rearranged core files
--HG-- branch : trunk
This commit is contained in:
@@ -0,0 +1,800 @@
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/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef __SPELL_H
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#define __SPELL_H
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#include "GridDefines.h"
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#include "SharedDefines.h"
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class Unit;
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class Player;
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class GameObject;
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class DynamicObject;
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class Aura;
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// These flags represent the inner states of the targeting system
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enum SpellInternalTargetFlags
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{
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FLAG_INT_UNIT = 0x00000002,
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FLAG_INT_SRC_LOC = 0x00000020,
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FLAG_INT_DST_LOC = 0x00000040,
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FLAG_INT_OBJECT = 0x00000800
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};
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// These flags are used in client - server communication only
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enum SpellCastTargetFlags
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{
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TARGET_FLAG_SELF = 0x00000000,
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TARGET_FLAG_UNUSED1 = 0x00000001, // not used in any spells as of 3.2.2a (can be set dynamically)
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TARGET_FLAG_UNIT = 0x00000002, // pguid
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TARGET_FLAG_UNUSED2 = 0x00000004, // not used in any spells as of 3.2.2a (can be set dynamically)
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TARGET_FLAG_UNUSED3 = 0x00000008, // not used in any spells as of 3.2.2a (can be set dynamically)
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TARGET_FLAG_ITEM = 0x00000010, // pguid
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TARGET_FLAG_SOURCE_LOCATION = 0x00000020, // 3 float
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TARGET_FLAG_DEST_LOCATION = 0x00000040, // 3 float
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TARGET_FLAG_OBJECT_UNK = 0x00000080, // used in 7 spells only
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TARGET_FLAG_CASTER = 0x00000100, // looks like self target (480 spells)
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TARGET_FLAG_PVP_CORPSE = 0x00000200, // pguid
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TARGET_FLAG_UNIT_CORPSE = 0x00000400, // 10 spells (gathering professions)
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TARGET_FLAG_OBJECT = 0x00000800, // pguid, 2 spells
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TARGET_FLAG_TRADE_ITEM = 0x00001000, // pguid, 0 spells
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TARGET_FLAG_STRING = 0x00002000, // string, 0 spells
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TARGET_FLAG_UNK1 = 0x00004000, // 199 spells, opening object/lock
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TARGET_FLAG_CORPSE = 0x00008000, // pguid, resurrection spells
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TARGET_FLAG_UNK2 = 0x00010000, // pguid, not used in any spells as of 3.2.2a (can be set dynamically)
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TARGET_FLAG_GLYPH = 0x00020000, // used in glyph spells
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TARGET_FLAG_UNK3 = 0x00040000, //
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TARGET_FLAG_UNK4 = 0x00080000 // uint32, loop { vec3, guid -> if guid == 0 break }
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};
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enum SpellCastFlags
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{
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CAST_FLAG_NONE = 0x00000000,
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CAST_FLAG_PENDING = 0x00000001, // Pending == 1
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CAST_FLAG_UNKNOWN_2 = 0x00000002,
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CAST_FLAG_UNKNOWN_3 = 0x00000004,
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CAST_FLAG_UNKNOWN_4 = 0x00000008,
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CAST_FLAG_UNKNOWN_5 = 0x00000010,
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CAST_FLAG_AMMO = 0x00000020, // Projectiles visual
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CAST_FLAG_UNKNOWN_7 = 0x00000040,
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CAST_FLAG_UNKNOWN_8 = 0x00000080,
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CAST_FLAG_UNKNOWN_9 = 0x00000100,
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CAST_FLAG_UNKNOWN_10 = 0x00000200,
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CAST_FLAG_UNKNOWN_11 = 0x00000400,
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CAST_FLAG_POWER_LEFT_SELF = 0x00000800,
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CAST_FLAG_UNKNOWN_13 = 0x00001000,
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CAST_FLAG_UNKNOWN_14 = 0x00002000,
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CAST_FLAG_UNKNOWN_15 = 0x00004000,
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CAST_FLAG_UNKNOWN_16 = 0x00008000,
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CAST_FLAG_UNKNOWN_17 = 0x00010000,
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CAST_FLAG_UNKNOWN_18 = 0x00020000,
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CAST_FLAG_UNKNOWN_19 = 0x00040000,
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CAST_FLAG_UNKNOWN_20 = 0x00080000,
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CAST_FLAG_UNKNOWN_21 = 0x00100000,
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CAST_FLAG_RUNE_LIST = 0x00200000,
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CAST_FLAG_UNKNOWN_23 = 0x04000000
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};
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enum SpellRangeFlag
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{
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SPELL_RANGE_DEFAULT = 0,
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SPELL_RANGE_MELEE = 1, //melee
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SPELL_RANGE_RANGED = 2, //hunter range and ranged weapon
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};
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enum SpellNotifyPushType
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{
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PUSH_NONE = 0,
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PUSH_IN_FRONT,
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PUSH_IN_BACK,
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PUSH_IN_LINE,
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PUSH_IN_THIN_LINE,
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PUSH_SRC_CENTER,
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PUSH_DST_CENTER,
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PUSH_CASTER_CENTER, //this is never used in grid search
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PUSH_CHAIN,
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};
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bool IsQuestTameSpell(uint32 spellId);
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namespace Trinity
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{
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struct SpellNotifierCreatureAndPlayer;
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}
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typedef std::list<Unit*> UnitList;
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class SpellCastTargets
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{
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public:
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SpellCastTargets();
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~SpellCastTargets();
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bool read (WorldPacket * data, Unit *caster);
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void write (WorldPacket * data);
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SpellCastTargets& operator=(const SpellCastTargets &target)
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{
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m_unitTarget = target.m_unitTarget;
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m_itemTarget = target.m_itemTarget;
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m_GOTarget = target.m_GOTarget;
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m_unitTargetGUID = target.m_unitTargetGUID;
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m_GOTargetGUID = target.m_GOTargetGUID;
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m_CorpseTargetGUID = target.m_CorpseTargetGUID;
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m_itemTargetGUID = target.m_itemTargetGUID;
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m_itemTargetEntry = target.m_itemTargetEntry;
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m_srcPos = target.m_srcPos;
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m_dstPos.Relocate(target.m_dstPos);
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m_elevation = target.m_elevation;
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m_speed = target.m_speed;
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m_strTarget = target.m_strTarget;
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m_targetMask = target.m_targetMask;
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m_intTargetFlags = target.getIntTargetFlags();
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return *this;
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}
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uint32 getTargetMask() const { return m_targetMask; }
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void setTargetMask(uint32 newMask) { m_targetMask = newMask; }
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uint32 getIntTargetFlags() const { return m_intTargetFlags; }
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uint64 getUnitTargetGUID() const { return m_unitTargetGUID; }
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Unit *getUnitTarget() const { return m_unitTarget; }
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void setUnitTarget(Unit *target);
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void setSrc(float x, float y, float z);
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void setSrc(Position *pos);
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void setDst(float x, float y, float z, float orientation, uint32 mapId = MAPID_INVALID);
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void setDst(Position *pos);
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uint64 getGOTargetGUID() const { return m_GOTargetGUID; }
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GameObject *getGOTarget() const { return m_GOTarget; }
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void setGOTarget(GameObject *target);
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uint64 getCorpseTargetGUID() const { return m_CorpseTargetGUID; }
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void setCorpseTarget(Corpse* corpse);
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uint64 getItemTargetGUID() const { return m_itemTargetGUID; }
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Item* getItemTarget() const { return m_itemTarget; }
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uint32 getItemTargetEntry() const { return m_itemTargetEntry; }
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void setItemTarget(Item* item);
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void updateTradeSlotItem()
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{
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if (m_itemTarget && (m_targetMask & TARGET_FLAG_TRADE_ITEM))
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{
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m_itemTargetGUID = m_itemTarget->GetGUID();
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m_itemTargetEntry = m_itemTarget->GetEntry();
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}
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}
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bool IsEmpty() const { return m_GOTargetGUID == 0 && m_unitTargetGUID == 0 && m_itemTarget == 0 && m_CorpseTargetGUID == 0; }
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bool HasSrc() const { return m_intTargetFlags & FLAG_INT_SRC_LOC; }
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bool HasDst() const { return m_intTargetFlags & FLAG_INT_DST_LOC; }
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bool HasTraj() const { return m_speed != 0; }
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float GetDist2d() const { return m_srcPos.GetExactDist2d(&m_dstPos); }
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float GetSpeedXY() const { return m_speed * cos(m_elevation); }
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float GetSpeedZ() const { return m_speed * sin(m_elevation); }
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void Update(Unit* caster);
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Position m_srcPos;
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WorldLocation m_dstPos;
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float m_elevation, m_speed;
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std::string m_strTarget;
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private:
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uint32 m_targetMask;
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uint32 m_intTargetFlags;
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// objects (can be used at spell creating and after Update at casting
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Unit *m_unitTarget;
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GameObject *m_GOTarget;
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Item *m_itemTarget;
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// object GUID/etc, can be used always
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uint64 m_unitTargetGUID;
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uint64 m_GOTargetGUID;
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uint64 m_CorpseTargetGUID;
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uint64 m_itemTargetGUID;
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uint32 m_itemTargetEntry;
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};
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struct SpellValue
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{
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explicit SpellValue(SpellEntry const *proto)
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{
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for (uint32 i = 0; i < 3; ++i)
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EffectBasePoints[i] = proto->EffectBasePoints[i];
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MaxAffectedTargets = proto->MaxAffectedTargets;
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RadiusMod = 1.0f;
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}
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int32 EffectBasePoints[3];
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uint32 MaxAffectedTargets;
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float RadiusMod;
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};
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enum SpellState
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{
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SPELL_STATE_NULL = 0,
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SPELL_STATE_PREPARING = 1,
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SPELL_STATE_CASTING = 2,
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SPELL_STATE_FINISHED = 3,
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SPELL_STATE_IDLE = 4,
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SPELL_STATE_DELAYED = 5
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};
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enum ReplenishType
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{
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REPLENISH_UNDEFINED = 0,
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REPLENISH_HEALTH = 20,
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REPLENISH_MANA = 21,
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REPLENISH_RAGE = 22
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};
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enum SpellTargets
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{
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SPELL_TARGETS_NONE = 0,
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SPELL_TARGETS_ALLY,
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SPELL_TARGETS_ENEMY,
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SPELL_TARGETS_ENTRY,
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SPELL_TARGETS_CHAINHEAL,
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SPELL_TARGETS_ANY,
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};
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class Spell
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{
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friend struct Trinity::SpellNotifierCreatureAndPlayer;
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friend void Unit::SetCurrentCastedSpell(Spell * pSpell);
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public:
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void EffectNULL(uint32);
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void EffectUnused(uint32);
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void EffectDistract(uint32 i);
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void EffectPull(uint32 i);
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void EffectSchoolDMG(uint32 i);
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void EffectEnvirinmentalDMG(uint32 i);
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void EffectInstaKill(uint32 i);
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void EffectDummy(uint32 i);
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void EffectTeleportUnits(uint32 i);
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void EffectApplyAura(uint32 i);
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void EffectSendEvent(uint32 i);
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void EffectPowerBurn(uint32 i);
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void EffectPowerDrain(uint32 i);
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void EffectHeal(uint32 i);
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void EffectBind(uint32 i);
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void EffectHealthLeech(uint32 i);
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void EffectQuestComplete(uint32 i);
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void EffectCreateItem(uint32 i);
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void EffectCreateItem2(uint32 i);
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void EffectCreateRandomItem(uint32 i);
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void EffectPersistentAA(uint32 i);
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void EffectEnergize(uint32 i);
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void EffectOpenLock(uint32 i);
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void EffectSummonChangeItem(uint32 i);
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void EffectProficiency(uint32 i);
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void EffectApplyAreaAura(uint32 i);
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void EffectSummonType(uint32 i);
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void EffectLearnSpell(uint32 i);
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void EffectDispel(uint32 i);
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void EffectDualWield(uint32 i);
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void EffectPickPocket(uint32 i);
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void EffectAddFarsight(uint32 i);
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void EffectHealMechanical(uint32 i);
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void EffectJump(uint32 i);
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void EffectJump2(uint32 i);
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void EffectTeleUnitsFaceCaster(uint32 i);
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void EffectLearnSkill(uint32 i);
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void EffectAddHonor(uint32 i);
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void EffectTradeSkill(uint32 i);
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void EffectEnchantItemPerm(uint32 i);
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void EffectEnchantItemTmp(uint32 i);
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void EffectTameCreature(uint32 i);
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void EffectSummonPet(uint32 i);
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void EffectLearnPetSpell(uint32 i);
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void EffectWeaponDmg(uint32 i);
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void EffectForceCast(uint32 i);
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void EffectTriggerSpell(uint32 i);
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void EffectTriggerMissileSpell(uint32 i);
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void EffectThreat(uint32 i);
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void EffectHealMaxHealth(uint32 i);
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void EffectInterruptCast(uint32 i);
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void EffectSummonObjectWild(uint32 i);
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void EffectScriptEffect(uint32 i);
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void EffectSanctuary(uint32 i);
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void EffectAddComboPoints(uint32 i);
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void EffectDuel(uint32 i);
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void EffectStuck(uint32 i);
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void EffectSummonPlayer(uint32 i);
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void EffectActivateObject(uint32 i);
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void EffectApplyGlyph(uint32 i);
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void EffectEnchantHeldItem(uint32 i);
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void EffectSummonObject(uint32 i);
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void EffectResurrect(uint32 i);
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void EffectParry(uint32 i);
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void EffectBlock(uint32 i);
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void EffectLeapForward(uint32 i);
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void EffectTransmitted(uint32 i);
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void EffectDisEnchant(uint32 i);
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void EffectInebriate(uint32 i);
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void EffectFeedPet(uint32 i);
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void EffectDismissPet(uint32 i);
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void EffectReputation(uint32 i);
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void EffectForceDeselect(uint32 i);
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void EffectSelfResurrect(uint32 i);
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void EffectSkinning(uint32 i);
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void EffectCharge(uint32 i);
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void EffectCharge2(uint32 i);
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void EffectProspecting(uint32 i);
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void EffectMilling(uint32 i);
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void EffectRenamePet(uint32 i);
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void EffectSendTaxi(uint32 i);
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void EffectSummonCritter(uint32 i);
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void EffectKnockBack(uint32 i);
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void EffectPlayerPull(uint32 i);
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void EffectDispelMechanic(uint32 i);
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void EffectSummonDeadPet(uint32 i);
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void EffectDestroyAllTotems(uint32 i);
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void EffectDurabilityDamage(uint32 i);
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void EffectSkill(uint32 i);
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void EffectTaunt(uint32 i);
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void EffectDurabilityDamagePCT(uint32 i);
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void EffectModifyThreatPercent(uint32 i);
|
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void EffectResurrectNew(uint32 i);
|
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void EffectAddExtraAttacks(uint32 i);
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void EffectSpiritHeal(uint32 i);
|
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void EffectSkinPlayerCorpse(uint32 i);
|
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void EffectStealBeneficialBuff(uint32 i);
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void EffectUnlearnSpecialization(uint32 i);
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void EffectHealPct(uint32 i);
|
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void EffectEnergizePct(uint32 i);
|
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void EffectTriggerSpellWithValue(uint32 i);
|
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void EffectTriggerRitualOfSummoning(uint32 i);
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void EffectKillCreditPersonal(uint32 i);
|
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void EffectKillCredit(uint32 i);
|
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void EffectQuestFail(uint32 i);
|
||||
void EffectRedirectThreat(uint32 i);
|
||||
void EffectWMODamage(uint32 i);
|
||||
void EffectWMORepair(uint32 i);
|
||||
void EffectActivateRune(uint32 i);
|
||||
void EffectTitanGrip(uint32 i);
|
||||
void EffectEnchantItemPrismatic(uint32 i);
|
||||
void EffectPlayMusic(uint32 i);
|
||||
void EffectSpecCount(uint32 i);
|
||||
void EffectActivateSpec(uint32 i);
|
||||
void EffectPlayerNotification(uint32 i);
|
||||
void EffectCastButtons(uint32 i);
|
||||
void EffectRechargeManaGem(uint32 i);
|
||||
|
||||
typedef std::set<Aura *> UsedSpellMods;
|
||||
|
||||
Spell(Unit* Caster, SpellEntry const *info, bool triggered, uint64 originalCasterGUID = 0, Spell** triggeringContainer = NULL, bool skipCheck = false);
|
||||
~Spell();
|
||||
|
||||
void prepare(SpellCastTargets const* targets, AuraEffect const * triggeredByAura = NULL);
|
||||
void cancel();
|
||||
void update(uint32 difftime);
|
||||
void cast(bool skipCheck = false);
|
||||
void finish(bool ok = true);
|
||||
void TakePower();
|
||||
void TakeAmmo();
|
||||
|
||||
void TakeRunePower();
|
||||
void TakeReagents();
|
||||
void TakeCastItem();
|
||||
void TriggerSpell();
|
||||
|
||||
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(target, m_spellInfo, i, &m_currentBasePoints[i]); }
|
||||
|
||||
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);
|
||||
|
||||
void SelectSpellTargets();
|
||||
void SelectEffectTargets(uint32 i, uint32 cur);
|
||||
void SelectTrajTargets();
|
||||
|
||||
template<typename T> WorldObject* FindCorpseUsing();
|
||||
|
||||
bool CheckTarget(Unit* target, uint32 eff);
|
||||
bool CanAutoCast(Unit* target);
|
||||
void CheckSrc() { if (!m_targets.HasSrc()) m_targets.setSrc(m_caster); }
|
||||
void CheckDst() { if (!m_targets.HasDst()) m_targets.setDst(m_caster); }
|
||||
|
||||
static void 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);
|
||||
void HandleThreatSpells(uint32 spellId);
|
||||
|
||||
const SpellEntry * const m_spellInfo;
|
||||
int32 m_currentBasePoints[3]; // cache SpellEntry::EffectBasePoints and use for set custom base points
|
||||
Item* m_CastItem;
|
||||
uint64 m_castItemGUID;
|
||||
uint8 m_cast_count;
|
||||
uint32 m_glyphIndex;
|
||||
uint32 m_preCastSpell;
|
||||
SpellCastTargets m_targets;
|
||||
int8 m_comboPointGain;
|
||||
|
||||
UsedSpellMods m_appliedMods;
|
||||
|
||||
int32 GetCastTime() const { return m_casttime; }
|
||||
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;
|
||||
}
|
||||
bool IsTriggered() const {return m_IsTriggeredSpell;};
|
||||
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->AttributesEx2 & SPELL_ATTR_EX2_NOT_RESET_AUTOSHOT); }
|
||||
|
||||
bool IsDeletable() const { return !m_referencedFromCurrentSpell && !m_executedCurrently; }
|
||||
void SetReferencedFromCurrent(bool yes) { m_referencedFromCurrentSpell = yes; }
|
||||
bool IsInterruptable() const { return !m_executedCurrently; }
|
||||
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 CheckTargetCreatureType(Unit* target) const;
|
||||
|
||||
void AddTriggeredSpell(SpellEntry const* spell) { m_TriggerSpells.push_back(spell); }
|
||||
|
||||
void CleanupTargetList();
|
||||
|
||||
void SetSpellValue(SpellValueMod mod, int32 value);
|
||||
protected:
|
||||
|
||||
void SendLoot(uint64 guid, LootType loottype);
|
||||
|
||||
Unit* const m_caster;
|
||||
|
||||
SpellValue * const m_spellValue;
|
||||
|
||||
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 damage enemies 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?
|
||||
bool m_needComboPoints;
|
||||
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;
|
||||
// used in effects handlers
|
||||
Aura * m_spellAura;
|
||||
|
||||
// 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
|
||||
//******************************************
|
||||
uint32 m_procAttacker; // Attacker trigger flags
|
||||
uint32 m_procVictim; // Victim trigger flags
|
||||
uint32 m_procEx;
|
||||
void prepareDataForTriggerSystem(AuraEffect const * triggeredByAura);
|
||||
|
||||
//*****************************************
|
||||
// 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;
|
||||
bool alive:1;
|
||||
bool crit:1;
|
||||
bool scaleAura:1;
|
||||
int32 damage;
|
||||
};
|
||||
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);
|
||||
SpellMissInfo DoSpellHitOnUnit(Unit *unit, uint32 effectMask, bool scaleAura);
|
||||
void DoTriggersOnSpellHit(Unit *unit);
|
||||
void DoAllEffectOnTarget(GOTargetInfo *target);
|
||||
void DoAllEffectOnTarget(ItemTargetInfo *target);
|
||||
bool UpdateChanneledTargetList();
|
||||
void SearchAreaTarget(std::list<Unit*> &unitList, float radius, SpellNotifyPushType type, SpellTargets TargetType, uint32 entry = 0);
|
||||
void SearchChainTarget(std::list<Unit*> &unitList, float radius, uint32 unMaxTargets, SpellTargets TargetType);
|
||||
WorldObject* SearchNearbyTarget(float range, SpellTargets TargetType);
|
||||
bool IsValidSingleTargetEffect(Unit const* target, Targets type) const;
|
||||
bool IsValidSingleTargetSpell(Unit const* target) const;
|
||||
void CalculateDamageDoneForAllTargets();
|
||||
int32 CalculateDamageDone(Unit *unit, const uint32 effectMask, float *multiplier);
|
||||
void SpellDamageSchoolDmg(uint32 i);
|
||||
void SpellDamageWeaponDmg(uint32 i);
|
||||
void SpellDamageHeal(uint32 i);
|
||||
|
||||
void GetSummonPosition(uint32 i, Position &pos, float radius = 0.0f, uint32 count = 0);
|
||||
void SummonGuardian(uint32 i, uint32 entry, SummonPropertiesEntry const *properties);
|
||||
|
||||
SpellCastResult CanOpenLock(uint32 effIndex, uint32 lockid, SkillType& skillid, int32& reqSkillValue, int32& skillValue);
|
||||
// -------------------------------------------
|
||||
|
||||
//List For Triggered Spells
|
||||
typedef std::vector<SpellEntry const*> TriggerSpells;
|
||||
TriggerSpells m_TriggerSpells;
|
||||
typedef std::vector< std::pair<SpellEntry const*, int32> > ChanceTriggerSpells;
|
||||
ChanceTriggerSpells m_ChanceTriggerSpells;
|
||||
|
||||
uint32 m_spellState;
|
||||
uint32 m_timer;
|
||||
|
||||
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;
|
||||
|
||||
uint32 m_customAttr;
|
||||
bool m_skipCheck;
|
||||
uint32 m_effectMask;
|
||||
uint8 m_auraScaleMask;
|
||||
|
||||
#ifdef MAP_BASED_RAND_GEN
|
||||
int32 irand(int32 min, int32 max) { return int32 (m_caster->GetMap()->mtRand.randInt(max - min)) + min; }
|
||||
uint32 urand(uint32 min, uint32 max) { return m_caster->GetMap()->mtRand.randInt(max - min) + min; }
|
||||
int32 rand32() { return m_caster->GetMap()->mtRand.randInt(); }
|
||||
double rand_norm() { return m_caster->GetMap()->mtRand.randExc(); }
|
||||
double rand_chance() { return m_caster->GetMap()->mtRand.randExc(100.0); }
|
||||
#endif
|
||||
};
|
||||
|
||||
namespace Trinity
|
||||
{
|
||||
struct SpellNotifierCreatureAndPlayer
|
||||
{
|
||||
std::list<Unit*> *i_data;
|
||||
SpellNotifyPushType i_push_type;
|
||||
float i_radius;
|
||||
SpellTargets i_TargetType;
|
||||
const Unit * const i_source;
|
||||
uint32 i_entry;
|
||||
const Position * const i_pos;
|
||||
|
||||
SpellNotifierCreatureAndPlayer(Unit *source, std::list<Unit*> &data, float radius, SpellNotifyPushType type,
|
||||
SpellTargets TargetType = SPELL_TARGETS_ENEMY, const Position *pos = NULL, uint32 entry = 0)
|
||||
: i_source(source), i_data(&data), i_radius(radius), i_push_type(type)
|
||||
, i_TargetType(TargetType), i_pos(pos), i_entry(entry)
|
||||
{
|
||||
assert(i_source);
|
||||
}
|
||||
|
||||
template<class T> inline void Visit(GridRefManager<T> &m)
|
||||
{
|
||||
for (typename GridRefManager<T>::iterator itr = m.begin(); itr != m.end(); ++itr)
|
||||
{
|
||||
Unit *target = (Unit*)itr->getSource();
|
||||
|
||||
if (!target->InSamePhase(i_source))
|
||||
continue;
|
||||
|
||||
switch (i_TargetType)
|
||||
{
|
||||
case SPELL_TARGETS_ENEMY:
|
||||
if (target->isTotem())
|
||||
continue;
|
||||
if (!target->isAttackableByAOE())
|
||||
continue;
|
||||
if (i_source->IsControlledByPlayer())
|
||||
{
|
||||
if (i_source->IsFriendlyTo(target))
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!i_source->IsHostileTo(target))
|
||||
continue;
|
||||
}
|
||||
break;
|
||||
case SPELL_TARGETS_ALLY:
|
||||
if (target->isTotem())
|
||||
continue;
|
||||
if (!target->isAttackableByAOE() || !i_source->IsFriendlyTo(target))
|
||||
continue;
|
||||
break;
|
||||
case SPELL_TARGETS_ENTRY:
|
||||
if (target->GetEntry()!= i_entry)
|
||||
continue;
|
||||
break;
|
||||
case SPELL_TARGETS_ANY:
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
switch(i_push_type)
|
||||
{
|
||||
case PUSH_SRC_CENTER:
|
||||
case PUSH_DST_CENTER:
|
||||
case PUSH_CHAIN:
|
||||
default:
|
||||
if (target->IsWithinDist3d(i_pos, i_radius))
|
||||
i_data->push_back(target);
|
||||
break;
|
||||
case PUSH_IN_FRONT:
|
||||
if (i_source->isInFront(target, i_radius, M_PI/3))
|
||||
i_data->push_back(target);
|
||||
break;
|
||||
case PUSH_IN_BACK:
|
||||
if (i_source->isInBack(target, i_radius, M_PI/3))
|
||||
i_data->push_back(target);
|
||||
break;
|
||||
case PUSH_IN_LINE:
|
||||
if (i_source->HasInLine(target, i_radius, i_source->GetObjectSize()))
|
||||
i_data->push_back(target);
|
||||
break;
|
||||
case PUSH_IN_THIN_LINE: // only traj
|
||||
if (i_pos->HasInLine(target, i_radius, 0))
|
||||
i_data->push_back(target);
|
||||
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
|
||||
Reference in New Issue
Block a user