Fix Death Knight rune cooldown

This commit is contained in:
zamalaev 2015-02-02 18:25:09 +00:00 committed by Antz
parent 0c45656974
commit 6fa9ca020f
6 changed files with 48769 additions and 0 deletions

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src/game/Opcodes.cpp Normal file

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src/game/Player.cpp Normal file

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/**
* This code is part of MaNGOS. Contributor & Copyright details are in AUTHORS/THANKS.
*
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef __SPELL_H
#define __SPELL_H
#include "Common.h"
#include "GridDefines.h"
#include "SharedDefines.h"
#include "DBCEnums.h"
#include "ObjectGuid.h"
#include "LootMgr.h"
#include "Unit.h"
#include "Player.h"
class WorldSession;
class WorldPacket;
class DynamicObj;
class Item;
class GameObject;
class Group;
class Aura;
enum SpellCastFlags
{
CAST_FLAG_NONE = 0x00000000,
CAST_FLAG_HIDDEN_COMBATLOG = 0x00000001, // hide in combat log?
CAST_FLAG_UNKNOWN2 = 0x00000002,
CAST_FLAG_UNKNOWN3 = 0x00000004,
CAST_FLAG_UNKNOWN4 = 0x00000008,
CAST_FLAG_UNKNOWN5 = 0x00000010,
CAST_FLAG_AMMO = 0x00000020, // Projectiles visual
CAST_FLAG_UNKNOWN7 = 0x00000040, // !0x41 mask used to call CGTradeSkillInfo::DoRecast
CAST_FLAG_UNKNOWN8 = 0x00000080,
CAST_FLAG_UNKNOWN9 = 0x00000100,
CAST_FLAG_UNKNOWN10 = 0x00000200,
CAST_FLAG_UNKNOWN11 = 0x00000400,
CAST_FLAG_PREDICTED_POWER = 0x00000800, // wotlk, trigger rune cooldown
CAST_FLAG_UNKNOWN13 = 0x00001000,
CAST_FLAG_UNKNOWN14 = 0x00002000,
CAST_FLAG_UNKNOWN15 = 0x00004000,
CAST_FLAG_UNKNOWN16 = 0x00008000,
CAST_FLAG_UNKNOWN17 = 0x00010000,
CAST_FLAG_ADJUST_MISSILE = 0x00020000, // wotlk
CAST_FLAG_UNKNOWN19 = 0x00040000, // spell cooldown related (may be category cooldown)
CAST_FLAG_VISUAL_CHAIN = 0x00080000, // wotlk
CAST_FLAG_UNKNOWN21 = 0x00100000,
CAST_FLAG_PREDICTED_RUNES = 0x00200000, // wotlk, rune cooldown list
CAST_FLAG_IMMUNITY = 0x04000000, // spell cast school imminity info
CAST_FLAG_UNKNOWN24 = 0x08000000,
CAST_FLAG_UNKNOWN25 = 0x10000000,
CAST_FLAG_UNKNOWN26 = 0x20000000,
CAST_FLAG_HEAL_PREDICTION = 0x40000000, // heal prediction
CAST_FLAG_UNKNOWN28 = 0x80000000,
};
enum SpellFlags
{
SPELL_FLAG_NORMAL = 0x00,
SPELL_FLAG_REFLECTED = 0x01, // reflected spell
SPELL_FLAG_REDIRECTED = 0x02 // redirected spell
};
enum SpellNotifyPushType
{
PUSH_IN_FRONT,
PUSH_IN_FRONT_90,
PUSH_IN_FRONT_30,
PUSH_IN_FRONT_15,
PUSH_IN_BACK,
PUSH_SELF_CENTER,
PUSH_DEST_CENTER,
PUSH_TARGET_CENTER
};
bool IsQuestTameSpell(uint32 spellId);
namespace MaNGOS
{
struct SpellNotifierPlayer;
struct SpellNotifierCreatureAndPlayer;
}
class SpellCastTargets;
struct SpellCastTargetsReader
{
explicit SpellCastTargetsReader(SpellCastTargets& _targets, Unit* _caster) : targets(_targets), caster(_caster) {}
SpellCastTargets& targets;
Unit* caster;
};
class SpellCastTargets
{
public:
SpellCastTargets();
~SpellCastTargets();
void read(ByteBuffer& data, Unit* caster);
void write(ByteBuffer& data) const;
SpellCastTargetsReader ReadForCaster(Unit* caster) { return SpellCastTargetsReader(*this, caster); }
void ReadAdditionalData(WorldPacket& data, uint8& cast_flags);
SpellCastTargets& operator=(const SpellCastTargets& target)
{
m_unitTarget = target.m_unitTarget;
m_itemTarget = target.m_itemTarget;
m_GOTarget = target.m_GOTarget;
m_unitTargetGUID = target.m_unitTargetGUID;
m_GOTargetGUID = target.m_GOTargetGUID;
m_CorpseTargetGUID = target.m_CorpseTargetGUID;
m_itemTargetGUID = target.m_itemTargetGUID;
m_srcTransportGUID = target.m_srcTransportGUID;
m_destTransportGUID = target.m_destTransportGUID;
m_itemTargetEntry = target.m_itemTargetEntry;
m_srcX = target.m_srcX;
m_srcY = target.m_srcY;
m_srcZ = target.m_srcZ;
m_destX = target.m_destX;
m_destY = target.m_destY;
m_destZ = target.m_destZ;
m_strTarget = target.m_strTarget;
m_targetMask = target.m_targetMask;
m_elevation = target.m_elevation;
m_speed = target.m_speed;
return *this;
}
void setUnitTarget(Unit* target);
ObjectGuid getUnitTargetGuid() const { return m_unitTargetGUID; }
Unit* getUnitTarget() const { return m_unitTarget; }
void setDestination(float x, float y, float z);
void setSource(float x, float y, float z);
void getDestination(float& x, float& y, float& z) const { x = m_destX; y = m_destY; z = m_destZ; }
void getSource(float& x, float& y, float& z) const { x = m_srcX; y = m_srcY, z = m_srcZ; }
void setGOTarget(GameObject* target);
ObjectGuid getGOTargetGuid() const { return m_GOTargetGUID; }
GameObject* getGOTarget() const { return m_GOTarget; }
void setCorpseTarget(Corpse* corpse);
ObjectGuid getCorpseTargetGuid() const { return m_CorpseTargetGUID; }
void setItemTarget(Item* item);
ObjectGuid getItemTargetGuid() const { return m_itemTargetGUID; }
Item* getItemTarget() const { return m_itemTarget; }
uint32 getItemTargetEntry() const { return m_itemTargetEntry; }
void setTradeItemTarget(Player* caster);
void updateTradeSlotItem()
{
if (m_itemTarget && (m_targetMask & TARGET_FLAG_TRADE_ITEM))
{
m_itemTargetGUID = m_itemTarget->GetObjectGuid();
m_itemTargetEntry = m_itemTarget->GetEntry();
}
}
bool IsEmpty() const { return !m_GOTargetGUID && !m_unitTargetGUID && !m_itemTarget && !m_CorpseTargetGUID; }
void Update(Unit* caster);
float m_srcX, m_srcY, m_srcZ;
float m_destX, m_destY, m_destZ;
std::string m_strTarget;
float GetElevation() const { return m_elevation; }
float GetSpeed() const { return m_speed; }
uint32 m_targetMask;
private:
// objects (can be used at spell creating and after Update at casting
Unit* m_unitTarget;
GameObject* m_GOTarget;
Item* m_itemTarget;
// object GUID/etc, can be used always
ObjectGuid m_unitTargetGUID;
ObjectGuid m_GOTargetGUID;
ObjectGuid m_CorpseTargetGUID;
ObjectGuid m_itemTargetGUID;
ObjectGuid m_srcTransportGUID;
ObjectGuid m_destTransportGUID;
uint32 m_itemTargetEntry;
float m_elevation;
float m_speed;
};
inline ByteBuffer& operator<< (ByteBuffer& buf, SpellCastTargets const& targets)
{
targets.write(buf);
return buf;
}
inline ByteBuffer& operator>> (ByteBuffer& buf, SpellCastTargetsReader const& targets)
{
targets.targets.read(buf, targets.caster);
return buf;
}
enum SpellState
{
SPELL_STATE_PREPARING = 0, // cast time delay period, non channeled spell
SPELL_STATE_CASTING = 1, // channeled time period spell casting state
SPELL_STATE_FINISHED = 2, // cast finished to success or fail
SPELL_STATE_DELAYED = 3 // spell casted but need time to hit target(s)
};
enum SpellTargets
{
SPELL_TARGETS_HOSTILE,
SPELL_TARGETS_NOT_FRIENDLY,
SPELL_TARGETS_NOT_HOSTILE,
SPELL_TARGETS_FRIENDLY,
SPELL_TARGETS_AOE_DAMAGE,
SPELL_TARGETS_ALL
};
typedef std::multimap<uint64, uint64> SpellTargetTimeMap;
class Spell
{
friend struct MaNGOS::SpellNotifierPlayer;
friend struct MaNGOS::SpellNotifierCreatureAndPlayer;
friend void Unit::SetCurrentCastedSpell(Spell* pSpell);
public:
void EffectEmpty(SpellEffectEntry const* effect);
void EffectNULL(SpellEffectEntry const* effect);
void EffectUnused(SpellEffectEntry const* effect);
void EffectDistract(SpellEffectEntry const* effect);
void EffectPull(SpellEffectEntry const* effect);
void EffectSchoolDMG(SpellEffectEntry const* effect);
void EffectEnvironmentalDMG(SpellEffectEntry const* effect);
void EffectInstaKill(SpellEffectEntry const* effect);
void EffectDummy(SpellEffectEntry const* effect);
void EffectTeleportUnits(SpellEffectEntry const* effect);
void EffectApplyAura(SpellEffectEntry const* effect);
void EffectSendEvent(SpellEffectEntry const* effect);
void EffectPowerBurn(SpellEffectEntry const* effect);
void EffectPowerDrain(SpellEffectEntry const* effect);
void EffectHeal(SpellEffectEntry const* effect);
void EffectBind(SpellEffectEntry const* effect);
void EffectHealthLeech(SpellEffectEntry const* effect);
void EffectQuestComplete(SpellEffectEntry const* effect);
void EffectCreateItem(SpellEffectEntry const* effect);
void EffectCreateItem2(SpellEffectEntry const* effect);
void EffectCreateRandomItem(SpellEffectEntry const* effect);
void EffectPersistentAA(SpellEffectEntry const* effect);
void EffectEnergize(SpellEffectEntry const* effect);
void EffectOpenLock(SpellEffectEntry const* effect);
void EffectSummonChangeItem(SpellEffectEntry const* effect);
void EffectProficiency(SpellEffectEntry const* effect);
void EffectApplyAreaAura(SpellEffectEntry const* effect);
void EffectSummonType(SpellEffectEntry const* effect);
void EffectLearnSpell(SpellEffectEntry const* effect);
void EffectDispel(SpellEffectEntry const* effect);
void EffectDualWield(SpellEffectEntry const* effect);
void EffectPickPocket(SpellEffectEntry const* effect);
void EffectAddFarsight(SpellEffectEntry const* effect);
void EffectHealMechanical(SpellEffectEntry const* effect);
void EffectJump(SpellEffectEntry const* effect);
void EffectTeleUnitsFaceCaster(SpellEffectEntry const* effect);
void EffectLearnSkill(SpellEffectEntry const* effect);
void EffectTradeSkill(SpellEffectEntry const* effect);
void EffectEnchantItemPerm(SpellEffectEntry const* effect);
void EffectEnchantItemTmp(SpellEffectEntry const* effect);
void EffectTameCreature(SpellEffectEntry const* effect);
void EffectSummonPet(SpellEffectEntry const* effect);
void EffectLearnPetSpell(SpellEffectEntry const* effect);
void EffectWeaponDmg(SpellEffectEntry const* effect);
void EffectClearQuest(SpellEffectEntry const* effect);
void EffectForceCast(SpellEffectEntry const* effect);
void EffectTriggerSpell(SpellEffectEntry const* effect);
void EffectTriggerMissileSpell(SpellEffectEntry const* effect);
void EffectThreat(SpellEffectEntry const* effect);
void EffectRestoreItemCharges(SpellEffectEntry const* effect);
void EffectHealMaxHealth(SpellEffectEntry const* effect);
void EffectInterruptCast(SpellEffectEntry const* effect);
void EffectSummonObjectWild(SpellEffectEntry const* effect);
void EffectScriptEffect(SpellEffectEntry const* effect);
void EffectSanctuary(SpellEffectEntry const* effect);
void EffectAddComboPoints(SpellEffectEntry const* effect);
void EffectDuel(SpellEffectEntry const* effect);
void EffectStuck(SpellEffectEntry const* effect);
void EffectSummonPlayer(SpellEffectEntry const* effect);
void EffectActivateObject(SpellEffectEntry const* effect);
void EffectApplyGlyph(SpellEffectEntry const* effect);
void EffectEnchantHeldItem(SpellEffectEntry const* effect);
void EffectSummonObject(SpellEffectEntry const* effect);
void EffectResurrect(SpellEffectEntry const* effect);
void EffectParry(SpellEffectEntry const* effect);
void EffectBlock(SpellEffectEntry const* effect);
void EffectLeapForward(SpellEffectEntry const* effect);
void EffectLeapBack(SpellEffectEntry const* effect);
void EffectTransmitted(SpellEffectEntry const* effect);
void EffectDisEnchant(SpellEffectEntry const* effect);
void EffectInebriate(SpellEffectEntry const* effect);
void EffectFeedPet(SpellEffectEntry const* effect);
void EffectDismissPet(SpellEffectEntry const* effect);
void EffectReputation(SpellEffectEntry const* effect);
void EffectSelfResurrect(SpellEffectEntry const* effect);
void EffectSkinning(SpellEffectEntry const* effect);
void EffectCharge(SpellEffectEntry const* effect);
void EffectCharge2(SpellEffectEntry const* effect);
void EffectProspecting(SpellEffectEntry const* effect);
void EffectRedirectThreat(SpellEffectEntry const* effect);
void EffectMilling(SpellEffectEntry const* effect);
void EffectRenamePet(SpellEffectEntry const* effect);
void EffectSendTaxi(SpellEffectEntry const* effect);
void EffectKnockBack(SpellEffectEntry const* effect);
void EffectPlayerPull(SpellEffectEntry const* effect);
void EffectDispelMechanic(SpellEffectEntry const* effect);
void EffectSummonDeadPet(SpellEffectEntry const* effect);
void EffectSummonAllTotems(SpellEffectEntry const* effect);
void EffectBreakPlayerTargeting (SpellEffectEntry const* effect);
void EffectDestroyAllTotems(SpellEffectEntry const* effect);
void EffectDurabilityDamage(SpellEffectEntry const* effect);
void EffectSkill(SpellEffectEntry const* effect);
void EffectTaunt(SpellEffectEntry const* effect);
void EffectDurabilityDamagePCT(SpellEffectEntry const* effect);
void EffectModifyThreatPercent(SpellEffectEntry const* effect);
void EffectResurrectNew(SpellEffectEntry const* effect);
void EffectAddExtraAttacks(SpellEffectEntry const* effect);
void EffectSpiritHeal(SpellEffectEntry const* effect);
void EffectSkinPlayerCorpse(SpellEffectEntry const* effect);
void EffectStealBeneficialBuff(SpellEffectEntry const* effect);
void EffectUnlearnSpecialization(SpellEffectEntry const* effect);
void EffectHealPct(SpellEffectEntry const* effect);
void EffectEnergisePct(SpellEffectEntry const* effect);
void EffectTriggerSpellWithValue(SpellEffectEntry const* effect);
void EffectTriggerRitualOfSummoning(SpellEffectEntry const* effect);
void EffectKillCreditPersonal(SpellEffectEntry const* effect);
void EffectKillCreditGroup(SpellEffectEntry const* effect);
void EffectQuestFail(SpellEffectEntry const* effect);
void EffectQuestOffer(SpellEffectEntry const* effect);
void EffectActivateRune(SpellEffectEntry const* effect);
void EffectTeachTaxiNode(SpellEffectEntry const* effect);
void EffectWMODamage(SpellEffectEntry const* effect);
void EffectWMORepair(SpellEffectEntry const* effect);
void EffectWMOChange(SpellEffectEntry const* effect);
void EffectTitanGrip(SpellEffectEntry const* effect);
void EffectEnchantItemPrismatic(SpellEffectEntry const* effect);
void EffectPlaySound(SpellEffectEntry const* effect);
void EffectPlayMusic(SpellEffectEntry const* effect);
void EffectSpecCount(SpellEffectEntry const* effect);
void EffectActivateSpec(SpellEffectEntry const* effect);
void EffectCancelAura(SpellEffectEntry const* effect);
void EffectKnockBackFromPosition(SpellEffectEntry const* effect);
Spell(Unit* caster, SpellEntry const* info, bool triggered, ObjectGuid originalCasterGUID = ObjectGuid(), SpellEntry const* triggeredBy = NULL);
~Spell();
void prepare(SpellCastTargets const* targets, Aura* triggeredByAura = NULL);
void cancel();
void update(uint32 difftime);
void cast(bool skipCheck = false);
void finish(bool ok = true);
void TakePower();
void TakeRunePower(bool hit);
void TakeAmmo();
void TakeReagents();
void TakeCastItem();
SpellCastResult CheckCast(bool strict);
SpellCastResult CheckPetCast(Unit* target);
// handlers
void handle_immediate();
uint64 handle_delayed(uint64 t_offset);
// handler helpers
void _handle_immediate_phase();
void _handle_finish_phase();
SpellCastResult CheckItems();
SpellCastResult CheckRange(bool strict);
SpellCastResult CheckPower();
SpellCastResult CheckRunePower();
SpellCastResult CheckCasterAuras() const;
int32 CalculateDamage(SpellEffectIndex i, Unit* target) { return m_caster->CalculateSpellDamage(target, m_spellInfo, i, &m_currentBasePoints[i]); }
static uint32 CalculatePowerCost(SpellEntry const* spellInfo, Unit* caster, Spell const* spell = NULL, Item* castItem = NULL);
bool HaveTargetsForEffect(SpellEffectIndex effect) const;
void Delayed();
void DelayedChannel();
uint32 getState() const { return m_spellState; }
void setState(uint32 state) { m_spellState = state; }
void DoCreateItem(SpellEffectEntry const* effect, uint32 itemtype);
void WriteSpellGoTargets(WorldPacket* data);
void WriteAmmoToPacket(WorldPacket* data);
template<typename T> WorldObject* FindCorpseUsing();
bool CheckTarget(Unit* target, SpellEffectIndex eff);
bool CanAutoCast(Unit* target);
static void MANGOS_DLL_SPEC SendCastResult(Player* caster, SpellEntry const* spellInfo, uint8 cast_count, SpellCastResult result, bool isPetCastResult = false);
void SendCastResult(SpellCastResult result);
void SendSpellStart();
void SendSpellGo();
void SendSpellCooldown();
void SendLogExecute();
void SendInterrupted(uint8 result);
void SendChannelUpdate(uint32 time);
void SendChannelStart(uint32 duration);
void SendResurrectRequest(Player* target);
void SendPlaySpellVisual(uint32 SpellID);
void HandleEffects(Unit* pUnitTarget, Item* pItemTarget, GameObject* pGOTarget, SpellEffectIndex i, float DamageMultiplier = 1.0);
void HandleThreatSpells();
// void HandleAddAura(Unit* Target);
SpellEntry const* m_spellInfo;
SpellEntry const* m_triggeredBySpellInfo;
SpellInterruptsEntry const* m_spellInterrupts;
int32 m_currentBasePoints[MAX_EFFECT_INDEX]; // cache SpellEntry::CalculateSimpleValue and use for set custom base points
Item* m_CastItem;
uint8 m_cast_count;
uint32 m_glyphIndex;
SpellCastTargets m_targets;
int32 GetCastTime() const { return m_casttime; }
uint32 GetCastedTime() { return m_timer; }
bool IsAutoRepeat() const { return m_autoRepeat; }
void SetAutoRepeat(bool rep) { m_autoRepeat = rep; }
void ReSetTimer() { m_timer = m_casttime > 0 ? m_casttime : 0; }
bool IsNextMeleeSwingSpell() const
{
return m_spellInfo->HasAttribute(SPELL_ATTR_ON_NEXT_SWING_1) || m_spellInfo->HasAttribute(SPELL_ATTR_ON_NEXT_SWING_2);
}
bool IsRangedSpell() const
{
return m_spellInfo->HasAttribute(SPELL_ATTR_RANGED);
}
bool IsChannelActive() const { return m_caster->GetUInt32Value(UNIT_CHANNEL_SPELL) != 0; }
bool IsMeleeAttackResetSpell() const { return !m_IsTriggeredSpell && m_spellInterrupts && (m_spellInterrupts->InterruptFlags & SPELL_INTERRUPT_FLAG_AUTOATTACK); }
bool IsRangedAttackResetSpell() const { return !m_IsTriggeredSpell && IsRangedSpell() && m_spellInterrupts && (m_spellInterrupts->InterruptFlags & SPELL_INTERRUPT_FLAG_AUTOATTACK); }
bool IsDeletable() const { return !m_referencedFromCurrentSpell && !m_executedCurrently; }
void SetReferencedFromCurrent(bool yes) { m_referencedFromCurrentSpell = yes; }
void SetExecutedCurrently(bool yes) { m_executedCurrently = yes; }
uint64 GetDelayStart() const { return m_delayStart; }
void SetDelayStart(uint64 m_time) { m_delayStart = m_time; }
uint64 GetDelayMoment() const { return m_delayMoment; }
bool IsNeedSendToClient() const; // use for hide spell cast for client in case when cast not have client side affect (animation or log entries)
bool IsTriggeredSpellWithRedundentCastTime() const; // use for ignore some spell data for triggered spells like cast time, some triggered spells have redundent copy data from main spell for client use purpose
CurrentSpellTypes GetCurrentContainer();
// caster types:
// formal spell caster, in game source of spell affects cast
Unit* GetCaster() const { return m_caster; }
// real source of cast affects, explicit caster, or DoT/HoT applier, or GO owner, or wild GO itself. Can be NULL
WorldObject* GetAffectiveCasterObject() const;
// limited version returning NULL in cases wild gameobject caster object, need for Aura (auras currently not support non-Unit caster)
Unit* GetAffectiveCaster() const { return m_originalCasterGUID ? m_originalCaster : m_caster; }
// m_originalCasterGUID can store GO guid, and in this case this is visual caster
WorldObject* GetCastingObject() const;
uint32 GetPowerCost() const { return m_powerCost; }
uint32 GetUsedHolyPower() const { return m_usedHolyPower; }
void UpdatePointers(); // must be used at call Spell code after time delay (non triggered spell cast/update spell call/etc)
bool CheckTargetCreatureType(Unit* target) const;
void AddTriggeredSpell(SpellEntry const* spellInfo) { m_TriggerSpells.push_back(spellInfo); }
void AddPrecastSpell(SpellEntry const* spellInfo) { m_preCastSpells.push_back(spellInfo); }
void AddTriggeredSpell(uint32 spellId);
void AddPrecastSpell(uint32 spellId);
void CastPreCastSpells(Unit* target);
void CastTriggerSpells();
void CleanupTargetList();
void ClearCastItem();
static void SelectMountByAreaAndSkill(Unit* target, SpellEntry const* parentSpell, uint32 spellId75, uint32 spellId150, uint32 spellId225, uint32 spellId300, uint32 spellIdSpecial);
typedef std::list<Unit*> UnitList;
protected:
bool HasGlobalCooldown();
void TriggerGlobalCooldown();
void CancelGlobalCooldown();
void SendLoot(ObjectGuid guid, LootType loottype, LockType lockType);
bool IgnoreItemRequirements() const; // some item use spells have unexpected reagent data
void UpdateOriginalCasterPointer();
Unit* m_caster;
ObjectGuid m_originalCasterGUID; // real source of cast (aura caster/etc), used for spell targets selection
// e.g. damage around area spell trigered by victim aura and da,age emeies of aura caster
Unit* m_originalCaster; // cached pointer for m_originalCaster, updated at Spell::UpdatePointers()
Spell** m_selfContainer; // pointer to our spell container (if applicable)
// Spell data
SpellSchoolMask m_spellSchoolMask; // Spell school (can be overwrite for some spells (wand shoot for example)
WeaponAttackType m_attackType; // For weapon based attack
uint32 m_powerCost; // Calculated spell cost initialized only in Spell::prepare
uint32 m_usedHolyPower;
int32 m_casttime; // Calculated spell cast time initialized only in Spell::prepare
int32 m_duration;
bool m_canReflect; // can reflect this spell?
uint8 m_spellFlags; // for spells whose target was changed in cast i.e. due to reflect
bool m_autoRepeat;
uint8 m_runesState;
uint8 m_delayAtDamageCount;
bool isDelayableNoMore()
{
if (m_delayAtDamageCount >= 2)
return true;
++m_delayAtDamageCount;
return false;
}
// Delayed spells system
uint64 m_delayStart; // time of spell delay start, filled by event handler, zero = just started
uint64 m_delayMoment; // moment of next delay call, used internally
bool m_immediateHandled; // were immediate actions handled? (used by delayed spells only)
// These vars are used in both delayed spell system and modified immediate spell system
bool m_referencedFromCurrentSpell; // mark as references to prevent deleted and access by dead pointers
bool m_executedCurrently; // mark as executed to prevent deleted and access by dead pointers
bool m_needSpellLog; // need to send spell log?
uint8 m_applyMultiplierMask; // by effect: damage multiplier needed?
float m_damageMultipliers[3]; // by effect: damage multiplier
// Current targets, to be used in SpellEffects (MUST BE USED ONLY IN SPELL EFFECTS)
Unit* unitTarget;
Item* itemTarget;
GameObject* gameObjTarget;
SpellAuraHolder* m_spellAuraHolder; // spell aura holder for current target, created only if spell has aura applying effect
int32 damage;
// this is set in Spell Hit, but used in Apply Aura handler
DiminishingLevels m_diminishLevel;
DiminishingGroup m_diminishGroup;
// -------------------------------------------
GameObject* focusObject;
// Damage and healing in effects need just calculate
int32 m_damage; // Damage in effects count here
int32 m_healing; // Healing in effects count here
int32 m_healthLeech; // Health leech in effects for all targets count here
//******************************************
// Spell trigger system
//******************************************
bool m_canTrigger; // Can start trigger (m_IsTriggeredSpell can`t use for this)
uint8 m_negativeEffectMask; // Use for avoid sent negative spell procs for additional positive effects only targets
uint32 m_procAttacker; // Attacker trigger flags
uint32 m_procVictim; // Victim trigger flags
void prepareDataForTriggerSystem();
//*****************************************
// Spell target filling
//*****************************************
void FillTargetMap();
void SetTargetMap(SpellEffectIndex effIndex, uint32 targetMode, UnitList& targetUnitMap);
void FillAreaTargets(UnitList& targetUnitMap, float radius, SpellNotifyPushType pushType, SpellTargets spellTargets, WorldObject* originalCaster = NULL);
void FillRaidOrPartyTargets(UnitList& targetUnitMap, Unit* member, Unit* center, float radius, bool raid, bool withPets, bool withcaster);
void FillRaidOrPartyManaPriorityTargets(UnitList& targetUnitMap, Unit* member, Unit* center, float radius, uint32 count, bool raid, bool withPets, bool withcaster);
void FillRaidOrPartyHealthPriorityTargets(UnitList& targetUnitMap, Unit* member, Unit* center, float radius, uint32 count, bool raid, bool withPets, bool withcaster);
// Returns a target that was filled by SPELL_SCRIPT_TARGET (or selected victim) Can return NULL
Unit* GetPrefilledUnitTargetOrUnitTarget(SpellEffectIndex effIndex) const;
void GetSpellRangeAndRadius(SpellEffectEntry const* spellEffect, float& radius, uint32& EffectChainTarget, uint32& unMaxTargets) const;
//*****************************************
// Spell target subsystem
//*****************************************
// Targets store structures and data
struct TargetInfo
{
ObjectGuid targetGUID;
uint64 timeDelay;
uint32 HitInfo;
uint32 damage;
SpellMissInfo missCondition: 8;
SpellMissInfo reflectResult: 8;
uint8 effectMask: 8;
bool processed: 1;
};
uint8 m_needAliveTargetMask; // Mask req. alive targets
struct GOTargetInfo
{
ObjectGuid targetGUID;
uint64 timeDelay;
uint8 effectMask: 8;
bool processed: 1;
};
struct ItemTargetInfo
{
Item* item;
uint8 effectMask;
};
typedef std::list<TargetInfo> TargetList;
typedef std::list<GOTargetInfo> GOTargetList;
typedef std::list<ItemTargetInfo> ItemTargetList;
TargetList m_UniqueTargetInfo;
GOTargetList m_UniqueGOTargetInfo;
ItemTargetList m_UniqueItemInfo;
void AddUnitTarget(Unit* target, SpellEffectIndex effIndex);
void AddUnitTarget(ObjectGuid unitGuid, SpellEffectIndex effIndex);
void AddGOTarget(GameObject* target, SpellEffectIndex effIndex);
void AddGOTarget(ObjectGuid goGuid, SpellEffectIndex effIndex);
void AddItemTarget(Item* target, SpellEffectIndex effIndex);
void DoAllEffectOnTarget(TargetInfo* target);
void HandleDelayedSpellLaunch(TargetInfo* target);
void InitializeDamageMultipliers();
void ResetEffectDamageAndHeal();
void DoSpellHitOnUnit(Unit* unit, uint32 effectMask);
void DoAllEffectOnTarget(GOTargetInfo* target);
void DoAllEffectOnTarget(ItemTargetInfo* target);
bool IsAliveUnitPresentInTargetList();
SpellCastResult CanOpenLock(SpellEffectIndex effIndex, uint32 lockid, SkillType& skillid, int32& reqSkillValue, int32& skillValue);
// -------------------------------------------
// List For Triggered Spells
typedef std::list<SpellEntry const*> SpellInfoList;
SpellInfoList m_TriggerSpells; // casted by caster to same targets settings in m_targets at success finish of current spell
SpellInfoList m_preCastSpells; // casted by caster to each target at spell hit before spell effects apply
uint32 m_spellState;
uint32 m_timer;
float m_castPositionX;
float m_castPositionY;
float m_castPositionZ;
float m_castOrientation;
bool m_IsTriggeredSpell;
// if need this can be replaced by Aura copy
// we can't store original aura link to prevent access to deleted auras
// and in same time need aura data and after aura deleting.
SpellEntry const* m_triggeredByAuraSpell;
private:
// NPC Summonings
struct CreaturePosition
{
CreaturePosition() :
x(0.0f), y(0.0f), z(0.0f),
creature(NULL)
{}
float x, y, z;
Creature* creature;
};
typedef std::vector<CreaturePosition> CreatureSummonPositions;
// return true IFF further processing required
bool DoSummonPet(SpellEffectEntry const* effect);
bool DoSummonTotem(SpellEffectEntry const* effect, uint8 slot_dbc = 0);
bool DoSummonWild(CreatureSummonPositions& list, SummonPropertiesEntry const* prop, SpellEffectEntry const* effect, uint32 level);
bool DoSummonCritter(CreatureSummonPositions& list, SummonPropertiesEntry const* prop, SpellEffectEntry const* effect, uint32 level);
bool DoSummonGuardian(CreatureSummonPositions& list, SummonPropertiesEntry const* prop, SpellEffectEntry const* effect, uint32 level);
bool DoSummonPossessed(CreatureSummonPositions& list, SummonPropertiesEntry const* prop, SpellEffectEntry const* effect, uint32 level);
bool DoSummonVehicle(CreatureSummonPositions& list, SummonPropertiesEntry const* prop, SpellEffectEntry const* effect, uint32 level);
};
enum ReplenishType
{
REPLENISH_UNDEFINED = 0,
REPLENISH_HEALTH = 20,
REPLENISH_MANA = 21,
REPLENISH_RAGE = 22
};
namespace MaNGOS
{
struct MANGOS_DLL_DECL SpellNotifierPlayer // Currently unused. When put to use this one requires handling for source-location (smilar to below)
{
Spell::UnitList& i_data;
Spell& i_spell;
const uint32& i_index;
float i_radius;
WorldObject* i_originalCaster;
SpellNotifierPlayer(Spell& spell, Spell::UnitList& data, const uint32& i, float radius)
: i_data(data), i_spell(spell), i_index(i), i_radius(radius)
{
i_originalCaster = i_spell.GetAffectiveCasterObject();
}
void Visit(PlayerMapType& m)
{
if (!i_originalCaster)
return;
for (PlayerMapType::iterator itr = m.begin(); itr != m.end(); ++itr)
{
Player* pPlayer = itr->getSource();
if (!pPlayer->isAlive() || pPlayer->IsTaxiFlying())
continue;
if (i_originalCaster->IsFriendlyTo(pPlayer))
continue;
if (pPlayer->IsWithinDist3d(i_spell.m_targets.m_destX, i_spell.m_targets.m_destY, i_spell.m_targets.m_destZ, i_radius))
i_data.push_back(pPlayer);
}
}
template<class SKIP> void Visit(GridRefManager<SKIP>&) {}
};
struct MANGOS_DLL_DECL SpellNotifierCreatureAndPlayer
{
Spell::UnitList* i_data;
Spell& i_spell;
SpellNotifyPushType i_push_type;
float i_radius;
SpellTargets i_TargetType;
WorldObject* i_originalCaster;
WorldObject* i_castingObject;
bool i_playerControlled;
float i_centerX;
float i_centerY;
float i_centerZ;
float GetCenterX() const { return i_centerX; }
float GetCenterY() const { return i_centerY; }
SpellNotifierCreatureAndPlayer(Spell& spell, Spell::UnitList& data, float radius, SpellNotifyPushType type,
SpellTargets TargetType = SPELL_TARGETS_NOT_FRIENDLY, WorldObject* originalCaster = NULL)
: i_data(&data), i_spell(spell), i_push_type(type), i_radius(radius), i_TargetType(TargetType),
i_originalCaster(originalCaster), i_castingObject(i_spell.GetCastingObject())
{
if (!i_originalCaster)
i_originalCaster = i_spell.GetAffectiveCasterObject();
i_playerControlled = i_originalCaster ? i_originalCaster->IsControlledByPlayer() : false;
switch (i_push_type)
{
case PUSH_IN_FRONT:
case PUSH_IN_FRONT_90:
case PUSH_IN_FRONT_30:
case PUSH_IN_FRONT_15:
case PUSH_IN_BACK:
case PUSH_SELF_CENTER:
if (i_castingObject)
{
i_centerX = i_castingObject->GetPositionX();
i_centerY = i_castingObject->GetPositionY();
}
break;
case PUSH_DEST_CENTER:
if (i_spell.m_targets.m_targetMask & TARGET_FLAG_SOURCE_LOCATION)
i_spell.m_targets.getSource(i_centerX, i_centerY, i_centerZ);
else
i_spell.m_targets.getDestination(i_centerX, i_centerY, i_centerZ);
break;
case PUSH_TARGET_CENTER:
if (Unit* target = i_spell.m_targets.getUnitTarget())
{
i_centerX = target->GetPositionX();
i_centerY = target->GetPositionY();
}
break;
default:
sLog.outError("SpellNotifierCreatureAndPlayer: unsupported PUSH_* case %u.", i_push_type);
}
}
template<class T> inline void Visit(GridRefManager<T>& m)
{
MANGOS_ASSERT(i_data);
if (!i_originalCaster || !i_castingObject)
return;
for (typename GridRefManager<T>::iterator itr = m.begin(); itr != m.end(); ++itr)
{
// there are still more spells which can be casted on dead, but
// they are no AOE and don't have such a nice SPELL_ATTR flag
if ((i_TargetType != SPELL_TARGETS_ALL && !itr->getSource()->isTargetableForAttack(i_spell.m_spellInfo->HasAttribute(SPELL_ATTR_EX3_CAST_ON_DEAD)))
// mostly phase check
|| !itr->getSource()->IsInMap(i_originalCaster))
continue;
switch (i_TargetType)
{
case SPELL_TARGETS_HOSTILE:
if (!i_originalCaster->IsHostileTo(itr->getSource()))
continue;
break;
case SPELL_TARGETS_NOT_FRIENDLY:
if (i_originalCaster->IsFriendlyTo(itr->getSource()))
continue;
break;
case SPELL_TARGETS_NOT_HOSTILE:
if (i_originalCaster->IsHostileTo(itr->getSource()))
continue;
break;
case SPELL_TARGETS_FRIENDLY:
if (!i_originalCaster->IsFriendlyTo(itr->getSource()))
continue;
break;
case SPELL_TARGETS_AOE_DAMAGE:
{
if (itr->getSource()->GetTypeId() == TYPEID_UNIT && ((Creature*)itr->getSource())->IsTotem())
continue;
if (i_playerControlled)
{
if (i_originalCaster->IsFriendlyTo(itr->getSource()))
continue;
}
else
{
if (!i_originalCaster->IsHostileTo(itr->getSource()))
continue;
}
}
break;
case SPELL_TARGETS_ALL:
break;
default: continue;
}
// we don't need to check InMap here, it's already done some lines above
switch (i_push_type)
{
case PUSH_IN_FRONT:
if (i_castingObject->isInFront((Unit*)(itr->getSource()), i_radius, 2 * M_PI_F / 3))
i_data->push_back(itr->getSource());
break;
case PUSH_IN_FRONT_90:
if (i_castingObject->isInFront((Unit*)(itr->getSource()), i_radius, M_PI_F / 2))
i_data->push_back(itr->getSource());
break;
case PUSH_IN_FRONT_30:
if (i_castingObject->isInFront((Unit*)(itr->getSource()), i_radius, M_PI_F / 6))
i_data->push_back(itr->getSource());
break;
case PUSH_IN_FRONT_15:
if (i_castingObject->isInFront((Unit*)(itr->getSource()), i_radius, M_PI_F / 12))
i_data->push_back(itr->getSource());
break;
case PUSH_IN_BACK:
if (i_castingObject->isInBack((Unit*)(itr->getSource()), i_radius, 2 * M_PI_F / 3))
i_data->push_back(itr->getSource());
break;
case PUSH_SELF_CENTER:
if (i_castingObject->IsWithinDist((Unit*)(itr->getSource()), i_radius))
i_data->push_back(itr->getSource());
break;
case PUSH_DEST_CENTER:
if (itr->getSource()->IsWithinDist3d(i_centerX, i_centerY, i_centerZ, i_radius))
i_data->push_back(itr->getSource());
break;
case PUSH_TARGET_CENTER:
if (i_spell.m_targets.getUnitTarget() && i_spell.m_targets.getUnitTarget()->IsWithinDist((Unit*)(itr->getSource()), i_radius))
i_data->push_back(itr->getSource());
break;
}
}
}
#ifdef WIN32
template<> inline void Visit(CorpseMapType&) {}
template<> inline void Visit(GameObjectMapType&) {}
template<> inline void Visit(DynamicObjectMapType&) {}
template<> inline void Visit(CameraMapType&) {}
#endif
};
#ifndef WIN32
template<> inline void SpellNotifierCreatureAndPlayer::Visit(CorpseMapType&) {}
template<> inline void SpellNotifierCreatureAndPlayer::Visit(GameObjectMapType&) {}
template<> inline void SpellNotifierCreatureAndPlayer::Visit(DynamicObjectMapType&) {}
template<> inline void SpellNotifierCreatureAndPlayer::Visit(CameraMapType&) {}
#endif
}
typedef void(Spell::*pEffect)(SpellEffectEntry const* spellEffect);
class SpellEvent : public BasicEvent
{
public:
SpellEvent(Spell* spell);
virtual ~SpellEvent();
virtual bool Execute(uint64 e_time, uint32 p_time) override;
virtual void Abort(uint64 e_time) override;
virtual bool IsDeletable() const override;
protected:
Spell* m_Spell;
};
#endif

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