/* * Copyright (C) 2008-2010 TrinityCore * Copyright (C) 2005-2009 MaNGOS * * 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 . */ #ifndef __SPELL_H #define __SPELL_H #include "GridDefines.h" #include "SharedDefines.h" #include "ObjectMgr.h" class Unit; class Player; class GameObject; class DynamicObject; class WorldObject; class Aura; class SpellScript; class ByteBuffer; struct SpellEntry; enum SpellCastTargetFlags { TARGET_FLAG_SELF = 0x00000000, TARGET_FLAG_UNUSED1 = 0x00000001, // not used in any spells as of 3.2.2a (can be set dynamically) TARGET_FLAG_UNIT = 0x00000002, // pguid TARGET_FLAG_UNUSED2 = 0x00000004, // not used in any spells as of 3.2.2a (can be set dynamically) TARGET_FLAG_UNUSED3 = 0x00000008, // not used in any spells as of 3.2.2a (can be set dynamically) TARGET_FLAG_ITEM = 0x00000010, // pguid TARGET_FLAG_SOURCE_LOCATION = 0x00000020, // 3 float TARGET_FLAG_DEST_LOCATION = 0x00000040, // 3 float TARGET_FLAG_OBJECT_CASTER = 0x00000080, // used in 7 spells only TARGET_FLAG_UNIT_CASTER = 0x00000100, // looks like self target (480 spells) TARGET_FLAG_PVP_CORPSE = 0x00000200, // pguid TARGET_FLAG_UNIT_CORPSE = 0x00000400, // 10 spells (gathering professions) TARGET_FLAG_OBJECT = 0x00000800, // pguid, 2 spells TARGET_FLAG_TRADE_ITEM = 0x00001000, // pguid, 0 spells TARGET_FLAG_STRING = 0x00002000, // string, 0 spells TARGET_FLAG_OPEN_LOCK = 0x00004000, // 199 spells, opening object/lock TARGET_FLAG_CORPSE = 0x00008000, // pguid, resurrection spells TARGET_FLAG_UNK17 = 0x00010000, // pguid, not used in any spells as of 3.2.2a (can be set dynamically) TARGET_FLAG_GLYPH = 0x00020000, // used in glyph spells TARGET_FLAG_UNK19 = 0x00040000, // TARGET_FLAG_UNUSED20 = 0x00080000 // uint32 counter, loop { vec3 - screen position (?), guid }, not used so far }; #define MAX_TARGET_FLAGS 21 enum SpellCastFlags { CAST_FLAG_NONE = 0x00000000, CAST_FLAG_PENDING = 0x00000001, // Pending == 1 CAST_FLAG_UNKNOWN_2 = 0x00000002, CAST_FLAG_UNKNOWN_3 = 0x00000004, CAST_FLAG_UNKNOWN_4 = 0x00000008, CAST_FLAG_UNKNOWN_5 = 0x00000010, CAST_FLAG_AMMO = 0x00000020, // Projectiles visual CAST_FLAG_UNKNOWN_7 = 0x00000040, CAST_FLAG_UNKNOWN_8 = 0x00000080, CAST_FLAG_UNKNOWN_9 = 0x00000100, CAST_FLAG_UNKNOWN_10 = 0x00000200, CAST_FLAG_UNKNOWN_11 = 0x00000400, CAST_FLAG_POWER_LEFT_SELF = 0x00000800, CAST_FLAG_UNKNOWN_13 = 0x00001000, CAST_FLAG_UNKNOWN_14 = 0x00002000, CAST_FLAG_UNKNOWN_15 = 0x00004000, CAST_FLAG_UNKNOWN_16 = 0x00008000, CAST_FLAG_UNKNOWN_17 = 0x00010000, CAST_FLAG_UNKNOWN_18 = 0x00020000, CAST_FLAG_UNKNOWN_19 = 0x00040000, CAST_FLAG_UNKNOWN_20 = 0x00080000, CAST_FLAG_UNKNOWN_21 = 0x00100000, CAST_FLAG_RUNE_LIST = 0x00200000, CAST_FLAG_UNKNOWN_23 = 0x00400000, CAST_FLAG_UNKNOWN_24 = 0x00800000, CAST_FLAG_UNKNOWN_25 = 0x01000000, CAST_FLAG_UNKNOWN_26 = 0x02000000, CAST_FLAG_UNKNOWN_27 = 0x04000000, CAST_FLAG_UNKNOWN_28 = 0x08000000, CAST_FLAG_UNKNOWN_29 = 0x10000000, CAST_FLAG_UNKNOWN_30 = 0x20000000, CAST_FLAG_UNKNOWN_31 = 0x40000000, CAST_FLAG_UNKNOWN_32 = 0x80000000, }; enum SpellRangeFlag { SPELL_RANGE_DEFAULT = 0, SPELL_RANGE_MELEE = 1, //melee SPELL_RANGE_RANGED = 2, //hunter range and ranged weapon }; enum SpellNotifyPushType { PUSH_NONE = 0, PUSH_IN_FRONT, PUSH_IN_BACK, PUSH_IN_LINE, PUSH_IN_THIN_LINE, PUSH_SRC_CENTER, PUSH_DST_CENTER, PUSH_CASTER_CENTER, //this is never used in grid search PUSH_CHAIN, }; bool IsQuestTameSpell(uint32 spellId); namespace Trinity { struct SpellNotifierCreatureAndPlayer; } typedef std::list UnitList; class SpellCastTargets { public: SpellCastTargets(); ~SpellCastTargets(); SpellCastTargets& operator=(const SpellCastTargets &target) { m_unitTarget = target.m_unitTarget; m_itemTarget = target.m_itemTarget; m_GOTarget = target.m_GOTarget; m_unitTargetGUID = target.m_unitTargetGUID; m_GOTargetGUID = target.m_GOTargetGUID; m_CorpseTargetGUID = target.m_CorpseTargetGUID; m_itemTargetGUID = target.m_itemTargetGUID; m_itemTargetEntry = target.m_itemTargetEntry; m_srcTransGUID = target.m_srcTransGUID; m_srcTransOffset = target.m_srcTransOffset; m_srcPos = target.m_srcPos; m_dstTransGUID = target.m_dstTransGUID; m_dstTransOffset = target.m_dstTransOffset; m_dstPos = target.m_dstPos; m_elevation = target.m_elevation; m_speed = target.m_speed; m_strTarget = target.m_strTarget; m_targetMask = target.m_targetMask; return *this; } void read (ByteBuffer & data, Unit * caster); void write (ByteBuffer & data); uint32 getTargetMask() const { return m_targetMask; } void setTargetMask(uint32 newMask) { m_targetMask = newMask; } uint64 getUnitTargetGUID() const { return m_unitTargetGUID; } Unit *getUnitTarget() const { return m_unitTarget; } void setUnitTarget(Unit *target); void setSrc(float x, float y, float z); void setSrc(Position &pos); void setSrc(WorldObject &wObj); void modSrc(Position &pos); void setDst(float x, float y, float z, float orientation, uint32 mapId = MAPID_INVALID); void setDst(Position &pos); void setDst(WorldObject &wObj); void setDst(SpellCastTargets &spellTargets); void modDst(Position &pos); uint64 getGOTargetGUID() const { return m_GOTargetGUID; } GameObject *getGOTarget() const { return m_GOTarget; } void setGOTarget(GameObject *target); uint64 getCorpseTargetGUID() const { return m_CorpseTargetGUID; } void setCorpseTarget(Corpse* corpse); uint64 getItemTargetGUID() const { return m_itemTargetGUID; } Item* getItemTarget() const { return m_itemTarget; } uint32 getItemTargetEntry() const { return m_itemTargetEntry; } void setItemTarget(Item* item); void setTradeItemTarget(Player* caster); void updateTradeSlotItem() { if (m_itemTarget && (m_targetMask & TARGET_FLAG_TRADE_ITEM)) { m_itemTargetGUID = m_itemTarget->GetGUID(); m_itemTargetEntry = m_itemTarget->GetEntry(); } } bool IsEmpty() const { return m_GOTargetGUID == 0 && m_unitTargetGUID == 0 && m_itemTarget == 0 && m_CorpseTargetGUID == 0; } bool HasSrc() const { return getTargetMask() & TARGET_FLAG_SOURCE_LOCATION; } bool HasDst() const { return getTargetMask() & TARGET_FLAG_DEST_LOCATION; } bool HasTraj() const { return m_speed != 0; } float GetDist2d() const { return m_srcPos.GetExactDist2d(&m_dstPos); } float GetSpeedXY() const { return m_speed * cos(m_elevation); } float GetSpeedZ() const { return m_speed * sin(m_elevation); } void Update(Unit* caster); void OutDebug(); uint64 m_srcTransGUID; Position m_srcTransOffset; Position m_srcPos; uint64 m_dstTransGUID; Position m_dstTransOffset; WorldLocation m_dstPos; float m_elevation, m_speed; std::string m_strTarget; private: uint32 m_targetMask; // objects (can be used at spell creating and after Update at casting Unit *m_unitTarget; GameObject *m_GOTarget; Item *m_itemTarget; // object GUID/etc, can be used always uint64 m_unitTargetGUID; uint64 m_GOTargetGUID; uint64 m_CorpseTargetGUID; uint64 m_itemTargetGUID; uint32 m_itemTargetEntry; }; struct SpellValue { explicit SpellValue(SpellEntry const *proto) { for (uint32 i = 0; i < MAX_SPELL_EFFECTS; ++i) EffectBasePoints[i] = proto->EffectBasePoints[i]; MaxAffectedTargets = proto->MaxAffectedTargets; RadiusMod = 1.0f; } int32 EffectBasePoints[3]; uint32 MaxAffectedTargets; float RadiusMod; }; enum SpellState { SPELL_STATE_NULL = 0, SPELL_STATE_PREPARING = 1, SPELL_STATE_CASTING = 2, SPELL_STATE_FINISHED = 3, SPELL_STATE_IDLE = 4, SPELL_STATE_DELAYED = 5 }; enum ReplenishType { REPLENISH_UNDEFINED = 0, REPLENISH_HEALTH = 20, REPLENISH_MANA = 21, REPLENISH_RAGE = 22 }; enum SpellTargets { SPELL_TARGETS_NONE = 0, SPELL_TARGETS_ALLY, SPELL_TARGETS_ENEMY, SPELL_TARGETS_ENTRY, SPELL_TARGETS_CHAINHEAL, SPELL_TARGETS_ANY, SPELL_TARGETS_GO }; class Spell { friend struct Trinity::SpellNotifierCreatureAndPlayer; friend void Unit::SetCurrentCastedSpell(Spell * pSpell); friend class SpellScript; public: void EffectNULL(SpellEffIndex effIndex); void EffectUnused(SpellEffIndex effIndex); void EffectDistract(SpellEffIndex effIndex); void EffectPull(SpellEffIndex effIndex); void EffectSchoolDMG(SpellEffIndex effIndex); void EffectEnvirinmentalDMG(SpellEffIndex effIndex); void EffectInstaKill(SpellEffIndex effIndex); void EffectDummy(SpellEffIndex effIndex); void EffectTeleportUnits(SpellEffIndex effIndex); void EffectApplyAura(SpellEffIndex effIndex); void EffectSendEvent(SpellEffIndex effIndex); void EffectPowerBurn(SpellEffIndex effIndex); void EffectPowerDrain(SpellEffIndex effIndex); void EffectHeal(SpellEffIndex effIndex); void EffectBind(SpellEffIndex effIndex); void EffectHealthLeech(SpellEffIndex effIndex); void EffectQuestComplete(SpellEffIndex effIndex); void EffectCreateItem(SpellEffIndex effIndex); void EffectCreateItem2(SpellEffIndex effIndex); void EffectCreateRandomItem(SpellEffIndex effIndex); void EffectPersistentAA(SpellEffIndex effIndex); void EffectEnergize(SpellEffIndex effIndex); void EffectOpenLock(SpellEffIndex effIndex); void EffectSummonChangeItem(SpellEffIndex effIndex); void EffectProficiency(SpellEffIndex effIndex); void EffectApplyAreaAura(SpellEffIndex effIndex); void EffectSummonType(SpellEffIndex effIndex); void EffectLearnSpell(SpellEffIndex effIndex); void EffectDispel(SpellEffIndex effIndex); void EffectDualWield(SpellEffIndex effIndex); void EffectPickPocket(SpellEffIndex effIndex); void EffectAddFarsight(SpellEffIndex effIndex); void EffectHealMechanical(SpellEffIndex effIndex); void EffectJump(SpellEffIndex effIndex); void EffectJumpDest(SpellEffIndex effIndex); void EffectLeapBack(SpellEffIndex effIndex); void EffectQuestClear(SpellEffIndex effIndex); void EffectTeleUnitsFaceCaster(SpellEffIndex effIndex); void EffectLearnSkill(SpellEffIndex effIndex); void EffectAddHonor(SpellEffIndex effIndex); void EffectTradeSkill(SpellEffIndex effIndex); void EffectEnchantItemPerm(SpellEffIndex effIndex); void EffectEnchantItemTmp(SpellEffIndex effIndex); void EffectTameCreature(SpellEffIndex effIndex); void EffectSummonPet(SpellEffIndex effIndex); void EffectLearnPetSpell(SpellEffIndex effIndex); void EffectWeaponDmg(SpellEffIndex effIndex); void EffectForceCast(SpellEffIndex effIndex); void EffectForceCastWithValue(SpellEffIndex effIndex); void EffectTriggerSpell(SpellEffIndex effIndex); void EffectTriggerMissileSpell(SpellEffIndex effIndex); void EffectThreat(SpellEffIndex effIndex); void EffectHealMaxHealth(SpellEffIndex effIndex); void EffectInterruptCast(SpellEffIndex effIndex); void EffectSummonObjectWild(SpellEffIndex effIndex); void EffectScriptEffect(SpellEffIndex effIndex); void EffectSanctuary(SpellEffIndex effIndex); void EffectAddComboPoints(SpellEffIndex effIndex); void EffectDuel(SpellEffIndex effIndex); void EffectStuck(SpellEffIndex effIndex); void EffectSummonPlayer(SpellEffIndex effIndex); void EffectActivateObject(SpellEffIndex effIndex); void EffectApplyGlyph(SpellEffIndex effIndex); void EffectEnchantHeldItem(SpellEffIndex effIndex); void EffectSummonObject(SpellEffIndex effIndex); void EffectResurrect(SpellEffIndex effIndex); void EffectParry(SpellEffIndex effIndex); void EffectBlock(SpellEffIndex effIndex); void EffectLeap(SpellEffIndex effIndex); void EffectTransmitted(SpellEffIndex effIndex); void EffectDisEnchant(SpellEffIndex effIndex); void EffectInebriate(SpellEffIndex effIndex); void EffectFeedPet(SpellEffIndex effIndex); void EffectDismissPet(SpellEffIndex effIndex); void EffectReputation(SpellEffIndex effIndex); void EffectForceDeselect(SpellEffIndex effIndex); void EffectSelfResurrect(SpellEffIndex effIndex); void EffectSkinning(SpellEffIndex effIndex); void EffectCharge(SpellEffIndex effIndex); void EffectChargeDest(SpellEffIndex effIndex); void EffectProspecting(SpellEffIndex effIndex); void EffectMilling(SpellEffIndex effIndex); void EffectRenamePet(SpellEffIndex effIndex); void EffectSendTaxi(SpellEffIndex effIndex); void EffectSummonCritter(SpellEffIndex effIndex); void EffectKnockBack(SpellEffIndex effIndex); void EffectPullTowards(SpellEffIndex effIndex); void EffectDispelMechanic(SpellEffIndex effIndex); void EffectSummonDeadPet(SpellEffIndex effIndex); void EffectDestroyAllTotems(SpellEffIndex effIndex); void EffectDurabilityDamage(SpellEffIndex effIndex); void EffectSkill(SpellEffIndex effIndex); void EffectTaunt(SpellEffIndex effIndex); void EffectDurabilityDamagePCT(SpellEffIndex effIndex); void EffectModifyThreatPercent(SpellEffIndex effIndex); void EffectResurrectNew(SpellEffIndex effIndex); void EffectAddExtraAttacks(SpellEffIndex effIndex); void EffectSpiritHeal(SpellEffIndex effIndex); void EffectSkinPlayerCorpse(SpellEffIndex effIndex); void EffectStealBeneficialBuff(SpellEffIndex effIndex); void EffectUnlearnSpecialization(SpellEffIndex effIndex); void EffectHealPct(SpellEffIndex effIndex); void EffectEnergizePct(SpellEffIndex effIndex); void EffectTriggerSpellWithValue(SpellEffIndex effIndex); void EffectTriggerRitualOfSummoning(SpellEffIndex effIndex); void EffectKillCreditPersonal(SpellEffIndex effIndex); void EffectKillCredit(SpellEffIndex effIndex); void EffectQuestFail(SpellEffIndex effIndex); void EffectQuestStart(SpellEffIndex effIndex); void EffectRedirectThreat(SpellEffIndex effIndex); void EffectWMODamage(SpellEffIndex effIndex); void EffectWMORepair(SpellEffIndex effIndex); void EffectActivateRune(SpellEffIndex effIndex); void EffectCreateTamedPet(SpellEffIndex effIndex); void EffectDiscoverTaxi(SpellEffIndex effIndex); void EffectTitanGrip(SpellEffIndex effIndex); void EffectEnchantItemPrismatic(SpellEffIndex effIndex); void EffectPlayMusic(SpellEffIndex effIndex); void EffectSpecCount(SpellEffIndex effIndex); void EffectActivateSpec(SpellEffIndex effIndex); void EffectPlayerNotification(SpellEffIndex effIndex); void EffectRemoveAura(SpellEffIndex effIndex); void EffectCastButtons(SpellEffIndex effIndex); void EffectRechargeManaGem(SpellEffIndex effIndex); typedef std::set UsedSpellMods; Spell(Unit* Caster, SpellEntry const *info, bool triggered, uint64 originalCasterGUID = 0, bool skipCheck = false); ~Spell(); void prepare(SpellCastTargets const* targets, AuraEffect const * triggeredByAura = NULL); void cancel(); void update(uint32 difftime); void cast(bool skipCheck = false); void finish(bool ok = true); void TakePower(); void TakeAmmo(); void TakeRunePower(); void TakeReagents(); void TakeCastItem(); SpellCastResult CheckCast(bool strict); SpellCastResult CheckPetCast(Unit* target); // handlers void handle_immediate(); uint64 handle_delayed(uint64 t_offset); // handler helpers void _handle_immediate_phase(); void _handle_finish_phase(); SpellCastResult CheckItems(); SpellCastResult CheckRange(bool strict); SpellCastResult CheckPower(); SpellCastResult CheckRuneCost(uint32 runeCostID); SpellCastResult CheckCasterAuras() const; int32 CalculateDamage(uint8 i, Unit* target) { return m_caster->CalculateSpellDamage(target, m_spellInfo, i, &m_spellValue->EffectBasePoints[i]); } bool HaveTargetsForEffect(uint8 effect) const; void Delayed(); void DelayedChannel(); uint32 getState() const { return m_spellState; } void setState(uint32 state) { m_spellState = state; } void DoCreateItem(uint32 i, uint32 itemtype); void WriteSpellGoTargets(WorldPacket * data); void WriteAmmoToPacket(WorldPacket * data); void SelectSpellTargets(); void SelectEffectTargets(uint32 i, uint32 cur); void SelectTrajTargets(); template WorldObject* FindCorpseUsing(); bool CheckTarget(Unit* target, uint32 eff); bool CanAutoCast(Unit* target); void CheckSrc() { if (!m_targets.HasSrc()) m_targets.setSrc(*m_caster); } void CheckDst() { if (!m_targets.HasDst()) m_targets.setDst(*m_caster); } static void SendCastResult(Player* caster, SpellEntry const* spellInfo, uint8 cast_count, SpellCastResult result); void SendCastResult(SpellCastResult result); void SendSpellStart(); void SendSpellGo(); void SendSpellCooldown(); void SendLogExecute(); void ExecuteLogEffectTakeTargetPower(uint8 effIndex, Unit * target, uint32 powerType, uint32 powerTaken, float gainMultiplier); void ExecuteLogEffectExtraAttacks(uint8 effIndex, Unit * victim, uint32 attCount); void ExecuteLogEffectInterruptCast(uint8 effIndex, Unit * victim, uint32 spellId); void ExecuteLogEffectDurabilityDamage(uint8 effIndex, Unit * victim, uint32 itemslot, uint32 damage); void ExecuteLogEffectOpenLock(uint8 effIndex, Object * obj); void ExecuteLogEffectCreateItem(uint8 effIndex, uint32 entry); void ExecuteLogEffectDestroyItem(uint8 effIndex, uint32 entry); void ExecuteLogEffectSummonObject(uint8 effIndex, WorldObject * obj); void ExecuteLogEffectUnsummonObject(uint8 effIndex, WorldObject * obj); void ExecuteLogEffectResurrect(uint8 effIndex, Unit * target); void SendInterrupted(uint8 result); void SendChannelUpdate(uint32 time); void SendChannelStart(uint32 duration); void SendResurrectRequest(Player* target); void SendPlaySpellVisual(uint32 SpellID); void HandleEffects(Unit *pUnitTarget,Item *pItemTarget,GameObject *pGOTarget,uint32 i); void HandleThreatSpells(uint32 spellId); const SpellEntry * const m_spellInfo; Item* m_CastItem; uint64 m_castItemGUID; uint8 m_cast_count; uint32 m_glyphIndex; uint32 m_preCastSpell; SpellCastTargets m_targets; int8 m_comboPointGain; UsedSpellMods m_appliedMods; int32 GetCastTime() const { return m_casttime; } bool IsAutoRepeat() const { return m_autoRepeat; } void SetAutoRepeat(bool rep) { m_autoRepeat = rep; } void ReSetTimer() { m_timer = m_casttime > 0 ? m_casttime : 0; } bool IsNextMeleeSwingSpell() const { return m_spellInfo->Attributes & SPELL_ATTR_ON_NEXT_SWING; } bool IsTriggered() const {return m_IsTriggeredSpell;}; bool IsChannelActive() const { return m_caster->GetUInt32Value(UNIT_CHANNEL_SPELL) != 0; } bool IsAutoActionResetSpell() const { return !m_IsTriggeredSpell && (m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_AUTOATTACK); } bool IsDeletable() const { return !m_referencedFromCurrentSpell && !m_executedCurrently; } void SetReferencedFromCurrent(bool yes) { m_referencedFromCurrentSpell = yes; } bool IsInterruptable() const { return !m_executedCurrently; } void SetExecutedCurrently(bool yes) {m_executedCurrently = yes;} uint64 GetDelayStart() const { return m_delayStart; } void SetDelayStart(uint64 m_time) { m_delayStart = m_time; } uint64 GetDelayMoment() const { return m_delayMoment; } bool IsNeedSendToClient() const; CurrentSpellTypes GetCurrentContainer(); Unit* GetCaster() const { return m_caster; } Unit* GetOriginalCaster() const { return m_originalCaster; } SpellEntry const * GetSpellInfo() const { return m_spellInfo; } int32 GetPowerCost() const { return m_powerCost; } void UpdatePointers(); // must be used at call Spell code after time delay (non triggered spell cast/update spell call/etc) bool CheckTargetCreatureType(Unit* target) const; void CleanupTargetList(); void SetSpellValue(SpellValueMod mod, int32 value); protected: void SendLoot(uint64 guid, LootType loottype); Unit* const m_caster; SpellValue * const m_spellValue; uint64 m_originalCasterGUID; // real source of cast (aura caster/etc), used for spell targets selection // e.g. damage around area spell trigered by victim aura and damage enemies of aura caster Unit* m_originalCaster; // cached pointer for m_originalCaster, updated at Spell::UpdatePointers() Spell** m_selfContainer; // pointer to our spell container (if applicable) //Spell data SpellSchoolMask m_spellSchoolMask; // Spell school (can be overwrite for some spells (wand shoot for example) WeaponAttackType m_attackType; // For weapon based attack int32 m_powerCost; // Calculated spell cost initialized only in Spell::prepare int32 m_casttime; // Calculated spell cast time initialized only in Spell::prepare bool m_canReflect; // can reflect this spell? bool m_autoRepeat; uint8 m_runesState; uint8 m_delayAtDamageCount; bool isDelayableNoMore() { if (m_delayAtDamageCount >= 2) return true; m_delayAtDamageCount++; return false; } // Delayed spells system uint64 m_delayStart; // time of spell delay start, filled by event handler, zero = just started uint64 m_delayMoment; // moment of next delay call, used internally bool m_immediateHandled; // were immediate actions handled? (used by delayed spells only) // These vars are used in both delayed spell system and modified immediate spell system bool m_referencedFromCurrentSpell; // mark as references to prevent deleted and access by dead pointers bool m_executedCurrently; // mark as executed to prevent deleted and access by dead pointers bool m_needComboPoints; // Current targets, to be used in SpellEffects (MUST BE USED ONLY IN SPELL EFFECTS) Unit* unitTarget; Item* itemTarget; GameObject* gameObjTarget; int32 damage; // used in effects handlers Aura * m_spellAura; // this is set in Spell Hit, but used in Apply Aura handler DiminishingLevels m_diminishLevel; DiminishingGroup m_diminishGroup; // ------------------------------------------- GameObject* focusObject; // Damage and healing in effects need just calculate int32 m_damage; // Damge in effects count here int32 m_healing; // Healing in effects count here //****************************************** // Spell trigger system //****************************************** uint32 m_procAttacker; // Attacker trigger flags uint32 m_procVictim; // Victim trigger flags uint32 m_procEx; void prepareDataForTriggerSystem(AuraEffect const * triggeredByAura); //***************************************** // Spell target subsystem //***************************************** // Targets store structures and data struct TargetInfo { uint64 targetGUID; uint64 timeDelay; SpellMissInfo missCondition:8; SpellMissInfo reflectResult:8; uint8 effectMask:8; bool processed:1; bool alive:1; bool crit:1; bool scaleAura:1; int32 damage; }; std::list m_UniqueTargetInfo; uint8 m_channelTargetEffectMask; // Mask req. alive targets struct GOTargetInfo { uint64 targetGUID; uint64 timeDelay; uint8 effectMask:8; bool processed:1; }; std::list m_UniqueGOTargetInfo; struct ItemTargetInfo { Item *item; uint8 effectMask; }; std::list m_UniqueItemInfo; void AddUnitTarget(Unit* target, uint32 effIndex); void AddUnitTarget(uint64 unitGUID, uint32 effIndex); void AddGOTarget(GameObject* target, uint32 effIndex); void AddGOTarget(uint64 goGUID, uint32 effIndex); void AddItemTarget(Item* target, uint32 effIndex); void DoAllEffectOnTarget(TargetInfo *target); SpellMissInfo DoSpellHitOnUnit(Unit *unit, uint32 effectMask, bool scaleAura); void DoTriggersOnSpellHit(Unit *unit); void DoAllEffectOnTarget(GOTargetInfo *target); void DoAllEffectOnTarget(ItemTargetInfo *target); bool UpdateChanneledTargetList(); void SearchAreaTarget(std::list &unitList, float radius, SpellNotifyPushType type, SpellTargets TargetType, uint32 entry = 0); void SearchGOAreaTarget(std::list &gobjectList, float radius, SpellNotifyPushType type, SpellTargets TargetType, uint32 entry = 0); void SearchChainTarget(std::list &unitList, float radius, uint32 unMaxTargets, SpellTargets TargetType); WorldObject* SearchNearbyTarget(float range, SpellTargets TargetType); bool IsValidSingleTargetEffect(Unit const* target, Targets type) const; bool IsValidSingleTargetSpell(Unit const* target) const; bool IsValidDeadOrAliveTarget(Unit const* target) const; void CalculateDamageDoneForAllTargets(); int32 CalculateDamageDone(Unit *unit, const uint32 effectMask, float *multiplier); void SpellDamageSchoolDmg(SpellEffIndex effIndex); void SpellDamageWeaponDmg(SpellEffIndex effIndex); void SpellDamageHeal(SpellEffIndex effIndex); void PrepareTargetProcessing(); void FinishTargetProcessing(); // spell execution log void InitEffectExecuteData(uint8 effIndex); void CleanupEffectExecuteData(); void CheckEffectExecuteData(); // Scripting system void LoadScripts(); void PrepareScriptHitHandlers(); bool CallScriptEffectHandlers(SpellEffIndex effIndex); void CallScriptBeforeHitHandlers(); void CallScriptOnHitHandlers(); void CallScriptAfterHitHandlers(); std::list m_loadedScripts; // effect helpers void GetSummonPosition(uint32 i, Position &pos, float radius = 0.0f, uint32 count = 0); void SummonGuardian(uint32 i, uint32 entry, SummonPropertiesEntry const *properties); void CalculateJumpSpeeds(uint8 i, float dist, float & speedxy, float & speedz); SpellCastResult CanOpenLock(uint32 effIndex, uint32 lockid, SkillType& skillid, int32& reqSkillValue, int32& skillValue); // ------------------------------------------- //List For Triggered Spells typedef std::vector< std::pair > ChanceTriggerSpells; ChanceTriggerSpells m_ChanceTriggerSpells; uint32 m_spellState; uint32 m_timer; bool m_IsTriggeredSpell; // if need this can be replaced by Aura copy // we can't store original aura link to prevent access to deleted auras // and in same time need aura data and after aura deleting. SpellEntry const* m_triggeredByAuraSpell; uint32 m_customAttr; bool m_skipCheck; uint32 m_effectMask; uint8 m_auraScaleMask; ByteBuffer * m_effectExecuteData[MAX_SPELL_EFFECTS]; #ifdef MAP_BASED_RAND_GEN int32 irand(int32 min, int32 max) { return int32 (m_caster->GetMap()->mtRand.randInt(max - min)) + min; } uint32 urand(uint32 min, uint32 max) { return m_caster->GetMap()->mtRand.randInt(max - min) + min; } int32 rand32() { return m_caster->GetMap()->mtRand.randInt(); } double rand_norm() { return m_caster->GetMap()->mtRand.randExc(); } double rand_chance() { return m_caster->GetMap()->mtRand.randExc(100.0); } #endif }; namespace Trinity { struct SpellNotifierCreatureAndPlayer { std::list *i_data; SpellNotifyPushType i_push_type; float i_radius; SpellTargets i_TargetType; const Unit * const i_source; uint32 i_entry; const Position * const i_pos; bool i_requireDeadTarget; SpellNotifierCreatureAndPlayer(Unit *source, std::list &data, float radius, SpellNotifyPushType type, SpellTargets TargetType = SPELL_TARGETS_ENEMY, const Position *pos = NULL, uint32 entry = 0, bool requireDeadTarget = false) : i_data(&data), i_push_type(type), i_radius(radius), i_TargetType(TargetType), i_source(source), i_entry(entry), i_pos(pos), i_requireDeadTarget(requireDeadTarget) { ASSERT(i_source); } template inline void Visit(GridRefManager &m) { for (typename GridRefManager::iterator itr = m.begin(); itr != m.end(); ++itr) { Unit *target = (Unit*)itr->getSource(); if (!target->InSamePhase(i_source)) continue; switch (i_TargetType) { case SPELL_TARGETS_ENEMY: if (target->isTotem()) continue; if (!target->isAttackableByAOE(i_requireDeadTarget)) continue; if (i_source->IsControlledByPlayer()) { if (i_source->IsFriendlyTo(target)) continue; } else { if (!i_source->IsHostileTo(target)) continue; } break; case SPELL_TARGETS_ALLY: if (target->isTotem()) continue; if (!i_source->IsFriendlyTo(target)) continue; if (target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE)) continue; if (target->GetTypeId() == TYPEID_PLAYER && target->ToPlayer()->isGameMaster()) continue; if (target->isAlive() == i_requireDeadTarget) continue; break; case SPELL_TARGETS_ENTRY: if (target->GetEntry()!= i_entry) continue; break; case SPELL_TARGETS_ANY: default: break; } switch(i_push_type) { case PUSH_SRC_CENTER: case PUSH_DST_CENTER: case PUSH_CHAIN: default: if (target->IsWithinDist3d(i_pos, i_radius)) i_data->push_back(target); break; case PUSH_IN_FRONT: if (i_source->isInFront(target, i_radius, static_cast(M_PI/2))) i_data->push_back(target); break; case PUSH_IN_BACK: if (i_source->isInBack(target, i_radius, static_cast(M_PI/2))) i_data->push_back(target); break; case PUSH_IN_LINE: if (i_source->HasInLine(target, i_radius, i_source->GetObjectSize())) i_data->push_back(target); break; case PUSH_IN_THIN_LINE: // only traj if (i_pos->HasInLine(target, i_radius, 0)) i_data->push_back(target); break; } } } #ifdef _WIN32 template<> inline void Visit(CorpseMapType &) {} template<> inline void Visit(GameObjectMapType &) {} template<> inline void Visit(DynamicObjectMapType &) {} #endif }; #ifndef _WIN32 template<> inline void SpellNotifierCreatureAndPlayer::Visit(CorpseMapType&) {} template<> inline void SpellNotifierCreatureAndPlayer::Visit(GameObjectMapType&) {} template<> inline void SpellNotifierCreatureAndPlayer::Visit(DynamicObjectMapType&) {} #endif } typedef void(Spell::*pEffect)(SpellEffIndex effIndex); class SpellEvent : public BasicEvent { public: SpellEvent(Spell* spell); virtual ~SpellEvent(); virtual bool Execute(uint64 e_time, uint32 p_time); virtual void Abort(uint64 e_time); virtual bool IsDeletable() const; protected: Spell* m_Spell; }; #endif