
p->CastedCreatureOrGO(spellHitTarget->GetEntry(),spellHitTarget->GetGUID(),m_spellInfo->Id);
}
if (m_caster && m_caster->GetTypeId() == TYPEID_UNIT && m_caster->ToCreature()->IsAIEnabled)
m_caster->ToCreature()->AI()->SpellHitTarget(spellHitTarget, m_spellInfo);
// Needs to be called after dealing damage/healing to not remove breaking on damage auras
DoTriggersOnSpellHit(spellHitTarget);
// if target is fallged for pvp also flag caster if a player
if (unit->IsPvP())
{
if (m_caster->GetTypeId() == TYPEID_PLAYER)
m_caster->ToPlayer()->UpdatePvP(true);
}
}
}
SpellMissInfo Spell::DoSpellHitOnUnit(Unit *unit, const uint32 effectMask, bool scaleAura)
{
if (!unit || !effectMask)
return SPELL_MISS_EVADE;
// Recheck immune (only for delayed spells)
if (m_spellInfo->speed && (unit->IsImmunedToDamage(m_spellInfo) || unit->IsImmunedToSpell(m_spellInfo)))
return SPELL_MISS_IMMUNE;
if (unit->GetTypeId() == TYPEID_PLAYER)
{
unit->ToPlayer()->GetAchievementMgr().StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_SPELL_TARGET, m_spellInfo->Id);
unit->ToPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET, m_spellInfo->Id);
unit->ToPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2, m_spellInfo->Id);
}
if (m_caster->GetTypeId() == TYPEID_PLAYER)
{
m_caster->ToPlayer()->GetAchievementMgr().StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_SPELL_CASTER, m_spellInfo->Id);
m_caster->ToPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL2, m_spellInfo->Id, 0, unit);
}
if (m_caster != unit)
{
// Recheck UNIT_FLAG_NON_ATTACKABLE for delayed spells
if (m_spellInfo->speed > 0.0f &&
unit->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE) &&
unit->GetCharmerOrOwnerGUID() != m_caster->GetGUID())
{
return SPELL_MISS_EVADE;
}
if (!m_caster->IsFriendlyTo(unit))
{
// reset damage to 0 if target has Invisibility and isn't visible for caster
// I do not think this is a correct way to fix it. Sanctuary effect should make all delayed spells invalid
// for delayed spells ignore not visible explicit target
if (m_spellInfo->speed > 0.0f && unit == m_targets.getUnitTarget()
&& (unit->m_invisibilityMask || m_caster->m_invisibilityMask)
&& !m_caster->canSeeOrDetect(unit, true))
{
// that was causing CombatLog errors
// return SPELL_MISS_EVADE;
return SPELL_MISS_MISS; // miss = do not send anything here
}
unit->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_HITBYSPELL);
//TODO: This is a hack. But we do not know what types of stealth should be interrupted by CC
if ((m_customAttr & SPELL_ATTR_CU_AURA_CC) && unit->IsControlledByPlayer())
unit->RemoveAurasByType(SPELL_AURA_MOD_STEALTH);
}
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))
{
return SPELL_MISS_EVADE;
}
// assisting case, healing and resurrection
if (unit->hasUnitState(UNIT_STAT_ATTACK_PLAYER))
{
m_caster->SetContestedPvP();
if (m_caster->GetTypeId() == TYPEID_PLAYER)
m_caster->ToPlayer()->UpdatePvP(true);
}
if (unit->isInCombat() && !(m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_NO_INITIAL_AGGRO))
{
m_caster->SetInCombatState(unit->GetCombatTimer() > 0, unit);
unit->getHostileRefManager().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
m_diminishGroup = GetDiminishingReturnsGroupForSpell(m_spellInfo,m_triggeredByAuraSpell);
if (m_diminishGroup)
{
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 || unit->ToCreature()->isPet() || unit->ToCreature()->isPossessedByPlayer())) || type == DRTYPE_ALL)
unit->IncrDiminishing(m_diminishGroup);
}
uint8 aura_effmask = 0;
for (uint8 i = 0; i < 3; ++i)
if (effectMask & (1<<i) && IsUnitOwnedAuraEffect(m_spellInfo->Effect[i]))
aura_effmask |= 1<<i;
if (aura_effmask)
{
// Select rank for aura with level requirements only in specific cases
// Unit has to be target only of aura effect, both caster and target have to be players, target has to be other than unit target
SpellEntry const * aurSpellInfo = m_spellInfo;
int32 basePoints[3];
if (scaleAura)
{
aurSpellInfo = spellmgr.SelectAuraRankForPlayerLevel(m_spellInfo,unitTarget->getLevel());
ASSERT (aurSpellInfo);
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
{
basePoints[i] = aurSpellInfo->EffectBasePoints[i];
if (m_spellInfo->Effect[i] != aurSpellInfo->Effect[i])
{
aurSpellInfo = m_spellInfo;
break;
}
}
}
if (m_originalCaster)
{
m_spellAura = Aura::TryCreate(aurSpellInfo, effectMask, unit,
m_originalCaster,(aurSpellInfo == m_spellInfo)? &m_currentBasePoints[0] : &basePoints[0], m_CastItem);
if (m_spellAura)
{
// Now Reduce spell duration using data received at spell hit
int32 duration = m_spellAura->GetMaxDuration();
int32 limitduration = GetDiminishingReturnsLimitDuration(m_diminishGroup,aurSpellInfo);
float diminishMod = unit->ApplyDiminishingToDuration(m_diminishGroup, duration, m_originalCaster, m_diminishLevel,limitduration);
// unit is immune to aura if it was diminished to 0 duration
if (diminishMod == 0.0f)
{
m_spellAura->Remove();
return SPELL_MISS_IMMUNE;
}
((UnitAura*)m_spellAura)->SetDiminishGroup(m_diminishGroup);
bool positive = IsPositiveSpell(m_spellAura->GetId());
AuraApplication * aurApp = m_spellAura->GetApplicationOfTarget(m_originalCaster->GetGUID());
if (aurApp)
positive = aurApp->IsPositive();
duration = m_originalCaster->ModSpellDuration(aurSpellInfo, unit, duration, positive);
// Haste modifies duration of channeled spells
if (IsChanneledSpell(m_spellInfo))
m_originalCaster->ModSpellCastTime(aurSpellInfo, duration, this);
// and duration of auras affected by SPELL_AURA_PERIODIC_HASTE
if (m_originalCaster->HasAuraTypeWithAffectMask(SPELL_AURA_PERIODIC_HASTE, aurSpellInfo))
duration *= m_originalCaster->GetFloatValue(UNIT_MOD_CAST_SPEED);
if (duration != m_spellAura->GetMaxDuration())
{
m_spellAura->SetMaxDuration(duration);
m_spellAura->SetDuration(duration);
}
m_spellAura->_RegisterForTargets();
}
}
}
for (uint32 effectNumber = 0; effectNumber < 3; ++effectNumber)
{
if (effectMask & (1<<effectNumber))
HandleEffects(unit,NULL,NULL,effectNumber);
}
return SPELL_MISS_NONE;
}
void Spell::DoTriggersOnSpellHit(Unit *unit)
{
// Apply additional spell effects to target
if (m_preCastSpell)
{
// Paladin immunity shields
if (m_preCastSpell == 61988)
{
// Cast Forbearance
m_caster->CastSpell(unit, 25771, true);
// Cast Avenging Wrath Marker
unit->CastSpell(unit, 61987, true);
}
// Avenging Wrath
if (m_preCastSpell == 61987)
// Cast the serverside immunity shield marker
m_caster->CastSpell(unit, 61988, true);
if (sSpellStore.LookupEntry(m_preCastSpell))
// Blizz seems to just apply aura without bothering to cast
m_caster->AddAura(m_preCastSpell, unit);
}
// spells with this flag can trigger only if not selfcast (eviscerate for example)
if (m_ChanceTriggerSpells.size() && (!((m_spellInfo->AttributesEx4 & SPELL_ATTR_EX4_CANT_PROC_FROM_SELFCAST) && unit == m_caster)))
{
int _duration=0;
for (ChanceTriggerSpells::const_iterator i = m_ChanceTriggerSpells.begin(); i != m_ChanceTriggerSpells.end(); ++i)
{
// SPELL_AURA_ADD_TARGET_TRIGGER auras shouldn't trigger auras without duration
// set duration equal to triggering spell
if (roll_chance_i(i->second))
{
m_caster->CastSpell(unit, i->first, true);
sLog.outDebug("Spell %d triggered spell %d by SPELL_AURA_ADD_TARGET_TRIGGER aura", m_spellInfo->Id, i->first->Id);
}
if (GetSpellDuration(i->first) == -1)
{
if (Aura * triggeredAur = unit->GetAura(i->first->Id, m_caster->GetGUID()))
{
// get duration from aura-only once
if (!_duration)
{
Aura * aur = unit->GetAura(m_spellInfo->Id, m_caster->GetGUID());
_duration = aur ? aur->GetDuration() : -1;
}
triggeredAur->SetDuration(_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());
}
}
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 = m_caster->GetMap()->GetGameObject(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_originalCaster && m_originalCaster->IsControlledByPlayer() && !IsAutoRepeat() && !IsNextMeleeSwingSpell() && !IsChannelActive())
{
if (Player* p = m_originalCaster->GetCharmerOrOwnerPlayerOrPlayerItself())
p->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::UpdateChanneledTargetList()
{
// Not need check return true
if (m_needAliveTargetMask == 0)
return true;
uint8 needAliveTargetMask = m_needAliveTargetMask;
uint8 needAuraMask = 0;
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
if (m_spellInfo->Effect[i] == SPELL_EFFECT_APPLY_AURA)
needAuraMask |= 1<<i;
needAuraMask &= needAliveTargetMask;
float range = 0;
if (needAuraMask)
{
range = GetSpellMaxRange(m_spellInfo, IsPositiveSpell(m_spellInfo->Id));
if (Player * modOwner = m_caster->GetSpellModOwner())
modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RANGE, range, this);
}
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())
{
if (needAuraMask & ihit->effectMask)
{
if (AuraApplication * aurApp = unit->GetAuraApplication(m_spellInfo->Id, m_originalCasterGUID))
{
if (m_caster != unit && !m_caster->IsWithinDistInMap(unit,range))
{
ihit->effectMask &= ~aurApp->GetEffectMask();
unit->RemoveAura(aurApp);
continue;
}
}
else // aura is dispelled
continue;
}
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 &&
Target->ToPlayer()->IsInSameRaidWith(MainTarget->ToPlayer()))
{
if (Target->GetHealth() == Target->GetMaxHealth())
return 40000;
else
return 20000 - Target->GetMaxHealth() + Target->GetHealth();
}
else
return 40000 - Target->GetMaxHealth() + Target->GetHealth();
}
};
void Spell::SearchChainTarget(std::list<Unit*> &TagUnitMap, float max_range, uint32 num, SpellTargets TargetType)
{
Unit *cur = m_targets.getUnitTarget();
if (!cur)
return;
// Get spell max affected targets
/*uint32 unMaxTargets = m_spellInfo->MaxAffectedTargets;
Unit::AuraList const& mod = m_caster->GetAuraEffectsByType(SPELL_AURA_MOD_MAX_AFFECTED_TARGETS);
for (Unit::AuraList::const_iterator m = mod.begin(); m != mod.end(); ++m)
{
if (!(*m)->IsAffectedOnSpell(m_spellInfo))
continue;
unMaxTargets+=(*m)->GetAmount();
}*/
//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(Trinity::ObjectDistanceOrderPred(cur));
next = tempUnitMap.begin();
if (cur->GetDistance(*next) > CHAIN_SPELL_JUMP_RADIUS)
break;
while (m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MELEE
&& !m_caster->isInFrontInMap(*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, SpellNotifyPushType type, SpellTargets TargetType, uint32 entry)
{
if (TargetType == SPELL_TARGETS_GO)
return;
Position *pos;
switch(type)
{
case PUSH_DST_CENTER:
CheckDst();
pos = &m_targets.m_dstPos;
break;
case PUSH_SRC_CENTER:
CheckSrc();
pos = &m_targets.m_srcPos;
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;
}
pos = target;
break;
}
default:
pos = m_caster;
break;
}
Trinity::SpellNotifierCreatureAndPlayer notifier(m_caster, TagUnitMap, radius, type, TargetType, pos, entry);
if ((m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_PLAYERS_ONLY)
|| TargetType == SPELL_TARGETS_ENTRY && !entry)
m_caster->GetMap()->VisitWorld(pos->m_positionX, pos->m_positionY, radius, notifier);
else
m_caster->GetMap()->VisitAll(pos->m_positionX, pos->m_positionY, radius, notifier);
if (m_customAttr & SPELL_ATTR_CU_EXCLUDE_SELF)
TagUnitMap.remove(m_caster);
}
void Spell::SearchGOAreaTarget(std::list<GameObject*> &TagGOMap, float radius, SpellNotifyPushType type, SpellTargets TargetType, uint32 entry)
{
if (TargetType != SPELL_TARGETS_GO)
return;
Position *pos;
switch (type)
{
case PUSH_DST_CENTER:
CheckDst();
pos = &m_targets.m_dstPos;
break;
case PUSH_SRC_CENTER:
CheckSrc();
pos = &m_targets.m_srcPos;
break;
default:
pos = m_caster;
break;
}
Trinity::GameObjectInRangeCheck check(pos->m_positionX, pos->m_positionY, pos->m_positionZ, radius + 50, entry);
Trinity::GameObjectListSearcher<Trinity::GameObjectInRangeCheck> searcher(m_caster, TagGOMap, check);
m_caster->GetMap()->VisitGrid(pos->m_positionX, pos->m_positionY, radius, searcher);
}
WorldObject* Spell::SearchNearbyTarget(float range, SpellTargets TargetType)
{
switch(TargetType)
{
case SPELL_TARGETS_ENTRY:
{
ConditionList conditions = sConditionMgr.GetConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_SPELL_SCRIPT_TARGET, m_spellInfo->Id);
if (conditions.empty())
{
sLog.outDebug("Spell (ID: %u) (caster Entry: %u) does not have record in `conditions` for spell script target (ConditionSourceType 14)", 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 (ConditionList::const_iterator i_spellST = conditions.begin(); i_spellST != conditions.end(); ++i_spellST)
{
if ((*i_spellST)->mConditionType != CONDITION_SPELL_SCRIPT_TARGET)
continue;
switch((*i_spellST)->mConditionValue1)
{
case SPELL_TARGET_TYPE_CONTROLLED:
for (Unit::ControlList::iterator itr = m_caster->m_Controlled.begin(); itr != m_caster->m_Controlled.end(); ++itr)
if ((*itr)->GetEntry() == (*i_spellST)->mConditionValue2 && (*itr)->IsWithinDistInMap(m_caster, range))
{
goScriptTarget = NULL;
creatureScriptTarget = (*itr)->ToCreature();
range = m_caster->GetDistance(creatureScriptTarget);
}
break;
case SPELL_TARGET_TYPE_GAMEOBJECT:
if ((*i_spellST)->mConditionValue2)
{
if (GameObject *go = m_caster->FindNearestGameObject((*i_spellST)->mConditionValue2, range))
{
// remember found target and range, next attempt will find more near target with another entry
goScriptTarget = go;
creatureScriptTarget = NULL;
range = m_caster->GetDistance(goScriptTarget);
}
}
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:
if (m_targets.getUnitTarget() && m_targets.getUnitTarget()->GetEntry() == (*i_spellST)->mConditionValue2)
return m_targets.getUnitTarget();
case SPELL_TARGET_TYPE_DEAD:
default:
if (Creature *cre = m_caster->FindNearestCreature((*i_spellST)->mConditionValue2, range, (*i_spellST)->mConditionValue1 != SPELL_TARGET_TYPE_DEAD))
{
creatureScriptTarget = cre;
goScriptTarget = NULL;
range = m_caster->GetDistance(creatureScriptTarget);
}
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(m_caster, 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(m_caster, target, u_check);
m_caster->VisitNearbyObject(range, searcher);
return target;
}
}
}
void Spell::SelectEffectTargets(uint32 i, uint32 cur)
{
SpellNotifyPushType pushType = PUSH_NONE;
Player *modOwner = NULL;
if (m_originalCaster)
modOwner = m_originalCaster->GetSpellModOwner();
switch(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(m_spellInfo, true);
float max_dis = GetSpellMaxRange(m_spellInfo, true);
float dis = 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.setDst(x, y, z, m_caster->GetOrientation());
break;
}
case TARGET_UNIT_MASTER:
if (Unit* owner = m_caster->GetCharmerOrOwner())
AddUnitTarget(owner, i);
break;
case TARGET_UNIT_PET:
if (Guardian* pet = m_caster->GetGuardianPet())
AddUnitTarget(pet, i);
break;
case TARGET_UNIT_PARTY_CASTER:
case TARGET_UNIT_RAID_CASTER:
pushType = PUSH_CASTER_CENTER;
break;
case TARGET_UNIT_VEHICLE:
if (Unit *vehicle = m_caster->GetVehicleBase())
AddUnitTarget(vehicle, i);
break;
case TARGET_UNIT_PASSENGER_0:
case TARGET_UNIT_PASSENGER_1:
case TARGET_UNIT_PASSENGER_2:
case TARGET_UNIT_PASSENGER_3:
case TARGET_UNIT_PASSENGER_4:
case TARGET_UNIT_PASSENGER_5:
case TARGET_UNIT_PASSENGER_6:
case TARGET_UNIT_PASSENGER_7:
if (m_caster->GetTypeId() == TYPEID_UNIT && m_caster->ToCreature()->IsVehicle())
if (Unit *unit = m_caster->GetVehicleKit()->GetPassenger(cur - TARGET_UNIT_PASSENGER_0))
AddUnitTarget(unit, i);
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:
if (Unit *magnet = m_caster->SelectMagnetTarget(target, m_spellInfo))
if (magnet != target)
m_targets.setUnitTarget(magnet);
pushType = PUSH_CHAIN;
break;
case TARGET_UNIT_TARGET_ANY:
if (!IsPositiveSpell(m_spellInfo->Id))
if (Unit *magnet = m_caster->SelectMagnetTarget(target, m_spellInfo))
if (magnet != target)
m_targets.setUnitTarget(magnet);
pushType = PUSH_CHAIN;
break;
case TARGET_UNIT_CHAINHEAL:
pushType = PUSH_CHAIN;
break;
case TARGET_UNIT_TARGET_ALLY:
case TARGET_UNIT_TARGET_RAID:
case TARGET_UNIT_TARGET_PARTY:
case TARGET_UNIT_MINIPET:
case TARGET_UNIT_UNK_92:
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:
{
WorldObject *target = NULL;
float range;
switch(cur)
{
case TARGET_UNIT_NEARBY_ENEMY:
range = GetSpellMaxRange(m_spellInfo, false);
if (modOwner) modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RANGE, range, this);
target = SearchNearbyTarget(range, SPELL_TARGETS_ENEMY);
break;
case TARGET_UNIT_NEARBY_ALLY:
case TARGET_UNIT_NEARBY_ALLY_UNK:
case TARGET_UNIT_NEARBY_RAID:
range = GetSpellMaxRange(m_spellInfo, true);
if (modOwner) modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RANGE, range, this);
target = SearchNearbyTarget(range, SPELL_TARGETS_ALLY);
break;
case TARGET_UNIT_NEARBY_ENTRY:
case TARGET_GAMEOBJECT_NEARBY_ENTRY:
range = GetSpellMaxRange(m_spellInfo, IsPositiveSpell(m_spellInfo->Id));
if (modOwner) modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RANGE, range, this);
target = SearchNearbyTarget(range, SPELL_TARGETS_ENTRY);
break;
}
if (!target)
return;
else if (target->GetTypeId() == TYPEID_GAMEOBJECT)
AddGOTarget((GameObject*)target, i);
else
{
pushType = PUSH_CHAIN;
if (m_targets.getUnitTarget() != target)
m_targets.setUnitTarget((Unit*)target);
}
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.setDst(m_caster);
break;
}
float angle, dist;
float objSize = m_caster->GetObjectSize();
dist = GetSpellRadiusForFriend(sSpellRadiusStore.LookupEntry(m_spellInfo->EffectRadiusIndex[i]));
if (modOwner) modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RADIUS, dist, this);
if (dist < objSize)
dist = objSize;
else if (cur == TARGET_DEST_CASTER_RANDOM)
dist = objSize + (dist - objSize) * 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;
}
Position pos;
if (cur == TARGET_DEST_CASTER_FRONT_LEAP)
m_caster->GetFirstCollisionPosition(pos, dist, angle);
else
m_caster->GetNearPosition(pos, dist, angle);
m_targets.setDst(&pos); // also flag
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.setDst(target);
break;
}
float angle, dist;
float objSize = target->GetObjectSize();
dist = target->GetSpellRadiusForTarget(target, sSpellRadiusStore.LookupEntry(m_spellInfo->EffectRadiusIndex[i]));
if (dist < objSize)
dist = objSize;
else if (cur == TARGET_DEST_CASTER_RANDOM)
dist = objSize + (dist - objSize) * 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 = rand_norm()*2*M_PI; break;
}
Position pos;
target->GetNearPosition(pos, dist, angle);
m_targets.setDst(&pos);
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:
return;
case TARGET_DEST_TRAJ:
SelectTrajTargets();
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 = rand_norm()*2*M_PI; break;
}
float dist;
dist = GetSpellRadiusForFriend(sSpellRadiusStore.LookupEntry(m_spellInfo->EffectRadiusIndex[i]));
if (cur == TARGET_DEST_DEST_RANDOM || cur == TARGET_DEST_DEST_RANDOM_DIR_DIST)
dist *= rand_norm();
// must has dst, no need to set flag
m_caster->MovePosition(m_targets.m_dstPos, dist, angle);
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.setDst(st->target_X, st->target_Y, st->target_Z, st->target_Orientation, (int32)st->target_mapId);
else if (st->target_mapId == m_caster->GetMapId())
m_targets.setDst(st->target_X, st->target_Y, st->target_Z, st->target_Orientation);
}
else
{
sLog.outDebug("SPELL: unknown target coordinates for spell ID %u", m_spellInfo->Id);
Unit *target = NULL;
if (uint64 guid = m_caster->GetUInt64Value(UNIT_FIELD_TARGET))
target = ObjectAccessor::GetUnit(*m_caster, guid);
m_targets.setDst(target ? target : m_caster);
}
break;
case TARGET_DST_HOME:
if (m_caster->GetTypeId() == TYPEID_PLAYER)
m_targets.setDst(m_caster->ToPlayer()->m_homebindX,m_caster->ToPlayer()->m_homebindY,m_caster->ToPlayer()->m_homebindZ, m_caster->ToPlayer()->GetOrientation(), m_caster->ToPlayer()->m_homebindMapId);
break;
case TARGET_DST_NEARBY_ENTRY:
{
float range = GetSpellMaxRange(m_spellInfo, IsPositiveSpell(m_spellInfo->Id));
if (modOwner) modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RANGE, range, this);
if (WorldObject *target = SearchNearbyTarget(range, SPELL_TARGETS_ENTRY))
m_targets.setDst(target);
break;
}
}
break;
}
case TARGET_TYPE_CHANNEL:
{
if (!m_originalCaster || !m_originalCaster->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
{
sLog.outError("SPELL: no current channeled spell for spell ID %u", m_spellInfo->Id);
break;
}
switch (cur)
{
case TARGET_UNIT_CHANNEL:
// in some cases unittarget is invalid and crash. do not know why it happens.
if (Unit* target = Unit::GetUnit(*m_caster, m_originalCaster->GetCurrentSpell(CURRENT_CHANNELED_SPELL)->m_targets.getUnitTargetGUID()))
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->GetCurrentSpell(CURRENT_CHANNELED_SPELL)->m_targets.HasDst())
m_targets = m_originalCaster->GetCurrentSpell(CURRENT_CHANNELED_SPELL)->m_targets;
else if (Unit* target = Unit::GetUnit(*m_caster, m_originalCaster->GetCurrentSpell(CURRENT_CHANNELED_SPELL)->m_targets.getUnitTargetGUID()))
m_targets.setDst(target);
else
sLog.outError("SPELL: cannot find channel spell destination for spell ID %u", m_spellInfo->Id);
break;
}
break;
}
default:
{
switch (cur)
{
case TARGET_GAMEOBJECT:
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;
case TARGET_UNIT_DRIVER:
if (Unit * driver = m_targets.getUnitTarget())
if (driver->IsOnVehicle(driver))
AddUnitTarget(driver, 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;
std::list<Unit*> unitList;
switch (cur)
{
case TARGET_UNIT_NEARBY_ENEMY:
case TARGET_UNIT_TARGET_ENEMY:
case TARGET_UNIT_NEARBY_ENTRY: // fix me
range = GetSpellMaxRange(m_spellInfo, false);
if (modOwner) modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RANGE, range, this);
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:
range = GetSpellMaxRange(m_spellInfo, true);
if (modOwner) modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RANGE, range, this);
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 (EffectTargetType[m_spellInfo->Effect[i]] != SPELL_REQUIRE_UNIT)
return;
float radius;
SpellTargets targetType;
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:
case TARGET_UNIT_AREA_PATH:
radius = GetSpellRadius(m_spellInfo, i, false);
targetType = SPELL_TARGETS_ENEMY;
break;
case TARGET_UNIT_AREA_ALLY_SRC:
case TARGET_UNIT_AREA_ALLY_DST:
case TARGET_UNIT_CONE_ALLY:
radius = GetSpellRadius(m_spellInfo, i, true);
targetType = SPELL_TARGETS_ALLY;
break;
case TARGET_UNIT_AREA_ENTRY_DST:
case TARGET_UNIT_AREA_ENTRY_SRC:
case TARGET_UNIT_CONE_ENTRY: // fix me
radius = GetSpellRadius(m_spellInfo, i, IsPositiveSpell(m_spellInfo->Id));
targetType = SPELL_TARGETS_ENTRY;
break;
case TARGET_GAMEOBJECT_AREA_SRC:
case TARGET_GAMEOBJECT_AREA_DST:
radius = GetSpellRadius(m_spellInfo, i, true);
targetType = SPELL_TARGETS_GO;
break;
default:
radius = GetSpellRadius(m_spellInfo, i, true);
targetType = SPELL_TARGETS_NONE;
break;
}
if (modOwner)
modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RADIUS, radius, this);
radius *= m_spellValue->RadiusMod;
std::list<Unit*> unitList;
std::list<GameObject*> gobjectList;
switch (targetType)
{
case SPELL_TARGETS_ENTRY:
{
ConditionList conditions = sConditionMgr.GetConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_SPELL_SCRIPT_TARGET, m_spellInfo->Id);
if (!conditions.empty())
{
for (ConditionList::const_iterator i_spellST = conditions.begin(); i_spellST != conditions.end(); ++i_spellST)
{
if ((*i_spellST)->mConditionType != CONDITION_SPELL_SCRIPT_TARGET)
continue;
if ((*i_spellST)->mConditionValue1 == SPELL_TARGET_TYPE_CREATURE)
SearchAreaTarget(unitList, radius, pushType, SPELL_TARGETS_ENTRY, (*i_spellST)->mConditionValue2);
else if ((*i_spellST)->mConditionValue1 == SPELL_TARGET_TYPE_CONTROLLED)
{
for (Unit::ControlList::iterator itr = m_caster->m_Controlled.begin(); itr != m_caster->m_Controlled.end(); ++itr)
if ((*itr)->GetEntry() == (*i_spellST)->mConditionValue2 &&
/*(*itr)->IsWithinDistInMap(m_caster, radius)*/ (*itr)->IsInMap(m_caster)) // For 60243 and 52173 need skip radius check or use range (no radius entry for effect)
unitList.push_back(*itr);
}
}
}
else
{
// Custom entries
// TODO: move these to sql
switch (m_spellInfo->Id)
{
case 46584: // Raise Dead
{
if (WorldObject* result = FindCorpseUsing<Trinity::RaiseDeadObjectCheck> ())
{
switch(result->GetTypeId())
{
case TYPEID_UNIT:
m_targets.setDst(result);
}
}
break;
}
// Corpse Explosion
case 49158:
case 51325:
case 51326:
case 51327:
case 51328:
// Search for ghoul if our ghoul or dead body not valid unit target
if (!(m_targets.getUnitTarget() && (m_targets.getUnitTarget()->GetEntry() == 26125 && m_targets.getUnitTarget()->GetOwnerGUID() == m_caster->GetGUID()
|| (m_targets.getUnitTarget()->getDeathState() == CORPSE
&& m_targets.getUnitTarget()->GetDisplayId() == m_targets.getUnitTarget()->GetNativeDisplayId()
&& m_targets.getUnitTarget()->GetTypeId() == TYPEID_UNIT
&& !m_targets.getUnitTarget()->ToCreature()->isDeadByDefault()
&& !(m_targets.getUnitTarget()->GetCreatureTypeMask() & CREATURE_TYPEMASK_MECHANICAL_OR_ELEMENTAL))
&& m_targets.getUnitTarget()->GetDisplayId() == m_targets.getUnitTarget()->GetNativeDisplayId())))
{
CleanupTargetList();
WorldObject* result = FindCorpseUsing <Trinity::ExplodeCorpseObjectCheck> ();
if (result)
{
switch (result->GetTypeId())
{
case TYPEID_UNIT:
case TYPEID_PLAYER:
m_targets.setUnitTarget((Unit*)result);
break;
}
}
else
{
if (m_caster->GetTypeId() == TYPEID_PLAYER)
m_caster->ToPlayer()->RemoveSpellCooldown(m_spellInfo->Id,true);
SendCastResult(SPELL_FAILED_CANT_DO_THAT_RIGHT_NOW);
finish(false);
}
}
break;
default:
sLog.outDebug("Spell (ID: %u) (caster Entry: %u) does not have type CONDITION_SOURCE_TYPE_SPELL_SCRIPT_TARGET record in `conditions` table.", m_spellInfo->Id, m_caster->GetEntry());
if (m_spellInfo->Effect[i] == SPELL_EFFECT_TELEPORT_UNITS)
SearchAreaTarget(unitList, radius, pushType, SPELL_TARGETS_ENTRY, 0);
else if (IsPositiveEffect(m_spellInfo->Id, i))
SearchAreaTarget(unitList, radius, pushType, SPELL_TARGETS_ALLY);
else
SearchAreaTarget(unitList, radius, pushType, SPELL_TARGETS_ENEMY);
}
}
break;
}
case SPELL_TARGETS_GO:
{
ConditionList conditions = sConditionMgr.GetConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_SPELL_SCRIPT_TARGET, m_spellInfo->Id);
if (!conditions.empty())
{
for (ConditionList::const_iterator i_spellST = conditions.begin(); i_spellST != conditions.end(); ++i_spellST)
{
if ((*i_spellST)->mConditionType != CONDITION_SPELL_SCRIPT_TARGET)
continue;
if ((*i_spellST)->mConditionValue1 == SPELL_TARGET_TYPE_GAMEOBJECT)
SearchGOAreaTarget(gobjectList, radius, pushType, SPELL_TARGETS_GO, (*i_spellST)->mConditionValue2);
}
}
else
{
if (m_spellInfo->Effect[i] == SPELL_EFFECT_ACTIVATE_OBJECT)
sLog.outDebug("Spell (ID: %u) (caster Entry: %u) with SPELL_EFFECT_ACTIVATE_OBJECT does not have type CONDITION_SOURCE_TYPE_SPELL_SCRIPT_TARGET record in `conditions` table.", m_spellInfo->Id, m_caster->GetEntry());
SearchGOAreaTarget(gobjectList, radius, pushType, SPELL_TARGETS_GO);
}
break;
}
case SPELL_TARGETS_ALLY:
case SPELL_TARGETS_ENEMY:
case SPELL_TARGETS_CHAINHEAL:
case SPELL_TARGETS_ANY:
SearchAreaTarget(unitList, radius, pushType, targetType);
break;
default:
switch (cur)
{
case TARGET_UNIT_AREA_PARTY_SRC:
case TARGET_UNIT_AREA_PARTY_DST:
m_caster->GetPartyMemberInDist(unitList, radius); //fix me
break;
case TARGET_UNIT_PARTY_TARGET:
m_targets.getUnitTarget()->GetPartyMemberInDist(unitList, radius);
break;
case TARGET_UNIT_PARTY_CASTER:
m_caster->GetPartyMemberInDist(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;
}
}
break;
}
if (!unitList.empty())
{
// Special target selection for smart heals and energizes
uint32 maxSize = 0;
int32 power = -1;
switch (m_spellInfo->SpellFamilyName)
{
case SPELLFAMILY_GENERIC:
switch (m_spellInfo->Id)
{
case 52759: // Ancestral Awakening
case 71610: // Echoes of Light (Althor's Abacus normal version)
case 71641: // Echoes of Light (Althor's Abacus heroic version)
maxSize = 1;
power = POWER_HEALTH;
break;
case 54968: // Glyph of Holy Light
maxSize = m_spellInfo->MaxAffectedTargets;
power = POWER_HEALTH;
break;
case 57669: // Replenishment
// In arenas Replenishment may only affect the caster
if (m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->ToPlayer()->InArena())
{
unitList.clear();
unitList.push_back(m_caster);
break;
}
maxSize = 10;
power = POWER_MANA;
break;
default:
break;
}
break;
case SPELLFAMILY_PRIEST:
if (m_spellInfo->SpellFamilyFlags[0] == 0x10000000) // Circle of Healing
{
maxSize = m_caster->HasAura(55675) ? 6 : 5; // Glyph of Circle of Healing
power = POWER_HEALTH;
}
else if (m_spellInfo->Id == 64844) // Divine Hymn
{
maxSize = 3;
power = POWER_HEALTH;
}
else if (m_spellInfo->Id == 64904) // Hymn of Hope
{
maxSize = 3;
power = POWER_MANA;
}
else
break;
// Remove targets outside caster's raid
for (std::list<Unit*>::iterator itr = unitList.begin() ; itr != unitList.end();)
{
if (!(*itr)->IsInRaidWith(m_caster))
itr = unitList.erase(itr);
else
++itr;
}
break;
case SPELLFAMILY_DRUID:
if (m_spellInfo->SpellFamilyFlags[1] == 0x04000000) // Wild Growth
{
maxSize = m_caster->HasAura(62970) ? 6 : 5; // Glyph of Wild Growth
power = POWER_HEALTH;
}
else
break;
// Remove targets outside caster's raid
for (std::list<Unit*>::iterator itr = unitList.begin() ; itr != unitList.end();)
{
if (!(*itr)->IsInRaidWith(m_caster))
itr = unitList.erase(itr);
else
++itr;
}
break;
default:
break;
}
if (maxSize && power != -1)
{
if (power == POWER_HEALTH)
{
if (unitList.size() > maxSize)
{
unitList.sort(Trinity::HealthPctOrderPred());
unitList.resize(maxSize);
}
}
else
{
for (std::list<Unit*>::iterator itr = unitList.begin() ; itr != unitList.end();)
{
if ((*itr)->getPowerType() != (Powers)power)
itr = unitList.erase(itr);
else
++itr;
}
if (unitList.size() > maxSize)
{
unitList.sort(Trinity::PowerPctOrderPred((Powers)power));
unitList.resize(maxSize);
}
}
}
// Other special target selection goes here
if (uint32 maxTargets = m_spellValue->MaxAffectedTargets)
{
Unit::AuraEffectList const& Auras = m_caster->GetAuraEffectsByType(SPELL_AURA_MOD_MAX_AFFECTED_TARGETS);
for (Unit::AuraEffectList::const_iterator j = Auras.begin(); j != Auras.end(); ++j)
if ((*j)->IsAffectedOnSpell(m_spellInfo))
maxTargets += (*j)->GetAmount();
if (m_spellInfo->Id == 5246) //Intimidating Shout
unitList.remove(m_targets.getUnitTarget());
Trinity::RandomResizeList(unitList, maxTargets);
}
else
{
switch (m_spellInfo->Id)
{
case 27285: // Seed of Corruption proc spell
unitList.remove(m_targets.getUnitTarget());
break;
case 55789: // Improved Icy Talons
case 59725: // Improved Spell Reflection - aoe aura
unitList.remove(m_caster);
break;
}
// Death Pact
if (m_spellInfo->SpellFamilyName == SPELLFAMILY_DEATHKNIGHT && m_spellInfo->SpellFamilyFlags[0] & 0x00080000)
{
Unit * unit_to_add = NULL;
for (std::list<Unit*>::iterator itr = unitList.begin() ; itr != unitList.end(); ++itr)
{
if ((*itr)->GetTypeId() == TYPEID_UNIT
&& (*itr)->GetOwnerGUID() == m_caster->GetGUID()
&& (*itr)->ToCreature()->GetCreatureInfo()->type == CREATURE_TYPE_UNDEAD)
{
unit_to_add = (*itr);
break;
}
}
if (unit_to_add)
{
unitList.clear();
unitList.push_back(unit_to_add);
}
// Pet not found - remove cooldown
else
{
if (modOwner->GetTypeId() == TYPEID_PLAYER)
modOwner->RemoveSpellCooldown(m_spellInfo->Id,true);
SendCastResult(SPELL_FAILED_NO_PET);
finish(false);
}
}
}
for (std::list<Unit*>::iterator itr = unitList.begin(); itr != unitList.end(); ++itr)
AddUnitTarget(*itr, i);
}
if (!gobjectList.empty())
{
if (uint32 maxTargets = m_spellValue->MaxAffectedTargets)
{
Unit::AuraEffectList const& Auras = m_caster->GetAuraEffectsByType(SPELL_AURA_MOD_MAX_AFFECTED_TARGETS);
for (Unit::AuraEffectList::const_iterator j = Auras.begin(); j != Auras.end(); ++j)
if ((*j)->IsAffectedOnSpell(m_spellInfo))
maxTargets += (*j)->GetAmount();
Trinity::RandomResizeList(gobjectList, maxTargets);
}
for (std::list<GameObject*>::iterator itr = gobjectList.begin(); itr != gobjectList.end(); ++itr)
AddGOTarget(*itr, i);
}
}
}
void Spell::prepare(SpellCastTargets const* targets, AuraEffect const * triggeredByAura)
{
if (m_CastItem)
m_castItemGUID = m_CastItem->GetGUID();
else
m_castItemGUID = 0;
m_targets = *targets;
if (!m_targets.getUnitTargetGUID() && m_spellInfo->Targets & TARGET_FLAG_UNIT)
{
Unit *target = NULL;
if (m_caster->GetTypeId() == TYPEID_UNIT)
target = m_caster->getVictim();
else
target = ObjectAccessor::GetUnit(*m_caster, m_caster->ToPlayer()->GetSelection());
if (target && IsValidSingleTargetSpell(target))
m_targets.setUnitTarget(target);
else
{
SendCastResult(SPELL_FAILED_BAD_TARGETS);
finish(false);
return;
}
}
if (m_caster->ToPlayer())
{
//check for special spell conditions
ConditionList conditions = sConditionMgr.GetConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_SPELL, m_spellInfo->Id);
if (!conditions.empty())
{
if (!sConditionMgr.IsPlayerMeetToConditions(m_caster->ToPlayer(), conditions))
{
SendCastResult(SPELL_FAILED_DONT_REPORT);
finish(false);
return;
}
}
}
if (!m_targets.HasSrc() && m_spellInfo->Targets & TARGET_FLAG_SOURCE_LOCATION)
m_targets.setSrc(m_caster);
if (!m_targets.HasDst() && m_spellInfo->Targets & TARGET_FLAG_DEST_LOCATION)
{
Unit *target = m_targets.getUnitTarget();
if (!target)
{
if (m_caster->GetTypeId() == TYPEID_UNIT)
target = m_caster->getVictim();
else
target = ObjectAccessor::GetUnit(*m_caster, m_caster->ToPlayer()->GetSelection());
}
if (target)
m_targets.setDst(target);
else
{
SendCastResult(SPELL_FAILED_BAD_TARGETS);
finish(false);
return;
}
}
// Fill aura scaling information
if (m_caster->IsControlledByPlayer() && !IsPassiveSpell(m_spellInfo->Id) && m_spellInfo->spellLevel && !IsChanneledSpell(m_spellInfo) && !m_IsTriggeredSpell)
{
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
{
if (m_spellInfo->Effect[i] == SPELL_EFFECT_APPLY_AURA)
{
// Change aura with ranks only if basepoints are taken from spellInfo and aura is positive
if (IsPositiveEffect(m_spellInfo->Id, i))
{
m_auraScaleMask |= (1<<i);
if (m_currentBasePoints[i] != m_spellInfo->EffectBasePoints[i])
{
m_auraScaleMask = 0;
break;
}
}
}
}
}
m_spellState = SPELL_STATE_PREPARING;
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, true) && m_cast_count)
{
SendCastResult(SPELL_FAILED_SPELL_IN_PROGRESS);
finish(false);
return;
}
if (sDisableMgr.IsDisabledFor(DISABLE_TYPE_SPELL, m_spellInfo->Id, m_caster))
{
SendCastResult(SPELL_FAILED_SPELL_UNAVAILABLE);
finish(false);
return;
}
LoadScripts();
if (m_caster->GetTypeId() == TYPEID_PLAYER)
m_caster->ToPlayer()->SetSpellModTakingSpell(this, true);
// Fill cost data (not use power for item casts
m_powerCost = m_CastItem ? 0 : CalculatePowerCost(m_spellInfo, m_caster, m_spellSchoolMask);
if (m_caster->GetTypeId() == TYPEID_PLAYER)
m_caster->ToPlayer()->SetSpellModTakingSpell(this, false);
SpellCastResult result = CheckCast(true);
if (result != SPELL_CAST_OK && !IsAutoRepeat()) //always cast autorepeat dummy for triggering
{
if (triggeredByAura && !triggeredByAura->GetBase()->IsPassive())
{
SendChannelUpdate(0);
triggeredByAura->GetBase()->SetDuration(0);
}
SendCastResult(result);
finish(false);
return;
}
// Prepare data for triggers
prepareDataForTriggerSystem(triggeredByAura);
// Set combo point requirement
if (m_IsTriggeredSpell || m_CastItem || !m_caster->m_movedPlayer)
m_needComboPoints = false;
// calculate cast time (calculated after first CheckCast check to prevent charge counting for first CheckCast fail)
m_casttime = GetSpellCastTime(m_spellInfo, this);
//m_caster->ModSpellCastTime(m_spellInfo, m_casttime, this);
// set timer base at cast time
ReSetTimer();
sLog.outDebug("Spell::prepare: spell id %u source %u caster %d triggered %u mask %u", m_spellInfo->Id, m_caster->GetEntry(), m_originalCaster ? m_originalCaster->GetEntry() : -1, m_IsTriggeredSpell ? 1 : 0, m_targets.getTargetMask());
//if (m_targets.getUnitTarget())
// sLog.outError("Spell::prepare: unit target %u", m_targets.getUnitTarget()->GetEntry());
//if (m_targets.HasDst())
// sLog.outError("Spell::prepare: pos target %f %f %f", m_targets.m_dstPos.m_positionX, m_targets.m_dstPos.m_positionY, m_targets.m_dstPos.m_positionZ);
//Containers for channeled spells have to be set
//TODO:Apply this to all casted spells if needed
// Why check duration? 29350: channelled triggers channelled
if (m_IsTriggeredSpell && (!IsChanneledSpell(m_spellInfo) || !GetSpellMaxDuration(m_spellInfo)))
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 (!m_IsTriggeredSpell && isSpellBreakStealth(m_spellInfo))
{
m_caster->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CAST);
for (uint32 i = 0; i < 3; ++i)
{
if (EffectTargetType[m_spellInfo->Effect[i]] == SPELL_REQUIRE_UNIT)
{
m_caster->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_SPELL_ATTACK);
break;
}
}
}
m_caster->SetCurrentCastedSpell(this);
SendSpellStart();
if (m_caster->GetTypeId() == TYPEID_PLAYER)
m_caster->ToPlayer()->AddGlobalCooldown(m_spellInfo,this);
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>::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
if ((*ihit).missCondition == SPELL_MISS_NONE)
if (Unit* unit = m_caster->GetGUID() == ihit->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID))
unit->RemoveOwnedAura(m_spellInfo->Id, m_originalCasterGUID, 0, AURA_REMOVE_BY_CANCEL);
SendChannelUpdate(0);
SendInterrupted(0);
SendCastResult(SPELL_FAILED_INTERRUPTED);
// spell is canceled-take mods and clear list
if (m_caster->GetTypeId() == TYPEID_PLAYER)
m_caster->ToPlayer()->RemoveSpellMods(this);
m_appliedMods.clear();
break;
default:
break;
}
if (m_caster->GetTypeId() == TYPEID_PLAYER)
m_caster->ToPlayer()->RemoveGlobalCooldown(m_spellInfo);
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 *target = m_targets.getUnitTarget())
{
// three check: prepare, cast (m_casttime > 0), hit (delayed)
if (m_casttime && target->isAlive()
&& (target->m_invisibilityMask || m_caster->m_invisibilityMask
|| target->GetVisibility() == VISIBILITY_GROUP_STEALTH)
&& !target->IsFriendlyTo(m_caster) && !m_caster->canSeeOrDetect(target, true))
{
SendCastResult(SPELL_FAILED_BAD_TARGETS);
SendInterrupted(0);
finish(false);
return;
}
}
else
{
// cancel at lost main target unit
if (m_targets.getUnitTargetGUID() && m_targets.getUnitTargetGUID() != m_caster->GetGUID())
{
cancel();
return;
}
}
SetExecutedCurrently(true);
if (m_caster->GetTypeId() != TYPEID_PLAYER && m_targets.getUnitTarget() && m_targets.getUnitTarget() != m_caster)
m_caster->SetInFront(m_targets.getUnitTarget());
// Should this be done for original caster?
if (m_caster->GetTypeId() == TYPEID_PLAYER)
{
// Set spell which will drop charges for triggered cast spells
// if not successfully casted, will be remove in finish(false)
m_caster->ToPlayer()->SetSpellModTakingSpell(this, true);
}
// triggered cast called from Spell::prepare where it was already checked
if (!m_IsTriggeredSpell || !skipCheck)
{
SpellCastResult castResult = CheckCast(false);
if (castResult != SPELL_CAST_OK)
{
SendCastResult(castResult);
SendInterrupted(0);
//restore spell mods
if (m_caster->GetTypeId() == TYPEID_PLAYER)
{
m_caster->ToPlayer()->RestoreSpellMods(this);
// cleanup after mod system
// triggered spell pointer can be not removed in some cases
m_caster->ToPlayer()->SetSpellModTakingSpell(this, false);
}
finish(false);
SetExecutedCurrently(false);
return;
}
// additional check after cast bar completes (must not be in CheckCast)
// if trade not complete then remember it in trade data
if (m_targets.getTargetMask() & TARGET_FLAG_TRADE_ITEM)
{
if (m_caster->GetTypeId() == TYPEID_PLAYER)
{
if (TradeData* my_trade = m_caster->ToPlayer()->GetTradeData())
{
if (!my_trade->IsInAcceptProcess())
{
// Spell will be casted at completing the trade. Silently ignore at this place
my_trade->SetSpell(m_spellInfo->Id, m_CastItem);
SendCastResult(SPELL_FAILED_DONT_REPORT);
SendInterrupted(0);
m_caster->ToPlayer()->RestoreSpellMods(this);
// cleanup after mod system
// triggered spell pointer can be not removed in some cases
m_caster->ToPlayer()->SetSpellModTakingSpell(this, false);
finish(false);
SetExecutedCurrently(false);
return;
}
}
}
}
}
SelectSpellTargets();
// Spell may be finished after target map check
if (m_spellState == SPELL_STATE_FINISHED)
{
SendInterrupted(0);
//restore spell mods
if (m_caster->GetTypeId() == TYPEID_PLAYER)
{
m_caster->ToPlayer()->RestoreSpellMods(this);
// cleanup after mod system
// triggered spell pointer can be not removed in some cases
m_caster->ToPlayer()->SetSpellModTakingSpell(this, false);
}
finish(false);
SetExecutedCurrently(false);
return;
}
if (m_spellInfo->SpellFamilyName)
{
if (m_spellInfo->excludeCasterAuraSpell && !IsPositiveSpell(m_spellInfo->excludeCasterAuraSpell))
m_preCastSpell = m_spellInfo->excludeCasterAuraSpell;
else if (m_spellInfo->excludeTargetAuraSpell && !IsPositiveSpell(m_spellInfo->excludeTargetAuraSpell))
m_preCastSpell = m_spellInfo->excludeTargetAuraSpell;
}
switch (m_spellInfo->SpellFamilyName)
{
case SPELLFAMILY_GENERIC:
{
if (m_spellInfo->Mechanic == MECHANIC_BANDAGE) // Bandages
m_preCastSpell = 11196; // Recently Bandaged
break;
}
case SPELLFAMILY_MAGE:
{
// Permafrost
if (m_spellInfo->SpellFamilyFlags[1] & 0x00001000 || m_spellInfo->SpellFamilyFlags[0] & 0x00100220)
m_preCastSpell = 68391;
break;
}
}
// 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_caster->GetTypeId() == TYPEID_PLAYER)
{
if (!m_IsTriggeredSpell && m_CastItem)
{
m_caster->ToPlayer()->GetAchievementMgr().StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_ITEM, m_CastItem->GetEntry());
m_caster->ToPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_USE_ITEM, m_CastItem->GetEntry());
}
m_caster->ToPlayer()->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL, m_spellInfo->Id);
}
if (!m_IsTriggeredSpell)
{
// Powers have to be taken before SendSpellGo
TakePower();
TakeReagents(); // we must remove reagents before HandleEffects to allow place crafted item in same slot
}
else if (Item* targetItem = m_targets.getItemTarget())
{
/// Not own traded item (in trader trade slot) req. reagents including triggered spell case
if (targetItem->GetOwnerGUID() != m_caster->GetGUID())
TakeReagents();
}
// are there any spells need to be triggered after hit?
// handle SPELL_AURA_ADD_TARGET_TRIGGER auras
Unit::AuraEffectList const& targetTriggers = m_caster->GetAuraEffectsByType(SPELL_AURA_ADD_TARGET_TRIGGER);
for (Unit::AuraEffectList::const_iterator i = targetTriggers.begin(); i != targetTriggers.end(); ++i)
{
if (!(*i)->IsAffectedOnSpell(m_spellInfo))
continue;
SpellEntry const *auraSpellInfo = (*i)->GetSpellProto();
uint32 auraSpellIdx = (*i)->GetEffIndex();
if (SpellEntry const *spellInfo = sSpellStore.LookupEntry(auraSpellInfo->EffectTriggerSpell[auraSpellIdx]))
{
int32 auraBaseAmount = (*i)->GetBaseAmount();
int32 chance = m_caster->CalculateSpellDamage(NULL, auraSpellInfo, auraSpellIdx, &auraBaseAmount);
m_ChanceTriggerSpells.push_back(std::make_pair(spellInfo, chance * (*i)->GetBase()->GetStackAmount()));
}
}
if (m_customAttr & SPELL_ATTR_CU_DIRECT_DAMAGE)
CalculateDamageDoneForAllTargets();
// CAST SPELL
SendSpellCooldown();
for (uint32 i = 0; i < 3; ++i)
{
switch(m_spellInfo->Effect[i])
{
case SPELL_EFFECT_CHARGE:
case SPELL_EFFECT_CHARGE_DEST:
case SPELL_EFFECT_JUMP:
case SPELL_EFFECT_JUMP_DEST:
case SPELL_EFFECT_LEAP_BACK:
case SPELL_EFFECT_ACTIVATE_RUNE:
HandleEffects(NULL,NULL,NULL,i);
m_effectMask |= (1<<i);
break;
}
}
// we must send smsg_spell_go packet before m_castItem delete in TakeCastItem()...
SendSpellGo();
// Okay, everything is prepared. Now we need to distinguish between immediate and evented delayed spells
if (m_spellInfo->speed > 0.0f && !IsChanneledSpell(m_spellInfo) || m_spellInfo->Id == 14157)
{
// 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);
if (m_caster->hasUnitState(UNIT_STAT_CASTING) && !m_caster->IsNonMeleeSpellCasted(false, false, true))
m_caster->clearUnitState(UNIT_STAT_CASTING);
}
else
{
// Immediate spell, no big deal
handle_immediate();
}
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);
}
if (m_caster->GetTypeId() == TYPEID_PLAYER)
m_caster->ToPlayer()->SetSpellModTakingSpell(this, false);
SetExecutedCurrently(false);
}
void Spell::handle_immediate()
{
// start channeling if applicable
if (IsChanneledSpell(m_spellInfo))
{
int32 duration = GetSpellDuration(m_spellInfo);
if (duration)
{
// First mod_duration then haste - see Missile Barrage
// Apply duration mod
if (Player* modOwner = m_caster->GetSpellModOwner())
modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_DURATION, duration);
// Apply haste mods
m_caster->ModSpellCastTime(m_spellInfo, duration, this);
m_spellState = SPELL_STATE_CASTING;
m_caster->AddInterruptMask(m_spellInfo->ChannelInterruptFlags);
SendChannelStart(duration);
}
}
// 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();
if (m_caster->GetTypeId() == TYPEID_PLAYER)
m_caster->ToPlayer()->SetSpellModTakingSpell(this, true);
uint64 next_time = 0;
if (!m_immediateHandled)
{
_handle_immediate_phase();
m_immediateHandled = true;
}
bool single_missile = (m_targets.HasDst());
// 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;
}
}
if (m_caster->GetTypeId() == TYPEID_PLAYER)
m_caster->ToPlayer()->SetSpellModTakingSpell(this, false);
// 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()
{
m_spellAura = NULL;
// 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;
uint8 oldEffMask = m_effectMask;
// process ground
for (uint32 j = 0; j < 3; ++j)
{
if (m_spellInfo->Effect[j] == 0)
continue;
if (EffectTargetType[m_spellInfo->Effect[j]] == SPELL_REQUIRE_DEST)
{
if (!m_targets.HasDst()) // FIXME: this will ignore dest set in effect
m_targets.setDst(m_caster);
HandleEffects(m_originalCaster, NULL, NULL, j);
m_effectMask |= (1<<j);
}
else if (EffectTargetType[m_spellInfo->Effect[j]] == SPELL_REQUIRE_NONE)
{
HandleEffects(m_originalCaster, NULL, NULL, j);
m_effectMask |= (1<<j);
}
}
if (oldEffMask != m_effectMask && m_UniqueTargetInfo.empty())
{
uint32 procAttacker = m_procAttacker;
if (!procAttacker)
{
bool positive = true;
for (uint8 i = 0; i< MAX_SPELL_EFFECTS; ++i)
// If at least one effect negative spell is negative hit
if (m_effectMask & (1<<i) && !IsPositiveEffect(m_spellInfo->Id, i))
{
positive = false;
break;
}
switch(m_spellInfo->DmgClass)
{
case SPELL_DAMAGE_CLASS_MAGIC:
if (positive)
procAttacker |= PROC_FLAG_SUCCESSFUL_POSITIVE_MAGIC_SPELL;
else
procAttacker |= PROC_FLAG_SUCCESSFUL_NEGATIVE_MAGIC_SPELL;
break;
case SPELL_DAMAGE_CLASS_NONE:
if (positive)
procAttacker |= PROC_FLAG_SUCCESSFUL_POSITIVE_SPELL_HIT;
else
procAttacker |= PROC_FLAG_SUCCESSFUL_NEGATIVE_SPELL_HIT;
break;
}
}
// Proc damage for spells which have only dest targets (2484 should proc 51486 for example)
m_originalCaster->ProcDamageAndSpell(0, procAttacker, 0, m_procEx | PROC_EX_NORMAL_HIT, 0, BASE_ATTACK, m_spellInfo, m_triggeredByAuraSpell);
}
}
void Spell::_handle_finish_phase()
{
if (m_caster->m_movedPlayer)
{
// Take for real after all targets are processed
if (m_needComboPoints)
m_caster->m_movedPlayer->ClearComboPoints();
// Real add combo points from effects
if (m_comboPointGain)
m_caster->m_movedPlayer->GainSpellComboPoints(m_comboPointGain);
}
// spell log
if (m_needSpellLog)
SendLogExecute();
}
void Spell::SendSpellCooldown()
{
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return;
Player* _player = (Player*)m_caster;
// mana/health/etc potions, disabled by client (until combat out as declarate)
if (m_CastItem && m_CastItem->IsPotion())
{
// need in some way provided data for Spell::finish SendCooldownEvent
_player->SetLastPotionId(m_CastItem->GetEntry());
return;
}
// have infinity cooldown but set at aura apply // do not set cooldown for triggered spells (needed by reincarnation)
if (m_spellInfo->Attributes & (SPELL_ATTR_DISABLED_WHILE_ACTIVE | SPELL_ATTR_PASSIVE) || m_IsTriggeredSpell)
return;
_player->AddSpellAndCategoryCooldowns(m_spellInfo,m_CastItem ? m_CastItem->GetEntry() : 0, this);
}
void Spell::update(uint32 difftime)
{
// update pointers based at it's GUIDs
UpdatePointers();
if (m_targets.getUnitTargetGUID() && !m_targets.getUnitTarget())
{
sLog.outDebug("Spell %u is cancelled due to removal of target.", m_spellInfo->Id);
cancel();
return;
}
// check if the player caster has moved before the spell finished
if ((m_caster->GetTypeId() == TYPEID_PLAYER && m_timer != 0) &&
m_caster->isMoving() && (m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_MOVEMENT) &&
(m_spellInfo->Effect[0] != SPELL_EFFECT_STUCK || !m_caster->HasUnitMovementFlag(MOVEMENTFLAG_FALLING)))
{
// don't cancel for melee, autorepeat, triggered and instant spells
if (!IsNextMeleeSwingSpell() && !IsAutoRepeat() && !m_IsTriggeredSpell)
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)
{
// check if there are alive targets left
if (!UpdateChanneledTargetList())
{
sLog.outDebug("Channeled spell %d is removed due to lack of targets", m_spellInfo->Id);
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 (!IsAutoRepeat() && !IsNextMeleeSwingSpell())
{
if (Player* p = m_caster->GetCharmerOrOwnerPlayerOrPlayerItself())
{
for (std::list<TargetInfo>::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
{
TargetInfo* target = &*ihit;
if (!IS_CRE_OR_VEH_GUID(target->targetGUID))
continue;
Unit* unit = m_caster->GetGUID() == target->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, target->targetGUID);
if (unit == NULL)
continue;
p->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 = m_caster->GetMap()->GetGameObject(target->targetGUID);
if (!go)
continue;
p->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->hasUnitState(UNIT_STAT_CASTING) && !m_caster->IsNonMeleeSpellCasted(false, false, true))
m_caster->clearUnitState(UNIT_STAT_CASTING);
// Unsummon summon as possessed creatures on spell cancel
if (IsChanneledSpell(m_spellInfo) && m_caster->GetTypeId() == TYPEID_PLAYER)
{
if (Unit *charm = m_caster->GetCharm())
if (charm->GetTypeId() == TYPEID_UNIT
&& charm->ToCreature()->HasUnitTypeMask(UNIT_MASK_PUPPET)
&& charm->GetUInt32Value(UNIT_CREATED_BY_SPELL) == m_spellInfo->Id)
((Puppet*)charm)->UnSummon();
}
if (!ok)
return;
if (m_caster->GetTypeId() == TYPEID_UNIT && m_caster->ToCreature()->isSummon())
{
// Unsummon statue
uint32 spell = m_caster->GetUInt32Value(UNIT_CREATED_BY_SPELL);
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell);
if (spellInfo && spellInfo->SpellIconID == 2056)
{
sLog.outDebug("Statue %d is unsummoned in spell %d finish", m_caster->GetGUIDLow(), m_spellInfo->Id);
m_caster->setDeathState(JUST_DIED);
return;
}
}
// 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->DealHeal(m_caster, uint32(m_healthLeech), m_spellInfo);
if (IsMeleeAttackResetSpell())
{
bool found = false;
Unit::AuraEffectList const& vIgnoreReset = m_caster->GetAuraEffectsByType(SPELL_AURA_IGNORE_MELEE_RESET);
for (Unit::AuraEffectList::const_iterator i = vIgnoreReset.begin(); i != vIgnoreReset.end(); ++i)
{
if ((*i)->IsAffectedOnSpell(m_spellInfo))
{
found = true;
break;
}
}
if (!found)
{
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);
}
}
// potions disabled by client, send event "not in combat" if need
if (m_caster->GetTypeId() == TYPEID_PLAYER)
{
if (!m_triggeredByAuraSpell)
m_caster->ToPlayer()->UpdatePotionCooldown(this);
// triggered spell pointer can be not set in some cases
// this is needed for proper apply of triggered spell mods
m_caster->ToPlayer()->SetSpellModTakingSpell(this, true);
}
// 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();
// Take mods after trigger spell (needed for 14177 to affect 48664)
// mods are taken only on succesfull cast and independantly from targets of the spell
if (m_caster->GetTypeId() == TYPEID_PLAYER)
{
m_caster->ToPlayer()->RemoveSpellMods(this);
m_caster->ToPlayer()->SetSpellModTakingSpell(this, false);
}
// Stop Attack for some spells
if (m_spellInfo->Attributes & SPELL_ATTR_STOP_ATTACK_TARGET)
m_caster->AttackStop();
}
void Spell::SendCastResult(SpellCastResult result)
{
if (result == SPELL_CAST_OK)
return;
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return;
if (m_caster->ToPlayer()->GetSession()->PlayerLoading()) // don't send cast results at loading time
return;
SendCastResult((Player*)m_caster,m_spellInfo,m_cast_count,result);
}
void Spell::SendCastResult(Player* caster, SpellEntry const* spellInfo, uint8 cast_count, SpellCastResult result)
{
if (result == SPELL_CAST_OK)
return;
WorldPacket data(SMSG_CAST_FAILED, (4+1+1));
data << uint8(cast_count); // single cast or multi 2.3 (0/1)
data << uint32(spellInfo->Id);
data << uint8(result); // problem
switch (result)
{
case SPELL_FAILED_REQUIRES_SPELL_FOCUS:
data << uint32(spellInfo->RequiresSpellFocus);
break;
case SPELL_FAILED_REQUIRES_AREA:
// hardcode areas limitation case
switch(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 (don't must be)
data << uint32(0);
break;
}
break;
case SPELL_FAILED_TOTEMS:
if (spellInfo->Totem[0])
data << uint32(spellInfo->Totem[0]);
if (spellInfo->Totem[1])
data << uint32(spellInfo->Totem[1]);
break;
case SPELL_FAILED_TOTEM_CATEGORY:
if (spellInfo->TotemCategory[0])
data << uint32(spellInfo->TotemCategory[0]);
if (spellInfo->TotemCategory[1])
data << uint32(spellInfo->TotemCategory[1]);
break;
case SPELL_FAILED_EQUIPPED_ITEM_CLASS:
data << uint32(spellInfo->EquippedItemClass);
data << uint32(spellInfo->EquippedItemSubClassMask);
//data << uint32(spellInfo->EquippedItemInventoryTypeMask);
break;
case SPELL_FAILED_TOO_MANY_OF_ITEM:
{
uint32 item = 0;
for (int8 x=0;x < 3;x++)
if (spellInfo->EffectItemType[x])
item = spellInfo->EffectItemType[x];
ItemPrototype const *pProto = objmgr.GetItemPrototype(item);
if (pProto && pProto->ItemLimitCategory)
data << uint32(pProto->ItemLimitCategory);
break;
}
default:
break;
}
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_UNKNOWN_2;
if (m_spellInfo->Attributes & SPELL_ATTR_REQ_AMMO)
castFlags |= CAST_FLAG_AMMO;
if ((m_caster->GetTypeId() == TYPEID_PLAYER ||
(m_caster->GetTypeId() == TYPEID_UNIT && m_caster->ToCreature()->isPet()))
&& m_spellInfo->powerType != POWER_HEALTH)
castFlags |= CAST_FLAG_POWER_LEFT_SELF;
if (m_spellInfo->runeCostID && m_spellInfo->powerType == POWER_RUNE)
castFlags |= CAST_FLAG_UNKNOWN_19;
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 << uint8(m_cast_count); // pending spell cast?
data << uint32(m_spellInfo->Id); // spellId
data << uint32(castFlags); // cast flags
data << uint32(m_timer); // delay?
m_targets.write(&data);
if (castFlags & CAST_FLAG_POWER_LEFT_SELF)
data << uint32(m_caster->GetPower((Powers)m_spellInfo->powerType));
if (castFlags & CAST_FLAG_AMMO)
WriteAmmoToPacket(&data);
if (castFlags & CAST_FLAG_UNKNOWN_23)
{
data << uint32(0);
data << uint32(0);
}
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);
uint32 castFlags = CAST_FLAG_UNKNOWN_9;
// triggered spells with spell visual != 0
if ((m_IsTriggeredSpell && !IsAutoRepeatRangedSpell(m_spellInfo)) || m_triggeredByAuraSpell)
castFlags |= CAST_FLAG_PENDING;
if (m_spellInfo->Attributes & SPELL_ATTR_REQ_AMMO)
castFlags |= CAST_FLAG_AMMO; // arrows/bullets visual
if ((m_caster->GetTypeId() == TYPEID_PLAYER ||
(m_caster->GetTypeId() == TYPEID_UNIT && m_caster->ToCreature()->isPet()))
&& m_spellInfo->powerType != POWER_HEALTH)
castFlags |= CAST_FLAG_POWER_LEFT_SELF; // should only be sent to self, but the current messaging doesn't make that possible
if ((m_caster->GetTypeId() == TYPEID_PLAYER)
&& (m_caster->getClass() == CLASS_DEATH_KNIGHT)
&& m_spellInfo->runeCostID
&& m_spellInfo->powerType == POWER_RUNE)
{
castFlags |= CAST_FLAG_UNKNOWN_19; // same as in SMSG_SPELL_START
castFlags |= CAST_FLAG_RUNE_LIST; // rune cooldowns list
castFlags |= CAST_FLAG_UNKNOWN_9; // ??
}
if (IsSpellHaveEffect(m_spellInfo, SPELL_EFFECT_ACTIVATE_RUNE))
{
castFlags |= CAST_FLAG_RUNE_LIST; // rune cooldowns list
castFlags |= CAST_FLAG_UNKNOWN_19; // same as in SMSG_SPELL_START
}
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 << uint8(m_cast_count); // pending spell cast?
data << uint32(m_spellInfo->Id); // spellId
data << uint32(castFlags); // cast flags
data << uint32(getMSTime()); // timestamp
/*
// statement below seems to be wrong - i've seen spells with both unit and dest target
// Can't have TARGET_FLAG_UNIT when *_LOCATION is present - it breaks missile visuals
if (m_targets.getTargetMask() & (TARGET_FLAG_SOURCE_LOCATION | TARGET_FLAG_DEST_LOCATION))
m_targets.setTargetMask(m_targets.getTargetMask() & ~TARGET_FLAG_UNIT);
else if (m_targets.getIntTargetFlags() & FLAG_INT_UNIT)
m_targets.setTargetMask(m_targets.getTargetMask() | TARGET_FLAG_UNIT);
*/
WriteSpellGoTargets(&data);
m_targets.write(&data);
if (castFlags & CAST_FLAG_POWER_LEFT_SELF)
data << uint32(m_caster->GetPower((Powers)m_spellInfo->powerType));
if (castFlags & CAST_FLAG_RUNE_LIST) // rune cooldowns list
{
uint8 v1 = m_runesState;
uint8 v2 = m_caster->ToPlayer()->GetRunesState();
data << uint8(v1); // runes state before
data << uint8(v2); // runes state after
for (uint8 i = 0; i < MAX_RUNES; ++i)
{
uint8 m = (1 << i);
if (m & v1) // usable before...
if (!(m & v2)) // ...but on cooldown now...
data << uint8(0); // some unknown byte (time?)
}
}
if (castFlags & CAST_FLAG_UNKNOWN_18) // unknown wotlk
{
data << float(0);
data << uint32(0);
}
if (castFlags & CAST_FLAG_AMMO)
WriteAmmoToPacket(&data);
if (castFlags & CAST_FLAG_UNKNOWN_20) // unknown wotlk
{
data << uint32(0);
data << uint32(0);
}
if (m_targets.getTargetMask() & TARGET_FLAG_DEST_LOCATION)
{
data << uint8(0);
}
m_caster->SendMessageToSet(&data, true);
}
void Spell::WriteAmmoToPacket(WorldPacket * data)
{
uint32 ammoInventoryType = 0;
uint32 ammoDisplayID = 0;
if (m_caster->GetTypeId() == TYPEID_PLAYER)
{
Item *pItem = m_caster->ToPlayer()->GetWeaponForAttack(RANGED_ATTACK);
if (pItem)
{
ammoInventoryType = pItem->GetProto()->InventoryType;
if (ammoInventoryType == INVTYPE_THROWN)
ammoDisplayID = pItem->GetProto()->DisplayInfoID;
else
{
uint32 ammoID = m_caster->ToPlayer()->GetUInt32Value(PLAYER_AMMO_ID);
if (ammoID)
{
ItemPrototype const *pProto = objmgr.GetItemPrototype(ammoID);
if (pProto)
{
ammoDisplayID = pProto->DisplayInfoID;
ammoInventoryType = pProto->InventoryType;
}
}
else if (m_caster->HasAura(46699)) // Requires No Ammo
{
ammoDisplayID = 5996; // normal arrow
ammoInventoryType = INVTYPE_AMMO;
}
}
}
}
else
{
for (uint8 i = 0; i < 3; ++i)
{
if (uint32 item_id = m_caster->GetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + i))
{
if (ItemEntry const * itemEntry = sItemStore.LookupEntry(item_id))
{
if (itemEntry->Class == ITEM_CLASS_WEAPON)
{
switch(itemEntry->SubClass)
{
case ITEM_SUBCLASS_WEAPON_THROWN:
ammoDisplayID = itemEntry->DisplayId;
ammoInventoryType = itemEntry->InventoryType;
break;
case ITEM_SUBCLASS_WEAPON_BOW:
case ITEM_SUBCLASS_WEAPON_CROSSBOW:
ammoDisplayID = 5996; // is this need fixing?
ammoInventoryType = INVTYPE_AMMO;
break;
case ITEM_SUBCLASS_WEAPON_GUN:
ammoDisplayID = 5998; // is this need fixing?
ammoInventoryType = INVTYPE_AMMO;
break;
}
if (ammoDisplayID)
break;
}
}
}
}
}
*data << uint32(ammoDisplayID);
*data << uint32(ammoInventoryType);
}
void Spell::WriteSpellGoTargets(WorldPacket * data)
{
// This function also fill data for channeled spells:
// m_needAliveTargetMask req for stop channelig if one target die
uint32 hit = m_UniqueGOTargetInfo.size(); // Always hits on GO
uint32 miss = 0;
for (std::list<TargetInfo>::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
{
if ((*ihit).effectMask == 0) // No effect apply - all immuned add state
{
// possibly SPELL_MISS_IMMUNE2 for this??
ihit->missCondition = SPELL_MISS_IMMUNE2;
++miss;
}
else if ((*ihit).missCondition == SPELL_MISS_NONE)
++hit;
else
++miss;
}
*data << (uint8)hit;
for (std::list<TargetInfo>::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
{
if ((*ihit).missCondition == SPELL_MISS_NONE) // Add only hits
{
*data << uint64(ihit->targetGUID);
m_needAliveTargetMask |=ihit->effectMask;
}
}
for (std::list<GOTargetInfo>::const_iterator ighit = m_UniqueGOTargetInfo.begin(); ighit != m_UniqueGOTargetInfo.end(); ++ighit)
*data << uint64(ighit->targetGUID); // Always hits
*data << (uint8)miss;
for (std::list<TargetInfo>::const_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);
}
}
// Reset m_needAliveTargetMask for non channeled spell
if (!IsChanneledSpell(m_spellInfo))
m_needAliveTargetMask = 0;
}
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:
if (Item *item = m_targets.getItemTarget())
data.append(item->GetPackGUID());
else
data << uint8(0);
break;
case SPELL_EFFECT_CREATE_ITEM:
case SPELL_EFFECT_CREATE_ITEM_2:
data << uint32(m_spellInfo->EffectItemType[0]);
break;
case SPELL_EFFECT_SUMMON:
case SPELL_EFFECT_TRANS_DOOR:
case SPELL_EFFECT_SUMMON_PET:
case SPELL_EFFECT_SUMMON_OBJECT_WILD:
case SPELL_EFFECT_CREATE_HOUSE:
case SPELL_EFFECT_DUEL:
case SPELL_EFFECT_SUMMON_OBJECT_SLOT1:
case SPELL_EFFECT_SUMMON_OBJECT_SLOT2:
case SPELL_EFFECT_SUMMON_OBJECT_SLOT3:
case SPELL_EFFECT_SUMMON_OBJECT_SLOT4:
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;
case SPELL_EFFECT_RESURRECT:
case SPELL_EFFECT_RESURRECT_NEW:
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 << uint8(m_cast_count);
data << uint32(m_spellInfo->Id);
data << uint8(result);
m_caster->SendMessageToSet(&data, true);
data.Initialize(SMSG_SPELL_FAILED_OTHER, (8+4));
data.append(m_caster->GetPackGUID());
data << uint8(m_cast_count);
data << uint32(m_spellInfo->Id);
data << uint8(result);
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);
m_caster->SendMessageToSet(&data, true);
}
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>::const_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>::const_iterator itr = m_UniqueGOTargetInfo.begin(); itr != m_UniqueGOTargetInfo.end(); ++itr)
{
if (itr->effectMask & (1 << 0))
{
target = m_caster->GetMap()->GetGameObject(itr->targetGUID);
break;
}
}
}
WorldPacket data(MSG_CHANNEL_START, (8+4+4));
data.append(m_caster->GetPackGUID());
data << uint32(m_spellInfo->Id);
data << uint32(duration);
m_caster->SendMessageToSet(&data, true);
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)
{
// Both players and NPCs can resurrect using spells - have a look at creature 28487 for example
// However, the packet structure differs slightly
const char* sentName = m_caster->GetTypeId() == TYPEID_PLAYER ? "" : m_caster->GetNameForLocaleIdx(target->GetSession()->GetSessionDbLocaleIndex());
WorldPacket data(SMSG_RESURRECT_REQUEST, (8+4+strlen(sentName)+1+1+1));
data << uint64(m_caster->GetGUID());
data << uint32(strlen(sentName) + 1);
data << sentName;
data << uint8(0);
data << uint8(m_caster->GetTypeId() == TYPEID_PLAYER ? 0 : 1);
target->GetSession()->SendPacket(&data);
}
void Spell::SendPlaySpellVisual(uint32 SpellID)
{
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return;
WorldPacket data(SMSG_PLAY_SPELL_VISUAL, 8 + 4);
data << uint64(m_caster->GetGUID());
data << uint32(SpellID); // spell visual id?
m_caster->ToPlayer()->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 < MAX_ITEM_PROTO_SPELLS; ++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 == 1)
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;
m_caster->ToPlayer()->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)
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;
if (ihit->missCondition != SPELL_MISS_NONE)
{
//lower spell cost on fail (by talent aura)
if (Player *modOwner = m_caster->ToPlayer()->GetSpellModOwner())
modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_SPELL_COST_REFUND_ON_FAIL, m_powerCost);
}
break;
}
}
Powers powerType = Powers(m_spellInfo->powerType);
if (hit && powerType == POWER_RUNE)
{
TakeRunePower();
return;
}
if (!m_powerCost)
return;
// 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;
}
if (hit)
m_caster->ModifyPower(powerType, -m_powerCost);
else
m_caster->ModifyPower(powerType, -irand(0, m_powerCost/4));
// Set the five second timer
if (powerType == POWER_MANA && m_powerCost > 0)
m_caster->SetLastManaUse(getMSTime());
}
void Spell::TakeAmmo()
{
if (m_attackType == RANGED_ATTACK && m_caster->GetTypeId() == TYPEID_PLAYER)
{
Item *pItem = m_caster->ToPlayer()->GetWeaponForAttack(RANGED_ATTACK);
// wands don't have ammo
if (!pItem || pItem->IsBroken() || pItem->GetProto()->SubClass == ITEM_SUBCLASS_WEAPON_WAND)
return;
if (pItem->GetProto()->InventoryType == INVTYPE_THROWN)
{
if (pItem->GetMaxStackCount() == 1)
{
// decrease durability for non-stackable throw weapon
m_caster->ToPlayer()->DurabilityPointLossForEquipSlot(EQUIPMENT_SLOT_RANGED);
}
else
{
// decrease items amount for stackable throw weapon
uint32 count = 1;
m_caster->ToPlayer()->DestroyItemCount(pItem, count, true);
}
}
else if (uint32 ammo = m_caster->ToPlayer()->GetUInt32Value(PLAYER_AMMO_ID))
m_caster->ToPlayer()->DestroyItemCount(ammo, 1, true);
}
}
SpellCastResult Spell::CheckRuneCost(uint32 runeCostID)
{
if (m_spellInfo->powerType != POWER_RUNE || !runeCostID)
return SPELL_CAST_OK;
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return SPELL_CAST_OK;
Player *plr = (Player*)m_caster;
if (plr->getClass() != CLASS_DEATH_KNIGHT)
return SPELL_CAST_OK;
SpellRuneCostEntry const *src = sSpellRuneCostStore.LookupEntry(runeCostID);
if (!src)
return SPELL_CAST_OK;
if (src->NoRuneCost())
return SPELL_CAST_OK;
int32 runeCost[NUM_RUNE_TYPES]; // blood, frost, unholy, death
for (uint32 i = 0; i < RUNE_DEATH; ++i)
{
runeCost[i] = src->RuneCost[i];
if (Player* modOwner = m_caster->GetSpellModOwner())
modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_COST, runeCost[i], this);
}
runeCost[RUNE_DEATH] = MAX_RUNES; // calculated later
for (uint32 i = 0; i < MAX_RUNES; ++i)
{
RuneType rune = plr->GetCurrentRune(i);
if ((plr->GetRuneCooldown(i) == 0) && (runeCost[rune] > 0))
runeCost[rune]--;
}
for (uint32 i = 0; i < RUNE_DEATH; ++i)
if (runeCost[i] > 0)
runeCost[RUNE_DEATH] += runeCost[i];
if (runeCost[RUNE_DEATH] > MAX_RUNES)
return SPELL_FAILED_NO_POWER; // not sure if result code is correct
return SPELL_CAST_OK;
}
void Spell::TakeRunePower()
{
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return;
Player *plr = (Player*)m_caster;
if (plr->getClass() != CLASS_DEATH_KNIGHT)
return;
SpellRuneCostEntry const *src = sSpellRuneCostStore.LookupEntry(m_spellInfo->runeCostID);
if (!src || (src->NoRuneCost() && src->NoRunicPowerGain()))
return;
m_runesState = plr->GetRunesState(); // store previous state
int32 runeCost[NUM_RUNE_TYPES]; // blood, frost, unholy, death
for (uint32 i = 0; i < RUNE_DEATH; ++i)
{
runeCost[i] = src->RuneCost[i];
if (Player* modOwner = m_caster->GetSpellModOwner())
modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_COST, runeCost[i], this);
}
runeCost[RUNE_DEATH] = 0; // calculated later
for (uint32 i = 0; i < MAX_RUNES; ++i)
{
RuneType rune = plr->GetCurrentRune(i);
if ((plr->GetRuneCooldown(i) == 0) && (runeCost[rune] > 0))
{
plr->SetRuneCooldown(i, plr->GetRuneBaseCooldown(i));
plr->SetLastUsedRune(RuneType(rune));
runeCost[rune]--;
}
}
runeCost[RUNE_DEATH] = runeCost[RUNE_BLOOD] + runeCost[RUNE_UNHOLY] + runeCost[RUNE_FROST];
if (runeCost[RUNE_DEATH] > 0)
{
for (uint32 i = 0; i < MAX_RUNES; ++i)
{
RuneType rune = plr->GetCurrentRune(i);
if ((plr->GetRuneCooldown(i) == 0) && (rune == RUNE_DEATH))
{
plr->SetRuneCooldown(i, plr->GetRuneBaseCooldown(i));
plr->SetLastUsedRune(RuneType(rune));
runeCost[rune]--;
plr->RestoreBaseRune(i);
if (runeCost[RUNE_DEATH] == 0)
break;
}
}
}
// you can gain some runic power when use runes
float rp = src->runePowerGain;
rp *= sWorld.getRate(RATE_POWER_RUNICPOWER_INCOME);
plr->ModifyPower(POWER_RUNIC_POWER, (int32)rp);
}
void Spell::TakeReagents()
{
if (m_IsTriggeredSpell) // reagents used in triggered spell removed by original spell or don't must be removed.
{
Item* targetItem = m_targets.getItemTarget();
/// Not own traded item (in trader trade slot) req. reagents including triggered spell case
if (!(targetItem && targetItem->GetOwnerGUID() != m_caster->GetGUID()))
return;
}
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return;
// do not take reagents for these item casts
if (m_CastItem && m_CastItem->GetProto()->Flags & ITEM_PROTO_FLAG_TRIGGERED_CAST)
return;
Player* p_caster = (Player*)m_caster;
if (p_caster->CanNoReagentCast(m_spellInfo))
return;
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 < MAX_ITEM_PROTO_SPELLS; ++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;
uint16 threat = spellmgr.GetSpellThreat(spellId);
if (!threat)
return;
m_targets.getUnitTarget()->AddThreat(m_caster, float(threat));
DEBUG_LOG("Spell %u, rank %u, added an additional %i threat", spellId, spellmgr.GetSpellRank(spellId), threat);
}
void Spell::HandleEffects(Unit *pUnitTarget,Item *pItemTarget,GameObject *pGOTarget,uint32 i)
{
//effect has been handled, skip it
if (m_effectMask & (1<<i))
return;
unitTarget = pUnitTarget;
itemTarget = pItemTarget;
gameObjTarget = pGOTarget;
uint8 eff = m_spellInfo->Effect[i];
sLog.outDebug("Spell: %u Effect : %u", m_spellInfo->Id, eff);
//we do not need DamageMultiplier here.
damage = CalculateDamage(i, NULL);
for(std::list<SpellScript *>::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end() ; ++scritr)
{
std::list<SpellScript::EffectHandler>::iterator effEndItr = (*scritr)->EffectHandlers.end(), effItr = (*scritr)->EffectHandlers.begin();
for(; effItr != effEndItr ; ++effItr)
{
if ((*effItr).IsEffectAffected(m_spellInfo, i))
(*effItr).Call(*scritr, (SpellEffIndex)i);
}
}
if (eff < TOTAL_SPELL_EFFECTS)
{
(this->*SpellEffects[eff])(i);
}
}
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
}
}
SpellCastResult Spell::CheckCast(bool strict)
{
// check cooldowns to prevent cheating
if (m_caster->GetTypeId() == TYPEID_PLAYER && !(m_spellInfo->Attributes & SPELL_ATTR_PASSIVE))
{
//can cast triggered (by aura only?) spells while have this flag
if (!m_IsTriggeredSpell && m_caster->ToPlayer()->HasFlag(PLAYER_FLAGS, PLAYER_ALLOW_ONLY_ABILITY))
return SPELL_FAILED_SPELL_IN_PROGRESS;
if (m_caster->ToPlayer()->HasSpellCooldown(m_spellInfo->Id) ||
(strict && !m_IsTriggeredSpell && m_caster->ToPlayer()->HasGlobalCooldown(m_spellInfo)))
{
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 = m_caster->ToPlayer()->GetBattleGround())
if (bg->GetStatus() == STATUS_WAIT_LEAVE)
return SPELL_FAILED_DONT_REPORT;
if(m_caster->GetTypeId() == TYPEID_PLAYER && VMAP::VMapFactory::createOrGetVMapManager()->isLineOfSightCalcEnabled())
{
if(m_spellInfo->Attributes & SPELL_ATTR_OUTDOORS_ONLY &&
!m_caster->GetMap()->IsOutdoors(m_caster->GetPositionX(), m_caster->GetPositionY(), m_caster->GetPositionZ()))
return SPELL_FAILED_ONLY_OUTDOORS;
if(m_spellInfo->Attributes & SPELL_ATTR_INDOORS_ONLY &&
m_caster->GetMap()->IsOutdoors(m_caster->GetPositionX(), m_caster->GetPositionY(), m_caster->GetPositionZ()))
return SPELL_FAILED_ONLY_INDOORS;
}
// only check at first call, Stealth auras are already removed at second call
// for now, ignore triggered spells
if (strict && !m_IsTriggeredSpell)
{
bool checkForm = true;
// Ignore form req aura
Unit::AuraEffectList const& ignore = m_caster->GetAuraEffectsByType(SPELL_AURA_MOD_IGNORE_SHAPESHIFT);
for (Unit::AuraEffectList::const_iterator i = ignore.begin(); i != ignore.end(); ++i)
{
if (!(*i)->IsAffectedOnSpell(m_spellInfo))
continue;
checkForm = false;
break;
}
if (checkForm)
{
// Cannot be used in this stance/form
SpellCastResult shapeError = GetErrorAtShapeshiftedCast(m_spellInfo, m_caster->m_form);
if (shapeError != SPELL_CAST_OK)
return shapeError;
if ((m_spellInfo->Attributes & SPELL_ATTR_ONLY_STEALTHED) && !(m_caster->HasStealthAura()))
return SPELL_FAILED_ONLY_STEALTHED;
}
}
bool reqCombat=true;
Unit::AuraEffectList const& stateAuras = m_caster->GetAuraEffectsByType(SPELL_AURA_ABILITY_IGNORE_AURASTATE);
for (Unit::AuraEffectList::const_iterator j = stateAuras.begin(); j != stateAuras.end(); ++j)
{
if ((*j)->IsAffectedOnSpell(m_spellInfo))
{
if ((*j)->GetMiscValue() == 1)
{
reqCombat=false;
break;
}
}
}
// caster state requirements
// not for triggered spells (needed by execute)
if (!m_IsTriggeredSpell)
{
if (m_spellInfo->CasterAuraState && !m_caster->HasAuraState(AuraState(m_spellInfo->CasterAuraState), m_spellInfo, m_caster))
return SPELL_FAILED_CASTER_AURASTATE;
if (m_spellInfo->CasterAuraStateNot && m_caster->HasAuraState(AuraState(m_spellInfo->CasterAuraStateNot), m_spellInfo, m_caster))
return SPELL_FAILED_CASTER_AURASTATE;
// Note: spell 62473 requres casterAuraSpell = triggering spell
if (m_spellInfo->casterAuraSpell && !m_caster->HasAura(m_spellInfo->casterAuraSpell))
return SPELL_FAILED_CASTER_AURASTATE;
if (m_spellInfo->excludeCasterAuraSpell && m_caster->HasAura(m_spellInfo->excludeCasterAuraSpell))
return SPELL_FAILED_CASTER_AURASTATE;
if (reqCombat && m_caster->isInCombat() && IsNonCombatSpell(m_spellInfo))
return SPELL_FAILED_AFFECTING_COMBAT;
}
// 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 && m_caster->ToPlayer()->isMoving())
{
// skip stuck spell to allow use it in falling case and apply spell limitations at movement
if ((!m_caster->ToPlayer()->m_movementInfo.HasMovementFlag(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();
// In pure self-cast spells, the client won't send any unit target
if (!target && (m_targets.getTargetMask() == TARGET_FLAG_SELF || m_targets.getTargetMask() & TARGET_FLAG_UNIT_CASTER)) // TARGET_FLAG_SELF == 0, remember!
target = m_caster;
if (target)
{
// target state requirements (not allowed state), apply to self also
if (!m_IsTriggeredSpell && m_spellInfo->TargetAuraStateNot && target->HasAuraState(AuraState(m_spellInfo->TargetAuraStateNot), m_spellInfo, m_caster))
return SPELL_FAILED_TARGET_AURASTATE;
if (m_spellInfo->targetAuraSpell && !target->HasAura(m_spellInfo->targetAuraSpell))
return SPELL_FAILED_TARGET_AURASTATE;
if (m_spellInfo->excludeTargetAuraSpell && target->HasAura(m_spellInfo->excludeTargetAuraSpell))
return SPELL_FAILED_TARGET_AURASTATE;
if (!m_IsTriggeredSpell && target == m_caster && m_spellInfo->AttributesEx & SPELL_ATTR_EX_CANT_TARGET_SELF)
return SPELL_FAILED_BAD_TARGETS;
bool non_caster_target = target != m_caster && !spellmgr.IsSpellWithCasterSourceTargetsOnly(m_spellInfo);
if (non_caster_target)
{
// target state requirements (apply to non-self only), to allow cast affects to self like Dirty Deeds
if (!m_IsTriggeredSpell && m_spellInfo->TargetAuraState && !target->HasAuraState(AuraState(m_spellInfo->TargetAuraState), m_spellInfo, m_caster))
return SPELL_FAILED_TARGET_AURASTATE;
// Not allow casting on flying player
if (target->hasUnitState(UNIT_STAT_UNATTACKABLE))
return SPELL_FAILED_BAD_TARGETS;
if (!m_IsTriggeredSpell && (target->HasAuraType(SPELL_AURA_MOD_STEALTH)
|| target->m_invisibilityMask) && !m_caster->canSeeOrDetect(target, true))
return SPELL_FAILED_BAD_TARGETS;
if (m_caster->GetTypeId() == TYPEID_PLAYER)
{
// Not allow banish not self target
if (m_spellInfo->Mechanic == MECHANIC_BANISH)
if (target->GetTypeId() == TYPEID_UNIT &&
!m_caster->ToPlayer()->isAllowedToLoot(target->ToCreature()))
return SPELL_FAILED_CANT_CAST_ON_TAPPED;
if (m_customAttr & SPELL_ATTR_CU_PICKPOCKET)
{
if (target->GetTypeId() == TYPEID_PLAYER)
return SPELL_FAILED_BAD_TARGETS;
else if ((target->GetCreatureTypeMask() & CREATURE_TYPEMASK_HUMANOID_OR_UNDEAD) == 0)
return SPELL_FAILED_TARGET_NO_POCKETS;
}
// Not allow disarm unarmed player
if (m_spellInfo->Mechanic == MECHANIC_DISARM)
{
if (target->GetTypeId() == TYPEID_PLAYER)
{
if (!target->ToPlayer()->GetWeaponForAttack(BASE_ATTACK) || !target->ToPlayer()->IsUseEquipedWeapon(true))
return SPELL_FAILED_TARGET_NO_WEAPONS;
}
else if (!target->GetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID))
return SPELL_FAILED_TARGET_NO_WEAPONS;
}
}
if (!m_IsTriggeredSpell && VMAP::VMapFactory::checkSpellForLoS(m_spellInfo->Id) && !m_caster->IsWithinLOSInMap(target))
return SPELL_FAILED_LINE_OF_SIGHT;
}
else if (m_caster == target)
{
if (m_caster->GetTypeId() == TYPEID_PLAYER) // Target - is player caster
{
// Additional check for some spells
// If 0 spell effect empty - client not send target data (need use selection)
// TODO: check it on next client version
if (m_targets.getTargetMask() == TARGET_FLAG_SELF &&
m_spellInfo->EffectImplicitTargetA[1] == TARGET_UNIT_TARGET_ENEMY)
{
target = m_caster->GetUnit(*m_caster, m_caster->ToPlayer()->GetSelection());
if (target)
m_targets.setUnitTarget(target);
else
return SPELL_FAILED_BAD_TARGETS;
}
// Lay on Hands - cannot be self-cast on paladin with Forbearance or after using Avenging Wrath
if (m_spellInfo->SpellFamilyName == SPELLFAMILY_PALADIN && m_spellInfo->SpellFamilyFlags[0] & 0x0008000)
if (target->HasAura(61988)) // Immunity shield marker
return SPELL_FAILED_TARGET_AURASTATE;
}
}
// check pet presents
for (int j = 0; j < 3; ++j)
{
if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_UNIT_PET)
{
target = m_caster->GetGuardianPet();
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 (non_caster_target)
{
if (!CheckTargetCreatureType(target))
{
if (target->GetTypeId() == TYPEID_PLAYER)
return SPELL_FAILED_TARGET_IS_PLAYER;
else
return SPELL_FAILED_BAD_TARGETS;
}
}
// who can give me an example to show what is the use of this
// even if we need check, check by effect rather than whole spell, otherwise 57108,57143 are broken
/*
// 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 (non_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 (target)
if (IsPositiveSpell(m_spellInfo->Id))
if (target->IsImmunedToSpell(m_spellInfo))
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)
//Exclusion for Pounce: Facing Limitation was removed in 2.0.1, but it still uses the same, old Ex-Flags
&& (!(m_spellInfo->SpellFamilyName == SPELLFAMILY_DRUID && m_spellInfo->SpellFamilyFlags.IsEqual(0x20000,0,0)))
//Mutilate no longer requires you be behind the target as of patch 3.0.3
&& (!(m_spellInfo->SpellFamilyName == SPELLFAMILY_ROGUE && m_spellInfo->SpellFamilyFlags[1] & 0x200000))
//Exclusion for Throw: Facing limitation was added in 3.2.x, but that shouldn't be
&& (!(m_spellInfo->SpellFamilyName == SPELLFAMILY_ROGUE && m_spellInfo->SpellFamilyFlags[0] & 0x00000001)))
{
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 (non_caster_target && (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 (!m_caster->ToPlayer()->InBattleGround())
return SPELL_FAILED_ONLY_BATTLEGROUNDS;
// do not allow spells to be cast in arenas
// - with greater than 10 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) > 10 * MINUTE * IN_MILLISECONDS && !(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 (m_caster->GetTypeId() == TYPEID_UNIT || !m_caster->ToPlayer()->isGameMaster())
{
uint32 zone, area;
m_caster->GetZoneAndAreaId(zone,area);
SpellCastResult locRes= spellmgr.GetSpellAllowedInLocationError(m_spellInfo,m_caster->GetMapId(),zone,area,
m_caster->GetTypeId() == TYPEID_PLAYER ? m_caster->ToPlayer() : NULL);
if (locRes != SPELL_CAST_OK)
return locRes;
}
// 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_ON_TAXI;
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))
{
SpellCastResult castResult = CheckItems();
if (castResult != SPELL_CAST_OK)
return castResult;
}
/*//ImpliciteTargetA-B = 38, If fact there is 0 Spell with ImpliciteTargetB=38
if (m_UniqueTargetInfo.empty()) // skip second CheckCast 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 = bounds.first; i_spellST != bounds.second; ++i_spellST)
{
switch(i_spellST->second.type)
{
case SPELL_TARGET_TYPE_GAMEOBJECT:
{
GameObject* p_GameObject = NULL;
if (i_spellST->second.targetEntry)
{
CellPair p(Trinity::ComputeCellPair(m_caster->GetPositionX(), m_caster->GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
Trinity::NearestGameObjectEntryInObjectRangeCheck go_check(*m_caster,i_spellST->second.targetEntry,range);
Trinity::GameObjectLastSearcher<Trinity::NearestGameObjectEntryInObjectRangeCheck> checker(m_caster, p_GameObject,go_check);
TypeContainerVisitor<Trinity::GameObjectLastSearcher<Trinity::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(Trinity::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???
Trinity::NearestCreatureEntryWithLiveStateInObjectRangeCheck u_check(*m_caster,i_spellST->second.targetEntry,i_spellST->second.type != SPELL_TARGET_TYPE_DEAD,range);
Trinity::CreatureLastSearcher<Trinity::NearestCreatureEntryWithLiveStateInObjectRangeCheck> searcher(m_caster, p_Creature, u_check);
TypeContainerVisitor<Trinity::CreatureLastSearcher<Trinity::NearestCreatureEntryWithLiveStateInObjectRangeCheck>, GridTypeMapContainer > grid_creature_searcher(searcher);
CellLock<GridReadGuard> cell_lock(cell, p);
cell_lock->Visit(cell_lock, grid_creature_searcher, *m_caster->GetMap(), *m_caster, range);
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.setDst(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.setDst(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)
{
SpellCastResult castResult = CheckRange(strict);
if (castResult != SPELL_CAST_OK)
return castResult;
castResult = CheckPower();
if (castResult != SPELL_CAST_OK)
return castResult;
castResult = CheckCasterAuras();
if (castResult != SPELL_CAST_OK)
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->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
// hurt version required facing
if (m_targets.getUnitTarget() && !m_caster->IsFriendlyTo(m_targets.getUnitTarget()) && !m_caster->HasInArc(M_PI, m_targets.getUnitTarget()))
return SPELL_FAILED_UNIT_NOT_INFRONT;
}
else if (m_spellInfo->SpellIconID == 33 && m_spellInfo->SpellFamilyName == SPELLFAMILY_SHAMAN && m_spellInfo->SpellFamilyFlags[0] & SPELLFAMILYFLAG_SHAMAN_FIRE_NOVA)
{
if (!m_caster->m_SummonSlot[1])
return SPELL_FAILED_SUCCESS;
}
else if (m_spellInfo->SpellFamilyName == SPELLFAMILY_DEATHKNIGHT && m_spellInfo->SpellFamilyFlags[0] == 0x2000) // Death Coil (DeathKnight)
{
Unit* target = m_targets.getUnitTarget();
if (!target || (target->IsFriendlyTo(m_caster) && target->GetCreatureType() != CREATURE_TYPE_UNDEAD))
return SPELL_FAILED_BAD_TARGETS;
}
else if (m_spellInfo->Id == 19938) // Awaken Peon
{
Unit *unit = m_targets.getUnitTarget();
if (!unit || !unit->HasAura(17743))
return SPELL_FAILED_BAD_TARGETS;
}
else if (m_spellInfo->Id == 52264) // Deliver Stolen Horse
{
if (!m_caster->FindNearestCreature(28653,5))
return SPELL_FAILED_OUT_OF_RANGE;
}
else if (m_spellInfo->Id == 31789) // Righteous Defense
{
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return SPELL_FAILED_DONT_REPORT;
Unit* target = m_targets.getUnitTarget();
if (!target || !target->IsFriendlyTo(m_caster) || target->getAttackers().empty())
return SPELL_FAILED_BAD_TARGETS;
}
break;
}
case SPELL_EFFECT_LEARN_SPELL:
{
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return SPELL_FAILED_BAD_TARGETS;
if (m_spellInfo->EffectImplicitTargetA[i] != TARGET_UNIT_PET)
break;
Pet* pet = m_caster->ToPlayer()->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 (m_spellInfo->spellLevel > pet->getLevel())
return SPELL_FAILED_LOWLEVEL;
break;
}
case SPELL_EFFECT_LEARN_PET_SPELL:
{
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return SPELL_FAILED_BAD_TARGETS;
Pet* pet = m_caster->ToPlayer()->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 (m_spellInfo->spellLevel > pet->getLevel())
return SPELL_FAILED_LOWLEVEL;
break;
}
case SPELL_EFFECT_APPLY_GLYPH:
{
uint32 glyphId = m_spellInfo->EffectMiscValue[i];
if (GlyphPropertiesEntry const *gp = sGlyphPropertiesStore.LookupEntry(glyphId))
if (m_caster->HasAura(gp->SpellId))
return SPELL_FAILED_UNIQUE_GLYPH;
break;
}
case SPELL_EFFECT_FEED_PET:
{
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return SPELL_FAILED_BAD_TARGETS;
Item* foodItem = m_targets.getItemTarget();
if (!foodItem)
return SPELL_FAILED_BAD_TARGETS;
Pet* pet = m_caster->ToPlayer()->GetPet();
if (!pet)
return SPELL_FAILED_NO_PET;
if (!pet->HaveInDiet(foodItem->GetProto()))
return SPELL_FAILED_WRONG_PET_FOOD;
if (!pet->GetCurrentFoodBenefitLevel(foodItem->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_spellInfo->SpellFamilyName == SPELLFAMILY_WARRIOR)
{
// Warbringer - can't be handled in proc system - should be done before checkcast root check and charge effect process
if (strict && m_caster->IsScriptOverriden(m_spellInfo, 6953))
m_caster->RemoveMovementImpairingAuras();
}
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 = m_targets.getUnitTarget()->ToCreature();
if (creature->GetCreatureType() != CREATURE_TYPE_CRITTER && !creature->loot.isLooted())
return SPELL_FAILED_TARGET_NOT_LOOTED;
uint32 skill = creature->GetCreatureInfo()->GetRequiredLootSkill();
int32 skillValue = m_caster->ToPlayer()->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) > irand(skillValue - 25, skillValue + 37))
return SPELL_FAILED_TRY_AGAIN;
break;
}
case SPELL_EFFECT_OPEN_LOCK:
{
if (m_spellInfo->EffectImplicitTargetA[i] != TARGET_GAMEOBJECT &&
m_spellInfo->EffectImplicitTargetA[i] != TARGET_GAMEOBJECT_ITEM)
break;
uint32 spellId = m_spellInfo->Id;
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())
return SPELL_FAILED_BAD_TARGETS;
Item *pTempItem = NULL;
if (m_targets.getTargetMask() & TARGET_FLAG_TRADE_ITEM)
{
if (TradeData* pTrade = m_caster->ToPlayer()->GetTradeData())
pTempItem = pTrade->GetTraderData()->GetItem(TradeSlots(m_targets.getItemTargetGUID()));
}
else if (m_targets.getTargetMask() & TARGET_FLAG_ITEM)
pTempItem = m_caster->ToPlayer()->GetItemByGuid(m_targets.getItemTargetGUID());
// we need a go target, or an openable item target in case of TARGET_GAMEOBJECT_ITEM
if (m_spellInfo->EffectImplicitTargetA[i] == TARGET_GAMEOBJECT_ITEM &&
!m_targets.getGOTarget() &&
(!pTempItem || !pTempItem->GetProto()->LockID || !pTempItem->IsLocked()))
return SPELL_FAILED_BAD_TARGETS;
if (m_spellInfo->Id != 1842 || m_targets.getGOTarget() &&
m_targets.getGOTarget()->GetGOInfo()->type != GAMEOBJECT_TYPE_TRAP)
if (m_caster->ToPlayer()->InBattleGround() && // In BattleGround players can use only flags and banners
!m_caster->ToPlayer()->CanUseBattleGroundObject())
return SPELL_FAILED_TRY_AGAIN;
// get the lock entry
uint32 lockId = 0;
if (GameObject* go = m_targets.getGOTarget())
{
lockId = go->GetGOInfo()->GetLockId();
if (!lockId)
return SPELL_FAILED_BAD_TARGETS;
}
else if (Item* itm = m_targets.getItemTarget())
lockId = itm->GetProto()->LockID;
SkillType skillId = SKILL_NONE;
int32 reqSkillValue = 0;
int32 skillValue = 0;
// check lock compatibility
SpellCastResult res = CanOpenLock(i, lockId, skillId, reqSkillValue, skillValue);
if (res != SPELL_CAST_OK)
return res;
// chance for fail at orange mining/herb/LockPicking gathering attempt
// second check prevent fail at rechecks
if (skillId != SKILL_NONE && (!m_selfContainer || ((*m_selfContainer) != this)))
{
bool canFailAtMax = skillId != SKILL_HERBALISM && skillId != SKILL_MINING;
// chance for failure in orange gather / lockpick (gathering skill can't fail at maxskill)
if ((canFailAtMax || skillValue < sWorld.GetConfigMaxSkillValue()) && reqSkillValue > irand(skillValue - 25, skillValue + 37))
return SPELL_FAILED_TRY_AGAIN;
}
break;
}
case SPELL_EFFECT_SUMMON_DEAD_PET:
{
Creature *pet = m_caster->GetGuardianPet();
if (!pet)
return SPELL_FAILED_NO_PET;
if (pet->isAlive())
return SPELL_FAILED_ALREADY_HAVE_SUMMON;
break;
}
// This is generic summon effect
case SPELL_EFFECT_SUMMON:
{
SummonPropertiesEntry const *SummonProperties = sSummonPropertiesStore.LookupEntry(m_spellInfo->EffectMiscValueB[i]);
if (!SummonProperties)
break;
switch(SummonProperties->Category)
{
case SUMMON_CATEGORY_PET:
if (m_caster->GetPetGUID())
return SPELL_FAILED_ALREADY_HAVE_SUMMON;
case SUMMON_CATEGORY_PUPPET:
if (m_caster->GetCharmGUID())
return SPELL_FAILED_ALREADY_HAVE_CHARM;
break;
}
break;
}
case SPELL_EFFECT_CREATE_TAMED_PET:
{
if (m_targets.getUnitTarget())
{
if (m_targets.getUnitTarget()->GetTypeId() != TYPEID_PLAYER)
return SPELL_FAILED_BAD_TARGETS;
if (m_targets.getUnitTarget()->GetPetGUID())
return SPELL_FAILED_ALREADY_HAVE_SUMMON;
}
break;
}
case SPELL_EFFECT_SUMMON_PET:
{
if (m_caster->GetPetGUID()) //let warlock do a replacement summon
{
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)
if (Pet* pet = m_caster->ToPlayer()->GetPet())
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 (!m_caster->ToPlayer()->GetSelection())
return SPELL_FAILED_BAD_TARGETS;
Player* target = objmgr.GetPlayer(m_caster->ToPlayer()->GetSelection());
if (!target || m_caster->ToPlayer() == target || !target->IsInSameRaidWith(m_caster->ToPlayer()))
return SPELL_FAILED_BAD_TARGETS;
// check if our map is dungeon
if (sMapStore.LookupEntry(m_caster->GetMapId())->IsDungeon())
{
Map const* pMap = m_caster->GetMap();
InstanceTemplate const* instance = ObjectMgr::GetInstanceTemplate(pMap->GetId());
if (!instance)
return SPELL_FAILED_TARGET_NOT_IN_INSTANCE;
if (!target->Satisfy(objmgr.GetAccessRequirement(pMap->GetId(), pMap->GetDifficulty()), pMap->GetId()))
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 = m_caster->ToPlayer()->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;
}
case SPELL_EFFECT_LEAP_BACK:
{
// Spell 781 (Disengage) requires player to be in combat
if (m_caster->GetTypeId() == TYPEID_PLAYER && m_spellInfo->Id == 781 && !m_caster->isInCombat())
return SPELL_FAILED_CANT_DO_THAT_RIGHT_NOW;
Unit* target = m_targets.getUnitTarget();
if (m_caster == target && m_caster->hasUnitState(UNIT_STAT_ROOT))
{
if (m_caster->GetTypeId() == TYPEID_PLAYER)
return SPELL_FAILED_ROOTED;
else
return SPELL_FAILED_DONT_REPORT;
}
break;
}
default:
break;
}
}
for (int i = 0; i < 3; i++)
{
switch(m_spellInfo->EffectApplyAuraName[i])
{
case SPELL_AURA_DUMMY:
{
//custom check
switch(m_spellInfo->Id)
{
// Tag Murloc
case 30877:
{
Unit* target = m_targets.getUnitTarget();
if (!target || target->GetEntry() != 17326)
return SPELL_FAILED_BAD_TARGETS;
break;
}
case 61336:
if (m_caster->GetTypeId() != TYPEID_PLAYER || !m_caster->ToPlayer()->IsInFeralForm())
return SPELL_FAILED_ONLY_SHAPESHIFT;
break;
case 1515:
{
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return SPELL_FAILED_BAD_TARGETS;
if (!m_targets.getUnitTarget() || m_targets.getUnitTarget()->GetTypeId() == TYPEID_PLAYER)
return SPELL_FAILED_BAD_IMPLICIT_TARGETS;
Creature* target = m_targets.getUnitTarget()->ToCreature();
if (target->getLevel() > m_caster->getLevel())
return SPELL_FAILED_HIGHLEVEL;
// use SMSG_PET_TAME_FAILURE?
if (!target->GetCreatureInfo()->isTameable (m_caster->ToPlayer()->CanTameExoticPets()))
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 44795: // Parachute
{
float x, y, z;
m_caster->GetPosition(x, y, z);
float ground_Z = m_caster->GetMap()->GetHeight(x, y, z);
if (fabs(ground_Z - z) < 0.1f)
return SPELL_FAILED_DONT_REPORT;
break;
}
default:
break;
}
break;
}
case SPELL_AURA_MOD_POSSESS_PET:
{
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return SPELL_FAILED_NO_PET;
Pet *pet = m_caster->ToPlayer()->GetPet();
if (!pet)
return SPELL_FAILED_NO_PET;
if (pet->GetCharmerGUID())
return SPELL_FAILED_CHARMED;
break;
}
case SPELL_AURA_MOD_POSSESS:
case SPELL_AURA_MOD_CHARM:
case SPELL_AURA_AOE_CHARM:
{
if (m_caster->GetCharmerGUID())
return SPELL_FAILED_CHARMED;
if (m_spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_CHARM
|| m_spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_POSSESS)
{
if (m_caster->GetPetGUID())
return SPELL_FAILED_ALREADY_HAVE_SUMMON;
if (m_caster->GetCharmGUID())
return SPELL_FAILED_ALREADY_HAVE_CHARM;
}
if (Unit *target = m_targets.getUnitTarget())
{
if (target->GetTypeId() == TYPEID_UNIT && target->ToCreature()->IsVehicle())
return SPELL_FAILED_BAD_IMPLICIT_TARGETS;
if (target->IsMounted())
return SPELL_FAILED_CANT_BE_CHARMED;
if (target->GetCharmerGUID())
return SPELL_FAILED_CHARMED;
int32 damage = CalculateDamage(i, target);
if (damage && int32(target->getLevel()) > damage)
return SPELL_FAILED_HIGHLEVEL;
}
break;
}
case SPELL_AURA_MOUNTED:
{
if (m_caster->IsInWater())
return SPELL_FAILED_ONLY_ABOVEWATER;
if (m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->ToPlayer()->GetTransport())
return SPELL_FAILED_NO_MOUNTS_ALLOWED;
// Ignore map check if spell have AreaId. AreaId already checked and this prevent special mount spells
bool AllowMount = !m_caster->GetMap()->IsDungeon() || m_caster->GetMap()->IsBattleGroundOrArena();
InstanceTemplate const *it = objmgr.GetInstanceTemplate(m_caster->GetMapId());
if (it)
AllowMount = it->allowMount;
if (m_caster->GetTypeId() == TYPEID_PLAYER && !AllowMount && !m_IsTriggeredSpell && !m_spellInfo->AreaGroupId)
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 || form == FORM_METAMORPHOSIS)
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_FLY:
case SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED:
{
// not allow cast fly spells if not have req. skills (all spells is self target)
// allow always ghost flight spells
if (m_originalCaster && m_originalCaster->GetTypeId() == TYPEID_PLAYER && m_originalCaster->isAlive())
{
if (AreaTableEntry const* pArea = GetAreaEntryByAreaID(m_originalCaster->GetAreaId()))
if (pArea->flags & AREA_FLAG_NO_FLY_ZONE)
return m_IsTriggeredSpell ? SPELL_FAILED_DONT_REPORT : 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;
}
}
// check trade slot case (last, for allow catch any another cast problems)
if (m_targets.getTargetMask() & TARGET_FLAG_TRADE_ITEM)
{
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return SPELL_FAILED_NOT_TRADING;
TradeData* my_trade = m_caster->ToPlayer()->GetTradeData();
if (!my_trade)
return SPELL_FAILED_NOT_TRADING;
TradeSlots slot = TradeSlots(m_targets.getItemTargetGUID());
if (slot != TRADE_SLOT_NONTRADED)
return SPELL_FAILED_BAD_TARGETS;
if (!m_IsTriggeredSpell)
if (my_trade->GetSpell())
return SPELL_FAILED_ITEM_ALREADY_ENCHANTED;
}
// all ok
return SPELL_CAST_OK;
}
SpellCastResult Spell::CheckPetCast(Unit* target)
{
if (!m_caster->isAlive() && !(m_spellInfo->Attributes & SPELL_ATTR_CASTABLE_WHILE_DEAD))
return SPELL_FAILED_CASTER_DEAD;
if (m_caster->hasUnitState(UNIT_STAT_CASTING) && !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;
//dead owner (pets still alive when owners ressed?)
if (Unit *owner = m_caster->GetCharmerOrOwner())
if (!owner->isAlive())
return SPELL_FAILED_CASTER_DEAD;
if (!target && m_targets.getUnitTarget())
target = m_targets.getUnitTarget();
for (uint32 i = 0; i < 3; ++i)
{
if (SpellTargetType[m_spellInfo->EffectImplicitTargetA[i]] == TARGET_TYPE_UNIT_TARGET
|| SpellTargetType[m_spellInfo->EffectImplicitTargetA[i]] == TARGET_TYPE_DEST_TARGET)
{
if (!target)
return SPELL_FAILED_BAD_IMPLICIT_TARGETS;
m_targets.setUnitTarget(target);
break;
}
}
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 (m_caster->ToCreature()->HasSpellCooldown(m_spellInfo->Id))
return SPELL_FAILED_NOT_READY;
return CheckCast(true);
}
SpellCastResult Spell::CheckCasterAuras() const
{
// spells totally immuned to caster auras (wsg flag drop, give marks etc)
if (m_spellInfo->AttributesEx6& SPELL_ATTR_EX6_IGNORE_CASTER_AURAS)
return SPELL_CAST_OK;
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 == 42292 || m_spellInfo->Id == 59752)
mechanic_immune = IMMUNE_TO_MOVEMENT_IMPAIRMENT_AND_LOSS_CONTROL_MASK;
}
// Check whether the cast should be prevented by any state you might have.
SpellCastResult prevented_reason = SPELL_CAST_OK;
// Have to check if there is a stun aura. Otherwise will have problems with ghost aura apply while logging out
uint32 unitflag = m_caster->GetUInt32Value(UNIT_FIELD_FLAGS); // Get unit state
if (unitflag & UNIT_FLAG_STUNNED && !(m_spellInfo->AttributesEx5 & SPELL_ATTR_EX5_USABLE_WHILE_STUNNED))
prevented_reason = SPELL_FAILED_STUNNED;
else if (unitflag & UNIT_FLAG_CONFUSED && !(m_spellInfo->AttributesEx5 & SPELL_ATTR_EX5_USABLE_WHILE_CONFUSED))
prevented_reason = SPELL_FAILED_CONFUSED;
else if (unitflag & UNIT_FLAG_FLEEING && !(m_spellInfo->AttributesEx5 & SPELL_ATTR_EX5_USABLE_WHILE_FEARED))
prevented_reason = SPELL_FAILED_FLEEING;
else if (unitflag & UNIT_FLAG_SILENCED && m_spellInfo->PreventionType == SPELL_PREVENTION_TYPE_SILENCE)
prevented_reason = SPELL_FAILED_SILENCED;
else if (unitflag & 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 != SPELL_CAST_OK)
{
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::AuraApplicationMap const& auras = m_caster->GetAppliedAuras();
for (Unit::AuraApplicationMap::const_iterator itr = auras.begin(); itr != auras.end(); ++itr)
{
Aura const * aura = itr->second->GetBase();
if (GetAllSpellMechanicMask(aura->GetSpellProto()) & mechanic_immune)
continue;
if (GetSpellSchoolMask(aura->GetSpellProto()) & school_immune)
continue;
if ((1<<(aura->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.
for (uint8 i=0; i<MAX_SPELL_EFFECTS; ++i)
{
if (AuraEffect * part = aura->GetEffect(i))
{
switch(part->GetAuraType())
{
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;
default: break;
}
}
}
}
}
// You are prevented from casting and the spell casted does not grant immunity. Return a failed error.
else
return prevented_reason;
}
return SPELL_CAST_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->HasAuraEffect(m_spellInfo->Id, j))
return false;
}
else
{
if (AuraEffect * aureff = target->GetAuraEffect(m_spellInfo->Id, j))
if (aureff->GetBase()->GetStackAmount() >= m_spellInfo->StackAmount)
return false;
}
}
else if (IsAreaAuraEffect(m_spellInfo->Effect[j]))
{
if (target->HasAuraEffect(m_spellInfo->Id, j))
return false;
}
}
SpellCastResult result = CheckPetCast(target);
if (result == SPELL_CAST_OK || result == SPELL_FAILED_UNIT_NOT_INFRONT)
{
SelectSpellTargets();
//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
}
SpellCastResult Spell::CheckRange(bool strict)
{
// self cast doesn't need range checking -- also for Starshards fix
if (m_spellInfo->rangeIndex == 1)
return SPELL_CAST_OK;
// Don't check for instant cast spells
if (!strict && m_casttime == 0)
return SPELL_CAST_OK;
SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(m_spellInfo->rangeIndex);
Unit *target = m_targets.getUnitTarget();
float max_range = m_caster->GetSpellMaxRangeForTarget(target, srange);
float min_range = m_caster->GetSpellMinRangeForTarget(target, srange);
uint32 range_type = GetSpellRangeType(srange);
if (Player* modOwner = m_caster->GetSpellModOwner())
modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RANGE, max_range, this);
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))
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.HasDst() && !m_targets.HasTraj())
{
if (!m_caster->IsWithinDist3d(&m_targets.m_dstPos, max_range))
return SPELL_FAILED_OUT_OF_RANGE;
if (min_range && m_caster->IsWithinDist3d(&m_targets.m_dstPos, min_range))
return SPELL_FAILED_TOO_CLOSE;
}
return SPELL_CAST_OK;
}
SpellCastResult Spell::CheckPower()
{
// item cast not used power
if (m_CastItem)
return SPELL_CAST_OK;
// 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 SPELL_CAST_OK;
}
// Check valid power type
if (m_spellInfo->powerType >= MAX_POWERS)
{
sLog.outError("Spell::CheckPower: Unknown power type '%d'", m_spellInfo->powerType);
return SPELL_FAILED_UNKNOWN;
}
//check rune cost only if a spell has PowerType == POWER_RUNE
if (m_spellInfo->powerType == POWER_RUNE)
{
SpellCastResult failReason = CheckRuneCost(m_spellInfo->runeCostID);
if (failReason != SPELL_CAST_OK)
return failReason;
}
// Check power amount
Powers powerType = Powers(m_spellInfo->powerType);
if (m_caster->GetPower(powerType) < m_powerCost)
return SPELL_FAILED_NO_POWER;
else
return SPELL_CAST_OK;
}
SpellCastResult Spell::CheckItems()
{
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return SPELL_CAST_OK;
Player* p_caster = (Player*)m_caster;
if (!m_CastItem)
{
if (m_castItemGUID)
return SPELL_FAILED_ITEM_NOT_READY;
}
else
{
uint32 itemid = m_CastItem->GetEntry();
if (!p_caster->HasItemCount(itemid, 1))
return SPELL_FAILED_ITEM_NOT_READY;
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;
// consumable cast item checks
if (proto->Class == ITEM_CLASS_CONSUMABLE && m_targets.getUnitTarget())
{
// such items should only fail if there is no suitable effect at all - see Rejuvenation Potions for example
SpellCastResult failReason = SPELL_CAST_OK;
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 = SPELL_FAILED_ALREADY_AT_FULL_HEALTH;
continue;
}
else
{
failReason = SPELL_CAST_OK;
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 = 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 = SPELL_FAILED_ALREADY_AT_FULL_POWER;
continue;
}
else
{
failReason = SPELL_CAST_OK;
break;
}
}
}
if (failReason != SPELL_CAST_OK)
return failReason;
}
}
// check target item
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 && !m_caster->ToPlayer()->HasItemFitToSpellReqirements(m_spellInfo))
return SPELL_FAILED_EQUIPPED_ITEM_CLASS;
}
// check spell focus object
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(m_caster, ok, go_check);
TypeContainerVisitor<Trinity::GameObjectSearcher<Trinity::GameObjectFocusCheck>, GridTypeMapContainer > object_checker(checker);
Map& map = *m_caster->GetMap();
cell.Visit(p, object_checker, map, *m_caster, map.GetVisibilityDistance());
if (!ok)
return SPELL_FAILED_REQUIRES_SPELL_FOCUS;
focusObject = ok; // game object found in range
}
// do not take reagents for these item casts
if (!(m_CastItem && m_CastItem->GetProto()->Flags & ITEM_PROTO_FLAG_TRIGGERED_CAST))
{
// check reagents (ignore triggered spells with reagents processed by original spell) and special reagent ignore case.
if (!m_IsTriggeredSpell && !p_caster->CanNoReagentCast(m_spellInfo))
{
for (uint32 i=0; i<8; i++)
{
if (m_spellInfo->Reagent[i] <= 0)
continue;
uint32 itemid = m_spellInfo->Reagent[i];
uint32 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 < MAX_ITEM_PROTO_SPELLS; ++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 SPELL_FAILED_ITEM_NOT_READY; //0x54
}
}
// check totem-item requirements (items presence in inventory)
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 SPELL_FAILED_TOTEMS; //0x7C
// Check items for TotemCategory (items presence in inventory)
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 SPELL_FAILED_TOTEM_CATEGORY; //0x7B
}
// special checks for spell effects
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)
{
ItemPrototype const *pProto = objmgr.GetItemPrototype(m_spellInfo->EffectItemType[i]);
// TODO: Needs review
if (pProto && !(pProto->ItemLimitCategory))
{
p_caster->SendEquipError(msg, NULL, NULL, m_spellInfo->EffectItemType[i]);
return SPELL_FAILED_DONT_REPORT;
}
else
{
if (!(m_spellInfo->SpellFamilyName == SPELLFAMILY_MAGE && (m_spellInfo->SpellFamilyFlags[0] & 0x40000000)))
return SPELL_FAILED_TOO_MANY_OF_ITEM;
else if (!(p_caster->HasItemCount(m_spellInfo->EffectItemType[i],1)))
return SPELL_FAILED_TOO_MANY_OF_ITEM;
else
p_caster->CastSpell(m_caster,SpellMgr::CalculateSpellEffectAmount(m_spellInfo, 1),false); // move this to anywhere
return SPELL_FAILED_DONT_REPORT;
}
}
}
break;
}
case SPELL_EFFECT_ENCHANT_ITEM:
if (m_spellInfo->EffectItemType[i] && m_targets.getItemTarget()
&& (m_targets.getItemTarget()->IsWeaponVellum() || m_targets.getItemTarget()->IsArmorVellum()))
{
// cannot enchant vellum for other player
if (m_targets.getItemTarget()->GetOwner() != m_caster)
return SPELL_FAILED_NOT_TRADEABLE;
// do not allow to enchant vellum from scroll made by vellum-prevent exploit
if (m_CastItem && m_CastItem->GetProto()->Flags & ITEM_PROTO_FLAG_TRIGGERED_CAST)
return SPELL_FAILED_TOTEM_CATEGORY;
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, m_spellInfo->EffectItemType[i]);
return SPELL_FAILED_DONT_REPORT;
}
}
case SPELL_EFFECT_ENCHANT_ITEM_PRISMATIC:
{
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()->Flags & ITEM_PROTO_FLAG_PROSPECTABLE))
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_NEED_MORE_ITEMS;
if (!LootTemplates_Prospecting.HaveLootFor(m_targets.getItemTargetEntry()))
return SPELL_FAILED_CANT_BE_PROSPECTED;
break;
}
case SPELL_EFFECT_MILLING:
{
if (!m_targets.getItemTarget())
return SPELL_FAILED_CANT_BE_MILLED;
//ensure item is a millable herb
if (!(m_targets.getItemTarget()->GetProto()->Flags & ITEM_PROTO_FLAG_MILLABLE))
return SPELL_FAILED_CANT_BE_MILLED;
//prevent milling in trade slot
if (m_targets.getItemTarget()->GetOwnerGUID() != m_caster->GetGUID())
return SPELL_FAILED_CANT_BE_MILLED;
//Check for enough skill in inscription
uint32 item_millingskilllevel = m_targets.getItemTarget()->GetProto()->RequiredSkillRank;
if (item_millingskilllevel >p_caster->GetSkillValue(SKILL_INSCRIPTION))
return SPELL_FAILED_LOW_CASTLEVEL;
//make sure the player has the required herbs in inventory
if (m_targets.getItemTarget()->GetCount() < 5)
return SPELL_FAILED_NEED_MORE_ITEMS;
if (!LootTemplates_Milling.HaveLootFor(m_targets.getItemTargetEntry()))
return SPELL_FAILED_CANT_BE_MILLED;
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 = m_caster->ToPlayer()->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 (!m_caster->ToPlayer()->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 = m_caster->ToPlayer()->GetUInt32Value(PLAYER_AMMO_ID);
if (!ammo)
{
// Requires No Ammo
if (m_caster->HasAura(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 (!m_caster->ToPlayer()->HasItemCount(ammo, 1))
return SPELL_FAILED_NO_AMMO;
}; break;
case ITEM_SUBCLASS_WEAPON_WAND:
break;
default:
break;
}
break;
}
case SPELL_EFFECT_CREATE_MANA_GEM:
{
uint32 item_id = m_spellInfo->EffectItemType[i];
ItemPrototype const *pProto = objmgr.GetItemPrototype(item_id);
if (!pProto)
return SPELL_FAILED_ITEM_AT_MAX_CHARGES;
if (Item* pitem = p_caster->GetItemByEntry(item_id))
{
for (int x = 0; x < MAX_ITEM_PROTO_SPELLS; ++x)
if (pProto->Spells[x].SpellCharges != 0 && pitem->GetSpellCharges(x) == pProto->Spells[x].SpellCharges)
return SPELL_FAILED_ITEM_AT_MAX_CHARGES;
}
break;
}
default:
break;
}
}
// check weapon presence in slots for main/offhand weapons
if (m_spellInfo->EquippedItemClass >=0)
{
// main hand weapon required
if (m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_MAIN_HAND)
{
Item* item = m_caster->ToPlayer()->GetWeaponForAttack(BASE_ATTACK);
// skip spell if no weapon in slot or broken
if (!item || item->IsBroken())
return m_IsTriggeredSpell? SPELL_FAILED_DONT_REPORT : SPELL_FAILED_EQUIPPED_ITEM_CLASS;
// skip spell if weapon not fit to triggered spell
if (!item->IsFitToSpellRequirements(m_spellInfo))
return m_IsTriggeredSpell? SPELL_FAILED_DONT_REPORT : SPELL_FAILED_EQUIPPED_ITEM_CLASS;
}
// offhand hand weapon required
if (m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_REQ_OFFHAND)
{
Item* item = m_caster->ToPlayer()->GetWeaponForAttack(OFF_ATTACK);
// skip spell if no weapon in slot or broken
if (!item || item->IsBroken())
return m_IsTriggeredSpell? SPELL_FAILED_DONT_REPORT : SPELL_FAILED_EQUIPPED_ITEM_CLASS;
// skip spell if weapon not fit to triggered spell
if (!item->IsFitToSpellRequirements(m_spellInfo))
return m_IsTriggeredSpell? SPELL_FAILED_DONT_REPORT : SPELL_FAILED_EQUIPPED_ITEM_CLASS;
}
}
return SPELL_CAST_OK;
}
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
if (isDelayableNoMore()) // Spells may only be delayed twice
return;
// spells not loosing casting time (slam, dynamites, bombs..)
//if (!(m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_DAMAGE))
// return;
//check pushback reduce
int32 delaytime = 500; // spellcasting delay is normally 500ms
int32 delayReduce = 100; // must be initialized to 100 for percent modifiers
m_caster->ToPlayer()->ApplySpellMod(m_spellInfo->Id, SPELLMOD_NOT_LOSE_CASTING_TIME, delayReduce, this);
delayReduce += m_caster->GetTotalAuraModifier(SPELL_AURA_REDUCE_PUSHBACK) - 100;
if (delayReduce >= 100)
return;
delaytime = delaytime * (100 - delayReduce) / 100;
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;
if (isDelayableNoMore()) // Spells may only be delayed twice
return;
//check pushback reduce
int32 delaytime = GetSpellDuration(m_spellInfo) * 25 / 100; // channeling delay is normally 25% of its time per hit
int32 delayReduce = 100; // must be initialized to 100 for percent modifiers
m_caster->ToPlayer()->ApplySpellMod(m_spellInfo->Id, SPELLMOD_NOT_LOSE_CASTING_TIME, delayReduce, this);
delayReduce += m_caster->GetTotalAuraModifier(SPELL_AURA_REDUCE_PUSHBACK) - 100;
if (delayReduce >= 100)
return;
delaytime = delaytime * (100 - delayReduce) / 100;
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>::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
if ((*ihit).missCondition == SPELL_MISS_NONE)
if (Unit* unit = (m_caster->GetGUID() == ihit->targetGUID) ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID))
unit->DelayOwnedAuras(m_spellInfo->Id, m_originalCasterGUID, delaytime);
// partially interrupt persistent area auras
if (DynamicObject* dynObj = m_caster->GetDynObject(m_spellInfo->Id))
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 = m_caster->ToPlayer()->GetItemByGuid(m_castItemGUID);
m_targets.Update(m_caster);
}
bool Spell::CheckTargetCreatureType(Unit* target) const
{
uint32 spellCreatureTargetMask = m_spellInfo->TargetCreatureType;
// Curse of Doom & Exorcism: not find another way to fix spell target check :/
if (m_spellInfo->SpellFamilyName == SPELLFAMILY_WARLOCK && m_spellInfo->Category == 1179)
{
// 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;
// Polymorph and Grounding Totem
if (target->GetEntry() == 5925 && m_spellInfo->SpellFamilyName == SPELLFAMILY_MAGE && (m_spellInfo->SpellFamilyFlags[0] & 0x1000000) && m_spellInfo->EffectApplyAuraName[0] == SPELL_AURA_MOD_CONFUSE)
return true;
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 Aura spell req (need for AoE spells)
if (m_spellInfo->targetAuraSpell && !target->HasAura(m_spellInfo->targetAuraSpell))
return false;
if (m_spellInfo->excludeTargetAuraSpell && target->HasAura(m_spellInfo->excludeTargetAuraSpell))
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 (target->ToPlayer()->GetVisibility() == VISIBILITY_OFF)
return false;
if (target->ToPlayer()->isGameMaster() && !IsPositiveSpell(m_spellInfo->Id))
return false;
}
switch(m_spellInfo->EffectApplyAuraName[eff])
{
case SPELL_AURA_NONE:
default:
break;
case SPELL_AURA_MOD_POSSESS:
case SPELL_AURA_MOD_CHARM:
case SPELL_AURA_MOD_POSSESS_PET:
case SPELL_AURA_AOE_CHARM:
if (target->GetTypeId() == TYPEID_UNIT && target->IsVehicle())
return false;
if (target->IsMounted())
return false;
if (target->GetCharmerGUID())
return false;
if (int32 damage = CalculateDamage(eff, target))
if ((int32)target->getLevel() > damage)
return false;
break;
}
//Do not do further checks 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
// Get GO cast coordinates if original caster -> GO
WorldObject *caster = NULL;
if (IS_GAMEOBJECT_GUID(m_originalCasterGUID))
caster = m_caster->GetMap()->GetGameObject(m_originalCasterGUID);
if (!caster)
caster = m_caster;
if (target->GetEntry() == 5925)
return true;
if (target != m_caster && !target->IsWithinLOSInMap(caster))
return false;
break;
}
return true;
}
bool Spell::IsNeedSendToClient() const
{
return m_spellInfo->SpellVisual[0] || m_spellInfo->SpellVisual[1] || 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);
ASSERT(false);
}
}
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();
}
else
{
// Set last not triggered spell for apply spellmods
((Player*)m_Spell->GetCaster())->SetSpellModTakingSpell(m_Spell, true);
// do the action (pass spell to channeling state)
m_Spell->handle_immediate();
// And remove after effect handling
((Player*)m_Spell->GetCaster())->SetSpellModTakingSpell(m_Spell, false);
}
// 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
{
if (target->GetMapId() == MAPID_INVALID)
{
sLog.outDebug("Spell::IsValidSingleTargetSpell - a spell was cast on '%s' (GUIDLow: %u), but they have an invalid map id!", target->GetName(), target->GetGUIDLow());
return false;
}
for (uint8 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 (uint8 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);
}
}
bool usesAmmo = true;
Unit::AuraEffectList const& Auras = m_caster->GetAuraEffectsByType(SPELL_AURA_ABILITY_CONSUME_NO_AMMO);
for (Unit::AuraEffectList::const_iterator j = Auras.begin(); j != Auras.end(); ++j)
{
if ((*j)->IsAffectedOnSpell(m_spellInfo))
usesAmmo=false;
}
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) // || !unit->isAlive()) do we need to check alive here?
continue;
if (usesAmmo)
{
bool ammoTaken=false;
for (uint8 i=0; i<3; i++)
{
if (!(mask & 1<<i))
continue;
switch (m_spellInfo->Effect[i])
{
case SPELL_EFFECT_SCHOOL_DAMAGE:
case SPELL_EFFECT_WEAPON_DAMAGE:
case SPELL_EFFECT_WEAPON_DAMAGE_NOSCHOOL:
case SPELL_EFFECT_NORMALIZED_WEAPON_DMG:
case SPELL_EFFECT_WEAPON_PERCENT_DAMAGE:
ammoTaken=true;
TakeAmmo();
}
if (ammoTaken)
break;
}
}
if (target.missCondition == SPELL_MISS_NONE) // In case spell hit target, do all effect on that target
{
target.damage += CalculateDamageDone(unit, mask, multiplier);
target.crit = m_caster->isSpellCrit(unit, m_spellInfo, m_spellSchoolMask, m_attackType);
}
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);
target.crit = m_caster->isSpellCrit(m_caster, m_spellInfo, m_spellSchoolMask, m_attackType);
}
}
}
}
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]])
{
m_damage = float(m_damage) * unit->GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_AOE_DAMAGE_AVOIDANCE, m_spellInfo->SchoolMask);
if (m_caster->GetTypeId() == TYPEID_UNIT)
m_damage = float(m_damage) * unit->GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_CREATURE_AOE_DAMAGE_AVOIDANCE, m_spellInfo->SchoolMask);
if (m_caster->GetTypeId() == TYPEID_PLAYER)
{
uint32 targetAmount = m_UniqueTargetInfo.size();
if (targetAmount > 10)
m_damage = m_damage * 10/targetAmount;
}
}
}
if (m_applyMultiplierMask & (1 << i))
{
m_damage *= m_damageMultipliers[i];
m_damageMultipliers[i] *= multiplier[i];
}
damageDone += m_damage;
}
}
return damageDone;
}
SpellCastResult Spell::CanOpenLock(uint32 effIndex, uint32 lockId, SkillType& skillId, int32& reqSkillValue, int32& skillValue)
{
if (!lockId) // possible case for GO and maybe for items.
return SPELL_CAST_OK;
// Get LockInfo
LockEntry const *lockInfo = sLockStore.LookupEntry(lockId);
if (!lockInfo)
return SPELL_FAILED_BAD_TARGETS;
bool reqKey = false; // some locks not have reqs
for (int j = 0; j < 8; ++j)
{
switch(lockInfo->Type[j])
{
// check key item (many fit cases can be)
case LOCK_KEY_ITEM:
if (lockInfo->Index[j] && m_CastItem && m_CastItem->GetEntry() == lockInfo->Index[j])
return SPELL_CAST_OK;
reqKey = true;
break;
// check key skill (only single first fit case can be)
case LOCK_KEY_SKILL:
{
reqKey = true;
// wrong locktype, skip
if (uint32(m_spellInfo->EffectMiscValue[effIndex]) != lockInfo->Index[j])
continue;
skillId = SkillByLockType(LockType(lockInfo->Index[j]));
if (skillId != SKILL_NONE)
{
// skill bonus provided by casting spell (mostly item spells)
// add the damage modifier from the spell casted (cheat lock / skeleton key etc.)
uint32 spellSkillBonus = uint32(CalculateDamage(effIndex, NULL));
reqSkillValue = lockInfo->Skill[j];
// castitem check: rogue using skeleton keys. the skill values should not be added in this case.
skillValue = m_CastItem || m_caster->GetTypeId()!= TYPEID_PLAYER ?
0 : m_caster->ToPlayer()->GetSkillValue(skillId);
skillValue += spellSkillBonus;
if (skillValue < reqSkillValue)
return SPELL_FAILED_LOW_CASTLEVEL;
}
return SPELL_CAST_OK;
}
}
}
if (reqKey)
return SPELL_FAILED_BAD_TARGETS;
return SPELL_CAST_OK;
}
void Spell::SetSpellValue(SpellValueMod mod, int32 value)
{
switch(mod)
{
case SPELLVALUE_BASE_POINT0:
m_spellValue->EffectBasePoints[0] = SpellMgr::CalculateSpellEffectBaseAmount(value, m_spellInfo, 0);
m_currentBasePoints[0] = m_spellValue->EffectBasePoints[0]; //this should be removed in the future
break;
case SPELLVALUE_BASE_POINT1:
m_spellValue->EffectBasePoints[1] = SpellMgr::CalculateSpellEffectBaseAmount(value, m_spellInfo, 1);
m_currentBasePoints[1] = m_spellValue->EffectBasePoints[1];
break;
case SPELLVALUE_BASE_POINT2:
m_spellValue->EffectBasePoints[2] = SpellMgr::CalculateSpellEffectBaseAmount(value, m_spellInfo, 2);
m_currentBasePoints[2] = m_spellValue->EffectBasePoints[2];
break;
case SPELLVALUE_RADIUS_MOD:
m_spellValue->RadiusMod = (float)value / 10000;
break;
case SPELLVALUE_MAX_TARGETS:
m_spellValue->MaxAffectedTargets = (uint32)value;
break;
}
}
float tangent(float x)
{
x = tan(x);
//if (x < std::numeric_limits<float>::max() && x > -std::numeric_limits<float>::max()) return x;
//if (x >= std::numeric_limits<float>::max()) return std::numeric_limits<float>::max();
//if (x <= -std::numeric_limits<float>::max()) return -std::numeric_limits<float>::max();
if (x < 100000.0f && x > -100000.0f) return x;
if (x >= 100000.0f) return 100000.0f;
if (x <= 100000.0f) return -100000.0f;
return 0.0f;
}
#define DEBUG_TRAJ(a) //a
void Spell::SelectTrajTargets()
{
if (!m_targets.HasTraj())
return;
float dist2d = m_targets.GetDist2d();
if (!dist2d)
return;
float dz = m_targets.m_dstPos.m_positionZ - m_targets.m_srcPos.m_positionZ;
UnitList unitList;
SearchAreaTarget(unitList, dist2d, PUSH_IN_THIN_LINE, SPELL_TARGETS_ANY);
if (unitList.empty())
return;
unitList.sort(Trinity::ObjectDistanceOrderPred(m_caster));
float b = tangent(m_targets.m_elevation);
float a = (dz - dist2d * b) / (dist2d * dist2d);
if (a > -0.0001f) a = 0;
DEBUG_TRAJ(sLog.outError("Spell::SelectTrajTargets: a %f b %f", a, b);)
float bestDist = GetSpellMaxRange(m_spellInfo, false);
UnitList::const_iterator itr = unitList.begin();
for (; itr != unitList.end(); ++itr)
{
if (m_caster == *itr || m_caster->IsOnVehicle(*itr) || (*itr)->GetVehicle())//(*itr)->IsOnVehicle(m_caster))
continue;
const float size = std::max((*itr)->GetObjectSize() * 0.7f, 1.0f); // 1/sqrt(3)
// TODO: all calculation should be based on src instead of m_caster
const float objDist2d = m_targets.m_srcPos.GetExactDist2d(*itr) * cos(m_targets.m_srcPos.GetRelativeAngle(*itr));
const float dz = (*itr)->GetPositionZ() - m_targets.m_srcPos.m_positionZ;
DEBUG_TRAJ(sLog.outError("Spell::SelectTrajTargets: check %u, dist between %f %f, height between %f %f.", (*itr)->GetEntry(), objDist2d - size, objDist2d + size, dz - size, dz + size);)
float dist = objDist2d - size;
float height = dist * (a * dist + b);
DEBUG_TRAJ(sLog.outError("Spell::SelectTrajTargets: dist %f, height %f.", dist, height);)
if (dist < bestDist && height < dz + size && height > dz - size)
{
bestDist = dist > 0 ? dist : 0;
break;
}
#define CHECK_DIST {\
DEBUG_TRAJ(sLog.outError("Spell::SelectTrajTargets: dist %f, height %f.", dist, height);)\
if (dist > bestDist) continue;\
if (dist < objDist2d + size && dist > objDist2d - size) { bestDist = dist; break; }\
}
if (!a)
{
height = dz - size;
dist = height / b;
CHECK_DIST;
height = dz + size;
dist = height / b;
CHECK_DIST;
continue;
}
height = dz - size;
float sqrt1 = b * b + 4 * a * height;
if (sqrt1 > 0)
{
sqrt1 = sqrt(sqrt1);
dist = (sqrt1 - b) / (2 * a);
CHECK_DIST;
}
height = dz + size;
float sqrt2 = b * b + 4 * a * height;
if (sqrt2 > 0)
{
sqrt2 = sqrt(sqrt2);
dist = (sqrt2 - b) / (2 * a);
CHECK_DIST;
dist = (-sqrt2 - b) / (2 * a);
CHECK_DIST;
}
if (sqrt1 > 0)
{
dist = (-sqrt1 - b) / (2 * a);
CHECK_DIST;
}
}
if (m_targets.m_srcPos.GetExactDist2d(&m_targets.m_dstPos) > bestDist)
{
float x = m_targets.m_srcPos.m_positionX + cos(m_caster->GetOrientation()) * bestDist;
float y = m_targets.m_srcPos.m_positionY + sin(m_caster->GetOrientation()) * bestDist;
float z = m_targets.m_srcPos.m_positionZ + bestDist * (a * bestDist + b);
if (itr != unitList.end())
{
float distSq = (*itr)->GetExactDistSq(x, y, z);
float sizeSq = (*itr)->GetObjectSize();
sizeSq *= sizeSq;
DEBUG_TRAJ(sLog.outError("Initial %f %f %f %f %f", x, y, z, distSq, sizeSq);)
if (distSq > sizeSq)
{
float factor = 1 - sqrt(sizeSq / distSq);
x += factor * ((*itr)->GetPositionX() - x);
y += factor * ((*itr)->GetPositionY() - y);
z += factor * ((*itr)->GetPositionZ() - z);
distSq = (*itr)->GetExactDistSq(x, y, z);
DEBUG_TRAJ(sLog.outError("Initial %f %f %f %f %f", x, y, z, distSq, sizeSq);)
}
}
m_targets.setDst(x, y, z, m_caster->GetOrientation());
}
}
void Spell::LoadScripts()
{
sLog.outDebug("Spell::LoadScripts");
sScriptMgr.CreateSpellScripts(m_spellInfo->Id, m_loadedScripts);
for(std::list<SpellScript *>::iterator itr = m_loadedScripts.begin(); itr != m_loadedScripts.end() ;)
{
if (!(*itr)->_Load(this))
{
std::list<SpellScript *>::iterator bitr = itr;
++itr;
m_loadedScripts.erase(bitr);
continue;
}
(*itr)->Register();
++itr;
}
}