/* * This file is part of the AzerothCore Project. See AUTHORS file for Copyright information * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU Affero General Public License as published by the * Free Software Foundation; either version 3 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 Affero General Public License for * more details. * * You should have received a copy of the GNU General Public License along * with this program. If not, see . */ #include "Spell.h" #include "ArenaSpectator.h" #include "BattlefieldMgr.h" #include "Battleground.h" #include "BattlegroundIC.h" #include "CharmInfo.h" #include "CellImpl.h" #include "Common.h" #include "ConditionMgr.h" #include "DisableMgr.h" #include "DynamicObject.h" #include "GameObjectAI.h" #include "GameTime.h" #include "GridNotifiers.h" #include "Group.h" #include "InstanceScript.h" #include "Log.h" #include "LootMgr.h" #include "MapMgr.h" #include "ObjectAccessor.h" #include "ObjectMgr.h" #include "Opcodes.h" #include "Pet.h" #include "Player.h" #include "ScriptMgr.h" #include "SharedDefines.h" #include "SpellAuraEffects.h" #include "SpellInfo.h" #include "SpellMgr.h" #include "SpellScript.h" #include "TemporarySummon.h" #include "Unit.h" #include "Util.h" #include "VMapFactory.h" #include "Vehicle.h" #include "World.h" #include "WorldPacket.h" #include /// @todo: this import is not necessary for compilation and marked as unused by the IDE // however, for some reasons removing it would cause a damn linking issue // there is probably some underlying problem with imports which should properly addressed // see: https://github.com/azerothcore/azerothcore-wotlk/issues/9766 #include "GridNotifiersImpl.h" #include "IVMapMgr.h" #include "VMapMgr2.h" extern pEffect SpellEffects[TOTAL_SPELL_EFFECTS]; SpellDestination::SpellDestination() { _position.Relocate(0, 0, 0, 0); _transportOffset.Relocate(0, 0, 0, 0); } SpellDestination::SpellDestination(float x, float y, float z, float orientation, uint32 mapId) { _position.Relocate(x, y, z, orientation); _position.m_mapId = mapId; _transportOffset.Relocate(0, 0, 0, 0); } SpellDestination::SpellDestination(Position const& pos) { _position.Relocate(pos); _transportOffset.Relocate(0, 0, 0, 0); } SpellDestination::SpellDestination(WorldObject const& wObj) { _transportGUID = wObj.GetTransGUID(); _transportOffset.Relocate(wObj.GetTransOffsetX(), wObj.GetTransOffsetY(), wObj.GetTransOffsetZ(), wObj.GetTransOffsetO()); _position.Relocate(wObj); } void SpellDestination::Relocate(Position const& pos) { if (_transportGUID) { Position offset; _position.GetPositionOffsetTo(pos, offset); _transportOffset.RelocateOffset(offset); } _position.Relocate(pos); } void SpellDestination::RelocateOffset(Position const& offset) { if (_transportGUID) _transportOffset.RelocateOffset(offset); _position.RelocateOffset(offset); } SpellCastTargets::SpellCastTargets() : m_elevation(0), m_speed(0), m_strTarget() { m_objectTarget = nullptr; m_itemTarget = nullptr; m_itemTargetEntry = 0; m_targetMask = 0; } SpellCastTargets::~SpellCastTargets() { } void SpellCastTargets::Read(ByteBuffer& data, Unit* caster) { data >> m_targetMask; if (m_targetMask == TARGET_FLAG_NONE) return; if (m_targetMask & (TARGET_FLAG_UNIT | TARGET_FLAG_UNIT_MINIPET | TARGET_FLAG_GAMEOBJECT | TARGET_FLAG_CORPSE_ENEMY | TARGET_FLAG_CORPSE_ALLY)) data >> m_objectTargetGUID.ReadAsPacked(); if (m_targetMask & (TARGET_FLAG_ITEM | TARGET_FLAG_TRADE_ITEM)) data >> m_itemTargetGUID.ReadAsPacked(); if (m_targetMask & TARGET_FLAG_SOURCE_LOCATION) { data >> m_src._transportGUID.ReadAsPacked(); if (m_src._transportGUID) data >> m_src._transportOffset.PositionXYZStream(); else data >> m_src._position.PositionXYZStream(); } else { m_src._transportGUID = caster->GetTransGUID(); if (m_src._transportGUID) m_src._transportOffset.Relocate(caster->GetTransOffsetX(), caster->GetTransOffsetY(), caster->GetTransOffsetZ(), caster->GetTransOffsetO()); else m_src._position.Relocate(caster); } if (m_targetMask & TARGET_FLAG_DEST_LOCATION) { data >> m_dst._transportGUID.ReadAsPacked(); if (m_dst._transportGUID) data >> m_dst._transportOffset.PositionXYZStream(); else data >> m_dst._position.PositionXYZStream(); } else { m_dst._transportGUID = caster->GetTransGUID(); if (m_dst._transportGUID) m_dst._transportOffset.Relocate(caster->GetTransOffsetX(), caster->GetTransOffsetY(), caster->GetTransOffsetZ(), caster->GetTransOffsetO()); else m_dst._position.Relocate(caster); } if (m_targetMask & TARGET_FLAG_STRING) data >> m_strTarget; Update(caster); } void SpellCastTargets::Write(ByteBuffer& data) { data << uint32(m_targetMask); if (m_targetMask & (TARGET_FLAG_UNIT | TARGET_FLAG_CORPSE_ALLY | TARGET_FLAG_GAMEOBJECT | TARGET_FLAG_CORPSE_ENEMY | TARGET_FLAG_UNIT_MINIPET)) data << m_objectTargetGUID.WriteAsPacked(); if (m_targetMask & (TARGET_FLAG_ITEM | TARGET_FLAG_TRADE_ITEM)) { if (m_itemTarget) data << m_itemTarget->GetPackGUID(); else data << uint8(0); } if (m_targetMask & TARGET_FLAG_SOURCE_LOCATION) { data << m_src._transportGUID.WriteAsPacked(); // relative position guid here - transport for example if (m_src._transportGUID) data << m_src._transportOffset.PositionXYZStream(); else data << m_src._position.PositionXYZStream(); } if (m_targetMask & TARGET_FLAG_DEST_LOCATION) { data << m_dst._transportGUID.WriteAsPacked(); // relative position guid here - transport for example if (m_dst._transportGUID) data << m_dst._transportOffset.PositionXYZStream(); else data << m_dst._position.PositionXYZStream(); } if (m_targetMask & TARGET_FLAG_STRING) data << m_strTarget; } ObjectGuid SpellCastTargets::GetUnitTargetGUID() const { switch (m_objectTargetGUID.GetHigh()) { case HighGuid::Player: case HighGuid::Vehicle: case HighGuid::Unit: case HighGuid::Pet: return m_objectTargetGUID; default: break; } return ObjectGuid::Empty; } Unit* SpellCastTargets::GetUnitTarget() const { if (m_objectTarget) return m_objectTarget->ToUnit(); return nullptr; } void SpellCastTargets::SetUnitTarget(Unit* target) { if (!target) return; m_objectTarget = target; m_objectTargetGUID = target->GetGUID(); m_targetMask |= TARGET_FLAG_UNIT; } ObjectGuid SpellCastTargets::GetGOTargetGUID() const { switch (m_objectTargetGUID.GetHigh()) { case HighGuid::Transport: case HighGuid::Mo_Transport: case HighGuid::GameObject: return m_objectTargetGUID; default: break; } return ObjectGuid::Empty; } GameObject* SpellCastTargets::GetGOTarget() const { if (m_objectTarget) return m_objectTarget->ToGameObject(); return nullptr; } void SpellCastTargets::SetGOTarget(GameObject* target) { if (!target) return; m_objectTarget = target; m_objectTargetGUID = target->GetGUID(); m_targetMask |= TARGET_FLAG_GAMEOBJECT; } ObjectGuid SpellCastTargets::GetCorpseTargetGUID() const { switch (m_objectTargetGUID.GetHigh()) { case HighGuid::Corpse: return m_objectTargetGUID; default: break; } return ObjectGuid::Empty; } Corpse* SpellCastTargets::GetCorpseTarget() const { if (m_objectTarget) return m_objectTarget->ToCorpse(); return nullptr; } void SpellCastTargets::SetCorpseTarget(Corpse* target) { if (!target) return; m_objectTarget = target; m_objectTargetGUID = target->GetGUID(); m_targetMask |= TARGET_FLAG_CORPSE_MASK; } WorldObject* SpellCastTargets::GetObjectTarget() const { return m_objectTarget; } ObjectGuid SpellCastTargets::GetObjectTargetGUID() const { return m_objectTargetGUID; } void SpellCastTargets::RemoveObjectTarget() { m_objectTarget = nullptr; m_objectTargetGUID.Clear(); m_targetMask &= ~(TARGET_FLAG_UNIT_MASK | TARGET_FLAG_CORPSE_MASK | TARGET_FLAG_GAMEOBJECT_MASK); } 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::SetTradeItemTarget(Player* caster) { m_itemTargetGUID.Set(uint64(TRADE_SLOT_NONTRADED)); m_itemTargetEntry = 0; m_targetMask |= TARGET_FLAG_TRADE_ITEM; Update(caster); } void SpellCastTargets::UpdateTradeSlotItem() { if (m_itemTarget && (m_targetMask & TARGET_FLAG_TRADE_ITEM)) { m_itemTargetGUID = m_itemTarget->GetGUID(); m_itemTargetEntry = m_itemTarget->GetEntry(); } } SpellDestination const* SpellCastTargets::GetSrc() const { return &m_src; } Position const* SpellCastTargets::GetSrcPos() const { return &m_src._position; } void SpellCastTargets::SetSrc(float x, float y, float z) { m_src = SpellDestination(x, y, z); m_targetMask |= TARGET_FLAG_SOURCE_LOCATION; } void SpellCastTargets::SetSrc(Position const& pos) { m_src = SpellDestination(pos); m_targetMask |= TARGET_FLAG_SOURCE_LOCATION; } void SpellCastTargets::SetSrc(WorldObject const& wObj) { m_src = SpellDestination(wObj); m_targetMask |= TARGET_FLAG_SOURCE_LOCATION; } void SpellCastTargets::ModSrc(Position const& pos) { ASSERT(m_targetMask & TARGET_FLAG_SOURCE_LOCATION); m_src.Relocate(pos); } void SpellCastTargets::RemoveSrc() { m_targetMask &= ~(TARGET_FLAG_SOURCE_LOCATION); } SpellDestination const* SpellCastTargets::GetDst() const { return &m_dst; } WorldLocation const* SpellCastTargets::GetDstPos() const { return &m_dst._position; } void SpellCastTargets::SetDst(float x, float y, float z, float orientation, uint32 mapId) { m_dst = SpellDestination(x, y, z, orientation, mapId); m_targetMask |= TARGET_FLAG_DEST_LOCATION; } void SpellCastTargets::SetDst(Position const& pos) { m_dst = SpellDestination(pos); m_targetMask |= TARGET_FLAG_DEST_LOCATION; } void SpellCastTargets::SetDst(WorldObject const& wObj) { m_dst = SpellDestination(wObj); m_targetMask |= TARGET_FLAG_DEST_LOCATION; } void SpellCastTargets::SetDst(SpellDestination const& spellDest) { m_dst = spellDest; m_targetMask |= TARGET_FLAG_DEST_LOCATION; } void SpellCastTargets::SetDst(SpellCastTargets const& spellTargets) { m_dst = spellTargets.m_dst; m_targetMask |= TARGET_FLAG_DEST_LOCATION; } void SpellCastTargets::ModDst(Position const& pos) { ASSERT(m_targetMask & TARGET_FLAG_DEST_LOCATION); m_dst.Relocate(pos); } void SpellCastTargets::ModDst(SpellDestination const& spellDest) { ASSERT(m_targetMask & TARGET_FLAG_DEST_LOCATION); m_dst = spellDest; } void SpellCastTargets::RemoveDst() { m_targetMask &= ~(TARGET_FLAG_DEST_LOCATION); } // Xinef: Channel Data void SpellCastTargets::SetObjectTargetChannel(ObjectGuid targetGUID) { m_objectTargetGUIDChannel = targetGUID; } void SpellCastTargets::SetDstChannel(SpellDestination const& spellDest) { m_dstChannel = spellDest; } WorldObject* SpellCastTargets::GetObjectTargetChannel(Unit* caster) const { return m_objectTargetGUIDChannel ? ((m_objectTargetGUIDChannel == caster->GetGUID()) ? caster : ObjectAccessor::GetWorldObject(*caster, m_objectTargetGUIDChannel)) : nullptr; } bool SpellCastTargets::HasDstChannel() const { return m_dstChannel._position.GetExactDist(0, 0, 0) > 0.001f; } SpellDestination const* SpellCastTargets::GetDstChannel() const { return &m_dstChannel; } void SpellCastTargets::Update(Unit* caster) { m_objectTarget = m_objectTargetGUID ? ((m_objectTargetGUID == caster->GetGUID()) ? caster : ObjectAccessor::GetWorldObject(*caster, m_objectTargetGUID)) : nullptr; m_itemTarget = nullptr; if (caster->IsPlayer()) { Player* player = caster->ToPlayer(); if (m_targetMask & TARGET_FLAG_ITEM) m_itemTarget = player->GetItemByGuid(m_itemTargetGUID); else if (m_targetMask & TARGET_FLAG_TRADE_ITEM) if (m_itemTargetGUID.GetRawValue() == TRADE_SLOT_NONTRADED) // here it is not guid but slot. Also prevents hacking slots if (TradeData* pTrade = player->GetTradeData()) m_itemTarget = pTrade->GetTraderData()->GetItem(TRADE_SLOT_NONTRADED); if (m_itemTarget) m_itemTargetEntry = m_itemTarget->GetEntry(); } // update positions by transport move if (HasSrc() && m_src._transportGUID) { if (WorldObject* transport = ObjectAccessor::GetWorldObject(*caster, m_src._transportGUID)) { m_src._position.Relocate(transport); m_src._position.RelocateOffset(m_src._transportOffset); } } if (HasDst() && m_dst._transportGUID) { if (WorldObject* transport = ObjectAccessor::GetWorldObject(*caster, m_dst._transportGUID)) { m_dst._position.Relocate(transport); m_dst._position.RelocateOffset(m_dst._transportOffset); } } } class SpellEvent : public BasicEvent { public: SpellEvent(Spell* spell); ~SpellEvent(); bool Execute(uint64 e_time, uint32 p_time); void Abort(uint64 e_time); bool IsDeletable() const; protected: Spell* m_Spell; }; void SpellCastTargets::OutDebug() const { if (!m_targetMask) LOG_INFO("spells", "No targets"); LOG_INFO("spells", "target mask: {}", m_targetMask); if (m_targetMask & (TARGET_FLAG_UNIT_MASK | TARGET_FLAG_CORPSE_MASK | TARGET_FLAG_GAMEOBJECT_MASK)) LOG_INFO("spells", "Object target: {}", m_objectTargetGUID.ToString()); if (m_targetMask & TARGET_FLAG_ITEM) LOG_INFO("spells", "Item target: {}", m_itemTargetGUID.ToString()); if (m_targetMask & TARGET_FLAG_TRADE_ITEM) LOG_INFO("spells", "Trade item target: {}", m_itemTargetGUID.ToString()); if (m_targetMask & TARGET_FLAG_SOURCE_LOCATION) LOG_INFO("spells", "Source location: transport guid: {} trans offset: {} position: {}", m_src._transportGUID.ToString(), m_src._transportOffset.ToString(), m_src._position.ToString()); if (m_targetMask & TARGET_FLAG_DEST_LOCATION) LOG_INFO("spells", "Destination location: transport guid: {} trans offset: {} position: {}", m_dst._transportGUID.ToString(), m_dst._transportOffset.ToString(), m_dst._position.ToString()); if (m_targetMask & TARGET_FLAG_STRING) LOG_INFO("spells", "String: {}", m_strTarget); LOG_INFO("spells", "speed: {}", m_speed); LOG_INFO("spells", "elevation: {}", m_elevation); } SpellValue::SpellValue(SpellInfo const* proto) { for (uint32 i = 0; i < MAX_SPELL_EFFECTS; ++i) { EffectBasePoints[i] = proto->Effects[i].BasePoints; MiscVal[i] = 0; } MaxAffectedTargets = proto->MaxAffectedTargets; RadiusMod = 1.0f; AuraStackAmount = 1; AuraDuration = 0; ForcedCritResult = false; } Spell::Spell(Unit* caster, SpellInfo const* info, TriggerCastFlags triggerFlags, ObjectGuid originalCasterGUID, bool skipCheck) : m_spellInfo(sSpellMgr->GetSpellForDifficultyFromSpell(info, caster)), m_caster((info->HasAttribute(SPELL_ATTR6_ORIGINATE_FROM_CONTROLLER) && caster->GetCharmerOrOwner()) ? caster->GetCharmerOrOwner() : caster) , m_spellValue(new SpellValue(m_spellInfo)), _spellEvent(nullptr) { m_customError = SPELL_CUSTOM_ERROR_NONE; m_skipCheck = skipCheck; m_selfContainer = nullptr; m_referencedFromCurrentSpell = false; m_executedCurrently = false; m_needComboPoints = m_spellInfo->NeedsComboPoints(); m_comboPointGain = 0; m_comboTarget = nullptr; m_delayStart = 0; m_delayAtDamageCount = 0; m_applyMultiplierMask = 0; m_auraScaleMask = 0; memset(m_damageMultipliers, 0, sizeof(m_damageMultipliers)); // Get data for type of attack switch (m_spellInfo->DmgClass) { case SPELL_DAMAGE_CLASS_MELEE: if (m_spellInfo->HasAttribute(SPELL_ATTR3_REQUIRES_OFF_HAND_WEAPON)) m_attackType = OFF_ATTACK; else m_attackType = BASE_ATTACK; break; case SPELL_DAMAGE_CLASS_RANGED: m_attackType = m_spellInfo->IsRangedWeaponSpell() ? RANGED_ATTACK : BASE_ATTACK; break; default: // Wands if (m_spellInfo->HasAttribute(SPELL_ATTR2_AUTO_REPEAT)) m_attackType = RANGED_ATTACK; else m_attackType = BASE_ATTACK; break; } m_spellSchoolMask = info->GetSchoolMask(); // 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->IsPlayer()) if (Item* pItem = m_caster->ToPlayer()->GetWeaponForAttack(RANGED_ATTACK)) m_spellSchoolMask = SpellSchoolMask(1 << pItem->GetTemplate()->Damage[0].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 = nullptr; } m_spellState = SPELL_STATE_NULL; _triggeredCastFlags = triggerFlags; if (info->HasAttribute(SPELL_ATTR4_ALLOW_CAST_WHILE_CASTING)) _triggeredCastFlags = TriggerCastFlags(uint32(_triggeredCastFlags) | TRIGGERED_IGNORE_CAST_IN_PROGRESS | TRIGGERED_CAST_DIRECTLY); m_CastItem = nullptr; unitTarget = nullptr; itemTarget = nullptr; gameObjTarget = nullptr; destTarget = nullptr; damage = 0; effectHandleMode = SPELL_EFFECT_HANDLE_LAUNCH; m_diminishLevel = DIMINISHING_LEVEL_1; m_diminishGroup = DIMINISHING_NONE; m_damage = 0; m_healing = 0; m_procAttacker = 0; m_procVictim = 0; m_procEx = 0; focusObject = nullptr; m_cast_count = 0; m_glyphIndex = 0; m_preCastSpell = 0; m_spellAura = nullptr; _scriptsLoaded = false; //Auto Shot & Shoot (wand) m_autoRepeat = m_spellInfo->IsAutoRepeatRangedSpell(); m_runesState = 0; m_powerCost = 0; // setup to correct value in Spell::prepare, must not be used before. m_casttime = 0; // setup to correct value in Spell::prepare, must not be used before. m_timer = 0; // will set to castime in prepare m_channeledDuration = 0; // will be setup in Spell::handle_immediate m_immediateHandled = false; m_channelTargetEffectMask = 0; m_spellFlags = SPELL_FLAG_NORMAL; // Determine if spell can be reflected back to the caster // Patch 1.2 notes: Spell Reflection no longer reflects abilities m_canReflect = m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MAGIC && !m_spellInfo->HasAttribute(SPELL_ATTR0_IS_ABILITY) && !m_spellInfo->HasAttribute(SPELL_ATTR1_NO_REFLECTION) && !m_spellInfo->HasAttribute(SPELL_ATTR0_NO_IMMUNITIES) && !m_spellInfo->IsPassive() && (!m_spellInfo->IsPositive() || m_spellInfo->HasEffect(SPELL_EFFECT_DISPEL)); CleanupTargetList(); memset(m_effectExecuteData, 0, MAX_SPELL_EFFECTS * sizeof(ByteBuffer*)); for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) m_destTargets[i] = SpellDestination(*m_caster); // xinef: _spellTargetsSelected = false; m_weaponItem = nullptr; } Spell::~Spell() { // unload scripts while (!m_loadedScripts.empty()) { std::list::iterator itr = m_loadedScripts.begin(); (*itr)->_Unload(); delete (*itr); m_loadedScripts.erase(itr); } if (m_referencedFromCurrentSpell && m_selfContainer && *m_selfContainer == this) { // Clean the reference to avoid later crash. // If this error is repeating, we may have to add an ASSERT to better track down how we get into this case. LOG_ERROR("spells", "Spell::~Spell: deleting spell for spell ID {}. However, spell still referenced.", m_spellInfo->Id); *m_selfContainer = nullptr; } delete m_spellValue; CheckEffectExecuteData(); } void Spell::InitExplicitTargets(SpellCastTargets const& targets) { m_targets = targets; // this function tries to correct spell explicit targets for spell // client doesn't send explicit targets correctly sometimes - we need to fix such spells serverside // this also makes sure that we correctly send explicit targets to client (removes redundant data) uint32 neededTargets = m_spellInfo->GetExplicitTargetMask(); if (WorldObject* target = m_targets.GetObjectTarget()) { // check if object target is valid with needed target flags // for unit case allow corpse target mask because player with not released corpse is a unit target if ((target->ToUnit() && !(neededTargets & (TARGET_FLAG_UNIT_MASK | TARGET_FLAG_CORPSE_MASK))) || (target->ToGameObject() && !(neededTargets & TARGET_FLAG_GAMEOBJECT_MASK)) || (target->ToCorpse() && !(neededTargets & TARGET_FLAG_CORPSE_MASK))) m_targets.RemoveObjectTarget(); } else { // try to select correct unit target if not provided by client or by serverside cast if (neededTargets & (TARGET_FLAG_UNIT_MASK)) { Unit* unit = nullptr; // try to use player selection as a target if (Player* playerCaster = m_caster->ToPlayer()) { // selection has to be found and to be valid target for the spell if (Unit* selectedUnit = ObjectAccessor::GetUnit(*m_caster, playerCaster->GetTarget())) if (m_spellInfo->CheckExplicitTarget(m_caster, selectedUnit) == SPELL_CAST_OK) unit = selectedUnit; } // try to use attacked unit as a target else if ((m_caster->IsCreature()) && neededTargets & (TARGET_FLAG_UNIT_ENEMY | TARGET_FLAG_UNIT)) unit = m_caster->GetVictim(); // didn't find anything - let's use self as target if (!unit && neededTargets & (TARGET_FLAG_UNIT_RAID | TARGET_FLAG_UNIT_PARTY | TARGET_FLAG_UNIT_ALLY)) unit = m_caster; m_targets.SetUnitTarget(unit); } } // check if spell needs dst target if (neededTargets & TARGET_FLAG_DEST_LOCATION) { // and target isn't set if (!m_targets.HasDst()) { // try to use unit target if provided if (WorldObject* target = targets.GetObjectTarget()) m_targets.SetDst(*target); // or use self if not available else m_targets.SetDst(*m_caster); } } else m_targets.RemoveDst(); if (neededTargets & TARGET_FLAG_SOURCE_LOCATION) { if (!targets.HasSrc()) m_targets.SetSrc(*m_caster); } else m_targets.RemoveSrc(); } void Spell::SelectExplicitTargets() { // here go all explicit target changes made to explicit targets after spell prepare phase is finished if (Unit* target = m_targets.GetUnitTarget()) { // check for explicit target redirection, for Grounding Totem for example if (m_spellInfo->GetExplicitTargetMask() & TARGET_FLAG_UNIT_ENEMY || (m_spellInfo->GetExplicitTargetMask() & TARGET_FLAG_UNIT && (!m_spellInfo->IsPositive() || (!m_caster->IsFriendlyTo(target) && m_spellInfo->HasEffect(SPELL_EFFECT_DISPEL))))) { Unit* redirect; switch (m_spellInfo->DmgClass) { case SPELL_DAMAGE_CLASS_MAGIC: redirect = m_caster->GetMagicHitRedirectTarget(target, m_spellInfo); break; case SPELL_DAMAGE_CLASS_MELEE: case SPELL_DAMAGE_CLASS_RANGED: redirect = m_caster->GetMeleeHitRedirectTarget(target, m_spellInfo); break; default: redirect = nullptr; break; } if (redirect && (redirect != target)) { m_targets.SetUnitTarget(redirect); m_spellFlags |= SPELL_FLAG_REDIRECTED; } } } } void Spell::SelectSpellTargets() { // select targets for cast phase SelectExplicitTargets(); uint32 processedAreaEffectsMask = 0; for (uint32 i = 0; i < MAX_SPELL_EFFECTS; ++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->Effects[i].IsEffect()) continue; // set expected type of implicit targets to be sent to client uint32 implicitTargetMask = GetTargetFlagMask(m_spellInfo->Effects[i].TargetA.GetObjectType()) | GetTargetFlagMask(m_spellInfo->Effects[i].TargetB.GetObjectType()); if (implicitTargetMask & TARGET_FLAG_UNIT) m_targets.SetTargetFlag(TARGET_FLAG_UNIT); if (implicitTargetMask & (TARGET_FLAG_GAMEOBJECT | TARGET_FLAG_GAMEOBJECT_ITEM)) m_targets.SetTargetFlag(TARGET_FLAG_GAMEOBJECT); SelectEffectImplicitTargets(SpellEffIndex(i), m_spellInfo->Effects[i].TargetA, processedAreaEffectsMask); SelectEffectImplicitTargets(SpellEffIndex(i), m_spellInfo->Effects[i].TargetB, processedAreaEffectsMask); // Select targets of effect based on effect type // those are used when no valid target could be added for spell effect based on spell target type // some spell effects use explicit target as a default target added to target map (like SPELL_EFFECT_LEARN_SPELL) // some spell effects add target to target map only when target type specified (like SPELL_EFFECT_WEAPON) // some spell effects don't add anything to target map (confirmed with sniffs) (like SPELL_EFFECT_DESTROY_ALL_TOTEMS) SelectEffectTypeImplicitTargets(i); if (m_targets.HasDst()) AddDestTarget(*m_targets.GetDst(), i); if (m_spellInfo->IsChanneled()) { // maybe do this for all spells? if (!focusObject && m_UniqueTargetInfo.empty() && m_UniqueGOTargetInfo.empty() && m_UniqueItemInfo.empty() && !m_targets.HasDst()) { SendCastResult(SPELL_FAILED_BAD_IMPLICIT_TARGETS); finish(false); return; } uint8 mask = (1 << i); for (auto ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit) { if (ihit->effectMask & mask) { m_channelTargetEffectMask |= mask; break; } } } else if (m_auraScaleMask) { bool checkLvl = !m_UniqueTargetInfo.empty(); m_UniqueTargetInfo.erase(std::remove_if(std::begin(m_UniqueTargetInfo), std::end(m_UniqueTargetInfo), [&](TargetInfo const& targetInfo) -> bool { // remove targets which did not pass min level check if (m_auraScaleMask && targetInfo.effectMask == m_auraScaleMask) { if (!targetInfo.scaleAura && targetInfo.targetGUID != m_caster->GetGUID()) return true; } return false; }), std::end(m_UniqueTargetInfo)); if (checkLvl && m_UniqueTargetInfo.empty()) { SendCastResult(SPELL_FAILED_LOWLEVEL); finish(false); } } } if (uint64 dstDelay = CalculateDelayMomentForDst()) m_delayMoment = dstDelay; } uint64 Spell::CalculateDelayMomentForDst() const { if (m_targets.HasDst()) { if (m_targets.HasTraj()) { float speed = m_targets.GetSpeedXY(); if (speed > 0.0f) return (uint64)std::floor(m_targets.GetDist2d() / speed * 1000.0f); } else if (m_spellInfo->Speed > 0.0f) { // We should not subtract caster size from dist calculation (fixes execution time desync with animation on client, eg. Malleable Goo cast by PP) float dist = m_caster->GetExactDist(*m_targets.GetDstPos()); return (uint64)std::floor(dist / m_spellInfo->Speed * 1000.0f); } } return 0; } void Spell::RecalculateDelayMomentForDst() { m_delayMoment = CalculateDelayMomentForDst(); m_caster->m_Events.ModifyEventTime(_spellEvent, Milliseconds(GetDelayStart() + m_delayMoment)); } void Spell::SelectEffectImplicitTargets(SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType, uint32& processedEffectMask) { if (!targetType.GetTarget()) return; uint32 effectMask = 1 << effIndex; // set the same target list for all effects // some spells appear to need this, however this requires more research switch (targetType.GetSelectionCategory()) { case TARGET_SELECT_CATEGORY_NEARBY: case TARGET_SELECT_CATEGORY_CONE: case TARGET_SELECT_CATEGORY_AREA: { // targets for effect already selected if (effectMask & processedEffectMask) { return; } auto const& effects = GetSpellInfo()->Effects; // choose which targets we can select at once for (uint32 j = effIndex + 1; j < MAX_SPELL_EFFECTS; ++j) { if (effects[j].IsEffect() && effects[effIndex].TargetA.GetTarget() == effects[j].TargetA.GetTarget() && effects[effIndex].TargetB.GetTarget() == effects[j].TargetB.GetTarget() && effects[effIndex].ImplicitTargetConditions == effects[j].ImplicitTargetConditions && effects[effIndex].CalcRadius(m_caster) == effects[j].CalcRadius(m_caster) && CheckScriptEffectImplicitTargets(effIndex, j)) { effectMask |= 1 << j; } } processedEffectMask |= effectMask; break; } default: break; } switch (targetType.GetSelectionCategory()) { case TARGET_SELECT_CATEGORY_CHANNEL: SelectImplicitChannelTargets(effIndex, targetType); break; case TARGET_SELECT_CATEGORY_NEARBY: SelectImplicitNearbyTargets(effIndex, targetType, effectMask); break; case TARGET_SELECT_CATEGORY_CONE: SelectImplicitConeTargets(effIndex, targetType, effectMask); break; case TARGET_SELECT_CATEGORY_AREA: SelectImplicitAreaTargets(effIndex, targetType, effectMask); break; case TARGET_SELECT_CATEGORY_TRAJ: // just in case there is no dest, explanation in SelectImplicitDestDestTargets CheckDst(); SelectImplicitTrajTargets(effIndex, targetType); break; case TARGET_SELECT_CATEGORY_DEFAULT: switch (targetType.GetObjectType()) { case TARGET_OBJECT_TYPE_SRC: switch (targetType.GetReferenceType()) { case TARGET_REFERENCE_TYPE_CASTER: m_targets.SetSrc(*m_caster); break; default: ASSERT(false && "Spell::SelectEffectImplicitTargets: received not implemented select target reference type for TARGET_TYPE_OBJECT_SRC"); break; } break; case TARGET_OBJECT_TYPE_DEST: switch (targetType.GetReferenceType()) { case TARGET_REFERENCE_TYPE_CASTER: SelectImplicitCasterDestTargets(effIndex, targetType); break; case TARGET_REFERENCE_TYPE_TARGET: SelectImplicitTargetDestTargets(effIndex, targetType); break; case TARGET_REFERENCE_TYPE_DEST: SelectImplicitDestDestTargets(effIndex, targetType); break; default: ASSERT(false && "Spell::SelectEffectImplicitTargets: received not implemented select target reference type for TARGET_TYPE_OBJECT_DEST"); break; } break; default: switch (targetType.GetReferenceType()) { case TARGET_REFERENCE_TYPE_CASTER: SelectImplicitCasterObjectTargets(effIndex, targetType); break; case TARGET_REFERENCE_TYPE_TARGET: SelectImplicitTargetObjectTargets(effIndex, targetType); break; default: ASSERT(false && "Spell::SelectEffectImplicitTargets: received not implemented select target reference type for TARGET_TYPE_OBJECT"); break; } break; } break; case TARGET_SELECT_CATEGORY_NYI: LOG_DEBUG("spells.aura", "SPELL: target type {}, found in spellID {}, effect {} is not implemented yet!", m_spellInfo->Id, effIndex, targetType.GetTarget()); break; default: ASSERT(false && "Spell::SelectEffectImplicitTargets: received not implemented select target category"); break; } } void Spell::SelectImplicitChannelTargets(SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType) { if (targetType.GetReferenceType() != TARGET_REFERENCE_TYPE_CASTER) { ASSERT(false && "Spell::SelectImplicitChannelTargets: received not implemented target reference type"); return; } switch (targetType.GetTarget()) { case TARGET_UNIT_CHANNEL_TARGET: { // Xinef: All channel selectors have needed data passed in m_targets structure WorldObject* target = m_targets.GetObjectTargetChannel(m_caster); if (target) { CallScriptObjectTargetSelectHandlers(target, effIndex, targetType); // unit target may be no longer avalible - teleported out of map for example if (target && target->ToUnit()) AddUnitTarget(target->ToUnit(), 1 << effIndex); } else { LOG_DEBUG("spells.aura", "SPELL: cannot find channel spell target for spell ID {}, effect {}", m_spellInfo->Id, effIndex); } break; } case TARGET_DEST_CHANNEL_TARGET: if (m_targets.HasDstChannel()) m_targets.SetDst(*m_targets.GetDstChannel()); else if (WorldObject* target = m_targets.GetObjectTargetChannel(m_caster)) { CallScriptObjectTargetSelectHandlers(target, effIndex, targetType); if (target) m_targets.SetDst(*target); } else if (Spell* channeledSpell = m_originalCaster->GetCurrentSpell(CURRENT_CHANNELED_SPELL)) { if (channeledSpell->m_targets.GetUnitTarget()) m_targets.SetDst(*channeledSpell->m_targets.GetUnitTarget()); } else //if (!m_targets.HasDst()) { LOG_DEBUG("spells.aura", "SPELL: cannot find channel spell destination for spell ID {}, effect {}", m_spellInfo->Id, effIndex); } break; case TARGET_DEST_CHANNEL_CASTER: if (GetOriginalCaster()) m_targets.SetDst(*GetOriginalCaster()); break; default: ASSERT(false && "Spell::SelectImplicitChannelTargets: received not implemented target type"); break; } } void Spell::SelectImplicitNearbyTargets(SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType, uint32 effMask) { if (targetType.GetReferenceType() != TARGET_REFERENCE_TYPE_CASTER) { ASSERT(false && "Spell::SelectImplicitNearbyTargets: received not implemented target reference type"); return; } float range = 0.0f; switch (targetType.GetCheckType()) { case TARGET_CHECK_ENEMY: range = m_spellInfo->GetMaxRange(false, m_caster, this); break; case TARGET_CHECK_ALLY: case TARGET_CHECK_PARTY: case TARGET_CHECK_RAID: case TARGET_CHECK_RAID_CLASS: range = m_spellInfo->GetMaxRange(true, m_caster, this); break; case TARGET_CHECK_ENTRY: case TARGET_CHECK_DEFAULT: range = m_spellInfo->GetMaxRange(m_spellInfo->IsPositive(), m_caster, this); break; default: ASSERT(false && "Spell::SelectImplicitNearbyTargets: received not implemented selection check type"); break; } ConditionList* condList = m_spellInfo->Effects[effIndex].ImplicitTargetConditions; // handle emergency case - try to use other provided targets if no conditions provided if (targetType.GetCheckType() == TARGET_CHECK_ENTRY && (!condList || condList->empty())) { LOG_DEBUG("spells.aura", "Spell::SelectImplicitNearbyTargets: no conditions entry for target with TARGET_CHECK_ENTRY of spell ID {}, effect {} - selecting default targets", m_spellInfo->Id, effIndex); switch (targetType.GetObjectType()) { case TARGET_OBJECT_TYPE_GOBJ: if (m_spellInfo->RequiresSpellFocus) { if (focusObject) AddGOTarget(focusObject, effMask); return; } break; case TARGET_OBJECT_TYPE_DEST: if (m_spellInfo->RequiresSpellFocus) { if (focusObject) m_targets.SetDst(*focusObject); return; } break; default: break; } } WorldObject* target = SearchNearbyTarget(range, targetType.GetObjectType(), targetType.GetCheckType(), condList); if (!target) { LOG_DEBUG("spells.aura", "Spell::SelectImplicitNearbyTargets: cannot find nearby target for spell ID {}, effect {}", m_spellInfo->Id, effIndex); return; } CallScriptObjectTargetSelectHandlers(target, effIndex, targetType); if (!target) { //LOG_DEBUG("spells", "Spell::SelectImplicitNearbyTargets: OnObjectTargetSelect script hook for spell Id {} set nullptr target, effect {}", m_spellInfo->Id, effIndex); return; } switch (targetType.GetObjectType()) { case TARGET_OBJECT_TYPE_UNIT: { if (Unit* unit = target->ToUnit()) { AddUnitTarget(unit, effMask, true, false); // xinef: important! if channeling spell have nearby entry, it has no unitTarget by default // and if channeled spell has target 77, it requires unitTarget, set it here! // xinef: if we have NO unit target if (!m_targets.GetUnitTarget()) { m_targets.SetUnitTarget(unit); } } else { //LOG_DEBUG("spells", "Spell::SelectImplicitNearbyTargets: OnObjectTargetSelect script hook for spell Id {} set object of wrong type, expected unit, got {}, effect {}", m_spellInfo->Id, target->GetGUID().GetTypeName(), effMask); return; } break; } case TARGET_OBJECT_TYPE_GOBJ: if (GameObject* gobjTarget = target->ToGameObject()) AddGOTarget(gobjTarget, effMask); else { //LOG_DEBUG("spells", "Spell::SelectImplicitNearbyTargets: OnObjectTargetSelect script hook for spell Id {} set object of wrong type, expected gameobject, got {}, effect {}", m_spellInfo->Id, target->GetGUID().GetTypeName(), effMask); return; } break; case TARGET_OBJECT_TYPE_DEST: m_targets.SetDst(*target); break; default: ASSERT(false && "Spell::SelectImplicitNearbyTargets: received not implemented target object type"); break; } SelectImplicitChainTargets(effIndex, targetType, target, effMask); } void Spell::SelectImplicitConeTargets(SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType, uint32 effMask) { if (targetType.GetReferenceType() != TARGET_REFERENCE_TYPE_CASTER) { ASSERT(false && "Spell::SelectImplicitConeTargets: received not implemented target reference type"); return; } std::list targets; SpellTargetObjectTypes objectType = targetType.GetObjectType(); SpellTargetCheckTypes selectionType = targetType.GetCheckType(); ConditionList* condList = m_spellInfo->Effects[effIndex].ImplicitTargetConditions; float coneAngle = M_PI / 2; float radius = m_spellInfo->Effects[effIndex].CalcRadius(m_caster) * m_spellValue->RadiusMod; if (uint32 containerTypeMask = GetSearcherTypeMask(objectType, condList)) { Acore::WorldObjectSpellConeTargetCheck check(coneAngle, radius, m_caster, m_spellInfo, selectionType, condList); Acore::WorldObjectListSearcher searcher(m_caster, targets, check, containerTypeMask); SearchTargets >(searcher, containerTypeMask, m_caster, m_caster, radius); CallScriptObjectAreaTargetSelectHandlers(targets, effIndex, targetType); if (!targets.empty()) { // Other special target selection goes here if (uint32 maxTargets = m_spellValue->MaxAffectedTargets) { Unit::AuraEffectList const& Auras = m_caster->GetAuraEffectsByType(SPELL_AURA_MOD_MAX_AFFECTED_TARGETS); for (Unit::AuraEffectList::const_iterator j = Auras.begin(); j != Auras.end(); ++j) if ((*j)->IsAffectedOnSpell(m_spellInfo)) maxTargets += (*j)->GetAmount(); Acore::Containers::RandomResize(targets, maxTargets); } for (std::list::iterator itr = targets.begin(); itr != targets.end(); ++itr) { if (Unit* unit = (*itr)->ToUnit()) { AddUnitTarget(unit, effMask, false); } else if (GameObject* gObjTarget = (*itr)->ToGameObject()) { AddGOTarget(gObjTarget, effMask); } } } } } void Spell::SelectImplicitAreaTargets(SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType, uint32 effMask) { Unit* referer = nullptr; switch (targetType.GetReferenceType()) { case TARGET_REFERENCE_TYPE_SRC: case TARGET_REFERENCE_TYPE_DEST: case TARGET_REFERENCE_TYPE_CASTER: referer = m_caster; break; case TARGET_REFERENCE_TYPE_TARGET: referer = m_targets.GetUnitTarget(); break; case TARGET_REFERENCE_TYPE_LAST: { // find last added target for this effect for (std::list::reverse_iterator ihit = m_UniqueTargetInfo.rbegin(); ihit != m_UniqueTargetInfo.rend(); ++ihit) { if (ihit->effectMask & (1 << effIndex)) { referer = ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID); break; } } break; } default: ASSERT(false && "Spell::SelectImplicitAreaTargets: received not implemented target reference type"); return; } if (!referer) return; Position const* center = nullptr; switch (targetType.GetReferenceType()) { case TARGET_REFERENCE_TYPE_SRC: center = m_targets.GetSrcPos(); break; case TARGET_REFERENCE_TYPE_DEST: center = m_targets.GetDstPos(); break; case TARGET_REFERENCE_TYPE_CASTER: case TARGET_REFERENCE_TYPE_TARGET: case TARGET_REFERENCE_TYPE_LAST: center = referer; break; default: ASSERT(false && "Spell::SelectImplicitAreaTargets: received not implemented target reference type"); return; } // Xinef: the distance should be increased by caster size, it is neglected in latter calculations std::list targets; float radius = m_spellInfo->Effects[effIndex].CalcRadius(m_caster) * m_spellValue->RadiusMod; SearchAreaTargets(targets, radius, center, referer, targetType.GetObjectType(), targetType.GetCheckType(), m_spellInfo->Effects[effIndex].ImplicitTargetConditions); CallScriptObjectAreaTargetSelectHandlers(targets, effIndex, targetType); if (!targets.empty()) { // Other special target selection goes here if (uint32 maxTargets = m_spellValue->MaxAffectedTargets) { Unit::AuraEffectList const& Auras = m_caster->GetAuraEffectsByType(SPELL_AURA_MOD_MAX_AFFECTED_TARGETS); for (Unit::AuraEffectList::const_iterator j = Auras.begin(); j != Auras.end(); ++j) if ((*j)->IsAffectedOnSpell(m_spellInfo)) maxTargets += (*j)->GetAmount(); Acore::Containers::RandomResize(targets, maxTargets); } for (std::list::iterator itr = targets.begin(); itr != targets.end(); ++itr) { if (Unit* unitTarget = (*itr)->ToUnit()) AddUnitTarget(unitTarget, effMask, false); else if (GameObject* gObjTarget = (*itr)->ToGameObject()) AddGOTarget(gObjTarget, effMask); } } } void Spell::SelectImplicitCasterDestTargets(SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType) { SpellDestination dest(*m_caster); switch (targetType.GetTarget()) { case TARGET_DEST_CASTER: case TARGET_DEST_CASTER_36: break; case TARGET_DEST_HOME: if (Player* playerCaster = m_caster->ToPlayer()) dest = SpellDestination(playerCaster->m_homebindX, playerCaster->m_homebindY, playerCaster->m_homebindZ, playerCaster->GetOrientation(), playerCaster->m_homebindMapId); break; case TARGET_DEST_DB: if (SpellTargetPosition const* st = sSpellMgr->GetSpellTargetPosition(m_spellInfo->Id, effIndex)) { /// @todo fix this check if (m_spellInfo->HasEffect(SPELL_EFFECT_TELEPORT_UNITS) || m_spellInfo->HasEffect(SPELL_EFFECT_BIND)) dest = SpellDestination(st->target_X, st->target_Y, st->target_Z, st->target_Orientation, (int32)st->target_mapId); else if (st->target_mapId == m_caster->GetMapId()) dest = SpellDestination(st->target_X, st->target_Y, st->target_Z, st->target_Orientation); } else { LOG_DEBUG("spells.aura", "SPELL: unknown target coordinates for spell ID {}", m_spellInfo->Id); if (WorldObject* target = m_targets.GetObjectTarget()) dest = SpellDestination(*target); } break; case TARGET_DEST_CASTER_FISHING: { float min_dis = m_spellInfo->GetMinRange(true); float max_dis = m_spellInfo->GetMaxRange(true); float dis = (float)rand_norm() * (max_dis - min_dis) + min_dis; float x, y, z, angle; angle = (float)rand_norm() * static_cast(M_PI * 35.0f / 180.0f) - static_cast(M_PI * 17.5f / 180.0f); //m_caster->GetClosePoint(x, y, z, DEFAULT_WORLD_OBJECT_SIZE, dis, angle); this contains extra code that breaks fishing m_caster->GetNearPoint(m_caster, x, y, z, DEFAULT_WORLD_OBJECT_SIZE, dis, m_caster->GetOrientation() + angle); float ground = m_caster->GetMapHeight(x, y, z, true); float liquidLevel = VMAP_INVALID_HEIGHT_VALUE; LiquidData const& liquidData = m_caster->GetMap()->GetLiquidData(m_caster->GetPhaseMask(), x, y, z, m_caster->GetCollisionHeight(), MAP_ALL_LIQUIDS); if (liquidData.Status) liquidLevel = liquidData.Level; if (liquidLevel <= ground) // When there is no liquid Map::GetWaterOrGroundLevel returns ground level { SendCastResult(SPELL_FAILED_NOT_HERE); SendChannelUpdate(0); finish(false); return; } if (ground + 0.75 > liquidLevel) { SendCastResult(SPELL_FAILED_TOO_SHALLOW); SendChannelUpdate(0); finish(false); return; } if (!m_caster->IsWithinLOS(x, y, z)) { SendCastResult(SPELL_FAILED_LINE_OF_SIGHT); SendChannelUpdate(0); finish(false); return; } dest = SpellDestination(x, y, liquidLevel, m_caster->GetOrientation()); break; } case TARGET_DEST_CASTER_FRONT_LEAP: { float distance = m_spellInfo->Effects[effIndex].CalcRadius(m_caster); Map* map = m_caster->GetMap(); uint32 mapid = m_caster->GetMapId(); uint32 phasemask = m_caster->GetPhaseMask(); float collisionHeight = m_caster->GetCollisionHeight(); float destz = 0.0f, startx = 0.0f, starty = 0.0f, startz = 0.0f, starto = 0.0f; Position pos; Position lastpos; m_caster->GetPosition(startx, starty, startz, starto); pos.Relocate(startx, starty, startz, starto); float destx = pos.GetPositionX() + distance * cos(pos.GetOrientation()); float desty = pos.GetPositionY() + distance * sin(pos.GetOrientation()); // Added GROUND_HEIGHT_TOLERANCE to account for cases where, during a jump, // the Z position may be slightly below the vmap ground level. // Without this tolerance, a ray trace might incorrectly attempt to find ground // beneath the actual surface. // // Example: // actual vmap ground: -56.342392 // Z position: -56.347195 float searchGroundZPos = pos.GetPositionZ()+GROUND_HEIGHT_TOLERANCE; float ground = map->GetHeight(phasemask, pos.GetPositionX(), pos.GetPositionY(), searchGroundZPos); bool isCasterInWater = m_caster->IsInWater(); if (!m_caster->HasUnitMovementFlag(MOVEMENTFLAG_FALLING) || (pos.GetPositionZ() - ground < distance)) { float tstX = 0.0f, tstY = 0.0f, tstZ = 0.0f, prevX = 0.0f, prevY = 0.0f, prevZ = 0.0f; float tstZ1 = 0.0f, tstZ2 = 0.0f, tstZ3 = 0.0f, destz1 = 0.0f, destz2 = 0.0f, destz3 = 0.0f, srange = 0.0f, srange1 = 0.0f, srange2 = 0.0f, srange3 = 0.0f; float maxtravelDistZ = 2.65f; float overdistance = 0.0f; float totalpath = 0.0f; float beforewaterz = 0.0f; bool inwater = false; bool wcol = false; const float step = 2.0f; const uint8 numChecks = std::ceil(std::fabs(distance / step)); const float DELTA_X = (destx - pos.GetPositionX()) / numChecks; const float DELTA_Y = (desty - pos.GetPositionY()) / numChecks; int j = 1; for (; j < (numChecks + 1); j++) { prevX = pos.GetPositionX() + (float(j - 1) * DELTA_X); prevY = pos.GetPositionY() + (float(j - 1) * DELTA_Y); tstX = pos.GetPositionX() + (float(j) * DELTA_X); tstY = pos.GetPositionY() + (float(j) * DELTA_Y); if (j < 2) { prevZ = pos.GetPositionZ(); } else { prevZ = tstZ; } tstZ = map->GetHeight(phasemask, tstX, tstY, prevZ + maxtravelDistZ, true); ground = tstZ; if (!isCasterInWater) { if (map->IsInWater(phasemask, tstX, tstY, tstZ, collisionHeight)) { if (!(beforewaterz != 0.0f)) { beforewaterz = prevZ; } tstZ = beforewaterz; srange = sqrt((tstY - prevY) * (tstY - prevY) + (tstX - prevX) * (tstX - prevX)); //LOG_ERROR("spells", "(start was from land) step in water , number of cycle = {} , distance of step = {}, total path = {}, Z = {}", j, srange, totalpath, tstZ); } } else if (map->IsInWater(phasemask, tstX, tstY, tstZ, collisionHeight)) { prevZ = pos.GetPositionZ(); tstZ = pos.GetPositionZ(); srange = sqrt((tstY - prevY) * (tstY - prevY) + (tstX - prevX) * (tstX - prevX)); inwater = true; if (inwater && (fabs(tstZ - ground) < 2.0f)) { wcol = true; //LOG_ERROR("spells", "step in water with collide and use standart check (for continue way after possible collide), number of cycle = {} ", j); } // if (j < 2) // LOG_ERROR("spells", "(start in water) step in water, number of cycle = {} , distance of step = {}, total path = {}", j, srange, totalpath); // else // LOG_ERROR("spells", "step in water, number of cycle = {} , distance of step = {}, total path = {}", j, srange, totalpath); } bool IsInWater = map->IsInWater(phasemask, tstX, tstY, tstZ, collisionHeight); if ((!IsInWater && tstZ != beforewaterz) || wcol) // second safety check z for blink way if on the ground { if (inwater && !IsInWater) inwater = false; // highest available point tstZ1 = map->GetHeight(phasemask, tstX, tstY, prevZ + maxtravelDistZ, true, 25.0f); // upper or floor tstZ2 = map->GetHeight(phasemask, tstX, tstY, prevZ, true, 25.0f); //lower than floor tstZ3 = map->GetHeight(phasemask, tstX, tstY, prevZ - maxtravelDistZ / 2, true, 25.0f); //distance of rays, will select the shortest in 3D srange1 = sqrt((tstY - prevY) * (tstY - prevY) + (tstX - prevX) * (tstX - prevX) + (tstZ1 - prevZ) * (tstZ1 - prevZ)); //LOG_ERROR("spells", "step = {}, distance of ray1 = {}", j, srange1); srange2 = sqrt((tstY - prevY) * (tstY - prevY) + (tstX - prevX) * (tstX - prevX) + (tstZ2 - prevZ) * (tstZ2 - prevZ)); //LOG_ERROR("spells", "step = {}, distance of ray2 = {}", j, srange2); srange3 = sqrt((tstY - prevY) * (tstY - prevY) + (tstX - prevX) * (tstX - prevX) + (tstZ3 - prevZ) * (tstZ3 - prevZ)); //LOG_ERROR("spells", "step = {}, distance of ray3 = {}", j, srange3); if (srange1 < srange2) { tstZ = tstZ1; srange = srange1; } else if (srange3 < srange2) { tstZ = tstZ3; srange = srange3; } else { tstZ = tstZ2; srange = srange2; } //LOG_ERROR("spells", "step on ground, number of cycle = {} , distance of step = {}, total path = {}", j, srange, totalpath); } destx = tstX; desty = tstY; destz = tstZ; totalpath += srange; if (totalpath > distance) { overdistance = totalpath - distance; //LOG_ERROR("spells", "total path > than distance in 3D , need to move back a bit for save distance, total path = {}, overdistance = {}", totalpath, overdistance); } bool col = VMAP::VMapFactory::createOrGetVMapMgr()->GetObjectHitPos(mapid, prevX, prevY, prevZ + 0.5f, tstX, tstY, tstZ + 0.5f, tstX, tstY, tstZ, -0.5f); // check dynamic collision bool dcol = m_caster->GetMap()->GetObjectHitPos(phasemask, prevX, prevY, prevZ + 0.5f, tstX, tstY, tstZ + 0.5f, tstX, tstY, tstZ, -0.5f); // collision occured if (col || dcol || (overdistance > 0.0f && !map->IsInWater(phasemask, tstX, tstY, ground, collisionHeight)) || (fabs(prevZ - tstZ) > maxtravelDistZ && (tstZ > prevZ))) { if ((overdistance > 0.0f) && (overdistance < 1.f)) { destx = prevX + overdistance * cos(pos.GetOrientation()); desty = prevY + overdistance * sin(pos.GetOrientation()); //LOG_ERROR("spells", "(collision) collision occured 1"); } else { // move back a bit destx = tstX - (0.6 * cos(pos.GetOrientation())); desty = tstY - (0.6 * sin(pos.GetOrientation())); //LOG_ERROR("spells", "(collision) collision occured 2"); } // highest available point destz1 = map->GetHeight(phasemask, destx, desty, prevZ + maxtravelDistZ, true, 25.0f); // upper or floor destz2 = map->GetHeight(phasemask, destx, desty, prevZ, true, 25.0f); //lower than floor destz3 = map->GetHeight(phasemask, destx, desty, prevZ - maxtravelDistZ / 2, true, 25.0f); //distance of rays, will select the shortest in 3D srange1 = sqrt((desty - prevY) * (desty - prevY) + (destx - prevX) * (destx - prevX) + (destz1 - prevZ) * (destz1 - prevZ)); srange2 = sqrt((desty - prevY) * (desty - prevY) + (destx - prevX) * (destx - prevX) + (destz2 - prevZ) * (destz2 - prevZ)); srange3 = sqrt((desty - prevY) * (desty - prevY) + (destx - prevX) * (destx - prevX) + (destz3 - prevZ) * (destz3 - prevZ)); if (srange1 < srange2) destz = destz1; else if (srange3 < srange2) destz = destz3; else destz = destz2; if (inwater && destz < prevZ && !wcol) destz = prevZ; //LOG_ERROR("spells", "(collision) destZ rewrited in prevZ"); // Don't make the player move backward from the xy adjustments by collisions. if ((DELTA_X > 0 && startx > destx) || (DELTA_X < 0 && startx < destx) || (DELTA_Y > 0 && starty > desty) || (DELTA_Y < 0 && starty < desty)) { destx = startx; desty = starty; destz = startz; } break; } // we have correct destz now } lastpos.Relocate(destx, desty, destz, pos.GetOrientation()); dest = SpellDestination(lastpos); } else { float z = pos.GetPositionZ(); bool col = VMAP::VMapFactory::createOrGetVMapMgr()->GetObjectHitPos(mapid, pos.GetPositionX(), pos.GetPositionY(), z, destx, desty, z, destx, desty, z, -0.5f); // check dynamic collision bool dcol = m_caster->GetMap()->GetObjectHitPos(phasemask, pos.GetPositionX(), pos.GetPositionY(), z, destx, desty, z, destx, desty, z, -0.5f); // collision occured if (col || dcol) { // move back a bit destx = destx - (0.6 * cos(pos.GetOrientation())); desty = desty - (0.6 * sin(pos.GetOrientation())); } lastpos.Relocate(destx, desty, z, pos.GetOrientation()); dest = SpellDestination(lastpos); //float range = sqrt((desty - pos.GetPositionY())*(desty - pos.GetPositionY()) + (destx - pos.GetPositionX())*(destx - pos.GetPositionX())); //LOG_ERROR("spells", "Blink number 2, in falling but at a hight, distance of blink = {}", range); } break; } default: { float dist = m_spellInfo->Effects[effIndex].CalcRadius(m_caster); float angle = targetType.CalcDirectionAngle(); float objSize = m_caster->GetCombatReach(); switch (targetType.GetTarget()) { case TARGET_DEST_CASTER_SUMMON: dist = PET_FOLLOW_DIST; break; case TARGET_DEST_CASTER_RANDOM: if (dist > objSize) dist = objSize + (dist - objSize) * float(rand_norm()); break; case TARGET_DEST_CASTER_FRONT_LEFT: case TARGET_DEST_CASTER_BACK_LEFT: case TARGET_DEST_CASTER_FRONT_RIGHT: case TARGET_DEST_CASTER_BACK_RIGHT: { static float const DefaultTotemDistance = 3.0f; if (!m_spellInfo->Effects[effIndex].HasRadius()) dist = DefaultTotemDistance; break; } default: break; } if (dist < objSize) { dist = objSize; } Position pos = dest._position; m_caster->MovePositionToFirstCollision(pos, dist, angle); dest.Relocate(pos); break; } } CallScriptDestinationTargetSelectHandlers(dest, effIndex, targetType); m_targets.SetDst(dest); } void Spell::SelectImplicitTargetDestTargets(SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType) { WorldObject* target = m_targets.GetObjectTarget(); SpellDestination dest(*target); switch (targetType.GetTarget()) { case TARGET_DEST_TARGET_ENEMY: case TARGET_DEST_TARGET_ANY: break; default: { float angle = targetType.CalcDirectionAngle(); float dist = m_spellInfo->Effects[effIndex].CalcRadius(nullptr); if (targetType.GetTarget() == TARGET_DEST_TARGET_RANDOM) { dist *= float(rand_norm()); } if (targetType.GetTarget() == TARGET_DEST_TARGET_BACK) { dist += target->GetFloatValue(UNIT_FIELD_BOUNDINGRADIUS); } Position pos = dest._position; target->MovePositionToFirstCollision(pos, dist, angle); dest.Relocate(pos); break; } } CallScriptDestinationTargetSelectHandlers(dest, effIndex, targetType); m_targets.SetDst(dest); } void Spell::SelectImplicitDestDestTargets(SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType) { // set destination to caster if no dest provided // can only happen if previous destination target could not be set for some reason // (not found nearby target, or channel target for example // maybe we should abort the spell in such case? CheckDst(); SpellDestination dest(*m_targets.GetDst()); switch (targetType.GetTarget()) { case TARGET_DEST_DYNOBJ_ENEMY: case TARGET_DEST_DYNOBJ_ALLY: case TARGET_DEST_DYNOBJ_NONE: case TARGET_DEST_DEST: return; case TARGET_DEST_TRAJ: SelectImplicitTrajTargets(effIndex, targetType); return; default: { float angle = targetType.CalcDirectionAngle(); float dist = m_spellInfo->Effects[effIndex].CalcRadius(m_caster); if (targetType.GetTarget() == TARGET_DEST_DEST_RANDOM) dist *= float(rand_norm()); Position pos = dest._position; m_caster->MovePosition(pos, dist, angle); dest.Relocate(pos); break; } } CallScriptDestinationTargetSelectHandlers(dest, effIndex, targetType); m_targets.ModDst(dest); } void Spell::SelectImplicitCasterObjectTargets(SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType) { WorldObject* target = nullptr; bool checkIfValid = true; switch (targetType.GetTarget()) { case TARGET_UNIT_CASTER: target = m_caster; checkIfValid = false; break; case TARGET_UNIT_MASTER: target = m_caster->GetCharmerOrOwner(); break; case TARGET_UNIT_PET: target = m_caster->GetGuardianPet(); if (!target) target = m_caster->GetCharm(); break; case TARGET_UNIT_SUMMONER: if (m_caster->IsSummon()) target = m_caster->ToTempSummon()->GetSummonerUnit(); break; case TARGET_UNIT_VEHICLE: target = m_caster->GetVehicleBase(); break; case TARGET_UNIT_PASSENGER_0: case TARGET_UNIT_PASSENGER_1: case TARGET_UNIT_PASSENGER_2: case TARGET_UNIT_PASSENGER_3: case TARGET_UNIT_PASSENGER_4: case TARGET_UNIT_PASSENGER_5: case TARGET_UNIT_PASSENGER_6: case TARGET_UNIT_PASSENGER_7: if (m_caster->IsCreature() && m_caster->ToCreature()->IsVehicle()) target = m_caster->GetVehicleKit()->GetPassenger(targetType.GetTarget() - TARGET_UNIT_PASSENGER_0); break; default: break; } CallScriptObjectTargetSelectHandlers(target, effIndex, targetType); if (target && target->ToUnit()) AddUnitTarget(target->ToUnit(), 1 << effIndex, checkIfValid); } void Spell::SelectImplicitTargetObjectTargets(SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType) { ASSERT((m_targets.GetObjectTarget() || m_targets.GetItemTarget()) && "Spell::SelectImplicitTargetObjectTargets - no explicit object or item target available!"); WorldObject* target = m_targets.GetObjectTarget(); CallScriptObjectTargetSelectHandlers(target, effIndex, targetType); if (target) { if (Unit* unit = target->ToUnit()) AddUnitTarget(unit, 1 << effIndex, true, false); else if (GameObject* gobj = target->ToGameObject()) AddGOTarget(gobj, 1 << effIndex); SelectImplicitChainTargets(effIndex, targetType, target, 1 << effIndex); } // Script hook can remove object target and we would wrongly land here else if (Item* item = m_targets.GetItemTarget()) AddItemTarget(item, 1 << effIndex); } void Spell::SelectImplicitChainTargets(SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType, WorldObject* target, uint32 effMask) { uint32 maxTargets = m_spellInfo->Effects[effIndex].ChainTarget; if (Player* modOwner = m_caster->GetSpellModOwner()) modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_JUMP_TARGETS, maxTargets, this); if (maxTargets > 1) { // mark damage multipliers as used for (uint32 k = effIndex; k < MAX_SPELL_EFFECTS; ++k) if (effMask & (1 << k)) m_damageMultipliers[k] = 1.0f; m_applyMultiplierMask |= effMask; std::list targets; SearchChainTargets(targets, maxTargets - 1, target, targetType.GetObjectType(), targetType.GetCheckType(), targetType.GetSelectionCategory() , m_spellInfo->Effects[effIndex].ImplicitTargetConditions, targetType.GetTarget() == TARGET_UNIT_TARGET_CHAINHEAL_ALLY); // Chain primary target is added earlier CallScriptObjectAreaTargetSelectHandlers(targets, effIndex, targetType); for (std::list::iterator itr = targets.begin(); itr != targets.end(); ++itr) if (Unit* unitTarget = (*itr)->ToUnit()) AddUnitTarget(unitTarget, effMask, false); } } float tangent(float x) { x = tan(x); //if (x < std::numeric_limits::max() && x > -std::numeric_limits::max()) return x; //if (x >= std::numeric_limits::max()) return std::numeric_limits::max(); //if (x <= -std::numeric_limits::max()) return -std::numeric_limits::max(); if (x < 100000.0f && x > -100000.0f) return x; if (x >= 100000.0f) return 100000.0f; if (x <= 100000.0f) return -100000.0f; return 0.0f; } #define DEBUG_TRAJ(a) //a void Spell::SelectImplicitTrajTargets(SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType) { if (!m_targets.HasTraj()) return; float dist2d = m_targets.GetDist2d(); if (!dist2d) return; float srcToDestDelta = m_targets.GetDstPos()->m_positionZ - m_targets.GetSrcPos()->m_positionZ; // xinef: supply correct target type, DEST_DEST and similar are ALWAYS undefined // xinef: correct target is stored in TRIGGERED SPELL, however as far as i noticed, all checks are ENTRY, ENEMY std::list targets; Acore::WorldObjectSpellTrajTargetCheck check(dist2d, m_targets.GetSrcPos(), m_caster, m_spellInfo, TARGET_CHECK_ENEMY /*targetCheckType*/, m_spellInfo->Effects[effIndex].ImplicitTargetConditions); Acore::WorldObjectListSearcher searcher(m_caster, targets, check, GRID_MAP_TYPE_MASK_ALL); SearchTargets > (searcher, GRID_MAP_TYPE_MASK_ALL, m_caster, m_targets.GetSrcPos(), dist2d); if (targets.empty()) return; targets.sort(Acore::ObjectDistanceOrderPred(m_caster)); float b = tangent(m_targets.GetElevation()); float a = (srcToDestDelta - dist2d * b) / (dist2d * dist2d); if (a > -0.0001f) a = 0; LOG_DEBUG("spells", "Spell::SelectTrajTargets: a {} b {}", a, b); // Xinef: hack for distance, many trajectory spells have RangeEntry 1 (self) float bestDist = m_spellInfo->GetMaxRange(false) * 2; if (bestDist < 1.0f) bestDist = 300.0f; std::list::const_iterator itr = targets.begin(); for (; itr != targets.end(); ++itr) { if (Unit* unitTarget = (*itr)->ToUnit()) if (m_caster == *itr || m_caster->IsOnVehicle(unitTarget) || (unitTarget)->GetVehicle())//(*itr)->IsOnVehicle(m_caster)) continue; const float size = std::max((*itr)->GetObjectSize() * 0.7f, 1.0f); // 1/sqrt(3) /// @todo: all calculation should be based on src instead of m_caster const float objDist2d = std::fabs(m_targets.GetSrcPos()->GetExactDist2d(*itr) * cos(m_targets.GetSrcPos()->GetRelativeAngle(*itr))); const float dz = std::fabs((*itr)->GetPositionZ() - m_targets.GetSrcPos()->m_positionZ); LOG_DEBUG("spells", "Spell::SelectTrajTargets: check {}, dist between {} {}, height between {} {}.", (*itr)->GetEntry(), objDist2d - size, objDist2d + size, dz - size, dz + size); float dist = objDist2d - size; float height = dist * (a * dist + b); LOG_DEBUG("spells", "Spell::SelectTrajTargets: dist {}, height {}.", dist, height); if (dist < bestDist && height < dz + size && height > dz - size) { bestDist = dist > 0 ? dist : 0; break; } #define CHECK_DIST {\ LOG_DEBUG("spells", "Spell::SelectTrajTargets: dist {}, height {}.", dist, height);\ if (dist > bestDist)\ continue;\ if (dist < objDist2d + size && dist > objDist2d - size)\ {\ bestDist = dist;\ break;\ }\ } // RP-GG only, search in straight line, as item have no trajectory if (m_CastItem) { if (dist < bestDist && std::fabs(dz) < 6.0f) // closes target, also check Z difference) { bestDist = dist; break; } continue; } if (!a) { // Xinef: everything remade dist = m_targets.GetSrcPos()->GetExactDist(*itr); height = m_targets.GetSrcPos()->GetExactDist2d(*itr) * b; if (height < dz + size * (b + 1) && height > dz - size * (b + 1) && dist < bestDist) { bestDist = dist; break; } continue; } height = dz - size; float sqrt1 = b * b + 4 * a * height; if (sqrt1 > 0) { sqrt1 = std::sqrt(sqrt1); dist = (sqrt1 - b) / (2 * a); CHECK_DIST; } height = dz + size; float sqrt2 = b * b + 4 * a * height; if (sqrt2 > 0) { sqrt2 = std::sqrt(sqrt2); dist = (sqrt2 - b) / (2 * a); CHECK_DIST; dist = (-sqrt2 - b) / (2 * a); CHECK_DIST; } if (sqrt1 > 0) { dist = (-sqrt1 - b) / (2 * a); CHECK_DIST; } } if (m_targets.GetSrcPos()->GetExactDist2d(m_targets.GetDstPos()) > bestDist) { float x = m_targets.GetSrcPos()->m_positionX + cos(m_caster->GetOrientation()) * bestDist; float y = m_targets.GetSrcPos()->m_positionY + std::sin(m_caster->GetOrientation()) * bestDist; float z = m_targets.GetSrcPos()->m_positionZ + bestDist * (a * bestDist + b); if (itr != targets.end()) { float distSq = (*itr)->GetExactDistSq(x, y, z); float sizeSq = (*itr)->GetObjectSize(); sizeSq *= sizeSq; LOG_DEBUG("spells", "Spell::SelectTrajTargets: Initial {} {} {} {} {}", x, y, z, distSq, sizeSq); if (distSq > sizeSq) { float factor = 1 - std::sqrt(sizeSq / distSq); x += factor * ((*itr)->GetPositionX() - x); y += factor * ((*itr)->GetPositionY() - y); z += factor * ((*itr)->GetPositionZ() - z); distSq = (*itr)->GetExactDistSq(x, y, z); LOG_DEBUG("spells", "Spell::SelectTrajTargets: Initial {} {} {} {} {}", x, y, z, distSq, sizeSq); } } Position trajDst; trajDst.Relocate(x, y, z, m_caster->GetOrientation()); SpellDestination dest(*m_targets.GetDst()); dest.Relocate(trajDst); CallScriptDestinationTargetSelectHandlers(dest, effIndex, targetType); m_targets.ModDst(dest); } } void Spell::SelectEffectTypeImplicitTargets(uint8 effIndex) { // special case for SPELL_EFFECT_SUMMON_RAF_FRIEND and SPELL_EFFECT_SUMMON_PLAYER /// @todo: this is a workaround - target shouldn't be stored in target map for those spells switch (m_spellInfo->Effects[effIndex].Effect) { case SPELL_EFFECT_SUMMON_RAF_FRIEND: case SPELL_EFFECT_SUMMON_PLAYER: if (m_caster->IsPlayer() && m_caster->ToPlayer()->GetTarget()) { WorldObject* target = ObjectAccessor::FindPlayer(m_caster->ToPlayer()->GetTarget()); CallScriptObjectTargetSelectHandlers(target, SpellEffIndex(effIndex), SpellImplicitTargetInfo()); if (target && target->ToPlayer()) AddUnitTarget(target->ToUnit(), 1 << effIndex, false); } return; default: break; } // select spell implicit targets based on effect type if (!m_spellInfo->Effects[effIndex].GetImplicitTargetType()) return; uint32 targetMask = m_spellInfo->Effects[effIndex].GetMissingTargetMask(); if (!targetMask) return; WorldObject* target = nullptr; switch (m_spellInfo->Effects[effIndex].GetImplicitTargetType()) { // add explicit object target or self to the target map case EFFECT_IMPLICIT_TARGET_EXPLICIT: // player which not released his spirit is Unit, but target flag for it is TARGET_FLAG_CORPSE_MASK if (targetMask & (TARGET_FLAG_UNIT_MASK | TARGET_FLAG_CORPSE_MASK)) { if (Unit* unitTarget = m_targets.GetUnitTarget()) target = unitTarget; else if (targetMask & TARGET_FLAG_CORPSE_MASK) { if (Corpse* corpseTarget = m_targets.GetCorpseTarget()) { /// @todo: this is a workaround - corpses should be added to spell target map too, but we can't do that so we add owner instead if (Player* owner = ObjectAccessor::FindPlayer(corpseTarget->GetOwnerGUID())) target = owner; } } else //if (targetMask & TARGET_FLAG_UNIT_MASK) target = m_caster; } if (targetMask & TARGET_FLAG_ITEM_MASK) { if (Item* itemTarget = m_targets.GetItemTarget()) AddItemTarget(itemTarget, 1 << effIndex); return; } if (targetMask & TARGET_FLAG_GAMEOBJECT_MASK) target = m_targets.GetGOTarget(); break; // add self to the target map case EFFECT_IMPLICIT_TARGET_CASTER: if (targetMask & TARGET_FLAG_UNIT_MASK) target = m_caster; break; default: break; } CallScriptObjectTargetSelectHandlers(target, SpellEffIndex(effIndex), SpellImplicitTargetInfo()); if (target) { if (target->ToUnit()) AddUnitTarget(target->ToUnit(), 1 << effIndex, false); else if (target->ToGameObject()) AddGOTarget(target->ToGameObject(), 1 << effIndex); } } uint32 Spell::GetSearcherTypeMask(SpellTargetObjectTypes objType, ConditionList* condList) { // this function selects which containers need to be searched for spell target uint32 retMask = GRID_MAP_TYPE_MASK_ALL; // filter searchers based on searched object type switch (objType) { case TARGET_OBJECT_TYPE_UNIT: case TARGET_OBJECT_TYPE_UNIT_AND_DEST: case TARGET_OBJECT_TYPE_CORPSE: case TARGET_OBJECT_TYPE_CORPSE_ENEMY: case TARGET_OBJECT_TYPE_CORPSE_ALLY: retMask &= GRID_MAP_TYPE_MASK_PLAYER | GRID_MAP_TYPE_MASK_CORPSE | GRID_MAP_TYPE_MASK_CREATURE; break; case TARGET_OBJECT_TYPE_GOBJ: case TARGET_OBJECT_TYPE_GOBJ_ITEM: retMask &= GRID_MAP_TYPE_MASK_GAMEOBJECT; break; default: break; } if (!m_spellInfo->HasAttribute(SPELL_ATTR2_ALLOW_DEAD_TARGET)) retMask &= ~GRID_MAP_TYPE_MASK_CORPSE; if (m_spellInfo->HasAttribute(SPELL_ATTR3_ONLY_ON_PLAYER)) retMask &= GRID_MAP_TYPE_MASK_CORPSE | GRID_MAP_TYPE_MASK_PLAYER; if (m_spellInfo->HasAttribute(SPELL_ATTR3_ONLY_ON_GHOSTS)) retMask &= GRID_MAP_TYPE_MASK_PLAYER; if (condList) retMask &= sConditionMgr->GetSearcherTypeMaskForConditionList(*condList); return retMask; } template void Spell::SearchTargets(SEARCHER& searcher, uint32 containerMask, Unit* referer, Position const* pos, float radius) { if (!containerMask) return; // search world and grid for possible targets bool searchInGrid = containerMask & (GRID_MAP_TYPE_MASK_CREATURE | GRID_MAP_TYPE_MASK_GAMEOBJECT); bool searchInWorld = containerMask & (GRID_MAP_TYPE_MASK_CREATURE | GRID_MAP_TYPE_MASK_PLAYER | GRID_MAP_TYPE_MASK_CORPSE); if (searchInGrid || searchInWorld) { float x, y; x = pos->GetPositionX(); y = pos->GetPositionY(); Map* map = referer->GetMap(); if (searchInWorld) Cell::VisitWorldObjects(x, y, map, searcher, radius); if (searchInGrid) Cell::VisitGridObjects(x, y, map, searcher, radius); } } WorldObject* Spell::SearchNearbyTarget(float range, SpellTargetObjectTypes objectType, SpellTargetCheckTypes selectionType, ConditionList* condList) { WorldObject* target = nullptr; uint32 containerTypeMask = GetSearcherTypeMask(objectType, condList); if (!containerTypeMask) return nullptr; Acore::WorldObjectSpellNearbyTargetCheck check(range, m_caster, m_spellInfo, selectionType, condList); Acore::WorldObjectLastSearcher searcher(m_caster, target, check, containerTypeMask); SearchTargets > (searcher, containerTypeMask, m_caster, m_caster, range); return target; } void Spell::SearchAreaTargets(std::list& targets, float range, Position const* position, Unit* referer, SpellTargetObjectTypes objectType, SpellTargetCheckTypes selectionType, ConditionList* condList) { uint32 containerTypeMask = GetSearcherTypeMask(objectType, condList); if (!containerTypeMask) return; Acore::WorldObjectSpellAreaTargetCheck check(range, position, m_caster, referer, m_spellInfo, selectionType, condList); Acore::WorldObjectListSearcher searcher(m_caster, targets, check, containerTypeMask); SearchTargets > (searcher, containerTypeMask, m_caster, position, range); } void Spell::SearchChainTargets(std::list& targets, uint32 chainTargets, WorldObject* target, SpellTargetObjectTypes objectType, SpellTargetCheckTypes selectType, SpellTargetSelectionCategories /*selectCategory*/, ConditionList* condList, bool isChainHeal) { // max dist for jump target selection float jumpRadius = 0.0f; switch (m_spellInfo->DmgClass) { case SPELL_DAMAGE_CLASS_RANGED: // 7.5y for multi shot jumpRadius = 7.5f; break; case SPELL_DAMAGE_CLASS_MELEE: // 5y for swipe, cleave and similar jumpRadius = 5.0f; break; case SPELL_DAMAGE_CLASS_NONE: case SPELL_DAMAGE_CLASS_MAGIC: // 12.5y for chain heal spell since 3.2 patch if (isChainHeal) jumpRadius = 12.5f; // 10y as default for magic chain spells else jumpRadius = 10.0f; break; } // chain lightning/heal spells and similar - allow to jump at larger distance and go out of los bool isBouncingFar = (m_spellInfo->HasAttribute(SPELL_ATTR4_BOUNCY_CHAIN_MISSILES) || m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_NONE || m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MAGIC); // max dist which spell can reach float searchRadius = jumpRadius; if (isBouncingFar) searchRadius *= chainTargets; std::list tempTargets; SearchAreaTargets(tempTargets, searchRadius, target, m_caster, objectType, selectType, condList); tempTargets.remove(target); // remove targets which are always invalid for chain spells // for some spells allow only chain targets in front of caster (swipe for example) if (!isBouncingFar) { for (std::list::iterator itr = tempTargets.begin(); itr != tempTargets.end();) { std::list::iterator checkItr = itr++; if (!m_caster->HasInArc(static_cast(M_PI), *checkItr)) tempTargets.erase(checkItr); } } while (chainTargets) { // try to get unit for next chain jump std::list::iterator foundItr = tempTargets.end(); // get unit with highest hp deficit in dist if (isChainHeal) { uint32 maxHPDeficit = 0; for (std::list::iterator itr = tempTargets.begin(); itr != tempTargets.end(); ++itr) { if (Unit* unit = (*itr)->ToUnit()) { uint32 deficit = unit->GetMaxHealth() - unit->GetHealth(); if (deficit > maxHPDeficit && target->IsWithinDist(unit, jumpRadius) && target->IsWithinLOSInMap(unit, VMAP::ModelIgnoreFlags::M2)) { foundItr = itr; maxHPDeficit = deficit; } } } } // get closest object else { for (std::list::iterator itr = tempTargets.begin(); itr != tempTargets.end(); ++itr) { if (foundItr == tempTargets.end()) { if ((!isBouncingFar || target->IsWithinDist(*itr, jumpRadius)) && target->IsWithinLOSInMap(*itr, VMAP::ModelIgnoreFlags::M2)) foundItr = itr; } else if (target->GetDistanceOrder(*itr, *foundItr) && target->IsWithinLOSInMap(*itr, VMAP::ModelIgnoreFlags::M2)) foundItr = itr; } } // not found any valid target - chain ends if (foundItr == tempTargets.end()) break; target = *foundItr; tempTargets.erase(foundItr); targets.push_back(target); --chainTargets; } } void Spell::prepareDataForTriggerSystem(AuraEffect const* /*triggeredByAura*/) { //========================================================================================== // Now fill data for trigger system, need know: // can spell trigger another or not (m_canTrigger) // Create base triggers flags for Attacker and Victim (m_procAttacker, m_procVictim and m_procEx) //========================================================================================== m_procVictim = m_procAttacker = 0; // Get data for type of attack and fill base info for trigger switch (m_spellInfo->DmgClass) { case SPELL_DAMAGE_CLASS_MELEE: m_procAttacker = PROC_FLAG_DONE_SPELL_MELEE_DMG_CLASS; if (m_attackType == OFF_ATTACK) m_procAttacker |= PROC_FLAG_DONE_OFFHAND_ATTACK; else m_procAttacker |= PROC_FLAG_DONE_MAINHAND_ATTACK; m_procVictim = PROC_FLAG_TAKEN_SPELL_MELEE_DMG_CLASS; break; case SPELL_DAMAGE_CLASS_RANGED: // Auto attack if (m_spellInfo->HasAttribute(SPELL_ATTR2_AUTO_REPEAT)) { m_procAttacker = PROC_FLAG_DONE_RANGED_AUTO_ATTACK; m_procVictim = PROC_FLAG_TAKEN_RANGED_AUTO_ATTACK; } else // Ranged spell attack { m_procAttacker = PROC_FLAG_DONE_SPELL_RANGED_DMG_CLASS; m_procVictim = PROC_FLAG_TAKEN_SPELL_RANGED_DMG_CLASS; } break; default: if (m_spellInfo->EquippedItemClass == ITEM_CLASS_WEAPON && m_spellInfo->EquippedItemSubClassMask & (1 << ITEM_SUBCLASS_WEAPON_WAND) && m_spellInfo->HasAttribute(SPELL_ATTR2_AUTO_REPEAT)) // Wands auto attack { m_procAttacker = PROC_FLAG_DONE_RANGED_AUTO_ATTACK; m_procVictim = PROC_FLAG_TAKEN_RANGED_AUTO_ATTACK; } // For other spells trigger procflags are set in Spell::DoAllEffectOnTarget // Because spell positivity is dependant on target } m_procEx = PROC_EX_NONE; // Hunter trap spells - activation proc for Lock and Load, Entrapment and Misdirection if (m_spellInfo->SpellFamilyName == SPELLFAMILY_HUNTER && (m_spellInfo->SpellFamilyFlags[0] & 0x18 || // Freezing and Frost Trap, Freezing Arrow m_spellInfo->Id == 57879 || m_spellInfo->Id == 45145 || // Snake Trap - done this way to avoid double proc m_spellInfo->SpellFamilyFlags[2] & 0x00064000)) // Explosive and Immolation Trap { m_procAttacker |= PROC_FLAG_DONE_TRAP_ACTIVATION; } /* Effects which are result of aura proc from triggered spell cannot proc to prevent chain proc of these spells */ // Hellfire Effect - trigger as DOT if (m_spellInfo->SpellFamilyName == SPELLFAMILY_WARLOCK && m_spellInfo->SpellFamilyFlags[0] & 0x00000040) { m_procAttacker = PROC_FLAG_DONE_PERIODIC; m_procVictim = PROC_FLAG_TAKEN_PERIODIC; } // Ranged autorepeat attack is set as triggered spell - ignore it if (!(m_procAttacker & PROC_FLAG_DONE_RANGED_AUTO_ATTACK)) { if (HasTriggeredCastFlag(TRIGGERED_DISALLOW_PROC_EVENTS) && (m_spellInfo->HasAttribute(SPELL_ATTR2_ACTIVE_THREAT) || m_spellInfo->HasAttribute(SPELL_ATTR3_NOT_A_PROC))) m_procEx |= PROC_EX_INTERNAL_CANT_PROC; else if (HasTriggeredCastFlag(TRIGGERED_DISALLOW_PROC_EVENTS)) m_procEx |= PROC_EX_INTERNAL_TRIGGERED; } // Totem casts require spellfamilymask defined in spell_proc_event to proc if (m_originalCaster && m_caster != m_originalCaster && m_caster->IsCreature() && m_caster->ToCreature()->IsTotem() && m_caster->IsControlledByPlayer()) m_procEx |= PROC_EX_INTERNAL_REQ_FAMILY; } void Spell::CleanupTargetList() { m_UniqueTargetInfo.clear(); m_UniqueGOTargetInfo.clear(); m_UniqueItemInfo.clear(); m_delayMoment = 0; m_delayTrajectory = 0; } void Spell::AddUnitTarget(Unit* target, uint32 effectMask, bool checkIfValid /*= true*/, bool implicit /*= true*/) { for (uint32 effIndex = 0; effIndex < MAX_SPELL_EFFECTS; ++effIndex) if (!m_spellInfo->Effects[effIndex].IsEffect() || !CheckEffectTarget(target, effIndex)) effectMask &= ~(1 << effIndex); // no effects left if (!effectMask) return; if (checkIfValid) { SpellCastResult res = m_spellInfo->CheckTarget(m_caster, target, implicit); if (res != SPELL_CAST_OK) return; } // Check for effect immune skip if immuned for (uint32 effIndex = 0; effIndex < MAX_SPELL_EFFECTS; ++effIndex) if (target->IsImmunedToSpellEffect(m_spellInfo, effIndex)) effectMask &= ~(1 << effIndex); ObjectGuid targetGUID = target->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 |= effectMask; // Immune effects removed from mask ihit->scaleAura = false; if (m_auraScaleMask && ihit->effectMask == m_auraScaleMask && m_caster != target) { SpellInfo const* auraSpell = m_spellInfo->GetFirstRankSpell(); if (uint32(target->GetLevel() + 10) >= auraSpell->SpellLevel) ihit->scaleAura = true; } sScriptMgr->OnScaleAuraUnitAdd(this, target, effectMask, checkIfValid, implicit, m_auraScaleMask, *ihit); return; } } // This is new target calculate data for him // Get spell hit result on target TargetInfo targetInfo; targetInfo.targetGUID = targetGUID; // Store target GUID targetInfo.effectMask = effectMask; // Store all effects not immune targetInfo.processed = false; // Effects not apply on target targetInfo.alive = target->IsAlive(); targetInfo.damage = 0; targetInfo.crit = false; targetInfo.scaleAura = false; if (m_auraScaleMask && targetInfo.effectMask == m_auraScaleMask && m_caster != target) { SpellInfo const* auraSpell = m_spellInfo->GetFirstRankSpell(); if (uint32(target->GetLevel() + 10) >= auraSpell->SpellLevel) targetInfo.scaleAura = true; } sScriptMgr->OnScaleAuraUnitAdd(this, target, effectMask, checkIfValid, implicit, m_auraScaleMask, targetInfo); // Calculate hit result if (m_originalCaster) { targetInfo.missCondition = m_originalCaster->SpellHitResult(target, this, m_canReflect); if (m_skipCheck && targetInfo.missCondition != SPELL_MISS_IMMUNE) { targetInfo.missCondition = SPELL_MISS_NONE; } } else targetInfo.missCondition = SPELL_MISS_EVADE; //SPELL_MISS_NONE; // Spell have speed - need calculate incoming time // Incoming time is zero for self casts. At least I think so. if (m_spellInfo->Speed > 0.0f && m_caster != target) { // calculate spell incoming interval /// @todo: this is a hack float dist = m_caster->GetDistance(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ()); if (dist < 5.0f) dist = 5.0f; targetInfo.timeDelay = (uint64) std::floor(dist / m_spellInfo->Speed * 1000.0f); // Calculate minimum incoming time if (m_delayMoment == 0 || m_delayMoment > targetInfo.timeDelay) m_delayMoment = targetInfo.timeDelay; } else targetInfo.timeDelay = 0LL; // If target reflect spell back to caster if (targetInfo.missCondition == SPELL_MISS_REFLECT) { // Calculate reflected spell result on caster targetInfo.reflectResult = m_caster->SpellHitResult(m_caster, this, m_canReflect); if (targetInfo.reflectResult == SPELL_MISS_REFLECT) // Impossible reflect again, so simply deflect spell targetInfo.reflectResult = SPELL_MISS_PARRY; // Increase time interval for reflected spells by 1.5 m_caster->m_Events.AddEvent(new ReflectEvent(m_caster, targetInfo.targetGUID, m_spellInfo), m_caster->m_Events.CalculateTime(targetInfo.timeDelay)); targetInfo.timeDelay += targetInfo.timeDelay >> 1; m_spellFlags |= SPELL_FLAG_REFLECTED; // HACK: workaround check for succubus seduction case /// @todo: seduction should be casted only on humanoids (not demons) if (m_caster->IsPet()) { CreatureTemplate const* ci = sObjectMgr->GetCreatureTemplate(m_caster->GetEntry()); switch (ci->family) { case CREATURE_FAMILY_SUCCUBUS: { if (m_spellInfo->SpellIconID != 694) // Soothing Kiss cancel(); } break; return; } } } else targetInfo.reflectResult = SPELL_MISS_NONE; // Add target to list m_UniqueTargetInfo.push_back(targetInfo); } void Spell::AddGOTarget(GameObject* go, uint32 effectMask) { for (uint32 effIndex = 0; effIndex < MAX_SPELL_EFFECTS; ++effIndex) { if (!m_spellInfo->Effects[effIndex].IsEffect()) effectMask &= ~(1 << effIndex); else { switch (m_spellInfo->Effects[effIndex].Effect) { case SPELL_EFFECT_GAMEOBJECT_DAMAGE: case SPELL_EFFECT_GAMEOBJECT_REPAIR: case SPELL_EFFECT_GAMEOBJECT_SET_DESTRUCTION_STATE: if (go->GetGoType() != GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING) effectMask &= ~(1 << effIndex); break; default: break; } } } if (!effectMask) return; ObjectGuid targetGUID = go->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 |= effectMask; // Add only effect mask return; } } // This is new target calculate data for him GOTargetInfo target; target.targetGUID = targetGUID; target.effectMask = effectMask; target.processed = false; // Effects not apply on target // Spell have speed - need calculate incoming time if (m_spellInfo->Speed > 0.0f) { // calculate spell incoming interval float dist = m_caster->GetDistance(go->GetPositionX(), go->GetPositionY(), go->GetPositionZ()); if (dist < 5.0f) dist = 5.0f; target.timeDelay = uint64(std::floor(dist / m_spellInfo->Speed * 1000.0f)); if (m_delayMoment == 0 || m_delayMoment > target.timeDelay) m_delayMoment = target.timeDelay; } else target.timeDelay = 0LL; // Add target to list m_UniqueGOTargetInfo.push_back(target); } void Spell::AddItemTarget(Item* item, uint32 effectMask) { for (uint32 effIndex = 0; effIndex < MAX_SPELL_EFFECTS; ++effIndex) if (!m_spellInfo->Effects[effIndex].IsEffect()) effectMask &= ~(1 << effIndex); // no effects left if (!effectMask) return; // Lookup target in already in list for (std::list::iterator ihit = m_UniqueItemInfo.begin(); ihit != m_UniqueItemInfo.end(); ++ihit) { if (item == ihit->item) // Found in list { ihit->effectMask |= effectMask; // Add only effect mask return; } } // This is new target add data ItemTargetInfo target; target.item = item; target.effectMask = effectMask; m_UniqueItemInfo.push_back(target); } void Spell::AddDestTarget(SpellDestination const& dest, uint32 effIndex) { m_destTargets[effIndex] = dest; } void Spell::DoAllEffectOnTarget(TargetInfo* target) { if (!target || target->processed) return; target->processed = true; // Target checked in apply effects procedure // Get mask of effects for target uint8 mask = target->effectMask; Unit* effectUnit = m_caster->GetGUID() == target->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, target->targetGUID); if (!effectUnit && !target->targetGUID.IsPlayer()) // only players may be targeted across maps return; if (!effectUnit || m_spellInfo->Id == 45927) { uint8 farMask = 0; // create far target mask for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) if (m_spellInfo->Effects[i].IsFarUnitTargetEffect()) if ((1 << i) & mask) farMask |= (1 << i); if (!farMask) return; // find unit in world // Xinef: FindUnit Access without Map check!!! Intended effectUnit = ObjectAccessor::FindPlayer(target->targetGUID); if (!effectUnit) return; // do far effects on the unit // can't use default call because of threading, do stuff as fast as possible for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) if (farMask & (1 << i)) HandleEffects(effectUnit, nullptr, nullptr, i, SPELL_EFFECT_HANDLE_HIT_TARGET); return; } if (effectUnit->IsAlive() != target->alive) return; // Xinef: absorb delayed projectiles for 500ms if (getState() == SPELL_STATE_DELAYED && !m_spellInfo->IsTargetingArea() && !m_spellInfo->IsPositive() && (GameTime::GetGameTimeMS().count() - target->timeDelay) <= effectUnit->m_lastSanctuaryTime && GameTime::GetGameTimeMS().count() < (effectUnit->m_lastSanctuaryTime + 500) && effectUnit->FindMap() && !effectUnit->FindMap()->IsDungeon() ) return; // No missinfo in that case // Get original caster (if exist) and calculate damage/healing from him data Unit* caster = m_originalCaster ? m_originalCaster : m_caster; // Skip if m_originalCaster not avaiable if (!caster) 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 = effectUnit; // Reset damage/healing counter m_damage = target->damage; m_healing = -target->damage; m_spellAura = nullptr; // Set aura to null for every target-make sure that pointer is not used for unit without aura applied PrepareScriptHitHandlers(); CallScriptBeforeHitHandlers(missInfo); //Spells with this flag cannot trigger if effect is casted on self bool canEffectTrigger = !m_spellInfo->HasAttribute(SPELL_ATTR3_SUPPRESS_CASTER_PROCS) && unitTarget->CanProc() && (CanExecuteTriggersOnHit(mask) || missInfo == SPELL_MISS_IMMUNE2); bool reflectedSpell = missInfo == SPELL_MISS_REFLECT; Unit* spellHitTarget = nullptr; if (missInfo == SPELL_MISS_NONE) // In case spell hit target, do all effect on that target spellHitTarget = unitTarget; else if (missInfo == SPELL_MISS_REFLECT) // In case spell reflect from target, do all effect on caster (if hit) { missInfo = target->reflectResult; if (missInfo == SPELL_MISS_NONE) // If reflected spell hit caster -> do all effect on him { spellHitTarget = m_caster; unitTarget = m_caster; if (m_caster->IsCreature()) m_caster->ToCreature()->LowerPlayerDamageReq(target->damage); } } if (spellHitTarget) { SpellMissInfo missInfo2 = DoSpellHitOnUnit(spellHitTarget, mask, target->scaleAura); if (missInfo2 != SPELL_MISS_NONE) { if (missInfo2 != SPELL_MISS_MISS) m_caster->SendSpellMiss(spellHitTarget, m_spellInfo->Id, missInfo2); m_damage = 0; spellHitTarget = nullptr; // Xinef: if missInfo2 is MISS_EVADE, override base missinfo data if (missInfo2 == SPELL_MISS_EVADE) missInfo = SPELL_MISS_EVADE; } } // Do not take combo points on dodge and miss if (missInfo != SPELL_MISS_NONE && m_needComboPoints && m_targets.GetUnitTargetGUID() == target->targetGUID) { m_needComboPoints = false; // Restore spell mods for a miss/dodge/parry Cold Blood /// @todo: check how broad this rule should be if (m_caster->IsPlayer() && (missInfo == SPELL_MISS_MISS || missInfo == SPELL_MISS_DODGE || missInfo == SPELL_MISS_PARRY)) m_caster->ToPlayer()->RestoreSpellMods(this, 14177); } // Fill base trigger info uint32 procAttacker = m_procAttacker; uint32 procVictim = m_procVictim; uint32 procEx = m_procEx; // Trigger info was not filled in spell::preparedatafortriggersystem - we do it now if (canEffectTrigger && !procAttacker && !procVictim) { bool positive = true; if (m_damage > 0) positive = false; else if (!m_healing) { for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) // If at least one effect negative spell is negative hit // Xinef: if missInfo is immune state check all effects to properly determine positiveness of spell if ((missInfo == SPELL_MISS_IMMUNE2 || (mask & (1 << i))) && !m_spellInfo->IsPositiveEffect(i)) { positive = false; break; } } switch (m_spellInfo->DmgClass) { case SPELL_DAMAGE_CLASS_MAGIC: if (positive) { procAttacker |= PROC_FLAG_DONE_SPELL_MAGIC_DMG_CLASS_POS; procVictim |= PROC_FLAG_TAKEN_SPELL_MAGIC_DMG_CLASS_POS; } else { procAttacker |= PROC_FLAG_DONE_SPELL_MAGIC_DMG_CLASS_NEG; procVictim |= PROC_FLAG_TAKEN_SPELL_MAGIC_DMG_CLASS_NEG; } break; case SPELL_DAMAGE_CLASS_NONE: if (positive) { procAttacker |= PROC_FLAG_DONE_SPELL_NONE_DMG_CLASS_POS; procVictim |= PROC_FLAG_TAKEN_SPELL_NONE_DMG_CLASS_POS; } else { procAttacker |= PROC_FLAG_DONE_SPELL_NONE_DMG_CLASS_NEG; procVictim |= PROC_FLAG_TAKEN_SPELL_NONE_DMG_CLASS_NEG; } break; } } CallScriptOnHitHandlers(); // All calculated do it! // Do healing and triggers if (m_healing > 0) { bool crit = target->crit; uint32 addhealth = m_healing; if (crit) { procEx |= PROC_EX_CRITICAL_HIT; addhealth = Unit::SpellCriticalHealingBonus(caster, m_spellInfo, addhealth, nullptr); } else procEx |= PROC_EX_NORMAL_HIT; HealInfo healInfo(caster, unitTarget, addhealth, m_spellInfo, m_spellInfo->GetSchoolMask()); // Xinef: override with forced crit, only visual result if (GetSpellValue()->ForcedCritResult) { crit = true; procEx |= PROC_EX_CRITICAL_HIT; } int32 gain = caster->HealBySpell(healInfo, crit); unitTarget->getHostileRefMgr().threatAssist(caster, float(gain) * 0.5f, m_spellInfo); m_healing = gain; // Xinef: if heal acutally healed something, add no overheal flag if (m_healing) procEx |= PROC_EX_NO_OVERHEAL; // Do triggers for unit (reflect triggers passed on hit phase for correct drop charge) if (canEffectTrigger) Unit::ProcDamageAndSpell(caster, unitTarget, procAttacker, procVictim, procEx, addhealth, m_attackType, m_spellInfo, m_triggeredByAuraSpell.spellInfo, m_triggeredByAuraSpell.effectIndex, this, nullptr, &healInfo); } // Do damage and triggers else if (m_damage > 0) { caster->SetLastDamagedTargetGuid(unitTarget->GetGUID()); // Fill base damage struct (unitTarget - is real spell target) SpellNonMeleeDamage damageInfo(caster, unitTarget, m_spellInfo, m_spellSchoolMask); // Add bonuses and fill damageInfo struct // Dancing Rune Weapon... if (m_caster->GetEntry() == 27893) { if (Unit* owner = m_caster->GetOwner()) owner->CalculateSpellDamageTaken(&damageInfo, m_damage, m_spellInfo, m_attackType, target->crit); } else caster->CalculateSpellDamageTaken(&damageInfo, m_damage, m_spellInfo, m_attackType, target->crit); // xinef: override miss info after absorb / block calculations if (missInfo == SPELL_MISS_NONE && damageInfo.damage == 0) { //if (damageInfo.absorb > 0) // missInfo = SPELL_MISS_ABSORB; if (damageInfo.blocked) missInfo = SPELL_MISS_BLOCK; } // Xinef: override with forced crit, only visual result if (GetSpellValue()->ForcedCritResult) { damageInfo.HitInfo |= SPELL_HIT_TYPE_CRIT; } Unit::DealDamageMods(damageInfo.target, damageInfo.damage, &damageInfo.absorb); // xinef: health leech handling if (m_spellInfo->HasEffect(SPELL_EFFECT_HEALTH_LEECH)) { uint8 effIndex = EFFECT_0; for (; effIndex < MAX_SPELL_EFFECTS; ++effIndex) if (m_spellInfo->Effects[effIndex].Effect == SPELL_EFFECT_HEALTH_LEECH) break; float healMultiplier = m_spellInfo->Effects[effIndex].CalcValueMultiplier(m_originalCaster, this); // get max possible damage, don't count overkill for heal uint32 healthGain = uint32(-unitTarget->GetHealthGain(-int32(damageInfo.damage)) * healMultiplier); if (m_caster->IsAlive()) { healthGain = m_caster->SpellHealingBonusDone(m_caster, m_spellInfo, healthGain, HEAL, effIndex); healthGain = m_caster->SpellHealingBonusTaken(m_caster, m_spellInfo, healthGain, HEAL); HealInfo healInfo(m_caster, m_caster, healthGain, m_spellInfo, m_spellInfo->GetSchoolMask()); m_caster->HealBySpell(healInfo); } } // Send log damage message to client caster->SendSpellNonMeleeDamageLog(&damageInfo); // Xinef: send info to target about reflect if (reflectedSpell) effectUnit->SendSpellNonMeleeReflectLog(&damageInfo, effectUnit); procEx |= createProcExtendMask(&damageInfo, missInfo); procVictim |= PROC_FLAG_TAKEN_DAMAGE; caster->DealSpellDamage(&damageInfo, true, this); // do procs after damage, eg healing effects // no need to check if target is alive, done in procdamageandspell // Do triggers for unit (reflect triggers passed on hit phase for correct drop charge) if (canEffectTrigger) { DamageInfo dmgInfo(damageInfo, SPELL_DIRECT_DAMAGE); Unit::ProcDamageAndSpell(caster, unitTarget, procAttacker, procVictim, procEx, damageInfo.damage, m_attackType, m_spellInfo, m_triggeredByAuraSpell.spellInfo, m_triggeredByAuraSpell.effectIndex, this, &dmgInfo); if (caster->IsPlayer() && m_spellInfo->HasAttribute(SPELL_ATTR0_CANCELS_AUTO_ATTACK_COMBAT) == 0 && m_spellInfo->HasAttribute(SPELL_ATTR4_SUPPRESS_WEAPON_PROCS) == 0 && (m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MELEE || m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_RANGED)) caster->ToPlayer()->CastItemCombatSpell(unitTarget, m_attackType, procVictim, procEx); } m_damage = damageInfo.damage; } // Passive spell hits/misses or active spells only misses (only triggers) else { // Fill base damage struct (unitTarget - is real spell target) SpellNonMeleeDamage damageInfo(caster, unitTarget, m_spellInfo, m_spellSchoolMask); procEx |= createProcExtendMask(&damageInfo, missInfo); // Do triggers for unit (reflect triggers passed on hit phase for correct drop charge) if (canEffectTrigger) { DamageInfo dmgInfo(damageInfo, NODAMAGE); Unit::ProcDamageAndSpell(caster, unitTarget, procAttacker, procVictim, procEx, 0, m_attackType, m_spellInfo, m_triggeredByAuraSpell.spellInfo, m_triggeredByAuraSpell.effectIndex, this, &dmgInfo); // Xinef: eg. rogue poisons can proc off cheap shot, etc. so this block should be here also // Xinef: ofc count only spells that HIT the target, little hack used to fool the system if ((procEx & PROC_EX_NORMAL_HIT || procEx & PROC_EX_CRITICAL_HIT) && caster->IsPlayer() && m_spellInfo->HasAttribute(SPELL_ATTR0_CANCELS_AUTO_ATTACK_COMBAT) == 0 && m_spellInfo->HasAttribute(SPELL_ATTR4_SUPPRESS_WEAPON_PROCS) == 0 && (m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MELEE || m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_RANGED)) caster->ToPlayer()->CastItemCombatSpell(unitTarget, m_attackType, procVictim | PROC_FLAG_TAKEN_DAMAGE, procEx); } // Failed Pickpocket, reveal rogue if (missInfo == SPELL_MISS_RESIST && m_spellInfo->HasAttribute(SPELL_ATTR0_CU_PICKPOCKET) && unitTarget->IsCreature() && m_caster) { m_caster->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TALK); if (unitTarget->ToCreature()->IsAIEnabled) unitTarget->ToCreature()->AI()->AttackStart(m_caster); } } if (m_caster) { if (missInfo != SPELL_MISS_EVADE && !m_caster->IsFriendlyTo(effectUnit) && (!m_spellInfo->IsPositive() || m_spellInfo->HasEffect(SPELL_EFFECT_DISPEL))) { if (!m_triggeredByAuraSpell.spellInfo || m_damage || (!(m_triggeredByAuraSpell.spellInfo->Effects[m_triggeredByAuraSpell.effectIndex].TriggerSpell == m_spellInfo->Id) && !(m_triggeredByAuraSpell.spellInfo->IsAuraEffectEqual(m_spellInfo)))) m_caster->CombatStart(effectUnit, !(m_spellInfo->AttributesEx3 & SPELL_ATTR3_SUPPRESS_TARGET_PROCS)); // Patch 3.0.8: All player spells which cause a creature to become aggressive to you will now also immediately cause the creature to be tapped. if (effectUnit->IsInCombatWith(m_caster)) { if (Creature* creature = effectUnit->ToCreature()) { if (!creature->hasLootRecipient() && m_caster->IsPlayer()) { creature->SetLootRecipient(m_caster); } } } // Unsure if there are more spells that are not supposed to stop enemy from // regenerating HP from food, so for now it stays as an ID. const uint32 SPELL_PREMEDITATION = 14183; if (m_spellInfo->Id != SPELL_PREMEDITATION) { if (!effectUnit->IsStandState()) { effectUnit->SetStandState(UNIT_STAND_STATE_STAND); } } } } if (missInfo != SPELL_MISS_EVADE && effectUnit != m_caster && m_caster->IsFriendlyTo(effectUnit) && m_spellInfo->IsPositive() && effectUnit->IsInCombat() && !m_spellInfo->HasAttribute(SPELL_ATTR1_NO_THREAT)) { m_caster->SetInCombatWith(effectUnit); } // Check for SPELL_ATTR7_CAN_CAUSE_INTERRUPT if (m_spellInfo->HasAttribute(SPELL_ATTR7_CAN_CAUSE_INTERRUPT) && !effectUnit->IsPlayer()) caster->CastSpell(effectUnit, SPELL_INTERRUPT_NONPLAYER, true); if (spellHitTarget) { //AI functions if (spellHitTarget->IsCreature()) { if (spellHitTarget->ToCreature()->IsAIEnabled) spellHitTarget->ToCreature()->AI()->SpellHit(m_caster, m_spellInfo); } if (m_caster->IsCreature() && m_caster->ToCreature()->IsAIEnabled) m_caster->ToCreature()->AI()->SpellHitTarget(spellHitTarget, m_spellInfo); // Needs to be called after dealing damage/healing to not remove breaking on damage auras DoTriggersOnSpellHit(spellHitTarget, mask); // if target is fallged for pvp also flag caster if a player // xinef: do not flag spells with aura bind sight (no special attribute) if (effectUnit->IsPvP() && effectUnit != m_caster && effectUnit->GetOwnerGUID() != m_caster->GetGUID() && m_caster->IsPlayer() && !m_spellInfo->HasAttribute(SPELL_ATTR0_CU_NO_PVP_FLAG)) { m_caster->ToPlayer()->UpdatePvP(true); } CallScriptAfterHitHandlers(); } } SpellMissInfo Spell::DoSpellHitOnUnit(Unit* unit, uint32 effectMask, bool scaleAura) { if (!unit || !effectMask) return SPELL_MISS_EVADE; // For delayed spells immunity may be applied between missile launch and hit - check immunity for that case if (m_spellInfo->Speed && ((m_damage > 0 && unit->IsImmunedToDamage(this)) || unit->IsImmunedToSchool(this) || unit->IsImmunedToSpell(m_spellInfo, this))) { return SPELL_MISS_IMMUNE; } // disable effects to which unit is immune SpellMissInfo returnVal = SPELL_MISS_IMMUNE; for (uint32 effectNumber = 0; effectNumber < MAX_SPELL_EFFECTS; ++effectNumber) { if (effectMask & (1 << effectNumber)) { if (unit->IsImmunedToSpellEffect(m_spellInfo, effectNumber)) effectMask &= ~(1 << effectNumber); // Xinef: Buggs out polymorph // Xinef: And this is checked in MagicSpellHitResult, why we check resistance twice? // Xinef: And why we check every spell effect basing on rand and generic dispel info? some effects will be appliend and some wont? /*else if (m_spellInfo->Effects[effectNumber].IsAura() && !m_spellInfo->IsPositiveEffect(effectNumber)) { int32 debuff_resist_chance = unit->GetMaxPositiveAuraModifierByMiscValue(SPELL_AURA_MOD_DEBUFF_RESISTANCE, int32(m_spellInfo->Dispel)); debuff_resist_chance += unit->GetMaxNegativeAuraModifierByMiscValue(SPELL_AURA_MOD_DEBUFF_RESISTANCE, int32(m_spellInfo->Dispel)); if (debuff_resist_chance > 0) if (irand(0,10000) <= (debuff_resist_chance * 100)) { effectMask &= ~(1 << effectNumber); returnVal = SPELL_MISS_RESIST; } }*/ } } if (!effectMask) return returnVal; if (unit->IsPlayer()) { unit->ToPlayer()->StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_SPELL_TARGET, m_spellInfo->Id); unit->ToPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET, m_spellInfo->Id, 0, m_caster); unit->ToPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2, m_spellInfo->Id, 0, m_caster); } if (m_caster->IsPlayer()) { m_caster->ToPlayer()->StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_SPELL_CASTER, m_spellInfo->Id); m_caster->ToPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL2, m_spellInfo->Id, 0, unit); } if (m_caster != unit) { // Recheck UNIT_FLAG_NON_ATTACKABLE for delayed spells // Xinef: Also check evade state if (m_spellInfo->Speed > 0.0f) { if (unit->IsCreature() && unit->ToCreature()->IsInEvadeMode()) return SPELL_MISS_EVADE; if (unit->HasUnitFlag(UNIT_FLAG_NON_ATTACKABLE) && unit->GetCharmerOrOwnerGUID() != m_caster->GetGUID()) return SPELL_MISS_EVADE; } if (m_caster->_IsValidAttackTarget(unit, m_spellInfo) && /*Intervene Trigger*/ m_spellInfo->Id != 59667) { unit->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_HITBYSPELL); } else if (m_caster->IsFriendlyTo(unit)) { // for delayed spells ignore negative spells (after duel end) for friendly targets /// @todo: this cause soul transfer bugged if (!IsTriggered() && m_spellInfo->Speed > 0.0f && unit->IsPlayer() && !m_spellInfo->IsPositive()) return SPELL_MISS_EVADE; // assisting case, healing and resurrection if (unit->HasUnitState(UNIT_STATE_ATTACK_PLAYER)) { m_caster->SetContestedPvP(); if (m_caster->IsPlayer() && !m_spellInfo->HasAttribute(SPELL_ATTR0_CU_NO_PVP_FLAG)) m_caster->ToPlayer()->UpdatePvP(true); } // xinef: triggered spells should not prolong combat if (unit->IsInCombat() && !m_spellInfo->HasAttribute(SPELL_ATTR3_SUPPRESS_TARGET_PROCS) && !m_triggeredByAuraSpell) { m_caster->SetInCombatState(unit->GetCombatTimer() > 0, unit); unit->getHostileRefMgr().threatAssist(m_caster, 0.0f); } } } uint8 aura_effmask = 0; for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) if (effectMask & (1 << i) && m_spellInfo->Effects[i].IsUnitOwnedAuraEffect()) aura_effmask |= 1 << i; Unit* originalCaster = GetOriginalCaster(); if (!originalCaster) originalCaster = m_caster; // Get Data Needed for Diminishing Returns, some effects may have multiple auras, so this must be done on spell hit, not aura add // Xinef: Do not increase diminishing level for self cast m_diminishGroup = GetDiminishingReturnsGroupForSpell(m_spellInfo, m_triggeredByAuraSpell.spellInfo); // xinef: do not increase diminish level for bosses (eg. Void Reaver silence is never diminished) if (((m_spellFlags & SPELL_FLAG_REFLECTED) && !(unit->HasReflectSpellsAura())) || (aura_effmask && m_diminishGroup && unit != m_caster && (!m_caster->IsCreature() || !m_caster->ToCreature()->isWorldBoss()))) { m_diminishLevel = unit->GetDiminishing(m_diminishGroup); DiminishingReturnsType type = GetDiminishingReturnsGroupType(m_diminishGroup); uint32 flagsExtra = unit->IsCreature() ? unit->ToCreature()->GetCreatureTemplate()->flags_extra : 0; // Increase Diminishing on unit, current informations for actually casts will use values above if ((type == DRTYPE_PLAYER && (unit->IsCharmedOwnedByPlayerOrPlayer() || flagsExtra & CREATURE_FLAG_EXTRA_ALL_DIMINISH || (m_diminishGroup == DIMINISHING_TAUNT && (flagsExtra & CREATURE_FLAG_EXTRA_OBEYS_TAUNT_DIMINISHING_RETURNS)))) || type == DRTYPE_ALL) { // Do not apply diminish return if caster is NPC if (m_caster->IsCharmedOwnedByPlayerOrPlayer()) { unit->IncrDiminishing(m_diminishGroup); } } } if (m_caster != unit && m_caster->IsHostileTo(unit) && !m_spellInfo->IsPositive() && !m_triggeredByAuraSpell && !m_spellInfo->HasAttribute(SPELL_ATTR0_CU_DONT_BREAK_STEALTH)) { unit->RemoveAurasByType(SPELL_AURA_MOD_STEALTH); } if (aura_effmask) { // Select rank for aura with level requirements only in specific cases // Unit has to be target only of aura effect, both caster and target have to be players, target has to be other than unit target SpellInfo const* aurSpellInfo = m_spellInfo; int32 basePoints[3]; if (scaleAura) { aurSpellInfo = m_spellInfo->GetAuraRankForLevel(unitTarget->GetLevel()); ASSERT(aurSpellInfo); for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) { basePoints[i] = aurSpellInfo->Effects[i].BasePoints; if (m_spellInfo->Effects[i].Effect != aurSpellInfo->Effects[i].Effect) { aurSpellInfo = m_spellInfo; break; } } } if (m_originalCaster) { bool refresh = false; bool refreshPeriodic = m_spellInfo->StackAmount < 2 && !HasTriggeredCastFlag(TRIGGERED_NO_PERIODIC_RESET); m_spellAura = Aura::TryRefreshStackOrCreate(aurSpellInfo, effectMask, unit, m_originalCaster, (aurSpellInfo == m_spellInfo) ? &m_spellValue->EffectBasePoints[0] : &basePoints[0], m_CastItem, ObjectGuid::Empty, &refresh, refreshPeriodic); // xinef: if aura was not refreshed, add proc ex if (!refresh) m_procEx |= PROC_EX_NO_AURA_REFRESH; if (m_spellAura) { // Prevent aura application if target is banished and immuned if (m_targets.GetUnitTarget() && m_targets.GetUnitTarget()->IsImmunedToDamageOrSchool(m_spellAura->GetSpellInfo()) && m_targets.GetUnitTarget()->HasUnitState(UNIT_STATE_ISOLATED)) { m_spellAura->Remove(); return SPELL_MISS_IMMUNE; } // Set aura stack amount to desired value if (m_spellValue->AuraStackAmount > 1) { if (!refresh) m_spellAura->SetStackAmount(m_spellValue->AuraStackAmount); else m_spellAura->ModStackAmount(m_spellValue->AuraStackAmount); } // Now Reduce spell duration using data received at spell hit int32 duration = m_spellAura->GetMaxDuration(); int32 limitduration = GetDiminishingReturnsLimitDuration(m_diminishGroup, aurSpellInfo); // Xinef: if unit == caster - test versus original unit if available float diminishMod = 1.0f; if (unit == m_caster && m_targets.GetUnitTarget()) diminishMod = m_targets.GetUnitTarget()->ApplyDiminishingToDuration(m_diminishGroup, duration, m_originalCaster, m_diminishLevel, limitduration); else diminishMod = unit->ApplyDiminishingToDuration(m_diminishGroup, duration, m_originalCaster, m_diminishLevel, limitduration); // unit is immune to aura if it was diminished to 0 duration if (diminishMod == 0.0f) { m_spellAura->Remove(); if (m_diminishGroup == DIMINISHING_TAUNT) return SPELL_MISS_IMMUNE; bool found = false; for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) if (effectMask & (1 << i) && m_spellInfo->Effects[i].Effect != SPELL_EFFECT_APPLY_AURA) found = true; if (!found) return SPELL_MISS_IMMUNE; } else { ((UnitAura*)m_spellAura)->SetDiminishGroup(m_diminishGroup); bool positive = m_spellAura->GetSpellInfo()->IsPositive(); if (AuraApplication* aurApp = m_spellAura->GetApplicationOfTarget(m_originalCaster->GetGUID())) positive = aurApp->IsPositive(); duration = m_originalCaster->ModSpellDuration(aurSpellInfo, unit, duration, positive, effectMask); // xinef: haste affects duration of those spells twice if (m_originalCaster->HasAuraTypeWithAffectMask(SPELL_AURA_PERIODIC_HASTE, aurSpellInfo) || m_spellInfo->HasAttribute(SPELL_ATTR5_SPELL_HASTE_AFFECTS_PERIODIC)) duration = int32(duration * m_originalCaster->GetFloatValue(UNIT_MOD_CAST_SPEED)); if (m_spellValue->AuraDuration != 0) { if (m_spellAura->GetMaxDuration() != -1) { m_spellAura->SetMaxDuration(m_spellValue->AuraDuration); } m_spellAura->SetDuration(m_spellValue->AuraDuration); } else if (duration != m_spellAura->GetMaxDuration()) { m_spellAura->SetMaxDuration(duration); m_spellAura->SetDuration(duration); } // xinef: apply relic cooldown, imo best place to add this if (m_CastItem && m_CastItem->GetTemplate()->InventoryType == INVTYPE_RELIC && m_triggeredByAuraSpell) m_caster->AddSpellCooldown(SPELL_RELIC_COOLDOWN, m_CastItem->GetEntry(), duration); m_spellAura->SetTriggeredByAuraSpellInfo(m_triggeredByAuraSpell.spellInfo); m_spellAura->_RegisterForTargets(); } } } } int8 sanct_effect = -1; for (uint32 effectNumber = 0; effectNumber < MAX_SPELL_EFFECTS; ++effectNumber) { // handle sanctuary effects after aura apply! if (m_spellInfo->Effects[effectNumber].Effect == SPELL_EFFECT_SANCTUARY) { sanct_effect = effectNumber; continue; } if (effectMask & (1 << effectNumber)) HandleEffects(unit, nullptr, nullptr, effectNumber, SPELL_EFFECT_HANDLE_HIT_TARGET); } if (sanct_effect >= 0 && (effectMask & (1 << sanct_effect))) HandleEffects(unit, nullptr, nullptr, sanct_effect, SPELL_EFFECT_HANDLE_HIT_TARGET); return SPELL_MISS_NONE; } void Spell::DoTriggersOnSpellHit(Unit* unit, uint8 effMask) { // Apply additional spell effects to target /// @todo: move this code to scripts if (m_preCastSpell) { // Paladin immunity shields if (m_preCastSpell == 61988) { // Cast Forbearance m_caster->CastSpell(unit, 25771, true); // Cast Avenging Wrath Marker unit->CastSpell(unit, 61987, true); } // Avenging Wrath if (m_preCastSpell == 61987) // Cast the serverside immunity shield marker m_caster->CastSpell(unit, 61988, true); // Fearie Fire (Feral) - damage if (m_preCastSpell == 60089) m_caster->CastSpell(unit, m_preCastSpell, true); else if (sSpellMgr->GetSpellInfo(m_preCastSpell)) // Blizz seems to just apply aura without bothering to cast m_caster->AddAura(m_preCastSpell, unit); } // handle SPELL_AURA_ADD_TARGET_TRIGGER auras // this is executed after spell proc spells on target hit // spells are triggered for each hit spell target // info confirmed with retail sniffs of permafrost and shadow weaving if (!m_hitTriggerSpells.empty()) { int _duration = 0; for (HitTriggerSpellList::const_iterator i = m_hitTriggerSpells.begin(); i != m_hitTriggerSpells.end(); ++i) { if (CanExecuteTriggersOnHit(effMask, i->triggeredByAura) && roll_chance_i(i->chance)) { m_caster->CastSpell(unit, i->triggeredSpell->Id, true); LOG_DEBUG("spells.aura", "Spell {} triggered spell {} by SPELL_AURA_ADD_TARGET_TRIGGER aura", m_spellInfo->Id, i->triggeredSpell->Id); // SPELL_AURA_ADD_TARGET_TRIGGER auras shouldn't trigger auras without duration // set duration of current aura to the triggered spell if (i->triggeredSpell->GetDuration() == -1) { if (Aura* triggeredAur = unit->GetAura(i->triggeredSpell->Id, m_caster->GetGUID())) { // get duration from aura-only once if (!_duration) { Aura* aur = unit->GetAura(m_spellInfo->Id, m_caster->GetGUID()); _duration = aur ? aur->GetDuration() : -1; } triggeredAur->SetDuration(_duration); } } } } } // trigger linked auras remove/apply /// @todo: remove/cleanup this, as this table is not documented and people are doing stupid things with it if (std::vector const* spellTriggered = sSpellMgr->GetSpellLinked(m_spellInfo->Id + SPELL_LINK_HIT)) { for (std::vector::const_iterator i = spellTriggered->begin(); i != spellTriggered->end(); ++i) if (*i < 0) { unit->RemoveAurasDueToSpell(-(*i)); } else { unit->CastSpell(unit, *i, true, 0, 0, m_caster->GetGUID()); } } } void Spell::DoAllEffectOnTarget(GOTargetInfo* target) { if (target->processed) // Check target return; target->processed = true; // Target checked in apply effects procedure uint32 effectMask = target->effectMask; if (!effectMask) return; GameObject* go = m_caster->GetMap()->GetGameObject(target->targetGUID); if (!go) return; PrepareScriptHitHandlers(); CallScriptBeforeHitHandlers(SPELL_MISS_NONE); for (uint32 effectNumber = 0; effectNumber < MAX_SPELL_EFFECTS; ++effectNumber) if (effectMask & (1 << effectNumber)) HandleEffects(nullptr, nullptr, go, effectNumber, SPELL_EFFECT_HANDLE_HIT_TARGET); // xinef: inform ai about spellhit go->AI()->SpellHit(m_caster, m_spellInfo); CallScriptOnHitHandlers(); CallScriptAfterHitHandlers(); } void Spell::DoAllEffectOnTarget(ItemTargetInfo* target) { uint32 effectMask = target->effectMask; if (!target->item || !effectMask) return; PrepareScriptHitHandlers(); CallScriptBeforeHitHandlers(SPELL_MISS_NONE); for (uint32 effectNumber = 0; effectNumber < MAX_SPELL_EFFECTS; ++effectNumber) if (effectMask & (1 << effectNumber)) HandleEffects(nullptr, target->item, nullptr, effectNumber, SPELL_EFFECT_HANDLE_HIT_TARGET); CallScriptOnHitHandlers(); CallScriptAfterHitHandlers(); } bool Spell::UpdateChanneledTargetList() { // Not need check return true if (m_channelTargetEffectMask == 0) return true; uint8 channelTargetEffectMask = m_channelTargetEffectMask; uint8 channelAuraMask = 0; for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) if (m_spellInfo->Effects[i].Effect == SPELL_EFFECT_APPLY_AURA) channelAuraMask |= 1 << i; channelAuraMask &= channelTargetEffectMask; float range = 0; if (channelAuraMask) { range = m_spellInfo->GetMaxRange(m_spellInfo->IsPositive()); if (range == 0) for(int i = EFFECT_0; i <= EFFECT_2; ++i) if (channelAuraMask & (1 << i) && m_spellInfo->Effects[i].RadiusEntry) { range = m_spellInfo->Effects[i].CalcRadius(nullptr, nullptr); break; } if (Player* modOwner = m_caster->GetSpellModOwner()) modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RANGE, range, this); // xinef: add little tolerance level range += std::min(3.0f, range * 0.1f); // 10% but no more than 3yd } for (std::list::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit) { if (ihit->missCondition == SPELL_MISS_NONE && (channelTargetEffectMask & ihit->effectMask)) { Unit* unit = m_caster->GetGUID() == ihit->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID); if (!unit) continue; if (IsValidDeadOrAliveTarget(unit)) { if (channelAuraMask & ihit->effectMask) { if (AuraApplication* aurApp = unit->GetAuraApplication(m_spellInfo->Id, m_originalCasterGUID)) { if (m_caster != unit) { if (!m_caster->IsWithinDistInMap(unit, range)) { ihit->effectMask &= ~aurApp->GetEffectMask(); unit->RemoveAura(aurApp); continue; } // Xinef: Update Orientation server side (non players wont sent appropriate packets) else if (m_spellInfo->HasAttribute(SPELL_ATTR1_TRACK_TARGET_IN_CHANNEL)) m_caster->UpdateOrientation(m_caster->GetAngle(unit)); } } else // aura is dispelled continue; } channelTargetEffectMask &= ~ihit->effectMask; // remove from need alive mask effect that have alive target } } } // Xinef: not all effects are covered, remove applications from all targets if (channelTargetEffectMask != 0) { for (std::list::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit) if (ihit->missCondition == SPELL_MISS_NONE && (channelAuraMask & ihit->effectMask)) if (Unit* unit = m_caster->GetGUID() == ihit->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID)) if (IsValidDeadOrAliveTarget(unit)) if (AuraApplication* aurApp = unit->GetAuraApplication(m_spellInfo->Id, m_originalCasterGUID)) { ihit->effectMask &= ~aurApp->GetEffectMask(); unit->RemoveAura(aurApp); } } // is all effects from m_needAliveTargetMask have alive targets return channelTargetEffectMask == 0; } SpellCastResult Spell::prepare(SpellCastTargets const* targets, AuraEffect const* triggeredByAura) { if (m_CastItem) { m_castItemGUID = m_CastItem->GetGUID(); } else { m_castItemGUID = ObjectGuid::Empty; } InitExplicitTargets(*targets); if (!sScriptMgr->CanPrepare(this, targets, triggeredByAura)) { finish(false); return SPELL_FAILED_UNKNOWN; } // Fill aura scaling information if (sScriptMgr->CanScalingEverything(this) || m_caster->IsTotem() || (m_caster->IsControlledByPlayer() && !m_spellInfo->IsPassive() && m_spellInfo->SpellLevel && !m_spellInfo->IsChanneled() && !HasTriggeredCastFlag(TRIGGERED_IGNORE_AURA_SCALING))) { for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) { if (m_spellInfo->Effects[i].Effect == SPELL_EFFECT_APPLY_AURA || m_spellInfo->Effects[i].Effect == SPELL_EFFECT_APPLY_AREA_AURA_PARTY || m_spellInfo->Effects[i].Effect == SPELL_EFFECT_APPLY_AREA_AURA_RAID) { // Change aura with ranks only if basepoints are taken from spellInfo and aura is positive if (m_spellInfo->IsPositiveEffect(i)) { m_auraScaleMask |= (1 << i); if (m_spellValue->EffectBasePoints[i] != m_spellInfo->Effects[i].BasePoints) { m_auraScaleMask = 0; break; } } } } } m_spellState = SPELL_STATE_PREPARING; if (triggeredByAura) { m_triggeredByAuraSpell.Init(triggeredByAura); } // create and add update event for this spell _spellEvent = new SpellEvent(this); m_caster->m_Events.AddEvent(_spellEvent, m_caster->m_Events.CalculateTime(1)); if (sDisableMgr->IsDisabledFor(DISABLE_TYPE_SPELL, m_spellInfo->Id, m_caster)) { SendCastResult(SPELL_FAILED_SPELL_UNAVAILABLE); finish(false); return SPELL_FAILED_SPELL_UNAVAILABLE; } //Prevent casting at cast another spell (ServerSide check) if (!HasTriggeredCastFlag(TRIGGERED_IGNORE_CAST_IN_PROGRESS) && m_caster->IsNonMeleeSpellCast(false, true, true, m_spellInfo->Id == 75) && m_cast_count) { SendCastResult(SPELL_FAILED_SPELL_IN_PROGRESS); finish(false); return SPELL_FAILED_SPELL_IN_PROGRESS; } LoadScripts(); OnSpellLaunch(); m_powerCost = m_CastItem ? 0 : m_spellInfo->CalcPowerCost(m_caster, m_spellSchoolMask, this); // Set combo point requirement if (HasTriggeredCastFlag(TRIGGERED_IGNORE_COMBO_POINTS) || m_CastItem) m_needComboPoints = false; SpellCastResult result = CheckCast(true); if (result != SPELL_CAST_OK && !IsAutoRepeat()) //always cast autorepeat dummy for triggering { // Periodic auras should be interrupted when aura triggers a spell which can't be cast // for example bladestorm aura should be removed on disarm as of patch 3.3.5 // channeled periodic spells should be affected by this (arcane missiles, penance, etc) // a possible alternative sollution for those would be validating aura target on unit state change if (m_caster->IsPlayer() && triggeredByAura && triggeredByAura->IsPeriodic() && !triggeredByAura->GetBase()->IsPassive()) { SendChannelUpdate(0); triggeredByAura->GetBase()->SetDuration(0); } // Allows to cast melee attack spell if result is SPELL_FAILED_OUT_OF_RANGE if (!IsNextMeleeSwingSpell() || result != SPELL_FAILED_OUT_OF_RANGE) { SendCastResult(result); finish(false); return result; } } // Prepare data for triggers prepareDataForTriggerSystem(triggeredByAura); // calculate cast time (calculated after first CheckCast check to prevent charge counting for first CheckCast fail) m_casttime = HasTriggeredCastFlag(TRIGGERED_CAST_DIRECTLY) ? 0 : m_spellInfo->CalcCastTime(m_caster, this); if (m_caster->IsPlayer()) if (m_caster->ToPlayer()->GetCommandStatus(CHEAT_CASTTIME)) m_casttime = 0; // don't allow channeled spells / spells with cast time to be casted while moving // (even if they are interrupted on moving, spells with almost immediate effect get to have their effect processed before movement interrupter kicks in) if ((m_spellInfo->IsChanneled() || m_casttime) && m_caster->IsPlayer() && m_caster->isMoving() && m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_MOVEMENT && !IsTriggered()) { // 1. Has casttime, 2. Or doesn't have flag to allow action during channel if (m_casttime || !m_spellInfo->IsActionAllowedChannel()) { SendCastResult(SPELL_FAILED_MOVING); finish(false); return SPELL_FAILED_MOVING; } } // xinef: if spell have nearby target entry only, do not allow to cast if no targets are found if (m_CastItem) { bool selectTargets = false; bool nearbyDest = false; for (uint8 i = EFFECT_0; i < MAX_SPELL_EFFECTS; ++i) { if (!m_spellInfo->Effects[i].IsEffect()) continue; if (m_spellInfo->Effects[i].TargetA.GetSelectionCategory() != TARGET_SELECT_CATEGORY_NEARBY || m_spellInfo->Effects[i].TargetA.GetCheckType() != TARGET_CHECK_ENTRY) { selectTargets = false; break; } if (m_spellInfo->Effects[i].TargetA.GetObjectType() == TARGET_OBJECT_TYPE_DEST) { nearbyDest = true; } // xinef: by default set it to false, and to true if any valid target is found selectTargets = true; } if (selectTargets) { SelectSpellTargets(); _spellTargetsSelected = true; bool spellFailed = false; if (m_UniqueTargetInfo.empty() && m_UniqueGOTargetInfo.empty()) { // no valid nearby target unit or game object found; check if nearby destination type if (nearbyDest) { if (!m_targets.HasDst()) { // no valid target destination spellFailed = true; } } else { spellFailed = true; } } if (spellFailed) { SendCastResult(SPELL_FAILED_CASTER_AURASTATE); finish(false); return SPELL_FAILED_CASTER_AURASTATE; } } } // set timer base at cast time ReSetTimer(); LOG_DEBUG("spells.aura", "Spell::prepare: spell id {} source {} caster {} customCastFlags {} mask {}", m_spellInfo->Id, m_caster->GetEntry(), m_originalCaster ? m_originalCaster->GetEntry() : -1, _triggeredCastFlags, m_targets.GetTargetMask()); if (!(m_spellInfo->AuraInterruptFlags & AURA_INTERRUPT_FLAG_NOT_SEATED) && !(m_spellInfo->Attributes & SPELL_ATTR0_ALLOW_WHILE_SITTING) && !m_triggeredByAuraSpell && m_caster->IsSitState()) { m_caster->SetStandState(UNIT_STAND_STATE_STAND); } //Containers for channeled spells have to be set //TODO:Apply this to all casted spells if needed // Why check duration? 29350: channelled triggers channelled if (HasTriggeredCastFlag(TRIGGERED_CAST_DIRECTLY) && (!m_spellInfo->IsChanneled() || !m_spellInfo->GetMaxDuration())) cast(true); else { // 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 (!HasTriggeredCastFlag(TRIGGERED_IGNORE_AURA_INTERRUPT_FLAGS) && m_spellInfo->IsBreakingStealth()) { // Farsight spells exception uint32 exceptSpellId = 0; if (m_spellInfo->HasEffect(SPELL_EFFECT_ADD_FARSIGHT)) { exceptSpellId = m_spellInfo->Id; } m_caster->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CAST, exceptSpellId, m_spellInfo->Id == 75); m_caster->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_SPELL_ATTACK, exceptSpellId, m_spellInfo->Id == 75); } m_caster->SetCurrentCastedSpell(this); SendSpellStart(); // set target for proper facing if ((m_casttime || m_spellInfo->IsChanneled()) && !HasTriggeredCastFlag(TRIGGERED_IGNORE_SET_FACING)) { if (m_caster->IsCreature() && !m_caster->ToCreature()->IsInEvadeMode() && ((m_targets.GetObjectTarget() && m_caster != m_targets.GetObjectTarget()) || m_spellInfo->IsPositive())) { // Xinef: Creature should focus to cast target if there is explicit target or self if casting positive spell // Xinef: Creature should not rotate when casting spell... based on halion behavior m_caster->ToCreature()->FocusTarget(this, m_targets.GetObjectTarget() != nullptr ? m_targets.GetObjectTarget() : m_caster); } } //item: first cast may destroy item and second cast causes crash // xinef: removed !m_spellInfo->StartRecoveryTime // second los check failed in events // xinef: removed itemguid check, currently there is no such item in database if (!m_casttime && /*!m_castItemGUID &&*/ GetCurrentContainer() == CURRENT_GENERIC_SPELL) cast(true); if (!HasTriggeredCastFlag(TRIGGERED_IGNORE_GCD)) TriggerGlobalCooldown(); } sScriptMgr->OnSpellPrepare(this, m_caster, m_spellInfo); return SPELL_CAST_OK; } void Spell::cancel(bool bySelf) { if (m_spellState == SPELL_STATE_FINISHED) return; uint32 oldState = m_spellState; m_spellState = SPELL_STATE_FINISHED; m_autoRepeat = false; switch (oldState) { case SPELL_STATE_PREPARING: CancelGlobalCooldown(); SendCastResult(SPELL_FAILED_INTERRUPTED); if (m_caster->IsPlayer()) { if (m_caster->ToPlayer()->NeedSendSpectatorData()) ArenaSpectator::SendCommand_Spell(m_caster->FindMap(), m_caster->GetGUID(), "SPE", m_spellInfo->Id, bySelf ? 99998 : 99999); } [[fallthrough]]; case SPELL_STATE_DELAYED: SendInterrupted(SPELL_FAILED_INTERRUPTED); break; case SPELL_STATE_CASTING: if (!bySelf) { for (std::list::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit) if ((*ihit).missCondition == SPELL_MISS_NONE) if (Unit* unit = m_caster->GetGUID() == ihit->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID)) unit->RemoveOwnedAura(m_spellInfo->Id, m_originalCasterGUID, 0, AURA_REMOVE_BY_CANCEL); if (m_caster->IsPlayer() && m_spellInfo->IsCooldownStartedOnEvent()) m_caster->ToPlayer()->RemoveSpellCooldown(m_spellInfo->Id, true); SendChannelUpdate(0); SendInterrupted(SPELL_FAILED_INTERRUPTED); } if (m_caster->IsPlayer() && m_caster->ToPlayer()->NeedSendSpectatorData()) ArenaSpectator::SendCommand_Spell(m_caster->FindMap(), m_caster->GetGUID(), "SPE", m_spellInfo->Id, bySelf ? 99998 : 99999); // spell is canceled-take mods and clear list if (Player* player = m_caster->GetSpellModOwner()) player->RemoveSpellMods(this); m_appliedMods.clear(); break; default: break; } SetReferencedFromCurrent(false); if (m_selfContainer && *m_selfContainer == this) *m_selfContainer = nullptr; // Do not remove current far sight object (already done in Spell::EffectAddFarsight) to prevent from reset viewpoint to player if (!(bySelf && m_spellInfo->HasEffect(SPELL_EFFECT_ADD_FARSIGHT))) { m_caster->RemoveDynObject(m_spellInfo->Id); } if (m_spellInfo->IsChanneled()) // if not channeled then the object for the current cast wasn't summoned yet m_caster->RemoveGameObject(m_spellInfo->Id, true); //set state back so finish will be processed m_spellState = oldState; sScriptMgr->OnSpellCastCancel(this, m_caster, m_spellInfo, bySelf); finish(false); } void Spell::cast(bool skipCheck) { Player* modOwner = m_caster->GetSpellModOwner(); Spell* lastMod = nullptr; if (modOwner) { lastMod = modOwner->m_spellModTakingSpell; if (lastMod) modOwner->SetSpellModTakingSpell(lastMod, false); } _cast(skipCheck); if (lastMod) modOwner->SetSpellModTakingSpell(lastMod, true); } void Spell::_cast(bool skipCheck) { // update pointers base at GUIDs to prevent access to non-existed already object if (!UpdatePointers()) { // cancel the spell if UpdatePointers() returned false, something wrong happened there cancel(); return; } // cancel at lost explicit target during cast if (m_targets.GetObjectTargetGUID() && !m_targets.GetObjectTarget()) { cancel(); return; } // Xinef: implement attribute SPELL_ATTR1_DISMISS_PET_FIRST, on spell cast current pet is dismissed and charms are removed if (m_spellInfo->HasAttribute(SPELL_ATTR1_DISMISS_PET_FIRST)) { if (m_caster->IsPlayer() && !m_spellInfo->HasEffect(SPELL_EFFECT_SUMMON_PET)) if (Pet* pet = m_caster->ToPlayer()->GetPet()) m_caster->ToPlayer()->RemovePet(pet, PET_SAVE_AS_CURRENT); if (Unit* charm = m_caster->GetCharm()) charm->RemoveAurasByType(SPELL_AURA_MOD_CHARM, m_caster->GetGUID()); } if (Player* playerCaster = m_caster->ToPlayer()) { // now that we've done the basic check, now run the scripts // should be done before the spell is actually executed sScriptMgr->OnPlayerSpellCast(playerCaster, this, skipCheck); // As of 3.0.2 pets begin attacking their owner's target immediately // Let any pets know we've attacked something. Check DmgClass for harmful spells only // This prevents spells such as Hunter's Mark from triggering pet attack // xinef: take into account SPELL_ATTR3_SUPPRESS_TARGET_PROCS if ((m_targets.GetTargetMask() & TARGET_FLAG_UNIT) && GetSpellInfo()->DmgClass != SPELL_DAMAGE_CLASS_NONE && !GetSpellInfo()->HasAttribute(SPELL_ATTR3_SUPPRESS_TARGET_PROCS)) if (!playerCaster->m_Controlled.empty()) for (Unit::ControlSet::iterator itr = playerCaster->m_Controlled.begin(); itr != playerCaster->m_Controlled.end(); ++itr) if (Unit* pet = *itr) if (pet->IsAlive() && pet->IsCreature()) pet->ToCreature()->AI()->OwnerAttacked(m_targets.GetUnitTarget()); } SetExecutedCurrently(true); if (!HasTriggeredCastFlag(TRIGGERED_IGNORE_SET_FACING)) if (m_caster->IsCreature() && m_targets.GetObjectTarget() && m_caster != m_targets.GetObjectTarget()) m_caster->SetInFront(m_targets.GetObjectTarget()); CallScriptBeforeCastHandlers(); Player* modOwner = m_caster->GetSpellModOwner(); // skip check if done already (for instant cast spells for example) if (!skipCheck) { SpellCastResult castResult = CheckCast(false); if (castResult != SPELL_CAST_OK) { SendCastResult(castResult); SendInterrupted(0); finish(false); SetExecutedCurrently(false); return; } // additional check after cast bar completes (must not be in CheckCast) // if trade not complete then remember it in trade data if (m_targets.GetTargetMask() & TARGET_FLAG_TRADE_ITEM) { if (m_caster->IsPlayer()) { if (TradeData* my_trade = m_caster->ToPlayer()->GetTradeData()) { if (!my_trade->IsInAcceptProcess()) { // Spell will be casted at completing the trade. Silently ignore at this place my_trade->SetSpell(m_spellInfo->Id, m_CastItem); SendCastResult(SPELL_FAILED_DONT_REPORT); SendInterrupted(0); finish(false); SetExecutedCurrently(false); return; } } } } } if (modOwner) modOwner->SetSpellModTakingSpell(this, true); if (!_spellTargetsSelected) SelectSpellTargets(); if (modOwner) modOwner->SetSpellModTakingSpell(this, false); // Spell may be finished after target map check if (m_spellState == SPELL_STATE_FINISHED) { SendInterrupted(0); finish(false); SetExecutedCurrently(false); return; } if (modOwner) modOwner->SetSpellModTakingSpell(this, true); PrepareTriggersExecutedOnHit(); CallScriptOnCastHandlers(); if (modOwner) modOwner->SetSpellModTakingSpell(this, false); // traded items have trade slot instead of guid in m_itemTargetGUID // set to real guid to be sent later to the client m_targets.UpdateTradeSlotItem(); if (m_caster->IsPlayer()) { if (!HasTriggeredCastFlag(TRIGGERED_IGNORE_CAST_ITEM) && m_CastItem) { m_caster->ToPlayer()->StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_ITEM, m_CastItem->GetEntry()); m_caster->ToPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_USE_ITEM, m_CastItem->GetEntry()); } m_caster->ToPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL, m_spellInfo->Id, 0, (m_targets.GetUnitTarget() ? m_targets.GetUnitTarget() : m_caster)); } if (!HasTriggeredCastFlag(TRIGGERED_IGNORE_POWER_AND_REAGENT_COST)) { // Powers have to be taken before SendSpellGo TakePower(); TakeReagents(); // we must remove reagents before HandleEffects to allow place crafted item in same slot } else if (Item* targetItem = m_targets.GetItemTarget()) { /// Not own traded item (in trader trade slot) req. reagents including triggered spell case if (targetItem->GetOwnerGUID() != m_caster->GetGUID()) TakeReagents(); } SendSpellCooldown(); // CAST SPELL if (modOwner) modOwner->SetSpellModTakingSpell(this, true); PrepareScriptHitHandlers(); HandleLaunchPhase(); // we must send smsg_spell_go packet before m_castItem delete in TakeCastItem()... SendSpellGo(); if (modOwner) modOwner->SetSpellModTakingSpell(this, false); if (m_originalCaster) { // Handle procs on cast uint32 procAttacker = m_procAttacker; if (!procAttacker) { bool IsPositive = m_spellInfo->IsPositive(); if (m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MAGIC) { procAttacker = IsPositive ? PROC_FLAG_DONE_SPELL_MAGIC_DMG_CLASS_POS : PROC_FLAG_DONE_SPELL_MAGIC_DMG_CLASS_NEG; } else { procAttacker = IsPositive ? PROC_FLAG_DONE_SPELL_NONE_DMG_CLASS_POS : PROC_FLAG_DONE_SPELL_NONE_DMG_CLASS_NEG; } } uint32 procEx = PROC_EX_NORMAL_HIT; for (std::list::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit) { if (ihit->missCondition != SPELL_MISS_NONE) { continue; } if (!ihit->crit) { continue; } procEx |= PROC_EX_CRITICAL_HIT; break; } Unit::ProcDamageAndSpell(m_originalCaster, m_originalCaster, procAttacker, PROC_FLAG_NONE, procEx, 1, BASE_ATTACK, m_spellInfo, m_triggeredByAuraSpell.spellInfo, m_triggeredByAuraSpell.effectIndex, this, nullptr, nullptr, PROC_SPELL_PHASE_CAST); } if (modOwner) modOwner->SetSpellModTakingSpell(this, true); bool resetAttackTimers = IsAutoActionResetSpell() && !m_spellInfo->HasAttribute(SPELL_ATTR2_DO_NOT_RESET_COMBAT_TIMERS); if (resetAttackTimers) { Unit::AuraEffectList const& vIgnoreReset = m_caster->GetAuraEffectsByType(SPELL_AURA_IGNORE_MELEE_RESET); for (Unit::AuraEffectList::const_iterator i = vIgnoreReset.begin(); i != vIgnoreReset.end(); ++i) { if ((*i)->IsAffectedOnSpell(m_spellInfo)) { resetAttackTimers = false; break; } } } // Okay, everything is prepared. Now we need to distinguish between immediate and evented delayed spells if ((m_spellInfo->Speed > 0.0f && !m_spellInfo->IsChanneled())/* xinef: we dont need this || m_spellInfo->Id == 14157*/) { // Remove used for cast item if need (it can be already nullptr 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); if (m_caster->HasUnitState(UNIT_STATE_CASTING) && !m_caster->IsNonMeleeSpellCast(false, false, true)) m_caster->ClearUnitState(UNIT_STATE_CASTING); // remove all applied mods at this point // dont allow user to use them twice in case spell did not reach current target if (modOwner) modOwner->RemoveSpellMods(this); // Xinef: why do we keep focus after spell is sent to air? // Xinef: Because of this, in the middle of some animation after setting targetguid to 0 etc // Xinef: we get focused to it out of nowhere... if (Creature* creatureCaster = m_caster->ToCreature()) creatureCaster->ReleaseFocus(this); } else { // Immediate spell, no big deal handle_immediate(); } if (resetAttackTimers) { if (m_casttime == 0 && m_spellInfo->CalcCastTime()) { resetAttackTimers = false; } if (resetAttackTimers) { m_caster->resetAttackTimer(BASE_ATTACK); if (m_caster->HasOffhandWeaponForAttack()) { m_caster->resetAttackTimer(OFF_ATTACK); } m_caster->resetAttackTimer(RANGED_ATTACK); } } CallScriptAfterCastHandlers(); if (modOwner) modOwner->SetSpellModTakingSpell(this, false); if (std::vector const* spell_triggered = sSpellMgr->GetSpellLinked(m_spellInfo->Id)) { for (int32 id : *spell_triggered) { if (id < 0) m_caster->RemoveAurasDueToSpell(-id); else m_caster->CastSpell(m_targets.GetUnitTarget() ? m_targets.GetUnitTarget() : m_caster, id, true); } } // Interrupt Spell casting // handle this here, in other places SpellHitTarget can be set to nullptr, if there is an error in this function if (m_spellInfo->HasAttribute(SPELL_ATTR7_CAN_CAUSE_INTERRUPT)) if (Unit* target = m_targets.GetUnitTarget()) if (target->IsCreature()) m_caster->CastSpell(target, 32747, true); // xinef: start combat at cast for delayed spells, only for explicit target if (Unit* target = m_targets.GetUnitTarget()) if (m_caster->IsPlayer() || (m_caster->IsPet() && m_caster->IsControlledByPlayer())) if (GetDelayMoment() > 0 && !m_caster->IsFriendlyTo(target) && !m_spellInfo->HasAura(SPELL_AURA_BIND_SIGHT) && (!m_spellInfo->IsPositive() || m_spellInfo->HasEffect(SPELL_EFFECT_DISPEL))) m_caster->CombatStartOnCast(target, !m_spellInfo->HasAttribute(SPELL_ATTR3_SUPPRESS_TARGET_PROCS), GetDelayMoment() + 500); // xinef: increase this time so we dont leave and enter combat in a moment if (m_caster->IsPlayer()) if (m_caster->ToPlayer()->GetCommandStatus(CHEAT_COOLDOWN)) m_caster->ToPlayer()->RemoveSpellCooldown(m_spellInfo->Id, true); sScriptMgr->OnSpellCast(this, m_caster, m_spellInfo, skipCheck); SetExecutedCurrently(false); } void Spell::handle_immediate() { // start channeling if applicable if (m_spellInfo->IsChanneled()) { int32 duration = m_spellInfo->GetDuration(); if (HasTriggeredCastFlag(TRIGGERED_IGNORE_EFFECTS)) duration = -1; if (duration > 0) { // First mod_duration then haste - see Missile Barrage // Apply duration mod if (Player* modOwner = m_caster->GetSpellModOwner()) modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_DURATION, duration); // Apply haste mods if (m_caster->HasAuraTypeWithAffectMask(SPELL_AURA_PERIODIC_HASTE, m_spellInfo) || m_spellInfo->HasAttribute(SPELL_ATTR5_SPELL_HASTE_AFFECTS_PERIODIC)) duration = int32(duration * m_caster->GetFloatValue(UNIT_MOD_CAST_SPEED)); m_spellState = SPELL_STATE_CASTING; m_caster->AddInterruptMask(m_spellInfo->ChannelInterruptFlags); m_channeledDuration = duration; SendChannelStart(duration); } else if (duration == -1) { m_spellState = SPELL_STATE_CASTING; m_caster->AddInterruptMask(m_spellInfo->ChannelInterruptFlags); SendChannelStart(duration); } } PrepareTargetProcessing(); // 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)); FinishTargetProcessing(); // 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 nullptr after TakeReagents call TakeCastItem(); // handle ammo consumption for Hunter's volley spell if (m_spellInfo->IsRangedWeaponSpell() && m_spellInfo->IsChanneled()) TakeAmmo(); 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) { if (!UpdatePointers()) { // finish the spell if UpdatePointers() returned false, something wrong happened there finish(false); return 0; } Player* modOwner = m_caster->GetSpellModOwner(); if (modOwner) modOwner->SetSpellModTakingSpell(this, true); uint64 next_time = m_delayTrajectory; PrepareTargetProcessing(); if (!m_immediateHandled && m_delayTrajectory <= t_offset) { _handle_immediate_phase(); m_immediateHandled = true; m_delayTrajectory = 0; next_time = 0; } bool single_missile = (m_targets.HasDst()); // 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 (single_missile || ihit->timeDelay <= t_offset) { 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 (single_missile || ighit->timeDelay <= t_offset) DoAllEffectOnTarget(&(*ighit)); else if (next_time == 0 || ighit->timeDelay < next_time) next_time = ighit->timeDelay; } } FinishTargetProcessing(); if (modOwner) modOwner->SetSpellModTakingSpell(this, false); // 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() { m_spellAura = nullptr; // initialize Diminishing Returns Data m_diminishLevel = DIMINISHING_LEVEL_1; m_diminishGroup = DIMINISHING_NONE; // handle some immediate features of the spell here HandleThreatSpells(); PrepareScriptHitHandlers(); // handle effects with SPELL_EFFECT_HANDLE_HIT mode for (uint32 j = 0; j < MAX_SPELL_EFFECTS; ++j) { // don't do anything for empty effect if (!m_spellInfo->Effects[j].IsEffect()) continue; // call effect handlers to handle destination hit HandleEffects(nullptr, nullptr, nullptr, j, SPELL_EFFECT_HANDLE_HIT); } // process items for (std::list::iterator ihit = m_UniqueItemInfo.begin(); ihit != m_UniqueItemInfo.end(); ++ihit) DoAllEffectOnTarget(&(*ihit)); } void Spell::_handle_finish_phase() { // Take for real after all targets are processed if (m_needComboPoints) { m_caster->ClearComboPoints(); } // Real add combo points from effects if (m_comboTarget && m_comboPointGain) { // remove Premed-like effects unless they were caused by ourselves // (this Aura removes the already-added CP when it expires from duration - now that we've added CP, this shouldn't happen anymore!) if (!m_spellInfo->HasAura(SPELL_AURA_RETAIN_COMBO_POINTS)) { m_caster->RemoveAurasByType(SPELL_AURA_RETAIN_COMBO_POINTS); } m_caster->AddComboPoints(m_comboTarget, m_comboPointGain); } if (m_spellInfo->HasEffect(SPELL_EFFECT_ADD_EXTRA_ATTACKS)) { m_caster->SetLastExtraAttackSpell(m_spellInfo->Id); } if (!IsAutoRepeat() && !IsNextMeleeSwingSpell()) if (m_caster->GetCharmerOrOwnerPlayerOrPlayerItself()) for (std::list::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit) { // Xinef: Properly clear infinite cooldowns in some cases if (ihit->targetGUID == m_caster->GetGUID() && ihit->missCondition != SPELL_MISS_NONE) if (m_caster->IsPlayer() && m_spellInfo->IsCooldownStartedOnEvent()) m_caster->ToPlayer()->SendCooldownEvent(m_spellInfo); } // Handle procs on finish if (m_originalCaster) { uint32 procAttacker = m_procAttacker; if (!procAttacker) { bool IsPositive = m_spellInfo->IsPositive(); if (m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MAGIC) { procAttacker = IsPositive ? PROC_FLAG_DONE_SPELL_MAGIC_DMG_CLASS_POS : PROC_FLAG_DONE_SPELL_MAGIC_DMG_CLASS_NEG; } else { procAttacker = IsPositive ? PROC_FLAG_DONE_SPELL_NONE_DMG_CLASS_POS : PROC_FLAG_DONE_SPELL_NONE_DMG_CLASS_NEG; } } uint32 procEx = PROC_EX_NORMAL_HIT; for (std::list::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit) { if (ihit->missCondition != SPELL_MISS_NONE) { continue; } if (!ihit->crit) { continue; } procEx |= PROC_EX_CRITICAL_HIT; break; } Unit::ProcDamageAndSpell(m_originalCaster, m_originalCaster, procAttacker, PROC_FLAG_NONE, procEx, 1, BASE_ATTACK, m_spellInfo, m_triggeredByAuraSpell.spellInfo, m_triggeredByAuraSpell.effectIndex, this, nullptr, nullptr, PROC_SPELL_PHASE_FINISH); } } void Spell::SendSpellCooldown() { // xinef: properly add creature cooldowns if (!m_caster->IsPlayer()) { if (!HasTriggeredCastFlag(TRIGGERED_IGNORE_SPELL_AND_CATEGORY_CD)) { // xinef: this should be added here //m_caster->AddSpellCooldown(m_spellInfo->Id, 0, 0); // xinef: this adds cooldowns to vehicle spells which misses them client-side (when we overwrote dbc info in eg.) if (m_spellInfo->RequireCooldownInfo()) if (Player* player = m_caster->GetCharmerOrOwnerPlayerOrPlayerItself()) { WorldPacket data(SMSG_SPELL_COOLDOWN, 8 + 1 + 4 + 4); data << m_caster->GetGUID(); data << uint8(SPELL_COOLDOWN_FLAG_INCLUDE_GCD); data << uint32(m_spellInfo->Id); data << uint32(m_spellInfo->RecoveryTime); player->SendDirectMessage(&data); } } return; } Player* _player = m_caster->ToPlayer(); // mana/health/etc potions, disabled by client (until combat out as declarate) if (m_CastItem && (m_CastItem->IsPotion() || m_spellInfo->IsCooldownStartedOnEvent())) { // need in some way provided data for Spell::finish SendCooldownEvent _player->SetLastPotionId(m_CastItem->GetEntry()); return; } // have infinity cooldown but set at aura apply // do not set cooldown for triggered spells (needed by reincarnation) if (m_spellInfo->IsCooldownStartedOnEvent() || m_spellInfo->IsPassive() || (HasTriggeredCastFlag(TRIGGERED_IGNORE_SPELL_AND_CATEGORY_CD) && !m_CastItem) || HasTriggeredCastFlag(TRIGGERED_IGNORE_EFFECTS)) return; _player->AddSpellAndCategoryCooldowns(m_spellInfo, m_CastItem ? m_CastItem->GetEntry() : 0, this); } void Spell::update(uint32 difftime) { // update pointers based at it's GUIDs if (!UpdatePointers()) { // cancel the spell if UpdatePointers() returned false, something wrong happened there cancel(); return; } if (m_targets.GetUnitTargetGUID() && !m_targets.GetUnitTarget()) { LOG_DEBUG("spells.aura", "Spell {} is cancelled due to removal of target.", m_spellInfo->Id); cancel(); return; } // check if the player caster has moved before the spell finished // xinef: added preparing state (real cast, skip channels as they have other flags for this) if ((m_caster->IsPlayer() && m_timer != 0) && m_caster->isMoving() && (m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_MOVEMENT) && m_spellState == SPELL_STATE_PREPARING && (m_spellInfo->Effects[0].Effect != SPELL_EFFECT_STUCK || !m_caster->HasUnitMovementFlag(MOVEMENTFLAG_FALLING_FAR))) { // don't cancel for melee, autorepeat, triggered and instant spells if (!IsNextMeleeSwingSpell() && !IsAutoRepeat() && !IsTriggered()) cancel(true); } switch (m_spellState) { case SPELL_STATE_PREPARING: { if (m_timer > 0) { if (difftime >= (uint32)m_timer) m_timer = 0; else m_timer -= difftime; } if (m_timer == 0 && !IsNextMeleeSwingSpell() && !IsAutoRepeat()) // don't CheckCast for instant spells - done in spell::prepare, skip duplicate checks, needed for range checks for example cast(!m_casttime); break; } case SPELL_STATE_CASTING: { if (m_timer) { if (m_timer > 0) { if (difftime >= (uint32)m_timer) m_timer = 0; else m_timer -= difftime; } } if (m_timer == 0) { SendChannelUpdate(0); finish(); } // Xinef: Dont update channeled target list on last tick, allow auras to update duration properly // Xinef: Added this strange check because of diffrent update routines for players / creatures // Xinef: If creature gets new aura in 800ms and in 840ms its updated with diff 270, not 40 is removed from duration but 270 // Xinef: so the aura can be removed in different updates for all units else if ((m_timer < 0 || m_timer > 300) && !UpdateChanneledTargetList()) { LOG_DEBUG("spells.aura", "Channeled spell {} is removed due to lack of targets", m_spellInfo->Id); SendChannelUpdate(0); finish(); } break; } default: break; } } void Spell::finish(bool ok) { if (!m_caster) return; if (m_spellState == SPELL_STATE_FINISHED) return; m_spellState = SPELL_STATE_FINISHED; if (m_spellInfo->IsChanneled()) m_caster->UpdateInterruptMask(); if (m_caster->HasUnitState(UNIT_STATE_CASTING) && !m_caster->IsNonMeleeSpellCast(false, false, true)) m_caster->ClearUnitState(UNIT_STATE_CASTING); // Unsummon summon as possessed creatures on spell cancel if (m_spellInfo->IsChanneled() && m_caster->IsPlayer()) { if (Unit* charm = m_caster->GetCharm()) if (charm->IsCreature() && charm->ToCreature()->HasUnitTypeMask(UNIT_MASK_PUPPET) && charm->GetUInt32Value(UNIT_CREATED_BY_SPELL) == m_spellInfo->Id) ((Puppet*)charm)->UnSummon(); } if (Creature* creatureCaster = m_caster->ToCreature()) creatureCaster->ReleaseFocus(this); if (ok) { if (m_caster->IsPlayer() && m_spellInfo->IsChanneled() && m_spellInfo->IsCooldownStartedOnEvent()) m_caster->ToPlayer()->RemoveSpellCooldown(m_spellInfo->Id, true); } else { if (m_caster->IsPlayer()) { // Xinef: Restore spell mods in case of fail cast m_caster->ToPlayer()->RestoreSpellMods(this); // Xinef: Reset cooldown event in case of fail cast if (m_spellInfo->IsCooldownStartedOnEvent()) m_caster->ToPlayer()->SendCooldownEvent(m_spellInfo, 0, 0, false); } return; } // pussywizard: if (m_spellInfo->HasAttribute(SPELL_ATTR0_CU_ENCOUNTER_REWARD) && m_caster->FindMap()) m_caster->FindMap()->UpdateEncounterState(ENCOUNTER_CREDIT_CAST_SPELL, m_spellInfo->Id, m_caster); if (m_caster->IsCreature() && m_caster->ToCreature()->IsSummon()) { // Unsummon statue uint32 spell = m_caster->GetUInt32Value(UNIT_CREATED_BY_SPELL); SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spell); if (spellInfo && spellInfo->SpellIconID == 2056) { LOG_DEBUG("spells.aura", "Statue {} is unsummoned in spell {} finish", m_caster->GetGUID().ToString(), m_spellInfo->Id); m_caster->setDeathState(DeathState::JustDied); return; } } // potions disabled by client, send event "not in combat" if need if (m_caster->IsPlayer() && !m_triggeredByAuraSpell) m_caster->ToPlayer()->UpdatePotionCooldown(this); // Take mods after trigger spell (needed for 14177 to affect 48664) // mods are taken only on succesfull cast and independantly from targets of the spell if (Player* player = m_caster->GetSpellModOwner()) player->RemoveSpellMods(this); // xinef: clear reactive auras states after spell cast if (m_spellInfo->CasterAuraState == AURA_STATE_DEFENSE || m_spellInfo->CasterAuraState == AURA_STATE_HUNTER_PARRY) m_caster->ModifyAuraState(AuraStateType(m_spellInfo->CasterAuraState), false); // Stop Attack for some spells if (m_spellInfo->HasAttribute(SPELL_ATTR0_CANCELS_AUTO_ATTACK_COMBAT)) m_caster->AttackStop(); } void Spell::WriteCastResultInfo(WorldPacket& data, Player* caster, SpellInfo const* spellInfo, uint8 castCount, SpellCastResult result, SpellCustomErrors customError) { data << uint8(castCount); // single cast or multi 2.3 (0/1) data << uint32(spellInfo->Id); data << uint8(result); // problem switch (result) { case SPELL_FAILED_REQUIRES_SPELL_FOCUS: data << uint32(spellInfo->RequiresSpellFocus); // SpellFocusObject.dbc id break; case SPELL_FAILED_REQUIRES_AREA: // AreaTable.dbc id // hardcode areas limitation case switch (spellInfo->Id) { case 41617: // Cenarion Mana Salve case 41619: // Cenarion Healing Salve data << uint32(3905); break; case 41618: // Bottled Nethergon Energy case 41620: // Bottled Nethergon Vapor data << uint32(3842); break; case 45373: // Bloodberry Elixir data << uint32(4075); break; default: // default case (don't must be) data << uint32(0); break; } break; case SPELL_FAILED_TOTEMS: if (spellInfo->Totem[0]) data << uint32(spellInfo->Totem[0]); if (spellInfo->Totem[1]) data << uint32(spellInfo->Totem[1]); break; case SPELL_FAILED_TOTEM_CATEGORY: if (spellInfo->TotemCategory[0]) data << uint32(spellInfo->TotemCategory[0]); if (spellInfo->TotemCategory[1]) data << uint32(spellInfo->TotemCategory[1]); break; case SPELL_FAILED_EQUIPPED_ITEM_CLASS: case SPELL_FAILED_EQUIPPED_ITEM_CLASS_MAINHAND: case SPELL_FAILED_EQUIPPED_ITEM_CLASS_OFFHAND: data << uint32(spellInfo->EquippedItemClass); data << uint32(spellInfo->EquippedItemSubClassMask); break; case SPELL_FAILED_TOO_MANY_OF_ITEM: { uint32 item = 0; for (int8 eff = 0; eff < MAX_SPELL_EFFECTS; eff++) if (spellInfo->Effects[eff].ItemType) item = spellInfo->Effects[eff].ItemType; ItemTemplate const* proto = sObjectMgr->GetItemTemplate(item); if (proto && proto->ItemLimitCategory) data << uint32(proto->ItemLimitCategory); break; } case SPELL_FAILED_CUSTOM_ERROR: data << uint32(customError); break; case SPELL_FAILED_REAGENTS: { uint32 missingItem = 0; for (uint32 i = 0; i < MAX_SPELL_REAGENTS; i++) { if (spellInfo->Reagent[i] <= 0) continue; uint32 itemid = spellInfo->Reagent[i]; uint32 itemcount = spellInfo->ReagentCount[i]; if (!caster->HasItemCount(itemid, itemcount)) { missingItem = itemid; break; } } data << uint32(missingItem); // first missing item break; } case SPELL_FAILED_PREVENTED_BY_MECHANIC: data << uint32(spellInfo->Mechanic); break; case SPELL_FAILED_NEED_EXOTIC_AMMO: data << uint32(spellInfo->EquippedItemSubClassMask); break; case SPELL_FAILED_NEED_MORE_ITEMS: data << uint32(0); // Item entry data << uint32(0); // Count break; case SPELL_FAILED_MIN_SKILL: data << uint32(0); // SkillLine.dbc Id data << uint32(0); // Amount break; case SPELL_FAILED_FISHING_TOO_LOW: data << uint32(0); // Skill level break; default: break; } } void Spell::SendCastResult(Player* caster, SpellInfo const* spellInfo, uint8 castCount, SpellCastResult result, SpellCustomErrors customError /*= SPELL_CUSTOM_ERROR_NONE*/) { if (result == SPELL_CAST_OK) return; WorldPacket data(SMSG_CAST_FAILED, 1 + 4 + 1); WriteCastResultInfo(data, caster, spellInfo, castCount, result, customError); caster->GetSession()->SendPacket(&data); } void Spell::SendCastResult(SpellCastResult result) { if (result == SPELL_CAST_OK) return; if (!m_caster->IsPlayer() || m_caster->IsCharmed()) return; if (m_caster->ToPlayer()->GetSession()->PlayerLoading()) // don't send cast results at loading time return; // Xinef: override every possible result, except for gm fail result... breaks many things and goes unnoticed because of this and makes me rage when i find this out if (HasTriggeredCastFlag(TRIGGERED_DONT_REPORT_CAST_ERROR) && result != SPELL_FAILED_BM_OR_INVISGOD) result = SPELL_FAILED_DONT_REPORT; SendCastResult(m_caster->ToPlayer(), m_spellInfo, m_cast_count, result, m_customError); } void Spell::SendPetCastResult(SpellCastResult result) { if (result == SPELL_CAST_OK) return; Unit* owner = m_caster->GetCharmerOrOwner(); if (!owner) return; Player* player = owner->ToPlayer(); if (!player) return; WorldPacket data(SMSG_PET_CAST_FAILED, 1 + 4 + 1); WriteCastResultInfo(data, player, m_spellInfo, m_cast_count, result, m_customError); player->GetSession()->SendPacket(&data); } void Spell::SendSpellStart() { if (!IsNeedSendToClient(false)) return; //LOG_DEBUG("spells.aura", "Sending SMSG_SPELL_START id={}", m_spellInfo->Id); uint32 castFlags = CAST_FLAG_HAS_TRAJECTORY; if (((IsTriggered() && !m_spellInfo->IsAutoRepeatRangedSpell()) || m_triggeredByAuraSpell) && !m_cast_count && !(m_spellInfo->IsChanneled() || (m_spellInfo->CastTimeEntry && m_spellInfo->CastTimeEntry->CastTime > 0))) castFlags |= CAST_FLAG_PENDING; if (m_spellInfo->HasAttribute(SPELL_ATTR0_USES_RANGED_SLOT) || m_spellInfo->HasAttribute(SPELL_ATTR0_CU_NEEDS_AMMO_DATA)) castFlags |= CAST_FLAG_PROJECTILE; if (m_caster->IsPlayer() || m_caster->IsPet()) { switch (m_spellInfo->PowerType) { case POWER_HEALTH: break; case POWER_RUNE: castFlags |= CAST_FLAG_POWER_LEFT_SELF; break; default: if (m_powerCost != 0) { castFlags |= CAST_FLAG_POWER_LEFT_SELF; } break; } } if (m_spellInfo->RuneCostID && m_spellInfo->PowerType == POWER_RUNE) castFlags |= CAST_FLAG_NO_GCD; // not needed, but Blizzard sends it PackedGuid realCasterGUID = m_caster->GetPackGUID(); if (TempSummon const* tempSummon = m_caster->ToTempSummon()) { if (tempSummon->GetEntry() == WORLD_TRIGGER) { if (GameObject* casterGameobject = tempSummon->GetSummonerGameObject()) { realCasterGUID = casterGameobject->GetPackGUID(); } } } WorldPacket data(SMSG_SPELL_START, (8 + 8 + 4 + 4 + 2)); if (m_CastItem) data << m_CastItem->GetPackGUID(); else data << realCasterGUID; data << realCasterGUID; data << uint8(m_cast_count); // pending spell cast? data << uint32(m_spellInfo->Id); // spellId data << uint32(castFlags); // cast flags data << int32(m_timer); // delay? m_targets.Write(data); if (castFlags & CAST_FLAG_POWER_LEFT_SELF) data << uint32(m_caster->GetPower((Powers)m_spellInfo->PowerType)); if (castFlags & CAST_FLAG_PROJECTILE) WriteAmmoToPacket(&data); if (castFlags & CAST_FLAG_UNKNOWN_23) { data << uint32(0); data << uint32(0); } m_caster->SendMessageToSet(&data, true); if (!m_spellInfo->IsChanneled() && m_caster->IsPlayer() && m_caster->ToPlayer()->NeedSendSpectatorData()) ArenaSpectator::SendCommand_Spell(m_caster->FindMap(), m_caster->GetGUID(), "SPE", m_spellInfo->Id, m_timer); } void Spell::SendSpellGo() { // not send invisible spell casting if (!IsNeedSendToClient(true)) return; //LOG_DEBUG("spells.aura", "Sending SMSG_SPELL_GO id={}", m_spellInfo->Id); uint32 castFlags = CAST_FLAG_UNKNOWN_9; // triggered spells with spell visual != 0 if (((IsTriggered() && !m_spellInfo->IsAutoRepeatRangedSpell()) || m_triggeredByAuraSpell) && !m_cast_count && !(m_spellInfo->IsChanneled() || (m_spellInfo->CastTimeEntry && m_spellInfo->CastTimeEntry->CastTime > 0))) castFlags |= CAST_FLAG_PENDING; if (m_spellInfo->HasAttribute(SPELL_ATTR0_USES_RANGED_SLOT) || m_spellInfo->HasAttribute(SPELL_ATTR0_CU_NEEDS_AMMO_DATA)) castFlags |= CAST_FLAG_PROJECTILE; // arrows/bullets visual // should only be sent to self, but the current messaging doesn't make that possible if (m_caster->IsPlayer() || m_caster->IsPet()) { switch (m_spellInfo->PowerType) { case POWER_HEALTH: break; case POWER_RUNE: castFlags |= CAST_FLAG_POWER_LEFT_SELF; break; default: if (m_powerCost != 0) { castFlags |= CAST_FLAG_POWER_LEFT_SELF; } break; } } if ((m_caster->IsPlayer()) && (m_caster->IsClass(CLASS_DEATH_KNIGHT, CLASS_CONTEXT_ABILITY)) && m_spellInfo->RuneCostID && m_spellInfo->PowerType == POWER_RUNE) { castFlags |= CAST_FLAG_NO_GCD; // not needed, but Blizzard sends it castFlags |= CAST_FLAG_RUNE_LIST; // rune cooldowns list } if (m_spellInfo->HasEffect(SPELL_EFFECT_ACTIVATE_RUNE)) castFlags |= CAST_FLAG_RUNE_LIST; // rune cooldowns list if (m_targets.HasTraj()) castFlags |= CAST_FLAG_ADJUST_MISSILE; if (!m_spellInfo->StartRecoveryTime) castFlags |= CAST_FLAG_NO_GCD; PackedGuid realCasterGUID = m_caster->GetPackGUID(); if (TempSummon const* tempSummon = m_caster->ToTempSummon()) { if (tempSummon->GetEntry() == WORLD_TRIGGER) { if (GameObject* casterGameobject = tempSummon->GetSummonerGameObject()) { realCasterGUID = casterGameobject->GetPackGUID(); } } } WorldPacket data(SMSG_SPELL_GO, 150); // guess size if (m_CastItem) data << m_CastItem->GetPackGUID(); else data << realCasterGUID; data << realCasterGUID; data << uint8(m_cast_count); // pending spell cast? data << uint32(m_spellInfo->Id); // spellId data << uint32(castFlags); // cast flags data << uint32(GameTime::GetGameTimeMS().count()); // timestamp WriteSpellGoTargets(&data); m_targets.Write(data); if (castFlags & CAST_FLAG_POWER_LEFT_SELF) data << uint32(m_caster->GetPower((Powers)m_spellInfo->PowerType)); if (castFlags & CAST_FLAG_RUNE_LIST) // rune cooldowns list { //TODO: There is a crash caused by a spell with CAST_FLAG_RUNE_LIST casted by a creature //The creature is the mover of a player, so HandleCastSpellOpcode uses it as the caster if (Player* player = m_caster->ToPlayer()) { uint8 runeMaskInitial = m_runesState; uint8 runeMaskAfterCast = player->GetRunesState(); data << uint8(runeMaskInitial); // runes state before data << uint8(runeMaskAfterCast); // runes state after for (uint8 i = 0; i < MAX_RUNES; ++i) { uint8 mask = (1 << i); if (mask & runeMaskInitial && !(mask & runeMaskAfterCast)) // usable before andon cooldown now... { // float casts ensure the division is performed on floats as we need float result float baseCd = float(player->GetRuneBaseCooldown(i, true)); data << uint8((baseCd - float(player->GetRuneCooldown(i))) / baseCd * 255); // rune cooldown passed } } } } if (castFlags & CAST_FLAG_ADJUST_MISSILE) { data << m_targets.GetElevation(); data << uint32(m_delayTrajectory ? m_delayTrajectory : m_delayMoment); } if (castFlags & CAST_FLAG_PROJECTILE) WriteAmmoToPacket(&data); if (castFlags & CAST_FLAG_VISUAL_CHAIN) { data << uint32(0); data << uint32(0); } if (m_targets.GetTargetMask() & TARGET_FLAG_DEST_LOCATION) { data << uint8(0); } m_caster->SendMessageToSet(&data, true); } void Spell::WriteAmmoToPacket(WorldPacket* data) { uint32 ammoInventoryType = 0; uint32 ammoDisplayID = 0; if (m_caster->IsPlayer()) { Item* pItem = m_caster->ToPlayer()->GetWeaponForAttack(RANGED_ATTACK); if (pItem) { ammoInventoryType = pItem->GetTemplate()->InventoryType; if (ammoInventoryType == INVTYPE_THROWN) ammoDisplayID = pItem->GetTemplate()->DisplayInfoID; else { uint32 ammoID = m_caster->ToPlayer()->GetUInt32Value(PLAYER_AMMO_ID); if (ammoID) { ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(ammoID); if (pProto) { ammoDisplayID = pProto->DisplayInfoID; ammoInventoryType = pProto->InventoryType; } } else if (m_caster->HasAura(46699)) // Requires No Ammo { ammoDisplayID = 5996; // normal arrow ammoInventoryType = INVTYPE_AMMO; } } } } else { uint32 nonRangedAmmoDisplayID = 0; uint32 nonRangedAmmoInventoryType = 0; for (uint8 i = 0; i < 3; ++i) { if (uint32 item_id = m_caster->GetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + i)) { if (ItemEntry const* itemEntry = sItemStore.LookupEntry(item_id)) { if (itemEntry->ClassID == ITEM_CLASS_WEAPON) { switch (itemEntry->SubclassID) { case ITEM_SUBCLASS_WEAPON_THROWN: ammoDisplayID = itemEntry->DisplayInfoID; ammoInventoryType = itemEntry->InventoryType; break; case ITEM_SUBCLASS_WEAPON_BOW: case ITEM_SUBCLASS_WEAPON_CROSSBOW: ammoDisplayID = 5996; // is this need fixing? ammoInventoryType = INVTYPE_AMMO; break; case ITEM_SUBCLASS_WEAPON_GUN: ammoDisplayID = 5998; // is this need fixing? ammoInventoryType = INVTYPE_AMMO; break; default: nonRangedAmmoDisplayID = itemEntry->DisplayInfoID; nonRangedAmmoInventoryType = itemEntry->InventoryType; break; } if (ammoDisplayID) break; } } } } if (!ammoDisplayID && !ammoInventoryType) { ammoDisplayID = nonRangedAmmoDisplayID; ammoInventoryType = nonRangedAmmoInventoryType; } } *data << uint32(ammoDisplayID); *data << uint32(ammoInventoryType); } /// Writes miss and hit targets for a SMSG_SPELL_GO packet void Spell::WriteSpellGoTargets(WorldPacket* data) { // This function also fill data for channeled spells: // m_needAliveTargetMask req for stop channelig if one target die for (std::list::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit) { if ((*ihit).effectMask == 0) // No effect apply - all immuned add state // possibly SPELL_MISS_IMMUNE2 for this?? ihit->missCondition = SPELL_MISS_IMMUNE2; } // Hit and miss target counts are both uint8, that limits us to 255 targets for each // sending more than 255 targets crashes the client (since count sent would be wrong) // Spells like 40647 (with a huge radius) can easily reach this limit (spell might need // target conditions but we still need to limit the number of targets sent and keeping // correct count for both hit and miss). uint32 hit = 0; std::size_t hitPos = data->wpos(); *data << (uint8)0; // placeholder for (std::list::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end() && hit < 255; ++ihit) { if ((*ihit).missCondition == SPELL_MISS_NONE) // Add only hits { *data << ihit->targetGUID; // Xinef: No channeled spell checked, no anything //m_channelTargetEffectMask |=ihit->effectMask; ++hit; } } for (std::list::const_iterator ighit = m_UniqueGOTargetInfo.begin(); ighit != m_UniqueGOTargetInfo.end() && hit < 255; ++ighit) { *data << ighit->targetGUID; // Always hits ++hit; } uint32 miss = 0; std::size_t missPos = data->wpos(); *data << (uint8)0; // placeholder for (std::list::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end() && miss < 255; ++ihit) { if (ihit->missCondition != SPELL_MISS_NONE) // Add only miss { *data << ihit->targetGUID; *data << uint8(ihit->missCondition); if (ihit->missCondition == SPELL_MISS_REFLECT) *data << uint8(ihit->reflectResult); ++miss; } } // Reset m_needAliveTargetMask for non channeled spell // Xinef: Why do we reset something that is not set?????? //if (!m_spellInfo->IsChanneled()) // m_channelTargetEffectMask = 0; data->put(hitPos, (uint8)hit); data->put(missPos, (uint8)miss); } void Spell::SendLogExecute() { WorldPacket data(SMSG_SPELLLOGEXECUTE, (8 + 4 + 4 + 4 + 4 + 8)); data << m_caster->GetPackGUID(); data << uint32(m_spellInfo->Id); uint8 effCount = 0; for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) { if (m_effectExecuteData[i]) ++effCount; } if (!effCount) return; data << uint32(effCount); for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) { if (!m_effectExecuteData[i]) continue; data << uint32(m_spellInfo->Effects[i].Effect); // spell effect data.append(*m_effectExecuteData[i]); delete m_effectExecuteData[i]; m_effectExecuteData[i] = nullptr; } m_caster->SendMessageToSet(&data, true); } void Spell::ExecuteLogEffectTakeTargetPower(uint8 effIndex, Unit* target, uint32 PowerType, uint32 powerTaken, float gainMultiplier) { InitEffectExecuteData(effIndex); *m_effectExecuteData[effIndex] << target->GetPackGUID(); *m_effectExecuteData[effIndex] << uint32(powerTaken); *m_effectExecuteData[effIndex] << uint32(PowerType); *m_effectExecuteData[effIndex] << float(gainMultiplier); } void Spell::ExecuteLogEffectExtraAttacks(uint8 effIndex, Unit* victim, uint32 attCount) { InitEffectExecuteData(effIndex); *m_effectExecuteData[effIndex] << victim->GetPackGUID(); *m_effectExecuteData[effIndex] << uint32(attCount); } void Spell::ExecuteLogEffectInterruptCast(uint8 effIndex, Unit* victim, uint32 spellId) { InitEffectExecuteData(effIndex); *m_effectExecuteData[effIndex] << victim->GetPackGUID(); *m_effectExecuteData[effIndex] << uint32(spellId); } void Spell::ExecuteLogEffectDurabilityDamage(uint8 effIndex, Unit* victim, int32 itemId, int32 slot) { InitEffectExecuteData(effIndex); *m_effectExecuteData[effIndex] << victim->GetPackGUID(); *m_effectExecuteData[effIndex] << int32(itemId); *m_effectExecuteData[effIndex] << int32(slot); } void Spell::ExecuteLogEffectOpenLock(uint8 effIndex, Object* obj) { InitEffectExecuteData(effIndex); *m_effectExecuteData[effIndex] << obj->GetPackGUID(); } void Spell::ExecuteLogEffectCreateItem(uint8 effIndex, uint32 entry) { InitEffectExecuteData(effIndex); *m_effectExecuteData[effIndex] << uint32(entry); } void Spell::ExecuteLogEffectDestroyItem(uint8 effIndex, uint32 entry) { InitEffectExecuteData(effIndex); *m_effectExecuteData[effIndex] << uint32(entry); } void Spell::ExecuteLogEffectSummonObject(uint8 effIndex, WorldObject* obj) { InitEffectExecuteData(effIndex); *m_effectExecuteData[effIndex] << obj->GetPackGUID(); } void Spell::ExecuteLogEffectUnsummonObject(uint8 effIndex, WorldObject* obj) { InitEffectExecuteData(effIndex); *m_effectExecuteData[effIndex] << obj->GetPackGUID(); } void Spell::ExecuteLogEffectResurrect(uint8 effIndex, Unit* target) { InitEffectExecuteData(effIndex); *m_effectExecuteData[effIndex] << target->GetPackGUID(); } void Spell::SendInterrupted(uint8 result) { WorldPacket data(SMSG_SPELL_FAILURE, (8 + 1 + 4 + 1)); data << m_caster->GetPackGUID(); data << uint8(m_cast_count); data << uint32(m_spellInfo->Id); data << uint8(result); m_caster->SendMessageToSet(&data, true); data.Initialize(SMSG_SPELL_FAILED_OTHER, (8 + 1 + 4 + 1)); data << m_caster->GetPackGUID(); data << uint8(m_cast_count); data << uint32(m_spellInfo->Id); data << uint8(result); m_caster->SendMessageToSet(&data, true); } void Spell::SendChannelUpdate(uint32 time) { if (time == 0) { m_caster->SetGuidValue(UNIT_FIELD_CHANNEL_OBJECT, ObjectGuid::Empty); m_caster->SetUInt32Value(UNIT_CHANNEL_SPELL, 0); } WorldPacket data(MSG_CHANNEL_UPDATE, 8 + 4); data << m_caster->GetPackGUID(); data << uint32(time); m_caster->SendMessageToSet(&data, true); } void Spell::SendChannelStart(uint32 duration) { ObjectGuid channelTarget = m_targets.GetObjectTargetGUID(); if (!channelTarget && !m_spellInfo->NeedsExplicitUnitTarget()) if (m_UniqueTargetInfo.size() + m_UniqueGOTargetInfo.size() == 1) // this is for TARGET_SELECT_CATEGORY_NEARBY channelTarget = !m_UniqueTargetInfo.empty() ? m_UniqueTargetInfo.front().targetGUID : m_UniqueGOTargetInfo.front().targetGUID; WorldPacket data(MSG_CHANNEL_START, (8 + 4 + 4)); data << m_caster->GetPackGUID(); data << uint32(m_spellInfo->Id); data << uint32(duration); m_caster->SendMessageToSet(&data, true); if (m_caster->IsPlayer() && m_caster->ToPlayer()->NeedSendSpectatorData()) ArenaSpectator::SendCommand_Spell(m_caster->FindMap(), m_caster->GetGUID(), "SPE", m_spellInfo->Id, -((int32)duration)); m_timer = duration; if (channelTarget) m_caster->SetGuidValue(UNIT_FIELD_CHANNEL_OBJECT, channelTarget); m_caster->SetUInt32Value(UNIT_CHANNEL_SPELL, m_spellInfo->Id); } void Spell::SendResurrectRequest(Player* target) { // get resurrector name for creature resurrections, otherwise packet will be not accepted // for player resurrections the name is looked up by guid std::string const sentName(m_caster->IsPlayer() ? "" : m_caster->GetNameForLocaleIdx(target->GetSession()->GetSessionDbLocaleIndex())); WorldPacket data(SMSG_RESURRECT_REQUEST, (8 + 4 + sentName.size() + 1 + 1 + 1 + 4)); data << m_caster->GetGUID(); data << uint32(sentName.size() + 1); data << sentName; data << uint8(0); // null terminator data << uint8(m_caster->IsPlayer() ? 0 : 1); // "you'll be afflicted with resurrection sickness" // override delay sent with SMSG_CORPSE_RECLAIM_DELAY, set instant resurrection for spells with this attribute if (m_spellInfo->HasAttribute(SPELL_ATTR3_NO_RES_TIMER)) data << uint32(0); target->GetSession()->SendPacket(&data); } void Spell::TakeCastItem() { if (!m_CastItem || !m_caster->IsPlayer()) return; // not remove cast item at triggered spell (equipping, weapon damage, etc) if (HasTriggeredCastFlag(TRIGGERED_IGNORE_CAST_ITEM)) return; ItemTemplate const* proto = m_CastItem->GetTemplate(); 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 LOG_ERROR("spells", "Cast item has no item prototype {}", m_CastItem->GetGUID().ToString()); return; } bool expendable = false; bool withoutCharges = false; for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) { if (proto->Spells[i].SpellId) { // item has limited charges if (proto->Spells[i].SpellCharges) { if (proto->Spells[i].SpellCharges < 0) expendable = true; int32 charges = m_CastItem->GetSpellCharges(i); // item has charges left if (charges) { (charges > 0) ? --charges : ++charges; // std::abs(charges) less at 1 after use if (proto->Stackable == 1) m_CastItem->SetSpellCharges(i, charges); m_CastItem->SetState(ITEM_CHANGED, m_caster->ToPlayer()); } // all charges used withoutCharges = (charges == 0); } } } if (expendable && withoutCharges) { uint32 count = 1; m_caster->ToPlayer()->DestroyItemCount(m_CastItem, count, true); // prevent crash at access to deleted m_targets.GetItemTarget if (m_CastItem == m_targets.GetItemTarget()) m_targets.SetItemTarget(nullptr); m_CastItem = nullptr; m_castItemGUID.Clear(); } } void Spell::TakePower() { if (m_CastItem || m_triggeredByAuraSpell) return; //Don't take power if the spell is cast while .cheat power is enabled. if (m_caster->IsPlayer()) if (m_caster->ToPlayer()->GetCommandStatus(CHEAT_POWER)) return; Powers PowerType = Powers(m_spellInfo->PowerType); bool hit = true; if (m_caster->IsPlayer()) { if (PowerType == POWER_RAGE || PowerType == POWER_ENERGY || PowerType == POWER_RUNE || PowerType == POWER_RUNIC_POWER) if (ObjectGuid targetGUID = m_targets.GetUnitTargetGUID()) for (std::list::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit) if (ihit->targetGUID == targetGUID) { if (ihit->missCondition != SPELL_MISS_NONE && ihit->missCondition != SPELL_MISS_BLOCK && ihit->missCondition != SPELL_MISS_ABSORB && ihit->missCondition != SPELL_MISS_REFLECT) { hit = false; //lower spell cost on fail (by talent aura) if (Player* modOwner = m_caster->ToPlayer()->GetSpellModOwner()) modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_SPELL_COST_REFUND_ON_FAIL, m_powerCost, this); } break; } } if (PowerType == POWER_RUNE) { TakeRunePower(hit); return; } if (!m_powerCost) return; // health as power used if (PowerType == POWER_HEALTH) { m_caster->ModifyHealth(-(int32)m_powerCost); return; } if (PowerType >= MAX_POWERS) { LOG_ERROR("spells", "Spell::TakePower: Unknown power type '{}'", PowerType); return; } if (hit) m_caster->ModifyPower(PowerType, -m_powerCost); else m_caster->ModifyPower(PowerType, -irand(0, m_powerCost / 4)); // Set the five second timer if (PowerType == POWER_MANA && m_powerCost > 0) { m_caster->SetLastManaUse(GameTime::GetGameTimeMS().count()); } } void Spell::TakeAmmo() { if (m_attackType == RANGED_ATTACK && m_caster->IsPlayer()) { Item* pItem = m_caster->ToPlayer()->GetWeaponForAttack(RANGED_ATTACK); // wands don't have ammo if (!pItem || pItem->IsBroken() || pItem->GetTemplate()->SubClass == ITEM_SUBCLASS_WEAPON_WAND) return; if (pItem->GetTemplate()->InventoryType == INVTYPE_THROWN) { if (pItem->GetMaxStackCount() == 1) { // decrease durability for non-stackable throw weapon m_caster->ToPlayer()->DurabilityPointLossForEquipSlot(EQUIPMENT_SLOT_RANGED); } else { // decrease items amount for stackable throw weapon uint32 count = 1; m_caster->ToPlayer()->DestroyItemCount(pItem, count, true); } } else if (uint32 ammo = m_caster->ToPlayer()->GetUInt32Value(PLAYER_AMMO_ID)) m_caster->ToPlayer()->DestroyItemCount(ammo, 1, true); } } SpellCastResult Spell::CheckRuneCost(uint32 RuneCostID) { if (m_spellInfo->PowerType != POWER_RUNE || !RuneCostID) return SPELL_CAST_OK; if (!m_caster->IsPlayer()) return SPELL_CAST_OK; Player* player = m_caster->ToPlayer(); //If we are in .cheat power mode we dont need to check the cost as we are expected to be able to use it anyways (infinite power) if (player->GetCommandStatus(CHEAT_POWER)) { return SPELL_CAST_OK; } if (!player->IsClass(CLASS_DEATH_KNIGHT, CLASS_CONTEXT_ABILITY)) return SPELL_CAST_OK; SpellRuneCostEntry const* src = sSpellRuneCostStore.LookupEntry(RuneCostID); if (!src) return SPELL_CAST_OK; if (src->NoRuneCost()) return SPELL_CAST_OK; int32 runeCost[NUM_RUNE_TYPES]; // blood, frost, unholy, death for (uint32 i = 0; i < RUNE_DEATH; ++i) { runeCost[i] = src->RuneCost[i]; if (Player* modOwner = m_caster->GetSpellModOwner()) modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_COST, runeCost[i], this); } runeCost[RUNE_DEATH] = MAX_RUNES; // calculated later for (uint32 i = 0; i < MAX_RUNES; ++i) { RuneType rune = player->GetCurrentRune(i); if ((player->GetRuneCooldown(i) == 0) && (runeCost[rune] > 0)) runeCost[rune]--; } for (uint32 i = 0; i < RUNE_DEATH; ++i) if (runeCost[i] > 0) runeCost[RUNE_DEATH] += runeCost[i]; if (runeCost[RUNE_DEATH] > MAX_RUNES) return SPELL_FAILED_NO_POWER; // not sure if result code is correct return SPELL_CAST_OK; } void Spell::TakeRunePower(bool didHit) { if (!m_caster->IsPlayer() || !m_caster->IsClass(CLASS_DEATH_KNIGHT, CLASS_CONTEXT_ABILITY)) return; SpellRuneCostEntry const* runeCostData = sSpellRuneCostStore.LookupEntry(m_spellInfo->RuneCostID); if (!runeCostData || (runeCostData->NoRuneCost() && runeCostData->NoRunicPowerGain())) return; Player* player = m_caster->ToPlayer(); m_runesState = player->GetRunesState(); // store previous state int32 runeCost[NUM_RUNE_TYPES]; // blood, frost, unholy, death for (uint32 i = 0; i < RUNE_DEATH; ++i) { runeCost[i] = runeCostData->RuneCost[i]; if (Player* modOwner = m_caster->GetSpellModOwner()) modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_COST, runeCost[i], this); } runeCost[RUNE_DEATH] = 0; // calculated later for (uint32 i = 0; i < MAX_RUNES; ++i) { RuneType rune = player->GetCurrentRune(i); if (!player->GetRuneCooldown(i) && runeCost[rune] > 0) { player->SetRuneCooldown(i, didHit ? player->GetRuneBaseCooldown(i, false) : uint32(RUNE_MISS_COOLDOWN)); player->SetLastUsedRune(rune); runeCost[rune]--; } } // Xinef: firstly consume death runes of base type // Xinef: in second loop consume all available for (uint8 loop = 0; loop < 2; ++loop) { runeCost[RUNE_DEATH] = runeCost[RUNE_BLOOD] + runeCost[RUNE_UNHOLY] + runeCost[RUNE_FROST]; if (runeCost[RUNE_DEATH] > 0) { for (uint8 i = 0; i < MAX_RUNES; ++i) { RuneType rune = player->GetCurrentRune(i); if (!player->GetRuneCooldown(i) && rune == RUNE_DEATH && (loop ? true : (runeCost[player->GetBaseRune(i)] > 0))) { player->SetRuneCooldown(i, didHit ? player->GetRuneBaseCooldown(i, false) : uint32(RUNE_MISS_COOLDOWN)); player->SetLastUsedRune(rune); runeCost[rune]--; if (!loop) runeCost[player->GetBaseRune(i)]--; // keep Death Rune type if missed if (didHit) player->RestoreBaseRune(i); if (runeCost[RUNE_DEATH] == 0) break; } } } } // you can gain some runic power when use runes if (didHit) if (int32 rp = int32(runeCostData->runePowerGain * sWorld->getRate(RATE_POWER_RUNICPOWER_INCOME))) player->ModifyPower(POWER_RUNIC_POWER, int32(rp)); } void Spell::TakeReagents() { if (!m_caster->IsPlayer()) return; ItemTemplate const* castItemTemplate = m_CastItem ? m_CastItem->GetTemplate() : nullptr; // do not take reagents for these item casts if (castItemTemplate && castItemTemplate->HasFlag(ITEM_FLAG_NO_REAGENT_COST)) return; Player* p_caster = m_caster->ToPlayer(); if (p_caster->CanNoReagentCast(m_spellInfo)) return; for (uint32 x = 0; x < MAX_SPELL_REAGENTS; ++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 (castItemTemplate && castItemTemplate->ItemId == itemid) { for (int s = 0; s < MAX_ITEM_PROTO_SPELLS; ++s) { // CastItem will be used up and does not count as reagent int32 charges = m_CastItem->GetSpellCharges(s); if (castItemTemplate->Spells[s].SpellCharges < 0 && std::abs(charges) < 2) { ++itemcount; break; } } m_CastItem = nullptr; m_castItemGUID.Clear(); } // if GetItemTarget is also spell reagent if (m_targets.GetItemTargetEntry() == itemid) m_targets.SetItemTarget(nullptr); p_caster->DestroyItemCount(itemid, itemcount, true); } } void Spell::HandleThreatSpells() { if (m_UniqueTargetInfo.empty()) return; if (m_spellInfo->HasAttribute(SPELL_ATTR1_NO_THREAT) || m_spellInfo->HasAttribute(SPELL_ATTR3_SUPPRESS_TARGET_PROCS)) return; float threat = 0.0f; if (SpellThreatEntry const* threatEntry = sSpellMgr->GetSpellThreatEntry(m_spellInfo->Id)) { if (threatEntry->apPctMod != 0.0f) threat += threatEntry->apPctMod * m_caster->GetTotalAttackPowerValue(BASE_ATTACK); threat += threatEntry->flatMod; } else if (!m_spellInfo->HasAttribute(SPELL_ATTR0_CU_NO_INITIAL_THREAT)) threat += m_spellInfo->SpellLevel; // past this point only multiplicative effects occur if (threat == 0.0f) return; // since 2.0.1 threat from positive effects also is distributed among all targets, so the overall caused threat is at most the defined bonus threat /= m_UniqueTargetInfo.size(); for (std::list::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit) { float threatToAdd = threat; if (ihit->missCondition != SPELL_MISS_NONE) threatToAdd = 0.0f; Unit* target = ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID); if (!target) continue; bool IsFriendly = m_caster->IsFriendlyTo(target); // positive spells distribute threat among all units that are in combat with target, like healing if (m_spellInfo->_IsPositiveSpell() && IsFriendly) target->getHostileRefMgr().threatAssist(m_caster, threatToAdd, m_spellInfo); // for negative spells threat gets distributed among affected targets else if (!m_spellInfo->_IsPositiveSpell() && !IsFriendly && target->CanHaveThreatList()) target->AddThreat(m_caster, threatToAdd, m_spellInfo->GetSchoolMask(), m_spellInfo); } LOG_DEBUG("spells.aura", "Spell {}, added an additional {} threat for {} {} target(s)", m_spellInfo->Id, threat, m_spellInfo->_IsPositiveSpell() ? "assisting" : "harming", uint32(m_UniqueTargetInfo.size())); } void Spell::HandleEffects(Unit* pUnitTarget, Item* pItemTarget, GameObject* pGOTarget, uint32 i, SpellEffectHandleMode mode) { if (HasTriggeredCastFlag(TRIGGERED_IGNORE_EFFECTS)) return; effectHandleMode = mode; unitTarget = pUnitTarget; itemTarget = pItemTarget; gameObjTarget = pGOTarget; destTarget = &m_destTargets[i]._position; uint8 eff = m_spellInfo->Effects[i].Effect; LOG_DEBUG("spells.aura", "Spell: {} Effect : {}", m_spellInfo->Id, eff); // we do not need DamageMultiplier here. damage = CalculateSpellDamage(i, nullptr); bool preventDefault = CallScriptEffectHandlers((SpellEffIndex)i, mode); if (!preventDefault && eff < TOTAL_SPELL_EFFECTS) { (this->*SpellEffects[eff])((SpellEffIndex)i); } } SpellCastResult Spell::CheckCast(bool strict) { // check death state if (!m_caster->IsAlive() && !m_spellInfo->HasAttribute(SPELL_ATTR0_PASSIVE) && !(m_spellInfo->HasAttribute(SPELL_ATTR0_ALLOW_CAST_WHILE_DEAD) || (IsTriggered() && !m_triggeredByAuraSpell))) return SPELL_FAILED_CASTER_DEAD; // Spectator check if (m_caster->IsPlayer()) if (((Player const*)m_caster)->IsSpectator() && m_spellInfo->Id != SPECTATOR_SPELL_BINDSIGHT) return SPELL_FAILED_NOT_HERE; SpellCastResult res = SPELL_CAST_OK; sScriptMgr->OnSpellCheckCast(this, strict, res); if (res != SPELL_CAST_OK) return res; // check cooldowns to prevent cheating if (!m_spellInfo->HasAttribute(SPELL_ATTR0_PASSIVE)) { if (m_caster->IsPlayer()) { //can cast triggered (by aura only?) spells while have this flag if (!HasTriggeredCastFlag(TRIGGERED_IGNORE_CASTER_AURASTATE) && m_caster->ToPlayer()->HasPlayerFlag(PLAYER_ALLOW_ONLY_ABILITY) && !IsNextMeleeSwingSpell()) return SPELL_FAILED_SPELL_IN_PROGRESS; if (!HasTriggeredCastFlag(TRIGGERED_IGNORE_SPELL_AND_CATEGORY_CD) && m_caster->ToPlayer()->HasSpellCooldown(m_spellInfo->Id)) { if (m_triggeredByAuraSpell) return SPELL_FAILED_DONT_REPORT; else return SPELL_FAILED_NOT_READY; } // check if we are using a potion in combat for the 2nd+ time. Cooldown is added only after caster gets out of combat if (m_caster->ToPlayer()->GetLastPotionId() && m_CastItem && (m_CastItem->IsPotion() || m_spellInfo->IsCooldownStartedOnEvent())) return SPELL_FAILED_NOT_READY; } else if (!IsTriggered() && m_caster->IsCreature() && m_caster->ToCreature()->IsSpellProhibited(m_spellInfo->GetSchoolMask())) return SPELL_FAILED_NOT_READY; } if (m_spellInfo->HasAttribute(SPELL_ATTR7_DEBUG_SPELL) && !m_caster->HasUnitFlag2(UNIT_FLAG2_ALLOW_CHEAT_SPELLS)) { m_customError = SPELL_CUSTOM_ERROR_GM_ONLY; return SPELL_FAILED_CUSTOM_ERROR; } // Check global cooldown if (strict && !HasTriggeredCastFlag(TRIGGERED_IGNORE_GCD) && HasGlobalCooldown()) return SPELL_FAILED_NOT_READY; // only triggered spells can be processed an ended battleground if (!IsTriggered() && m_caster->IsPlayer()) if (Battleground* bg = m_caster->ToPlayer()->GetBattleground()) if (bg->GetStatus() == STATUS_WAIT_LEAVE) return SPELL_FAILED_DONT_REPORT; if (m_caster->IsPlayer() /*&& VMAP::VMapFactory::createOrGetVMapMgr()->isLineOfSightCalcEnabled()*/) // pussywizard: optimization (commented) { if (m_spellInfo->HasAttribute(SPELL_ATTR0_ONLY_OUTDOORS) && !m_caster->IsOutdoors()) return SPELL_FAILED_ONLY_OUTDOORS; if (m_spellInfo->HasAttribute(SPELL_ATTR0_ONLY_INDOORS) && m_caster->IsOutdoors()) return SPELL_FAILED_ONLY_INDOORS; } // only check at first call, Stealth auras are already removed at second call // for now, ignore triggered spells if (strict && !HasTriggeredCastFlag(TRIGGERED_IGNORE_SHAPESHIFT)) { bool checkForm = true; // Ignore form req aura Unit::AuraEffectList const& ignore = m_caster->GetAuraEffectsByType(SPELL_AURA_MOD_IGNORE_SHAPESHIFT); for (Unit::AuraEffectList::const_iterator i = ignore.begin(); i != ignore.end(); ++i) { if (!(*i)->IsAffectedOnSpell(m_spellInfo)) continue; checkForm = false; break; } if (checkForm) { // Cannot be used in this stance/form SpellCastResult shapeError = m_spellInfo->CheckShapeshift(m_caster->GetShapeshiftForm()); if (shapeError != SPELL_CAST_OK) return shapeError; if (m_spellInfo->HasAttribute(SPELL_ATTR0_ONLY_STEALTHED) && !(m_caster->HasStealthAura())) return SPELL_FAILED_ONLY_STEALTHED; } } Unit::AuraEffectList const& blockSpells = m_caster->GetAuraEffectsByType(SPELL_AURA_BLOCK_SPELL_FAMILY); for (Unit::AuraEffectList::const_iterator blockItr = blockSpells.begin(); blockItr != blockSpells.end(); ++blockItr) if (uint32((*blockItr)->GetMiscValue()) == m_spellInfo->SpellFamilyName) return SPELL_FAILED_SPELL_UNAVAILABLE; bool reqCombat = true; Unit::AuraEffectList const& stateAuras = m_caster->GetAuraEffectsByType(SPELL_AURA_ABILITY_IGNORE_AURASTATE); for (Unit::AuraEffectList::const_iterator j = stateAuras.begin(); j != stateAuras.end(); ++j) { if ((*j)->IsAffectedOnSpell(m_spellInfo)) { m_needComboPoints = false; if ((*j)->GetMiscValue() == 1) { reqCombat = false; break; } } } // caster state requirements // not for triggered spells (needed by execute) if (!HasTriggeredCastFlag(TRIGGERED_IGNORE_CASTER_AURASTATE)) { if (m_spellInfo->CasterAuraState && !m_caster->HasAuraState(AuraStateType(m_spellInfo->CasterAuraState), m_spellInfo, m_caster)) return SPELL_FAILED_CASTER_AURASTATE; if (m_spellInfo->CasterAuraStateNot && m_caster->HasAuraState(AuraStateType(m_spellInfo->CasterAuraStateNot), m_spellInfo, m_caster)) return SPELL_FAILED_CASTER_AURASTATE; // Note: spell 62473 requres CasterAuraSpell = triggering spell if (m_spellInfo->CasterAuraSpell && !m_caster->HasAura(sSpellMgr->GetSpellIdForDifficulty(m_spellInfo->CasterAuraSpell, m_caster))) return SPELL_FAILED_CASTER_AURASTATE; if (m_spellInfo->ExcludeCasterAuraSpell && m_caster->HasAura(sSpellMgr->GetSpellIdForDifficulty(m_spellInfo->ExcludeCasterAuraSpell, m_caster))) return SPELL_FAILED_CASTER_AURASTATE; if (reqCombat && m_caster->IsInCombat() && !m_spellInfo->CanBeUsedInCombat()) return SPELL_FAILED_AFFECTING_COMBAT; } // Xinef: exploit protection if (reqCombat && !m_spellInfo->CanBeUsedInCombat() && (m_spellInfo->HasEffect(SPELL_EFFECT_RESURRECT) || m_spellInfo->HasEffect(SPELL_EFFECT_RESURRECT_NEW))) { if (m_caster->IsPlayer() && m_caster->GetMap()->IsDungeon()) if (InstanceScript* instanceScript = m_caster->GetInstanceScript()) if (instanceScript->IsEncounterInProgress()) { if (Group* group = m_caster->ToPlayer()->GetGroup()) for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next()) if (Player* member = itr->GetSource()) if (member->IsInMap(m_caster)) if (Unit* victim = member->GetVictim()) if (victim->IsInCombat() && m_caster->GetDistance(victim) < m_caster->GetVisibilityRange()) { m_caster->CombatStart(victim); victim->AddThreat(m_caster, 1.0f); break; } return SPELL_FAILED_TARGET_CANNOT_BE_RESURRECTED; } } // 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->IsPlayer() && m_caster->ToPlayer()->isMoving() && !IsTriggered()) { // skip stuck spell to allow use it in falling case and apply spell limitations at movement if ((!m_caster->HasUnitMovementFlag(MOVEMENTFLAG_FALLING_FAR) || m_spellInfo->Effects[0].Effect != SPELL_EFFECT_STUCK) && (IsAutoRepeat() || (m_spellInfo->AuraInterruptFlags & AURA_INTERRUPT_FLAG_NOT_SEATED) != 0)) return SPELL_FAILED_MOVING; } Vehicle* vehicle = m_caster->GetVehicle(); if (vehicle && !HasTriggeredCastFlag(TRIGGERED_IGNORE_CASTER_MOUNTED_OR_ON_VEHICLE)) { uint16 checkMask = 0; for (uint8 effIndex = EFFECT_0; effIndex < MAX_SPELL_EFFECTS; ++effIndex) { SpellEffectInfo const* effInfo = &m_spellInfo->Effects[effIndex]; if (effInfo->ApplyAuraName == SPELL_AURA_MOD_SHAPESHIFT) { SpellShapeshiftFormEntry const* shapeShiftEntry = sSpellShapeshiftFormStore.LookupEntry(effInfo->MiscValue); if (shapeShiftEntry && (shapeShiftEntry->flags1 & SHAPESHIFT_FLAG_STANCE) == 0) checkMask |= VEHICLE_SEAT_FLAG_UNCONTROLLED; break; } } if (m_spellInfo->HasAura(SPELL_AURA_MOUNTED)) checkMask |= VEHICLE_SEAT_FLAG_CAN_CAST_MOUNT_SPELL; if (!checkMask) checkMask = VEHICLE_SEAT_FLAG_CAN_ATTACK; // All creatures should be able to cast as passengers freely, restriction and attribute are only for players VehicleSeatEntry const* vehicleSeat = vehicle->GetSeatForPassenger(m_caster); if (!m_spellInfo->HasAttribute(SPELL_ATTR6_ALLOW_WHILE_RIDING_VEHICLE) && !m_spellInfo->HasAttribute(SPELL_ATTR0_ALLOW_WHILE_MOUNTED) && (vehicleSeat->m_flags & checkMask) != checkMask && m_caster->IsPlayer()) return SPELL_FAILED_DONT_REPORT; } // check spell cast conditions from database { ConditionSourceInfo condInfo = ConditionSourceInfo(m_caster); condInfo.mConditionTargets[1] = m_targets.GetObjectTarget(); ConditionList conditions = sConditionMgr->GetConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_SPELL, m_spellInfo->Id); if (!conditions.empty() && !sConditionMgr->IsObjectMeetToConditions(condInfo, conditions)) { // mLastFailedCondition can be nullptr if there was an error processing the condition in Condition::Meets (i.e. wrong data for ConditionTarget or others) if (condInfo.mLastFailedCondition && condInfo.mLastFailedCondition->ErrorType) { if (condInfo.mLastFailedCondition->ErrorType == SPELL_FAILED_CUSTOM_ERROR) m_customError = SpellCustomErrors(condInfo.mLastFailedCondition->ErrorTextId); return SpellCastResult(condInfo.mLastFailedCondition->ErrorType); } if (!condInfo.mLastFailedCondition || !condInfo.mLastFailedCondition->ConditionTarget) return SPELL_FAILED_CASTER_AURASTATE; return SPELL_FAILED_BAD_TARGETS; } } // Don't check explicit target for passive spells (workaround) (check should be skipped only for learn case) // those spells may have incorrect target entries or not filled at all (for example 15332) // such spells when learned are not targeting anyone using targeting system, they should apply directly to caster instead // also, such casts shouldn't be sent to client // Xinef: do not check explicit casts for self cast of triggered spells (eg. reflect case) if (!(m_spellInfo->HasAttribute(SPELL_ATTR0_PASSIVE) && (!m_targets.GetUnitTarget() || m_targets.GetUnitTarget() == m_caster))) { // Check explicit target for m_originalCaster - todo: get rid of such workarounds // Xinef: do not check explicit target for triggered spell casted on self with targetflag enemy if (!m_triggeredByAuraSpell || m_targets.GetUnitTarget() != m_caster || !(m_spellInfo->GetExplicitTargetMask() & TARGET_FLAG_UNIT_ENEMY)) { SpellCastResult castResult = m_spellInfo->CheckExplicitTarget((m_originalCaster && m_caster->GetEntry() != WORLD_TRIGGER) ? m_originalCaster : m_caster, m_targets.GetObjectTarget(), m_targets.GetItemTarget()); if (castResult != SPELL_CAST_OK) return castResult; } } if (Unit* target = m_targets.GetUnitTarget()) { SpellCastResult castResult = m_spellInfo->CheckTarget(m_caster, target, false); if (castResult != SPELL_CAST_OK) return castResult; if (target != m_caster) { // Must be behind the target if (m_spellInfo->HasAttribute(SPELL_ATTR0_CU_REQ_CASTER_BEHIND_TARGET) && target->HasInArc(static_cast(M_PI), m_caster)) return SPELL_FAILED_NOT_BEHIND; // Target must be facing you if (m_spellInfo->HasAttribute(SPELL_ATTR0_CU_REQ_TARGET_FACING_CASTER) && !target->HasInArc(static_cast(M_PI), m_caster)) return SPELL_FAILED_NOT_INFRONT; if ((!m_caster->IsTotem() || !m_spellInfo->IsPositive()) && !m_spellInfo->HasAttribute(SPELL_ATTR2_IGNORE_LINE_OF_SIGHT) && !m_spellInfo->HasAttribute(SPELL_ATTR5_ALWAYS_AOE_LINE_OF_SIGHT) && !(m_spellFlags & SPELL_FLAG_REDIRECTED)) { bool castedByGameobject = false; uint32 losChecks = LINEOFSIGHT_ALL_CHECKS; if (m_originalCasterGUID.IsGameObject()) { castedByGameobject = m_caster->GetMap()->GetGameObject(m_originalCasterGUID) != nullptr; } else if (m_caster->GetEntry() == WORLD_TRIGGER) { if (TempSummon* tempSummon = m_caster->ToTempSummon()) { castedByGameobject = tempSummon->GetSummonerGameObject() != nullptr; } } if (castedByGameobject) { // If spell casted by gameobject then ignore M2 models losChecks &= ~LINEOFSIGHT_CHECK_GOBJECT_M2; } if (!m_caster->IsWithinLOSInMap(target, VMAP::ModelIgnoreFlags::M2, LineOfSightChecks(losChecks))) { return SPELL_FAILED_LINE_OF_SIGHT; } } } } // Check for line of sight for spells with dest if (m_targets.HasDst()) { float x, y, z; m_targets.GetDstPos()->GetPosition(x, y, z); if ((!m_caster->IsTotem() || !m_spellInfo->IsPositive()) && !m_spellInfo->HasAttribute(SPELL_ATTR2_IGNORE_LINE_OF_SIGHT) && !m_spellInfo->HasAttribute(SPELL_ATTR5_ALWAYS_AOE_LINE_OF_SIGHT)) { bool castedByGameobject = false; uint32 losChecks = LINEOFSIGHT_ALL_CHECKS; if (m_originalCasterGUID.IsGameObject()) { castedByGameobject = m_caster->GetMap()->GetGameObject(m_originalCasterGUID) != nullptr; } else if (m_caster->GetEntry() == WORLD_TRIGGER) { if (TempSummon* tempSummon = m_caster->ToTempSummon()) { castedByGameobject = tempSummon->GetSummonerGameObject() != nullptr; } } if (castedByGameobject) { // If spell casted by gameobject then ignore M2 models losChecks &= ~LINEOFSIGHT_CHECK_GOBJECT_M2; } if (!m_caster->IsWithinLOS(x, y, z, VMAP::ModelIgnoreFlags::M2, LineOfSightChecks((losChecks)))) { return SPELL_FAILED_LINE_OF_SIGHT; } } } // check pet presence for (int j = 0; j < MAX_SPELL_EFFECTS; ++j) { if (m_spellInfo->Effects[j].TargetA.GetTarget() == TARGET_UNIT_PET) { if (!m_caster->GetGuardianPet() && !m_caster->GetCharm()) { if (m_triggeredByAuraSpell.spellInfo) // not report pet not existence for triggered spells return SPELL_FAILED_DONT_REPORT; else return SPELL_FAILED_NO_PET; } break; } } // Spell casted only on battleground if (m_spellInfo->HasAttribute(SPELL_ATTR3_ONLY_BATTLEGROUNDS) && m_caster->IsPlayer()) if (!m_caster->ToPlayer()->InBattleground()) return SPELL_FAILED_ONLY_BATTLEGROUNDS; // do not allow spells to be cast in arenas // - with greater than 10 min CD without SPELL_ATTR4_IGNORE_DEFAULT_ARENA_RESTRICTIONS flag // - with SPELL_ATTR4_NOT_IN_ARENA_OR_RATED_BATTLEGROUND flag if (m_spellInfo->HasAttribute(SPELL_ATTR4_NOT_IN_ARENA_OR_RATED_BATTLEGROUND) || (m_spellInfo->GetRecoveryTime() >= 10 * MINUTE * IN_MILLISECONDS && !m_spellInfo->HasAttribute(SPELL_ATTR4_IGNORE_DEFAULT_ARENA_RESTRICTIONS))) if (MapEntry const* mapEntry = sMapStore.LookupEntry(m_caster->GetMapId())) if (mapEntry->IsBattleArena()) return SPELL_FAILED_NOT_IN_ARENA; // zone check if (m_caster->IsCreature() || !m_caster->ToPlayer()->IsGameMaster()) { uint32 zone, area; m_caster->GetZoneAndAreaId(zone, area); SpellCastResult locRes = m_spellInfo->CheckLocation(m_caster->GetMapId(), zone, area, m_caster->IsPlayer() ? m_caster->ToPlayer() : nullptr); if (locRes != SPELL_CAST_OK) return locRes; } // not let players cast spells at mount (and let do it to creatures) if (m_caster->IsMounted() && m_caster->IsPlayer() && !HasTriggeredCastFlag(TRIGGERED_IGNORE_CASTER_MOUNTED_OR_ON_VEHICLE) && !m_spellInfo->IsPassive() && !m_spellInfo->HasAttribute(SPELL_ATTR0_ALLOW_WHILE_MOUNTED)) { if (m_caster->IsInFlight()) return SPELL_FAILED_NOT_ON_TAXI; else return SPELL_FAILED_NOT_MOUNTED; } SpellCastResult castResult = SPELL_CAST_OK; // always (except passive spells) check items (focus object can be required for any type casts) if (!m_spellInfo->IsPassive()) { // spell focus needs to be checked not only for players! there are vehicle spells that require spell focus castResult = CheckSpellFocus(); if (castResult != SPELL_CAST_OK) return castResult; castResult = CheckItems(); if (castResult != SPELL_CAST_OK) return castResult; } // Triggered spells also have range check /// @todo: determine if there is some flag to enable/disable the check castResult = CheckRange(strict); if (castResult != SPELL_CAST_OK) return castResult; if (!HasTriggeredCastFlag(TRIGGERED_IGNORE_POWER_AND_REAGENT_COST)) { castResult = CheckPower(); if (castResult != SPELL_CAST_OK) return castResult; } if (HasTriggeredCastFlag(TRIGGERED_IGNORE_EFFECTS)) { return SPELL_CAST_OK; } // xinef: do not skip triggered spells if they posses prevention type (eg. Bladestorm vs Hand of Protection) if (!HasTriggeredCastFlag(TRIGGERED_IGNORE_CASTER_AURAS) || (m_spellInfo->PreventionType > SPELL_PREVENTION_TYPE_NONE && m_triggeredByAuraSpell && m_triggeredByAuraSpell.spellInfo->IsPositive())) { castResult = CheckCasterAuras(HasTriggeredCastFlag(TRIGGERED_IGNORE_CASTER_AURAS)); if (castResult != SPELL_CAST_OK) return castResult; // xinef: Enraged Regeneration: While this is active, the warrior is blocked from using abilities that trigger being enraged (which would do nothing and waste the cooldowns). if (m_spellInfo->Mechanic && m_spellInfo->IsSelfCast()) { SpellImmuneList const& mechanicList = m_caster->m_spellImmune[IMMUNITY_MECHANIC]; for (SpellImmuneList::const_iterator itr = mechanicList.begin(); itr != mechanicList.end(); ++itr) if (itr->type == m_spellInfo->Mechanic) return SPELL_FAILED_DAMAGE_IMMUNE; } } // script hook castResult = CallScriptCheckCastHandlers(); if (castResult != SPELL_CAST_OK) return castResult; bool hasDispellableAura = false; bool hasNonDispelEffect = false; uint32 dispelMask = 0; for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) if (m_spellInfo->Effects[i].Effect == SPELL_EFFECT_DISPEL) { if (m_spellInfo->Effects[i].IsTargetingArea() || m_spellInfo->HasAttribute(SPELL_ATTR1_INITIATE_COMBAT)) { hasDispellableAura = true; break; } dispelMask |= SpellInfo::GetDispelMask(DispelType(m_spellInfo->Effects[i].MiscValue)); } else if (m_spellInfo->Effects[i].IsEffect()) { hasNonDispelEffect = true; break; } if (!hasNonDispelEffect && !hasDispellableAura && dispelMask && !IsTriggered()) { if (Unit* target = m_targets.GetUnitTarget()) { // Xinef: do not allow to cast on hostile targets in sanctuary if (!m_caster->IsFriendlyTo(target)) { if (m_caster->IsInSanctuary() || target->IsInSanctuary()) { // Xinef: fix for duels Player* player = m_caster->ToPlayer(); if (!player || !player->duel || target != player->duel->Opponent) return SPELL_FAILED_NOTHING_TO_DISPEL; } } DispelChargesList dispelList; target->GetDispellableAuraList(m_caster, dispelMask, dispelList, m_spellInfo); if (dispelList.empty()) return SPELL_FAILED_NOTHING_TO_DISPEL; } } for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) { // for effects of spells that have only one target switch (m_spellInfo->Effects[i].Effect) { case SPELL_EFFECT_LEARN_SPELL: { if (!m_caster->IsPlayer()) return SPELL_FAILED_BAD_TARGETS; if (m_spellInfo->Effects[i].TargetA.GetTarget() != TARGET_UNIT_PET) break; Pet* pet = m_caster->ToPlayer()->GetPet(); if (!pet) return SPELL_FAILED_NO_PET; SpellInfo const* learn_spellproto = sSpellMgr->GetSpellInfo(m_spellInfo->Effects[i].TriggerSpell); if (!learn_spellproto) return SPELL_FAILED_NOT_KNOWN; if (m_spellInfo->SpellLevel > pet->GetLevel()) return SPELL_FAILED_LOWLEVEL; break; } case SPELL_EFFECT_LEARN_PET_SPELL: { // check target only for unit target case if (Unit* unitTarget = m_targets.GetUnitTarget()) { if (!m_caster->IsPlayer()) return SPELL_FAILED_BAD_TARGETS; Pet* pet = unitTarget->ToPet(); if (!pet || pet->GetOwner() != m_caster) return SPELL_FAILED_BAD_TARGETS; SpellInfo const* learn_spellproto = sSpellMgr->GetSpellInfo(m_spellInfo->Effects[i].TriggerSpell); if (!learn_spellproto) return SPELL_FAILED_NOT_KNOWN; if (m_spellInfo->SpellLevel > pet->GetLevel()) return SPELL_FAILED_LOWLEVEL; } break; } case SPELL_EFFECT_APPLY_GLYPH: { uint32 glyphId = m_spellInfo->Effects[i].MiscValue; if (GlyphPropertiesEntry const* gp = sGlyphPropertiesStore.LookupEntry(glyphId)) if (m_caster->HasAura(gp->SpellId)) return SPELL_FAILED_UNIQUE_GLYPH; break; } case SPELL_EFFECT_FEED_PET: { if (!m_caster->IsPlayer()) return SPELL_FAILED_BAD_TARGETS; Item* foodItem = m_targets.GetItemTarget(); if (!foodItem) return SPELL_FAILED_BAD_TARGETS; Pet* pet = m_caster->ToPlayer()->GetPet(); if (!pet) return SPELL_FAILED_NO_PET; if (!pet->HaveInDiet(foodItem->GetTemplate())) return SPELL_FAILED_WRONG_PET_FOOD; if (!pet->GetCurrentFoodBenefitLevel(foodItem->GetTemplate()->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->IsPlayer()) if (Unit* target = m_targets.GetUnitTarget()) if (target != m_caster && !target->HasActivePowerType(Powers(m_spellInfo->Effects[i].MiscValue))) return SPELL_FAILED_BAD_TARGETS; break; } case SPELL_EFFECT_CHARGE: { if (m_caster->HasUnitState(UNIT_STATE_CHARGING)) { return SPELL_FAILED_DONT_REPORT; } if (m_spellInfo->SpellFamilyName == SPELLFAMILY_WARRIOR) { // Warbringer - can't be handled in proc system - should be done before checkcast root check and charge effect process if (strict && m_caster->IsScriptOverriden(m_spellInfo, 6953)) m_caster->RemoveMovementImpairingAuras(true); } if (m_caster->HasUnitState(UNIT_STATE_ROOT)) { // Exception for Master's Call if (m_spellInfo->Id != 54216) { return SPELL_FAILED_ROOTED; } } if (m_caster->IsPlayer()) if (Unit* target = m_targets.GetUnitTarget()) if (!target->IsAlive()) return SPELL_FAILED_BAD_TARGETS; // Xinef: Pass only explicit unit target spells // pussywizard: if (sDisableMgr->IsPathfindingEnabled(m_caster->FindMap()) && m_spellInfo->NeedsExplicitUnitTarget()) { Unit* target = m_targets.GetUnitTarget(); if (!target) return SPELL_FAILED_DONT_REPORT; // first we must check to see if the target is in LoS. A path can usually be built but LoS matters for charge spells if (!target->IsWithinLOSInMap(m_caster)) //Do full LoS/Path check. Don't exclude m2 return SPELL_FAILED_LINE_OF_SIGHT; float objSize = target->GetCombatReach(); float range = m_spellInfo->GetMaxRange(true, m_caster, this) * 1.5f + objSize; // can't be overly strict m_preGeneratedPath = std::make_unique(m_caster); m_preGeneratedPath->SetPathLengthLimit(range); // first try with raycast, if it fails fall back to normal path bool result = m_preGeneratedPath->CalculatePath(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ(), false); if (m_preGeneratedPath->GetPathType() & PATHFIND_SHORT) return SPELL_FAILED_NOPATH; else if (!result || m_preGeneratedPath->GetPathType() & (PATHFIND_NOPATH | PATHFIND_INCOMPLETE)) return SPELL_FAILED_NOPATH; else if (m_preGeneratedPath->IsInvalidDestinationZ(target)) // Check position z, if not in a straight line return SPELL_FAILED_NOPATH; m_preGeneratedPath->ShortenPathUntilDist(G3D::Vector3(target->GetPositionX(), target->GetPositionY(), target->GetPositionZ()), objSize); // move back } if (Player* player = m_caster->ToPlayer()) player->SetCanTeleport(true); break; } case SPELL_EFFECT_SKINNING: { if (!m_caster->IsPlayer() || !m_targets.GetUnitTarget() || !m_targets.GetUnitTarget()->IsCreature()) return SPELL_FAILED_BAD_TARGETS; if (!(m_targets.GetUnitTarget()->GetUnitFlags() & UNIT_FLAG_SKINNABLE)) return SPELL_FAILED_TARGET_UNSKINNABLE; Creature* creature = m_targets.GetUnitTarget()->ToCreature(); if (!creature->IsCritter() && !creature->loot.isLooted()) return SPELL_FAILED_TARGET_NOT_LOOTED; uint32 skill = creature->GetCreatureTemplate()->GetRequiredLootSkill(); int32 skillValue = m_caster->ToPlayer()->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; break; } case SPELL_EFFECT_OPEN_LOCK: { if (m_spellInfo->Effects[i].TargetA.GetTarget() != TARGET_GAMEOBJECT_TARGET && m_spellInfo->Effects[i].TargetA.GetTarget() != TARGET_GAMEOBJECT_ITEM_TARGET) break; if (!m_caster->IsPlayer() // only players can open locks, gather etc. // we need a go target in case of TARGET_GAMEOBJECT_TARGET || (m_spellInfo->Effects[i].TargetA.GetTarget() == TARGET_GAMEOBJECT_TARGET && !m_targets.GetGOTarget())) return SPELL_FAILED_BAD_TARGETS; Item* pTempItem = nullptr; if (m_targets.GetTargetMask() & TARGET_FLAG_TRADE_ITEM) { if (TradeData* pTrade = m_caster->ToPlayer()->GetTradeData()) pTempItem = pTrade->GetTraderData()->GetItem(TradeSlots(m_targets.GetItemTargetGUID().GetRawValue())); } else if (m_targets.GetTargetMask() & TARGET_FLAG_ITEM) pTempItem = m_caster->ToPlayer()->GetItemByGuid(m_targets.GetItemTargetGUID()); // we need a go target, or an openable item target in case of TARGET_GAMEOBJECT_ITEM_TARGET if (m_spellInfo->Effects[i].TargetA.GetTarget() == TARGET_GAMEOBJECT_ITEM_TARGET && !m_targets.GetGOTarget() && (!pTempItem || !pTempItem->GetTemplate()->LockID || !pTempItem->IsLocked())) return SPELL_FAILED_BAD_TARGETS; // We must also ensure the gameobject we are opening is still closed by the time the spell finishes. if (GameObject* go = m_targets.GetGOTarget()) { if (go->GetGoType() == GAMEOBJECT_TYPE_DOOR && go->GetGoState() != GO_STATE_READY) { return SPELL_FAILED_ALREADY_OPEN; } } if (m_spellInfo->Id != 1842 || (m_targets.GetGOTarget() && m_targets.GetGOTarget()->GetGOInfo()->type != GAMEOBJECT_TYPE_TRAP)) { if (m_targets.GetGOTarget() && m_targets.GetGOTarget()->GetEntry() == 179697) { if (!m_caster->ToPlayer()->CanUseBattlegroundObject(nullptr)) return SPELL_FAILED_TRY_AGAIN; } else if (m_caster->ToPlayer()->InBattleground() && // In Battleground players can use only flags and banners, or Gurubashi chest !m_caster->ToPlayer()->CanUseBattlegroundObject(m_targets.GetGOTarget())) return SPELL_FAILED_TRY_AGAIN; } // get the lock entry uint32 lockId = 0; if (GameObject* go = m_targets.GetGOTarget()) { lockId = go->GetGOInfo()->GetLockId(); if (!lockId) return SPELL_FAILED_BAD_TARGETS; } else if (Item* itm = m_targets.GetItemTarget()) lockId = itm->GetTemplate()->LockID; SkillType skillId = SKILL_NONE; int32 reqSkillValue = 0; int32 skillValue = 0; // check lock compatibility SpellCastResult res = CanOpenLock(i, lockId, skillId, reqSkillValue, skillValue); if (res != SPELL_CAST_OK) return res; // chance for fail at lockpicking attempt // second check prevent fail at rechecks // herbalism and mining cannot fail as of patch 3.1.0 if (skillId != SKILL_NONE && skillId != SKILL_HERBALISM && skillId != SKILL_MINING && (!m_selfContainer || ((*m_selfContainer) != this))) { // chance for failure in orange lockpick if (skillId == SKILL_LOCKPICKING && reqSkillValue > irand(skillValue - 25, skillValue + 37)) { return SPELL_FAILED_TRY_AGAIN; } } break; } case SPELL_EFFECT_RESURRECT_PET: { Unit* unitCaster = m_caster->ToUnit(); if (!unitCaster) { return SPELL_FAILED_BAD_TARGETS; } Creature* pet = unitCaster->GetGuardianPet(); if (pet) { if (pet->IsAlive()) { return SPELL_FAILED_ALREADY_HAVE_SUMMON; } } else if (Player* playerCaster = m_caster->ToPlayer()) { PetStable& petStable = playerCaster->GetOrInitPetStable(); if (!petStable.CurrentPet && petStable.UnslottedPets.empty()) { return SPELL_FAILED_NO_PET; } } break; } // This is generic summon effect case SPELL_EFFECT_SUMMON: { SummonPropertiesEntry const* SummonProperties = sSummonPropertiesStore.LookupEntry(m_spellInfo->Effects[i].MiscValueB); if (!SummonProperties || m_spellInfo->HasAttribute(SPELL_ATTR1_DISMISS_PET_FIRST)) break; switch (SummonProperties->Category) { case SUMMON_CATEGORY_PET: if (m_caster->GetPetGUID()) return SPELL_FAILED_ALREADY_HAVE_SUMMON; [[fallthrough]]; case SUMMON_CATEGORY_PUPPET: if (m_caster->GetCharmGUID()) return SPELL_FAILED_ALREADY_HAVE_CHARM; break; } break; } case SPELL_EFFECT_CREATE_TAMED_PET: { if (m_targets.GetUnitTarget()) { if (!m_targets.GetUnitTarget()->IsPlayer()) return SPELL_FAILED_BAD_TARGETS; if (m_targets.GetUnitTarget()->GetPetGUID()) return SPELL_FAILED_ALREADY_HAVE_SUMMON; } break; } case SPELL_EFFECT_SUMMON_PET: { Unit* unitCaster = m_caster->ToUnit(); if (!unitCaster) return SPELL_FAILED_BAD_TARGETS; if (!m_spellInfo->HasAttribute(SPELL_ATTR1_DISMISS_PET_FIRST)) { if (m_caster->GetPetGUID()) return SPELL_FAILED_ALREADY_HAVE_SUMMON; if (m_caster->GetCharmGUID()) return SPELL_FAILED_ALREADY_HAVE_CHARM; } if (m_caster->IsPlayer() && m_caster->IsClass(CLASS_WARLOCK, CLASS_CONTEXT_PET) && strict) if (Pet* pet = m_caster->ToPlayer()->GetPet()) pet->CastSpell(pet, 32752, true, nullptr, nullptr, pet->GetGUID()); //starting cast, trigger pet stun (cast by pet so it doesn't attack player) Player* playerCaster = unitCaster->ToPlayer(); if (playerCaster && playerCaster->GetPetStable()) { std::pair info = Pet::GetLoadPetInfo(*playerCaster->GetPetStable(), m_spellInfo->Effects[i].MiscValue, 0, false); if (info.first) { if (info.first->Type == HUNTER_PET) { if (!info.first->Health) { playerCaster->SendTameFailure(PET_TAME_DEAD); return SPELL_FAILED_DONT_REPORT; } CreatureTemplate const* creatureInfo = sObjectMgr->GetCreatureTemplate(info.first->CreatureId); if (!creatureInfo || !creatureInfo->IsTameable(playerCaster->CanTameExoticPets())) { // if problem in exotic pet if (creatureInfo && creatureInfo->IsTameable(true)) playerCaster->SendTameFailure(PET_TAME_CANT_CONTROL_EXOTIC); else playerCaster->SendTameFailure(PET_TAME_NOPET_AVAILABLE); return SPELL_FAILED_DONT_REPORT; } } } else if (!m_spellInfo->Effects[i].MiscValue) // when miscvalue is present it is allowed to create new pets { playerCaster->SendTameFailure(PET_TAME_NOPET_AVAILABLE); return SPELL_FAILED_DONT_REPORT; } } break; } case SPELL_EFFECT_SUMMON_PLAYER: { if (!m_caster->IsPlayer()) return SPELL_FAILED_BAD_TARGETS; if (!m_caster->GetTarget()) return SPELL_FAILED_BAD_TARGETS; Player* target = ObjectAccessor::FindPlayer(m_caster->ToPlayer()->GetTarget()); if (!target || (!target->IsInSameRaidWith(m_caster->ToPlayer()) && m_spellInfo->Id != 48955)) // refer-a-friend spell return SPELL_FAILED_BAD_TARGETS; // Xinef: Implement summon pending error if (target->GetSummonExpireTimer() > GameTime::GetGameTime().count()) return SPELL_FAILED_SUMMON_PENDING; // check if our map is dungeon MapEntry const* map = sMapStore.LookupEntry(m_caster->GetMapId()); if (map->IsDungeon()) { uint32 mapId = m_caster->GetMap()->GetId(); Difficulty difficulty = m_caster->GetMap()->GetDifficulty(); /*if (map->IsRaid()) if (InstancePlayerBind* targetBind = target->GetBoundInstance(mapId, difficulty)) if (targetBind->perm && targetBind != m_caster->ToPlayer()->GetBoundInstance(mapId, difficulty)) return SPELL_FAILED_TARGET_LOCKED_TO_RAID_INSTANCE;*/ InstanceTemplate const* instance = sObjectMgr->GetInstanceTemplate(mapId); if (!instance) return SPELL_FAILED_TARGET_NOT_IN_INSTANCE; if (!target->Satisfy(sObjectMgr->GetAccessRequirement(mapId, difficulty), mapId)) return SPELL_FAILED_BAD_TARGETS; } break; } // RETURN HERE case SPELL_EFFECT_SUMMON_RAF_FRIEND: { if (!m_caster->IsPlayer()) return SPELL_FAILED_BAD_TARGETS; Player* playerCaster = m_caster->ToPlayer(); // if (!(playerCaster->GetTarget())) return SPELL_FAILED_BAD_TARGETS; Player* target = ObjectAccessor::FindPlayer(m_caster->ToPlayer()->GetTarget()); if (!target || !(target->GetSession()->GetRecruiterId() == playerCaster->GetSession()->GetAccountId() || target->GetSession()->GetAccountId() == playerCaster->GetSession()->GetRecruiterId())) return SPELL_FAILED_BAD_TARGETS; // Xinef: Implement summon pending error if (target->GetSummonExpireTimer() > GameTime::GetGameTime().count()) return SPELL_FAILED_SUMMON_PENDING; break; } case SPELL_EFFECT_LEAP: case SPELL_EFFECT_TELEPORT_UNITS_FACE_CASTER: { //Do not allow to cast it before BG starts. if (m_caster->IsPlayer()) if (Battleground const* bg = m_caster->ToPlayer()->GetBattleground()) if (bg->GetStatus() != STATUS_IN_PROGRESS) return SPELL_FAILED_TRY_AGAIN; break; } case SPELL_EFFECT_STEAL_BENEFICIAL_BUFF: { if (!m_targets.GetUnitTarget() || m_targets.GetUnitTarget() == m_caster) return SPELL_FAILED_BAD_TARGETS; bool found = false; Unit::VisibleAuraMap const* visibleAuras = m_targets.GetUnitTarget()->GetVisibleAuras(); for(Unit::VisibleAuraMap::const_iterator itr = visibleAuras->begin(); itr != visibleAuras->end(); ++itr) { if (itr->second->GetBase()->IsPassive()) continue; if (!itr->second->IsPositive()) continue; found = true; break; } if (!found) return SPELL_FAILED_NOTHING_TO_STEAL; break; } case SPELL_EFFECT_LEAP_BACK: { if (m_caster->HasUnitState(UNIT_STATE_ROOT)) { if (m_caster->IsPlayer()) return SPELL_FAILED_ROOTED; else return SPELL_FAILED_DONT_REPORT; } break; } // xinef: do not allow to use leaps while rooted case SPELL_EFFECT_JUMP: case SPELL_EFFECT_JUMP_DEST: { if (m_caster->HasUnitState(UNIT_STATE_ROOT)) return SPELL_FAILED_ROOTED; break; } case SPELL_EFFECT_TALENT_SPEC_SELECT: if (!sScriptMgr->CanSelectSpecTalent(this)) return SPELL_FAILED_DONT_REPORT; // can't change during already started arena/battleground if (m_caster->IsPlayer()) if (Battleground const* bg = m_caster->ToPlayer()->GetBattleground()) if (bg->GetStatus() == STATUS_IN_PROGRESS) return SPELL_FAILED_NOT_IN_BATTLEGROUND; break; default: break; } } for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) { switch (m_spellInfo->Effects[i].ApplyAuraName) { case SPELL_AURA_DUMMY: break; case SPELL_AURA_MOD_POSSESS_PET: { if (!m_caster->IsPlayer()) return SPELL_FAILED_NO_PET; Pet* pet = m_caster->ToPlayer()->GetPet(); if (!pet) return SPELL_FAILED_NO_PET; if (pet->GetCharmerGUID()) return SPELL_FAILED_CHARMED; break; } case SPELL_AURA_MOD_POSSESS: case SPELL_AURA_MOD_CHARM: case SPELL_AURA_AOE_CHARM: { if (m_caster->GetCharmerGUID()) return SPELL_FAILED_CHARMED; // Xinef: allow SPELL_AURA_MOD_POSSESS to posses target if caster has some pet if (m_spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_MOD_CHARM && !m_spellInfo->HasAttribute(SPELL_ATTR1_DISMISS_PET_FIRST)) { if (m_caster->GetPetGUID()) return SPELL_FAILED_ALREADY_HAVE_SUMMON; if (m_caster->GetCharmGUID()) return SPELL_FAILED_ALREADY_HAVE_CHARM; } else if (m_spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_MOD_POSSESS) { if (m_caster->GetCharmGUID()) return SPELL_FAILED_ALREADY_HAVE_CHARM; } if (Unit* target = m_targets.GetUnitTarget()) { if (target->IsCreature() && target->ToCreature()->IsVehicle()) return SPELL_FAILED_BAD_IMPLICIT_TARGETS; if (target->IsMounted()) return SPELL_FAILED_CANT_BE_CHARMED; if (target->GetCharmerGUID()) return SPELL_FAILED_CHARMED; if (target->GetOwnerGUID() && target->GetOwnerGUID().IsPlayer()) return SPELL_FAILED_TARGET_IS_PLAYER_CONTROLLED; if (target->IsPet() && (!target->GetOwner() || target->GetOwner()->ToPlayer())) return SPELL_FAILED_CANT_BE_CHARMED; int32 damage = CalculateSpellDamage(i, target); if (damage && int32(target->GetLevel()) > damage) return SPELL_FAILED_HIGHLEVEL; } break; } case SPELL_AURA_MOUNTED: { // Disallow casting flying mounts in water if (m_caster->IsInWater() && m_spellInfo->HasAura(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED)) return SPELL_FAILED_ONLY_ABOVEWATER; // Ignore map check if spell have AreaId. AreaId already checked and this prevent special mount spells bool allowMount = !m_caster->GetMap()->IsDungeon() || m_caster->GetMap()->IsBattlegroundOrArena(); InstanceTemplate const* it = sObjectMgr->GetInstanceTemplate(m_caster->GetMapId()); if (it) allowMount = it->AllowMount; if (m_caster->IsPlayer() && !allowMount && !m_spellInfo->AreaGroupId) return SPELL_FAILED_NO_MOUNTS_ALLOWED; if (m_caster->IsInDisallowedMountForm()) return SPELL_FAILED_NOT_SHAPESHIFT; // xinef: dont allow to cast mounts in specific transforms if (m_caster->getTransForm()) if (SpellInfo const* transformSpellInfo = sSpellMgr->GetSpellInfo(m_caster->getTransForm())) if (transformSpellInfo->HasAttribute(SPELL_ATTR0_NO_IMMUNITIES) && !transformSpellInfo->HasAttribute(SpellAttr0(SPELL_ATTR0_ALLOW_WHILE_MOUNTED | SPELL_ATTR0_AURA_IS_DEBUFF))) return SPELL_FAILED_NOT_SHAPESHIFT; break; } case SPELL_AURA_RANGED_ATTACK_POWER_ATTACKER_BONUS: { if (!m_targets.GetUnitTarget()) return SPELL_FAILED_BAD_IMPLICIT_TARGETS; // can be casted at non-friendly unit or own pet/charm if (m_caster->IsFriendlyTo(m_targets.GetUnitTarget())) return SPELL_FAILED_TARGET_FRIENDLY; break; } case SPELL_AURA_FLY: case SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED: { // Xinef: added water check if (m_caster->IsInWater()) return SPELL_FAILED_ONLY_ABOVEWATER; // not allow cast fly spells if not have req. skills (all spells is self target) // allow always ghost flight spells if (m_originalCaster && m_originalCaster->IsPlayer() && m_originalCaster->IsAlive()) { Battlefield* Bf = sBattlefieldMgr->GetBattlefieldToZoneId(m_originalCaster->GetZoneId()); if (AreaTableEntry const* pArea = sAreaTableStore.LookupEntry(m_originalCaster->GetAreaId())) if ((pArea->flags & AREA_FLAG_NO_FLY_ZONE) || (Bf && !Bf->CanFlyIn())) return SPELL_FAILED_NOT_HERE; } break; } case SPELL_AURA_PERIODIC_MANA_LEECH: { if (m_spellInfo->Effects[i].IsTargetingArea()) break; if (!m_caster->IsPlayer() || m_CastItem) break; if (!m_targets.GetUnitTarget()) return SPELL_FAILED_BAD_IMPLICIT_TARGETS; if (!m_targets.GetUnitTarget()->HasActivePowerType(POWER_MANA)) return SPELL_FAILED_BAD_TARGETS; break; } case SPELL_AURA_HOVER: { if ((m_spellInfo->AuraInterruptFlags & AURA_INTERRUPT_FLAG_MOUNT) != 0 && m_targets.GetUnitTarget() && m_targets.GetUnitTarget()->IsMounted()) { return SPELL_FAILED_NOT_ON_MOUNTED; } break; } case SPELL_AURA_MOD_SHAPESHIFT: { if (m_caster && m_caster->HasAura(23397)) // Nefarian Class Call (Warrior): Berserk -- Nefertum: I don't really like this but I didn't find another way. { return SPELL_FAILED_NOT_SHAPESHIFT; } break; } default: break; } } // check trade slot case (last, for allow catch any another cast problems) if (m_targets.GetTargetMask() & TARGET_FLAG_TRADE_ITEM) { if (m_CastItem) return SPELL_FAILED_ITEM_ENCHANT_TRADE_WINDOW; if (!m_caster->IsPlayer()) return SPELL_FAILED_NOT_TRADING; TradeData* my_trade = m_caster->ToPlayer()->GetTradeData(); if (!my_trade) return SPELL_FAILED_NOT_TRADING; TradeSlots slot = TradeSlots(m_targets.GetItemTargetGUID().GetRawValue()); if (slot != TRADE_SLOT_NONTRADED) return SPELL_FAILED_BAD_TARGETS; if (!IsTriggered()) if (my_trade->GetSpell()) return SPELL_FAILED_ITEM_ALREADY_ENCHANTED; } // check if caster has at least 1 combo point on target for spells that require combo points if (m_needComboPoints) { if (m_spellInfo->NeedsExplicitUnitTarget()) { if (!m_caster->GetComboPoints(m_targets.GetUnitTarget())) { return SPELL_FAILED_NO_COMBO_POINTS; } } else { if (!m_caster->GetComboPoints()) { return SPELL_FAILED_NO_COMBO_POINTS; } } } // xinef: check relic cooldown if (m_CastItem && m_CastItem->GetTemplate()->InventoryType == INVTYPE_RELIC && m_triggeredByAuraSpell) if (m_caster->HasSpellCooldown(SPELL_RELIC_COOLDOWN) && !m_caster->HasSpellItemCooldown(SPELL_RELIC_COOLDOWN, m_CastItem->GetEntry())) return SPELL_FAILED_NOT_READY; // all ok return SPELL_CAST_OK; } SpellCastResult Spell::CheckPetCast(Unit* target) { if (m_caster->HasUnitState(UNIT_STATE_CASTING) && !HasTriggeredCastFlag(TRIGGERED_IGNORE_CAST_IN_PROGRESS)) //prevent spellcast interruption by another spellcast return SPELL_FAILED_SPELL_IN_PROGRESS; // dead owner (pets still alive when owners ressed?) if (Unit* owner = m_caster->GetCharmerOrOwner()) if (!owner->IsAlive() && m_caster->GetEntry() != 30230) // Rise Ally return SPELL_FAILED_CASTER_DEAD; if (!target && m_targets.GetUnitTarget()) target = m_targets.GetUnitTarget(); if (m_spellInfo->NeedsExplicitUnitTarget()) { if (!target) return SPELL_FAILED_BAD_IMPLICIT_TARGETS; m_targets.SetUnitTarget(target); } // xinef: Calculate power cost here, so funciton checking power can work properly and dont return bad results m_powerCost = m_spellInfo->CalcPowerCost(m_caster, m_spellSchoolMask, this); // cooldown if (Creature const* creatureCaster = m_caster->ToCreature()) if (creatureCaster->HasSpellCooldown(m_spellInfo->Id)) return SPELL_FAILED_NOT_READY; // Check if spell is affected by GCD if (m_spellInfo->StartRecoveryCategory > 0) if (m_caster->GetCharmInfo() && m_caster->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(m_spellInfo)) return SPELL_FAILED_NOT_READY; return CheckCast(true); } SpellCastResult Spell::CheckCasterAuras(bool preventionOnly) const { // spells totally immuned to caster auras (wsg flag drop, give marks etc) if (m_spellInfo->HasAttribute(SPELL_ATTR6_NOT_AN_ATTACK)) return SPELL_CAST_OK; uint8 school_immune = 0; uint32 mechanic_immune = 0; uint32 dispel_immune = 0; // Check if the spell grants school or mechanic immunity. // We use bitmasks so the loop is done only once and not on every aura check below. if (m_spellInfo->HasAttribute(SPELL_ATTR1_IMMUNITY_PURGES_EFFECT)) { for (int i = 0; i < MAX_SPELL_EFFECTS; ++i) { if (m_spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_SCHOOL_IMMUNITY) school_immune |= uint32(m_spellInfo->Effects[i].MiscValue); else if (m_spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_MECHANIC_IMMUNITY) mechanic_immune |= 1 << uint32(m_spellInfo->Effects[i].MiscValue); else if (m_spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_DISPEL_IMMUNITY) dispel_immune |= SpellInfo::GetDispelMask(DispelType(m_spellInfo->Effects[i].MiscValue)); } // immune movement impairment and loss of control // PVP trinket EMFH TOC PVP trinket Bullheaded Bestial Wrath // Beath Within // Medalion of Immunity if (m_spellInfo->Id == 42292 || m_spellInfo->Id == 59752 || m_spellInfo->Id == 65547 || m_spellInfo->Id == 53490 || m_spellInfo->Id == 19574 || m_spellInfo->Id == 34471 || m_spellInfo->Id == 46227) mechanic_immune = IMMUNE_TO_MOVEMENT_IMPAIRMENT_AND_LOSS_CONTROL_MASK; } bool usableInStun = m_spellInfo->HasAttribute(SPELL_ATTR5_ALLOW_WHILE_STUNNED); // Glyph of Pain Suppression // there is no other way to handle it if (m_spellInfo->Id == 33206 && !m_caster->HasAura(63248)) usableInStun = false; // Check whether the cast should be prevented by any state you might have. SpellCastResult prevented_reason = SPELL_CAST_OK; // Have to check if there is a stun aura. Otherwise will have problems with ghost aura apply while logging out uint32 unitflag = m_caster->GetUnitFlags(); // Get unit state // Xinef: if spell is triggered check preventionType only if (!preventionOnly) { if (unitflag & UNIT_FLAG_STUNNED) { // spell is usable while stunned, check if caster has only mechanic stun auras, another stun types must prevent cast spell if (usableInStun) { bool foundNotStun = false; uint32 mask = (1 << MECHANIC_STUN) | (1 << MECHANIC_FREEZE) | (1 << MECHANIC_HORROR); // Barkskin should skip sleep effects, sap and fears if (m_spellInfo->Id == 22812) mask |= 1 << MECHANIC_SAPPED | 1 << MECHANIC_HORROR | 1 << MECHANIC_SLEEP; // Hand of Freedom, can be used while sapped if (m_spellInfo->Id == 1044) mask |= 1 << MECHANIC_SAPPED; Unit::AuraEffectList const& stunAuras = m_caster->GetAuraEffectsByType(SPELL_AURA_MOD_STUN); for (Unit::AuraEffectList::const_iterator i = stunAuras.begin(); i != stunAuras.end(); ++i) { if ((*i)->GetSpellInfo()->GetAllEffectsMechanicMask() && !((*i)->GetSpellInfo()->GetAllEffectsMechanicMask() & mask)) { foundNotStun = true; break; } } if (foundNotStun) prevented_reason = SPELL_FAILED_STUNNED; } else prevented_reason = SPELL_FAILED_STUNNED; } else if (unitflag & UNIT_FLAG_CONFUSED && !m_spellInfo->HasAttribute(SPELL_ATTR5_ALLOW_WHILE_CONFUSED)) prevented_reason = SPELL_FAILED_CONFUSED; else if (unitflag & UNIT_FLAG_FLEEING && !m_spellInfo->HasAttribute(SPELL_ATTR5_ALLOW_WHILE_FLEEING)) prevented_reason = SPELL_FAILED_FLEEING; } // Xinef: if there is no prevented_reason, check prevention types if (prevented_reason == SPELL_CAST_OK) { if (unitflag & UNIT_FLAG_SILENCED && m_spellInfo->PreventionType == SPELL_PREVENTION_TYPE_SILENCE) prevented_reason = SPELL_FAILED_SILENCED; else if (unitflag & UNIT_FLAG_PACIFIED && m_spellInfo->PreventionType == SPELL_PREVENTION_TYPE_PACIFY) prevented_reason = SPELL_FAILED_PACIFIED; } // Attr must make flag drop spell totally immune from all effects if (prevented_reason != SPELL_CAST_OK) { if (school_immune || mechanic_immune || dispel_immune) { //Checking auras is needed now, because you are prevented by some state but the spell grants immunity. Unit::AuraApplicationMap const& auras = m_caster->GetAppliedAuras(); for (Unit::AuraApplicationMap::const_iterator itr = auras.begin(); itr != auras.end(); ++itr) { Aura const* aura = itr->second->GetBase(); SpellInfo const* auraInfo = aura->GetSpellInfo(); if (auraInfo->GetAllEffectsMechanicMask() & mechanic_immune) continue; if (auraInfo->GetSchoolMask() & school_immune && !auraInfo->HasAttribute(SPELL_ATTR1_IMMUNITY_TO_HOSTILE_AND_FRIENDLY_EFFECTS)) continue; if (auraInfo->GetDispelMask() & 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. for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) { if (AuraEffect* part = aura->GetEffect(i)) { switch (part->GetAuraType()) { case SPELL_AURA_MOD_STUN: { uint32 mask = 1 << MECHANIC_STUN; // Barkskin should skip sleep effects, sap and fears if (m_spellInfo->Id == 22812) mask |= 1 << MECHANIC_SAPPED | 1 << MECHANIC_HORROR | 1 << MECHANIC_SLEEP; // Hand of Freedom, can be used while sapped if (m_spellInfo->Id == 1044) mask |= 1 << MECHANIC_SAPPED; if (!usableInStun || !(auraInfo->GetAllEffectsMechanicMask() & mask)) return SPELL_FAILED_STUNNED; break; } case SPELL_AURA_MOD_CONFUSE: if (!m_spellInfo->HasAttribute(SPELL_ATTR5_ALLOW_WHILE_CONFUSED)) return SPELL_FAILED_CONFUSED; break; case SPELL_AURA_MOD_FEAR: if (!m_spellInfo->HasAttribute(SPELL_ATTR5_ALLOW_WHILE_FLEEING)) return SPELL_FAILED_FLEEING; break; case SPELL_AURA_MOD_SILENCE: case SPELL_AURA_MOD_PACIFY: case SPELL_AURA_MOD_PACIFY_SILENCE: if (m_spellInfo->PreventionType == SPELL_PREVENTION_TYPE_PACIFY) return SPELL_FAILED_PACIFIED; else if (m_spellInfo->PreventionType == SPELL_PREVENTION_TYPE_SILENCE) return SPELL_FAILED_SILENCED; break; default: break; } } } } } // You are prevented from casting and the spell casted does not grant immunity. Return a failed error. else return prevented_reason; } return SPELL_CAST_OK; } bool Spell::CanAutoCast(Unit* target) { ObjectGuid targetguid = target->GetGUID(); for (uint32 j = 0; j < MAX_SPELL_EFFECTS; ++j) { if (m_spellInfo->Effects[j].Effect == SPELL_EFFECT_APPLY_AURA) { if (m_spellInfo->StackAmount <= 1) { if (target->HasAuraEffect(m_spellInfo->Id, j)) return false; } else { if (AuraEffect* aureff = target->GetAuraEffect(m_spellInfo->Id, j)) if (aureff->GetBase()->GetStackAmount() >= m_spellInfo->StackAmount) return false; } } else if (m_spellInfo->Effects[j].IsAreaAuraEffect()) { if (target->HasAuraEffect(m_spellInfo->Id, j)) return false; } } SpellCastResult result = CheckPetCast(target); if (result == SPELL_CAST_OK || result == SPELL_FAILED_UNIT_NOT_INFRONT) { SelectSpellTargets(); //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 } SpellCastResult Spell::CheckRange(bool strict) { // Don't check for instant cast spells if (!strict && m_casttime == 0) return SPELL_CAST_OK; uint32 range_type = 0; if (m_spellInfo->RangeEntry) { // check needed by 68766 51693 - both spells are cast on enemies and have 0 max range // these are triggered by other spells - possibly we should omit range check in that case? if (m_spellInfo->RangeEntry->ID == 1) return SPELL_CAST_OK; range_type = m_spellInfo->RangeEntry->Flags; } Unit* target = m_targets.GetUnitTarget(); float max_range = m_caster->GetSpellMaxRangeForTarget(target, m_spellInfo); float min_range = m_caster->GetSpellMinRangeForTarget(target, m_spellInfo); // xinef: hack for npc shooters if (min_range && GetCaster()->IsCreature() && !GetCaster()->GetOwnerGUID().IsPlayer() && min_range <= 6.0f) range_type = SPELL_RANGE_RANGED; if (Player* modOwner = m_caster->GetSpellModOwner()) modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_RANGE, max_range, this); // xinef: dont check max_range to strictly after cast if (range_type != SPELL_RANGE_MELEE && !strict) max_range += std::min(3.0f, max_range * 0.1f); // 10% but no more than 3yd if (target) { if (target != m_caster) { // Xinef: Spells with 5yd range can hit target 9yd away? if (range_type == SPELL_RANGE_MELEE) { float real_max_range = max_range; if (!m_caster->IsCreature() && m_caster->isMoving() && target->isMoving() && !m_caster->IsWalking() && !target->IsWalking()) real_max_range -= MIN_MELEE_REACH; // Because of lag, we can not check too strictly here (is only used if both caster and target are moving) else real_max_range -= 2 * MIN_MELEE_REACH; if (!m_caster->IsWithinMeleeRange(target, std::max(real_max_range, 0.0f))) return SPELL_FAILED_OUT_OF_RANGE; } else if (!m_caster->IsWithinCombatRange(target, max_range)) return SPELL_FAILED_OUT_OF_RANGE; //0x5A; if (m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_RANGED && range_type == SPELL_RANGE_RANGED) { if (m_caster->IsWithinMeleeRange(target)) return SPELL_FAILED_TOO_CLOSE; } if (m_caster->IsPlayer() && (m_spellInfo->FacingCasterFlags & SPELL_FACING_FLAG_INFRONT) && !m_caster->HasInArc(static_cast(M_PI), target)) return SPELL_FAILED_UNIT_NOT_INFRONT; } // Xinef: check min range for self casts if (min_range && range_type != SPELL_RANGE_RANGED && m_caster->IsWithinCombatRange(target, min_range)) // skip this check if min_range = 0 return SPELL_FAILED_TOO_CLOSE; } if (GameObject* goTarget = m_targets.GetGOTarget()) { if (!goTarget->IsAtInteractDistance(m_caster->ToPlayer(), m_spellInfo)) { return SPELL_FAILED_OUT_OF_RANGE; } } if (m_targets.HasDst() && !m_targets.HasTraj()) { if (!m_caster->IsWithinDist3d(m_targets.GetDstPos(), max_range)) return SPELL_FAILED_OUT_OF_RANGE; if (min_range && m_caster->IsWithinDist3d(m_targets.GetDstPos(), min_range)) return SPELL_FAILED_TOO_CLOSE; } return SPELL_CAST_OK; } SpellCastResult Spell::CheckPower() { // item cast not used power if (m_CastItem) return SPELL_CAST_OK; //While .cheat power is enabled dont check if we need power to cast the spell if (m_caster->IsPlayer()) { if (m_caster->ToPlayer()->GetCommandStatus(CHEAT_POWER)) { return SPELL_CAST_OK; } } // health as power used - need check health amount if (m_spellInfo->PowerType == POWER_HEALTH) { if (int32(m_caster->GetHealth()) <= m_powerCost) return SPELL_FAILED_CASTER_AURASTATE; return SPELL_CAST_OK; } // Check valid power type if (m_spellInfo->PowerType >= MAX_POWERS) { LOG_ERROR("spells", "Spell::CheckPower: Unknown power type '{}'", m_spellInfo->PowerType); return SPELL_FAILED_UNKNOWN; } //check rune cost only if a spell has PowerType == POWER_RUNE if (m_spellInfo->PowerType == POWER_RUNE) { SpellCastResult failReason = CheckRuneCost(m_spellInfo->RuneCostID); if (failReason != SPELL_CAST_OK) return failReason; } // Check power amount Powers PowerType = Powers(m_spellInfo->PowerType); if (int32(m_caster->GetPower(PowerType)) < m_powerCost) return SPELL_FAILED_NO_POWER; else return SPELL_CAST_OK; } SpellCastResult Spell::CheckItems() { Player* player = m_caster->ToPlayer(); if (!player) { // Non-player case: Check if creature is disarmed if (!m_caster->CanUseAttackType(m_attackType) && (m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MELEE || m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_RANGED)) { return SPELL_FAILED_EQUIPPED_ITEM_CLASS; } return SPELL_CAST_OK; } if (!m_CastItem) { if (m_castItemGUID) return SPELL_FAILED_ITEM_NOT_READY; } else { uint32 itemid = m_CastItem->GetEntry(); if (!player->HasItemCount(itemid)) return SPELL_FAILED_ITEM_NOT_READY; ItemTemplate const* proto = m_CastItem->GetTemplate(); if (!proto) return SPELL_FAILED_ITEM_NOT_READY; for (int i = 0; i < MAX_ITEM_SPELLS; ++i) if (proto->Spells[i].SpellCharges) if (m_CastItem->GetSpellCharges(i) == 0) return SPELL_FAILED_NO_CHARGES_REMAIN; // consumable cast item checks if (proto->Class == ITEM_CLASS_CONSUMABLE && m_targets.GetUnitTarget()) { // such items should only fail if there is no suitable effect at all - see Rejuvenation Potions for example SpellCastResult failReason = SPELL_CAST_OK; for (uint8 i = 0; i < MAX_SPELL_EFFECTS; i++) { // skip check, pet not required like checks, and for TARGET_UNIT_PET m_targets.GetUnitTarget() is not the real target but the caster if (m_spellInfo->Effects[i].TargetA.GetTarget() == TARGET_UNIT_PET) continue; if (m_spellInfo->Effects[i].Effect == SPELL_EFFECT_HEAL) { if (m_targets.GetUnitTarget()->IsFullHealth()) { failReason = SPELL_FAILED_ALREADY_AT_FULL_HEALTH; continue; } else { failReason = SPELL_CAST_OK; break; } } // Mana Potion, Rage Potion, Thistle Tea(Rogue), ... if (m_spellInfo->Effects[i].Effect == SPELL_EFFECT_ENERGIZE) { if (m_spellInfo->Effects[i].MiscValue < 0 || m_spellInfo->Effects[i].MiscValue >= int8(MAX_POWERS)) { failReason = SPELL_FAILED_ALREADY_AT_FULL_POWER; continue; } Powers power = Powers(m_spellInfo->Effects[i].MiscValue); if (m_targets.GetUnitTarget()->GetPower(power) == m_targets.GetUnitTarget()->GetMaxPower(power)) { failReason = SPELL_FAILED_ALREADY_AT_FULL_POWER; continue; } else { failReason = SPELL_CAST_OK; break; } } } if (failReason != SPELL_CAST_OK) return failReason; } } // check target item if (m_targets.GetItemTargetGUID()) { if (!m_caster->IsPlayer()) 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 { // Xinef: this is not true in my opinion, in eg bladestorm will not be canceled after disarm //if (!HasTriggeredCastFlag(TRIGGERED_IGNORE_EQUIPPED_ITEM_REQUIREMENT)) if (m_caster->IsPlayer() && !m_caster->ToPlayer()->HasItemFitToSpellRequirements(m_spellInfo)) return SPELL_FAILED_EQUIPPED_ITEM_CLASS; } // do not take reagents for these item casts if (!(m_CastItem && m_CastItem->GetTemplate()->HasFlag(ITEM_FLAG_NO_REAGENT_COST))) { bool checkReagents = !HasTriggeredCastFlag(TRIGGERED_IGNORE_POWER_AND_REAGENT_COST) && !player->CanNoReagentCast(m_spellInfo); // Not own traded item (in trader trade slot) requires reagents even if triggered spell if (!checkReagents) if (Item* targetItem = m_targets.GetItemTarget()) if (targetItem->GetOwnerGUID() != m_caster->GetGUID()) checkReagents = true; // check reagents (ignore triggered spells with reagents processed by original spell) and special reagent ignore case. if (checkReagents) { for (uint32 i = 0; i < MAX_SPELL_REAGENTS; i++) { if (m_spellInfo->Reagent[i] <= 0) continue; uint32 itemid = m_spellInfo->Reagent[i]; uint32 itemcount = m_spellInfo->ReagentCount[i]; // if CastItem is also spell reagent if (m_CastItem && m_CastItem->GetEntry() == itemid) { ItemTemplate const* proto = m_CastItem->GetTemplate(); if (!proto) return SPELL_FAILED_ITEM_NOT_READY; for (int s = 0; s < MAX_ITEM_PROTO_SPELLS; ++s) { // CastItem will be used up and does not count as reagent int32 charges = m_CastItem->GetSpellCharges(s); if (proto->Spells[s].SpellCharges < 0 && std::abs(charges) < 2) { ++itemcount; break; } } } if (!player->HasItemCount(itemid, itemcount)) return SPELL_FAILED_REAGENTS; } } // check totem-item requirements (items presence in inventory) uint32 totems = 2; for (int i = 0; i < 2; ++i) { if (m_spellInfo->Totem[i] != 0) { if (player->HasItemCount(m_spellInfo->Totem[i])) { totems -= 1; continue; } } else totems -= 1; } if (totems != 0) return SPELL_FAILED_TOTEMS; //0x7C // Check items for TotemCategory (items presence in inventory) uint32 TotemCategory = 2; for (int i = 0; i < 2; ++i) { if (m_spellInfo->TotemCategory[i] != 0) { if (player->HasItemTotemCategory(m_spellInfo->TotemCategory[i])) { TotemCategory -= 1; continue; } } else TotemCategory -= 1; } if (TotemCategory != 0) return SPELL_FAILED_TOTEM_CATEGORY; //0x7B } // special checks for spell effects for (int i = 0; i < MAX_SPELL_EFFECTS; i++) { switch (m_spellInfo->Effects[i].Effect) { case SPELL_EFFECT_CREATE_ITEM: case SPELL_EFFECT_CREATE_ITEM_2: { // m_targets.GetUnitTarget() means explicit cast, otherwise we dont check for possible equip error Unit* target = m_targets.GetUnitTarget() ? m_targets.GetUnitTarget() : player; if (target->IsPlayer() && !IsTriggered()) { // SPELL_EFFECT_CREATE_ITEM_2 differs from SPELL_EFFECT_CREATE_ITEM in that it picks the random item to create from a pool of potential items, // so we need to make sure there is at least one free space in the player's inventory if (m_spellInfo->Effects[i].Effect == SPELL_EFFECT_CREATE_ITEM_2) if (target->ToPlayer()->GetFreeInventorySpace() == 0) { player->SendEquipError(EQUIP_ERR_INVENTORY_FULL, nullptr, nullptr, m_spellInfo->Effects[i].ItemType); return SPELL_FAILED_DONT_REPORT; } if (m_spellInfo->Effects[i].ItemType) { ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(m_spellInfo->Effects[i].ItemType); if (!itemTemplate) return SPELL_FAILED_ITEM_NOT_FOUND; uint32 createCount = std::clamp(m_spellInfo->Effects[i].CalcValue(), 1u, itemTemplate->GetMaxStackSize()); ItemPosCountVec dest; InventoryResult msg = target->ToPlayer()->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, m_spellInfo->Effects[i].ItemType, createCount); if (msg != EQUIP_ERR_OK) { /// @todo Needs review if (!itemTemplate->ItemLimitCategory) { player->SendEquipError(msg, nullptr, nullptr, m_spellInfo->Effects[i].ItemType); return SPELL_FAILED_DONT_REPORT; } else { // Conjure Food/Water/Refreshment spells if (m_spellInfo->SpellFamilyName != SPELLFAMILY_MAGE || (!(m_spellInfo->SpellFamilyFlags[0] & 0x40000000))) return SPELL_FAILED_TOO_MANY_OF_ITEM; else if (!(target->ToPlayer()->HasItemCount(m_spellInfo->Effects[i].ItemType))) { player->SendEquipError(msg, nullptr, nullptr, m_spellInfo->Effects[i].ItemType); return SPELL_FAILED_DONT_REPORT; } else player->CastSpell(player, m_spellInfo->Effects[EFFECT_1].CalcValue(), false); // move this to anywhere return SPELL_FAILED_DONT_REPORT; } } } } break; } case SPELL_EFFECT_CREATE_RANDOM_ITEM: { if (player->GetFreeInventorySpace() == 0) { player->SendEquipError(EQUIP_ERR_INVENTORY_FULL, nullptr, nullptr, m_spellInfo->Effects[i].ItemType); return SPELL_FAILED_DONT_REPORT; } break; } case SPELL_EFFECT_ENCHANT_ITEM: if (m_spellInfo->Effects[i].ItemType && m_targets.GetItemTarget() && (m_targets.GetItemTarget()->IsWeaponVellum() || m_targets.GetItemTarget()->IsArmorVellum())) { // cannot enchant vellum for other player if (m_targets.GetItemTarget()->GetOwner() != m_caster) return SPELL_FAILED_NOT_TRADEABLE; // do not allow to enchant vellum from scroll made by vellum-prevent exploit if (m_CastItem && m_CastItem->GetTemplate()->HasFlag(ITEM_FLAG_NO_REAGENT_COST)) return SPELL_FAILED_TOTEM_CATEGORY; ItemPosCountVec dest; InventoryResult msg = player->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, m_spellInfo->Effects[i].ItemType, 1); if (msg != EQUIP_ERR_OK) { player->SendEquipError(msg, nullptr, nullptr, m_spellInfo->Effects[i].ItemType); return SPELL_FAILED_DONT_REPORT; } } [[fallthrough]]; /// @todo: Not sure whether the fallthrough was a mistake (forgetting a break) or intended. This should be double-checked. case SPELL_EFFECT_ENCHANT_ITEM_PRISMATIC: { Item* targetItem = m_targets.GetItemTarget(); if (!targetItem) return SPELL_FAILED_ITEM_NOT_FOUND; // Apply item level restriction if (!m_spellInfo->HasAttribute(SPELL_ATTR2_ALLOW_LOW_LEVEL_BUFF)) { uint32 requiredLevel = targetItem->GetTemplate()->RequiredLevel; if (!requiredLevel) requiredLevel = targetItem->GetTemplate()->ItemLevel; if (requiredLevel < m_spellInfo->BaseLevel) return SPELL_FAILED_LOWLEVEL; } if (m_CastItem && m_spellInfo->MaxLevel > 0 && targetItem->GetTemplate()->ItemLevel > m_spellInfo->MaxLevel) return SPELL_FAILED_HIGHLEVEL; bool isItemUsable = false; for (uint8 e = 0; e < MAX_ITEM_PROTO_SPELLS; ++e) { ItemTemplate const* proto = targetItem->GetTemplate(); if (proto->Spells[e].SpellId && ( proto->Spells[e].SpellTrigger == ITEM_SPELLTRIGGER_ON_USE || proto->Spells[e].SpellTrigger == ITEM_SPELLTRIGGER_ON_NO_DELAY_USE)) { isItemUsable = true; break; } } SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(m_spellInfo->Effects[i].MiscValue); // do not allow adding usable enchantments to items that have use effect already if (enchantEntry) { for (uint8 s = 0; s < MAX_SPELL_ITEM_ENCHANTMENT_EFFECTS; ++s) { switch (enchantEntry->type[s]) { case ITEM_ENCHANTMENT_TYPE_USE_SPELL: if (isItemUsable) return SPELL_FAILED_ON_USE_ENCHANT; break; case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET: { uint32 numSockets = 0; for (uint32 socket = 0; socket < MAX_ITEM_PROTO_SOCKETS; ++socket) if (targetItem->GetTemplate()->Socket[socket].Color) ++numSockets; if (numSockets == MAX_ITEM_PROTO_SOCKETS || targetItem->GetEnchantmentId(PRISMATIC_ENCHANTMENT_SLOT)) return SPELL_FAILED_MAX_SOCKETS; break; } } } } // Not allow enchant in trade slot for some enchant type if (targetItem->GetOwner() != m_caster) { if (!enchantEntry) return SPELL_FAILED_ERROR; if (enchantEntry->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->Effects[i].MiscValue; SpellItemEnchantmentEntry const* pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if (!pEnchant) return SPELL_FAILED_ERROR; if (pEnchant->slot & ENCHANTMENT_CAN_SOULBOUND) return SPELL_FAILED_NOT_TRADEABLE; } // Apply item level restriction if (!m_spellInfo->HasAttribute(SPELL_ATTR2_ALLOW_LOW_LEVEL_BUFF)) { uint32 requiredLevel = item->GetTemplate()->RequiredLevel; if (!requiredLevel) requiredLevel = item->GetTemplate()->ItemLevel; if (requiredLevel < m_spellInfo->BaseLevel) return SPELL_FAILED_LOWLEVEL; } if (m_CastItem && m_spellInfo->MaxLevel > 0 && item->GetTemplate()->ItemLevel > m_spellInfo->MaxLevel) return SPELL_FAILED_HIGHLEVEL; 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; ItemTemplate const* itemProto = m_targets.GetItemTarget()->GetTemplate(); 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 > player->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()->GetTemplate()->HasFlag(ITEM_FLAG_IS_PROSPECTABLE))) 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()->GetTemplate()->RequiredSkillRank; if (item_prospectingskilllevel > player->GetSkillValue(SKILL_JEWELCRAFTING)) return SPELL_FAILED_LOW_CASTLEVEL; //make sure the player has the required ores in inventory if (m_targets.GetItemTarget()->GetCount() < 5) return SPELL_FAILED_NEED_MORE_ITEMS; if (!LootTemplates_Prospecting.HaveLootFor(m_targets.GetItemTargetEntry())) return SPELL_FAILED_CANT_BE_PROSPECTED; break; } case SPELL_EFFECT_MILLING: { if (!m_targets.GetItemTarget()) return SPELL_FAILED_CANT_BE_MILLED; //ensure item is a millable herb if (!(m_targets.GetItemTarget()->GetTemplate()->HasFlag(ITEM_FLAG_IS_MILLABLE))) return SPELL_FAILED_CANT_BE_MILLED; //prevent milling in trade slot if (m_targets.GetItemTarget()->GetOwnerGUID() != m_caster->GetGUID()) return SPELL_FAILED_CANT_BE_MILLED; //Check for enough skill in inscription uint32 item_millingskilllevel = m_targets.GetItemTarget()->GetTemplate()->RequiredSkillRank; if (item_millingskilllevel > player->GetSkillValue(SKILL_INSCRIPTION)) return SPELL_FAILED_LOW_CASTLEVEL; //make sure the player has the required herbs in inventory if (m_targets.GetItemTarget()->GetCount() < 5) return SPELL_FAILED_NEED_MORE_ITEMS; if (!LootTemplates_Milling.HaveLootFor(m_targets.GetItemTargetEntry())) return SPELL_FAILED_CANT_BE_MILLED; break; } case SPELL_EFFECT_WEAPON_DAMAGE: case SPELL_EFFECT_WEAPON_DAMAGE_NOSCHOOL: { if (!m_caster->IsPlayer()) return SPELL_FAILED_TARGET_NOT_PLAYER; if (m_attackType != RANGED_ATTACK) break; Item* pItem = m_caster->ToPlayer()->GetWeaponForAttack(m_attackType); if (!pItem || pItem->IsBroken()) return SPELL_FAILED_EQUIPPED_ITEM; switch (pItem->GetTemplate()->SubClass) { case ITEM_SUBCLASS_WEAPON_THROWN: { uint32 ammo = pItem->GetEntry(); if (!m_caster->ToPlayer()->HasItemCount(ammo)) return SPELL_FAILED_NO_AMMO; }; break; case ITEM_SUBCLASS_WEAPON_GUN: case ITEM_SUBCLASS_WEAPON_BOW: case ITEM_SUBCLASS_WEAPON_CROSSBOW: { uint32 ammo = m_caster->ToPlayer()->GetUInt32Value(PLAYER_AMMO_ID); if (!ammo) { // Requires No Ammo if (m_caster->HasAura(46699)) break; // skip other checks return SPELL_FAILED_NO_AMMO; } ItemTemplate const* ammoProto = sObjectMgr->GetItemTemplate(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->GetTemplate()->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 (!m_caster->ToPlayer()->HasItemCount(ammo)) { m_caster->ToPlayer()->SetUInt32Value(PLAYER_AMMO_ID, 0); return SPELL_FAILED_NO_AMMO; } }; break; case ITEM_SUBCLASS_WEAPON_WAND: break; default: break; } break; } case SPELL_EFFECT_CREATE_MANA_GEM: { uint32 item_id = m_spellInfo->Effects[i].ItemType; ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(item_id); if (!pProto) return SPELL_FAILED_ITEM_AT_MAX_CHARGES; if (Item* pitem = player->GetItemByEntry(item_id)) { for (int x = 0; x < MAX_ITEM_PROTO_SPELLS; ++x) if (pProto->Spells[x].SpellCharges != 0 && pitem->GetSpellCharges(x) == pProto->Spells[x].SpellCharges) return SPELL_FAILED_ITEM_AT_MAX_CHARGES; } break; } default: break; } } // check weapon presence in slots for main/offhand weapons if (/*never skip those checks !HasTriggeredCastFlag(TRIGGERED_IGNORE_EQUIPPED_ITEM_REQUIREMENT) &&*/ m_spellInfo->EquippedItemClass >= 0) { // main hand weapon required if (m_spellInfo->HasAttribute(SPELL_ATTR3_REQUIRES_MAIN_HAND_WEAPON)) { Item* item = m_caster->ToPlayer()->GetWeaponForAttack(BASE_ATTACK); // skip spell if no weapon in slot or broken if (!item || item->IsBroken()) return SPELL_FAILED_EQUIPPED_ITEM_CLASS_MAINHAND; // skip spell if weapon not fit to triggered spell if (!item->IsFitToSpellRequirements(m_spellInfo)) return SPELL_FAILED_EQUIPPED_ITEM_CLASS_MAINHAND; } // offhand hand weapon required if (m_spellInfo->HasAttribute(SPELL_ATTR3_REQUIRES_OFF_HAND_WEAPON)) { Item* item = m_caster->ToPlayer()->GetWeaponForAttack(OFF_ATTACK); // skip spell if no weapon in slot or broken if (!item || item->IsBroken()) return SPELL_FAILED_EQUIPPED_ITEM_CLASS_OFFHAND; // skip spell if weapon not fit to triggered spell if (!item->IsFitToSpellRequirements(m_spellInfo)) return SPELL_FAILED_EQUIPPED_ITEM_CLASS_OFFHAND; } m_weaponItem = m_caster->ToPlayer()->GetWeaponForAttack(m_attackType, true); } return SPELL_CAST_OK; } SpellCastResult Spell::CheckSpellFocus() { // check spell focus object if (m_spellInfo->RequiresSpellFocus) { CellCoord p(Acore::ComputeCellCoord(m_caster->GetPositionX(), m_caster->GetPositionY())); Cell cell(p); GameObject* ok = nullptr; Acore::GameObjectFocusCheck go_check(m_caster, m_spellInfo->RequiresSpellFocus); Acore::GameObjectSearcher checker(m_caster, ok, go_check); TypeContainerVisitor, GridTypeMapContainer > object_checker(checker); Map& map = *m_caster->GetMap(); cell.Visit(p, object_checker, map, *m_caster, m_caster->GetVisibilityRange()); if (!ok) return SPELL_FAILED_REQUIRES_SPELL_FOCUS; focusObject = ok; // game object found in range } return SPELL_CAST_OK; } void Spell::Delayed() // only called in DealDamage() { if (!m_caster)// || !m_caster->IsPlayer()) return; //if (m_spellState == SPELL_STATE_DELAYED) // return; // spell is active and can't be time-backed if (isDelayableNoMore()) // Spells may only be delayed twice return; if (m_spellInfo->HasAttribute(SPELL_ATTR6_NO_PUSHBACK)) return; // spells not loosing casting time (slam, dynamites, bombs..) //if (!(m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_DAMAGE)) // return; //check pushback reduce int32 delaytime = 500; // spellcasting delay is normally 500ms int32 delayReduce = 100; // must be initialized to 100 for percent modifiers m_caster->ToPlayer()->ApplySpellMod(m_spellInfo->Id, SPELLMOD_NOT_LOSE_CASTING_TIME, delayReduce, this); delayReduce += m_caster->GetTotalAuraModifier(SPELL_AURA_REDUCE_PUSHBACK) - 100; if (delayReduce >= 100) return; AddPct(delaytime, -delayReduce); if (m_timer + delaytime > m_casttime) { delaytime = m_casttime - m_timer; m_timer = m_casttime; } else m_timer += delaytime; LOG_DEBUG("spells", "Spell {} partially interrupted for ({}) ms at damage", m_spellInfo->Id, delaytime); WorldPacket data(SMSG_SPELL_DELAYED, 8 + 4); data << m_caster->GetPackGUID(); data << uint32(delaytime); m_caster->SendMessageToSet(&data, true); } void Spell::DelayedChannel() { if (!m_caster || !m_caster->IsPlayer() || getState() != SPELL_STATE_CASTING) return; if (isDelayableNoMore()) // Spells may only be delayed twice return; if (m_spellInfo->HasAttribute(SPELL_ATTR6_NO_PUSHBACK)) return; //check pushback reduce // should be affected by modifiers, not take the dbc duration. int32 duration = ((m_channeledDuration > 0) ? m_channeledDuration : m_spellInfo->GetDuration()); int32 delaytime = CalculatePct(duration, 25); // channeling delay is normally 25% of its time per hit int32 delayReduce = 100; // must be initialized to 100 for percent modifiers m_caster->ToPlayer()->ApplySpellMod(m_spellInfo->Id, SPELLMOD_NOT_LOSE_CASTING_TIME, delayReduce, this); delayReduce += m_caster->GetTotalAuraModifier(SPELL_AURA_REDUCE_PUSHBACK) - 100; if (delayReduce >= 100) return; AddPct(delaytime, -delayReduce); if (m_timer <= delaytime) { delaytime = m_timer; m_timer = 0; } else m_timer -= delaytime; LOG_DEBUG("spells.aura", "Spell {} partially interrupted for {} ms, new duration: {} ms", m_spellInfo->Id, delaytime, m_timer); for (std::list::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit) if ((*ihit).missCondition == SPELL_MISS_NONE) if (Unit* unit = (m_caster->GetGUID() == ihit->targetGUID) ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID)) unit->DelayOwnedAuras(m_spellInfo->Id, m_originalCasterGUID, delaytime); // partially interrupt persistent area auras if (DynamicObject* dynObj = m_caster->GetDynObject(m_spellInfo->Id)) dynObj->Delay(delaytime); SendChannelUpdate(m_timer); } bool 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 = nullptr; } if (m_castItemGUID && m_caster->IsPlayer()) { m_CastItem = m_caster->ToPlayer()->GetItemByGuid(m_castItemGUID); // cast item not found, somehow the item is no longer where we expected if (!m_CastItem) return false; } else m_CastItem = nullptr; m_targets.Update(m_caster); // further actions done only for dest targets if (!m_targets.HasDst()) return true; // cache last transport WorldObject* transport = nullptr; // update effect destinations (in case of moved transport dest target) for (uint8 effIndex = 0; effIndex < MAX_SPELL_EFFECTS; ++effIndex) { SpellDestination& dest = m_destTargets[effIndex]; if (!dest._transportGUID) continue; if (!transport || transport->GetGUID() != dest._transportGUID) transport = ObjectAccessor::GetWorldObject(*m_caster, dest._transportGUID); if (transport) { dest._position.Relocate(transport); dest._position.RelocateOffset(dest._transportOffset); } } return true; } CurrentSpellTypes Spell::GetCurrentContainer() const { if (IsNextMeleeSwingSpell()) return(CURRENT_MELEE_SPELL); else if (IsAutoRepeat()) return(CURRENT_AUTOREPEAT_SPELL); else if (m_spellInfo->IsChanneled()) return(CURRENT_CHANNELED_SPELL); else return(CURRENT_GENERIC_SPELL); } bool Spell::CheckEffectTarget(Unit const* target, uint32 eff) const { switch (m_spellInfo->Effects[eff].ApplyAuraName) { case SPELL_AURA_MOD_POSSESS: case SPELL_AURA_MOD_CHARM: case SPELL_AURA_MOD_POSSESS_PET: case SPELL_AURA_AOE_CHARM: if (target->IsCreature() && target->IsVehicle()) return false; if (target->IsMounted()) return false; if (target->GetCharmerGUID()) return false; if (int32 damage = CalculateSpellDamage(eff, target)) if ((int32)target->GetLevel() > damage) return false; break; default: break; } // xinef: skip los checking if spell has appropriate attribute, or target requires specific entry // this is only for target addition and target has to have unselectable flag, this is valid for FLAG_EXTRA_TRIGGER and quest triggers however there are some without this flag, used not_selectable if (m_spellInfo->HasAttribute(SPELL_ATTR2_IGNORE_LINE_OF_SIGHT) || (target->IsCreature() && target->HasUnitFlag(UNIT_FLAG_NOT_SELECTABLE) && (m_spellInfo->Effects[eff].TargetA.GetCheckType() == TARGET_CHECK_ENTRY || m_spellInfo->Effects[eff].TargetB.GetCheckType() == TARGET_CHECK_ENTRY))) return true; // if spell is triggered, need to check for LOS disable on the aura triggering it and inherit that behaviour if (IsTriggered() && m_triggeredByAuraSpell && (m_triggeredByAuraSpell.spellInfo->HasAttribute(SPELL_ATTR2_IGNORE_LINE_OF_SIGHT) || sDisableMgr->IsDisabledFor(DISABLE_TYPE_SPELL, m_triggeredByAuraSpell.spellInfo->Id, nullptr, SPELL_DISABLE_LOS))) { return true; } /// @todo: below shouldn't be here, but it's temporary //Check targets for LOS visibility (except spells without range limitations) switch (m_spellInfo->Effects[eff].Effect) { 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) && !(m_spellFlags & SPELL_FLAG_REDIRECTED)) return false; } break; case SPELL_EFFECT_SKIN_PLAYER_CORPSE: { if (!m_targets.GetCorpseTargetGUID()) { if (target->IsWithinLOSInMap(m_caster, VMAP::ModelIgnoreFlags::M2) && target->HasUnitFlag(UNIT_FLAG_SKINNABLE)) return true; return false; } Corpse* corpse = ObjectAccessor::GetCorpse(*m_caster, m_targets.GetCorpseTargetGUID()); if (!corpse) return false; if (target->GetGUID() != corpse->GetOwnerGUID()) return false; if (!corpse->HasFlag(CORPSE_FIELD_FLAGS, CORPSE_FLAG_LOOTABLE)) return false; if (!corpse->IsWithinLOSInMap(m_caster, VMAP::ModelIgnoreFlags::M2)) return false; } break; case SPELL_EFFECT_SUMMON_RAF_FRIEND: if (!m_caster->IsPlayer() || !target->IsPlayer()) return false; if (m_caster->ToPlayer()->GetSession()->IsARecruiter() && target->ToPlayer()->GetSession()->GetRecruiterId() != m_caster->ToPlayer()->GetSession()->GetAccountId()) return false; if (m_caster->ToPlayer()->GetSession()->GetRecruiterId() != target->ToPlayer()->GetSession()->GetAccountId() && target->ToPlayer()->GetSession()->IsARecruiter()) return false; if (target->ToPlayer()->GetLevel() >= sWorld->getIntConfig(CONFIG_MAX_RECRUIT_A_FRIEND_BONUS_PLAYER_LEVEL)) return false; break; default: // normal case { uint32 losChecks = LINEOFSIGHT_ALL_CHECKS; GameObject* gobCaster = nullptr; if (m_originalCasterGUID.IsGameObject()) { gobCaster = m_caster->GetMap()->GetGameObject(m_originalCasterGUID); } else if (m_caster->GetEntry() == WORLD_TRIGGER) { if (TempSummon* tempSummon = m_caster->ToTempSummon()) { gobCaster = tempSummon->GetSummonerGameObject(); } } if (gobCaster) { if (gobCaster->GetGOInfo()->IsIgnoringLOSChecks()) { return true; } // If spell casted by gameobject then ignore M2 models losChecks &= ~LINEOFSIGHT_CHECK_GOBJECT_M2; } if (target != m_caster) { if (m_targets.HasDst()) { float x = m_targets.GetDstPos()->GetPositionX(); float y = m_targets.GetDstPos()->GetPositionY(); float z = m_targets.GetDstPos()->GetPositionZ(); if (!target->IsWithinLOS(x, y, z, VMAP::ModelIgnoreFlags::M2, LineOfSightChecks(losChecks))) { return false; } } else if (!m_caster->IsWithinLOSInMap(target, VMAP::ModelIgnoreFlags::M2, LineOfSightChecks(losChecks))) { return false; } } break; } } return true; } bool Spell::IsNextMeleeSwingSpell() const { return m_spellInfo->HasAttribute(SPELL_ATTR0_ON_NEXT_SWING_NO_DAMAGE); } bool Spell::IsIgnoringCooldowns() const { return HasTriggeredCastFlag(TRIGGERED_IGNORE_SPELL_AND_CATEGORY_CD) != 0; } bool Spell::IsAutoActionResetSpell() const { /// @todo changed SPELL_INTERRUPT_FLAG_AUTOATTACK -> SPELL_INTERRUPT_FLAG_INTERRUPT to fix compile - is this check correct at all? if (IsTriggered() || !(m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_INTERRUPT)) { return false; } if (!m_casttime && m_spellInfo->HasAttribute(SPELL_ATTR6_DOESNT_RESET_SWING_TIMER_IF_INSTANT)) { return false; } return true; } bool Spell::IsNeedSendToClient(bool go) const { if (HasTriggeredCastFlag(TRIGGERED_IGNORE_EFFECTS)) return false; return m_spellInfo->SpellVisual[0] || m_spellInfo->SpellVisual[1] || m_spellInfo->IsChanneled() || m_spellInfo->Speed > 0.0f || (!m_triggeredByAuraSpell && !IsTriggered()) || (go && m_triggeredByAuraSpell && m_triggeredByAuraSpell.spellInfo->IsChanneled()); } bool Spell::HaveTargetsForEffect(uint8 effect) const { for (std::list::const_iterator itr = m_UniqueTargetInfo.begin(); itr != m_UniqueTargetInfo.end(); ++itr) if (itr->effectMask & (1 << effect)) return true; for (std::list::const_iterator itr = m_UniqueGOTargetInfo.begin(); itr != m_UniqueGOTargetInfo.end(); ++itr) if (itr->effectMask & (1 << effect)) return true; for (std::list::const_iterator itr = m_UniqueItemInfo.begin(); itr != m_UniqueItemInfo.end(); ++itr) if (itr->effectMask & (1 << effect)) return true; return false; } SpellEvent::SpellEvent(Spell* spell) : BasicEvent() { m_Spell = spell; } SpellEvent::~SpellEvent() { if (m_Spell->getState() != SPELL_STATE_FINISHED) m_Spell->cancel(); if (m_Spell->IsDeletable()) { delete m_Spell; } else { LOG_ERROR("spells", "~SpellEvent: {} {} tried to delete non-deletable spell {}. Was not deleted, causes memory leak.", (m_Spell->GetCaster()->IsPlayer() ? "Player" : "Creature"), m_Spell->GetCaster()->GetGUID().ToString(), m_Spell->m_spellInfo->Id); ABORT(); } } 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_DELAYED: { // first, check, if we have just started if (m_Spell->GetDelayStart() != 0) { { // 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(); } bool ReflectEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/) { Unit* target = ObjectAccessor::GetUnit(*_caster, _targetGUID); if (target && _caster->IsInMap(target)) Unit::ProcDamageAndSpell(_caster, target, PROC_FLAG_NONE, PROC_FLAG_TAKEN_SPELL_MAGIC_DMG_CLASS_NEG, PROC_EX_REFLECT, 1, BASE_ATTACK, _spellInfo); return true; } bool Spell::IsValidDeadOrAliveTarget(Unit const* target) const { if (target->IsAlive()) return !m_spellInfo->IsRequiringDeadTarget(); return m_spellInfo->IsAllowingDeadTarget(); } void Spell::HandleLaunchPhase() { // handle effects with SPELL_EFFECT_HANDLE_LAUNCH mode for (uint32 i = 0; i < MAX_SPELL_EFFECTS; ++i) { // don't do anything for empty effect if (!m_spellInfo->Effects[i].IsEffect()) continue; HandleEffects(nullptr, nullptr, nullptr, i, SPELL_EFFECT_HANDLE_LAUNCH); } float multiplier[MAX_SPELL_EFFECTS]; for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) if (m_applyMultiplierMask & (1 << i)) multiplier[i] = m_spellInfo->Effects[i].CalcDamageMultiplier(m_originalCaster, this); bool usesAmmo = m_spellInfo->HasAttribute(SPELL_ATTR0_CU_DIRECT_DAMAGE); Unit::AuraEffectList const& Auras = m_caster->GetAuraEffectsByType(SPELL_AURA_ABILITY_CONSUME_NO_AMMO); for (Unit::AuraEffectList::const_iterator j = Auras.begin(); j != Auras.end(); ++j) { if ((*j)->IsAffectedOnSpell(m_spellInfo)) usesAmmo = false; } PrepareTargetProcessing(); for (std::list::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit) { TargetInfo& target = *ihit; uint32 mask = target.effectMask; if (!mask) continue; // do not consume ammo anymore for Hunter's volley spell if (IsTriggered() && m_spellInfo->SpellFamilyName == SPELLFAMILY_HUNTER && m_spellInfo->IsTargetingArea()) usesAmmo = false; if (usesAmmo) { bool ammoTaken = false; for (uint8 i = 0; i < MAX_SPELL_EFFECTS; i++) { if (!(mask & 1 << i)) continue; switch (m_spellInfo->Effects[i].Effect) { case SPELL_EFFECT_SCHOOL_DAMAGE: case SPELL_EFFECT_WEAPON_DAMAGE: case SPELL_EFFECT_WEAPON_DAMAGE_NOSCHOOL: case SPELL_EFFECT_NORMALIZED_WEAPON_DMG: case SPELL_EFFECT_WEAPON_PERCENT_DAMAGE: ammoTaken = true; TakeAmmo(); } if (ammoTaken) break; } } DoAllEffectOnLaunchTarget(target, multiplier); } FinishTargetProcessing(); } void Spell::DoAllEffectOnLaunchTarget(TargetInfo& targetInfo, float* multiplier) { Unit* unit = nullptr; // In case spell hit target, do all effect on that target if (targetInfo.missCondition == SPELL_MISS_NONE) unit = m_caster->GetGUID() == targetInfo.targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, targetInfo.targetGUID); // In case spell reflect from target, do all effect on caster (if hit) else if (targetInfo.missCondition == SPELL_MISS_REFLECT && targetInfo.reflectResult == SPELL_MISS_NONE) unit = m_caster; if (!unit) return; for (uint32 i = 0; i < MAX_SPELL_EFFECTS; ++i) { if (targetInfo.effectMask & (1 << i)) { m_damage = 0; m_healing = 0; HandleEffects(unit, nullptr, nullptr, i, SPELL_EFFECT_HANDLE_LAUNCH_TARGET); if (m_damage > 0) { // Xinef: Area Auras, AoE Targetting spells AND Chain Target spells (cleave etc.) if (m_spellInfo->Effects[i].IsAreaAuraEffect() || m_spellInfo->Effects[i].IsTargetingArea() || (m_spellInfo->Effects[i].ChainTarget > 1 && m_spellInfo->DmgClass != SPELL_DAMAGE_CLASS_MAGIC)) { bool npcCaster = (m_caster && !m_caster->IsControlledByPlayer()) || GetSpellInfo()->HasAttribute(SPELL_ATTR7_TREAT_AS_NPC_AOE); m_damage = unit->CalculateAOEDamageReduction(m_damage, m_spellInfo->SchoolMask, npcCaster); if (m_caster->IsPlayer()) { uint32 targetAmount = m_UniqueTargetInfo.size(); if (targetAmount > 10) m_damage = m_damage * 10 / targetAmount; } } } if (m_applyMultiplierMask & (1 << i)) { m_damage = int32(m_damage * m_damageMultipliers[i]); m_damageMultipliers[i] *= multiplier[i]; } targetInfo.damage += m_damage; } } // xinef: totem's inherit owner crit chance and dancing rune weapon Unit* caster = m_caster; if (m_caster->IsTotem() || m_caster->GetEntry() == 27893) { if (Unit* owner = m_caster->GetOwner()) caster = owner; } else if (m_originalCaster) caster = m_originalCaster; float critChance = caster->SpellDoneCritChance(unit, m_spellInfo, m_spellSchoolMask, m_attackType, false); critChance = unit->SpellTakenCritChance(caster, m_spellInfo, m_spellSchoolMask, critChance, m_attackType, false); targetInfo.crit = roll_chance_f(std::max(0.0f, critChance)); } SpellCastResult Spell::CanOpenLock(uint32 effIndex, uint32 lockId, SkillType& skillId, int32& reqSkillValue, int32& skillValue) { if (!lockId) // possible case for GO and maybe for items. return SPELL_CAST_OK; // Get LockInfo LockEntry const* lockInfo = sLockStore.LookupEntry(lockId); if (!lockInfo) return SPELL_FAILED_BAD_TARGETS; bool reqKey = false; // some locks not have reqs for (int j = 0; j < MAX_LOCK_CASE; ++j) { switch (lockInfo->Type[j]) { // check key item (many fit cases can be) case LOCK_KEY_ITEM: if (lockInfo->Index[j] && m_CastItem && m_CastItem->GetEntry() == lockInfo->Index[j]) return SPELL_CAST_OK; reqKey = true; break; // check key skill (only single first fit case can be) case LOCK_KEY_SKILL: { reqKey = true; // wrong locktype, skip if (uint32(m_spellInfo->Effects[effIndex].MiscValue) != lockInfo->Index[j]) continue; skillId = SkillByLockType(LockType(lockInfo->Index[j])); if (skillId != SKILL_NONE) { reqSkillValue = lockInfo->Skill[j]; // castitem check: rogue using skeleton keys. the skill values should not be added in this case. skillValue = m_CastItem || !m_caster->IsPlayer() ? 0 : m_caster->ToPlayer()->GetSkillValue(skillId); // skill bonus provided by casting spell (mostly item spells) // add the effect base points modifier from the spell casted (cheat lock / skeleton key etc.) if ((m_spellInfo->Effects[effIndex].TargetA.GetTarget() == TARGET_GAMEOBJECT_ITEM_TARGET || m_spellInfo->Effects[effIndex].TargetB.GetTarget() == TARGET_GAMEOBJECT_ITEM_TARGET) && !m_spellInfo->IsAbilityOfSkillType(SKILL_LOCKPICKING)) { skillValue += m_spellInfo->Effects[effIndex].CalcValue(); } if (skillValue < reqSkillValue) return SPELL_FAILED_LOW_CASTLEVEL; } return SPELL_CAST_OK; } case LOCK_KEY_SPELL: { if (m_spellInfo->Id == lockInfo->Index[j]) { return SPELL_CAST_OK; } reqKey = true; break; } } } if (reqKey) return SPELL_FAILED_BAD_TARGETS; return SPELL_CAST_OK; } void Spell::SetSpellValue(SpellValueMod mod, int32 value) { switch (mod) { case SPELLVALUE_BASE_POINT0: m_spellValue->EffectBasePoints[0] = m_spellInfo->Effects[EFFECT_0].CalcBaseValue(value); break; case SPELLVALUE_BASE_POINT1: m_spellValue->EffectBasePoints[1] = m_spellInfo->Effects[EFFECT_1].CalcBaseValue(value); break; case SPELLVALUE_BASE_POINT2: m_spellValue->EffectBasePoints[2] = m_spellInfo->Effects[EFFECT_2].CalcBaseValue(value); break; case SPELLVALUE_RADIUS_MOD: m_spellValue->RadiusMod = (float)value / 10000; break; case SPELLVALUE_MAX_TARGETS: m_spellValue->MaxAffectedTargets = (uint32)value; break; case SPELLVALUE_AURA_STACK: m_spellValue->AuraStackAmount = uint8(value); break; case SPELLVALUE_AURA_DURATION: m_spellValue->AuraDuration = value; break; case SPELLVALUE_FORCED_CRIT_RESULT: m_spellValue->ForcedCritResult = (bool)value; break; case SPELLVALUE_MISCVALUE0: m_spellValue->MiscVal[0] = value; break; case SPELLVALUE_MISCVALUE1: m_spellValue->MiscVal[1] = value; break; case SPELLVALUE_MISCVALUE2: m_spellValue->MiscVal[2] = value; break; } } void Spell::PrepareTargetProcessing() { CheckEffectExecuteData(); } void Spell::FinishTargetProcessing() { SendLogExecute(); } void Spell::InitEffectExecuteData(uint8 effIndex) { ASSERT(effIndex < MAX_SPELL_EFFECTS); if (!m_effectExecuteData[effIndex]) { m_effectExecuteData[effIndex] = new ByteBuffer(0x20); // first dword - target counter *m_effectExecuteData[effIndex] << uint32(1); } else { // increase target counter by one uint32 count = (*m_effectExecuteData[effIndex]).read(0); (*m_effectExecuteData[effIndex]).put(0, ++count); } } void Spell::CheckEffectExecuteData() { for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) ASSERT(!m_effectExecuteData[i]); } void Spell::LoadScripts() { if (_scriptsLoaded) return; _scriptsLoaded = true; sScriptMgr->CreateSpellScripts(m_spellInfo->Id, m_loadedScripts); for (std::list::iterator itr = m_loadedScripts.begin(); itr != m_loadedScripts.end();) { if (!(*itr)->_Load(this)) { std::list::iterator bitr = itr; ++itr; delete (*bitr); m_loadedScripts.erase(bitr); continue; } LOG_DEBUG("spells.aura", "Spell::LoadScripts: Script `{}` for spell `{}` is loaded now", (*itr)->_GetScriptName()->c_str(), m_spellInfo->Id); (*itr)->Register(); ++itr; } } void Spell::CallScriptBeforeCastHandlers() { for (std::list::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr) { (*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_BEFORE_CAST); std::list::iterator hookItrEnd = (*scritr)->BeforeCast.end(), hookItr = (*scritr)->BeforeCast.begin(); for (; hookItr != hookItrEnd; ++hookItr) (*hookItr).Call(*scritr); (*scritr)->_FinishScriptCall(); } } void Spell::CallScriptOnCastHandlers() { for (std::list::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr) { (*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_ON_CAST); std::list::iterator hookItrEnd = (*scritr)->OnCast.end(), hookItr = (*scritr)->OnCast.begin(); for (; hookItr != hookItrEnd; ++hookItr) (*hookItr).Call(*scritr); (*scritr)->_FinishScriptCall(); } } void Spell::CallScriptAfterCastHandlers() { for (std::list::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr) { (*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_AFTER_CAST); std::list::iterator hookItrEnd = (*scritr)->AfterCast.end(), hookItr = (*scritr)->AfterCast.begin(); for (; hookItr != hookItrEnd; ++hookItr) (*hookItr).Call(*scritr); (*scritr)->_FinishScriptCall(); } } SpellCastResult Spell::CallScriptCheckCastHandlers() { SpellCastResult retVal = SPELL_CAST_OK; for (std::list::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr) { (*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_CHECK_CAST); std::list::iterator hookItrEnd = (*scritr)->OnCheckCast.end(), hookItr = (*scritr)->OnCheckCast.begin(); for (; hookItr != hookItrEnd; ++hookItr) { SpellCastResult tempResult = (*hookItr).Call(*scritr); if (retVal == SPELL_CAST_OK) retVal = tempResult; } (*scritr)->_FinishScriptCall(); } return retVal; } void Spell::PrepareScriptHitHandlers() { for (std::list::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr) (*scritr)->_InitHit(); } bool Spell::CallScriptEffectHandlers(SpellEffIndex effIndex, SpellEffectHandleMode mode) { // execute script effect handler hooks and check if effects was prevented bool preventDefault = false; for (std::list::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr) { std::list::iterator effItr, effEndItr; SpellScriptHookType hookType; switch (mode) { case SPELL_EFFECT_HANDLE_LAUNCH: effItr = (*scritr)->OnEffectLaunch.begin(); effEndItr = (*scritr)->OnEffectLaunch.end(); hookType = SPELL_SCRIPT_HOOK_EFFECT_LAUNCH; break; case SPELL_EFFECT_HANDLE_LAUNCH_TARGET: effItr = (*scritr)->OnEffectLaunchTarget.begin(); effEndItr = (*scritr)->OnEffectLaunchTarget.end(); hookType = SPELL_SCRIPT_HOOK_EFFECT_LAUNCH_TARGET; break; case SPELL_EFFECT_HANDLE_HIT: effItr = (*scritr)->OnEffectHit.begin(); effEndItr = (*scritr)->OnEffectHit.end(); hookType = SPELL_SCRIPT_HOOK_EFFECT_HIT; break; case SPELL_EFFECT_HANDLE_HIT_TARGET: effItr = (*scritr)->OnEffectHitTarget.begin(); effEndItr = (*scritr)->OnEffectHitTarget.end(); hookType = SPELL_SCRIPT_HOOK_EFFECT_HIT_TARGET; break; default: ABORT(); return false; } (*scritr)->_PrepareScriptCall(hookType); for (; effItr != effEndItr; ++effItr) // effect execution can be prevented if (!(*scritr)->_IsEffectPrevented(effIndex) && (*effItr).IsEffectAffected(m_spellInfo, effIndex)) (*effItr).Call(*scritr, effIndex); if (!preventDefault) preventDefault = (*scritr)->_IsDefaultEffectPrevented(effIndex); (*scritr)->_FinishScriptCall(); } return preventDefault; } void Spell::CallScriptBeforeHitHandlers(SpellMissInfo missInfo) { for (std::list::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr) { (*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_BEFORE_HIT); std::list::iterator hookItrEnd = (*scritr)->BeforeHit.end(), hookItr = (*scritr)->BeforeHit.begin(); for (; hookItr != hookItrEnd; ++hookItr) (*hookItr).Call(*scritr, missInfo); (*scritr)->_FinishScriptCall(); } } void Spell::CallScriptOnHitHandlers() { for (std::list::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr) { (*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_HIT); std::list::iterator hookItrEnd = (*scritr)->OnHit.end(), hookItr = (*scritr)->OnHit.begin(); for (; hookItr != hookItrEnd; ++hookItr) (*hookItr).Call(*scritr); (*scritr)->_FinishScriptCall(); } } void Spell::CallScriptAfterHitHandlers() { for (std::list::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr) { (*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_AFTER_HIT); std::list::iterator hookItrEnd = (*scritr)->AfterHit.end(), hookItr = (*scritr)->AfterHit.begin(); for (; hookItr != hookItrEnd; ++hookItr) (*hookItr).Call(*scritr); (*scritr)->_FinishScriptCall(); } } void Spell::CallScriptObjectAreaTargetSelectHandlers(std::list& targets, SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType) { for (std::list::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr) { (*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_OBJECT_AREA_TARGET_SELECT); std::list::iterator hookItrEnd = (*scritr)->OnObjectAreaTargetSelect.end(), hookItr = (*scritr)->OnObjectAreaTargetSelect.begin(); for (; hookItr != hookItrEnd; ++hookItr) if (hookItr->IsEffectAffected(m_spellInfo, effIndex) && targetType.GetTarget() == hookItr->GetTarget()) hookItr->Call(*scritr, targets); (*scritr)->_FinishScriptCall(); } } void Spell::CallScriptObjectTargetSelectHandlers(WorldObject*& target, SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType) { for (std::list::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr) { (*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_OBJECT_TARGET_SELECT); std::list::iterator hookItrEnd = (*scritr)->OnObjectTargetSelect.end(), hookItr = (*scritr)->OnObjectTargetSelect.begin(); for (; hookItr != hookItrEnd; ++hookItr) if (hookItr->IsEffectAffected(m_spellInfo, effIndex) && targetType.GetTarget() == hookItr->GetTarget()) hookItr->Call(*scritr, target); (*scritr)->_FinishScriptCall(); } } void Spell::CallScriptDestinationTargetSelectHandlers(SpellDestination& target, SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType) { for (std::list::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr) { (*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_DESTINATION_TARGET_SELECT); std::list::iterator hookItrEnd = (*scritr)->OnDestinationTargetSelect.end(), hookItr = (*scritr)->OnDestinationTargetSelect.begin(); for (; hookItr != hookItrEnd; ++hookItr) if (hookItr->IsEffectAffected(m_spellInfo, effIndex) && targetType.GetTarget() == hookItr->GetTarget()) hookItr->Call(*scritr, target); (*scritr)->_FinishScriptCall(); } } bool Spell::CheckScriptEffectImplicitTargets(uint32 effIndex, uint32 effIndexToCheck) { // Skip if there are not any script if (!m_loadedScripts.size()) return true; for (std::list::iterator itr = m_loadedScripts.begin(); itr != m_loadedScripts.end(); ++itr) { std::list::iterator targetSelectHookEnd = (*itr)->OnObjectTargetSelect.end(), targetSelectHookItr = (*itr)->OnObjectTargetSelect.begin(); for (; targetSelectHookItr != targetSelectHookEnd; ++targetSelectHookItr) if (((*targetSelectHookItr).IsEffectAffected(m_spellInfo, effIndex) && !(*targetSelectHookItr).IsEffectAffected(m_spellInfo, effIndexToCheck)) || (!(*targetSelectHookItr).IsEffectAffected(m_spellInfo, effIndex) && (*targetSelectHookItr).IsEffectAffected(m_spellInfo, effIndexToCheck))) return false; std::list::iterator areaTargetSelectHookEnd = (*itr)->OnObjectAreaTargetSelect.end(), areaTargetSelectHookItr = (*itr)->OnObjectAreaTargetSelect.begin(); for (; areaTargetSelectHookItr != areaTargetSelectHookEnd; ++areaTargetSelectHookItr) if (((*areaTargetSelectHookItr).IsEffectAffected(m_spellInfo, effIndex) && !(*areaTargetSelectHookItr).IsEffectAffected(m_spellInfo, effIndexToCheck)) || (!(*areaTargetSelectHookItr).IsEffectAffected(m_spellInfo, effIndex) && (*areaTargetSelectHookItr).IsEffectAffected(m_spellInfo, effIndexToCheck))) return false; } return true; } bool Spell::CanExecuteTriggersOnHit(uint8 effMask, SpellInfo const* triggeredByAura) const { // Relentless strikes, proc only from first effect if (triggeredByAura && triggeredByAura->SpellIconID == 559) return effMask & (1 << EFFECT_0); bool only_on_caster = (triggeredByAura && triggeredByAura->HasAttribute(SPELL_ATTR4_CLASS_TRIGGER_ONLY_ON_TARGET)); // If triggeredByAura has SPELL_ATTR4_CLASS_TRIGGER_ONLY_ON_TARGET then it can only proc on a casted spell with TARGET_UNIT_CASTER for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) { if ((effMask & (1 << i)) && (!only_on_caster || (m_spellInfo->Effects[i].TargetA.GetTarget() == TARGET_UNIT_CASTER))) return true; } return effMask; } void Spell::PrepareTriggersExecutedOnHit() { /// @todo: move this to scripts if (m_spellInfo->SpellFamilyName) { SpellInfo const* excludeCasterSpellInfo = sSpellMgr->GetSpellInfo(m_spellInfo->ExcludeCasterAuraSpell); if (excludeCasterSpellInfo && !excludeCasterSpellInfo->IsPositive()) m_preCastSpell = m_spellInfo->ExcludeCasterAuraSpell; SpellInfo const* excludeTargetSpellInfo = sSpellMgr->GetSpellInfo(m_spellInfo->ExcludeTargetAuraSpell); if (excludeTargetSpellInfo && !excludeTargetSpellInfo->IsPositive()) m_preCastSpell = m_spellInfo->ExcludeTargetAuraSpell; } /// @todo: move this to scripts switch (m_spellInfo->SpellFamilyName) { case SPELLFAMILY_PALADIN: { if (m_spellInfo->SpellFamilyFlags[1] & 0x40000000) { Unit::AuraEffectList const& mVindication = m_caster->GetAuraEffectsByType(SPELL_AURA_PROC_TRIGGER_SPELL); for(Unit::AuraEffectList::const_iterator itr = mVindication.begin(); itr != mVindication.end(); ++itr) { if ((*itr)->GetSpellInfo()->Effects[EFFECT_0].TriggerSpell == 26017 ) { m_preCastSpell = 26017; break; } else if ((*itr)->GetSpellInfo()->Effects[EFFECT_0].TriggerSpell == 67 ) m_preCastSpell = 67; } } break; } case SPELLFAMILY_DRUID: { // Faerie Fire (Feral) if (m_spellInfo->Id == 16857 && (m_caster->GetShapeshiftForm() == FORM_BEAR || m_caster->GetShapeshiftForm() == FORM_DIREBEAR)) m_preCastSpell = 60089; break; } } // handle SPELL_AURA_ADD_TARGET_TRIGGER auras: // save auras which were present on spell caster on cast, to prevent triggered auras from affecting caster // and to correctly calculate proc chance when combopoints are present Unit::AuraEffectList const& targetTriggers = m_caster->GetAuraEffectsByType(SPELL_AURA_ADD_TARGET_TRIGGER); for (Unit::AuraEffectList::const_iterator i = targetTriggers.begin(); i != targetTriggers.end(); ++i) { if (!(*i)->IsAffectedOnSpell(m_spellInfo)) continue; SpellInfo const* auraSpellInfo = (*i)->GetSpellInfo(); uint32 auraSpellIdx = (*i)->GetEffIndex(); if (SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(auraSpellInfo->Effects[auraSpellIdx].TriggerSpell)) { // calculate the chance using spell base amount, because aura amount is not updated on combo-points change // this possibly needs fixing int32 auraBaseAmount = (*i)->GetBaseAmount(); // proc chance is stored in effect amount int32 chance = m_caster->CalculateSpellDamage(nullptr, auraSpellInfo, auraSpellIdx, &auraBaseAmount); // build trigger and add to the list HitTriggerSpell spellTriggerInfo; spellTriggerInfo.triggeredSpell = spellInfo; spellTriggerInfo.triggeredByAura = auraSpellInfo; spellTriggerInfo.triggeredByEffIdx = (*i)->GetEffIndex(); spellTriggerInfo.chance = chance * (*i)->GetBase()->GetStackAmount(); m_hitTriggerSpells.push_back(spellTriggerInfo); } } } // Global cooldowns management enum GCDLimits { MIN_GCD = 1000, MAX_GCD = 1500 }; bool Spell::HasGlobalCooldown() const { // Only player or controlled units have global cooldown if (m_caster->GetCharmInfo()) return m_caster->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(m_spellInfo); else if (m_caster->IsPlayer()) return m_caster->ToPlayer()->GetGlobalCooldownMgr().HasGlobalCooldown(m_spellInfo); else return false; } void Spell::TriggerGlobalCooldown() { int32 gcd = m_spellInfo->StartRecoveryTime; if (!gcd) { // Xinef: fix for charmed pet spells with no cooldown info if (m_spellInfo->RecoveryTime == 0 && m_spellInfo->CategoryRecoveryTime == 0 && m_caster->GetCharmInfo()) gcd = MIN_GCD; else return; } if (m_caster->IsPlayer()) if (m_caster->ToPlayer()->GetCommandStatus(CHEAT_COOLDOWN)) return; // Global cooldown can't leave range 1..1.5 secs // There are some spells (mostly not casted directly by player) that have < 1 sec and > 1.5 sec global cooldowns // but as tests show are not affected by any spell mods. if (m_spellInfo->StartRecoveryTime >= MIN_GCD && m_spellInfo->StartRecoveryTime <= MAX_GCD) { // gcd modifier auras are applied only to own spells and only players have such mods if (m_caster->IsPlayer()) m_caster->ToPlayer()->ApplySpellMod(m_spellInfo->Id, SPELLMOD_GLOBAL_COOLDOWN, gcd, this); // Apply haste rating if (m_spellInfo->StartRecoveryCategory == 133 && m_spellInfo->StartRecoveryTime == 1500 && m_spellInfo->DmgClass != SPELL_DAMAGE_CLASS_MELEE && m_spellInfo->DmgClass != SPELL_DAMAGE_CLASS_RANGED && !m_spellInfo->HasAttribute(SPELL_ATTR0_USES_RANGED_SLOT) && !m_spellInfo->HasAttribute(SPELL_ATTR0_IS_ABILITY)) { gcd = int32(float(gcd) * m_caster->GetFloatValue(UNIT_MOD_CAST_SPEED)); } if (gcd < MIN_GCD) gcd = MIN_GCD; else if (gcd > MAX_GCD) gcd = MAX_GCD; } // Only players or controlled units have global cooldown if (m_caster->GetCharmInfo()) m_caster->GetCharmInfo()->GetGlobalCooldownMgr().AddGlobalCooldown(m_spellInfo, gcd); else if (m_caster->IsPlayer()) m_caster->ToPlayer()->GetGlobalCooldownMgr().AddGlobalCooldown(m_spellInfo, gcd); } void Spell::CancelGlobalCooldown() { if (!m_spellInfo->StartRecoveryTime) return; // Cancel global cooldown when interrupting current cast if (m_caster->GetCurrentSpell(CURRENT_GENERIC_SPELL) != this) return; // Only players or controlled units have global cooldown if (m_caster->GetCharmInfo()) m_caster->GetCharmInfo()->GetGlobalCooldownMgr().CancelGlobalCooldown(m_spellInfo); else if (m_caster->IsPlayer()) m_caster->ToPlayer()->GetGlobalCooldownMgr().CancelGlobalCooldown(m_spellInfo); } void Spell::OnSpellLaunch() { if (!m_caster || !m_caster->IsInWorld()) return; SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(24390); // Make sure the player is sending a valid GO target and lock ID. SPELL_EFFECT_OPEN_LOCK // can succeed with a lockId of 0 if (m_spellInfo->Id == 21651) { if (GameObject* go = m_targets.GetGOTarget()) { LockEntry const* lockInfo = sLockStore.LookupEntry(go->GetGOInfo()->GetLockId()); if (lockInfo && lockInfo->Index[1] == LOCKTYPE_SLOW_OPEN) { Spell* visual = new Spell(m_caster, spellInfo, TRIGGERED_NONE); visual->prepare(&m_targets); } } } } void TriggeredByAuraSpellData::Init(AuraEffect const* aurEff) { spellInfo = aurEff->GetSpellInfo(); effectIndex = aurEff->GetEffIndex(); tickNumber = aurEff->GetTickNumber(); } std::string Spell::GetDebugInfo() const { std::stringstream sstr; sstr << std::boolalpha << "Id: " << GetSpellInfo()->Id << " OriginalCaster: " << m_originalCasterGUID.ToString() << " State: " << getState(); return sstr.str(); } namespace Acore { WorldObjectSpellTargetCheck::WorldObjectSpellTargetCheck(Unit* caster, Unit* referer, SpellInfo const* spellInfo, SpellTargetCheckTypes selectionType, ConditionList* condList) : _caster(caster), _referer(referer), _spellInfo(spellInfo), _targetSelectionType(selectionType), _condList(condList) { if (condList) _condSrcInfo = new ConditionSourceInfo(nullptr, caster); else _condSrcInfo = nullptr; } WorldObjectSpellTargetCheck::~WorldObjectSpellTargetCheck() { if (_condSrcInfo) delete _condSrcInfo; } bool WorldObjectSpellTargetCheck::operator()(WorldObject* target) { if (_spellInfo->CheckTarget(_caster, target, true) != SPELL_CAST_OK) return false; Unit* unitTarget = target->ToUnit(); if (Corpse* corpseTarget = target->ToCorpse()) { // use ofter for party/assistance checks if (Player* owner = ObjectAccessor::FindPlayer(corpseTarget->GetOwnerGUID())) unitTarget = owner; else return false; } if (unitTarget) { switch (_targetSelectionType) { case TARGET_CHECK_ENEMY: if (unitTarget->IsTotem()) return false; if (!_caster->_IsValidAttackTarget(unitTarget, _spellInfo)) return false; break; case TARGET_CHECK_ALLY: if (unitTarget->IsTotem()) return false; if (!_caster->_IsValidAssistTarget(unitTarget, _spellInfo)) return false; break; case TARGET_CHECK_PARTY: if (unitTarget->IsTotem()) return false; if (!_caster->_IsValidAssistTarget(unitTarget, _spellInfo)) return false; if (!_referer->IsInPartyWith(unitTarget)) return false; break; case TARGET_CHECK_RAID_CLASS: if (_referer->getClass() != unitTarget->getClass()) return false; [[fallthrough]]; case TARGET_CHECK_RAID: if (unitTarget->IsTotem()) return false; if (!_caster->_IsValidAssistTarget(unitTarget, _spellInfo)) return false; if (!_referer->IsInRaidWith(unitTarget)) return false; break; case TARGET_CHECK_CORPSE: if (_caster->IsFriendlyTo(unitTarget)) return false; break; default: break; } } if (!_condSrcInfo) return true; _condSrcInfo->mConditionTargets[0] = target; return sConditionMgr->IsObjectMeetToConditions(*_condSrcInfo, *_condList); } WorldObjectSpellNearbyTargetCheck::WorldObjectSpellNearbyTargetCheck(float range, Unit* caster, SpellInfo const* spellInfo, SpellTargetCheckTypes selectionType, ConditionList* condList) : WorldObjectSpellTargetCheck(caster, caster, spellInfo, selectionType, condList), _range(range), _position(caster) { } bool WorldObjectSpellNearbyTargetCheck::operator()(WorldObject* target) { float dist = target->GetDistance(*_position); if (dist < _range && WorldObjectSpellTargetCheck::operator ()(target)) { _range = dist; return true; } return false; } WorldObjectSpellAreaTargetCheck::WorldObjectSpellAreaTargetCheck(float range, Position const* position, Unit* caster, Unit* referer, SpellInfo const* spellInfo, SpellTargetCheckTypes selectionType, ConditionList* condList) : WorldObjectSpellTargetCheck(caster, referer, spellInfo, selectionType, condList), _range(range), _position(position) { } bool WorldObjectSpellAreaTargetCheck::operator()(WorldObject* target) { if (target->IsGameObject()) { if (!target->ToGameObject()->IsInRange(_position->GetPositionX(), _position->GetPositionY(), _position->GetPositionZ(), _range)) return false; } else if (!target->IsWithinDist3d(_position, _range)) return false; else if (target->IsCreature() && target->ToCreature()->IsAvoidingAOE()) // pussywizard return false; return WorldObjectSpellTargetCheck::operator ()(target); } WorldObjectSpellConeTargetCheck::WorldObjectSpellConeTargetCheck(float coneAngle, float range, Unit* caster, SpellInfo const* spellInfo, SpellTargetCheckTypes selectionType, ConditionList* condList) : WorldObjectSpellAreaTargetCheck(range, caster, caster, caster, spellInfo, selectionType, condList), _coneAngle(coneAngle) { } bool WorldObjectSpellConeTargetCheck::operator()(WorldObject* target) { if (_spellInfo->HasAttribute(SPELL_ATTR0_CU_CONE_BACK)) { if (!_caster->isInBack(target, _coneAngle)) return false; } else if (_spellInfo->HasAttribute(SPELL_ATTR0_CU_CONE_LINE)) { if (!_caster->HasInLine(target, _caster->GetObjectSize() + target->GetObjectSize())) return false; } else { if (!_caster->isInFront(target, _coneAngle)) return false; } return WorldObjectSpellAreaTargetCheck::operator ()(target); } WorldObjectSpellTrajTargetCheck::WorldObjectSpellTrajTargetCheck(float range, Position const* position, Unit* caster, SpellInfo const* spellInfo, SpellTargetCheckTypes selectionType, ConditionList* condList) : WorldObjectSpellAreaTargetCheck(range, position, caster, caster, spellInfo, selectionType, condList) { } bool WorldObjectSpellTrajTargetCheck::operator()(WorldObject* target) { // return all targets on missile trajectory (0 - size of a missile) if (!_caster->HasInLine(target, target->GetObjectSize())) return false; return WorldObjectSpellAreaTargetCheck::operator ()(target); } } //namespace Acore