Files
azerothcore-wotlk/src/server/game/Spells/Spell.cpp
M'Dic ab2c062f03 feat(core\dbc): item.dbc, sItemStore, item_dbc, item enforcement conf, subclass fix (#14675)
feat (core\log\db): item.dbc and enforcement

dbc enforcement partial pick from tc: 0c44bd33ee

Custom Item for testing by menevia16a (SPP DEV VEIL)

feat (core\log\db): item.dbc and enforcement

Update Item.sql

Update DBCStores.cpp

Update World.cpp

Update ObjectMgr.cpp

further replacement from template to dbc lookup

further logging and implementation

cherry pick tc fd26c3c87c

replace with db lookup

update (sql): Murder all the backticks

line break fixit

fix (item_template): fix incorrect subclass

fix incorrect subclass matching with dbc enforcement

update: log correction for sub class

update log correction for sub class

add subclass to dbc enforcement

add subclass dbc enforcement since it is part of the item.dbc item_dbc

update (log): additional log

Co-authored-by: blub <trinity.michael_vincent@gmx.eu>
Co-authored-by: Shocker <511388+shocker@users.noreply.github.com>
Co-authored-by: Veil <1913466+menevia16a@users.noreply.github.com>
Co-authored-by: Shocker <43253032+shockerqt@users.noreply.github.com>
2023-04-28 01:26:44 +02:00

9061 lines
363 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 "CellImpl.h"
#include "Common.h"
#include "ConditionMgr.h"
#include "DisableMgr.h"
#include "DynamicObject.h"
#include "GameObjectAI.h"
#include "GameTime.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.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 "Totem.h"
#include "Unit.h"
#include "UpdateData.h"
#include "UpdateMask.h"
#include "Util.h"
#include "VMapFactory.h"
#include "Vehicle.h"
#include "World.h"
#include "WorldPacket.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->GetTypeId() == TYPEID_PLAYER)
{
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;
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->GetTypeId() == TYPEID_PLAYER)
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->GetTypeId() == TYPEID_UNIT) && 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)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->m_homebindO, 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 destx = 0.0f, desty = 0.0f, destz = 0.0f, ground = 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);
destx = pos.GetPositionX() + distance * cos(pos.GetOrientation());
desty = pos.GetPositionY() + distance * sin(pos.GetOrientation());
ground = map->GetHeight(phasemask, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ());
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 = ceil(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");
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 + 0.5f, destx, desty, z + 0.5f, destx, desty, z, -0.5f);
// check dynamic collision
bool dcol = m_caster->GetMap()->GetObjectHitPos(phasemask, pos.GetPositionX(), pos.GetPositionY(), z + 0.5f, destx, desty, z + 0.5f, 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->GetTypeId() == TYPEID_UNIT && 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->GetTypeId() == TYPEID_PLAYER && 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();
CellCoord p(Acore::ComputeCellCoord(x, y));
Cell cell(p);
cell.SetNoCreate();
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 || foundItr == tempTargets.end()) && 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 (_triggeredCastFlags & 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 (_triggeredCastFlags & 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->GetTypeId() == TYPEID_UNIT && 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) 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(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_SUPRESS_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->GetTypeId() == TYPEID_UNIT)
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->GetTypeId() == TYPEID_PLAYER && (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->GetTypeId() == TYPEID_PLAYER && m_spellInfo->HasAttribute(SPELL_ATTR0_CANCELS_AUTO_ATTACK_COMBAT) == 0 &&
m_spellInfo->HasAttribute(SPELL_ATTR4_SUPRESS_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->GetTypeId() == TYPEID_PLAYER && m_spellInfo->HasAttribute(SPELL_ATTR0_CANCELS_AUTO_ATTACK_COMBAT) == 0 &&
m_spellInfo->HasAttribute(SPELL_ATTR4_SUPRESS_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->GetTypeId() == TYPEID_UNIT && 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)))
{
m_caster->CombatStart(effectUnit, !(m_spellInfo->AttributesEx3 & SPELL_ATTR3_SUPRESS_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->GetTypeId() != TYPEID_PLAYER)
caster->CastSpell(effectUnit, SPELL_INTERRUPT_NONPLAYER, true);
if (spellHitTarget)
{
//AI functions
if (spellHitTarget->GetTypeId() == TYPEID_UNIT)
{
if (spellHitTarget->ToCreature()->IsAIEnabled)
spellHitTarget->ToCreature()->AI()->SpellHit(m_caster, m_spellInfo);
}
if (m_caster->GetTypeId() == TYPEID_UNIT && 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->GetTypeId() == TYPEID_PLAYER && !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->GetTypeId() == TYPEID_PLAYER)
{
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->GetTypeId() == TYPEID_PLAYER)
{
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->GetTypeId() == TYPEID_UNIT && 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->GetTypeId() == TYPEID_PLAYER && !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->GetTypeId() == TYPEID_PLAYER && !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_SUPRESS_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->HasAuraType(SPELL_AURA_REFLECT_SPELLS))) || (aura_effmask && m_diminishGroup && unit != m_caster && (m_caster->GetTypeId() != TYPEID_UNIT || !m_caster->ToCreature()->isWorldBoss())))
{
m_diminishLevel = unit->GetDiminishing(m_diminishGroup);
DiminishingReturnsType type = GetDiminishingReturnsGroupType(m_diminishGroup);
uint32 flagsExtra = unit->GetTypeId() == TYPEID_UNIT ? 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 && !(_triggeredCastFlags & 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)
{
// 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();
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() && !(_triggeredCastFlags & 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 (DisableMgr::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 (!(_triggeredCastFlags & 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 ((_triggeredCastFlags & 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->GetTypeId() == TYPEID_PLAYER && 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 = (_triggeredCastFlags & TRIGGERED_CAST_DIRECTLY) ? 0 : m_spellInfo->CalcCastTime(m_caster, this);
if (m_caster->GetTypeId() == TYPEID_PLAYER)
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->GetTypeId() == TYPEID_PLAYER && 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 ((_triggeredCastFlags & 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 (!(_triggeredCastFlags & 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()) && !(_triggeredCastFlags & TRIGGERED_IGNORE_SET_FACING))
{
if (m_caster->GetTypeId() == TYPEID_UNIT && !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 (!(_triggeredCastFlags & TRIGGERED_IGNORE_GCD))
TriggerGlobalCooldown();
}
return SPELL_CAST_OK;
}
void Spell::cancel(bool bySelf)
{
if (m_spellState == SPELL_STATE_FINISHED)
return;
uint32 oldState = m_spellState;
bool autoRepeat = m_autoRepeat;
m_spellState = SPELL_STATE_FINISHED;
m_autoRepeat = false;
switch (oldState)
{
case SPELL_STATE_PREPARING:
CancelGlobalCooldown();
if (m_caster->GetTypeId() == TYPEID_PLAYER)
{
if (m_caster->ToPlayer()->NeedSendSpectatorData())
ArenaSpectator::SendCommand_Spell(m_caster->FindMap(), m_caster->GetGUID(), "SPE", m_spellInfo->Id, bySelf ? 99998 : 99999);
}
[[fallthrough]]; /// @todo: Not sure whether the fallthrough was a mistake (forgetting a break) or intended. This should be double-checked.
case SPELL_STATE_DELAYED:
SendInterrupted(0);
// xinef: fixes bugged gcd reset in some cases
if (!autoRepeat)
SendCastResult(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);
SendChannelUpdate(0);
SendInterrupted(0);
SendCastResult(SPELL_FAILED_INTERRUPTED);
}
if (m_caster->GetTypeId() == TYPEID_PLAYER && 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;
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->GetTypeId() == TYPEID_PLAYER && !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_SUPRESS_TARGET_PROCS
if ((m_targets.GetTargetMask() & TARGET_FLAG_UNIT) && GetSpellInfo()->DmgClass != SPELL_DAMAGE_CLASS_NONE && !GetSpellInfo()->HasAttribute(SPELL_ATTR3_SUPRESS_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->GetTypeId() == TYPEID_UNIT)
pet->ToCreature()->AI()->OwnerAttacked(m_targets.GetUnitTarget());
}
SetExecutedCurrently(true);
if (!(_triggeredCastFlags & TRIGGERED_IGNORE_SET_FACING))
if (m_caster->GetTypeId() == TYPEID_UNIT && 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->GetTypeId() == TYPEID_PLAYER)
{
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->GetTypeId() == TYPEID_PLAYER)
{
if (!(_triggeredCastFlags & 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 (!(_triggeredCastFlags & 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->haveOffhandWeapon())
{
m_caster->resetAttackTimer(OFF_ATTACK);
}
m_caster->resetAttackTimer(RANGED_ATTACK);
}
}
CallScriptAfterCastHandlers();
if (modOwner)
modOwner->SetSpellModTakingSpell(this, false);
if (const std::vector<int32>* spell_triggered = sSpellMgr->GetSpellLinked(m_spellInfo->Id))
{
for (std::vector<int32>::const_iterator i = spell_triggered->begin(); i != spell_triggered->end(); ++i)
if (*i < 0)
m_caster->RemoveAurasDueToSpell(-(*i));
else
m_caster->CastSpell(m_targets.GetUnitTarget() ? m_targets.GetUnitTarget() : m_caster, *i, 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->GetTypeId() == TYPEID_UNIT)
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->GetTypeId() == TYPEID_PLAYER || (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_SUPRESS_TARGET_PROCS), GetDelayMoment() + 500); // xinef: increase this time so we dont leave and enter combat in a moment
if (m_caster->GetTypeId() == TYPEID_PLAYER)
if (m_caster->ToPlayer()->GetCommandStatus(CHEAT_COOLDOWN))
m_caster->ToPlayer()->RemoveSpellCooldown(m_spellInfo->Id, true);
SetExecutedCurrently(false);
}
void Spell::handle_immediate()
{
// start channeling if applicable
if (m_spellInfo->IsChanneled())
{
int32 duration = m_spellInfo->GetDuration();
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->GetTypeId() == TYPEID_PLAYER && 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->GetTypeId() != TYPEID_PLAYER)
{
if (!(_triggeredCastFlags & 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() || ((_triggeredCastFlags & TRIGGERED_IGNORE_SPELL_AND_CATEGORY_CD) && !m_CastItem))
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->GetTypeId() == TYPEID_PLAYER && 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->GetTypeId() == TYPEID_PLAYER)
{
if (Unit* charm = m_caster->GetCharm())
if (charm->GetTypeId() == TYPEID_UNIT
&& 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->GetTypeId() == TYPEID_PLAYER)
{
// 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->GetTypeId() == TYPEID_UNIT && 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(JUST_DIED);
return;
}
}
// potions disabled by client, send event "not in combat" if need
if (m_caster->GetTypeId() == TYPEID_PLAYER && !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->GetTypeId() != TYPEID_PLAYER || 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 ((_triggeredCastFlags & 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())
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->GetTypeId() == TYPEID_PLAYER || 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->GetTypeId() == TYPEID_PLAYER && 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())
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->GetTypeId() == TYPEID_PLAYER || 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->GetTypeId() == TYPEID_PLAYER)
&& (m_caster->getClass() == CLASS_DEATH_KNIGHT)
&& 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->GetTypeId() == TYPEID_PLAYER)
{
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;
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;
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->GetTypeId() == TYPEID_PLAYER && 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->GetTypeId() == TYPEID_PLAYER
? ""
: 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->GetTypeId() == TYPEID_PLAYER ? 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->GetTypeId() != TYPEID_PLAYER)
return;
// not remove cast item at triggered spell (equipping, weapon damage, etc)
if (_triggeredCastFlags & 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->GetTypeId() == TYPEID_PLAYER)
if (m_caster->ToPlayer()->GetCommandStatus(CHEAT_POWER))
return;
Powers PowerType = Powers(m_spellInfo->PowerType);
bool hit = true;
if (m_caster->GetTypeId() == TYPEID_PLAYER)
{
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->GetTypeId() == TYPEID_PLAYER)
{
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->GetTypeId() != TYPEID_PLAYER)
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->getClass() != CLASS_DEATH_KNIGHT)
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->GetTypeId() != TYPEID_PLAYER || m_caster->getClass() != CLASS_DEATH_KNIGHT)
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->GetTypeId() != TYPEID_PLAYER)
return;
ItemTemplate const* castItemTemplate = m_CastItem ? m_CastItem->GetTemplate() : nullptr;
// do not take reagents for these item casts
if (castItemTemplate && castItemTemplate->Flags & 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_SUPRESS_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)
{
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->GetTypeId() == TYPEID_PLAYER)
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->GetTypeId() == TYPEID_PLAYER)
{
//can cast triggered (by aura only?) spells while have this flag
if (!(_triggeredCastFlags & TRIGGERED_IGNORE_CASTER_AURASTATE) && m_caster->ToPlayer()->HasPlayerFlag(PLAYER_ALLOW_ONLY_ABILITY))
return SPELL_FAILED_SPELL_IN_PROGRESS;
if (!(_triggeredCastFlags & 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->GetTypeId() == TYPEID_UNIT && 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 && !(_triggeredCastFlags & TRIGGERED_IGNORE_GCD) && HasGlobalCooldown())
return SPELL_FAILED_NOT_READY;
// only triggered spells can be processed an ended battleground
if (!IsTriggered() && m_caster->GetTypeId() == TYPEID_PLAYER)
if (Battleground* bg = m_caster->ToPlayer()->GetBattleground())
if (bg->GetStatus() == STATUS_WAIT_LEAVE)
return SPELL_FAILED_DONT_REPORT;
if (m_caster->GetTypeId() == TYPEID_PLAYER /*&& 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 && !(_triggeredCastFlags & 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 (!(_triggeredCastFlags & 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->GetTypeId() == TYPEID_PLAYER && 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->GetTypeId() == TYPEID_PLAYER && 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 && !(_triggeredCastFlags & 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)
{
SpellShapeshiftEntry const* shapeShiftEntry = sSpellShapeshiftStore.LookupEntry(effInfo->MiscValue);
if (shapeShiftEntry && (shapeShiftEntry->flags1 & 1) == 0) // unk flag
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->GetTypeId() == TYPEID_PLAYER)
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->GetTypeId() == TYPEID_PLAYER)
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->GetTypeId() == TYPEID_UNIT || !m_caster->ToPlayer()->IsGameMaster())
{
uint32 zone, area;
m_caster->GetZoneAndAreaId(zone, area);
SpellCastResult locRes = m_spellInfo->CheckLocation(m_caster->GetMapId(), zone, area,
m_caster->GetTypeId() == TYPEID_PLAYER ? 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->GetTypeId() == TYPEID_PLAYER && !(_triggeredCastFlags & 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 (!(_triggeredCastFlags & TRIGGERED_IGNORE_POWER_AND_REAGENT_COST))
{
castResult = CheckPower();
if (castResult != SPELL_CAST_OK)
return castResult;
}
// xinef: do not skip triggered spells if they posses prevention type (eg. Bladestorm vs Hand of Protection)
if (!(_triggeredCastFlags & TRIGGERED_IGNORE_CASTER_AURAS) || (m_spellInfo->PreventionType > SPELL_PREVENTION_TYPE_NONE && m_triggeredByAuraSpell && m_triggeredByAuraSpell.spellInfo->IsPositive()))
{
castResult = CheckCasterAuras(_triggeredCastFlags & 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);
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_DUMMY:
{
if (m_spellInfo->SpellFamilyName == SPELLFAMILY_DEATHKNIGHT)
{
// Raise Ally
if( m_spellInfo->Id == 61999 )
{
Unit* target = m_targets.GetUnitTarget();
if (!target)
return SPELL_FAILED_BAD_TARGETS;
if (target->IsAlive()) // not discovered attributeEx5?
return SPELL_FAILED_TARGET_NOT_DEAD;
}
}
break;
}
case SPELL_EFFECT_LEARN_SPELL:
{
if (m_caster->GetTypeId() != TYPEID_PLAYER)
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->GetTypeId() != TYPEID_PLAYER)
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->GetTypeId() != TYPEID_PLAYER)
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->GetTypeId() == TYPEID_PLAYER)
if (Unit* target = m_targets.GetUnitTarget())
if (target != m_caster && target->getPowerType() != 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->GetTypeId() == TYPEID_PLAYER)
if (Unit* target = m_targets.GetUnitTarget())
if (!target->IsAlive())
return SPELL_FAILED_BAD_TARGETS;
// Xinef: Pass only explicit unit target spells
// pussywizard:
if (DisableMgr::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->GetTypeId() != TYPEID_PLAYER || !m_targets.GetUnitTarget() || m_targets.GetUnitTarget()->GetTypeId() != TYPEID_UNIT)
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->GetTypeId() != TYPEID_PLAYER // 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()->GetTypeId() != TYPEID_PLAYER)
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->GetTypeId() == TYPEID_PLAYER && m_caster->getClass() == CLASS_WARLOCK && 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->GetTypeId() != TYPEID_PLAYER)
return SPELL_FAILED_BAD_TARGETS;
if (!m_caster->GetTarget())
return SPELL_FAILED_BAD_TARGETS;
Player* target = ObjectAccessor::FindPlayer(m_caster->ToPlayer()->GetTarget());
if (!target || m_caster->ToPlayer() == 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->GetTypeId() != TYPEID_PLAYER)
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->GetTypeId() == TYPEID_PLAYER)
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->GetTypeId() == TYPEID_PLAYER)
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->GetTypeId() == TYPEID_PLAYER)
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->GetTypeId() != TYPEID_PLAYER)
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->GetTypeId() == TYPEID_UNIT && 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:
{
// Xinef: disallow casting in water for mounts not increasing water movement Speed
if (m_caster->IsInWater() && !m_spellInfo->HasAura(SPELL_AURA_MOD_INCREASE_SWIM_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->GetTypeId() == TYPEID_PLAYER && !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->GetTypeId() == TYPEID_PLAYER && 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->GetTypeId() != TYPEID_PLAYER || m_CastItem)
break;
if (!m_targets.GetUnitTarget())
return SPELL_FAILED_BAD_IMPLICIT_TARGETS;
if (m_targets.GetUnitTarget()->getPowerType() != 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->GetTypeId() != TYPEID_PLAYER)
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) && !(_triggeredCastFlags & 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()->GetTypeId() == TYPEID_UNIT && !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->GetTypeId() != TYPEID_UNIT && 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->GetTypeId() == TYPEID_PLAYER && (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->GetTypeId() == TYPEID_PLAYER)
{
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->GetTypeId() != TYPEID_PLAYER)
return SPELL_FAILED_BAD_TARGETS;
if (!m_targets.GetItemTarget())
return SPELL_FAILED_ITEM_GONE;
if (!m_targets.GetItemTarget()->IsFitToSpellRequirements(m_spellInfo))
return SPELL_FAILED_EQUIPPED_ITEM_CLASS;
}
// if not item target then required item must be equipped
else
{
// Xinef: this is not true in my opinion, in eg bladestorm will not be canceled after disarm
//if (!(_triggeredCastFlags & TRIGGERED_IGNORE_EQUIPPED_ITEM_REQUIREMENT))
if (m_caster->GetTypeId() == TYPEID_PLAYER && !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()->Flags & ITEM_FLAG_NO_REAGENT_COST))
{
bool checkReagents = !(_triggeredCastFlags & 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->GetTypeId() == TYPEID_PLAYER && !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()->Flags & 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;
// xinef: required level has to be checked also! Exploit fix
if (targetItem->GetTemplate()->ItemLevel < m_spellInfo->BaseLevel || (targetItem->GetTemplate()->RequiredLevel && targetItem->GetTemplate()->RequiredLevel < m_spellInfo->BaseLevel))
return SPELL_FAILED_LOWLEVEL;
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;
}
// Xinef: Apply item level restriction if the enchanting spell has max level restrition set
if (m_CastItem && m_spellInfo->MaxLevel > 0)
{
if (item->GetTemplate()->ItemLevel < m_CastItem->GetTemplate()->RequiredLevel)
return SPELL_FAILED_LOWLEVEL;
if (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()->Flags & 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()->Flags & 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->GetTypeId() != TYPEID_PLAYER)
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 !(_triggeredCastFlags & 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->GetTypeId() != TYPEID_PLAYER)
return;
//if (m_spellState == SPELL_STATE_DELAYED)
// return; // spell is active and can't be time-backed
if (isDelayableNoMore()) // Spells may only be delayed twice
return;
// spells not loosing casting time (slam, dynamites, bombs..)
//if (!(m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_DAMAGE))
// return;
//check pushback reduce
int32 delaytime = 500; // spellcasting delay is normally 500ms
int32 delayReduce = 100; // must be initialized to 100 for percent modifiers
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->GetTypeId() != TYPEID_PLAYER || getState() != SPELL_STATE_CASTING)
return;
if (isDelayableNoMore()) // Spells may only be delayed twice
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->GetTypeId() == TYPEID_PLAYER)
{
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->GetTypeId() == TYPEID_UNIT && 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->GetTypeId() == TYPEID_UNIT && 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) ||
DisableMgr::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->GetTypeId() != TYPEID_PLAYER || target->GetTypeId() != TYPEID_PLAYER)
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 (_triggeredCastFlags & 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
{
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()->GetTypeId() == TYPEID_PLAYER ? "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))
{
m_damage = unit->CalculateAOEDamageReduction(m_damage, m_spellInfo->SchoolMask, m_caster);
if (m_caster->GetTypeId() == TYPEID_PLAYER)
{
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->GetTypeId() != TYPEID_PLAYER ?
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;
}
}
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->GetTypeId() == TYPEID_PLAYER)
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->GetTypeId() == TYPEID_PLAYER)
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->GetTypeId() == TYPEID_PLAYER)
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->GetTypeId() == TYPEID_PLAYER)
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->GetTypeId() == TYPEID_PLAYER)
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->GetTypeId() == TYPEID_GAMEOBJECT)
{
if (!target->ToGameObject()->IsInRange(_position->GetPositionX(), _position->GetPositionY(), _position->GetPositionZ(), _range))
return false;
}
else if (!target->IsWithinDist3d(_position, _range))
return false;
else if (target->GetTypeId() == TYPEID_UNIT && 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