server/src/game/Spell.cpp
NoFantasy c5fc08934d [9546] Less strict check in spell CheckTarget, and allow triggered spell.
Unit may be not selectable, but spell may be expected to target this unit in any case.
Mostly known problem with npc->npc spells and dummy/triggered spells from AI side.

Signed-off-by: NoFantasy <nofantasy@nf.no>
2010-03-07 21:39:24 +01:00

6413 lines
253 KiB
C++

/*
* Copyright (C) 2005-2010 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 "Common.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 "Spell.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"
#define SPELL_CHANNEL_UPDATE_INTERVAL (1 * IN_MILISECONDS)
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_unitTargetGUID = 0;
m_GOTargetGUID = 0;
m_CorpseTargetGUID = 0;
m_itemTargetGUID = 0;
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->GetGUID();
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->GetGUID();
// m_targetMask |= TARGET_FLAG_OBJECT;
}
void SpellCastTargets::setItemTarget(Item* item)
{
if(!item)
return;
m_itemTarget = item;
m_itemTargetGUID = item->GetGUID();
m_itemTargetEntry = item->GetEntry();
m_targetMask |= TARGET_FLAG_ITEM;
}
void SpellCastTargets::setCorpseTarget(Corpse* corpse)
{
m_CorpseTargetGUID = corpse->GetGUID();
}
void SpellCastTargets::Update(Unit* caster)
{
m_GOTarget = m_GOTargetGUID ? caster->GetMap()->GetGameObject(m_GOTargetGUID) : NULL;
m_unitTarget = m_unitTargetGUID ?
( m_unitTargetGUID == caster->GetGUID() ? caster : ObjectAccessor::GetUnit(*caster, m_unitTargetGUID) ) :
NULL;
m_itemTarget = NULL;
if(caster->GetTypeId() == TYPEID_PLAYER)
{
if(m_targetMask & TARGET_FLAG_ITEM)
m_itemTarget = ((Player*)caster)->GetItemByGuid(m_itemTargetGUID);
else if(m_targetMask & TARGET_FLAG_TRADE_ITEM)
{
Player* pTrader = ((Player*)caster)->GetTrader();
if(pTrader && m_itemTargetGUID < TRADE_SLOT_COUNT)
m_itemTarget = pTrader->GetItemByPos(pTrader->GetItemPosByTradeSlot(uint32(m_itemTargetGUID)));
}
if(m_itemTarget)
m_itemTargetEntry = m_itemTarget->GetEntry();
}
}
bool SpellCastTargets::read ( WorldPacket * data, Unit *caster )
{
if(data->rpos() + 4 > data->size())
return false;
*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->GetGUID();
return true;
}
// TARGET_FLAG_UNK2 is used for non-combat pets, maybe other?
if( m_targetMask & ( TARGET_FLAG_UNIT | TARGET_FLAG_UNK2 ))
if(!data->readPackGUID(m_unitTargetGUID))
return false;
if( m_targetMask & ( TARGET_FLAG_OBJECT ))
if(!data->readPackGUID(m_GOTargetGUID))
return false;
if(( m_targetMask & ( TARGET_FLAG_ITEM | TARGET_FLAG_TRADE_ITEM )) && caster->GetTypeId() == TYPEID_PLAYER)
if(!data->readPackGUID(m_itemTargetGUID))
return false;
if( m_targetMask & (TARGET_FLAG_CORPSE | TARGET_FLAG_PVP_CORPSE ) )
if(!data->readPackGUID(m_CorpseTargetGUID))
return false;
if( m_targetMask & TARGET_FLAG_SOURCE_LOCATION )
{
if(data->rpos() + 1 + 4 + 4 + 4 > data->size())
return false;
if(!data->readPackGUID(m_unitTargetGUID))
return false;
*data >> m_srcX >> m_srcY >> m_srcZ;
if(!MaNGOS::IsValidMapCoord(m_srcX, m_srcY, m_srcZ))
return false;
}
if( m_targetMask & TARGET_FLAG_DEST_LOCATION )
{
if(data->rpos() + 1 + 4 + 4 + 4 > data->size())
return false;
if(!data->readPackGUID(m_unitTargetGUID))
return false;
*data >> m_destX >> m_destY >> m_destZ;
if(!MaNGOS::IsValidMapCoord(m_destX, m_destY, m_destZ))
return false;
}
if( m_targetMask & TARGET_FLAG_STRING )
{
if(data->rpos() + 1 > data->size())
return false;
*data >> m_strTarget;
}
// find real units/GOs
Update(caster);
return true;
}
void SpellCastTargets::write ( WorldPacket * data )
{
*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->append(m_unitTarget->GetPackGUID());
else
*data << uint8(0);
}
else if( m_targetMask & TARGET_FLAG_OBJECT )
{
if(m_GOTarget)
data->append(m_GOTarget->GetPackGUID());
else
*data << uint8(0);
}
else if( m_targetMask & ( TARGET_FLAG_CORPSE | TARGET_FLAG_PVP_CORPSE ) )
data->appendPackGUID(m_CorpseTargetGUID);
else
*data << uint8(0);
}
if( m_targetMask & ( TARGET_FLAG_ITEM | TARGET_FLAG_TRADE_ITEM ) )
{
if(m_itemTarget)
data->append(m_itemTarget->GetPackGUID());
else
*data << uint8(0);
}
if( m_targetMask & TARGET_FLAG_SOURCE_LOCATION )
{
if(m_unitTarget)
data->append(m_unitTarget->GetPackGUID());
else
*data << uint8(0);
*data << m_srcX << m_srcY << m_srcZ;
}
if( m_targetMask & TARGET_FLAG_DEST_LOCATION )
{
if(m_unitTarget)
data->append(m_unitTarget->GetPackGUID());
else
*data << uint8(0);
*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, uint64 originalCasterGUID, Spell** triggeringContainer )
{
ASSERT( Caster != NULL && info != NULL );
ASSERT( info == sSpellStore.LookupEntry( info->Id ) && "`info` must be pointer to sSpellStore element");
m_spellInfo = info;
m_caster = Caster;
m_selfContainer = NULL;
m_triggeringContainer = triggeringContainer;
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;
if(originalCasterGUID)
m_originalCasterGUID = originalCasterGUID;
else
m_originalCasterGUID = m_caster->GetGUID();
UpdateOriginalCasterPointer();
for(int i = 0; i < MAX_EFFECT_INDEX; ++i)
m_currentBasePoints[i] = m_spellInfo->EffectBasePoints[i];
m_spellState = SPELL_STATE_NULL;
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_needAliveTargetMask = 0;
// determine reflection
m_canReflect = false;
if(m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MAGIC && !(m_spellInfo->AttributesEx2 & 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->AttributesEx & SPELL_ATTR_EX_NEGATIVE) ? true : false;
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);
CellPair p(MaNGOS::ComputeCellPair(m_caster->GetPositionX(), m_caster->GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
WorldObject* result = NULL;
T u_check(m_caster, max_range);
MaNGOS::WorldObjectSearcher<T> searcher(m_caster, result, u_check);
TypeContainerVisitor<MaNGOS::WorldObjectSearcher<T>, GridTypeMapContainer > grid_searcher(searcher);
cell.Visit(p, grid_searcher, *m_caster->GetMap(), *m_caster, max_range);
if (!result)
{
TypeContainerVisitor<MaNGOS::WorldObjectSearcher<T>, WorldTypeMapContainer > world_searcher(searcher);
cell.Visit(p, world_searcher, *m_caster->GetMap(), *m_caster, max_range);
}
return result;
}
void Spell::FillTargetMap()
{
// TODO: ADD the correct target FILLS!!!!!!
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] == 0)
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));
std::list<Unit*> tmpUnitMap;
// 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 0:
switch(m_spellInfo->EffectImplicitTargetB[i])
{
case 0:
SetTargetMap(SpellEffectIndex(i), TARGET_EFFECT_SELECT, tmpUnitMap);
break;
default:
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitMap);
break;
}
break;
case TARGET_SELF:
switch(m_spellInfo->EffectImplicitTargetB[i])
{
case 0:
case TARGET_EFFECT_SELECT:
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitMap);
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], tmpUnitMap);
break;
case TARGET_BEHIND_VICTIM: // use B case that not dependent from from A in fact
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitMap);
break;
default:
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitMap);
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitMap);
break;
}
break;
case TARGET_EFFECT_SELECT:
switch(m_spellInfo->EffectImplicitTargetB[i])
{
case 0:
case TARGET_EFFECT_SELECT:
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitMap);
break;
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], tmpUnitMap);
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitMap);
break;
default:
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitMap);
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 not existed 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())
tmpUnitMap.push_back(m_targets.getUnitTarget());
}
else
{
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitMap);
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitMap);
}
break;
case 0:
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitMap);
tmpUnitMap.push_back(m_caster);
break;
default:
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitMap);
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitMap);
break;
}
break;
case TARGET_TABLE_X_Y_Z_COORDINATES:
switch(m_spellInfo->EffectImplicitTargetB[i])
{
case 0:
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitMap);
// need some target for processing
SetTargetMap(SpellEffectIndex(i), TARGET_EFFECT_SELECT, tmpUnitMap);
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], tmpUnitMap);
break;
default:
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitMap);
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitMap);
break;
}
break;
case TARGET_SELF2:
switch(m_spellInfo->EffectImplicitTargetB[i])
{
case 0:
case TARGET_EFFECT_SELECT:
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitMap);
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], tmpUnitMap);
break;
}
break;
default:
switch(m_spellInfo->EffectImplicitTargetB[i])
{
case 0:
case TARGET_EFFECT_SELECT:
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitMap);
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], tmpUnitMap);
break;
default:
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetA[i], tmpUnitMap);
SetTargetMap(SpellEffectIndex(i), m_spellInfo->EffectImplicitTargetB[i], tmpUnitMap);
break;
}
break;
}
if(m_caster->GetTypeId() == TYPEID_PLAYER)
{
Player *me = (Player*)m_caster;
for (std::list<Unit*>::const_iterator itr = tmpUnitMap.begin(); itr != tmpUnitMap.end(); ++itr)
{
Unit *owner = (*itr)->GetOwner();
Unit *u = owner ? owner : (*itr);
if(u!=m_caster && u->IsPvP() && (!me->duel || me->duel->opponent != u))
{
me->UpdatePvP(true);
me->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
break;
}
}
}
for (std::list<Unit*>::iterator itr = tmpUnitMap.begin(); itr != tmpUnitMap.end();)
{
if (!CheckTarget (*itr, SpellEffectIndex(i)))
{
itr = tmpUnitMap.erase(itr);
continue;
}
else
++itr;
}
for(std::list<Unit*>::const_iterator iunit = tmpUnitMap.begin(); iunit != tmpUnitMap.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 Missles / Blizzard triggers need do it
if (m_spellInfo->SpellFamilyFlags & UI64LIT(0x0000000000200080))
m_canTrigger = true;
// Clearcasting trigger need do it
else if (m_spellInfo->SpellFamilyFlags & UI64LIT(0x0000000200000000) && m_spellInfo->SpellFamilyFlags2 & 0x8)
m_canTrigger = true;
// Replenish Mana, item spell with triggered cases (Mana Agate, etc mana gems)
else if (m_spellInfo->SpellFamilyFlags & 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->SpellFamilyFlags & UI64LIT(0x0000800000000060))
m_canTrigger = true;
break;
case SPELLFAMILY_PRIEST:
// For Penance,Mind Sear,Mind Flay heal/damage triggers need do it
if (m_spellInfo->SpellFamilyFlags & UI64LIT(0x0001800000800000) || (m_spellInfo->SpellFamilyFlags2 & 0x00000040))
m_canTrigger = true;
break;
case SPELLFAMILY_ROGUE:
// For poisons need do it
if (m_spellInfo->SpellFamilyFlags & 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->SpellFamilyFlags & UI64LIT(0x0100200000000214)) ||
m_spellInfo->SpellFamilyFlags2 & 0x200)
m_canTrigger = true;
break;
case SPELLFAMILY_PALADIN:
// For Judgements (all) / Holy Shock triggers need do it
if (m_spellInfo->SpellFamilyFlags & 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;
m_procVictim = PROC_FLAG_TAKEN_MELEE_SPELL_HIT;
break;
case SPELL_DAMAGE_CLASS_RANGED:
// Auto attack
if (m_spellInfo->AttributesEx2 & 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->AttributesEx2 & 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;
}
// 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->IsImmunedToSpellEffect(m_spellInfo, effIndex);
uint64 targetGUID = pVictim->GetGUID();
// Lookup target in already in list
for(std::list<TargetInfo>::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
{
if (targetGUID == ihit->targetGUID) // Found in list
{
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 have speed - need calculate incoming time
if (m_spellInfo->speed > 0.0f)
{
// calculate spell incoming interval
float dist = m_caster->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;
}
else
target.reflectResult = SPELL_MISS_NONE;
// Add target to list
m_UniqueTargetInfo.push_back(target);
}
void Spell::AddUnitTarget(uint64 unitGUID, SpellEffectIndex effIndex)
{
Unit* unit = m_caster->GetGUID() == unitGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, unitGUID);
if (unit)
AddUnitTarget(unit, effIndex);
}
void Spell::AddGOTarget(GameObject* pVictim, SpellEffectIndex effIndex)
{
if( m_spellInfo->Effect[effIndex] == 0 )
return;
uint64 targetGUID = pVictim->GetGUID();
// Lookup target in already in list
for(std::list<GOTargetInfo>::iterator ihit = m_UniqueGOTargetInfo.begin(); ihit != m_UniqueGOTargetInfo.end(); ++ihit)
{
if (targetGUID == ihit->targetGUID) // Found in list
{
ihit->effectMask |= (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 have speed - need calculate incoming time
if (m_spellInfo->speed > 0.0f)
{
// calculate spell incoming interval
float dist = m_caster->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(uint64 goGUID, SpellEffectIndex effIndex)
{
GameObject* go = m_caster->GetMap()->GetGameObject(goGUID);
if (go)
AddGOTarget(go, effIndex);
}
void Spell::AddItemTarget(Item* pitem, SpellEffectIndex effIndex)
{
if( m_spellInfo->Effect[effIndex] == 0 )
return;
// Lookup target in already in list
for(std::list<ItemTargetInfo>::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->GetGUID() == 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;
// Fill base trigger info
uint32 procAttacker = m_procAttacker;
uint32 procVictim = m_procVictim;
uint32 procEx = PROC_EX_NONE;
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);
}
// 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;
// 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);
if (real_caster)
unitTarget->getHostileRefManager().threatAssist(real_caster, float(gain) * 0.5f, 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);
// Add bonuses and fill damageInfo struct
caster->CalculateSpellDamage(&damageInfo, m_damage, m_spellInfo, m_attackType);
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);
// 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);
}
// Passive spell hits/misses or active spells only misses (only triggers)
else
{
// Fill base damage struct (unitTarget - is real spell target)
SpellNonMeleeDamage damageInfo(caster, unitTarget, m_spellInfo->Id, m_spellSchoolMask);
procEx = createProcExtendMask(&damageInfo, missInfo);
// Do triggers for unit (reflect triggers passed on hit phase for correct drop charge)
if (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->CastedCreatureOrGO(unit->GetEntry(), unit->GetGUID(), 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);
}
void Spell::DoSpellHitOnUnit(Unit *unit, const 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->IsImmunedToSpell(m_spellInfo)))
{
if (realCaster)
realCaster->SendSpellMiss(unit, m_spellInfo->Id, SPELL_MISS_IMMUNE);
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->GetGUID())
{
realCaster->SendSpellMiss(unit, m_spellInfo->Id, SPELL_MISS_EVADE);
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);
return;
}
// not break stealth by cast targeting
if (!(m_spellInfo->AttributesEx & 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->AttributesEx & SPELL_ATTR_EX_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->AttributesEx & 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())
((Creature*)unit)->AI()->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);
return;
}
// assisting case, healing and resurrection
if (unit->hasUnitState(UNIT_STAT_ATTACK_PLAYER))
realCaster->SetContestedPvP();
if (unit->isInCombat() && !(m_spellInfo->AttributesEx & SPELL_ATTR_EX_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);
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;
}
}
}
}
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->CastedCreatureOrGO(go->GetEntry(), go->GetGUID(), 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));
}
bool Spell::IsAliveUnitPresentInTargetList()
{
// Not need check return true
if (m_needAliveTargetMask == 0)
return true;
uint8 needAliveTargetMask = m_needAliveTargetMask;
for(std::list<TargetInfo>::const_iterator ihit= m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
{
if( ihit->missCondition == SPELL_MISS_NONE && (needAliveTargetMask & ihit->effectMask) )
{
Unit *unit = m_caster->GetGUID() == 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 TargetDistanceOrder : public std::binary_function<const Unit, const Unit, bool>
{
const Unit* MainTarget;
TargetDistanceOrder(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 31347: // Doom TODO: exclude top threat target from target selection
case 33711: // Murmur's Touch
case 38794: // Murmur's Touch (h)
unMaxTargets = 1;
break;
case 28542: // Life Drain
case 66013: // Penetrating Cold (10 man)
case 68509: // Penetrating Cold (10 man heroic)
unMaxTargets = 2;
break;
case 28796: // Poison Bolt Volley
case 29213: // Curse of the Plaguebringer
case 31298: // Sleep
unMaxTargets = 3;
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 55665: // Life Drain (h)
case 67700: // Penetrating Cold (25 man)
case 68510: // Penetrating Cold (25 man, heroic)
unMaxTargets = 5;
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;
}
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;
case SPELLFAMILY_DRUID:
{
if (m_spellInfo->SpellFamilyFlags2 & 0x00000100)// Starfall
unMaxTargets = 2;
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:
radius *= sqrtf(rand_norm_f()); // Get a random point in circle. Use sqrt(rand) to correct distribution when converting polar to Cartesian coordinates.
// no 'break' expected since we use code in case TARGET_RANDOM_CIRCUMFERENCE_POINT!!!
case TARGET_RANDOM_CIRCUMFERENCE_POINT:
{
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_RANDOM_NEARBY_DEST:
{
radius *= sqrtf(rand_norm_f()); // Get a random point in circle. Use sqrt(rand) to correct distribution when converting polar to Cartesian coordinates.
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);
if (radius > 0.0f)
{
// caster included here?
FillAreaTargets(targetUnitMap, dest_x, dest_y, radius, PUSH_DEST_CENTER, SPELL_TARGETS_AOE_DAMAGE);
}
else
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:
case TARGET_AREAEFFECT_CUSTOM:
case TARGET_AREAEFFECT_CUSTOM_2:
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;
CellPair p(MaNGOS::ComputeCellPair(m_caster->GetPositionX(), m_caster->GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
std::list<Unit *> tempTargetUnitMap;
{
MaNGOS::AnyAoETargetUnitInObjectRangeCheck u_check(m_caster, max_range);
MaNGOS::UnitListSearcher<MaNGOS::AnyAoETargetUnitInObjectRangeCheck> searcher(m_caster, tempTargetUnitMap, u_check);
TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyAoETargetUnitInObjectRangeCheck>, WorldTypeMapContainer > world_unit_searcher(searcher);
TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyAoETargetUnitInObjectRangeCheck>, GridTypeMapContainer > grid_unit_searcher(searcher);
cell.Visit(p, world_unit_searcher, *m_caster->GetMap(), *m_caster, max_range);
cell.Visit(p, grid_unit_searcher, *m_caster->GetMap(), *m_caster, max_range);
}
if(tempTargetUnitMap.empty())
break;
tempTargetUnitMap.sort(TargetDistanceOrder(m_caster));
//Now to get us a random target that's in the initial range of the spell
uint32 t = 0;
std::list<Unit*>::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(TargetDistanceOrder(pUnitTarget));
t = unMaxTargets - 1;
Unit *prev = pUnitTarget;
std::list<Unit*>::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(TargetDistanceOrder(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;
CellPair p(MaNGOS::ComputeCellPair(m_caster->GetPositionX(), m_caster->GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
std::list<Unit*> tempTargetUnitMap;
{
MaNGOS::AnyFriendlyUnitInObjectRangeCheck u_check(m_caster, max_range);
MaNGOS::UnitListSearcher<MaNGOS::AnyFriendlyUnitInObjectRangeCheck> searcher(m_caster, tempTargetUnitMap, u_check);
TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyFriendlyUnitInObjectRangeCheck>, WorldTypeMapContainer > world_unit_searcher(searcher);
TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyFriendlyUnitInObjectRangeCheck>, GridTypeMapContainer > grid_unit_searcher(searcher);
cell.Visit(p, world_unit_searcher, *m_caster->GetMap(), *m_caster, max_range);
cell.Visit(p, grid_unit_searcher, *m_caster->GetMap(), *m_caster, max_range);
}
if(tempTargetUnitMap.empty())
break;
tempTargetUnitMap.sort(TargetDistanceOrder(m_caster));
//Now to get us a random target that's in the initial range of the spell
uint32 t = 0;
std::list<Unit*>::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(TargetDistanceOrder(pUnitTarget));
t = unMaxTargets - 1;
Unit *prev = pUnitTarget;
std::list<Unit*>::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(TargetDistanceOrder(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(), m_spellInfo))
{
m_targets.setUnitTarget(pUnitTarget);
targetUnitMap.push_back(pUnitTarget);
}
}
else
{
Unit* pUnitTarget = m_targets.getUnitTarget();
Unit* originalCaster = GetAffectiveCaster();
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;
CellPair p(MaNGOS::ComputeCellPair(m_caster->GetPositionX(), m_caster->GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
std::list<Unit *> tempTargetUnitMap;
{
MaNGOS::AnyAoEVisibleTargetUnitInObjectRangeCheck u_check(pUnitTarget, originalCaster, max_range);
MaNGOS::UnitListSearcher<MaNGOS::AnyAoEVisibleTargetUnitInObjectRangeCheck> searcher(m_caster, tempTargetUnitMap, u_check);
TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyAoEVisibleTargetUnitInObjectRangeCheck>, WorldTypeMapContainer> world_unit_searcher(searcher);
TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyAoEVisibleTargetUnitInObjectRangeCheck>, GridTypeMapContainer> grid_unit_searcher(searcher);
cell.Visit(p, world_unit_searcher, *m_caster->GetMap(), *pUnitTarget, max_range);
cell.Visit(p, grid_unit_searcher, *m_caster->GetMap(), *pUnitTarget, max_range);
}
if (tempTargetUnitMap.empty())
break;
tempTargetUnitMap.sort(TargetDistanceOrder(pUnitTarget));
if (*tempTargetUnitMap.begin() == pUnitTarget)
tempTargetUnitMap.erase(tempTargetUnitMap.begin());
targetUnitMap.push_back(pUnitTarget);
uint32 t = unMaxTargets - 1;
Unit *prev = pUnitTarget;
std::list<Unit*>::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(TargetDistanceOrder(prev));
next = tempTargetUnitMap.begin();
--t;
}
}
break;
}
case TARGET_ALL_ENEMY_IN_AREA:
FillAreaTargets(targetUnitMap, m_targets.m_destX, m_targets.m_destY, radius, PUSH_DEST_CENTER, SPELL_TARGETS_AOE_DAMAGE);
break;
case TARGET_AREAEFFECT_INSTANT:
{
SpellTargets targetB = SPELL_TARGETS_AOE_DAMAGE;
// Select friendly targets for positive effect
if (IsPositiveEffect(m_spellInfo->Id, effIndex))
targetB = SPELL_TARGETS_FRIENDLY;
FillAreaTargets(targetUnitMap, m_caster->GetPositionX(), m_caster->GetPositionY(), radius, PUSH_DEST_CENTER, targetB);
// exclude caster
targetUnitMap.remove(m_caster);
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, m_targets.m_destX, m_targets.m_destY, radius, PUSH_DEST_CENTER, SPELL_TARGETS_AOE_DAMAGE);
break;
}
break;
}
case TARGET_DUELVSPLAYER_COORDINATES:
{
if(Unit* currentTarget = m_targets.getUnitTarget())
{
m_targets.setDestination(currentTarget->GetPositionX(), currentTarget->GetPositionY(), currentTarget->GetPositionZ());
targetUnitMap.push_back(currentTarget);
}
break;
}
case TARGET_ALL_PARTY_AROUND_CASTER:
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)
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, true);
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, m_targets.m_destX, m_targets.m_destY, 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, m_targets.m_destX, m_targets.m_destY, 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, false);
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, false);
break;
default:
FillAreaTargets(targetUnitMap, m_targets.m_destX, m_targets.m_destY, radius, PUSH_SELF_CENTER, SPELL_TARGETS_FRIENDLY);
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)->GetSelection()))
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, m_targets.m_destX, m_targets.m_destY, 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->GetGUID() &&
pGroup->IsMember(((Player*)targetOwner)->GetGUID()))
{
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)->GetGUID()))
{
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, m_caster->GetPositionX(), m_caster->GetPositionY(), radius, inFront ? PUSH_IN_FRONT : PUSH_IN_BACK, SPELL_TARGETS_AOE_DAMAGE);
break;
}
case TARGET_LARGE_FRONTAL_CONE:
FillAreaTargets(targetUnitMap, m_caster->GetPositionX(), m_caster->GetPositionY(), radius, PUSH_IN_FRONT_90, SPELL_TARGETS_AOE_DAMAGE);
break;
case TARGET_NARROW_FRONTAL_CONE:
FillAreaTargets(targetUnitMap, m_caster->GetPositionX(), m_caster->GetPositionY(), radius, PUSH_IN_FRONT_15, SPELL_TARGETS_AOE_DAMAGE);
break;
case TARGET_IN_FRONT_OF_CASTER_30:
FillAreaTargets(targetUnitMap, m_caster->GetPositionX(), m_caster->GetPositionY(), 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(), m_spellInfo))
{
m_targets.setUnitTarget(pUnitTarget);
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, m_targets.m_destX, m_targets.m_destY, 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(), m_spellInfo))
{
m_targets.setUnitTarget(pUnitTarget);
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, m_caster->GetPositionX(), m_caster->GetPositionY(), 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(TargetDistanceOrder(pUnitTarget));
if (tempTargetUnitMap.empty())
break;
if (*tempTargetUnitMap.begin() == pUnitTarget)
tempTargetUnitMap.erase(tempTargetUnitMap.begin());
targetUnitMap.push_back(pUnitTarget);
uint32 t = unMaxTargets - 1;
Unit *prev = pUnitTarget;
std::list<Unit*>::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(TargetDistanceOrder(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());
if(m_spellInfo->EffectImplicitTargetB[effIndex] == TARGET_ALL_ENEMY_IN_AREA_INSTANT)
FillAreaTargets(targetUnitMap, currentTarget->GetPositionX(), currentTarget->GetPositionY(), radius, PUSH_TARGET_CENTER, SPELL_TARGETS_AOE_DAMAGE);
}
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)->GetSelection());
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->GetObjectSize(), 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))
{
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->GetObjectSize(), 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)->GetSelection())
{
Player* target = sObjectMgr.GetPlayer(((Player*)m_caster)->GetSelection());
if(target)
targetUnitMap.push_back(target);
}
break;
case SPELL_EFFECT_RESURRECT_NEW:
if (m_targets.getUnitTarget())
targetUnitMap.push_back(m_targets.getUnitTarget());
if (m_targets.getCorpseTargetGUID())
{
Corpse *corpse = m_caster->GetMap()->GetCorpse(m_targets.getCorpseTargetGUID());
if(corpse)
{
Player* owner = ObjectAccessor::FindPlayer(corpse->GetOwnerGUID());
if(owner)
targetUnitMap.push_back(owner);
}
}
break;
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_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_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 == 0x9050000 || m_spellInfo->Attributes == 0x10000)
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();
SpellCastResult result = CheckCast(true);
if(result != SPELL_CAST_OK && !IsAutoRepeat()) //always cast autorepeat dummy for triggering
{
if(triggeredByAura)
{
SendChannelUpdate(0);
triggeredByAura->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);
// 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();
}
// 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;
m_autoRepeat = false;
switch (m_spellState)
{
case SPELL_STATE_PREPARING:
case SPELL_STATE_DELAYED:
{
SendInterrupted(0);
SendCastResult(SPELL_FAILED_INTERRUPTED);
} break;
case SPELL_STATE_CASTING:
{
for(std::list<TargetInfo>::const_iterator ihit= m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
{
if( ihit->missCondition == SPELL_MISS_NONE )
{
Unit* unit = m_caster->GetGUID() == (*ihit).targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID);
if( unit && unit->isAlive() )
unit->RemoveAurasByCasterSpell(m_spellInfo->Id, m_caster->GetGUID());
}
}
SendChannelUpdate(0);
SendInterrupted(0);
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 non-existed already object
UpdatePointers();
// cancel at lost main target unit
if(!m_targets.getUnitTarget() && m_targets.getUnitTargetGUID() && m_targets.getUnitTargetGUID() != m_caster->GetGUID())
{
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 triggred (for caster) and precast (casted before apply effect to target) cases
switch(m_spellInfo->SpellFamilyName)
{
case SPELLFAMILY_GENERIC:
{
if (m_spellInfo->Mechanic == MECHANIC_BANDAGE) // Bandages
AddPrecastSpell(11196); // Recently Bandaged
else if(m_spellInfo->SpellIconID == 1662 && m_spellInfo->AttributesEx & 0x20)
// Blood Fury (Racial)
AddPrecastSpell(23230); // Blood Fury - Healing Reduction
else if(m_spellInfo->Id == 20594) // Stoneskin
AddTriggeredSpell(65116); // Stoneskin - armor 10% for 8 sec
break;
}
case SPELLFAMILY_MAGE:
{
// Ice Block
if (m_spellInfo->SpellFamilyFlags & UI64LIT(0x0000008000000000))
AddPrecastSpell(41425); // Hypothermia
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->m_form != FORM_CAT)
AddTriggeredSpell(60089);
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_PALADIN:
{
// Hand of Reckoning
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
}
else if (m_spellInfo->SpellFamilyFlags & UI64LIT(0x200000000000))
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
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;
}
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()...
// 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();
// Okay, maps created, now prepare flags
m_immediateHandled = false;
m_spellState = SPELL_STATE_DELAYED;
SetDelayStart(0);
}
else
{
// Immediate spell, no big deal
handle_immediate();
}
m_caster->DecreaseCastCounter();
SetExecutedCurrently(false);
}
void Spell::handle_immediate()
{
// start channeling if applicable
if(IsChanneledSpell(m_spellInfo))
{
int32 duration = GetSpellDuration(m_spellInfo);
if (duration)
{
// Apply duration mod
if(Player* modOwner = m_caster->GetSpellModOwner())
modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_DURATION, duration);
m_spellState = SPELL_STATE_CASTING;
SendChannelStart(duration);
}
}
// process immediate effects (items, ground, etc.) also initialize some variables
_handle_immediate_phase();
for(std::list<TargetInfo>::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
DoAllEffectOnTarget(&(*ihit));
for(std::list<GOTargetInfo>::iterator ihit = m_UniqueGOTargetInfo.begin(); ihit != m_UniqueGOTargetInfo.end(); ++ihit)
DoAllEffectOnTarget(&(*ihit));
// 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(std::list<TargetInfo>::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
{
if (ihit->processed == false)
{
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(std::list<GOTargetInfo>::iterator ighit = m_UniqueGOTargetInfo.begin(); ighit != m_UniqueGOTargetInfo.end(); ++ighit)
{
if (ighit->processed == false)
{
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_spellInfo->Id);
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;
uint32 EffectChainTarget = m_spellInfo->EffectChainTarget[j];
if (Unit* realCaster = GetAffectiveCaster())
if(Player* modOwner = realCaster->GetSpellModOwner())
modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_JUMP_TARGETS, EffectChainTarget, this);
// initialize multipliers
m_damageMultipliers[j] = 1.0f;
if( (m_spellInfo->EffectImplicitTargetA[j] == TARGET_CHAIN_DAMAGE || m_spellInfo->EffectImplicitTargetA[j] == TARGET_CHAIN_HEAL) &&
(EffectChainTarget > 1) )
m_applyMultiplierMask |= (1 << j);
}
// initialize Diminishing Returns Data
m_diminishLevel = DIMINISHING_LEVEL_1;
m_diminishGroup = DIMINISHING_NONE;
// process items
for(std::list<ItemTargetInfo>::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->Attributes & (SPELL_ATTR_DISABLED_WHILE_ACTIVE | 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(std::list<TargetInfo>::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
{
TargetInfo* target = &*ihit;
if(!IS_CREATURE_GUID(target->targetGUID))
continue;
Unit* unit = m_caster->GetGUID() == target->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, target->targetGUID);
if (unit == NULL)
continue;
p->CastedCreatureOrGO(unit->GetEntry(), unit->GetGUID(), m_spellInfo->Id);
}
for(std::list<GOTargetInfo>::iterator ihit = m_UniqueGOTargetInfo.begin(); ihit != m_UniqueGOTargetInfo.end(); ++ihit)
{
GOTargetInfo* target = &*ihit;
GameObject* go = m_caster->GetMap()->GetGameObject(target->targetGUID);
if(!go)
continue;
p->CastedCreatureOrGO(go->GetEntry(), go->GetGUID(), 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;
// remove spell mods
if (m_caster->GetTypeId() == TYPEID_PLAYER)
((Player*)m_caster)->RemoveSpellMods(this);
// 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(std::list<TargetInfo>::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->GetGUID()== 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 chance = m_caster->CalculateSpellDamage(auraSpellInfo, auraSpellIdx, (*i)->GetBasePoints(),unit);
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)
m_caster->DealHeal(m_caster, uint32(m_healthLeech), m_spellInfo);
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(std::list<TargetInfo>::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
{
if (ihit->missCondition != SPELL_MISS_NONE && ihit->targetGUID != m_caster->GetGUID())
{
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->Attributes & SPELL_ATTR_STOP_ATTACK_TARGET )
m_caster->AttackStop();
}
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_REQUIRES_SPELL_FOCUS:
data << uint32(spellInfo->RequiresSpellFocus);
break;
case SPELL_FAILED_REQUIRES_AREA:
// hardcode areas limitation case
switch(spellInfo->Id)
{
case 41617: // Cenarion Mana Salve
case 41619: // Cenarion Healing Salve
data << uint32(3905);
break;
case 41618: // Bottled Nethergon Energy
case 41620: // Bottled Nethergon Vapor
data << uint32(3842);
break;
case 45373: // Bloodberry Elixir
data << uint32(4075);
break;
default: // default case (don't must be)
data << uint32(0);
break;
}
break;
case SPELL_FAILED_TOTEMS:
if(spellInfo->Totem[0])
data << uint32(spellInfo->Totem[0]);
if(spellInfo->Totem[1])
data << uint32(spellInfo->Totem[1]);
break;
case SPELL_FAILED_TOTEM_CATEGORY:
if(spellInfo->TotemCategory[0])
data << uint32(spellInfo->TotemCategory[0]);
if(spellInfo->TotemCategory[1])
data << uint32(spellInfo->TotemCategory[1]);
break;
case SPELL_FAILED_EQUIPPED_ITEM_CLASS:
data << uint32(spellInfo->EquippedItemClass);
data << uint32(spellInfo->EquippedItemSubClassMask);
//data << uint32(spellInfo->EquippedItemInventoryTypeMask);
break;
default:
break;
}
caster->GetSession()->SendPacket(&data);
}
void Spell::SendSpellStart()
{
if (!IsNeedSendToClient())
return;
sLog.outDebug("Sending SMSG_SPELL_START id=%u", m_spellInfo->Id);
uint32 castFlags = CAST_FLAG_UNKNOWN1;
if (IsRangedSpell())
castFlags |= CAST_FLAG_AMMO;
if (m_spellInfo->runeCostID)
castFlags |= CAST_FLAG_UNKNOWN10;
WorldPacket data(SMSG_SPELL_START, (8+8+4+4+2));
if (m_CastItem)
data.append(m_CastItem->GetPackGUID());
else
data.append(m_caster->GetPackGUID());
data.append(m_caster->GetPackGUID());
data << uint8(m_cast_count); // pending spell cast?
data << uint32(m_spellInfo->Id); // spellId
data << uint32(castFlags); // cast flags
data << uint32(m_timer); // delay?
m_targets.write(&data);
if ( castFlags & CAST_FLAG_UNKNOWN6 ) // predicted power?
data << uint32(0);
if ( castFlags & CAST_FLAG_UNKNOWN7 ) // rune cooldowns list
{
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 )
WriteAmmoToPacket(&data);
if ( castFlags & CAST_FLAG_UNKNOWN21 )
{
data << uint32(0);
data << uint32(0);
}
m_caster->SendMessageToSet(&data, true);
}
void Spell::SendSpellGo()
{
// not send invisible spell casting
if(!IsNeedSendToClient())
return;
sLog.outDebug("Sending SMSG_SPELL_GO id=%u", m_spellInfo->Id);
uint32 castFlags = CAST_FLAG_UNKNOWN3;
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_UNKNOWN10; // same as in SMSG_SPELL_START
castFlags |= CAST_FLAG_UNKNOWN6; // makes cooldowns visible
castFlags |= CAST_FLAG_UNKNOWN7; // rune cooldowns list
}
WorldPacket data(SMSG_SPELL_GO, 50); // guess size
if(m_CastItem)
data.append(m_CastItem->GetPackGUID());
else
data.append(m_caster->GetPackGUID());
data.append(m_caster->GetPackGUID());
data << uint8(m_cast_count); // pending spell cast?
data << uint32(m_spellInfo->Id); // spellId
data << uint32(castFlags); // cast flags
data << uint32(getMSTime()); // timestamp
WriteSpellGoTargets(&data);
m_targets.write(&data);
if ( castFlags & CAST_FLAG_UNKNOWN6 ) // unknown wotlk, predicted power?
data << uint32(0);
if ( castFlags & CAST_FLAG_UNKNOWN7 ) // rune cooldowns list
{
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_UNKNOWN4 ) // unknown wotlk
{
data << float(0);
data << uint32(0);
}
if ( castFlags & CAST_FLAG_AMMO )
WriteAmmoToPacket(&data);
if ( castFlags & CAST_FLAG_UNKNOWN5 ) // unknown wotlk
{
data << uint32(0);
data << uint32(0);
}
if ( m_targets.m_targetMask & TARGET_FLAG_DEST_LOCATION )
{
data << uint8(0);
}
m_caster->SendMessageToSet(&data, true);
}
void Spell::WriteAmmoToPacket( WorldPacket * data )
{
uint32 ammoInventoryType = 0;
uint32 ammoDisplayID = 0;
if (m_caster->GetTypeId() == TYPEID_PLAYER)
{
Item *pItem = ((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 < 3; ++i)
{
if(uint32 item_id = m_caster->GetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + i))
{
if(ItemEntry const * itemEntry = sItemStore.LookupEntry(item_id))
{
if(itemEntry->Class == ITEM_CLASS_WEAPON)
{
switch(itemEntry->SubClass)
{
case ITEM_SUBCLASS_WEAPON_THROWN:
ammoDisplayID = itemEntry->DisplayId;
ammoInventoryType = itemEntry->InventoryType;
break;
case ITEM_SUBCLASS_WEAPON_BOW:
case ITEM_SUBCLASS_WEAPON_CROSSBOW:
ammoDisplayID = 5996; // is this need fixing?
ammoInventoryType = INVTYPE_AMMO;
break;
case ITEM_SUBCLASS_WEAPON_GUN:
ammoDisplayID = 5998; // is this need fixing?
ammoInventoryType = INVTYPE_AMMO;
break;
}
if(ammoDisplayID)
break;
}
}
}
}
}
*data << uint32(ammoDisplayID);
*data << uint32(ammoInventoryType);
}
void Spell::WriteSpellGoTargets( WorldPacket * data )
{
// 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(std::list<TargetInfo>::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
{
if ((*ihit).effectMask == 0) // No effect apply - all immuned add state
{
// possibly SPELL_MISS_IMMUNE2 for this??
ihit->missCondition = SPELL_MISS_IMMUNE2;
++miss;
}
else if ((*ihit).missCondition == SPELL_MISS_NONE)
++hit;
else
++miss;
}
*data << (uint8)hit;
for(std::list<TargetInfo>::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
{
if ((*ihit).missCondition == SPELL_MISS_NONE) // Add only hits
{
*data << uint64(ihit->targetGUID);
m_needAliveTargetMask |=ihit->effectMask;
}
}
for(std::list<GOTargetInfo>::const_iterator ighit = m_UniqueGOTargetInfo.begin(); ighit != m_UniqueGOTargetInfo.end(); ++ighit)
*data << uint64(ighit->targetGUID); // Always hits
*data << (uint8)miss;
for(std::list<TargetInfo>::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
{
if( ihit->missCondition != SPELL_MISS_NONE ) // Add only miss
{
*data << uint64(ihit->targetGUID);
*data << uint8(ihit->missCondition);
if( ihit->missCondition == SPELL_MISS_REFLECT )
*data << uint8(ihit->reflectResult);
}
}
// 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.append(m_caster->GetPackGUID());
else
data.append(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.append(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.append(unit->GetPackGUID());
else
data << uint8(0);
data << uint32(0); // count?
break;
case SPELL_EFFECT_INTERRUPT_CAST:
if(Unit *unit = m_targets.getUnitTarget())
data.append(unit->GetPackGUID());
else
data << uint8(0);
data << uint32(0); // spellid
break;
case SPELL_EFFECT_DURABILITY_DAMAGE:
if(Unit *unit = m_targets.getUnitTarget())
data.append(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.append(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.append(unit->GetPackGUID());
else if(m_targets.getItemTargetGUID())
data.appendPackGUID(m_targets.getItemTargetGUID());
else if(GameObject *go = m_targets.getGOTarget())
data.append(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.append(unit->GetPackGUID());
else
data << uint8(0);
break;
case SPELL_EFFECT_RESURRECT:
case SPELL_EFFECT_RESURRECT_NEW:
if(Unit *unit = m_targets.getUnitTarget())
data.append(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.append(m_caster->GetPackGUID());
data << uint8(m_cast_count);
data << uint32(m_spellInfo->Id);
data << uint8(result);
m_caster->SendMessageToSet(&data, true);
data.Initialize(SMSG_SPELL_FAILED_OTHER, (8+4));
data.append(m_caster->GetPackGUID());
data << uint8(m_cast_count);
data << uint32(m_spellInfo->Id);
data << uint8(result);
m_caster->SendMessageToSet(&data, true);
}
void Spell::SendChannelUpdate(uint32 time)
{
if(time == 0)
{
m_caster->RemoveAurasByCasterSpell(m_spellInfo->Id, m_caster->GetGUID());
if(uint64 target_guid = m_caster->GetChannelObjectGUID())
if(target_guid != m_caster->GetGUID() && IS_UNIT_GUID(target_guid))
if(Unit* target = ObjectAccessor::GetUnit(*m_caster, target_guid))
target->RemoveAurasByCasterSpell(m_spellInfo->Id, m_caster->GetGUID());
m_caster->SetChannelObjectGUID(0);
m_caster->SetUInt32Value(UNIT_CHANNEL_SPELL, 0);
}
WorldPacket data( MSG_CHANNEL_UPDATE, 8+4 );
data.append(m_caster->GetPackGUID());
data << uint32(time);
m_caster->SendMessageToSet(&data, true);
}
void Spell::SendChannelStart(uint32 duration)
{
WorldObject* target = NULL;
// select first not resisted target from target list for _0_ effect
if(!m_UniqueTargetInfo.empty())
{
for(std::list<TargetInfo>::const_iterator itr = m_UniqueTargetInfo.begin(); itr != m_UniqueTargetInfo.end(); ++itr)
{
if( (itr->effectMask & (1 << 0)) && itr->reflectResult == SPELL_MISS_NONE && itr->targetGUID != m_caster->GetGUID())
{
target = ObjectAccessor::GetUnit(*m_caster, itr->targetGUID);
break;
}
}
}
else if(!m_UniqueGOTargetInfo.empty())
{
for(std::list<GOTargetInfo>::const_iterator itr = m_UniqueGOTargetInfo.begin(); itr != m_UniqueGOTargetInfo.end(); ++itr)
{
if(itr->effectMask & (1 << 0) )
{
target = m_caster->GetMap()->GetGameObject(itr->targetGUID);
break;
}
}
}
WorldPacket data( MSG_CHANNEL_START, (8+4+4) );
data.append(m_caster->GetPackGUID());
data << uint32(m_spellInfo->Id);
data << uint32(duration);
m_caster->SendMessageToSet(&data, true);
m_timer = duration;
if(target)
m_caster->SetChannelObjectGUID(target->GetGUID());
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 << uint64(m_caster->GetGUID());
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 << uint64(m_caster->GetGUID());
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)
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 has no item prototype highId=%d, lowId=%d",m_CastItem->GetGUIDHigh(), m_CastItem->GetGUIDLow());
return;
}
bool expendable = false;
bool withoutCharges = false;
for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
{
if (proto->Spells[i].SpellId)
{
// item has limited charges
if (proto->Spells[i].SpellCharges)
{
if (proto->Spells[i].SpellCharges < 0 && !proto->NonConsumable)
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
if(m_CastItem==m_targets.getItemTarget())
m_targets.setItemTarget(NULL);
m_CastItem = NULL;
}
}
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 < 8; ++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(uint32 spellId)
{
if(!m_targets.getUnitTarget() || !spellId)
return;
if(!m_targets.getUnitTarget()->CanHaveThreatList())
return;
uint16 threat = sSpellMgr.GetSpellThreat(spellId);
if(!threat)
return;
m_targets.getUnitTarget()->AddThreat(m_caster, float(threat), false, GetSpellSchoolMask(m_spellInfo), m_spellInfo);
DEBUG_LOG("Spell %u, rank %u, added an additional %i threat", spellId, sSpellMgr.GetSpellRank(spellId), threat);
}
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);
sLog.outDebug( "Spell %u Effect%d : %u", m_spellInfo->Id, i, eff);
if(eff<TOTAL_SPELL_EFFECTS)
{
//sLog.outDebug( "WORLD: Spell FX %d < TOTAL_SPELL_EFFECTS ", eff);
(*this.*SpellEffects[eff])(i);
}
/*
else
{
sLog.outDebug( "WORLD: Spell FX %d > TOTAL_SPELL_EFFECTS ", eff);
if (m_CastItem)
EffectEnchantItemTmp(i);
else
{
sLog.outError("SPELL: unknown effect %u spell id %u",
eff, m_spellInfo->Id);
}
}
*/
}
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, m_selfContainer);
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->Attributes & SPELL_ATTR_PASSIVE) &&
((Player*)m_caster)->HasSpellCooldown(m_spellInfo->Id))
{
if(m_triggeredByAuraSpell)
return SPELL_FAILED_DONT_REPORT;
else
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;
// only check at first call, Stealth auras are already removed at second call
// for now, ignore triggered spells
if( strict && !m_IsTriggeredSpell)
{
bool checkForm = true;
// Ignore form req aura
Unit::AuraList const& ignore = m_caster->GetAurasByType(SPELL_AURA_MOD_IGNORE_SHAPESHIFT);
for(Unit::AuraList::const_iterator i = ignore.begin(); i != ignore.end(); ++i)
{
if (!(*i)->isAffectedOnSpell(m_spellInfo))
continue;
checkForm = false;
break;
}
if (checkForm)
{
// Cannot be used in this stance/form
SpellCastResult shapeError = GetErrorAtShapeshiftedCast(m_spellInfo, m_caster->m_form);
if(shapeError != SPELL_CAST_OK)
return shapeError;
if ((m_spellInfo->Attributes & 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;
}
// cancel autorepeat spells if cast start when moving
// (not wand currently autorepeat cast delayed to moving stop anyway in spell update code)
if( m_caster->GetTypeId() == TYPEID_PLAYER && ((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(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;
}
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->GetGUID()))
return SPELL_FAILED_TARGET_AURASTATE;
// Not allow casting on flying player
if (target->isInFlight())
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 && !IsPassiveSpell(m_spellInfo->Id) && !m_CastItem)
{
for(int i = 0; i < MAX_EFFECT_INDEX; ++i)
{
// check only spell that apply positive auras
if (m_spellInfo->Effect[i] == SPELL_EFFECT_APPLY_AURA &&
IsPositiveEffect(m_spellInfo->Id, SpellEffectIndex(i)) &&
// at not self target
!IsCasterSourceTarget(m_spellInfo->EffectImplicitTargetA[i]) &&
// and target low level
target->getLevel() + 10 < m_spellInfo->spellLevel)
{
return SPELL_FAILED_LOWLEVEL;
}
}
}
}
else if (m_caster == target)
{
if (m_caster->GetTypeId() == TYPEID_PLAYER) // Target - is player caster
{
// 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)
{
if (target = m_caster->GetUnit(*m_caster, ((Player *)m_caster)->GetSelection()))
m_targets.setUnitTarget(target);
else
return SPELL_FAILED_BAD_TARGETS;
}
}
// 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;
}
// check pet presents
for(int j = 0; j < MAX_EFFECT_INDEX; ++j)
{
if(m_spellInfo->EffectImplicitTargetA[j] == TARGET_PET)
{
target = m_caster->GetPet();
if(!target)
{
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;
}
}
if(non_caster_target)
{
// 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->IsImmunedToSpell(m_spellInfo))
return SPELL_FAILED_TARGET_AURASTATE;
//Must be behind the target.
if( m_spellInfo->AttributesEx2 == 0x100000 && (m_spellInfo->AttributesEx & 0x200) == 0x200 && 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->SpellFamilyName != SPELLFAMILY_DRUID || (m_spellInfo->SpellFamilyFlags != UI64LIT(0x0000000000020000))) &&
(m_spellInfo->SpellFamilyName != SPELLFAMILY_ROGUE || (m_spellInfo->SpellFamilyFlags != UI64LIT(0x0020000000000000))) &&
m_spellInfo->Id != 2764)
{
SendInterrupted(2);
return SPELL_FAILED_NOT_BEHIND;
}
}
//Target must be facing you.
if((m_spellInfo->Attributes == 0x150010) && !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->AttributesEx & 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->Id) && !(m_spellInfo->Attributes & SPELL_ATTR_CASTABLE_WHILE_MOUNTED))
{
if (m_caster->isInFlight())
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->Id))
{
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)
sLog.outErrorDb("Spell (ID: %u) has effect EffectImplicitTargetA/EffectImplicitTargetB = TARGET_SCRIPT or TARGET_SCRIPT_COORDINATES, but does not have record in `spell_script_target`", m_spellInfo->Id);
SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(m_spellInfo->rangeIndex);
float range = GetSpellMaxRange(srange);
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)
{
CellPair p(MaNGOS::ComputeCellPair(m_caster->GetPositionX(), m_caster->GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
MaNGOS::NearestGameObjectEntryInObjectRangeCheck go_check(*m_caster, i_spellST->second.targetEntry, range);
MaNGOS::GameObjectLastSearcher<MaNGOS::NearestGameObjectEntryInObjectRangeCheck> checker(m_caster, p_GameObject, go_check);
TypeContainerVisitor<MaNGOS::GameObjectLastSearcher<MaNGOS::NearestGameObjectEntryInObjectRangeCheck>, GridTypeMapContainer > object_checker(checker);
cell.Visit(p, object_checker, *m_caster->GetMap(), *m_caster, 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 && pTarget->isDead())
{
if (pTarget->IsWithinDistInMap(m_caster, range))
p_Creature = (Creature*)pTarget;
}
else if (i_spellST->second.type == SPELL_TARGET_TYPE_CREATURE && pTarget->isAlive())
{
if (pTarget->IsWithinDistInMap(m_caster, range))
p_Creature = (Creature*)pTarget;
}
}
}
// no target provided or it was not valid, so use closest in range
if (!p_Creature)
{
CellPair p(MaNGOS::ComputeCellPair(m_caster->GetPositionX(), m_caster->GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck u_check(*m_caster, i_spellST->second.targetEntry, i_spellST->second.type != SPELL_TARGET_TYPE_DEAD, range);
MaNGOS::CreatureLastSearcher<MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck> searcher(m_caster, p_Creature, u_check);
TypeContainerVisitor<MaNGOS::CreatureLastSearcher<MaNGOS::NearestCreatureEntryWithLiveStateInObjectRangeCheck>, GridTypeMapContainer > grid_creature_searcher(searcher);
cell.Visit(p, grid_creature_searcher, *m_caster->GetMap(), *m_caster, range);
range = u_check.GetLastRange();
}
if (p_Creature)
{
creatureScriptTarget = p_Creature;
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)->GetSelection())
return SPELL_FAILED_BAD_IMPLICIT_TARGETS;
Pet* target = m_caster->GetMap()->GetPet(((Player*)m_caster)->GetSelection());
// 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->GetGUID())
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->SpellIconID == 1648) // Execute
{
if(!m_targets.getUnitTarget() || m_targets.getUnitTarget()->GetHealth() > m_targets.getUnitTarget()->GetMaxHealth()*0.2)
return SPELL_FAILED_BAD_TARGETS;
}
else 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;
if(plrCaster->getClass() != CLASS_HUNTER)
{
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())
{
plrCaster->SendPetTameFailure(PETTAME_TOOHIGHLEVEL);
return SPELL_FAILED_DONT_REPORT;
}
if (target->GetCreatureInfo()->IsExotic() && !plrCaster->CanTameExoticPets())
{
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(m_caster->isInCombat() || pet->isInCombat())
return SPELL_FAILED_AFFECTING_COMBAT;
break;
}
case SPELL_EFFECT_POWER_BURN:
case SPELL_EFFECT_POWER_DRAIN:
{
// Can be area effect, Check only for players and not check if target - caster (spell can have multiply drain/burn effects)
if(m_caster->GetTypeId() == TYPEID_PLAYER)
if(Unit* target = m_targets.getUnitTarget())
if(target != m_caster && target->getPowerType() != 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()->GetUInt32Value(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->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_spellInfo->EffectImplicitTargetA[i] != TARGET_GAMEOBJECT &&
m_spellInfo->EffectImplicitTargetA[i] != TARGET_GAMEOBJECT_ITEM )
break;
if( m_caster->GetTypeId() != TYPEID_PLAYER // only players can open locks, gather etc.
// we need a go target in case of TARGET_GAMEOBJECT
|| m_spellInfo->EffectImplicitTargetA[i] == TARGET_GAMEOBJECT && !m_targets.getGOTarget()
// we need a go target, or an openable item target in case of TARGET_GAMEOBJECT_ITEM
|| m_spellInfo->EffectImplicitTargetA[i] == TARGET_GAMEOBJECT_ITEM && !m_targets.getGOTarget() &&
(!m_targets.getItemTarget() || !m_targets.getItemTarget()->GetProto()->LockID || m_targets.getItemTarget()->GetOwner() != m_caster ) )
return SPELL_FAILED_BAD_TARGETS;
// In BattleGround players can use only flags and banners
if( ((Player*)m_caster)->InBattleGround() &&
!((Player*)m_caster)->CanUseBattleGroundObject() )
return SPELL_FAILED_TRY_AGAIN;
// get the lock entry
uint32 lockId = 0;
if (GameObject* go = m_targets.getGOTarget())
{
lockId = go->GetGOInfo()->GetLockId();
if (!lockId)
return SPELL_FAILED_BAD_TARGETS;
}
else if(Item* itm = m_targets.getItemTarget())
lockId = itm->GetProto()->LockID;
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) //starting cast, trigger pet stun (cast by pet so it doesn't attack player)
pet->CastSpell(pet, 32752, true, NULL, NULL, pet->GetGUID());
}
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)->GetSelection())
return SPELL_FAILED_BAD_TARGETS;
Player* target = sObjectMgr.GetPlayer(((Player*)m_caster)->GetSelection());
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->GetBaseMap()->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 61336:
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;
ShapeshiftForm form = m_caster->m_form;
if( form == FORM_CAT || form == FORM_TREE || form == FORM_TRAVEL ||
form == FORM_AQUA || form == FORM_BEAR || form == FORM_DIREBEAR ||
form == FORM_CREATUREBEAR || form == FORM_GHOSTWOLF || form == FORM_FLIGHT ||
form == FORM_FLIGHT_EPIC || form == FORM_MOONKIN || form == FORM_METAMORPHOSIS )
return SPELL_FAILED_NOT_SHAPESHIFT;
break;
}
case SPELL_AURA_RANGED_ATTACK_POWER_ATTACKER_BONUS:
{
if(!m_targets.getUnitTarget())
return SPELL_FAILED_BAD_IMPLICIT_TARGETS;
// can be casted at non-friendly unit or own pet/charm
if(m_caster->IsFriendlyTo(m_targets.getUnitTarget()))
return SPELL_FAILED_TARGET_FRIENDLY;
break;
}
case SPELL_AURA_FLY:
case SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED:
{
// 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)->IsKnowHowFlyIn(m_caster->GetMapId(),zone))
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;
}
default:
break;
}
}
// 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->isAlive())
return SPELL_FAILED_BAD_TARGETS;
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
// AttributesEx3 & 0x10000000?
if(m_spellInfo->Id == 23336 || m_spellInfo->Id == 23334 || m_spellInfo->Id == 34991)
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->AttributesEx & 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
if (m_spellInfo->Id == 42292)
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;
// 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 && !(m_spellInfo->AttributesEx5 & SPELL_ATTR_EX5_USABLE_WHILE_STUNNED))
prevented_reason = SPELL_FAILED_STUNNED;
else if (unitflag & UNIT_FLAG_CONFUSED && !(m_spellInfo->AttributesEx5 & SPELL_ATTR_EX5_USABLE_WHILE_CONFUSED))
prevented_reason = SPELL_FAILED_CONFUSED;
else if (unitflag & UNIT_FLAG_FLEEING && !(m_spellInfo->AttributesEx5 & 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::AuraMap const& auras = m_caster->GetAuras();
for(Unit::AuraMap::const_iterator itr = auras.begin(); itr != auras.end(); ++itr)
{
if (itr->second)
{
if (GetSpellMechanicMask(itr->second->GetSpellProto(), itr->second->GetEffIndex()) & mechanic_immune)
continue;
if (GetSpellSchoolMask(itr->second->GetSpellProto()) & school_immune)
continue;
if ((1<<(itr->second->GetSpellProto()->Dispel)) & dispel_immune)
continue;
// Make a second check for spell failed so the right SPELL_FAILED message is returned.
// That is needed when your casting is prevented by multiple states and you are only immune to some of them.
switch(itr->second->GetModifier()->m_auraname)
{
case SPELL_AURA_MOD_STUN:
if (!(m_spellInfo->AttributesEx5 & SPELL_ATTR_EX5_USABLE_WHILE_STUNNED))
return SPELL_FAILED_STUNNED;
break;
case SPELL_AURA_MOD_CONFUSE:
if (!(m_spellInfo->AttributesEx5 & SPELL_ATTR_EX5_USABLE_WHILE_CONFUSED))
return SPELL_FAILED_CONFUSED;
break;
case SPELL_AURA_MOD_FEAR:
if (!(m_spellInfo->AttributesEx5 & 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)
{
uint64 targetguid = target->GetGUID();
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(std::list<TargetInfo>::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)
{
float range_mod;
// self cast doesn't need range checking -- also for Starshards fix
if (m_spellInfo->rangeIndex == 1)
return SPELL_CAST_OK;
if (strict) //add radius of caster
range_mod = 1.25;
else //add radius of caster and ~5 yds "give"
range_mod = 6.25;
SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(m_spellInfo->rangeIndex);
Unit *target = m_targets.getUnitTarget();
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;
}
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;
}
int32 Spell::CalculatePowerCost()
{
// item cast not used power
if (m_CastItem)
return 0;
// Spell drain all exist power on cast (Only paladin lay of Hands)
if (m_spellInfo->AttributesEx & SPELL_ATTR_EX_DRAIN_ALL_POWER)
{
// If power type - health drain all
if (m_spellInfo->powerType == POWER_HEALTH)
return m_caster->GetHealth();
// Else drain all power
if (m_spellInfo->powerType < MAX_POWERS)
return m_caster->GetPower(Powers(m_spellInfo->powerType));
sLog.outError("Spell::CalculateManaCost: Unknown power type '%d' in spell %d", m_spellInfo->powerType, m_spellInfo->Id);
return 0;
}
// Base powerCost
int32 powerCost = m_spellInfo->manaCost;
// PCT cost from total amount
if (m_spellInfo->ManaCostPercentage)
{
switch (m_spellInfo->powerType)
{
// health as power used
case POWER_HEALTH:
powerCost += m_spellInfo->ManaCostPercentage * m_caster->GetCreateHealth() / 100;
break;
case POWER_MANA:
powerCost += m_spellInfo->ManaCostPercentage * m_caster->GetCreateMana() / 100;
break;
case POWER_RAGE:
case POWER_FOCUS:
case POWER_ENERGY:
case POWER_HAPPINESS:
powerCost += m_spellInfo->ManaCostPercentage * m_caster->GetMaxPower(Powers(m_spellInfo->powerType)) / 100;
break;
case POWER_RUNE:
case POWER_RUNIC_POWER:
sLog.outDebug("Spell::CalculateManaCost: Not implemented yet!");
break;
default:
sLog.outError("Spell::CalculateManaCost: Unknown power type '%d' in spell %d", m_spellInfo->powerType, m_spellInfo->Id);
return 0;
}
}
SpellSchools school = GetFirstSchoolInMask(m_spellSchoolMask);
// Flat mod from caster auras by spell school
powerCost += m_caster->GetInt32Value(UNIT_FIELD_POWER_COST_MODIFIER + school);
// Shiv - costs 20 + weaponSpeed*10 energy (apply only to non-triggered spell with energy cost)
if ( m_spellInfo->AttributesEx4 & SPELL_ATTR_EX4_SPELL_VS_EXTEND_COST )
powerCost += m_caster->GetAttackTime(OFF_ATTACK) / 100;
// Apply cost mod by spell
if(Player* modOwner = m_caster->GetSpellModOwner())
modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_COST, powerCost, this);
if(m_spellInfo->Attributes & SPELL_ATTR_LEVEL_DAMAGE_CALCULATION)
powerCost = int32(powerCost/ (1.117f * m_spellInfo->spellLevel / m_caster->getLevel() -0.1327f));
// PCT mod from user auras by school
powerCost = int32(powerCost * (1.0f + m_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((int32)m_caster->GetHealth() <= m_powerCost)
return SPELL_FAILED_CASTER_AURASTATE;
return SPELL_CAST_OK;
}
// Check valid power type
if( m_spellInfo->powerType >= MAX_POWERS )
{
sLog.outError("Spell::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((int32)m_caster->GetPower(powerType) < m_powerCost)
return SPELL_FAILED_NO_POWER;
else
return SPELL_CAST_OK;
}
bool Spell::IgnoreItemRequirements() const
{
if (m_IsTriggeredSpell)
return true;
/// Check if it's an enchant scroll. These have no required reagents even though their spell does.
if (m_CastItem && m_CastItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_ENCHANT_SCROLL))
return true;
return false;
}
SpellCastResult Spell::CheckItems()
{
if (m_caster->GetTypeId() != TYPEID_PLAYER)
return SPELL_CAST_OK;
Player* p_caster = (Player*)m_caster;
// cast item checks
if(m_CastItem)
{
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;
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
if(m_targets.getItemTargetGUID())
{
if(m_caster->GetTypeId() != TYPEID_PLAYER)
return SPELL_FAILED_BAD_TARGETS;
if(!m_targets.getItemTarget())
return SPELL_FAILED_ITEM_GONE;
if(!m_targets.getItemTarget()->IsFitToSpellRequirements(m_spellInfo))
return SPELL_FAILED_EQUIPPED_ITEM_CLASS;
}
// if not item target then required item must be equipped
else
{
if(m_caster->GetTypeId() == TYPEID_PLAYER && !((Player*)m_caster)->HasItemFitToSpellReqirements(m_spellInfo))
return SPELL_FAILED_EQUIPPED_ITEM_CLASS;
}
// check spell focus object
if(m_spellInfo->RequiresSpellFocus)
{
CellPair p(MaNGOS::ComputeCellPair(m_caster->GetPositionX(), m_caster->GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
GameObject* ok = NULL;
MaNGOS::GameObjectFocusCheck go_check(m_caster,m_spellInfo->RequiresSpellFocus);
MaNGOS::GameObjectSearcher<MaNGOS::GameObjectFocusCheck> checker(m_caster, ok, go_check);
TypeContainerVisitor<MaNGOS::GameObjectSearcher<MaNGOS::GameObjectFocusCheck>, GridTypeMapContainer > object_checker(checker);
Map& map = *m_caster->GetMap();
cell.Visit(p, object_checker, map, *m_caster, map.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 < 8; ++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->NonConsumable && abs(charges) < 2)
{
++itemcount;
break;
}
}
}
if (!p_caster->HasItemCount(itemid, itemcount))
return SPELL_FAILED_REAGENTS;
}
}
// check totem-item requirements (items presence in inventory)
uint32 totems = 2;
for(int i = 0; i < 2 ; ++i)
{
if (m_spellInfo->Totem[i] != 0)
{
if (p_caster->HasItemCount(m_spellInfo->Totem[i], 1))
{
totems -= 1;
continue;
}
}
else
totems -= 1;
}
if (totems != 0)
return SPELL_FAILED_TOTEMS;
// Check items for TotemCategory (items presence in inventory)
uint32 TotemCategory = 2;
for(int i= 0; i < 2; ++i)
{
if (m_spellInfo->TotemCategory[i] != 0)
{
if (p_caster->HasItemTotemCategory(m_spellInfo->TotemCategory[i]))
{
TotemCategory -= 1;
continue;
}
}
else
TotemCategory -= 1;
}
if (TotemCategory != 0)
return SPELL_FAILED_TOTEM_CATEGORY;
}
// 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;
uint8 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;
// 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;
}
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->GetGUID() )
return SPELL_FAILED_CANT_BE_DISENCHANTED;
ItemPrototype const* itemProto = m_targets.getItemTarget()->GetProto();
if(!itemProto)
return SPELL_FAILED_CANT_BE_DISENCHANTED;
uint32 item_quality = itemProto->Quality;
// 2.0.x addon: Check player enchanting level against the item disenchanting requirements
uint32 item_disenchantskilllevel = itemProto->RequiredDisenchantSkill;
if (item_disenchantskilllevel == uint32(-1))
return SPELL_FAILED_CANT_BE_DISENCHANTED;
if (item_disenchantskilllevel > p_caster->GetSkillValue(SKILL_ENCHANTING))
return SPELL_FAILED_LOW_CASTLEVEL;
if(item_quality > 4 || item_quality < 2)
return SPELL_FAILED_CANT_BE_DISENCHANTED;
if(itemProto->Class != ITEM_CLASS_WEAPON && itemProto->Class != ITEM_CLASS_ARMOR)
return SPELL_FAILED_CANT_BE_DISENCHANTED;
if (!itemProto->DisenchantID)
return SPELL_FAILED_CANT_BE_DISENCHANTED;
break;
}
case SPELL_EFFECT_PROSPECTING:
{
if(!m_targets.getItemTarget())
return SPELL_FAILED_CANT_BE_PROSPECTED;
// ensure item is a prospectable ore
if(!(m_targets.getItemTarget()->GetProto()->BagFamily & BAG_FAMILY_MASK_MINING_SUPP) || m_targets.getItemTarget()->GetProto()->Class != ITEM_CLASS_TRADE_GOODS)
return SPELL_FAILED_CANT_BE_PROSPECTED;
// prevent prospecting in trade slot
if( m_targets.getItemTarget()->GetOwnerGUID() != m_caster->GetGUID() )
return SPELL_FAILED_CANT_BE_PROSPECTED;
// Check for enough skill in jewelcrafting
uint32 item_prospectingskilllevel = m_targets.getItemTarget()->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(m_targets.getItemTarget()->GetCount() < 5)
return SPELL_FAILED_NEED_MORE_ITEMS;
if(!LootTemplates_Prospecting.HaveLootFor(m_targets.getItemTargetEntry()))
return SPELL_FAILED_CANT_BE_PROSPECTED;
break;
}
case SPELL_EFFECT_MILLING:
{
if(!m_targets.getItemTarget())
return SPELL_FAILED_CANT_BE_MILLED;
// ensure item is a millable herb
if(!(m_targets.getItemTarget()->GetProto()->BagFamily & BAG_FAMILY_MASK_HERBS) || m_targets.getItemTarget()->GetProto()->Class != ITEM_CLASS_TRADE_GOODS)
return SPELL_FAILED_CANT_BE_MILLED;
// prevent milling in trade slot
if( m_targets.getItemTarget()->GetOwnerGUID() != m_caster->GetGUID() )
return SPELL_FAILED_CANT_BE_MILLED;
// Check for enough skill in inscription
uint32 item_millingskilllevel = m_targets.getItemTarget()->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(m_targets.getItemTarget()->GetCount() < 5)
return SPELL_FAILED_NEED_MORE_ITEMS;
if(!LootTemplates_Milling.HaveLootFor(m_targets.getItemTargetEntry()))
return SPELL_FAILED_CANT_BE_MILLED;
break;
}
case SPELL_EFFECT_WEAPON_DAMAGE:
case SPELL_EFFECT_WEAPON_DAMAGE_NOSCHOOL:
{
if(m_caster->GetTypeId() != TYPEID_PLAYER) return SPELL_FAILED_TARGET_NOT_PLAYER;
if( m_attackType != RANGED_ATTACK )
break;
Item *pItem = ((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;
sLog.outDetail("Spell %u partially interrupted for (%d) ms at damage", m_spellInfo->Id, delaytime);
WorldPacket data(SMSG_SPELL_DELAYED, 8+4);
data.append(m_caster->GetPackGUID());
data << uint32(delaytime);
m_caster->SendMessageToSet(&data, true);
}
void Spell::DelayedChannel()
{
if(!m_caster || m_caster->GetTypeId() != TYPEID_PLAYER || getState() != SPELL_STATE_CASTING)
return;
if(isDelayableNoMore()) // Spells may only be delayed twice
return;
// check pushback reduce
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;
sLog.outDebug("Spell %u partially interrupted for %i ms, new duration: %u ms", m_spellInfo->Id, delaytime, m_timer);
for(std::list<TargetInfo>::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
{
if ((*ihit).missCondition == SPELL_MISS_NONE)
{
if (Unit* unit = m_caster->GetGUID() == ihit->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID))
for (int j = 0; j < MAX_EFFECT_INDEX; ++j)
if (ihit->effectMask & (1 << j))
unit->DelayAura(m_spellInfo->Id, SpellEffectIndex(j), delaytime);
}
}
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->GetGUID())
m_originalCaster = m_caster;
else if (IS_GAMEOBJECT_GUID(m_originalCasterGUID))
{
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 & Exorcism: 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->GetGUID())
{
// 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 )
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->GetGUID() != 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;
}
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_IsTriggeredSpell && (m_spellInfo->manaCost || m_spellInfo->ManaCostPercentage);
}
bool Spell::HaveTargetsForEffect(SpellEffectIndex effect) const
{
for(std::list<TargetInfo>::const_iterator itr = m_UniqueTargetInfo.begin(); itr != m_UniqueTargetInfo.end(); ++itr)
if(itr->effectMask & (1 << effect))
return true;
for(std::list<GOTargetInfo>::const_iterator itr = m_UniqueGOTargetInfo.begin(); itr != m_UniqueGOTargetInfo.end(); ++itr)
if(itr->effectMask & (1 << effect))
return true;
for(std::list<ItemTargetInfo>::const_iterator itr = m_UniqueItemInfo.begin(); itr != m_UniqueItemInfo.end(); ++itr)
if(itr->effectMask & (1 << effect))
return true;
return false;
}
SpellEvent::SpellEvent(Spell* spell) : BasicEvent()
{
m_Spell = spell;
}
SpellEvent::~SpellEvent()
{
if (m_Spell->getState() != SPELL_STATE_FINISHED)
m_Spell->cancel();
if (m_Spell->IsDeletable())
{
delete m_Spell;
}
else
{
sLog.outError("~SpellEvent: %s %u tried to delete non-deletable spell %u. Was not deleted, causes memory leak.",
(m_Spell->GetCaster()->GetTypeId() == TYPEID_PLAYER ? "Player" : "Creature"), m_Spell->GetCaster()->GetGUIDLow(), m_Spell->m_spellInfo->Id);
}
}
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]+1);
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;
}
void Spell::FillAreaTargets(UnitList &targetUnitMap, float x, float y, float radius, SpellNotifyPushType pushType, SpellTargets spellTargets)
{
CellPair p(MaNGOS::ComputeCellPair(x, y));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
MaNGOS::SpellNotifierCreatureAndPlayer notifier(*this, targetUnitMap, radius, pushType, spellTargets);
TypeContainerVisitor<MaNGOS::SpellNotifierCreatureAndPlayer, WorldTypeMapContainer > world_notifier(notifier);
TypeContainerVisitor<MaNGOS::SpellNotifierCreatureAndPlayer, GridTypeMapContainer > grid_notifier(notifier);
cell.Visit(p, world_notifier, *m_caster->GetMap(), *m_caster, radius);
cell.Visit(p, grid_notifier, *m_caster->GetMap(), *m_caster, 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() && manaUsers.size() < count; ++itr)
if ((*itr)->getPowerType() == POWER_MANA && !(*itr)->isDead())
manaUsers.push(PrioritizeManaUnitWraper(*itr));
targetUnitMap.clear();
while(!manaUsers.empty())
{
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() && healthQueue.size() < count; ++itr)
if (!(*itr)->isDead())
healthQueue.push(PrioritizeHealthUnitWraper(*itr));
targetUnitMap.clear();
while(!healthQueue.empty())
{
targetUnitMap.push_back(healthQueue.top().getUnit());
healthQueue.pop();
}
}
WorldObject* Spell::GetCastingObject() const
{
if (IS_GAMEOBJECT_GUID(m_originalCasterGUID))
return m_caster->IsInWorld() ? m_caster->GetMap()->GetGameObject(m_originalCasterGUID) : NULL;
else
return m_caster;
}