server/src/game/Unit.cpp
Schmoozerd 5951d77a0d [11069] Set aggro for player controlled units only at zone aggro.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2011-01-25 14:13:08 +03:00

10882 lines
389 KiB
C++

/*
* Copyright (C) 2005-2011 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "Unit.h"
#include "Log.h"
#include "Opcodes.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "World.h"
#include "ObjectMgr.h"
#include "ObjectGuid.h"
#include "SpellMgr.h"
#include "QuestDef.h"
#include "Player.h"
#include "Creature.h"
#include "Spell.h"
#include "Group.h"
#include "SpellAuras.h"
#include "MapManager.h"
#include "ObjectAccessor.h"
#include "CreatureAI.h"
#include "TemporarySummon.h"
#include "Formulas.h"
#include "Pet.h"
#include "Util.h"
#include "Totem.h"
#include "BattleGround.h"
#include "InstanceData.h"
#include "InstanceSaveMgr.h"
#include "GridNotifiersImpl.h"
#include "CellImpl.h"
#include "Path.h"
#include "Traveller.h"
#include "VMapFactory.h"
#include "MovementGenerator.h"
#include <math.h>
#include <stdarg.h>
float baseMoveSpeed[MAX_MOVE_TYPE] =
{
2.5f, // MOVE_WALK
7.0f, // MOVE_RUN
2.5f, // MOVE_RUN_BACK
4.722222f, // MOVE_SWIM
4.5f, // MOVE_SWIM_BACK
3.141594f, // MOVE_TURN_RATE
7.0f, // MOVE_FLIGHT
4.5f, // MOVE_FLIGHT_BACK
3.14f // MOVE_PITCH_RATE
};
////////////////////////////////////////////////////////////
// Methods of class MovementInfo
void MovementInfo::Read(ByteBuffer &data)
{
data >> moveFlags;
data >> moveFlags2;
data >> time;
data >> pos.x;
data >> pos.y;
data >> pos.z;
data >> pos.o;
if(HasMovementFlag(MOVEFLAG_ONTRANSPORT))
{
data >> t_guid.ReadAsPacked();
data >> t_pos.x;
data >> t_pos.y;
data >> t_pos.z;
data >> t_pos.o;
data >> t_time;
data >> t_seat;
if(moveFlags2 & MOVEFLAG2_INTERP_MOVEMENT)
data >> t_time2;
}
if((HasMovementFlag(MovementFlags(MOVEFLAG_SWIMMING | MOVEFLAG_FLYING))) || (moveFlags2 & MOVEFLAG2_ALLOW_PITCHING))
{
data >> s_pitch;
}
data >> fallTime;
if(HasMovementFlag(MOVEFLAG_FALLING))
{
data >> jump.velocity;
data >> jump.sinAngle;
data >> jump.cosAngle;
data >> jump.xyspeed;
}
if(HasMovementFlag(MOVEFLAG_SPLINE_ELEVATION))
{
data >> u_unk1;
}
}
void MovementInfo::Write(ByteBuffer &data) const
{
data << moveFlags;
data << moveFlags2;
data << time;
data << pos.x;
data << pos.y;
data << pos.z;
data << pos.o;
if(HasMovementFlag(MOVEFLAG_ONTRANSPORT))
{
data << t_guid.WriteAsPacked();
data << t_pos.x;
data << t_pos.y;
data << t_pos.z;
data << t_pos.o;
data << t_time;
data << t_seat;
if(moveFlags2 & MOVEFLAG2_INTERP_MOVEMENT)
data << t_time2;
}
if((HasMovementFlag(MovementFlags(MOVEFLAG_SWIMMING | MOVEFLAG_FLYING))) || (moveFlags2 & MOVEFLAG2_ALLOW_PITCHING))
{
data << s_pitch;
}
data << fallTime;
if(HasMovementFlag(MOVEFLAG_FALLING))
{
data << jump.velocity;
data << jump.sinAngle;
data << jump.cosAngle;
data << jump.xyspeed;
}
if(HasMovementFlag(MOVEFLAG_SPLINE_ELEVATION))
{
data << u_unk1;
}
}
////////////////////////////////////////////////////////////
// Methods of class GlobalCooldownMgr
bool GlobalCooldownMgr::HasGlobalCooldown(SpellEntry const* spellInfo) const
{
GlobalCooldownList::const_iterator itr = m_GlobalCooldowns.find(spellInfo->StartRecoveryCategory);
return itr != m_GlobalCooldowns.end() && itr->second.duration && WorldTimer::getMSTimeDiff(itr->second.cast_time, WorldTimer::getMSTime()) < itr->second.duration;
}
void GlobalCooldownMgr::AddGlobalCooldown(SpellEntry const* spellInfo, uint32 gcd)
{
m_GlobalCooldowns[spellInfo->StartRecoveryCategory] = GlobalCooldown(gcd, WorldTimer::getMSTime());
}
void GlobalCooldownMgr::CancelGlobalCooldown(SpellEntry const* spellInfo)
{
m_GlobalCooldowns[spellInfo->StartRecoveryCategory].duration = 0;
}
////////////////////////////////////////////////////////////
// Methods of class Unit
Unit::Unit()
: WorldObject(), i_motionMaster(this), m_ThreatManager(this), m_HostileRefManager(this)
{
m_objectType |= TYPEMASK_UNIT;
m_objectTypeId = TYPEID_UNIT;
m_updateFlag = (UPDATEFLAG_HIGHGUID | UPDATEFLAG_LIVING | UPDATEFLAG_HAS_POSITION);
m_attackTimer[BASE_ATTACK] = 0;
m_attackTimer[OFF_ATTACK] = 0;
m_attackTimer[RANGED_ATTACK] = 0;
m_modAttackSpeedPct[BASE_ATTACK] = 1.0f;
m_modAttackSpeedPct[OFF_ATTACK] = 1.0f;
m_modAttackSpeedPct[RANGED_ATTACK] = 1.0f;
m_extraAttacks = 0;
m_state = 0;
m_deathState = ALIVE;
for (uint32 i = 0; i < CURRENT_MAX_SPELL; ++i)
m_currentSpells[i] = NULL;
m_castCounter = 0;
m_addDmgOnce = 0;
for(int i = 0; i < MAX_TOTEM_SLOT; ++i)
m_TotemSlot[i] = 0;
m_ObjectSlot[0] = m_ObjectSlot[1] = m_ObjectSlot[2] = m_ObjectSlot[3] = 0;
//m_Aura = NULL;
//m_AurasCheck = 2000;
//m_removeAuraTimer = 4;
m_spellAuraHoldersUpdateIterator = m_spellAuraHolders.end();
m_AuraFlags = 0;
m_Visibility = VISIBILITY_ON;
m_detectInvisibilityMask = 0;
m_invisibilityMask = 0;
m_transform = 0;
m_canModifyStats = false;
for (int i = 0; i < MAX_SPELL_IMMUNITY; ++i)
m_spellImmune[i].clear();
for (int i = 0; i < UNIT_MOD_END; ++i)
{
m_auraModifiersGroup[i][BASE_VALUE] = 0.0f;
m_auraModifiersGroup[i][BASE_PCT] = 1.0f;
m_auraModifiersGroup[i][TOTAL_VALUE] = 0.0f;
m_auraModifiersGroup[i][TOTAL_PCT] = 1.0f;
}
// implement 50% base damage from offhand
m_auraModifiersGroup[UNIT_MOD_DAMAGE_OFFHAND][TOTAL_PCT] = 0.5f;
for (int i = 0; i < MAX_ATTACK; ++i)
{
m_weaponDamage[i][MINDAMAGE] = BASE_MINDAMAGE;
m_weaponDamage[i][MAXDAMAGE] = BASE_MAXDAMAGE;
}
for (int i = 0; i < MAX_STATS; ++i)
m_createStats[i] = 0.0f;
m_attacking = NULL;
m_modMeleeHitChance = 0.0f;
m_modRangedHitChance = 0.0f;
m_modSpellHitChance = 0.0f;
m_baseSpellCritChance = 5;
m_CombatTimer = 0;
m_lastManaUseTimer = 0;
//m_victimThreat = 0.0f;
for (int i = 0; i < MAX_SPELL_SCHOOL; ++i)
m_threatModifier[i] = 1.0f;
m_isSorted = true;
for (int i = 0; i < MAX_MOVE_TYPE; ++i)
m_speed_rate[i] = 1.0f;
m_charmInfo = NULL;
// remove aurastates allowing special moves
for(int i=0; i < MAX_REACTIVE; ++i)
m_reactiveTimer[i] = 0;
}
Unit::~Unit()
{
// set current spells as deletable
for (uint32 i = 0; i < CURRENT_MAX_SPELL; ++i)
{
if (m_currentSpells[i])
{
m_currentSpells[i]->SetReferencedFromCurrent(false);
m_currentSpells[i] = NULL;
}
}
if (m_charmInfo)
delete m_charmInfo;
// those should be already removed at "RemoveFromWorld()" call
MANGOS_ASSERT(m_gameObj.size() == 0);
MANGOS_ASSERT(m_dynObjGUIDs.size() == 0);
MANGOS_ASSERT(m_deletedAuras.size() == 0);
MANGOS_ASSERT(m_deletedHolders.size() == 0);
}
void Unit::Update( uint32 update_diff, uint32 p_time )
{
if(!IsInWorld())
return;
/*if(p_time > m_AurasCheck)
{
m_AurasCheck = 2000;
_UpdateAura();
}else
m_AurasCheck -= p_time;*/
// WARNING! Order of execution here is important, do not change.
// Spells must be processed with event system BEFORE they go to _UpdateSpells.
// Or else we may have some SPELL_STATE_FINISHED spells stalled in pointers, that is bad.
m_Events.Update( update_diff );
_UpdateSpells( update_diff );
CleanupDeletedAuras();
if (m_lastManaUseTimer)
{
if (update_diff >= m_lastManaUseTimer)
m_lastManaUseTimer = 0;
else
m_lastManaUseTimer -= update_diff;
}
if (CanHaveThreatList())
getThreatManager().UpdateForClient(update_diff);
// update combat timer only for players and pets
if (isInCombat() && (GetTypeId() == TYPEID_PLAYER || ((Creature*)this)->IsPet() || ((Creature*)this)->isCharmed()))
{
// Check UNIT_STAT_MELEE_ATTACKING or UNIT_STAT_CHASE (without UNIT_STAT_FOLLOW in this case) so pets can reach far away
// targets without stopping half way there and running off.
// These flags are reset after target dies or another command is given.
if (m_HostileRefManager.isEmpty())
{
// m_CombatTimer set at aura start and it will be freeze until aura removing
if (m_CombatTimer <= update_diff)
CombatStop();
else
m_CombatTimer -= update_diff;
}
}
if (uint32 base_att = getAttackTimer(BASE_ATTACK))
{
setAttackTimer(BASE_ATTACK, (update_diff >= base_att ? 0 : base_att - update_diff) );
}
// update abilities available only for fraction of time
UpdateReactives( update_diff );
ModifyAuraState(AURA_STATE_HEALTHLESS_20_PERCENT, GetHealth() < GetMaxHealth()*0.20f);
ModifyAuraState(AURA_STATE_HEALTHLESS_35_PERCENT, GetHealth() < GetMaxHealth()*0.35f);
ModifyAuraState(AURA_STATE_HEALTH_ABOVE_75_PERCENT, GetHealth() > GetMaxHealth()*0.75f);
i_motionMaster.UpdateMotion(p_time);
}
bool Unit::haveOffhandWeapon() const
{
if (!CanUseEquippedWeapon(OFF_ATTACK))
return false;
if(GetTypeId() == TYPEID_PLAYER)
return ((Player*)this)->GetWeaponForAttack(OFF_ATTACK,true,true);
else
return false;
}
void Unit::SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, SplineType type, SplineFlags flags, uint32 Time, Player* player, ...)
{
va_list vargs;
va_start(vargs,player);
float moveTime = (float)Time;
WorldPacket data( SMSG_MONSTER_MOVE, (41 + GetPackGUID().size()) );
data << GetPackGUID();
data << uint8(0); // new in 3.1 bool, used to toggle MOVEFLAG2_UNK4 = 0x0040 on client side
data << GetPositionX() << GetPositionY() << GetPositionZ();
data << uint32(WorldTimer::getMSTime());
data << uint8(type); // unknown
switch(type)
{
case SPLINETYPE_NORMAL: // normal packet
break;
case SPLINETYPE_STOP: // stop packet (raw pos?)
va_end(vargs);
SendMessageToSet( &data, true );
return;
case SPLINETYPE_FACINGSPOT: // facing spot, not used currently
{
data << float(va_arg(vargs,double));
data << float(va_arg(vargs,double));
data << float(va_arg(vargs,double));
break;
}
case SPLINETYPE_FACINGTARGET:
data << uint64(va_arg(vargs,uint64));
break;
case SPLINETYPE_FACINGANGLE:
data << float(va_arg(vargs,double)); // facing angle
break;
}
data << uint32(flags); // splineflags
data << uint32(moveTime); // Time in between points
data << uint32(1); // 1 single waypoint
data << NewPosX << NewPosY << NewPosZ; // the single waypoint Point B
va_end(vargs);
if(player)
player->GetSession()->SendPacket(&data);
else
SendMessageToSet( &data, true );
}
void Unit::SendMonsterMoveWithSpeed(float x, float y, float z, uint32 transitTime, Player* player)
{
if (!transitTime)
{
if(GetTypeId()==TYPEID_PLAYER)
{
Traveller<Player> traveller(*(Player*)this);
transitTime = traveller.GetTotalTravelTimeTo(x, y, z);
}
else
{
Traveller<Creature> traveller(*(Creature*)this);
transitTime = traveller.GetTotalTravelTimeTo(x, y, z);
}
}
//float orientation = (float)atan2((double)dy, (double)dx);
SplineFlags flags = GetTypeId() == TYPEID_PLAYER ? SPLINEFLAG_WALKMODE : ((Creature*)this)->GetSplineFlags();
SendMonsterMove(x, y, z, SPLINETYPE_NORMAL, flags, transitTime, player);
}
void Unit::SendHeartBeat(bool toSelf)
{
WorldPacket data(MSG_MOVE_HEARTBEAT, 64);
data << GetPackGUID();
data << m_movementInfo;
SendMessageToSet(&data, toSelf);
}
void Unit::resetAttackTimer(WeaponAttackType type)
{
m_attackTimer[type] = uint32(GetAttackTime(type) * m_modAttackSpeedPct[type]);
}
bool Unit::canReachWithAttack(Unit *pVictim) const
{
MANGOS_ASSERT(pVictim);
float reach = GetFloatValue(UNIT_FIELD_COMBATREACH);
if( reach <= 0.0f )
reach = 1.0f;
return IsWithinDistInMap(pVictim, reach);
}
void Unit::RemoveSpellsCausingAura(AuraType auraType)
{
for (AuraList::const_iterator iter = m_modAuras[auraType].begin(); iter != m_modAuras[auraType].end();)
{
RemoveAurasDueToSpell((*iter)->GetId());
iter = m_modAuras[auraType].begin();
}
}
void Unit::RemoveSpellsCausingAura(AuraType auraType, SpellAuraHolder* except)
{
for (AuraList::const_iterator iter = m_modAuras[auraType].begin(); iter != m_modAuras[auraType].end();)
{
// skip `except` aura
if ((*iter)->GetHolder() == except)
{
++iter;
continue;
}
RemoveAurasDueToSpell((*iter)->GetId(), except);
iter = m_modAuras[auraType].begin();
}
}
bool Unit::HasAuraType(AuraType auraType) const
{
return (!m_modAuras[auraType].empty());
}
/* Called by DealDamage for auras that have a chance to be dispelled on damage taken. */
void Unit::RemoveSpellbyDamageTaken(AuraType auraType, uint32 damage)
{
if(!HasAuraType(auraType))
return;
// The chance to dispel an aura depends on the damage taken with respect to the casters level.
uint32 max_dmg = getLevel() > 8 ? 25 * getLevel() - 150 : 50;
float chance = float(damage) / max_dmg * 100.0f;
if (roll_chance_f(chance))
RemoveSpellsCausingAura(auraType);
}
void Unit::DealDamageMods(Unit *pVictim, uint32 &damage, uint32* absorb)
{
if (!pVictim->isAlive() || pVictim->IsTaxiFlying() || (pVictim->GetTypeId() == TYPEID_UNIT && ((Creature*)pVictim)->IsInEvadeMode()))
{
if (absorb)
*absorb += damage;
damage = 0;
return;
}
//You don't lose health from damage taken from another player while in a sanctuary
//You still see it in the combat log though
if (!IsAllowedDamageInArea(pVictim))
{
if(absorb)
*absorb += damage;
damage = 0;
}
uint32 originalDamage = damage;
//Script Event damage Deal
if( GetTypeId()== TYPEID_UNIT && ((Creature *)this)->AI())
((Creature *)this)->AI()->DamageDeal(pVictim, damage);
//Script Event damage taken
if( pVictim->GetTypeId()== TYPEID_UNIT && ((Creature *)pVictim)->AI() )
((Creature *)pVictim)->AI()->DamageTaken(this, damage);
if(absorb && originalDamage > damage)
*absorb += (originalDamage - damage);
}
uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDamage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask, SpellEntry const *spellProto, bool durabilityLoss)
{
// remove affects from victim (including from 0 damage and DoTs)
if(pVictim != this)
pVictim->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
// remove affects from attacker at any non-DoT damage (including 0 damage)
if( damagetype != DOT)
{
RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
if(pVictim != this)
RemoveSpellsCausingAura(SPELL_AURA_MOD_INVISIBILITY);
if(pVictim->GetTypeId() == TYPEID_PLAYER && !pVictim->IsStandState() && !pVictim->hasUnitState(UNIT_STAT_STUNNED))
pVictim->SetStandState(UNIT_STAND_STATE_STAND);
}
if(!damage)
{
// Rage from physical damage received .
if(cleanDamage && cleanDamage->damage && (damageSchoolMask & SPELL_SCHOOL_MASK_NORMAL) && pVictim->GetTypeId() == TYPEID_PLAYER && (pVictim->getPowerType() == POWER_RAGE))
((Player*)pVictim)->RewardRage(cleanDamage->damage, 0, false);
return 0;
}
if (!spellProto || !IsSpellHaveAura(spellProto,SPELL_AURA_MOD_FEAR))
pVictim->RemoveSpellbyDamageTaken(SPELL_AURA_MOD_FEAR, damage);
// root type spells do not dispel the root effect
if (!spellProto || !(spellProto->Mechanic == MECHANIC_ROOT || IsSpellHaveAura(spellProto,SPELL_AURA_MOD_ROOT)))
pVictim->RemoveSpellbyDamageTaken(SPELL_AURA_MOD_ROOT, damage);
// no xp,health if type 8 /critters/
if (pVictim->GetTypeId() == TYPEID_UNIT && pVictim->GetCreatureType() == CREATURE_TYPE_CRITTER)
{
// TODO: fix this part
// Critter may not die of damage taken, instead expect it to run away (no fighting back)
// If (this) is TYPEID_PLAYER, (this) will enter combat w/victim, but after some time, automatically leave combat.
// It is unclear how it should work for other cases.
((Creature*)pVictim)->SetLootRecipient(this);
pVictim->SetDeathState(JUST_DIED);
pVictim->SetHealth(0);
// allow loot only if has loot_id in creature_template
((Creature*)pVictim)->PrepareBodyLootState();
((Creature*)pVictim)->AllLootRemovedFromCorpse();
// some critters required for quests (need normal entry instead possible heroic in any cases)
if (GetTypeId() == TYPEID_PLAYER)
{
if (CreatureInfo const* normalInfo = ObjectMgr::GetCreatureTemplate(pVictim->GetEntry()))
((Player*)this)->KilledMonster(normalInfo, pVictim->GetObjectGuid());
}
DEBUG_FILTER_LOG(LOG_FILTER_DAMAGE, "DealDamage critter, critter dies");
return damage;
}
DEBUG_FILTER_LOG(LOG_FILTER_DAMAGE,"DealDamageStart");
uint32 health = pVictim->GetHealth();
DEBUG_FILTER_LOG(LOG_FILTER_DAMAGE,"deal dmg:%d to health:%d ",damage,health);
// duel ends when player has 1 or less hp
bool duel_hasEnded = false;
if(pVictim->GetTypeId() == TYPEID_PLAYER && ((Player*)pVictim)->duel && damage >= (health-1))
{
// prevent kill only if killed in duel and killed by opponent or opponent controlled creature
if(((Player*)pVictim)->duel->opponent==this || ((Player*)pVictim)->duel->opponent->GetObjectGuid() == GetOwnerGuid())
damage = health-1;
duel_hasEnded = true;
}
//Get in CombatState
if(pVictim != this && damagetype != DOT)
{
SetInCombatWith(pVictim);
pVictim->SetInCombatWith(this);
if(Player* attackedPlayer = pVictim->GetCharmerOrOwnerPlayerOrPlayerItself())
SetContestedPvP(attackedPlayer);
}
// Rage from Damage made (only from direct weapon damage)
if( cleanDamage && damagetype==DIRECT_DAMAGE && this != pVictim && GetTypeId() == TYPEID_PLAYER && (getPowerType() == POWER_RAGE))
{
uint32 weaponSpeedHitFactor;
switch(cleanDamage->attackType)
{
case BASE_ATTACK:
{
if(cleanDamage->hitOutCome == MELEE_HIT_CRIT)
weaponSpeedHitFactor = uint32(GetAttackTime(cleanDamage->attackType)/1000.0f * 7);
else
weaponSpeedHitFactor = uint32(GetAttackTime(cleanDamage->attackType)/1000.0f * 3.5f);
((Player*)this)->RewardRage(damage, weaponSpeedHitFactor, true);
break;
}
case OFF_ATTACK:
{
if(cleanDamage->hitOutCome == MELEE_HIT_CRIT)
weaponSpeedHitFactor = uint32(GetAttackTime(cleanDamage->attackType)/1000.0f * 3.5f);
else
weaponSpeedHitFactor = uint32(GetAttackTime(cleanDamage->attackType)/1000.0f * 1.75f);
((Player*)this)->RewardRage(damage, weaponSpeedHitFactor, true);
break;
}
case RANGED_ATTACK:
break;
}
}
if (GetTypeId() == TYPEID_PLAYER && this != pVictim)
{
Player *killer = ((Player*)this);
// in bg, count dmg if victim is also a player
if (pVictim->GetTypeId()==TYPEID_PLAYER)
{
if (BattleGround *bg = killer->GetBattleGround())
{
// FIXME: kept by compatibility. don't know in BG if the restriction apply.
bg->UpdatePlayerScore(killer, SCORE_DAMAGE_DONE, damage);
}
}
killer->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DAMAGE_DONE, damage, 0, pVictim);
killer->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HIT_DEALT, damage);
}
if (pVictim->GetTypeId() == TYPEID_PLAYER)
((Player*)pVictim)->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HIT_RECEIVED, damage);
if (pVictim->GetTypeId() == TYPEID_UNIT && !((Creature*)pVictim)->IsPet() && !((Creature*)pVictim)->HasLootRecipient())
((Creature*)pVictim)->SetLootRecipient(this);
if (health <= damage)
{
DEBUG_FILTER_LOG(LOG_FILTER_DAMAGE,"DealDamage: victim just died");
// find player: owner of controlled `this` or `this` itself maybe
// for loot will be sued only if group_tap==NULL
Player *player_tap = GetCharmerOrOwnerPlayerOrPlayerItself();
Group *group_tap = NULL;
// find owner of pVictim, used for creature cases, AI calls
Unit* pOwner = pVictim->GetCharmerOrOwner();
// in creature kill case group/player tap stored for creature
if (pVictim->GetTypeId() == TYPEID_UNIT)
{
group_tap = ((Creature*)pVictim)->GetGroupLootRecipient();
if (Player* recipient = ((Creature*)pVictim)->GetOriginalLootRecipient())
player_tap = recipient;
}
// in player kill case group tap selected by player_tap (killer-player itself, or charmer, or owner, etc)
else
{
if (player_tap)
group_tap = player_tap->GetGroup();
}
if (pVictim->GetTypeId() == TYPEID_PLAYER)
{
((Player*)pVictim)->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_TOTAL_DAMAGE_RECEIVED, health);
if (player_tap)
player_tap->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_SPECIAL_PVP_KILL,1,0,pVictim);
}
// call kill spell proc event (before real die and combat stop to triggering auras removed at death/combat stop)
if(player_tap && player_tap != pVictim)
{
player_tap->ProcDamageAndSpell(pVictim, PROC_FLAG_KILL, PROC_FLAG_KILLED, PROC_EX_NONE, 0);
WorldPacket data(SMSG_PARTYKILLLOG, (8+8)); //send event PARTY_KILL
data << player_tap->GetObjectGuid(); //player with killing blow
data << pVictim->GetObjectGuid(); //victim
if (group_tap)
group_tap->BroadcastPacket(&data, false, group_tap->GetMemberGroup(player_tap->GetObjectGuid()),player_tap->GetObjectGuid());
player_tap->SendDirectMessage(&data);
}
// Reward player, his pets, and group/raid members
if (player_tap != pVictim)
{
if (group_tap)
group_tap->RewardGroupAtKill(pVictim, player_tap);
else if (player_tap)
player_tap->RewardSinglePlayerAtKill(pVictim);
}
DEBUG_FILTER_LOG(LOG_FILTER_DAMAGE,"DealDamageAttackStop");
// stop combat
pVictim->CombatStop();
pVictim->getHostileRefManager().deleteReferences();
bool damageFromSpiritOfRedemtionTalent = spellProto && spellProto->Id == 27795;
// if talent known but not triggered (check priest class for speedup check)
Aura* spiritOfRedemtionTalentReady = NULL;
if( !damageFromSpiritOfRedemtionTalent && // not called from SPELL_AURA_SPIRIT_OF_REDEMPTION
pVictim->GetTypeId()==TYPEID_PLAYER && pVictim->getClass()==CLASS_PRIEST )
{
AuraList const& vDummyAuras = pVictim->GetAurasByType(SPELL_AURA_DUMMY);
for(AuraList::const_iterator itr = vDummyAuras.begin(); itr != vDummyAuras.end(); ++itr)
{
if((*itr)->GetSpellProto()->SpellIconID==1654)
{
spiritOfRedemtionTalentReady = *itr;
break;
}
}
}
if (!spiritOfRedemtionTalentReady)
{
DEBUG_FILTER_LOG(LOG_FILTER_DAMAGE,"SET JUST_DIED");
pVictim->SetDeathState(JUST_DIED);
}
DEBUG_FILTER_LOG(LOG_FILTER_DAMAGE,"DealDamageHealth1");
if(spiritOfRedemtionTalentReady)
{
// save value before aura remove
uint32 ressSpellId = pVictim->GetUInt32Value(PLAYER_SELF_RES_SPELL);
if(!ressSpellId)
ressSpellId = ((Player*)pVictim)->GetResurrectionSpellId();
//Remove all expected to remove at death auras (most important negative case like DoT or periodic triggers)
pVictim->RemoveAllAurasOnDeath();
// restore for use at real death
pVictim->SetUInt32Value(PLAYER_SELF_RES_SPELL,ressSpellId);
// FORM_SPIRITOFREDEMPTION and related auras
pVictim->CastSpell(pVictim,27827,true,NULL,spiritOfRedemtionTalentReady);
}
else
pVictim->SetHealth(0);
// remember victim PvP death for corpse type and corpse reclaim delay
// at original death (not at SpiritOfRedemtionTalent timeout)
if( pVictim->GetTypeId()==TYPEID_PLAYER && !damageFromSpiritOfRedemtionTalent )
((Player*)pVictim)->SetPvPDeath(player_tap != NULL);
// Call KilledUnit for creatures
if (GetTypeId() == TYPEID_UNIT && ((Creature*)this)->AI())
((Creature*)this)->AI()->KilledUnit(pVictim);
// Call AI OwnerKilledUnit (for any current summoned minipet/guardian/protector)
PetOwnerKilledUnit(pVictim);
// achievement stuff
if (pVictim->GetTypeId() == TYPEID_PLAYER)
{
if (GetTypeId() == TYPEID_UNIT)
((Player*)pVictim)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_CREATURE, GetEntry());
else if(GetTypeId() == TYPEID_PLAYER && pVictim != this)
((Player*)pVictim)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_PLAYER, 1, ((Player*)this)->GetTeam());
}
// 10% durability loss on death
// clean InHateListOf
if (pVictim->GetTypeId() == TYPEID_PLAYER)
{
// only if not player and not controlled by player pet. And not at BG
if (durabilityLoss && !player_tap && !((Player*)pVictim)->InBattleGround())
{
DEBUG_LOG("We are dead, loosing 10 percents durability");
((Player*)pVictim)->DurabilityLossAll(0.10f,false);
// durability lost message
WorldPacket data(SMSG_DURABILITY_DAMAGE_DEATH, 0);
((Player*)pVictim)->GetSession()->SendPacket(&data);
}
}
else // creature died
{
DEBUG_FILTER_LOG(LOG_FILTER_DAMAGE,"DealDamageNotPlayer");
Creature *cVictim = (Creature*)pVictim;
if(!cVictim->IsPet())
{
cVictim->DeleteThreatList();
// only lootable if it has loot or can drop gold
cVictim->PrepareBodyLootState();
// may have no loot, so update death timer if allowed
cVictim->AllLootRemovedFromCorpse();
}
// Call creature just died function
if (cVictim->AI())
cVictim->AI()->JustDied(this);
if (cVictim->IsTemporarySummon())
{
TemporarySummon* pSummon = (TemporarySummon*)cVictim;
if (pSummon->GetSummonerGuid().IsCreature())
if(Creature* pSummoner = cVictim->GetMap()->GetCreature(pSummon->GetSummonerGuid()))
if (pSummoner->AI())
pSummoner->AI()->SummonedCreatureJustDied(cVictim);
}
else if (pOwner && pOwner->GetTypeId() == TYPEID_UNIT)
{
if (((Creature*)pOwner)->AI())
((Creature*)pOwner)->AI()->SummonedCreatureJustDied(cVictim);
}
if (InstanceData* mapInstance = cVictim->GetInstanceData())
mapInstance->OnCreatureDeath(cVictim);
// Dungeon specific stuff, only applies to players killing creatures
if(cVictim->GetInstanceId())
{
Map *m = cVictim->GetMap();
Player *creditedPlayer = GetCharmerOrOwnerPlayerOrPlayerItself();
// TODO: do instance binding anyway if the charmer/owner is offline
if(m->IsDungeon() && creditedPlayer)
{
if (m->IsRaidOrHeroicDungeon())
{
if(cVictim->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_INSTANCE_BIND)
((InstanceMap *)m)->PermBindAllPlayers(creditedPlayer);
}
else
{
// the reset time is set but not added to the scheduler
// until the players leave the instance
time_t resettime = cVictim->GetRespawnTimeEx() + 2 * HOUR;
if (InstanceSave *save = m->GetInstanceSave())
if (save->GetResetTime() < resettime)
save->SetResetTime(resettime);
}
}
}
}
// last damage from non duel opponent or opponent controlled creature
if(duel_hasEnded)
{
MANGOS_ASSERT(pVictim->GetTypeId()==TYPEID_PLAYER);
Player *he = (Player*)pVictim;
MANGOS_ASSERT(he->duel);
he->duel->opponent->CombatStopWithPets(true);
he->CombatStopWithPets(true);
he->DuelComplete(DUEL_INTERUPTED);
}
// battleground things (do this at the end, so the death state flag will be properly set to handle in the bg->handlekill)
if(pVictim->GetTypeId() == TYPEID_PLAYER && ((Player*)pVictim)->InBattleGround())
{
Player *killed = ((Player*)pVictim);
if(BattleGround *bg = killed->GetBattleGround())
if(player_tap)
bg->HandleKillPlayer(killed, player_tap);
}
else if(pVictim->GetTypeId() == TYPEID_UNIT)
{
if (player_tap)
if (BattleGround *bg = player_tap->GetBattleGround())
bg->HandleKillUnit((Creature*)pVictim, player_tap);
}
}
else // if (health <= damage)
{
DEBUG_FILTER_LOG(LOG_FILTER_DAMAGE,"DealDamageAlive");
if (pVictim->GetTypeId() == TYPEID_PLAYER)
((Player*)pVictim)->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_TOTAL_DAMAGE_RECEIVED, damage);
pVictim->ModifyHealth(- (int32)damage);
if(damagetype != DOT)
{
if(!getVictim())
{
// if not have main target then attack state with target (including AI call)
//start melee attacks only after melee hit
Attack(pVictim,(damagetype == DIRECT_DAMAGE));
}
// if damage pVictim call AI reaction
if(pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->AI())
((Creature*)pVictim)->AI()->AttackedBy(this);
}
// polymorphed, hex and other negative transformed cases
uint32 morphSpell = pVictim->getTransForm();
if (morphSpell && !IsPositiveSpell(morphSpell))
{
if (SpellEntry const* morphEntry = sSpellStore.LookupEntry(morphSpell))
{
if (IsSpellHaveAura(morphEntry, SPELL_AURA_MOD_CONFUSE))
pVictim->RemoveAurasDueToSpell(morphSpell);
else if (IsSpellHaveAura(morphEntry, SPELL_AURA_MOD_PACIFY_SILENCE))
pVictim->RemoveSpellbyDamageTaken(SPELL_AURA_MOD_PACIFY_SILENCE, damage);
}
}
if(damagetype == DIRECT_DAMAGE || damagetype == SPELL_DIRECT_DAMAGE)
{
if (!spellProto || !(spellProto->AuraInterruptFlags&AURA_INTERRUPT_FLAG_DIRECT_DAMAGE))
pVictim->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_DIRECT_DAMAGE);
}
if (pVictim->GetTypeId() != TYPEID_PLAYER)
{
float threat = damage * sSpellMgr.GetSpellThreatMultiplier(spellProto);
pVictim->AddThreat(this, threat, (cleanDamage && cleanDamage->hitOutCome == MELEE_HIT_CRIT), damageSchoolMask, spellProto);
}
else // victim is a player
{
// Rage from damage received
if(this != pVictim && pVictim->getPowerType() == POWER_RAGE)
{
uint32 rage_damage = damage + (cleanDamage ? cleanDamage->damage : 0);
((Player*)pVictim)->RewardRage(rage_damage, 0, false);
}
// random durability for items (HIT TAKEN)
if (roll_chance_f(sWorld.getConfig(CONFIG_FLOAT_RATE_DURABILITY_LOSS_DAMAGE)))
{
EquipmentSlots slot = EquipmentSlots(urand(0,EQUIPMENT_SLOT_END-1));
((Player*)pVictim)->DurabilityPointLossForEquipSlot(slot);
}
}
if(GetTypeId()==TYPEID_PLAYER)
{
// random durability for items (HIT DONE)
if (roll_chance_f(sWorld.getConfig(CONFIG_FLOAT_RATE_DURABILITY_LOSS_DAMAGE)))
{
EquipmentSlots slot = EquipmentSlots(urand(0,EQUIPMENT_SLOT_END-1));
((Player*)this)->DurabilityPointLossForEquipSlot(slot);
}
}
// TODO: Store auras by interrupt flag to speed this up.
SpellAuraHolderMap& vAuras = pVictim->GetSpellAuraHolderMap();
for (SpellAuraHolderMap::const_iterator i = vAuras.begin(), next; i != vAuras.end(); i = next)
{
const SpellEntry *se = i->second->GetSpellProto();
next = i; ++next;
if (spellProto && spellProto->Id == se->Id) // Not drop auras added by self
continue;
if( se->AuraInterruptFlags & AURA_INTERRUPT_FLAG_DAMAGE )
{
bool remove = true;
if (se->procFlags & (1<<3))
{
if (!roll_chance_i(se->procChance))
remove = false;
}
if (remove)
{
pVictim->RemoveAurasDueToSpell(i->second->GetId());
next = vAuras.begin();
}
}
}
if (damagetype != NODAMAGE && damage && pVictim->GetTypeId() == TYPEID_PLAYER)
{
if( damagetype != DOT )
{
for (uint32 i = CURRENT_FIRST_NON_MELEE_SPELL; i < CURRENT_MAX_SPELL; ++i)
{
// skip channeled spell (processed differently below)
if (i == CURRENT_CHANNELED_SPELL)
continue;
if(Spell* spell = pVictim->GetCurrentSpell(CurrentSpellTypes(i)))
{
if(spell->getState() == SPELL_STATE_PREPARING)
{
if(spell->m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_ABORT_ON_DMG)
pVictim->InterruptSpell(CurrentSpellTypes(i));
else
spell->Delayed();
}
}
}
}
if(Spell* spell = pVictim->m_currentSpells[CURRENT_CHANNELED_SPELL])
{
if (spell->getState() == SPELL_STATE_CASTING)
{
uint32 channelInterruptFlags = spell->m_spellInfo->ChannelInterruptFlags;
if( channelInterruptFlags & CHANNEL_FLAG_DELAY )
{
if(pVictim!=this) //don't shorten the duration of channeling if you damage yourself
spell->DelayedChannel();
}
else if( (channelInterruptFlags & (CHANNEL_FLAG_DAMAGE | CHANNEL_FLAG_DAMAGE2)) )
{
DETAIL_LOG("Spell %u canceled at damage!",spell->m_spellInfo->Id);
pVictim->InterruptSpell(CURRENT_CHANNELED_SPELL);
}
}
else if (spell->getState() == SPELL_STATE_DELAYED)
// break channeled spell in delayed state on damage
{
DETAIL_LOG("Spell %u canceled at damage!",spell->m_spellInfo->Id);
pVictim->InterruptSpell(CURRENT_CHANNELED_SPELL);
}
}
}
// last damage from duel opponent
if(duel_hasEnded)
{
MANGOS_ASSERT(pVictim->GetTypeId()==TYPEID_PLAYER);
Player *he = (Player*)pVictim;
MANGOS_ASSERT(he->duel);
he->SetHealth(1);
he->duel->opponent->CombatStopWithPets(true);
he->CombatStopWithPets(true);
he->CastSpell(he, 7267, true); // beg
he->DuelComplete(DUEL_WON);
}
}
DEBUG_FILTER_LOG(LOG_FILTER_DAMAGE,"DealDamageEnd returned %d damage", damage);
return damage;
}
struct PetOwnerKilledUnitHelper
{
explicit PetOwnerKilledUnitHelper(Unit* pVictim) : m_victim(pVictim) {}
void operator()(Unit* pTarget) const
{
if (pTarget->GetTypeId() == TYPEID_UNIT)
{
if (((Creature*)pTarget)->AI())
((Creature*)pTarget)->AI()->OwnerKilledUnit(m_victim);
}
}
Unit* m_victim;
};
void Unit::PetOwnerKilledUnit(Unit* pVictim)
{
// for minipet and guardians (including protector)
CallForAllControlledUnits(PetOwnerKilledUnitHelper(pVictim), CONTROLLED_MINIPET|CONTROLLED_GUARDIANS);
}
void Unit::CastStop(uint32 except_spellid)
{
for (uint32 i = CURRENT_FIRST_NON_MELEE_SPELL; i < CURRENT_MAX_SPELL; ++i)
if (m_currentSpells[i] && m_currentSpells[i]->m_spellInfo->Id!=except_spellid)
InterruptSpell(CurrentSpellTypes(i),false);
}
void Unit::CastSpell(Unit* Victim, uint32 spellId, bool triggered, Item *castItem, Aura* triggeredByAura, ObjectGuid originalCaster, SpellEntry const* triggeredBy)
{
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
if(!spellInfo)
{
if (triggeredByAura)
sLog.outError("CastSpell: unknown spell id %i by caster: %s triggered by aura %u (eff %u)", spellId, GetGuidStr().c_str(), triggeredByAura->GetId(), triggeredByAura->GetEffIndex());
else
sLog.outError("CastSpell: unknown spell id %i by caster: %s", spellId, GetGuidStr().c_str());
return;
}
CastSpell(Victim, spellInfo, triggered, castItem, triggeredByAura, originalCaster, triggeredBy);
}
void Unit::CastSpell(Unit* Victim, SpellEntry const *spellInfo, bool triggered, Item *castItem, Aura* triggeredByAura, ObjectGuid originalCaster, SpellEntry const* triggeredBy)
{
if(!spellInfo)
{
if (triggeredByAura)
sLog.outError("CastSpell: unknown spell by caster: %s triggered by aura %u (eff %u)", GetGuidStr().c_str(), triggeredByAura->GetId(), triggeredByAura->GetEffIndex());
else
sLog.outError("CastSpell: unknown spell by caster: %s", GetGuidStr().c_str());
return;
}
if (castItem)
DEBUG_FILTER_LOG(LOG_FILTER_SPELL_CAST, "WORLD: cast Item spellId - %i", spellInfo->Id);
if (triggeredByAura)
{
if(originalCaster.IsEmpty())
originalCaster = triggeredByAura->GetCasterGuid();
triggeredBy = triggeredByAura->GetSpellProto();
}
Spell *spell = new Spell(this, spellInfo, triggered, originalCaster, triggeredBy);
SpellCastTargets targets;
targets.setUnitTarget( Victim );
spell->m_CastItem = castItem;
spell->prepare(&targets, triggeredByAura);
}
void Unit::CastCustomSpell(Unit* Victim,uint32 spellId, int32 const* bp0, int32 const* bp1, int32 const* bp2, bool triggered, Item *castItem, Aura* triggeredByAura, ObjectGuid originalCaster, SpellEntry const* triggeredBy)
{
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
if(!spellInfo)
{
if (triggeredByAura)
sLog.outError("CastCustomSpell: unknown spell id %i by caster: %s triggered by aura %u (eff %u)", spellId, GetGuidStr().c_str(), triggeredByAura->GetId(), triggeredByAura->GetEffIndex());
else
sLog.outError("CastCustomSpell: unknown spell id %i by caster: %s", spellId, GetGuidStr().c_str());
return;
}
CastCustomSpell(Victim, spellInfo, bp0, bp1, bp2, triggered, castItem, triggeredByAura, originalCaster, triggeredBy);
}
void Unit::CastCustomSpell(Unit* Victim, SpellEntry const *spellInfo, int32 const* bp0, int32 const* bp1, int32 const* bp2, bool triggered, Item *castItem, Aura* triggeredByAura, ObjectGuid originalCaster, SpellEntry const* triggeredBy)
{
if(!spellInfo)
{
if (triggeredByAura)
sLog.outError("CastCustomSpell: unknown spell by caster: %s triggered by aura %u (eff %u)", GetGuidStr().c_str(), triggeredByAura->GetId(), triggeredByAura->GetEffIndex());
else
sLog.outError("CastCustomSpell: unknown spell by caster: %s", GetGuidStr().c_str());
return;
}
if (castItem)
DEBUG_FILTER_LOG(LOG_FILTER_SPELL_CAST, "WORLD: cast Item spellId - %i", spellInfo->Id);
if (triggeredByAura)
{
if(originalCaster.IsEmpty())
originalCaster = triggeredByAura->GetCasterGuid();
triggeredBy = triggeredByAura->GetSpellProto();
}
Spell *spell = new Spell(this, spellInfo, triggered, originalCaster, triggeredBy);
if(bp0)
spell->m_currentBasePoints[EFFECT_INDEX_0] = *bp0;
if(bp1)
spell->m_currentBasePoints[EFFECT_INDEX_1] = *bp1;
if(bp2)
spell->m_currentBasePoints[EFFECT_INDEX_2] = *bp2;
SpellCastTargets targets;
targets.setUnitTarget( Victim );
spell->m_CastItem = castItem;
spell->prepare(&targets, triggeredByAura);
}
// used for scripting
void Unit::CastSpell(float x, float y, float z, uint32 spellId, bool triggered, Item *castItem, Aura* triggeredByAura, ObjectGuid originalCaster, SpellEntry const* triggeredBy)
{
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
if(!spellInfo)
{
if (triggeredByAura)
sLog.outError("CastSpell(x,y,z): unknown spell id %i by caster: %s triggered by aura %u (eff %u)", spellId, GetGuidStr().c_str(), triggeredByAura->GetId(), triggeredByAura->GetEffIndex());
else
sLog.outError("CastSpell(x,y,z): unknown spell id %i by caster: %s", spellId, GetGuidStr().c_str());
return;
}
CastSpell(x, y, z, spellInfo, triggered, castItem, triggeredByAura, originalCaster, triggeredBy);
}
// used for scripting
void Unit::CastSpell(float x, float y, float z, SpellEntry const *spellInfo, bool triggered, Item *castItem, Aura* triggeredByAura, ObjectGuid originalCaster, SpellEntry const* triggeredBy)
{
if(!spellInfo)
{
if (triggeredByAura)
sLog.outError("CastSpell(x,y,z): unknown spell by caster: %s triggered by aura %u (eff %u)", GetGuidStr().c_str(), triggeredByAura->GetId(), triggeredByAura->GetEffIndex());
else
sLog.outError("CastSpell(x,y,z): unknown spell by caster: %s", GetGuidStr().c_str());
return;
}
if (castItem)
DEBUG_FILTER_LOG(LOG_FILTER_SPELL_CAST, "WORLD: cast Item spellId - %i", spellInfo->Id);
if (triggeredByAura)
{
if(originalCaster.IsEmpty())
originalCaster = triggeredByAura->GetCasterGuid();
triggeredBy = triggeredByAura->GetSpellProto();
}
Spell *spell = new Spell(this, spellInfo, triggered, originalCaster, triggeredBy);
SpellCastTargets targets;
targets.setDestination(x, y, z);
spell->m_CastItem = castItem;
spell->prepare(&targets, triggeredByAura);
}
// Obsolete func need remove, here only for comotability vs another patches
uint32 Unit::SpellNonMeleeDamageLog(Unit *pVictim, uint32 spellID, uint32 damage)
{
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellID);
SpellNonMeleeDamage damageInfo(this, pVictim, spellInfo->Id, SpellSchoolMask(spellInfo->SchoolMask));
CalculateSpellDamage(&damageInfo, damage, spellInfo);
damageInfo.target->CalculateAbsorbResistBlock(this, &damageInfo, spellInfo);
DealDamageMods(damageInfo.target,damageInfo.damage,&damageInfo.absorb);
SendSpellNonMeleeDamageLog(&damageInfo);
DealSpellDamage(&damageInfo, true);
return damageInfo.damage;
}
void Unit::CalculateSpellDamage(SpellNonMeleeDamage *damageInfo, int32 damage, SpellEntry const *spellInfo, WeaponAttackType attackType)
{
SpellSchoolMask damageSchoolMask = damageInfo->schoolMask;
Unit *pVictim = damageInfo->target;
if (damage < 0)
return;
if(!this || !pVictim)
return;
if(!this->isAlive() || !pVictim->isAlive())
return;
// Check spell crit chance
bool crit = IsSpellCrit(pVictim, spellInfo, damageSchoolMask, attackType);
// damage bonus (per damage class)
switch (spellInfo->DmgClass)
{
// Melee and Ranged Spells
case SPELL_DAMAGE_CLASS_RANGED:
case SPELL_DAMAGE_CLASS_MELEE:
{
//Calculate damage bonus
damage = MeleeDamageBonusDone(pVictim, damage, attackType, spellInfo, SPELL_DIRECT_DAMAGE);
damage = pVictim->MeleeDamageBonusTaken(this, damage, attackType, spellInfo, SPELL_DIRECT_DAMAGE);
// if crit add critical bonus
if (crit)
{
damageInfo->HitInfo|= SPELL_HIT_TYPE_CRIT;
damage = SpellCriticalDamageBonus(spellInfo, damage, pVictim);
// Resilience - reduce crit damage
uint32 redunction_affected_damage = CalcNotIgnoreDamageRedunction(damage,damageSchoolMask);
if (attackType != RANGED_ATTACK)
damage -= pVictim->GetMeleeCritDamageReduction(redunction_affected_damage);
else
damage -= pVictim->GetRangedCritDamageReduction(redunction_affected_damage);
}
}
break;
// Magical Attacks
case SPELL_DAMAGE_CLASS_NONE:
case SPELL_DAMAGE_CLASS_MAGIC:
{
// Calculate damage bonus
damage = SpellDamageBonusDone(pVictim, spellInfo, damage, SPELL_DIRECT_DAMAGE);
damage = pVictim->SpellDamageBonusTaken(this, spellInfo, damage, SPELL_DIRECT_DAMAGE);
// If crit add critical bonus
if (crit)
{
damageInfo->HitInfo|= SPELL_HIT_TYPE_CRIT;
damage = SpellCriticalDamageBonus(spellInfo, damage, pVictim);
// Resilience - reduce crit damage
uint32 redunction_affected_damage = CalcNotIgnoreDamageRedunction(damage,damageSchoolMask);
damage -= pVictim->GetSpellCritDamageReduction(redunction_affected_damage);
}
}
break;
}
// only from players
if (GetTypeId() == TYPEID_PLAYER)
{
uint32 redunction_affected_damage = CalcNotIgnoreDamageRedunction(damage,damageSchoolMask);
damage -= pVictim->GetSpellDamageReduction(redunction_affected_damage);
}
// damage mitigation
if (damage > 0)
{
// physical damage => armor
if (damageSchoolMask & SPELL_SCHOOL_MASK_NORMAL)
{
uint32 armor_affected_damage = CalcNotIgnoreDamageRedunction(damage,damageSchoolMask);
damage = damage - armor_affected_damage + CalcArmorReducedDamage(pVictim, armor_affected_damage);
}
}
else
damage = 0;
damageInfo->damage = damage;
}
void Unit::DealSpellDamage(SpellNonMeleeDamage *damageInfo, bool durabilityLoss)
{
if (!damageInfo)
return;
Unit *pVictim = damageInfo->target;
if(!this || !pVictim)
return;
if (!pVictim->isAlive() || pVictim->IsTaxiFlying() || (pVictim->GetTypeId() == TYPEID_UNIT && ((Creature*)pVictim)->IsInEvadeMode()))
return;
SpellEntry const *spellProto = sSpellStore.LookupEntry(damageInfo->SpellID);
if (spellProto == NULL)
{
sLog.outError("Unit::DealSpellDamage have wrong damageInfo->SpellID: %u", damageInfo->SpellID);
return;
}
//You don't lose health from damage taken from another player while in a sanctuary
//You still see it in the combat log though
if (!IsAllowedDamageInArea(pVictim))
return;
// Call default DealDamage (send critical in hit info for threat calculation)
CleanDamage cleanDamage(0, BASE_ATTACK, damageInfo->HitInfo & SPELL_HIT_TYPE_CRIT ? MELEE_HIT_CRIT : MELEE_HIT_NORMAL);
DealDamage(pVictim, damageInfo->damage, &cleanDamage, SPELL_DIRECT_DAMAGE, damageInfo->schoolMask, spellProto, durabilityLoss);
}
//TODO for melee need create structure as in
void Unit::CalculateMeleeDamage(Unit *pVictim, uint32 damage, CalcDamageInfo *damageInfo, WeaponAttackType attackType)
{
damageInfo->attacker = this;
damageInfo->target = pVictim;
damageInfo->damageSchoolMask = GetMeleeDamageSchoolMask();
damageInfo->attackType = attackType;
damageInfo->damage = 0;
damageInfo->cleanDamage = 0;
damageInfo->absorb = 0;
damageInfo->resist = 0;
damageInfo->blocked_amount = 0;
damageInfo->TargetState = 0;
damageInfo->HitInfo = 0;
damageInfo->procAttacker = PROC_FLAG_NONE;
damageInfo->procVictim = PROC_FLAG_NONE;
damageInfo->procEx = PROC_EX_NONE;
damageInfo->hitOutCome = MELEE_HIT_EVADE;
if(!this || !pVictim)
return;
if(!this->isAlive() || !pVictim->isAlive())
return;
// Select HitInfo/procAttacker/procVictim flag based on attack type
switch (attackType)
{
case BASE_ATTACK:
damageInfo->procAttacker = PROC_FLAG_SUCCESSFUL_MELEE_HIT;
damageInfo->procVictim = PROC_FLAG_TAKEN_MELEE_HIT;
damageInfo->HitInfo = HITINFO_NORMALSWING2;
break;
case OFF_ATTACK:
damageInfo->procAttacker = PROC_FLAG_SUCCESSFUL_MELEE_HIT | PROC_FLAG_SUCCESSFUL_OFFHAND_HIT;
damageInfo->procVictim = PROC_FLAG_TAKEN_MELEE_HIT;//|PROC_FLAG_TAKEN_OFFHAND_HIT // not used
damageInfo->HitInfo = HITINFO_LEFTSWING;
break;
case RANGED_ATTACK:
damageInfo->procAttacker = PROC_FLAG_SUCCESSFUL_RANGED_HIT;
damageInfo->procVictim = PROC_FLAG_TAKEN_RANGED_HIT;
damageInfo->HitInfo = 0x08;// test
break;
default:
break;
}
// Physical Immune check
if (damageInfo->target->IsImmunedToDamage(damageInfo->damageSchoolMask))
{
damageInfo->HitInfo |= HITINFO_NORMALSWING;
damageInfo->TargetState = VICTIMSTATE_IS_IMMUNE;
damageInfo->procEx |=PROC_EX_IMMUNE;
damageInfo->damage = 0;
damageInfo->cleanDamage = 0;
return;
}
damage += CalculateDamage (damageInfo->attackType, false);
// Add melee damage bonus
damage = MeleeDamageBonusDone(damageInfo->target, damage, damageInfo->attackType);
damage = damageInfo->target->MeleeDamageBonusTaken(this, damage, damageInfo->attackType);
// Calculate armor reduction
uint32 armor_affected_damage = CalcNotIgnoreDamageRedunction(damage,damageInfo->damageSchoolMask);
damageInfo->damage = damage - armor_affected_damage + CalcArmorReducedDamage(damageInfo->target, armor_affected_damage);
damageInfo->cleanDamage += damage - damageInfo->damage;
damageInfo->hitOutCome = RollMeleeOutcomeAgainst(damageInfo->target, damageInfo->attackType);
// Disable parry or dodge for ranged attack
if (damageInfo->attackType == RANGED_ATTACK)
{
if (damageInfo->hitOutCome == MELEE_HIT_PARRY) damageInfo->hitOutCome = MELEE_HIT_NORMAL;
if (damageInfo->hitOutCome == MELEE_HIT_DODGE) damageInfo->hitOutCome = MELEE_HIT_MISS;
}
switch(damageInfo->hitOutCome)
{
case MELEE_HIT_EVADE:
{
damageInfo->HitInfo |= HITINFO_MISS|HITINFO_SWINGNOHITSOUND;
damageInfo->TargetState = VICTIMSTATE_EVADES;
damageInfo->procEx|=PROC_EX_EVADE;
damageInfo->damage = 0;
damageInfo->cleanDamage = 0;
return;
}
case MELEE_HIT_MISS:
{
damageInfo->HitInfo |= HITINFO_MISS;
damageInfo->TargetState = VICTIMSTATE_NORMAL;
damageInfo->procEx|=PROC_EX_MISS;
damageInfo->damage = 0;
damageInfo->cleanDamage = 0;
break;
}
case MELEE_HIT_NORMAL:
damageInfo->TargetState = VICTIMSTATE_NORMAL;
damageInfo->procEx|=PROC_EX_NORMAL_HIT;
break;
case MELEE_HIT_CRIT:
{
damageInfo->HitInfo |= HITINFO_CRITICALHIT;
damageInfo->TargetState = VICTIMSTATE_NORMAL;
damageInfo->procEx|=PROC_EX_CRITICAL_HIT;
// Crit bonus calc
damageInfo->damage += damageInfo->damage;
int32 mod=0;
// Apply SPELL_AURA_MOD_ATTACKER_RANGED_CRIT_DAMAGE or SPELL_AURA_MOD_ATTACKER_MELEE_CRIT_DAMAGE
if(damageInfo->attackType == RANGED_ATTACK)
mod += damageInfo->target->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_RANGED_CRIT_DAMAGE);
else
mod += damageInfo->target->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_MELEE_CRIT_DAMAGE);
mod += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_CRIT_DAMAGE_BONUS, SPELL_SCHOOL_MASK_NORMAL);
uint32 crTypeMask = damageInfo->target->GetCreatureTypeMask();
// Increase crit damage from SPELL_AURA_MOD_CRIT_PERCENT_VERSUS
mod += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_CRIT_PERCENT_VERSUS, crTypeMask);
if (mod!=0)
damageInfo->damage = int32((damageInfo->damage) * float((100.0f + mod)/100.0f));
// Resilience - reduce crit damage
uint32 redunction_affected_damage = CalcNotIgnoreDamageRedunction(damageInfo->damage,damageInfo->damageSchoolMask);
uint32 resilienceReduction;
if (attackType != RANGED_ATTACK)
resilienceReduction = pVictim->GetMeleeCritDamageReduction(redunction_affected_damage);
else
resilienceReduction = pVictim->GetRangedCritDamageReduction(redunction_affected_damage);
damageInfo->damage -= resilienceReduction;
damageInfo->cleanDamage += resilienceReduction;
break;
}
case MELEE_HIT_PARRY:
damageInfo->TargetState = VICTIMSTATE_PARRY;
damageInfo->procEx |= PROC_EX_PARRY;
damageInfo->cleanDamage += damageInfo->damage;
damageInfo->damage = 0;
break;
case MELEE_HIT_DODGE:
damageInfo->TargetState = VICTIMSTATE_DODGE;
damageInfo->procEx|=PROC_EX_DODGE;
damageInfo->cleanDamage += damageInfo->damage;
damageInfo->damage = 0;
break;
case MELEE_HIT_BLOCK:
{
damageInfo->TargetState = VICTIMSTATE_NORMAL;
damageInfo->HitInfo |= HITINFO_BLOCK;
damageInfo->procEx |= PROC_EX_BLOCK;
damageInfo->blocked_amount = damageInfo->target->GetShieldBlockValue();
// Target has a chance to double the blocked amount if it has SPELL_AURA_MOD_BLOCK_CRIT_CHANCE
if (roll_chance_i(pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_BLOCK_CRIT_CHANCE)))
damageInfo->blocked_amount *= 2;
if (damageInfo->blocked_amount >= damageInfo->damage)
{
damageInfo->TargetState = VICTIMSTATE_BLOCKS;
damageInfo->blocked_amount = damageInfo->damage;
damageInfo->procEx |= PROC_EX_FULL_BLOCK;
}
else
damageInfo->procEx |= PROC_EX_NORMAL_HIT; // Partial blocks can still cause attacker procs
damageInfo->damage -= damageInfo->blocked_amount;
damageInfo->cleanDamage += damageInfo->blocked_amount;
break;
}
case MELEE_HIT_GLANCING:
{
damageInfo->HitInfo |= HITINFO_GLANCING;
damageInfo->TargetState = VICTIMSTATE_NORMAL;
damageInfo->procEx |= PROC_EX_NORMAL_HIT;
float reducePercent = 1.0f; //damage factor
// calculate base values and mods
float baseLowEnd = 1.3f;
float baseHighEnd = 1.2f;
switch(getClass()) // lowering base values for casters
{
case CLASS_SHAMAN:
case CLASS_PRIEST:
case CLASS_MAGE:
case CLASS_WARLOCK:
case CLASS_DRUID:
baseLowEnd -= 0.7f;
baseHighEnd -= 0.3f;
break;
}
float maxLowEnd = 0.6f;
switch(getClass()) // upper for melee classes
{
case CLASS_WARRIOR:
case CLASS_ROGUE:
maxLowEnd = 0.91f; //If the attacker is a melee class then instead the lower value of 0.91
}
// calculate values
int32 diff = damageInfo->target->GetDefenseSkillValue() - GetWeaponSkillValue(damageInfo->attackType);
float lowEnd = baseLowEnd - ( 0.05f * diff );
float highEnd = baseHighEnd - ( 0.03f * diff );
// apply max/min bounds
if ( lowEnd < 0.01f ) //the low end must not go bellow 0.01f
lowEnd = 0.01f;
else if ( lowEnd > maxLowEnd ) //the smaller value of this and 0.6 is kept as the low end
lowEnd = maxLowEnd;
if ( highEnd < 0.2f ) //high end limits
highEnd = 0.2f;
if ( highEnd > 0.99f )
highEnd = 0.99f;
if(lowEnd > highEnd) // prevent negative range size
lowEnd = highEnd;
reducePercent = lowEnd + rand_norm_f() * ( highEnd - lowEnd );
damageInfo->cleanDamage += damageInfo->damage-uint32(reducePercent * damageInfo->damage);
damageInfo->damage = uint32(reducePercent * damageInfo->damage);
break;
}
case MELEE_HIT_CRUSHING:
{
damageInfo->HitInfo |= HITINFO_CRUSHING;
damageInfo->TargetState = VICTIMSTATE_NORMAL;
damageInfo->procEx|=PROC_EX_NORMAL_HIT;
// 150% normal damage
damageInfo->damage += (damageInfo->damage / 2);
break;
}
default:
break;
}
// only from players
if (GetTypeId() == TYPEID_PLAYER)
{
uint32 redunction_affected_damage = CalcNotIgnoreDamageRedunction(damageInfo->damage,damageInfo->damageSchoolMask);
uint32 resilienceReduction;
if (attackType != RANGED_ATTACK)
resilienceReduction = pVictim->GetMeleeDamageReduction(redunction_affected_damage);
else
resilienceReduction = pVictim->GetRangedDamageReduction(redunction_affected_damage);
damageInfo->damage -= resilienceReduction;
damageInfo->cleanDamage += resilienceReduction;
}
// Calculate absorb resist
if(int32(damageInfo->damage) > 0)
{
damageInfo->procVictim |= PROC_FLAG_TAKEN_ANY_DAMAGE;
// Calculate absorb & resists
uint32 absorb_affected_damage = CalcNotIgnoreAbsorbDamage(damageInfo->damage,damageInfo->damageSchoolMask);
damageInfo->target->CalculateDamageAbsorbAndResist(this, damageInfo->damageSchoolMask, DIRECT_DAMAGE, absorb_affected_damage, &damageInfo->absorb, &damageInfo->resist, true);
damageInfo->damage-=damageInfo->absorb + damageInfo->resist;
if (damageInfo->absorb)
{
damageInfo->HitInfo|=HITINFO_ABSORB;
damageInfo->procEx|=PROC_EX_ABSORB;
}
if (damageInfo->resist)
damageInfo->HitInfo|=HITINFO_RESIST;
}
else // Umpossible get negative result but....
damageInfo->damage = 0;
}
void Unit::DealMeleeDamage(CalcDamageInfo *damageInfo, bool durabilityLoss)
{
if (damageInfo==0) return;
Unit *pVictim = damageInfo->target;
if(!this || !pVictim)
return;
if (!pVictim->isAlive() || pVictim->IsTaxiFlying() || (pVictim->GetTypeId() == TYPEID_UNIT && ((Creature*)pVictim)->IsInEvadeMode()))
return;
//You don't lose health from damage taken from another player while in a sanctuary
//You still see it in the combat log though
if (!IsAllowedDamageInArea(pVictim))
return;
// Hmmmm dont like this emotes client must by self do all animations
if (damageInfo->HitInfo&HITINFO_CRITICALHIT)
pVictim->HandleEmoteCommand(EMOTE_ONESHOT_WOUNDCRITICAL);
if (damageInfo->blocked_amount && damageInfo->TargetState!=VICTIMSTATE_BLOCKS)
pVictim->HandleEmoteCommand(EMOTE_ONESHOT_PARRYSHIELD);
if(damageInfo->TargetState == VICTIMSTATE_PARRY)
{
// Get attack timers
float offtime = float(pVictim->getAttackTimer(OFF_ATTACK));
float basetime = float(pVictim->getAttackTimer(BASE_ATTACK));
// Reduce attack time
if (pVictim->haveOffhandWeapon() && offtime < basetime)
{
float percent20 = pVictim->GetAttackTime(OFF_ATTACK) * 0.20f;
float percent60 = 3.0f * percent20;
if(offtime > percent20 && offtime <= percent60)
{
pVictim->setAttackTimer(OFF_ATTACK, uint32(percent20));
}
else if(offtime > percent60)
{
offtime -= 2.0f * percent20;
pVictim->setAttackTimer(OFF_ATTACK, uint32(offtime));
}
}
else
{
float percent20 = pVictim->GetAttackTime(BASE_ATTACK) * 0.20f;
float percent60 = 3.0f * percent20;
if(basetime > percent20 && basetime <= percent60)
{
pVictim->setAttackTimer(BASE_ATTACK, uint32(percent20));
}
else if(basetime > percent60)
{
basetime -= 2.0f * percent20;
pVictim->setAttackTimer(BASE_ATTACK, uint32(basetime));
}
}
}
// Call default DealDamage
CleanDamage cleanDamage(damageInfo->cleanDamage,damageInfo->attackType,damageInfo->hitOutCome);
DealDamage(pVictim, damageInfo->damage, &cleanDamage, DIRECT_DAMAGE, damageInfo->damageSchoolMask, NULL, durabilityLoss);
// If this is a creature and it attacks from behind it has a probability to daze it's victim
if( (damageInfo->hitOutCome==MELEE_HIT_CRIT || damageInfo->hitOutCome==MELEE_HIT_CRUSHING || damageInfo->hitOutCome==MELEE_HIT_NORMAL || damageInfo->hitOutCome==MELEE_HIT_GLANCING) &&
GetTypeId() != TYPEID_PLAYER && ((Creature*)this)->GetCharmerOrOwnerGuid().IsEmpty() && !pVictim->HasInArc(M_PI_F, this) )
{
// -probability is between 0% and 40%
// 20% base chance
float Probability = 20.0f;
//there is a newbie protection, at level 10 just 7% base chance; assuming linear function
if( pVictim->getLevel() < 30 )
Probability = 0.65f*pVictim->getLevel()+0.5f;
uint32 VictimDefense=pVictim->GetDefenseSkillValue();
uint32 AttackerMeleeSkill=GetUnitMeleeSkill();
Probability *= AttackerMeleeSkill/(float)VictimDefense;
if(Probability > 40.0f)
Probability = 40.0f;
if(roll_chance_f(Probability))
CastSpell(pVictim, 1604, true);
}
// If not miss
if (!(damageInfo->HitInfo & HITINFO_MISS))
{
// on weapon hit casts
if(GetTypeId() == TYPEID_PLAYER && pVictim->isAlive())
((Player*)this)->CastItemCombatSpell(pVictim, damageInfo->attackType);
// victim's damage shield
std::set<Aura*> alreadyDone;
AuraList const& vDamageShields = pVictim->GetAurasByType(SPELL_AURA_DAMAGE_SHIELD);
for(AuraList::const_iterator i = vDamageShields.begin(); i != vDamageShields.end();)
{
if (alreadyDone.find(*i) == alreadyDone.end())
{
alreadyDone.insert(*i);
uint32 damage=(*i)->GetModifier()->m_amount;
SpellEntry const *i_spellProto = (*i)->GetSpellProto();
//Calculate absorb resist ??? no data in opcode for this possibly unable to absorb or resist?
//uint32 absorb;
//uint32 resist;
//CalcAbsorbResist(pVictim, SpellSchools(spellProto->School), SPELL_DIRECT_DAMAGE, damage, &absorb, &resist);
//damage-=absorb + resist;
pVictim->DealDamageMods(this,damage,NULL);
uint32 targetHealth = GetHealth();
uint32 overkill = damage > targetHealth ? damage - targetHealth : 0;
WorldPacket data(SMSG_SPELLDAMAGESHIELD,(8+8+4+4+4+4));
data << pVictim->GetObjectGuid();
data << GetObjectGuid();
data << uint32(i_spellProto->Id);
data << uint32(damage); // Damage
data << uint32(overkill); // Overkill
data << uint32(i_spellProto->SchoolMask);
pVictim->SendMessageToSet(&data, true );
pVictim->DealDamage(this, damage, 0, SPELL_DIRECT_DAMAGE, GetSpellSchoolMask(i_spellProto), i_spellProto, true);
i = vDamageShields.begin();
}
else
++i;
}
}
}
void Unit::HandleEmoteCommand(uint32 emote_id)
{
WorldPacket data( SMSG_EMOTE, 4 + 8 );
data << uint32(emote_id);
data << GetObjectGuid();
SendMessageToSet(&data, true);
}
void Unit::HandleEmoteState(uint32 emote_id)
{
SetUInt32Value(UNIT_NPC_EMOTESTATE, emote_id);
}
void Unit::HandleEmote(uint32 emote_id)
{
if (!emote_id)
HandleEmoteState(0);
else if (EmotesEntry const* emoteEntry = sEmotesStore.LookupEntry(emote_id))
{
if (emoteEntry->EmoteType) // 1,2 states, 0 command
HandleEmoteState(emote_id);
else
HandleEmoteCommand(emote_id);
}
}
uint32 Unit::CalcNotIgnoreAbsorbDamage( uint32 damage, SpellSchoolMask damageSchoolMask, SpellEntry const* spellInfo /*= NULL*/)
{
float absorb_affected_rate = 1.0f;
Unit::AuraList const& ignoreAbsorbSchool = GetAurasByType(SPELL_AURA_MOD_IGNORE_ABSORB_SCHOOL);
for(Unit::AuraList::const_iterator i = ignoreAbsorbSchool.begin(); i != ignoreAbsorbSchool.end(); ++i)
if ((*i)->GetMiscValue() & damageSchoolMask)
absorb_affected_rate *= (100.0f - (*i)->GetModifier()->m_amount)/100.0f;
if(spellInfo)
{
Unit::AuraList const& ignoreAbsorbForSpell = GetAurasByType(SPELL_AURA_MOD_IGNORE_ABSORB_FOR_SPELL);
for(Unit::AuraList::const_iterator citr = ignoreAbsorbForSpell.begin(); citr != ignoreAbsorbForSpell.end(); ++citr)
if ((*citr)->isAffectedOnSpell(spellInfo))
absorb_affected_rate *= (100.0f - (*citr)->GetModifier()->m_amount)/100.0f;
}
return absorb_affected_rate <= 0.0f ? 0 : (absorb_affected_rate < 1.0f ? uint32(damage * absorb_affected_rate) : damage);
}
uint32 Unit::CalcNotIgnoreDamageRedunction( uint32 damage, SpellSchoolMask damageSchoolMask)
{
float absorb_affected_rate = 1.0f;
Unit::AuraList const& ignoreAbsorb = GetAurasByType(SPELL_AURA_MOD_IGNORE_DAMAGE_REDUCTION_SCHOOL);
for(Unit::AuraList::const_iterator i = ignoreAbsorb.begin(); i != ignoreAbsorb.end(); ++i)
if ((*i)->GetMiscValue() & damageSchoolMask)
absorb_affected_rate *= (100.0f - (*i)->GetModifier()->m_amount)/100.0f;
return absorb_affected_rate <= 0.0f ? 0 : (absorb_affected_rate < 1.0f ? uint32(damage * absorb_affected_rate) : damage);
}
uint32 Unit::CalcArmorReducedDamage(Unit* pVictim, const uint32 damage)
{
uint32 newdamage = 0;
float armor = (float)pVictim->GetArmor();
// Ignore enemy armor by SPELL_AURA_MOD_TARGET_RESISTANCE aura
armor += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_TARGET_RESISTANCE, SPELL_SCHOOL_MASK_NORMAL);
// Apply Player CR_ARMOR_PENETRATION rating and percent talents
if (GetTypeId()==TYPEID_PLAYER)
{
float maxArmorPen = 400 + 85 * pVictim->getLevel();
if (getLevel() > 59)
maxArmorPen += 4.5f * 85 * (pVictim->getLevel()-59);
// Cap ignored armor to this value
maxArmorPen = std::min(((armor+maxArmorPen)/3), armor);
// Also, armor penetration is limited to 100% since 3.1.2, before greater values did
// continue to give benefit for targets with more armor than the above cap
float armorPenPct = std::min(100.f, ((Player*)this)->GetArmorPenetrationPct());
armor -= maxArmorPen * armorPenPct / 100.0f;
}
if (armor < 0.0f)
armor = 0.0f;
float levelModifier = (float)getLevel();
if (levelModifier > 59)
levelModifier = levelModifier + (4.5f * (levelModifier-59));
float tmpvalue = 0.1f * armor / (8.5f * levelModifier + 40);
tmpvalue = tmpvalue/(1.0f + tmpvalue);
if (tmpvalue < 0.0f)
tmpvalue = 0.0f;
if (tmpvalue > 0.75f)
tmpvalue = 0.75f;
newdamage = uint32(damage - (damage * tmpvalue));
return (newdamage > 1) ? newdamage : 1;
}
void Unit::CalculateDamageAbsorbAndResist(Unit *pCaster, SpellSchoolMask schoolMask, DamageEffectType damagetype, const uint32 damage, uint32 *absorb, uint32 *resist, bool canReflect)
{
if(!pCaster || !isAlive() || !damage)
return;
// Magic damage, check for resists
if ((schoolMask & SPELL_SCHOOL_MASK_NORMAL)==0)
{
// Get base victim resistance for school
float tmpvalue2 = (float)GetResistance(GetFirstSchoolInMask(schoolMask));
// Ignore resistance by self SPELL_AURA_MOD_TARGET_RESISTANCE aura
tmpvalue2 += (float)pCaster->GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_TARGET_RESISTANCE, schoolMask);
if (pCaster->GetTypeId() == TYPEID_PLAYER)
tmpvalue2 -= (float)((Player*)pCaster)->GetSpellPenetrationItemMod();
tmpvalue2 *= (float)(0.15f / getLevel());
if (tmpvalue2 < 0.0f)
tmpvalue2 = 0.0f;
if (tmpvalue2 > 0.75f)
tmpvalue2 = 0.75f;
uint32 ran = urand(0, 100);
float faq[4] = {24.0f,6.0f,4.0f,6.0f};
uint8 m = 0;
float Binom = 0.0f;
for (uint8 i = 0; i < 4; ++i)
{
Binom += 2400 *( powf(tmpvalue2, float(i)) * powf( (1-tmpvalue2), float(4-i)))/faq[i];
if (ran > Binom )
++m;
else
break;
}
if (damagetype == DOT && m == 4)
*resist += uint32(damage - 1);
else
*resist += uint32(damage * m / 4);
if(*resist > damage)
*resist = damage;
}
else
*resist = 0;
int32 RemainingDamage = damage - *resist;
// Get unit state (need for some absorb check)
uint32 unitflag = GetUInt32Value(UNIT_FIELD_FLAGS);
// Reflect damage spells (not cast any damage spell in aura lookup)
uint32 reflectSpell = 0;
int32 reflectDamage = 0;
Aura* reflectTriggeredBy = NULL; // expected as not expired at reflect as in current cases
// Death Prevention Aura
SpellEntry const* preventDeathSpell = NULL;
int32 preventDeathAmount = 0;
// full absorb cases (by chance)
AuraList const& vAbsorb = GetAurasByType(SPELL_AURA_SCHOOL_ABSORB);
for(AuraList::const_iterator i = vAbsorb.begin(); i != vAbsorb.end() && RemainingDamage > 0; ++i)
{
// only work with proper school mask damage
Modifier* i_mod = (*i)->GetModifier();
if (!(i_mod->m_miscvalue & schoolMask))
continue;
SpellEntry const* i_spellProto = (*i)->GetSpellProto();
// Fire Ward or Frost Ward
if(i_spellProto->SpellFamilyName == SPELLFAMILY_MAGE && i_spellProto->SpellFamilyFlags & UI64LIT(0x0000000000000108))
{
int chance = 0;
Unit::AuraList const& auras = GetAurasByType(SPELL_AURA_ADD_PCT_MODIFIER);
for (Unit::AuraList::const_iterator itr = auras.begin(); itr != auras.end(); ++itr)
{
SpellEntry const* itr_spellProto = (*itr)->GetSpellProto();
// Frost Warding (chance full absorb)
if (itr_spellProto->SpellFamilyName == SPELLFAMILY_MAGE && itr_spellProto->SpellIconID == 501)
{
// chance stored in next dummy effect
chance = itr_spellProto->CalculateSimpleValue(EFFECT_INDEX_1);
break;
}
}
if(roll_chance_i(chance))
{
int32 amount = RemainingDamage;
RemainingDamage = 0;
// Frost Warding (mana regen)
CastCustomSpell(this, 57776, &amount, NULL, NULL, true, NULL, *i);
break;
}
}
}
// Need remove expired auras after
bool existExpired = false;
// Incanter's Absorption, for converting to spell power
int32 incanterAbsorption = 0;
// absorb without mana cost
AuraList const& vSchoolAbsorb = GetAurasByType(SPELL_AURA_SCHOOL_ABSORB);
for(AuraList::const_iterator i = vSchoolAbsorb.begin(); i != vSchoolAbsorb.end() && RemainingDamage > 0; ++i)
{
Modifier* mod = (*i)->GetModifier();
if (!(mod->m_miscvalue & schoolMask))
continue;
SpellEntry const* spellProto = (*i)->GetSpellProto();
// Max Amount can be absorbed by this aura
int32 currentAbsorb = mod->m_amount;
// Found empty aura (impossible but..)
if (currentAbsorb <=0)
{
existExpired = true;
continue;
}
// Handle custom absorb auras
// TODO: try find better way
switch(spellProto->SpellFamilyName)
{
case SPELLFAMILY_GENERIC:
{
// Astral Shift
if (spellProto->SpellIconID == 3066)
{
//reduces all damage taken while stun, fear or silence
if (unitflag & (UNIT_FLAG_STUNNED|UNIT_FLAG_FLEEING|UNIT_FLAG_SILENCED))
RemainingDamage -= RemainingDamage * currentAbsorb / 100;
continue;
}
// Nerves of Steel
if (spellProto->SpellIconID == 2115)
{
// while affected by Stun and Fear
if (unitflag&(UNIT_FLAG_STUNNED|UNIT_FLAG_FLEEING))
RemainingDamage -= RemainingDamage * currentAbsorb / 100;
continue;
}
// Spell Deflection
if (spellProto->SpellIconID == 3006)
{
// You have a chance equal to your Parry chance
if (damagetype == SPELL_DIRECT_DAMAGE && // Only for direct spell damage
roll_chance_f(GetUnitParryChance())) // Roll chance
RemainingDamage -= RemainingDamage * currentAbsorb / 100;
continue;
}
// Reflective Shield (Lady Malande boss)
if (spellProto->Id == 41475 && canReflect)
{
if(RemainingDamage < currentAbsorb)
reflectDamage = RemainingDamage / 2;
else
reflectDamage = currentAbsorb / 2;
reflectSpell = 33619;
reflectTriggeredBy = *i;
reflectTriggeredBy->SetInUse(true); // lock aura from final deletion until processing
break;
}
if (spellProto->Id == 39228 || // Argussian Compass
spellProto->Id == 60218) // Essence of Gossamer
{
// Max absorb stored in 1 dummy effect
int32 max_absorb = spellProto->CalculateSimpleValue(EFFECT_INDEX_1);
if (max_absorb < currentAbsorb)
currentAbsorb = max_absorb;
break;
}
break;
}
case SPELLFAMILY_DRUID:
{
// Primal Tenacity
if (spellProto->SpellIconID == 2253)
{
//reduces all damage taken while Stunned and in Cat Form
if (GetShapeshiftForm() == FORM_CAT && (unitflag & UNIT_FLAG_STUNNED))
RemainingDamage -= RemainingDamage * currentAbsorb / 100;
continue;
}
// Moonkin Form passive
if (spellProto->Id == 69366)
{
//reduces all damage taken while Stunned
if (unitflag & UNIT_FLAG_STUNNED)
RemainingDamage -= RemainingDamage * currentAbsorb / 100;
continue;
}
break;
}
case SPELLFAMILY_ROGUE:
{
// Cheat Death (make less prio with Guardian Spirit case)
if (spellProto->SpellIconID == 2109)
{
if (!preventDeathSpell &&
GetTypeId()==TYPEID_PLAYER && // Only players
!((Player*)this)->HasSpellCooldown(31231) &&
// Only if no cooldown
roll_chance_i((*i)->GetModifier()->m_amount))
// Only if roll
{
preventDeathSpell = (*i)->GetSpellProto();
}
// always skip this spell in charge dropping, absorb amount calculation since it has chance as m_amount and doesn't need to absorb any damage
continue;
}
break;
}
case SPELLFAMILY_PRIEST:
{
// Guardian Spirit
if (spellProto->SpellIconID == 2873)
{
preventDeathSpell = (*i)->GetSpellProto();
preventDeathAmount = (*i)->GetModifier()->m_amount;
continue;
}
// Reflective Shield
if (spellProto->SpellFamilyFlags == 0x1 && canReflect)
{
if (pCaster == this)
break;
Unit* caster = (*i)->GetCaster();
if (!caster)
break;
AuraList const& vOverRideCS = caster->GetAurasByType(SPELL_AURA_DUMMY);
for(AuraList::const_iterator k = vOverRideCS.begin(); k != vOverRideCS.end(); ++k)
{
switch((*k)->GetModifier()->m_miscvalue)
{
case 5065: // Rank 1
case 5064: // Rank 2
{
if(RemainingDamage >= currentAbsorb)
reflectDamage = (*k)->GetModifier()->m_amount * currentAbsorb/100;
else
reflectDamage = (*k)->GetModifier()->m_amount * RemainingDamage/100;
reflectSpell = 33619;
reflectTriggeredBy = *i;
reflectTriggeredBy->SetInUse(true);// lock aura from final deletion until processing
} break;
default: break;
}
}
break;
}
break;
}
case SPELLFAMILY_SHAMAN:
{
// Astral Shift
if (spellProto->SpellIconID == 3066)
{
//reduces all damage taken while stun, fear or silence
if (unitflag & (UNIT_FLAG_STUNNED|UNIT_FLAG_FLEEING|UNIT_FLAG_SILENCED))
RemainingDamage -= RemainingDamage * currentAbsorb / 100;
continue;
}
break;
}
case SPELLFAMILY_DEATHKNIGHT:
{
// Shadow of Death
if (spellProto->SpellIconID == 1958)
{
// TODO: absorb only while transform
continue;
}
// Anti-Magic Shell (on self)
if (spellProto->Id == 48707)
{
// damage absorbed by Anti-Magic Shell energizes the DK with additional runic power.
// This, if I'm not mistaken, shows that we get back ~2% of the absorbed damage as runic power.
int32 absorbed = RemainingDamage * currentAbsorb / 100;
int32 regen = absorbed * 2 / 10;
CastCustomSpell(this, 49088, &regen, NULL, NULL, true, NULL, *i);
RemainingDamage -= absorbed;
continue;
}
// Anti-Magic Shell (on single party/raid member)
if (spellProto->Id == 50462)
{
RemainingDamage -= RemainingDamage * currentAbsorb / 100;
continue;
}
// Anti-Magic Zone
if (spellProto->Id == 50461)
{
Unit* caster = (*i)->GetCaster();
if (!caster)
continue;
int32 absorbed = RemainingDamage * currentAbsorb / 100;
int32 canabsorb = caster->GetHealth();
if (canabsorb < absorbed)
absorbed = canabsorb;
RemainingDamage -= absorbed;
uint32 ab_damage = absorbed;
pCaster->DealDamageMods(caster,ab_damage,NULL);
pCaster->DealDamage(caster, ab_damage, NULL, damagetype, schoolMask, 0, false);
continue;
}
break;
}
default:
break;
}
// currentAbsorb - damage can be absorbed by shield
// If need absorb less damage
if (RemainingDamage < currentAbsorb)
currentAbsorb = RemainingDamage;
RemainingDamage -= currentAbsorb;
// Fire Ward or Frost Ward or Ice Barrier (or Mana Shield)
// for Incanter's Absorption converting to spell power
if (spellProto->SpellFamilyName == SPELLFAMILY_MAGE && spellProto->SpellFamilyFlags2 & 0x000008)
incanterAbsorption += currentAbsorb;
// Reduce shield amount
mod->m_amount-=currentAbsorb;
if((*i)->GetHolder()->DropAuraCharge())
mod->m_amount = 0;
// Need remove it later
if (mod->m_amount<=0)
existExpired = true;
}
// Remove all expired absorb auras
if (existExpired)
{
for(AuraList::const_iterator i = vSchoolAbsorb.begin(); i != vSchoolAbsorb.end();)
{
if ((*i)->GetModifier()->m_amount<=0)
{
RemoveAurasDueToSpell((*i)->GetId(), NULL, AURA_REMOVE_BY_SHIELD_BREAK);
i = vSchoolAbsorb.begin();
}
else
++i;
}
}
// Cast back reflect damage spell
if (canReflect && reflectSpell)
{
CastCustomSpell(pCaster, reflectSpell, &reflectDamage, NULL, NULL, true, NULL, reflectTriggeredBy);
reflectTriggeredBy->SetInUse(false); // free lock from deletion
}
// absorb by mana cost
AuraList const& vManaShield = GetAurasByType(SPELL_AURA_MANA_SHIELD);
for(AuraList::const_iterator i = vManaShield.begin(), next; i != vManaShield.end() && RemainingDamage > 0; i = next)
{
next = i; ++next;
// check damage school mask
if(((*i)->GetModifier()->m_miscvalue & schoolMask)==0)
continue;
int32 currentAbsorb;
if (RemainingDamage >= (*i)->GetModifier()->m_amount)
currentAbsorb = (*i)->GetModifier()->m_amount;
else
currentAbsorb = RemainingDamage;
if (float manaMultiplier = (*i)->GetSpellProto()->EffectMultipleValue[(*i)->GetEffIndex()])
{
if(Player *modOwner = GetSpellModOwner())
modOwner->ApplySpellMod((*i)->GetId(), SPELLMOD_MULTIPLE_VALUE, manaMultiplier);
int32 maxAbsorb = int32(GetPower(POWER_MANA) / manaMultiplier);
if (currentAbsorb > maxAbsorb)
currentAbsorb = maxAbsorb;
int32 manaReduction = int32(currentAbsorb * manaMultiplier);
ApplyPowerMod(POWER_MANA, manaReduction, false);
}
// Mana Shield (or Fire Ward or Frost Ward or Ice Barrier)
// for Incanter's Absorption converting to spell power
if ((*i)->GetSpellProto()->SpellFamilyName == SPELLFAMILY_MAGE && (*i)->GetSpellProto()->SpellFamilyFlags2 & 0x000008)
incanterAbsorption += currentAbsorb;
(*i)->GetModifier()->m_amount -= currentAbsorb;
if((*i)->GetModifier()->m_amount <= 0)
{
RemoveAurasDueToSpell((*i)->GetId());
next = vManaShield.begin();
}
RemainingDamage -= currentAbsorb;
}
// effects dependent from full absorb amount
// Incanter's Absorption, if have affective absorbing
if (incanterAbsorption)
{
Unit::AuraList const& auras = GetAurasByType(SPELL_AURA_DUMMY);
for (Unit::AuraList::const_iterator itr = auras.begin(); itr != auras.end(); ++itr)
{
SpellEntry const* itr_spellProto = (*itr)->GetSpellProto();
// Incanter's Absorption
if (itr_spellProto->SpellFamilyName == SPELLFAMILY_GENERIC &&
itr_spellProto->SpellIconID == 2941)
{
int32 amount = int32(incanterAbsorption * (*itr)->GetModifier()->m_amount / 100);
// apply normalized part of already accumulated amount in aura
if (Aura* spdAura = GetAura(44413, EFFECT_INDEX_0))
amount += spdAura->GetModifier()->m_amount * spdAura->GetAuraDuration() / spdAura->GetAuraMaxDuration();
// Incanter's Absorption (triggered absorb based spell power, will replace existing if any)
CastCustomSpell(this, 44413, &amount, NULL, NULL, true);
break;
}
}
}
// only split damage if not damaging yourself
if(pCaster != this)
{
AuraList const& vSplitDamageFlat = GetAurasByType(SPELL_AURA_SPLIT_DAMAGE_FLAT);
for(AuraList::const_iterator i = vSplitDamageFlat.begin(), next; i != vSplitDamageFlat.end() && RemainingDamage >= 0; i = next)
{
next = i; ++next;
// check damage school mask
if(((*i)->GetModifier()->m_miscvalue & schoolMask)==0)
continue;
// Damage can be splitted only if aura has an alive caster
Unit *caster = (*i)->GetCaster();
if(!caster || caster == this || !caster->IsInWorld() || !caster->isAlive())
continue;
int32 currentAbsorb;
if (RemainingDamage >= (*i)->GetModifier()->m_amount)
currentAbsorb = (*i)->GetModifier()->m_amount;
else
currentAbsorb = RemainingDamage;
RemainingDamage -= currentAbsorb;
uint32 splitted = currentAbsorb;
uint32 splitted_absorb = 0;
pCaster->DealDamageMods(caster,splitted,&splitted_absorb);
pCaster->SendSpellNonMeleeDamageLog(caster, (*i)->GetSpellProto()->Id, splitted, schoolMask, splitted_absorb, 0, false, 0, false);
CleanDamage cleanDamage = CleanDamage(splitted, BASE_ATTACK, MELEE_HIT_NORMAL);
pCaster->DealDamage(caster, splitted, &cleanDamage, DIRECT_DAMAGE, schoolMask, (*i)->GetSpellProto(), false);
}
AuraList const& vSplitDamagePct = GetAurasByType(SPELL_AURA_SPLIT_DAMAGE_PCT);
for(AuraList::const_iterator i = vSplitDamagePct.begin(), next; i != vSplitDamagePct.end() && RemainingDamage >= 0; i = next)
{
next = i; ++next;
// check damage school mask
if(((*i)->GetModifier()->m_miscvalue & schoolMask)==0)
continue;
// Damage can be splitted only if aura has an alive caster
Unit *caster = (*i)->GetCaster();
if(!caster || caster == this || !caster->IsInWorld() || !caster->isAlive())
continue;
uint32 splitted = uint32(RemainingDamage * (*i)->GetModifier()->m_amount / 100.0f);
RemainingDamage -= int32(splitted);
uint32 split_absorb = 0;
pCaster->DealDamageMods(caster,splitted,&split_absorb);
pCaster->SendSpellNonMeleeDamageLog(caster, (*i)->GetSpellProto()->Id, splitted, schoolMask, split_absorb, 0, false, 0, false);
CleanDamage cleanDamage = CleanDamage(splitted, BASE_ATTACK, MELEE_HIT_NORMAL);
pCaster->DealDamage(caster, splitted, &cleanDamage, DIRECT_DAMAGE, schoolMask, (*i)->GetSpellProto(), false);
}
}
// Apply death prevention spells effects
if (preventDeathSpell && RemainingDamage >= (int32)GetHealth())
{
switch(preventDeathSpell->SpellFamilyName)
{
// Cheat Death
case SPELLFAMILY_ROGUE:
{
// Cheat Death
if (preventDeathSpell->SpellIconID == 2109)
{
CastSpell(this,31231,true);
((Player*)this)->AddSpellCooldown(31231,0,time(NULL)+60);
// with health > 10% lost health until health==10%, in other case no losses
uint32 health10 = GetMaxHealth()/10;
RemainingDamage = GetHealth() > health10 ? GetHealth() - health10 : 0;
}
break;
}
// Guardian Spirit
case SPELLFAMILY_PRIEST:
{
// Guardian Spirit
if (preventDeathSpell->SpellIconID == 2873)
{
int32 healAmount = GetMaxHealth() * preventDeathAmount / 100;
CastCustomSpell(this, 48153, &healAmount, NULL, NULL, true);
RemoveAurasDueToSpell(preventDeathSpell->Id);
RemainingDamage = 0;
}
break;
}
}
}
*absorb = damage - RemainingDamage - *resist;
}
void Unit::CalculateAbsorbResistBlock(Unit *pCaster, SpellNonMeleeDamage *damageInfo, SpellEntry const* spellProto, WeaponAttackType attType)
{
bool blocked = false;
// Get blocked status
switch (spellProto->DmgClass)
{
// Melee and Ranged Spells
case SPELL_DAMAGE_CLASS_RANGED:
case SPELL_DAMAGE_CLASS_MELEE:
blocked = IsSpellBlocked(pCaster, spellProto, attType);
break;
default:
break;
}
if (blocked)
{
damageInfo->blocked = GetShieldBlockValue();
if (damageInfo->damage < damageInfo->blocked)
damageInfo->blocked = damageInfo->damage;
damageInfo->damage-=damageInfo->blocked;
}
uint32 absorb_affected_damage = pCaster->CalcNotIgnoreAbsorbDamage(damageInfo->damage,GetSpellSchoolMask(spellProto),spellProto);
CalculateDamageAbsorbAndResist(pCaster, GetSpellSchoolMask(spellProto), SPELL_DIRECT_DAMAGE, absorb_affected_damage, &damageInfo->absorb, &damageInfo->resist, !(spellProto->AttributesEx2 & SPELL_ATTR_EX2_CANT_REFLECTED));
damageInfo->damage-= damageInfo->absorb + damageInfo->resist;
}
void Unit::CalculateHealAbsorb(const uint32 heal, uint32 *absorb)
{
if (!isAlive() || !heal)
return;
int32 RemainingHeal = heal;
// Need remove expired auras after
bool existExpired = false;
// absorb
AuraList const& vHealAbsorb = GetAurasByType(SPELL_AURA_HEAL_ABSORB);
for(AuraList::const_iterator i = vHealAbsorb.begin(); i != vHealAbsorb.end() && RemainingHeal > 0; ++i)
{
Modifier* mod = (*i)->GetModifier();
// Max Amount can be absorbed by this aura
int32 currentAbsorb = mod->m_amount;
// Found empty aura (impossible but..)
if (currentAbsorb <=0)
{
existExpired = true;
continue;
}
// currentAbsorb - heal can be absorbed
// If need absorb less heal
if (RemainingHeal < currentAbsorb)
currentAbsorb = RemainingHeal;
RemainingHeal -= currentAbsorb;
// Reduce aura amount
mod->m_amount -= currentAbsorb;
if ((*i)->GetHolder()->DropAuraCharge())
mod->m_amount = 0;
// Need remove it later
if (mod->m_amount<=0)
existExpired = true;
}
// Remove all expired absorb auras
if (existExpired)
{
for(AuraList::const_iterator i = vHealAbsorb.begin(); i != vHealAbsorb.end();)
{
if ((*i)->GetModifier()->m_amount<=0)
{
RemoveAurasDueToSpell((*i)->GetId(), NULL, AURA_REMOVE_BY_SHIELD_BREAK);
i = vHealAbsorb.begin();
}
else
++i;
}
}
*absorb = heal - RemainingHeal;
}
void Unit::AttackerStateUpdate (Unit *pVictim, WeaponAttackType attType, bool extra )
{
if(hasUnitState(UNIT_STAT_CAN_NOT_REACT) || HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED) )
return;
if (!pVictim->isAlive())
return;
if(IsNonMeleeSpellCasted(false))
return;
uint32 hitInfo;
if (attType == BASE_ATTACK)
hitInfo = HITINFO_NORMALSWING2;
else if (attType == OFF_ATTACK)
hitInfo = HITINFO_LEFTSWING;
else
return; // ignore ranged case
uint32 extraAttacks = m_extraAttacks;
// melee attack spell casted at main hand attack only
if (attType == BASE_ATTACK && m_currentSpells[CURRENT_MELEE_SPELL])
{
m_currentSpells[CURRENT_MELEE_SPELL]->cast();
// not recent extra attack only at any non extra attack (melee spell case)
if(!extra && extraAttacks)
{
while(m_extraAttacks)
{
AttackerStateUpdate(pVictim, BASE_ATTACK, true);
if(m_extraAttacks > 0)
--m_extraAttacks;
}
}
return;
}
// attack can be redirected to another target
pVictim = SelectMagnetTarget(pVictim);
CalcDamageInfo damageInfo;
CalculateMeleeDamage(pVictim, 0, &damageInfo, attType);
// Send log damage message to client
DealDamageMods(pVictim,damageInfo.damage,&damageInfo.absorb);
SendAttackStateUpdate(&damageInfo);
ProcDamageAndSpell(damageInfo.target, damageInfo.procAttacker, damageInfo.procVictim, damageInfo.procEx, damageInfo.damage, damageInfo.attackType);
DealMeleeDamage(&damageInfo,true);
if (GetTypeId() == TYPEID_PLAYER)
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT,"AttackerStateUpdate: (Player) %u attacked %u (TypeId: %u) for %u dmg, absorbed %u, blocked %u, resisted %u.",
GetGUIDLow(), pVictim->GetGUIDLow(), pVictim->GetTypeId(), damageInfo.damage, damageInfo.absorb, damageInfo.blocked_amount, damageInfo.resist);
else
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT,"AttackerStateUpdate: (NPC) %u attacked %u (TypeId: %u) for %u dmg, absorbed %u, blocked %u, resisted %u.",
GetGUIDLow(), pVictim->GetGUIDLow(), pVictim->GetTypeId(), damageInfo.damage, damageInfo.absorb, damageInfo.blocked_amount, damageInfo.resist);
// if damage pVictim call AI reaction
if(pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->AI())
((Creature*)pVictim)->AI()->AttackedBy(this);
// extra attack only at any non extra attack (normal case)
if(!extra && extraAttacks)
{
while(m_extraAttacks)
{
AttackerStateUpdate(pVictim, BASE_ATTACK, true);
if(m_extraAttacks > 0)
--m_extraAttacks;
}
}
}
MeleeHitOutcome Unit::RollMeleeOutcomeAgainst(const Unit *pVictim, WeaponAttackType attType) const
{
// This is only wrapper
// Miss chance based on melee
float miss_chance = MeleeMissChanceCalc(pVictim, attType);
// Critical hit chance
float crit_chance = GetUnitCriticalChance(attType, pVictim);
// stunned target cannot dodge and this is check in GetUnitDodgeChance() (returned 0 in this case)
float dodge_chance = pVictim->GetUnitDodgeChance();
float block_chance = pVictim->GetUnitBlockChance();
float parry_chance = pVictim->GetUnitParryChance();
// Useful if want to specify crit & miss chances for melee, else it could be removed
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT,"MELEE OUTCOME: miss %f crit %f dodge %f parry %f block %f", miss_chance,crit_chance,dodge_chance,parry_chance,block_chance);
return RollMeleeOutcomeAgainst(pVictim, attType, int32(crit_chance*100), int32(miss_chance*100), int32(dodge_chance*100),int32(parry_chance*100),int32(block_chance*100));
}
MeleeHitOutcome Unit::RollMeleeOutcomeAgainst (const Unit *pVictim, WeaponAttackType attType, int32 crit_chance, int32 miss_chance, int32 dodge_chance, int32 parry_chance, int32 block_chance) const
{
if(pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->IsInEvadeMode())
return MELEE_HIT_EVADE;
int32 attackerMaxSkillValueForLevel = GetMaxSkillValueForLevel(pVictim);
int32 victimMaxSkillValueForLevel = pVictim->GetMaxSkillValueForLevel(this);
int32 attackerWeaponSkill = GetWeaponSkillValue(attType,pVictim);
int32 victimDefenseSkill = pVictim->GetDefenseSkillValue(this);
// bonus from skills is 0.04%
int32 skillBonus = 4 * ( attackerWeaponSkill - victimMaxSkillValueForLevel );
int32 sum = 0, tmp = 0;
int32 roll = urand (0, 10000);
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "RollMeleeOutcomeAgainst: skill bonus of %d for attacker", skillBonus);
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "RollMeleeOutcomeAgainst: rolled %d, miss %d, dodge %d, parry %d, block %d, crit %d",
roll, miss_chance, dodge_chance, parry_chance, block_chance, crit_chance);
tmp = miss_chance;
if (tmp > 0 && roll < (sum += tmp ))
{
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "RollMeleeOutcomeAgainst: MISS");
return MELEE_HIT_MISS;
}
// always crit against a sitting target (except 0 crit chance)
if( pVictim->GetTypeId() == TYPEID_PLAYER && crit_chance > 0 && !pVictim->IsStandState() )
{
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "RollMeleeOutcomeAgainst: CRIT (sitting victim)");
return MELEE_HIT_CRIT;
}
bool from_behind = !pVictim->HasInArc(M_PI_F,this);
if (from_behind)
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "RollMeleeOutcomeAgainst: attack came from behind.");
// Dodge chance
// only players can't dodge if attacker is behind
if (pVictim->GetTypeId() != TYPEID_PLAYER || !from_behind)
{
// Reduce dodge chance by attacker expertise rating
if (GetTypeId() == TYPEID_PLAYER)
dodge_chance -= int32(((Player*)this)->GetExpertiseDodgeOrParryReduction(attType)*100);
else
dodge_chance -= GetTotalAuraModifier(SPELL_AURA_MOD_EXPERTISE)*25;
// Modify dodge chance by attacker SPELL_AURA_MOD_COMBAT_RESULT_CHANCE
dodge_chance+= GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_COMBAT_RESULT_CHANCE, VICTIMSTATE_DODGE)*100;
tmp = dodge_chance;
if ( (tmp > 0) // check if unit _can_ dodge
&& ((tmp -= skillBonus) > 0)
&& roll < (sum += tmp))
{
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "RollMeleeOutcomeAgainst: DODGE <%d, %d)", sum-tmp, sum);
return MELEE_HIT_DODGE;
}
}
// parry chances
// check if attack comes from behind, nobody can parry or block if attacker is behind
if (!from_behind)
{
// Reduce parry chance by attacker expertise rating
if (GetTypeId() == TYPEID_PLAYER)
parry_chance-= int32(((Player*)this)->GetExpertiseDodgeOrParryReduction(attType)*100);
else
parry_chance -= GetTotalAuraModifier(SPELL_AURA_MOD_EXPERTISE)*25;
if(pVictim->GetTypeId()==TYPEID_PLAYER || !(((Creature*)pVictim)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_PARRY) )
{
int32 tmp2 = int32(parry_chance);
if ( (tmp2 > 0) // check if unit _can_ parry
&& ((tmp2 -= skillBonus) > 0)
&& (roll < (sum += tmp2)))
{
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "RollMeleeOutcomeAgainst: PARRY <%d, %d)", sum-tmp2, sum);
return MELEE_HIT_PARRY;
}
}
}
// Max 40% chance to score a glancing blow against mobs that are higher level (can do only players and pets and not with ranged weapon)
if( attType != RANGED_ATTACK &&
(GetTypeId() == TYPEID_PLAYER || ((Creature*)this)->IsPet()) &&
pVictim->GetTypeId() != TYPEID_PLAYER && !((Creature*)pVictim)->IsPet() &&
getLevel() < pVictim->GetLevelForTarget(this) )
{
// cap possible value (with bonuses > max skill)
int32 skill = attackerWeaponSkill;
int32 maxskill = attackerMaxSkillValueForLevel;
skill = (skill > maxskill) ? maxskill : skill;
tmp = (10 + (victimDefenseSkill - skill)) * 100;
tmp = tmp > 4000 ? 4000 : tmp;
if (roll < (sum += tmp))
{
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "RollMeleeOutcomeAgainst: GLANCING <%d, %d)", sum-4000, sum);
return MELEE_HIT_GLANCING;
}
}
// block chances
// check if attack comes from behind, nobody can parry or block if attacker is behind
if (!from_behind)
{
if(pVictim->GetTypeId()==TYPEID_PLAYER || !(((Creature*)pVictim)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_BLOCK) )
{
tmp = block_chance;
if ( (tmp > 0) // check if unit _can_ block
&& ((tmp -= skillBonus) > 0)
&& (roll < (sum += tmp)))
{
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "RollMeleeOutcomeAgainst: BLOCK <%d, %d)", sum-tmp, sum);
return MELEE_HIT_BLOCK;
}
}
}
// Critical chance
tmp = crit_chance;
if (tmp > 0 && roll < (sum += tmp))
{
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "RollMeleeOutcomeAgainst: CRIT <%d, %d)", sum-tmp, sum);
return MELEE_HIT_CRIT;
}
// mobs can score crushing blows if they're 4 or more levels above victim
if (GetLevelForTarget(pVictim) >= pVictim->GetLevelForTarget(this) + 4 &&
// can be from by creature (if can) or from controlled player that considered as creature
((GetTypeId()!=TYPEID_PLAYER && !((Creature*)this)->IsPet() &&
!(((Creature*)this)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_CRUSH)) ||
GetTypeId()==TYPEID_PLAYER && !GetCharmerOrOwnerGuid().IsEmpty()))
{
// when their weapon skill is 15 or more above victim's defense skill
tmp = victimDefenseSkill;
int32 tmpmax = victimMaxSkillValueForLevel;
// having defense above your maximum (from items, talents etc.) has no effect
tmp = tmp > tmpmax ? tmpmax : tmp;
// tmp = mob's level * 5 - player's current defense skill
tmp = attackerMaxSkillValueForLevel - tmp;
if(tmp >= 15)
{
// add 2% chance per lacking skill point, min. is 15%
tmp = tmp * 200 - 1500;
if (roll < (sum += tmp))
{
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "RollMeleeOutcomeAgainst: CRUSHING <%d, %d)", sum-tmp, sum);
return MELEE_HIT_CRUSHING;
}
}
}
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "RollMeleeOutcomeAgainst: NORMAL");
return MELEE_HIT_NORMAL;
}
uint32 Unit::CalculateDamage (WeaponAttackType attType, bool normalized)
{
float min_damage, max_damage;
if (normalized && GetTypeId()==TYPEID_PLAYER)
((Player*)this)->CalculateMinMaxDamage(attType,normalized,min_damage, max_damage);
else
{
switch (attType)
{
case RANGED_ATTACK:
min_damage = GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE);
max_damage = GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE);
break;
case BASE_ATTACK:
min_damage = GetFloatValue(UNIT_FIELD_MINDAMAGE);
max_damage = GetFloatValue(UNIT_FIELD_MAXDAMAGE);
break;
case OFF_ATTACK:
min_damage = GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE);
max_damage = GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE);
break;
// Just for good manner
default:
min_damage = 0.0f;
max_damage = 0.0f;
break;
}
}
if (min_damage > max_damage)
{
std::swap(min_damage,max_damage);
}
if(max_damage == 0.0f)
max_damage = 5.0f;
return urand((uint32)min_damage, (uint32)max_damage);
}
float Unit::CalculateLevelPenalty(SpellEntry const* spellProto) const
{
uint32 spellLevel = spellProto->spellLevel;
if(spellLevel <= 0)
return 1.0f;
float LvlPenalty = 0.0f;
if(spellLevel < 20)
LvlPenalty = 20.0f - spellLevel * 3.75f;
float LvlFactor = (float(spellLevel) + 6.0f) / float(getLevel());
if(LvlFactor > 1.0f)
LvlFactor = 1.0f;
return (100.0f - LvlPenalty) * LvlFactor / 100.0f;
}
void Unit::SendMeleeAttackStart(Unit* pVictim)
{
WorldPacket data( SMSG_ATTACKSTART, 8 + 8 );
data << GetObjectGuid();
data << pVictim->GetObjectGuid();
SendMessageToSet(&data, true);
DEBUG_LOG( "WORLD: Sent SMSG_ATTACKSTART" );
}
void Unit::SendMeleeAttackStop(Unit* victim)
{
if(!victim)
return;
WorldPacket data( SMSG_ATTACKSTOP, (4+16) ); // we guess size
data << GetPackGUID();
data << victim->GetPackGUID(); // can be 0x00...
data << uint32(0); // can be 0x1
SendMessageToSet(&data, true);
DETAIL_FILTER_LOG(LOG_FILTER_COMBAT, "%s %u stopped attacking %s %u", (GetTypeId()==TYPEID_PLAYER ? "player" : "creature"), GetGUIDLow(), (victim->GetTypeId()==TYPEID_PLAYER ? "player" : "creature"),victim->GetGUIDLow());
/*if(victim->GetTypeId() == TYPEID_UNIT)
((Creature*)victim)->AI().EnterEvadeMode(this);*/
}
bool Unit::IsSpellBlocked(Unit *pCaster, SpellEntry const *spellEntry, WeaponAttackType attackType)
{
if (!HasInArc(M_PI_F, pCaster))
return false;
if (spellEntry)
{
// Some spells cannot be blocked
if (spellEntry->Attributes & SPELL_ATTR_IMPOSSIBLE_DODGE_PARRY_BLOCK)
return false;
}
/*
// Ignore combat result aura (parry/dodge check on prepare)
AuraList const& ignore = GetAurasByType(SPELL_AURA_IGNORE_COMBAT_RESULT);
for(AuraList::const_iterator i = ignore.begin(); i != ignore.end(); ++i)
{
if (!(*i)->isAffectedOnSpell(spellProto))
continue;
if ((*i)->GetModifier()->m_miscvalue == ???)
return false;
}
*/
// Check creatures flags_extra for disable block
if (GetTypeId() == TYPEID_UNIT)
{
if (((Creature*)this)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_BLOCK)
return false;
}
float blockChance = GetUnitBlockChance();
blockChance += (int32(pCaster->GetWeaponSkillValue(attackType)) - int32(GetMaxSkillValueForLevel()))*0.04f;
return roll_chance_f(blockChance);
}
// Melee based spells can be miss, parry or dodge on this step
// Crit or block - determined on damage calculation phase! (and can be both in some time)
float Unit::MeleeSpellMissChance(Unit *pVictim, WeaponAttackType attType, int32 skillDiff, SpellEntry const *spell)
{
// Calculate hit chance (more correct for chance mod)
float hitChance = 0.0f;
// PvP - PvE melee chances
// TODO: implement diminishing returns for defense from player's defense rating
// pure skill diff is not sufficient since 3.x anymore, but exact formulas hard to research
if (pVictim->GetTypeId() == TYPEID_PLAYER)
hitChance = 95.0f + skillDiff * 0.04f;
else if (skillDiff < -10)
hitChance = 94.0f + (skillDiff + 10) * 0.4f;
else
hitChance = 95.0f + skillDiff * 0.1f;
// Hit chance depends from victim auras
if (attType == RANGED_ATTACK)
hitChance += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_RANGED_HIT_CHANCE);
else
hitChance += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_MELEE_HIT_CHANCE);
// Spellmod from SPELLMOD_RESIST_MISS_CHANCE
if (Player *modOwner = GetSpellModOwner())
modOwner->ApplySpellMod(spell->Id, SPELLMOD_RESIST_MISS_CHANCE, hitChance);
// Miss = 100 - hit
float missChance = 100.0f - hitChance;
// Bonuses from attacker aura and ratings
if (attType == RANGED_ATTACK)
missChance -= m_modRangedHitChance;
else
missChance -= m_modMeleeHitChance;
// Limit miss chance from 0 to 60%
if (missChance < 0.0f)
return 0.0f;
if (missChance > 60.0f)
return 60.0f;
return missChance;
}
// Melee based spells hit result calculations
SpellMissInfo Unit::MeleeSpellHitResult(Unit *pVictim, SpellEntry const *spell)
{
WeaponAttackType attType = BASE_ATTACK;
if (spell->DmgClass == SPELL_DAMAGE_CLASS_RANGED)
attType = RANGED_ATTACK;
// bonus from skills is 0.04% per skill Diff
int32 attackerWeaponSkill = (spell->EquippedItemClass == ITEM_CLASS_WEAPON) ? int32(GetWeaponSkillValue(attType,pVictim)) : GetMaxSkillValueForLevel();
int32 skillDiff = attackerWeaponSkill - int32(pVictim->GetMaxSkillValueForLevel(this));
int32 fullSkillDiff = attackerWeaponSkill - int32(pVictim->GetDefenseSkillValue(this));
uint32 roll = urand (0, 10000);
uint32 missChance = uint32(MeleeSpellMissChance(pVictim, attType, fullSkillDiff, spell)*100.0f);
// Roll miss
uint32 tmp = missChance;
if (roll < tmp)
return SPELL_MISS_MISS;
// Chance resist mechanic (select max value from every mechanic spell effect)
int32 resist_mech = 0;
// Get effects mechanic and chance
for(int eff = 0; eff < MAX_EFFECT_INDEX; ++eff)
{
int32 effect_mech = GetEffectMechanic(spell, SpellEffectIndex(eff));
if (effect_mech)
{
int32 temp = pVictim->GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_MECHANIC_RESISTANCE, effect_mech);
if (resist_mech < temp*100)
resist_mech = temp*100;
}
}
// Roll chance
tmp += resist_mech;
if (roll < tmp)
return SPELL_MISS_RESIST;
bool canDodge = true;
bool canParry = true;
// Same spells cannot be parry/dodge
if (spell->Attributes & SPELL_ATTR_IMPOSSIBLE_DODGE_PARRY_BLOCK)
return SPELL_MISS_NONE;
// Ranged attack cannot be parry/dodge only deflect
if (attType == RANGED_ATTACK)
{
// only if in front
if (pVictim->HasInArc(M_PI_F,this))
{
int32 deflect_chance = pVictim->GetTotalAuraModifier(SPELL_AURA_DEFLECT_SPELLS)*100;
tmp+=deflect_chance;
if (roll < tmp)
return SPELL_MISS_DEFLECT;
}
return SPELL_MISS_NONE;
}
// Check for attack from behind
if (!pVictim->HasInArc(M_PI_F,this))
{
// Can`t dodge from behind in PvP (but its possible in PvE)
if (GetTypeId() == TYPEID_PLAYER && pVictim->GetTypeId() == TYPEID_PLAYER)
canDodge = false;
// Can`t parry
canParry = false;
}
// Check creatures flags_extra for disable parry
if(pVictim->GetTypeId()==TYPEID_UNIT)
{
uint32 flagEx = ((Creature*)pVictim)->GetCreatureInfo()->flags_extra;
if( flagEx & CREATURE_FLAG_EXTRA_NO_PARRY )
canParry = false;
}
// Ignore combat result aura
AuraList const& ignore = GetAurasByType(SPELL_AURA_IGNORE_COMBAT_RESULT);
for(AuraList::const_iterator i = ignore.begin(); i != ignore.end(); ++i)
{
if (!(*i)->isAffectedOnSpell(spell))
continue;
switch((*i)->GetModifier()->m_miscvalue)
{
case MELEE_HIT_DODGE: canDodge = false; break;
case MELEE_HIT_BLOCK: break; // Block check in hit step
case MELEE_HIT_PARRY: canParry = false; break;
default:
DEBUG_LOG("Spell %u SPELL_AURA_IGNORE_COMBAT_RESULT have unhandled state %d", (*i)->GetId(), (*i)->GetModifier()->m_miscvalue);
break;
}
}
if (canDodge)
{
// Roll dodge
int32 dodgeChance = int32(pVictim->GetUnitDodgeChance()*100.0f) - skillDiff * 4;
// Reduce enemy dodge chance by SPELL_AURA_MOD_COMBAT_RESULT_CHANCE
dodgeChance+= GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_COMBAT_RESULT_CHANCE, VICTIMSTATE_DODGE)*100;
// Reduce dodge chance by attacker expertise rating
if (GetTypeId() == TYPEID_PLAYER)
dodgeChance-=int32(((Player*)this)->GetExpertiseDodgeOrParryReduction(attType) * 100.0f);
else
dodgeChance -= GetTotalAuraModifier(SPELL_AURA_MOD_EXPERTISE)*25;
if (dodgeChance < 0)
dodgeChance = 0;
tmp += dodgeChance;
if (roll < tmp)
return SPELL_MISS_DODGE;
}
if (canParry)
{
// Roll parry
int32 parryChance = int32(pVictim->GetUnitParryChance()*100.0f) - skillDiff * 4;
// Reduce parry chance by attacker expertise rating
if (GetTypeId() == TYPEID_PLAYER)
parryChance-=int32(((Player*)this)->GetExpertiseDodgeOrParryReduction(attType) * 100.0f);
else
parryChance -= GetTotalAuraModifier(SPELL_AURA_MOD_EXPERTISE)*25;
if (parryChance < 0)
parryChance = 0;
tmp += parryChance;
if (roll < tmp)
return SPELL_MISS_PARRY;
}
return SPELL_MISS_NONE;
}
// TODO need use unit spell resistances in calculations
SpellMissInfo Unit::MagicSpellHitResult(Unit *pVictim, SpellEntry const *spell)
{
// Can`t miss on dead target (on skinning for example)
if (!pVictim->isAlive())
return SPELL_MISS_NONE;
SpellSchoolMask schoolMask = GetSpellSchoolMask(spell);
// PvP - PvE spell misschances per leveldif > 2
int32 lchance = pVictim->GetTypeId() == TYPEID_PLAYER ? 7 : 11;
int32 leveldif = int32(pVictim->GetLevelForTarget(this)) - int32(GetLevelForTarget(pVictim));
// Base hit chance from attacker and victim levels
int32 modHitChance;
if(leveldif < 3)
modHitChance = 96 - leveldif;
else
modHitChance = 94 - (leveldif - 2) * lchance;
// Spellmod from SPELLMOD_RESIST_MISS_CHANCE
if(Player *modOwner = GetSpellModOwner())
modOwner->ApplySpellMod(spell->Id, SPELLMOD_RESIST_MISS_CHANCE, modHitChance);
// Increase from attacker SPELL_AURA_MOD_INCREASES_SPELL_PCT_TO_HIT auras
modHitChance+=GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_INCREASES_SPELL_PCT_TO_HIT, schoolMask);
// Chance hit from victim SPELL_AURA_MOD_ATTACKER_SPELL_HIT_CHANCE auras
modHitChance+= pVictim->GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_ATTACKER_SPELL_HIT_CHANCE, schoolMask);
// Reduce spell hit chance for Area of effect spells from victim SPELL_AURA_MOD_AOE_AVOIDANCE aura
if (IsAreaOfEffectSpell(spell))
modHitChance-=pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_AOE_AVOIDANCE);
// Reduce spell hit chance for dispel mechanic spells from victim SPELL_AURA_MOD_DISPEL_RESIST
if (IsDispelSpell(spell))
modHitChance-=pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_DISPEL_RESIST);
// Chance resist mechanic (select max value from every mechanic spell effect)
int32 resist_mech = 0;
// Get effects mechanic and chance
for(int eff = 0; eff < MAX_EFFECT_INDEX; ++eff)
{
int32 effect_mech = GetEffectMechanic(spell, SpellEffectIndex(eff));
if (effect_mech)
{
int32 temp = pVictim->GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_MECHANIC_RESISTANCE, effect_mech);
if (resist_mech < temp)
resist_mech = temp;
}
}
// Apply mod
modHitChance-=resist_mech;
// Chance resist debuff
modHitChance-=pVictim->GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_DEBUFF_RESISTANCE, int32(spell->Dispel));
int32 HitChance = modHitChance * 100;
// Increase hit chance from attacker SPELL_AURA_MOD_SPELL_HIT_CHANCE and attacker ratings
HitChance += int32(m_modSpellHitChance*100.0f);
// Decrease hit chance from victim rating bonus
if (pVictim->GetTypeId()==TYPEID_PLAYER)
HitChance -= int32(((Player*)pVictim)->GetRatingBonusValue(CR_HIT_TAKEN_SPELL)*100.0f);
if (HitChance < 100) HitChance = 100;
if (HitChance > 10000) HitChance = 10000;
int32 tmp = 10000 - HitChance;
int32 rand = irand(0,10000);
if (rand < tmp)
return SPELL_MISS_MISS;
// cast by caster in front of victim
if (pVictim->HasInArc(M_PI_F,this))
{
int32 deflect_chance = pVictim->GetTotalAuraModifier(SPELL_AURA_DEFLECT_SPELLS)*100;
tmp+=deflect_chance;
if (rand < tmp)
return SPELL_MISS_DEFLECT;
}
return SPELL_MISS_NONE;
}
// Calculate spell hit result can be:
// Every spell can: Evade/Immune/Reflect/Sucesful hit
// For melee based spells:
// Miss
// Dodge
// Parry
// For spells
// Resist
SpellMissInfo Unit::SpellHitResult(Unit *pVictim, SpellEntry const *spell, bool CanReflect)
{
// Return evade for units in evade mode
if (pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->IsInEvadeMode())
return SPELL_MISS_EVADE;
// Check for immune
if (pVictim->IsImmuneToSpell(spell))
return SPELL_MISS_IMMUNE;
// All positive spells can`t miss
// TODO: client not show miss log for this spells - so need find info for this in dbc and use it!
if (IsPositiveSpell(spell->Id))
return SPELL_MISS_NONE;
// Check for immune
if (pVictim->IsImmunedToDamage(GetSpellSchoolMask(spell)))
return SPELL_MISS_IMMUNE;
// Try victim reflect spell
if (CanReflect)
{
int32 reflectchance = pVictim->GetTotalAuraModifier(SPELL_AURA_REFLECT_SPELLS);
Unit::AuraList const& mReflectSpellsSchool = pVictim->GetAurasByType(SPELL_AURA_REFLECT_SPELLS_SCHOOL);
for(Unit::AuraList::const_iterator i = mReflectSpellsSchool.begin(); i != mReflectSpellsSchool.end(); ++i)
if((*i)->GetModifier()->m_miscvalue & GetSpellSchoolMask(spell))
reflectchance += (*i)->GetModifier()->m_amount;
if (reflectchance > 0 && roll_chance_i(reflectchance))
{
// Start triggers for remove charges if need (trigger only for victim, and mark as active spell)
ProcDamageAndSpell(pVictim, PROC_FLAG_NONE, PROC_FLAG_TAKEN_NEGATIVE_SPELL_HIT, PROC_EX_REFLECT, 1, BASE_ATTACK, spell);
return SPELL_MISS_REFLECT;
}
}
switch (spell->DmgClass)
{
case SPELL_DAMAGE_CLASS_NONE:
return SPELL_MISS_NONE;
case SPELL_DAMAGE_CLASS_MAGIC:
return MagicSpellHitResult(pVictim, spell);
case SPELL_DAMAGE_CLASS_MELEE:
case SPELL_DAMAGE_CLASS_RANGED:
return MeleeSpellHitResult(pVictim, spell);
}
return SPELL_MISS_NONE;
}
float Unit::MeleeMissChanceCalc(const Unit *pVictim, WeaponAttackType attType) const
{
if(!pVictim)
return 0.0f;
// Base misschance 5%
float missChance = 5.0f;
// DualWield - white damage has additional 19% miss penalty
if (haveOffhandWeapon() && attType != RANGED_ATTACK)
{
bool isNormal = false;
for (uint32 i = CURRENT_FIRST_NON_MELEE_SPELL; i < CURRENT_MAX_SPELL; ++i)
{
if (m_currentSpells[i] && (GetSpellSchoolMask(m_currentSpells[i]->m_spellInfo) & SPELL_SCHOOL_MASK_NORMAL))
{
isNormal = true;
break;
}
}
if (!isNormal && !m_currentSpells[CURRENT_MELEE_SPELL])
missChance += 19.0f;
}
int32 skillDiff = int32(GetWeaponSkillValue(attType, pVictim)) - int32(pVictim->GetDefenseSkillValue(this));
// PvP - PvE melee chances
// TODO: implement diminishing returns for defense from player's defense rating
// pure skill diff is not sufficient since 3.x anymore, but exact formulas hard to research
if ( pVictim->GetTypeId() == TYPEID_PLAYER )
missChance -= skillDiff * 0.04f;
else if ( skillDiff < -10 )
missChance -= (skillDiff + 10) * 0.4f - 1.0f;
else
missChance -= skillDiff * 0.1f;
// Hit chance bonus from attacker based on ratings and auras
if (attType == RANGED_ATTACK)
missChance -= m_modRangedHitChance;
else
missChance -= m_modMeleeHitChance;
// Hit chance for victim based on ratings
if (pVictim->GetTypeId()==TYPEID_PLAYER)
{
if (attType == RANGED_ATTACK)
missChance += ((Player*)pVictim)->GetRatingBonusValue(CR_HIT_TAKEN_RANGED);
else
missChance += ((Player*)pVictim)->GetRatingBonusValue(CR_HIT_TAKEN_MELEE);
}
// Modify miss chance by victim auras
if(attType == RANGED_ATTACK)
missChance -= pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_RANGED_HIT_CHANCE);
else
missChance -= pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_MELEE_HIT_CHANCE);
// Limit miss chance from 0 to 60%
if (missChance < 0.0f)
return 0.0f;
if (missChance > 60.0f)
return 60.0f;
return missChance;
}
uint32 Unit::GetDefenseSkillValue(Unit const* target) const
{
if(GetTypeId() == TYPEID_PLAYER)
{
// in PvP use full skill instead current skill value
uint32 value = (target && target->GetTypeId() == TYPEID_PLAYER)
? ((Player*)this)->GetMaxSkillValue(SKILL_DEFENSE)
: ((Player*)this)->GetSkillValue(SKILL_DEFENSE);
value += uint32(((Player*)this)->GetRatingBonusValue(CR_DEFENSE_SKILL));
return value;
}
else
return GetUnitMeleeSkill(target);
}
float Unit::GetUnitDodgeChance() const
{
if(hasUnitState(UNIT_STAT_STUNNED))
return 0.0f;
if( GetTypeId() == TYPEID_PLAYER )
return GetFloatValue(PLAYER_DODGE_PERCENTAGE);
else
{
if(((Creature const*)this)->IsTotem())
return 0.0f;
else
{
float dodge = 5.0f;
dodge += GetTotalAuraModifier(SPELL_AURA_MOD_DODGE_PERCENT);
return dodge > 0.0f ? dodge : 0.0f;
}
}
}
float Unit::GetUnitParryChance() const
{
if ( IsNonMeleeSpellCasted(false) || hasUnitState(UNIT_STAT_STUNNED))
return 0.0f;
float chance = 0.0f;
if(GetTypeId() == TYPEID_PLAYER)
{
Player const* player = (Player const*)this;
if(player->CanParry() )
{
Item *tmpitem = player->GetWeaponForAttack(BASE_ATTACK,true,true);
if(!tmpitem)
tmpitem = player->GetWeaponForAttack(OFF_ATTACK,true,true);
if(tmpitem)
chance = GetFloatValue(PLAYER_PARRY_PERCENTAGE);
}
}
else if(GetTypeId() == TYPEID_UNIT)
{
if(GetCreatureType() == CREATURE_TYPE_HUMANOID)
{
chance = 5.0f;
chance += GetTotalAuraModifier(SPELL_AURA_MOD_PARRY_PERCENT);
}
}
return chance > 0.0f ? chance : 0.0f;
}
float Unit::GetUnitBlockChance() const
{
if ( IsNonMeleeSpellCasted(false) || hasUnitState(UNIT_STAT_STUNNED))
return 0.0f;
if(GetTypeId() == TYPEID_PLAYER)
{
Player const* player = (Player const*)this;
if(player->CanBlock() && player->CanUseEquippedWeapon(OFF_ATTACK))
{
Item *tmpitem = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
if(tmpitem && !tmpitem->IsBroken() && tmpitem->GetProto()->Block)
return GetFloatValue(PLAYER_BLOCK_PERCENTAGE);
}
// is player but has no block ability or no not broken shield equipped
return 0.0f;
}
else
{
if(((Creature const*)this)->IsTotem())
return 0.0f;
else
{
float block = 5.0f;
block += GetTotalAuraModifier(SPELL_AURA_MOD_BLOCK_PERCENT);
return block > 0.0f ? block : 0.0f;
}
}
}
float Unit::GetUnitCriticalChance(WeaponAttackType attackType, const Unit *pVictim) const
{
float crit;
if(GetTypeId() == TYPEID_PLAYER)
{
switch(attackType)
{
case BASE_ATTACK:
crit = GetFloatValue( PLAYER_CRIT_PERCENTAGE );
break;
case OFF_ATTACK:
crit = GetFloatValue( PLAYER_OFFHAND_CRIT_PERCENTAGE );
break;
case RANGED_ATTACK:
crit = GetFloatValue( PLAYER_RANGED_CRIT_PERCENTAGE );
break;
// Just for good manner
default:
crit = 0.0f;
break;
}
}
else
{
crit = 5.0f;
crit += GetTotalAuraModifier(SPELL_AURA_MOD_CRIT_PERCENT);
}
// flat aura mods
if(attackType == RANGED_ATTACK)
crit += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_RANGED_CRIT_CHANCE);
else
crit += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_MELEE_CRIT_CHANCE);
crit += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_SPELL_AND_WEAPON_CRIT_CHANCE);
// reduce crit chance from Rating for players
if (attackType != RANGED_ATTACK)
crit -= pVictim->GetMeleeCritChanceReduction();
else
crit -= pVictim->GetRangedCritChanceReduction();
// Apply crit chance from defence skill
crit += (int32(GetMaxSkillValueForLevel(pVictim)) - int32(pVictim->GetDefenseSkillValue(this))) * 0.04f;
if (crit < 0.0f)
crit = 0.0f;
return crit;
}
uint32 Unit::GetWeaponSkillValue (WeaponAttackType attType, Unit const* target) const
{
uint32 value = 0;
if(GetTypeId() == TYPEID_PLAYER)
{
Item* item = ((Player*)this)->GetWeaponForAttack(attType,true,true);
// feral or unarmed skill only for base attack
if(attType != BASE_ATTACK && !item )
return 0;
if(IsInFeralForm())
return GetMaxSkillValueForLevel(); // always maximized SKILL_FERAL_COMBAT in fact
// weapon skill or (unarmed for base attack)
uint32 skill = item ? item->GetSkill() : SKILL_UNARMED;
// in PvP use full skill instead current skill value
value = (target && target->GetTypeId() == TYPEID_PLAYER)
? ((Player*)this)->GetMaxSkillValue(skill)
: ((Player*)this)->GetSkillValue(skill);
// Modify value from ratings
value += uint32(((Player*)this)->GetRatingBonusValue(CR_WEAPON_SKILL));
switch (attType)
{
case BASE_ATTACK: value+=uint32(((Player*)this)->GetRatingBonusValue(CR_WEAPON_SKILL_MAINHAND));break;
case OFF_ATTACK: value+=uint32(((Player*)this)->GetRatingBonusValue(CR_WEAPON_SKILL_OFFHAND));break;
case RANGED_ATTACK: value+=uint32(((Player*)this)->GetRatingBonusValue(CR_WEAPON_SKILL_RANGED));break;
}
}
else
value = GetUnitMeleeSkill(target);
return value;
}
void Unit::_UpdateSpells( uint32 time )
{
if(m_currentSpells[CURRENT_AUTOREPEAT_SPELL])
_UpdateAutoRepeatSpell();
// remove finished spells from current pointers
for (uint32 i = 0; i < CURRENT_MAX_SPELL; ++i)
{
if (m_currentSpells[i] && m_currentSpells[i]->getState() == SPELL_STATE_FINISHED)
{
m_currentSpells[i]->SetReferencedFromCurrent(false);
m_currentSpells[i] = NULL; // remove pointer
}
}
// update auras
// m_AurasUpdateIterator can be updated in inderect called code at aura remove to skip next planned to update but removed auras
for (m_spellAuraHoldersUpdateIterator = m_spellAuraHolders.begin(); m_spellAuraHoldersUpdateIterator != m_spellAuraHolders.end();)
{
SpellAuraHolder* i_holder = m_spellAuraHoldersUpdateIterator->second;
++m_spellAuraHoldersUpdateIterator; // need shift to next for allow update if need into aura update
i_holder->UpdateHolder(time);
}
// remove expired auras
for (SpellAuraHolderMap::iterator iter = m_spellAuraHolders.begin(); iter != m_spellAuraHolders.end();)
{
SpellAuraHolder *holder = iter->second;
if (holder)
{
if (!(holder->IsPermanent() || holder->IsPassive()) )
{
bool removedAura = false;
for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i)
{
if (Aura *aura = holder->GetAuraByEffectIndex(SpellEffectIndex(i)))
{
if (!aura->GetAuraDuration())
{
RemoveSingleAuraFromSpellAuraHolder(holder, aura->GetEffIndex(), AURA_REMOVE_BY_EXPIRE);
removedAura = true;
break;
}
}
}
if (!removedAura)
++iter;
else
iter = m_spellAuraHolders.begin();
}
else
++iter;
}
else
++iter;
}
if(!m_gameObj.empty())
{
GameObjectList::iterator ite1, dnext1;
for (ite1 = m_gameObj.begin(); ite1 != m_gameObj.end(); ite1 = dnext1)
{
dnext1 = ite1;
//(*i)->Update( difftime );
if( !(*ite1)->isSpawned() )
{
(*ite1)->SetOwnerGuid(ObjectGuid());
(*ite1)->SetRespawnTime(0);
(*ite1)->Delete();
dnext1 = m_gameObj.erase(ite1);
}
else
++dnext1;
}
}
}
void Unit::_UpdateAutoRepeatSpell()
{
bool isAutoShot = m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->Id == SPELL_ID_AUTOSHOT;
//check movement
if (GetTypeId() == TYPEID_PLAYER && ((Player*)this)->isMoving())
{
// cancel wand shoot
if(!isAutoShot)
InterruptSpell(CURRENT_AUTOREPEAT_SPELL);
// auto shot just waits
return;
}
// check spell casts
if (IsNonMeleeSpellCasted(false, false, true))
{
// cancel wand shoot
if(!isAutoShot)
{
InterruptSpell(CURRENT_AUTOREPEAT_SPELL);
return;
}
// auto shot is delayed by everythihng, except ranged(!) CURRENT_GENERIC_SPELL's -> recheck that
else if (!(m_currentSpells[CURRENT_GENERIC_SPELL] && m_currentSpells[CURRENT_GENERIC_SPELL]->IsRangedSpell()))
return;
}
//castroutine
if (isAttackReady(RANGED_ATTACK))
{
// Check if able to cast
if(m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->CheckCast(true) != SPELL_CAST_OK)
{
InterruptSpell(CURRENT_AUTOREPEAT_SPELL);
return;
}
// we want to shoot
Spell* spell = new Spell(this, m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo, true);
spell->prepare(&(m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_targets));
// all went good, reset attack
resetAttackTimer(RANGED_ATTACK);
}
}
void Unit::SetCurrentCastedSpell( Spell * pSpell )
{
MANGOS_ASSERT(pSpell); // NULL may be never passed here, use InterruptSpell or InterruptNonMeleeSpells
CurrentSpellTypes CSpellType = pSpell->GetCurrentContainer();
if (pSpell == m_currentSpells[CSpellType]) return; // avoid breaking self
// break same type spell if it is not delayed
InterruptSpell(CSpellType,false);
// special breakage effects:
switch (CSpellType)
{
case CURRENT_GENERIC_SPELL:
{
// generic spells always break channeled not delayed spells
InterruptSpell(CURRENT_CHANNELED_SPELL,false);
// autorepeat breaking
if ( m_currentSpells[CURRENT_AUTOREPEAT_SPELL] )
{
// break autorepeat if not Auto Shot
if (m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->Id != SPELL_ID_AUTOSHOT)
InterruptSpell(CURRENT_AUTOREPEAT_SPELL);
}
} break;
case CURRENT_CHANNELED_SPELL:
{
// channel spells always break generic non-delayed and any channeled spells
InterruptSpell(CURRENT_GENERIC_SPELL,false);
InterruptSpell(CURRENT_CHANNELED_SPELL);
// it also does break autorepeat if not Auto Shot
if ( m_currentSpells[CURRENT_AUTOREPEAT_SPELL] &&
m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->Id != SPELL_ID_AUTOSHOT )
InterruptSpell(CURRENT_AUTOREPEAT_SPELL);
} break;
case CURRENT_AUTOREPEAT_SPELL:
{
// only Auto Shoot does not break anything
if (pSpell->m_spellInfo->Id != SPELL_ID_AUTOSHOT)
{
// generic autorepeats break generic non-delayed and channeled non-delayed spells
InterruptSpell(CURRENT_GENERIC_SPELL,false);
InterruptSpell(CURRENT_CHANNELED_SPELL,false);
// special action: first cast delay
if ( getAttackTimer(RANGED_ATTACK) < 500 )
setAttackTimer(RANGED_ATTACK,500);
}
} break;
default:
{
// other spell types don't break anything now
} break;
}
// current spell (if it is still here) may be safely deleted now
if (m_currentSpells[CSpellType])
m_currentSpells[CSpellType]->SetReferencedFromCurrent(false);
// set new current spell
m_currentSpells[CSpellType] = pSpell;
pSpell->SetReferencedFromCurrent(true);
pSpell->m_selfContainer = &(m_currentSpells[pSpell->GetCurrentContainer()]);
}
void Unit::InterruptSpell(CurrentSpellTypes spellType, bool withDelayed, bool sendAutoRepeatCancelToClient)
{
MANGOS_ASSERT(spellType < CURRENT_MAX_SPELL);
if (m_currentSpells[spellType] && (withDelayed || m_currentSpells[spellType]->getState() != SPELL_STATE_DELAYED) )
{
// send autorepeat cancel message for autorepeat spells
if (spellType == CURRENT_AUTOREPEAT_SPELL && sendAutoRepeatCancelToClient)
{
if(GetTypeId() == TYPEID_PLAYER)
((Player*)this)->SendAutoRepeatCancel(this);
}
if (m_currentSpells[spellType]->getState() != SPELL_STATE_FINISHED)
m_currentSpells[spellType]->cancel();
// cancel can interrupt spell already (caster cancel ->target aura remove -> caster iterrupt)
if (m_currentSpells[spellType])
{
m_currentSpells[spellType]->SetReferencedFromCurrent(false);
m_currentSpells[spellType] = NULL;
}
}
}
void Unit::FinishSpell(CurrentSpellTypes spellType, bool ok /*= true*/)
{
Spell* spell = m_currentSpells[spellType];
if (!spell)
return;
if (spellType == CURRENT_CHANNELED_SPELL)
spell->SendChannelUpdate(0);
spell->finish(ok);
}
bool Unit::IsNonMeleeSpellCasted(bool withDelayed, bool skipChanneled, bool skipAutorepeat) const
{
// We don't do loop here to explicitly show that melee spell is excluded.
// Maybe later some special spells will be excluded too.
// generic spells are casted when they are not finished and not delayed
if ( m_currentSpells[CURRENT_GENERIC_SPELL] &&
(m_currentSpells[CURRENT_GENERIC_SPELL]->getState() != SPELL_STATE_FINISHED) &&
(withDelayed || m_currentSpells[CURRENT_GENERIC_SPELL]->getState() != SPELL_STATE_DELAYED) )
return(true);
// channeled spells may be delayed, but they are still considered casted
else if ( !skipChanneled && m_currentSpells[CURRENT_CHANNELED_SPELL] &&
(m_currentSpells[CURRENT_CHANNELED_SPELL]->getState() != SPELL_STATE_FINISHED) )
return(true);
// autorepeat spells may be finished or delayed, but they are still considered casted
else if ( !skipAutorepeat && m_currentSpells[CURRENT_AUTOREPEAT_SPELL] )
return(true);
return(false);
}
void Unit::InterruptNonMeleeSpells(bool withDelayed, uint32 spell_id)
{
// generic spells are interrupted if they are not finished or delayed
if (m_currentSpells[CURRENT_GENERIC_SPELL] && (!spell_id || m_currentSpells[CURRENT_GENERIC_SPELL]->m_spellInfo->Id==spell_id))
InterruptSpell(CURRENT_GENERIC_SPELL,withDelayed);
// autorepeat spells are interrupted if they are not finished or delayed
if (m_currentSpells[CURRENT_AUTOREPEAT_SPELL] && (!spell_id || m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->Id==spell_id))
InterruptSpell(CURRENT_AUTOREPEAT_SPELL,withDelayed);
// channeled spells are interrupted if they are not finished, even if they are delayed
if (m_currentSpells[CURRENT_CHANNELED_SPELL] && (!spell_id || m_currentSpells[CURRENT_CHANNELED_SPELL]->m_spellInfo->Id==spell_id))
InterruptSpell(CURRENT_CHANNELED_SPELL,true);
}
Spell* Unit::FindCurrentSpellBySpellId(uint32 spell_id) const
{
for (uint32 i = 0; i < CURRENT_MAX_SPELL; ++i)
if(m_currentSpells[i] && m_currentSpells[i]->m_spellInfo->Id==spell_id)
return m_currentSpells[i];
return NULL;
}
void Unit::SetInFront(Unit const* target)
{
SetOrientation(GetAngle(target));
}
void Unit::SetFacingTo(float ori, bool bToSelf /*= false*/)
{
// update orientation at server
SetOrientation(ori);
// and client
SendHeartBeat(bToSelf);
}
// Consider move this to Creature:: since only creature appear to be able to use this
void Unit::SetFacingToObject(WorldObject* pObject)
{
if (GetTypeId() != TYPEID_UNIT)
return;
// never face when already moving
if (!IsStopped())
return;
// TODO: figure out under what conditions creature will move towards object instead of facing it where it currently is.
SetOrientation(GetAngle(pObject));
SendMonsterMove(GetPositionX(), GetPositionY(), GetPositionZ(), SPLINETYPE_FACINGTARGET, ((Creature*)this)->GetSplineFlags(), 0, NULL, pObject->GetGUID());
}
bool Unit::isInAccessablePlaceFor(Creature const* c) const
{
if(IsInWater())
return c->CanSwim();
else
return c->CanWalk() || c->CanFly();
}
bool Unit::IsInWater() const
{
return GetTerrain()->IsInWater(GetPositionX(),GetPositionY(), GetPositionZ());
}
bool Unit::IsUnderWater() const
{
return GetTerrain()->IsUnderWater(GetPositionX(),GetPositionY(),GetPositionZ());
}
void Unit::DeMorph()
{
SetDisplayId(GetNativeDisplayId());
}
int32 Unit::GetTotalAuraModifier(AuraType auratype) const
{
int32 modifier = 0;
AuraList const& mTotalAuraList = GetAurasByType(auratype);
for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i)
modifier += (*i)->GetModifier()->m_amount;
return modifier;
}
float Unit::GetTotalAuraMultiplier(AuraType auratype) const
{
float multiplier = 1.0f;
AuraList const& mTotalAuraList = GetAurasByType(auratype);
for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i)
multiplier *= (100.0f + (*i)->GetModifier()->m_amount)/100.0f;
return multiplier;
}
int32 Unit::GetMaxPositiveAuraModifier(AuraType auratype) const
{
int32 modifier = 0;
AuraList const& mTotalAuraList = GetAurasByType(auratype);
for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i)
if ((*i)->GetModifier()->m_amount > modifier)
modifier = (*i)->GetModifier()->m_amount;
return modifier;
}
int32 Unit::GetMaxNegativeAuraModifier(AuraType auratype) const
{
int32 modifier = 0;
AuraList const& mTotalAuraList = GetAurasByType(auratype);
for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i)
if ((*i)->GetModifier()->m_amount < modifier)
modifier = (*i)->GetModifier()->m_amount;
return modifier;
}
int32 Unit::GetTotalAuraModifierByMiscMask(AuraType auratype, uint32 misc_mask) const
{
if(!misc_mask)
return 0;
int32 modifier = 0;
AuraList const& mTotalAuraList = GetAurasByType(auratype);
for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i)
{
Modifier* mod = (*i)->GetModifier();
if (mod->m_miscvalue & misc_mask)
modifier += mod->m_amount;
}
return modifier;
}
float Unit::GetTotalAuraMultiplierByMiscMask(AuraType auratype, uint32 misc_mask) const
{
if(!misc_mask)
return 1.0f;
float multiplier = 1.0f;
AuraList const& mTotalAuraList = GetAurasByType(auratype);
for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i)
{
Modifier* mod = (*i)->GetModifier();
if (mod->m_miscvalue & misc_mask)
multiplier *= (100.0f + mod->m_amount)/100.0f;
}
return multiplier;
}
int32 Unit::GetMaxPositiveAuraModifierByMiscMask(AuraType auratype, uint32 misc_mask) const
{
if(!misc_mask)
return 0;
int32 modifier = 0;
AuraList const& mTotalAuraList = GetAurasByType(auratype);
for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i)
{
Modifier* mod = (*i)->GetModifier();
if (mod->m_miscvalue & misc_mask && mod->m_amount > modifier)
modifier = mod->m_amount;
}
return modifier;
}
int32 Unit::GetMaxNegativeAuraModifierByMiscMask(AuraType auratype, uint32 misc_mask) const
{
if(!misc_mask)
return 0;
int32 modifier = 0;
AuraList const& mTotalAuraList = GetAurasByType(auratype);
for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i)
{
Modifier* mod = (*i)->GetModifier();
if (mod->m_miscvalue & misc_mask && mod->m_amount < modifier)
modifier = mod->m_amount;
}
return modifier;
}
int32 Unit::GetTotalAuraModifierByMiscValue(AuraType auratype, int32 misc_value) const
{
int32 modifier = 0;
AuraList const& mTotalAuraList = GetAurasByType(auratype);
for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i)
{
Modifier* mod = (*i)->GetModifier();
if (mod->m_miscvalue == misc_value)
modifier += mod->m_amount;
}
return modifier;
}
float Unit::GetTotalAuraMultiplierByMiscValue(AuraType auratype, int32 misc_value) const
{
float multiplier = 1.0f;
AuraList const& mTotalAuraList = GetAurasByType(auratype);
for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i)
{
Modifier* mod = (*i)->GetModifier();
if (mod->m_miscvalue == misc_value)
multiplier *= (100.0f + mod->m_amount)/100.0f;
}
return multiplier;
}
int32 Unit::GetMaxPositiveAuraModifierByMiscValue(AuraType auratype, int32 misc_value) const
{
int32 modifier = 0;
AuraList const& mTotalAuraList = GetAurasByType(auratype);
for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i)
{
Modifier* mod = (*i)->GetModifier();
if (mod->m_miscvalue == misc_value && mod->m_amount > modifier)
modifier = mod->m_amount;
}
return modifier;
}
int32 Unit::GetMaxNegativeAuraModifierByMiscValue(AuraType auratype, int32 misc_value) const
{
int32 modifier = 0;
AuraList const& mTotalAuraList = GetAurasByType(auratype);
for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i)
{
Modifier* mod = (*i)->GetModifier();
if (mod->m_miscvalue == misc_value && mod->m_amount < modifier)
modifier = mod->m_amount;
}
return modifier;
}
float Unit::GetTotalAuraMultiplierByMiscValueForMask(AuraType auratype, uint32 mask) const
{
if(!mask)
return 1.0f;
float multiplier = 1.0f;
AuraList const& mTotalAuraList = GetAurasByType(auratype);
for(AuraList::const_iterator i = mTotalAuraList.begin();i != mTotalAuraList.end(); ++i)
{
Modifier* mod = (*i)->GetModifier();
if (mask & (1 << (mod->m_miscvalue -1)))
multiplier *= (100.0f + mod->m_amount)/100.0f;
}
return multiplier;
}
bool Unit::AddSpellAuraHolder(SpellAuraHolder *holder)
{
SpellEntry const* aurSpellInfo = holder->GetSpellProto();
// ghost spell check, allow apply any auras at player loading in ghost mode (will be cleanup after load)
if( !isAlive() && !IsDeathPersistentSpell(aurSpellInfo) &&
!IsDeathOnlySpell(aurSpellInfo) &&
(GetTypeId()!=TYPEID_PLAYER || !((Player*)this)->GetSession()->PlayerLoading()) )
{
delete holder;
return false;
}
if(holder->GetTarget() != this)
{
sLog.outError("Holder (spell %u) add to spell aura holder list of %s (lowguid: %u) but spell aura holder target is %s (lowguid: %u)",
holder->GetId(),(GetTypeId()==TYPEID_PLAYER?"player":"creature"),GetGUIDLow(),
(holder->GetTarget()->GetTypeId()==TYPEID_PLAYER?"player":"creature"),holder->GetTarget()->GetGUIDLow());
delete holder;
return false;
}
// passive and persistent auras can stack with themselves any number of times
if ((!holder->IsPassive() && !holder->IsPersistent()) || holder->IsAreaAura())
{
SpellAuraHolderBounds spair = GetSpellAuraHolderBounds(aurSpellInfo->Id);
// take out same spell
for (SpellAuraHolderMap::iterator iter = spair.first; iter != spair.second; ++iter)
{
SpellAuraHolder *foundHolder = iter->second;
if(foundHolder->GetCasterGUID() == holder->GetCasterGUID())
{
// Aura can stack on self -> Stack it;
if(aurSpellInfo->StackAmount)
{
// can be created with >1 stack by some spell mods
foundHolder->ModStackAmount(holder->GetStackAmount());
delete holder;
return false;
}
// Check for coexisting Weapon-proced Auras
if (holder->IsWeaponBuffCoexistableWith(foundHolder))
continue;
// Carry over removed Aura's remaining damage if Aura still has ticks remaining
if (foundHolder->GetSpellProto()->AttributesEx4 & SPELL_ATTR_EX4_STACK_DOT_MODIFIER)
{
for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i)
{
if (Aura *aur = holder->GetAuraByEffectIndex(SpellEffectIndex(i)))
{
// m_auraname can be modified to SPELL_AURA_NONE for area auras, use original
AuraType aurNameReal = AuraType(aurSpellInfo->EffectApplyAuraName[i]);
if (aurNameReal == SPELL_AURA_PERIODIC_DAMAGE && aur->GetAuraDuration() > 0)
{
if (Aura *existing = foundHolder->GetAuraByEffectIndex(SpellEffectIndex(i)))
{
int32 remainingTicks = existing->GetAuraMaxTicks() - existing->GetAuraTicks();
int32 remainingDamage = existing->GetModifier()->m_amount * remainingTicks;
aur->GetModifier()->m_amount += int32(remainingDamage / aur->GetAuraMaxTicks());
}
else
DEBUG_LOG("Holder (spell %u) on target (lowguid: %u) doesn't have aura on effect index %u. skipping.", aurSpellInfo->Id, holder->GetTarget()->GetGUIDLow(), i);
}
}
}
}
// can be only single
RemoveSpellAuraHolder(foundHolder, AURA_REMOVE_BY_STACK);
break;
}
bool stop = false;
for (int32 i = 0; i < MAX_EFFECT_INDEX && !stop; ++i)
{
// no need to check non stacking auras that weren't/won't be applied on this target
if (!foundHolder->m_auras[i] || !holder->m_auras[i])
continue;
// m_auraname can be modified to SPELL_AURA_NONE for area auras, use original
AuraType aurNameReal = AuraType(aurSpellInfo->EffectApplyAuraName[i]);
switch(aurNameReal)
{
// DoT/HoT/etc
case SPELL_AURA_DUMMY: // allow stack
case SPELL_AURA_PERIODIC_DAMAGE:
case SPELL_AURA_PERIODIC_DAMAGE_PERCENT:
case SPELL_AURA_PERIODIC_LEECH:
case SPELL_AURA_PERIODIC_HEAL:
case SPELL_AURA_OBS_MOD_HEALTH:
case SPELL_AURA_PERIODIC_MANA_LEECH:
case SPELL_AURA_OBS_MOD_MANA:
case SPELL_AURA_POWER_BURN_MANA:
break;
case SPELL_AURA_PERIODIC_ENERGIZE: // all or self or clear non-stackable
default: // not allow
// can be only single (this check done at _each_ aura add
RemoveSpellAuraHolder(foundHolder,AURA_REMOVE_BY_STACK);
stop = true;
break;
}
}
if(stop)
break;
}
}
// passive auras not stackable with other ranks
if (!IsPassiveSpellStackableWithRanks(aurSpellInfo))
{
if (!RemoveNoStackAurasDueToAuraHolder(holder))
{
delete holder;
return false; // couldn't remove conflicting aura with higher rank
}
}
// update single target auras list (before aura add to aura list, to prevent unexpected remove recently added aura)
if (holder->IsSingleTarget())
{
if (Unit* caster = holder->GetCaster()) // caster not in world
{
SingleCastSpellTargetMap& scTargets = caster->GetSingleCastSpellTargets();
for(SingleCastSpellTargetMap::iterator itr = scTargets.begin(); itr != scTargets.end();)
{
SpellEntry const* itr_spellEntry = itr->first;
ObjectGuid itr_targetGuid = itr->second;
if (itr_targetGuid != GetObjectGuid() &&
IsSingleTargetSpells(itr_spellEntry, aurSpellInfo))
{
scTargets.erase(itr); // remove for caster in any case
// remove from target if target found
if (Unit* itr_target = GetMap()->GetUnit(itr_targetGuid))
itr_target->RemoveAurasDueToSpell(itr_spellEntry->Id);
itr = scTargets.begin(); // list can be chnaged at remove aura
continue;
}
++itr;
}
// register spell holder single target
scTargets[aurSpellInfo] = GetObjectGuid();
}
}
// add aura, register in lists and arrays
holder->_AddSpellAuraHolder();
m_spellAuraHolders.insert(SpellAuraHolderMap::value_type(holder->GetId(), holder));
for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i)
if (Aura *aur = holder->GetAuraByEffectIndex(SpellEffectIndex(i)))
AddAuraToModList(aur);
holder->ApplyAuraModifiers(true, true);
DEBUG_LOG("Holder of spell %u now is in use", holder->GetId());
// if aura deleted before boosts apply ignore
// this can be possible it it removed indirectly by triggered spell effect at ApplyModifier
if (holder->IsDeleted())
return false;
holder->HandleSpellSpecificBoosts(true);
return true;
}
void Unit::AddAuraToModList(Aura *aura)
{
if (aura->GetModifier()->m_auraname < TOTAL_AURAS)
m_modAuras[aura->GetModifier()->m_auraname].push_back(aura);
}
void Unit::RemoveRankAurasDueToSpell(uint32 spellId)
{
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
if(!spellInfo)
return;
SpellAuraHolderMap::const_iterator i,next;
for (i = m_spellAuraHolders.begin(); i != m_spellAuraHolders.end(); i = next)
{
next = i;
++next;
uint32 i_spellId = (*i).second->GetId();
if((*i).second && i_spellId && i_spellId != spellId)
{
if(sSpellMgr.IsRankSpellDueToSpell(spellInfo,i_spellId))
{
RemoveAurasDueToSpell(i_spellId);
if( m_spellAuraHolders.empty() )
break;
else
next = m_spellAuraHolders.begin();
}
}
}
}
bool Unit::RemoveNoStackAurasDueToAuraHolder(SpellAuraHolder *holder)
{
if (!holder)
return false;
SpellEntry const* spellProto = holder->GetSpellProto();
if (!spellProto)
return false;
uint32 spellId = holder->GetId();
// passive spell special case (only non stackable with ranks)
if(IsPassiveSpell(spellProto))
{
if(IsPassiveSpellStackableWithRanks(spellProto))
return true;
}
SpellSpecific spellId_spec = GetSpellSpecific(spellId);
SpellAuraHolderMap::iterator i,next;
for (i = m_spellAuraHolders.begin(); i != m_spellAuraHolders.end(); i = next)
{
next = i;
++next;
if (!(*i).second) continue;
SpellEntry const* i_spellProto = (*i).second->GetSpellProto();
if (!i_spellProto)
continue;
uint32 i_spellId = i_spellProto->Id;
// early checks that spellId is passive non stackable spell
if (IsPassiveSpell(i_spellProto))
{
// passive non-stackable spells not stackable only for same caster
if (holder->GetCasterGuid() != i->second->GetCasterGuid())
continue;
// passive non-stackable spells not stackable only with another rank of same spell
if (!sSpellMgr.IsRankSpellDueToSpell(spellProto, i_spellId))
continue;
}
if(i_spellId == spellId) continue;
bool is_triggered_by_spell = false;
// prevent triggering aura of removing aura that triggered it
for(int j = 0; j < MAX_EFFECT_INDEX; ++j)
if (i_spellProto->EffectTriggerSpell[j] == spellId)
is_triggered_by_spell = true;
// prevent triggered aura of removing aura that triggering it (triggered effect early some aura of parent spell
for(int j = 0; j < MAX_EFFECT_INDEX; ++j)
if (spellProto->EffectTriggerSpell[j] == i_spellId)
is_triggered_by_spell = true;
if (is_triggered_by_spell)
continue;
SpellSpecific i_spellId_spec = GetSpellSpecific(i_spellId);
// single allowed spell specific from same caster or from any caster at target
bool is_spellSpecPerTargetPerCaster = IsSingleFromSpellSpecificPerTargetPerCaster(spellId_spec,i_spellId_spec);
bool is_spellSpecPerTarget = IsSingleFromSpellSpecificPerTarget(spellId_spec,i_spellId_spec);
if (is_spellSpecPerTarget || (is_spellSpecPerTargetPerCaster && holder->GetCasterGUID() == (*i).second->GetCasterGUID()))
{
// cannot remove higher rank
if (sSpellMgr.IsRankSpellDueToSpell(spellProto, i_spellId))
if(CompareAuraRanks(spellId, i_spellId) < 0)
return false;
// Its a parent aura (create this aura in ApplyModifier)
if ((*i).second->IsInUse())
{
sLog.outError("SpellAuraHolder (Spell %u) is in process but attempt removed at SpellAuraHolder (Spell %u) adding, need add stack rule for Unit::RemoveNoStackAurasDueToAuraHolder", i->second->GetId(), holder->GetId());
continue;
}
RemoveAurasDueToSpell(i_spellId);
if( m_spellAuraHolders.empty() )
break;
else
next = m_spellAuraHolders.begin();
continue;
}
// spell with spell specific that allow single ranks for spell from diff caster
// same caster case processed or early or later
bool is_spellPerTarget = IsSingleFromSpellSpecificSpellRanksPerTarget(spellId_spec,i_spellId_spec);
if ( is_spellPerTarget && holder->GetCasterGUID() != (*i).second->GetCasterGUID() && sSpellMgr.IsRankSpellDueToSpell(spellProto, i_spellId))
{
// cannot remove higher rank
if(CompareAuraRanks(spellId, i_spellId) < 0)
return false;
// Its a parent aura (create this aura in ApplyModifier)
if ((*i).second->IsInUse())
{
sLog.outError("SpellAuraHolder (Spell %u) is in process but attempt removed at SpellAuraHolder (Spell %u) adding, need add stack rule for Unit::RemoveNoStackAurasDueToAuraHolder", i->second->GetId(), holder->GetId());
continue;
}
RemoveAurasDueToSpell(i_spellId);
if( m_spellAuraHolders.empty() )
break;
else
next = m_spellAuraHolders.begin();
continue;
}
// non single (per caster) per target spell specific (possible single spell per target at caster)
if( !is_spellSpecPerTargetPerCaster && !is_spellSpecPerTarget && sSpellMgr.IsNoStackSpellDueToSpell(spellId, i_spellId) )
{
// Its a parent aura (create this aura in ApplyModifier)
if ((*i).second->IsInUse())
{
sLog.outError("SpellAuraHolder (Spell %u) is in process but attempt removed at SpellAuraHolder (Spell %u) adding, need add stack rule for Unit::RemoveNoStackAurasDueToAuraHolder", i->second->GetId(), holder->GetId());
continue;
}
RemoveAurasDueToSpell(i_spellId);
if( m_spellAuraHolders.empty() )
break;
else
next = m_spellAuraHolders.begin();
continue;
}
// Potions stack aura by aura (elixirs/flask already checked)
if( spellProto->SpellFamilyName == SPELLFAMILY_POTION && i_spellProto->SpellFamilyName == SPELLFAMILY_POTION )
{
if (IsNoStackAuraDueToAura(spellId, i_spellId))
{
if(CompareAuraRanks(spellId, i_spellId) < 0)
return false; // cannot remove higher rank
// Its a parent aura (create this aura in ApplyModifier)
if ((*i).second->IsInUse())
{
sLog.outError("SpellAuraHolder (Spell %u) is in process but attempt removed at SpellAuraHolder (Spell %u) adding, need add stack rule for Unit::RemoveNoStackAurasDueToAuraHolder", i->second->GetId(), holder->GetId());
continue;
}
RemoveAurasDueToSpell(i_spellId);
if( m_spellAuraHolders.empty() )
break;
else
next = m_spellAuraHolders.begin();
}
}
}
return true;
}
void Unit::RemoveAura(uint32 spellId, SpellEffectIndex effindex, Aura* except)
{
SpellAuraHolderBounds spair = GetSpellAuraHolderBounds(spellId);
for(SpellAuraHolderMap::iterator iter = spair.first; iter != spair.second; )
{
Aura *aur = iter->second->m_auras[effindex];
if (aur && aur != except)
{
RemoveSingleAuraFromSpellAuraHolder(iter->second, effindex);
// may remove holder
spair = GetSpellAuraHolderBounds(spellId);
iter = spair.first;
}
else
++iter;
}
}
void Unit::RemoveAurasByCasterSpell(uint32 spellId, uint64 casterGUID)
{
SpellAuraHolderBounds spair = GetSpellAuraHolderBounds(spellId);
for(SpellAuraHolderMap::iterator iter = spair.first; iter != spair.second; )
{
if (iter->second->GetCasterGUID() == casterGUID)
{
RemoveSpellAuraHolder(iter->second);
spair = GetSpellAuraHolderBounds(spellId);
iter = spair.first;
}
else
++iter;
}
}
void Unit::RemoveSingleAuraFromSpellAuraHolder(uint32 spellId, SpellEffectIndex effindex, uint64 casterGUID, AuraRemoveMode mode)
{
SpellAuraHolderBounds spair = GetSpellAuraHolderBounds(spellId);
for(SpellAuraHolderMap::iterator iter = spair.first; iter != spair.second; )
{
Aura *aur = iter->second->m_auras[effindex];
if (aur && aur->GetCasterGUID() == casterGUID)
{
RemoveSingleAuraFromSpellAuraHolder(iter->second, effindex, mode);
spair = GetSpellAuraHolderBounds(spellId);
iter = spair.first;
}
else
++iter;
}
}
void Unit::RemoveAuraHolderDueToSpellByDispel(uint32 spellId, int32 stackAmount, uint64 casterGUID, Unit *dispeler)
{
SpellEntry const* spellEntry = sSpellStore.LookupEntry(spellId);
// Custom dispel cases
// Unstable Affliction
if(spellEntry->SpellFamilyName == SPELLFAMILY_WARLOCK && (spellEntry->SpellFamilyFlags & UI64LIT(0x010000000000)))
{
if (Aura* dotAura = GetAura(SPELL_AURA_PERIODIC_DAMAGE,SPELLFAMILY_WARLOCK,UI64LIT(0x010000000000),0x00000000,casterGUID))
{
// use clean value for initial damage
int32 damage = dotAura->GetSpellProto()->CalculateSimpleValue(EFFECT_INDEX_0);
damage *= 9;
// Remove spell auras from stack
RemoveAuraHolderFromStack(spellId, stackAmount, casterGUID, AURA_REMOVE_BY_DISPEL);
// backfire damage and silence
dispeler->CastCustomSpell(dispeler, 31117, &damage, NULL, NULL, true, NULL, NULL,casterGUID);
return;
}
}
// Lifebloom
else if (spellEntry->SpellFamilyName == SPELLFAMILY_DRUID && (spellEntry->SpellFamilyFlags & UI64LIT(0x0000001000000000)))
{
if (Aura* dotAura = GetAura(SPELL_AURA_DUMMY, SPELLFAMILY_DRUID, UI64LIT(0x0000001000000000), 0x00000000, casterGUID))
{
int32 amount = ( dotAura->GetModifier()->m_amount / dotAura->GetStackAmount() ) * stackAmount;
CastCustomSpell(this, 33778, &amount, NULL, NULL, true, NULL, dotAura, casterGUID);
if (Unit* caster = dotAura->GetCaster())
{
int32 returnmana = (spellEntry->ManaCostPercentage * caster->GetCreateMana() / 100) * stackAmount / 2;
caster->CastCustomSpell(caster, 64372, &returnmana, NULL, NULL, true, NULL, dotAura, casterGUID);
}
}
}
// Flame Shock
else if (spellEntry->SpellFamilyName == SPELLFAMILY_SHAMAN && (spellEntry->SpellFamilyFlags & UI64LIT(0x10000000)))
{
Unit* caster = NULL;
uint32 triggeredSpell = 0;
if (Aura* dotAura = GetAura(SPELL_AURA_PERIODIC_DAMAGE, SPELLFAMILY_SHAMAN, UI64LIT(0x10000000), 0x00000000, casterGUID))
caster = dotAura->GetCaster();
if (caster && !caster->isDead())
{
Unit::AuraList const& auras = caster->GetAurasByType(SPELL_AURA_DUMMY);
for (Unit::AuraList::const_iterator i = auras.begin(); i != auras.end(); ++i)
{
switch((*i)->GetId())
{
case 51480: triggeredSpell=64694; break;// Lava Flows, Rank 1
case 51481: triggeredSpell=65263; break;// Lava Flows, Rank 2
case 51482: triggeredSpell=65264; break;// Lava Flows, Rank 3
default: continue;
}
break;
}
}
// Remove spell auras from stack
RemoveAuraHolderFromStack(spellId, stackAmount, casterGUID, AURA_REMOVE_BY_DISPEL);
// Haste
if (triggeredSpell)
caster->CastSpell(caster, triggeredSpell, true);
return;
}
// Vampiric touch (first dummy aura)
else if (spellEntry->SpellFamilyName == SPELLFAMILY_PRIEST && spellEntry->SpellFamilyFlags & UI64LIT(0x0000040000000000))
{
if (Aura *dot = GetAura(SPELL_AURA_PERIODIC_DAMAGE, SPELLFAMILY_PRIEST, UI64LIT(0x0000040000000000), 0x00000000, casterGUID))
{
if (dot->GetCaster())
{
// use clean value for initial damage
int32 bp0 = dot->GetSpellProto()->CalculateSimpleValue(EFFECT_INDEX_1);
bp0 *= 8;
// Remove spell auras from stack
RemoveAuraHolderFromStack(spellId, stackAmount, casterGUID, AURA_REMOVE_BY_DISPEL);
CastCustomSpell(this, 64085, &bp0, NULL, NULL, true, NULL, NULL, casterGUID);
return;
}
}
}
RemoveAuraHolderFromStack(spellId, stackAmount, casterGUID, AURA_REMOVE_BY_DISPEL);
}
void Unit::RemoveAurasDueToSpellBySteal(uint32 spellId, uint64 casterGUID, Unit *stealer)
{
SpellAuraHolder *holder = GetSpellAuraHolder(spellId, casterGUID);
SpellEntry const* spellProto = sSpellStore.LookupEntry(spellId);
SpellAuraHolder *new_holder = CreateSpellAuraHolder(spellProto, stealer, this);
for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i)
{
Aura *aur = holder->GetAuraByEffectIndex(SpellEffectIndex(i));
if (!aur)
continue;
int32 basePoints = aur->GetBasePoints();
// construct the new aura for the attacker - will never return NULL, it's just a wrapper for
// some different constructors
Aura * new_aur = CreateAura(aur->GetSpellProto(), aur->GetEffIndex(), &basePoints, new_holder, stealer, this);
// set its duration and maximum duration
// max duration 2 minutes (in msecs)
int32 dur = aur->GetAuraDuration();
int32 max_dur = 2*MINUTE*IN_MILLISECONDS;
int32 new_max_dur = max_dur > dur ? dur : max_dur;
new_aur->SetAuraMaxDuration( new_max_dur );
new_aur->SetAuraDuration( new_max_dur );
// set periodic to do at least one tick (for case when original aura has been at last tick preparing)
int32 periodic = aur->GetModifier()->periodictime;
new_aur->GetModifier()->periodictime = periodic < new_max_dur ? periodic : new_max_dur;
// add the new aura to stealer
new_holder->AddAura(new_aur, new_aur->GetEffIndex());
}
if (holder->ModStackAmount(-1))
// Remove aura as dispel
RemoveSpellAuraHolder(holder, AURA_REMOVE_BY_DISPEL);
// strange but intended behaviour: Stolen single target auras won't be treated as single targeted
new_holder->SetIsSingleTarget(false);
stealer->AddSpellAuraHolder(new_holder);
}
void Unit::RemoveAurasDueToSpellByCancel(uint32 spellId)
{
SpellAuraHolderBounds spair = GetSpellAuraHolderBounds(spellId);
for(SpellAuraHolderMap::iterator iter = spair.first; iter != spair.second;)
{
RemoveSpellAuraHolder(iter->second, AURA_REMOVE_BY_CANCEL);
spair = GetSpellAuraHolderBounds(spellId);
iter = spair.first;
}
}
void Unit::RemoveAurasWithDispelType( DispelType type, uint64 casterGUID )
{
// Create dispel mask by dispel type
uint32 dispelMask = GetDispellMask(type);
// Dispel all existing auras vs current dispel type
SpellAuraHolderMap& auras = GetSpellAuraHolderMap();
for(SpellAuraHolderMap::iterator itr = auras.begin(); itr != auras.end(); )
{
SpellEntry const* spell = itr->second->GetSpellProto();
if( ((1<<spell->Dispel) & dispelMask) && (!casterGUID || casterGUID == itr->second->GetCasterGUID()))
{
// Dispel aura
RemoveAurasDueToSpell(spell->Id);
itr = auras.begin();
}
else
++itr;
}
}
void Unit::RemoveAuraHolderFromStack(uint32 spellId, int32 stackAmount, uint64 casterGUID, AuraRemoveMode mode)
{
SpellAuraHolderBounds spair = GetSpellAuraHolderBounds(spellId);
for(SpellAuraHolderMap::iterator iter = spair.first; iter != spair.second; ++iter)
{
if (!casterGUID || iter->second->GetCasterGUID() == casterGUID)
{
if (iter->second->ModStackAmount(-stackAmount))
{
RemoveSpellAuraHolder(iter->second, mode);
break;
}
}
}
}
void Unit::RemoveAurasDueToSpell(uint32 spellId, SpellAuraHolder* except, AuraRemoveMode mode)
{
SpellAuraHolderBounds bounds = GetSpellAuraHolderBounds(spellId);
for (SpellAuraHolderMap::iterator iter = bounds.first; iter != bounds.second; )
{
if (iter->second != except)
{
RemoveSpellAuraHolder(iter->second, mode);
bounds = GetSpellAuraHolderBounds(spellId);
iter = bounds.first;
}
else
++iter;
}
}
void Unit::RemoveAurasDueToItemSpell(Item* castItem,uint32 spellId)
{
SpellAuraHolderBounds bounds = GetSpellAuraHolderBounds(spellId);
for (SpellAuraHolderMap::iterator iter = bounds.first; iter != bounds.second; )
{
if (iter->second->GetCastItemGuid() == castItem->GetObjectGuid())
{
RemoveSpellAuraHolder(iter->second);
bounds = GetSpellAuraHolderBounds(spellId);
iter = bounds.first;
}
else
++iter;
}
}
void Unit::RemoveAurasWithInterruptFlags(uint32 flags)
{
for (SpellAuraHolderMap::iterator iter = m_spellAuraHolders.begin(); iter != m_spellAuraHolders.end(); )
{
if (iter->second->GetSpellProto()->AuraInterruptFlags & flags)
{
RemoveSpellAuraHolder(iter->second);
iter = m_spellAuraHolders.begin();
}
else
++iter;
}
}
void Unit::RemoveAurasWithAttribute(uint32 flags)
{
for (SpellAuraHolderMap::iterator iter = m_spellAuraHolders.begin(); iter != m_spellAuraHolders.end(); )
{
if (iter->second->GetSpellProto()->Attributes & flags)
{
RemoveSpellAuraHolder(iter->second);
iter = m_spellAuraHolders.begin();
}
else
++iter;
}
}
void Unit::RemoveNotOwnSingleTargetAuras(uint32 newPhase)
{
// single target auras from other casters
for (SpellAuraHolderMap::iterator iter = m_spellAuraHolders.begin(); iter != m_spellAuraHolders.end(); )
{
if (iter->second->GetCasterGuid() != GetObjectGuid() && iter->second->IsSingleTarget())
{
if (!newPhase)
{
RemoveSpellAuraHolder(iter->second);
iter = m_spellAuraHolders.begin();
continue;
}
else
{
Unit* caster = iter->second->GetCaster();
if (!caster || !caster->InSamePhase(newPhase))
{
RemoveSpellAuraHolder(iter->second);
iter = m_spellAuraHolders.begin();
continue;
}
}
}
++iter;
}
// single target auras at other targets
SingleCastSpellTargetMap& scTargets = GetSingleCastSpellTargets();
for (SingleCastSpellTargetMap::iterator itr = scTargets.begin(); itr != scTargets.end(); )
{
SpellEntry const* itr_spellEntry = itr->first;
ObjectGuid itr_targetGuid = itr->second;
if (itr_targetGuid != GetObjectGuid())
{
if(!newPhase)
{
scTargets.erase(itr); // remove for caster in any case
// remove from target if target found
if (Unit* itr_target = GetMap()->GetUnit(itr_targetGuid))
itr_target->RemoveAurasByCasterSpell(itr_spellEntry->Id, GetGUID());
itr = scTargets.begin(); // list can be changed at remove aura
continue;
}
else
{
Unit* itr_target = GetMap()->GetUnit(itr_targetGuid);
if(!itr_target || !itr_target->InSamePhase(newPhase))
{
scTargets.erase(itr); // remove for caster in any case
// remove from target if target found
if (itr_target)
itr_target->RemoveAurasByCasterSpell(itr_spellEntry->Id, GetGUID());
itr = scTargets.begin(); // list can be changed at remove aura
continue;
}
}
}
++itr;
}
}
void Unit::RemoveSpellAuraHolder(SpellAuraHolder *holder, AuraRemoveMode mode)
{
// Statue unsummoned at holder remove
SpellEntry const* AurSpellInfo = holder->GetSpellProto();
Totem* statue = NULL;
Unit* caster = holder->GetCaster();
if(IsChanneledSpell(AurSpellInfo) && caster)
if(caster->GetTypeId()==TYPEID_UNIT && ((Creature*)caster)->IsTotem() && ((Totem*)caster)->GetTotemType()==TOTEM_STATUE)
statue = ((Totem*)caster);
if (m_spellAuraHoldersUpdateIterator != m_spellAuraHolders.end() && m_spellAuraHoldersUpdateIterator->second == holder)
++m_spellAuraHoldersUpdateIterator;
SpellAuraHolderBounds bounds = GetSpellAuraHolderBounds(holder->GetId());
for (SpellAuraHolderMap::iterator itr = bounds.first; itr != bounds.second; ++itr)
{
if (itr->second == holder)
{
m_spellAuraHolders.erase(itr);
break;
}
}
holder->SetRemoveMode(mode);
holder->UnregisterSingleCastHolder();
for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i)
{
if (Aura *aura = holder->m_auras[i])
RemoveAura(aura, mode);
}
holder->_RemoveSpellAuraHolder();
if (mode != AURA_REMOVE_BY_DELETE)
holder->HandleSpellSpecificBoosts(false);
if(statue)
statue->UnSummon();
// If holder in use (removed from code that plan access to it data after return)
// store it in holder list with delayed deletion
if (holder->IsInUse())
{
holder->SetDeleted();
m_deletedHolders.push_back(holder);
}
else
delete holder;
if (mode != AURA_REMOVE_BY_EXPIRE && IsChanneledSpell(AurSpellInfo) && !IsAreaOfEffectSpell(AurSpellInfo) && caster && caster->GetGUID() != GetGUID())
caster->InterruptSpell(CURRENT_CHANNELED_SPELL);
}
void Unit::RemoveSingleAuraFromSpellAuraHolder(SpellAuraHolder *holder, SpellEffectIndex index, AuraRemoveMode mode)
{
Aura *aura = holder->GetAuraByEffectIndex(index);
if (!aura)
return;
if (aura->IsLastAuraOnHolder())
RemoveSpellAuraHolder(holder, mode);
else
RemoveAura(aura, mode);
}
void Unit::RemoveAura(Aura *Aur, AuraRemoveMode mode)
{
// remove from list before mods removing (prevent cyclic calls, mods added before including to aura list - use reverse order)
if (Aur->GetModifier()->m_auraname < TOTAL_AURAS)
{
m_modAuras[Aur->GetModifier()->m_auraname].remove(Aur);
}
// Set remove mode
Aur->SetRemoveMode(mode);
// some ShapeshiftBoosts at remove trigger removing other auras including parent Shapeshift aura
// remove aura from list before to prevent deleting it before
///m_Auras.erase(i);
DEBUG_FILTER_LOG(LOG_FILTER_SPELL_CAST, "Aura %u now is remove mode %d",Aur->GetModifier()->m_auraname, mode);
// aura _MUST_ be remove from holder before unapply.
// un-apply code expected that aura not find by diff searches
// in another case it can be double removed for example, if target die/etc in un-apply process.
Aur->GetHolder()->RemoveAura(Aur->GetEffIndex());
// some auras also need to apply modifier (on caster) on remove
if (mode == AURA_REMOVE_BY_DELETE)
{
switch (Aur->GetModifier()->m_auraname)
{
// need properly undo any auras with player-caster mover set (or will crash at next caster move packet)
case SPELL_AURA_MOD_POSSESS:
case SPELL_AURA_MOD_POSSESS_PET:
case SPELL_AURA_CONTROL_VEHICLE:
Aur->ApplyModifier(false,true);
break;
default: break;
}
}
else
Aur->ApplyModifier(false,true);
// If aura in use (removed from code that plan access to it data after return)
// store it in aura list with delayed deletion
if (Aur->IsInUse())
m_deletedAuras.push_back(Aur);
else
delete Aur;
}
void Unit::RemoveAllAuras(AuraRemoveMode mode /*= AURA_REMOVE_BY_DEFAULT*/)
{
while (!m_spellAuraHolders.empty())
{
SpellAuraHolderMap::iterator iter = m_spellAuraHolders.begin();
RemoveSpellAuraHolder(iter->second,mode);
}
}
void Unit::RemoveArenaAuras(bool onleave)
{
// in join, remove positive buffs, on end, remove negative
// used to remove positive visible auras in arenas
for(SpellAuraHolderMap::iterator iter = m_spellAuraHolders.begin(); iter != m_spellAuraHolders.end();)
{
if (!(iter->second->GetSpellProto()->AttributesEx4 & SPELL_ATTR_EX4_UNK21) &&
// don't remove stances, shadowform, pally/hunter auras
!iter->second->IsPassive() && // don't remove passive auras
(!(iter->second->GetSpellProto()->Attributes & SPELL_ATTR_UNAFFECTED_BY_INVULNERABILITY) ||
!(iter->second->GetSpellProto()->Attributes & SPELL_ATTR_UNK8)) &&
// not unaffected by invulnerability auras or not having that unknown flag (that seemed the most probable)
(iter->second->IsPositive() != onleave)) // remove positive buffs on enter, negative buffs on leave
{
RemoveSpellAuraHolder(iter->second);
iter = m_spellAuraHolders.begin();
}
else
++iter;
}
}
void Unit::RemoveAllAurasOnDeath()
{
// used just after dieing to remove all visible auras
// and disable the mods for the passive ones
for(SpellAuraHolderMap::iterator iter = m_spellAuraHolders.begin(); iter != m_spellAuraHolders.end();)
{
if (!iter->second->IsPassive() && !iter->second->IsDeathPersistent())
{
RemoveSpellAuraHolder(iter->second, AURA_REMOVE_BY_DEATH);
iter = m_spellAuraHolders.begin();
}
else
++iter;
}
}
void Unit::DelaySpellAuraHolder(uint32 spellId, int32 delaytime, uint64 casterGUID)
{
SpellAuraHolderBounds bounds = GetSpellAuraHolderBounds(spellId);
for (SpellAuraHolderMap::iterator iter = bounds.first; iter != bounds.second; ++iter)
{
if (casterGUID != iter->second->GetCasterGUID())
continue;
for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i)
{
if (Aura *aur = iter->second->GetAuraByEffectIndex(SpellEffectIndex(i)))
{
if (aur->GetAuraDuration() < delaytime)
aur->SetAuraDuration(0);
else
aur->SetAuraDuration(aur->GetAuraDuration() - delaytime);
DEBUG_FILTER_LOG(LOG_FILTER_SPELL_CAST, "Spell %u, EffectIndex %u partially interrupted on unit %u, new duration: %u ms",spellId, i, GetGUIDLow(), aur->GetAuraDuration());
}
}
iter->second->SendAuraUpdate(false);
}
}
void Unit::_RemoveAllAuraMods()
{
for (SpellAuraHolderMap::const_iterator i = m_spellAuraHolders.begin(); i != m_spellAuraHolders.end(); ++i)
{
(*i).second->ApplyAuraModifiers(false);
}
}
void Unit::_ApplyAllAuraMods()
{
for (SpellAuraHolderMap::const_iterator i = m_spellAuraHolders.begin(); i != m_spellAuraHolders.end(); ++i)
{
(*i).second->ApplyAuraModifiers(true);
}
}
Aura* Unit::GetAura(uint32 spellId, SpellEffectIndex effindex)
{
SpellAuraHolderBounds bounds = GetSpellAuraHolderBounds(spellId);
if (bounds.first != bounds.second)
return bounds.first->second->GetAuraByEffectIndex(effindex);
return NULL;
}
Aura* Unit::GetAura(AuraType type, SpellFamily family, uint64 familyFlag, uint32 familyFlag2, ObjectGuid casterGuid)
{
AuraList const& auras = GetAurasByType(type);
for(AuraList::const_iterator i = auras.begin();i != auras.end(); ++i)
if ((*i)->GetSpellProto()->IsFitToFamily(family, familyFlag, familyFlag2) &&
(casterGuid.IsEmpty() || (*i)->GetCasterGuid() == casterGuid))
return *i;
return NULL;
}
bool Unit::HasAura(uint32 spellId, SpellEffectIndex effIndex) const
{
SpellAuraHolderConstBounds spair = GetSpellAuraHolderBounds(spellId);
for(SpellAuraHolderMap::const_iterator i_holder = spair.first; i_holder != spair.second; ++i_holder)
if (i_holder->second->GetAuraByEffectIndex(effIndex))
return true;
return false;
}
void Unit::AddDynObject(DynamicObject* dynObj)
{
m_dynObjGUIDs.push_back(dynObj->GetGUID());
}
void Unit::RemoveDynObject(uint32 spellid)
{
if(m_dynObjGUIDs.empty())
return;
for (DynObjectGUIDs::iterator i = m_dynObjGUIDs.begin(); i != m_dynObjGUIDs.end();)
{
DynamicObject* dynObj = GetMap()->GetDynamicObject(*i);
if(!dynObj)
{
i = m_dynObjGUIDs.erase(i);
}
else if(spellid == 0 || dynObj->GetSpellId() == spellid)
{
dynObj->Delete();
i = m_dynObjGUIDs.erase(i);
}
else
++i;
}
}
void Unit::RemoveAllDynObjects()
{
while(!m_dynObjGUIDs.empty())
{
DynamicObject* dynObj = GetMap()->GetDynamicObject(*m_dynObjGUIDs.begin());
if(dynObj)
dynObj->Delete();
m_dynObjGUIDs.erase(m_dynObjGUIDs.begin());
}
}
DynamicObject * Unit::GetDynObject(uint32 spellId, SpellEffectIndex effIndex)
{
for (DynObjectGUIDs::iterator i = m_dynObjGUIDs.begin(); i != m_dynObjGUIDs.end();)
{
DynamicObject* dynObj = GetMap()->GetDynamicObject(*i);
if(!dynObj)
{
i = m_dynObjGUIDs.erase(i);
continue;
}
if (dynObj->GetSpellId() == spellId && dynObj->GetEffIndex() == effIndex)
return dynObj;
++i;
}
return NULL;
}
DynamicObject * Unit::GetDynObject(uint32 spellId)
{
for (DynObjectGUIDs::iterator i = m_dynObjGUIDs.begin(); i != m_dynObjGUIDs.end();)
{
DynamicObject* dynObj = GetMap()->GetDynamicObject(*i);
if(!dynObj)
{
i = m_dynObjGUIDs.erase(i);
continue;
}
if (dynObj->GetSpellId() == spellId)
return dynObj;
++i;
}
return NULL;
}
GameObject* Unit::GetGameObject(uint32 spellId) const
{
for (GameObjectList::const_iterator i = m_gameObj.begin(); i != m_gameObj.end(); ++i)
if ((*i)->GetSpellId() == spellId)
return *i;
return NULL;
}
void Unit::AddGameObject(GameObject* gameObj)
{
MANGOS_ASSERT(gameObj && gameObj->GetOwnerGuid().IsEmpty());
m_gameObj.push_back(gameObj);
gameObj->SetOwnerGuid(GetObjectGuid());
if ( GetTypeId()==TYPEID_PLAYER && gameObj->GetSpellId() )
{
SpellEntry const* createBySpell = sSpellStore.LookupEntry(gameObj->GetSpellId());
// Need disable spell use for owner
if (createBySpell && createBySpell->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE)
// note: item based cooldowns and cooldown spell mods with charges ignored (unknown existing cases)
((Player*)this)->AddSpellAndCategoryCooldowns(createBySpell,0,NULL,true);
}
}
void Unit::RemoveGameObject(GameObject* gameObj, bool del)
{
MANGOS_ASSERT(gameObj && gameObj->GetOwnerGuid() == GetObjectGuid());
gameObj->SetOwnerGuid(ObjectGuid());
// GO created by some spell
if (uint32 spellid = gameObj->GetSpellId())
{
RemoveAurasDueToSpell(spellid);
if (GetTypeId()==TYPEID_PLAYER)
{
SpellEntry const* createBySpell = sSpellStore.LookupEntry(spellid );
// Need activate spell use for owner
if (createBySpell && createBySpell->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE)
// note: item based cooldowns and cooldown spell mods with charges ignored (unknown existing cases)
((Player*)this)->SendCooldownEvent(createBySpell);
}
}
m_gameObj.remove(gameObj);
if(del)
{
gameObj->SetRespawnTime(0);
gameObj->Delete();
}
}
void Unit::RemoveGameObject(uint32 spellid, bool del)
{
if(m_gameObj.empty())
return;
GameObjectList::iterator i, next;
for (i = m_gameObj.begin(); i != m_gameObj.end(); i = next)
{
next = i;
if(spellid == 0 || (*i)->GetSpellId() == spellid)
{
(*i)->SetOwnerGuid(ObjectGuid());
if(del)
{
(*i)->SetRespawnTime(0);
(*i)->Delete();
}
next = m_gameObj.erase(i);
}
else
++next;
}
}
void Unit::RemoveAllGameObjects()
{
// remove references to unit
for(GameObjectList::iterator i = m_gameObj.begin(); i != m_gameObj.end();)
{
(*i)->SetOwnerGuid(ObjectGuid());
(*i)->SetRespawnTime(0);
(*i)->Delete();
i = m_gameObj.erase(i);
}
}
void Unit::SendSpellNonMeleeDamageLog(SpellNonMeleeDamage *log)
{
uint32 targetHealth = log->target->GetHealth();
uint32 overkill = log->damage > targetHealth ? log->damage - targetHealth : 0;
WorldPacket data(SMSG_SPELLNONMELEEDAMAGELOG, (16+4+4+4+1+4+4+1+1+4+4+1)); // we guess size
data << log->target->GetPackGUID();
data << log->attacker->GetPackGUID();
data << uint32(log->SpellID);
data << uint32(log->damage); // damage amount
data << uint32(overkill); // overkill
data << uint8 (log->schoolMask); // damage school
data << uint32(log->absorb); // AbsorbedDamage
data << uint32(log->resist); // resist
data << uint8 (log->physicalLog); // if 1, then client show spell name (example: %s's ranged shot hit %s for %u school or %s suffers %u school damage from %s's spell_name
data << uint8 (log->unused); // unused
data << uint32(log->blocked); // blocked
data << uint32(log->HitInfo);
data << uint8 (0); // flag to use extend data
SendMessageToSet( &data, true );
}
void Unit::SendSpellNonMeleeDamageLog(Unit *target, uint32 SpellID, uint32 Damage, SpellSchoolMask damageSchoolMask, uint32 AbsorbedDamage, uint32 Resist, bool PhysicalDamage, uint32 Blocked, bool CriticalHit)
{
SpellNonMeleeDamage log(this, target, SpellID, damageSchoolMask);
log.damage = Damage - AbsorbedDamage - Resist - Blocked;
log.absorb = AbsorbedDamage;
log.resist = Resist;
log.physicalLog = PhysicalDamage;
log.blocked = Blocked;
log.HitInfo = SPELL_HIT_TYPE_UNK1 | SPELL_HIT_TYPE_UNK3 | SPELL_HIT_TYPE_UNK6;
if(CriticalHit)
log.HitInfo |= SPELL_HIT_TYPE_CRIT;
SendSpellNonMeleeDamageLog(&log);
}
void Unit::SendPeriodicAuraLog(SpellPeriodicAuraLogInfo *pInfo)
{
Aura *aura = pInfo->aura;
Modifier *mod = aura->GetModifier();
WorldPacket data(SMSG_PERIODICAURALOG, 30);
data << aura->GetTarget()->GetPackGUID();
data << aura->GetCasterGuid().WriteAsPacked();
data << uint32(aura->GetId()); // spellId
data << uint32(1); // count
data << uint32(mod->m_auraname); // auraId
switch(mod->m_auraname)
{
case SPELL_AURA_PERIODIC_DAMAGE:
case SPELL_AURA_PERIODIC_DAMAGE_PERCENT:
data << uint32(pInfo->damage); // damage
data << uint32(pInfo->overDamage); // overkill?
data << uint32(GetSpellSchoolMask(aura->GetSpellProto()));
data << uint32(pInfo->absorb); // absorb
data << uint32(pInfo->resist); // resist
data << uint8(pInfo->critical ? 1 : 0); // new 3.1.2 critical flag
break;
case SPELL_AURA_PERIODIC_HEAL:
case SPELL_AURA_OBS_MOD_HEALTH:
data << uint32(pInfo->damage); // damage
data << uint32(pInfo->overDamage); // overheal?
data << uint32(pInfo->absorb); // absorb
data << uint8(pInfo->critical ? 1 : 0); // new 3.1.2 critical flag
break;
case SPELL_AURA_OBS_MOD_MANA:
case SPELL_AURA_PERIODIC_ENERGIZE:
data << uint32(mod->m_miscvalue); // power type
data << uint32(pInfo->damage); // damage
break;
case SPELL_AURA_PERIODIC_MANA_LEECH:
data << uint32(mod->m_miscvalue); // power type
data << uint32(pInfo->damage); // amount
data << float(pInfo->multiplier); // gain multiplier
break;
default:
sLog.outError("Unit::SendPeriodicAuraLog: unknown aura %u", uint32(mod->m_auraname));
return;
}
aura->GetTarget()->SendMessageToSet(&data, true);
}
void Unit::ProcDamageAndSpell(Unit *pVictim, uint32 procAttacker, uint32 procVictim, uint32 procExtra, uint32 amount, WeaponAttackType attType, SpellEntry const *procSpell)
{
// Not much to do if no flags are set.
if (procAttacker)
ProcDamageAndSpellFor(false,pVictim,procAttacker, procExtra,attType, procSpell, amount);
// Now go on with a victim's events'n'auras
// Not much to do if no flags are set or there is no victim
if(pVictim && pVictim->isAlive() && procVictim)
pVictim->ProcDamageAndSpellFor(true,this,procVictim, procExtra, attType, procSpell, amount);
}
void Unit::SendSpellMiss(Unit *target, uint32 spellID, SpellMissInfo missInfo)
{
WorldPacket data(SMSG_SPELLLOGMISS, (4+8+1+4+8+1));
data << uint32(spellID);
data << GetObjectGuid();
data << uint8(0); // can be 0 or 1
data << uint32(1); // target count
// for(i = 0; i < target count; ++i)
data << target->GetObjectGuid(); // target GUID
data << uint8(missInfo);
// end loop
SendMessageToSet(&data, true);
}
void Unit::SendAttackStateUpdate(CalcDamageInfo *damageInfo)
{
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "WORLD: Sending SMSG_ATTACKERSTATEUPDATE");
uint32 targetHealth = damageInfo->target->GetHealth();
uint32 overkill = damageInfo->damage > targetHealth ? damageInfo->damage - targetHealth : 0;
uint32 count = 1;
WorldPacket data(SMSG_ATTACKERSTATEUPDATE, 16 + 45); // we guess size
data << uint32(damageInfo->HitInfo);
data << damageInfo->attacker->GetPackGUID();
data << damageInfo->target->GetPackGUID();
data << uint32(damageInfo->damage); // Full damage
data << uint32(overkill); // overkill value
data << uint8(count); // Sub damage count
for(uint32 i = 0; i < count; ++i)
{
data << uint32(damageInfo->damageSchoolMask); // School of sub damage
data << float(damageInfo->damage); // sub damage
data << uint32(damageInfo->damage); // Sub Damage
}
if(damageInfo->HitInfo & (HITINFO_ABSORB | HITINFO_ABSORB2))
{
for(uint32 i = 0; i < count; ++i)
data << uint32(damageInfo->absorb); // Absorb
}
if(damageInfo->HitInfo & (HITINFO_RESIST | HITINFO_RESIST2))
{
for(uint32 i = 0; i < count; ++i)
data << uint32(damageInfo->resist); // Resist
}
data << uint8(damageInfo->TargetState);
data << uint32(0);
data << uint32(0);
if(damageInfo->HitInfo & HITINFO_BLOCK)
data << uint32(damageInfo->blocked_amount);
if(damageInfo->HitInfo & HITINFO_UNK3)
data << uint32(0);
if(damageInfo->HitInfo & HITINFO_UNK1)
{
data << uint32(0);
data << float(0);
data << float(0);
data << float(0);
data << float(0);
data << float(0);
data << float(0);
data << float(0);
data << float(0);
for(uint8 i = 0; i < 5; ++i)
{
data << float(0);
data << float(0);
}
data << uint32(0);
}
SendMessageToSet( &data, true );
}
void Unit::SendAttackStateUpdate(uint32 HitInfo, Unit *target, uint8 /*SwingType*/, SpellSchoolMask damageSchoolMask, uint32 Damage, uint32 AbsorbDamage, uint32 Resist, VictimState TargetState, uint32 BlockedAmount)
{
CalcDamageInfo dmgInfo;
dmgInfo.HitInfo = HitInfo;
dmgInfo.attacker = this;
dmgInfo.target = target;
dmgInfo.damage = Damage - AbsorbDamage - Resist - BlockedAmount;
dmgInfo.damageSchoolMask = damageSchoolMask;
dmgInfo.absorb = AbsorbDamage;
dmgInfo.resist = Resist;
dmgInfo.TargetState = TargetState;
dmgInfo.blocked_amount = BlockedAmount;
SendAttackStateUpdate(&dmgInfo);
}
void Unit::setPowerType(Powers new_powertype)
{
SetByteValue(UNIT_FIELD_BYTES_0, 3, new_powertype);
if(GetTypeId() == TYPEID_PLAYER)
{
if(((Player*)this)->GetGroup())
((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POWER_TYPE);
}
else if(((Creature*)this)->IsPet())
{
Pet *pet = ((Pet*)this);
if(pet->isControlled())
{
Unit *owner = GetOwner();
if(owner && (owner->GetTypeId() == TYPEID_PLAYER) && ((Player*)owner)->GetGroup())
((Player*)owner)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_POWER_TYPE);
}
}
switch(new_powertype)
{
default:
case POWER_MANA:
break;
case POWER_RAGE:
SetMaxPower(POWER_RAGE,GetCreatePowers(POWER_RAGE));
SetPower( POWER_RAGE,0);
break;
case POWER_FOCUS:
SetMaxPower(POWER_FOCUS,GetCreatePowers(POWER_FOCUS));
SetPower( POWER_FOCUS,GetCreatePowers(POWER_FOCUS));
break;
case POWER_ENERGY:
SetMaxPower(POWER_ENERGY,GetCreatePowers(POWER_ENERGY));
break;
case POWER_HAPPINESS:
SetMaxPower(POWER_HAPPINESS,GetCreatePowers(POWER_HAPPINESS));
SetPower(POWER_HAPPINESS,GetCreatePowers(POWER_HAPPINESS));
break;
}
}
FactionTemplateEntry const* Unit::getFactionTemplateEntry() const
{
FactionTemplateEntry const* entry = sFactionTemplateStore.LookupEntry(getFaction());
if(!entry)
{
static uint64 guid = 0; // prevent repeating spam same faction problem
if(GetGUID() != guid)
{
if(GetTypeId() == TYPEID_PLAYER)
sLog.outError("Player %s have invalid faction (faction template id) #%u", ((Player*)this)->GetName(), getFaction());
else
sLog.outError("Creature (template id: %u) have invalid faction (faction template id) #%u", ((Creature*)this)->GetCreatureInfo()->Entry, getFaction());
guid = GetGUID();
}
}
return entry;
}
bool Unit::IsHostileTo(Unit const* unit) const
{
// always non-hostile to self
if(unit==this)
return false;
// always non-hostile to GM in GM mode
if(unit->GetTypeId()==TYPEID_PLAYER && ((Player const*)unit)->isGameMaster())
return false;
// always hostile to enemy
if(getVictim()==unit || unit->getVictim()==this)
return true;
// test pet/charm masters instead pers/charmeds
Unit const* testerOwner = GetCharmerOrOwner();
Unit const* targetOwner = unit->GetCharmerOrOwner();
// always hostile to owner's enemy
if(testerOwner && (testerOwner->getVictim()==unit || unit->getVictim()==testerOwner))
return true;
// always hostile to enemy owner
if(targetOwner && (getVictim()==targetOwner || targetOwner->getVictim()==this))
return true;
// always hostile to owner of owner's enemy
if(testerOwner && targetOwner && (testerOwner->getVictim()==targetOwner || targetOwner->getVictim()==testerOwner))
return true;
Unit const* tester = testerOwner ? testerOwner : this;
Unit const* target = targetOwner ? targetOwner : unit;
// always non-hostile to target with common owner, or to owner/pet
if(tester==target)
return false;
// special cases (Duel, etc)
if(tester->GetTypeId()==TYPEID_PLAYER && target->GetTypeId()==TYPEID_PLAYER)
{
Player const* pTester = (Player const*)tester;
Player const* pTarget = (Player const*)target;
// Duel
if(pTester->duel && pTester->duel->opponent == pTarget && pTester->duel->startTime != 0)
return true;
// Group
if(pTester->GetGroup() && pTester->GetGroup()==pTarget->GetGroup())
return false;
// Sanctuary
if(pTarget->HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY) && pTester->HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY))
return false;
// PvP FFA state
if(pTester->IsFFAPvP() && pTarget->IsFFAPvP())
return true;
//= PvP states
// Green/Blue (can't attack)
if(pTester->GetTeam()==pTarget->GetTeam())
return false;
// Red (can attack) if true, Blue/Yellow (can't attack) in another case
return pTester->IsPvP() && pTarget->IsPvP();
}
// faction base cases
FactionTemplateEntry const*tester_faction = tester->getFactionTemplateEntry();
FactionTemplateEntry const*target_faction = target->getFactionTemplateEntry();
if(!tester_faction || !target_faction)
return false;
if(target->isAttackingPlayer() && tester->IsContestedGuard())
return true;
// PvC forced reaction and reputation case
if(tester->GetTypeId()==TYPEID_PLAYER)
{
// forced reaction
if(target_faction->faction)
{
if(ReputationRank const* force =((Player*)tester)->GetReputationMgr().GetForcedRankIfAny(target_faction))
return *force <= REP_HOSTILE;
// if faction have reputation then hostile state for tester at 100% dependent from at_war state
if(FactionEntry const* raw_target_faction = sFactionStore.LookupEntry(target_faction->faction))
if(FactionState const* factionState = ((Player*)tester)->GetReputationMgr().GetState(raw_target_faction))
return (factionState->Flags & FACTION_FLAG_AT_WAR);
}
}
// CvP forced reaction and reputation case
else if(target->GetTypeId()==TYPEID_PLAYER)
{
// forced reaction
if(tester_faction->faction)
{
if(ReputationRank const* force = ((Player*)target)->GetReputationMgr().GetForcedRankIfAny(tester_faction))
return *force <= REP_HOSTILE;
// apply reputation state
FactionEntry const* raw_tester_faction = sFactionStore.LookupEntry(tester_faction->faction);
if(raw_tester_faction && raw_tester_faction->reputationListID >=0 )
return ((Player const*)target)->GetReputationMgr().GetRank(raw_tester_faction) <= REP_HOSTILE;
}
}
// common faction based case (CvC,PvC,CvP)
return tester_faction->IsHostileTo(*target_faction);
}
bool Unit::IsFriendlyTo(Unit const* unit) const
{
// always friendly to self
if(unit==this)
return true;
// always friendly to GM in GM mode
if(unit->GetTypeId()==TYPEID_PLAYER && ((Player const*)unit)->isGameMaster())
return true;
// always non-friendly to enemy
if(getVictim()==unit || unit->getVictim()==this)
return false;
// test pet/charm masters instead pers/charmeds
Unit const* testerOwner = GetCharmerOrOwner();
Unit const* targetOwner = unit->GetCharmerOrOwner();
// always non-friendly to owner's enemy
if(testerOwner && (testerOwner->getVictim()==unit || unit->getVictim()==testerOwner))
return false;
// always non-friendly to enemy owner
if(targetOwner && (getVictim()==targetOwner || targetOwner->getVictim()==this))
return false;
// always non-friendly to owner of owner's enemy
if(testerOwner && targetOwner && (testerOwner->getVictim()==targetOwner || targetOwner->getVictim()==testerOwner))
return false;
Unit const* tester = testerOwner ? testerOwner : this;
Unit const* target = targetOwner ? targetOwner : unit;
// always friendly to target with common owner, or to owner/pet
if(tester==target)
return true;
// special cases (Duel)
if(tester->GetTypeId()==TYPEID_PLAYER && target->GetTypeId()==TYPEID_PLAYER)
{
Player const* pTester = (Player const*)tester;
Player const* pTarget = (Player const*)target;
// Duel
if(pTester->duel && pTester->duel->opponent == target && pTester->duel->startTime != 0)
return false;
// Group
if(pTester->GetGroup() && pTester->GetGroup()==pTarget->GetGroup())
return true;
// Sanctuary
if(pTarget->HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY) && pTester->HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY))
return true;
// PvP FFA state
if(pTester->IsFFAPvP() && pTarget->IsFFAPvP())
return false;
//= PvP states
// Green/Blue (non-attackable)
if(pTester->GetTeam()==pTarget->GetTeam())
return true;
// Blue (friendly/non-attackable) if not PVP, or Yellow/Red in another case (attackable)
return !pTarget->IsPvP();
}
// faction base cases
FactionTemplateEntry const*tester_faction = tester->getFactionTemplateEntry();
FactionTemplateEntry const*target_faction = target->getFactionTemplateEntry();
if(!tester_faction || !target_faction)
return false;
if(target->isAttackingPlayer() && tester->IsContestedGuard())
return false;
// PvC forced reaction and reputation case
if(tester->GetTypeId()==TYPEID_PLAYER)
{
// forced reaction
if(target_faction->faction)
{
if(ReputationRank const* force =((Player*)tester)->GetReputationMgr().GetForcedRankIfAny(target_faction))
return *force >= REP_FRIENDLY;
// if faction have reputation then friendly state for tester at 100% dependent from at_war state
if(FactionEntry const* raw_target_faction = sFactionStore.LookupEntry(target_faction->faction))
if(FactionState const* factionState = ((Player*)tester)->GetReputationMgr().GetState(raw_target_faction))
return !(factionState->Flags & FACTION_FLAG_AT_WAR);
}
}
// CvP forced reaction and reputation case
else if(target->GetTypeId()==TYPEID_PLAYER)
{
// forced reaction
if(tester_faction->faction)
{
if(ReputationRank const* force =((Player*)target)->GetReputationMgr().GetForcedRankIfAny(tester_faction))
return *force >= REP_FRIENDLY;
// apply reputation state
if(FactionEntry const* raw_tester_faction = sFactionStore.LookupEntry(tester_faction->faction))
if(raw_tester_faction->reputationListID >=0 )
return ((Player const*)target)->GetReputationMgr().GetRank(raw_tester_faction) >= REP_FRIENDLY;
}
}
// common faction based case (CvC,PvC,CvP)
return tester_faction->IsFriendlyTo(*target_faction);
}
bool Unit::IsHostileToPlayers() const
{
FactionTemplateEntry const* my_faction = getFactionTemplateEntry();
if(!my_faction || !my_faction->faction)
return false;
FactionEntry const* raw_faction = sFactionStore.LookupEntry(my_faction->faction);
if(raw_faction && raw_faction->reputationListID >=0 )
return false;
return my_faction->IsHostileToPlayers();
}
bool Unit::IsNeutralToAll() const
{
FactionTemplateEntry const* my_faction = getFactionTemplateEntry();
if(!my_faction || !my_faction->faction)
return true;
FactionEntry const* raw_faction = sFactionStore.LookupEntry(my_faction->faction);
if(raw_faction && raw_faction->reputationListID >=0 )
return false;
return my_faction->IsNeutralToAll();
}
bool Unit::Attack(Unit *victim, bool meleeAttack)
{
if(!victim || victim == this)
return false;
// dead units can neither attack nor be attacked
if(!isAlive() || !victim->IsInWorld() || !victim->isAlive())
return false;
// player cannot attack in mount state
if(GetTypeId()==TYPEID_PLAYER && IsMounted())
return false;
// nobody can attack GM in GM-mode
if(victim->GetTypeId()==TYPEID_PLAYER)
{
if(((Player*)victim)->isGameMaster())
return false;
}
else
{
if(((Creature*)victim)->IsInEvadeMode())
return false;
}
// remove SPELL_AURA_MOD_UNATTACKABLE at attack (in case non-interruptible spells stun aura applied also that not let attack)
if(HasAuraType(SPELL_AURA_MOD_UNATTACKABLE))
RemoveSpellsCausingAura(SPELL_AURA_MOD_UNATTACKABLE);
// in fighting already
if (m_attacking)
{
if (m_attacking == victim)
{
// switch to melee attack from ranged/magic
if( meleeAttack && !hasUnitState(UNIT_STAT_MELEE_ATTACKING) )
{
addUnitState(UNIT_STAT_MELEE_ATTACKING);
SendMeleeAttackStart(victim);
return true;
}
return false;
}
// remove old target data
AttackStop(true);
}
// new battle
else
{
// set position before any AI calls/assistance
if(GetTypeId()==TYPEID_UNIT)
((Creature*)this)->SetCombatStartPosition(GetPositionX(), GetPositionY(), GetPositionZ());
}
// Set our target
SetTargetGuid(victim->GetObjectGuid());
if(meleeAttack)
addUnitState(UNIT_STAT_MELEE_ATTACKING);
m_attacking = victim;
m_attacking->_addAttacker(this);
if (GetTypeId() == TYPEID_UNIT)
{
((Creature*)this)->SendAIReaction(AI_REACTION_HOSTILE);
((Creature*)this)->CallAssistance();
}
// delay offhand weapon attack to next attack time
if(haveOffhandWeapon())
resetAttackTimer(OFF_ATTACK);
if(meleeAttack)
SendMeleeAttackStart(victim);
return true;
}
bool Unit::AttackStop(bool targetSwitch /*=false*/)
{
if (!m_attacking)
return false;
Unit* victim = m_attacking;
m_attacking->_removeAttacker(this);
m_attacking = NULL;
// Clear our target
SetTargetGuid(ObjectGuid());
clearUnitState(UNIT_STAT_MELEE_ATTACKING);
InterruptSpell(CURRENT_MELEE_SPELL);
// reset only at real combat stop
if(!targetSwitch && GetTypeId()==TYPEID_UNIT )
{
((Creature*)this)->SetNoCallAssistance(false);
if (((Creature*)this)->HasSearchedAssistance())
{
((Creature*)this)->SetNoSearchAssistance(false);
UpdateSpeed(MOVE_RUN, false);
}
}
SendMeleeAttackStop(victim);
return true;
}
void Unit::CombatStop(bool includingCast)
{
if (includingCast && IsNonMeleeSpellCasted(false))
InterruptNonMeleeSpells(false);
AttackStop();
RemoveAllAttackers();
if( GetTypeId()==TYPEID_PLAYER )
((Player*)this)->SendAttackSwingCancelAttack(); // melee and ranged forced attack cancel
ClearInCombat();
}
struct CombatStopWithPetsHelper
{
explicit CombatStopWithPetsHelper(bool _includingCast) : includingCast(_includingCast) {}
void operator()(Unit* unit) const { unit->CombatStop(includingCast); }
bool includingCast;
};
void Unit::CombatStopWithPets(bool includingCast)
{
CombatStop(includingCast);
CallForAllControlledUnits(CombatStopWithPetsHelper(includingCast), CONTROLLED_PET|CONTROLLED_GUARDIANS|CONTROLLED_CHARM);
}
struct IsAttackingPlayerHelper
{
explicit IsAttackingPlayerHelper() {}
bool operator()(Unit const* unit) const { return unit->isAttackingPlayer(); }
};
bool Unit::isAttackingPlayer() const
{
if(hasUnitState(UNIT_STAT_ATTACK_PLAYER))
return true;
return CheckAllControlledUnits(IsAttackingPlayerHelper(), CONTROLLED_PET|CONTROLLED_TOTEMS|CONTROLLED_GUARDIANS|CONTROLLED_CHARM);
}
void Unit::RemoveAllAttackers()
{
while (!m_attackers.empty())
{
AttackerSet::iterator iter = m_attackers.begin();
if(!(*iter)->AttackStop())
{
sLog.outError("WORLD: Unit has an attacker that isn't attacking it!");
m_attackers.erase(iter);
}
}
}
bool Unit::HasAuraStateForCaster(AuraState flag, uint64 caster) const
{
if(!HasAuraState(flag))
return false;
// single per-caster aura state
if(flag == AURA_STATE_CONFLAGRATE)
{
Unit::AuraList const& dotList = GetAurasByType(SPELL_AURA_PERIODIC_DAMAGE);
for(Unit::AuraList::const_iterator i = dotList.begin(); i != dotList.end(); ++i)
{
if ((*i)->GetSpellProto()->SpellFamilyName == SPELLFAMILY_WARLOCK &&
(*i)->GetCasterGUID() == caster &&
// Immolate
(((*i)->GetSpellProto()->SpellFamilyFlags & UI64LIT(0x0000000000000004)) ||
// Shadowflame
((*i)->GetSpellProto()->SpellFamilyFlags2 & 0x00000002)))
{
return true;
}
}
return false;
}
return true;
}
void Unit::ModifyAuraState(AuraState flag, bool apply)
{
if (apply)
{
if (!HasFlag(UNIT_FIELD_AURASTATE, 1<<(flag-1)))
{
SetFlag(UNIT_FIELD_AURASTATE, 1<<(flag-1));
if(GetTypeId() == TYPEID_PLAYER)
{
const PlayerSpellMap& sp_list = ((Player*)this)->GetSpellMap();
for (PlayerSpellMap::const_iterator itr = sp_list.begin(); itr != sp_list.end(); ++itr)
{
if(itr->second.state == PLAYERSPELL_REMOVED) continue;
SpellEntry const *spellInfo = sSpellStore.LookupEntry(itr->first);
if (!spellInfo || !IsPassiveSpell(spellInfo)) continue;
if (AuraState(spellInfo->CasterAuraState) == flag)
CastSpell(this, itr->first, true, NULL);
}
}
}
}
else
{
if (HasFlag(UNIT_FIELD_AURASTATE,1<<(flag-1)))
{
RemoveFlag(UNIT_FIELD_AURASTATE, 1<<(flag-1));
if (flag != AURA_STATE_ENRAGE) // enrage aura state triggering continues auras
{
Unit::SpellAuraHolderMap& tAuras = GetSpellAuraHolderMap();
for (Unit::SpellAuraHolderMap::iterator itr = tAuras.begin(); itr != tAuras.end();)
{
SpellEntry const* spellProto = (*itr).second->GetSpellProto();
if (AuraState(spellProto->CasterAuraState) == flag)
{
RemoveSpellAuraHolder(itr->second);
itr = tAuras.begin();
}
else
++itr;
}
}
}
}
}
Unit *Unit::GetOwner() const
{
ObjectGuid ownerid = GetOwnerGuid();
if (!ownerid.IsEmpty())
return ObjectAccessor::GetUnit(*this, ownerid);
return NULL;
}
Unit *Unit::GetCharmer() const
{
ObjectGuid charmerid = GetCharmerGuid();
if (!charmerid.IsEmpty())
return ObjectAccessor::GetUnit(*this, charmerid);
return NULL;
}
bool Unit::IsCharmerOrOwnerPlayerOrPlayerItself() const
{
if (GetTypeId()==TYPEID_PLAYER)
return true;
return GetCharmerOrOwnerGuid().IsPlayer();
}
Player* Unit::GetCharmerOrOwnerPlayerOrPlayerItself()
{
ObjectGuid guid = GetCharmerOrOwnerGuid();
if (guid.IsPlayer())
return ObjectAccessor::FindPlayer(guid);
return GetTypeId()==TYPEID_PLAYER ? (Player*)this : NULL;
}
Pet* Unit::GetPet() const
{
ObjectGuid pet_guid = GetPetGuid();
if (!pet_guid.IsEmpty())
{
if(Pet* pet = GetMap()->GetPet(pet_guid))
return pet;
sLog.outError("Unit::GetPet: %s not exist.", pet_guid.GetString().c_str());
const_cast<Unit*>(this)->SetPet(0);
}
return NULL;
}
Pet* Unit::_GetPet(ObjectGuid guid) const
{
return GetMap()->GetPet(guid);
}
void Unit::RemoveMiniPet()
{
if (Pet* pet = GetMiniPet())
pet->Unsummon(PET_SAVE_AS_DELETED, this);
else
SetCritterGuid(ObjectGuid());
}
Pet* Unit::GetMiniPet() const
{
if (GetCritterGuid().IsEmpty())
return NULL;
return GetMap()->GetPet(GetCritterGuid());
}
Unit* Unit::GetCharm() const
{
ObjectGuid charm_guid = GetCharmGuid();
if (!charm_guid.IsEmpty())
{
if (Unit* pet = ObjectAccessor::GetUnit(*this, charm_guid))
return pet;
sLog.outError("Unit::GetCharm: Charmed %s not exist.", charm_guid.GetString().c_str());
const_cast<Unit*>(this)->SetCharm(NULL);
}
return NULL;
}
void Unit::Uncharm()
{
if (Unit* charm = GetCharm())
{
charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM);
charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS);
charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS_PET);
}
}
float Unit::GetCombatDistance( const Unit* target ) const
{
float radius = target->GetFloatValue(UNIT_FIELD_COMBATREACH) + GetFloatValue(UNIT_FIELD_COMBATREACH);
float dx = GetPositionX() - target->GetPositionX();
float dy = GetPositionY() - target->GetPositionY();
float dz = GetPositionZ() - target->GetPositionZ();
float dist = sqrt((dx*dx) + (dy*dy) + (dz*dz)) - radius;
return ( dist > 0 ? dist : 0);
}
void Unit::SetPet(Pet* pet)
{
SetPetGuid(pet ? pet->GetObjectGuid() : ObjectGuid());
if(pet && GetTypeId() == TYPEID_PLAYER)
((Player*)this)->SendPetGUIDs();
}
void Unit::SetCharm(Unit* pet)
{
SetCharmGuid(pet ? pet->GetObjectGuid() : ObjectGuid());
}
void Unit::AddGuardian( Pet* pet )
{
m_guardianPets.insert(pet->GetGUID());
}
void Unit::RemoveGuardian( Pet* pet )
{
m_guardianPets.erase(pet->GetGUID());
}
void Unit::RemoveGuardians()
{
while(!m_guardianPets.empty())
{
uint64 guid = *m_guardianPets.begin();
if(Pet* pet = GetMap()->GetPet(guid))
pet->Unsummon(PET_SAVE_AS_DELETED, this);
m_guardianPets.erase(guid);
}
}
Pet* Unit::FindGuardianWithEntry(uint32 entry)
{
for(GuardianPetList::const_iterator itr = m_guardianPets.begin(); itr != m_guardianPets.end(); ++itr)
if(Pet* pet = GetMap()->GetPet(*itr))
if (pet->GetEntry() == entry)
return pet;
return NULL;
}
Pet* Unit::GetProtectorPet()
{
for(GuardianPetList::const_iterator itr = m_guardianPets.begin(); itr != m_guardianPets.end(); ++itr)
if(Pet* pet = GetMap()->GetPet(*itr))
if (pet->getPetType() == PROTECTOR_PET)
return pet;
return NULL;
}
Unit* Unit::_GetTotem(TotemSlot slot) const
{
return GetTotem(slot);
}
Totem* Unit::GetTotem(TotemSlot slot ) const
{
if(slot >= MAX_TOTEM_SLOT || !IsInWorld())
return NULL;
Creature *totem = GetMap()->GetCreature(m_TotemSlot[slot]);
return totem && totem->IsTotem() ? (Totem*)totem : NULL;
}
bool Unit::IsAllTotemSlotsUsed() const
{
for (int i = 0; i < MAX_TOTEM_SLOT; ++i)
if (!m_TotemSlot[i])
return false;
return true;
}
void Unit::_AddTotem(TotemSlot slot, Totem* totem)
{
m_TotemSlot[slot] = totem->GetGUID();
}
void Unit::_RemoveTotem(Totem* totem)
{
for(int i = 0; i < MAX_TOTEM_SLOT; ++i)
{
if (m_TotemSlot[i] == totem->GetGUID())
{
m_TotemSlot[i] = 0;
break;
}
}
}
void Unit::UnsummonAllTotems()
{
for (int i = 0; i < MAX_TOTEM_SLOT; ++i)
if (Totem* totem = GetTotem(TotemSlot(i)))
totem->UnSummon();
}
int32 Unit::DealHeal(Unit *pVictim, uint32 addhealth, SpellEntry const *spellProto, bool critical, uint32 absorb)
{
int32 gain = pVictim->ModifyHealth(int32(addhealth));
Unit* unit = this;
if( GetTypeId()==TYPEID_UNIT && ((Creature*)this)->IsTotem() && ((Totem*)this)->GetTotemType()!=TOTEM_STATUE)
unit = GetOwner();
if (unit->GetTypeId()==TYPEID_PLAYER)
{
// overheal = addhealth - gain
unit->SendHealSpellLog(pVictim, spellProto->Id, addhealth, addhealth - gain, critical, absorb);
if (BattleGround *bg = ((Player*)unit)->GetBattleGround())
bg->UpdatePlayerScore((Player*)unit, SCORE_HEALING_DONE, gain);
// use the actual gain, as the overheal shall not be counted, skip gain 0 (it ignored anyway in to criteria)
if (gain)
((Player*)unit)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HEALING_DONE, gain, 0, pVictim);
((Player*)unit)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HEAL_CASTED, addhealth);
}
if (pVictim->GetTypeId()==TYPEID_PLAYER)
{
((Player*)pVictim)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_TOTAL_HEALING_RECEIVED, gain);
((Player*)pVictim)->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HEALING_RECEIVED, addhealth);
}
return gain;
}
Unit* Unit::SelectMagnetTarget(Unit *victim, Spell* spell, SpellEffectIndex eff)
{
if(!victim)
return NULL;
// Magic case
if (spell && (spell->m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_NONE || spell->m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MAGIC))
{
Unit::AuraList const& magnetAuras = victim->GetAurasByType(SPELL_AURA_SPELL_MAGNET);
for(Unit::AuraList::const_iterator itr = magnetAuras.begin(); itr != magnetAuras.end(); ++itr)
{
if (Unit* magnet = (*itr)->GetCaster())
{
if (magnet->isAlive() && magnet->IsWithinLOSInMap(this) && spell->CheckTarget(magnet, eff))
{
if (SpellAuraHolder *holder = (*itr)->GetHolder())
if (holder->DropAuraCharge())
victim->RemoveSpellAuraHolder(holder);
return magnet;
}
}
}
}
// Melee && ranged case
else
{
AuraList const& hitTriggerAuras = victim->GetAurasByType(SPELL_AURA_ADD_CASTER_HIT_TRIGGER);
for(AuraList::const_iterator i = hitTriggerAuras.begin(); i != hitTriggerAuras.end(); ++i)
{
if (Unit* magnet = (*i)->GetCaster())
{
if (magnet->isAlive() && magnet->IsWithinLOSInMap(this) && (!spell || spell->CheckTarget(magnet, eff)))
{
if (roll_chance_i((*i)->GetModifier()->m_amount))
{
if (SpellAuraHolder *holder = (*i)->GetHolder())
if (holder->DropAuraCharge())
victim->RemoveSpellAuraHolder(holder);
return magnet;
}
}
}
}
}
return victim;
}
void Unit::SendHealSpellLog(Unit *pVictim, uint32 SpellID, uint32 Damage, uint32 OverHeal, bool critical, uint32 absorb)
{
// we guess size
WorldPacket data(SMSG_SPELLHEALLOG, (8+8+4+4+1));
data << pVictim->GetPackGUID();
data << GetPackGUID();
data << uint32(SpellID);
data << uint32(Damage);
data << uint32(OverHeal);
data << uint32(absorb);
data << uint8(critical ? 1 : 0);
data << uint8(0); // unused in client?
SendMessageToSet(&data, true);
}
void Unit::SendEnergizeSpellLog(Unit *pVictim, uint32 SpellID, uint32 Damage, Powers powertype)
{
WorldPacket data(SMSG_SPELLENERGIZELOG, (8+8+4+4+4+1));
data << pVictim->GetPackGUID();
data << GetPackGUID();
data << uint32(SpellID);
data << uint32(powertype);
data << uint32(Damage);
SendMessageToSet(&data, true);
}
void Unit::EnergizeBySpell(Unit *pVictim, uint32 SpellID, uint32 Damage, Powers powertype)
{
SendEnergizeSpellLog(pVictim, SpellID, Damage, powertype);
// needs to be called after sending spell log
pVictim->ModifyPower(powertype, Damage);
}
int32 Unit::SpellBonusWithCoeffs(SpellEntry const *spellProto, int32 total, int32 benefit, int32 ap_benefit, DamageEffectType damagetype, bool donePart, float defCoeffMod)
{
// Distribute Damage over multiple effects, reduce by AoE
float coeff;
// Not apply this to creature casted spells
if (GetTypeId()==TYPEID_UNIT && !((Creature*)this)->IsPet())
coeff = 1.0f;
// Check for table values
else if (SpellBonusEntry const* bonus = sSpellMgr.GetSpellBonusData(spellProto->Id))
{
coeff = damagetype == DOT ? bonus->dot_damage : bonus->direct_damage;
// apply ap bonus at done part calculation only (it flat total mod so common with taken)
if (donePart && (bonus->ap_bonus || bonus->ap_dot_bonus))
{
float ap_bonus = damagetype == DOT ? bonus->ap_dot_bonus : bonus->ap_bonus;
// Impurity
if (GetTypeId() == TYPEID_PLAYER && spellProto->SpellFamilyName == SPELLFAMILY_DEATHKNIGHT)
{
if (SpellEntry const* spell = ((Player*)this)->GetKnownTalentRankById(2005))
ap_bonus += ((spell->CalculateSimpleValue(EFFECT_INDEX_0) * ap_bonus) / 100.0f);
}
total += int32(ap_bonus * (GetTotalAttackPowerValue(IsSpellRequiresRangedAP(spellProto) ? RANGED_ATTACK : BASE_ATTACK) + ap_benefit));
}
}
// Default calculation
else if (benefit)
coeff = CalculateDefaultCoefficient(spellProto, damagetype) * defCoeffMod;
if (benefit)
{
float LvlPenalty = CalculateLevelPenalty(spellProto);
// Spellmod SpellDamage
if(Player* modOwner = GetSpellModOwner())
{
coeff *= 100.0f;
modOwner->ApplySpellMod(spellProto->Id,SPELLMOD_SPELL_BONUS_DAMAGE, coeff);
coeff /= 100.0f;
}
total += int32(benefit * coeff * LvlPenalty);
}
return total;
};
/**
* Calculates caster part of spell damage bonuses,
* also includes different bonuses dependent from target auras
*/
uint32 Unit::SpellDamageBonusDone(Unit *pVictim, SpellEntry const *spellProto, uint32 pdamage, DamageEffectType damagetype, uint32 stack)
{
if(!spellProto || !pVictim || damagetype==DIRECT_DAMAGE || spellProto->AttributesEx6 & SPELL_ATTR_EX6_NO_DMG_MODS)
return pdamage;
// For totems get damage bonus from owner (statue isn't totem in fact)
if( GetTypeId()==TYPEID_UNIT && ((Creature*)this)->IsTotem() && ((Totem*)this)->GetTotemType()!=TOTEM_STATUE)
{
if(Unit* owner = GetOwner())
return owner->SpellDamageBonusDone(pVictim, spellProto, pdamage, damagetype);
}
float DoneTotalMod = 1.0f;
int32 DoneTotal = 0;
// Creature damage
if( GetTypeId() == TYPEID_UNIT && !((Creature*)this)->IsPet() )
DoneTotalMod *= ((Creature*)this)->GetSpellDamageMod(((Creature*)this)->GetCreatureInfo()->rank);
AuraList const& mModDamagePercentDone = GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE);
for(AuraList::const_iterator i = mModDamagePercentDone.begin(); i != mModDamagePercentDone.end(); ++i)
{
if( ((*i)->GetModifier()->m_miscvalue & GetSpellSchoolMask(spellProto)) &&
(*i)->GetSpellProto()->EquippedItemClass == -1 &&
// -1 == any item class (not wand then)
(*i)->GetSpellProto()->EquippedItemInventoryTypeMask == 0 )
// 0 == any inventory type (not wand then)
{
DoneTotalMod *= ((*i)->GetModifier()->m_amount+100.0f)/100.0f;
}
}
uint32 creatureTypeMask = pVictim->GetCreatureTypeMask();
// Add flat bonus from spell damage versus
DoneTotal += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_FLAT_SPELL_DAMAGE_VERSUS, creatureTypeMask);
AuraList const& mDamageDoneVersus = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE_VERSUS);
for(AuraList::const_iterator i = mDamageDoneVersus.begin();i != mDamageDoneVersus.end(); ++i)
if(creatureTypeMask & uint32((*i)->GetModifier()->m_miscvalue))
DoneTotalMod *= ((*i)->GetModifier()->m_amount+100.0f)/100.0f;
AuraList const& mDamageDoneCreature = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE_CREATURE);
for(AuraList::const_iterator i = mDamageDoneCreature.begin();i != mDamageDoneCreature.end(); ++i)
{
if(creatureTypeMask & uint32((*i)->GetModifier()->m_miscvalue))
DoneTotalMod += ((*i)->GetModifier()->m_amount+100.0f)/100.0f;
}
// done scripted mod (take it from owner)
Unit *owner = GetOwner();
if (!owner) owner = this;
AuraList const& mOverrideClassScript= owner->GetAurasByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS);
for(AuraList::const_iterator i = mOverrideClassScript.begin(); i != mOverrideClassScript.end(); ++i)
{
if (!(*i)->isAffectedOnSpell(spellProto))
continue;
switch((*i)->GetModifier()->m_miscvalue)
{
case 4920: // Molten Fury
case 4919:
case 6917: // Death's Embrace
case 6926:
case 6928:
{
if(pVictim->HasAuraState(AURA_STATE_HEALTHLESS_35_PERCENT))
DoneTotalMod *= (100.0f+(*i)->GetModifier()->m_amount)/100.0f;
break;
}
// Soul Siphon
case 4992:
case 4993:
{
// effect 1 m_amount
int32 maxPercent = (*i)->GetModifier()->m_amount;
// effect 0 m_amount
int32 stepPercent = CalculateSpellDamage(this, (*i)->GetSpellProto(), EFFECT_INDEX_0);
// count affliction effects and calc additional damage in percentage
int32 modPercent = 0;
SpellAuraHolderMap const& victimAuras = pVictim->GetSpellAuraHolderMap();
for (SpellAuraHolderMap::const_iterator itr = victimAuras.begin(); itr != victimAuras.end(); ++itr)
{
SpellEntry const* m_spell = itr->second->GetSpellProto();
if (m_spell->SpellFamilyName != SPELLFAMILY_WARLOCK || !(m_spell->SpellFamilyFlags & UI64LIT(0x0004071B8044C402)))
continue;
modPercent += stepPercent * itr->second->GetStackAmount();
if (modPercent >= maxPercent)
{
modPercent = maxPercent;
break;
}
}
DoneTotalMod *= (modPercent+100.0f)/100.0f;
break;
}
case 6916: // Death's Embrace
case 6925:
case 6927:
if (HasAuraState(AURA_STATE_HEALTHLESS_20_PERCENT))
DoneTotalMod *= (100.0f+(*i)->GetModifier()->m_amount)/100.0f;
break;
case 5481: // Starfire Bonus
{
if (pVictim->GetAura(SPELL_AURA_PERIODIC_DAMAGE, SPELLFAMILY_DRUID, UI64LIT(0x0000000000200002)))
DoneTotalMod *= ((*i)->GetModifier()->m_amount+100.0f)/100.0f;
break;
}
case 4418: // Increased Shock Damage
case 4554: // Increased Lightning Damage
case 4555: // Improved Moonfire
case 5142: // Increased Lightning Damage
case 5147: // Improved Consecration / Libram of Resurgence
case 5148: // Idol of the Shooting Star
case 6008: // Increased Lightning Damage
case 8627: // Totem of Hex
{
DoneTotal+=(*i)->GetModifier()->m_amount;
break;
}
// Tundra Stalker
// Merciless Combat
case 7277:
{
// Merciless Combat
if ((*i)->GetSpellProto()->SpellIconID == 2656)
{
if(pVictim->HasAuraState(AURA_STATE_HEALTHLESS_35_PERCENT))
DoneTotalMod *= (100.0f+(*i)->GetModifier()->m_amount)/100.0f;
}
else // Tundra Stalker
{
// Frost Fever (target debuff)
if (pVictim->GetAura(SPELL_AURA_MOD_MELEE_HASTE, SPELLFAMILY_DEATHKNIGHT, UI64LIT(0x0000000000000000), 0x00000002))
DoneTotalMod *= ((*i)->GetModifier()->m_amount+100.0f)/100.0f;
break;
}
break;
}
case 7293: // Rage of Rivendare
{
if (pVictim->GetAura(SPELL_AURA_PERIODIC_DAMAGE, SPELLFAMILY_DEATHKNIGHT, UI64LIT(0x0200000000000000)))
DoneTotalMod *= ((*i)->GetModifier()->m_amount+100.0f)/100.0f;
break;
}
// Twisted Faith
case 7377:
{
if (pVictim->GetAura(SPELL_AURA_PERIODIC_DAMAGE, SPELLFAMILY_PRIEST, UI64LIT(0x0000000000008000), 0, GetGUID()))
DoneTotalMod *= ((*i)->GetModifier()->m_amount+100.0f)/100.0f;
break;
}
// Marked for Death
case 7598:
case 7599:
case 7600:
case 7601:
case 7602:
{
if (pVictim->GetAura(SPELL_AURA_MOD_STALKED, SPELLFAMILY_HUNTER, UI64LIT(0x0000000000000400)))
DoneTotalMod *= ((*i)->GetModifier()->m_amount+100.0f)/100.0f;
break;
}
}
}
// Custom scripted damage
switch(spellProto->SpellFamilyName)
{
case SPELLFAMILY_MAGE:
{
// Ice Lance
if (spellProto->SpellIconID == 186)
{
if (pVictim->isFrozen() || IsIgnoreUnitState(spellProto, IGNORE_UNIT_TARGET_NON_FROZEN))
{
float multiplier = 3.0f;
// if target have higher level
if (pVictim->getLevel() > getLevel())
// Glyph of Ice Lance
if (Aura* glyph = GetDummyAura(56377))
multiplier = glyph->GetModifier()->m_amount;
DoneTotalMod *= multiplier;
}
}
// Torment the weak affected (Arcane Barrage, Arcane Blast, Frostfire Bolt, Arcane Missiles, Fireball)
if ((spellProto->SpellFamilyFlags & UI64LIT(0x0000900020200021)) &&
(pVictim->HasAuraType(SPELL_AURA_MOD_DECREASE_SPEED) || pVictim->HasAuraType(SPELL_AURA_HASTE_ALL)))
{
//Search for Torment the weak dummy aura
Unit::AuraList const& ttw = GetAurasByType(SPELL_AURA_DUMMY);
for(Unit::AuraList::const_iterator i = ttw.begin(); i != ttw.end(); ++i)
{
if ((*i)->GetSpellProto()->SpellIconID == 3263)
{
DoneTotalMod *= ((*i)->GetModifier()->m_amount+100.0f) / 100.0f;
break;
}
}
}
break;
}
case SPELLFAMILY_WARLOCK:
{
// Drain Soul
if (spellProto->SpellFamilyFlags & UI64LIT(0x0000000000004000))
{
if (pVictim->GetHealth() * 100 / pVictim->GetMaxHealth() <= 25)
DoneTotalMod *= 4;
}
break;
}
case SPELLFAMILY_PRIEST:
{
// Glyph of Smite
if (spellProto->SpellFamilyFlags & UI64LIT(0x00000080))
{
// Holy Fire
if (pVictim->GetAura(SPELL_AURA_PERIODIC_DAMAGE, SPELLFAMILY_PRIEST, UI64LIT(0x00100000)))
if (Aura *aur = GetAura(55692, EFFECT_INDEX_0))
DoneTotalMod *= (aur->GetModifier()->m_amount+100.0f) / 100.0f;
}
break;
}
case SPELLFAMILY_DRUID:
{
// Improved Insect Swarm (Wrath part)
if (spellProto->SpellFamilyFlags & UI64LIT(0x0000000000000001))
{
// if Insect Swarm on target
if (pVictim->GetAura(SPELL_AURA_PERIODIC_DAMAGE, SPELLFAMILY_DRUID, UI64LIT(0x000000000200000), 0, GetGUID()))
{
Unit::AuraList const& improvedSwarm = GetAurasByType(SPELL_AURA_DUMMY);
for(Unit::AuraList::const_iterator iter = improvedSwarm.begin(); iter != improvedSwarm.end(); ++iter)
{
if ((*iter)->GetSpellProto()->SpellIconID == 1771)
{
DoneTotalMod *= ((*iter)->GetModifier()->m_amount+100.0f) / 100.0f;
break;
}
}
}
}
break;
}
case SPELLFAMILY_DEATHKNIGHT:
{
// Icy Touch and Howling Blast
if (spellProto->SpellFamilyFlags & UI64LIT(0x0000000200000002))
{
// search disease
bool found = false;
Unit::SpellAuraHolderMap const& auras = pVictim->GetSpellAuraHolderMap();
for(Unit::SpellAuraHolderMap::const_iterator itr = auras.begin(); itr!=auras.end(); ++itr)
{
if(itr->second->GetSpellProto()->Dispel == DISPEL_DISEASE)
{
found = true;
break;
}
}
if(!found)
break;
// search for Glacier Rot dummy aura
Unit::AuraList const& dummyAuras = GetAurasByType(SPELL_AURA_DUMMY);
for(Unit::AuraList::const_iterator i = dummyAuras.begin(); i != dummyAuras.end(); ++i)
{
if ((*i)->GetSpellProto()->EffectMiscValue[(*i)->GetEffIndex()] == 7244)
{
DoneTotalMod *= ((*i)->GetModifier()->m_amount+100.0f) / 100.0f;
break;
}
}
}
// Death Coil (bonus from Item - Death Knight T8 DPS Relic)
else if (spellProto->SpellFamilyFlags & UI64LIT(0x00002000))
{
if (Aura* sigil = GetDummyAura(64962))
DoneTotal += sigil->GetModifier()->m_amount;
}
break;
}
default:
break;
}
// Done fixed damage bonus auras
int32 DoneAdvertisedBenefit = SpellBaseDamageBonusDone(GetSpellSchoolMask(spellProto));
// Pets just add their bonus damage to their spell damage
// note that their spell damage is just gain of their own auras
if (GetTypeId() == TYPEID_UNIT && ((Creature*)this)->IsPet())
DoneAdvertisedBenefit += ((Pet*)this)->GetBonusDamage();
// apply ap bonus and benefit affected by spell power implicit coeffs and spell level penalties
DoneTotal = SpellBonusWithCoeffs(spellProto, DoneTotal, DoneAdvertisedBenefit, 0, damagetype, true);
float tmpDamage = (int32(pdamage) + DoneTotal * int32(stack)) * DoneTotalMod;
// apply spellmod to Done damage (flat and pct)
if(Player* modOwner = GetSpellModOwner())
modOwner->ApplySpellMod(spellProto->Id, damagetype == DOT ? SPELLMOD_DOT : SPELLMOD_DAMAGE, tmpDamage);
return tmpDamage > 0 ? uint32(tmpDamage) : 0;
}
/**
* Calculates target part of spell damage bonuses,
* will be called on each tick for periodic damage over time auras
*/
uint32 Unit::SpellDamageBonusTaken(Unit *pCaster, SpellEntry const *spellProto, uint32 pdamage, DamageEffectType damagetype, uint32 stack)
{
if(!spellProto || !pCaster || damagetype==DIRECT_DAMAGE )
return pdamage;
uint32 schoolMask = spellProto->SchoolMask;
// Taken total percent damage auras
float TakenTotalMod = 1.0f;
int32 TakenTotal = 0;
// ..taken
TakenTotalMod *= GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_DAMAGE_PERCENT_TAKEN, schoolMask);
// .. taken pct: dummy auras
if (GetTypeId() == TYPEID_PLAYER)
{
//Cheat Death
if (Aura *dummy = GetDummyAura(45182))
{
float mod = -((Player*)this)->GetRatingBonusValue(CR_CRIT_TAKEN_SPELL)*2*4;
if (mod < float(dummy->GetModifier()->m_amount))
mod = float(dummy->GetModifier()->m_amount);
TakenTotalMod *= (mod+100.0f)/100.0f;
}
}
// From caster spells
AuraList const& mOwnerTaken = GetAurasByType(SPELL_AURA_MOD_DAMAGE_FROM_CASTER);
for(AuraList::const_iterator i = mOwnerTaken.begin(); i != mOwnerTaken.end(); ++i)
{
if ((*i)->GetCasterGuid() == pCaster->GetObjectGuid() && (*i)->isAffectedOnSpell(spellProto))
TakenTotalMod *= ((*i)->GetModifier()->m_amount + 100.0f) / 100.0f;
}
// Mod damage from spell mechanic
TakenTotalMod *= GetTotalAuraMultiplierByMiscValueForMask(SPELL_AURA_MOD_MECHANIC_DAMAGE_TAKEN_PERCENT,GetAllSpellMechanicMask(spellProto));
// Mod damage taken from AoE spells
if(IsAreaOfEffectSpell(spellProto))
{
TakenTotalMod *= GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_AOE_DAMAGE_AVOIDANCE, schoolMask);
if (GetTypeId() == TYPEID_UNIT && ((Creature*)this)->IsPet())
TakenTotalMod *= GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_PET_AOE_DAMAGE_AVOIDANCE, schoolMask);
}
// Taken fixed damage bonus auras
int32 TakenAdvertisedBenefit = SpellBaseDamageBonusTaken(GetSpellSchoolMask(spellProto));
// apply benefit affected by spell power implicit coeffs and spell level penalties
TakenTotal = SpellBonusWithCoeffs(spellProto, TakenTotal, TakenAdvertisedBenefit, 0, damagetype, false);
float tmpDamage = (int32(pdamage) + TakenTotal * int32(stack)) * TakenTotalMod;
return tmpDamage > 0 ? uint32(tmpDamage) : 0;
}
int32 Unit::SpellBaseDamageBonusDone(SpellSchoolMask schoolMask)
{
int32 DoneAdvertisedBenefit = 0;
// ..done
AuraList const& mDamageDone = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE);
for(AuraList::const_iterator i = mDamageDone.begin();i != mDamageDone.end(); ++i)
{
if (((*i)->GetModifier()->m_miscvalue & schoolMask) != 0 &&
(*i)->GetSpellProto()->EquippedItemClass == -1 && // -1 == any item class (not wand then)
(*i)->GetSpellProto()->EquippedItemInventoryTypeMask == 0) // 0 == any inventory type (not wand then)
DoneAdvertisedBenefit += (*i)->GetModifier()->m_amount;
}
if (GetTypeId() == TYPEID_PLAYER)
{
// Base value
DoneAdvertisedBenefit +=((Player*)this)->GetBaseSpellPowerBonus();
// Damage bonus from stats
AuraList const& mDamageDoneOfStatPercent = GetAurasByType(SPELL_AURA_MOD_SPELL_DAMAGE_OF_STAT_PERCENT);
for(AuraList::const_iterator i = mDamageDoneOfStatPercent.begin();i != mDamageDoneOfStatPercent.end(); ++i)
{
if((*i)->GetModifier()->m_miscvalue & schoolMask)
{
// stat used stored in miscValueB for this aura
Stats usedStat = Stats((*i)->GetMiscBValue());
DoneAdvertisedBenefit += int32(GetStat(usedStat) * (*i)->GetModifier()->m_amount / 100.0f);
}
}
// ... and attack power
AuraList const& mDamageDonebyAP = GetAurasByType(SPELL_AURA_MOD_SPELL_DAMAGE_OF_ATTACK_POWER);
for(AuraList::const_iterator i =mDamageDonebyAP.begin();i != mDamageDonebyAP.end(); ++i)
{
if ((*i)->GetModifier()->m_miscvalue & schoolMask)
DoneAdvertisedBenefit += int32(GetTotalAttackPowerValue(BASE_ATTACK) * (*i)->GetModifier()->m_amount / 100.0f);
}
}
return DoneAdvertisedBenefit;
}
int32 Unit::SpellBaseDamageBonusTaken(SpellSchoolMask schoolMask)
{
int32 TakenAdvertisedBenefit = 0;
// ..taken
AuraList const& mDamageTaken = GetAurasByType(SPELL_AURA_MOD_DAMAGE_TAKEN);
for(AuraList::const_iterator i = mDamageTaken.begin();i != mDamageTaken.end(); ++i)
{
if(((*i)->GetModifier()->m_miscvalue & schoolMask) != 0)
TakenAdvertisedBenefit += (*i)->GetModifier()->m_amount;
}
return TakenAdvertisedBenefit;
}
bool Unit::IsSpellCrit(Unit *pVictim, SpellEntry const *spellProto, SpellSchoolMask schoolMask, WeaponAttackType attackType)
{
// not critting spell
if((spellProto->AttributesEx2 & SPELL_ATTR_EX2_CANT_CRIT))
return false;
float crit_chance = 0.0f;
switch(spellProto->DmgClass)
{
case SPELL_DAMAGE_CLASS_NONE:
return false;
case SPELL_DAMAGE_CLASS_MAGIC:
{
if (schoolMask & SPELL_SCHOOL_MASK_NORMAL)
crit_chance = 0.0f;
// For other schools
else if (GetTypeId() == TYPEID_PLAYER)
crit_chance = GetFloatValue( PLAYER_SPELL_CRIT_PERCENTAGE1 + GetFirstSchoolInMask(schoolMask));
else
{
crit_chance = float(m_baseSpellCritChance);
crit_chance += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_SPELL_CRIT_CHANCE_SCHOOL, schoolMask);
}
// taken
if (pVictim)
{
if (!IsPositiveSpell(spellProto->Id))
{
// Modify critical chance by victim SPELL_AURA_MOD_ATTACKER_SPELL_CRIT_CHANCE
crit_chance += pVictim->GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_ATTACKER_SPELL_CRIT_CHANCE, schoolMask);
// Modify critical chance by victim SPELL_AURA_MOD_ATTACKER_SPELL_AND_WEAPON_CRIT_CHANCE
crit_chance += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_SPELL_AND_WEAPON_CRIT_CHANCE);
// Modify by player victim resilience
crit_chance -= pVictim->GetSpellCritChanceReduction();
}
// scripted (increase crit chance ... against ... target by x%)
// scripted (Increases the critical effect chance of your .... by x% on targets ...)
AuraList const& mOverrideClassScript = GetAurasByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS);
for(AuraList::const_iterator i = mOverrideClassScript.begin(); i != mOverrideClassScript.end(); ++i)
{
if (!((*i)->isAffectedOnSpell(spellProto)))
continue;
switch((*i)->GetModifier()->m_miscvalue)
{
case 849: //Shatter Rank 1
if (pVictim->isFrozen() || IsIgnoreUnitState(spellProto, IGNORE_UNIT_TARGET_NON_FROZEN))
crit_chance+= 17.0f;
break;
case 910: //Shatter Rank 2
if (pVictim->isFrozen() || IsIgnoreUnitState(spellProto, IGNORE_UNIT_TARGET_NON_FROZEN))
crit_chance+= 34.0f;
break;
case 911: //Shatter Rank 3
if (pVictim->isFrozen() || IsIgnoreUnitState(spellProto, IGNORE_UNIT_TARGET_NON_FROZEN))
crit_chance+= 50.0f;
break;
case 7917: // Glyph of Shadowburn
if (pVictim->HasAuraState(AURA_STATE_HEALTHLESS_35_PERCENT))
crit_chance+=(*i)->GetModifier()->m_amount;
break;
case 7997: // Renewed Hope
case 7998:
if (pVictim->HasAura(6788))
crit_chance+=(*i)->GetModifier()->m_amount;
break;
default:
break;
}
}
// Custom crit by class
switch(spellProto->SpellFamilyName)
{
case SPELLFAMILY_PRIEST:
// Flash Heal
if (spellProto->SpellFamilyFlags & UI64LIT(0x0000000000000800))
{
if (pVictim->GetHealth() > pVictim->GetMaxHealth()/2)
break;
AuraList const& mDummyAuras = GetAurasByType(SPELL_AURA_DUMMY);
for(AuraList::const_iterator i = mDummyAuras.begin(); i!= mDummyAuras.end(); ++i)
{
// Improved Flash Heal
if ((*i)->GetSpellProto()->SpellFamilyName == SPELLFAMILY_PRIEST &&
(*i)->GetSpellProto()->SpellIconID == 2542)
{
crit_chance+=(*i)->GetModifier()->m_amount;
break;
}
}
}
break;
case SPELLFAMILY_DRUID:
// Improved Insect Swarm (Starfire part)
if (spellProto->SpellFamilyFlags & UI64LIT(0x0000000000000004))
{
// search for Moonfire on target
if (pVictim->GetAura(SPELL_AURA_PERIODIC_DAMAGE, SPELLFAMILY_DRUID, UI64LIT(0x000000000000002), 0, GetGUID()))
{
Unit::AuraList const& improvedSwarm = GetAurasByType(SPELL_AURA_DUMMY);
for(Unit::AuraList::const_iterator iter = improvedSwarm.begin(); iter != improvedSwarm.end(); ++iter)
{
if ((*iter)->GetSpellProto()->SpellIconID == 1771)
{
crit_chance += (*iter)->GetModifier()->m_amount;
break;
}
}
}
}
break;
case SPELLFAMILY_PALADIN:
// Sacred Shield
if (spellProto->SpellFamilyFlags & UI64LIT(0x0000000040000000))
{
Aura *aura = pVictim->GetDummyAura(58597);
if (aura && aura->GetCasterGuid() == GetObjectGuid())
crit_chance+=aura->GetModifier()->m_amount;
}
// Exorcism
else if (spellProto->Category == 19)
{
if (pVictim->GetCreatureTypeMask() & CREATURE_TYPEMASK_DEMON_OR_UNDEAD)
return true;
}
break;
case SPELLFAMILY_SHAMAN:
// Lava Burst
if (spellProto->SpellFamilyFlags & UI64LIT(0x0000100000000000))
{
// Flame Shock
if (pVictim->GetAura(SPELL_AURA_PERIODIC_DAMAGE, SPELLFAMILY_SHAMAN, UI64LIT(0x0000000010000000), 0, GetGUID()))
return true;
}
break;
}
}
break;
}
case SPELL_DAMAGE_CLASS_MELEE:
case SPELL_DAMAGE_CLASS_RANGED:
{
if (pVictim)
crit_chance = GetUnitCriticalChance(attackType, pVictim);
crit_chance+= GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_SPELL_CRIT_CHANCE_SCHOOL, schoolMask);
break;
}
default:
return false;
}
// percent done
// only players use intelligence for critical chance computations
if(Player* modOwner = GetSpellModOwner())
modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_CRITICAL_CHANCE, crit_chance);
crit_chance = crit_chance > 0.0f ? crit_chance : 0.0f;
if (roll_chance_f(crit_chance))
return true;
return false;
}
uint32 Unit::SpellCriticalDamageBonus(SpellEntry const *spellProto, uint32 damage, Unit *pVictim)
{
// Calculate critical bonus
int32 crit_bonus;
switch(spellProto->DmgClass)
{
case SPELL_DAMAGE_CLASS_MELEE: // for melee based spells is 100%
case SPELL_DAMAGE_CLASS_RANGED:
crit_bonus = damage;
break;
default:
crit_bonus = damage / 2; // for spells is 50%
break;
}
// adds additional damage to crit_bonus (from talents)
if(Player* modOwner = GetSpellModOwner())
modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_CRIT_DAMAGE_BONUS, crit_bonus);
if(!pVictim)
return damage += crit_bonus;
int32 critPctDamageMod = 0;
if(spellProto->DmgClass >= SPELL_DAMAGE_CLASS_MELEE)
{
if(GetWeaponAttackType(spellProto) == RANGED_ATTACK)
critPctDamageMod += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_RANGED_CRIT_DAMAGE);
else
critPctDamageMod += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_MELEE_CRIT_DAMAGE);
}
else
critPctDamageMod += pVictim->GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_ATTACKER_SPELL_CRIT_DAMAGE,GetSpellSchoolMask(spellProto));
critPctDamageMod += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_CRIT_DAMAGE_BONUS, GetSpellSchoolMask(spellProto));
uint32 creatureTypeMask = pVictim->GetCreatureTypeMask();
critPctDamageMod += GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_CRIT_PERCENT_VERSUS, creatureTypeMask);
if(critPctDamageMod!=0)
crit_bonus = int32(crit_bonus * float((100.0f + critPctDamageMod)/100.0f));
if(crit_bonus > 0)
damage += crit_bonus;
return damage;
}
uint32 Unit::SpellCriticalHealingBonus(SpellEntry const *spellProto, uint32 damage, Unit *pVictim)
{
// Calculate critical bonus
int32 crit_bonus;
switch(spellProto->DmgClass)
{
case SPELL_DAMAGE_CLASS_MELEE: // for melee based spells is 100%
case SPELL_DAMAGE_CLASS_RANGED:
// TODO: write here full calculation for melee/ranged spells
crit_bonus = damage;
break;
default:
crit_bonus = damage / 2; // for spells is 50%
break;
}
if(pVictim)
{
uint32 creatureTypeMask = pVictim->GetCreatureTypeMask();
crit_bonus = int32(crit_bonus * GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_CRIT_PERCENT_VERSUS, creatureTypeMask));
}
if(crit_bonus > 0)
damage += crit_bonus;
damage = int32(damage * GetTotalAuraMultiplier(SPELL_AURA_MOD_CRITICAL_HEALING_AMOUNT));
return damage;
}
/**
* Calculates caster part of healing spell bonuses,
* also includes different bonuses dependent from target auras
*/
uint32 Unit::SpellHealingBonusDone(Unit *pVictim, SpellEntry const *spellProto, int32 healamount, DamageEffectType damagetype, uint32 stack)
{
// For totems get healing bonus from owner (statue isn't totem in fact)
if( GetTypeId()==TYPEID_UNIT && ((Creature*)this)->IsTotem() && ((Totem*)this)->GetTotemType()!=TOTEM_STATUE)
if(Unit* owner = GetOwner())
return owner->SpellHealingBonusDone(pVictim, spellProto, healamount, damagetype, stack);
// No heal amount for this class spells
if (spellProto->DmgClass == SPELL_DAMAGE_CLASS_NONE)
return healamount < 0 ? 0 : healamount;
// Healing Done
// Done total percent damage auras
float DoneTotalMod = 1.0f;
int32 DoneTotal = 0;
// Healing done percent
AuraList const& mHealingDonePct = GetAurasByType(SPELL_AURA_MOD_HEALING_DONE_PERCENT);
for(AuraList::const_iterator i = mHealingDonePct.begin();i != mHealingDonePct.end(); ++i)
DoneTotalMod *= (100.0f + (*i)->GetModifier()->m_amount) / 100.0f;
// done scripted mod (take it from owner)
Unit *owner = GetOwner();
if (!owner) owner = this;
AuraList const& mOverrideClassScript= owner->GetAurasByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS);
for(AuraList::const_iterator i = mOverrideClassScript.begin(); i != mOverrideClassScript.end(); ++i)
{
if (!(*i)->isAffectedOnSpell(spellProto))
continue;
switch((*i)->GetModifier()->m_miscvalue)
{
case 4415: // Increased Rejuvenation Healing
case 4953:
case 3736: // Hateful Totem of the Third Wind / Increased Lesser Healing Wave / LK Arena (4/5/6) Totem of the Third Wind / Savage Totem of the Third Wind
DoneTotal+=(*i)->GetModifier()->m_amount;
break;
case 7997: // Renewed Hope
case 7998:
if (pVictim->HasAura(6788))
DoneTotalMod *=((*i)->GetModifier()->m_amount + 100.0f)/100.0f;
break;
case 21: // Test of Faith
case 6935:
case 6918:
if (pVictim->GetHealth() < pVictim->GetMaxHealth()/2)
DoneTotalMod *=((*i)->GetModifier()->m_amount + 100.0f)/100.0f;
break;
case 7798: // Glyph of Regrowth
{
if (pVictim->GetAura(SPELL_AURA_PERIODIC_HEAL, SPELLFAMILY_DRUID, UI64LIT(0x0000000000000040)))
DoneTotalMod *= ((*i)->GetModifier()->m_amount+100.0f)/100.0f;
break;
}
case 8477: // Nourish Heal Boost
{
int32 stepPercent = (*i)->GetModifier()->m_amount;
int ownHotCount = 0; // counted HoT types amount, not stacks
Unit::AuraList const& RejorRegr = pVictim->GetAurasByType(SPELL_AURA_PERIODIC_HEAL);
for(Unit::AuraList::const_iterator i = RejorRegr.begin(); i != RejorRegr.end(); ++i)
if ((*i)->GetSpellProto()->SpellFamilyName == SPELLFAMILY_DRUID &&
(*i)->GetCasterGuid() == GetObjectGuid())
++ownHotCount;
if (ownHotCount)
DoneTotalMod *= (stepPercent * ownHotCount + 100.0f) / 100.0f;
break;
}
case 7871: // Glyph of Lesser Healing Wave
{
if (pVictim->GetAura(SPELL_AURA_DUMMY, SPELLFAMILY_SHAMAN, UI64LIT(0x0000040000000000), 0, GetGUID()))
DoneTotalMod *= ((*i)->GetModifier()->m_amount+100.0f)/100.0f;
break;
}
default:
break;
}
}
// Nourish 20% of heal increase if target is affected by Druids HOTs
if (spellProto->SpellFamilyName == SPELLFAMILY_DRUID && (spellProto->SpellFamilyFlags & UI64LIT(0x0200000000000000)))
{
int ownHotCount = 0; // counted HoT types amount, not stacks
Unit::AuraList const& RejorRegr = pVictim->GetAurasByType(SPELL_AURA_PERIODIC_HEAL);
for(Unit::AuraList::const_iterator i = RejorRegr.begin(); i != RejorRegr.end(); ++i)
if ((*i)->GetSpellProto()->SpellFamilyName == SPELLFAMILY_DRUID &&
(*i)->GetCasterGuid() == GetObjectGuid())
++ownHotCount;
if (ownHotCount)
{
DoneTotalMod *= 1.2f; // base bonus at HoTs
if (Aura* glyph = GetAura(62971, EFFECT_INDEX_0))// Glyph of Nourish
DoneTotalMod *= (glyph->GetModifier()->m_amount * ownHotCount + 100.0f) / 100.0f;
}
}
// Done fixed damage bonus auras
int32 DoneAdvertisedBenefit = SpellBaseHealingBonusDone(GetSpellSchoolMask(spellProto));
// apply ap bonus and benefit affected by spell power implicit coeffs and spell level penalties
DoneTotal = SpellBonusWithCoeffs(spellProto, DoneTotal, DoneAdvertisedBenefit, 0, damagetype, true, 1.88f);
// use float as more appropriate for negative values and percent applying
float heal = (healamount + DoneTotal * int32(stack))*DoneTotalMod;
// apply spellmod to Done amount
if(Player* modOwner = GetSpellModOwner())
modOwner->ApplySpellMod(spellProto->Id, damagetype == DOT ? SPELLMOD_DOT : SPELLMOD_DAMAGE, heal);
return heal < 0 ? 0 : uint32(heal);
}
/**
* Calculates target part of healing spell bonuses,
* will be called on each tick for periodic damage over time auras
*/
uint32 Unit::SpellHealingBonusTaken(Unit *pCaster, SpellEntry const *spellProto, int32 healamount, DamageEffectType damagetype, uint32 stack)
{
float TakenTotalMod = 1.0f;
// Healing taken percent
float minval = float(GetMaxNegativeAuraModifier(SPELL_AURA_MOD_HEALING_PCT));
if (damagetype == DOT)
{
// overwrite max SPELL_AURA_MOD_HEALING_PCT if greater negative effect
float minDotVal = float(GetMaxNegativeAuraModifier(SPELL_AURA_MOD_PERIODIC_HEAL));
minval = (minDotVal < minval) ? minDotVal : minval;
}
if (minval)
TakenTotalMod *= (100.0f + minval) / 100.0f;
float maxval = float(GetMaxPositiveAuraModifier(SPELL_AURA_MOD_HEALING_PCT));
// no SPELL_AURA_MOD_PERIODIC_HEAL positive cases
if (maxval)
TakenTotalMod *= (100.0f + maxval) / 100.0f;
// No heal amount for this class spells
if (spellProto->DmgClass == SPELL_DAMAGE_CLASS_NONE)
{
healamount = int32(healamount * TakenTotalMod);
return healamount < 0 ? 0 : healamount;
}
// Healing Done
// Done total percent damage auras
int32 TakenTotal = 0;
// Taken fixed damage bonus auras
int32 TakenAdvertisedBenefit = SpellBaseHealingBonusTaken(GetSpellSchoolMask(spellProto));
// apply benefit affected by spell power implicit coeffs and spell level penalties
TakenTotal = SpellBonusWithCoeffs(spellProto, TakenTotal, TakenAdvertisedBenefit, 0, damagetype, false, 1.88f);
AuraList const& mHealingGet= GetAurasByType(SPELL_AURA_MOD_HEALING_RECEIVED);
for(AuraList::const_iterator i = mHealingGet.begin(); i != mHealingGet.end(); ++i)
if ((*i)->isAffectedOnSpell(spellProto))
TakenTotalMod *= ((*i)->GetModifier()->m_amount + 100.0f) / 100.0f;
// use float as more appropriate for negative values and percent applying
float heal = (healamount + TakenTotal * int32(stack)) * TakenTotalMod;
return heal < 0 ? 0 : uint32(heal);
}
int32 Unit::SpellBaseHealingBonusDone(SpellSchoolMask schoolMask)
{
int32 AdvertisedBenefit = 0;
AuraList const& mHealingDone = GetAurasByType(SPELL_AURA_MOD_HEALING_DONE);
for(AuraList::const_iterator i = mHealingDone.begin();i != mHealingDone.end(); ++i)
if(!(*i)->GetModifier()->m_miscvalue || ((*i)->GetModifier()->m_miscvalue & schoolMask) != 0)
AdvertisedBenefit += (*i)->GetModifier()->m_amount;
// Healing bonus of spirit, intellect and strength
if (GetTypeId() == TYPEID_PLAYER)
{
// Base value
AdvertisedBenefit +=((Player*)this)->GetBaseSpellPowerBonus();
// Healing bonus from stats
AuraList const& mHealingDoneOfStatPercent = GetAurasByType(SPELL_AURA_MOD_SPELL_HEALING_OF_STAT_PERCENT);
for(AuraList::const_iterator i = mHealingDoneOfStatPercent.begin();i != mHealingDoneOfStatPercent.end(); ++i)
{
// stat used dependent from misc value (stat index)
Stats usedStat = Stats((*i)->GetSpellProto()->EffectMiscValue[(*i)->GetEffIndex()]);
AdvertisedBenefit += int32(GetStat(usedStat) * (*i)->GetModifier()->m_amount / 100.0f);
}
// ... and attack power
AuraList const& mHealingDonebyAP = GetAurasByType(SPELL_AURA_MOD_SPELL_HEALING_OF_ATTACK_POWER);
for(AuraList::const_iterator i = mHealingDonebyAP.begin();i != mHealingDonebyAP.end(); ++i)
if ((*i)->GetModifier()->m_miscvalue & schoolMask)
AdvertisedBenefit += int32(GetTotalAttackPowerValue(BASE_ATTACK) * (*i)->GetModifier()->m_amount / 100.0f);
}
return AdvertisedBenefit;
}
int32 Unit::SpellBaseHealingBonusTaken(SpellSchoolMask schoolMask)
{
int32 AdvertisedBenefit = 0;
AuraList const& mDamageTaken = GetAurasByType(SPELL_AURA_MOD_HEALING);
for(AuraList::const_iterator i = mDamageTaken.begin();i != mDamageTaken.end(); ++i)
if ((*i)->GetModifier()->m_miscvalue & schoolMask)
AdvertisedBenefit += (*i)->GetModifier()->m_amount;
return AdvertisedBenefit;
}
bool Unit::IsImmunedToDamage(SpellSchoolMask shoolMask)
{
//If m_immuneToSchool type contain this school type, IMMUNE damage.
SpellImmuneList const& schoolList = m_spellImmune[IMMUNITY_SCHOOL];
for (SpellImmuneList::const_iterator itr = schoolList.begin(); itr != schoolList.end(); ++itr)
if (itr->type & shoolMask)
return true;
//If m_immuneToDamage type contain magic, IMMUNE damage.
SpellImmuneList const& damageList = m_spellImmune[IMMUNITY_DAMAGE];
for (SpellImmuneList::const_iterator itr = damageList.begin(); itr != damageList.end(); ++itr)
if (itr->type & shoolMask)
return true;
return false;
}
bool Unit::IsImmuneToSpell(SpellEntry const* spellInfo)
{
if (!spellInfo)
return false;
//TODO add spellEffect immunity checks!, player with flag in bg is immune to immunity buffs from other friendly players!
//SpellImmuneList const& dispelList = m_spellImmune[IMMUNITY_EFFECT];
SpellImmuneList const& dispelList = m_spellImmune[IMMUNITY_DISPEL];
for(SpellImmuneList::const_iterator itr = dispelList.begin(); itr != dispelList.end(); ++itr)
if (itr->type == spellInfo->Dispel)
return true;
if (!(spellInfo->AttributesEx & SPELL_ATTR_EX_UNAFFECTED_BY_SCHOOL_IMMUNE) && // unaffected by school immunity
!(spellInfo->AttributesEx & SPELL_ATTR_EX_DISPEL_AURAS_ON_IMMUNITY)) // can remove immune (by dispell or immune it)
{
SpellImmuneList const& schoolList = m_spellImmune[IMMUNITY_SCHOOL];
for(SpellImmuneList::const_iterator itr = schoolList.begin(); itr != schoolList.end(); ++itr)
if (!(IsPositiveSpell(itr->spellId) && IsPositiveSpell(spellInfo->Id)) &&
(itr->type & GetSpellSchoolMask(spellInfo)))
return true;
}
if(uint32 mechanic = spellInfo->Mechanic)
{
SpellImmuneList const& mechanicList = m_spellImmune[IMMUNITY_MECHANIC];
for(SpellImmuneList::const_iterator itr = mechanicList.begin(); itr != mechanicList.end(); ++itr)
if (itr->type == mechanic)
return true;
AuraList const& immuneAuraApply = GetAurasByType(SPELL_AURA_MECHANIC_IMMUNITY_MASK);
for(AuraList::const_iterator iter = immuneAuraApply.begin(); iter != immuneAuraApply.end(); ++iter)
if ((*iter)->GetModifier()->m_miscvalue & (1 << (mechanic-1)))
return true;
}
return false;
}
bool Unit::IsImmuneToSpellEffect(SpellEntry const* spellInfo, SpellEffectIndex index) const
{
//If m_immuneToEffect type contain this effect type, IMMUNE effect.
uint32 effect = spellInfo->Effect[index];
SpellImmuneList const& effectList = m_spellImmune[IMMUNITY_EFFECT];
for (SpellImmuneList::const_iterator itr = effectList.begin(); itr != effectList.end(); ++itr)
if (itr->type == effect)
return true;
if(uint32 mechanic = spellInfo->EffectMechanic[index])
{
SpellImmuneList const& mechanicList = m_spellImmune[IMMUNITY_MECHANIC];
for (SpellImmuneList::const_iterator itr = mechanicList.begin(); itr != mechanicList.end(); ++itr)
if (itr->type == mechanic)
return true;
AuraList const& immuneAuraApply = GetAurasByType(SPELL_AURA_MECHANIC_IMMUNITY_MASK);
for(AuraList::const_iterator iter = immuneAuraApply.begin(); iter != immuneAuraApply.end(); ++iter)
if ((*iter)->GetModifier()->m_miscvalue & (1 << (mechanic-1)))
return true;
}
if(uint32 aura = spellInfo->EffectApplyAuraName[index])
{
SpellImmuneList const& list = m_spellImmune[IMMUNITY_STATE];
for(SpellImmuneList::const_iterator itr = list.begin(); itr != list.end(); ++itr)
if (itr->type == aura)
return true;
// Check for immune to application of harmful magical effects
AuraList const& immuneAuraApply = GetAurasByType(SPELL_AURA_MOD_IMMUNE_AURA_APPLY_SCHOOL);
for(AuraList::const_iterator iter = immuneAuraApply.begin(); iter != immuneAuraApply.end(); ++iter)
if (spellInfo->Dispel == DISPEL_MAGIC && // Magic debuff
((*iter)->GetModifier()->m_miscvalue & GetSpellSchoolMask(spellInfo)) && // Check school
!IsPositiveEffect(spellInfo->Id, index)) // Harmful
return true;
}
return false;
}
/**
* Calculates caster part of melee damage bonuses,
* also includes different bonuses dependent from target auras
*/
uint32 Unit::MeleeDamageBonusDone(Unit *pVictim, uint32 pdamage,WeaponAttackType attType, SpellEntry const *spellProto, DamageEffectType damagetype, uint32 stack)
{
if (!pVictim || pdamage == 0 || (spellProto && spellProto->AttributesEx6 & SPELL_ATTR_EX6_NO_DMG_MODS))
return pdamage;
// differentiate for weapon damage based spells
bool isWeaponDamageBasedSpell = !(spellProto && (damagetype == DOT || IsSpellHaveEffect(spellProto, SPELL_EFFECT_SCHOOL_DAMAGE)));
Item* pWeapon = GetTypeId() == TYPEID_PLAYER ? ((Player*)this)->GetWeaponForAttack(attType,true,false) : NULL;
uint32 creatureTypeMask = pVictim->GetCreatureTypeMask();
uint32 schoolMask = spellProto ? spellProto->SchoolMask : GetMeleeDamageSchoolMask();
// FLAT damage bonus auras
// =======================
int32 DoneFlat = 0;
int32 APbonus = 0;
// ..done flat, already included in weapon damage based spells
if (!isWeaponDamageBasedSpell)
{
AuraList const& mModDamageDone = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE);
for(AuraList::const_iterator i = mModDamageDone.begin(); i != mModDamageDone.end(); ++i)
{
if (((*i)->GetModifier()->m_miscvalue & schoolMask && // schoolmask has to fit with the intrinsic spell school
(*i)->GetModifier()->m_miscvalue & GetMeleeDamageSchoolMask() && // AND schoolmask has to fit with weapon damage school (essential for non-physical spells)
((*i)->GetSpellProto()->EquippedItemClass == -1) || // general, weapon independent
(pWeapon && pWeapon->IsFitToSpellRequirements((*i)->GetSpellProto())))) // OR used weapon fits aura requirements
{
DoneFlat += (*i)->GetModifier()->m_amount;
}
}
// Pets just add their bonus damage to their melee damage
if (GetTypeId() == TYPEID_UNIT && ((Creature*)this)->IsPet())
DoneFlat += ((Pet*)this)->GetBonusDamage();
}
// ..done flat (by creature type mask)
DoneFlat += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_DAMAGE_DONE_CREATURE, creatureTypeMask);
// ..done flat (base at attack power for marked target and base at attack power for creature type)
if (attType == RANGED_ATTACK)
{
APbonus += pVictim->GetTotalAuraModifier(SPELL_AURA_RANGED_ATTACK_POWER_ATTACKER_BONUS);
APbonus += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_RANGED_ATTACK_POWER_VERSUS, creatureTypeMask);
}
else
{
APbonus += pVictim->GetTotalAuraModifier(SPELL_AURA_MELEE_ATTACK_POWER_ATTACKER_BONUS);
APbonus += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_MELEE_ATTACK_POWER_VERSUS, creatureTypeMask);
}
// PERCENT damage auras
// ====================
float DonePercent = 1.0f;
// ..done pct, already included in weapon damage based spells
if(!isWeaponDamageBasedSpell)
{
AuraList const& mModDamagePercentDone = GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE);
for(AuraList::const_iterator i = mModDamagePercentDone.begin(); i != mModDamagePercentDone.end(); ++i)
{
if (((*i)->GetModifier()->m_miscvalue & schoolMask && // schoolmask has to fit with the intrinsic spell school
(*i)->GetModifier()->m_miscvalue & GetMeleeDamageSchoolMask() && // AND schoolmask has to fit with weapon damage school (essential for non-physical spells)
((*i)->GetSpellProto()->EquippedItemClass == -1) || // general, weapon independent
(pWeapon && pWeapon->IsFitToSpellRequirements((*i)->GetSpellProto())))) // OR used weapon fits aura requirements
{
DonePercent *= ((*i)->GetModifier()->m_amount+100.0f) / 100.0f;
}
}
if (attType == OFF_ATTACK)
DonePercent *= GetModifierValue(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_PCT); // no school check required
}
// ..done pct (by creature type mask)
DonePercent *= GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_DAMAGE_DONE_VERSUS, creatureTypeMask);
// special dummys/class scripts and other effects
// =============================================
Unit *owner = GetOwner();
if (!owner)
owner = this;
// ..done (class scripts)
if(spellProto)
{
AuraList const& mOverrideClassScript= owner->GetAurasByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS);
for(AuraList::const_iterator i = mOverrideClassScript.begin(); i != mOverrideClassScript.end(); ++i)
{
if (!(*i)->isAffectedOnSpell(spellProto))
continue;
switch((*i)->GetModifier()->m_miscvalue)
{
// Tundra Stalker
// Merciless Combat
case 7277:
{
// Merciless Combat
if ((*i)->GetSpellProto()->SpellIconID == 2656)
{
if(pVictim->HasAuraState(AURA_STATE_HEALTHLESS_35_PERCENT))
DonePercent *= (100.0f+(*i)->GetModifier()->m_amount)/100.0f;
}
else // Tundra Stalker
{
// Frost Fever (target debuff)
if (pVictim->GetAura(SPELL_AURA_MOD_MELEE_HASTE, SPELLFAMILY_DEATHKNIGHT, UI64LIT(0x0000000000000000), 0x00000002))
DonePercent *= ((*i)->GetModifier()->m_amount+100.0f)/100.0f;
break;
}
break;
}
case 7293: // Rage of Rivendare
{
if (pVictim->GetAura(SPELL_AURA_PERIODIC_DAMAGE, SPELLFAMILY_DEATHKNIGHT, UI64LIT(0x0200000000000000)))
DonePercent *= ((*i)->GetModifier()->m_amount+100.0f)/100.0f;
break;
}
// Marked for Death
case 7598:
case 7599:
case 7600:
case 7601:
case 7602:
{
if (pVictim->GetAura(SPELL_AURA_MOD_STALKED, SPELLFAMILY_HUNTER, UI64LIT(0x0000000000000400)))
DonePercent *= ((*i)->GetModifier()->m_amount+100.0f)/100.0f;
break;
}
}
}
}
// .. done (class scripts)
AuraList const& mclassScritAuras = GetAurasByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS);
for(AuraList::const_iterator i = mclassScritAuras.begin(); i != mclassScritAuras.end(); ++i)
{
switch((*i)->GetMiscValue())
{
// Dirty Deeds
case 6427:
case 6428:
if(pVictim->HasAuraState(AURA_STATE_HEALTHLESS_35_PERCENT))
{
Aura* eff0 = GetAura((*i)->GetId(), EFFECT_INDEX_0);
if (!eff0 || (*i)->GetEffIndex() != EFFECT_INDEX_1)
{
sLog.outError("Spell structure of DD (%u) changed.",(*i)->GetId());
continue;
}
// effect 0 have expected value but in negative state
DonePercent *= (-eff0->GetModifier()->m_amount + 100.0f) / 100.0f;
}
break;
}
}
if (spellProto)
{
// Frost Strike
if (spellProto->SpellFamilyName == SPELLFAMILY_DEATHKNIGHT && spellProto->SpellFamilyFlags & UI64LIT(0x0000000400000000))
{
// search disease
bool found = false;
Unit::SpellAuraHolderMap const& auras = pVictim->GetSpellAuraHolderMap();
for(Unit::SpellAuraHolderMap::const_iterator itr = auras.begin(); itr!=auras.end(); ++itr)
{
if(itr->second->GetSpellProto()->Dispel == DISPEL_DISEASE)
{
found = true;
break;
}
}
if(found)
{
// search for Glacier Rot dummy aura
Unit::AuraList const& dummyAuras = GetAurasByType(SPELL_AURA_DUMMY);
for(Unit::AuraList::const_iterator i = dummyAuras.begin(); i != dummyAuras.end(); ++i)
{
if ((*i)->GetSpellProto()->EffectMiscValue[(*i)->GetEffIndex()] == 7244)
{
DonePercent *= ((*i)->GetModifier()->m_amount+100.0f) / 100.0f;
break;
}
}
}
}
// Glyph of Steady Shot (Steady Shot check)
else if (spellProto->SpellFamilyName == SPELLFAMILY_HUNTER && spellProto->SpellFamilyFlags & UI64LIT(0x0000000100000000))
{
// search for glyph dummy aura
if (Aura *aur = GetDummyAura(56826))
// check for Serpent Sting at target
if (pVictim->GetAura(SPELL_AURA_PERIODIC_DAMAGE, SPELLFAMILY_HUNTER, UI64LIT(0x0000000000004000)))
DonePercent *= (aur->GetModifier()->m_amount+100.0f) / 100.0f;
}
}
// final calculation
// =================
float DoneTotal = 0.0f;
// scaling of non weapon based spells
if (!isWeaponDamageBasedSpell)
{
// apply ap bonus and benefit affected by spell power implicit coeffs and spell level penalties
DoneTotal = SpellBonusWithCoeffs(spellProto, DoneTotal, DoneFlat, APbonus, damagetype, true);
}
// weapon damage based spells
else if( APbonus || DoneFlat )
{
bool normalized = spellProto ? IsSpellHaveEffect(spellProto, SPELL_EFFECT_NORMALIZED_WEAPON_DMG) : false;
DoneTotal += int32(APbonus / 14.0f * GetAPMultiplier(attType,normalized));
// for weapon damage based spells we still have to apply damage done percent mods
// (that are already included into pdamage) to not-yet included DoneFlat
// e.g. from doneVersusCreature, apBonusVs...
UnitMods unitMod;
switch(attType)
{
default:
case BASE_ATTACK: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break;
case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break;
case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break;
}
DoneTotal += DoneFlat;
DoneTotal *= GetModifierValue(unitMod, TOTAL_PCT);
}
float tmpDamage = float(int32(pdamage) + DoneTotal * int32(stack)) * DonePercent;
// apply spellmod to Done damage
if(spellProto)
{
if(Player* modOwner = GetSpellModOwner())
modOwner->ApplySpellMod(spellProto->Id, damagetype == DOT ? SPELLMOD_DOT : SPELLMOD_DAMAGE, tmpDamage);
}
// bonus result can be negative
return tmpDamage > 0 ? uint32(tmpDamage) : 0;
}
/**
* Calculates target part of melee damage bonuses,
* will be called on each tick for periodic damage over time auras
*/
uint32 Unit::MeleeDamageBonusTaken(Unit *pCaster, uint32 pdamage,WeaponAttackType attType, SpellEntry const *spellProto, DamageEffectType damagetype, uint32 stack)
{
if (!pCaster)
return pdamage;
if (pdamage == 0)
return pdamage;
// differentiate for weapon damage based spells
bool isWeaponDamageBasedSpell = !(spellProto && (damagetype == DOT || IsSpellHaveEffect(spellProto, SPELL_EFFECT_SCHOOL_DAMAGE)));
uint32 schoolMask = spellProto ? spellProto->SchoolMask : GetMeleeDamageSchoolMask();
uint32 mechanicMask = spellProto ? GetAllSpellMechanicMask(spellProto) : 0;
// Shred also have bonus as MECHANIC_BLEED damages
if (spellProto && spellProto->SpellFamilyName==SPELLFAMILY_DRUID && spellProto->SpellFamilyFlags & UI64LIT(0x00008000))
mechanicMask |= (1 << (MECHANIC_BLEED-1));
// FLAT damage bonus auras
// =======================
int32 TakenFlat = 0;
// ..taken flat (base at attack power for marked target and base at attack power for creature type)
if (attType == RANGED_ATTACK)
TakenFlat += GetTotalAuraModifier(SPELL_AURA_MOD_RANGED_DAMAGE_TAKEN);
else
TakenFlat += GetTotalAuraModifier(SPELL_AURA_MOD_MELEE_DAMAGE_TAKEN);
// ..taken flat (by school mask)
TakenFlat += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_DAMAGE_TAKEN, schoolMask);
// PERCENT damage auras
// ====================
float TakenPercent = 1.0f;
// ..taken pct (by school mask)
TakenPercent *= GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_DAMAGE_PERCENT_TAKEN, schoolMask);
// ..taken pct (by mechanic mask)
TakenPercent *= GetTotalAuraMultiplierByMiscValueForMask(SPELL_AURA_MOD_MECHANIC_DAMAGE_TAKEN_PERCENT,mechanicMask);
// ..taken pct (melee/ranged)
if(attType == RANGED_ATTACK)
TakenPercent *= GetTotalAuraMultiplier(SPELL_AURA_MOD_RANGED_DAMAGE_TAKEN_PCT);
else
TakenPercent *= GetTotalAuraMultiplier(SPELL_AURA_MOD_MELEE_DAMAGE_TAKEN_PCT);
// ..taken pct (aoe avoidance)
if(spellProto && IsAreaOfEffectSpell(spellProto))
{
TakenPercent *= GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_AOE_DAMAGE_AVOIDANCE, schoolMask);
if (GetTypeId() == TYPEID_UNIT && ((Creature*)this)->IsPet())
TakenPercent *= GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_PET_AOE_DAMAGE_AVOIDANCE, schoolMask);
}
// special dummys/class scripts and other effects
// =============================================
// .. taken (dummy auras)
AuraList const& mDummyAuras = GetAurasByType(SPELL_AURA_DUMMY);
for(AuraList::const_iterator i = mDummyAuras.begin(); i != mDummyAuras.end(); ++i)
{
switch((*i)->GetSpellProto()->SpellIconID)
{
//Cheat Death
case 2109:
if((*i)->GetModifier()->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL)
{
if(GetTypeId() != TYPEID_PLAYER)
continue;
float mod = ((Player*)this)->GetRatingBonusValue(CR_CRIT_TAKEN_MELEE)*(-8.0f);
if (mod < float((*i)->GetModifier()->m_amount))
mod = float((*i)->GetModifier()->m_amount);
TakenPercent *= (mod + 100.0f) / 100.0f;
}
break;
}
}
// final calculation
// =================
// scaling of non weapon based spells
if (!isWeaponDamageBasedSpell)
{
// apply benefit affected by spell power implicit coeffs and spell level penalties
TakenFlat = SpellBonusWithCoeffs(spellProto, 0, TakenFlat, 0, damagetype, false);
}
float tmpDamage = float(int32(pdamage) + TakenFlat * int32(stack)) * TakenPercent;
// bonus result can be negative
return tmpDamage > 0 ? uint32(tmpDamage) : 0;
}
void Unit::ApplySpellImmune(uint32 spellId, uint32 op, uint32 type, bool apply)
{
if (apply)
{
for (SpellImmuneList::iterator itr = m_spellImmune[op].begin(), next; itr != m_spellImmune[op].end(); itr = next)
{
next = itr; ++next;
if(itr->type == type)
{
m_spellImmune[op].erase(itr);
next = m_spellImmune[op].begin();
}
}
SpellImmune Immune;
Immune.spellId = spellId;
Immune.type = type;
m_spellImmune[op].push_back(Immune);
}
else
{
for (SpellImmuneList::iterator itr = m_spellImmune[op].begin(); itr != m_spellImmune[op].end(); ++itr)
{
if(itr->spellId == spellId)
{
m_spellImmune[op].erase(itr);
break;
}
}
}
}
void Unit::ApplySpellDispelImmunity(const SpellEntry * spellProto, DispelType type, bool apply)
{
ApplySpellImmune(spellProto->Id,IMMUNITY_DISPEL, type, apply);
if (apply && spellProto->AttributesEx & SPELL_ATTR_EX_DISPEL_AURAS_ON_IMMUNITY)
RemoveAurasWithDispelType(type);
}
float Unit::GetWeaponProcChance() const
{
// normalized proc chance for weapon attack speed
// (odd formula...)
if (isAttackReady(BASE_ATTACK))
return (GetAttackTime(BASE_ATTACK) * 1.8f / 1000.0f);
else if (haveOffhandWeapon() && isAttackReady(OFF_ATTACK))
return (GetAttackTime(OFF_ATTACK) * 1.6f / 1000.0f);
return 0.0f;
}
float Unit::GetPPMProcChance(uint32 WeaponSpeed, float PPM) const
{
// proc per minute chance calculation
if (PPM <= 0.0f)
return 0.0f;
return WeaponSpeed * PPM / 600.0f; // result is chance in percents (probability = Speed_in_sec * (PPM / 60))
}
void Unit::Mount(uint32 mount, uint32 spellId)
{
if (!mount)
return;
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOUNTING);
SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, mount);
SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_MOUNT );
if (GetTypeId() == TYPEID_PLAYER)
{
// Called by Taxi system / GM command
if (!spellId)
((Player*)this)->UnsummonPetTemporaryIfAny();
// Called by mount aura
else if (SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellId))
{
// Flying case (Unsummon any pet)
if (IsSpellHaveAura(spellInfo, SPELL_AURA_MOD_FLIGHT_SPEED_MOUNTED))
((Player*)this)->UnsummonPetTemporaryIfAny();
// Normal case (Unsummon only permanent pet)
else if (Pet* pet = GetPet())
{
if (pet->IsPermanentPetFor((Player*)this) && !((Player*)this)->InArena() &&
sWorld.getConfig(CONFIG_BOOL_PET_UNSUMMON_AT_MOUNT))
{
((Player*)this)->UnsummonPetTemporaryIfAny();
}
else
pet->ApplyModeFlags(PET_MODE_DISABLE_ACTIONS,true);
}
}
}
}
void Unit::Unmount()
{
if (!IsMounted())
return;
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_NOT_MOUNTED);
SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0);
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_MOUNT);
WorldPacket data(SMSG_DISMOUNT, 8);
data << GetPackGUID();
SendMessageToSet(&data, true);
// only resummon old pet if the player is already added to a map
// this prevents adding a pet to a not created map which would otherwise cause a crash
// (it could probably happen when logging in after a previous crash)
if(GetTypeId() == TYPEID_PLAYER)
{
if(Pet* pet = GetPet())
pet->ApplyModeFlags(PET_MODE_DISABLE_ACTIONS,false);
else
((Player*)this)->ResummonPetTemporaryUnSummonedIfAny();
}
}
void Unit::SetInCombatWith(Unit* enemy)
{
Unit* eOwner = enemy->GetCharmerOrOwnerOrSelf();
if (eOwner->IsPvP())
{
SetInCombatState(true,enemy);
return;
}
//check for duel
if (eOwner->GetTypeId() == TYPEID_PLAYER && ((Player*)eOwner)->duel)
{
Unit const* myOwner = GetCharmerOrOwnerOrSelf();
if(((Player const*)eOwner)->duel->opponent == myOwner)
{
SetInCombatState(true,enemy);
return;
}
}
SetInCombatState(false,enemy);
}
void Unit::SetInCombatState(bool PvP, Unit* enemy)
{
// only alive units can be in combat
if (!isAlive())
return;
if (PvP)
m_CombatTimer = 5000;
bool creatureNotInCombat = GetTypeId()==TYPEID_UNIT && !HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT);
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT);
if (isCharmed() || (GetTypeId()!=TYPEID_PLAYER && ((Creature*)this)->IsPet()))
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PET_IN_COMBAT);
// interrupt all delayed non-combat casts
for (uint32 i = CURRENT_FIRST_NON_MELEE_SPELL; i < CURRENT_MAX_SPELL; ++i)
if (Spell* spell = GetCurrentSpell(CurrentSpellTypes(i)))
if (IsNonCombatSpell(spell->m_spellInfo))
InterruptSpell(CurrentSpellTypes(i),false);
if (creatureNotInCombat)
{
// should probably be removed for the attacked (+ it's party/group) only, not global
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
// client does not handle this state on it's own (reset to default at LoadCreatureAddon)
if (getStandState() == UNIT_STAND_STATE_CUSTOM)
SetStandState(UNIT_STAND_STATE_STAND);
Creature* pCreature = (Creature*)this;
if (pCreature->AI())
pCreature->AI()->EnterCombat(enemy);
// Some bosses are set into combat with zone
if (GetMap()->IsDungeon() && (pCreature->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_AGGRO_ZONE) && enemy && enemy->IsControlledByPlayer())
pCreature->SetInCombatWithZone();
if (InstanceData* mapInstance = GetInstanceData())
mapInstance->OnCreatureEnterCombat(pCreature);
}
}
void Unit::ClearInCombat()
{
m_CombatTimer = 0;
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT);
if(isCharmed() || (GetTypeId()!=TYPEID_PLAYER && ((Creature*)this)->IsPet()))
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PET_IN_COMBAT);
// Player's state will be cleared in Player::UpdateContestedPvP
if (GetTypeId() != TYPEID_PLAYER)
{
if (((Creature*)this)->GetCreatureInfo()->unit_flags & UNIT_FLAG_OOC_NOT_ATTACKABLE)
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
clearUnitState(UNIT_STAT_ATTACK_PLAYER);
}
else
((Player*)this)->UpdatePotionCooldown();
}
bool Unit::isTargetableForAttack(bool inverseAlive /*=false*/) const
{
if (GetTypeId()==TYPEID_PLAYER && ((Player *)this)->isGameMaster())
return false;
if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE))
return false;
// to be removed if unit by any reason enter combat
if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE))
return false;
// inversealive is needed for some spells which need to be casted at dead targets (aoe)
if (isAlive() == inverseAlive)
return false;
return IsInWorld() && !hasUnitState(UNIT_STAT_DIED) && !IsTaxiFlying();
}
int32 Unit::ModifyHealth(int32 dVal)
{
int32 gain = 0;
if(dVal==0)
return 0;
int32 curHealth = (int32)GetHealth();
int32 val = dVal + curHealth;
if(val <= 0)
{
SetHealth(0);
return -curHealth;
}
int32 maxHealth = (int32)GetMaxHealth();
if(val < maxHealth)
{
SetHealth(val);
gain = val - curHealth;
}
else if(curHealth != maxHealth)
{
SetHealth(maxHealth);
gain = maxHealth - curHealth;
}
return gain;
}
int32 Unit::ModifyPower(Powers power, int32 dVal)
{
int32 gain = 0;
if(dVal==0)
return 0;
int32 curPower = (int32)GetPower(power);
int32 val = dVal + curPower;
if(val <= 0)
{
SetPower(power,0);
return -curPower;
}
int32 maxPower = (int32)GetMaxPower(power);
if(val < maxPower)
{
SetPower(power,val);
gain = val - curPower;
}
else if(curPower != maxPower)
{
SetPower(power,maxPower);
gain = maxPower - curPower;
}
return gain;
}
bool Unit::isVisibleForOrDetect(Unit const* u, WorldObject const* viewPoint, bool detect, bool inVisibleList, bool is3dDistance) const
{
if(!u || !IsInMap(u))
return false;
// Always can see self
if (u==this)
return true;
// player visible for other player if not logout and at same transport
// including case when player is out of world
bool at_same_transport =
GetTypeId() == TYPEID_PLAYER && u->GetTypeId()==TYPEID_PLAYER &&
!((Player*)this)->GetSession()->PlayerLogout() && !((Player*)u)->GetSession()->PlayerLogout() &&
!((Player*)this)->GetSession()->PlayerLoading() && !((Player*)u)->GetSession()->PlayerLoading() &&
((Player*)this)->GetTransport() && ((Player*)this)->GetTransport() == ((Player*)u)->GetTransport();
// not in world
if(!at_same_transport && (!IsInWorld() || !u->IsInWorld()))
return false;
// forbidden to seen (at GM respawn command)
if(m_Visibility==VISIBILITY_RESPAWN)
return false;
Map& _map = *u->GetMap();
// Grid dead/alive checks
if (u->GetTypeId()==TYPEID_PLAYER)
{
// non visible at grid for any stealth state
if(!IsVisibleInGridForPlayer((Player *)u))
return false;
// if player is dead then he can't detect anyone in any cases
if(!u->isAlive())
detect = false;
}
else
{
// all dead creatures/players not visible for any creatures
if(!u->isAlive() || !isAlive())
return false;
}
// different visible distance checks
if (u->IsTaxiFlying()) // what see player in flight
{
// use object grey distance for all (only see objects any way)
if (!IsWithinDistInMap(viewPoint,World::GetMaxVisibleDistanceInFlight()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), is3dDistance))
return false;
}
else if(!isAlive()) // distance for show body
{
if (!IsWithinDistInMap(viewPoint,World::GetMaxVisibleDistanceForObject()+(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), is3dDistance))
return false;
}
else if(!at_same_transport) // distance for show player/pet/creature (no transport case)
{
// Any units far than max visible distance for viewer or not in our map are not visible too
if (!IsWithinDistInMap(viewPoint, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f), is3dDistance))
return false;
}
// always seen by owner
if (GetCharmerOrOwnerGuid() == u->GetObjectGuid())
return true;
// isInvisibleForAlive() those units can only be seen by dead or if other
// unit is also invisible for alive.. if an isinvisibleforalive unit dies we
// should be able to see it too
if (u->isAlive() && isAlive() && isInvisibleForAlive() != u->isInvisibleForAlive())
if (u->GetTypeId() != TYPEID_PLAYER || !((Player *)u)->isGameMaster())
return false;
// Visible units, always are visible for all units, except for units under invisibility and phases
if (m_Visibility == VISIBILITY_ON && u->m_invisibilityMask==0 && InSamePhase(u))
return true;
// GMs see any players, not higher GMs and all units in any phase
if (u->GetTypeId() == TYPEID_PLAYER && ((Player *)u)->isGameMaster())
{
if(GetTypeId() == TYPEID_PLAYER)
return ((Player *)this)->GetSession()->GetSecurity() <= ((Player *)u)->GetSession()->GetSecurity();
else
return true;
}
// non faction visibility non-breakable for non-GMs
if (m_Visibility == VISIBILITY_OFF)
return false;
// phased visibility (both must phased in same way)
if(!InSamePhase(u))
return false;
// raw invisibility
bool invisible = (m_invisibilityMask != 0 || u->m_invisibilityMask !=0);
// detectable invisibility case
if( invisible && (
// Invisible units, always are visible for units under same invisibility type
(m_invisibilityMask & u->m_invisibilityMask)!=0 ||
// Invisible units, always are visible for unit that can detect this invisibility (have appropriate level for detect)
u->canDetectInvisibilityOf(this) ||
// Units that can detect invisibility always are visible for units that can be detected
canDetectInvisibilityOf(u) ))
{
invisible = false;
}
// special cases for always overwrite invisibility/stealth
if(invisible || m_Visibility == VISIBILITY_GROUP_STEALTH)
{
// non-hostile case
if (!u->IsHostileTo(this))
{
// player see other player with stealth/invisibility only if he in same group or raid or same team (raid/team case dependent from conf setting)
if(GetTypeId()==TYPEID_PLAYER && u->GetTypeId()==TYPEID_PLAYER)
{
if(((Player*)this)->IsGroupVisibleFor(((Player*)u)))
return true;
// else apply same rules as for hostile case (detecting check for stealth)
}
}
// hostile case
else
{
// Hunter mark functionality
AuraList const& auras = GetAurasByType(SPELL_AURA_MOD_STALKED);
for(AuraList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter)
if ((*iter)->GetCasterGuid() == u->GetObjectGuid())
return true;
// else apply detecting check for stealth
}
// none other cases for detect invisibility, so invisible
if(invisible)
return false;
// else apply stealth detecting check
}
// unit got in stealth in this moment and must ignore old detected state
if (m_Visibility == VISIBILITY_GROUP_NO_DETECT)
return false;
// GM invisibility checks early, invisibility if any detectable, so if not stealth then visible
if (m_Visibility != VISIBILITY_GROUP_STEALTH)
return true;
// NOW ONLY STEALTH CASE
//if in non-detect mode then invisible for unit
//mobs always detect players (detect == true)... return 'false' for those mobs which have (detect == false)
//players detect players only in Player::HandleStealthedUnitsDetection()
if (!detect)
return (u->GetTypeId() == TYPEID_PLAYER) ? ((Player*)u)->HaveAtClient(this) : false;
// Special cases
// If is attacked then stealth is lost, some creature can use stealth too
if( !getAttackers().empty() )
return true;
// If there is collision rogue is seen regardless of level difference
if (IsWithinDist(u,0.24f))
return true;
//If a mob or player is stunned he will not be able to detect stealth
if (u->hasUnitState(UNIT_STAT_STUNNED) && (u != this))
return false;
// set max ditance
float visibleDistance = (u->GetTypeId() == TYPEID_PLAYER) ? MAX_PLAYER_STEALTH_DETECT_RANGE : ((Creature const*)u)->GetAttackDistance(this);
//Always invisible from back (when stealth detection is on), also filter max distance cases
bool isInFront = viewPoint->isInFrontInMap(this, visibleDistance);
if(!isInFront)
return false;
// if doesn't have stealth detection (Shadow Sight), then check how stealthy the unit is, otherwise just check los
if(!u->HasAuraType(SPELL_AURA_DETECT_STEALTH))
{
//Calculation if target is in front
//Visible distance based on stealth value (stealth rank 4 300MOD, 10.5 - 3 = 7.5)
visibleDistance = 10.5f - (GetTotalAuraModifier(SPELL_AURA_MOD_STEALTH)/100.0f);
//Visible distance is modified by
//-Level Diff (every level diff = 1.0f in visible distance)
visibleDistance += int32(u->GetLevelForTarget(this)) - int32(GetLevelForTarget(u));
//This allows to check talent tree and will add addition stealth dependent on used points)
int32 stealthMod = GetTotalAuraModifier(SPELL_AURA_MOD_STEALTH_LEVEL);
if(stealthMod < 0)
stealthMod = 0;
//-Stealth Mod(positive like Master of Deception) and Stealth Detection(negative like paranoia)
//based on wowwiki every 5 mod we have 1 more level diff in calculation
visibleDistance += (int32(u->GetTotalAuraModifier(SPELL_AURA_MOD_STEALTH_DETECT)) - stealthMod)/5.0f;
visibleDistance = visibleDistance > MAX_PLAYER_STEALTH_DETECT_RANGE ? MAX_PLAYER_STEALTH_DETECT_RANGE : visibleDistance;
// recheck new distance
if(visibleDistance <= 0 || !IsWithinDist(viewPoint,visibleDistance))
return false;
}
// Now check is target visible with LoS
float ox,oy,oz;
viewPoint->GetPosition(ox,oy,oz);
return IsWithinLOS(ox,oy,oz);
}
void Unit::SetVisibility(UnitVisibility x)
{
m_Visibility = x;
if(IsInWorld())
{
// some auras requires visible target
if(m_Visibility == VISIBILITY_GROUP_NO_DETECT || m_Visibility == VISIBILITY_OFF)
{
static const AuraType auratypes[] = {SPELL_AURA_BIND_SIGHT, SPELL_AURA_FAR_SIGHT, SPELL_AURA_NONE};
for (AuraType const* type = &auratypes[0]; *type != SPELL_AURA_NONE; ++type)
{
AuraList& alist = m_modAuras[*type];
if(alist.empty())
continue;
for (AuraList::iterator it = alist.begin(); it != alist.end();)
{
Aura* aura = (*it);
Unit* owner = aura->GetCaster();
if (!owner || !isVisibleForOrDetect(owner,this,false))
{
alist.erase(it);
RemoveAura(aura);
it = alist.begin();
}
else
++it;
}
}
}
Map *m = GetMap();
if(GetTypeId()==TYPEID_PLAYER)
m->PlayerRelocation((Player*)this,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
else
m->CreatureRelocation((Creature*)this,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
GetViewPoint().Event_ViewPointVisibilityChanged();
}
}
bool Unit::canDetectInvisibilityOf(Unit const* u) const
{
if (uint32 mask = (m_detectInvisibilityMask & u->m_invisibilityMask))
{
for(int32 i = 0; i < 32; ++i)
{
if (((1 << i) & mask)==0)
continue;
// find invisibility level
int32 invLevel = 0;
Unit::AuraList const& iAuras = u->GetAurasByType(SPELL_AURA_MOD_INVISIBILITY);
for(Unit::AuraList::const_iterator itr = iAuras.begin(); itr != iAuras.end(); ++itr)
if ((*itr)->GetModifier()->m_miscvalue==i && invLevel < (*itr)->GetModifier()->m_amount)
invLevel = (*itr)->GetModifier()->m_amount;
// find invisibility detect level
int32 detectLevel = 0;
Unit::AuraList const& dAuras = GetAurasByType(SPELL_AURA_MOD_INVISIBILITY_DETECTION);
for(Unit::AuraList::const_iterator itr = dAuras.begin(); itr != dAuras.end(); ++itr)
if ((*itr)->GetModifier()->m_miscvalue==i && detectLevel < (*itr)->GetModifier()->m_amount)
detectLevel = (*itr)->GetModifier()->m_amount;
if (i==6 && GetTypeId()==TYPEID_PLAYER) // special drunk detection case
detectLevel = ((Player*)this)->GetDrunkValue();
if (invLevel <= detectLevel)
return true;
}
}
return false;
}
struct UpdateWalkModeHelper
{
explicit UpdateWalkModeHelper(Unit* _source) : source(_source) {}
void operator()(Unit* unit) const { unit->UpdateWalkMode(source, true); }
Unit* source;
};
void Unit::UpdateWalkMode(Unit* source, bool self)
{
if (GetTypeId() == TYPEID_PLAYER)
CallForAllControlledUnits(UpdateWalkModeHelper(source), CONTROLLED_PET|CONTROLLED_GUARDIANS|CONTROLLED_CHARM|CONTROLLED_MINIPET);
else if (self)
{
bool on = source->GetTypeId() == TYPEID_PLAYER
? ((Player*)source)->HasMovementFlag(MOVEFLAG_WALK_MODE)
: ((Creature*)source)->HasSplineFlag(SPLINEFLAG_WALKMODE);
if (on)
{
if (((Creature*)this)->IsPet() && hasUnitState(UNIT_STAT_FOLLOW))
((Creature*)this)->AddSplineFlag(SPLINEFLAG_WALKMODE);
}
else
{
if (((Creature*)this)->IsPet())
((Creature*)this)->RemoveSplineFlag(SPLINEFLAG_WALKMODE);
}
}
else
CallForAllControlledUnits(UpdateWalkModeHelper(source), CONTROLLED_PET|CONTROLLED_GUARDIANS|CONTROLLED_CHARM|CONTROLLED_MINIPET);
}
void Unit::UpdateSpeed(UnitMoveType mtype, bool forced, float ratio)
{
// not in combat pet have same speed as owner
switch(mtype)
{
case MOVE_RUN:
case MOVE_WALK:
case MOVE_SWIM:
if (GetTypeId() == TYPEID_UNIT && ((Creature*)this)->IsPet() && hasUnitState(UNIT_STAT_FOLLOW))
{
if(Unit* owner = GetOwner())
{
SetSpeedRate(mtype, owner->GetSpeedRate(mtype), forced);
return;
}
}
break;
default:
break;
}
int32 main_speed_mod = 0;
float stack_bonus = 1.0f;
float non_stack_bonus = 1.0f;
switch(mtype)
{
case MOVE_WALK:
return;
case MOVE_RUN:
{
if (IsMounted()) // Use on mount auras
{
main_speed_mod = GetMaxPositiveAuraModifier(SPELL_AURA_MOD_INCREASE_MOUNTED_SPEED);
stack_bonus = GetTotalAuraMultiplier(SPELL_AURA_MOD_MOUNTED_SPEED_ALWAYS);
non_stack_bonus = (100.0f + GetMaxPositiveAuraModifier(SPELL_AURA_MOD_MOUNTED_SPEED_NOT_STACK))/100.0f;
}
else
{
main_speed_mod = GetMaxPositiveAuraModifier(SPELL_AURA_MOD_INCREASE_SPEED);
stack_bonus = GetTotalAuraMultiplier(SPELL_AURA_MOD_SPEED_ALWAYS);
non_stack_bonus = (100.0f + GetMaxPositiveAuraModifier(SPELL_AURA_MOD_SPEED_NOT_STACK))/100.0f;
}
break;
}
case MOVE_RUN_BACK:
return;
case MOVE_SWIM:
{
main_speed_mod = GetMaxPositiveAuraModifier(SPELL_AURA_MOD_INCREASE_SWIM_SPEED);
break;
}
case MOVE_SWIM_BACK:
return;
case MOVE_FLIGHT:
{
if (IsMounted()) // Use on mount auras
{
main_speed_mod = GetMaxPositiveAuraModifier(SPELL_AURA_MOD_FLIGHT_SPEED_MOUNTED);
stack_bonus = GetTotalAuraMultiplier(SPELL_AURA_MOD_FLIGHT_SPEED_MOUNTED_STACKING);
non_stack_bonus = (100.0f + GetMaxPositiveAuraModifier(SPELL_AURA_MOD_FLIGHT_SPEED_MOUNTED_NOT_STACKING))/100.0f;
}
else // Use not mount (shapeshift for example) auras (should stack)
{
main_speed_mod = GetTotalAuraModifier(SPELL_AURA_MOD_FLIGHT_SPEED);
stack_bonus = GetTotalAuraMultiplier(SPELL_AURA_MOD_FLIGHT_SPEED_STACKING);
non_stack_bonus = (100.0f + GetMaxPositiveAuraModifier(SPELL_AURA_MOD_FLIGHT_SPEED_NOT_STACKING))/100.0f;
}
break;
}
case MOVE_FLIGHT_BACK:
return;
default:
sLog.outError("Unit::UpdateSpeed: Unsupported move type (%d)", mtype);
return;
}
float bonus = non_stack_bonus > stack_bonus ? non_stack_bonus : stack_bonus;
// now we ready for speed calculation
float speed = main_speed_mod ? bonus*(100.0f + main_speed_mod)/100.0f : bonus;
switch(mtype)
{
case MOVE_RUN:
case MOVE_SWIM:
case MOVE_FLIGHT:
{
// Normalize speed by 191 aura SPELL_AURA_USE_NORMAL_MOVEMENT_SPEED if need
// TODO: possible affect only on MOVE_RUN
if(int32 normalization = GetMaxPositiveAuraModifier(SPELL_AURA_USE_NORMAL_MOVEMENT_SPEED))
{
// Use speed from aura
float max_speed = normalization / baseMoveSpeed[mtype];
if (speed > max_speed)
speed = max_speed;
}
break;
}
default:
break;
}
// for creature case, we check explicit if mob searched for assistance
if (GetTypeId() == TYPEID_UNIT)
{
if (((Creature*)this)->HasSearchedAssistance())
speed *= 0.66f; // best guessed value, so this will be 33% reduction. Based off initial speed, mob can then "run", "walk fast" or "walk".
}
// for player case, we look for some custom rates
else
{
if (getDeathState() == CORPSE)
speed *= sWorld.getConfig(((Player*)this)->InBattleGround() ? CONFIG_FLOAT_GHOST_RUN_SPEED_BG : CONFIG_FLOAT_GHOST_RUN_SPEED_WORLD);
}
// Apply strongest slow aura mod to speed
int32 slow = GetMaxNegativeAuraModifier(SPELL_AURA_MOD_DECREASE_SPEED);
if (slow)
{
speed *=(100.0f + slow)/100.0f;
float min_speed = (float)GetMaxPositiveAuraModifier(SPELL_AURA_MOD_MINIMUM_SPEED) / 100.0f;
if (speed < min_speed)
speed = min_speed;
}
if (GetTypeId() == TYPEID_UNIT)
{
switch(mtype)
{
case MOVE_RUN:
speed *= ((Creature*)this)->GetCreatureInfo()->speed_run;
break;
case MOVE_WALK:
speed *= ((Creature*)this)->GetCreatureInfo()->speed_walk;
break;
default:
break;
}
}
SetSpeedRate(mtype, speed * ratio, forced);
}
float Unit::GetSpeed( UnitMoveType mtype ) const
{
return m_speed_rate[mtype]*baseMoveSpeed[mtype];
}
struct SetSpeedRateHelper
{
explicit SetSpeedRateHelper(UnitMoveType _mtype, bool _forced) : mtype(_mtype), forced(_forced) {}
void operator()(Unit* unit) const { unit->UpdateSpeed(mtype,forced); }
UnitMoveType mtype;
bool forced;
};
void Unit::SetSpeedRate(UnitMoveType mtype, float rate, bool forced)
{
if (rate < 0)
rate = 0.0f;
// Update speed only on change
if (m_speed_rate[mtype] == rate)
return;
m_speed_rate[mtype] = rate;
propagateSpeedChange();
WorldPacket data;
if(!forced)
{
switch(mtype)
{
case MOVE_WALK:
data.Initialize(MSG_MOVE_SET_WALK_SPEED, 8+4+2+4+4+4+4+4+4+4);
break;
case MOVE_RUN:
data.Initialize(MSG_MOVE_SET_RUN_SPEED, 8+4+2+4+4+4+4+4+4+4);
break;
case MOVE_RUN_BACK:
data.Initialize(MSG_MOVE_SET_RUN_BACK_SPEED, 8+4+2+4+4+4+4+4+4+4);
break;
case MOVE_SWIM:
data.Initialize(MSG_MOVE_SET_SWIM_SPEED, 8+4+2+4+4+4+4+4+4+4);
break;
case MOVE_SWIM_BACK:
data.Initialize(MSG_MOVE_SET_SWIM_BACK_SPEED, 8+4+2+4+4+4+4+4+4+4);
break;
case MOVE_TURN_RATE:
data.Initialize(MSG_MOVE_SET_TURN_RATE, 8+4+2+4+4+4+4+4+4+4);
break;
case MOVE_FLIGHT:
data.Initialize(MSG_MOVE_SET_FLIGHT_SPEED, 8+4+2+4+4+4+4+4+4+4);
break;
case MOVE_FLIGHT_BACK:
data.Initialize(MSG_MOVE_SET_FLIGHT_BACK_SPEED, 8+4+2+4+4+4+4+4+4+4);
break;
case MOVE_PITCH_RATE:
data.Initialize(MSG_MOVE_SET_PITCH_RATE, 8+4+2+4+4+4+4+4+4+4);
break;
default:
sLog.outError("Unit::SetSpeedRate: Unsupported move type (%d), data not sent to client.",mtype);
return;
}
data << GetPackGUID();
data << uint32(0); // movement flags
data << uint16(0); // unk flags
data << uint32(WorldTimer::getMSTime());
data << float(GetPositionX());
data << float(GetPositionY());
data << float(GetPositionZ());
data << float(GetOrientation());
data << uint32(0); // fall time
data << float(GetSpeed(mtype));
SendMessageToSet( &data, true );
}
else
{
if(GetTypeId() == TYPEID_PLAYER)
{
// register forced speed changes for WorldSession::HandleForceSpeedChangeAck
// and do it only for real sent packets and use run for run/mounted as client expected
++((Player*)this)->m_forced_speed_changes[mtype];
}
switch(mtype)
{
case MOVE_WALK:
data.Initialize(SMSG_FORCE_WALK_SPEED_CHANGE, 16);
break;
case MOVE_RUN:
data.Initialize(SMSG_FORCE_RUN_SPEED_CHANGE, 17);
break;
case MOVE_RUN_BACK:
data.Initialize(SMSG_FORCE_RUN_BACK_SPEED_CHANGE, 16);
break;
case MOVE_SWIM:
data.Initialize(SMSG_FORCE_SWIM_SPEED_CHANGE, 16);
break;
case MOVE_SWIM_BACK:
data.Initialize(SMSG_FORCE_SWIM_BACK_SPEED_CHANGE, 16);
break;
case MOVE_TURN_RATE:
data.Initialize(SMSG_FORCE_TURN_RATE_CHANGE, 16);
break;
case MOVE_FLIGHT:
data.Initialize(SMSG_FORCE_FLIGHT_SPEED_CHANGE, 16);
break;
case MOVE_FLIGHT_BACK:
data.Initialize(SMSG_FORCE_FLIGHT_BACK_SPEED_CHANGE, 16);
break;
case MOVE_PITCH_RATE:
data.Initialize(SMSG_FORCE_PITCH_RATE_CHANGE, 16);
break;
default:
sLog.outError("Unit::SetSpeedRate: Unsupported move type (%d), data not sent to client.",mtype);
return;
}
data << GetPackGUID();
data << (uint32)0; // moveEvent, NUM_PMOVE_EVTS = 0x39
if (mtype == MOVE_RUN)
data << uint8(0); // new 2.1.0
data << float(GetSpeed(mtype));
SendMessageToSet( &data, true );
}
CallForAllControlledUnits(SetSpeedRateHelper(mtype,forced), CONTROLLED_PET|CONTROLLED_GUARDIANS|CONTROLLED_CHARM|CONTROLLED_MINIPET);
}
void Unit::SetHover(bool on)
{
if(on)
CastSpell(this, 11010, true);
else
RemoveAurasDueToSpell(11010);
}
void Unit::SetDeathState(DeathState s)
{
if (s != ALIVE && s!= JUST_ALIVED)
{
CombatStop();
DeleteThreatList();
ClearComboPointHolders(); // any combo points pointed to unit lost at it death
if(IsNonMeleeSpellCasted(false))
InterruptNonMeleeSpells(false);
}
if (s == JUST_DIED)
{
RemoveAllAurasOnDeath();
RemoveGuardians();
RemoveMiniPet();
UnsummonAllTotems();
// after removing a Fearaura (in RemoveAllAurasOnDeath)
// Unit::SetFeared is called and makes that creatures attack player again
if (GetTypeId() == TYPEID_UNIT)
{
clearUnitState(UNIT_STAT_MOVING);
GetMap()->CreatureRelocation((Creature*)this, GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
SendMonsterMove(GetPositionX(), GetPositionY(), GetPositionZ(), SPLINETYPE_NORMAL, SPLINEFLAG_WALKMODE, 0);
}
else
{
if (!IsStopped())
StopMoving();
}
ModifyAuraState(AURA_STATE_HEALTHLESS_20_PERCENT, false);
ModifyAuraState(AURA_STATE_HEALTHLESS_35_PERCENT, false);
// remove aurastates allowing special moves
ClearAllReactives();
ClearDiminishings();
}
else if(s == JUST_ALIVED)
{
RemoveFlag (UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE); // clear skinnable for creature and player (at battleground)
}
if (m_deathState != ALIVE && s == ALIVE)
{
//_ApplyAllAuraMods();
}
m_deathState = s;
}
/*########################################
######## ########
######## AGGRO SYSTEM ########
######## ########
########################################*/
bool Unit::CanHaveThreatList() const
{
// only creatures can have threat list
if (GetTypeId() != TYPEID_UNIT)
return false;
// only alive units can have threat list
if (!isAlive())
return false;
Creature const* creature = ((Creature const*)this);
// totems can not have threat list
if (creature->IsTotem())
return false;
// vehicles can not have threat list
if (creature->IsVehicle())
return false;
// pets can not have a threat list, unless they are controlled by a creature
if (creature->IsPet() && creature->GetOwnerGuid().IsPlayer())
return false;
// charmed units can not have a threat list if charmed by player
if (creature->GetCharmerGuid().IsPlayer())
return false;
return true;
}
//======================================================================
float Unit::ApplyTotalThreatModifier(float threat, SpellSchoolMask schoolMask)
{
if (!HasAuraType(SPELL_AURA_MOD_THREAT))
return threat;
if (schoolMask == SPELL_SCHOOL_MASK_NONE)
return threat;
SpellSchools school = GetFirstSchoolInMask(schoolMask);
return threat * m_threatModifier[school];
}
//======================================================================
void Unit::AddThreat(Unit* pVictim, float threat /*= 0.0f*/, bool crit /*= false*/, SpellSchoolMask schoolMask /*= SPELL_SCHOOL_MASK_NONE*/, SpellEntry const *threatSpell /*= NULL*/)
{
// Only mobs can manage threat lists
if (CanHaveThreatList())
m_ThreatManager.addThreat(pVictim, threat, crit, schoolMask, threatSpell);
}
//======================================================================
void Unit::DeleteThreatList()
{
if (CanHaveThreatList() && !m_ThreatManager.isThreatListEmpty())
SendThreatClear();
m_ThreatManager.clearReferences();
}
//======================================================================
void Unit::TauntApply(Unit* taunter)
{
MANGOS_ASSERT(GetTypeId() == TYPEID_UNIT);
if (!taunter || (taunter->GetTypeId() == TYPEID_PLAYER && ((Player*)taunter)->isGameMaster()))
return;
if (!CanHaveThreatList())
return;
Unit *target = getVictim();
if (target && target == taunter)
return;
SetInFront(taunter);
if (((Creature*)this)->AI())
((Creature*)this)->AI()->AttackStart(taunter);
m_ThreatManager.tauntApply(taunter);
}
//======================================================================
void Unit::TauntFadeOut(Unit *taunter)
{
MANGOS_ASSERT(GetTypeId() == TYPEID_UNIT);
if (!taunter || (taunter->GetTypeId() == TYPEID_PLAYER && ((Player*)taunter)->isGameMaster()))
return;
if (!CanHaveThreatList())
return;
Unit *target = getVictim();
if (!target || target != taunter)
return;
if (m_ThreatManager.isThreatListEmpty())
{
if (((Creature*)this)->AI())
((Creature*)this)->AI()->EnterEvadeMode();
if (InstanceData* mapInstance = GetInstanceData())
mapInstance->OnCreatureEvade((Creature*)this);
return;
}
m_ThreatManager.tauntFadeOut(taunter);
target = m_ThreatManager.getHostileTarget();
if (target && target != taunter)
{
SetInFront(target);
if (((Creature*)this)->AI())
((Creature*)this)->AI()->AttackStart(target);
}
}
//======================================================================
bool Unit::SelectHostileTarget()
{
//function provides main threat functionality
//next-victim-selection algorithm and evade mode are called
//threat list sorting etc.
MANGOS_ASSERT(GetTypeId() == TYPEID_UNIT);
if (!this->isAlive())
return false;
//This function only useful once AI has been initialized
if (!((Creature*)this)->AI())
return false;
Unit* target = NULL;
// First checking if we have some taunt on us
const AuraList& tauntAuras = GetAurasByType(SPELL_AURA_MOD_TAUNT);
if (!tauntAuras.empty())
{
Unit* caster;
// The last taunt aura caster is alive an we are happy to attack him
if ((caster = tauntAuras.back()->GetCaster()) && caster->isAlive())
return true;
else if (tauntAuras.size() > 1)
{
// We do not have last taunt aura caster but we have more taunt auras,
// so find first available target
// Auras are pushed_back, last caster will be on the end
AuraList::const_iterator aura = --tauntAuras.end();
do
{
--aura;
if ((caster = (*aura)->GetCaster()) && caster->IsInMap(this) &&
caster->isTargetableForAttack() && caster->isInAccessablePlaceFor((Creature*)this))
{
target = caster;
break;
}
}while (aura != tauntAuras.begin());
}
}
// No taunt aura or taunt aura caster is dead, standard target selection
if (!target && !m_ThreatManager.isThreatListEmpty())
target = m_ThreatManager.getHostileTarget();
if (target)
{
if (!hasUnitState(UNIT_STAT_STUNNED | UNIT_STAT_DIED))
{
SetInFront(target);
((Creature*)this)->AI()->AttackStart(target);
}
return true;
}
// no target but something prevent go to evade mode
if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_TAUNT))
return false;
// last case when creature don't must go to evade mode:
// it in combat but attacker not make any damage and not enter to aggro radius to have record in threat list
// for example at owner command to pet attack some far away creature
// Note: creature not have targeted movement generator but have attacker in this case
if (GetMotionMaster()->GetCurrentMovementGeneratorType() != CHASE_MOTION_TYPE)
{
for(AttackerSet::const_iterator itr = m_attackers.begin(); itr != m_attackers.end(); ++itr)
{
if ((*itr)->IsInMap(this) && (*itr)->isTargetableForAttack() && (*itr)->isInAccessablePlaceFor((Creature*)this))
return false;
}
}
// enter in evade mode in other case
((Creature*)this)->AI()->EnterEvadeMode();
if (InstanceData* mapInstance = GetInstanceData())
mapInstance->OnCreatureEvade((Creature*)this);
return false;
}
//======================================================================
//======================================================================
//======================================================================
int32 Unit::CalculateSpellDamage(Unit const* target, SpellEntry const* spellProto, SpellEffectIndex effect_index, int32 const* effBasePoints)
{
Player* unitPlayer = (GetTypeId() == TYPEID_PLAYER) ? (Player*)this : NULL;
uint8 comboPoints = unitPlayer ? unitPlayer->GetComboPoints() : 0;
int32 level = int32(getLevel());
if (level > (int32)spellProto->maxLevel && spellProto->maxLevel > 0)
level = (int32)spellProto->maxLevel;
else if (level < (int32)spellProto->baseLevel)
level = (int32)spellProto->baseLevel;
level-= (int32)spellProto->spellLevel;
float basePointsPerLevel = spellProto->EffectRealPointsPerLevel[effect_index];
int32 basePoints = effBasePoints ? *effBasePoints - 1 : spellProto->EffectBasePoints[effect_index];
basePoints += int32(level * basePointsPerLevel);
int32 randomPoints = int32(spellProto->EffectDieSides[effect_index]);
float comboDamage = spellProto->EffectPointsPerComboPoint[effect_index];
switch(randomPoints)
{
case 0: // not used
case 1: basePoints += 1; break; // range 1..1
default:
// range can have positive (1..rand) and negative (rand..1) values, so order its for irand
int32 randvalue = (randomPoints >= 1)
? irand(1, randomPoints)
: irand(randomPoints, 1);
basePoints += randvalue;
break;
}
int32 value = basePoints;
// random damage
if (comboDamage != 0 && unitPlayer && target && (target->GetObjectGuid() == unitPlayer->GetComboTargetGuid()))
value += (int32)(comboDamage * comboPoints);
if (Player* modOwner = GetSpellModOwner())
{
modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_ALL_EFFECTS, value);
switch(effect_index)
{
case EFFECT_INDEX_0:
modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_EFFECT1, value);
break;
case EFFECT_INDEX_1:
modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_EFFECT2, value);
break;
case EFFECT_INDEX_2:
modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_EFFECT3, value);
break;
}
}
if(spellProto->Attributes & SPELL_ATTR_LEVEL_DAMAGE_CALCULATION && spellProto->spellLevel &&
spellProto->Effect[effect_index] != SPELL_EFFECT_WEAPON_PERCENT_DAMAGE &&
spellProto->Effect[effect_index] != SPELL_EFFECT_KNOCK_BACK &&
(spellProto->Effect[effect_index] != SPELL_EFFECT_APPLY_AURA || spellProto->EffectApplyAuraName[effect_index] != SPELL_AURA_MOD_DECREASE_SPEED))
value = int32(value*0.25f*exp(getLevel()*(70-spellProto->spellLevel)/1000.0f));
return value;
}
int32 Unit::CalculateSpellDuration(SpellEntry const* spellProto, SpellEffectIndex effect_index, Unit const* target)
{
Player* unitPlayer = (GetTypeId() == TYPEID_PLAYER) ? (Player*)this : NULL;
uint8 comboPoints = unitPlayer ? unitPlayer->GetComboPoints() : 0;
int32 minduration = GetSpellDuration(spellProto);
int32 maxduration = GetSpellMaxDuration(spellProto);
int32 duration;
if( minduration != -1 && minduration != maxduration )
duration = minduration + int32((maxduration - minduration) * comboPoints / 5);
else
duration = minduration;
if (duration > 0)
{
int32 mechanic = GetEffectMechanic(spellProto, effect_index);
// Find total mod value (negative bonus)
int32 durationMod_always = target->GetTotalAuraModifierByMiscValue(SPELL_AURA_MECHANIC_DURATION_MOD, mechanic);
// Modify from SPELL_AURA_MOD_DURATION_OF_EFFECTS_BY_DISPEL aura for negative effects (stack always ?)
if (!IsPositiveEffect(spellProto->Id, effect_index))
durationMod_always+=target->GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_DURATION_OF_EFFECTS_BY_DISPEL, spellProto->Dispel);
// Find max mod (negative bonus)
int32 durationMod_not_stack = target->GetMaxNegativeAuraModifierByMiscValue(SPELL_AURA_MECHANIC_DURATION_MOD_NOT_STACK, mechanic);
if (!IsPositiveSpell(spellProto->Id))
durationMod_always += target->GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_DURATION_OF_MAGIC_EFFECTS, spellProto->DmgClass);
int32 durationMod = 0;
// Select strongest negative mod
if (durationMod_always > durationMod_not_stack)
durationMod = durationMod_not_stack;
else
durationMod = durationMod_always;
if (durationMod != 0)
duration = int32(int64(duration) * (100+durationMod) /100);
if (duration < 0) duration = 0;
}
if (duration > 0 && unitPlayer && target == this)
{
switch(spellProto->SpellFamilyName)
{
case SPELLFAMILY_DRUID:
// Thorns
if (spellProto->SpellIconID == 53 && (spellProto->SpellFamilyFlags & UI64LIT(0x0000000000000100)))
{
// Glyph of Thorns
if (Aura *aur = GetAura(57862, EFFECT_INDEX_0))
duration += aur->GetModifier()->m_amount * MINUTE * IN_MILLISECONDS;
}
break;
case SPELLFAMILY_PALADIN:
// Blessing of Might
if (spellProto->SpellIconID == 298 && spellProto->SpellFamilyFlags & UI64LIT(0x0000000000000002))
{
// Glyph of Blessing of Might
if (Aura *aur = GetAura(57958, EFFECT_INDEX_0))
duration += aur->GetModifier()->m_amount * MINUTE * IN_MILLISECONDS;
}
// Blessing of Wisdom
else if (spellProto->SpellIconID == 306 && spellProto->SpellFamilyFlags & UI64LIT(0x0000000000010000))
{
// Glyph of Blessing of Wisdom
if (Aura *aur = GetAura(57979, EFFECT_INDEX_0))
duration += aur->GetModifier()->m_amount * MINUTE * IN_MILLISECONDS;
}
break;
default:
break;
}
}
return duration;
}
DiminishingLevels Unit::GetDiminishing(DiminishingGroup group)
{
for(Diminishing::iterator i = m_Diminishing.begin(); i != m_Diminishing.end(); ++i)
{
if(i->DRGroup != group)
continue;
if(!i->hitCount)
return DIMINISHING_LEVEL_1;
if (!i->hitTime)
return DIMINISHING_LEVEL_1;
// If last spell was casted more than 15 seconds ago - reset the count.
if (i->stack==0 && WorldTimer::getMSTimeDiff(i->hitTime,WorldTimer::getMSTime()) > 15*IN_MILLISECONDS)
{
i->hitCount = DIMINISHING_LEVEL_1;
return DIMINISHING_LEVEL_1;
}
// or else increase the count.
else
{
return DiminishingLevels(i->hitCount);
}
}
return DIMINISHING_LEVEL_1;
}
void Unit::IncrDiminishing(DiminishingGroup group)
{
// Checking for existing in the table
for(Diminishing::iterator i = m_Diminishing.begin(); i != m_Diminishing.end(); ++i)
{
if(i->DRGroup != group)
continue;
if(i->hitCount < DIMINISHING_LEVEL_IMMUNE)
i->hitCount += 1;
return;
}
m_Diminishing.push_back(DiminishingReturn(group,WorldTimer::getMSTime(),DIMINISHING_LEVEL_2));
}
void Unit::ApplyDiminishingToDuration(DiminishingGroup group, int32 &duration,Unit* caster,DiminishingLevels Level, int32 limitduration)
{
if(duration == -1 || group == DIMINISHING_NONE || caster->IsFriendlyTo(this) )
return;
// Duration of crowd control abilities on pvp target is limited by 10 sec. (2.2.0)
if(limitduration > 0 && duration > limitduration)
{
// test pet/charm masters instead pets/charmeds
Unit const* targetOwner = GetCharmerOrOwner();
Unit const* casterOwner = caster->GetCharmerOrOwner();
Unit const* target = targetOwner ? targetOwner : this;
Unit const* source = casterOwner ? casterOwner : caster;
if(target->GetTypeId() == TYPEID_PLAYER && source->GetTypeId() == TYPEID_PLAYER)
duration = limitduration;
}
float mod = 1.0f;
// Some diminishings applies to mobs too (for example, Stun)
if((GetDiminishingReturnsGroupType(group) == DRTYPE_PLAYER && GetTypeId() == TYPEID_PLAYER) || GetDiminishingReturnsGroupType(group) == DRTYPE_ALL)
{
DiminishingLevels diminish = Level;
switch(diminish)
{
case DIMINISHING_LEVEL_1: break;
case DIMINISHING_LEVEL_2: mod = 0.5f; break;
case DIMINISHING_LEVEL_3: mod = 0.25f; break;
case DIMINISHING_LEVEL_IMMUNE: mod = 0.0f;break;
default: break;
}
}
duration = int32(duration * mod);
}
void Unit::ApplyDiminishingAura( DiminishingGroup group, bool apply )
{
// Checking for existing in the table
for(Diminishing::iterator i = m_Diminishing.begin(); i != m_Diminishing.end(); ++i)
{
if(i->DRGroup != group)
continue;
if(apply)
i->stack += 1;
else if(i->stack)
{
i->stack -= 1;
// Remember time after last aura from group removed
if (i->stack == 0)
i->hitTime = WorldTimer::getMSTime();
}
break;
}
}
bool Unit::isVisibleForInState( Player const* u, WorldObject const* viewPoint, bool inVisibleList ) const
{
return isVisibleForOrDetect(u, viewPoint, false, inVisibleList, false);
}
/// returns true if creature can't be seen by alive units
bool Unit::isInvisibleForAlive() const
{
if (m_AuraFlags & UNIT_AURAFLAG_ALIVE_INVISIBLE)
return true;
// TODO: maybe spiritservices also have just an aura
return isSpiritService();
}
uint32 Unit::GetCreatureType() const
{
if(GetTypeId() == TYPEID_PLAYER)
{
SpellShapeshiftFormEntry const* ssEntry = sSpellShapeshiftFormStore.LookupEntry(GetShapeshiftForm());
if(ssEntry && ssEntry->creatureType > 0)
return ssEntry->creatureType;
else
return CREATURE_TYPE_HUMANOID;
}
else
return ((Creature*)this)->GetCreatureInfo()->type;
}
/*#######################################
######## ########
######## STAT SYSTEM ########
######## ########
#######################################*/
bool Unit::HandleStatModifier(UnitMods unitMod, UnitModifierType modifierType, float amount, bool apply)
{
if(unitMod >= UNIT_MOD_END || modifierType >= MODIFIER_TYPE_END)
{
sLog.outError("ERROR in HandleStatModifier(): nonexistent UnitMods or wrong UnitModifierType!");
return false;
}
float val = 1.0f;
switch(modifierType)
{
case BASE_VALUE:
case TOTAL_VALUE:
m_auraModifiersGroup[unitMod][modifierType] += apply ? amount : -amount;
break;
case BASE_PCT:
case TOTAL_PCT:
if(amount <= -100.0f) //small hack-fix for -100% modifiers
amount = -200.0f;
val = (100.0f + amount) / 100.0f;
m_auraModifiersGroup[unitMod][modifierType] *= apply ? val : (1.0f/val);
break;
default:
break;
}
if(!CanModifyStats())
return false;
switch(unitMod)
{
case UNIT_MOD_STAT_STRENGTH:
case UNIT_MOD_STAT_AGILITY:
case UNIT_MOD_STAT_STAMINA:
case UNIT_MOD_STAT_INTELLECT:
case UNIT_MOD_STAT_SPIRIT: UpdateStats(GetStatByAuraGroup(unitMod)); break;
case UNIT_MOD_ARMOR: UpdateArmor(); break;
case UNIT_MOD_HEALTH: UpdateMaxHealth(); break;
case UNIT_MOD_MANA:
case UNIT_MOD_RAGE:
case UNIT_MOD_FOCUS:
case UNIT_MOD_ENERGY:
case UNIT_MOD_HAPPINESS:
case UNIT_MOD_RUNE:
case UNIT_MOD_RUNIC_POWER: UpdateMaxPower(GetPowerTypeByAuraGroup(unitMod)); break;
case UNIT_MOD_RESISTANCE_HOLY:
case UNIT_MOD_RESISTANCE_FIRE:
case UNIT_MOD_RESISTANCE_NATURE:
case UNIT_MOD_RESISTANCE_FROST:
case UNIT_MOD_RESISTANCE_SHADOW:
case UNIT_MOD_RESISTANCE_ARCANE: UpdateResistances(GetSpellSchoolByAuraGroup(unitMod)); break;
case UNIT_MOD_ATTACK_POWER: UpdateAttackPowerAndDamage(); break;
case UNIT_MOD_ATTACK_POWER_RANGED: UpdateAttackPowerAndDamage(true); break;
case UNIT_MOD_DAMAGE_MAINHAND: UpdateDamagePhysical(BASE_ATTACK); break;
case UNIT_MOD_DAMAGE_OFFHAND: UpdateDamagePhysical(OFF_ATTACK); break;
case UNIT_MOD_DAMAGE_RANGED: UpdateDamagePhysical(RANGED_ATTACK); break;
default:
break;
}
return true;
}
float Unit::GetModifierValue(UnitMods unitMod, UnitModifierType modifierType) const
{
if( unitMod >= UNIT_MOD_END || modifierType >= MODIFIER_TYPE_END)
{
sLog.outError("attempt to access nonexistent modifier value from UnitMods!");
return 0.0f;
}
if(modifierType == TOTAL_PCT && m_auraModifiersGroup[unitMod][modifierType] <= 0.0f)
return 0.0f;
return m_auraModifiersGroup[unitMod][modifierType];
}
float Unit::GetTotalStatValue(Stats stat) const
{
UnitMods unitMod = UnitMods(UNIT_MOD_STAT_START + stat);
if(m_auraModifiersGroup[unitMod][TOTAL_PCT] <= 0.0f)
return 0.0f;
// value = ((base_value * base_pct) + total_value) * total_pct
float value = m_auraModifiersGroup[unitMod][BASE_VALUE] + GetCreateStat(stat);
value *= m_auraModifiersGroup[unitMod][BASE_PCT];
value += m_auraModifiersGroup[unitMod][TOTAL_VALUE];
value *= m_auraModifiersGroup[unitMod][TOTAL_PCT];
return value;
}
float Unit::GetTotalAuraModValue(UnitMods unitMod) const
{
if(unitMod >= UNIT_MOD_END)
{
sLog.outError("attempt to access nonexistent UnitMods in GetTotalAuraModValue()!");
return 0.0f;
}
if(m_auraModifiersGroup[unitMod][TOTAL_PCT] <= 0.0f)
return 0.0f;
float value = m_auraModifiersGroup[unitMod][BASE_VALUE];
value *= m_auraModifiersGroup[unitMod][BASE_PCT];
value += m_auraModifiersGroup[unitMod][TOTAL_VALUE];
value *= m_auraModifiersGroup[unitMod][TOTAL_PCT];
return value;
}
SpellSchools Unit::GetSpellSchoolByAuraGroup(UnitMods unitMod) const
{
SpellSchools school = SPELL_SCHOOL_NORMAL;
switch(unitMod)
{
case UNIT_MOD_RESISTANCE_HOLY: school = SPELL_SCHOOL_HOLY; break;
case UNIT_MOD_RESISTANCE_FIRE: school = SPELL_SCHOOL_FIRE; break;
case UNIT_MOD_RESISTANCE_NATURE: school = SPELL_SCHOOL_NATURE; break;
case UNIT_MOD_RESISTANCE_FROST: school = SPELL_SCHOOL_FROST; break;
case UNIT_MOD_RESISTANCE_SHADOW: school = SPELL_SCHOOL_SHADOW; break;
case UNIT_MOD_RESISTANCE_ARCANE: school = SPELL_SCHOOL_ARCANE; break;
default:
break;
}
return school;
}
Stats Unit::GetStatByAuraGroup(UnitMods unitMod) const
{
Stats stat = STAT_STRENGTH;
switch(unitMod)
{
case UNIT_MOD_STAT_STRENGTH: stat = STAT_STRENGTH; break;
case UNIT_MOD_STAT_AGILITY: stat = STAT_AGILITY; break;
case UNIT_MOD_STAT_STAMINA: stat = STAT_STAMINA; break;
case UNIT_MOD_STAT_INTELLECT: stat = STAT_INTELLECT; break;
case UNIT_MOD_STAT_SPIRIT: stat = STAT_SPIRIT; break;
default:
break;
}
return stat;
}
Powers Unit::GetPowerTypeByAuraGroup(UnitMods unitMod) const
{
switch(unitMod)
{
case UNIT_MOD_MANA: return POWER_MANA;
case UNIT_MOD_RAGE: return POWER_RAGE;
case UNIT_MOD_FOCUS: return POWER_FOCUS;
case UNIT_MOD_ENERGY: return POWER_ENERGY;
case UNIT_MOD_HAPPINESS: return POWER_HAPPINESS;
case UNIT_MOD_RUNE: return POWER_RUNE;
case UNIT_MOD_RUNIC_POWER:return POWER_RUNIC_POWER;
default: return POWER_MANA;
}
return POWER_MANA;
}
float Unit::GetTotalAttackPowerValue(WeaponAttackType attType) const
{
if (attType == RANGED_ATTACK)
{
int32 ap = GetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER) + GetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS);
if (ap < 0)
return 0.0f;
return ap * (1.0f + GetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER));
}
else
{
int32 ap = GetInt32Value(UNIT_FIELD_ATTACK_POWER) + GetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS);
if (ap < 0)
return 0.0f;
return ap * (1.0f + GetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER));
}
}
float Unit::GetWeaponDamageRange(WeaponAttackType attType ,WeaponDamageRange type) const
{
if (attType == OFF_ATTACK && !haveOffhandWeapon())
return 0.0f;
return m_weaponDamage[attType][type];
}
void Unit::SetLevel(uint32 lvl)
{
SetUInt32Value(UNIT_FIELD_LEVEL, lvl);
// group update
if ((GetTypeId() == TYPEID_PLAYER) && ((Player*)this)->GetGroup())
((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_LEVEL);
}
void Unit::SetHealth(uint32 val)
{
uint32 maxHealth = GetMaxHealth();
if(maxHealth < val)
val = maxHealth;
SetUInt32Value(UNIT_FIELD_HEALTH, val);
// group update
if(GetTypeId() == TYPEID_PLAYER)
{
if(((Player*)this)->GetGroup())
((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_CUR_HP);
}
else if(((Creature*)this)->IsPet())
{
Pet *pet = ((Pet*)this);
if(pet->isControlled())
{
Unit *owner = GetOwner();
if(owner && (owner->GetTypeId() == TYPEID_PLAYER) && ((Player*)owner)->GetGroup())
((Player*)owner)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_CUR_HP);
}
}
}
void Unit::SetMaxHealth(uint32 val)
{
uint32 health = GetHealth();
SetUInt32Value(UNIT_FIELD_MAXHEALTH, val);
// group update
if(GetTypeId() == TYPEID_PLAYER)
{
if(((Player*)this)->GetGroup())
((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_MAX_HP);
}
else if(((Creature*)this)->IsPet())
{
Pet *pet = ((Pet*)this);
if(pet->isControlled())
{
Unit *owner = GetOwner();
if(owner && (owner->GetTypeId() == TYPEID_PLAYER) && ((Player*)owner)->GetGroup())
((Player*)owner)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_MAX_HP);
}
}
if(val < health)
SetHealth(val);
}
void Unit::SetHealthPercent(float percent)
{
uint32 newHealth = GetMaxHealth() * percent/100.0f;
SetHealth(newHealth);
}
void Unit::SetPower(Powers power, uint32 val)
{
if(GetPower(power) == val)
return;
uint32 maxPower = GetMaxPower(power);
if(maxPower < val)
val = maxPower;
SetStatInt32Value(UNIT_FIELD_POWER1 + power, val);
WorldPacket data(SMSG_POWER_UPDATE);
data << GetPackGUID();
data << uint8(power);
data << uint32(val);
SendMessageToSet(&data, true);
// group update
if(GetTypeId() == TYPEID_PLAYER)
{
if(((Player*)this)->GetGroup())
((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_CUR_POWER);
}
else if(((Creature*)this)->IsPet())
{
Pet *pet = ((Pet*)this);
if(pet->isControlled())
{
Unit *owner = GetOwner();
if(owner && (owner->GetTypeId() == TYPEID_PLAYER) && ((Player*)owner)->GetGroup())
((Player*)owner)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_CUR_POWER);
}
// Update the pet's character sheet with happiness damage bonus
if(pet->getPetType() == HUNTER_PET && power == POWER_HAPPINESS)
{
pet->UpdateDamagePhysical(BASE_ATTACK);
}
}
}
void Unit::SetMaxPower(Powers power, uint32 val)
{
uint32 cur_power = GetPower(power);
SetStatInt32Value(UNIT_FIELD_MAXPOWER1 + power, val);
// group update
if(GetTypeId() == TYPEID_PLAYER)
{
if(((Player*)this)->GetGroup())
((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_MAX_POWER);
}
else if(((Creature*)this)->IsPet())
{
Pet *pet = ((Pet*)this);
if(pet->isControlled())
{
Unit *owner = GetOwner();
if(owner && (owner->GetTypeId() == TYPEID_PLAYER) && ((Player*)owner)->GetGroup())
((Player*)owner)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_MAX_POWER);
}
}
if(val < cur_power)
SetPower(power, val);
}
void Unit::ApplyPowerMod(Powers power, uint32 val, bool apply)
{
ApplyModUInt32Value(UNIT_FIELD_POWER1+power, val, apply);
// group update
if(GetTypeId() == TYPEID_PLAYER)
{
if(((Player*)this)->GetGroup())
((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_CUR_POWER);
}
else if(((Creature*)this)->IsPet())
{
Pet *pet = ((Pet*)this);
if(pet->isControlled())
{
Unit *owner = GetOwner();
if(owner && (owner->GetTypeId() == TYPEID_PLAYER) && ((Player*)owner)->GetGroup())
((Player*)owner)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_CUR_POWER);
}
}
}
void Unit::ApplyMaxPowerMod(Powers power, uint32 val, bool apply)
{
ApplyModUInt32Value(UNIT_FIELD_MAXPOWER1+power, val, apply);
// group update
if(GetTypeId() == TYPEID_PLAYER)
{
if(((Player*)this)->GetGroup())
((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_MAX_POWER);
}
else if(((Creature*)this)->IsPet())
{
Pet *pet = ((Pet*)this);
if(pet->isControlled())
{
Unit *owner = GetOwner();
if(owner && (owner->GetTypeId() == TYPEID_PLAYER) && ((Player*)owner)->GetGroup())
((Player*)owner)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_MAX_POWER);
}
}
}
void Unit::ApplyAuraProcTriggerDamage( Aura* aura, bool apply )
{
AuraList& tAuraProcTriggerDamage = m_modAuras[SPELL_AURA_PROC_TRIGGER_DAMAGE];
if(apply)
tAuraProcTriggerDamage.push_back(aura);
else
tAuraProcTriggerDamage.remove(aura);
}
uint32 Unit::GetCreatePowers( Powers power ) const
{
switch(power)
{
case POWER_HEALTH: return 0; // is it really should be here?
case POWER_MANA: return GetCreateMana();
case POWER_RAGE: return 1000;
case POWER_FOCUS: return (GetTypeId() == TYPEID_PLAYER || !((Creature const*)this)->IsPet() || ((Pet const*)this)->getPetType() != HUNTER_PET ? 0 : 100);
case POWER_ENERGY: return 100;
case POWER_HAPPINESS: return (GetTypeId() == TYPEID_PLAYER || !((Creature const*)this)->IsPet() || ((Pet const*)this)->getPetType() != HUNTER_PET ? 0 : 1050000);
case POWER_RUNE: return (GetTypeId() == TYPEID_PLAYER && ((Player const*)this)->getClass() == CLASS_DEATH_KNIGHT ? 8 : 0);
case POWER_RUNIC_POWER: return (GetTypeId() == TYPEID_PLAYER && ((Player const*)this)->getClass() == CLASS_DEATH_KNIGHT ? 1000 : 0);
}
return 0;
}
void Unit::AddToWorld()
{
Object::AddToWorld();
}
void Unit::RemoveFromWorld()
{
// cleanup
if (IsInWorld())
{
Uncharm();
RemoveNotOwnSingleTargetAuras();
RemoveGuardians();
RemoveMiniPet();
UnsummonAllTotems();
RemoveAllGameObjects();
RemoveAllDynObjects();
CleanupDeletedAuras();
GetViewPoint().Event_RemovedFromWorld();
}
Object::RemoveFromWorld();
}
void Unit::CleanupsBeforeDelete()
{
if(m_uint32Values) // only for fully created object
{
InterruptNonMeleeSpells(true);
m_Events.KillAllEvents(false); // non-delatable (currently casted spells) will not deleted now but it will deleted at call in Map::RemoveAllObjectsInRemoveList
CombatStop();
ClearComboPointHolders();
DeleteThreatList();
if (GetTypeId()==TYPEID_PLAYER)
getHostileRefManager().setOnlineOfflineState(false);
else
getHostileRefManager().deleteReferences();
RemoveAllAuras(AURA_REMOVE_BY_DELETE);
GetMotionMaster()->Clear(false); // remove different non-standard movement generators.
}
WorldObject::CleanupsBeforeDelete();
}
CharmInfo* Unit::InitCharmInfo(Unit *charm)
{
if(!m_charmInfo)
m_charmInfo = new CharmInfo(charm);
return m_charmInfo;
}
CharmInfo::CharmInfo(Unit* unit)
: m_unit(unit), m_CommandState(COMMAND_FOLLOW), m_reactState(REACT_PASSIVE), m_petnumber(0)
{
for(int i = 0; i < CREATURE_MAX_SPELLS; ++i)
m_charmspells[i].SetActionAndType(0,ACT_DISABLED);
}
void CharmInfo::InitPetActionBar()
{
// the first 3 SpellOrActions are attack, follow and stay
for(uint32 i = 0; i < ACTION_BAR_INDEX_PET_SPELL_START - ACTION_BAR_INDEX_START; ++i)
SetActionBar(ACTION_BAR_INDEX_START + i,COMMAND_ATTACK - i,ACT_COMMAND);
// middle 4 SpellOrActions are spells/special attacks/abilities
for(uint32 i = 0; i < ACTION_BAR_INDEX_PET_SPELL_END-ACTION_BAR_INDEX_PET_SPELL_START; ++i)
SetActionBar(ACTION_BAR_INDEX_PET_SPELL_START + i,0,ACT_DISABLED);
// last 3 SpellOrActions are reactions
for(uint32 i = 0; i < ACTION_BAR_INDEX_END - ACTION_BAR_INDEX_PET_SPELL_END; ++i)
SetActionBar(ACTION_BAR_INDEX_PET_SPELL_END + i,COMMAND_ATTACK - i,ACT_REACTION);
}
void CharmInfo::InitEmptyActionBar()
{
SetActionBar(ACTION_BAR_INDEX_START,COMMAND_ATTACK,ACT_COMMAND);
for(uint32 x = ACTION_BAR_INDEX_START+1; x < ACTION_BAR_INDEX_END; ++x)
SetActionBar(x,0,ACT_PASSIVE);
}
void CharmInfo::InitPossessCreateSpells()
{
InitEmptyActionBar(); //charm action bar
if(m_unit->GetTypeId() == TYPEID_PLAYER) //possessed players don't have spells, keep the action bar empty
return;
for(uint32 x = 0; x < CREATURE_MAX_SPELLS; ++x)
{
if (IsPassiveSpell(((Creature*)m_unit)->m_spells[x]))
m_unit->CastSpell(m_unit, ((Creature*)m_unit)->m_spells[x], true);
else
AddSpellToActionBar(((Creature*)m_unit)->m_spells[x], ACT_PASSIVE);
}
}
void CharmInfo::InitCharmCreateSpells()
{
if(m_unit->GetTypeId() == TYPEID_PLAYER) //charmed players don't have spells
{
InitEmptyActionBar();
return;
}
InitPetActionBar();
for(uint32 x = 0; x < CREATURE_MAX_SPELLS; ++x)
{
uint32 spellId = ((Creature*)m_unit)->m_spells[x];
if(!spellId)
{
m_charmspells[x].SetActionAndType(spellId,ACT_DISABLED);
continue;
}
if (IsPassiveSpell(spellId))
{
m_unit->CastSpell(m_unit, spellId, true);
m_charmspells[x].SetActionAndType(spellId,ACT_PASSIVE);
}
else
{
m_charmspells[x].SetActionAndType(spellId,ACT_DISABLED);
ActiveStates newstate;
bool onlyselfcast = true;
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
if(!spellInfo) onlyselfcast = false;
for(uint32 i = 0; i < 3 && onlyselfcast; ++i) //nonexistent spell will not make any problems as onlyselfcast would be false -> break right away
{
if(spellInfo->EffectImplicitTargetA[i] != TARGET_SELF && spellInfo->EffectImplicitTargetA[i] != 0)
onlyselfcast = false;
}
if(onlyselfcast || !IsPositiveSpell(spellId)) // only self cast and spells versus enemies are autocastable
newstate = ACT_DISABLED;
else
newstate = ACT_PASSIVE;
AddSpellToActionBar(spellId, newstate);
}
}
}
bool CharmInfo::AddSpellToActionBar(uint32 spell_id, ActiveStates newstate)
{
uint32 first_id = sSpellMgr.GetFirstSpellInChain(spell_id);
// new spell rank can be already listed
for(uint8 i = 0; i < MAX_UNIT_ACTION_BAR_INDEX; ++i)
{
if (uint32 action = PetActionBar[i].GetAction())
{
if (PetActionBar[i].IsActionBarForSpell() && sSpellMgr.GetFirstSpellInChain(action) == first_id)
{
PetActionBar[i].SetAction(spell_id);
return true;
}
}
}
// or use empty slot in other case
for(uint8 i = 0; i < MAX_UNIT_ACTION_BAR_INDEX; ++i)
{
if (!PetActionBar[i].GetAction() && PetActionBar[i].IsActionBarForSpell())
{
SetActionBar(i,spell_id,newstate == ACT_DECIDE ? ACT_DISABLED : newstate);
return true;
}
}
return false;
}
bool CharmInfo::RemoveSpellFromActionBar(uint32 spell_id)
{
uint32 first_id = sSpellMgr.GetFirstSpellInChain(spell_id);
for(uint8 i = 0; i < MAX_UNIT_ACTION_BAR_INDEX; ++i)
{
if (uint32 action = PetActionBar[i].GetAction())
{
if (PetActionBar[i].IsActionBarForSpell() && sSpellMgr.GetFirstSpellInChain(action) == first_id)
{
SetActionBar(i,0,ACT_DISABLED);
return true;
}
}
}
return false;
}
void CharmInfo::ToggleCreatureAutocast(uint32 spellid, bool apply)
{
if(IsPassiveSpell(spellid))
return;
for(uint32 x = 0; x < CREATURE_MAX_SPELLS; ++x)
if(spellid == m_charmspells[x].GetAction())
m_charmspells[x].SetType(apply ? ACT_ENABLED : ACT_DISABLED);
}
void CharmInfo::SetPetNumber(uint32 petnumber, bool statwindow)
{
m_petnumber = petnumber;
if(statwindow)
m_unit->SetUInt32Value(UNIT_FIELD_PETNUMBER, m_petnumber);
else
m_unit->SetUInt32Value(UNIT_FIELD_PETNUMBER, 0);
}
void CharmInfo::LoadPetActionBar(const std::string& data )
{
InitPetActionBar();
Tokens tokens = StrSplit(data, " ");
if (tokens.size() != (ACTION_BAR_INDEX_END-ACTION_BAR_INDEX_START)*2)
return; // non critical, will reset to default
int index;
Tokens::iterator iter;
for(iter = tokens.begin(), index = ACTION_BAR_INDEX_START; index < ACTION_BAR_INDEX_END; ++iter, ++index )
{
// use unsigned cast to avoid sign negative format use at long-> ActiveStates (int) conversion
uint8 type = (uint8)atol((*iter).c_str());
++iter;
uint32 action = atol((*iter).c_str());
PetActionBar[index].SetActionAndType(action,ActiveStates(type));
// check correctness
if(PetActionBar[index].IsActionBarForSpell() && !sSpellStore.LookupEntry(PetActionBar[index].GetAction()))
SetActionBar(index,0,ACT_DISABLED);
}
}
void CharmInfo::BuildActionBar( WorldPacket* data )
{
for(uint32 i = 0; i < MAX_UNIT_ACTION_BAR_INDEX; ++i)
*data << uint32(PetActionBar[i].packedData);
}
void CharmInfo::SetSpellAutocast( uint32 spell_id, bool state )
{
for(int i = 0; i < MAX_UNIT_ACTION_BAR_INDEX; ++i)
{
if(spell_id == PetActionBar[i].GetAction() && PetActionBar[i].IsActionBarForSpell())
{
PetActionBar[i].SetType(state ? ACT_ENABLED : ACT_DISABLED);
break;
}
}
}
bool Unit::isFrozen() const
{
return HasAuraState(AURA_STATE_FROZEN);
}
struct ProcTriggeredData
{
ProcTriggeredData(SpellProcEventEntry const * _spellProcEvent, SpellAuraHolder* _triggeredByHolder)
: spellProcEvent(_spellProcEvent), triggeredByHolder(_triggeredByHolder)
{}
SpellProcEventEntry const *spellProcEvent;
SpellAuraHolder* triggeredByHolder;
};
typedef std::list< ProcTriggeredData > ProcTriggeredList;
typedef std::list< uint32> RemoveSpellList;
uint32 createProcExtendMask(SpellNonMeleeDamage *damageInfo, SpellMissInfo missCondition)
{
uint32 procEx = PROC_EX_NONE;
// Check victim state
if (missCondition!=SPELL_MISS_NONE)
switch (missCondition)
{
case SPELL_MISS_MISS: procEx|=PROC_EX_MISS; break;
case SPELL_MISS_RESIST: procEx|=PROC_EX_RESIST; break;
case SPELL_MISS_DODGE: procEx|=PROC_EX_DODGE; break;
case SPELL_MISS_PARRY: procEx|=PROC_EX_PARRY; break;
case SPELL_MISS_BLOCK: procEx|=PROC_EX_BLOCK; break;
case SPELL_MISS_EVADE: procEx|=PROC_EX_EVADE; break;
case SPELL_MISS_IMMUNE: procEx|=PROC_EX_IMMUNE; break;
case SPELL_MISS_IMMUNE2: procEx|=PROC_EX_IMMUNE; break;
case SPELL_MISS_DEFLECT: procEx|=PROC_EX_DEFLECT;break;
case SPELL_MISS_ABSORB: procEx|=PROC_EX_ABSORB; break;
case SPELL_MISS_REFLECT: procEx|=PROC_EX_REFLECT;break;
default:
break;
}
else
{
// On block
if (damageInfo->blocked)
procEx|=PROC_EX_BLOCK;
// On absorb
if (damageInfo->absorb)
procEx|=PROC_EX_ABSORB;
// On crit
if (damageInfo->HitInfo & SPELL_HIT_TYPE_CRIT)
procEx|=PROC_EX_CRITICAL_HIT;
else
procEx|=PROC_EX_NORMAL_HIT;
}
return procEx;
}
void Unit::ProcDamageAndSpellFor( bool isVictim, Unit * pTarget, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, SpellEntry const * procSpell, uint32 damage )
{
// For melee/ranged based attack need update skills and set some Aura states
if (procFlag & MELEE_BASED_TRIGGER_MASK)
{
// Update skills here for players
if (GetTypeId() == TYPEID_PLAYER)
{
// On melee based hit/miss/resist need update skill (for victim and attacker)
if (procExtra&(PROC_EX_NORMAL_HIT|PROC_EX_MISS|PROC_EX_RESIST))
{
if (pTarget->GetTypeId() != TYPEID_PLAYER && pTarget->GetCreatureType() != CREATURE_TYPE_CRITTER)
((Player*)this)->UpdateCombatSkills(pTarget, attType, isVictim);
}
// Update defence if player is victim and parry/dodge/block
if (isVictim && procExtra&(PROC_EX_DODGE|PROC_EX_PARRY|PROC_EX_BLOCK))
((Player*)this)->UpdateDefense();
}
// If exist crit/parry/dodge/block need update aura state (for victim and attacker)
if (procExtra & (PROC_EX_CRITICAL_HIT|PROC_EX_PARRY|PROC_EX_DODGE|PROC_EX_BLOCK))
{
// for victim
if (isVictim)
{
// if victim and dodge attack
if (procExtra&PROC_EX_DODGE)
{
//Update AURA_STATE on dodge
if (getClass() != CLASS_ROGUE) // skip Rogue Riposte
{
ModifyAuraState(AURA_STATE_DEFENSE, true);
StartReactiveTimer( REACTIVE_DEFENSE );
}
}
// if victim and parry attack
if (procExtra & PROC_EX_PARRY)
{
// For Hunters only Counterattack (skip Mongoose bite)
if (getClass() == CLASS_HUNTER)
{
ModifyAuraState(AURA_STATE_HUNTER_PARRY, true);
StartReactiveTimer( REACTIVE_HUNTER_PARRY );
}
else
{
ModifyAuraState(AURA_STATE_DEFENSE, true);
StartReactiveTimer( REACTIVE_DEFENSE );
}
}
// if and victim block attack
if (procExtra & PROC_EX_BLOCK)
{
ModifyAuraState(AURA_STATE_DEFENSE,true);
StartReactiveTimer( REACTIVE_DEFENSE );
}
}
else //For attacker
{
// Overpower on victim dodge
if (procExtra&PROC_EX_DODGE && GetTypeId() == TYPEID_PLAYER && getClass() == CLASS_WARRIOR)
{
((Player*)this)->AddComboPoints(pTarget, 1);
StartReactiveTimer( REACTIVE_OVERPOWER );
}
}
}
}
RemoveSpellList removedSpells;
ProcTriggeredList procTriggered;
// Fill procTriggered list
for(SpellAuraHolderMap::const_iterator itr = GetSpellAuraHolderMap().begin(); itr!= GetSpellAuraHolderMap().end(); ++itr)
{
// skip deleted auras (possible at recursive triggered call
if(itr->second->IsDeleted())
continue;
SpellProcEventEntry const* spellProcEvent = NULL;
if(!IsTriggeredAtSpellProcEvent(pTarget, itr->second, procSpell, procFlag, procExtra, attType, isVictim, spellProcEvent))
continue;
itr->second->SetInUse(true); // prevent holder deletion
procTriggered.push_back( ProcTriggeredData(spellProcEvent, itr->second) );
}
// Nothing found
if (procTriggered.empty())
return;
// Handle effects proceed this time
for(ProcTriggeredList::const_iterator i = procTriggered.begin(); i != procTriggered.end(); ++i)
{
// Some auras can be deleted in function called in this loop (except first, ofc)
SpellAuraHolder *triggeredByHolder = i->triggeredByHolder;
if(triggeredByHolder->IsDeleted())
continue;
SpellProcEventEntry const *spellProcEvent = i->spellProcEvent;
bool useCharges = triggeredByHolder->GetAuraCharges() > 0;
bool procSuccess = true;
bool anyAuraProc = false;
// For players set spell cooldown if need
uint32 cooldown = 0;
if (GetTypeId() == TYPEID_PLAYER && spellProcEvent && spellProcEvent->cooldown)
cooldown = spellProcEvent->cooldown;
for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i)
{
Aura *triggeredByAura = triggeredByHolder->GetAuraByEffectIndex(SpellEffectIndex(i));
if (!triggeredByAura)
continue;
Modifier *auraModifier = triggeredByAura->GetModifier();
if (procSpell)
{
if (spellProcEvent)
{
if (spellProcEvent->spellFamilyMask[i] || spellProcEvent->spellFamilyMask2[i])
{
if ((spellProcEvent->spellFamilyMask[i] & procSpell->SpellFamilyFlags ) == 0 &&
(spellProcEvent->spellFamilyMask2[i] & procSpell->SpellFamilyFlags2) == 0)
continue;
}
// don't check dbc FamilyFlags if schoolMask exists
else if (!triggeredByAura->CanProcFrom(procSpell, spellProcEvent->procEx, procExtra, damage != 0, !spellProcEvent->schoolMask))
continue;
}
else if (!triggeredByAura->CanProcFrom(procSpell, PROC_EX_NONE, procExtra, damage != 0, true))
continue;
}
SpellAuraProcResult procResult = (*this.*AuraProcHandler[auraModifier->m_auraname])(pTarget, damage, triggeredByAura, procSpell, procFlag, procExtra, cooldown);
switch (procResult)
{
case SPELL_AURA_PROC_CANT_TRIGGER:
continue;
case SPELL_AURA_PROC_FAILED:
procSuccess = false;
break;
case SPELL_AURA_PROC_OK:
break;
}
anyAuraProc = true;
}
// Remove charge (aura can be removed by triggers)
if(useCharges && procSuccess && anyAuraProc && !triggeredByHolder->IsDeleted())
{
// If last charge dropped add spell to remove list
if(triggeredByHolder->DropAuraCharge())
removedSpells.push_back(triggeredByHolder->GetId());
}
triggeredByHolder->SetInUse(false);
}
if (!removedSpells.empty())
{
// Sort spells and remove duplicates
removedSpells.sort();
removedSpells.unique();
// Remove auras from removedAuras
for(RemoveSpellList::const_iterator i = removedSpells.begin(); i != removedSpells.end();++i)
RemoveAurasDueToSpell(*i);
}
}
SpellSchoolMask Unit::GetMeleeDamageSchoolMask() const
{
return SPELL_SCHOOL_MASK_NORMAL;
}
Player* Unit::GetSpellModOwner()
{
if(GetTypeId()==TYPEID_PLAYER)
return (Player*)this;
if(((Creature*)this)->IsPet() || ((Creature*)this)->IsTotem())
{
Unit* owner = GetOwner();
if(owner && owner->GetTypeId()==TYPEID_PLAYER)
return (Player*)owner;
}
return NULL;
}
///----------Pet responses methods-----------------
void Unit::SendPetCastFail(uint32 spellid, SpellCastResult msg)
{
if(msg == SPELL_CAST_OK)
return;
Unit *owner = GetCharmerOrOwner();
if(!owner || owner->GetTypeId() != TYPEID_PLAYER)
return;
WorldPacket data(SMSG_PET_CAST_FAILED, 1 + 4 + 1);
data << uint8(0); // cast count?
data << uint32(spellid);
data << uint8(msg);
// uint32 for some reason
// uint32 for some reason
((Player*)owner)->GetSession()->SendPacket(&data);
}
void Unit::SendPetActionFeedback (uint8 msg)
{
Unit* owner = GetOwner();
if(!owner || owner->GetTypeId() != TYPEID_PLAYER)
return;
WorldPacket data(SMSG_PET_ACTION_FEEDBACK, 1);
data << uint8(msg);
((Player*)owner)->GetSession()->SendPacket(&data);
}
void Unit::SendPetTalk (uint32 pettalk)
{
Unit* owner = GetOwner();
if(!owner || owner->GetTypeId() != TYPEID_PLAYER)
return;
WorldPacket data(SMSG_PET_ACTION_SOUND, 8 + 4);
data << GetObjectGuid();
data << uint32(pettalk);
((Player*)owner)->GetSession()->SendPacket(&data);
}
void Unit::SendPetAIReaction()
{
Unit* owner = GetOwner();
if(!owner || owner->GetTypeId() != TYPEID_PLAYER)
return;
WorldPacket data(SMSG_AI_REACTION, 8 + 4);
data << GetObjectGuid();
data << uint32(AI_REACTION_HOSTILE);
((Player*)owner)->GetSession()->SendPacket(&data);
}
///----------End of Pet responses methods----------
void Unit::StopMoving()
{
clearUnitState(UNIT_STAT_MOVING);
// not need send any packets if not in world
if (!IsInWorld())
return;
// send explicit stop packet
// player expected for correct work SPLINEFLAG_WALKMODE
SendMonsterMove(GetPositionX(), GetPositionY(), GetPositionZ(), SPLINETYPE_STOP, GetTypeId() == TYPEID_PLAYER ? SPLINEFLAG_WALKMODE : SPLINEFLAG_NONE, 0);
// update position and orientation for near players
SendHeartBeat(false);
}
void Unit::SetFeared(bool apply, ObjectGuid casterGuid, uint32 spellID, uint32 time)
{
if (apply)
{
if (HasAuraType(SPELL_AURA_PREVENTS_FLEEING))
return;
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING);
GetMotionMaster()->MovementExpired(false);
CastStop(GetObjectGuid() == casterGuid ? spellID : 0);
Unit* caster = IsInWorld() ? GetMap()->GetUnit(casterGuid) : NULL;
GetMotionMaster()->MoveFleeing(caster, time); // caster==NULL processed in MoveFleeing
}
else
{
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING);
GetMotionMaster()->MovementExpired(false);
if (GetTypeId() != TYPEID_PLAYER && isAlive())
{
Creature* c = ((Creature*)this);
// restore appropriate movement generator
if (getVictim())
GetMotionMaster()->MoveChase(getVictim());
else
GetMotionMaster()->Initialize();
// attack caster if can
if (Unit* caster = IsInWorld() ? GetMap()->GetUnit(casterGuid) : NULL)
if (c->AI())
c->AI()->AttackedBy(caster);
}
}
if (GetTypeId() == TYPEID_PLAYER)
((Player*)this)->SetClientControl(this, !apply);
}
void Unit::SetConfused(bool apply, ObjectGuid casterGuid, uint32 spellID)
{
if (apply)
{
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED);
CastStop(GetObjectGuid() == casterGuid ? spellID : 0);
GetMotionMaster()->MoveConfused();
}
else
{
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED);
GetMotionMaster()->MovementExpired(false);
if (GetTypeId() != TYPEID_PLAYER && isAlive())
{
// restore appropriate movement generator
if(getVictim())
GetMotionMaster()->MoveChase(getVictim());
else
GetMotionMaster()->Initialize();
}
}
if(GetTypeId() == TYPEID_PLAYER)
((Player*)this)->SetClientControl(this, !apply);
}
void Unit::SetFeignDeath(bool apply, ObjectGuid casterGuid, uint32 /*spellID*/)
{
if (apply)
{
/*
WorldPacket data(SMSG_FEIGN_DEATH_RESISTED, 9);
data<<GetGUID();
data<<uint8(0);
SendMessageToSet(&data,true);
*/
if (GetTypeId() != TYPEID_PLAYER)
StopMoving();
else
((Player*)this)->m_movementInfo.SetMovementFlags(MOVEFLAG_NONE);
// blizz like 2.0.x
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_29);
// blizz like 2.0.x
SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FEIGN_DEATH);
// blizz like 2.0.x
SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_DEAD);
addUnitState(UNIT_STAT_DIED);
CombatStop();
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_IMMUNE_OR_LOST_SELECTION);
// prevent interrupt message
if (casterGuid == GetObjectGuid())
FinishSpell(CURRENT_GENERIC_SPELL,false);
InterruptNonMeleeSpells(true);
getHostileRefManager().deleteReferences();
}
else
{
/*
WorldPacket data(SMSG_FEIGN_DEATH_RESISTED, 9);
data<<GetGUID();
data<<uint8(1);
SendMessageToSet(&data,true);
*/
// blizz like 2.0.x
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_29);
// blizz like 2.0.x
RemoveFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FEIGN_DEATH);
// blizz like 2.0.x
RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_DEAD);
clearUnitState(UNIT_STAT_DIED);
if (GetTypeId() != TYPEID_PLAYER && isAlive())
{
// restore appropriate movement generator
if(getVictim())
GetMotionMaster()->MoveChase(getVictim());
else
GetMotionMaster()->Initialize();
}
}
}
bool Unit::IsSitState() const
{
uint8 s = getStandState();
return
s == UNIT_STAND_STATE_SIT_CHAIR || s == UNIT_STAND_STATE_SIT_LOW_CHAIR ||
s == UNIT_STAND_STATE_SIT_MEDIUM_CHAIR || s == UNIT_STAND_STATE_SIT_HIGH_CHAIR ||
s == UNIT_STAND_STATE_SIT;
}
bool Unit::IsStandState() const
{
uint8 s = getStandState();
return !IsSitState() && s != UNIT_STAND_STATE_SLEEP && s != UNIT_STAND_STATE_KNEEL;
}
void Unit::SetStandState(uint8 state)
{
SetByteValue(UNIT_FIELD_BYTES_1, 0, state);
if (IsStandState())
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_NOT_SEATED);
if(GetTypeId()==TYPEID_PLAYER)
{
WorldPacket data(SMSG_STANDSTATE_UPDATE, 1);
data << (uint8)state;
((Player*)this)->GetSession()->SendPacket(&data);
}
}
bool Unit::IsPolymorphed() const
{
return GetSpellSpecific(getTransForm())==SPELL_MAGE_POLYMORPH;
}
void Unit::SetDisplayId(uint32 modelId)
{
SetUInt32Value(UNIT_FIELD_DISPLAYID, modelId);
UpdateModelData();
if(GetTypeId() == TYPEID_UNIT && ((Creature*)this)->IsPet())
{
Pet *pet = ((Pet*)this);
if(!pet->isControlled())
return;
Unit *owner = GetOwner();
if(owner && (owner->GetTypeId() == TYPEID_PLAYER) && ((Player*)owner)->GetGroup())
((Player*)owner)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_MODEL_ID);
}
}
void Unit::UpdateModelData()
{
if (CreatureModelInfo const* modelInfo = sObjectMgr.GetCreatureModelInfo(GetDisplayId()))
{
// we expect values in database to be relative to scale = 1.0
SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, GetObjectScale() * modelInfo->bounding_radius);
// never actually update combat_reach for player, it's always the same. Below player case is for initialization
if (GetTypeId() == TYPEID_PLAYER)
SetFloatValue(UNIT_FIELD_COMBATREACH, 1.5f);
else
SetFloatValue(UNIT_FIELD_COMBATREACH, GetObjectScale() * modelInfo->combat_reach);
}
}
void Unit::ClearComboPointHolders()
{
while(!m_ComboPointHolders.empty())
{
uint32 lowguid = *m_ComboPointHolders.begin();
Player* plr = sObjectMgr.GetPlayer(ObjectGuid(HIGHGUID_PLAYER, lowguid));
if (plr && plr->GetComboTargetGuid() == GetObjectGuid())// recheck for safe
plr->ClearComboPoints(); // remove also guid from m_ComboPointHolders;
else
m_ComboPointHolders.erase(lowguid); // or remove manually
}
}
void Unit::ClearAllReactives()
{
for(int i=0; i < MAX_REACTIVE; ++i)
m_reactiveTimer[i] = 0;
if (HasAuraState( AURA_STATE_DEFENSE))
ModifyAuraState(AURA_STATE_DEFENSE, false);
if (getClass() == CLASS_HUNTER && HasAuraState( AURA_STATE_HUNTER_PARRY))
ModifyAuraState(AURA_STATE_HUNTER_PARRY, false);
if(getClass() == CLASS_WARRIOR && GetTypeId() == TYPEID_PLAYER)
((Player*)this)->ClearComboPoints();
}
void Unit::UpdateReactives( uint32 p_time )
{
for(int i = 0; i < MAX_REACTIVE; ++i)
{
ReactiveType reactive = ReactiveType(i);
if(!m_reactiveTimer[reactive])
continue;
if ( m_reactiveTimer[reactive] <= p_time)
{
m_reactiveTimer[reactive] = 0;
switch ( reactive )
{
case REACTIVE_DEFENSE:
if (HasAuraState(AURA_STATE_DEFENSE))
ModifyAuraState(AURA_STATE_DEFENSE, false);
break;
case REACTIVE_HUNTER_PARRY:
if ( getClass() == CLASS_HUNTER && HasAuraState(AURA_STATE_HUNTER_PARRY))
ModifyAuraState(AURA_STATE_HUNTER_PARRY, false);
break;
case REACTIVE_OVERPOWER:
if(getClass() == CLASS_WARRIOR && GetTypeId() == TYPEID_PLAYER)
((Player*)this)->ClearComboPoints();
break;
default:
break;
}
}
else
{
m_reactiveTimer[reactive] -= p_time;
}
}
}
Unit* Unit::SelectRandomUnfriendlyTarget(Unit* except /*= NULL*/, float radius /*= ATTACK_DISTANCE*/) const
{
std::list<Unit *> targets;
MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck u_check(this, this, radius);
MaNGOS::UnitListSearcher<MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck> searcher(targets, u_check);
Cell::VisitAllObjects(this, searcher, radius);
// remove current target
if(except)
targets.remove(except);
// remove not LoS targets
for(std::list<Unit *>::iterator tIter = targets.begin(); tIter != targets.end();)
{
if(!IsWithinLOSInMap(*tIter))
{
std::list<Unit *>::iterator tIter2 = tIter;
++tIter;
targets.erase(tIter2);
}
else
++tIter;
}
// no appropriate targets
if(targets.empty())
return NULL;
// select random
uint32 rIdx = urand(0,targets.size()-1);
std::list<Unit *>::const_iterator tcIter = targets.begin();
for(uint32 i = 0; i < rIdx; ++i)
++tcIter;
return *tcIter;
}
Unit* Unit::SelectRandomFriendlyTarget(Unit* except /*= NULL*/, float radius /*= ATTACK_DISTANCE*/) const
{
std::list<Unit *> targets;
MaNGOS::AnyFriendlyUnitInObjectRangeCheck u_check(this, radius);
MaNGOS::UnitListSearcher<MaNGOS::AnyFriendlyUnitInObjectRangeCheck> searcher(targets, u_check);
Cell::VisitAllObjects(this, searcher, radius);
// remove current target
if(except)
targets.remove(except);
// remove not LoS targets
for(std::list<Unit *>::iterator tIter = targets.begin(); tIter != targets.end();)
{
if(!IsWithinLOSInMap(*tIter))
{
std::list<Unit *>::iterator tIter2 = tIter;
++tIter;
targets.erase(tIter2);
}
else
++tIter;
}
// no appropriate targets
if(targets.empty())
return NULL;
// select random
uint32 rIdx = urand(0,targets.size()-1);
std::list<Unit *>::const_iterator tcIter = targets.begin();
for(uint32 i = 0; i < rIdx; ++i)
++tcIter;
return *tcIter;
}
bool Unit::hasNegativeAuraWithInterruptFlag(uint32 flag)
{
for (SpellAuraHolderMap::const_iterator iter = m_spellAuraHolders.begin(); iter != m_spellAuraHolders.end(); ++iter)
{
if (!iter->second->IsPositive() && iter->second->GetSpellProto()->AuraInterruptFlags & flag)
return true;
}
return false;
}
void Unit::ApplyAttackTimePercentMod( WeaponAttackType att,float val, bool apply )
{
if(val > 0)
{
ApplyPercentModFloatVar(m_modAttackSpeedPct[att], val, !apply);
ApplyPercentModFloatValue(UNIT_FIELD_BASEATTACKTIME+att,val,!apply);
}
else
{
ApplyPercentModFloatVar(m_modAttackSpeedPct[att], -val, apply);
ApplyPercentModFloatValue(UNIT_FIELD_BASEATTACKTIME+att,-val,apply);
}
}
void Unit::ApplyCastTimePercentMod(float val, bool apply )
{
if(val > 0)
ApplyPercentModFloatValue(UNIT_MOD_CAST_SPEED,val,!apply);
else
ApplyPercentModFloatValue(UNIT_MOD_CAST_SPEED,-val,apply);
}
void Unit::UpdateAuraForGroup(uint8 slot)
{
if(GetTypeId() == TYPEID_PLAYER)
{
Player* player = (Player*)this;
if(player->GetGroup())
{
player->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_AURAS);
player->SetAuraUpdateMask(slot);
}
}
else if(GetTypeId() == TYPEID_UNIT && ((Creature*)this)->IsPet())
{
Pet *pet = ((Pet*)this);
if(pet->isControlled())
{
Unit *owner = GetOwner();
if(owner && (owner->GetTypeId() == TYPEID_PLAYER) && ((Player*)owner)->GetGroup())
{
((Player*)owner)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_AURAS);
pet->SetAuraUpdateMask(slot);
}
}
}
}
float Unit::GetAPMultiplier(WeaponAttackType attType, bool normalized)
{
if (!normalized || GetTypeId() != TYPEID_PLAYER)
return float(GetAttackTime(attType))/1000.0f;
Item *Weapon = ((Player*)this)->GetWeaponForAttack(attType, true, false);
if (!Weapon)
return 2.4f; // fist attack
switch (Weapon->GetProto()->InventoryType)
{
case INVTYPE_2HWEAPON:
return 3.3f;
case INVTYPE_RANGED:
case INVTYPE_RANGEDRIGHT:
case INVTYPE_THROWN:
return 2.8f;
case INVTYPE_WEAPON:
case INVTYPE_WEAPONMAINHAND:
case INVTYPE_WEAPONOFFHAND:
default:
return Weapon->GetProto()->SubClass==ITEM_SUBCLASS_WEAPON_DAGGER ? 1.7f : 2.4f;
}
}
Aura* Unit::GetDummyAura( uint32 spell_id ) const
{
Unit::AuraList const& mDummy = GetAurasByType(SPELL_AURA_DUMMY);
for(Unit::AuraList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr)
if ((*itr)->GetId() == spell_id)
return *itr;
return NULL;
}
void Unit::SetContestedPvP(Player *attackedPlayer)
{
Player* player = GetCharmerOrOwnerPlayerOrPlayerItself();
if (!player || (attackedPlayer && (attackedPlayer == player || (player->duel && player->duel->opponent == attackedPlayer))))
return;
player->SetContestedPvPTimer(30000);
if (!player->hasUnitState(UNIT_STAT_ATTACK_PLAYER))
{
player->addUnitState(UNIT_STAT_ATTACK_PLAYER);
player->SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP);
// call MoveInLineOfSight for nearby contested guards
SetVisibility(GetVisibility());
}
if (!hasUnitState(UNIT_STAT_ATTACK_PLAYER))
{
addUnitState(UNIT_STAT_ATTACK_PLAYER);
// call MoveInLineOfSight for nearby contested guards
SetVisibility(GetVisibility());
}
}
void Unit::AddPetAura(PetAura const* petSpell)
{
m_petAuras.insert(petSpell);
if(Pet* pet = GetPet())
pet->CastPetAura(petSpell);
}
void Unit::RemovePetAura(PetAura const* petSpell)
{
m_petAuras.erase(petSpell);
if(Pet* pet = GetPet())
pet->RemoveAurasDueToSpell(petSpell->GetAura(pet->GetEntry()));
}
Pet* Unit::CreateTamedPetFrom(Creature* creatureTarget,uint32 spell_id)
{
Pet* pet = new Pet(HUNTER_PET);
if(!pet->CreateBaseAtCreature(creatureTarget))
{
delete pet;
return NULL;
}
pet->SetOwnerGuid(GetObjectGuid());
pet->SetCreatorGuid(GetObjectGuid());
pet->setFaction(getFaction());
pet->SetUInt32Value(UNIT_CREATED_BY_SPELL, spell_id);
if(GetTypeId()==TYPEID_PLAYER)
pet->SetUInt32Value(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE);
if(IsPvP())
pet->SetPvP(true);
if(IsFFAPvP())
pet->SetFFAPvP(true);
// level of hunter pet can't be less owner level at 5 levels
uint32 level = creatureTarget->getLevel() + 5 < getLevel() ? (getLevel() - 5) : creatureTarget->getLevel();
if(!pet->InitStatsForLevel(level))
{
sLog.outError("Pet::InitStatsForLevel() failed for creature (Entry: %u)!",creatureTarget->GetEntry());
delete pet;
return NULL;
}
pet->GetCharmInfo()->SetPetNumber(sObjectMgr.GeneratePetNumber(), true);
// this enables pet details window (Shift+P)
pet->AIM_Initialize();
pet->InitPetCreateSpells();
pet->InitLevelupSpellsForLevel();
pet->InitTalentForLevel();
pet->SetHealth(pet->GetMaxHealth());
return pet;
}
void Unit::RemoveAurasAtMechanicImmunity(uint32 mechMask, uint32 exceptSpellId, bool non_positive /*= false*/)
{
Unit::SpellAuraHolderMap& auras = GetSpellAuraHolderMap();
for(Unit::SpellAuraHolderMap::iterator iter = auras.begin(); iter != auras.end();)
{
SpellEntry const *spell = iter->second->GetSpellProto();
if (spell->Id == exceptSpellId)
++iter;
else if (non_positive && iter->second->IsPositive())
++iter;
else if (spell->Attributes & SPELL_ATTR_UNAFFECTED_BY_INVULNERABILITY)
++iter;
else if (iter->second->HasMechanicMask(mechMask))
{
RemoveAurasDueToSpell(spell->Id);
if(auras.empty())
break;
else
iter = auras.begin();
}
else
++iter;
}
}
void Unit::SetPhaseMask(uint32 newPhaseMask, bool update)
{
if(newPhaseMask==GetPhaseMask())
return;
if(IsInWorld())
RemoveNotOwnSingleTargetAuras(newPhaseMask); // we can lost access to caster or target
WorldObject::SetPhaseMask(newPhaseMask,update);
if(IsInWorld())
if(Pet* pet = GetPet())
pet->SetPhaseMask(newPhaseMask,true);
}
void Unit::NearTeleportTo( float x, float y, float z, float orientation, bool casting /*= false*/ )
{
if(GetTypeId() == TYPEID_PLAYER)
((Player*)this)->TeleportTo(GetMapId(), x, y, z, orientation, TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET | (casting ? TELE_TO_SPELL : 0));
else
{
Creature* c = (Creature*)this;
// Creature relocation acts like instant movement generator, so current generator expects interrupt/reset calls to react properly
if (!c->GetMotionMaster()->empty())
if (MovementGenerator *movgen = c->GetMotionMaster()->top())
movgen->Interrupt(*c);
GetMap()->CreatureRelocation((Creature*)this, x, y, z, orientation);
SendHeartBeat(false);
// finished relocation, movegen can different from top before creature relocation,
// but apply Reset expected to be safe in any case
if (!c->GetMotionMaster()->empty())
if (MovementGenerator *movgen = c->GetMotionMaster()->top())
movgen->Reset(*c);
}
}
void Unit::MonsterMove(float x, float y, float z, uint32 transitTime)
{
SplineFlags flags = GetTypeId() == TYPEID_PLAYER ? SPLINEFLAG_WALKMODE : ((Creature*)this)->GetSplineFlags();
SendMonsterMove(x, y, z, SPLINETYPE_NORMAL, flags, transitTime);
if (GetTypeId() != TYPEID_PLAYER)
{
Creature* c = (Creature*)this;
// Creature relocation acts like instant movement generator, so current generator expects interrupt/reset calls to react properly
if (!c->GetMotionMaster()->empty())
if (MovementGenerator *movgen = c->GetMotionMaster()->top())
movgen->Interrupt(*c);
GetMap()->CreatureRelocation((Creature*)this, x, y, z, 0.0f);
// finished relocation, movegen can different from top before creature relocation,
// but apply Reset expected to be safe in any case
if (!c->GetMotionMaster()->empty())
if (MovementGenerator *movgen = c->GetMotionMaster()->top())
movgen->Reset(*c);
}
}
void Unit::MonsterMoveWithSpeed(float x, float y, float z, uint32 transitTime)
{
SendMonsterMoveWithSpeed(x, y, z, transitTime );
if (GetTypeId() != TYPEID_PLAYER)
{
Creature* c = (Creature*)this;
// Creature relocation acts like instant movement generator, so current generator expects interrupt/reset calls to react properly
if (!c->GetMotionMaster()->empty())
if (MovementGenerator *movgen = c->GetMotionMaster()->top())
movgen->Interrupt(*c);
GetMap()->CreatureRelocation((Creature*)this, x, y, z, 0.0f);
// finished relocation, movegen can different from top before creature relocation,
// but apply Reset expected to be safe in any case
if (!c->GetMotionMaster()->empty())
if (MovementGenerator *movgen = c->GetMotionMaster()->top())
movgen->Reset(*c);
}
}
struct SetPvPHelper
{
explicit SetPvPHelper(bool _state) : state(_state) {}
void operator()(Unit* unit) const { unit->SetPvP(state); }
bool state;
};
void Unit::SetPvP( bool state )
{
if(state)
SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP);
else
RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP);
CallForAllControlledUnits(SetPvPHelper(state), CONTROLLED_PET|CONTROLLED_TOTEMS|CONTROLLED_GUARDIANS|CONTROLLED_CHARM);
}
struct SetFFAPvPHelper
{
explicit SetFFAPvPHelper(bool _state) : state(_state) {}
void operator()(Unit* unit) const { unit->SetFFAPvP(state); }
bool state;
};
void Unit::SetFFAPvP( bool state )
{
if(state)
SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
else
RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
CallForAllControlledUnits(SetFFAPvPHelper(state), CONTROLLED_PET|CONTROLLED_TOTEMS|CONTROLLED_GUARDIANS|CONTROLLED_CHARM);
}
void Unit::KnockBackFrom(Unit* target, float horizontalSpeed, float verticalSpeed)
{
float angle = this == target ? GetOrientation() + M_PI_F : target->GetAngle(this);
float vsin = sin(angle);
float vcos = cos(angle);
// Effect properly implemented only for players
if(GetTypeId()==TYPEID_PLAYER)
{
WorldPacket data(SMSG_MOVE_KNOCK_BACK, 8+4+4+4+4+4);
data << GetPackGUID();
data << uint32(0); // Sequence
data << float(vcos); // x direction
data << float(vsin); // y direction
data << float(horizontalSpeed); // Horizontal speed
data << float(-verticalSpeed); // Z Movement speed (vertical)
((Player*)this)->GetSession()->SendPacket(&data);
}
else
{
float dis = horizontalSpeed;
float ox, oy, oz;
GetPosition(ox, oy, oz);
float fx = ox + dis * vcos;
float fy = oy + dis * vsin;
float fz = oz;
float fx2, fy2, fz2; // getObjectHitPos overwrite last args in any result case
if(VMAP::VMapFactory::createOrGetVMapManager()->getObjectHitPos(GetMapId(), ox,oy,oz+0.5f, fx,fy,oz+0.5f,fx2,fy2,fz2, -0.5f))
{
fx = fx2;
fy = fy2;
fz = fz2;
}
UpdateAllowedPositionZ(fx, fy, fz);
//FIXME: this mostly hack, must exist some packet for proper creature move at client side
// with CreatureRelocation at server side
NearTeleportTo(fx, fy, fz, GetOrientation(), this == target);
}
}
float Unit::GetCombatRatingReduction(CombatRating cr) const
{
if (GetTypeId() == TYPEID_PLAYER)
return ((Player const*)this)->GetRatingBonusValue(cr);
else if (((Creature const*)this)->IsPet())
{
// Player's pet get 100% resilience from owner
if (Unit* owner = GetOwner())
if(owner->GetTypeId() == TYPEID_PLAYER)
return ((Player*)owner)->GetRatingBonusValue(cr);
}
return 0.0f;
}
uint32 Unit::GetCombatRatingDamageReduction(CombatRating cr, float rate, float cap, uint32 damage) const
{
float percent = GetCombatRatingReduction(cr) * rate;
if (percent > cap)
percent = cap;
return uint32 (percent * damage / 100.0f);
}
void Unit::SendThreatUpdate()
{
ThreatList const& tlist = getThreatManager().getThreatList();
if (uint32 count = tlist.size())
{
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "WORLD: Send SMSG_THREAT_UPDATE Message");
WorldPacket data(SMSG_THREAT_UPDATE, 8 + count * 8);
data << GetPackGUID();
data << uint32(count);
for (ThreatList::const_iterator itr = tlist.begin(); itr != tlist.end(); ++itr)
{
data.appendPackGUID((*itr)->getUnitGuid());
data << uint32((*itr)->getThreat());
}
SendMessageToSet(&data, false);
}
}
void Unit::SendHighestThreatUpdate(HostileReference* pHostilReference)
{
ThreatList const& tlist = getThreatManager().getThreatList();
if (uint32 count = tlist.size())
{
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "WORLD: Send SMSG_HIGHEST_THREAT_UPDATE Message");
WorldPacket data(SMSG_HIGHEST_THREAT_UPDATE, 8 + 8 + count * 8);
data << GetPackGUID();
data.appendPackGUID(pHostilReference->getUnitGuid());
data << uint32(count);
for (ThreatList::const_iterator itr = tlist.begin(); itr != tlist.end(); ++itr)
{
data.appendPackGUID((*itr)->getUnitGuid());
data << uint32((*itr)->getThreat());
}
SendMessageToSet(&data, false);
}
}
void Unit::SendThreatClear()
{
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "WORLD: Send SMSG_THREAT_CLEAR Message");
WorldPacket data(SMSG_THREAT_CLEAR, 8);
data << GetPackGUID();
SendMessageToSet(&data, false);
}
void Unit::SendThreatRemove(HostileReference* pHostileReference)
{
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "WORLD: Send SMSG_THREAT_REMOVE Message");
WorldPacket data(SMSG_THREAT_REMOVE, 8 + 8);
data << GetPackGUID();
data.appendPackGUID(pHostileReference->getUnitGuid());
SendMessageToSet(&data, false);
}
struct StopAttackFactionHelper
{
explicit StopAttackFactionHelper(uint32 _faction_id) : faction_id(_faction_id) {}
void operator()(Unit* unit) const { unit->StopAttackFaction(faction_id); }
uint32 faction_id;
};
void Unit::StopAttackFaction(uint32 faction_id)
{
if (Unit* victim = getVictim())
{
if (victim->getFactionTemplateEntry()->faction==faction_id)
{
AttackStop();
if (IsNonMeleeSpellCasted(false))
InterruptNonMeleeSpells(false);
// melee and ranged forced attack cancel
if (GetTypeId() == TYPEID_PLAYER)
((Player*)this)->SendAttackSwingCancelAttack();
}
}
AttackerSet const& attackers = getAttackers();
for(AttackerSet::const_iterator itr = attackers.begin(); itr != attackers.end();)
{
if ((*itr)->getFactionTemplateEntry()->faction==faction_id)
{
(*itr)->AttackStop();
itr = attackers.begin();
}
else
++itr;
}
getHostileRefManager().deleteReferencesForFaction(faction_id);
CallForAllControlledUnits(StopAttackFactionHelper(faction_id), CONTROLLED_PET|CONTROLLED_GUARDIANS|CONTROLLED_CHARM);
}
bool Unit::IsIgnoreUnitState(SpellEntry const *spell, IgnoreUnitState ignoreState)
{
Unit::AuraList const& stateAuras = GetAurasByType(SPELL_AURA_IGNORE_UNIT_STATE);
for(Unit::AuraList::const_iterator itr = stateAuras.begin(); itr != stateAuras.end(); ++itr)
{
if ((*itr)->GetModifier()->m_miscvalue == ignoreState)
{
// frozen state absent ignored for all spells
if (ignoreState == IGNORE_UNIT_TARGET_NON_FROZEN)
return true;
if ((*itr)->isAffectedOnSpell(spell))
return true;
}
}
return false;
}
void Unit::CleanupDeletedAuras()
{
for (SpellAuraHolderList::const_iterator iter = m_deletedHolders.begin(); iter != m_deletedHolders.end(); ++iter)
delete *iter;
m_deletedHolders.clear();
// really delete auras "deleted" while processing its ApplyModify code
for(AuraList::const_iterator itr = m_deletedAuras.begin(); itr != m_deletedAuras.end(); ++itr)
delete *itr;
m_deletedAuras.clear();
}
bool Unit::CheckAndIncreaseCastCounter()
{
uint32 maxCasts = sWorld.getConfig(CONFIG_UINT32_MAX_SPELL_CASTS_IN_CHAIN);
if (maxCasts && m_castCounter >= maxCasts)
return false;
++m_castCounter;
return true;
}
SpellAuraHolder* Unit::GetSpellAuraHolder (uint32 spellid, uint64 casterGUID)
{
SpellAuraHolderBounds bounds = GetSpellAuraHolderBounds(spellid);
for (SpellAuraHolderMap::const_iterator iter = bounds.first; iter != bounds.second; ++iter)
if (!casterGUID || iter->second->GetCasterGUID() == casterGUID)
return iter->second;
return NULL;
}
bool Unit::IsAllowedDamageInArea(Unit* pVictim) const
{
// can damage self anywhere
if (pVictim == this)
return true;
// non player controlled unit can damage anywhere
if (!IsCharmerOrOwnerPlayerOrPlayerItself())
return true;
// can damage own pet anywhere
if (pVictim->GetOwnerGuid() == GetObjectGuid())
return true;
// can damage non player controlled victim anywhere
if (!pVictim->IsCharmerOrOwnerPlayerOrPlayerItself())
return true;
// can't damage player controlled unit by player controlled unit in sanctuary
AreaTableEntry const* area = GetAreaEntryByAreaID(pVictim->GetAreaId());
if (area && area->flags & AREA_FLAG_SANCTUARY)
return false;
return true;
}