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diff --git a/src/game/Spell.h b/src/game/Spell.h
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+/*
+ * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.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
+ */
+
+#ifndef __SPELL_H
+#define __SPELL_H
+
+#include "GridDefines.h"
+
+class WorldSession;
+class Unit;
+class DynamicObj;
+class Player;
+class GameObject;
+class Group;
+class Aura;
+
+enum SpellCastTargetFlags
+{
+ /*TARGET_FLAG_NONE = 0x0000,
+ TARGET_FLAG_SWIMMER = 0x0002,
+ TARGET_FLAG_ITEM = 0x0010,
+ TARGET_FLAG_SOURCE_AREA = 0x0020,
+ TARGET_FLAG_DEST_AREA = 0x0040,
+ TARGET_FLAG_UNKNOWN = 0x0080,
+ TARGET_FLAG_SELF = 0x0100,
+ TARGET_FLAG_PVP_CORPSE = 0x0200,
+ TARGET_FLAG_MASS_SPIRIT_HEAL = 0x0400,
+ TARGET_FLAG_BEAST_CORPSE = 0x0402,
+ TARGET_FLAG_OBJECT = 0x4000,
+ TARGET_FLAG_RESURRECTABLE = 0x8000*/
+
+ TARGET_FLAG_SELF = 0x00000000,
+ TARGET_FLAG_UNIT = 0x00000002, // pguid
+ TARGET_FLAG_ITEM = 0x00000010, // pguid
+ TARGET_FLAG_SOURCE_LOCATION = 0x00000020, // 3 float
+ TARGET_FLAG_DEST_LOCATION = 0x00000040, // 3 float
+ TARGET_FLAG_OBJECT_UNK = 0x00000080, // ?
+ TARGET_FLAG_PVP_CORPSE = 0x00000200, // pguid
+ TARGET_FLAG_OBJECT = 0x00000800, // pguid
+ TARGET_FLAG_TRADE_ITEM = 0x00001000, // pguid
+ TARGET_FLAG_STRING = 0x00002000, // string
+ TARGET_FLAG_UNK1 = 0x00004000, // ?
+ TARGET_FLAG_CORPSE = 0x00008000, // pguid
+ TARGET_FLAG_UNK2 = 0x00010000 // pguid
+};
+
+enum SpellCastFlags
+{
+ CAST_FLAG_UNKNOWN1 = 0x00000002,
+ CAST_FLAG_UNKNOWN2 = 0x00000010,
+ CAST_FLAG_AMMO = 0x00000020,
+ CAST_FLAG_UNKNOWN3 = 0x00000100
+};
+
+enum SpellNotifyPushType
+{
+ PUSH_IN_FRONT,
+ PUSH_IN_BACK,
+ PUSH_SELF_CENTER,
+ PUSH_DEST_CENTER,
+ PUSH_TARGET_CENTER
+};
+
+bool IsQuestTameSpell(uint32 spellId);
+
+namespace MaNGOS
+{
+ struct SpellNotifierPlayer;
+ struct SpellNotifierCreatureAndPlayer;
+}
+
+class SpellCastTargets
+{
+ public:
+ SpellCastTargets();
+ ~SpellCastTargets();
+
+ bool read ( WorldPacket * data, Unit *caster );
+ void write ( WorldPacket * data );
+
+ SpellCastTargets& operator=(const SpellCastTargets &target)
+ {
+ m_unitTarget = target.m_unitTarget;
+ m_itemTarget = target.m_itemTarget;
+ m_GOTarget = target.m_GOTarget;
+
+ m_unitTargetGUID = target.m_unitTargetGUID;
+ m_GOTargetGUID = target.m_GOTargetGUID;
+ m_CorpseTargetGUID = target.m_CorpseTargetGUID;
+ m_itemTargetGUID = target.m_itemTargetGUID;
+
+ m_itemTargetEntry = target.m_itemTargetEntry;
+
+ m_srcX = target.m_srcX;
+ m_srcY = target.m_srcY;
+ m_srcZ = target.m_srcZ;
+
+ m_destX = target.m_destX;
+ m_destY = target.m_destY;
+ m_destZ = target.m_destZ;
+
+ m_strTarget = target.m_strTarget;
+
+ m_targetMask = target.m_targetMask;
+
+ return *this;
+ }
+
+ uint64 getUnitTargetGUID() const { return m_unitTargetGUID; }
+ Unit *getUnitTarget() const { return m_unitTarget; }
+ void setUnitTarget(Unit *target);
+ void setDestination(float x, float y, float z);
+
+ uint64 getGOTargetGUID() const { return m_GOTargetGUID; }
+ GameObject *getGOTarget() const { return m_GOTarget; }
+ void setGOTarget(GameObject *target);
+
+ uint64 getCorpseTargetGUID() const { return m_CorpseTargetGUID; }
+ void setCorpseTarget(Corpse* corpse);
+ uint64 getItemTargetGUID() const { return m_itemTargetGUID; }
+ Item* getItemTarget() const { return m_itemTarget; }
+ uint32 getItemTargetEntry() const { return m_itemTargetEntry; }
+ void setItemTarget(Item* item);
+ void updateTradeSlotItem()
+ {
+ if(m_itemTarget && (m_targetMask & TARGET_FLAG_TRADE_ITEM))
+ {
+ m_itemTargetGUID = m_itemTarget->GetGUID();
+ m_itemTargetEntry = m_itemTarget->GetEntry();
+ }
+ }
+
+ bool IsEmpty() const { return m_GOTargetGUID==0 && m_unitTargetGUID==0 && m_itemTarget==0 && m_CorpseTargetGUID==0; }
+
+ void Update(Unit* caster);
+
+ float m_srcX, m_srcY, m_srcZ;
+ float m_destX, m_destY, m_destZ;
+ std::string m_strTarget;
+
+ uint32 m_targetMask;
+ private:
+ // objects (can be used at spell creating and after Update at casting
+ Unit *m_unitTarget;
+ GameObject *m_GOTarget;
+ Item *m_itemTarget;
+
+ // object GUID/etc, can be used always
+ uint64 m_unitTargetGUID;
+ uint64 m_GOTargetGUID;
+ uint64 m_CorpseTargetGUID;
+ uint64 m_itemTargetGUID;
+ uint32 m_itemTargetEntry;
+};
+
+enum SpellState
+{
+ SPELL_STATE_NULL = 0,
+ SPELL_STATE_PREPARING = 1,
+ SPELL_STATE_CASTING = 2,
+ SPELL_STATE_FINISHED = 3,
+ SPELL_STATE_IDLE = 4,
+ SPELL_STATE_DELAYED = 5
+};
+
+#define SPELL_SPELL_CHANNEL_UPDATE_INTERVAL 1000
+
+typedef std::multimap<uint64, uint64> SpellTargetTimeMap;
+
+class Spell
+{
+ friend struct MaNGOS::SpellNotifierPlayer;
+ friend struct MaNGOS::SpellNotifierCreatureAndPlayer;
+ public:
+
+ void EffectNULL(uint32 );
+ void EffectUnused(uint32 );
+ void EffectDistract(uint32 i);
+ void EffectPull(uint32 i);
+ void EffectSchoolDMG(uint32 i);
+ void EffectEnvirinmentalDMG(uint32 i);
+ void EffectInstaKill(uint32 i);
+ void EffectDummy(uint32 i);
+ void EffectTeleportUnits(uint32 i);
+ void EffectApplyAura(uint32 i);
+ void EffectSendEvent(uint32 i);
+ void EffectPowerBurn(uint32 i);
+ void EffectPowerDrain(uint32 i);
+ void EffectHeal(uint32 i);
+ void EffectHealthLeech(uint32 i);
+ void EffectQuestComplete(uint32 i);
+ void EffectCreateItem(uint32 i);
+ void EffectPersistentAA(uint32 i);
+ void EffectEnergize(uint32 i);
+ void EffectOpenLock(uint32 i);
+ void EffectSummonChangeItem(uint32 i);
+ void EffectOpenSecretSafe(uint32 i);
+ void EffectProficiency(uint32 i);
+ void EffectApplyAreaAura(uint32 i);
+ void EffectSummonType(uint32 i);
+ void EffectSummon(uint32 i);
+ void EffectLearnSpell(uint32 i);
+ void EffectDispel(uint32 i);
+ void EffectDualWield(uint32 i);
+ void EffectPickPocket(uint32 i);
+ void EffectAddFarsight(uint32 i);
+ void EffectSummonWild(uint32 i);
+ void EffectSummonGuardian(uint32 i);
+ void EffectHealMechanical(uint32 i);
+ void EffectTeleUnitsFaceCaster(uint32 i);
+ void EffectLearnSkill(uint32 i);
+ void EffectAddHonor(uint32 i);
+ void EffectTradeSkill(uint32 i);
+ void EffectEnchantItemPerm(uint32 i);
+ void EffectEnchantItemTmp(uint32 i);
+ void EffectTameCreature(uint32 i);
+ void EffectSummonPet(uint32 i);
+ void EffectLearnPetSpell(uint32 i);
+ void EffectWeaponDmg(uint32 i);
+ void EffectForceCast(uint32 i);
+ void EffectTriggerSpell(uint32 i);
+ void EffectTriggerMissileSpell(uint32 i);
+ void EffectThreat(uint32 i);
+ void EffectHealMaxHealth(uint32 i);
+ void EffectInterruptCast(uint32 i);
+ void EffectSummonObjectWild(uint32 i);
+ void EffectScriptEffect(uint32 i);
+ void EffectSanctuary(uint32 i);
+ void EffectAddComboPoints(uint32 i);
+ void EffectDuel(uint32 i);
+ void EffectStuck(uint32 i);
+ void EffectSummonPlayer(uint32 i);
+ void EffectActivateObject(uint32 i);
+ void EffectSummonTotem(uint32 i);
+ void EffectEnchantHeldItem(uint32 i);
+ void EffectSummonObject(uint32 i);
+ void EffectResurrect(uint32 i);
+ void EffectParry(uint32 i);
+ void EffectMomentMove(uint32 i);
+ void EffectTransmitted(uint32 i);
+ void EffectDisEnchant(uint32 i);
+ void EffectInebriate(uint32 i);
+ void EffectFeedPet(uint32 i);
+ void EffectDismissPet(uint32 i);
+ void EffectReputation(uint32 i);
+ void EffectSelfResurrect(uint32 i);
+ void EffectSkinning(uint32 i);
+ void EffectCharge(uint32 i);
+ void EffectProspecting(uint32 i);
+ void EffectSendTaxi(uint32 i);
+ void EffectSummonCritter(uint32 i);
+ void EffectKnockBack(uint32 i);
+ void EffectPlayerPull(uint32 i);
+ void EffectDispelMechanic(uint32 i);
+ void EffectSummonDeadPet(uint32 i);
+ void EffectDestroyAllTotems(uint32 i);
+ void EffectDurabilityDamage(uint32 i);
+ void EffectSkill(uint32 i);
+ void EffectTaunt(uint32 i);
+ void EffectDurabilityDamagePCT(uint32 i);
+ void EffectModifyThreatPercent(uint32 i);
+ void EffectResurrectNew(uint32 i);
+ void EffectAddExtraAttacks(uint32 i);
+ void EffectSpiritHeal(uint32 i);
+ void EffectSkinPlayerCorpse(uint32 i);
+ void EffectSummonDemon(uint32 i);
+ void EffectStealBeneficialBuff(uint32 i);
+ void EffectUnlearnSpecialization(uint32 i);
+ void EffectHealPct(uint32 i);
+ void EffectEnergisePct(uint32 i);
+ void EffectTriggerSpellWithValue(uint32 i);
+ void EffectTriggerRitualOfSummoning(uint32 i);
+ void EffectKillCredit(uint32 i);
+ void EffectQuestFail(uint32 i);
+
+ Spell( Unit* Caster, SpellEntry const *info, bool triggered, uint64 originalCasterGUID = 0, Spell** triggeringContainer = NULL );
+ ~Spell();
+
+ void prepare(SpellCastTargets * targets, Aura* triggeredByAura = NULL);
+ void cancel();
+ void update(uint32 difftime);
+ void cast(bool skipCheck = false);
+ void finish(bool ok = true);
+ void TakePower();
+ void TakeReagents();
+ void TakeCastItem();
+ void TriggerSpell();
+ uint8 CanCast(bool strict);
+ int16 PetCanCast(Unit* target);
+ bool CanAutoCast(Unit* target);
+
+ // handlers
+ void handle_immediate();
+ uint64 handle_delayed(uint64 t_offset);
+ // handler helpers
+ void _handle_immediate_phase();
+ void _handle_finish_phase();
+
+ uint8 CheckItems();
+ uint8 CheckRange(bool strict);
+ uint8 CheckPower();
+ uint8 CheckCasterAuras() const;
+
+ int32 CalculateDamage(uint8 i, Unit* target) { return m_caster->CalculateSpellDamage(m_spellInfo,i,m_currentBasePoints[i],target); }
+ int32 CalculatePowerCost();
+
+ bool HaveTargetsForEffect(uint8 effect) const;
+ void Delayed();
+ void DelayedChannel();
+ inline uint32 getState() const { return m_spellState; }
+ void setState(uint32 state) { m_spellState = state; }
+
+ void DoCreateItem(uint32 i, uint32 itemtype);
+
+ void WriteSpellGoTargets( WorldPacket * data );
+ void WriteAmmoToPacket( WorldPacket * data );
+ void FillTargetMap();
+
+ void SetTargetMap(uint32 i,uint32 cur,std::list<Unit*> &TagUnitMap);
+
+ Unit* SelectMagnetTarget();
+ bool CheckTarget( Unit* target, uint32 eff, bool hitPhase );
+
+ void SendCastResult(uint8 result);
+ void SendSpellStart();
+ void SendSpellGo();
+ void SendSpellCooldown();
+ void SendLogExecute();
+ void SendInterrupted(uint8 result);
+ void SendChannelUpdate(uint32 time);
+ void SendChannelStart(uint32 duration);
+ void SendResurrectRequest(Player* target);
+ void SendPlaySpellVisual(uint32 SpellID);
+
+ void HandleEffects(Unit *pUnitTarget,Item *pItemTarget,GameObject *pGOTarget,uint32 i, float DamageMultiplier = 1.0);
+ void HandleThreatSpells(uint32 spellId);
+ //void HandleAddAura(Unit* Target);
+
+ SpellEntry const* m_spellInfo;
+ int32 m_currentBasePoints[3]; // cache SpellEntry::EffectBasePoints and use for set custom base points
+ Item* m_CastItem;
+ uint8 m_cast_count;
+ SpellCastTargets m_targets;
+
+ int32 GetCastTime() const { return m_casttime; }
+ bool IsAutoRepeat() const { return m_autoRepeat; }
+ void SetAutoRepeat(bool rep) { m_autoRepeat = rep; }
+ void ReSetTimer() { m_timer = m_casttime > 0 ? m_casttime : 0; }
+ bool IsNextMeleeSwingSpell() const
+ {
+ return m_spellInfo->Attributes & (SPELL_ATTR_ON_NEXT_SWING_1|SPELL_ATTR_ON_NEXT_SWING_2);
+ }
+ bool IsRangedSpell() const
+ {
+ return m_spellInfo->Attributes & SPELL_ATTR_RANGED;
+ }
+ bool IsChannelActive() const { return m_caster->GetUInt32Value(UNIT_CHANNEL_SPELL) != 0; }
+ bool IsMeleeAttackResetSpell() const { return !m_IsTriggeredSpell && (m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_AUTOATTACK); }
+ bool IsRangedAttackResetSpell() const { return !m_IsTriggeredSpell && IsRangedSpell() && (m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_AUTOATTACK); }
+
+ bool IsDeletable() const { return m_deletable; }
+ void SetDeletable(bool deletable) { m_deletable = deletable; }
+ uint64 GetDelayStart() const { return m_delayStart; }
+ void SetDelayStart(uint64 m_time) { m_delayStart = m_time; }
+ uint64 GetDelayMoment() const { return m_delayMoment; }
+
+ bool IsNeedSendToClient() const;
+
+ CurrentSpellTypes GetCurrentContainer();
+
+ Unit* GetCaster() const { return m_caster; }
+ Unit* GetOriginalCaster() const { return m_originalCaster; }
+ int32 GetPowerCost() const { return m_powerCost; }
+
+ void UpdatePointers(); // must be used at call Spell code after time delay (non triggered spell cast/update spell call/etc)
+
+ bool IsAffectedBy(SpellEntry const *spellInfo, uint32 effectId);
+
+ bool CheckTargetCreatureType(Unit* target) const;
+
+ void AddTriggeredSpell(SpellEntry const* spell) { m_TriggerSpells.push_back(spell); }
+
+ void CleanupTargetList();
+ protected:
+
+ void SendLoot(uint64 guid, LootType loottype);
+
+ Unit* m_caster;
+
+ uint64 m_originalCasterGUID; // real source of cast (aura caster/etc), used for spell targets selection
+ // e.g. damage around area spell trigered by victim aura and da,age emeies of aura caster
+ Unit* m_originalCaster; // cached pointer for m_originalCaster, updated at Spell::UpdatePointers()
+
+ Spell** m_selfContainer; // pointer to our spell container (if applicable)
+ Spell** m_triggeringContainer; // pointer to container with spell that has triggered us
+
+ //Spell data
+ SpellSchoolMask m_spellSchoolMask; // Spell school (can be overwrite for some spells (wand shoot for example)
+ WeaponAttackType m_attackType; // For weapon based attack
+ int32 m_powerCost; // Calculated spell cost initialized only in Spell::prepare
+ int32 m_casttime; // Calculated spell cast time initialized only in Spell::prepare
+ bool m_canReflect; // can reflect this spell?
+ bool m_autoRepeat;
+
+ uint8 m_delayAtDamageCount;
+ int32 GetNextDelayAtDamageMsTime() { return m_delayAtDamageCount < 5 ? 1000 - (m_delayAtDamageCount++)* 200 : 200; }
+
+ // Delayed spells system
+ uint64 m_delayStart; // time of spell delay start, filled by event handler, zero = just started
+ uint64 m_delayMoment; // moment of next delay call, used internally
+ bool m_immediateHandled; // were immediate actions handled? (used by delayed spells only)
+
+ // These vars are used in both delayed spell system and modified immediate spell system
+ bool m_deletable; // is the spell pending deletion or must be updated till permitted to delete?
+ bool m_needSpellLog; // need to send spell log?
+ uint8 m_applyMultiplierMask; // by effect: damage multiplier needed?
+ float m_damageMultipliers[3]; // by effect: damage multiplier
+
+ // Current targets, to be used in SpellEffects (MUST BE USED ONLY IN SPELL EFFECTS)
+ Unit* unitTarget;
+ Item* itemTarget;
+ GameObject* gameObjTarget;
+ int32 damage;
+
+ // this is set in Spell Hit, but used in Apply Aura handler
+ DiminishingLevels m_diminishLevel;
+ DiminishingGroup m_diminishGroup;
+
+ // -------------------------------------------
+ GameObject* focusObject;
+
+ //******************************************
+ // Spell trigger system
+ //******************************************
+ void doTriggers(SpellMissInfo missInfo, uint32 damage=0, SpellSchoolMask damageSchoolMask = SPELL_SCHOOL_MASK_NONE, uint32 block=0, uint32 absorb=0, bool crit=false);
+
+ //*****************************************
+ // Spell target subsystem
+ //*****************************************
+ // Targets store structures and data
+ uint32 m_countOfHit;
+ uint32 m_countOfMiss;
+ struct TargetInfo
+ {
+ uint64 targetGUID;
+ uint64 timeDelay;
+ SpellMissInfo missCondition:8;
+ SpellMissInfo reflectResult:8;
+ uint8 effectMask:8;
+ bool processed:1;
+ };
+ std::list<TargetInfo> m_UniqueTargetInfo;
+ uint8 m_needAliveTargetMask; // Mask req. alive targets
+
+ struct GOTargetInfo
+ {
+ uint64 targetGUID;
+ uint64 timeDelay;
+ uint8 effectMask:8;
+ bool processed:1;
+ };
+ std::list<GOTargetInfo> m_UniqueGOTargetInfo;
+
+ struct ItemTargetInfo
+ {
+ Item *item;
+ uint8 effectMask;
+ };
+ std::list<ItemTargetInfo> m_UniqueItemInfo;
+
+ void AddUnitTarget(Unit* target, uint32 effIndex);
+ void AddUnitTarget(uint64 unitGUID, uint32 effIndex);
+ void AddGOTarget(GameObject* target, uint32 effIndex);
+ void AddGOTarget(uint64 goGUID, uint32 effIndex);
+ void AddItemTarget(Item* target, uint32 effIndex);
+ void DoAllEffectOnTarget(TargetInfo *target);
+ void DoSpellHitOnUnit(Unit *unit, uint32 effectMask);
+ void DoAllEffectOnTarget(GOTargetInfo *target);
+ void DoAllEffectOnTarget(ItemTargetInfo *target);
+ bool IsAliveUnitPresentInTargetList();
+ // -------------------------------------------
+
+ //List For Triggered Spells
+ typedef std::list<SpellEntry const*> TriggerSpells;
+ TriggerSpells m_TriggerSpells;
+
+ uint32 m_spellState;
+ uint32 m_timer;
+
+ float m_castPositionX;
+ float m_castPositionY;
+ float m_castPositionZ;
+ float m_castOrientation;
+ bool m_IsTriggeredSpell;
+
+ // if need this can be replaced by Aura copy
+ // we can't store original aura link to prevent access to deleted auras
+ // and in same time need aura data and after aura deleting.
+ SpellEntry const* m_triggeredByAuraSpell;
+};
+
+enum ReplenishType
+{
+ REPLENISH_UNDEFINED = 0,
+ REPLENISH_HEALTH = 20,
+ REPLENISH_MANA = 21,
+ REPLENISH_RAGE = 22
+};
+
+enum SpellTargets
+{
+ SPELL_TARGETS_HOSTILE,
+ SPELL_TARGETS_NOT_FRIENDLY,
+ SPELL_TARGETS_NOT_HOSTILE,
+ SPELL_TARGETS_FRIENDLY,
+ SPELL_TARGETS_AOE_DAMAGE
+};
+
+namespace MaNGOS
+{
+ struct MANGOS_DLL_DECL SpellNotifierPlayer
+ {
+ std::list<Unit*> &i_data;
+ Spell &i_spell;
+ const uint32& i_index;
+ float i_radius;
+ Unit* i_originalCaster;
+
+ SpellNotifierPlayer(Spell &spell, std::list<Unit*> &data, const uint32 &i, float radius)
+ : i_data(data), i_spell(spell), i_index(i), i_radius(radius)
+ {
+ i_originalCaster = i_spell.GetOriginalCaster();
+ }
+
+ void Visit(PlayerMapType &m)
+ {
+ if(!i_originalCaster)
+ return;
+
+ for(PlayerMapType::iterator itr=m.begin(); itr != m.end(); ++itr)
+ {
+ Player * pPlayer = itr->getSource();
+ if( !pPlayer->isAlive() || pPlayer->isInFlight())
+ continue;
+
+ if( i_originalCaster->IsFriendlyTo(pPlayer) )
+ continue;
+
+ if( pPlayer->GetDistance(i_spell.m_targets.m_destX, i_spell.m_targets.m_destY, i_spell.m_targets.m_destZ) < i_radius )
+ i_data.push_back(pPlayer);
+ }
+ }
+ template<class SKIP> void Visit(GridRefManager<SKIP> &) {}
+ };
+
+ struct MANGOS_DLL_DECL SpellNotifierCreatureAndPlayer
+ {
+ std::list<Unit*> *i_data;
+ Spell &i_spell;
+ const uint32& i_push_type;
+ float i_radius;
+ SpellTargets i_TargetType;
+ Unit* i_originalCaster;
+
+ SpellNotifierCreatureAndPlayer(Spell &spell, std::list<Unit*> &data, float radius, const uint32 &type,
+ SpellTargets TargetType = SPELL_TARGETS_NOT_FRIENDLY)
+ : i_data(&data), i_spell(spell), i_push_type(type), i_radius(radius), i_TargetType(TargetType)
+ {
+ i_originalCaster = spell.GetOriginalCaster();
+ }
+
+ template<class T> inline void Visit(GridRefManager<T> &m)
+ {
+ assert(i_data);
+
+ if(!i_originalCaster)
+ return;
+
+ for(typename GridRefManager<T>::iterator itr = m.begin(); itr != m.end(); ++itr)
+ {
+ if( !itr->getSource()->isAlive() || (itr->getSource()->GetTypeId() == TYPEID_PLAYER && ((Player*)itr->getSource())->isInFlight()))
+ continue;
+
+ switch (i_TargetType)
+ {
+ case SPELL_TARGETS_HOSTILE:
+ if (!itr->getSource()->isTargetableForAttack() || !i_originalCaster->IsHostileTo( itr->getSource() ))
+ continue;
+ break;
+ case SPELL_TARGETS_NOT_FRIENDLY:
+ if (!itr->getSource()->isTargetableForAttack() || i_originalCaster->IsFriendlyTo( itr->getSource() ))
+ continue;
+ break;
+ case SPELL_TARGETS_NOT_HOSTILE:
+ if (!itr->getSource()->isTargetableForAttack() || i_originalCaster->IsHostileTo( itr->getSource() ))
+ continue;
+ break;
+ case SPELL_TARGETS_FRIENDLY:
+ if (!itr->getSource()->isTargetableForAttack() || !i_originalCaster->IsFriendlyTo( itr->getSource() ))
+ continue;
+ break;
+ case SPELL_TARGETS_AOE_DAMAGE:
+ {
+ if(itr->getSource()->GetTypeId()==TYPEID_UNIT && ((Creature*)itr->getSource())->isTotem())
+ continue;
+ if(!itr->getSource()->isTargetableForAttack())
+ continue;
+
+ Unit* check = i_originalCaster->GetCharmerOrOwnerOrSelf();
+
+ if( check->GetTypeId()==TYPEID_PLAYER )
+ {
+ if (check->IsFriendlyTo( itr->getSource() ))
+ continue;
+ }
+ else
+ {
+ if (!check->IsHostileTo( itr->getSource() ))
+ continue;
+ }
+ }
+ break;
+ default: continue;
+ }
+
+ switch(i_push_type)
+ {
+ case PUSH_IN_FRONT:
+ if(i_spell.GetCaster()->isInFront((Unit*)(itr->getSource()), i_radius, 2*M_PI/3 ))
+ i_data->push_back(itr->getSource());
+ break;
+ case PUSH_IN_BACK:
+ if(i_spell.GetCaster()->isInBack((Unit*)(itr->getSource()), i_radius, 2*M_PI/3 ))
+ i_data->push_back(itr->getSource());
+ break;
+ case PUSH_SELF_CENTER:
+ if(i_spell.GetCaster()->IsWithinDistInMap((Unit*)(itr->getSource()), i_radius))
+ i_data->push_back(itr->getSource());
+ break;
+ case PUSH_DEST_CENTER:
+ if((itr->getSource()->GetDistance(i_spell.m_targets.m_destX, i_spell.m_targets.m_destY, i_spell.m_targets.m_destZ) < i_radius ))
+ i_data->push_back(itr->getSource());
+ break;
+ case PUSH_TARGET_CENTER:
+ if(i_spell.m_targets.getUnitTarget()->IsWithinDistInMap((Unit*)(itr->getSource()), i_radius))
+ i_data->push_back(itr->getSource());
+ break;
+ }
+ }
+ }
+
+ #ifdef WIN32
+ template<> inline void Visit(CorpseMapType & ) {}
+ template<> inline void Visit(GameObjectMapType & ) {}
+ template<> inline void Visit(DynamicObjectMapType & ) {}
+ #endif
+ };
+
+ #ifndef WIN32
+ template<> inline void SpellNotifierCreatureAndPlayer::Visit(CorpseMapType& ) {}
+ template<> inline void SpellNotifierCreatureAndPlayer::Visit(GameObjectMapType& ) {}
+ template<> inline void SpellNotifierCreatureAndPlayer::Visit(DynamicObjectMapType& ) {}
+ #endif
+}
+
+typedef void(Spell::*pEffect)(uint32 i);
+
+class SpellEvent : public BasicEvent
+{
+ public:
+ SpellEvent(Spell* spell);
+ virtual ~SpellEvent();
+
+ virtual bool Execute(uint64 e_time, uint32 p_time);
+ virtual void Abort(uint64 e_time);
+ protected:
+ Spell* m_Spell;
+};
+#endif