/* * Copyright (C) 2005-2008 MaNGOS * * Copyright (C) 2008 Trinity * * 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 "SpellAuras.h" #include "Group.h" #include "UpdateData.h" #include "MapManager.h" #include "ObjectAccessor.h" #include "CellImpl.h" #include "Policies/SingletonImp.h" #include "SharedDefines.h" #include "Tools.h" #include "LootMgr.h" #include "VMapFactory.h" #include "BattleGround.h" #include "Util.h" #define SPELL_CHANNEL_UPDATE_INTERVAL 1000 extern pEffect SpellEffects[TOTAL_SPELL_EFFECTS]; bool IsQuestTameSpell(uint32 spellId) { SpellEntry const *spellproto = sSpellStore.LookupEntry(spellId); if (!spellproto) return false; return spellproto->Effect[0] == SPELL_EFFECT_THREAT && spellproto->Effect[1] == SPELL_EFFECT_APPLY_AURA && spellproto->EffectApplyAuraName[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; m_hasDest = false; m_strTarget = ""; m_targetMask = 0; } SpellCastTargets::~SpellCastTargets() { } void SpellCastTargets::setUnitTarget(Unit *target) { if (!target) return; m_unitTarget = target; m_unitTargetGUID = target->GetGUID(); m_targetMask |= TARGET_FLAG_UNIT; } void SpellCastTargets::setDestination(float x, float y, float z, bool send, int32 mapId) { m_destX = x; m_destY = y; m_destZ = z; m_hasDest = true; if(send) m_targetMask |= TARGET_FLAG_DEST_LOCATION; if(mapId >= 0) m_mapId = mapId; } void SpellCastTargets::setDestination(Unit *target, bool send) { if(!target) return; m_destX = target->GetPositionX(); m_destY = target->GetPositionY(); m_destZ = target->GetPositionZ(); m_hasDest = true; if(send) m_targetMask |= TARGET_FLAG_DEST_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 ? ObjectAccessor::GetGameObject(*caster,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 { Player* pTrader = ((Player*)caster)->GetTrader(); if(pTrader && m_itemTargetGUID < TRADE_SLOT_COUNT) m_itemTarget = pTrader->GetItemByPos(pTrader->GetItemPosByTradeSlot(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(!readGUID(*data, m_unitTargetGUID)) return false; if( m_targetMask & ( TARGET_FLAG_OBJECT | TARGET_FLAG_OBJECT_UNK )) if(!readGUID(*data, m_GOTargetGUID)) return false; if(( m_targetMask & ( TARGET_FLAG_ITEM | TARGET_FLAG_TRADE_ITEM )) && caster->GetTypeId() == TYPEID_PLAYER) if(!readGUID(*data, m_itemTargetGUID)) return false; /*if( m_targetMask & TARGET_FLAG_SOURCE_LOCATION ) { if(data->rpos()+4+4+4 > data->size()) return false; *data >> m_srcX >> m_srcY >> m_srcZ; if(!Trinity::IsValidMapCoord(m_srcX, m_srcY, m_srcZ)) return false; }*/ if( m_targetMask & (TARGET_FLAG_SOURCE_LOCATION | TARGET_FLAG_DEST_LOCATION) ) { if(data->rpos()+4+4+4 > data->size()) return false; *data >> m_destX >> m_destY >> m_destZ; m_hasDest = true; if(!Trinity::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; } if( m_targetMask & (TARGET_FLAG_CORPSE | TARGET_FLAG_PVP_CORPSE ) ) if(!readGUID(*data, m_CorpseTargetGUID)) return false; // 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 | TARGET_FLAG_OBJECT_UNK ) ) { 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 ) *data << m_srcX << m_srcY << m_srcZ; if( m_targetMask & TARGET_FLAG_DEST_LOCATION ) *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_magnetPair.first = false; m_magnetPair.second = NULL; m_referencedFromCurrentSpell = false; m_executedCurrently = false; m_delayAtDamageCount = 0; m_applyMultiplierMask = 0; // Get data for type of attack switch (m_spellInfo->DmgClass) { case SPELL_DAMAGE_CLASS_MELEE: if (m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_REQ_OFFHAND) m_attackType = OFF_ATTACK; else m_attackType = BASE_ATTACK; break; case SPELL_DAMAGE_CLASS_RANGED: m_attackType = RANGED_ATTACK; break; default: // Wands if (m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_REQ_WAND) m_attackType = RANGED_ATTACK; else m_attackType = BASE_ATTACK; break; } 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->DamageType); } } if(originalCasterGUID) m_originalCasterGUID = originalCasterGUID; else m_originalCasterGUID = m_caster->GetGUID(); if(m_originalCasterGUID==m_caster->GetGUID()) m_originalCaster = m_caster; else { m_originalCaster = ObjectAccessor::GetUnit(*m_caster,m_originalCasterGUID); if(m_originalCaster && !m_originalCaster->IsInWorld()) m_originalCaster = NULL; } for(int i=0; i <3; ++i) m_currentBasePoints[i] = m_spellInfo->EffectBasePoints[i]; m_spellState = SPELL_STATE_NULL; m_castPositionX = m_castPositionY = m_castPositionZ = 0; m_TriggerSpells.clear(); m_IsTriggeredSpell = triggered; //m_AreaAura = false; m_CastItem = NULL; unitTarget = NULL; itemTarget = NULL; gameObjTarget = NULL; focusObject = NULL; m_cast_count = 0; m_triggeredByAuraSpell = NULL; //Auto Shot & Shoot if( m_spellInfo->AttributesEx2 == 0x000020 && !triggered ) m_autoRepeat = true; else m_autoRepeat = false; 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 castime in preper m_needAliveTargetMask = 0; // determine reflection m_canReflect = false; if(m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MAGIC && (m_spellInfo->AttributesEx2 & 0x4)==0) { for(int j=0;j<3;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 & (1<<7)) ? true : false; if(m_canReflect) continue; else break; } } CleanupTargetList(); } Spell::~Spell() { } void Spell::FillTargetMap() { // TODO: ADD the correct target FILLS!!!!!! for(uint32 i=0;i<3;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; // 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, i); std::list tmpUnitMap; SetTargetMap(i,m_spellInfo->EffectImplicitTargetA[i],tmpUnitMap); SetTargetMap(i,m_spellInfo->EffectImplicitTargetB[i],tmpUnitMap); if(m_targets.HasDest()) { switch(m_spellInfo->Effect[i]) { case SPELL_EFFECT_SUMMON: case SPELL_EFFECT_SUMMON_WILD: case SPELL_EFFECT_SUMMON_GUARDIAN: case SPELL_EFFECT_TRANS_DOOR: //summon object case SPELL_EFFECT_SUMMON_PET: case SPELL_EFFECT_SUMMON_POSSESSED: case SPELL_EFFECT_SUMMON_TOTEM: case SPELL_EFFECT_SUMMON_OBJECT_WILD: case SPELL_EFFECT_SUMMON_TOTEM_SLOT1: case SPELL_EFFECT_SUMMON_TOTEM_SLOT2: case SPELL_EFFECT_SUMMON_TOTEM_SLOT3: case SPELL_EFFECT_SUMMON_TOTEM_SLOT4: case SPELL_EFFECT_SUMMON_CRITTER: case SPELL_EFFECT_SUMMON_OBJECT_SLOT1: case SPELL_EFFECT_SUMMON_OBJECT_SLOT2: case SPELL_EFFECT_SUMMON_OBJECT_SLOT3: case SPELL_EFFECT_SUMMON_OBJECT_SLOT4: case SPELL_EFFECT_SUMMON_DEAD_PET: case SPELL_EFFECT_SUMMON_DEMON: case SPELL_EFFECT_ADD_FARSIGHT: case SPELL_EFFECT_TRIGGER_SPELL_2: //ritual of summon { tmpUnitMap.clear(); tmpUnitMap.push_back(m_caster); break; } } } if(!m_spellInfo->EffectImplicitTargetA[i]) { switch(m_spellInfo->Effect[i]) { case SPELL_EFFECT_PARRY: // 0 case SPELL_EFFECT_BLOCK: // 0 case SPELL_EFFECT_SKILL: // always with dummy 3 as A case SPELL_EFFECT_LEARN_SPELL: // 0 case SPELL_EFFECT_TRADE_SKILL: // 0 or 1 tmpUnitMap.push_back(m_caster); break; } } if(tmpUnitMap.empty()) { /*if( m_spellInfo->EffectImplicitTargetA[i]==TARGET_SCRIPT || m_spellInfo->EffectImplicitTargetB[i]==TARGET_SCRIPT || m_spellInfo->EffectImplicitTargetA[i]==TARGET_SCRIPT_COORDINATES || m_spellInfo->EffectImplicitTargetB[i]==TARGET_SCRIPT_COORDINATES ) { if(!(m_targets.m_targetMask & TARGET_FLAG_DEST_LOCATION)) continue; }*/ // add here custom effects that need default target. // FOR EVERY TARGET TYPE THERE IS A DIFFERENT FILL!! switch(m_spellInfo->Effect[i]) { case SPELL_EFFECT_DUMMY: { switch(m_spellInfo->Id) { case 20577: // Cannibalize { // non-standard target selection SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(m_spellInfo->rangeIndex); float max_range = GetSpellMaxRange(srange); CellPair p(Trinity::ComputeCellPair(m_caster->GetPositionX(), m_caster->GetPositionY())); Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; cell.SetNoCreate(); WorldObject* result = NULL; Trinity::CannibalizeObjectCheck u_check(m_caster, max_range); Trinity::WorldObjectSearcher searcher(result, u_check); TypeContainerVisitor, GridTypeMapContainer > grid_searcher(searcher); CellLock cell_lock(cell, p); cell_lock->Visit(cell_lock, grid_searcher, *MapManager::Instance().GetMap(m_caster->GetMapId(), m_caster)); if(!result) { TypeContainerVisitor, WorldTypeMapContainer > world_searcher(searcher); cell_lock->Visit(cell_lock, world_searcher, *MapManager::Instance().GetMap(m_caster->GetMapId(), m_caster)); } if(result) { switch(result->GetTypeId()) { case TYPEID_UNIT: case TYPEID_PLAYER: tmpUnitMap.push_back((Unit*)result); break; case TYPEID_CORPSE: m_targets.setCorpseTarget((Corpse*)result); if(Player* owner = ObjectAccessor::FindPlayer(((Corpse*)result)->GetOwnerGUID())) tmpUnitMap.push_back(owner); break; } } else { // clear cooldown at fail if(m_caster->GetTypeId()==TYPEID_PLAYER) { ((Player*)m_caster)->RemoveSpellCooldown(m_spellInfo->Id); WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8)); data << uint32(m_spellInfo->Id); data << uint64(m_caster->GetGUID()); ((Player*)m_caster)->GetSession()->SendPacket(&data); } SendCastResult(SPELL_FAILED_NO_EDIBLE_CORPSES); finish(false); } break; } default: if(m_targets.getUnitTarget()) tmpUnitMap.push_back(m_targets.getUnitTarget()); break; } break; } case SPELL_EFFECT_RESURRECT: case SPELL_EFFECT_CREATE_ITEM: case SPELL_EFFECT_TRIGGER_SPELL: case SPELL_EFFECT_TRIGGER_MISSILE: case SPELL_EFFECT_SKILL_STEP: case SPELL_EFFECT_PROFICIENCY: case SPELL_EFFECT_SELF_RESURRECT: case SPELL_EFFECT_REPUTATION: if(m_targets.getUnitTarget()) tmpUnitMap.push_back(m_targets.getUnitTarget()); break; case SPELL_EFFECT_SUMMON_PLAYER: if(m_caster->GetTypeId()==TYPEID_PLAYER && ((Player*)m_caster)->GetSelection()) { Player* target = objmgr.GetPlayer(((Player*)m_caster)->GetSelection()); if(target) tmpUnitMap.push_back(target); } break; case SPELL_EFFECT_RESURRECT_NEW: if(m_targets.getUnitTarget()) tmpUnitMap.push_back(m_targets.getUnitTarget()); if(m_targets.getCorpseTargetGUID()) { Corpse *corpse = ObjectAccessor::GetCorpse(*m_caster,m_targets.getCorpseTargetGUID()); if(corpse) { Player* owner = ObjectAccessor::FindPlayer(corpse->GetOwnerGUID()); if(owner) tmpUnitMap.push_back(owner); } } break; case SPELL_EFFECT_SUMMON_CHANGE_ITEM: case SPELL_EFFECT_ADD_FARSIGHT: case SPELL_EFFECT_STUCK: case SPELL_EFFECT_DESTROY_ALL_TOTEMS: tmpUnitMap.push_back(m_caster); break; case SPELL_EFFECT_LEARN_PET_SPELL: if(Pet* pet = m_caster->GetPet()) tmpUnitMap.push_back(pet); break; case SPELL_EFFECT_ENCHANT_ITEM: case SPELL_EFFECT_ENCHANT_ITEM_TEMPORARY: case SPELL_EFFECT_DISENCHANT: case SPELL_EFFECT_FEED_PET: case SPELL_EFFECT_PROSPECTING: if(m_targets.getItemTarget()) AddItemTarget(m_targets.getItemTarget(), i); break; case SPELL_EFFECT_APPLY_AURA: switch(m_spellInfo->EffectApplyAuraName[i]) { 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: tmpUnitMap.push_back(m_caster); break; default: // apply to target in other case break; } break; case SPELL_EFFECT_APPLY_AREA_AURA_PARTY: // AreaAura if(m_spellInfo->Attributes == 0x9050000 || m_spellInfo->Attributes == 0x10000) SetTargetMap(i,TARGET_AREAEFFECT_PARTY,tmpUnitMap); break; case SPELL_EFFECT_SKIN_PLAYER_CORPSE: if(m_targets.getUnitTarget()) { tmpUnitMap.push_back(m_targets.getUnitTarget()); } else if (m_targets.getCorpseTargetGUID()) { Corpse *corpse = ObjectAccessor::GetCorpse(*m_caster,m_targets.getCorpseTargetGUID()); if(corpse) { Player* owner = ObjectAccessor::FindPlayer(corpse->GetOwnerGUID()); if(owner) tmpUnitMap.push_back(owner); } } break; default: break; } } if(IsChanneledSpell(m_spellInfo) && !tmpUnitMap.empty()) m_needAliveTargetMask |= (1<GetTypeId() == TYPEID_PLAYER) { Player *me = (Player*)m_caster; for (std::list::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::iterator itr = tmpUnitMap.begin() ; itr != tmpUnitMap.end();) { if(!CheckTarget(*itr, i, false )) { itr = tmpUnitMap.erase(itr); continue; } else ++itr; } for(std::list::iterator iunit= tmpUnitMap.begin();iunit != tmpUnitMap.end();++iunit) AddUnitTarget((*iunit), i); } } void Spell::CleanupTargetList() { m_UniqueTargetInfo.clear(); m_UniqueGOTargetInfo.clear(); m_UniqueItemInfo.clear(); m_countOfHit = 0; m_countOfMiss = 0; m_delayMoment = 0; } void Spell::AddUnitTarget(Unit* pVictim, uint32 effIndex) { if( m_spellInfo->Effect[effIndex]==0 ) return; uint64 targetGUID = pVictim->GetGUID(); // Lookup target in already in list for(std::list::iterator ihit= m_UniqueTargetInfo.begin();ihit != m_UniqueTargetInfo.end();++ihit) { if (targetGUID == ihit->targetGUID) // Found in list { ihit->effectMask |= 1<SpellHitResult(pVictim, m_spellInfo, m_canReflect); else target.missCondition = SPELL_MISS_NONE; if (target.missCondition == SPELL_MISS_NONE) ++m_countOfHit; else ++m_countOfMiss; // 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 = 0LL; // 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, uint32 effIndex) { Unit* unit = m_caster->GetGUID()==unitGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, unitGUID); if (unit) AddUnitTarget(unit, effIndex); } void Spell::AddGOTarget(GameObject* pVictim, uint32 effIndex) { if( m_spellInfo->Effect[effIndex]==0 ) return; uint64 targetGUID = pVictim->GetGUID(); // Lookup target in already in list for(std::list::iterator ihit= m_UniqueGOTargetInfo.begin();ihit != m_UniqueGOTargetInfo.end();++ihit) { if (targetGUID == ihit->targetGUID) // Found in list { ihit->effectMask |= 1<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 = 0LL; ++m_countOfHit; // Add target to list m_UniqueGOTargetInfo.push_back(target); } void Spell::AddGOTarget(uint64 goGUID, uint32 effIndex) { GameObject* go = ObjectAccessor::GetGameObject(*m_caster, goGUID); if (go) AddGOTarget(go, effIndex); } void Spell::AddItemTarget(Item* pitem, uint32 effIndex) { if( m_spellInfo->Effect[effIndex]==0 ) return; // Lookup target in already in list for(std::list::iterator ihit= m_UniqueItemInfo.begin();ihit != m_UniqueItemInfo.end();++ihit) { if (pitem == ihit->item) // Found in list { ihit->effectMask |= 1<GetTypeId()== TYPEID_PLAYER) ((Player*)m_caster)->UpdateWeaponSkill(BASE_ATTACK); m_caster->CastMeleeProcDamageAndSpell(unitTarget, 0, damageSchoolMask, m_attackType, MELEE_HIT_MISS, m_spellInfo, m_IsTriggeredSpell); break; case SPELL_MISS_RESIST: m_caster->ProcDamageAndSpell(unitTarget, PROC_FLAG_TARGET_RESISTS, PROC_FLAG_RESIST_SPELL, 0, damageSchoolMask, m_spellInfo, m_IsTriggeredSpell); break; case SPELL_MISS_DODGE: if(unitTarget->GetTypeId() == TYPEID_PLAYER) ((Player*)unitTarget)->UpdateDefense(); // Overpower if (m_caster->GetTypeId() == TYPEID_PLAYER && m_caster->getClass() == CLASS_WARRIOR) { ((Player*) m_caster)->AddComboPoints(unitTarget, 1); m_caster->StartReactiveTimer( REACTIVE_OVERPOWER ); } // Riposte if (unitTarget->getClass() != CLASS_ROGUE) { unitTarget->ModifyAuraState(AURA_STATE_DEFENSE, true); unitTarget->StartReactiveTimer( REACTIVE_DEFENSE ); } m_caster->CastMeleeProcDamageAndSpell(unitTarget, 0, damageSchoolMask, m_attackType, MELEE_HIT_DODGE, m_spellInfo, m_IsTriggeredSpell); break; case SPELL_MISS_PARRY: // Update victim defense ? if(unitTarget->GetTypeId() == TYPEID_PLAYER) ((Player*)unitTarget)->UpdateDefense(); // Mongoose bite - set only Counterattack here if (unitTarget->getClass() == CLASS_HUNTER) { unitTarget->ModifyAuraState(AURA_STATE_HUNTER_PARRY,true); unitTarget->StartReactiveTimer( REACTIVE_HUNTER_PARRY ); } else { unitTarget->ModifyAuraState(AURA_STATE_DEFENSE, true); unitTarget->StartReactiveTimer( REACTIVE_DEFENSE ); } m_caster->CastMeleeProcDamageAndSpell(unitTarget, 0, damageSchoolMask, m_attackType, MELEE_HIT_PARRY, m_spellInfo, m_IsTriggeredSpell); break; case SPELL_MISS_BLOCK: unitTarget->ModifyAuraState(AURA_STATE_DEFENSE, true); unitTarget->StartReactiveTimer( REACTIVE_DEFENSE ); m_caster->CastMeleeProcDamageAndSpell(unitTarget, 0, damageSchoolMask, m_attackType, MELEE_HIT_BLOCK, m_spellInfo, m_IsTriggeredSpell); break; // Trigger from this events not supported case SPELL_MISS_EVADE: case SPELL_MISS_IMMUNE: case SPELL_MISS_IMMUNE2: case SPELL_MISS_DEFLECT: case SPELL_MISS_ABSORB: // Trigger from reflects need do after get reflect result case SPELL_MISS_REFLECT: break; default: break; } } } 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; if (mask == 0) // No effects return; Unit* unit = m_caster->GetGUID()==target->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster,target->targetGUID); if (!unit) return; 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; 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); } // Do triggers only on miss/resist/parry/dodge if (missInfo!=SPELL_MISS_NONE) doTriggers(missInfo); // Call scripted function for AI if this spell is casted upon a creature (except pets) if(IS_CREATURE_GUID(target->targetGUID)) { // 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( m_caster->GetTypeId() == TYPEID_PLAYER && !IsAutoRepeat() && !IsNextMeleeSwingSpell() && !IsChannelActive() ) ((Player*)m_caster)->CastedCreatureOrGO(unit->GetEntry(),unit->GetGUID(),m_spellInfo->Id); } if( !m_caster->IsFriendlyTo(unit) && !IsPositiveSpell(m_spellInfo->Id)) { if( !(m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_NO_INITIAL_AGGRO) ) { m_caster->CombatStart(unit); } } } void Spell::DoSpellHitOnUnit(Unit *unit, const uint32 effectMask) { if(!unit || !effectMask) return; // remove spell_magnet aura after first spell redirect and destroy target if its totem if(m_magnetPair.first && m_magnetPair.second && m_magnetPair.second == unit) { if(unit->GetTypeId() == TYPEID_UNIT && ((Creature*)unit)->isTotem()) unit->DealDamage(unit,unit->GetHealth(), NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false); return; } // Recheck immune (only for delayed spells) if( m_spellInfo->speed && !(m_spellInfo->Attributes & SPELL_ATTR_UNAFFECTED_BY_INVULNERABILITY) && (unit->IsImmunedToDamage(GetSpellSchoolMask(m_spellInfo),true) || unit->IsImmunedToSpell(m_spellInfo,true) )) { m_caster->SendSpellMiss(unit, m_spellInfo->Id, SPELL_MISS_IMMUNE); return; } if( m_caster != unit ) { if( !m_caster->IsFriendlyTo(unit) ) { // for delayed spells ignore not visible explicit target if(m_spellInfo->speed > 0.0f && unit==m_targets.getUnitTarget() && !unit->isVisibleForOrDetect(m_caster,false)) { m_caster->SendSpellMiss(unit, m_spellInfo->Id, SPELL_MISS_EVADE); return; } unit->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_HITBYSPELL); } else { // for delayed spells ignore negative spells (after duel end) for friendly targets // TODO: this cause soul transfer bugged if(m_spellInfo->speed > 0.0f && unit->GetTypeId() == TYPEID_PLAYER && !IsPositiveSpell(m_spellInfo->Id)) { m_caster->SendSpellMiss(unit, m_spellInfo->Id, SPELL_MISS_EVADE); return; } // assisting case, healing and resurrection if(unit->hasUnitState(UNIT_STAT_ATTACK_PLAYER)) m_caster->SetContestedPvP(); if( unit->isInCombat() && !(m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_NO_INITIAL_AGGRO) ) { m_caster->SetInCombatState(unit->GetCombatTimer() > 0); unit->getHostilRefManager().threatAssist(m_caster, 0.0f); } } } // 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); for(uint32 effectNumber=0;effectNumber<3;effectNumber++) { if (effectMask & (1<DmgMultiplier[effectNumber]; // Apply multiplier mods if(m_originalCaster) if(Player* modOwner = m_originalCaster->GetSpellModOwner()) modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_EFFECT_PAST_FIRST, multiplier,this); m_damageMultipliers[effectNumber] *= multiplier; } } } if(unit->GetTypeId() == TYPEID_UNIT && ((Creature*)unit)->AI()) ((Creature*)unit)->AI()->SpellHit(m_caster, m_spellInfo); if(m_caster->GetTypeId() == TYPEID_UNIT && ((Creature*)m_caster)->AI()) ((Creature*)m_caster)->AI()->SpellHitTarget(unit, m_spellInfo); if(const std::vector *spell_triggered = spellmgr.GetSpellLinked(m_spellInfo->Id + 1000000)) { for(std::vector::const_iterator i = spell_triggered->begin(); i != spell_triggered->end(); ++i) { if(spell_triggered < 0) unit->RemoveAurasDueToSpell(-(*i)); else unit->CastSpell(unit, *i, true, 0, 0, m_caster->GetGUID()); } } if(spellmgr.GetSpellCustomAttr(m_spellInfo->Id) && m_originalCaster) { uint32 flag = spellmgr.GetSpellCustomAttr(m_spellInfo->Id); if(flag & SPELL_ATTR_CU_EFFECT_HEAL) m_originalCaster->ProcDamageAndSpell(unit, PROC_FLAG_HEAL, PROC_FLAG_NONE, 0, GetSpellSchoolMask(m_spellInfo), m_spellInfo); if(m_originalCaster != unit && (flag & SPELL_ATTR_CU_EFFECT_DAMAGE)) m_originalCaster->ProcDamageAndSpell(unit, PROC_FLAG_HIT_SPELL, PROC_FLAG_STRUCK_SPELL, 0, GetSpellSchoolMask(m_spellInfo), m_spellInfo); } } 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 = ObjectAccessor::GetGameObject(*m_caster, target->targetGUID); if(!go) return; for(uint32 effectNumber=0;effectNumber<3;effectNumber++) if (effectMask & (1<GetTypeId() == TYPEID_PLAYER && !IsAutoRepeat() && !IsNextMeleeSwingSpell() && !IsChannelActive() ) ((Player*)m_caster)->CastedCreatureOrGO(go->GetEntry(),go->GetGUID(),m_spellInfo->Id); } void Spell::DoAllEffectOnTarget(ItemTargetInfo *target) { uint32 effectMask = target->effectMask; if(!target->item || !effectMask) return; for(uint32 effectNumber=0;effectNumber<3;effectNumber++) if (effectMask & (1<item, NULL, effectNumber); } bool Spell::IsAliveUnitPresentInTargetList() { // Not need check return true if (m_needAliveTargetMask == 0) return true; uint8 needAliveTargetMask = m_needAliveTargetMask; for(std::list::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); if (unit && unit->isAlive()) 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* 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 { 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* MainTarget; TargetDistanceOrder(const Unit* Target) : MainTarget(Target) {}; // functor for operator ">" bool operator()(const Unit* _Left, const Unit* _Right) const { return (MainTarget->GetDistance(_Left) < MainTarget->GetDistance(_Right)); } }; void Spell::SearchChainTarget(std::list &TagUnitMap, Unit* pUnitTarget, float max_range, uint32 unMaxTargets) { if(!pUnitTarget) return; //FIXME: This very like horrible hack and wrong for most spells if(m_spellInfo->DmgClass != SPELL_DAMAGE_CLASS_MELEE) max_range += unMaxTargets * CHAIN_SPELL_JUMP_RADIUS; CellPair p(Trinity::ComputeCellPair(m_caster->GetPositionX(), m_caster->GetPositionY())); Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; cell.SetNoCreate(); std::list tempUnitMap; { Trinity::AnyAoETargetUnitInObjectRangeCheck u_check(pUnitTarget, m_caster, max_range); Trinity::UnitListSearcher searcher(tempUnitMap, u_check); TypeContainerVisitor, WorldTypeMapContainer > world_unit_searcher(searcher); TypeContainerVisitor, GridTypeMapContainer > grid_unit_searcher(searcher); CellLock cell_lock(cell, p); cell_lock->Visit(cell_lock, world_unit_searcher, *MapManager::Instance().GetMap(m_caster->GetMapId(), m_caster)); cell_lock->Visit(cell_lock, grid_unit_searcher, *MapManager::Instance().GetMap(m_caster->GetMapId(), m_caster)); } tempUnitMap.sort(TargetDistanceOrder(pUnitTarget)); if(tempUnitMap.empty()) return; uint32 t = unMaxTargets; if(pUnitTarget != m_caster) { if(*tempUnitMap.begin() == pUnitTarget) tempUnitMap.erase(tempUnitMap.begin()); TagUnitMap.push_back(pUnitTarget); --t; } Unit *prev = pUnitTarget; std::list::iterator next = tempUnitMap.begin(); while(t && next != tempUnitMap.end()) { if(prev->GetDistance(*next) > CHAIN_SPELL_JUMP_RADIUS) break; if(!prev->IsWithinLOSInMap(*next) || m_spellInfo->DmgClass==SPELL_DAMAGE_CLASS_MELEE && !m_caster->isInFront(*next, max_range)) { ++next; continue; } prev = *next; TagUnitMap.push_back(prev); tempUnitMap.erase(next); tempUnitMap.sort(TargetDistanceOrder(prev)); next = tempUnitMap.begin(); --t; } } void Spell::SearchAreaTarget(std::list &TagUnitMap, float radius, const uint32 &type, SpellTargets TargetType, uint32 entry) { float x, y; if(type == PUSH_DEST_CENTER) { if(!m_targets.HasDest()) { sLog.outError( "SPELL: cannot find destination for spell ID %u\n", m_spellInfo->Id ); return; } x = m_targets.m_destX; y = m_targets.m_destY; } else { x = m_caster->GetPositionX(); y = m_caster->GetPositionY(); } CellPair p(Trinity::ComputeCellPair(x, y)); Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; cell.SetNoCreate(); CellLock cell_lock(cell, p); Trinity::SpellNotifierCreatureAndPlayer notifier(*this, TagUnitMap, radius, type, TargetType, entry); if(TargetType != SPELL_TARGETS_ENTRY) { TypeContainerVisitor world_object_notifier(notifier); cell_lock->Visit(cell_lock, world_object_notifier, *MapManager::Instance().GetMap(m_caster->GetMapId(), m_caster)); } if(!(m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_PLAYERS_ONLY)) { TypeContainerVisitor grid_object_notifier(notifier); cell_lock->Visit(cell_lock, grid_object_notifier, *MapManager::Instance().GetMap(m_caster->GetMapId(), m_caster)); } } Unit* Spell::SearchNearbyTarget(float radius, SpellTargets TargetType, uint32 entry) { CellPair p(Trinity::ComputeCellPair(m_caster->GetPositionX(), m_caster->GetPositionY())); Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; cell.SetNoCreate(); CellLock cell_lock(cell, p); Unit* target = NULL; switch(TargetType) { case SPELL_TARGETS_ENTRY: { Creature* target = NULL; Trinity::NearestCreatureEntryWithLiveStateInObjectRangeCheck u_check(*m_caster, entry, true, radius); Trinity::CreatureLastSearcher searcher(target, u_check); TypeContainerVisitor, GridTypeMapContainer > grid_unit_searcher(searcher); cell_lock->Visit(cell_lock, grid_unit_searcher, *MapManager::Instance().GetMap(m_caster->GetMapId(), m_caster)); return target; }break; default: case SPELL_TARGETS_AOE_DAMAGE: { Trinity::AnyUnfriendlyUnitInObjectRangeCheck u_check(m_caster, m_caster, radius); Trinity::UnitLastSearcher searcher(target, u_check); TypeContainerVisitor, WorldTypeMapContainer > world_unit_searcher(searcher); TypeContainerVisitor, GridTypeMapContainer > grid_unit_searcher(searcher); cell_lock->Visit(cell_lock, world_unit_searcher, *MapManager::Instance().GetMap(m_caster->GetMapId(), m_caster)); cell_lock->Visit(cell_lock, grid_unit_searcher, *MapManager::Instance().GetMap(m_caster->GetMapId(), m_caster)); }break; case SPELL_TARGETS_FRIENDLY: { Trinity::AnyFriendlyUnitInObjectRangeCheck u_check(m_caster, m_caster, radius); Trinity::UnitLastSearcher searcher(target, u_check); TypeContainerVisitor, WorldTypeMapContainer > world_unit_searcher(searcher); TypeContainerVisitor, GridTypeMapContainer > grid_unit_searcher(searcher); cell_lock->Visit(cell_lock, world_unit_searcher, *MapManager::Instance().GetMap(m_caster->GetMapId(), m_caster)); cell_lock->Visit(cell_lock, grid_unit_searcher, *MapManager::Instance().GetMap(m_caster->GetMapId(), m_caster)); }break; } return target; } void Spell::SetTargetMap(uint32 i,uint32 cur,std::list &TagUnitMap) { float radius; if (m_spellInfo->EffectRadiusIndex[i]) radius = GetSpellRadius(sSpellRadiusStore.LookupEntry(m_spellInfo->EffectRadiusIndex[i])); else radius = GetSpellMaxRange(sSpellRangeStore.LookupEntry(m_spellInfo->rangeIndex)); uint32 EffectChainTarget = m_spellInfo->EffectChainTarget[i]; uint32 unMaxTargets = m_spellInfo->MaxAffectedTargets; if(m_originalCaster) { if(Player* modOwner = m_originalCaster->GetSpellModOwner()) { modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RADIUS, radius,this); modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_JUMP_TARGETS, EffectChainTarget, this); } } switch(cur) { // specific unit case TARGET_SELF: case TARGET_SELF_FISHING: { TagUnitMap.push_back(m_caster); }break; case TARGET_MASTER: { if(Unit* owner = m_caster->GetCharmerOrOwner()) TagUnitMap.push_back(owner); }break; case TARGET_PET: { if(Pet* tmpUnit = m_caster->GetPet()) TagUnitMap.push_back(tmpUnit); }break; case TARGET_NONCOMBAT_PET: { if(Unit* target = m_targets.getUnitTarget()) if( target->GetTypeId() == TYPEID_UNIT && ((Creature*)target)->isPet() && ((Pet*)target)->getPetType() == MINI_PET) TagUnitMap.push_back(target); }break; case TARGET_SINGLE_FRIEND: // ally case TARGET_SINGLE_FRIEND_2: // raid member case TARGET_DUELVSPLAYER: // all (SelectMagnetTarget()?) case TARGET_UNIT_SINGLE_UNKNOWN: { if(m_targets.getUnitTarget()) TagUnitMap.push_back(m_targets.getUnitTarget()); }break; case TARGET_CHAIN_DAMAGE: { if(Unit* pUnitTarget = SelectMagnetTarget()) { if(EffectChainTarget <= 1) TagUnitMap.push_back(pUnitTarget); else //TODO: chain target should also use magnet target SearchChainTarget(TagUnitMap, pUnitTarget, radius, EffectChainTarget); } }break; case TARGET_GAMEOBJECT: { if(m_targets.getGOTarget()) AddGOTarget(m_targets.getGOTarget(), i); }break; case TARGET_GAMEOBJECT_ITEM: { if(m_targets.getGOTargetGUID()) AddGOTarget(m_targets.getGOTarget(), i); else if(m_targets.getItemTarget()) AddItemTarget(m_targets.getItemTarget(), i); }break; // channel case TARGET_SINGLE_ENEMY: if(m_caster->m_currentSpells[CURRENT_CHANNELED_SPELL]) { if(Unit* target = m_caster->m_currentSpells[CURRENT_CHANNELED_SPELL]->m_targets.getUnitTarget()) TagUnitMap.push_back(target); else sLog.outError( "SPELL: cannot find channel spell target for spell ID %u\n", m_spellInfo->Id ); } else sLog.outError( "SPELL: no current channeled spell for spell ID %u\n", m_spellInfo->Id ); break; case TARGET_DEST_CHANNEL: if(m_caster->m_currentSpells[CURRENT_CHANNELED_SPELL]) { if(m_caster->m_currentSpells[CURRENT_CHANNELED_SPELL]->m_targets.HasDest()) m_targets = m_caster->m_currentSpells[CURRENT_CHANNELED_SPELL]->m_targets; else sLog.outError( "SPELL: cannot find channel spell destination for spell ID %u\n", m_spellInfo->Id ); } else sLog.outError( "SPELL: no current channeled spell for spell ID %u\n", m_spellInfo->Id ); break; // reference dest case TARGET_EFFECT_SELECT: m_targets.setDestination(m_caster, true); break; case TARGET_ALL_AROUND_CASTER: m_targets.setDestination(m_caster, false); break; case TARGET_CURRENT_ENEMY_COORDINATES: m_targets.setDestination(m_targets.getUnitTarget(), true); break; case TARGET_DUELVSPLAYER_COORDINATES: // no ground? m_targets.setDestination(m_targets.getUnitTarget(), false); break; case TARGET_DEST_TABLE_UNKNOWN2: case TARGET_TABLE_X_Y_Z_COORDINATES: if(SpellTargetPosition const* st = spellmgr.GetSpellTargetPosition(m_spellInfo->Id)) { //TODO: fix this check if(m_spellInfo->Effect[0] == SPELL_EFFECT_TELEPORT_UNITS || m_spellInfo->Effect[1] == SPELL_EFFECT_TELEPORT_UNITS || m_spellInfo->Effect[2] == SPELL_EFFECT_TELEPORT_UNITS) m_targets.setDestination(st->target_X, st->target_Y, st->target_Z, true, (int32)st->target_mapId); else if(st->target_mapId == m_caster->GetMapId()) m_targets.setDestination(st->target_X, st->target_Y, st->target_Z); } else sLog.outError( "SPELL: unknown target coordinates for spell ID %u\n", m_spellInfo->Id ); break; case TARGET_INNKEEPER_COORDINATES: if(m_caster->GetTypeId() == TYPEID_PLAYER) m_targets.setDestination(((Player*)m_caster)->m_homebindX,((Player*)m_caster)->m_homebindY,((Player*)m_caster)->m_homebindZ, true, ((Player*)m_caster)->m_homebindMapId); break; // area targets case TARGET_ALL_ENEMY_IN_AREA_INSTANT: if(m_spellInfo->Effect[i] == SPELL_EFFECT_PERSISTENT_AREA_AURA) break; m_targets.m_targetMask |= TARGET_FLAG_DEST_LOCATION; case TARGET_ALL_ENEMY_IN_AREA: SearchAreaTarget(TagUnitMap, radius, PUSH_DEST_CENTER, SPELL_TARGETS_AOE_DAMAGE); break; case TARGET_ALL_FRIENDLY_UNITS_IN_AREA: m_targets.m_targetMask |= TARGET_FLAG_DEST_LOCATION; case TARGET_ALL_FRIENDLY_UNITS_AROUND_CASTER: SearchAreaTarget(TagUnitMap, radius, PUSH_DEST_CENTER, SPELL_TARGETS_FRIENDLY); break; case TARGET_AREAEFFECT_CUSTOM: m_targets.m_targetMask |= TARGET_FLAG_DEST_LOCATION; case TARGET_UNIT_AREA_ENTRY: { SpellScriptTarget::const_iterator lower = spellmgr.GetBeginSpellScriptTarget(m_spellInfo->Id); SpellScriptTarget::const_iterator upper = spellmgr.GetEndSpellScriptTarget(m_spellInfo->Id); if(lower==upper) { SearchAreaTarget(TagUnitMap, radius, PUSH_DEST_CENTER, SPELL_TARGETS_AOE_DAMAGE); //sLog.outErrorDb("Spell (ID: %u) has effect EffectImplicitTargetA/EffectImplicitTargetB = TARGET_SCRIPT, but does not have record in `spell_script_target`",m_spellInfo->Id); break; } // let it be done in one check? for(SpellScriptTarget::const_iterator i_spellST = lower; i_spellST != upper; ++i_spellST) { if(i_spellST->second.type != SPELL_TARGET_TYPE_CREATURE) { sLog.outError( "SPELL: spell ID %u requires non-creature target\n", m_spellInfo->Id ); continue; } SearchAreaTarget(TagUnitMap, radius, PUSH_DEST_CENTER, SPELL_TARGETS_ENTRY, i_spellST->second.targetEntry); } }break; case TARGET_IN_FRONT_OF_CASTER: case TARGET_UNIT_CONE_ENEMY_UNKNOWN: if(spellmgr.GetSpellCustomAttr(m_spellInfo->Id) & SPELL_ATTR_CU_CONE_BACK) SearchAreaTarget(TagUnitMap, radius, PUSH_IN_BACK, SPELL_TARGETS_AOE_DAMAGE); else if(spellmgr.GetSpellCustomAttr(m_spellInfo->Id) & SPELL_ATTR_CU_CONE_LINE) SearchAreaTarget(TagUnitMap, radius, PUSH_IN_LINE, SPELL_TARGETS_AOE_DAMAGE); else SearchAreaTarget(TagUnitMap, radius, PUSH_IN_FRONT, SPELL_TARGETS_AOE_DAMAGE); break; case TARGET_UNIT_CONE_ALLY: SearchAreaTarget(TagUnitMap, radius, PUSH_IN_FRONT, SPELL_TARGETS_FRIENDLY); break; // nearby target case TARGET_UNIT_NEARBY_ALLY: { if(Unit* pUnitTarget = SearchNearbyTarget(radius, SPELL_TARGETS_FRIENDLY)) TagUnitMap.push_back(pUnitTarget); }break; case TARGET_RANDOM_ENEMY_CHAIN_IN_AREA: { if(EffectChainTarget <= 1) { if(Unit* pUnitTarget = SearchNearbyTarget(radius, SPELL_TARGETS_AOE_DAMAGE)) TagUnitMap.push_back(pUnitTarget); } else SearchChainTarget(TagUnitMap, m_caster, radius, EffectChainTarget); }break; case TARGET_SCRIPT: case TARGET_SCRIPT_COORDINATES: { SpellScriptTarget::const_iterator lower = spellmgr.GetBeginSpellScriptTarget(m_spellInfo->Id); SpellScriptTarget::const_iterator upper = spellmgr.GetEndSpellScriptTarget(m_spellInfo->Id); if(lower==upper) 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 = lower; i_spellST != upper; ++i_spellST) { switch(i_spellST->second.type) { case SPELL_TARGET_TYPE_GAMEOBJECT: { GameObject* p_GameObject = NULL; if(i_spellST->second.targetEntry) { CellPair p(Trinity::ComputeCellPair(m_caster->GetPositionX(), m_caster->GetPositionY())); Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; Trinity::NearestGameObjectEntryInObjectRangeCheck go_check(*m_caster,i_spellST->second.targetEntry,range); Trinity::GameObjectLastSearcher checker(p_GameObject,go_check); TypeContainerVisitor, GridTypeMapContainer > object_checker(checker); CellLock cell_lock(cell, p); cell_lock->Visit(cell_lock, object_checker, *MapManager::Instance().GetMap(m_caster->GetMapId(), m_caster)); 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; CellPair p(Trinity::ComputeCellPair(m_caster->GetPositionX(), m_caster->GetPositionY())); Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; cell.SetNoCreate(); // Really don't know what is that??? Trinity::NearestCreatureEntryWithLiveStateInObjectRangeCheck u_check(*m_caster,i_spellST->second.targetEntry,i_spellST->second.type!=SPELL_TARGET_TYPE_DEAD,range); Trinity::CreatureLastSearcher searcher(p_Creature, u_check); TypeContainerVisitor, GridTypeMapContainer > grid_creature_searcher(searcher); CellLock cell_lock(cell, p); cell_lock->Visit(cell_lock, grid_creature_searcher, *MapManager::Instance().GetMap(m_caster->GetMapId(), m_caster)); if(p_Creature ) { creatureScriptTarget = p_Creature; goScriptTarget = NULL; range = u_check.GetLastRange(); } break; } } } if(cur == TARGET_SCRIPT_COORDINATES) { if(creatureScriptTarget) m_targets.setDestination(creatureScriptTarget->GetPositionX(),creatureScriptTarget->GetPositionY(),creatureScriptTarget->GetPositionZ()); else if(goScriptTarget) m_targets.setDestination(goScriptTarget->GetPositionX(),goScriptTarget->GetPositionY(),goScriptTarget->GetPositionZ()); } else { if(creatureScriptTarget) TagUnitMap.push_back(creatureScriptTarget); else if(goScriptTarget) AddGOTarget(goScriptTarget, i); } }break; // dummy case TARGET_AREAEFFECT_CUSTOM_2: { TagUnitMap.push_back(m_caster); break; } case TARGET_ALL_PARTY_AROUND_CASTER: case TARGET_ALL_PARTY_AROUND_CASTER_2: case TARGET_ALL_PARTY: { Player *pTarget = m_caster->GetCharmerOrOwnerPlayerOrPlayerItself(); 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( m_caster->IsWithinDistInMap(Target, radius) ) TagUnitMap.push_back(Target); if(Pet* pet = Target->GetPet()) if( m_caster->IsWithinDistInMap(pet, radius) ) TagUnitMap.push_back(pet); } } } else { Unit* ownerOrSelf = pTarget ? pTarget : m_caster->GetCharmerOrOwnerOrSelf(); if(ownerOrSelf==m_caster || m_caster->IsWithinDistInMap(ownerOrSelf, radius)) TagUnitMap.push_back(ownerOrSelf); if(Pet* pet = ownerOrSelf->GetPet()) if( m_caster->IsWithinDistInMap(pet, radius) ) TagUnitMap.push_back(pet); } }break; case TARGET_RANDOM_RAID_MEMBER: { if (m_caster->GetTypeId() == TYPEID_PLAYER) if(Player* target = ((Player*)m_caster)->GetNextRandomRaidMember(radius)) TagUnitMap.push_back(target); }break; // TARGET_SINGLE_PARTY means that the spells can only be casted on a party member and not on the caster (some sceals, fire shield from imp, etc..) case TARGET_SINGLE_PARTY: { Unit *target = m_targets.getUnitTarget(); // Thoses 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 ) { TagUnitMap.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()) { TagUnitMap.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())) { TagUnitMap.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())) { TagUnitMap.push_back(target); } } } }break; case TARGET_ALL_ENEMY_IN_AREA_CHANNELED: { // targets the ground, not the units in the area if (m_spellInfo->Effect[i]!=SPELL_EFFECT_PERSISTENT_AREA_AURA) { CellPair p(Trinity::ComputeCellPair(m_caster->GetPositionX(), m_caster->GetPositionY())); Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; cell.SetNoCreate(); Trinity::SpellNotifierCreatureAndPlayer notifier(*this, TagUnitMap, radius, PUSH_DEST_CENTER,SPELL_TARGETS_AOE_DAMAGE); TypeContainerVisitor world_object_notifier(notifier); TypeContainerVisitor grid_object_notifier(notifier); CellLock cell_lock(cell, p); cell_lock->Visit(cell_lock, world_object_notifier, *MapManager::Instance().GetMap(m_caster->GetMapId(), m_caster)); cell_lock->Visit(cell_lock, grid_object_notifier, *MapManager::Instance().GetMap(m_caster->GetMapId(), m_caster)); } }break; case TARGET_AREAEFFECT_PARTY: { Unit* owner = m_caster->GetCharmerOrOwner(); Player *pTarget = NULL; if(owner) { TagUnitMap.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) ) TagUnitMap.push_back(Target); if(Pet* pet = Target->GetPet()) if( pTarget->IsWithinDistInMap(pet, radius) ) TagUnitMap.push_back(pet); } } } else if (owner) { if(m_caster->IsWithinDistInMap(owner, radius)) TagUnitMap.push_back(owner); } else if(pTarget) { TagUnitMap.push_back(pTarget); if(Pet* pet = pTarget->GetPet()) if( m_caster->IsWithinDistInMap(pet, radius) ) TagUnitMap.push_back(pet); } }break; case TARGET_CHAIN_HEAL: { Unit* pUnitTarget = m_targets.getUnitTarget(); if(!pUnitTarget) break; if (EffectChainTarget <= 1) TagUnitMap.push_back(pUnitTarget); else { unMaxTargets = EffectChainTarget; float max_range = radius + unMaxTargets * CHAIN_SPELL_JUMP_RADIUS; std::list tempUnitMap; { CellPair p(Trinity::ComputeCellPair(m_caster->GetPositionX(), m_caster->GetPositionY())); Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; cell.SetNoCreate(); Trinity::SpellNotifierCreatureAndPlayer notifier(*this, tempUnitMap, max_range, PUSH_SELF_CENTER, SPELL_TARGETS_FRIENDLY); TypeContainerVisitor world_object_notifier(notifier); TypeContainerVisitor grid_object_notifier(notifier); CellLock cell_lock(cell, p); cell_lock->Visit(cell_lock, world_object_notifier, *MapManager::Instance().GetMap(m_caster->GetMapId(), m_caster)); cell_lock->Visit(cell_lock, grid_object_notifier, *MapManager::Instance().GetMap(m_caster->GetMapId(), m_caster)); } if(m_caster != pUnitTarget && std::find(tempUnitMap.begin(),tempUnitMap.end(),m_caster) == tempUnitMap.end() ) tempUnitMap.push_front(m_caster); tempUnitMap.sort(TargetDistanceOrder(pUnitTarget)); if(tempUnitMap.empty()) break; if(*tempUnitMap.begin() == pUnitTarget) tempUnitMap.erase(tempUnitMap.begin()); TagUnitMap.push_back(pUnitTarget); uint32 t = unMaxTargets - 1; Unit *prev = pUnitTarget; std::list::iterator next = tempUnitMap.begin(); while(t && next != tempUnitMap.end() ) { if(prev->GetDistance(*next) > CHAIN_SPELL_JUMP_RADIUS) break; if(!prev->IsWithinLOSInMap(*next)) { ++next; continue; } if((*next)->GetHealth() == (*next)->GetMaxHealth()) { next = tempUnitMap.erase(next); continue; } prev = *next; TagUnitMap.push_back(prev); tempUnitMap.erase(next); tempUnitMap.sort(TargetDistanceOrder(prev)); next = tempUnitMap.begin(); --t; } } }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) ) { TagUnitMap.push_back(Target); } } } else if(m_targets.getUnitTarget()) TagUnitMap.push_back(m_targets.getUnitTarget()); break; } // destination around caster case TARGET_DEST_CASTER_FRONT_LEFT: case TARGET_DEST_CASTER_BACK_LEFT: case TARGET_DEST_CASTER_BACK_RIGHT: case TARGET_DEST_CASTER_FRONT_RIGHT: case TARGET_DEST_CASTER_FRONT: case TARGET_MINION: case TARGET_DEST_CASTER_FRONT_LEAP: case TARGET_DEST_CASTER_FRONT_UNKNOWN: case TARGET_DEST_CASTER_BACK: case TARGET_DEST_CASTER_RIGHT: case TARGET_DEST_CASTER_LEFT: case TARGET_DEST_CASTER_RANDOM: case TARGET_DEST_CASTER_RADIUS: { float x, y, z, angle, dist; if (m_spellInfo->EffectRadiusIndex[i]) dist = GetSpellRadius(sSpellRadiusStore.LookupEntry(m_spellInfo->EffectRadiusIndex[i])); else dist = 3.0f;//do we need this? if (cur == TARGET_DEST_CASTER_RANDOM) dist *= rand_norm(); // This case we need to consider caster size else dist -= m_caster->GetObjectSize(); // Size is calculated in GetNearPoint(), but we do not need it //need a new function to remove this repeated work switch(cur) { case TARGET_DEST_CASTER_FRONT_LEFT: angle = -M_PI/4; break; case TARGET_DEST_CASTER_BACK_LEFT: angle = -3*M_PI/4; break; case TARGET_DEST_CASTER_BACK_RIGHT: angle = 3*M_PI/4; break; case TARGET_DEST_CASTER_FRONT_RIGHT:angle = M_PI/4; break; case TARGET_MINION: case TARGET_DEST_CASTER_FRONT_LEAP: case TARGET_DEST_CASTER_FRONT_UNKNOWN: case TARGET_DEST_CASTER_FRONT: angle = 0.0f; break; case TARGET_DEST_CASTER_BACK: angle = M_PI; break; case TARGET_DEST_CASTER_RIGHT: angle = M_PI/2; break; case TARGET_DEST_CASTER_LEFT: angle = -M_PI/2; break; default: angle = rand_norm()*2*M_PI; break; } m_caster->GetClosePoint(x, y, z, 0, dist, angle); m_targets.setDestination(x, y, z); // do not know if has ground visual }break; // destination around target case TARGET_DEST_TARGET_FRONT: case TARGET_DEST_TARGET_BACK: case TARGET_DEST_TARGET_RIGHT: case TARGET_DEST_TARGET_LEFT: case TARGET_DEST_TARGET_RANDOM: case TARGET_DEST_TARGET_RADIUS: { Unit *target = m_targets.getUnitTarget(); if(!target) { sLog.outError("SPELL: no unit target for spell ID %u\n", m_spellInfo->Id); break; } float x, y, z, angle, dist; if (m_spellInfo->EffectRadiusIndex[i]) dist = GetSpellRadius(sSpellRadiusStore.LookupEntry(m_spellInfo->EffectRadiusIndex[i])); else dist = 3.0f;//do we need this? if (cur == TARGET_DEST_TARGET_RANDOM) dist *= rand_norm(); // This case we need to consider caster size else dist -= target->GetObjectSize(); // Size is calculated in GetNearPoint(), but we do not need it //need a new function to remove this repeated work switch(cur) { case TARGET_DEST_TARGET_FRONT: angle = 0.0f; break; case TARGET_DEST_TARGET_BACK: angle = M_PI; break; case TARGET_DEST_TARGET_RIGHT: angle = M_PI/2; break; case TARGET_DEST_TARGET_LEFT: angle = -M_PI/2; break; default: angle = rand_norm()*2*M_PI; break; } target->GetClosePoint(x, y, z, 0, dist, angle); m_targets.setDestination(x, y, z); // do not know if has ground visual }break; // destination around destination case TARGET_DEST_DEST_RANDOM: { if(!m_targets.HasDest()) { sLog.outError("SPELL: no destination for spell ID %u\n", m_spellInfo->Id); break; } float x, y, z, dist, px, py, pz; dist = GetSpellRadius(sSpellRadiusStore.LookupEntry(m_spellInfo->EffectRadiusIndex[i])); x = m_targets.m_destX; y = m_targets.m_destY; z = m_targets.m_destZ; m_caster->GetRandomPoint(x, y, z, dist, px, py, pz); m_targets.setDestination(px, py, pz); }break; case TARGET_SELF2: if(!m_targets.HasDest()) { sLog.outError("SPELL: no destination for spell ID %u\n", m_spellInfo->Id); break; } break; default: break; } if (unMaxTargets && TagUnitMap.size() > unMaxTargets) { // make sure one unit is always removed per iteration uint32 removed_utarget = 0; for (std::list::iterator itr = TagUnitMap.begin(), next; itr != TagUnitMap.end(); itr = next) { next = itr; ++next; if (!*itr) continue; if ((*itr) == m_targets.getUnitTarget()) { TagUnitMap.erase(itr); removed_utarget = 1; // break; } } // remove random units from the map while (TagUnitMap.size() > unMaxTargets - removed_utarget) { uint32 poz = urand(0, TagUnitMap.size()-1); for (std::list::iterator itr = TagUnitMap.begin(); itr != TagUnitMap.end(); ++itr, --poz) { if (!*itr) continue; if (!poz) { TagUnitMap.erase(itr); break; } } } // the player's target will always be added to the map if (removed_utarget && m_targets.getUnitTarget()) TagUnitMap.push_back(m_targets.getUnitTarget()); } } void Spell::prepare(SpellCastTargets * targets, Aura* triggeredByAura) { m_targets = *targets; m_spellState = SPELL_STATE_PREPARING; m_caster->GetPosition(m_castPositionX, m_castPositionY, m_castPositionZ); 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) && m_cast_count) { SendCastResult(SPELL_FAILED_SPELL_IN_PROGRESS); finish(false); return; } if(m_caster->GetTypeId() == TYPEID_PLAYER || (m_caster->GetTypeId() == TYPEID_UNIT && ((Creature*)m_caster)->isPet())) { if(objmgr.IsPlayerSpellDisabled(m_spellInfo->Id)) { SendCastResult(SPELL_FAILED_SPELL_UNAVAILABLE); finish(false); return; } } else { if(objmgr.IsCreatureSpellDisabled(m_spellInfo->Id)) { finish(false); return; } } // Fill cost data m_powerCost = CalculatePowerCost(); uint8 result = CanCast(true); if(result != 0 && !IsAutoRepeat()) //always cast autorepeat dummy for triggering { if(triggeredByAura) { SendChannelUpdate(0); triggeredByAura->SetAuraDuration(0); } SendCastResult(result); finish(false); return; } // calculate cast time (calculated after first CanCast check to prevent charge counting for first CanCast fail) m_casttime = GetSpellCastTime(m_spellInfo, this); // set timer base at cast time ReSetTimer(); if(m_IsTriggeredSpell) cast(true); else { m_caster->SetCurrentCastedSpell( this ); m_selfContainer = &(m_caster->m_currentSpells[GetCurrentContainer()]); SendSpellStart(); } } 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::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->RemoveAurasDueToSpell(m_spellInfo->Id); } } m_caster->RemoveAurasDueToSpell(m_spellInfo->Id); 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); uint8 castResult = 0; // 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(); SetExecutedCurrently(false); return; } if(m_caster->GetTypeId() != TYPEID_PLAYER && m_targets.getUnitTarget() && m_targets.getUnitTarget() != m_caster) m_caster->SetInFront(m_targets.getUnitTarget()); castResult = CheckPower(); if(castResult != 0) { SendCastResult(castResult); finish(false); SetExecutedCurrently(false); return; } // triggered cast called from Spell::prepare where it was already checked if(!skipCheck) { castResult = CanCast(false); if(castResult != 0) { SendCastResult(castResult); finish(false); SetExecutedCurrently(false); return; } } FillTargetMap(); // 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->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CAST); } // who did this hack? // Conflagrate - consumes immolate if ((m_spellInfo->TargetAuraState == AURA_STATE_IMMOLATE) && m_targets.getUnitTarget()) { // for caster applied auras only Unit::AuraList const &mPeriodic = m_targets.getUnitTarget()->GetAurasByType(SPELL_AURA_PERIODIC_DAMAGE); for(Unit::AuraList::const_iterator i = mPeriodic.begin(); i != mPeriodic.end(); ++i) { if( (*i)->GetSpellProto()->SpellFamilyName == SPELLFAMILY_WARLOCK && ((*i)->GetSpellProto()->SpellFamilyFlags & 4) && (*i)->GetCasterGUID()==m_caster->GetGUID() ) { m_targets.getUnitTarget()->RemoveAura((*i)->GetId(), (*i)->GetEffIndex()); break; } } } if(const std::vector *spell_triggered = spellmgr.GetSpellLinked(m_spellInfo->Id)) { for(std::vector::const_iterator i = spell_triggered->begin(); i != spell_triggered->end(); ++i) { if(spell_triggered < 0) m_caster->RemoveAurasDueToSpell(-(*i)); else m_caster->CastSpell(m_targets.getUnitTarget() ? m_targets.getUnitTarget() : m_caster, *i, true); } } // 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(); // CAST SPELL SendSpellCooldown(); TakePower(); TakeReagents(); // we must remove reagents before HandleEffects to allow place crafted item in same slot if(m_spellState == SPELL_STATE_FINISHED) // stop cast if spell marked as finish somewhere in Take*/FillTargetMap { SetExecutedCurrently(false); return; } SendCastResult(castResult); SendSpellGo(); // we must send smsg_spell_go packet before m_castItem delete in TakeCastItem()... // Pass cast spell event to handler (not send triggered by aura spells) if (m_spellInfo->DmgClass != SPELL_DAMAGE_CLASS_MELEE && m_spellInfo->DmgClass != SPELL_DAMAGE_CLASS_RANGED && !m_triggeredByAuraSpell) { m_caster->ProcDamageAndSpell(m_targets.getUnitTarget(), PROC_FLAG_CAST_SPELL, PROC_FLAG_NONE, 0, SPELL_SCHOOL_MASK_NONE, m_spellInfo, m_IsTriggeredSpell); // update pointers base at GUIDs to prevent access to non-existed already object UpdatePointers(); // pointers can be invalidate at triggered spell casting } // Okay, everything is prepared. Now we need to distinguish between immediate and evented delayed spells if (m_spellInfo->speed > 0.0f && !IsChanneledSpell(m_spellInfo)) { // 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(); } SetExecutedCurrently(false); } void Spell::handle_immediate() { // start channeling if applicable if(IsChanneledSpell(m_spellInfo)) { m_spellState = SPELL_STATE_CASTING; m_caster->AddInterruptMask(m_spellInfo->ChannelInterruptFlags); SendChannelStart(GetSpellDuration(m_spellInfo)); } // process immediate effects (items, ground, etc.) also initialize some variables _handle_immediate_phase(); for(std::list::iterator ihit= m_UniqueTargetInfo.begin();ihit != m_UniqueTargetInfo.end();++ihit) DoAllEffectOnTarget(&(*ihit)); for(std::list::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::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::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(uint32 j = 0;j<3;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(j) ) { HandleEffects(NULL,NULL,NULL, 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(m_originalCaster) if(Player* modOwner = m_originalCaster->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::iterator ihit= m_UniqueItemInfo.begin();ihit != m_UniqueItemInfo.end();++ihit) DoAllEffectOnTarget(&(*ihit)); // process ground for(uint32 j = 0;j<3;j++) { // persistent area auras target only the ground if(m_spellInfo->Effect[j] == SPELL_EFFECT_PERSISTENT_AREA_AURA) HandleEffects(NULL,NULL,NULL, 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; // Add cooldown for max (disable spell) // Cooldown started on SendCooldownEvent call if (m_spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE) { _player->AddSpellCooldown(m_spellInfo->Id, 0, time(NULL) - 1); return; } // init cooldown values uint32 cat = 0; int32 rec = -1; int32 catrec = -1; // some special item spells without correct cooldown in SpellInfo // cooldown information stored in item prototype // This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client. if(m_CastItem) { ItemPrototype const* proto = m_CastItem->GetProto(); if(proto) { for(int idx = 0; idx < 5; ++idx) { if(proto->Spells[idx].SpellId == m_spellInfo->Id) { cat = proto->Spells[idx].SpellCategory; rec = proto->Spells[idx].SpellCooldown; catrec = proto->Spells[idx].SpellCategoryCooldown; break; } } } } // if no cooldown found above then base at DBC data if(rec < 0 && catrec < 0) { cat = m_spellInfo->Category; rec = m_spellInfo->RecoveryTime; catrec = m_spellInfo->CategoryRecoveryTime; } // shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK) // prevent 0 cooldowns set by another way if (rec <= 0 && catrec <= 0 && (cat == 76 || cat == 351)) rec = _player->GetAttackTime(RANGED_ATTACK); // Now we have cooldown data (if found any), time to apply mods if(rec > 0) _player->ApplySpellMod(m_spellInfo->Id, SPELLMOD_COOLDOWN, rec, this); if(catrec > 0) _player->ApplySpellMod(m_spellInfo->Id, SPELLMOD_COOLDOWN, catrec, this); // replace negative cooldowns by 0 if (rec < 0) rec = 0; if (catrec < 0) catrec = 0; // no cooldown after applying spell mods if( rec == 0 && catrec == 0) return; time_t curTime = time(NULL); time_t catrecTime = catrec ? curTime+catrec/1000 : 0; // in secs time_t recTime = rec ? curTime+rec/1000 : catrecTime;// in secs // self spell cooldown if(recTime > 0) _player->AddSpellCooldown(m_spellInfo->Id, m_CastItem ? m_CastItem->GetEntry() : 0, recTime); // category spells if (catrec > 0) { SpellCategoryStore::const_iterator i_scstore = sSpellCategoryStore.find(cat); if(i_scstore != sSpellCategoryStore.end()) { for(SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset) { if(*i_scset == m_spellInfo->Id) // skip main spell, already handled above continue; _player->AddSpellCooldown(m_spellInfo->Id, m_CastItem ? m_CastItem->GetEntry() : 0, catrecTime); } } } } 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[0] != SPELL_EFFECT_STUCK || !m_caster->HasUnitMovementFlag(MOVEMENTFLAG_FALLING))) { // 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(m_caster->HasUnitMovementFlag(MOVEMENTFLAG_JUMPING)) cancel(); // check for incapacitating player states if( m_caster->hasUnitState(UNIT_STAT_STUNNED | UNIT_STAT_CONFUSED)) 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( m_caster->GetTypeId() == TYPEID_PLAYER && !IsAutoRepeat() && !IsNextMeleeSwingSpell() ) { for(std::list::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; ((Player*)m_caster)->CastedCreatureOrGO(unit->GetEntry(),unit->GetGUID(),m_spellInfo->Id); } for(std::list::iterator ihit= m_UniqueGOTargetInfo.begin();ihit != m_UniqueGOTargetInfo.end();++ihit) { GOTargetInfo* target = &*ihit; GameObject* go = ObjectAccessor::GetGameObject(*m_caster, target->targetGUID); if(!go) continue; ((Player*)m_caster)->CastedCreatureOrGO(go->GetEntry(),go->GetGUID(),m_spellInfo->Id); } } finish(); } } break; default: { }break; } } void Spell::finish(bool ok) { if(!m_caster) return; if(IsChanneledSpell(m_spellInfo)) m_caster->UpdateInterruptMask(); if(m_spellState == SPELL_STATE_FINISHED) return; m_spellState = SPELL_STATE_FINISHED; //remove spell mods if (m_caster->GetTypeId() == TYPEID_PLAYER) ((Player*)m_caster)->RemoveSpellMods(this); // other code related only to successfully finished spells if(!ok) return; //handle SPELL_AURA_ADD_TARGET_TRIGGER auras Unit::AuraList const& targetTriggers = m_caster->GetAurasByType(SPELL_AURA_ADD_TARGET_TRIGGER); for(Unit::AuraList::const_iterator i = targetTriggers.begin(); i != targetTriggers.end(); ++i) { SpellEntry const *auraSpellInfo = (*i)->GetSpellProto(); uint32 auraSpellIdx = (*i)->GetEffIndex(); if (IsAffectedBy(auraSpellInfo, auraSpellIdx)) { for(std::list::iterator ihit= m_UniqueTargetInfo.begin();ihit != m_UniqueTargetInfo.end();++ihit) if( ihit->effectMask & (1<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()) { // 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)); } } } } 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 any miss exist bool needDrop = true; for(std::list::iterator ihit= m_UniqueTargetInfo.begin();ihit != m_UniqueTargetInfo.end();++ihit) if (ihit->missCondition != SPELL_MISS_NONE) { needDrop = false; break; } if (needDrop) ((Player*)m_caster)->ClearComboPoints(); } // call triggered spell only at successful cast (after clear combo points -> for add some if need) if(!m_TriggerSpells.empty()) TriggerSpell(); // Stop Attack for some spells if( m_spellInfo->Attributes & SPELL_ATTR_STOP_ATTACK_TARGET ) m_caster->AttackStop(); } void Spell::SendCastResult(uint8 result) { if (m_caster->GetTypeId() != TYPEID_PLAYER) return; if(((Player*)m_caster)->GetSession()->PlayerLoading()) // don't send cast results at loading time return; if(result != 0) { WorldPacket data(SMSG_CAST_FAILED, (4+1+1)); data << uint32(m_spellInfo->Id); data << uint8(result); // problem data << uint8(m_cast_count); // single cast or multi 2.3 (0/1) switch (result) { case SPELL_FAILED_REQUIRES_SPELL_FOCUS: data << uint32(m_spellInfo->RequiresSpellFocus); break; case SPELL_FAILED_REQUIRES_AREA: // hardcode areas limitation case if( m_spellInfo->Id==41618 || m_spellInfo->Id==41620 ) data << uint32(3842); else if( m_spellInfo->Id==41617 || m_spellInfo->Id==41619 ) data << uint32(3905); // normal case else data << uint32(m_spellInfo->AreaId); break; case SPELL_FAILED_TOTEMS: if(m_spellInfo->Totem[0]) data << uint32(m_spellInfo->Totem[0]); if(m_spellInfo->Totem[1]) data << uint32(m_spellInfo->Totem[1]); break; case SPELL_FAILED_TOTEM_CATEGORY: if(m_spellInfo->TotemCategory[0]) data << uint32(m_spellInfo->TotemCategory[0]); if(m_spellInfo->TotemCategory[1]) data << uint32(m_spellInfo->TotemCategory[1]); break; case SPELL_FAILED_EQUIPPED_ITEM_CLASS: data << uint32(m_spellInfo->EquippedItemClass); data << uint32(m_spellInfo->EquippedItemSubClassMask); data << uint32(m_spellInfo->EquippedItemInventoryTypeMask); break; } ((Player*)m_caster)->GetSession()->SendPacket(&data); } else { WorldPacket data(SMSG_CLEAR_EXTRA_AURA_INFO, (8+4)); data.append(m_caster->GetPackGUID()); data << uint32(m_spellInfo->Id); ((Player*)m_caster)->GetSession()->SendPacket(&data); } } void Spell::SendSpellStart() { if(!IsNeedSendToClient()) return; sLog.outDebug("Sending SMSG_SPELL_START id=%u",m_spellInfo->Id); uint16 castFlags = CAST_FLAG_UNKNOWN1; if(IsRangedSpell()) castFlags |= CAST_FLAG_AMMO; Unit * target; if(!m_targets.getUnitTarget()) target = m_caster; else target = m_targets.getUnitTarget(); 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 << uint32(m_spellInfo->Id); data << uint8(m_cast_count); // single cast or multi 2.3 (0/1) data << uint16(castFlags); data << uint32(m_timer); m_targets.write(&data); if( castFlags & CAST_FLAG_AMMO ) WriteAmmoToPacket(&data); 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); Unit * target; if(!m_targets.getUnitTarget()) target = m_caster; else target = m_targets.getUnitTarget(); uint16 castFlags = CAST_FLAG_UNKNOWN3; if(IsRangedSpell()) castFlags |= CAST_FLAG_AMMO; 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 << uint32(m_spellInfo->Id); data << uint16(castFlags); data << uint32(getMSTime()); // timestamp WriteSpellGoTargets(&data); m_targets.write(&data); if( castFlags & CAST_FLAG_AMMO ) WriteAmmoToPacket(&data); 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 = objmgr.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; } } } } // TODO: implement selection ammo data based at ranged weapon stored in equipmodel/equipinfo/equipslot fields *data << uint32(ammoDisplayID); *data << uint32(ammoInventoryType); } void Spell::WriteSpellGoTargets( WorldPacket * data ) { *data << (uint8)m_countOfHit; for(std::list::iterator ihit= m_UniqueTargetInfo.begin();ihit != m_UniqueTargetInfo.end();++ihit) if ((*ihit).missCondition == SPELL_MISS_NONE) // Add only hits *data << uint64(ihit->targetGUID); for(std::list::iterator ighit= m_UniqueGOTargetInfo.begin();ighit != m_UniqueGOTargetInfo.end();++ighit) *data << uint64(ighit->targetGUID); // Always hits *data << (uint8)m_countOfMiss; for(std::list::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); } } } 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[0]); // spell effect? uint32 count2 = 1; data << uint32(count2); // count2 (target count?) for(uint32 j = 0; j < count2; ++j) { switch(m_spellInfo->Effect[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: case SPELL_EFFECT_OPEN_LOCK_ITEM: if(Item *item = m_targets.getItemTarget()) data.append(item->GetPackGUID()); else data << uint8(0); break; case SPELL_EFFECT_CREATE_ITEM: data << uint32(m_spellInfo->EffectItemType[0]); break; case SPELL_EFFECT_SUMMON: case SPELL_EFFECT_SUMMON_WILD: case SPELL_EFFECT_SUMMON_GUARDIAN: case SPELL_EFFECT_TRANS_DOOR: case SPELL_EFFECT_SUMMON_PET: case SPELL_EFFECT_SUMMON_POSSESSED: case SPELL_EFFECT_SUMMON_TOTEM: case SPELL_EFFECT_SUMMON_OBJECT_WILD: case SPELL_EFFECT_CREATE_HOUSE: case SPELL_EFFECT_DUEL: case SPELL_EFFECT_SUMMON_TOTEM_SLOT1: case SPELL_EFFECT_SUMMON_TOTEM_SLOT2: case SPELL_EFFECT_SUMMON_TOTEM_SLOT3: case SPELL_EFFECT_SUMMON_TOTEM_SLOT4: case SPELL_EFFECT_SUMMON_PHANTASM: case SPELL_EFFECT_SUMMON_CRITTER: case SPELL_EFFECT_SUMMON_OBJECT_SLOT1: case SPELL_EFFECT_SUMMON_OBJECT_SLOT2: case SPELL_EFFECT_SUMMON_OBJECT_SLOT3: case SPELL_EFFECT_SUMMON_OBJECT_SLOT4: case SPELL_EFFECT_SUMMON_DEMON: case SPELL_EFFECT_150: 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; 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 << m_spellInfo->Id; data << result; m_caster->SendMessageToSet(&data, true); data.Initialize(SMSG_SPELL_FAILED_OTHER, (8+4)); data.append(m_caster->GetPackGUID()); data << m_spellInfo->Id; m_caster->SendMessageToSet(&data, true); } void Spell::SendChannelUpdate(uint32 time) { if(time == 0) { m_caster->SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT,0); m_caster->SetUInt32Value(UNIT_CHANNEL_SPELL,0); } if (m_caster->GetTypeId() != TYPEID_PLAYER) return; WorldPacket data( MSG_CHANNEL_UPDATE, 8+4 ); data.append(m_caster->GetPackGUID()); data << time; ((Player*)m_caster)->GetSession()->SendPacket( &data ); } 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::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::iterator itr= m_UniqueGOTargetInfo.begin();itr != m_UniqueGOTargetInfo.end();++itr) { if(itr->effectMask & (1<<0) ) { target = ObjectAccessor::GetGameObject(*m_caster, itr->targetGUID); break; } } } if (m_caster->GetTypeId() == TYPEID_PLAYER) { WorldPacket data( MSG_CHANNEL_START, (8+4+4) ); data.append(m_caster->GetPackGUID()); data << m_spellInfo->Id; data << duration; ((Player*)m_caster)->GetSession()->SendPacket( &data ); } m_timer = duration; if(target) m_caster->SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, target->GetGUID()); m_caster->SetUInt32Value(UNIT_CHANNEL_SPELL, m_spellInfo->Id); } void Spell::SendResurrectRequest(Player* target) { WorldPacket data(SMSG_RESURRECT_REQUEST, (8+4+2+4)); data << m_caster->GetGUID(); data << uint32(1) << uint16(0) << uint32(1); target->GetSession()->SendPacket(&data); } void Spell::SendPlaySpellVisual(uint32 SpellID) { if (m_caster->GetTypeId() != TYPEID_PLAYER) return; WorldPacket data(SMSG_PLAY_SPELL_VISUAL, 12); data << m_caster->GetGUID(); data << SpellID; ((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<5; i++) { if (proto->Spells[i].SpellId) { // item has limited charges if (proto->Spells[i].SpellCharges) { if (proto->Spells[i].SpellCharges < 0) 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 < 2) 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); m_caster->ModifyPower(powerType, -(int32)m_powerCost); // Set the five second timer if (powerType == POWER_MANA && m_powerCost > 0) m_caster->SetLastManaUse(getMSTime()); } void Spell::TakeReagents() { if(m_IsTriggeredSpell) // reagents used in triggered spell removed by original spell or don't must be removed. return; if (m_caster->GetTypeId() != TYPEID_PLAYER) return; if (m_spellInfo->AttributesEx5 & SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP && m_caster->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PREPARATION)) return; Player* p_caster = (Player*)m_caster; 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<5;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; SpellThreatEntry const *threatSpell = sSpellThreatStore.LookupEntry(spellId); if(!threatSpell) return; m_targets.getUnitTarget()->AddThreat(m_caster, float(threatSpell->threat)); DEBUG_LOG("Spell %u, rank %u, added an additional %i threat", spellId, spellmgr.GetSpellRank(spellId), threatSpell->threat); } void Spell::HandleEffects(Unit *pUnitTarget,Item *pItemTarget,GameObject *pGOTarget,uint32 i, float DamageMultiplier) { unitTarget = pUnitTarget; itemTarget = pItemTarget; gameObjTarget = pGOTarget; uint8 eff = m_spellInfo->Effect[i]; uint32 mechanic = m_spellInfo->EffectMechanic[i]; damage = int32(CalculateDamage((uint8)i,unitTarget)*DamageMultiplier); sLog.outDebug( "Spell: Effect : %u", eff); //Simply return. Do not display "immune" in red text on client if(unitTarget && unitTarget->IsImmunedToSpellEffect(eff, mechanic)) return; if(eff TOTAL_SPELL_EFFECTS ", eff); if (m_CastItem) EffectEnchantItemTmp(i); else { sLog.outError("SPELL: unknown effect %u spell id %u\n", eff, m_spellInfo->Id); } } */ } void Spell::TriggerSpell() { for(TriggerSpells::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 } } uint8 Spell::CanCast(bool strict) { // check cooldowns to prevent cheating if(m_caster->GetTypeId()==TYPEID_PLAYER && ((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) { // Cannot be used in this stance/form if(uint8 shapeError = GetErrorAtShapeshiftedCast(m_spellInfo, m_caster->m_form)) 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; // 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( (!m_caster->HasUnitMovementFlag(MOVEMENTFLAG_FALLING) || m_spellInfo->Effect[0] != SPELL_EFFECT_STUCK) && (IsAutoRepeat() || (m_spellInfo->AuraInterruptFlags & AURA_INTERRUPT_FLAG_NOT_SEATED) != 0) ) return SPELL_FAILED_MOVING; } Unit *target = m_targets.getUnitTarget(); if(target) { // 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(target != m_caster) { // target state requirements (apply to non-self only), to allow cast affects to self like Dirty Deeds if(m_spellInfo->TargetAuraState && !target->HasAuraState(AuraState(m_spellInfo->TargetAuraState))) 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<3;i++) { if(IsPositiveEffect(m_spellInfo->Id, i) && m_spellInfo->Effect[i] == SPELL_EFFECT_APPLY_AURA) if(target->getLevel() + 10 < m_spellInfo->spellLevel) return SPELL_FAILED_LOWLEVEL; } } } // check pet presents for(int j=0;j<3;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(target != m_caster) { if(!CheckTargetCreatureType(target)) { if(target->GetTypeId()==TYPEID_PLAYER) return SPELL_FAILED_TARGET_IS_PLAYER; else return SPELL_FAILED_BAD_TARGETS; } } // 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(m_caster != target && 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(m_caster->IsHostileTo(target)) return SPELL_FAILED_BAD_TARGETS; } else { if(m_caster->IsFriendlyTo(target)) return SPELL_FAILED_BAD_TARGETS; } } if(IsPositiveSpell(m_spellInfo->Id)) { if(target->IsImmunedToSpell(m_spellInfo,false)) return SPELL_FAILED_TARGET_AURASTATE; } //Must be behind the target. if( m_spellInfo->AttributesEx2 == 0x100000 && (m_spellInfo->AttributesEx & 0x200) == 0x200 && target->HasInArc(M_PI, m_caster) ) { SendInterrupted(2); return SPELL_FAILED_NOT_BEHIND; } //Target must be facing you. if((m_spellInfo->Attributes == 0x150010) && !target->HasInArc(M_PI, m_caster) ) { SendInterrupted(2); return SPELL_FAILED_NOT_INFRONT; } // check if target is in combat if (target != m_caster && (m_spellInfo->AttributesEx & SPELL_ATTR_EX_NOT_IN_COMBAT_TARGET) && target->isInCombat()) { return SPELL_FAILED_TARGET_AFFECTING_COMBAT; } } // Spell casted only on battleground if((m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_BATTLEGROUND) && m_caster->GetTypeId()==TYPEID_PLAYER) if(!((Player*)m_caster)->InBattleGround()) return SPELL_FAILED_ONLY_BATTLEGROUNDS; // do not allow spells to be cast in arenas // - with greater than 15 min CD without SPELL_ATTR_EX4_USABLE_IN_ARENA flag // - with SPELL_ATTR_EX4_NOT_USABLE_IN_ARENA flag if( (m_spellInfo->AttributesEx4 & SPELL_ATTR_EX4_NOT_USABLE_IN_ARENA) || GetSpellRecoveryTime(m_spellInfo) > 15 * MINUTE * 1000 && !(m_spellInfo->AttributesEx4 & SPELL_ATTR_EX4_USABLE_IN_ARENA) ) if(MapEntry const* mapEntry = sMapStore.LookupEntry(m_caster->GetMapId())) if(mapEntry->IsBattleArena()) return SPELL_FAILED_NOT_IN_ARENA; // zone check if(!IsSpellAllowedInLocation(m_spellInfo,m_caster->GetMapId(),m_caster->GetZoneId(),m_caster->GetAreaId())) return SPELL_FAILED_REQUIRES_AREA; // 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_FLYING; 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)) if(uint8 castResult = CheckItems()) return castResult; if(uint8 castResult = CheckRange(strict)) return castResult; { if(uint8 castResult = CheckPower()) return castResult; } if(!m_triggeredByAuraSpell) // triggered spell not affected by stun/etc if(uint8 castResult = CheckCasterAuras()) return castResult; for (int i = 0; i < 3; i++) { // for effects of spells that have only one target switch(m_spellInfo->Effect[i]) { 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, target )) return SPELL_FAILED_UNIT_NOT_INFRONT; } break; } case SPELL_EFFECT_SCHOOL_DAMAGE: { // Hammer of Wrath if(m_spellInfo->SpellVisual == 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_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(!pet->CanTakeMoreActiveSpells(learn_spellproto->Id)) return SPELL_FAILED_TOO_MANY_SKILLS; if(m_spellInfo->spellLevel > pet->getLevel()) return SPELL_FAILED_LOWLEVEL; if(!pet->HasTPForSpell(learn_spellproto->Id)) return SPELL_FAILED_TRAINING_POINTS; 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(!pet->CanTakeMoreActiveSpells(learn_spellproto->Id)) return SPELL_FAILED_TOO_MANY_SKILLS; if(m_spellInfo->spellLevel > pet->getLevel()) return SPELL_FAILED_LOWLEVEL; if(!pet->HasTPForSpell(learn_spellproto->Id)) return SPELL_FAILED_TRAINING_POINTS; break; } case SPELL_EFFECT_FEED_PET: { if (m_caster->GetTypeId() != TYPEID_PLAYER || !m_targets.getItemTarget() ) return SPELL_FAILED_BAD_TARGETS; Pet* pet = m_caster->GetPet(); if(!pet) return SPELL_FAILED_NO_PET; if(!pet->HaveInDiet(m_targets.getItemTarget()->GetProto())) return SPELL_FAILED_WRONG_PET_FOOD; if(!pet->GetCurrentFoodBenefitLevel(m_targets.getItemTarget()->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_ITEM: 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)->isAllowUseBattleGroundObject() ) return SPELL_FAILED_TRY_AGAIN; // get the lock entry LockEntry const *lockInfo = NULL; if (GameObject* go=m_targets.getGOTarget()) lockInfo = sLockStore.LookupEntry(go->GetLockId()); else if(Item* itm=m_targets.getItemTarget()) lockInfo = sLockStore.LookupEntry(itm->GetProto()->LockID); // check lock compatibility if (lockInfo) { // check for lock - key pair (checked by client also, just prevent cheating bool ok_key = false; for(int it = 0; it < 5; ++it) { switch(lockInfo->keytype[it]) { case LOCK_KEY_NONE: break; case LOCK_KEY_ITEM: { if(lockInfo->key[it]) { if(m_CastItem && m_CastItem->GetEntry()==lockInfo->key[it]) ok_key =true; break; } } case LOCK_KEY_SKILL: { if(uint32(m_spellInfo->EffectMiscValue[i])!=lockInfo->key[it]) break; switch(lockInfo->key[it]) { case LOCKTYPE_HERBALISM: if(((Player*)m_caster)->HasSkill(SKILL_HERBALISM)) ok_key =true; break; case LOCKTYPE_MINING: if(((Player*)m_caster)->HasSkill(SKILL_MINING)) ok_key =true; break; default: ok_key =true; break; } } } if(ok_key) break; } if(!ok_key) return SPELL_FAILED_BAD_TARGETS; } // chance for fail at orange mining/herb/LockPicking gathering attempt if (!m_selfContainer || ((*m_selfContainer) != this)) break; // get the skill value of the player int32 SkillValue = 0; bool canFailAtMax = true; if (m_spellInfo->EffectMiscValue[i] == LOCKTYPE_HERBALISM) { SkillValue = ((Player*)m_caster)->GetSkillValue(SKILL_HERBALISM); canFailAtMax = false; } else if (m_spellInfo->EffectMiscValue[i] == LOCKTYPE_MINING) { SkillValue = ((Player*)m_caster)->GetSkillValue(SKILL_MINING); canFailAtMax = false; } else if (m_spellInfo->EffectMiscValue[i] == LOCKTYPE_PICKLOCK) SkillValue = ((Player*)m_caster)->GetSkillValue(SKILL_LOCKPICKING); // castitem check: rogue using skeleton keys. the skill values should not be added in this case. if(m_CastItem) SkillValue = 0; // add the damage modifier from the spell casted (cheat lock / skeleton key etc.) (use m_currentBasePoints, CalculateDamage returns wrong value) SkillValue += m_currentBasePoints[i]+1; // get the required lock value int32 ReqValue=0; if (lockInfo) { // check for lock - key pair bool ok = false; for(int it = 0; it < 5; ++it) { if(lockInfo->keytype[it]==LOCK_KEY_ITEM && lockInfo->key[it] && m_CastItem && m_CastItem->GetEntry()==lockInfo->key[it]) { // if so, we're good to go ok = true; break; } } if(ok) break; if (m_spellInfo->EffectMiscValue[i] == LOCKTYPE_PICKLOCK) ReqValue = lockInfo->requiredlockskill; else ReqValue = lockInfo->requiredminingskill; } // skill doesn't meet the required value if (ReqValue > SkillValue) return SPELL_FAILED_LOW_CASTLEVEL; // chance for failure in orange gather / lockpick (gathering skill can't fail at maxskill) if((canFailAtMax || SkillValue < sWorld.GetConfigMaxSkillValue()) && ReqValue > 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 now and don't make this check for summon types similar // SPELL_EFFECT_SUMMON_CRITTER, SPELL_EFFECT_SUMMON_WILD or SPELL_EFFECT_SUMMON_GUARDIAN. // These won't show up in m_caster->GetPetGUID() case SPELL_EFFECT_SUMMON: { switch(m_spellInfo->EffectMiscValueB[i]) { case SUMMON_TYPE_POSESSED: case SUMMON_TYPE_POSESSED2: case SUMMON_TYPE_DEMON: case SUMMON_TYPE_SUMMON: { if(m_caster->GetPetGUID()) return SPELL_FAILED_ALREADY_HAVE_SUMMON; if(m_caster->GetCharmGUID()) return SPELL_FAILED_ALREADY_HAVE_CHARM; break; } } break; } // Don't make this check for SPELL_EFFECT_SUMMON_CRITTER, SPELL_EFFECT_SUMMON_WILD or SPELL_EFFECT_SUMMON_GUARDIAN. // These won't show up in m_caster->GetPetGUID() case SPELL_EFFECT_SUMMON_POSSESSED: case SPELL_EFFECT_SUMMON_PHANTASM: case SPELL_EFFECT_SUMMON_DEMON: { 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 = objmgr.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 = MapManager::Instance().GetBaseMap(m_caster->GetMapId())->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 < 3; i++) { switch(m_spellInfo->EffectApplyAuraName[i]) { case SPELL_AURA_DUMMY: { if(m_spellInfo->Id == 1515) { if (!m_targets.getUnitTarget() || m_targets.getUnitTarget()->GetTypeId() == TYPEID_PLAYER) return SPELL_FAILED_BAD_IMPLICIT_TARGETS; if (m_targets.getUnitTarget()->getLevel() > m_caster->getLevel()) return SPELL_FAILED_HIGHLEVEL; // use SMSG_PET_TAME_FAILURE? if (!((Creature*)m_targets.getUnitTarget())->GetCreatureInfo()->isTameable ()) 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; } }break; case SPELL_AURA_MOD_POSSESS: case SPELL_AURA_MOD_CHARM: { 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(i,m_targets.getUnitTarget())) return SPELL_FAILED_HIGHLEVEL; };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->AreaId) return SPELL_FAILED_NO_MOUNTS_ALLOWED; if (m_caster->GetAreaId()==35) 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 ) 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_MOD_INCREASE_FLIGHT_SPEED: case SPELL_AURA_FLY: { // not allow cast fly spells at old maps by players (all spells is self target) if(m_caster->GetTypeId()==TYPEID_PLAYER) { if( !((Player*)m_caster)->isGameMaster() && GetVirtualMapForMapAndZone(m_caster->GetMapId(),m_caster->GetZoneId()) != 530) return 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 0; } int16 Spell::PetCanCast(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(uint32 i = 0;i<3;i++) { if(m_spellInfo->EffectImplicitTargetA[i] == TARGET_CHAIN_DAMAGE || m_spellInfo->EffectImplicitTargetA[i] == TARGET_SINGLE_FRIEND || 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<3;j++) { //TARGET_DUELVSPLAYER is positive AND negative duelvsplayertar |= (m_spellInfo->EffectImplicitTargetA[j] == TARGET_DUELVSPLAYER); } // AoE spells have the caster as their target if(m_caster->IsFriendlyTo(target) && m_caster != target && !duelvsplayertar) { return SPELL_FAILED_BAD_TARGETS; } } } //cooldown if(((Creature*)m_caster)->HasSpellCooldown(m_spellInfo->Id)) return SPELL_FAILED_NOT_READY; } uint16 result = CanCast(true); if(result != 0) return result; else return -1; //this allows to check spell fail 0, in combat } uint8 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 0; 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 < 3; 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]); 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==(uint32)42292) mechanic_immune = IMMUNE_TO_MOVEMENT_IMPAIRMENT_AND_LOSS_CONTROL_MASK; } //Check whether the cast should be prevented by any state you might have. uint8 prevented_reason = 0; // Have to check if there is a stun aura. Otherwise will have problems with ghost aura apply while logging out if(!(m_spellInfo->AttributesEx5 & SPELL_ATTR_EX5_USABLE_WHILE_STUNNED) && m_caster->HasAuraType(SPELL_AURA_MOD_STUN)) prevented_reason = SPELL_FAILED_STUNNED; else if(m_caster->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED) && !(m_spellInfo->AttributesEx5 & SPELL_ATTR_EX5_USABLE_WHILE_CONFUSED)) prevented_reason = SPELL_FAILED_CONFUSED; else if(m_caster->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING) && !(m_spellInfo->AttributesEx5 & SPELL_ATTR_EX5_USABLE_WHILE_FEARED)) prevented_reason = SPELL_FAILED_FLEEING; else if(m_caster->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED) && m_spellInfo->PreventionType==SPELL_PREVENTION_TYPE_SILENCE) prevented_reason = SPELL_FAILED_SILENCED; else if(m_caster->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED) && m_spellInfo->PreventionType==SPELL_PREVENTION_TYPE_PACIFY) prevented_reason = SPELL_FAILED_PACIFIED; // Attr must make flag drop spell totally immuned from all effects if(prevented_reason) { 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; } } } } //You are prevented from casting and the spell casted does not grant immunity. Return a failed error. else return prevented_reason; } return 0; // all ok } bool Spell::CanAutoCast(Unit* target) { uint64 targetguid = target->GetGUID(); for(uint32 j = 0;j<3;j++) { if(m_spellInfo->Effect[j] == SPELL_EFFECT_APPLY_AURA) { if( m_spellInfo->StackAmount <= 1) { if( target->HasAura(m_spellInfo->Id, j) ) return false; } else { if( target->GetAuras().count(Unit::spellEffectPair(m_spellInfo->Id, j)) >= m_spellInfo->StackAmount) return false; } } else if ( IsAreaAuraEffect( m_spellInfo->Effect[j] )) { if( target->HasAura(m_spellInfo->Id, j) ) return false; } } int16 result = PetCanCast(target); if(result == -1 || 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::iterator ihit= m_UniqueTargetInfo.begin();ihit != m_UniqueTargetInfo.end();++ihit) if( ihit->targetGUID == targetguid ) return true; } return false; //target invalid } uint8 Spell::CheckRange(bool strict) { float range_mod; // self cast doesn't need range checking -- also for Starshards fix if (m_spellInfo->rangeIndex == 1) return 0; 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); float max_range = GetSpellMaxRange(srange) + range_mod; float min_range = GetSpellMinRange(srange); if(Player* modOwner = m_caster->GetSpellModOwner()) modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RANGE, max_range, this); Unit *target = m_targets.getUnitTarget(); if(target && target != m_caster) { // distance from target center in checks if(!m_caster->IsWithinCombatDist(target, max_range)) return SPELL_FAILED_OUT_OF_RANGE; //0x5A; if(min_range && m_caster->IsWithinCombatDist(target, min_range)) // skip this check if min_range = 0 return SPELL_FAILED_TOO_CLOSE; if( m_caster->GetTypeId() == TYPEID_PLAYER && (m_spellInfo->FacingCasterFlags & SPELL_FACING_FLAG_INFRONT) && !m_caster->HasInArc( M_PI, 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) { float dist = m_caster->GetDistance(m_targets.m_destX, m_targets.m_destY, m_targets.m_destZ); if(dist > max_range) return SPELL_FAILED_OUT_OF_RANGE; if(dist < min_range) return SPELL_FAILED_TOO_CLOSE; } return 0; // 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: // case POWER_RUNES: powerCost += m_spellInfo->ManaCostPercentage * m_caster->GetMaxPower(Powers(m_spellInfo->powerType)) / 100; 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; } uint8 Spell::CheckPower() { // item cast not used power if(m_CastItem) return 0; // health as power used - need check health amount if(m_spellInfo->powerType == POWER_HEALTH) { if(m_caster->GetHealth() <= m_powerCost) return SPELL_FAILED_CASTER_AURASTATE; return 0; } // 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 power amount Powers powerType = Powers(m_spellInfo->powerType); if(m_caster->GetPower(powerType) < m_powerCost) return SPELL_FAILED_NO_POWER; else return 0; } uint8 Spell::CheckItems() { if (m_caster->GetTypeId() != TYPEID_PLAYER) return 0; uint32 itemid, itemcount; Player* p_caster = (Player*)m_caster; if(m_CastItem) { itemid = m_CastItem->GetEntry(); if( !p_caster->HasItemCount(itemid,1) ) return SPELL_FAILED_ITEM_NOT_READY; else { ItemPrototype const *proto = m_CastItem->GetProto(); if(!proto) return SPELL_FAILED_ITEM_NOT_READY; for (int i = 0; i<5; i++) { if (proto->Spells[i].SpellCharges) { if(m_CastItem->GetSpellCharges(i)==0) return SPELL_FAILED_NO_CHARGES_REMAIN; } } uint32 ItemClass = proto->Class; if (ItemClass == ITEM_CLASS_CONSUMABLE && m_targets.getUnitTarget()) { for (int i = 0; i < 3; 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()) return (uint8)SPELL_FAILED_ALREADY_AT_FULL_HEALTH; // 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) return (uint8)SPELL_FAILED_ALREADY_AT_FULL_POWER; Powers power = Powers(m_spellInfo->EffectMiscValue[i]); if (m_targets.getUnitTarget()->GetPower(power) == m_targets.getUnitTarget()->GetMaxPower(power)) return (uint8)SPELL_FAILED_ALREADY_AT_FULL_POWER; } } } } } 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; } if(m_spellInfo->RequiresSpellFocus) { CellPair p(Trinity::ComputeCellPair(m_caster->GetPositionX(), m_caster->GetPositionY())); Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; GameObject* ok = NULL; Trinity::GameObjectFocusCheck go_check(m_caster,m_spellInfo->RequiresSpellFocus); Trinity::GameObjectSearcher checker(ok,go_check); TypeContainerVisitor, GridTypeMapContainer > object_checker(checker); CellLock cell_lock(cell, p); cell_lock->Visit(cell_lock, object_checker, *MapManager::Instance().GetMap(m_caster->GetMapId(), m_caster)); if(!ok) return (uint8)SPELL_FAILED_REQUIRES_SPELL_FOCUS; focusObject = ok; // game object found in range } if (!(m_spellInfo->AttributesEx5 & SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP && m_caster->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PREPARATION))) { for(uint32 i=0;i<8;i++) { if(m_spellInfo->Reagent[i] <= 0) continue; itemid = m_spellInfo->Reagent[i]; 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_ITEM_NOT_READY; for(int s=0;s<5;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; } } } if( !p_caster->HasItemCount(itemid,itemcount) ) return (uint8)SPELL_FAILED_ITEM_NOT_READY; //0x54 } } 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 (uint8)SPELL_FAILED_TOTEMS; //0x7C //Check items for TotemCategory 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 (uint8)SPELL_FAILED_TOTEM_CATEGORY; //0x7B for(int i = 0; i < 3; i++) { switch (m_spellInfo->Effect[i]) { case SPELL_EFFECT_CREATE_ITEM: { if (!m_IsTriggeredSpell && m_spellInfo->EffectItemType[i]) { 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 ); return SPELL_FAILED_DONT_REPORT; } } break; } case SPELL_EFFECT_ENCHANT_ITEM: { 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_PROSPECT_NEED_MORE; if(!LootTemplates_Prospecting.HaveLootFor(m_targets.getItemTargetEntry())) return SPELL_FAILED_CANT_BE_PROSPECTED; 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); if(!pItem || pItem->IsBroken()) 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 = objmgr.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: default: break; } break; } default:break; } } return uint8(0); } void Spell::Delayed() // only called in DealDamage() { 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 // spells not loosing casting time ( slam, dynamites, bombs.. ) //if(!(m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_DAMAGE)) // return; //check resist chance int32 resistChance = 100; //must be initialized to 100 for percent modifiers ((Player*)m_caster)->ApplySpellMod(m_spellInfo->Id,SPELLMOD_NOT_LOSE_CASTING_TIME,resistChance, this); resistChance += m_caster->GetTotalAuraModifier(SPELL_AURA_RESIST_PUSHBACK) - 100; if (roll_chance_i(resistChance)) return; int32 delaytime = GetNextDelayAtDamageMsTime(); 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; //check resist chance int32 resistChance = 100; //must be initialized to 100 for percent modifiers ((Player*)m_caster)->ApplySpellMod(m_spellInfo->Id,SPELLMOD_NOT_LOSE_CASTING_TIME,resistChance, this); resistChance += m_caster->GetTotalAuraModifier(SPELL_AURA_RESIST_PUSHBACK) - 100; if (roll_chance_i(resistChance)) return; int32 delaytime = GetNextDelayAtDamageMsTime(); 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::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) { for (int j=0;j<3;j++) if( ihit->effectMask & (1<DelayAura(m_spellInfo->Id, j, delaytime); } } } for(int j = 0; j < 3; j++) { // partially interrupt persistent area auras DynamicObject* dynObj = m_caster->GetDynObject(m_spellInfo->Id, j); if(dynObj) dynObj->Delay(delaytime); } SendChannelUpdate(m_timer); } void Spell::UpdatePointers() { if(m_originalCasterGUID==m_caster->GetGUID()) m_originalCaster = m_caster; else { m_originalCaster = ObjectAccessor::GetUnit(*m_caster,m_originalCasterGUID); if(m_originalCaster && !m_originalCaster->IsInWorld()) m_originalCaster = NULL; } m_targets.Update(m_caster); } bool Spell::IsAffectedBy(SpellEntry const *spellInfo, uint32 effectId) { return spellmgr.IsAffectedBySpell(m_spellInfo,spellInfo->Id,effectId,spellInfo->EffectItemType[effectId]); } bool Spell::CheckTargetCreatureType(Unit* target) const { uint32 spellCreatureTargetMask = m_spellInfo->TargetCreatureType; // Curse of Doom : not find another way to fix spell target check :/ if(m_spellInfo->SpellFamilyName==SPELLFAMILY_WARLOCK && m_spellInfo->SpellFamilyFlags == 0x0200000000LL) { // 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, uint32 eff, bool hitPhase ) { // 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 && !m_magnetPair.first) { if (!CheckTargetCreatureType(target)) 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( 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 = ObjectAccessor::GetCorpse(*m_caster,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 if(target!=m_caster && !target->IsWithinLOSInMap(m_caster)) return false; break; } return true; } Unit* Spell::SelectMagnetTarget() { Unit* target = m_targets.getUnitTarget(); if(target && target->HasAuraType(SPELL_AURA_SPELL_MAGNET) && !(m_spellInfo->Attributes & 0x10)) { Unit::AuraList const& magnetAuras = target->GetAurasByType(SPELL_AURA_SPELL_MAGNET); for(Unit::AuraList::const_iterator itr = magnetAuras.begin(); itr != magnetAuras.end(); ++itr) { if(Unit* magnet = (*itr)->GetCaster()) { if((*itr)->m_procCharges>0 && magnet->IsWithinLOSInMap(m_caster)) { (*itr)->SetAuraProcCharges((*itr)->m_procCharges-1); m_magnetPair.first = true; m_magnetPair.second = magnet; target = magnet; m_targets.setUnitTarget(target); break; } } } } return target; } bool Spell::IsNeedSendToClient() const { return m_spellInfo->SpellVisual!=0 || IsChanneledSpell(m_spellInfo) || m_spellInfo->speed > 0.0f || !m_triggeredByAuraSpell && !m_IsTriggeredSpell; } bool Spell::HaveTargetsForEffect( uint8 effect ) const { for(std::list::const_iterator itr= m_UniqueTargetInfo.begin();itr != m_UniqueTargetInfo.end();++itr) if(itr->effectMask & (1<::const_iterator itr= m_UniqueGOTargetInfo.begin();itr != m_UniqueGOTargetInfo.end();++itr) if(itr->effectMask & (1<::const_iterator itr= m_UniqueItemInfo.begin();itr != m_UniqueItemInfo.end();++itr) if(itr->effectMask & (1<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(); }