2008-11-17 17:59:33 -06:00
/*
* Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
*
* Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
*
* 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
*/
#include "SpellMgr.h"
#include "ObjectMgr.h"
#include "SpellAuraDefines.h"
#include "ProgressBar.h"
#include "Database/DBCStores.h"
#include "World.h"
#include "Chat.h"
#include "Spell.h"
SpellMgr :: SpellMgr ()
{
}
SpellMgr ::~ SpellMgr ()
{
}
SpellMgr & SpellMgr :: Instance ()
{
static SpellMgr spellMgr ;
return spellMgr ;
}
int32 GetSpellDuration ( SpellEntry const * spellInfo )
{
if ( ! spellInfo )
return 0 ;
SpellDurationEntry const * du = sSpellDurationStore . LookupEntry ( spellInfo -> DurationIndex );
if ( ! du )
return 0 ;
return ( du -> Duration [ 0 ] == - 1 ) ? - 1 : abs ( du -> Duration [ 0 ]);
}
int32 GetSpellMaxDuration ( SpellEntry const * spellInfo )
{
if ( ! spellInfo )
return 0 ;
SpellDurationEntry const * du = sSpellDurationStore . LookupEntry ( spellInfo -> DurationIndex );
if ( ! du )
return 0 ;
return ( du -> Duration [ 2 ] == - 1 ) ? - 1 : abs ( du -> Duration [ 2 ]);
}
uint32 GetSpellCastTime ( SpellEntry const * spellInfo , Spell const * spell )
{
SpellCastTimesEntry const * spellCastTimeEntry = sSpellCastTimesStore . LookupEntry ( spellInfo -> CastingTimeIndex );
// not all spells have cast time index and this is all is pasiive abilities
if ( ! spellCastTimeEntry )
return 0 ;
int32 castTime = spellCastTimeEntry -> CastTime ;
if ( spell )
{
if ( Player * modOwner = spell -> GetCaster () -> GetSpellModOwner ())
modOwner -> ApplySpellMod ( spellInfo -> Id , SPELLMOD_CASTING_TIME , castTime , spell );
if ( ! ( spellInfo -> Attributes & ( SPELL_ATTR_UNK4 | SPELL_ATTR_UNK5 )) )
castTime = int32 ( castTime * spell -> GetCaster () -> GetFloatValue ( UNIT_MOD_CAST_SPEED ));
else
{
if ( spell -> IsRangedSpell () && ! spell -> IsAutoRepeat ())
castTime = int32 ( castTime * spell -> GetCaster () -> m_modAttackSpeedPct [ RANGED_ATTACK ]);
}
}
if ( spellInfo -> Attributes & SPELL_ATTR_RANGED && ( ! spell || ! ( spell -> IsAutoRepeat ())))
castTime += 500 ;
return ( castTime > 0 ) ? uint32 ( castTime ) : 0 ;
}
bool IsPassiveSpell ( uint32 spellId )
{
SpellEntry const * spellInfo = sSpellStore . LookupEntry ( spellId );
if ( ! spellInfo )
return false ;
return ( spellInfo -> Attributes & SPELL_ATTR_PASSIVE ) != 0 ;
}
/*not used for now so commented out
bool IsNoStackAuraDueToAura(uint32 spellId_1, uint32 effIndex_1, uint32 spellId_2, uint32 effIndex_2)
{
SpellEntry const *spellInfo_1 = sSpellStore.LookupEntry(spellId_1);
SpellEntry const *spellInfo_2 = sSpellStore.LookupEntry(spellId_2);
if(!spellInfo_1 || !spellInfo_2) return false;
if(spellInfo_1->Id == spellId_2) return false;
if (spellInfo_1->Effect[effIndex_1] != spellInfo_2->Effect[effIndex_2] ||
spellInfo_1->EffectMiscValue[effIndex_1] != spellInfo_2->EffectMiscValue[effIndex_2] ||
spellInfo_1->EffectApplyAuraName[effIndex_1] != spellInfo_2->EffectApplyAuraName[effIndex_2])
return false;
return true;
}*/
int32 CompareAuraRanks ( uint32 spellId_1 , uint32 effIndex_1 , uint32 spellId_2 , uint32 effIndex_2 )
{
SpellEntry const * spellInfo_1 = sSpellStore . LookupEntry ( spellId_1 );
SpellEntry const * spellInfo_2 = sSpellStore . LookupEntry ( spellId_2 );
if ( ! spellInfo_1 || ! spellInfo_2 ) return 0 ;
if ( spellId_1 == spellId_2 ) return 0 ;
int32 diff = spellInfo_1 -> EffectBasePoints [ effIndex_1 ] - spellInfo_2 -> EffectBasePoints [ effIndex_2 ];
if ( spellInfo_1 -> EffectBasePoints [ effIndex_1 ] + 1 < 0 && spellInfo_2 -> EffectBasePoints [ effIndex_2 ] + 1 < 0 ) return - diff ;
else return diff ;
}
SpellSpecific GetSpellSpecific ( uint32 spellId )
{
SpellEntry const * spellInfo = sSpellStore . LookupEntry ( spellId );
if ( ! spellInfo )
return SPELL_NORMAL ;
switch ( spellInfo -> SpellFamilyName )
{
case SPELLFAMILY_MAGE :
{
// family flags 18(Molten), 25(Frost/Ice), 28(Mage)
if ( spellInfo -> SpellFamilyFlags & 0x12040000 )
return SPELL_MAGE_ARMOR ;
if (( spellInfo -> SpellFamilyFlags & 0x1000000 ) && spellInfo -> EffectApplyAuraName [ 0 ] == SPELL_AURA_MOD_CONFUSE )
return SPELL_MAGE_POLYMORPH ;
break ;
}
case SPELLFAMILY_WARRIOR :
{
if ( spellInfo -> SpellFamilyFlags & 0x00008000010000LL )
return SPELL_POSITIVE_SHOUT ;
break ;
}
case SPELLFAMILY_WARLOCK :
{
// only warlock curses have this
if ( spellInfo -> Dispel == DISPEL_CURSE )
return SPELL_CURSE ;
// family flag 37 (only part spells have family name)
if ( spellInfo -> SpellFamilyFlags & 0x2000000000LL )
return SPELL_WARLOCK_ARMOR ;
//seed of corruption and corruption
if ( spellInfo -> SpellFamilyFlags & 0x1000000002LL )
return SPELL_WARLOCK_CORRUPTION ;
break ;
}
case SPELLFAMILY_HUNTER :
{
// only hunter stings have this
if ( spellInfo -> Dispel == DISPEL_POISON )
return SPELL_STING ;
break ;
}
case SPELLFAMILY_PALADIN :
{
if ( IsSealSpell ( spellInfo ))
return SPELL_SEAL ;
if ( spellInfo -> SpellFamilyFlags & 0x10000100LL )
return SPELL_BLESSING ;
if (( spellInfo -> SpellFamilyFlags & 0x00000820180400LL ) && ( spellInfo -> AttributesEx3 & 0x200 ))
return SPELL_JUDGEMENT ;
for ( int i = 0 ; i < 3 ; i ++ )
{
// only paladin auras have this
if ( spellInfo -> Effect [ i ] == SPELL_EFFECT_APPLY_AREA_AURA_PARTY )
return SPELL_AURA ;
}
break ;
}
case SPELLFAMILY_SHAMAN :
{
if ( IsElementalShield ( spellInfo ))
return SPELL_ELEMENTAL_SHIELD ;
break ;
}
case SPELLFAMILY_POTION :
return spellmgr . GetSpellElixirSpecific ( spellInfo -> Id );
}
// only warlock armor/skin have this (in additional to family cases)
if ( spellInfo -> SpellVisual == 130 && spellInfo -> SpellIconID == 89 )
{
return SPELL_WARLOCK_ARMOR ;
}
// only hunter aspects have this (but not all aspects in hunter family)
if ( spellInfo -> activeIconID == 122 && ( GetSpellSchoolMask ( spellInfo ) & SPELL_SCHOOL_MASK_NATURE ) &&
( spellInfo -> Attributes & 0x50000 ) != 0 && ( spellInfo -> Attributes & 0x9000010 ) == 0 )
{
return SPELL_ASPECT ;
}
for ( int i = 0 ; i < 3 ; i ++ )
if ( spellInfo -> Effect [ i ] == SPELL_EFFECT_APPLY_AURA && (
spellInfo -> EffectApplyAuraName [ i ] == SPELL_AURA_TRACK_CREATURES ||
spellInfo -> EffectApplyAuraName [ i ] == SPELL_AURA_TRACK_RESOURCES ||
spellInfo -> EffectApplyAuraName [ i ] == SPELL_AURA_TRACK_STEALTHED ) )
return SPELL_TRACKER ;
// elixirs can have different families, but potion most ofc.
if ( SpellSpecific sp = spellmgr . GetSpellElixirSpecific ( spellInfo -> Id ))
return sp ;
return SPELL_NORMAL ;
}
bool IsSingleFromSpellSpecificPerCaster ( uint32 spellSpec1 , uint32 spellSpec2 )
{
switch ( spellSpec1 )
{
case SPELL_SEAL :
case SPELL_BLESSING :
case SPELL_AURA :
case SPELL_STING :
case SPELL_CURSE :
case SPELL_ASPECT :
case SPELL_POSITIVE_SHOUT :
case SPELL_JUDGEMENT :
case SPELL_WARLOCK_CORRUPTION :
return spellSpec1 == spellSpec2 ;
default :
return false ;
}
}
bool IsSingleFromSpellSpecificPerTarget ( uint32 spellSpec1 , uint32 spellSpec2 )
{
switch ( spellSpec1 )
{
case SPELL_TRACKER :
case SPELL_WARLOCK_ARMOR :
case SPELL_MAGE_ARMOR :
case SPELL_ELEMENTAL_SHIELD :
case SPELL_MAGE_POLYMORPH :
return spellSpec1 == spellSpec2 ;
case SPELL_BATTLE_ELIXIR :
return spellSpec2 == SPELL_BATTLE_ELIXIR
|| spellSpec2 == SPELL_FLASK_ELIXIR ;
case SPELL_GUARDIAN_ELIXIR :
return spellSpec2 == SPELL_GUARDIAN_ELIXIR
|| spellSpec2 == SPELL_FLASK_ELIXIR ;
case SPELL_FLASK_ELIXIR :
return spellSpec2 == SPELL_BATTLE_ELIXIR
|| spellSpec2 == SPELL_GUARDIAN_ELIXIR
|| spellSpec2 == SPELL_FLASK_ELIXIR ;
default :
return false ;
}
}
bool IsPositiveTarget ( uint32 targetA , uint32 targetB )
{
// non-positive targets
switch ( targetA )
{
case TARGET_CHAIN_DAMAGE :
case TARGET_ALL_ENEMY_IN_AREA :
case TARGET_ALL_ENEMY_IN_AREA_INSTANT :
case TARGET_IN_FRONT_OF_CASTER :
case TARGET_ALL_ENEMY_IN_AREA_CHANNELED :
case TARGET_CURRENT_ENEMY_COORDINATES :
case TARGET_SINGLE_ENEMY :
return false ;
case TARGET_ALL_AROUND_CASTER :
return ( targetB == TARGET_ALL_PARTY || targetB == TARGET_ALL_FRIENDLY_UNITS_AROUND_CASTER );
default :
break ;
}
if ( targetB )
return IsPositiveTarget ( targetB , 0 );
return true ;
}
bool IsPositiveEffect ( uint32 spellId , uint32 effIndex )
{
SpellEntry const * spellproto = sSpellStore . LookupEntry ( spellId );
if ( ! spellproto ) return false ;
switch ( spellId )
{
case 23333 : // BG spell
case 23335 : // BG spell
case 34976 : // BG spell
return true ;
case 28441 : // not positive dummy spell
case 37675 : // Chaos Blast
return false ;
}
switch ( spellproto -> Effect [ effIndex ])
{
// always positive effects (check before target checks that provided non-positive result in some case for positive effects)
case SPELL_EFFECT_HEAL :
case SPELL_EFFECT_LEARN_SPELL :
case SPELL_EFFECT_SKILL_STEP :
case SPELL_EFFECT_HEAL_PCT :
case SPELL_EFFECT_ENERGIZE_PCT :
return true ;
// non-positive aura use
case SPELL_EFFECT_APPLY_AURA :
case SPELL_EFFECT_APPLY_AREA_AURA_FRIEND :
{
switch ( spellproto -> EffectApplyAuraName [ effIndex ])
{
case SPELL_AURA_DUMMY :
{
// dummy aura can be positive or negative dependent from casted spell
switch ( spellproto -> Id )
{
case 13139 : // net-o-matic special effect
case 23445 : // evil twin
case 38637 : // Nether Exhaustion (red)
case 38638 : // Nether Exhaustion (green)
case 38639 : // Nether Exhaustion (blue)
return false ;
default :
break ;
}
} break ;
case SPELL_AURA_MOD_STAT :
case SPELL_AURA_MOD_DAMAGE_DONE : // dependent from bas point sign (negative -> negative)
case SPELL_AURA_MOD_HEALING_DONE :
{
if ( spellproto -> EffectBasePoints [ effIndex ] + int32 ( spellproto -> EffectBaseDice [ effIndex ]) < 0 )
return false ;
break ;
}
case SPELL_AURA_ADD_TARGET_TRIGGER :
return true ;
case SPELL_AURA_PERIODIC_TRIGGER_SPELL :
if ( spellId != spellproto -> EffectTriggerSpell [ effIndex ])
{
uint32 spellTriggeredId = spellproto -> EffectTriggerSpell [ effIndex ];
SpellEntry const * spellTriggeredProto = sSpellStore . LookupEntry ( spellTriggeredId );
if ( spellTriggeredProto )
{
// non-positive targets of main spell return early
for ( int i = 0 ; i < 3 ; ++ i )
{
// if non-positive trigger cast targeted to positive target this main cast is non-positive
// this will place this spell auras as debuffs
if ( IsPositiveTarget ( spellTriggeredProto -> EffectImplicitTargetA [ effIndex ], spellTriggeredProto -> EffectImplicitTargetB [ effIndex ]) && ! IsPositiveEffect ( spellTriggeredId , i ))
return false ;
}
}
}
break ;
case SPELL_AURA_PROC_TRIGGER_SPELL :
// many positive auras have negative triggered spells at damage for example and this not make it negative (it can be canceled for example)
break ;
case SPELL_AURA_MOD_STUN : //have positive and negative spells, we can't sort its correctly at this moment.
if ( effIndex == 0 && spellproto -> Effect [ 1 ] == 0 && spellproto -> Effect [ 2 ] == 0 )
return false ; // but all single stun aura spells is negative
// Petrification
if ( spellproto -> Id == 17624 )
return false ;
break ;
case SPELL_AURA_MOD_ROOT :
case SPELL_AURA_MOD_SILENCE :
case SPELL_AURA_GHOST :
case SPELL_AURA_PERIODIC_LEECH :
case SPELL_AURA_MOD_PACIFY_SILENCE :
case SPELL_AURA_MOD_STALKED :
case SPELL_AURA_PERIODIC_DAMAGE_PERCENT :
return false ;
case SPELL_AURA_PERIODIC_DAMAGE : // used in positive spells also.
// part of negative spell if casted at self (prevent cancel)
if ( spellproto -> EffectImplicitTargetA [ effIndex ] == TARGET_SELF )
return false ;
break ;
case SPELL_AURA_MOD_DECREASE_SPEED : // used in positive spells also
// part of positive spell if casted at self
if ( spellproto -> EffectImplicitTargetA [ effIndex ] != TARGET_SELF )
return false ;
// but not this if this first effect (don't found batter check)
if ( spellproto -> Attributes & 0x4000000 && effIndex == 0 )
return false ;
break ;
case SPELL_AURA_TRANSFORM :
// some spells negative
switch ( spellproto -> Id )
{
case 36897 : // Transporter Malfunction (race mutation to horde)
case 36899 : // Transporter Malfunction (race mutation to alliance)
return false ;
}
break ;
case SPELL_AURA_MOD_SCALE :
// some spells negative
switch ( spellproto -> Id )
{
case 36900 : // Soul Split: Evil!
case 36901 : // Soul Split: Good
case 36893 : // Transporter Malfunction (decrease size case)
case 36895 : // Transporter Malfunction (increase size case)
return false ;
}
break ;
case SPELL_AURA_MECHANIC_IMMUNITY :
{
// non-positive immunities
switch ( spellproto -> EffectMiscValue [ effIndex ])
{
case MECHANIC_BANDAGE :
case MECHANIC_SHIELD :
case MECHANIC_MOUNT :
case MECHANIC_INVULNERABILITY :
return false ;
default :
break ;
}
} break ;
case SPELL_AURA_ADD_FLAT_MODIFIER : // mods
case SPELL_AURA_ADD_PCT_MODIFIER :
{
// non-positive mods
switch ( spellproto -> EffectMiscValue [ effIndex ])
{
case SPELLMOD_COST : // dependent from bas point sign (negative -> positive)
if ( spellproto -> EffectBasePoints [ effIndex ] + int32 ( spellproto -> EffectBaseDice [ effIndex ]) > 0 )
return false ;
break ;
default :
break ;
}
} break ;
case SPELL_AURA_MOD_HEALING_PCT :
if ( spellproto -> EffectBasePoints [ effIndex ] + int32 ( spellproto -> EffectBaseDice [ effIndex ]) < 0 )
return false ;
break ;
case SPELL_AURA_MOD_SKILL :
if ( spellproto -> EffectBasePoints [ effIndex ] + int32 ( spellproto -> EffectBaseDice [ effIndex ]) < 0 )
return false ;
break ;
case SPELL_AURA_FORCE_REACTION :
if ( spellproto -> Id == 42792 ) // Recently Dropped Flag (prevent cancel)
return false ;
break ;
default :
break ;
}
break ;
}
default :
break ;
}
// non-positive targets
if ( ! IsPositiveTarget ( spellproto -> EffectImplicitTargetA [ effIndex ], spellproto -> EffectImplicitTargetB [ effIndex ]))
return false ;
// AttributesEx check
if ( spellproto -> AttributesEx & ( 1 << 7 ))
return false ;
// ok, positive
return true ;
}
bool IsPositiveSpell ( uint32 spellId )
{
SpellEntry const * spellproto = sSpellStore . LookupEntry ( spellId );
if ( ! spellproto ) return false ;
// spells with at least one negative effect are considered negative
// some self-applied spells have negative effects but in self casting case negative check ignored.
for ( int i = 0 ; i < 3 ; i ++ )
if ( ! IsPositiveEffect ( spellId , i ))
return false ;
return true ;
}
bool IsSingleTargetSpell ( SpellEntry const * spellInfo )
{
// all other single target spells have if it has AttributesEx5
if ( spellInfo -> AttributesEx5 & SPELL_ATTR_EX5_SINGLE_TARGET_SPELL )
return true ;
// TODO - need found Judgements rule
switch ( GetSpellSpecific ( spellInfo -> Id ))
{
case SPELL_JUDGEMENT :
return true ;
}
// single target triggered spell.
// Not real client side single target spell, but it' not triggered until prev. aura expired.
// This is allow store it in single target spells list for caster for spell proc checking
if ( spellInfo -> Id == 38324 ) // Regeneration (triggered by 38299 (HoTs on Heals))
return true ;
return false ;
}
bool IsSingleTargetSpells ( SpellEntry const * spellInfo1 , SpellEntry const * spellInfo2 )
{
// TODO - need better check
// Equal icon and spellfamily
if ( spellInfo1 -> SpellFamilyName == spellInfo2 -> SpellFamilyName &&
spellInfo1 -> SpellIconID == spellInfo2 -> SpellIconID )
return true ;
// TODO - need found Judgements rule
SpellSpecific spec1 = GetSpellSpecific ( spellInfo1 -> Id );
// spell with single target specific types
switch ( spec1 )
{
case SPELL_JUDGEMENT :
if ( GetSpellSpecific ( spellInfo2 -> Id ) == spec1 )
return true ;
break ;
}
return false ;
}
uint8 GetErrorAtShapeshiftedCast ( SpellEntry const * spellInfo , uint32 form )
{
// talents that learn spells can have stance requirements that need ignore
// (this requirement only for client-side stance show in talent description)
if ( GetTalentSpellCost ( spellInfo -> Id ) > 0 &&
( spellInfo -> Effect [ 0 ] == SPELL_EFFECT_LEARN_SPELL || spellInfo -> Effect [ 1 ] == SPELL_EFFECT_LEARN_SPELL || spellInfo -> Effect [ 2 ] == SPELL_EFFECT_LEARN_SPELL ) )
return 0 ;
uint32 stanceMask = ( form ? 1 << ( form - 1 ) : 0 );
if ( stanceMask & spellInfo -> StancesNot ) // can explicitly not be casted in this stance
return SPELL_FAILED_NOT_SHAPESHIFT ;
if ( stanceMask & spellInfo -> Stances ) // can explicitly be casted in this stance
return 0 ;
bool actAsShifted = false ;
if ( form > 0 )
{
SpellShapeshiftEntry const * shapeInfo = sSpellShapeshiftStore . LookupEntry ( form );
if ( ! shapeInfo )
{
sLog . outError ( "GetErrorAtShapeshiftedCast: unknown shapeshift %u" , form );
return 0 ;
}
actAsShifted = ! ( shapeInfo -> flags1 & 1 ); // shapeshift acts as normal form for spells
}
if ( actAsShifted )
{
if ( spellInfo -> Attributes & SPELL_ATTR_NOT_SHAPESHIFT ) // not while shapeshifted
return SPELL_FAILED_NOT_SHAPESHIFT ;
else if ( spellInfo -> Stances != 0 ) // needs other shapeshift
return SPELL_FAILED_ONLY_SHAPESHIFT ;
}
else
{
// needs shapeshift
if ( ! ( spellInfo -> AttributesEx2 & SPELL_ATTR_EX2_NOT_NEED_SHAPESHIFT ) && spellInfo -> Stances != 0 )
return SPELL_FAILED_ONLY_SHAPESHIFT ;
}
return 0 ;
}
void SpellMgr :: LoadSpellTargetPositions ()
{
mSpellTargetPositions . clear (); // need for reload case
uint32 count = 0 ;
// 0 1 2 3 4 5
QueryResult * result = WorldDatabase . Query ( "SELECT id, target_map, target_position_x, target_position_y, target_position_z, target_orientation FROM spell_target_position" );
if ( ! result )
{
barGoLink bar ( 1 );
bar . step ();
sLog . outString ();
sLog . outString ( ">> Loaded %u spell target coordinates" , count );
return ;
}
barGoLink bar ( result -> GetRowCount () );
do
{
Field * fields = result -> Fetch ();
bar . step ();
++ count ;
uint32 Spell_ID = fields [ 0 ]. GetUInt32 ();
SpellTargetPosition st ;
st . target_mapId = fields [ 1 ]. GetUInt32 ();
st . target_X = fields [ 2 ]. GetFloat ();
st . target_Y = fields [ 3 ]. GetFloat ();
st . target_Z = fields [ 4 ]. GetFloat ();
st . target_Orientation = fields [ 5 ]. GetFloat ();
SpellEntry const * spellInfo = sSpellStore . LookupEntry ( Spell_ID );
if ( ! spellInfo )
{
sLog . outErrorDb ( "Spell (ID:%u) listed in `spell_target_position` does not exist." , Spell_ID );
continue ;
}
bool found = false ;
for ( int i = 0 ; i < 3 ; ++ i )
{
if ( spellInfo -> EffectImplicitTargetA [ i ] == TARGET_TABLE_X_Y_Z_COORDINATES || spellInfo -> EffectImplicitTargetB [ i ] == TARGET_TABLE_X_Y_Z_COORDINATES )
{
found = true ;
break ;
}
}
if ( ! found )
{
sLog . outErrorDb ( "Spell (Id: %u) listed in `spell_target_position` does not have target TARGET_TABLE_X_Y_Z_COORDINATES (17)." , Spell_ID );
continue ;
}
MapEntry const * mapEntry = sMapStore . LookupEntry ( st . target_mapId );
if ( ! mapEntry )
{
sLog . outErrorDb ( "Spell (ID:%u) target map (ID: %u) does not exist in `Map.dbc`." , Spell_ID , st . target_mapId );
continue ;
}
if ( st . target_X == 0 && st . target_Y == 0 && st . target_Z == 0 )
{
sLog . outErrorDb ( "Spell (ID:%u) target coordinates not provided." , Spell_ID );
continue ;
}
mSpellTargetPositions [ Spell_ID ] = st ;
} while ( result -> NextRow () );
delete result ;
sLog . outString ();
sLog . outString ( ">> Loaded %u spell teleport coordinates" , count );
}
void SpellMgr :: LoadSpellAffects ()
{
mSpellAffectMap . clear (); // need for reload case
uint32 count = 0 ;
// 0 1 2
QueryResult * result = WorldDatabase . Query ( "SELECT entry, effectId, SpellFamilyMask FROM spell_affect" );
if ( ! result )
{
barGoLink bar ( 1 );
bar . step ();
sLog . outString ();
sLog . outString ( ">> Loaded %u spell affect definitions" , count );
return ;
}
barGoLink bar ( result -> GetRowCount () );
do
{
Field * fields = result -> Fetch ();
bar . step ();
uint16 entry = fields [ 0 ]. GetUInt16 ();
uint8 effectId = fields [ 1 ]. GetUInt8 ();
SpellEntry const * spellInfo = sSpellStore . LookupEntry ( entry );
if ( ! spellInfo )
{
sLog . outErrorDb ( "Spell %u listed in `spell_affect` does not exist" , entry );
continue ;
}
if ( effectId >= 3 )
{
sLog . outErrorDb ( "Spell %u listed in `spell_affect` have invalid effect index (%u)" , entry , effectId );
continue ;
}
if ( spellInfo -> Effect [ effectId ] != SPELL_EFFECT_APPLY_AURA ||
spellInfo -> EffectApplyAuraName [ effectId ] != SPELL_AURA_ADD_FLAT_MODIFIER &&
spellInfo -> EffectApplyAuraName [ effectId ] != SPELL_AURA_ADD_PCT_MODIFIER &&
spellInfo -> EffectApplyAuraName [ effectId ] != SPELL_AURA_ADD_TARGET_TRIGGER )
{
sLog . outErrorDb ( "Spell %u listed in `spell_affect` have not SPELL_AURA_ADD_FLAT_MODIFIER (%u) or SPELL_AURA_ADD_PCT_MODIFIER (%u) or SPELL_AURA_ADD_TARGET_TRIGGER (%u) for effect index (%u)" , entry , SPELL_AURA_ADD_FLAT_MODIFIER , SPELL_AURA_ADD_PCT_MODIFIER , SPELL_AURA_ADD_TARGET_TRIGGER , effectId );
continue ;
}
uint64 spellAffectMask = fields [ 2 ]. GetUInt64 ();
// Spell.dbc have own data for low part of SpellFamilyMask
if ( spellInfo -> EffectItemType [ effectId ])
{
if ( spellInfo -> EffectItemType [ effectId ] == spellAffectMask )
{
sLog . outErrorDb ( "Spell %u listed in `spell_affect` have redundant (same with EffectItemType%d) data for effect index (%u) and not needed, skipped." , entry , effectId + 1 , effectId );
continue ;
}
// 24429 have wrong data in EffectItemType and overwrites by DB, possible bug in client
if ( spellInfo -> Id != 24429 && spellInfo -> EffectItemType [ effectId ] != spellAffectMask )
{
sLog . outErrorDb ( "Spell %u listed in `spell_affect` have different low part from EffectItemType%d for effect index (%u) and not needed, skipped." , entry , effectId + 1 , effectId );
continue ;
}
}
mSpellAffectMap . insert ( SpellAffectMap :: value_type (( entry << 8 ) + effectId , spellAffectMask ));
++ count ;
} while ( result -> NextRow () );
delete result ;
sLog . outString ();
sLog . outString ( ">> Loaded %u spell affect definitions" , count );
for ( uint32 id = 0 ; id < sSpellStore . GetNumRows (); ++ id )
{
SpellEntry const * spellInfo = sSpellStore . LookupEntry ( id );
if ( ! spellInfo )
continue ;
for ( int effectId = 0 ; effectId < 3 ; ++ effectId )
{
if ( spellInfo -> Effect [ effectId ] != SPELL_EFFECT_APPLY_AURA ||
( spellInfo -> EffectApplyAuraName [ effectId ] != SPELL_AURA_ADD_FLAT_MODIFIER &&
spellInfo -> EffectApplyAuraName [ effectId ] != SPELL_AURA_ADD_PCT_MODIFIER &&
spellInfo -> EffectApplyAuraName [ effectId ] != SPELL_AURA_ADD_TARGET_TRIGGER ) )
continue ;
if ( spellInfo -> EffectItemType [ effectId ] != 0 )
continue ;
if ( mSpellAffectMap . find (( id << 8 ) + effectId ) != mSpellAffectMap . end ())
continue ;
sLog . outErrorDb ( "Spell %u (%s) misses spell_affect for effect %u" , id , spellInfo -> SpellName [ sWorld . GetDefaultDbcLocale ()], effectId );
}
}
}
bool SpellMgr :: IsAffectedBySpell ( SpellEntry const * spellInfo , uint32 spellId , uint8 effectId , uint64 familyFlags ) const
{
// false for spellInfo == NULL
if ( ! spellInfo )
return false ;
SpellEntry const * affect_spell = sSpellStore . LookupEntry ( spellId );
// false for affect_spell == NULL
if ( ! affect_spell )
return false ;
// False if spellFamily not equal
if ( affect_spell -> SpellFamilyName != spellInfo -> SpellFamilyName )
return false ;
// If familyFlags == 0
if ( ! familyFlags )
{
// Get it from spellAffect table
familyFlags = GetSpellAffectMask ( spellId , effectId );
// false if familyFlags == 0
if ( ! familyFlags )
return false ;
}
// true
if ( familyFlags & spellInfo -> SpellFamilyFlags )
return true ;
return false ;
}
void SpellMgr :: LoadSpellProcEvents ()
{
mSpellProcEventMap . clear (); // need for reload case
uint32 count = 0 ;
// 0 1 2 3 4 5 6 7 8
QueryResult * result = WorldDatabase . Query ( "SELECT entry, SchoolMask, Category, SkillID, SpellFamilyName, SpellFamilyMask, procFlags, ppmRate, cooldown FROM spell_proc_event" );
if ( ! result )
{
barGoLink bar ( 1 );
bar . step ();
sLog . outString ();
sLog . outString ( ">> Loaded %u spell proc event conditions" , count );
return ;
}
barGoLink bar ( result -> GetRowCount () );
do
{
Field * fields = result -> Fetch ();
bar . step ();
uint16 entry = fields [ 0 ]. GetUInt16 ();
if ( ! sSpellStore . LookupEntry ( entry ))
{
sLog . outErrorDb ( "Spell %u listed in `spell_proc_event` does not exist" , entry );
continue ;
}
SpellProcEventEntry spe ;
spe . schoolMask = fields [ 1 ]. GetUInt32 ();
spe . category = fields [ 2 ]. GetUInt32 ();
spe . skillId = fields [ 3 ]. GetUInt32 ();
spe . spellFamilyName = fields [ 4 ]. GetUInt32 ();
spe . spellFamilyMask = fields [ 5 ]. GetUInt64 ();
spe . procFlags = fields [ 6 ]. GetUInt32 ();
spe . ppmRate = fields [ 7 ]. GetFloat ();
spe . cooldown = fields [ 8 ]. GetUInt32 ();
mSpellProcEventMap [ entry ] = spe ;
++ count ;
} while ( result -> NextRow () );
delete result ;
sLog . outString ();
sLog . outString ( ">> Loaded %u spell proc event conditions" , count );
/*
// Commented for now, as it still produces many errors (still quite many spells miss spell_proc_event)
for (uint32 id = 0; id < sSpellStore.GetNumRows(); ++id)
{
SpellEntry const* spellInfo = sSpellStore.LookupEntry(id);
if (!spellInfo)
continue;
bool found = false;
for (int effectId = 0; effectId < 3; ++effectId)
{
// at this moment check only SPELL_AURA_PROC_TRIGGER_SPELL
if( spellInfo->EffectApplyAuraName[effectId] == SPELL_AURA_PROC_TRIGGER_SPELL )
{
found = true;
break;
}
}
if(!found)
continue;
if(GetSpellProcEvent(id))
continue;
sLog.outErrorDb("Spell %u (%s) misses spell_proc_event",id,spellInfo->SpellName[sWorld.GetDBClang()]);
}
*/
}
bool SpellMgr :: IsSpellProcEventCanTriggeredBy ( SpellProcEventEntry const * spellProcEvent , SpellEntry const * procSpell , uint32 procFlags )
{
if (( procFlags & spellProcEvent -> procFlags ) == 0 )
return false ;
// Additional checks in case spell cast/hit/crit is the event
// Check (if set) school, category, skill line, spell talent mask
if ( spellProcEvent -> schoolMask && ( ! procSpell || ( GetSpellSchoolMask ( procSpell ) & spellProcEvent -> schoolMask ) == 0 ))
return false ;
if ( spellProcEvent -> category && ( ! procSpell || procSpell -> Category != spellProcEvent -> category ))
return false ;
if ( spellProcEvent -> skillId )
{
if ( ! procSpell )
return false ;
SkillLineAbilityMap :: const_iterator lower = spellmgr . GetBeginSkillLineAbilityMap ( procSpell -> Id );
SkillLineAbilityMap :: const_iterator upper = spellmgr . GetEndSkillLineAbilityMap ( procSpell -> Id );
bool found = false ;
for ( SkillLineAbilityMap :: const_iterator _spell_idx = lower ; _spell_idx != upper ; ++ _spell_idx )
{
if ( _spell_idx -> second -> skillId == spellProcEvent -> skillId )
{
found = true ;
break ;
}
}
if ( ! found )
return false ;
}
if ( spellProcEvent -> spellFamilyName && ( ! procSpell || spellProcEvent -> spellFamilyName != procSpell -> SpellFamilyName ))
return false ;
if ( spellProcEvent -> spellFamilyMask && ( ! procSpell || ( spellProcEvent -> spellFamilyMask & procSpell -> SpellFamilyFlags ) == 0 ))
return false ;
return true ;
}
void SpellMgr :: LoadSpellElixirs ()
{
mSpellElixirs . clear (); // need for reload case
uint32 count = 0 ;
// 0 1
QueryResult * result = WorldDatabase . Query ( "SELECT entry, mask FROM spell_elixir" );
if ( ! result )
{
barGoLink bar ( 1 );
bar . step ();
sLog . outString ();
sLog . outString ( ">> Loaded %u spell elixir definitions" , count );
return ;
}
barGoLink bar ( result -> GetRowCount () );
do
{
Field * fields = result -> Fetch ();
bar . step ();
uint16 entry = fields [ 0 ]. GetUInt16 ();
uint8 mask = fields [ 1 ]. GetUInt8 ();
SpellEntry const * spellInfo = sSpellStore . LookupEntry ( entry );
if ( ! spellInfo )
{
sLog . outErrorDb ( "Spell %u listed in `spell_elixir` does not exist" , entry );
continue ;
}
mSpellElixirs [ entry ] = mask ;
++ count ;
} while ( result -> NextRow () );
delete result ;
sLog . outString ();
sLog . outString ( ">> Loaded %u spell elixir definitions" , count );
}
void SpellMgr :: LoadSpellThreats ()
{
sSpellThreatStore . Free (); // for reload
sSpellThreatStore . Load ();
sLog . outString ( ">> Loaded %u aggro generating spells" , sSpellThreatStore . RecordCount );
sLog . outString ();
}
bool SpellMgr :: IsRankSpellDueToSpell ( SpellEntry const * spellInfo_1 , uint32 spellId_2 ) const
{
SpellEntry const * spellInfo_2 = sSpellStore . LookupEntry ( spellId_2 );
if ( ! spellInfo_1 || ! spellInfo_2 ) return false ;
if ( spellInfo_1 -> Id == spellId_2 ) return false ;
return GetFirstSpellInChain ( spellInfo_1 -> Id ) == GetFirstSpellInChain ( spellId_2 );
}
bool SpellMgr :: canStackSpellRanks ( SpellEntry const * spellInfo )
{
if ( spellInfo -> powerType != POWER_MANA && spellInfo -> powerType != POWER_HEALTH )
return false ;
if ( IsProfessionSpell ( spellInfo -> Id ))
return false ;
// All stance spells. if any better way, change it.
for ( int i = 0 ; i < 3 ; i ++ )
{
// Paladin aura Spell
if ( spellInfo -> SpellFamilyName == SPELLFAMILY_PALADIN
&& spellInfo -> Effect [ i ] == SPELL_EFFECT_APPLY_AREA_AURA_PARTY )
return false ;
// Druid form Spell
if ( spellInfo -> SpellFamilyName == SPELLFAMILY_DRUID
&& spellInfo -> Effect [ i ] == SPELL_EFFECT_APPLY_AURA
&& spellInfo -> EffectApplyAuraName [ i ] == SPELL_AURA_MOD_SHAPESHIFT )
return false ;
// Rogue Stealth
if ( spellInfo -> SpellFamilyName == SPELLFAMILY_ROGUE
&& spellInfo -> Effect [ i ] == SPELL_EFFECT_APPLY_AURA
&& spellInfo -> EffectApplyAuraName [ i ] == SPELL_AURA_MOD_SHAPESHIFT )
return false ;
}
return true ;
}
bool SpellMgr :: IsNoStackSpellDueToSpell ( uint32 spellId_1 , uint32 spellId_2 , bool isFromTheSameCaster ) const
{
SpellEntry const * spellInfo_1 = sSpellStore . LookupEntry ( spellId_1 );
SpellEntry const * spellInfo_2 = sSpellStore . LookupEntry ( spellId_2 );
if ( ! spellInfo_1 || ! spellInfo_2 )
return false ;
SpellSpecific spellId_spec_1 = GetSpellSpecific ( spellId_1 );
SpellSpecific spellId_spec_2 = GetSpellSpecific ( spellId_2 );
if ( spellId_spec_1 && spellId_spec_2 )
if ( IsSingleFromSpellSpecificPerTarget ( spellId_spec_1 , spellId_spec_2 )
|| ( IsSingleFromSpellSpecificPerCaster ( spellId_spec_1 , spellId_spec_2 ) && isFromTheSameCaster ))
return true ;
if ( spellInfo_1 -> SpellFamilyName != spellInfo_2 -> SpellFamilyName )
return false ;
if ( ! spellInfo_1 -> SpellFamilyName ) // generic spells
{
if ( ! spellInfo_1 -> SpellIconID
|| spellInfo_1 -> SpellIconID != spellInfo_2 -> SpellIconID )
return false ;
}
//if both elixirs are not battle/guardian/potions/flasks then always stack
else if (( spellInfo_1 -> SpellFamilyName == SPELLFAMILY_POTION )
&& ( spellId_spec_1 || spellId_spec_2 ))
return false ;
else if ( spellInfo_1 -> SpellFamilyFlags != spellInfo_2 -> SpellFamilyFlags )
return false ;
for ( uint32 i = 0 ; i < 3 ; ++ i )
{
if ( spellInfo_1 -> Effect [ i ] != spellInfo_2 -> Effect [ i ])
return false ;
if ( spellInfo_1 -> EffectApplyAuraName [ i ] || spellInfo_2 -> EffectApplyAuraName [ i ])
{
if ( spellInfo_1 -> EffectApplyAuraName [ i ] != spellInfo_2 -> EffectApplyAuraName [ i ]
|| spellInfo_1 -> EffectMiscValue [ i ] != spellInfo_2 -> EffectMiscValue [ i ])
// need itemtype check? need to find an example
return false ;
else if ( ! isFromTheSameCaster )
switch ( spellInfo_1 -> EffectApplyAuraName [ i ])
{
//spells with these auras from different casters will stack
case SPELL_AURA_PERIODIC_DAMAGE :
case SPELL_AURA_PERIODIC_HEAL :
case SPELL_AURA_PERIODIC_TRIGGER_SPELL :
case SPELL_AURA_PERIODIC_ENERGIZE :
case SPELL_AURA_PERIODIC_MANA_LEECH :
case SPELL_AURA_PERIODIC_LEECH :
//exception for shaman positive totems with these auras
if (( spellInfo_1 -> SpellFamilyName != SPELLFAMILY_SHAMAN )
|| ( spellInfo_1 -> Effect [ i ] != SPELL_AURA_MOD_INCREASE_ENERGY ))
return false ;
default :
break ;
}
}
}
return true ;
}
bool SpellMgr :: IsProfessionSpell ( uint32 spellId )
{
SpellEntry const * spellInfo = sSpellStore . LookupEntry ( spellId );
if ( ! spellInfo )
return false ;
if ( spellInfo -> Effect [ 1 ] != SPELL_EFFECT_SKILL )
return false ;
uint32 skill = spellInfo -> EffectMiscValue [ 1 ];
return IsProfessionSkill ( skill );
}
bool SpellMgr :: IsPrimaryProfessionSpell ( uint32 spellId )
{
SpellEntry const * spellInfo = sSpellStore . LookupEntry ( spellId );
if ( ! spellInfo )
return false ;
if ( spellInfo -> Effect [ 1 ] != SPELL_EFFECT_SKILL )
return false ;
uint32 skill = spellInfo -> EffectMiscValue [ 1 ];
return IsPrimaryProfessionSkill ( skill );
}
bool SpellMgr :: IsPrimaryProfessionFirstRankSpell ( uint32 spellId ) const
{
return IsPrimaryProfessionSpell ( spellId ) && GetSpellRank ( spellId ) == 1 ;
}
SpellEntry const * SpellMgr :: SelectAuraRankForPlayerLevel ( SpellEntry const * spellInfo , uint32 playerLevel ) const
{
// ignore passive spells
if ( IsPassiveSpell ( spellInfo -> Id ))
return spellInfo ;
bool needRankSelection = false ;
for ( int i = 0 ; i < 3 ; i ++ )
{
if ( IsPositiveEffect ( spellInfo -> Id , i ) && (
spellInfo -> Effect [ i ] == SPELL_EFFECT_APPLY_AURA ||
spellInfo -> Effect [ i ] == SPELL_EFFECT_APPLY_AREA_AURA_PARTY
) )
{
needRankSelection = true ;
break ;
}
}
// not required
if ( ! needRankSelection )
return spellInfo ;
for ( uint32 nextSpellId = spellInfo -> Id ; nextSpellId != 0 ; nextSpellId = GetPrevSpellInChain ( nextSpellId ))
{
SpellEntry const * nextSpellInfo = sSpellStore . LookupEntry ( nextSpellId );
if ( ! nextSpellInfo )
break ;
// if found appropriate level
if ( playerLevel + 10 >= nextSpellInfo -> spellLevel )
return nextSpellInfo ;
// one rank less then
}
// not found
return NULL ;
}
void SpellMgr :: LoadSpellChains ()
{
mSpellChains . clear (); // need for reload case
mSpellChainsNext . clear (); // need for reload case
QueryResult * result = WorldDatabase . Query ( "SELECT spell_id, prev_spell, first_spell, rank, req_spell FROM spell_chain" );
if ( result == NULL )
{
barGoLink bar ( 1 );
bar . step ();
sLog . outString ();
sLog . outString ( ">> Loaded 0 spell chain records" );
sLog . outErrorDb ( "`spell_chains` table is empty!" );
return ;
}
uint32 count = 0 ;
barGoLink bar ( result -> GetRowCount () );
do
{
bar . step ();
Field * fields = result -> Fetch ();
uint32 spell_id = fields [ 0 ]. GetUInt32 ();
SpellChainNode node ;
node . prev = fields [ 1 ]. GetUInt32 ();
node . first = fields [ 2 ]. GetUInt32 ();
node . rank = fields [ 3 ]. GetUInt8 ();
node . req = fields [ 4 ]. GetUInt32 ();
if ( ! sSpellStore . LookupEntry ( spell_id ))
{
sLog . outErrorDb ( "Spell %u listed in `spell_chain` does not exist" , spell_id );
continue ;
}
if ( node . prev != 0 && ! sSpellStore . LookupEntry ( node . prev ))
{
sLog . outErrorDb ( "Spell %u (prev: %u, first: %u, rank: %d, req: %u) listed in `spell_chain` has not existed previous rank spell." ,
spell_id , node . prev , node . first , node . rank , node . req );
continue ;
}
if ( ! sSpellStore . LookupEntry ( node . first ))
{
sLog . outErrorDb ( "Spell %u (prev: %u, first: %u, rank: %d, req: %u) listed in `spell_chain` has not existing first rank spell." ,
spell_id , node . prev , node . first , node . rank , node . req );
continue ;
}
// check basic spell chain data integrity (note: rank can be equal 0 or 1 for first/single spell)
if ( ( spell_id == node . first ) != ( node . rank <= 1 ) ||
( spell_id == node . first ) != ( node . prev == 0 ) ||
( node . rank <= 1 ) != ( node . prev == 0 ) )
{
sLog . outErrorDb ( "Spell %u (prev: %u, first: %u, rank: %d, req: %u) listed in `spell_chain` has not compatible chain data." ,
spell_id , node . prev , node . first , node . rank , node . req );
continue ;
}
if ( node . req != 0 && ! sSpellStore . LookupEntry ( node . req ))
{
sLog . outErrorDb ( "Spell %u (prev: %u, first: %u, rank: %d, req: %u) listed in `spell_chain` has not existing required spell." ,
spell_id , node . prev , node . first , node . rank , node . req );
continue ;
}
// talents not required data in spell chain for work, but must be checked if present for intergrity
if ( TalentSpellPos const * pos = GetTalentSpellPos ( spell_id ))
{
if ( node . rank != pos -> rank + 1 )
{
sLog . outErrorDb ( "Talent %u (prev: %u, first: %u, rank: %d, req: %u) listed in `spell_chain` has wrong rank." ,
spell_id , node . prev , node . first , node . rank , node . req );
continue ;
}
if ( TalentEntry const * talentEntry = sTalentStore . LookupEntry ( pos -> talent_id ))
{
if ( node . first != talentEntry -> RankID [ 0 ])
{
sLog . outErrorDb ( "Talent %u (prev: %u, first: %u, rank: %d, req: %u) listed in `spell_chain` has wrong first rank spell." ,
spell_id , node . prev , node . first , node . rank , node . req );
continue ;
}
if ( node . rank > 1 && node . prev != talentEntry -> RankID [ node . rank - 1 - 1 ])
{
sLog . outErrorDb ( "Talent %u (prev: %u, first: %u, rank: %d, req: %u) listed in `spell_chain` has wrong prev rank spell." ,
spell_id , node . prev , node . first , node . rank , node . req );
continue ;
}
if ( node . req != talentEntry -> DependsOnSpell )
{
sLog . outErrorDb ( "Talent %u (prev: %u, first: %u, rank: %d, req: %u) listed in `spell_chain` has wrong required spell." ,
spell_id , node . prev , node . first , node . rank , node . req );
continue ;
}
}
}
mSpellChains [ spell_id ] = node ;
if ( node . prev )
mSpellChainsNext . insert ( SpellChainMapNext :: value_type ( node . prev , spell_id ));
if ( node . req )
mSpellChainsNext . insert ( SpellChainMapNext :: value_type ( node . req , spell_id ));
++ count ;
} while ( result -> NextRow () );
// additional integrity checks
for ( SpellChainMap :: iterator i = mSpellChains . begin (); i != mSpellChains . end (); ++ i )
{
if ( i -> second . prev )
{
SpellChainMap :: iterator i_prev = mSpellChains . find ( i -> second . prev );
if ( i_prev == mSpellChains . end ())
{
sLog . outErrorDb ( "Spell %u (prev: %u, first: %u, rank: %d, req: %u) listed in `spell_chain` has not found previous rank spell in table." ,
i -> first , i -> second . prev , i -> second . first , i -> second . rank , i -> second . req );
}
else if ( i_prev -> second . first != i -> second . first )
{
sLog . outErrorDb ( "Spell %u (prev: %u, first: %u, rank: %d, req: %u) listed in `spell_chain` has different first spell in chain compared to previous rank spell (prev: %u, first: %u, rank: %d, req: %u)." ,
i -> first , i -> second . prev , i -> second . first , i -> second . rank , i -> second . req ,
i_prev -> second . prev , i_prev -> second . first , i_prev -> second . rank , i_prev -> second . req );
}
else if ( i_prev -> second . rank + 1 != i -> second . rank )
{
sLog . outErrorDb ( "Spell %u (prev: %u, first: %u, rank: %d, req: %u) listed in `spell_chain` has different rank compared to previous rank spell (prev: %u, first: %u, rank: %d, req: %u)." ,
i -> first , i -> second . prev , i -> second . first , i -> second . rank , i -> second . req ,
i_prev -> second . prev , i_prev -> second . first , i_prev -> second . rank , i_prev -> second . req );
}
}
if ( i -> second . req )
{
SpellChainMap :: iterator i_req = mSpellChains . find ( i -> second . req );
if ( i_req == mSpellChains . end ())
{
sLog . outErrorDb ( "Spell %u (prev: %u, first: %u, rank: %d, req: %u) listed in `spell_chain` has not found required rank spell in table." ,
i -> first , i -> second . prev , i -> second . first , i -> second . rank , i -> second . req );
}
else if ( i_req -> second . first == i -> second . first )
{
sLog . outErrorDb ( "Spell %u (prev: %u, first: %u, rank: %d, req: %u) listed in `spell_chain` has required rank spell from same spell chain (prev: %u, first: %u, rank: %d, req: %u)." ,
i -> first , i -> second . prev , i -> second . first , i -> second . rank , i -> second . req ,
i_req -> second . prev , i_req -> second . first , i_req -> second . rank , i_req -> second . req );
}
else if ( i_req -> second . req )
{
sLog . outErrorDb ( "Spell %u (prev: %u, first: %u, rank: %d, req: %u) listed in `spell_chain` has required rank spell with required spell (prev: %u, first: %u, rank: %d, req: %u)." ,
i -> first , i -> second . prev , i -> second . first , i -> second . rank , i -> second . req ,
i_req -> second . prev , i_req -> second . first , i_req -> second . rank , i_req -> second . req );
}
}
}
delete result ;
sLog . outString ();
sLog . outString ( ">> Loaded %u spell chain records" , count );
}
void SpellMgr :: LoadSpellLearnSkills ()
{
mSpellLearnSkills . clear (); // need for reload case
// search auto-learned skills and add its to map also for use in unlearn spells/talents
uint32 dbc_count = 0 ;
for ( uint32 spell = 0 ; spell < sSpellStore . GetNumRows (); ++ spell )
{
SpellEntry const * entry = sSpellStore . LookupEntry ( spell );
if ( ! entry )
continue ;
for ( int i = 0 ; i < 3 ; ++ i )
{
if ( entry -> Effect [ i ] == SPELL_EFFECT_SKILL )
{
SpellLearnSkillNode dbc_node ;
dbc_node . skill = entry -> EffectMiscValue [ i ];
if ( dbc_node . skill != SKILL_RIDING )
dbc_node . value = 1 ;
else
dbc_node . value = ( entry -> EffectBasePoints [ i ] + 1 ) * 75 ;
dbc_node . maxvalue = ( entry -> EffectBasePoints [ i ] + 1 ) * 75 ;
SpellLearnSkillNode const * db_node = GetSpellLearnSkill ( spell );
mSpellLearnSkills [ spell ] = dbc_node ;
++ dbc_count ;
break ;
}
}
}
sLog . outString ();
sLog . outString ( ">> Loaded %u Spell Learn Skills from DBC" , dbc_count );
}
void SpellMgr :: LoadSpellLearnSpells ()
{
mSpellLearnSpells . clear (); // need for reload case
QueryResult * result = WorldDatabase . Query ( "SELECT entry, SpellID FROM spell_learn_spell" );
if ( ! result )
{
barGoLink bar ( 1 );
bar . step ();
sLog . outString ();
sLog . outString ( ">> Loaded 0 spell learn spells" );
sLog . outErrorDb ( "`spell_learn_spell` table is empty!" );
return ;
}
uint32 count = 0 ;
barGoLink bar ( result -> GetRowCount () );
do
{
bar . step ();
Field * fields = result -> Fetch ();
uint32 spell_id = fields [ 0 ]. GetUInt32 ();
SpellLearnSpellNode node ;
node . spell = fields [ 1 ]. GetUInt32 ();
node . autoLearned = false ;
if ( ! sSpellStore . LookupEntry ( spell_id ))
{
sLog . outErrorDb ( "Spell %u listed in `spell_learn_spell` does not exist" , spell_id );
continue ;
}
if ( ! sSpellStore . LookupEntry ( node . spell ))
{
sLog . outErrorDb ( "Spell %u listed in `spell_learn_spell` does not exist" , node . spell );
continue ;
}
mSpellLearnSpells . insert ( SpellLearnSpellMap :: value_type ( spell_id , node ));
++ count ;
} while ( result -> NextRow () );
delete result ;
// search auto-learned spells and add its to map also for use in unlearn spells/talents
uint32 dbc_count = 0 ;
for ( uint32 spell = 0 ; spell < sSpellStore . GetNumRows (); ++ spell )
{
SpellEntry const * entry = sSpellStore . LookupEntry ( spell );
if ( ! entry )
continue ;
for ( int i = 0 ; i < 3 ; ++ i )
{
if ( entry -> Effect [ i ] == SPELL_EFFECT_LEARN_SPELL )
{
SpellLearnSpellNode dbc_node ;
dbc_node . spell = entry -> EffectTriggerSpell [ i ];
dbc_node . autoLearned = true ;
SpellLearnSpellMap :: const_iterator db_node_begin = GetBeginSpellLearnSpell ( spell );
SpellLearnSpellMap :: const_iterator db_node_end = GetEndSpellLearnSpell ( spell );
bool found = false ;
for ( SpellLearnSpellMap :: const_iterator itr = db_node_begin ; itr != db_node_end ; ++ itr )
{
if ( itr -> second . spell == dbc_node . spell )
{
sLog . outErrorDb ( "Spell %u auto-learn spell %u in spell.dbc then the record in `spell_learn_spell` is redundant, please fix DB." ,
spell , dbc_node . spell );
found = true ;
break ;
}
}
if ( ! found ) // add new spell-spell pair if not found
{
mSpellLearnSpells . insert ( SpellLearnSpellMap :: value_type ( spell , dbc_node ));
++ dbc_count ;
}
}
}
}
sLog . outString ();
sLog . outString ( ">> Loaded %u spell learn spells + %u found in DBC" , count , dbc_count );
}
void SpellMgr :: LoadSpellScriptTarget ()
{
mSpellScriptTarget . clear (); // need for reload case
uint32 count = 0 ;
QueryResult * result = WorldDatabase . Query ( "SELECT entry,type,targetEntry FROM spell_script_target" );
if ( ! result )
{
barGoLink bar ( 1 );
bar . step ();
sLog . outString ();
sLog . outErrorDb ( ">> Loaded 0 SpellScriptTarget. DB table `spell_script_target` is empty." );
return ;
}
barGoLink bar ( result -> GetRowCount ());
do
{
Field * fields = result -> Fetch ();
bar . step ();
uint32 spellId = fields [ 0 ]. GetUInt32 ();
uint32 type = fields [ 1 ]. GetUInt32 ();
uint32 targetEntry = fields [ 2 ]. GetUInt32 ();
SpellEntry const * spellProto = sSpellStore . LookupEntry ( spellId );
if ( ! spellProto )
{
sLog . outErrorDb ( "Table `spell_script_target`: spellId %u listed for TargetEntry %u does not exist." , spellId , targetEntry );
continue ;
}
/*bool targetfound = false;
for(int i = 0; i <3; ++i)
{
if( spellProto->EffectImplicitTargetA[i]==TARGET_SCRIPT ||
spellProto->EffectImplicitTargetB[i]==TARGET_SCRIPT ||
spellProto->EffectImplicitTargetA[i]==TARGET_SCRIPT_COORDINATES ||
spellProto->EffectImplicitTargetB[i]==TARGET_SCRIPT_COORDINATES )
{
targetfound = true;
break;
}
}
if(!targetfound)
{
sLog.outErrorDb("Table `spell_script_target`: spellId %u listed for TargetEntry %u does not have any implicit target TARGET_SCRIPT(38) or TARGET_SCRIPT_COORDINATES (46).",spellId,targetEntry);
continue;
}*/
if ( type >= MAX_SPELL_TARGET_TYPE )
{
sLog . outErrorDb ( "Table `spell_script_target`: target type %u for TargetEntry %u is incorrect." , type , targetEntry );
continue ;
}
switch ( type )
{
case SPELL_TARGET_TYPE_GAMEOBJECT :
{
if ( targetEntry == 0 )
break ;
if ( ! sGOStorage . LookupEntry < GameObjectInfo > ( targetEntry ))
{
sLog . outErrorDb ( "Table `spell_script_target`: gameobject template entry %u does not exist." , targetEntry );
continue ;
}
break ;
}
default :
{
if ( targetEntry == 0 )
{
sLog . outErrorDb ( "Table `spell_script_target`: target entry == 0 for not GO target type (%u)." , type );
continue ;
}
if ( ! sCreatureStorage . LookupEntry < CreatureInfo > ( targetEntry ))
{
sLog . outErrorDb ( "Table `spell_script_target`: creature template entry %u does not exist." , targetEntry );
continue ;
}
const CreatureInfo * cInfo = sCreatureStorage . LookupEntry < CreatureInfo > ( targetEntry );
if ( spellId == 30427 && ! cInfo -> SkinLootId )
{
sLog . outErrorDb ( "Table `spell_script_target` has creature %u as a target of spellid 30427, but this creature has no skinlootid. Gas extraction will not work!" , cInfo -> Entry );
continue ;
}
break ;
}
}
mSpellScriptTarget . insert ( SpellScriptTarget :: value_type ( spellId , SpellTargetEntry ( SpellTargetType ( type ), targetEntry )));
++ count ;
} while ( result -> NextRow ());
delete result ;
// Check all spells
/* Disabled (lot errors at this moment)
for(uint32 i = 1; i < sSpellStore.nCount; ++i)
{
SpellEntry const * spellInfo = sSpellStore.LookupEntry(i);
if(!spellInfo)
continue;
bool found = false;
for(int j=0; j<3; ++j)
{
if( spellInfo->EffectImplicitTargetA[j] == TARGET_SCRIPT || spellInfo->EffectImplicitTargetA[j] != TARGET_SELF && spellInfo->EffectImplicitTargetB[j] == TARGET_SCRIPT )
{
SpellScriptTarget::const_iterator lower = spellmgr.GetBeginSpellScriptTarget(spellInfo->Id);
SpellScriptTarget::const_iterator upper = spellmgr.GetEndSpellScriptTarget(spellInfo->Id);
if(lower==upper)
{
sLog.outErrorDb("Spell (ID: %u) has effect EffectImplicitTargetA/EffectImplicitTargetB = %u (TARGET_SCRIPT), but does not have record in `spell_script_target`",spellInfo->Id,TARGET_SCRIPT);
break; // effects of spell
}
}
}
}
*/
sLog . outString ();
sLog . outString ( ">> Loaded %u Spell Script Targets" , count );
}
void SpellMgr :: LoadSpellPetAuras ()
{
mSpellPetAuraMap . clear (); // need for reload case
uint32 count = 0 ;
// 0 1 2
QueryResult * result = WorldDatabase . Query ( "SELECT spell, pet, aura FROM spell_pet_auras" );
if ( ! result )
{
barGoLink bar ( 1 );
bar . step ();
sLog . outString ();
sLog . outString ( ">> Loaded %u spell pet auras" , count );
return ;
}
barGoLink bar ( result -> GetRowCount () );
do
{
Field * fields = result -> Fetch ();
bar . step ();
uint16 spell = fields [ 0 ]. GetUInt16 ();
uint16 pet = fields [ 1 ]. GetUInt16 ();
uint16 aura = fields [ 2 ]. GetUInt16 ();
SpellPetAuraMap :: iterator itr = mSpellPetAuraMap . find ( spell );
if ( itr != mSpellPetAuraMap . end ())
{
itr -> second . AddAura ( pet , aura );
}
else
{
SpellEntry const * spellInfo = sSpellStore . LookupEntry ( spell );
if ( ! spellInfo )
{
sLog . outErrorDb ( "Spell %u listed in `spell_pet_auras` does not exist" , spell );
continue ;
}
int i = 0 ;
for (; i < 3 ; ++ i )
if (( spellInfo -> Effect [ i ] == SPELL_EFFECT_APPLY_AURA &&
spellInfo -> EffectApplyAuraName [ i ] == SPELL_AURA_DUMMY ) ||
spellInfo -> Effect [ i ] == SPELL_EFFECT_DUMMY )
break ;
if ( i == 3 )
{
sLog . outError ( "Spell %u listed in `spell_pet_auras` does not have dummy aura or dummy effect" , spell );
continue ;
}
SpellEntry const * spellInfo2 = sSpellStore . LookupEntry ( aura );
if ( ! spellInfo2 )
{
sLog . outErrorDb ( "Aura %u listed in `spell_pet_auras` does not exist" , aura );
continue ;
}
PetAura pa ( pet , aura , spellInfo -> EffectImplicitTargetA [ i ] == TARGET_PET , spellInfo -> EffectBasePoints [ i ] + spellInfo -> EffectBaseDice [ i ]);
mSpellPetAuraMap [ spell ] = pa ;
}
++ count ;
} while ( result -> NextRow () );
delete result ;
sLog . outString ();
sLog . outString ( ">> Loaded %u spell pet auras" , count );
}
// set data in core for now
void SpellMgr :: LoadSpellCustomAttr ()
{
SpellEntry * tempSpell ;
for ( uint32 i = 0 ; i < GetSpellStore () -> GetNumRows (); ++ i )
{
tempSpell = ( SpellEntry * ) GetSpellStore () -> LookupEntry ( i );
if ( ! tempSpell )
continue ;
mSpellCustomAttrMap [ tempSpell -> Id ] = 0 ;
for ( uint32 i = 0 ; i < 3 ; ++ i )
{
switch ( tempSpell -> EffectApplyAuraName [ i ])
{
case SPELL_AURA_PERIODIC_DAMAGE :
case SPELL_AURA_PERIODIC_DAMAGE_PERCENT :
case SPELL_AURA_PERIODIC_LEECH :
mSpellCustomAttrMap [ tempSpell -> Id ] |= SPELL_ATTR_CU_EFFECT_DAMAGE ;
break ;
case SPELL_AURA_PERIODIC_HEAL :
case SPELL_AURA_OBS_MOD_HEALTH :
mSpellCustomAttrMap [ tempSpell -> Id ] |= SPELL_ATTR_CU_EFFECT_HEAL ;
break ;
default :
break ;
}
}
if ( tempSpell -> SpellVisual == 3879 )
mSpellCustomAttrMap [ tempSpell -> Id ] |= SPELL_ATTR_CU_CONE_BACK ;
switch ( tempSpell -> Id )
{
case 26029 : // dark glare
case 37433 : // spout
case 43140 : case 43215 : // flame breath
mSpellCustomAttrMap [ tempSpell -> Id ] |= SPELL_ATTR_CU_CONE_LINE ;
break ;
case 24340 : case 26558 : case 28884 : // Meteor
case 36837 : case 38903 : case 41276 : // Meteor
case 26789 : // Shard of the Fallen Star
case 31436 : // Malevolent Cleave
case 35181 : // Dive Bomb
case 40810 : case 43267 : case 43268 : // Saber Lash
case 42384 : // Brutal Swipe
case 45150 : // Meteor Slash
mSpellCustomAttrMap [ tempSpell -> Id ] |= SPELL_ATTR_CU_SHARE_DAMAGE ;
break ;
case 44978 : case 45001 : case 45002 : // Wild Magic
case 45004 : case 45006 : case 45010 : // Wild Magic
case 31347 : // Doom
case 41635 : // Prayer of Mending
case 44869 : // Spectral Blast
case 45027 : // Revitalize
case 45976 : // Muru Portal Channel
mSpellCustomAttrMap [ tempSpell -> Id ] |= SPELL_ATTR_CU_PLAYERS_ONLY ;
tempSpell -> MaxAffectedTargets = 1 ;
break ;
case 41376 : // Spite
case 39992 : // Needle Spine
mSpellCustomAttrMap [ tempSpell -> Id ] |= SPELL_ATTR_CU_PLAYERS_ONLY ;
tempSpell -> MaxAffectedTargets = 3 ;
break ;
case 8122 : case 8124 : case 10888 : case 10890 : // Psychic Scream
tempSpell -> Attributes |= SPELL_ATTR_BREAKABLE_BY_DAMAGE ;
break ;
default :
break ;
}
}
}
void SpellMgr :: LoadSpellLinked ()
{
mSpellLinkedMap . clear (); // need for reload case
uint32 count = 0 ;
// 0 1 2
QueryResult * result = WorldDatabase . Query ( "SELECT spell_trigger, spell_effect, type FROM spell_linked_spell" );
if ( ! result )
{
barGoLink bar ( 1 );
bar . step ();
sLog . outString ();
sLog . outString ( ">> Loaded %u linked spells" , count );
return ;
}
barGoLink bar ( result -> GetRowCount () );
do
{
Field * fields = result -> Fetch ();
bar . step ();
int32 trigger = fields [ 0 ]. GetInt32 ();
int32 effect = fields [ 1 ]. GetInt32 ();
int32 type = fields [ 2 ]. GetInt32 ();
SpellEntry const * spellInfo = sSpellStore . LookupEntry ( abs ( trigger ));
if ( ! spellInfo )
{
sLog . outErrorDb ( "Spell %u listed in `spell_linked_spell` does not exist" , abs ( trigger ));
continue ;
}
spellInfo = sSpellStore . LookupEntry ( abs ( effect ));
if ( ! spellInfo )
{
sLog . outErrorDb ( "Spell %u listed in `spell_linked_spell` does not exist" , abs ( effect ));
continue ;
}
if ( type ) //we will find a better way when more types are needed
trigger += 1000000 ;
mSpellLinkedMap [ trigger ]. push_back ( effect );
++ count ;
} while ( result -> NextRow () );
delete result ;
sLog . outString ();
sLog . outString ( ">> Loaded %u linked spells" , count );
}
/// Some checks for spells, to prevent adding depricated/broken spells for trainers, spell book, etc
bool SpellMgr :: IsSpellValid ( SpellEntry const * spellInfo , Player * pl , bool msg )
{
// not exist
if ( ! spellInfo )
return false ;
bool need_check_reagents = false ;
// check effects
for ( int i = 0 ; i < 3 ; ++ i )
{
switch ( spellInfo -> Effect [ i ])
{
case 0 :
continue ;
// craft spell for crafting non-existed item (break client recipes list show)
case SPELL_EFFECT_CREATE_ITEM :
{
if ( ! ObjectMgr :: GetItemPrototype ( spellInfo -> EffectItemType [ i ] ))
{
if ( msg )
{
if ( pl )
ChatHandler ( pl ). PSendSysMessage ( "Craft spell %u create not-exist in DB item (Entry: %u) and then..." , spellInfo -> Id , spellInfo -> EffectItemType [ i ]);
else
sLog . outErrorDb ( "Craft spell %u create not-exist in DB item (Entry: %u) and then..." , spellInfo -> Id , spellInfo -> EffectItemType [ i ]);
}
return false ;
}
need_check_reagents = true ;
break ;
}
case SPELL_EFFECT_LEARN_SPELL :
{
SpellEntry const * spellInfo2 = sSpellStore . LookupEntry ( spellInfo -> EffectTriggerSpell [ 0 ]);
if ( ! IsSpellValid ( spellInfo2 , pl , msg ) )
{
if ( msg )
{
if ( pl )
ChatHandler ( pl ). PSendSysMessage ( "Spell %u learn to broken spell %u, and then..." , spellInfo -> Id , spellInfo -> EffectTriggerSpell [ 0 ]);
else
sLog . outErrorDb ( "Spell %u learn to invalid spell %u, and then..." , spellInfo -> Id , spellInfo -> EffectTriggerSpell [ 0 ]);
}
return false ;
}
break ;
}
}
}
if ( need_check_reagents )
{
for ( int j = 0 ; j < 8 ; ++ j )
{
if ( spellInfo -> Reagent [ j ] > 0 && ! ObjectMgr :: GetItemPrototype ( spellInfo -> Reagent [ j ] ))
{
if ( msg )
{
if ( pl )
ChatHandler ( pl ). PSendSysMessage ( "Craft spell %u have not-exist reagent in DB item (Entry: %u) and then..." , spellInfo -> Id , spellInfo -> Reagent [ j ]);
else
sLog . outErrorDb ( "Craft spell %u have not-exist reagent in DB item (Entry: %u) and then..." , spellInfo -> Id , spellInfo -> Reagent [ j ]);
}
return false ;
}
}
}
return true ;
}
bool IsSpellAllowedInLocation ( SpellEntry const * spellInfo , uint32 map_id , uint32 zone_id , uint32 area_id )
{
// normal case
if ( spellInfo -> AreaId && spellInfo -> AreaId != zone_id && spellInfo -> AreaId != area_id )
return false ;
// elixirs (all area dependent elixirs have family SPELLFAMILY_POTION, use this for speedup)
if ( spellInfo -> SpellFamilyName == SPELLFAMILY_POTION )
{
if ( uint32 mask = spellmgr . GetSpellElixirMask ( spellInfo -> Id ))
{
if ( mask & ELIXIR_UNSTABLE_MASK )
{
// in the Blade's Edge Mountains Plateaus and Gruul's Lair.
return zone_id == 3522 || map_id == 565 ;
}
if ( mask & ELIXIR_SHATTRATH_MASK )
{
// in Tempest Keep, Serpentshrine Cavern, Caverns of Time: Mount Hyjal, Black Temple
// TODO: and the Sunwell Plateau
if ( zone_id == 3607 || map_id == 534 || map_id == 564 )
return true ;
MapEntry const * mapEntry = sMapStore . LookupEntry ( map_id );
if ( ! mapEntry )
return false ;
return mapEntry -> multimap_id == 206 ;
}
// elixirs not have another limitations
return true ;
}
}
// special cases zone check (maps checked by multimap common id)
switch ( spellInfo -> Id )
{
case 41618 :
case 41620 :
{
MapEntry const * mapEntry = sMapStore . LookupEntry ( map_id );
if ( ! mapEntry )
return false ;
return mapEntry -> multimap_id == 206 ;
}
case 41617 :
case 41619 :
{
MapEntry const * mapEntry = sMapStore . LookupEntry ( map_id );
if ( ! mapEntry )
return false ;
return mapEntry -> multimap_id == 207 ;
}
// Dragonmaw Illusion
case 40216 :
case 42016 :
{
if ( area_id != 3759 && area_id != 3966 && area_id != 3939 )
return false ;
break ;
}
}
return true ;
}
void SpellMgr :: LoadSkillLineAbilityMap ()
{
mSkillLineAbilityMap . clear ();
uint32 count = 0 ;
for ( uint32 i = 0 ; i < sSkillLineAbilityStore . GetNumRows (); i ++ )
{
SkillLineAbilityEntry const * SkillInfo = sSkillLineAbilityStore . LookupEntry ( i );
if ( ! SkillInfo )
continue ;
mSkillLineAbilityMap . insert ( SkillLineAbilityMap :: value_type ( SkillInfo -> spellId , SkillInfo ));
++ count ;
}
sLog . outString ();
sLog . outString ( ">> Loaded %u SkillLineAbility MultiMap" , count );
}
DiminishingGroup GetDiminishingReturnsGroupForSpell ( SpellEntry const * spellproto , bool triggered )
{
// Explicit Diminishing Groups
switch ( spellproto -> SpellFamilyName )
{
case SPELLFAMILY_MAGE :
{
// Polymorph
if (( spellproto -> SpellFamilyFlags & 0x00001000000LL ) && spellproto -> EffectApplyAuraName [ 0 ] == SPELL_AURA_MOD_CONFUSE )
return DIMINISHING_POLYMORPH ;
break ;
}
case SPELLFAMILY_ROGUE :
{
// Kidney Shot
if ( spellproto -> SpellFamilyFlags & 0x00000200000LL )
return DIMINISHING_KIDNEYSHOT ;
// Blind
else if ( spellproto -> SpellFamilyFlags & 0x00001000000LL )
return DIMINISHING_BLIND_CYCLONE ;
break ;
}
case SPELLFAMILY_WARLOCK :
{
// Death Coil
if ( spellproto -> SpellFamilyFlags & 0x00000080000LL )
return DIMINISHING_DEATHCOIL ;
// Fear
else if ( spellproto -> SpellFamilyFlags & 0x40840000000LL )
return DIMINISHING_WARLOCK_FEAR ;
// Curses/etc
else if ( spellproto -> SpellFamilyFlags & 0x00080000000LL )
return DIMINISHING_LIMITONLY ;
break ;
}
case SPELLFAMILY_DRUID :
{
// Cyclone
if ( spellproto -> SpellFamilyFlags & 0x02000000000LL )
return DIMINISHING_BLIND_CYCLONE ;
break ;
}
case SPELLFAMILY_WARRIOR :
{
// Hamstring - limit duration to 10s in PvP
if ( spellproto -> SpellFamilyFlags & 0x00000000002LL )
return DIMINISHING_LIMITONLY ;
break ;
}
default :
break ;
}
// Get by mechanic
for ( uint8 i = 0 ; i < 3 ; ++ i )
{
if ( spellproto -> Mechanic == MECHANIC_STUN || spellproto -> EffectMechanic [ i ] == MECHANIC_STUN )
return triggered ? DIMINISHING_TRIGGER_STUN : DIMINISHING_CONTROL_STUN ;
else if ( spellproto -> Mechanic == MECHANIC_SLEEP || spellproto -> EffectMechanic [ i ] == MECHANIC_SLEEP )
return DIMINISHING_SLEEP ;
else if ( spellproto -> Mechanic == MECHANIC_ROOT || spellproto -> EffectMechanic [ i ] == MECHANIC_ROOT )
return triggered ? DIMINISHING_TRIGGER_ROOT : DIMINISHING_CONTROL_ROOT ;
else if ( spellproto -> Mechanic == MECHANIC_FEAR || spellproto -> EffectMechanic [ i ] == MECHANIC_FEAR )
return DIMINISHING_FEAR ;
else if ( spellproto -> Mechanic == MECHANIC_CHARM || spellproto -> EffectMechanic [ i ] == MECHANIC_CHARM )
return DIMINISHING_CHARM ;
else if ( spellproto -> Mechanic == MECHANIC_SILENCE || spellproto -> EffectMechanic [ i ] == MECHANIC_SILENCE )
return DIMINISHING_SILENCE ;
else if ( spellproto -> Mechanic == MECHANIC_DISARM || spellproto -> EffectMechanic [ i ] == MECHANIC_DISARM )
return DIMINISHING_DISARM ;
else if ( spellproto -> Mechanic == MECHANIC_FREEZE || spellproto -> EffectMechanic [ i ] == MECHANIC_FREEZE )
return DIMINISHING_FREEZE ;
else if ( spellproto -> Mechanic == MECHANIC_KNOCKOUT || spellproto -> EffectMechanic [ i ] == MECHANIC_KNOCKOUT ||
spellproto -> Mechanic == MECHANIC_SAPPED || spellproto -> EffectMechanic [ i ] == MECHANIC_SAPPED )
return DIMINISHING_KNOCKOUT ;
else if ( spellproto -> Mechanic == MECHANIC_BANISH || spellproto -> EffectMechanic [ i ] == MECHANIC_BANISH )
return DIMINISHING_BANISH ;
}
return DIMINISHING_NONE ;
}
bool IsDiminishingReturnsGroupDurationLimited ( DiminishingGroup group )
{
switch ( group )
{
case DIMINISHING_CONTROL_STUN :
case DIMINISHING_TRIGGER_STUN :
case DIMINISHING_KIDNEYSHOT :
case DIMINISHING_SLEEP :
case DIMINISHING_CONTROL_ROOT :
case DIMINISHING_TRIGGER_ROOT :
case DIMINISHING_FEAR :
case DIMINISHING_WARLOCK_FEAR :
case DIMINISHING_CHARM :
case DIMINISHING_POLYMORPH :
case DIMINISHING_FREEZE :
case DIMINISHING_KNOCKOUT :
case DIMINISHING_BLIND_CYCLONE :
case DIMINISHING_BANISH :
case DIMINISHING_LIMITONLY :
return true ;
}
return false ;
}
DiminishingReturnsType GetDiminishingReturnsGroupType ( DiminishingGroup group )
{
switch ( group )
{
case DIMINISHING_BLIND_CYCLONE :
case DIMINISHING_CONTROL_STUN :
case DIMINISHING_TRIGGER_STUN :
case DIMINISHING_KIDNEYSHOT :
return DRTYPE_ALL ;
case DIMINISHING_SLEEP :
case DIMINISHING_CONTROL_ROOT :
case DIMINISHING_TRIGGER_ROOT :
case DIMINISHING_FEAR :
case DIMINISHING_CHARM :
case DIMINISHING_POLYMORPH :
case DIMINISHING_SILENCE :
case DIMINISHING_DISARM :
case DIMINISHING_DEATHCOIL :
case DIMINISHING_FREEZE :
case DIMINISHING_BANISH :
case DIMINISHING_WARLOCK_FEAR :
case DIMINISHING_KNOCKOUT :
return DRTYPE_PLAYER ;
}
return DRTYPE_NONE ;
}