/*
* 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 "AzeriteEmpoweredItem.h"
#include "Battlefield.h"
#include "BattlefieldMgr.h"
#include "Battleground.h"
#include "CellImpl.h"
#include "CombatLogPackets.h"
#include "Common.h"
#include "ConditionMgr.h"
#include "DB2Stores.h"
#include "DatabaseEnv.h"
#include "DisableMgr.h"
#include "DynamicObject.h"
#include "GameObjectAI.h"
#include "GridNotifiersImpl.h"
#include "Guild.h"
#include "InstanceScript.h"
#include "Item.h"
#include "Log.h"
#include "LootMgr.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.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 "Util.h"
#include "VMapFactory.h"
#include "Vehicle.h"
#include "World.h"
#include "WorldSession.h"
#include
extern NonDefaultConstructible SpellEffects[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.IsEmpty())
{
Position offset;
_position.GetPositionOffsetTo(pos, offset);
_transportOffset.RelocateOffset(offset);
}
_position.Relocate(pos);
}
void SpellDestination::RelocateOffset(Position const& offset)
{
if (!_transportGUID.IsEmpty())
_transportOffset.RelocateOffset(offset);
_position.RelocateOffset(offset);
}
SpellCastTargets::SpellCastTargets() : m_targetMask(0), m_objectTarget(nullptr), m_itemTarget(nullptr),
m_itemTargetEntry(0), m_pitch(0.0f), m_speed(0.0f)
{
}
SpellCastTargets::SpellCastTargets(Unit* caster, WorldPackets::Spells::SpellCastRequest const& spellCastRequest) :
m_targetMask(spellCastRequest.Target.Flags), m_objectTarget(nullptr), m_itemTarget(nullptr),
m_objectTargetGUID(spellCastRequest.Target.Unit), m_itemTargetGUID(spellCastRequest.Target.Item),
m_itemTargetEntry(0), m_pitch(0.0f), m_speed(0.0f), m_strTarget(spellCastRequest.Target.Name)
{
if (spellCastRequest.Target.SrcLocation)
{
m_src._transportGUID = spellCastRequest.Target.SrcLocation->Transport;
Position* pos;
if (!m_src._transportGUID.IsEmpty())
pos = &m_src._transportOffset;
else
pos = &m_src._position;
pos->Relocate(spellCastRequest.Target.SrcLocation->Location);
if (spellCastRequest.Target.Orientation)
pos->SetOrientation(*spellCastRequest.Target.Orientation);
}
if (spellCastRequest.Target.DstLocation)
{
m_dst._transportGUID = spellCastRequest.Target.DstLocation->Transport;
Position* pos;
if (!m_dst._transportGUID.IsEmpty())
pos = &m_dst._transportOffset;
else
pos = &m_dst._position;
pos->Relocate(spellCastRequest.Target.DstLocation->Location);
if (spellCastRequest.Target.Orientation)
pos->SetOrientation(*spellCastRequest.Target.Orientation);
}
SetPitch(spellCastRequest.MissileTrajectory.Pitch);
SetSpeed(spellCastRequest.MissileTrajectory.Speed);
Update(caster);
}
SpellCastTargets::~SpellCastTargets() { }
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) && m_itemTarget)
data.Item = m_itemTarget->GetGUID();
if (m_targetMask & TARGET_FLAG_SOURCE_LOCATION)
{
data.SrcLocation = boost::in_place();
data.SrcLocation->Transport = m_src._transportGUID; // relative position guid here - transport for example
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 = boost::in_place();
data.DstLocation->Transport = m_dst._transportGUID; // relative position guid here - transport for example
if (!m_dst._transportGUID.IsEmpty())
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::GetOrigUnitTargetGUID() const
{
switch (m_origObjectTargetGUID.GetHigh())
{
case HighGuid::Player:
case HighGuid::Vehicle:
case HighGuid::Creature:
case HighGuid::Pet:
return m_origObjectTargetGUID;
default:
return ObjectGuid();
}
}
void SpellCastTargets::SetOrigUnitTarget(Unit* target)
{
if (!target)
return;
m_origObjectTargetGUID = target->GetGUID();
}
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 = ObjectGuid::TradeItem;
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(Unit* caster)
{
m_objectTarget = !m_objectTargetGUID.IsEmpty() ? ((m_objectTargetGUID == caster->GetGUID()) ? caster : ObjectAccessor::GetWorldObject(*caster, m_objectTargetGUID)) : nullptr;
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 == ObjectGuid::TradeItem)
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.IsEmpty())
{
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.IsEmpty())
{
if (WorldObject* transport = ObjectAccessor::GetWorldObject(*caster, m_dst._transportGUID))
{
m_dst._position.Relocate(transport);
m_dst._position.RelocateOffset(m_dst._transportOffset);
}
}
}
void SpellCastTargets::OutDebug() const
{
if (!m_targetMask)
TC_LOG_DEBUG("spells", "No targets");
TC_LOG_DEBUG("spells", "target mask: %u", m_targetMask);
if (m_targetMask & (TARGET_FLAG_UNIT_MASK | TARGET_FLAG_CORPSE_MASK | TARGET_FLAG_GAMEOBJECT_MASK))
TC_LOG_DEBUG("spells", "Object target: %s", m_objectTargetGUID.ToString().c_str());
if (m_targetMask & TARGET_FLAG_ITEM)
TC_LOG_DEBUG("spells", "Item target: %s", m_itemTargetGUID.ToString().c_str());
if (m_targetMask & TARGET_FLAG_TRADE_ITEM)
TC_LOG_DEBUG("spells", "Trade item target: %s", m_itemTargetGUID.ToString().c_str());
if (m_targetMask & TARGET_FLAG_SOURCE_LOCATION)
TC_LOG_DEBUG("spells", "Source location: transport guid:%s trans offset: %s position: %s", m_src._transportGUID.ToString().c_str(), m_src._transportOffset.ToString().c_str(), m_src._position.ToString().c_str());
if (m_targetMask & TARGET_FLAG_DEST_LOCATION)
TC_LOG_DEBUG("spells", "Destination location: transport guid:%s trans offset: %s position: %s", m_dst._transportGUID.ToString().c_str(), m_dst._transportOffset.ToString().c_str(), m_dst._position.ToString().c_str());
if (m_targetMask & TARGET_FLAG_STRING)
TC_LOG_DEBUG("spells", "String: %s", m_strTarget.c_str());
TC_LOG_DEBUG("spells", "speed: %f", m_speed);
TC_LOG_DEBUG("spells", "pitch: %f", m_pitch);
}
SpellValue::SpellValue(SpellInfo const* proto, Unit const* caster)
{
memset(EffectBasePoints, 0, sizeof(EffectBasePoints));
for (SpellEffectInfo const* effect : proto->GetEffects())
if (effect)
EffectBasePoints[effect->EffectIndex] = effect->CalcBaseValue(caster, nullptr, 0, -1);
CustomBasePointsMask = 0;
MaxAffectedTargets = proto->MaxAffectedTargets;
RadiusMod = 1.0f;
AuraStackAmount = 1;
CriticalChance = 0.0f;
DurationMul = 1;
}
class TC_GAME_API SpellEvent : public BasicEvent
{
public:
SpellEvent(Spell* spell);
virtual ~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; }
protected:
Spell* m_Spell;
};
Spell::Spell(Unit* caster, SpellInfo const* info, TriggerCastFlags triggerFlags, ObjectGuid originalCasterGUID) :
m_spellInfo(info), m_caster((info->HasAttribute(SPELL_ATTR6_CAST_BY_CHARMER) && caster->GetCharmerOrOwner()) ? caster->GetCharmerOrOwner() : caster),
m_spellValue(new SpellValue(m_spellInfo, caster)), _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_comboPointGain = 0;
m_delayStart = 0;
m_delayAtDamageCount = 0;
m_applyMultiplierMask = 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 (m_attackType == RANGED_ATTACK)
// wand case
if ((m_caster->getClassMask() & CLASSMASK_WAND_USERS) != 0 && m_caster->GetTypeId() == TYPEID_PLAYER)
if (Item* pItem = m_caster->ToPlayer()->GetWeaponForAttack(RANGED_ATTACK))
m_spellSchoolMask = SpellSchoolMask(1 << pItem->GetTemplate()->GetDamageType());
if (Player const* modOwner = caster->GetSpellModOwner())
modOwner->ApplySpellMod(info, SpellModOp::Doses, m_spellValue->AuraStackAmount, this);
if (!originalCasterGUID.IsEmpty())
m_originalCasterGUID = originalCasterGUID;
else
m_originalCasterGUID = m_caster->GetGUID();
if (m_originalCasterGUID == m_caster->GetGUID())
m_originalCaster = m_caster;
else
{
m_originalCaster = ObjectAccessor::GetUnit(*m_caster, m_originalCasterGUID);
if (m_originalCaster && !m_originalCaster->IsInWorld())
m_originalCaster = 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;
m_castItemLevel = -1;
m_castFlagsEx = 0;
unitTarget = nullptr;
itemTarget = nullptr;
gameObjTarget = nullptr;
destTarget = nullptr;
damage = 0;
targetMissInfo = SPELL_MISS_NONE;
variance = 0.0f;
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_castId = ObjectGuid::Create(SPELL_CAST_SOURCE_NORMAL, m_caster->GetMapId(), m_spellInfo->Id, m_caster->GetMap()->GenerateLowGuid());
memset(m_misc.Raw.Data, 0, sizeof(m_misc.Raw.Data));
m_SpellVisual.SpellXSpellVisualID = caster->GetCastSpellXSpellVisualId(m_spellInfo);
m_triggeredByAuraSpell = nullptr;
m_spellAura = nullptr;
//Auto Shot & Shoot (wand)
m_autoRepeat = m_spellInfo->IsAutoRepeatRangedSpell();
m_runesState = 0;
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_launchHandled = false;
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 = 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();
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 %u. 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;
}
void Spell::InitExplicitTargets(SpellCastTargets const& targets)
{
m_targets = targets;
m_targets.SetOrigUnitTarget(m_targets.GetUnitTarget());
// 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->GetVictim();
// didn't find anything - let's use self as target
if (!unit && neededTargets & (TARGET_FLAG_UNIT_RAID | TARGET_FLAG_UNIT_PARTY | TARGET_FLAG_UNIT_ALLY))
unit = m_caster;
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;
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:
redirect = m_caster->GetMeleeHitRedirectTarget(target, m_spellInfo);
break;
default:
redirect = nullptr;
break;
}
if (redirect && (redirect != target))
m_targets.SetUnitTarget(redirect);
}
}
}
void Spell::SelectSpellTargets()
{
// select targets for cast phase
SelectExplicitTargets();
uint32 processedAreaEffectsMask = 0;
for (SpellEffectInfo const* effect : m_spellInfo->GetEffects())
{
if (!effect)
continue;
// not call for empty effect.
// Also some spells use not used effect targets for store targets for dummy effect in triggered spells
if (!effect->IsEffect())
continue;
// set expected type of implicit targets to be sent to client
uint32 implicitTargetMask = GetTargetFlagMask(effect->TargetA.GetObjectType()) | GetTargetFlagMask(effect->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);
SelectEffectImplicitTargets(SpellEffIndex(effect->EffectIndex), effect->TargetA, processedAreaEffectsMask);
SelectEffectImplicitTargets(SpellEffIndex(effect->EffectIndex), effect->TargetB, processedAreaEffectsMask);
// 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(effect->EffectIndex);
if (m_targets.HasDst())
AddDestTarget(*m_targets.GetDst(), effect->EffectIndex);
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;
}
uint32 mask = (1 << effect->EffectIndex);
for (std::vector::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
{
if (ihit->effectMask & mask)
{
m_channelTargetEffectMask |= mask;
break;
}
}
}
}
if (uint64 dstDelay = CalculateDelayMomentForDst(m_spellInfo->LaunchDelay))
m_delayMoment = dstDelay;
}
uint64 Spell::CalculateDelayMomentForDst(float launchDelay) 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 + launchDelay) * 1000.0f));
}
else if (m_spellInfo->HasAttribute(SPELL_ATTR9_SPECIAL_DELAY_CALCULATION))
return uint64(std::floor((m_spellInfo->Speed + launchDelay) * 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 + launchDelay) * 1000.0f));
}
return uint64(std::floor(launchDelay * 1000.0f));
}
return 0;
}
void Spell::RecalculateDelayMomentForDst()
{
m_delayMoment = CalculateDelayMomentForDst(0.0f);
m_caster->m_Events.ModifyEventTime(_spellEvent, GetDelayStart() + m_delayMoment);
}
void Spell::SelectEffectImplicitTargets(SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType, uint32& processedEffectMask)
{
if (!targetType.GetTarget())
return;
uint32 effectMask = 1 << effIndex;
// set the same target list for all effects
// some spells appear to need this, however this requires more research
switch (targetType.GetSelectionCategory())
{
case TARGET_SELECT_CATEGORY_NEARBY:
case TARGET_SELECT_CATEGORY_CONE:
case TARGET_SELECT_CATEGORY_AREA:
// targets for effect already selected
if (effectMask & processedEffectMask)
return;
if (SpellEffectInfo const* _effect = m_spellInfo->GetEffect(effIndex))
{
// choose which targets we can select at once
for (SpellEffectInfo const* effect : m_spellInfo->GetEffects())
{
//for (uint32 j = effIndex + 1; j < MAX_SPELL_EFFECTS; ++j)
if (!effect || effect->EffectIndex <= uint32(effIndex))
continue;
if (effect->IsEffect() &&
_effect->TargetA.GetTarget() == effect->TargetA.GetTarget() &&
_effect->TargetB.GetTarget() == effect->TargetB.GetTarget() &&
_effect->ImplicitTargetConditions == effect->ImplicitTargetConditions &&
_effect->CalcRadius(m_caster) == effect->CalcRadius(m_caster) &&
CheckScriptEffectImplicitTargets(effIndex, effect->EffectIndex))
{
effectMask |= 1 << effect->EffectIndex;
}
}
}
processedEffectMask |= effectMask;
break;
default:
break;
}
switch (targetType.GetSelectionCategory())
{
case TARGET_SELECT_CATEGORY_CHANNEL:
SelectImplicitChannelTargets(effIndex, targetType);
break;
case TARGET_SELECT_CATEGORY_NEARBY:
SelectImplicitNearbyTargets(effIndex, targetType, effectMask);
break;
case TARGET_SELECT_CATEGORY_CONE:
SelectImplicitConeTargets(effIndex, targetType, effectMask);
break;
case TARGET_SELECT_CATEGORY_AREA:
SelectImplicitAreaTargets(effIndex, targetType, effectMask);
break;
case TARGET_SELECT_CATEGORY_TRAJ:
// just in case there is no dest, explanation in SelectImplicitDestDestTargets
CheckDst();
SelectImplicitTrajTargets(effIndex, 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:
ASSERT(false && "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(effIndex, targetType);
break;
case TARGET_REFERENCE_TYPE_TARGET:
SelectImplicitTargetDestTargets(effIndex, targetType);
break;
case TARGET_REFERENCE_TYPE_DEST:
SelectImplicitDestDestTargets(effIndex, targetType);
break;
default:
ASSERT(false && "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(effIndex, targetType);
break;
case TARGET_REFERENCE_TYPE_TARGET:
SelectImplicitTargetObjectTargets(effIndex, targetType);
break;
default:
ASSERT(false && "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 %u, found in spellID %u, effect %u is not implemented yet!", m_spellInfo->Id, effIndex, targetType.GetTarget());
break;
default:
ASSERT(false && "Spell::SelectEffectImplicitTargets: received not implemented select target category");
break;
}
}
void Spell::SelectImplicitChannelTargets(SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType)
{
if (targetType.GetReferenceType() != TARGET_REFERENCE_TYPE_CASTER)
{
ASSERT(false && "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 %u, effect %u", m_spellInfo->Id, effIndex);
return;
}
switch (targetType.GetTarget())
{
case TARGET_UNIT_CHANNEL_TARGET:
{
for (ObjectGuid const& channelTarget : m_originalCaster->m_unitData->ChannelObjects)
{
WorldObject* target = ObjectAccessor::GetUnit(*m_caster, channelTarget);
CallScriptObjectTargetSelectHandlers(target, effIndex, targetType);
// unit target may be no longer avalible - teleported out of map for example
Unit* unitTarget = target ? target->ToUnit() : nullptr;
if (unitTarget)
AddUnitTarget(unitTarget, 1 << effIndex);
else
TC_LOG_DEBUG("spells", "SPELL: cannot find channel spell target for spell ID %u, effect %u", m_spellInfo->Id, effIndex);
}
break;
}
case TARGET_DEST_CHANNEL_TARGET:
if (channeledSpell->m_targets.HasDst())
m_targets.SetDst(channeledSpell->m_targets);
else
{
auto const& channelObjects = m_originalCaster->m_unitData->ChannelObjects;
WorldObject* target = !channelObjects.empty() ? ObjectAccessor::GetWorldObject(*m_caster, *channelObjects.begin()) : nullptr;
if (target)
{
CallScriptObjectTargetSelectHandlers(target, effIndex, targetType);
if (target)
{
SpellDestination dest(*target);
CallScriptDestinationTargetSelectHandlers(dest, effIndex, targetType);
m_targets.SetDst(dest);
}
}
else
TC_LOG_DEBUG("spells", "SPELL: cannot find channel spell destination for spell ID %u, effect %u", m_spellInfo->Id, effIndex);
}
break;
case TARGET_DEST_CHANNEL_CASTER:
{
SpellDestination dest(*channeledSpell->GetCaster());
CallScriptDestinationTargetSelectHandlers(dest, effIndex, targetType);
m_targets.SetDst(dest);
break;
}
default:
ASSERT(false && "Spell::SelectImplicitChannelTargets: received not implemented target type");
break;
}
}
void Spell::SelectImplicitNearbyTargets(SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType, uint32 effMask)
{
if (targetType.GetReferenceType() != TARGET_REFERENCE_TYPE_CASTER)
{
ASSERT(false && "Spell::SelectImplicitNearbyTargets: received not implemented target reference type");
return;
}
SpellEffectInfo const* effect = m_spellInfo->GetEffect(effIndex);
if (!effect)
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:
ASSERT(false && "Spell::SelectImplicitNearbyTargets: received not implemented selection check type");
break;
}
ConditionContainer* condList = effect->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 %u, effect %u - selecting default targets", m_spellInfo->Id, effIndex);
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, effIndex, 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 %u, effect %u", m_spellInfo->Id, effIndex);
SendCastResult(SPELL_FAILED_BAD_IMPLICIT_TARGETS);
finish(false);
return;
}
CallScriptObjectTargetSelectHandlers(target, effIndex, targetType);
if (!target)
{
TC_LOG_DEBUG("spells", "Spell::SelectImplicitNearbyTargets: OnObjectTargetSelect script hook for spell Id %u set NULL target, effect %u", m_spellInfo->Id, effIndex);
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 %u set object of wrong type, expected unit, got %s, effect %u", 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 %u set object of wrong type, expected gameobject, got %s, effect %u", 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, effIndex, targetType);
m_targets.SetDst(dest);
break;
}
default:
ASSERT(false && "Spell::SelectImplicitNearbyTargets: received not implemented target object type");
break;
}
SelectImplicitChainTargets(effIndex, targetType, target, effMask);
}
void Spell::SelectImplicitConeTargets(SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType, uint32 effMask)
{
if (targetType.GetReferenceType() != TARGET_REFERENCE_TYPE_CASTER)
{
ASSERT(false && "Spell::SelectImplicitConeTargets: received not implemented target reference type");
return;
}
std::list targets;
SpellTargetObjectTypes objectType = targetType.GetObjectType();
SpellTargetCheckTypes selectionType = targetType.GetCheckType();
SpellEffectInfo const* effect = m_spellInfo->GetEffect(effIndex);
if (!effect)
return;
ConditionContainer* condList = effect->ImplicitTargetConditions;
float radius = effect->CalcRadius(m_caster) * m_spellValue->RadiusMod;
if (uint32 containerTypeMask = GetSearcherTypeMask(objectType, condList))
{
Trinity::WorldObjectSpellConeTargetCheck check(DegToRad(m_spellInfo->ConeAngle), m_spellInfo->Width ? m_spellInfo->Width : m_caster->GetCombatReach(), radius, m_caster, m_spellInfo, selectionType, condList, objectType);
Trinity::WorldObjectListSearcher searcher(m_caster, targets, check, containerTypeMask);
SearchTargets >(searcher, containerTypeMask, m_caster, m_caster, radius);
CallScriptObjectAreaTargetSelectHandlers(targets, effIndex, targetType);
if (!targets.empty())
{
// Other special target selection goes here
if (uint32 maxTargets = m_spellValue->MaxAffectedTargets)
Trinity::Containers::RandomResize(targets, maxTargets);
for (std::list::iterator itr = targets.begin(); itr != targets.end(); ++itr)
{
if (Unit* unit = (*itr)->ToUnit())
AddUnitTarget(unit, effMask, false);
else if (GameObject* gObjTarget = (*itr)->ToGameObject())
AddGOTarget(gObjTarget, effMask);
}
}
}
}
void Spell::SelectImplicitAreaTargets(SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType, uint32 effMask)
{
Unit* 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 (std::vector::reverse_iterator ihit = m_UniqueTargetInfo.rbegin(); ihit != m_UniqueTargetInfo.rend(); ++ihit)
{
if (ihit->effectMask & (1 << effIndex))
{
referer = ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID);
break;
}
}
break;
}
default:
ASSERT(false && "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:
ASSERT(false && "Spell::SelectImplicitAreaTargets: received not implemented target reference type");
return;
}
std::list targets;
SpellEffectInfo const* effect = m_spellInfo->GetEffect(effIndex);
if (!effect)
return;
switch (targetType.GetTarget())
{
case TARGET_UNIT_TARGET_ALLY_OR_RAID:
if (Unit* targetedUnit = m_targets.GetUnitTarget())
{
if (!m_caster->IsInRaidWith(targetedUnit))
{
targets.push_back(m_targets.GetUnitTarget());
CallScriptObjectAreaTargetSelectHandlers(targets, effIndex, targetType);
if (!targets.empty())
{
// Other special target selection goes here
if (uint32 maxTargets = m_spellValue->MaxAffectedTargets)
Trinity::Containers::RandomResize(targets, maxTargets);
for (WorldObject* target : targets)
{
if (Unit* unit = target->ToUnit())
AddUnitTarget(unit, effMask, false, true, center);
else if (GameObject* gObjTarget = target->ToGameObject())
AddGOTarget(gObjTarget, effMask);
}
}
return;
}
center = targetedUnit;
}
break;
case TARGET_UNIT_CASTER_AND_SUMMONS:
targets.push_back(m_caster);
break;
default:
break;
}
float radius = effect->CalcRadius(m_caster) * m_spellValue->RadiusMod;
SearchAreaTargets(targets, radius, center, referer, targetType.GetObjectType(), targetType.GetCheckType(), effect->ImplicitTargetConditions);
CallScriptObjectAreaTargetSelectHandlers(targets, effIndex, targetType);
if (!targets.empty())
{
// Other special target selection goes here
if (uint32 maxTargets = m_spellValue->MaxAffectedTargets)
Trinity::Containers::RandomResize(targets, maxTargets);
for (std::list::iterator itr = targets.begin(); itr != targets.end(); ++itr)
{
if (Unit* unit = (*itr)->ToUnit())
AddUnitTarget(unit, effMask, false, true, center);
else if (GameObject* gObjTarget = (*itr)->ToGameObject())
AddGOTarget(gObjTarget, effMask);
}
}
}
void Spell::SelectImplicitCasterDestTargets(SpellEffIndex effIndex, 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, effIndex))
{
/// @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 %u", 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->GetPhaseShift(), x, y, z, map_liquidHeaderTypeFlags::AllLiquids, &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:
{
float dist = m_spellInfo->GetEffect(effIndex)->CalcRadius(m_caster);
float angle = targetType.CalcDirectionAngle();
Position pos = dest._position;
m_caster->MovePositionToFirstCollision(pos, dist, angle);
// Generate path to that point.
if (!m_preGeneratedPath)
m_preGeneratedPath = std::make_unique(m_caster);
m_preGeneratedPath->SetPathLengthLimit(dist);
// Should we use straightline here ? What do we do when we don't have a full path ?
bool pathResult = m_preGeneratedPath->CalculatePath(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), false, true);
if (pathResult && m_preGeneratedPath->GetPathType() & (PATHFIND_NORMAL | PATHFIND_SHORTCUT))
{
pos.m_positionX = m_preGeneratedPath->GetActualEndPosition().x;
pos.m_positionY = m_preGeneratedPath->GetActualEndPosition().y;
pos.m_positionZ = m_preGeneratedPath->GetActualEndPosition().z;
}
dest.Relocate(pos);
break;
}
case TARGET_DEST_CASTER_GROUND:
m_caster->UpdateAllowedPositionZ(dest._position.GetPositionX(), dest._position.GetPositionY(), dest._position.m_positionZ);
break;
case TARGET_DEST_SUMMONER:
if (TempSummon const* casterSummon = m_caster->ToTempSummon())
if (Unit const* summoner = casterSummon->GetSummoner())
dest = SpellDestination(*summoner);
break;
default:
{
if (SpellEffectInfo const* effect = m_spellInfo->GetEffect(effIndex))
{
float dist = effect->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 (!effect->HasRadius() && !effect->HasMaxRadius())
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, effIndex, targetType);
m_targets.SetDst(dest);
}
void Spell::SelectImplicitTargetDestTargets(SpellEffIndex effIndex, 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:
case TARGET_DEST_TARGET_ALLY:
break;
default:
{
if (SpellEffectInfo const* effect = m_spellInfo->GetEffect(effIndex))
{
float angle = targetType.CalcDirectionAngle();
float dist = effect->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, effIndex, targetType);
m_targets.SetDst(dest);
}
void Spell::SelectImplicitDestDestTargets(SpellEffIndex effIndex, 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:
{
if (SpellEffectInfo const* effect = m_spellInfo->GetEffect(effIndex))
{
float angle = targetType.CalcDirectionAngle();
float dist = effect->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, effIndex, targetType);
m_targets.ModDst(dest);
}
void Spell::SelectImplicitCasterObjectTargets(SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType)
{
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:
target = m_caster->GetGuardianPet();
break;
case TARGET_UNIT_SUMMONER:
if (m_caster->IsSummon())
target = m_caster->ToTempSummon()->GetSummoner();
break;
case TARGET_UNIT_VEHICLE:
target = m_caster->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 (m_caster->GetTypeId() == TYPEID_UNIT && m_caster->IsVehicle())
target = m_caster->GetVehicleKit()->GetPassenger(targetType.GetTarget() - TARGET_UNIT_PASSENGER_0);
break;
case TARGET_UNIT_OWN_CRITTER:
target = ObjectAccessor::GetCreatureOrPetOrVehicle(*m_caster, m_caster->GetCritterGUID());
break;
default:
break;
}
CallScriptObjectTargetSelectHandlers(target, effIndex, targetType);
if (target && target->ToUnit())
AddUnitTarget(target->ToUnit(), 1 << effIndex, checkIfValid);
}
void Spell::SelectImplicitTargetObjectTargets(SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType)
{
ASSERT((m_targets.GetObjectTarget() || m_targets.GetItemTarget()) && "Spell::SelectImplicitTargetObjectTargets - no explicit object or item target available!");
WorldObject* target = m_targets.GetObjectTarget();
CallScriptObjectTargetSelectHandlers(target, effIndex, targetType);
if (target)
{
if (Unit* unit = target->ToUnit())
AddUnitTarget(unit, 1 << effIndex, true, false);
else if (GameObject* gobj = target->ToGameObject())
AddGOTarget(gobj, 1 << effIndex);
SelectImplicitChainTargets(effIndex, targetType, target, 1 << effIndex);
}
// Script hook can remove object target and we would wrongly land here
else if (Item* item = m_targets.GetItemTarget())
AddItemTarget(item, 1 << effIndex);
}
void Spell::SelectImplicitChainTargets(SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType, WorldObject* target, uint32 effMask)
{
SpellEffectInfo const* effect = m_spellInfo->GetEffect(effIndex);
if (!effect)
return;
int32 maxTargets = effect->ChainTargets;
if (Player* modOwner = m_caster->GetSpellModOwner())
modOwner->ApplySpellMod(m_spellInfo, SpellModOp::ChainTargets, maxTargets, this);
if (maxTargets > 1)
{
// mark damage multipliers as used
for (SpellEffectInfo const* eff : m_spellInfo->GetEffects())
if (eff && (effMask & (1 << eff->EffectIndex)))
m_damageMultipliers[eff->EffectIndex] = 1.0f;
m_applyMultiplierMask |= effMask;
std::list targets;
SearchChainTargets(targets, maxTargets - 1, target, targetType.GetObjectType(), targetType.GetCheckType()
, effect->ImplicitTargetConditions, targetType.GetTarget() == TARGET_UNIT_TARGET_CHAINHEAL_ALLY);
// Chain primary target is added earlier
CallScriptObjectAreaTargetSelectHandlers(targets, effIndex, 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(SpellEffIndex effIndex, 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;
SpellEffectInfo const* effect = m_spellInfo->GetEffect(effIndex);
std::list targets;
Trinity::WorldObjectSpellTrajTargetCheck check(dist2d, &srcPos, m_caster, m_spellInfo, targetType.GetCheckType(), effect->ImplicitTargetConditions, TARGET_OBJECT_TYPE_NONE);
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.GetPitch());
float a = (srcToDestDelta - dist2d * b) / (dist2d * dist2d);
if (a > -0.0001f)
a = 0;
// 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(effect->TriggerSpell, GetCastDifficulty()))
bestDist = std::min(std::max(bestDist, triggerSpellInfo->GetMaxRange(false)), std::min(dist2d, 300.0f));
std::list::const_iterator itr = targets.begin();
for (; itr != targets.end(); ++itr)
{
if (m_spellInfo->CheckTarget(m_caster, *itr, true) != SPELL_CAST_OK)
continue;
if (Unit* unit = (*itr)->ToUnit())
{
if (m_caster == *itr || m_caster->IsOnVehicle(unit) || unit->GetVehicle())
continue;
if (Creature* creatureTarget = unit->ToCreature())
{
if (!(creatureTarget->GetCreatureTemplate()->type_flags & CREATURE_TYPE_FLAG_CAN_COLLIDE_WITH_MISSILES))
continue;
}
}
const float size = std::max((*itr)->GetCombatReach(), 1.0f);
const float objDist2d = srcPos.GetExactDist2d(*itr);
const float dz = (*itr)->GetPositionZ() - srcPos.m_positionZ;
const float horizontalDistToTraj = std::fabs(objDist2d * std::sin(srcPos.GetRelativeAngle(*itr)));
const float sizeFactor = std::cos((horizontalDistToTraj / size) * (M_PI / 2.0f));
const float distToHitPoint = std::max(objDist2d * std::cos(srcPos.GetRelativeAngle(*itr)) - size * sizeFactor, 0.0f);
const float 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(m_caster->GetOrientation()) * bestDist;
float y = m_targets.GetSrcPos()->m_positionY + std::sin(m_caster->GetOrientation()) * bestDist;
float z = m_targets.GetSrcPos()->m_positionZ + bestDist * (a * bestDist + b);
SpellDestination dest(x, y, z, m_caster->GetOrientation());
CallScriptDestinationTargetSelectHandlers(dest, effIndex, targetType);
m_targets.ModDst(dest);
}
if (Vehicle* veh = m_caster->GetVehicleKit())
veh->SetLastShootPos(*m_targets.GetDstPos());
}
void Spell::SelectEffectTypeImplicitTargets(uint32 effIndex)
{
// special case for SPELL_EFFECT_SUMMON_RAF_FRIEND and SPELL_EFFECT_SUMMON_PLAYER
/// @todo this is a workaround - target shouldn't be stored in target map for those spells
SpellEffectInfo const* effect = m_spellInfo->GetEffect(effIndex);
if (!effect)
return;
switch (effect->Effect)
{
case SPELL_EFFECT_SUMMON_RAF_FRIEND:
case SPELL_EFFECT_SUMMON_PLAYER:
if (m_caster->GetTypeId() == TYPEID_PLAYER && !m_caster->GetTarget().IsEmpty())
{
WorldObject* target = ObjectAccessor::FindPlayer(m_caster->GetTarget());
CallScriptObjectTargetSelectHandlers(target, SpellEffIndex(effIndex), SpellImplicitTargetInfo());
if (target && target->ToPlayer())
AddUnitTarget(target->ToUnit(), 1 << effIndex, false);
}
return;
default:
break;
}
// select spell implicit targets based on effect type
if (!effect->GetImplicitTargetType())
return;
uint32 targetMask = effect->GetMissingTargetMask();
if (!targetMask)
return;
WorldObject* target = nullptr;
switch (effect->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())
{
/// @todo this is a workaround - corpses should be added to spell target map too, but we can't do that so we add owner instead
if (Player* owner = ObjectAccessor::FindPlayer(corpseTarget->GetOwnerGUID()))
target = owner;
}
}
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 << effIndex);
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, SpellEffIndex(effIndex), SpellImplicitTargetInfo());
if (target)
{
if (target->ToUnit())
AddUnitTarget(target->ToUnit(), 1 << effIndex, false);
else if (target->ToGameObject())
AddGOTarget(target->ToGameObject(), 1 << effIndex);
}
}
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:
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_ATTR2_CAN_TARGET_DEAD))
retMask &= ~GRID_MAP_TYPE_MASK_CORPSE;
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, Unit* 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();
CellCoord p(Trinity::ComputeCellCoord(x, y));
Cell cell(p);
cell.SetNoCreate();
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, objectType);
Trinity::WorldObjectLastSearcher searcher(m_caster, target, check, containerTypeMask);
SearchTargets > (searcher, containerTypeMask, m_caster, m_caster, range);
return target;
}
void Spell::SearchAreaTargets(std::list& targets, float range, Position const* position, Unit* referer, SpellTargetObjectTypes objectType, SpellTargetCheckTypes selectionType, ConditionContainer* condList)
{
uint32 containerTypeMask = GetSearcherTypeMask(objectType, condList);
if (!containerTypeMask)
return;
Trinity::WorldObjectSpellAreaTargetCheck check(range, position, m_caster, referer, m_spellInfo, selectionType, condList, objectType);
Trinity::WorldObjectListSearcher searcher(m_caster, targets, check, containerTypeMask);
SearchTargets > (searcher, containerTypeMask, m_caster, position, range);
}
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;
}
if (Player* modOwner = m_caster->GetSpellModOwner())
modOwner->ApplySpellMod(m_spellInfo, SpellModOp::ChainJumpDistance, jumpRadius, this);
// 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 || foundItr == tempTargets.end()) && 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::DoAllEffectOnTarget
// 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 (DoAllEffectOnTarget 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*/)
{
uint32 validEffectMask = 0;
for (SpellEffectInfo const* effect : m_spellInfo->GetEffects())
if (effect && (effectMask & (1 << effect->EffectIndex)) != 0 && CheckEffectTarget(target, effect, losPosition))
validEffectMask |= 1 << effect->EffectIndex;
effectMask &= validEffectMask;
// no effects left
if (!effectMask)
return;
if (checkIfValid)
if (m_spellInfo->CheckTarget(m_caster, target, implicit || m_caster->GetEntry() == WORLD_TRIGGER) != SPELL_CAST_OK) // skip stealth checks for GO casts
return;
// Check for effect immune skip if immuned
for (SpellEffectInfo const* effect : m_spellInfo->GetEffects())
if (effect && target->IsImmunedToSpellEffect(m_spellInfo, effect->EffectIndex, m_caster))
effectMask &= ~(1 << effect->EffectIndex);
ObjectGuid targetGUID = target->GetGUID();
// Lookup target in already in list
for (std::vector::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
{
if (targetGUID == ihit->targetGUID) // Found in list
{
ihit->effectMask |= effectMask; // Immune effects removed from mask
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.processed = false; // Effects not apply on target
targetInfo.alive = target->IsAlive();
targetInfo.damage = 0;
targetInfo.crit = false;
// Calculate hit result
if (m_originalCaster)
targetInfo.missCondition = m_originalCaster->SpellHitResult(target, m_spellInfo, m_canReflect && !(IsPositive() && m_caster->IsFriendlyTo(target)));
else
targetInfo.missCondition = SPELL_MISS_EVADE; //SPELL_MISS_NONE;
// Spell have speed - need calculate incoming time
// Incoming time is zero for self casts. At least I think so.
if (m_caster != target)
{
float hitDelay = m_spellInfo->LaunchDelay;
if (m_spellInfo->HasAttribute(SPELL_ATTR9_SPECIAL_DELAY_CALCULATION))
hitDelay += m_spellInfo->Speed;
else if (m_spellInfo->Speed > 0.0f)
{
// calculate spell incoming interval
/// @todo this is a hack
float dist = std::max(m_caster->GetDistance(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ()), 5.0f);
hitDelay += dist / m_spellInfo->Speed;
}
targetInfo.timeDelay = uint64(std::floor(hitDelay * 1000.0f));
}
else
targetInfo.timeDelay = 0ULL;
// If target reflect spell back to caster
if (targetInfo.missCondition == SPELL_MISS_REFLECT)
{
// Calculate reflected spell result on caster
targetInfo.reflectResult = m_caster->SpellHitResult(m_caster, m_spellInfo, false); // can't reflect twice
// Proc spell reflect aura when missile hits the original target
target->m_Events.AddEvent(new ProcReflectDelayed(target, m_originalCasterGUID), target->m_Events.CalculateTime(targetInfo.timeDelay));
// Increase time interval for reflected spells by 1.5
targetInfo.timeDelay += targetInfo.timeDelay >> 1;
}
else
targetInfo.reflectResult = SPELL_MISS_NONE;
// Calculate minimum incoming time
if (targetInfo.timeDelay && (!m_delayMoment || m_delayMoment > targetInfo.timeDelay))
m_delayMoment = targetInfo.timeDelay;
// Add target to list
m_UniqueTargetInfo.push_back(targetInfo);
}
void Spell::AddGOTarget(GameObject* go, uint32 effectMask)
{
uint32 validEffectMask = 0;
for (SpellEffectInfo const* effect : m_spellInfo->GetEffects())
if (effect && (effectMask & (1 << effect->EffectIndex)) != 0 && CheckEffectTarget(go, effect))
validEffectMask |= 1 << effect->EffectIndex;
effectMask &= validEffectMask;
// no effects left
if (!effectMask)
return;
ObjectGuid targetGUID = go->GetGUID();
// Lookup target in already in list
for (std::vector::iterator ihit = m_UniqueGOTargetInfo.begin(); ihit != m_UniqueGOTargetInfo.end(); ++ihit)
{
if (targetGUID == ihit->targetGUID) // Found in list
{
ihit->effectMask |= effectMask; // Add only effect mask
return;
}
}
// This is new target calculate data for him
GOTargetInfo target;
target.targetGUID = targetGUID;
target.effectMask = effectMask;
target.processed = false; // Effects not apply on target
// Spell have speed - need calculate incoming time
if (static_cast(m_caster) != go)
{
float hitDelay = m_spellInfo->LaunchDelay;
if (m_spellInfo->HasAttribute(SPELL_ATTR9_SPECIAL_DELAY_CALCULATION))
hitDelay += m_spellInfo->Speed;
else if (m_spellInfo->Speed > 0.0f)
{
// calculate spell incoming interval
float dist = std::max(m_caster->GetDistance(go->GetPositionX(), go->GetPositionY(), go->GetPositionZ()), 5.0f);
hitDelay += dist / m_spellInfo->Speed;
}
target.timeDelay = uint64(std::floor(hitDelay * 1000.0f));
}
else
target.timeDelay = 0ULL;
// Calculate minimum incoming time
if (target.timeDelay && (!m_delayMoment || m_delayMoment > target.timeDelay))
m_delayMoment = target.timeDelay;
// Add target to list
m_UniqueGOTargetInfo.push_back(target);
}
void Spell::AddItemTarget(Item* item, uint32 effectMask)
{
uint32 validEffectMask = 0;
for (SpellEffectInfo const* effect : m_spellInfo->GetEffects())
if (effect && (effectMask & (1 << effect->EffectIndex)) != 0 && CheckEffectTarget(item, effect))
validEffectMask |= 1 << effect->EffectIndex;
effectMask &= validEffectMask;
// no effects left
if (!effectMask)
return;
// Lookup target in already in list
for (std::vector::iterator ihit = m_UniqueItemInfo.begin(); ihit != m_UniqueItemInfo.end(); ++ihit)
{
if (item == ihit->item) // Found in list
{
ihit->effectMask |= effectMask; // Add only effect mask
return;
}
}
// This is new target add data
ItemTargetInfo target;
target.item = item;
target.effectMask = effectMask;
m_UniqueItemInfo.push_back(target);
}
void Spell::AddDestTarget(SpellDestination const& dest, uint32 effIndex)
{
m_destTargets[effIndex] = dest;
}
int64 Spell::GetUnitTargetCountForEffect(SpellEffIndex effect) const
{
return std::count_if(m_UniqueTargetInfo.begin(), m_UniqueTargetInfo.end(), [effect](TargetInfo const& targetInfo)
{
return targetInfo.effectMask & (1 << effect);
});
}
int64 Spell::GetGameObjectTargetCountForEffect(SpellEffIndex effect) const
{
return std::count_if(m_UniqueGOTargetInfo.begin(), m_UniqueGOTargetInfo.end(), [effect](GOTargetInfo const& targetInfo)
{
return targetInfo.effectMask & (1 << effect);
});
}
int64 Spell::GetItemTargetCountForEffect(SpellEffIndex effect) const
{
return std::count_if(m_UniqueItemInfo.begin(), m_UniqueItemInfo.end(), [effect](ItemTargetInfo const& targetInfo)
{
return targetInfo.effectMask & (1 << effect);
});
}
void Spell::DoAllEffectOnTarget(TargetInfo* target)
{
if (!target || target->processed)
return;
target->processed = true; // Target checked in apply effects procedure
// Get mask of effects for target
uint32 mask = target->effectMask;
Unit* unit = m_caster->GetGUID() == target->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, target->targetGUID);
if (!unit && target->targetGUID.IsPlayer()) // only players may be targeted across maps
{
uint32 farMask = 0;
// create far target mask
for (SpellEffectInfo const* effect : m_spellInfo->GetEffects())
if (effect && effect->IsFarUnitTargetEffect())
if ((1 << effect->EffectIndex) & mask)
farMask |= (1 << effect->EffectIndex);
if (!farMask)
return;
// find unit in world
unit = ObjectAccessor::FindPlayer(target->targetGUID);
if (!unit)
return;
// do far effects on the unit
// can't use default call because of threading, do stuff as fast as possible
for (SpellEffectInfo const* effect : m_spellInfo->GetEffects())
if (effect && (farMask & (1 << effect->EffectIndex)))
HandleEffects(unit, nullptr, nullptr, effect->EffectIndex, SPELL_EFFECT_HANDLE_HIT_TARGET);
return;
}
if (!unit)
return;
if (unit->IsAlive() != target->alive)
return;
if (getState() == SPELL_STATE_DELAYED && !IsPositive() && (GameTime::GetGameTimeMS() - target->timeDelay) <= unit->m_lastSanctuaryTime)
return; // No missinfo in that case
// Get original caster (if exist) and calculate damage/healing from him data
Unit* caster = m_originalCaster ? m_originalCaster : m_caster;
// Skip if m_originalCaster not avaiable
if (!caster)
return;
SpellMissInfo missInfo = target->missCondition;
// Need init unitTarget by default unit (can changed in code on reflect)
// Or on missInfo != SPELL_MISS_NONE unitTarget undefined (but need in trigger subsystem)
unitTarget = unit;
targetMissInfo = missInfo;
// Reset damage/healing counter
m_damage = target->damage;
m_healing = -target->damage;
// Fill base trigger info
uint32 procAttacker = m_procAttacker;
uint32 procVictim = m_procVictim;
uint32 hitMask = PROC_HIT_NONE;
m_spellAura = nullptr; // Set aura to null for every target-make sure that pointer is not used for unit without aura applied
// Spells with this flag cannot trigger if effect is cast on self
bool const canEffectTrigger = !m_spellInfo->HasAttribute(SPELL_ATTR3_CANT_TRIGGER_PROC) && unitTarget->CanProc() && (CanExecuteTriggersOnHit(mask) || missInfo == SPELL_MISS_IMMUNE || missInfo == SPELL_MISS_IMMUNE2);
Unit* spellHitTarget = nullptr;
if (missInfo == SPELL_MISS_NONE) // In case spell hit target, do all effect on that target
spellHitTarget = unit;
else if (missInfo == SPELL_MISS_REFLECT) // In case spell reflect from target, do all effect on caster (if hit)
{
if (target->reflectResult == SPELL_MISS_NONE) // If reflected spell hit caster -> do all effect on him
spellHitTarget = m_caster;
}
PrepareScriptHitHandlers();
CallScriptBeforeHitHandlers(missInfo);
bool 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
if (unit->IsPvP() && m_caster->GetTypeId() == TYPEID_PLAYER)
enablePvP = true; // Decide on PvP flagging now, but act on it later.
SpellMissInfo missInfo2 = DoSpellHitOnUnit(spellHitTarget, mask);
if (missInfo2 != SPELL_MISS_NONE)
{
if (missInfo2 != SPELL_MISS_MISS)
m_caster->SendSpellMiss(unit, m_spellInfo->Id, missInfo2);
m_damage = 0;
spellHitTarget = nullptr;
}
}
// Do not take combo points on dodge and miss
if (missInfo != SPELL_MISS_NONE && m_needComboPoints && m_targets.GetUnitTargetGUID() == target->targetGUID)
m_needComboPoints = false;
// Trigger info was not filled in Spell::prepareDataForTriggerSystem - we do it now
if (canEffectTrigger && !procAttacker && !procVictim)
{
bool positive = true;
if (m_damage > 0)
positive = false;
else if (!m_healing)
{
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
{
// in case of immunity, check all effects to choose correct procFlags, as none has technically hit
if (target->effectMask && !(target->effectMask & (1 << i)))
continue;
if (!m_spellInfo->IsPositiveEffect(i))
{
positive = false;
break;
}
}
}
switch (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;
}
}
CallScriptOnHitHandlers();
// All calculated do it!
// Do healing and triggers
if (m_healing > 0)
{
bool crit = target->crit;
uint32 addhealth = m_healing;
if (crit)
{
hitMask |= PROC_HIT_CRITICAL;
addhealth = Unit::SpellCriticalHealingBonus(caster, m_spellInfo, addhealth, nullptr);
}
else
hitMask |= PROC_HIT_NORMAL;
HealInfo healInfo(caster, unitTarget, addhealth, m_spellInfo, m_spellInfo->GetSchoolMask());
caster->HealBySpell(healInfo, crit);
unitTarget->GetThreatManager().ForwardThreatForAssistingMe(caster, float(healInfo.GetEffectiveHeal())*0.5f, m_spellInfo);
m_healing = healInfo.GetEffectiveHeal();
// Do triggers for unit
if (canEffectTrigger)
Unit::ProcSkillsAndAuras(caster, unitTarget, procAttacker, procVictim, PROC_SPELL_TYPE_HEAL, PROC_SPELL_PHASE_HIT, hitMask, this, nullptr, &healInfo);
}
// Do damage and triggers
else if (m_damage > 0)
{
// Fill base damage struct (unitTarget - is real spell target)
SpellNonMeleeDamage damageInfo(caster, unitTarget, m_spellInfo, m_SpellVisual, m_spellSchoolMask, m_castId);
// Check damage immunity
if (unitTarget->IsImmunedToDamage(m_spellInfo))
{
hitMask = PROC_HIT_IMMUNE;
m_damage = 0;
// no packet found in sniffs
}
else
{
// Add bonuses and fill damageInfo struct
caster->CalculateSpellDamageTaken(&damageInfo, m_damage, m_spellInfo, m_attackType, target->crit);
Unit::DealDamageMods(damageInfo.attacker, damageInfo.target, damageInfo.damage, &damageInfo.absorb);
hitMask |= createProcHitMask(&damageInfo, missInfo);
procVictim |= PROC_FLAG_TAKEN_DAMAGE;
m_damage = damageInfo.damage;
caster->DealSpellDamage(&damageInfo, true);
// Send log damage message to client
caster->SendSpellNonMeleeDamageLog(&damageInfo);
}
// Do triggers for unit
if (canEffectTrigger)
{
DamageInfo spellDamageInfo(damageInfo, SPELL_DIRECT_DAMAGE, m_attackType, hitMask);
Unit::ProcSkillsAndAuras(caster, unitTarget, procAttacker, procVictim, PROC_SPELL_TYPE_DAMAGE, PROC_SPELL_PHASE_HIT, hitMask, this, &spellDamageInfo, nullptr);
if (caster->GetTypeId() == TYPEID_PLAYER && !m_spellInfo->HasAttribute(SPELL_ATTR0_STOP_ATTACK_TARGET) && !m_spellInfo->HasAttribute(SPELL_ATTR4_SUPPRESS_WEAPON_PROCS) &&
(m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MELEE || m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_RANGED))
caster->ToPlayer()->CastItemCombatSpell(spellDamageInfo);
}
}
// Passive spell hits/misses or active spells only misses (only triggers)
else
{
// Fill base damage struct (unitTarget - is real spell target)
SpellNonMeleeDamage damageInfo(caster, unitTarget, m_spellInfo, m_SpellVisual, m_spellSchoolMask);
hitMask |= createProcHitMask(&damageInfo, missInfo);
// Do triggers for unit
if (canEffectTrigger)
{
DamageInfo spellNoDamageInfo(damageInfo, NODAMAGE, m_attackType, hitMask);
Unit::ProcSkillsAndAuras(caster, unitTarget, procAttacker, procVictim, PROC_SPELL_TYPE_NO_DMG_HEAL, PROC_SPELL_PHASE_HIT, hitMask, this, &spellNoDamageInfo, nullptr);
if (caster->GetTypeId() == TYPEID_PLAYER && !m_spellInfo->HasAttribute(SPELL_ATTR0_STOP_ATTACK_TARGET) && !m_spellInfo->HasAttribute(SPELL_ATTR4_SUPPRESS_WEAPON_PROCS) &&
(m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MELEE || m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_RANGED))
caster->ToPlayer()->CastItemCombatSpell(spellNoDamageInfo);
}
// Failed Pickpocket, reveal rogue
if (missInfo == SPELL_MISS_RESIST && m_spellInfo->HasAttribute(SPELL_ATTR0_CU_PICKPOCKET) && unitTarget->GetTypeId() == TYPEID_UNIT)
{
m_caster->RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::Interacting);
unitTarget->ToCreature()->EngageWithTarget(m_caster);
}
}
// set hitmask for finish procs
m_hitMask |= hitMask;
// spellHitTarget can be null if spell is missed in DoSpellHitOnUnit
if (missInfo != SPELL_MISS_EVADE && spellHitTarget && !m_caster->IsFriendlyTo(unit) && (!IsPositive() || m_spellInfo->HasEffect(SPELL_EFFECT_DISPEL)))
{
m_caster->AttackedTarget(unit, m_spellInfo->HasInitialAggro());
if (!unit->IsStandState())
unit->SetStandState(UNIT_STAND_STATE_STAND);
}
// Check for SPELL_ATTR7_INTERRUPT_ONLY_NONPLAYER
if (missInfo == SPELL_MISS_NONE && m_spellInfo->HasAttribute(SPELL_ATTR7_INTERRUPT_ONLY_NONPLAYER) && unit->GetTypeId() != TYPEID_PLAYER)
caster->CastSpell(unit, SPELL_INTERRUPT_NONPLAYER, true);
if (spellHitTarget)
{
//AI functions
if (spellHitTarget->GetTypeId() == TYPEID_UNIT)
if (spellHitTarget->ToCreature()->IsAIEnabled)
spellHitTarget->ToCreature()->AI()->SpellHit(m_caster, m_spellInfo);
if (m_caster->GetTypeId() == TYPEID_UNIT && m_caster->ToCreature()->IsAIEnabled)
m_caster->ToCreature()->AI()->SpellHitTarget(spellHitTarget, m_spellInfo);
// Needs to be called after dealing damage/healing to not remove breaking on damage auras
DoTriggersOnSpellHit(spellHitTarget, mask);
if (enablePvP)
m_caster->ToPlayer()->UpdatePvP(true);
CallScriptAfterHitHandlers();
}
}
SpellMissInfo Spell::DoSpellHitOnUnit(Unit* unit, uint32 effectMask)
{
if (!unit || !effectMask)
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->HasHitDelay() && unit->IsImmunedToSpell(m_spellInfo, m_caster))
return SPELL_MISS_IMMUNE;
// disable effects to which unit is immune
SpellMissInfo returnVal = SPELL_MISS_IMMUNE;
for (SpellEffectInfo const* effect : m_spellInfo->GetEffects())
if (effect && (effectMask & (1 << effect->EffectIndex)))
if (unit->IsImmunedToSpellEffect(m_spellInfo, effect->EffectIndex, m_caster))
effectMask &= ~(1 << effect->EffectIndex);
if (!effectMask)
return returnVal;
if (Player* player = unit->ToPlayer())
{
player->StartCriteriaTimer(CriteriaStartEvent::BeSpellTarget, m_spellInfo->Id);
player->UpdateCriteria(CRITERIA_TYPE_BE_SPELL_TARGET, m_spellInfo->Id, 0, 0, m_caster);
player->UpdateCriteria(CRITERIA_TYPE_BE_SPELL_TARGET2, m_spellInfo->Id);
}
if (Player* player = m_caster->ToPlayer())
{
player->StartCriteriaTimer(CriteriaStartEvent::CastSpell, m_spellInfo->Id);
player->UpdateCriteria(CRITERIA_TYPE_CAST_SPELL2, m_spellInfo->Id, 0, 0, unit);
}
if (m_caster != unit)
{
// Recheck UNIT_FLAG_NON_ATTACKABLE for delayed spells
if (m_spellInfo->HasHitDelay() && unit->HasUnitFlag(UNIT_FLAG_NON_ATTACKABLE) && unit->GetCharmerOrOwnerGUID() != m_caster->GetGUID())
return SPELL_MISS_EVADE;
if (m_caster->_IsValidAttackTarget(unit, m_spellInfo))
unit->RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::HostileActionReceived);
else if (m_caster->IsFriendlyTo(unit))
{
// for delayed spells ignore negative spells (after duel end) for friendly targets
/// @todo this cause soul transfer bugged
// 63881 - Malady of the Mind jump spell (Yogg-Saron)
// 45034 - Curse of Boundless Agony jump spell (Kalecgos)
if (m_spellInfo->HasHitDelay() && unit->GetTypeId() == TYPEID_PLAYER && !IsPositive() && m_spellInfo->Id != 63881 && m_spellInfo->Id != 45034)
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 (unit->IsInCombat() && m_spellInfo->HasInitialAggro())
{
if (m_caster->HasUnitFlag(UNIT_FLAG_PVP_ATTACKABLE)) // only do explicit combat forwarding for PvP enabled units
m_caster->GetCombatManager().InheritCombatStatesFrom(unit); // for creature v creature combat, the threat forward does it for us
unit->GetThreatManager().ForwardThreatForAssistingMe(m_caster, 0.0f, nullptr, true);
}
}
}
uint32 aura_effmask = 0;
for (SpellEffectInfo const* effect : m_spellInfo->GetEffects())
if (effect && (effectMask & (1 << effect->EffectIndex) && effect->IsUnitOwnedAuraEffect()))
aura_effmask |= 1 << effect->EffectIndex;
// Get Data Needed for Diminishing Returns, some effects may have multiple auras, so this must be done on spell hit, not aura add
DiminishingGroup const diminishGroup = m_spellInfo->GetDiminishingReturnsGroupForSpell();
DiminishingLevels diminishLevel = DIMINISHING_LEVEL_1;
if (diminishGroup && aura_effmask)
{
diminishLevel = unit->GetDiminishing(diminishGroup);
DiminishingReturnsType type = m_spellInfo->GetDiminishingReturnsGroupType();
// 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);
}
if (aura_effmask)
{
if (m_originalCaster)
{
int32 basePoints[MAX_SPELL_EFFECTS];
for (SpellEffectInfo const* auraSpellEffect : m_spellInfo->GetEffects())
if (auraSpellEffect)
basePoints[auraSpellEffect->EffectIndex] = (m_spellValue->CustomBasePointsMask & (1 << auraSpellEffect->EffectIndex)) ?
m_spellValue->EffectBasePoints[auraSpellEffect->EffectIndex] :
auraSpellEffect->CalcBaseValue(m_originalCaster, unit, m_castItemEntry, m_castItemLevel);
bool refresh = false;
bool const resetPeriodicTimer = !(_triggeredCastFlags & TRIGGERED_DONT_RESET_PERIODIC_TIMER);
m_spellAura = Aura::TryRefreshStackOrCreate(m_spellInfo, m_castId, effectMask, unit,
m_originalCaster, GetCastDifficulty(), basePoints,
m_CastItem, ObjectGuid::Empty, &refresh, resetPeriodicTimer, ObjectGuid::Empty, m_castItemEntry, m_castItemLevel);
if (m_spellAura)
{
// Set aura stack amount to desired value
if (m_spellValue->AuraStackAmount > 1)
{
if (!refresh)
m_spellAura->SetStackAmount(m_spellValue->AuraStackAmount);
else
m_spellAura->ModStackAmount(m_spellValue->AuraStackAmount);
}
// 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
bool positive = true;
if (m_originalCaster == unit || !m_originalCaster->IsFriendlyTo(unit))
{
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
{
if ((effectMask & (1 << i)) && !m_spellInfo->IsPositiveEffect(i))
{
positive = false;
break;
}
}
}
int32 duration = m_spellAura->GetMaxDuration();
// unit is immune to aura if it was diminished to 0 duration
if (!positive && !unit->ApplyDiminishingToDuration(m_spellInfo, duration, m_originalCaster, diminishLevel))
{
m_spellAura->Remove();
bool found = false;
for (SpellEffectInfo const* effect : m_spellInfo->GetEffects())
if (effect && (effectMask & (1 << effect->EffectIndex) && effect->Effect != SPELL_EFFECT_APPLY_AURA))
found = true;
if (!found)
return SPELL_MISS_IMMUNE;
}
else
{
static_cast(m_spellAura)->SetDiminishGroup(diminishGroup);
duration = m_originalCaster->ModSpellDuration(m_spellInfo, unit, duration, positive, effectMask);
if (duration > 0)
{
duration *= m_spellValue->DurationMul;
// Haste modifies duration of channeled spells
if (m_spellInfo->IsChanneled())
m_originalCaster->ModSpellDurationTime(m_spellInfo, duration, this);
else if (m_spellInfo->HasAttribute(SPELL_ATTR5_HASTE_AFFECT_DURATION))
{
int32 origDuration = duration;
duration = 0;
for (SpellEffectInfo const* effect : m_spellInfo->GetEffects())
if (effect)
if (AuraEffect const* eff = m_spellAura->GetEffect(effect->EffectIndex))
if (int32 period = eff->GetPeriod()) // period is hastened by UNIT_MOD_CAST_SPEED
duration = std::max(std::max(origDuration / period, 1) * period, duration);
// if there is no periodic effect
if (!duration)
duration = int32(origDuration * m_originalCaster->m_unitData->ModCastingSpeed);
}
}
if (duration != m_spellAura->GetMaxDuration())
{
m_spellAura->SetMaxDuration(duration);
m_spellAura->SetDuration(duration);
}
m_spellAura->_RegisterForTargets();
}
}
}
}
for (SpellEffectInfo const* effect : m_spellInfo->GetEffects())
if (effect && (effectMask & (1 << effect->EffectIndex)))
HandleEffects(unit, nullptr, nullptr, effect->EffectIndex, SPELL_EFFECT_HANDLE_HIT_TARGET);
return SPELL_MISS_NONE;
}
void Spell::DoTriggersOnSpellHit(Unit* unit, uint32 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, CastSpellExtraArgs(TRIGGERED_FULL_MASK).SetCastDifficulty(i->triggeredSpell->Difficulty));
TC_LOG_DEBUG("spells", "Spell %d triggered spell %d 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());
}
}
}
void Spell::DoAllEffectOnTarget(GOTargetInfo* target)
{
if (target->processed) // Check target
return;
target->processed = true; // Target checked in apply effects procedure
uint32 effectMask = target->effectMask;
if (!effectMask)
return;
GameObject* go = m_caster->GetMap()->GetGameObject(target->targetGUID);
if (!go)
return;
PrepareScriptHitHandlers();
CallScriptBeforeHitHandlers(SPELL_MISS_NONE);
for (SpellEffectInfo const* effect : m_spellInfo->GetEffects())
if (effect && (effectMask & (1 << effect->EffectIndex)))
HandleEffects(nullptr, nullptr, go, effect->EffectIndex, SPELL_EFFECT_HANDLE_HIT_TARGET);
if (go->AI())
go->AI()->SpellHit(m_caster, m_spellInfo);
CallScriptOnHitHandlers();
CallScriptAfterHitHandlers();
}
void Spell::DoAllEffectOnTarget(ItemTargetInfo* target)
{
uint32 effectMask = target->effectMask;
if (!target->item || !effectMask)
return;
PrepareScriptHitHandlers();
CallScriptBeforeHitHandlers(SPELL_MISS_NONE);
for (SpellEffectInfo const* effect : m_spellInfo->GetEffects())
if (effect && (effectMask & (1 << effect->EffectIndex)))
HandleEffects(nullptr, target->item, nullptr, effect->EffectIndex, SPELL_EFFECT_HANDLE_HIT_TARGET);
CallScriptOnHitHandlers();
CallScriptAfterHitHandlers();
}
bool Spell::UpdateChanneledTargetList()
{
// Not need check return true
if (m_channelTargetEffectMask == 0)
return true;
uint32 channelTargetEffectMask = m_channelTargetEffectMask;
uint32 channelAuraMask = 0;
for (SpellEffectInfo const* effect : m_spellInfo->GetEffects())
if (effect && effect->Effect == SPELL_EFFECT_APPLY_AURA)
channelAuraMask |= 1 << effect->EffectIndex;
channelAuraMask &= channelTargetEffectMask;
float range = 0;
if (channelAuraMask)
{
range = m_spellInfo->GetMaxRange(IsPositive());
if (Player* modOwner = m_caster->GetSpellModOwner())
modOwner->ApplySpellMod(m_spellInfo, SpellModOp::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 (std::vector::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
{
if (ihit->missCondition == SPELL_MISS_NONE && (channelTargetEffectMask & ihit->effectMask))
{
Unit* unit = m_caster->GetGUID() == ihit->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID);
if (!unit)
{
m_caster->RemoveChannelObject(ihit->targetGUID);
continue;
}
if (IsValidDeadOrAliveTarget(unit))
{
if (channelAuraMask & ihit->effectMask)
{
if (AuraApplication * aurApp = unit->GetAuraApplication(m_spellInfo->Id, m_originalCasterGUID))
{
if (m_caster != unit && !m_caster->IsWithinDistInMap(unit, range))
{
ihit->effectMask &= ~aurApp->GetEffectMask();
unit->RemoveAura(aurApp);
m_caster->RemoveChannelObject(ihit->targetGUID);
continue;
}
}
else // aura is dispelled
{
m_caster->RemoveChannelObject(ihit->targetGUID);
continue;
}
}
channelTargetEffectMask &= ~ihit->effectMask; // remove from need alive mask effect that have alive target
}
}
}
// is all effects from m_needAliveTargetMask have alive targets
return channelTargetEffectMask == 0;
}
void Spell::prepare(SpellCastTargets const& targets, AuraEffect const* triggeredByAura)
{
if (m_CastItem)
{
m_castItemGUID = m_CastItem->GetGUID();
m_castItemEntry = m_CastItem->GetEntry();
if (Player* owner = m_CastItem->GetOwner())
m_castItemLevel = int32(m_CastItem->GetItemLevel(owner));
else if (m_CastItem->GetOwnerGUID() == m_caster->GetGUID())
m_castItemLevel = int32(m_CastItem->GetItemLevel(m_caster->ToPlayer()));
else
{
SendCastResult(SPELL_FAILED_EQUIPPED_ITEM);
finish(false);
return;
}
}
InitExplicitTargets(targets);
m_spellState = SPELL_STATE_PREPARING;
if (triggeredByAura)
{
m_triggeredByAuraSpell = triggeredByAura->GetSpellInfo();
m_castItemLevel = triggeredByAura->GetBase()->GetCastItemLevel();
}
// create and add update event for this spell
_spellEvent = new SpellEvent(this);
m_caster->m_Events.AddEvent(_spellEvent, m_caster->m_Events.CalculateTime(1));
//Prevent casting at cast another spell (ServerSide check)
if (!(_triggeredCastFlags & TRIGGERED_IGNORE_CAST_IN_PROGRESS) && m_caster->IsNonMeleeSpellCast(false, true, true, m_spellInfo->Id == 75) && !m_castId.IsEmpty())
{
SendCastResult(SPELL_FAILED_SPELL_IN_PROGRESS);
finish(false);
return;
}
if (DisableMgr::IsDisabledFor(DISABLE_TYPE_SPELL, m_spellInfo->Id, m_caster))
{
SendCastResult(SPELL_FAILED_SPELL_UNAVAILABLE);
finish(false);
return;
}
LoadScripts();
// Fill cost data (do not use power for item casts)
if (!m_CastItem)
m_powerCost = m_spellInfo->CalcPowerCost(m_caster, m_spellSchoolMask, this);
// Set combo point requirement
if ((_triggeredCastFlags & TRIGGERED_IGNORE_COMBO_POINTS) || m_CastItem || !m_caster->m_playerMovingMe)
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;
}
// 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);
// don't allow channeled spells / spells with cast time to be cast while moving
// exception are only channeled spells that have no casttime and SPELL_ATTR5_CAN_CHANNEL_WHEN_MOVING
// (even if they are interrupted on moving, spells with almost immediate effect get to have their effect processed before movement interrupter kicks in)
// don't cancel spells which are affected by a SPELL_AURA_CAST_WHILE_WALKING effect
if (((m_spellInfo->IsChanneled() || m_casttime) && m_caster->GetTypeId() == TYPEID_PLAYER && !(m_caster->IsCharmed() && m_caster->GetCharmerGUID().IsCreature()) && m_caster->isMoving() &&
m_spellInfo->InterruptFlags.HasFlag(SpellInterruptFlags::Movement)) && !m_caster->HasAuraTypeWithAffectMask(SPELL_AURA_CAST_WHILE_WALKING, m_spellInfo))
{
// 1. Has casttime, 2. Or doesn't have flag to allow movement during channel
if (m_casttime || !m_spellInfo->IsMoveAllowedChannel())
{
SendCastResult(SPELL_FAILED_MOVING);
finish(false);
return;
}
}
// focus if not controlled creature
if (m_caster->GetTypeId() == TYPEID_UNIT && !m_caster->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED))
{
if (!(m_spellInfo->IsNextMeleeSwingSpell() || IsAutoRepeat()))
{
if (m_targets.GetObjectTarget() && m_caster != m_targets.GetObjectTarget())
m_caster->ToCreature()->FocusTarget(this, m_targets.GetObjectTarget());
else if (m_spellInfo->HasAttribute(SPELL_ATTR5_DONT_TURN_DURING_CAST))
m_caster->ToCreature()->FocusTarget(this, nullptr);
}
}
// set timer base at cast time
ReSetTimer();
TC_LOG_DEBUG("spells", "Spell::prepare: spell id %u source %u caster %d customCastFlags %u mask %u", m_spellInfo->Id, m_caster->GetEntry(), m_originalCaster ? m_originalCaster->GetEntry() : -1, _triggeredCastFlags, m_targets.GetTargetMask());
if (m_spellInfo->HasAttribute(SPELL_ATTR12_START_COOLDOWN_ON_CAST_START))
SendSpellCooldown();
//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
{
// 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() && !m_spellInfo->HasAttribute(SPELL_ATTR2_IGNORE_ACTION_AURA_INTERRUPT_FLAGS))
m_caster->RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::Action);
m_caster->SetCurrentCastSpell(this);
SendSpellStart();
if (!(_triggeredCastFlags & TRIGGERED_IGNORE_GCD))
TriggerGlobalCooldown();
// 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);
}
}
void Spell::cancel()
{
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();
/* fallthrough */
case SPELL_STATE_DELAYED:
SendInterrupted(0);
SendCastResult(SPELL_FAILED_INTERRUPTED);
break;
case SPELL_STATE_CASTING:
for (std::vector::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
if ((*ihit).missCondition == SPELL_MISS_NONE)
if (Unit* unit = m_caster->GetGUID() == ihit->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID))
unit->RemoveOwnedAura(m_spellInfo->Id, m_originalCasterGUID, 0, AURA_REMOVE_BY_CANCEL);
SendChannelUpdate(0);
SendInterrupted(0);
SendCastResult(SPELL_FAILED_INTERRUPTED);
m_appliedMods.clear();
break;
default:
break;
}
SetReferencedFromCurrent(false);
if (m_selfContainer && *m_selfContainer == this)
*m_selfContainer = nullptr;
m_caster->RemoveDynObject(m_spellInfo->Id);
if (m_spellInfo->IsChanneled()) // if not channeled then the object for the current cast wasn't summoned yet
m_caster->RemoveGameObject(m_spellInfo->Id, true);
//set state back so finish will be processed
m_spellState = oldState;
finish(false);
}
void Spell::cast(bool skipCheck)
{
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().IsEmpty() && !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 (cControlled->IsAIEnabled)
cControlled->AI()->OwnerAttacked(target);
}
SetExecutedCurrently(true);
if (!(_triggeredCastFlags & TRIGGERED_IGNORE_SET_FACING))
if (m_caster->GetTypeId() == TYPEID_UNIT && m_targets.GetObjectTarget() && m_caster != m_targets.GetObjectTarget())
m_caster->SetInFront(m_targets.GetObjectTarget());
// 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(0);
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 (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
if (m_spellInfo->GetEffect(i) && m_spellInfo->GetEffect(i)->IsUnitOwnedAuraEffect())
aura_effmask |= 1 << i;
if (aura_effmask)
{
if (m_spellInfo->GetDiminishingReturnsGroupForSpell())
{
DiminishingReturnsType type = m_spellInfo->GetDiminishingReturnsGroupType();
if (type == DRTYPE_ALL || (type == DRTYPE_PLAYER && target->IsAffectedByDiminishingReturns()))
{
Unit* caster = m_originalCaster ? m_originalCaster : m_caster;
if (target->HasStrongerAuraWithDR(m_spellInfo, caster))
{
cleanupSpell(SPELL_FAILED_AURA_BOUNCED);
return;
}
}
}
}
}
}
// if the spell allows the creature to turn while casting, then adjust server-side orientation to face the target now
// client-side orientation is handled by the client itself, as the cast target is targeted due to Creature::FocusTarget
if (m_caster->GetTypeId() == TYPEID_UNIT && !m_caster->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED))
if (!m_spellInfo->HasAttribute(SPELL_ATTR5_DONT_TURN_DURING_CAST))
if (WorldObject* objTarget = m_targets.GetObjectTarget())
m_caster->SetInFront(objTarget);
SelectSpellTargets();
// Spell may be finished after target map check
if (m_spellState == SPELL_STATE_FINISHED)
{
SendInterrupted(0);
// cleanup after mod system
// triggered spell pointer can be not removed in some cases
if (m_caster->GetTypeId() == TYPEID_PLAYER)
m_caster->ToPlayer()->SetSpellModTakingSpell(this, false);
finish(false);
SetExecutedCurrently(false);
return;
}
if (m_spellInfo->HasAttribute(SPELL_ATTR1_DISMISS_PET))
if (Creature* pet = ObjectAccessor::GetCreature(*m_caster, m_caster->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->StartCriteriaTimer(CriteriaStartEvent::UseItem, m_CastItem->GetEntry());
player->UpdateCriteria(CRITERIA_TYPE_USE_ITEM, m_CastItem->GetEntry());
}
player->UpdateCriteria(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
if (!m_spellInfo->HasAttribute(SPELL_ATTR12_START_COOLDOWN_ON_CAST_START))
SendSpellCooldown();
PrepareScriptHitHandlers();
if (!m_spellInfo->LaunchDelay)
{
HandleLaunchPhase();
m_launchHandled = true;
}
// 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->ReleaseFocus(this);
// Okay, everything is prepared. Now we need to distinguish between immediate and evented delayed spells
if ((m_spellInfo->HasHitDelay() && !m_spellInfo->IsChanneled()) || m_spellInfo->HasAttribute(SPELL_ATTR4_UNK4))
{
// Remove used for cast item if need (it can be already NULL after TakeReagents call
// in case delayed spell remove item at cast delay start
TakeCastItem();
// Okay, maps created, now prepare flags
m_immediateHandled = false;
m_spellState = SPELL_STATE_DELAYED;
SetDelayStart(0);
if (m_caster->HasUnitState(UNIT_STATE_CASTING) && !m_caster->IsNonMeleeSpellCast(false, false, true))
m_caster->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)
m_caster->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 (modOwner->GetCommandStatus(CHEAT_COOLDOWN))
{
m_caster->GetSpellHistory()->ResetCooldown(m_spellInfo->Id, true);
m_caster->GetSpellHistory()->RestoreCharge(m_spellInfo->ChargeCategoryId);
}
}
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;
if (!(_triggeredCastFlags & TRIGGERED_IGNORE_AURA_INTERRUPT_FLAGS) && !m_spellInfo->HasAttribute(SPELL_ATTR2_IGNORE_ACTION_AURA_INTERRUPT_FLAGS))
m_originalCaster->RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::ActionDelayed);
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 OnSuccessfulSpellCast
if (Creature* caster = m_originalCaster->ToCreature())
if (caster->IsAIEnabled)
caster->AI()->OnSuccessfulSpellCast(GetSpellInfo());
}
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, SpellModOp::Duration, duration);
duration *= m_spellValue->DurationMul;
// Apply haste mods
m_caster->ModSpellDurationTime(m_spellInfo, duration, this);
m_spellState = SPELL_STATE_CASTING;
m_caster->AddInterruptMask(m_spellInfo->ChannelInterruptFlags, m_spellInfo->ChannelInterruptFlags2);
m_channeledDuration = duration;
SendChannelStart(duration);
}
else if (duration == -1)
{
m_spellState = SPELL_STATE_CASTING;
m_caster->AddInterruptMask(m_spellInfo->ChannelInterruptFlags, m_spellInfo->ChannelInterruptFlags2);
SendChannelStart(duration);
}
}
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
{
for (std::vector::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
DoAllEffectOnTarget(&(*ihit));
}
for (std::vector::iterator ihit = m_UniqueGOTargetInfo.begin(); ihit != m_UniqueGOTargetInfo.end(); ++ihit)
DoAllEffectOnTarget(&(*ihit));
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();
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;
}
bool single_missile = m_targets.HasDst();
uint64 next_time = 0;
if (!m_launchHandled)
{
uint64 launchMoment = uint64(std::floor(m_spellInfo->LaunchDelay * 1000.0f));
if (launchMoment > t_offset)
return launchMoment;
HandleLaunchPhase();
m_launchHandled = true;
if (m_delayMoment > t_offset)
{
if (single_missile)
return m_delayMoment;
next_time = m_delayMoment;
if ((m_UniqueTargetInfo.size() > 2 || (m_UniqueTargetInfo.size() == 1 && m_UniqueTargetInfo.front().targetGUID == m_caster->GetGUID())) || !m_UniqueGOTargetInfo.empty())
{
t_offset = 0; // if LaunchDelay was present then the only target that has timeDelay = 0 is m_caster - and that is the only target we want to process now
}
}
}
if (single_missile && !t_offset)
return m_delayMoment;
Player* modOwner = m_caster->GetSpellModOwner();
if (modOwner)
modOwner->SetSpellModTakingSpell(this, true);
PrepareTargetProcessing();
if (!m_immediateHandled && t_offset)
{
_handle_immediate_phase();
m_immediateHandled = true;
}
// now recheck units targeting correctness (need before any effects apply to prevent adding immunity at first effect not allow apply second spell effect and similar cases)
for (std::vector::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
{
if (ihit->processed == false)
{
if (single_missile || ihit->timeDelay <= t_offset)
{
ihit->timeDelay = t_offset;
DoAllEffectOnTarget(&(*ihit));
}
else if (next_time == 0 || ihit->timeDelay < next_time)
next_time = ihit->timeDelay;
}
}
// now recheck gameobject targeting correctness
for (std::vector::iterator ighit = m_UniqueGOTargetInfo.begin(); ighit != m_UniqueGOTargetInfo.end(); ++ighit)
{
if (ighit->processed == false)
{
if (single_missile || ighit->timeDelay <= t_offset)
DoAllEffectOnTarget(&(*ighit));
else if (next_time == 0 || ighit->timeDelay < next_time)
next_time = ighit->timeDelay;
}
}
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()
{
m_spellAura = nullptr;
// handle some immediate features of the spell here
HandleThreatSpells();
PrepareScriptHitHandlers();
// handle effects with SPELL_EFFECT_HANDLE_HIT mode
for (SpellEffectInfo const* effect : m_spellInfo->GetEffects())
{
// don't do anything for empty effect
if (!effect || !effect->IsEffect())
continue;
// call effect handlers to handle destination hit
HandleEffects(nullptr, nullptr, nullptr, effect->EffectIndex, SPELL_EFFECT_HANDLE_HIT);
}
// process items
for (std::vector::iterator ihit = m_UniqueItemInfo.begin(); ihit != m_UniqueItemInfo.end(); ++ihit)
DoAllEffectOnTarget(&(*ihit));
}
void Spell::_handle_finish_phase()
{
if (m_caster->m_playerMovingMe)
{
// Take for real after all targets are processed
if (m_needComboPoints)
m_caster->m_playerMovingMe->ClearComboPoints();
// Real add combo points from effects
if (m_comboPointGain)
m_caster->m_playerMovingMe->GainSpellComboPoints(m_comboPointGain);
}
if (m_caster->m_extraAttacks && m_spellInfo->HasEffect(SPELL_EFFECT_ADD_EXTRA_ATTACKS))
{
if (Unit* victim = ObjectAccessor::GetUnit(*m_caster, m_targets.GetOrigUnitTargetGUID()))
m_caster->HandleProcExtraAttackFor(victim);
else
m_caster->m_extraAttacks = 0;
}
// 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_CastItem)
m_caster->GetSpellHistory()->HandleCooldowns(m_spellInfo, m_CastItem, this);
else
m_caster->GetSpellHistory()->HandleCooldowns(m_spellInfo, m_castItemEntry, 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().IsEmpty() && !m_targets.GetUnitTarget())
{
TC_LOG_DEBUG("spells", "Spell %u is cancelled due to removal of target.", m_spellInfo->Id);
cancel();
return;
}
// check if the player caster has moved before the spell finished
// with the exception of spells affected with SPELL_AURA_CAST_WHILE_WALKING effect
SpellEffectInfo const* effect = m_spellInfo->GetEffect(EFFECT_0);
if ((m_caster->GetTypeId() == TYPEID_PLAYER && m_timer != 0) &&
m_caster->isMoving() && (m_spellInfo->InterruptFlags.HasFlag(SpellInterruptFlags::Movement)) &&
((effect && effect->Effect != SPELL_EFFECT_STUCK) || !m_caster->HasUnitMovementFlag(MOVEMENTFLAG_FALLING_FAR)) &&
!m_caster->HasAuraTypeWithAffectMask(SPELL_AURA_CAST_WHILE_WALKING, m_spellInfo))
{
// don't cancel for melee, autorepeat, triggered and instant spells
if (!m_spellInfo->IsNextMeleeSwingSpell() && !IsAutoRepeat() && !IsTriggered() && !(IsChannelActive() && m_spellInfo->IsMoveAllowedChannel()))
{
// if charmed by creature, trust the AI not to cheat and allow the cast to proceed
// @todo this is a hack, "creature" movesplines don't differentiate turning/moving right now
// however, checking what type of movement the spline is for every single spline would be really expensive
if (!m_caster->GetCharmerGUID().IsCreature())
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 %d 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 : 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();
}
break;
}
default:
break;
}
}
void Spell::finish(bool ok)
{
if (!m_caster)
return;
if (m_spellState == SPELL_STATE_FINISHED)
return;
m_spellState = SPELL_STATE_FINISHED;
if (m_spellInfo->IsChanneled())
m_caster->UpdateInterruptMask();
if (m_caster->HasUnitState(UNIT_STATE_CASTING) && !m_caster->IsNonMeleeSpellCast(false, false, true))
m_caster->ClearUnitState(UNIT_STATE_CASTING);
// Unsummon summon as possessed creatures on spell cancel
if (m_spellInfo->IsChanneled() && m_caster->GetTypeId() == TYPEID_PLAYER)
{
if (Unit* charm = m_caster->GetCharm())
if (charm->GetTypeId() == TYPEID_UNIT
&& charm->ToCreature()->HasUnitTypeMask(UNIT_MASK_PUPPET)
&& charm->m_unitData->CreatedBySpell == int32(m_spellInfo->Id))
((Puppet*)charm)->UnSummon();
}
if (Creature* creatureCaster = m_caster->ToCreature())
creatureCaster->ReleaseFocus(this);
if (!ok)
return;
if (m_caster->GetTypeId() == TYPEID_UNIT && m_caster->IsSummon())
{
// Unsummon statue
uint32 spell = m_caster->m_unitData->CreatedBySpell;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spell, GetCastDifficulty());
if (spellInfo && spellInfo->IconFileDataId == 134230)
{
TC_LOG_DEBUG("spells", "Statue %s is unsummoned in spell %d finish", m_caster->GetGUID().ToString().c_str(), m_spellInfo->Id);
m_caster->setDeathState(JUST_DIED);
return;
}
}
if (IsAutoActionResetSpell())
{
if (!m_spellInfo->HasAttribute(SPELL_ATTR2_NOT_RESET_AUTO_ACTIONS))
{
m_caster->resetAttackTimer(BASE_ATTACK);
if (m_caster->haveOffhandWeapon())
m_caster->resetAttackTimer(OFF_ATTACK);
m_caster->resetAttackTimer(RANGED_ATTACK);
}
}
// potions disabled by client, send event "not in combat" if need
if (m_caster->GetTypeId() == TYPEID_PLAYER)
{
if (!m_triggeredByAuraSpell)
m_caster->ToPlayer()->UpdatePotionCooldown(this);
}
// Stop Attack for some spells
if (m_spellInfo->HasAttribute(SPELL_ATTR0_STOP_ATTACK_TARGET))
m_caster->AttackStop();
}
template
inline void FillSpellCastFailedArgs(T& packet, ObjectGuid castId, SpellInfo const* spellInfo, SpellCastResult result, SpellCustomErrors customError, uint32* param1 /*= nullptr*/, uint32* param2 /*= nullptr*/, Player* caster)
{
packet.CastID = castId;
packet.SpellID = spellInfo->Id;
packet.Reason = result;
switch (result)
{
case SPELL_FAILED_NOT_READY:
if (param1)
packet.FailedArg1 = *param1;
else
packet.FailedArg1 = 0; // unknown (value 1 update cooldowns on client flag)
break;
case SPELL_FAILED_REQUIRES_SPELL_FOCUS:
if (param1)
packet.FailedArg1 = *param1;
else
packet.FailedArg1 = spellInfo->RequiresSpellFocus; // SpellFocusObject.dbc id
break;
case SPELL_FAILED_REQUIRES_AREA: // AreaTable.dbc id
if (param1)
packet.FailedArg1 = *param1;
else
{
// hardcode areas limitation case
switch (spellInfo->Id)
{
case 41617: // Cenarion Mana Salve
case 41619: // Cenarion Healing Salve
packet.FailedArg1 = 3905;
break;
case 41618: // Bottled Nethergon Energy
case 41620: // Bottled Nethergon Vapor
packet.FailedArg1 = 3842;
break;
case 45373: // Bloodberry Elixir
packet.FailedArg1 = 4075;
break;
default: // default case (don't must be)
packet.FailedArg1 = 0;
break;
}
}
break;
case SPELL_FAILED_TOTEMS:
if (param1)
{
packet.FailedArg1 = *param1;
if (param2)
packet.FailedArg2 = *param2;
}
else
{
if (spellInfo->Totem[0])
packet.FailedArg1 = spellInfo->Totem[0];
if (spellInfo->Totem[1])
packet.FailedArg2 = spellInfo->Totem[1];
}
break;
case SPELL_FAILED_TOTEM_CATEGORY:
if (param1)
{
packet.FailedArg1 = *param1;
if (param2)
packet.FailedArg2 = *param2;
}
else
{
if (spellInfo->TotemCategory[0])
packet.FailedArg1 = spellInfo->TotemCategory[0];
if (spellInfo->TotemCategory[1])
packet.FailedArg2 = 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)
{
packet.FailedArg1 = *param1;
packet.FailedArg2 = *param2;
}
else
{
packet.FailedArg1 = spellInfo->EquippedItemClass;
packet.FailedArg2 = spellInfo->EquippedItemSubClassMask;
}
break;
case SPELL_FAILED_TOO_MANY_OF_ITEM:
{
if (param1)
packet.FailedArg1 = *param1;
else
{
uint32 item = 0;
for (SpellEffectInfo const* effect : spellInfo->GetEffects())
if (effect->ItemType)
item = effect->ItemType;
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(item);
if (proto && proto->GetItemLimitCategory())
packet.FailedArg1 = proto->GetItemLimitCategory();
}
break;
}
case SPELL_FAILED_PREVENTED_BY_MECHANIC:
if (param1)
packet.FailedArg1 = *param1;
else
packet.FailedArg1 = spellInfo->GetAllEffectsMechanicMask(); // SpellMechanic.dbc id
break;
case SPELL_FAILED_NEED_EXOTIC_AMMO:
if (param1)
packet.FailedArg1 = *param1;
else
packet.FailedArg1 = spellInfo->EquippedItemSubClassMask; // seems correct...
break;
case SPELL_FAILED_NEED_MORE_ITEMS:
if (param1 && param2)
{
packet.FailedArg1 = *param1;
packet.FailedArg2 = *param2;
}
else
{
packet.FailedArg1 = 0; // Item id
packet.FailedArg2 = 0; // Item count?
}
break;
case SPELL_FAILED_MIN_SKILL:
if (param1 && param2)
{
packet.FailedArg1 = *param1;
packet.FailedArg2 = *param2;
}
else
{
packet.FailedArg1 = 0; // SkillLine.dbc id
packet.FailedArg2 = 0; // required skill value
}
break;
case SPELL_FAILED_FISHING_TOO_LOW:
if (param1)
packet.FailedArg1 = *param1;
else
packet.FailedArg1 = 0; // required fishing skill
break;
case SPELL_FAILED_CUSTOM_ERROR:
packet.FailedArg1 = customError;
break;
case SPELL_FAILED_SILENCED:
if (param1)
packet.FailedArg1 = *param1;
else
packet.FailedArg1 = 0; // Unknown
break;
case SPELL_FAILED_REAGENTS:
{
if (param1)
packet.FailedArg1 = *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;
}
}
packet.FailedArg1 = missingItem; // first missing item
}
break;
}
case SPELL_FAILED_CANT_UNTALENT:
{
ASSERT(param1);
packet.FailedArg1 = *param1;
break;
}
// TODO: SPELL_FAILED_NOT_STANDING
default:
break;
}
}
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;
WorldPackets::Spells::CastFailed castFailed;
castFailed.Visual = m_SpellVisual;
FillSpellCastFailedArgs(castFailed, m_castId, m_spellInfo, result, m_customError, param1, param2, m_caster->ToPlayer());
m_caster->ToPlayer()->SendDirectMessage(castFailed.Write());
}
void Spell::SendPetCastResult(SpellCastResult result, uint32* param1 /*= nullptr*/, uint32* param2 /*= nullptr*/) const
{
if (result == SPELL_CAST_OK)
return;
Unit* owner = m_caster->GetCharmerOrOwner();
if (!owner || owner->GetTypeId() != TYPEID_PLAYER)
return;
if (_triggeredCastFlags & TRIGGERED_DONT_REPORT_CAST_ERROR)
result = SPELL_FAILED_DONT_REPORT;
WorldPackets::Spells::PetCastFailed petCastFailed;
FillSpellCastFailedArgs(petCastFailed, m_castId, m_spellInfo, result, SPELL_CUSTOM_ERROR_NONE, param1, param2, owner->ToPlayer());
owner->ToPlayer()->SendDirectMessage(petCastFailed.Write());
}
void Spell::SendCastResult(Player* caster, SpellInfo const* spellInfo, SpellCastVisual spellVisual, ObjectGuid cast_count, SpellCastResult result, SpellCustomErrors customError /*= SPELL_CUSTOM_ERROR_NONE*/, uint32* param1 /*= nullptr*/, uint32* param2 /*= nullptr*/)
{
if (result == SPELL_CAST_OK)
return;
WorldPackets::Spells::CastFailed packet;
packet.Visual = spellVisual;
FillSpellCastFailedArgs(packet, cast_count, spellInfo, result, customError, param1, param2, caster);
caster->SendDirectMessage(packet.Write());
}
void Spell::SendMountResult(MountResult result)
{
if (result == MountResult::Ok)
return;
if (!m_caster->IsPlayer())
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=%u", m_spellInfo->Id);
uint32 castFlags = CAST_FLAG_HAS_TRAJECTORY;
uint32 schoolImmunityMask = m_caster->GetSchoolImmunityMask();
uint32 mechanicImmunityMask = m_caster->GetMechanicImmunityMask();
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_PROJECTILE;
if ((m_caster->GetTypeId() == TYPEID_PLAYER ||
(m_caster->GetTypeId() == TYPEID_UNIT && m_caster->IsPet()))
&& std::find_if(m_powerCost.begin(), m_powerCost.end(), [](SpellPowerCost const& cost) { return cost.Power != POWER_HEALTH; }) != m_powerCost.end())
castFlags |= CAST_FLAG_POWER_LEFT_SELF;
if (HasPowerTypeCost(POWER_RUNES))
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_castId;
castData.OriginalCastID = m_originalCastId;
castData.SpellID = m_spellInfo->Id;
castData.Visual = m_SpellVisual;
castData.CastFlags = castFlags;
castData.CastFlagsEx = m_castFlagsEx;
castData.CastTime = m_casttime;
m_targets.Write(castData.Target);
if (castFlags & CAST_FLAG_POWER_LEFT_SELF)
{
for (SpellPowerCost const& cost : m_powerCost)
{
WorldPackets::Spells::SpellPowerData powerData;
powerData.Type = cost.Power;
powerData.Cost = m_caster->GetPower(cost.Power);
castData.RemainingPower.push_back(powerData);
}
}
if (castFlags & CAST_FLAG_RUNE_LIST) // rune cooldowns list
{
castData.RemainingRunes = boost::in_place();
//TODO: There is a crash caused by a spell with CAST_FLAG_RUNE_LIST casted by a creature
//The creature is the mover of a player, so HandleCastSpellOpcode uses it as the caster
if (Player* player = m_caster->ToPlayer())
{
castData.RemainingRunes->Start = m_runesState; // runes state before
castData.RemainingRunes->Count = player->GetRunesState(); // runes state after
for (uint8 i = 0; i < player->GetMaxPower(POWER_RUNES); ++i)
{
// float casts ensure the division is performed on floats as we need float result
float baseCd = float(player->GetRuneBaseCooldown());
castData.RemainingRunes->Cooldowns.push_back((baseCd - float(player->GetRuneCooldown(i))) / baseCd * 255); // rune cooldown passed
}
}
else
{
castData.RemainingRunes->Start = 0;
castData.RemainingRunes->Count = 0;
for (uint8 i = 0; i < player->GetMaxPower(POWER_RUNES); ++i)
castData.RemainingRunes->Cooldowns.push_back(0);
}
}
if (castFlags & CAST_FLAG_PROJECTILE)
UpdateSpellCastDataAmmo(castData.Ammo);
if (castFlags & CAST_FLAG_IMMUNITY)
{
castData.Immunities.School = schoolImmunityMask;
castData.Immunities.Value = mechanicImmunityMask;
}
/** @todo implement heal prediction packet data
if (castFlags & CAST_FLAG_HEAL_PREDICTION)
{
castData.Predict.BeconGUID = ??
castData.Predict.Points = 0;
castData.Predict.Type = 0;
}**/
m_caster->SendMessageToSet(packet.Write(), true);
}
void Spell::SendSpellGo()
{
// not send invisible spell casting
if (!IsNeedSendToClient())
return;
TC_LOG_DEBUG("spells", "Sending SMSG_SPELL_GO id=%u", m_spellInfo->Id);
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_PROJECTILE; // arrows/bullets visual
if ((m_caster->GetTypeId() == TYPEID_PLAYER ||
(m_caster->GetTypeId() == TYPEID_UNIT && m_caster->IsPet()))
&& std::find_if(m_powerCost.begin(), m_powerCost.end(), [](SpellPowerCost const& cost) { return cost.Power != POWER_HEALTH; }) != m_powerCost.end())
castFlags |= CAST_FLAG_POWER_LEFT_SELF; // should only be sent to self, but the current messaging doesn't make that possible
if ((m_caster->GetTypeId() == TYPEID_PLAYER)
&& (m_caster->getClass() == CLASS_DEATH_KNIGHT)
&& HasPowerTypeCost(POWER_RUNES)
&& !(_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_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_castId;
castData.OriginalCastID = m_originalCastId;
castData.SpellID = m_spellInfo->Id;
castData.Visual = m_SpellVisual;
castData.CastFlags = castFlags;
castData.CastFlagsEx = m_castFlagsEx;
castData.CastTime = getMSTime();
UpdateSpellCastDataTargets(castData);
m_targets.Write(castData.Target);
if (castFlags & CAST_FLAG_POWER_LEFT_SELF)
{
for (SpellPowerCost const& cost : m_powerCost)
{
WorldPackets::Spells::SpellPowerData powerData;
powerData.Type = cost.Power;
powerData.Cost = m_caster->GetPower(cost.Power);
castData.RemainingPower.push_back(powerData);
}
}
if (castFlags & CAST_FLAG_RUNE_LIST) // rune cooldowns list
{
castData.RemainingRunes = boost::in_place();
//TODO: There is a crash caused by a spell with CAST_FLAG_RUNE_LIST casted by a creature
//The creature is the mover of a player, so HandleCastSpellOpcode uses it as the caster
if (Player* player = m_caster->ToPlayer())
{
castData.RemainingRunes->Start = m_runesState; // runes state before
castData.RemainingRunes->Count = player->GetRunesState(); // runes state after
for (uint8 i = 0; i < player->GetMaxPower(POWER_RUNES); ++i)
{
// float casts ensure the division is performed on floats as we need float result
float baseCd = float(player->GetRuneBaseCooldown());
castData.RemainingRunes->Cooldowns.push_back((baseCd - float(player->GetRuneCooldown(i))) / baseCd * 255); // rune cooldown passed
}
}
else
{
castData.RemainingRunes->Start = 0;
castData.RemainingRunes->Count = 0;
for (uint8 i = 0; i < player->GetMaxPower(POWER_RUNES); ++i)
castData.RemainingRunes->Cooldowns.push_back(0);
}
}
if (castFlags & CAST_FLAG_ADJUST_MISSILE)
{
castData.MissileTrajectory.TravelTime = m_delayMoment;
castData.MissileTrajectory.Pitch = m_targets.GetPitch();
}
packet.LogData.Initialize(this);
m_caster->SendCombatLogMessage(&packet);
}
/// 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 channeling if one target die
for (TargetInfo& targetInfo : m_UniqueTargetInfo)
{
if (targetInfo.effectMask == 0) // No effect apply - all immune add state
// possibly SPELL_MISS_IMMUNE2 for this??
targetInfo.missCondition = SPELL_MISS_IMMUNE2;
if (targetInfo.missCondition == SPELL_MISS_NONE) // hits
{
data.HitTargets.push_back(targetInfo.targetGUID);
data.HitStatus.emplace_back(SPELL_MISS_NONE);
m_channelTargetEffectMask |= targetInfo.effectMask;
}
else // misses
{
data.MissTargets.push_back(targetInfo.targetGUID);
data.MissStatus.emplace_back(targetInfo.missCondition, targetInfo.reflectResult);
}
}
for (GOTargetInfo const& targetInfo : m_UniqueGOTargetInfo)
data.HitTargets.push_back(targetInfo.targetGUID); // Always hits
// Reset m_needAliveTargetMask for non channeled spell
if (!m_spellInfo->IsChanneled())
m_channelTargetEffectMask = 0;
}
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()->GetInventoryType();
if (ammoInventoryType == INVTYPE_THROWN)
ammoDisplayID = pItem->GetDisplayId(m_caster->ToPlayer());
else if (m_caster->HasAura(46699)) // Requires No Ammo
{
ammoDisplayID = 5996; // normal arrow
ammoInventoryType = INVTYPE_AMMO;
}
}
}
else
{
for (uint8 i = 0; i < 3; ++i)
{
if (uint32 item_id = m_caster->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 = sDB2Manager.GetItemDisplayId(item_id, m_caster->GetVirtualItemAppearanceMod(i));
ammoInventoryType = itemEntry->InventoryType;
break;
case ITEM_SUBCLASS_WEAPON_BOW:
case ITEM_SUBCLASS_WEAPON_CROSSBOW:
ammoDisplayID = 5996; // is this need fixing?
ammoInventoryType = INVTYPE_AMMO;
break;
case ITEM_SUBCLASS_WEAPON_GUN:
ammoDisplayID = 5998; // is this need fixing?
ammoInventoryType = INVTYPE_AMMO;
break;
}
if (ammoDisplayID)
break;
}
}
}
}
}
ammo.DisplayID = ammoDisplayID;
ammo.InventoryType = ammoInventoryType;
}
void Spell::SendSpellExecuteLog()
{
WorldPackets::CombatLog::SpellExecuteLog spellExecuteLog;
spellExecuteLog.Caster = m_caster->GetGUID();
spellExecuteLog.SpellID = m_spellInfo->Id;
for (SpellEffectInfo const* effect : m_spellInfo->GetEffects())
{
if (!effect)
continue;
if (_powerDrainTargets[effect->EffectIndex].empty() && _extraAttacksTargets[effect->EffectIndex].empty() &&
_durabilityDamageTargets[effect->EffectIndex].empty() && _genericVictimTargets[effect->EffectIndex].empty() &&
_tradeSkillTargets[effect->EffectIndex].empty() && _feedPetTargets[effect->EffectIndex].empty())
continue;
spellExecuteLog.Effects.emplace_back();
WorldPackets::CombatLog::SpellExecuteLog::SpellLogEffect& spellLogEffect = spellExecuteLog.Effects.back();
spellLogEffect.Effect = effect->Effect;
spellLogEffect.PowerDrainTargets = std::move(_powerDrainTargets[effect->EffectIndex]);
spellLogEffect.ExtraAttacksTargets = std::move(_extraAttacksTargets[effect->EffectIndex]);
spellLogEffect.DurabilityDamageTargets = std::move(_durabilityDamageTargets[effect->EffectIndex]);
spellLogEffect.GenericVictimTargets = std::move(_genericVictimTargets[effect->EffectIndex]);
spellLogEffect.TradeSkillTargets = std::move(_tradeSkillTargets[effect->EffectIndex]);
spellLogEffect.FeedPetTargets = std::move(_feedPetTargets[effect->EffectIndex]);
}
if (!spellExecuteLog.Effects.empty())
m_caster->SendCombatLogMessage(&spellExecuteLog);
}
void Spell::ExecuteLogEffectTakeTargetPower(uint8 effIndex, Unit* target, uint32 powerType, uint32 points, float amplitude)
{
SpellLogEffectPowerDrainParams spellLogEffectPowerDrainParams;
spellLogEffectPowerDrainParams.Victim = target->GetGUID();
spellLogEffectPowerDrainParams.Points = points;
spellLogEffectPowerDrainParams.PowerType = powerType;
spellLogEffectPowerDrainParams.Amplitude = amplitude;
_powerDrainTargets[effIndex].push_back(spellLogEffectPowerDrainParams);
}
void Spell::ExecuteLogEffectExtraAttacks(uint8 effIndex, Unit* victim, uint32 numAttacks)
{
SpellLogEffectExtraAttacksParams spellLogEffectExtraAttacksParams;
spellLogEffectExtraAttacksParams.Victim = victim->GetGUID();
spellLogEffectExtraAttacksParams.NumAttacks = numAttacks;
_extraAttacksTargets[effIndex].push_back(spellLogEffectExtraAttacksParams);
}
void Spell::ExecuteLogEffectInterruptCast(uint8 /*effIndex*/, Unit* victim, uint32 spellId)
{
WorldPackets::CombatLog::SpellInterruptLog data;
data.Caster = m_caster->GetGUID();
data.Victim = victim->GetGUID();
data.InterruptedSpellID = m_spellInfo->Id;
data.SpellID = spellId;
m_caster->SendMessageToSet(data.Write(), true);
}
void Spell::ExecuteLogEffectDurabilityDamage(uint8 effIndex, Unit* victim, int32 itemId, int32 amount)
{
SpellLogEffectDurabilityDamageParams spellLogEffectDurabilityDamageParams;
spellLogEffectDurabilityDamageParams.Victim = victim->GetGUID();
spellLogEffectDurabilityDamageParams.ItemID = itemId;
spellLogEffectDurabilityDamageParams.Amount = amount;
_durabilityDamageTargets[effIndex].push_back(spellLogEffectDurabilityDamageParams);
}
void Spell::ExecuteLogEffectOpenLock(uint8 effIndex, Object* obj)
{
SpellLogEffectGenericVictimParams spellLogEffectGenericVictimParams;
spellLogEffectGenericVictimParams.Victim = obj->GetGUID();
_genericVictimTargets[effIndex].push_back(spellLogEffectGenericVictimParams);
}
void Spell::ExecuteLogEffectCreateItem(uint8 effIndex, uint32 entry)
{
SpellLogEffectTradeSkillItemParams spellLogEffectTradeSkillItemParams;
spellLogEffectTradeSkillItemParams.ItemID = entry;
_tradeSkillTargets[effIndex].push_back(spellLogEffectTradeSkillItemParams);
}
void Spell::ExecuteLogEffectDestroyItem(uint8 effIndex, uint32 entry)
{
SpellLogEffectFeedPetParams spellLogEffectFeedPetParams;
spellLogEffectFeedPetParams.ItemID = entry;
_feedPetTargets[effIndex].push_back(spellLogEffectFeedPetParams);
}
void Spell::ExecuteLogEffectSummonObject(uint8 effIndex, WorldObject* obj)
{
SpellLogEffectGenericVictimParams spellLogEffectGenericVictimParams;
spellLogEffectGenericVictimParams.Victim = obj->GetGUID();
_genericVictimTargets[effIndex].push_back(spellLogEffectGenericVictimParams);
}
void Spell::ExecuteLogEffectUnsummonObject(uint8 effIndex, WorldObject* obj)
{
SpellLogEffectGenericVictimParams spellLogEffectGenericVictimParams;
spellLogEffectGenericVictimParams.Victim = obj->GetGUID();
_genericVictimTargets[effIndex].push_back(spellLogEffectGenericVictimParams);
}
void Spell::ExecuteLogEffectResurrect(uint8 effect, Unit* target)
{
SpellLogEffectGenericVictimParams spellLogEffectGenericVictimParams;
spellLogEffectGenericVictimParams.Victim = target->GetGUID();
_genericVictimTargets[effect].push_back(spellLogEffectGenericVictimParams);
}
void Spell::SendInterrupted(uint8 result)
{
WorldPackets::Spells::SpellFailure failurePacket;
failurePacket.CasterUnit = m_caster->GetGUID();
failurePacket.CastID = m_castId;
failurePacket.SpellID = m_spellInfo->Id;
failurePacket.Visual = m_SpellVisual;
failurePacket.Reason = result;
m_caster->SendMessageToSet(failurePacket.Write(), true);
WorldPackets::Spells::SpellFailedOther failedPacket;
failedPacket.CasterUnit = m_caster->GetGUID();
failedPacket.CastID = m_castId;
failedPacket.SpellID = m_spellInfo->Id;
failedPacket.Visual = m_SpellVisual;
failedPacket.Reason = result;
m_caster->SendMessageToSet(failedPacket.Write(), true);
}
void Spell::SendChannelUpdate(uint32 time)
{
if (time == 0)
{
m_caster->ClearChannelObjects();
m_caster->SetChannelSpellId(0);
m_caster->SetChannelVisual({});
}
WorldPackets::Spells::SpellChannelUpdate spellChannelUpdate;
spellChannelUpdate.CasterGUID = m_caster->GetGUID();
spellChannelUpdate.TimeRemaining = time;
m_caster->SendMessageToSet(spellChannelUpdate.Write(), true);
}
void Spell::SendChannelStart(uint32 duration)
{
WorldPackets::Spells::SpellChannelStart spellChannelStart;
spellChannelStart.CasterGUID = m_caster->GetGUID();
spellChannelStart.SpellID = m_spellInfo->Id;
spellChannelStart.Visual = m_SpellVisual;
spellChannelStart.ChannelDuration = duration;
m_caster->SendMessageToSet(spellChannelStart.Write(), true);
uint32 schoolImmunityMask = m_caster->GetSchoolImmunityMask();
uint32 mechanicImmunityMask = m_caster->GetMechanicImmunityMask();
if (schoolImmunityMask || mechanicImmunityMask)
{
spellChannelStart.InterruptImmunities = boost::in_place();
spellChannelStart.InterruptImmunities->SchoolImmunities = schoolImmunityMask;
spellChannelStart.InterruptImmunities->Immunities = mechanicImmunityMask;
}
m_timer = duration;
uint32 channelAuraMask = 0;
uint32 explicitTargetEffectMask = 0xFFFFFFFF;
// if there is an explicit target, only add channel objects from effects that also hit ut
if (!m_targets.GetUnitTargetGUID().IsEmpty())
{
auto explicitTargetItr = std::find_if(m_UniqueTargetInfo.begin(), m_UniqueTargetInfo.end(), [&](TargetInfo const& target)
{
return target.targetGUID == m_targets.GetUnitTargetGUID();
});
if (explicitTargetItr != m_UniqueTargetInfo.end())
explicitTargetEffectMask = explicitTargetItr->effectMask;
}
for (SpellEffectInfo const* effect : m_spellInfo->GetEffects())
if (effect && effect->Effect == SPELL_EFFECT_APPLY_AURA && (explicitTargetEffectMask & (1u << effect->EffectIndex)))
channelAuraMask |= 1 << effect->EffectIndex;
for (TargetInfo const& target : m_UniqueTargetInfo)
{
if (target.effectMask & channelAuraMask)
m_caster->AddChannelObject(target.targetGUID);
if (m_UniqueTargetInfo.size() == 1 && m_UniqueGOTargetInfo.empty())
if(target.targetGUID != m_caster->GetGUID())
if (Creature* creatureCaster = m_caster->ToCreature())
if (!creatureCaster->IsFocusing(this))
creatureCaster->FocusTarget(this, ObjectAccessor::GetWorldObject(*creatureCaster, target.targetGUID));
}
for (GOTargetInfo const& target : m_UniqueGOTargetInfo)
if (target.effectMask & channelAuraMask)
m_caster->AddChannelObject(target.targetGUID);
m_caster->SetChannelSpellId(m_spellInfo->Id);
m_caster->SetChannelVisual(m_SpellVisual);
}
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 const sentName(m_caster->GetTypeId() == TYPEID_PLAYER
? "" : m_caster->GetNameForLocaleIdx(target->GetSession()->GetSessionDbLocaleIndex()));
WorldPackets::Spells::ResurrectRequest resurrectRequest;
resurrectRequest.ResurrectOffererGUID = m_caster->GetGUID();
resurrectRequest.ResurrectOffererVirtualRealmAddress = GetVirtualRealmAddress();
resurrectRequest.Name = sentName;
resurrectRequest.Sickness = m_caster->GetTypeId() != TYPEID_PLAYER && m_caster->IsSpiritHealer(); // "you'll be afflicted with resurrection sickness"
resurrectRequest.UseTimer = !m_spellInfo->HasAttribute(SPELL_ATTR3_IGNORE_RESURRECTION_TIMER);
if (Pet* pet = target->GetPet())
if (CharmInfo* charmInfo = pet->GetCharmInfo())
resurrectRequest.PetNumber = charmInfo->GetPetNumber();
resurrectRequest.SpellID = m_spellInfo->Id;
target->SendDirectMessage(resurrectRequest.Write());
}
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 %s", m_CastItem->GetGUID().ToString().c_str());
return;
}
bool expendable = false;
bool withoutCharges = false;
for (ItemEffectEntry const* itemEffect : m_CastItem->GetEffects())
{
if (itemEffect->LegacySlotIndex >= m_CastItem->m_itemData->SpellCharges.size())
continue;
// item has limited charges
if (itemEffect->Charges)
{
if (itemEffect->Charges < 0)
expendable = true;
int32 charges = m_CastItem->GetSpellCharges(itemEffect->LegacySlotIndex);
// item has charges left
if (charges)
{
(charges > 0) ? --charges : ++charges; // abs(charges) less at 1 after use
if (proto->GetMaxStackSize() == 1)
m_CastItem->SetSpellCharges(itemEffect->LegacySlotIndex, 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()
{
if (m_CastItem || m_triggeredByAuraSpell)
return;
//Don't take power if the spell is cast while .cheat power is enabled.
if (m_caster->GetTypeId() == TYPEID_PLAYER)
{
if (m_caster->ToPlayer()->GetCommandStatus(CHEAT_POWER))
return;
}
for (SpellPowerCost& cost : m_powerCost)
{
Powers powerType = Powers(cost.Power);
bool hit = true;
if (m_caster->GetTypeId() == TYPEID_PLAYER)
{
if (powerType == POWER_RAGE || powerType == POWER_ENERGY || powerType == POWER_RUNES)
{
ObjectGuid targetGUID = m_targets.GetUnitTargetGUID();
if (!targetGUID.IsEmpty())
{
for (std::vector::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
{
if (ihit->targetGUID == targetGUID)
{
if (ihit->missCondition != SPELL_MISS_NONE)
{
hit = false;
//lower spell cost on fail (by talent aura)
if (Player* modOwner = m_caster->ToPlayer()->GetSpellModOwner())
modOwner->ApplySpellMod(m_spellInfo, SpellModOp::PowerCostOnMiss, cost.Amount);
}
break;
}
}
}
}
}
if (powerType == POWER_RUNES)
{
TakeRunePower(hit);
continue;
}
if (!cost.Amount)
continue;
// health as power used
if (powerType == POWER_HEALTH)
{
m_caster->ModifyHealth(-cost.Amount);
continue;
}
if (powerType >= MAX_POWERS)
{
TC_LOG_ERROR("spells", "Spell::TakePower: Unknown power type '%d'", powerType);
continue;
}
m_caster->ModifyPower(powerType, -cost.Amount);
}
}
SpellCastResult Spell::CheckRuneCost() const
{
int32 runeCost = std::accumulate(m_powerCost.begin(), m_powerCost.end(), 0, [](int32 totalCost, SpellPowerCost const& cost)
{
return totalCost + (cost.Power == POWER_RUNES ? cost.Amount : 0);
});
if (!runeCost)
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;
int32 readyRunes = 0;
for (int32 i = 0; i < player->GetMaxPower(POWER_RUNES); ++i)
if (player->GetRuneCooldown(i) == 0)
++readyRunes;
if (readyRunes < runeCost)
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->getClass() != CLASS_DEATH_KNIGHT)
return;
Player* player = m_caster->ToPlayer();
m_runesState = player->GetRunesState(); // store previous state
int32 runeCost = std::accumulate(m_powerCost.begin(), m_powerCost.end(), 0, [](int32 totalCost, SpellPowerCost const& cost)
{
return totalCost + (cost.Power == POWER_RUNES ? cost.Amount : 0);
});
for (int32 i = 0; i < player->GetMaxPower(POWER_RUNES); ++i)
{
if (!player->GetRuneCooldown(i) && runeCost > 0)
{
player->SetRuneCooldown(i, didHit ? player->GetRuneBaseCooldown() : uint32(RUNE_MISS_COOLDOWN));
--runeCost;
}
}
}
void Spell::TakeReagents()
{
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return;
// do not take reagents for these item casts
if (m_CastItem && m_CastItem->GetTemplate()->GetFlags() & 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 (m_CastItem && m_CastItem->GetEntry() == itemid)
{
for (ItemEffectEntry const* itemEffect : m_CastItem->GetEffects())
{
if (itemEffect->LegacySlotIndex >= m_CastItem->m_itemData->SpellCharges.size())
continue;
// CastItem will be used up and does not count as reagent
int32 charges = m_CastItem->GetSpellCharges(itemEffect->LegacySlotIndex);
if (itemEffect->Charges < 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()
{
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 * m_caster->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 (std::vector::iterator 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(*m_caster, 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(m_caster, threatToAdd, m_spellInfo);
// for negative spells threat gets distributed among affected targets
else
{
if (!target->CanHaveThreatList())
continue;
target->GetThreatManager().AddThreat(m_caster, threatToAdd, m_spellInfo, true);
}
}
TC_LOG_DEBUG("spells", "Spell %u, added an additional %f threat for %s %u target(s)", m_spellInfo->Id, threat, IsPositive() ? "assisting" : "harming", uint32(m_UniqueTargetInfo.size()));
}
void Spell::HandleEffects(Unit* pUnitTarget, Item* pItemTarget, GameObject* pGOTarget, uint32 i, SpellEffectHandleMode mode)
{
effectHandleMode = mode;
unitTarget = pUnitTarget;
itemTarget = pItemTarget;
gameObjTarget = pGOTarget;
destTarget = &m_destTargets[i]._position;
effectInfo = m_spellInfo->GetEffect(i);
if (!effectInfo)
{
TC_LOG_ERROR("spells", "Spell: %u HandleEffects at EffectIndex: %u missing effect", m_spellInfo->Id, i);
return;
}
uint32 eff = effectInfo->Effect;
TC_LOG_DEBUG("spells", "Spell: %u Effect: %u", m_spellInfo->Id, eff);
damage = CalculateDamage(i, unitTarget, &variance);
bool preventDefault = CallScriptEffectHandlers((SpellEffIndex)i, mode);
if (!preventDefault && eff < TOTAL_SPELL_EFFECTS)
{
(this->*SpellEffects[eff].Value)((SpellEffIndex)i);
}
}
/*static*/ Spell const* Spell::ExtractSpellFromEvent(BasicEvent* event)
{
if (SpellEvent* spellEvent = dynamic_cast(event))
return spellEvent->GetSpell();
return nullptr;
}
SpellCastResult Spell::CheckCast(bool strict, uint32* param1 /*= nullptr*/, uint32* param2 /*= nullptr*/)
{
// check death state
if (!m_caster->IsAlive() && !m_spellInfo->IsPassive() && !(m_spellInfo->HasAttribute(SPELL_ATTR0_CASTABLE_WHILE_DEAD) || (IsTriggered() && !m_triggeredByAuraSpell)))
return SPELL_FAILED_CASTER_DEAD;
// 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))
{
// These two auras check SpellFamilyName defined by db2 class data instead of current spell SpellFamilyName
if (m_caster->HasAuraType(SPELL_AURA_DISABLE_CASTING_EXCEPT_ABILITIES)
&& !m_spellInfo->HasAttribute(SPELL_ATTR0_REQ_AMMO)
&& !m_spellInfo->HasEffect(SPELL_EFFECT_ATTACK)
&& !m_spellInfo->HasAttribute(SPELL_ATTR12_IGNORE_CASTING_DISABLED)
&& !m_caster->HasAuraTypeWithFamilyFlags(SPELL_AURA_DISABLE_CASTING_EXCEPT_ABILITIES, sChrClassesStore.AssertEntry(m_caster->getClass())->SpellClassSet, m_spellInfo->SpellFamilyFlags))
return SPELL_FAILED_CANT_DO_THAT_RIGHT_NOW;
if (m_caster->HasAuraType(SPELL_AURA_DISABLE_ATTACKING_EXCEPT_ABILITIES))
{
if (!m_caster->HasAuraTypeWithFamilyFlags(SPELL_AURA_DISABLE_ATTACKING_EXCEPT_ABILITIES, sChrClassesStore.AssertEntry(m_caster->getClass())->SpellClassSet, m_spellInfo->SpellFamilyFlags))
{
if (m_spellInfo->HasAttribute(SPELL_ATTR0_REQ_AMMO)
|| m_spellInfo->IsNextMeleeSwingSpell()
|| m_spellInfo->HasAttribute(SPELL_ATTR1_MELEE_COMBAT_START)
|| m_spellInfo->HasAttribute(SPELL_ATTR2_UNK20)
|| m_spellInfo->HasEffect(SPELL_EFFECT_ATTACK)
|| m_spellInfo->HasEffect(SPELL_EFFECT_NORMALIZED_WEAPON_DMG)
|| m_spellInfo->HasEffect(SPELL_EFFECT_WEAPON_DAMAGE_NOSCHOOL)
|| m_spellInfo->HasEffect(SPELL_EFFECT_WEAPON_PERCENT_DAMAGE)
|| m_spellInfo->HasEffect(SPELL_EFFECT_WEAPON_DAMAGE))
return SPELL_FAILED_CANT_DO_THAT_RIGHT_NOW;
}
}
}
// 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->GetSpellHistory()->IsReady(m_spellInfo, m_castItemEntry, IsIgnoringCooldowns()))
{
if (m_triggeredByAuraSpell)
return SPELL_FAILED_DONT_REPORT;
else
return SPELL_FAILED_NOT_READY;
}
}
if (m_spellInfo->HasAttribute(SPELL_ATTR7_IS_CHEAT_SPELL) && !m_caster->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;
}
// 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 = m_caster->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(m_caster->GetShapeshiftForm());
if (shapeError != SPELL_CAST_OK)
return shapeError;
if ((m_spellInfo->HasAttribute(SPELL_ATTR0_ONLY_STEALTHED)) && !(m_caster->HasStealthAura()))
return SPELL_FAILED_ONLY_STEALTHED;
}
}
bool reqCombat = true;
Unit::AuraEffectList const& stateAuras = m_caster->GetAuraEffectsByType(SPELL_AURA_ABILITY_IGNORE_AURASTATE);
for (Unit::AuraEffectList::const_iterator j = stateAuras.begin(); j != stateAuras.end(); ++j)
{
if ((*j)->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 && !m_caster->HasAuraState(AuraStateType(m_spellInfo->CasterAuraState), m_spellInfo, m_caster))
return SPELL_FAILED_CASTER_AURASTATE;
if (m_spellInfo->ExcludeCasterAuraState && m_caster->HasAuraState(AuraStateType(m_spellInfo->ExcludeCasterAuraState), m_spellInfo, m_caster))
return SPELL_FAILED_CASTER_AURASTATE;
// Note: spell 62473 requres casterAuraSpell = triggering spell
if (m_spellInfo->CasterAuraSpell && !m_caster->HasAura(m_spellInfo->CasterAuraSpell))
return SPELL_FAILED_CASTER_AURASTATE;
if (m_spellInfo->ExcludeCasterAuraSpell && m_caster->HasAura(m_spellInfo->ExcludeCasterAuraSpell))
return SPELL_FAILED_CASTER_AURASTATE;
if (reqCombat && m_caster->IsInCombat() && !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)
// Do not cancel spells which are affected by a SPELL_AURA_CAST_WHILE_WALKING effect
if (m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->ToPlayer()->isMoving() && (!m_caster->IsCharmed() || !m_caster->GetCharmerGUID().IsCreature()) && !m_caster->HasAuraTypeWithAffectMask(SPELL_AURA_CAST_WHILE_WALKING, m_spellInfo))
{
// skip stuck spell to allow use it in falling case and apply spell limitations at movement
SpellEffectInfo const* effect = m_spellInfo->GetEffect(EFFECT_0);
if ((!m_caster->HasUnitMovementFlag(MOVEMENTFLAG_FALLING_FAR) || (effect && effect->Effect != SPELL_EFFECT_STUCK)) &&
(IsAutoRepeat() || m_spellInfo->HasAuraInterruptFlag(SpellAuraInterruptFlags::Standing)))
return SPELL_FAILED_MOVING;
}
// Check vehicle flags
if (!(_triggeredCastFlags & TRIGGERED_IGNORE_CASTER_MOUNTED_OR_ON_VEHICLE))
{
SpellCastResult vehicleCheck = m_spellInfo->CheckVehicle(m_caster);
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
Unit* caster = m_caster;
if (m_originalCaster && m_caster->GetEntry() != WORLD_TRIGGER) // Do a simplified check for gameobject casts
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->GetEntry() == WORLD_TRIGGER); // skip stealth checks for GO casts
if (castResult != SPELL_CAST_OK)
return castResult;
// If it's not a melee spell, check if vision is obscured by SPELL_AURA_INTERFERE_TARGETTING
if (m_spellInfo->DmgClass != SPELL_DAMAGE_CLASS_MELEE)
{
for (auto const& itr : m_caster->GetAuraEffectsByType(SPELL_AURA_INTERFERE_TARGETTING))
if (!m_caster->IsFriendlyTo(itr->GetCaster()) && !target->HasAura(itr->GetId(), itr->GetCasterGUID()))
return SPELL_FAILED_VISION_OBSCURED;
for (auto const& itr : target->GetAuraEffectsByType(SPELL_AURA_INTERFERE_TARGETTING))
if (!m_caster->IsFriendlyTo(itr->GetCaster()) && (!target->HasAura(itr->GetId(), itr->GetCasterGUID()) || !m_caster->HasAura(itr->GetId(), itr->GetCasterGUID())))
return SPELL_FAILED_VISION_OBSCURED;
}
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;
if (m_caster->GetEntry() != WORLD_TRIGGER) // Ignore LOS for gameobjects casts (wrongly cast by a trigger)
{
WorldObject* losTarget = m_caster;
if (IsTriggered() && m_triggeredByAuraSpell)
if (DynamicObject* dynObj = m_caster->GetDynObject(m_triggeredByAuraSpell->Id))
losTarget = dynObj;
if (!m_spellInfo->HasAttribute(SPELL_ATTR2_CAN_TARGET_NOT_IN_LOS) && !m_spellInfo->HasAttribute(SPELL_ATTR5_ALWAYS_AOE_LINE_OF_SIGHT) && !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_ALWAYS_AOE_LINE_OF_SIGHT) && !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
for (SpellEffectInfo const* effect : m_spellInfo->GetEffects())
{
if (effect && effect->TargetA.GetTarget() == TARGET_UNIT_PET)
{
if (!m_caster->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 or rated battlegrounds
if (Player* player = m_caster->ToPlayer())
if (player->InArena()/* || player->InRatedBattleGround() NYI*/)
{
SpellCastResult castResult = CheckArenaAndRatedBattlegroundCastRules();
if (castResult != SPELL_CAST_OK)
return castResult;
}
// zone check
if (m_caster->GetTypeId() == TYPEID_UNIT || !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 (m_caster->IsMounted() && m_caster->GetTypeId() == TYPEID_PLAYER && !(_triggeredCastFlags & TRIGGERED_IGNORE_CASTER_MOUNTED_OR_ON_VEHICLE) &&
!m_spellInfo->IsPassive() && !m_spellInfo->HasAttribute(SPELL_ATTR0_CASTABLE_WHILE_MOUNTED))
{
if (m_caster->IsInFlight())
return SPELL_FAILED_NOT_ON_TAXI;
else
return SPELL_FAILED_NOT_MOUNTED;
}
// check spell focus object
if (m_spellInfo->RequiresSpellFocus)
{
if (!m_caster->HasAuraTypeWithMiscvalue(SPELL_AURA_PROVIDE_SPELL_FOCUS, m_spellInfo->RequiresSpellFocus))
{
focusObject = SearchSpellFocus();
if (!focusObject)
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;
for (SpellEffectInfo const* effect : m_spellInfo->GetEffects())
{
if (!effect)
continue;
// for effects of spells that have only one target
switch (effect->Effect)
{
case SPELL_EFFECT_DUMMY:
{
if (m_spellInfo->Id == 19938) // Awaken Peon
{
Unit* unit = m_targets.GetUnitTarget();
if (!unit || !unit->HasAura(17743))
return SPELL_FAILED_BAD_TARGETS;
}
else if (m_spellInfo->Id == 31789) // Righteous Defense
{
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return SPELL_FAILED_DONT_REPORT;
Unit* target = m_targets.GetUnitTarget();
if (!target || !target->IsFriendlyTo(m_caster) || target->getAttackers().empty())
return SPELL_FAILED_BAD_TARGETS;
}
break;
}
case SPELL_EFFECT_LEARN_SPELL:
{
if (effect->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(effect->TriggerSpell, DIFFICULTY_NONE);
if (!learn_spellproto)
return SPELL_FAILED_NOT_KNOWN;
if (m_spellInfo->SpellLevel > pet->getLevel())
return SPELL_FAILED_LOWLEVEL;
break;
}
case SPELL_EFFECT_UNLOCK_GUILD_VAULT_TAB:
{
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return SPELL_FAILED_BAD_TARGETS;
if (Guild* guild = m_caster->ToPlayer()->GetGuild())
if (guild->GetLeaderGUID() != m_caster->ToPlayer()->GetGUID())
return SPELL_FAILED_CANT_DO_THAT_RIGHT_NOW;
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(effect->TriggerSpell, DIFFICULTY_NONE);
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_GLYPH_NO_SPEC;
Player* caster = m_caster->ToPlayer();
if (!caster->HasSpell(m_misc.SpellId))
return SPELL_FAILED_NOT_KNOWN;
if (uint32 glyphId = effect->MiscValue)
{
GlyphPropertiesEntry const* glyphProperties = sGlyphPropertiesStore.LookupEntry(glyphId);
if (!glyphProperties)
return SPELL_FAILED_INVALID_GLYPH;
std::vector const* glyphBindableSpells = sDB2Manager.GetGlyphBindableSpells(glyphId);
if (!glyphBindableSpells)
return SPELL_FAILED_INVALID_GLYPH;
if (std::find(glyphBindableSpells->begin(), glyphBindableSpells->end(), m_misc.SpellId) == glyphBindableSpells->end())
return SPELL_FAILED_INVALID_GLYPH;
if (std::vector const* glyphRequiredSpecs = sDB2Manager.GetGlyphRequiredSpecs(glyphId))
{
if (!caster->GetPrimarySpecialization())
return SPELL_FAILED_GLYPH_NO_SPEC;
if (std::find(glyphRequiredSpecs->begin(), glyphRequiredSpecs->end(), caster->GetPrimarySpecialization()) == glyphRequiredSpecs->end())
return SPELL_FAILED_GLYPH_INVALID_SPEC;
}
uint32 replacedGlyph = 0;
for (uint32 activeGlyphId : caster->GetGlyphs(caster->GetActiveTalentGroup()))
{
if (std::vector const* activeGlyphBindableSpells = sDB2Manager.GetGlyphBindableSpells(activeGlyphId))
{
if (std::find(activeGlyphBindableSpells->begin(), activeGlyphBindableSpells->end(), m_misc.SpellId) != activeGlyphBindableSpells->end())
{
replacedGlyph = activeGlyphId;
break;
}
}
}
for (uint32 activeGlyphId : caster->GetGlyphs(caster->GetActiveTalentGroup()))
{
if (activeGlyphId == replacedGlyph)
continue;
if (activeGlyphId == glyphId)
return SPELL_FAILED_UNIQUE_GLYPH;
if (sGlyphPropertiesStore.AssertEntry(activeGlyphId)->GlyphExclusiveCategoryID == glyphProperties->GlyphExclusiveCategoryID)
return SPELL_FAILED_GLYPH_EXCLUSIVE_CATEGORY;
}
}
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 (foodItem->GetTemplate()->GetBaseItemLevel() + 30 <= pet->getLevel())
return SPELL_FAILED_FOOD_LOWLEVEL;
if (m_caster->IsInCombat() || pet->IsInCombat())
return SPELL_FAILED_AFFECTING_COMBAT;
break;
}
case SPELL_EFFECT_CHARGE:
{
if (!(_triggeredCastFlags & TRIGGERED_IGNORE_CASTER_AURAS) && m_caster->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(m_caster)) //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, m_caster, this) * 1.5f + objSize; // can't be overly strict
m_preGeneratedPath = std::make_unique(m_caster);
m_preGeneratedPath->SetPathLengthLimit(range);
// first try with raycast, if it fails fall back to normal path
float targetObjectSize = std::min(target->GetCombatReach(), 4.0f);
bool result = m_preGeneratedPath->CalculatePath(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ() + targetObjectSize, false, true);
if (m_preGeneratedPath->GetPathType() & PATHFIND_SHORT)
return SPELL_FAILED_OUT_OF_RANGE;
else if (!result || m_preGeneratedPath->GetPathType() & (PATHFIND_NOPATH | PATHFIND_INCOMPLETE))
{
result = m_preGeneratedPath->CalculatePath(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ() + targetObjectSize, false, false);
if (m_preGeneratedPath->GetPathType() & PATHFIND_SHORT)
return SPELL_FAILED_OUT_OF_RANGE;
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;
}
else if (m_preGeneratedPath->IsInvalidDestinationZ(target)) // Check position z, if in a straight line
return SPELL_FAILED_NOPATH;
m_preGeneratedPath->ReducePathLenghtByDist(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()->GetLevelForTarget(m_caster);
int32 ReqValue = (skillValue < 100 ? (TargetLevel-10) * 10 : TargetLevel * 5);
if (ReqValue > skillValue)
return SPELL_FAILED_LOW_CASTLEVEL;
break;
}
case SPELL_EFFECT_OPEN_LOCK:
{
if (effect->TargetA.GetTarget() != TARGET_GAMEOBJECT_TARGET &&
effect->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
|| (effect->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(TRADE_SLOT_NONTRADED);
}
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 (effect->TargetA.GetTarget() == TARGET_GAMEOBJECT_ITEM_TARGET &&
!m_targets.GetGOTarget() &&
(!pTempItem || !pTempItem->GetTemplate()->GetLockID() || !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()->GetLockID();
SkillType skillId = SKILL_NONE;
int32 reqSkillValue = 0;
int32 skillValue = 0;
// check lock compatibility
SpellCastResult res = CanOpenLock(effect->EffectIndex, lockId, skillId, reqSkillValue, skillValue);
if (res != SPELL_CAST_OK)
return res;
break;
}
case SPELL_EFFECT_RESURRECT_PET:
{
Creature* pet = m_caster->GetGuardianPet();
if (pet && pet->IsAlive())
return SPELL_FAILED_ALREADY_HAVE_SUMMON;
break;
}
// This is generic summon effect
case SPELL_EFFECT_SUMMON:
{
SummonPropertiesEntry const* SummonProperties = sSummonPropertiesStore.LookupEntry(effect->MiscValueB);
if (!SummonProperties)
break;
switch (SummonProperties->Control)
{
case SUMMON_CATEGORY_PET:
if (!m_spellInfo->HasAttribute(SPELL_ATTR1_DISMISS_PET) && !m_caster->GetPetGUID().IsEmpty())
return SPELL_FAILED_ALREADY_HAVE_SUMMON;
/* fallthrough */
// intentional, check both GetPetGUID() and GetCharmGUID for SUMMON_CATEGORY_PET
case SUMMON_CATEGORY_PUPPET:
if (!m_caster->GetCharmGUID().IsEmpty())
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().IsEmpty())
return SPELL_FAILED_ALREADY_HAVE_SUMMON;
}
break;
}
case SPELL_EFFECT_SUMMON_PET:
{
if (!m_caster->GetPetGUID().IsEmpty()) //let warlock do a replacement summon
{
if (m_caster->GetTypeId() == TYPEID_PLAYER)
{
if (strict) //starting cast, trigger pet stun (cast by pet so it doesn't attack player)
if (Pet* pet = m_caster->ToPlayer()->GetPet())
pet->CastSpell(pet, 32752, pet->GetGUID());
}
else if (!m_spellInfo->HasAttribute(SPELL_ATTR1_DISMISS_PET))
return SPELL_FAILED_ALREADY_HAVE_SUMMON;
}
if (!m_caster->GetCharmGUID().IsEmpty())
return SPELL_FAILED_ALREADY_HAVE_CHARM;
break;
}
case SPELL_EFFECT_SUMMON_PLAYER:
{
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return SPELL_FAILED_BAD_TARGETS;
if (!m_caster->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()->GetDifficultyID();
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;
if (!target->Satisfy(sObjectMgr->GetAccessRequirement(mapId, difficulty), mapId))
return SPELL_FAILED_BAD_TARGETS;
}
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;
break;
}
case SPELL_EFFECT_LEAP_BACK:
{
if (m_caster->HasUnitState(UNIT_STATE_ROOT))
{
if (m_caster->GetTypeId() == TYPEID_PLAYER)
return SPELL_FAILED_ROOTED;
else
return SPELL_FAILED_DONT_REPORT;
}
break;
}
case SPELL_EFFECT_JUMP:
case SPELL_EFFECT_JUMP_DEST:
{
if (m_caster->HasUnitState(UNIT_STATE_ROOT))
return SPELL_FAILED_ROOTED;
break;
}
case SPELL_EFFECT_TALENT_SPEC_SELECT:
{
ChrSpecializationEntry const* spec = sChrSpecializationStore.LookupEntry(m_misc.SpecializationId);
Player* player = m_caster->ToPlayer();
if (!player)
return SPELL_FAILED_TARGET_NOT_PLAYER;
if (!spec || (spec->ClassID != m_caster->getClass() && !spec->IsPetSpecialization()))
return SPELL_FAILED_NO_SPEC;
if (spec->IsPetSpecialization())
{
Pet* pet = player->GetPet();
if (!pet || pet->getPetType() != HUNTER_PET || !pet->GetCharmInfo())
return SPELL_FAILED_NO_PET;
}
// can't change during already started arena/battleground
if (Battleground const* bg = player->GetBattleground())
if (bg->GetStatus() == STATUS_IN_PROGRESS)
return SPELL_FAILED_NOT_IN_BATTLEGROUND;
break;
}
case SPELL_EFFECT_REMOVE_TALENT:
{
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return SPELL_FAILED_BAD_TARGETS;
TalentEntry const* talent = sTalentStore.LookupEntry(m_misc.TalentId);
if (!talent)
return SPELL_FAILED_DONT_REPORT;
if (m_caster->GetSpellHistory()->HasCooldown(talent->SpellID))
{
if (param1)
*param1 = talent->SpellID;
return SPELL_FAILED_CANT_UNTALENT;
}
break;
}
case SPELL_EFFECT_GIVE_ARTIFACT_POWER:
case SPELL_EFFECT_GIVE_ARTIFACT_POWER_NO_BONUS:
{
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return SPELL_FAILED_BAD_TARGETS;
Aura* artifactAura = m_caster->GetAura(ARTIFACTS_ALL_WEAPONS_GENERAL_WEAPON_EQUIPPED_PASSIVE);
if (!artifactAura)
return SPELL_FAILED_NO_ARTIFACT_EQUIPPED;
Item* artifact = m_caster->ToPlayer()->GetItemByGuid(artifactAura->GetCastItemGUID());
if (!artifact)
return SPELL_FAILED_NO_ARTIFACT_EQUIPPED;
if (effect->Effect == SPELL_EFFECT_GIVE_ARTIFACT_POWER)
{
ArtifactEntry const* artifactEntry = sArtifactStore.LookupEntry(artifact->GetTemplate()->GetArtifactID());
if (!artifactEntry || artifactEntry->ArtifactCategoryID != effect->MiscValue)
return SPELL_FAILED_WRONG_ARTIFACT_EQUIPPED;
}
break;
}
default:
break;
}
}
for (SpellEffectInfo const* effect : m_spellInfo->GetEffects())
{
if (!effect)
continue;
switch (effect->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().IsEmpty())
return SPELL_FAILED_CHARMED;
break;
}
case SPELL_AURA_MOD_POSSESS:
case SPELL_AURA_MOD_CHARM:
case SPELL_AURA_AOE_CHARM:
{
if (!m_caster->GetCharmerGUID().IsEmpty())
return SPELL_FAILED_CHARMED;
if (effect->ApplyAuraName == SPELL_AURA_MOD_CHARM
|| effect->ApplyAuraName == SPELL_AURA_MOD_POSSESS)
{
if (!m_spellInfo->HasAttribute(SPELL_ATTR1_DISMISS_PET) && !m_caster->GetPetGUID().IsEmpty())
return SPELL_FAILED_ALREADY_HAVE_SUMMON;
if (!m_caster->GetCharmGUID().IsEmpty())
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().IsEmpty())
return SPELL_FAILED_CHARMED;
if (target->GetOwner() && target->GetOwner()->GetTypeId() == TYPEID_PLAYER)
return SPELL_FAILED_TARGET_IS_PLAYER_CONTROLLED;
int32 value = CalculateDamage(effect->EffectIndex, target);
if (value && int32(target->GetLevelForTarget(m_caster)) > value)
return SPELL_FAILED_HIGHLEVEL;
}
break;
}
case SPELL_AURA_MOUNTED:
{
if (m_caster->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 = !m_caster->GetMap()->IsDungeon() || m_caster->GetMap()->IsBattlegroundOrArena();
InstanceTemplate const* it = sObjectMgr->GetInstanceTemplate(m_caster->GetMapId());
if (it)
allowMount = it->AllowMount;
if (m_caster->GetTypeId() == TYPEID_PLAYER && !allowMount && !m_spellInfo->RequiredAreasID)
return SPELL_FAILED_NO_MOUNTS_ALLOWED;
if (m_caster->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[0] & AREA_FLAG_NO_FLY_ZONE || (Bf && !Bf->CanFlyIn()))
return SPELL_FAILED_NOT_HERE;
}
break;
}
case SPELL_AURA_PERIODIC_MANA_LEECH:
{
if (effect->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 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;
if (m_targets.GetItemTargetGUID() != ObjectGuid::TradeItem)
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 for spells that require combo points
if (m_needComboPoints)
if (Player* plrCaster = m_caster->ToPlayer())
if (!plrCaster->GetComboPoints())
return SPELL_FAILED_NO_COMBO_POINTS;
// all ok
return SPELL_CAST_OK;
}
SpellCastResult Spell::CheckPetCast(Unit* target)
{
if (m_caster->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())
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 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 (m_caster->GetCharmInfo() && m_caster->GetSpellHistory()->HasGlobalCooldown(m_spellInfo))
return SPELL_FAILED_NOT_READY;
return CheckCast(true);
}
SpellCastResult Spell::CheckCasterAuras(uint32* param1) const
{
// 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);
// Check whether the cast should be prevented by any state you might have.
SpellCastResult result = SPELL_CAST_OK;
// Get unit state
uint32 const unitflag = m_caster->m_unitData->Flags;
// this check should only be done when player does cast directly
// (ie not when it's called from a script) Breaks for example PlayerAI when charmed
/*
if (!m_caster->GetCharmerGUID().IsEmpty())
{
if (Unit* charmer = m_caster->GetCharmer())
if (charmer->GetUnitBeingMoved() != m_caster && !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 = m_caster->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 (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;
}
else if (m_caster->HasUnitFlag2(UNIT_FLAG2_NO_ACTIONS) && m_spellInfo->PreventionType & SPELL_PREVENTION_TYPE_NO_ACTIONS && !CheckSpellCancelsNoActions(param1))
result = SPELL_FAILED_NO_ACTIONS;
// 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
{
// Checking auras is needed now, because you are prevented by some state but the spell grants immunity.
Unit::AuraEffectList const& auraEffects = m_caster->GetAuraEffectsByType(auraType);
if (auraEffects.empty())
return true;
for (AuraEffect const* aurEff : auraEffects)
{
if (m_spellInfo->SpellCancelsAuraEffect(aurEff))
continue;
if (param1)
{
*param1 = aurEff->GetSpellEffectInfo()->Mechanic;
if (!*param1)
*param1 = aurEff->GetSpellInfo()->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_MOD_STUN_DISABLE_GRAVITY, 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);
}
bool Spell::CheckSpellCancelsNoActions(uint32* param1) const
{
return CheckSpellCancelsAuraEffect(SPELL_AURA_MOD_NO_ACTIONS, param1);
}
SpellCastResult Spell::CheckArenaAndRatedBattlegroundCastRules()
{
bool isRatedBattleground = false; // NYI
bool isArena = !isRatedBattleground;
// check USABLE attributes
// USABLE takes precedence over NOT_USABLE
if (isRatedBattleground && m_spellInfo->HasAttribute(SPELL_ATTR9_USABLE_IN_RATED_BATTLEGROUNDS))
return SPELL_CAST_OK;
if (isArena && m_spellInfo->HasAttribute(SPELL_ATTR4_USABLE_IN_ARENA))
return SPELL_CAST_OK;
// check NOT_USABLE attributes
if (m_spellInfo->HasAttribute(SPELL_ATTR4_NOT_USABLE_IN_ARENA_OR_RATED_BG))
return isArena ? SPELL_FAILED_NOT_IN_ARENA : SPELL_FAILED_NOT_IN_RATED_BATTLEGROUND;
if (isArena && m_spellInfo->HasAttribute(SPELL_ATTR9_NOT_USABLE_IN_ARENA))
return SPELL_FAILED_NOT_IN_ARENA;
// check cooldowns
uint32 spellCooldown = m_spellInfo->GetRecoveryTime();
if (isArena && spellCooldown > 10 * MINUTE * IN_MILLISECONDS) // not sure if still needed
return SPELL_FAILED_NOT_IN_ARENA;
if (isRatedBattleground && spellCooldown > 15 * MINUTE * IN_MILLISECONDS)
return SPELL_FAILED_NOT_IN_RATED_BATTLEGROUND;
return SPELL_CAST_OK;
}
int32 Spell::CalculateDamage(uint8 i, Unit const* target, float* var /*= nullptr*/) const
{
bool needRecalculateBasePoints = !(m_spellValue->CustomBasePointsMask & (1 << i));
return m_caster->CalculateSpellDamage(target, m_spellInfo, i, needRecalculateBasePoints ? nullptr : &m_spellValue->EffectBasePoints[i], var, m_castItemEntry, m_castItemLevel);
}
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* effect : m_spellInfo->GetEffects())
{
if (!effect)
continue;
if (!effect->IsAura())
continue;
AuraType const& auraType = AuraType(effect->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(effect->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 (std::vector::iterator 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))
&& !m_caster->IsWithinBoundaryRadius(target)))
return SPELL_FAILED_UNIT_NOT_INFRONT;
}
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())
{
maxRange = 100.0f;
return std::pair(minRange, maxRange);
}
if (m_spellInfo->RangeEntry)
{
Unit* target = m_targets.GetUnitTarget();
if (m_spellInfo->RangeEntry->Flags & SPELL_RANGE_MELEE)
{
rangeMod = m_caster->GetMeleeRange(target ? target : m_caster); // when the target is not a unit, take the caster's combat reach as the target's combat reach.
}
else
{
float meleeRange = 0.0f;
if (m_spellInfo->RangeEntry->Flags & SPELL_RANGE_RANGED)
meleeRange = m_caster->GetMeleeRange(target ? target : m_caster); // when the target is not a unit, take the caster's combat reach as the target's combat reach.
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 && m_caster->isMoving() && target->isMoving() && !m_caster->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()->GetRangedModRange() * 0.01f;
if (Player* modOwner = m_caster->GetSpellModOwner())
modOwner->ApplySpellMod(m_spellInfo, SpellModOp::Range, maxRange, const_cast(this));
maxRange += rangeMod;
return std::pair(minRange, maxRange);
}
SpellCastResult Spell::CheckPower() const
{
// item cast not used power
if (m_CastItem)
return SPELL_CAST_OK;
for (SpellPowerCost const& cost : m_powerCost)
{
// health as power used - need check health amount
if (cost.Power == POWER_HEALTH)
{
if (int32(m_caster->GetHealth()) <= cost.Amount)
return SPELL_FAILED_CASTER_AURASTATE;
continue;
}
// Check valid power type
if (cost.Power >= MAX_POWERS)
{
TC_LOG_ERROR("spells", "Spell::CheckPower: Unknown power type '%d'", cost.Power);
return SPELL_FAILED_UNKNOWN;
}
//check rune cost only if a spell has PowerType == POWER_RUNES
if (cost.Power == POWER_RUNES)
{
SpellCastResult failReason = CheckRuneCost();
if (failReason != SPELL_CAST_OK)
return failReason;
}
// Check power amount
if (int32(m_caster->GetPower(cost.Power)) < cost.Amount)
return SPELL_FAILED_NO_POWER;
}
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.IsEmpty())
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 (ItemEffectEntry const* itemEffect : m_CastItem->GetEffects())
if (itemEffect->LegacySlotIndex < m_CastItem->m_itemData->SpellCharges.size() && itemEffect->Charges)
if (m_CastItem->GetSpellCharges(itemEffect->LegacySlotIndex) == 0)
return SPELL_FAILED_NO_CHARGES_REMAIN;
// consumable cast item checks
if (proto->GetClass() == 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* effect : 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 (!effect || effect->TargetA.GetTarget() == TARGET_UNIT_PET)
continue;
if (effect->Effect == 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 (effect->Effect == SPELL_EFFECT_ENERGIZE)
{
if (effect->MiscValue < 0 || effect->MiscValue >= int8(MAX_POWERS))
{
failReason = SPELL_FAILED_ALREADY_AT_FULL_POWER;
continue;
}
Powers power = Powers(effect->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().IsEmpty())
{
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()->GetFlags() & 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() != m_caster->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 (ItemEffectEntry const* itemEffect : m_CastItem->GetEffects())
{
if (itemEffect->LegacySlotIndex >= m_CastItem->m_itemData->SpellCharges.size())
continue;
// CastItem will be used up and does not count as reagent
int32 charges = m_CastItem->GetSpellCharges(itemEffect->LegacySlotIndex);
if (itemEffect->Charges < 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;
// 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;
}
// special checks for spell effects
for (SpellEffectInfo const* effect : m_spellInfo->GetEffects())
{
if (!effect)
continue;
switch (effect->Effect)
{
case SPELL_EFFECT_CREATE_ITEM:
case SPELL_EFFECT_CREATE_LOOT:
{
// m_targets.GetUnitTarget() means explicit cast, otherwise we dont check for possible equip error
Unit* target = m_targets.GetUnitTarget() ? m_targets.GetUnitTarget() : m_caster;
if (target && target->GetTypeId() == TYPEID_PLAYER && !IsTriggered() && effect->ItemType)
{
ItemPosCountVec dest;
InventoryResult msg = target->ToPlayer()->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, effect->ItemType, 1);
if (msg != EQUIP_ERR_OK)
{
ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(effect->ItemType);
/// @todo Needs review
if (pProto && !(pProto->GetItemLimitCategory()))
{
player->SendEquipError(msg, nullptr, nullptr, effect->ItemType);
return SPELL_FAILED_DONT_REPORT;
}
else
{
if (!(m_spellInfo->SpellFamilyName == SPELLFAMILY_MAGE && (m_spellInfo->SpellFamilyFlags[0] & 0x40000000)))
return SPELL_FAILED_TOO_MANY_OF_ITEM;
else if (!(target->ToPlayer()->HasItemCount(effect->ItemType)))
{
player->SendEquipError(msg, nullptr, nullptr, effect->ItemType);
return SPELL_FAILED_DONT_REPORT;
}
else if (SpellEffectInfo const* efi = m_spellInfo->GetEffect(EFFECT_1))
player->CastSpell(m_caster, efi->CalcValue(), false); // move this to anywhere
return SPELL_FAILED_DONT_REPORT;
}
}
}
break;
}
case SPELL_EFFECT_ENCHANT_ITEM:
if (effect->ItemType && m_targets.GetItemTarget()
&& (m_targets.GetItemTarget()->IsVellum()))
{
// cannot enchant vellum for other player
if (m_targets.GetItemTarget()->GetOwner() != m_caster)
return SPELL_FAILED_NOT_TRADEABLE;
// do not allow to enchant vellum from scroll made by vellum-prevent exploit
if (m_CastItem && m_CastItem->GetTemplate()->GetFlags() & ITEM_FLAG_NO_REAGENT_COST)
return SPELL_FAILED_TOTEM_CATEGORY;
ItemPosCountVec dest;
InventoryResult msg = player->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, effect->ItemType, 1);
if (msg != EQUIP_ERR_OK)
{
player->SendEquipError(msg, nullptr, nullptr, effect->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;
// required level has to be checked also! Exploit fix
if (targetItem->GetItemLevel(targetItem->GetOwner()) < m_spellInfo->BaseLevel || (targetItem->GetRequiredLevel() && uint32(targetItem->GetRequiredLevel()) < m_spellInfo->BaseLevel))
return SPELL_FAILED_LOWLEVEL;
bool isItemUsable = false;
for (ItemEffectEntry const* itemEffect : targetItem->GetEffects())
{
if (itemEffect->SpellID && itemEffect->TriggerType == ITEM_SPELLTRIGGER_ON_USE)
{
isItemUsable = true;
break;
}
}
SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(effect->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->GetSocketColor(socket))
++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() != m_caster)
{
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() != m_caster)
{
uint32 enchant_id = effect->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 the enchanting spell has max level restrition set
if (m_CastItem && m_spellInfo->MaxLevel > 0)
{
if (item->GetTemplate()->GetBaseItemLevel() < (uint32)m_CastItem->GetTemplate()->GetBaseRequiredLevel())
return SPELL_FAILED_LOWLEVEL;
if (item->GetTemplate()->GetBaseItemLevel() > 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:
{
Item const* item = m_targets.GetItemTarget();
if (!item)
return SPELL_FAILED_CANT_BE_DISENCHANTED;
// prevent disenchanting in trade slot
if (item->GetOwnerGUID() != m_caster->GetGUID())
return SPELL_FAILED_CANT_BE_DISENCHANTED;
ItemTemplate const* itemProto = item->GetTemplate();
if (!itemProto)
return SPELL_FAILED_CANT_BE_DISENCHANTED;
ItemDisenchantLootEntry const* itemDisenchantLoot = item->GetDisenchantLoot(m_caster->ToPlayer());
if (!itemDisenchantLoot)
return SPELL_FAILED_CANT_BE_DISENCHANTED;
if (itemDisenchantLoot->SkillRequired > player->GetSkillValue(SKILL_ENCHANTING))
return SPELL_FAILED_LOW_CASTLEVEL;
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()->GetFlags() & ITEM_FLAG_IS_PROSPECTABLE))
return SPELL_FAILED_CANT_BE_PROSPECTED;
//prevent prospecting in trade slot
if (item->GetOwnerGUID() != m_caster->GetGUID())
return SPELL_FAILED_CANT_BE_PROSPECTED;
//Check for enough skill in jewelcrafting
uint32 item_prospectingskilllevel = item->GetTemplate()->GetRequiredSkillRank();
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()->GetFlags() & ITEM_FLAG_IS_MILLABLE))
return SPELL_FAILED_CANT_BE_MILLED;
//prevent milling in trade slot
if (item->GetOwnerGUID() != m_caster->GetGUID())
return SPELL_FAILED_CANT_BE_MILLED;
//Check for enough skill in inscription
uint32 item_millingskilllevel = item->GetTemplate()->GetRequiredSkillRank();
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* pItem = player->GetWeaponForAttack(m_attackType);
if (!pItem || pItem->IsBroken())
return SPELL_FAILED_EQUIPPED_ITEM;
switch (pItem->GetTemplate()->GetSubClass())
{
case ITEM_SUBCLASS_WEAPON_THROWN:
{
uint32 ammo = pItem->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:
case ITEM_SUBCLASS_WEAPON_WAND:
break;
default:
break;
}
break;
}
case SPELL_EFFECT_RECHARGE_ITEM:
{
uint32 itemId = effect->ItemType;
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (!proto)
return SPELL_FAILED_ITEM_AT_MAX_CHARGES;
if (Item* item = player->GetItemByEntry(itemId))
for (ItemEffectEntry const* itemEffect : item->GetEffects())
if (itemEffect->LegacySlotIndex <= item->m_itemData->SpellCharges.size()
&& itemEffect->Charges != 0
&& item->GetSpellCharges(itemEffect->LegacySlotIndex) == itemEffect->Charges)
return SPELL_FAILED_ITEM_AT_MAX_CHARGES;
break;
}
case SPELL_EFFECT_RESPEC_AZERITE_EMPOWERED_ITEM:
{
Item const* item = m_targets.GetItemTarget();
if (!item)
return SPELL_FAILED_AZERITE_EMPOWERED_ONLY;
if (item->GetOwnerGUID() != m_caster->GetGUID())
return SPELL_FAILED_DONT_REPORT;
AzeriteEmpoweredItem const* azeriteEmpoweredItem = item->ToAzeriteEmpoweredItem();
if (!azeriteEmpoweredItem)
return SPELL_FAILED_AZERITE_EMPOWERED_ONLY;
bool hasSelections = false;
for (int32 tier = 0; tier < azeriteEmpoweredItem->GetMaxAzeritePowerTier(); ++tier)
{
if (azeriteEmpoweredItem->GetSelectedAzeritePower(tier))
{
hasSelections = true;
break;
}
}
if (!hasSelections)
return SPELL_FAILED_AZERITE_EMPOWERED_NO_CHOICES_TO_UNDO;
if (!m_caster->ToPlayer()->HasEnoughMoney(azeriteEmpoweredItem->GetRespecCost()))
return SPELL_FAILED_DONT_REPORT;
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 = [this](WeaponAttackType attackType) -> SpellCastResult
{
Item const* item = m_caster->ToPlayer()->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()
{
if (!m_caster)// || m_caster->GetTypeId() != TYPEID_PLAYER)
return;
//if (m_spellState == SPELL_STATE_DELAYED)
// return; // spell is active and can't be time-backed
if (isDelayableNoMore()) // Spells may only be delayed twice
return;
//check pushback reduce
int32 delaytime = 500; // spellcasting delay is normally 500ms
int32 delayReduce = 100; // must be initialized to 100 for percent modifiers
m_caster->ToPlayer()->ApplySpellMod(m_spellInfo, SpellModOp::ResistPushback, delayReduce, this);
delayReduce += m_caster->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;
TC_LOG_DEBUG("spells", "Spell %u partially interrupted for (%d) ms at damage", m_spellInfo->Id, delaytime);
WorldPackets::Spells::SpellDelayed spellDelayed;
spellDelayed.Caster = m_caster->GetGUID();
spellDelayed.ActualDelay = delaytime;
m_caster->SendMessageToSet(spellDelayed.Write(), true);
}
void Spell::DelayedChannel()
{
if (!m_caster || m_caster->GetTypeId() != TYPEID_PLAYER || getState() != SPELL_STATE_CASTING)
return;
if (isDelayableNoMore()) // Spells may only be delayed twice
return;
//check pushback reduce
// 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
m_caster->ToPlayer()->ApplySpellMod(m_spellInfo, SpellModOp::ResistPushback, delayReduce, this);
delayReduce += m_caster->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;
TC_LOG_DEBUG("spells", "Spell %u partially interrupted for %i ms, new duration: %u ms", m_spellInfo->Id, delaytime, m_timer);
for (std::vector::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
if ((*ihit).missCondition == SPELL_MISS_NONE)
if (Unit* unit = (m_caster->GetGUID() == ihit->targetGUID) ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID))
unit->DelayOwnedAuras(m_spellInfo->Id, m_originalCasterGUID, delaytime);
// partially interrupt persistent area auras
if (DynamicObject* dynObj = m_caster->GetDynObject(m_spellInfo->Id))
dynObj->Delay(delaytime);
SendChannelUpdate(m_timer);
}
bool Spell::HasPowerTypeCost(Powers power) const
{
return std::find_if(m_powerCost.cbegin(), m_powerCost.cend(), [power](SpellPowerCost const& cost)
{
return cost.Power == power;
}) != m_powerCost.cend();
}
bool Spell::UpdatePointers()
{
if (m_originalCasterGUID == m_caster->GetGUID())
m_originalCaster = m_caster;
else
{
m_originalCaster = ObjectAccessor::GetUnit(*m_caster, m_originalCasterGUID);
if (m_originalCaster && !m_originalCaster->IsInWorld())
m_originalCaster = nullptr;
}
if (!m_castItemGUID.IsEmpty() && m_caster->GetTypeId() == TYPEID_PLAYER)
{
m_CastItem = m_caster->ToPlayer()->GetItemByGuid(m_castItemGUID);
m_castItemLevel = -1;
// 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_castItemLevel = int32(m_CastItem->GetItemLevel(m_caster->ToPlayer()));
}
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* effect : m_spellInfo->GetEffects())
{
if (!effect)
continue;
SpellDestination& dest = m_destTargets[effect->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;
}
Difficulty Spell::GetCastDifficulty() const
{
return m_caster->GetMap()->GetDifficultyID();
}
bool Spell::CheckEffectTarget(Unit const* target, SpellEffectInfo const* effect, Position const* losPosition) const
{
if (!effect->IsEffect())
return false;
switch (effect->ApplyAuraName)
{
case SPELL_AURA_MOD_POSSESS:
case SPELL_AURA_MOD_CHARM:
case SPELL_AURA_MOD_POSSESS_PET:
case SPELL_AURA_AOE_CHARM:
if (target->GetTypeId() == TYPEID_UNIT && target->IsVehicle())
return false;
if (target->IsMounted())
return false;
if (!target->GetCharmerGUID().IsEmpty())
return false;
if (int32 value = CalculateDamage(effect->EffectIndex, target))
if ((int32)target->GetLevelForTarget(m_caster) > 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;
// 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
switch (effect->Effect)
{
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->HasDynamicFlag(CORPSE_DYNFLAG_LOOTABLE))
return false;
if (!corpse->IsWithinLOSInMap(m_caster, LINEOFSIGHT_ALL_CHECKS, VMAP::ModelIgnoreFlags::M2))
return false;
break;
}
default:
{
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;
}
}
}
return true;
}
bool Spell::CheckEffectTarget(GameObject const* target, SpellEffectInfo const* effect) const
{
if (!effect->IsEffect())
return false;
switch (effect->Effect)
{
case SPELL_EFFECT_GAMEOBJECT_DAMAGE:
case SPELL_EFFECT_GAMEOBJECT_REPAIR:
case SPELL_EFFECT_GAMEOBJECT_SET_DESTRUCTION_STATE:
if (target->GetGoType() != GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING)
return false;
break;
default:
break;
}
return true;
}
bool Spell::CheckEffectTarget(Item const* /*target*/, SpellEffectInfo const* effect) const
{
if (!effect->IsEffect())
return false;
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->GetChannelSpellId() != 0;
}
bool Spell::IsAutoActionResetSpell() const
{
if (IsTriggered())
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_SpellVisual.SpellXSpellVisualID || m_SpellVisual.ScriptVisualID || m_spellInfo->IsChanneled() ||
(m_spellInfo->HasAttribute(SPELL_ATTR8_AURA_SEND_AMOUNT)) || m_spellInfo->HasHitDelay() || (!m_triggeredByAuraSpell && !IsTriggered());
}
bool Spell::HaveTargetsForEffect(uint8 effect) const
{
for (std::vector::const_iterator itr = m_UniqueTargetInfo.begin(); itr != m_UniqueTargetInfo.end(); ++itr)
if (itr->effectMask & (1 << effect))
return true;
for (std::vector::const_iterator itr = m_UniqueGOTargetInfo.begin(); itr != m_UniqueGOTargetInfo.end(); ++itr)
if (itr->effectMask & (1 << effect))
return true;
for (std::vector::const_iterator itr = m_UniqueItemInfo.begin(); itr != m_UniqueItemInfo.end(); ++itr)
if (itr->effectMask & (1 << effect))
return true;
return false;
}
SpellEvent::SpellEvent(Spell* spell) : BasicEvent()
{
m_Spell = spell;
}
SpellEvent::~SpellEvent()
{
if (m_Spell->getState() != SPELL_STATE_FINISHED)
m_Spell->cancel();
if (m_Spell->IsDeletable())
{
delete m_Spell;
}
else
{
TC_LOG_ERROR("spells", "~SpellEvent: %s %s tried to delete non-deletable spell %u. Was not deleted, causes memory leak.",
(m_Spell->GetCaster()->GetTypeId() == TYPEID_PLAYER ? "Player" : "Creature"), m_Spell->GetCaster()->GetGUID().ToString().c_str(), 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, 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);
// handle effects on caster if the spell has travel time but also affects the caster in some way
uint64 n_offset = m_Spell->handle_delayed(0);
if (m_Spell->m_spellInfo->LaunchDelay)
ASSERT(n_offset == uint64(std::floor(m_Spell->m_spellInfo->LaunchDelay * 1000.0f)));
else
ASSERT(n_offset == m_Spell->GetDelayMoment());
// re-plan the event for the delay moment
m_Spell->GetCaster()->m_Events.AddEvent(this, e_time + m_Spell->GetDelayMoment(), false);
return false; // event not complete
}
break;
}
default:
{
// all other states
// event will be re-added automatically at the end of routine)
break;
}
}
// spell processing not complete, plan event on the next update interval
m_Spell->GetCaster()->m_Events.AddEvent(this, e_time + 1, false);
return false; // event not complete
}
void SpellEvent::Abort(uint64 /*e_time*/)
{
// oops, the spell we try to do is aborted
if (m_Spell->getState() != SPELL_STATE_FINISHED)
m_Spell->cancel();
}
bool SpellEvent::IsDeletable() const
{
return m_Spell->IsDeletable();
}
bool Spell::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* effect : m_spellInfo->GetEffects())
{
// don't do anything for empty effect
if (!effect || !effect->IsEffect())
continue;
HandleEffects(nullptr, nullptr, nullptr, effect->EffectIndex, SPELL_EFFECT_HANDLE_LAUNCH);
}
float multiplier[MAX_SPELL_EFFECTS];
for (SpellEffectInfo const* effect : m_spellInfo->GetEffects())
if (effect && (m_applyMultiplierMask & (1 << effect->EffectIndex)))
multiplier[effect->EffectIndex] = effect->CalcDamageMultiplier(m_originalCaster, this);
PrepareTargetProcessing();
for (auto ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
{
TargetInfo& target = *ihit;
uint32 mask = target.effectMask;
if (!mask)
continue;
DoAllEffectOnLaunchTarget(target, multiplier);
}
FinishTargetProcessing();
}
void Spell::DoAllEffectOnLaunchTarget(TargetInfo& targetInfo, float* multiplier)
{
Unit* unit = nullptr;
// In case spell hit target, do all effect on that target
if (targetInfo.missCondition == SPELL_MISS_NONE)
unit = m_caster->GetGUID() == targetInfo.targetGUID ? m_caster : 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;
if (!unit)
return;
// This will only cause combat - the target will engage once the projectile hits (in DoAllEffectOnTarget)
if (targetInfo.missCondition != SPELL_MISS_EVADE && !m_caster->IsFriendlyTo(unit) && (!m_spellInfo->IsPositive() || m_spellInfo->HasEffect(SPELL_EFFECT_DISPEL)) && (m_spellInfo->HasInitialAggro() || unit->IsEngaged()))
m_caster->SetInCombatWith(unit);
for (SpellEffectInfo const* effect : m_spellInfo->GetEffects())
{
if (effect && (targetInfo.effectMask & (1<EffectIndex)))
{
m_damage = 0;
m_healing = 0;
HandleEffects(unit, nullptr, nullptr, effect->EffectIndex, SPELL_EFFECT_HANDLE_LAUNCH_TARGET);
if (m_damage > 0)
{
if (effect->IsTargetingArea() || effect->IsAreaAuraEffect() || effect->IsEffect(SPELL_EFFECT_PERSISTENT_AREA_AURA))
{
m_damage = unit->CalculateAOEAvoidance(m_damage, m_spellInfo->SchoolMask, m_caster->GetGUID());
if (m_caster->GetTypeId() == TYPEID_PLAYER)
{
int64 targetAmount = GetUnitTargetCountForEffect(SpellEffIndex(effect->EffectIndex));
if (targetAmount > 20)
m_damage = m_damage * 20 / targetAmount;
}
}
}
if (m_applyMultiplierMask & (1 << effect->EffectIndex))
{
m_damage = int32(m_damage * m_damageMultipliers[effect->EffectIndex]);
m_damageMultipliers[effect->EffectIndex] *= multiplier[effect->EffectIndex];
}
targetInfo.damage += m_damage;
}
}
float critChance = m_spellValue->CriticalChance;
if (!critChance)
critChance = m_caster->SpellCritChanceDone(this, nullptr, m_spellSchoolMask, m_attackType);
targetInfo.crit = roll_chance_f(unit->SpellCritChanceTaken(m_caster, this, nullptr, m_spellSchoolMask, critChance, m_attackType));
}
SpellCastResult Spell::CanOpenLock(uint32 effIndex, uint32 lockId, SkillType& skillId, int32& reqSkillValue, int32& skillValue)
{
if (!lockId) // possible case for GO and maybe for items.
return SPELL_CAST_OK;
// Get LockInfo
LockEntry const* lockInfo = sLockStore.LookupEntry(lockId);
if (!lockInfo)
return SPELL_FAILED_BAD_TARGETS;
SpellEffectInfo const* effect = m_spellInfo->GetEffect(effIndex);
if (!effect)
return SPELL_FAILED_BAD_TARGETS; // no idea about correct error
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 && int32(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 (effect->MiscValue != lockInfo->Index[j])
continue;
skillId = SkillByLockType(LockType(lockInfo->Index[j]));
if (skillId != SKILL_NONE || lockInfo->Index[j] == LOCKTYPE_LOCKPICKING)
{
reqSkillValue = lockInfo->Skill[j];
// castitem check: rogue using skeleton keys. the skill values should not be added in this case.
skillValue = 0;
if (!m_CastItem && m_caster->GetTypeId() == TYPEID_PLAYER)
skillValue = m_caster->ToPlayer()->GetSkillValue(skillId);
else if (lockInfo->Index[j] == LOCKTYPE_LOCKPICKING)
skillValue = m_caster->getLevel() * 5;
// 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 (effect->TargetA.GetTarget() == TARGET_GAMEOBJECT_ITEM_TARGET || effect->TargetB.GetTarget() == TARGET_GAMEOBJECT_ITEM_TARGET)
skillValue += effect->CalcValue();
if (skillValue < reqSkillValue)
return SPELL_FAILED_LOW_CASTLEVEL;
}
return SPELL_CAST_OK;
}
}
}
if (reqKey)
return SPELL_FAILED_BAD_TARGETS;
return SPELL_CAST_OK;
}
void Spell::SetSpellValue(SpellValueMod mod, int32 value)
{
if (mod < SPELLVALUE_BASE_POINT_END)
{
m_spellValue->EffectBasePoints[mod] = value;
m_spellValue->CustomBasePointsMask |= 1 << mod;
return;
}
switch (mod)
{
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 / 100.0f; // @todo ugly /100 remove when basepoints are double
break;
case SPELLVALUE_DURATION_PCT:
m_spellValue->DurationMul = float(value) / 100.0f;
break;
default:
break;
}
}
void Spell::PrepareTargetProcessing()
{
}
void Spell::FinishTargetProcessing()
{
SendSpellExecuteLog();
}
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 `%s` for spell `%u` 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;
}
void Spell::PrepareScriptHitHandlers()
{
for (auto scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)
(*scritr)->_InitHit();
}
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)
{
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)->_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::CallScriptCalcCritChanceHandlers(Unit const* victim, float& critChance)
{
for (SpellScript* loadedScript : m_loadedScripts)
{
loadedScript->_PrepareScriptCall(SPELL_SCRIPT_HOOK_CALC_CRIT_CHANCE);
for (SpellScript::OnCalcCritChanceHandler const& hook : loadedScript->OnCalcCritChance)
hook.Call(loadedScript, victim, critChance);
loadedScript->_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)
{
// Skip if there are not any script
if (m_loadedScripts.empty())
return true;
for (auto itr = m_loadedScripts.begin(); itr != m_loadedScripts.end(); ++itr)
{
auto targetSelectHookEnd = (*itr)->OnObjectTargetSelect.end(), targetSelectHookItr = (*itr)->OnObjectTargetSelect.begin();
for (; targetSelectHookItr != targetSelectHookEnd; ++targetSelectHookItr)
if (((*targetSelectHookItr).IsEffectAffected(m_spellInfo, effIndex) && !(*targetSelectHookItr).IsEffectAffected(m_spellInfo, effIndexToCheck)) ||
(!(*targetSelectHookItr).IsEffectAffected(m_spellInfo, effIndex) && (*targetSelectHookItr).IsEffectAffected(m_spellInfo, effIndexToCheck)))
return false;
auto areaTargetSelectHookEnd = (*itr)->OnObjectAreaTargetSelect.end(), areaTargetSelectHookItr = (*itr)->OnObjectAreaTargetSelect.begin();
for (; areaTargetSelectHookItr != areaTargetSelectHookEnd; ++areaTargetSelectHookItr)
if (((*areaTargetSelectHookItr).IsEffectAffected(m_spellInfo, effIndex) && !(*areaTargetSelectHookItr).IsEffectAffected(m_spellInfo, effIndexToCheck)) ||
(!(*areaTargetSelectHookItr).IsEffectAffected(m_spellInfo, effIndex) && (*areaTargetSelectHookItr).IsEffectAffected(m_spellInfo, effIndexToCheck)))
return false;
}
return true;
}
bool Spell::CanExecuteTriggersOnHit(uint32 effMask, SpellInfo const* triggeredByAura /*= nullptr*/) 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* effect : m_spellInfo->GetEffects())
{
if (effect && ((effMask & (1 << effect->EffectIndex)) && (!only_on_caster || (effect->TargetA.GetTarget() == TARGET_UNIT_CASTER))))
return true;
}
return false;
}
void Spell::PrepareTriggersExecutedOnHit()
{
// 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 = m_caster->GetAuraEffectsByType(SPELL_AURA_ADD_TARGET_TRIGGER);
for (AuraEffect const* aurEff : targetTriggers)
{
if (!aurEff->IsAffectingSpell(m_spellInfo))
continue;
if (SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(aurEff->GetSpellEffectInfo()->TriggerSpell, GetCastDifficulty()))
{
// 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 = m_caster->CalculateSpellDamage(nullptr, aurEff->GetSpellInfo(), aurEff->GetEffIndex(), &auraBaseAmount);
chance *= aurEff->GetBase()->GetStackAmount();
// build trigger and add to the list
m_hitTriggerSpells.emplace_back(spellInfo, aurEff->GetSpellInfo(), chance);
}
}
}
// Global cooldowns management
enum GCDLimits
{
MIN_GCD = 750,
MAX_GCD = 1500
};
bool Spell::HasGlobalCooldown() const
{
// Only players or controlled units have global cooldown
if (m_caster->GetTypeId() != TYPEID_PLAYER && !m_caster->GetCharmInfo())
return false;
return m_caster->GetSpellHistory()->HasGlobalCooldown(m_spellInfo);
}
void Spell::TriggerGlobalCooldown()
{
int32 gcd = m_spellInfo->StartRecoveryTime;
if (!gcd || !m_spellInfo->StartRecoveryCategory)
return;
// Only players or controlled units have global cooldown
if (m_caster->GetTypeId() != TYPEID_PLAYER && !m_caster->GetCharmInfo())
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
// There are some spells (mostly not cast directly by player) that have < 1 sec and > 1.5 sec global cooldowns
// but as tests show are not affected by any spell mods.
if (m_spellInfo->StartRecoveryTime >= MIN_GCD && m_spellInfo->StartRecoveryTime <= MAX_GCD)
{
// 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, SpellModOp::StartCooldown, gcd, this);
bool isMeleeOrRangedSpell = 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);
// Apply haste rating
if (gcd > MIN_GCD && ((m_spellInfo->StartRecoveryCategory == 133 && !isMeleeOrRangedSpell)))
{
gcd = int32(float(gcd) * m_caster->m_unitData->ModSpellHaste);
RoundToInterval(gcd, MIN_GCD, MAX_GCD);
}
if (gcd > MIN_GCD && m_caster->HasAuraTypeWithAffectMask(SPELL_AURA_MOD_GLOBAL_COOLDOWN_BY_HASTE_REGEN, m_spellInfo))
{
gcd = int32(float(gcd) * m_caster->m_unitData->ModHasteRegen);
RoundToInterval(gcd, MIN_GCD, MAX_GCD);
}
}
m_caster->GetSpellHistory()->AddGlobalCooldown(m_spellInfo, gcd);
}
void Spell::CancelGlobalCooldown()
{
if (!m_spellInfo->StartRecoveryTime)
return;
// Cancel global cooldown when interrupting current cast
if (m_caster->GetCurrentSpell(CURRENT_GENERIC_SPELL) != this)
return;
// Only players or controlled units have global cooldown
if (m_caster->GetTypeId() != TYPEID_PLAYER && !m_caster->GetCharmInfo())
return;
m_caster->GetSpellHistory()->CancelGlobalCooldown(m_spellInfo);
}
namespace Trinity
{
WorldObjectSpellTargetCheck::WorldObjectSpellTargetCheck(Unit* caster, Unit* referer, SpellInfo const* spellInfo,
SpellTargetCheckTypes selectionType, ConditionContainer* condList, SpellTargetObjectTypes objectType) :
_caster(caster), _referer(referer), _spellInfo(spellInfo), _targetSelectionType(selectionType), _condList(condList), _objectType(objectType)
{
if (condList)
_condSrcInfo = new ConditionSourceInfo(nullptr, caster);
else
_condSrcInfo = nullptr;
}
WorldObjectSpellTargetCheck::~WorldObjectSpellTargetCheck()
{
delete _condSrcInfo;
}
bool WorldObjectSpellTargetCheck::operator()(WorldObject* target)
{
if (_spellInfo->CheckTarget(_caster, target, true) != SPELL_CAST_OK)
return false;
Unit* unitTarget = target->ToUnit();
if (Corpse* corpseTarget = target->ToCorpse())
{
// use ofter for party/assistance checks
if (Player* owner = ObjectAccessor::FindPlayer(corpseTarget->GetOwnerGUID()))
unitTarget = owner;
else
return false;
}
if (unitTarget)
{
switch (_targetSelectionType)
{
case TARGET_CHECK_ENEMY:
if (unitTarget->IsTotem())
return false;
if (!_caster->_IsValidAttackTarget(unitTarget, _spellInfo))
return false;
break;
case TARGET_CHECK_ALLY:
if (unitTarget->IsTotem())
return false;
if (!_caster->_IsValidAssistTarget(unitTarget, _spellInfo))
return false;
break;
case TARGET_CHECK_PARTY:
if (unitTarget->IsTotem())
return false;
if (!_caster->_IsValidAssistTarget(unitTarget, _spellInfo))
return false;
if (!_referer->IsInPartyWith(unitTarget))
return false;
break;
case TARGET_CHECK_RAID_CLASS:
if (_referer->getClass() != unitTarget->getClass())
return false;
/* fallthrough */
case TARGET_CHECK_RAID:
if (unitTarget->IsTotem())
return false;
if (!_caster->_IsValidAssistTarget(unitTarget, _spellInfo))
return false;
if (!_referer->IsInRaidWith(unitTarget))
return false;
break;
case TARGET_CHECK_SUMMONED:
if (!unitTarget->IsSummon())
return false;
if (unitTarget->ToTempSummon()->GetSummonerGUID() != _caster->GetGUID())
return false;
break;
case TARGET_CHECK_THREAT:
if (_referer->GetThreatManager().GetThreat(unitTarget, true) <= 0.0f)
return false;
break;
case TARGET_CHECK_TAP:
if (_referer->GetTypeId() != TYPEID_UNIT || unitTarget->GetTypeId() != TYPEID_PLAYER)
return false;
if (!_referer->ToCreature()->isTappedBy(unitTarget->ToPlayer()))
return false;
break;
default:
break;
}
switch (_objectType)
{
case TARGET_OBJECT_TYPE_CORPSE:
case TARGET_OBJECT_TYPE_CORPSE_ALLY:
case TARGET_OBJECT_TYPE_CORPSE_ENEMY:
if (unitTarget->IsAlive())
return false;
default:
break;
}
}
if (!_condSrcInfo)
return true;
_condSrcInfo->mConditionTargets[0] = target;
return sConditionMgr->IsObjectMeetToConditions(*_condSrcInfo, *_condList);
}
WorldObjectSpellNearbyTargetCheck::WorldObjectSpellNearbyTargetCheck(float range, Unit* caster, SpellInfo const* spellInfo,
SpellTargetCheckTypes selectionType, ConditionContainer* condList, SpellTargetObjectTypes objectType)
: WorldObjectSpellTargetCheck(caster, caster, spellInfo, selectionType, condList, objectType), _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, Unit* caster,
Unit* referer, SpellInfo const* spellInfo, SpellTargetCheckTypes selectionType, ConditionContainer* condList, SpellTargetObjectTypes objectType)
: WorldObjectSpellTargetCheck(caster, referer, spellInfo, selectionType, condList, objectType), _range(range), _position(position) { }
bool WorldObjectSpellAreaTargetCheck::operator()(WorldObject* target)
{
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 lineWidth, float range, Unit* caster,
SpellInfo const* spellInfo, SpellTargetCheckTypes selectionType, ConditionContainer* condList, SpellTargetObjectTypes objectType)
: WorldObjectSpellAreaTargetCheck(range, caster, caster, caster, spellInfo, selectionType, condList, objectType), _coneAngle(coneAngle), _lineWidth(lineWidth) { }
bool WorldObjectSpellConeTargetCheck::operator()(WorldObject* target)
{
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(), _lineWidth))
return false;
}
else
{
if (!_caster->IsWithinBoundaryRadius(target->ToUnit()))
// ConeAngle > 0 -> select targets in front
// ConeAngle < 0 -> select targets in back
if (_caster->HasInArc(_coneAngle, target) != G3D::fuzzyGe(_coneAngle, 0.f))
return false;
}
return WorldObjectSpellAreaTargetCheck::operator ()(target);
}
WorldObjectSpellTrajTargetCheck::WorldObjectSpellTrajTargetCheck(float range, Position const* position, Unit* caster, SpellInfo const* spellInfo, SpellTargetCheckTypes selectionType, ConditionContainer* condList, SpellTargetObjectTypes objectType)
: WorldObjectSpellTargetCheck(caster, caster, spellInfo, selectionType, condList, objectType), _range(range), _position(position) { }
bool WorldObjectSpellTrajTargetCheck::operator()(WorldObject* target)
{
// 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
SpellCastVisual::operator UF::SpellCastVisual() const
{
UF::SpellCastVisual visual;
visual.SpellXSpellVisualID = SpellXSpellVisualID;
visual.ScriptVisualID = ScriptVisualID;
return visual;
}
SpellCastVisual::operator WorldPackets::Spells::SpellCastVisual() const
{
return { int32(SpellXSpellVisualID), int32(ScriptVisualID) };
}