/* * Copyright (C) 2005-2009 MaNGOS * * Copyright (C) 2008-2010 Trinity * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "Common.h" #include "Database/DatabaseEnv.h" #include "WorldPacket.h" #include "WorldSession.h" #include "GridNotifiers.h" #include "GridNotifiersImpl.h" #include "Opcodes.h" #include "Log.h" #include "UpdateMask.h" #include "World.h" #include "ObjectMgr.h" #include "SpellMgr.h" #include "Player.h" #include "Pet.h" #include "Unit.h" #include "Totem.h" #include "Spell.h" #include "DynamicObject.h" #include "Group.h" #include "UpdateData.h" #include "MapManager.h" #include "ObjectAccessor.h" #include "CellImpl.h" #include "Policies/SingletonImp.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" #define SPELL_CHANNEL_UPDATE_INTERVAL (1 * IN_MILISECONDS) 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; } class PrioritizeManaUnitWraper { public: explicit PrioritizeManaUnitWraper(Unit* unit) : i_unit(unit) { uint32 maxmana = unit->GetMaxPower(POWER_MANA); i_percent = maxmana ? unit->GetPower(POWER_MANA) * 100 / maxmana : 101; } Unit* getUnit() const { return i_unit; } uint32 getPercent() const { return i_percent; } private: Unit* i_unit; uint32 i_percent; }; struct PrioritizeMana { int operator()( PrioritizeManaUnitWraper const& x, PrioritizeManaUnitWraper const& y ) const { return x.getPercent() > y.getPercent(); } }; typedef std::priority_queue, PrioritizeMana> PrioritizeManaUnitQueue; class PrioritizeHealthUnitWraper { public: explicit PrioritizeHealthUnitWraper(Unit* unit) : i_unit(unit) { i_percent = unit->GetHealth() * 100 / unit->GetMaxHealth(); } Unit* getUnit() const { return i_unit; } uint32 getPercent() const { return i_percent; } private: Unit* i_unit; uint32 i_percent; }; struct PrioritizeHealth { int operator()( PrioritizeHealthUnitWraper const& x, PrioritizeHealthUnitWraper const& y ) const { return x.getPercent() > y.getPercent(); } }; typedef std::priority_queue, PrioritizeHealth> PrioritizeHealthUnitQueue; 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; m_intTargetFlags = 0; } SpellCastTargets::~SpellCastTargets() { } void SpellCastTargets::setUnitTarget(Unit *target) { if (!target) return; m_unitTarget = target; m_unitTargetGUID = target->GetGUID(); m_intTargetFlags |= FLAG_INT_UNIT; } void SpellCastTargets::setSrc(float x, float y, float z) { m_srcPos.Relocate(x, y, z); m_intTargetFlags |= FLAG_INT_SRC_LOC; } void SpellCastTargets::setSrc(Position *pos) { if(pos) { m_srcPos.Relocate(pos); m_intTargetFlags |= FLAG_INT_SRC_LOC; } } void SpellCastTargets::setDst(float x, float y, float z, float orientation, uint32 mapId) { m_dstPos.Relocate(x, y, z, orientation); m_intTargetFlags |= FLAG_INT_DST_LOC; if(mapId != MAPID_INVALID) m_dstPos.m_mapId = mapId; } void SpellCastTargets::setDst(Position *pos) { if(pos) { m_dstPos.Relocate(pos); m_intTargetFlags |= FLAG_INT_DST_LOC; } } void SpellCastTargets::setGOTarget(GameObject *target) { m_GOTarget = target; m_GOTargetGUID = target->GetGUID(); m_intTargetFlags |= FLAG_INT_OBJECT; } void SpellCastTargets::setItemTarget(Item* item) { if(!item) return; m_itemTarget = item; m_itemTargetGUID = item->GetGUID(); m_itemTargetEntry = item->GetEntry(); m_targetMask |= TARGET_FLAG_ITEM; } void SpellCastTargets::setCorpseTarget(Corpse* corpse) { m_CorpseTargetGUID = corpse->GetGUID(); } void SpellCastTargets::Update(Unit* caster) { m_GOTarget = m_GOTargetGUID ? 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) { if(m_targetMask & TARGET_FLAG_ITEM) m_itemTarget = caster->ToPlayer()->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 prevent hacking slots if (Player* pTrader = caster->ToPlayer()->GetTrader()) m_itemTarget = pTrader->GetItemByTradeSlot(m_itemTargetGUID); if (m_itemTarget) m_itemTargetEntry = m_itemTarget->GetEntry(); } } bool SpellCastTargets::read ( WorldPacket * data, Unit *caster ) { if(data->rpos() + 4 > data->size()) return false; //data->hexlike(); *data >> m_targetMask; //sLog.outDebug("Spell read, target mask = %u", m_targetMask); if(m_targetMask == TARGET_FLAG_SELF) return true; // TARGET_FLAG_UNK2 is used for non-combat pets, maybe other? if( m_targetMask & ( TARGET_FLAG_UNIT | TARGET_FLAG_UNK2 )) { if(!data->readPackGUID(m_unitTargetGUID)) return false; if (m_targetMask & TARGET_FLAG_UNIT) m_intTargetFlags |= FLAG_INT_UNIT; } if( m_targetMask & ( TARGET_FLAG_OBJECT )) { if(!data->readPackGUID(m_GOTargetGUID)) return false; m_intTargetFlags |= FLAG_INT_OBJECT; } if(( m_targetMask & ( TARGET_FLAG_ITEM | TARGET_FLAG_TRADE_ITEM )) && caster->GetTypeId() == TYPEID_PLAYER) 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 ) { if(data->rpos() + 1 + 4 + 4 + 4 > data->size()) return false; if(!data->readPackGUID(m_unitTargetGUID)) return false; *data >> m_srcPos.m_positionX >> m_srcPos.m_positionY >> m_srcPos.m_positionZ; if(!m_srcPos.IsPositionValid()) return false; m_intTargetFlags |= FLAG_INT_SRC_LOC; } else m_srcPos.Relocate(caster); if( m_targetMask & TARGET_FLAG_DEST_LOCATION ) { if(data->rpos() + 1 + 4 + 4 + 4 > data->size()) return false; if(!data->readPackGUID(m_unitTargetGUID)) return false; *data >> m_dstPos.m_positionX >> m_dstPos.m_positionY >> m_dstPos.m_positionZ; if(!m_dstPos.IsPositionValid()) return false; m_intTargetFlags |= FLAG_INT_DST_LOC; if( m_targetMask & TARGET_FLAG_SOURCE_LOCATION ) { if(data->rpos() + 4 + 4 <= data->size()) { *data >> m_elevation >> m_speed; // TODO: should also read m_srcPos.m_orientation = caster->GetOrientation(); //*data >> uint16 >> uint8 >> uint32 >> uint32; //*data >> float >> float >> float >> float... } } } else m_dstPos.Relocate(caster); if( m_targetMask & TARGET_FLAG_STRING ) { if(data->rpos() + 1 > data->size()) return false; *data >> m_strTarget; } // find real units/GOs Update(caster); return true; } void SpellCastTargets::write ( WorldPacket * data ) { *data << uint32(m_targetMask); //sLog.outDebug("Spell write, target mask = %u", m_targetMask); if( m_targetMask & ( TARGET_FLAG_UNIT | TARGET_FLAG_PVP_CORPSE | TARGET_FLAG_OBJECT | TARGET_FLAG_CORPSE | TARGET_FLAG_UNK2 ) ) { if(m_targetMask & TARGET_FLAG_UNIT) { if(m_unitTarget) data->append(m_unitTarget->GetPackGUID()); else *data << uint8(0); } else if( m_targetMask & TARGET_FLAG_OBJECT ) { 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); // It seems the client doesn't like unit target GUID being sent here, we must send 0 *data << m_srcPos.m_positionX << m_srcPos.m_positionY << m_srcPos.m_positionZ; } if( m_targetMask & TARGET_FLAG_DEST_LOCATION ) { *data << uint8(0); // It seems the client doesn't like unit target GUID being sent here, we must send 0 *data << m_dstPos.m_positionX << m_dstPos.m_positionY << m_dstPos.m_positionZ; } if( m_targetMask & TARGET_FLAG_STRING ) *data << m_strTarget; } Spell::Spell( Unit* Caster, SpellEntry const *info, bool triggered, uint64 originalCasterGUID, Spell** triggeringContainer, bool skipCheck ) : m_spellInfo(info), m_spellValue(new SpellValue(m_spellInfo)) , m_caster(Caster) { m_customAttr = spellmgr.GetSpellCustomAttr(m_spellInfo->Id); m_skipCheck = skipCheck; m_selfContainer = NULL; m_triggeringContainer = triggeringContainer; m_referencedFromCurrentSpell = false; m_executedCurrently = false; m_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_spellValue->EffectBasePoints[i]; m_spellState = SPELL_STATE_NULL; m_TriggerSpells.clear(); m_IsTriggeredSpell = triggered; //m_AreaAura = false; m_CastItem = NULL; unitTarget = NULL; itemTarget = NULL; gameObjTarget = NULL; focusObject = NULL; m_cast_count = 0; m_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() { if(m_caster && m_caster->GetTypeId() == TYPEID_PLAYER) assert(m_caster->ToPlayer()->m_spellModTakingSpell != this); delete m_spellValue; } template 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 searcher(m_caster, result, u_check); TypeContainerVisitor, GridTypeMapContainer > grid_searcher(searcher); cell.Visit(p, grid_searcher, *m_caster->GetMap(), *m_caster, max_range); if (!result) { TypeContainerVisitor, 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(/*tmpUnitMap.empty() && */m_spellInfo->Targets & TARGET_FLAG_CASTER) { AddUnitTarget(m_caster, 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 { WorldObject* result = FindCorpseUsing (); 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_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<::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::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; 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<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 */ // 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::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::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::iterator ihit = m_UniqueItemInfo.begin(); ihit != m_UniqueItemInfo.end(); ++ihit) { if (pitem == ihit->item) // Found in list { ihit->effectMask |= 1<processed) return; target->processed = true; // Target checked in apply effects procedure // Get mask of effects for target uint32 mask = target->effectMask; Unit* unit = m_caster->GetGUID()==target->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster,target->targetGUID); if (!unit) 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<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().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().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 if(m_diminishGroup = GetDiminishingReturnsGroupForSpell(m_spellInfo,m_triggeredByAuraSpell)) { m_diminishLevel = unit->GetDiminishing(m_diminishGroup); DiminishingReturnsType type = GetDiminishingReturnsGroupType(m_diminishGroup); // Increase Diminishing on unit, current informations for actually casts will use values above if((type == DRTYPE_PLAYER && (unit->GetTypeId() == TYPEID_PLAYER || 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<Effect[i])) aura_effmask |= 1<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) { if (m_spellAura = Aura::TryCreate(aurSpellInfo, effectMask, unit, m_originalCaster,(aurSpellInfo == m_spellInfo)? &m_currentBasePoints[0] : &basePoints[0], m_CastItem)) { // Now Reduce spell duration using data received at spell hit int32 duration = m_spellAura->GetMaxDuration(); int32 limitduration = GetDiminishingReturnsLimitDuration(m_diminishGroup,aurSpellInfo); unit->ApplyDiminishingToDuration(m_diminishGroup, duration, m_originalCaster, m_diminishLevel,limitduration); ((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); //mod duration of channeled aura by spell haste if (IsChanneledSpell(m_spellInfo)) m_originalCaster->ModSpellCastTime(aurSpellInfo, duration, this); 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<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 *spell_triggered = spellmgr.GetSpellLinked(m_spellInfo->Id + SPELL_LINK_HIT)) for (std::vector::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<Id)); if(Player * modOwner = m_caster->GetSpellModOwner()) modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RANGE, range, this); } for (std::list::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* 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 &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 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::iterator next; if(TargetType == SPELL_TARGETS_CHAINHEAL) { next = tempUnitMap.begin(); while(cur->GetDistance(*next) > CHAIN_SPELL_JUMP_RADIUS || !cur->IsWithinLOSInMap(*next)) { ++next; if(next == tempUnitMap.end()) return; } } else { tempUnitMap.sort(TargetDistanceOrder(cur)); next = tempUnitMap.begin(); if(cur->GetDistance(*next) > CHAIN_SPELL_JUMP_RADIUS) break; while(m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MELEE && !m_caster->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 &TagUnitMap, float radius, SpellNotifyPushType type, SpellTargets TargetType, uint32 entry) { 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); } WorldObject* Spell::SearchNearbyTarget(float range, SpellTargets TargetType) { switch(TargetType) { case SPELL_TARGETS_ENTRY: { SpellScriptTargetBounds bounds = spellmgr.GetSpellScriptTargetBounds(m_spellInfo->Id); if(bounds.first==bounds.second) { sLog.outDebug("Spell (ID: %u) (caster Entry: %u) does not have record in `spell_script_target`", m_spellInfo->Id, m_caster->GetEntry()); if(IsPositiveSpell(m_spellInfo->Id)) return SearchNearbyTarget(range, SPELL_TARGETS_ALLY); else return SearchNearbyTarget(range, SPELL_TARGETS_ENEMY); } Creature* creatureScriptTarget = NULL; GameObject* goScriptTarget = NULL; for (SpellScriptTarget::const_iterator i_spellST = bounds.first; i_spellST != bounds.second; ++i_spellST) { switch(i_spellST->second.type) { 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->second.targetEntry && (*itr)->IsWithinDistInMap(m_caster, range)) { goScriptTarget = NULL; creatureScriptTarget = (*itr)->ToCreature(); range = m_caster->GetDistance(creatureScriptTarget); } break; case SPELL_TARGET_TYPE_GAMEOBJECT: if(i_spellST->second.targetEntry) { if(GameObject *go = m_caster->FindNearestGameObject(i_spellST->second.targetEntry, 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->second.targetEntry) return m_targets.getUnitTarget(); case SPELL_TARGET_TYPE_DEAD: default: if(Creature *cre = m_caster->FindNearestCreature(i_spellST->second.targetEntry, range, i_spellST->second.type != 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 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 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(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; m_caster->GetNearPosition(pos, dist, angle); m_targets.setDst(&pos); // also flag AddUnitTarget(m_caster, i); 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); AddUnitTarget(target, i); 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); // Teleports use this as destination if (m_spellInfo->Effect[i] != SPELL_EFFECT_TELEPORT_UNITS) AddUnitTarget(target, i); 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 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::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; 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 unitList; if(targetType == SPELL_TARGETS_ENTRY) { SpellScriptTargetBounds bounds = spellmgr.GetSpellScriptTargetBounds(m_spellInfo->Id); if(bounds.first == bounds.second) { // Custom entries // TODO: move these to sql switch (m_spellInfo->Id) { case 46584: // Raise Dead { if (WorldObject* result = FindCorpseUsing ()) { 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 (); 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 record in `spell_script_target`", 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); } } // let it be done in one check? else { for (SpellScriptTarget::const_iterator i_spellST = bounds.first; i_spellST != bounds.second; ++i_spellST) { if(i_spellST->second.type == SPELL_TARGET_TYPE_CREATURE) SearchAreaTarget(unitList, radius, pushType, SPELL_TARGETS_ENTRY, i_spellST->second.targetEntry); else if (i_spellST->second.type == 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->second.targetEntry && /*(*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 if (targetType) SearchAreaTarget(unitList, radius, pushType, targetType); else { switch (cur) { case TARGET_UNIT_AREA_PARTY_SRC: case TARGET_UNIT_AREA_PARTY_DST: m_caster->GetPartyMemberInDist(unitList, radius); //fix me break; case TARGET_OBJECT_AREA_SRC: // fix me case TARGET_OBJECT_AREA_DST: { float x, y, z; if(cur == TARGET_OBJECT_AREA_SRC) { if(m_targets.HasSrc()) m_targets.m_srcPos.GetPosition(x, y, z); else break; } else { if(m_targets.HasDst()) m_targets.m_dstPos.GetPosition(x, y, z); else break; } Trinity::GameObjectInRangeCheck check(x, y, z, radius + 50); std::list goList; Trinity::GameObjectListSearcher searcher(m_caster, goList, check); m_caster->GetMap()->VisitGrid(x, y, radius, searcher); for (std::list::iterator itr = goList.begin(); itr != goList.end(); ++itr) AddGOTarget(*itr, i); 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; } } } if(!unitList.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(); if(m_spellInfo->Id == 5246) //Intimidating Shout unitList.remove(m_targets.getUnitTarget()); Trinity::RandomResizeList(unitList, m_spellValue->MaxAffectedTargets); } 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; case 57669: //Replenishment (special target selection) 10 targets with lowest mana { typedef std::priority_queue, PrioritizeMana> TopMana; TopMana manaUsers; for (std::list::iterator itr = unitList.begin() ; itr != unitList.end(); ++itr) { if ((*itr)->getPowerType() == POWER_MANA) { PrioritizeManaUnitWraper WTarget(*itr); manaUsers.push(WTarget); } } unitList.clear(); while(!manaUsers.empty() && unitList.size()<10) { unitList.push_back(manaUsers.top().getUnit()); manaUsers.pop(); } break; } case 52759: // Ancestral Awakening { typedef std::priority_queue, PrioritizeHealth> TopHealth; TopHealth healedMembers; for (std::list::iterator itr = unitList.begin() ; itr != unitList.end(); ++itr) { PrioritizeHealthUnitWraper WTarget(*itr); healedMembers.push(WTarget); } unitList.clear(); while(!healedMembers.empty() && unitList.size()<1) { unitList.push_back(healedMembers.top().getUnit()); healedMembers.pop(); } break; } } if (m_spellInfo->EffectImplicitTargetA[i] == TARGET_DEST_TARGET_ANY && m_spellInfo->EffectImplicitTargetB[i] == TARGET_UNIT_AREA_ALLY_DST)// Wild Growth, Circle of Healing, Glyph of holy light target special selection { typedef std::priority_queue, PrioritizeHealth> TopHealth; TopHealth healedMembers; for (std::list::iterator itr = unitList.begin() ; itr != unitList.end(); ++itr) { if ((*itr)->IsInRaidWith(m_targets.getUnitTarget())) { PrioritizeHealthUnitWraper WTarget(*itr); healedMembers.push(WTarget); } } unitList.clear(); uint32 maxsize = 5; if (m_spellInfo->SpellFamilyName == SPELLFAMILY_DRUID && m_spellInfo->SpellFamilyFlags[1] & 0x04000000) // Wild Growth maxsize += m_caster->HasAura(62970) ? 1 : 0; // Glyph of Wild Growth if (m_spellInfo->SpellFamilyName == SPELLFAMILY_PRIEST && m_spellInfo->SpellFamilyFlags[0] & 0x10000000 && m_spellInfo->SpellIconID == 2214) // Circle of Healing maxsize += m_caster->HasAura(55675) ? 1 : 0; // Glyph of Circle of Healing while(!healedMembers.empty() && unitList.size()SpellFamilyName == SPELLFAMILY_DEATHKNIGHT && m_spellInfo->SpellFamilyFlags[0] & 0x00080000) { Unit * unit_to_add = NULL; for (std::list::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::iterator itr = unitList.begin(); itr != unitList.end(); ++itr) AddUnitTarget(*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_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<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(m_caster->GetTypeId() == TYPEID_PLAYER) { if(objmgr.IsPlayerSpellDisabled(m_spellInfo->Id)) { SendCastResult(SPELL_FAILED_SPELL_UNAVAILABLE); finish(false); return; } } else if (m_caster->GetTypeId() == TYPEID_UNIT && m_caster->ToCreature()->isPet()) { if(objmgr.IsPetSpellDisabled(m_spellInfo->Id)) { SendCastResult(SPELL_FAILED_SPELL_UNAVAILABLE); finish(false); return; } } else { if(objmgr.IsCreatureSpellDisabled(m_spellInfo->Id)) { finish(false); return; } } 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_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::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; } 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; } } 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().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 } // 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])) { // Calculate chance at that moment (can be depend for example from combo points) int32 chance = m_caster->CalculateSpellDamage(auraSpellInfo, auraSpellIdx, (*i)->GetBaseAmount(), NULL); 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_JUMP: case SPELL_EFFECT_JUMP2: case SPELL_EFFECT_LEAP_BACK: case SPELL_EFFECT_ACTIVATE_RUNE: HandleEffects(NULL,NULL,NULL,i); m_effectMask |= (1<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 *spell_triggered = spellmgr.GetSpellLinked(m_spellInfo->Id)) for (std::vector::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) { // Apply haste mods m_caster->ModSpellCastTime(m_spellInfo, duration, this); // Apply duration mod if(Player* modOwner = m_caster->GetSpellModOwner()) modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_DURATION, duration); 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::iterator ihit= m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit) DoAllEffectOnTarget(&(*ihit)); for (std::list::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.getIntTargetFlags() & FLAG_INT_DST_LOC); // 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::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::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::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(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<Effect[j]] == SPELL_REQUIRE_NONE) { HandleEffects(m_originalCaster, NULL, NULL, j); m_effectMask |= (1<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::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::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; 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? // Preliminary setting of the target mask for the SMSG_SPELL_START packet. This will be // adjusted again later in SendSpellGo() based on the real targets obtained in SelectSpellTargets() if (m_spellInfo->Targets & TARGET_FLAG_SOURCE_LOCATION) m_targets.setTargetMask(m_targets.getTargetMask() | TARGET_FLAG_SOURCE_LOCATION); if (m_spellInfo->Targets & TARGET_FLAG_DEST_LOCATION) m_targets.setTargetMask(m_targets.getTargetMask() | TARGET_FLAG_DEST_LOCATION); 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); 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 if ((m_spellInfo->Targets & TARGET_FLAG_SOURCE_LOCATION) && m_targets.HasSrc()) m_targets.setTargetMask(m_targets.getTargetMask() | TARGET_FLAG_SOURCE_LOCATION); else m_targets.setTargetMask(m_targets.getTargetMask() & ~TARGET_FLAG_SOURCE_LOCATION); if ((m_spellInfo->Targets & TARGET_FLAG_DEST_LOCATION) && m_targets.HasDst()) m_targets.setTargetMask(m_targets.getTargetMask() | TARGET_FLAG_DEST_LOCATION); else m_targets.setTargetMask(m_targets.getTargetMask() & ~TARGET_FLAG_DEST_LOCATION); // 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::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::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::const_iterator ighit = m_UniqueGOTargetInfo.begin(); ighit != m_UniqueGOTargetInfo.end(); ++ighit) *data << uint64(ighit->targetGUID); // Always hits *data << (uint8)miss; for (std::list::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::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::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::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. return; if (m_caster->GetTypeId() != TYPEID_PLAYER) return; // do not take reagents for these item casts if (m_CastItem && m_CastItem->GetProto()->Flags & ITEM_FLAGS_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) { if (!sScriptMgr.OnSpellCast(pUnitTarget,pItemTarget,pGOTarget,i,m_spellInfo)) return; //effect has been handled, skip it if (m_effectMask & (1<Effect[i]; sLog.outDebug( "Spell: %u Effect : %u", m_spellInfo->Id, eff); //we do not need DamageMultiplier here. damage = CalculateDamage(i, NULL); if(eff < TOTAL_SPELL_EFFECTS) { //sLog.outDebug( "WORLD: Spell FX %d < TOTAL_SPELL_EFFECTS ", eff); (this->*SpellEffects[eff])(i); } } 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)) { 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; // 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; // In pure self-cast spells, the client won't send any unit target if (m_targets.getTargetMask() == TARGET_FLAG_SELF || m_targets.getTargetMask() & TARGET_FLAG_CASTER) // TARGET_FLAG_SELF == 0, remember! target = m_caster; else target = m_targets.getUnitTarget(); 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) { if (target = m_caster->GetUnit(*m_caster, m_caster->ToPlayer()->GetSelection())) 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_MILISECONDS && !(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 checker(m_caster, p_GameObject,go_check); TypeContainerVisitor, GridTypeMapContainer > object_checker(checker); CellLock 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 searcher(m_caster, p_Creature, u_check); TypeContainerVisitor, GridTypeMapContainer > grid_creature_searcher(searcher); CellLock 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; if( m_caster->GetTypeId() != TYPEID_PLAYER // only players can open locks, gather etc. // we need a go target in case of TARGET_GAMEOBJECT || m_spellInfo->EffectImplicitTargetA[i] == TARGET_GAMEOBJECT && !m_targets.getGOTarget() // we need a go target, or an openable item target in case of TARGET_GAMEOBJECT_ITEM || m_spellInfo->EffectImplicitTargetA[i] == TARGET_GAMEOBJECT_ITEM && !m_targets.getGOTarget() && (!m_targets.getItemTarget() || !m_targets.getItemTarget()->GetProto()->LockID || m_targets.getItemTarget()->GetOwner() != m_caster ) ) return SPELL_FAILED_BAD_TARGETS; // In BattleGround players can use only flags and banners if( m_caster->ToPlayer()->InBattleGround() && !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_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() ) { InstanceTemplate const* instance = ObjectMgr::GetInstanceTemplate(m_caster->GetMapId()); if(!instance) return SPELL_FAILED_TARGET_NOT_IN_INSTANCE; if(!target->Satisfy(objmgr.GetAccessRequirement(instance->access_id), m_caster->GetMapId())) return SPELL_FAILED_BAD_TARGETS; } break; } case SPELL_EFFECT_LEAP: case SPELL_EFFECT_TELEPORT_UNITS_FACE_CASTER: { //Do not allow to cast it before BG starts. if(m_caster->GetTypeId() == TYPEID_PLAYER) if(BattleGround const *bg = 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; } 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; // Wild Growth case 48438: case 53248: case 53249: case 53251: { if (m_caster->GetTypeId() != TYPEID_PLAYER) return SPELL_FAILED_DONT_REPORT; Unit* target = m_targets.getUnitTarget(); if (!target || target->GetTypeId() != TYPEID_PLAYER) return SPELL_FAILED_BAD_TARGETS; if (!m_caster->ToPlayer()->IsInSameRaidWith(target->ToPlayer())) return SPELL_FAILED_TARGET_NOT_IN_RAID; 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()->GetVmapHeight(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->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()) { // 4197 = Wintergrasp || 4395 = Dalaran && 4564 = Krasus Landing if (m_originalCaster->GetZoneId() == 4197 || m_originalCaster->GetZoneId() == 4395 && m_originalCaster->GetAreaId() != 4564) return m_IsTriggeredSpell ? SPELL_FAILED_DONT_REPORT : SPELL_FAILED_NOT_HERE; } break; } case SPELL_AURA_RANGED_AP_ATTACKER_CREATURES_BONUS: { if (!m_targets.getUnitTarget() && m_targets.getUnitTarget()->GetTypeId() != TYPEID_UNIT) 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_PERIODIC_MANA_LEECH: { if (!m_targets.getUnitTarget()) return SPELL_FAILED_BAD_IMPLICIT_TARGETS; if (m_caster->GetTypeId() != TYPEID_PLAYER || m_CastItem) break; if(m_targets.getUnitTarget()->getPowerType() != POWER_MANA) return SPELL_FAILED_BAD_TARGETS; break; } default: break; } } // all ok return 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; iGetEffect(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::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 checker(m_caster, ok, go_check); TypeContainerVisitor, 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_FLAGS_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]); if (pProto && !(pProto->ItemLimitCategory)) { p_caster->SendEquipError( msg, NULL, NULL ); 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,m_spellInfo->CalculateSimpleValue(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_FLAGS_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 ); 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()->BagFamily & BAG_FAMILY_MASK_MINING_SUPP) || m_targets.getItemTarget()->GetProto()->Class != ITEM_CLASS_TRADE_GOODS) return SPELL_FAILED_CANT_BE_PROSPECTED; //prevent prospecting in trade slot if( m_targets.getItemTarget()->GetOwnerGUID() != m_caster->GetGUID() ) return SPELL_FAILED_CANT_BE_PROSPECTED; //Check for enough skill in jewelcrafting uint32 item_prospectingskilllevel = m_targets.getItemTarget()->GetProto()->RequiredSkillRank; if(item_prospectingskilllevel >p_caster->GetSkillValue(SKILL_JEWELCRAFTING)) return SPELL_FAILED_LOW_CASTLEVEL; //make sure the player has the required ores in inventory if(m_targets.getItemTarget()->GetCount() < 5) return SPELL_FAILED_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()->BagFamily & BAG_FAMILY_MASK_HERBS) || m_targets.getItemTarget()->GetProto()->Class != ITEM_CLASS_TRADE_GOODS) 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::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->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::const_iterator itr = m_UniqueTargetInfo.begin(); itr != m_UniqueTargetInfo.end(); ++itr) if(itr->effectMask & (1 << effect)) return true; for (std::list::const_iterator itr = m_UniqueGOTargetInfo.begin(); itr != m_UniqueGOTargetInfo.end(); ++itr) if(itr->effectMask & (1 << effect)) return true; for (std::list::const_iterator itr = m_UniqueItemInfo.begin(); itr != m_UniqueItemInfo.end(); ++itr) if(itr->effectMask & (1 << effect)) return true; return false; } SpellEvent::SpellEvent(Spell* spell) : BasicEvent() { m_Spell = spell; } SpellEvent::~SpellEvent() { if (m_Spell->getState() != SPELL_STATE_FINISHED) m_Spell->cancel(); if (m_Spell->IsDeletable()) { delete m_Spell; } else { sLog.outError("~SpellEvent: %s %u tried to delete non-deletable spell %u. Was not deleted, causes memory leak.", (m_Spell->GetCaster()->GetTypeId() == TYPEID_PLAYER ? "Player" : "Creature"), m_Spell->GetCaster()->GetGUIDLow(), m_Spell->m_spellInfo->Id); } } bool SpellEvent::Execute(uint64 e_time, uint32 p_time) { // update spell if it is not finished if (m_Spell->getState() != SPELL_STATE_FINISHED) m_Spell->update(p_time); // check spell state to process switch (m_Spell->getState()) { case SPELL_STATE_FINISHED: { // spell was finished, check deletable state if (m_Spell->IsDeletable()) { // check, if we do have unfinished triggered spells return true; // spell is deletable, finish event } // event will be re-added automatically at the end of routine) } break; case SPELL_STATE_DELAYED: { // first, check, if we have just started if (m_Spell->GetDelayStart() != 0) { // no, we aren't, do the typical update // check, if we have channeled spell on our hands /* if (IsChanneledSpell(m_Spell->m_spellInfo)) { // evented channeled spell is processed separately, casted once after delay, and not destroyed till finish // check, if we have casting anything else except this channeled spell and autorepeat if (m_Spell->GetCaster()->IsNonMeleeSpellCasted(false, true, true)) { // another non-melee non-delayed spell is casted now, abort m_Spell->cancel(); } 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::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<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<Effect[i]) { case SPELL_EFFECT_SCHOOL_DAMAGE: SpellDamageSchoolDmg(i); break; case SPELL_EFFECT_WEAPON_DAMAGE: case SPELL_EFFECT_WEAPON_DAMAGE_NOSCHOOL: case SPELL_EFFECT_NORMALIZED_WEAPON_DMG: case SPELL_EFFECT_WEAPON_PERCENT_DAMAGE: SpellDamageWeaponDmg(i); break; case SPELL_EFFECT_HEAL: SpellDamageHeal(i); break; } if(m_damage > 0) { if(IsAreaEffectTarget[m_spellInfo->EffectImplicitTargetA[i]] || IsAreaEffectTarget[m_spellInfo->EffectImplicitTargetB[i]]) { if(int32 reducedPct = unit->GetMaxNegativeAuraModifier(SPELL_AURA_MOD_AOE_DAMAGE_AVOIDANCE)) m_damage = m_damage * (100 + reducedPct) / 100; if (m_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.) (use m_currentBasePoints, CalculateDamage returns wrong value) uint32 spellSkillBonus = uint32(m_currentBasePoints[effIndex]+1); 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] = value - int32(m_spellInfo->EffectBaseDice[0]); m_currentBasePoints[0] = m_spellValue->EffectBasePoints[0]; //this should be removed in the future break; case SPELLVALUE_BASE_POINT1: m_spellValue->EffectBasePoints[1] = value - int32(m_spellInfo->EffectBaseDice[1]); m_currentBasePoints[1] = m_spellValue->EffectBasePoints[1]; break; case SPELLVALUE_BASE_POINT2: m_spellValue->EffectBasePoints[2] = value - int32(m_spellInfo->EffectBaseDice[2]); m_currentBasePoints[2] = m_spellValue->EffectBasePoints[2]; break; case SPELLVALUE_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::max() && x > -std::numeric_limits::max()) return x; //if(x >= std::numeric_limits::max()) return std::numeric_limits::max(); //if(x <= -std::numeric_limits::max()) return -std::numeric_limits::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(TargetDistanceOrder(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::FillRaidOrPartyTargets( UnitList &TagUnitMap, Unit* target, float radius, bool raid, bool withPets, bool withcaster ) { Player *pTarget = target->GetCharmerOrOwnerPlayerOrPlayerItself(); Group *pGroup = pTarget ? pTarget->GetGroup() : NULL; if (pGroup) { uint8 subgroup = pTarget->GetSubGroup(); for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* Target = itr->getSource(); // IsHostileTo check duel and controlled by enemy if (Target && (raid || subgroup==Target->GetSubGroup()) && !m_caster->IsHostileTo(Target)) { if (Target==m_caster && withcaster || Target!=m_caster && m_caster->IsWithinDistInMap(Target, radius)) TagUnitMap.push_back(Target); if (withPets) if (Pet* pet = Target->GetPet()) if (pet==m_caster && withcaster || pet!=m_caster && m_caster->IsWithinDistInMap(pet, radius)) TagUnitMap.push_back(pet); } } } else { Unit* ownerOrSelf = pTarget ? pTarget : target->GetCharmerOrOwnerOrSelf(); if (ownerOrSelf==m_caster && withcaster || ownerOrSelf!=m_caster && m_caster->IsWithinDistInMap(ownerOrSelf, radius)) TagUnitMap.push_back(ownerOrSelf); if (withPets) if (Guardian* pet = ownerOrSelf->GetGuardianPet()) if (pet==m_caster && withcaster || pet!=m_caster && m_caster->IsWithinDistInMap(pet, radius)) TagUnitMap.push_back(pet); } } void Spell::FillRaidOrPartyManaPriorityTargets( UnitList &TagUnitMap, Unit* target, float radius, uint32 count, bool raid, bool withPets, bool withCaster ) { FillRaidOrPartyTargets(TagUnitMap,target,radius,raid,withPets,withCaster); PrioritizeManaUnitQueue manaUsers; for (UnitList::const_iterator itr = TagUnitMap.begin(); itr != TagUnitMap.end() && manaUsers.size() < count; ++itr) if ((*itr)->getPowerType() == POWER_MANA && !(*itr)->isDead()) manaUsers.push(PrioritizeManaUnitWraper(*itr)); TagUnitMap.clear(); while(!manaUsers.empty()) { TagUnitMap.push_back(manaUsers.top().getUnit()); manaUsers.pop(); } } void Spell::FillRaidOrPartyHealthPriorityTargets( UnitList &TagUnitMap, Unit* target, float radius, uint32 count, bool raid, bool withPets, bool withCaster ) { FillRaidOrPartyTargets(TagUnitMap,target,radius,raid,withPets,withCaster); PrioritizeHealthUnitQueue healthQueue; for (UnitList::const_iterator itr = TagUnitMap.begin(); itr != TagUnitMap.end() && healthQueue.size() < count; ++itr) if (!(*itr)->isDead()) healthQueue.push(PrioritizeHealthUnitWraper(*itr)); TagUnitMap.clear(); while(!healthQueue.empty()) { TagUnitMap.push_back(healthQueue.top().getUnit()); healthQueue.pop(); } }