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Spell.h
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Spell.h
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/*
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef __SPELL_H
#define __SPELL_H
#include "GridDefines.h"
#include "SharedDefines.h"
class WorldSession;
class Unit;
class DynamicObj;
class Player;
class GameObject;
class Group;
class Aura;
enum SpellCastTargetFlags
{
TARGET_FLAG_SELF = 0x00000000,
TARGET_FLAG_UNUSED1 = 0x00000001, // not used in any spells as of 3.0.3 (can be set dynamically)
TARGET_FLAG_UNIT = 0x00000002, // pguid
TARGET_FLAG_UNUSED2 = 0x00000004, // not used in any spells as of 3.0.3 (can be set dynamically)
TARGET_FLAG_UNUSED3 = 0x00000008, // not used in any spells as of 3.0.3 (can be set dynamically)
TARGET_FLAG_ITEM = 0x00000010, // pguid
TARGET_FLAG_SOURCE_LOCATION = 0x00000020, // 3 float
TARGET_FLAG_DEST_LOCATION = 0x00000040, // 3 float
TARGET_FLAG_OBJECT_UNK = 0x00000080, // used in 7 spells only
TARGET_FLAG_UNIT_UNK = 0x00000100, // looks like self target (480 spells)
TARGET_FLAG_PVP_CORPSE = 0x00000200, // pguid
TARGET_FLAG_UNIT_CORPSE = 0x00000400, // 10 spells (gathering professions)
TARGET_FLAG_OBJECT = 0x00000800, // pguid, 2 spells
TARGET_FLAG_TRADE_ITEM = 0x00001000, // pguid, 0 spells
TARGET_FLAG_STRING = 0x00002000, // string, 0 spells
TARGET_FLAG_UNK1 = 0x00004000, // 199 spells, opening object/lock
TARGET_FLAG_CORPSE = 0x00008000, // pguid, resurrection spells
TARGET_FLAG_UNK2 = 0x00010000, // pguid, not used in any spells as of 3.0.3 (can be set dynamically)
TARGET_FLAG_GLYPH = 0x00020000 // used in glyph spells
};
enum SpellCastFlags
{
CAST_FLAG_NONE = 0x00000000,
CAST_FLAG_UNKNOWN0 = 0x00000001, // may be pending spell cast
CAST_FLAG_UNKNOWN1 = 0x00000002,
CAST_FLAG_UNKNOWN11 = 0x00000004,
CAST_FLAG_UNKNOWN12 = 0x00000008,
CAST_FLAG_UNKNOWN2 = 0x00000010,
CAST_FLAG_AMMO = 0x00000020, // Projectiles visual
CAST_FLAG_UNKNOWN8 = 0x00000040,
CAST_FLAG_UNKNOWN9 = 0x00000080,
CAST_FLAG_UNKNOWN3 = 0x00000100,
CAST_FLAG_UNKNOWN13 = 0x00000200,
CAST_FLAG_UNKNOWN14 = 0x00000400,
CAST_FLAG_UNKNOWN6 = 0x00000800, // wotlk, trigger rune cooldown
CAST_FLAG_UNKNOWN15 = 0x00001000,
CAST_FLAG_UNKNOWN16 = 0x00002000,
CAST_FLAG_UNKNOWN17 = 0x00004000,
CAST_FLAG_UNKNOWN18 = 0x00008000,
CAST_FLAG_UNKNOWN19 = 0x00010000,
CAST_FLAG_UNKNOWN4 = 0x00020000, // wotlk
CAST_FLAG_UNKNOWN10 = 0x00040000,
CAST_FLAG_UNKNOWN5 = 0x00080000, // wotlk
CAST_FLAG_UNKNOWN20 = 0x00100000,
CAST_FLAG_UNKNOWN7 = 0x00200000, // wotlk, rune cooldown list
CAST_FLAG_UNKNOWN21 = 0x04000000
};
enum SpellNotifyPushType
{
PUSH_IN_FRONT,
PUSH_IN_FRONT_90,
PUSH_IN_FRONT_30,
PUSH_IN_FRONT_15,
PUSH_IN_BACK,
PUSH_SELF_CENTER,
PUSH_DEST_CENTER,
PUSH_TARGET_CENTER
};
bool IsQuestTameSpell(uint32 spellId);
namespace MaNGOS
{
struct SpellNotifierPlayer;
struct SpellNotifierCreatureAndPlayer;
}
class SpellCastTargets
{
public:
SpellCastTargets();
~SpellCastTargets();
bool read ( WorldPacket * data, Unit *caster );
void write ( WorldPacket * data );
SpellCastTargets& operator=(const SpellCastTargets &target)
{
m_unitTarget = target.m_unitTarget;
m_itemTarget = target.m_itemTarget;
m_GOTarget = target.m_GOTarget;
m_unitTargetGUID = target.m_unitTargetGUID;
m_GOTargetGUID = target.m_GOTargetGUID;
m_CorpseTargetGUID = target.m_CorpseTargetGUID;
m_itemTargetGUID = target.m_itemTargetGUID;
m_itemTargetEntry = target.m_itemTargetEntry;
m_srcX = target.m_srcX;
m_srcY = target.m_srcY;
m_srcZ = target.m_srcZ;
m_destX = target.m_destX;
m_destY = target.m_destY;
m_destZ = target.m_destZ;
m_strTarget = target.m_strTarget;
m_targetMask = target.m_targetMask;
return *this;
}
uint64 getUnitTargetGUID() const { return m_unitTargetGUID; }
Unit *getUnitTarget() const { return m_unitTarget; }
void setUnitTarget(Unit *target);
void setDestination(float x, float y, float z);
void setSource(float x, float y, float z);
uint64 getGOTargetGUID() const { return m_GOTargetGUID; }
GameObject *getGOTarget() const { return m_GOTarget; }
void setGOTarget(GameObject *target);
uint64 getCorpseTargetGUID() const { return m_CorpseTargetGUID; }
void setCorpseTarget(Corpse* corpse);
uint64 getItemTargetGUID() const { return m_itemTargetGUID; }
Item* getItemTarget() const { return m_itemTarget; }
uint32 getItemTargetEntry() const { return m_itemTargetEntry; }
void setItemTarget(Item* item);
void updateTradeSlotItem()
{
if(m_itemTarget && (m_targetMask & TARGET_FLAG_TRADE_ITEM))
{
m_itemTargetGUID = m_itemTarget->GetGUID();
m_itemTargetEntry = m_itemTarget->GetEntry();
}
}
bool IsEmpty() const { return m_GOTargetGUID==0 && m_unitTargetGUID==0 && m_itemTarget==0 && m_CorpseTargetGUID==0; }
void Update(Unit* caster);
float m_srcX, m_srcY, m_srcZ;
float m_destX, m_destY, m_destZ;
std::string m_strTarget;
uint32 m_targetMask;
private:
// objects (can be used at spell creating and after Update at casting
Unit *m_unitTarget;
GameObject *m_GOTarget;
Item *m_itemTarget;
// object GUID/etc, can be used always
uint64 m_unitTargetGUID;
uint64 m_GOTargetGUID;
uint64 m_CorpseTargetGUID;
uint64 m_itemTargetGUID;
uint32 m_itemTargetEntry;
};
enum SpellState
{
SPELL_STATE_NULL = 0,
SPELL_STATE_PREPARING = 1,
SPELL_STATE_CASTING = 2,
SPELL_STATE_FINISHED = 3,
SPELL_STATE_IDLE = 4,
SPELL_STATE_DELAYED = 5
};
enum SpellTargets
{
SPELL_TARGETS_HOSTILE,
SPELL_TARGETS_NOT_FRIENDLY,
SPELL_TARGETS_NOT_HOSTILE,
SPELL_TARGETS_FRIENDLY,
SPELL_TARGETS_AOE_DAMAGE
};
#define SPELL_SPELL_CHANNEL_UPDATE_INTERVAL (1*IN_MILISECONDS)
typedef std::multimap<uint64, uint64> SpellTargetTimeMap;
class Spell
{
friend struct MaNGOS::SpellNotifierPlayer;
friend struct MaNGOS::SpellNotifierCreatureAndPlayer;
friend void Unit::SetCurrentCastedSpell( Spell * pSpell );
public:
void EffectNULL(uint32 );
void EffectUnused(uint32 );
void EffectDistract(uint32 i);
void EffectPull(uint32 i);
void EffectSchoolDMG(uint32 i);
void EffectEnvirinmentalDMG(uint32 i);
void EffectInstaKill(uint32 i);
void EffectDummy(uint32 i);
void EffectTeleportUnits(uint32 i);
void EffectApplyAura(uint32 i);
void EffectSendEvent(uint32 i);
void EffectPowerBurn(uint32 i);
void EffectPowerDrain(uint32 i);
void EffectHeal(uint32 i);
void EffectHealthLeech(uint32 i);
void EffectQuestComplete(uint32 i);
void EffectCreateItem(uint32 i);
void EffectCreateItem2(uint32 i);
void EffectCreateRandomItem(uint32 i);
void EffectPersistentAA(uint32 i);
void EffectEnergize(uint32 i);
void EffectOpenLock(uint32 i);
void EffectSummonChangeItem(uint32 i);
void EffectProficiency(uint32 i);
void EffectApplyAreaAura(uint32 i);
void EffectSummonType(uint32 i);
void EffectSummon(uint32 i);
void EffectLearnSpell(uint32 i);
void EffectDispel(uint32 i);
void EffectDualWield(uint32 i);
void EffectPickPocket(uint32 i);
void EffectAddFarsight(uint32 i);
void EffectSummonWild(uint32 i, uint32 forceFaction = 0);
void EffectSummonGuardian(uint32 i, uint32 forceFaction = 0);
void EffectHealMechanical(uint32 i);
void EffectJump(uint32 i);
void EffectTeleUnitsFaceCaster(uint32 i);
void EffectLearnSkill(uint32 i);
void EffectAddHonor(uint32 i);
void EffectTradeSkill(uint32 i);
void EffectEnchantItemPerm(uint32 i);
void EffectEnchantItemTmp(uint32 i);
void EffectTameCreature(uint32 i);
void EffectSummonPet(uint32 i);
void EffectLearnPetSpell(uint32 i);
void EffectWeaponDmg(uint32 i);
void EffectForceCast(uint32 i);
void EffectTriggerSpell(uint32 i);
void EffectTriggerMissileSpell(uint32 i);
void EffectThreat(uint32 i);
void EffectHealMaxHealth(uint32 i);
void EffectInterruptCast(uint32 i);
void EffectSummonObjectWild(uint32 i);
void EffectScriptEffect(uint32 i);
void EffectSanctuary(uint32 i);
void EffectAddComboPoints(uint32 i);
void EffectDuel(uint32 i);
void EffectStuck(uint32 i);
void EffectSummonPlayer(uint32 i);
void EffectActivateObject(uint32 i);
void EffectApplyGlyph(uint32 i);
void EffectSummonTotem(uint32 i, uint8 slot = 0);
void EffectEnchantHeldItem(uint32 i);
void EffectSummonObject(uint32 i);
void EffectResurrect(uint32 i);
void EffectParry(uint32 i);
void EffectBlock(uint32 i);
void EffectLeapForward(uint32 i);
void EffectLeapBack(uint32 i);
void EffectTransmitted(uint32 i);
void EffectDisEnchant(uint32 i);
void EffectInebriate(uint32 i);
void EffectFeedPet(uint32 i);
void EffectDismissPet(uint32 i);
void EffectReputation(uint32 i);
void EffectSelfResurrect(uint32 i);
void EffectSkinning(uint32 i);
void EffectCharge(uint32 i);
void EffectCharge2(uint32 i);
void EffectProspecting(uint32 i);
void EffectMilling(uint32 i);
void EffectRenamePet(uint32 i);
void EffectSendTaxi(uint32 i);
void EffectSummonCritter(uint32 i, uint32 forceFaction = 0);
void EffectKnockBack(uint32 i);
void EffectPlayerPull(uint32 i);
void EffectDispelMechanic(uint32 i);
void EffectSummonDeadPet(uint32 i);
void EffectDestroyAllTotems(uint32 i);
void EffectDurabilityDamage(uint32 i);
void EffectSkill(uint32 i);
void EffectTaunt(uint32 i);
void EffectDurabilityDamagePCT(uint32 i);
void EffectModifyThreatPercent(uint32 i);
void EffectResurrectNew(uint32 i);
void EffectAddExtraAttacks(uint32 i);
void EffectSpiritHeal(uint32 i);
void EffectSkinPlayerCorpse(uint32 i);
void EffectStealBeneficialBuff(uint32 i);
void EffectUnlearnSpecialization(uint32 i);
void EffectHealPct(uint32 i);
void EffectEnergisePct(uint32 i);
void EffectTriggerSpellWithValue(uint32 i);
void EffectTriggerRitualOfSummoning(uint32 i);
void EffectKillCreditPersonal(uint32 i);
void EffectKillCredit(uint32 i);
void EffectQuestFail(uint32 i);
void EffectActivateRune(uint32 i);
void EffectTitanGrip(uint32 i);
void EffectEnchantItemPrismatic(uint32 i);
void EffectPlayMusic(uint32 i);
Spell( Unit* Caster, SpellEntry const *info, bool triggered, uint64 originalCasterGUID = 0, Spell** triggeringContainer = NULL );
~Spell();
void prepare(SpellCastTargets const* targets, Aura* triggeredByAura = NULL);
void cancel();
void update(uint32 difftime);
void cast(bool skipCheck = false);
void finish(bool ok = true);
void TakePower();
void TakeRunePower();
void TakeReagents();
void TakeCastItem();
SpellCastResult CheckCast(bool strict);
SpellCastResult CheckPetCast(Unit* target);
// handlers
void handle_immediate();
uint64 handle_delayed(uint64 t_offset);
// handler helpers
void _handle_immediate_phase();
void _handle_finish_phase();
SpellCastResult CheckItems();
SpellCastResult CheckRange(bool strict);
SpellCastResult CheckPower();
SpellCastResult CheckRuneCost(uint32 runeCostID);
SpellCastResult CheckCasterAuras() const;
int32 CalculateDamage(uint8 i, Unit* target) { return m_caster->CalculateSpellDamage(m_spellInfo,i,m_currentBasePoints[i],target); }
int32 CalculatePowerCost();
bool HaveTargetsForEffect(uint8 effect) const;
void Delayed();
void DelayedChannel();
uint32 getState() const { return m_spellState; }
void setState(uint32 state) { m_spellState = state; }
void DoCreateItem(uint32 i, uint32 itemtype);
void WriteSpellGoTargets( WorldPacket * data );
void WriteAmmoToPacket( WorldPacket * data );
typedef std::list<Unit*> UnitList;
void FillTargetMap();
void SetTargetMap(uint32 effIndex,uint32 targetMode,UnitList& TagUnitMap);
void FillCustomTargetMap(uint32 i, UnitList& TagUnitMap);
void FillAreaTargets( UnitList& TagUnitMap, float x, float y, float radius, SpellNotifyPushType pushType, SpellTargets spellTargets );
void FillRaidOrPartyTargets( UnitList &TagUnitMap, Unit* member, Unit* center, float radius, bool raid, bool withPets, bool withcaster );
void FillRaidOrPartyManaPriorityTargets( UnitList &TagUnitMap, Unit* member, Unit* center, float radius, uint32 count, bool raid, bool withPets, bool withcaster );
void FillRaidOrPartyHealthPriorityTargets( UnitList &TagUnitMap, Unit* member, Unit* center, float radius, uint32 count, bool raid, bool withPets, bool withcaster );
template<typename T> WorldObject* FindCorpseUsing();
bool CheckTarget( Unit* target, uint32 eff );
bool CanAutoCast(Unit* target);
static void MANGOS_DLL_SPEC SendCastResult(Player* caster, SpellEntry const* spellInfo, uint8 cast_count, SpellCastResult result);
void SendCastResult(SpellCastResult result);
void SendSpellStart();
void SendSpellGo();
void SendSpellCooldown();
void SendLogExecute();
void SendInterrupted(uint8 result);
void SendChannelUpdate(uint32 time);
void SendChannelStart(uint32 duration);
void SendResurrectRequest(Player* target);
void SendPlaySpellVisual(uint32 SpellID);
void HandleEffects(Unit *pUnitTarget,Item *pItemTarget,GameObject *pGOTarget,uint32 i, float DamageMultiplier = 1.0);
void HandleThreatSpells(uint32 spellId);
//void HandleAddAura(Unit* Target);
SpellEntry const* m_spellInfo;
int32 m_currentBasePoints[3]; // cache SpellEntry::EffectBasePoints and use for set custom base points
Item* m_CastItem;
uint8 m_cast_count;
uint32 m_glyphIndex;
SpellCastTargets m_targets;
int32 GetCastTime() const { return m_casttime; }
uint32 GetCastedTime() { return m_timer; }
bool IsAutoRepeat() const { return m_autoRepeat; }
void SetAutoRepeat(bool rep) { m_autoRepeat = rep; }
void ReSetTimer() { m_timer = m_casttime > 0 ? m_casttime : 0; }
bool IsNextMeleeSwingSpell() const
{
return m_spellInfo->Attributes & (SPELL_ATTR_ON_NEXT_SWING_1|SPELL_ATTR_ON_NEXT_SWING_2);
}
bool IsRangedSpell() const
{
return m_spellInfo->Attributes & SPELL_ATTR_RANGED;
}
bool IsChannelActive() const { return m_caster->GetUInt32Value(UNIT_CHANNEL_SPELL) != 0; }
bool IsMeleeAttackResetSpell() const { return !m_IsTriggeredSpell && (m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_AUTOATTACK); }
bool IsRangedAttackResetSpell() const { return !m_IsTriggeredSpell && IsRangedSpell() && (m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_AUTOATTACK); }
bool IsDeletable() const { return !m_referencedFromCurrentSpell && !m_executedCurrently; }
void SetReferencedFromCurrent(bool yes) { m_referencedFromCurrentSpell = yes; }
void SetExecutedCurrently(bool yes) { m_executedCurrently = yes; }
uint64 GetDelayStart() const { return m_delayStart; }
void SetDelayStart(uint64 m_time) { m_delayStart = m_time; }
uint64 GetDelayMoment() const { return m_delayMoment; }
bool IsNeedSendToClient() const;
CurrentSpellTypes GetCurrentContainer();
Unit* GetCaster() const { return m_caster; }
Unit* GetOriginalCaster() const { return m_originalCaster; }
int32 GetPowerCost() const { return m_powerCost; }
void UpdatePointers(); // must be used at call Spell code after time delay (non triggered spell cast/update spell call/etc)
bool IsAffectedByAura(Aura *aura);
bool CheckTargetCreatureType(Unit* target) const;
void AddTriggeredSpell(SpellEntry const* spellInfo) { m_TriggerSpells.push_back(spellInfo); }
void AddPrecastSpell(SpellEntry const* spellInfo) { m_preCastSpells.push_back(spellInfo); }
void AddTriggeredSpell(uint32 spellId);
void AddPrecastSpell(uint32 spellId);
void CastPreCastSpells(Unit* target);
void CastTriggerSpells();
void CleanupTargetList();
protected:
void SendLoot(uint64 guid, LootType loottype);
Unit* m_caster;
uint64 m_originalCasterGUID; // real source of cast (aura caster/etc), used for spell targets selection
// e.g. damage around area spell trigered by victim aura and da,age emeies of aura caster
Unit* m_originalCaster; // cached pointer for m_originalCaster, updated at Spell::UpdatePointers()
Spell** m_selfContainer; // pointer to our spell container (if applicable)
Spell** m_triggeringContainer; // pointer to container with spell that has triggered us
//Spell data
SpellSchoolMask m_spellSchoolMask; // Spell school (can be overwrite for some spells (wand shoot for example)
WeaponAttackType m_attackType; // For weapon based attack
int32 m_powerCost; // Calculated spell cost initialized only in Spell::prepare
int32 m_casttime; // Calculated spell cast time initialized only in Spell::prepare
bool m_canReflect; // can reflect this spell?
bool m_autoRepeat;
uint8 m_runesState;
uint8 m_delayAtDamageCount;
bool isDelayableNoMore()
{
if(m_delayAtDamageCount >= 2)
return true;
m_delayAtDamageCount++;
return false;
}
// Delayed spells system
uint64 m_delayStart; // time of spell delay start, filled by event handler, zero = just started
uint64 m_delayMoment; // moment of next delay call, used internally
bool m_immediateHandled; // were immediate actions handled? (used by delayed spells only)
// These vars are used in both delayed spell system and modified immediate spell system
bool m_referencedFromCurrentSpell; // mark as references to prevent deleted and access by dead pointers
bool m_executedCurrently; // mark as executed to prevent deleted and access by dead pointers
bool m_needSpellLog; // need to send spell log?
uint8 m_applyMultiplierMask; // by effect: damage multiplier needed?
float m_damageMultipliers[3]; // by effect: damage multiplier
// Current targets, to be used in SpellEffects (MUST BE USED ONLY IN SPELL EFFECTS)
Unit* unitTarget;
Item* itemTarget;
GameObject* gameObjTarget;
int32 damage;
// this is set in Spell Hit, but used in Apply Aura handler
DiminishingLevels m_diminishLevel;
DiminishingGroup m_diminishGroup;
// -------------------------------------------
GameObject* focusObject;
// Damage and healing in effects need just calculate
int32 m_damage; // Damge in effects count here
int32 m_healing; // Healing in effects count here
int32 m_healthLeech; // Health leech in effects for all targets count here
//******************************************
// Spell trigger system
//******************************************
bool m_canTrigger; // Can start trigger (m_IsTriggeredSpell can`t use for this)
uint32 m_procAttacker; // Attacker trigger flags
uint32 m_procVictim; // Victim trigger flags
void prepareDataForTriggerSystem();
//*****************************************
// Spell target subsystem
//*****************************************
// Targets store structures and data
struct TargetInfo
{
uint64 targetGUID;
uint64 timeDelay;
SpellMissInfo missCondition:8;
SpellMissInfo reflectResult:8;
uint8 effectMask:8;
bool processed:1;
};
std::list<TargetInfo> m_UniqueTargetInfo;
uint8 m_needAliveTargetMask; // Mask req. alive targets
struct GOTargetInfo
{
uint64 targetGUID;
uint64 timeDelay;
uint8 effectMask:8;
bool processed:1;
};
std::list<GOTargetInfo> m_UniqueGOTargetInfo;
struct ItemTargetInfo
{
Item *item;
uint8 effectMask;
};
std::list<ItemTargetInfo> m_UniqueItemInfo;
void AddUnitTarget(Unit* target, uint32 effIndex);
void AddUnitTarget(uint64 unitGUID, uint32 effIndex);
void AddGOTarget(GameObject* target, uint32 effIndex);
void AddGOTarget(uint64 goGUID, uint32 effIndex);
void AddItemTarget(Item* target, uint32 effIndex);
void DoAllEffectOnTarget(TargetInfo *target);
void DoSpellHitOnUnit(Unit *unit, uint32 effectMask);
void DoAllEffectOnTarget(GOTargetInfo *target);
void DoAllEffectOnTarget(ItemTargetInfo *target);
bool IsAliveUnitPresentInTargetList();
SpellCastResult CanOpenLock(uint32 effIndex, uint32 lockid, SkillType& skillid, int32& reqSkillValue, int32& skillValue);
// -------------------------------------------
//List For Triggered Spells
typedef std::list<SpellEntry const*> SpellInfoList;
SpellInfoList m_TriggerSpells; // casted by caster to same targets settings in m_targets at success finish of current spell
SpellInfoList m_preCastSpells; // casted by caster to each target at spell hit before spell effects apply
uint32 m_spellState;
uint32 m_timer;
float m_castPositionX;
float m_castPositionY;
float m_castPositionZ;
float m_castOrientation;
bool m_IsTriggeredSpell;
// if need this can be replaced by Aura copy
// we can't store original aura link to prevent access to deleted auras
// and in same time need aura data and after aura deleting.
SpellEntry const* m_triggeredByAuraSpell;
};
enum ReplenishType
{
REPLENISH_UNDEFINED = 0,
REPLENISH_HEALTH = 20,
REPLENISH_MANA = 21,
REPLENISH_RAGE = 22
};
namespace MaNGOS
{
struct MANGOS_DLL_DECL SpellNotifierPlayer
{
std::list<Unit*> &i_data;
Spell &i_spell;
const uint32& i_index;
float i_radius;
Unit* i_originalCaster;
SpellNotifierPlayer(Spell &spell, std::list<Unit*> &data, const uint32 &i, float radius)
: i_data(data), i_spell(spell), i_index(i), i_radius(radius)
{
i_originalCaster = i_spell.GetOriginalCaster();
}
void Visit(PlayerMapType &m)
{
if(!i_originalCaster)
return;
for(PlayerMapType::iterator itr=m.begin(); itr != m.end(); ++itr)
{
Player * pPlayer = itr->getSource();
if( !pPlayer->isAlive() || pPlayer->isInFlight())
continue;
if( i_originalCaster->IsFriendlyTo(pPlayer) )
continue;
if( pPlayer->IsWithinDist3d(i_spell.m_targets.m_destX, i_spell.m_targets.m_destY, i_spell.m_targets.m_destZ,i_radius))
i_data.push_back(pPlayer);
}
}
template<class SKIP> void Visit(GridRefManager<SKIP> &) {}
};
struct MANGOS_DLL_DECL SpellNotifierCreatureAndPlayer
{
std::list<Unit*> *i_data;
Spell &i_spell;
SpellNotifyPushType i_push_type;
float i_radius;
SpellTargets i_TargetType;
Unit* i_originalCaster;
SpellNotifierCreatureAndPlayer(Spell &spell, std::list<Unit*> &data, float radius, SpellNotifyPushType type,
SpellTargets TargetType = SPELL_TARGETS_NOT_FRIENDLY)
: i_data(&data), i_spell(spell), i_push_type(type), i_radius(radius), i_TargetType(TargetType)
{
i_originalCaster = spell.GetOriginalCaster();
}
template<class T> inline void Visit(GridRefManager<T> &m)
{
assert(i_data);
if(!i_originalCaster)
return;
for(typename GridRefManager<T>::iterator itr = m.begin(); itr != m.end(); ++itr)
{
// there are still more spells which can be casted on dead, but
// they are no AOE and don't have such a nice SPELL_ATTR flag
if ( !itr->getSource()->isTargetableForAttack(i_spell.m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_CAST_ON_DEAD)
// mostly phase check
|| !itr->getSource()->IsInMap(i_originalCaster))
continue;
switch (i_TargetType)
{
case SPELL_TARGETS_HOSTILE:
if (!i_originalCaster->IsHostileTo( itr->getSource() ))
continue;
break;
case SPELL_TARGETS_NOT_FRIENDLY:
if (i_originalCaster->IsFriendlyTo( itr->getSource() ))
continue;
break;
case SPELL_TARGETS_NOT_HOSTILE:
if (i_originalCaster->IsHostileTo( itr->getSource() ))
continue;
break;
case SPELL_TARGETS_FRIENDLY:
if (!i_originalCaster->IsFriendlyTo( itr->getSource() ))
continue;
break;
case SPELL_TARGETS_AOE_DAMAGE:
{
if(itr->getSource()->GetTypeId()==TYPEID_UNIT && ((Creature*)itr->getSource())->isTotem())
continue;
Unit* check = i_originalCaster->GetCharmerOrOwnerOrSelf();
if( check->GetTypeId()==TYPEID_PLAYER )
{
if (check->IsFriendlyTo( itr->getSource() ))
continue;
}
else
{
if (!check->IsHostileTo( itr->getSource() ))
continue;
}
}
break;
default: continue;
}
switch(i_push_type)
{
case PUSH_IN_FRONT:
if(i_spell.GetCaster()->isInFrontInMap((Unit*)(itr->getSource()), i_radius, 2*M_PI/3 ))
i_data->push_back(itr->getSource());
break;
case PUSH_IN_FRONT_90:
if(i_spell.GetCaster()->isInFrontInMap((Unit*)(itr->getSource()), i_radius, M_PI/2 ))
i_data->push_back(itr->getSource());
break;
case PUSH_IN_FRONT_30:
if(i_spell.GetCaster()->isInFrontInMap((Unit*)(itr->getSource()), i_radius, M_PI/6 ))
i_data->push_back(itr->getSource());
break;
case PUSH_IN_FRONT_15:
if(i_spell.GetCaster()->isInFrontInMap((Unit*)(itr->getSource()), i_radius, M_PI/12 ))
i_data->push_back(itr->getSource());
break;
case PUSH_IN_BACK:
if(i_spell.GetCaster()->isInBackInMap((Unit*)(itr->getSource()), i_radius, 2*M_PI/3 ))
i_data->push_back(itr->getSource());
break;
case PUSH_SELF_CENTER:
if(i_spell.GetCaster()->IsWithinDist((Unit*)(itr->getSource()), i_radius))
i_data->push_back(itr->getSource());
break;
case PUSH_DEST_CENTER:
if(itr->getSource()->IsWithinDist3d(i_spell.m_targets.m_destX, i_spell.m_targets.m_destY, i_spell.m_targets.m_destZ,i_radius))
i_data->push_back(itr->getSource());
break;
case PUSH_TARGET_CENTER:
if(i_spell.m_targets.getUnitTarget()->IsWithinDist((Unit*)(itr->getSource()), i_radius))
i_data->push_back(itr->getSource());
break;
}
}
}
#ifdef WIN32
template<> inline void Visit(CorpseMapType & ) {}
template<> inline void Visit(GameObjectMapType & ) {}
template<> inline void Visit(DynamicObjectMapType & ) {}
#endif
};
#ifndef WIN32
template<> inline void SpellNotifierCreatureAndPlayer::Visit(CorpseMapType& ) {}
template<> inline void SpellNotifierCreatureAndPlayer::Visit(GameObjectMapType& ) {}
template<> inline void SpellNotifierCreatureAndPlayer::Visit(DynamicObjectMapType& ) {}
#endif
}
typedef void(Spell::*pEffect)(uint32 i);
class SpellEvent : public BasicEvent
{
public:
SpellEvent(Spell* spell);
virtual ~SpellEvent();
virtual bool Execute(uint64 e_time, uint32 p_time);
virtual void Abort(uint64 e_time);
virtual bool IsDeletable() const;
protected:
Spell* m_Spell;
};
#endif