/*
* 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
}