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* Provide more explicit way about spell that cast taxi flight if any * Remove incorrect states instead error reporting in case non-taximaster flight start (cast/script) * Remove mount_id arg from ActivateTaxiPathTo and implement support for 0 mount_id case (spell 32474) * Implement spell 32474 (except finilize part) * Provided Player::ActivateTaxiPathTo(uint32 taxi_path_id) function version for simplify one node to node paths use by id.
401 lines
19 KiB
C++
401 lines
19 KiB
C++
/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef MANGOS_SPELLAURAS_H
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#define MANGOS_SPELLAURAS_H
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#include "SpellAuraDefines.h"
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struct Modifier
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{
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AuraType m_auraname;
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int32 m_amount;
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int32 m_miscvalue;
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uint32 periodictime;
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};
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class Unit;
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struct SpellEntry;
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struct SpellModifier;
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struct ProcTriggerSpell;
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// forward decl
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class Aura;
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typedef void(Aura::*pAuraHandler)(bool Apply, bool Real);
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// Real == true at aura add/remove
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// Real == false at aura mod unapply/reapply; when adding/removing dependent aura/item/stat mods
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//
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// Code in aura handler can be guarded by if(Real) check if it should execution only at real add/remove of aura
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//
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// MAIN RULE: Code MUST NOT be guarded by if(Real) check if it modifies any stats
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// (percent auras, stats mods, etc)
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// Second rule: Code must be guarded by if(Real) check if it modifies object state (start/stop attack, send packets to client, etc)
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//
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// Other case choice: each code line moved under if(Real) check is mangos speedup,
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// each setting object update field code line moved under if(Real) check is significant mangos speedup, and less server->client data sends
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// each packet sending code moved under if(Real) check is _large_ mangos speedup, and lot less server->client data sends
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class MANGOS_DLL_SPEC Aura
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{
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friend Aura* CreateAura(SpellEntry const* spellproto, uint32 eff, int32 *currentBasePoints, Unit *target, Unit *caster, Item* castItem);
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public:
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//aura handlers
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void HandleNULL(bool, bool)
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{
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// NOT IMPLEMENTED
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}
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void HandleUnused(bool, bool)
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{
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// NOT USED BY ANY SPELL OR USELESS
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}
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void HandleNoImmediateEffect(bool, bool)
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{
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// aura not have immediate effect at add/remove and handled by ID in other code place
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}
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void HandleBindSight(bool Apply, bool Real);
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void HandleModPossess(bool Apply, bool Real);
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void HandlePeriodicDamage(bool Apply, bool Real);
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void HandleAuraDummy(bool Apply, bool Real);
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void HandleAuraPeriodicDummy(bool apply, bool Real);
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void HandleModConfuse(bool Apply, bool Real);
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void HandleModCharm(bool Apply, bool Real);
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void HandleModFear(bool Apply, bool Real);
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void HandlePeriodicHeal(bool Apply, bool Real);
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void HandleModAttackSpeed(bool Apply, bool Real);
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void HandleModMeleeRangedSpeedPct(bool apply, bool Real);
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void HandleModCombatSpeedPct(bool apply, bool Real);
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void HandleModThreat(bool Apply, bool Real);
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void HandleModTaunt(bool Apply, bool Real);
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void HandleFeignDeath(bool Apply, bool Real);
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void HandleAuraModDisarm(bool Apply, bool Real);
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void HandleAuraModStalked(bool Apply, bool Real);
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void HandleAuraWaterWalk(bool Apply, bool Real);
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void HandleAuraFeatherFall(bool Apply, bool Real);
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void HandleAuraHover(bool Apply, bool Real);
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void HandleAddModifier(bool Apply, bool Real);
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void HandleAddTargetTrigger(bool Apply, bool Real);
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void HandleAuraModStun(bool Apply, bool Real);
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void HandleModDamageDone(bool Apply, bool Real);
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void HandleAuraUntrackable(bool Apply, bool Real);
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void HandleAuraEmpathy(bool Apply, bool Real);
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void HandleModOffhandDamagePercent(bool apply, bool Real);
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void HandleAuraModRangedAttackPower(bool Apply, bool Real);
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void HandleAuraModIncreaseEnergyPercent(bool Apply, bool Real);
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void HandleAuraModIncreaseHealthPercent(bool Apply, bool Real);
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void HandleAuraModRegenInterrupt(bool Apply, bool Real);
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void HandleHaste(bool Apply, bool Real);
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void HandlePeriodicTriggerSpell(bool Apply, bool Real);
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void HandlePeriodicTriggerSpellWithValue(bool apply, bool Real);
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void HandlePeriodicEnergize(bool Apply, bool Real);
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void HandleAuraModResistanceExclusive(bool Apply, bool Real);
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void HandleAuraSafeFall(bool Apply, bool Real);
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void HandleAuraModPetTalentsPoints(bool Apply, bool Real);
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void HandleModStealth(bool Apply, bool Real);
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void HandleInvisibility(bool Apply, bool Real);
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void HandleInvisibilityDetect(bool Apply, bool Real);
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void HandleAuraModTotalHealthPercentRegen(bool Apply, bool Real);
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void HandleAuraModTotalManaPercentRegen(bool Apply, bool Real);
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void HandleAuraModResistance(bool Apply, bool Real);
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void HandleAuraModRoot(bool Apply, bool Real);
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void HandleAuraModSilence(bool Apply, bool Real);
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void HandleAuraModStat(bool Apply, bool Real);
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void HandleAuraModIncreaseSpeed(bool Apply, bool Real);
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void HandleAuraModIncreaseMountedSpeed(bool Apply, bool Real);
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void HandleAuraModIncreaseFlightSpeed(bool Apply, bool Real);
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void HandleAuraModDecreaseSpeed(bool Apply, bool Real);
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void HandleAuraModUseNormalSpeed(bool Apply, bool Real);
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void HandleAuraModIncreaseHealth(bool Apply, bool Real);
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void HandleAuraModIncreaseEnergy(bool Apply, bool Real);
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void HandleAuraModShapeshift(bool Apply, bool Real);
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void HandleAuraModEffectImmunity(bool Apply, bool Real);
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void HandleAuraModStateImmunity(bool Apply, bool Real);
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void HandleAuraModSchoolImmunity(bool Apply, bool Real);
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void HandleAuraModDmgImmunity(bool Apply, bool Real);
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void HandleAuraModDispelImmunity(bool Apply, bool Real);
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void HandleAuraProcTriggerSpell(bool Apply, bool Real);
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void HandleAuraTrackCreatures(bool Apply, bool Real);
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void HandleAuraTrackResources(bool Apply, bool Real);
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void HandleAuraModParryPercent(bool Apply, bool Real);
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void HandleAuraModDodgePercent(bool Apply, bool Real);
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void HandleAuraModBlockPercent(bool Apply, bool Real);
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void HandleAuraModCritPercent(bool Apply, bool Real);
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void HandlePeriodicLeech(bool Apply, bool Real);
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void HandleModHitChance(bool Apply, bool Real);
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void HandleModSpellHitChance(bool Apply, bool Real);
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void HandleAuraModScale(bool Apply, bool Real);
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void HandlePeriodicManaLeech(bool Apply, bool Real);
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void HandlePeriodicHealthFunnel(bool apply, bool Real);
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void HandleModCastingSpeed(bool Apply, bool Real);
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void HandleAuraMounted(bool Apply, bool Real);
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void HandleWaterBreathing(bool Apply, bool Real);
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void HandleModBaseResistance(bool Apply, bool Real);
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void HandleModRegen(bool Apply, bool Real);
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void HandleModPowerRegen(bool Apply, bool Real);
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void HandleModPowerRegenPCT(bool Apply, bool Real);
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void HandleChannelDeathItem(bool Apply, bool Real);
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void HandlePeriodicDamagePCT(bool Apply, bool Real);
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void HandleAuraModAttackPower(bool Apply, bool Real);
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void HandleAuraTransform(bool Apply, bool Real);
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void HandleModSpellCritChance(bool Apply, bool Real);
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void HandleAuraModIncreaseSwimSpeed(bool Apply, bool Real);
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void HandleModPowerCostPCT(bool Apply, bool Real);
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void HandleModPowerCost(bool Apply, bool Real);
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void HandleFarSight(bool Apply, bool Real);
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void HandleModPossessPet(bool Apply, bool Real);
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void HandleModMechanicImmunity(bool Apply, bool Real);
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void HandleAuraModSkill(bool Apply, bool Real);
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void HandleModDamagePercentDone(bool Apply, bool Real);
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void HandleModPercentStat(bool Apply, bool Real);
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void HandleModResistancePercent(bool Apply, bool Real);
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void HandleAuraModBaseResistancePCT(bool Apply, bool Real);
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void HandleModShieldBlockPCT(bool Apply, bool Real);
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void HandleAuraTrackStealthed(bool Apply, bool Real);
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void HandleModShieldBlock(bool Apply, bool Real);
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void HandleForceReaction(bool Apply, bool Real);
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void HandleAuraModRangedHaste(bool Apply, bool Real);
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void HandleRangedAmmoHaste(bool Apply, bool Real);
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void HandleModHealingDone(bool Apply, bool Real);
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void HandleModTotalPercentStat(bool Apply, bool Real);
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void HandleAuraModTotalThreat(bool Apply, bool Real);
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void HandleModUnattackable(bool Apply, bool Real);
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void HandleAuraModPacify(bool Apply, bool Real);
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void HandleAuraGhost(bool Apply, bool Real);
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void HandleAuraAllowFlight(bool Apply, bool Real);
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void HandleModRating(bool apply, bool Real);
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void HandleModRatingFromStat(bool apply, bool Real);
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void HandleModTargetResistance(bool apply, bool Real);
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void HandleAuraModAttackPowerPercent(bool apply, bool Real);
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void HandleAuraModRangedAttackPowerPercent(bool apply, bool Real);
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void HandleAuraModRangedAttackPowerOfStatPercent(bool apply, bool Real);
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void HandleAuraModAttackPowerOfStatPercent(bool apply, bool Real);
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void HandleSpiritOfRedemption(bool apply, bool Real);
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void HandleModManaRegen(bool apply, bool Real);
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void HandleComprehendLanguage(bool apply, bool Real);
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void HandleShieldBlockValue(bool apply, bool Real);
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void HandleModSpellCritChanceShool(bool apply, bool Real);
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void HandleAuraRetainComboPoints(bool apply, bool Real);
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void HandleModSpellDamagePercentFromStat(bool apply, bool Real);
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void HandleModSpellHealingPercentFromStat(bool apply, bool Real);
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void HandleAuraModDispelResist(bool apply, bool Real);
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void HandleAuraControlVehicle(bool apply, bool Real);
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void HandleModSpellDamagePercentFromAttackPower(bool apply, bool Real);
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void HandleModSpellHealingPercentFromAttackPower(bool apply, bool Real);
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void HandleAuraModPacifyAndSilence(bool Apply, bool Real);
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void HandleAuraModIncreaseMaxHealth(bool apply, bool Real);
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void HandleAuraModExpertise(bool apply, bool Real);
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void HandleForceMoveForward(bool apply, bool Real);
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void HandleAuraModResistenceOfStatPercent(bool apply, bool Real);
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void HandleAuraPowerBurn(bool apply, bool Real);
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void HandleSchoolAbsorb(bool apply, bool Real);
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void HandlePreventFleeing(bool apply, bool Real);
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void HandleManaShield(bool apply, bool Real);
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void HandleArenaPreparation(bool apply, bool Real);
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void HandleAuraConvertRune(bool apply, bool Real);
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void HandleAuraIncreaseBaseHealthPercent(bool Apply, bool Real);
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void HandleNoReagentUseAura(bool Apply, bool Real);
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void HandlePhase(bool Apply, bool Real);
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virtual ~Aura();
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void SetModifier(AuraType t, int32 a, uint32 pt, int32 miscValue);
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Modifier* GetModifier() {return &m_modifier;}
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int32 GetMiscValue() {return m_spellProto->EffectMiscValue[m_effIndex];}
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int32 GetMiscBValue() {return m_spellProto->EffectMiscValueB[m_effIndex];}
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SpellEntry const* GetSpellProto() const { return m_spellProto; }
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uint32 GetId() const{ return m_spellProto->Id; }
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uint64 GetCastItemGUID() const { return m_castItemGuid; }
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uint32 GetEffIndex() const{ return m_effIndex; }
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int32 GetBasePoints() const { return m_currentBasePoints; }
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int32 GetAuraMaxDuration() const { return m_maxduration; }
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void SetAuraMaxDuration(int32 duration) { m_maxduration = duration; }
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int32 GetAuraDuration() const { return m_duration; }
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void SetAuraDuration(int32 duration) { m_duration = duration; }
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time_t GetAuraApplyTime() { return m_applyTime; }
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SpellModifier *getAuraSpellMod() {return m_spellmod; }
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uint64 const& GetCasterGUID() const { return m_caster_guid; }
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Unit* GetCaster() const;
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Unit* GetTarget() const { return m_target; }
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void SetTarget(Unit* target) { m_target = target; }
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void SetLoadedState(uint64 caster_guid,int32 damage,int32 maxduration,int32 duration,int32 charges)
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{
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m_caster_guid = caster_guid;
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m_modifier.m_amount = damage;
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m_maxduration = maxduration;
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m_duration = duration;
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m_procCharges = charges;
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}
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uint8 GetAuraSlot() const { return m_auraSlot; }
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void SetAuraSlot(uint8 slot) { m_auraSlot = slot; }
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uint8 GetAuraFlags() const { return m_auraFlags; }
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void SetAuraFlags(uint8 flags) { m_auraFlags = flags; }
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uint8 GetAuraLevel() const { return m_auraLevel; }
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void SetAuraLevel(uint8 level) { m_auraLevel = level; }
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uint8 GetAuraCharges() const { return m_procCharges; }
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void SetAuraCharges(uint8 charges)
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{
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if (m_procCharges == charges)
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return;
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m_procCharges = charges;
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SendAuraUpdate(false);
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}
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bool DropAuraCharge() // return true if last charge dropped
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{
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if (m_procCharges == 0)
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return false;
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m_procCharges--;
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SendAuraUpdate(false);
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return m_procCharges == 0;
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}
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void UnregisterSingleCastAura();
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void SetAura(bool remove) { m_target->SetVisibleAura(m_auraSlot, remove ? 0 : GetId()); }
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void SendAuraUpdate(bool remove);
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int8 GetStackAmount() {return m_stackAmount;}
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void SetStackAmount(uint8 num);
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bool modStackAmount(int32 num); // return true if last charge dropped
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void RefreshAura();
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bool IsPositive() { return m_positive; }
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void SetNegative() { m_positive = false; }
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void SetPositive() { m_positive = true; }
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bool IsPermanent() const { return m_permanent; }
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bool IsAreaAura() const { return m_isAreaAura; }
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bool IsPeriodic() const { return m_isPeriodic; }
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bool IsPassive() const { return m_isPassive; }
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bool IsPersistent() const { return m_isPersistent; }
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bool IsDeathPersistent() const { return m_isDeathPersist; }
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bool IsRemovedOnShapeLost() const { return m_isRemovedOnShapeLost; }
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bool IsInUse() const { return m_in_use;}
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virtual void Update(uint32 diff);
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void ApplyModifier(bool apply, bool Real = false);
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void _AddAura();
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void _RemoveAura();
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bool IsUpdated() { return m_updated; }
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void SetUpdated(bool val) { m_updated = val; }
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bool IsSingleTarget() {return m_isSingleTargetAura;}
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void SetIsSingleTarget(bool val) { m_isSingleTargetAura = val;}
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void SetRemoveMode(AuraRemoveMode mode) { m_removeMode = mode; }
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virtual Unit* GetTriggerTarget() const { return m_target; }
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// add/remove SPELL_AURA_MOD_SHAPESHIFT (36) linked auras
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void HandleShapeshiftBoosts(bool apply);
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// Allow Apply Aura Handler to modify and access m_AuraDRGroup
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void setDiminishGroup(DiminishingGroup group) { m_AuraDRGroup = group; }
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DiminishingGroup getDiminishGroup() const { return m_AuraDRGroup; }
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void TriggerSpell();
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void TriggerSpellWithValue();
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void PeriodicTick();
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void PeriodicDummyTick();
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uint32 const *getAuraSpellClassMask() const { return m_spellProto->EffectSpellClassMaskA + m_effIndex * 3; }
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bool isAffectedOnSpell(SpellEntry const *spell) const;
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protected:
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Aura(SpellEntry const* spellproto, uint32 eff, int32 *currentBasePoints, Unit *target, Unit *caster = NULL, Item* castItem = NULL);
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Modifier m_modifier;
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SpellModifier *m_spellmod;
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SpellEntry const *m_spellProto;
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Unit* m_target;
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uint64 m_caster_guid;
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uint64 m_castItemGuid; // it is NOT safe to keep a pointer to the item because it may get deleted
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time_t m_applyTime;
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int32 m_currentBasePoints; // cache SpellEntry::EffectBasePoints and use for set custom base points
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int32 m_maxduration; // Max aura duration
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int32 m_duration; // Current time
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int32 m_timeCla; // Timer for power per sec calcultion
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int32 m_periodicTimer; // Timer for periodic auras
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AuraRemoveMode m_removeMode:8; // Store info for know remove aura reason
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DiminishingGroup m_AuraDRGroup:8; // Diminishing
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uint8 m_effIndex; // Aura effect index in spell
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uint8 m_auraSlot; // Aura slot on unit (for show in client)
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uint8 m_auraFlags; // Aura info flag (for send data to client)
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uint8 m_auraLevel; // Aura level (store caster level for correct show level dep amount)
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uint8 m_procCharges; // Aura charges (0 for infinite)
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uint8 m_stackAmount; // Aura stack amount
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bool m_positive:1;
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bool m_permanent:1;
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bool m_isPeriodic:1;
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bool m_isAreaAura:1;
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bool m_isPassive:1;
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bool m_isPersistent:1;
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bool m_isDeathPersist:1;
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bool m_isRemovedOnShapeLost:1;
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bool m_updated:1; // Prevent remove aura by stack if set
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bool m_in_use:1; // true while in Aura::ApplyModifier call
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bool m_isSingleTargetAura:1; // true if it's a single target spell and registered at caster - can change at spell steal for example
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private:
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void CleanupTriggeredSpells();
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};
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class MANGOS_DLL_SPEC AreaAura : public Aura
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{
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public:
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AreaAura(SpellEntry const* spellproto, uint32 eff, int32 *currentBasePoints, Unit *target, Unit *caster = NULL, Item* castItem = NULL);
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~AreaAura();
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void Update(uint32 diff);
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private:
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float m_radius;
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AreaAuraType m_areaAuraType;
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};
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class MANGOS_DLL_SPEC PersistentAreaAura : public Aura
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{
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public:
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PersistentAreaAura(SpellEntry const* spellproto, uint32 eff, int32 *currentBasePoints, Unit *target, Unit *caster = NULL, Item* castItem = NULL);
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~PersistentAreaAura();
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void Update(uint32 diff);
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};
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class MANGOS_DLL_SPEC SingleEnemyTargetAura : public Aura
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{
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friend Aura* CreateAura(SpellEntry const* spellproto, uint32 eff, int32 *currentBasePoints, Unit *target, Unit *caster, Item* castItem);
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public:
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~SingleEnemyTargetAura();
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Unit* GetTriggerTarget() const;
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protected:
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SingleEnemyTargetAura(SpellEntry const* spellproto, uint32 eff, int32 *currentBasePoints, Unit *target, Unit *caster = NULL, Item* castItem = NULL);
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uint64 m_casters_target_guid;
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};
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Aura* CreateAura(SpellEntry const* spellproto, uint32 eff, int32 *currentBasePoints, Unit *target, Unit *caster = NULL, Item* castItem = NULL);
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#endif
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