server/src/game/Object/Unit.cpp
Charles A Edwards df3ab5df8e 13 cmangos commits implemented
commits:

432bd63 Commit Ported  Core Implement TakePossessOf to generalize the
code.
0b663eb Commit Ported  Core Implement a possibility to summon manualy a

temporary creature.
b6a9ead Commit Imported  Core Little rewrite of resurect code to prepare
ability
ro resurrect a player to a ghoul form.
e98b42c Commit Imported  Core Implement TemporarySummon Linked aura to
owner.
ab139ff Commit Imported  Core Do not force the creature to attack
summoner in all
case
555f055 Commit Imported  Core Avoid possibility to charm more than one
new
creature for an unit.
fd78c4a Commit Imported  Core Fix problem that occur when the charm unit
field is
updated after the possess bar.
e9821e2 Commit Imported  Core fix lightwell gameobject not appearing
after spell
is cast
17d0e93 Commit Imported  Core Implement logic for Target 95 as
TARGET_VEHICLE_DRIVER
42b3545 Commit Imported  Core Now npc/gameobject interaction will remove

unauthorized aura
1195398 Commit Imported  Core Improve functionality for eventAI action
26 -
ACTION_T_QUEST_EVENT_ALL
72b7a48 Commit Ported  Core fix pet stay
245f068 Commit Imported  Warlock [Charm] prevent charming multiple
demons also remove
pet temporarily when casting specific channels that summon other charmed
creatures
2020-02-17 12:10:28 +00:00

12522 lines
455 KiB
C++
Raw Blame History

/**
* MaNGOS is a full featured server for World of Warcraft, supporting
* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
*
* Copyright (C) 2005-2016 MaNGOS project <https://getmangos.eu>
*
* 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
*
* World of Warcraft, and all World of Warcraft or Warcraft art, images,
* and lore are copyrighted by Blizzard Entertainment, Inc.
*/
#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 "Vehicle.h"
#include "BattleGround/BattleGround.h"
#include "InstanceData.h"
#include "OutdoorPvP/OutdoorPvP.h"
#include "MapPersistentStateMgr.h"
#include "GridNotifiersImpl.h"
#include "CellImpl.h"
#include "VMapFactory.h"
#include "MovementGenerator.h"
#include "movement/MoveSplineInit.h"
#include "movement/MoveSpline.h"
#include "CreatureLinkingMgr.h"
#include "movement/MovementStructures.h"
#ifdef ENABLE_ELUNA
#include "LuaEngine.h"
#include "ElunaEventMgr.h"
#endif /* ENABLE_ELUNA */
#include <math.h>
#include <stdarg.h>
float baseMoveSpeed[MAX_MOVE_TYPE] =
{
2.5f, // MOVE_WALK
7.0f, // MOVE_RUN
4.5f, // MOVE_RUN_BACK
4.722222f, // MOVE_SWIM
2.5f, // 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, uint16 opcode)
{
bool hasTransportData = false,
hasMovementFlags = false,
hasMovementFlags2 = false;
MovementStatusElements* sequence = GetMovementStatusElementsSequence(opcode);
if(!sequence)
{
sLog.outError("Unsupported MovementInfo::Read for 0x%X (%s)!", opcode, LookupOpcodeName(opcode));
return;
}
for(uint32 i = 0; i < MSE_COUNT; ++i)
{
MovementStatusElements element = sequence[i];
if (element == MSEEnd)
break;
if (element >= MSEGuidBit0 && element <= MSEGuidBit7)
{
guid[element - MSEGuidBit0] = data.ReadBit();
continue;
}
if (element >= MSEGuid2Bit0 && element <= MSEGuid2Bit7)
{
guid2[element - MSEGuid2Bit0] = data.ReadBit();
continue;
}
if (element >= MSETransportGuidBit0 && element <= MSETransportGuidBit7)
{
if (hasTransportData)
t_guid[element - MSETransportGuidBit0] = data.ReadBit();
continue;
}
if (element >= MSEGuidByte0 && element <= MSEGuidByte7)
{
if (guid[element - MSEGuidByte0])
guid[element - MSEGuidByte0] ^= data.ReadUInt8();
continue;
}
if (element >= MSEGuid2Byte0 && element <= MSEGuid2Byte7)
{
if (guid2[element - MSEGuid2Byte0])
guid2[element - MSEGuid2Byte0] ^= data.ReadUInt8();
continue;
}
if (element >= MSETransportGuidByte0 && element <= MSETransportGuidByte7)
{
if (hasTransportData && t_guid[element - MSETransportGuidByte0])
t_guid[element - MSETransportGuidByte0] ^= data.ReadUInt8();
continue;
}
switch (element)
{
case MSEFlags:
if (hasMovementFlags)
moveFlags = data.ReadBits(30);
break;
case MSEFlags2:
if (hasMovementFlags2)
moveFlags2 = data.ReadBits(12);
break;
case MSEHasUnknownBit:
data.ReadBit();
break;
case MSETimestamp:
if (si.hasTimeStamp)
data >> time;
break;
case MSEHasTimestamp:
si.hasTimeStamp = !data.ReadBit();
break;
case MSEHasOrientation:
si.hasOrientation = !data.ReadBit();
break;
case MSEHasMovementFlags:
hasMovementFlags = !data.ReadBit();
break;
case MSEHasMovementFlags2:
hasMovementFlags2 = !data.ReadBit();
break;
case MSEHasPitch:
si.hasPitch = !data.ReadBit();
break;
case MSEHasFallData:
si.hasFallData = data.ReadBit();
break;
case MSEHasFallDirection:
if (si.hasFallData)
si.hasFallDirection = data.ReadBit();
break;
case MSEHasTransportData:
hasTransportData = data.ReadBit();
break;
case MSEHasTransportTime2:
if (hasTransportData)
si.hasTransportTime2 = data.ReadBit();
break;
case MSEHasTransportTime3:
if (hasTransportData)
si.hasTransportTime3 = data.ReadBit();
break;
case MSEHasSpline:
si.hasSpline = data.ReadBit();
break;
case MSEHasSplineElevation:
si.hasSplineElevation = !data.ReadBit();
break;
case MSEPositionX:
data >> pos.x;
break;
case MSEPositionY:
data >> pos.y;
break;
case MSEPositionZ:
data >> pos.z;
break;
case MSEPositionO:
if (si.hasOrientation)
data >> pos.o;
break;
case MSEPitch:
if (si.hasPitch)
data >> s_pitch;
break;;
case MSEFallTime:
if (si.hasFallData)
data >> fallTime;
break;
case MSESplineElevation:
if (si.hasSplineElevation)
data >> splineElevation;
break;
case MSEFallHorizontalSpeed:
if (si.hasFallData && si.hasFallDirection)
data >> jump.xyspeed;
break;
case MSEFallVerticalSpeed:
if (si.hasFallData)
data >> jump.velocity;
break;
case MSEFallCosAngle:
if (si.hasFallData && si.hasFallDirection)
data >> jump.cosAngle;
break;
case MSEFallSinAngle:
if (si.hasFallData && si.hasFallDirection)
data >> jump.sinAngle;
break;
case MSETransportSeat:
if (hasTransportData)
data >> t_seat;
break;
case MSETransportPositionO:
if (hasTransportData)
data >> t_pos.o;
break;
case MSETransportPositionX:
if (hasTransportData)
data >> t_pos.x;
break;
case MSETransportPositionY:
if (hasTransportData)
data >> t_pos.y;
break;
case MSETransportPositionZ:
if (hasTransportData)
data >> t_pos.z;
break;
case MSETransportTime:
if (hasTransportData)
data >> t_time;
break;
case MSETransportTime2:
if (hasTransportData && si.hasTransportTime2)
data >> t_time2;
break;
case MSETransportTime3:
if (hasTransportData && si.hasTransportTime3)
data >> fallTime;
break;
case MSEMovementCounter:
data.read_skip<uint32>();
break;
case MSEByteParam:
data >> byteParam;
break;
default:
MANGOS_ASSERT(false && "Wrong movement status element");
break;
}
}
}
void MovementInfo::Write(ByteBuffer& data, uint16 opcode) const
{
bool hasTransportData = !t_guid.IsEmpty();
MovementStatusElements* sequence = GetMovementStatusElementsSequence(opcode);
if (!sequence)
{
sLog.outError("Unsupported MovementInfo::Write for 0x%X (%s)!", opcode, LookupOpcodeName(opcode));
return;
}
for(uint32 i = 0; i < MSE_COUNT; ++i)
{
MovementStatusElements element = sequence[i];
if (element == MSEEnd)
break;
if (element >= MSEGuidBit0 && element <= MSEGuidBit7)
{
data.WriteBit(guid[element - MSEGuidBit0]);
continue;
}
if (element >= MSETransportGuidBit0 && element <= MSETransportGuidBit7)
{
if (hasTransportData)
data.WriteBit(t_guid[element - MSETransportGuidBit0]);
continue;
}
if (element >= MSEGuidByte0 && element <= MSEGuidByte7)
{
if (guid[element - MSEGuidByte0])
data << uint8((guid[element - MSEGuidByte0] ^ 1));
continue;
}
if (element >= MSETransportGuidByte0 && element <= MSETransportGuidByte7)
{
if (hasTransportData && t_guid[element - MSETransportGuidByte0])
data << uint8((t_guid[element - MSETransportGuidByte0] ^ 1));
continue;
}
switch (element)
{
case MSEHasMovementFlags:
data.WriteBit(!moveFlags);
break;
case MSEHasMovementFlags2:
data.WriteBit(!moveFlags2);
break;
case MSEFlags:
if (moveFlags)
data.WriteBits(moveFlags, 30);
break;
case MSEFlags2:
if (moveFlags2)
data.WriteBits(moveFlags2, 12);
break;
case MSETimestamp:
if (si.hasTimeStamp)
data << uint32(time);
break;
case MSEHasPitch:
data.WriteBit(!si.hasPitch);
break;
case MSEHasTimestamp:
data.WriteBit(!si.hasTimeStamp);
break;
case MSEHasUnknownBit:
data.WriteBit(false);
break;
case MSEHasFallData:
data.WriteBit(si.hasFallData);
break;
case MSEHasFallDirection:
if (si.hasFallData)
data.WriteBit(si.hasFallDirection);
break;
case MSEHasTransportData:
data.WriteBit(hasTransportData);
break;
case MSEHasTransportTime2:
if (hasTransportData)
data.WriteBit(si.hasTransportTime2);
break;
case MSEHasTransportTime3:
if (hasTransportData)
data.WriteBit(si.hasTransportTime3);
break;
case MSEHasSpline:
data.WriteBit(si.hasSpline);
break;
case MSEHasSplineElevation:
data.WriteBit(!si.hasSplineElevation);
break;
case MSEPositionX:
data << float(pos.x);
break;
case MSEPositionY:
data << float(pos.y);
break;
case MSEPositionZ:
data << float(pos.z);
break;
case MSEPositionO:
if (si.hasOrientation)
data << float(NormalizeOrientation(pos.o));
break;
case MSEPitch:
if (si.hasPitch)
data << float(s_pitch);
break;
case MSEHasOrientation:
data.WriteBit(!si.hasOrientation);
break;
case MSEFallTime:
if (si.hasFallData)
data << uint32(fallTime);
break;
case MSESplineElevation:
if (si.hasSplineElevation)
data << float(splineElevation);
break;
case MSEFallHorizontalSpeed:
if (si.hasFallData && si.hasFallDirection)
data << float(jump.xyspeed);
break;
case MSEFallVerticalSpeed:
if (si.hasFallData)
data << float(jump.velocity);
break;
case MSEFallCosAngle:
if (si.hasFallData && si.hasFallDirection)
data << float(jump.cosAngle);
break;
case MSEFallSinAngle:
if (si.hasFallData && si.hasFallDirection)
data << float(jump.sinAngle);
break;
case MSETransportSeat:
if (hasTransportData)
data << int8(t_seat);
break;
case MSETransportPositionO:
if (hasTransportData)
data << float(NormalizeOrientation(t_pos.o));
break;
case MSETransportPositionX:
if (hasTransportData)
data << float(t_pos.x);
break;
case MSETransportPositionY:
if (hasTransportData)
data << float(t_pos.y);
break;
case MSETransportPositionZ:
if (hasTransportData)
data << float(t_pos.z);
break;
case MSETransportTime:
if (hasTransportData)
data << uint32(t_time);
break;
case MSETransportTime2:
if (hasTransportData && si.hasTransportTime2)
data << uint32(t_time2);
break;
case MSETransportTime3:
if (hasTransportData && si.hasTransportTime3)
data << uint32(fallTime);
break;
case MSEMovementCounter:
data << uint32(0);
break;
default:
MANGOS_ASSERT(false && "Wrong movement status element");
break;
}
}
}
////////////////////////////////////////////////////////////
// Methods of class GlobalCooldownMgr
bool GlobalCooldownMgr::HasGlobalCooldown(SpellEntry const* spellInfo) const
{
GlobalCooldownList::const_iterator itr = m_GlobalCooldowns.find(spellInfo->GetStartRecoveryCategory());
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->GetStartRecoveryCategory()] = GlobalCooldown(gcd, WorldTimer::getMSTime());
}
void GlobalCooldownMgr::CancelGlobalCooldown(SpellEntry const* spellInfo)
{
m_GlobalCooldowns[spellInfo->GetStartRecoveryCategory()].duration = 0;
}
////////////////////////////////////////////////////////////
// Methods of class Unit
Unit::Unit() :
movespline(new Movement::MoveSpline()),
m_charmInfo(nullptr),
i_motionMaster(this),
m_regenTimer(0),
m_vehicleInfo(nullptr),
m_ThreatManager(this),
m_HostileRefManager(this)
{
m_objectType |= TYPEMASK_UNIT;
m_objectTypeId = TYPEID_UNIT;
m_updateFlag = UPDATEFLAG_LIVING;
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_Aura = NULL;
// m_AurasCheck = 2000;
// m_removeAuraTimer = 4;
m_spellAuraHoldersUpdateIterator = m_spellAuraHolders.end();
m_AuraFlags = 0;
m_Visibility = VISIBILITY_ON;
m_AINotifyScheduled = false;
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_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; }
// remove aurastates allowing special moves
for (int i = 0; i < MAX_REACTIVE; ++i)
{ m_reactiveTimer[i] = 0; }
m_isCreatureLinkingTrigger = false;
m_isSpawningLinked = false;
}
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;
}
}
delete m_charmInfo;
delete m_vehicleInfo;
delete movespline;
// 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;*/
#ifdef ENABLE_ELUNA
elunaEvents->Update(update_diff);
#endif /* ENABLE_ELUNA */
// 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 (CanHaveThreatList())
GetThreatManager().UpdateForClient(update_diff);
// update combat timer only for players and pets
if (IsInCombat() && GetCharmerOrOwnerPlayerOrPlayerItself())
{
// 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));
}
if (uint32 base_att = getAttackTimer(OFF_ATTACK))
{
setAttackTimer(OFF_ATTACK, (update_diff >= base_att ? 0 : base_att - update_diff));
}
if (IsVehicle())
{
// Initialize vehicle if not done
if (IsAlive() && !m_vehicleInfo->IsInitialized())
m_vehicleInfo->Initialize();
// Update passenger positions if we are the first vehicle
if (!IsBoarded())
m_vehicleInfo->Update(update_diff);
}
// update abilities available only for fraction of time
UpdateReactives(update_diff);
if (IsAlive())
{
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);
}
UpdateSplineMovement(p_time);
i_motionMaster.UpdateMotion(p_time);
}
bool Unit::UpdateMeleeAttackingState()
{
Unit* victim = getVictim();
if (!victim || IsNonMeleeSpellCasted(false))
{ return false; }
if (!isAttackReady(BASE_ATTACK) && !(isAttackReady(OFF_ATTACK) && haveOffhandWeapon()))
{ return false; }
uint8 swingError = 0;
if (!CanReachWithMeleeAttack(victim))
{
setAttackTimer(BASE_ATTACK, 100);
setAttackTimer(OFF_ATTACK, 100);
swingError = 1;
}
// 120 degrees of radiant range
else if (!HasInArc(2 * M_PI_F / 3, victim))
{
setAttackTimer(BASE_ATTACK, 100);
setAttackTimer(OFF_ATTACK, 100);
swingError = 2;
}
else
{
if (isAttackReady(BASE_ATTACK))
{
// prevent base and off attack in same time, delay attack at 0.2 sec
if (haveOffhandWeapon())
{
if (getAttackTimer(OFF_ATTACK) < ATTACK_DISPLAY_DELAY)
{ setAttackTimer(OFF_ATTACK, ATTACK_DISPLAY_DELAY); }
}
AttackerStateUpdate(victim, BASE_ATTACK);
resetAttackTimer(BASE_ATTACK);
}
if (haveOffhandWeapon() && isAttackReady(OFF_ATTACK))
{
// prevent base and off attack in same time, delay attack at 0.2 sec
uint32 base_att = getAttackTimer(BASE_ATTACK);
if (base_att < ATTACK_DISPLAY_DELAY)
{ setAttackTimer(BASE_ATTACK, ATTACK_DISPLAY_DELAY); }
// do attack
AttackerStateUpdate(victim, OFF_ATTACK);
resetAttackTimer(OFF_ATTACK);
}
}
Player* player = (GetTypeId() == TYPEID_PLAYER ? (Player*)this : NULL);
if (player && swingError != player->LastSwingErrorMsg())
{
if (swingError == 1)
{ player->SendAttackSwingNotInRange(); }
else if (swingError == 2)
{ player->SendAttackSwingBadFacingAttack(); }
player->SwingErrorMsg(swingError);
}
return swingError;
}
bool Unit::haveOffhandWeapon() const
{
if (!CanUseEquippedWeapon(OFF_ATTACK))
{ return false; }
if (GetTypeId() == TYPEID_PLAYER)
{ return ((Player*)this)->GetWeaponForAttack(OFF_ATTACK, true, true); }
else
{
uint32 ItemId = GetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1);
/*ItemEntry const* itemInfo = sItemStore.LookupEntry(ItemId);
if (itemInfo && itemInfo->Class == ITEM_CLASS_WEAPON)
return true;*/
return false;
}
}
void Unit::SendHeartBeat()
{
m_movementInfo.UpdateTime(WorldTimer::getMSTime());
WorldPacket data(MSG_MOVE_HEARTBEAT, 64);
data << GetPackGUID();
data << m_movementInfo;
SendMessageToSet(&data, true);
}
void Unit::resetAttackTimer(WeaponAttackType type)
{
m_attackTimer[type] = uint32(GetAttackTime(type) * m_modAttackSpeedPct[type]);
}
float Unit::GetCombatReach(Unit const* pVictim, bool forMeleeRange /*=true*/, float flat_mod /*=0.0f*/) const
{
// The measured values show BASE_MELEE_OFFSET in (1.3224, 1.342)
float reach = GetFloatValue(UNIT_FIELD_COMBATREACH) + pVictim->GetFloatValue(UNIT_FIELD_COMBATREACH) +
BASE_MELEERANGE_OFFSET + flat_mod;
if (forMeleeRange && reach < ATTACK_DISTANCE)
{ reach = ATTACK_DISTANCE; }
return reach;
}
float Unit::GetCombatDistance(Unit const* target, bool forMeleeRange) const
{
float radius = GetCombatReach(target, forMeleeRange);
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 > 0.0f ? dist : 0.0f);
}
bool Unit::CanReachWithMeleeAttack(Unit const* pVictim, float flat_mod /*= 0.0f*/) const
{
MANGOS_ASSERT(pVictim);
float reach = GetCombatReach(pVictim, true, flat_mod);
// This check is not related to bounding radius
float dx = GetPositionX() - pVictim->GetPositionX();
float dy = GetPositionY() - pVictim->GetPositionY();
float dz = GetPositionZ() - pVictim->GetPositionZ();
return dx * dx + dy * dy + dz * dz < reach * 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();
}
}
void Unit::RemoveSpellsCausingAura(AuraType auraType, ObjectGuid casterGuid)
{
for (AuraList::const_iterator iter = m_modAuras[auraType].begin(); iter != m_modAuras[auraType].end();)
{
if ((*iter)->GetCasterGuid() == casterGuid)
{
RemoveSpellAuraHolder((*iter)->GetHolder());
iter = m_modAuras[auraType].begin();
}
else
{ ++iter; }
}
}
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 attacker at any non-DoT damage (including 0 damage)
if (damagetype != DOT)
{
if (damagetype != SELF_DAMAGE_ROGUE_FALL)
RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
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;
}
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);
// 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;
}
}
// 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.
DEBUG_FILTER_LOG(LOG_FILTER_DAMAGE, "DealDamage critter, critter dies");
((Creature*)pVictim)->SetLootRecipient(this);
JustKilledCreature((Creature*)pVictim, NULL);
pVictim->SetHealth(0);
return damage;
}
// share damage by auras
AuraList const& vShareDamageAuras = pVictim->GetAurasByType(SPELL_AURA_SHARE_DAMAGE_PCT);
for (AuraList::const_iterator itr = vShareDamageAuras.begin(); itr != vShareDamageAuras.end(); ++itr)
{
if (!spellProto)
break;
SpellEffectEntry const* spellEffect = spellProto->GetSpellEffect(EFFECT_INDEX_0);
// if damage is done by another shared aura, then skip to avoid circular reference (aura 300 is only applied on effect_idx_0
if (spellEffect && spellEffect->Effect == SPELL_EFFECT_APPLY_AURA &&
spellEffect->EffectApplyAuraName == SPELL_AURA_SHARE_DAMAGE_PCT)
break;
if (Unit* shareTarget = (*itr)->GetCaster())
{
if (shareTarget != pVictim && ((*itr)->GetMiscValue() & damageSchoolMask))
{
SpellEntry const* shareSpell = (*itr)->GetSpellProto();
uint32 shareDamage = uint32(damage*(*itr)->GetModifier()->m_amount / 100.0f);
DealDamageMods(shareTarget, shareDamage, nullptr);
DealDamage(shareTarget, shareDamage, nullptr, damagetype, GetSpellSchoolMask(shareSpell), shareSpell, false);
}
}
}
// 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);
}
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 %s Killed %s", GetGuidStr().c_str(), pVictim->GetGuidStr().c_str());
/*
* Preparation: Who gets credit for killing whom, invoke SpiritOfRedemtion?
*/
// for loot will be used only if group_tap == NULL
Player* player_tap = GetCharmerOrOwnerPlayerOrPlayerItself();
Group* group_tap = NULL;
// 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(); }
}
// Spirit of Redemtion Talent
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;
}
}
}
/*
* Generic Actions (ProcEvents, Combat-Log, Kill Rewards, Stop Combat)
*/
// 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);
}
else if (GetTypeId() == TYPEID_UNIT && this != pVictim)
ProcDamageAndSpell(pVictim, PROC_FLAG_KILL, PROC_FLAG_KILLED, PROC_EX_NONE, 0);
// 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); }
}
// stop combat
DEBUG_FILTER_LOG(LOG_FILTER_DAMAGE, "DealDamageAttackStop");
pVictim->CombatStop();
pVictim->getHostileRefManager().deleteReferences();
/*
* Actions for the killer
*/
if (spiritOfRedemtionTalentReady)
{
DEBUG_FILTER_LOG(LOG_FILTER_DAMAGE, "DealDamage: Spirit of Redemtion ready");
// 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); }
// Call KilledUnit for creatures
if (GetTypeId() == TYPEID_UNIT && ((Creature*)this)->AI())
{ ((Creature*)this)->AI()->KilledUnit(pVictim); }
#ifdef ENABLE_ELUNA
if (Creature* killer = ToCreature())
{
if (Player* killed = pVictim->ToPlayer())
sEluna->OnPlayerKilledByCreature(killer, killed);
}
#endif
// Call AI OwnerKilledUnit (for any current summoned minipet/guardian/protector)
PetOwnerKilledUnit(pVictim);
/*
* Actions for the victim
*/
if (pVictim->GetTypeId() == TYPEID_PLAYER) // Killed player
{
Player* playerVictim = (Player*)pVictim;
// remember victim PvP death for corpse type and corpse reclaim delay
// at original death (not at SpiritOfRedemtionTalent timeout)
if (!damageFromSpiritOfRedemtionTalent)
{ playerVictim->SetPvPDeath(player_tap != NULL); }
// achievement stuff
playerVictim->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_TOTAL_DAMAGE_RECEIVED, health);
if (player_tap)
player_tap->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_SPECIAL_PVP_KILL, 1, 0, pVictim);
if (GetTypeId() == TYPEID_UNIT)
playerVictim->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_CREATURE, GetEntry());
else if (GetTypeId() == TYPEID_PLAYER && pVictim != this)
playerVictim->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_PLAYER, 1, playerVictim->GetTeam());
// 10% durability loss on death
// only if not player and not controlled by player pet. And not at BG
if (durabilityLoss && !player_tap && !playerVictim->InBattleGround())
{
DEBUG_LOG("DealDamage: Killed %s, looing 10 percents durability", pVictim->GetGuidStr().c_str());
playerVictim->DurabilityLossAll(0.10f, false);
// durability lost message
WorldPacket data(SMSG_DURABILITY_DAMAGE_DEATH, 0);
playerVictim->GetSession()->SendPacket(&data);
}
if (!spiritOfRedemtionTalentReady) // Before informing Battleground
{
DEBUG_FILTER_LOG(LOG_FILTER_DAMAGE, "SET JUST_DIED");
pVictim->SetDeathState(JUST_DIED);
}
// playerVictim was in duel, duel must be interrupted
// last damage from non duel opponent or non opponent controlled creature
if (duel_hasEnded)
{
playerVictim->duel->opponent->CombatStopWithPets(true);
playerVictim->CombatStopWithPets(true);
playerVictim->DuelComplete(DUEL_INTERRUPTED);
}
if (player_tap) // PvP kill
{
if (BattleGround* bg = playerVictim->GetBattleGround())
{
bg->HandleKillPlayer(playerVictim, player_tap);
}
else if (pVictim != this)
{
// selfkills are not handled in outdoor pvp scripts
if (OutdoorPvP* outdoorPvP = sOutdoorPvPMgr.GetScript(playerVictim->GetCachedZoneId()))
{ outdoorPvP->HandlePlayerKill(player_tap, playerVictim); }
}
#ifdef ENABLE_ELUNA
sEluna->OnPVPKill(player_tap, playerVictim);
#endif
}
}
else // Killed creature
{ JustKilledCreature((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
pVictim->AttackedBy(this);
}
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);
}
}
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->GetInterruptFlags() & 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->GetChannelInterruptFlags();
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::JustKilledCreature(Creature* victim, Player* responsiblePlayer)
{
victim->m_deathState = DEAD; // so that IsAlive, IsDead return expected results in the called hooks of JustKilledCreature
// must be used only shortly before SetDeathState(JUST_DIED) and only for Creatures or Pets
// some critters required for quests (need normal entry instead possible heroic in any cases)
if (victim->GetCreatureType() == CREATURE_TYPE_CRITTER && GetTypeId() == TYPEID_PLAYER)
{
if (CreatureInfo const* normalInfo = ObjectMgr::GetCreatureTemplate(victim->GetEntry()))
{ ((Player*)this)->KilledMonster(normalInfo, victim->GetObjectGuid()); }
}
// Interrupt channeling spell when a Possessed Summoned is killed
SpellEntry const* spellInfo = sSpellStore.LookupEntry(victim->GetUInt32Value(UNIT_CREATED_BY_SPELL));
if (spellInfo && spellInfo->HasAttribute(SPELL_ATTR_EX_FARSIGHT) && spellInfo->HasAttribute(SPELL_ATTR_EX_CHANNELED_1))
{
Unit* creator = GetMap()->GetUnit(victim->GetCreatorGuid());
if (creator && creator->GetCharmGuid() == victim->GetObjectGuid())
{
Spell* channeledSpell = creator->GetCurrentSpell(CURRENT_CHANNELED_SPELL);
if (channeledSpell && channeledSpell->m_spellInfo->Id == spellInfo->Id)
{ creator->InterruptNonMeleeSpells(false); }
}
}
/* ******************************* Inform various hooks ************************************ */
// Inform victim's AI
if (victim->AI())
{ victim->AI()->JustDied(this); }
// Inform Owner
Unit* pOwner = victim->GetCharmerOrOwner();
if (victim->IsTemporarySummon())
{
TemporarySummon* pSummon = (TemporarySummon*)victim;
if (pSummon->GetSummonerGuid().IsCreatureOrVehicle())
if (Creature* pSummoner = victim->GetMap()->GetCreature(pSummon->GetSummonerGuid()))
if (pSummoner->AI())
{ pSummoner->AI()->SummonedCreatureJustDied(victim); }
}
else if (pOwner && pOwner->GetTypeId() == TYPEID_UNIT)
{
if (((Creature*)pOwner)->AI())
{ ((Creature*)pOwner)->AI()->SummonedCreatureJustDied(victim); }
}
// Inform Instance Data and Linking
if (InstanceData* mapInstance = victim->GetInstanceData())
{ mapInstance->OnCreatureDeath(victim); }
if (responsiblePlayer) // killedby Player, inform BG
if (BattleGround* bg = responsiblePlayer->GetBattleGround())
bg->HandleKillUnit(victim, responsiblePlayer);
// Used by Eluna
#ifdef ENABLE_ELUNA
sEluna->OnCreatureKill(responsiblePlayer, victim);
#endif /* ENABLE_ELUNA */
// Notify the outdoor pvp script
if (OutdoorPvP* outdoorPvP = sOutdoorPvPMgr.GetScript(responsiblePlayer ? responsiblePlayer->GetCachedZoneId() : GetZoneId()))
{ outdoorPvP->HandleCreatureDeath(victim); }
// Start creature death script
GetMap()->ScriptsStart(sCreatureDeathScripts, victim->GetEntry(), victim, responsiblePlayer ? responsiblePlayer : this);
if (victim->IsLinkingEventTrigger())
{ victim->GetMap()->GetCreatureLinkingHolder()->DoCreatureLinkingEvent(LINKING_EVENT_DIE, victim); }
// Dungeon specific stuff
if (victim->GetInstanceId())
{
Map* m = victim->GetMap();
Player* creditedPlayer = GetCharmerOrOwnerPlayerOrPlayerItself();
// TODO: do instance binding anyway if the charmer/owner is offline
if (m->IsDungeon() && creditedPlayer)
{
if (m->IsRaidOrHeroicDungeon())
{
if (victim->GetCreatureInfo()->ExtraFlags & CREATURE_EXTRA_FLAG_INSTANCE_BIND)
{ ((DungeonMap*)m)->PermBindAllPlayers(creditedPlayer); }
}
else
{
DungeonPersistentState* save = ((DungeonMap*)m)->GetPersistanceState();
// the reset time is set but not added to the scheduler
// until the players leave the instance
time_t resettime = victim->GetRespawnTimeEx() + 2 * HOUR;
if (save->GetResetTime() < resettime)
{ save->SetResetTime(resettime); }
}
// update encounter state if needed
((DungeonMap*)m)->GetPersistanceState()->UpdateEncounterState(ENCOUNTER_CREDIT_KILL_CREATURE, victim->GetEntry());
}
}
bool isPet = victim->IsPet();
/* ********************************* Set Death finally ************************************* */
DEBUG_FILTER_LOG(LOG_FILTER_DAMAGE, "SET JUST_DIED");
victim->SetDeathState(JUST_DIED); // if !spiritOfRedemtionTalentReady always true for unit
if (isPet)
{ return; } // Pets might have been unsummoned at this place, do not handle them further!
/* ******************************** Prepare loot if can ************************************ */
victim->DeleteThreatList();
// only lootable if it has loot or can drop gold
victim->PrepareBodyLootState();
// may have no loot, so update death timer if allowed, must be after SetDeathState(JUST_DIED)
victim->AllLootRemovedFromCorpse();
}
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)
{ originalCaster = triggeredByAura->GetCasterGuid(); }
triggeredBy = triggeredByAura->GetSpellProto();
}
else
{
triggeredByAura = GetTriggeredByClientAura(spellInfo->Id);
if (triggeredByAura)
{
triggered = true;
triggeredBy = triggeredByAura->GetSpellProto();
}
}
Spell* spell = new Spell(this, spellInfo, triggered, originalCaster, triggeredBy);
SpellCastTargets targets;
targets.setUnitTarget(Victim);
if (spellInfo->GetTargets() & TARGET_FLAG_DEST_LOCATION)
{ targets.setDestination(Victim->GetPositionX(), Victim->GetPositionY(), Victim->GetPositionZ()); }
if (spellInfo->GetTargets() & TARGET_FLAG_SOURCE_LOCATION)
if (WorldObject* caster = spell->GetCastingObject())
targets.setSource(caster->GetPositionX(), caster->GetPositionY(), caster->GetPositionZ());
spell->m_CastItem = castItem;
spell->SpellStart(&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)
{ 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;
if (spellInfo->GetTargets() & TARGET_FLAG_DEST_LOCATION)
{ targets.setDestination(Victim->GetPositionX(), Victim->GetPositionY(), Victim->GetPositionZ()); }
if (spellInfo->GetTargets() & TARGET_FLAG_SOURCE_LOCATION)
if (WorldObject* caster = spell->GetCastingObject())
{ targets.setSource(caster->GetPositionX(), caster->GetPositionY(), caster->GetPositionZ()); }
spell->SpellStart(&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)
{ originalCaster = triggeredByAura->GetCasterGuid(); }
triggeredBy = triggeredByAura->GetSpellProto();
}
Spell* spell = new Spell(this, spellInfo, triggered, originalCaster, triggeredBy);
SpellCastTargets targets;
if (spellInfo->GetTargets() & TARGET_FLAG_DEST_LOCATION)
{ targets.setDestination(x, y, z); }
if (spellInfo->GetTargets() & TARGET_FLAG_SOURCE_LOCATION)
{ targets.setSource(x, y, z); }
// Spell cast with x,y,z but without dbc target-mask, set destination
if (!(targets.m_targetMask & (TARGET_FLAG_DEST_LOCATION | TARGET_FLAG_SOURCE_LOCATION)))
{ targets.setDestination(x, y, z); }
spell->m_CastItem = castItem;
spell->SpellStart(&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;
// units which are not alive cannot deal damage except for dying creatures
if ((!this->IsAlive() || !pVictim->IsAlive()) && (this->GetTypeId() != TYPEID_UNIT || this->getDeathState() != DEAD))
return;
// Check spell crit chance
bool crit = IsSpellCrit(pVictim, spellInfo, damageSchoolMask, attackType);
// damage bonus (per damage class)
switch (spellInfo->GetDmgClass())
{
// 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 reduction_affected_damage = CalcNotIgnoreDamageReduction(damage, damageSchoolMask);
damage -= pVictim->GetCritDamageReduction(reduction_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 reduction_affected_damage = CalcNotIgnoreDamageReduction(damage, damageSchoolMask);
damage -= pVictim->GetCritDamageReduction(reduction_affected_damage);
}
}
break;
}
// only from players
if (GetTypeId() == TYPEID_PLAYER)
{
uint32 reduction_affected_damage = CalcNotIgnoreDamageReduction(damage, damageSchoolMask);
damage -= pVictim->GetDamageReduction(reduction_affected_damage);
}
// damage mitigation
if (damage > 0)
{
// physical damage => armor
if (damageSchoolMask & SPELL_SCHOOL_MASK_NORMAL)
{
uint32 armor_affected_damage = CalcNotIgnoreDamageReduction(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, CalcDamageInfo* damageInfo, WeaponAttackType attackType /*= BASE_ATTACK*/)
{
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 = VICTIMSTATE_UNAFFECTED;
damageInfo->HitInfo = HITINFO_NORMALSWING;
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 = HITINFO_UNK3; // test (dev note: test what? HitInfo flag possibly not confirmed.)
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;
}
uint32 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 = CalcNotIgnoreDamageReduction(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_UNAFFECTED;
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;
// Apply SPELL_AURA_MOD_CRIT_DAMAGE_BONUS modifier first
const int32 bonus = GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_CRIT_DAMAGE_BONUS, SPELL_SCHOOL_MASK_NORMAL);
damageInfo->damage += int32((damageInfo->damage) * float(bonus / 100.0f));
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);
if (mod != 0)
damageInfo->damage = int32((damageInfo->damage) * float((100.0f + mod) / 100.0f));
// Resilience - reduce crit damage
uint32 reduction_affected_damage = CalcNotIgnoreDamageReduction(damageInfo->damage, damageInfo->damageSchoolMask);
uint32 resilienceReduction = pVictim->GetCritDamageReduction(reduction_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->GetShieldBlockDamageValue() * damageInfo->damage / 100.0f;
// 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->GetMaxSkillValueForLevel() - GetMaxSkillValueForLevel();
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 reduction_affected_damage = CalcNotIgnoreDamageReduction(damageInfo->damage, damageInfo->damageSchoolMask);
uint32 resilienceReduction = pVictim->GetDamageReduction(reduction_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); }
// This seems to reduce the victims time until next attack if your attack was parried
if (damageInfo->TargetState == VICTIMSTATE_PARRY)
{
if (pVictim->GetTypeId() != TYPEID_UNIT ||
!(((Creature*)pVictim)->GetCreatureInfo()->ExtraFlags & CREATURE_EXTRA_FLAG_NO_PARRY_HASTEN))
{
// 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() && !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->GetMaxSkillValueForLevel(this);
uint32 AttackerMeleeSkill = GetMaxSkillValueForLevel();
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);
data << uint32(0); // FIXME: Resist
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)
{
DEBUG_LOG("SMSG_EMOTE %u");
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::CalcNotIgnoreDamageReduction(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();
SpellClassOptionsEntry const* adsClassOptions = i_spellProto->GetSpellClassOptions();
// Fire Ward or Frost Ward
if(adsClassOptions && adsClassOptions->SpellFamilyName == SPELLFAMILY_MAGE && adsClassOptions->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->GetSpellFamilyName() == 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
SpellClassOptionsEntry const* classOptions = spellProto->GetSpellClassOptions();
switch(spellProto->GetSpellFamilyName())
{
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->IsFitToFamilyMask(UI64LIT(0x0000000000000001)) && 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->IsFitToFamily(SPELLFAMILY_MAGE, UI64LIT(0x0000000000000000), 0x00000008))
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; }
SpellEffectEntry const* spellEffect = (*i)->GetSpellProto()->GetSpellEffect((*i)->GetEffIndex());
if (float manaMultiplier = (spellEffect ? spellEffect->EffectMultipleValue : 0))
{
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()->IsFitToFamily(SPELLFAMILY_MAGE, UI64LIT(0x0000000000000000), 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->GetSpellFamilyName() == 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& 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->GetSpellFamilyName())
{
// 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->GetDmgClass())
{
// 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 = uint32(damageInfo->damage * GetShieldBlockDamageValue() / 100.0f);
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->HasAttribute(SPELL_ATTR_EX_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;
}
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MELEE_ATTACK);
// attack can be redirected to another target
pVictim = SelectMagnetTarget(pVictim);
CalcDamageInfo damageInfo;
CalculateMeleeDamage(pVictim, &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 (Unit* owner = GetOwner())
if (owner->GetTypeId() == TYPEID_UNIT)
{
owner->SetInCombatWith(pVictim);
owner->AddThreat(pVictim);
pVictim->SetInCombatWith(owner);
}
for (GuidSet::const_iterator itr = m_guardianPets.begin(); itr != m_guardianPets.end(); ++itr)
if (Unit* pet = (Unit*)GetMap()->GetPet(*itr))
{
pet->SetInCombatWith(pVictim);
pet->AddThreat(pVictim);
pVictim->SetInCombatWith(pet);
}
// if damage pVictim call AI reaction
pVictim->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);
// bonus from skills is 0.04%
int32 skillBonus = 4 * (attackerMaxSkillValueForLevel - 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);
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 not have
if (!from_behind || pVictim->HasAuraType(SPELL_AURA_MOD_PARRY_FROM_BEHIND_PERCENT))
{
// 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 (parry_chance > 0 && (pVictim->GetTypeId() == TYPEID_PLAYER || !(((Creature*)pVictim)->GetCreatureInfo()->ExtraFlags & CREATURE_EXTRA_FLAG_NO_PARRY)))
{
parry_chance -= skillBonus;
// if (from_behind) -- only 100% currently and not 100% sure way value apply
// parry_chance = int32(parry_chance * (pVictim->GetTotalAuraMultiplier(SPELL_AURA_MOD_PARRY_FROM_BEHIND_PERCENT) - 1);
if (parry_chance > 0 && // check if unit _can_ parry
(roll < (sum += parry_chance)))
{
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "RollMeleeOutcomeAgainst: PARRY <%d, %d)", sum - parry_chance, 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 = attackerMaxSkillValueForLevel;
tmp = (10 + (victimMaxSkillValueForLevel - 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()->ExtraFlags & CREATURE_EXTRA_FLAG_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
// having defense above your maximum (from items, talents etc.) has no effect
// mob's level * 5 - player's current defense skill - add 2% chance per lacking skill point, min. is 20%
if ((getLevel() - 4) >= pVictim->getLevel() && !IsNonMeleeSpellCasted(false) /* It should have been !spellCasted but wrath doesn't have that? */
&& roll < (tmp = (((attackerMaxSkillValueForLevel - tmp) * 200) - 2000)))
{
uint32 typeId = GetTypeId();
/* It should have been !(((Creature*)this)->GetCreatureInfo()->ExtraFlags & CREATURE_EXTRA_FLAG_NO_CRUSH) but wrath doesn't have that? */
if ((typeId == TYPEID_UNIT && !(GetOwnerGuid() && GetOwner()->GetTypeId() == TYPEID_PLAYER)
&& !(static_cast<Creature const*>(this)->GetCreatureInfo()->ExtraFlags & CREATURE_EXTRA_FLAG_NO_CRUSH))
|| (typeId == TYPEID_PLAYER && GetCharmerGuid() && GetCharmer()->GetTypeId() == TYPEID_UNIT))
{
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "RollMeleeOutcomeAgainst: CRUSHING %d)", tmp);
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->GetSpellLevel();
if (spellLevel <= 0 || spellLevel > spellProto->GetMaxLevel())
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->HasAttribute(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 ExtraFlags for disable block
if (GetTypeId() == TYPEID_UNIT)
{
if (((Creature*)this)->GetCreatureInfo()->ExtraFlags & CREATURE_EXTRA_FLAG_NO_BLOCK)
return false;
}
float blockChance = GetUnitBlockChance();
// For each point of difference between the attacker's level and the defender's level,
// the block chance is modified by 0.5% if the target is a mob and 0.2% if the target is a player.
blockChance += (getLevel() - pCaster->GetLevelForTarget(this)) * (pCaster->GetTypeId() == TYPEID_PLAYER ? 0.2f : 0.5f);
if (blockChance < 0.0f)
blockChance = 0.0f;
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->GetDmgClass() == SPELL_DAMAGE_CLASS_RANGED)
attType = RANGED_ATTACK;
// bonus from skills is 0.04% per skill Diff
int32 attackerWeaponSkill = GetMaxSkillValueForLevel();
int32 skillDiff = attackerWeaponSkill - int32(pVictim->GetMaxSkillValueForLevel(this));
uint32 roll = urand(0, 10000);
uint32 missChance = uint32(MeleeSpellMissChance(pVictim, attType, skillDiff, spell) * 100.0f);
// Roll miss
uint32 tmp = spell->HasAttribute(SPELL_ATTR_EX3_CANT_MISS) ? 0 : 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->HasAttribute(SPELL_ATTR_IMPOSSIBLE_DODGE_PARRY_BLOCK))
return SPELL_MISS_NONE;
bool from_behind = !pVictim->HasInArc(M_PI_F, this);
// Ranged attack cannot be parry/dodge only deflect
if (attType == RANGED_ATTACK)
{
// only if in front or special ability
if (!from_behind || pVictim->HasAuraType(SPELL_AURA_MOD_PARRY_FROM_BEHIND_PERCENT))
{
int32 deflect_chance = pVictim->GetTotalAuraModifier(SPELL_AURA_DEFLECT_SPELLS) * 100;
// if (from_behind) -- only 100% currently and not 100% sure way value apply
// deflect_chance = int32(deflect_chance * (pVictim->GetTotalAuraMultiplier(SPELL_AURA_MOD_PARRY_FROM_BEHIND_PERCENT) - 1);
tmp += deflect_chance;
if (roll < tmp)
return SPELL_MISS_DEFLECT;
}
return SPELL_MISS_NONE;
}
// Check for attack from behind
if (from_behind)
{
// 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 without special ability
if (!pVictim->HasAuraType(SPELL_AURA_MOD_PARRY_FROM_BEHIND_PERCENT))
canParry = false;
}
// Check creatures ExtraFlags for disable parry
if (pVictim->GetTypeId() == TYPEID_UNIT)
{
uint32 flagEx = ((Creature*)pVictim)->GetCreatureInfo()->ExtraFlags;
if (flagEx & CREATURE_EXTRA_FLAG_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;
// if (from_behind) -- only 100% currently and not 100% sure way value apply
// parryChance = int32(parryChance * (pVictim->GetTotalAuraMultiplier(SPELL_AURA_MOD_PARRY_FROM_BEHIND_PERCENT) - 1));
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);
// 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 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;
int32 HitChance = modHitChance * 100;
// Increase hit chance from attacker SPELL_AURA_MOD_SPELL_HIT_CHANCE and attacker ratings
HitChance += int32(m_modSpellHitChance * 100.0f);
if (HitChance < 100) HitChance = 100;
if (HitChance > 10000) HitChance = 10000;
int32 tmp = spell->HasAttribute(SPELL_ATTR_EX3_CANT_MISS) ? 0 : (10000 - HitChance);
int32 rand = irand(0, 10000);
if (rand < tmp)
return SPELL_MISS_MISS;
bool from_behind = !pVictim->HasInArc(M_PI_F, this);
// cast by caster in front of victim or behind with special ability
if (!from_behind || pVictim->HasAuraType(SPELL_AURA_MOD_PARRY_FROM_BEHIND_PERCENT))
{
int32 deflect_chance = pVictim->GetTotalAuraModifier(SPELL_AURA_DEFLECT_SPELLS) * 100;
// if (from_behind) -- only 100% currently and not 100% sure way value apply
// deflect_chance = int32(deflect_chance * (pVictim->GetTotalAuraMultiplier(SPELL_AURA_MOD_PARRY_FROM_BEHIND_PERCENT)) - 1);
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, this == pVictim) && !spell->HasAttribute(SPELL_ATTR_UNAFFECTED_BY_INVULNERABILITY))
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)) && !spell->HasAttribute(SPELL_ATTR_UNAFFECTED_BY_INVULNERABILITY))
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->GetDmgClass())
{
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(GetMaxSkillValueForLevel(pVictim)) - int32(pVictim->GetMaxSkillValueForLevel(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;
// 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;
}
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())
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_CHANCE_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);
if (crit < 0.0f)
crit = 0.0f;
return crit;
}
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->IsPermanent() || holder->IsPassive()) && holder->GetAuraDuration() == 0)
{
RemoveSpellAuraHolder(holder, AURA_REMOVE_BY_EXPIRE);
iter = m_spellAuraHolders.begin();
}
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() &&
!HasAffectedAura(SPELL_AURA_ALLOW_CAST_WHILE_MOVING, m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo))
{
// 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->SpellStart(&(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->SetSelfContainer(&(m_currentSpells[pSpell->GetCurrentContainer()])); // this works, but is not safe - <looks at C<>dric>
// original and faulty code - delete once the above has been proven to work
// pSpell->m_selfContainer = &(m_currentSpells[pSpell->GetCurrentContainer()]); // m_selfContainer is not accessible, due to being a protected member
}
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)
{
Movement::MoveSplineInit init(*this);
init.SetFacing(ori);
init.Launch();
}
void Unit::SetFacingToObject(WorldObject* pObject)
{
// 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.
SetFacingTo(GetAngle(pObject));
}
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->GetStackAmount())
{
// 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()->HasAttribute(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
SpellEffectEntry const* spellEffect = aurSpellInfo->GetSpellEffect(SpellEffectIndex(i));
AuraType aurNameReal = AuraType(spellEffect ? spellEffect->EffectApplyAuraName : 0);
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
SpellEffectEntry const* spellEffect = aurSpellInfo->GetSpellEffect(SpellEffectIndex(i));
AuraType aurNameReal = AuraType(spellEffect ? spellEffect->EffectApplyAuraName : SPELL_AURA_NONE);
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:
case SPELL_AURA_CONTROL_VEHICLE:
case SPELL_AURA_TRIGGER_LINKED_AURA:
case SPELL_AURA_PERIODIC_DUMMY:
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;
}
}
// normal spell or passive auras not stackable with other ranks
if (!IsPassiveSpell(aurSpellInfo) || !IsPassiveSpellStackableWithRanks(aurSpellInfo))
{
// Hack exceptions for Vehicle/Linked auras
if (!IsSpellHaveAura(aurSpellInfo, SPELL_AURA_CONTROL_VEHICLE) && !IsSpellHaveAura(aurSpellInfo, SPELL_AURA_TRIGGER_LINKED_AURA) &&
!RemoveNoStackAurasDueToAuraHolder(holder))
{
delete holder;
return false; // couldn't remove conflicting aura with higher rank
}
}
// update tracked aura targets list (before aura add to aura list, to prevent unexpected remove recently added aura)
if (TrackedAuraType trackedType = holder->GetTrackedAuraType())
{
if (Unit* caster = holder->GetCaster()) // caster not in world
{
// Only compare TrackedAuras of same tracking type
TrackedAuraTargetMap& scTargets = caster->GetTrackedAuraTargets(trackedType);
for (TrackedAuraTargetMap::iterator itr = scTargets.begin(); itr != scTargets.end();)
{
SpellEntry const* itr_spellEntry = itr->first;
ObjectGuid itr_targetGuid = itr->second; // Target on whom the tracked aura is
if (itr_targetGuid == GetObjectGuid()) // Note: I don't understand this check (based on old aura concepts, kept when adding holders)
{
++itr;
continue;
}
bool removed = false;
switch (trackedType)
{
case TRACK_AURA_TYPE_SINGLE_TARGET:
if (IsSingleTargetSpells(itr_spellEntry, aurSpellInfo))
{
removed = true;
// remove from target if target found
if (Unit* itr_target = GetMap()->GetUnit(itr_targetGuid))
itr_target->RemoveAurasDueToSpell(itr_spellEntry->Id); // TODO AURA_REMOVE_BY_TRACKING (might require additional work elsewhere)
else // Normally the tracking will be removed by the AuraRemoval
scTargets.erase(itr);
}
break;
case TRACK_AURA_TYPE_CONTROL_VEHICLE:
{
// find minimal effect-index that applies an aura
uint8 i = EFFECT_INDEX_0;
for (; i < MAX_EFFECT_INDEX; ++i)
if (IsAuraApplyEffect(aurSpellInfo, SpellEffectIndex(i)))
break;
// Remove auras when first holder is applied
if ((1 << i) & holder->GetAuraFlags())
{
removed = true; // each caster can only control one vehicle
// remove from target if target found
if (Unit* itr_target = GetMap()->GetUnit(itr_targetGuid))
itr_target->RemoveAurasByCasterSpell(itr_spellEntry->Id, caster->GetObjectGuid(), AURA_REMOVE_BY_TRACKING);
else // Normally the tracking will be removed by the AuraRemoval
scTargets.erase(itr);
}
break;
}
case TRACK_AURA_TYPE_NOT_TRACKED: // These two can never happen
case MAX_TRACKED_AURA_TYPES:
MANGOS_ASSERT(false);
break;
}
if (removed)
{
itr = scTargets.begin(); // list can be chnaged at remove aura
continue;
}
++itr;
}
switch (trackedType)
{
case TRACK_AURA_TYPE_CONTROL_VEHICLE: // Only track the controlled vehicle, no secondary effects
if (!IsSpellHaveAura(aurSpellInfo, SPELL_AURA_CONTROL_VEHICLE, holder->GetAuraFlags()))
break;
// no break here, track other controlled
case TRACK_AURA_TYPE_SINGLE_TARGET: // Register spell holder single target
scTargets[aurSpellInfo] = GetObjectGuid();
break;
}
}
}
// 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); // This is the place where auras are actually applied onto the target
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) && 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;
}
// prevent triggering aura of removing aura that triggered it
if (((*i).second->GetTriggeredBy() && (*i).second->GetTriggeredBy()->Id == spellId)
|| (holder->GetTriggeredBy() && holder->GetTriggeredBy()->Id == i_spellId))
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->GetSpellFamilyName() == SPELLFAMILY_POTION && i_spellProto->GetSpellFamilyName() == 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, ObjectGuid casterGuid, AuraRemoveMode mode /*=AURA_REMOVE_BY_DEFAULT*/)
{
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, ObjectGuid 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, uint32 stackAmount, ObjectGuid casterGuid, Unit* dispeller)
{
SpellEntry const* spellEntry = sSpellStore.LookupEntry(spellId);
SpellClassOptionsEntry const* classOptions = spellEntry->GetSpellClassOptions();
// Custom dispel case
// Unstable Affliction
if(classOptions && classOptions->SpellFamilyName == SPELLFAMILY_WARLOCK && (classOptions->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
dispeller->CastCustomSpell(dispeller, 31117, &damage, NULL, NULL, true, NULL, NULL, casterGuid);
return;
}
}
// Lifebloom
else if (classOptions && classOptions->SpellFamilyName == SPELLFAMILY_DRUID && (classOptions->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->GetManaCostPercentage() * caster->GetCreateMana() / 100) * stackAmount / 2;
caster->CastCustomSpell(caster, 64372, &returnmana, NULL, NULL, true, NULL, dotAura, casterGuid);
}
}
}
// Flame Shock
else if (classOptions && classOptions->SpellFamilyName == SPELLFAMILY_SHAMAN && (classOptions->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 (classOptions && classOptions->SpellFamilyName == SPELLFAMILY_PRIEST && classOptions->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, ObjectGuid casterGuid, Unit* stealer)
{
SpellAuraHolder* holder = GetSpellAuraHolder(spellId, casterGuid);
SpellEntry const* spellProto = sSpellStore.LookupEntry(spellId);
SpellAuraHolder* new_holder = CreateSpellAuraHolder(spellProto, stealer, this);
// set its duration and maximum duration
// max duration 2 minutes (in msecs)
int32 dur = holder->GetAuraDuration();
int32 max_dur = 2 * MINUTE * IN_MILLISECONDS;
int32 new_max_dur = max_dur > dur ? dur : max_dur;
new_holder->SetAuraMaxDuration(new_max_dur);
new_holder->SetAuraDuration(new_max_dur);
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(spellProto, aur->GetEffIndex(), &basePoints, new_holder, stealer, this);
// 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->SetTrackedAuraType(TRACK_AURA_TYPE_NOT_TRACKED);
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, ObjectGuid 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->GetDispel()) & dispelMask) && (!casterGuid || casterGuid == itr->second->GetCasterGuid()))
{
// Dispel aura
RemoveAurasDueToSpell(spell->Id);
itr = auras.begin();
}
else
++itr;
}
}
void Unit::RemoveAuraHolderFromStack(uint32 spellId, uint32 stackAmount, ObjectGuid 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(-int32(stackAmount)))
{
RemoveSpellAuraHolder(iter->second, mode);
break;
}
}
}
}
void Unit::RemoveAurasDueToSpell(uint32 spellId, SpellAuraHolder* except, AuraRemoveMode mode)
{
SpellEntry const* spellEntry = sSpellStore.LookupEntry(spellId);
if (spellEntry && spellEntry->SpellDifficultyId && IsInWorld() && GetMap()->IsDungeon())
if (SpellEntry const* spellDiffEntry = GetSpellEntryByDifficulty(spellEntry->SpellDifficultyId, GetMap()->GetDifficulty(), GetMap()->IsRaid()))
spellId = spellDiffEntry->Id;
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()->GetAuraInterruptFlags() & 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()->HasAttribute((SpellAttributes)flags))
{
RemoveSpellAuraHolder(iter->second);
iter = m_spellAuraHolders.begin();
}
else
++iter;
}
}
void Unit::RemoveAurasOnCast(SpellEntry const* castedSpellEntry)
{
for (SpellAuraHolderMap::iterator iter = m_spellAuraHolders.begin(); iter != m_spellAuraHolders.end();)
{
SpellAuraHolder* holder = iter->second;
SpellEntry const* spellEntry = holder->GetSpellProto();
bool removeThisHolder = false;
if (spellEntry->GetAuraInterruptFlags() & AURA_INTERRUPT_FLAG_UNK2)
{
if (castedSpellEntry->HasAttribute(SPELL_ATTR_EX_NOT_BREAK_STEALTH))
{
bool foundStealth = false;
for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i)
{
if (Aura* aura = holder->m_auras[i])
{
if (aura->GetModifier()->m_auraname == SPELL_AURA_MOD_STEALTH)
{
foundStealth = true;
break;
}
}
}
removeThisHolder = !foundStealth;
}
else
removeThisHolder = true;
}
if (removeThisHolder)
{
RemoveSpellAuraHolder(iter->second);
iter = m_spellAuraHolders.begin();
}
else
++iter;
}
}
void Unit::RemoveNotOwnTrackedTargetAuras(uint32 newPhase)
{
// tracked aura targets from other casters are removed if the phase does no more fit
for (SpellAuraHolderMap::iterator iter = m_spellAuraHolders.begin(); iter != m_spellAuraHolders.end();)
{
TrackedAuraType trackedType = iter->second->GetTrackedAuraType();
if (!trackedType)
{
++iter;
continue;
}
if (trackedType == TRACK_AURA_TYPE_CONTROL_VEHICLE || iter->second->GetCasterGuid() != GetObjectGuid())
{
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;
}
// tracked aura targets at other targets
for (uint8 type = TRACK_AURA_TYPE_SINGLE_TARGET; type < MAX_TRACKED_AURA_TYPES; ++type)
{
TrackedAuraTargetMap& scTargets = GetTrackedAuraTargets(TrackedAuraType(type));
for (TrackedAuraTargetMap::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, GetObjectGuid());
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, GetObjectGuid());
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->UnregisterAndCleanupTrackedAuras();
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->GetObjectGuid() != GetObjectGuid())
{
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()->HasAttribute(SPELL_ATTR_EX4_UNK21) &&
// don't remove stances, shadowform, pally/hunter auras
!iter->second->IsPassive() && // don't remove passive auras
(!iter->second->GetSpellProto()->HasAttribute(SPELL_ATTR_UNAFFECTED_BY_INVULNERABILITY) ||
!iter->second->GetSpellProto()->HasAttribute(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::RemoveAllAurasOnEvade()
{
// used when evading to remove all auras except some special auras
// Vehicle control auras / Fly should not be removed on evade - neither should linked auras
for (SpellAuraHolderMap::iterator iter = m_spellAuraHolders.begin(); iter != m_spellAuraHolders.end();)
{
SpellEntry const* proto = iter->second->GetSpellProto();
if (!IsSpellHaveAura(proto, SPELL_AURA_CONTROL_VEHICLE) && !IsSpellHaveAura(proto, SPELL_AURA_FLY))
{
RemoveSpellAuraHolder(iter->second, AURA_REMOVE_BY_DEFAULT);
iter = m_spellAuraHolders.begin();
}
else
++iter;
}
}
void Unit::DelaySpellAuraHolder(uint32 spellId, int32 delaytime, ObjectGuid casterGuid)
{
SpellAuraHolderBounds bounds = GetSpellAuraHolderBounds(spellId);
for (SpellAuraHolderMap::iterator iter = bounds.first; iter != bounds.second; ++iter)
{
SpellAuraHolder* holder = iter->second;
if (casterGuid != holder->GetCasterGuid())
continue;
if (holder->GetAuraDuration() < delaytime)
holder->SetAuraDuration(0);
else
holder->SetAuraDuration(holder->GetAuraDuration() - delaytime);
holder->SendAuraUpdate(false);
DEBUG_FILTER_LOG(LOG_FILTER_SPELL_CAST, "Spell %u partially interrupted on %s, new duration: %u ms", spellId, GetGuidStr().c_str(), holder->GetAuraDuration());
}
}
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);
}
}
bool Unit::HasAuraType(AuraType auraType) const
{
return !GetAurasByType(auraType).empty();
}
bool Unit::HasAffectedAura(AuraType auraType, SpellEntry const* spellProto) const
{
Unit::AuraList const& auras = GetAurasByType(auraType);
for (Unit::AuraList::const_iterator itr = auras.begin(); itr != auras.end(); ++itr)
{
if ((*itr)->isAffectedOnSpell(spellProto))
return true;
}
return false;
}
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 || (*i)->GetCasterGuid() == casterGuid))
return *i;
return NULL;
}
Aura* Unit::GetTriggeredByClientAura(uint32 spellId) const
{
MANGOS_ASSERT(spellId);
AuraList const& auras = GetAurasByType(SPELL_AURA_PERIODIC_TRIGGER_BY_CLIENT);
for (AuraList::const_iterator itr = auras.begin(); itr != auras.end(); ++itr)
{
SpellAuraHolder const* holder = (*itr)->GetHolder();
if (!holder || holder->IsDeleted())
continue;
SpellEffectEntry const* spellEffect = holder->GetSpellProto()->GetSpellEffect(SpellEffectIndex((*itr)->GetEffIndex()));
if(!spellEffect)
continue;
// NOTE for further development: If there are more spells of this aura type, it might be required to check that this is the effect that applies SPELL_AURA_PERIODIC_TRIGGER_BY_CLIENT
if (holder->GetCasterGuid() == GetObjectGuid() && spellEffect->EffectTriggerSpell == spellId)
return *itr;
}
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;
}
bool Unit::HasAuraOfDifficulty(uint32 spellId) const
{
SpellEntry const* spellEntry = sSpellStore.LookupEntry(spellId);
if (spellEntry && spellEntry->SpellDifficultyId && IsInWorld() && GetMap()->IsDungeon())
if (SpellEntry const* spellDiffEntry = GetSpellEntryByDifficulty(spellEntry->SpellDifficultyId, GetMap()->GetDifficulty(), GetMap()->IsRaid()))
spellId = spellDiffEntry->Id;
return m_spellAuraHolders.find(spellId) != m_spellAuraHolders.end();
}
void Unit::AddDynObject(DynamicObject* dynObj)
{
m_dynObjGUIDs.push_back(dynObj->GetObjectGuid());
}
void Unit::RemoveDynObject(uint32 spellid)
{
if (m_dynObjGUIDs.empty())
return;
for (GuidList::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())
{
if (DynamicObject* dynObj = GetMap()->GetDynamicObject(*m_dynObjGUIDs.begin()))
dynObj->Delete();
m_dynObjGUIDs.erase(m_dynObjGUIDs.begin());
}
}
DynamicObject* Unit::GetDynObject(uint32 spellId, SpellEffectIndex effIndex)
{
for (GuidList::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 (GuidList::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;
WildGameObjectMap::const_iterator find = m_wildGameObjs.find(spellId);
if (find != m_wildGameObjs.end())
return GetMap()->GetGameObject(find->second); // Can be NULL
return NULL;
}
void Unit::AddGameObject(GameObject* gameObj)
{
MANGOS_ASSERT(gameObj && !gameObj->GetOwnerGuid());
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->HasAttribute(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::AddWildGameObject(GameObject* gameObj)
{
MANGOS_ASSERT(gameObj && gameObj->GetOwnerGuid().IsEmpty());
m_wildGameObjs[gameObj->GetSpellId()] = gameObj->GetObjectGuid();
// As of 335 there are no wild-summon spells with SPELL_ATTR_DISABLED_WHILE_ACTIVE
// Remove outdated wild summoned GOs
for (WildGameObjectMap::iterator itr = m_wildGameObjs.begin(); itr != m_wildGameObjs.end();)
{
GameObject* pGo = GetMap()->GetGameObject(itr->second);
if (pGo)
++itr;
else
m_wildGameObjs.erase(itr++);
}
}
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->HasAttribute(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);
}
// wild summoned GOs - only remove references, do not remove GOs
m_wildGameObjs.clear();
}
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, flag
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); // unknown, usually seen with -1, 0 and 1000
data << uint32(0); // spell id, seen with heroic strike and disarm as examples.
// HITINFO_NOACTION normally set if spell
if (damageInfo->HitInfo & HITINFO_BLOCK)
data << uint32(damageInfo->blocked_amount);
if (damageInfo->HitInfo & HITINFO_UNK22)
data << uint32(0); // count of some sort?
if (damageInfo->HitInfo & HITINFO_UNK0)
{
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::SendAttackStateUpdate(uint32 HitInfo, Unit* target, 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)
{
// set power type
SetByteValue(UNIT_FIELD_BYTES_0, 3, new_powertype);
// group updates
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);
}
}
// special cases for power type switching (druid and pets only)
if (GetTypeId() == TYPEID_PLAYER || (GetTypeId() == TYPEID_UNIT && ((Creature*)this)->IsPet()))
{
uint32 maxValue = GetCreatePowers(new_powertype);
uint32 curValue = maxValue;
// special cases with current power = 0
switch (new_powertype)
{
case POWER_RAGE:
case POWER_RUNE:
case POWER_RUNIC_POWER:
curValue = 0;
break;
default:
break;
}
// set power (except for mana)
if (new_powertype != POWER_MANA)
{
SetMaxPower(new_powertype, maxValue);
SetPower(new_powertype, curValue);
}
// send power type update to client
WorldPacket data(SMSG_POWER_UPDATE);
data << GetPackGUID();
data << uint32(1); // power count
data << uint8(new_powertype);
data << uint32(curValue);
SendMessageToSet(&data, true);
}
}
FactionTemplateEntry const* Unit::getFactionTemplateEntry() const
{
FactionTemplateEntry const* entry = sFactionTemplateStore.LookupEntry(getFaction());
if (!entry)
{
static ObjectGuid guid; // prevent repeating spam same faction problem
if (GetObjectGuid() != guid)
{
guid = GetObjectGuid();
if (guid.GetHigh() == HIGHGUID_PET)
sLog.outError("%s (base creature entry %u) have invalid faction template id %u, owner %s", GetGuidStr().c_str(), GetEntry(), getFaction(), ((Pet*)this)->GetOwnerGuid().GetString().c_str());
else
sLog.outError("%s have invalid faction template id %u", GetGuidStr().c_str(), getFaction());
}
}
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->IsInDuelWith(pTarget))
return true;
// Group
if (pTester->GetGroup() && pTester->GetGroup() == pTarget->GetGroup())
return false;
// Sanctuary
if (pTarget->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_SANCTUARY) && pTester->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_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)
{
if (target_faction->faction)
{
// forced reaction
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)
{
if (tester_faction->faction)
{
// forced reaction
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->IsInDuelWith(pTarget))
return false;
// Group
if (pTester->GetGroup() && pTester->GetGroup() == pTarget->GetGroup())
return true;
// Sanctuary
if (pTarget->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_SANCTUARY) && pTester->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_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)
{
if (target_faction->faction)
{
// forced reaction
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)
{
if (tester_faction->faction)
{
// forced reaction
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)
{
if (!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;
}
void Unit::AttackedBy(Unit* attacker)
{
// trigger AI reaction
if (GetTypeId() == TYPEID_UNIT && ((Creature*)this)->AI())
((Creature*)this)->AI()->AttackedBy(attacker);
// do not pet reaction for self inflicted damage (like environmental)
if (attacker == this)
return;
// trigger pet AI reaction
if (Pet* pet = GetPet())
pet->AttackedBy(attacker);
}
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
else if (GetTypeId() == TYPEID_UNIT)
{
if (((Creature*)this)->GetTemporaryFactionFlags() & TEMPFACTION_RESTORE_COMBAT_STOP)
((Creature*)this)->ClearTemporaryFaction();
}
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);
}
bool Unit::CanAttackByItself() const
{
if (!IsVehicle())
return true;
for (uint8 i = 0; i < MAX_VEHICLE_SEAT; ++i)
{
if (uint32 seatId = m_vehicleInfo->GetVehicleEntry()->m_seatID[i])
{
if (VehicleSeatEntry const* seatEntry = sVehicleSeatStore.LookupEntry(seatId))
{
if (seatEntry->m_flags & SEAT_FLAG_CAN_CONTROL)
return false;
}
}
}
return true;
}
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, ObjectGuid casterGuid) 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)->GetCasterGuid() == casterGuid &&
// Immolate or Shadowflame
(*i)->GetSpellProto()->IsFitToFamily(SPELLFAMILY_WARLOCK, UI64LIT(0x0000000000000004), 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->GetCasterAuraState()) == 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->GetCasterAuraState()) == flag)
{
RemoveSpellAuraHolder(itr->second);
itr = tAuras.begin();
}
else
++itr;
}
}
}
}
}
Unit* Unit::GetOwner() const
{
if (ObjectGuid ownerid = GetOwnerGuid())
return ObjectAccessor::GetUnit(*this, ownerid);
return NULL;
}
Unit* Unit::GetCharmer() const
{
if (ObjectGuid charmerid = GetCharmerGuid())
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;
}
Player const* Unit::GetCharmerOrOwnerPlayerOrPlayerItself() const
{
ObjectGuid guid = GetCharmerOrOwnerGuid();
if (guid.IsPlayer())
return ObjectAccessor::FindPlayer(guid);
return GetTypeId() == TYPEID_PLAYER ? (Player const*)this : NULL;
}
Pet* Unit::GetPet() const
{
if (ObjectGuid pet_guid = GetPetGuid())
{
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())
return NULL;
return GetMap()->GetPet(GetCritterGuid());
}
Unit* Unit::GetCharm() const
{
if (ObjectGuid charm_guid = GetCharmGuid())
{
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);
// TODO:: find a way to get rid of this bad hack to remove Raise ally aura
if (charm->GetTypeId() == TYPEID_UNIT)
{
uint32 createdBySpellId = charm->GetUInt32Value(UNIT_CREATED_BY_SPELL);
if (static_cast<Creature*>(charm)->IsTemporarySummon() && createdBySpellId)
RemoveAurasDueToSpell(createdBySpellId);
}
}
}
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->GetObjectGuid());
}
void Unit::RemoveGuardian(Pet* pet)
{
m_guardianPets.erase(pet->GetObjectGuid());
}
void Unit::RemoveGuardians()
{
while (!m_guardianPets.empty())
{
ObjectGuid guid = *m_guardianPets.begin();
if (Pet* pet = GetMap()->GetPet(guid))
pet->Unsummon(PET_SAVE_AS_DELETED, this); // can remove pet guid from m_guardianPets
m_guardianPets.erase(guid);
}
}
Pet* Unit::FindGuardianWithEntry(uint32 entry)
{
for (GuidSet::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 (GuidSet::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() || !m_TotemSlot[slot])
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->GetObjectGuid();
}
void Unit::_RemoveTotem(Totem* totem)
{
for (int i = 0; i < MAX_TOTEM_SLOT; ++i)
{
if (m_TotemSlot[i] == totem->GetObjectGuid())
{
m_TotemSlot[i].Clear();
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();
// overheal = addhealth - gain
unit->SendHealSpellLog(pVictim, spellProto->Id, addhealth, addhealth - gain, critical, absorb);
if (unit->GetTypeId() == TYPEID_PLAYER)
{
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);
}
// Script Event HealedBy
if (pVictim->GetTypeId() == TYPEID_UNIT && ((Creature*)pVictim)->AI())
((Creature*)pVictim)->AI()->HealedBy(this, addhealth);
return gain;
}
Unit* Unit::SelectMagnetTarget(Unit* victim, Spell* spell, SpellEffectIndex eff)
{
if (!victim)
return NULL;
// Magic case
if (spell && (spell->m_spellInfo->GetDmgClass() == SPELL_DAMAGE_CLASS_NONE || spell->m_spellInfo->GetDmgClass() == 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))
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))
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);
}
/** Calculate spell coefficents and level penalties for spell/melee damage or heal
*
* this is the caster of the spell/ melee attacker
* @param spellProto SpellEntry of the used spell
* @param total current value onto which the Bonus and level penalty will be calculated
* @param benefit additional benefit from ie spellpower-auras
* @param ap_benefit additional melee attackpower benefit from auras
* @param damagetype what kind of damage
* @param donePart calculate for done or taken
* @param defCoeffMod default coefficient for additional scaling (i.e. normal player healing SCALE_SPELLPOWER_HEALING)
*/
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 = 1.0f;
// 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->GetSpellFamilyName() == 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->HasAttribute(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);
}
uint32 creatureTypeMask = pVictim->GetCreatureTypeMask();
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)
{
SpellEquippedItemsEntry const* spellEquip = (*i)->GetSpellProto()->GetSpellEquippedItems();
if( ((*i)->GetModifier()->m_miscvalue & GetSpellSchoolMask(spellProto)) &&
(!spellEquip || spellEquip->EquippedItemClass == -1 &&
// -1 == any item class (not wand then)
spellEquip->EquippedItemInventoryTypeMask == 0))
// 0 == any inventory type (not wand then)
{
DoneTotalMod *= ((*i)->GetModifier()->m_amount + 100.0f) / 100.0f;
}
}
// Add flat bonus from spell damage versus
DoneTotal += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_FLAT_SPELL_DAMAGE_VERSUS, creatureTypeMask);
// Add pct bonus from spell damage versus
DoneTotalMod *= GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_DAMAGE_DONE_VERSUS, creatureTypeMask);
// Add flat bonus from spell damage creature
DoneTotal += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_DAMAGE_DONE_CREATURE, creatureTypeMask);
if (GetPowerType() == POWER_MANA)
{
Unit::AuraList const& doneFromManaPctAuras = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE_FROM_PCT_POWER);
if (!doneFromManaPctAuras.empty())
{
float powerPct = std::min(float(GetPower(POWER_MANA)) / GetMaxPower(POWER_MANA), 1.0f);
for (Unit::AuraList::const_iterator itr = doneFromManaPctAuras.begin(); itr != doneFromManaPctAuras.end(); ++itr)
{
if (GetSpellSchoolMask(spellProto) & (*itr)->GetModifier()->m_miscvalue)
DoneTotalMod *= (100.0f + (*itr)->GetModifier()->m_amount * powerPct) / 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)
{
// Molten Fury
case 4920:
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();
SpellClassOptionsEntry const* itrClassOptions = m_spell->GetSpellClassOptions();
if (itrClassOptions && (itrClassOptions->SpellFamilyName != SPELLFAMILY_WARLOCK || !(itrClassOptions->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, GetObjectGuid()))
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;
}
}
}
SpellClassOptionsEntry const* classOptions = spellProto->GetSpellClassOptions();
// Custom scripted damage
switch(spellProto->GetSpellFamilyName())
{
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 (classOptions && (classOptions->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 (classOptions && classOptions->SpellFamilyFlags & UI64LIT(0x0000000000004000))
{
if (pVictim->GetHealth() * 100 / pVictim->GetMaxHealth() <= 25)
DoneTotalMod *= 4;
}
break;
}
case SPELLFAMILY_PRIEST:
{
// Smite
if (spellProto->IsFitToFamilyMask(UI64LIT(0x0000000000000080)))
{
// Holy Fire
if (pVictim->GetAura(SPELL_AURA_PERIODIC_DAMAGE, SPELLFAMILY_PRIEST, UI64LIT(0x00100000)))
// Glyph of Smite
if (Aura* aur = GetAura(55692, EFFECT_INDEX_0))
DoneTotalMod *= (aur->GetModifier()->m_amount + 100.0f) / 100.0f;
}
// Shadow word: Death
else if (spellProto->IsFitToFamilyMask(UI64LIT(0x0000000200000000)))
{
// Glyph of Shadow word: Death
if (SpellAuraHolder const* glyph = GetSpellAuraHolder(55682))
{
Aura const* hpPct = glyph->GetAuraByEffectIndex(EFFECT_INDEX_0);
Aura const* dmPct = glyph->GetAuraByEffectIndex(EFFECT_INDEX_1);
if (hpPct && dmPct && pVictim->GetHealth() * 100 <= pVictim->GetMaxHealth() * hpPct->GetModifier()->m_amount)
DoneTotalMod *= (dmPct->GetModifier()->m_amount + 100.0f) / 100.0f;
}
}
break;
}
case SPELLFAMILY_DRUID:
{
// Improved Insect Swarm (Wrath part)
if (classOptions && classOptions->SpellFamilyFlags & UI64LIT(0x0000000000000001))
{
// if Insect Swarm on target
if (pVictim->GetAura(SPELL_AURA_PERIODIC_DAMAGE, SPELLFAMILY_DRUID, UI64LIT(0x000000000200000), 0, GetObjectGuid()))
{
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 (classOptions && classOptions->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()->GetDispel() == 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()->GetEffectMiscValue((*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 (classOptions && classOptions->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
AuraList const& mDummyAuras = GetAurasByType(SPELL_AURA_DUMMY);
for (AuraList::const_iterator i = mDummyAuras.begin(); i != mDummyAuras.end(); ++i)
{
switch ((*i)->GetId())
{
case 45182: // Cheating Death
if ((*i)->GetModifier()->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL)
{
if (GetTypeId() != TYPEID_PLAYER)
continue;
TakenTotalMod *= ((*i)->GetModifier()->m_amount + 100.0f) / 100.0f;
}
break;
case 20911: // Blessing of Sanctuary
case 25899: // Greater Blessing of Sanctuary
TakenTotalMod *= ((*i)->GetModifier()->m_amount + 100.0f) / 100.0f;
break;
case 47580: // Pain and Suffering (Rank 1) TODO: can be pct modifier aura
case 47581: // Pain and Suffering (Rank 2)
case 47582: // Pain and Suffering (Rank 3)
// Shadow Word: Death
if (spellProto->IsFitToFamilyMask(UI64LIT(0x0000000200000000)))
TakenTotalMod *= ((*i)->GetModifier()->m_amount + 100.0f) / 100.0f;
break;
}
}
// 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 = pCaster->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;
Unit::AuraList const& mOverrideSpellPowerAuras = GetAurasByType(SPELL_AURA_OVERRIDE_SPELL_POWER_BY_AP_PCT);
if (!mOverrideSpellPowerAuras.empty())
{
for (Unit::AuraList::const_iterator itr = mOverrideSpellPowerAuras.begin(); itr != mOverrideSpellPowerAuras.end(); ++itr)
if (schoolMask & (*itr)->GetModifier()->m_miscvalue)
DoneAdvertisedBenefit += (*itr)->GetModifier()->m_amount;
return int32(GetTotalAttackPowerValue(BASE_ATTACK) * (100.0f + DoneAdvertisedBenefit) / 100.0f);
}
// ..done
AuraList const& mDamageDone = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE);
for (AuraList::const_iterator i = mDamageDone.begin(); i != mDamageDone.end(); ++i)
{
SpellEquippedItemsEntry const* spellEquip = (*i)->GetSpellProto()->GetSpellEquippedItems();
if (((*i)->GetModifier()->m_miscvalue & schoolMask) != 0 &&
(!spellEquip || spellEquip->EquippedItemClass == -1 && // -1 == any item class (not wand then)
spellEquip->EquippedItemInventoryTypeMask == 0)) // 0 == any inventory type (not wand then)
DoneAdvertisedBenefit += (*i)->GetModifier()->m_amount;
}
if (GetTypeId() == TYPEID_PLAYER)
{
// Base value
DoneAdvertisedBenefit += ((Player*)this)->GetBaseSpellPowerBonus();
if (GetPowerIndex(POWER_MANA) != INVALID_POWER_INDEX)
DoneAdvertisedBenefit += std::max(0, int32(GetStat(STAT_INTELLECT)) - 10); // spellpower from intellect
// 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);
}
}
// pct spell power modifier
Unit::AuraList const& mSpellPowerPctAuras = GetAurasByType(SPELL_AURA_MOD_INCREASE_SPELL_POWER_PCT);
for (Unit::AuraList::const_iterator itr = mSpellPowerPctAuras.begin(); itr != mSpellPowerPctAuras.end(); ++itr)
{
if (!(*itr)->GetModifier()->m_miscvalue || (*itr)->GetModifier()->m_miscvalue & schoolMask)
DoneAdvertisedBenefit = int32(DoneAdvertisedBenefit * (100.0f + (*itr)->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->HasAttribute(SPELL_ATTR_EX2_CANT_CRIT))
return false;
// Creatures do not crit with their spells or abilities, unless it is owned by a player (pet, totem, etc)
if (GetTypeId() != TYPEID_PLAYER)
{
Unit* owner = GetOwner();
if (!owner || owner->GetTypeId() != TYPEID_PLAYER)
return false;
}
float crit_chance = 0.0f;
switch(spellProto->GetDmgClass())
{
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);
}
// 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;
}
}
SpellClassOptionsEntry const* classOptions = spellProto->GetSpellClassOptions();
// Custom crit by class
switch(spellProto->GetSpellFamilyName())
{
case SPELLFAMILY_MAGE:
{
// Fire Blast
if (spellProto->IsFitToFamilyMask(UI64LIT(0x0000000000000002)) && spellProto->SpellIconID == 12)
{
// Glyph of Fire Blast
if (pVictim->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED) || pVictim->IsInRoots())
if (Aura* aura = GetAura(56369, EFFECT_INDEX_0))
crit_chance += aura->GetModifier()->m_amount;
}
break;
}
case SPELLFAMILY_PRIEST:
// Flash Heal
if (spellProto->IsFitToFamilyMask(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()->GetSpellFamilyName() == SPELLFAMILY_PRIEST &&
(*i)->GetSpellProto()->SpellIconID == 2542)
{
crit_chance += (*i)->GetModifier()->m_amount;
break;
}
}
}
break;
case SPELLFAMILY_DRUID:
// Improved Insect Swarm (Starfire part)
if (spellProto->IsFitToFamilyMask(UI64LIT(0x0000000000000004)))
{
// search for Moonfire on target
if (pVictim->GetAura(SPELL_AURA_PERIODIC_DAMAGE, SPELLFAMILY_DRUID, UI64LIT(0x000000000000002), 0, GetObjectGuid()))
{
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 (classOptions && classOptions->SpellFamilyFlags & UI64LIT(0x0000000040000000))
{
Aura* aura = pVictim->GetDummyAura(58597);
if (aura && aura->GetCasterGuid() == GetObjectGuid())
crit_chance += aura->GetModifier()->m_amount;
}
// Exorcism
else if (spellProto->GetCategory() == 19)
{
if (pVictim->GetCreatureTypeMask() & CREATURE_TYPEMASK_DEMON_OR_UNDEAD)
return true;
}
break;
case SPELLFAMILY_SHAMAN:
// Lava Burst
if (spellProto->IsFitToFamilyMask(UI64LIT(0x0000100000000000)))
{
// Flame Shock
if (pVictim->GetAura(SPELL_AURA_PERIODIC_DAMAGE, SPELLFAMILY_SHAMAN, UI64LIT(0x0000000010000000), 0, GetObjectGuid()))
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->GetDmgClass())
{
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;
}
// Apply SPELL_AURA_MOD_CRIT_DAMAGE_BONUS modifier first
const int32 pctBonus = GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_CRIT_DAMAGE_BONUS, GetSpellSchoolMask(spellProto));
crit_bonus += int32((damage + crit_bonus) * float(pctBonus / 100.0f));
// 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->GetDmgClass() >= 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));
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 = damage;
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->GetDmgClass() == 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;
AuraList const& mHealingFromHealthPct = GetAurasByType(SPELL_AURA_MOD_HEALING_DONE_FROM_PCT_HEALTH);
if (!mHealingFromHealthPct.empty())
{
float healthPct = std::max(0.0f, 1.0f - float(pVictim->GetHealth()) / pVictim->GetMaxHealth());
for (AuraList::const_iterator i = mHealingFromHealthPct.begin();i != mHealingFromHealthPct.end(); ++i)
if ((*i)->isAffectedOnSpell(spellProto))
DoneTotalMod *= (100.0f + (*i)->GetModifier()->m_amount * healthPct) / 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 itr = RejorRegr.begin(); itr != RejorRegr.end(); ++itr)
if ((*itr)->GetSpellProto()->GetSpellFamilyName() == SPELLFAMILY_DRUID &&
(*itr)->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, GetObjectGuid()))
DoneTotalMod *= ((*i)->GetModifier()->m_amount + 100.0f) / 100.0f;
break;
}
default:
break;
}
}
// Nourish 20% of heal increase if target is affected by Druids HOTs
SpellClassOptionsEntry const* classOptions = spellProto->GetSpellClassOptions();
if (classOptions && classOptions->SpellFamilyName == SPELLFAMILY_DRUID && (classOptions->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()->GetSpellFamilyName() == 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;
}
// Lifebloom
else if (spellProto->IsFitToFamilyMask(UI64LIT(0x0000001000000000)))
{
AuraList const& dummyList = owner->GetAurasByType(SPELL_AURA_DUMMY);
for (AuraList::const_iterator i = dummyList.begin(); i != dummyList.end(); ++i)
{
switch ((*i)->GetId())
{
case 34246: // Idol of the Emerald Queen TODO: can be flat modifier aura
case 60779: // Idol of Lush Moss
DoneTotal += (*i)->GetModifier()->m_amount / 7;
break;
}
}
}
}
// 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, SCALE_SPELLPOWER_HEALING);
// 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 (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->GetDmgClass() == 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 = pCaster->SpellBonusWithCoeffs(spellProto, TakenTotal, TakenAdvertisedBenefit, 0, damagetype, false, SCALE_SPELLPOWER_HEALING);
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;
Unit::AuraList const& mOverrideSpellPowerAuras = GetAurasByType(SPELL_AURA_OVERRIDE_SPELL_POWER_BY_AP_PCT);
if (!mOverrideSpellPowerAuras.empty())
{
for (Unit::AuraList::const_iterator itr = mOverrideSpellPowerAuras.begin(); itr != mOverrideSpellPowerAuras.end(); ++itr)
if (schoolMask & (*itr)->GetModifier()->m_miscvalue)
AdvertisedBenefit += (*itr)->GetModifier()->m_amount;
return int32(GetTotalAttackPowerValue(BASE_ATTACK) * (100.0f + AdvertisedBenefit) / 100.0f);
}
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();
if (GetPowerIndex(POWER_MANA) != INVALID_POWER_INDEX)
AdvertisedBenefit += std::max(0, int32(GetStat(STAT_INTELLECT)) - 10); // spellpower from intellect
// 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()->GetEffectMiscValue((*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);
}
// pct spell power modifier
Unit::AuraList const& mSpellPowerPctAuras = GetAurasByType(SPELL_AURA_MOD_INCREASE_SPELL_POWER_PCT);
for (Unit::AuraList::const_iterator itr = mSpellPowerPctAuras.begin(); itr != mSpellPowerPctAuras.end(); ++itr)
{
if (!(*itr)->GetModifier()->m_miscvalue || (*itr)->GetModifier()->m_miscvalue & schoolMask)
AdvertisedBenefit = int32(AdvertisedBenefit * (100.0f + (*itr)->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, bool castOnSelf)
{
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->GetDispel())
return true;
if (!spellInfo->HasAttribute(SPELL_ATTR_EX_UNAFFECTED_BY_SCHOOL_IMMUNE) && // unaffected by school immunity
!spellInfo->HasAttribute(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->GetMechanic())
{
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, bool castOnSelf) const
{
// If m_immuneToEffect type contain this effect type, IMMUNE effect.
SpellEffectEntry const* spellEffect = spellInfo->GetSpellEffect(index);
if(!spellEffect)
return false;
uint32 effect = spellEffect->Effect;
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 = spellEffect->EffectMechanic)
{
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 = spellEffect->EffectApplyAuraName)
{
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);
if (!immuneAuraApply.empty() &&
spellInfo->GetDispel() == DISPEL_MAGIC && // Magic debuff)
!IsPositiveEffect(spellInfo, index)) // Harmful
{
// Check school
SpellSchoolMask schoolMask = GetSpellSchoolMask(spellInfo);
for (AuraList::const_iterator iter = immuneAuraApply.begin(); iter != immuneAuraApply.end(); ++iter)
if ((*iter)->GetModifier()->m_miscvalue & schoolMask)
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->HasAttribute(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 : uint32(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()->GetEquippedItemClass() == -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()->GetEquippedItemClass()) == -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
}
if (!spellProto)
{
// apply SPELL_AURA_MOD_AUTOATTACK_DAMAGE for white damage
AuraList const& mModAutoAttackDamageAuras = GetAurasByType(SPELL_AURA_MOD_AUTOATTACK_DAMAGE);
for (AuraList::const_iterator i = mModAutoAttackDamageAuras.begin(); i != mModAutoAttackDamageAuras.end(); ++i)
{
if ((*i)->GetSpellProto()->GetEquippedItemClass() == -1 || // general, weapon independent
pWeapon && pWeapon->IsFitToSpellRequirements((*i)->GetSpellProto())) // OR used weapon fits aura requirements
{
DonePercent *= ((*i)->GetModifier()->m_amount + 100.0f) / 100.0f;
}
}
}
// ..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)
{
SpellClassOptionsEntry const* classOptions = spellProto->GetSpellClassOptions();
// Frost Strike
if (classOptions && classOptions->IsFitToFamily(SPELLFAMILY_DEATHKNIGHT, 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()->GetDispel() == 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()->GetEffectMiscValue((*i)->GetEffIndex()) == 7244)
{
DonePercent *= ((*i)->GetModifier()->m_amount + 100.0f) / 100.0f;
break;
}
}
}
}
// Glyph of Steady Shot (Steady Shot check)
else if (classOptions && classOptions->IsFitToFamily(SPELLFAMILY_HUNTER, 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 : uint32(GetMeleeDamageSchoolMask());
uint32 mechanicMask = spellProto ? GetAllSpellMechanicMask(spellProto) : 0;
// Shred also have bonus as MECHANIC_BLEED damages
SpellClassOptionsEntry const* classOptions = spellProto ? spellProto->GetSpellClassOptions() : NULL;
if (classOptions && classOptions->SpellFamilyName==SPELLFAMILY_DRUID && classOptions->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)->GetId())
{
case 45182: // Cheating Death
if ((*i)->GetModifier()->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL)
{
if (GetTypeId() != TYPEID_PLAYER)
continue;
TakenPercent *= ((*i)->GetModifier()->m_amount + 100.0f) / 100.0f;
}
break;
case 20911: // Blessing of Sanctuary
case 25899: // Greater Blessing of Sanctuary
TakenPercent *= ((*i)->GetModifier()->m_amount + 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 = pCaster->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->HasAttribute(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->isControlled() && (!(pet->isTemporarySummoned() || ((Player*)this)->InArena())
|| sWorld.getConfig(CONFIG_BOOL_PET_UNSUMMON_AT_MOUNT)))
((Player*)this)->UnsummonPetTemporaryIfAny();
else
pet->SetModeFlags(PET_MODE_DISABLE_ACTIONS);
}
}
float height = ((Player*)this)->GetCollisionHeight(true);
if (height)
SendCollisionHeightUpdate(height);
}
}
void Unit::Unmount(bool from_aura)
{
if (!IsMounted())
return;
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_NOT_MOUNTED);
SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0);
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_MOUNT);
// Called NOT by Taxi system / GM command
if (from_aura)
{
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())
{
// Get reaction state and display appropriately
if (CharmInfo* charmInfo = pet->GetCharmInfo())
pet->SetModeFlags(PetModeFlags(charmInfo->GetReactState() | charmInfo->GetCommandState() * 0x100));
}
else
((Player*)this)->ResummonPetTemporaryUnSummonedIfAny();
float height = ((Player*)this)->GetCollisionHeight(false);
if (height)
SendCollisionHeightUpdate(height);
}
}
bool Unit::IsNearWaypoint(float currentPositionX, float currentPositionY, float currentPositionZ, float destinationPostionX, float destinationPostionY, float destinationPostionZ, float distanceX, float distanceY, float distanceZ)
{
// actual distance between the creature's X ordinate and destination X ordinate
float xDifference = 0;
// actual distance between the creature's Y ordinate and destination Y ordinate
float yDifference = 0;
// actual distance between the creature's Z ordinate and destination Y ordinate
float zDifference = 0;
// distanceX == 0, means do not test the distance between the creature's current X ordinate and the destination X ordinate
// A test for 0 is used, because it is not worth testing for exact coordinates, seeing as we have to use an integar in the database for the event parameters that holds the cordinates.
// Therefore a test for the distance between waypoints does the job more than well enough
if (distanceX > 0)
{
if (currentPositionX > destinationPostionX)
xDifference = currentPositionX - destinationPostionX;
else
xDifference = destinationPostionX - currentPositionX;
}
// distanceY == 0, means do not test the distance between the creature's current Y ordinate and the destination Y ordinate
if (distanceY > 0)
{
if (currentPositionY > destinationPostionY)
yDifference = currentPositionY - destinationPostionY;
else
yDifference = destinationPostionY - currentPositionY;
}
// distanceZ == 0, means do not test the distance between the creature's current Z ordinate and the destination Z ordinate
if (distanceZ > 0)
{
if (currentPositionZ > destinationPostionZ)
zDifference = currentPositionZ - destinationPostionZ;
else
zDifference = destinationPostionZ - currentPositionZ;
}
// check based on which ordinates to test the current distance from (distance along the X, and/or Y, and/or Z ordinates)
if (((distanceX > 0 && xDifference < distanceX) && (distanceY > 0 && yDifference < distanceY) && (distanceZ > 0 && zDifference < distanceZ)) ||
((distanceX == 0) && (distanceY > 0 && yDifference < distanceY) && (distanceZ > 0 && zDifference < distanceZ)) ||
((distanceX > 0 && xDifference < distanceX) && (distanceY == 0) && (distanceZ > 0 && zDifference < distanceZ)) ||
((distanceX > 0 && xDifference < distanceX) && (distanceY > 0 && yDifference < distanceY) && (distanceZ == 0)) ||
((distanceX > 0 && xDifference < distanceX) && (distanceY == 0) && (distanceZ == 0)) ||
((distanceX == 0) && (distanceY > 0 && yDifference < distanceY) && (distanceZ == 0)) ||
((distanceX == 0) && (distanceY == 0) && (distanceZ > 0 && zDifference < distanceZ))
)
return true;
return false;
}
MountCapabilityEntry const* Unit::GetMountCapability(uint32 mountType) const
{
if (!mountType)
return NULL;
MountTypeEntry const* mountTypeEntry = sMountTypeStore.LookupEntry(mountType);
if (!mountTypeEntry)
return NULL;
uint32 zoneId, areaId;
GetZoneAndAreaId(zoneId, areaId);
uint32 ridingSkill = 5000;
if (GetTypeId() == TYPEID_PLAYER)
{
Player* plr = (Player*)(this);
ridingSkill = plr->GetSkillValue(SKILL_RIDING);
}
for (uint32 i = MAX_MOUNT_CAPABILITIES; i > 0; --i)
{
MountCapabilityEntry const* mountCapability = sMountCapabilityStore.LookupEntry(mountTypeEntry->MountCapability[i - 1]);
if (!mountCapability)
continue;
if (ridingSkill < mountCapability->RequiredRidingSkill)
continue;
if (m_movementInfo.HasMovementFlag2(MOVEFLAG2_FULLSPEEDPITCHING))
{
if (!(mountCapability->Flags & MOUNT_FLAG_CAN_PITCH))
continue;
}
else if (m_movementInfo.HasMovementFlag(MOVEFLAG_SWIMMING))
{
if (!(mountCapability->Flags & MOUNT_FLAG_CAN_SWIM))
continue;
}
else if (!(mountCapability->Flags & 0x1)) // unknown flags, checked in 4.2.2 14545 client
{
if (!(mountCapability->Flags & 0x2))
continue;
}
if (mountCapability->RequiredMap != -1 && int32(GetMapId()) != mountCapability->RequiredMap)
continue;
if (mountCapability->RequiredArea && (mountCapability->RequiredArea != zoneId && mountCapability->RequiredArea != areaId))
continue;
if (mountCapability->RequiredAura && !HasAura(mountCapability->RequiredAura))
continue;
if (mountCapability->RequiredSpell && (GetTypeId() != TYPEID_PLAYER || !(Player*)(this)->HasSpell(mountCapability->RequiredSpell)))
continue;
return mountCapability;
}
return NULL;
}
void Unit::PlayOneShotAnimKit(uint32 id)
{
WorldPacket data(SMSG_PLAY_ONE_SHOT_ANIM_KIT, 7+2);
data << GetPackGUID();
data << uint16(id);
SendMessageToSet(&data, true);
}
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)
{
if (Player const* myOwner = GetCharmerOrOwnerPlayerOrPlayerItself())
{
if (myOwner->IsInDuelWith((Player const*)eOwner))
{
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 (getRace() == RACE_WORGEN && !IsInWorgenForm(true) && HasWorgenForm())
CastSpell(this, 97709, true); // cast Altered Form
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()->ExtraFlags & CREATURE_EXTRA_FLAG_AGGRO_ZONE) && enemy && enemy->IsControlledByPlayer())
{ pCreature->SetInCombatWithZone(); }
if (InstanceData* mapInstance = GetInstanceData())
{ mapInstance->OnCreatureEnterCombat(pCreature); }
if (m_isCreatureLinkingTrigger)
{ GetMap()->GetCreatureLinkingHolder()->DoCreatureLinkingEvent(LINKING_EVENT_AGGRO, pCreature, enemy); }
}
// Used by Eluna
#ifdef ENABLE_ELUNA
if (GetTypeId() == TYPEID_PLAYER)
sEluna->OnPlayerEnterCombat(ToPlayer(), enemy);
#endif /* ENABLE_ELUNA */
}
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); }
// Used by Eluna
#ifdef ENABLE_ELUNA
if (GetTypeId() == TYPEID_PLAYER)
sEluna->OnPlayerLeaveCombat(ToPlayer());
#endif /* ENABLE_ELUNA */
// Player's state will be cleared in Player::UpdateContestedPvP
if (GetTypeId() == TYPEID_UNIT)
{
Creature* cThis = static_cast<Creature*>(this);
if (cThis->GetCreatureInfo()->UnitFlags & UNIT_FLAG_OOC_NOT_ATTACKABLE && !(cThis->GetTemporaryFactionFlags() & TEMPFACTION_TOGGLE_OOC_NOT_ATTACK))
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
{
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
{
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 (while Removing corpse)
if (m_Visibility == VISIBILITY_REMOVE_CORPSE)
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 (!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)
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;
// grouped players should always see stealthed party members
if (GetTypeId() == TYPEID_PLAYER && u->GetTypeId() == TYPEID_PLAYER)
if (((Player*)this)->IsGroupVisibleFor(((Player*)u)) && u->IsFriendlyTo(this))
return true;
// raw invisibility
bool invisible = (m_invisibilityMask != 0 || u->m_invisibilityMask != 0);
if (u->GetTypeId() == TYPEID_PLAYER) // if object is player with mover, use its visibility masks, so that an invisible player MCing a creature can see stuff
{
if (Player* player = (Player*)u)
{
if (Unit* mover=player->GetMover())
{
invisible= (m_invisibilityMask != 0 || mover->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)
{
if (u->IsHostileTo(this))
{
// 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;
}
// none other cases for detect invisibility, so invisible
if (invisible)
return false;
}
// 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::UpdateVisibilityAndView()
{
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;
}
}
GetViewPoint().Call_UpdateVisibilityForOwner();
UpdateObjectVisibility();
ScheduleAINotify(0);
GetViewPoint().Event_ViewPointVisibilityChanged();
}
void Unit::SetVisibility(UnitVisibility x)
{
m_Visibility = x;
if (IsInWorld())
UpdateVisibilityAndView();
}
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;
}
void Unit::UpdateSpeed(UnitMoveType mtype, bool forced, float ratio, bool ignoreChange)
{
// 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, ignoreChange);
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:
break;
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()->SpeedRun;
break;
case MOVE_WALK:
speed *= ((Creature*)this)->GetCreatureInfo()->SpeedWalk;
break;
default:
break;
}
}
SetSpeedRate(mtype, speed * ratio, forced, ignoreChange);
}
float Unit::GetSpeed(UnitMoveType mtype) const
{
return m_speed_rate[mtype] * baseMoveSpeed[mtype];
}
struct SetSpeedRateHelper
{
explicit SetSpeedRateHelper(UnitMoveType _mtype, bool _forced, bool _ignoreChange) : mtype(_mtype), forced(_forced), ignoreChange(_ignoreChange) {}
void operator()(Unit* unit) const { unit->UpdateSpeed(mtype, forced, 1.0f, ignoreChange); }
UnitMoveType mtype;
bool forced, ignoreChange;
};
void Unit::SetSpeedRate(UnitMoveType mtype, float rate, bool forced, bool ignoreChange)
{
if (rate < 0)
rate = 0.0f;
// Update speed only on change
if (m_speed_rate[mtype] != rate || ignoreChange)
{
m_speed_rate[mtype] = rate;
propagateSpeedChange();
WorldPacket data;
ObjectGuid guid = GetObjectGuid();
if (forced && 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_MOVE_SET_WALK_SPEED, 1 + 8 + 4 + 4);
data.WriteGuidMask<0, 4, 5, 2, 3, 1, 6, 7>(guid);
data.WriteGuidBytes<6, 1, 5>(guid);
data << float(GetSpeed(mtype));
data.WriteGuidBytes<2>(guid);
data << uint32(0);
data.WriteGuidBytes<4, 0, 7, 3>(guid);
break;
}
case MOVE_RUN:
{
data.Initialize(SMSG_MOVE_SET_RUN_SPEED, 1 + 8 + 4 + 4 );
data.WriteGuidMask<6, 1, 5, 2, 7, 0, 3, 4>(guid);
data.WriteGuidBytes<5, 3, 1, 4>(guid);
data << uint32(0);
data << float(GetSpeed(mtype));
data.WriteGuidBytes<6, 0, 7, 2>(guid);
break;
}
case MOVE_RUN_BACK:
{
data.Initialize(SMSG_MOVE_SET_RUN_BACK_SPEED, 1 + 8 + 4 + 4 );
data.WriteGuidMask<0, 6, 2, 1, 3, 5, 4, 7>(guid);
data.WriteGuidBytes<5>(guid);
data << uint32(0);
data << float(GetSpeed(mtype));
data.WriteGuidBytes<0, 4, 7, 3, 1, 2, 6>(guid);
break;
}
case MOVE_SWIM:
{
data.Initialize(SMSG_MOVE_SET_SWIM_SPEED, 1 + 8 + 4 + 4 );
data.WriteGuidMask<5, 4, 7, 3, 2, 0, 1, 6>(guid);
data.WriteGuidBytes<0>(guid);
data << uint32(0);
data.WriteGuidBytes<6, 3, 5, 2>(guid);
data << float(GetSpeed(mtype));
data.WriteGuidBytes<1, 7, 4>(guid);
break;
}
case MOVE_SWIM_BACK:
{
data.Initialize(SMSG_MOVE_SET_SWIM_BACK_SPEED, 1 + 8 + 4 + 4 );
data.WriteGuidMask<4, 2, 3, 6, 5, 1, 0, 7>(guid);
data << uint32(0);
data.WriteGuidBytes<0, 3, 4, 6, 5, 1>(guid);
data << float(GetSpeed(mtype));
data.WriteGuidBytes<0, 7>(guid);
break;
}
case MOVE_TURN_RATE:
{
data.Initialize(SMSG_MOVE_SET_TURN_RATE, 1 + 8 + 4 + 4 );
data.WriteGuidMask<7, 2, 1, 0, 4, 5, 6, 3>(guid);
data.WriteGuidBytes<5, 7, 2>(guid);
data << float(GetSpeed(mtype));
data.WriteGuidBytes<3, 1, 0>(guid);
data << uint32(0);
data.WriteGuidBytes<6, 4>(guid);
break;
}
case MOVE_FLIGHT:
{
data.Initialize(SMSG_MOVE_SET_FLIGHT_SPEED, 1 + 8 + 4 + 4 );
data.WriteGuidMask<0, 5, 1, 6, 3, 2, 7, 4>(guid);
data.WriteGuidBytes<0, 1, 7, 5>(guid);
data << float(GetSpeed(mtype));
data << uint32(0);
data.WriteGuidBytes<2, 6, 3, 4>(guid);
break;
}
case MOVE_FLIGHT_BACK:
{
data.Initialize(SMSG_MOVE_SET_FLIGHT_BACK_SPEED, 1 + 8 + 4 + 4 );
data.WriteGuidMask<1, 2, 6, 4, 7, 3, 0, 5>(guid);
data.WriteGuidBytes<3>(guid);
data << uint32(0);
data.WriteGuidBytes<6>(guid);
data << float(GetSpeed(mtype));
data.WriteGuidBytes<1, 2, 4, 0, 5, 7>(guid);
break;
}
case MOVE_PITCH_RATE:
{
data.Initialize(SMSG_MOVE_SET_PITCH_RATE, 1 + 8 + 4 + 4 );
data.WriteGuidMask<1, 2, 6, 7, 0, 3, 5, 4>(guid);
data << float(GetSpeed(mtype));
data.WriteGuidBytes<6, 4, 0>(guid);
data << uint32(0);
data.WriteGuidBytes<1, 2, 7, 3, 5>(guid);
break;
}
default:
sLog.outError("Unit::SetSpeed: Unsupported move type (%d), data not sent to client.", mtype);
return;
}
((Player*)this)->GetSession()->SendPacket(&data);
}
m_movementInfo.UpdateTime(WorldTimer::getMSTime());
// TODO: Actually such opcodes should (always?) be packed with SMSG_COMPRESSED_MOVES
switch (mtype)
{
case MOVE_WALK:
{
data.Initialize(SMSG_SPLINE_MOVE_SET_WALK_SPEED, 1 + 8 + 4);
data.WriteGuidMask<0, 6, 7, 3, 5, 1, 2, 4>(guid);
data.WriteGuidBytes<0, 4, 7, 1, 5, 3>(guid);
data << float(GetSpeed(mtype));
data.WriteGuidBytes<6, 2>(guid);
break;
}
case MOVE_RUN:
{
data.Initialize(SMSG_SPLINE_MOVE_SET_RUN_SPEED, 1 + 8 + 4);
data.WriteGuidMask<4, 0, 5, 7, 6, 3, 1, 2>(guid);
data.WriteGuidBytes<0, 7, 6, 5, 3, 4>(guid);
data << float(GetSpeed(mtype));
data.WriteGuidBytes<2, 1>(guid);
break;
}
case MOVE_RUN_BACK:
{
data.Initialize(SMSG_SPLINE_MOVE_SET_RUN_BACK_SPEED, 1 + 8 + 4);
data.WriteGuidMask<1, 2, 6, 0, 3, 7, 5, 4>(guid);
data.WriteGuidBytes<1>(guid);
data << float(GetSpeed(mtype));
data.WriteGuidBytes<2, 4, 0, 3, 6, 5, 7>(guid);
break;
}
case MOVE_SWIM:
{
data.Initialize(SMSG_SPLINE_MOVE_SET_SWIM_SPEED, 1 + 8 + 4);
data.WriteGuidMask<4, 2, 5, 0, 7, 6, 3, 1>(guid);
data.WriteGuidBytes<5, 6, 1, 0, 2, 4>(guid);
data << float(GetSpeed(mtype));
data.WriteGuidBytes<7, 3>(guid);
break;
}
case MOVE_SWIM_BACK:
{
data.Initialize(SMSG_SPLINE_MOVE_SET_SWIM_BACK_SPEED, 1 + 8 + 4);
data.WriteGuidMask<0, 1, 3, 6, 4, 5, 7, 2>(guid);
data.WriteGuidBytes<5, 3, 1, 0, 7, 6>(guid);
data << float(GetSpeed(mtype));
data.WriteGuidBytes<4, 2>(guid);
break;
}
case MOVE_TURN_RATE:
{
data.Initialize(SMSG_SPLINE_MOVE_SET_TURN_RATE, 1 + 8 + 4);
data.WriteGuidMask<2, 4, 6, 1, 3, 5, 7, 0>(guid);
data << float(GetSpeed(mtype));
data.WriteGuidBytes<1, 5, 3, 2, 7, 4, 6, 0>(guid);
break;
}
case MOVE_FLIGHT:
{
data.Initialize(SMSG_SPLINE_MOVE_SET_FLIGHT_SPEED, 1 + 8 + 4);
data.WriteGuidMask<7, 4, 0, 1, 3, 6, 5, 2>(guid);
data.WriteGuidBytes<0, 5, 4, 7, 3, 2, 1, 6>(guid);
data << float(GetSpeed(mtype));
break;
}
case MOVE_FLIGHT_BACK:
{
data.Initialize(SMSG_SPLINE_MOVE_SET_FLIGHT_BACK_SPEED, 1 + 8 + 4);
data.WriteGuidMask<2, 1, 6, 5, 0, 3, 4, 7>(guid);
data.WriteGuidBytes<5>(guid);
data << float(GetSpeed(mtype));
data.WriteGuidBytes<6, 1, 0, 2, 3, 7, 4>(guid);
break;
}
case MOVE_PITCH_RATE:
{
data.Initialize(SMSG_SPLINE_MOVE_SET_PITCH_RATE, 1 + 8 + 4);
data.WriteGuidMask<3, 5, 6, 1, 0, 4, 7, 2>(guid);
data.WriteGuidBytes<1, 5, 7, 0, 6, 3, 2>(guid);
data << float(GetSpeed(mtype));
data.WriteGuidBytes<4>(guid);
break;
}
default:
sLog.outError("Unit::SetSpeed: Unsupported move type (%d), data not sent to client.", mtype);
return;
}
SendMessageToSet(&data, false);
}
CallForAllControlledUnits(SetSpeedRateHelper(mtype, forced, ignoreChange), CONTROLLED_PET | CONTROLLED_GUARDIANS | CONTROLLED_CHARM | CONTROLLED_MINIPET);
}
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();
StopMoving();
i_motionMaster.Clear(false, true);
i_motionMaster.MoveIdle();
// Unsummon vehicle accessories
if (IsVehicle())
m_vehicleInfo->RemoveAccessoriesFromMap();
// Unboard from transport
if (GetTransportInfo() && ((Unit*)GetTransportInfo()->GetTransport())->IsVehicle())
((Unit*)GetTransportInfo()->GetTransport())->RemoveSpellsCausingAura(SPELL_AURA_CONTROL_VEHICLE, GetObjectGuid());
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(bool ignoreAliveState/*=false*/) const
{
// only creatures can have threat list
if (GetTypeId() != TYPEID_UNIT)
return false;
// only alive units can have threat list
if (!IsAlive() && !ignoreAliveState)
return false;
Creature const* creature = ((Creature const*)this);
// totems can not have threat list
if (creature->IsTotem())
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(true) && !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;
// Only attack taunter if this is a valid target
if (!hasUnitState(UNIT_STAT_STUNNED | UNIT_STAT_DIED) && !IsSecondChoiceTarget(taunter, true))
{
if (GetTargetGuid() || !target)
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())
{
m_fixateTargetGuid.Clear();
if (((Creature*)this)->AI())
((Creature*)this)->AI()->EnterEvadeMode();
if (InstanceData* mapInstance = GetInstanceData())
mapInstance->OnCreatureEvade((Creature*)this);
if (m_isCreatureLinkingTrigger)
GetMap()->GetCreatureLinkingHolder()->DoCreatureLinkingEvent(LINKING_EVENT_EVADE, (Creature*)this);
return;
}
m_ThreatManager.tauntFadeOut(taunter);
target = m_ThreatManager.getHostileTarget();
if (target && target != taunter)
{
if (GetTargetGuid())
SetInFront(target);
if (((Creature*)this)->AI())
((Creature*)this)->AI()->AttackStart(target);
}
}
//======================================================================
/// if pVictim is given, the npc will fixate onto pVictim, if NULL it will remove current fixation
void Unit::FixateTarget(Unit* pVictim)
{
if (!pVictim) // Remove Fixation
m_fixateTargetGuid.Clear();
else if (pVictim->IsTargetableForAttack()) // Apply Fixation
m_fixateTargetGuid = pVictim->GetObjectGuid();
// Start attacking the fixated target or the next proper one
SelectHostileTarget();
}
//======================================================================
bool Unit::IsSecondChoiceTarget(Unit* pTarget, bool checkThreatArea) const
{
MANGOS_ASSERT(pTarget && GetTypeId() == TYPEID_UNIT);
return
pTarget->IsImmunedToDamage(GetMeleeDamageSchoolMask()) ||
pTarget->hasNegativeAuraWithInterruptFlag(AURA_INTERRUPT_FLAG_DAMAGE) ||
checkThreatArea && ((Creature*)this)->IsOutOfThreatArea(pTarget);
}
//======================================================================
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;
Unit* oldTarget = getVictim();
// first check if we should fixate a target
if (m_fixateTargetGuid)
{
if (oldTarget && oldTarget->GetObjectGuid() == m_fixateTargetGuid)
target = oldTarget;
else
{
Unit* pFixateTarget = GetMap()->GetUnit(m_fixateTargetGuid);
if (pFixateTarget && pFixateTarget->IsAlive() && !IsSecondChoiceTarget(pFixateTarget, true))
target = pFixateTarget;
}
}
// then checking if we have some taunt on us
if (!target)
{
const AuraList& tauntAuras = GetAurasByType(SPELL_AURA_MOD_TAUNT);
Unit* caster;
// Find first available taunter target
// Auras are pushed_back, last caster will be on the end
for (AuraList::const_reverse_iterator aura = tauntAuras.rbegin(); aura != tauntAuras.rend(); ++aura)
{
if ((caster = (*aura)->GetCaster()) && caster->IsInMap(this) &&
caster->IsTargetableForAttack() && caster->isInAccessablePlaceFor((Creature*)this) &&
!IsSecondChoiceTarget(caster, true))
{
target = caster;
break;
}
}
}
// No valid fixate target, 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);
if (oldTarget != target)
((Creature*)this)->AI()->AttackStart(target);
// check if currently selected target is reachable
// NOTE: path alrteady generated from AttackStart()
if (!GetMotionMaster()->GetCurrent()->IsReachable())
{
// remove all taunts
RemoveSpellsCausingAura(SPELL_AURA_MOD_TAUNT);
if (m_ThreatManager.getThreatList().size() < 2)
{
// only one target in list, we have to evade after timer
// TODO: make timer - inside Creature class
((Creature*)this)->AI()->EnterEvadeMode();
}
else
{
// remove unreachable target from our threat list
// next iteration we will select next possible target
m_HostileRefManager.deleteReference(target);
m_ThreatManager.modifyThreatPercent(target, -101);
// remove target from current attacker, do not exit combat settings
AttackStop(true);
}
return false;
}
}
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
m_fixateTargetGuid.Clear();
((Creature*)this)->AI()->EnterEvadeMode();
if (InstanceData* mapInstance = GetInstanceData())
mapInstance->OnCreatureEvade((Creature*)this);
if (m_isCreatureLinkingTrigger)
GetMap()->GetCreatureLinkingHolder()->DoCreatureLinkingEvent(LINKING_EVENT_EVADE, (Creature*)this);
return false;
}
//======================================================================
//======================================================================
//======================================================================
int32 Unit::CalculateSpellDamage(Unit const* target, SpellEntry const* spellProto, SpellEffectIndex effect_index, int32 const* effBasePoints)
{
SpellEffectEntry const* spellEffect = spellProto->GetSpellEffect(effect_index);
if(!spellEffect)
return 0;
switch (spellEffect->EffectApplyAuraName)
{
case SPELL_AURA_MOUNTED:
if (MountCapabilityEntry const* mountCapability = GetMountCapability(uint32(spellEffect->EffectMiscValueB)))
return int32(mountCapability->Id);
break;
default:
break;
}
Player* unitPlayer = (GetTypeId() == TYPEID_PLAYER) ? (Player*)this : NULL;
uint32 level = getLevel();
// calculate basepoints dependent on mastery
if (unitPlayer && spellProto->HasAttribute(SPELL_ATTR_EX8_MASTERY) && !spellProto->CalculateSimpleValue(effect_index))
{
if (int32 masteryCoef = GetMasteryCoefficient(spellProto))
return int32(GetFloatValue(PLAYER_MASTERY) * masteryCoef / 100.0f);
}
// calculate basepoints for armor specialization spells
if (unitPlayer && spellProto->HasAttribute(SPELL_ATTR_EX8_ARMOR_SPECIALIZATION))
{
// check spells not valid for current talent tree or insufficient equipped items
if (!unitPlayer->FitArmorSpecializationRules(spellProto))
return 0;
}
uint8 comboPoints = unitPlayer ? unitPlayer->GetComboPoints() : 0;
int32 basePoints = 0;
uint32 spellLevel = 0;
float comboDamage = 0.0f;
SpellScalingEntry const* scalingEntry = spellProto->GetSpellScaling();
GtSpellScalingEntry const* gtScalingEntry = NULL;
if (scalingEntry && scalingEntry->IsScalableEffect(effect_index))
{
if (target && IsAuraApplyEffect(spellProto, effect_index) && IsPositiveEffect(spellProto, effect_index))
level = target->getLevel();
uint32 gtSpellScalingId = level - 1;
if (scalingEntry->playerClass == -1)
gtSpellScalingId += (MAX_CLASSES - 1) * GT_MAX_LEVEL;
else
gtSpellScalingId += (scalingEntry->playerClass - 1) * GT_MAX_LEVEL;
gtScalingEntry = sGtSpellScalingStore.LookupEntry(gtSpellScalingId);
}
if (gtScalingEntry)
{
float Scale = gtScalingEntry->value;
if (uint32(scalingEntry->castTimeMax) > 0 && uint32(scalingEntry->castScalingMaxLevel) > level)
Scale *= float(scalingEntry->castTimeMin + float(level - 1) * (scalingEntry->castTimeMax - scalingEntry->castTimeMin) / (scalingEntry->castScalingMaxLevel - 1)) / float(scalingEntry->castTimeMax);
if (uint32(scalingEntry->coefLevelBase) > level)
Scale *= (1.0f - scalingEntry->coefBase) * (level - 1) / (scalingEntry->coefLevelBase - 1) + scalingEntry->coefBase;
basePoints = int32(scalingEntry->coeff1[effect_index] * Scale);
int32 randomPoints = int32(scalingEntry->coeff1[effect_index] * Scale * scalingEntry->coeff2[effect_index]);
basePoints += irand(-randomPoints, randomPoints) / 2;
comboDamage = uint32(scalingEntry->coeff3[effect_index] * Scale);
}
else
{
spellLevel = spellProto->GetSpellLevel();
uint32 maxLevel = spellProto->GetMaxLevel();
uint32 baseLevel = spellProto->GetBaseLevel();
if (maxLevel)
level = std::min(level, maxLevel);
level = std::max(level, baseLevel);
level = std::max(level, spellLevel) - spellLevel;
float basePointsPerLevel = spellEffect->EffectRealPointsPerLevel;
basePoints = effBasePoints ? *effBasePoints - 1 : spellEffect->EffectBasePoints;
basePoints += int32(level * basePointsPerLevel);
int32 randomPoints = int32(spellEffect->EffectDieSides);
comboDamage = spellEffect->EffectPointsPerComboPoint;
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() || spellProto->HasAttribute(SPELL_ATTR_EX8_IGNORE_TARGET_FOR_COMBO_POINTS)))
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 (!gtScalingEntry && spellProto->Attributes & SPELL_ATTR_LEVEL_DAMAGE_CALCULATION && spellLevel &&
spellEffect->Effect != SPELL_EFFECT_WEAPON_PERCENT_DAMAGE &&
spellEffect->Effect != SPELL_EFFECT_KNOCK_BACK &&
(spellEffect->Effect != SPELL_EFFECT_APPLY_AURA || spellEffect->EffectApplyAuraName != SPELL_AURA_MOD_DECREASE_SPEED))
value = int32(value * 0.25f * exp(level * (70 - spellLevel) / 1000.0f));
return value;
}
int32 Unit::CalculateAuraDuration(SpellEntry const* spellProto, uint32 effectMask, int32 duration, Unit const* caster, Spell const* spell /*=NULL*/)
{
if (duration <= 0)
return duration;
int32 mechanicMod = 0;
uint32 mechanicMask = GetSpellMechanicMask(spellProto, effectMask);
for (int32 mechanic = FIRST_MECHANIC; mechanic < MAX_MECHANIC; ++mechanic)
{
if (!(mechanicMask & (1 << (mechanic - 1))))
continue;
int32 stackingMod = GetTotalAuraModifierByMiscValue(SPELL_AURA_MECHANIC_DURATION_MOD, mechanic);
int32 nonStackingMod = GetMaxNegativeAuraModifierByMiscValue(SPELL_AURA_MECHANIC_DURATION_MOD_NOT_STACK, mechanic);
mechanicMod = std::min(mechanicMod, std::min(stackingMod, nonStackingMod));
}
int32 dispelMod = 0;
int32 dmgClassMod = 0;
if (!IsPositiveSpell(spellProto))
{
dispelMod = GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_DURATION_OF_EFFECTS_BY_DISPEL, spellProto->GetDispel());
dmgClassMod = GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_DURATION_OF_MAGIC_EFFECTS, spellProto->GetDmgClass());
}
int32 durationMod = std::min(mechanicMod, std::min(dispelMod, dmgClassMod));
if (durationMod != 0)
{
duration = int32(int64(duration) * (100 + durationMod) / 100);
if (duration < 0)
duration = 0;
}
if (caster == this)
{
switch(spellProto->GetSpellFamilyName())
{
case SPELLFAMILY_DRUID:
// Thorns
if (spellProto->SpellIconID == 53 && spellProto->IsFitToFamilyMask(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->IsFitToFamilyMask(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->IsFitToFamilyMask(UI64LIT(0x0000000000010000)))
{
// Glyph of Blessing of Wisdom
if (Aura* aur = GetAura(57979, EFFECT_INDEX_0))
duration += aur->GetModifier()->m_amount * MINUTE * IN_MILLISECONDS;
}
// Inquisition
else if (spellProto->Id == 84963)
{
if (spell && GetPowerIndex(POWER_HOLY_POWER) != INVALID_POWER_INDEX)
duration *= spell->GetUsedHolyPower();
}
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, bool isReflected)
{
if (duration == -1 || group == DIMINISHING_NONE || (!isReflected && 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()->CreatureType;
}
/*#######################################
######## ########
######## 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_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_RUNE: return POWER_RUNE;
case UNIT_MOD_RUNIC_POWER: return POWER_RUNIC_POWER;
default: 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_MOD_POS);
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_MOD_POS);
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);
}
uint32 Unit::GetPowerIndexByClass(Powers powerId, uint32 classId)
{
MANGOS_ASSERT(powerId < MAX_POWERS);
MANGOS_ASSERT(classId < MAX_CLASSES);
return sChrClassXPowerTypesStore[classId][uint32(powerId)];
};
Powers Unit::GetPowerTypeByIndex(uint32 index, uint32 classId)
{
MANGOS_ASSERT(index < MAX_STORED_POWERS);
MANGOS_ASSERT(classId < MAX_CLASSES);
return Powers(sChrClassXPowerIndexStore[classId][index]);
}
uint32 Unit::GetPower(Powers power) const
{
if (power == POWER_HEALTH)
return GetHealth();
uint32 powerIndex = GetPowerIndex(power);
if (powerIndex == INVALID_POWER_INDEX)
return 0;
return GetUInt32Value(UNIT_FIELD_POWER1 + powerIndex);
}
uint32 Unit::GetPowerByIndex(uint32 index) const
{
MANGOS_ASSERT(index < MAX_STORED_POWERS);
return GetUInt32Value(UNIT_FIELD_POWER1 + index);
}
uint32 Unit::GetMaxPower(Powers power) const
{
if (power == POWER_HEALTH)
return GetMaxHealth();
uint32 powerIndex = GetPowerIndex(power);
if (powerIndex == INVALID_POWER_INDEX)
return 0;
return GetUInt32Value(UNIT_FIELD_MAXPOWER1 + powerIndex);
}
uint32 Unit::GetMaxPowerByIndex(uint32 index) const
{
MANGOS_ASSERT(index < MAX_STORED_POWERS);
return GetUInt32Value(UNIT_FIELD_MAXPOWER1 + index);
}
void Unit::SetPower(Powers power, int32 val)
{
if (power == POWER_HEALTH)
return SetHealth(val >= 0 ? val : 0);
uint32 powerIndex = GetPowerIndex(power);
if (powerIndex == INVALID_POWER_INDEX)
return;
return SetPowerByIndex(powerIndex, val);
}
void Unit::SetPowerByIndex(uint32 powerIndex, int32 val)
{
int32 maxPower = GetMaxPowerByIndex(powerIndex);
if (val > maxPower)
val = maxPower;
if (val < 0)
val = 0;
if (GetPowerByIndex(powerIndex) == val)
return;
MANGOS_ASSERT(powerIndex < MAX_STORED_POWERS);
SetInt32Value(UNIT_FIELD_POWER1 + powerIndex, val);
Powers power = getPowerType(powerIndex);
MANGOS_ASSERT(power != INVALID_POWER);
if (IsInWorld())
{
WorldPacket data(SMSG_POWER_UPDATE);
data << GetPackGUID();
data << uint32(1); // iteration count
// for (int i = 0; i < count; ++i)
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);
}
}
// modifying holy power resets it's fade timer
if (power == POWER_HOLY_POWER)
ResetHolyPowerRegenTimer();
}
void Unit::SetMaxPower(Powers power, int32 val)
{
if (power == POWER_HEALTH)
return SetMaxHealth(val >= 0 ? val : 0);
uint32 powerIndex = GetPowerIndex(power);
if (powerIndex == INVALID_POWER_INDEX)
return;
return SetMaxPowerByIndex(powerIndex, val);
}
void Unit::SetMaxPowerByIndex(uint32 powerIndex, int32 val)
{
int32 cur_power = GetPowerByIndex(powerIndex);
SetStatInt32Value(UNIT_FIELD_MAXPOWER1 + powerIndex, 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)
SetPowerByIndex(powerIndex, 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 POWER_RAGE_DEFAULT;
case POWER_FOCUS:
if(GetTypeId() == TYPEID_PLAYER && ((Player const*)this)->getClass() == CLASS_HUNTER)
return POWER_FOCUS_DEFAULT;
return (GetTypeId() == TYPEID_PLAYER || !((Creature const*)this)->IsPet() || ((Pet const*)this)->getPetType() != HUNTER_PET ? 0 : POWER_FOCUS_DEFAULT);
case POWER_ENERGY: return POWER_ENERGY_DEFAULT;
case POWER_RUNE: return GetTypeId() == TYPEID_PLAYER && ((Player const*)this)->getClass() == CLASS_DEATH_KNIGHT ? POWER_RUNE_DEFAULT : 0;
case POWER_RUNIC_POWER: return GetTypeId() == TYPEID_PLAYER && ((Player const*)this)->getClass() == CLASS_DEATH_KNIGHT ? POWER_RUNIC_POWER_DEFAULT : 0;
case POWER_SOUL_SHARDS: return 0;
case POWER_ECLIPSE: return 0; // TODO: fix me
case POWER_HOLY_POWER: return 0;
}
return 0;
}
uint32 Unit::GetCreateMaxPowers(Powers power) const
{
switch (power)
{
case POWER_HOLY_POWER:
return GetTypeId() == TYPEID_PLAYER && ((Player const*)this)->getClass() == CLASS_PALADIN ? POWER_HOLY_POWER_DEFAULT : 0;
case POWER_SOUL_SHARDS:
return GetTypeId() == TYPEID_PLAYER && ((Player const*)this)->getClass() == CLASS_WARLOCK ? POWER_SOUL_SHARDS_DEFAULT : 0;
default:
return GetCreatePowers(power);
}
return 0;
}
void Unit::AddToWorld()
{
Object::AddToWorld();
ScheduleAINotify(0);
}
void Unit::RemoveFromWorld()
{
// cleanup
if (IsInWorld())
{
Uncharm();
RemoveNotOwnTrackedTargetAuras();
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);
}
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()
{
for (uint32 x = ACTION_BAR_INDEX_START; x < ACTION_BAR_INDEX_END; ++x)
SetActionBar(x, 0, ACT_PASSIVE);
}
void CharmInfo::InitVehicleCreateSpells()
{
InitEmptyActionBar();
if (m_unit->GetTypeId() == TYPEID_PLAYER) // player vehicles 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], ActiveStates(0x8 + x));
}
}
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;
SetActionBar(ACTION_BAR_INDEX_START, COMMAND_ATTACK, ACT_COMMAND);
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);
for (uint32 i = 0; i < 3 && onlyselfcast; ++i) // nonexistent spell will not make any problems as onlyselfcast would be false -> break right away
{
SpellEffectEntry const* spellEffect = spellInfo->GetSpellEffect(SpellEffectIndex(i));
if(!spellEffect)
continue;
if(spellEffect->EffectImplicitTargetA != TARGET_SELF && spellEffect->EffectImplicitTargetA != 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)std::stoul((*iter).c_str());
++iter;
uint32 action = std::stoul((*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 (!(procExtra & PROC_EX_CAST_END) && procFlag & MELEE_BASED_TRIGGER_MASK)
{
// 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;
// check if that aura is triggered by proc event (then it will be managed by proc handler)
if (!IsTriggeredAtSpellProcEvent(pTarget, itr->second, procSpell, procFlag, procExtra, attType, isVictim, spellProcEvent))
{
// spell seem not managed by proc system, although some case need to be handled
// only process damage case on victim
if (!isVictim || !(procFlag & PROC_FLAG_TAKEN_ANY_DAMAGE))
continue;
const SpellEntry* se = itr->second->GetSpellProto();
// check if the aura is interruptible by damage and if its not just added by this spell (spell who is responsible for this damage is procSpell)
if (se->GetAuraInterruptFlags() & AURA_INTERRUPT_FLAG_DAMAGE && (!procSpell || procSpell->Id != se->Id))
{
DEBUG_FILTER_LOG(LOG_FILTER_SPELL_CAST, "ProcDamageAndSpell: Added Spell %u to 'remove aura due to spell' list! Reason: Damage received.", se->Id);
removedSpells.push_back(se->Id);
}
continue;
}
itr->second->SetInUse(true); // prevent holder deletion
procTriggered.push_back(ProcTriggeredData(spellProcEvent, itr->second));
}
if (!procTriggered.empty())
{
// Handle effects proceed this time
for (ProcTriggeredList::const_iterator itr = procTriggered.begin(); itr != procTriggered.end(); ++itr)
{
// Some auras can be deleted in function called in this loop (except first, ofc)
SpellAuraHolder* triggeredByHolder = itr->triggeredByHolder;
if (triggeredByHolder->IsDeleted())
continue;
SpellProcEventEntry const* spellProcEvent = itr->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;
SpellEffectEntry const* spellEffect = triggeredByHolder->GetSpellProto()->GetSpellEffect(SpellEffectIndex(i));
if (!spellEffect)
continue;
if (procSpell)
{
if (spellProcEvent)
{
if (spellProcEvent->spellFamilyMask[i])
{
if (!procSpell->IsFitToFamilyMask(spellProcEvent->spellFamilyMask[i]))
continue;
// don't allow proc from cast end for non modifier spells
// unless they have proc ex defined for that
if (IsCastEndProcModifierAura(triggeredByHolder->GetSpellProto(), SpellEffectIndex(i), procSpell))
{
if (useCharges && procExtra != PROC_EX_CAST_END && spellProcEvent->procEx == PROC_EX_NONE)
continue;
}
else if (spellProcEvent->procEx == PROC_EX_NONE && procExtra == PROC_EX_CAST_END)
continue;
}
// don't check dbc FamilyFlags if schoolMask exists
else if (!triggeredByAura->CanProcFrom(procSpell, procFlag, spellProcEvent->procEx, procExtra, damage != 0, !spellProcEvent->schoolMask))
continue;
}
else if (!triggeredByAura->CanProcFrom(procSpell, procFlag, PROC_EX_NONE, procExtra, damage != 0, true))
continue;
}
SpellAuraProcResult procResult = (*this.*AuraProcHandler[spellEffect->EffectApplyAuraName])(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() const
{
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::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(bool forceSendStop /*=false*/)
{
if (IsStopped() && !forceSendStop)
return;
clearUnitState(UNIT_STAT_MOVING);
// not need send any packets if not in world
if (!IsInWorld())
return;
Movement::MoveSplineInit init(*this);
init.Stop();
}
void Unit::InterruptMoving(bool forceSendStop /*=false*/)
{
bool isMoving = false;
if (!movespline->Finalized())
{
Movement::Location loc = movespline->ComputePosition();
movespline->_Interrupt();
Relocate(loc.x, loc.y, loc.z, loc.orientation);
isMoving = true;
}
StopMoving(forceSendStop || isMoving);
}
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)
c->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, 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()->GetAuraInterruptFlags() & 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->IsInDuelWith(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
UpdateVisibilityAndView();
}
if (!hasUnitState(UNIT_STAT_ATTACK_PLAYER))
{
addUnitState(UNIT_STAT_ATTACK_PLAYER);
// call MoveInLineOfSight for nearby contested guards
UpdateVisibilityAndView();
}
}
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()));
}
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->HasAttribute(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;
}
}
struct SetPhaseMaskHelper
{
explicit SetPhaseMaskHelper(uint32 _phaseMask) : phaseMask(_phaseMask) {}
void operator()(Unit* unit) const { unit->SetPhaseMask(phaseMask, true); }
uint32 phaseMask;
};
void Unit::SetPhaseMask(uint32 newPhaseMask, bool update)
{
if (newPhaseMask == GetPhaseMask())
return;
// first move to both phase for proper update controlled units
WorldObject::SetPhaseMask(GetPhaseMask() | newPhaseMask, false);
if (IsInWorld())
{
RemoveNotOwnTrackedTargetAuras(newPhaseMask); // we can lost access to caster or target
// all controlled except not owned charmed units
CallForAllControlledUnits(SetPhaseMaskHelper(newPhaseMask), CONTROLLED_PET | CONTROLLED_GUARDIANS | CONTROLLED_MINIPET | CONTROLLED_TOTEMS);
}
WorldObject::SetPhaseMask(newPhaseMask, update);
}
void Unit::NearTeleportTo(float x, float y, float z, float orientation, bool casting /*= false*/)
{
DisableSpline();
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();
// 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, float speed, bool generatePath, bool forceDestination)
{
Movement::MoveSplineInit init(*this);
init.MoveTo(x, y, z, generatePath, forceDestination);
init.SetVelocity(speed);
init.Launch();
}
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::RestoreOriginalFaction()
{
if (GetTypeId() == TYPEID_PLAYER)
((Player*)this)->setFactionForRace(getRace());
else
{
Creature* creature = (Creature*)this;
if (creature->IsPet() || creature->IsTotem())
{
if (Unit* owner = GetOwner())
setFaction(owner->getFaction());
}
else
setFaction(creature->GetCreatureInfo()->FactionAlliance);
}
}
void Unit::KnockBackFrom(Unit* target, float horizontalSpeed, float verticalSpeed)
{
float angle = this == target ? GetOrientation() + M_PI_F : target->GetAngle(this);
KnockBackWithAngle(angle, horizontalSpeed, verticalSpeed);
}
void Unit::KnockBackWithAngle(float angle, float horizontalSpeed, float verticalSpeed)
{
if (GetTypeId() == TYPEID_PLAYER)
{
((Player*)this)->GetSession()->SendKnockBack(angle, horizontalSpeed, verticalSpeed);
}
else
{
float vsin = sin(angle);
float vcos = cos(angle);
float moveTimeHalf = verticalSpeed / Movement::gravity;
float max_height = -Movement::computeFallElevation(moveTimeHalf, false, -verticalSpeed);
float dis = 2 * moveTimeHalf * horizontalSpeed;
float ox, oy, oz;
GetPosition(ox, oy, oz);
float fx = ox + dis * vcos;
float fy = oy + dis * vsin;
float fz = oz + 0.5f;
GetMap()->GetHitPosition(ox, oy, oz + 0.5f, fx, fy, fz, GetPhaseMask(), -0.5f);
UpdateAllowedPositionZ(fx, fy, fz);
GetMotionMaster()->MoveJump(fx, fy, fz, horizontalSpeed, max_height);
}
}
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 << (*itr)->getUnitGuid().WriteAsPacked();
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 << pHostilReference->getUnitGuid().WriteAsPacked();
data << uint32(count);
for (ThreatList::const_iterator itr = tlist.begin(); itr != tlist.end(); ++itr)
{
data << (*itr)->getUnitGuid().WriteAsPacked();
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 << pHostileReference->getUnitGuid().WriteAsPacked();
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) const
{
SpellAuraHolderMap::const_iterator itr = m_spellAuraHolders.find(spellid);
return itr != m_spellAuraHolders.end() ? itr->second : NULL;
}
SpellAuraHolder* Unit::GetSpellAuraHolder(uint32 spellid, ObjectGuid casterGuid) const
{
SpellAuraHolderConstBounds bounds = GetSpellAuraHolderBounds(spellid);
for (SpellAuraHolderMap::const_iterator iter = bounds.first; iter != bounds.second; ++iter)
if (iter->second->GetCasterGuid() == casterGuid)
return iter->second;
return NULL;
}
bool Unit::IsAllowedDamageInArea(Unit* pVictim) const
{
// can damage self anywhere
if (pVictim == this)
return true;
// can damage own pet anywhere
if (pVictim->GetOwnerGuid() == GetObjectGuid())
return true;
// non player controlled unit can damage anywhere
Player const* pOwner = GetCharmerOrOwnerPlayerOrPlayerItself();
if (!pOwner)
return true;
// can damage non player controlled victim anywhere
Player const* vOwner = pVictim->GetCharmerOrOwnerPlayerOrPlayerItself();
if (!vOwner)
return true;
// can damage opponent in duel
if (pOwner->IsInDuelWith(vOwner))
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;
}
class RelocationNotifyEvent : public BasicEvent
{
public:
RelocationNotifyEvent(Unit& owner) : BasicEvent(), m_owner(owner)
{
m_owner._SetAINotifyScheduled(true);
}
bool Execute(uint64 /*e_time*/, uint32 /*p_time*/)
{
float radius = MAX_CREATURE_ATTACK_RADIUS * sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_AGGRO);
if (m_owner.GetTypeId() == TYPEID_PLAYER)
{
MaNGOS::PlayerRelocationNotifier notify((Player&)m_owner);
Cell::VisitAllObjects(&m_owner, notify, radius);
}
else // if(m_owner.GetTypeId() == TYPEID_UNIT)
{
MaNGOS::CreatureRelocationNotifier notify((Creature&)m_owner);
Cell::VisitAllObjects(&m_owner, notify, radius);
}
m_owner._SetAINotifyScheduled(false);
return true;
}
void Abort(uint64)
{
m_owner._SetAINotifyScheduled(false);
}
private:
Unit& m_owner;
};
void Unit::ScheduleAINotify(uint32 delay)
{
if (!IsAINotifyScheduled())
m_Events.AddEvent(new RelocationNotifyEvent(*this), m_Events.CalculateTime(delay));
}
void Unit::OnRelocated()
{
// switch to use G3D::Vector3 is good idea, maybe
float dx = m_last_notified_position.x - GetPositionX();
float dy = m_last_notified_position.y - GetPositionY();
float dz = m_last_notified_position.z - GetPositionZ();
float distsq = dx * dx + dy * dy + dz * dz;
if (distsq > World::GetRelocationLowerLimitSq())
{
m_last_notified_position.x = GetPositionX();
m_last_notified_position.y = GetPositionY();
m_last_notified_position.z = GetPositionZ();
GetViewPoint().Call_UpdateVisibilityForOwner();
UpdateObjectVisibility();
}
ScheduleAINotify(World::GetRelocationAINotifyDelay());
}
/*
* @param entry entry of the vehicle kit
* @param overwriteNpcEntry use to select behaviour (like accessory) for this entry instead of GetEntry()'s result
*/
void Unit::SetVehicleId(uint32 entry, uint32 overwriteNpcEntry)
{
delete m_vehicleInfo;
if (entry)
{
VehicleEntry const* ventry = sVehicleStore.LookupEntry(entry);
MANGOS_ASSERT(ventry != NULL);
m_vehicleInfo = new VehicleInfo(this, ventry, overwriteNpcEntry);
m_updateFlag |= UPDATEFLAG_VEHICLE;
}
else
{
m_vehicleInfo = NULL;
m_updateFlag &= ~UPDATEFLAG_VEHICLE;
}
if (GetTypeId() == TYPEID_PLAYER)
{
WorldPacket data(SMSG_SET_VEHICLE_REC_ID, 16);
data << GetPackGUID();
data << uint32(entry);
SendMessageToSet(&data, true);
}
}
void Unit::UpdateSplineMovement(uint32 t_diff)
{
enum
{
POSITION_UPDATE_DELAY = 400,
};
if (movespline->Finalized())
return;
movespline->updateState(t_diff);
bool arrived = movespline->Finalized();
if (arrived)
DisableSpline();
m_movesplineTimer.Update(t_diff);
if (m_movesplineTimer.Passed() || arrived)
{
m_movesplineTimer.Reset(POSITION_UPDATE_DELAY);
Movement::Location loc = movespline->ComputePosition();
if (IsBoarded())
GetTransportInfo()->SetLocalPosition(loc.x, loc.y, loc.z, loc.orientation);
else if (GetTypeId() == TYPEID_PLAYER)
((Player*)this)->SetPosition(loc.x, loc.y, loc.z, loc.orientation);
else
GetMap()->CreatureRelocation((Creature*)this, loc.x, loc.y, loc.z, loc.orientation);
}
}
void Unit::DisableSpline()
{
m_movementInfo.RemoveMovementFlag(MOVEFLAG_FORWARD);
movespline->_Interrupt();
}
bool Unit::IsSplineEnabled() const
{
return movespline->Initialized();
}
bool Unit::IsInWorgenForm(bool inPermanent) const
{
AuraList const& vTransformAuras = GetAurasByType(SPELL_AURA_WORGEN_TRANSFORM);
for (AuraList::const_iterator itr = vTransformAuras.begin(); itr != vTransformAuras.end(); ++itr)
if (!inPermanent || (*itr)->GetHolder()->IsPermanent())
return true;
return false;
}
bool Unit::HasWorgenForm() const
{
return HasAuraType(SPELL_AURA_ALLOW_WORGEN_TRANSFORM);
}
void Unit::BuildForceMoveRootPacket(WorldPacket* data, bool apply, uint32 value)
{
if (apply)
{
data->Initialize(SMSG_FORCE_MOVE_ROOT, 13);
data->WriteGuidMask<2, 7, 6, 0, 5, 4, 1, 3>(GetObjectGuid());
data->WriteGuidBytes<1, 0, 2, 5>(GetObjectGuid());
*data << uint32(value);
data->WriteGuidBytes<3, 4, 7, 6>(GetObjectGuid());
}
else
{
data->Initialize(SMSG_FORCE_MOVE_UNROOT, 13);
data->WriteGuidMask<0, 1, 3, 7, 5, 2, 4, 6>(GetObjectGuid());
data->WriteGuidBytes<3, 6, 1>(GetObjectGuid());
*data << uint32(value);
data->WriteGuidBytes<2, 0, 7, 4, 5>(GetObjectGuid());
}
}
void Unit::BuildMoveSetCanFlyPacket(WorldPacket* data, bool apply, uint32 value)
{
if (apply)
{
data->Initialize(SMSG_MOVE_SET_CAN_FLY, 13);
data->WriteGuidMask<1, 6, 5, 0, 7, 4, 2, 3>(GetObjectGuid());
data->WriteGuidBytes<6, 3>(GetObjectGuid());
*data << uint32(value);
data->WriteGuidBytes<2, 1, 4, 7, 0, 5>(GetObjectGuid());
}
else
{
data->Initialize(SMSG_MOVE_UNSET_CAN_FLY, 13);
data->WriteGuidMask<1, 4, 2, 5, 0, 3, 6, 7>(GetObjectGuid());
data->WriteGuidBytes<4, 6>(GetObjectGuid());
*data << uint32(value);
data->WriteGuidBytes<1, 0, 2, 3, 5, 7>(GetObjectGuid());
}
}
void Unit::BuildSendPlayVisualPacket(WorldPacket* data, uint32 value, bool impact)
{
data->Initialize(SMSG_PLAY_SPELL_VISUAL, 21);
*data << uint32(0); // unk, seems always 0
*data << uint32(value);
*data << uint32(impact ? 1 : 0);
data->WriteGuidMask<4, 7, 5, 3, 1, 2, 0, 6>(GetObjectGuid());
data->WriteGuidBytes<0, 4, 1, 6, 7, 2, 3, 5>(GetObjectGuid());
}
void Unit::BuildMoveWaterWalkPacket(WorldPacket* data, bool apply, uint32 value)
{
if (apply)
{
data->Initialize(SMSG_MOVE_WATER_WALK, 13);
data->WriteGuidMask<4, 7, 6, 0, 1, 3, 5, 2>(GetObjectGuid());
data->WriteGuidBytes<0, 5, 2>(GetObjectGuid());
*data << uint32(value);
data->WriteGuidBytes<7, 3, 4, 1, 6>(GetObjectGuid());
}
else
{
data->Initialize(SMSG_MOVE_LAND_WALK, 13);
data->WriteGuidMask<5, 1, 6, 2, 3, 4, 0, 7>(GetObjectGuid());
data->WriteGuidBytes<6, 1, 7, 5, 4, 0, 3, 2>(GetObjectGuid());
*data << uint32(value);
}
}
void Unit::BuildMoveFeatherFallPacket(WorldPacket* data, bool apply, uint32 value)
{
ObjectGuid guid = GetObjectGuid();
if (apply)
{
data->Initialize(SMSG_MOVE_FEATHER_FALL, 1 + 4 + 8);
data->WriteGuidMask<3, 1, 7, 0, 4, 2, 5, 6>(guid);
data->WriteGuidBytes<5, 7, 2>(guid);
*data << uint32(value);
data->WriteGuidBytes<0, 3, 4, 1, 6>(guid);
}
else
{
data->Initialize(SMSG_MOVE_NORMAL_FALL, 1 + 4 + 8);
*data << uint32(value);
data->WriteGuidMask<3, 0, 1, 5, 7, 4, 6, 2>(guid);
data->WriteGuidBytes<2, 7, 1, 4, 5, 0, 3, 6>(guid);
}
}
void Unit::BuildMoveHoverPacket(WorldPacket* data, bool apply, uint32 value)
{
ObjectGuid guid = GetObjectGuid();
if (apply)
{
data->Initialize(SMSG_MOVE_SET_HOVER, 8 + 4 + 1);
data->WriteGuidMask<1, 4, 2, 3, 0, 5, 6, 7>(guid);
data->WriteGuidBytes<5, 4, 1, 2, 3, 6, 0, 7>(guid);
*data << uint32(0);
}
else
{
data->Initialize(SMSG_MOVE_UNSET_HOVER, 8 + 4 + 1);
data->WriteGuidMask<4, 6, 3, 1, 2, 7, 5, 0>(guid);
data->WriteGuidBytes<4, 5, 3, 6, 7, 1, 2, 0>(guid);
*data << uint32(0);
}
}
void Unit::BuildMoveLevitatePacket(WorldPacket* data, bool apply, uint32 value)
{
ObjectGuid guid = GetObjectGuid();
if (apply)
{
data->Initialize(SMSG_MOVE_GRAVITY_ENABLE);
data->WriteGuidMask<1, 4, 7, 5, 2, 0, 3, 6>(GetObjectGuid());
data->WriteGuidBytes<3>(GetObjectGuid());
*data << uint32(value);
data->WriteGuidBytes<7, 6, 4, 0, 1, 5, 2>(GetObjectGuid());
}
else
{
data->Initialize(SMSG_MOVE_GRAVITY_DISABLE);
data->WriteGuidMask<0, 1, 5, 7, 6, 4, 3, 2>(GetObjectGuid());
data->WriteGuidBytes<7, 2, 0>(GetObjectGuid());
*data << uint32(value);
data->WriteGuidBytes<5, 1, 3, 4, 6>(GetObjectGuid());
}
}
void Unit::SendCollisionHeightUpdate(float height)
{
if (GetTypeId() == TYPEID_PLAYER)
{
WorldPacket data(SMSG_MOVE_SET_COLLISION_HGT, GetPackGUID().size() + 4 + 4);
data.WriteGuidMask<6, 1, 4, 7, 5, 2, 0, 3>(GetObjectGuid());
data.WriteGuidBytes<6, 0, 4, 3, 5>(GetObjectGuid());
data << uint32(sWorld.GetGameTime()); // Packet counter
data.WriteGuidBytes<1, 2, 7>(GetObjectGuid());
data << ((Player*)this)->GetCollisionHeight(true);
((Player*)this)->GetSession()->SendPacket(&data);
}
}
// This will create a new creature and set the current unit as the controller of that new creature
Unit* Unit::TakePossessOf(SpellEntry const* spellEntry, SummonPropertiesEntry const* summonProp, SpellEffectEntry const* spellEffect, float x, float y, float z, float ang)
{
int32 const& creatureEntry = spellEffect->EffectMiscValue;
CreatureInfo const* cinfo = ObjectMgr::GetCreatureTemplate(creatureEntry);
if (!cinfo)
{
sLog.outErrorDb("WorldObject::SummonCreature: Creature (Entry: %u) not existed for summoner: %s. ", creatureEntry, GetGuidStr().c_str());
return nullptr;
}
if (GetCharm())
{
sLog.outError("Unit::TakePossessOf> There is already a charmed creature for %s its : %s. ", GetGuidStr().c_str(), GetCharm()->GetGuidStr().c_str());
return nullptr;
}
TemporarySummon* pCreature = new TemporarySummon(GetObjectGuid());
CreatureCreatePos pos(GetMap(), x, y, z, ang, GetPhaseMask());
if (x == 0.0f && y == 0.0f && z == 0.0f)
pos = CreatureCreatePos(this, GetOrientation(), CONTACT_DISTANCE, ang);
if (!pCreature->Create(GetMap()->GenerateLocalLowGuid(cinfo->GetHighGuid()), pos, cinfo))
{
delete pCreature;
return nullptr;
}
Player* player = GetTypeId() == TYPEID_PLAYER ? static_cast<Player*>(this): nullptr;
pCreature->setFaction(getFaction()); // set same faction than player
pCreature->SetRespawnCoord(pos); // set spawn coord
pCreature->SetCharmerGuid(GetObjectGuid()); // save guid of the charmer
pCreature->SetUInt32Value(UNIT_CREATED_BY_SPELL, spellEntry->Id); // set the spell id used to create this (may be used for removing corresponding aura
pCreature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED); // set flag for client that mean this unit is controlled by a player
pCreature->addUnitState(UNIT_STAT_CONTROLLED); // also set internal unit state flag
pCreature->SelectLevel(getLevel()); // set level to same level than summoner TODO:: not sure its always the case...
pCreature->SetLinkedToOwnerAura(TEMPSUMMON_LINKED_AURA_OWNER_CHECK | TEMPSUMMON_LINKED_AURA_REMOVE_OWNER); // set what to do if linked aura is removed or the creature is dead.
pCreature->SetWalk(IsWalking(), true); // sync the walking state with the summoner
// important before adding to the map!
SetCharmGuid(pCreature->GetObjectGuid()); // save guid of charmed creature
pCreature->SetSummonProperties(TEMPSUMMON_CORPSE_TIMED_DESPAWN, 5000); // set 5s corpse decay
GetMap()->Add(static_cast<Creature*>(pCreature)); // create the creature in the client
// Give the control to the player
if (player)
{
player->GetCamera().SetView(pCreature); // modify camera view to the creature view
player->SetClientControl(pCreature, 1); // transfer client control to the creature
player->SetMover(pCreature); // set mover so now we know that creature is "moved" by this unit
player->SendForcedObjectUpdate(); // we have to update client data here to avoid problem with the "release spirit" windows reappear.
}
// initialize AI
pCreature->AIM_Initialize();
if (player)
{
// Initialize pet bar
if (CharmInfo* charmInfo = pCreature->InitCharmInfo(pCreature))
charmInfo->InitPossessCreateSpells();
player->PossessSpellInitialize();
}
else
{
// fire just summoned hook
if (GetTypeId() == TYPEID_UNIT && ((Creature*)this)->AI())
((Creature*)this)->AI()->JustSummoned(pCreature);
}
// Creature Linking, Initial load is handled like respawn
if (pCreature->IsLinkingEventTrigger())
GetMap()->GetCreatureLinkingHolder()->DoCreatureLinkingEvent(LINKING_EVENT_RESPAWN, pCreature);
// return the creature therewith the summoner has access to it
return pCreature;
}
bool Unit::TakePossessOf(Unit* possessed)
{
Player* player = nullptr;
if (GetTypeId() == TYPEID_PLAYER)
player = static_cast<Player *>(this);
possessed->addUnitState(UNIT_STAT_CONTROLLED);
possessed->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED);
possessed->SetCharmerGuid(GetObjectGuid());
possessed->setFaction(getFaction());
SetCharm(possessed);
Creature* possessedCreature = nullptr;
if (possessed->GetTypeId() == TYPEID_UNIT)
possessedCreature = static_cast<Creature *>(possessed);
if (player)
{
player->GetCamera().SetView(possessed);
player->SetClientControl(possessed, 1);
player->SetMover(possessed);
player->SendForcedObjectUpdate();
if (possessedCreature && possessedCreature->IsPet() && possessedCreature->GetObjectGuid() == GetPetGuid())
{
possessed->StopMoving();
possessed->GetMotionMaster()->Clear(false);
possessed->GetMotionMaster()->MoveIdle();
return true;
}
else if (CharmInfo* charmInfo = possessed->InitCharmInfo(possessed))
{
charmInfo->InitPossessCreateSpells();
charmInfo->SetReactState(REACT_PASSIVE);
charmInfo->SetCommandState(COMMAND_STAY);
}
player->PossessSpellInitialize();
}
possessed->CombatStop(true);
possessed->DeleteThreatList();
possessed->getHostileRefManager().deleteReferences();
if (possessedCreature)
{
possessedCreature->AIM_Initialize();
}
else if (possessed->GetTypeId() == TYPEID_PLAYER)
{
static_cast<Player*>(possessed)->SetClientControl(possessed, 0);
}
return true;
}
void Unit::ResetControlState(bool attackCharmer /*= true*/)
{
Player* player = nullptr;
if (GetTypeId() == TYPEID_PLAYER)
player = static_cast<Player *>(this);
Unit* possessed = GetCharm();
if (!possessed)
{
if (player)
{
player->GetCamera().ResetView();
player->SetClientControl(player, 1);
player->SetMover(nullptr);
}
return;
}
Creature* possessedCreature = static_cast<Creature *>(possessed);
possessed->clearUnitState(UNIT_STAT_CONTROLLED);
possessed->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED);
possessed->SetCharmerGuid(ObjectGuid());
SetCharmGuid(ObjectGuid());
if (player)
{
player->SetClientControl(possessed, 0);
player->SetMover(nullptr);
player->GetCamera().ResetView();
if (possessedCreature->IsPet() && possessedCreature->GetObjectGuid() == GetPetGuid())
{
// out of range pet dismissed
if (!possessedCreature->IsWithinDistInMap(this, possessedCreature->GetMap()->GetVisibilityDistance()))
{
player->RemovePet(PET_SAVE_REAGENTS);
}
else
{
possessedCreature->GetMotionMaster()->MoveFollow(this, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
}
return;
}
else
player->RemovePetActionBar();
}
possessed->CombatStop(true);
possessed->DeleteThreatList();
possessed->getHostileRefManager().deleteReferences();
if (possessed->GetTypeId() == TYPEID_PLAYER)
{
Player* possessedPlayer = static_cast<Player *>(possessed);
possessedPlayer->setFactionForRace(possessedPlayer->getRace());
possessedPlayer->SetClientControl(possessedPlayer, 1);
}
else if (possessedCreature)
{
if (possessedCreature->IsPet() && possessedCreature->GetObjectGuid() == GetPetGuid())
{
// out of range pet dismissed
if (!possessedCreature->IsWithinDistInMap(this, possessedCreature->GetMap()->GetVisibilityDistance()))
{
player->RemovePet(PET_SAVE_REAGENTS);
}
else
{
possessedCreature->GetMotionMaster()->MoveFollow(this, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
}
}
else if (attackCharmer)
{
CreatureInfo const* cinfo = possessedCreature->GetCreatureInfo();
possessedCreature->setFaction(cinfo->FactionAlliance);
possessedCreature->AIM_Initialize();
possessedCreature->AttackedBy(this);
}
}
}