/* * This file is part of the TrinityCore Project. See AUTHORS file for Copyright information * * 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, see . */ #include "Spell.h" #include "Battlefield.h" #include "BattlefieldMgr.h" #include "Battleground.h" #include "CellImpl.h" #include "Common.h" #include "ConditionMgr.h" #include "Containers.h" #include "DatabaseEnv.h" #include "DBCStores.h" #include "DisableMgr.h" #include "DynamicObject.h" #include "G3DPosition.hpp" #include "GameObjectAI.h" #include "GridNotifiers.h" #include "GridNotifiersImpl.h" #include "GameTime.h" #include "InstanceScript.h" #include "Item.h" #include "Log.h" #include "LootMgr.h" #include "MotionMaster.h" #include "ObjectAccessor.h" #include "ObjectMgr.h" #include "Opcodes.h" #include "PathGenerator.h" #include "Pet.h" #include "Player.h" #include "ScriptMgr.h" #include "SharedDefines.h" #include "SpellAuraEffects.h" #include "SpellHistory.h" #include "SpellInfo.h" #include "SpellMgr.h" #include "SpellPackets.h" #include "SpellScript.h" #include "TemporarySummon.h" #include "TradeData.h" #include "Unit.h" #include "UpdateData.h" #include "UpdateMask.h" #include "UniqueTrackablePtr.h" #include "Util.h" #include "Vehicle.h" #include "VMapFactory.h" #include "VMapManager2.h" #include "World.h" #include "WorldPacket.h" #include "WorldSession.h" extern SpellEffectHandlerFn SpellEffectHandlers[TOTAL_SPELL_EFFECTS]; SpellDestination::SpellDestination() { _position.Relocate(0, 0, 0, 0); _transportGUID.Clear(); _transportOffset.Relocate(0, 0, 0, 0); } SpellDestination::SpellDestination(float x, float y, float z, float orientation, uint32 mapId) { _position.Relocate(x, y, z, orientation); _transportGUID.Clear(); _position.m_mapId = mapId; _transportOffset.Relocate(0, 0, 0, 0); } SpellDestination::SpellDestination(Position const& pos) { _position.Relocate(pos); _transportGUID.Clear(); _transportOffset.Relocate(0, 0, 0, 0); } SpellDestination::SpellDestination(WorldObject const& wObj) { _transportGUID = wObj.GetTransGUID(); _transportOffset.Relocate(wObj.GetTransOffsetX(), wObj.GetTransOffsetY(), wObj.GetTransOffsetZ(), wObj.GetTransOffsetO()); _position.Relocate(wObj); } void SpellDestination::Relocate(Position const& pos) { if (_transportGUID) { Position offset; _position.GetPositionOffsetTo(pos, offset); _transportOffset.RelocateOffset(offset); } _position.Relocate(pos); } void SpellDestination::RelocateOffset(Position const& offset) { if (_transportGUID) _transportOffset.RelocateOffset(offset); _position.RelocateOffset(offset); } SpellCastTargets::SpellCastTargets() : m_elevation(0), m_speed(0), m_strTarget() { m_objectTarget = nullptr; m_itemTarget = nullptr; m_itemTargetEntry = 0; m_targetMask = 0; } SpellCastTargets::~SpellCastTargets() { } void SpellCastTargets::Read(ByteBuffer& data, Unit* caster) { data >> m_targetMask; if (m_targetMask == TARGET_FLAG_NONE) return; if (m_targetMask & (TARGET_FLAG_UNIT | TARGET_FLAG_UNIT_MINIPET | TARGET_FLAG_GAMEOBJECT | TARGET_FLAG_CORPSE_ENEMY | TARGET_FLAG_CORPSE_ALLY)) data >> m_objectTargetGUID.ReadAsPacked(); if (m_targetMask & (TARGET_FLAG_ITEM | TARGET_FLAG_TRADE_ITEM)) data >> m_itemTargetGUID.ReadAsPacked(); if (m_targetMask & TARGET_FLAG_SOURCE_LOCATION) { data >> m_src._transportGUID.ReadAsPacked(); if (m_src._transportGUID) data >> m_src._transportOffset.PositionXYZStream(); else data >> m_src._position.PositionXYZStream(); } else { m_src._transportGUID = caster->GetTransGUID(); if (m_src._transportGUID) m_src._transportOffset.Relocate(caster->GetTransOffsetX(), caster->GetTransOffsetY(), caster->GetTransOffsetZ(), caster->GetTransOffsetO()); else m_src._position.Relocate(caster); } if (m_targetMask & TARGET_FLAG_DEST_LOCATION) { data >> m_dst._transportGUID.ReadAsPacked(); if (m_dst._transportGUID) data >> m_dst._transportOffset.PositionXYZStream(); else data >> m_dst._position.PositionXYZStream(); } else { m_dst._transportGUID = caster->GetTransGUID(); if (m_dst._transportGUID) m_dst._transportOffset.Relocate(caster->GetTransOffsetX(), caster->GetTransOffsetY(), caster->GetTransOffsetZ(), caster->GetTransOffsetO()); else m_dst._position.Relocate(caster); } if (m_targetMask & TARGET_FLAG_STRING) data >> m_strTarget; Update(caster); } void SpellCastTargets::Write(WorldPackets::Spells::SpellTargetData& data) { data.Flags = m_targetMask; if (m_targetMask & (TARGET_FLAG_UNIT | TARGET_FLAG_CORPSE_ALLY | TARGET_FLAG_GAMEOBJECT | TARGET_FLAG_CORPSE_ENEMY | TARGET_FLAG_UNIT_MINIPET)) data.Unit = m_objectTargetGUID; if (m_targetMask & (TARGET_FLAG_ITEM | TARGET_FLAG_TRADE_ITEM)) { data.Item.emplace(); if (m_itemTarget) data.Item = m_itemTarget->GetGUID(); } if (m_targetMask & TARGET_FLAG_SOURCE_LOCATION) { data.SrcLocation.emplace(); data.SrcLocation->Transport = m_src._transportGUID; if (!m_src._transportGUID.IsEmpty()) data.SrcLocation->Location = m_src._transportOffset; else data.SrcLocation->Location = m_src._position; } if (m_targetMask & TARGET_FLAG_DEST_LOCATION) { data.DstLocation.emplace(); data.DstLocation->Transport = m_dst._transportGUID; if (m_dst._transportGUID) data.DstLocation->Location = m_dst._transportOffset; else data.DstLocation->Location = m_dst._position; } if (m_targetMask & TARGET_FLAG_STRING) data.Name = m_strTarget; } ObjectGuid SpellCastTargets::GetUnitTargetGUID() const { if (m_objectTargetGUID.IsUnit()) return m_objectTargetGUID; return ObjectGuid::Empty; } Unit* SpellCastTargets::GetUnitTarget() const { if (m_objectTarget) return m_objectTarget->ToUnit(); return nullptr; } void SpellCastTargets::SetUnitTarget(Unit* target) { if (!target) return; m_objectTarget = target; m_objectTargetGUID = target->GetGUID(); m_targetMask |= TARGET_FLAG_UNIT; } ObjectGuid SpellCastTargets::GetGOTargetGUID() const { if (m_objectTargetGUID.IsAnyTypeGameObject()) return m_objectTargetGUID; return ObjectGuid::Empty; } GameObject* SpellCastTargets::GetGOTarget() const { if (m_objectTarget) return m_objectTarget->ToGameObject(); return nullptr; } void SpellCastTargets::SetGOTarget(GameObject* target) { if (!target) return; m_objectTarget = target; m_objectTargetGUID = target->GetGUID(); m_targetMask |= TARGET_FLAG_GAMEOBJECT; } ObjectGuid SpellCastTargets::GetCorpseTargetGUID() const { if (m_objectTargetGUID.IsCorpse()) return m_objectTargetGUID; return ObjectGuid::Empty; } Corpse* SpellCastTargets::GetCorpseTarget() const { if (m_objectTarget) return m_objectTarget->ToCorpse(); return nullptr; } WorldObject* SpellCastTargets::GetObjectTarget() const { return m_objectTarget; } ObjectGuid SpellCastTargets::GetObjectTargetGUID() const { return m_objectTargetGUID; } void SpellCastTargets::RemoveObjectTarget() { m_objectTarget = nullptr; m_objectTargetGUID.Clear(); m_targetMask &= ~(TARGET_FLAG_UNIT_MASK | TARGET_FLAG_CORPSE_MASK | TARGET_FLAG_GAMEOBJECT_MASK); } void SpellCastTargets::SetItemTarget(Item* item) { if (!item) return; m_itemTarget = item; m_itemTargetGUID = item->GetGUID(); m_itemTargetEntry = item->GetEntry(); m_targetMask |= TARGET_FLAG_ITEM; } void SpellCastTargets::SetTradeItemTarget(Player* caster) { m_itemTargetGUID.Set(uint64(TRADE_SLOT_NONTRADED)); m_itemTargetEntry = 0; m_targetMask |= TARGET_FLAG_TRADE_ITEM; Update(caster); } void SpellCastTargets::UpdateTradeSlotItem() { if (m_itemTarget && (m_targetMask & TARGET_FLAG_TRADE_ITEM)) { m_itemTargetGUID = m_itemTarget->GetGUID(); m_itemTargetEntry = m_itemTarget->GetEntry(); } } SpellDestination const* SpellCastTargets::GetSrc() const { return &m_src; } Position const* SpellCastTargets::GetSrcPos() const { return &m_src._position; } void SpellCastTargets::SetSrc(float x, float y, float z) { m_src = SpellDestination(x, y, z); m_targetMask |= TARGET_FLAG_SOURCE_LOCATION; } void SpellCastTargets::SetSrc(Position const& pos) { m_src = SpellDestination(pos); m_targetMask |= TARGET_FLAG_SOURCE_LOCATION; } void SpellCastTargets::SetSrc(WorldObject const& wObj) { m_src = SpellDestination(wObj); m_targetMask |= TARGET_FLAG_SOURCE_LOCATION; } void SpellCastTargets::ModSrc(Position const& pos) { ASSERT(m_targetMask & TARGET_FLAG_SOURCE_LOCATION); m_src.Relocate(pos); } void SpellCastTargets::RemoveSrc() { m_targetMask &= ~(TARGET_FLAG_SOURCE_LOCATION); } SpellDestination const* SpellCastTargets::GetDst() const { return &m_dst; } WorldLocation const* SpellCastTargets::GetDstPos() const { return &m_dst._position; } void SpellCastTargets::SetDst(float x, float y, float z, float orientation, uint32 mapId) { m_dst = SpellDestination(x, y, z, orientation, mapId); m_targetMask |= TARGET_FLAG_DEST_LOCATION; } void SpellCastTargets::SetDst(Position const& pos) { m_dst = SpellDestination(pos); m_targetMask |= TARGET_FLAG_DEST_LOCATION; } void SpellCastTargets::SetDst(WorldObject const& wObj) { m_dst = SpellDestination(wObj); m_targetMask |= TARGET_FLAG_DEST_LOCATION; } void SpellCastTargets::SetDst(SpellDestination const& spellDest) { m_dst = spellDest; m_targetMask |= TARGET_FLAG_DEST_LOCATION; } void SpellCastTargets::SetDst(SpellCastTargets const& spellTargets) { m_dst = spellTargets.m_dst; m_targetMask |= TARGET_FLAG_DEST_LOCATION; } void SpellCastTargets::ModDst(Position const& pos) { ASSERT(m_targetMask & TARGET_FLAG_DEST_LOCATION); m_dst.Relocate(pos); } void SpellCastTargets::ModDst(SpellDestination const& spellDest) { ASSERT(m_targetMask & TARGET_FLAG_DEST_LOCATION); m_dst = spellDest; } void SpellCastTargets::RemoveDst() { m_targetMask &= ~(TARGET_FLAG_DEST_LOCATION); } bool SpellCastTargets::HasSrc() const { return (GetTargetMask() & TARGET_FLAG_SOURCE_LOCATION) != 0; } bool SpellCastTargets::HasDst() const { return (GetTargetMask() & TARGET_FLAG_DEST_LOCATION) != 0; } void SpellCastTargets::Update(WorldObject* caster) { m_objectTarget = (m_objectTargetGUID == caster->GetGUID()) ? caster : ObjectAccessor::GetWorldObject(*caster, m_objectTargetGUID); m_itemTarget = nullptr; if (caster->GetTypeId() == TYPEID_PLAYER) { Player* player = caster->ToPlayer(); if (m_targetMask & TARGET_FLAG_ITEM) m_itemTarget = player->GetItemByGuid(m_itemTargetGUID); else if (m_targetMask & TARGET_FLAG_TRADE_ITEM) if (m_itemTargetGUID.GetRawValue() == TRADE_SLOT_NONTRADED) // here it is not guid but slot. Also prevents hacking slots if (TradeData* pTrade = player->GetTradeData()) m_itemTarget = pTrade->GetTraderData()->GetItem(TRADE_SLOT_NONTRADED); if (m_itemTarget) m_itemTargetEntry = m_itemTarget->GetEntry(); } // update positions by transport move if (HasSrc() && m_src._transportGUID) { if (WorldObject* transport = ObjectAccessor::GetWorldObject(*caster, m_src._transportGUID)) { m_src._position.Relocate(transport); m_src._position.RelocateOffset(m_src._transportOffset); } } if (HasDst() && m_dst._transportGUID) { if (WorldObject* transport = ObjectAccessor::GetWorldObject(*caster, m_dst._transportGUID)) { m_dst._position.Relocate(transport); m_dst._position.RelocateOffset(m_dst._transportOffset); } } } SpellValue::SpellValue(SpellInfo const* proto) { for (SpellEffectInfo const& spellEffectInfo : proto->GetEffects()) EffectBasePoints[spellEffectInfo.EffectIndex] = spellEffectInfo.BasePoints; MaxAffectedTargets = proto->MaxAffectedTargets; RadiusMod = 1.0f; AuraStackAmount = 1; CriticalChance = 0.0f; } class TC_GAME_API SpellEvent : public BasicEvent { public: explicit SpellEvent(Spell* spell); ~SpellEvent(); bool Execute(uint64 e_time, uint32 p_time) override; void Abort(uint64 e_time) override; bool IsDeletable() const override; Spell const* GetSpell() const { return m_Spell.get(); } Trinity::unique_weak_ptr GetSpellWeakPtr() const { return m_Spell; } std::string GetDebugInfo() const { return m_Spell->GetDebugInfo(); } protected: Trinity::unique_trackable_ptr m_Spell; }; Spell::Spell(WorldObject* caster, SpellInfo const* info, TriggerCastFlags triggerFlags, ObjectGuid originalCasterGUID) : m_spellInfo(sSpellMgr->GetSpellForDifficultyFromSpell(info, caster)), m_caster((info->HasAttribute(SPELL_ATTR6_CAST_BY_CHARMER) && caster->GetCharmerOrOwner()) ? caster->GetCharmerOrOwner() : caster) , m_spellValue(new SpellValue(m_spellInfo)), _spellEvent(nullptr) { m_customError = SPELL_CUSTOM_ERROR_NONE; m_fromClient = false; m_selfContainer = nullptr; m_referencedFromCurrentSpell = false; m_executedCurrently = false; m_needComboPoints = m_spellInfo->NeedsComboPoints(); m_comboTarget = nullptr; m_comboPointGain = 0; m_delayStart = 0; m_delayAtDamageCount = 0; m_applyMultiplierMask = 0; m_auraScaleMask = 0; memset(m_damageMultipliers, 0, sizeof(m_damageMultipliers)); // Get data for type of attack m_attackType = info->GetAttackType(); m_spellSchoolMask = info->GetSchoolMask(); // Can be override for some spell (wand shoot for example) if (Player const* playerCaster = m_caster->ToPlayer()) { // wand case if (m_attackType == RANGED_ATTACK) if ((playerCaster->GetClassMask() & CLASSMASK_WAND_USERS) != 0) if (Item* pItem = playerCaster->GetWeaponForAttack(RANGED_ATTACK)) m_spellSchoolMask = SpellSchoolMask(1 << pItem->GetTemplate()->Damage[0].DamageType); } if (originalCasterGUID) m_originalCasterGUID = originalCasterGUID; else m_originalCasterGUID = m_caster->GetGUID(); if (m_originalCasterGUID == m_caster->GetGUID()) m_originalCaster = m_caster->ToUnit(); else { m_originalCaster = ObjectAccessor::GetUnit(*m_caster, m_originalCasterGUID); if (m_originalCaster && !m_originalCaster->IsInWorld()) m_originalCaster = nullptr; } m_spellState = SPELL_STATE_NULL; _triggeredCastFlags = triggerFlags; if (info->HasAttribute(SPELL_ATTR4_CAN_CAST_WHILE_CASTING)) _triggeredCastFlags = TriggerCastFlags(uint32(_triggeredCastFlags) | TRIGGERED_IGNORE_CAST_IN_PROGRESS | TRIGGERED_CAST_DIRECTLY); m_CastItem = nullptr; m_castItemGUID.Clear(); m_castItemEntry = 0; unitTarget = nullptr; itemTarget = nullptr; gameObjTarget = nullptr; m_corpseTarget = nullptr; destTarget = nullptr; damage = 0; targetMissInfo = SPELL_MISS_NONE; effectHandleMode = SPELL_EFFECT_HANDLE_LAUNCH; effectInfo = nullptr; m_damage = 0; m_healing = 0; m_procAttacker = 0; m_procVictim = 0; m_hitMask = 0; focusObject = nullptr; m_cast_count = 0; m_glyphIndex = 0; m_triggeredByAuraSpell = nullptr; _spellAura = nullptr; _dynObjAura = nullptr; //Auto Shot & Shoot (wand) m_autoRepeat = m_spellInfo->IsAutoRepeatRangedSpell(); m_runesState = 0; m_powerCost = 0; // setup to correct value in Spell::prepare, must not be used before. m_casttime = 0; // setup to correct value in Spell::prepare, must not be used before. m_timer = 0; // will set to castime in prepare m_channeledDuration = 0; // will be setup in Spell::handle_immediate m_immediateHandled = false; m_channelTargetEffectMask = 0; // Determine if spell can be reflected back to the caster // Patch 1.2 notes: Spell Reflection no longer reflects abilities m_canReflect = caster->IsUnit() && m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MAGIC && !m_spellInfo->HasAttribute(SPELL_ATTR0_ABILITY) && !m_spellInfo->HasAttribute(SPELL_ATTR1_CANT_BE_REFLECTED) && !m_spellInfo->HasAttribute(SPELL_ATTR0_UNAFFECTED_BY_INVULNERABILITY) && !m_spellInfo->IsPassive(); CleanupTargetList(); memset(m_effectExecuteData, 0, MAX_SPELL_EFFECTS * sizeof(ByteBuffer*)); for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) m_destTargets[i] = SpellDestination(*m_caster); } Spell::~Spell() { // unload scripts for (auto itr = m_loadedScripts.begin(); itr != m_loadedScripts.end(); ++itr) { (*itr)->_Unload(); delete (*itr); } if (m_referencedFromCurrentSpell && m_selfContainer && *m_selfContainer == this) { // Clean the reference to avoid later crash. // If this error is repeating, we may have to add an ASSERT to better track down how we get into this case. TC_LOG_ERROR("spells", "SPELL: deleting spell for spell ID {}. However, spell still referenced.", m_spellInfo->Id); *m_selfContainer = nullptr; } if (m_caster && m_caster->GetTypeId() == TYPEID_PLAYER) ASSERT(m_caster->ToPlayer()->m_spellModTakingSpell != this); delete m_spellValue; // missing cleanup somewhere, mem leaks so let's crash AssertEffectExecuteData(); } void Spell::InitExplicitTargets(SpellCastTargets const& targets) { m_targets = targets; // this function tries to correct spell explicit targets for spell // client doesn't send explicit targets correctly sometimes - we need to fix such spells serverside // this also makes sure that we correctly send explicit targets to client (removes redundant data) uint32 neededTargets = m_spellInfo->GetExplicitTargetMask(); if (WorldObject* target = m_targets.GetObjectTarget()) { // check if object target is valid with needed target flags // for unit case allow corpse target mask because player with not released corpse is a unit target if ((target->ToUnit() && !(neededTargets & (TARGET_FLAG_UNIT_MASK | TARGET_FLAG_CORPSE_MASK))) || (target->ToGameObject() && !(neededTargets & TARGET_FLAG_GAMEOBJECT_MASK)) || (target->ToCorpse() && !(neededTargets & TARGET_FLAG_CORPSE_MASK))) m_targets.RemoveObjectTarget(); } else { // try to select correct unit target if not provided by client or by serverside cast if (neededTargets & (TARGET_FLAG_UNIT_MASK)) { Unit* unit = nullptr; // try to use player selection as a target if (Player* playerCaster = m_caster->ToPlayer()) { // selection has to be found and to be valid target for the spell if (Unit* selectedUnit = ObjectAccessor::GetUnit(*m_caster, playerCaster->GetTarget())) if (m_spellInfo->CheckExplicitTarget(m_caster, selectedUnit) == SPELL_CAST_OK) unit = selectedUnit; } // try to use attacked unit as a target else if ((m_caster->GetTypeId() == TYPEID_UNIT) && neededTargets & (TARGET_FLAG_UNIT_ENEMY | TARGET_FLAG_UNIT)) unit = m_caster->ToCreature()->GetVictim(); // didn't find anything - let's use self as target if (!unit && (neededTargets & (TARGET_FLAG_UNIT_ENEMY | TARGET_FLAG_UNIT_DEAD | TARGET_FLAG_UNIT_MINIPET | TARGET_FLAG_UNIT_PASSENGER)) == 0) unit = m_caster->ToUnit(); m_targets.SetUnitTarget(unit); } } // check if spell needs dst target if (neededTargets & TARGET_FLAG_DEST_LOCATION) { // and target isn't set if (!m_targets.HasDst()) { // try to use unit target if provided if (WorldObject* target = targets.GetObjectTarget()) m_targets.SetDst(*target); // or use self if not available else m_targets.SetDst(*m_caster); } } else m_targets.RemoveDst(); if (neededTargets & TARGET_FLAG_SOURCE_LOCATION) { if (!targets.HasSrc()) m_targets.SetSrc(*m_caster); } else m_targets.RemoveSrc(); } void Spell::SelectExplicitTargets() { // here go all explicit target changes made to explicit targets after spell prepare phase is finished if (Unit* target = m_targets.GetUnitTarget()) { // check for explicit target redirection, for Grounding Totem for example if ((m_spellInfo->GetExplicitTargetMask() & TARGET_FLAG_UNIT_ENEMY) || ((m_spellInfo->GetExplicitTargetMask() & TARGET_FLAG_UNIT) && !m_caster->IsFriendlyTo(target))) { Unit* redirect = nullptr; switch (m_spellInfo->DmgClass) { case SPELL_DAMAGE_CLASS_MAGIC: redirect = m_caster->GetMagicHitRedirectTarget(target, m_spellInfo); break; case SPELL_DAMAGE_CLASS_MELEE: case SPELL_DAMAGE_CLASS_RANGED: // should gameobjects cast damagetype melee/ranged spells this needs to be changed redirect = ASSERT_NOTNULL(m_caster->ToUnit())->GetMeleeHitRedirectTarget(target, m_spellInfo); break; default: break; } if (redirect && (redirect != target)) m_targets.SetUnitTarget(redirect); } } } void Spell::SelectSpellTargets() { // select targets for cast phase SelectExplicitTargets(); uint32 processedEffectsMaskForSpell = 0; for (SpellEffectInfo const& spellEffectInfo : m_spellInfo->GetEffects()) { // not call for empty effect. // Also some spells use not used effect targets for store targets for dummy effect in triggered spells if (!spellEffectInfo.IsEffect()) continue; // set expected type of implicit targets to be sent to client uint32 implicitTargetMask = GetTargetFlagMask(spellEffectInfo.TargetA.GetObjectType()) | GetTargetFlagMask(spellEffectInfo.TargetB.GetObjectType()); if (implicitTargetMask & TARGET_FLAG_UNIT) m_targets.SetTargetFlag(TARGET_FLAG_UNIT); if (implicitTargetMask & (TARGET_FLAG_GAMEOBJECT | TARGET_FLAG_GAMEOBJECT_ITEM)) m_targets.SetTargetFlag(TARGET_FLAG_GAMEOBJECT); uint32 implicitTargetEffectMaskToSelect = [&] { uint32 effectMask = 1u << spellEffectInfo.EffectIndex; // set the same target list for all effects // some spells appear to need this, however this requires more research std::array const& effects = GetSpellInfo()->GetEffects(); // choose which targets we can select at once for (uint32 j = spellEffectInfo.EffectIndex + 1; j < effects.size(); ++j) { if (effects[j].IsEffect() && spellEffectInfo.TargetA.GetTarget() == effects[j].TargetA.GetTarget() && spellEffectInfo.TargetB.GetTarget() == effects[j].TargetB.GetTarget() && spellEffectInfo.ImplicitTargetConditions == effects[j].ImplicitTargetConditions && CheckScriptEffectImplicitTargets(spellEffectInfo.EffectIndex, j)) { auto shouldCheckRadius = [](SpellImplicitTargetInfo const& targetInfo) { switch (targetInfo.GetSelectionCategory()) { case TARGET_SELECT_CATEGORY_NEARBY: case TARGET_SELECT_CATEGORY_CONE: case TARGET_SELECT_CATEGORY_AREA: return true; default: break; } return false; }; if (shouldCheckRadius(spellEffectInfo.TargetA) || shouldCheckRadius(spellEffectInfo.TargetB)) if (spellEffectInfo.CalcRadius(m_caster) != effects[j].CalcRadius(m_caster)) continue; effectMask |= 1 << j; } } return effectMask; }(); implicitTargetEffectMaskToSelect &= ~processedEffectsMaskForSpell; if (implicitTargetEffectMaskToSelect) { SelectEffectImplicitTargets(spellEffectInfo, spellEffectInfo.TargetA, implicitTargetEffectMaskToSelect); SelectEffectImplicitTargets(spellEffectInfo, spellEffectInfo.TargetB, implicitTargetEffectMaskToSelect); processedEffectsMaskForSpell |= implicitTargetEffectMaskToSelect; } // Select targets of effect based on effect type // those are used when no valid target could be added for spell effect based on spell target type // some spell effects use explicit target as a default target added to target map (like SPELL_EFFECT_LEARN_SPELL) // some spell effects add target to target map only when target type specified (like SPELL_EFFECT_WEAPON) // some spell effects don't add anything to target map (confirmed with sniffs) (like SPELL_EFFECT_DESTROY_ALL_TOTEMS) SelectEffectTypeImplicitTargets(spellEffectInfo); if (m_targets.HasDst()) AddDestTarget(*m_targets.GetDst(), spellEffectInfo.EffectIndex); if (implicitTargetEffectMaskToSelect && (spellEffectInfo.TargetA.GetObjectType() == TARGET_OBJECT_TYPE_UNIT || spellEffectInfo.TargetA.GetObjectType() == TARGET_OBJECT_TYPE_UNIT_AND_DEST || spellEffectInfo.TargetB.GetObjectType() == TARGET_OBJECT_TYPE_UNIT || spellEffectInfo.TargetB.GetObjectType() == TARGET_OBJECT_TYPE_UNIT_AND_DEST)) { if (m_spellInfo->HasAttribute(SPELL_ATTR1_REQUIRE_ALL_TARGETS)) { bool noTargetFound = std::ranges::none_of(m_UniqueTargetInfo, [implicitTargetEffectMaskToSelect](TargetInfo const& target) { return target.EffectMask & implicitTargetEffectMaskToSelect; }); if (noTargetFound) { SendCastResult(SPELL_FAILED_BAD_IMPLICIT_TARGETS); finish(false); return; } } if (m_spellInfo->HasAttribute(SPELL_ATTR2_FAIL_ON_ALL_TARGETS_IMMUNE)) { bool anyNonImmuneTargetFound = std::ranges::any_of(m_UniqueTargetInfo, [implicitTargetEffectMaskToSelect](TargetInfo const& target) { return target.EffectMask & implicitTargetEffectMaskToSelect && target.MissCondition != SPELL_MISS_IMMUNE && target.MissCondition != SPELL_MISS_IMMUNE2; }); if (!anyNonImmuneTargetFound) { SendCastResult(SPELL_FAILED_IMMUNE); finish(false); return; } } } if (m_spellInfo->IsChanneled()) { // maybe do this for all spells? if (!focusObject && m_UniqueTargetInfo.empty() && m_UniqueGOTargetInfo.empty() && m_UniqueItemInfo.empty() && !m_targets.HasDst()) { SendCastResult(SPELL_FAILED_BAD_IMPLICIT_TARGETS); finish(false); return; } uint8 mask = (1 << spellEffectInfo.EffectIndex); for (auto ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit) { if (ihit->EffectMask & mask) { m_channelTargetEffectMask |= mask; break; } } } else if (m_auraScaleMask) { bool checkLvl = !m_UniqueTargetInfo.empty(); m_UniqueTargetInfo.erase(std::remove_if(std::begin(m_UniqueTargetInfo), std::end(m_UniqueTargetInfo), [&](TargetInfo const& targetInfo) -> bool { // remove targets which did not pass min level check if (m_auraScaleMask && targetInfo.EffectMask == m_auraScaleMask) { // Do not check for selfcast if (!targetInfo.ScaleAura && targetInfo.TargetGUID != m_caster->GetGUID()) return true; } return false; }), std::end(m_UniqueTargetInfo)); if (checkLvl && m_UniqueTargetInfo.empty()) { SendCastResult(SPELL_FAILED_LOWLEVEL); finish(false); } } } if (uint64 dstDelay = CalculateDelayMomentForDst()) m_delayMoment = dstDelay; } uint64 Spell::CalculateDelayMomentForDst() const { if (m_targets.HasDst()) { if (m_targets.HasTraj()) { float speed = m_targets.GetSpeedXY(); if (speed > 0.0f) return uint64(std::floor(m_targets.GetDist2d() / speed * 1000.0f)); } else if (m_spellInfo->Speed > 0.0f) { // We should not subtract caster size from dist calculation (fixes execution time desync with animation on client, eg. Malleable Goo cast by PP) float dist = m_caster->GetExactDist(*m_targets.GetDstPos()); return uint64(std::floor(dist / m_spellInfo->Speed * 1000.0f)); } } return 0; } void Spell::RecalculateDelayMomentForDst() { m_delayMoment = CalculateDelayMomentForDst(); m_caster->m_Events.ModifyEventTime(_spellEvent, Milliseconds(GetDelayStart() + m_delayMoment)); } void Spell::SelectEffectImplicitTargets(SpellEffectInfo const& spellEffectInfo, SpellImplicitTargetInfo const& targetType, uint32 effectMask) { if (!targetType.GetTarget()) return; switch (targetType.GetSelectionCategory()) { case TARGET_SELECT_CATEGORY_CHANNEL: SelectImplicitChannelTargets(spellEffectInfo, targetType, effectMask); break; case TARGET_SELECT_CATEGORY_NEARBY: SelectImplicitNearbyTargets(spellEffectInfo, targetType, effectMask); break; case TARGET_SELECT_CATEGORY_CONE: SelectImplicitConeTargets(spellEffectInfo, targetType, effectMask); break; case TARGET_SELECT_CATEGORY_AREA: SelectImplicitAreaTargets(spellEffectInfo, targetType, effectMask); break; case TARGET_SELECT_CATEGORY_TRAJ: // just in case there is no dest, explanation in SelectImplicitDestDestTargets CheckDst(); SelectImplicitTrajTargets(spellEffectInfo, targetType); break; case TARGET_SELECT_CATEGORY_DEFAULT: switch (targetType.GetObjectType()) { case TARGET_OBJECT_TYPE_SRC: switch (targetType.GetReferenceType()) { case TARGET_REFERENCE_TYPE_CASTER: m_targets.SetSrc(*m_caster); break; default: ABORT_MSG("Spell::SelectEffectImplicitTargets: received not implemented select target reference type for TARGET_TYPE_OBJECT_SRC"); break; } break; case TARGET_OBJECT_TYPE_DEST: switch (targetType.GetReferenceType()) { case TARGET_REFERENCE_TYPE_CASTER: SelectImplicitCasterDestTargets(spellEffectInfo, targetType); break; case TARGET_REFERENCE_TYPE_TARGET: SelectImplicitTargetDestTargets(spellEffectInfo, targetType); break; case TARGET_REFERENCE_TYPE_DEST: SelectImplicitDestDestTargets(spellEffectInfo, targetType); break; default: ABORT_MSG("Spell::SelectEffectImplicitTargets: received not implemented select target reference type for TARGET_TYPE_OBJECT_DEST"); break; } break; default: switch (targetType.GetReferenceType()) { case TARGET_REFERENCE_TYPE_CASTER: SelectImplicitCasterObjectTargets(spellEffectInfo, targetType, effectMask); break; case TARGET_REFERENCE_TYPE_TARGET: SelectImplicitTargetObjectTargets(spellEffectInfo, targetType, effectMask); break; default: ABORT_MSG("Spell::SelectEffectImplicitTargets: received not implemented select target reference type for TARGET_TYPE_OBJECT"); break; } break; } break; case TARGET_SELECT_CATEGORY_NYI: TC_LOG_DEBUG("spells", "SPELL: target type {}, found in spellID {}, effect {} is not implemented yet!", m_spellInfo->Id, uint32(spellEffectInfo.EffectIndex), targetType.GetTarget()); break; default: ABORT_MSG("Spell::SelectEffectImplicitTargets: received not implemented select target category"); break; } } void Spell::SelectImplicitChannelTargets(SpellEffectInfo const& spellEffectInfo, SpellImplicitTargetInfo const& targetType, uint32 effMask) { if (targetType.GetReferenceType() != TARGET_REFERENCE_TYPE_CASTER) { ABORT_MSG("Spell::SelectImplicitChannelTargets: received not implemented target reference type"); return; } Spell* channeledSpell = m_originalCaster->GetCurrentSpell(CURRENT_CHANNELED_SPELL); if (!channeledSpell) { TC_LOG_DEBUG("spells", "Spell::SelectImplicitChannelTargets: cannot find channel spell for spell ID {}, effect {}", m_spellInfo->Id, uint32(spellEffectInfo.EffectIndex)); return; } switch (targetType.GetTarget()) { case TARGET_UNIT_CHANNEL_TARGET: { WorldObject* target = ObjectAccessor::GetUnit(*m_caster, m_originalCaster->GetChannelObjectGuid()); CallScriptObjectTargetSelectHandlers(target, spellEffectInfo.EffectIndex, targetType); // unit target may be no longer avalible - teleported out of map for example if (target && target->ToUnit()) AddUnitTarget(target->ToUnit(), effMask); else TC_LOG_DEBUG("spells", "SPELL: cannot find channel spell target for spell ID {}, effect {}", m_spellInfo->Id, uint32(spellEffectInfo.EffectIndex)); break; } case TARGET_DEST_CHANNEL_TARGET: if (channeledSpell->m_targets.HasDst()) m_targets.SetDst(channeledSpell->m_targets); else if (WorldObject* target = ObjectAccessor::GetWorldObject(*m_caster, m_originalCaster->GetChannelObjectGuid())) { CallScriptObjectTargetSelectHandlers(target, spellEffectInfo.EffectIndex, targetType); if (target) { SpellDestination dest(*target); CallScriptDestinationTargetSelectHandlers(dest, spellEffectInfo.EffectIndex, targetType); m_targets.SetDst(dest); } } else TC_LOG_DEBUG("spells", "SPELL: cannot find channel spell destination for spell ID {}, effect {}", m_spellInfo->Id, uint32(spellEffectInfo.EffectIndex)); break; case TARGET_DEST_CHANNEL_CASTER: { SpellDestination dest(*channeledSpell->GetCaster()); CallScriptDestinationTargetSelectHandlers(dest, spellEffectInfo.EffectIndex, targetType); m_targets.SetDst(dest); break; } default: ABORT_MSG("Spell::SelectImplicitChannelTargets: received not implemented target type"); break; } } void Spell::SelectImplicitNearbyTargets(SpellEffectInfo const& spellEffectInfo, SpellImplicitTargetInfo const& targetType, uint32 effMask) { if (targetType.GetReferenceType() != TARGET_REFERENCE_TYPE_CASTER) { ABORT_MSG("Spell::SelectImplicitNearbyTargets: received not implemented target reference type"); return; } float range = 0.0f; switch (targetType.GetCheckType()) { case TARGET_CHECK_ENEMY: range = m_spellInfo->GetMaxRange(false, m_caster, this); break; case TARGET_CHECK_ALLY: case TARGET_CHECK_PARTY: case TARGET_CHECK_RAID: case TARGET_CHECK_RAID_CLASS: range = m_spellInfo->GetMaxRange(true, m_caster, this); break; case TARGET_CHECK_ENTRY: case TARGET_CHECK_DEFAULT: range = m_spellInfo->GetMaxRange(IsPositive(), m_caster, this); break; default: ABORT_MSG("Spell::SelectImplicitNearbyTargets: received not implemented selection check type"); break; } ConditionContainer* condList = spellEffectInfo.ImplicitTargetConditions; // handle emergency case - try to use other provided targets if no conditions provided if (targetType.GetCheckType() == TARGET_CHECK_ENTRY && (!condList || condList->empty())) { TC_LOG_DEBUG("spells", "Spell::SelectImplicitNearbyTargets: no conditions entry for target with TARGET_CHECK_ENTRY of spell ID {}, effect {} - selecting default targets", m_spellInfo->Id, uint32(spellEffectInfo.EffectIndex)); switch (targetType.GetObjectType()) { case TARGET_OBJECT_TYPE_GOBJ: if (m_spellInfo->RequiresSpellFocus) { if (focusObject) AddGOTarget(focusObject, effMask); else { SendCastResult(SPELL_FAILED_BAD_IMPLICIT_TARGETS); finish(false); } return; } break; case TARGET_OBJECT_TYPE_DEST: if (m_spellInfo->RequiresSpellFocus) { if (focusObject) { SpellDestination dest(*focusObject); CallScriptDestinationTargetSelectHandlers(dest, spellEffectInfo.EffectIndex, targetType); m_targets.SetDst(dest); } else { SendCastResult(SPELL_FAILED_BAD_IMPLICIT_TARGETS); finish(false); } return; } break; default: break; } } WorldObject* target = SearchNearbyTarget(range, targetType.GetObjectType(), targetType.GetCheckType(), condList); if (!target) { TC_LOG_DEBUG("spells", "Spell::SelectImplicitNearbyTargets: cannot find nearby target for spell ID {}, effect {}", m_spellInfo->Id, uint32(spellEffectInfo.EffectIndex)); SendCastResult(SPELL_FAILED_BAD_IMPLICIT_TARGETS); finish(false); return; } CallScriptObjectTargetSelectHandlers(target, spellEffectInfo.EffectIndex, targetType); if (!target) { TC_LOG_DEBUG("spells", "Spell::SelectImplicitNearbyTargets: OnObjectTargetSelect script hook for spell Id {} set NULL target, effect {}", m_spellInfo->Id, uint32(spellEffectInfo.EffectIndex)); SendCastResult(SPELL_FAILED_BAD_IMPLICIT_TARGETS); finish(false); return; } switch (targetType.GetObjectType()) { case TARGET_OBJECT_TYPE_UNIT: if (Unit* unit = target->ToUnit()) AddUnitTarget(unit, effMask, true, false); else { TC_LOG_DEBUG("spells", "Spell::SelectImplicitNearbyTargets: OnObjectTargetSelect script hook for spell Id {} set object of wrong type, expected unit, got {}, effect {}", m_spellInfo->Id, target->GetGUID().GetTypeName(), effMask); SendCastResult(SPELL_FAILED_BAD_IMPLICIT_TARGETS); finish(false); return; } break; case TARGET_OBJECT_TYPE_GOBJ: if (GameObject* gobjTarget = target->ToGameObject()) AddGOTarget(gobjTarget, effMask); else { TC_LOG_DEBUG("spells", "Spell::SelectImplicitNearbyTargets: OnObjectTargetSelect script hook for spell Id {} set object of wrong type, expected gameobject, got {}, effect {}", m_spellInfo->Id, target->GetGUID().GetTypeName(), effMask); SendCastResult(SPELL_FAILED_BAD_IMPLICIT_TARGETS); finish(false); return; } break; case TARGET_OBJECT_TYPE_CORPSE: if (Corpse* corpseTarget = target->ToCorpse()) AddCorpseTarget(corpseTarget, effMask); else { TC_LOG_DEBUG("spells", "Spell::SelectImplicitNearbyTargets: OnObjectTargetSelect script hook for spell Id {} set object of wrong type, expected corpse, got {}, effect {}", m_spellInfo->Id, target->GetGUID().GetTypeName(), effMask); SendCastResult(SPELL_FAILED_BAD_IMPLICIT_TARGETS); finish(false); return; } break; case TARGET_OBJECT_TYPE_DEST: { SpellDestination dest(*target); CallScriptDestinationTargetSelectHandlers(dest, spellEffectInfo.EffectIndex, targetType); m_targets.SetDst(dest); break; } default: ABORT_MSG("Spell::SelectImplicitNearbyTargets: received not implemented target object type"); break; } SelectImplicitChainTargets(spellEffectInfo, targetType, target, effMask); } void Spell::SelectImplicitConeTargets(SpellEffectInfo const& spellEffectInfo, SpellImplicitTargetInfo const& targetType, uint32 effMask) { if (targetType.GetReferenceType() != TARGET_REFERENCE_TYPE_CASTER) { ABORT_MSG("Spell::SelectImplicitConeTargets: received not implemented target reference type"); return; } std::list targets; SpellTargetObjectTypes objectType = targetType.GetObjectType(); SpellTargetCheckTypes selectionType = targetType.GetCheckType(); ConditionContainer* condList = spellEffectInfo.ImplicitTargetConditions; float coneAngle = float(M_PI) / 2.f; float radius = spellEffectInfo.CalcRadius(m_caster); // Workaround for some spells that don't have RadiusEntry set in dbc (but SpellRange instead) if (G3D::fuzzyEq(radius, 0.f)) radius = m_spellInfo->GetMaxRange(m_spellInfo->IsPositiveEffect(spellEffectInfo.EffectIndex), m_caster, this); radius *= m_spellValue->RadiusMod; if (uint32 containerTypeMask = GetSearcherTypeMask(objectType, condList)) { float extraSearchRadius = radius > 0.0f ? EXTRA_CELL_SEARCH_RADIUS : 0.0f; Trinity::WorldObjectSpellConeTargetCheck check(coneAngle, radius, m_caster, m_spellInfo, selectionType, condList); Trinity::WorldObjectListSearcher searcher(m_caster, targets, check, containerTypeMask); SearchTargets >(searcher, containerTypeMask, m_caster, m_caster, radius + extraSearchRadius); CallScriptObjectAreaTargetSelectHandlers(targets, spellEffectInfo.EffectIndex, targetType); if (!targets.empty()) { // Other special target selection goes here if (uint32 maxTargets = m_spellValue->MaxAffectedTargets) { if (Unit* unitCaster = m_caster->ToUnit()) maxTargets += unitCaster->GetTotalAuraModifierByAffectMask(SPELL_AURA_MOD_MAX_AFFECTED_TARGETS, m_spellInfo); Trinity::Containers::RandomResize(targets, maxTargets); } for (WorldObject* itr : targets) { if (Unit* unit = itr->ToUnit()) AddUnitTarget(unit, effMask, false); else if (GameObject* gObjTarget = itr->ToGameObject()) AddGOTarget(gObjTarget, effMask); else if (Corpse* corpse = itr->ToCorpse()) AddCorpseTarget(corpse, effMask); } } } } void Spell::SelectImplicitAreaTargets(SpellEffectInfo const& spellEffectInfo, SpellImplicitTargetInfo const& targetType, uint32 effMask) { WorldObject* referer = nullptr; switch (targetType.GetReferenceType()) { case TARGET_REFERENCE_TYPE_SRC: case TARGET_REFERENCE_TYPE_DEST: case TARGET_REFERENCE_TYPE_CASTER: referer = m_caster; break; case TARGET_REFERENCE_TYPE_TARGET: referer = m_targets.GetUnitTarget(); break; case TARGET_REFERENCE_TYPE_LAST: { // find last added target for this effect for (auto ihit = m_UniqueTargetInfo.rbegin(); ihit != m_UniqueTargetInfo.rend(); ++ihit) { if (ihit->EffectMask & (1 << spellEffectInfo.EffectIndex)) { referer = ObjectAccessor::GetUnit(*m_caster, ihit->TargetGUID); break; } } break; } default: ABORT_MSG("Spell::SelectImplicitAreaTargets: received not implemented target reference type"); return; } if (!referer) return; Position const* center = nullptr; switch (targetType.GetReferenceType()) { case TARGET_REFERENCE_TYPE_SRC: center = m_targets.GetSrcPos(); break; case TARGET_REFERENCE_TYPE_DEST: center = m_targets.GetDstPos(); break; case TARGET_REFERENCE_TYPE_CASTER: case TARGET_REFERENCE_TYPE_TARGET: case TARGET_REFERENCE_TYPE_LAST: center = referer; break; default: ABORT_MSG("Spell::SelectImplicitAreaTargets: received not implemented target reference type"); return; } std::list targets; float radius = spellEffectInfo.CalcRadius(m_caster); // Workaround for some spells that don't have RadiusEntry set in dbc (but SpellRange instead) if (G3D::fuzzyEq(radius, 0.f)) radius = m_spellInfo->GetMaxRange(m_spellInfo->IsPositiveEffect(spellEffectInfo.EffectIndex), m_caster, this); radius *= m_spellValue->RadiusMod; SearchAreaTargets(targets, radius, center, referer, targetType.GetObjectType(), targetType.GetCheckType(), spellEffectInfo.ImplicitTargetConditions); CallScriptObjectAreaTargetSelectHandlers(targets, spellEffectInfo.EffectIndex, targetType); if (!targets.empty()) { // Other special target selection goes here if (uint32 maxTargets = m_spellValue->MaxAffectedTargets) { if (Unit* unitCaster = m_caster->ToUnit()) maxTargets += unitCaster->GetTotalAuraModifierByAffectMask(SPELL_AURA_MOD_MAX_AFFECTED_TARGETS, m_spellInfo); Trinity::Containers::RandomResize(targets, maxTargets); } for (WorldObject* itr : targets) { if (Unit* unit = itr->ToUnit()) AddUnitTarget(unit, effMask, false, true, center); else if (GameObject* gObjTarget = itr->ToGameObject()) AddGOTarget(gObjTarget, effMask); else if (Corpse* corpse = itr->ToCorpse()) AddCorpseTarget(corpse, effMask); } } } void Spell::SelectImplicitCasterDestTargets(SpellEffectInfo const& spellEffectInfo, SpellImplicitTargetInfo const& targetType) { SpellDestination dest(*m_caster); switch (targetType.GetTarget()) { case TARGET_DEST_CASTER: break; case TARGET_DEST_HOME: if (Player* playerCaster = m_caster->ToPlayer()) dest = SpellDestination(playerCaster->m_homebindX, playerCaster->m_homebindY, playerCaster->m_homebindZ, playerCaster->GetOrientation(), playerCaster->m_homebindMapId); break; case TARGET_DEST_DB: if (SpellTargetPosition const* st = sSpellMgr->GetSpellTargetPosition(m_spellInfo->Id, spellEffectInfo.EffectIndex)) { /// @todo fix this check if (m_spellInfo->HasEffect(SPELL_EFFECT_TELEPORT_UNITS) || m_spellInfo->HasEffect(SPELL_EFFECT_BIND)) dest = SpellDestination(st->target_X, st->target_Y, st->target_Z, st->target_Orientation, (int32)st->target_mapId); else if (st->target_mapId == m_caster->GetMapId()) dest = SpellDestination(st->target_X, st->target_Y, st->target_Z, st->target_Orientation); } else { TC_LOG_DEBUG("spells", "SPELL: unknown target coordinates for spell ID {}", m_spellInfo->Id); if (WorldObject* target = m_targets.GetObjectTarget()) dest = SpellDestination(*target); } break; case TARGET_DEST_CASTER_FISHING: { float minDist = m_spellInfo->GetMinRange(true); float maxDist = m_spellInfo->GetMaxRange(true); float dist = frand(minDist, maxDist); float x, y, z; float angle = float(rand_norm()) * static_cast(M_PI * 35.0f / 180.0f) - static_cast(M_PI * 17.5f / 180.0f); m_caster->GetClosePoint(x, y, z, DEFAULT_PLAYER_BOUNDING_RADIUS, dist, angle); float ground = m_caster->GetMapHeight(x, y, z); float liquidLevel = VMAP_INVALID_HEIGHT_VALUE; LiquidData liquidData; if (m_caster->GetMap()->GetLiquidStatus(m_caster->GetPhaseMask(), x, y, z, {}, &liquidData, m_caster->GetCollisionHeight())) liquidLevel = liquidData.level; if (liquidLevel <= ground) // When there is no liquid Map::GetWaterOrGroundLevel returns ground level { SendCastResult(SPELL_FAILED_NOT_HERE); SendChannelUpdate(0); finish(false); return; } if (ground + 0.75 > liquidLevel) { SendCastResult(SPELL_FAILED_TOO_SHALLOW); SendChannelUpdate(0); finish(false); return; } dest = SpellDestination(x, y, liquidLevel, m_caster->GetOrientation()); break; } case TARGET_DEST_CASTER_FRONT_LEAP: { Unit* unitCaster = m_caster->ToUnit(); if (!unitCaster) break; float dist = spellEffectInfo.CalcRadius(unitCaster); float angle = targetType.CalcDirectionAngle(); Position pos = dest._position; unitCaster->MovePositionToFirstCollision(pos, dist, angle); dest.Relocate(pos); break; } default: { float dist = spellEffectInfo.CalcRadius(m_caster); float angle = targetType.CalcDirectionAngle(); float objSize = m_caster->GetCombatReach(); switch (targetType.GetTarget()) { case TARGET_DEST_CASTER_SUMMON: dist = PET_FOLLOW_DIST; break; case TARGET_DEST_CASTER_RANDOM: if (dist > objSize) dist = objSize + (dist - objSize) * float(rand_norm()); break; case TARGET_DEST_CASTER_FRONT_LEFT: case TARGET_DEST_CASTER_BACK_LEFT: case TARGET_DEST_CASTER_FRONT_RIGHT: case TARGET_DEST_CASTER_BACK_RIGHT: { static float const DefaultTotemDistance = 3.0f; if (!spellEffectInfo.HasRadius()) dist = DefaultTotemDistance; break; } default: break; } if (dist < objSize) dist = objSize; Position pos = dest._position; m_caster->MovePositionToFirstCollision(pos, dist, angle); dest.Relocate(pos); break; } } CallScriptDestinationTargetSelectHandlers(dest, spellEffectInfo.EffectIndex, targetType); m_targets.SetDst(dest); } void Spell::SelectImplicitTargetDestTargets(SpellEffectInfo const& spellEffectInfo, SpellImplicitTargetInfo const& targetType) { ASSERT(m_targets.GetObjectTarget() && "Spell::SelectImplicitTargetDestTargets - no explicit object target available!"); WorldObject* target = m_targets.GetObjectTarget(); SpellDestination dest(*target); switch (targetType.GetTarget()) { case TARGET_DEST_TARGET_ENEMY: case TARGET_DEST_TARGET_ANY: break; default: { float angle = targetType.CalcDirectionAngle(); float dist = spellEffectInfo.CalcRadius(nullptr); if (targetType.GetTarget() == TARGET_DEST_TARGET_RANDOM) dist *= float(rand_norm()); Position pos = dest._position; target->MovePositionToFirstCollision(pos, dist, angle); dest.Relocate(pos); break; } } CallScriptDestinationTargetSelectHandlers(dest, spellEffectInfo.EffectIndex, targetType); m_targets.SetDst(dest); } void Spell::SelectImplicitDestDestTargets(SpellEffectInfo const& spellEffectInfo, SpellImplicitTargetInfo const& targetType) { // set destination to caster if no dest provided // can only happen if previous destination target could not be set for some reason // (not found nearby target, or channel target for example // maybe we should abort the spell in such case? CheckDst(); SpellDestination dest(*m_targets.GetDst()); switch (targetType.GetTarget()) { case TARGET_DEST_DYNOBJ_ENEMY: case TARGET_DEST_DYNOBJ_ALLY: case TARGET_DEST_DYNOBJ_NONE: case TARGET_DEST_DEST: return; default: { float angle = targetType.CalcDirectionAngle(); float dist = spellEffectInfo.CalcRadius(m_caster); if (targetType.GetTarget() == TARGET_DEST_DEST_RANDOM) dist *= float(rand_norm()); Position pos = dest._position; m_caster->MovePositionToFirstCollision(pos, dist, angle); dest.Relocate(pos); break; } } CallScriptDestinationTargetSelectHandlers(dest, spellEffectInfo.EffectIndex, targetType); m_targets.ModDst(dest); } void Spell::SelectImplicitCasterObjectTargets(SpellEffectInfo const& spellEffectInfo, SpellImplicitTargetInfo const& targetType, uint32 effMask) { WorldObject* target = nullptr; bool checkIfValid = true; switch (targetType.GetTarget()) { case TARGET_UNIT_CASTER: target = m_caster; checkIfValid = false; break; case TARGET_UNIT_MASTER: target = m_caster->GetCharmerOrOwner(); break; case TARGET_UNIT_PET: if (Unit* unitCaster = m_caster->ToUnit()) target = unitCaster->GetGuardianPet(); break; case TARGET_UNIT_SUMMONER: if (Unit* unitCaster = m_caster->ToUnit()) if (unitCaster->IsSummon()) target = unitCaster->ToTempSummon()->GetSummonerUnit(); break; case TARGET_UNIT_VEHICLE: if (Unit* unitCaster = m_caster->ToUnit()) target = unitCaster->GetVehicleBase(); break; case TARGET_UNIT_PASSENGER_0: case TARGET_UNIT_PASSENGER_1: case TARGET_UNIT_PASSENGER_2: case TARGET_UNIT_PASSENGER_3: case TARGET_UNIT_PASSENGER_4: case TARGET_UNIT_PASSENGER_5: case TARGET_UNIT_PASSENGER_6: case TARGET_UNIT_PASSENGER_7: if (Creature* vehicleBase = m_caster->ToCreature()) if (vehicleBase->IsVehicle()) target = vehicleBase->GetVehicleKit()->GetPassenger(targetType.GetTarget() - TARGET_UNIT_PASSENGER_0); break; default: break; } CallScriptObjectTargetSelectHandlers(target, spellEffectInfo.EffectIndex, targetType); if (target) { if (Unit* unit = target->ToUnit()) AddUnitTarget(unit, effMask, checkIfValid); else if (GameObject* go = target->ToGameObject()) AddGOTarget(go, effMask); } } void Spell::SelectImplicitTargetObjectTargets(SpellEffectInfo const& spellEffectInfo, SpellImplicitTargetInfo const& targetType, uint32 effMask) { ASSERT((m_targets.GetObjectTarget() || m_targets.GetItemTarget()) && "Spell::SelectImplicitTargetObjectTargets - no explicit object or item target available!"); WorldObject* target = m_targets.GetObjectTarget(); CallScriptObjectTargetSelectHandlers(target, spellEffectInfo.EffectIndex, targetType); if (target) { if (Unit* unit = target->ToUnit()) AddUnitTarget(unit, effMask, true, false); else if (GameObject* gobj = target->ToGameObject()) AddGOTarget(gobj, effMask); else if (Corpse* corpse = target->ToCorpse()) AddCorpseTarget(corpse, effMask); SelectImplicitChainTargets(spellEffectInfo, targetType, target, effMask); } // Script hook can remove object target and we would wrongly land here else if (Item* item = m_targets.GetItemTarget()) AddItemTarget(item, effMask); } void Spell::SelectImplicitChainTargets(SpellEffectInfo const& spellEffectInfo, SpellImplicitTargetInfo const& targetType, WorldObject* target, uint32 effMask) { uint32 maxTargets = spellEffectInfo.ChainTarget; if (Player* modOwner = m_caster->GetSpellModOwner()) modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_JUMP_TARGETS, maxTargets, this); if (maxTargets > 1) { // mark damage multipliers as used for (size_t k = spellEffectInfo.EffectIndex; k < m_spellInfo->GetEffects().size(); ++k) if (effMask & (1 << k)) m_damageMultipliers[k] = 1.0f; m_applyMultiplierMask |= effMask; std::list targets; SearchChainTargets(targets, maxTargets - 1, target, targetType.GetObjectType(), targetType.GetCheckType() , spellEffectInfo.ImplicitTargetConditions, targetType.GetTarget() == TARGET_UNIT_TARGET_CHAINHEAL_ALLY); // Chain primary target is added earlier CallScriptObjectAreaTargetSelectHandlers(targets, spellEffectInfo.EffectIndex, targetType); for (std::list::iterator itr = targets.begin(); itr != targets.end(); ++itr) if (Unit* unit = (*itr)->ToUnit()) AddUnitTarget(unit, effMask, false); } } float tangent(float x) { x = std::tan(x); //if (x < std::numeric_limits::max() && x > -std::numeric_limits::max()) return x; //if (x >= std::numeric_limits::max()) return std::numeric_limits::max(); //if (x <= -std::numeric_limits::max()) return -std::numeric_limits::max(); if (x < 100000.0f && x > -100000.0f) return x; if (x >= 100000.0f) return 100000.0f; if (x <= 100000.0f) return -100000.0f; return 0.0f; } void Spell::SelectImplicitTrajTargets(SpellEffectInfo const& spellEffectInfo, SpellImplicitTargetInfo const& targetType) { if (!m_targets.HasTraj()) return; float dist2d = m_targets.GetDist2d(); if (!dist2d) return; Position srcPos = *m_targets.GetSrcPos(); srcPos.SetOrientation(m_caster->GetOrientation()); float srcToDestDelta = m_targets.GetDstPos()->m_positionZ - srcPos.m_positionZ; std::list targets; Trinity::WorldObjectSpellTrajTargetCheck check(dist2d, &srcPos, m_caster, m_spellInfo, targetType.GetCheckType(), spellEffectInfo.ImplicitTargetConditions); Trinity::WorldObjectListSearcher searcher(m_caster, targets, check, GRID_MAP_TYPE_MASK_ALL); SearchTargets > (searcher, GRID_MAP_TYPE_MASK_ALL, m_caster, &srcPos, dist2d); if (targets.empty()) return; targets.sort(Trinity::ObjectDistanceOrderPred(m_caster)); float b = tangent(m_targets.GetElevation()); float a = (srcToDestDelta - dist2d * b) / (dist2d * dist2d); if (a > -0.0001f) a = 0.f; // We should check if triggered spell has greater range (which is true in many cases, and initial spell has too short max range) // limit max range to 300 yards, sometimes triggered spells can have 50000yds float bestDist = m_spellInfo->GetMaxRange(false); if (SpellInfo const* triggerSpellInfo = sSpellMgr->GetSpellInfo(spellEffectInfo.TriggerSpell)) bestDist = std::min(std::max(bestDist, triggerSpellInfo->GetMaxRange(false)), std::min(dist2d, 300.0f)); // GameObjects don't cast traj Unit* unitCaster = ASSERT_NOTNULL(m_caster->ToUnit()); for (auto itr = targets.begin(); itr != targets.end(); ++itr) { if (m_spellInfo->CheckTarget(unitCaster, *itr, true) != SPELL_CAST_OK) continue; if (Unit* unit = (*itr)->ToUnit()) { if (unitCaster == *itr || unitCaster->IsOnVehicle(unit) || unit->GetVehicle()) continue; if (Creature* creatureTarget = unit->ToCreature()) { if (!(creatureTarget->GetCreatureTemplate()->type_flags & CREATURE_TYPE_FLAG_COLLIDE_WITH_MISSILES)) continue; } } float const size = std::max((*itr)->GetCombatReach(), 1.0f); float const objDist2d = srcPos.GetExactDist2d(*itr); float const dz = (*itr)->GetPositionZ() - srcPos.m_positionZ; float const horizontalDistToTraj = std::fabs(objDist2d * std::sin(srcPos.GetRelativeAngle(*itr))); float const sizeFactor = std::cos((horizontalDistToTraj / size) * (M_PI / 2.0f)); float const distToHitPoint = std::max(objDist2d * std::cos(srcPos.GetRelativeAngle(*itr)) - size * sizeFactor, 0.0f); float const height = distToHitPoint * (a * distToHitPoint + b); if (fabs(dz - height) > size + b / 2.0f + TRAJECTORY_MISSILE_SIZE) continue; if (distToHitPoint < bestDist) { bestDist = distToHitPoint; break; } } if (dist2d > bestDist) { float x = m_targets.GetSrcPos()->m_positionX + std::cos(unitCaster->GetOrientation()) * bestDist; float y = m_targets.GetSrcPos()->m_positionY + std::sin(unitCaster->GetOrientation()) * bestDist; float z = m_targets.GetSrcPos()->m_positionZ + bestDist * (a * bestDist + b); SpellDestination dest(x, y, z, unitCaster->GetOrientation()); CallScriptDestinationTargetSelectHandlers(dest, spellEffectInfo.EffectIndex, targetType); m_targets.ModDst(dest); } } void Spell::SelectEffectTypeImplicitTargets(SpellEffectInfo const& spellEffectInfo) { // special case for SPELL_EFFECT_SUMMON_RAF_FRIEND and SPELL_EFFECT_SUMMON_PLAYER, queue them on map for later execution switch (spellEffectInfo.Effect) { case SPELL_EFFECT_SUMMON_RAF_FRIEND: case SPELL_EFFECT_SUMMON_PLAYER: if (m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->ToPlayer()->GetTarget()) { WorldObject* target = ObjectAccessor::FindPlayer(m_caster->ToPlayer()->GetTarget()); CallScriptObjectTargetSelectHandlers(target, spellEffectInfo.EffectIndex, SpellImplicitTargetInfo()); // scripts may modify the target - recheck if (target && target->GetTypeId() == TYPEID_PLAYER) { // target is not stored in target map for those spells // since we're completely skipping AddUnitTarget logic, we need to check immunity manually // eg. aura 21546 makes target immune to summons Player* player = target->ToPlayer(); if (player->IsImmunedToSpellEffect(m_spellInfo, spellEffectInfo, nullptr)) return; target->GetMap()->AddFarSpellCallback([spell = this, &spellEffectInfo, targetGuid = target->GetGUID()](Map* map) { Player* player = ObjectAccessor::GetPlayer(map, targetGuid); if (!player) return; // check immunity again in case it changed during update if (player->IsImmunedToSpellEffect(spell->GetSpellInfo(), spellEffectInfo, nullptr)) return; spell->HandleEffects(player, nullptr, nullptr, nullptr, spellEffectInfo, SPELL_EFFECT_HANDLE_HIT_TARGET); }); } } return; default: break; } // select spell implicit targets based on effect type if (!spellEffectInfo.GetImplicitTargetType()) return; uint32 targetMask = spellEffectInfo.GetMissingTargetMask(); if (!targetMask) return; WorldObject* target = nullptr; switch (spellEffectInfo.GetImplicitTargetType()) { // add explicit object target or self to the target map case EFFECT_IMPLICIT_TARGET_EXPLICIT: // player which not released his spirit is Unit, but target flag for it is TARGET_FLAG_CORPSE_MASK if (targetMask & (TARGET_FLAG_UNIT_MASK | TARGET_FLAG_CORPSE_MASK)) { if (Unit* unit = m_targets.GetUnitTarget()) target = unit; else if (targetMask & TARGET_FLAG_CORPSE_MASK) { if (Corpse* corpseTarget = m_targets.GetCorpseTarget()) target = corpseTarget; } else //if (targetMask & TARGET_FLAG_UNIT_MASK) target = m_caster; } if (targetMask & TARGET_FLAG_ITEM_MASK) { if (Item* item = m_targets.GetItemTarget()) AddItemTarget(item, 1 << spellEffectInfo.EffectIndex); return; } if (targetMask & TARGET_FLAG_GAMEOBJECT_MASK) target = m_targets.GetGOTarget(); break; // add self to the target map case EFFECT_IMPLICIT_TARGET_CASTER: if (targetMask & TARGET_FLAG_UNIT_MASK) target = m_caster; break; default: break; } CallScriptObjectTargetSelectHandlers(target, spellEffectInfo.EffectIndex, SpellImplicitTargetInfo()); if (target) { if (target->ToUnit()) AddUnitTarget(target->ToUnit(), 1 << spellEffectInfo.EffectIndex, false); else if (target->ToGameObject()) AddGOTarget(target->ToGameObject(), 1 << spellEffectInfo.EffectIndex); else if (target->ToCorpse()) AddCorpseTarget(target->ToCorpse(), 1 << spellEffectInfo.EffectIndex); } } uint32 Spell::GetSearcherTypeMask(SpellTargetObjectTypes objType, ConditionContainer* condList) { // this function selects which containers need to be searched for spell target uint32 retMask = GRID_MAP_TYPE_MASK_ALL; // filter searchers based on searched object type switch (objType) { case TARGET_OBJECT_TYPE_UNIT: case TARGET_OBJECT_TYPE_UNIT_AND_DEST: retMask &= GRID_MAP_TYPE_MASK_PLAYER | GRID_MAP_TYPE_MASK_CREATURE; break; case TARGET_OBJECT_TYPE_CORPSE: case TARGET_OBJECT_TYPE_CORPSE_ENEMY: case TARGET_OBJECT_TYPE_CORPSE_ALLY: retMask &= GRID_MAP_TYPE_MASK_PLAYER | GRID_MAP_TYPE_MASK_CORPSE | GRID_MAP_TYPE_MASK_CREATURE; break; case TARGET_OBJECT_TYPE_GOBJ: case TARGET_OBJECT_TYPE_GOBJ_ITEM: retMask &= GRID_MAP_TYPE_MASK_GAMEOBJECT; break; default: break; } if (m_spellInfo->HasAttribute(SPELL_ATTR3_ONLY_TARGET_PLAYERS)) retMask &= GRID_MAP_TYPE_MASK_CORPSE | GRID_MAP_TYPE_MASK_PLAYER; if (m_spellInfo->HasAttribute(SPELL_ATTR3_ONLY_TARGET_GHOSTS)) retMask &= GRID_MAP_TYPE_MASK_PLAYER; if (condList) retMask &= sConditionMgr->GetSearcherTypeMaskForConditionList(*condList); return retMask; } template void Spell::SearchTargets(SEARCHER& searcher, uint32 containerMask, WorldObject* referer, Position const* pos, float radius) { if (!containerMask) return; // search world and grid for possible targets bool searchInGrid = (containerMask & (GRID_MAP_TYPE_MASK_CREATURE | GRID_MAP_TYPE_MASK_GAMEOBJECT)) != 0; bool searchInWorld = (containerMask & (GRID_MAP_TYPE_MASK_CREATURE | GRID_MAP_TYPE_MASK_PLAYER | GRID_MAP_TYPE_MASK_CORPSE)) != 0; if (searchInGrid || searchInWorld) { float x, y; x = pos->GetPositionX(); y = pos->GetPositionY(); Map* map = referer->GetMap(); if (searchInWorld) Cell::VisitWorldObjects(x, y, map, searcher, radius); if (searchInGrid) Cell::VisitGridObjects(x, y, map, searcher, radius); } } WorldObject* Spell::SearchNearbyTarget(float range, SpellTargetObjectTypes objectType, SpellTargetCheckTypes selectionType, ConditionContainer* condList) { WorldObject* target = nullptr; uint32 containerTypeMask = GetSearcherTypeMask(objectType, condList); if (!containerTypeMask) return nullptr; Trinity::WorldObjectSpellNearbyTargetCheck check(range, m_caster, m_spellInfo, selectionType, condList); Trinity::WorldObjectLastSearcher searcher(m_caster, target, check, containerTypeMask); searcher.i_phaseMask = PHASEMASK_ANYWHERE; SearchTargets>(searcher, containerTypeMask, m_caster, m_caster, range); return target; } void Spell::SearchAreaTargets(std::list& targets, float range, Position const* position, WorldObject* referer, SpellTargetObjectTypes objectType, SpellTargetCheckTypes selectionType, ConditionContainer* condList) { uint32 containerTypeMask = GetSearcherTypeMask(objectType, condList); if (!containerTypeMask) return; float extraSearchRadius = range > 0.0f ? EXTRA_CELL_SEARCH_RADIUS : 0.0f; Trinity::WorldObjectSpellAreaTargetCheck check(range, position, m_caster, referer, m_spellInfo, selectionType, condList); Trinity::WorldObjectListSearcher searcher(m_caster, targets, check, containerTypeMask); searcher.i_phaseMask = PHASEMASK_ANYWHERE; SearchTargets>(searcher, containerTypeMask, m_caster, position, range + extraSearchRadius); } void Spell::SearchChainTargets(std::list& targets, uint32 chainTargets, WorldObject* target, SpellTargetObjectTypes objectType, SpellTargetCheckTypes selectType, ConditionContainer* condList, bool isChainHeal) { // max dist for jump target selection float jumpRadius = 0.0f; switch (m_spellInfo->DmgClass) { case SPELL_DAMAGE_CLASS_RANGED: // 7.5y for multi shot jumpRadius = 7.5f; break; case SPELL_DAMAGE_CLASS_MELEE: // 5y for swipe, cleave and similar jumpRadius = 5.0f; break; case SPELL_DAMAGE_CLASS_NONE: case SPELL_DAMAGE_CLASS_MAGIC: // 12.5y for chain heal spell since 3.2 patch if (isChainHeal) jumpRadius = 12.5f; // 10y as default for magic chain spells else jumpRadius = 10.0f; break; } // chain lightning/heal spells and similar - allow to jump at larger distance and go out of los bool isBouncingFar = (m_spellInfo->HasAttribute(SPELL_ATTR4_AREA_TARGET_CHAIN) || m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_NONE || m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MAGIC); // max dist which spell can reach float searchRadius = jumpRadius; if (isBouncingFar) searchRadius *= chainTargets; std::list tempTargets; SearchAreaTargets(tempTargets, searchRadius, target, m_caster, objectType, selectType, condList); tempTargets.remove(target); // remove targets which are always invalid for chain spells // for some spells allow only chain targets in front of caster (swipe for example) if (!isBouncingFar) { for (std::list::iterator itr = tempTargets.begin(); itr != tempTargets.end();) { std::list::iterator checkItr = itr++; if (!m_caster->HasInArc(static_cast(M_PI), *checkItr)) tempTargets.erase(checkItr); } } while (chainTargets) { // try to get unit for next chain jump std::list::iterator foundItr = tempTargets.end(); // get unit with highest hp deficit in dist if (isChainHeal) { uint32 maxHPDeficit = 0; for (std::list::iterator itr = tempTargets.begin(); itr != tempTargets.end(); ++itr) { if (Unit* unit = (*itr)->ToUnit()) { uint32 deficit = unit->GetMaxHealth() - unit->GetHealth(); if (deficit > maxHPDeficit && target->IsWithinDist(unit, jumpRadius) && target->IsWithinLOSInMap(unit, LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags::M2)) { foundItr = itr; maxHPDeficit = deficit; } } } } // get closest object else { for (std::list::iterator itr = tempTargets.begin(); itr != tempTargets.end(); ++itr) { if (foundItr == tempTargets.end()) { if ((!isBouncingFar || target->IsWithinDist(*itr, jumpRadius)) && target->IsWithinLOSInMap(*itr, LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags::M2)) foundItr = itr; } else if (target->GetDistanceOrder(*itr, *foundItr) && target->IsWithinLOSInMap(*itr, LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags::M2)) foundItr = itr; } } // not found any valid target - chain ends if (foundItr == tempTargets.end()) break; target = *foundItr; tempTargets.erase(foundItr); targets.push_back(target); --chainTargets; } } GameObject* Spell::SearchSpellFocus() { GameObject* focus = nullptr; Trinity::GameObjectFocusCheck check(m_caster, m_spellInfo->RequiresSpellFocus); Trinity::GameObjectSearcher searcher(m_caster, focus, check); SearchTargets(searcher, GRID_MAP_TYPE_MASK_GAMEOBJECT, m_caster, m_caster, m_caster->GetVisibilityRange()); return focus; } void Spell::prepareDataForTriggerSystem() { //========================================================================================== // Now fill data for trigger system, need know: // Create base triggers flags for Attacker and Victim (m_procAttacker, m_procVictim and m_hitMask) //========================================================================================== m_procVictim = m_procAttacker = 0; // Get data for type of attack and fill base info for trigger switch (m_spellInfo->DmgClass) { case SPELL_DAMAGE_CLASS_MELEE: m_procAttacker = PROC_FLAG_DONE_SPELL_MELEE_DMG_CLASS; if (m_attackType == OFF_ATTACK) m_procAttacker |= PROC_FLAG_DONE_OFFHAND_ATTACK; else m_procAttacker |= PROC_FLAG_DONE_MAINHAND_ATTACK; m_procVictim = PROC_FLAG_TAKEN_SPELL_MELEE_DMG_CLASS; break; case SPELL_DAMAGE_CLASS_RANGED: // Auto attack if (m_spellInfo->HasAttribute(SPELL_ATTR2_AUTOREPEAT_FLAG)) { m_procAttacker = PROC_FLAG_DONE_RANGED_AUTO_ATTACK; m_procVictim = PROC_FLAG_TAKEN_RANGED_AUTO_ATTACK; } else // Ranged spell attack { m_procAttacker = PROC_FLAG_DONE_SPELL_RANGED_DMG_CLASS; m_procVictim = PROC_FLAG_TAKEN_SPELL_RANGED_DMG_CLASS; } break; default: if (m_spellInfo->EquippedItemClass == ITEM_CLASS_WEAPON && m_spellInfo->EquippedItemSubClassMask & (1 << ITEM_SUBCLASS_WEAPON_WAND) && m_spellInfo->HasAttribute(SPELL_ATTR2_AUTOREPEAT_FLAG)) // Wands auto attack { m_procAttacker = PROC_FLAG_DONE_RANGED_AUTO_ATTACK; m_procVictim = PROC_FLAG_TAKEN_RANGED_AUTO_ATTACK; } // For other spells trigger procflags are set in Spell::TargetInfo::DoDamageAndTriggers // Because spell positivity is dependant on target } // Hunter trap spells - activation proc for Lock and Load, Entrapment and Misdirection if (m_spellInfo->SpellFamilyName == SPELLFAMILY_HUNTER && (m_spellInfo->SpellFamilyFlags[0] & 0x18 || // Freezing and Frost Trap, Freezing Arrow m_spellInfo->Id == 57879 || // Snake Trap - done this way to avoid double proc m_spellInfo->SpellFamilyFlags[2] & 0x00024000)) // Explosive and Immolation Trap { m_procAttacker |= PROC_FLAG_DONE_TRAP_ACTIVATION; // also fill up other flags (TargetInfo::DoDamageAndTriggers only fills up flag if both are not set) m_procAttacker |= PROC_FLAG_DONE_SPELL_MAGIC_DMG_CLASS_NEG; m_procVictim |= PROC_FLAG_TAKEN_SPELL_MAGIC_DMG_CLASS_NEG; } // Hellfire Effect - trigger as DOT if (m_spellInfo->SpellFamilyName == SPELLFAMILY_WARLOCK && m_spellInfo->SpellFamilyFlags[0] & 0x00000040) { m_procAttacker = PROC_FLAG_DONE_PERIODIC; m_procVictim = PROC_FLAG_TAKEN_PERIODIC; } } void Spell::CleanupTargetList() { m_UniqueTargetInfo.clear(); m_UniqueGOTargetInfo.clear(); m_UniqueItemInfo.clear(); m_delayMoment = 0; } class ProcReflectDelayed : public BasicEvent { public: ProcReflectDelayed(Unit* owner, ObjectGuid casterGuid) : _victim(owner), _casterGuid(casterGuid) { } bool Execute(uint64 /*e_time*/, uint32 /*p_time*/) override { Unit* caster = ObjectAccessor::GetUnit(*_victim, _casterGuid); if (!caster) return true; uint32 const typeMaskActor = PROC_FLAG_NONE; uint32 const typeMaskActionTarget = PROC_FLAG_TAKEN_SPELL_MAGIC_DMG_CLASS_NEG | PROC_FLAG_TAKEN_SPELL_NONE_DMG_CLASS_NEG; uint32 const spellTypeMask = PROC_SPELL_TYPE_DAMAGE | PROC_SPELL_TYPE_NO_DMG_HEAL; uint32 const spellPhaseMask = PROC_SPELL_PHASE_NONE; uint32 const hitMask = PROC_HIT_REFLECT; Unit::ProcSkillsAndAuras(caster, _victim, typeMaskActor, typeMaskActionTarget, spellTypeMask, spellPhaseMask, hitMask, nullptr, nullptr, nullptr); return true; } private: Unit* _victim; ObjectGuid _casterGuid; }; void Spell::AddUnitTarget(Unit* target, uint32 effectMask, bool checkIfValid /*= true*/, bool implicit /*= true*/, Position const* losPosition /*= nullptr*/) { for (SpellEffectInfo const& spellEffectInfo : m_spellInfo->GetEffects()) if (!spellEffectInfo.IsEffect() || !CheckEffectTarget(target, spellEffectInfo, losPosition)) effectMask &= ~(1 << spellEffectInfo.EffectIndex); // no effects left if (!effectMask) return; if (checkIfValid) if (m_spellInfo->CheckTarget(m_caster, target, implicit) != SPELL_CAST_OK) // skip stealth checks for AOE return; // Check for effect immune skip if immuned for (SpellEffectInfo const& spellEffectInfo : m_spellInfo->GetEffects()) if (target->IsImmunedToSpellEffect(m_spellInfo, spellEffectInfo, m_caster)) effectMask &= ~(1 << spellEffectInfo.EffectIndex); ObjectGuid targetGUID = target->GetGUID(); // Lookup target in already in list auto ihit = std::find_if(std::begin(m_UniqueTargetInfo), std::end(m_UniqueTargetInfo), [targetGUID](TargetInfo const& target) { return target.TargetGUID == targetGUID; }); if (ihit != std::end(m_UniqueTargetInfo)) // Found in list { // Immune effects removed from mask ihit->EffectMask |= effectMask; ihit->ScaleAura = false; if (m_auraScaleMask && ihit->EffectMask == m_auraScaleMask && m_caster != target) { SpellInfo const* auraSpell = m_spellInfo->GetFirstRankSpell(); if (uint32(target->GetLevel() + 10) >= auraSpell->SpellLevel) ihit->ScaleAura = true; } return; } // This is new target calculate data for him // Get spell hit result on target TargetInfo targetInfo; targetInfo.TargetGUID = targetGUID; // Store target GUID targetInfo.EffectMask = effectMask; // Store all effects not immune targetInfo.IsAlive = target->IsAlive(); targetInfo.Damage = 0; targetInfo.Healing = 0; targetInfo.IsCrit = false; targetInfo.ScaleAura = false; if (m_auraScaleMask && targetInfo.EffectMask == m_auraScaleMask && m_caster != target) { SpellInfo const* auraSpell = m_spellInfo->GetFirstRankSpell(); if (uint32(target->GetLevel() + 10) >= auraSpell->SpellLevel) targetInfo.ScaleAura = true; } // Calculate hit result WorldObject* caster = m_originalCaster ? m_originalCaster : m_caster; targetInfo.MissCondition = caster->SpellHitResult(target, m_spellInfo, m_canReflect && !(IsPositive() && m_caster->IsFriendlyTo(target))); // Spell have speed - need calculate incoming time // Incoming time is zero for self casts. At least I think so. if (m_spellInfo->Speed > 0.0f && m_caster != target) { // calculate spell incoming interval /// @todo this is a hack float dist = m_caster->GetDistance(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ()); if (dist < 5.0f) dist = 5.0f; targetInfo.TimeDelay = uint64(std::floor(dist / m_spellInfo->Speed * 1000.0f)); // Calculate minimum incoming time if (!m_delayMoment || m_delayMoment > targetInfo.TimeDelay) m_delayMoment = targetInfo.TimeDelay; } else targetInfo.TimeDelay = 0ULL; // If target reflect spell back to caster if (targetInfo.MissCondition == SPELL_MISS_REFLECT) { // Shouldn't be able to reflect gameobject spells Unit* unitCaster = ASSERT_NOTNULL(m_caster->ToUnit()); // Calculate reflected spell result on caster SpellCastResult castResult = m_spellInfo->CheckTarget(target, unitCaster, implicit); if (castResult == SPELL_CAST_OK || castResult == SPELL_FAILED_TARGET_AURASTATE) targetInfo.ReflectResult = unitCaster->SpellHitResult(unitCaster, m_spellInfo, false); // can't reflect twice else targetInfo.ReflectResult = SPELL_MISS_IMMUNE; // Proc spell reflect aura when missile hits the original target target->m_Events.AddEvent(new ProcReflectDelayed(target, m_originalCasterGUID), target->m_Events.CalculateTime(Milliseconds(targetInfo.TimeDelay))); // Increase time interval for reflected spells by 1.5 targetInfo.TimeDelay += targetInfo.TimeDelay >> 1; } else targetInfo.ReflectResult = SPELL_MISS_NONE; // Add target to list m_UniqueTargetInfo.emplace_back(std::move(targetInfo)); } void Spell::AddGOTarget(GameObject* go, uint32 effectMask) { for (SpellEffectInfo const& spellEffectInfo : m_spellInfo->GetEffects()) { if (!spellEffectInfo.IsEffect()) effectMask &= ~(1 << spellEffectInfo.EffectIndex); else { switch (spellEffectInfo.Effect) { case SPELL_EFFECT_GAMEOBJECT_DAMAGE: case SPELL_EFFECT_GAMEOBJECT_REPAIR: case SPELL_EFFECT_GAMEOBJECT_SET_DESTRUCTION_STATE: if (go->GetGoType() != GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING) effectMask &= ~(1 << spellEffectInfo.EffectIndex); break; default: break; } } } if (!effectMask) return; ObjectGuid targetGUID = go->GetGUID(); // Lookup target in already in list auto ihit = std::find_if(std::begin(m_UniqueGOTargetInfo), std::end(m_UniqueGOTargetInfo), [targetGUID](GOTargetInfo const& target) { return target.TargetGUID == targetGUID; }); if (ihit != std::end(m_UniqueGOTargetInfo)) // Found in list { // Add only effect mask ihit->EffectMask |= effectMask; return; } // This is new target calculate data for him GOTargetInfo target; target.TargetGUID = targetGUID; target.EffectMask = effectMask; // Spell have speed - need calculate incoming time if (m_spellInfo->Speed > 0.0f) { // calculate spell incoming interval float dist = m_caster->GetDistance(go->GetPositionX(), go->GetPositionY(), go->GetPositionZ()); if (dist < 5.0f) dist = 5.0f; target.TimeDelay = uint64(std::floor(dist / m_spellInfo->Speed * 1000.0f)); if (!m_delayMoment || m_delayMoment > target.TimeDelay) m_delayMoment = target.TimeDelay; } else target.TimeDelay = 0ULL; // Add target to list m_UniqueGOTargetInfo.emplace_back(std::move(target)); } void Spell::AddItemTarget(Item* item, uint32 effectMask) { for (SpellEffectInfo const& spellEffectInfo : m_spellInfo->GetEffects()) if (!spellEffectInfo.IsEffect()) effectMask &= ~(1 << spellEffectInfo.EffectIndex); // no effects left if (!effectMask) return; // Lookup target in already in list auto ihit = std::find_if(std::begin(m_UniqueItemInfo), std::end(m_UniqueItemInfo), [item](ItemTargetInfo const& target) { return target.TargetItem == item; }); if (ihit != std::end(m_UniqueItemInfo)) // Found in list { // Add only effect mask ihit->EffectMask |= effectMask; return; } // This is new target add data ItemTargetInfo target; target.TargetItem = item; target.EffectMask = effectMask; m_UniqueItemInfo.emplace_back(std::move(target)); } void Spell::AddCorpseTarget(Corpse* corpse, uint32 effectMask) { for (SpellEffectInfo const& spellEffectInfo : m_spellInfo->GetEffects()) if (!spellEffectInfo.IsEffect()) effectMask &= ~(1 << spellEffectInfo.EffectIndex); if (!effectMask) return; ObjectGuid targetGUID = corpse->GetGUID(); // Lookup target in already in list for (CorpseTargetInfo ihit : m_UniqueCorpseTargetInfo) { if (targetGUID == ihit.TargetGUID) // Found in list { ihit.EffectMask |= effectMask; // Add only effect mask return; } } // This is new target calculate data for him CorpseTargetInfo target; target.TargetGUID = targetGUID; target.EffectMask = effectMask; // Spell have speed - need calculate incoming time if (m_spellInfo->Speed > 0.0f) { // calculate spell incoming interval float dist = m_caster->GetDistance(corpse->GetPositionX(), corpse->GetPositionY(), corpse->GetPositionZ()); if (dist < 5.0f) dist = 5.0f; target.TimeDelay = uint64(floor(dist / m_spellInfo->Speed * 1000.0f)); if (!m_delayMoment || m_delayMoment > target.TimeDelay) m_delayMoment = target.TimeDelay; } else target.TimeDelay = 0LL; // Add target to list m_UniqueCorpseTargetInfo.push_back(target); } void Spell::AddDestTarget(SpellDestination const& dest, uint32 effIndex) { m_destTargets[effIndex] = dest; } void Spell::TargetInfo::PreprocessTarget(Spell* spell) { Unit* unit = spell->m_caster->GetGUID() == TargetGUID ? spell->m_caster->ToUnit() : ObjectAccessor::GetUnit(*spell->m_caster, TargetGUID); if (!unit) return; // Need init unitTarget by default unit (can changed in code on reflect) spell->unitTarget = unit; // Reset damage/healing counter spell->m_damage = Damage; spell->m_healing = Healing; _spellHitTarget = nullptr; if (MissCondition == SPELL_MISS_NONE || (MissCondition == SPELL_MISS_BLOCK && !spell->GetSpellInfo()->HasAttribute(SPELL_ATTR3_COMPLETELY_BLOCKED))) _spellHitTarget = unit; else if (MissCondition == SPELL_MISS_REFLECT && ReflectResult == SPELL_MISS_NONE) _spellHitTarget = spell->m_caster->ToUnit(); if (spell->m_originalCaster && MissCondition != SPELL_MISS_EVADE && !spell->m_originalCaster->IsFriendlyTo(unit) && (!spell->m_spellInfo->IsPositive() || spell->m_spellInfo->HasEffect(SPELL_EFFECT_DISPEL)) && (spell->m_spellInfo->HasInitialAggro() || unit->IsEngaged())) unit->SetInCombatWith(spell->m_originalCaster); spell->CallScriptBeforeHitHandlers(MissCondition); _enablePVP = false; // need to check PvP state before spell effects, but act on it afterwards if (_spellHitTarget) { // if target is flagged for pvp also flag caster if a player // but respect current pvp rules (buffing/healing npcs flagged for pvp only flags you if they are in combat) if (unit->IsPvP() && (unit->IsInCombat() || unit->IsCharmedOwnedByPlayerOrPlayer()) && spell->m_caster->GetTypeId() == TYPEID_PLAYER) _enablePVP = true; // Decide on PvP flagging now, but act on it later. SpellMissInfo missInfo = spell->PreprocessSpellHit(_spellHitTarget, ScaleAura, *this); if (missInfo != SPELL_MISS_NONE) { if (missInfo != SPELL_MISS_MISS) spell->m_caster->SendSpellMiss(unit, spell->m_spellInfo->Id, missInfo); spell->m_damage = 0; spell->m_healing = 0; _spellHitTarget = nullptr; } } spell->CallScriptOnHitHandlers(); // scripts can modify damage/healing for current target, save them Damage = spell->m_damage; Healing = spell->m_healing; } void Spell::TargetInfo::DoTargetSpellHit(Spell* spell, SpellEffectInfo const& spellEffectInfo) { Unit* unit = spell->m_caster->GetGUID() == TargetGUID ? spell->m_caster->ToUnit() : ObjectAccessor::GetUnit(*spell->m_caster, TargetGUID); if (!unit) return; // 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) spell->unitTarget = unit; spell->targetMissInfo = MissCondition; // Reset damage/healing counter spell->m_damage = Damage; spell->m_healing = Healing; if (unit->IsAlive() != IsAlive) return; if (spell->getState() == SPELL_STATE_DELAYED && !spell->IsPositive() && (GameTime::GetGameTimeMS() - TimeDelay) <= unit->m_lastSanctuaryTime) return; // No missinfo in that case if (_spellHitTarget) spell->DoSpellEffectHit(_spellHitTarget, spellEffectInfo, *this); // scripts can modify damage/healing for current target, save them Damage = spell->m_damage; Healing = spell->m_healing; } void Spell::TargetInfo::DoDamageAndTriggers(Spell* spell) { Unit* unit = spell->m_caster->GetGUID() == TargetGUID ? spell->m_caster->ToUnit() : ObjectAccessor::GetUnit(*spell->m_caster, TargetGUID); if (!unit) return; // other targets executed before this one changed pointer spell->unitTarget = unit; if (_spellHitTarget) spell->unitTarget = _spellHitTarget; // Reset damage/healing counter spell->m_damage = Damage; spell->m_healing = Healing; // Get original caster (if exist) and calculate damage/healing from him data // Skip if m_originalCaster not available Unit* caster = spell->m_originalCaster ? spell->m_originalCaster : spell->m_caster->ToUnit(); if (caster) { // Fill base trigger info uint32 procAttacker = spell->m_procAttacker; uint32 procVictim = spell->m_procVictim; uint32 procSpellType = PROC_SPELL_TYPE_NONE; uint32 hitMask = PROC_HIT_NONE; // Spells with this flag cannot trigger if effect is cast on self bool const canEffectTrigger = !spell->m_spellInfo->HasAttribute(SPELL_ATTR3_CANT_TRIGGER_PROC) && spell->unitTarget->CanProc() && (spell->CanExecuteTriggersOnHit(EffectMask) || MissCondition == SPELL_MISS_IMMUNE || MissCondition == SPELL_MISS_IMMUNE2); // Trigger info was not filled in Spell::prepareDataForTriggerSystem - we do it now if (canEffectTrigger && !procAttacker && !procVictim) { bool positive = true; if (spell->m_damage > 0) positive = false; else if (!spell->m_healing) { for (uint8 i = 0; i < spell->m_spellInfo->GetEffects().size(); ++i) { // in case of immunity, check all effects to choose correct procFlags, as none has technically hit if (EffectMask && !(EffectMask & (1 << i))) continue; if (!spell->m_spellInfo->IsPositiveEffect(i)) { positive = false; break; } } } switch (spell->m_spellInfo->DmgClass) { case SPELL_DAMAGE_CLASS_MAGIC: if (positive) { procAttacker |= PROC_FLAG_DONE_SPELL_MAGIC_DMG_CLASS_POS; procVictim |= PROC_FLAG_TAKEN_SPELL_MAGIC_DMG_CLASS_POS; } else { procAttacker |= PROC_FLAG_DONE_SPELL_MAGIC_DMG_CLASS_NEG; procVictim |= PROC_FLAG_TAKEN_SPELL_MAGIC_DMG_CLASS_NEG; } break; case SPELL_DAMAGE_CLASS_NONE: if (positive) { procAttacker |= PROC_FLAG_DONE_SPELL_NONE_DMG_CLASS_POS; procVictim |= PROC_FLAG_TAKEN_SPELL_NONE_DMG_CLASS_POS; } else { procAttacker |= PROC_FLAG_DONE_SPELL_NONE_DMG_CLASS_NEG; procVictim |= PROC_FLAG_TAKEN_SPELL_NONE_DMG_CLASS_NEG; } break; } } // All calculated do it! // Do healing bool hasHealing = false; std::unique_ptr spellDamageInfo; std::unique_ptr healInfo; if (spell->m_healing > 0) { hasHealing = true; uint32 addhealth = spell->m_healing; if (IsCrit) { hitMask |= PROC_HIT_CRITICAL; addhealth = Unit::SpellCriticalHealingBonus(caster, spell->m_spellInfo, addhealth, nullptr); } else hitMask |= PROC_HIT_NORMAL; healInfo = std::make_unique(caster, spell->unitTarget, addhealth, spell->m_spellInfo, spell->m_spellInfo->GetSchoolMask()); caster->HealBySpell(*healInfo, IsCrit); spell->unitTarget->GetThreatManager().ForwardThreatForAssistingMe(caster, float(healInfo->GetEffectiveHeal()) * 0.5f, spell->m_spellInfo); spell->m_healing = healInfo->GetEffectiveHeal(); procSpellType |= PROC_SPELL_TYPE_HEAL; } // Do damage bool hasDamage = false; if (spell->m_damage > 0) { hasDamage = true; // Fill base damage struct (unitTarget - is real spell target) SpellNonMeleeDamage damageInfo(caster, spell->unitTarget, spell->m_spellInfo->Id, spell->m_spellSchoolMask); // Check damage immunity if (spell->unitTarget->IsImmunedToDamage(spell->m_spellInfo)) { hitMask = PROC_HIT_IMMUNE; spell->m_damage = 0; // no packet found in sniffs } else { caster->SetLastDamagedTargetGuid(spell->unitTarget->GetGUID()); // Add bonuses and fill damageInfo struct caster->CalculateSpellDamageTaken(&damageInfo, spell->m_damage, spell->m_spellInfo, spell->m_attackType, IsCrit, MissCondition == SPELL_MISS_BLOCK, spell); Unit::DealDamageMods(damageInfo.target, damageInfo.damage, &damageInfo.absorb); // Send log damage message to client caster->SendSpellNonMeleeDamageLog(&damageInfo); hitMask |= createProcHitMask(&damageInfo, MissCondition); procVictim |= PROC_FLAG_TAKEN_DAMAGE; spell->m_damage = damageInfo.damage; caster->DealSpellDamage(&damageInfo, true); } // Do triggers for unit if (canEffectTrigger) { spellDamageInfo = std::make_unique(damageInfo, SPELL_DIRECT_DAMAGE, spell->m_attackType, hitMask); procSpellType |= PROC_SPELL_TYPE_DAMAGE; } } // Passive spell hits/misses or active spells only misses (only triggers) if (!hasHealing && !hasDamage) { // Fill base damage struct (unitTarget - is real spell target) SpellNonMeleeDamage damageInfo(caster, spell->unitTarget, spell->m_spellInfo->Id, spell->m_spellSchoolMask); hitMask |= createProcHitMask(&damageInfo, MissCondition); // Do triggers for unit if (canEffectTrigger) { spellDamageInfo = std::make_unique(damageInfo, NODAMAGE, spell->m_attackType, hitMask); procSpellType |= PROC_SPELL_TYPE_NO_DMG_HEAL; } // Failed Pickpocket, reveal rogue if (MissCondition == SPELL_MISS_RESIST && spell->m_spellInfo->HasAttribute(SPELL_ATTR0_CU_PICKPOCKET) && spell->unitTarget->GetTypeId() == TYPEID_UNIT) { Unit* unitCaster = ASSERT_NOTNULL(spell->m_caster->ToUnit()); unitCaster->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TALK); spell->unitTarget->ToCreature()->EngageWithTarget(unitCaster); } } // Do triggers for unit if (canEffectTrigger) { Unit::ProcSkillsAndAuras(caster, spell->unitTarget, procAttacker, procVictim, procSpellType, PROC_SPELL_PHASE_HIT, hitMask, spell, spellDamageInfo.get(), healInfo.get()); // item spells (spell hit of non-damage spell may also activate items, for example seal of corruption hidden hit) if (caster->GetTypeId() == TYPEID_PLAYER && (procSpellType & (PROC_SPELL_TYPE_DAMAGE | PROC_SPELL_TYPE_NO_DMG_HEAL))) { if (spell->m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MELEE || spell->m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_RANGED) if (!spell->m_spellInfo->HasAttribute(SPELL_ATTR0_STOP_ATTACK_TARGET) && !spell->m_spellInfo->HasAttribute(SPELL_ATTR4_CANT_TRIGGER_ITEM_SPELLS)) caster->ToPlayer()->CastItemCombatSpell(*spellDamageInfo); } } // set hitmask for finish procs spell->m_hitMask |= hitMask; // Do not take combo points on dodge and miss if (MissCondition != SPELL_MISS_NONE && spell->m_needComboPoints && spell->m_targets.GetUnitTargetGUID() == TargetGUID) spell->m_needComboPoints = false; // _spellHitTarget can be null if spell is missed in DoSpellHitOnUnit if (MissCondition != SPELL_MISS_EVADE && _spellHitTarget && !spell->m_caster->IsFriendlyTo(unit) && (!spell->IsPositive() || spell->m_spellInfo->HasEffect(SPELL_EFFECT_DISPEL))) { if (Unit* unitCaster = spell->m_caster->ToUnit()) unitCaster->AtTargetAttacked(unit, spell->m_spellInfo->HasInitialAggro()); if (!unit->IsStandState()) unit->SetStandState(UNIT_STAND_STATE_STAND); } // Check for SPELL_ATTR7_INTERRUPT_ONLY_NONPLAYER if (MissCondition == SPELL_MISS_NONE && spell->m_spellInfo->HasAttribute(SPELL_ATTR7_INTERRUPT_ONLY_NONPLAYER) && unit->GetTypeId() != TYPEID_PLAYER) caster->CastSpell(unit, SPELL_INTERRUPT_NONPLAYER, true); } if (_spellHitTarget) { //AI functions if (Creature* cHitTarget = _spellHitTarget->ToCreature()) if (CreatureAI* hitTargetAI = cHitTarget->AI()) hitTargetAI->SpellHit(spell->m_caster, spell->m_spellInfo); if (spell->m_caster->GetTypeId() == TYPEID_UNIT && spell->m_caster->ToCreature()->IsAIEnabled()) spell->m_caster->ToCreature()->AI()->SpellHitTarget(_spellHitTarget, spell->m_spellInfo); else if (spell->m_caster->GetTypeId() == TYPEID_GAMEOBJECT && spell->m_caster->ToGameObject()->AI()) spell->m_caster->ToGameObject()->AI()->SpellHitTarget(_spellHitTarget, spell->m_spellInfo); if (HitAura) { if (AuraApplication* aurApp = HitAura->GetApplicationOfTarget(_spellHitTarget->GetGUID())) { // only apply unapplied effects (for reapply case) uint8 effMask = EffectMask & aurApp->GetEffectsToApply(); for (uint8 i = 0; i < spell->m_spellInfo->GetEffects().size(); ++i) if ((effMask & (1 << i)) && aurApp->HasEffect(i)) effMask &= ~(1 << i); if (effMask) _spellHitTarget->_ApplyAura(aurApp, effMask); } } // Needs to be called after dealing damage/healing to not remove breaking on damage auras spell->DoTriggersOnSpellHit(_spellHitTarget, EffectMask); if (_enablePVP) spell->m_caster->ToPlayer()->UpdatePvP(true); } spell->_spellAura = HitAura; spell->CallScriptAfterHitHandlers(); spell->_spellAura = nullptr; } void Spell::GOTargetInfo::DoTargetSpellHit(Spell* spell, SpellEffectInfo const& spellEffectInfo) { GameObject* go = spell->m_caster->GetGUID() == TargetGUID ? spell->m_caster->ToGameObject() : ObjectAccessor::GetGameObject(*spell->m_caster, TargetGUID); if (!go) return; spell->CallScriptBeforeHitHandlers(SPELL_MISS_NONE); spell->HandleEffects(nullptr, nullptr, go, nullptr, spellEffectInfo, SPELL_EFFECT_HANDLE_HIT_TARGET); // AI functions if (go->AI()) go->AI()->SpellHit(spell->m_caster, spell->m_spellInfo); if (spell->m_caster->GetTypeId() == TYPEID_UNIT && spell->m_caster->ToCreature()->IsAIEnabled()) spell->m_caster->ToCreature()->AI()->SpellHitTarget(go, spell->m_spellInfo); else if (spell->m_caster->GetTypeId() == TYPEID_GAMEOBJECT && spell->m_caster->ToGameObject()->AI()) spell->m_caster->ToGameObject()->AI()->SpellHitTarget(go, spell->m_spellInfo); spell->CallScriptOnHitHandlers(); spell->CallScriptAfterHitHandlers(); } void Spell::ItemTargetInfo::DoTargetSpellHit(Spell* spell, SpellEffectInfo const& spellEffectInfo) { spell->CallScriptBeforeHitHandlers(SPELL_MISS_NONE); spell->HandleEffects(nullptr, TargetItem, nullptr, nullptr, spellEffectInfo, SPELL_EFFECT_HANDLE_HIT_TARGET); spell->CallScriptOnHitHandlers(); spell->CallScriptAfterHitHandlers(); } void Spell::CorpseTargetInfo::DoTargetSpellHit(Spell* spell, SpellEffectInfo const& spellEffectInfo) { Corpse* corpse = ObjectAccessor::GetCorpse(*spell->m_caster, TargetGUID); if (!corpse) return; spell->CallScriptBeforeHitHandlers(SPELL_MISS_NONE); spell->HandleEffects(nullptr, nullptr, nullptr, corpse, spellEffectInfo, SPELL_EFFECT_HANDLE_HIT_TARGET); spell->CallScriptOnHitHandlers(); spell->CallScriptAfterHitHandlers(); } SpellMissInfo Spell::PreprocessSpellHit(Unit* unit, bool scaleAura, TargetInfo& hitInfo) { if (!unit) return SPELL_MISS_EVADE; // Target may have begun evading between launch and hit phases - re-check now if (Creature* creatureTarget = unit->ToCreature()) if (creatureTarget->IsEvadingAttacks()) return SPELL_MISS_EVADE; // For delayed spells immunity may be applied between missile launch and hit - check immunity for that case if (m_spellInfo->Speed && unit->IsImmunedToSpell(m_spellInfo, m_caster)) return SPELL_MISS_IMMUNE; if (Player* player = unit->ToPlayer()) { player->StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_SPELL_TARGET, m_spellInfo->Id); player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET, m_spellInfo->Id, 0, m_caster); player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2, m_spellInfo->Id); } if (Player* player = m_caster->ToPlayer()) { player->StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_SPELL_CASTER, m_spellInfo->Id); player->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->HasUnitFlag(UNIT_FLAG_NON_ATTACKABLE) && unit->GetCharmerOrOwnerGUID() != m_caster->GetGUID()) return SPELL_MISS_EVADE; if (m_caster->IsValidAttackTarget(unit, m_spellInfo)) unit->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_HITBYSPELL); else if (m_caster->IsFriendlyTo(unit)) { // for delayed spells ignore negative spells (after duel end) for friendly targets if (m_spellInfo->Speed > 0.0f && unit->GetTypeId() == TYPEID_PLAYER && !IsPositive() && !m_caster->IsValidAssistTarget(unit, m_spellInfo)) return SPELL_MISS_EVADE; // assisting case, healing and resurrection if (unit->HasUnitState(UNIT_STATE_ATTACK_PLAYER)) { if (Player* playerOwner = m_caster->GetCharmerOrOwnerPlayerOrPlayerItself()) { playerOwner->SetContestedPvP(); playerOwner->UpdatePvP(true); } } if (m_originalCaster && unit->IsInCombat() && m_spellInfo->HasInitialAggro()) { if (m_originalCaster->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED)) // only do explicit combat forwarding for PvP enabled units m_originalCaster->GetCombatManager().InheritCombatStatesFrom(unit); // for creature v creature combat, the threat forward does it for us unit->GetThreatManager().ForwardThreatForAssistingMe(m_originalCaster, 0.0f, nullptr, true); } } } // original caster for auras WorldObject* origCaster = m_caster; if (m_originalCaster) origCaster = m_originalCaster; // check immunity due to diminishing returns if (Aura::BuildEffectMaskForOwner(m_spellInfo, MAX_EFFECT_MASK, unit)) { // Select rank for aura with level requirements only in specific cases // Unit has to be target only of aura effect, both caster and target have to be players, target has to be other than unit target hitInfo.AuraSpellInfo = m_spellInfo; if (scaleAura) { if (SpellInfo const* actualSpellInfo = m_spellInfo->GetAuraRankForLevel(unitTarget->GetLevel())) hitInfo.AuraSpellInfo = actualSpellInfo; for (SpellEffectInfo const& auraEffectInfo : hitInfo.AuraSpellInfo->GetEffects()) { hitInfo.AuraBasePoints[auraEffectInfo.EffectIndex] = auraEffectInfo.BasePoints; if (m_spellInfo->GetEffect(auraEffectInfo.EffectIndex).Effect != auraEffectInfo.Effect) { hitInfo.AuraSpellInfo = m_spellInfo; break; } } } // Get Data Needed for Diminishing Returns, some effects may have multiple auras, so this must be done on spell hit, not aura add bool triggered = (m_triggeredByAuraSpell != nullptr); hitInfo.DRGroup = m_spellInfo->GetDiminishingReturnsGroupForSpell(triggered); DiminishingLevels diminishLevel = DIMINISHING_LEVEL_1; if (hitInfo.DRGroup) { diminishLevel = unit->GetDiminishing(hitInfo.DRGroup); DiminishingReturnsType type = m_spellInfo->GetDiminishingReturnsGroupType(triggered); // Increase Diminishing on unit, current informations for actually casts will use values above if (type == DRTYPE_ALL || (type == DRTYPE_PLAYER && unit->IsAffectedByDiminishingReturns())) unit->IncrDiminishing(m_spellInfo, triggered); } // Now Reduce spell duration using data received at spell hit // check whatever effects we're going to apply, diminishing returns only apply to negative aura effects hitInfo.Positive = true; if (origCaster == unit || !origCaster->IsFriendlyTo(unit)) { for (SpellEffectInfo const& auraSpellEffect : hitInfo.AuraSpellInfo->GetEffects()) { // mod duration only for effects applying aura! if (hitInfo.EffectMask & (1 << auraSpellEffect.EffectIndex) && auraSpellEffect.IsUnitOwnedAuraEffect() && !hitInfo.AuraSpellInfo->IsPositiveEffect(auraSpellEffect.EffectIndex)) { hitInfo.Positive = false; break; } } } hitInfo.AuraDuration = Aura::CalcMaxDuration(hitInfo.AuraSpellInfo, origCaster); // unit is immune to aura if it was diminished to 0 duration if (!hitInfo.Positive && !unit->ApplyDiminishingToDuration(hitInfo.AuraSpellInfo, triggered, hitInfo.AuraDuration, origCaster, diminishLevel)) if (std::all_of(std::begin(hitInfo.AuraSpellInfo->GetEffects()), std::end(hitInfo.AuraSpellInfo->GetEffects()), [](SpellEffectInfo const& effInfo) { return !effInfo.IsEffect() || effInfo.Effect == SPELL_EFFECT_APPLY_AURA; })) return SPELL_MISS_IMMUNE; } return SPELL_MISS_NONE; } void Spell::DoSpellEffectHit(Unit* unit, SpellEffectInfo const& spellEffectInfo, TargetInfo& hitInfo) { if (uint8 aura_effmask = Aura::BuildEffectMaskForOwner(m_spellInfo, 1 << spellEffectInfo.EffectIndex, unit)) { WorldObject* caster = m_caster; if (m_originalCaster) caster = m_originalCaster; if (caster) { bool refresh = false; if (!hitInfo.HitAura) { bool const resetPeriodicTimer = (m_spellInfo->StackAmount < 2) && !(_triggeredCastFlags & TRIGGERED_DONT_RESET_PERIODIC_TIMER); uint8 const allAuraEffectMask = Aura::BuildEffectMaskForOwner(hitInfo.AuraSpellInfo, MAX_EFFECT_MASK, unit); int32 const* bp = hitInfo.AuraBasePoints; if (hitInfo.AuraSpellInfo == m_spellInfo) bp = m_spellValue->EffectBasePoints; AuraCreateInfo createInfo(hitInfo.AuraSpellInfo, allAuraEffectMask, unit); createInfo .SetCasterGUID(caster->GetGUID()) .SetBaseAmount(bp) .SetCastItemGUID(m_CastItem ? m_CastItem->GetGUID() : ObjectGuid::Empty) .SetPeriodicReset(resetPeriodicTimer) .SetOwnerEffectMask(aura_effmask) .IsRefresh = &refresh; if (Aura* aura = Aura::TryRefreshStackOrCreate(createInfo, false)) { hitInfo.HitAura = aura->ToUnitAura(); // Set aura stack amount to desired value if (m_spellValue->AuraStackAmount > 1) { if (!refresh) hitInfo.HitAura->SetStackAmount(m_spellValue->AuraStackAmount); else hitInfo.HitAura->ModStackAmount(m_spellValue->AuraStackAmount); } hitInfo.HitAura->SetDiminishGroup(hitInfo.DRGroup); hitInfo.AuraDuration = caster->ModSpellDuration(hitInfo.AuraSpellInfo, unit, hitInfo.AuraDuration, hitInfo.Positive, hitInfo.HitAura->GetEffectMask()); // Haste modifies duration of channeled spells if (m_spellInfo->IsChanneled()) caster->ModSpellDurationTime(hitInfo.AuraSpellInfo, hitInfo.AuraDuration, this); // and duration of auras affected by SPELL_AURA_PERIODIC_HASTE else if (m_originalCaster && (m_originalCaster->HasAuraTypeWithAffectMask(SPELL_AURA_PERIODIC_HASTE, hitInfo.AuraSpellInfo) || m_spellInfo->HasAttribute(SPELL_ATTR5_HASTE_AFFECT_DURATION))) hitInfo.AuraDuration = int32(hitInfo.AuraDuration * m_originalCaster->GetFloatValue(UNIT_MOD_CAST_SPEED)); if (hitInfo.AuraDuration != hitInfo.HitAura->GetMaxDuration()) { hitInfo.HitAura->SetMaxDuration(hitInfo.AuraDuration); hitInfo.HitAura->SetDuration(hitInfo.AuraDuration); } if (refresh) hitInfo.HitAura->AddStaticApplication(unit, aura_effmask); } } else hitInfo.HitAura->AddStaticApplication(unit, aura_effmask); } } _spellAura = hitInfo.HitAura; HandleEffects(unit, nullptr, nullptr, nullptr, spellEffectInfo, SPELL_EFFECT_HANDLE_HIT_TARGET); _spellAura = nullptr; } void Spell::DoTriggersOnSpellHit(Unit* unit, uint8 effMask) { // handle SPELL_AURA_ADD_TARGET_TRIGGER auras // this is executed after spell proc spells on target hit // spells are triggered for each hit spell target // info confirmed with retail sniffs of permafrost and shadow weaving if (!m_hitTriggerSpells.empty()) { int32 _duration = 0; for (auto i = m_hitTriggerSpells.begin(); i != m_hitTriggerSpells.end(); ++i) { if (CanExecuteTriggersOnHit(effMask, i->triggeredByAura) && roll_chance_i(i->chance)) { m_caster->CastSpell(unit, i->triggeredSpell->Id, true); TC_LOG_DEBUG("spells", "Spell {} triggered spell {} by SPELL_AURA_ADD_TARGET_TRIGGER aura", m_spellInfo->Id, i->triggeredSpell->Id); // SPELL_AURA_ADD_TARGET_TRIGGER auras shouldn't trigger auras without duration // set duration of current aura to the triggered spell if (i->triggeredSpell->GetDuration() == -1) { if (Aura* triggeredAur = unit->GetAura(i->triggeredSpell->Id, m_caster->GetGUID())) { // get duration from aura-only once if (!_duration) { Aura* aur = unit->GetAura(m_spellInfo->Id, m_caster->GetGUID()); _duration = aur ? aur->GetDuration() : -1; } triggeredAur->SetDuration(_duration); } } } } } // trigger linked auras remove/apply /// @todo remove/cleanup this, as this table is not documented and people are doing stupid things with it if (std::vector const* spellTriggered = sSpellMgr->GetSpellLinked(m_spellInfo->Id + SPELL_LINK_HIT)) { for (std::vector::const_iterator i = spellTriggered->begin(); i != spellTriggered->end(); ++i) { if (*i < 0) unit->RemoveAurasDueToSpell(-(*i)); else unit->CastSpell(unit, *i, m_caster->GetGUID()); } } } bool Spell::UpdateChanneledTargetList() { // Not need check return true if (m_channelTargetEffectMask == 0) return true; uint8 channelTargetEffectMask = m_channelTargetEffectMask; uint8 channelAuraMask = 0; for (SpellEffectInfo const& spellEffectInfo : m_spellInfo->GetEffects()) if (spellEffectInfo.IsEffect(SPELL_EFFECT_APPLY_AURA)) channelAuraMask |= 1 << spellEffectInfo.EffectIndex; channelAuraMask &= channelTargetEffectMask; float range = 0; if (channelAuraMask) { range = m_spellInfo->GetMaxRange(IsPositive()); if (Player* modOwner = m_caster->GetSpellModOwner()) modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RANGE, range, this); // add little tolerance level range += std::min(MAX_SPELL_RANGE_TOLERANCE, range*0.1f); // 10% but no more than MAX_SPELL_RANGE_TOLERANCE } for (TargetInfo& targetInfo : m_UniqueTargetInfo) { if (targetInfo.MissCondition == SPELL_MISS_NONE && (channelTargetEffectMask & targetInfo.EffectMask)) { Unit* unit = m_caster->GetGUID() == targetInfo.TargetGUID ? m_caster->ToUnit() : ObjectAccessor::GetUnit(*m_caster, targetInfo.TargetGUID); if (!unit) continue; if (IsValidDeadOrAliveTarget(unit)) { if (channelAuraMask & targetInfo.EffectMask) { if (AuraApplication * aurApp = unit->GetAuraApplication(m_spellInfo->Id, m_originalCasterGUID)) { if (m_caster != unit && !m_caster->IsWithinDistInMap(unit, range)) { targetInfo.EffectMask &= ~aurApp->GetEffectMask(); unit->RemoveAura(aurApp); continue; } } else // aura is dispelled continue; } channelTargetEffectMask &= ~targetInfo.EffectMask; // remove from need alive mask effect that have alive target } } } // is all effects from m_needAliveTargetMask have alive targets return channelTargetEffectMask == 0; } SpellCastResult Spell::prepare(SpellCastTargets const& targets, AuraEffect const* triggeredByAura) { if (m_CastItem) { m_castItemGUID = m_CastItem->GetGUID(); m_castItemEntry = m_CastItem->GetEntry(); } else { m_castItemGUID.Clear(); m_castItemEntry = 0; } InitExplicitTargets(targets); // Fill aura scaling information if (Unit* unitCaster = m_caster->ToUnit()) { if (unitCaster->IsControlledByPlayer() && !m_spellInfo->IsPassive() && m_spellInfo->SpellLevel && !m_spellInfo->IsChanneled() && !(_triggeredCastFlags & TRIGGERED_IGNORE_AURA_SCALING)) { for (SpellEffectInfo const& spellEffectInfo : m_spellInfo->GetEffects()) { if (spellEffectInfo.IsEffect(SPELL_EFFECT_APPLY_AURA)) { // Change aura with ranks only if basepoints are taken from spellInfo and aura is positive if (m_spellInfo->IsPositiveEffect(spellEffectInfo.EffectIndex)) { m_auraScaleMask |= (1 << spellEffectInfo.EffectIndex); if (m_spellValue->EffectBasePoints[spellEffectInfo.EffectIndex] != spellEffectInfo.BasePoints) { m_auraScaleMask = 0; break; } } } } } } m_spellState = SPELL_STATE_PREPARING; if (triggeredByAura) m_triggeredByAuraSpell = triggeredByAura->GetSpellInfo(); // create and add update event for this spell _spellEvent = new SpellEvent(this); m_caster->m_Events.AddEvent(_spellEvent, m_caster->m_Events.CalculateTime(1ms)); // check disables if (DisableMgr::IsDisabledFor(DISABLE_TYPE_SPELL, m_spellInfo->Id, m_caster)) { SendCastResult(SPELL_FAILED_SPELL_UNAVAILABLE); finish(false); return SPELL_FAILED_SPELL_UNAVAILABLE; } // Prevent casting at cast another spell (ServerSide check) if (!(_triggeredCastFlags & TRIGGERED_IGNORE_CAST_IN_PROGRESS) && m_caster->ToUnit() && m_caster->ToUnit()->IsNonMeleeSpellCast(false, true, true, m_spellInfo->Id == 75) && m_cast_count) { SendCastResult(SPELL_FAILED_SPELL_IN_PROGRESS); finish(false); return SPELL_FAILED_SPELL_IN_PROGRESS; } LoadScripts(); // Fill cost data (do not use power for item casts) m_powerCost = m_CastItem ? 0 : m_spellInfo->CalcPowerCost(m_caster, m_spellSchoolMask, this); // Set combo point requirement if ((_triggeredCastFlags & TRIGGERED_IGNORE_COMBO_POINTS) || m_CastItem) m_needComboPoints = false; uint32 param1 = 0, param2 = 0; SpellCastResult result = CheckCast(true, ¶m1, ¶m2); // target is checked in too many locations and with different results to handle each of them // handle just the general SPELL_FAILED_BAD_TARGETS result which is the default result for most DBC target checks if (_triggeredCastFlags & TRIGGERED_IGNORE_TARGET_CHECK && result == SPELL_FAILED_BAD_TARGETS) result = SPELL_CAST_OK; if (result != SPELL_CAST_OK && !IsAutoRepeat()) //always cast autorepeat dummy for triggering { // Periodic auras should be interrupted when aura triggers a spell which can't be cast // for example bladestorm aura should be removed on disarm as of patch 3.3.5 // channeled periodic spells should be affected by this (arcane missiles, penance, etc) // a possible alternative sollution for those would be validating aura target on unit state change if (triggeredByAura && triggeredByAura->IsPeriodic() && !triggeredByAura->GetBase()->IsPassive()) { SendChannelUpdate(0); triggeredByAura->GetBase()->SetDuration(0); } if (param1 || param2) SendCastResult(result, ¶m1, ¶m2); else SendCastResult(result); finish(false); return result; } // Prepare data for triggers prepareDataForTriggerSystem(); if (Player* player = m_caster->ToPlayer()) { if (!player->GetCommandStatus(CHEAT_CASTTIME)) { // calculate cast time (calculated after first CheckCast check to prevent charge counting for first CheckCast fail) m_casttime = m_spellInfo->CalcCastTime(this); } else m_casttime = 0; // Set cast time to 0 if .cheat casttime is enabled. } else m_casttime = m_spellInfo->CalcCastTime(this); SpellCastResult movementResult = SPELL_CAST_OK; if (m_caster->IsUnit() && m_caster->ToUnit()->isMoving()) movementResult = CheckMovement(); // Creatures focus their target when possible if (m_casttime && m_caster->IsCreature() && !m_spellInfo->IsNextMeleeSwingSpell() && !IsAutoRepeat() && !m_caster->ToUnit()->HasUnitFlag(UNIT_FLAG_POSSESSED)) { // Channeled spells and some triggered spells do not focus a cast target. They face their target later on via channel object guid and via spell attribute or not at all bool const focusTarget = !m_spellInfo->IsChanneled() && !(_triggeredCastFlags & TRIGGERED_IGNORE_SET_FACING); if (focusTarget && m_targets.GetObjectTarget() && m_caster != m_targets.GetObjectTarget()) m_caster->ToCreature()->SetSpellFocus(this, m_targets.GetObjectTarget()); else m_caster->ToCreature()->SetSpellFocus(this, nullptr); } if (movementResult != SPELL_CAST_OK) { if (m_caster->ToUnit()->IsControlledByPlayer() || !CanStopMovementForSpellCasting(m_caster->ToUnit()->GetMotionMaster()->GetCurrentMovementGeneratorType())) { SendCastResult(movementResult); finish(movementResult); return movementResult; } else { // Creatures (not controlled) give priority to spell casting over movement. // We assume that the casting is always valid and the current movement // is stopped immediately (because spells are updated before movement, so next Unit::Update would cancel the spell before stopping movement) // and future attempts are stopped by by Unit::IsMovementPreventedByCasting in movement generators to prevent casting interruption. m_caster->ToUnit()->StopMoving(); } } // set timer base at cast time ReSetTimer(); TC_LOG_DEBUG("spells", "Spell::prepare: spell id {} source {} caster {} customCastFlags {} mask {}", m_spellInfo->Id, m_caster->GetEntry(), m_originalCaster ? m_originalCaster->GetEntry() : -1, _triggeredCastFlags, m_targets.GetTargetMask()); //Containers for channeled spells have to be set /// @todoApply this to all cast spells if needed // Why check duration? 29350: channelled triggers channelled if ((_triggeredCastFlags & TRIGGERED_CAST_DIRECTLY) && (!m_spellInfo->IsChanneled() || !m_spellInfo->GetMaxDuration())) cast(true); else { if (Unit* unitCaster = m_caster->ToUnit()) { // 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 (!(_triggeredCastFlags & TRIGGERED_IGNORE_AURA_INTERRUPT_FLAGS) && m_spellInfo->IsBreakingStealth()) { unitCaster->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CAST); for (SpellEffectInfo const& spellEffectInfo : m_spellInfo->GetEffects()) { if (spellEffectInfo.GetUsedTargetObjectType() == TARGET_OBJECT_TYPE_UNIT) { unitCaster->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_SPELL_ATTACK); break; } } } unitCaster->SetCurrentCastSpell(this); } SendSpellStart(); if (!(_triggeredCastFlags & TRIGGERED_IGNORE_GCD)) TriggerGlobalCooldown(); // Call CreatureAI hook OnSpellStart if (Creature* caster = m_caster->ToCreature()) if (caster->IsAIEnabled()) caster->AI()->OnSpellStart(GetSpellInfo()); // commented out !m_spellInfo->StartRecoveryTime, it forces instant spells with global cooldown to be processed in spell::update // as a result a spell that passed CheckCast and should be processed instantly may suffer from this delayed process // the easiest bug to observe is LoS check in AddUnitTarget, even if spell passed the CheckCast LoS check the situation can change in spell::update // because target could be relocated in the meantime, making the spell fly to the air (no targets can be registered, so no effects processed, nothing in combat log) if (!m_casttime && /*!m_spellInfo->StartRecoveryTime && */ GetCurrentContainer() == CURRENT_GENERIC_SPELL) cast(true); } return SPELL_CAST_OK; } void Spell::cancel(SpellCastResult result /*= SPELL_FAILED_INTERRUPTED*/, Optional resultOther /*= {}*/) { if (m_spellState == SPELL_STATE_FINISHED) return; uint32 oldState = m_spellState; m_spellState = SPELL_STATE_FINISHED; m_autoRepeat = false; switch (oldState) { case SPELL_STATE_PREPARING: CancelGlobalCooldown(); SendCastResult(result); SendInterrupted(result, resultOther); break; case SPELL_STATE_DELAYED: SendInterrupted(result, resultOther); break; case SPELL_STATE_CASTING: for (TargetInfo const& targetInfo : m_UniqueTargetInfo) if (targetInfo.MissCondition == SPELL_MISS_NONE) if (Unit* unit = m_caster->GetGUID() == targetInfo.TargetGUID ? m_caster->ToUnit() : ObjectAccessor::GetUnit(*m_caster, targetInfo.TargetGUID)) unit->RemoveOwnedAura(m_spellInfo->Id, m_originalCasterGUID, 0, AURA_REMOVE_BY_CANCEL); SendChannelUpdate(0); SendInterrupted(result, resultOther); m_appliedMods.clear(); break; default: break; } SetReferencedFromCurrent(false); if (m_selfContainer && *m_selfContainer == this) *m_selfContainer = nullptr; // originalcaster handles gameobjects/dynobjects for gob caster if (m_originalCaster) { m_originalCaster->RemoveDynObject(m_spellInfo->Id); if (m_spellInfo->IsChanneled()) // if not channeled then the object for the current cast wasn't summoned yet m_originalCaster->RemoveGameObject(m_spellInfo->Id, true); } //set state back so finish will be processed m_spellState = oldState; finish(false); } void Spell::cast(bool skipCheck) { Player* modOwner = m_caster->GetSpellModOwner(); Spell* lastSpellMod = nullptr; if (modOwner) { lastSpellMod = modOwner->m_spellModTakingSpell; if (lastSpellMod) modOwner->SetSpellModTakingSpell(lastSpellMod, false); } _cast(skipCheck); if (lastSpellMod) modOwner->SetSpellModTakingSpell(lastSpellMod, true); } void Spell::_cast(bool skipCheck) { // update pointers base at GUIDs to prevent access to non-existed already object if (!UpdatePointers()) { // cancel the spell if UpdatePointers() returned false, something wrong happened there cancel(); return; } // cancel at lost explicit target during cast if (m_targets.GetObjectTargetGUID() && !m_targets.GetObjectTarget()) { cancel(); return; } if (Player* playerCaster = m_caster->ToPlayer()) { // now that we've done the basic check, now run the scripts // should be done before the spell is actually executed sScriptMgr->OnPlayerSpellCast(playerCaster, this, skipCheck); // As of 3.0.2 pets begin attacking their owner's target immediately // Let any pets know we've attacked something. Check DmgClass for harmful spells only // This prevents spells such as Hunter's Mark from triggering pet attack if (GetSpellInfo()->DmgClass != SPELL_DAMAGE_CLASS_NONE) if (Unit* target = m_targets.GetUnitTarget()) for (Unit* controlled : playerCaster->m_Controlled) if (Creature* cControlled = controlled->ToCreature()) if (CreatureAI* controlledAI = cControlled->AI()) controlledAI->OwnerAttacked(target); } SetExecutedCurrently(true); // Should this be done for original caster? Player* modOwner = m_caster->GetSpellModOwner(); if (modOwner) { // Set spell which will drop charges for triggered cast spells // if not successfully cast, will be remove in finish(false) modOwner->SetSpellModTakingSpell(this, true); } CallScriptBeforeCastHandlers(); // skip check if done already (for instant cast spells for example) if (!skipCheck) { auto cleanupSpell = [this, modOwner](SpellCastResult res, uint32* p1 = nullptr, uint32* p2 = nullptr) { SendCastResult(res, p1, p2); SendInterrupted(res); if (modOwner) modOwner->SetSpellModTakingSpell(this, false); finish(false); SetExecutedCurrently(false); }; uint32 param1 = 0, param2 = 0; SpellCastResult castResult = CheckCast(false, ¶m1, ¶m2); if (castResult != SPELL_CAST_OK) { cleanupSpell(castResult, ¶m1, ¶m2); return; } // additional check after cast bar completes (must not be in CheckCast) // if trade not complete then remember it in trade data if (m_targets.GetTargetMask() & TARGET_FLAG_TRADE_ITEM) { if (modOwner) { if (TradeData* my_trade = modOwner->GetTradeData()) { if (!my_trade->IsInAcceptProcess()) { // Spell will be cast after completing the trade. Silently ignore at this place my_trade->SetSpell(m_spellInfo->Id, m_CastItem); cleanupSpell(SPELL_FAILED_DONT_REPORT); return; } } } } // check diminishing returns (again, only after finish cast bar, tested on retail) if (Unit* target = m_targets.GetUnitTarget()) { uint8 aura_effmask = 0; for (SpellEffectInfo const& spellEffectInfo : m_spellInfo->GetEffects()) if (spellEffectInfo.IsUnitOwnedAuraEffect()) aura_effmask |= 1 << spellEffectInfo.EffectIndex; if (aura_effmask) { bool const triggered = m_triggeredByAuraSpell != nullptr; if (m_spellInfo->GetDiminishingReturnsGroupForSpell(triggered)) { DiminishingReturnsType type = m_spellInfo->GetDiminishingReturnsGroupType(triggered); if (type == DRTYPE_ALL || (type == DRTYPE_PLAYER && target->IsAffectedByDiminishingReturns())) { if (Unit* caster = m_originalCaster ? m_originalCaster : m_caster->ToUnit()) { if (target->HasStrongerAuraWithDR(m_spellInfo, caster, triggered)) { cleanupSpell(SPELL_FAILED_AURA_BOUNCED); return; } } } } } } } // The spell focusing is making sure that we have a valid cast target guid when we need it so only check for a guid value here. if (Creature* creatureCaster = m_caster->ToCreature()) if (!creatureCaster->GetTarget().IsEmpty() && !creatureCaster->HasUnitFlag(UNIT_FLAG_POSSESSED)) if (WorldObject const* target = ObjectAccessor::GetUnit(*creatureCaster, creatureCaster->GetTarget())) creatureCaster->SetInFront(target); SelectSpellTargets(); // Spell may be finished after target map check if (m_spellState == SPELL_STATE_FINISHED) { SendInterrupted(SPELL_FAILED_DONT_REPORT); if (modOwner) modOwner->SetSpellModTakingSpell(this, false); finish(false); SetExecutedCurrently(false); return; } if (Unit* unitCaster = m_caster->ToUnit()) if (m_spellInfo->HasAttribute(SPELL_ATTR1_DISMISS_PET)) if (Creature* pet = ObjectAccessor::GetCreatureOrPetOrVehicle(*m_caster, unitCaster->GetPetGUID())) pet->DespawnOrUnsummon(); PrepareTriggersExecutedOnHit(); CallScriptOnCastHandlers(); // 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 (Player* player = m_caster->ToPlayer()) { if (!(_triggeredCastFlags & TRIGGERED_IGNORE_CAST_ITEM) && m_CastItem) { player->StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_ITEM, m_CastItem->GetEntry()); player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_USE_ITEM, m_CastItem->GetEntry()); } player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL, m_spellInfo->Id); } if (!(_triggeredCastFlags & TRIGGERED_IGNORE_POWER_AND_REAGENT_COST)) { // Powers have to be taken before SendSpellGo TakePower(); TakeReagents(); // we must remove reagents before HandleEffects to allow place crafted item in same slot } else if (Item* targetItem = m_targets.GetItemTarget()) { /// Not own traded item (in trader trade slot) req. reagents including triggered spell case if (targetItem->GetOwnerGUID() != m_caster->GetGUID()) TakeReagents(); } // CAST SPELL SendSpellCooldown(); HandleLaunchPhase(); // we must send smsg_spell_go packet before m_castItem delete in TakeCastItem()... SendSpellGo(); if (!m_spellInfo->IsChanneled()) if (Creature* creatureCaster = m_caster->ToCreature()) creatureCaster->ReleaseSpellFocus(this); // Okay, everything is prepared. Now we need to distinguish between immediate and evented delayed spells if (m_spellInfo->Speed > 0.0f && !m_spellInfo->IsChanneled()) { // Remove used for cast item if need (it can be already NULL after TakeReagents call // in case delayed spell remove item at cast delay start TakeCastItem(); // Okay, maps created, now prepare flags m_immediateHandled = false; m_spellState = SPELL_STATE_DELAYED; SetDelayStart(0); if (Unit* unitCaster = m_caster->ToUnit()) if (unitCaster->HasUnitState(UNIT_STATE_CASTING) && !unitCaster->IsNonMeleeSpellCast(false, false, true)) unitCaster->ClearUnitState(UNIT_STATE_CASTING); } else { // Immediate spell, no big deal handle_immediate(); } CallScriptAfterCastHandlers(); if (std::vector const* spell_triggered = sSpellMgr->GetSpellLinked(m_spellInfo->Id)) { for (int32 id : *spell_triggered) { if (id < 0) { if (Unit* unitCaster = m_caster->ToUnit()) unitCaster->RemoveAurasDueToSpell(-id); } else m_caster->CastSpell(m_targets.GetUnitTarget() ? m_targets.GetUnitTarget() : m_caster, id, true); } } if (modOwner) { modOwner->SetSpellModTakingSpell(this, false); //Clear spell cooldowns after every spell is cast if .cheat cooldown is enabled. if (m_originalCaster && modOwner->GetCommandStatus(CHEAT_COOLDOWN)) m_originalCaster->GetSpellHistory()->ResetCooldown(m_spellInfo->Id, true); } SetExecutedCurrently(false); if (!m_originalCaster) return; // Handle procs on cast uint32 procAttacker = m_procAttacker; if (!procAttacker) { if (m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MAGIC) procAttacker = IsPositive() ? PROC_FLAG_DONE_SPELL_MAGIC_DMG_CLASS_POS : PROC_FLAG_DONE_SPELL_MAGIC_DMG_CLASS_NEG; else procAttacker = IsPositive() ? PROC_FLAG_DONE_SPELL_NONE_DMG_CLASS_POS : PROC_FLAG_DONE_SPELL_NONE_DMG_CLASS_NEG; } uint32 hitMask = m_hitMask; if (!(hitMask & PROC_HIT_CRITICAL)) hitMask |= PROC_HIT_NORMAL; Unit::ProcSkillsAndAuras(m_originalCaster, nullptr, procAttacker, PROC_FLAG_NONE, PROC_SPELL_TYPE_MASK_ALL, PROC_SPELL_PHASE_CAST, hitMask, this, nullptr, nullptr); // Call CreatureAI hook OnSpellCast if (Creature* caster = m_originalCaster->ToCreature()) if (caster->IsAIEnabled()) caster->AI()->OnSpellCast(GetSpellInfo()); } template void Spell::DoProcessTargetContainer(Container& targetContainer) { for (TargetInfoBase& target : targetContainer) target.PreprocessTarget(this); for (SpellEffectInfo const& spellEffectInfo : m_spellInfo->GetEffects()) for (TargetInfoBase& target : targetContainer) if (target.EffectMask & (1 << spellEffectInfo.EffectIndex)) target.DoTargetSpellHit(this, spellEffectInfo); for (TargetInfoBase& target : targetContainer) target.DoDamageAndTriggers(this); } void Spell::handle_immediate() { // start channeling if applicable if (m_spellInfo->IsChanneled()) { int32 duration = m_spellInfo->GetDuration(); if (duration > 0) { // First mod_duration then haste - see Missile Barrage // Apply duration mod if (Player* modOwner = m_caster->GetSpellModOwner()) modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_DURATION, duration); // Apply haste mods m_caster->ModSpellDurationTime(m_spellInfo, duration, this); m_channeledDuration = duration; SendChannelStart(duration); } else if (duration == -1) SendChannelStart(duration); if (duration != 0) { m_spellState = SPELL_STATE_CASTING; // GameObjects shouldn't cast channeled spells ASSERT_NOTNULL(m_caster->ToUnit())->AddInterruptMask(m_spellInfo->ChannelInterruptFlags); } } PrepareTargetProcessing(); // process immediate effects (items, ground, etc.) also initialize some variables _handle_immediate_phase(); // consider spell hit for some spells without target, so they may proc on finish phase correctly if (m_UniqueTargetInfo.empty()) m_hitMask = PROC_HIT_NORMAL; else DoProcessTargetContainer(m_UniqueTargetInfo); DoProcessTargetContainer(m_UniqueGOTargetInfo); DoProcessTargetContainer(m_UniqueCorpseTargetInfo); FinishTargetProcessing(); // 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(); // handle ammo consumption for Hunter's volley spell if (m_spellInfo->IsRangedWeaponSpell() && m_spellInfo->IsChanneled()) TakeAmmo(); 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) { if (!UpdatePointers()) { // finish the spell if UpdatePointers() returned false, something wrong happened there finish(false); return 0; } Player* modOwner = m_caster->GetSpellModOwner(); if (modOwner) modOwner->SetSpellModTakingSpell(this, true); uint64 next_time = 0; PrepareTargetProcessing(); if (!m_immediateHandled) { _handle_immediate_phase(); m_immediateHandled = true; } bool single_missile = (m_targets.HasDst()); // now recheck units targeting correctness (need before any effects apply to prevent adding immunity at first effect not allow apply second spell effect and similar cases) { std::vector delayedTargets; m_UniqueTargetInfo.erase(std::remove_if(m_UniqueTargetInfo.begin(), m_UniqueTargetInfo.end(), [&](TargetInfo& target) -> bool { if (single_missile || target.TimeDelay <= t_offset) { target.TimeDelay = t_offset; delayedTargets.emplace_back(std::move(target)); return true; } else if (next_time == 0 || target.TimeDelay < next_time) next_time = target.TimeDelay; return false; }), m_UniqueTargetInfo.end()); DoProcessTargetContainer(delayedTargets); } // now recheck gameobject targeting correctness { std::vector delayedGOTargets; m_UniqueGOTargetInfo.erase(std::remove_if(m_UniqueGOTargetInfo.begin(), m_UniqueGOTargetInfo.end(), [&](GOTargetInfo& goTarget) -> bool { if (single_missile || goTarget.TimeDelay <= t_offset) { goTarget.TimeDelay = t_offset; delayedGOTargets.emplace_back(std::move(goTarget)); return true; } else if (next_time == 0 || goTarget.TimeDelay < next_time) next_time = goTarget.TimeDelay; return false; }), m_UniqueGOTargetInfo.end()); DoProcessTargetContainer(delayedGOTargets); } FinishTargetProcessing(); if (modOwner) modOwner->SetSpellModTakingSpell(this, false); // All targets passed - need finish phase if (next_time == 0) { // spell is finished, perform some last features of the spell here _handle_finish_phase(); finish(true); // successfully finish spell cast // return zero, spell is finished now return 0; } else { // spell is unfinished, return next execution time return next_time; } } void Spell::_handle_immediate_phase() { // handle some immediate features of the spell here HandleThreatSpells(); // handle effects with SPELL_EFFECT_HANDLE_HIT mode for (SpellEffectInfo const& spellEffectInfo : m_spellInfo->GetEffects()) { // don't do anything for empty effect if (!spellEffectInfo.IsEffect()) continue; // call effect handlers to handle destination hit HandleEffects(nullptr, nullptr, nullptr, nullptr, spellEffectInfo, SPELL_EFFECT_HANDLE_HIT); } // process items DoProcessTargetContainer(m_UniqueItemInfo); } void Spell::_handle_finish_phase() { if (Unit* unitCaster = m_caster->ToUnit()) { // Take for real after all targets are processed if (m_needComboPoints) unitCaster->ClearComboPoints(); // Real add combo points from effects if (m_comboTarget && m_comboPointGain) { // remove Premed-like effects unless they were caused by ourselves // (this Aura removes the already-added CP when it expires from duration - now that we've added CP, this shouldn't happen anymore!) if (!m_spellInfo->HasAura(SPELL_AURA_RETAIN_COMBO_POINTS)) unitCaster->RemoveAurasByType(SPELL_AURA_RETAIN_COMBO_POINTS); unitCaster->AddComboPoints(m_comboTarget, m_comboPointGain); } if (m_spellInfo->HasEffect(SPELL_EFFECT_ADD_EXTRA_ATTACKS)) unitCaster->SetLastExtraAttackSpell(m_spellInfo->Id); } // Handle procs on finish if (!m_originalCaster) return; uint32 procAttacker = m_procAttacker; if (!procAttacker) { if (m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MAGIC) procAttacker = IsPositive() ? PROC_FLAG_DONE_SPELL_MAGIC_DMG_CLASS_POS : PROC_FLAG_DONE_SPELL_MAGIC_DMG_CLASS_NEG; else procAttacker = IsPositive() ? PROC_FLAG_DONE_SPELL_NONE_DMG_CLASS_POS : PROC_FLAG_DONE_SPELL_NONE_DMG_CLASS_NEG; } Unit::ProcSkillsAndAuras(m_originalCaster, nullptr, procAttacker, PROC_FLAG_NONE, PROC_SPELL_TYPE_MASK_ALL, PROC_SPELL_PHASE_FINISH, m_hitMask, this, nullptr, nullptr); } void Spell::SendSpellCooldown() { if (m_caster->GetTypeId() == TYPEID_GAMEOBJECT) return; m_caster->ToUnit()->GetSpellHistory()->HandleCooldowns(m_spellInfo, m_CastItem, this); } void Spell::update(uint32 difftime) { // update pointers based at it's GUIDs if (!UpdatePointers()) { // cancel the spell if UpdatePointers() returned false, something wrong happened there cancel(); return; } if (m_targets.GetUnitTargetGUID() && !m_targets.GetUnitTarget()) { TC_LOG_DEBUG("spells", "Spell {} is cancelled due to removal of target.", m_spellInfo->Id); cancel(); return; } // check if the unit caster has moved before the spell finished if (m_timer != 0 && m_caster->IsUnit() && m_caster->ToUnit()->isMoving() && CheckMovement() != SPELL_CAST_OK) cancel(); switch (m_spellState) { case SPELL_STATE_PREPARING: { if (m_timer > 0) { if (difftime >= (uint32)m_timer) m_timer = 0; else m_timer -= difftime; } if (m_timer == 0 && !m_spellInfo->IsNextMeleeSwingSpell() && !IsAutoRepeat()) // don't CheckCast for instant spells - done in spell::prepare, skip duplicate checks, needed for range checks for example cast(!m_casttime); break; } case SPELL_STATE_CASTING: { if (m_timer) { // check if there are alive targets left if (!UpdateChanneledTargetList()) { TC_LOG_DEBUG("spells", "Channeled spell {} is removed due to lack of targets", m_spellInfo->Id); m_timer = 0; // Also remove applied auras for (TargetInfo const& target : m_UniqueTargetInfo) if (Unit* unit = m_caster->GetGUID() == target.TargetGUID ? m_caster->ToUnit() : ObjectAccessor::GetUnit(*m_caster, target.TargetGUID)) unit->RemoveOwnedAura(m_spellInfo->Id, m_originalCasterGUID, 0, AURA_REMOVE_BY_CANCEL); } if (m_timer > 0) { if (difftime >= (uint32)m_timer) m_timer = 0; else m_timer -= difftime; } } if (m_timer == 0) { SendChannelUpdate(0); finish(); // We call the hook here instead of in Spell::finish because we only want to call it for completed channeling. Everything else is handled by interrupts if (Creature* creatureCaster = m_caster->ToCreature()) if (creatureCaster->IsAIEnabled()) creatureCaster->AI()->OnChannelFinished(m_spellInfo); } break; } default: break; } } void Spell::finish(bool ok) { if (m_spellState == SPELL_STATE_FINISHED) return; m_spellState = SPELL_STATE_FINISHED; if (!m_caster) return; Unit* unitCaster = m_caster->ToUnit(); if (!unitCaster) return; if (m_spellInfo->IsChanneled()) unitCaster->UpdateInterruptMask(); if (unitCaster->HasUnitState(UNIT_STATE_CASTING) && !unitCaster->IsNonMeleeSpellCast(false, false, true)) unitCaster->ClearUnitState(UNIT_STATE_CASTING); // Unsummon summon as possessed creatures on spell cancel if (m_spellInfo->IsChanneled() && unitCaster->GetTypeId() == TYPEID_PLAYER) { if (Unit* charm = unitCaster->GetCharmed()) if (charm->GetTypeId() == TYPEID_UNIT && charm->ToCreature()->HasUnitTypeMask(UNIT_MASK_PUPPET) && charm->GetUInt32Value(UNIT_CREATED_BY_SPELL) == m_spellInfo->Id) ((Puppet*)charm)->UnSummon(); } if (Creature* creatureCaster = unitCaster->ToCreature()) creatureCaster->ReleaseSpellFocus(this); if (!ok) return; if (unitCaster->GetTypeId() == TYPEID_UNIT && unitCaster->IsSummon()) { // Unsummon statue uint32 spell = unitCaster->GetUInt32Value(UNIT_CREATED_BY_SPELL); SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spell); if (spellInfo && spellInfo->SpellIconID == 2056) { TC_LOG_DEBUG("spells", "Statue {} is unsummoned in spell {} finish", unitCaster->GetGUID().ToString(), m_spellInfo->Id); // Avoid infinite loops with setDeathState(JUST_DIED) being called over and over // It might make sense to do this check in Unit::setDeathState() and all overloaded functions if(unitCaster->getDeathState() != JUST_DIED) unitCaster->setDeathState(JUST_DIED); return; } } if (IsAutoActionResetSpell()) { bool found = false; Unit::AuraEffectList const& vIgnoreReset = unitCaster->GetAuraEffectsByType(SPELL_AURA_IGNORE_MELEE_RESET); for (Unit::AuraEffectList::const_iterator i = vIgnoreReset.begin(); i != vIgnoreReset.end(); ++i) { if ((*i)->IsAffectingSpell(m_spellInfo)) { found = true; break; } } if (!found && !m_spellInfo->HasAttribute(SPELL_ATTR2_NOT_RESET_AUTO_ACTIONS)) { unitCaster->resetAttackTimer(BASE_ATTACK); if (unitCaster->haveOffhandWeapon()) unitCaster->resetAttackTimer(OFF_ATTACK); unitCaster->resetAttackTimer(RANGED_ATTACK); } } // potions disabled by client, send event "not in combat" if need if (unitCaster->GetTypeId() == TYPEID_PLAYER) { if (!m_triggeredByAuraSpell) unitCaster->ToPlayer()->UpdatePotionCooldown(this); } // Stop Attack for some spells if (m_spellInfo->HasAttribute(SPELL_ATTR0_STOP_ATTACK_TARGET)) unitCaster->AttackStop(); } void Spell::WriteCastResultInfo(WorldPacket& data, Player* caster, SpellInfo const* spellInfo, uint8 castCount, SpellCastResult result, SpellCustomErrors customError, uint32* param1 /*= nullptr*/, uint32* param2 /*= nullptr*/) { data << uint8(castCount); // single cast or multi 2.3 (0/1) data << uint32(spellInfo->Id); data << uint8(result); // problem switch (result) { case SPELL_FAILED_REQUIRES_SPELL_FOCUS: if (param1) data << uint32(*param1); else data << uint32(spellInfo->RequiresSpellFocus); // SpellFocusObject.dbc id break; case SPELL_FAILED_REQUIRES_AREA: // AreaTable.dbc id if (param1) data << uint32(*param1); else { // hardcode areas limitation case switch (spellInfo->Id) { case 41617: // Cenarion Mana Salve case 41619: // Cenarion Healing Salve data << uint32(3905); break; case 41618: // Bottled Nethergon Energy case 41620: // Bottled Nethergon Vapor data << uint32(3842); break; case 45373: // Bloodberry Elixir data << uint32(4075); break; default: // default case (don't must be) data << uint32(0); break; } } break; case SPELL_FAILED_TOTEMS: if (param1) { data << uint32(*param1); if (param2) data << uint32(*param2); } else { if (spellInfo->Totem[0]) data << uint32(spellInfo->Totem[0]); if (spellInfo->Totem[1]) data << uint32(spellInfo->Totem[1]); } break; case SPELL_FAILED_TOTEM_CATEGORY: if (param1) { data << uint32(*param1); if (param2) data << uint32(*param2); } else { if (spellInfo->TotemCategory[0]) data << uint32(spellInfo->TotemCategory[0]); if (spellInfo->TotemCategory[1]) data << uint32(spellInfo->TotemCategory[1]); } break; case SPELL_FAILED_EQUIPPED_ITEM_CLASS: case SPELL_FAILED_EQUIPPED_ITEM_CLASS_MAINHAND: case SPELL_FAILED_EQUIPPED_ITEM_CLASS_OFFHAND: if (param1 && param2) { data << uint32(*param1); data << uint32(*param2); } else { data << uint32(spellInfo->EquippedItemClass); data << uint32(spellInfo->EquippedItemSubClassMask); } break; case SPELL_FAILED_TOO_MANY_OF_ITEM: { if (param1) data << uint32(*param1); else { uint32 item = 0; for (SpellEffectInfo const& spellEffectInfo : spellInfo->GetEffects()) { if (uint32 itemType = spellEffectInfo.ItemType) { item = itemType; break; } } ItemTemplate const* proto = sObjectMgr->GetItemTemplate(item); if (proto && proto->ItemLimitCategory) data << uint32(proto->ItemLimitCategory); } break; } case SPELL_FAILED_CUSTOM_ERROR: data << uint32(customError); break; case SPELL_FAILED_REAGENTS: { if (param1) data << uint32(*param1); else { uint32 missingItem = 0; for (uint32 i = 0; i < MAX_SPELL_REAGENTS; i++) { if (spellInfo->Reagent[i] <= 0) continue; uint32 itemid = spellInfo->Reagent[i]; uint32 itemcount = spellInfo->ReagentCount[i]; if (!caster->HasItemCount(itemid, itemcount)) { missingItem = itemid; break; } } data << uint32(missingItem); // first missing item } break; } case SPELL_FAILED_PREVENTED_BY_MECHANIC: if (param1) data << uint32(*param1); else data << uint32(spellInfo->Mechanic); break; case SPELL_FAILED_NEED_EXOTIC_AMMO: if (param1) data << uint32(*param1); else data << uint32(spellInfo->EquippedItemSubClassMask); break; case SPELL_FAILED_NEED_MORE_ITEMS: if (param1 && param2) { data << uint32(*param1); data << uint32(*param2); } else { data << uint32(0); // Item entry data << uint32(0); // Count } break; case SPELL_FAILED_MIN_SKILL: if (param1 && param2) { data << uint32(*param1); data << uint32(*param2); } else { data << uint32(0); // SkillLine.dbc Id data << uint32(0); // Amount } break; case SPELL_FAILED_FISHING_TOO_LOW: if (param1) data << uint32(*param1); else data << uint32(0); // Skill level break; default: break; } } void Spell::SendCastResult(Player* caster, SpellInfo const* spellInfo, uint8 castCount, SpellCastResult result, SpellCustomErrors customError /*= SPELL_CUSTOM_ERROR_NONE*/, uint32* param1 /*= nullptr*/, uint32* param2 /*= nullptr*/) { if (result == SPELL_CAST_OK) return; WorldPacket data(SMSG_CAST_FAILED, 1 + 4 + 1); WriteCastResultInfo(data, caster, spellInfo, castCount, result, customError, param1, param2); caster->SendDirectMessage(&data); } void Spell::SendCastResult(SpellCastResult result, uint32* param1 /*= nullptr*/, uint32* param2 /*= nullptr*/) const { if (result == SPELL_CAST_OK) return; if (m_caster->GetTypeId() != TYPEID_PLAYER) return; if (m_caster->ToPlayer()->IsLoading()) // don't send cast results at loading time return; if (_triggeredCastFlags & TRIGGERED_DONT_REPORT_CAST_ERROR) result = SPELL_FAILED_DONT_REPORT; SendCastResult(m_caster->ToPlayer(), m_spellInfo, m_cast_count, result, m_customError, param1, param2); } void Spell::SendPetCastResult(SpellCastResult result) { if (result == SPELL_CAST_OK) return; Unit* owner = m_caster->GetCharmerOrOwner(); if (!owner) return; Player* player = owner->ToPlayer(); if (!player) return; if (_triggeredCastFlags & TRIGGERED_DONT_REPORT_CAST_ERROR) result = SPELL_FAILED_DONT_REPORT; WorldPacket data(SMSG_PET_CAST_FAILED, 1 + 4 + 1); WriteCastResultInfo(data, player, m_spellInfo, m_cast_count, result, m_customError); player->SendDirectMessage(&data); } void Spell::SendMountResult(MountResult result) { if (result == MountResult::Ok) return; if (m_caster->GetTypeId() != TYPEID_PLAYER) return; Player* caster = m_caster->ToPlayer(); if (caster->IsLoading()) // don't send mount results at loading time return; WorldPackets::Spells::MountResult packet; packet.Result = AsUnderlyingType(result); caster->SendDirectMessage(packet.Write()); } void Spell::SendSpellStart() { if (!IsNeedSendToClient()) return; //TC_LOG_DEBUG("spells", "Sending SMSG_SPELL_START id={}", m_spellInfo->Id); uint32 castFlags = CAST_FLAG_HAS_TRAJECTORY; uint32 schoolImmunityMask = 0; uint32 mechanicImmunityMask = 0; if (Unit* unitCaster = m_caster->ToUnit()) { schoolImmunityMask = m_timer!= 0 ? unitCaster->GetSchoolImmunityMask() : 0; mechanicImmunityMask = m_timer != 0 ? m_spellInfo->GetMechanicImmunityMask(unitCaster) : 0; } if (schoolImmunityMask || mechanicImmunityMask) castFlags |= CAST_FLAG_IMMUNITY; if (((IsTriggered() && !m_spellInfo->IsAutoRepeatRangedSpell()) || m_triggeredByAuraSpell) && !m_fromClient) castFlags |= CAST_FLAG_PENDING; if (m_spellInfo->HasAttribute(SPELL_ATTR0_REQ_AMMO) || m_spellInfo->HasAttribute(SPELL_ATTR0_CU_NEEDS_AMMO_DATA)) castFlags |= CAST_FLAG_AMMO; if ((m_caster->GetTypeId() == TYPEID_PLAYER || (m_caster->GetTypeId() == TYPEID_UNIT && m_caster->ToCreature()->IsPet())) && m_spellInfo->PowerType != POWER_HEALTH) castFlags |= CAST_FLAG_POWER_LEFT_SELF; if (m_spellInfo->RuneCostID && m_spellInfo->PowerType == POWER_RUNE) castFlags |= CAST_FLAG_NO_GCD; // not needed, but Blizzard sends it WorldPackets::Spells::SpellStart packet; WorldPackets::Spells::SpellCastData& castData = packet.Cast; if (m_CastItem) castData.CasterGUID = m_CastItem->GetGUID(); else castData.CasterGUID = m_caster->GetGUID(); castData.CasterUnit = m_caster->GetGUID(); castData.CastID = m_cast_count; castData.SpellID = m_spellInfo->Id; castData.CastFlags = castFlags; castData.CastTime = m_timer; m_targets.Write(castData.Target); if (castFlags & CAST_FLAG_POWER_LEFT_SELF) castData.RemainingPower = ASSERT_NOTNULL(m_caster->ToUnit())->GetPower(m_spellInfo->PowerType); if (castFlags & CAST_FLAG_AMMO) { castData.Ammo.emplace(); UpdateSpellCastDataAmmo(*castData.Ammo); } if (castFlags & CAST_FLAG_IMMUNITY) { castData.Immunities.emplace(); castData.Immunities->School = schoolImmunityMask; castData.Immunities->Value = mechanicImmunityMask; } m_caster->SendMessageToSet(packet.Write(), true); } void Spell::SendSpellGo() { // not send invisible spell casting if (!IsNeedSendToClient()) return; uint32 castFlags = CAST_FLAG_UNKNOWN_9; // triggered spells with spell visual != 0 if (((IsTriggered() && !m_spellInfo->IsAutoRepeatRangedSpell()) || m_triggeredByAuraSpell) && !m_fromClient) castFlags |= CAST_FLAG_PENDING; if (m_spellInfo->HasAttribute(SPELL_ATTR0_REQ_AMMO) || m_spellInfo->HasAttribute(SPELL_ATTR0_CU_NEEDS_AMMO_DATA)) castFlags |= CAST_FLAG_AMMO; // arrows/bullets visual if ((m_caster->GetTypeId() == TYPEID_PLAYER || (m_caster->GetTypeId() == TYPEID_UNIT && m_caster->ToCreature()->IsPet())) && m_spellInfo->PowerType != POWER_HEALTH) castFlags |= CAST_FLAG_POWER_LEFT_SELF; if ((m_caster->GetTypeId() == TYPEID_PLAYER) && (m_caster->ToPlayer()->GetClass() == CLASS_DEATH_KNIGHT) && m_spellInfo->RuneCostID && m_spellInfo->PowerType == POWER_RUNE && !(_triggeredCastFlags & TRIGGERED_IGNORE_POWER_AND_REAGENT_COST)) { castFlags |= CAST_FLAG_NO_GCD; // not needed, but Blizzard sends it castFlags |= CAST_FLAG_RUNE_LIST; // rune cooldowns list } if (m_spellInfo->HasEffect(SPELL_EFFECT_ACTIVATE_RUNE)) castFlags |= CAST_FLAG_RUNE_LIST; // rune cooldowns list if (m_targets.HasTraj()) castFlags |= CAST_FLAG_ADJUST_MISSILE; if (!m_spellInfo->StartRecoveryTime) castFlags |= CAST_FLAG_NO_GCD; WorldPackets::Spells::SpellGo packet; WorldPackets::Spells::SpellCastData& castData = packet.Cast; if (m_CastItem) castData.CasterGUID = m_CastItem->GetGUID(); else castData.CasterGUID = m_caster->GetGUID(); castData.CasterUnit = m_caster->GetGUID(); castData.CastID = m_cast_count; castData.SpellID = m_spellInfo->Id; castData.CastFlags = castFlags; castData.CastTime = GameTime::GetGameTimeMS(); UpdateSpellCastDataTargets(castData); m_targets.Write(castData.Target); if (castFlags & CAST_FLAG_POWER_LEFT_SELF) castData.RemainingPower = ASSERT_NOTNULL(m_caster->ToUnit())->GetPower(m_spellInfo->PowerType); if (castFlags & CAST_FLAG_RUNE_LIST && !m_spellInfo->HasAura(SPELL_AURA_CONVERT_RUNE)) // rune cooldowns list { castData.RemainingRunes.emplace(); /// @todo There is a crash caused by a spell with CAST_FLAG_RUNE_LIST cast by a creature // The creature is the mover of a player, so HandleCastSpellOpcode uses it as the caster if (Player* player = m_caster->ToPlayer()) { uint8 runeMaskInitial = m_runesState; uint8 runeMaskAfterCast = player->GetRunesState(); castData.RemainingRunes->Start = runeMaskInitial; // runes state before castData.RemainingRunes->Count = runeMaskAfterCast; // runes state after for (uint8 i = 0; i < MAX_RUNES; ++i) { uint8 mask = (1 << i); if ((mask & runeMaskInitial) && !(mask & runeMaskAfterCast)) // usable before and on cooldown now... { // float casts ensure the division is performed on floats as we need float result float baseCd = float(player->GetRuneBaseCooldown(i)); castData.RemainingRunes->Cooldowns.push_back(uint8((baseCd - float(player->GetRuneCooldown(i))) / baseCd * 255)); } } } } if (castFlags & CAST_FLAG_ADJUST_MISSILE) { castData.MissileTrajectory.emplace(); castData.MissileTrajectory->Pitch = m_targets.GetElevation(); castData.MissileTrajectory->TravelTime = m_delayMoment; } if (castFlags & CAST_FLAG_AMMO) UpdateSpellCastDataAmmo(castData.Ammo.emplace()); if (m_targets.GetTargetMask() & TARGET_FLAG_DEST_LOCATION) castData.DestLocSpellCastIndex.emplace(); if (m_targets.GetTargetMask() & TARGET_FLAG_UNUSED20) castData.TargetPoints.emplace(); // should be sent to self only if (castFlags & CAST_FLAG_POWER_LEFT_SELF && m_caster->IsPlayer()) { m_caster->ToPlayer()->SendDirectMessage(packet.Write()); packet.Clear(); // update nearby players (remove flag) castData.CastFlags &= ~CAST_FLAG_POWER_LEFT_SELF; castData.RemainingPower = std::nullopt; m_caster->SendMessageToSet(packet.Write(), false); } else m_caster->SendMessageToSet(packet.Write(), true); } void Spell::UpdateSpellCastDataAmmo(WorldPackets::Spells::SpellAmmo& ammo) { uint32 ammoInventoryType = 0; uint32 ammoDisplayID = 0; if (m_caster->GetTypeId() == TYPEID_PLAYER) { Item* pItem = m_caster->ToPlayer()->GetWeaponForAttack(RANGED_ATTACK); if (pItem) { ammoInventoryType = pItem->GetTemplate()->InventoryType; if (ammoInventoryType == INVTYPE_THROWN) ammoDisplayID = pItem->GetTemplate()->DisplayInfoID; else { uint32 ammoID = m_caster->ToPlayer()->GetUInt32Value(PLAYER_AMMO_ID); if (ammoID) { ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(ammoID); if (pProto) { ammoDisplayID = pProto->DisplayInfoID; ammoInventoryType = pProto->InventoryType; } } else if (m_caster->ToPlayer()->HasAura(46699)) // Requires No Ammo { ammoDisplayID = 5996; // normal arrow ammoInventoryType = INVTYPE_AMMO; } } } } else if (Unit const* unitCaster = m_caster->ToUnit()) { uint32 nonRangedAmmoDisplayID = 0; uint32 nonRangedAmmoInventoryType = 0; for (uint8 i = BASE_ATTACK; i < MAX_ATTACK; ++i) { if (uint32 item_id = unitCaster->GetVirtualItemId(i)) { if (ItemEntry const* itemEntry = sItemStore.LookupEntry(item_id)) { if (itemEntry->ClassID == ITEM_CLASS_WEAPON) { switch (itemEntry->SubclassID) { case ITEM_SUBCLASS_WEAPON_THROWN: ammoDisplayID = itemEntry->DisplayInfoID; ammoInventoryType = itemEntry->InventoryType; break; case ITEM_SUBCLASS_WEAPON_BOW: case ITEM_SUBCLASS_WEAPON_CROSSBOW: ammoDisplayID = 5996; // is this need fixing? ammoInventoryType = INVTYPE_AMMO; break; case ITEM_SUBCLASS_WEAPON_GUN: ammoDisplayID = 5998; // is this need fixing? ammoInventoryType = INVTYPE_AMMO; break; default: nonRangedAmmoDisplayID = itemEntry->DisplayInfoID; nonRangedAmmoInventoryType = itemEntry->InventoryType; break; } if (ammoDisplayID) break; } } } } if (!ammoDisplayID && !ammoInventoryType) { ammoDisplayID = nonRangedAmmoDisplayID; ammoInventoryType = nonRangedAmmoInventoryType; } } ammo.DisplayID = ammoDisplayID; ammo.InventoryType = ammoInventoryType; } /// Writes miss and hit targets for a SMSG_SPELL_GO packet void Spell::UpdateSpellCastDataTargets(WorldPackets::Spells::SpellCastData& data) { // This function also fill data for channeled spells: // m_needAliveTargetMask req for stop channelig if one target die for (TargetInfo& targetInfo : m_UniqueTargetInfo) { if (targetInfo.EffectMask == 0) // No effect apply - all immuned add state // possibly SPELL_MISS_IMMUNE2 for this?? targetInfo.MissCondition = SPELL_MISS_IMMUNE2; if (targetInfo.MissCondition == SPELL_MISS_NONE || (targetInfo.MissCondition == SPELL_MISS_BLOCK && !m_spellInfo->HasAttribute(SPELL_ATTR3_COMPLETELY_BLOCKED))) // Add only hits and partial blocked { data.HitTargets->push_back(targetInfo.TargetGUID); m_channelTargetEffectMask |= targetInfo.EffectMask; } else // misses { // Only send blocks in spell_go packets if we know that the spell is not going to do anything to the target. // Spells that are partially blocked will send their block result in their according combat log packet. if (targetInfo.MissCondition == SPELL_MISS_BLOCK && !m_spellInfo->HasAttribute(SPELL_ATTR3_COMPLETELY_BLOCKED)) continue; WorldPackets::Spells::SpellMissStatus missStatus; missStatus.TargetGUID = targetInfo.TargetGUID; missStatus.Reason = targetInfo.MissCondition; if (targetInfo.MissCondition == SPELL_MISS_REFLECT) missStatus.ReflectStatus = targetInfo.ReflectResult; data.MissStatus->push_back(missStatus); } } for (GOTargetInfo const& targetInfo : m_UniqueGOTargetInfo) data.HitTargets->push_back(targetInfo.TargetGUID); // Always hits for (CorpseTargetInfo const& targetInfo : m_UniqueCorpseTargetInfo) data.HitTargets->push_back(targetInfo.TargetGUID); // Always hits // Reset m_needAliveTargetMask for non channeled spell if (!m_spellInfo->IsChanneled()) m_channelTargetEffectMask = 0; } void Spell::SendLogExecute() { WorldPacket data(SMSG_SPELLLOGEXECUTE, (8+4+4+4+4+8)); data << m_caster->GetPackGUID(); data << uint32(m_spellInfo->Id); uint8 effCount = 0; for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) { if (m_effectExecuteData[i]) ++effCount; } if (!effCount) return; data << uint32(effCount); for (SpellEffectInfo const& spellEffectInfo : m_spellInfo->GetEffects()) { if (!m_effectExecuteData[spellEffectInfo.EffectIndex]) continue; data << uint32(spellEffectInfo.Effect); // spell effect data.append(*m_effectExecuteData[spellEffectInfo.EffectIndex]); delete m_effectExecuteData[spellEffectInfo.EffectIndex]; m_effectExecuteData[spellEffectInfo.EffectIndex] = nullptr; } m_caster->SendMessageToSet(&data, true); } void Spell::ExecuteLogEffectTakeTargetPower(uint8 effIndex, Unit* target, uint32 powerType, uint32 powerTaken, float gainMultiplier) { InitEffectExecuteData(effIndex); *m_effectExecuteData[effIndex] << target->GetPackGUID(); *m_effectExecuteData[effIndex] << uint32(powerTaken); *m_effectExecuteData[effIndex] << uint32(powerType); *m_effectExecuteData[effIndex] << float(gainMultiplier); } void Spell::ExecuteLogEffectExtraAttacks(uint8 effIndex, Unit* victim, uint32 attCount) { InitEffectExecuteData(effIndex); *m_effectExecuteData[effIndex] << victim->GetPackGUID(); *m_effectExecuteData[effIndex] << uint32(attCount); } void Spell::ExecuteLogEffectInterruptCast(uint8 effIndex, Unit* victim, uint32 spellId) { InitEffectExecuteData(effIndex); *m_effectExecuteData[effIndex] << victim->GetPackGUID(); *m_effectExecuteData[effIndex] << uint32(spellId); } void Spell::ExecuteLogEffectDurabilityDamage(uint8 effIndex, Unit* victim, int32 itemId, int32 slot) { InitEffectExecuteData(effIndex); *m_effectExecuteData[effIndex] << victim->GetPackGUID(); *m_effectExecuteData[effIndex] << int32(itemId); *m_effectExecuteData[effIndex] << int32(slot); } void Spell::ExecuteLogEffectOpenLock(uint8 effIndex, Object* obj) { InitEffectExecuteData(effIndex); *m_effectExecuteData[effIndex] << obj->GetPackGUID(); } void Spell::ExecuteLogEffectCreateItem(uint8 effIndex, uint32 entry) { InitEffectExecuteData(effIndex); *m_effectExecuteData[effIndex] << uint32(entry); } void Spell::ExecuteLogEffectDestroyItem(uint8 effIndex, uint32 entry) { InitEffectExecuteData(effIndex); *m_effectExecuteData[effIndex] << uint32(entry); } void Spell::ExecuteLogEffectSummonObject(uint8 effIndex, WorldObject* obj) { InitEffectExecuteData(effIndex); *m_effectExecuteData[effIndex] << obj->GetPackGUID(); } void Spell::ExecuteLogEffectUnsummonObject(uint8 effIndex, WorldObject* obj) { InitEffectExecuteData(effIndex); *m_effectExecuteData[effIndex] << obj->GetPackGUID(); } void Spell::ExecuteLogEffectResurrect(uint8 effIndex, Unit* target) { InitEffectExecuteData(effIndex); *m_effectExecuteData[effIndex] << target->GetPackGUID(); } void Spell::SendInterrupted(SpellCastResult result, Optional resultOther /*= {}*/) { WorldPacket data(SMSG_SPELL_FAILURE, 8 + 1 + 4 + 1); data << 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 + 1 + 4 + 1); data << m_caster->GetPackGUID(); data << uint8(m_cast_count); data << uint32(m_spellInfo->Id); data << uint8(resultOther.value_or(result)); m_caster->SendMessageToSet(&data, true); } void Spell::SendChannelUpdate(uint32 time) { // GameObjects don't channel Unit* unitCaster = m_caster->ToUnit(); if (!unitCaster) return; if (time == 0) { unitCaster->SetChannelObjectGuid(ObjectGuid::Empty); unitCaster->SetChannelSpellId(0); } WorldPacket data(MSG_CHANNEL_UPDATE, 8+4); data << unitCaster->GetPackGUID(); data << uint32(time); unitCaster->SendMessageToSet(&data, true); } void Spell::SendChannelStart(uint32 duration) { // GameObjects don't channel Unit* unitCaster = m_caster->ToUnit(); if (!unitCaster) return; ObjectGuid channelTarget = m_targets.HasDst() ? unitCaster->GetGUID() : m_targets.GetObjectTargetGUID(); if (!channelTarget && !m_spellInfo->NeedsExplicitUnitTarget()) if (m_UniqueTargetInfo.size() + m_UniqueGOTargetInfo.size() == 1) // this is for TARGET_SELECT_CATEGORY_NEARBY channelTarget = !m_UniqueTargetInfo.empty() ? m_UniqueTargetInfo.front().TargetGUID : m_UniqueGOTargetInfo.front().TargetGUID; WorldPacket data(MSG_CHANNEL_START, (8+4+4)); data << unitCaster->GetPackGUID(); data << uint32(m_spellInfo->Id); data << uint32(duration); unitCaster->SendMessageToSet(&data, true); m_timer = duration; if (channelTarget) { unitCaster->SetChannelObjectGuid(channelTarget); if (Creature* creatureCaster = m_caster->ToCreature()) if (!creatureCaster->HasSpellFocus(this)) creatureCaster->SetSpellFocus(this, ObjectAccessor::GetWorldObject(*creatureCaster, channelTarget)); } unitCaster->SetChannelSpellId(m_spellInfo->Id); } void Spell::SendResurrectRequest(Player* target) { // get resurrector name for creature resurrections, otherwise packet will be not accepted // for player resurrections the name is looked up by guid std::string sentName; if (m_caster->GetTypeId() != TYPEID_PLAYER) sentName = m_caster->GetNameForLocaleIdx(target->GetSession()->GetSessionDbLocaleIndex()); WorldPacket data(SMSG_RESURRECT_REQUEST, 8 + 4 + sentName.size() + 1 + 1 + 1); data << uint64(m_caster->GetGUID()); data << uint32(sentName.size() + 1); data << sentName; data << uint8(m_caster->GetTypeId() == TYPEID_UNIT && m_caster->ToCreature()->IsSpiritHealer()); // "you'll be afflicted with resurrection sickness" // override delay sent with SMSG_CORPSE_RECLAIM_DELAY, set instant resurrection for spells with this attribute data << uint8(!m_spellInfo->HasAttribute(SPELL_ATTR3_IGNORE_RESURRECTION_TIMER)); target->SendDirectMessage(&data); } void Spell::TakeCastItem() { if (!m_CastItem) return; Player* player = m_caster->ToPlayer(); if (!player) return; // not remove cast item at triggered spell (equipping, weapon damage, etc) if (_triggeredCastFlags & TRIGGERED_IGNORE_CAST_ITEM) return; ItemTemplate const* proto = m_CastItem->GetTemplate(); 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 TC_LOG_ERROR("spells", "Cast item has no item prototype {}", m_CastItem->GetGUID().ToString()); return; } bool expendable = false; bool withoutCharges = false; for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) { if (proto->Spells[i].SpellId > 0) { // 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 for this slot if (charges && proto->Spells[i].SpellId == int32(m_spellInfo->Id)) { (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); } // all charges used withoutCharges = (charges == 0); } } } if (expendable && withoutCharges) { uint32 count = 1; m_caster->ToPlayer()->DestroyItemCount(m_CastItem, count, true); // prevent crash at access to deleted m_targets.GetItemTarget if (m_CastItem == m_targets.GetItemTarget()) m_targets.SetItemTarget(nullptr); m_CastItem = nullptr; m_castItemGUID.Clear(); m_castItemEntry = 0; } } void Spell::TakePower() { // GameObjects don't use power Unit* unitCaster = m_caster->ToUnit(); if (!unitCaster) return; if (m_CastItem || m_triggeredByAuraSpell) return; //Don't take power if the spell is cast while .cheat power is enabled. if (unitCaster->GetTypeId() == TYPEID_PLAYER) { if (unitCaster->ToPlayer()->GetCommandStatus(CHEAT_POWER)) return; } Powers powerType = Powers(m_spellInfo->PowerType); bool hit = true; if (unitCaster->GetTypeId() == TYPEID_PLAYER) { if (powerType == POWER_RAGE || powerType == POWER_ENERGY || powerType == POWER_RUNE) { if (ObjectGuid targetGUID = m_targets.GetUnitTargetGUID()) { auto ihit = std::find_if(std::begin(m_UniqueTargetInfo), std::end(m_UniqueTargetInfo), [&](TargetInfo const& targetInfo) { return targetInfo.TargetGUID == targetGUID && targetInfo.MissCondition != SPELL_MISS_NONE; }); if (ihit != std::end(m_UniqueTargetInfo)) { hit = false; //lower spell cost on fail (by talent aura) if (Player* modOwner = unitCaster->ToPlayer()->GetSpellModOwner()) modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_SPELL_COST_REFUND_ON_FAIL, m_powerCost); } } } } if (powerType == POWER_RUNE) { TakeRunePower(hit); return; } if (!m_powerCost) return; // health as power used if (powerType == POWER_HEALTH) { unitCaster->ModifyHealth(-(int32)m_powerCost); return; } if (powerType >= MAX_POWERS) { TC_LOG_ERROR("spells", "Spell::TakePower: Unknown power type '{}'", powerType); return; } unitCaster->ModifyPower(powerType, -m_powerCost); // Set the five second timer if (powerType == POWER_MANA && m_powerCost > 0) unitCaster->SetLastManaUse(GameTime::GetGameTimeMS()); } void Spell::TakeAmmo() { // Only players use ammo Player* player = m_caster->ToPlayer(); if (!player) return; // only ranged if (m_attackType != RANGED_ATTACK) return; // wands don't have ammo Item* item = player->GetWeaponForAttack(RANGED_ATTACK); if (!item || item->IsBroken() || item->GetTemplate()->SubClass == ITEM_SUBCLASS_WEAPON_WAND) return; if (item->GetTemplate()->InventoryType == INVTYPE_THROWN) { if (item->GetMaxStackCount() == 1) { // decrease durability for non-stackable throw weapon player->DurabilityPointLossForEquipSlot(EQUIPMENT_SLOT_RANGED); } else { // decrease items amount for stackable throw weapon uint32 count = 1; player->DestroyItemCount(item, count, true); } } else if (uint32 ammo = player->GetUInt32Value(PLAYER_AMMO_ID)) player->DestroyItemCount(ammo, 1, true); } SpellCastResult Spell::CheckRuneCost(uint32 runeCostID) const { if (m_spellInfo->PowerType != POWER_RUNE || !runeCostID) return SPELL_CAST_OK; Player* player = m_caster->ToPlayer(); if (!player) return SPELL_CAST_OK; if (player->GetClass() != CLASS_DEATH_KNIGHT) return SPELL_CAST_OK; SpellRuneCostEntry const* src = sSpellRuneCostStore.LookupEntry(runeCostID); if (!src) return SPELL_CAST_OK; if (src->NoRuneCost()) return SPELL_CAST_OK; int32 runeCost[NUM_RUNE_TYPES]; // blood, frost, unholy, death for (uint32 i = 0; i < RUNE_DEATH; ++i) { runeCost[i] = src->RuneCost[i]; if (Player* modOwner = m_caster->GetSpellModOwner()) modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_COST, runeCost[i], const_cast(this)); } runeCost[RUNE_DEATH] = MAX_RUNES; // calculated later for (uint32 i = 0; i < MAX_RUNES; ++i) { RuneType rune = player->GetCurrentRune(i); if ((player->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(bool didHit) { if (m_caster->GetTypeId() != TYPEID_PLAYER || m_caster->ToPlayer()->GetClass() != CLASS_DEATH_KNIGHT) return; SpellRuneCostEntry const* runeCostData = sSpellRuneCostStore.LookupEntry(m_spellInfo->RuneCostID); if (!runeCostData || (runeCostData->NoRuneCost() && runeCostData->NoRunicPowerGain())) return; Player* player = m_caster->ToPlayer(); m_runesState = player->GetRunesState(); // store previous state int32 runeCost[NUM_RUNE_TYPES]; // blood, frost, unholy, death for (uint32 i = 0; i < RUNE_DEATH; ++i) { runeCost[i] = runeCostData->RuneCost[i]; if (Player* modOwner = m_caster->GetSpellModOwner()) modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_COST, runeCost[i], this); } // Let's say we use a skill that requires a Frost rune. This is the order: // - Frost rune // - Death rune, originally a Frost rune // - Death rune, any kind runeCost[RUNE_DEATH] = 0; // calculated later for (uint32 i = 0; i < MAX_RUNES; ++i) { RuneType rune = player->GetCurrentRune(i); if (!player->GetRuneCooldown(i) && runeCost[rune] > 0) { player->SetRuneCooldown(i, didHit ? player->GetRuneBaseCooldown(i) : uint32(RUNE_MISS_COOLDOWN), true); player->SetLastUsedRune(rune); runeCost[rune]--; } } // Find a Death rune where the base rune matches the one we need runeCost[RUNE_DEATH] = runeCost[RUNE_BLOOD] + runeCost[RUNE_UNHOLY] + runeCost[RUNE_FROST]; if (runeCost[RUNE_DEATH] > 0) { for (uint32 i = 0; i < MAX_RUNES; ++i) { RuneType rune = player->GetCurrentRune(i); RuneType baseRune = player->GetBaseRune(i); if (!player->GetRuneCooldown(i) && rune == RUNE_DEATH && runeCost[baseRune] > 0) { player->SetRuneCooldown(i, didHit ? player->GetRuneBaseCooldown(i) : uint32(RUNE_MISS_COOLDOWN), true); player->SetLastUsedRune(rune); runeCost[baseRune]--; runeCost[rune]--; // keep Death Rune type if missed if (didHit) player->RestoreBaseRune(i); if (runeCost[RUNE_DEATH] == 0) break; } } } // Grab any Death rune if (runeCost[RUNE_DEATH] > 0) { for (uint32 i = 0; i < MAX_RUNES; ++i) { RuneType rune = player->GetCurrentRune(i); if (!player->GetRuneCooldown(i) && rune == RUNE_DEATH) { player->SetRuneCooldown(i, didHit ? player->GetRuneBaseCooldown(i) : uint32(RUNE_MISS_COOLDOWN), true); player->SetLastUsedRune(rune); runeCost[rune]--; // keep Death Rune type if missed if (didHit) player->RestoreBaseRune(i); if (runeCost[RUNE_DEATH] == 0) break; } } } // you can gain some runic power when use runes if (didHit) if (int32 rp = int32(runeCostData->RunicPower * sWorld->getRate(RATE_POWER_RUNICPOWER_INCOME))) player->ModifyPower(POWER_RUNIC_POWER, int32(rp)); } void Spell::TakeReagents() { if (m_caster->GetTypeId() != TYPEID_PLAYER) return; ItemTemplate const* castItemTemplate = m_CastItem ? m_CastItem->GetTemplate() : nullptr; // do not take reagents for these item casts if (castItemTemplate && castItemTemplate->HasFlag(ITEM_FLAG_NO_REAGENT_COST)) return; Player* p_caster = m_caster->ToPlayer(); if (p_caster->CanNoReagentCast(m_spellInfo)) return; for (uint32 x = 0; x < MAX_SPELL_REAGENTS; ++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 (castItemTemplate && castItemTemplate->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 = ASSERT_NOTNULL(m_CastItem)->GetSpellCharges(s); if (castItemTemplate->Spells[s].SpellCharges < 0 && abs(charges) < 2) { ++itemcount; break; } } m_CastItem = nullptr; m_castItemGUID.Clear(); m_castItemEntry = 0; } // if GetItemTarget is also spell reagent if (m_targets.GetItemTargetEntry() == itemid) m_targets.SetItemTarget(nullptr); p_caster->DestroyItemCount(itemid, itemcount, true); } } void Spell::HandleThreatSpells() { // wild GameObject spells don't cause threat Unit* unitCaster = (m_originalCaster ? m_originalCaster : m_caster->ToUnit()); if (!unitCaster) return; if (m_UniqueTargetInfo.empty()) return; if (!m_spellInfo->HasInitialAggro()) return; float threat = 0.0f; if (SpellThreatEntry const* threatEntry = sSpellMgr->GetSpellThreatEntry(m_spellInfo->Id)) { if (threatEntry->apPctMod != 0.0f) threat += threatEntry->apPctMod * unitCaster->GetTotalAttackPowerValue(BASE_ATTACK); threat += threatEntry->flatMod; } else if (!m_spellInfo->HasAttribute(SPELL_ATTR0_CU_NO_INITIAL_THREAT)) threat += m_spellInfo->SpellLevel; // past this point only multiplicative effects occur if (threat == 0.0f) return; // since 2.0.1 threat from positive effects also is distributed among all targets, so the overall caused threat is at most the defined bonus threat /= m_UniqueTargetInfo.size(); for (auto ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit) { float threatToAdd = threat; if (ihit->MissCondition != SPELL_MISS_NONE) threatToAdd = 0.0f; Unit* target = ObjectAccessor::GetUnit(*unitCaster, ihit->TargetGUID); if (!target) continue; // positive spells distribute threat among all units that are in combat with target, like healing if (IsPositive()) target->GetThreatManager().ForwardThreatForAssistingMe(unitCaster, threatToAdd, m_spellInfo); // for negative spells threat gets distributed among affected targets else { if (!target->CanHaveThreatList()) continue; target->GetThreatManager().AddThreat(unitCaster, threatToAdd, m_spellInfo, true); } } TC_LOG_DEBUG("spells", "Spell {}, added an additional {} threat for {} {} target(s)", m_spellInfo->Id, threat, IsPositive() ? "assisting" : "harming", uint32(m_UniqueTargetInfo.size())); } void Spell::HandleEffects(Unit* pUnitTarget, Item* pItemTarget, GameObject* pGoTarget, Corpse* pCorpseTarget, SpellEffectInfo const& spellEffectInfo, SpellEffectHandleMode mode) { effectHandleMode = mode; unitTarget = pUnitTarget; itemTarget = pItemTarget; gameObjTarget = pGoTarget; m_corpseTarget = pCorpseTarget; destTarget = &m_destTargets[spellEffectInfo.EffectIndex]._position; effectInfo = &spellEffectInfo; // we do not need DamageMultiplier here. damage = CalculateDamage(spellEffectInfo); bool preventDefault = CallScriptEffectHandlers(spellEffectInfo.EffectIndex, mode); if (!preventDefault) (this->*SpellEffectHandlers[spellEffectInfo.Effect])(); } SpellCastResult Spell::CheckCast(bool strict, uint32* param1 /*= nullptr*/, uint32* param2 /*= nullptr*/) { // check death state if (m_caster->ToUnit() && !m_caster->ToUnit()->IsAlive() && !m_spellInfo->IsPassive() && !(m_spellInfo->HasAttribute(SPELL_ATTR0_CASTABLE_WHILE_DEAD) || (IsTriggered() && !m_triggeredByAuraSpell))) return SPELL_FAILED_CASTER_DEAD; // Prevent cheating in case the player has an immunity effect and tries to interact with a non-allowed gameobject. The error message is handled by the client so we don't report anything here if (m_caster->ToPlayer() && m_targets.GetGOTarget()) { if (m_targets.GetGOTarget()->GetGOInfo()->CannotBeUsedUnderImmunity() && m_caster->ToUnit()->HasUnitFlag(UNIT_FLAG_IMMUNE)) return SPELL_FAILED_DONT_REPORT; } // check cooldowns to prevent cheating if (!m_spellInfo->IsPassive()) { if (m_caster->GetTypeId() == TYPEID_PLAYER) { //can cast triggered (by aura only?) spells while have this flag if (!(_triggeredCastFlags & TRIGGERED_IGNORE_CASTER_AURASTATE) && m_caster->ToPlayer()->HasFlag(PLAYER_FLAGS, PLAYER_ALLOW_ONLY_ABILITY)) return SPELL_FAILED_SPELL_IN_PROGRESS; // check if we are using a potion in combat for the 2nd+ time. Cooldown is added only after caster gets out of combat if (!IsIgnoringCooldowns() && m_caster->ToPlayer()->GetLastPotionId() && m_CastItem && (m_CastItem->IsPotion() || m_spellInfo->IsCooldownStartedOnEvent())) return SPELL_FAILED_NOT_READY; } if (m_caster->ToUnit() && !m_caster->ToUnit()->GetSpellHistory()->IsReady(m_spellInfo, m_castItemEntry, IsIgnoringCooldowns())) { if (m_triggeredByAuraSpell || m_spellInfo->IsCooldownStartedOnEvent()) return SPELL_FAILED_DONT_REPORT; else return SPELL_FAILED_NOT_READY; } } if (m_spellInfo->HasAttribute(SPELL_ATTR7_IS_CHEAT_SPELL) && m_caster->IsUnit() && !m_caster->ToUnit()->HasUnitFlag2(UNIT_FLAG2_ALLOW_CHEAT_SPELLS)) { m_customError = SPELL_CUSTOM_ERROR_GM_ONLY; return SPELL_FAILED_CUSTOM_ERROR; } // Check global cooldown if (strict && !(_triggeredCastFlags & TRIGGERED_IGNORE_GCD) && HasGlobalCooldown()) return !m_spellInfo->HasAttribute(SPELL_ATTR0_DISABLED_WHILE_ACTIVE) ? SPELL_FAILED_NOT_READY : SPELL_FAILED_DONT_REPORT; // only triggered spells can be processed an ended battleground if (!IsTriggered() && m_caster->GetTypeId() == TYPEID_PLAYER) if (Battleground* bg = m_caster->ToPlayer()->GetBattleground()) if (bg->GetStatus() == STATUS_WAIT_LEAVE) return SPELL_FAILED_DONT_REPORT; if (m_caster->GetTypeId() == TYPEID_PLAYER && VMAP::VMapFactory::createOrGetVMapManager()->isLineOfSightCalcEnabled()) { if (m_spellInfo->HasAttribute(SPELL_ATTR0_OUTDOORS_ONLY) && !m_caster->IsOutdoors()) return SPELL_FAILED_ONLY_OUTDOORS; if (m_spellInfo->HasAttribute(SPELL_ATTR0_INDOORS_ONLY) && m_caster->IsOutdoors()) return SPELL_FAILED_ONLY_INDOORS; } if (Unit* unitCaster = m_caster->ToUnit()) { // only check at first call, Stealth auras are already removed at second call // for now, ignore triggered spells if (strict && !(_triggeredCastFlags & TRIGGERED_IGNORE_SHAPESHIFT)) { bool checkForm = true; // Ignore form req aura Unit::AuraEffectList const& ignore = unitCaster->GetAuraEffectsByType(SPELL_AURA_MOD_IGNORE_SHAPESHIFT); for (AuraEffect const* aurEff : ignore) { if (!aurEff->IsAffectingSpell(m_spellInfo)) continue; checkForm = false; break; } if (checkForm) { // Cannot be used in this stance/form SpellCastResult shapeError = m_spellInfo->CheckShapeshift(unitCaster->GetShapeshiftForm()); if (shapeError != SPELL_CAST_OK) return shapeError; if (m_spellInfo->HasAttribute(SPELL_ATTR0_ONLY_STEALTHED) && !(unitCaster->HasStealthAura())) return SPELL_FAILED_ONLY_STEALTHED; } } if (unitCaster->HasAuraTypeWithMiscvalue(SPELL_AURA_BLOCK_SPELL_FAMILY, m_spellInfo->SpellFamilyName)) return SPELL_FAILED_SPELL_UNAVAILABLE; bool reqCombat = true; Unit::AuraEffectList const& stateAuras = unitCaster->GetAuraEffectsByType(SPELL_AURA_ABILITY_IGNORE_AURASTATE); for (Unit::AuraEffectList::const_iterator j = stateAuras.begin(); j != stateAuras.end(); ++j) { if ((*j)->IsAffectingSpell(m_spellInfo)) { m_needComboPoints = false; if ((*j)->GetMiscValue() == 1) { reqCombat = false; break; } } } // caster state requirements // not for triggered spells (needed by execute) if (!(_triggeredCastFlags & TRIGGERED_IGNORE_CASTER_AURASTATE)) { if (m_spellInfo->CasterAuraState && !unitCaster->HasAuraState(AuraStateType(m_spellInfo->CasterAuraState), m_spellInfo, unitCaster)) return SPELL_FAILED_CASTER_AURASTATE; if (m_spellInfo->CasterAuraStateNot && unitCaster->HasAuraState(AuraStateType(m_spellInfo->CasterAuraStateNot), m_spellInfo, unitCaster)) return SPELL_FAILED_CASTER_AURASTATE; // Note: spell 62473 requres casterAuraSpell = triggering spell if (m_spellInfo->CasterAuraSpell && !unitCaster->HasAura(sSpellMgr->GetSpellIdForDifficulty(m_spellInfo->CasterAuraSpell, unitCaster))) return SPELL_FAILED_CASTER_AURASTATE; if (m_spellInfo->ExcludeCasterAuraSpell && unitCaster->HasAura(sSpellMgr->GetSpellIdForDifficulty(m_spellInfo->ExcludeCasterAuraSpell, unitCaster))) return SPELL_FAILED_CASTER_AURASTATE; if (reqCombat && unitCaster->IsInCombat() && !m_spellInfo->CanBeUsedInCombat()) 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 (unitCaster->GetTypeId() == TYPEID_PLAYER && unitCaster->ToPlayer()->isMoving() && (!unitCaster->IsCharmed() || !unitCaster->GetCharmerGUID().IsCreature())) { // skip stuck spell to allow use it in falling case and apply spell limitations at movement if ((!unitCaster->HasUnitMovementFlag(MOVEMENTFLAG_FALLING_FAR) || !m_spellInfo->HasEffect(SPELL_EFFECT_STUCK)) && (IsAutoRepeat() || (m_spellInfo->AuraInterruptFlags & AURA_INTERRUPT_FLAG_NOT_SEATED) != 0)) return SPELL_FAILED_MOVING; } if (unitCaster->IsCharmed() && m_spellInfo->HasAttribute(SPELL_ATTR5_NOT_USABLE_WHILE_CHARMED)) return SPELL_FAILED_CHARMED; // Check vehicle flags if (!(_triggeredCastFlags & TRIGGERED_IGNORE_CASTER_MOUNTED_OR_ON_VEHICLE)) { SpellCastResult vehicleCheck = m_spellInfo->CheckVehicle(unitCaster); if (vehicleCheck != SPELL_CAST_OK) return vehicleCheck; } } // check spell cast conditions from database { ConditionSourceInfo condInfo = ConditionSourceInfo(m_caster, m_targets.GetObjectTarget()); if (!sConditionMgr->IsObjectMeetingNotGroupedConditions(CONDITION_SOURCE_TYPE_SPELL, m_spellInfo->Id, condInfo)) { // mLastFailedCondition can be NULL if there was an error processing the condition in Condition::Meets (i.e. wrong data for ConditionTarget or others) if (condInfo.mLastFailedCondition && condInfo.mLastFailedCondition->ErrorType) { if (condInfo.mLastFailedCondition->ErrorType == SPELL_FAILED_CUSTOM_ERROR) m_customError = SpellCustomErrors(condInfo.mLastFailedCondition->ErrorTextId); return SpellCastResult(condInfo.mLastFailedCondition->ErrorType); } if (!condInfo.mLastFailedCondition || !condInfo.mLastFailedCondition->ConditionTarget) return SPELL_FAILED_CASTER_AURASTATE; return SPELL_FAILED_BAD_TARGETS; } } // Don't check explicit target for passive spells (workaround) (check should be skipped only for learn case) // those spells may have incorrect target entries or not filled at all (for example 15332) // such spells when learned are not targeting anyone using targeting system, they should apply directly to caster instead // also, such casts shouldn't be sent to client if (!(m_spellInfo->IsPassive() && (!m_targets.GetUnitTarget() || m_targets.GetUnitTarget() == m_caster))) { // Check explicit target for m_originalCaster - todo: get rid of such workarounds WorldObject* caster = m_caster; // in case of gameobjects like traps, we need the gameobject itself to check target validity // otherwise, if originalCaster is far away and cannot detect the target, the trap would not hit the target if (m_originalCaster && !caster->ToGameObject()) caster = m_originalCaster; SpellCastResult castResult = m_spellInfo->CheckExplicitTarget(caster, m_targets.GetObjectTarget(), m_targets.GetItemTarget()); if (castResult != SPELL_CAST_OK) return castResult; } if (Unit* target = m_targets.GetUnitTarget()) { SpellCastResult castResult = m_spellInfo->CheckTarget(m_caster, target, m_caster->GetTypeId() == TYPEID_GAMEOBJECT); // skip stealth checks for GO casts if (castResult != SPELL_CAST_OK) return castResult; if (target != m_caster) { // Must be behind the target if (m_spellInfo->HasAttribute(SPELL_ATTR0_CU_REQ_CASTER_BEHIND_TARGET) && target->HasInArc(static_cast(M_PI), m_caster)) return SPELL_FAILED_NOT_BEHIND; // Target must be facing you if (m_spellInfo->HasAttribute(SPELL_ATTR0_CU_REQ_TARGET_FACING_CASTER) && !target->HasInArc(static_cast(M_PI), m_caster)) return SPELL_FAILED_NOT_INFRONT; // Ignore LOS for gameobjects casts if (m_caster->GetTypeId() != TYPEID_GAMEOBJECT) { WorldObject* losTarget = m_caster; if (IsTriggered() && m_triggeredByAuraSpell) if (DynamicObject* dynObj = m_caster->ToUnit()->GetDynObject(m_triggeredByAuraSpell->Id)) losTarget = dynObj; if (!m_spellInfo->HasAttribute(SPELL_ATTR2_CAN_TARGET_NOT_IN_LOS) && !m_spellInfo->HasAttribute(SPELL_ATTR5_SKIP_CHECKCAST_LOS_CHECK) && !DisableMgr::IsDisabledFor(DISABLE_TYPE_SPELL, m_spellInfo->Id, nullptr, SPELL_DISABLE_LOS) && !target->IsWithinLOSInMap(losTarget, LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags::M2)) return SPELL_FAILED_LINE_OF_SIGHT; } } } // Check for line of sight for spells with dest if (m_targets.HasDst()) { float x, y, z; m_targets.GetDstPos()->GetPosition(x, y, z); if (!m_spellInfo->HasAttribute(SPELL_ATTR2_CAN_TARGET_NOT_IN_LOS) && !m_spellInfo->HasAttribute(SPELL_ATTR5_SKIP_CHECKCAST_LOS_CHECK) && !DisableMgr::IsDisabledFor(DISABLE_TYPE_SPELL, m_spellInfo->Id, nullptr, SPELL_DISABLE_LOS) && !m_caster->IsWithinLOS(x, y, z, LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags::M2)) return SPELL_FAILED_LINE_OF_SIGHT; } // check pet presence if (Unit* unitCaster = m_caster->ToUnit()) { for (SpellEffectInfo const& spellEffectInfo : m_spellInfo->GetEffects()) { if (spellEffectInfo.TargetA.GetTarget() == TARGET_UNIT_PET) { if (!unitCaster->GetGuardianPet()) { if (m_triggeredByAuraSpell) // not report pet not existence for triggered spells return SPELL_FAILED_DONT_REPORT; else return SPELL_FAILED_NO_PET; } break; } } } // Spell cast only in battleground if (m_spellInfo->HasAttribute(SPELL_ATTR3_BATTLEGROUND) && m_caster->GetTypeId() == TYPEID_PLAYER) if (!m_caster->ToPlayer()->InBattleground()) return SPELL_FAILED_ONLY_BATTLEGROUNDS; // do not allow spells to be cast in arenas if (Player* player = m_caster->ToPlayer()) if (player->InArena()) { SpellCastResult castResult = CheckArenaCastRules(); if (castResult != SPELL_CAST_OK) return castResult; } // zone check if (m_caster->GetTypeId() != TYPEID_PLAYER || !m_caster->ToPlayer()->IsGameMaster()) { uint32 zone, area; m_caster->GetZoneAndAreaId(zone, area); SpellCastResult locRes = m_spellInfo->CheckLocation(m_caster->GetMapId(), zone, area, m_caster->ToPlayer()); if (locRes != SPELL_CAST_OK) return locRes; } // not let players cast spells at mount (and let do it to creatures) if (!(_triggeredCastFlags & TRIGGERED_IGNORE_CASTER_MOUNTED_OR_ON_VEHICLE)) { if (m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->ToPlayer()->IsMounted() && !m_spellInfo->IsPassive() && !m_spellInfo->HasAttribute(SPELL_ATTR0_CASTABLE_WHILE_MOUNTED)) { if (m_caster->ToPlayer()->IsInFlight()) return SPELL_FAILED_NOT_ON_TAXI; else return SPELL_FAILED_NOT_MOUNTED; } } // check spell focus object if (m_spellInfo->RequiresSpellFocus) { focusObject = SearchSpellFocus(); if (focusObject) m_focusObjectGUID = focusObject->GetGUID(); else return SPELL_FAILED_REQUIRES_SPELL_FOCUS; } SpellCastResult castResult = SPELL_CAST_OK; // always (except passive spells) check items (only player related checks) if (!m_spellInfo->IsPassive()) { castResult = CheckItems(param1, param2); if (castResult != SPELL_CAST_OK) return castResult; } // Triggered spells also have range check /// @todo determine if there is some flag to enable/disable the check castResult = CheckRange(strict); if (castResult != SPELL_CAST_OK) return castResult; if (!(_triggeredCastFlags & TRIGGERED_IGNORE_POWER_AND_REAGENT_COST)) { castResult = CheckPower(); if (castResult != SPELL_CAST_OK) return castResult; } if (!(_triggeredCastFlags & TRIGGERED_IGNORE_CASTER_AURAS)) { castResult = CheckCasterAuras(param1); if (castResult != SPELL_CAST_OK) return castResult; } // script hook castResult = CallScriptCheckCastHandlers(); if (castResult != SPELL_CAST_OK) return castResult; bool hasDispellableAura = false; bool hasNonDispelEffect = false; uint32 dispelMask = 0; for (SpellEffectInfo const& spellEffectInfo : m_spellInfo->GetEffects()) { if (spellEffectInfo.Effect == SPELL_EFFECT_DISPEL) { if (spellEffectInfo.IsTargetingArea() || m_spellInfo->HasAttribute(SPELL_ATTR1_MELEE_COMBAT_START)) { hasDispellableAura = true; break; } dispelMask |= SpellInfo::GetDispelMask(DispelType(spellEffectInfo.MiscValue)); } else if (spellEffectInfo.IsEffect()) { hasNonDispelEffect = true; break; } } if (!hasNonDispelEffect && !hasDispellableAura && dispelMask && !IsTriggered()) { if (Unit* target = m_targets.GetUnitTarget()) { if (Unit* unitCaster = m_caster->ToUnit()) { // do not allow to cast on hostile targets in sanctuary if (!unitCaster->IsFriendlyTo(target)) { if (unitCaster->IsInSanctuary() || target->IsInSanctuary()) { // fix for duels Player* player = unitCaster->ToPlayer(); if (!player || !player->duel || target != player->duel->Opponent) return SPELL_FAILED_NOTHING_TO_DISPEL; } } DispelChargesList dispelList; target->GetDispellableAuraList(unitCaster, dispelMask, dispelList); if (dispelList.empty()) return SPELL_FAILED_NOTHING_TO_DISPEL; } } } uint8 approximateAuraEffectMask = 0; uint8 nonAuraEffectMask = 0; for (SpellEffectInfo const& spellEffectInfo : m_spellInfo->GetEffects()) { // for effects of spells that have only one target switch (spellEffectInfo.Effect) { case SPELL_EFFECT_LEARN_SPELL: { if (m_caster->GetTypeId() != TYPEID_PLAYER) return SPELL_FAILED_BAD_TARGETS; if (spellEffectInfo.TargetA.GetTarget() != TARGET_UNIT_PET) break; Pet* pet = m_caster->ToPlayer()->GetPet(); if (!pet) return SPELL_FAILED_NO_PET; SpellInfo const* learn_spellproto = sSpellMgr->GetSpellInfo(spellEffectInfo.TriggerSpell); 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: { // check target only for unit target case if (Unit* unit = m_targets.GetUnitTarget()) { if (m_caster->GetTypeId() != TYPEID_PLAYER) return SPELL_FAILED_BAD_TARGETS; Pet* pet = unit->ToPet(); if (!pet || pet->GetOwner() != m_caster) return SPELL_FAILED_BAD_TARGETS; SpellInfo const* learn_spellproto = sSpellMgr->GetSpellInfo(spellEffectInfo.TriggerSpell); if (!learn_spellproto) return SPELL_FAILED_NOT_KNOWN; if (m_spellInfo->SpellLevel > pet->GetLevel()) return SPELL_FAILED_LOWLEVEL; } break; } case SPELL_EFFECT_APPLY_GLYPH: { if (m_caster->GetTypeId() != TYPEID_PLAYER) return SPELL_FAILED_BAD_TARGETS; uint32 glyphId = spellEffectInfo.MiscValue; if (GlyphPropertiesEntry const* gp = sGlyphPropertiesStore.LookupEntry(glyphId)) if (m_caster->ToPlayer()->HasAura(gp->SpellID)) return SPELL_FAILED_UNIQUE_GLYPH; break; } case SPELL_EFFECT_FEED_PET: { if (m_caster->GetTypeId() != TYPEID_PLAYER) return SPELL_FAILED_BAD_TARGETS; Item* foodItem = m_targets.GetItemTarget(); if (!foodItem) return SPELL_FAILED_BAD_TARGETS; Pet* pet = m_caster->ToPlayer()->GetPet(); if (!pet) return SPELL_FAILED_NO_PET; if (!pet->HaveInDiet(foodItem->GetTemplate())) return SPELL_FAILED_WRONG_PET_FOOD; if (!pet->GetCurrentFoodBenefitLevel(foodItem->GetTemplate()->ItemLevel)) return SPELL_FAILED_FOOD_LOWLEVEL; if (m_caster->ToPlayer()->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() != Powers(spellEffectInfo.MiscValue)) return SPELL_FAILED_BAD_TARGETS; break; } case SPELL_EFFECT_CHARGE: { Unit* unitCaster = m_caster->ToUnit(); if (!unitCaster) return SPELL_FAILED_BAD_TARGETS; if (m_spellInfo->SpellFamilyName == SPELLFAMILY_WARRIOR) { // Warbringer - can't be handled in proc system - should be done before checkcast root check and charge effect process if (strict && unitCaster->IsScriptOverriden(m_spellInfo, 6953)) unitCaster->RemoveMovementImpairingAuras(true); } if (!(_triggeredCastFlags & TRIGGERED_IGNORE_CASTER_AURAS) && unitCaster->HasUnitState(UNIT_STATE_ROOT)) return SPELL_FAILED_ROOTED; if (GetSpellInfo()->NeedsExplicitUnitTarget()) { Unit* target = m_targets.GetUnitTarget(); if (!target) return SPELL_FAILED_DONT_REPORT; // first we must check to see if the target is in LoS. A path can usually be built but LoS matters for charge spells if (!target->IsWithinLOSInMap(unitCaster)) //Do full LoS/Path check. Don't exclude m2 return SPELL_FAILED_LINE_OF_SIGHT; float objSize = target->GetCombatReach(); float range = m_spellInfo->GetMaxRange(true, unitCaster, this) * 1.5f + objSize; // can't be overly strict m_preGeneratedPath = std::make_unique(unitCaster); m_preGeneratedPath->SetPathLengthLimit(range); // first try with raycast, if it fails fall back to normal path bool result = m_preGeneratedPath->CalculatePath(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), false); if (m_preGeneratedPath->GetPathType() & PATHFIND_SHORT) return SPELL_FAILED_NOPATH; else if (!result || m_preGeneratedPath->GetPathType() & (PATHFIND_NOPATH | PATHFIND_INCOMPLETE)) return SPELL_FAILED_NOPATH; else if (m_preGeneratedPath->IsInvalidDestinationZ(target)) // Check position z, if not in a straight line return SPELL_FAILED_NOPATH; m_preGeneratedPath->ShortenPathUntilDist(PositionToVector3(target), objSize); // move back } 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()->HasUnitFlag(UNIT_FLAG_SKINNABLE)) return SPELL_FAILED_TARGET_UNSKINNABLE; Creature* creature = m_targets.GetUnitTarget()->ToCreature(); if (!creature->IsCritter() && !creature->loot.isLooted()) return SPELL_FAILED_TARGET_NOT_LOOTED; uint32 skill = creature->GetCreatureTemplate()->GetRequiredLootSkill(); int32 skillValue = m_caster->ToPlayer()->GetSkillValue(skill); int32 TargetLevel = m_targets.GetUnitTarget()->GetLevel(); int32 ReqValue = (skillValue < 100 ? (TargetLevel-10) * 10 : TargetLevel * 5); if (ReqValue > skillValue) return SPELL_FAILED_LOW_CASTLEVEL; break; } case SPELL_EFFECT_OPEN_LOCK: { if (spellEffectInfo.TargetA.GetTarget() != TARGET_GAMEOBJECT_TARGET && spellEffectInfo.TargetA.GetTarget() != TARGET_GAMEOBJECT_ITEM_TARGET) break; if (m_caster->GetTypeId() != TYPEID_PLAYER // only players can open locks, gather etc. // we need a go target in case of TARGET_GAMEOBJECT_TARGET || (spellEffectInfo.TargetA.GetTarget() == TARGET_GAMEOBJECT_TARGET && !m_targets.GetGOTarget())) return SPELL_FAILED_BAD_TARGETS; Item* pTempItem = nullptr; if (m_targets.GetTargetMask() & TARGET_FLAG_TRADE_ITEM) { if (TradeData* pTrade = m_caster->ToPlayer()->GetTradeData()) pTempItem = pTrade->GetTraderData()->GetItem(TradeSlots(m_targets.GetItemTargetGUID().GetRawValue())); // at this point item target guid contains the trade slot } else if (m_targets.GetTargetMask() & TARGET_FLAG_ITEM) pTempItem = m_caster->ToPlayer()->GetItemByGuid(m_targets.GetItemTargetGUID()); // we need a go target, or an openable item target in case of TARGET_GAMEOBJECT_ITEM_TARGET if (spellEffectInfo.TargetA.GetTarget() == TARGET_GAMEOBJECT_ITEM_TARGET && !m_targets.GetGOTarget() && (!pTempItem || !pTempItem->GetTemplate()->LockID || !pTempItem->IsLocked())) return SPELL_FAILED_BAD_TARGETS; if (m_spellInfo->Id != 1842 || (m_targets.GetGOTarget() && m_targets.GetGOTarget()->GetGOInfo()->type != GAMEOBJECT_TYPE_TRAP)) if (m_caster->ToPlayer()->InBattleground() && // In Battleground players can use only flags and banners !m_caster->ToPlayer()->CanUseBattlegroundObject(m_targets.GetGOTarget())) return SPELL_FAILED_TRY_AGAIN; // get the lock entry uint32 lockId = 0; if (GameObject* go = m_targets.GetGOTarget()) { lockId = go->GetGOInfo()->GetLockId(); if (!lockId) return SPELL_FAILED_BAD_TARGETS; } else if (Item* itm = m_targets.GetItemTarget()) lockId = itm->GetTemplate()->LockID; SkillType skillId = SKILL_NONE; int32 reqSkillValue = 0; int32 skillValue = 0; // check lock compatibility SpellCastResult res = CanOpenLock(spellEffectInfo, lockId, skillId, reqSkillValue, skillValue); if (res != SPELL_CAST_OK) return res; // chance for fail at lockpicking attempt // second check prevent fail at rechecks // herbalism and mining cannot fail as of patch 3.1.0 if (skillId != SKILL_NONE && skillId != SKILL_HERBALISM && skillId != SKILL_MINING && (!m_selfContainer || ((*m_selfContainer) != this))) { bool canFailAtMax = skillId == SKILL_LOCKPICKING; // chance for failure in orange lockpick if ((canFailAtMax || skillValue < sWorld->GetConfigMaxSkillValue()) && reqSkillValue > irand(skillValue - 25, skillValue + 37)) return SPELL_FAILED_TRY_AGAIN; } break; } case SPELL_EFFECT_RESURRECT_PET: { Unit* unitCaster = m_caster->ToUnit(); if (!unitCaster) return SPELL_FAILED_BAD_TARGETS; Creature* pet = unitCaster->GetGuardianPet(); if (pet && pet->IsAlive()) return SPELL_FAILED_ALREADY_HAVE_SUMMON; break; } // This is generic summon effect case SPELL_EFFECT_SUMMON: { Unit* unitCaster = m_caster->ToUnit(); if (!unitCaster) break; SummonPropertiesEntry const* SummonProperties = sSummonPropertiesStore.LookupEntry(spellEffectInfo.MiscValueB); if (!SummonProperties) break; switch (SummonProperties->Control) { case SUMMON_CATEGORY_PET: if (!m_spellInfo->HasAttribute(SPELL_ATTR1_DISMISS_PET) && unitCaster->GetPetGUID()) return SPELL_FAILED_ALREADY_HAVE_SUMMON; [[fallthrough]]; // check both GetPetGUID() and GetCharmGUID for SUMMON_CATEGORY_PET case SUMMON_CATEGORY_PUPPET: if (unitCaster->GetCharmedGUID()) return SPELL_FAILED_ALREADY_HAVE_CHARM; break; } break; } case SPELL_EFFECT_CREATE_TAMED_PET: { if (m_targets.GetUnitTarget()) { if (m_targets.GetUnitTarget()->GetTypeId() != TYPEID_PLAYER) return SPELL_FAILED_BAD_TARGETS; if (!m_spellInfo->HasAttribute(SPELL_ATTR1_DISMISS_PET) && m_targets.GetUnitTarget()->GetPetGUID()) return SPELL_FAILED_ALREADY_HAVE_SUMMON; } break; } case SPELL_EFFECT_SUMMON_PET: { Unit* unitCaster = m_caster->ToUnit(); if (!unitCaster) return SPELL_FAILED_BAD_TARGETS; if (unitCaster->GetPetGUID()) //let warlock do a replacement summon { if (unitCaster->GetTypeId() == TYPEID_PLAYER) { if (strict) //starting cast, trigger pet stun (cast by pet so it doesn't attack player) if (Pet* pet = unitCaster->ToPlayer()->GetPet()) pet->CastSpell(pet, 32752, pet->GetGUID()); } else if (!m_spellInfo->HasAttribute(SPELL_ATTR1_DISMISS_PET)) return SPELL_FAILED_ALREADY_HAVE_SUMMON; } if (unitCaster->GetCharmedGUID()) return SPELL_FAILED_ALREADY_HAVE_CHARM; Player* playerCaster = unitCaster->ToPlayer(); if (playerCaster && playerCaster->GetPetStable()) { std::pair info = Pet::GetLoadPetInfo(*playerCaster->GetPetStable(), spellEffectInfo.MiscValue, 0, false); if (info.first) { if (info.first->Type == HUNTER_PET) { if (!info.first->Health) { playerCaster->SendTameFailure(PETTAME_DEAD); return SPELL_FAILED_DONT_REPORT; } CreatureTemplate const* creatureInfo = sObjectMgr->GetCreatureTemplate(info.first->CreatureId); if (!creatureInfo || !creatureInfo->IsTameable(playerCaster->CanTameExoticPets())) { // if problem in exotic pet if (creatureInfo && creatureInfo->IsTameable(true)) playerCaster->SendTameFailure(PETTAME_CANTCONTROLEXOTIC); else playerCaster->SendTameFailure(PETTAME_NOPETAVAILABLE); return SPELL_FAILED_DONT_REPORT; } } } else if (!spellEffectInfo.MiscValue) // when miscvalue is present it is allowed to create new pets { playerCaster->SendTameFailure(PETTAME_NOPETAVAILABLE); return SPELL_FAILED_DONT_REPORT; } } break; } case SPELL_EFFECT_SUMMON_PLAYER: { if (m_caster->GetTypeId() != TYPEID_PLAYER) return SPELL_FAILED_BAD_TARGETS; if (!m_caster->ToPlayer()->GetTarget()) return SPELL_FAILED_BAD_TARGETS; Player* target = ObjectAccessor::FindPlayer(m_caster->ToPlayer()->GetTarget()); if (!target || m_caster->ToPlayer() == target || (!target->IsInSameRaidWith(m_caster->ToPlayer()) && m_spellInfo->Id != 48955)) // refer-a-friend spell return SPELL_FAILED_BAD_TARGETS; if (target->HasSummonPending()) return SPELL_FAILED_SUMMON_PENDING; // check if our map is dungeon MapEntry const* map = sMapStore.LookupEntry(m_caster->GetMapId()); if (map->IsDungeon()) { uint32 mapId = m_caster->GetMap()->GetId(); Difficulty difficulty = m_caster->GetMap()->GetDifficulty(); if (map->IsRaid()) if (InstancePlayerBind* targetBind = target->GetBoundInstance(mapId, difficulty)) if (InstancePlayerBind* casterBind = m_caster->ToPlayer()->GetBoundInstance(mapId, difficulty)) if (targetBind->perm && targetBind->save != casterBind->save) return SPELL_FAILED_TARGET_LOCKED_TO_RAID_INSTANCE; InstanceTemplate const* instance = sObjectMgr->GetInstanceTemplate(mapId); if (!instance) return SPELL_FAILED_TARGET_NOT_IN_INSTANCE; } break; } // RETURN HERE case SPELL_EFFECT_SUMMON_RAF_FRIEND: { if (m_caster->GetTypeId() != TYPEID_PLAYER) return SPELL_FAILED_BAD_TARGETS; Player* playerCaster = m_caster->ToPlayer(); if (!playerCaster->GetTarget()) return SPELL_FAILED_BAD_TARGETS; Player* target = playerCaster->GetSelectedPlayer(); if (!target || !(target->GetSession()->GetRecruiterId() == playerCaster->GetSession()->GetAccountId() || target->GetSession()->GetAccountId() == playerCaster->GetSession()->GetRecruiterId())) return SPELL_FAILED_BAD_TARGETS; break; } case SPELL_EFFECT_LEAP: case SPELL_EFFECT_TELEPORT_UNITS_FACE_CASTER: { //Do not allow to cast it before BG starts. if (m_caster->GetTypeId() == TYPEID_PLAYER) if (Battleground const* bg = m_caster->ToPlayer()->GetBattleground()) if (bg->GetStatus() != STATUS_IN_PROGRESS) return SPELL_FAILED_TRY_AGAIN; break; } case SPELL_EFFECT_STEAL_BENEFICIAL_BUFF: { if (!m_targets.GetUnitTarget() || m_targets.GetUnitTarget() == m_caster) return SPELL_FAILED_BAD_TARGETS; dispelMask = SpellInfo::GetDispelMask(DispelType(spellEffectInfo.MiscValue)); bool hasStealableAura = false; Unit::VisibleAuraMap const& visibleAuras = m_targets.GetUnitTarget()->GetVisibleAuras(); for (Unit::VisibleAuraMap::const_iterator itr = visibleAuras.begin(); itr != visibleAuras.end(); ++itr) { if (!itr->second->IsPositive()) continue; Aura const* aura = itr->second->GetBase(); if (!(aura->GetSpellInfo()->GetDispelMask() & dispelMask)) continue; if (aura->IsPassive() || aura->GetSpellInfo()->HasAttribute(SPELL_ATTR4_NOT_STEALABLE)) continue; hasStealableAura = true; break; } if (!hasStealableAura) return SPELL_FAILED_NOTHING_TO_STEAL; break; } case SPELL_EFFECT_LEAP_BACK: { Unit* unitCaster = m_caster->ToUnit(); if (!unitCaster) return SPELL_FAILED_BAD_TARGETS; if (unitCaster->HasUnitState(UNIT_STATE_ROOT)) { if (unitCaster->GetTypeId() == TYPEID_PLAYER) return SPELL_FAILED_ROOTED; else return SPELL_FAILED_DONT_REPORT; } break; } case SPELL_EFFECT_JUMP: case SPELL_EFFECT_JUMP_DEST: { Unit* unitCaster = m_caster->ToUnit(); if (!unitCaster) return SPELL_FAILED_BAD_TARGETS; if (unitCaster->HasUnitState(UNIT_STATE_ROOT)) return SPELL_FAILED_ROOTED; break; } case SPELL_EFFECT_TALENT_SPEC_SELECT: // can't change during already started arena/battleground if (m_caster->GetTypeId() == TYPEID_PLAYER) if (Battleground const* bg = m_caster->ToPlayer()->GetBattleground()) if (bg->GetStatus() == STATUS_IN_PROGRESS) return SPELL_FAILED_NOT_IN_BATTLEGROUND; break; default: break; } if (spellEffectInfo.IsAura()) approximateAuraEffectMask |= 1 << spellEffectInfo.EffectIndex; else if (spellEffectInfo.IsEffect()) nonAuraEffectMask |= 1 << spellEffectInfo.EffectIndex; } for (SpellEffectInfo const& spellEffectInfo : m_spellInfo->GetEffects()) { switch (spellEffectInfo.ApplyAuraName) { case SPELL_AURA_MOD_POSSESS_PET: { if (m_caster->GetTypeId() != TYPEID_PLAYER) return SPELL_FAILED_NO_PET; Pet* pet = m_caster->ToPlayer()->GetPet(); if (!pet) return SPELL_FAILED_NO_PET; if (pet->GetCharmerGUID()) return SPELL_FAILED_ALREADY_HAVE_CHARM; break; } case SPELL_AURA_MOD_POSSESS: case SPELL_AURA_MOD_CHARM: case SPELL_AURA_AOE_CHARM: { Unit* unitCaster = (m_originalCaster ? m_originalCaster : m_caster->ToUnit()); if (!unitCaster) return SPELL_FAILED_BAD_TARGETS; if (unitCaster->GetCharmerGUID()) return SPELL_FAILED_CHARMED; if (spellEffectInfo.ApplyAuraName == SPELL_AURA_MOD_CHARM || spellEffectInfo.ApplyAuraName == SPELL_AURA_MOD_POSSESS) { if (!m_spellInfo->HasAttribute(SPELL_ATTR1_DISMISS_PET) && unitCaster->GetPetGUID()) return SPELL_FAILED_ALREADY_HAVE_SUMMON; if (unitCaster->GetCharmedGUID()) return SPELL_FAILED_ALREADY_HAVE_CHARM; } if (Unit* target = m_targets.GetUnitTarget()) { if (target->GetTypeId() == TYPEID_UNIT && target->IsVehicle()) return SPELL_FAILED_BAD_IMPLICIT_TARGETS; if (target->IsMounted()) return SPELL_FAILED_CANT_BE_CHARMED; if (target->GetCharmerGUID()) return SPELL_FAILED_CANT_BE_CHARMED; if (target->GetOwner() && target->GetOwner()->GetTypeId() == TYPEID_PLAYER) return SPELL_FAILED_TARGET_IS_PLAYER_CONTROLLED; int32 value = CalculateDamage(spellEffectInfo); if (value && int32(target->GetLevel()) > value) return SPELL_FAILED_HIGHLEVEL; } break; } case SPELL_AURA_MOUNTED: { Unit* unitCaster = m_caster->ToUnit(); if (!unitCaster) return SPELL_FAILED_BAD_TARGETS; if (unitCaster->IsInWater() && m_spellInfo->HasAura(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED)) return SPELL_FAILED_ONLY_ABOVEWATER; // Ignore map check if spell have AreaId. AreaId already checked and this prevent special mount spells bool allowMount = !unitCaster->GetMap()->IsDungeon() || unitCaster->GetMap()->IsBattlegroundOrArena(); InstanceTemplate const* it = sObjectMgr->GetInstanceTemplate(unitCaster->GetMapId()); if (it) allowMount = it->AllowMount; if (unitCaster->GetTypeId() == TYPEID_PLAYER && !allowMount && !m_spellInfo->AreaGroupId) return SPELL_FAILED_NO_MOUNTS_ALLOWED; if (unitCaster->IsInDisallowedMountForm()) { SendMountResult(MountResult::Shapeshifted); // mount result gets sent before the cast result return SPELL_FAILED_DONT_REPORT; } break; } case SPELL_AURA_RANGED_ATTACK_POWER_ATTACKER_BONUS: { if (!m_targets.GetUnitTarget()) return SPELL_FAILED_BAD_IMPLICIT_TARGETS; // can be cast at non-friendly unit or own pet/charm if (m_caster->IsFriendlyTo(m_targets.GetUnitTarget())) return SPELL_FAILED_TARGET_FRIENDLY; break; } case SPELL_AURA_FLY: case SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED: { // not allow cast fly spells if not have req. skills (all spells is self target) // allow always ghost flight spells if (m_originalCaster && m_originalCaster->GetTypeId() == TYPEID_PLAYER && m_originalCaster->IsAlive()) { Battlefield* Bf = sBattlefieldMgr->GetBattlefieldToZoneId(m_originalCaster->GetZoneId()); if (AreaTableEntry const* area = sAreaTableStore.LookupEntry(m_originalCaster->GetAreaId())) if (area->Flags & AREA_FLAG_NO_FLY_ZONE || (Bf && !Bf->CanFlyIn())) return SPELL_FAILED_NOT_HERE; } break; } case SPELL_AURA_PERIODIC_MANA_LEECH: { if (spellEffectInfo.IsTargetingArea()) break; if (!m_targets.GetUnitTarget()) return SPELL_FAILED_BAD_IMPLICIT_TARGETS; if (m_caster->GetTypeId() != TYPEID_PLAYER || m_CastItem) break; if (m_targets.GetUnitTarget()->GetPowerType() != POWER_MANA) return SPELL_FAILED_BAD_TARGETS; break; } default: break; } // check if target already has the same type, but more powerful aura if (!nonAuraEffectMask && (approximateAuraEffectMask & (1 << spellEffectInfo.EffectIndex)) && !m_spellInfo->IsTargetingArea()) if (Unit* target = m_targets.GetUnitTarget()) if (!target->IsHighestExclusiveAuraEffect(m_spellInfo, AuraType(spellEffectInfo.ApplyAuraName), spellEffectInfo.CalcValue(m_caster, &m_spellValue->EffectBasePoints[spellEffectInfo.EffectIndex]), approximateAuraEffectMask, false)) return SPELL_FAILED_AURA_BOUNCED; } // check trade slot case (last, for allow catch any another cast problems) if (m_targets.GetTargetMask() & TARGET_FLAG_TRADE_ITEM) { if (m_CastItem) return SPELL_FAILED_ITEM_ENCHANT_TRADE_WINDOW; if (m_caster->GetTypeId() != TYPEID_PLAYER) return SPELL_FAILED_NOT_TRADING; TradeData* my_trade = m_caster->ToPlayer()->GetTradeData(); if (!my_trade) return SPELL_FAILED_NOT_TRADING; // Item target guid contains trade slot until m_targets.UpdateTradeSlotItem() is called TradeSlots slot = TradeSlots(m_targets.GetItemTargetGUID().GetRawValue()); if (slot != TRADE_SLOT_NONTRADED) return SPELL_FAILED_BAD_TARGETS; if (!IsTriggered()) if (my_trade->GetSpell()) return SPELL_FAILED_ITEM_ALREADY_ENCHANTED; } // check if caster has at least 1 combo point on target for spells that require combo points if (m_needComboPoints) { if (Unit* unitCaster = m_caster->ToUnit()) { if (m_spellInfo->NeedsExplicitUnitTarget()) { if (!unitCaster->GetComboPoints(m_targets.GetUnitTarget())) return SPELL_FAILED_NO_COMBO_POINTS; } else { if (!unitCaster->GetComboPoints()) return SPELL_FAILED_NO_COMBO_POINTS; } } } // all ok return SPELL_CAST_OK; } SpellCastResult Spell::CheckPetCast(Unit* target) { Unit* unitCaster = m_caster->ToUnit(); if (unitCaster && unitCaster->HasUnitState(UNIT_STATE_CASTING) && !(_triggeredCastFlags & TRIGGERED_IGNORE_CAST_IN_PROGRESS)) //prevent spellcast interruption by another spellcast return SPELL_FAILED_SPELL_IN_PROGRESS; // dead owner (pets still alive when owners ressed?) if (Unit* owner = m_caster->GetCharmerOrOwner()) if (!owner->IsAlive() && !owner->IsGhouled()) return SPELL_FAILED_CASTER_DEAD; if (!target && m_targets.GetUnitTarget()) target = m_targets.GetUnitTarget(); if (m_spellInfo->NeedsExplicitUnitTarget()) { if (!target) return SPELL_FAILED_BAD_IMPLICIT_TARGETS; m_targets.SetUnitTarget(target); } // check power requirement // this would be zero until ::prepare normally, we set it here (it gets reset in ::prepare) m_powerCost = m_spellInfo->CalcPowerCost(m_caster, m_spellSchoolMask); SpellCastResult failReason = CheckPower(); if (failReason != SPELL_CAST_OK) return failReason; // check cooldown if (Creature* creatureCaster = m_caster->ToCreature()) if (!creatureCaster->GetSpellHistory()->IsReady(m_spellInfo)) return SPELL_FAILED_NOT_READY; // Check if spell is affected by GCD if (m_spellInfo->StartRecoveryCategory > 0) if (unitCaster && unitCaster->GetCharmInfo() && unitCaster->GetSpellHistory()->HasGlobalCooldown(m_spellInfo)) return SPELL_FAILED_NOT_READY; return CheckCast(true); } SpellCastResult Spell::CheckCasterAuras(uint32* param1) const { Unit* unitCaster = (m_originalCaster ? m_originalCaster : m_caster->ToUnit()); if (!unitCaster) return SPELL_CAST_OK; // spells totally immuned to caster auras (wsg flag drop, give marks etc) if (m_spellInfo->HasAttribute(SPELL_ATTR6_IGNORE_CASTER_AURAS)) return SPELL_CAST_OK; // these attributes only show the spell as usable on the client when it has related aura applied // still they need to be checked against certain mechanics // SPELL_ATTR5_USABLE_WHILE_STUNNED by default only MECHANIC_STUN (ie no sleep, knockout, freeze, etc.) bool usableWhileStunned = m_spellInfo->HasAttribute(SPELL_ATTR5_USABLE_WHILE_STUNNED); // SPELL_ATTR5_USABLE_WHILE_FEARED by default only fear (ie no horror) bool usableWhileFeared = m_spellInfo->HasAttribute(SPELL_ATTR5_USABLE_WHILE_FEARED); // SPELL_ATTR5_USABLE_WHILE_CONFUSED by default only disorient (ie no polymorph) bool usableWhileConfused = m_spellInfo->HasAttribute(SPELL_ATTR5_USABLE_WHILE_CONFUSED); // Glyph of Pain Suppression // there is no other way to handle it if (m_spellInfo->Id == 33206 && !unitCaster->HasAura(63248)) usableWhileStunned = false; // Check whether the cast should be prevented by any state you might have. SpellCastResult result = SPELL_CAST_OK; // Get unit state uint32 const unitflag = unitCaster->GetUnitFlags(); if (m_fromClient && unitCaster->IsCharmed() && unitCaster->IsPlayer() && !CheckSpellCancelsCharm(param1)) result = SPELL_FAILED_CHARMED; // spell has attribute usable while having a cc state, check if caster has allowed mechanic auras, another mechanic types must prevent cast spell auto mechanicCheck = [&](AuraType type) -> SpellCastResult { bool foundNotMechanic = false; Unit::AuraEffectList const& auras = unitCaster->GetAuraEffectsByType(type); for (AuraEffect const* aurEff : auras) { uint32 const mechanicMask = aurEff->GetSpellInfo()->GetAllEffectsMechanicMask(); if (mechanicMask && !(mechanicMask & GetSpellInfo()->GetAllowedMechanicMask())) { foundNotMechanic = true; // fill up aura mechanic info to send client proper error message if (param1) { *param1 = aurEff->GetSpellEffectInfo().Mechanic; if (!*param1) *param1 = aurEff->GetSpellInfo()->Mechanic; } break; } } if (foundNotMechanic) { switch (type) { case SPELL_AURA_MOD_STUN: return SPELL_FAILED_STUNNED; case SPELL_AURA_MOD_FEAR: return SPELL_FAILED_FLEEING; case SPELL_AURA_MOD_CONFUSE: return SPELL_FAILED_CONFUSED; default: ABORT(); return SPELL_FAILED_NOT_KNOWN; } } return SPELL_CAST_OK; }; if (unitflag & UNIT_FLAG_STUNNED) { if (usableWhileStunned) { SpellCastResult mechanicResult = mechanicCheck(SPELL_AURA_MOD_STUN); if (mechanicResult != SPELL_CAST_OK) result = mechanicResult; } else if (!CheckSpellCancelsStun(param1)) result = SPELL_FAILED_STUNNED; else if (m_spellInfo->Mechanic == MECHANIC_IMMUNE_SHIELD && m_caster->ToUnit() && m_caster->ToUnit()->HasAuraWithMechanic(1 << MECHANIC_BANISH)) result = SPELL_FAILED_STUNNED; } else if (unitflag & UNIT_FLAG_SILENCED && m_spellInfo->PreventionType == SPELL_PREVENTION_TYPE_SILENCE && !CheckSpellCancelsSilence(param1)) result = SPELL_FAILED_SILENCED; else if (unitflag & UNIT_FLAG_PACIFIED && m_spellInfo->PreventionType == SPELL_PREVENTION_TYPE_PACIFY && !CheckSpellCancelsPacify(param1)) result = SPELL_FAILED_PACIFIED; else if (unitflag & UNIT_FLAG_FLEEING) { if (usableWhileFeared) { SpellCastResult mechanicResult = mechanicCheck(SPELL_AURA_MOD_FEAR); if (mechanicResult != SPELL_CAST_OK) result = mechanicResult; } else if (!CheckSpellCancelsFear(param1)) result = SPELL_FAILED_FLEEING; } else if (unitflag & UNIT_FLAG_CONFUSED) { if (usableWhileConfused) { SpellCastResult mechanicResult = mechanicCheck(SPELL_AURA_MOD_CONFUSE); if (mechanicResult != SPELL_CAST_OK) result = mechanicResult; } else if (!CheckSpellCancelsConfuse(param1)) result = SPELL_FAILED_CONFUSED; } // Attr must make flag drop spell totally immune from all effects if (result != SPELL_CAST_OK) return (param1 && *param1) ? SPELL_FAILED_PREVENTED_BY_MECHANIC : result; return SPELL_CAST_OK; } bool Spell::CheckSpellCancelsAuraEffect(AuraType auraType, uint32* param1) const { Unit* unitCaster = (m_originalCaster ? m_originalCaster : m_caster->ToUnit()); if (!unitCaster) return false; // Checking auras is needed now, because you are prevented by some state but the spell grants immunity. Unit::AuraEffectList const& auraEffects = unitCaster->GetAuraEffectsByType(auraType); if (auraEffects.empty()) return true; for (AuraEffect const* aurEff : auraEffects) { SpellInfo const* auraInfo = aurEff->GetSpellInfo(); if (m_spellInfo->SpellCancelsAuraEffect(aurEff)) continue; if (param1) { *param1 = aurEff->GetSpellEffectInfo().Mechanic; if (!*param1) *param1 = auraInfo->Mechanic; } return false; } return true; } bool Spell::CheckSpellCancelsCharm(uint32* param1) const { return CheckSpellCancelsAuraEffect(SPELL_AURA_MOD_CHARM, param1) && CheckSpellCancelsAuraEffect(SPELL_AURA_AOE_CHARM, param1) && CheckSpellCancelsAuraEffect(SPELL_AURA_MOD_POSSESS, param1); } bool Spell::CheckSpellCancelsStun(uint32* param1) const { return CheckSpellCancelsAuraEffect(SPELL_AURA_MOD_STUN, param1) && CheckSpellCancelsAuraEffect(SPELL_AURA_STRANGULATE, param1); } bool Spell::CheckSpellCancelsSilence(uint32* param1) const { return CheckSpellCancelsAuraEffect(SPELL_AURA_MOD_SILENCE, param1) && CheckSpellCancelsAuraEffect(SPELL_AURA_MOD_PACIFY_SILENCE, param1); } bool Spell::CheckSpellCancelsPacify(uint32* param1) const { return CheckSpellCancelsAuraEffect(SPELL_AURA_MOD_PACIFY, param1) && CheckSpellCancelsAuraEffect(SPELL_AURA_MOD_PACIFY_SILENCE, param1); } bool Spell::CheckSpellCancelsFear(uint32* param1) const { return CheckSpellCancelsAuraEffect(SPELL_AURA_MOD_FEAR, param1); } bool Spell::CheckSpellCancelsConfuse(uint32* param1) const { return CheckSpellCancelsAuraEffect(SPELL_AURA_MOD_CONFUSE, param1); } int32 Spell::CalculateDamage(SpellEffectInfo const& spellEffectInfo) const { return m_caster->CalculateSpellDamage(spellEffectInfo, m_spellValue->EffectBasePoints + spellEffectInfo.EffectIndex); } SpellCastResult Spell::CheckArenaCastRules() const { // check USABLE attributes // USABLE takes precedence over NOT_USABLE if (m_spellInfo->HasAttribute(SPELL_ATTR4_USABLE_IN_ARENA)) return SPELL_CAST_OK; // check NOT_USABLE attributes if (m_spellInfo->AttributesEx4 & SPELL_ATTR4_NOT_USABLE_IN_ARENA) return SPELL_FAILED_NOT_IN_ARENA; // check cooldowns uint32 spellCooldown = m_spellInfo->GetRecoveryTime(); if (spellCooldown > 10 * MINUTE * IN_MILLISECONDS) // not sure if still needed return SPELL_FAILED_NOT_IN_ARENA; return SPELL_CAST_OK; } SpellCastResult Spell::CheckMovement() const { if (IsTriggered()) return SPELL_CAST_OK; if (getState() == SPELL_STATE_PREPARING) { if (m_casttime > 0) if (m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_MOVEMENT) return SPELL_FAILED_MOVING; } else if (getState() == SPELL_STATE_CASTING) if (!m_spellInfo->IsMoveAllowedChannel()) return SPELL_FAILED_MOVING; return SPELL_CAST_OK; } bool Spell::CanAutoCast(Unit* target) { if (!target) return (CheckPetCast(target) == SPELL_CAST_OK); ObjectGuid targetguid = target->GetGUID(); // check if target already has the same or a more powerful aura for (SpellEffectInfo const& spellEffectInfo : m_spellInfo->GetEffects()) { if (!spellEffectInfo.IsAura()) continue; AuraType const& auraType = spellEffectInfo.ApplyAuraName; Unit::AuraEffectList const& auras = target->GetAuraEffectsByType(auraType); for (Unit::AuraEffectList::const_iterator auraIt = auras.begin(); auraIt != auras.end(); ++auraIt) { if (GetSpellInfo()->Id == (*auraIt)->GetSpellInfo()->Id) return false; switch (sSpellMgr->CheckSpellGroupStackRules(GetSpellInfo(), (*auraIt)->GetSpellInfo())) { case SPELL_GROUP_STACK_RULE_EXCLUSIVE: return false; case SPELL_GROUP_STACK_RULE_EXCLUSIVE_FROM_SAME_CASTER: if (GetCaster() == (*auraIt)->GetCaster()) return false; break; case SPELL_GROUP_STACK_RULE_EXCLUSIVE_SAME_EFFECT: // this one has further checks, but i don't think they're necessary for autocast logic case SPELL_GROUP_STACK_RULE_EXCLUSIVE_HIGHEST: if (abs(spellEffectInfo.BasePoints) <= abs((*auraIt)->GetAmount())) return false; break; case SPELL_GROUP_STACK_RULE_DEFAULT: default: break; } } } SpellCastResult result = CheckPetCast(target); if (result == SPELL_CAST_OK || result == SPELL_FAILED_UNIT_NOT_INFRONT) { // do not check targets for ground-targeted spells (we target them on top of the intended target anyway) if (GetSpellInfo()->ExplicitTargetMask & TARGET_FLAG_DEST_LOCATION) return true; SelectSpellTargets(); //check if among target units, our WANTED target is as well (->only self cast spells return false) for (auto ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit) if (ihit->TargetGUID == targetguid) return true; } // either the cast failed or the intended target wouldn't be hit return false; } void Spell::CheckSrc() { if (!m_targets.HasSrc()) m_targets.SetSrc(*m_caster); } void Spell::CheckDst() { if (!m_targets.HasDst()) m_targets.SetDst(*m_caster); } SpellCastResult Spell::CheckRange(bool strict) const { // Don't check for instant cast spells if (!strict && m_casttime == 0) return SPELL_CAST_OK; float minRange, maxRange; std::tie(minRange, maxRange) = GetMinMaxRange(strict); // dont check max_range to strictly after cast if (m_spellInfo->RangeEntry && m_spellInfo->RangeEntry->Flags != SPELL_RANGE_MELEE && !strict) maxRange += std::min(MAX_SPELL_RANGE_TOLERANCE, maxRange*0.1f); // 10% but no more than MAX_SPELL_RANGE_TOLERANCE // get square values for sqr distance checks minRange *= minRange; maxRange *= maxRange; Unit* target = m_targets.GetUnitTarget(); if (target && target != m_caster) { if (m_caster->GetExactDistSq(target) > maxRange) return SPELL_FAILED_OUT_OF_RANGE; if (minRange > 0.0f && m_caster->GetExactDistSq(target) < minRange) return SPELL_FAILED_OUT_OF_RANGE; if (m_caster->GetTypeId() == TYPEID_PLAYER && (m_spellInfo->FacingCasterFlags & SPELL_FACING_FLAG_INFRONT) && !m_caster->HasInArc(static_cast(M_PI), target)) return SPELL_FAILED_UNIT_NOT_INFRONT; } if (GameObject* goTarget = m_targets.GetGOTarget()) { if (!goTarget->IsAtInteractDistance(m_caster->ToPlayer(), m_spellInfo)) return SPELL_FAILED_OUT_OF_RANGE; } if (m_targets.HasDst() && !m_targets.HasTraj()) { if (m_caster->GetExactDistSq(m_targets.GetDstPos()) > maxRange) return SPELL_FAILED_OUT_OF_RANGE; if (minRange > 0.0f && m_caster->GetExactDistSq(m_targets.GetDstPos()) < minRange) return SPELL_FAILED_OUT_OF_RANGE; } return SPELL_CAST_OK; } std::pair Spell::GetMinMaxRange(bool strict) const { float rangeMod = 0.0f; float minRange = 0.0f; float maxRange = 0.0f; if (strict && m_spellInfo->IsNextMeleeSwingSpell()) return { 0.0f, 100.0f }; Unit* unitCaster = m_caster->ToUnit(); if (m_spellInfo->RangeEntry) { Unit* target = m_targets.GetUnitTarget(); if (m_spellInfo->RangeEntry->Flags & SPELL_RANGE_MELEE) { // when the target is not a unit, take the caster's combat reach as the target's combat reach. if (unitCaster) rangeMod = unitCaster->GetMeleeRange(target ? target : unitCaster); } else { float meleeRange = 0.0f; if (m_spellInfo->RangeEntry->Flags & SPELL_RANGE_RANGED) { // when the target is not a unit, take the caster's combat reach as the target's combat reach. if (unitCaster) meleeRange = unitCaster->GetMeleeRange(target ? target : unitCaster); } minRange = m_caster->GetSpellMinRangeForTarget(target, m_spellInfo) + meleeRange; maxRange = m_caster->GetSpellMaxRangeForTarget(target, m_spellInfo); if (target || m_targets.GetCorpseTarget()) { rangeMod = m_caster->GetCombatReach() + (target ? target->GetCombatReach() : m_caster->GetCombatReach()); if (minRange > 0.0f && !(m_spellInfo->RangeEntry->Flags & SPELL_RANGE_RANGED)) minRange += rangeMod; } } if (target && unitCaster && unitCaster->isMoving() && target->isMoving() && !unitCaster->IsWalking() && !target->IsWalking() && ((m_spellInfo->RangeEntry->Flags & SPELL_RANGE_MELEE) || target->GetTypeId() == TYPEID_PLAYER)) rangeMod += 8.0f / 3.0f; } if (m_spellInfo->HasAttribute(SPELL_ATTR0_REQ_AMMO) && m_caster->GetTypeId() == TYPEID_PLAYER) if (Item* ranged = m_caster->ToPlayer()->GetWeaponForAttack(RANGED_ATTACK, true)) maxRange *= ranged->GetTemplate()->RangedModRange * 0.01f; if (Player* modOwner = m_caster->GetSpellModOwner()) modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RANGE, maxRange, const_cast(this)); maxRange += rangeMod; return { minRange, maxRange }; } SpellCastResult Spell::CheckPower() const { Unit* unitCaster = m_caster->ToUnit(); if (!unitCaster) return SPELL_CAST_OK; // 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 (int32(unitCaster->GetHealth()) <= m_powerCost) return SPELL_FAILED_CASTER_AURASTATE; return SPELL_CAST_OK; } // Check valid power type if (m_spellInfo->PowerType >= MAX_POWERS) { TC_LOG_ERROR("spells", "Spell::CheckPower: Unknown power type '{}'", m_spellInfo->PowerType); return SPELL_FAILED_UNKNOWN; } //check rune cost only if a spell has PowerType == POWER_RUNE if (m_spellInfo->PowerType == POWER_RUNE) { SpellCastResult failReason = CheckRuneCost(m_spellInfo->RuneCostID); if (failReason != SPELL_CAST_OK) return failReason; } // Check power amount Powers powerType = m_spellInfo->PowerType; if (int32(unitCaster->GetPower(powerType)) < m_powerCost) return SPELL_FAILED_NO_POWER; else return SPELL_CAST_OK; } SpellCastResult Spell::CheckItems(uint32* param1 /*= nullptr*/, uint32* param2 /*= nullptr*/) const { Player* player = m_caster->ToPlayer(); if (!player) return SPELL_CAST_OK; if (!m_CastItem) { if (m_castItemGUID) return SPELL_FAILED_ITEM_NOT_READY; } else { uint32 itemid = m_CastItem->GetEntry(); if (!player->HasItemCount(itemid)) return SPELL_FAILED_ITEM_NOT_READY; ItemTemplate const* proto = m_CastItem->GetTemplate(); if (!proto) return SPELL_FAILED_ITEM_NOT_READY; for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++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 (SpellEffectInfo const& spellEffectInfo : m_spellInfo->GetEffects()) { // skip check, pet not required like checks, and for TARGET_UNIT_PET m_targets.GetUnitTarget() is not the real target but the caster if (spellEffectInfo.TargetA.GetTarget() == TARGET_UNIT_PET) continue; if (spellEffectInfo.IsEffect(SPELL_EFFECT_HEAL)) { if (m_targets.GetUnitTarget()->IsFullHealth()) { failReason = SPELL_FAILED_ALREADY_AT_FULL_HEALTH; continue; } else { failReason = SPELL_CAST_OK; break; } } // Mana Potion, Rage Potion, Thistle Tea(Rogue), ... if (spellEffectInfo.IsEffect(SPELL_EFFECT_ENERGIZE)) { if (spellEffectInfo.MiscValue < 0 || spellEffectInfo.MiscValue >= int8(MAX_POWERS)) { failReason = SPELL_FAILED_ALREADY_AT_FULL_POWER; continue; } Powers power = Powers(spellEffectInfo.MiscValue); 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()) { Item* item = m_targets.GetItemTarget(); if (!item) return SPELL_FAILED_ITEM_GONE; if (!item->IsFitToSpellRequirements(m_spellInfo)) return SPELL_FAILED_EQUIPPED_ITEM_CLASS; } // if not item target then required item must be equipped else { if (!(_triggeredCastFlags & TRIGGERED_IGNORE_EQUIPPED_ITEM_REQUIREMENT)) if (!player->HasItemFitToSpellRequirements(m_spellInfo)) return SPELL_FAILED_EQUIPPED_ITEM_CLASS; } // do not take reagents for these item casts if (!(m_CastItem && m_CastItem->GetTemplate()->HasFlag(ITEM_FLAG_NO_REAGENT_COST))) { bool checkReagents = !(_triggeredCastFlags & TRIGGERED_IGNORE_POWER_AND_REAGENT_COST) && !player->CanNoReagentCast(m_spellInfo); // Not own traded item (in trader trade slot) requires reagents even if triggered spell if (!checkReagents) if (Item* targetItem = m_targets.GetItemTarget()) if (targetItem->GetOwnerGUID() != player->GetGUID()) checkReagents = true; // check reagents (ignore triggered spells with reagents processed by original spell) and special reagent ignore case. if (checkReagents) { for (uint32 i = 0; i < MAX_SPELL_REAGENTS; 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) { ItemTemplate const* proto = m_CastItem->GetTemplate(); if (!proto) return SPELL_FAILED_ITEM_NOT_READY; for (uint8 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 (!player->HasItemCount(itemid, itemcount)) { if (param1) *param1 = itemid; return SPELL_FAILED_REAGENTS; } } } // check totem-item requirements (items presence in inventory) uint32 totems = 2; for (uint8 i = 0; i < 2; ++i) { if (m_spellInfo->Totem[i] != 0) { if (player->HasItemCount(m_spellInfo->Totem[i])) { 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 (uint8 i = 0; i < 2; ++i) { if (m_spellInfo->TotemCategory[i] != 0) { if (player->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 (SpellEffectInfo const& spellEffectInfo : m_spellInfo->GetEffects()) { switch (spellEffectInfo.Effect) { case SPELL_EFFECT_CREATE_ITEM: case SPELL_EFFECT_CREATE_ITEM_2: { // m_targets.GetUnitTarget() means explicit cast, otherwise we dont check for possible equip error Unit* target = m_targets.GetUnitTarget() ? m_targets.GetUnitTarget() : player; if (target->GetTypeId() == TYPEID_PLAYER && !IsTriggered()) { // SPELL_EFFECT_CREATE_ITEM_2 differs from SPELL_EFFECT_CREATE_ITEM in that it picks the random item to create from a pool of potential items, // so we need to make sure there is at least one free space in the player's inventory if (spellEffectInfo.IsEffect(SPELL_EFFECT_CREATE_ITEM_2)) if (target->ToPlayer()->GetFreeInventorySpace() == 0) { player->SendEquipError(EQUIP_ERR_INV_FULL, nullptr, nullptr, spellEffectInfo.ItemType); return SPELL_FAILED_DONT_REPORT; } if (spellEffectInfo.ItemType) { ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(spellEffectInfo.ItemType); if (!itemTemplate) return SPELL_FAILED_ITEM_NOT_FOUND; uint32 createCount = std::clamp(spellEffectInfo.CalcValue(), 1u, itemTemplate->GetMaxStackSize()); ItemPosCountVec dest; InventoryResult msg = target->ToPlayer()->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, spellEffectInfo.ItemType, createCount); if (msg != EQUIP_ERR_OK) { /// @todo Needs review if (!itemTemplate->ItemLimitCategory) { player->SendEquipError(msg, nullptr, nullptr, spellEffectInfo.ItemType); return SPELL_FAILED_DONT_REPORT; } else { // Conjure Food/Water/Refreshment spells if (m_spellInfo->SpellFamilyName != SPELLFAMILY_MAGE || (!(m_spellInfo->SpellFamilyFlags[0] & 0x40000000))) return SPELL_FAILED_TOO_MANY_OF_ITEM; else if (!(target->ToPlayer()->HasItemCount(spellEffectInfo.ItemType))) { player->SendEquipError(msg, nullptr, nullptr, spellEffectInfo.ItemType); return SPELL_FAILED_DONT_REPORT; } else player->CastSpell(player, m_spellInfo->GetEffect(EFFECT_1).CalcValue(), false); // move this to anywhere return SPELL_FAILED_DONT_REPORT; } } } } break; } case SPELL_EFFECT_ENCHANT_ITEM: if (spellEffectInfo.ItemType && m_targets.GetItemTarget() && (m_targets.GetItemTarget()->IsWeaponVellum() || m_targets.GetItemTarget()->IsArmorVellum())) { // cannot enchant vellum for other player if (m_targets.GetItemTarget()->GetOwner() != player) return SPELL_FAILED_NOT_TRADEABLE; // do not allow to enchant vellum from scroll made by vellum-prevent exploit if (m_CastItem && m_CastItem->GetTemplate()->HasFlag(ITEM_FLAG_NO_REAGENT_COST)) return SPELL_FAILED_TOTEM_CATEGORY; ItemPosCountVec dest; InventoryResult msg = player->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, spellEffectInfo.ItemType, 1); if (msg != EQUIP_ERR_OK) { player->SendEquipError(msg, nullptr, nullptr, spellEffectInfo.ItemType); return SPELL_FAILED_DONT_REPORT; } } [[fallthrough]]; case SPELL_EFFECT_ENCHANT_ITEM_PRISMATIC: { Item* targetItem = m_targets.GetItemTarget(); if (!targetItem) return SPELL_FAILED_ITEM_NOT_FOUND; // Apply item level restriction if (!m_spellInfo->HasAttribute(SPELL_ATTR2_ALLOW_LOW_LEVEL_BUFF)) { uint32 requiredLevel = targetItem->GetTemplate()->RequiredLevel; if (!requiredLevel) requiredLevel = targetItem->GetTemplate()->ItemLevel; if (requiredLevel < m_spellInfo->BaseLevel) return SPELL_FAILED_LOWLEVEL; } if (m_CastItem && m_spellInfo->MaxLevel > 0 && targetItem->GetTemplate()->ItemLevel > m_spellInfo->MaxLevel) return SPELL_FAILED_HIGHLEVEL; bool isItemUsable = false; for (uint8 e = 0; e < MAX_ITEM_PROTO_SPELLS; ++e) { ItemTemplate const* proto = targetItem->GetTemplate(); if (proto->Spells[e].SpellId > 0 && ( proto->Spells[e].SpellTrigger == ITEM_SPELLTRIGGER_ON_USE || proto->Spells[e].SpellTrigger == ITEM_SPELLTRIGGER_ON_NO_DELAY_USE)) { isItemUsable = true; break; } } SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(spellEffectInfo.MiscValue); // do not allow adding usable enchantments to items that have use effect already if (enchantEntry) { for (uint8 s = 0; s < MAX_ITEM_ENCHANTMENT_EFFECTS; ++s) { switch (enchantEntry->Effect[s]) { case ITEM_ENCHANTMENT_TYPE_USE_SPELL: if (isItemUsable) return SPELL_FAILED_ON_USE_ENCHANT; break; case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET: { uint32 numSockets = 0; for (uint32 socket = 0; socket < MAX_ITEM_PROTO_SOCKETS; ++socket) if (targetItem->GetTemplate()->Socket[socket].Color) ++numSockets; if (numSockets == MAX_ITEM_PROTO_SOCKETS || targetItem->GetEnchantmentId(PRISMATIC_ENCHANTMENT_SLOT)) return SPELL_FAILED_MAX_SOCKETS; break; } } } } // Not allow enchant in trade slot for some enchant type if (targetItem->GetOwner() != player) { if (!enchantEntry) return SPELL_FAILED_ERROR; if (enchantEntry->Flags & 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() != player) { uint32 enchant_id = spellEffectInfo.MiscValue; SpellItemEnchantmentEntry const* pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if (!pEnchant) return SPELL_FAILED_ERROR; if (pEnchant->Flags & ENCHANTMENT_CAN_SOULBOUND) return SPELL_FAILED_NOT_TRADEABLE; } // Apply item level restriction if (!m_spellInfo->HasAttribute(SPELL_ATTR2_ALLOW_LOW_LEVEL_BUFF)) { uint32 requiredLevel = item->GetTemplate()->RequiredLevel; if (!requiredLevel) requiredLevel = item->GetTemplate()->ItemLevel; if (requiredLevel < m_spellInfo->BaseLevel) return SPELL_FAILED_LOWLEVEL; } if (m_CastItem && m_spellInfo->MaxLevel > 0 && item->GetTemplate()->ItemLevel > m_spellInfo->MaxLevel) return SPELL_FAILED_HIGHLEVEL; 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() != player->GetGUID()) return SPELL_FAILED_CANT_BE_DISENCHANTED; ItemTemplate const* itemProto = m_targets.GetItemTarget()->GetTemplate(); 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 > player->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: { Item* item = m_targets.GetItemTarget(); if (!item) return SPELL_FAILED_CANT_BE_PROSPECTED; //ensure item is a prospectable ore if (!item->GetTemplate()->HasFlag(ITEM_FLAG_IS_PROSPECTABLE)) return SPELL_FAILED_CANT_BE_PROSPECTED; //prevent prospecting in trade slot if (item->GetOwnerGUID() != player->GetGUID()) return SPELL_FAILED_CANT_BE_PROSPECTED; //Check for enough skill in jewelcrafting uint32 item_prospectingskilllevel = item->GetTemplate()->RequiredSkillRank; if (item_prospectingskilllevel > player->GetSkillValue(SKILL_JEWELCRAFTING)) return SPELL_FAILED_LOW_CASTLEVEL; //make sure the player has the required ores in inventory if (item->GetCount() < 5) { if (param1 && param2) { *param1 = item->GetEntry(); *param2 = 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: { Item* item = m_targets.GetItemTarget(); if (!item) return SPELL_FAILED_CANT_BE_MILLED; //ensure item is a millable herb if (!item->GetTemplate()->HasFlag(ITEM_FLAG_IS_MILLABLE)) return SPELL_FAILED_CANT_BE_MILLED; //prevent milling in trade slot if (item->GetOwnerGUID() != player->GetGUID()) return SPELL_FAILED_CANT_BE_MILLED; //Check for enough skill in inscription uint32 item_millingskilllevel = item->GetTemplate()->RequiredSkillRank; if (item_millingskilllevel > player->GetSkillValue(SKILL_INSCRIPTION)) return SPELL_FAILED_LOW_CASTLEVEL; //make sure the player has the required herbs in inventory if (item->GetCount() < 5) { if (param1 && param2) { *param1 = item->GetEntry(); *param2 = 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_attackType != RANGED_ATTACK) break; Item* item = player->GetWeaponForAttack(m_attackType); if (!item || item->IsBroken()) return SPELL_FAILED_EQUIPPED_ITEM; switch (item->GetTemplate()->SubClass) { case ITEM_SUBCLASS_WEAPON_THROWN: { uint32 const ammo = item->GetEntry(); if (!player->HasItemCount(ammo)) return SPELL_FAILED_NO_AMMO; break; } case ITEM_SUBCLASS_WEAPON_GUN: case ITEM_SUBCLASS_WEAPON_BOW: case ITEM_SUBCLASS_WEAPON_CROSSBOW: { uint32 const ammo = player->GetUInt32Value(PLAYER_AMMO_ID); if (!ammo) { // Requires No Ammo if (player->HasAura(46699)) break; // skip other checks return SPELL_FAILED_NO_AMMO; } ItemTemplate const* ammoProto = sObjectMgr->GetItemTemplate(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 (item->GetTemplate()->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->HasItemCount(ammo)) { player->SetUInt32Value(PLAYER_AMMO_ID, 0); return SPELL_FAILED_NO_AMMO; } break; } case ITEM_SUBCLASS_WEAPON_WAND: break; default: break; } break; } case SPELL_EFFECT_CREATE_MANA_GEM: { uint32 item_id = spellEffectInfo.ItemType; ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(item_id); if (!pProto) return SPELL_FAILED_ITEM_AT_MAX_CHARGES; if (Item* pitem = player->GetItemByEntry(item_id)) { for (int x = 0; x < MAX_ITEM_PROTO_SPELLS; ++x) if (pProto->Spells[x].SpellCharges != 0 && pitem->GetSpellCharges(x) == pProto->Spells[x].SpellCharges) return SPELL_FAILED_ITEM_AT_MAX_CHARGES; } break; } default: break; } } // check weapon presence in slots for main/offhand weapons if (!(_triggeredCastFlags & TRIGGERED_IGNORE_EQUIPPED_ITEM_REQUIREMENT) && m_spellInfo->EquippedItemClass >= 0) { auto weaponCheck = [&](WeaponAttackType attackType) -> SpellCastResult { Item const* item = player->GetWeaponForAttack(attackType); // skip spell if no weapon in slot or broken if (!item || item->IsBroken()) return SPELL_FAILED_EQUIPPED_ITEM_CLASS; // skip spell if weapon not fit to triggered spell if (!item->IsFitToSpellRequirements(m_spellInfo)) return SPELL_FAILED_EQUIPPED_ITEM_CLASS; return SPELL_CAST_OK; }; if (m_spellInfo->HasAttribute(SPELL_ATTR3_MAIN_HAND)) { SpellCastResult mainHandResult = weaponCheck(BASE_ATTACK); if (mainHandResult != SPELL_CAST_OK) return mainHandResult; } if (m_spellInfo->HasAttribute(SPELL_ATTR3_REQ_OFFHAND)) { SpellCastResult offHandResult = weaponCheck(OFF_ATTACK); if (offHandResult != SPELL_CAST_OK) return offHandResult; } } return SPELL_CAST_OK; } void Spell::Delayed() // only called in DealDamage() { Player* playerCaster = m_caster->ToPlayer(); if (!playerCaster) return; // spells not losing casting time if (!(m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_PUSH_BACK)) return; if (IsDelayableNoMore()) // Spells may only be delayed twice return; //check pushback reduce int32 delaytime = 500; // spellcasting delay is normally 500ms int32 delayReduce = 100; // must be initialized to 100 for percent modifiers playerCaster->ApplySpellMod(m_spellInfo->Id, SPELLMOD_NOT_LOSE_CASTING_TIME, delayReduce, this); delayReduce += playerCaster->GetTotalAuraModifier(SPELL_AURA_REDUCE_PUSHBACK) - 100; if (delayReduce >= 100) return; AddPct(delaytime, -delayReduce); if (m_timer + delaytime > m_casttime) { delaytime = m_casttime - m_timer; m_timer = m_casttime; } else m_timer += delaytime; WorldPacket data(SMSG_SPELL_DELAYED, 8+4); data << playerCaster->GetPackGUID(); data << uint32(delaytime); playerCaster->SendMessageToSet(&data, true); } void Spell::DelayedChannel() { Player* playerCaster = m_caster->ToPlayer(); if (!playerCaster) return; if (m_spellState != SPELL_STATE_CASTING) return; // spells not losing channeling time if (!(m_spellInfo->ChannelInterruptFlags & CHANNEL_FLAG_DELAY)) return; if (IsDelayableNoMore()) // Spells may only be delayed twice return; //check pushback reduce // should be affected by modifiers, not take the dbc duration. int32 duration = ((m_channeledDuration > 0) ? m_channeledDuration : m_spellInfo->GetDuration()); int32 delaytime = CalculatePct(duration, 25); // channeling delay is normally 25% of its time per hit int32 delayReduce = 100; // must be initialized to 100 for percent modifiers playerCaster->ApplySpellMod(m_spellInfo->Id, SPELLMOD_NOT_LOSE_CASTING_TIME, delayReduce, this); delayReduce += playerCaster->GetTotalAuraModifier(SPELL_AURA_REDUCE_PUSHBACK) - 100; if (delayReduce >= 100) return; AddPct(delaytime, -delayReduce); if (m_timer <= delaytime) { delaytime = m_timer; m_timer = 0; } else m_timer -= delaytime; for (TargetInfo const& targetInfo : m_UniqueTargetInfo) if (targetInfo.MissCondition == SPELL_MISS_NONE) if (Unit* unit = (playerCaster->GetGUID() == targetInfo.TargetGUID) ? playerCaster : ObjectAccessor::GetUnit(*playerCaster, targetInfo.TargetGUID)) unit->DelayOwnedAuras(m_spellInfo->Id, m_originalCasterGUID, delaytime); // partially interrupt persistent area auras if (DynamicObject* dynObj = playerCaster->GetDynObject(m_spellInfo->Id)) dynObj->Delay(delaytime); SendChannelUpdate(m_timer); } bool Spell::UpdatePointers() { if (m_originalCasterGUID == m_caster->GetGUID()) m_originalCaster = m_caster->ToUnit(); else { m_originalCaster = ObjectAccessor::GetUnit(*m_caster, m_originalCasterGUID); if (m_originalCaster && !m_originalCaster->IsInWorld()) m_originalCaster = nullptr; } if (m_focusObjectGUID) focusObject = ObjectAccessor::GetGameObject(*m_caster, m_focusObjectGUID); if (m_castItemGUID && m_caster->GetTypeId() == TYPEID_PLAYER) { m_CastItem = m_caster->ToPlayer()->GetItemByGuid(m_castItemGUID); // cast item not found, somehow the item is no longer where we expected if (!m_CastItem) return false; // check if the item is really the same, in case it has been wrapped for example if (m_castItemEntry != m_CastItem->GetEntry()) return false; } m_targets.Update(m_caster); // further actions done only for dest targets if (!m_targets.HasDst()) return true; // cache last transport WorldObject* transport = nullptr; // update effect destinations (in case of moved transport dest target) for (SpellEffectInfo const& spellEffectInfo : m_spellInfo->GetEffects()) { SpellDestination& dest = m_destTargets[spellEffectInfo.EffectIndex]; if (!dest._transportGUID) continue; if (!transport || transport->GetGUID() != dest._transportGUID) transport = ObjectAccessor::GetWorldObject(*m_caster, dest._transportGUID); if (transport) { dest._position.Relocate(transport); dest._position.RelocateOffset(dest._transportOffset); } } return true; } CurrentSpellTypes Spell::GetCurrentContainer() const { if (m_spellInfo->IsNextMeleeSwingSpell()) return CURRENT_MELEE_SPELL; else if (IsAutoRepeat()) return CURRENT_AUTOREPEAT_SPELL; else if (m_spellInfo->IsChanneled()) return CURRENT_CHANNELED_SPELL; return CURRENT_GENERIC_SPELL; } bool Spell::CheckEffectTarget(Unit const* target, SpellEffectInfo const& spellEffectInfo, Position const* losPosition) const { switch (spellEffectInfo.ApplyAuraName) { case SPELL_AURA_MOD_POSSESS: case SPELL_AURA_MOD_CHARM: case SPELL_AURA_MOD_POSSESS_PET: case SPELL_AURA_AOE_CHARM: if (target->GetVehicleKit() && target->GetVehicleKit()->IsControllableVehicle()) return false; if (target->IsMounted()) return false; if (target->GetCharmerGUID()) return false; if (int32 value = CalculateDamage(spellEffectInfo)) if ((int32)target->GetLevel() > value) return false; break; default: break; } // check for ignore LOS on the effect itself if (m_spellInfo->HasAttribute(SPELL_ATTR2_CAN_TARGET_NOT_IN_LOS) || DisableMgr::IsDisabledFor(DISABLE_TYPE_SPELL, m_spellInfo->Id, nullptr, SPELL_DISABLE_LOS)) return true; // check if gameobject ignores LOS if (GameObject const* gobCaster = m_caster->ToGameObject()) if (gobCaster->GetGOInfo()->IsIgnoringLOSChecks()) return true; // if spell is triggered, need to check for LOS disable on the aura triggering it and inherit that behaviour if (IsTriggered() && m_triggeredByAuraSpell && (m_triggeredByAuraSpell->HasAttribute(SPELL_ATTR2_CAN_TARGET_NOT_IN_LOS) || DisableMgr::IsDisabledFor(DISABLE_TYPE_SPELL, m_triggeredByAuraSpell->Id, nullptr, SPELL_DISABLE_LOS))) return true; /// @todo shit below shouldn't be here, but it's temporary //Check targets for LOS visibility (except spells without range limitations) switch (spellEffectInfo.Effect) { 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; case SPELL_EFFECT_SKIN_PLAYER_CORPSE: { if (!m_targets.GetCorpseTargetGUID()) { if (target->IsWithinLOSInMap(m_caster, LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags::M2) && target->HasUnitFlag(UNIT_FLAG_SKINNABLE)) return true; return false; } Corpse* corpse = ObjectAccessor::GetCorpse(*m_caster, m_targets.GetCorpseTargetGUID()); if (!corpse) return false; if (target->GetGUID() != corpse->GetOwnerGUID()) return false; if (!corpse->HasFlag(CORPSE_FIELD_FLAGS, CORPSE_FLAG_LOOTABLE)) return false; if (!corpse->IsWithinLOSInMap(m_caster, LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags::M2)) return false; break; } default: // normal case { if (losPosition) return target->IsWithinLOS(losPosition->GetPositionX(), losPosition->GetPositionY(), losPosition->GetPositionZ(), LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags::M2); else { // Get GO cast coordinates if original caster -> GO WorldObject* caster = nullptr; if (m_originalCasterGUID.IsGameObject()) caster = m_caster->GetMap()->GetGameObject(m_originalCasterGUID); if (!caster) caster = m_caster; if (target != m_caster && !target->IsWithinLOSInMap(caster, LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags::M2)) return false; } break; } } return true; } bool Spell::IsTriggered() const { return (_triggeredCastFlags & TRIGGERED_FULL_MASK) != 0; } bool Spell::IsIgnoringCooldowns() const { return (_triggeredCastFlags & TRIGGERED_IGNORE_SPELL_AND_CATEGORY_CD) != 0; } bool Spell::IsFocusDisabled() const { return ((_triggeredCastFlags & TRIGGERED_IGNORE_SET_FACING) || (m_spellInfo->IsChanneled() && !m_spellInfo->HasAttribute(SPELL_ATTR1_CHANNEL_TRACK_TARGET))); } bool Spell::IsProcDisabled() const { return (_triggeredCastFlags & TRIGGERED_DISALLOW_PROC_EVENTS) != 0; } bool Spell::IsChannelActive() const { return m_caster->IsUnit() && m_caster->ToUnit()->GetChannelSpellId() != 0; } bool Spell::IsAutoActionResetSpell() const { /// @todo changed SPELL_INTERRUPT_FLAG_AUTOATTACK -> SPELL_INTERRUPT_FLAG_INTERRUPT to fix compile - is this check correct at all? if (IsTriggered() || !(m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_INTERRUPT)) return false; if (!m_casttime && m_spellInfo->HasAttribute(SPELL_ATTR6_NOT_RESET_SWING_IF_INSTANT)) return false; return true; } bool Spell::IsPositive() const { return m_spellInfo->IsPositive() && (!m_triggeredByAuraSpell || m_triggeredByAuraSpell->IsPositive()); } bool Spell::IsNeedSendToClient() const { return m_spellInfo->SpellVisual[0] || m_spellInfo->SpellVisual[1] || m_spellInfo->IsChanneled() || m_spellInfo->Speed > 0.0f || (!m_triggeredByAuraSpell && !IsTriggered()); } Unit* Spell::GetUnitCasterForEffectHandlers() const { return m_originalCaster ? m_originalCaster : m_caster->ToUnit(); } SpellEvent::SpellEvent(Spell* spell) : BasicEvent(), m_Spell(spell) { } SpellEvent::~SpellEvent() { if (m_Spell->getState() != SPELL_STATE_FINISHED) m_Spell->cancel(); if (!m_Spell->IsDeletable()) { TC_LOG_ERROR("spells", "~SpellEvent: {} {} tried to delete non-deletable spell {}. Was not deleted, causes memory leak.", (m_Spell->GetCaster()->GetTypeId() == TYPEID_PLAYER ? "Player" : "Creature"), m_Spell->GetCaster()->GetGUID().ToString(), m_Spell->m_spellInfo->Id); ABORT(); } } 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 (m_Spell->m_spellInfo->IsChanneled()) { // evented channeled spell is processed separately, cast 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()->IsNonMeleeSpellCast(false, true, true)) { // another non-melee non-delayed spell is cast now, abort m_Spell->cancel(); } else { // Set last not triggered spell for apply spellmods ((Player*)m_Spell->GetCaster())->SetSpellModTakingSpell(m_Spell, true); // do the action (pass spell to channeling state) m_Spell->handle_immediate(); // And remove after effect handling ((Player*)m_Spell->GetCaster())->SetSpellModTakingSpell(m_Spell, false); } // event will be re-added automatically at the end of routine) } else */ { // run the spell handler and think about what we can do next uint64 t_offset = e_time - m_Spell->GetDelayStart(); uint64 n_offset = m_Spell->handle_delayed(t_offset); if (n_offset) { // re-add us to the queue m_Spell->GetCaster()->m_Events.AddEvent(this, Milliseconds(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, Milliseconds(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, Milliseconds(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::IsValidDeadOrAliveTarget(Unit const* target) const { if (target->IsAlive()) return !m_spellInfo->IsRequiringDeadTarget(); if (m_spellInfo->IsAllowingDeadTarget()) return true; return false; } void Spell::HandleLaunchPhase() { // handle effects with SPELL_EFFECT_HANDLE_LAUNCH mode for (SpellEffectInfo const& spellEffectInfo : m_spellInfo->GetEffects()) { // don't do anything for empty effect if (!spellEffectInfo.IsEffect()) continue; HandleEffects(nullptr, nullptr, nullptr, nullptr, spellEffectInfo, SPELL_EFFECT_HANDLE_LAUNCH); } PrepareTargetProcessing(); // Take ammunition if the ranged attack requires ammunition if (Player* player = m_caster->ToPlayer()) { bool usesAmmo = m_spellInfo->HasAttribute(SPELL_ATTR0_REQ_AMMO); if (player->HasAuraTypeWithAffectMask(SPELL_AURA_ABILITY_CONSUME_NO_AMMO, m_spellInfo)) usesAmmo = false; // Do not consume ammo for the triggered AoE ticks of Volley (Hunter spell) if (IsTriggered() && m_spellInfo->SpellFamilyName == SPELLFAMILY_HUNTER && m_spellInfo->IsTargetingArea()) usesAmmo = false; if (usesAmmo) TakeAmmo(); } for (TargetInfo& target : m_UniqueTargetInfo) PreprocessSpellLaunch(target); for (SpellEffectInfo const& spellEffectInfo : m_spellInfo->GetEffects()) { float multiplier = 1.0f; if (m_applyMultiplierMask & (1 << spellEffectInfo.EffectIndex)) multiplier = spellEffectInfo.CalcDamageMultiplier(m_originalCaster, this); for (TargetInfo& target : m_UniqueTargetInfo) { uint32 mask = target.EffectMask; if (!(mask & (1 << spellEffectInfo.EffectIndex))) continue; DoEffectOnLaunchTarget(target, multiplier, spellEffectInfo); } } FinishTargetProcessing(); } void Spell::PreprocessSpellLaunch(TargetInfo& targetInfo) { Unit* targetUnit = m_caster->GetGUID() == targetInfo.TargetGUID ? m_caster->ToUnit() : ObjectAccessor::GetUnit(*m_caster, targetInfo.TargetGUID); if (!targetUnit) return; // This will only cause combat - the target will engage once the projectile hits (in Spell::TargetInfo::PreprocessTarget) if (m_originalCaster && targetInfo.MissCondition != SPELL_MISS_EVADE && !m_originalCaster->IsFriendlyTo(targetUnit) && (!m_spellInfo->IsPositive() || m_spellInfo->HasEffect(SPELL_EFFECT_DISPEL)) && (m_spellInfo->HasInitialAggro() || targetUnit->IsEngaged())) m_originalCaster->SetInCombatWith(targetUnit, true); Unit* unit = nullptr; // In case spell hit target, do all effect on that target if (targetInfo.MissCondition == SPELL_MISS_NONE) unit = targetUnit; // In case spell reflect from target, do all effect on caster (if hit) else if (targetInfo.MissCondition == SPELL_MISS_REFLECT && targetInfo.ReflectResult == SPELL_MISS_NONE) unit = m_caster->ToUnit(); if (!unit) return; float critChance = m_spellValue->CriticalChance; if (m_originalCaster) { if (!critChance) critChance = m_originalCaster->SpellCritChanceDone(m_spellInfo, m_spellSchoolMask, m_attackType); critChance = unit->SpellCritChanceTaken(m_originalCaster, m_spellInfo, m_spellSchoolMask, critChance, m_attackType); } targetInfo.IsCrit = roll_chance_f(critChance); } void Spell::DoEffectOnLaunchTarget(TargetInfo& targetInfo, float multiplier, SpellEffectInfo const& spellEffectInfo) { Unit* unit = nullptr; // In case spell hit target, do all effect on that target if (targetInfo.MissCondition == SPELL_MISS_NONE || (targetInfo.MissCondition == SPELL_MISS_BLOCK && !m_spellInfo->HasAttribute(SPELL_ATTR3_COMPLETELY_BLOCKED))) unit = m_caster->GetGUID() == targetInfo.TargetGUID ? m_caster->ToUnit() : ObjectAccessor::GetUnit(*m_caster, targetInfo.TargetGUID); // In case spell reflect from target, do all effect on caster (if hit) else if (targetInfo.MissCondition == SPELL_MISS_REFLECT && targetInfo.ReflectResult == SPELL_MISS_NONE) unit = m_caster->ToUnit(); if (!unit) return; m_damage = 0; m_healing = 0; HandleEffects(unit, nullptr, nullptr, nullptr, spellEffectInfo, SPELL_EFFECT_HANDLE_LAUNCH_TARGET); if (m_originalCaster && m_damage > 0) { if (spellEffectInfo.IsTargetingArea() || spellEffectInfo.IsAreaAuraEffect() || spellEffectInfo.IsEffect(SPELL_EFFECT_PERSISTENT_AREA_AURA)) { m_damage = unit->CalculateAOEAvoidance(m_damage, m_spellInfo->SchoolMask, m_originalCaster->GetGUID()); if (m_originalCaster->GetTypeId() == TYPEID_PLAYER) { // cap damage of player AOE uint32 targetAmount = m_UniqueTargetInfo.size(); if (targetAmount > 10) m_damage = m_damage * 10 / targetAmount; } } } if (m_applyMultiplierMask & (1 << spellEffectInfo.EffectIndex)) { m_damage = int32(m_damage * m_damageMultipliers[spellEffectInfo.EffectIndex]); m_healing = int32(m_healing * m_damageMultipliers[spellEffectInfo.EffectIndex]); m_damageMultipliers[spellEffectInfo.EffectIndex] *= multiplier; } targetInfo.Damage += m_damage; targetInfo.Healing += m_healing; } SpellCastResult Spell::CanOpenLock(SpellEffectInfo const& spellEffectInfo, 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 < MAX_LOCK_CASE; ++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(spellEffectInfo.MiscValue) != lockInfo->Index[j]) continue; skillId = SkillByLockType(LockType(lockInfo->Index[j])); if (skillId != SKILL_NONE) { reqSkillValue = lockInfo->Skill[j]; // castitem check: rogue using skeleton keys. the skill values should not be added in this case. skillValue = m_CastItem || m_caster->GetTypeId() != TYPEID_PLAYER ? 0 : m_caster->ToPlayer()->GetSkillValue(skillId); // skill bonus provided by casting spell (mostly item spells) // add the effect base points modifier from the spell cast (cheat lock / skeleton key etc.) if (spellEffectInfo.TargetA.GetTarget() == TARGET_GAMEOBJECT_ITEM_TARGET || spellEffectInfo.TargetB.GetTarget() == TARGET_GAMEOBJECT_ITEM_TARGET) skillValue += spellEffectInfo.CalcValue(); if (skillValue < reqSkillValue) return SPELL_FAILED_LOW_CASTLEVEL; } return SPELL_CAST_OK; } case LOCK_KEY_SPELL: if (m_spellInfo->Id == lockInfo->Index[j]) return SPELL_CAST_OK; reqKey = true; break; } } 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] = m_spellInfo->GetEffect(EFFECT_0).CalcBaseValue(value); break; case SPELLVALUE_BASE_POINT1: m_spellValue->EffectBasePoints[1] = m_spellInfo->GetEffect(EFFECT_1).CalcBaseValue(value); break; case SPELLVALUE_BASE_POINT2: m_spellValue->EffectBasePoints[2] = m_spellInfo->GetEffect(EFFECT_2).CalcBaseValue(value); break; case SPELLVALUE_RADIUS_MOD: m_spellValue->RadiusMod = (float)value / 10000; break; case SPELLVALUE_MAX_TARGETS: m_spellValue->MaxAffectedTargets = (uint32)value; break; case SPELLVALUE_AURA_STACK: m_spellValue->AuraStackAmount = uint8(value); break; case SPELLVALUE_CRIT_CHANCE: m_spellValue->CriticalChance = value; break; } } void Spell::PrepareTargetProcessing() { AssertEffectExecuteData(); } void Spell::FinishTargetProcessing() { SendLogExecute(); } void Spell::InitEffectExecuteData(uint8 effIndex) { ASSERT(effIndex < MAX_SPELL_EFFECTS); if (!m_effectExecuteData[effIndex]) { m_effectExecuteData[effIndex] = new ByteBuffer(0x20); // first dword - target counter *m_effectExecuteData[effIndex] << uint32(1); } else { // increase target counter by one uint32 count = (*m_effectExecuteData[effIndex]).read(0); (*m_effectExecuteData[effIndex]).put(0, ++count); } } void Spell::AssertEffectExecuteData() const { for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) ASSERT(!m_effectExecuteData[i]); } void Spell::LoadScripts() { sScriptMgr->CreateSpellScripts(m_spellInfo->Id, m_loadedScripts, this); for (auto itr = m_loadedScripts.begin(); itr != m_loadedScripts.end(); ++itr) { TC_LOG_DEBUG("spells", "Spell::LoadScripts: Script `{}` for spell `{}` is loaded now", (*itr)->_GetScriptName()->c_str(), m_spellInfo->Id); (*itr)->Register(); } } void Spell::CallScriptBeforeCastHandlers() { for (auto scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr) { (*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_BEFORE_CAST); auto hookItrEnd = (*scritr)->BeforeCast.end(), hookItr = (*scritr)->BeforeCast.begin(); for (; hookItr != hookItrEnd; ++hookItr) (*hookItr).Call(*scritr); (*scritr)->_FinishScriptCall(); } } void Spell::CallScriptOnCastHandlers() { for (auto scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr) { (*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_ON_CAST); auto hookItrEnd = (*scritr)->OnCast.end(), hookItr = (*scritr)->OnCast.begin(); for (; hookItr != hookItrEnd; ++hookItr) (*hookItr).Call(*scritr); (*scritr)->_FinishScriptCall(); } } void Spell::CallScriptAfterCastHandlers() { for (auto scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr) { (*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_AFTER_CAST); auto hookItrEnd = (*scritr)->AfterCast.end(), hookItr = (*scritr)->AfterCast.begin(); for (; hookItr != hookItrEnd; ++hookItr) (*hookItr).Call(*scritr); (*scritr)->_FinishScriptCall(); } } SpellCastResult Spell::CallScriptCheckCastHandlers() { SpellCastResult retVal = SPELL_CAST_OK; for (auto scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr) { (*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_CHECK_CAST); auto hookItrEnd = (*scritr)->OnCheckCast.end(), hookItr = (*scritr)->OnCheckCast.begin(); for (; hookItr != hookItrEnd; ++hookItr) { SpellCastResult tempResult = (*hookItr).Call(*scritr); if (retVal == SPELL_CAST_OK) retVal = tempResult; } (*scritr)->_FinishScriptCall(); } return retVal; } bool Spell::CallScriptEffectHandlers(SpellEffIndex effIndex, SpellEffectHandleMode mode) { // execute script effect handler hooks and check if effects was prevented bool preventDefault = false; for (auto scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr) { (*scritr)->_InitHit(); HookList::iterator effItr, effEndItr; SpellScriptHookType hookType; switch (mode) { case SPELL_EFFECT_HANDLE_LAUNCH: effItr = (*scritr)->OnEffectLaunch.begin(); effEndItr = (*scritr)->OnEffectLaunch.end(); hookType = SPELL_SCRIPT_HOOK_EFFECT_LAUNCH; break; case SPELL_EFFECT_HANDLE_LAUNCH_TARGET: effItr = (*scritr)->OnEffectLaunchTarget.begin(); effEndItr = (*scritr)->OnEffectLaunchTarget.end(); hookType = SPELL_SCRIPT_HOOK_EFFECT_LAUNCH_TARGET; break; case SPELL_EFFECT_HANDLE_HIT: effItr = (*scritr)->OnEffectHit.begin(); effEndItr = (*scritr)->OnEffectHit.end(); hookType = SPELL_SCRIPT_HOOK_EFFECT_HIT; break; case SPELL_EFFECT_HANDLE_HIT_TARGET: effItr = (*scritr)->OnEffectHitTarget.begin(); effEndItr = (*scritr)->OnEffectHitTarget.end(); hookType = SPELL_SCRIPT_HOOK_EFFECT_HIT_TARGET; break; default: ABORT(); return false; } (*scritr)->_PrepareScriptCall(hookType); for (; effItr != effEndItr; ++effItr) // effect execution can be prevented if (!(*scritr)->_IsEffectPrevented(effIndex) && (*effItr).IsEffectAffected(m_spellInfo, effIndex)) (*effItr).Call(*scritr, effIndex); if (!preventDefault) preventDefault = (*scritr)->_IsDefaultEffectPrevented(effIndex); (*scritr)->_FinishScriptCall(); } return preventDefault; } void Spell::CallScriptSuccessfulDispel(SpellEffIndex effIndex) { for (auto scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr) { (*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_EFFECT_SUCCESSFUL_DISPEL); auto hookItrEnd = (*scritr)->OnEffectSuccessfulDispel.end(), hookItr = (*scritr)->OnEffectSuccessfulDispel.begin(); for (; hookItr != hookItrEnd; ++hookItr) hookItr->Call(*scritr, effIndex); (*scritr)->_FinishScriptCall(); } } void Spell::CallScriptBeforeHitHandlers(SpellMissInfo missInfo) { for (auto scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr) { (*scritr)->_InitHit(); (*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_BEFORE_HIT); auto hookItrEnd = (*scritr)->BeforeHit.end(), hookItr = (*scritr)->BeforeHit.begin(); for (; hookItr != hookItrEnd; ++hookItr) (*hookItr).Call(*scritr, missInfo); (*scritr)->_FinishScriptCall(); } } void Spell::CallScriptOnHitHandlers() { for (auto scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr) { (*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_HIT); auto hookItrEnd = (*scritr)->OnHit.end(), hookItr = (*scritr)->OnHit.begin(); for (; hookItr != hookItrEnd; ++hookItr) (*hookItr).Call(*scritr); (*scritr)->_FinishScriptCall(); } } void Spell::CallScriptAfterHitHandlers() { for (auto scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr) { (*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_AFTER_HIT); auto hookItrEnd = (*scritr)->AfterHit.end(), hookItr = (*scritr)->AfterHit.begin(); for (; hookItr != hookItrEnd; ++hookItr) (*hookItr).Call(*scritr); (*scritr)->_FinishScriptCall(); } } void Spell::CallScriptObjectAreaTargetSelectHandlers(std::list& targets, SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType) { for (auto scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr) { (*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_OBJECT_AREA_TARGET_SELECT); auto hookItrEnd = (*scritr)->OnObjectAreaTargetSelect.end(), hookItr = (*scritr)->OnObjectAreaTargetSelect.begin(); for (; hookItr != hookItrEnd; ++hookItr) if (hookItr->IsEffectAffected(m_spellInfo, effIndex) && targetType.GetTarget() == hookItr->GetTarget()) hookItr->Call(*scritr, targets); (*scritr)->_FinishScriptCall(); } } void Spell::CallScriptObjectTargetSelectHandlers(WorldObject*& target, SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType) { for (auto scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr) { (*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_OBJECT_TARGET_SELECT); auto hookItrEnd = (*scritr)->OnObjectTargetSelect.end(), hookItr = (*scritr)->OnObjectTargetSelect.begin(); for (; hookItr != hookItrEnd; ++hookItr) if (hookItr->IsEffectAffected(m_spellInfo, effIndex) && targetType.GetTarget() == hookItr->GetTarget()) hookItr->Call(*scritr, target); (*scritr)->_FinishScriptCall(); } } void Spell::CallScriptDestinationTargetSelectHandlers(SpellDestination& target, SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType) { for (auto scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr) { (*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_DESTINATION_TARGET_SELECT); auto hookItrEnd = (*scritr)->OnDestinationTargetSelect.end(), hookItr = (*scritr)->OnDestinationTargetSelect.begin(); for (; hookItr != hookItrEnd; ++hookItr) if (hookItr->IsEffectAffected(m_spellInfo, effIndex) && targetType.GetTarget() == hookItr->GetTarget()) hookItr->Call(*scritr, target); (*scritr)->_FinishScriptCall(); } } bool Spell::CheckScriptEffectImplicitTargets(uint32 effIndex, uint32 effIndexToCheck) { auto allEffectTargetScriptsAreShared = [](HookList& hooks, SpellInfo const* spellInfo, uint32 effIndex, uint32 effIndexToCheck) { for (HookType& hook : hooks) { if (!hook.IsEffectAffected(spellInfo, effIndex)) continue; bool otherEffectHasSameTargetFunction = std::ranges::any_of(hooks, [&](HookType& other) { return other.IsEffectAffected(spellInfo, effIndexToCheck) && hook.HasSameTargetFunctionAs(other); }); if (!otherEffectHasSameTargetFunction) return false; } return true; }; for (SpellScript* script : m_loadedScripts) { if (!allEffectTargetScriptsAreShared(script->OnObjectTargetSelect, m_spellInfo, effIndex, effIndexToCheck)) return false; if (!allEffectTargetScriptsAreShared(script->OnObjectTargetSelect, m_spellInfo, effIndexToCheck, effIndex)) return false; if (!allEffectTargetScriptsAreShared(script->OnObjectAreaTargetSelect, m_spellInfo, effIndex, effIndexToCheck)) return false; if (!allEffectTargetScriptsAreShared(script->OnObjectAreaTargetSelect, m_spellInfo, effIndexToCheck, effIndex)) return false; } return true; } bool Spell::CanExecuteTriggersOnHit(uint8 effMask, SpellInfo const* triggeredByAura) const { bool only_on_caster = (triggeredByAura && triggeredByAura->HasAttribute(SPELL_ATTR4_PROC_ONLY_ON_CASTER)); // If triggeredByAura has SPELL_ATTR4_PROC_ONLY_ON_CASTER then it can only proc on a cast spell with TARGET_UNIT_CASTER for (SpellEffectInfo const& spellEffectInfo : m_spellInfo->GetEffects()) { if ((effMask & (1 << spellEffectInfo.EffectIndex)) && (!only_on_caster || (spellEffectInfo.TargetA.GetTarget() == TARGET_UNIT_CASTER))) return true; } return false; } void Spell::PrepareTriggersExecutedOnHit() { Unit* unitCaster = m_caster->ToUnit(); if (!unitCaster) return; // handle SPELL_AURA_ADD_TARGET_TRIGGER auras: // save auras which were present on spell caster on cast, to prevent triggered auras from affecting caster // and to correctly calculate proc chance when combopoints are present Unit::AuraEffectList const& targetTriggers = unitCaster->GetAuraEffectsByType(SPELL_AURA_ADD_TARGET_TRIGGER); for (AuraEffect const* aurEff : targetTriggers) { if (!aurEff->IsAffectingSpell(m_spellInfo)) continue; SpellInfo const* auraSpellInfo = aurEff->GetSpellInfo(); if (SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(aurEff->GetSpellEffectInfo().TriggerSpell)) { // calculate the chance using spell base amount, because aura amount is not updated on combo-points change // this possibly needs fixing int32 auraBaseAmount = aurEff->GetBaseAmount(); // proc chance is stored in effect amount int32 chance = unitCaster->CalculateSpellDamage(aurEff->GetSpellEffectInfo(), &auraBaseAmount); chance *= aurEff->GetBase()->GetStackAmount(); // build trigger and add to the list m_hitTriggerSpells.emplace_back(spellInfo, auraSpellInfo, chance); } } } // Global cooldowns management enum GCDLimits { MIN_GCD = 1000, MAX_GCD = 1500 }; bool CanHaveGlobalCooldown(WorldObject const* caster) { // Only players or controlled units have global cooldown if (caster->GetTypeId() != TYPEID_PLAYER && (caster->GetTypeId() != TYPEID_UNIT || !const_cast(caster)->ToCreature()->GetCharmInfo())) return false; return true; } bool Spell::HasGlobalCooldown() const { if (!CanHaveGlobalCooldown(m_caster)) return false; return m_caster->ToUnit()->GetSpellHistory()->HasGlobalCooldown(m_spellInfo); } void Spell::TriggerGlobalCooldown() { if (!CanHaveGlobalCooldown(m_caster)) return; if (!m_spellInfo->StartRecoveryCategory) return; if (m_caster->GetTypeId() == TYPEID_PLAYER) if (m_caster->ToPlayer()->GetCommandStatus(CHEAT_COOLDOWN)) return; // Global cooldown can't leave range 1..1.5 secs int32 gcd = m_spellInfo->StartRecoveryTime; // gcd modifier auras are applied only to own spells and only players have such mods if (Player* modOwner = m_caster->GetSpellModOwner()) modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_GLOBAL_COOLDOWN, gcd, this); // Apply haste rating if (m_spellInfo->StartRecoveryCategory == 133 && m_spellInfo->StartRecoveryTime == 1500 && m_spellInfo->DmgClass != SPELL_DAMAGE_CLASS_MELEE && m_spellInfo->DmgClass != SPELL_DAMAGE_CLASS_RANGED && !m_spellInfo->HasAttribute(SPELL_ATTR0_REQ_AMMO) && !m_spellInfo->HasAttribute(SPELL_ATTR0_ABILITY)) { gcd = int32(float(gcd) * m_caster->GetFloatValue(UNIT_MOD_CAST_SPEED)); RoundToInterval(gcd, MIN_GCD, MAX_GCD); } if (gcd) m_caster->ToUnit()->GetSpellHistory()->AddGlobalCooldown(m_spellInfo, gcd); } void Spell::CancelGlobalCooldown() { if (!CanHaveGlobalCooldown(m_caster)) return; if (!m_spellInfo->StartRecoveryTime) return; // Cancel global cooldown when interrupting current cast if (m_caster->ToUnit()->GetCurrentSpell(CURRENT_GENERIC_SPELL) != this) return; m_caster->ToUnit()->GetSpellHistory()->CancelGlobalCooldown(m_spellInfo); } std::string Spell::GetDebugInfo() const { std::stringstream sstr; sstr << std::boolalpha << "Id: " << GetSpellInfo()->Id << " Name: '" << GetSpellInfo()->SpellName[sWorld->GetDefaultDbcLocale()] << "' OriginalCaster: " << m_originalCasterGUID.ToString() << " State: " << getState(); return sstr.str(); } Trinity::unique_weak_ptr Spell::GetWeakPtr() const { return _spellEvent->GetSpellWeakPtr(); } void Spell::CallScriptOnResistAbsorbCalculateHandlers(DamageInfo const& damageInfo, uint32& resistAmount, int32& absorbAmount) { for (auto scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr) { (*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_ON_RESIST_ABSORB_CALCULATION); auto hookItrEnd = (*scritr)->OnCalculateResistAbsorb.end(), hookItr = (*scritr)->OnCalculateResistAbsorb.begin(); for (; hookItr != hookItrEnd; ++hookItr) hookItr->Call(*scritr, damageInfo, resistAmount, absorbAmount); (*scritr)->_FinishScriptCall(); } } namespace Trinity { WorldObjectSpellTargetCheck::WorldObjectSpellTargetCheck(WorldObject* caster, WorldObject* referer, SpellInfo const* spellInfo, SpellTargetCheckTypes selectionType, ConditionContainer const* condList) : _caster(caster), _referer(referer), _spellInfo(spellInfo), _targetSelectionType(selectionType), _condSrcInfo(nullptr), _condList(condList) { if (condList) _condSrcInfo = std::make_unique(nullptr, caster); } WorldObjectSpellTargetCheck::~WorldObjectSpellTargetCheck() { } bool WorldObjectSpellTargetCheck::operator()(WorldObject* target) const { if (_spellInfo->CheckTarget(_caster, target, true) != SPELL_CAST_OK) return false; Unit* unitTarget = target->ToUnit(); if (Corpse* corpseTarget = target->ToCorpse()) { // use owner for party/assistance checks if (Player* owner = ObjectAccessor::FindPlayer(corpseTarget->GetOwnerGUID())) unitTarget = owner; else return false; } Unit* refUnit = _referer->ToUnit(); if (unitTarget) { // do only faction checks here switch (_targetSelectionType) { case TARGET_CHECK_ENEMY: if (unitTarget->IsTotem()) return false; // TODO: restore IsValidAttackTarget for corpses using corpse owner (faction, etc) if (!target->IsCorpse() && !_caster->IsValidAttackTarget(unitTarget, _spellInfo)) return false; break; case TARGET_CHECK_ALLY: if (unitTarget->IsTotem()) return false; // TODO: restore IsValidAttackTarget for corpses using corpse owner (faction, etc) if (!target->IsCorpse() && !_caster->IsValidAssistTarget(unitTarget, _spellInfo)) return false; break; case TARGET_CHECK_PARTY: if (!refUnit) return false; if (unitTarget->IsTotem()) return false; // TODO: restore IsValidAttackTarget for corpses using corpse owner (faction, etc) if (!target->IsCorpse() && !_caster->IsValidAssistTarget(unitTarget, _spellInfo)) return false; if (!refUnit->IsInPartyWith(unitTarget)) return false; break; case TARGET_CHECK_RAID_CLASS: if (!refUnit) return false; if (refUnit->GetClass() != unitTarget->GetClass()) return false; [[fallthrough]]; case TARGET_CHECK_RAID: if (!refUnit) return false; if (unitTarget->IsTotem()) return false; // TODO: restore IsValidAttackTarget for corpses using corpse owner (faction, etc) if (!target->IsCorpse() && !_caster->IsValidAssistTarget(unitTarget, _spellInfo)) return false; if (!refUnit->IsInRaidWith(unitTarget)) return false; break; default: break; } } if (!_condSrcInfo) return true; _condSrcInfo->mConditionTargets[0] = target; return sConditionMgr->IsObjectMeetToConditions(*_condSrcInfo, *_condList); } WorldObjectSpellNearbyTargetCheck::WorldObjectSpellNearbyTargetCheck(float range, WorldObject* caster, SpellInfo const* spellInfo, SpellTargetCheckTypes selectionType, ConditionContainer const* condList) : WorldObjectSpellTargetCheck(caster, caster, spellInfo, selectionType, condList), _range(range), _position(caster) { } bool WorldObjectSpellNearbyTargetCheck::operator()(WorldObject* target) { float dist = target->GetDistance(*_position); if (dist < _range && WorldObjectSpellTargetCheck::operator ()(target)) { _range = dist; return true; } return false; } WorldObjectSpellAreaTargetCheck::WorldObjectSpellAreaTargetCheck(float range, Position const* position, WorldObject* caster, WorldObject* referer, SpellInfo const* spellInfo, SpellTargetCheckTypes selectionType, ConditionContainer const* condList) : WorldObjectSpellTargetCheck(caster, referer, spellInfo, selectionType, condList), _range(range), _position(position) { } bool WorldObjectSpellAreaTargetCheck::operator()(WorldObject* target) const { if (target->ToGameObject()) { // isInRange including the dimension of the GO bool isInRange = target->ToGameObject()->IsInRange(_position->GetPositionX(), _position->GetPositionY(), _position->GetPositionZ(), _range); if (!isInRange) return false; } else { bool isInsideCylinder = target->IsWithinDist2d(_position, _range) && std::abs(target->GetPositionZ() - _position->GetPositionZ()) <= _range; if (!isInsideCylinder) return false; } return WorldObjectSpellTargetCheck::operator ()(target); } WorldObjectSpellConeTargetCheck::WorldObjectSpellConeTargetCheck(float coneAngle, float range, WorldObject* caster, SpellInfo const* spellInfo, SpellTargetCheckTypes selectionType, ConditionContainer const* condList) : WorldObjectSpellAreaTargetCheck(range, caster, caster, caster, spellInfo, selectionType, condList), _coneAngle(coneAngle) { } bool WorldObjectSpellConeTargetCheck::operator()(WorldObject* target) const { if (_spellInfo->HasAttribute(SPELL_ATTR0_CU_CONE_BACK)) { if (!_caster->isInBack(target, _coneAngle)) return false; } else if (_spellInfo->HasAttribute(SPELL_ATTR0_CU_CONE_LINE)) { if (!_caster->HasInLine(target, target->GetCombatReach(), _caster->GetCombatReach())) return false; } else { if (!_caster->isInFront(target, _coneAngle)) return false; } return WorldObjectSpellAreaTargetCheck::operator ()(target); } WorldObjectSpellTrajTargetCheck::WorldObjectSpellTrajTargetCheck(float range, Position const* position, WorldObject* caster, SpellInfo const* spellInfo, SpellTargetCheckTypes selectionType, ConditionContainer const* condList) : WorldObjectSpellTargetCheck(caster, caster, spellInfo, selectionType, condList), _range(range), _position(position) { } bool WorldObjectSpellTrajTargetCheck::operator()(WorldObject* target) const { // return all targets on missile trajectory (0 - size of a missile) if (!_caster->HasInLine(target, target->GetCombatReach(), TRAJECTORY_MISSILE_SIZE)) return false; if (target->GetExactDist2d(_position) > _range) return false; return WorldObjectSpellTargetCheck::operator ()(target); } } //namespace Trinity CastSpellTargetArg::CastSpellTargetArg(WorldObject* target) { if (target) { if (Unit* unitTarget = target->ToUnit()) { Targets.emplace(); Targets->SetUnitTarget(unitTarget); } else if (GameObject* goTarget = target->ToGameObject()) { Targets.emplace(); Targets->SetGOTarget(goTarget); } // error when targeting anything other than units and gameobjects } else Targets.emplace(); // nullptr is allowed }