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This allow cast spells at item used from engineering recipes 54999, 54736, 54998, 55002, 55016, 54793.
739 lines
29 KiB
C++
739 lines
29 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 __SPELL_H
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#define __SPELL_H
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#include "GridDefines.h"
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class WorldSession;
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class Unit;
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class DynamicObj;
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class Player;
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class GameObject;
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class Group;
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class Aura;
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enum SpellCastTargetFlags
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{
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/*TARGET_FLAG_NONE = 0x0000,
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TARGET_FLAG_SWIMMER = 0x0002,
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TARGET_FLAG_ITEM = 0x0010,
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TARGET_FLAG_SOURCE_AREA = 0x0020,
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TARGET_FLAG_DEST_AREA = 0x0040,
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TARGET_FLAG_UNKNOWN = 0x0080,
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TARGET_FLAG_SELF = 0x0100,
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TARGET_FLAG_PVP_CORPSE = 0x0200,
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TARGET_FLAG_MASS_SPIRIT_HEAL = 0x0400,
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TARGET_FLAG_BEAST_CORPSE = 0x0402,
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TARGET_FLAG_OBJECT = 0x4000,
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TARGET_FLAG_RESURRECTABLE = 0x8000*/
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TARGET_FLAG_SELF = 0x00000000,
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TARGET_FLAG_UNUSED1 = 0x00000001, // not used in any spells as of 3.0.3 (can be set dynamically)
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TARGET_FLAG_UNIT = 0x00000002, // pguid
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TARGET_FLAG_UNUSED2 = 0x00000004, // not used in any spells as of 3.0.3 (can be set dynamically)
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TARGET_FLAG_UNUSED3 = 0x00000008, // not used in any spells as of 3.0.3 (can be set dynamically)
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TARGET_FLAG_ITEM = 0x00000010, // pguid
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TARGET_FLAG_SOURCE_LOCATION = 0x00000020, // 3 float
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TARGET_FLAG_DEST_LOCATION = 0x00000040, // 3 float
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TARGET_FLAG_OBJECT_UNK = 0x00000080, // used in 7 spells only
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TARGET_FLAG_UNIT_UNK = 0x00000100, // looks like self target (480 spells)
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TARGET_FLAG_PVP_CORPSE = 0x00000200, // pguid
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TARGET_FLAG_UNIT_CORPSE = 0x00000400, // 10 spells (gathering professions)
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TARGET_FLAG_OBJECT = 0x00000800, // pguid, 2 spells
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TARGET_FLAG_TRADE_ITEM = 0x00001000, // pguid, 0 spells
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TARGET_FLAG_STRING = 0x00002000, // string, 0 spells
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TARGET_FLAG_UNK1 = 0x00004000, // 199 spells, opening object/lock
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TARGET_FLAG_CORPSE = 0x00008000, // pguid, resurrection spells
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TARGET_FLAG_UNK2 = 0x00010000, // pguid, not used in any spells as of 3.0.3 (can be set dynamically)
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TARGET_FLAG_GLYPH = 0x00020000 // used in glyph spells
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};
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enum SpellCastFlags
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{
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CAST_FLAG_NONE = 0x00000000,
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CAST_FLAG_UNKNOWN0 = 0x00000001, // may be pending spell cast
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CAST_FLAG_UNKNOWN1 = 0x00000002,
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CAST_FLAG_UNKNOWN11 = 0x00000004,
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CAST_FLAG_UNKNOWN12 = 0x00000008,
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CAST_FLAG_UNKNOWN2 = 0x00000010,
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CAST_FLAG_AMMO = 0x00000020, // Projectiles visual
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CAST_FLAG_UNKNOWN8 = 0x00000040,
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CAST_FLAG_UNKNOWN9 = 0x00000080,
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CAST_FLAG_UNKNOWN3 = 0x00000100,
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CAST_FLAG_UNKNOWN13 = 0x00000200,
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CAST_FLAG_UNKNOWN14 = 0x00000400,
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CAST_FLAG_UNKNOWN6 = 0x00000800, // wotlk, trigger rune cooldown
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CAST_FLAG_UNKNOWN15 = 0x00001000,
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CAST_FLAG_UNKNOWN16 = 0x00002000,
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CAST_FLAG_UNKNOWN17 = 0x00004000,
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CAST_FLAG_UNKNOWN18 = 0x00008000,
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CAST_FLAG_UNKNOWN19 = 0x00010000,
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CAST_FLAG_UNKNOWN4 = 0x00020000, // wotlk
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CAST_FLAG_UNKNOWN10 = 0x00040000,
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CAST_FLAG_UNKNOWN5 = 0x00080000, // wotlk
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CAST_FLAG_UNKNOWN20 = 0x00100000,
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CAST_FLAG_UNKNOWN7 = 0x00200000 // wotlk, rune cooldown list
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};
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enum SpellNotifyPushType
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{
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PUSH_IN_FRONT,
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PUSH_IN_BACK,
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PUSH_SELF_CENTER,
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PUSH_DEST_CENTER,
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PUSH_TARGET_CENTER
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};
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bool IsQuestTameSpell(uint32 spellId);
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namespace MaNGOS
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{
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struct SpellNotifierPlayer;
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struct SpellNotifierCreatureAndPlayer;
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}
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class SpellCastTargets
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{
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public:
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SpellCastTargets();
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~SpellCastTargets();
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bool read ( WorldPacket * data, Unit *caster );
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void write ( WorldPacket * data );
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SpellCastTargets& operator=(const SpellCastTargets &target)
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{
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m_unitTarget = target.m_unitTarget;
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m_itemTarget = target.m_itemTarget;
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m_GOTarget = target.m_GOTarget;
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m_unitTargetGUID = target.m_unitTargetGUID;
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m_GOTargetGUID = target.m_GOTargetGUID;
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m_CorpseTargetGUID = target.m_CorpseTargetGUID;
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m_itemTargetGUID = target.m_itemTargetGUID;
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m_itemTargetEntry = target.m_itemTargetEntry;
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m_srcX = target.m_srcX;
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m_srcY = target.m_srcY;
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m_srcZ = target.m_srcZ;
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m_destX = target.m_destX;
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m_destY = target.m_destY;
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m_destZ = target.m_destZ;
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m_strTarget = target.m_strTarget;
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m_targetMask = target.m_targetMask;
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return *this;
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}
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uint64 getUnitTargetGUID() const { return m_unitTargetGUID; }
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Unit *getUnitTarget() const { return m_unitTarget; }
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void setUnitTarget(Unit *target);
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void setDestination(float x, float y, float z);
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uint64 getGOTargetGUID() const { return m_GOTargetGUID; }
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GameObject *getGOTarget() const { return m_GOTarget; }
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void setGOTarget(GameObject *target);
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uint64 getCorpseTargetGUID() const { return m_CorpseTargetGUID; }
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void setCorpseTarget(Corpse* corpse);
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uint64 getItemTargetGUID() const { return m_itemTargetGUID; }
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Item* getItemTarget() const { return m_itemTarget; }
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uint32 getItemTargetEntry() const { return m_itemTargetEntry; }
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void setItemTarget(Item* item);
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void updateTradeSlotItem()
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{
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if(m_itemTarget && (m_targetMask & TARGET_FLAG_TRADE_ITEM))
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{
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m_itemTargetGUID = m_itemTarget->GetGUID();
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m_itemTargetEntry = m_itemTarget->GetEntry();
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}
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}
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bool IsEmpty() const { return m_GOTargetGUID==0 && m_unitTargetGUID==0 && m_itemTarget==0 && m_CorpseTargetGUID==0; }
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void Update(Unit* caster);
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float m_srcX, m_srcY, m_srcZ;
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float m_destX, m_destY, m_destZ;
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std::string m_strTarget;
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uint32 m_targetMask;
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private:
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// objects (can be used at spell creating and after Update at casting
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Unit *m_unitTarget;
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GameObject *m_GOTarget;
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Item *m_itemTarget;
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// object GUID/etc, can be used always
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uint64 m_unitTargetGUID;
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uint64 m_GOTargetGUID;
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uint64 m_CorpseTargetGUID;
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uint64 m_itemTargetGUID;
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uint32 m_itemTargetEntry;
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};
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enum SpellState
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{
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SPELL_STATE_NULL = 0,
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SPELL_STATE_PREPARING = 1,
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SPELL_STATE_CASTING = 2,
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SPELL_STATE_FINISHED = 3,
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SPELL_STATE_IDLE = 4,
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SPELL_STATE_DELAYED = 5
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};
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#define SPELL_SPELL_CHANNEL_UPDATE_INTERVAL 1000
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typedef std::multimap<uint64, uint64> SpellTargetTimeMap;
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class Spell
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{
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friend struct MaNGOS::SpellNotifierPlayer;
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friend struct MaNGOS::SpellNotifierCreatureAndPlayer;
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public:
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void EffectNULL(uint32 );
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void EffectUnused(uint32 );
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void EffectDistract(uint32 i);
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void EffectPull(uint32 i);
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void EffectSchoolDMG(uint32 i);
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void EffectEnvirinmentalDMG(uint32 i);
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void EffectInstaKill(uint32 i);
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void EffectDummy(uint32 i);
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void EffectTeleportUnits(uint32 i);
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void EffectApplyAura(uint32 i);
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void EffectSendEvent(uint32 i);
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void EffectPowerBurn(uint32 i);
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void EffectPowerDrain(uint32 i);
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void EffectHeal(uint32 i);
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void EffectHealthLeech(uint32 i);
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void EffectQuestComplete(uint32 i);
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void EffectCreateItem(uint32 i);
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void EffectPersistentAA(uint32 i);
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void EffectEnergize(uint32 i);
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void EffectOpenLock(uint32 i);
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void EffectSummonChangeItem(uint32 i);
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void EffectOpenSecretSafe(uint32 i);
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void EffectProficiency(uint32 i);
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void EffectApplyAreaAura(uint32 i);
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void EffectSummonType(uint32 i);
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void EffectSummon(uint32 i);
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void EffectLearnSpell(uint32 i);
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void EffectDispel(uint32 i);
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void EffectDualWield(uint32 i);
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void EffectPickPocket(uint32 i);
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void EffectAddFarsight(uint32 i);
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void EffectSummonWild(uint32 i);
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void EffectSummonGuardian(uint32 i);
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void EffectHealMechanical(uint32 i);
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void EffectTeleUnitsFaceCaster(uint32 i);
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void EffectLearnSkill(uint32 i);
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void EffectAddHonor(uint32 i);
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void EffectTradeSkill(uint32 i);
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void EffectEnchantItemPerm(uint32 i);
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void EffectEnchantItemTmp(uint32 i);
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void EffectTameCreature(uint32 i);
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void EffectSummonPet(uint32 i);
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void EffectLearnPetSpell(uint32 i);
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void EffectWeaponDmg(uint32 i);
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void EffectForceCast(uint32 i);
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void EffectTriggerSpell(uint32 i);
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void EffectTriggerMissileSpell(uint32 i);
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void EffectThreat(uint32 i);
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void EffectHealMaxHealth(uint32 i);
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void EffectInterruptCast(uint32 i);
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void EffectSummonObjectWild(uint32 i);
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void EffectScriptEffect(uint32 i);
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void EffectSanctuary(uint32 i);
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void EffectAddComboPoints(uint32 i);
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void EffectDuel(uint32 i);
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void EffectStuck(uint32 i);
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void EffectSummonPlayer(uint32 i);
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void EffectActivateObject(uint32 i);
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void EffectApplyGlyph(uint32 i);
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void EffectSummonTotem(uint32 i);
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void EffectEnchantHeldItem(uint32 i);
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void EffectSummonObject(uint32 i);
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void EffectResurrect(uint32 i);
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void EffectParry(uint32 i);
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void EffectBlock(uint32 i);
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void EffectMomentMove(uint32 i);
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void EffectTransmitted(uint32 i);
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void EffectDisEnchant(uint32 i);
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void EffectInebriate(uint32 i);
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void EffectFeedPet(uint32 i);
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void EffectDismissPet(uint32 i);
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void EffectReputation(uint32 i);
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void EffectSelfResurrect(uint32 i);
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void EffectSkinning(uint32 i);
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void EffectCharge(uint32 i);
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void EffectProspecting(uint32 i);
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void EffectMilling(uint32 i);
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void EffectSendTaxi(uint32 i);
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void EffectSummonCritter(uint32 i);
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void EffectKnockBack(uint32 i);
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void EffectPlayerPull(uint32 i);
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void EffectDispelMechanic(uint32 i);
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void EffectSummonDeadPet(uint32 i);
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void EffectDestroyAllTotems(uint32 i);
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void EffectDurabilityDamage(uint32 i);
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void EffectSkill(uint32 i);
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void EffectTaunt(uint32 i);
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void EffectDurabilityDamagePCT(uint32 i);
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void EffectModifyThreatPercent(uint32 i);
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void EffectResurrectNew(uint32 i);
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void EffectAddExtraAttacks(uint32 i);
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void EffectSpiritHeal(uint32 i);
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void EffectSkinPlayerCorpse(uint32 i);
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void EffectSummonDemon(uint32 i);
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void EffectStealBeneficialBuff(uint32 i);
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void EffectUnlearnSpecialization(uint32 i);
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void EffectHealPct(uint32 i);
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void EffectEnergisePct(uint32 i);
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void EffectTriggerSpellWithValue(uint32 i);
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void EffectTriggerRitualOfSummoning(uint32 i);
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void EffectKillCredit(uint32 i);
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void EffectQuestFail(uint32 i);
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void EffectActivateRune(uint32 i);
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void EffectTitanGrip(uint32 i);
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Spell( Unit* Caster, SpellEntry const *info, bool triggered, uint64 originalCasterGUID = 0, Spell** triggeringContainer = NULL );
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~Spell();
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void prepare(SpellCastTargets const* targets, Aura* triggeredByAura = NULL);
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void cancel();
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void update(uint32 difftime);
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void cast(bool skipCheck = false);
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void finish(bool ok = true);
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void TakePower();
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uint8 CheckRuneCost(uint32 runeCostID);
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void TakeRunePower();
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void TakeReagents();
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void TakeCastItem();
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void TriggerSpell();
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uint8 CanCast(bool strict);
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int16 PetCanCast(Unit* target);
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bool CanAutoCast(Unit* target);
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// handlers
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void handle_immediate();
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uint64 handle_delayed(uint64 t_offset);
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// handler helpers
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void _handle_immediate_phase();
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void _handle_finish_phase();
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uint8 CheckItems();
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uint8 CheckRange(bool strict);
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uint8 CheckPower();
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uint8 CheckCasterAuras() const;
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int32 CalculateDamage(uint8 i, Unit* target) { return m_caster->CalculateSpellDamage(m_spellInfo,i,m_currentBasePoints[i],target); }
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int32 CalculatePowerCost();
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bool HaveTargetsForEffect(uint8 effect) const;
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void Delayed();
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void DelayedChannel();
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inline uint32 getState() const { return m_spellState; }
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void setState(uint32 state) { m_spellState = state; }
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void DoCreateItem(uint32 i, uint32 itemtype);
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void WriteSpellGoTargets( WorldPacket * data );
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void WriteAmmoToPacket( WorldPacket * data );
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void FillTargetMap();
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void SetTargetMap(uint32 i,uint32 cur,std::list<Unit*> &TagUnitMap);
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Unit* SelectMagnetTarget();
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bool CheckTarget( Unit* target, uint32 eff );
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void SendCastResult(uint8 result);
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void SendSpellStart();
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void SendSpellGo();
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void SendSpellCooldown();
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void SendLogExecute();
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void SendInterrupted(uint8 result);
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void SendChannelUpdate(uint32 time);
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void SendChannelStart(uint32 duration);
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void SendResurrectRequest(Player* target);
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void SendPlaySpellVisual(uint32 SpellID);
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void HandleEffects(Unit *pUnitTarget,Item *pItemTarget,GameObject *pGOTarget,uint32 i, float DamageMultiplier = 1.0);
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void HandleThreatSpells(uint32 spellId);
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//void HandleAddAura(Unit* Target);
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SpellEntry const* m_spellInfo;
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int32 m_currentBasePoints[3]; // cache SpellEntry::EffectBasePoints and use for set custom base points
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Item* m_CastItem;
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uint8 m_cast_count;
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uint32 m_glyphIndex;
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SpellCastTargets m_targets;
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int32 GetCastTime() const { return m_casttime; }
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bool IsAutoRepeat() const { return m_autoRepeat; }
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void SetAutoRepeat(bool rep) { m_autoRepeat = rep; }
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void ReSetTimer() { m_timer = m_casttime > 0 ? m_casttime : 0; }
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bool IsNextMeleeSwingSpell() const
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{
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return m_spellInfo->Attributes & (SPELL_ATTR_ON_NEXT_SWING_1|SPELL_ATTR_ON_NEXT_SWING_2);
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}
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bool IsRangedSpell() const
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{
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return m_spellInfo->Attributes & SPELL_ATTR_RANGED;
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}
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bool IsChannelActive() const { return m_caster->GetUInt32Value(UNIT_CHANNEL_SPELL) != 0; }
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bool IsMeleeAttackResetSpell() const { return !m_IsTriggeredSpell && (m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_AUTOATTACK); }
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bool IsRangedAttackResetSpell() const { return !m_IsTriggeredSpell && IsRangedSpell() && (m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_AUTOATTACK); }
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bool IsDeletable() const { return !m_referencedFromCurrentSpell && !m_executedCurrently; }
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void SetReferencedFromCurrent(bool yes) { m_referencedFromCurrentSpell = yes; }
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void SetExecutedCurrently(bool yes) { m_executedCurrently = yes; }
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uint64 GetDelayStart() const { return m_delayStart; }
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void SetDelayStart(uint64 m_time) { m_delayStart = m_time; }
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uint64 GetDelayMoment() const { return m_delayMoment; }
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bool IsNeedSendToClient() const;
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CurrentSpellTypes GetCurrentContainer();
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Unit* GetCaster() const { return m_caster; }
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Unit* GetOriginalCaster() const { return m_originalCaster; }
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int32 GetPowerCost() const { return m_powerCost; }
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void UpdatePointers(); // must be used at call Spell code after time delay (non triggered spell cast/update spell call/etc)
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bool IsAffectedByAura(Aura *aura);
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bool CheckTargetCreatureType(Unit* target) const;
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void AddTriggeredSpell(SpellEntry const* spell) { m_TriggerSpells.push_back(spell); }
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void CleanupTargetList();
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protected:
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void SendLoot(uint64 guid, LootType loottype);
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Unit* m_caster;
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uint64 m_originalCasterGUID; // real source of cast (aura caster/etc), used for spell targets selection
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// e.g. damage around area spell trigered by victim aura and da,age emeies of aura caster
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Unit* m_originalCaster; // cached pointer for m_originalCaster, updated at Spell::UpdatePointers()
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Spell** m_selfContainer; // pointer to our spell container (if applicable)
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Spell** m_triggeringContainer; // pointer to container with spell that has triggered us
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//Spell data
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SpellSchoolMask m_spellSchoolMask; // Spell school (can be overwrite for some spells (wand shoot for example)
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WeaponAttackType m_attackType; // For weapon based attack
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int32 m_powerCost; // Calculated spell cost initialized only in Spell::prepare
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int32 m_casttime; // Calculated spell cast time initialized only in Spell::prepare
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bool m_canReflect; // can reflect this spell?
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bool m_autoRepeat;
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uint8 m_runesState;
|
|
|
|
uint8 m_delayAtDamageCount;
|
|
int32 GetNextDelayAtDamageMsTime() { return m_delayAtDamageCount < 5 ? 1000 - (m_delayAtDamageCount++)* 200 : 200; }
|
|
|
|
// Delayed spells system
|
|
uint64 m_delayStart; // time of spell delay start, filled by event handler, zero = just started
|
|
uint64 m_delayMoment; // moment of next delay call, used internally
|
|
bool m_immediateHandled; // were immediate actions handled? (used by delayed spells only)
|
|
|
|
// These vars are used in both delayed spell system and modified immediate spell system
|
|
bool m_referencedFromCurrentSpell; // mark as references to prevent deleted and access by dead pointers
|
|
bool m_executedCurrently; // mark as executed to prevent deleted and access by dead pointers
|
|
bool m_needSpellLog; // need to send spell log?
|
|
uint8 m_applyMultiplierMask; // by effect: damage multiplier needed?
|
|
float m_damageMultipliers[3]; // by effect: damage multiplier
|
|
|
|
// Current targets, to be used in SpellEffects (MUST BE USED ONLY IN SPELL EFFECTS)
|
|
Unit* unitTarget;
|
|
Item* itemTarget;
|
|
GameObject* gameObjTarget;
|
|
int32 damage;
|
|
|
|
// this is set in Spell Hit, but used in Apply Aura handler
|
|
DiminishingLevels m_diminishLevel;
|
|
DiminishingGroup m_diminishGroup;
|
|
|
|
// -------------------------------------------
|
|
GameObject* focusObject;
|
|
|
|
// Damage and healing in effects need just calculate
|
|
int32 m_damage; // Damge in effects count here
|
|
int32 m_healing; // Healing in effects count here
|
|
int32 m_healthLeech; // Health leech in effects for all targets count here
|
|
|
|
//******************************************
|
|
// Spell trigger system
|
|
//******************************************
|
|
bool m_canTrigger; // Can start trigger (m_IsTriggeredSpell can`t use for this)
|
|
uint32 m_procAttacker; // Attacker trigger flags
|
|
uint32 m_procVictim; // Victim trigger flags
|
|
void prepareDataForTriggerSystem();
|
|
|
|
//*****************************************
|
|
// Spell target subsystem
|
|
//*****************************************
|
|
// Targets store structures and data
|
|
uint32 m_countOfHit;
|
|
uint32 m_countOfMiss;
|
|
struct TargetInfo
|
|
{
|
|
uint64 targetGUID;
|
|
uint64 timeDelay;
|
|
SpellMissInfo missCondition:8;
|
|
SpellMissInfo reflectResult:8;
|
|
uint8 effectMask:8;
|
|
bool processed:1;
|
|
};
|
|
std::list<TargetInfo> m_UniqueTargetInfo;
|
|
uint8 m_needAliveTargetMask; // Mask req. alive targets
|
|
|
|
struct GOTargetInfo
|
|
{
|
|
uint64 targetGUID;
|
|
uint64 timeDelay;
|
|
uint8 effectMask:8;
|
|
bool processed:1;
|
|
};
|
|
std::list<GOTargetInfo> m_UniqueGOTargetInfo;
|
|
|
|
struct ItemTargetInfo
|
|
{
|
|
Item *item;
|
|
uint8 effectMask;
|
|
};
|
|
std::list<ItemTargetInfo> m_UniqueItemInfo;
|
|
|
|
void AddUnitTarget(Unit* target, uint32 effIndex);
|
|
void AddUnitTarget(uint64 unitGUID, uint32 effIndex);
|
|
void AddGOTarget(GameObject* target, uint32 effIndex);
|
|
void AddGOTarget(uint64 goGUID, uint32 effIndex);
|
|
void AddItemTarget(Item* target, uint32 effIndex);
|
|
void DoAllEffectOnTarget(TargetInfo *target);
|
|
void DoSpellHitOnUnit(Unit *unit, uint32 effectMask);
|
|
void DoAllEffectOnTarget(GOTargetInfo *target);
|
|
void DoAllEffectOnTarget(ItemTargetInfo *target);
|
|
bool IsAliveUnitPresentInTargetList();
|
|
// -------------------------------------------
|
|
|
|
//List For Triggered Spells
|
|
typedef std::list<SpellEntry const*> TriggerSpells;
|
|
TriggerSpells m_TriggerSpells;
|
|
|
|
uint32 m_spellState;
|
|
uint32 m_timer;
|
|
|
|
float m_castPositionX;
|
|
float m_castPositionY;
|
|
float m_castPositionZ;
|
|
float m_castOrientation;
|
|
bool m_IsTriggeredSpell;
|
|
|
|
// if need this can be replaced by Aura copy
|
|
// we can't store original aura link to prevent access to deleted auras
|
|
// and in same time need aura data and after aura deleting.
|
|
SpellEntry const* m_triggeredByAuraSpell;
|
|
};
|
|
|
|
enum ReplenishType
|
|
{
|
|
REPLENISH_UNDEFINED = 0,
|
|
REPLENISH_HEALTH = 20,
|
|
REPLENISH_MANA = 21,
|
|
REPLENISH_RAGE = 22
|
|
};
|
|
|
|
enum SpellTargets
|
|
{
|
|
SPELL_TARGETS_HOSTILE,
|
|
SPELL_TARGETS_NOT_FRIENDLY,
|
|
SPELL_TARGETS_NOT_HOSTILE,
|
|
SPELL_TARGETS_FRIENDLY,
|
|
SPELL_TARGETS_AOE_DAMAGE
|
|
};
|
|
|
|
namespace MaNGOS
|
|
{
|
|
struct MANGOS_DLL_DECL SpellNotifierPlayer
|
|
{
|
|
std::list<Unit*> &i_data;
|
|
Spell &i_spell;
|
|
const uint32& i_index;
|
|
float i_radius;
|
|
Unit* i_originalCaster;
|
|
|
|
SpellNotifierPlayer(Spell &spell, std::list<Unit*> &data, const uint32 &i, float radius)
|
|
: i_data(data), i_spell(spell), i_index(i), i_radius(radius)
|
|
{
|
|
i_originalCaster = i_spell.GetOriginalCaster();
|
|
}
|
|
|
|
void Visit(PlayerMapType &m)
|
|
{
|
|
if(!i_originalCaster)
|
|
return;
|
|
|
|
for(PlayerMapType::iterator itr=m.begin(); itr != m.end(); ++itr)
|
|
{
|
|
Player * pPlayer = itr->getSource();
|
|
if( !pPlayer->isAlive() || pPlayer->isInFlight())
|
|
continue;
|
|
|
|
if( i_originalCaster->IsFriendlyTo(pPlayer) )
|
|
continue;
|
|
|
|
if( pPlayer->GetDistance(i_spell.m_targets.m_destX, i_spell.m_targets.m_destY, i_spell.m_targets.m_destZ) < i_radius )
|
|
i_data.push_back(pPlayer);
|
|
}
|
|
}
|
|
template<class SKIP> void Visit(GridRefManager<SKIP> &) {}
|
|
};
|
|
|
|
struct MANGOS_DLL_DECL SpellNotifierCreatureAndPlayer
|
|
{
|
|
std::list<Unit*> *i_data;
|
|
Spell &i_spell;
|
|
const uint32& i_push_type;
|
|
float i_radius;
|
|
SpellTargets i_TargetType;
|
|
Unit* i_originalCaster;
|
|
|
|
SpellNotifierCreatureAndPlayer(Spell &spell, std::list<Unit*> &data, float radius, const uint32 &type,
|
|
SpellTargets TargetType = SPELL_TARGETS_NOT_FRIENDLY)
|
|
: i_data(&data), i_spell(spell), i_push_type(type), i_radius(radius), i_TargetType(TargetType)
|
|
{
|
|
i_originalCaster = spell.GetOriginalCaster();
|
|
}
|
|
|
|
template<class T> inline void Visit(GridRefManager<T> &m)
|
|
{
|
|
assert(i_data);
|
|
|
|
if(!i_originalCaster)
|
|
return;
|
|
|
|
for(typename GridRefManager<T>::iterator itr = m.begin(); itr != m.end(); ++itr)
|
|
{
|
|
if( !itr->getSource()->isAlive() || (itr->getSource()->GetTypeId() == TYPEID_PLAYER && ((Player*)itr->getSource())->isInFlight()))
|
|
continue;
|
|
|
|
switch (i_TargetType)
|
|
{
|
|
case SPELL_TARGETS_HOSTILE:
|
|
if (!itr->getSource()->isTargetableForAttack() || !i_originalCaster->IsHostileTo( itr->getSource() ))
|
|
continue;
|
|
break;
|
|
case SPELL_TARGETS_NOT_FRIENDLY:
|
|
if (!itr->getSource()->isTargetableForAttack() || i_originalCaster->IsFriendlyTo( itr->getSource() ))
|
|
continue;
|
|
break;
|
|
case SPELL_TARGETS_NOT_HOSTILE:
|
|
if (!itr->getSource()->isTargetableForAttack() || i_originalCaster->IsHostileTo( itr->getSource() ))
|
|
continue;
|
|
break;
|
|
case SPELL_TARGETS_FRIENDLY:
|
|
if (!itr->getSource()->isTargetableForAttack() || !i_originalCaster->IsFriendlyTo( itr->getSource() ))
|
|
continue;
|
|
break;
|
|
case SPELL_TARGETS_AOE_DAMAGE:
|
|
{
|
|
if(itr->getSource()->GetTypeId()==TYPEID_UNIT && ((Creature*)itr->getSource())->isTotem())
|
|
continue;
|
|
if(!itr->getSource()->isTargetableForAttack())
|
|
continue;
|
|
|
|
Unit* check = i_originalCaster->GetCharmerOrOwnerOrSelf();
|
|
|
|
if( check->GetTypeId()==TYPEID_PLAYER )
|
|
{
|
|
if (check->IsFriendlyTo( itr->getSource() ))
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if (!check->IsHostileTo( itr->getSource() ))
|
|
continue;
|
|
}
|
|
}
|
|
break;
|
|
default: continue;
|
|
}
|
|
|
|
switch(i_push_type)
|
|
{
|
|
case PUSH_IN_FRONT:
|
|
if(i_spell.GetCaster()->isInFront((Unit*)(itr->getSource()), i_radius, 2*M_PI/3 ))
|
|
i_data->push_back(itr->getSource());
|
|
break;
|
|
case PUSH_IN_BACK:
|
|
if(i_spell.GetCaster()->isInBack((Unit*)(itr->getSource()), i_radius, 2*M_PI/3 ))
|
|
i_data->push_back(itr->getSource());
|
|
break;
|
|
case PUSH_SELF_CENTER:
|
|
if(i_spell.GetCaster()->IsWithinDistInMap((Unit*)(itr->getSource()), i_radius))
|
|
i_data->push_back(itr->getSource());
|
|
break;
|
|
case PUSH_DEST_CENTER:
|
|
if((itr->getSource()->GetDistance(i_spell.m_targets.m_destX, i_spell.m_targets.m_destY, i_spell.m_targets.m_destZ) < i_radius ))
|
|
i_data->push_back(itr->getSource());
|
|
break;
|
|
case PUSH_TARGET_CENTER:
|
|
if(i_spell.m_targets.getUnitTarget()->IsWithinDistInMap((Unit*)(itr->getSource()), i_radius))
|
|
i_data->push_back(itr->getSource());
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef WIN32
|
|
template<> inline void Visit(CorpseMapType & ) {}
|
|
template<> inline void Visit(GameObjectMapType & ) {}
|
|
template<> inline void Visit(DynamicObjectMapType & ) {}
|
|
#endif
|
|
};
|
|
|
|
#ifndef WIN32
|
|
template<> inline void SpellNotifierCreatureAndPlayer::Visit(CorpseMapType& ) {}
|
|
template<> inline void SpellNotifierCreatureAndPlayer::Visit(GameObjectMapType& ) {}
|
|
template<> inline void SpellNotifierCreatureAndPlayer::Visit(DynamicObjectMapType& ) {}
|
|
#endif
|
|
}
|
|
|
|
typedef void(Spell::*pEffect)(uint32 i);
|
|
|
|
class SpellEvent : public BasicEvent
|
|
{
|
|
public:
|
|
SpellEvent(Spell* spell);
|
|
virtual ~SpellEvent();
|
|
|
|
virtual bool Execute(uint64 e_time, uint32 p_time);
|
|
virtual void Abort(uint64 e_time);
|
|
virtual bool IsDeletable() const;
|
|
protected:
|
|
Spell* m_Spell;
|
|
};
|
|
#endif
|