2025-04-20 13:24:05 -04:00

9141 lines
364 KiB
C++

/*
* 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 <http://www.gnu.org/licenses/>.
*/
#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 <cmath>
/// @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<SpellScript*>::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<WorldObject*> 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<Acore::WorldObjectSpellConeTargetCheck> searcher(m_caster, targets, check, containerTypeMask);
SearchTargets<Acore::WorldObjectListSearcher<Acore::WorldObjectSpellConeTargetCheck> >(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<WorldObject*>::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<TargetInfo>::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<WorldObject*> 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<WorldObject*>::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<float>(M_PI * 35.0f / 180.0f) - static_cast<float>(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<WorldObject*> 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<WorldObject*>::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<float>::max() && x > -std::numeric_limits<float>::max()) return x;
//if (x >= std::numeric_limits<float>::max()) return std::numeric_limits<float>::max();
//if (x <= -std::numeric_limits<float>::max()) return -std::numeric_limits<float>::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<WorldObject*> targets;
Acore::WorldObjectSpellTrajTargetCheck check(dist2d, m_targets.GetSrcPos(), m_caster, m_spellInfo, TARGET_CHECK_ENEMY /*targetCheckType*/, m_spellInfo->Effects[effIndex].ImplicitTargetConditions);
Acore::WorldObjectListSearcher<Acore::WorldObjectSpellTrajTargetCheck> searcher(m_caster, targets, check, GRID_MAP_TYPE_MASK_ALL);
SearchTargets<Acore::WorldObjectListSearcher<Acore::WorldObjectSpellTrajTargetCheck> > (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<WorldObject*>::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<class SEARCHER>
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<Acore::WorldObjectSpellNearbyTargetCheck> searcher(m_caster, target, check, containerTypeMask);
SearchTargets<Acore::WorldObjectLastSearcher<Acore::WorldObjectSpellNearbyTargetCheck> > (searcher, containerTypeMask, m_caster, m_caster, range);
return target;
}
void Spell::SearchAreaTargets(std::list<WorldObject*>& 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<Acore::WorldObjectSpellAreaTargetCheck> searcher(m_caster, targets, check, containerTypeMask);
SearchTargets<Acore::WorldObjectListSearcher<Acore::WorldObjectSpellAreaTargetCheck> > (searcher, containerTypeMask, m_caster, position, range);
}
void Spell::SearchChainTargets(std::list<WorldObject*>& 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<WorldObject*> 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<WorldObject*>::iterator itr = tempTargets.begin(); itr != tempTargets.end();)
{
std::list<WorldObject*>::iterator checkItr = itr++;
if (!m_caster->HasInArc(static_cast<float>(M_PI), *checkItr))
tempTargets.erase(checkItr);
}
}
while (chainTargets)
{
// try to get unit for next chain jump
std::list<WorldObject*>::iterator foundItr = tempTargets.end();
// get unit with highest hp deficit in dist
if (isChainHeal)
{
uint32 maxHPDeficit = 0;
for (std::list<WorldObject*>::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<WorldObject*>::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<TargetInfo>::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<GOTargetInfo>::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<ItemTargetInfo>::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<int32> const* spellTriggered = sSpellMgr->GetSpellLinked(m_spellInfo->Id + SPELL_LINK_HIT))
{
for (std::vector<int32>::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<TargetInfo>::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<TargetInfo>::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<TargetInfo>::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
if ((*ihit).missCondition == SPELL_MISS_NONE)
if (Unit* unit = m_caster->GetGUID() == ihit->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID))
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<TargetInfo>::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<int32> 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<TargetInfo>::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
DoAllEffectOnTarget(&(*ihit));
for (std::list<GOTargetInfo>::iterator ihit = m_UniqueGOTargetInfo.begin(); ihit != m_UniqueGOTargetInfo.end(); ++ihit)
DoAllEffectOnTarget(&(*ihit));
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<TargetInfo>::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<GOTargetInfo>::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<ItemTargetInfo>::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<TargetInfo>::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<TargetInfo>::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<TargetInfo>::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
{
if ((*ihit).effectMask == 0) // No effect apply - all immuned add state
// possibly SPELL_MISS_IMMUNE2 for this??
ihit->missCondition = SPELL_MISS_IMMUNE2;
}
// 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<TargetInfo>::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<GOTargetInfo>::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<TargetInfo>::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<uint8>(hitPos, (uint8)hit);
data->put<uint8>(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<TargetInfo>::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<TargetInfo>::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<float>(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<float>(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<PathGenerator>(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<PetStable::PetInfo const*, PetSaveMode> 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<TargetInfo>::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<float>(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<uint32>(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<Acore::GameObjectFocusCheck> checker(m_caster, ok, go_check);
TypeContainerVisitor<Acore::GameObjectSearcher<Acore::GameObjectFocusCheck>, 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<TargetInfo>::const_iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
if ((*ihit).missCondition == SPELL_MISS_NONE)
if (Unit* unit = (m_caster->GetGUID() == ihit->targetGUID) ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID))
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<TargetInfo>::const_iterator itr = m_UniqueTargetInfo.begin(); itr != m_UniqueTargetInfo.end(); ++itr)
if (itr->effectMask & (1 << effect))
return true;
for (std::list<GOTargetInfo>::const_iterator itr = m_UniqueGOTargetInfo.begin(); itr != m_UniqueGOTargetInfo.end(); ++itr)
if (itr->effectMask & (1 << effect))
return true;
for (std::list<ItemTargetInfo>::const_iterator itr = m_UniqueItemInfo.begin(); itr != m_UniqueItemInfo.end(); ++itr)
if (itr->effectMask & (1 << effect))
return true;
return false;
}
SpellEvent::SpellEvent(Spell* spell) : BasicEvent()
{
m_Spell = spell;
}
SpellEvent::~SpellEvent()
{
if (m_Spell->getState() != SPELL_STATE_FINISHED)
m_Spell->cancel();
if (m_Spell->IsDeletable())
{
delete m_Spell;
}
else
{
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<TargetInfo>::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<uint32>(0);
(*m_effectExecuteData[effIndex]).put<uint32>(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<SpellScript*>::iterator itr = m_loadedScripts.begin(); itr != m_loadedScripts.end();)
{
if (!(*itr)->_Load(this))
{
std::list<SpellScript*>::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<SpellScript*>::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)
{
(*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_BEFORE_CAST);
std::list<SpellScript::CastHandler>::iterator hookItrEnd = (*scritr)->BeforeCast.end(), hookItr = (*scritr)->BeforeCast.begin();
for (; hookItr != hookItrEnd; ++hookItr)
(*hookItr).Call(*scritr);
(*scritr)->_FinishScriptCall();
}
}
void Spell::CallScriptOnCastHandlers()
{
for (std::list<SpellScript*>::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)
{
(*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_ON_CAST);
std::list<SpellScript::CastHandler>::iterator hookItrEnd = (*scritr)->OnCast.end(), hookItr = (*scritr)->OnCast.begin();
for (; hookItr != hookItrEnd; ++hookItr)
(*hookItr).Call(*scritr);
(*scritr)->_FinishScriptCall();
}
}
void Spell::CallScriptAfterCastHandlers()
{
for (std::list<SpellScript*>::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)
{
(*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_AFTER_CAST);
std::list<SpellScript::CastHandler>::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<SpellScript*>::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)
{
(*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_CHECK_CAST);
std::list<SpellScript::CheckCastHandler>::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<SpellScript*>::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<SpellScript*>::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)
{
std::list<SpellScript::EffectHandler>::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<SpellScript*>::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)
{
(*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_BEFORE_HIT);
std::list<SpellScript::BeforeHitHandler>::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<SpellScript*>::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)
{
(*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_HIT);
std::list<SpellScript::HitHandler>::iterator hookItrEnd = (*scritr)->OnHit.end(), hookItr = (*scritr)->OnHit.begin();
for (; hookItr != hookItrEnd; ++hookItr)
(*hookItr).Call(*scritr);
(*scritr)->_FinishScriptCall();
}
}
void Spell::CallScriptAfterHitHandlers()
{
for (std::list<SpellScript*>::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)
{
(*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_AFTER_HIT);
std::list<SpellScript::HitHandler>::iterator hookItrEnd = (*scritr)->AfterHit.end(), hookItr = (*scritr)->AfterHit.begin();
for (; hookItr != hookItrEnd; ++hookItr)
(*hookItr).Call(*scritr);
(*scritr)->_FinishScriptCall();
}
}
void Spell::CallScriptObjectAreaTargetSelectHandlers(std::list<WorldObject*>& targets, SpellEffIndex effIndex, SpellImplicitTargetInfo const& targetType)
{
for (std::list<SpellScript*>::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)
{
(*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_OBJECT_AREA_TARGET_SELECT);
std::list<SpellScript::ObjectAreaTargetSelectHandler>::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<SpellScript*>::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)
{
(*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_OBJECT_TARGET_SELECT);
std::list<SpellScript::ObjectTargetSelectHandler>::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<SpellScript*>::iterator scritr = m_loadedScripts.begin(); scritr != m_loadedScripts.end(); ++scritr)
{
(*scritr)->_PrepareScriptCall(SPELL_SCRIPT_HOOK_DESTINATION_TARGET_SELECT);
std::list<SpellScript::DestinationTargetSelectHandler>::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<SpellScript*>::iterator itr = m_loadedScripts.begin(); itr != m_loadedScripts.end(); ++itr)
{
std::list<SpellScript::ObjectTargetSelectHandler>::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<SpellScript::ObjectAreaTargetSelectHandler>::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