server/src/game/Spell.h

829 lines
36 KiB
C++

/*
* Copyright (C) 2005-2011 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
*/
#ifndef __SPELL_H
#define __SPELL_H
#include "Common.h"
#include "GridDefines.h"
#include "SharedDefines.h"
#include "DBCEnums.h"
#include "ObjectGuid.h"
#include "LootMgr.h"
#include "Unit.h"
#include "Player.h"
class WorldSession;
class WorldPacket;
class DynamicObj;
class Item;
class GameObject;
class Group;
class Aura;
enum SpellCastFlags
{
CAST_FLAG_NONE = 0x00000000,
CAST_FLAG_UNKNOWN0 = 0x00000001, // may be pending spell cast
CAST_FLAG_UNKNOWN1 = 0x00000002,
CAST_FLAG_UNKNOWN11 = 0x00000004,
CAST_FLAG_UNKNOWN12 = 0x00000008,
CAST_FLAG_UNKNOWN2 = 0x00000010,
CAST_FLAG_AMMO = 0x00000020, // Projectiles visual
CAST_FLAG_UNKNOWN8 = 0x00000040,
CAST_FLAG_UNKNOWN9 = 0x00000080,
CAST_FLAG_UNKNOWN3 = 0x00000100,
CAST_FLAG_UNKNOWN13 = 0x00000200,
CAST_FLAG_UNKNOWN14 = 0x00000400,
CAST_FLAG_UNKNOWN6 = 0x00000800, // wotlk, trigger rune cooldown
CAST_FLAG_UNKNOWN15 = 0x00001000,
CAST_FLAG_UNKNOWN16 = 0x00002000,
CAST_FLAG_UNKNOWN17 = 0x00004000,
CAST_FLAG_UNKNOWN18 = 0x00008000,
CAST_FLAG_UNKNOWN19 = 0x00010000,
CAST_FLAG_UNKNOWN4 = 0x00020000, // wotlk
CAST_FLAG_UNKNOWN10 = 0x00040000,
CAST_FLAG_UNKNOWN5 = 0x00080000, // wotlk
CAST_FLAG_UNKNOWN20 = 0x00100000,
CAST_FLAG_UNKNOWN7 = 0x00200000, // wotlk, rune cooldown list
CAST_FLAG_UNKNOWN21 = 0x04000000
};
enum SpellNotifyPushType
{
PUSH_IN_FRONT,
PUSH_IN_FRONT_90,
PUSH_IN_FRONT_30,
PUSH_IN_FRONT_15,
PUSH_IN_BACK,
PUSH_SELF_CENTER,
PUSH_DEST_CENTER,
PUSH_TARGET_CENTER
};
bool IsQuestTameSpell(uint32 spellId);
namespace MaNGOS
{
struct SpellNotifierPlayer;
struct SpellNotifierCreatureAndPlayer;
}
class SpellCastTargets;
struct SpellCastTargetsReader
{
explicit SpellCastTargetsReader(SpellCastTargets& _targets, Unit* _caster) : targets(_targets), caster(_caster) {}
SpellCastTargets& targets;
Unit* caster;
};
class SpellCastTargets
{
public:
SpellCastTargets();
~SpellCastTargets();
void read( ByteBuffer& data, Unit *caster );
void write( ByteBuffer& data ) const;
SpellCastTargetsReader ReadForCaster(Unit* caster) { return SpellCastTargetsReader(*this,caster); }
SpellCastTargets& operator=(const SpellCastTargets &target)
{
m_unitTarget = target.m_unitTarget;
m_itemTarget = target.m_itemTarget;
m_GOTarget = target.m_GOTarget;
m_unitTargetGUID = target.m_unitTargetGUID;
m_GOTargetGUID = target.m_GOTargetGUID;
m_CorpseTargetGUID = target.m_CorpseTargetGUID;
m_itemTargetGUID = target.m_itemTargetGUID;
m_srcTransportGUID = target.m_srcTransportGUID;
m_destTransportGUID = target.m_destTransportGUID;
m_itemTargetEntry = target.m_itemTargetEntry;
m_srcX = target.m_srcX;
m_srcY = target.m_srcY;
m_srcZ = target.m_srcZ;
m_destX = target.m_destX;
m_destY = target.m_destY;
m_destZ = target.m_destZ;
m_strTarget = target.m_strTarget;
m_targetMask = target.m_targetMask;
return *this;
}
uint64 getUnitTargetGUID() const { return m_unitTargetGUID.GetRawValue(); }
Unit *getUnitTarget() const { return m_unitTarget; }
void setUnitTarget(Unit *target);
void setDestination(float x, float y, float z);
void setSource(float x, float y, float z);
uint64 getGOTargetGUID() const { return m_GOTargetGUID.GetRawValue(); }
GameObject *getGOTarget() const { return m_GOTarget; }
void setGOTarget(GameObject *target);
uint64 getCorpseTargetGUID() const { return m_CorpseTargetGUID.GetRawValue(); }
void setCorpseTarget(Corpse* corpse);
uint64 getItemTargetGUID() const { return m_itemTargetGUID.GetRawValue(); }
Item* getItemTarget() const { return m_itemTarget; }
uint32 getItemTargetEntry() const { return m_itemTargetEntry; }
void setItemTarget(Item* item);
void setTradeItemTarget(Player* caster);
void updateTradeSlotItem()
{
if(m_itemTarget && (m_targetMask & TARGET_FLAG_TRADE_ITEM))
{
m_itemTargetGUID = m_itemTarget->GetGUID();
m_itemTargetEntry = m_itemTarget->GetEntry();
}
}
bool IsEmpty() const { return m_GOTargetGUID.IsEmpty() && m_unitTargetGUID.IsEmpty() && m_itemTarget==NULL && m_CorpseTargetGUID.IsEmpty(); }
void Update(Unit* caster);
float m_srcX, m_srcY, m_srcZ;
float m_destX, m_destY, m_destZ;
std::string m_strTarget;
uint32 m_targetMask;
private:
// objects (can be used at spell creating and after Update at casting
Unit *m_unitTarget;
GameObject *m_GOTarget;
Item *m_itemTarget;
// object GUID/etc, can be used always
ObjectGuid m_unitTargetGUID;
ObjectGuid m_GOTargetGUID;
ObjectGuid m_CorpseTargetGUID;
ObjectGuid m_itemTargetGUID;
ObjectGuid m_srcTransportGUID;
ObjectGuid m_destTransportGUID;
uint32 m_itemTargetEntry;
};
inline ByteBuffer& operator<< (ByteBuffer& buf, SpellCastTargets const& targets)
{
targets.write(buf);
return buf;
}
inline ByteBuffer& operator>> (ByteBuffer& buf, SpellCastTargetsReader const& targets)
{
targets.targets.read(buf,targets.caster);
return buf;
}
enum SpellState
{
SPELL_STATE_NULL = 0,
SPELL_STATE_PREPARING = 1,
SPELL_STATE_CASTING = 2,
SPELL_STATE_FINISHED = 3,
SPELL_STATE_IDLE = 4,
SPELL_STATE_DELAYED = 5
};
enum SpellTargets
{
SPELL_TARGETS_HOSTILE,
SPELL_TARGETS_NOT_FRIENDLY,
SPELL_TARGETS_NOT_HOSTILE,
SPELL_TARGETS_FRIENDLY,
SPELL_TARGETS_AOE_DAMAGE,
SPELL_TARGETS_ALL
};
#define SPELL_SPELL_CHANNEL_UPDATE_INTERVAL (1*IN_MILLISECONDS)
typedef std::multimap<uint64, uint64> SpellTargetTimeMap;
class Spell
{
friend struct MaNGOS::SpellNotifierPlayer;
friend struct MaNGOS::SpellNotifierCreatureAndPlayer;
friend void Unit::SetCurrentCastedSpell( Spell * pSpell );
public:
void EffectEmpty(SpellEffectIndex eff_idx);
void EffectNULL(SpellEffectIndex eff_idx);
void EffectUnused(SpellEffectIndex eff_idx);
void EffectDistract(SpellEffectIndex eff_idx);
void EffectPull(SpellEffectIndex eff_idx);
void EffectSchoolDMG(SpellEffectIndex eff_idx);
void EffectEnvironmentalDMG(SpellEffectIndex eff_idx);
void EffectInstaKill(SpellEffectIndex eff_idx);
void EffectDummy(SpellEffectIndex eff_idx);
void EffectTeleportUnits(SpellEffectIndex eff_idx);
void EffectApplyAura(SpellEffectIndex eff_idx);
void EffectSendEvent(SpellEffectIndex eff_idx);
void EffectPowerBurn(SpellEffectIndex eff_idx);
void EffectPowerDrain(SpellEffectIndex eff_idx);
void EffectHeal(SpellEffectIndex eff_idx);
void EffectBind(SpellEffectIndex eff_idx);
void EffectHealthLeech(SpellEffectIndex eff_idx);
void EffectQuestComplete(SpellEffectIndex eff_idx);
void EffectCreateItem(SpellEffectIndex eff_idx);
void EffectCreateItem2(SpellEffectIndex eff_idx);
void EffectCreateRandomItem(SpellEffectIndex eff_idx);
void EffectPersistentAA(SpellEffectIndex eff_idx);
void EffectEnergize(SpellEffectIndex eff_idx);
void EffectOpenLock(SpellEffectIndex eff_idx);
void EffectSummonChangeItem(SpellEffectIndex eff_idx);
void EffectProficiency(SpellEffectIndex eff_idx);
void EffectApplyAreaAura(SpellEffectIndex eff_idx);
void EffectSummonType(SpellEffectIndex eff_idx);
void EffectLearnSpell(SpellEffectIndex eff_idx);
void EffectDispel(SpellEffectIndex eff_idx);
void EffectDualWield(SpellEffectIndex eff_idx);
void EffectPickPocket(SpellEffectIndex eff_idx);
void EffectAddFarsight(SpellEffectIndex eff_idx);
void EffectHealMechanical(SpellEffectIndex eff_idx);
void EffectJump(SpellEffectIndex eff_idx);
void EffectTeleUnitsFaceCaster(SpellEffectIndex eff_idx);
void EffectLearnSkill(SpellEffectIndex eff_idx);
void EffectAddHonor(SpellEffectIndex eff_idx);
void EffectTradeSkill(SpellEffectIndex eff_idx);
void EffectEnchantItemPerm(SpellEffectIndex eff_idx);
void EffectEnchantItemTmp(SpellEffectIndex eff_idx);
void EffectTameCreature(SpellEffectIndex eff_idx);
void EffectSummonPet(SpellEffectIndex eff_idx);
void EffectLearnPetSpell(SpellEffectIndex eff_idx);
void EffectWeaponDmg(SpellEffectIndex eff_idx);
void EffectClearQuest(SpellEffectIndex eff_idx);
void EffectForceCast(SpellEffectIndex eff_idx);
void EffectTriggerSpell(SpellEffectIndex eff_idx);
void EffectTriggerMissileSpell(SpellEffectIndex eff_idx);
void EffectThreat(SpellEffectIndex eff_idx);
void EffectRestoreItemCharges(SpellEffectIndex eff_idx);
void EffectHealMaxHealth(SpellEffectIndex eff_idx);
void EffectInterruptCast(SpellEffectIndex eff_idx);
void EffectSummonObjectWild(SpellEffectIndex eff_idx);
void EffectScriptEffect(SpellEffectIndex eff_idx);
void EffectSanctuary(SpellEffectIndex eff_idx);
void EffectAddComboPoints(SpellEffectIndex eff_idx);
void EffectDuel(SpellEffectIndex eff_idx);
void EffectStuck(SpellEffectIndex eff_idx);
void EffectSummonPlayer(SpellEffectIndex eff_idx);
void EffectActivateObject(SpellEffectIndex eff_idx);
void EffectApplyGlyph(SpellEffectIndex eff_idx);
void EffectEnchantHeldItem(SpellEffectIndex eff_idx);
void EffectSummonObject(SpellEffectIndex eff_idx);
void EffectResurrect(SpellEffectIndex eff_idx);
void EffectParry(SpellEffectIndex eff_idx);
void EffectBlock(SpellEffectIndex eff_idx);
void EffectLeapForward(SpellEffectIndex eff_idx);
void EffectLeapBack(SpellEffectIndex eff_idx);
void EffectTransmitted(SpellEffectIndex eff_idx);
void EffectDisEnchant(SpellEffectIndex eff_idx);
void EffectInebriate(SpellEffectIndex eff_idx);
void EffectFeedPet(SpellEffectIndex eff_idx);
void EffectDismissPet(SpellEffectIndex eff_idx);
void EffectReputation(SpellEffectIndex eff_idx);
void EffectSelfResurrect(SpellEffectIndex eff_idx);
void EffectSkinning(SpellEffectIndex eff_idx);
void EffectCharge(SpellEffectIndex eff_idx);
void EffectCharge2(SpellEffectIndex eff_idx);
void EffectProspecting(SpellEffectIndex eff_idx);
void EffectRedirectThreat(SpellEffectIndex eff_idx);
void EffectMilling(SpellEffectIndex eff_idx);
void EffectRenamePet(SpellEffectIndex eff_idx);
void EffectSendTaxi(SpellEffectIndex eff_idx);
void EffectKnockBack(SpellEffectIndex eff_idx);
void EffectPlayerPull(SpellEffectIndex eff_idx);
void EffectDispelMechanic(SpellEffectIndex eff_idx);
void EffectSummonDeadPet(SpellEffectIndex eff_idx);
void EffectSummonAllTotems(SpellEffectIndex eff_idx);
void EffectBreakPlayerTargeting (SpellEffectIndex eff_idx);
void EffectDestroyAllTotems(SpellEffectIndex eff_idx);
void EffectDurabilityDamage(SpellEffectIndex eff_idx);
void EffectSkill(SpellEffectIndex eff_idx);
void EffectTaunt(SpellEffectIndex eff_idx);
void EffectDurabilityDamagePCT(SpellEffectIndex eff_idx);
void EffectModifyThreatPercent(SpellEffectIndex eff_idx);
void EffectResurrectNew(SpellEffectIndex eff_idx);
void EffectAddExtraAttacks(SpellEffectIndex eff_idx);
void EffectSpiritHeal(SpellEffectIndex eff_idx);
void EffectSkinPlayerCorpse(SpellEffectIndex eff_idx);
void EffectStealBeneficialBuff(SpellEffectIndex eff_idx);
void EffectUnlearnSpecialization(SpellEffectIndex eff_idx);
void EffectHealPct(SpellEffectIndex eff_idx);
void EffectEnergisePct(SpellEffectIndex eff_idx);
void EffectTriggerSpellWithValue(SpellEffectIndex eff_idx);
void EffectTriggerRitualOfSummoning(SpellEffectIndex eff_idx);
void EffectKillCreditPersonal(SpellEffectIndex eff_idx);
void EffectKillCreditGroup(SpellEffectIndex eff_idx);
void EffectQuestFail(SpellEffectIndex eff_idx);
void EffectActivateRune(SpellEffectIndex eff_idx);
void EffectTeachTaxiNode(SpellEffectIndex eff_idx);
void EffectTitanGrip(SpellEffectIndex eff_idx);
void EffectEnchantItemPrismatic(SpellEffectIndex eff_idx);
void EffectPlayMusic(SpellEffectIndex eff_idx);
void EffectSpecCount(SpellEffectIndex eff_idx);
void EffectActivateSpec(SpellEffectIndex eff_idx);
Spell(Unit* caster, SpellEntry const *info, bool triggered, ObjectGuid originalCasterGUID = ObjectGuid(), SpellEntry const* triggeredBy = NULL);
~Spell();
void prepare(SpellCastTargets const* targets, Aura* triggeredByAura = NULL);
void cancel();
void update(uint32 difftime);
void cast(bool skipCheck = false);
void finish(bool ok = true);
void TakePower();
void TakeReagents();
void TakeCastItem();
SpellCastResult CheckCast(bool strict);
SpellCastResult CheckPetCast(Unit* target);
// handlers
void handle_immediate();
uint64 handle_delayed(uint64 t_offset);
// handler helpers
void _handle_immediate_phase();
void _handle_finish_phase();
SpellCastResult CheckItems();
SpellCastResult CheckRange(bool strict);
SpellCastResult CheckPower();
SpellCastResult CheckOrTakeRunePower(bool take);
SpellCastResult CheckCasterAuras() const;
int32 CalculateDamage(SpellEffectIndex i, Unit* target) { return m_caster->CalculateSpellDamage(target, m_spellInfo, i, &m_currentBasePoints[i]); }
static uint32 CalculatePowerCost(SpellEntry const* spellInfo, Unit* caster, Spell const* spell = NULL, Item* castItem = NULL);
bool HaveTargetsForEffect(SpellEffectIndex effect) const;
void Delayed();
void DelayedChannel();
uint32 getState() const { return m_spellState; }
void setState(uint32 state) { m_spellState = state; }
void DoCreateItem(SpellEffectIndex eff_idx, uint32 itemtype);
void DoSummon(SpellEffectIndex eff_idx);
void DoSummonWild(SpellEffectIndex eff_idx, uint32 forceFaction = 0);
void DoSummonGuardian(SpellEffectIndex eff_idx, uint32 forceFaction = 0);
void DoSummonTotem(SpellEffectIndex eff_idx, uint8 slot_dbc = 0);
void DoSummonCritter(SpellEffectIndex eff_idx, uint32 forceFaction = 0);
void WriteSpellGoTargets( WorldPacket * data );
void WriteAmmoToPacket( WorldPacket * data );
typedef std::list<Unit*> UnitList;
void FillTargetMap();
void SetTargetMap(SpellEffectIndex effIndex, uint32 targetMode, UnitList &targetUnitMap);
void FillAreaTargets(UnitList &targetUnitMap, float x, float y, float radius, SpellNotifyPushType pushType, SpellTargets spellTargets, WorldObject* originalCaster = NULL);
void FillRaidOrPartyTargets(UnitList &targetUnitMap, Unit* member, Unit* center, float radius, bool raid, bool withPets, bool withcaster);
void FillRaidOrPartyManaPriorityTargets(UnitList &targetUnitMap, Unit* member, Unit* center, float radius, uint32 count, bool raid, bool withPets, bool withcaster);
void FillRaidOrPartyHealthPriorityTargets(UnitList &targetUnitMap, Unit* member, Unit* center, float radius, uint32 count, bool raid, bool withPets, bool withcaster);
template<typename T> WorldObject* FindCorpseUsing();
bool CheckTarget( Unit* target, SpellEffectIndex eff );
bool CanAutoCast(Unit* target);
static void MANGOS_DLL_SPEC SendCastResult(Player* caster, SpellEntry const* spellInfo, uint8 cast_count, SpellCastResult result);
void SendCastResult(SpellCastResult result);
void SendSpellStart();
void SendSpellGo();
void SendSpellCooldown();
void SendLogExecute();
void SendInterrupted(uint8 result);
void SendChannelUpdate(uint32 time);
void SendChannelStart(uint32 duration);
void SendResurrectRequest(Player* target);
void SendPlaySpellVisual(uint32 SpellID);
void HandleEffects(Unit *pUnitTarget,Item *pItemTarget,GameObject *pGOTarget,SpellEffectIndex i, float DamageMultiplier = 1.0);
void HandleThreatSpells();
//void HandleAddAura(Unit* Target);
SpellEntry const* m_spellInfo;
SpellEntry const* m_triggeredBySpellInfo;
int32 m_currentBasePoints[MAX_EFFECT_INDEX]; // cache SpellEntry::CalculateSimpleValue and use for set custom base points
Item* m_CastItem;
uint8 m_cast_count;
uint32 m_glyphIndex;
SpellCastTargets m_targets;
int32 GetCastTime() const { return m_casttime; }
uint32 GetCastedTime() { return m_timer; }
bool IsAutoRepeat() const { return m_autoRepeat; }
void SetAutoRepeat(bool rep) { m_autoRepeat = rep; }
void ReSetTimer() { m_timer = m_casttime > 0 ? m_casttime : 0; }
bool IsNextMeleeSwingSpell() const
{
return m_spellInfo->Attributes & (SPELL_ATTR_ON_NEXT_SWING_1|SPELL_ATTR_ON_NEXT_SWING_2);
}
bool IsRangedSpell() const
{
return m_spellInfo->Attributes & SPELL_ATTR_RANGED;
}
bool IsChannelActive() const { return m_caster->GetUInt32Value(UNIT_CHANNEL_SPELL) != 0; }
bool IsMeleeAttackResetSpell() const { return !m_IsTriggeredSpell && (m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_AUTOATTACK); }
bool IsRangedAttackResetSpell() const { return !m_IsTriggeredSpell && IsRangedSpell() && (m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_AUTOATTACK); }
bool IsDeletable() const { return !m_referencedFromCurrentSpell && !m_executedCurrently; }
void SetReferencedFromCurrent(bool yes) { m_referencedFromCurrentSpell = yes; }
void SetExecutedCurrently(bool yes) { m_executedCurrently = yes; }
uint64 GetDelayStart() const { return m_delayStart; }
void SetDelayStart(uint64 m_time) { m_delayStart = m_time; }
uint64 GetDelayMoment() const { return m_delayMoment; }
bool IsNeedSendToClient() const; // use for hide spell cast for client in case when cast not have client side affect (animation or log entries)
bool IsTriggeredSpellWithRedundentData() const; // use for ignore some spell data for triggered spells like cast time, some triggered spells have redundent copy data from main spell for client use purpose
CurrentSpellTypes GetCurrentContainer();
// caster types:
// formal spell caster, in game source of spell affects cast
Unit* GetCaster() const { return m_caster; }
// real source of cast affects, explicit caster, or DoT/HoT applier, or GO owner, or wild GO itself. Can be NULL
WorldObject* GetAffectiveCasterObject() const;
// limited version returning NULL in cases not Unit* caster object, need for Aura (auras currently not support non-Unit caster)
Unit* GetAffectiveCaster() const { return !m_originalCasterGUID.IsEmpty() ? m_originalCaster : m_caster; }
// m_originalCasterGUID can store GO guid, and in this case this is visual caster
WorldObject* GetCastingObject() const;
uint32 GetPowerCost() const { return m_powerCost; }
void UpdatePointers(); // must be used at call Spell code after time delay (non triggered spell cast/update spell call/etc)
bool CheckTargetCreatureType(Unit* target) const;
void AddTriggeredSpell(SpellEntry const* spellInfo) { m_TriggerSpells.push_back(spellInfo); }
void AddPrecastSpell(SpellEntry const* spellInfo) { m_preCastSpells.push_back(spellInfo); }
void AddTriggeredSpell(uint32 spellId);
void AddPrecastSpell(uint32 spellId);
void CastPreCastSpells(Unit* target);
void CastTriggerSpells();
void CleanupTargetList();
void ClearCastItem();
static void SelectMountByAreaAndSkill(Unit* target, uint32 spellId75, uint32 spellId150, uint32 spellId225, uint32 spellId300, uint32 spellIdSpecial);
protected:
bool HasGlobalCooldown();
void TriggerGlobalCooldown();
void CancelGlobalCooldown();
void SendLoot(uint64 guid, LootType loottype);
bool IgnoreItemRequirements() const; // some item use spells have unexpected reagent data
void UpdateOriginalCasterPointer();
Unit* m_caster;
ObjectGuid m_originalCasterGUID; // real source of cast (aura caster/etc), used for spell targets selection
// e.g. damage around area spell trigered by victim aura and da,age emeies of aura caster
Unit* m_originalCaster; // cached pointer for m_originalCaster, updated at Spell::UpdatePointers()
Spell** m_selfContainer; // pointer to our spell container (if applicable)
//Spell data
SpellSchoolMask m_spellSchoolMask; // Spell school (can be overwrite for some spells (wand shoot for example)
WeaponAttackType m_attackType; // For weapon based attack
uint32 m_powerCost; // Calculated spell cost initialized only in Spell::prepare
int32 m_casttime; // Calculated spell cast time initialized only in Spell::prepare
bool m_canReflect; // can reflect this spell?
bool m_autoRepeat;
uint8 m_runesState;
uint8 m_delayAtDamageCount;
bool isDelayableNoMore()
{
if(m_delayAtDamageCount >= 2)
return true;
m_delayAtDamageCount++;
return false;
}
// Delayed spells system
uint64 m_delayStart; // time of spell delay start, filled by event handler, zero = just started
uint64 m_delayMoment; // moment of next delay call, used internally
bool m_immediateHandled; // were immediate actions handled? (used by delayed spells only)
// These vars are used in both delayed spell system and modified immediate spell system
bool m_referencedFromCurrentSpell; // mark as references to prevent deleted and access by dead pointers
bool m_executedCurrently; // mark as executed to prevent deleted and access by dead pointers
bool m_needSpellLog; // need to send spell log?
uint8 m_applyMultiplierMask; // by effect: damage multiplier needed?
float m_damageMultipliers[3]; // by effect: damage multiplier
// Current targets, to be used in SpellEffects (MUST BE USED ONLY IN SPELL EFFECTS)
Unit* unitTarget;
Item* itemTarget;
GameObject* gameObjTarget;
SpellAuraHolder* spellAuraHolder; // spell aura holder for current target, created only if spell has aura applying effect
int32 damage;
// this is set in Spell Hit, but used in Apply Aura handler
DiminishingLevels m_diminishLevel;
DiminishingGroup m_diminishGroup;
// -------------------------------------------
GameObject* focusObject;
// Damage and healing in effects need just calculate
int32 m_damage; // Damage in effects count here
int32 m_healing; // Healing in effects count here
int32 m_healthLeech; // Health leech in effects for all targets count here
//******************************************
// Spell trigger system
//******************************************
bool m_canTrigger; // Can start trigger (m_IsTriggeredSpell can`t use for this)
uint8 m_negativeEffectMask; // Use for avoid sent negative spell procs for additional positive effects only targets
uint32 m_procAttacker; // Attacker trigger flags
uint32 m_procVictim; // Victim trigger flags
void prepareDataForTriggerSystem();
//*****************************************
// Spell target subsystem
//*****************************************
// Targets store structures and data
struct TargetInfo
{
ObjectGuid targetGUID;
uint64 timeDelay;
uint32 HitInfo;
uint32 damage;
SpellMissInfo missCondition:8;
SpellMissInfo reflectResult:8;
uint8 effectMask:8;
bool processed:1;
};
std::list<TargetInfo> m_UniqueTargetInfo;
uint8 m_needAliveTargetMask; // Mask req. alive targets
struct GOTargetInfo
{
ObjectGuid targetGUID;
uint64 timeDelay;
uint8 effectMask:8;
bool processed:1;
};
std::list<GOTargetInfo> m_UniqueGOTargetInfo;
struct ItemTargetInfo
{
Item *item;
uint8 effectMask;
};
std::list<ItemTargetInfo> m_UniqueItemInfo;
void AddUnitTarget(Unit* target, SpellEffectIndex effIndex);
void AddUnitTarget(uint64 unitGUID, SpellEffectIndex effIndex);
void AddGOTarget(GameObject* target, SpellEffectIndex effIndex);
void AddGOTarget(uint64 goGUID, SpellEffectIndex effIndex);
void AddItemTarget(Item* target, SpellEffectIndex effIndex);
void DoAllEffectOnTarget(TargetInfo *target);
void HandleDelayedSpellLaunch(TargetInfo *target);
void InitializeDamageMultipliers();
void ResetEffectDamageAndHeal();
void DoSpellHitOnUnit(Unit *unit, uint32 effectMask);
void DoAllEffectOnTarget(GOTargetInfo *target);
void DoAllEffectOnTarget(ItemTargetInfo *target);
bool IsAliveUnitPresentInTargetList();
SpellCastResult CanOpenLock(SpellEffectIndex effIndex, uint32 lockid, SkillType& skillid, int32& reqSkillValue, int32& skillValue);
// -------------------------------------------
//List For Triggered Spells
typedef std::list<SpellEntry const*> SpellInfoList;
SpellInfoList m_TriggerSpells; // casted by caster to same targets settings in m_targets at success finish of current spell
SpellInfoList m_preCastSpells; // casted by caster to each target at spell hit before spell effects apply
uint32 m_spellState;
uint32 m_timer;
float m_castPositionX;
float m_castPositionY;
float m_castPositionZ;
float m_castOrientation;
bool m_IsTriggeredSpell;
// if need this can be replaced by Aura copy
// we can't store original aura link to prevent access to deleted auras
// and in same time need aura data and after aura deleting.
SpellEntry const* m_triggeredByAuraSpell;
};
enum ReplenishType
{
REPLENISH_UNDEFINED = 0,
REPLENISH_HEALTH = 20,
REPLENISH_MANA = 21,
REPLENISH_RAGE = 22
};
namespace MaNGOS
{
struct MANGOS_DLL_DECL SpellNotifierPlayer
{
std::list<Unit*> &i_data;
Spell &i_spell;
const uint32& i_index;
float i_radius;
WorldObject* i_originalCaster;
SpellNotifierPlayer(Spell &spell, std::list<Unit*> &data, const uint32 &i, float radius)
: i_data(data), i_spell(spell), i_index(i), i_radius(radius)
{
i_originalCaster = i_spell.GetAffectiveCasterObject();
}
void Visit(PlayerMapType &m)
{
if(!i_originalCaster)
return;
for(PlayerMapType::iterator itr=m.begin(); itr != m.end(); ++itr)
{
Player * pPlayer = itr->getSource();
if( !pPlayer->isAlive() || pPlayer->IsTaxiFlying())
continue;
if( i_originalCaster->IsFriendlyTo(pPlayer) )
continue;
if( pPlayer->IsWithinDist3d(i_spell.m_targets.m_destX, i_spell.m_targets.m_destY, i_spell.m_targets.m_destZ,i_radius))
i_data.push_back(pPlayer);
}
}
template<class SKIP> void Visit(GridRefManager<SKIP> &) {}
};
struct MANGOS_DLL_DECL SpellNotifierCreatureAndPlayer
{
std::list<Unit*> *i_data;
Spell &i_spell;
SpellNotifyPushType i_push_type;
float i_radius;
SpellTargets i_TargetType;
WorldObject* i_originalCaster;
bool i_playerControlled;
SpellNotifierCreatureAndPlayer(Spell &spell, std::list<Unit*> &data, float radius, SpellNotifyPushType type,
SpellTargets TargetType = SPELL_TARGETS_NOT_FRIENDLY, WorldObject* originalCaster = NULL)
: i_data(&data), i_spell(spell), i_push_type(type), i_radius(radius), i_TargetType(TargetType),
i_originalCaster(originalCaster)
{
if (!i_originalCaster)
i_originalCaster = i_spell.GetAffectiveCasterObject();
i_playerControlled = i_originalCaster ? i_originalCaster->IsControlledByPlayer() : false;
}
template<class T> inline void Visit(GridRefManager<T> &m)
{
MANGOS_ASSERT(i_data);
if(!i_originalCaster)
return;
for(typename GridRefManager<T>::iterator itr = m.begin(); itr != m.end(); ++itr)
{
// there are still more spells which can be casted on dead, but
// they are no AOE and don't have such a nice SPELL_ATTR flag
if ( (i_TargetType != SPELL_TARGETS_ALL && !itr->getSource()->isTargetableForAttack(i_spell.m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_CAST_ON_DEAD))
// mostly phase check
|| !itr->getSource()->IsInMap(i_originalCaster))
continue;
switch (i_TargetType)
{
case SPELL_TARGETS_HOSTILE:
if (!i_originalCaster->IsHostileTo( itr->getSource() ))
continue;
break;
case SPELL_TARGETS_NOT_FRIENDLY:
if (i_originalCaster->IsFriendlyTo( itr->getSource() ))
continue;
break;
case SPELL_TARGETS_NOT_HOSTILE:
if (i_originalCaster->IsHostileTo( itr->getSource() ))
continue;
break;
case SPELL_TARGETS_FRIENDLY:
if (!i_originalCaster->IsFriendlyTo( itr->getSource() ))
continue;
break;
case SPELL_TARGETS_AOE_DAMAGE:
{
if (itr->getSource()->GetTypeId()==TYPEID_UNIT && ((Creature*)itr->getSource())->IsTotem())
continue;
if (i_playerControlled)
{
if (i_originalCaster->IsFriendlyTo( itr->getSource() ))
continue;
}
else
{
if (!i_originalCaster->IsHostileTo( itr->getSource() ))
continue;
}
}
break;
case SPELL_TARGETS_ALL:
break;
default: continue;
}
// we don't need to check InMap here, it's already done some lines above
switch(i_push_type)
{
case PUSH_IN_FRONT:
if(i_spell.GetCaster()->isInFront((Unit*)(itr->getSource()), i_radius, 2*M_PI_F/3 ))
i_data->push_back(itr->getSource());
break;
case PUSH_IN_FRONT_90:
if(i_spell.GetCaster()->isInFront((Unit*)(itr->getSource()), i_radius, M_PI_F/2 ))
i_data->push_back(itr->getSource());
break;
case PUSH_IN_FRONT_30:
if(i_spell.GetCaster()->isInFront((Unit*)(itr->getSource()), i_radius, M_PI_F/6 ))
i_data->push_back(itr->getSource());
break;
case PUSH_IN_FRONT_15:
if(i_spell.GetCaster()->isInFront((Unit*)(itr->getSource()), i_radius, M_PI_F/12 ))
i_data->push_back(itr->getSource());
break;
case PUSH_IN_BACK:
if(i_spell.GetCaster()->isInBack((Unit*)(itr->getSource()), i_radius, 2*M_PI_F/3 ))
i_data->push_back(itr->getSource());
break;
case PUSH_SELF_CENTER:
if(i_spell.GetCaster()->IsWithinDist((Unit*)(itr->getSource()), i_radius))
i_data->push_back(itr->getSource());
break;
case PUSH_DEST_CENTER:
if(itr->getSource()->IsWithinDist3d(i_spell.m_targets.m_destX, i_spell.m_targets.m_destY, i_spell.m_targets.m_destZ,i_radius))
i_data->push_back(itr->getSource());
break;
case PUSH_TARGET_CENTER:
if(i_spell.m_targets.getUnitTarget()->IsWithinDist((Unit*)(itr->getSource()), i_radius))
i_data->push_back(itr->getSource());
break;
}
}
}
#ifdef WIN32
template<> inline void Visit(CorpseMapType & ) {}
template<> inline void Visit(GameObjectMapType & ) {}
template<> inline void Visit(DynamicObjectMapType & ) {}
template<> inline void Visit(CameraMapType & ) {}
#endif
};
#ifndef WIN32
template<> inline void SpellNotifierCreatureAndPlayer::Visit(CorpseMapType& ) {}
template<> inline void SpellNotifierCreatureAndPlayer::Visit(GameObjectMapType& ) {}
template<> inline void SpellNotifierCreatureAndPlayer::Visit(DynamicObjectMapType& ) {}
template<> inline void SpellNotifierCreatureAndPlayer::Visit(CameraMapType& ) {}
#endif
}
typedef void(Spell::*pEffect)(SpellEffectIndex eff_idx);
class SpellEvent : public BasicEvent
{
public:
SpellEvent(Spell* spell);
virtual ~SpellEvent();
virtual bool Execute(uint64 e_time, uint32 p_time);
virtual void Abort(uint64 e_time);
virtual bool IsDeletable() const;
protected:
Spell* m_Spell;
};
#endif