/* * Copyright (C) 2005-2009 MaNGOS * * Copyright (C) 2008-2009 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" #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 PrioritizeManaWraper { friend struct PrioritizeMana; public: explicit PrioritizeManaWraper(Unit * unit) : unit(unit) { uint32 maxmana = unit->GetMaxPower(POWER_MANA); percentMana = maxmana ? unit->GetPower(POWER_MANA) * 100 / maxmana : 101; } Unit* getUnit() const { return unit; } private: Unit* unit; uint32 percentMana; }; struct PrioritizeMana { int operator()( PrioritizeManaWraper const& x, PrioritizeManaWraper const& y ) const { return x.percentMana < y.percentMana; } }; class PrioritizeHealthWraper { friend struct PrioritizeHealth; public: explicit PrioritizeHealthWraper(Unit * unit) : unit(unit) { uint32 maxhp = unit->GetMaxHealth(); percentHealth = maxhp ? unit->GetHealth() * 100 / maxhp : 101; } Unit* getUnit() const { return unit; } private: Unit* unit; uint32 percentHealth; }; struct PrioritizeHealth { int operator()( PrioritizeHealthWraper const& x, PrioritizeHealthWraper const& y ) const { return x.percentHealth < y.percentHealth; } }; SpellCastTargets::SpellCastTargets() { m_unitTarget = NULL; m_itemTarget = NULL; m_GOTarget = NULL; m_unitTargetGUID = 0; m_GOTargetGUID = 0; m_CorpseTargetGUID = 0; m_itemTargetGUID = 0; m_itemTargetEntry = 0; m_srcX = m_srcY = m_srcZ = m_destX = m_destY = m_destZ = 0; m_strTarget = ""; m_targetMask = 0; } SpellCastTargets::~SpellCastTargets() { } void SpellCastTargets::setUnitTarget(Unit *target) { if (!target) return; m_unitTarget = target; m_unitTargetGUID = target->GetGUID(); m_targetMask |= TARGET_FLAG_UNIT; } void SpellCastTargets::setSrc(float x, float y, float z) { m_srcX = x; m_srcY = y; m_srcZ = z; m_targetMask |= TARGET_FLAG_SOURCE_LOCATION; } void SpellCastTargets::setSrc(WorldObject *target) { if(!target) return; target->GetPosition(m_srcX, m_srcY, m_srcZ); m_targetMask |= TARGET_FLAG_SOURCE_LOCATION; } void SpellCastTargets::setDestination(float x, float y, float z, int32 mapId) { m_destX = x; m_destY = y; m_destZ = z; m_targetMask |= TARGET_FLAG_DEST_LOCATION; if(mapId >= 0) m_mapId = mapId; } void SpellCastTargets::setDestination(WorldObject *target) { if(!target) return; target->GetPosition(m_destX, m_destY, m_destZ); m_targetMask |= TARGET_FLAG_DEST_LOCATION; } /*void SpellCastTargets::setSource(float x, float y, float z) { m_srcX = x; m_srcY = y; m_srcZ = z; m_targetMask |= TARGET_FLAG_SOURCE_LOCATION; }*/ void SpellCastTargets::setGOTarget(GameObject *target) { m_GOTarget = target; m_GOTargetGUID = target->GetGUID(); // m_targetMask |= TARGET_FLAG_OBJECT; } void SpellCastTargets::setItemTarget(Item* item) { if(!item) return; m_itemTarget = item; m_itemTargetGUID = item->GetGUID(); m_itemTargetEntry = item->GetEntry(); m_targetMask |= TARGET_FLAG_ITEM; } void SpellCastTargets::setCorpseTarget(Corpse* corpse) { m_CorpseTargetGUID = corpse->GetGUID(); } void SpellCastTargets::Update(Unit* caster) { m_GOTarget = m_GOTargetGUID ? 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 = ((Player*)caster)->GetItemByGuid(m_itemTargetGUID); else { Player* pTrader = ((Player*)caster)->GetTrader(); if(pTrader && m_itemTargetGUID < TRADE_SLOT_COUNT) m_itemTarget = pTrader->GetItemByPos(pTrader->GetItemPosByTradeSlot(m_itemTargetGUID)); } if(m_itemTarget) m_itemTargetEntry = m_itemTarget->GetEntry(); } } bool SpellCastTargets::read ( WorldPacket * data, Unit *caster ) { if(data->rpos()+4 > data->size()) return false; //data->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_OBJECT )) if(!data->readPackGUID(m_GOTargetGUID)) return false; 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()+4+4+4 > data->size()) return false; *data >> m_srcX >> m_srcY >> m_srcZ; if(!Trinity::IsValidMapCoord(m_srcX, m_srcY, m_srcZ)) return false; } if( m_targetMask & TARGET_FLAG_DEST_LOCATION ) { if(data->rpos()+1+4+4+4 > data->size()) return false; if(!data->readPackGUID(m_unitTargetGUID)) return false; *data >> m_destX >> m_destY >> m_destZ; if(!Trinity::IsValidMapCoord(m_destX, m_destY, m_destZ)) return false; } if( m_targetMask & TARGET_FLAG_STRING ) { if(data->rpos()+1 > data->size()) return false; *data >> m_strTarget; } // 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 << m_srcX << m_srcY << m_srcZ; if( m_targetMask & TARGET_FLAG_DEST_LOCATION ) { if(m_unitTarget) data->append(m_unitTarget->GetPackGUID()); else *data << uint8(0); *data << m_destX << m_destY << m_destZ; } if( m_targetMask & TARGET_FLAG_STRING ) *data << m_strTarget; } Spell::Spell( Unit* Caster, SpellEntry const *info, bool triggered, uint64 originalCasterGUID, Spell** triggeringContainer, bool skipCheck ) : m_spellInfo(info), m_spellValue(new SpellValue(m_spellInfo)) , m_caster(Caster) { m_customAttr = spellmgr.GetSpellCustomAttr(m_spellInfo->Id); m_skipCheck = skipCheck; m_selfContainer = NULL; m_triggeringContainer = triggeringContainer; m_referencedFromCurrentSpell = false; m_executedCurrently = false; m_needComboPoints = NeedsComboPoints(m_spellInfo); m_delayStart = 0; m_delayAtDamageCount = 0; m_applyMultiplierMask = 0; // Get data for type of attack switch (m_spellInfo->DmgClass) { case SPELL_DAMAGE_CLASS_MELEE: if (m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_REQ_OFFHAND) m_attackType = OFF_ATTACK; else m_attackType = BASE_ATTACK; break; case SPELL_DAMAGE_CLASS_RANGED: m_attackType = RANGED_ATTACK; break; default: // Wands if (m_spellInfo->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 = ((Player*)m_caster)->GetWeaponForAttack(RANGED_ATTACK)) m_spellSchoolMask = SpellSchoolMask(1 << pItem->GetProto()->Damage[0].DamageType); } } // Set health leech amount to zero m_healthLeech = 0; if(originalCasterGUID) m_originalCasterGUID = originalCasterGUID; else m_originalCasterGUID = m_caster->GetGUID(); if(m_originalCasterGUID==m_caster->GetGUID()) m_originalCaster = m_caster; else { m_originalCaster = ObjectAccessor::GetUnit(*m_caster,m_originalCasterGUID); if(m_originalCaster && !m_originalCaster->IsInWorld()) m_originalCaster = NULL; } for(int i=0; i <3; ++i) m_currentBasePoints[i] = m_spellValue->EffectBasePoints[i]; m_spellState = SPELL_STATE_NULL; m_castPositionX = m_castPositionY = m_castPositionZ = 0; m_TriggerSpells.clear(); m_IsTriggeredSpell = triggered; //m_AreaAura = false; m_CastItem = NULL; unitTarget = NULL; itemTarget = NULL; gameObjTarget = NULL; focusObject = NULL; m_cast_count = 0; m_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 && !(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() { delete m_spellValue; } void Spell::FillTargetMap() { for(uint32 i = 0; i < 3; ++i) { // not call for empty effect. // Also some spells use not used effect targets for store targets for dummy effect in triggered spells if(!m_spellInfo->Effect[i]) continue; uint32 effectTargetType = spellmgr.EffectTargetType[m_spellInfo->Effect[i]]; // is it possible that areaaura is not applied to caster? if(effectTargetType == SPELL_REQUIRE_NONE) continue; uint32 targetA = m_spellInfo->EffectImplicitTargetA[i]; uint32 targetB = m_spellInfo->EffectImplicitTargetB[i]; if(targetA) SetTargetMap(i, targetA); if(targetB) // In very rare case !A && B SetTargetMap(i, targetB); if(effectTargetType != SPELL_REQUIRE_UNIT) { if(effectTargetType == SPELL_REQUIRE_CASTER) AddUnitTarget(m_caster, i); else if(effectTargetType == SPELL_REQUIRE_ITEM) { if(m_targets.getItemTarget()) AddItemTarget(m_targets.getItemTarget(), i); } continue; } if(/*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 { // non-standard target selection SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(m_spellInfo->rangeIndex); float max_range = GetSpellMaxRangeForHostile(srange); WorldObject* result = NULL; Trinity::CannibalizeObjectCheck u_check(m_caster, max_range); Trinity::WorldObjectSearcher searcher(m_caster, result, u_check); m_caster->VisitNearbyGridObject(max_range, searcher); if(!result) m_caster->VisitNearbyWorldObject(max_range, searcher); if(result) { switch(result->GetTypeId()) { case TYPEID_UNIT: case TYPEID_PLAYER: AddUnitTarget((Unit*)result, i); break; case TYPEID_CORPSE: m_targets.setCorpseTarget((Corpse*)result); if(Player* owner = ObjectAccessor::FindPlayer(((Corpse*)result)->GetOwnerGUID())) AddUnitTarget(owner, i); break; } } else { // clear cooldown at fail if(m_caster->GetTypeId()==TYPEID_PLAYER) { ((Player*)m_caster)->RemoveSpellCooldown(m_spellInfo->Id); WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8)); data << uint32(m_spellInfo->Id); data << uint64(m_caster->GetGUID()); ((Player*)m_caster)->GetSession()->SendPacket(&data); } SendCastResult(SPELL_FAILED_NO_EDIBLE_CORPSES); finish(false); } break; } default: if(m_targets.getUnitTarget()) AddUnitTarget(m_targets.getUnitTarget(), i); break; } break; } case SPELL_EFFECT_RESURRECT: case SPELL_EFFECT_CREATE_ITEM: case SPELL_EFFECT_TRIGGER_SPELL: case SPELL_EFFECT_SKILL_STEP: case SPELL_EFFECT_PROFICIENCY: case SPELL_EFFECT_SUMMON_OBJECT_WILD: case SPELL_EFFECT_SELF_RESURRECT: case SPELL_EFFECT_REPUTATION: case SPELL_EFFECT_LEARN_SPELL: 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 && ((Player*)m_caster)->GetSelection()) { Player* target = objmgr.GetPlayer(((Player*)m_caster)->GetSelection()); if(target) AddUnitTarget(target, i); } break; case SPELL_EFFECT_RESURRECT_NEW: if(m_targets.getUnitTarget()) AddUnitTarget(m_targets.getUnitTarget(), i); if(m_targets.getCorpseTargetGUID()) { Corpse *corpse = ObjectAccessor::GetCorpse(*m_caster,m_targets.getCorpseTargetGUID()); if(corpse) { Player* owner = ObjectAccessor::FindPlayer(corpse->GetOwnerGUID()); if(owner) AddUnitTarget(owner, i); } } break; case SPELL_EFFECT_SUMMON_CHANGE_ITEM: case SPELL_EFFECT_ADD_FARSIGHT: case SPELL_EFFECT_APPLY_GLYPH: case SPELL_EFFECT_STUCK: case SPELL_EFFECT_FEED_PET: case SPELL_EFFECT_DESTROY_ALL_TOTEMS: 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) SetTargetMap(i, TARGET_UNIT_PARTY_TARGET); break; case SPELL_EFFECT_SKIN_PLAYER_CORPSE: if(m_targets.getUnitTarget()) { AddUnitTarget(m_targets.getUnitTarget(), i); } else if (m_targets.getCorpseTargetGUID()) { Corpse *corpse = ObjectAccessor::GetCorpse(*m_caster,m_targets.getCorpseTargetGUID()); if(corpse) { Player* owner = ObjectAccessor::FindPlayer(corpse->GetOwnerGUID()); if(owner) AddUnitTarget(owner, i); } } break; default: break; } } if(IsChanneledSpell(m_spellInfo)) { uint8 mask = (1<::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit) { if(ihit->effectMask & mask) { m_needAliveTargetMask |= mask; break; } } } } if(m_targets.m_targetMask & TARGET_FLAG_DEST_LOCATION) { if(m_spellInfo->speed > 0.0f && m_targets.HasDst()) { float dist = m_caster->GetDistance(m_targets.m_destX, m_targets.m_destY, m_targets.m_destZ); if (dist < 5.0f) dist = 5.0f; m_delayMoment = (uint64) floor(dist / m_spellInfo->speed * 1000.0f); } } } void Spell::prepareDataForTriggerSystem() { //========================================================================================== // Create base triggers flags for Attacker and Victim ( m_procAttacker and m_procVictim) //========================================================================================== // 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 (IsPositiveSpell(m_spellInfo->Id)) // Check for positive spell { m_procAttacker = PROC_FLAG_SUCCESSFUL_POSITIVE_SPELL; m_procVictim = PROC_FLAG_TAKEN_POSITIVE_SPELL; } else if (m_spellInfo->AttributesEx2 & SPELL_ATTR_EX2_AUTOREPEAT_FLAG) // Wands auto attack { m_procAttacker = PROC_FLAG_SUCCESSFUL_RANGED_HIT; m_procVictim = PROC_FLAG_TAKEN_RANGED_HIT; } else // Negative spell { m_procAttacker = PROC_FLAG_SUCCESSFUL_NEGATIVE_SPELL_HIT; m_procVictim = PROC_FLAG_TAKEN_NEGATIVE_SPELL_HIT; } break; } // Hunter traps spells (for Entrapment trigger) // Gives your Immolation Trap, Frost Trap, Explosive Trap, and Snake Trap .... if (m_spellInfo->SpellFamilyName == SPELLFAMILY_HUNTER && (m_spellInfo->SpellFamilyFlags[1] & 0x00002000 || m_spellInfo->SpellFamilyFlags[0] & 0x1C)) m_procAttacker |= PROC_FLAG_ON_TRAP_ACTIVATION; } 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<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 if (m_spellInfo->speed > 0.0f) { // calculate spell incoming interval // TODO: this is a hack float dist = m_caster->GetDistance(pVictim->GetPositionX(), pVictim->GetPositionY(), pVictim->GetPositionZ()); if (dist < 5.0f) dist = 5.0f; target.timeDelay = (uint64) floor(dist / m_spellInfo->speed * 1000.0f); // Calculate minimum incoming time if (m_delayMoment==0 || m_delayMoment>target.timeDelay) m_delayMoment = target.timeDelay; } else target.timeDelay = 0LL; // If target reflect spell back to caster if (target.missCondition==SPELL_MISS_REFLECT) { // Calculate reflected spell result on caster target.reflectResult = m_caster->SpellHitResult(m_caster, m_spellInfo, m_canReflect); if (target.reflectResult == SPELL_MISS_REFLECT) // Impossible reflect again, so simply deflect spell target.reflectResult = SPELL_MISS_PARRY; // Increase time interval for reflected spells by 1.5 target.timeDelay+=target.timeDelay>>1; } else target.reflectResult = SPELL_MISS_NONE; // Add target to list m_UniqueTargetInfo.push_back(target); } void Spell::AddUnitTarget(uint64 unitGUID, uint32 effIndex) { Unit* unit = m_caster->GetGUID()==unitGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, unitGUID); if (unit) AddUnitTarget(unit, effIndex); } void Spell::AddGOTarget(GameObject* pVictim, uint32 effIndex) { if( m_spellInfo->Effect[effIndex]==0 ) return; uint64 targetGUID = pVictim->GetGUID(); // Lookup target in already in list for(std::list::iterator ihit= m_UniqueGOTargetInfo.begin();ihit != m_UniqueGOTargetInfo.end();++ihit) { if (targetGUID == ihit->targetGUID) // Found in list { ihit->effectMask |= 1<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) // Check target 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; // 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_triggeredByAuraSpell && !(m_spellInfo->AttributesEx2 & SPELL_ATTR_EX2_TRIGGERED_CAN_TRIGGER) && !(m_spellInfo->AttributesEx2 & SPELL_ATTR_EX2_TRIGGERED_CAN_TRIGGER_2) ? PROC_EX_INTERNAL_TRIGGERED : PROC_EX_NONE; 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 bool canEffectTrigger = (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(spellHitTarget) { SpellMissInfo missInfo = DoSpellHitOnUnit(spellHitTarget, mask); if(missInfo != SPELL_MISS_NONE) { m_caster->SendSpellMiss(unit, m_spellInfo->Id, missInfo); m_damage = 0; spellHitTarget = NULL; } } // Do not take combo points on dodge if (m_needComboPoints && m_targets.getUnitTargetGUID() == target->targetGUID) if( missInfo != SPELL_MISS_NONE && missInfo != SPELL_MISS_MISS) m_needComboPoints = false; // All calculated do it! // Do healing and triggers if (m_healing > 0) { bool crit = caster->isSpellCrit(NULL, m_spellInfo, m_spellSchoolMask); uint32 addhealth = m_healing; if (crit) { procEx |= PROC_EX_CRITICAL_HIT; addhealth = caster->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); if (m_spellAura) m_spellAura->SetProcDamage(addhealth); int32 gain = caster->DealHeal(unitTarget, addhealth, m_spellInfo, crit); unitTarget->getHostilRefManager().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); // 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); if (m_spellAura) m_spellAura->SetProcDamage(damageInfo.damage); caster->DealSpellDamage(&damageInfo, true); // Judgement of Blood if (m_spellInfo->SpellFamilyName == SPELLFAMILY_PALADIN && m_spellInfo->SpellFamilyFlags[1] & 0x00000008 && m_spellInfo->SpellIconID==153) { int32 damagePoint = damageInfo.damage * 33 / 100; m_caster->CastCustomSpell(m_caster, 32220, &damagePoint, NULL, NULL, true); } } // Passive spell hits/misses or active spells only misses (only triggers) else { // Fill base damage struct (unitTarget - is real spell target) SpellNonMeleeDamage damageInfo(caster, unitTarget, m_spellInfo->Id, m_spellSchoolMask); procEx |= createProcExtendMask(&damageInfo, missInfo); // Do triggers for unit (reflect triggers passed on hit phase for correct drop charge) if (canEffectTrigger && missInfo != SPELL_MISS_REFLECT) caster->ProcDamageAndSpell(unit, procAttacker, procVictim, procEx, 0, m_attackType, m_spellInfo); } // Call scripted function for AI if this spell is casted upon a creature (except pets) if(IS_CREATURE_GUID(target->targetGUID)) { // cast at creature (or GO) quest objectives update at successful cast finished (+channel finished) // ignore autorepeat/melee casts for speed (not exist quest for spells (hm... ) if( m_caster->GetTypeId() == TYPEID_PLAYER && !IsAutoRepeat() && !IsNextMeleeSwingSpell() && !IsChannelActive() ) ((Player*)m_caster)->CastedCreatureOrGO(unit->GetEntry(),unit->GetGUID(),m_spellInfo->Id); } if( !m_caster->IsFriendlyTo(unit) && !IsPositiveSpell(m_spellInfo->Id)) { if( !(m_spellInfo->AttributesEx & SPELL_ATTR_EX_NO_INITIAL_AGGRO) ) { m_caster->CombatStart(unit); } else 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 && ((Creature*)spellHitTarget)->IsAIEnabled) ((Creature*)spellHitTarget)->AI()->SpellHit(m_caster, m_spellInfo); if(m_caster->GetTypeId() == TYPEID_UNIT && ((Creature*)m_caster)->IsAIEnabled) ((Creature*)m_caster)->AI()->SpellHitTarget(spellHitTarget, m_spellInfo); // Needs to be called after dealing damage/healing to not remove breaking on damage auras DoTriggersOnSpellHit(spellHitTarget); } } SpellMissInfo Spell::DoSpellHitOnUnit(Unit *unit, const uint32 effectMask) { 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) { ((Player*)unit)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET, m_spellInfo->Id); ((Player*)unit)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2, m_spellInfo->Id); } if(m_caster->GetTypeId() == TYPEID_PLAYER) { ((Player*)m_caster)->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) ) { // for delayed spells ignore not visible explicit target if(m_spellInfo->speed > 0.0f && unit==m_targets.getUnitTarget() && !unit->isVisibleForOrDetect(m_caster,false)) { return SPELL_MISS_EVADE; } unit->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_HITBYSPELL); if(m_customAttr & SPELL_ATTR_CU_AURA_CC) unit->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CC); } else { // for delayed spells ignore negative spells (after duel end) for friendly targets // TODO: this cause soul transfer bugged if(m_spellInfo->speed > 0.0f && unit->GetTypeId() == TYPEID_PLAYER && !IsPositiveSpell(m_spellInfo->Id)) { return SPELL_MISS_EVADE; } // assisting case, healing and resurrection if(unit->hasUnitState(UNIT_STAT_ATTACK_PLAYER)) { m_caster->SetContestedPvP(); //m_caster->UpdatePvP(true); } if( unit->isInCombat() && !(m_spellInfo->AttributesEx & SPELL_ATTR_EX_NO_INITIAL_AGGRO) ) { m_caster->SetInCombatState(unit->GetCombatTimer() > 0); unit->getHostilRefManager().threatAssist(m_caster, 0.0f); } } } // Get Data Needed for Diminishing Returns, some effects may have multiple auras, so this must be done on spell hit, not aura add if(m_diminishGroup = GetDiminishingReturnsGroupForSpell(m_spellInfo,m_triggeredByAuraSpell)) { m_diminishLevel = unit->GetDiminishing(m_diminishGroup); DiminishingReturnsType type = GetDiminishingReturnsGroupType(m_diminishGroup); // Increase Diminishing on unit, current informations for actually casts will use values above if((type == DRTYPE_PLAYER && (unit->GetTypeId() == TYPEID_PLAYER || ((Creature*)unit)->isPet() || ((Creature*)unit)->isPossessedByPlayer())) || type == DRTYPE_ALL) unit->IncrDiminishing(m_diminishGroup); } uint8 aura_effmask = 0; for (uint8 i = 0; i < 3; ++i) if (effectMask & (1<Effect[i] == SPELL_EFFECT_APPLY_AURA || IsAreaAuraEffect(m_spellInfo->Effect[i]))) aura_effmask |= 1<IsAreaAura()) { // Now Reduce spell duration using data received at spell hit int32 duration = Aur->GetAuraMaxDuration(); unit->ApplyDiminishingToDuration(m_diminishGroup,duration,caster,m_diminishLevel); Aur->setDiminishGroup(m_diminishGroup); duration = caster->ModSpellDuration(m_spellInfo, unit, duration, Aur->IsPositive()); //mod duration of channeled aura by spell haste if (IsChanneledSpell(m_spellInfo)) caster->ModSpellCastTime(m_spellInfo, duration, this); if(duration != Aur->GetAuraMaxDuration()) { Aur->SetAuraMaxDuration(duration); Aur->SetAuraDuration(duration); } // Prayer of Mending (jump animation), we need formal caster instead original for correct animation if( m_spellInfo->SpellFamilyName == SPELLFAMILY_PRIEST && (m_spellInfo->SpellFamilyFlags[1] & 0x000020)) m_caster->CastSpell(unit, 41637, true, NULL, NULL, m_originalCasterGUID); } // Set aura only when successfully applied if (unit->AddAura(Aur, false)) m_spellAura = Aur; } for(uint32 effectNumber = 0; effectNumber < 3; ++effectNumber) { if (effectMask & (1<CastSpell(unit,25771, true, m_CastItem); // Cast Avenging Wrath Marker m_caster->CastSpell(unit,61987, true, m_CastItem); } else m_caster->CastSpell(unit,m_preCastSpell, true, m_CastItem); } // 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); } 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->GetAuraDuration() : -1; } triggeredAur->SetAuraDuration(_duration); triggeredAur->SetPermanent(false); } } } } 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<GetTypeId() == TYPEID_PLAYER && !IsAutoRepeat() && !IsNextMeleeSwingSpell() && !IsChannelActive() ) ((Player*)m_caster)->CastedCreatureOrGO(go->GetEntry(),go->GetGUID(),m_spellInfo->Id); } void Spell::DoAllEffectOnTarget(ItemTargetInfo *target) { uint32 effectMask = target->effectMask; if(!target->item || !effectMask) return; for(uint32 effectNumber=0;effectNumber<3;effectNumber++) if (effectMask & (1<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;iEffect[i] == SPELL_EFFECT_APPLY_AURA) needAuraMask |= 1<::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(Aura * aur = unit->GetAura(m_spellInfo->Id, m_caster->GetGUID())) { if (m_caster != unit && !m_caster->IsWithinDistInMap(unit,m_caster->GetSpellMaxRangeForTarget(unit,GetSpellRangeStore()->LookupEntry(m_spellInfo->rangeIndex)))) { ihit->effectMask &= ~aur->GetEffectMask(); unit->RemoveAura(aur); continue; } } else 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 && ((Player const*)Target)->IsInSameRaidWith((Player const*)MainTarget)) { if (Target->GetHealth() == Target->GetMaxHealth()) return 40000; else return 20000 - Target->GetMaxHealth() + Target->GetHealth(); } else return 40000 - Target->GetMaxHealth() + Target->GetHealth(); } }; // Helper for targets nearest to the spell target // The spell target is always first unless there is a target at _completely_ the same position (unbelievable case) struct TargetDistanceOrder : public std::binary_function { const Unit* MainTarget; TargetDistanceOrder(const Unit* Target) : MainTarget(Target) {}; // functor for operator ">" bool operator()(const Unit* _Left, const Unit* _Right) const { return (MainTarget->GetDistance(_Left) < MainTarget->GetDistance(_Right)); } }; void Spell::SearchChainTarget(std::list &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->GetAurasByType(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->isInFront(*next, max_range) || !m_caster->canSeeOrDetect(*next, false) || !cur->IsWithinLOSInMap(*next)) { ++next; if(next == tempUnitMap.end() || cur->GetDistance(*next) > CHAIN_SPELL_JUMP_RADIUS) return; } } cur = *next; tempUnitMap.erase(next); } } void Spell::SearchAreaTarget(std::list &TagUnitMap, float radius, SpellNotifyPushType type, SpellTargets TargetType, uint32 entry) { float x, y, z; switch(type) { case PUSH_DST_CENTER: CheckDst(); x = m_targets.m_destX; y = m_targets.m_destY; z = m_targets.m_destZ; break; case PUSH_SRC_CENTER: CheckSrc(); x = m_targets.m_srcX; y = m_targets.m_srcY; z = m_targets.m_srcZ; break; case PUSH_CHAIN: { Unit *target = m_targets.getUnitTarget(); if(!target) { sLog.outError( "SPELL: cannot find unit target for spell ID %u\n", m_spellInfo->Id ); return; } x = target->GetPositionX(); y = target->GetPositionY(); z = target->GetPositionZ(); break; } default: x = m_caster->GetPositionX(); y = m_caster->GetPositionY(); z = m_caster->GetPositionZ(); break; } Trinity::SpellNotifierCreatureAndPlayer notifier(*this, TagUnitMap, radius, type, TargetType, entry, x, y, z); if((m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_PLAYERS_ONLY) || TargetType == SPELL_TARGETS_ENTRY && !entry) m_caster->GetMap()->VisitWorld(x, y, radius, notifier); else m_caster->GetMap()->VisitAll(x, y, radius, notifier); } WorldObject* Spell::SearchNearbyTarget(float range, SpellTargets TargetType) { switch(TargetType) { case SPELL_TARGETS_ENTRY: { SpellScriptTarget::const_iterator lower = spellmgr.GetBeginSpellScriptTarget(m_spellInfo->Id); SpellScriptTarget::const_iterator upper = spellmgr.GetEndSpellScriptTarget(m_spellInfo->Id); if(lower == upper) { sLog.outErrorDb("Spell (ID: %u) (caster Entry: %u) does not have record in `spell_script_target`", m_spellInfo->Id, m_caster->GetEntry()); if(IsPositiveSpell(m_spellInfo->Id)) return SearchNearbyTarget(range, SPELL_TARGETS_ALLY); else return SearchNearbyTarget(range, SPELL_TARGETS_ENEMY); } Creature* creatureScriptTarget = NULL; GameObject* goScriptTarget = NULL; for(SpellScriptTarget::const_iterator i_spellST = lower; i_spellST != upper; ++i_spellST) { switch(i_spellST->second.type) { case SPELL_TARGET_TYPE_GAMEOBJECT: { GameObject* p_GameObject = NULL; if(i_spellST->second.targetEntry) { Trinity::NearestGameObjectEntryInObjectRangeCheck go_check(*m_caster,i_spellST->second.targetEntry,range); Trinity::GameObjectLastSearcher checker(m_caster,p_GameObject,go_check); m_caster->VisitNearbyGridObject(range, checker); if(p_GameObject) { // remember found target and range, next attempt will find more near target with another entry creatureScriptTarget = NULL; goScriptTarget = p_GameObject; range = go_check.GetLastRange(); } } else if( focusObject ) //Focus Object { float frange = m_caster->GetDistance(focusObject); if(range >= frange) { creatureScriptTarget = NULL; goScriptTarget = focusObject; range = frange; } } break; } case SPELL_TARGET_TYPE_CREATURE: case SPELL_TARGET_TYPE_DEAD: default: { Creature *p_Creature = NULL; Trinity::NearestCreatureEntryWithLiveStateInObjectRangeCheck u_check(*m_caster,i_spellST->second.targetEntry,i_spellST->second.type!=SPELL_TARGET_TYPE_DEAD,range); Trinity::CreatureLastSearcher searcher(m_caster,p_Creature, u_check); m_caster->VisitNearbyObject(range, searcher); if(p_Creature ) { creatureScriptTarget = p_Creature; goScriptTarget = NULL; range = u_check.GetLastRange(); } break; } } } if(creatureScriptTarget) return creatureScriptTarget; else return goScriptTarget; } default: case SPELL_TARGETS_ENEMY: { Unit *target = NULL; Trinity::AnyUnfriendlyUnitInObjectRangeCheck u_check(m_caster, m_caster, range); Trinity::UnitLastSearcher 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::SetTargetMap(uint32 i, uint32 cur) { SpellNotifyPushType pushType = PUSH_NONE; Player *modOwner = NULL; if(m_originalCaster) modOwner = m_originalCaster->GetSpellModOwner(); switch(spellmgr.SpellTargetType[cur]) { case TARGET_TYPE_UNIT_CASTER: { switch(cur) { case TARGET_UNIT_CASTER: case TARGET_UNIT_CASTER_FISHING: AddUnitTarget(m_caster, i); 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; } 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: 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: 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_UNIT) { pushType = PUSH_CHAIN; if(!m_targets.getUnitTarget()) m_targets.setUnitTarget((Unit*)target); } else if(target->GetTypeId() == TYPEID_GAMEOBJECT) AddGOTarget((GameObject*)target, i); break; } case TARGET_TYPE_AREA_SRC: pushType = PUSH_SRC_CENTER; break; case TARGET_TYPE_AREA_DST: pushType = PUSH_DST_CENTER; break; case TARGET_TYPE_AREA_CONE: if(m_customAttr & SPELL_ATTR_CU_CONE_BACK) pushType = PUSH_IN_BACK; else if(m_customAttr & SPELL_ATTR_CU_CONE_LINE) pushType = PUSH_IN_LINE; else pushType = PUSH_IN_FRONT; break; case TARGET_TYPE_DEST_CASTER: //4+8+2 { if(cur == TARGET_SRC_CASTER) { m_targets.setSrc(m_caster); break; } else if(cur == TARGET_DST_CASTER) { m_targets.setDestination(m_caster); break; } float x, y, z, angle, dist; float objSize = m_caster->GetObjectSize(); dist = 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; } m_caster->GetGroundPointAroundUnit(x, y, z, dist, angle); m_targets.setDestination(x, y, z); break; } case TARGET_TYPE_DEST_TARGET: //2+8+2 { Unit *target = m_targets.getUnitTarget(); if(!target) { sLog.outError("SPELL: no unit target for spell ID %u\n", m_spellInfo->Id); break; } if(cur == TARGET_DST_TARGET_ENEMY || cur == TARGET_DEST_TARGET_ANY) { m_targets.setDestination(target); break; } float x, y, z, angle, dist; float objSize = target->GetObjectSize(); dist = 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; } target->GetGroundPointAroundUnit(x, y, z, dist, angle); m_targets.setDestination(x, y, z); break; } case TARGET_TYPE_DEST_DEST: //5+8+1 { if(!m_targets.HasDst()) { sLog.outError("SPELL: no destination for spell ID %u\n", m_spellInfo->Id); break; } float angle; switch(cur) { case TARGET_DEST_DYNOBJ_ENEMY: case TARGET_DEST_DYNOBJ_ALLY: case TARGET_DEST_DYNOBJ_NONE: case TARGET_DEST_DEST: case TARGET_DEST_TRAJ: return; case TARGET_DEST_DEST_FRONT: angle = 0.0f; break; case TARGET_DEST_DEST_BACK: angle = M_PI; break; case TARGET_DEST_DEST_RIGHT: angle = M_PI/2; break; case TARGET_DEST_DEST_LEFT: angle = -M_PI/2; break; case TARGET_DEST_DEST_FRONT_LEFT: angle = -M_PI/4; break; case TARGET_DEST_DEST_BACK_LEFT: angle = -3*M_PI/4; break; case TARGET_DEST_DEST_BACK_RIGHT: angle = 3*M_PI/4; break; case TARGET_DEST_DEST_FRONT_RIGHT:angle = M_PI/4; break; default: angle = rand_norm()*2*M_PI; break; } float dist, x, y, z; dist = GetSpellRadiusForFriend(sSpellRadiusStore.LookupEntry(m_spellInfo->EffectRadiusIndex[i])); if (cur == TARGET_DEST_DEST_RANDOM) dist *= rand_norm(); x = m_targets.m_destX; y = m_targets.m_destY; z = m_targets.m_destZ; m_caster->GetGroundPoint(x, y, z, dist, angle); m_targets.setDestination(x, y, z); break; } case TARGET_TYPE_DEST_SPECIAL: { switch(cur) { case TARGET_DST_DB: if(SpellTargetPosition const* st = spellmgr.GetSpellTargetPosition(m_spellInfo->Id)) { //TODO: fix this check if(m_spellInfo->Effect[0] == SPELL_EFFECT_TELEPORT_UNITS || m_spellInfo->Effect[1] == SPELL_EFFECT_TELEPORT_UNITS || m_spellInfo->Effect[2] == SPELL_EFFECT_TELEPORT_UNITS) m_targets.setDestination(st->target_X, st->target_Y, st->target_Z, (int32)st->target_mapId); else if(st->target_mapId == m_caster->GetMapId()) m_targets.setDestination(st->target_X, st->target_Y, st->target_Z); } else sLog.outError( "SPELL: unknown target coordinates for spell ID %u\n", m_spellInfo->Id ); break; case TARGET_DST_HOME: if(m_caster->GetTypeId() == TYPEID_PLAYER) m_targets.setDestination(((Player*)m_caster)->m_homebindX,((Player*)m_caster)->m_homebindY,((Player*)m_caster)->m_homebindZ, ((Player*)m_caster)->m_homebindMapId); break; case TARGET_DST_NEARBY_ENTRY: { float range = GetSpellMaxRange(m_spellInfo, IsPositiveSpell(m_spellInfo->Id)); if(modOwner) modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RANGE, range, this); WorldObject *target = SearchNearbyTarget(range, SPELL_TARGETS_ENTRY); if(target) m_targets.setDestination(target); break; } } break; } case TARGET_TYPE_CHANNEL: { if(!m_originalCaster || !m_originalCaster->m_currentSpells[CURRENT_CHANNELED_SPELL]) { sLog.outError( "SPELL: no current channeled spell for spell ID %u", m_spellInfo->Id ); break; } switch(cur) { case TARGET_UNIT_CHANNEL: if(Unit* target = m_originalCaster->m_currentSpells[CURRENT_CHANNELED_SPELL]->m_targets.getUnitTarget()) AddUnitTarget(target, i); else sLog.outError( "SPELL: cannot find channel spell target for spell ID %u", m_spellInfo->Id ); break; case TARGET_DEST_CHANNEL: if(m_originalCaster->m_currentSpells[CURRENT_CHANNELED_SPELL]->m_targets.HasDst()) m_targets = m_originalCaster->m_currentSpells[CURRENT_CHANNELED_SPELL]->m_targets; else sLog.outError( "SPELL: cannot find channel spell destination for spell ID %u", m_spellInfo->Id ); break; } break; } default: { switch(cur) { case TARGET_GAMEOBJECT: case TARGET_OBJECT_USE: if(m_targets.getGOTarget()) AddGOTarget(m_targets.getGOTarget(), i); break; case TARGET_GAMEOBJECT_ITEM: if(m_targets.getGOTargetGUID()) AddGOTarget(m_targets.getGOTarget(), i); else if(m_targets.getItemTarget()) AddItemTarget(m_targets.getItemTarget(), i); break; default: sLog.outError("Unhandled spell target %u", cur); break; } break; } } if(pushType == PUSH_CHAIN) // Chain { Unit *target = m_targets.getUnitTarget(); if(!target) { sLog.outError("SPELL: no chain unit target for spell ID %u", m_spellInfo->Id); return; } //Chain: 2, 6, 22, 25, 45, 77 uint32 maxTargets = m_spellInfo->EffectChainTarget[i]; if(modOwner) modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_JUMP_TARGETS, maxTargets, this); if(maxTargets > 1) { //otherwise, this multiplier is used for something else m_damageMultipliers[i] = 1.0f; m_applyMultiplierMask |= 1 << i; float radius; std::list unitList; switch(cur) { case TARGET_UNIT_NEARBY_ENEMY: case TARGET_UNIT_TARGET_ENEMY: case TARGET_UNIT_NEARBY_ENTRY: // fix me radius = GetSpellRadius(m_spellInfo, i, false); if(modOwner) modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RADIUS, radius, this); SearchChainTarget(unitList, radius, 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: radius = GetSpellRadius(m_spellInfo, i, true); if(modOwner) modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RADIUS, radius, this); SearchChainTarget(unitList, radius, 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(spellmgr.EffectTargetType[m_spellInfo->Effect[i]] == SPELL_REQUIRE_DEST) 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: 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_SRC: case TARGET_UNIT_AREA_ENTRY_DST: 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) { SpellScriptTarget::const_iterator lower = spellmgr.GetBeginSpellScriptTarget(m_spellInfo->Id); SpellScriptTarget::const_iterator upper = spellmgr.GetEndSpellScriptTarget(m_spellInfo->Id); if(lower == upper) { sLog.outErrorDb("Spell (ID: %u) (caster Entry: %u) does not have record in `spell_script_target`", m_spellInfo->Id, m_caster->GetEntry()); if(IsPositiveEffect(m_spellInfo->Id, i)) SearchAreaTarget(unitList, radius, PUSH_DST_CENTER, SPELL_TARGETS_ALLY); else SearchAreaTarget(unitList, radius, PUSH_DST_CENTER, SPELL_TARGETS_ENEMY); } // let it be done in one check? else { for(SpellScriptTarget::const_iterator i_spellST = lower; i_spellST != upper; ++i_spellST) { if(i_spellST->second.type == SPELL_TARGET_TYPE_CREATURE) SearchAreaTarget(unitList, radius, PUSH_DST_CENTER, SPELL_TARGETS_ENTRY, i_spellST->second.targetEntry); } } } 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->GetPartyMember(unitList, radius); //fix me break; case TARGET_OBJECT_AREA_SRC: // fix me case TARGET_OBJECT_AREA_DST: break; case TARGET_UNIT_PARTY_TARGET: m_targets.getUnitTarget()->GetPartyMember(unitList, radius); break; case TARGET_UNIT_PARTY_CASTER: m_caster->GetPartyMember(unitList, radius); break; case TARGET_UNIT_RAID_CASTER: m_caster->GetRaidMember(unitList, radius); break; case TARGET_UNIT_CLASS_TARGET: { Player* targetPlayer = m_targets.getUnitTarget() && m_targets.getUnitTarget()->GetTypeId() == TYPEID_PLAYER ? (Player*)m_targets.getUnitTarget() : NULL; Group* pGroup = targetPlayer ? targetPlayer->GetGroup() : NULL; if(pGroup) { for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* Target = itr->getSource(); // IsHostileTo check duel and controlled by enemy if( Target && targetPlayer->IsWithinDistInMap(Target, radius) && targetPlayer->getClass() == Target->getClass() && !m_caster->IsHostileTo(Target) ) { AddUnitTarget(Target, i); } } } else if(m_targets.getUnitTarget()) AddUnitTarget(m_targets.getUnitTarget(), i); break; } } } if(!unitList.empty()) { if(uint32 maxTargets = m_spellValue->MaxAffectedTargets) { Unit::AuraEffectList const& Auras = m_caster->GetAurasByType(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()); else if (m_spellInfo->Id==57699) //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() && manaUsers.size() <=m_spellValue->MaxAffectedTargets;++itr) { if ((*itr)->getPowerType() == POWER_MANA) { PrioritizeManaWraper WTarget(*itr); manaUsers.push(WTarget); } } unitList.clear(); while(!manaUsers.empty()) { unitList.push_back(manaUsers.top().getUnit()); manaUsers.pop(); } } else if (m_spellInfo->EffectImplicitTargetA[i] == TARGET_DEST_TARGET_ANY && m_spellInfo->EffectImplicitTargetB[i] == TARGET_UNIT_AREA_ALLY_DST)// Wild Growth, Circle of Healing target special selection { typedef std::priority_queue, PrioritizeHealth> TopHealth; TopHealth healedMembers; for (std::list::iterator itr = unitList.begin() ; itr != unitList.end() && healedMembers.size() <=m_spellValue->MaxAffectedTargets;++itr) { if ((*itr)->IsInRaidWith(m_targets.getUnitTarget())) { PrioritizeHealthWraper WTarget(*itr); healedMembers.push(WTarget); } } unitList.clear(); while(!healedMembers.empty()) { unitList.push_back(healedMembers.top().getUnit()); healedMembers.pop(); } } Trinity::RandomResizeList(unitList, m_spellValue->MaxAffectedTargets); } for(std::list::iterator itr = unitList.begin(); itr != unitList.end(); ++itr) AddUnitTarget(*itr, i); } } } void Spell::prepare(SpellCastTargets const* targets, AuraEffect* 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) { if(Unit *target = ObjectAccessor::GetUnit(*m_caster, m_caster->GetUInt64Value(UNIT_FIELD_TARGET))) if(IsValidSingleTargetSpell(target)) m_targets.setUnitTarget(target); } m_spellState = SPELL_STATE_PREPARING; m_caster->GetPosition(m_castPositionX, m_castPositionY, m_castPositionZ); m_castOrientation = m_caster->GetOrientation(); if(triggeredByAura) m_triggeredByAuraSpell = triggeredByAura->GetSpellProto(); // create and add update event for this spell SpellEvent* Event = new SpellEvent(this); m_caster->m_Events.AddEvent(Event, m_caster->m_Events.CalculateTime(1)); //Prevent casting at cast another spell (ServerSide check) if(m_caster->IsNonMeleeSpellCasted(false, true, true) && m_cast_count) { SendCastResult(SPELL_FAILED_SPELL_IN_PROGRESS); finish(false); return; } if(m_caster->GetTypeId() == TYPEID_PLAYER) { if(objmgr.IsPlayerSpellDisabled(m_spellInfo->Id)) { SendCastResult(SPELL_FAILED_SPELL_UNAVAILABLE); finish(false); return; } } else if (m_caster->GetTypeId() == TYPEID_UNIT && ((Creature*)m_caster)->isPet()) { if(objmgr.IsPetSpellDisabled(m_spellInfo->Id)) { SendCastResult(SPELL_FAILED_SPELL_UNAVAILABLE); finish(false); return; } } else { if(objmgr.IsCreatureSpellDisabled(m_spellInfo->Id)) { finish(false); return; } } // Fill cost data m_powerCost = CalculatePowerCost(); SpellCastResult result = CheckCast(true); if(result != SPELL_CAST_OK && !IsAutoRepeat()) //always cast autorepeat dummy for triggering { if(triggeredByAura) { SendChannelUpdate(0); triggeredByAura->GetParentAura()->SetAuraDuration(0); } SendCastResult(result); finish(false); return; } // Prepare data for triggers prepareDataForTriggerSystem(); // Set combo point requirement if (m_IsTriggeredSpell || m_CastItem || m_caster->GetTypeId()!=TYPEID_PLAYER) 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); // set timer base at cast time ReSetTimer(); //Containers for channeled spells have to be set //TODO:Apply this to all casted spells if needed if(m_IsTriggeredSpell && !IsChanneledSpell(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(isSpellBreakStealth(m_spellInfo) ) m_caster->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CAST); m_caster->SetCurrentCastedSpell( this ); m_selfContainer = &(m_caster->m_currentSpells[GetCurrentContainer()]); SendSpellStart(); if(!m_casttime && !m_spellInfo->StartRecoveryTime && !m_castItemGUID //item: first cast may destroy item and second cast causes crash && GetCurrentContainer() == CURRENT_GENERIC_SPELL) cast(true); } } void Spell::cancel() { if(m_spellState == SPELL_STATE_FINISHED) return; SetReferencedFromCurrent(false); if(m_selfContainer && *m_selfContainer == this) *m_selfContainer = NULL; uint32 oldState = m_spellState; m_spellState = SPELL_STATE_FINISHED; m_autoRepeat = false; switch (oldState) { case SPELL_STATE_PREPARING: case SPELL_STATE_DELAYED: { SendInterrupted(0); SendCastResult(SPELL_FAILED_INTERRUPTED); } break; case SPELL_STATE_CASTING: { for(std::list::iterator ihit= m_UniqueTargetInfo.begin();ihit != m_UniqueTargetInfo.end();++ihit) { if( ihit->missCondition == SPELL_MISS_NONE ) { Unit* unit = m_caster->GetGUID()==(*ihit).targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID); if( unit && unit->isAlive() ) unit->RemoveAurasDueToSpell(m_spellInfo->Id, m_caster->GetGUID(), AURA_REMOVE_BY_CANCEL); } } m_caster->RemoveAurasDueToSpell(m_spellInfo->Id, m_caster->GetGUID(), AURA_REMOVE_BY_CANCEL); SendChannelUpdate(0); SendInterrupted(0); SendCastResult(SPELL_FAILED_INTERRUPTED); } break; default: { } break; } m_caster->RemoveDynObject(m_spellInfo->Id); m_caster->RemoveGameObject(m_spellInfo->Id,true); //set state back so finish will be processed m_spellState = oldState; finish(false); } void Spell::cast(bool skipCheck) { SetExecutedCurrently(true); // update pointers base at GUIDs to prevent access to non-existed already object UpdatePointers(); // cancel at lost main target unit if(!m_targets.getUnitTarget() && m_targets.getUnitTargetGUID() && m_targets.getUnitTargetGUID() != m_caster->GetGUID()) { cancel(); SetExecutedCurrently(false); return; } if(m_caster->GetTypeId() != TYPEID_PLAYER && m_targets.getUnitTarget() && m_targets.getUnitTarget() != m_caster) m_caster->SetInFront(m_targets.getUnitTarget()); // 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); finish(false); SetExecutedCurrently(false); return; } } FillTargetMap(); 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 else if(m_spellInfo->SpellIconID == 1662 && m_spellInfo->AttributesEx & 0x20) m_preCastSpell = 23230; // Blood Fury - Healing Reduction 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) ((Player*)m_caster)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_USE_ITEM, m_CastItem->GetEntry()); ((Player*)m_caster)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL, m_spellInfo->Id); } // this is related to combo points so must be done before takepower // are there any spells need to be triggered after hit? // handle SPELL_AURA_ADD_TARGET_TRIGGER auras Unit::AuraEffectList const& targetTriggers = m_caster->GetAurasByType(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)->GetBasePoints(), NULL); m_ChanceTriggerSpells.push_back(std::make_pair(spellInfo, chance * (*i)->GetParentAura()->GetStackAmount())); } } // this is related to combo points so must be done before takepower if(m_customAttr & SPELL_ATTR_CU_DIRECT_DAMAGE) CalculateDamageDoneForAllTargets(); 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 } // CAST SPELL SendSpellCooldown(); //SendCastResult(castResult); SendSpellGo(); // we must send smsg_spell_go packet before m_castItem delete in TakeCastItem()... if(m_customAttr & SPELL_ATTR_CU_CHARGE) EffectCharge(0); // Okay, everything is prepared. Now we need to distinguish between immediate and evented delayed spells if (m_spellInfo->speed > 0.0f && !IsChanneledSpell(m_spellInfo)) { // Remove used for cast item if need (it can be already NULL after TakeReagents call // in case delayed spell remove item at cast delay start TakeCastItem(); // Okay, maps created, now prepare flags m_immediateHandled = false; m_spellState = SPELL_STATE_DELAYED; SetDelayStart(0); } else { // Immediate spell, no big deal handle_immediate(); } 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); } 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(); uint64 next_time = 0; if (!m_immediateHandled) { _handle_immediate_phase(); m_immediateHandled = true; } bool single_missile = (m_targets.m_targetMask & TARGET_FLAG_DEST_LOCATION); // now recheck units targeting correctness (need before any effects apply to prevent adding immunity at first effect not allow apply second spell effect and similar cases) for(std::list::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; } } // All targets passed - need finish phase if (next_time == 0) { // spell is finished, perform some last features of the spell here _handle_finish_phase(); finish(true); // successfully finish spell cast // return zero, spell is finished now return 0; } else { // spell is unfinished, return next execution time return next_time; } } void Spell::_handle_immediate_phase() { // handle some immediate features of the spell here HandleThreatSpells(m_spellInfo->Id); m_needSpellLog = IsNeedSendToClient(); for(uint32 j = 0;j<3;j++) { if(m_spellInfo->Effect[j]==0) continue; // apply Send Event effect to ground in case empty target lists if( m_spellInfo->Effect[j] == SPELL_EFFECT_SEND_EVENT && !HaveTargetsForEffect(j) ) { HandleEffects(NULL,NULL,NULL, j); continue; } // Don't do spell log, if is school damage spell if(m_spellInfo->Effect[j] == SPELL_EFFECT_SCHOOL_DAMAGE || m_spellInfo->Effect[j] == 0) m_needSpellLog = false; } // initialize Diminishing Returns Data m_diminishLevel = DIMINISHING_LEVEL_1; m_diminishGroup = DIMINISHING_NONE; // process items for(std::list::iterator ihit= m_UniqueItemInfo.begin();ihit != m_UniqueItemInfo.end();++ihit) DoAllEffectOnTarget(&(*ihit)); if(!m_originalCaster) return; // process ground for(uint32 j = 0; j < 3; ++j) { if(spellmgr.EffectTargetType[m_spellInfo->Effect[j]] == SPELL_REQUIRE_DEST) { if(!m_targets.HasDst()) m_targets.setDestination(m_caster); HandleEffects(m_originalCaster, NULL, NULL, j); } else if(spellmgr.EffectTargetType[m_spellInfo->Effect[j]] == SPELL_REQUIRE_NONE) HandleEffects(m_originalCaster, NULL, NULL, j); } } void Spell::_handle_finish_phase() { // Take for real after all targets are processed if (m_needComboPoints) ((Player*)m_caster)->ClearComboPoints(); // 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 || 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()) { cancel(); return; } // check if the player caster has moved before the spell finished if ((m_caster->GetTypeId() == TYPEID_PLAYER && m_timer != 0) && (m_castPositionX != m_caster->GetPositionX() || m_castPositionY != m_caster->GetPositionY() || m_castPositionZ != m_caster->GetPositionZ()) && (m_spellInfo->Effect[0] != SPELL_EFFECT_STUCK || !m_caster->HasUnitMovementFlag(MOVEMENTFLAG_FALLING))) { // always cancel for channeled spells //if( m_spellState == SPELL_STATE_CASTING ) // cancel(); // don't cancel for melee, autorepeat, triggered and instant spells //else if(!IsNextMeleeSwingSpell() && !IsAutoRepeat() && !m_IsTriggeredSpell && (m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_MOVEMENT)) cancel(); } switch(m_spellState) { case SPELL_STATE_PREPARING: { if(m_timer) { if(difftime >= m_timer) m_timer = 0; else m_timer -= difftime; } if(m_timer == 0 && !IsNextMeleeSwingSpell() && !IsAutoRepeat()) cast(m_spellInfo->CastingTimeIndex == 1); } break; case SPELL_STATE_CASTING: { if(m_timer > 0) { if( m_caster->GetTypeId() == TYPEID_PLAYER ) { // check if player has jumped before the channeling finished if(m_caster->HasUnitMovementFlag(MOVEMENTFLAG_JUMPING)) cancel(); // check for incapacitating player states //if( m_caster->hasUnitState(UNIT_STAT_STUNNED | UNIT_STAT_CONFUSED)) // cancel(); } // check if there are alive targets left if (!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( m_caster->GetTypeId() == TYPEID_PLAYER && !IsAutoRepeat() && !IsNextMeleeSwingSpell() ) { for(std::list::iterator ihit= m_UniqueTargetInfo.begin();ihit != m_UniqueTargetInfo.end();++ihit) { TargetInfo* target = &*ihit; if(!IS_CREATURE_GUID(target->targetGUID)) continue; Unit* unit = m_caster->GetGUID()==target->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster,target->targetGUID); if (unit==NULL) continue; ((Player*)m_caster)->CastedCreatureOrGO(unit->GetEntry(),unit->GetGUID(),m_spellInfo->Id); } for(std::list::iterator ihit= m_UniqueGOTargetInfo.begin();ihit != m_UniqueGOTargetInfo.end();++ihit) { GOTargetInfo* target = &*ihit; GameObject* go = m_caster->GetMap()->GetGameObject(target->targetGUID); if(!go) continue; ((Player*)m_caster)->CastedCreatureOrGO(go->GetEntry(),go->GetGUID(),m_spellInfo->Id); } } finish(); } } break; default: { }break; } } void Spell::finish(bool ok) { if(!m_caster) return; if(m_spellState == SPELL_STATE_FINISHED) return; m_spellState = SPELL_STATE_FINISHED; if(IsChanneledSpell(m_spellInfo)) m_caster->UpdateInterruptMask(); if(!m_caster->IsNonMeleeSpellCasted(false, false, true)) m_caster->clearUnitState(UNIT_STAT_CASTING); // Unsummon summon as possessed creatures on spell cancel if(IsChanneledSpell(m_spellInfo) && m_caster->GetTypeId() == TYPEID_PLAYER) { if (Unit * charm = m_caster->GetCharm()) for(int i = 0; i < 3; ++i) { if(m_spellInfo->Effect[i] == SPELL_EFFECT_SUMMON) if(SummonPropertiesEntry const *SummonProperties = sSummonPropertiesStore.LookupEntry(m_spellInfo->EffectMiscValueB[i])) if(SummonProperties->Category == SUMMON_CATEGORY_POSSESSED) { if(charm->GetTypeId() == TYPEID_UNIT) { if(((Creature*)charm)->isPet() && ((Pet*)charm)->getPetType() == POSSESSED_PET) ((Pet*)charm)->Remove(PET_SAVE_AS_DELETED); break; } } } } else if (m_caster->GetTypeId()==TYPEID_UNIT && ((Creature*)m_caster)->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; } } // other code related only to successfully finished spells if(!ok) return; //remove spell mods if (m_caster->GetTypeId() == TYPEID_PLAYER) ((Player*)m_caster)->RemoveSpellMods(this); // Heal caster for all health leech from all targets if (m_healthLeech) m_caster->DealHeal(m_caster, uint32(m_healthLeech), m_spellInfo); if (IsMeleeAttackResetSpell()) { m_caster->resetAttackTimer(BASE_ATTACK); if(m_caster->haveOffhandWeapon()) m_caster->resetAttackTimer(OFF_ATTACK); if(!(m_spellInfo->AttributesEx2 & SPELL_ATTR_EX2_NOT_RESET_AUTOSHOT)) m_caster->resetAttackTimer(RANGED_ATTACK); } // potions disabled by client, send event "not in combat" if need if (!m_triggeredByAuraSpell && m_caster->GetTypeId() == TYPEID_PLAYER) ((Player*)m_caster)->UpdatePotionCooldown(this); // call triggered spell only at successful cast (after clear combo points -> for add some if need) // I assume what he means is that some triggered spells may add combo points if(!m_TriggerSpells.empty()) TriggerSpell(); // Stop Attack for some spells if( m_spellInfo->Attributes & SPELL_ATTR_STOP_ATTACK_TARGET ) m_caster->AttackStop(); } void Spell::SendCastResult(SpellCastResult result) { if(result == SPELL_CAST_OK) return; if (m_caster->GetTypeId() != TYPEID_PLAYER) return; if(((Player*)m_caster)->GetSession()->PlayerLoading()) // don't send cast results at loading time return; WorldPacket data(SMSG_CAST_FAILED, (4+1+1)); data << uint8(m_cast_count); // single cast or multi 2.3 (0/1) data << uint32(m_spellInfo->Id); data << uint8(result); // problem switch (result) { case SPELL_FAILED_REQUIRES_SPELL_FOCUS: data << uint32(m_spellInfo->RequiresSpellFocus); break; case SPELL_FAILED_REQUIRES_AREA: // hardcode areas limitation case switch(m_spellInfo->Id) { case 41617: // Cenarion Mana Salve case 41619: // Cenarion Healing Salve data << uint32(3905); break; case 41618: // Bottled Nethergon Energy case 41620: // Bottled Nethergon Vapor data << uint32(3842); break; case 45373: // Bloodberry Elixir data << uint32(4075); break; default: // default case (don't must be) data << uint32(0); break; } break; case SPELL_FAILED_TOTEMS: if(m_spellInfo->Totem[0]) data << uint32(m_spellInfo->Totem[0]); if(m_spellInfo->Totem[1]) data << uint32(m_spellInfo->Totem[1]); break; case SPELL_FAILED_TOTEM_CATEGORY: if(m_spellInfo->TotemCategory[0]) data << uint32(m_spellInfo->TotemCategory[0]); if(m_spellInfo->TotemCategory[1]) data << uint32(m_spellInfo->TotemCategory[1]); break; case SPELL_FAILED_EQUIPPED_ITEM_CLASS: data << uint32(m_spellInfo->EquippedItemClass); data << uint32(m_spellInfo->EquippedItemSubClassMask); //data << uint32(m_spellInfo->EquippedItemInventoryTypeMask); break; } ((Player*)m_caster)->GetSession()->SendPacket(&data); } void Spell::SendSpellStart() { if(!IsNeedSendToClient()) return; sLog.outDebug("Sending SMSG_SPELL_START id=%u", m_spellInfo->Id); uint32 castFlags = CAST_FLAG_UNKNOWN1; if(IsRangedSpell()) castFlags |= CAST_FLAG_AMMO; if ((m_caster->GetTypeId() == TYPEID_PLAYER || (m_caster->GetTypeId() == TYPEID_UNIT && ((Creature*)m_caster)->isPet())) && m_spellInfo->powerType != POWER_HEALTH ) castFlags |= CAST_FLAG_POWER_LEFT_SELF; if(m_spellInfo->runeCostID) castFlags |= CAST_FLAG_UNKNOWN10; Unit *target = m_targets.getUnitTarget() ? m_targets.getUnitTarget() : m_caster; WorldPacket data(SMSG_SPELL_START, (8+8+4+4+2)); if(m_CastItem) data.append(m_CastItem->GetPackGUID()); else data.append(m_caster->GetPackGUID()); data.append(m_caster->GetPackGUID()); data << uint8(m_cast_count); // pending spell cast? data << uint32(m_spellInfo->Id); // spellId data << uint32(castFlags); // cast flags data << uint32(m_timer); // delay? m_targets.write(&data); if(castFlags & CAST_FLAG_POWER_LEFT_SELF) data << uint32(m_caster->GetPower((Powers)m_spellInfo->powerType)); if ( castFlags & CAST_FLAG_AMMO ) WriteAmmoToPacket(&data); m_caster->SendMessageToSet(&data, true); } void Spell::SendSpellGo() { // not send invisible spell casting if(!IsNeedSendToClient()) return; sLog.outDebug("Sending SMSG_SPELL_GO id=%u", m_spellInfo->Id); Unit *target = m_targets.getUnitTarget() ? m_targets.getUnitTarget() : m_caster; uint32 castFlags = CAST_FLAG_UNKNOWN3; if(IsRangedSpell()) castFlags |= CAST_FLAG_AMMO; // arrows/bullets visual if ((m_caster->GetTypeId() == TYPEID_PLAYER || (m_caster->GetTypeId() == TYPEID_UNIT && ((Creature*)m_caster)->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) { castFlags |= CAST_FLAG_UNKNOWN10; // same as in SMSG_SPELL_START castFlags |= CAST_FLAG_UNKNOWN7; // rune cooldowns list } 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 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_UNKNOWN7 ) // rune cooldowns list { uint8 v1 = m_runesState; uint8 v2 = ((Player*)m_caster)->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_UNKNOWN4 ) // unknown wotlk { data << float(0); data << uint32(0); } if ( castFlags & CAST_FLAG_AMMO ) WriteAmmoToPacket(&data); if ( castFlags & CAST_FLAG_UNKNOWN5 ) // unknown wotlk { data << uint32(0); data << uint32(0); } if ( m_targets.m_targetMask & 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 = ((Player*)m_caster)->GetWeaponForAttack( RANGED_ATTACK ); if(pItem) { ammoInventoryType = pItem->GetProto()->InventoryType; if( ammoInventoryType == INVTYPE_THROWN ) ammoDisplayID = pItem->GetProto()->DisplayInfoID; else { uint32 ammoID = ((Player*)m_caster)->GetUInt32Value(PLAYER_AMMO_ID); if(ammoID) { ItemPrototype const *pProto = objmgr.GetItemPrototype( ammoID ); if(pProto) { ammoDisplayID = pProto->DisplayInfoID; ammoInventoryType = pProto->InventoryType; } } else if(m_caster->GetDummyAura(46699)) // Requires No Ammo { ammoDisplayID = 5996; // normal arrow ammoInventoryType = INVTYPE_AMMO; } } } } // TODO: implement selection ammo data based at ranged weapon stored in equipmodel/equipinfo/equipslot fields *data << uint32(ammoDisplayID); *data << uint32(ammoInventoryType); } void Spell::WriteSpellGoTargets( WorldPacket * data ) { // 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::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::iterator ighit= m_UniqueGOTargetInfo.begin();ighit != m_UniqueGOTargetInfo.end();++ighit) *data << uint64(ighit->targetGUID); // Always hits *data << (uint8)miss; for(std::list::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(0); // count? break; case SPELL_EFFECT_INTERRUPT_CAST: if(Unit *unit = m_targets.getUnitTarget()) data.append(unit->GetPackGUID()); else data << uint8(0); data << uint32(0); // spellid break; case SPELL_EFFECT_DURABILITY_DAMAGE: if(Unit *unit = m_targets.getUnitTarget()) data.append(unit->GetPackGUID()); else data << uint8(0); data << uint32(0); data << uint32(0); break; case SPELL_EFFECT_OPEN_LOCK: case SPELL_EFFECT_OPEN_LOCK_ITEM: if(Item *item = m_targets.getItemTarget()) data.append(item->GetPackGUID()); else data << uint8(0); break; case SPELL_EFFECT_CREATE_ITEM: 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); ((Player*)m_caster)->GetSession()->SendPacket( &data ); } void Spell::SendChannelStart(uint32 duration) { WorldObject* target = NULL; // select first not resisted target from target list for _0_ effect if(!m_UniqueTargetInfo.empty()) { for(std::list::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::iterator itr= m_UniqueGOTargetInfo.begin();itr != m_UniqueGOTargetInfo.end();++itr) { if(itr->effectMask & (1<<0) ) { target = m_caster->GetMap()->GetGameObject(itr->targetGUID); break; } } } if (m_caster->GetTypeId() == TYPEID_PLAYER) { WorldPacket data( MSG_CHANNEL_START, (8+4+4) ); data.append(m_caster->GetPackGUID()); data << uint32(m_spellInfo->Id); data << uint32(duration); ((Player*)m_caster)->GetSession()->SendPacket( &data ); } m_timer = duration; if(target) m_caster->SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, target->GetGUID()); m_caster->SetUInt32Value(UNIT_CHANNEL_SPELL, m_spellInfo->Id); } void Spell::SendResurrectRequest(Player* target) { // 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, 12); data << uint64(m_caster->GetGUID()); data << uint32(SpellID); // spell visual id? ((Player*)m_caster)->GetSession()->SendPacket(&data); } void Spell::TakeCastItem() { if(!m_CastItem || m_caster->GetTypeId() != TYPEID_PLAYER) return; // not remove cast item at triggered spell (equipping, weapon damage, etc) if(m_IsTriggeredSpell) return; ItemPrototype const *proto = m_CastItem->GetProto(); if(!proto) { // This code is to avoid a crash // I'm not sure, if this is really an error, but I guess every item needs a prototype sLog.outError("Cast item has no item prototype highId=%d, lowId=%d",m_CastItem->GetGUIDHigh(), m_CastItem->GetGUIDLow()); return; } bool expendable = false; bool withoutCharges = false; for (int i = 0; i < 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; ((Player*)m_caster)->DestroyItemCount(m_CastItem, count, true); // prevent crash at access to deleted m_targets.getItemTarget if(m_CastItem==m_targets.getItemTarget()) m_targets.setItemTarget(NULL); m_CastItem = NULL; } } void Spell::TakePower() { if(m_CastItem || m_triggeredByAuraSpell) 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 = ((Player*)m_caster)->GetSpellModOwner()) modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_SPELL_COST_REFUND_ON_FAIL, m_powerCost); } break; } } Powers powerType = Powers(m_spellInfo->powerType); if(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 = ((Player*)m_caster)->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 ((Player*)m_caster)->DurabilityPointLossForEquipSlot(EQUIPMENT_SLOT_RANGED); } else { // decrease items amount for stackable throw weapon uint32 count = 1; ((Player*)m_caster)->DestroyItemCount( pItem, count, true); } } else if(uint32 ammo = ((Player*)m_caster)->GetUInt32Value(PLAYER_AMMO_ID)) ((Player*)m_caster)->DestroyItemCount(ammo, 1, true); } } SpellCastResult Spell::CheckRuneCost(uint32 runeCostID) { 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]; runeCost[RUNE_DEATH] = MAX_RUNES; // calculated later for(uint32 i = 0; i < MAX_RUNES; ++i) { uint8 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]; } runeCost[RUNE_DEATH] = 0; // calculated later for(uint32 i = 0; i < MAX_RUNES; ++i) { uint8 rune = plr->GetCurrentRune(i); if((plr->GetRuneCooldown(i) == 0) && (runeCost[rune] > 0)) { plr->SetRuneCooldown(i, RUNE_COOLDOWN); // 5*2=10 sec 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) { uint8 rune = plr->GetCurrentRune(i); if((plr->GetRuneCooldown(i) == 0) && (rune == RUNE_DEATH)) { plr->SetRuneCooldown(i, RUNE_COOLDOWN); // 5*2=10 sec runeCost[rune]--; plr->ConvertRune(i, plr->GetBaseRune(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; SpellThreatEntry const *threatSpell = sSpellThreatStore.LookupEntry(spellId); if(!threatSpell) return; m_targets.getUnitTarget()->AddThreat(m_caster, float(threatSpell->threat)); DEBUG_LOG("Spell %u, rank %u, added an additional %i threat", spellId, spellmgr.GetSpellRank(spellId), threatSpell->threat); } void Spell::HandleEffects(Unit *pUnitTarget,Item *pItemTarget,GameObject *pGOTarget,uint32 i, float /*DamageMultiplier*/) { unitTarget = pUnitTarget; itemTarget = pItemTarget; gameObjTarget = pGOTarget; uint8 eff = m_spellInfo->Effect[i]; 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 ", eff); if (m_CastItem) EffectEnchantItemTmp(i); else { sLog.outError("SPELL: unknown effect %u spell id %u", eff, m_spellInfo->Id); } } */ } void Spell::TriggerSpell() { for(TriggerSpells::iterator si=m_TriggerSpells.begin(); si!=m_TriggerSpells.end(); ++si) { Spell* spell = new Spell(m_caster, (*si), true, m_originalCasterGUID, m_selfContainer, true); spell->prepare(&m_targets); // use original spell original targets } } SpellCastResult Spell::CheckCast(bool strict) { // check cooldowns to prevent cheating if(m_caster->GetTypeId()==TYPEID_PLAYER && ((Player*)m_caster)->HasSpellCooldown(m_spellInfo->Id)) { //can cast triggered (by aura only?) spells while have this flag if (!m_IsTriggeredSpell && ((Player*)m_caster)->HasFlag(PLAYER_FLAGS, PLAYER_ALLOW_ONLY_ABILITY)) return SPELL_FAILED_SPELL_IN_PROGRESS; if(m_triggeredByAuraSpell) return SPELL_FAILED_DONT_REPORT; else return SPELL_FAILED_NOT_READY; } // only allow triggered spells if at an ended battleground if( !m_IsTriggeredSpell && m_caster->GetTypeId() == TYPEID_PLAYER) if(BattleGround * bg = ((Player*)m_caster)->GetBattleGround()) if(bg->GetStatus() == STATUS_WAIT_LEAVE) return SPELL_FAILED_DONT_REPORT; // only check at first call, Stealth auras are already removed at second call // for now, ignore triggered spells if( strict && !m_IsTriggeredSpell) { bool checkForm = true; // Ignore form req aura Unit::AuraEffectList const& ignore = m_caster->GetAurasByType(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->GetAurasByType(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; 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 && ((Player*)m_caster)->isMoving() ) { // skip stuck spell to allow use it in falling case and apply spell limitations at movement if( (!m_caster->HasUnitMovementFlag(MOVEMENTFLAG_FALLING) || m_spellInfo->Effect[0] != SPELL_EFFECT_STUCK) && (IsAutoRepeat() || (m_spellInfo->AuraInterruptFlags & AURA_INTERRUPT_FLAG_NOT_SEATED) != 0) ) return SPELL_FAILED_MOVING; } if(Unit *target = m_targets.getUnitTarget()) { // 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(target != m_caster) { // 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 && VMAP::VMapFactory::checkSpellForLoS(m_spellInfo->Id) && !m_caster->IsWithinLOSInMap(target)) return SPELL_FAILED_LINE_OF_SIGHT; // auto selection spell rank implemented in WorldSession::HandleCastSpellOpcode // this case can be triggered if rank not found (too low-level target for first rank) if(m_caster->GetTypeId() == TYPEID_PLAYER && !IsPassiveSpell(m_spellInfo->Id) && !m_CastItem) for(int i=0;i<3;i++) if(IsPositiveEffect(m_spellInfo->Id, i) && m_spellInfo->Effect[i] == SPELL_EFFECT_APPLY_AURA) if(target->getLevel() + 10 < m_spellInfo->spellLevel) return SPELL_FAILED_LOWLEVEL; } else 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.m_targetMask == TARGET_FLAG_SELF && m_spellInfo->EffectImplicitTargetA[1] == TARGET_UNIT_TARGET_ENEMY) { if (target = m_caster->GetUnit(*m_caster, ((Player *)m_caster)->GetSelection())) m_targets.setUnitTarget(target); else return SPELL_FAILED_BAD_TARGETS; } } // 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(target != m_caster) { if(!CheckTargetCreatureType(target)) { if(target->GetTypeId()==TYPEID_PLAYER) return SPELL_FAILED_TARGET_IS_PLAYER; else return SPELL_FAILED_BAD_TARGETS; } } // TODO: this check can be applied and for player to prevent cheating when IsPositiveSpell will return always correct result. // check target for pet/charmed casts (not self targeted), self targeted cast used for area effects and etc if(m_caster != target && m_caster->GetTypeId()==TYPEID_UNIT && m_caster->GetCharmerOrOwnerGUID()) { // check correctness positive/negative cast target (pet cast real check and cheating check) if(IsPositiveSpell(m_spellInfo->Id)) { //dispel positivity is dependant on target, don't check it if(m_caster->IsHostileTo(target) && !IsDispel(m_spellInfo)) return SPELL_FAILED_BAD_TARGETS; } else { if(m_caster->IsFriendlyTo(target)) return SPELL_FAILED_BAD_TARGETS; } } if(IsPositiveSpell(m_spellInfo->Id)) if(target->IsImmunedToSpell(m_spellInfo)) 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))) { SendInterrupted(2); return SPELL_FAILED_NOT_BEHIND; } //Target must be facing you. if((m_spellInfo->Attributes == 0x150010) && !target->HasInArc(M_PI, m_caster) ) { SendInterrupted(2); return SPELL_FAILED_NOT_INFRONT; } // check if target is in combat if (target != m_caster && (m_spellInfo->AttributesEx & SPELL_ATTR_EX_NOT_IN_COMBAT_TARGET) && target->isInCombat()) return SPELL_FAILED_TARGET_AFFECTING_COMBAT; } // Spell casted only on battleground if((m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_BATTLEGROUND) && m_caster->GetTypeId()==TYPEID_PLAYER) if(!((Player*)m_caster)->InBattleGround()) return SPELL_FAILED_ONLY_BATTLEGROUNDS; // do not allow spells to be cast in arenas // - with greater than 15 min CD without SPELL_ATTR_EX4_USABLE_IN_ARENA flag // - with SPELL_ATTR_EX4_NOT_USABLE_IN_ARENA flag if( (m_spellInfo->AttributesEx4 & SPELL_ATTR_EX4_NOT_USABLE_IN_ARENA) || GetSpellRecoveryTime(m_spellInfo) > 15 * MINUTE * 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 uint32 zone, area; m_caster->GetZoneAndAreaId(zone,area); SpellCastResult locRes= spellmgr.GetSpellAllowedInLocationError(m_spellInfo,m_caster->GetMapId(),zone,area, m_caster->GetTypeId()==TYPEID_PLAYER ? ((Player*)m_caster) : 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_FLYING; else return SPELL_FAILED_NOT_MOUNTED; } // always (except passive spells) check items (focus object can be required for any type casts) if(!IsPassiveSpell(m_spellInfo->Id)) { 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 = lower; i_spellST != upper; ++i_spellST) { switch(i_spellST->second.type) { case SPELL_TARGET_TYPE_GAMEOBJECT: { GameObject* p_GameObject = NULL; if(i_spellST->second.targetEntry) { CellPair p(MaNGOS::ComputeCellPair(m_caster->GetPositionX(), m_caster->GetPositionY())); Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; MaNGOS::NearestGameObjectEntryInObjectRangeCheck go_check(*m_caster,i_spellST->second.targetEntry,range); MaNGOS::GameObjectLastSearcher 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(MaNGOS::ComputeCellPair(m_caster->GetPositionX(), m_caster->GetPositionY())); Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; cell.SetNoCreate(); // Really don't know what is that??? MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck u_check(*m_caster,i_spellST->second.targetEntry,i_spellST->second.type!=SPELL_TARGET_TYPE_DEAD,range); MaNGOS::CreatureLastSearcher 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()); if(p_Creature ) { creatureScriptTarget = p_Creature; goScriptTarget = NULL; range = u_check.GetLastRange(); } break; } } } if(creatureScriptTarget) { // store coordinates for TARGET_DST_NEARBY_ENTRY if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_DST_NEARBY_ENTRY || m_spellInfo->EffectImplicitTargetB[j] == TARGET_DST_NEARBY_ENTRY ) { m_targets.setDestination(creatureScriptTarget->GetPositionX(),creatureScriptTarget->GetPositionY(),creatureScriptTarget->GetPositionZ()); if(m_spellInfo->EffectImplicitTargetA[j] == TARGET_DST_NEARBY_ENTRY && m_spellInfo->EffectImplicitTargetB[j] == 0 && m_spellInfo->Effect[j]!=SPELL_EFFECT_PERSISTENT_AREA_AURA) AddUnitTarget(creatureScriptTarget, j); } // store explicit target for TARGET_UNIT_NEARBY_ENTRY else AddUnitTarget(creatureScriptTarget, j); } else if(goScriptTarget) { // store coordinates for TARGET_DST_NEARBY_ENTRY if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_DST_NEARBY_ENTRY || m_spellInfo->EffectImplicitTargetB[j] == TARGET_DST_NEARBY_ENTRY ) { m_targets.setDestination(goScriptTarget->GetPositionX(),goScriptTarget->GetPositionY(),goScriptTarget->GetPositionZ()); if(m_spellInfo->EffectImplicitTargetA[j] == TARGET_DST_NEARBY_ENTRY && m_spellInfo->EffectImplicitTargetB[j] == 0 && m_spellInfo->Effect[j]!=SPELL_EFFECT_PERSISTENT_AREA_AURA) AddGOTarget(goScriptTarget, j); } // store explicit target for TARGET_UNIT_NEARBY_ENTRY else AddGOTarget(goScriptTarget, j); } //Missing DB Entry or targets for this spellEffect. else { // not report target not existence for triggered spells if(m_triggeredByAuraSpell || m_IsTriggeredSpell) return SPELL_FAILED_DONT_REPORT; else return SPELL_FAILED_BAD_TARGETS; } } } }*/ if(!m_IsTriggeredSpell) { 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 // hart 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->Id == 19938) // Awaken Peon { Unit *unit = m_targets.getUnitTarget(); if(!unit || !unit->HasAura(17743, 0)) 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 = ((Player*)m_caster)->GetPet(); if(!pet) return SPELL_FAILED_NO_PET; SpellEntry const *learn_spellproto = sSpellStore.LookupEntry(m_spellInfo->EffectTriggerSpell[i]); if(!learn_spellproto) return SPELL_FAILED_NOT_KNOWN; if(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 = ((Player*)m_caster)->GetPet(); if(!pet) return SPELL_FAILED_NO_PET; SpellEntry const *learn_spellproto = sSpellStore.LookupEntry(m_spellInfo->EffectTriggerSpell[i]); if(!learn_spellproto) return SPELL_FAILED_NOT_KNOWN; if(m_spellInfo->spellLevel > pet->getLevel()) return SPELL_FAILED_LOWLEVEL; 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 = ((Player*)m_caster)->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_caster->hasUnitState(UNIT_STAT_ROOT)) return SPELL_FAILED_ROOTED; break; } case SPELL_EFFECT_SKINNING: { if (m_caster->GetTypeId() != TYPEID_PLAYER || !m_targets.getUnitTarget() || m_targets.getUnitTarget()->GetTypeId() != TYPEID_UNIT) return SPELL_FAILED_BAD_TARGETS; if( !(m_targets.getUnitTarget()->GetUInt32Value(UNIT_FIELD_FLAGS) & UNIT_FLAG_SKINNABLE) ) return SPELL_FAILED_TARGET_UNSKINNABLE; Creature* creature = (Creature*)m_targets.getUnitTarget(); if ( creature->GetCreatureType() != CREATURE_TYPE_CRITTER && ( !creature->lootForBody || !creature->loot.empty() ) ) { return SPELL_FAILED_TARGET_NOT_LOOTED; } uint32 skill = creature->GetCreatureInfo()->GetRequiredLootSkill(); int32 skillValue = ((Player*)m_caster)->GetSkillValue(skill); int32 TargetLevel = m_targets.getUnitTarget()->getLevel(); int32 ReqValue = (skillValue < 100 ? (TargetLevel-10)*10 : TargetLevel*5); if (ReqValue > skillValue) return SPELL_FAILED_LOW_CASTLEVEL; // chance for fail at orange skinning attempt if( (m_selfContainer && (*m_selfContainer) == this) && skillValue < sWorld.GetConfigMaxSkillValue() && (ReqValue < 0 ? 0 : ReqValue) > irand(skillValue-25, skillValue+37) ) return SPELL_FAILED_TRY_AGAIN; break; } case SPELL_EFFECT_OPEN_LOCK_ITEM: case SPELL_EFFECT_OPEN_LOCK: { if( m_spellInfo->EffectImplicitTargetA[i] != TARGET_GAMEOBJECT && m_spellInfo->EffectImplicitTargetA[i] != TARGET_GAMEOBJECT_ITEM ) break; if( m_caster->GetTypeId() != TYPEID_PLAYER // only players can open locks, gather etc. // we need a go target in case of TARGET_GAMEOBJECT || m_spellInfo->EffectImplicitTargetA[i] == TARGET_GAMEOBJECT && !m_targets.getGOTarget() // we need a go target, or an openable item target in case of TARGET_GAMEOBJECT_ITEM || m_spellInfo->EffectImplicitTargetA[i] == TARGET_GAMEOBJECT_ITEM && !m_targets.getGOTarget() && (!m_targets.getItemTarget() || !m_targets.getItemTarget()->GetProto()->LockID || m_targets.getItemTarget()->GetOwner() != m_caster ) ) return SPELL_FAILED_BAD_TARGETS; // In BattleGround players can use only flags and banners if( ((Player*)m_caster)->InBattleGround() && !((Player*)m_caster)->CanUseBattleGroundObject() ) return SPELL_FAILED_TRY_AGAIN; // get the lock entry uint32 lockId = 0; if (GameObject* go=m_targets.getGOTarget()) lockId = go->GetLockId(); 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: case SUMMON_CATEGORY_POSSESSED: { if(m_caster->GetPetGUID()) return SPELL_FAILED_ALREADY_HAVE_SUMMON; if(m_caster->GetCharmGUID()) return SPELL_FAILED_ALREADY_HAVE_CHARM; break; } } break; } // Not used for summon? case SPELL_EFFECT_SUMMON_PHANTASM: { if(m_caster->GetPetGUID()) return SPELL_FAILED_ALREADY_HAVE_SUMMON; if(m_caster->GetCharmGUID()) return SPELL_FAILED_ALREADY_HAVE_CHARM; break; } case SPELL_EFFECT_SUMMON_PET: { if(m_caster->GetPetGUID()) //let warlock do a replacement summon { 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 = ((Player*)m_caster)->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(!((Player*)m_caster)->GetSelection()) return SPELL_FAILED_BAD_TARGETS; Player* target = objmgr.GetPlayer(((Player*)m_caster)->GetSelection()); if( !target || ((Player*)m_caster)==target || !target->IsInSameRaidWith((Player*)m_caster) ) return SPELL_FAILED_BAD_TARGETS; // check if our map is dungeon if( sMapStore.LookupEntry(m_caster->GetMapId())->IsDungeon() ) { InstanceTemplate const* instance = ObjectMgr::GetInstanceTemplate(m_caster->GetMapId()); if(!instance) return SPELL_FAILED_TARGET_NOT_IN_INSTANCE; if(!target->Satisfy(objmgr.GetAccessRequirement(instance->access_id), m_caster->GetMapId())) return SPELL_FAILED_BAD_TARGETS; } break; } case SPELL_EFFECT_LEAP: case SPELL_EFFECT_TELEPORT_UNITS_FACE_CASTER: { float dis = GetSpellRadiusForFriend(sSpellRadiusStore.LookupEntry(m_spellInfo->EffectRadiusIndex[i])); float fx = m_caster->GetPositionX() + dis * cos(m_caster->GetOrientation()); float fy = m_caster->GetPositionY() + dis * sin(m_caster->GetOrientation()); // teleport a bit above terrain level to avoid falling below it float fz = MapManager::Instance().GetBaseMap(m_caster->GetMapId())->GetHeight(fx,fy,m_caster->GetPositionZ(),true); if(fz <= INVALID_HEIGHT) // note: this also will prevent use effect in instances without vmaps height enabled return SPELL_FAILED_TRY_AGAIN; float caster_pos_z = m_caster->GetPositionZ(); // Control the caster to not climb or drop when +-fz > 8 if(!(fz<=caster_pos_z+8 && fz>=caster_pos_z-8)) return SPELL_FAILED_TRY_AGAIN; // not allow use this effect at battleground until battleground start if(m_caster->GetTypeId()==TYPEID_PLAYER) if(BattleGround const *bg = ((Player*)m_caster)->GetBattleGround()) if(bg->GetStatus() != STATUS_IN_PROGRESS) return SPELL_FAILED_TRY_AGAIN; break; } case SPELL_EFFECT_STEAL_BENEFICIAL_BUFF: { if (m_targets.getUnitTarget()==m_caster) return SPELL_FAILED_BAD_TARGETS; break; } default:break; } } for (int i = 0; i < 3; i++) { switch(m_spellInfo->EffectApplyAuraName[i]) { case SPELL_AURA_DUMMY: { //custom check switch(m_spellInfo->Id) { case 61336: if(m_caster->GetTypeId()!=TYPEID_PLAYER || !((Player*)m_caster)->IsInFeralForm()) return SPELL_FAILED_ONLY_SHAPESHIFT; break; case 1515: { if (!m_targets.getUnitTarget() || m_targets.getUnitTarget()->GetTypeId() == TYPEID_PLAYER) return SPELL_FAILED_BAD_IMPLICIT_TARGETS; if (m_targets.getUnitTarget()->getLevel() > m_caster->getLevel()) return SPELL_FAILED_HIGHLEVEL; // use SMSG_PET_TAME_FAILURE? if (!((Creature*)m_targets.getUnitTarget())->GetCreatureInfo()->isTameable ()) return SPELL_FAILED_BAD_TARGETS; if(m_caster->GetPetGUID()) return SPELL_FAILED_ALREADY_HAVE_SUMMON; if(m_caster->GetCharmGUID()) return SPELL_FAILED_ALREADY_HAVE_CHARM; break; } default: break; } break; } case SPELL_AURA_MOD_POSSESS: case SPELL_AURA_MOD_CHARM: { if(m_caster->GetPetGUID()) return SPELL_FAILED_ALREADY_HAVE_SUMMON; if(m_caster->GetCharmGUID()) return SPELL_FAILED_ALREADY_HAVE_CHARM; if(m_caster->GetCharmerGUID()) return SPELL_FAILED_CHARMED; if(!m_targets.getUnitTarget()) return SPELL_FAILED_BAD_IMPLICIT_TARGETS; if(m_targets.getUnitTarget()->GetCharmerGUID()) return SPELL_FAILED_CHARMED; if(int32(m_targets.getUnitTarget()->getLevel()) > CalculateDamage(i,m_targets.getUnitTarget())) return SPELL_FAILED_HIGHLEVEL; break; } case SPELL_AURA_MOUNTED: { if (m_caster->IsInWater()) return SPELL_FAILED_ONLY_ABOVEWATER; if (m_caster->GetTypeId()==TYPEID_PLAYER && ((Player*)m_caster)->GetTransport()) return SPELL_FAILED_NO_MOUNTS_ALLOWED; // Ignore map check if spell have AreaId. AreaId already checked and this prevent special mount spells if (m_caster->GetTypeId()==TYPEID_PLAYER && !sMapStore.LookupEntry(m_caster->GetMapId())->IsMountAllowed() && !m_IsTriggeredSpell && !m_spellInfo->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_MOD_INCREASE_FLIGHT_SPEED: case SPELL_AURA_FLY: { // not allow cast fly spells at old maps by players (all spells is self target) if(m_caster->GetTypeId()==TYPEID_PLAYER) { if( !((Player*)m_caster)->IsAllowUseFlyMountsHere() ) return SPELL_FAILED_NOT_HERE; } break; } case SPELL_AURA_PERIODIC_MANA_LEECH: { if (!m_targets.getUnitTarget()) return SPELL_FAILED_BAD_IMPLICIT_TARGETS; if (m_caster->GetTypeId()!=TYPEID_PLAYER || m_CastItem) break; if(m_targets.getUnitTarget()->getPowerType()!=POWER_MANA) return SPELL_FAILED_BAD_TARGETS; break; } default: break; } } // all ok return SPELL_CAST_OK; } SpellCastResult Spell::CheckPetCast(Unit* target) { if(!m_caster->isAlive()) return SPELL_FAILED_CASTER_DEAD; if(m_caster->IsNonMeleeSpellCasted(false)) //prevent spellcast interruption by another spellcast return SPELL_FAILED_SPELL_IN_PROGRESS; if(m_caster->isInCombat() && IsNonCombatSpell(m_spellInfo)) return SPELL_FAILED_AFFECTING_COMBAT; if(m_caster->GetTypeId()==TYPEID_UNIT && (((Creature*)m_caster)->isPet() || m_caster->isCharmed())) { //dead owner (pets still alive when owners ressed?) if(m_caster->GetCharmerOrOwner() && !m_caster->GetCharmerOrOwner()->isAlive()) return SPELL_FAILED_CASTER_DEAD; if(!target && m_targets.getUnitTarget()) target = m_targets.getUnitTarget(); bool need = false; for(uint32 i = 0;i<3;i++) { if(m_spellInfo->EffectImplicitTargetA[i] == TARGET_UNIT_TARGET_ENEMY || m_spellInfo->EffectImplicitTargetA[i] == TARGET_UNIT_TARGET_ALLY || m_spellInfo->EffectImplicitTargetA[i] == TARGET_UNIT_TARGET_ANY || m_spellInfo->EffectImplicitTargetA[i] == TARGET_UNIT_TARGET_PARTY || m_spellInfo->EffectImplicitTargetA[i] == TARGET_DST_TARGET_ENEMY) { need = true; if(!target) return SPELL_FAILED_BAD_IMPLICIT_TARGETS; break; } } if(need) m_targets.setUnitTarget(target); Unit* _target = m_targets.getUnitTarget(); if(_target) //for target dead/target not valid { if(!_target->isAlive()) return SPELL_FAILED_BAD_TARGETS; if(!IsValidSingleTargetSpell(_target)) return SPELL_FAILED_BAD_TARGETS; } //cooldown if(((Creature*)m_caster)->HasSpellCooldown(m_spellInfo->Id)) return SPELL_FAILED_NOT_READY; } return CheckCast(true); } SpellCastResult Spell::CheckCasterAuras() const { // Flag drop spells totally immuned to caster auras // FIXME: find more nice check for all totally immuned spells // AttributesEx3 & 0x10000000? if(m_spellInfo->Id==23336 || m_spellInfo->Id==23334 || m_spellInfo->Id==34991) return 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::AuraMap const& auras = m_caster->GetAuras(); for(Unit::AuraMap::const_iterator itr = auras.begin(); itr != auras.end(); ++itr) { if(itr->second) { if( GetAllSpellMechanicMask(itr->second->GetSpellProto()) & mechanic_immune ) continue; if( GetSpellSchoolMask(itr->second->GetSpellProto()) & school_immune ) continue; if( (1<<(itr->second->GetSpellProto()->Dispel)) & dispel_immune) continue; //Make a second check for spell failed so the right SPELL_FAILED message is returned. //That is needed when your casting is prevented by multiple states and you are only immune to some of them. for (uint8 i=0;isecond->GetPartAura(i)) { switch(part->GetAuraName()) { case SPELL_AURA_MOD_STUN: if (!(m_spellInfo->AttributesEx5 & SPELL_ATTR_EX5_USABLE_WHILE_STUNNED)) return SPELL_FAILED_STUNNED; break; case SPELL_AURA_MOD_CONFUSE: if (!(m_spellInfo->AttributesEx5 & SPELL_ATTR_EX5_USABLE_WHILE_CONFUSED)) return SPELL_FAILED_CONFUSED; break; case SPELL_AURA_MOD_FEAR: if (!(m_spellInfo->AttributesEx5 & SPELL_ATTR_EX5_USABLE_WHILE_FEARED)) return SPELL_FAILED_FLEEING; break; case SPELL_AURA_MOD_SILENCE: case SPELL_AURA_MOD_PACIFY: case SPELL_AURA_MOD_PACIFY_SILENCE: if( m_spellInfo->PreventionType==SPELL_PREVENTION_TYPE_PACIFY) return SPELL_FAILED_PACIFIED; else if ( m_spellInfo->PreventionType==SPELL_PREVENTION_TYPE_SILENCE) return SPELL_FAILED_SILENCED; break; } } } } } } //You are prevented from casting and the spell casted does not grant immunity. Return a failed error. else return prevented_reason; } return 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->GetParentAura()->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) { FillTargetMap(); //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) { //float range_mod; // self cast doesn't need range checking -- also for Starshards fix if (m_spellInfo->rangeIndex == 1) return SPELL_CAST_OK; // i do not know why we need this /*if (strict) //add radius of caster range_mod = 1.25; else //add radius of caster and ~5 yds "give" range_mod = 6.25;*/ SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(m_spellInfo->rangeIndex); Unit *target = m_targets.getUnitTarget(); float max_range = m_caster->GetSpellMaxRangeForTarget(target, srange); // + range_mod; 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/* - 2*MIN_MELEE_REACH*/)) return SPELL_FAILED_OUT_OF_RANGE; } else if(!m_caster->IsWithinCombatRange(target, max_range)) return SPELL_FAILED_OUT_OF_RANGE; //0x5A; if(range_type == SPELL_RANGE_RANGED) { if(m_caster->IsWithinMeleeRange(target)) return SPELL_FAILED_TOO_CLOSE; } else if(min_range && m_caster->IsWithinCombatRange(target, min_range)) // skip this check if min_range = 0 return SPELL_FAILED_TOO_CLOSE; if( m_caster->GetTypeId() == TYPEID_PLAYER && (m_spellInfo->FacingCasterFlags & SPELL_FACING_FLAG_INFRONT) && !m_caster->HasInArc( M_PI, target ) ) return SPELL_FAILED_UNIT_NOT_INFRONT; } if(m_targets.m_targetMask == TARGET_FLAG_DEST_LOCATION && m_targets.m_destX != 0 && m_targets.m_destY != 0 && m_targets.m_destZ != 0) { float dist = m_caster->GetDistance(m_targets.m_destX, m_targets.m_destY, m_targets.m_destZ); if(dist > max_range) return SPELL_FAILED_OUT_OF_RANGE; if(dist < min_range) return SPELL_FAILED_TOO_CLOSE; } return SPELL_CAST_OK; } int32 Spell::CalculatePowerCost() { // item cast not used power if(m_CastItem) return 0; // Spell drain all exist power on cast (Only paladin lay of Hands) if (m_spellInfo->AttributesEx & SPELL_ATTR_EX_DRAIN_ALL_POWER) { // If power type - health drain all if (m_spellInfo->powerType == POWER_HEALTH) return m_caster->GetHealth(); // Else drain all power if (m_spellInfo->powerType < MAX_POWERS) return m_caster->GetPower(Powers(m_spellInfo->powerType)); sLog.outError("Spell::CalculateManaCost: Unknown power type '%d' in spell %d", m_spellInfo->powerType, m_spellInfo->Id); return 0; } // Base powerCost int32 powerCost = m_spellInfo->manaCost; // PCT cost from total amount if (m_spellInfo->ManaCostPercentage) { switch (m_spellInfo->powerType) { // health as power used case POWER_HEALTH: powerCost += m_spellInfo->ManaCostPercentage * m_caster->GetCreateHealth() / 100; break; case POWER_MANA: powerCost += m_spellInfo->ManaCostPercentage * m_caster->GetCreateMana() / 100; break; case POWER_RAGE: case POWER_FOCUS: case POWER_ENERGY: case POWER_HAPPINESS: powerCost += m_spellInfo->ManaCostPercentage * m_caster->GetMaxPower(Powers(m_spellInfo->powerType)) / 100; break; case POWER_RUNE: case POWER_RUNIC_POWER: sLog.outDebug("Spell::CalculateManaCost: Not implemented yet!"); break; default: sLog.outError("Spell::CalculateManaCost: Unknown power type '%d' in spell %d", m_spellInfo->powerType, m_spellInfo->Id); return 0; } } SpellSchools school = GetFirstSchoolInMask(m_spellSchoolMask); // Flat mod from caster auras by spell school powerCost += m_caster->GetInt32Value(UNIT_FIELD_POWER_COST_MODIFIER + school); // Shiv - costs 20 + weaponSpeed*10 energy (apply only to non-triggered spell with energy cost) if ( m_spellInfo->AttributesEx4 & SPELL_ATTR_EX4_SPELL_VS_EXTEND_COST ) powerCost += m_caster->GetAttackTime(OFF_ATTACK)/100; // Apply cost mod by spell if(Player* modOwner = m_caster->GetSpellModOwner()) modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_COST, powerCost, this); if(m_spellInfo->Attributes & SPELL_ATTR_LEVEL_DAMAGE_CALCULATION) powerCost = int32(powerCost/ (1.117f* m_spellInfo->spellLevel / m_caster->getLevel() -0.1327f)); // PCT mod from user auras by school powerCost = int32(powerCost * (1.0f+m_caster->GetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER+school))); if (powerCost < 0) powerCost = 0; return powerCost; } 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; } 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 && !((Player*)m_caster)->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; MaNGOS::GameObjectFocusCheck go_check(m_caster,m_spellInfo->RequiresSpellFocus); MaNGOS::GameObjectSearcher checker(m_caster,ok,go_check); TypeContainerVisitor, GridTypeMapContainer > object_checker(checker); CellLock cell_lock(cell, p); cell_lock->Visit(cell_lock, object_checker, *MapManager::Instance().GetMap(m_caster->GetMapId(), m_caster)); 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 ) { p_caster->SendEquipError( msg, NULL, NULL ); 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 = ((Player*)m_caster)->GetWeaponForAttack(m_attackType); if(!pItem || pItem->IsBroken()) return SPELL_FAILED_EQUIPPED_ITEM; switch(pItem->GetProto()->SubClass) { case ITEM_SUBCLASS_WEAPON_THROWN: { uint32 ammo = pItem->GetEntry(); if( !((Player*)m_caster)->HasItemCount( ammo, 1 ) ) return SPELL_FAILED_NO_AMMO; }; break; case ITEM_SUBCLASS_WEAPON_GUN: case ITEM_SUBCLASS_WEAPON_BOW: case ITEM_SUBCLASS_WEAPON_CROSSBOW: { uint32 ammo = ((Player*)m_caster)->GetUInt32Value(PLAYER_AMMO_ID); if(!ammo) { // Requires No Ammo if(m_caster->GetDummyAura(46699)) break; // skip other checks return SPELL_FAILED_NO_AMMO; } ItemPrototype const *ammoProto = objmgr.GetItemPrototype( ammo ); if(!ammoProto) return SPELL_FAILED_NO_AMMO; if(ammoProto->Class != ITEM_CLASS_PROJECTILE) return SPELL_FAILED_NO_AMMO; // check ammo ws. weapon compatibility switch(pItem->GetProto()->SubClass) { case ITEM_SUBCLASS_WEAPON_BOW: case ITEM_SUBCLASS_WEAPON_CROSSBOW: if(ammoProto->SubClass!=ITEM_SUBCLASS_ARROW) return SPELL_FAILED_NO_AMMO; break; case ITEM_SUBCLASS_WEAPON_GUN: if(ammoProto->SubClass!=ITEM_SUBCLASS_BULLET) return SPELL_FAILED_NO_AMMO; break; default: return SPELL_FAILED_NO_AMMO; } if( !((Player*)m_caster)->HasItemCount( ammo, 1 ) ) return SPELL_FAILED_NO_AMMO; }; break; case ITEM_SUBCLASS_WEAPON_WAND: default: break; } break; } default:break; } } // 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 = ((Player*)m_caster)->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 = ((Player*)m_caster)->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 ((Player*)m_caster)->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 ((Player*)m_caster)->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::iterator ihit= m_UniqueTargetInfo.begin();ihit != m_UniqueTargetInfo.end();++ihit) { if ((*ihit).missCondition == SPELL_MISS_NONE) { Unit* unit = m_caster->GetGUID()==ihit->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID); if (unit) { unit->DelayAura(m_spellInfo->Id, m_caster->GetGUID(), delaytime); } } } for(int j = 0; j < 3; j++) { // partially interrupt persistent area auras DynamicObject* dynObj = m_caster->GetDynObject(m_spellInfo->Id, j); if(dynObj) dynObj->Delay(delaytime); } SendChannelUpdate(m_timer); } void Spell::UpdatePointers() { if(m_originalCasterGUID==m_caster->GetGUID()) m_originalCaster = m_caster; else { m_originalCaster = ObjectAccessor::GetUnit(*m_caster,m_originalCasterGUID); if(m_originalCaster && !m_originalCaster->IsInWorld()) m_originalCaster = NULL; } if(m_castItemGUID && m_caster->GetTypeId() == TYPEID_PLAYER) m_CastItem = ((Player*)m_caster)->GetItemByGuid(m_castItemGUID); m_targets.Update(m_caster); } bool Spell::CheckTargetCreatureType(Unit* target) const { uint32 spellCreatureTargetMask = m_spellInfo->TargetCreatureType; // Curse of Doom : not find another way to fix spell target check :/ if(m_spellInfo->SpellFamilyName==SPELLFAMILY_WARLOCK && m_spellInfo->SpellFamilyFlags.IsEqual(0,0x02,0)) { // not allow cast at player if(target->GetTypeId()==TYPEID_PLAYER) return false; spellCreatureTargetMask = 0x7FF; } // Dismiss Pet and Taming Lesson skipped if(m_spellInfo->Id == 2641 || m_spellInfo->Id == 23356) spellCreatureTargetMask = 0; if (spellCreatureTargetMask) { uint32 TargetCreatureType = target->GetCreatureTypeMask(); return !TargetCreatureType || (spellCreatureTargetMask & TargetCreatureType); } return true; } CurrentSpellTypes Spell::GetCurrentContainer() { if (IsNextMeleeSwingSpell()) return(CURRENT_MELEE_SPELL); else if (IsAutoRepeat()) return(CURRENT_AUTOREPEAT_SPELL); else if (IsChanneledSpell(m_spellInfo)) return(CURRENT_CHANNELED_SPELL); else return(CURRENT_GENERIC_SPELL); } bool Spell::CheckTarget(Unit* target, uint32 eff) { // Check targets for creature type mask and remove not appropriate (skip explicit self target case, maybe need other explicit targets) if(m_spellInfo->EffectImplicitTargetA[eff]!=TARGET_UNIT_CASTER) { if (!CheckTargetCreatureType(target)) return false; } // Check 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(((Player*)target)->GetVisibility()==VISIBILITY_OFF) return false; if(((Player*)target)->isGameMaster() && !IsPositiveSpell(m_spellInfo->Id)) return false; } //Do not check LOS for triggered spells if(m_IsTriggeredSpell) return true; //Check targets for LOS visibility (except spells without range limitations ) switch(m_spellInfo->Effect[eff]) { case SPELL_EFFECT_SUMMON_PLAYER: // from anywhere break; case SPELL_EFFECT_DUMMY: if(m_spellInfo->Id!=20577) // Cannibalize break; //fall through case SPELL_EFFECT_RESURRECT_NEW: // player far away, maybe his corpse near? if(target!=m_caster && !target->IsWithinLOSInMap(m_caster)) { if(!m_targets.getCorpseTargetGUID()) return false; Corpse *corpse = ObjectAccessor::GetCorpse(*m_caster,m_targets.getCorpseTargetGUID()); if(!corpse) return false; if(target->GetGUID()!=corpse->GetOwnerGUID()) return false; if(!corpse->IsWithinLOSInMap(m_caster)) return false; } // all ok by some way or another, skip normal check break; default: // normal case // 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!=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<::const_iterator itr= m_UniqueGOTargetInfo.begin();itr != m_UniqueGOTargetInfo.end();++itr) if(itr->effectMask & (1<::const_iterator itr= m_UniqueItemInfo.begin();itr != m_UniqueItemInfo.end();++itr) if(itr->effectMask & (1<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 { // do the action (pass spell to channeling state) m_Spell->handle_immediate(); } // event will be re-added automatically at the end of routine) } else { // run the spell handler and think about what we can do next uint64 t_offset = e_time - m_Spell->GetDelayStart(); uint64 n_offset = m_Spell->handle_delayed(t_offset); if (n_offset) { // re-add us to the queue m_Spell->GetCaster()->m_Events.AddEvent(this, m_Spell->GetDelayStart() + n_offset, false); return(false); // event not complete } // event complete // finish update event will be re-added automatically at the end of routine) } } else { // delaying had just started, record the moment m_Spell->SetDelayStart(e_time); // re-plan the event for the delay moment m_Spell->GetCaster()->m_Events.AddEvent(this, e_time + m_Spell->GetDelayMoment(), false); return(false); // event not complete } } break; default: { // all other states // event will be re-added automatically at the end of routine) } break; } // spell processing not complete, plan event on the next update interval m_Spell->GetCaster()->m_Events.AddEvent(this, e_time + 1, false); return(false); // event not complete } void SpellEvent::Abort(uint64 /*e_time*/) { // oops, the spell we try to do is aborted if (m_Spell->getState() != SPELL_STATE_FINISHED) m_Spell->cancel(); } bool SpellEvent::IsDeletable() const { return m_Spell->IsDeletable(); } bool Spell::IsValidSingleTargetEffect(Unit const* target, Targets type) const { switch(type) { case TARGET_UNIT_TARGET_ENEMY: return !m_caster->IsFriendlyTo(target); case TARGET_UNIT_TARGET_ALLY: case TARGET_UNIT_PARTY_TARGET: return m_caster->IsFriendlyTo(target); case TARGET_UNIT_TARGET_PARTY: return m_caster != target && m_caster->IsInPartyWith(target); case TARGET_UNIT_TARGET_RAID: return m_caster->IsInRaidWith(target); } return true; } bool Spell::IsValidSingleTargetSpell(Unit const* target) const { for(int i = 0; i < 3; ++i) { if(!IsValidSingleTargetEffect(target, Targets(m_spellInfo->EffectImplicitTargetA[i]))) return false; // Need to check B? //if(!IsValidSingleTargetEffect(m_spellInfo->EffectImplicitTargetB[i], target) // return false; } return true; } void Spell::CalculateDamageDoneForAllTargets() { float multiplier[3]; for(int i = 0; i < 3; ++i) { if ( m_applyMultiplierMask & (1 << i) ) { // Get multiplier multiplier[i] = m_spellInfo->DmgMultiplier[i]; // Apply multiplier mods if(m_originalCaster) if(Player* modOwner = m_originalCaster->GetSpellModOwner()) modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_EFFECT_PAST_FIRST, multiplier[i], this); } } bool usesAmmo=true; Unit::AuraEffectList const& Auras = m_caster->GetAurasByType(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) 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); else if (target.missCondition == SPELL_MISS_REFLECT) // In case spell reflect from target, do all effect on caster (if hit) { if (target.reflectResult == SPELL_MISS_NONE) // If reflected spell hit caster -> do all effect on him target.damage += CalculateDamageDone(m_caster, mask, multiplier); } } } int32 Spell::CalculateDamageDone(Unit *unit, const uint32 effectMask, float *multiplier) { int32 damageDone = 0; unitTarget = unit; for(uint32 i = 0; i < 3; ++i) { if (effectMask & (1<Effect[i]) { case SPELL_EFFECT_SCHOOL_DAMAGE: SpellDamageSchoolDmg(i); break; case SPELL_EFFECT_WEAPON_DAMAGE: case SPELL_EFFECT_WEAPON_DAMAGE_NOSCHOOL: case SPELL_EFFECT_NORMALIZED_WEAPON_DMG: case SPELL_EFFECT_WEAPON_PERCENT_DAMAGE: SpellDamageWeaponDmg(i); break; case SPELL_EFFECT_HEAL: SpellDamageHeal(i); break; } if(m_damage > 0) { if(IsAreaEffectTarget[m_spellInfo->EffectImplicitTargetA[i]] || IsAreaEffectTarget[m_spellInfo->EffectImplicitTargetB[i]]) { if(int32 reducedPct = unit->GetMaxNegativeAuraModifier(SPELL_AURA_MOD_AOE_DAMAGE_AVOIDANCE)) m_damage = m_damage * (100 + reducedPct) / 100; } } if(m_applyMultiplierMask & (1 << i)) { m_damage *= m_damageMultipliers[i]; m_damageMultipliers[i] *= multiplier[i]; } damageDone += m_damage; } } return damageDone; } SpellCastResult Spell::CanOpenLock(uint32 effIndex, uint32 lockId, SkillType& skillId, int32& reqSkillValue, int32& skillValue) { if(!lockId) // possible case for GO and maybe for items. return SPELL_CAST_OK; // Get LockInfo LockEntry const *lockInfo = sLockStore.LookupEntry(lockId); if (!lockInfo) return SPELL_FAILED_BAD_TARGETS; bool reqKey = false; // some locks not have reqs for(int j = 0; j < 8; ++j) { switch(lockInfo->Type[j]) { // check key item (many fit cases can be) case LOCK_KEY_ITEM: if(lockInfo->Index[j] && m_CastItem && m_CastItem->GetEntry()==lockInfo->Index[j]) return SPELL_CAST_OK; reqKey = true; break; // check key skill (only single first fit case can be) case LOCK_KEY_SKILL: { reqKey = true; // wrong locktype, skip if(uint32(m_spellInfo->EffectMiscValue[effIndex]) != lockInfo->Index[j]) continue; skillId = SkillByLockType(LockType(lockInfo->Index[j])); if ( skillId != SKILL_NONE ) { // skill bonus provided by casting spell (mostly item spells) // add the damage modifier from the spell casted (cheat lock / skeleton key etc.) (use m_currentBasePoints, CalculateDamage returns wrong value) uint32 spellSkillBonus = uint32(m_currentBasePoints[effIndex]+1); reqSkillValue = lockInfo->Skill[j]; // castitem check: rogue using skeleton keys. the skill values should not be added in this case. skillValue = m_CastItem || m_caster->GetTypeId()!= TYPEID_PLAYER ? 0 : ((Player*)m_caster)->GetSkillValue(skillId); skillValue += spellSkillBonus; if (skillValue < reqSkillValue) return SPELL_FAILED_LOW_CASTLEVEL; } return SPELL_CAST_OK; } } } if(reqKey) return SPELL_FAILED_BAD_TARGETS; return SPELL_CAST_OK; } void Spell::SetSpellValue(SpellValueMod mod, int32 value) { switch(mod) { case SPELLVALUE_BASE_POINT0: m_spellValue->EffectBasePoints[0] = value - int32(m_spellInfo->EffectBaseDice[0]); m_currentBasePoints[0] = m_spellValue->EffectBasePoints[0]; //this should be removed in the future break; case SPELLVALUE_BASE_POINT1: m_spellValue->EffectBasePoints[1] = value - int32(m_spellInfo->EffectBaseDice[1]); m_currentBasePoints[1] = m_spellValue->EffectBasePoints[1]; break; case SPELLVALUE_BASE_POINT2: m_spellValue->EffectBasePoints[2] = value - int32(m_spellInfo->EffectBaseDice[2]); m_currentBasePoints[2] = m_spellValue->EffectBasePoints[2]; break; case SPELLVALUE_RADIUS_MOD: m_spellValue->RadiusMod = (float)value / 10000; break; case SPELLVALUE_MAX_TARGETS: m_spellValue->MaxAffectedTargets = (uint32)value; break; } }