/*
* 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(spellmgr.GetSpellForDifficultyFromSpell(info, Caster)), m_spellValue(new SpellValue(m_spellInfo))
, m_caster(Caster)
{
m_customAttr = spellmgr.GetSpellCustomAttr(m_spellInfo->Id);
m_skipCheck = skipCheck;
m_selfContainer = NULL;
m_triggeringContainer = triggeringContainer;
m_referencedFromCurrentSpell = false;
m_executedCurrently = false;
m_needComboPoints = NeedsComboPoints(m_spellInfo);
m_comboPointGain = 0;
m_delayStart = 0;
m_delayAtDamageCount = 0;
m_applyMultiplierMask = 0;
m_effectMask = 0;
m_auraScaleMask = 0;
// Get data for type of attack
switch (m_spellInfo->DmgClass)
{
case SPELL_DAMAGE_CLASS_MELEE:
if (m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_REQ_OFFHAND)
m_attackType = OFF_ATTACK;
else
m_attackType = BASE_ATTACK;
break;
case SPELL_DAMAGE_CLASS_RANGED:
m_attackType = IsRangedWeaponSpell(m_spellInfo) ? RANGED_ATTACK : BASE_ATTACK;
break;
default:
// Wands
if (m_spellInfo->AttributesEx2 & SPELL_ATTR_EX2_AUTOREPEAT_FLAG)
m_attackType = RANGED_ATTACK;
else
m_attackType = BASE_ATTACK;
break;
}
m_spellSchoolMask = GetSpellSchoolMask(info); // Can be override for some spell (wand shoot for example)
if (m_attackType == RANGED_ATTACK)
{
// wand case
if ((m_caster->getClassMask() & CLASSMASK_WAND_USERS) != 0 && m_caster->GetTypeId() == TYPEID_PLAYER)
{
if (Item* pItem = m_caster->ToPlayer()->GetWeaponForAttack(RANGED_ATTACK))
m_spellSchoolMask = SpellSchoolMask(1 << pItem->GetProto()->Damage[0].DamageType);
}
}
// Set health leech amount to zero
m_healthLeech = 0;
if (originalCasterGUID)
m_originalCasterGUID = originalCasterGUID;
else
m_originalCasterGUID = m_caster->GetGUID();
if (m_originalCasterGUID == m_caster->GetGUID())
m_originalCaster = m_caster;
else
{
m_originalCaster = ObjectAccessor::GetUnit(*m_caster, m_originalCasterGUID);
if (m_originalCaster && !m_originalCaster->IsInWorld()) m_originalCaster = NULL;
}
for (int i=0; i <3; ++i)
m_currentBasePoints[i] = m_spellInfo->CalculateSimpleValue(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_caster->GetTypeId() == TYPEID_PLAYER)
m_caster->ToPlayer()->AddGlobalCooldown(m_spellInfo,this);
if (!m_casttime && !m_spellInfo->StartRecoveryTime
&& !m_castItemGUID //item: first cast may destroy item and second cast causes crash
&& GetCurrentContainer() == CURRENT_GENERIC_SPELL)
cast(true);
}
}
void Spell::cancel()
{
if (m_spellState == SPELL_STATE_FINISHED)
return;
SetReferencedFromCurrent(false);
if (m_selfContainer && *m_selfContainer == this)
*m_selfContainer = NULL;
uint32 oldState = m_spellState;
m_spellState = SPELL_STATE_FINISHED;
m_autoRepeat = false;
switch (oldState)
{
case SPELL_STATE_PREPARING:
case SPELL_STATE_DELAYED:
{
SendInterrupted(0);
SendCastResult(SPELL_FAILED_INTERRUPTED);
} break;
case SPELL_STATE_CASTING:
{
for (std::list::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()->RemoveGlobalCooldown(m_spellInfo);
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) ||
(strict && !m_IsTriggeredSpell && m_caster->ToPlayer()->HasGlobalCooldown(m_spellInfo)))
{
if (m_triggeredByAuraSpell)
return SPELL_FAILED_DONT_REPORT;
else
return SPELL_FAILED_NOT_READY;
}
}
// only allow triggered spells if at an ended battleground
if (!m_IsTriggeredSpell && m_caster->GetTypeId() == TYPEID_PLAYER)
if (BattleGround * bg = m_caster->ToPlayer()->GetBattleGround())
if (bg->GetStatus() == STATUS_WAIT_LEAVE)
return SPELL_FAILED_DONT_REPORT;
// only check at first call, Stealth auras are already removed at second call
// for now, ignore triggered spells
if (strict && !m_IsTriggeredSpell)
{
bool checkForm = true;
// Ignore form req aura
Unit::AuraEffectList const& ignore = m_caster->GetAuraEffectsByType(SPELL_AURA_MOD_IGNORE_SHAPESHIFT);
for (Unit::AuraEffectList::const_iterator i = ignore.begin(); i != ignore.end(); ++i)
{
if (!(*i)->IsAffectedOnSpell(m_spellInfo))
continue;
checkForm = false;
break;
}
if (checkForm)
{
// Cannot be used in this stance/form
SpellCastResult shapeError = GetErrorAtShapeshiftedCast(m_spellInfo, m_caster->m_form);
if (shapeError != SPELL_CAST_OK)
return shapeError;
if ((m_spellInfo->Attributes & SPELL_ATTR_ONLY_STEALTHED) && !(m_caster->HasStealthAura()))
return SPELL_FAILED_ONLY_STEALTHED;
}
}
bool reqCombat=true;
Unit::AuraEffectList const& stateAuras = m_caster->GetAuraEffectsByType(SPELL_AURA_ABILITY_IGNORE_AURASTATE);
for (Unit::AuraEffectList::const_iterator j = stateAuras.begin(); j != stateAuras.end(); ++j)
{
if ((*j)->IsAffectedOnSpell(m_spellInfo))
{
if ((*j)->GetMiscValue() == 1)
{
reqCombat=false;
break;
}
}
}
// caster state requirements
// not for triggered spells (needed by execute)
if (!m_IsTriggeredSpell)
{
if (m_spellInfo->CasterAuraState && !m_caster->HasAuraState(AuraState(m_spellInfo->CasterAuraState), m_spellInfo, m_caster))
return SPELL_FAILED_CASTER_AURASTATE;
if (m_spellInfo->CasterAuraStateNot && m_caster->HasAuraState(AuraState(m_spellInfo->CasterAuraStateNot), m_spellInfo, m_caster))
return SPELL_FAILED_CASTER_AURASTATE;
// Note: spell 62473 requres casterAuraSpell = triggering spell
if (m_spellInfo->casterAuraSpell && !m_caster->HasAura(m_spellInfo->casterAuraSpell))
return SPELL_FAILED_CASTER_AURASTATE;
if (m_spellInfo->excludeCasterAuraSpell && m_caster->HasAura(m_spellInfo->excludeCasterAuraSpell))
return SPELL_FAILED_CASTER_AURASTATE;
if (reqCombat && m_caster->isInCombat() && IsNonCombatSpell(m_spellInfo))
return SPELL_FAILED_AFFECTING_COMBAT;
}
// cancel autorepeat spells if cast start when moving
// (not wand currently autorepeat cast delayed to moving stop anyway in spell update code)
if (m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->ToPlayer()->isMoving())
{
// skip stuck spell to allow use it in falling case and apply spell limitations at movement
if ((!m_caster->ToPlayer()->m_movementInfo.HasMovementFlag(MOVEMENTFLAG_FALLING) || m_spellInfo->Effect[0] != SPELL_EFFECT_STUCK) &&
(IsAutoRepeat() || (m_spellInfo->AuraInterruptFlags & AURA_INTERRUPT_FLAG_NOT_SEATED) != 0))
return SPELL_FAILED_MOVING;
}
Unit *target = m_targets.getUnitTarget();
// In pure self-cast spells, the client won't send any unit target
if (!target && (m_targets.getTargetMask() == TARGET_FLAG_SELF || m_targets.getTargetMask() & TARGET_FLAG_CASTER)) // TARGET_FLAG_SELF == 0, remember!
target = m_caster;
if (target)
{
// target state requirements (not allowed state), apply to self also
if (!m_IsTriggeredSpell && m_spellInfo->TargetAuraStateNot && target->HasAuraState(AuraState(m_spellInfo->TargetAuraStateNot), m_spellInfo, m_caster))
return SPELL_FAILED_TARGET_AURASTATE;
if (m_spellInfo->targetAuraSpell && !target->HasAura(m_spellInfo->targetAuraSpell))
return SPELL_FAILED_TARGET_AURASTATE;
if (m_spellInfo->excludeTargetAuraSpell && target->HasAura(m_spellInfo->excludeTargetAuraSpell))
return SPELL_FAILED_TARGET_AURASTATE;
if (!m_IsTriggeredSpell && target == m_caster && m_spellInfo->AttributesEx & SPELL_ATTR_EX_CANT_TARGET_SELF)
return SPELL_FAILED_BAD_TARGETS;
bool non_caster_target = target != m_caster && !spellmgr.IsSpellWithCasterSourceTargetsOnly(m_spellInfo);
if (non_caster_target)
{
// target state requirements (apply to non-self only), to allow cast affects to self like Dirty Deeds
if (!m_IsTriggeredSpell && m_spellInfo->TargetAuraState && !target->HasAuraState(AuraState(m_spellInfo->TargetAuraState), m_spellInfo, m_caster))
return SPELL_FAILED_TARGET_AURASTATE;
// Not allow casting on flying player
if (target->hasUnitState(UNIT_STAT_UNATTACKABLE))
return SPELL_FAILED_BAD_TARGETS;
if (!m_IsTriggeredSpell && (target->HasAuraType(SPELL_AURA_MOD_STEALTH)
|| target->m_invisibilityMask) && !m_caster->canSeeOrDetect(target, true))
return SPELL_FAILED_BAD_TARGETS;
if (m_caster->GetTypeId() == TYPEID_PLAYER)
{
// Not allow banish not self target
if (m_spellInfo->Mechanic == MECHANIC_BANISH)
if (target->GetTypeId() == TYPEID_UNIT &&
!m_caster->ToPlayer()->isAllowedToLoot(target->ToCreature()))
return SPELL_FAILED_CANT_CAST_ON_TAPPED;
if (m_customAttr & SPELL_ATTR_CU_PICKPOCKET)
{
if (target->GetTypeId() == TYPEID_PLAYER)
return SPELL_FAILED_BAD_TARGETS;
else if ((target->GetCreatureTypeMask() & CREATURE_TYPEMASK_HUMANOID_OR_UNDEAD) == 0)
return SPELL_FAILED_TARGET_NO_POCKETS;
}
// Not allow disarm unarmed player
if (m_spellInfo->Mechanic == MECHANIC_DISARM)
{
if (target->GetTypeId() == TYPEID_PLAYER)
{
if (!target->ToPlayer()->GetWeaponForAttack(BASE_ATTACK) || !target->ToPlayer()->IsUseEquipedWeapon(true))
return SPELL_FAILED_TARGET_NO_WEAPONS;
}
else if (!target->GetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID))
return SPELL_FAILED_TARGET_NO_WEAPONS;
}
}
if (!m_IsTriggeredSpell && VMAP::VMapFactory::checkSpellForLoS(m_spellInfo->Id) && !m_caster->IsWithinLOSInMap(target))
return SPELL_FAILED_LINE_OF_SIGHT;
}
else if (m_caster == target)
{
if (m_caster->GetTypeId() == TYPEID_PLAYER) // Target - is player caster
{
// Additional check for some spells
// If 0 spell effect empty - client not send target data (need use selection)
// TODO: check it on next client version
if (m_targets.getTargetMask() == TARGET_FLAG_SELF &&
m_spellInfo->EffectImplicitTargetA[1] == TARGET_UNIT_TARGET_ENEMY)
{
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]);
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(1);
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(1);
m_currentBasePoints[1] = m_spellValue->EffectBasePoints[1];
break;
case SPELLVALUE_BASE_POINT2:
m_spellValue->EffectBasePoints[2] = value - int32(1);
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();
}
}