server/src/game/Spell.cpp

7497 lines
307 KiB
C++

/*
* Copyright (C) 2005-2012 MaNGOS <http://getmangos.com/>
*
* 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
*/
#include "Spell.h"
#include "Database/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 "DynamicObject.h"
#include "Group.h"
#include "UpdateData.h"
#include "MapManager.h"
#include "ObjectAccessor.h"
#include "CellImpl.h"
#include "Policies/SingletonImp.h"
#include "SharedDefines.h"
#include "LootMgr.h"
#include "VMapFactory.h"
#include "BattleGround.h"
#include "Util.h"
#include "Chat.h"
extern pEffect SpellEffects[TOTAL_SPELL_EFFECTS];
class PrioritizeManaUnitWraper
{
public:
explicit PrioritizeManaUnitWraper(Unit* unit) : i_unit(unit)
{
uint32 maxmana = unit->GetMaxPower(POWER_MANA);
i_percent = maxmana ? unit->GetPower(POWER_MANA) * 100 / maxmana : 101;
}
Unit* getUnit() const { return i_unit; }
uint32 getPercent() const { return i_percent; }
private:
Unit* i_unit;
uint32 i_percent;
};
struct PrioritizeMana
{
int operator()( PrioritizeManaUnitWraper const& x, PrioritizeManaUnitWraper const& y ) const
{
return x.getPercent() > y.getPercent();
}
};
typedef std::priority_queue<PrioritizeManaUnitWraper, std::vector<PrioritizeManaUnitWraper>, PrioritizeMana> PrioritizeManaUnitQueue;
class PrioritizeHealthUnitWraper
{
public:
explicit PrioritizeHealthUnitWraper(Unit* unit) : i_unit(unit)
{
i_percent = unit->GetHealth() * 100 / unit->GetMaxHealth();
}
Unit* getUnit() const { return i_unit; }
uint32 getPercent() const { return i_percent; }
private:
Unit* i_unit;
uint32 i_percent;
};
struct PrioritizeHealth
{
int operator()( PrioritizeHealthUnitWraper const& x, PrioritizeHealthUnitWraper const& y ) const
{
return x.getPercent() > y.getPercent();
}
};
typedef std::priority_queue<PrioritizeHealthUnitWraper, std::vector<PrioritizeHealthUnitWraper>, PrioritizeHealth> PrioritizeHealthUnitQueue;
bool IsQuestTameSpell(uint32 spellId)
{
SpellEntry const *spellproto = sSpellStore.LookupEntry(spellId);
if (!spellproto)
return false;
return spellproto->Effect[EFFECT_INDEX_0] == SPELL_EFFECT_THREAT
&& spellproto->Effect[EFFECT_INDEX_1] == SPELL_EFFECT_APPLY_AURA && spellproto->EffectApplyAuraName[EFFECT_INDEX_1] == SPELL_AURA_DUMMY;
}
SpellCastTargets::SpellCastTargets()
{
m_unitTarget = NULL;
m_itemTarget = NULL;
m_GOTarget = NULL;
m_itemTargetEntry = 0;
m_srcX = m_srcY = m_srcZ = m_destX = m_destY = m_destZ = 0.0f;
m_strTarget = "";
m_targetMask = 0;
}
SpellCastTargets::~SpellCastTargets()
{
}
void SpellCastTargets::setUnitTarget(Unit *target)
{
if (!target)
return;
m_destX = target->GetPositionX();
m_destY = target->GetPositionY();
m_destZ = target->GetPositionZ();
m_unitTarget = target;
m_unitTargetGUID = target->GetObjectGuid();
m_targetMask |= TARGET_FLAG_UNIT;
}
void SpellCastTargets::setDestination(float x, float y, float z)
{
m_destX = x;
m_destY = y;
m_destZ = z;
m_targetMask |= TARGET_FLAG_DEST_LOCATION;
}
void SpellCastTargets::setSource(float x, float y, float z)
{
m_srcX = x;
m_srcY = y;
m_srcZ = z;
m_targetMask |= TARGET_FLAG_SOURCE_LOCATION;
}
void SpellCastTargets::setGOTarget(GameObject *target)
{
m_GOTarget = target;
m_GOTargetGUID = target->GetObjectGuid();
// m_targetMask |= TARGET_FLAG_OBJECT;
}
void SpellCastTargets::setItemTarget(Item* item)
{
if(!item)
return;
m_itemTarget = item;
m_itemTargetGUID = item->GetObjectGuid();
m_itemTargetEntry = item->GetEntry();
m_targetMask |= TARGET_FLAG_ITEM;
}
void SpellCastTargets::setTradeItemTarget(Player* caster)
{
m_itemTargetGUID = ObjectGuid(uint64(TRADE_SLOT_NONTRADED));
m_itemTargetEntry = 0;
m_targetMask |= TARGET_FLAG_TRADE_ITEM;
Update(caster);
}
void SpellCastTargets::setCorpseTarget(Corpse* corpse)
{
m_CorpseTargetGUID = corpse->GetObjectGuid();
}
void SpellCastTargets::Update(Unit* caster)
{
m_GOTarget = m_GOTargetGUID ? caster->GetMap()->GetGameObject(m_GOTargetGUID) : NULL;
m_unitTarget = m_unitTargetGUID ?
( m_unitTargetGUID == caster->GetObjectGuid() ? caster : ObjectAccessor::GetUnit(*caster, m_unitTargetGUID) ) :
NULL;
m_itemTarget = NULL;
if (caster->GetTypeId() == TYPEID_PLAYER)
{
Player *player = ((Player*)caster);
if (m_targetMask & TARGET_FLAG_ITEM)
m_itemTarget = player->GetItemByGuid(m_itemTargetGUID);
else if (m_targetMask & TARGET_FLAG_TRADE_ITEM)
{
if (TradeData* pTrade = player->GetTradeData())
if (m_itemTargetGUID.GetRawValue() < TRADE_SLOT_COUNT)
m_itemTarget = pTrade->GetTraderData()->GetItem(TradeSlots(m_itemTargetGUID.GetRawValue()));
}
if (m_itemTarget)
m_itemTargetEntry = m_itemTarget->GetEntry();
}
}
void SpellCastTargets::read( ByteBuffer& data, Unit *caster )
{
data >> m_targetMask;
if(m_targetMask == TARGET_FLAG_SELF)
{
m_destX = caster->GetPositionX();
m_destY = caster->GetPositionY();
m_destZ = caster->GetPositionZ();
m_unitTarget = caster;
m_unitTargetGUID = caster->GetObjectGuid();
return;
}
// TARGET_FLAG_UNK2 is used for non-combat pets, maybe other?
if( m_targetMask & ( TARGET_FLAG_UNIT | TARGET_FLAG_UNK2 ))
data >> m_unitTargetGUID.ReadAsPacked();
if( m_targetMask & ( TARGET_FLAG_OBJECT ))
data >> m_GOTargetGUID.ReadAsPacked();
if(( m_targetMask & ( TARGET_FLAG_ITEM | TARGET_FLAG_TRADE_ITEM )) && caster->GetTypeId() == TYPEID_PLAYER)
data >> m_itemTargetGUID.ReadAsPacked();
if( m_targetMask & (TARGET_FLAG_CORPSE | TARGET_FLAG_PVP_CORPSE ) )
data >> m_CorpseTargetGUID.ReadAsPacked();
if (m_targetMask & TARGET_FLAG_SOURCE_LOCATION)
{
data >> m_srcTransportGUID.ReadAsPacked();
data >> m_srcX >> m_srcY >> m_srcZ;
if(!MaNGOS::IsValidMapCoord(m_srcX, m_srcY, m_srcZ))
throw ByteBufferException(false, data.rpos(), 0, data.size());
}
if (m_targetMask & TARGET_FLAG_DEST_LOCATION)
{
data >> m_destTransportGUID.ReadAsPacked();
data >> m_destX >> m_destY >> m_destZ;
if(!MaNGOS::IsValidMapCoord(m_destX, m_destY, m_destZ))
throw ByteBufferException(false, data.rpos(), 0, data.size());
}
if( m_targetMask & TARGET_FLAG_STRING )
data >> m_strTarget;
// find real units/GOs
Update(caster);
}
void SpellCastTargets::write( ByteBuffer& data ) const
{
data << uint32(m_targetMask);
if( m_targetMask & ( TARGET_FLAG_UNIT | TARGET_FLAG_PVP_CORPSE | TARGET_FLAG_OBJECT | TARGET_FLAG_CORPSE | TARGET_FLAG_UNK2 ) )
{
if(m_targetMask & TARGET_FLAG_UNIT)
{
if(m_unitTarget)
data << m_unitTarget->GetPackGUID();
else
data << uint8(0);
}
else if( m_targetMask & TARGET_FLAG_OBJECT )
{
if(m_GOTarget)
data << m_GOTarget->GetPackGUID();
else
data << uint8(0);
}
else if( m_targetMask & ( TARGET_FLAG_CORPSE | TARGET_FLAG_PVP_CORPSE ) )
data << m_CorpseTargetGUID.WriteAsPacked();
else
data << uint8(0);
}
if( m_targetMask & ( TARGET_FLAG_ITEM | TARGET_FLAG_TRADE_ITEM ) )
{
if(m_itemTarget)
data << m_itemTarget->GetPackGUID();
else
data << uint8(0);
}
if (m_targetMask & TARGET_FLAG_SOURCE_LOCATION)
{
data << m_srcTransportGUID.WriteAsPacked();
data << m_srcX << m_srcY << m_srcZ;
}
if (m_targetMask & TARGET_FLAG_DEST_LOCATION)
{
data << m_destTransportGUID.WriteAsPacked();
data << m_destX << m_destY << m_destZ;
}
if( m_targetMask & TARGET_FLAG_STRING )
data << m_strTarget;
}
Spell::Spell( Unit* caster, SpellEntry const *info, bool triggered, ObjectGuid originalCasterGUID, SpellEntry const* triggeredBy )
{
MANGOS_ASSERT( caster != NULL && info != NULL );
MANGOS_ASSERT( info == sSpellStore.LookupEntry( info->Id ) && "`info` must be pointer to sSpellStore element");
if (info->SpellDifficultyId && caster->IsInWorld() && caster->GetMap()->IsDungeon())
{
if (SpellEntry const* spellEntry = GetSpellEntryByDifficulty(info->SpellDifficultyId, caster->GetMap()->GetDifficulty(), caster->GetMap()->IsRaid()))
m_spellInfo = spellEntry;
else
m_spellInfo = info;
}
else
m_spellInfo = info;
m_triggeredBySpellInfo = triggeredBy;
m_caster = caster;
m_selfContainer = NULL;
m_referencedFromCurrentSpell = false;
m_executedCurrently = false;
m_delayStart = 0;
m_delayAtDamageCount = 0;
m_applyMultiplierMask = 0;
// Get data for type of attack
m_attackType = GetWeaponAttackType(m_spellInfo);
m_spellSchoolMask = GetSpellSchoolMask(info); // 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 = ((Player*)m_caster)->GetWeaponForAttack(RANGED_ATTACK))
m_spellSchoolMask = SpellSchoolMask(1 << pItem->GetProto()->Damage[0].DamageType);
}
}
// Set health leech amount to zero
m_healthLeech = 0;
m_originalCasterGUID = originalCasterGUID ? originalCasterGUID : m_caster->GetObjectGuid();
UpdateOriginalCasterPointer();
for(int i = 0; i < MAX_EFFECT_INDEX; ++i)
m_currentBasePoints[i] = m_spellInfo->CalculateSimpleValue(SpellEffectIndex(i));
m_spellState = SPELL_STATE_PREPARING;
m_castPositionX = m_castPositionY = m_castPositionZ = 0;
m_TriggerSpells.clear();
m_preCastSpells.clear();
m_IsTriggeredSpell = triggered;
//m_AreaAura = false;
m_CastItem = NULL;
unitTarget = NULL;
itemTarget = NULL;
gameObjTarget = NULL;
focusObject = NULL;
m_cast_count = 0;
m_glyphIndex = 0;
m_triggeredByAuraSpell = NULL;
//Auto Shot & Shoot (wand)
m_autoRepeat = IsAutoRepeatRangedSpell(m_spellInfo);
m_runesState = 0;
m_powerCost = 0; // setup to correct value in Spell::prepare, don't must be used before.
m_casttime = 0; // setup to correct value in Spell::prepare, don't must be used before.
m_timer = 0; // will set to cast time in prepare
m_duration = 0;
m_needAliveTargetMask = 0;
// determine reflection
m_canReflect = false;
m_spellFlags = SPELL_FLAG_NORMAL;
if(m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MAGIC && !m_spellInfo->HasAttribute(SPELL_ATTR_EX2_CANT_REFLECTED))
{
for(int j = 0; j < MAX_EFFECT_INDEX; ++j)
{
if (m_spellInfo->Effect[j] == 0)
continue;
if(!IsPositiveTarget(m_spellInfo->EffectImplicitTargetA[j], m_spellInfo->EffectImplicitTargetB[j]))
m_canReflect = true;
else
m_canReflect = m_spellInfo->HasAttribute(SPELL_ATTR_EX_NEGATIVE);
if(m_canReflect)
continue;
else
break;
}
}
CleanupTargetList();
}
Spell::~Spell()
{
}
template<typename T>
WorldObject* Spell::FindCorpseUsing()
{
// non-standard target selection
SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(m_spellInfo->rangeIndex);
float max_range = GetSpellMaxRange(srange);
WorldObject* result = NULL;
T u_check(m_caster, max_range);
MaNGOS::WorldObjectSearcher<T> searcher(result, u_check);
Cell::VisitGridObjects(m_caster, searcher, max_range);
if (!result)
Cell::VisitWorldObjects(m_caster, searcher, max_range);
return result;
}
void Spell::FillTargetMap()
{
// TODO: ADD the correct target FILLS!!!!!!
UnitList tmpUnitLists[MAX_EFFECT_INDEX]; // Stores the temporary Target Lists for each effect
uint8 effToIndex[MAX_EFFECT_INDEX] = {0, 1, 2}; // Helper array, to link to another tmpUnitList, if the targets for both effects match
for(int i = 0; i < MAX_EFFECT_INDEX; ++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->Effect[i] == SPELL_EFFECT_NONE)
continue;
// targets for TARGET_SCRIPT_COORDINATES (A) and TARGET_SCRIPT
// for TARGET_FOCUS_OR_SCRIPTED_GAMEOBJECT (A) all is checked in Spell::CheckCast and in Spell::CheckItem
// filled in Spell::CheckCast call
if (m_spellInfo->EffectImplicitTargetA[i] == TARGET_SCRIPT_COORDINATES ||
m_spellInfo->EffectImplicitTargetA[i] == TARGET_SCRIPT ||
m_spellInfo->EffectImplicitTargetA[i] == TARGET_FOCUS_OR_SCRIPTED_GAMEOBJECT ||
(m_spellInfo->EffectImplicitTargetB[i] == TARGET_SCRIPT && m_spellInfo->EffectImplicitTargetA[i] != TARGET_SELF))
continue;
// TODO: find a way so this is not needed?
// for area auras always add caster as target (needed for totems for example)
if (IsAreaAuraEffect(m_spellInfo->Effect[i]))
AddUnitTarget(m_caster, SpellEffectIndex(i));
// no double fill for same targets
for (int j = 0; j < i; ++j)
{
// Check if same target, but handle i.e. AreaAuras different
if (m_spellInfo->EffectImplicitTargetA[i] == m_spellInfo->EffectImplicitTargetA[j] && m_spellInfo->EffectImplicitTargetB[i] == m_spellInfo->EffectImplicitTargetB[j]
&& m_spellInfo->Effect[j] != SPELL_EFFECT_NONE
&& !IsAreaAuraEffect(m_spellInfo->Effect[i]) && !IsAreaAuraEffect(m_spellInfo->Effect[j]))
// Add further conditions here if required
{
effToIndex[i] = j; // effect i has same targeting list as effect j
break;
}
}
if (effToIndex[i] == i) // New target combination
{
// TargetA/TargetB dependent from each other, we not switch to full support this dependences
// but need it support in some know cases
switch(m_spellInfo->EffectImplicitTargetA[i])
{
case TARGET_NONE:
switch(m_spellInfo->EffectImplicitTargetB[i])
{
case TARGET_NONE:
if (m_caster->GetObjectGuid().IsPet())
SetTargetMap(SpellEffectIndex(i), TARGET_SELF, tmpUnitLists[i /*==effToIndex[i]*/]);
else
SetTargetMap(SpellEffectIndex(i), TARGET_EFFECT_SELECT, tmpUnitLists[i /*==effToIndex[i]*/]);
break;
default:
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitLists[i /*==effToIndex[i]*/]);
break;
}
break;
case TARGET_SELF:
switch(m_spellInfo->EffectImplicitTargetB[i])
{
case TARGET_NONE:
case TARGET_EFFECT_SELECT:
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitLists[i /*==effToIndex[i]*/]);
break;
case TARGET_AREAEFFECT_INSTANT: // use B case that not dependent from from A in fact
if((m_targets.m_targetMask & TARGET_FLAG_DEST_LOCATION) == 0)
m_targets.setDestination(m_caster->GetPositionX(), m_caster->GetPositionY(), m_caster->GetPositionZ());
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitLists[i /*==effToIndex[i]*/]);
break;
case TARGET_BEHIND_VICTIM: // use B case that not dependent from from A in fact
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitLists[i /*==effToIndex[i]*/]);
break;
default:
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitLists[i /*==effToIndex[i]*/]);
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitLists[i /*==effToIndex[i]*/]);
break;
}
break;
case TARGET_EFFECT_SELECT:
switch(m_spellInfo->EffectImplicitTargetB[i])
{
case TARGET_NONE:
case TARGET_EFFECT_SELECT:
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitLists[i /*==effToIndex[i]*/]);
break;
// dest point setup required
case TARGET_AREAEFFECT_INSTANT:
case TARGET_AREAEFFECT_CUSTOM:
case TARGET_ALL_ENEMY_IN_AREA:
case TARGET_ALL_ENEMY_IN_AREA_INSTANT:
case TARGET_ALL_ENEMY_IN_AREA_CHANNELED:
case TARGET_ALL_FRIENDLY_UNITS_IN_AREA:
case TARGET_AREAEFFECT_GO_AROUND_DEST:
case TARGET_RANDOM_NEARBY_DEST:
// triggered spells get dest point from default target set, ignore it
if (!(m_targets.m_targetMask & TARGET_FLAG_DEST_LOCATION) || m_IsTriggeredSpell)
if (WorldObject* castObject = GetCastingObject())
m_targets.setDestination(castObject->GetPositionX(), castObject->GetPositionY(), castObject->GetPositionZ());
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitLists[i /*==effToIndex[i]*/]);
break;
// target pre-selection required
case TARGET_INNKEEPER_COORDINATES:
case TARGET_TABLE_X_Y_Z_COORDINATES:
case TARGET_CASTER_COORDINATES:
case TARGET_SCRIPT_COORDINATES:
case TARGET_CURRENT_ENEMY_COORDINATES:
case TARGET_DUELVSPLAYER_COORDINATES:
case TARGET_DYNAMIC_OBJECT_COORDINATES:
case TARGET_POINT_AT_NORTH:
case TARGET_POINT_AT_SOUTH:
case TARGET_POINT_AT_EAST:
case TARGET_POINT_AT_WEST:
case TARGET_POINT_AT_NE:
case TARGET_POINT_AT_NW:
case TARGET_POINT_AT_SE:
case TARGET_POINT_AT_SW:
// need some target for processing
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitLists[i /*==effToIndex[i]*/]);
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitLists[i /*==effToIndex[i]*/]);
break;
default:
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitLists[i /*==effToIndex[i]*/]);
break;
}
break;
case TARGET_CASTER_COORDINATES:
switch(m_spellInfo->EffectImplicitTargetB[i])
{
case TARGET_ALL_ENEMY_IN_AREA:
// Note: this hack with search required until GO casting not implemented
// environment damage spells already have around enemies targeting but this not help in case nonexistent GO casting support
// currently each enemy selected explicitly and self cast damage
if (m_spellInfo->Effect[i] == SPELL_EFFECT_ENVIRONMENTAL_DAMAGE)
{
if(m_targets.getUnitTarget())
tmpUnitLists[i /*==effToIndex[i]*/].push_back(m_targets.getUnitTarget());
}
else
{
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitLists[i /*==effToIndex[i]*/]);
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitLists[i /*==effToIndex[i]*/]);
}
break;
case TARGET_NONE:
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitLists[i /*==effToIndex[i]*/]);
tmpUnitLists[i /*==effToIndex[i]*/].push_back(m_caster);
break;
default:
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitLists[i /*==effToIndex[i]*/]);
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitLists[i /*==effToIndex[i]*/]);
break;
}
break;
case TARGET_TABLE_X_Y_Z_COORDINATES:
switch(m_spellInfo->EffectImplicitTargetB[i])
{
case TARGET_NONE:
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitLists[i /*==effToIndex[i]*/]);
// need some target for processing
SetTargetMap(SpellEffectIndex(i), TARGET_EFFECT_SELECT, tmpUnitLists[i /*==effToIndex[i]*/]);
break;
case TARGET_AREAEFFECT_INSTANT: // All 17/7 pairs used for dest teleportation, A processed in effect code
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitLists[i /*==effToIndex[i]*/]);
break;
default:
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitLists[i /*==effToIndex[i]*/]);
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitLists[i /*==effToIndex[i]*/]);
break;
}
break;
case TARGET_SELF2:
switch(m_spellInfo->EffectImplicitTargetB[i])
{
case TARGET_NONE:
case TARGET_EFFECT_SELECT:
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitLists[i /*==effToIndex[i]*/]);
break;
// most A/B target pairs is self->negative and not expect adding caster to target list
default:
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitLists[i /*==effToIndex[i]*/]);
break;
}
break;
case TARGET_DUELVSPLAYER_COORDINATES:
switch(m_spellInfo->EffectImplicitTargetB[i])
{
case TARGET_NONE:
case TARGET_EFFECT_SELECT:
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitLists[i /*==effToIndex[i]*/]);
if (Unit* currentTarget = m_targets.getUnitTarget())
tmpUnitLists[i /*==effToIndex[i]*/].push_back(currentTarget);
break;
default:
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitLists[i /*==effToIndex[i]*/]);
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitLists[i /*==effToIndex[i]*/]);
break;
}
break;
default:
switch(m_spellInfo->EffectImplicitTargetB[i])
{
case TARGET_NONE:
case TARGET_EFFECT_SELECT:
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitLists[i /*==effToIndex[i]*/]);
break;
case TARGET_SCRIPT_COORDINATES: // B case filled in CheckCast but we need fill unit list base at A case
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitLists[i /*==effToIndex[i]*/]);
break;
default:
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitLists[i /*==effToIndex[i]*/]);
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitLists[i /*==effToIndex[i]*/]);
break;
}
break;
}
}
if (m_caster->GetTypeId() == TYPEID_PLAYER)
{
Player* me = (Player*)m_caster;
for (UnitList::const_iterator itr = tmpUnitLists[effToIndex[i]].begin(); itr != tmpUnitLists[effToIndex[i]].end(); ++itr)
{
Player *targetOwner = (*itr)->GetCharmerOrOwnerPlayerOrPlayerItself();
if (targetOwner && targetOwner != me && targetOwner->IsPvP() && !me->IsInDuelWith(targetOwner))
{
me->UpdatePvP(true);
me->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
break;
}
}
}
for (UnitList::iterator itr = tmpUnitLists[effToIndex[i]].begin(); itr != tmpUnitLists[effToIndex[i]].end();)
{
if (!CheckTarget (*itr, SpellEffectIndex(i)))
{
itr = tmpUnitLists[effToIndex[i]].erase(itr);
continue;
}
else
++itr;
}
for (UnitList::const_iterator iunit = tmpUnitLists[effToIndex[i]].begin(); iunit != tmpUnitLists[effToIndex[i]].end(); ++iunit)
AddUnitTarget((*iunit), SpellEffectIndex(i));
}
}
void Spell::prepareDataForTriggerSystem()
{
//==========================================================================================
// Now fill data for trigger system, need know:
// an spell trigger another or not ( m_canTrigger )
// Create base triggers flags for Attacker and Victim ( m_procAttacker and m_procVictim)
//==========================================================================================
// Fill flag can spell trigger or not
// TODO: possible exist spell attribute for this
m_canTrigger = false;
if (m_CastItem)
m_canTrigger = false; // Do not trigger from item cast spell
else if (!m_IsTriggeredSpell)
m_canTrigger = true; // Normal cast - can trigger
else if (!m_triggeredByAuraSpell)
m_canTrigger = true; // Triggered from SPELL_EFFECT_TRIGGER_SPELL - can trigger
if (!m_canTrigger) // Exceptions (some periodic triggers)
{
switch (m_spellInfo->SpellFamilyName)
{
case SPELLFAMILY_MAGE:
// Arcane Missiles / Blizzard triggers need do it
if (m_spellInfo->IsFitToFamilyMask(UI64LIT(0x0000000000200080)))
m_canTrigger = true;
// Clearcasting trigger need do it
else if (m_spellInfo->IsFitToFamilyMask(UI64LIT(0x0000000200000000)))
m_canTrigger = true;
// Replenish Mana, item spell with triggered cases (Mana Agate, etc mana gems)
else if (m_spellInfo->IsFitToFamilyMask(UI64LIT(0x0000010000000000)))
m_canTrigger = true;
break;
case SPELLFAMILY_WARLOCK:
// For Hellfire Effect / Rain of Fire / Seed of Corruption triggers need do it
if (m_spellInfo->IsFitToFamilyMask(UI64LIT(0x0000800000000060)))
m_canTrigger = true;
break;
case SPELLFAMILY_PRIEST:
// For Penance,Mind Sear,Mind Flay heal/damage triggers need do it
if (m_spellInfo->IsFitToFamilyMask(UI64LIT(0x0001800000800000), 0x00000040))
m_canTrigger = true;
break;
case SPELLFAMILY_ROGUE:
// For poisons need do it
if (m_spellInfo->IsFitToFamilyMask(UI64LIT(0x000000101001E000)))
m_canTrigger = true;
break;
case SPELLFAMILY_HUNTER:
// Hunter Rapid Killing/Explosive Trap Effect/Immolation Trap Effect/Frost Trap Aura/Snake Trap Effect/Explosive Shot
if (m_spellInfo->IsFitToFamilyMask(UI64LIT(0x0100200000000214), 0x00000200))
m_canTrigger = true;
break;
case SPELLFAMILY_PALADIN:
// For Judgements (all) / Holy Shock triggers need do it
if (m_spellInfo->IsFitToFamilyMask(UI64LIT(0x0001000900B80400)))
m_canTrigger = true;
break;
default:
break;
}
}
// 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_SUCCESSFUL_MELEE_SPELL_HIT;
if (m_attackType == OFF_ATTACK)
m_procAttacker |= PROC_FLAG_SUCCESSFUL_OFFHAND_HIT;
m_procVictim = PROC_FLAG_TAKEN_MELEE_SPELL_HIT;
break;
case SPELL_DAMAGE_CLASS_RANGED:
// Auto attack
if (m_spellInfo->HasAttribute(SPELL_ATTR_EX2_AUTOREPEAT_FLAG))
{
m_procAttacker = PROC_FLAG_SUCCESSFUL_RANGED_HIT;
m_procVictim = PROC_FLAG_TAKEN_RANGED_HIT;
}
else // Ranged spell attack
{
m_procAttacker = PROC_FLAG_SUCCESSFUL_RANGED_SPELL_HIT;
m_procVictim = PROC_FLAG_TAKEN_RANGED_SPELL_HIT;
}
break;
default:
if (IsPositiveSpell(m_spellInfo->Id)) // Check for positive spell
{
m_procAttacker = PROC_FLAG_SUCCESSFUL_POSITIVE_SPELL;
m_procVictim = PROC_FLAG_TAKEN_POSITIVE_SPELL;
}
else if (m_spellInfo->HasAttribute(SPELL_ATTR_EX2_AUTOREPEAT_FLAG)) // Wands auto attack
{
m_procAttacker = PROC_FLAG_SUCCESSFUL_RANGED_HIT;
m_procVictim = PROC_FLAG_TAKEN_RANGED_HIT;
}
else // Negative spell
{
m_procAttacker = PROC_FLAG_SUCCESSFUL_NEGATIVE_SPELL_HIT;
m_procVictim = PROC_FLAG_TAKEN_NEGATIVE_SPELL_HIT;
}
break;
}
// some negative spells have positive effects to another or same targets
// avoid triggering negative hit for only positive targets
m_negativeEffectMask = 0x0;
for (int i = 0; i < MAX_EFFECT_INDEX; ++i)
if (!IsPositiveEffect(m_spellInfo, SpellEffectIndex(i)))
m_negativeEffectMask |= (1<<i);
// Hunter traps spells (for Entrapment trigger)
// Gives your Immolation Trap, Frost Trap, Explosive Trap, and Snake Trap ....
if (m_spellInfo->SpellFamilyName == SPELLFAMILY_HUNTER && (m_spellInfo->SpellFamilyFlags & UI64LIT(0x000020000000001C)))
m_procAttacker |= PROC_FLAG_ON_TRAP_ACTIVATION;
}
void Spell::CleanupTargetList()
{
m_UniqueTargetInfo.clear();
m_UniqueGOTargetInfo.clear();
m_UniqueItemInfo.clear();
m_delayMoment = 0;
}
void Spell::AddUnitTarget(Unit* pVictim, SpellEffectIndex effIndex)
{
if (m_spellInfo->Effect[effIndex] == 0)
return;
// Check for effect immune skip if immuned
bool immuned = pVictim->IsImmuneToSpellEffect(m_spellInfo, effIndex);
if (pVictim->GetTypeId() == TYPEID_UNIT && ((Creature*)pVictim)->IsTotem() && (m_spellFlags & SPELL_FLAG_REDIRECTED))
immuned = false;
ObjectGuid targetGUID = pVictim->GetObjectGuid();
// Lookup target in already in list
for(TargetList::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
{
if (targetGUID == ihit->targetGUID) // Found in list
{
if (!immuned)
ihit->effectMask |= 1 << effIndex; // Add only effect mask if not immuned
return;
}
}
// This is new target calculate data for him
// Get spell hit result on target
TargetInfo target;
target.targetGUID = targetGUID; // Store target GUID
target.effectMask = immuned ? 0 : (1 << effIndex); // Store index of effect if not immuned
target.processed = false; // Effects not apply on target
// Calculate hit result
target.missCondition = m_caster->SpellHitResult(pVictim, m_spellInfo, m_canReflect);
// spell fly from visual cast object
WorldObject* affectiveObject = GetAffectiveCasterObject();
// Spell have speed - need calculate incoming time
if (m_spellInfo->speed > 0.0f && affectiveObject && pVictim != affectiveObject)
{
// calculate spell incoming interval
float dist = affectiveObject->GetDistance(pVictim->GetPositionX(), pVictim->GetPositionY(), pVictim->GetPositionZ());
if (dist < 5.0f)
dist = 5.0f;
target.timeDelay = (uint64) floor(dist / m_spellInfo->speed * 1000.0f);
// Calculate minimum incoming time
if (m_delayMoment == 0 || m_delayMoment>target.timeDelay)
m_delayMoment = target.timeDelay;
}
else
target.timeDelay = UI64LIT(0);
// If target reflect spell back to caster
if (target.missCondition == SPELL_MISS_REFLECT)
{
// Calculate reflected spell result on caster
target.reflectResult = m_caster->SpellHitResult(m_caster, m_spellInfo, m_canReflect);
if (target.reflectResult == SPELL_MISS_REFLECT) // Impossible reflect again, so simply deflect spell
target.reflectResult = SPELL_MISS_PARRY;
// Increase time interval for reflected spells by 1.5
target.timeDelay += target.timeDelay >> 1;
m_spellFlags |= SPELL_FLAG_REFLECTED;
}
else
target.reflectResult = SPELL_MISS_NONE;
// Add target to list
m_UniqueTargetInfo.push_back(target);
}
void Spell::AddUnitTarget(ObjectGuid unitGuid, SpellEffectIndex effIndex)
{
if (Unit* unit = m_caster->GetObjectGuid() == unitGuid ? m_caster : ObjectAccessor::GetUnit(*m_caster, unitGuid))
AddUnitTarget(unit, effIndex);
}
void Spell::AddGOTarget(GameObject* pVictim, SpellEffectIndex effIndex)
{
if (m_spellInfo->Effect[effIndex] == 0)
return;
ObjectGuid targetGUID = pVictim->GetObjectGuid();
// Lookup target in already in list
for(GOTargetList::iterator ihit = m_UniqueGOTargetInfo.begin(); ihit != m_UniqueGOTargetInfo.end(); ++ihit)
{
if (targetGUID == ihit->targetGUID) // Found in list
{
ihit->effectMask |= (1 << effIndex); // Add only effect mask
return;
}
}
// This is new target calculate data for him
GOTargetInfo target;
target.targetGUID = targetGUID;
target.effectMask = (1 << effIndex);
target.processed = false; // Effects not apply on target
// spell fly from visual cast object
WorldObject* affectiveObject = GetAffectiveCasterObject();
// Spell have speed - need calculate incoming time
if (m_spellInfo->speed > 0.0f && affectiveObject && pVictim != affectiveObject)
{
// calculate spell incoming interval
float dist = affectiveObject->GetDistance(pVictim->GetPositionX(), pVictim->GetPositionY(), pVictim->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 = UI64LIT(0);
// Add target to list
m_UniqueGOTargetInfo.push_back(target);
}
void Spell::AddGOTarget(ObjectGuid goGuid, SpellEffectIndex effIndex)
{
if (GameObject* go = m_caster->GetMap()->GetGameObject(goGuid))
AddGOTarget(go, effIndex);
}
void Spell::AddItemTarget(Item* pitem, SpellEffectIndex effIndex)
{
if (m_spellInfo->Effect[effIndex] == 0)
return;
// Lookup target in already in list
for(ItemTargetList::iterator ihit = m_UniqueItemInfo.begin(); ihit != m_UniqueItemInfo.end(); ++ihit)
{
if (pitem == ihit->item) // Found in list
{
ihit->effectMask |= (1 << effIndex); // Add only effect mask
return;
}
}
// This is new target add data
ItemTargetInfo target;
target.item = pitem;
target.effectMask = (1 << effIndex);
m_UniqueItemInfo.push_back(target);
}
void Spell::DoAllEffectOnTarget(TargetInfo *target)
{
if (target->processed) // Check target
return;
target->processed = true; // Target checked in apply effects procedure
// Get mask of effects for target
uint32 mask = target->effectMask;
Unit* unit = m_caster->GetObjectGuid() == target->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, target->targetGUID);
if (!unit)
return;
// Get original caster (if exist) and calculate damage/healing from him data
Unit *real_caster = GetAffectiveCaster();
// FIXME: in case wild GO heal/damage spells will be used target bonuses
Unit *caster = real_caster ? real_caster : m_caster;
SpellMissInfo missInfo = target->missCondition;
// Need init unitTarget by default unit (can changed in code on reflect)
// Or on missInfo!=SPELL_MISS_NONE unitTarget undefined (but need in trigger subsystem)
unitTarget = unit;
// Reset damage/healing counter
ResetEffectDamageAndHeal();
// Fill base trigger info
uint32 procAttacker = m_procAttacker;
uint32 procVictim = m_procVictim;
uint32 procEx = PROC_EX_NONE;
// drop proc flags in case target not affected negative effects in negative spell
// for example caster bonus or animation,
// except miss case where will assigned PROC_EX_* flags later
if (((procAttacker | procVictim) & NEGATIVE_TRIGGER_MASK) &&
!(target->effectMask & m_negativeEffectMask) && missInfo == SPELL_MISS_NONE)
{
procAttacker = PROC_FLAG_NONE;
procVictim = PROC_FLAG_NONE;
}
if (m_spellInfo->speed > 0)
{
// mark effects that were already handled in Spell::HandleDelayedSpellLaunch on spell launch as processed
for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i)
if (IsEffectHandledOnDelayedSpellLaunch(m_spellInfo, SpellEffectIndex(i)))
mask &= ~(1<<i);
// maybe used in effects that are handled on hit
m_damage += target->damage;
}
if (missInfo==SPELL_MISS_NONE) // In case spell hit target, do all effect on that target
DoSpellHitOnUnit(unit, mask);
else if (missInfo == SPELL_MISS_REFLECT) // In case spell reflect from target, do all effect on caster (if hit)
{
if (target->reflectResult == SPELL_MISS_NONE) // If reflected spell hit caster -> do all effect on him
{
DoSpellHitOnUnit(m_caster, mask);
unitTarget = m_caster;
}
}
else if(missInfo == SPELL_MISS_MISS || missInfo == SPELL_MISS_RESIST)
{
if(real_caster && real_caster != unit)
{
// can cause back attack (if detected)
if (!m_spellInfo->HasAttribute(SPELL_ATTR_EX3_NO_INITIAL_AGGRO) && !IsPositiveSpell(m_spellInfo->Id) &&
m_caster->isVisibleForOrDetect(unit, unit, false))
{
if (!unit->isInCombat() && unit->GetTypeId() != TYPEID_PLAYER && ((Creature*)unit)->AI())
((Creature*)unit)->AI()->AttackedBy(real_caster);
unit->AddThreat(real_caster);
unit->SetInCombatWith(real_caster);
real_caster->SetInCombatWith(unit);
}
}
}
// All calculated do it!
// Do healing and triggers
if (m_healing)
{
bool crit = real_caster && real_caster->IsSpellCrit(unitTarget, m_spellInfo, m_spellSchoolMask);
uint32 addhealth = m_healing;
if (crit)
{
procEx |= PROC_EX_CRITICAL_HIT;
addhealth = caster->SpellCriticalHealingBonus(m_spellInfo, addhealth, NULL);
}
else
procEx |= PROC_EX_NORMAL_HIT;
uint32 absorb = 0;
unitTarget->CalculateHealAbsorb(addhealth, &absorb);
addhealth -= absorb;
// Do triggers for unit (reflect triggers passed on hit phase for correct drop charge)
if (m_canTrigger && missInfo != SPELL_MISS_REFLECT)
{
caster->ProcDamageAndSpell(unitTarget, real_caster ? procAttacker : PROC_FLAG_NONE, procVictim, procEx, addhealth, m_attackType, m_spellInfo);
}
int32 gain = caster->DealHeal(unitTarget, addhealth, m_spellInfo, crit, absorb);
if (real_caster)
unitTarget->getHostileRefManager().threatAssist(real_caster, float(gain) * 0.5f * sSpellMgr.GetSpellThreatMultiplier(m_spellInfo), m_spellInfo);
}
// Do damage and triggers
else if (m_damage)
{
// Fill base damage struct (unitTarget - is real spell target)
SpellNonMeleeDamage damageInfo(caster, unitTarget, m_spellInfo->Id, m_spellSchoolMask);
if (m_spellInfo->speed > 0)
{
damageInfo.damage = m_damage;
damageInfo.HitInfo = target->HitInfo;
}
// Add bonuses and fill damageInfo struct
else
caster->CalculateSpellDamage(&damageInfo, m_damage, m_spellInfo, m_attackType);
unitTarget->CalculateAbsorbResistBlock(caster, &damageInfo, m_spellInfo);
caster->DealDamageMods(damageInfo.target, damageInfo.damage, &damageInfo.absorb);
// Send log damage message to client
caster->SendSpellNonMeleeDamageLog(&damageInfo);
procEx = createProcExtendMask(&damageInfo, missInfo);
procVictim |= PROC_FLAG_TAKEN_ANY_DAMAGE;
// Do triggers for unit (reflect triggers passed on hit phase for correct drop charge)
if (m_canTrigger && missInfo != SPELL_MISS_REFLECT)
caster->ProcDamageAndSpell(unitTarget, real_caster ? procAttacker : PROC_FLAG_NONE, procVictim, procEx, damageInfo.damage, m_attackType, m_spellInfo);
// trigger weapon enchants for weapon based spells; exclude spells that stop attack, because may break CC
if (m_caster->GetTypeId() == TYPEID_PLAYER && m_spellInfo->EquippedItemClass == ITEM_CLASS_WEAPON &&
!m_spellInfo->HasAttribute(SPELL_ATTR_STOP_ATTACK_TARGET))
((Player*)m_caster)->CastItemCombatSpell(unitTarget, m_attackType);
// Haunt (NOTE: for avoid use additional field damage stored in dummy value (replace unused 100%)
// apply before deal damage because aura can be removed at target kill
if (m_spellInfo->SpellFamilyName == SPELLFAMILY_WARLOCK && m_spellInfo->SpellIconID == 3172 &&
(m_spellInfo->SpellFamilyFlags & UI64LIT(0x0004000000000000)))
if(Aura* dummy = unitTarget->GetDummyAura(m_spellInfo->Id))
dummy->GetModifier()->m_amount = damageInfo.damage;
caster->DealSpellDamage(&damageInfo, true);
// Scourge Strike, here because needs to use final damage in second part of the spell
if (m_spellInfo->SpellFamilyName == SPELLFAMILY_DEATHKNIGHT && m_spellInfo->SpellFamilyFlags & UI64LIT(0x0800000000000000))
{
uint32 count = 0;
Unit::SpellAuraHolderMap const& auras = unitTarget->GetSpellAuraHolderMap();
for(Unit::SpellAuraHolderMap::const_iterator itr = auras.begin(); itr!=auras.end(); ++itr)
{
if(itr->second->GetSpellProto()->Dispel == DISPEL_DISEASE &&
itr->second->GetCasterGuid() == caster->GetObjectGuid())
++count;
}
if (count)
{
int32 bp = count * CalculateDamage(EFFECT_INDEX_2, unitTarget) * damageInfo.damage / 100;
if (bp)
caster->CastCustomSpell(unitTarget, 70890, &bp, NULL, NULL, true);
}
}
}
// Passive spell hits/misses or active spells only misses (only triggers if proc flags set)
else if (procAttacker || procVictim)
{
// 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 (m_canTrigger && missInfo != SPELL_MISS_REFLECT)
caster->ProcDamageAndSpell(unit, real_caster ? procAttacker : PROC_FLAG_NONE, procVictim, procEx, 0, m_attackType, m_spellInfo);
}
// Call scripted function for AI if this spell is casted upon a creature
if (unit->GetTypeId() == TYPEID_UNIT)
{
// cast at creature (or GO) quest objectives update at successful cast finished (+channel finished)
// ignore pets or autorepeat/melee casts for speed (not exist quest for spells (hm... )
if (real_caster && !((Creature*)unit)->IsPet() && !IsAutoRepeat() && !IsNextMeleeSwingSpell() && !IsChannelActive())
if (Player* p = real_caster->GetCharmerOrOwnerPlayerOrPlayerItself())
p->RewardPlayerAndGroupAtCast(unit, m_spellInfo->Id);
if(((Creature*)unit)->AI())
((Creature*)unit)->AI()->SpellHit(m_caster, m_spellInfo);
}
// Call scripted function for AI if this spell is casted by a creature
if (m_caster->GetTypeId() == TYPEID_UNIT && ((Creature*)m_caster)->AI())
((Creature*)m_caster)->AI()->SpellHitTarget(unit, m_spellInfo);
if (real_caster && real_caster != m_caster && real_caster->GetTypeId() == TYPEID_UNIT && ((Creature*)real_caster)->AI())
((Creature*)real_caster)->AI()->SpellHitTarget(unit, m_spellInfo);
}
void Spell::DoSpellHitOnUnit(Unit *unit, uint32 effectMask)
{
if (!unit || !effectMask)
return;
Unit* realCaster = GetAffectiveCaster();
// Recheck immune (only for delayed spells)
if (m_spellInfo->speed && (
unit->IsImmunedToDamage(GetSpellSchoolMask(m_spellInfo)) ||
unit->IsImmuneToSpell(m_spellInfo)))
{
if (realCaster)
realCaster->SendSpellMiss(unit, m_spellInfo->Id, SPELL_MISS_IMMUNE);
ResetEffectDamageAndHeal();
return;
}
if (unit->GetTypeId() == TYPEID_PLAYER)
{
((Player*)unit)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET, m_spellInfo->Id);
((Player*)unit)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2, m_spellInfo->Id);
}
if (realCaster && realCaster->GetTypeId() == TYPEID_PLAYER)
((Player*)realCaster)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL2, m_spellInfo->Id, 0, unit);
if (realCaster && realCaster != unit)
{
// Recheck UNIT_FLAG_NON_ATTACKABLE for delayed spells
if (m_spellInfo->speed > 0.0f &&
unit->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE) &&
unit->GetCharmerOrOwnerGuid() != m_caster->GetObjectGuid())
{
realCaster->SendSpellMiss(unit, m_spellInfo->Id, SPELL_MISS_EVADE);
ResetEffectDamageAndHeal();
return;
}
if (!realCaster->IsFriendlyTo(unit))
{
// for delayed spells ignore not visible explicit target
if (m_spellInfo->speed > 0.0f && unit == m_targets.getUnitTarget() &&
!unit->isVisibleForOrDetect(m_caster, m_caster, false))
{
realCaster->SendSpellMiss(unit, m_spellInfo->Id, SPELL_MISS_EVADE);
ResetEffectDamageAndHeal();
return;
}
// not break stealth by cast targeting
if (!m_spellInfo->HasAttribute(SPELL_ATTR_EX_NOT_BREAK_STEALTH))
unit->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
// can cause back attack (if detected), stealth removed at Spell::cast if spell break it
if (!m_spellInfo->HasAttribute(SPELL_ATTR_EX3_NO_INITIAL_AGGRO) && !IsPositiveSpell(m_spellInfo->Id) &&
m_caster->isVisibleForOrDetect(unit, unit, false))
{
// use speedup check to avoid re-remove after above lines
if (m_spellInfo->HasAttribute(SPELL_ATTR_EX_NOT_BREAK_STEALTH))
unit->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
// caster can be detected but have stealth aura
m_caster->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
if (!unit->IsStandState() && !unit->hasUnitState(UNIT_STAT_STUNNED))
unit->SetStandState(UNIT_STAND_STATE_STAND);
if (!unit->isInCombat() && unit->GetTypeId() != TYPEID_PLAYER && ((Creature*)unit)->AI())
unit->AttackedBy(realCaster);
unit->AddThreat(realCaster);
unit->SetInCombatWith(realCaster);
realCaster->SetInCombatWith(unit);
if (Player *attackedPlayer = unit->GetCharmerOrOwnerPlayerOrPlayerItself())
realCaster->SetContestedPvP(attackedPlayer);
}
}
else
{
// for delayed spells ignore negative spells (after duel end) for friendly targets
if (m_spellInfo->speed > 0.0f && !IsPositiveSpell(m_spellInfo->Id))
{
realCaster->SendSpellMiss(unit, m_spellInfo->Id, SPELL_MISS_EVADE);
ResetEffectDamageAndHeal();
return;
}
// assisting case, healing and resurrection
if (unit->hasUnitState(UNIT_STAT_ATTACK_PLAYER))
realCaster->SetContestedPvP();
if (unit->isInCombat() && !m_spellInfo->HasAttribute(SPELL_ATTR_EX3_NO_INITIAL_AGGRO))
{
realCaster->SetInCombatState(unit->GetCombatTimer() > 0);
unit->getHostileRefManager().threatAssist(realCaster, 0.0f, m_spellInfo);
}
}
}
// Get Data Needed for Diminishing Returns, some effects may have multiple auras, so this must be done on spell hit, not aura add
m_diminishGroup = GetDiminishingReturnsGroupForSpell(m_spellInfo,m_triggeredByAuraSpell);
m_diminishLevel = unit->GetDiminishing(m_diminishGroup);
// Increase Diminishing on unit, current informations for actually casts will use values above
if ((GetDiminishingReturnsGroupType(m_diminishGroup) == DRTYPE_PLAYER && unit->GetTypeId() == TYPEID_PLAYER) ||
GetDiminishingReturnsGroupType(m_diminishGroup) == DRTYPE_ALL)
unit->IncrDiminishing(m_diminishGroup);
// Apply additional spell effects to target
CastPreCastSpells(unit);
if (IsSpellAppliesAura(m_spellInfo, effectMask))
{
m_spellAuraHolder = CreateSpellAuraHolder(m_spellInfo, unit, realCaster, m_CastItem);
m_spellAuraHolder->setDiminishGroup(m_diminishGroup);
}
else
m_spellAuraHolder = NULL;
for(int effectNumber = 0; effectNumber < MAX_EFFECT_INDEX; ++effectNumber)
{
if (effectMask & (1 << effectNumber))
{
HandleEffects(unit, NULL, NULL, SpellEffectIndex(effectNumber), m_damageMultipliers[effectNumber]);
if ( m_applyMultiplierMask & (1 << effectNumber) )
{
// Get multiplier
float multiplier = m_spellInfo->DmgMultiplier[effectNumber];
// Apply multiplier mods
if (realCaster)
if(Player* modOwner = realCaster->GetSpellModOwner())
modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_EFFECT_PAST_FIRST, multiplier, this);
m_damageMultipliers[effectNumber] *= multiplier;
}
}
}
// now apply all created auras
if (m_spellAuraHolder)
{
// normally shouldn't happen
if (!m_spellAuraHolder->IsEmptyHolder())
{
int32 duration = m_spellAuraHolder->GetAuraMaxDuration();
int32 originalDuration = duration;
if (duration > 0)
{
int32 limitduration = GetDiminishingReturnsLimitDuration(m_diminishGroup, m_spellInfo);
unit->ApplyDiminishingToDuration(m_diminishGroup, duration, m_caster, m_diminishLevel, limitduration, m_spellFlags & SPELL_FLAG_REFLECTED);
// Fully diminished
if (duration == 0)
{
delete m_spellAuraHolder;
return;
}
}
duration = unit->CalculateAuraDuration(m_spellInfo, effectMask, duration, m_caster);
if (duration != originalDuration)
{
m_spellAuraHolder->SetAuraMaxDuration(duration);
m_spellAuraHolder->SetAuraDuration(duration);
}
unit->AddSpellAuraHolder(m_spellAuraHolder);
}
else
delete m_spellAuraHolder;
}
}
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;
for(int effectNumber = 0; effectNumber < MAX_EFFECT_INDEX; ++effectNumber)
if (effectMask & (1 << effectNumber))
HandleEffects(NULL, NULL, go, SpellEffectIndex(effectNumber));
// cast at creature (or GO) quest objectives update at successful cast finished (+channel finished)
// ignore autorepeat/melee casts for speed (not exist quest for spells (hm... )
if( !IsAutoRepeat() && !IsNextMeleeSwingSpell() && !IsChannelActive() )
{
if ( Player* p = m_caster->GetCharmerOrOwnerPlayerOrPlayerItself() )
p->RewardPlayerAndGroupAtCast(go, m_spellInfo->Id);
}
}
void Spell::DoAllEffectOnTarget(ItemTargetInfo *target)
{
uint32 effectMask = target->effectMask;
if(!target->item || !effectMask)
return;
for(int effectNumber = 0; effectNumber < MAX_EFFECT_INDEX; ++effectNumber)
if (effectMask & (1 << effectNumber))
HandleEffects(NULL, target->item, NULL, SpellEffectIndex(effectNumber));
}
void Spell::HandleDelayedSpellLaunch(TargetInfo *target)
{
// Get mask of effects for target
uint32 mask = target->effectMask;
Unit* unit = m_caster->GetObjectGuid() == target->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, target->targetGUID);
if (!unit)
return;
// Get original caster (if exist) and calculate damage/healing from him data
Unit *real_caster = GetAffectiveCaster();
// FIXME: in case wild GO heal/damage spells will be used target bonuses
Unit *caster = real_caster ? real_caster : m_caster;
SpellMissInfo missInfo = target->missCondition;
// Need init unitTarget by default unit (can changed in code on reflect)
// Or on missInfo!=SPELL_MISS_NONE unitTarget undefined (but need in trigger subsystem)
unitTarget = unit;
// Reset damage/healing counter
m_damage = 0;
m_healing = 0; // healing maybe not needed at this point
// Fill base damage struct (unitTarget - is real spell target)
SpellNonMeleeDamage damageInfo(caster, unitTarget, m_spellInfo->Id, m_spellSchoolMask);
// keep damage amount for reflected spells
if (missInfo == SPELL_MISS_NONE || (missInfo == SPELL_MISS_REFLECT && target->reflectResult == SPELL_MISS_NONE))
{
for (int32 effectNumber = 0; effectNumber < MAX_EFFECT_INDEX; ++effectNumber)
{
if (mask & (1 << effectNumber) && IsEffectHandledOnDelayedSpellLaunch(m_spellInfo, SpellEffectIndex(effectNumber)))
{
HandleEffects(unit, NULL, NULL, SpellEffectIndex(effectNumber), m_damageMultipliers[effectNumber]);
if ( m_applyMultiplierMask & (1 << effectNumber) )
{
// Get multiplier
float multiplier = m_spellInfo->DmgMultiplier[effectNumber];
// Apply multiplier mods
if (real_caster)
if(Player* modOwner = real_caster->GetSpellModOwner())
modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_EFFECT_PAST_FIRST, multiplier, this);
m_damageMultipliers[effectNumber] *= multiplier;
}
}
}
if (m_damage > 0)
caster->CalculateSpellDamage(&damageInfo, m_damage, m_spellInfo, m_attackType);
}
target->damage = damageInfo.damage;
target->HitInfo = damageInfo.HitInfo;
}
void Spell::InitializeDamageMultipliers()
{
for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i)
{
if (m_spellInfo->Effect[i] == 0)
continue;
uint32 EffectChainTarget = m_spellInfo->EffectChainTarget[i];
if (Unit* realCaster = GetAffectiveCaster())
if(Player* modOwner = realCaster->GetSpellModOwner())
modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_JUMP_TARGETS, EffectChainTarget, this);
m_damageMultipliers[i] = 1.0f;
if( (m_spellInfo->EffectImplicitTargetA[i] == TARGET_CHAIN_DAMAGE || m_spellInfo->EffectImplicitTargetA[i] == TARGET_CHAIN_HEAL) &&
(EffectChainTarget > 1) )
m_applyMultiplierMask |= (1 << i);
}
}
bool Spell::IsAliveUnitPresentInTargetList()
{
// Not need check return true
if (m_needAliveTargetMask == 0)
return true;
uint8 needAliveTargetMask = m_needAliveTargetMask;
for(TargetList::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
{
if (ihit->missCondition == SPELL_MISS_NONE && (needAliveTargetMask & ihit->effectMask))
{
Unit *unit = m_caster->GetObjectGuid() == ihit->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID);
// either unit is alive and normal spell, or unit dead and deathonly-spell
if (unit && (unit->isAlive() != IsDeathOnlySpell(m_spellInfo)))
needAliveTargetMask &= ~ihit->effectMask; // remove from need alive mask effect that have alive target
}
}
// is all effects from m_needAliveTargetMask have alive targets
return needAliveTargetMask == 0;
}
// Helper for Chain Healing
// Spell target first
// Raidmates then descending by injury suffered (MaxHealth - Health)
// Other players/mobs then descending by injury suffered (MaxHealth - Health)
struct ChainHealingOrder : public std::binary_function<const Unit*, const Unit*, bool>
{
const Unit* MainTarget;
ChainHealingOrder(Unit const* Target) : MainTarget(Target) {};
// functor for operator ">"
bool operator()(Unit const* _Left, Unit const* _Right) const
{
return (ChainHealingHash(_Left) < ChainHealingHash(_Right));
}
int32 ChainHealingHash(Unit const* Target) const
{
if (Target == MainTarget)
return 0;
else if (Target->GetTypeId() == TYPEID_PLAYER && MainTarget->GetTypeId() == TYPEID_PLAYER &&
((Player const*)Target)->IsInSameRaidWith((Player const*)MainTarget))
{
if (Target->GetHealth() == Target->GetMaxHealth())
return 40000;
else
return 20000 - Target->GetMaxHealth() + Target->GetHealth();
}
else
return 40000 - Target->GetMaxHealth() + Target->GetHealth();
}
};
class ChainHealingFullHealth: std::unary_function<const Unit*, bool>
{
public:
const Unit* MainTarget;
ChainHealingFullHealth(const Unit* Target) : MainTarget(Target) {};
bool operator()(const Unit* Target)
{
return (Target != MainTarget && Target->GetHealth() == Target->GetMaxHealth());
}
};
// Helper for targets nearest to the spell target
// The spell target is always first unless there is a target at _completely_ the same position (unbelievable case)
struct TargetDistanceOrderNear : public std::binary_function<const Unit, const Unit, bool>
{
const Unit* MainTarget;
TargetDistanceOrderNear(const Unit* Target) : MainTarget(Target) {};
// functor for operator ">"
bool operator()(const Unit* _Left, const Unit* _Right) const
{
return MainTarget->GetDistanceOrder(_Left, _Right);
}
};
// Helper for targets furthest away to the spell target
// The spell target is always first unless there is a target at _completely_ the same position (unbelievable case)
struct TargetDistanceOrderFarAway : public std::binary_function<const Unit, const Unit, bool>
{
const Unit* MainTarget;
TargetDistanceOrderFarAway(const Unit* Target) : MainTarget(Target) {};
// functor for operator "<"
bool operator()(const Unit* _Left, const Unit* _Right) const
{
return !MainTarget->GetDistanceOrder(_Left, _Right);
}
};
void Spell::SetTargetMap(SpellEffectIndex effIndex, uint32 targetMode, UnitList& targetUnitMap)
{
float radius;
if (m_spellInfo->EffectRadiusIndex[effIndex])
radius = GetSpellRadius(sSpellRadiusStore.LookupEntry(m_spellInfo->EffectRadiusIndex[effIndex]));
else
radius = GetSpellMaxRange(sSpellRangeStore.LookupEntry(m_spellInfo->rangeIndex));
uint32 EffectChainTarget = m_spellInfo->EffectChainTarget[effIndex];
if (Unit* realCaster = GetAffectiveCaster())
{
if(Player* modOwner = realCaster->GetSpellModOwner())
{
modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RADIUS, radius, this);
modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_JUMP_TARGETS, EffectChainTarget, this);
}
}
// Get spell max affected targets
uint32 unMaxTargets = m_spellInfo->MaxAffectedTargets;
// custom target amount cases
switch(m_spellInfo->SpellFamilyName)
{
case SPELLFAMILY_GENERIC:
{
switch(m_spellInfo->Id)
{
case 802: // Mutate Bug
case 804: // Explode Bug
case 23138: // Gate of Shazzrah
case 28560: // Summon Blizzard
case 31347: // Doom TODO: exclude top threat target from target selection
case 33711: // Murmur's Touch
case 38794: // Murmur's Touch (h)
case 44869: // Spectral Blast
case 45976: // Open Portal
case 48278: // Paralyze (Utgarde Pinnacle)
case 50988: // Glare of the Tribunal (Halls of Stone)
case 54148: // Ritual of the Sword (Utgarde Pinnacle, Svala)
case 55479: // Forced Obedience (Naxxramas, Razovius)
case 59870: // Glare of the Tribunal (h) (Halls of Stone)
case 62016: // Charge Orb (Ulduar, Thorim)
case 62301: // Cosmic Smash (Ulduar, Algalon)
case 62488: // Activate Construct (Ulduar, Ignis)
case 63018: // Searing Light
case 63024: // Gravity Bomb (Ulduar, XT-002)
case 63387: // Rapid Burst
case 63795: // Psychosis (Ulduar, Yogg-Saron)
case 62042: // Stormhammer (Ulduar, Thorim)
case 64218: // Overcharge
case 64234: // Gravity Bomb (h) (Ulduar, XT-002)
case 64531: // Rapid Burst (h)
case 65121: // Searing Light (h)
case 65301: // Psychosis (Ulduar, Yogg-Saron)
case 65950: // Touch of Light (ToCrusader, Val'kyr Twins)
case 66001: // Touch of Darkness (ToCrusader, Val'kyr Twins)
case 66152: // Bullet Controller Summon Periodic Trigger Light (ToCrusader)
case 66153: // Bullet Controller Summon Periodic Trigger Dark (ToCrusader)
case 66332: // Nerubian Burrower (Mode 0) (ToCrusader, Anub'arak)
case 66336: // Mistress' Kiss (ToCrusader, Jaraxxus)
case 66339: // Summon Scarab (ToCrusader, Anub'arak)
case 67077: // Mistress' Kiss (Mode 2) (ToCrusader, Jaraxxus)
case 67281: // Touch of Darkness (Mode 1)
case 67282: // Touch of Darkness (Mode 2)
case 67283: // Touch of Darkness (Mode 3)
case 67296: // Touch of Light (Mode 1)
case 67297: // Touch of Light (Mode 2)
case 67298: // Touch of Light (Mode 3)
case 68950: // Fear (FoS)
case 68912: // Wailing Souls (FoS)
case 69048: // Mirrored Soul (FoS)
case 69674: // Mutated Infection (ICC, Rotface)
case 70882: // Slime Spray Summon Trigger (ICC, Rotface)
case 70920: // Unbound Plague Search Effect (ICC, Putricide)
case 71224: // Mutated Infection (Mode 1)
case 72091: // Frozen Orb (Vault of Archavon, Toravon)
case 73022: // Mutated Infection (Mode 2)
case 73023: // Mutated Infection (Mode 3)
case 51146: // Searching Gaze (Halls Of Stone)
unMaxTargets = 1;
break;
case 28542: // Life Drain
case 66013: // Penetrating Cold (10 man)
case 67755: // Nerubian Burrower (Mode 1) (ToCrusader, Anub'arak)
case 67756: // Nerubian Burrower (Mode 2) (ToCrusader, Anub'arak)
case 68509: // Penetrating Cold (10 man heroic)
case 69055: // Bone Slice (ICC, Lord Marrowgar)
case 69278: // Gas spore (ICC, Festergut)
case 70341: // Slime Puddle (ICC, Putricide)
case 71336: // Pact of the Darkfallen
case 71390: // Pact of the Darkfallen
unMaxTargets = 2;
break;
case 28796: // Poison Bolt Volley
case 29213: // Curse of the Plaguebringer
case 31298: // Sleep
case 39992: // Needle Spine Targeting (BT, Warlord Najentus)
case 51904: // Limiting the count of Summoned Ghouls
case 54522:
case 60936: // Surge of Power (h) (Malygos)
case 61693: // Arcane Storm (Malygos)
case 64598: // Cosmic Smash (h) (Ulduar, Algalon)
case 70814: // Bone Slice (ICC, Lord Marrowgar, heroic)
case 72095: // Frozen Orb (h) (Vault of Archavon, Toravon)
unMaxTargets = 3;
break;
case 67757: // Nerubian Burrower (Mode 3) (ToCrusader, Anub'arak)
case 71221: // Gas spore (Mode 1) (ICC, Festergut)
unMaxTargets = 4;
break;
case 30843: // Enfeeble TODO: exclude top threat target from target selection
case 42005: // Bloodboil TODO: need to be 5 targets(players) furthest away from caster
case 45641: // Fire Bloom (SWP, Kil'jaeden)
case 55665: // Life Drain (h)
case 58917: // Consume Minions
case 64604: // Nature Bomb (Ulduar, Freya)
case 67076: // Mistress' Kiss (Mode 1) (ToCrusader, Jaraxxus)
case 67078: // Mistress' Kiss (Mode 3) (ToCrusader, Jaraxxus)
case 67700: // Penetrating Cold (25 man)
case 68510: // Penetrating Cold (25 man, heroic)
unMaxTargets = 5;
break;
case 61694: // Arcane Storm (h) (Malygos)
unMaxTargets = 7;
break;
case 54098: // Poison Bolt Volley (h)
case 54835: // Curse of the Plaguebringer (h)
unMaxTargets = 10;
break;
case 25991: // Poison Bolt Volley (Pincess Huhuran)
unMaxTargets = 15;
break;
case 61916: // Lightning Whirl (Ulduar, Stormcaller Brundir)
unMaxTargets = urand(2, 3);
break;
case 46771: // Flame Sear (SWP, Grand Warlock Alythess)
unMaxTargets = urand(3, 5);
break;
case 63482: // Lightning Whirl (h) (Ulduar, Stormcaller Brundir)
unMaxTargets = urand(3, 6);
break;
default:
break;
}
break;
}
case SPELLFAMILY_MAGE:
{
if (m_spellInfo->Id == 38194) // Blink
unMaxTargets = 1;
break;
}
case SPELLFAMILY_WARRIOR:
{
// Sunder Armor (main spell)
if (m_spellInfo->IsFitToFamilyMask(UI64LIT(0x0000000000004000), 0x00000000) && m_spellInfo->SpellVisual[0] == 406)
if (m_caster->HasAura(58387)) // Glyph of Sunder Armor
EffectChainTarget = 2;
break;
}
case SPELLFAMILY_DRUID:
{
// Starfall
if (m_spellInfo->IsFitToFamilyMask(UI64LIT(0x0000000000000000), 0x00000100))
unMaxTargets = 2;
break;
}
case SPELLFAMILY_DEATHKNIGHT:
{
if (m_spellInfo->SpellIconID == 1737) // Corpse Explosion // TODO - spell 50445?
unMaxTargets = 1;
break;
}
case SPELLFAMILY_PALADIN:
if (m_spellInfo->Id == 20424) // Seal of Command (2 more target for single targeted spell)
{
// overwrite EffectChainTarget for non single target spell
if (Spell* currSpell = m_caster->GetCurrentSpell(CURRENT_GENERIC_SPELL))
if (currSpell->m_spellInfo->MaxAffectedTargets > 0 ||
currSpell->m_spellInfo->EffectChainTarget[EFFECT_INDEX_0] > 0 ||
currSpell->m_spellInfo->EffectChainTarget[EFFECT_INDEX_1] > 0 ||
currSpell->m_spellInfo->EffectChainTarget[EFFECT_INDEX_2] > 0)
EffectChainTarget = 0; // no chain targets
}
break;
default:
break;
}
// custom radius cases
switch (m_spellInfo->SpellFamilyName)
{
case SPELLFAMILY_GENERIC:
{
switch (m_spellInfo->Id)
{
case 24811: // Draw Spirit (Lethon)
{
if (effIndex == EFFECT_INDEX_0) // Copy range from EFF_1 to 0
radius = GetSpellRadius(sSpellRadiusStore.LookupEntry(m_spellInfo->EffectRadiusIndex[EFFECT_INDEX_1]));
break;
}
case 28241: // Poison (Naxxramas, Grobbulus Cloud)
case 54363: // Poison (Naxxramas, Grobbulus Cloud) (H)
{
uint32 auraId = (m_spellInfo->Id == 28241 ? 28158 : 54362);
if (SpellAuraHolder* auraHolder = m_caster->GetSpellAuraHolder(auraId))
radius = 0.5f * (60000 - auraHolder->GetAuraDuration()) * 0.001f;
break;
}
case 66881: // Slime Pool (ToCrusader, Acidmaw & Dreadscale)
case 67638: // Slime Pool (ToCrusader, Acidmaw & Dreadscale) (Mode 1)
case 67639: // Slime Pool (ToCrusader, Acidmaw & Dreadscale) (Mode 2)
case 67640: // Slime Pool (ToCrusader, Acidmaw & Dreadscale) (Mode 3)
if (SpellAuraHolder* auraHolder = m_caster->GetSpellAuraHolder(66882))
radius = 0.5f * (60000 - auraHolder->GetAuraDuration()) * 0.001f;
break;
default:
break;
}
break;
}
default:
break;
}
Unit::AuraList const& mod = m_caster->GetAurasByType(SPELL_AURA_MOD_MAX_AFFECTED_TARGETS);
for(Unit::AuraList::const_iterator m = mod.begin(); m != mod.end(); ++m)
{
if (!(*m)->isAffectedOnSpell(m_spellInfo))
continue;
unMaxTargets += (*m)->GetModifier()->m_amount;
}
switch (targetMode)
{
case TARGET_RANDOM_NEARBY_LOC:
// Get a random point in circle. Use sqrt(rand) to correct distribution when converting polar to Cartesian coordinates.
radius *= sqrtf(rand_norm_f());
// no 'break' expected since we use code in case TARGET_RANDOM_CIRCUMFERENCE_POINT!!!
case TARGET_RANDOM_CIRCUMFERENCE_POINT:
{
// Get a random point AT the circumference
float angle = 2.0f * M_PI_F * rand_norm_f();
float dest_x, dest_y, dest_z;
m_caster->GetClosePoint(dest_x, dest_y, dest_z, 0.0f, radius, angle);
m_targets.setDestination(dest_x, dest_y, dest_z);
targetUnitMap.push_back(m_caster);
break;
}
case TARGET_91:
case TARGET_RANDOM_NEARBY_DEST:
{
// Get a random point IN the CIRCEL around current M_TARGETS COORDINATES(!).
if (radius > 0.0f)
{
// Use sqrt(rand) to correct distribution when converting polar to Cartesian coordinates.
radius *= sqrtf(rand_norm_f());
float angle = 2.0f * M_PI_F * rand_norm_f();
float dest_x = m_targets.m_destX + cos(angle) * radius;
float dest_y = m_targets.m_destY + sin(angle) * radius;
float dest_z = m_caster->GetPositionZ();
m_caster->UpdateGroundPositionZ(dest_x, dest_y, dest_z);
m_targets.setDestination(dest_x, dest_y, dest_z);
}
// This targetMode is often used as 'last' implicitTarget for positive spells, that just require coordinates
// and no unitTarget (e.g. summon effects). As MaNGOS always needs a unitTarget we add just the caster here.
if (IsPositiveSpell(m_spellInfo))
targetUnitMap.push_back(m_caster);
break;
}
case TARGET_TOTEM_EARTH:
case TARGET_TOTEM_WATER:
case TARGET_TOTEM_AIR:
case TARGET_TOTEM_FIRE:
case TARGET_SELF:
case TARGET_SELF2:
targetUnitMap.push_back(m_caster);
break;
case TARGET_RANDOM_ENEMY_CHAIN_IN_AREA:
{
m_targets.m_targetMask = 0;
unMaxTargets = EffectChainTarget;
float max_range = radius + unMaxTargets * CHAIN_SPELL_JUMP_RADIUS;
UnitList tempTargetUnitMap;
{
MaNGOS::AnyAoETargetUnitInObjectRangeCheck u_check(m_caster, max_range);
MaNGOS::UnitListSearcher<MaNGOS::AnyAoETargetUnitInObjectRangeCheck> searcher(tempTargetUnitMap, u_check);
Cell::VisitAllObjects(m_caster, searcher, max_range);
}
if(tempTargetUnitMap.empty())
break;
tempTargetUnitMap.sort(TargetDistanceOrderNear(m_caster));
//Now to get us a random target that's in the initial range of the spell
uint32 t = 0;
UnitList::iterator itr = tempTargetUnitMap.begin();
while(itr!= tempTargetUnitMap.end() && (*itr)->IsWithinDist(m_caster, radius))
++t, ++itr;
if(!t)
break;
itr = tempTargetUnitMap.begin();
std::advance(itr, rand() % t);
Unit *pUnitTarget = *itr;
targetUnitMap.push_back(pUnitTarget);
tempTargetUnitMap.erase(itr);
tempTargetUnitMap.sort(TargetDistanceOrderNear(pUnitTarget));
t = unMaxTargets - 1;
Unit *prev = pUnitTarget;
UnitList::iterator next = tempTargetUnitMap.begin();
while(t && next != tempTargetUnitMap.end())
{
if(!prev->IsWithinDist(*next, CHAIN_SPELL_JUMP_RADIUS))
break;
if(!prev->IsWithinLOSInMap(*next))
{
++next;
continue;
}
prev = *next;
targetUnitMap.push_back(prev);
tempTargetUnitMap.erase(next);
tempTargetUnitMap.sort(TargetDistanceOrderNear(prev));
next = tempTargetUnitMap.begin();
--t;
}
break;
}
case TARGET_RANDOM_FRIEND_CHAIN_IN_AREA:
{
m_targets.m_targetMask = 0;
unMaxTargets = EffectChainTarget;
float max_range = radius + unMaxTargets * CHAIN_SPELL_JUMP_RADIUS;
UnitList tempTargetUnitMap;
{
MaNGOS::AnyFriendlyUnitInObjectRangeCheck u_check(m_caster, max_range);
MaNGOS::UnitListSearcher<MaNGOS::AnyFriendlyUnitInObjectRangeCheck> searcher(tempTargetUnitMap, u_check);
Cell::VisitAllObjects(m_caster, searcher, max_range);
}
if(tempTargetUnitMap.empty())
break;
tempTargetUnitMap.sort(TargetDistanceOrderNear(m_caster));
//Now to get us a random target that's in the initial range of the spell
uint32 t = 0;
UnitList::iterator itr = tempTargetUnitMap.begin();
while(itr != tempTargetUnitMap.end() && (*itr)->IsWithinDist(m_caster, radius))
++t, ++itr;
if(!t)
break;
itr = tempTargetUnitMap.begin();
std::advance(itr, rand() % t);
Unit *pUnitTarget = *itr;
targetUnitMap.push_back(pUnitTarget);
tempTargetUnitMap.erase(itr);
tempTargetUnitMap.sort(TargetDistanceOrderNear(pUnitTarget));
t = unMaxTargets - 1;
Unit *prev = pUnitTarget;
UnitList::iterator next = tempTargetUnitMap.begin();
while(t && next != tempTargetUnitMap.end())
{
if(!prev->IsWithinDist(*next, CHAIN_SPELL_JUMP_RADIUS))
break;
if(!prev->IsWithinLOSInMap(*next))
{
++next;
continue;
}
prev = *next;
targetUnitMap.push_back(prev);
tempTargetUnitMap.erase(next);
tempTargetUnitMap.sort(TargetDistanceOrderNear(prev));
next = tempTargetUnitMap.begin();
--t;
}
break;
}
case TARGET_PET:
{
Pet* tmpUnit = m_caster->GetPet();
if (!tmpUnit) break;
targetUnitMap.push_back(tmpUnit);
break;
}
case TARGET_CHAIN_DAMAGE:
{
if (EffectChainTarget <= 1)
{
if(Unit* pUnitTarget = m_caster->SelectMagnetTarget(m_targets.getUnitTarget(), this, effIndex))
{
m_targets.setUnitTarget(pUnitTarget);
m_spellFlags |= SPELL_FLAG_REDIRECTED;
targetUnitMap.push_back(pUnitTarget);
}
}
else
{
Unit* pUnitTarget = m_targets.getUnitTarget();
WorldObject* originalCaster = GetAffectiveCasterObject();
if(!pUnitTarget || !originalCaster)
break;
unMaxTargets = EffectChainTarget;
float max_range;
if(m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MELEE)
max_range = radius;
else
//FIXME: This very like horrible hack and wrong for most spells
max_range = radius + unMaxTargets * CHAIN_SPELL_JUMP_RADIUS;
UnitList tempTargetUnitMap;
{
MaNGOS::AnyAoEVisibleTargetUnitInObjectRangeCheck u_check(pUnitTarget, originalCaster, max_range);
MaNGOS::UnitListSearcher<MaNGOS::AnyAoEVisibleTargetUnitInObjectRangeCheck> searcher(tempTargetUnitMap, u_check);
Cell::VisitAllObjects(m_caster, searcher, max_range);
}
if (tempTargetUnitMap.empty())
break;
tempTargetUnitMap.sort(TargetDistanceOrderNear(pUnitTarget));
if (*tempTargetUnitMap.begin() == pUnitTarget)
tempTargetUnitMap.erase(tempTargetUnitMap.begin());
targetUnitMap.push_back(pUnitTarget);
uint32 t = unMaxTargets - 1;
Unit *prev = pUnitTarget;
UnitList::iterator next = tempTargetUnitMap.begin();
while (t && next != tempTargetUnitMap.end())
{
if (!prev->IsWithinDist(*next,CHAIN_SPELL_JUMP_RADIUS))
break;
if (!prev->IsWithinLOSInMap(*next))
{
++next;
continue;
}
prev = *next;
targetUnitMap.push_back(prev);
tempTargetUnitMap.erase(next);
tempTargetUnitMap.sort(TargetDistanceOrderNear(prev));
next = tempTargetUnitMap.begin();
--t;
}
}
break;
}
case TARGET_ALL_ENEMY_IN_AREA:
FillAreaTargets(targetUnitMap, radius, PUSH_DEST_CENTER, SPELL_TARGETS_AOE_DAMAGE);
if (m_spellInfo->Id == 42005) // Bloodboil
{
// manually cuting, because the spell hits only the 5 furthest away targets
if (targetUnitMap.size() > unMaxTargets)
{
targetUnitMap.sort(TargetDistanceOrderFarAway(m_caster));
targetUnitMap.resize(unMaxTargets);
}
}
break;
case TARGET_AREAEFFECT_INSTANT:
{
SpellTargets targetB = SPELL_TARGETS_AOE_DAMAGE;
// Select friendly targets for positive effect
if (IsPositiveEffect(m_spellInfo, effIndex))
targetB = SPELL_TARGETS_FRIENDLY;
UnitList tempTargetUnitMap;
SpellScriptTargetBounds bounds = sSpellMgr.GetSpellScriptTargetBounds(m_spellInfo->Id);
// fill real target list if no spell script target defined
FillAreaTargets(bounds.first != bounds.second ? tempTargetUnitMap : targetUnitMap,
radius, PUSH_DEST_CENTER, bounds.first != bounds.second ? SPELL_TARGETS_ALL : targetB);
if (!tempTargetUnitMap.empty())
{
for (UnitList::const_iterator iter = tempTargetUnitMap.begin(); iter != tempTargetUnitMap.end(); ++iter)
{
if ((*iter)->GetTypeId() != TYPEID_UNIT)
continue;
for(SpellScriptTarget::const_iterator i_spellST = bounds.first; i_spellST != bounds.second; ++i_spellST)
{
// only creature entries supported for this target type
if (i_spellST->second.type == SPELL_TARGET_TYPE_GAMEOBJECT)
continue;
if ((*iter)->GetEntry() == i_spellST->second.targetEntry)
{
if (i_spellST->second.type == SPELL_TARGET_TYPE_DEAD && ((Creature*)(*iter))->IsCorpse())
{
targetUnitMap.push_back((*iter));
}
else if (i_spellST->second.type == SPELL_TARGET_TYPE_CREATURE && (*iter)->isAlive())
{
targetUnitMap.push_back((*iter));
}
break;
}
}
}
}
// exclude caster
targetUnitMap.remove(m_caster);
break;
}
case TARGET_AREAEFFECT_CUSTOM:
{
if (m_spellInfo->Effect[effIndex] == SPELL_EFFECT_PERSISTENT_AREA_AURA)
break;
else if (m_spellInfo->Effect[effIndex] == SPELL_EFFECT_SUMMON)
{
targetUnitMap.push_back(m_caster);
break;
}
UnitList tempTargetUnitMap;
SpellScriptTargetBounds bounds = sSpellMgr.GetSpellScriptTargetBounds(m_spellInfo->Id);
// fill real target list if no spell script target defined
FillAreaTargets(bounds.first != bounds.second ? tempTargetUnitMap : targetUnitMap, radius, PUSH_DEST_CENTER, SPELL_TARGETS_ALL);
if (!tempTargetUnitMap.empty())
{
for (UnitList::const_iterator iter = tempTargetUnitMap.begin(); iter != tempTargetUnitMap.end(); ++iter)
{
if ((*iter)->GetTypeId() != TYPEID_UNIT)
continue;
for(SpellScriptTarget::const_iterator i_spellST = bounds.first; i_spellST != bounds.second; ++i_spellST)
{
// only creature entries supported for this target type
if (i_spellST->second.type == SPELL_TARGET_TYPE_GAMEOBJECT)
continue;
if ((*iter)->GetEntry() == i_spellST->second.targetEntry)
{
if (i_spellST->second.type == SPELL_TARGET_TYPE_DEAD && ((Creature*)(*iter))->IsCorpse())
{
targetUnitMap.push_back((*iter));
}
else if (i_spellST->second.type == SPELL_TARGET_TYPE_CREATURE && (*iter)->isAlive())
{
targetUnitMap.push_back((*iter));
}
break;
}
}
}
}
else
{
// remove not targetable units if spell has no script targets
for (UnitList::iterator itr = targetUnitMap.begin(); itr != targetUnitMap.end(); )
{
if (!(*itr)->isTargetableForAttack(m_spellInfo->HasAttribute(SPELL_ATTR_EX3_CAST_ON_DEAD)))
targetUnitMap.erase(itr++);
else
++itr;
}
}
break;
}
case TARGET_AREAEFFECT_GO_AROUND_DEST:
{
// It may be possible to fill targets for some spell effects
// automatically (SPELL_EFFECT_WMO_REPAIR(88) for example) but
// for some/most spells we clearly need/want to limit with spell_target_script
// Some spells untested, for affected GO type 33. May need further adjustments for spells related.
SpellScriptTargetBounds bounds = sSpellMgr.GetSpellScriptTargetBounds(m_spellInfo->Id);
std::list<GameObject*> tempTargetGOList;
for(SpellScriptTarget::const_iterator i_spellST = bounds.first; i_spellST != bounds.second; ++i_spellST)
{
if (i_spellST->second.type == SPELL_TARGET_TYPE_GAMEOBJECT)
{
// search all GO's with entry, within range of m_destN
MaNGOS::GameObjectEntryInPosRangeCheck go_check(*m_caster, i_spellST->second.targetEntry, m_targets.m_destX, m_targets.m_destY, m_targets.m_destZ, radius);
MaNGOS::GameObjectListSearcher<MaNGOS::GameObjectEntryInPosRangeCheck> checker(tempTargetGOList, go_check);
Cell::VisitGridObjects(m_caster, checker, radius);
}
}
if (!tempTargetGOList.empty())
{
for(std::list<GameObject*>::iterator iter = tempTargetGOList.begin(); iter != tempTargetGOList.end(); ++iter)
AddGOTarget(*iter, effIndex);
}
break;
}
case TARGET_ALL_ENEMY_IN_AREA_INSTANT:
{
// targets the ground, not the units in the area
switch(m_spellInfo->Effect[effIndex])
{
case SPELL_EFFECT_PERSISTENT_AREA_AURA:
break;
case SPELL_EFFECT_SUMMON:
targetUnitMap.push_back(m_caster);
break;
default:
FillAreaTargets(targetUnitMap, radius, PUSH_DEST_CENTER, SPELL_TARGETS_AOE_DAMAGE);
// Mind Sear, triggered
if (m_spellInfo->IsFitToFamily(SPELLFAMILY_PRIEST, UI64LIT(0x0008000000000000)))
if (Unit* unitTarget = m_targets.getUnitTarget())
targetUnitMap.remove(unitTarget);
break;
}
break;
}
case TARGET_DUELVSPLAYER_COORDINATES:
{
if(Unit* currentTarget = m_targets.getUnitTarget())
m_targets.setDestination(currentTarget->GetPositionX(), currentTarget->GetPositionY(), currentTarget->GetPositionZ());
break;
}
case TARGET_ALL_PARTY_AROUND_CASTER:
{
if (m_caster->GetObjectGuid().IsPet())
{
// only affect pet and owner
targetUnitMap.push_back(m_caster);
if (Unit* owner = m_caster->GetOwner())
targetUnitMap.push_back(owner);
}
else
{
FillRaidOrPartyTargets(targetUnitMap, m_caster, m_caster, radius, false, true, true);
}
break;
}
case TARGET_ALL_PARTY_AROUND_CASTER_2:
case TARGET_ALL_PARTY:
{
FillRaidOrPartyTargets(targetUnitMap, m_caster, m_caster, radius, false, true, true);
break;
}
case TARGET_ALL_RAID_AROUND_CASTER:
{
if(m_spellInfo->Id == 57669) // Replenishment (special target selection)
{
// in arena, target should be only caster
if (m_caster->GetMap()->IsBattleArena())
targetUnitMap.push_back(m_caster);
else
FillRaidOrPartyManaPriorityTargets(targetUnitMap, m_caster, m_caster, radius, 10, true, false, true);
}
else if (m_spellInfo->Id==52759) // Ancestral Awakening (special target selection)
FillRaidOrPartyHealthPriorityTargets(targetUnitMap, m_caster, m_caster, radius, 1, true, false, true);
else
FillRaidOrPartyTargets(targetUnitMap, m_caster, m_caster, radius, true, true, IsPositiveSpell(m_spellInfo->Id));
break;
}
case TARGET_SINGLE_FRIEND:
case TARGET_SINGLE_FRIEND_2:
if(m_targets.getUnitTarget())
targetUnitMap.push_back(m_targets.getUnitTarget());
break;
case TARGET_NONCOMBAT_PET:
if(Unit* target = m_targets.getUnitTarget())
if( target->GetTypeId() == TYPEID_UNIT && ((Creature*)target)->IsPet() && ((Pet*)target)->getPetType() == MINI_PET)
targetUnitMap.push_back(target);
break;
case TARGET_CASTER_COORDINATES:
{
// Check original caster is GO - set its coordinates as dst cast
if (WorldObject *caster = GetCastingObject())
m_targets.setDestination(caster->GetPositionX(), caster->GetPositionY(), caster->GetPositionZ());
break;
}
case TARGET_ALL_HOSTILE_UNITS_AROUND_CASTER:
FillAreaTargets(targetUnitMap, radius, PUSH_SELF_CENTER, SPELL_TARGETS_HOSTILE);
break;
case TARGET_ALL_FRIENDLY_UNITS_AROUND_CASTER:
switch (m_spellInfo->Id)
{
case 56153: // Guardian Aura - Ahn'Kahet
FillAreaTargets(targetUnitMap, radius, PUSH_SELF_CENTER, SPELL_TARGETS_FRIENDLY);
targetUnitMap.remove(m_caster);
break;
case 64844: // Divine Hymn
// target amount stored in parent spell dummy effect but hard to access
FillRaidOrPartyHealthPriorityTargets(targetUnitMap, m_caster, m_caster, radius, 3, true, false, true);
break;
case 64904: // Hymn of Hope
// target amount stored in parent spell dummy effect but hard to access
FillRaidOrPartyManaPriorityTargets(targetUnitMap, m_caster, m_caster, radius, 3, true, false, true);
break;
default:
// selected friendly units (for casting objects) around casting object
FillAreaTargets(targetUnitMap, radius, PUSH_SELF_CENTER, SPELL_TARGETS_FRIENDLY, GetCastingObject());
break;
}
break;
case TARGET_ALL_FRIENDLY_UNITS_IN_AREA:
// Death Pact (in fact selection by player selection)
if (m_spellInfo->Id == 48743)
{
// checked in Spell::CheckCast
if (m_caster->GetTypeId()==TYPEID_PLAYER)
if (Unit* target = m_caster->GetMap()->GetPet(((Player*)m_caster)->GetSelectionGuid()))
targetUnitMap.push_back(target);
}
// Circle of Healing
else if (m_spellInfo->SpellFamilyName == SPELLFAMILY_PRIEST && m_spellInfo->SpellVisual[0] == 8253)
{
Unit* target = m_targets.getUnitTarget();
if(!target)
target = m_caster;
uint32 count = 5;
// Glyph of Circle of Healing
if(Aura const* glyph = m_caster->GetDummyAura(55675))
count += glyph->GetModifier()->m_amount;
FillRaidOrPartyHealthPriorityTargets(targetUnitMap, m_caster, target, radius, count, true, false, true);
}
// Wild Growth
else if (m_spellInfo->SpellFamilyName == SPELLFAMILY_DRUID && m_spellInfo->SpellIconID == 2864)
{
Unit* target = m_targets.getUnitTarget();
if(!target)
target = m_caster;
uint32 count = CalculateDamage(EFFECT_INDEX_2,m_caster); // stored in dummy effect, affected by mods
FillRaidOrPartyHealthPriorityTargets(targetUnitMap, m_caster, target, radius, count, true, false, true);
}
else
FillAreaTargets(targetUnitMap, radius, PUSH_DEST_CENTER, SPELL_TARGETS_FRIENDLY);
break;
// TARGET_SINGLE_PARTY means that the spells can only be casted on a party member and not on the caster (some seals, fire shield from imp, etc..)
case TARGET_SINGLE_PARTY:
{
Unit *target = m_targets.getUnitTarget();
// Those spells apparently can't be casted on the caster.
if( target && target != m_caster)
{
// Can only be casted on group's members or its pets
Group *pGroup = NULL;
Unit* owner = m_caster->GetCharmerOrOwner();
Unit *targetOwner = target->GetCharmerOrOwner();
if(owner)
{
if(owner->GetTypeId() == TYPEID_PLAYER)
{
if( target == owner )
{
targetUnitMap.push_back(target);
break;
}
pGroup = ((Player*)owner)->GetGroup();
}
}
else if (m_caster->GetTypeId() == TYPEID_PLAYER)
{
if( targetOwner == m_caster && target->GetTypeId() == TYPEID_UNIT && ((Creature*)target)->IsPet())
{
targetUnitMap.push_back(target);
break;
}
pGroup = ((Player*)m_caster)->GetGroup();
}
if(pGroup)
{
// Our target can also be a player's pet who's grouped with us or our pet. But can't be controlled player
if(targetOwner)
{
if( targetOwner->GetTypeId() == TYPEID_PLAYER &&
target->GetTypeId() == TYPEID_UNIT && (((Creature*)target)->IsPet()) &&
target->GetOwnerGuid() == targetOwner->GetObjectGuid() &&
pGroup->IsMember(((Player*)targetOwner)->GetObjectGuid()))
{
targetUnitMap.push_back(target);
}
}
// 1Our target can be a player who is on our group
else if (target->GetTypeId() == TYPEID_PLAYER && pGroup->IsMember(((Player*)target)->GetObjectGuid()))
{
targetUnitMap.push_back(target);
}
}
}
break;
}
case TARGET_GAMEOBJECT:
if(m_targets.getGOTarget())
AddGOTarget(m_targets.getGOTarget(), effIndex);
break;
case TARGET_IN_FRONT_OF_CASTER:
{
bool inFront = m_spellInfo->SpellVisual[0] != 3879;
FillAreaTargets(targetUnitMap, radius, inFront ? PUSH_IN_FRONT : PUSH_IN_BACK, SPELL_TARGETS_AOE_DAMAGE);
break;
}
case TARGET_LARGE_FRONTAL_CONE:
FillAreaTargets(targetUnitMap, radius, PUSH_IN_FRONT_90, SPELL_TARGETS_AOE_DAMAGE);
break;
case TARGET_NARROW_FRONTAL_CONE:
FillAreaTargets(targetUnitMap, radius, PUSH_IN_FRONT_15, SPELL_TARGETS_AOE_DAMAGE);
break;
case TARGET_IN_FRONT_OF_CASTER_30:
FillAreaTargets(targetUnitMap, radius, PUSH_IN_FRONT_30, SPELL_TARGETS_AOE_DAMAGE);
break;
case TARGET_DUELVSPLAYER:
{
Unit *target = m_targets.getUnitTarget();
if(target)
{
if(m_caster->IsFriendlyTo(target))
{
targetUnitMap.push_back(target);
}
else
{
if(Unit* pUnitTarget = m_caster->SelectMagnetTarget(m_targets.getUnitTarget(), this, effIndex))
{
m_targets.setUnitTarget(pUnitTarget);
m_spellFlags |= SPELL_FLAG_REDIRECTED;
targetUnitMap.push_back(pUnitTarget);
}
}
}
break;
}
case TARGET_GAMEOBJECT_ITEM:
if (m_targets.getGOTargetGuid())
AddGOTarget(m_targets.getGOTarget(), effIndex);
else if (m_targets.getItemTarget())
AddItemTarget(m_targets.getItemTarget(), effIndex);
break;
case TARGET_MASTER:
if(Unit* owner = m_caster->GetCharmerOrOwner())
targetUnitMap.push_back(owner);
break;
case TARGET_ALL_ENEMY_IN_AREA_CHANNELED:
// targets the ground, not the units in the area
if (m_spellInfo->Effect[effIndex]!=SPELL_EFFECT_PERSISTENT_AREA_AURA)
FillAreaTargets(targetUnitMap, radius, PUSH_DEST_CENTER, SPELL_TARGETS_AOE_DAMAGE);
break;
case TARGET_MINION:
if(m_spellInfo->Effect[effIndex] != SPELL_EFFECT_DUEL)
targetUnitMap.push_back(m_caster);
break;
case TARGET_SINGLE_ENEMY:
{
if(Unit* pUnitTarget = m_caster->SelectMagnetTarget(m_targets.getUnitTarget(), this, effIndex))
{
m_targets.setUnitTarget(pUnitTarget);
m_spellFlags |= SPELL_FLAG_REDIRECTED;
targetUnitMap.push_back(pUnitTarget);
}
break;
}
case TARGET_AREAEFFECT_PARTY:
{
Unit* owner = m_caster->GetCharmerOrOwner();
Player *pTarget = NULL;
if(owner)
{
targetUnitMap.push_back(m_caster);
if(owner->GetTypeId() == TYPEID_PLAYER)
pTarget = (Player*)owner;
}
else if (m_caster->GetTypeId() == TYPEID_PLAYER)
{
if(Unit* target = m_targets.getUnitTarget())
{
if( target->GetTypeId() != TYPEID_PLAYER)
{
if(((Creature*)target)->IsPet())
{
Unit *targetOwner = target->GetOwner();
if(targetOwner->GetTypeId() == TYPEID_PLAYER)
pTarget = (Player*)targetOwner;
}
}
else
pTarget = (Player*)target;
}
}
Group* pGroup = pTarget ? pTarget->GetGroup() : NULL;
if(pGroup)
{
uint8 subgroup = pTarget->GetSubGroup();
for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player* Target = itr->getSource();
// IsHostileTo check duel and controlled by enemy
if(Target && Target->GetSubGroup() == subgroup && !m_caster->IsHostileTo(Target))
{
if( pTarget->IsWithinDistInMap(Target, radius) )
targetUnitMap.push_back(Target);
if(Pet* pet = Target->GetPet())
if( pTarget->IsWithinDistInMap(pet, radius) )
targetUnitMap.push_back(pet);
}
}
}
else if (owner)
{
if(m_caster->IsWithinDistInMap(owner, radius))
targetUnitMap.push_back(owner);
}
else if(pTarget)
{
targetUnitMap.push_back(pTarget);
if(Pet* pet = pTarget->GetPet())
if( m_caster->IsWithinDistInMap(pet, radius) )
targetUnitMap.push_back(pet);
}
break;
}
case TARGET_SCRIPT:
{
if(m_targets.getUnitTarget())
targetUnitMap.push_back(m_targets.getUnitTarget());
if(m_targets.getItemTarget())
AddItemTarget(m_targets.getItemTarget(), effIndex);
break;
}
case TARGET_SELF_FISHING:
targetUnitMap.push_back(m_caster);
break;
case TARGET_CHAIN_HEAL:
{
Unit* pUnitTarget = m_targets.getUnitTarget();
if(!pUnitTarget)
break;
if (EffectChainTarget <= 1)
targetUnitMap.push_back(pUnitTarget);
else
{
unMaxTargets = EffectChainTarget;
float max_range = radius + unMaxTargets * CHAIN_SPELL_JUMP_RADIUS;
UnitList tempTargetUnitMap;
FillAreaTargets(tempTargetUnitMap, max_range, PUSH_SELF_CENTER, SPELL_TARGETS_FRIENDLY);
if (m_caster != pUnitTarget && std::find(tempTargetUnitMap.begin(), tempTargetUnitMap.end(), m_caster) == tempTargetUnitMap.end())
tempTargetUnitMap.push_front(m_caster);
tempTargetUnitMap.sort(TargetDistanceOrderNear(pUnitTarget));
if (tempTargetUnitMap.empty())
break;
if (*tempTargetUnitMap.begin() == pUnitTarget)
tempTargetUnitMap.erase(tempTargetUnitMap.begin());
targetUnitMap.push_back(pUnitTarget);
uint32 t = unMaxTargets - 1;
Unit *prev = pUnitTarget;
UnitList::iterator next = tempTargetUnitMap.begin();
while(t && next != tempTargetUnitMap.end())
{
if(!prev->IsWithinDist(*next, CHAIN_SPELL_JUMP_RADIUS))
break;
if(!prev->IsWithinLOSInMap(*next))
{
++next;
continue;
}
if((*next)->GetHealth() == (*next)->GetMaxHealth())
{
next = tempTargetUnitMap.erase(next);
continue;
}
prev = *next;
targetUnitMap.push_back(prev);
tempTargetUnitMap.erase(next);
tempTargetUnitMap.sort(TargetDistanceOrderNear(prev));
next = tempTargetUnitMap.begin();
--t;
}
}
break;
}
case TARGET_CURRENT_ENEMY_COORDINATES:
{
Unit* currentTarget = m_targets.getUnitTarget();
if(currentTarget)
{
targetUnitMap.push_back(currentTarget);
m_targets.setDestination(currentTarget->GetPositionX(), currentTarget->GetPositionY(), currentTarget->GetPositionZ());
}
break;
}
case TARGET_AREAEFFECT_PARTY_AND_CLASS:
{
Player* targetPlayer = m_targets.getUnitTarget() && m_targets.getUnitTarget()->GetTypeId() == TYPEID_PLAYER
? (Player*)m_targets.getUnitTarget() : NULL;
Group* pGroup = targetPlayer ? targetPlayer->GetGroup() : NULL;
if(pGroup)
{
for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player* Target = itr->getSource();
// IsHostileTo check duel and controlled by enemy
if( Target && targetPlayer->IsWithinDistInMap(Target, radius) &&
targetPlayer->getClass() == Target->getClass() &&
!m_caster->IsHostileTo(Target) )
{
targetUnitMap.push_back(Target);
}
}
}
else if(m_targets.getUnitTarget())
targetUnitMap.push_back(m_targets.getUnitTarget());
break;
}
case TARGET_TABLE_X_Y_Z_COORDINATES:
{
SpellTargetPosition const* st = sSpellMgr.GetSpellTargetPosition(m_spellInfo->Id);
if(st)
{
// teleport spells are handled in another way
if (m_spellInfo->Effect[effIndex] == SPELL_EFFECT_TELEPORT_UNITS)
break;
if (st->target_mapId == m_caster->GetMapId())
m_targets.setDestination(st->target_X, st->target_Y, st->target_Z);
else
sLog.outError( "SPELL: wrong map (%u instead %u) target coordinates for spell ID %u", st->target_mapId, m_caster->GetMapId(), m_spellInfo->Id );
}
else
sLog.outError( "SPELL: unknown target coordinates for spell ID %u", m_spellInfo->Id );
break;
}
case TARGET_INFRONT_OF_VICTIM:
case TARGET_BEHIND_VICTIM:
case TARGET_RIGHT_FROM_VICTIM:
case TARGET_LEFT_FROM_VICTIM:
{
Unit *pTarget = NULL;
// explicit cast data from client or server-side cast
// some spell at client send caster
if(m_targets.getUnitTarget() && m_targets.getUnitTarget()!=m_caster)
pTarget = m_targets.getUnitTarget();
else if(m_caster->getVictim())
pTarget = m_caster->getVictim();
else if(m_caster->GetTypeId() == TYPEID_PLAYER)
pTarget = ObjectAccessor::GetUnit(*m_caster, ((Player*)m_caster)->GetSelectionGuid());
if(pTarget)
{
float angle = 0.0f;
float dist = (radius && targetMode != TARGET_BEHIND_VICTIM) ? radius : CONTACT_DISTANCE;
switch(targetMode)
{
case TARGET_INFRONT_OF_VICTIM: break;
case TARGET_BEHIND_VICTIM: angle = M_PI_F; break;
case TARGET_RIGHT_FROM_VICTIM: angle = -M_PI_F / 2; break;
case TARGET_LEFT_FROM_VICTIM: angle = M_PI_F / 2; break;
}
float _target_x, _target_y, _target_z;
pTarget->GetClosePoint(_target_x, _target_y, _target_z, pTarget->GetObjectBoundingRadius(), dist, angle);
if(pTarget->IsWithinLOS(_target_x, _target_y, _target_z))
{
targetUnitMap.push_back(m_caster);
m_targets.setDestination(_target_x, _target_y, _target_z);
}
}
break;
}
case TARGET_DYNAMIC_OBJECT_COORDINATES:
// if parent spell create dynamic object extract area from it
if(DynamicObject* dynObj = m_caster->GetDynObject(m_triggeredByAuraSpell ? m_triggeredByAuraSpell->Id : m_spellInfo->Id))
m_targets.setDestination(dynObj->GetPositionX(), dynObj->GetPositionY(), dynObj->GetPositionZ());
break;
case TARGET_DYNAMIC_OBJECT_FRONT:
case TARGET_DYNAMIC_OBJECT_BEHIND:
case TARGET_DYNAMIC_OBJECT_LEFT_SIDE:
case TARGET_DYNAMIC_OBJECT_RIGHT_SIDE:
{
if (!(m_targets.m_targetMask & TARGET_FLAG_DEST_LOCATION))
{
// General override, we don't want to use max spell range here.
// Note: 0.0 radius is also for index 36. It is possible that 36 must be defined as
// "at the base of", in difference to 0 which appear to be "directly in front of".
// TODO: some summoned will make caster be half inside summoned object. Need to fix
// that in the below code (nearpoint vs closepoint, etc).
if (m_spellInfo->EffectRadiusIndex[effIndex] == 0)
radius = 0.0f;
if (m_spellInfo->Id == 50019) // Hawk Hunting, problematic 50K radius
radius = 10.0f;
float angle = m_caster->GetOrientation();
switch(targetMode)
{
case TARGET_DYNAMIC_OBJECT_FRONT: break;
case TARGET_DYNAMIC_OBJECT_BEHIND: angle += M_PI_F; break;
case TARGET_DYNAMIC_OBJECT_LEFT_SIDE: angle += M_PI_F / 2; break;
case TARGET_DYNAMIC_OBJECT_RIGHT_SIDE: angle -= M_PI_F / 2; break;
}
float x, y;
m_caster->GetNearPoint2D(x, y, radius, angle);
m_targets.setDestination(x, y, m_caster->GetPositionZ());
}
targetUnitMap.push_back(m_caster);
break;
}
case TARGET_POINT_AT_NORTH:
case TARGET_POINT_AT_SOUTH:
case TARGET_POINT_AT_EAST:
case TARGET_POINT_AT_WEST:
case TARGET_POINT_AT_NE:
case TARGET_POINT_AT_NW:
case TARGET_POINT_AT_SE:
case TARGET_POINT_AT_SW:
{
if (!(m_targets.m_targetMask & TARGET_FLAG_DEST_LOCATION))
{
Unit* currentTarget = m_targets.getUnitTarget() ? m_targets.getUnitTarget() : m_caster;
float angle = currentTarget != m_caster ? currentTarget->GetAngle(m_caster) : m_caster->GetOrientation();
switch(targetMode)
{
case TARGET_POINT_AT_NORTH: break;
case TARGET_POINT_AT_SOUTH: angle += M_PI_F; break;
case TARGET_POINT_AT_EAST: angle -= M_PI_F / 2; break;
case TARGET_POINT_AT_WEST: angle += M_PI_F / 2; break;
case TARGET_POINT_AT_NE: angle -= M_PI_F / 4; break;
case TARGET_POINT_AT_NW: angle += M_PI_F / 4; break;
case TARGET_POINT_AT_SE: angle -= 3*M_PI_F / 4; break;
case TARGET_POINT_AT_SW: angle += 3*M_PI_F / 4; break;
}
float x, y;
currentTarget->GetNearPoint2D(x, y, radius, angle);
m_targets.setDestination(x, y, currentTarget->GetPositionZ());
}
break;
}
case TARGET_DIRECTLY_FORWARD:
{
if (!(m_targets.m_targetMask & TARGET_FLAG_DEST_LOCATION))
{
SpellRangeEntry const* rEntry = sSpellRangeStore.LookupEntry(m_spellInfo->rangeIndex);
float minRange = GetSpellMinRange(rEntry);
float maxRange = GetSpellMaxRange(rEntry);
float dist = minRange+ rand_norm_f()*(maxRange-minRange);
float _target_x, _target_y, _target_z;
m_caster->GetClosePoint(_target_x, _target_y, _target_z, m_caster->GetObjectBoundingRadius(), dist);
m_targets.setDestination(_target_x, _target_y, _target_z);
}
targetUnitMap.push_back(m_caster);
break;
}
case TARGET_EFFECT_SELECT:
{
// add here custom effects that need default target.
// FOR EVERY TARGET TYPE THERE IS A DIFFERENT FILL!!
switch(m_spellInfo->Effect[effIndex])
{
case SPELL_EFFECT_DUMMY:
{
switch(m_spellInfo->Id)
{
case 20577: // Cannibalize
{
WorldObject* result = FindCorpseUsing<MaNGOS::CannibalizeObjectCheck> ();
if(result)
{
switch(result->GetTypeId())
{
case TYPEID_UNIT:
case TYPEID_PLAYER:
targetUnitMap.push_back((Unit*)result);
break;
case TYPEID_CORPSE:
m_targets.setCorpseTarget((Corpse*)result);
if (Player* owner = ObjectAccessor::FindPlayer(((Corpse*)result)->GetOwnerGuid()))
targetUnitMap.push_back(owner);
break;
}
}
else
{
// clear cooldown at fail
if (m_caster->GetTypeId() == TYPEID_PLAYER)
((Player*)m_caster)->RemoveSpellCooldown(m_spellInfo->Id, true);
SendCastResult(SPELL_FAILED_NO_EDIBLE_CORPSES);
finish(false);
}
break;
}
default:
if (m_targets.getUnitTarget())
targetUnitMap.push_back(m_targets.getUnitTarget());
break;
}
break;
}
case SPELL_EFFECT_BIND:
case SPELL_EFFECT_RESURRECT:
case SPELL_EFFECT_PARRY:
case SPELL_EFFECT_BLOCK:
case SPELL_EFFECT_CREATE_ITEM:
case SPELL_EFFECT_TRIGGER_SPELL:
case SPELL_EFFECT_TRIGGER_MISSILE:
case SPELL_EFFECT_LEARN_SPELL:
case SPELL_EFFECT_SKILL_STEP:
case SPELL_EFFECT_PROFICIENCY:
case SPELL_EFFECT_SUMMON_OBJECT_WILD:
case SPELL_EFFECT_SELF_RESURRECT:
case SPELL_EFFECT_REPUTATION:
case SPELL_EFFECT_SEND_TAXI:
if (m_targets.getUnitTarget())
targetUnitMap.push_back(m_targets.getUnitTarget());
// Triggered spells have additional spell targets - cast them even if no explicit unit target is given (required for spell 50516 for example)
else if (m_spellInfo->Effect[effIndex] == SPELL_EFFECT_TRIGGER_SPELL)
targetUnitMap.push_back(m_caster);
break;
case SPELL_EFFECT_SUMMON_PLAYER:
if (m_caster->GetTypeId()==TYPEID_PLAYER && ((Player*)m_caster)->GetSelectionGuid())
if (Player* target = sObjectMgr.GetPlayer(((Player*)m_caster)->GetSelectionGuid()))
targetUnitMap.push_back(target);
break;
case SPELL_EFFECT_RESURRECT_NEW:
if (m_targets.getUnitTarget())
targetUnitMap.push_back(m_targets.getUnitTarget());
if (m_targets.getCorpseTargetGuid())
{
if (Corpse *corpse = m_caster->GetMap()->GetCorpse(m_targets.getCorpseTargetGuid()))
if (Player* owner = ObjectAccessor::FindPlayer(corpse->GetOwnerGuid()))
targetUnitMap.push_back(owner);
}
break;
case SPELL_EFFECT_TELEPORT_UNITS:
case SPELL_EFFECT_SUMMON:
case SPELL_EFFECT_SUMMON_CHANGE_ITEM:
case SPELL_EFFECT_TRANS_DOOR:
case SPELL_EFFECT_ADD_FARSIGHT:
case SPELL_EFFECT_APPLY_GLYPH:
case SPELL_EFFECT_STUCK:
case SPELL_EFFECT_BREAK_PLAYER_TARGETING:
case SPELL_EFFECT_SUMMON_ALL_TOTEMS:
case SPELL_EFFECT_FEED_PET:
case SPELL_EFFECT_DESTROY_ALL_TOTEMS:
case SPELL_EFFECT_SKILL:
targetUnitMap.push_back(m_caster);
break;
case SPELL_EFFECT_PERSISTENT_AREA_AURA:
if(Unit* currentTarget = m_targets.getUnitTarget())
m_targets.setDestination(currentTarget->GetPositionX(), currentTarget->GetPositionY(), currentTarget->GetPositionZ());
break;
case SPELL_EFFECT_LEARN_PET_SPELL:
if (Pet* pet = m_caster->GetPet())
targetUnitMap.push_back(pet);
break;
case SPELL_EFFECT_ENCHANT_ITEM:
case SPELL_EFFECT_ENCHANT_ITEM_TEMPORARY:
case SPELL_EFFECT_ENCHANT_ITEM_PRISMATIC:
case SPELL_EFFECT_DISENCHANT:
case SPELL_EFFECT_PROSPECTING:
case SPELL_EFFECT_MILLING:
if (m_targets.getItemTarget())
AddItemTarget(m_targets.getItemTarget(), effIndex);
break;
case SPELL_EFFECT_APPLY_AURA:
switch(m_spellInfo->EffectApplyAuraName[effIndex])
{
case SPELL_AURA_ADD_FLAT_MODIFIER: // some spell mods auras have 0 target modes instead expected TARGET_SELF(1) (and present for other ranks for same spell for example)
case SPELL_AURA_ADD_PCT_MODIFIER:
targetUnitMap.push_back(m_caster);
break;
default: // apply to target in other case
if (m_targets.getUnitTarget())
targetUnitMap.push_back(m_targets.getUnitTarget());
break;
}
break;
case SPELL_EFFECT_APPLY_AREA_AURA_PARTY:
// AreaAura
if ((m_spellInfo->Attributes == (SPELL_ATTR_NOT_SHAPESHIFT | SPELL_ATTR_UNK18 | SPELL_ATTR_CASTABLE_WHILE_MOUNTED | SPELL_ATTR_CASTABLE_WHILE_SITTING)) || (m_spellInfo->Attributes == SPELL_ATTR_NOT_SHAPESHIFT))
SetTargetMap(effIndex, TARGET_AREAEFFECT_PARTY, targetUnitMap);
break;
case SPELL_EFFECT_SKIN_PLAYER_CORPSE:
if (m_targets.getUnitTarget())
targetUnitMap.push_back(m_targets.getUnitTarget());
else if (m_targets.getCorpseTargetGuid())
{
if (Corpse *corpse = m_caster->GetMap()->GetCorpse(m_targets.getCorpseTargetGuid()))
if (Player* owner = ObjectAccessor::FindPlayer(corpse->GetOwnerGuid()))
targetUnitMap.push_back(owner);
}
break;
default:
break;
}
break;
}
default:
//sLog.outError( "SPELL: Unknown implicit target (%u) for spell ID %u", targetMode, m_spellInfo->Id );
break;
}
if (unMaxTargets && targetUnitMap.size() > unMaxTargets)
{
// make sure one unit is always removed per iteration
uint32 removed_utarget = 0;
for (UnitList::iterator itr = targetUnitMap.begin(), next; itr != targetUnitMap.end(); itr = next)
{
next = itr;
++next;
if (!*itr) continue;
if ((*itr) == m_targets.getUnitTarget())
{
targetUnitMap.erase(itr);
removed_utarget = 1;
// break;
}
}
// remove random units from the map
while (targetUnitMap.size() > unMaxTargets - removed_utarget)
{
uint32 poz = urand(0, targetUnitMap.size()-1);
for (UnitList::iterator itr = targetUnitMap.begin(); itr != targetUnitMap.end(); ++itr, --poz)
{
if (!*itr) continue;
if (!poz)
{
targetUnitMap.erase(itr);
break;
}
}
}
// the player's target will always be added to the map
if (removed_utarget && m_targets.getUnitTarget())
targetUnitMap.push_back(m_targets.getUnitTarget());
}
}
void Spell::prepare(SpellCastTargets const* targets, Aura* triggeredByAura)
{
m_targets = *targets;
m_spellState = SPELL_STATE_PREPARING;
m_castPositionX = m_caster->GetPositionX();
m_castPositionY = m_caster->GetPositionY();
m_castPositionZ = m_caster->GetPositionZ();
m_castOrientation = m_caster->GetOrientation();
if(triggeredByAura)
m_triggeredByAuraSpell = triggeredByAura->GetSpellProto();
// 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(m_caster->IsNonMeleeSpellCasted(false, true, true) && m_cast_count)
{
SendCastResult(SPELL_FAILED_SPELL_IN_PROGRESS);
finish(false);
return;
}
// Fill cost data
m_powerCost = CalculatePowerCost(m_spellInfo, m_caster, this, m_CastItem);
SpellCastResult result = CheckCast(true);
if(result != SPELL_CAST_OK && !IsAutoRepeat()) //always cast autorepeat dummy for triggering
{
if(triggeredByAura)
{
SendChannelUpdate(0);
triggeredByAura->GetHolder()->SetAuraDuration(0);
}
SendCastResult(result);
finish(false);
return;
}
// Prepare data for triggers
prepareDataForTriggerSystem();
// calculate cast time (calculated after first CheckCast check to prevent charge counting for first CheckCast fail)
m_casttime = GetSpellCastTime(m_spellInfo, this);
m_duration = CalculateSpellDuration(m_spellInfo, m_caster);
// set timer base at cast time
ReSetTimer();
// 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 ( !m_IsTriggeredSpell && isSpellBreakStealth(m_spellInfo) )
{
m_caster->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
m_caster->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
}
// add non-triggered (with cast time and without)
if (!m_IsTriggeredSpell)
{
// add to cast type slot
m_caster->SetCurrentCastedSpell( this );
// will show cast bar
SendSpellStart();
TriggerGlobalCooldown();
}
// execute triggered without cast time explicitly in call point
else if(m_timer == 0)
cast(true);
// else triggered with cast time will execute execute at next tick or later
// without adding to cast type slot
// will not show cast bar but will show effects at casting time etc
}
void Spell::cancel()
{
if(m_spellState == SPELL_STATE_FINISHED)
return;
// channeled spells don't display interrupted message even if they are interrupted, possible other cases with no "Interrupted" message
bool sendInterrupt = IsChanneledSpell(m_spellInfo) ? false : true;
m_autoRepeat = false;
switch (m_spellState)
{
case SPELL_STATE_PREPARING:
CancelGlobalCooldown();
//(no break)
case SPELL_STATE_DELAYED:
{
SendInterrupted(0);
if (sendInterrupt)
SendCastResult(SPELL_FAILED_INTERRUPTED);
} break;
case SPELL_STATE_CASTING:
{
for(TargetList::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
{
if (ihit->missCondition == SPELL_MISS_NONE)
{
Unit* unit = m_caster->GetObjectGuid() == (*ihit).targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID);
if (unit && unit->isAlive())
unit->RemoveAurasByCasterSpell(m_spellInfo->Id, m_caster->GetObjectGuid());
// prevent other effects applying if spell is already interrupted
// i.e. if effects have different targets and it was interrupted on one of them when
// haven't yet applied to another
ihit->processed = true;
}
}
SendChannelUpdate(0);
SendInterrupted(0);
if (sendInterrupt)
SendCastResult(SPELL_FAILED_INTERRUPTED);
} break;
default:
{
} break;
}
finish(false);
m_caster->RemoveDynObject(m_spellInfo->Id);
m_caster->RemoveGameObject(m_spellInfo->Id, true);
}
void Spell::cast(bool skipCheck)
{
SetExecutedCurrently(true);
if (!m_caster->CheckAndIncreaseCastCounter())
{
if (m_triggeredByAuraSpell)
sLog.outError("Spell %u triggered by aura spell %u too deep in cast chain for cast. Cast not allowed for prevent overflow stack crash.", m_spellInfo->Id, m_triggeredByAuraSpell->Id);
else
sLog.outError("Spell %u too deep in cast chain for cast. Cast not allowed for prevent overflow stack crash.", m_spellInfo->Id);
SendCastResult(SPELL_FAILED_ERROR);
finish(false);
SetExecutedCurrently(false);
return;
}
// update pointers base at GUIDs to prevent access to already nonexistent object
UpdatePointers();
// cancel at lost main target unit
if (!m_targets.getUnitTarget() && m_targets.getUnitTargetGuid() && m_targets.getUnitTargetGuid() != m_caster->GetObjectGuid())
{
cancel();
m_caster->DecreaseCastCounter();
SetExecutedCurrently(false);
return;
}
if (m_caster->GetTypeId() != TYPEID_PLAYER && m_targets.getUnitTarget() && m_targets.getUnitTarget() != m_caster)
m_caster->SetInFront(m_targets.getUnitTarget());
SpellCastResult castResult = CheckPower();
if (castResult != SPELL_CAST_OK)
{
SendCastResult(castResult);
finish(false);
m_caster->DecreaseCastCounter();
SetExecutedCurrently(false);
return;
}
// triggered cast called from Spell::prepare where it was already checked
if (!skipCheck)
{
castResult = CheckCast(false);
if(castResult != SPELL_CAST_OK)
{
SendCastResult(castResult);
finish(false);
m_caster->DecreaseCastCounter();
SetExecutedCurrently(false);
return;
}
}
// different triggered (for caster and main target after main cast) and pre-cast (casted before apply effect to each target) cases
switch(m_spellInfo->SpellFamilyName)
{
case SPELLFAMILY_GENERIC:
{
// Bandages
if (m_spellInfo->Mechanic == MECHANIC_BANDAGE)
AddPrecastSpell(11196); // Recently Bandaged
// Stoneskin
else if (m_spellInfo->Id == 20594)
AddTriggeredSpell(65116); // Stoneskin - armor 10% for 8 sec
// Chaos Bane strength buff
else if (m_spellInfo->Id == 71904)
AddTriggeredSpell(73422);
break;
}
case SPELLFAMILY_MAGE:
{
// Ice Block
if (m_spellInfo->SpellFamilyFlags & UI64LIT(0x0000008000000000))
AddPrecastSpell(41425); // Hypothermia
// Icy Veins
else if (m_spellInfo->Id == 12472)
{
if (m_caster->HasAura(56374)) // Glyph of Icy Veins
{
// not exist spell do it so apply directly
m_caster->RemoveSpellsCausingAura(SPELL_AURA_MOD_DECREASE_SPEED);
m_caster->RemoveSpellsCausingAura(SPELL_AURA_HASTE_SPELLS);
}
}
// Fingers of Frost
else if (m_spellInfo->Id == 44544)
AddPrecastSpell(74396); // Fingers of Frost
break;
}
case SPELLFAMILY_WARRIOR:
{
// Shield Slam
if ((m_spellInfo->SpellFamilyFlags & UI64LIT(0x0000020000000000)) && m_spellInfo->Category==1209)
{
if (m_caster->HasAura(58375)) // Glyph of Blocking
AddTriggeredSpell(58374); // Glyph of Blocking
}
// Bloodrage
if (m_spellInfo->SpellFamilyFlags & UI64LIT(0x0000000000000100))
{
if (m_caster->HasAura(70844)) // Item - Warrior T10 Protection 4P Bonus
AddTriggeredSpell(70845); // Stoicism
}
// Bloodsurge (triggered), Sudden Death (triggered)
else if (m_spellInfo->Id == 46916 || m_spellInfo->Id == 52437)
// Item - Warrior T10 Melee 4P Bonus
if (Aura *aur = m_caster->GetAura(70847, EFFECT_INDEX_0))
if (roll_chance_i(aur->GetModifier()->m_amount))
AddTriggeredSpell(70849); // Extra Charge!
break;
}
case SPELLFAMILY_PRIEST:
{
// Power Word: Shield
if (m_spellInfo->Mechanic == MECHANIC_SHIELD &&
(m_spellInfo->SpellFamilyFlags & UI64LIT(0x0000000000000001)))
AddPrecastSpell(6788); // Weakened Soul
// Prayer of Mending (jump animation), we need formal caster instead original for correct animation
else if (m_spellInfo->SpellFamilyFlags & UI64LIT(0x0000002000000000))
AddTriggeredSpell(41637);
switch(m_spellInfo->Id)
{
case 15237: AddTriggeredSpell(23455); break;// Holy Nova, rank 1
case 15430: AddTriggeredSpell(23458); break;// Holy Nova, rank 2
case 15431: AddTriggeredSpell(23459); break;// Holy Nova, rank 3
case 27799: AddTriggeredSpell(27803); break;// Holy Nova, rank 4
case 27800: AddTriggeredSpell(27804); break;// Holy Nova, rank 5
case 27801: AddTriggeredSpell(27805); break;// Holy Nova, rank 6
case 25331: AddTriggeredSpell(25329); break;// Holy Nova, rank 7
case 48077: AddTriggeredSpell(48075); break;// Holy Nova, rank 8
case 48078: AddTriggeredSpell(48076); break;// Holy Nova, rank 9
default:break;
}
break;
}
case SPELLFAMILY_DRUID:
{
// Faerie Fire (Feral)
if (m_spellInfo->Id == 16857 && m_caster->GetShapeshiftForm() != FORM_CAT)
AddTriggeredSpell(60089);
// Clearcasting
else if (m_spellInfo->Id == 16870)
{
if (m_caster->HasAura(70718)) // Item - Druid T10 Balance 2P Bonus
AddPrecastSpell(70721); // Omen of Doom
}
// Berserk (Bear Mangle part)
else if (m_spellInfo->Id == 50334)
AddTriggeredSpell(58923);
break;
}
case SPELLFAMILY_ROGUE:
// Fan of Knives (main hand)
if (m_spellInfo->Id == 51723 && m_caster->GetTypeId() == TYPEID_PLAYER &&
((Player*)m_caster)->haveOffhandWeapon())
{
AddTriggeredSpell(52874); // Fan of Knives (offhand)
}
break;
case SPELLFAMILY_HUNTER:
{
// Deterrence
if (m_spellInfo->Id == 19263)
AddPrecastSpell(67801);
// Kill Command
else if (m_spellInfo->Id == 34026)
{
if (m_caster->HasAura(37483)) // Improved Kill Command - Item set bonus
m_caster->CastSpell(m_caster, 37482, true);// Exploited Weakness
}
// Lock and Load
else if (m_spellInfo->Id == 56453)
AddPrecastSpell(67544); // Lock and Load Marker
break;
}
case SPELLFAMILY_PALADIN:
{
// Divine Illumination
if (m_spellInfo->Id == 31842)
{
if (m_caster->HasAura(70755)) // Item - Paladin T10 Holy 2P Bonus
AddPrecastSpell(71166); // Divine Illumination
}
// Hand of Reckoning
else if (m_spellInfo->Id == 62124)
{
if (m_targets.getUnitTarget() && m_targets.getUnitTarget()->getVictim() != m_caster)
AddPrecastSpell(67485); // Hand of Rekoning (no typos in name ;) )
}
// Divine Shield, Divine Protection or Hand of Protection
else if (m_spellInfo->SpellFamilyFlags & UI64LIT(0x0000000000400080))
{
AddPrecastSpell(25771); // Forbearance
AddPrecastSpell(61987); // Avenging Wrath Marker
}
// Lay on Hands
else if (m_spellInfo->SpellFamilyFlags & UI64LIT(0x0000000000008000))
{
// only for self cast
if (m_caster == m_targets.getUnitTarget())
AddPrecastSpell(25771); // Forbearance
}
// Avenging Wrath
else if (m_spellInfo->SpellFamilyFlags & UI64LIT(0x0000200000000000))
AddPrecastSpell(61987); // Avenging Wrath Marker
break;
}
case SPELLFAMILY_SHAMAN:
{
// Bloodlust
if (m_spellInfo->Id == 2825)
AddPrecastSpell(57724); // Sated
// Heroism
else if (m_spellInfo->Id == 32182)
AddPrecastSpell(57723); // Exhaustion
// Spirit Walk
else if (m_spellInfo->Id == 58875)
AddPrecastSpell(58876);
// Totem of Wrath
else if (m_spellInfo->Effect[EFFECT_INDEX_0]==SPELL_EFFECT_APPLY_AREA_AURA_RAID && m_spellInfo->SpellFamilyFlags & UI64LIT(0x0000000004000000))
// only for main totem spell cast
AddTriggeredSpell(30708); // Totem of Wrath
break;
}
case SPELLFAMILY_DEATHKNIGHT:
{
// Chains of Ice
if (m_spellInfo->Id == 45524)
AddTriggeredSpell(55095); // Frost Fever
break;
}
default:
break;
}
// 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 (!m_IsTriggeredSpell && m_CastItem)
((Player*)m_caster)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_USE_ITEM, m_CastItem->GetEntry());
((Player*)m_caster)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL, m_spellInfo->Id);
}
FillTargetMap();
if(m_spellState == SPELL_STATE_FINISHED) // stop cast if spell marked as finish somewhere in FillTargetMap
{
m_caster->DecreaseCastCounter();
SetExecutedCurrently(false);
return;
}
// CAST SPELL
SendSpellCooldown();
TakePower();
TakeReagents(); // we must remove reagents before HandleEffects to allow place crafted item in same slot
SendCastResult(castResult);
SendSpellGo(); // we must send smsg_spell_go packet before m_castItem delete in TakeCastItem()...
InitializeDamageMultipliers();
Unit *procTarget = m_targets.getUnitTarget();
if (!procTarget)
procTarget = m_caster;
// Okay, everything is prepared. Now we need to distinguish between immediate and evented delayed spells
if (m_spellInfo->speed > 0.0f)
{
// 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();
// fill initial spell damage from caster for delayed casted spells
for(TargetList::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
HandleDelayedSpellLaunch(&(*ihit));
// Okay, maps created, now prepare flags
m_immediateHandled = false;
m_spellState = SPELL_STATE_DELAYED;
SetDelayStart(0);
// on spell cast end proc,
// critical hit related part is currently done on hit so proc there,
// 0 damage since any damage based procs should be on hit
// 0 victim proc since there is no victim proc dependent on successfull cast for caster
m_caster->ProcDamageAndSpell(procTarget, m_procAttacker, 0, PROC_EX_CAST_END, 0, m_attackType, m_spellInfo);
}
else
{
m_caster->ProcDamageAndSpell(procTarget, m_procAttacker, 0, PROC_EX_CAST_END, 0, m_attackType, m_spellInfo);
// Immediate spell, no big deal
handle_immediate();
}
m_caster->DecreaseCastCounter();
SetExecutedCurrently(false);
}
void Spell::handle_immediate()
{
// process immediate effects (items, ground, etc.) also initialize some variables
_handle_immediate_phase();
// start channeling if applicable (after _handle_immediate_phase for get persistent effect dynamic object for channel target
if (IsChanneledSpell(m_spellInfo) && m_duration)
{
m_spellState = SPELL_STATE_CASTING;
SendChannelStart(m_duration);
}
for(TargetList::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
DoAllEffectOnTarget(&(*ihit));
for(GOTargetList::iterator ihit = m_UniqueGOTargetInfo.begin(); ihit != m_UniqueGOTargetInfo.end(); ++ihit)
DoAllEffectOnTarget(&(*ihit));
// spell is finished, perform some last features of the spell here
_handle_finish_phase();
// Remove used for cast item if need (it can be already NULL after TakeReagents call
TakeCastItem();
if(m_spellState != SPELL_STATE_CASTING)
finish(true); // successfully finish spell cast (not last in case autorepeat or channel spell)
}
uint64 Spell::handle_delayed(uint64 t_offset)
{
uint64 next_time = 0;
if (!m_immediateHandled)
{
_handle_immediate_phase();
m_immediateHandled = true;
}
// now recheck units targeting correctness (need before any effects apply to prevent adding immunity at first effect not allow apply second spell effect and similar cases)
for(TargetList::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
{
if (!ihit->processed)
{
if (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(GOTargetList::iterator ighit = m_UniqueGOTargetInfo.begin(); ighit != m_UniqueGOTargetInfo.end(); ++ighit)
{
if (!ighit->processed)
{
if (ighit->timeDelay <= t_offset)
DoAllEffectOnTarget(&(*ighit));
else if (next_time == 0 || ighit->timeDelay < next_time)
next_time = ighit->timeDelay;
}
}
// All targets passed - need finish phase
if (next_time == 0)
{
// spell is finished, perform some last features of the spell here
_handle_finish_phase();
finish(true); // successfully finish spell cast
// return zero, spell is finished now
return 0;
}
else
{
// spell is unfinished, return next execution time
return next_time;
}
}
void Spell::_handle_immediate_phase()
{
// handle some immediate features of the spell here
HandleThreatSpells();
m_needSpellLog = IsNeedSendToClient();
for(int j = 0; j < MAX_EFFECT_INDEX; ++j)
{
if(m_spellInfo->Effect[j] == 0)
continue;
// apply Send Event effect to ground in case empty target lists
if( m_spellInfo->Effect[j] == SPELL_EFFECT_SEND_EVENT && !HaveTargetsForEffect(SpellEffectIndex(j)) )
{
HandleEffects(NULL, NULL, NULL, SpellEffectIndex(j));
continue;
}
// Don't do spell log, if is school damage spell
if(m_spellInfo->Effect[j] == SPELL_EFFECT_SCHOOL_DAMAGE || m_spellInfo->Effect[j] == 0)
m_needSpellLog = false;
}
// initialize Diminishing Returns Data
m_diminishLevel = DIMINISHING_LEVEL_1;
m_diminishGroup = DIMINISHING_NONE;
// process items
for(ItemTargetList::iterator ihit = m_UniqueItemInfo.begin(); ihit != m_UniqueItemInfo.end(); ++ihit)
DoAllEffectOnTarget(&(*ihit));
// process ground
for(int j = 0; j < MAX_EFFECT_INDEX; ++j)
{
// persistent area auras target only the ground
if(m_spellInfo->Effect[j] == SPELL_EFFECT_PERSISTENT_AREA_AURA)
HandleEffects(NULL, NULL, NULL, SpellEffectIndex(j));
}
}
void Spell::_handle_finish_phase()
{
// spell log
if(m_needSpellLog)
SendLogExecute();
}
void Spell::SendSpellCooldown()
{
if(m_caster->GetTypeId() != TYPEID_PLAYER)
return;
Player* _player = (Player*)m_caster;
// mana/health/etc potions, disabled by client (until combat out as declarate)
if (m_CastItem && m_CastItem->IsPotion())
{
// need in some way provided data for Spell::finish SendCooldownEvent
_player->SetLastPotionId(m_CastItem->GetEntry());
return;
}
// (1) have infinity cooldown but set at aura apply, (2) passive cooldown at triggering
if (m_spellInfo->HasAttribute(SPELL_ATTR_DISABLED_WHILE_ACTIVE) || m_spellInfo->HasAttribute(SPELL_ATTR_PASSIVE))
return;
_player->AddSpellAndCategoryCooldowns(m_spellInfo, m_CastItem ? m_CastItem->GetEntry() : 0, this);
}
void Spell::update(uint32 difftime)
{
// update pointers based at it's GUIDs
UpdatePointers();
if (m_targets.getUnitTargetGuid() && !m_targets.getUnitTarget())
{
cancel();
return;
}
// check if the player caster has moved before the spell finished
if ((m_caster->GetTypeId() == TYPEID_PLAYER && m_timer != 0) &&
(m_castPositionX != m_caster->GetPositionX() || m_castPositionY != m_caster->GetPositionY() || m_castPositionZ != m_caster->GetPositionZ()) &&
(m_spellInfo->Effect[EFFECT_INDEX_0] != SPELL_EFFECT_STUCK || !((Player*)m_caster)->m_movementInfo.HasMovementFlag(MOVEFLAG_FALLINGFAR)))
{
// always cancel for channeled spells
if( m_spellState == SPELL_STATE_CASTING )
cancel();
// don't cancel for melee, autorepeat, triggered and instant spells
else if(!IsNextMeleeSwingSpell() && !IsAutoRepeat() && !m_IsTriggeredSpell && (m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_MOVEMENT))
cancel();
}
switch(m_spellState)
{
case SPELL_STATE_PREPARING:
{
if(m_timer)
{
if(difftime >= m_timer)
m_timer = 0;
else
m_timer -= difftime;
}
if(m_timer == 0 && !IsNextMeleeSwingSpell() && !IsAutoRepeat())
cast();
} break;
case SPELL_STATE_CASTING:
{
if(m_timer > 0)
{
if( m_caster->GetTypeId() == TYPEID_PLAYER )
{
// check if player has jumped before the channeling finished
if(((Player*)m_caster)->m_movementInfo.HasMovementFlag(MOVEFLAG_FALLING))
cancel();
// check for incapacitating player states
if( m_caster->hasUnitState(UNIT_STAT_CAN_NOT_REACT))
cancel();
// check if player has turned if flag is set
if( m_spellInfo->ChannelInterruptFlags & CHANNEL_FLAG_TURNING && m_castOrientation != m_caster->GetOrientation() )
cancel();
}
// check if there are alive targets left
if (!IsAliveUnitPresentInTargetList())
{
SendChannelUpdate(0);
finish();
}
if(difftime >= m_timer)
m_timer = 0;
else
m_timer -= difftime;
}
if(m_timer == 0)
{
SendChannelUpdate(0);
// channeled spell processed independently for quest targeting
// cast at creature (or GO) quest objectives update at successful cast channel finished
// ignore autorepeat/melee casts for speed (not exist quest for spells (hm... )
if( !IsAutoRepeat() && !IsNextMeleeSwingSpell() )
{
if ( Player* p = m_caster->GetCharmerOrOwnerPlayerOrPlayerItself() )
{
for(TargetList::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
{
TargetInfo const& target = *ihit;
if (!target.targetGUID.IsCreatureOrVehicle())
continue;
Unit* unit = m_caster->GetObjectGuid() == target.targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, target.targetGUID);
if (unit == NULL)
continue;
p->RewardPlayerAndGroupAtCast(unit, m_spellInfo->Id);
}
for(GOTargetList::const_iterator ihit = m_UniqueGOTargetInfo.begin(); ihit != m_UniqueGOTargetInfo.end(); ++ihit)
{
GOTargetInfo const& target = *ihit;
GameObject* go = m_caster->GetMap()->GetGameObject(target.targetGUID);
if(!go)
continue;
p->RewardPlayerAndGroupAtCast(go, m_spellInfo->Id);
}
}
}
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;
// other code related only to successfully finished spells
if (!ok)
return;
// handle SPELL_AURA_ADD_TARGET_TRIGGER auras
Unit::AuraList const& targetTriggers = m_caster->GetAurasByType(SPELL_AURA_ADD_TARGET_TRIGGER);
for(Unit::AuraList::const_iterator i = targetTriggers.begin(); i != targetTriggers.end(); ++i)
{
if (!(*i)->isAffectedOnSpell(m_spellInfo))
continue;
for(TargetList::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
{
if (ihit->missCondition == SPELL_MISS_NONE)
{
// check m_caster->GetGUID() let load auras at login and speedup most often case
Unit *unit = m_caster->GetObjectGuid() == ihit->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID);
if (unit && unit->isAlive())
{
SpellEntry const *auraSpellInfo = (*i)->GetSpellProto();
SpellEffectIndex auraSpellIdx = (*i)->GetEffIndex();
// Calculate chance at that moment (can be depend for example from combo points)
int32 auraBasePoints = (*i)->GetBasePoints();
int32 chance = m_caster->CalculateSpellDamage(unit, auraSpellInfo, auraSpellIdx, &auraBasePoints);
if(roll_chance_i(chance))
m_caster->CastSpell(unit, auraSpellInfo->EffectTriggerSpell[auraSpellIdx], true, NULL, (*i));
}
}
}
}
// Heal caster for all health leech from all targets
if (m_healthLeech)
{
uint32 absorb = 0;
m_caster->CalculateHealAbsorb(uint32(m_healthLeech), &absorb);
m_caster->DealHeal(m_caster, uint32(m_healthLeech) - absorb, m_spellInfo, false, absorb);
}
if (IsMeleeAttackResetSpell())
{
m_caster->resetAttackTimer(BASE_ATTACK);
if(m_caster->haveOffhandWeapon())
m_caster->resetAttackTimer(OFF_ATTACK);
}
/*if (IsRangedAttackResetSpell())
m_caster->resetAttackTimer(RANGED_ATTACK);*/
// Clear combo at finish state
if(m_caster->GetTypeId() == TYPEID_PLAYER && NeedsComboPoints(m_spellInfo))
{
// Not drop combopoints if negative spell and if any miss on enemy exist
bool needDrop = true;
if (!IsPositiveSpell(m_spellInfo->Id))
{
for(TargetList::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
{
if (ihit->missCondition != SPELL_MISS_NONE && ihit->targetGUID != m_caster->GetObjectGuid())
{
needDrop = false;
break;
}
}
}
if (needDrop)
((Player*)m_caster)->ClearComboPoints();
}
// potions disabled by client, send event "not in combat" if need
if (m_caster->GetTypeId() == TYPEID_PLAYER)
((Player*)m_caster)->UpdatePotionCooldown(this);
// call triggered spell only at successful cast (after clear combo points -> for add some if need)
if(!m_TriggerSpells.empty())
CastTriggerSpells();
// Stop Attack for some spells
if (m_spellInfo->HasAttribute(SPELL_ATTR_STOP_ATTACK_TARGET))
m_caster->AttackStop();
// update encounter state if needed
Map *map = m_caster->GetMap();
if (map->IsDungeon())
((DungeonMap*)map)->GetPersistanceState()->UpdateEncounterState(ENCOUNTER_CREDIT_CAST_SPELL, m_spellInfo->Id);
}
void Spell::SendCastResult(SpellCastResult result)
{
if(result == SPELL_CAST_OK)
return;
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return;
if(((Player*)m_caster)->GetSession()->PlayerLoading()) // don't send cast results at loading time
return;
SendCastResult((Player*)m_caster, m_spellInfo, m_cast_count, result);
}
void Spell::SendCastResult(Player* caster, SpellEntry const* spellInfo, uint8 cast_count, SpellCastResult result)
{
if(result == SPELL_CAST_OK)
return;
WorldPacket data(SMSG_CAST_FAILED, (4+1+1));
data << uint8(cast_count); // single cast or multi 2.3 (0/1)
data << uint32(spellInfo->Id);
data << uint8(result); // problem
switch (result)
{
case SPELL_FAILED_NOT_READY:
data << uint32(0); // unknown, value 1 seen for 14177 (update cooldowns on client flag)
break;
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:
for(int i = 0; i < MAX_SPELL_TOTEMS; ++i)
if(spellInfo->Totem[i])
data << uint32(spellInfo->Totem[i]); // client needs only one id, not 2...
break;
case SPELL_FAILED_TOTEM_CATEGORY:
for(int i = 0; i < MAX_SPELL_TOTEM_CATEGORIES; ++i)
if(spellInfo->TotemCategory[i])
data << uint32(spellInfo->TotemCategory[i]);// client needs only one id, not 2...
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_PREVENTED_BY_MECHANIC:
data << uint32(0); // SpellMechanic.dbc id
break;
case SPELL_FAILED_CUSTOM_ERROR:
data << uint32(0); // custom error id (see enum SpellCastResultCustom)
break;
case SPELL_FAILED_NEED_EXOTIC_AMMO:
data << uint32(spellInfo->EquippedItemSubClassMask);// seems correct...
break;
case SPELL_FAILED_REAGENTS:
data << uint32(0); // item id
break;
case SPELL_FAILED_NEED_MORE_ITEMS:
data << uint32(0); // item id
data << uint32(0); // item count?
break;
case SPELL_FAILED_MIN_SKILL:
data << uint32(0); // SkillLine.dbc id
data << uint32(0); // required skill value
break;
case SPELL_FAILED_TOO_MANY_OF_ITEM:
data << uint32(0); // ItemLimitCategory.dbc id
break;
case SPELL_FAILED_FISHING_TOO_LOW:
data << uint32(0); // required fishing skill
break;
default:
break;
}
caster->GetSession()->SendPacket(&data);
}
void Spell::SendSpellStart()
{
if (!IsNeedSendToClient())
return;
DEBUG_FILTER_LOG(LOG_FILTER_SPELL_CAST, "Sending SMSG_SPELL_START id=%u", m_spellInfo->Id);
uint32 castFlags = CAST_FLAG_UNKNOWN2;
if (IsRangedSpell())
castFlags |= CAST_FLAG_AMMO;
if (m_spellInfo->runeCostID)
castFlags |= CAST_FLAG_UNKNOWN19;
WorldPacket data(SMSG_SPELL_START, (8+8+4+4+2));
if (m_CastItem)
data << m_CastItem->GetPackGUID();
else
data << m_caster->GetPackGUID();
data << m_caster->GetPackGUID();
data << uint8(m_cast_count); // pending spell cast
data << uint32(m_spellInfo->Id); // spellId
data << uint32(castFlags); // cast flags
data << uint32(m_timer); // delay?
data << m_targets;
if (castFlags & CAST_FLAG_PREDICTED_POWER) // predicted power
data << uint32(0);
if (castFlags & CAST_FLAG_PREDICTED_RUNES) // predicted runes
{
uint8 v1 = 0;//m_runesState;
uint8 v2 = 0;//((Player*)m_caster)->GetRunesState();
data << uint8(v1); // runes state before
data << uint8(v2); // runes state after
for(uint8 i = 0; i < MAX_RUNES; ++i)
{
uint8 m = (1 << i);
if(m & v1) // usable before...
if(!(m & v2)) // ...but on cooldown now...
data << uint8(0); // some unknown byte (time?)
}
}
if (castFlags & CAST_FLAG_AMMO) // projectile info
WriteAmmoToPacket(&data);
if (castFlags & CAST_FLAG_IMMUNITY) // cast immunity
{
data << uint32(0); // used for SetCastSchoolImmunities
data << uint32(0); // used for SetCastImmunities
}
m_caster->SendMessageToSet(&data, true);
}
void Spell::SendSpellGo()
{
// not send invisible spell casting
if (!IsNeedSendToClient())
return;
DEBUG_FILTER_LOG(LOG_FILTER_SPELL_CAST, "Sending SMSG_SPELL_GO id=%u", m_spellInfo->Id);
uint32 castFlags = CAST_FLAG_UNKNOWN9;
if (IsRangedSpell())
castFlags |= CAST_FLAG_AMMO; // arrows/bullets visual
if ((m_caster->GetTypeId() == TYPEID_PLAYER) && (m_caster->getClass() == CLASS_DEATH_KNIGHT) && m_spellInfo->runeCostID)
{
castFlags |= CAST_FLAG_UNKNOWN19; // same as in SMSG_SPELL_START
castFlags |= CAST_FLAG_PREDICTED_POWER; // makes cooldowns visible
castFlags |= CAST_FLAG_PREDICTED_RUNES; // rune cooldowns list
}
WorldPacket data(SMSG_SPELL_GO, 50); // guess size
if (m_CastItem)
data << m_CastItem->GetPackGUID();
else
data << m_caster->GetPackGUID();
data << m_caster->GetPackGUID();
data << uint8(m_cast_count); // pending spell cast?
data << uint32(m_spellInfo->Id); // spellId
data << uint32(castFlags); // cast flags
data << uint32(WorldTimer::getMSTime()); // timestamp
WriteSpellGoTargets(&data);
data << m_targets;
if (castFlags & CAST_FLAG_PREDICTED_POWER) // predicted power
data << uint32(0);
if (castFlags & CAST_FLAG_PREDICTED_RUNES) // predicted runes
{
uint8 v1 = m_runesState;
uint8 v2 = m_caster->getClass() == CLASS_DEATH_KNIGHT ? ((Player*)m_caster)->GetRunesState() : 0;
data << uint8(v1); // runes state before
data << uint8(v2); // runes state after
for(uint8 i = 0; i < MAX_RUNES; ++i)
{
uint8 m = (1 << i);
if(m & v1) // usable before...
if(!(m & v2)) // ...but on cooldown now...
data << uint8(0); // some unknown byte (time?)
}
}
if (castFlags & CAST_FLAG_ADJUST_MISSILE) // adjust missile trajectory duration
{
data << float(0);
data << uint32(0);
}
if (castFlags & CAST_FLAG_AMMO) // projectile info
WriteAmmoToPacket(&data);
if (castFlags & CAST_FLAG_VISUAL_CHAIN) // spell visual chain effect
{
data << uint32(0); // SpellVisual.dbc id?
data << uint32(0); // overrides previous field if > 0 and violencelevel client cvar < 2
}
if (m_targets.m_targetMask & TARGET_FLAG_DEST_LOCATION)
{
data << uint8(0); // The value increase for each time, can remind of a cast count for the spell
}
if (m_targets.m_targetMask & TARGET_FLAG_VISUAL_CHAIN) // probably used (or can be used) with CAST_FLAG_VISUAL_CHAIN flag
{
data << uint32(0); // count
//for(int = 0; i < count; ++i)
//{
// // position and guid?
// data << float(0) << float(0) << float(0) << uint64(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 = ((Player*)m_caster)->GetWeaponForAttack( RANGED_ATTACK );
if(pItem)
{
ammoInventoryType = pItem->GetProto()->InventoryType;
if( ammoInventoryType == INVTYPE_THROWN )
ammoDisplayID = pItem->GetProto()->DisplayInfoID;
else
{
uint32 ammoID = ((Player*)m_caster)->GetUInt32Value(PLAYER_AMMO_ID);
if(ammoID)
{
ItemPrototype const *pProto = ObjectMgr::GetItemPrototype( ammoID );
if(pProto)
{
ammoDisplayID = pProto->DisplayInfoID;
ammoInventoryType = pProto->InventoryType;
}
}
else if(m_caster->GetDummyAura(46699)) // Requires No Ammo
{
ammoDisplayID = 5996; // normal arrow
ammoInventoryType = INVTYPE_AMMO;
}
}
}
}
else
{
for (uint8 i = 0; i < MAX_VIRTUAL_ITEM_SLOT; ++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);
}
void Spell::WriteSpellGoTargets(WorldPacket* data)
{
size_t count_pos = data->wpos();
*data << uint8(0); // placeholder
// This function also fill data for channeled spells:
// m_needAliveTargetMask req for stop channeling if one target die
uint32 hit = m_UniqueGOTargetInfo.size(); // Always hits on GO
uint32 miss = 0;
for(TargetList::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;
++miss;
}
else if (ihit->missCondition == SPELL_MISS_NONE) // Add only hits
{
++hit;
*data << ihit->targetGUID;
m_needAliveTargetMask |= ihit->effectMask;
}
else
++miss;
}
for(GOTargetList::const_iterator ighit = m_UniqueGOTargetInfo.begin(); ighit != m_UniqueGOTargetInfo.end(); ++ighit)
*data << ighit->targetGUID; // Always hits
data->put<uint8>(count_pos, hit);
*data << (uint8)miss;
for(TargetList::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
{
if (ihit->missCondition != SPELL_MISS_NONE) // Add only miss
{
*data << ihit->targetGUID;
*data << uint8(ihit->missCondition);
if (ihit->missCondition == SPELL_MISS_REFLECT)
*data << uint8(ihit->reflectResult);
}
}
// Reset m_needAliveTargetMask for non channeled spell
if(!IsChanneledSpell(m_spellInfo))
m_needAliveTargetMask = 0;
}
void Spell::SendLogExecute()
{
Unit *target = m_targets.getUnitTarget() ? m_targets.getUnitTarget() : m_caster;
WorldPacket data(SMSG_SPELLLOGEXECUTE, (8+4+4+4+4+8));
if(m_caster->GetTypeId() == TYPEID_PLAYER)
data << m_caster->GetPackGUID();
else
data << target->GetPackGUID();
data << uint32(m_spellInfo->Id);
uint32 count1 = 1;
data << uint32(count1); // count1 (effect count?)
for(uint32 i = 0; i < count1; ++i)
{
data << uint32(m_spellInfo->Effect[EFFECT_INDEX_0]);// spell effect
uint32 count2 = 1;
data << uint32(count2); // count2 (target count?)
for(uint32 j = 0; j < count2; ++j)
{
switch(m_spellInfo->Effect[EFFECT_INDEX_0])
{
case SPELL_EFFECT_POWER_DRAIN:
if(Unit *unit = m_targets.getUnitTarget())
data << unit->GetPackGUID();
else
data << uint8(0);
data << uint32(0);
data << uint32(0);
data << float(0);
break;
case SPELL_EFFECT_ADD_EXTRA_ATTACKS:
if(Unit *unit = m_targets.getUnitTarget())
data << unit->GetPackGUID();
else
data << uint8(0);
data << uint32(0); // count?
break;
case SPELL_EFFECT_INTERRUPT_CAST:
if(Unit *unit = m_targets.getUnitTarget())
data << unit->GetPackGUID();
else
data << uint8(0);
data << uint32(0); // spellid
break;
case SPELL_EFFECT_DURABILITY_DAMAGE:
if(Unit *unit = m_targets.getUnitTarget())
data << unit->GetPackGUID();
else
data << uint8(0);
data << uint32(0);
data << uint32(0);
break;
case SPELL_EFFECT_OPEN_LOCK:
if(Item *item = m_targets.getItemTarget())
data << item->GetPackGUID();
else
data << uint8(0);
break;
case SPELL_EFFECT_CREATE_ITEM:
case SPELL_EFFECT_CREATE_ITEM_2:
data << uint32(m_spellInfo->EffectItemType[EFFECT_INDEX_0]);
break;
case SPELL_EFFECT_SUMMON:
case SPELL_EFFECT_TRANS_DOOR:
case SPELL_EFFECT_SUMMON_PET:
case SPELL_EFFECT_SUMMON_OBJECT_WILD:
case SPELL_EFFECT_CREATE_HOUSE:
case SPELL_EFFECT_DUEL:
case SPELL_EFFECT_SUMMON_OBJECT_SLOT1:
case SPELL_EFFECT_SUMMON_OBJECT_SLOT2:
case SPELL_EFFECT_SUMMON_OBJECT_SLOT3:
case SPELL_EFFECT_SUMMON_OBJECT_SLOT4:
if (Unit *unit = m_targets.getUnitTarget())
data << unit->GetPackGUID();
else if (m_targets.getItemTargetGuid())
data << m_targets.getItemTargetGuid().WriteAsPacked();
else if (GameObject *go = m_targets.getGOTarget())
data << go->GetPackGUID();
else
data << uint8(0); // guid
break;
case SPELL_EFFECT_FEED_PET:
data << uint32(m_targets.getItemTargetEntry());
break;
case SPELL_EFFECT_DISMISS_PET:
if(Unit *unit = m_targets.getUnitTarget())
data << unit->GetPackGUID();
else
data << uint8(0);
break;
case SPELL_EFFECT_RESURRECT:
case SPELL_EFFECT_RESURRECT_NEW:
if(Unit *unit = m_targets.getUnitTarget())
data << unit->GetPackGUID();
else
data << uint8(0);
break;
default:
return;
}
}
}
m_caster->SendMessageToSet(&data, true);
}
void Spell::SendInterrupted(uint8 result)
{
WorldPacket data(SMSG_SPELL_FAILURE, (8+4+1));
data << m_caster->GetPackGUID();
data << uint8(m_cast_count);
data << uint32(m_spellInfo->Id);
data << uint8(result);
m_caster->SendMessageToSet(&data, true);
data.Initialize(SMSG_SPELL_FAILED_OTHER, (8+4));
data << 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->RemoveAurasByCasterSpell(m_spellInfo->Id, m_caster->GetObjectGuid());
ObjectGuid target_guid = m_caster->GetChannelObjectGuid();
if (target_guid != m_caster->GetObjectGuid() && target_guid.IsUnit())
if (Unit* target = ObjectAccessor::GetUnit(*m_caster, target_guid))
target->RemoveAurasByCasterSpell(m_spellInfo->Id, m_caster->GetObjectGuid());
// Only finish channeling when latest channeled spell finishes
if (m_caster->GetUInt32Value(UNIT_CHANNEL_SPELL) != m_spellInfo->Id)
return;
m_caster->SetChannelObjectGuid(ObjectGuid());
m_caster->SetUInt32Value(UNIT_CHANNEL_SPELL, 0);
}
WorldPacket data( MSG_CHANNEL_UPDATE, 8+4 );
data << m_caster->GetPackGUID();
data << uint32(time);
m_caster->SendMessageToSet(&data, true);
}
void Spell::SendChannelStart(uint32 duration)
{
WorldObject* target = NULL;
// select dynobject created by first effect if any
if (m_spellInfo->Effect[EFFECT_INDEX_0] == SPELL_EFFECT_PERSISTENT_AREA_AURA)
target = m_caster->GetDynObject(m_spellInfo->Id, EFFECT_INDEX_0);
// select first not resisted target from target list for _0_ effect
else if (!m_UniqueTargetInfo.empty())
{
for(TargetList::const_iterator itr = m_UniqueTargetInfo.begin(); itr != m_UniqueTargetInfo.end(); ++itr)
{
if ((itr->effectMask & (1 << EFFECT_INDEX_0)) && itr->reflectResult == SPELL_MISS_NONE &&
itr->targetGUID != m_caster->GetObjectGuid())
{
target = ObjectAccessor::GetUnit(*m_caster, itr->targetGUID);
break;
}
}
}
else if(!m_UniqueGOTargetInfo.empty())
{
for(GOTargetList::const_iterator itr = m_UniqueGOTargetInfo.begin(); itr != m_UniqueGOTargetInfo.end(); ++itr)
{
if (itr->effectMask & (1 << EFFECT_INDEX_0))
{
target = m_caster->GetMap()->GetGameObject(itr->targetGUID);
break;
}
}
}
WorldPacket data( MSG_CHANNEL_START, (8+4+4) );
data << m_caster->GetPackGUID();
data << uint32(m_spellInfo->Id);
data << uint32(duration);
m_caster->SendMessageToSet(&data, true);
m_timer = duration;
if (target)
m_caster->SetChannelObjectGuid(target->GetObjectGuid());
m_caster->SetUInt32Value(UNIT_CHANNEL_SPELL, m_spellInfo->Id);
}
void Spell::SendResurrectRequest(Player* target)
{
// Both players and NPCs can resurrect using spells - have a look at creature 28487 for example
// However, the packet structure differs slightly
const char* sentName = m_caster->GetTypeId() == TYPEID_PLAYER ? "" : m_caster->GetNameForLocaleIdx(target->GetSession()->GetSessionDbLocaleIndex());
WorldPacket data(SMSG_RESURRECT_REQUEST, (8+4+strlen(sentName)+1+1+1));
data << m_caster->GetObjectGuid();
data << uint32(strlen(sentName) + 1);
data << sentName;
data << uint8(0);
data << uint8(m_caster->GetTypeId() == TYPEID_PLAYER ? 0 : 1);
target->GetSession()->SendPacket(&data);
}
void Spell::SendPlaySpellVisual(uint32 SpellID)
{
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return;
WorldPacket data(SMSG_PLAY_SPELL_VISUAL, 8 + 4);
data << m_caster->GetObjectGuid();
data << uint32(SpellID); // spell visual id?
((Player*)m_caster)->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(m_IsTriggeredSpell && !(m_targets.m_targetMask & TARGET_FLAG_TRADE_ITEM))
return;
ItemPrototype const *proto = m_CastItem->GetProto();
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 (%s) has no item prototype", m_CastItem->GetGuidStr().c_str());
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 && !(proto->ExtraFlags & ITEM_EXTRA_NON_CONSUMABLE))
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, (Player*)m_caster);
}
// all charges used
withoutCharges = (charges == 0);
}
}
}
if (expendable && withoutCharges)
{
uint32 count = 1;
((Player*)m_caster)->DestroyItemCount(m_CastItem, count, true);
// prevent crash at access to deleted m_targets.getItemTarget
ClearCastItem();
}
}
void Spell::TakePower()
{
if(m_CastItem || m_triggeredByAuraSpell)
return;
// health as power used
if(m_spellInfo->powerType == POWER_HEALTH)
{
m_caster->ModifyHealth( -(int32)m_powerCost );
return;
}
if(m_spellInfo->powerType >= MAX_POWERS)
{
sLog.outError("Spell::TakePower: Unknown power type '%d'", m_spellInfo->powerType);
return;
}
Powers powerType = Powers(m_spellInfo->powerType);
if(powerType == POWER_RUNE)
{
CheckOrTakeRunePower(true);
return;
}
m_caster->ModifyPower(powerType, -(int32)m_powerCost);
// Set the five second timer
if (powerType == POWER_MANA && m_powerCost > 0)
m_caster->SetLastManaUse();
}
SpellCastResult Spell::CheckOrTakeRunePower(bool take)
{
if(m_caster->GetTypeId() != TYPEID_PLAYER)
return SPELL_CAST_OK;
Player *plr = (Player*)m_caster;
if(plr->getClass() != CLASS_DEATH_KNIGHT)
return SPELL_CAST_OK;
SpellRuneCostEntry const *src = sSpellRuneCostStore.LookupEntry(m_spellInfo->runeCostID);
if(!src)
return SPELL_CAST_OK;
if(src->NoRuneCost() && (!take || src->NoRunicPowerGain()))
return SPELL_CAST_OK;
if (take)
m_runesState = plr->GetRunesState(); // store previous state
// at this moment for rune cost exist only no cost mods, and no percent mods
int32 runeCostMod = 10000;
if(Player* modOwner = plr->GetSpellModOwner())
modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_COST, runeCostMod, this);
if (runeCostMod > 0)
{
int32 runeCost[NUM_RUNE_TYPES]; // blood, frost, unholy, death
// init cost data and apply mods
for(uint32 i = 0; i < RUNE_DEATH; ++i)
runeCost[i] = runeCostMod > 0 ? src->RuneCost[i] : 0;
runeCost[RUNE_DEATH] = 0; // calculated later
// scan non-death runes (death rune not used explicitly in rune costs)
for(uint32 i = 0; i < MAX_RUNES; ++i)
{
RuneType rune = plr->GetCurrentRune(i);
if (runeCost[rune] <= 0)
continue;
// already used
if(plr->GetRuneCooldown(i) != 0)
continue;
if (take)
plr->SetRuneCooldown(i, RUNE_COOLDOWN); // 5*2=10 sec
--runeCost[rune];
}
// collect all not counted rune costs to death runes cost
for(uint32 i = 0; i < RUNE_DEATH; ++i)
if(runeCost[i] > 0)
runeCost[RUNE_DEATH] += runeCost[i];
// scan death runes
if(runeCost[RUNE_DEATH] > 0)
{
for(uint32 i = 0; i < MAX_RUNES && runeCost[RUNE_DEATH]; ++i)
{
RuneType rune = plr->GetCurrentRune(i);
if (rune != RUNE_DEATH)
continue;
// already used
if(plr->GetRuneCooldown(i) != 0)
continue;
if (take)
plr->SetRuneCooldown(i, RUNE_COOLDOWN); // 5*2=10 sec
--runeCost[rune];
if (take)
plr->ConvertRune(i, plr->GetBaseRune(i));
}
}
if(!take && runeCost[RUNE_DEATH] > 0)
return SPELL_FAILED_NO_POWER; // not sure if result code is correct
}
if(take)
{
// you can gain some runic power when use runes
float rp = float(src->runePowerGain);
rp *= sWorld.getConfig(CONFIG_FLOAT_RATE_POWER_RUNICPOWER_INCOME);
plr->ModifyPower(POWER_RUNIC_POWER, (int32)rp);
}
return SPELL_CAST_OK;
}
void Spell::TakeReagents()
{
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return;
if (IgnoreItemRequirements()) // reagents used in triggered spell removed by original spell or don't must be removed.
return;
Player* p_caster = (Player*)m_caster;
if (p_caster->CanNoReagentCast(m_spellInfo))
return;
for(uint32 x = 0; x < MAX_SPELL_REAGENTS; ++x)
{
if(m_spellInfo->Reagent[x] <= 0)
continue;
uint32 itemid = m_spellInfo->Reagent[x];
uint32 itemcount = m_spellInfo->ReagentCount[x];
// if CastItem is also spell reagent
if (m_CastItem)
{
ItemPrototype const *proto = m_CastItem->GetProto();
if( proto && proto->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 (proto->Spells[s].SpellCharges < 0 && abs(charges) < 2)
{
++itemcount;
break;
}
}
m_CastItem = NULL;
}
}
// 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;
SpellThreatEntry const* threatEntry = sSpellMgr.GetSpellThreatEntry(m_spellInfo->Id);
if (!threatEntry || (!threatEntry->threat && threatEntry->ap_bonus == 0.0f))
return;
float threat = threatEntry->threat;
if (threatEntry->ap_bonus != 0.0f)
threat += threatEntry->ap_bonus * m_caster->GetTotalAttackPowerValue(GetWeaponAttackType(m_spellInfo));
bool positive = true;
uint8 effectMask = 0;
for (int i = 0; i < MAX_EFFECT_INDEX; ++i)
if (m_spellInfo->Effect[i])
effectMask |= (1<<i);
if (m_negativeEffectMask & effectMask)
{
// can only handle spells with clearly defined positive/negative effect, check at spell_threat loading probably not perfect
// so abort when only some effects are negative.
if ((m_negativeEffectMask & effectMask) != effectMask)
{
DEBUG_FILTER_LOG(LOG_FILTER_SPELL_CAST, "Spell %u, rank %u, is not clearly positive or negative, ignoring bonus threat", m_spellInfo->Id, sSpellMgr.GetSpellRank(m_spellInfo->Id));
return;
}
positive = false;
}
// 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 (TargetList::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
{
if (ihit->missCondition != SPELL_MISS_NONE)
continue;
Unit* target = m_caster->GetObjectGuid() == ihit->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID);
if (!target)
continue;
// positive spells distribute threat among all units that are in combat with target, like healing
if (positive)
{
target->getHostileRefManager().threatAssist(m_caster /*real_caster ??*/, threat, m_spellInfo);
}
// for negative spells threat gets distributed among affected targets
else
{
if (!target->CanHaveThreatList())
continue;
target->AddThreat(m_caster, threat, false, GetSpellSchoolMask(m_spellInfo), m_spellInfo);
}
}
DEBUG_FILTER_LOG(LOG_FILTER_SPELL_CAST, "Spell %u added an additional %f threat for %s %u target(s)", m_spellInfo->Id, threat, positive ? "assisting" : "harming", uint32(m_UniqueTargetInfo.size()));
}
void Spell::HandleEffects(Unit *pUnitTarget,Item *pItemTarget,GameObject *pGOTarget,SpellEffectIndex i, float DamageMultiplier)
{
unitTarget = pUnitTarget;
itemTarget = pItemTarget;
gameObjTarget = pGOTarget;
uint8 eff = m_spellInfo->Effect[i];
damage = int32(CalculateDamage(i, unitTarget) * DamageMultiplier);
DEBUG_FILTER_LOG(LOG_FILTER_SPELL_CAST, "Spell %u Effect%d : %u Targets: %s, %s, %s",
m_spellInfo->Id, i, eff,
unitTarget ? unitTarget->GetGuidStr().c_str() : "-",
itemTarget ? itemTarget->GetGuidStr().c_str() : "-",
gameObjTarget ? gameObjTarget->GetGuidStr().c_str() : "-");
if(eff < TOTAL_SPELL_EFFECTS)
{
(*this.*SpellEffects[eff])(i);
}
else
{
sLog.outError("WORLD: Spell FX %d > TOTAL_SPELL_EFFECTS ", eff);
}
}
void Spell::AddTriggeredSpell( uint32 spellId )
{
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId );
if(!spellInfo)
{
sLog.outError("Spell::AddTriggeredSpell: unknown spell id %u used as triggred spell for spell %u)", spellId, m_spellInfo->Id);
return;
}
m_TriggerSpells.push_back(spellInfo);
}
void Spell::AddPrecastSpell( uint32 spellId )
{
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId );
if(!spellInfo)
{
sLog.outError("Spell::AddPrecastSpell: unknown spell id %u used as pre-cast spell for spell %u)", spellId, m_spellInfo->Id);
return;
}
m_preCastSpells.push_back(spellInfo);
}
void Spell::CastTriggerSpells()
{
for(SpellInfoList::const_iterator si = m_TriggerSpells.begin(); si != m_TriggerSpells.end(); ++si)
{
Spell* spell = new Spell(m_caster, (*si), true, m_originalCasterGUID);
spell->prepare(&m_targets); // use original spell original targets
}
}
void Spell::CastPreCastSpells(Unit* target)
{
for(SpellInfoList::const_iterator si = m_preCastSpells.begin(); si != m_preCastSpells.end(); ++si)
m_caster->CastSpell(target, (*si), true, m_CastItem);
}
SpellCastResult Spell::CheckCast(bool strict)
{
// check cooldowns to prevent cheating (ignore passive spells, that client side visual only)
if (m_caster->GetTypeId()==TYPEID_PLAYER && !m_spellInfo->HasAttribute(SPELL_ATTR_PASSIVE) &&
((Player*)m_caster)->HasSpellCooldown(m_spellInfo->Id))
{
if(m_triggeredByAuraSpell)
return SPELL_FAILED_DONT_REPORT;
else
return SPELL_FAILED_NOT_READY;
}
// check global cooldown
if (strict && !m_IsTriggeredSpell && HasGlobalCooldown())
return SPELL_FAILED_NOT_READY;
// only allow triggered spells if at an ended battleground
if (!m_IsTriggeredSpell && m_caster->GetTypeId() == TYPEID_PLAYER)
if(BattleGround * bg = ((Player*)m_caster)->GetBattleGround())
if(bg->GetStatus() == STATUS_WAIT_LEAVE)
return SPELL_FAILED_DONT_REPORT;
if (!m_IsTriggeredSpell && IsNonCombatSpell(m_spellInfo) &&
m_caster->isInCombat() && !m_caster->IsIgnoreUnitState(m_spellInfo, IGNORE_UNIT_COMBAT_STATE))
return SPELL_FAILED_AFFECTING_COMBAT;
if (m_caster->GetTypeId() == TYPEID_PLAYER && !((Player*)m_caster)->isGameMaster() &&
sWorld.getConfig(CONFIG_BOOL_VMAP_INDOOR_CHECK) &&
VMAP::VMapFactory::createOrGetVMapManager()->isLineOfSightCalcEnabled())
{
if (m_spellInfo->HasAttribute(SPELL_ATTR_OUTDOORS_ONLY) &&
!m_caster->GetTerrain()->IsOutdoors(m_caster->GetPositionX(), m_caster->GetPositionY(), m_caster->GetPositionZ()))
return SPELL_FAILED_ONLY_OUTDOORS;
if(m_spellInfo->HasAttribute(SPELL_ATTR_INDOORS_ONLY) &&
m_caster->GetTerrain()->IsOutdoors(m_caster->GetPositionX(), m_caster->GetPositionY(), m_caster->GetPositionZ()))
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 && !m_IsTriggeredSpell)
{
// Ignore form req aura
if (!m_caster->HasAffectedAura(SPELL_AURA_MOD_IGNORE_SHAPESHIFT, m_spellInfo))
{
// Cannot be used in this stance/form
SpellCastResult shapeError = GetErrorAtShapeshiftedCast(m_spellInfo, m_caster->GetShapeshiftForm());
if(shapeError != SPELL_CAST_OK)
return shapeError;
if (m_spellInfo->HasAttribute(SPELL_ATTR_ONLY_STEALTHED) && !(m_caster->HasStealthAura()))
return SPELL_FAILED_ONLY_STEALTHED;
}
}
// caster state requirements
if(m_spellInfo->CasterAuraState && !m_caster->HasAuraState(AuraState(m_spellInfo->CasterAuraState)))
return SPELL_FAILED_CASTER_AURASTATE;
if(m_spellInfo->CasterAuraStateNot && m_caster->HasAuraState(AuraState(m_spellInfo->CasterAuraStateNot)))
return SPELL_FAILED_CASTER_AURASTATE;
// Caster aura req check if need
if(m_spellInfo->casterAuraSpell && !m_caster->HasAura(m_spellInfo->casterAuraSpell))
return SPELL_FAILED_CASTER_AURASTATE;
if(m_spellInfo->excludeCasterAuraSpell)
{
// Special cases of non existing auras handling
if(m_spellInfo->excludeCasterAuraSpell == 61988)
{
// Avenging Wrath Marker
if(m_caster->HasAura(61987))
return SPELL_FAILED_CASTER_AURASTATE;
}
else if(m_caster->HasAura(m_spellInfo->excludeCasterAuraSpell))
return SPELL_FAILED_CASTER_AURASTATE;
}
if (m_caster->GetTypeId() == TYPEID_PLAYER)
{
// cancel autorepeat spells if cast start when moving
// (not wand currently autorepeat cast delayed to moving stop anyway in spell update code)
if (((Player*)m_caster)->isMoving() )
{
// skip stuck spell to allow use it in falling case and apply spell limitations at movement
if ((!((Player*)m_caster)->m_movementInfo.HasMovementFlag(MOVEFLAG_FALLINGFAR) || m_spellInfo->Effect[EFFECT_INDEX_0] != SPELL_EFFECT_STUCK) &&
(IsAutoRepeat() || (m_spellInfo->AuraInterruptFlags & AURA_INTERRUPT_FLAG_NOT_SEATED) != 0))
return SPELL_FAILED_MOVING;
}
if (!m_IsTriggeredSpell && NeedsComboPoints(m_spellInfo) && !m_caster->IsIgnoreUnitState(m_spellInfo, IGNORE_UNIT_TARGET_STATE) &&
(!m_targets.getUnitTarget() || m_targets.getUnitTarget()->GetObjectGuid() != ((Player*)m_caster)->GetComboTargetGuid()))
// warrior not have real combo-points at client side but use this way for mark allow Overpower use
return m_caster->getClass() == CLASS_WARRIOR ? SPELL_FAILED_CASTER_AURASTATE : SPELL_FAILED_NO_COMBO_POINTS;
}
if(Unit *target = m_targets.getUnitTarget())
{
// target state requirements (not allowed state), apply to self also
if(m_spellInfo->TargetAuraStateNot && target->HasAuraState(AuraState(m_spellInfo->TargetAuraStateNot)))
return SPELL_FAILED_TARGET_AURASTATE;
if (!m_IsTriggeredSpell && IsDeathOnlySpell(m_spellInfo) && target->isAlive())
return SPELL_FAILED_TARGET_NOT_DEAD;
// Target aura req check if need
if(m_spellInfo->targetAuraSpell && !target->HasAura(m_spellInfo->targetAuraSpell))
return SPELL_FAILED_CASTER_AURASTATE;
if(m_spellInfo->excludeTargetAuraSpell)
{
// Special cases of non existing auras handling
if (m_spellInfo->excludeTargetAuraSpell == 61988)
{
// Avenging Wrath Marker
if (target->HasAura(61987))
return SPELL_FAILED_CASTER_AURASTATE;
}
else if (target->HasAura(m_spellInfo->excludeTargetAuraSpell))
return SPELL_FAILED_CASTER_AURASTATE;
}
// totem immunity for channeled spells(needs to be before spell cast)
// spell attribs for player channeled spells
if (m_spellInfo->HasAttribute(SPELL_ATTR_EX_UNK14)
&& m_spellInfo->HasAttribute(SPELL_ATTR_EX5_UNK13)
&& target->GetTypeId() == TYPEID_UNIT
&& ((Creature*)target)->IsTotem())
return SPELL_FAILED_IMMUNE;
bool non_caster_target = target != m_caster && !IsSpellWithCasterSourceTargetsOnly(m_spellInfo);
if(non_caster_target)
{
// target state requirements (apply to non-self only), to allow cast affects to self like Dirty Deeds
if (m_spellInfo->TargetAuraState && !target->HasAuraStateForCaster(AuraState(m_spellInfo->TargetAuraState), m_caster->GetObjectGuid()) &&
!m_caster->IsIgnoreUnitState(m_spellInfo, m_spellInfo->TargetAuraState == AURA_STATE_FROZEN ? IGNORE_UNIT_TARGET_NON_FROZEN : IGNORE_UNIT_TARGET_STATE))
return SPELL_FAILED_TARGET_AURASTATE;
// Not allow casting on flying player
if (target->IsTaxiFlying())
return SPELL_FAILED_BAD_TARGETS;
if(!m_IsTriggeredSpell && VMAP::VMapFactory::checkSpellForLoS(m_spellInfo->Id) && !m_caster->IsWithinLOSInMap(target))
return SPELL_FAILED_LINE_OF_SIGHT;
// auto selection spell rank implemented in WorldSession::HandleCastSpellOpcode
// this case can be triggered if rank not found (too low-level target for first rank)
if (m_caster->GetTypeId() == TYPEID_PLAYER && !m_CastItem && !m_IsTriggeredSpell)
{
// spell expected to be auto-downranking in cast handle, so must be same
if (m_spellInfo != sSpellMgr.SelectAuraRankForLevel(m_spellInfo, target->getLevel()))
return SPELL_FAILED_LOWLEVEL;
}
}
else if (m_caster == target)
{
if (m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->IsInWorld())
{
// Additional check for some spells
// If 0 spell effect empty - client not send target data (need use selection)
// TODO: check it on next client version
if (m_targets.m_targetMask == TARGET_FLAG_SELF &&
m_spellInfo->EffectImplicitTargetA[EFFECT_INDEX_1] == TARGET_CHAIN_DAMAGE)
{
target = m_caster->GetMap()->GetUnit(((Player *)m_caster)->GetSelectionGuid());
if (!target)
return SPELL_FAILED_BAD_TARGETS;
m_targets.setUnitTarget(target);
}
}
// Some special spells with non-caster only mode
// Fire Shield
if (m_spellInfo->SpellFamilyName == SPELLFAMILY_WARLOCK &&
m_spellInfo->SpellIconID == 16)
return SPELL_FAILED_BAD_TARGETS;
// Focus Magic (main spell)
if (m_spellInfo->Id == 54646)
return SPELL_FAILED_BAD_TARGETS;
// Lay on Hands (self cast)
if (m_spellInfo->SpellFamilyName == SPELLFAMILY_PALADIN &&
m_spellInfo->SpellFamilyFlags & UI64LIT(0x0000000000008000))
{
if (target->HasAura(25771)) // Forbearance
return SPELL_FAILED_CASTER_AURASTATE;
if (target->HasAura(61987)) // Avenging Wrath Marker
return SPELL_FAILED_CASTER_AURASTATE;
}
}
// check pet presents
for(int j = 0; j < MAX_EFFECT_INDEX; ++j)
{
if(m_spellInfo->EffectImplicitTargetA[j] == TARGET_PET)
{
if(!m_caster->GetPet())
{
if(m_triggeredByAuraSpell) // not report pet not existence for triggered spells
return SPELL_FAILED_DONT_REPORT;
else
return SPELL_FAILED_NO_PET;
}
break;
}
}
//check creature type
//ignore self casts (including area casts when caster selected as target)
if(non_caster_target)
{
if(!CheckTargetCreatureType(target))
{
if(target->GetTypeId() == TYPEID_PLAYER)
return SPELL_FAILED_TARGET_IS_PLAYER;
else
return SPELL_FAILED_BAD_TARGETS;
}
// simple cases
bool explicit_target_mode = false;
bool target_hostile = false;
bool target_hostile_checked = false;
bool target_friendly = false;
bool target_friendly_checked = false;
for(int k = 0; k < MAX_EFFECT_INDEX; ++k)
{
if (IsExplicitPositiveTarget(m_spellInfo->EffectImplicitTargetA[k]))
{
if (!target_hostile_checked)
{
target_hostile_checked = true;
target_hostile = m_caster->IsHostileTo(target);
}
if(target_hostile)
return SPELL_FAILED_BAD_TARGETS;
explicit_target_mode = true;
}
else if (IsExplicitNegativeTarget(m_spellInfo->EffectImplicitTargetA[k]))
{
if (!target_friendly_checked)
{
target_friendly_checked = true;
target_friendly = m_caster->IsFriendlyTo(target);
}
if(target_friendly)
return SPELL_FAILED_BAD_TARGETS;
explicit_target_mode = true;
}
}
// TODO: this check can be applied and for player to prevent cheating when IsPositiveSpell will return always correct result.
// check target for pet/charmed casts (not self targeted), self targeted cast used for area effects and etc
if (!explicit_target_mode && m_caster->GetTypeId() == TYPEID_UNIT && m_caster->GetCharmerOrOwnerGuid())
{
// check correctness positive/negative cast target (pet cast real check and cheating check)
if(IsPositiveSpell(m_spellInfo->Id))
{
if (!target_hostile_checked)
{
target_hostile_checked = true;
target_hostile = m_caster->IsHostileTo(target);
}
if(target_hostile)
return SPELL_FAILED_BAD_TARGETS;
}
else
{
if (!target_friendly_checked)
{
target_friendly_checked = true;
target_friendly = m_caster->IsFriendlyTo(target);
}
if(target_friendly)
return SPELL_FAILED_BAD_TARGETS;
}
}
}
if(IsPositiveSpell(m_spellInfo->Id))
if(target->IsImmuneToSpell(m_spellInfo))
return SPELL_FAILED_TARGET_AURASTATE;
//Must be behind the target.
if (m_spellInfo->AttributesEx2 == SPELL_ATTR_EX2_UNK20 && m_spellInfo->HasAttribute(SPELL_ATTR_EX_UNK9) && target->HasInArc(M_PI_F, m_caster))
{
// Exclusion for Pounce: Facing Limitation was removed in 2.0.1, but it still uses the same, old Ex-Flags
// Exclusion for Mutilate:Facing Limitation was removed in 2.0.1 and 3.0.3, but they still use the same, old Ex-Flags
// Exclusion for Throw: Facing limitation was added in 3.2.x, but that shouldn't be
if (!m_spellInfo->IsFitToFamily(SPELLFAMILY_DRUID, UI64LIT(0x0000000000020000)) &&
!m_spellInfo->IsFitToFamily(SPELLFAMILY_ROGUE, UI64LIT(0x0020000000000000)) &&
m_spellInfo->Id != 2764)
{
SendInterrupted(2);
return SPELL_FAILED_NOT_BEHIND;
}
}
//Target must be facing you.
if ((m_spellInfo->Attributes == (SPELL_ATTR_UNK4 | SPELL_ATTR_NOT_SHAPESHIFT | SPELL_ATTR_UNK18 | SPELL_ATTR_STOP_ATTACK_TARGET)) && !target->HasInArc(M_PI_F, m_caster))
{
SendInterrupted(2);
return SPELL_FAILED_NOT_INFRONT;
}
// check if target is in combat
if (non_caster_target && m_spellInfo->HasAttribute(SPELL_ATTR_EX_NOT_IN_COMBAT_TARGET) && target->isInCombat())
return SPELL_FAILED_TARGET_AFFECTING_COMBAT;
}
// zone check
uint32 zone, area;
m_caster->GetZoneAndAreaId(zone, area);
SpellCastResult locRes= sSpellMgr.GetSpellAllowedInLocationError(m_spellInfo, m_caster->GetMapId(), zone, area,
m_caster->GetCharmerOrOwnerPlayerOrPlayerItself());
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 && !m_IsTriggeredSpell &&
!IsPassiveSpell(m_spellInfo) && !m_spellInfo->HasAttribute(SPELL_ATTR_CASTABLE_WHILE_MOUNTED))
{
if (m_caster->IsTaxiFlying())
return SPELL_FAILED_NOT_ON_TAXI;
else
return SPELL_FAILED_NOT_MOUNTED;
}
// always (except passive spells) check items (focus object can be required for any type casts)
if (!IsPassiveSpell(m_spellInfo))
{
SpellCastResult castResult = CheckItems();
if(castResult != SPELL_CAST_OK)
return castResult;
}
// Database based targets from spell_target_script
if (m_UniqueTargetInfo.empty()) // skip second CheckCast apply (for delayed spells for example)
{
for(int j = 0; j < MAX_EFFECT_INDEX; ++j)
{
if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_SCRIPT ||
(m_spellInfo->EffectImplicitTargetB[j] == TARGET_SCRIPT && m_spellInfo->EffectImplicitTargetA[j] != TARGET_SELF) ||
m_spellInfo->EffectImplicitTargetA[j] == TARGET_SCRIPT_COORDINATES ||
m_spellInfo->EffectImplicitTargetB[j] == TARGET_SCRIPT_COORDINATES ||
m_spellInfo->EffectImplicitTargetA[j] == TARGET_FOCUS_OR_SCRIPTED_GAMEOBJECT)
{
SpellScriptTargetBounds bounds = sSpellMgr.GetSpellScriptTargetBounds(m_spellInfo->Id);
if (bounds.first == bounds.second)
{
if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_SCRIPT || m_spellInfo->EffectImplicitTargetB[j] == TARGET_SCRIPT)
sLog.outErrorDb("Spell entry %u, effect %i has EffectImplicitTargetA/EffectImplicitTargetB = TARGET_SCRIPT, but creature are not defined in `spell_script_target`", m_spellInfo->Id, j);
if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_SCRIPT_COORDINATES || m_spellInfo->EffectImplicitTargetB[j] == TARGET_SCRIPT_COORDINATES)
sLog.outErrorDb("Spell entry %u, effect %i has EffectImplicitTargetA/EffectImplicitTargetB = TARGET_SCRIPT_COORDINATES, but gameobject or creature are not defined in `spell_script_target`", m_spellInfo->Id, j);
if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_FOCUS_OR_SCRIPTED_GAMEOBJECT)
sLog.outErrorDb("Spell entry %u, effect %i has EffectImplicitTargetA/EffectImplicitTargetB = TARGET_FOCUS_OR_SCRIPTED_GAMEOBJECT, but gameobject are not defined in `spell_script_target`", m_spellInfo->Id, j);
}
SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(m_spellInfo->rangeIndex);
float range = GetSpellMaxRange(srange);
Creature* targetExplicit = NULL; // used for cases where a target is provided (by script for example)
Creature* creatureScriptTarget = NULL;
GameObject* goScriptTarget = NULL;
for(SpellScriptTarget::const_iterator i_spellST = bounds.first; i_spellST != bounds.second; ++i_spellST)
{
switch(i_spellST->second.type)
{
case SPELL_TARGET_TYPE_GAMEOBJECT:
{
GameObject* p_GameObject = NULL;
if (i_spellST->second.targetEntry)
{
MaNGOS::NearestGameObjectEntryInObjectRangeCheck go_check(*m_caster, i_spellST->second.targetEntry, range);
MaNGOS::GameObjectLastSearcher<MaNGOS::NearestGameObjectEntryInObjectRangeCheck> checker(p_GameObject, go_check);
Cell::VisitGridObjects(m_caster, checker, range);
if (p_GameObject)
{
// remember found target and range, next attempt will find more near target with another entry
creatureScriptTarget = NULL;
goScriptTarget = p_GameObject;
range = go_check.GetLastRange();
}
}
else if (focusObject) // Focus Object
{
float frange = m_caster->GetDistance(focusObject);
if (range >= frange)
{
creatureScriptTarget = NULL;
goScriptTarget = focusObject;
range = frange;
}
}
break;
}
case SPELL_TARGET_TYPE_CREATURE:
case SPELL_TARGET_TYPE_DEAD:
default:
{
Creature *p_Creature = NULL;
// check if explicit target is provided and check it up against database valid target entry/state
if (Unit* pTarget = m_targets.getUnitTarget())
{
if (pTarget->GetTypeId() == TYPEID_UNIT && pTarget->GetEntry() == i_spellST->second.targetEntry)
{
if (i_spellST->second.type == SPELL_TARGET_TYPE_DEAD && ((Creature*)pTarget)->IsCorpse())
{
// always use spellMaxRange, in case GetLastRange returned different in a previous pass
if (pTarget->IsWithinDistInMap(m_caster, GetSpellMaxRange(srange)))
targetExplicit = (Creature*)pTarget;
}
else if (i_spellST->second.type == SPELL_TARGET_TYPE_CREATURE && pTarget->isAlive())
{
// always use spellMaxRange, in case GetLastRange returned different in a previous pass
if (pTarget->IsWithinDistInMap(m_caster, GetSpellMaxRange(srange)))
targetExplicit = (Creature*)pTarget;
}
}
}
// no target provided or it was not valid, so use closest in range
if (!targetExplicit)
{
MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck u_check(*m_caster, i_spellST->second.targetEntry, i_spellST->second.type != SPELL_TARGET_TYPE_DEAD, i_spellST->second.type == SPELL_TARGET_TYPE_DEAD, range);
MaNGOS::CreatureLastSearcher<MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck> searcher(p_Creature, u_check);
// Visit all, need to find also Pet* objects
Cell::VisitAllObjects(m_caster, searcher, range);
range = u_check.GetLastRange();
}
// always prefer provided target if it's valid
if (targetExplicit)
creatureScriptTarget = targetExplicit;
else if (p_Creature)
creatureScriptTarget = p_Creature;
if (creatureScriptTarget)
goScriptTarget = NULL;
break;
}
}
}
if (creatureScriptTarget)
{
// store coordinates for TARGET_SCRIPT_COORDINATES
if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_SCRIPT_COORDINATES ||
m_spellInfo->EffectImplicitTargetB[j] == TARGET_SCRIPT_COORDINATES)
{
m_targets.setDestination(creatureScriptTarget->GetPositionX(),creatureScriptTarget->GetPositionY(),creatureScriptTarget->GetPositionZ());
if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_SCRIPT_COORDINATES && m_spellInfo->Effect[j] != SPELL_EFFECT_PERSISTENT_AREA_AURA)
AddUnitTarget(creatureScriptTarget, SpellEffectIndex(j));
}
// store explicit target for TARGET_SCRIPT
else
{
if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_SCRIPT ||
m_spellInfo->EffectImplicitTargetB[j] == TARGET_SCRIPT)
AddUnitTarget(creatureScriptTarget, SpellEffectIndex(j));
}
}
else if (goScriptTarget)
{
// store coordinates for TARGET_SCRIPT_COORDINATES
if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_SCRIPT_COORDINATES ||
m_spellInfo->EffectImplicitTargetB[j] == TARGET_SCRIPT_COORDINATES)
{
m_targets.setDestination(goScriptTarget->GetPositionX(),goScriptTarget->GetPositionY(),goScriptTarget->GetPositionZ());
if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_SCRIPT_COORDINATES && m_spellInfo->Effect[j] != SPELL_EFFECT_PERSISTENT_AREA_AURA)
AddGOTarget(goScriptTarget, SpellEffectIndex(j));
}
// store explicit target for TARGET_FOCUS_OR_SCRIPTED_GAMEOBJECT
else
{
if (m_spellInfo->EffectImplicitTargetA[j] == TARGET_FOCUS_OR_SCRIPTED_GAMEOBJECT ||
m_spellInfo->EffectImplicitTargetB[j] == TARGET_FOCUS_OR_SCRIPTED_GAMEOBJECT)
AddGOTarget(goScriptTarget, SpellEffectIndex(j));
}
}
//Missing DB Entry or targets for this spellEffect.
else
{
/* For TARGET_FOCUS_OR_SCRIPTED_GAMEOBJECT makes DB targets optional not required for now
* TODO: Makes more research for this target type
*/
if (m_spellInfo->EffectImplicitTargetA[j] != TARGET_FOCUS_OR_SCRIPTED_GAMEOBJECT)
{
// not report target not existence for triggered spells
if (m_triggeredByAuraSpell || m_IsTriggeredSpell)
return SPELL_FAILED_DONT_REPORT;
else
return SPELL_FAILED_BAD_TARGETS;
}
}
}
}
}
if(!m_IsTriggeredSpell)
{
SpellCastResult castResult = CheckRange(strict);
if(castResult != SPELL_CAST_OK)
return castResult;
}
{
SpellCastResult castResult = CheckPower();
if(castResult != SPELL_CAST_OK)
return castResult;
}
if(!m_IsTriggeredSpell) // triggered spell not affected by stun/etc
{
SpellCastResult castResult = CheckCasterAuras();
if(castResult != SPELL_CAST_OK)
return castResult;
}
for (int i = 0; i < MAX_EFFECT_INDEX; ++i)
{
// for effects of spells that have only one target
switch(m_spellInfo->Effect[i])
{
case SPELL_EFFECT_INSTAKILL:
// Death Pact
if(m_spellInfo->Id == 48743)
{
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return SPELL_FAILED_ERROR;
if (!((Player*)m_caster)->GetSelectionGuid())
return SPELL_FAILED_BAD_IMPLICIT_TARGETS;
Pet* target = m_caster->GetMap()->GetPet(((Player*)m_caster)->GetSelectionGuid());
// alive
if (!target || target->isDead())
return SPELL_FAILED_BAD_IMPLICIT_TARGETS;
// undead
if (target->GetCreatureType() != CREATURE_TYPE_UNDEAD)
return SPELL_FAILED_BAD_IMPLICIT_TARGETS;
// owned
if (target->GetOwnerGuid() != m_caster->GetObjectGuid())
return SPELL_FAILED_BAD_IMPLICIT_TARGETS;
float dist = GetSpellRadius(sSpellRadiusStore.LookupEntry(m_spellInfo->EffectRadiusIndex[i]));
if (!target->IsWithinDistInMap(m_caster,dist))
return SPELL_FAILED_OUT_OF_RANGE;
// will set in target selection code
}
break;
case SPELL_EFFECT_DUMMY:
{
if (m_spellInfo->Id == 51582) // Rocket Boots Engaged
{
if (m_caster->IsInWater())
return SPELL_FAILED_ONLY_ABOVEWATER;
}
else if(m_spellInfo->SpellIconID == 156) // Holy Shock
{
// spell different for friends and enemies
// hart version required facing
if (m_targets.getUnitTarget() && !m_caster->IsFriendlyTo(m_targets.getUnitTarget()) && !m_caster->HasInArc(M_PI_F, m_targets.getUnitTarget()))
return SPELL_FAILED_UNIT_NOT_INFRONT;
}
// Fire Nova
if (m_spellInfo->SpellFamilyName == SPELLFAMILY_SHAMAN && m_spellInfo->SpellIconID == 33)
{
// fire totems slot
if (!m_caster->GetTotemGuid(TOTEM_SLOT_FIRE))
return SPELL_FAILED_TOTEMS;
}
break;
}
case SPELL_EFFECT_SCHOOL_DAMAGE:
{
// Hammer of Wrath
if(m_spellInfo->SpellVisual[0] == 7250)
{
if (!m_targets.getUnitTarget())
return SPELL_FAILED_BAD_IMPLICIT_TARGETS;
if(m_targets.getUnitTarget()->GetHealth() > m_targets.getUnitTarget()->GetMaxHealth()*0.2)
return SPELL_FAILED_BAD_TARGETS;
}
break;
}
case SPELL_EFFECT_TAMECREATURE:
{
// Spell can be triggered, we need to check original caster prior to caster
Unit* caster = GetAffectiveCaster();
if (!caster || caster->GetTypeId() != TYPEID_PLAYER ||
!m_targets.getUnitTarget() ||
m_targets.getUnitTarget()->GetTypeId() == TYPEID_PLAYER)
return SPELL_FAILED_BAD_TARGETS;
Player* plrCaster = (Player*)caster;
bool gmmode = m_triggeredBySpellInfo == NULL;
if (gmmode && !ChatHandler(plrCaster).FindCommand("npc tame"))
{
plrCaster->SendPetTameFailure(PETTAME_UNKNOWNERROR);
return SPELL_FAILED_DONT_REPORT;
}
if(plrCaster->getClass() != CLASS_HUNTER && !gmmode)
{
plrCaster->SendPetTameFailure(PETTAME_UNITSCANTTAME);
return SPELL_FAILED_DONT_REPORT;
}
Creature* target = (Creature*)m_targets.getUnitTarget();
if(target->IsPet() || target->isCharmed())
{
plrCaster->SendPetTameFailure(PETTAME_CREATUREALREADYOWNED);
return SPELL_FAILED_DONT_REPORT;
}
if (target->getLevel() > plrCaster->getLevel() && !gmmode)
{
plrCaster->SendPetTameFailure(PETTAME_TOOHIGHLEVEL);
return SPELL_FAILED_DONT_REPORT;
}
if (target->GetCreatureInfo()->IsExotic() && !plrCaster->CanTameExoticPets() && !gmmode)
{
plrCaster->SendPetTameFailure(PETTAME_CANTCONTROLEXOTIC);
return SPELL_FAILED_DONT_REPORT;
}
if (!target->GetCreatureInfo()->isTameable(plrCaster->CanTameExoticPets()))
{
plrCaster->SendPetTameFailure(PETTAME_NOTTAMEABLE);
return SPELL_FAILED_DONT_REPORT;
}
if (plrCaster->GetPetGuid() || plrCaster->GetCharmGuid())
{
plrCaster->SendPetTameFailure(PETTAME_ANOTHERSUMMONACTIVE);
return SPELL_FAILED_DONT_REPORT;
}
break;
}
case SPELL_EFFECT_LEARN_SPELL:
{
if(m_spellInfo->EffectImplicitTargetA[i] != TARGET_PET)
break;
Pet* pet = m_caster->GetPet();
if(!pet)
return SPELL_FAILED_NO_PET;
SpellEntry const *learn_spellproto = sSpellStore.LookupEntry(m_spellInfo->EffectTriggerSpell[i]);
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:
{
Pet* pet = m_caster->GetPet();
if(!pet)
return SPELL_FAILED_NO_PET;
SpellEntry const *learn_spellproto = sSpellStore.LookupEntry(m_spellInfo->EffectTriggerSpell[i]);
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->EffectMiscValue[i];
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->GetPet();
if(!pet)
return SPELL_FAILED_NO_PET;
if(!pet->HaveInDiet(foodItem->GetProto()))
return SPELL_FAILED_WRONG_PET_FOOD;
if(!pet->GetCurrentFoodBenefitLevel(foodItem->GetProto()->ItemLevel))
return SPELL_FAILED_FOOD_LOWLEVEL;
if(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 && int32(target->getPowerType()) != m_spellInfo->EffectMiscValue[i])
return SPELL_FAILED_BAD_TARGETS;
break;
}
case SPELL_EFFECT_CHARGE:
{
if (m_caster->hasUnitState(UNIT_STAT_ROOT))
return SPELL_FAILED_ROOTED;
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()->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE))
return SPELL_FAILED_TARGET_UNSKINNABLE;
Creature* creature = (Creature*)m_targets.getUnitTarget();
if ( creature->GetCreatureType() != CREATURE_TYPE_CRITTER && ( !creature->lootForBody || creature->lootForSkin || !creature->loot.empty() ) )
{
return SPELL_FAILED_TARGET_NOT_LOOTED;
}
uint32 skill = creature->GetCreatureInfo()->GetRequiredLootSkill();
int32 skillValue = ((Player*)m_caster)->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_caster->GetTypeId() != TYPEID_PLAYER) // only players can open locks, gather etc.
return SPELL_FAILED_BAD_TARGETS;
// we need a go target in case of TARGET_GAMEOBJECT (for other targets acceptable GO and items)
if (m_spellInfo->EffectImplicitTargetA[i] == TARGET_GAMEOBJECT)
{
if (!m_targets.getGOTarget())
return SPELL_FAILED_BAD_TARGETS;
}
// get the lock entry
uint32 lockId = 0;
if (GameObject* go = m_targets.getGOTarget())
{
// In BattleGround players can use only flags and banners
if( ((Player*)m_caster)->InBattleGround() &&
!((Player*)m_caster)->CanUseBattleGroundObject() )
return SPELL_FAILED_TRY_AGAIN;
lockId = go->GetGOInfo()->GetLockId();
if (!lockId)
return SPELL_FAILED_ALREADY_OPEN;
}
else if(Item* item = m_targets.getItemTarget())
{
// not own (trade?)
if (item->GetOwner() != m_caster)
return SPELL_FAILED_ITEM_GONE;
lockId = item->GetProto()->LockID;
// if already unlocked
if (!lockId || item->HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_UNLOCKED))
return SPELL_FAILED_ALREADY_OPEN;
}
else
return SPELL_FAILED_BAD_TARGETS;
SkillType skillId = SKILL_NONE;
int32 reqSkillValue = 0;
int32 skillValue = 0;
// check lock compatibility
SpellCastResult res = CanOpenLock(SpellEffectIndex(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_SUMMON_DEAD_PET:
{
Creature *pet = m_caster->GetPet();
if(!pet)
return SPELL_FAILED_NO_PET;
if(pet->isAlive())
return SPELL_FAILED_ALREADY_HAVE_SUMMON;
break;
}
// This is generic summon effect
case SPELL_EFFECT_SUMMON:
{
if(SummonPropertiesEntry const *summon_prop = sSummonPropertiesStore.LookupEntry(m_spellInfo->EffectMiscValueB[i]))
{
if(summon_prop->Group == SUMMON_PROP_GROUP_PETS)
{
if (m_caster->GetPetGuid())
return SPELL_FAILED_ALREADY_HAVE_SUMMON;
if (m_caster->GetCharmGuid())
return SPELL_FAILED_ALREADY_HAVE_CHARM;
}
}
break;
}
case SPELL_EFFECT_SUMMON_PET:
{
if (m_caster->GetPetGuid()) // let warlock do a replacement summon
{
Pet* pet = ((Player*)m_caster)->GetPet();
if (m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->getClass() == CLASS_WARLOCK)
{
if (strict) //Summoning Disorientation, trigger pet stun (cast by pet so it doesn't attack player)
pet->CastSpell(pet, 32752, true, NULL, NULL, pet->GetObjectGuid());
}
else
return SPELL_FAILED_ALREADY_HAVE_SUMMON;
}
if (m_caster->GetCharmGuid())
return SPELL_FAILED_ALREADY_HAVE_CHARM;
break;
}
case SPELL_EFFECT_SUMMON_PLAYER:
{
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return SPELL_FAILED_BAD_TARGETS;
if (!((Player*)m_caster)->GetSelectionGuid())
return SPELL_FAILED_BAD_TARGETS;
Player* target = sObjectMgr.GetPlayer(((Player*)m_caster)->GetSelectionGuid());
if (!target || ((Player*)m_caster) == target || !target->IsInSameRaidWith((Player*)m_caster))
return SPELL_FAILED_BAD_TARGETS;
// check if our map is dungeon
if( sMapStore.LookupEntry(m_caster->GetMapId())->IsDungeon() )
{
InstanceTemplate const* instance = ObjectMgr::GetInstanceTemplate(m_caster->GetMapId());
if(!instance)
return SPELL_FAILED_TARGET_NOT_IN_INSTANCE;
if ( instance->levelMin > target->getLevel() )
return SPELL_FAILED_LOWLEVEL;
if ( instance->levelMax && instance->levelMax < target->getLevel() )
return SPELL_FAILED_HIGHLEVEL;
}
break;
}
case SPELL_EFFECT_LEAP:
case SPELL_EFFECT_TELEPORT_UNITS_FACE_CASTER:
{
float dis = GetSpellRadius(sSpellRadiusStore.LookupEntry(m_spellInfo->EffectRadiusIndex[i]));
float fx = m_caster->GetPositionX() + dis * cos(m_caster->GetOrientation());
float fy = m_caster->GetPositionY() + dis * sin(m_caster->GetOrientation());
// teleport a bit above terrain level to avoid falling below it
float fz = m_caster->GetTerrain()->GetHeight(fx, fy, m_caster->GetPositionZ(), true);
if(fz <= INVALID_HEIGHT) // note: this also will prevent use effect in instances without vmaps height enabled
return SPELL_FAILED_TRY_AGAIN;
float caster_pos_z = m_caster->GetPositionZ();
// Control the caster to not climb or drop when +-fz > 8
if(!(fz <= caster_pos_z + 8 && fz >= caster_pos_z - 8))
return SPELL_FAILED_TRY_AGAIN;
// not allow use this effect at battleground until battleground start
if(m_caster->GetTypeId() == TYPEID_PLAYER)
if(BattleGround const *bg = ((Player*)m_caster)->GetBattleGround())
if(bg->GetStatus() != STATUS_IN_PROGRESS)
return SPELL_FAILED_TRY_AGAIN;
break;
}
case SPELL_EFFECT_STEAL_BENEFICIAL_BUFF:
{
if (m_targets.getUnitTarget() == m_caster)
return SPELL_FAILED_BAD_TARGETS;
break;
}
default:break;
}
}
for (int i = 0; i < MAX_EFFECT_INDEX; ++i)
{
switch(m_spellInfo->EffectApplyAuraName[i])
{
case SPELL_AURA_DUMMY:
{
//custom check
switch(m_spellInfo->Id)
{
case 34026: // Kill Command
if (!m_caster->GetPet())
return SPELL_FAILED_NO_PET;
break;
case 61336: // Survival Instincts
if (m_caster->GetTypeId() != TYPEID_PLAYER || !((Player*)m_caster)->IsInFeralForm())
return SPELL_FAILED_ONLY_SHAPESHIFT;
break;
default:
break;
}
break;
}
case SPELL_AURA_MOD_POSSESS:
{
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return SPELL_FAILED_UNKNOWN;
if (m_targets.getUnitTarget() == m_caster)
return SPELL_FAILED_BAD_TARGETS;
if (m_caster->GetPetGuid())
return SPELL_FAILED_ALREADY_HAVE_SUMMON;
if (m_caster->GetCharmGuid())
return SPELL_FAILED_ALREADY_HAVE_CHARM;
if (m_caster->GetCharmerGuid())
return SPELL_FAILED_CHARMED;
if (!m_targets.getUnitTarget())
return SPELL_FAILED_BAD_IMPLICIT_TARGETS;
if (m_targets.getUnitTarget()->GetCharmerGuid())
return SPELL_FAILED_CHARMED;
if (int32(m_targets.getUnitTarget()->getLevel()) > CalculateDamage(SpellEffectIndex(i),m_targets.getUnitTarget()))
return SPELL_FAILED_HIGHLEVEL;
break;
}
case SPELL_AURA_MOD_CHARM:
{
if (m_targets.getUnitTarget() == m_caster)
return SPELL_FAILED_BAD_TARGETS;
if (m_caster->GetPetGuid())
return SPELL_FAILED_ALREADY_HAVE_SUMMON;
if (m_caster->GetCharmGuid())
return SPELL_FAILED_ALREADY_HAVE_CHARM;
if (m_caster->GetCharmerGuid())
return SPELL_FAILED_CHARMED;
if (!m_targets.getUnitTarget())
return SPELL_FAILED_BAD_IMPLICIT_TARGETS;
if (m_targets.getUnitTarget()->GetCharmerGuid())
return SPELL_FAILED_CHARMED;
if (int32(m_targets.getUnitTarget()->getLevel()) > CalculateDamage(SpellEffectIndex(i),m_targets.getUnitTarget()))
return SPELL_FAILED_HIGHLEVEL;
break;
}
case SPELL_AURA_MOD_POSSESS_PET:
{
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return SPELL_FAILED_UNKNOWN;
if (m_caster->GetCharmGuid())
return SPELL_FAILED_ALREADY_HAVE_CHARM;
if (m_caster->GetCharmerGuid())
return SPELL_FAILED_CHARMED;
Pet* pet = m_caster->GetPet();
if (!pet)
return SPELL_FAILED_NO_PET;
if (pet->GetCharmerGuid())
return SPELL_FAILED_CHARMED;
break;
}
case SPELL_AURA_MOUNTED:
{
if (m_caster->IsInWater())
return SPELL_FAILED_ONLY_ABOVEWATER;
if (m_caster->GetTypeId() == TYPEID_PLAYER && ((Player*)m_caster)->GetTransport())
return SPELL_FAILED_NO_MOUNTS_ALLOWED;
// Ignore map check if spell have AreaId. AreaId already checked and this prevent special mount spells
if (m_caster->GetTypeId() == TYPEID_PLAYER && !sMapStore.LookupEntry(m_caster->GetMapId())->IsMountAllowed() && !m_IsTriggeredSpell && !m_spellInfo->AreaGroupId)
return SPELL_FAILED_NO_MOUNTS_ALLOWED;
if (m_caster->IsInDisallowedMountForm())
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_FLIGHT_SPEED_MOUNTED:
{
// not allow cast fly spells if not have req. skills (all spells is self target)
// allow always ghost flight spells
if (m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->isAlive())
{
if (!((Player*)m_caster)->CanStartFlyInArea(m_caster->GetMapId(), zone, area))
return m_IsTriggeredSpell ? SPELL_FAILED_DONT_REPORT : SPELL_FAILED_NOT_HERE;
}
break;
}
case SPELL_AURA_PERIODIC_MANA_LEECH:
{
if (!m_targets.getUnitTarget())
return SPELL_FAILED_BAD_IMPLICIT_TARGETS;
if (m_caster->GetTypeId() != TYPEID_PLAYER || m_CastItem)
break;
if(m_targets.getUnitTarget()->getPowerType() != POWER_MANA)
return SPELL_FAILED_BAD_TARGETS;
break;
}
case SPELL_AURA_MIRROR_IMAGE:
{
Unit* pTarget = m_targets.getUnitTarget();
// In case of TARGET_SCRIPT, we have already added a target. Use it here (and find a better solution)
if (m_UniqueTargetInfo.size() == 1)
pTarget = m_caster->GetMap()->GetAnyTypeCreature(m_UniqueTargetInfo.front().targetGUID);
if (!pTarget)
return SPELL_FAILED_BAD_TARGETS;
if (pTarget->GetTypeId() != TYPEID_UNIT) // Target must be creature. TODO: Check if target can also be player
return SPELL_FAILED_BAD_TARGETS;
if (pTarget == m_caster) // Clone self can't be accepted
return SPELL_FAILED_BAD_TARGETS;
// It is assumed that target can not be cloned if already cloned by same or other clone auras
if (pTarget->HasAuraType(SPELL_AURA_MIRROR_IMAGE))
return SPELL_FAILED_BAD_TARGETS;
break;
}
default:
break;
}
}
// check trade slot case (last, for allow catch any another cast problems)
if (m_targets.m_targetMask & TARGET_FLAG_TRADE_ITEM)
{
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return SPELL_FAILED_NOT_TRADING;
Player *pCaster = ((Player*)m_caster);
TradeData* my_trade = pCaster->GetTradeData();
if (!my_trade)
return SPELL_FAILED_NOT_TRADING;
TradeSlots slot = TradeSlots(m_targets.getItemTargetGuid().GetRawValue());
if (slot != TRADE_SLOT_NONTRADED)
return SPELL_FAILED_ITEM_NOT_READY;
// if trade not complete then remember it in trade data
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);
return SPELL_FAILED_DONT_REPORT;
}
}
// all ok
return SPELL_CAST_OK;
}
SpellCastResult Spell::CheckPetCast(Unit* target)
{
if(!m_caster->isAlive())
return SPELL_FAILED_CASTER_DEAD;
if(m_caster->IsNonMeleeSpellCasted(false)) //prevent spellcast interruption by another spellcast
return SPELL_FAILED_SPELL_IN_PROGRESS;
if(m_caster->isInCombat() && IsNonCombatSpell(m_spellInfo))
return SPELL_FAILED_AFFECTING_COMBAT;
if(m_caster->GetTypeId()==TYPEID_UNIT && (((Creature*)m_caster)->IsPet() || m_caster->isCharmed()))
{
//dead owner (pets still alive when owners ressed?)
if(m_caster->GetCharmerOrOwner() && !m_caster->GetCharmerOrOwner()->isAlive())
return SPELL_FAILED_CASTER_DEAD;
if(!target && m_targets.getUnitTarget())
target = m_targets.getUnitTarget();
bool need = false;
for(int i = 0; i < MAX_EFFECT_INDEX; ++i)
{
if (m_spellInfo->EffectImplicitTargetA[i] == TARGET_CHAIN_DAMAGE ||
m_spellInfo->EffectImplicitTargetA[i] == TARGET_SINGLE_FRIEND ||
m_spellInfo->EffectImplicitTargetA[i] == TARGET_SINGLE_FRIEND_2 ||
m_spellInfo->EffectImplicitTargetA[i] == TARGET_DUELVSPLAYER ||
m_spellInfo->EffectImplicitTargetA[i] == TARGET_SINGLE_PARTY ||
m_spellInfo->EffectImplicitTargetA[i] == TARGET_CURRENT_ENEMY_COORDINATES)
{
need = true;
if(!target)
return SPELL_FAILED_BAD_IMPLICIT_TARGETS;
break;
}
}
if(need)
m_targets.setUnitTarget(target);
Unit* _target = m_targets.getUnitTarget();
if(_target) //for target dead/target not valid
{
if (!_target->isTargetableForAttack())
return SPELL_FAILED_BAD_TARGETS; // guessed error
if(IsPositiveSpell(m_spellInfo->Id))
{
if(m_caster->IsHostileTo(_target))
return SPELL_FAILED_BAD_TARGETS;
}
else
{
bool duelvsplayertar = false;
for(int j = 0; j < MAX_EFFECT_INDEX; ++j)
{
//TARGET_DUELVSPLAYER is positive AND negative
duelvsplayertar |= (m_spellInfo->EffectImplicitTargetA[j] == TARGET_DUELVSPLAYER);
}
if(m_caster->IsFriendlyTo(target) && !duelvsplayertar)
{
return SPELL_FAILED_BAD_TARGETS;
}
}
}
//cooldown
if(((Creature*)m_caster)->HasSpellCooldown(m_spellInfo->Id))
return SPELL_FAILED_NOT_READY;
}
return CheckCast(true);
}
SpellCastResult Spell::CheckCasterAuras() const
{
// Flag drop spells totally immuned to caster auras
// FIXME: find more nice check for all totally immuned spells
// HasAttribute(SPELL_ATTR_EX3_UNK28) ?
if (m_spellInfo->Id == 23336 || // Alliance Flag Drop
m_spellInfo->Id == 23334 || // Horde Flag Drop
m_spellInfo->Id == 34991) // Summon Netherstorm Flag
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_ATTR_EX_DISPEL_AURAS_ON_IMMUNITY))
{
for(int i = 0; i < MAX_EFFECT_INDEX; ++i)
{
if (m_spellInfo->EffectApplyAuraName[i] == SPELL_AURA_SCHOOL_IMMUNITY)
school_immune |= uint32(m_spellInfo->EffectMiscValue[i]);
else if (m_spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MECHANIC_IMMUNITY)
mechanic_immune |= 1 << uint32(m_spellInfo->EffectMiscValue[i]-1);
else if (m_spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MECHANIC_IMMUNITY_MASK)
mechanic_immune |= uint32(m_spellInfo->EffectMiscValue[i]);
else if (m_spellInfo->EffectApplyAuraName[i] == SPELL_AURA_DISPEL_IMMUNITY)
dispel_immune |= GetDispellMask(DispelType(m_spellInfo->EffectMiscValue[i]));
}
// immune movement impairment and loss of control (spell data have special structure for mark this case)
if (IsSpellRemoveAllMovementAndControlLossEffects(m_spellInfo))
mechanic_immune = IMMUNE_TO_MOVEMENT_IMPAIRMENT_AND_LOSS_CONTROL_MASK;
}
// Check whether the cast should be prevented by any state you might have.
SpellCastResult prevented_reason = SPELL_CAST_OK;
bool spellUsableWhileStunned = m_spellInfo->HasAttribute(SPELL_ATTR_EX5_USABLE_WHILE_STUNNED);
// 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
if (unitflag & UNIT_FLAG_STUNNED)
{
// Pain Suppression (have SPELL_ATTR_EX5_USABLE_WHILE_STUNNED that must be used only with glyph)
if (m_spellInfo->SpellFamilyName == SPELLFAMILY_PRIEST && m_spellInfo->SpellIconID == 2178)
{
if (!m_caster->HasAura(63248)) // Glyph of Pain Suppression
spellUsableWhileStunned = false;
}
// spell is usable while stunned, check if caster has only mechanic stun auras, another stun types must prevent cast spell
if (spellUsableWhileStunned)
{
bool is_stun_mechanic = true;
Unit::AuraList const& stunAuras = m_caster->GetAurasByType(SPELL_AURA_MOD_STUN);
for (Unit::AuraList::const_iterator itr = stunAuras.begin(); itr != stunAuras.end(); ++itr)
if (!(*itr)->HasMechanic(MECHANIC_STUN))
{
is_stun_mechanic = false;
break;
}
if (!is_stun_mechanic)
prevented_reason = SPELL_FAILED_STUNNED;
}
else
prevented_reason = SPELL_FAILED_STUNNED;
}
else if (unitflag & UNIT_FLAG_CONFUSED && !m_spellInfo->HasAttribute(SPELL_ATTR_EX5_USABLE_WHILE_CONFUSED))
prevented_reason = SPELL_FAILED_CONFUSED;
else if (unitflag & UNIT_FLAG_FLEEING && !m_spellInfo->HasAttribute(SPELL_ATTR_EX5_USABLE_WHILE_FEARED))
prevented_reason = SPELL_FAILED_FLEEING;
else 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;
else if(m_caster->HasAuraType(SPELL_AURA_ALLOW_ONLY_ABILITY))
{
Unit::AuraList const& casingLimit = m_caster->GetAurasByType(SPELL_AURA_ALLOW_ONLY_ABILITY);
for(Unit::AuraList::const_iterator itr = casingLimit.begin(); itr != casingLimit.end(); ++itr)
{
if(!(*itr)->isAffectedOnSpell(m_spellInfo))
{
prevented_reason = SPELL_FAILED_CASTER_AURASTATE;
break;
}
}
}
// 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::SpellAuraHolderMap const& auras = m_caster->GetSpellAuraHolderMap();
for(Unit::SpellAuraHolderMap::const_iterator itr = auras.begin(); itr != auras.end(); ++itr)
{
SpellAuraHolder *holder = itr->second;
SpellEntry const * pEntry = holder->GetSpellProto();
if ((GetSpellSchoolMask(pEntry) & school_immune) && !pEntry->HasAttribute(SPELL_ATTR_EX_UNAFFECTED_BY_SCHOOL_IMMUNE))
continue;
if ((1<<(pEntry->Dispel)) & dispel_immune)
continue;
for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i)
{
Aura *aura = holder->GetAuraByEffectIndex(SpellEffectIndex(i));
if (!aura)
continue;
if (GetSpellMechanicMask(pEntry, 1 << i) & mechanic_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.
switch(aura->GetModifier()->m_auraname)
{
case SPELL_AURA_MOD_STUN:
if (!spellUsableWhileStunned || !aura->HasMechanic(MECHANIC_STUN))
return SPELL_FAILED_STUNNED;
break;
case SPELL_AURA_MOD_CONFUSE:
if (!m_spellInfo->HasAttribute(SPELL_ATTR_EX5_USABLE_WHILE_CONFUSED))
return SPELL_FAILED_CONFUSED;
break;
case SPELL_AURA_MOD_FEAR:
if (!m_spellInfo->HasAttribute(SPELL_ATTR_EX5_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)
{
ObjectGuid targetguid = target->GetObjectGuid();
for(int j = 0; j < MAX_EFFECT_INDEX; ++j)
{
if(m_spellInfo->Effect[j] == SPELL_EFFECT_APPLY_AURA)
{
if( m_spellInfo->StackAmount <= 1)
{
if( target->HasAura(m_spellInfo->Id, SpellEffectIndex(j)) )
return false;
}
else
{
if(Aura* aura = target->GetAura(m_spellInfo->Id, SpellEffectIndex(j)))
if(aura->GetStackAmount() >= m_spellInfo->StackAmount)
return false;
}
}
else if ( IsAreaAuraEffect( m_spellInfo->Effect[j] ))
{
if( target->HasAura(m_spellInfo->Id, SpellEffectIndex(j)) )
return false;
}
}
SpellCastResult result = CheckPetCast(target);
if(result == SPELL_CAST_OK || result == SPELL_FAILED_UNIT_NOT_INFRONT)
{
FillTargetMap();
//check if among target units, our WANTED target is as well (->only self cast spells return false)
for(TargetList::const_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)
{
Unit *target = m_targets.getUnitTarget();
// special range cases
switch(m_spellInfo->rangeIndex)
{
// self cast doesn't need range checking -- also for Starshards fix
// spells that can be cast anywhere also need no check
case SPELL_RANGE_IDX_SELF_ONLY:
case SPELL_RANGE_IDX_ANYWHERE:
return SPELL_CAST_OK;
// combat range spells are treated differently
case SPELL_RANGE_IDX_COMBAT:
{
if (target)
{
if (target == m_caster)
return SPELL_CAST_OK;
float range_mod = strict ? 0.0f : 5.0f;
float base = ATTACK_DISTANCE;
if (Player* modOwner = m_caster->GetSpellModOwner())
range_mod += modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RANGE, base, this);
// with additional 5 dist for non stricted case (some melee spells have delay in apply
return m_caster->CanReachWithMeleeAttack(target, range_mod) ? SPELL_CAST_OK : SPELL_FAILED_OUT_OF_RANGE;
}
break; // let continue in generic way for no target
}
}
//add radius of caster and ~5 yds "give" for non stricred (landing) check
float range_mod = strict ? 1.25f : 6.25;
SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(m_spellInfo->rangeIndex);
bool friendly = target ? target->IsFriendlyTo(m_caster) : false;
float max_range = GetSpellMaxRange(srange, friendly) + range_mod;
float min_range = GetSpellMinRange(srange, friendly);
if(Player* modOwner = m_caster->GetSpellModOwner())
modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RANGE, max_range, this);
if(target && target != m_caster)
{
// distance from target in checks
float dist = m_caster->GetCombatDistance(target);
if(dist > max_range)
return SPELL_FAILED_OUT_OF_RANGE;
if(min_range && dist < min_range)
return SPELL_FAILED_TOO_CLOSE;
if( m_caster->GetTypeId() == TYPEID_PLAYER &&
(m_spellInfo->FacingCasterFlags & SPELL_FACING_FLAG_INFRONT) && !m_caster->HasInArc( M_PI_F, target ) )
return SPELL_FAILED_UNIT_NOT_INFRONT;
}
// TODO verify that such spells really use bounding radius
if(m_targets.m_targetMask == TARGET_FLAG_DEST_LOCATION && m_targets.m_destX != 0 && m_targets.m_destY != 0 && m_targets.m_destZ != 0)
{
if(!m_caster->IsWithinDist3d(m_targets.m_destX, m_targets.m_destY, m_targets.m_destZ, max_range))
return SPELL_FAILED_OUT_OF_RANGE;
if(min_range && m_caster->IsWithinDist3d(m_targets.m_destX, m_targets.m_destY, m_targets.m_destZ, min_range))
return SPELL_FAILED_TOO_CLOSE;
}
return SPELL_CAST_OK;
}
uint32 Spell::CalculatePowerCost(SpellEntry const* spellInfo, Unit* caster, Spell const* spell, Item* castItem)
{
// item cast not used power
if (castItem)
return 0;
// Spell drain all exist power on cast (Only paladin lay of Hands)
if (spellInfo->HasAttribute(SPELL_ATTR_EX_DRAIN_ALL_POWER))
{
// If power type - health drain all
if (spellInfo->powerType == POWER_HEALTH)
return caster->GetHealth();
// Else drain all power
if (spellInfo->powerType < MAX_POWERS)
return caster->GetPower(Powers(spellInfo->powerType));
sLog.outError("Spell::CalculateManaCost: Unknown power type '%d' in spell %d", spellInfo->powerType, spellInfo->Id);
return 0;
}
// Base powerCost
int32 powerCost = spellInfo->manaCost;
// PCT cost from total amount
if (spellInfo->ManaCostPercentage)
{
switch (spellInfo->powerType)
{
// health as power used
case POWER_HEALTH:
powerCost += spellInfo->ManaCostPercentage * caster->GetCreateHealth() / 100;
break;
case POWER_MANA:
powerCost += spellInfo->ManaCostPercentage * caster->GetCreateMana() / 100;
break;
case POWER_RAGE:
case POWER_FOCUS:
case POWER_ENERGY:
case POWER_HAPPINESS:
powerCost += spellInfo->ManaCostPercentage * caster->GetMaxPower(Powers(spellInfo->powerType)) / 100;
break;
case POWER_RUNE:
case POWER_RUNIC_POWER:
DEBUG_LOG("Spell::CalculateManaCost: Not implemented yet!");
break;
default:
sLog.outError("Spell::CalculateManaCost: Unknown power type '%d' in spell %d", spellInfo->powerType, spellInfo->Id);
return 0;
}
}
SpellSchools school = GetFirstSchoolInMask(spell ? spell->m_spellSchoolMask : GetSpellSchoolMask(spellInfo));
// Flat mod from caster auras by spell school
powerCost += caster->GetInt32Value(UNIT_FIELD_POWER_COST_MODIFIER + school);
// Shiv - costs 20 + weaponSpeed*10 energy (apply only to non-triggered spell with energy cost)
if (spellInfo->HasAttribute(SPELL_ATTR_EX4_SPELL_VS_EXTEND_COST))
powerCost += caster->GetAttackTime(OFF_ATTACK) / 100;
// Apply cost mod by spell
if (spell)
if (Player* modOwner = caster->GetSpellModOwner())
modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_COST, powerCost, spell);
if (spellInfo->HasAttribute(SPELL_ATTR_LEVEL_DAMAGE_CALCULATION))
powerCost = int32(powerCost/ (1.117f * spellInfo->spellLevel / caster->getLevel() -0.1327f));
// PCT mod from user auras by school
powerCost = int32(powerCost * (1.0f + caster->GetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER + school)));
if (powerCost < 0)
powerCost = 0;
return powerCost;
}
SpellCastResult Spell::CheckPower()
{
// item cast not used power
if(m_CastItem)
return SPELL_CAST_OK;
// Do precise power regen on spell cast
if (m_powerCost > 0 && m_caster->GetTypeId() == TYPEID_PLAYER)
{
Player* playerCaster = (Player*)m_caster;
uint32 diff = REGEN_TIME_FULL - m_caster->GetRegenTimer();
if (diff >= REGEN_TIME_PRECISE)
playerCaster->RegenerateAll(diff);
}
// health as power used - need check health amount
if (m_spellInfo->powerType == POWER_HEALTH)
{
if (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::CheckMana: 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 = CheckOrTakeRunePower(false);
if (failReason != SPELL_CAST_OK)
return failReason;
}
// Check power amount
Powers powerType = Powers(m_spellInfo->powerType);
if (m_caster->GetPower(powerType) < m_powerCost)
return SPELL_FAILED_NO_POWER;
return SPELL_CAST_OK;
}
bool Spell::IgnoreItemRequirements() const
{
/// Check if it's an enchant scroll. These have no required reagents even though their spell does.
if (m_CastItem && (m_CastItem->GetProto()->Flags & ITEM_FLAG_ENCHANT_SCROLL))
return true;
if (m_IsTriggeredSpell)
{
/// Not own traded item (in trader trade slot) req. reagents including triggered spell case
if (Item* targetItem = m_targets.getItemTarget())
if (targetItem->GetOwnerGuid() != m_caster->GetObjectGuid())
return false;
/// Some triggered spells have same reagents that have master spell
/// expected in test: master spell have reagents in first slot then triggered don't must use own
if (m_triggeredBySpellInfo && !m_triggeredBySpellInfo->Reagent[0])
return false;
return true;
}
return false;
}
SpellCastResult Spell::CheckItems()
{
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return SPELL_CAST_OK;
Player* p_caster = (Player*)m_caster;
bool isScrollItem = false;
bool isVellumTarget = false;
// cast item checks
if(m_CastItem)
{
if (m_CastItem->IsInTrade())
return SPELL_FAILED_ITEM_NOT_FOUND;
uint32 itemid = m_CastItem->GetEntry();
if( !p_caster->HasItemCount(itemid, 1) )
return SPELL_FAILED_ITEM_NOT_FOUND;
ItemPrototype const *proto = m_CastItem->GetProto();
if(!proto)
return SPELL_FAILED_ITEM_NOT_FOUND;
if (proto->Flags & ITEM_FLAG_ENCHANT_SCROLL)
isScrollItem = true;
for (int i = 0; i < 5; ++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 (int i = 0; i < MAX_EFFECT_INDEX; ++i)
{
// skip check, pet not required like checks, and for TARGET_PET m_targets.getUnitTarget() is not the real target but the caster
if (m_spellInfo->EffectImplicitTargetA[i] == TARGET_PET)
continue;
if (m_spellInfo->Effect[i] == SPELL_EFFECT_HEAL)
{
if (m_targets.getUnitTarget()->GetHealth() == m_targets.getUnitTarget()->GetMaxHealth())
{
failReason = SPELL_FAILED_ALREADY_AT_FULL_HEALTH;
continue;
}
else
{
failReason = SPELL_CAST_OK;
break;
}
}
// Mana Potion, Rage Potion, Thistle Tea(Rogue), ...
if (m_spellInfo->Effect[i] == SPELL_EFFECT_ENERGIZE)
{
if(m_spellInfo->EffectMiscValue[i] < 0 || m_spellInfo->EffectMiscValue[i] >= MAX_POWERS)
{
failReason = SPELL_FAILED_ALREADY_AT_FULL_POWER;
continue;
}
Powers power = Powers(m_spellInfo->EffectMiscValue[i]);
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 (for triggered case not report error)
if (m_targets.getItemTargetGuid())
{
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return m_IsTriggeredSpell && !(m_targets.m_targetMask & TARGET_FLAG_TRADE_ITEM)
? SPELL_FAILED_DONT_REPORT : SPELL_FAILED_BAD_TARGETS;
if (!m_targets.getItemTarget())
return m_IsTriggeredSpell && !(m_targets.m_targetMask & TARGET_FLAG_TRADE_ITEM)
? SPELL_FAILED_DONT_REPORT : SPELL_FAILED_ITEM_GONE;
isVellumTarget = m_targets.getItemTarget()->GetProto()->IsVellum();
if (!m_targets.getItemTarget()->IsFitToSpellRequirements(m_spellInfo))
return m_IsTriggeredSpell && !(m_targets.m_targetMask & TARGET_FLAG_TRADE_ITEM)
? SPELL_FAILED_DONT_REPORT : SPELL_FAILED_EQUIPPED_ITEM_CLASS;
// Do not enchant vellum with scroll
if (isVellumTarget && isScrollItem)
return m_IsTriggeredSpell && !(m_targets.m_targetMask & TARGET_FLAG_TRADE_ITEM)
? SPELL_FAILED_DONT_REPORT : SPELL_FAILED_BAD_TARGETS;
}
// if not item target then required item must be equipped (for triggered case not report error)
else
{
if(m_caster->GetTypeId() == TYPEID_PLAYER && !((Player*)m_caster)->HasItemFitToSpellReqirements(m_spellInfo))
return m_IsTriggeredSpell ? SPELL_FAILED_DONT_REPORT : SPELL_FAILED_EQUIPPED_ITEM_CLASS;
}
// check spell focus object
if(m_spellInfo->RequiresSpellFocus)
{
GameObject* ok = NULL;
MaNGOS::GameObjectFocusCheck go_check(m_caster,m_spellInfo->RequiresSpellFocus);
MaNGOS::GameObjectSearcher<MaNGOS::GameObjectFocusCheck> checker(ok, go_check);
Cell::VisitGridObjects(m_caster, checker, m_caster->GetMap()->GetVisibilityDistance());
if(!ok)
return SPELL_FAILED_REQUIRES_SPELL_FOCUS;
focusObject = ok; // game object found in range
}
// check reagents (ignore triggered spells with reagents processed by original spell) and special reagent ignore case.
if (!IgnoreItemRequirements())
{
if (!p_caster->CanNoReagentCast(m_spellInfo))
{
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)
{
ItemPrototype const *proto = m_CastItem->GetProto();
if (!proto)
return SPELL_FAILED_REAGENTS;
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 && !(proto->ExtraFlags & ITEM_EXTRA_NON_CONSUMABLE) && 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 = MAX_SPELL_TOTEMS;
for(int i = 0; i < MAX_SPELL_TOTEMS ; ++i)
{
if (m_spellInfo->Totem[i] != 0)
{
if (p_caster->HasItemCount(m_spellInfo->Totem[i], 1))
{
totems -= 1;
continue;
}
}
else
totems -= 1;
}
if (totems != 0)
return SPELL_FAILED_TOTEMS;
// Check items for TotemCategory (items presence in inventory)
uint32 TotemCategory = MAX_SPELL_TOTEM_CATEGORIES;
for(int i= 0; i < MAX_SPELL_TOTEM_CATEGORIES; ++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;
}
// special checks for spell effects
for(int i = 0; i < MAX_EFFECT_INDEX; ++i)
{
switch (m_spellInfo->Effect[i])
{
case SPELL_EFFECT_CREATE_ITEM:
{
if (!m_IsTriggeredSpell && m_spellInfo->EffectItemType[i])
{
// Conjure Mana Gem (skip same or low level ranks for later recharge)
if (i == EFFECT_INDEX_0 && m_spellInfo->Effect[EFFECT_INDEX_1] == SPELL_EFFECT_DUMMY)
{
if (ItemPrototype const* itemProto = ObjectMgr::GetItemPrototype(m_spellInfo->EffectItemType[i]))
{
if (Item* item = p_caster->GetItemByLimitedCategory(itemProto->ItemLimitCategory))
{
if (item->GetProto()->ItemLevel <= itemProto->ItemLevel)
{
if (item->HasMaxCharges())
return SPELL_FAILED_ITEM_AT_MAX_CHARGES;
// will recharge in next effect
continue;
}
}
}
}
ItemPosCountVec dest;
InventoryResult msg = p_caster->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, m_spellInfo->EffectItemType[i], 1 );
if (msg != EQUIP_ERR_OK )
{
p_caster->SendEquipError( msg, NULL, NULL, m_spellInfo->EffectItemType[i] );
return SPELL_FAILED_DONT_REPORT;
}
}
break;
}
case SPELL_EFFECT_RESTORE_ITEM_CHARGES:
{
if (Item* item = p_caster->GetItemByEntry(m_spellInfo->EffectItemType[i]))
if (item->HasMaxCharges())
return SPELL_FAILED_ITEM_AT_MAX_CHARGES;
break;
}
case SPELL_EFFECT_ENCHANT_ITEM:
case SPELL_EFFECT_ENCHANT_ITEM_PRISMATIC:
{
Item* targetItem = m_targets.getItemTarget();
if(!targetItem)
return SPELL_FAILED_ITEM_NOT_FOUND;
if( targetItem->GetProto()->ItemLevel < m_spellInfo->baseLevel )
return SPELL_FAILED_LOWLEVEL;
// Check if we can store a new scroll, enchanting vellum has implicit SPELL_EFFECT_CREATE_ITEM
if (isVellumTarget && m_spellInfo->EffectItemType[i])
{
ItemPosCountVec dest;
InventoryResult msg = p_caster->CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, m_spellInfo->EffectItemType[i], 1 );
if (msg != EQUIP_ERR_OK)
{
p_caster->SendEquipError( msg, NULL, NULL );
return SPELL_FAILED_DONT_REPORT;
}
}
// Not allow enchant in trade slot for some enchant type
if( targetItem->GetOwner() != m_caster )
{
uint32 enchant_id = m_spellInfo->EffectMiscValue[i];
SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if(!pEnchant)
return SPELL_FAILED_ERROR;
if (pEnchant->slot & ENCHANTMENT_CAN_SOULBOUND)
return SPELL_FAILED_NOT_TRADEABLE;
// cannot replace vellum with scroll in trade slot
if (isVellumTarget)
return SPELL_FAILED_ITEM_ENCHANT_TRADE_WINDOW;
}
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->EffectMiscValue[i];
SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if(!pEnchant)
return SPELL_FAILED_ERROR;
if (pEnchant->slot & ENCHANTMENT_CAN_SOULBOUND)
return SPELL_FAILED_NOT_TRADEABLE;
}
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->GetObjectGuid() )
return SPELL_FAILED_CANT_BE_DISENCHANTED;
ItemPrototype const* itemProto = m_targets.getItemTarget()->GetProto();
if(!itemProto)
return SPELL_FAILED_CANT_BE_DISENCHANTED;
// must have disenchant loot (other static req. checked at item prototype loading)
if (!itemProto->DisenchantID)
return SPELL_FAILED_CANT_BE_DISENCHANTED;
// 2.0.x addon: Check player enchanting level against the item disenchanting requirements
int32 item_disenchantskilllevel = itemProto->RequiredDisenchantSkill;
if (item_disenchantskilllevel > int32(p_caster->GetSkillValue(SKILL_ENCHANTING)))
return SPELL_FAILED_LOW_CASTLEVEL;
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()->GetProto()->Flags & ITEM_FLAG_PROSPECTABLE))
return SPELL_FAILED_CANT_BE_PROSPECTED;
// prevent prospecting in trade slot
if (m_targets.getItemTarget()->GetOwnerGuid() != m_caster->GetObjectGuid())
return SPELL_FAILED_CANT_BE_PROSPECTED;
// Check for enough skill in jewelcrafting
uint32 item_prospectingskilllevel = m_targets.getItemTarget()->GetProto()->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 (int32(m_targets.getItemTarget()->GetCount()) < CalculateDamage(SpellEffectIndex(i), m_caster))
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()->GetProto()->Flags & ITEM_FLAG_MILLABLE))
return SPELL_FAILED_CANT_BE_MILLED;
// prevent milling in trade slot
if (m_targets.getItemTarget()->GetOwnerGuid() != m_caster->GetObjectGuid())
return SPELL_FAILED_CANT_BE_MILLED;
// Check for enough skill in inscription
uint32 item_millingskilllevel = m_targets.getItemTarget()->GetProto()->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 (int32(m_targets.getItemTarget()->GetCount()) < CalculateDamage(SpellEffectIndex(i), m_caster))
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 = ((Player*)m_caster)->GetWeaponForAttack(m_attackType,true,false);
if (!pItem)
return SPELL_FAILED_EQUIPPED_ITEM;
switch(pItem->GetProto()->SubClass)
{
case ITEM_SUBCLASS_WEAPON_THROWN:
{
uint32 ammo = pItem->GetEntry();
if( !((Player*)m_caster)->HasItemCount( ammo, 1 ) )
return SPELL_FAILED_NO_AMMO;
}; break;
case ITEM_SUBCLASS_WEAPON_GUN:
case ITEM_SUBCLASS_WEAPON_BOW:
case ITEM_SUBCLASS_WEAPON_CROSSBOW:
{
uint32 ammo = ((Player*)m_caster)->GetUInt32Value(PLAYER_AMMO_ID);
if(!ammo)
{
// Requires No Ammo
if(m_caster->GetDummyAura(46699))
break; // skip other checks
return SPELL_FAILED_NO_AMMO;
}
ItemPrototype const *ammoProto = ObjectMgr::GetItemPrototype( 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->GetProto()->SubClass)
{
case ITEM_SUBCLASS_WEAPON_BOW:
case ITEM_SUBCLASS_WEAPON_CROSSBOW:
if(ammoProto->SubClass != ITEM_SUBCLASS_ARROW)
return SPELL_FAILED_NO_AMMO;
break;
case ITEM_SUBCLASS_WEAPON_GUN:
if(ammoProto->SubClass != ITEM_SUBCLASS_BULLET)
return SPELL_FAILED_NO_AMMO;
break;
default:
return SPELL_FAILED_NO_AMMO;
}
if( !((Player*)m_caster)->HasItemCount( ammo, 1 ) )
return SPELL_FAILED_NO_AMMO;
}; break;
case ITEM_SUBCLASS_WEAPON_WAND:
break;
default:
break;
}
break;
}
default:break;
}
}
return SPELL_CAST_OK;
}
void Spell::Delayed()
{
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
((Player*)m_caster)->ApplySpellMod(m_spellInfo->Id, SPELLMOD_NOT_LOSE_CASTING_TIME, delayReduce, this);
delayReduce += m_caster->GetTotalAuraModifier(SPELL_AURA_REDUCE_PUSHBACK) - 100;
if(delayReduce >= 100)
return;
delaytime = delaytime * (100 - delayReduce) / 100;
if(int32(m_timer) + delaytime > m_casttime)
{
delaytime = m_casttime - m_timer;
m_timer = m_casttime;
}
else
m_timer += delaytime;
DETAIL_FILTER_LOG(LOG_FILTER_SPELL_CAST, "Spell %u partially interrupted for (%d) ms at damage", m_spellInfo->Id, delaytime);
WorldPacket data(SMSG_SPELL_DELAYED, 8+4);
data << 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
int32 delaytime = GetSpellDuration(m_spellInfo) * 25 / 100;// channeling delay is normally 25% of its time per hit
int32 delayReduce = 100; // must be initialized to 100 for percent modifiers
((Player*)m_caster)->ApplySpellMod(m_spellInfo->Id, SPELLMOD_NOT_LOSE_CASTING_TIME, delayReduce, this);
delayReduce += m_caster->GetTotalAuraModifier(SPELL_AURA_REDUCE_PUSHBACK) - 100;
if(delayReduce >= 100)
return;
delaytime = delaytime * (100 - delayReduce) / 100;
if(int32(m_timer) < delaytime)
{
delaytime = m_timer;
m_timer = 0;
}
else
m_timer -= delaytime;
DEBUG_FILTER_LOG(LOG_FILTER_SPELL_CAST, "Spell %u partially interrupted for %i ms, new duration: %u ms", m_spellInfo->Id, delaytime, m_timer);
for(TargetList::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
{
if ((*ihit).missCondition == SPELL_MISS_NONE)
{
if (Unit* unit = m_caster->GetObjectGuid() == ihit->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID))
unit->DelaySpellAuraHolder(m_spellInfo->Id, delaytime, unit->GetObjectGuid());
}
}
for(int j = 0; j < MAX_EFFECT_INDEX; ++j)
{
// partially interrupt persistent area auras
if (DynamicObject* dynObj = m_caster->GetDynObject(m_spellInfo->Id, SpellEffectIndex(j)))
dynObj->Delay(delaytime);
}
SendChannelUpdate(m_timer);
}
void Spell::UpdateOriginalCasterPointer()
{
if(m_originalCasterGUID == m_caster->GetObjectGuid())
m_originalCaster = m_caster;
else if (m_originalCasterGUID.IsGameObject())
{
GameObject* go = m_caster->IsInWorld() ? m_caster->GetMap()->GetGameObject(m_originalCasterGUID) : NULL;
m_originalCaster = go ? go->GetOwner() : NULL;
}
else
{
Unit* unit = ObjectAccessor::GetUnit(*m_caster, m_originalCasterGUID);
m_originalCaster = unit && unit->IsInWorld() ? unit : NULL;
}
}
void Spell::UpdatePointers()
{
UpdateOriginalCasterPointer();
m_targets.Update(m_caster);
}
bool Spell::CheckTargetCreatureType(Unit* target) const
{
uint32 spellCreatureTargetMask = m_spellInfo->TargetCreatureType;
// Curse of Doom: not find another way to fix spell target check :/
if (m_spellInfo->SpellFamilyName == SPELLFAMILY_WARLOCK && m_spellInfo->Category == 1179)
{
// not allow cast at player
if(target->GetTypeId() == TYPEID_PLAYER)
return false;
spellCreatureTargetMask = 0x7FF;
}
// Dismiss Pet and Taming Lesson skipped
if(m_spellInfo->Id == 2641 || m_spellInfo->Id == 23356)
spellCreatureTargetMask = 0;
if (spellCreatureTargetMask)
{
uint32 TargetCreatureType = target->GetCreatureTypeMask();
return !TargetCreatureType || (spellCreatureTargetMask & TargetCreatureType);
}
return true;
}
CurrentSpellTypes Spell::GetCurrentContainer()
{
if (IsNextMeleeSwingSpell())
return(CURRENT_MELEE_SPELL);
else if (IsAutoRepeat())
return(CURRENT_AUTOREPEAT_SPELL);
else if (IsChanneledSpell(m_spellInfo))
return(CURRENT_CHANNELED_SPELL);
else
return(CURRENT_GENERIC_SPELL);
}
bool Spell::CheckTarget( Unit* target, SpellEffectIndex eff )
{
// Check targets for creature type mask and remove not appropriate (skip explicit self target case, maybe need other explicit targets)
if(m_spellInfo->EffectImplicitTargetA[eff] != TARGET_SELF )
{
if (!CheckTargetCreatureType(target))
return false;
}
// Check Aura spell req (need for AoE spells)
if(m_spellInfo->targetAuraSpell && !target->HasAura(m_spellInfo->targetAuraSpell))
return false;
if (m_spellInfo->excludeTargetAuraSpell && target->HasAura(m_spellInfo->excludeTargetAuraSpell))
return false;
// Check targets for not_selectable unit flag and remove
// A player can cast spells on his pet (or other controlled unit) though in any state
if (target != m_caster && target->GetCharmerOrOwnerGuid() != m_caster->GetObjectGuid())
{
// any unattackable target skipped
if (target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE))
return false;
// unselectable targets skipped in all cases except TARGET_SCRIPT targeting
// in case TARGET_SCRIPT target selected by server always and can't be cheated
if ((!m_IsTriggeredSpell || target != m_targets.getUnitTarget()) &&
target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE) &&
m_spellInfo->EffectImplicitTargetA[eff] != TARGET_SCRIPT &&
m_spellInfo->EffectImplicitTargetB[eff] != TARGET_SCRIPT &&
m_spellInfo->EffectImplicitTargetA[eff] != TARGET_AREAEFFECT_INSTANT &&
m_spellInfo->EffectImplicitTargetB[eff] != TARGET_AREAEFFECT_INSTANT &&
m_spellInfo->EffectImplicitTargetA[eff] != TARGET_AREAEFFECT_CUSTOM &&
m_spellInfo->EffectImplicitTargetB[eff] != TARGET_AREAEFFECT_CUSTOM )
return false;
}
// Check player targets and remove if in GM mode or GM invisibility (for not self casting case)
if( target != m_caster && target->GetTypeId() == TYPEID_PLAYER)
{
if(((Player*)target)->GetVisibility() == VISIBILITY_OFF)
return false;
if(((Player*)target)->isGameMaster() && !IsPositiveSpell(m_spellInfo->Id))
return false;
}
// Check targets for LOS visibility (except spells without range limitations )
switch(m_spellInfo->Effect[eff])
{
case SPELL_EFFECT_SUMMON_PLAYER: // from anywhere
break;
case SPELL_EFFECT_DUMMY:
if(m_spellInfo->Id != 20577) // Cannibalize
break;
// fall through
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 = m_caster->GetMap()->GetCorpse(m_targets.getCorpseTargetGuid());
if(!corpse)
return false;
if(target->GetObjectGuid() != corpse->GetOwnerGuid())
return false;
if(!corpse->IsWithinLOSInMap(m_caster))
return false;
}
// all ok by some way or another, skip normal check
break;
default: // normal case
// Get GO cast coordinates if original caster -> GO
if (target != m_caster)
if (WorldObject *caster = GetCastingObject())
if (!target->IsWithinLOSInMap(caster))
return false;
break;
}
switch (m_spellInfo->Id)
{
case 37433: // Spout (The Lurker Below), only players affected if its not in water
if (target->GetTypeId() != TYPEID_PLAYER || target->IsInWater())
return false;
default: break;
}
return true;
}
bool Spell::IsNeedSendToClient() const
{
return m_spellInfo->SpellVisual[0] || m_spellInfo->SpellVisual[1] || IsChanneledSpell(m_spellInfo) ||
m_spellInfo->speed > 0.0f || (!m_triggeredByAuraSpell && !m_IsTriggeredSpell);
}
bool Spell::IsTriggeredSpellWithRedundentData() const
{
return m_triggeredByAuraSpell || m_triggeredBySpellInfo ||
// possible not need after above check?
m_IsTriggeredSpell && (m_spellInfo->manaCost || m_spellInfo->ManaCostPercentage);
}
bool Spell::HaveTargetsForEffect(SpellEffectIndex effect) const
{
for(TargetList::const_iterator itr = m_UniqueTargetInfo.begin(); itr != m_UniqueTargetInfo.end(); ++itr)
if(itr->effectMask & (1 << effect))
return true;
for(GOTargetList::const_iterator itr = m_UniqueGOTargetInfo.begin(); itr != m_UniqueGOTargetInfo.end(); ++itr)
if(itr->effectMask & (1 << effect))
return true;
for(ItemTargetList::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);
}
}
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_CASTING:
{
// this spell is in channeled state, process it on the next update
// event will be re-added automatically at the end of routine)
} break;
case SPELL_STATE_DELAYED:
{
// first, check, if we have just started
if (m_Spell->GetDelayStart() != 0)
{
// no, we aren't, do the typical update
// check, if we have channeled spell on our hands
if (IsChanneledSpell(m_Spell->m_spellInfo))
{
// evented channeled spell is processed separately, casted once after delay, and not destroyed till finish
// check, if we have casting anything else except this channeled spell and autorepeat
if (m_Spell->GetCaster()->IsNonMeleeSpellCasted(false, true, true))
{
// another non-melee non-delayed spell is casted now, abort
m_Spell->cancel();
}
else
{
// do the action (pass spell to channeling state)
m_Spell->handle_immediate();
}
// event will be re-added automatically at the end of routine)
}
else
{
// run the spell handler and think about what we can do next
uint64 t_offset = e_time - m_Spell->GetDelayStart();
uint64 n_offset = m_Spell->handle_delayed(t_offset);
if (n_offset)
{
// re-add us to the queue
m_Spell->GetCaster()->m_Events.AddEvent(this, m_Spell->GetDelayStart() + n_offset, false);
return false; // event not complete
}
// event complete
// finish update event will be re-added automatically at the end of routine)
}
}
else
{
// delaying had just started, record the moment
m_Spell->SetDelayStart(e_time);
// 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();
}
SpellCastResult Spell::CanOpenLock(SpellEffectIndex 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 < 8; ++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->EffectMiscValue[effIndex]) != lockInfo->Index[j])
continue;
skillId = SkillByLockType(LockType(lockInfo->Index[j]));
if ( skillId != SKILL_NONE )
{
// skill bonus provided by casting spell (mostly item spells)
// add the damage modifier from the spell casted (cheat lock / skeleton key etc.) (use m_currentBasePoints, CalculateDamage returns wrong value)
uint32 spellSkillBonus = uint32(m_currentBasePoints[effIndex]);
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 : ((Player*)m_caster)->GetSkillValue(skillId);
skillValue += spellSkillBonus;
if (skillValue < reqSkillValue)
return SPELL_FAILED_LOW_CASTLEVEL;
}
return SPELL_CAST_OK;
}
}
}
if(reqKey)
return SPELL_FAILED_BAD_TARGETS;
return SPELL_CAST_OK;
}
/**
* Fill target list by units around (x,y) points at radius distance
* @param targetUnitMap Reference to target list that filled by function
* @param x X coordinates of center point for target search
* @param y Y coordinates of center point for target search
* @param radius Radius around (x,y) for target search
* @param pushType Additional rules for target area selection (in front, angle, etc)
* @param spellTargets Additional rules for target selection base at hostile/friendly state to original spell caster
* @param originalCaster If provided set alternative original caster, if =NULL then used Spell::GetAffectiveObject() return
*/
void Spell::FillAreaTargets(UnitList &targetUnitMap, float radius, SpellNotifyPushType pushType, SpellTargets spellTargets, WorldObject* originalCaster /*=NULL*/)
{
MaNGOS::SpellNotifierCreatureAndPlayer notifier(*this, targetUnitMap, radius, pushType, spellTargets, originalCaster);
Cell::VisitAllObjects(notifier.GetCenterX(), notifier.GetCenterY(), m_caster->GetMap(), notifier, radius);
}
void Spell::FillRaidOrPartyTargets(UnitList &targetUnitMap, Unit* member, Unit* center, float radius, bool raid, bool withPets, bool withcaster)
{
Player *pMember = member->GetCharmerOrOwnerPlayerOrPlayerItself();
Group *pGroup = pMember ? pMember->GetGroup() : NULL;
if (pGroup)
{
uint8 subgroup = pMember->GetSubGroup();
for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player* Target = itr->getSource();
// IsHostileTo check duel and controlled by enemy
if (Target && (raid || subgroup==Target->GetSubGroup())
&& !m_caster->IsHostileTo(Target))
{
if ((Target == center || center->IsWithinDistInMap(Target, radius)) &&
(withcaster || Target != m_caster))
targetUnitMap.push_back(Target);
if (withPets)
if (Pet* pet = Target->GetPet())
if ((pet == center || center->IsWithinDistInMap(pet, radius)) &&
(withcaster || pet != m_caster))
targetUnitMap.push_back(pet);
}
}
}
else
{
Unit* ownerOrSelf = pMember ? pMember : member->GetCharmerOrOwnerOrSelf();
if ((ownerOrSelf == center || center->IsWithinDistInMap(ownerOrSelf, radius)) &&
(withcaster || ownerOrSelf != m_caster))
targetUnitMap.push_back(ownerOrSelf);
if (withPets)
if (Pet* pet = ownerOrSelf->GetPet())
if ((pet == center || center->IsWithinDistInMap(pet, radius)) &&
(withcaster || pet != m_caster))
targetUnitMap.push_back(pet);
}
}
void Spell::FillRaidOrPartyManaPriorityTargets(UnitList &targetUnitMap, Unit* member, Unit* center, float radius, uint32 count, bool raid, bool withPets, bool withCaster)
{
FillRaidOrPartyTargets(targetUnitMap, member, center, radius, raid, withPets, withCaster);
PrioritizeManaUnitQueue manaUsers;
for(UnitList::const_iterator itr = targetUnitMap.begin(); itr != targetUnitMap.end(); ++itr)
if ((*itr)->getPowerType() == POWER_MANA && !(*itr)->isDead())
manaUsers.push(PrioritizeManaUnitWraper(*itr));
targetUnitMap.clear();
while(!manaUsers.empty() && targetUnitMap.size() < count)
{
targetUnitMap.push_back(manaUsers.top().getUnit());
manaUsers.pop();
}
}
void Spell::FillRaidOrPartyHealthPriorityTargets(UnitList &targetUnitMap, Unit* member, Unit* center, float radius, uint32 count, bool raid, bool withPets, bool withCaster)
{
FillRaidOrPartyTargets(targetUnitMap, member, center, radius, raid, withPets, withCaster);
PrioritizeHealthUnitQueue healthQueue;
for(UnitList::const_iterator itr = targetUnitMap.begin(); itr != targetUnitMap.end(); ++itr)
if (!(*itr)->isDead())
healthQueue.push(PrioritizeHealthUnitWraper(*itr));
targetUnitMap.clear();
while(!healthQueue.empty() && targetUnitMap.size() < count)
{
targetUnitMap.push_back(healthQueue.top().getUnit());
healthQueue.pop();
}
}
WorldObject* Spell::GetAffectiveCasterObject() const
{
if (!m_originalCasterGUID)
return m_caster;
if (m_originalCasterGUID.IsGameObject() && m_caster->IsInWorld())
return m_caster->GetMap()->GetGameObject(m_originalCasterGUID);
return m_originalCaster;
}
WorldObject* Spell::GetCastingObject() const
{
if (m_originalCasterGUID.IsGameObject())
return m_caster->IsInWorld() ? m_caster->GetMap()->GetGameObject(m_originalCasterGUID) : NULL;
else
return m_caster;
}
void Spell::ResetEffectDamageAndHeal()
{
m_damage = 0;
m_healing = 0;
}
void Spell::SelectMountByAreaAndSkill(Unit* target, SpellEntry const* parentSpell, uint32 spellId75, uint32 spellId150, uint32 spellId225, uint32 spellId300, uint32 spellIdSpecial)
{
if (!target || target->GetTypeId() != TYPEID_PLAYER)
return;
// Prevent stacking of mounts
target->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED);
uint16 skillval = ((Player*)target)->GetSkillValue(SKILL_RIDING);
if (!skillval)
return;
if (skillval >= 225 && (spellId300 > 0 || spellId225 > 0))
{
uint32 spellid = skillval >= 300 ? spellId300 : spellId225;
SpellEntry const *pSpell = sSpellStore.LookupEntry(spellid);
if (!pSpell)
{
sLog.outError("SelectMountByAreaAndSkill: unknown spell id %i by caster: %s", spellid, target->GetGuidStr().c_str());
return;
}
// zone check
uint32 zone, area;
target->GetZoneAndAreaId(zone, area);
SpellCastResult locRes= sSpellMgr.GetSpellAllowedInLocationError(pSpell, target->GetMapId(), zone, area, target->GetCharmerOrOwnerPlayerOrPlayerItself());
if (locRes != SPELL_CAST_OK || !((Player*)target)->CanStartFlyInArea(target->GetMapId(), zone, area))
target->CastSpell(target, spellId150, true, NULL, NULL, ObjectGuid(), parentSpell);
else if (spellIdSpecial > 0)
{
for (PlayerSpellMap::const_iterator iter = ((Player*)target)->GetSpellMap().begin(); iter != ((Player*)target)->GetSpellMap().end(); ++iter)
{
if (iter->second.state != PLAYERSPELL_REMOVED)
{
SpellEntry const *spellInfo = sSpellStore.LookupEntry(iter->first);
for(int i = 0; i < MAX_EFFECT_INDEX; ++i)
{
if(spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_FLIGHT_SPEED_MOUNTED)
{
int32 mountSpeed = spellInfo->CalculateSimpleValue(SpellEffectIndex(i));
// speed higher than 280 replace it
if (mountSpeed > 280)
{
target->CastSpell(target, spellIdSpecial, true, NULL, NULL, ObjectGuid(), parentSpell);
return;
}
}
}
}
}
target->CastSpell(target, pSpell, true, NULL, NULL, ObjectGuid(), parentSpell);
}
else
target->CastSpell(target, pSpell, true, NULL, NULL, ObjectGuid(), parentSpell);
}
else if (skillval >= 150 && spellId150 > 0)
target->CastSpell(target, spellId150, true, NULL, NULL, ObjectGuid(), parentSpell);
else if (spellId75 > 0)
target->CastSpell(target, spellId75, true, NULL, NULL, ObjectGuid(), parentSpell);
return;
}
void Spell::ClearCastItem()
{
if (m_CastItem==m_targets.getItemTarget())
m_targets.setItemTarget(NULL);
m_CastItem = NULL;
}
bool Spell::HasGlobalCooldown()
{
// global cooldown have only player or controlled units
if (m_caster->GetCharmInfo())
return m_caster->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(m_spellInfo);
else if (m_caster->GetTypeId() == TYPEID_PLAYER)
return ((Player*)m_caster)->GetGlobalCooldownMgr().HasGlobalCooldown(m_spellInfo);
else
return false;
}
void Spell::TriggerGlobalCooldown()
{
int32 gcd = m_spellInfo->StartRecoveryTime;
if (!gcd)
return;
// global cooldown can't leave range 1..1.5 secs (if it it)
// exist some spells (mostly not player directly casted) that have < 1 sec and > 1.5 sec global cooldowns
// but its as test show not affected any spell mods.
if (gcd >= 1000 && gcd <= 1500)
{
// gcd modifier auras applied only to self spells and only player have mods for this
if (m_caster->GetTypeId() == TYPEID_PLAYER)
((Player*)m_caster)->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 < 1000)
gcd = 1000;
else if (gcd > 1500)
gcd = 1500;
}
// global cooldown have only player or controlled units
if (m_caster->GetCharmInfo())
m_caster->GetCharmInfo()->GetGlobalCooldownMgr().AddGlobalCooldown(m_spellInfo, gcd);
else if (m_caster->GetTypeId() == TYPEID_PLAYER)
((Player*)m_caster)->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;
// global cooldown have only player or controlled units
if (m_caster->GetCharmInfo())
m_caster->GetCharmInfo()->GetGlobalCooldownMgr().CancelGlobalCooldown(m_spellInfo);
else if (m_caster->GetTypeId() == TYPEID_PLAYER)
((Player*)m_caster)->GetGlobalCooldownMgr().CancelGlobalCooldown(m_spellInfo);
}