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-rw-r--r--src/server/game/Spells/Spell.cpp8216
1 files changed, 8216 insertions, 0 deletions
diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp
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index 0000000000..ccfbd1bd80
--- /dev/null
+++ b/src/server/game/Spells/Spell.cpp
@@ -0,0 +1,8216 @@
+/*
+ * Copyright (C)
+ * Copyright (C)
+ *
+ * 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 <http://www.gnu.org/licenses/>.
+ */
+
+#include "Common.h"
+#include "DatabaseEnv.h"
+#include "WorldPacket.h"
+#include "WorldSession.h"
+#include "GridNotifiers.h"
+#include "GridNotifiersImpl.h"
+#include "Opcodes.h"
+#include "Log.h"
+#include "UpdateMask.h"
+#include "World.h"
+#include "ObjectMgr.h"
+#include "SpellMgr.h"
+#include "Player.h"
+#include "Pet.h"
+#include "Unit.h"
+#include "Totem.h"
+#include "Spell.h"
+#include "DynamicObject.h"
+#include "Group.h"
+#include "UpdateData.h"
+#include "MapManager.h"
+#include "ObjectAccessor.h"
+#include "CellImpl.h"
+#include "SharedDefines.h"
+#include "LootMgr.h"
+#include "VMapFactory.h"
+#include "MMapFactory.h"
+#include "MMapManager.h"
+#include "Battleground.h"
+#include "Util.h"
+#include "TemporarySummon.h"
+#include "Vehicle.h"
+#include "SpellAuraEffects.h"
+#include "ScriptMgr.h"
+#include "ConditionMgr.h"
+#include "DisableMgr.h"
+#include "SpellScript.h"
+#include "InstanceScript.h"
+#include "SpellInfo.h"
+#include "BattlefieldMgr.h"
+#include "BattlegroundIC.h"
+#include "GameObjectAI.h"
+#include "ArenaSpectator.h"
+
+extern pEffect SpellEffects[TOTAL_SPELL_EFFECTS];
+
+SpellDestination::SpellDestination()
+{
+ _position.Relocate(0, 0, 0, 0);
+ _transportGUID = 0;
+ _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 = 0;
+ _position.m_mapId = mapId;
+ _transportOffset.Relocate(0, 0, 0, 0);
+}
+
+SpellDestination::SpellDestination(Position const& pos)
+{
+ _position.Relocate(pos);
+ _transportGUID = 0;
+ _transportOffset.Relocate(0, 0, 0, 0);
+}
+
+SpellDestination::SpellDestination(WorldObject const& wObj)
+{
+ _transportGUID = wObj.GetTransGUID();
+ _transportOffset.Relocate(wObj.GetTransOffsetX(), wObj.GetTransOffsetY(), wObj.GetTransOffsetZ(), wObj.GetTransOffsetO());
+ _position.Relocate(wObj);
+}
+
+void SpellDestination::Relocate(Position const& pos)
+{
+ if (_transportGUID)
+ {
+ Position offset;
+ _position.GetPositionOffsetTo(pos, offset);
+ _transportOffset.RelocateOffset(offset);
+ }
+ _position.Relocate(pos);
+}
+
+void SpellDestination::RelocateOffset(Position const& offset)
+{
+ if (_transportGUID)
+ _transportOffset.RelocateOffset(offset);
+
+ _position.RelocateOffset(offset);
+}
+
+SpellCastTargets::SpellCastTargets() : m_elevation(0), m_speed(0), m_strTarget()
+{
+ m_objectTarget = NULL;
+ m_itemTarget = NULL;
+
+ m_objectTargetGUID = 0;
+ m_itemTargetGUID = 0;
+ m_itemTargetEntry = 0;
+
+ m_targetMask = 0;
+
+ // Xinef: Channel data
+ m_objectTargetGUIDChannel = 0;
+}
+
+SpellCastTargets::~SpellCastTargets()
+{
+}
+
+void SpellCastTargets::Read(ByteBuffer& data, Unit* caster)
+{
+ data >> m_targetMask;
+
+ if (m_targetMask == TARGET_FLAG_NONE)
+ return;
+
+ if (m_targetMask & (TARGET_FLAG_UNIT | TARGET_FLAG_UNIT_MINIPET | TARGET_FLAG_GAMEOBJECT | TARGET_FLAG_CORPSE_ENEMY | TARGET_FLAG_CORPSE_ALLY))
+ data.readPackGUID(m_objectTargetGUID);
+
+ if (m_targetMask & (TARGET_FLAG_ITEM | TARGET_FLAG_TRADE_ITEM))
+ data.readPackGUID(m_itemTargetGUID);
+
+ if (m_targetMask & TARGET_FLAG_SOURCE_LOCATION)
+ {
+ data.readPackGUID(m_src._transportGUID);
+ if (m_src._transportGUID)
+ data >> m_src._transportOffset.PositionXYZStream();
+ else
+ data >> m_src._position.PositionXYZStream();
+ }
+ else
+ {
+ m_src._transportGUID = caster->GetTransGUID();
+ if (m_src._transportGUID)
+ m_src._transportOffset.Relocate(caster->GetTransOffsetX(), caster->GetTransOffsetY(), caster->GetTransOffsetZ(), caster->GetTransOffsetO());
+ else
+ m_src._position.Relocate(caster);
+ }
+
+ if (m_targetMask & TARGET_FLAG_DEST_LOCATION)
+ {
+ data.readPackGUID(m_dst._transportGUID);
+ if (m_dst._transportGUID)
+ data >> m_dst._transportOffset.PositionXYZStream();
+ else
+ data >> m_dst._position.PositionXYZStream();
+ }
+ else
+ {
+ m_dst._transportGUID = caster->GetTransGUID();
+ if (m_dst._transportGUID)
+ m_dst._transportOffset.Relocate(caster->GetTransOffsetX(), caster->GetTransOffsetY(), caster->GetTransOffsetZ(), caster->GetTransOffsetO());
+ else
+ m_dst._position.Relocate(caster);
+ }
+
+ if (m_targetMask & TARGET_FLAG_STRING)
+ data >> m_strTarget;
+
+ Update(caster);
+}
+
+void SpellCastTargets::Write(ByteBuffer& data)
+{
+ data << uint32(m_targetMask);
+
+ if (m_targetMask & (TARGET_FLAG_UNIT | TARGET_FLAG_CORPSE_ALLY | TARGET_FLAG_GAMEOBJECT | TARGET_FLAG_CORPSE_ENEMY | TARGET_FLAG_UNIT_MINIPET))
+ data.appendPackGUID(m_objectTargetGUID);
+
+ if (m_targetMask & (TARGET_FLAG_ITEM | TARGET_FLAG_TRADE_ITEM))
+ {
+ if (m_itemTarget)
+ data.append(m_itemTarget->GetPackGUID());
+ else
+ data << uint8(0);
+ }
+
+ if (m_targetMask & TARGET_FLAG_SOURCE_LOCATION)
+ {
+ data.appendPackGUID(m_src._transportGUID); // relative position guid here - transport for example
+ if (m_src._transportGUID)
+ data << m_src._transportOffset.PositionXYZStream();
+ else
+ data << m_src._position.PositionXYZStream();
+ }
+
+ if (m_targetMask & TARGET_FLAG_DEST_LOCATION)
+ {
+ data.appendPackGUID(m_dst._transportGUID); // relative position guid here - transport for example
+ if (m_dst._transportGUID)
+ data << m_dst._transportOffset.PositionXYZStream();
+ else
+ data << m_dst._position.PositionXYZStream();
+ }
+
+ if (m_targetMask & TARGET_FLAG_STRING)
+ data << m_strTarget;
+}
+
+uint64 SpellCastTargets::GetUnitTargetGUID() const
+{
+ switch (GUID_HIPART(m_objectTargetGUID))
+ {
+ case HIGHGUID_PLAYER:
+ case HIGHGUID_VEHICLE:
+ case HIGHGUID_UNIT:
+ case HIGHGUID_PET:
+ return m_objectTargetGUID;
+ default:
+ return 0LL;
+ }
+}
+
+Unit* SpellCastTargets::GetUnitTarget() const
+{
+ if (m_objectTarget)
+ return m_objectTarget->ToUnit();
+ return NULL;
+}
+
+void SpellCastTargets::SetUnitTarget(Unit* target)
+{
+ if (!target)
+ return;
+
+ m_objectTarget = target;
+ m_objectTargetGUID = target->GetGUID();
+ m_targetMask |= TARGET_FLAG_UNIT;
+}
+
+uint64 SpellCastTargets::GetGOTargetGUID() const
+{
+ switch (GUID_HIPART(m_objectTargetGUID))
+ {
+ case HIGHGUID_TRANSPORT:
+ case HIGHGUID_MO_TRANSPORT:
+ case HIGHGUID_GAMEOBJECT:
+ return m_objectTargetGUID;
+ default:
+ return 0LL;
+ }
+}
+
+GameObject* SpellCastTargets::GetGOTarget() const
+{
+ if (m_objectTarget)
+ return m_objectTarget->ToGameObject();
+ return NULL;
+}
+
+
+void SpellCastTargets::SetGOTarget(GameObject* target)
+{
+ if (!target)
+ return;
+
+ m_objectTarget = target;
+ m_objectTargetGUID = target->GetGUID();
+ m_targetMask |= TARGET_FLAG_GAMEOBJECT;
+}
+
+uint64 SpellCastTargets::GetCorpseTargetGUID() const
+{
+ switch (GUID_HIPART(m_objectTargetGUID))
+ {
+ case HIGHGUID_CORPSE:
+ return m_objectTargetGUID;
+ default:
+ return 0LL;
+ }
+}
+
+Corpse* SpellCastTargets::GetCorpseTarget() const
+{
+ if (m_objectTarget)
+ return m_objectTarget->ToCorpse();
+ return NULL;
+}
+
+WorldObject* SpellCastTargets::GetObjectTarget() const
+{
+ return m_objectTarget;
+}
+
+uint64 SpellCastTargets::GetObjectTargetGUID() const
+{
+ return m_objectTargetGUID;
+}
+
+void SpellCastTargets::RemoveObjectTarget()
+{
+ m_objectTarget = NULL;
+ m_objectTargetGUID = 0LL;
+ 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 = uint64(TRADE_SLOT_NONTRADED);
+ m_itemTargetEntry = 0;
+ m_targetMask |= TARGET_FLAG_TRADE_ITEM;
+
+ Update(caster);
+}
+
+void SpellCastTargets::UpdateTradeSlotItem()
+{
+ if (m_itemTarget && (m_targetMask & TARGET_FLAG_TRADE_ITEM))
+ {
+ m_itemTargetGUID = m_itemTarget->GetGUID();
+ m_itemTargetEntry = m_itemTarget->GetEntry();
+ }
+}
+
+SpellDestination const* SpellCastTargets::GetSrc() const
+{
+ return &m_src;
+}
+
+Position const* SpellCastTargets::GetSrcPos() const
+{
+ return &m_src._position;
+}
+
+void SpellCastTargets::SetSrc(float x, float y, float z)
+{
+ m_src = SpellDestination(x, y, z);
+ m_targetMask |= TARGET_FLAG_SOURCE_LOCATION;
+}
+
+void SpellCastTargets::SetSrc(Position const& pos)
+{
+ m_src = SpellDestination(pos);
+ m_targetMask |= TARGET_FLAG_SOURCE_LOCATION;
+}
+
+void SpellCastTargets::SetSrc(WorldObject const& wObj)
+{
+ m_src = SpellDestination(wObj);
+ m_targetMask |= TARGET_FLAG_SOURCE_LOCATION;
+}
+
+void SpellCastTargets::ModSrc(Position const& pos)
+{
+ ASSERT(m_targetMask & TARGET_FLAG_SOURCE_LOCATION);
+ m_src.Relocate(pos);
+}
+
+void SpellCastTargets::RemoveSrc()
+{
+ m_targetMask &= ~(TARGET_FLAG_SOURCE_LOCATION);
+}
+
+SpellDestination const* SpellCastTargets::GetDst() const
+{
+ return &m_dst;
+}
+
+WorldLocation const* SpellCastTargets::GetDstPos() const
+{
+ return &m_dst._position;
+}
+
+void SpellCastTargets::SetDst(float x, float y, float z, float orientation, uint32 mapId)
+{
+ m_dst = SpellDestination(x, y, z, orientation, mapId);
+ m_targetMask |= TARGET_FLAG_DEST_LOCATION;
+}
+
+void SpellCastTargets::SetDst(Position const& pos)
+{
+ m_dst = SpellDestination(pos);
+ m_targetMask |= TARGET_FLAG_DEST_LOCATION;
+}
+
+void SpellCastTargets::SetDst(WorldObject const& wObj)
+{
+ m_dst = SpellDestination(wObj);
+ m_targetMask |= TARGET_FLAG_DEST_LOCATION;
+}
+
+void SpellCastTargets::SetDst(SpellDestination const& spellDest)
+{
+ m_dst = spellDest;
+ m_targetMask |= TARGET_FLAG_DEST_LOCATION;
+}
+
+void SpellCastTargets::SetDst(SpellCastTargets const& spellTargets)
+{
+ m_dst = spellTargets.m_dst;
+ m_targetMask |= TARGET_FLAG_DEST_LOCATION;
+}
+
+void SpellCastTargets::ModDst(Position const& pos)
+{
+ ASSERT(m_targetMask & TARGET_FLAG_DEST_LOCATION);
+ m_dst.Relocate(pos);
+}
+
+void SpellCastTargets::ModDst(SpellDestination const& spellDest)
+{
+ ASSERT(m_targetMask & TARGET_FLAG_DEST_LOCATION);
+ m_dst = spellDest;
+}
+
+void SpellCastTargets::RemoveDst()
+{
+ m_targetMask &= ~(TARGET_FLAG_DEST_LOCATION);
+}
+
+// Xinef: Channel Data
+void SpellCastTargets::SetObjectTargetChannel(uint64 targetGUID)
+{
+ m_objectTargetGUIDChannel = targetGUID;
+}
+
+void SpellCastTargets::SetDstChannel(SpellDestination const& spellDest)
+{
+ m_dstChannel = spellDest;
+}
+
+WorldObject* SpellCastTargets::GetObjectTargetChannel(Unit* caster) const
+{
+ return m_objectTargetGUIDChannel ? ((m_objectTargetGUIDChannel == caster->GetGUID()) ? caster : ObjectAccessor::GetWorldObject(*caster, m_objectTargetGUIDChannel)) : NULL;
+}
+
+bool SpellCastTargets::HasDstChannel() const
+{
+ return m_dstChannel._position.GetExactDist(0, 0, 0) > 0.001f;
+}
+
+SpellDestination const* SpellCastTargets::GetDstChannel() const
+{
+ return &m_dstChannel;
+}
+
+void SpellCastTargets::Update(Unit* caster)
+{
+ m_objectTarget = m_objectTargetGUID ? ((m_objectTargetGUID == caster->GetGUID()) ? caster : ObjectAccessor::GetWorldObject(*caster, m_objectTargetGUID)) : NULL;
+
+ m_itemTarget = NULL;
+ 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 == TRADE_SLOT_NONTRADED) // here it is not guid but slot. Also prevents hacking slots
+ if (TradeData* pTrade = player->GetTradeData())
+ m_itemTarget = pTrade->GetTraderData()->GetItem(TRADE_SLOT_NONTRADED);
+
+ if (m_itemTarget)
+ m_itemTargetEntry = m_itemTarget->GetEntry();
+ }
+
+ // update positions by transport move
+ if (HasSrc() && m_src._transportGUID)
+ {
+ if (WorldObject* transport = ObjectAccessor::GetWorldObject(*caster, m_src._transportGUID))
+ {
+ m_src._position.Relocate(transport);
+ m_src._position.RelocateOffset(m_src._transportOffset);
+ }
+ }
+
+ if (HasDst() && m_dst._transportGUID)
+ {
+ if (WorldObject* transport = ObjectAccessor::GetWorldObject(*caster, m_dst._transportGUID))
+ {
+ m_dst._position.Relocate(transport);
+ m_dst._position.RelocateOffset(m_dst._transportOffset);
+ }
+ }
+}
+
+void SpellCastTargets::OutDebug() const
+{
+ if (!m_targetMask)
+ sLog->outString("No targets");
+
+ sLog->outString("target mask: %u", m_targetMask);
+ if (m_targetMask & (TARGET_FLAG_UNIT_MASK | TARGET_FLAG_CORPSE_MASK | TARGET_FLAG_GAMEOBJECT_MASK))
+ sLog->outString("Object target: " UI64FMTD, m_objectTargetGUID);
+ if (m_targetMask & TARGET_FLAG_ITEM)
+ sLog->outString("Item target: " UI64FMTD, m_itemTargetGUID);
+ if (m_targetMask & TARGET_FLAG_TRADE_ITEM)
+ sLog->outString("Trade item target: " UI64FMTD, m_itemTargetGUID);
+ if (m_targetMask & TARGET_FLAG_SOURCE_LOCATION)
+ sLog->outString("Source location: transport guid:" UI64FMTD " trans offset: %s position: %s", m_src._transportGUID, m_src._transportOffset.ToString().c_str(), m_src._position.ToString().c_str());
+ if (m_targetMask & TARGET_FLAG_DEST_LOCATION)
+ sLog->outString("Destination location: transport guid:" UI64FMTD " trans offset: %s position: %s", m_dst._transportGUID, m_dst._transportOffset.ToString().c_str(), m_dst._position.ToString().c_str());
+ if (m_targetMask & TARGET_FLAG_STRING)
+ sLog->outString("String: %s", m_strTarget.c_str());
+ sLog->outString("speed: %f", m_speed);
+ sLog->outString("elevation: %f", m_elevation);
+}
+
+SpellValue::SpellValue(SpellInfo const* proto)
+{
+ for (uint32 i = 0; i < MAX_SPELL_EFFECTS; ++i)
+ EffectBasePoints[i] = proto->Effects[i].BasePoints;
+ MaxAffectedTargets = proto->MaxAffectedTargets;
+ RadiusMod = 1.0f;
+ AuraStackAmount = 1;
+ ForcedCritResult = false;
+}
+
+Spell::Spell(Unit* caster, SpellInfo const* info, TriggerCastFlags triggerFlags, uint64 originalCasterGUID, bool skipCheck) :
+m_spellInfo(sSpellMgr->GetSpellForDifficultyFromSpell(info, caster)),
+m_caster((info->HasAttribute(SPELL_ATTR6_CAST_BY_CHARMER) && caster->GetCharmerOrOwner()) ? caster->GetCharmerOrOwner() : caster)
+, m_spellValue(new SpellValue(m_spellInfo))
+{
+ m_customError = SPELL_CUSTOM_ERROR_NONE;
+ m_skipCheck = skipCheck;
+ m_selfContainer = NULL;
+ m_referencedFromCurrentSpell = false;
+ m_executedCurrently = false;
+ m_needComboPoints = m_spellInfo->NeedsComboPoints();
+ m_delayStart = 0;
+ m_delayAtDamageCount = 0;
+
+ m_applyMultiplierMask = 0;
+ m_auraScaleMask = 0;
+ memset(m_damageMultipliers, 0, sizeof(m_damageMultipliers));
+
+ // Get data for type of attack
+ switch (m_spellInfo->DmgClass)
+ {
+ case SPELL_DAMAGE_CLASS_MELEE:
+ if (m_spellInfo->HasAttribute(SPELL_ATTR3_REQ_OFFHAND))
+ m_attackType = OFF_ATTACK;
+ else
+ m_attackType = BASE_ATTACK;
+ break;
+ case SPELL_DAMAGE_CLASS_RANGED:
+ m_attackType = m_spellInfo->IsRangedWeaponSpell() ? RANGED_ATTACK : BASE_ATTACK;
+ break;
+ default:
+ // Wands
+ if (m_spellInfo->HasAttribute(SPELL_ATTR2_AUTOREPEAT_FLAG))
+ m_attackType = RANGED_ATTACK;
+ else
+ m_attackType = BASE_ATTACK;
+ break;
+ }
+
+ 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()->Damage[0].DamageType);
+
+ if (originalCasterGUID)
+ m_originalCasterGUID = originalCasterGUID;
+ else
+ m_originalCasterGUID = m_caster->GetGUID();
+
+ if (m_originalCasterGUID == m_caster->GetGUID())
+ m_originalCaster = m_caster;
+ else
+ {
+ m_originalCaster = ObjectAccessor::GetUnit(*m_caster, m_originalCasterGUID);
+ if (m_originalCaster && !m_originalCaster->IsInWorld())
+ m_originalCaster = NULL;
+ }
+
+ 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 = NULL;
+ m_castItemGUID = 0;
+
+ unitTarget = NULL;
+ itemTarget = NULL;
+ gameObjTarget = NULL;
+ destTarget = NULL;
+ damage = 0;
+ effectHandleMode = SPELL_EFFECT_HANDLE_LAUNCH;
+ m_diminishLevel = DIMINISHING_LEVEL_1;
+ m_diminishGroup = DIMINISHING_NONE;
+ m_damage = 0;
+ m_healing = 0;
+ m_procAttacker = 0;
+ m_procVictim = 0;
+ m_procEx = 0;
+ focusObject = NULL;
+ m_cast_count = 0;
+ m_glyphIndex = 0;
+ m_preCastSpell = 0;
+ m_triggeredByAuraSpell = NULL;
+ m_spellAura = NULL;
+ m_pathFinder = NULL; // pussywizard
+ _scriptsLoaded = false;
+
+ //Auto Shot & Shoot (wand)
+ m_autoRepeat = m_spellInfo->IsAutoRepeatRangedSpell();
+
+ m_runesState = 0;
+ m_powerCost = 0; // setup to correct value in Spell::prepare, must not be used before.
+ m_casttime = 0; // setup to correct value in Spell::prepare, must not be used before.
+ m_timer = 0; // will set to castime in prepare
+ m_channeledDuration = 0; // will be setup in Spell::handle_immediate
+ m_immediateHandled = false;
+
+ m_channelTargetEffectMask = 0;
+
+ // Determine if spell can be reflected back to the caster
+ // Patch 1.2 notes: Spell Reflection no longer reflects abilities
+ m_canReflect = 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() && (!m_spellInfo->IsPositive() || m_spellInfo->HasEffect(SPELL_EFFECT_DISPEL));
+
+ CleanupTargetList();
+ memset(m_effectExecuteData, 0, MAX_SPELL_EFFECTS * sizeof(ByteBuffer*));
+
+ for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
+ m_destTargets[i] = SpellDestination(*m_caster);
+
+ // xinef:
+ _spellTargetsSelected = false;
+}
+
+Spell::~Spell()
+{
+ // unload scripts
+ while (!m_loadedScripts.empty())
+ {
+ std::list<SpellScript*>::iterator itr = m_loadedScripts.begin();
+ (*itr)->_Unload();
+ delete (*itr);
+ m_loadedScripts.erase(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.
+ sLog->outError("SPELL: deleting spell for spell ID %u. However, spell still referenced.", m_spellInfo->Id);
+ *m_selfContainer = NULL;
+ }
+
+ delete m_spellValue;
+ delete m_pathFinder; // pussywizard
+
+ CheckEffectExecuteData();
+}
+
+void Spell::InitExplicitTargets(SpellCastTargets const& targets)
+{
+ m_targets = targets;
+ // this function tries to correct spell explicit targets for spell
+ // client doesn't send explicit targets correctly sometimes - we need to fix such spells serverside
+ // this also makes sure that we correctly send explicit targets to client (removes redundant data)
+ uint32 neededTargets = m_spellInfo->GetExplicitTargetMask();
+
+ if (WorldObject* target = m_targets.GetObjectTarget())
+ {
+ // check if object target is valid with needed target flags
+ // for unit case allow corpse target mask because player with not released corpse is a unit target
+ if ((target->ToUnit() && !(neededTargets & (TARGET_FLAG_UNIT_MASK | TARGET_FLAG_CORPSE_MASK)))
+ || (target->ToGameObject() && !(neededTargets & TARGET_FLAG_GAMEOBJECT_MASK))
+ || (target->ToCorpse() && !(neededTargets & TARGET_FLAG_CORPSE_MASK)))
+ m_targets.RemoveObjectTarget();
+ }
+ else
+ {
+ // try to select correct unit target if not provided by client or by serverside cast
+ if (neededTargets & (TARGET_FLAG_UNIT_MASK))
+ {
+ Unit* unit = NULL;
+ // 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_spellInfo->IsPositive() || (!m_caster->IsFriendlyTo(target) && m_spellInfo->HasEffect(SPELL_EFFECT_DISPEL)))))
+ {
+ 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 = NULL;
+ break;
+ }
+ if (redirect && (redirect != target))
+ m_targets.SetUnitTarget(redirect);
+ }
+ }
+}
+
+void Spell::SelectSpellTargets()
+{
+ // select targets for cast phase
+ SelectExplicitTargets();
+
+ uint32 processedAreaEffectsMask = 0;
+ for (uint32 i = 0; i < MAX_SPELL_EFFECTS; ++i)
+ {
+ // not call for empty effect.
+ // Also some spells use not used effect targets for store targets for dummy effect in triggered spells
+ if (!m_spellInfo->Effects[i].IsEffect())
+ continue;
+
+ // set expected type of implicit targets to be sent to client
+ uint32 implicitTargetMask = GetTargetFlagMask(m_spellInfo->Effects[i].TargetA.GetObjectType()) | GetTargetFlagMask(m_spellInfo->Effects[i].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(i), m_spellInfo->Effects[i].TargetA, processedAreaEffectsMask);
+ SelectEffectImplicitTargets(SpellEffIndex(i), m_spellInfo->Effects[i].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(i);
+
+ if (m_targets.HasDst())
+ AddDestTarget(*m_targets.GetDst(), i);
+
+ if (m_spellInfo->IsChanneled())
+ {
+ uint8 mask = (1 << i);
+ for (std::list<TargetInfo>::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
+ {
+ if (ihit->effectMask & mask)
+ {
+ m_channelTargetEffectMask |= mask;
+ break;
+ }
+ }
+ }
+ else if (m_auraScaleMask)
+ {
+ bool checkLvl = !m_UniqueTargetInfo.empty();
+ for (std::list<TargetInfo>::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end();)
+ {
+ // remove targets which did not pass min level check
+ if (m_auraScaleMask && ihit->effectMask == m_auraScaleMask)
+ {
+ // Do not check for selfcast
+ if (!ihit->scaleAura && ihit->targetGUID != m_caster->GetGUID())
+ {
+ m_UniqueTargetInfo.erase(ihit++);
+ continue;
+ }
+ }
+ ++ihit;
+ }
+ if (checkLvl && m_UniqueTargetInfo.empty())
+ {
+ SendCastResult(SPELL_FAILED_LOWLEVEL);
+ finish(false);
+ }
+ }
+ }
+
+ if (m_targets.HasDst())
+ {
+ if (m_targets.HasTraj())
+ {
+ float speed = m_targets.GetSpeedXY();
+ if (speed > 0.0f)
+ m_delayTrajectory = (uint64)floor(m_targets.GetDist2d() / speed * 1000.0f);
+ }
+ else if (m_spellInfo->Speed > 0.0f)
+ {
+ float dist = m_caster->GetExactDist(m_targets.GetDstPos());
+ m_delayTrajectory = (uint64) floor(dist / m_spellInfo->Speed * 1000.0f);
+ }
+ }
+}
+
+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;
+ // choose which targets we can select at once
+ for (uint32 j = effIndex + 1; j < MAX_SPELL_EFFECTS; ++j)
+ {
+ SpellEffectInfo const* effects = GetSpellInfo()->Effects;
+ if (effects[effIndex].TargetA.GetTarget() == effects[j].TargetA.GetTarget() &&
+ effects[effIndex].TargetB.GetTarget() == effects[j].TargetB.GetTarget() &&
+ effects[effIndex].ImplicitTargetConditions == effects[j].ImplicitTargetConditions &&
+ effects[effIndex].CalcRadius(m_caster) == effects[j].CalcRadius(m_caster) &&
+ CheckScriptEffectImplicitTargets(effIndex, j))
+ {
+ effectMask |= 1 << j;
+ }
+ }
+ 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:
+ // xinef: just in case there is no dest, explanation in SelectImplicitDestDestTargets
+ if (!m_targets.HasDst())
+ m_targets.SetDst(*m_caster);
+
+ 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:
+ ;//sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "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;
+ }
+
+ switch (targetType.GetTarget())
+ {
+ case TARGET_UNIT_CHANNEL_TARGET:
+ {
+ // Xinef: All channel selectors have needed data passed in m_targets structure
+ WorldObject* target = m_targets.GetObjectTargetChannel(m_caster);
+ if (target)
+ {
+ CallScriptObjectTargetSelectHandlers(target, effIndex, targetType);
+ // unit target may be no longer avalible - teleported out of map for example
+ if (target && target->ToUnit())
+ AddUnitTarget(target->ToUnit(), 1 << effIndex);
+ }
+ else
+ ;//sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "SPELL: cannot find channel spell target for spell ID %u, effect %u", m_spellInfo->Id, effIndex);
+ break;
+ }
+ case TARGET_DEST_CHANNEL_TARGET:
+ if (m_targets.HasDstChannel())
+ m_targets.SetDst(*m_targets.GetDstChannel());
+ else if (WorldObject* target = m_targets.GetObjectTargetChannel(m_caster))
+ {
+ CallScriptObjectTargetSelectHandlers(target, effIndex, targetType);
+ if (target)
+ m_targets.SetDst(*target);
+ }
+ else //if (!m_targets.HasDst())
+ ;//sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "SPELL: cannot find channel spell destination for spell ID %u, effect %u", m_spellInfo->Id, effIndex);
+ break;
+ case TARGET_DEST_CHANNEL_CASTER:
+ if (GetOriginalCaster())
+ m_targets.SetDst(*GetOriginalCaster());
+ 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;
+ }
+
+ 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(m_spellInfo->IsPositive(), m_caster, this);
+ break;
+ default:
+ ASSERT(false && "Spell::SelectImplicitNearbyTargets: received not implemented selection check type");
+ break;
+ }
+
+ ConditionList* condList = m_spellInfo->Effects[effIndex].ImplicitTargetConditions;
+
+ // handle emergency case - try to use other provided targets if no conditions provided
+ if (targetType.GetCheckType() == TARGET_CHECK_ENTRY && (!condList || condList->empty()))
+ {
+ ;//sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "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);
+ return;
+ }
+ break;
+ case TARGET_OBJECT_TYPE_DEST:
+ if (m_spellInfo->RequiresSpellFocus)
+ {
+ if (focusObject)
+ m_targets.SetDst(*focusObject);
+ return;
+ }
+ break;
+ default:
+ break;
+ }
+ }
+
+ WorldObject* target = SearchNearbyTarget(range, targetType.GetObjectType(), targetType.GetCheckType(), condList);
+ if (!target)
+ {
+ ;//sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "Spell::SelectImplicitNearbyTargets: cannot find nearby target for spell ID %u, effect %u", m_spellInfo->Id, effIndex);
+ 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);
+ return;
+ }
+
+ switch (targetType.GetObjectType())
+ {
+ case TARGET_OBJECT_TYPE_UNIT:
+ {
+ if (Unit* unitTarget = target->ToUnit())
+ {
+ AddUnitTarget(unitTarget, effMask, true, false);
+ // xinef: important! if channeling spell have nearby entry, it has no unitTarget by default
+ // and if channeled spell has target 77, it requires unitTarget, set it here!
+ // xinef: if we have NO unit target
+ if (!m_targets.GetUnitTarget())
+ m_targets.SetUnitTarget(unitTarget);
+ }
+ 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, GetLogNameForGuid(target->GetGUID()), effMask);
+ 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, GetLogNameForGuid(target->GetGUID()), effMask);
+ return;
+ }
+ break;
+ case TARGET_OBJECT_TYPE_DEST:
+ m_targets.SetDst(*target);
+ 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<WorldObject*> targets;
+ SpellTargetObjectTypes objectType = targetType.GetObjectType();
+ SpellTargetCheckTypes selectionType = targetType.GetCheckType();
+ ConditionList* condList = m_spellInfo->Effects[effIndex].ImplicitTargetConditions;
+ float coneAngle = M_PI/2;
+ float radius = m_spellInfo->Effects[effIndex].CalcRadius(m_caster) * m_spellValue->RadiusMod;
+
+ if (uint32 containerTypeMask = GetSearcherTypeMask(objectType, condList))
+ {
+ Trinity::WorldObjectSpellConeTargetCheck check(coneAngle, radius, m_caster, m_spellInfo, selectionType, condList);
+ Trinity::WorldObjectListSearcher<Trinity::WorldObjectSpellConeTargetCheck> searcher(m_caster, targets, check, containerTypeMask);
+ SearchTargets<Trinity::WorldObjectListSearcher<Trinity::WorldObjectSpellConeTargetCheck> >(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)
+ {
+ Unit::AuraEffectList const& Auras = m_caster->GetAuraEffectsByType(SPELL_AURA_MOD_MAX_AFFECTED_TARGETS);
+ for (Unit::AuraEffectList::const_iterator j = Auras.begin(); j != Auras.end(); ++j)
+ if ((*j)->IsAffectedOnSpell(m_spellInfo))
+ maxTargets += (*j)->GetAmount();
+
+ Trinity::Containers::RandomResizeList(targets, maxTargets);
+ }
+
+ for (std::list<WorldObject*>::iterator itr = targets.begin(); itr != targets.end(); ++itr)
+ {
+ if (Unit* unitTarget = (*itr)->ToUnit())
+ AddUnitTarget(unitTarget, effMask, false);
+ else if (GameObject* gObjTarget = (*itr)->ToGameObject())
+ AddGOTarget(gObjTarget, effMask);
+ }
+ }
+ }
+}
+
+void Spell::SelectImplicitAreaTargets(SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType, uint32 effMask)
+{
+ Unit* referer = NULL;
+ 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::list<TargetInfo>::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 = NULL;
+ 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;
+ }
+
+ // Xinef: the distance should be increased by caster size, it is neglected in latter calculations
+ std::list<WorldObject*> targets;
+ float radius = m_spellInfo->Effects[effIndex].CalcRadius(m_caster) * m_spellValue->RadiusMod;
+ SearchAreaTargets(targets, radius, center, referer, targetType.GetObjectType(), targetType.GetCheckType(), m_spellInfo->Effects[effIndex].ImplicitTargetConditions);
+
+ CallScriptObjectAreaTargetSelectHandlers(targets, effIndex, targetType);
+
+ if (!targets.empty())
+ {
+ // Other special target selection goes here
+ if (uint32 maxTargets = m_spellValue->MaxAffectedTargets)
+ {
+ Unit::AuraEffectList const& Auras = m_caster->GetAuraEffectsByType(SPELL_AURA_MOD_MAX_AFFECTED_TARGETS);
+ for (Unit::AuraEffectList::const_iterator j = Auras.begin(); j != Auras.end(); ++j)
+ if ((*j)->IsAffectedOnSpell(m_spellInfo))
+ maxTargets += (*j)->GetAmount();
+
+ Trinity::Containers::RandomResizeList(targets, maxTargets);
+ }
+
+ for (std::list<WorldObject*>::iterator itr = targets.begin(); itr != targets.end(); ++itr)
+ {
+ if (Unit* unitTarget = (*itr)->ToUnit())
+ AddUnitTarget(unitTarget, effMask, false);
+ 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:
+ case TARGET_DEST_CASTER_36:
+ 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
+ {
+ ;//sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "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 min_dis = m_spellInfo->GetMinRange(true);
+ float max_dis = m_spellInfo->GetMaxRange(true);
+ float dis = (float)rand_norm() * (max_dis - min_dis) + min_dis;
+ float x, y, z, angle;
+ angle = (float)rand_norm() * static_cast<float>(M_PI * 35.0f / 180.0f) - static_cast<float>(M_PI * 17.5f / 180.0f);
+ m_caster->GetClosePoint(x, y, z, DEFAULT_WORLD_OBJECT_SIZE, dis, angle);
+
+ float ground = m_caster->GetMap()->GetHeight(m_caster->GetPhaseMask(), x, y, z, true, 120.0f);
+ float liquidLevel = VMAP_INVALID_HEIGHT_VALUE;
+ LiquidData liquidData;
+ if (m_caster->GetMap()->getLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &liquidData))
+ 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;
+ }
+ default:
+ {
+ float dist;
+ float angle = targetType.CalcDirectionAngle();
+ float objSize = m_caster->GetObjectSize();
+ if (targetType.GetTarget() == TARGET_DEST_CASTER_SUMMON)
+ dist = PET_FOLLOW_DIST;
+ else
+ dist = m_spellInfo->Effects[effIndex].CalcRadius(m_caster);
+
+ if (dist < objSize)
+ {
+ dist = objSize;
+ // xinef: give the summon some space (eg. totems)
+ if (m_caster->GetTypeId() == TYPEID_PLAYER && m_spellInfo->Effects[effIndex].IsEffect(SPELL_EFFECT_SUMMON))
+ dist += objSize;
+ }
+ else if (targetType.GetTarget() == TARGET_DEST_CASTER_RANDOM)
+ dist = objSize + (dist - objSize) * (float)rand_norm();
+
+ Position pos;
+ bool totemCollision = false;
+ if (m_spellInfo->Effects[effIndex].Effect == SPELL_EFFECT_SUMMON)
+ {
+ SummonPropertiesEntry const* properties = sSummonPropertiesStore.LookupEntry(m_spellInfo->Effects[effIndex].MiscValueB);
+ if (properties && (properties->Type == SUMMON_TYPE_TOTEM || properties->Type == SUMMON_TYPE_LIGHTWELL))
+ {
+ totemCollision = true;
+ m_caster->GetFirstCollisionPositionForTotem(pos, dist, angle, false);
+ }
+ }
+ else if (m_spellInfo->Effects[effIndex].Effect >= SPELL_EFFECT_SUMMON_OBJECT_SLOT1 && m_spellInfo->Effects[effIndex].Effect <= SPELL_EFFECT_SUMMON_OBJECT_SLOT4)
+ {
+ totemCollision = true;
+ m_caster->GetFirstCollisionPositionForTotem(pos, dist, angle, true);
+ }
+
+ if (!totemCollision)
+ {
+ if (m_spellInfo->Effects[effIndex].Effect == SPELL_EFFECT_LEAP || m_spellInfo->Effects[effIndex].Effect == SPELL_EFFECT_TELEPORT_UNITS || m_spellInfo->Effects[effIndex].Effect == SPELL_EFFECT_JUMP_DEST || (m_caster->GetTypeId() == TYPEID_PLAYER && m_spellInfo->Effects[effIndex].Effect == SPELL_EFFECT_SUMMON))
+ m_caster->GetFirstCollisionPosition(pos, dist, angle);
+ else
+ m_caster->GetNearPosition(pos, dist, angle);
+ }
+ dest.Relocate(pos);
+ break;
+ }
+ }
+
+ CallScriptDestinationTargetSelectHandlers(dest, effIndex, targetType);
+ m_targets.SetDst(dest);
+}
+
+void Spell::SelectImplicitTargetDestTargets(SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType)
+{
+ WorldObject* target = m_targets.GetObjectTarget();
+
+ SpellDestination dest(*target);
+
+ switch (targetType.GetTarget())
+ {
+ case TARGET_DEST_TARGET_ENEMY:
+ case TARGET_DEST_TARGET_ANY:
+ break;
+ default:
+ {
+ float angle = targetType.CalcDirectionAngle();
+ float objSize = target->GetObjectSize();
+ float dist = m_spellInfo->Effects[effIndex].CalcRadius(m_caster);
+ if (dist < objSize)
+ dist = objSize;
+ else if (targetType.GetTarget() == TARGET_DEST_TARGET_RANDOM)
+ dist = objSize + (dist - objSize) * (float)rand_norm();
+
+ Position pos;
+ if (m_spellInfo->Effects[effIndex].Effect == SPELL_EFFECT_LEAP || m_spellInfo->Effects[effIndex].Effect == SPELL_EFFECT_TELEPORT_UNITS || m_spellInfo->Effects[effIndex].Effect == SPELL_EFFECT_JUMP_DEST || (m_caster->GetTypeId() == TYPEID_PLAYER && m_spellInfo->Effects[effIndex].Effect == SPELL_EFFECT_SUMMON))
+ target->GetFirstCollisionPosition(pos, dist, angle);
+ else
+ target->GetNearPosition(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;
+ case TARGET_DEST_TRAJ:
+ SelectImplicitTrajTargets(effIndex, targetType);
+ return;
+ default:
+ {
+ float angle = targetType.CalcDirectionAngle();
+ float dist = m_spellInfo->Effects[effIndex].CalcRadius(m_caster);
+ if (targetType.GetTarget() == TARGET_DEST_DEST_RANDOM)
+ dist *= float(rand_norm());
+
+ Position pos = dest._position;
+ m_caster->MovePosition(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 = NULL;
+ 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();
+ if (!target)
+ target = m_caster->GetCharm();
+ 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->ToCreature()->IsVehicle())
+ target = m_caster->GetVehicleKit()->GetPassenger(targetType.GetTarget() - TARGET_UNIT_PASSENGER_0);
+ 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)
+{
+ uint32 maxTargets = m_spellInfo->Effects[effIndex].ChainTarget;
+ if (Player* modOwner = m_caster->GetSpellModOwner())
+ modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_JUMP_TARGETS, maxTargets, this);
+
+ if (maxTargets > 1)
+ {
+ // mark damage multipliers as used
+ for (uint32 k = effIndex; k < MAX_SPELL_EFFECTS; ++k)
+ if (effMask & (1 << k))
+ m_damageMultipliers[k] = 1.0f;
+ m_applyMultiplierMask |= effMask;
+
+ std::list<WorldObject*> targets;
+ SearchChainTargets(targets, maxTargets - 1, target, targetType.GetObjectType(), targetType.GetCheckType(), targetType.GetSelectionCategory()
+ , m_spellInfo->Effects[effIndex].ImplicitTargetConditions, targetType.GetTarget() == TARGET_UNIT_TARGET_CHAINHEAL_ALLY);
+
+ // Chain primary target is added earlier
+ CallScriptObjectAreaTargetSelectHandlers(targets, effIndex, targetType);
+
+ for (std::list<WorldObject*>::iterator itr = targets.begin(); itr != targets.end(); ++itr)
+ if (Unit* unitTarget = (*itr)->ToUnit())
+ AddUnitTarget(unitTarget, effMask, false);
+ }
+}
+
+float tangent(float x)
+{
+ x = tan(x);
+ //if (x < std::numeric_limits<float>::max() && x > -std::numeric_limits<float>::max()) return x;
+ //if (x >= std::numeric_limits<float>::max()) return std::numeric_limits<float>::max();
+ //if (x <= -std::numeric_limits<float>::max()) return -std::numeric_limits<float>::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;
+}
+
+#define DEBUG_TRAJ(a) //a
+
+void Spell::SelectImplicitTrajTargets(SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType)
+{
+ if (!m_targets.HasTraj())
+ return;
+
+ float dist2d = m_targets.GetDist2d();
+ if (!dist2d)
+ return;
+
+ float srcToDestDelta = m_targets.GetDstPos()->m_positionZ - m_targets.GetSrcPos()->m_positionZ;
+
+
+ // xinef: supply correct target type, DEST_DEST and similar are ALWAYS undefined
+ // xinef: correct target is stored in TRIGGERED SPELL, however as far as i noticed, all checks are ENTRY, ENEMY
+ std::list<WorldObject*> targets;
+ Trinity::WorldObjectSpellTrajTargetCheck check(dist2d, m_targets.GetSrcPos(), m_caster, m_spellInfo, TARGET_CHECK_ENEMY /*targetCheckType*/, m_spellInfo->Effects[effIndex].ImplicitTargetConditions);
+ Trinity::WorldObjectListSearcher<Trinity::WorldObjectSpellTrajTargetCheck> searcher(m_caster, targets, check, GRID_MAP_TYPE_MASK_ALL);
+ SearchTargets<Trinity::WorldObjectListSearcher<Trinity::WorldObjectSpellTrajTargetCheck> > (searcher, GRID_MAP_TYPE_MASK_ALL, m_caster, m_targets.GetSrcPos(), dist2d);
+ if (targets.empty())
+ return;
+
+ targets.sort(Trinity::ObjectDistanceOrderPred(m_caster));
+
+ float b = tangent(m_targets.GetElevation());
+ float a = (srcToDestDelta - dist2d * b) / (dist2d * dist2d);
+ if (a > -0.0001f)
+ a = 0;
+ DEBUG_TRAJ(sLog->outError("Spell::SelectTrajTargets: a %f b %f", a, b);)
+
+ // Xinef: hack for distance, many trajectory spells have RangeEntry 1 (self)
+ float bestDist = m_spellInfo->GetMaxRange(false)*2;
+ if (bestDist < 1.0f)
+ bestDist = 300.0f;
+
+ std::list<WorldObject*>::const_iterator itr = targets.begin();
+ for (; itr != targets.end(); ++itr)
+ {
+ if (Unit* unitTarget = (*itr)->ToUnit())
+ if (m_caster == *itr || m_caster->IsOnVehicle(unitTarget) || (unitTarget)->GetVehicle())//(*itr)->IsOnVehicle(m_caster))
+ continue;
+
+ const float size = std::max((*itr)->GetObjectSize() * 0.7f, 1.0f); // 1/sqrt(3)
+ // TODO: all calculation should be based on src instead of m_caster
+ const float objDist2d = fabs(m_targets.GetSrcPos()->GetExactDist2d(*itr) * cos(m_targets.GetSrcPos()->GetRelativeAngle(*itr)));
+ const float dz = fabs((*itr)->GetPositionZ() - m_targets.GetSrcPos()->m_positionZ);
+
+ DEBUG_TRAJ(sLog->outError("Spell::SelectTrajTargets: check %u, dist between %f %f, height between %f %f.", (*itr)->GetEntry(), objDist2d - size, objDist2d + size, dz - size, dz + size);)
+
+ float dist = objDist2d - size;
+ float height = dist * (a * dist + b);
+ DEBUG_TRAJ(sLog->outError("Spell::SelectTrajTargets: dist %f, height %f.", dist, height);)
+ if (dist < bestDist && height < dz + size && height > dz - size)
+ {
+ bestDist = dist > 0 ? dist : 0;
+ break;
+ }
+
+#define CHECK_DIST {\
+ DEBUG_TRAJ(sLog->outError("Spell::SelectTrajTargets: dist %f, height %f.", dist, height);)\
+ if (dist > bestDist)\
+ continue;\
+ if (dist < objDist2d + size && dist > objDist2d - size)\
+ {\
+ bestDist = dist;\
+ break;\
+ }\
+ }
+
+ // RP-GG only, search in straight line, as item have no trajectory
+ if (m_CastItem)
+ {
+ if (dist < bestDist && fabs(dz) < 6.0f) // closes target, also check Z difference)
+ {
+ bestDist = dist;
+ break;
+ }
+
+ continue;
+ }
+
+ if (!a)
+ {
+ // Xinef: everything remade
+ dist = m_targets.GetSrcPos()->GetExactDist(*itr);
+ height = m_targets.GetSrcPos()->GetExactDist2d(*itr)*b;
+
+ if (height < dz + size*(b+1) && height > dz - size*(b+1) && dist < bestDist)
+ {
+ bestDist = dist;
+ break;
+ }
+
+ continue;
+ }
+
+ height = dz - size;
+ float sqrt1 = b * b + 4 * a * height;
+ if (sqrt1 > 0)
+ {
+ sqrt1 = sqrt(sqrt1);
+ dist = (sqrt1 - b) / (2 * a);
+ CHECK_DIST;
+ }
+
+ height = dz + size;
+ float sqrt2 = b * b + 4 * a * height;
+ if (sqrt2 > 0)
+ {
+ sqrt2 = sqrt(sqrt2);
+ dist = (sqrt2 - b) / (2 * a);
+ CHECK_DIST;
+
+ dist = (-sqrt2 - b) / (2 * a);
+ CHECK_DIST;
+ }
+
+ if (sqrt1 > 0)
+ {
+ dist = (-sqrt1 - b) / (2 * a);
+ CHECK_DIST;
+ }
+ }
+
+ if (m_targets.GetSrcPos()->GetExactDist2d(m_targets.GetDstPos()) > bestDist)
+ {
+ float x = m_targets.GetSrcPos()->m_positionX + cos(m_caster->GetOrientation()) * bestDist;
+ float y = m_targets.GetSrcPos()->m_positionY + sin(m_caster->GetOrientation()) * bestDist;
+ float z = m_targets.GetSrcPos()->m_positionZ + bestDist * (a * bestDist + b);
+
+ if (itr != targets.end())
+ {
+ float distSq = (*itr)->GetExactDistSq(x, y, z);
+ float sizeSq = (*itr)->GetObjectSize();
+ sizeSq *= sizeSq;
+ DEBUG_TRAJ(sLog->outError("Initial %f %f %f %f %f", x, y, z, distSq, sizeSq);)
+ if (distSq > sizeSq)
+ {
+ float factor = 1 - sqrt(sizeSq / distSq);
+ x += factor * ((*itr)->GetPositionX() - x);
+ y += factor * ((*itr)->GetPositionY() - y);
+ z += factor * ((*itr)->GetPositionZ() - z);
+
+ distSq = (*itr)->GetExactDistSq(x, y, z);
+ DEBUG_TRAJ(sLog->outError("Initial %f %f %f %f %f", x, y, z, distSq, sizeSq);)
+ }
+ }
+
+ Position trajDst;
+ trajDst.Relocate(x, y, z, m_caster->GetOrientation());
+ SpellDestination dest(*m_targets.GetDst());
+ dest.Relocate(trajDst);
+
+ CallScriptDestinationTargetSelectHandlers(dest, effIndex, targetType);
+ m_targets.ModDst(dest);
+ }
+}
+
+void Spell::SelectEffectTypeImplicitTargets(uint8 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
+ switch (m_spellInfo->Effects[effIndex].Effect)
+ {
+ case SPELL_EFFECT_SUMMON_RAF_FRIEND:
+ case SPELL_EFFECT_SUMMON_PLAYER:
+ if (m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->ToPlayer()->GetTarget())
+ {
+ WorldObject* target = ObjectAccessor::FindPlayer(m_caster->ToPlayer()->GetTarget());
+
+ CallScriptObjectTargetSelectHandlers(target, 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 (!m_spellInfo->Effects[effIndex].GetImplicitTargetType())
+ return;
+
+ uint32 targetMask = m_spellInfo->Effects[effIndex].GetMissingTargetMask();
+
+ if (!targetMask)
+ return;
+
+ WorldObject* target = NULL;
+
+ switch (m_spellInfo->Effects[effIndex].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* unitTarget = m_targets.GetUnitTarget())
+ target = unitTarget;
+ 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* itemTarget = m_targets.GetItemTarget())
+ AddItemTarget(itemTarget, 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, ConditionList* 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<class SEARCHER>
+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);
+ bool searchInWorld = containerMask & (GRID_MAP_TYPE_MASK_CREATURE | GRID_MAP_TYPE_MASK_PLAYER | GRID_MAP_TYPE_MASK_CORPSE);
+
+ 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)
+ {
+ TypeContainerVisitor<SEARCHER, WorldTypeMapContainer> world_object_notifier(searcher);
+ cell.Visit(p, world_object_notifier, map, radius + SPELL_SEARCHER_COMPENSATION, x, y);
+ }
+ if (searchInGrid)
+ {
+ TypeContainerVisitor<SEARCHER, GridTypeMapContainer > grid_object_notifier(searcher);
+ cell.Visit(p, grid_object_notifier, map, radius + SPELL_SEARCHER_COMPENSATION, x , y);
+ }
+ }
+}
+
+WorldObject* Spell::SearchNearbyTarget(float range, SpellTargetObjectTypes objectType, SpellTargetCheckTypes selectionType, ConditionList* condList)
+{
+ WorldObject* target = NULL;
+ uint32 containerTypeMask = GetSearcherTypeMask(objectType, condList);
+ if (!containerTypeMask)
+ return NULL;
+ Trinity::WorldObjectSpellNearbyTargetCheck check(range, m_caster, m_spellInfo, selectionType, condList);
+ Trinity::WorldObjectLastSearcher<Trinity::WorldObjectSpellNearbyTargetCheck> searcher(m_caster, target, check, containerTypeMask);
+ SearchTargets<Trinity::WorldObjectLastSearcher<Trinity::WorldObjectSpellNearbyTargetCheck> > (searcher, containerTypeMask, m_caster, m_caster, range);
+ return target;
+}
+
+void Spell::SearchAreaTargets(std::list<WorldObject*>& targets, float range, Position const* position, Unit* referer, SpellTargetObjectTypes objectType, SpellTargetCheckTypes selectionType, ConditionList* condList)
+{
+ uint32 containerTypeMask = GetSearcherTypeMask(objectType, condList);
+ if (!containerTypeMask)
+ return;
+ Trinity::WorldObjectSpellAreaTargetCheck check(range, position, m_caster, referer, m_spellInfo, selectionType, condList);
+ Trinity::WorldObjectListSearcher<Trinity::WorldObjectSpellAreaTargetCheck> searcher(m_caster, targets, check, containerTypeMask);
+ SearchTargets<Trinity::WorldObjectListSearcher<Trinity::WorldObjectSpellAreaTargetCheck> > (searcher, containerTypeMask, m_caster, position, range);
+}
+
+void Spell::SearchChainTargets(std::list<WorldObject*>& targets, uint32 chainTargets, WorldObject* target, SpellTargetObjectTypes objectType, SpellTargetCheckTypes selectType, SpellTargetSelectionCategories selectCategory, ConditionList* condList, bool isChainHeal)
+{
+ // max dist for jump target selection
+ float jumpRadius = 0.0f;
+ switch (m_spellInfo->DmgClass)
+ {
+ case SPELL_DAMAGE_CLASS_RANGED:
+ // 7.5y for multi shot
+ jumpRadius = 7.5f;
+ break;
+ case SPELL_DAMAGE_CLASS_MELEE:
+ // 5y for swipe, cleave and similar
+ jumpRadius = 5.0f;
+ break;
+ case SPELL_DAMAGE_CLASS_NONE:
+ case SPELL_DAMAGE_CLASS_MAGIC:
+ // 12.5y for chain heal spell since 3.2 patch
+ if (isChainHeal)
+ jumpRadius = 12.5f;
+ // 10y as default for magic chain spells
+ else
+ jumpRadius = 10.0f;
+ break;
+ }
+
+ // chain lightning/heal spells and similar - allow to jump at larger distance and go out of los
+ bool isBouncingFar = (m_spellInfo->HasAttribute(SPELL_ATTR4_AREA_TARGET_CHAIN)
+ || m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_NONE
+ || m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MAGIC);
+
+ // max dist which spell can reach
+ float searchRadius = jumpRadius;
+ if (isBouncingFar && !isChainHeal)
+ searchRadius *= chainTargets;
+
+ // Xinef: the distance should be increased by caster size, it is neglected in latter calculations
+ std::list<WorldObject*> tempTargets;
+ SearchAreaTargets(tempTargets, searchRadius, (m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MELEE ? m_caster : target), m_caster, objectType, selectType, condList);
+ tempTargets.remove(target);
+
+ // xinef: if we have select category nearby and checktype entry, select random of what we have, not by distance
+ if (selectCategory == TARGET_SELECT_CATEGORY_NEARBY && selectType == TARGET_CHECK_ENTRY)
+ {
+ Trinity::Containers::RandomResizeList(tempTargets, chainTargets);
+ targets = tempTargets;
+ return;
+ }
+
+ // 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)
+ {
+ float allowedArc = 0.0f;
+ if (m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MELEE)
+ allowedArc = (M_PI*7.0f) / 18.0f; // 70 degrees
+ else if (m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_RANGED)
+ allowedArc = M_PI*0.5f; // 90 degrees
+
+ for (std::list<WorldObject*>::iterator itr = tempTargets.begin(); itr != tempTargets.end();)
+ {
+ std::list<WorldObject*>::iterator checkItr = itr++;
+ if (!m_caster->HasInArc(static_cast<float>(M_PI), *checkItr))
+ tempTargets.erase(checkItr);
+ else if (allowedArc > 0.0f && !m_caster->HasInArc(allowedArc, *checkItr, (*checkItr)->GetObjectSize()))
+ tempTargets.erase(checkItr);
+ }
+ }
+
+ while (chainTargets)
+ {
+ // try to get unit for next chain jump
+ std::list<WorldObject*>::iterator foundItr = tempTargets.end();
+ // get unit with highest hp deficit in dist
+ if (isChainHeal)
+ {
+ uint32 maxHPDeficit = 0;
+ for (std::list<WorldObject*>::iterator itr = tempTargets.begin(); itr != tempTargets.end(); ++itr)
+ {
+ if (Unit* itrTarget = (*itr)->ToUnit())
+ {
+ uint32 deficit = itrTarget->GetMaxHealth() - itrTarget->GetHealth();
+ // xinef: chain should not heal targets with max health
+ if (deficit == 0)
+ continue;
+
+ if ((deficit > maxHPDeficit || foundItr == tempTargets.end()) && target->IsWithinDist(itrTarget, jumpRadius) && target->IsWithinLOSInMap(itrTarget))
+ {
+ foundItr = itr;
+ maxHPDeficit = deficit;
+ }
+ }
+ }
+ }
+ // get closest object
+ else
+ {
+ for (std::list<WorldObject*>::iterator itr = tempTargets.begin(); itr != tempTargets.end(); ++itr)
+ {
+ if (foundItr == tempTargets.end())
+ {
+ if ((!isBouncingFar || target->IsWithinDist(*itr, jumpRadius)) && target->IsWithinLOSInMap(*itr))
+ foundItr = itr;
+ }
+ else if (target->GetDistanceOrder(*itr, *foundItr) && target->IsWithinLOSInMap(*itr))
+ foundItr = itr;
+ }
+ }
+ // not found any valid target - chain ends
+ if (foundItr == tempTargets.end())
+ break;
+ target = *foundItr;
+ tempTargets.erase(foundItr);
+ targets.push_back(target);
+ --chainTargets;
+ }
+}
+
+void Spell::prepareDataForTriggerSystem(AuraEffect const* /*triggeredByAura*/)
+{
+ //==========================================================================================
+ // Now fill data for trigger system, need know:
+ // can spell trigger another or not (m_canTrigger)
+ // Create base triggers flags for Attacker and Victim (m_procAttacker, m_procVictim and m_procEx)
+ //==========================================================================================
+
+ 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
+ }
+ m_procEx = PROC_EX_NONE;
+
+ // 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 || m_spellInfo->Id == 45145 || // Snake Trap - done this way to avoid double proc
+ m_spellInfo->SpellFamilyFlags[2] & 0x00064000)) // Explosive and Immolation Trap
+ {
+ m_procAttacker |= PROC_FLAG_DONE_TRAP_ACTIVATION;
+ }
+
+ /* Effects which are result of aura proc from triggered spell cannot proc
+ to prevent chain proc of these spells */
+
+ // 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;
+ }
+
+ // Ranged autorepeat attack is set as triggered spell - ignore it
+ if (!(m_procAttacker & PROC_FLAG_DONE_RANGED_AUTO_ATTACK))
+ {
+ if (_triggeredCastFlags & TRIGGERED_DISALLOW_PROC_EVENTS &&
+ (m_spellInfo->HasAttribute(SPELL_ATTR2_TRIGGERED_CAN_TRIGGER_PROC) ||
+ m_spellInfo->HasAttribute(SPELL_ATTR3_TRIGGERED_CAN_TRIGGER_PROC_2)))
+ m_procEx |= PROC_EX_INTERNAL_CANT_PROC;
+ else if (_triggeredCastFlags & TRIGGERED_DISALLOW_PROC_EVENTS)
+ m_procEx |= PROC_EX_INTERNAL_TRIGGERED;
+ }
+ // Totem casts require spellfamilymask defined in spell_proc_event to proc
+ if (m_originalCaster && m_caster != m_originalCaster && m_caster->GetTypeId() == TYPEID_UNIT && m_caster->ToCreature()->IsTotem() && m_caster->IsControlledByPlayer())
+ m_procEx |= PROC_EX_INTERNAL_REQ_FAMILY;
+}
+
+void Spell::CleanupTargetList()
+{
+ m_UniqueTargetInfo.clear();
+ m_UniqueGOTargetInfo.clear();
+ m_UniqueItemInfo.clear();
+ m_delayMoment = 0;
+ m_delayTrajectory = 0;
+}
+
+void Spell::AddUnitTarget(Unit* target, uint32 effectMask, bool checkIfValid /*= true*/, bool implicit /*= true*/)
+{
+ for (uint32 effIndex = 0; effIndex < MAX_SPELL_EFFECTS; ++effIndex)
+ if (!m_spellInfo->Effects[effIndex].IsEffect() || !CheckEffectTarget(target, effIndex))
+ effectMask &= ~(1 << effIndex);
+
+ // no effects left
+ if (!effectMask)
+ return;
+
+ if (checkIfValid)
+ {
+ SpellCastResult res = m_spellInfo->CheckTarget(m_caster, target, implicit);
+ if (res != SPELL_CAST_OK)
+ return;
+ }
+
+ // Check for effect immune skip if immuned
+ for (uint32 effIndex = 0; effIndex < MAX_SPELL_EFFECTS; ++effIndex)
+ if (target->IsImmunedToSpellEffect(m_spellInfo, effIndex))
+ effectMask &= ~(1 << effIndex);
+
+ uint64 targetGUID = target->GetGUID();
+
+ // Lookup target in already in list
+ for (std::list<TargetInfo>::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
+ ihit->scaleAura = false;
+ if (m_auraScaleMask && ihit->effectMask == m_auraScaleMask && m_caster != target)
+ {
+ SpellInfo const* auraSpell = m_spellInfo->GetFirstRankSpell();
+ if (uint32(target->getLevel() + 10) >= auraSpell->SpellLevel)
+ ihit->scaleAura = true;
+ }
+ return;
+ }
+ }
+
+ // This is new target calculate data for him
+
+ // Get spell hit result on target
+ TargetInfo targetInfo;
+ targetInfo.targetGUID = targetGUID; // Store target GUID
+ targetInfo.effectMask = effectMask; // Store all effects not immune
+ targetInfo.processed = false; // Effects not apply on target
+ targetInfo.alive = target->IsAlive();
+ targetInfo.damage = 0;
+ targetInfo.crit = false;
+ targetInfo.scaleAura = false;
+ if (m_auraScaleMask && targetInfo.effectMask == m_auraScaleMask && m_caster != target)
+ {
+ SpellInfo const* auraSpell = m_spellInfo->GetFirstRankSpell();
+ if (uint32(target->getLevel() + 10) >= auraSpell->SpellLevel)
+ targetInfo.scaleAura = true;
+ }
+
+ // Calculate hit result
+ if (m_originalCaster)
+ {
+ targetInfo.missCondition = m_originalCaster->SpellHitResult(target, m_spellInfo, m_canReflect);
+ if (m_skipCheck && targetInfo.missCondition != SPELL_MISS_IMMUNE)
+ targetInfo.missCondition = SPELL_MISS_NONE;
+ }
+ 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_spellInfo->Speed > 0.0f && m_caster != target)
+ {
+ // calculate spell incoming interval
+ // TODO: this is a hack
+ float dist = m_caster->GetDistance(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ());
+
+ if (dist < 5.0f)
+ dist = 5.0f;
+ targetInfo.timeDelay = (uint64) floor(dist / m_spellInfo->Speed * 1000.0f);
+
+ // Calculate minimum incoming time
+ if (m_delayMoment == 0 || m_delayMoment > targetInfo.timeDelay)
+ m_delayMoment = targetInfo.timeDelay;
+ }
+ else
+ targetInfo.timeDelay = 0LL;
+
+ // 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, m_canReflect);
+
+ if (targetInfo.reflectResult == SPELL_MISS_REFLECT) // Impossible reflect again, so simply deflect spell
+ targetInfo.reflectResult = SPELL_MISS_PARRY;
+
+ // Increase time interval for reflected spells by 1.5
+ m_caster->m_Events.AddEvent(new ReflectEvent(m_caster->GetGUID(), targetInfo.targetGUID, m_spellInfo), m_caster->m_Events.CalculateTime(targetInfo.timeDelay));
+ targetInfo.timeDelay += targetInfo.timeDelay >> 1;
+ }
+ else
+ targetInfo.reflectResult = SPELL_MISS_NONE;
+
+ // Add target to list
+ m_UniqueTargetInfo.push_back(targetInfo);
+}
+
+void Spell::AddGOTarget(GameObject* go, uint32 effectMask)
+{
+ for (uint32 effIndex = 0; effIndex < MAX_SPELL_EFFECTS; ++effIndex)
+ {
+ if (!m_spellInfo->Effects[effIndex].IsEffect())
+ effectMask &= ~(1 << effIndex);
+ else
+ {
+ switch (m_spellInfo->Effects[effIndex].Effect)
+ {
+ case SPELL_EFFECT_GAMEOBJECT_DAMAGE:
+ case SPELL_EFFECT_GAMEOBJECT_REPAIR:
+ case SPELL_EFFECT_GAMEOBJECT_SET_DESTRUCTION_STATE:
+ if (go->GetGoType() != GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING)
+ effectMask &= ~(1 << effIndex);
+ break;
+ default:
+ break;
+ }
+ }
+ }
+
+ if (!effectMask)
+ return;
+
+ uint64 targetGUID = go->GetGUID();
+
+ // Lookup target in already in list
+ for (std::list<GOTargetInfo>::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 (m_spellInfo->Speed > 0.0f)
+ {
+ // calculate spell incoming interval
+ float dist = m_caster->GetDistance(go->GetPositionX(), go->GetPositionY(), go->GetPositionZ());
+ if (dist < 5.0f)
+ dist = 5.0f;
+ target.timeDelay = uint64(floor(dist / m_spellInfo->Speed * 1000.0f));
+ if (m_delayMoment == 0 || m_delayMoment > target.timeDelay)
+ m_delayMoment = target.timeDelay;
+ }
+ else
+ target.timeDelay = 0LL;
+
+ // Add target to list
+ m_UniqueGOTargetInfo.push_back(target);
+}
+
+void Spell::AddItemTarget(Item* item, uint32 effectMask)
+{
+ for (uint32 effIndex = 0; effIndex < MAX_SPELL_EFFECTS; ++effIndex)
+ if (!m_spellInfo->Effects[effIndex].IsEffect())
+ effectMask &= ~(1 << effIndex);
+
+ // no effects left
+ if (!effectMask)
+ return;
+
+ // Lookup target in already in list
+ for (std::list<ItemTargetInfo>::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;
+}
+
+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
+ uint8 mask = target->effectMask;
+
+ Unit* effectUnit = m_caster->GetGUID() == target->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, target->targetGUID);
+ if (!effectUnit)
+ {
+ uint8 farMask = 0;
+ // create far target mask
+ for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
+ if (m_spellInfo->Effects[i].IsFarUnitTargetEffect())
+ if ((1 << i) & mask)
+ farMask |= (1 << i);
+
+ if (!farMask)
+ return;
+ // find unit in world
+ // Xinef: FindUnit Access without Map check!!! Intended
+ effectUnit = ObjectAccessor::FindUnit(target->targetGUID);
+ if (!effectUnit)
+ return;
+
+ // do far effects on the unit
+ // can't use default call because of threading, do stuff as fast as possible
+ for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
+ if (farMask & (1 << i))
+ HandleEffects(effectUnit, NULL, NULL, i, SPELL_EFFECT_HANDLE_HIT_TARGET);
+ return;
+ }
+
+ if (effectUnit->IsAlive() != target->alive)
+ return;
+
+ // Xinef: absorb delayed projectiles for 500ms
+ if (getState() == SPELL_STATE_DELAYED && !m_spellInfo->IsTargetingArea() && !m_spellInfo->IsPositive() &&
+ (World::GetGameTimeMS() - target->timeDelay) <= effectUnit->m_lastSanctuaryTime && World::GetGameTimeMS() < (effectUnit->m_lastSanctuaryTime + 500) &&
+ effectUnit->FindMap() && !effectUnit->FindMap()->IsDungeon()
+ )
+ 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 = effectUnit;
+
+ // Reset damage/healing counter
+ m_damage = target->damage;
+ m_healing = -target->damage;
+
+ m_spellAura = NULL; // Set aura to null for every target-make sure that pointer is not used for unit without aura applied
+
+ //Spells with this flag cannot trigger if effect is casted on self
+ bool canEffectTrigger = !m_spellInfo->HasAttribute(SPELL_ATTR3_CANT_TRIGGER_PROC) && unitTarget->CanProc() && (CanExecuteTriggersOnHit(mask) || missInfo == SPELL_MISS_IMMUNE2);
+ bool reflectedSpell = missInfo == SPELL_MISS_REFLECT;
+ Unit* spellHitTarget = NULL;
+
+ if (missInfo == SPELL_MISS_NONE) // In case spell hit target, do all effect on that target
+ spellHitTarget = unitTarget;
+ else if (missInfo == SPELL_MISS_REFLECT) // In case spell reflect from target, do all effect on caster (if hit)
+ {
+ missInfo = target->reflectResult;
+ if (missInfo == SPELL_MISS_NONE) // If reflected spell hit caster -> do all effect on him
+ {
+ spellHitTarget = m_caster;
+ unitTarget = m_caster;
+ if (m_caster->GetTypeId() == TYPEID_UNIT)
+ m_caster->ToCreature()->LowerPlayerDamageReq(target->damage);
+ }
+ }
+
+ if (spellHitTarget)
+ {
+ SpellMissInfo missInfo2 = DoSpellHitOnUnit(spellHitTarget, mask, target->scaleAura);
+ if (missInfo2 != SPELL_MISS_NONE)
+ {
+ if (missInfo2 != SPELL_MISS_MISS)
+ m_caster->SendSpellMiss(spellHitTarget, m_spellInfo->Id, missInfo2);
+ m_damage = 0;
+ spellHitTarget = NULL;
+
+ // Xinef: if missInfo2 is MISS_EVADE, override base missinfo data
+ if (missInfo2 == SPELL_MISS_EVADE)
+ missInfo = SPELL_MISS_EVADE;
+ }
+ }
+
+ // Do not take combo points on dodge and miss
+ if (missInfo != SPELL_MISS_NONE && m_needComboPoints && m_targets.GetUnitTargetGUID() == target->targetGUID)
+ {
+ m_needComboPoints = false;
+ // Restore spell mods for a miss/dodge/parry Cold Blood
+ // TODO: check how broad this rule should be
+ if (m_caster->GetTypeId() == TYPEID_PLAYER && (missInfo == SPELL_MISS_MISS || missInfo == SPELL_MISS_DODGE || missInfo == SPELL_MISS_PARRY))
+ m_caster->ToPlayer()->RestoreSpellMods(this, 14177);
+ }
+
+ // Fill base trigger info
+ uint32 procAttacker = m_procAttacker;
+ uint32 procVictim = m_procVictim;
+ uint32 procEx = m_procEx;
+
+ // 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)
+ // If at least one effect negative spell is negative hit
+ // Xinef: if missInfo is immune state check all effects to properly determine positiveness of spell
+ if ((missInfo == SPELL_MISS_IMMUNE2 || (mask & (1<<i))) && !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)
+ {
+ procEx |= PROC_EX_CRITICAL_HIT;
+ addhealth = Unit::SpellCriticalHealingBonus(caster, m_spellInfo, addhealth, NULL);
+ }
+ else
+ procEx |= PROC_EX_NORMAL_HIT;
+
+ // Xinef: override with forced crit, only visual result
+ if (GetSpellValue()->ForcedCritResult)
+ {
+ crit = true;
+ procEx |= PROC_EX_CRITICAL_HIT;
+ }
+
+ int32 gain = caster->HealBySpell(unitTarget, m_spellInfo, addhealth, crit);
+ unitTarget->getHostileRefManager().threatAssist(caster, float(gain) * 0.5f, m_spellInfo);
+ m_healing = gain;
+
+ // Xinef: if heal acutally healed something, add no overheal flag
+ if (m_healing)
+ procEx |= PROC_EX_NO_OVERHEAL;
+
+ // Do triggers for unit (reflect triggers passed on hit phase for correct drop charge)
+ if (canEffectTrigger)
+ caster->ProcDamageAndSpell(unitTarget, procAttacker, procVictim, procEx, addhealth, m_attackType, m_spellInfo, m_triggeredByAuraSpell);
+ }
+ // Do damage and triggers
+ else if (m_damage > 0)
+ {
+ // Fill base damage struct (unitTarget - is real spell target)
+ SpellNonMeleeDamage damageInfo(caster, unitTarget, m_spellInfo->Id, m_spellSchoolMask);
+
+ // Add bonuses and fill damageInfo struct
+ // Dancing Rune Weapon...
+ if (m_caster->GetEntry() == 27893)
+ {
+ if (Unit* owner = m_caster->GetOwner())
+ owner->CalculateSpellDamageTaken(&damageInfo, m_damage, m_spellInfo, m_attackType, target->crit);
+ }
+ else
+ caster->CalculateSpellDamageTaken(&damageInfo, m_damage, m_spellInfo, m_attackType, target->crit);
+
+ // xinef: override miss info after absorb / block calculations
+ if (missInfo == SPELL_MISS_NONE && damageInfo.damage == 0)
+ {
+ //if (damageInfo.absorb > 0)
+ // missInfo = SPELL_MISS_ABSORB;
+ if (damageInfo.blocked)
+ missInfo = SPELL_MISS_BLOCK;
+ }
+
+ // Xinef: override with forced crit, only visual result
+ if (GetSpellValue()->ForcedCritResult)
+ {
+ damageInfo.HitInfo |= SPELL_HIT_TYPE_CRIT;
+ }
+
+ Unit::DealDamageMods(damageInfo.target, damageInfo.damage, &damageInfo.absorb);
+
+ // xinef: health leech handling
+ if (m_spellInfo->HasEffect(SPELL_EFFECT_HEALTH_LEECH))
+ {
+ uint8 effIndex = EFFECT_0;
+ for (; effIndex < MAX_SPELL_EFFECTS; ++effIndex)
+ if (m_spellInfo->Effects[effIndex].Effect == SPELL_EFFECT_HEALTH_LEECH)
+ break;
+
+ float healMultiplier = m_spellInfo->Effects[effIndex].CalcValueMultiplier(m_originalCaster, this);
+
+ // get max possible damage, don't count overkill for heal
+ uint32 healthGain = uint32(-unitTarget->GetHealthGain(-int32(damageInfo.damage)) * healMultiplier);
+
+ if (m_caster->IsAlive())
+ {
+ healthGain = m_caster->SpellHealingBonusDone(m_caster, m_spellInfo, healthGain, HEAL);
+ healthGain = m_caster->SpellHealingBonusTaken(m_caster, m_spellInfo, healthGain, HEAL);
+
+ m_caster->HealBySpell(m_caster, m_spellInfo, uint32(healthGain));
+ }
+ }
+
+ // Send log damage message to client
+ caster->SendSpellNonMeleeDamageLog(&damageInfo);
+ // Xinef: send info to target about reflect
+ if (reflectedSpell)
+ effectUnit->SendSpellNonMeleeReflectLog(&damageInfo, effectUnit);
+
+ procEx |= createProcExtendMask(&damageInfo, missInfo);
+ procVictim |= PROC_FLAG_TAKEN_DAMAGE;
+
+ caster->DealSpellDamage(&damageInfo, true);
+
+ // do procs after damage, eg healing effects
+ // no need to check if target is alive, done in procdamageandspell
+
+ // Do triggers for unit (reflect triggers passed on hit phase for correct drop charge)
+ if (canEffectTrigger)
+ {
+ caster->ProcDamageAndSpell(unitTarget, procAttacker, procVictim, procEx, damageInfo.damage, m_attackType, m_spellInfo, m_triggeredByAuraSpell);
+ if (caster->GetTypeId() == TYPEID_PLAYER && m_spellInfo->HasAttribute(SPELL_ATTR0_STOP_ATTACK_TARGET) == 0 &&
+ m_spellInfo->HasAttribute(SPELL_ATTR4_CANT_TRIGGER_ITEM_SPELLS) == 0 && (m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MELEE || m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_RANGED))
+ caster->ToPlayer()->CastItemCombatSpell(unitTarget, m_attackType, procVictim, procEx);
+ }
+
+ m_damage = damageInfo.damage;
+ }
+ // Passive spell hits/misses or active spells only misses (only triggers)
+ else
+ {
+ // Fill base damage struct (unitTarget - is real spell target)
+ SpellNonMeleeDamage damageInfo(caster, unitTarget, m_spellInfo->Id, m_spellSchoolMask);
+ procEx |= createProcExtendMask(&damageInfo, missInfo);
+ // Do triggers for unit (reflect triggers passed on hit phase for correct drop charge)
+ if (canEffectTrigger)
+ {
+ caster->ProcDamageAndSpell(unitTarget, procAttacker, procVictim, procEx, 0, m_attackType, m_spellInfo, m_triggeredByAuraSpell);
+ // Xinef: eg. rogue poisions can proc off cheap shot, etc. so this block should be here also
+ // Xinef: ofc count only spells that HIT the target, little hack used to fool the system
+ if ((procEx & PROC_EX_NORMAL_HIT|PROC_EX_CRITICAL_HIT) && caster->GetTypeId() == TYPEID_PLAYER && m_spellInfo->HasAttribute(SPELL_ATTR0_STOP_ATTACK_TARGET) == 0 &&
+ m_spellInfo->HasAttribute(SPELL_ATTR4_CANT_TRIGGER_ITEM_SPELLS) == 0 && (m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MELEE || m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_RANGED))
+ caster->ToPlayer()->CastItemCombatSpell(unitTarget, m_attackType, procVictim|PROC_FLAG_TAKEN_DAMAGE, procEx);
+ }
+
+ // Failed Pickpocket, reveal rogue
+ if (missInfo == SPELL_MISS_RESIST && m_spellInfo->HasAttribute(SPELL_ATTR0_CU_PICKPOCKET) && unitTarget->GetTypeId() == TYPEID_UNIT)
+ {
+ m_caster->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TALK);
+ if (unitTarget->ToCreature()->IsAIEnabled)
+ unitTarget->ToCreature()->AI()->AttackStart(m_caster);
+ }
+ }
+
+ if (missInfo != SPELL_MISS_EVADE && !m_caster->IsFriendlyTo(effectUnit) && !m_spellInfo->HasAura(SPELL_AURA_BIND_SIGHT) && (!m_spellInfo->IsPositive() || m_spellInfo->HasEffect(SPELL_EFFECT_DISPEL)))
+ {
+ m_caster->CombatStart(effectUnit, !m_spellInfo->HasAttribute(SPELL_ATTR3_NO_INITIAL_AGGRO));
+
+ if (m_spellInfo->HasAttribute(SPELL_ATTR0_CU_AURA_CC))
+ if (!effectUnit->IsStandState())
+ effectUnit->SetStandState(UNIT_STAND_STATE_STAND);
+ }
+
+ 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 target is fallged for pvp also flag caster if a player
+ // xinef: do not flag spells with aura bind sight (no special attribute)
+ if (effectUnit->IsPvP() && effectUnit != m_caster && m_caster->GetTypeId() == TYPEID_PLAYER && !m_spellInfo->HasAura(SPELL_AURA_BIND_SIGHT))
+ m_caster->ToPlayer()->UpdatePvP(true);
+
+ CallScriptAfterHitHandlers();
+ }
+}
+
+SpellMissInfo Spell::DoSpellHitOnUnit(Unit* unit, uint32 effectMask, bool scaleAura)
+{
+ if (!unit || !effectMask)
+ return SPELL_MISS_EVADE;
+
+ // For delayed spells immunity may be applied between missile launch and hit - check immunity for that case
+ if (m_spellInfo->Speed && ((m_damage > 0 && unit->IsImmunedToDamage(m_spellInfo)) || unit->IsImmunedToSchool(m_spellInfo) || unit->IsImmunedToSpell(m_spellInfo)))
+ return SPELL_MISS_IMMUNE;
+
+ // disable effects to which unit is immune
+ SpellMissInfo returnVal = SPELL_MISS_IMMUNE;
+ for (uint32 effectNumber = 0; effectNumber < MAX_SPELL_EFFECTS; ++effectNumber)
+ {
+ if (effectMask & (1 << effectNumber))
+ {
+ if (unit->IsImmunedToSpellEffect(m_spellInfo, effectNumber))
+ effectMask &= ~(1 << effectNumber);
+ // Xinef: What retarded added this shit? Buggs out polymorph
+ // Xinef: And this is checked in MagicSpellHitResult, why we check resistance twice?
+ // Xinef: And why we check every spell effect basing on rand and generic dispel info? some effects will be appliend and some wont? WTF?
+ /*else if (m_spellInfo->Effects[effectNumber].IsAura() && !m_spellInfo->IsPositiveEffect(effectNumber))
+ {
+ int32 debuff_resist_chance = unit->GetMaxPositiveAuraModifierByMiscValue(SPELL_AURA_MOD_DEBUFF_RESISTANCE, int32(m_spellInfo->Dispel));
+ debuff_resist_chance += unit->GetMaxNegativeAuraModifierByMiscValue(SPELL_AURA_MOD_DEBUFF_RESISTANCE, int32(m_spellInfo->Dispel));
+
+ if (debuff_resist_chance > 0)
+ if (irand(0,10000) <= (debuff_resist_chance * 100))
+ {
+ effectMask &= ~(1 << effectNumber);
+ returnVal = SPELL_MISS_RESIST;
+ }
+ }*/
+ }
+ }
+ if (!effectMask)
+ return returnVal;
+
+ PrepareScriptHitHandlers();
+ CallScriptBeforeHitHandlers();
+
+ if (unit->GetTypeId() == TYPEID_PLAYER)
+ {
+ unit->ToPlayer()->StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_SPELL_TARGET, m_spellInfo->Id);
+ unit->ToPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET, m_spellInfo->Id, 0, m_caster);
+ unit->ToPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2, m_spellInfo->Id, 0, m_caster);
+ }
+
+ if (m_caster->GetTypeId() == TYPEID_PLAYER)
+ {
+ m_caster->ToPlayer()->StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_SPELL_CASTER, m_spellInfo->Id);
+ m_caster->ToPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL2, m_spellInfo->Id, 0, unit);
+ }
+
+ if (m_caster != unit)
+ {
+ // Recheck UNIT_FLAG_NON_ATTACKABLE for delayed spells
+ // Xinef: Also check evade state
+ if (m_spellInfo->Speed > 0.0f)
+ {
+ if (unit->GetTypeId() == TYPEID_UNIT && unit->ToCreature()->IsInEvadeMode())
+ return SPELL_MISS_EVADE;
+
+ if (unit->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE) && unit->GetCharmerOrOwnerGUID() != m_caster->GetGUID())
+ return SPELL_MISS_EVADE;
+ }
+
+ if (m_caster->_IsValidAttackTarget(unit, m_spellInfo))
+ {
+ unit->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_HITBYSPELL);
+ }
+ else if (m_caster->IsFriendlyTo(unit))
+ {
+ // for delayed spells ignore negative spells (after duel end) for friendly targets
+ // TODO: this cause soul transfer bugged
+ if(!IsTriggered() && m_spellInfo->Speed > 0.0f && unit->GetTypeId() == TYPEID_PLAYER && !m_spellInfo->IsPositive())
+ return SPELL_MISS_EVADE;
+
+ // assisting case, healing and resurrection
+ if (unit->HasUnitState(UNIT_STATE_ATTACK_PLAYER))
+ {
+ m_caster->SetContestedPvP();
+ if (m_caster->GetTypeId() == TYPEID_PLAYER && !m_spellInfo->HasAura(SPELL_AURA_BIND_SIGHT))
+ m_caster->ToPlayer()->UpdatePvP(true);
+ }
+
+ // xinef: triggered spells should not prolong combat
+ if (unit->IsInCombat() && !m_spellInfo->HasAttribute(SPELL_ATTR3_NO_INITIAL_AGGRO) && !m_triggeredByAuraSpell)
+ {
+ // xinef: start combat with hostile unit...
+ if (Unit* hostile = unit->getAttackerForHelper())
+ m_caster->CombatStart(hostile, true);
+ //m_caster->SetInCombatState(unit->GetCombatTimer() > 0, unit);
+ unit->getHostileRefManager().threatAssist(m_caster, 0.0f);
+ }
+ }
+ }
+
+ uint8 aura_effmask = 0;
+ for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
+ if (effectMask & (1 << i) && m_spellInfo->Effects[i].IsUnitOwnedAuraEffect())
+ aura_effmask |= 1 << i;
+
+ // Get Data Needed for Diminishing Returns, some effects may have multiple auras, so this must be done on spell hit, not aura add
+ // Xinef: Do not increase diminishing level for self cast
+ m_diminishGroup = GetDiminishingReturnsGroupForSpell(m_spellInfo, m_triggeredByAuraSpell);
+ // xinef: do not increase diminish level for bosses (eg. Void Reaver silence is never diminished)
+ if (aura_effmask && m_diminishGroup && unit != m_caster && (m_caster->GetTypeId() != TYPEID_UNIT || !m_caster->ToCreature()->isWorldBoss()))
+ {
+ m_diminishLevel = unit->GetDiminishing(m_diminishGroup);
+ DiminishingReturnsType type = GetDiminishingReturnsGroupType(m_diminishGroup);
+
+ uint32 flagsExtra = unit->GetTypeId() == TYPEID_UNIT ? unit->ToCreature()->GetCreatureTemplate()->flags_extra : 0;
+
+ // Increase Diminishing on unit, current informations for actually casts will use values above
+ if ((type == DRTYPE_PLAYER && (
+ unit->GetCharmerOrOwnerPlayerOrPlayerItself() || flagsExtra & CREATURE_FLAG_EXTRA_ALL_DIMINISH || (m_diminishGroup == DIMINISHING_TAUNT && (flagsExtra & CREATURE_FLAG_EXTRA_TAUNT_DIMINISH))
+ )) || type == DRTYPE_ALL)
+ unit->IncrDiminishing(m_diminishGroup);
+ }
+
+ // Xinef: Stealth remove, added UGLY hack for mass dispel... cant find any other solution, ugly hack for Storm, Earth and Fire talent
+ if (m_caster != unit && m_caster->IsHostileTo(unit) && !m_spellInfo->IsPositive() && !m_triggeredByAuraSpell && m_spellInfo->SpellIconID != 2267 && unit->IsControlledByPlayer() && (!m_caster->IsTotem() || m_spellInfo->Id == 64695))
+ unit->RemoveAurasByType(SPELL_AURA_MOD_STEALTH);
+
+ if (aura_effmask)
+ {
+ // Select rank for aura with level requirements only in specific cases
+ // Unit has to be target only of aura effect, both caster and target have to be players, target has to be other than unit target
+ SpellInfo const* aurSpellInfo = m_spellInfo;
+ int32 basePoints[3];
+ if (scaleAura)
+ {
+ aurSpellInfo = m_spellInfo->GetAuraRankForLevel(unitTarget->getLevel());
+ ASSERT(aurSpellInfo);
+ for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
+ {
+ basePoints[i] = aurSpellInfo->Effects[i].BasePoints;
+ if (m_spellInfo->Effects[i].Effect != aurSpellInfo->Effects[i].Effect)
+ {
+ aurSpellInfo = m_spellInfo;
+ break;
+ }
+ }
+ }
+
+ if (m_originalCaster)
+ {
+ bool refresh = false;
+ m_spellAura = Aura::TryRefreshStackOrCreate(aurSpellInfo, effectMask, unit, m_originalCaster,
+ (aurSpellInfo == m_spellInfo)? &m_spellValue->EffectBasePoints[0] : &basePoints[0], m_CastItem, 0, &refresh, !(_triggeredCastFlags & TRIGGERED_NO_PERIODIC_RESET));
+
+ // xinef: if aura was not refreshed, add proc ex
+ if (!refresh)
+ m_procEx |= PROC_EX_NO_AURA_REFRESH;
+
+ 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
+ int32 duration = m_spellAura->GetMaxDuration();
+ int32 limitduration = GetDiminishingReturnsLimitDuration(m_diminishGroup, aurSpellInfo);
+
+ // Xinef: if unit == caster - test versus original unit if available
+ float diminishMod = 1.0f;
+ if (unit == m_caster && m_targets.GetUnitTarget())
+ diminishMod = m_targets.GetUnitTarget()->ApplyDiminishingToDuration(m_diminishGroup, duration, m_originalCaster, m_diminishLevel, limitduration);
+ else
+ diminishMod = unit->ApplyDiminishingToDuration(m_diminishGroup, duration, m_originalCaster, m_diminishLevel, limitduration);
+
+ // unit is immune to aura if it was diminished to 0 duration
+ if (diminishMod == 0.0f)
+ {
+ m_spellAura->Remove();
+ bool found = false;
+ for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
+ if (effectMask & (1 << i) && m_spellInfo->Effects[i].Effect != SPELL_EFFECT_APPLY_AURA)
+ found = true;
+ if (!found)
+ return SPELL_MISS_IMMUNE;
+ }
+ else
+ {
+ ((UnitAura*)m_spellAura)->SetDiminishGroup(m_diminishGroup);
+
+ bool positive = m_spellAura->GetSpellInfo()->IsPositive();
+ if (AuraApplication* aurApp = m_spellAura->GetApplicationOfTarget(m_originalCaster->GetGUID()))
+ positive = aurApp->IsPositive();
+
+ duration = m_originalCaster->ModSpellDuration(aurSpellInfo, unit, duration, positive, effectMask);
+
+ // xinef: haste affects duration of those spells twice
+ if (m_originalCaster->HasAuraTypeWithAffectMask(SPELL_AURA_PERIODIC_HASTE, aurSpellInfo) || m_spellInfo->HasAttribute(SPELL_ATTR5_HASTE_AFFECT_DURATION))
+ duration = int32(duration * m_originalCaster->GetFloatValue(UNIT_MOD_CAST_SPEED));
+
+ if (duration != m_spellAura->GetMaxDuration())
+ {
+ m_spellAura->SetMaxDuration(duration);
+ m_spellAura->SetDuration(duration);
+ }
+
+ // xinef: apply relic cooldown, imo best place to add this
+ if (m_CastItem && m_CastItem->GetTemplate()->InventoryType == INVTYPE_RELIC && m_triggeredByAuraSpell)
+ m_caster->AddSpellCooldown(SPELL_RELIC_COOLDOWN, m_CastItem->GetEntry(), duration);
+
+ m_spellAura->_RegisterForTargets();
+ }
+ }
+ }
+ }
+
+ int8 sanct_effect = -1;
+
+ for (uint32 effectNumber = 0; effectNumber < MAX_SPELL_EFFECTS; ++effectNumber)
+ {
+ // handle sanctuary effects after aura apply!
+ if (m_spellInfo->Effects[effectNumber].Effect == SPELL_EFFECT_SANCTUARY)
+ {
+ sanct_effect = effectNumber;
+ continue;
+ }
+
+ if (effectMask & (1 << effectNumber))
+ HandleEffects(unit, NULL, NULL, effectNumber, SPELL_EFFECT_HANDLE_HIT_TARGET);
+ }
+
+ if( sanct_effect >= 0 && (effectMask & (1<<sanct_effect)) )
+ HandleEffects(unit, NULL, NULL, sanct_effect, SPELL_EFFECT_HANDLE_HIT_TARGET);
+
+ return SPELL_MISS_NONE;
+}
+
+void Spell::DoTriggersOnSpellHit(Unit* unit, uint8 effMask)
+{
+ // Apply additional spell effects to target
+ // TODO: move this code to scripts
+ if (m_preCastSpell)
+ {
+ // Paladin immunity shields
+ if (m_preCastSpell == 61988)
+ {
+ // Cast Forbearance
+ m_caster->CastSpell(unit, 25771, true);
+ // Cast Avenging Wrath Marker
+ unit->CastSpell(unit, 61987, true);
+ }
+
+ // Avenging Wrath
+ if (m_preCastSpell == 61987)
+ // Cast the serverside immunity shield marker
+ m_caster->CastSpell(unit, 61988, true);
+
+ // Fearie Fire (Feral) - damage
+ if( m_preCastSpell == 60089 )
+ m_caster->CastSpell(unit, m_preCastSpell, true);
+ else if (sSpellMgr->GetSpellInfo(m_preCastSpell))
+ // Blizz seems to just apply aura without bothering to cast
+ m_caster->AddAura(m_preCastSpell, unit);
+ }
+
+ // 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())
+ {
+ int _duration = 0;
+ for (HitTriggerSpellList::const_iterator 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, true);
+ ;//sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "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<int32> const* spellTriggered = sSpellMgr->GetSpellLinked(m_spellInfo->Id + SPELL_LINK_HIT))
+ for (std::vector<int32>::const_iterator i = spellTriggered->begin(); i != spellTriggered->end(); ++i)
+ if (*i < 0)
+ unit->RemoveAurasDueToSpell(-(*i));
+ else
+ unit->CastSpell(unit, *i, true, 0, 0, m_caster->GetGUID());
+}
+
+void Spell::DoAllEffectOnTarget(GOTargetInfo* target)
+{
+ if (target->processed) // Check target
+ return;
+ target->processed = true; // Target checked in apply effects procedure
+
+ uint32 effectMask = target->effectMask;
+ if (!effectMask)
+ return;
+
+ GameObject* go = m_caster->GetMap()->GetGameObject(target->targetGUID);
+ if (!go)
+ return;
+
+ PrepareScriptHitHandlers();
+ CallScriptBeforeHitHandlers();
+
+ for (uint32 effectNumber = 0; effectNumber < MAX_SPELL_EFFECTS; ++effectNumber)
+ if (effectMask & (1 << effectNumber))
+ HandleEffects(NULL, NULL, go, effectNumber, SPELL_EFFECT_HANDLE_HIT_TARGET);
+
+ // xinef: inform ai about spellhit
+ 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();
+
+ for (uint32 effectNumber = 0; effectNumber < MAX_SPELL_EFFECTS; ++effectNumber)
+ if (effectMask & (1 << effectNumber))
+ HandleEffects(NULL, target->item, NULL, effectNumber, SPELL_EFFECT_HANDLE_HIT_TARGET);
+
+ CallScriptOnHitHandlers();
+
+ CallScriptAfterHitHandlers();
+}
+
+bool Spell::UpdateChanneledTargetList()
+{
+ // Not need check return true
+ if (m_channelTargetEffectMask == 0)
+ return true;
+
+ uint8 channelTargetEffectMask = m_channelTargetEffectMask;
+ uint8 channelAuraMask = 0;
+ for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
+ if (m_spellInfo->Effects[i].Effect == SPELL_EFFECT_APPLY_AURA)
+ channelAuraMask |= 1<<i;
+
+ channelAuraMask &= channelTargetEffectMask;
+
+ float range = 0;
+ if (channelAuraMask)
+ {
+ range = m_spellInfo->GetMaxRange(m_spellInfo->IsPositive());
+ if (range == 0)
+ for(int i = EFFECT_0; i <= EFFECT_2; ++i)
+ if (channelAuraMask & (1<<i) && m_spellInfo->Effects[i].RadiusEntry)
+ {
+ range = m_spellInfo->Effects[i].CalcRadius(NULL, NULL);
+ break;
+ }
+
+ if (Player* modOwner = m_caster->GetSpellModOwner())
+ modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RANGE, range, this);
+
+ // xinef: add little tolerance level
+ range += std::min(3.0f, range*0.1f); // 10% but no more than 3yd
+ }
+
+ for (std::list<TargetInfo>::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)
+ continue;
+
+ if (IsValidDeadOrAliveTarget(unit))
+ {
+ if (channelAuraMask & ihit->effectMask)
+ {
+ if (AuraApplication * aurApp = unit->GetAuraApplication(m_spellInfo->Id, m_originalCasterGUID))
+ {
+ if (m_caster != unit)
+ {
+ if (!m_caster->IsWithinDistInMap(unit, range))
+ {
+ ihit->effectMask &= ~aurApp->GetEffectMask();
+ unit->RemoveAura(aurApp);
+ continue;
+ }
+ // Xinef: Update Orientation server side (non players wont sent appropriate packets)
+ else if (m_spellInfo->HasAttribute(SPELL_ATTR1_CHANNEL_TRACK_TARGET))
+ m_caster->UpdateOrientation(m_caster->GetAngle(unit));
+ }
+ }
+ else // aura is dispelled
+ continue;
+ }
+
+ channelTargetEffectMask &= ~ihit->effectMask; // remove from need alive mask effect that have alive target
+ }
+ }
+ }
+
+ // Xinef: not all effects are covered, remove applications from all targets
+ if (channelTargetEffectMask != 0)
+ {
+ for (std::list<TargetInfo>::iterator ihit= m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
+ if (ihit->missCondition == SPELL_MISS_NONE && (channelAuraMask & ihit->effectMask))
+ if (Unit* unit = m_caster->GetGUID() == ihit->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID))
+ if (IsValidDeadOrAliveTarget(unit))
+ if (AuraApplication * aurApp = unit->GetAuraApplication(m_spellInfo->Id, m_originalCasterGUID))
+ {
+ ihit->effectMask &= ~aurApp->GetEffectMask();
+ unit->RemoveAura(aurApp);
+ }
+ }
+
+ // 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();
+ else
+ m_castItemGUID = 0;
+
+ InitExplicitTargets(*targets);
+
+ // Fill aura scaling information
+ if (m_caster->IsControlledByPlayer() && !m_spellInfo->IsPassive() && m_spellInfo->SpellLevel && !m_spellInfo->IsChanneled() && !(_triggeredCastFlags & TRIGGERED_IGNORE_AURA_SCALING))
+ {
+ for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
+ {
+ if (m_spellInfo->Effects[i].Effect == SPELL_EFFECT_APPLY_AURA)
+ {
+ // Change aura with ranks only if basepoints are taken from spellInfo and aura is positive
+ if (m_spellInfo->IsPositiveEffect(i))
+ {
+ m_auraScaleMask |= (1 << i);
+ if (m_spellValue->EffectBasePoints[i] != m_spellInfo->Effects[i].BasePoints)
+ {
+ m_auraScaleMask = 0;
+ break;
+ }
+ }
+ }
+ }
+ }
+
+ m_spellState = SPELL_STATE_PREPARING;
+
+ if (triggeredByAura)
+ m_triggeredByAuraSpell = triggeredByAura->GetSpellInfo();
+
+ // create and add update event for this spell
+ SpellEvent* Event = new SpellEvent(this);
+ m_caster->m_Events.AddEvent(Event, m_caster->m_Events.CalculateTime(1));
+
+ //Prevent casting at cast another spell (ServerSide check)
+ if (!(_triggeredCastFlags & TRIGGERED_IGNORE_CAST_IN_PROGRESS) && m_caster->IsNonMeleeSpellCast(false, true, true, m_spellInfo->Id == 75) && m_cast_count)
+ {
+ 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();
+
+ m_powerCost = m_CastItem ? 0 : m_spellInfo->CalcPowerCost(m_caster, m_spellSchoolMask, this);
+
+ // Set combo point requirement
+ if ((_triggeredCastFlags & TRIGGERED_IGNORE_COMBO_POINTS) || m_CastItem || !m_caster->m_movedByPlayer)
+ m_needComboPoints = false;
+
+ SpellCastResult result = CheckCast(true);
+ 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 (m_caster->GetTypeId() == TYPEID_PLAYER && triggeredByAura && triggeredByAura->IsPeriodic() && !triggeredByAura->GetBase()->IsPassive())
+ {
+ SendChannelUpdate(0);
+ triggeredByAura->GetBase()->SetDuration(0);
+ }
+
+ SendCastResult(result);
+
+ finish(false);
+ return;
+ }
+
+ // Prepare data for triggers
+ prepareDataForTriggerSystem(triggeredByAura);
+
+ // calculate cast time (calculated after first CheckCast check to prevent charge counting for first CheckCast fail)
+ m_casttime = (_triggeredCastFlags & TRIGGERED_CAST_DIRECTLY) ? 0 : m_spellInfo->CalcCastTime(m_caster, this);
+
+ // don't allow channeled spells / spells with cast time to be casted while moving
+ // (even if they are interrupted on moving, spells with almost immediate effect get to have their effect processed before movement interrupter kicks in)
+ if ((m_spellInfo->IsChanneled() || m_casttime) && m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->isMoving() && m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_MOVEMENT && !IsTriggered())
+ {
+ SendCastResult(SPELL_FAILED_MOVING);
+ finish(false);
+ return;
+ }
+
+ // xinef: if spell have nearby target entry only, do not allow to cast if no targets are found
+ if (m_CastItem)
+ {
+ bool selectTargets = false;
+ for (uint8 i = EFFECT_0; i < MAX_SPELL_EFFECTS; ++i)
+ {
+ if (!m_spellInfo->Effects[i].IsEffect())
+ continue;
+
+ if (m_spellInfo->Effects[i].TargetA.GetSelectionCategory() != TARGET_SELECT_CATEGORY_NEARBY || m_spellInfo->Effects[i].TargetA.GetCheckType() != TARGET_CHECK_ENTRY)
+ {
+ selectTargets = false;
+ break;
+ }
+
+ // xinef: by default set it to false, and to true if any valid target is found
+ selectTargets = true;
+ }
+
+ if (selectTargets)
+ {
+ SelectSpellTargets();
+ _spellTargetsSelected = true;
+
+ if (m_UniqueTargetInfo.empty() && m_UniqueGOTargetInfo.empty())
+ {
+ SendCastResult(SPELL_FAILED_CASTER_AURASTATE);
+ finish(false);
+ return;
+ }
+ }
+ }
+
+ // set timer base at cast time
+ ReSetTimer();
+
+ ;//sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "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());
+
+ //Containers for channeled spells have to be set
+ //TODO:Apply this to all casted 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_caster->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CAST);
+ m_caster->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_SPELL_ATTACK);
+ }
+
+ m_caster->SetCurrentCastedSpell(this);
+ SendSpellStart();
+
+ // set target for proper facing
+ if ((m_casttime || m_spellInfo->IsChanneled()) && !(_triggeredCastFlags & TRIGGERED_IGNORE_SET_FACING))
+ {
+ if (m_caster->GetTypeId() == TYPEID_UNIT && !m_caster->ToCreature()->IsInEvadeMode() &&
+ ((m_targets.GetObjectTarget() && m_caster != m_targets.GetObjectTarget()) || m_spellInfo->IsPositive()))
+ {
+ // Xinef: Creature should focus to cast target if there is explicit target or self if casting positive spell
+ // Xinef: Creature should not rotate like a retard when casting spell... based on halion behavior
+ m_caster->ToCreature()->FocusTarget(this, m_targets.GetObjectTarget() != NULL ? m_targets.GetObjectTarget() : m_caster);
+ }
+ }
+
+ //item: first cast may destroy item and second cast causes crash
+ // xinef: removed !m_spellInfo->StartRecoveryTime because of TC retardiness
+ // second los check failed in events
+ // xinef: removed itemguid check, currently there is no such item in database
+ if (!m_casttime && /*!m_castItemGUID &&*/ GetCurrentContainer() == CURRENT_GENERIC_SPELL)
+ cast(true);
+
+ if (!(_triggeredCastFlags & TRIGGERED_IGNORE_GCD))
+ TriggerGlobalCooldown();
+ }
+}
+
+void Spell::cancel(bool bySelf)
+{
+ if (m_spellState == SPELL_STATE_FINISHED)
+ return;
+
+ uint32 oldState = m_spellState;
+ bool autoRepeat = m_autoRepeat;
+ m_spellState = SPELL_STATE_FINISHED;
+
+ m_autoRepeat = false;
+ switch (oldState)
+ {
+ case SPELL_STATE_PREPARING:
+ CancelGlobalCooldown();
+ if (m_caster->GetTypeId() == TYPEID_PLAYER)
+ {
+ if (m_caster->ToPlayer()->NeedSendSpectatorData())
+ ArenaSpectator::SendCommand_Spell(m_caster->FindMap(), m_caster->GetGUID(), "SPE", m_spellInfo->Id, bySelf ? 99998 : 99999);
+ }
+ case SPELL_STATE_DELAYED:
+ SendInterrupted(0);
+ // xinef: fixes bugged gcd reset in some cases
+ if (!autoRepeat)
+ SendCastResult(SPELL_FAILED_INTERRUPTED);
+ break;
+
+ case SPELL_STATE_CASTING:
+ for (std::list<TargetInfo>::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);
+
+ if (m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->ToPlayer()->NeedSendSpectatorData())
+ ArenaSpectator::SendCommand_Spell(m_caster->FindMap(), m_caster->GetGUID(), "SPE", m_spellInfo->Id, bySelf ? 99998 : 99999);
+
+ // spell is canceled-take mods and clear list
+ if (Player* player = m_caster->GetSpellModOwner())
+ player->RemoveSpellMods(this);
+
+ m_appliedMods.clear();
+ break;
+
+ default:
+ break;
+ }
+
+ SetReferencedFromCurrent(false);
+ if (m_selfContainer && *m_selfContainer == this)
+ *m_selfContainer = NULL;
+
+ 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* lastMod = NULL;
+ if (modOwner)
+ {
+ lastMod = modOwner->m_spellModTakingSpell;
+ if (lastMod)
+ modOwner->SetSpellModTakingSpell(lastMod, false);
+ }
+
+ _cast(skipCheck);
+
+ if (lastMod)
+ modOwner->SetSpellModTakingSpell(lastMod, true);
+}
+
+void Spell::_cast(bool skipCheck)
+{
+ // update pointers base at GUIDs to prevent access to non-existed already object
+ if (!UpdatePointers())
+ {
+ // cancel the spell if UpdatePointers() returned false, something wrong happened there
+ cancel();
+ return;
+ }
+
+ // cancel at lost explicit target during cast
+ if (m_targets.GetObjectTargetGUID() && !m_targets.GetObjectTarget())
+ {
+ cancel();
+ return;
+ }
+
+ // Xinef: implement attribute SPELL_ATTR1_DISMISS_PET, on spell cast current pet is dismissed and charms are removed
+ if (m_spellInfo->HasAttribute(SPELL_ATTR1_DISMISS_PET))
+ {
+ if (m_caster->GetTypeId() == TYPEID_PLAYER && !m_spellInfo->HasEffect(SPELL_EFFECT_SUMMON_PET))
+ if (Pet* pet = m_caster->ToPlayer()->GetPet())
+ m_caster->ToPlayer()->RemovePet(pet, PET_SAVE_AS_CURRENT);
+
+ if (Unit* charm = m_caster->GetCharm())
+ charm->RemoveAurasByType(SPELL_AURA_MOD_CHARM, m_caster->GetGUID());
+ }
+
+ 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); // pussywizard: optimization
+
+ // 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
+ // xinef: take into account SPELL_ATTR3_NO_INITIAL_AGGRO
+ if ((m_targets.GetTargetMask() & TARGET_FLAG_UNIT) && GetSpellInfo()->DmgClass != SPELL_DAMAGE_CLASS_NONE && !GetSpellInfo()->HasAttribute(SPELL_ATTR3_NO_INITIAL_AGGRO))
+ if (!playerCaster->m_Controlled.empty())
+ for (Unit::ControlSet::iterator itr = playerCaster->m_Controlled.begin(); itr != playerCaster->m_Controlled.end(); ++itr)
+ if (Unit* pet = *itr)
+ if (pet->IsAlive() && pet->GetTypeId() == TYPEID_UNIT)
+ pet->ToCreature()->AI()->OwnerAttacked(m_targets.GetUnitTarget());
+ }
+
+ 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());
+
+ CallScriptBeforeCastHandlers();
+
+ Player* modOwner = m_caster->GetSpellModOwner();
+ // skip check if done already (for instant cast spells for example)
+ if (!skipCheck)
+ {
+ SpellCastResult castResult = CheckCast(false);
+ if (castResult != SPELL_CAST_OK)
+ {
+ SendCastResult(castResult);
+ SendInterrupted(0);
+
+ finish(false);
+ SetExecutedCurrently(false);
+ 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 (m_caster->GetTypeId() == TYPEID_PLAYER)
+ {
+ if (TradeData* my_trade = m_caster->ToPlayer()->GetTradeData())
+ {
+ if (!my_trade->IsInAcceptProcess())
+ {
+ // Spell will be casted at completing the trade. Silently ignore at this place
+ my_trade->SetSpell(m_spellInfo->Id, m_CastItem);
+ SendCastResult(SPELL_FAILED_DONT_REPORT);
+ SendInterrupted(0);
+
+ finish(false);
+ SetExecutedCurrently(false);
+ return;
+ }
+ }
+ }
+ }
+ }
+
+ if (modOwner)
+ modOwner->SetSpellModTakingSpell(this, true);
+
+ if (!_spellTargetsSelected)
+ SelectSpellTargets();
+
+ if (modOwner)
+ modOwner->SetSpellModTakingSpell(this, false);
+
+ // Spell may be finished after target map check
+ if (m_spellState == SPELL_STATE_FINISHED)
+ {
+ SendInterrupted(0);
+ finish(false);
+ SetExecutedCurrently(false);
+ return;
+ }
+
+ if (modOwner)
+ modOwner->SetSpellModTakingSpell(this, true);
+
+ PrepareTriggersExecutedOnHit();
+
+ CallScriptOnCastHandlers();
+
+ if (modOwner)
+ modOwner->SetSpellModTakingSpell(this, false);
+
+ // traded items have trade slot instead of guid in m_itemTargetGUID
+ // set to real guid to be sent later to the client
+ m_targets.UpdateTradeSlotItem();
+
+ if (m_caster->GetTypeId() == TYPEID_PLAYER)
+ {
+ if (!(_triggeredCastFlags & TRIGGERED_IGNORE_CAST_ITEM) && m_CastItem)
+ {
+ m_caster->ToPlayer()->StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_ITEM, m_CastItem->GetEntry());
+ m_caster->ToPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_USE_ITEM, m_CastItem->GetEntry());
+ }
+
+ m_caster->ToPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL, m_spellInfo->Id, 0, (m_targets.GetUnitTarget() ? m_targets.GetUnitTarget() : m_caster));
+ }
+
+ 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();
+ }
+
+ SendSpellCooldown();
+
+ // CAST SPELL
+ if (modOwner)
+ modOwner->SetSpellModTakingSpell(this, true);
+
+ PrepareScriptHitHandlers();
+
+ HandleLaunchPhase();
+
+ // we must send smsg_spell_go packet before m_castItem delete in TakeCastItem()...
+ SendSpellGo();
+
+ // Okay, everything is prepared. Now we need to distinguish between immediate and evented delayed spells
+ if ((m_spellInfo->Speed > 0.0f && !m_spellInfo->IsChanneled())/* xinef: we dont need this shit || m_spellInfo->Id == 14157*/)
+ {
+ // 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);
+
+ // remove all applied mods at this point
+ // dont allow user to use them twice in case spell did not reach current target
+ if (modOwner)
+ modOwner->RemoveSpellMods(this);
+
+ // Xinef: Fucking retarded idiots, why do we keep focus after spell is sent to air?
+ // Xinef: Because of this, in the middle of some animation after setting targetguid to 0 etc
+ // Xinef: we get focused to it out of nowhere, idiots...
+ if (Creature* creatureCaster = m_caster->ToCreature())
+ creatureCaster->ReleaseFocus(this);
+ }
+ else
+ {
+ // Immediate spell, no big deal
+ handle_immediate();
+ }
+
+ CallScriptAfterCastHandlers();
+
+ if (modOwner)
+ modOwner->SetSpellModTakingSpell(this, false);
+
+ if (const std::vector<int32> *spell_triggered = sSpellMgr->GetSpellLinked(m_spellInfo->Id))
+ {
+ for (std::vector<int32>::const_iterator i = spell_triggered->begin(); i != spell_triggered->end(); ++i)
+ if (*i < 0)
+ m_caster->RemoveAurasDueToSpell(-(*i));
+ else
+ m_caster->CastSpell(m_targets.GetUnitTarget() ? m_targets.GetUnitTarget() : m_caster, *i, true);
+ }
+
+ // Interrupt Spell casting
+ // handle this here, in other places SpellHitTarget can be set to NULL, if there is an error in this function
+ if (m_spellInfo->HasAttribute(SPELL_ATTR7_INTERRUPT_ONLY_NONPLAYER))
+ if (Unit* target = m_targets.GetUnitTarget())
+ if (target->GetTypeId() == TYPEID_UNIT)
+ m_caster->CastSpell(target, 32747, true);
+
+ // xinef: start combat at cast for delayed spells, only for explicit target
+ if (Unit* target = m_targets.GetUnitTarget())
+ if (m_caster->GetTypeId() == TYPEID_PLAYER || (m_caster->IsPet() && m_caster->IsControlledByPlayer()))
+ if (GetDelayMoment() > 0 && !m_caster->IsFriendlyTo(target) && !m_spellInfo->HasAura(SPELL_AURA_BIND_SIGHT) && (!m_spellInfo->IsPositive() || m_spellInfo->HasEffect(SPELL_EFFECT_DISPEL)))
+ m_caster->CombatStartOnCast(target, !m_spellInfo->HasAttribute(SPELL_ATTR3_NO_INITIAL_AGGRO), GetDelayMoment() + 500); // xinef: increase this time so we dont leave and enter combat in a moment
+
+ SetExecutedCurrently(false);
+}
+
+void Spell::handle_immediate()
+{
+ // start channeling if applicable
+ if (m_spellInfo->IsChanneled())
+ {
+ int32 duration = m_spellInfo->GetDuration();
+ if (duration > 0)
+ {
+ // First mod_duration then haste - see Missile Barrage
+ // Apply duration mod
+ if (Player* modOwner = m_caster->GetSpellModOwner())
+ modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_DURATION, duration);
+ // Apply haste mods
+ if (m_caster->HasAuraTypeWithAffectMask(SPELL_AURA_PERIODIC_HASTE, m_spellInfo) || m_spellInfo->HasAttribute(SPELL_ATTR5_HASTE_AFFECT_DURATION))
+ duration = int32(duration * m_caster->GetFloatValue(UNIT_MOD_CAST_SPEED));
+
+ m_spellState = SPELL_STATE_CASTING;
+ m_caster->AddInterruptMask(m_spellInfo->ChannelInterruptFlags);
+ m_channeledDuration = duration;
+ SendChannelStart(duration);
+ }
+ else if (duration == -1)
+ {
+ m_spellState = SPELL_STATE_CASTING;
+ m_caster->AddInterruptMask(m_spellInfo->ChannelInterruptFlags);
+ SendChannelStart(duration);
+ }
+ }
+
+ PrepareTargetProcessing();
+
+ // process immediate effects (items, ground, etc.) also initialize some variables
+ _handle_immediate_phase();
+
+ for (std::list<TargetInfo>::iterator ihit= m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
+ DoAllEffectOnTarget(&(*ihit));
+
+ for (std::list<GOTargetInfo>::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();
+
+ // handle ammo consumption for Hunter's volley spell
+ if (m_spellInfo->IsRangedWeaponSpell() && m_spellInfo->IsChanneled())
+ TakeAmmo();
+
+ if (m_spellState != SPELL_STATE_CASTING)
+ finish(true); // successfully finish spell cast (not last in case autorepeat or channel spell)
+}
+
+uint64 Spell::handle_delayed(uint64 t_offset)
+{
+ if (!UpdatePointers())
+ {
+ // finish the spell if UpdatePointers() returned false, something wrong happened there
+ finish(false);
+ return 0;
+ }
+
+ Player* modOwner = m_caster->GetSpellModOwner();
+ if (modOwner)
+ modOwner->SetSpellModTakingSpell(this, true);
+
+ uint64 next_time = m_delayTrajectory;
+
+ PrepareTargetProcessing();
+
+ if (!m_immediateHandled && m_delayTrajectory <= t_offset)
+ {
+ _handle_immediate_phase();
+ m_immediateHandled = true;
+ m_delayTrajectory = 0;
+ next_time = 0;
+ }
+
+ bool single_missile = (m_targets.HasDst());
+
+ // now recheck units targeting correctness (need before any effects apply to prevent adding immunity at first effect not allow apply second spell effect and similar cases)
+ for (std::list<TargetInfo>::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::list<GOTargetInfo>::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 = NULL;
+ // initialize Diminishing Returns Data
+ m_diminishLevel = DIMINISHING_LEVEL_1;
+ m_diminishGroup = DIMINISHING_NONE;
+
+ // handle some immediate features of the spell here
+ HandleThreatSpells();
+
+ PrepareScriptHitHandlers();
+
+ // handle effects with SPELL_EFFECT_HANDLE_HIT mode
+ for (uint32 j = 0; j < MAX_SPELL_EFFECTS; ++j)
+ {
+ // don't do anything for empty effect
+ if (!m_spellInfo->Effects[j].IsEffect())
+ continue;
+
+ // call effect handlers to handle destination hit
+ HandleEffects(NULL, NULL, NULL, j, SPELL_EFFECT_HANDLE_HIT);
+ }
+
+ // process items
+ for (std::list<ItemTargetInfo>::iterator ihit= m_UniqueItemInfo.begin(); ihit != m_UniqueItemInfo.end(); ++ihit)
+ DoAllEffectOnTarget(&(*ihit));
+}
+
+void Spell::_handle_finish_phase()
+{
+ if (m_caster->m_movedByPlayer && m_needComboPoints)
+ {
+ // Take for real after all targets are processed
+ m_caster->m_movedByPlayer->ToPlayer()->ClearComboPoints();
+
+ // Real add combo points from effects
+ if( m_targets.GetUnitTarget() && m_targets.GetUnitTarget()->IsInWorld() && m_targets.GetUnitTarget()->IsAlive() )
+ m_caster->m_movedByPlayer->ToPlayer()->AddComboPoints(m_targets.GetUnitTarget(), m_caster->m_movedByPlayer->ToPlayer()->GetComboPointGain());
+
+ m_caster->m_movedByPlayer->ToPlayer()->SetComboPointGain(0);
+ }
+
+ if (m_caster->m_extraAttacks && GetSpellInfo()->HasEffect(SPELL_EFFECT_ADD_EXTRA_ATTACKS))
+ m_caster->HandleProcExtraAttackFor(m_caster->GetVictim());
+
+ if (!IsAutoRepeat() && !IsNextMeleeSwingSpell())
+ if (Player* p = m_caster->GetCharmerOrOwnerPlayerOrPlayerItself())
+ for (std::list<TargetInfo>::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
+ {
+ // Xinef: Properly clear infinite cooldowns in some cases
+ if (ihit->targetGUID == m_caster->GetGUID() && ihit->missCondition != SPELL_MISS_NONE)
+ if (m_caster->GetTypeId() == TYPEID_PLAYER && m_spellInfo->IsCooldownStartedOnEvent())
+ m_caster->ToPlayer()->SendCooldownEvent(m_spellInfo);
+ }
+}
+
+void Spell::SendSpellCooldown()
+{
+ // xinef: properly add creature cooldowns
+ if (m_caster->GetTypeId() != TYPEID_PLAYER)
+ {
+ if (!(_triggeredCastFlags & TRIGGERED_IGNORE_SPELL_AND_CATEGORY_CD))
+ {
+ // xinef: this should be added here
+ //m_caster->AddSpellCooldown(m_spellInfo->Id, 0, 0);
+
+ // xinef: this adds cooldowns to vehicle spells which misses them client-side (when we overwrote dbc info in eg.)
+ if (m_spellInfo->RequireCooldownInfo())
+ if (Player* player = m_caster->GetCharmerOrOwnerPlayerOrPlayerItself())
+ {
+ WorldPacket data(SMSG_SPELL_COOLDOWN, 8 + 1 + 4 + 4);
+ data << uint64(m_caster->GetGUID());
+ data << uint8(SPELL_COOLDOWN_FLAG_INCLUDE_GCD);
+ data << uint32(m_spellInfo->Id);
+ data << uint32(m_spellInfo->RecoveryTime);
+ player->SendDirectMessage(&data);
+ }
+ }
+ return;
+ }
+
+ Player* _player = m_caster->ToPlayer();
+
+ // mana/health/etc potions, disabled by client (until combat out as declarate)
+ if (m_CastItem && (m_CastItem->IsPotion() || m_spellInfo->IsCooldownStartedOnEvent()))
+ {
+ // need in some way provided data for Spell::finish SendCooldownEvent
+ _player->SetLastPotionId(m_CastItem->GetEntry());
+ return;
+ }
+
+ // have infinity cooldown but set at aura apply // do not set cooldown for triggered spells (needed by reincarnation)
+ if (m_spellInfo->IsCooldownStartedOnEvent() || m_spellInfo->IsPassive() || ((_triggeredCastFlags & TRIGGERED_IGNORE_SPELL_AND_CATEGORY_CD) && !m_CastItem))
+ return;
+
+ _player->AddSpellAndCategoryCooldowns(m_spellInfo, m_CastItem ? m_CastItem->GetEntry() : 0, this);
+}
+
+void Spell::update(uint32 difftime)
+{
+ // update pointers based at it's GUIDs
+ if (!UpdatePointers())
+ {
+ // cancel the spell if UpdatePointers() returned false, something wrong happened there
+ cancel();
+ return;
+ }
+
+ if (m_targets.GetUnitTargetGUID() && !m_targets.GetUnitTarget())
+ {
+ ;//sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "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
+ // xinef: added preparing state (real cast, skip channels as they have other flags for this)
+ if ((m_caster->GetTypeId() == TYPEID_PLAYER && m_timer != 0) &&
+ m_caster->isMoving() && (m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_MOVEMENT) && m_spellState == SPELL_STATE_PREPARING &&
+ (m_spellInfo->Effects[0].Effect != SPELL_EFFECT_STUCK || !m_caster->HasUnitMovementFlag(MOVEMENTFLAG_FALLING_FAR)))
+ {
+ // don't cancel for melee, autorepeat, triggered and instant spells
+ if (!IsNextMeleeSwingSpell() && !IsAutoRepeat() && !IsTriggered())
+ cancel(true);
+ }
+
+ 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 && !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)
+ {
+ if (m_timer > 0)
+ {
+ if (difftime >= (uint32)m_timer)
+ m_timer = 0;
+ else
+ m_timer -= difftime;
+ }
+ }
+
+ if (m_timer == 0)
+ {
+ SendChannelUpdate(0);
+
+ finish();
+ }
+ // Xinef: Dont update channeled target list on last tick, allow auras to update duration properly
+ // Xinef: Added this strange check because of diffrent update routines for players / creatures
+ // Xinef: If creature gets new aura in 800ms and in 840ms its updated with diff 270, not 40 is removed from duration but 270
+ // Xinef: so the aura can be removed in different updates for all units
+ else if ((m_timer < 0 || m_timer > 300) && !UpdateChanneledTargetList())
+ {
+ ;//sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "Channeled spell %d is removed due to lack of targets", m_spellInfo->Id);
+ 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->GetUInt32Value(UNIT_CREATED_BY_SPELL) == m_spellInfo->Id)
+ ((Puppet*)charm)->UnSummon();
+ }
+
+ if (Creature* creatureCaster = m_caster->ToCreature())
+ creatureCaster->ReleaseFocus(this);
+
+ if (!ok)
+ {
+ if (m_caster->GetTypeId() == TYPEID_PLAYER)
+ {
+ // Xinef: Restore spell mods in case of fail cast
+ m_caster->ToPlayer()->RestoreSpellMods(this);
+
+ // Xinef: Reset cooldown event in case of fail cast
+ if (m_spellInfo->IsCooldownStartedOnEvent())
+ m_caster->ToPlayer()->SendCooldownEvent(m_spellInfo, 0, 0, false);
+ }
+ return;
+ }
+
+ // pussywizard:
+ if (m_spellInfo->HasAttribute(SPELL_ATTR0_CU_ENCOUNTER_REWARD) && m_caster->FindMap())
+ m_caster->FindMap()->UpdateEncounterState(ENCOUNTER_CREDIT_CAST_SPELL, m_spellInfo->Id, m_caster);
+
+ if (m_caster->GetTypeId() == TYPEID_UNIT && m_caster->ToCreature()->IsSummon())
+ {
+ // Unsummon statue
+ uint32 spell = m_caster->GetUInt32Value(UNIT_CREATED_BY_SPELL);
+ SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spell);
+ if (spellInfo && spellInfo->SpellIconID == 2056)
+ {
+ ;//sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "Statue %d is unsummoned in spell %d finish", m_caster->GetGUIDLow(), m_spellInfo->Id);
+ m_caster->setDeathState(JUST_DIED);
+ return;
+ }
+ }
+
+ if (IsAutoActionResetSpell())
+ {
+ bool found = false;
+ Unit::AuraEffectList const& vIgnoreReset = m_caster->GetAuraEffectsByType(SPELL_AURA_IGNORE_MELEE_RESET);
+ for (Unit::AuraEffectList::const_iterator i = vIgnoreReset.begin(); i != vIgnoreReset.end(); ++i)
+ {
+ if ((*i)->IsAffectedOnSpell(m_spellInfo))
+ {
+ found = true;
+ break;
+ }
+ }
+ if (!found && !m_spellInfo->HasAttribute(SPELL_ATTR2_NOT_RESET_AUTO_ACTIONS))
+ {
+ bool allow = true;
+ if (m_casttime == 0 && m_spellInfo->CalcCastTime())
+ allow = false;
+
+ if (allow)
+ {
+ m_caster->resetAttackTimer(BASE_ATTACK);
+ if (m_caster->haveOffhandWeapon())
+ m_caster->resetAttackTimer(OFF_ATTACK);
+ m_caster->resetAttackTimer(RANGED_ATTACK);
+ }
+ }
+ }
+
+ // xinef: potions disabled by client, send event "not in combat" if need
+ if (m_caster->GetTypeId() == TYPEID_PLAYER && !IsTriggered())
+ m_caster->ToPlayer()->UpdatePotionCooldown();
+
+ // Take mods after trigger spell (needed for 14177 to affect 48664)
+ // mods are taken only on succesfull cast and independantly from targets of the spell
+ if (Player* player = m_caster->GetSpellModOwner())
+ player->RemoveSpellMods(this);
+
+ // xinef: clear reactive auras states after spell cast
+ if (m_spellInfo->CasterAuraState == AURA_STATE_DEFENSE || m_spellInfo->CasterAuraState == AURA_STATE_HUNTER_PARRY)
+ m_caster->ModifyAuraState(AuraStateType(m_spellInfo->CasterAuraState), false);
+
+ // Stop Attack for some spells
+ if (m_spellInfo->HasAttribute(SPELL_ATTR0_STOP_ATTACK_TARGET))
+ m_caster->AttackStop();
+}
+
+void Spell::WriteCastResultInfo(WorldPacket& data, Player* caster, SpellInfo const* spellInfo, uint8 castCount, SpellCastResult result, SpellCustomErrors customError)
+{
+ data << uint8(castCount); // single cast or multi 2.3 (0/1)
+ data << uint32(spellInfo->Id);
+ data << uint8(result); // problem
+ switch (result)
+ {
+ case SPELL_FAILED_REQUIRES_SPELL_FOCUS:
+ data << uint32(spellInfo->RequiresSpellFocus); // SpellFocusObject.dbc id
+ break;
+ case SPELL_FAILED_REQUIRES_AREA: // AreaTable.dbc id
+ // hardcode areas limitation case
+ switch (spellInfo->Id)
+ {
+ case 41617: // Cenarion Mana Salve
+ case 41619: // Cenarion Healing Salve
+ data << uint32(3905);
+ break;
+ case 41618: // Bottled Nethergon Energy
+ case 41620: // Bottled Nethergon Vapor
+ data << uint32(3842);
+ break;
+ case 45373: // Bloodberry Elixir
+ data << uint32(4075);
+ break;
+ default: // default case (don't must be)
+ data << uint32(0);
+ break;
+ }
+ break;
+ case SPELL_FAILED_TOTEMS:
+ if (spellInfo->Totem[0])
+ data << uint32(spellInfo->Totem[0]);
+ if (spellInfo->Totem[1])
+ data << uint32(spellInfo->Totem[1]);
+ break;
+ case SPELL_FAILED_TOTEM_CATEGORY:
+ if (spellInfo->TotemCategory[0])
+ data << uint32(spellInfo->TotemCategory[0]);
+ if (spellInfo->TotemCategory[1])
+ data << uint32(spellInfo->TotemCategory[1]);
+ break;
+ case SPELL_FAILED_EQUIPPED_ITEM_CLASS:
+ case SPELL_FAILED_EQUIPPED_ITEM_CLASS_MAINHAND:
+ case SPELL_FAILED_EQUIPPED_ITEM_CLASS_OFFHAND:
+ data << uint32(spellInfo->EquippedItemClass);
+ data << uint32(spellInfo->EquippedItemSubClassMask);
+ break;
+ case SPELL_FAILED_TOO_MANY_OF_ITEM:
+ {
+ uint32 item = 0;
+ for (int8 eff = 0; eff < MAX_SPELL_EFFECTS; eff++)
+ if (spellInfo->Effects[eff].ItemType)
+ item = spellInfo->Effects[eff].ItemType;
+ ItemTemplate const* proto = sObjectMgr->GetItemTemplate(item);
+ if (proto && proto->ItemLimitCategory)
+ data << uint32(proto->ItemLimitCategory);
+ break;
+ }
+ case SPELL_FAILED_CUSTOM_ERROR:
+ data << uint32(customError);
+ break;
+ case SPELL_FAILED_REAGENTS:
+ {
+ uint32 missingItem = 0;
+ for (uint32 i = 0; i < MAX_SPELL_REAGENTS; i++)
+ {
+ if (spellInfo->Reagent[i] <= 0)
+ continue;
+
+ uint32 itemid = spellInfo->Reagent[i];
+ uint32 itemcount = spellInfo->ReagentCount[i];
+
+ if (!caster->HasItemCount(itemid, itemcount))
+ {
+ missingItem = itemid;
+ break;
+ }
+ }
+
+ data << uint32(missingItem); // first missing item
+ break;
+ }
+ case SPELL_FAILED_PREVENTED_BY_MECHANIC:
+ data << uint32(spellInfo->Mechanic);
+ break;
+ case SPELL_FAILED_NEED_EXOTIC_AMMO:
+ data << uint32(spellInfo->EquippedItemSubClassMask);
+ break;
+ case SPELL_FAILED_NEED_MORE_ITEMS:
+ data << uint32(0); // Item entry
+ data << uint32(0); // Count
+ break;
+ case SPELL_FAILED_MIN_SKILL:
+ data << uint32(0); // SkillLine.dbc Id
+ data << uint32(0); // Amount
+ break;
+ case SPELL_FAILED_FISHING_TOO_LOW:
+ data << uint32(0); // Skill level
+ break;
+ default:
+ break;
+ }
+}
+
+void Spell::SendCastResult(Player* caster, SpellInfo const* spellInfo, uint8 castCount, SpellCastResult result, SpellCustomErrors customError /*= SPELL_CUSTOM_ERROR_NONE*/)
+{
+ if (result == SPELL_CAST_OK)
+ return;
+
+ WorldPacket data(SMSG_CAST_FAILED, 1 + 4 + 1);
+ WriteCastResultInfo(data, caster, spellInfo, castCount, result, customError);
+
+ caster->GetSession()->SendPacket(&data);
+}
+
+void Spell::SendCastResult(SpellCastResult result)
+{
+ if (result == SPELL_CAST_OK)
+ return;
+
+ if (m_caster->GetTypeId() != TYPEID_PLAYER || m_caster->IsCharmed())
+ return;
+
+ if (m_caster->ToPlayer()->GetSession()->PlayerLoading()) // don't send cast results at loading time
+ return;
+
+ // Xinef: override every possible result, except for gm fail result... breaks many things and goes unnoticed because of this and makes me rage when i find this out
+ if ((_triggeredCastFlags & TRIGGERED_DONT_REPORT_CAST_ERROR) && result != SPELL_FAILED_BM_OR_INVISGOD)
+ result = SPELL_FAILED_DONT_REPORT;
+
+ SendCastResult(m_caster->ToPlayer(), m_spellInfo, m_cast_count, result, m_customError);
+}
+
+void Spell::SendPetCastResult(SpellCastResult result)
+{
+ if (result == SPELL_CAST_OK)
+ return;
+
+ Unit* owner = m_caster->GetCharmerOrOwner();
+ if (!owner)
+ return;
+
+ Player* player = owner->ToPlayer();
+ if (!player)
+ return;
+
+ WorldPacket data(SMSG_PET_CAST_FAILED, 1 + 4 + 1);
+ WriteCastResultInfo(data, player, m_spellInfo, m_cast_count, result, m_customError);
+
+ player->GetSession()->SendPacket(&data);
+}
+
+void Spell::SendSpellStart()
+{
+ if (!IsNeedSendToClient(false))
+ return;
+
+ //sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "Sending SMSG_SPELL_START id=%u", m_spellInfo->Id);
+
+ uint32 castFlags = CAST_FLAG_UNKNOWN_2;
+
+ if (((IsTriggered() && !m_spellInfo->IsAutoRepeatRangedSpell()) || m_triggeredByAuraSpell) && !m_spellInfo->IsChanneled())
+ castFlags |= CAST_FLAG_PENDING;
+
+ if (m_spellInfo->HasAttribute(SPELL_ATTR0_REQ_AMMO))
+ castFlags |= CAST_FLAG_AMMO;
+ if ((m_caster->GetTypeId() == TYPEID_PLAYER ||
+ (m_caster->GetTypeId() == TYPEID_UNIT && m_caster->IsPet()))
+ && m_spellInfo->PowerType != POWER_HEALTH)
+ castFlags |= CAST_FLAG_POWER_LEFT_SELF;
+
+ if (m_spellInfo->RuneCostID && m_spellInfo->PowerType == POWER_RUNE)
+ castFlags |= CAST_FLAG_NO_GCD; // not needed, but Blizzard sends it
+
+ WorldPacket data(SMSG_SPELL_START, (8+8+4+4+2));
+ if (m_CastItem)
+ data.append(m_CastItem->GetPackGUID());
+ else
+ data.append(m_caster->GetPackGUID());
+
+ data.append(m_caster->GetPackGUID());
+ data << uint8(m_cast_count); // pending spell cast?
+ data << uint32(m_spellInfo->Id); // spellId
+ data << uint32(castFlags); // cast flags
+ data << int32(m_timer); // delay?
+
+ m_targets.Write(data);
+
+ if (castFlags & CAST_FLAG_POWER_LEFT_SELF)
+ data << uint32(m_caster->GetPower((Powers)m_spellInfo->PowerType));
+
+ if (castFlags & CAST_FLAG_AMMO)
+ WriteAmmoToPacket(&data);
+
+ if (castFlags & CAST_FLAG_UNKNOWN_23)
+ {
+ data << uint32(0);
+ data << uint32(0);
+ }
+
+ m_caster->SendMessageToSet(&data, true);
+
+ if (!m_spellInfo->IsChanneled() && m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->ToPlayer()->NeedSendSpectatorData())
+ ArenaSpectator::SendCommand_Spell(m_caster->FindMap(), m_caster->GetGUID(), "SPE", m_spellInfo->Id, m_timer);
+}
+
+void Spell::SendSpellGo()
+{
+ // not send invisible spell casting
+ if (!IsNeedSendToClient(true))
+ return;
+
+ //sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "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_spellInfo->IsChanneled())
+ castFlags |= CAST_FLAG_PENDING;
+
+ if (m_spellInfo->HasAttribute(SPELL_ATTR0_REQ_AMMO))
+ castFlags |= CAST_FLAG_AMMO; // arrows/bullets visual
+
+ if ((m_caster->GetTypeId() == TYPEID_PLAYER ||
+ (m_caster->GetTypeId() == TYPEID_UNIT && m_caster->IsPet()))
+ && m_spellInfo->PowerType != POWER_HEALTH)
+ castFlags |= CAST_FLAG_POWER_LEFT_SELF; // should only be sent to self, but the current messaging doesn't make that possible
+
+ if ((m_caster->GetTypeId() == TYPEID_PLAYER)
+ && (m_caster->getClass() == CLASS_DEATH_KNIGHT)
+ && m_spellInfo->RuneCostID
+ && m_spellInfo->PowerType == POWER_RUNE)
+ {
+ castFlags |= CAST_FLAG_NO_GCD; // not needed, but Blizzard sends it
+ castFlags |= CAST_FLAG_RUNE_LIST; // rune cooldowns list
+ }
+
+ if (m_spellInfo->HasEffect(SPELL_EFFECT_ACTIVATE_RUNE))
+ castFlags |= CAST_FLAG_RUNE_LIST; // rune cooldowns list
+
+ if (m_targets.HasTraj())
+ castFlags |= CAST_FLAG_ADJUST_MISSILE;
+
+ if (!m_spellInfo->StartRecoveryTime)
+ castFlags |= CAST_FLAG_NO_GCD;
+
+ WorldPacket data(SMSG_SPELL_GO, 150); // guess size
+
+ if (m_CastItem)
+ data.append(m_CastItem->GetPackGUID());
+ else
+ data.append(m_caster->GetPackGUID());
+
+ data.append(m_caster->GetPackGUID());
+ data << uint8(m_cast_count); // pending spell cast?
+ data << uint32(m_spellInfo->Id); // spellId
+ data << uint32(castFlags); // cast flags
+ data << uint32(World::GetGameTimeMS()); // timestamp
+
+ WriteSpellGoTargets(&data);
+
+ m_targets.Write(data);
+
+ if (castFlags & CAST_FLAG_POWER_LEFT_SELF)
+ data << uint32(m_caster->GetPower((Powers)m_spellInfo->PowerType));
+
+ if (castFlags & CAST_FLAG_RUNE_LIST) // rune cooldowns list
+ {
+ //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())
+ {
+ uint8 runeMaskInitial = m_runesState;
+ uint8 runeMaskAfterCast = player->GetRunesState();
+ data << uint8(runeMaskInitial); // runes state before
+ data << uint8(runeMaskAfterCast); // runes state after
+ for (uint8 i = 0; i < MAX_RUNES; ++i)
+ {
+ uint8 mask = (1 << i);
+ if (mask & runeMaskInitial && !(mask & runeMaskAfterCast)) // usable before andon cooldown now...
+ {
+ // float casts ensure the division is performed on floats as we need float result
+ float baseCd = float(player->GetRuneBaseCooldown(i, true));
+ data << uint8((baseCd - float(player->GetRuneCooldown(i))) / baseCd * 255); // rune cooldown passed
+ }
+ }
+ }
+ }
+ if (castFlags & CAST_FLAG_ADJUST_MISSILE)
+ {
+ data << m_targets.GetElevation();
+ data << uint32(m_delayTrajectory ? m_delayTrajectory : m_delayMoment);
+ }
+
+ if (castFlags & CAST_FLAG_AMMO)
+ WriteAmmoToPacket(&data);
+
+ if (castFlags & CAST_FLAG_VISUAL_CHAIN)
+ {
+ data << uint32(0);
+ data << uint32(0);
+ }
+
+ if (m_targets.GetTargetMask() & TARGET_FLAG_DEST_LOCATION)
+ {
+ data << uint8(0);
+ }
+
+ m_caster->SendMessageToSet(&data, true);
+}
+
+void Spell::WriteAmmoToPacket(WorldPacket* data)
+{
+ uint32 ammoInventoryType = 0;
+ uint32 ammoDisplayID = 0;
+
+ if (m_caster->GetTypeId() == TYPEID_PLAYER)
+ {
+ Item* pItem = m_caster->ToPlayer()->GetWeaponForAttack(RANGED_ATTACK);
+ if (pItem)
+ {
+ ammoInventoryType = pItem->GetTemplate()->InventoryType;
+ if (ammoInventoryType == INVTYPE_THROWN)
+ ammoDisplayID = pItem->GetTemplate()->DisplayInfoID;
+ else
+ {
+ uint32 ammoID = m_caster->ToPlayer()->GetUInt32Value(PLAYER_AMMO_ID);
+ if (ammoID)
+ {
+ ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(ammoID);
+ if (pProto)
+ {
+ ammoDisplayID = pProto->DisplayInfoID;
+ ammoInventoryType = pProto->InventoryType;
+ }
+ }
+ else if (m_caster->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->GetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + i))
+ {
+ if (ItemEntry const* itemEntry = sItemStore.LookupEntry(item_id))
+ {
+ if (itemEntry->Class == ITEM_CLASS_WEAPON)
+ {
+ switch (itemEntry->SubClass)
+ {
+ case ITEM_SUBCLASS_WEAPON_THROWN:
+ ammoDisplayID = itemEntry->DisplayId;
+ 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;
+ }
+ }
+ }
+ }
+ }
+
+ *data << uint32(ammoDisplayID);
+ *data << uint32(ammoInventoryType);
+}
+
+/// Writes miss and hit targets for a SMSG_SPELL_GO packet
+void Spell::WriteSpellGoTargets(WorldPacket* data)
+{
+ // This function also fill data for channeled spells:
+ // m_needAliveTargetMask req for stop channelig if one target die
+ for (std::list<TargetInfo>::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
+ {
+ if ((*ihit).effectMask == 0) // No effect apply - all immuned add state
+ // possibly SPELL_MISS_IMMUNE2 for this??
+ ihit->missCondition = SPELL_MISS_IMMUNE2;
+ }
+
+ // Hit and miss target counts are both uint8, that limits us to 255 targets for each
+ // sending more than 255 targets crashes the client (since count sent would be wrong)
+ // Spells like 40647 (with a huge radius) can easily reach this limit (spell might need
+ // target conditions but we still need to limit the number of targets sent and keeping
+ // correct count for both hit and miss).
+
+ uint32 hit = 0;
+ size_t hitPos = data->wpos();
+ *data << (uint8)0; // placeholder
+ for (std::list<TargetInfo>::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end() && hit < 255; ++ihit)
+ {
+ if ((*ihit).missCondition == SPELL_MISS_NONE) // Add only hits
+ {
+ *data << uint64(ihit->targetGUID);
+ // Xinef: WTF is this? No channeled spell checked, no anything
+ //m_channelTargetEffectMask |=ihit->effectMask;
+ ++hit;
+ }
+ }
+
+ for (std::list<GOTargetInfo>::const_iterator ighit = m_UniqueGOTargetInfo.begin(); ighit != m_UniqueGOTargetInfo.end() && hit < 255; ++ighit)
+ {
+ *data << uint64(ighit->targetGUID); // Always hits
+ ++hit;
+ }
+
+ uint32 miss = 0;
+ size_t missPos = data->wpos();
+ *data << (uint8)0; // placeholder
+ for (std::list<TargetInfo>::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end() && miss < 255; ++ihit)
+ {
+ if (ihit->missCondition != SPELL_MISS_NONE) // Add only miss
+ {
+ *data << uint64(ihit->targetGUID);
+ *data << uint8(ihit->missCondition);
+ if (ihit->missCondition == SPELL_MISS_REFLECT)
+ *data << uint8(ihit->reflectResult);
+ ++miss;
+ }
+ }
+ // Reset m_needAliveTargetMask for non channeled spell
+ // Xinef: Why do we reset something that is not set??????
+ //if (!m_spellInfo->IsChanneled())
+ // m_channelTargetEffectMask = 0;
+
+ data->put<uint8>(hitPos, (uint8)hit);
+ data->put<uint8>(missPos, (uint8)miss);
+}
+
+void Spell::SendLogExecute()
+{
+ WorldPacket data(SMSG_SPELLLOGEXECUTE, (8+4+4+4+4+8));
+
+ data.append(m_caster->GetPackGUID());
+
+ data << uint32(m_spellInfo->Id);
+
+ uint8 effCount = 0;
+ for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
+ {
+ if (m_effectExecuteData[i])
+ ++effCount;
+ }
+
+ if (!effCount)
+ return;
+
+ data << uint32(effCount);
+ for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
+ {
+ if (!m_effectExecuteData[i])
+ continue;
+
+ data << uint32(m_spellInfo->Effects[i].Effect); // spell effect
+
+ data.append(*m_effectExecuteData[i]);
+
+ delete m_effectExecuteData[i];
+ m_effectExecuteData[i] = NULL;
+ }
+ m_caster->SendMessageToSet(&data, true);
+}
+
+void Spell::ExecuteLogEffectTakeTargetPower(uint8 effIndex, Unit* target, uint32 powerType, uint32 powerTaken, float gainMultiplier)
+{
+ InitEffectExecuteData(effIndex);
+ m_effectExecuteData[effIndex]->append(target->GetPackGUID());
+ *m_effectExecuteData[effIndex] << uint32(powerTaken);
+ *m_effectExecuteData[effIndex] << uint32(powerType);
+ *m_effectExecuteData[effIndex] << float(gainMultiplier);
+}
+
+void Spell::ExecuteLogEffectExtraAttacks(uint8 effIndex, Unit* victim, uint32 attCount)
+{
+ InitEffectExecuteData(effIndex);
+ m_effectExecuteData[effIndex]->append(victim->GetPackGUID());
+ *m_effectExecuteData[effIndex] << uint32(attCount);
+}
+
+void Spell::ExecuteLogEffectInterruptCast(uint8 effIndex, Unit* victim, uint32 spellId)
+{
+ InitEffectExecuteData(effIndex);
+ m_effectExecuteData[effIndex]->append(victim->GetPackGUID());
+ *m_effectExecuteData[effIndex] << uint32(spellId);
+}
+
+void Spell::ExecuteLogEffectDurabilityDamage(uint8 effIndex, Unit* victim, int32 itemId, int32 slot)
+{
+ InitEffectExecuteData(effIndex);
+ m_effectExecuteData[effIndex]->append(victim->GetPackGUID());
+ *m_effectExecuteData[effIndex] << int32(itemId);
+ *m_effectExecuteData[effIndex] << int32(slot);
+}
+
+void Spell::ExecuteLogEffectOpenLock(uint8 effIndex, Object* obj)
+{
+ InitEffectExecuteData(effIndex);
+ m_effectExecuteData[effIndex]->append(obj->GetPackGUID());
+}
+
+void Spell::ExecuteLogEffectCreateItem(uint8 effIndex, uint32 entry)
+{
+ InitEffectExecuteData(effIndex);
+ *m_effectExecuteData[effIndex] << uint32(entry);
+}
+
+void Spell::ExecuteLogEffectDestroyItem(uint8 effIndex, uint32 entry)
+{
+ InitEffectExecuteData(effIndex);
+ *m_effectExecuteData[effIndex] << uint32(entry);
+}
+
+void Spell::ExecuteLogEffectSummonObject(uint8 effIndex, WorldObject* obj)
+{
+ InitEffectExecuteData(effIndex);
+ m_effectExecuteData[effIndex]->append(obj->GetPackGUID());
+}
+
+void Spell::ExecuteLogEffectUnsummonObject(uint8 effIndex, WorldObject* obj)
+{
+ InitEffectExecuteData(effIndex);
+ m_effectExecuteData[effIndex]->append(obj->GetPackGUID());
+}
+
+void Spell::ExecuteLogEffectResurrect(uint8 effIndex, Unit* target)
+{
+ InitEffectExecuteData(effIndex);
+ m_effectExecuteData[effIndex]->append(target->GetPackGUID());
+}
+
+void Spell::SendInterrupted(uint8 result)
+{
+ WorldPacket data(SMSG_SPELL_FAILURE, (8+1+4+1));
+ data.append(m_caster->GetPackGUID());
+ data << uint8(m_cast_count);
+ data << uint32(m_spellInfo->Id);
+ data << uint8(result);
+ m_caster->SendMessageToSet(&data, true);
+
+ data.Initialize(SMSG_SPELL_FAILED_OTHER, (8+1+4+1));
+ data.append(m_caster->GetPackGUID());
+ data << uint8(m_cast_count);
+ data << uint32(m_spellInfo->Id);
+ data << uint8(result);
+ m_caster->SendMessageToSet(&data, true);
+}
+
+void Spell::SendChannelUpdate(uint32 time)
+{
+ if (time == 0)
+ {
+ m_caster->SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, 0);
+ m_caster->SetUInt32Value(UNIT_CHANNEL_SPELL, 0);
+ }
+
+ WorldPacket data(MSG_CHANNEL_UPDATE, 8+4);
+ data.append(m_caster->GetPackGUID());
+ data << uint32(time);
+
+ m_caster->SendMessageToSet(&data, true);
+}
+
+void Spell::SendChannelStart(uint32 duration)
+{
+ uint64 channelTarget = m_targets.GetObjectTargetGUID();
+ if (!channelTarget && !m_spellInfo->NeedsExplicitUnitTarget())
+ if (m_UniqueTargetInfo.size() + m_UniqueGOTargetInfo.size() == 1) // this is for TARGET_SELECT_CATEGORY_NEARBY
+ channelTarget = !m_UniqueTargetInfo.empty() ? m_UniqueTargetInfo.front().targetGUID : m_UniqueGOTargetInfo.front().targetGUID;
+
+ WorldPacket data(MSG_CHANNEL_START, (8+4+4));
+ data.append(m_caster->GetPackGUID());
+ data << uint32(m_spellInfo->Id);
+ data << uint32(duration);
+
+ m_caster->SendMessageToSet(&data, true);
+
+ if (m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->ToPlayer()->NeedSendSpectatorData())
+ ArenaSpectator::SendCommand_Spell(m_caster->FindMap(), m_caster->GetGUID(), "SPE", m_spellInfo->Id, -((int32)duration));
+
+ m_timer = duration;
+ if (channelTarget)
+ m_caster->SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, channelTarget);
+
+ m_caster->SetUInt32Value(UNIT_CHANNEL_SPELL, m_spellInfo->Id);
+}
+
+void Spell::SendResurrectRequest(Player* target)
+{
+ // get resurrector name for creature resurrections, otherwise packet will be not accepted
+ // for player resurrections the name is looked up by guid
+ std::string const sentName(m_caster->GetTypeId() == TYPEID_PLAYER
+ ? ""
+ : m_caster->GetNameForLocaleIdx(target->GetSession()->GetSessionDbLocaleIndex()));
+
+ WorldPacket data(SMSG_RESURRECT_REQUEST, (8+4+sentName.size()+1+1+1+4));
+ data << uint64(m_caster->GetGUID());
+ data << uint32(sentName.size() + 1);
+
+ data << sentName;
+ data << uint8(0); // null terminator
+
+ data << uint8(m_caster->GetTypeId() == TYPEID_PLAYER ? 0 : 1); // "you'll be afflicted with resurrection sickness"
+ // override delay sent with SMSG_CORPSE_RECLAIM_DELAY, set instant resurrection for spells with this attribute
+ if (m_spellInfo->HasAttribute(SPELL_ATTR3_IGNORE_RESURRECTION_TIMER))
+ data << uint32(0);
+ target->GetSession()->SendPacket(&data);
+}
+
+void Spell::TakeCastItem()
+{
+ if (!m_CastItem || m_caster->GetTypeId() != TYPEID_PLAYER)
+ return;
+
+ // not remove cast item at triggered spell (equipping, weapon damage, etc)
+ if (_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
+ sLog->outError("Cast item has no item prototype highId=%d, lowId=%d", m_CastItem->GetGUIDHigh(), m_CastItem->GetGUIDLow());
+ return;
+ }
+
+ bool expendable = false;
+ bool withoutCharges = false;
+
+ for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
+ {
+ if (proto->Spells[i].SpellId)
+ {
+ // item has limited charges
+ if (proto->Spells[i].SpellCharges)
+ {
+ if (proto->Spells[i].SpellCharges < 0)
+ expendable = true;
+
+ int32 charges = m_CastItem->GetSpellCharges(i);
+
+ // item has charges left
+ if (charges)
+ {
+ (charges > 0) ? --charges : ++charges; // abs(charges) less at 1 after use
+ if (proto->Stackable == 1)
+ m_CastItem->SetSpellCharges(i, charges);
+ m_CastItem->SetState(ITEM_CHANGED, m_caster->ToPlayer());
+ }
+
+ // 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(NULL);
+
+ m_CastItem = NULL;
+ m_castItemGUID = 0;
+ }
+}
+
+void Spell::TakePower()
+{
+ if (m_CastItem || m_triggeredByAuraSpell)
+ return;
+
+ Powers powerType = Powers(m_spellInfo->PowerType);
+ bool hit = true;
+ if (m_caster->GetTypeId() == TYPEID_PLAYER)
+ {
+ if (powerType == POWER_RAGE || powerType == POWER_ENERGY || powerType == POWER_RUNE || powerType == POWER_RUNIC_POWER)
+ if (uint64 targetGUID = m_targets.GetUnitTargetGUID())
+ for (std::list<TargetInfo>::iterator ihit= m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
+ if (ihit->targetGUID == targetGUID)
+ {
+ if (ihit->missCondition != SPELL_MISS_NONE && ihit->missCondition != SPELL_MISS_BLOCK && ihit->missCondition != SPELL_MISS_ABSORB && ihit->missCondition != SPELL_MISS_REFLECT)
+ {
+ hit = false;
+ //lower spell cost on fail (by talent aura)
+ if (Player* modOwner = m_caster->ToPlayer()->GetSpellModOwner())
+ modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_SPELL_COST_REFUND_ON_FAIL, m_powerCost, this);
+ }
+ break;
+ }
+ }
+
+ if (powerType == POWER_RUNE)
+ {
+ TakeRunePower(hit);
+ return;
+ }
+
+ if (!m_powerCost)
+ return;
+
+ // health as power used
+ if (powerType == POWER_HEALTH)
+ {
+ m_caster->ModifyHealth(-(int32)m_powerCost);
+ return;
+ }
+
+ if (powerType >= MAX_POWERS)
+ {
+ sLog->outError("Spell::TakePower: Unknown power type '%d'", powerType);
+ return;
+ }
+
+ if (hit)
+ m_caster->ModifyPower(powerType, -m_powerCost);
+ else
+ m_caster->ModifyPower(powerType, -irand(0, m_powerCost/4));
+
+ // Set the five second timer
+ if (powerType == POWER_MANA && m_powerCost > 0)
+ m_caster->SetLastManaUse(World::GetGameTimeMS());
+}
+
+void Spell::TakeAmmo()
+{
+ if (m_attackType == RANGED_ATTACK && m_caster->GetTypeId() == TYPEID_PLAYER)
+ {
+ Item* pItem = m_caster->ToPlayer()->GetWeaponForAttack(RANGED_ATTACK);
+
+ // wands don't have ammo
+ if (!pItem || pItem->IsBroken() || pItem->GetTemplate()->SubClass == ITEM_SUBCLASS_WEAPON_WAND)
+ return;
+
+ if (pItem->GetTemplate()->InventoryType == INVTYPE_THROWN)
+ {
+ if (pItem->GetMaxStackCount() == 1)
+ {
+ // decrease durability for non-stackable throw weapon
+ m_caster->ToPlayer()->DurabilityPointLossForEquipSlot(EQUIPMENT_SLOT_RANGED);
+ }
+ else
+ {
+ // decrease items amount for stackable throw weapon
+ uint32 count = 1;
+ m_caster->ToPlayer()->DestroyItemCount(pItem, count, true);
+ }
+ }
+ else if (uint32 ammo = m_caster->ToPlayer()->GetUInt32Value(PLAYER_AMMO_ID))
+ m_caster->ToPlayer()->DestroyItemCount(ammo, 1, true);
+ }
+}
+
+SpellCastResult Spell::CheckRuneCost(uint32 runeCostID)
+{
+ if (m_spellInfo->PowerType != POWER_RUNE || !runeCostID)
+ return SPELL_CAST_OK;
+
+ if (m_caster->GetTypeId() != TYPEID_PLAYER)
+ return SPELL_CAST_OK;
+
+ Player* player = m_caster->ToPlayer();
+
+ if (player->getClass() != CLASS_DEATH_KNIGHT)
+ return SPELL_CAST_OK;
+
+ SpellRuneCostEntry const* src = sSpellRuneCostStore.LookupEntry(runeCostID);
+
+ if (!src)
+ return SPELL_CAST_OK;
+
+ if (src->NoRuneCost())
+ return SPELL_CAST_OK;
+
+ int32 runeCost[NUM_RUNE_TYPES]; // blood, frost, unholy, death
+
+ for (uint32 i = 0; i < RUNE_DEATH; ++i)
+ {
+ runeCost[i] = src->RuneCost[i];
+ if (Player* modOwner = m_caster->GetSpellModOwner())
+ modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_COST, runeCost[i], this);
+ }
+
+ runeCost[RUNE_DEATH] = MAX_RUNES; // calculated later
+
+ for (uint32 i = 0; i < MAX_RUNES; ++i)
+ {
+ RuneType rune = player->GetCurrentRune(i);
+ if ((player->GetRuneCooldown(i) == 0) && (runeCost[rune] > 0))
+ runeCost[rune]--;
+ }
+
+ for (uint32 i = 0; i < RUNE_DEATH; ++i)
+ if (runeCost[i] > 0)
+ runeCost[RUNE_DEATH] += runeCost[i];
+
+ if (runeCost[RUNE_DEATH] > MAX_RUNES)
+ return SPELL_FAILED_NO_POWER; // not sure if result code is correct
+
+ return SPELL_CAST_OK;
+}
+
+void Spell::TakeRunePower(bool didHit)
+{
+ if (m_caster->GetTypeId() != TYPEID_PLAYER || m_caster->getClass() != CLASS_DEATH_KNIGHT)
+ return;
+
+ SpellRuneCostEntry const* runeCostData = sSpellRuneCostStore.LookupEntry(m_spellInfo->RuneCostID);
+ if (!runeCostData || (runeCostData->NoRuneCost() && runeCostData->NoRunicPowerGain()))
+ return;
+
+ Player* player = m_caster->ToPlayer();
+ m_runesState = player->GetRunesState(); // store previous state
+
+ int32 runeCost[NUM_RUNE_TYPES]; // blood, frost, unholy, death
+
+ for (uint32 i = 0; i < RUNE_DEATH; ++i)
+ {
+ runeCost[i] = runeCostData->RuneCost[i];
+ if (Player* modOwner = m_caster->GetSpellModOwner())
+ modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_COST, runeCost[i], this);
+ }
+
+ runeCost[RUNE_DEATH] = 0; // calculated later
+
+ for (uint32 i = 0; i < MAX_RUNES; ++i)
+ {
+ RuneType rune = player->GetCurrentRune(i);
+ if (!player->GetRuneCooldown(i) && runeCost[rune] > 0)
+ {
+ player->SetRuneCooldown(i, didHit ? player->GetRuneBaseCooldown(i, false) : uint32(RUNE_MISS_COOLDOWN));
+ player->SetLastUsedRune(rune);
+ runeCost[rune]--;
+ }
+ }
+
+ // Xinef: firstly consume death runes of base type
+ // Xinef: in second loop consume all available
+ for (uint8 loop = 0; loop < 2; ++loop)
+ {
+ runeCost[RUNE_DEATH] = runeCost[RUNE_BLOOD] + runeCost[RUNE_UNHOLY] + runeCost[RUNE_FROST];
+ if (runeCost[RUNE_DEATH] > 0)
+ {
+ for (uint8 i = 0; i < MAX_RUNES; ++i)
+ {
+ RuneType rune = player->GetCurrentRune(i);
+ if (!player->GetRuneCooldown(i) && rune == RUNE_DEATH && (loop ? true : (runeCost[player->GetBaseRune(i)] > 0)))
+ {
+ player->SetRuneCooldown(i, didHit ? player->GetRuneBaseCooldown(i, false) : uint32(RUNE_MISS_COOLDOWN));
+ player->SetLastUsedRune(rune);
+ runeCost[rune]--;
+ if (!loop)
+ runeCost[player->GetBaseRune(i)]--;
+
+ // keep Death Rune type if missed
+ if (didHit)
+ player->RestoreBaseRune(i);
+
+ if (runeCost[RUNE_DEATH] == 0)
+ break;
+ }
+ }
+ }
+ }
+
+ // you can gain some runic power when use runes
+ if (didHit)
+ if (int32 rp = int32(runeCostData->runePowerGain * sWorld->getRate(RATE_POWER_RUNICPOWER_INCOME)))
+ player->ModifyPower(POWER_RUNIC_POWER, int32(rp));
+}
+
+void Spell::TakeReagents()
+{
+ if (m_caster->GetTypeId() != TYPEID_PLAYER)
+ return;
+
+ ItemTemplate const* castItemTemplate = m_CastItem ? m_CastItem->GetTemplate() : NULL;
+
+ // do not take reagents for these item casts
+ if (castItemTemplate && castItemTemplate->Flags & ITEM_PROTO_FLAG_TRIGGERED_CAST)
+ return;
+
+ Player* p_caster = m_caster->ToPlayer();
+ if (p_caster->CanNoReagentCast(m_spellInfo))
+ return;
+
+ for (uint32 x = 0; x < MAX_SPELL_REAGENTS; ++x)
+ {
+ if (m_spellInfo->Reagent[x] <= 0)
+ continue;
+
+ uint32 itemid = m_spellInfo->Reagent[x];
+ uint32 itemcount = m_spellInfo->ReagentCount[x];
+
+ // if CastItem is also spell reagent
+ if (castItemTemplate && castItemTemplate->ItemId == itemid)
+ {
+ for (int s = 0; s < MAX_ITEM_PROTO_SPELLS; ++s)
+ {
+ // CastItem will be used up and does not count as reagent
+ int32 charges = m_CastItem->GetSpellCharges(s);
+ if (castItemTemplate->Spells[s].SpellCharges < 0 && abs(charges) < 2)
+ {
+ ++itemcount;
+ break;
+ }
+ }
+
+ m_CastItem = NULL;
+ m_castItemGUID = 0;
+ }
+
+ // if GetItemTarget is also spell reagent
+ if (m_targets.GetItemTargetEntry() == itemid)
+ m_targets.SetItemTarget(NULL);
+
+ p_caster->DestroyItemCount(itemid, itemcount, true);
+ }
+}
+
+void Spell::HandleThreatSpells()
+{
+ if (m_UniqueTargetInfo.empty())
+ return;
+
+ if (m_spellInfo->HasAttribute(SPELL_ATTR1_NO_THREAT) || m_spellInfo->HasAttribute(SPELL_ATTR3_NO_INITIAL_AGGRO))
+ 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) == 0)
+ 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::list<TargetInfo>::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;
+
+ bool IsFriendly = m_caster->IsFriendlyTo(target);
+ // positive spells distribute threat among all units that are in combat with target, like healing
+ if (m_spellInfo->_IsPositiveSpell() && IsFriendly)
+ target->getHostileRefManager().threatAssist(m_caster, threatToAdd, m_spellInfo);
+ // for negative spells threat gets distributed among affected targets
+ else if (!m_spellInfo->_IsPositiveSpell() && !IsFriendly && target->CanHaveThreatList())
+ target->AddThreat(m_caster, threatToAdd, m_spellInfo->GetSchoolMask(), m_spellInfo);
+ }
+ ;//sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "Spell %u, added an additional %f threat for %s %u target(s)", m_spellInfo->Id, threat, m_spellInfo->_IsPositiveSpell() ? "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;
+
+ uint8 eff = m_spellInfo->Effects[i].Effect;
+
+ ;//sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "Spell: %u Effect : %u", m_spellInfo->Id, eff);
+
+ // we do not need DamageMultiplier here.
+ damage = CalculateSpellDamage(i, NULL);
+
+ bool preventDefault = CallScriptEffectHandlers((SpellEffIndex)i, mode);
+
+ if (!preventDefault && eff < TOTAL_SPELL_EFFECTS)
+ {
+ (this->*SpellEffects[eff])((SpellEffIndex)i);
+ }
+}
+
+SpellCastResult Spell::CheckCast(bool strict)
+{
+ // check death state
+ if (!m_caster->IsAlive() && !m_spellInfo->HasAttribute(SPELL_ATTR0_PASSIVE) && !(m_spellInfo->HasAttribute(SPELL_ATTR0_CASTABLE_WHILE_DEAD) || (IsTriggered() && !m_triggeredByAuraSpell)))
+ return SPELL_FAILED_CASTER_DEAD;
+
+ // Spectator check
+ if (m_caster->GetTypeId() == TYPEID_PLAYER)
+ if (((const Player*)m_caster)->IsSpectator() && m_spellInfo->Id != SPECTATOR_SPELL_BINDSIGHT)
+ return SPELL_FAILED_NOT_HERE;
+
+ // check cooldowns to prevent cheating
+ if (!m_spellInfo->HasAttribute(SPELL_ATTR0_PASSIVE))
+ {
+ if (m_caster->GetTypeId() == TYPEID_PLAYER)
+ {
+ //can cast triggered (by aura only?) spells while have this flag
+ if (!(_triggeredCastFlags & TRIGGERED_IGNORE_CASTER_AURASTATE) && m_caster->ToPlayer()->HasFlag(PLAYER_FLAGS, PLAYER_ALLOW_ONLY_ABILITY))
+ return SPELL_FAILED_SPELL_IN_PROGRESS;
+
+ if (!(_triggeredCastFlags & TRIGGERED_IGNORE_SPELL_AND_CATEGORY_CD) && m_caster->ToPlayer()->HasSpellCooldown(m_spellInfo->Id))
+ {
+ if (m_triggeredByAuraSpell)
+ return SPELL_FAILED_DONT_REPORT;
+ else
+ return SPELL_FAILED_NOT_READY;
+ }
+
+ // check if we are using a potion in combat for the 2nd+ time. Cooldown is added only after caster gets out of combat
+ if (m_caster->ToPlayer()->GetLastPotionId() && m_CastItem && (m_CastItem->IsPotion() || m_spellInfo->IsCooldownStartedOnEvent()))
+ return SPELL_FAILED_NOT_READY;
+ }
+ else if (!IsTriggered() && m_caster->GetTypeId() == TYPEID_UNIT && m_caster->ToCreature()->IsSpellProhibited(m_spellInfo->GetSchoolMask()))
+ return SPELL_FAILED_NOT_READY;
+ }
+
+
+ if (m_spellInfo->HasAttribute(SPELL_ATTR7_IS_CHEAT_SPELL) && !m_caster->HasFlag(UNIT_FIELD_FLAGS_2, 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 SPELL_FAILED_NOT_READY;
+
+ // 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()*/) // pussywizard: optimization (commented)
+ {
+ 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 (Unit::AuraEffectList::const_iterator i = ignore.begin(); i != ignore.end(); ++i)
+ {
+ if (!(*i)->IsAffectedOnSpell(m_spellInfo))
+ continue;
+ checkForm = false;
+ break;
+ }
+ if (checkForm)
+ {
+ // Cannot be used in this stance/form
+ SpellCastResult shapeError = 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;
+ }
+ }
+
+ Unit::AuraEffectList const& blockSpells = m_caster->GetAuraEffectsByType(SPELL_AURA_BLOCK_SPELL_FAMILY);
+ for (Unit::AuraEffectList::const_iterator blockItr = blockSpells.begin(); blockItr != blockSpells.end(); ++blockItr)
+ if (uint32((*blockItr)->GetMiscValue()) == m_spellInfo->SpellFamilyName)
+ return SPELL_FAILED_SPELL_UNAVAILABLE;
+
+ 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)->IsAffectedOnSpell(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->CasterAuraStateNot && m_caster->HasAuraState(AuraStateType(m_spellInfo->CasterAuraStateNot), m_spellInfo, m_caster))
+ return SPELL_FAILED_CASTER_AURASTATE;
+
+ // Note: spell 62473 requres casterAuraSpell = triggering spell
+ if (m_spellInfo->CasterAuraSpell && !m_caster->HasAura(sSpellMgr->GetSpellIdForDifficulty(m_spellInfo->CasterAuraSpell, m_caster)))
+ return SPELL_FAILED_CASTER_AURASTATE;
+ if (m_spellInfo->ExcludeCasterAuraSpell && m_caster->HasAura(sSpellMgr->GetSpellIdForDifficulty(m_spellInfo->ExcludeCasterAuraSpell, m_caster)))
+ return SPELL_FAILED_CASTER_AURASTATE;
+
+ if (reqCombat && m_caster->IsInCombat() && !m_spellInfo->CanBeUsedInCombat())
+ return SPELL_FAILED_AFFECTING_COMBAT;
+ }
+
+ // Xinef: exploit protection
+ if (reqCombat && !m_spellInfo->CanBeUsedInCombat() && (m_spellInfo->HasEffect(SPELL_EFFECT_RESURRECT) || m_spellInfo->HasEffect(SPELL_EFFECT_RESURRECT_NEW)))
+ {
+ if (m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->GetMap()->IsDungeon())
+ if (InstanceScript* instanceScript = m_caster->GetInstanceScript())
+ if (instanceScript->IsEncounterInProgress())
+ {
+ if (Group* group = m_caster->ToPlayer()->GetGroup())
+ for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
+ if (Player* member = itr->GetSource())
+ if (member->IsInMap(m_caster))
+ if (Unit* victim = member->GetVictim())
+ if (victim->IsInCombat() && m_caster->GetDistance(victim) < m_caster->GetVisibilityRange())
+ {
+ m_caster->CombatStart(victim);
+ victim->AddThreat(m_caster, 1.0f);
+ break;
+ }
+ return SPELL_FAILED_TARGET_CANNOT_BE_RESURRECTED;
+ }
+ }
+
+ // cancel autorepeat spells if cast start when moving
+ // (not wand currently autorepeat cast delayed to moving stop anyway in spell update code)
+ if (m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->ToPlayer()->isMoving() && !IsTriggered())
+ {
+ // skip stuck spell to allow use it in falling case and apply spell limitations at movement
+ if ((!m_caster->HasUnitMovementFlag(MOVEMENTFLAG_FALLING_FAR) || m_spellInfo->Effects[0].Effect != SPELL_EFFECT_STUCK) &&
+ (IsAutoRepeat() || (m_spellInfo->AuraInterruptFlags & AURA_INTERRUPT_FLAG_NOT_SEATED) != 0))
+ return SPELL_FAILED_MOVING;
+ }
+
+
+ Vehicle* vehicle = m_caster->GetVehicle();
+ if (vehicle && !(_triggeredCastFlags & TRIGGERED_IGNORE_CASTER_MOUNTED_OR_ON_VEHICLE))
+ {
+ uint16 checkMask = 0;
+ for (uint8 effIndex = EFFECT_0; effIndex < MAX_SPELL_EFFECTS; ++effIndex)
+ {
+ SpellEffectInfo const* effInfo = &m_spellInfo->Effects[effIndex];
+ if (effInfo->ApplyAuraName == SPELL_AURA_MOD_SHAPESHIFT)
+ {
+ SpellShapeshiftEntry const* shapeShiftEntry = sSpellShapeshiftStore.LookupEntry(effInfo->MiscValue);
+ if (shapeShiftEntry && (shapeShiftEntry->flags1 & 1) == 0) // unk flag
+ checkMask |= VEHICLE_SEAT_FLAG_UNCONTROLLED;
+ break;
+ }
+ }
+
+ if (m_spellInfo->HasAura(SPELL_AURA_MOUNTED))
+ checkMask |= VEHICLE_SEAT_FLAG_CAN_CAST_MOUNT_SPELL;
+
+ if (!checkMask)
+ checkMask = VEHICLE_SEAT_FLAG_CAN_ATTACK;
+
+ // All creatures should be able to cast as passengers freely, restriction and attribute are only for players
+ VehicleSeatEntry const* vehicleSeat = vehicle->GetSeatForPassenger(m_caster);
+ if (!m_spellInfo->HasAttribute(SPELL_ATTR6_CASTABLE_WHILE_ON_VEHICLE) && !m_spellInfo->HasAttribute(SPELL_ATTR0_CASTABLE_WHILE_MOUNTED)
+ && (vehicleSeat->m_flags & checkMask) != checkMask && m_caster->GetTypeId() == TYPEID_PLAYER)
+ return SPELL_FAILED_DONT_REPORT;
+ }
+
+ // check spell cast conditions from database
+ {
+ ConditionSourceInfo condInfo = ConditionSourceInfo(m_caster);
+ condInfo.mConditionTargets[1] = m_targets.GetObjectTarget();
+ ConditionList conditions = sConditionMgr->GetConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_SPELL, m_spellInfo->Id);
+ if (!conditions.empty() && !sConditionMgr->IsObjectMeetToConditions(condInfo, conditions))
+ {
+ // 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
+ // Xinef: do not check explicit casts for self cast of triggered spells (eg. reflect case)
+ if (!(m_spellInfo->HasAttribute(SPELL_ATTR0_PASSIVE) && (!m_targets.GetUnitTarget() || m_targets.GetUnitTarget() == m_caster)))
+ {
+ // Check explicit target for m_originalCaster - todo: get rid of such workarounds
+ // Xinef: do not check explicit target for triggered spell casted on self with targetflag enemy
+ if (!m_triggeredByAuraSpell || m_targets.GetUnitTarget() != m_caster || !(m_spellInfo->GetExplicitTargetMask() & TARGET_FLAG_UNIT_ENEMY))
+ {
+ SpellCastResult castResult = m_spellInfo->CheckExplicitTarget((m_originalCaster && m_caster->GetEntry() != WORLD_TRIGGER) ? m_originalCaster : m_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, false);
+ if (castResult != SPELL_CAST_OK)
+ return castResult;
+
+ if (target != m_caster)
+ {
+ // Must be behind the target
+ if (m_spellInfo->HasAttribute(SPELL_ATTR0_CU_REQ_CASTER_BEHIND_TARGET) && target->HasInArc(static_cast<float>(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<float>(M_PI), m_caster))
+ return SPELL_FAILED_NOT_INFRONT;
+
+ if (m_caster->GetEntry() != WORLD_TRIGGER) // Ignore LOS for gameobjects casts (wrongly casted by a trigger)
+ if ((!m_caster->IsTotem() || !m_spellInfo->IsPositive()) && !m_spellInfo->HasAttribute(SPELL_ATTR2_CAN_TARGET_NOT_IN_LOS) && !m_spellInfo->HasAttribute(SPELL_ATTR5_SKIP_CHECKCAST_LOS_CHECK) && !m_caster->IsWithinLOSInMap(target))
+ 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_caster->IsTotem() || !m_spellInfo->IsPositive()) && !m_spellInfo->HasAttribute(SPELL_ATTR2_CAN_TARGET_NOT_IN_LOS) && !m_spellInfo->HasAttribute(SPELL_ATTR5_SKIP_CHECKCAST_LOS_CHECK) && !m_caster->IsWithinLOS(x, y, z))
+ return SPELL_FAILED_LINE_OF_SIGHT;
+ }
+
+ // check pet presence
+ for (int j = 0; j < MAX_SPELL_EFFECTS; ++j)
+ {
+ if (m_spellInfo->Effects[j].TargetA.GetTarget() == TARGET_UNIT_PET)
+ {
+ if (!m_caster->GetGuardianPet() && !m_caster->GetCharm())
+ {
+ if (m_triggeredByAuraSpell) // not report pet not existence for triggered spells
+ return SPELL_FAILED_DONT_REPORT;
+ else
+ return SPELL_FAILED_NO_PET;
+ }
+ break;
+ }
+
+ }
+ // Spell casted only on 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
+ // - with greater than 10 min CD without SPELL_ATTR4_USABLE_IN_ARENA flag
+ // - with SPELL_ATTR4_NOT_USABLE_IN_ARENA flag
+ if (m_spellInfo->HasAttribute(SPELL_ATTR4_NOT_USABLE_IN_ARENA) ||
+ (m_spellInfo->GetRecoveryTime() >= 10 * MINUTE * IN_MILLISECONDS && !m_spellInfo->HasAttribute(SPELL_ATTR4_USABLE_IN_ARENA)))
+ if (MapEntry const* mapEntry = sMapStore.LookupEntry(m_caster->GetMapId()))
+ if (mapEntry->IsBattleArena())
+ return SPELL_FAILED_NOT_IN_ARENA;
+
+ // 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->GetTypeId() == TYPEID_PLAYER ? m_caster->ToPlayer() : NULL);
+ if (locRes != SPELL_CAST_OK)
+ return locRes;
+ }
+
+ // not let players cast spells at mount (and let do it to creatures)
+ if (m_caster->IsMounted() && m_caster->GetTypeId() == TYPEID_PLAYER && !(_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;
+ }
+
+ SpellCastResult castResult = SPELL_CAST_OK;
+
+ // always (except passive spells) check items (focus object can be required for any type casts)
+ if (!m_spellInfo->IsPassive())
+ {
+ // spell focus needs to be checked not only for players! there are vehicle spells that require spell focus
+ castResult = CheckSpellFocus();
+ if (castResult != SPELL_CAST_OK)
+ return castResult;
+
+ castResult = CheckItems();
+ 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;
+ }
+
+ // xinef: do not skip triggered spells if they posses prevention type (eg. Bladestorm vs Hand of Protection)
+ if (!(_triggeredCastFlags & TRIGGERED_IGNORE_CASTER_AURAS) || (m_spellInfo->PreventionType > SPELL_PREVENTION_TYPE_NONE && m_triggeredByAuraSpell && m_triggeredByAuraSpell->IsPositive()))
+ {
+ castResult = CheckCasterAuras(_triggeredCastFlags & TRIGGERED_IGNORE_CASTER_AURAS);
+ if (castResult != SPELL_CAST_OK)
+ return castResult;
+
+ // xinef: Enraged Regeneration: While this is active, the warrior is blocked from using abilities that trigger being enraged (which would do nothing and waste the cooldowns).
+ if (m_spellInfo->Mechanic && m_spellInfo->IsSelfCast())
+ {
+ SpellImmuneList const& mechanicList = m_caster->m_spellImmune[IMMUNITY_MECHANIC];
+ for (SpellImmuneList::const_iterator itr = mechanicList.begin(); itr != mechanicList.end(); ++itr)
+ if (itr->type == m_spellInfo->Mechanic)
+ return SPELL_FAILED_DAMAGE_IMMUNE;
+ }
+ }
+
+ // script hook
+ castResult = CallScriptCheckCastHandlers();
+ if (castResult != SPELL_CAST_OK)
+ return castResult;
+
+ bool hasDispellableAura = false;
+ bool hasNonDispelEffect = false;
+ uint32 dispelMask = 0;
+ for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
+ if (m_spellInfo->Effects[i].Effect == SPELL_EFFECT_DISPEL)
+ {
+ if (m_spellInfo->Effects[i].IsTargetingArea() || m_spellInfo->HasAttribute(SPELL_ATTR1_MELEE_COMBAT_START))
+ {
+ hasDispellableAura = true;
+ break;
+ }
+
+ dispelMask |= SpellInfo::GetDispelMask(DispelType(m_spellInfo->Effects[i].MiscValue));
+ }
+ else if (m_spellInfo->Effects[i].IsEffect())
+ {
+ hasNonDispelEffect = true;
+ break;
+ }
+
+ if (!hasNonDispelEffect && !hasDispellableAura && dispelMask && !IsTriggered())
+ {
+ if (Unit* target = m_targets.GetUnitTarget())
+ {
+ // Xinef: do not allow to cast on hostile targets in sanctuary
+ if (!m_caster->IsFriendlyTo(target))
+ {
+ if (m_caster->IsInSanctuary() || target->IsInSanctuary())
+ {
+ // Xinef: fix for duels
+ Player* player = m_caster->ToPlayer();
+ if (!player || !player->duel || target != player->duel->opponent)
+ return SPELL_FAILED_NOTHING_TO_DISPEL;
+ }
+ }
+
+ DispelChargesList dispelList;
+ target->GetDispellableAuraList(m_caster, dispelMask, dispelList);
+ if (dispelList.empty())
+ return SPELL_FAILED_NOTHING_TO_DISPEL;
+ }
+ }
+
+ for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
+ {
+ // for effects of spells that have only one target
+ switch (m_spellInfo->Effects[i].Effect)
+ {
+ case SPELL_EFFECT_DUMMY:
+ {
+ if (m_spellInfo->SpellFamilyName == SPELLFAMILY_DEATHKNIGHT)
+ {
+ // Raise Ally
+ if( m_spellInfo->Id == 61999 )
+ {
+ Unit *target = m_targets.GetUnitTarget();
+ if (!target)
+ return SPELL_FAILED_BAD_TARGETS;
+
+ if (target->IsAlive()) // not discovered attributeEx5?
+ return SPELL_FAILED_TARGET_NOT_DEAD;
+ }
+ }
+ else if (m_spellInfo->Id == 53271) // Master's Call
+ {
+ if (!m_caster->ToPlayer())
+ return SPELL_FAILED_BAD_TARGETS;
+
+ Unit* target = m_targets.GetUnitTarget();
+ Pet *pet = m_caster->ToPlayer()->GetPet();
+ if (!target || !pet || pet->isDead() || target->isDead())
+ return SPELL_FAILED_BAD_TARGETS;
+
+ if (!pet->IsWithinLOSInMap(target))
+ return SPELL_FAILED_LINE_OF_SIGHT;
+ }
+ break;
+ }
+ case SPELL_EFFECT_LEARN_SPELL:
+ {
+ if (m_caster->GetTypeId() != TYPEID_PLAYER)
+ return SPELL_FAILED_BAD_TARGETS;
+
+ if (m_spellInfo->Effects[i].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(m_spellInfo->Effects[i].TriggerSpell);
+
+ if (!learn_spellproto)
+ return SPELL_FAILED_NOT_KNOWN;
+
+ if (m_spellInfo->SpellLevel > pet->getLevel())
+ return SPELL_FAILED_LOWLEVEL;
+
+ break;
+ }
+ case SPELL_EFFECT_LEARN_PET_SPELL:
+ {
+ // check target only for unit target case
+ if (Unit* unitTarget = m_targets.GetUnitTarget())
+ {
+ if (m_caster->GetTypeId() != TYPEID_PLAYER)
+ return SPELL_FAILED_BAD_TARGETS;
+
+ Pet* pet = unitTarget->ToPet();
+ if (!pet || pet->GetOwner() != m_caster)
+ return SPELL_FAILED_BAD_TARGETS;
+
+ SpellInfo const* learn_spellproto = sSpellMgr->GetSpellInfo(m_spellInfo->Effects[i].TriggerSpell);
+
+ if (!learn_spellproto)
+ return SPELL_FAILED_NOT_KNOWN;
+
+ if (m_spellInfo->SpellLevel > pet->getLevel())
+ return SPELL_FAILED_LOWLEVEL;
+ }
+ break;
+ }
+ case SPELL_EFFECT_APPLY_GLYPH:
+ {
+ uint32 glyphId = m_spellInfo->Effects[i].MiscValue;
+ if (GlyphPropertiesEntry const* gp = sGlyphPropertiesStore.LookupEntry(glyphId))
+ if (m_caster->HasAura(gp->SpellId))
+ return SPELL_FAILED_UNIQUE_GLYPH;
+ break;
+ }
+ case SPELL_EFFECT_FEED_PET:
+ {
+ if (m_caster->GetTypeId() != TYPEID_PLAYER)
+ return SPELL_FAILED_BAD_TARGETS;
+
+ Item* foodItem = m_targets.GetItemTarget();
+ if (!foodItem)
+ return SPELL_FAILED_BAD_TARGETS;
+
+ Pet* pet = m_caster->ToPlayer()->GetPet();
+
+ if (!pet)
+ return SPELL_FAILED_NO_PET;
+
+ if (!pet->HaveInDiet(foodItem->GetTemplate()))
+ return SPELL_FAILED_WRONG_PET_FOOD;
+
+ if (!pet->GetCurrentFoodBenefitLevel(foodItem->GetTemplate()->ItemLevel))
+ return SPELL_FAILED_FOOD_LOWLEVEL;
+
+ if (m_caster->IsInCombat() || pet->IsInCombat())
+ return SPELL_FAILED_AFFECTING_COMBAT;
+
+ break;
+ }
+ case SPELL_EFFECT_POWER_BURN:
+ case SPELL_EFFECT_POWER_DRAIN:
+ {
+ // Can be area effect, Check only for players and not check if target - caster (spell can have multiply drain/burn effects)
+ if (m_caster->GetTypeId() == TYPEID_PLAYER)
+ if (Unit* target = m_targets.GetUnitTarget())
+ if (target != m_caster && target->getPowerType() != Powers(m_spellInfo->Effects[i].MiscValue))
+ return SPELL_FAILED_BAD_TARGETS;
+ break;
+ }
+ case SPELL_EFFECT_CHARGE:
+ {
+ if (m_spellInfo->SpellFamilyName == SPELLFAMILY_WARRIOR)
+ {
+ // Warbringer - can't be handled in proc system - should be done before checkcast root check and charge effect process
+ if (strict && m_caster->IsScriptOverriden(m_spellInfo, 6953))
+ m_caster->RemoveMovementImpairingAuras(true);
+ }
+ if (m_caster->HasUnitState(UNIT_STATE_ROOT))
+ return SPELL_FAILED_ROOTED;
+ if (m_caster->GetTypeId() == TYPEID_PLAYER)
+ if (Unit* target = m_targets.GetUnitTarget())
+ if (!target->IsAlive())
+ return SPELL_FAILED_BAD_TARGETS;
+ // Xinef: Pass only explicit unit target spells
+ // pussywizard:
+ if (MMAP::MMapFactory::IsPathfindingEnabled(m_caster->FindMap(), true) && m_spellInfo->NeedsExplicitUnitTarget())
+ {
+ Unit* target = m_targets.GetUnitTarget();
+ if (!target)
+ return SPELL_FAILED_BAD_TARGETS;
+
+ Position pos;
+ target->GetChargeContactPoint(m_caster, pos.m_positionX, pos.m_positionY, pos.m_positionZ);
+
+ if (m_caster->GetMapId() == 618) // pussywizard: 618 Ring of Valor
+ pos.m_positionZ = std::max(pos.m_positionZ, 28.28f);
+
+ float maxdist = MELEE_RANGE + m_caster->GetMeleeReach() + target->GetMeleeReach();
+ if (target->GetExactDistSq(&pos) > maxdist*maxdist)
+ return SPELL_FAILED_NOPATH;
+
+ if (m_caster->GetMapId() == 618) // pussywizard: 618 Ring of Valor
+ {
+ if (!((target->GetPositionZ() > 32.0f) ^ (m_caster->GetPositionZ() > 32.0f)))
+ break;
+ return SPELL_FAILED_NOPATH;
+ }
+ else if (m_caster->GetMapId() == 572) // pussywizard: 572 Ruins of Lordaeron
+ {
+ if (pos.GetPositionX() < 1275.0f || m_caster->GetPositionX() < 1275.0f) // special case (acid)
+ break; // can't force path because the way is around and the path is too long
+ }
+
+ if (m_caster->GetTransport() != target->GetTransport())
+ return SPELL_FAILED_NOPATH;
+ if (m_caster->GetTransport())
+ break;
+
+ m_pathFinder = new PathGenerator(m_caster);
+ m_pathFinder->CalculatePath(pos.m_positionX, pos.m_positionY, pos.m_positionZ+0.15f, false);
+ G3D::Vector3 endPos = m_pathFinder->GetEndPosition(); // also check distance between target and the point calculated by mmaps
+ if (m_pathFinder->GetPathType()&PATHFIND_NOPATH || target->GetExactDistSq(endPos.x, endPos.y, endPos.z) > maxdist*maxdist || m_pathFinder->getPathLength() > (40.0f + (m_caster->HasAura(58097) ? 5.0f : 0.0f)))
+ return SPELL_FAILED_NOPATH;
+ }
+ break;
+ }
+ case SPELL_EFFECT_SKINNING:
+ {
+ if (m_caster->GetTypeId() != TYPEID_PLAYER || !m_targets.GetUnitTarget() || m_targets.GetUnitTarget()->GetTypeId() != TYPEID_UNIT)
+ return SPELL_FAILED_BAD_TARGETS;
+
+ if (!(m_targets.GetUnitTarget()->GetUInt32Value(UNIT_FIELD_FLAGS) & UNIT_FLAG_SKINNABLE))
+ return SPELL_FAILED_TARGET_UNSKINNABLE;
+
+ Creature* creature = m_targets.GetUnitTarget()->ToCreature();
+ if (!creature->IsCritter() && !creature->loot.isLooted())
+ return SPELL_FAILED_TARGET_NOT_LOOTED;
+
+ uint32 skill = creature->GetCreatureTemplate()->GetRequiredLootSkill();
+
+ int32 skillValue = m_caster->ToPlayer()->GetSkillValue(skill);
+ int32 TargetLevel = m_targets.GetUnitTarget()->getLevel();
+ int32 ReqValue = (skillValue < 100 ? (TargetLevel-10) * 10 : TargetLevel * 5);
+ if (ReqValue > skillValue)
+ return SPELL_FAILED_LOW_CASTLEVEL;
+
+ // chance for fail at orange skinning attempt
+ if ((m_selfContainer && (*m_selfContainer) == this) &&
+ skillValue < sWorld->GetConfigMaxSkillValue() &&
+ (ReqValue < 0 ? 0 : ReqValue) > irand(skillValue - 25, skillValue + 37))
+ return SPELL_FAILED_TRY_AGAIN;
+
+ break;
+ }
+ case SPELL_EFFECT_OPEN_LOCK:
+ {
+ if (m_spellInfo->Effects[i].TargetA.GetTarget() != TARGET_GAMEOBJECT_TARGET &&
+ m_spellInfo->Effects[i].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
+ || (m_spellInfo->Effects[i].TargetA.GetTarget() == TARGET_GAMEOBJECT_TARGET && !m_targets.GetGOTarget()))
+ return SPELL_FAILED_BAD_TARGETS;
+
+ Item* pTempItem = NULL;
+ if (m_targets.GetTargetMask() & TARGET_FLAG_TRADE_ITEM)
+ {
+ if (TradeData* pTrade = m_caster->ToPlayer()->GetTradeData())
+ pTempItem = pTrade->GetTraderData()->GetItem(TradeSlots(m_targets.GetItemTargetGUID()));
+ }
+ 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 (m_spellInfo->Effects[i].TargetA.GetTarget() == TARGET_GAMEOBJECT_ITEM_TARGET &&
+ !m_targets.GetGOTarget() &&
+ (!pTempItem || !pTempItem->GetTemplate()->LockID || !pTempItem->IsLocked()))
+ return SPELL_FAILED_BAD_TARGETS;
+
+ if (m_spellInfo->Id != 1842 || (m_targets.GetGOTarget() &&
+ m_targets.GetGOTarget()->GetGOInfo()->type != GAMEOBJECT_TYPE_TRAP))
+ {
+ if (m_targets.GetGOTarget() && m_targets.GetGOTarget()->GetEntry() == 179697)
+ {
+ if (!m_caster->ToPlayer()->CanUseBattlegroundObject(NULL))
+ return SPELL_FAILED_TRY_AGAIN;
+ }
+ else if (m_caster->ToPlayer()->InBattleground() && // In Battleground players can use only flags and banners, or Gurubashi chest
+ !m_caster->ToPlayer()->CanUseBattlegroundObject(m_targets.GetGOTarget()))
+ return SPELL_FAILED_TRY_AGAIN;
+ }
+
+ // get the lock entry
+ uint32 lockId = 0;
+ if (GameObject* go = m_targets.GetGOTarget())
+ {
+ lockId = go->GetGOInfo()->GetLockId();
+ if (!lockId)
+ return SPELL_FAILED_BAD_TARGETS;
+ }
+ else if (Item* itm = m_targets.GetItemTarget())
+ lockId = itm->GetTemplate()->LockID;
+
+ SkillType skillId = SKILL_NONE;
+ int32 reqSkillValue = 0;
+ int32 skillValue = 0;
+
+ // check lock compatibility
+ SpellCastResult res = CanOpenLock(i, lockId, skillId, reqSkillValue, skillValue);
+ if (res != SPELL_CAST_OK)
+ return res;
+
+ // chance for fail at orange mining/herb/LockPicking gathering attempt
+ // second check prevent fail at rechecks
+ if (skillId != SKILL_NONE && (!m_selfContainer || ((*m_selfContainer) != this)))
+ {
+ bool canFailAtMax = skillId != SKILL_HERBALISM && skillId != SKILL_MINING;
+
+ // chance for failure in orange gather / lockpick (gathering skill can't fail at maxskill)
+ if ((canFailAtMax || skillValue < sWorld->GetConfigMaxSkillValue()) && reqSkillValue > irand(skillValue - 25, skillValue + 37))
+ return SPELL_FAILED_TRY_AGAIN;
+ }
+ break;
+ }
+ case SPELL_EFFECT_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(m_spellInfo->Effects[i].MiscValueB);
+ if (!SummonProperties || m_spellInfo->HasAttribute(SPELL_ATTR1_DISMISS_PET))
+ break;
+ switch (SummonProperties->Category)
+ {
+ case SUMMON_CATEGORY_PET:
+ if (m_caster->GetPetGUID())
+ return SPELL_FAILED_ALREADY_HAVE_SUMMON;
+ case SUMMON_CATEGORY_PUPPET:
+ if (m_caster->GetCharmGUID())
+ 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_targets.GetUnitTarget()->GetPetGUID())
+ return SPELL_FAILED_ALREADY_HAVE_SUMMON;
+ }
+ break;
+ }
+ case SPELL_EFFECT_SUMMON_PET:
+ {
+ if (!m_spellInfo->HasAttribute(SPELL_ATTR1_DISMISS_PET))
+ {
+ if (m_caster->GetPetGUID())
+ return SPELL_FAILED_ALREADY_HAVE_SUMMON;
+ if (m_caster->GetCharmGUID())
+ return SPELL_FAILED_ALREADY_HAVE_CHARM;
+ }
+
+ if (m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->getClass() == CLASS_WARLOCK && strict)
+ if (Pet* pet = m_caster->ToPlayer()->GetPet())
+ pet->CastSpell(pet, 32752, true, NULL, NULL, pet->GetGUID()); //starting cast, trigger pet stun (cast by pet so it doesn't attack player)
+ 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;
+
+ // Xinef: Implement summon pending error
+ if (target->GetSummonExpireTimer() > time(NULL))
+ return SPELL_FAILED_SUMMON_PENDING;
+
+ // check if our map is dungeon
+ MapEntry const* map = sMapStore.LookupEntry(m_caster->GetMapId());
+ if (map->IsDungeon())
+ {
+ uint32 mapId = m_caster->GetMap()->GetId();
+ Difficulty difficulty = m_caster->GetMap()->GetDifficulty();
+ /*if (map->IsRaid())
+ if (InstancePlayerBind* targetBind = target->GetBoundInstance(mapId, difficulty))
+ if (targetBind->perm && targetBind != m_caster->ToPlayer()->GetBoundInstance(mapId, difficulty))
+ 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;
+
+ // Xinef: Implement summon pending error
+ if (target->GetSummonExpireTimer() > time(NULL))
+ return SPELL_FAILED_SUMMON_PENDING;
+
+ 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;
+
+ bool found = false;
+ Unit::VisibleAuraMap const *visibleAuras = m_targets.GetUnitTarget()->GetVisibleAuras();
+ for(Unit::VisibleAuraMap::const_iterator itr = visibleAuras->begin(); itr != visibleAuras->end(); ++itr)
+ {
+ if( itr->second->GetBase()->IsPassive() )
+ continue;
+
+ if( !itr->second->IsPositive() )
+ continue;
+
+ found = true;
+ break;
+ }
+
+ if( !found )
+ return SPELL_FAILED_NOTHING_TO_STEAL;
+
+ 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;
+ }
+ // xinef: do not allow to use leaps while rooted
+ 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:
+ // can't change during already started arena/battleground
+ if (m_caster->GetTypeId() == TYPEID_PLAYER)
+ if (Battleground const* bg = m_caster->ToPlayer()->GetBattleground())
+ if (bg->GetStatus() == STATUS_IN_PROGRESS)
+ return SPELL_FAILED_NOT_IN_BATTLEGROUND;
+ break;
+ default:
+ break;
+ }
+ }
+
+ for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
+ {
+ switch (m_spellInfo->Effects[i].ApplyAuraName)
+ {
+ case SPELL_AURA_DUMMY:
+ {
+ //custom check
+ switch (m_spellInfo->Id)
+ {
+ // Living Bomb
+ case 44457:
+ case 55359:
+ case 55360:
+ {
+ if( Unit *target = m_targets.GetUnitTarget() )
+ if( target->HasAura(m_spellInfo->Id, m_caster->GetGUID()) )
+ return SPELL_FAILED_AURA_BOUNCED;
+
+ break;
+ }
+ default:
+ break;
+ }
+ break;
+ }
+ case SPELL_AURA_MOD_POSSESS_PET:
+ {
+ if (m_caster->GetTypeId() != TYPEID_PLAYER)
+ return SPELL_FAILED_NO_PET;
+
+ Pet* pet = m_caster->ToPlayer()->GetPet();
+ if (!pet)
+ return SPELL_FAILED_NO_PET;
+
+ if (pet->GetCharmerGUID())
+ return SPELL_FAILED_CHARMED;
+ break;
+ }
+ case SPELL_AURA_MOD_POSSESS:
+ case SPELL_AURA_MOD_CHARM:
+ case SPELL_AURA_AOE_CHARM:
+ {
+ if (m_caster->GetCharmerGUID())
+ return SPELL_FAILED_CHARMED;
+
+ // Xinef: allow SPELL_AURA_MOD_POSSESS to posses target if caster has some pet
+ if (m_spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_MOD_CHARM && !m_spellInfo->HasAttribute(SPELL_ATTR1_DISMISS_PET))
+ {
+ if (m_caster->GetPetGUID())
+ return SPELL_FAILED_ALREADY_HAVE_SUMMON;
+
+ if (m_caster->GetCharmGUID())
+ return SPELL_FAILED_ALREADY_HAVE_CHARM;
+ }
+ else if (m_spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_MOD_POSSESS)
+ {
+ if (m_caster->GetCharmGUID())
+ return SPELL_FAILED_ALREADY_HAVE_CHARM;
+ }
+
+ if (Unit* target = m_targets.GetUnitTarget())
+ {
+ if (target->GetTypeId() == TYPEID_UNIT && target->ToCreature()->IsVehicle())
+ return SPELL_FAILED_BAD_IMPLICIT_TARGETS;
+
+ if (target->IsMounted())
+ return SPELL_FAILED_CANT_BE_CHARMED;
+
+ if (target->GetCharmerGUID())
+ return SPELL_FAILED_CHARMED;
+
+ if (target->GetOwnerGUID() && IS_PLAYER_GUID(target->GetOwnerGUID()))
+ return SPELL_FAILED_TARGET_IS_PLAYER_CONTROLLED;
+
+ if (target->IsPet() && (!target->GetOwner() || target->GetOwner()->ToPlayer()))
+ return SPELL_FAILED_CANT_BE_CHARMED;
+
+ int32 damage = CalculateSpellDamage(i, target);
+ if (damage && int32(target->getLevel()) > damage)
+ return SPELL_FAILED_HIGHLEVEL;
+ }
+
+ break;
+ }
+ case SPELL_AURA_MOUNTED:
+ {
+ // Xinef: disallow casting in water for mounts not increasing water movement speed
+ if (m_caster->IsInWater() && !m_spellInfo->HasAura(SPELL_AURA_MOD_INCREASE_SWIM_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->AreaGroupId)
+ return SPELL_FAILED_NO_MOUNTS_ALLOWED;
+
+ if (m_caster->IsInDisallowedMountForm())
+ return SPELL_FAILED_NOT_SHAPESHIFT;
+
+ // xinef: dont allow to cast mounts in specific transforms
+ if (m_caster->getTransForm())
+ if (SpellInfo const* transformSpellInfo = sSpellMgr->GetSpellInfo(m_caster->getTransForm()))
+ if (transformSpellInfo->HasAttribute(SPELL_ATTR0_UNAFFECTED_BY_INVULNERABILITY) &&
+ !transformSpellInfo->HasAttribute(SpellAttr0(SPELL_ATTR0_CASTABLE_WHILE_MOUNTED|SPELL_ATTR0_NEGATIVE_1)))
+ return SPELL_FAILED_NOT_SHAPESHIFT;
+
+ break;
+ }
+ case SPELL_AURA_RANGED_ATTACK_POWER_ATTACKER_BONUS:
+ {
+ if (!m_targets.GetUnitTarget())
+ return SPELL_FAILED_BAD_IMPLICIT_TARGETS;
+
+ // can be casted at non-friendly unit or own pet/charm
+ if (m_caster->IsFriendlyTo(m_targets.GetUnitTarget()))
+ return SPELL_FAILED_TARGET_FRIENDLY;
+
+ break;
+ }
+ case SPELL_AURA_FLY:
+ case SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED:
+ {
+ // Xinef: added water check
+ if (m_caster->IsInWater())
+ return SPELL_FAILED_ONLY_ABOVEWATER;
+
+ // 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* pArea = GetAreaEntryByAreaID(m_originalCaster->GetAreaId()))
+ if ((pArea->flags & AREA_FLAG_NO_FLY_ZONE) || (Bf && !Bf->CanFlyIn()))
+ return SPELL_FAILED_NOT_HERE;
+ }
+ break;
+ }
+ case SPELL_AURA_PERIODIC_MANA_LEECH:
+ {
+ if (m_spellInfo->Effects[i].IsTargetingArea())
+ break;
+
+ if (m_caster->GetTypeId() != TYPEID_PLAYER || m_CastItem)
+ break;
+
+ if (!m_targets.GetUnitTarget())
+ return SPELL_FAILED_BAD_IMPLICIT_TARGETS;
+
+ 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;
+
+ TradeSlots slot = TradeSlots(m_targets.GetItemTargetGUID());
+ if (slot != TRADE_SLOT_NONTRADED)
+ return SPELL_FAILED_BAD_TARGETS;
+
+ if (!IsTriggered())
+ if (my_trade->GetSpell())
+ return SPELL_FAILED_ITEM_ALREADY_ENCHANTED;
+ }
+
+ // check if caster has at least 1 combo point for spells that require combo points
+ if (m_needComboPoints)
+ if (Player* plrCaster = m_caster->ToPlayer())
+ if (!plrCaster->GetComboPoints())
+ return SPELL_FAILED_NO_COMBO_POINTS;
+
+ // xinef: check relic cooldown
+ if (m_CastItem && m_CastItem->GetTemplate()->InventoryType == INVTYPE_RELIC && m_triggeredByAuraSpell)
+ if (m_caster->HasSpellCooldown(SPELL_RELIC_COOLDOWN) && !m_caster->HasSpellItemCooldown(SPELL_RELIC_COOLDOWN, m_CastItem->GetEntry()))
+ return SPELL_FAILED_NOT_READY;
+
+ // 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() && m_caster->GetEntry() != 30230) // Rise Ally
+ 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);
+ }
+
+ // xinef: Calculate power cost here, so funciton checking power can work properly and dont return shit results
+ m_powerCost = m_spellInfo->CalcPowerCost(m_caster, m_spellSchoolMask, this);
+
+ // cooldown
+ if (Creature const* creatureCaster = m_caster->ToCreature())
+ if (creatureCaster->HasSpellCooldown(m_spellInfo->Id))
+ return SPELL_FAILED_NOT_READY;
+
+ // Check if spell is affected by GCD
+ if (m_spellInfo->StartRecoveryCategory > 0)
+ if (m_caster->GetCharmInfo() && m_caster->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(m_spellInfo))
+ return SPELL_FAILED_NOT_READY;
+
+ return CheckCast(true);
+}
+
+SpellCastResult Spell::CheckCasterAuras(bool preventionOnly) 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;
+
+ uint8 school_immune = 0;
+ uint32 mechanic_immune = 0;
+ uint32 dispel_immune = 0;
+
+ // Check if the spell grants school or mechanic immunity.
+ // We use bitmasks so the loop is done only once and not on every aura check below.
+ if (m_spellInfo->HasAttribute(SPELL_ATTR1_DISPEL_AURAS_ON_IMMUNITY))
+ {
+ for (int i = 0; i < MAX_SPELL_EFFECTS; ++i)
+ {
+ if (m_spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_SCHOOL_IMMUNITY)
+ school_immune |= uint32(m_spellInfo->Effects[i].MiscValue);
+ else if (m_spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_MECHANIC_IMMUNITY)
+ mechanic_immune |= 1 << uint32(m_spellInfo->Effects[i].MiscValue);
+ else if (m_spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_DISPEL_IMMUNITY)
+ dispel_immune |= SpellInfo::GetDispelMask(DispelType(m_spellInfo->Effects[i].MiscValue));
+ }
+ // immune movement impairment and loss of control
+ // PVP trinket EMFH TOC PVP trinket Bullheaded Bestial Wrath // Beath Within // Medalion of Immunity
+ if (m_spellInfo->Id == 42292 || m_spellInfo->Id == 59752 || m_spellInfo->Id == 65547 || m_spellInfo->Id == 53490 || m_spellInfo->Id == 19574 || m_spellInfo->Id == 34471 || m_spellInfo->Id == 46227)
+ mechanic_immune = IMMUNE_TO_MOVEMENT_IMPAIRMENT_AND_LOSS_CONTROL_MASK;
+ }
+
+ bool usableInStun = m_spellInfo->HasAttribute(SPELL_ATTR5_USABLE_WHILE_STUNNED);
+
+ // Glyph of Pain Suppression
+ // there is no other way to handle it
+ if (m_spellInfo->Id == 33206 && !m_caster->HasAura(63248))
+ usableInStun = false;
+
+ // Check whether the cast should be prevented by any state you might have.
+ SpellCastResult prevented_reason = SPELL_CAST_OK;
+ // Have to check if there is a stun aura. Otherwise will have problems with ghost aura apply while logging out
+ uint32 unitflag = m_caster->GetUInt32Value(UNIT_FIELD_FLAGS); // Get unit state
+
+ // Xinef: if spell is triggered check preventionType only
+ if (!preventionOnly)
+ {
+ if (unitflag & UNIT_FLAG_STUNNED)
+ {
+ // spell is usable while stunned, check if caster has only mechanic stun auras, another stun types must prevent cast spell
+ if (usableInStun)
+ {
+ bool foundNotStun = false;
+ uint32 mask = 1<<MECHANIC_STUN;
+ // Barkskin should skip sleep effects, sap and fears
+ if (m_spellInfo->Id == 22812)
+ mask |= 1<<MECHANIC_SAPPED | 1<<MECHANIC_HORROR | 1<<MECHANIC_SLEEP;
+ // Hand of Freedom, can be used while sapped
+ if (m_spellInfo->Id == 1044)
+ mask |= 1<<MECHANIC_SAPPED;
+ Unit::AuraEffectList const& stunAuras = m_caster->GetAuraEffectsByType(SPELL_AURA_MOD_STUN);
+ for (Unit::AuraEffectList::const_iterator i = stunAuras.begin(); i != stunAuras.end(); ++i)
+ {
+ if ((*i)->GetSpellInfo()->GetAllEffectsMechanicMask() && !((*i)->GetSpellInfo()->GetAllEffectsMechanicMask() & mask))
+ {
+ foundNotStun = true;
+ break;
+ }
+ }
+ if (foundNotStun)
+ prevented_reason = SPELL_FAILED_STUNNED;
+ }
+ else
+ prevented_reason = SPELL_FAILED_STUNNED;
+ }
+ else if (unitflag & UNIT_FLAG_CONFUSED && !m_spellInfo->HasAttribute(SPELL_ATTR5_USABLE_WHILE_CONFUSED))
+ prevented_reason = SPELL_FAILED_CONFUSED;
+ else if (unitflag & UNIT_FLAG_FLEEING && !m_spellInfo->HasAttribute(SPELL_ATTR5_USABLE_WHILE_FEARED))
+ prevented_reason = SPELL_FAILED_FLEEING;
+ }
+
+ // Xinef: if there is no prevented_reason, check prevention types
+ if (prevented_reason == SPELL_CAST_OK)
+ {
+ if (unitflag & UNIT_FLAG_SILENCED && m_spellInfo->PreventionType == SPELL_PREVENTION_TYPE_SILENCE)
+ prevented_reason = SPELL_FAILED_SILENCED;
+ else if (unitflag & UNIT_FLAG_PACIFIED && m_spellInfo->PreventionType == SPELL_PREVENTION_TYPE_PACIFY)
+ prevented_reason = SPELL_FAILED_PACIFIED;
+ }
+
+ // Attr must make flag drop spell totally immune from all effects
+ if (prevented_reason != SPELL_CAST_OK)
+ {
+ if (school_immune || mechanic_immune || dispel_immune)
+ {
+ //Checking auras is needed now, because you are prevented by some state but the spell grants immunity.
+ Unit::AuraApplicationMap const& auras = m_caster->GetAppliedAuras();
+ for (Unit::AuraApplicationMap::const_iterator itr = auras.begin(); itr != auras.end(); ++itr)
+ {
+ Aura const* aura = itr->second->GetBase();
+ SpellInfo const* auraInfo = aura->GetSpellInfo();
+ if (auraInfo->GetAllEffectsMechanicMask() & mechanic_immune)
+ continue;
+ if (auraInfo->GetSchoolMask() & school_immune && !auraInfo->HasAttribute(SPELL_ATTR1_UNAFFECTED_BY_SCHOOL_IMMUNE))
+ continue;
+ if (auraInfo->GetDispelMask() & dispel_immune)
+ continue;
+
+ //Make a second check for spell failed so the right SPELL_FAILED message is returned.
+ //That is needed when your casting is prevented by multiple states and you are only immune to some of them.
+ for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
+ {
+ if (AuraEffect* part = aura->GetEffect(i))
+ {
+ switch (part->GetAuraType())
+ {
+ case SPELL_AURA_MOD_STUN:
+ {
+ uint32 mask = 1<<MECHANIC_STUN;
+ // Barkskin should skip sleep effects, sap and fears
+ if (m_spellInfo->Id == 22812)
+ mask |= 1<<MECHANIC_SAPPED | 1<<MECHANIC_HORROR | 1<<MECHANIC_SLEEP;
+ // Hand of Freedom, can be used while sapped
+ if (m_spellInfo->Id == 1044)
+ mask |= 1<<MECHANIC_SAPPED;
+
+ if (!usableInStun || !(auraInfo->GetAllEffectsMechanicMask() & mask))
+ return SPELL_FAILED_STUNNED;
+ break;
+ }
+ case SPELL_AURA_MOD_CONFUSE:
+ if (!m_spellInfo->HasAttribute(SPELL_ATTR5_USABLE_WHILE_CONFUSED))
+ return SPELL_FAILED_CONFUSED;
+ break;
+ case SPELL_AURA_MOD_FEAR:
+ if (!m_spellInfo->HasAttribute(SPELL_ATTR5_USABLE_WHILE_FEARED))
+ return SPELL_FAILED_FLEEING;
+ break;
+ case SPELL_AURA_MOD_SILENCE:
+ case SPELL_AURA_MOD_PACIFY:
+ case SPELL_AURA_MOD_PACIFY_SILENCE:
+ if (m_spellInfo->PreventionType == SPELL_PREVENTION_TYPE_PACIFY)
+ return SPELL_FAILED_PACIFIED;
+ else if (m_spellInfo->PreventionType == SPELL_PREVENTION_TYPE_SILENCE)
+ return SPELL_FAILED_SILENCED;
+ break;
+ default: break;
+ }
+ }
+ }
+ }
+ }
+ // You are prevented from casting and the spell casted does not grant immunity. Return a failed error.
+ else
+ return prevented_reason;
+ }
+ return SPELL_CAST_OK;
+}
+
+bool Spell::CanAutoCast(Unit* target)
+{
+ uint64 targetguid = target->GetGUID();
+
+ for (uint32 j = 0; j < MAX_SPELL_EFFECTS; ++j)
+ {
+ if (m_spellInfo->Effects[j].Effect == SPELL_EFFECT_APPLY_AURA)
+ {
+ if (m_spellInfo->StackAmount <= 1)
+ {
+ if (target->HasAuraEffect(m_spellInfo->Id, j))
+ return false;
+ }
+ else
+ {
+ if (AuraEffect* aureff = target->GetAuraEffect(m_spellInfo->Id, j))
+ if (aureff->GetBase()->GetStackAmount() >= m_spellInfo->StackAmount)
+ return false;
+ }
+ }
+ else if (m_spellInfo->Effects[j].IsAreaAuraEffect())
+ {
+ if (target->HasAuraEffect(m_spellInfo->Id, j))
+ return false;
+ }
+ }
+
+ SpellCastResult result = CheckPetCast(target);
+
+ if (result == SPELL_CAST_OK || result == SPELL_FAILED_UNIT_NOT_INFRONT)
+ {
+ SelectSpellTargets();
+ //check if among target units, our WANTED target is as well (->only self cast spells return false)
+ for (std::list<TargetInfo>::iterator ihit= m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
+ if (ihit->targetGUID == targetguid)
+ return true;
+ }
+ return false; //target invalid
+}
+
+SpellCastResult Spell::CheckRange(bool strict)
+{
+ // Don't check for instant cast spells
+ if (!strict && m_casttime == 0)
+ return SPELL_CAST_OK;
+
+ uint32 range_type = 0;
+
+ if (m_spellInfo->RangeEntry)
+ {
+ // check needed by 68766 51693 - both spells are cast on enemies and have 0 max range
+ // these are triggered by other spells - possibly we should omit range check in that case?
+ if (m_spellInfo->RangeEntry->ID == 1)
+ return SPELL_CAST_OK;
+
+ range_type = m_spellInfo->RangeEntry->type;
+ }
+
+ Unit* target = m_targets.GetUnitTarget();
+ float max_range = m_caster->GetSpellMaxRangeForTarget(target, m_spellInfo);
+ float min_range = m_caster->GetSpellMinRangeForTarget(target, m_spellInfo);
+
+ // xinef: hack for npc shooters
+ if (min_range && GetCaster()->GetTypeId() == TYPEID_UNIT && !IS_PLAYER_GUID(GetCaster()->GetOwnerGUID()) && min_range <= 6.0f)
+ range_type = SPELL_RANGE_RANGED;
+
+ if (Player* modOwner = m_caster->GetSpellModOwner())
+ modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RANGE, max_range, this);
+
+ // xinef: dont check max_range to strictly after cast
+ if (range_type != SPELL_RANGE_MELEE && !strict)
+ max_range += std::min(3.0f, max_range*0.1f); // 10% but no more than 3yd
+
+ if (target)
+ {
+ if (target != m_caster)
+ {
+ // Xinef: WHAT DA FUCK IS THIS SHIT? Spells with 5yd range can hit target 9yd away? >.>
+ if (range_type == SPELL_RANGE_MELEE)
+ {
+ // Because of lag, we can not check too strictly here.
+ float real_max_range = m_caster->GetTypeId() == TYPEID_UNIT ? max_range - 2*MIN_MELEE_REACH : max_range - MIN_MELEE_REACH;
+ if (!m_caster->IsWithinMeleeRange(target, std::max(real_max_range, 0.0f)))
+ return SPELL_FAILED_OUT_OF_RANGE;
+ }
+ else if (!m_caster->IsWithinCombatRange(target, max_range))
+ return SPELL_FAILED_OUT_OF_RANGE; //0x5A;
+
+ if (m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_RANGED && range_type == SPELL_RANGE_RANGED)
+ {
+ if (m_caster->IsWithinMeleeRange(target))
+ return SPELL_FAILED_TOO_CLOSE;
+ }
+
+ if (m_caster->GetTypeId() == TYPEID_PLAYER && (m_spellInfo->FacingCasterFlags & SPELL_FACING_FLAG_INFRONT) && !m_caster->HasInArc(static_cast<float>(M_PI), target))
+ return SPELL_FAILED_UNIT_NOT_INFRONT;
+ }
+
+ // Xinef: check min range for self casts
+ if (min_range && range_type != SPELL_RANGE_RANGED && m_caster->IsWithinCombatRange(target, min_range)) // skip this check if min_range = 0
+ return SPELL_FAILED_TOO_CLOSE;
+ }
+
+ if (m_targets.HasDst() && !m_targets.HasTraj())
+ {
+ if (!m_caster->IsWithinDist3d(m_targets.GetDstPos(), max_range))
+ return SPELL_FAILED_OUT_OF_RANGE;
+ if (min_range && m_caster->IsWithinDist3d(m_targets.GetDstPos(), min_range))
+ return SPELL_FAILED_TOO_CLOSE;
+ }
+
+ return SPELL_CAST_OK;
+}
+
+SpellCastResult Spell::CheckPower()
+{
+ // item cast not used power
+ if (m_CastItem)
+ return SPELL_CAST_OK;
+
+ // health as power used - need check health amount
+ if (m_spellInfo->PowerType == POWER_HEALTH)
+ {
+ if (int32(m_caster->GetHealth()) <= m_powerCost)
+ return SPELL_FAILED_CASTER_AURASTATE;
+ return SPELL_CAST_OK;
+ }
+ // Check valid power type
+ if (m_spellInfo->PowerType >= MAX_POWERS)
+ {
+ sLog->outError("Spell::CheckPower: Unknown power type '%d'", m_spellInfo->PowerType);
+ return SPELL_FAILED_UNKNOWN;
+ }
+
+ //check rune cost only if a spell has PowerType == POWER_RUNE
+ if (m_spellInfo->PowerType == POWER_RUNE)
+ {
+ SpellCastResult failReason = CheckRuneCost(m_spellInfo->RuneCostID);
+ if (failReason != SPELL_CAST_OK)
+ return failReason;
+ }
+
+ // Check power amount
+ Powers powerType = Powers(m_spellInfo->PowerType);
+ if (int32(m_caster->GetPower(powerType)) < m_powerCost)
+ return SPELL_FAILED_NO_POWER;
+ else
+ return SPELL_CAST_OK;
+}
+
+SpellCastResult Spell::CheckItems()
+{
+ if (m_caster->GetTypeId() != TYPEID_PLAYER)
+ return SPELL_CAST_OK;
+
+ Player* p_caster = m_caster->ToPlayer();
+
+ if (!m_CastItem)
+ {
+ if (m_castItemGUID)
+ return SPELL_FAILED_ITEM_NOT_READY;
+ }
+ else
+ {
+ uint32 itemid = m_CastItem->GetEntry();
+ if (!p_caster->HasItemCount(itemid))
+ return SPELL_FAILED_ITEM_NOT_READY;
+
+ ItemTemplate const* proto = m_CastItem->GetTemplate();
+ if (!proto)
+ return SPELL_FAILED_ITEM_NOT_READY;
+
+ for (int i = 0; i < MAX_ITEM_SPELLS; ++i)
+ if (proto->Spells[i].SpellCharges)
+ if (m_CastItem->GetSpellCharges(i) == 0)
+ return SPELL_FAILED_NO_CHARGES_REMAIN;
+
+ // consumable cast item checks
+ if (proto->Class == ITEM_CLASS_CONSUMABLE && m_targets.GetUnitTarget())
+ {
+ // such items should only fail if there is no suitable effect at all - see Rejuvenation Potions for example
+ SpellCastResult failReason = SPELL_CAST_OK;
+ for (uint8 i = 0; i < MAX_SPELL_EFFECTS; i++)
+ {
+ // skip check, pet not required like checks, and for TARGET_UNIT_PET m_targets.GetUnitTarget() is not the real target but the caster
+ if (m_spellInfo->Effects[i].TargetA.GetTarget() == TARGET_UNIT_PET)
+ continue;
+
+ if (m_spellInfo->Effects[i].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 (m_spellInfo->Effects[i].Effect == SPELL_EFFECT_ENERGIZE)
+ {
+ if (m_spellInfo->Effects[i].MiscValue < 0 || m_spellInfo->Effects[i].MiscValue >= int8(MAX_POWERS))
+ {
+ failReason = SPELL_FAILED_ALREADY_AT_FULL_POWER;
+ continue;
+ }
+
+ Powers power = Powers(m_spellInfo->Effects[i].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())
+ {
+ if (m_caster->GetTypeId() != TYPEID_PLAYER)
+ return SPELL_FAILED_BAD_TARGETS;
+
+ if (!m_targets.GetItemTarget())
+ return SPELL_FAILED_ITEM_GONE;
+
+ if (!m_targets.GetItemTarget()->IsFitToSpellRequirements(m_spellInfo))
+ return SPELL_FAILED_EQUIPPED_ITEM_CLASS;
+ }
+ // if not item target then required item must be equipped
+ else
+ {
+ // Xinef: this is not true in my opinion, in eg bladestorm will not be canceled after disarm
+ //if (!(_triggeredCastFlags & TRIGGERED_IGNORE_EQUIPPED_ITEM_REQUIREMENT))
+ if (m_caster->GetTypeId() == TYPEID_PLAYER && !m_caster->ToPlayer()->HasItemFitToSpellRequirements(m_spellInfo))
+ return SPELL_FAILED_EQUIPPED_ITEM_CLASS;
+ }
+
+ // do not take reagents for these item casts
+ if (!(m_CastItem && m_CastItem->GetTemplate()->Flags & ITEM_PROTO_FLAG_TRIGGERED_CAST))
+ {
+ bool checkReagents = !(_triggeredCastFlags & TRIGGERED_IGNORE_POWER_AND_REAGENT_COST) && !p_caster->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 (int s=0; s < MAX_ITEM_PROTO_SPELLS; ++s)
+ {
+ // CastItem will be used up and does not count as reagent
+ int32 charges = m_CastItem->GetSpellCharges(s);
+ if (proto->Spells[s].SpellCharges < 0 && abs(charges) < 2)
+ {
+ ++itemcount;
+ break;
+ }
+ }
+ }
+ if (!p_caster->HasItemCount(itemid, itemcount))
+ return SPELL_FAILED_REAGENTS;
+ }
+ }
+
+ // check totem-item requirements (items presence in inventory)
+ uint32 totems = 2;
+ for (int i = 0; i < 2; ++i)
+ {
+ if (m_spellInfo->Totem[i] != 0)
+ {
+ if (p_caster->HasItemCount(m_spellInfo->Totem[i]))
+ {
+ totems -= 1;
+ continue;
+ }
+ }else
+ totems -= 1;
+ }
+ if (totems != 0)
+ return SPELL_FAILED_TOTEMS; //0x7C
+
+ // Check items for TotemCategory (items presence in inventory)
+ uint32 TotemCategory = 2;
+ for (int i= 0; i < 2; ++i)
+ {
+ if (m_spellInfo->TotemCategory[i] != 0)
+ {
+ if (p_caster->HasItemTotemCategory(m_spellInfo->TotemCategory[i]))
+ {
+ TotemCategory -= 1;
+ continue;
+ }
+ }
+ else
+ TotemCategory -= 1;
+ }
+ if (TotemCategory != 0)
+ return SPELL_FAILED_TOTEM_CATEGORY; //0x7B
+ }
+
+ // special checks for spell effects
+ for (int i = 0; i < MAX_SPELL_EFFECTS; i++)
+ {
+ switch (m_spellInfo->Effects[i].Effect)
+ {
+ case SPELL_EFFECT_CREATE_ITEM:
+ case SPELL_EFFECT_CREATE_ITEM_2:
+ {
+ // xinef: 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() && m_spellInfo->Effects[i].ItemType)
+ {
+ ItemPosCountVec dest;
+
+ // xinef: why do we check p_caster? retards p_caster->CanStoreNewItem(...)
+ InventoryResult msg = target->ToPlayer()->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, m_spellInfo->Effects[i].ItemType, 1);
+ if (msg != EQUIP_ERR_OK)
+ {
+ ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(m_spellInfo->Effects[i].ItemType);
+ // TODO: Needs review
+ if (pProto && !(pProto->ItemLimitCategory))
+ {
+ p_caster->SendEquipError(msg, NULL, NULL, m_spellInfo->Effects[i].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(m_spellInfo->Effects[i].ItemType)))
+ {
+ p_caster->SendEquipError(msg, NULL, NULL, m_spellInfo->Effects[i].ItemType);
+ return SPELL_FAILED_DONT_REPORT;
+ }
+ else
+ p_caster->CastSpell(m_caster, m_spellInfo->Effects[EFFECT_1].CalcValue(), false); // move this to anywhere
+ return SPELL_FAILED_DONT_REPORT;
+ }
+ }
+ }
+ break;
+ }
+ case SPELL_EFFECT_ENCHANT_ITEM:
+ if (m_spellInfo->Effects[i].ItemType && m_targets.GetItemTarget()
+ && (m_targets.GetItemTarget()->IsWeaponVellum() || m_targets.GetItemTarget()->IsArmorVellum()))
+ {
+ // cannot enchant vellum for other player
+ if (m_targets.GetItemTarget()->GetOwner() != m_caster)
+ return SPELL_FAILED_NOT_TRADEABLE;
+ // do not allow to enchant vellum from scroll made by vellum-prevent exploit
+ if (m_CastItem && m_CastItem->GetTemplate()->Flags & ITEM_PROTO_FLAG_TRIGGERED_CAST)
+ return SPELL_FAILED_TOTEM_CATEGORY;
+ ItemPosCountVec dest;
+ InventoryResult msg = p_caster->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, m_spellInfo->Effects[i].ItemType, 1);
+ if (msg != EQUIP_ERR_OK)
+ {
+ p_caster->SendEquipError(msg, NULL, NULL, m_spellInfo->Effects[i].ItemType);
+ return SPELL_FAILED_DONT_REPORT;
+ }
+ }
+ case SPELL_EFFECT_ENCHANT_ITEM_PRISMATIC:
+ {
+ Item* targetItem = m_targets.GetItemTarget();
+ if (!targetItem)
+ return SPELL_FAILED_ITEM_NOT_FOUND;
+
+ // xinef: required level has to be checked also! Exploit fix
+ if (targetItem->GetTemplate()->ItemLevel < m_spellInfo->BaseLevel || (targetItem->GetTemplate()->RequiredLevel && targetItem->GetTemplate()->RequiredLevel < m_spellInfo->BaseLevel))
+ return SPELL_FAILED_LOWLEVEL;
+
+ bool isItemUsable = false;
+ for (uint8 e = 0; e < MAX_ITEM_PROTO_SPELLS; ++e)
+ {
+ ItemTemplate const* proto = targetItem->GetTemplate();
+ if (proto->Spells[e].SpellId && (
+ proto->Spells[e].SpellTrigger == ITEM_SPELLTRIGGER_ON_USE ||
+ proto->Spells[e].SpellTrigger == ITEM_SPELLTRIGGER_ON_NO_DELAY_USE))
+ {
+ isItemUsable = true;
+ break;
+ }
+ }
+
+ SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(m_spellInfo->Effects[i].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->type[s])
+ {
+ case ITEM_ENCHANTMENT_TYPE_USE_SPELL:
+ if (isItemUsable)
+ return SPELL_FAILED_ON_USE_ENCHANT;
+ break;
+ case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET:
+ {
+ uint32 numSockets = 0;
+ for (uint32 socket = 0; socket < MAX_ITEM_PROTO_SOCKETS; ++socket)
+ if (targetItem->GetTemplate()->Socket[socket].Color)
+ ++numSockets;
+
+ if (numSockets == MAX_ITEM_PROTO_SOCKETS || targetItem->GetEnchantmentId(PRISMATIC_ENCHANTMENT_SLOT))
+ return SPELL_FAILED_MAX_SOCKETS;
+ break;
+ }
+ }
+ }
+ }
+
+ // Not allow enchant in trade slot for some enchant type
+ if (targetItem->GetOwner() != m_caster)
+ {
+ if (!enchantEntry)
+ return SPELL_FAILED_ERROR;
+ if (enchantEntry->slot & ENCHANTMENT_CAN_SOULBOUND)
+ return SPELL_FAILED_NOT_TRADEABLE;
+ }
+ break;
+ }
+ case SPELL_EFFECT_ENCHANT_ITEM_TEMPORARY:
+ {
+ Item* item = m_targets.GetItemTarget();
+ if (!item)
+ return SPELL_FAILED_ITEM_NOT_FOUND;
+ // Not allow enchant in trade slot for some enchant type
+ if (item->GetOwner() != m_caster)
+ {
+ uint32 enchant_id = m_spellInfo->Effects[i].MiscValue;
+ SpellItemEnchantmentEntry const* pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
+ if (!pEnchant)
+ return SPELL_FAILED_ERROR;
+ if (pEnchant->slot & ENCHANTMENT_CAN_SOULBOUND)
+ return SPELL_FAILED_NOT_TRADEABLE;
+ }
+
+ // Xinef: Apply item level restriction if the enchanting spell has max level restrition set
+ if (m_CastItem && m_spellInfo->MaxLevel > 0)
+ {
+ if (item->GetTemplate()->ItemLevel < m_CastItem->GetTemplate()->RequiredLevel)
+ return SPELL_FAILED_LOWLEVEL;
+ if (item->GetTemplate()->ItemLevel > m_spellInfo->MaxLevel)
+ return SPELL_FAILED_HIGHLEVEL;
+ }
+
+ break;
+ }
+ case SPELL_EFFECT_ENCHANT_HELD_ITEM:
+ // check item existence in effect code (not output errors at offhand hold item effect to main hand for example
+ break;
+ case SPELL_EFFECT_DISENCHANT:
+ {
+ if (!m_targets.GetItemTarget())
+ return SPELL_FAILED_CANT_BE_DISENCHANTED;
+
+ // prevent disenchanting in trade slot
+ if (m_targets.GetItemTarget()->GetOwnerGUID() != m_caster->GetGUID())
+ return SPELL_FAILED_CANT_BE_DISENCHANTED;
+
+ ItemTemplate const* itemProto = m_targets.GetItemTarget()->GetTemplate();
+ if (!itemProto)
+ return SPELL_FAILED_CANT_BE_DISENCHANTED;
+
+ uint32 item_quality = itemProto->Quality;
+ // 2.0.x addon: Check player enchanting level against the item disenchanting requirements
+ uint32 item_disenchantskilllevel = itemProto->RequiredDisenchantSkill;
+ if (item_disenchantskilllevel == uint32(-1))
+ return SPELL_FAILED_CANT_BE_DISENCHANTED;
+ if (item_disenchantskilllevel > p_caster->GetSkillValue(SKILL_ENCHANTING))
+ return SPELL_FAILED_LOW_CASTLEVEL;
+ if (item_quality > 4 || item_quality < 2)
+ return SPELL_FAILED_CANT_BE_DISENCHANTED;
+ if (itemProto->Class != ITEM_CLASS_WEAPON && itemProto->Class != ITEM_CLASS_ARMOR)
+ return SPELL_FAILED_CANT_BE_DISENCHANTED;
+ if (!itemProto->DisenchantID)
+ return SPELL_FAILED_CANT_BE_DISENCHANTED;
+ break;
+ }
+ case SPELL_EFFECT_PROSPECTING:
+ {
+ if (!m_targets.GetItemTarget())
+ return SPELL_FAILED_CANT_BE_PROSPECTED;
+ //ensure item is a prospectable ore
+ if (!(m_targets.GetItemTarget()->GetTemplate()->Flags & ITEM_PROTO_FLAG_PROSPECTABLE))
+ return SPELL_FAILED_CANT_BE_PROSPECTED;
+ //prevent prospecting in trade slot
+ if (m_targets.GetItemTarget()->GetOwnerGUID() != m_caster->GetGUID())
+ return SPELL_FAILED_CANT_BE_PROSPECTED;
+ //Check for enough skill in jewelcrafting
+ uint32 item_prospectingskilllevel = m_targets.GetItemTarget()->GetTemplate()->RequiredSkillRank;
+ if (item_prospectingskilllevel >p_caster->GetSkillValue(SKILL_JEWELCRAFTING))
+ return SPELL_FAILED_LOW_CASTLEVEL;
+ //make sure the player has the required ores in inventory
+ if (m_targets.GetItemTarget()->GetCount() < 5)
+ return SPELL_FAILED_NEED_MORE_ITEMS;
+
+ if (!LootTemplates_Prospecting.HaveLootFor(m_targets.GetItemTargetEntry()))
+ return SPELL_FAILED_CANT_BE_PROSPECTED;
+
+ break;
+ }
+ case SPELL_EFFECT_MILLING:
+ {
+ if (!m_targets.GetItemTarget())
+ return SPELL_FAILED_CANT_BE_MILLED;
+ //ensure item is a millable herb
+ if (!(m_targets.GetItemTarget()->GetTemplate()->Flags & ITEM_PROTO_FLAG_MILLABLE))
+ return SPELL_FAILED_CANT_BE_MILLED;
+ //prevent milling in trade slot
+ if (m_targets.GetItemTarget()->GetOwnerGUID() != m_caster->GetGUID())
+ return SPELL_FAILED_CANT_BE_MILLED;
+ //Check for enough skill in inscription
+ uint32 item_millingskilllevel = m_targets.GetItemTarget()->GetTemplate()->RequiredSkillRank;
+ if (item_millingskilllevel >p_caster->GetSkillValue(SKILL_INSCRIPTION))
+ return SPELL_FAILED_LOW_CASTLEVEL;
+ //make sure the player has the required herbs in inventory
+ if (m_targets.GetItemTarget()->GetCount() < 5)
+ return SPELL_FAILED_NEED_MORE_ITEMS;
+
+ if (!LootTemplates_Milling.HaveLootFor(m_targets.GetItemTargetEntry()))
+ return SPELL_FAILED_CANT_BE_MILLED;
+
+ break;
+ }
+ case SPELL_EFFECT_WEAPON_DAMAGE:
+ case SPELL_EFFECT_WEAPON_DAMAGE_NOSCHOOL:
+ {
+ if (m_caster->GetTypeId() != TYPEID_PLAYER)
+ return SPELL_FAILED_TARGET_NOT_PLAYER;
+
+ if (m_attackType != RANGED_ATTACK)
+ break;
+
+ Item* pItem = m_caster->ToPlayer()->GetWeaponForAttack(m_attackType);
+ if (!pItem || pItem->IsBroken())
+ return SPELL_FAILED_EQUIPPED_ITEM;
+
+ switch (pItem->GetTemplate()->SubClass)
+ {
+ case ITEM_SUBCLASS_WEAPON_THROWN:
+ {
+ uint32 ammo = pItem->GetEntry();
+ if (!m_caster->ToPlayer()->HasItemCount(ammo))
+ return SPELL_FAILED_NO_AMMO;
+ };
+ break;
+ case ITEM_SUBCLASS_WEAPON_GUN:
+ case ITEM_SUBCLASS_WEAPON_BOW:
+ case ITEM_SUBCLASS_WEAPON_CROSSBOW:
+ {
+ uint32 ammo = m_caster->ToPlayer()->GetUInt32Value(PLAYER_AMMO_ID);
+ if (!ammo)
+ {
+ // Requires No Ammo
+ if (m_caster->HasAura(46699))
+ break; // skip other checks
+
+ return SPELL_FAILED_NO_AMMO;
+ }
+
+ ItemTemplate const* ammoProto = sObjectMgr->GetItemTemplate(ammo);
+ if (!ammoProto)
+ return SPELL_FAILED_NO_AMMO;
+
+ if (ammoProto->Class != ITEM_CLASS_PROJECTILE)
+ return SPELL_FAILED_NO_AMMO;
+
+ // check ammo ws. weapon compatibility
+ switch (pItem->GetTemplate()->SubClass)
+ {
+ case ITEM_SUBCLASS_WEAPON_BOW:
+ case ITEM_SUBCLASS_WEAPON_CROSSBOW:
+ if (ammoProto->SubClass != ITEM_SUBCLASS_ARROW)
+ return SPELL_FAILED_NO_AMMO;
+ break;
+ case ITEM_SUBCLASS_WEAPON_GUN:
+ if (ammoProto->SubClass != ITEM_SUBCLASS_BULLET)
+ return SPELL_FAILED_NO_AMMO;
+ break;
+ default:
+ return SPELL_FAILED_NO_AMMO;
+ }
+
+ if (!m_caster->ToPlayer()->HasItemCount(ammo))
+ {
+ m_caster->ToPlayer()->SetUInt32Value(PLAYER_AMMO_ID, 0);
+ return SPELL_FAILED_NO_AMMO;
+ }
+ }; break;
+ case ITEM_SUBCLASS_WEAPON_WAND:
+ break;
+ default:
+ break;
+ }
+ break;
+ }
+ case SPELL_EFFECT_CREATE_MANA_GEM:
+ {
+ uint32 item_id = m_spellInfo->Effects[i].ItemType;
+ ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(item_id);
+
+ if (!pProto)
+ return SPELL_FAILED_ITEM_AT_MAX_CHARGES;
+
+ if (Item* pitem = p_caster->GetItemByEntry(item_id))
+ {
+ for (int x = 0; x < MAX_ITEM_PROTO_SPELLS; ++x)
+ if (pProto->Spells[x].SpellCharges != 0 && pitem->GetSpellCharges(x) == pProto->Spells[x].SpellCharges)
+ return SPELL_FAILED_ITEM_AT_MAX_CHARGES;
+ }
+ break;
+ }
+ default:
+ break;
+ }
+ }
+
+ // check weapon presence in slots for main/offhand weapons
+ if (/*Moar retardnes! never skip those checks !(_triggeredCastFlags & TRIGGERED_IGNORE_EQUIPPED_ITEM_REQUIREMENT) &&*/ m_spellInfo->EquippedItemClass >=0)
+ {
+ // main hand weapon required
+ if (m_spellInfo->HasAttribute(SPELL_ATTR3_MAIN_HAND))
+ {
+ Item* item = m_caster->ToPlayer()->GetWeaponForAttack(BASE_ATTACK);
+
+ // 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;
+ }
+
+ // offhand hand weapon required
+ if (m_spellInfo->HasAttribute(SPELL_ATTR3_REQ_OFFHAND))
+ {
+ Item* item = m_caster->ToPlayer()->GetWeaponForAttack(OFF_ATTACK);
+
+ // 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;
+}
+
+SpellCastResult Spell::CheckSpellFocus()
+{
+ // check spell focus object
+ if (m_spellInfo->RequiresSpellFocus)
+ {
+ CellCoord p(Trinity::ComputeCellCoord(m_caster->GetPositionX(), m_caster->GetPositionY()));
+ Cell cell(p);
+
+ GameObject* ok = NULL;
+ Trinity::GameObjectFocusCheck go_check(m_caster, m_spellInfo->RequiresSpellFocus);
+ Trinity::GameObjectSearcher<Trinity::GameObjectFocusCheck> checker(m_caster, ok, go_check);
+
+ TypeContainerVisitor<Trinity::GameObjectSearcher<Trinity::GameObjectFocusCheck>, GridTypeMapContainer > object_checker(checker);
+ Map& map = *m_caster->GetMap();
+ cell.Visit(p, object_checker, map, *m_caster, m_caster->GetVisibilityRange());
+
+ if (!ok)
+ return SPELL_FAILED_REQUIRES_SPELL_FOCUS;
+
+ focusObject = ok; // game object found in range
+ }
+ return SPELL_CAST_OK;
+}
+
+void Spell::Delayed() // only called in DealDamage()
+{
+ if (!m_caster)// || m_caster->GetTypeId() != TYPEID_PLAYER)
+ return;
+
+ //if (m_spellState == SPELL_STATE_DELAYED)
+ // return; // spell is active and can't be time-backed
+
+ if (isDelayableNoMore()) // Spells may only be delayed twice
+ return;
+
+ // spells not loosing casting time (slam, dynamites, bombs..)
+ //if (!(m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_DAMAGE))
+ // return;
+
+ //check pushback reduce
+ int32 delaytime = 500; // spellcasting delay is normally 500ms
+ int32 delayReduce = 100; // must be initialized to 100 for percent modifiers
+ m_caster->ToPlayer()->ApplySpellMod(m_spellInfo->Id, SPELLMOD_NOT_LOSE_CASTING_TIME, 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;
+
+ ;//sLog->outDetail("Spell %u partially interrupted for (%d) ms at damage", m_spellInfo->Id, delaytime);
+
+ WorldPacket data(SMSG_SPELL_DELAYED, 8+4);
+ data.append(m_caster->GetPackGUID());
+ data << uint32(delaytime);
+
+ m_caster->SendMessageToSet(&data, true);
+}
+
+void Spell::DelayedChannel()
+{
+ if (!m_caster || m_caster->GetTypeId() != TYPEID_PLAYER || getState() != SPELL_STATE_CASTING)
+ return;
+
+ if (isDelayableNoMore()) // Spells may only be delayed twice
+ return;
+
+ //check pushback reduce
+ // 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->Id, SPELLMOD_NOT_LOSE_CASTING_TIME, 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;
+
+ ;//sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "Spell %u partially interrupted for %i ms, new duration: %u ms", m_spellInfo->Id, delaytime, m_timer);
+
+ for (std::list<TargetInfo>::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::UpdatePointers()
+{
+ if (m_originalCasterGUID == m_caster->GetGUID())
+ m_originalCaster = m_caster;
+ else
+ {
+ m_originalCaster = ObjectAccessor::GetUnit(*m_caster, m_originalCasterGUID);
+ if (m_originalCaster && !m_originalCaster->IsInWorld())
+ m_originalCaster = NULL;
+ }
+
+ if (m_castItemGUID && m_caster->GetTypeId() == TYPEID_PLAYER)
+ {
+ m_CastItem = m_caster->ToPlayer()->GetItemByGuid(m_castItemGUID);
+ // cast item not found, somehow the item is no longer where we expected
+ if (!m_CastItem)
+ return false;
+ }
+ else
+ m_CastItem = NULL;
+
+ m_targets.Update(m_caster);
+
+ // further actions done only for dest targets
+ if (!m_targets.HasDst())
+ return true;
+
+ // cache last transport
+ WorldObject* transport = NULL;
+
+ // update effect destinations (in case of moved transport dest target)
+ for (uint8 effIndex = 0; effIndex < MAX_SPELL_EFFECTS; ++effIndex)
+ {
+ SpellDestination& dest = m_destTargets[effIndex];
+ 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 (IsNextMeleeSwingSpell())
+ return(CURRENT_MELEE_SPELL);
+ else if (IsAutoRepeat())
+ return(CURRENT_AUTOREPEAT_SPELL);
+ else if (m_spellInfo->IsChanneled())
+ return(CURRENT_CHANNELED_SPELL);
+ else
+ return(CURRENT_GENERIC_SPELL);
+}
+
+bool Spell::CheckEffectTarget(Unit const* target, uint32 eff) const
+{
+ switch (m_spellInfo->Effects[eff].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())
+ return false;
+ if (int32 damage = CalculateSpellDamage(eff, target))
+ if ((int32)target->getLevel() > damage)
+ return false;
+ break;
+ default:
+ break;
+ }
+
+ // xinef: skip los checking if spell has appropriate attribute, or target requires specific entry
+ // this is only for target addition and target has to have unselectable flag, this is valid for FLAG_EXTRA_TRIGGER and quest triggers however there are some without this flag, used not_selectable
+ if (m_spellInfo->HasAttribute(SPELL_ATTR2_CAN_TARGET_NOT_IN_LOS) || (target->GetTypeId() == TYPEID_UNIT && target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE) && (m_spellInfo->Effects[eff].TargetA.GetCheckType() == TARGET_CHECK_ENTRY || m_spellInfo->Effects[eff].TargetB.GetCheckType() == TARGET_CHECK_ENTRY)))
+ return true;
+
+ if (IsTriggered())
+ {
+ if (!m_caster->IsInMap(target)) // pussywizard: crashfix, avoid IsWithinLOS on another map! >_>
+ return true;
+
+ float x = m_caster->GetPositionX(), y = m_caster->GetPositionY(), z = m_caster->GetPositionZ();
+ if (m_targets.HasDst())
+ {
+ x = m_targets.GetDstPos()->GetPositionX();
+ y = m_targets.GetDstPos()->GetPositionY();
+ z = m_targets.GetDstPos()->GetPositionZ();
+ }
+
+ if ((!m_caster->IsTotem() || !m_spellInfo->IsPositive()) && !target->IsWithinLOS(x, y, z))
+ return false;
+
+ return true;
+ }
+
+ // todo: shit below shouldn't be here, but it's temporary
+ //Check targets for LOS visibility (except spells without range limitations)
+ switch (m_spellInfo->Effects[eff].Effect)
+ {
+ case SPELL_EFFECT_RESURRECT_NEW:
+ // player far away, maybe his corpse near?
+ if (target != m_caster && !target->IsWithinLOSInMap(m_caster))
+ {
+ if (!m_targets.GetCorpseTargetGUID())
+ return false;
+
+ Corpse* corpse = ObjectAccessor::GetCorpse(*m_caster, m_targets.GetCorpseTargetGUID());
+ if (!corpse)
+ return false;
+
+ if (target->GetGUID() != corpse->GetOwnerGUID())
+ return false;
+
+ if (!corpse->IsWithinLOSInMap(m_caster))
+ return false;
+ }
+ break;
+ case SPELL_EFFECT_SKIN_PLAYER_CORPSE:
+ {
+ if (!m_targets.GetCorpseTargetGUID())
+ {
+ if (target->IsWithinLOSInMap(m_caster) && target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE))
+ return true;
+
+ return false;
+ }
+
+ Corpse* corpse = ObjectAccessor::GetCorpse(*m_caster, m_targets.GetCorpseTargetGUID());
+ if (!corpse)
+ return false;
+
+ if (target->GetGUID() != corpse->GetOwnerGUID())
+ return false;
+
+ if (!corpse->HasFlag(CORPSE_FIELD_FLAGS, CORPSE_FLAG_LOOTABLE))
+ return false;
+
+ if (!corpse->IsWithinLOSInMap(m_caster))
+ return false;
+ }
+ break;
+ /*case SPELL_EFFECT_CHARGE:
+ if (MMAP::MMapFactory::IsPathfindingEnabled(m_caster->FindMap()))
+ break;*/
+ // else no break intended
+ default: // normal case
+ // Get GO cast coordinates if original caster -> GO
+ WorldObject* caster = NULL;
+ if (IS_GAMEOBJECT_GUID(m_originalCasterGUID))
+ caster = m_caster->GetMap()->GetGameObject(m_originalCasterGUID);
+ if (!caster)
+ caster = m_caster;
+ if(target != caster)
+ {
+ float x = caster->GetPositionX(), y = caster->GetPositionY(), z = caster->GetPositionZ();
+ if (m_targets.HasDst())
+ {
+ x = m_targets.GetDstPos()->GetPositionX();
+ y = m_targets.GetDstPos()->GetPositionY();
+ z = m_targets.GetDstPos()->GetPositionZ();
+ }
+
+ if (!target->IsInMap(caster) || !target->IsWithinLOS(x, y, z))
+ return false;
+ }
+ break;
+ }
+
+ return true;
+}
+
+bool Spell::IsNextMeleeSwingSpell() const
+{
+ return m_spellInfo->HasAttribute(SPELL_ATTR0_ON_NEXT_SWING);
+}
+
+bool Spell::IsAutoActionResetSpell() const
+{
+ // TODO: changed SPELL_INTERRUPT_FLAG_AUTOATTACK -> SPELL_INTERRUPT_FLAG_INTERRUPT to fix compile - is this check correct at all?
+ return !IsTriggered() && (m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_INTERRUPT);
+}
+
+bool Spell::IsNeedSendToClient(bool go) const
+{
+ return m_spellInfo->SpellVisual[0] || m_spellInfo->SpellVisual[1] || m_spellInfo->IsChanneled() ||
+ m_spellInfo->Speed > 0.0f || (!m_triggeredByAuraSpell && !IsTriggered()) || (go && m_triggeredByAuraSpell && m_triggeredByAuraSpell->IsChanneled());
+}
+
+bool Spell::HaveTargetsForEffect(uint8 effect) const
+{
+ for (std::list<TargetInfo>::const_iterator itr = m_UniqueTargetInfo.begin(); itr != m_UniqueTargetInfo.end(); ++itr)
+ if (itr->effectMask & (1 << effect))
+ return true;
+
+ for (std::list<GOTargetInfo>::const_iterator itr = m_UniqueGOTargetInfo.begin(); itr != m_UniqueGOTargetInfo.end(); ++itr)
+ if (itr->effectMask & (1 << effect))
+ return true;
+
+ for (std::list<ItemTargetInfo>::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
+ {
+ sLog->outError("~SpellEvent: %s %u tried to delete non-deletable spell %u. Was not deleted, causes memory leak.",
+ (m_Spell->GetCaster()->GetTypeId() == TYPEID_PLAYER ? "Player" : "Creature"), m_Spell->GetCaster()->GetGUIDLow(), m_Spell->m_spellInfo->Id);
+ ASSERT(false);
+ }
+}
+
+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)
+ {
+ {
+ // run the spell handler and think about what we can do next
+ uint64 t_offset = e_time - m_Spell->GetDelayStart();
+ uint64 n_offset = m_Spell->handle_delayed(t_offset);
+ if (n_offset)
+ {
+ // re-add us to the queue
+ m_Spell->GetCaster()->m_Events.AddEvent(this, m_Spell->GetDelayStart() + n_offset, false);
+ return false; // event not complete
+ }
+ // event complete
+ // finish update event will be re-added automatically at the end of routine)
+ }
+ }
+ else
+ {
+ // delaying had just started, record the moment
+ m_Spell->SetDelayStart(e_time);
+ // re-plan the event for the delay moment
+ m_Spell->GetCaster()->m_Events.AddEvent(this, e_time + m_Spell->GetDelayMoment(), false);
+ return false; // event not complete
+ }
+ } break;
+
+ default:
+ {
+ // all other states
+ // event will be re-added automatically at the end of routine)
+ } break;
+ }
+
+ // spell processing not complete, plan event on the next update interval
+ m_Spell->GetCaster()->m_Events.AddEvent(this, e_time + 1, false);
+ return false; // event not complete
+}
+
+void SpellEvent::Abort(uint64 /*e_time*/)
+{
+ // oops, the spell we try to do is aborted
+ if (m_Spell->getState() != SPELL_STATE_FINISHED)
+ m_Spell->cancel();
+}
+
+bool SpellEvent::IsDeletable() const
+{
+ return m_Spell->IsDeletable();
+}
+
+bool ReflectEvent::Execute(uint64 e_time, uint32 p_time)
+{
+ Unit* caster = ObjectAccessor::FindUnit(_casterGUID);
+ Unit* target = ObjectAccessor::FindUnit(_targetGUID);
+ if (caster && target && caster->IsInMap(target))
+ caster->ProcDamageAndSpell(target, PROC_FLAG_NONE, PROC_FLAG_TAKEN_SPELL_MAGIC_DMG_CLASS_NEG, PROC_EX_REFLECT, 1, BASE_ATTACK, _spellInfo);
+ return true;
+}
+
+bool Spell::IsValidDeadOrAliveTarget(Unit const* target) const
+{
+ if (target->IsAlive())
+ return !m_spellInfo->IsRequiringDeadTarget();
+
+ return m_spellInfo->IsAllowingDeadTarget();
+}
+
+void Spell::HandleLaunchPhase()
+{
+ // handle effects with SPELL_EFFECT_HANDLE_LAUNCH mode
+ for (uint32 i = 0; i < MAX_SPELL_EFFECTS; ++i)
+ {
+ // don't do anything for empty effect
+ if (!m_spellInfo->Effects[i].IsEffect())
+ continue;
+
+ HandleEffects(NULL, NULL, NULL, i, SPELL_EFFECT_HANDLE_LAUNCH);
+ }
+
+ float multiplier[MAX_SPELL_EFFECTS];
+ for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
+ if (m_applyMultiplierMask & (1 << i))
+ multiplier[i] = m_spellInfo->Effects[i].CalcDamageMultiplier(m_originalCaster, this);
+
+ bool usesAmmo = m_spellInfo->HasAttribute(SPELL_ATTR0_CU_DIRECT_DAMAGE);
+ Unit::AuraEffectList const& Auras = m_caster->GetAuraEffectsByType(SPELL_AURA_ABILITY_CONSUME_NO_AMMO);
+ for (Unit::AuraEffectList::const_iterator j = Auras.begin(); j != Auras.end(); ++j)
+ {
+ if ((*j)->IsAffectedOnSpell(m_spellInfo))
+ usesAmmo=false;
+ }
+
+ bool firstTarget = true;
+ for (std::list<TargetInfo>::iterator ihit= m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
+ {
+ TargetInfo& target = *ihit;
+
+ uint32 mask = target.effectMask;
+ if (!mask)
+ continue;
+
+ // do not consume ammo anymore for Hunter's volley spell
+ if (IsTriggered() && m_spellInfo->SpellFamilyName == SPELLFAMILY_HUNTER && m_spellInfo->IsTargetingArea())
+ usesAmmo = false;
+
+ if (usesAmmo)
+ {
+ bool ammoTaken = false;
+ for (uint8 i = 0; i < MAX_SPELL_EFFECTS; i++)
+ {
+ if (!(mask & 1<<i))
+ continue;
+ switch (m_spellInfo->Effects[i].Effect)
+ {
+ case SPELL_EFFECT_SCHOOL_DAMAGE:
+ case SPELL_EFFECT_WEAPON_DAMAGE:
+ case SPELL_EFFECT_WEAPON_DAMAGE_NOSCHOOL:
+ case SPELL_EFFECT_NORMALIZED_WEAPON_DMG:
+ case SPELL_EFFECT_WEAPON_PERCENT_DAMAGE:
+ ammoTaken=true;
+ TakeAmmo();
+ }
+ if (ammoTaken)
+ break;
+ }
+ }
+ DoAllEffectOnLaunchTarget(target, multiplier, firstTarget);
+ firstTarget = false;
+ }
+}
+
+void Spell::DoAllEffectOnLaunchTarget(TargetInfo& targetInfo, float* multiplier, bool firstTarget)
+{
+ Unit* unit = NULL;
+ // 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;
+
+ uint8 ssEffect = MAX_SPELL_EFFECTS;
+ for (uint32 i = 0; i < MAX_SPELL_EFFECTS; ++i)
+ {
+ if (targetInfo.effectMask & (1<<i))
+ {
+ m_damage = 0;
+ m_healing = 0;
+
+ HandleEffects(unit, NULL, NULL, i, SPELL_EFFECT_HANDLE_LAUNCH_TARGET);
+
+ if (m_damage > 0)
+ {
+ // Xinef: Area Auras, AoE Targetting spells AND Chain Target spells (cleave etc.)
+ if (m_spellInfo->Effects[i].IsAreaAuraEffect() || m_spellInfo->Effects[i].IsTargetingArea() || (m_spellInfo->Effects[i].ChainTarget > 1 && m_spellInfo->DmgClass != SPELL_DAMAGE_CLASS_MAGIC))
+ {
+ m_damage = unit->CalculateAOEDamageReduction(m_damage, m_spellInfo->SchoolMask, m_caster);
+ if (m_caster->GetTypeId() == TYPEID_PLAYER)
+ {
+ uint32 targetAmount = m_UniqueTargetInfo.size();
+ if (targetAmount > 10)
+ m_damage = m_damage * 10/targetAmount;
+ }
+ }
+ }
+
+ if (m_applyMultiplierMask & (1 << i))
+ {
+ m_damage = int32(m_damage * m_damageMultipliers[i]);
+ m_damageMultipliers[i] *= multiplier[i];
+ }
+ targetInfo.damage += m_damage;
+
+ // Sweeping Strikes
+ switch (m_spellInfo->Effects[i].Effect)
+ {
+ case SPELL_EFFECT_SCHOOL_DAMAGE:
+ case SPELL_EFFECT_WEAPON_DAMAGE:
+ case SPELL_EFFECT_WEAPON_DAMAGE_NOSCHOOL:
+ case SPELL_EFFECT_NORMALIZED_WEAPON_DMG:
+ case SPELL_EFFECT_WEAPON_PERCENT_DAMAGE:
+ ssEffect = i;
+ break;
+ }
+ }
+ }
+
+ // xinef: totem's inherit owner crit chance and dancing rune weapon
+ Unit* caster = m_caster;
+ if (m_caster->IsTotem() || m_caster->GetEntry() == 27893)
+ {
+ if (Unit* owner = m_caster->GetOwner())
+ caster = owner;
+ }
+ else if (m_originalCaster)
+ caster = m_originalCaster;
+
+ float critChance = caster->SpellDoneCritChance(unit, m_spellInfo, m_spellSchoolMask, m_attackType, false);
+ critChance = unit->SpellTakenCritChance(caster, m_spellInfo, m_spellSchoolMask, critChance, m_attackType, false);
+ targetInfo.crit = roll_chance_f(std::max(0.0f, critChance));
+
+ // Sweeping strikes wtf shit ;d
+ if (m_caster->getClass() == CLASS_WARRIOR && ssEffect < MAX_SPELL_EFFECTS && m_spellInfo->SpellFamilyName == SPELLFAMILY_WARRIOR &&
+ ((m_spellInfo->Id != 50622 && m_spellInfo->Id != 44949) || firstTarget))
+ {
+ if (Aura* aur = m_caster->GetAura(12328))
+ {
+ Unit* target = m_caster->SelectNearbyNoTotemTarget(unit);
+ if (!target || target == unit)
+ return; // finish
+
+ int32 mdmg = m_damage;
+ int32 basepoints = 0;
+ m_damage = 0;
+
+ HandleEffects(target, NULL, NULL, ssEffect, SPELL_EFFECT_HANDLE_LAUNCH_TARGET);
+
+ basepoints = (targetInfo.crit ? Unit::SpellCriticalDamageBonus(m_caster, m_spellInfo, m_damage, target) : m_damage);
+ m_damage = mdmg;
+ m_caster->CastCustomSpell(target, 26654, &basepoints, NULL, NULL, true);
+
+ if (m_spellInfo->Id != 44949)
+ aur->DropCharge();
+ }
+ }
+}
+
+SpellCastResult Spell::CanOpenLock(uint32 effIndex, uint32 lockId, SkillType& skillId, int32& reqSkillValue, int32& skillValue)
+{
+ if (!lockId) // possible case for GO and maybe for items.
+ return SPELL_CAST_OK;
+
+ // Get LockInfo
+ LockEntry const* lockInfo = sLockStore.LookupEntry(lockId);
+
+ if (!lockInfo)
+ return SPELL_FAILED_BAD_TARGETS;
+
+ bool reqKey = false; // some locks not have reqs
+
+ for (int j = 0; j < MAX_LOCK_CASE; ++j)
+ {
+ switch (lockInfo->Type[j])
+ {
+ // check key item (many fit cases can be)
+ case LOCK_KEY_ITEM:
+ if (lockInfo->Index[j] && m_CastItem && m_CastItem->GetEntry() == lockInfo->Index[j])
+ return SPELL_CAST_OK;
+ reqKey = true;
+ break;
+ // check key skill (only single first fit case can be)
+ case LOCK_KEY_SKILL:
+ {
+ reqKey = true;
+
+ // wrong locktype, skip
+ if (uint32(m_spellInfo->Effects[effIndex].MiscValue) != lockInfo->Index[j])
+ continue;
+
+ skillId = SkillByLockType(LockType(lockInfo->Index[j]));
+
+ if (skillId != SKILL_NONE)
+ {
+ reqSkillValue = lockInfo->Skill[j];
+
+ // castitem check: rogue using skeleton keys. the skill values should not be added in this case.
+ skillValue = m_CastItem || m_caster->GetTypeId()!= TYPEID_PLAYER ?
+ 0 : m_caster->ToPlayer()->GetSkillValue(skillId);
+
+ // skill bonus provided by casting spell (mostly item spells)
+ // add the effect base points modifier from the spell casted (cheat lock / skeleton key etc.)
+ if (m_spellInfo->Effects[effIndex].TargetA.GetTarget() == TARGET_GAMEOBJECT_ITEM_TARGET || m_spellInfo->Effects[effIndex].TargetB.GetTarget() == TARGET_GAMEOBJECT_ITEM_TARGET)
+ skillValue += m_spellInfo->Effects[effIndex].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)
+{
+ switch (mod)
+ {
+ case SPELLVALUE_BASE_POINT0:
+ m_spellValue->EffectBasePoints[0] = m_spellInfo->Effects[EFFECT_0].CalcBaseValue(value);
+ break;
+ case SPELLVALUE_BASE_POINT1:
+ m_spellValue->EffectBasePoints[1] = m_spellInfo->Effects[EFFECT_1].CalcBaseValue(value);
+ break;
+ case SPELLVALUE_BASE_POINT2:
+ m_spellValue->EffectBasePoints[2] = m_spellInfo->Effects[EFFECT_2].CalcBaseValue(value);
+ break;
+ case SPELLVALUE_RADIUS_MOD:
+ m_spellValue->RadiusMod = (float)value / 10000;
+ break;
+ case SPELLVALUE_MAX_TARGETS:
+ m_spellValue->MaxAffectedTargets = (uint32)value;
+ break;
+ case SPELLVALUE_AURA_STACK:
+ m_spellValue->AuraStackAmount = uint8(value);
+ break;
+ case SPELLVALUE_FORCED_CRIT_RESULT:
+ m_spellValue->ForcedCritResult = (bool)value;
+ break;
+ }
+}
+
+void Spell::PrepareTargetProcessing()
+{
+ CheckEffectExecuteData();
+}
+
+void Spell::FinishTargetProcessing()
+{
+ SendLogExecute();
+}
+
+void Spell::InitEffectExecuteData(uint8 effIndex)
+{
+ ASSERT(effIndex < MAX_SPELL_EFFECTS);
+ if (!m_effectExecuteData[effIndex])
+ {
+ m_effectExecuteData[effIndex] = new ByteBuffer(0x20);
+ // first dword - target counter
+ *m_effectExecuteData[effIndex] << uint32(1);
+ }
+ else
+ {
+ // increase target counter by one
+ uint32 count = (*m_effectExecuteData[effIndex]).read<uint32>(0);
+ (*m_effectExecuteData[effIndex]).put<uint32>(0, ++count);
+ }
+}
+
+void Spell::CheckEffectExecuteData()
+{
+ for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
+ ASSERT(!m_effectExecuteData[i]);
+}
+
+void Spell::LoadScripts()
+{
+ if (_scriptsLoaded)
+ return;
+ _scriptsLoaded = true;
+ sScriptMgr->CreateSpellScripts(m_spellInfo->Id, m_loadedScripts);
+ for (std::list<SpellScript*>::iterator itr = m_loadedScripts.begin(); itr != m_loadedScripts.end();)
+ {
+ if (!(*itr)->_Load(this))
+ {
+ std::list<SpellScript*>::iterator bitr = itr;
+ ++itr;
+ delete (*bitr);
+ m_loadedScripts.erase(bitr);
+ continue;
+ }
+ ;//sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "Spell::LoadScripts: Script `%s` for spell `%u` is loaded now", (*itr)->_GetScriptName()->c_str(), m_spellInfo->Id);
+ (*itr)->Register();
+ ++itr;
+ }
+}
+
+void Spell::CallScriptBeforeCastHandlers()
+{
+ for (std::list<SpellScript*>::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)
+ {
+ (*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_BEFORE_CAST);
+ std::list<SpellScript::CastHandler>::iterator hookItrEnd = (*scritr)->BeforeCast.end(), hookItr = (*scritr)->BeforeCast.begin();
+ for (; hookItr != hookItrEnd; ++hookItr)
+ (*hookItr).Call(*scritr);
+
+ (*scritr)->_FinishScriptCall();
+ }
+}
+
+void Spell::CallScriptOnCastHandlers()
+{
+ for (std::list<SpellScript*>::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)
+ {
+ (*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_ON_CAST);
+ std::list<SpellScript::CastHandler>::iterator hookItrEnd = (*scritr)->OnCast.end(), hookItr = (*scritr)->OnCast.begin();
+ for (; hookItr != hookItrEnd; ++hookItr)
+ (*hookItr).Call(*scritr);
+
+ (*scritr)->_FinishScriptCall();
+ }
+}
+
+void Spell::CallScriptAfterCastHandlers()
+{
+ for (std::list<SpellScript*>::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)
+ {
+ (*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_AFTER_CAST);
+ std::list<SpellScript::CastHandler>::iterator 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 (std::list<SpellScript*>::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)
+ {
+ (*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_CHECK_CAST);
+ std::list<SpellScript::CheckCastHandler>::iterator 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 (std::list<SpellScript*>::iterator 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 (std::list<SpellScript*>::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)
+ {
+ std::list<SpellScript::EffectHandler>::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:
+ ASSERT(false);
+ 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::CallScriptBeforeHitHandlers()
+{
+ for (std::list<SpellScript*>::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)
+ {
+ (*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_BEFORE_HIT);
+ std::list<SpellScript::HitHandler>::iterator hookItrEnd = (*scritr)->BeforeHit.end(), hookItr = (*scritr)->BeforeHit.begin();
+ for (; hookItr != hookItrEnd; ++hookItr)
+ (*hookItr).Call(*scritr);
+
+ (*scritr)->_FinishScriptCall();
+ }
+}
+
+void Spell::CallScriptOnHitHandlers()
+{
+ for (std::list<SpellScript*>::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)
+ {
+ (*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_HIT);
+ std::list<SpellScript::HitHandler>::iterator hookItrEnd = (*scritr)->OnHit.end(), hookItr = (*scritr)->OnHit.begin();
+ for (; hookItr != hookItrEnd; ++hookItr)
+ (*hookItr).Call(*scritr);
+
+ (*scritr)->_FinishScriptCall();
+ }
+}
+
+void Spell::CallScriptAfterHitHandlers()
+{
+ for (std::list<SpellScript*>::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)
+ {
+ (*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_AFTER_HIT);
+ std::list<SpellScript::HitHandler>::iterator hookItrEnd = (*scritr)->AfterHit.end(), hookItr = (*scritr)->AfterHit.begin();
+ for (; hookItr != hookItrEnd; ++hookItr)
+ (*hookItr).Call(*scritr);
+
+ (*scritr)->_FinishScriptCall();
+ }
+}
+
+void Spell::CallScriptObjectAreaTargetSelectHandlers(std::list<WorldObject*>& targets, SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType)
+{
+ for (std::list<SpellScript*>::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)
+ {
+ (*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_OBJECT_AREA_TARGET_SELECT);
+ std::list<SpellScript::ObjectAreaTargetSelectHandler>::iterator 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 (std::list<SpellScript*>::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)
+ {
+ (*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_OBJECT_TARGET_SELECT);
+ std::list<SpellScript::ObjectTargetSelectHandler>::iterator 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 (std::list<SpellScript*>::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)
+ {
+ (*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_DESTINATION_TARGET_SELECT);
+ std::list<SpellScript::DestinationTargetSelectHandler>::iterator 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.size())
+ return true;
+
+ for (std::list<SpellScript*>::iterator itr = m_loadedScripts.begin(); itr != m_loadedScripts.end(); ++itr)
+ {
+ std::list<SpellScript::ObjectTargetSelectHandler>::iterator 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;
+
+ std::list<SpellScript::ObjectAreaTargetSelectHandler>::iterator 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(uint8 effMask, SpellInfo const* triggeredByAura) const
+{
+ // Relentless strikes, proc only from first effect
+ if (triggeredByAura && triggeredByAura->SpellIconID == 559)
+ return effMask & (1 << EFFECT_0);
+
+ 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 casted spell with TARGET_UNIT_CASTER
+ for (uint8 i = 0;i < MAX_SPELL_EFFECTS; ++i)
+ {
+ if ((effMask & (1 << i)) && (!only_on_caster || (m_spellInfo->Effects[i].TargetA.GetTarget() == TARGET_UNIT_CASTER)))
+ return true;
+ }
+ return effMask;
+}
+
+void Spell::PrepareTriggersExecutedOnHit()
+{
+ // todo: move this to scripts
+ if (m_spellInfo->SpellFamilyName)
+ {
+ SpellInfo const* excludeCasterSpellInfo = sSpellMgr->GetSpellInfo(m_spellInfo->ExcludeCasterAuraSpell);
+ if (excludeCasterSpellInfo && !excludeCasterSpellInfo->IsPositive())
+ m_preCastSpell = m_spellInfo->ExcludeCasterAuraSpell;
+ SpellInfo const* excludeTargetSpellInfo = sSpellMgr->GetSpellInfo(m_spellInfo->ExcludeTargetAuraSpell);
+ if (excludeTargetSpellInfo && !excludeTargetSpellInfo->IsPositive())
+ m_preCastSpell = m_spellInfo->ExcludeTargetAuraSpell;
+ }
+
+ // todo: move this to scripts
+ switch (m_spellInfo->SpellFamilyName)
+ {
+ case SPELLFAMILY_PALADIN:
+ {
+ if( m_spellInfo->SpellFamilyFlags[1] & 0x40000000 )
+ {
+ Unit::AuraEffectList const& mVindication = m_caster->GetAuraEffectsByType(SPELL_AURA_PROC_TRIGGER_SPELL);
+ for(Unit::AuraEffectList::const_iterator itr = mVindication.begin(); itr != mVindication.end(); ++itr)
+ {
+ if( (*itr)->GetSpellInfo()->Effects[EFFECT_0].TriggerSpell == 26017 )
+ {
+ m_preCastSpell = 26017;
+ break;
+ }
+ else if( (*itr)->GetSpellInfo()->Effects[EFFECT_0].TriggerSpell == 67 )
+ m_preCastSpell = 67;
+ }
+ }
+ break;
+ }
+ case SPELLFAMILY_DRUID:
+ {
+ // Faerie Fire (Feral)
+ if( m_spellInfo->Id == 16857 && (m_caster->GetShapeshiftForm() == FORM_BEAR || m_caster->GetShapeshiftForm() == FORM_DIREBEAR) )
+ m_preCastSpell = 60089;
+
+ break;
+ }
+ case SPELLFAMILY_MAGE:
+ {
+ // Permafrost
+ if (m_spellInfo->SpellFamilyFlags[1] & 0x00001000 || m_spellInfo->SpellFamilyFlags[0] & 0x00100220)
+ m_preCastSpell = 68391;
+ break;
+ }
+ }
+
+ // 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 (Unit::AuraEffectList::const_iterator i = targetTriggers.begin(); i != targetTriggers.end(); ++i)
+ {
+ if (!(*i)->IsAffectedOnSpell(m_spellInfo))
+ continue;
+ SpellInfo const* auraSpellInfo = (*i)->GetSpellInfo();
+ uint32 auraSpellIdx = (*i)->GetEffIndex();
+ if (SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(auraSpellInfo->Effects[auraSpellIdx].TriggerSpell))
+ {
+ // calculate the chance using spell base amount, because aura amount is not updated on combo-points change
+ // this possibly needs fixing
+ int32 auraBaseAmount = (*i)->GetBaseAmount();
+ // proc chance is stored in effect amount
+ int32 chance = m_caster->CalculateSpellDamage(NULL, auraSpellInfo, auraSpellIdx, &auraBaseAmount);
+ // build trigger and add to the list
+ HitTriggerSpell spellTriggerInfo;
+ spellTriggerInfo.triggeredSpell = spellInfo;
+ spellTriggerInfo.triggeredByAura = auraSpellInfo;
+ spellTriggerInfo.chance = chance * (*i)->GetBase()->GetStackAmount();
+ m_hitTriggerSpells.push_back(spellTriggerInfo);
+ }
+ }
+}
+
+// Global cooldowns management
+enum GCDLimits
+{
+ MIN_GCD = 1000,
+ MAX_GCD = 1500
+};
+
+bool Spell::HasGlobalCooldown() const
+{
+ // Only player or controlled units have global cooldown
+ if (m_caster->GetCharmInfo())
+ return m_caster->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(m_spellInfo);
+ else if (m_caster->GetTypeId() == TYPEID_PLAYER)
+ return m_caster->ToPlayer()->GetGlobalCooldownMgr().HasGlobalCooldown(m_spellInfo);
+ else
+ return false;
+}
+
+void Spell::TriggerGlobalCooldown()
+{
+ int32 gcd = m_spellInfo->StartRecoveryTime;
+ if (!gcd)
+ {
+ // Xinef: fix for charmed pet spells with no cooldown info
+ if (m_spellInfo->RecoveryTime == 0 && m_spellInfo->CategoryRecoveryTime == 0 && m_caster->GetCharmInfo())
+ gcd = MIN_GCD;
+ else
+ return;
+ }
+
+ // Global cooldown can't leave range 1..1.5 secs
+ // There are some spells (mostly not casted 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 (m_caster->GetTypeId() == TYPEID_PLAYER)
+ m_caster->ToPlayer()->ApplySpellMod(m_spellInfo->Id, SPELLMOD_GLOBAL_COOLDOWN, gcd, this);
+
+ // Apply haste rating
+ gcd = int32(float(gcd) * m_caster->GetFloatValue(UNIT_MOD_CAST_SPEED));
+ if (gcd < MIN_GCD)
+ gcd = MIN_GCD;
+ else if (gcd > MAX_GCD)
+ gcd = MAX_GCD;
+ }
+
+ // Only players or controlled units have global cooldown
+ if (m_caster->GetCharmInfo())
+ m_caster->GetCharmInfo()->GetGlobalCooldownMgr().AddGlobalCooldown(m_spellInfo, gcd);
+ else if (m_caster->GetTypeId() == TYPEID_PLAYER)
+ m_caster->ToPlayer()->GetGlobalCooldownMgr().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->GetCharmInfo())
+ m_caster->GetCharmInfo()->GetGlobalCooldownMgr().CancelGlobalCooldown(m_spellInfo);
+ else if (m_caster->GetTypeId() == TYPEID_PLAYER)
+ m_caster->ToPlayer()->GetGlobalCooldownMgr().CancelGlobalCooldown(m_spellInfo);
+}
+
+
+namespace Trinity
+{
+
+WorldObjectSpellTargetCheck::WorldObjectSpellTargetCheck(Unit* caster, Unit* referer, SpellInfo const* spellInfo,
+ SpellTargetCheckTypes selectionType, ConditionList* condList) : _caster(caster), _referer(referer), _spellInfo(spellInfo),
+ _targetSelectionType(selectionType), _condList(condList)
+{
+ if (condList)
+ _condSrcInfo = new ConditionSourceInfo(NULL, caster);
+ else
+ _condSrcInfo = NULL;
+}
+
+WorldObjectSpellTargetCheck::~WorldObjectSpellTargetCheck()
+{
+ if (_condSrcInfo)
+ 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;
+ // nobreak;
+ 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_CORPSE:
+ if (_caster->IsFriendlyTo(unitTarget))
+ return false;
+ break;
+ 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, ConditionList* condList)
+ : WorldObjectSpellTargetCheck(caster, caster, spellInfo, selectionType, condList), _range(range), _position(caster)
+{
+}
+
+bool WorldObjectSpellNearbyTargetCheck::operator()(WorldObject* target)
+{
+ float dist = target->GetDistance(*_position);
+ if (dist < _range && WorldObjectSpellTargetCheck::operator ()(target))
+ {
+ _range = dist;
+ return true;
+ }
+ return false;
+}
+
+WorldObjectSpellAreaTargetCheck::WorldObjectSpellAreaTargetCheck(float range, Position const* position, Unit* caster,
+ Unit* referer, SpellInfo const* spellInfo, SpellTargetCheckTypes selectionType, ConditionList* condList)
+ : WorldObjectSpellTargetCheck(caster, referer, spellInfo, selectionType, condList), _range(range), _position(position)
+{
+}
+
+bool WorldObjectSpellAreaTargetCheck::operator()(WorldObject* target)
+{
+ if (target->GetTypeId() == TYPEID_GAMEOBJECT)
+ {
+ if (!target->ToGameObject()->IsInRange(_position->GetPositionX(), _position->GetPositionY(), _position->GetPositionZ(), _range))
+ return false;
+ }
+ else if (!target->IsWithinDist3d(_position, _range))
+ return false;
+ else if (target->GetTypeId() == TYPEID_UNIT && target->ToCreature()->IsAvoidingAOE()) // pussywizard
+ return false;
+ return WorldObjectSpellTargetCheck::operator ()(target);
+}
+
+WorldObjectSpellConeTargetCheck::WorldObjectSpellConeTargetCheck(float coneAngle, float range, Unit* caster,
+ SpellInfo const* spellInfo, SpellTargetCheckTypes selectionType, ConditionList* condList)
+ : WorldObjectSpellAreaTargetCheck(range, caster, caster, caster, spellInfo, selectionType, condList), _coneAngle(coneAngle)
+{
+}
+
+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, _caster->GetObjectSize()))
+ return false;
+ }
+ else
+ {
+ if (!_caster->isInFront(target, _coneAngle))
+ return false;
+ }
+ return WorldObjectSpellAreaTargetCheck::operator ()(target);
+}
+
+WorldObjectSpellTrajTargetCheck::WorldObjectSpellTrajTargetCheck(float range, Position const* position, Unit* caster,
+ SpellInfo const* spellInfo, SpellTargetCheckTypes selectionType, ConditionList* condList)
+ : WorldObjectSpellAreaTargetCheck(range, position, caster, caster, spellInfo, selectionType, condList)
+{
+}
+
+bool WorldObjectSpellTrajTargetCheck::operator()(WorldObject* target)
+{
+ // return all targets on missile trajectory (0 - size of a missile)
+ if (!_caster->HasInLine(target, 0))
+ return false;
+ return WorldObjectSpellAreaTargetCheck::operator ()(target);
+}
+
+} //namespace Trinity
+