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azerothcore-wotlk/src/server/game/Spells/Auras/SpellAuraEffects.h
2021-09-30 13:40:52 +07:00

395 lines
22 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/>.
*/
#ifndef ACORE_SPELLAURAEFFECTS_H
#define ACORE_SPELLAURAEFFECTS_H
class Unit;
class AuraEffect;
class Aura;
class SpellInfo;
#include "Spell.h"
#include "SpellAuras.h"
typedef void(AuraEffect::*pAuraEffectHandler)(AuraApplication const* aurApp, uint8 mode, bool apply) const;
class AuraEffect
{
friend void Aura::_InitEffects(uint8 effMask, Unit* caster, int32* baseAmount);
friend Aura* Unit::_TryStackingOrRefreshingExistingAura(SpellInfo const* newAura, uint8 effMask, Unit* caster, int32* baseAmount, Item* castItem, ObjectGuid casterGUID, bool noPeriodicReset);
friend Aura::~Aura();
private:
~AuraEffect();
explicit AuraEffect(Aura* base, uint8 effIndex, int32* baseAmount, Unit* caster);
public:
Unit* GetCaster() const { return GetBase()->GetCaster(); }
ObjectGuid GetCasterGUID() const { return GetBase()->GetCasterGUID(); }
Aura* GetBase() const { return m_base; }
void GetTargetList(std::list<Unit*>& targetList) const;
void GetApplicationList(std::list<AuraApplication*>& applicationList) const;
SpellModifier* GetSpellModifier() const { return m_spellmod; }
SpellInfo const* GetSpellInfo() const { return m_spellInfo; }
uint32 GetId() const;
uint32 GetEffIndex() const { return m_effIndex; }
int32 GetBaseAmount() const { return m_baseAmount; }
int32 GetAmplitude() const { return m_amplitude; }
int32 GetMiscValueB() const;
int32 GetMiscValue() const;
AuraType GetAuraType() const;
int32 GetAmount() const { return m_isAuraEnabled ? m_amount : 0; }
int32 GetForcedAmount() const { return m_amount; }
void SetAmount(int32 amount) { m_amount = amount; m_canBeRecalculated = false;}
int32 GetPeriodicTimer() const { return m_periodicTimer; }
void SetPeriodicTimer(int32 periodicTimer) { m_periodicTimer = periodicTimer; }
int32 CalculateAmount(Unit* caster);
void CalculatePeriodic(Unit* caster, bool create = false, bool load = false);
void CalculatePeriodicData();
void CalculateSpellMod();
void ChangeAmount(int32 newAmount, bool mark = true, bool onStackOrReapply = false);
void RecalculateAmount() { if (!CanBeRecalculated()) return; ChangeAmount(CalculateAmount(GetCaster()), false); }
void RecalculateAmount(Unit* caster) { if (!CanBeRecalculated()) return; ChangeAmount(CalculateAmount(caster), false); }
bool CanBeRecalculated() const { return m_canBeRecalculated; }
void SetCanBeRecalculated(bool val) { m_canBeRecalculated = val; }
void HandleEffect(AuraApplication* aurApp, uint8 mode, bool apply);
void HandleEffect(Unit* target, uint8 mode, bool apply);
void ApplySpellMod(Unit* target, bool apply);
void Update(uint32 diff, Unit* caster);
void UpdatePeriodic(Unit* caster);
uint32 GetTickNumber() const { return m_tickNumber; }
int32 GetTotalTicks() const { return m_amplitude ? (GetBase()->GetMaxDuration() / m_amplitude) : 1;}
void ResetPeriodic(bool resetPeriodicTimer = false) { if (resetPeriodicTimer) m_periodicTimer = m_amplitude; m_tickNumber = 0;}
void ResetTicks() { m_tickNumber = 0; }
bool IsPeriodic() const { return m_isPeriodic; }
void SetPeriodic(bool isPeriodic) { m_isPeriodic = isPeriodic; }
bool IsAffectedOnSpell(SpellInfo const* spell) const;
bool HasSpellClassMask() const;
void SendTickImmune(Unit* target, Unit* caster) const;
void PeriodicTick(AuraApplication* aurApp, Unit* caster) const;
void HandleProc(AuraApplication* aurApp, ProcEventInfo& eventInfo);
void CleanupTriggeredSpells(Unit* target);
// add/remove SPELL_AURA_MOD_SHAPESHIFT (36) linked auras
void HandleShapeshiftBoosts(Unit* target, bool apply) const;
// xinef: storing initial crit chance
float GetCritChance() const { return m_critChance; }
void SetCritChance(float crit) { m_critChance = crit; }
uint8 GetCasterLevel() const { return m_casterLevel; }
bool CanApplyResilience() const { return m_applyResilience; }
float GetPctMods() const { return m_pctMods; }
// xinef: stacking
uint32 GetAuraGroup() const { return m_auraGroup; }
int32 GetOldAmount() const { return m_oldAmount; }
void SetOldAmount(int32 amount) { m_oldAmount = amount; }
void SetEnabled(bool enabled) { m_isAuraEnabled = enabled; }
private:
Aura* const m_base;
SpellInfo const* const m_spellInfo;
int32 const m_baseAmount;
bool m_applyResilience;
uint8 m_casterLevel;
int32 m_amount;
float m_critChance;
float m_pctMods;
// xinef: stacking
uint32 m_auraGroup;
int32 m_oldAmount;
bool m_isAuraEnabled;
// xinef: channel information for channel triggering
ChannelTargetData* m_channelData;
SpellModifier* m_spellmod;
int32 m_periodicTimer;
int32 m_amplitude;
uint32 m_tickNumber;
uint8 const m_effIndex;
bool m_canBeRecalculated;
bool m_isPeriodic;
private:
float CalcPeriodicCritChance(Unit const* caster, Unit const* target) const;
public:
// aura effect apply/remove handlers
void HandleNULL(AuraApplication const* /*aurApp*/, uint8 /*mode*/, bool /*apply*/) const
{
// not implemented
}
void HandleUnused(AuraApplication const* /*aurApp*/, uint8 /*mode*/, bool /*apply*/) const
{
// useless
}
void HandleNoImmediateEffect(AuraApplication const* /*aurApp*/, uint8 /*mode*/, bool /*apply*/) const
{
// aura type not have immediate effect at add/remove and handled by ID in other code place
}
// visibility & phases
void HandleModInvisibilityDetect(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleModInvisibility(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleModStealth(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleModStealthLevel(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleModStealthDetect(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleDetectAmore(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleSpiritOfRedemption(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraGhost(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandlePhase(AuraApplication const* aurApp, uint8 mode, bool apply) const;
// unit model
void HandleAuraModShapeshift(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraTransform(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModScale(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraCloneCaster(AuraApplication const* aurApp, uint8 mode, bool apply) const;
// fight
void HandleFeignDeath(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleModUnattackable(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModDisarm(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModSilence(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModPacify(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModPacifyAndSilence(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraAllowOnlyAbility(AuraApplication const* aurApp, uint8 mode, bool apply) const;
// tracking
void HandleAuraTrackResources(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraTrackCreatures(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraTrackStealthed(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModStalked(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraUntrackable(AuraApplication const* aurApp, uint8 mode, bool apply) const;
// skills & talents
void HandleAuraModPetTalentsPoints(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModSkill(AuraApplication const* aurApp, uint8 mode, bool apply) const;
// movement
void HandleAuraMounted(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraAllowFlight(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraWaterWalk(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraFeatherFall(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraHover(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleWaterBreathing(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleForceMoveForward(AuraApplication const* aurApp, uint8 mode, bool apply) const;
// threat
void HandleModThreat(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModTotalThreat(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleModTaunt(AuraApplication const* aurApp, uint8 mode, bool apply) const;
// control
void HandleModConfuse(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleModFear(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModStun(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModRoot(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandlePreventFleeing(AuraApplication const* aurApp, uint8 mode, bool apply) const;
// charm
void HandleModPossess(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleModPossessPet(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleModCharm(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleCharmConvert(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraControlVehicle(AuraApplication const* aurApp, uint8 mode, bool apply) const;
// modify speed
void HandleAuraModIncreaseSpeed(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModIncreaseMountedSpeed(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModIncreaseFlightSpeed(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModIncreaseSwimSpeed(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModDecreaseSpeed(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModUseNormalSpeed(AuraApplication const* aurApp, uint8 mode, bool apply) const;
// immunity
void HandleModStateImmunityMask(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleModMechanicImmunity(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModEffectImmunity(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModStateImmunity(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModSchoolImmunity(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModDmgImmunity(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModDispelImmunity(AuraApplication const* aurApp, uint8 mode, bool apply) const;
// modify stats
// resistance
void HandleAuraModResistanceExclusive(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModResistance(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModBaseResistancePCT(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleModResistancePercent(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleModBaseResistance(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleModTargetResistance(AuraApplication const* aurApp, uint8 mode, bool apply) const;
// stat
void HandleAuraModStat(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleModPercentStat(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleModSpellDamagePercentFromStat(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleModSpellHealingPercentFromStat(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleModSpellDamagePercentFromAttackPower(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleModSpellHealingPercentFromAttackPower(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleModHealingDone(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleModTotalPercentStat(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModResistenceOfStatPercent(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModExpertise(AuraApplication const* aurApp, uint8 mode, bool apply) const;
// heal and energize
void HandleModPowerRegen(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleModPowerRegenPCT(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleModManaRegen(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModIncreaseHealth(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModIncreaseMaxHealth(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModIncreaseEnergy(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModIncreaseEnergyPercent(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModIncreaseHealthPercent(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraIncreaseBaseHealthPercent(AuraApplication const* aurApp, uint8 mode, bool apply) const;
// fight
void HandleAuraModParryPercent(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModDodgePercent(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModBlockPercent(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModRegenInterrupt(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModWeaponCritPercent(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleModHitChance(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleModSpellHitChance(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleModSpellCritChance(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleModSpellCritChanceShool(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModCritPct(AuraApplication const* aurApp, uint8 mode, bool apply) const;
// attack speed
void HandleModCastingSpeed(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleModMeleeRangedSpeedPct(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleModCombatSpeedPct(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleModAttackSpeed(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleModMeleeSpeedPct(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModRangedHaste(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleRangedAmmoHaste(AuraApplication const* aurApp, uint8 mode, bool apply) const;
// combat rating
void HandleModRating(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleModRatingFromStat(AuraApplication const* aurApp, uint8 mode, bool apply) const;
// attack power
void HandleAuraModAttackPower(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModRangedAttackPower(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModAttackPowerPercent(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModRangedAttackPowerPercent(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModRangedAttackPowerOfStatPercent(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModAttackPowerOfStatPercent(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModAttackPowerOfArmor(AuraApplication const* aurApp, uint8 mode, bool apply) const;
// damage bonus
void HandleModDamageDone(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleModDamagePercentDone(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleModOffhandDamagePercent(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleShieldBlockValue(AuraApplication const* aurApp, uint8 mode, bool apply) const;
// power cost
void HandleModPowerCostPCT(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleModPowerCost(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleArenaPreparation(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleNoReagentUseAura(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraRetainComboPoints(AuraApplication const* aurApp, uint8 mode, bool apply) const;
// others
void HandleAuraDummy(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleChannelDeathItem(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleBindSight(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleFarSight(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleForceReaction(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraEmpathy(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModFaction(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleComprehendLanguage(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraConvertRune(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraLinked(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraOpenStable(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraModFakeInebriation(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraOverrideSpells(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandleAuraSetVehicle(AuraApplication const* aurApp, uint8 mode, bool apply) const;
void HandlePreventResurrection(AuraApplication const* aurApp, uint8 mode, bool apply) const;
// aura effect periodic tick handlers
void HandlePeriodicDummyAuraTick(Unit* target, Unit* caster) const;
void HandlePeriodicTriggerSpellAuraTick(Unit* target, Unit* caster) const;
void HandlePeriodicTriggerSpellWithValueAuraTick(Unit* target, Unit* caster) const;
void HandlePeriodicDamageAurasTick(Unit* target, Unit* caster) const;
void HandlePeriodicHealthLeechAuraTick(Unit* target, Unit* caster) const;
void HandlePeriodicHealthFunnelAuraTick(Unit* target, Unit* caster) const;
void HandlePeriodicHealAurasTick(Unit* target, Unit* caster) const;
void HandlePeriodicManaLeechAuraTick(Unit* target, Unit* caster) const;
void HandleObsModPowerAuraTick(Unit* target, Unit* caster) const;
void HandlePeriodicEnergizeAuraTick(Unit* target, Unit* caster) const;
void HandlePeriodicPowerBurnAuraTick(Unit* target, Unit* caster) const;
// aura effect proc handlers
void HandleProcTriggerSpellAuraProc(AuraApplication* aurApp, ProcEventInfo& eventInfo);
void HandleProcTriggerSpellWithValueAuraProc(AuraApplication* aurApp, ProcEventInfo& eventInfo);
void HandleProcTriggerDamageAuraProc(AuraApplication* aurApp, ProcEventInfo& eventInfo);
void HandleRaidProcFromChargeAuraProc(AuraApplication* aurApp, ProcEventInfo& eventInfo);
void HandleRaidProcFromChargeWithValueAuraProc(AuraApplication* aurApp, ProcEventInfo& eventInfo);
};
namespace Acore
{
// Binary predicate for sorting the priority of absorption aura effects
class AbsorbAuraOrderPred
{
public:
AbsorbAuraOrderPred() { }
bool operator() (AuraEffect* aurEffA, AuraEffect* aurEffB) const
{
SpellInfo const* spellProtoA = aurEffA->GetSpellInfo();
SpellInfo const* spellProtoB = aurEffB->GetSpellInfo();
// Wards
if ((spellProtoA->SpellFamilyName == SPELLFAMILY_MAGE) ||
(spellProtoA->SpellFamilyName == SPELLFAMILY_WARLOCK))
if (spellProtoA->GetCategory() == 56)
return true;
if ((spellProtoB->SpellFamilyName == SPELLFAMILY_MAGE) ||
(spellProtoB->SpellFamilyName == SPELLFAMILY_WARLOCK))
if (spellProtoB->GetCategory() == 56)
return false;
// Sacred Shield
if (spellProtoA->Id == 58597)
return true;
if (spellProtoB->Id == 58597)
return false;
// Fel Blossom
if (spellProtoA->Id == 28527)
return true;
if (spellProtoB->Id == 28527)
return false;
// Divine Aegis
if (spellProtoA->Id == 47753)
return true;
if (spellProtoB->Id == 47753)
return false;
// Ice Barrier
if (spellProtoA->GetCategory() == 471)
return true;
if (spellProtoB->GetCategory() == 471)
return false;
// Sacrifice
if ((spellProtoA->SpellFamilyName == SPELLFAMILY_WARLOCK) &&
(spellProtoA->SpellIconID == 693))
return true;
if ((spellProtoB->SpellFamilyName == SPELLFAMILY_WARLOCK) &&
(spellProtoB->SpellIconID == 693))
return false;
return false;
}
};
}
#endif