server/src/game/Unit.h
Reamer e90caf7349 [12111] Add Unit::KnockBackWithAngle function
Also wrap up the packet sending for a knockbacked player to WorldSession::SendKnockBack

Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
2020-02-16 20:23:03 +00:00

2147 lines
103 KiB
C++

/*
* Copyright (C) 2005-2012 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef __UNIT_H
#define __UNIT_H
#include "Common.h"
#include "Object.h"
#include "Opcodes.h"
#include "SpellAuraDefines.h"
#include "UpdateFields.h"
#include "SharedDefines.h"
#include "ThreatManager.h"
#include "HostileRefManager.h"
#include "FollowerReference.h"
#include "FollowerRefManager.h"
#include "Utilities/EventProcessor.h"
#include "MotionMaster.h"
#include "DBCStructure.h"
#include "Path.h"
#include "WorldPacket.h"
#include "Timer.h"
#include <list>
enum SpellInterruptFlags
{
SPELL_INTERRUPT_FLAG_MOVEMENT = 0x01,
SPELL_INTERRUPT_FLAG_DAMAGE = 0x02,
SPELL_INTERRUPT_FLAG_INTERRUPT = 0x04,
SPELL_INTERRUPT_FLAG_AUTOATTACK = 0x08,
SPELL_INTERRUPT_FLAG_ABORT_ON_DMG = 0x10, // _complete_ interrupt on direct damage
// SPELL_INTERRUPT_UNK = 0x20 // unk, 564 of 727 spells having this spell start with "Glyph"
};
enum SpellChannelInterruptFlags
{
CHANNEL_FLAG_DAMAGE = 0x0002,
CHANNEL_FLAG_MOVEMENT = 0x0008,
CHANNEL_FLAG_TURNING = 0x0010,
CHANNEL_FLAG_DAMAGE2 = 0x0080,
CHANNEL_FLAG_DELAY = 0x4000
};
enum SpellAuraInterruptFlags
{
AURA_INTERRUPT_FLAG_UNK0 = 0x00000001, // 0 removed when getting hit by a negative spell?
AURA_INTERRUPT_FLAG_DAMAGE = 0x00000002, // 1 removed by any damage
AURA_INTERRUPT_FLAG_UNK2 = 0x00000004, // 2
AURA_INTERRUPT_FLAG_MOVE = 0x00000008, // 3 removed by any movement
AURA_INTERRUPT_FLAG_TURNING = 0x00000010, // 4 removed by any turning
AURA_INTERRUPT_FLAG_ENTER_COMBAT = 0x00000020, // 5 removed by entering combat
AURA_INTERRUPT_FLAG_NOT_MOUNTED = 0x00000040, // 6 removed by unmounting
AURA_INTERRUPT_FLAG_NOT_ABOVEWATER = 0x00000080, // 7 removed by entering water
AURA_INTERRUPT_FLAG_NOT_UNDERWATER = 0x00000100, // 8 removed by leaving water
AURA_INTERRUPT_FLAG_NOT_SHEATHED = 0x00000200, // 9 removed by unsheathing
AURA_INTERRUPT_FLAG_UNK10 = 0x00000400, // 10
AURA_INTERRUPT_FLAG_UNK11 = 0x00000800, // 11
AURA_INTERRUPT_FLAG_UNK12 = 0x00001000, // 12 removed by attack?
AURA_INTERRUPT_FLAG_UNK13 = 0x00002000, // 13
AURA_INTERRUPT_FLAG_UNK14 = 0x00004000, // 14
AURA_INTERRUPT_FLAG_UNK15 = 0x00008000, // 15 removed by casting a spell?
AURA_INTERRUPT_FLAG_UNK16 = 0x00010000, // 16
AURA_INTERRUPT_FLAG_MOUNTING = 0x00020000, // 17 removed by mounting
AURA_INTERRUPT_FLAG_NOT_SEATED = 0x00040000, // 18 removed by standing up (used by food and drink mostly and sleep/Fake Death like)
AURA_INTERRUPT_FLAG_CHANGE_MAP = 0x00080000, // 19 leaving map/getting teleported
AURA_INTERRUPT_FLAG_IMMUNE_OR_LOST_SELECTION = 0x00100000, // 20 removed by auras that make you invulnerable, or make other to loose selection on you
AURA_INTERRUPT_FLAG_UNK21 = 0x00200000, // 21
AURA_INTERRUPT_FLAG_UNK22 = 0x00400000, // 22
AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT = 0x00800000, // 23 removed by entering pvp combat
AURA_INTERRUPT_FLAG_DIRECT_DAMAGE = 0x01000000, // 24 removed by any direct damage
AURA_INTERRUPT_FLAG_UNK25 = 0x02000000, // 25
AURA_INTERRUPT_FLAG_UNK26 = 0x04000000, // 26
AURA_INTERRUPT_FLAG_DAMAGE2 = 0x08000000, // 27 removed by damage spells + removed by damage, other than .. (diseases, Censure)
AURA_INTERRUPT_FLAG_ENTER_COMBAT2 = 0x10000000, // 28
AURA_INTERRUPT_FLAG_UNK29 = 0x20000000, // 29
AURA_INTERRUPT_FLAG_UNK30 = 0x40000000, // 30
AURA_INTERRUPT_FLAG_UNK31 = 0x80000000, // 31
};
enum SpellModOp
{
SPELLMOD_DAMAGE = 0,
SPELLMOD_DURATION = 1,
SPELLMOD_THREAT = 2,
SPELLMOD_EFFECT1 = 3,
SPELLMOD_CHARGES = 4,
SPELLMOD_RANGE = 5,
SPELLMOD_RADIUS = 6,
SPELLMOD_CRITICAL_CHANCE = 7,
SPELLMOD_ALL_EFFECTS = 8,
SPELLMOD_NOT_LOSE_CASTING_TIME = 9,
SPELLMOD_CASTING_TIME = 10,
SPELLMOD_COOLDOWN = 11,
SPELLMOD_EFFECT2 = 12,
// spellmod 13 unused
SPELLMOD_COST = 14,
SPELLMOD_CRIT_DAMAGE_BONUS = 15,
SPELLMOD_RESIST_MISS_CHANCE = 16,
SPELLMOD_JUMP_TARGETS = 17,
SPELLMOD_CHANCE_OF_SUCCESS = 18, // Only used with SPELL_AURA_ADD_FLAT_MODIFIER and affects proc spells
SPELLMOD_ACTIVATION_TIME = 19,
SPELLMOD_EFFECT_PAST_FIRST = 20,
SPELLMOD_GLOBAL_COOLDOWN = 21,
SPELLMOD_DOT = 22,
SPELLMOD_EFFECT3 = 23,
SPELLMOD_SPELL_BONUS_DAMAGE = 24,
// spellmod 25 unused
SPELLMOD_FREQUENCY_OF_SUCCESS = 26, // Only used with SPELL_AURA_ADD_PCT_MODIFIER and affects used on proc spells
SPELLMOD_MULTIPLE_VALUE = 27,
SPELLMOD_RESIST_DISPEL_CHANCE = 28
};
#define MAX_SPELLMOD 32
enum SpellFacingFlags
{
SPELL_FACING_FLAG_INFRONT = 0x0001
};
#define BASE_MELEERANGE_OFFSET 1.33f
#define BASE_MINDAMAGE 1.0f
#define BASE_MAXDAMAGE 2.0f
#define BASE_ATTACK_TIME 2000
// byte value (UNIT_FIELD_BYTES_1,0)
enum UnitStandStateType
{
UNIT_STAND_STATE_STAND = 0,
UNIT_STAND_STATE_SIT = 1,
UNIT_STAND_STATE_SIT_CHAIR = 2,
UNIT_STAND_STATE_SLEEP = 3,
UNIT_STAND_STATE_SIT_LOW_CHAIR = 4,
UNIT_STAND_STATE_SIT_MEDIUM_CHAIR = 5,
UNIT_STAND_STATE_SIT_HIGH_CHAIR = 6,
UNIT_STAND_STATE_DEAD = 7,
UNIT_STAND_STATE_KNEEL = 8,
UNIT_STAND_STATE_CUSTOM = 9 // Depends on model animation. Submerge, freeze, hide, hibernate, rest
};
#define MAX_UNIT_STAND_STATE 10
// byte flags value (UNIT_FIELD_BYTES_1,1)
// This corresponds to free talent points (pet case)
// byte flags value (UNIT_FIELD_BYTES_1,2)
enum UnitStandFlags
{
UNIT_STAND_FLAGS_UNK1 = 0x01,
UNIT_STAND_FLAGS_CREEP = 0x02,
UNIT_STAND_FLAGS_UNK3 = 0x04,
UNIT_STAND_FLAGS_UNK4 = 0x08,
UNIT_STAND_FLAGS_UNK5 = 0x10,
UNIT_STAND_FLAGS_ALL = 0xFF
};
// byte flags value (UNIT_FIELD_BYTES_1,3)
enum UnitBytes1_Flags
{
UNIT_BYTE1_FLAG_ALWAYS_STAND = 0x01,
UNIT_BYTE1_FLAG_UNK_2 = 0x02, // Creature that can fly and are not on the ground appear to have this flag. If they are on the ground, flag is not present.
UNIT_BYTE1_FLAG_UNTRACKABLE = 0x04,
UNIT_BYTE1_FLAG_ALL = 0xFF
};
// byte value (UNIT_FIELD_BYTES_2,0)
enum SheathState
{
SHEATH_STATE_UNARMED = 0, // non prepared weapon
SHEATH_STATE_MELEE = 1, // prepared melee weapon
SHEATH_STATE_RANGED = 2 // prepared ranged weapon
};
#define MAX_SHEATH_STATE 3
// byte flags value (UNIT_FIELD_BYTES_2,1)
enum UnitPVPStateFlags
{
UNIT_BYTE2_FLAG_PVP = 0x01,
UNIT_BYTE2_FLAG_UNK1 = 0x02,
UNIT_BYTE2_FLAG_FFA_PVP = 0x04,
UNIT_BYTE2_FLAG_SANCTUARY = 0x08,
UNIT_BYTE2_FLAG_UNK4 = 0x10,
UNIT_BYTE2_FLAG_UNK5 = 0x20,
UNIT_BYTE2_FLAG_UNK6 = 0x40,
UNIT_BYTE2_FLAG_UNK7 = 0x80
};
// byte flags value (UNIT_FIELD_BYTES_2,2)
enum UnitRename
{
UNIT_CAN_BE_RENAMED = 0x01,
UNIT_CAN_BE_ABANDONED = 0x02,
};
// byte flags value (UNIT_FIELD_BYTES_2,3) See enum ShapeshiftForm in SharedDefines.h
#define CREATURE_MAX_SPELLS 4
enum Swing
{
NOSWING = 0,
SINGLEHANDEDSWING = 1,
TWOHANDEDSWING = 2
};
enum VictimState
{
VICTIMSTATE_UNAFFECTED = 0, // seen in relation with HITINFO_MISS
VICTIMSTATE_NORMAL = 1,
VICTIMSTATE_DODGE = 2,
VICTIMSTATE_PARRY = 3,
VICTIMSTATE_INTERRUPT = 4,
VICTIMSTATE_BLOCKS = 5,
VICTIMSTATE_EVADES = 6,
VICTIMSTATE_IS_IMMUNE = 7,
VICTIMSTATE_DEFLECTS = 8
};
enum HitInfo
{
HITINFO_NORMALSWING = 0x00000000,
HITINFO_UNK0 = 0x00000001, // req correct packet structure
HITINFO_NORMALSWING2 = 0x00000002,
HITINFO_LEFTSWING = 0x00000004,
HITINFO_UNK3 = 0x00000008,
HITINFO_MISS = 0x00000010,
HITINFO_ABSORB = 0x00000020, // absorbed damage
HITINFO_ABSORB2 = 0x00000040, // absorbed damage
HITINFO_RESIST = 0x00000080, // resisted atleast some damage
HITINFO_RESIST2 = 0x00000100, // resisted atleast some damage
HITINFO_CRITICALHIT = 0x00000200, // critical hit
// 0x00000400
// 0x00000800
// 0x00001000
HITINFO_BLOCK = 0x00002000, // blocked damage
// 0x00004000
// 0x00008000
HITINFO_GLANCING = 0x00010000,
HITINFO_CRUSHING = 0x00020000,
HITINFO_NOACTION = 0x00040000, // guessed
// 0x00080000
// 0x00100000
HITINFO_SWINGNOHITSOUND = 0x00200000, // guessed
// 0x00400000
HITINFO_UNK22 = 0x00800000
};
// i would like to remove this: (it is defined in item.h
enum InventorySlot
{
NULL_BAG = 0,
NULL_SLOT = 255
};
struct FactionTemplateEntry;
struct Modifier;
struct SpellEntry;
struct SpellEntryExt;
class Aura;
class SpellAuraHolder;
class Creature;
class Spell;
class DynamicObject;
class GameObject;
class Item;
class Pet;
class PetAura;
class Totem;
class VehicleInfo;
struct SpellImmune
{
uint32 type;
uint32 spellId;
};
typedef std::list<SpellImmune> SpellImmuneList;
enum UnitModifierType
{
BASE_VALUE = 0,
BASE_PCT = 1,
TOTAL_VALUE = 2,
TOTAL_PCT = 3,
MODIFIER_TYPE_END = 4
};
enum WeaponDamageRange
{
MINDAMAGE,
MAXDAMAGE
};
enum DamageTypeToSchool
{
RESISTANCE,
DAMAGE_DEALT,
DAMAGE_TAKEN
};
enum AuraRemoveMode
{
AURA_REMOVE_BY_DEFAULT,
AURA_REMOVE_BY_STACK, // at replace by similar aura
AURA_REMOVE_BY_CANCEL,
AURA_REMOVE_BY_DISPEL,
AURA_REMOVE_BY_DEATH,
AURA_REMOVE_BY_DELETE, // use for speedup and prevent unexpected effects at player logout/pet unsummon (must be used _only_ after save), delete.
AURA_REMOVE_BY_SHIELD_BREAK, // when absorb shield is removed by damage, heal absorb debuf
AURA_REMOVE_BY_EXPIRE, // at duration end
};
enum UnitMods
{
UNIT_MOD_STAT_STRENGTH, // UNIT_MOD_STAT_STRENGTH..UNIT_MOD_STAT_SPIRIT must be in existing order, it's accessed by index values of Stats enum.
UNIT_MOD_STAT_AGILITY,
UNIT_MOD_STAT_STAMINA,
UNIT_MOD_STAT_INTELLECT,
UNIT_MOD_STAT_SPIRIT,
UNIT_MOD_HEALTH,
UNIT_MOD_MANA, // UNIT_MOD_MANA..UNIT_MOD_RUNIC_POWER must be in existing order, it's accessed by index values of Powers enum.
UNIT_MOD_RAGE,
UNIT_MOD_FOCUS,
UNIT_MOD_ENERGY,
UNIT_MOD_HAPPINESS, // REQUIRED for fast indexing to work.
UNIT_MOD_RUNE,
UNIT_MOD_RUNIC_POWER,
UNIT_MOD_SOUL_SHARDS,
UNIT_MOD_ECLIPSE,
UNIT_MOD_HOLY_POWER,
UNIT_MOD_ALTERNATIVE,
UNIT_MOD_ARMOR, // UNIT_MOD_ARMOR..UNIT_MOD_RESISTANCE_ARCANE must be in existing order, it's accessed by index values of SpellSchools enum.
UNIT_MOD_RESISTANCE_HOLY,
UNIT_MOD_RESISTANCE_FIRE,
UNIT_MOD_RESISTANCE_NATURE,
UNIT_MOD_RESISTANCE_FROST,
UNIT_MOD_RESISTANCE_SHADOW,
UNIT_MOD_RESISTANCE_ARCANE,
UNIT_MOD_ATTACK_POWER,
UNIT_MOD_ATTACK_POWER_RANGED,
UNIT_MOD_DAMAGE_MAINHAND,
UNIT_MOD_DAMAGE_OFFHAND,
UNIT_MOD_DAMAGE_RANGED,
UNIT_MOD_END,
// synonyms
UNIT_MOD_STAT_START = UNIT_MOD_STAT_STRENGTH,
UNIT_MOD_STAT_END = UNIT_MOD_STAT_SPIRIT + 1,
UNIT_MOD_RESISTANCE_START = UNIT_MOD_ARMOR,
UNIT_MOD_RESISTANCE_END = UNIT_MOD_RESISTANCE_ARCANE + 1,
UNIT_MOD_POWER_START = UNIT_MOD_MANA,
UNIT_MOD_POWER_END = UNIT_MOD_ALTERNATIVE + 1
};
static_assert(UNIT_MOD_POWER_END - UNIT_MOD_POWER_START == MAX_POWERS, "Power-related UnitMods are not updated.");
enum BaseModGroup
{
CRIT_PERCENTAGE,
RANGED_CRIT_PERCENTAGE,
OFFHAND_CRIT_PERCENTAGE,
SHIELD_BLOCK_VALUE,
BASEMOD_END
};
enum BaseModType
{
FLAT_MOD,
PCT_MOD
};
#define MOD_END (PCT_MOD+1)
enum DeathState
{
ALIVE = 0, // show as alive
JUST_DIED = 1, // temporary state at die, for creature auto converted to CORPSE, for player at next update call
CORPSE = 2, // corpse state, for player this also meaning that player not leave corpse
DEAD = 3, // for creature despawned state (corpse despawned), for player CORPSE/DEAD not clear way switches (FIXME), and use m_deathtimer > 0 check for real corpse state
JUST_ALIVED = 4, // temporary state at resurrection, for creature auto converted to ALIVE, for player at next update call
};
// internal state flags for some auras and movement generators, other.
enum UnitState
{
// persistent state (applied by aura/etc until expire)
UNIT_STAT_MELEE_ATTACKING = 0x00000001, // unit is melee attacking someone Unit::Attack
UNIT_STAT_ATTACK_PLAYER = 0x00000002, // unit attack player or player's controlled unit and have contested pvpv timer setup, until timer expire, combat end and etc
UNIT_STAT_DIED = 0x00000004, // Unit::SetFeignDeath
UNIT_STAT_STUNNED = 0x00000008, // Aura::HandleAuraModStun
UNIT_STAT_ROOT = 0x00000010, // Aura::HandleAuraModRoot
UNIT_STAT_ISOLATED = 0x00000020, // area auras do not affect other players, Aura::HandleAuraModSchoolImmunity
UNIT_STAT_CONTROLLED = 0x00000040, // Aura::HandleAuraModPossess
// persistent movement generator state (all time while movement generator applied to unit (independent from top state of movegen)
UNIT_STAT_TAXI_FLIGHT = 0x00000080, // player is in flight mode (in fact interrupted at far teleport until next map telport landing)
UNIT_STAT_DISTRACTED = 0x00000100, // DistractedMovementGenerator active
// persistent movement generator state with non-persistent mirror states for stop support
// (can be removed temporary by stop command or another movement generator apply)
// not use _MOVE versions for generic movegen state, it can be removed temporary for unit stop and etc
UNIT_STAT_CONFUSED = 0x00000200, // ConfusedMovementGenerator active/onstack
UNIT_STAT_CONFUSED_MOVE = 0x00000400,
UNIT_STAT_ROAMING = 0x00000800, // RandomMovementGenerator/PointMovementGenerator/WaypointMovementGenerator active (now always set)
UNIT_STAT_ROAMING_MOVE = 0x00001000,
UNIT_STAT_CHASE = 0x00002000, // ChaseMovementGenerator active
UNIT_STAT_CHASE_MOVE = 0x00004000,
UNIT_STAT_FOLLOW = 0x00008000, // FollowMovementGenerator active
UNIT_STAT_FOLLOW_MOVE = 0x00010000,
UNIT_STAT_FLEEING = 0x00020000, // FleeMovementGenerator/TimedFleeingMovementGenerator active/onstack
UNIT_STAT_FLEEING_MOVE = 0x00040000,
UNIT_STAT_IGNORE_PATHFINDING = 0x00080000, // do not use pathfinding in any MovementGenerator
// masks (only for check)
// can't move currently
UNIT_STAT_CAN_NOT_MOVE = UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DIED,
// stay by different reasons
UNIT_STAT_NOT_MOVE = UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DIED |
UNIT_STAT_DISTRACTED,
// stay or scripted movement for effect( = in player case you can't move by client command)
UNIT_STAT_NO_FREE_MOVE = UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DIED |
UNIT_STAT_TAXI_FLIGHT |
UNIT_STAT_CONFUSED | UNIT_STAT_FLEEING,
// not react at move in sight or other
UNIT_STAT_CAN_NOT_REACT = UNIT_STAT_STUNNED | UNIT_STAT_DIED |
UNIT_STAT_CONFUSED | UNIT_STAT_FLEEING,
// AI disabled by some reason
UNIT_STAT_LOST_CONTROL = UNIT_STAT_FLEEING | UNIT_STAT_CONTROLLED,
// above 2 state cases
UNIT_STAT_CAN_NOT_REACT_OR_LOST_CONTROL = UNIT_STAT_CAN_NOT_REACT | UNIT_STAT_LOST_CONTROL,
// masks (for check or reset)
// for real move using movegen check and stop (except unstoppable flight)
UNIT_STAT_MOVING = UNIT_STAT_ROAMING_MOVE | UNIT_STAT_CHASE_MOVE | UNIT_STAT_FOLLOW_MOVE | UNIT_STAT_FLEEING_MOVE,
UNIT_STAT_ALL_STATE = 0xFFFFFFFF
};
enum UnitMoveType
{
MOVE_WALK = 0,
MOVE_RUN = 1,
MOVE_RUN_BACK = 2,
MOVE_SWIM = 3,
MOVE_SWIM_BACK = 4,
MOVE_TURN_RATE = 5,
MOVE_FLIGHT = 6,
MOVE_FLIGHT_BACK = 7,
MOVE_PITCH_RATE = 8
};
#define MAX_MOVE_TYPE 9
extern float baseMoveSpeed[MAX_MOVE_TYPE];
enum CombatRating
{
CR_WEAPON_SKILL = 0,
CR_DEFENSE_SKILL = 1,
CR_DODGE = 2,
CR_PARRY = 3,
CR_BLOCK = 4,
CR_HIT_MELEE = 5,
CR_HIT_RANGED = 6,
CR_HIT_SPELL = 7,
CR_CRIT_MELEE = 8,
CR_CRIT_RANGED = 9,
CR_CRIT_SPELL = 10,
CR_HIT_TAKEN_MELEE = 11, // obsolete
CR_HIT_TAKEN_RANGED = 12, // obsolete
CR_HIT_TAKEN_SPELL = 13, // obsolete
CR_CRIT_TAKEN_MELEE = 14, // COMBAT_RATING_RESILIENCE_CRIT_TAKEN obsolete
CR_RESILIENCE_DAMAGE_TAKEN = 15, // old CR_CRIT_TAKEN_RANGED
CR_CRIT_TAKEN_SPELL = 16, // obsolete
CR_HASTE_MELEE = 17,
CR_HASTE_RANGED = 18,
CR_HASTE_SPELL = 19,
CR_WEAPON_SKILL_MAINHAND = 20, // obsolete
CR_WEAPON_SKILL_OFFHAND = 21, // obsolete
CR_WEAPON_SKILL_RANGED = 22, // obsolete
CR_EXPERTISE = 23,
CR_ARMOR_PENETRATION = 24,
CR_MASTERY = 25
};
#define MAX_COMBAT_RATING 26
/// internal used flags for marking special auras - for example some dummy-auras
enum UnitAuraFlags
{
UNIT_AURAFLAG_ALIVE_INVISIBLE = 0x1, // aura which makes unit invisible for alive
};
enum UnitVisibility
{
VISIBILITY_OFF = 0, // absolute, not detectable, GM-like, can see all other
VISIBILITY_ON = 1,
VISIBILITY_GROUP_STEALTH = 2, // detect chance, seen and can see group members
VISIBILITY_GROUP_INVISIBILITY = 3, // invisibility, can see and can be seen only another invisible unit or invisible detection unit, set only if not stealthed, and in checks not used (mask used instead)
VISIBILITY_GROUP_NO_DETECT = 4, // state just at stealth apply for update Grid state. Don't remove, otherwise stealth spells will break
VISIBILITY_RESPAWN = 5 // special totally not detectable visibility for force delete object at respawn command
};
// Value masks for UNIT_FIELD_FLAGS
enum UnitFlags
{
UNIT_FLAG_UNK_0 = 0x00000001,
UNIT_FLAG_NON_ATTACKABLE = 0x00000002, // not attackable
UNIT_FLAG_DISABLE_MOVE = 0x00000004,
UNIT_FLAG_PVP_ATTACKABLE = 0x00000008, // allow apply pvp rules to attackable state in addition to faction dependent state
UNIT_FLAG_RENAME = 0x00000010,
UNIT_FLAG_PREPARATION = 0x00000020, // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
UNIT_FLAG_UNK_6 = 0x00000040,
UNIT_FLAG_NOT_ATTACKABLE_1 = 0x00000080, // ?? (UNIT_FLAG_PVP_ATTACKABLE | UNIT_FLAG_NOT_ATTACKABLE_1) is NON_PVP_ATTACKABLE
UNIT_FLAG_OOC_NOT_ATTACKABLE = 0x00000100, // 2.0.8 - (OOC Out Of Combat) Can not be attacked when not in combat. Removed if unit for some reason enter combat (flag probably removed for the attacked and it's party/group only)
UNIT_FLAG_PASSIVE = 0x00000200, // makes you unable to attack everything. Almost identical to our "civilian"-term. Will ignore it's surroundings and not engage in combat unless "called upon" or engaged by another unit.
UNIT_FLAG_LOOTING = 0x00000400, // loot animation
UNIT_FLAG_PET_IN_COMBAT = 0x00000800, // in combat?, 2.0.8
UNIT_FLAG_PVP = 0x00001000, // changed in 3.0.3
UNIT_FLAG_SILENCED = 0x00002000, // silenced, 2.1.1
UNIT_FLAG_UNK_14 = 0x00004000, // 2.0.8
UNIT_FLAG_UNK_15 = 0x00008000,
UNIT_FLAG_UNK_16 = 0x00010000, // removes attackable icon
UNIT_FLAG_PACIFIED = 0x00020000, // 3.0.3 ok
UNIT_FLAG_STUNNED = 0x00040000, // 3.0.3 ok
UNIT_FLAG_IN_COMBAT = 0x00080000,
UNIT_FLAG_TAXI_FLIGHT = 0x00100000, // disable casting at client side spell not allowed by taxi flight (mounted?), probably used with 0x4 flag
UNIT_FLAG_DISARMED = 0x00200000, // 3.0.3, disable melee spells casting..., "Required melee weapon" added to melee spells tooltip.
UNIT_FLAG_CONFUSED = 0x00400000,
UNIT_FLAG_FLEEING = 0x00800000,
UNIT_FLAG_PLAYER_CONTROLLED = 0x01000000, // used in spell Eyes of the Beast for pet... let attack by controlled creature
UNIT_FLAG_NOT_SELECTABLE = 0x02000000,
UNIT_FLAG_SKINNABLE = 0x04000000,
UNIT_FLAG_MOUNT = 0x08000000,
UNIT_FLAG_UNK_28 = 0x10000000,
UNIT_FLAG_UNK_29 = 0x20000000, // used in Feing Death spell
UNIT_FLAG_SHEATHE = 0x40000000,
UNIT_FLAG_UNK_31 = 0x80000000 // set skinnable icon and also changes color of portrait
};
// Value masks for UNIT_FIELD_FLAGS_2
enum UnitFlags2
{
UNIT_FLAG2_FEIGN_DEATH = 0x00000001,
UNIT_FLAG2_UNK1 = 0x00000002, // Hides body and body armor. Weapons and shoulder and head armor still visible
UNIT_FLAG2_UNK2 = 0x00000004,
UNIT_FLAG2_COMPREHEND_LANG = 0x00000008,
UNIT_FLAG2_CLONED = 0x00000010, // Used in SPELL_AURA_MIRROR_IMAGE
UNIT_FLAG2_UNK5 = 0x00000020,
UNIT_FLAG2_FORCE_MOVE = 0x00000040,
UNIT_FLAG2_DISARM_OFFHAND = 0x00000080, // also shield case
UNIT_FLAG2_UNK8 = 0x00000100,
UNIT_FLAG2_UNK9 = 0x00000200,
UNIT_FLAG2_DISARM_RANGED = 0x00000400,
UNIT_FLAG2_REGENERATE_POWER = 0x00000800,
UNIT_FLAG2_WORGEN_TRANSFORM = 0x00080000, // transform to worgen
UNIT_FLAG2_WORGEN_TRANSFORM2 = 0x00100000, // transform to worgen, but less animation?
UNIT_FLAG2_WORGEN_TRANSFORM3 = 0x00200000 // transform to worgen, but less animation?
};
/// Non Player Character flags
enum NPCFlags
{
UNIT_NPC_FLAG_NONE = 0x00000000,
UNIT_NPC_FLAG_GOSSIP = 0x00000001, // 100%
UNIT_NPC_FLAG_QUESTGIVER = 0x00000002, // guessed, probably ok
UNIT_NPC_FLAG_UNK1 = 0x00000004,
UNIT_NPC_FLAG_UNK2 = 0x00000008,
UNIT_NPC_FLAG_TRAINER = 0x00000010, // 100%
UNIT_NPC_FLAG_TRAINER_CLASS = 0x00000020, // 100%
UNIT_NPC_FLAG_TRAINER_PROFESSION = 0x00000040, // 100%
UNIT_NPC_FLAG_VENDOR = 0x00000080, // 100%
UNIT_NPC_FLAG_VENDOR_AMMO = 0x00000100, // 100%, general goods vendor
UNIT_NPC_FLAG_VENDOR_FOOD = 0x00000200, // 100%
UNIT_NPC_FLAG_VENDOR_POISON = 0x00000400, // guessed
UNIT_NPC_FLAG_VENDOR_REAGENT = 0x00000800, // 100%
UNIT_NPC_FLAG_REPAIR = 0x00001000, // 100%
UNIT_NPC_FLAG_FLIGHTMASTER = 0x00002000, // 100%
UNIT_NPC_FLAG_SPIRITHEALER = 0x00004000, // guessed
UNIT_NPC_FLAG_SPIRITGUIDE = 0x00008000, // guessed
UNIT_NPC_FLAG_INNKEEPER = 0x00010000, // 100%
UNIT_NPC_FLAG_BANKER = 0x00020000, // 100%
UNIT_NPC_FLAG_PETITIONER = 0x00040000, // 100% 0xC0000 = guild petitions, 0x40000 = arena team petitions
UNIT_NPC_FLAG_TABARDDESIGNER = 0x00080000, // 100%
UNIT_NPC_FLAG_BATTLEMASTER = 0x00100000, // 100%
UNIT_NPC_FLAG_AUCTIONEER = 0x00200000, // 100%
UNIT_NPC_FLAG_STABLEMASTER = 0x00400000, // 100%
UNIT_NPC_FLAG_GUILD_BANKER = 0x00800000, // cause client to send 997 opcode
UNIT_NPC_FLAG_SPELLCLICK = 0x01000000, // cause client to send 1015 opcode (spell click), dynamic, set at loading and don't must be set in DB
};
// used in most movement packets (send and received), 30 bits in client
enum MovementFlags
{
MOVEFLAG_NONE = 0x00000000,
MOVEFLAG_FORWARD = 0x00000001,
MOVEFLAG_BACKWARD = 0x00000002,
MOVEFLAG_STRAFE_LEFT = 0x00000004,
MOVEFLAG_STRAFE_RIGHT = 0x00000008,
MOVEFLAG_TURN_LEFT = 0x00000010,
MOVEFLAG_TURN_RIGHT = 0x00000020,
MOVEFLAG_PITCH_UP = 0x00000040,
MOVEFLAG_PITCH_DOWN = 0x00000080,
MOVEFLAG_WALK_MODE = 0x00000100, // Walking
MOVEFLAG_LEVITATING = 0x00000200,
MOVEFLAG_ROOT = 0x00000400,
MOVEFLAG_FALLING = 0x00000800,
MOVEFLAG_FALLINGFAR = 0x00001000,
MOVEFLAG_PENDINGSTOP = 0x00002000,
MOVEFLAG_PENDINGSTRAFESTOP = 0x00004000,
MOVEFLAG_PENDINGFORWARD = 0x00008000,
MOVEFLAG_PENDINGBACKWARD = 0x00010000,
MOVEFLAG_PENDINGSTRAFELEFT = 0x00020000,
MOVEFLAG_PENDINGSTRAFERIGHT = 0x00040000,
MOVEFLAG_PENDINGROOT = 0x00080000,
MOVEFLAG_SWIMMING = 0x00100000, // appears with fly flag also
MOVEFLAG_ASCENDING = 0x00200000, // swim up also
MOVEFLAG_DESCENDING = 0x00400000, // swim down also
MOVEFLAG_CAN_FLY = 0x00800000, // can fly in 3.3?
MOVEFLAG_FLYING = 0x01000000, // Actual flying mode
MOVEFLAG_SPLINE_ELEVATION = 0x02000000, // used for flight paths
MOVEFLAG_WATERWALKING = 0x04000000, // prevent unit from falling through water
MOVEFLAG_SAFE_FALL = 0x08000000, // active rogue safe fall spell (passive)
MOVEFLAG_HOVER = 0x10000000,
MOVEFLAG_LOCAL_DIRTY = 0x20000000,
};
// flags that use in movement check for example at spell casting
MovementFlags const movementFlagsMask = MovementFlags(
MOVEFLAG_FORWARD | MOVEFLAG_BACKWARD | MOVEFLAG_STRAFE_LEFT | MOVEFLAG_STRAFE_RIGHT |
MOVEFLAG_PITCH_UP | MOVEFLAG_PITCH_DOWN | MOVEFLAG_ROOT |
MOVEFLAG_FALLING | MOVEFLAG_FALLINGFAR | MOVEFLAG_ASCENDING |
MOVEFLAG_FLYING | MOVEFLAG_SPLINE_ELEVATION
);
MovementFlags const movementOrTurningFlagsMask = MovementFlags(
movementFlagsMask | MOVEFLAG_TURN_LEFT | MOVEFLAG_TURN_RIGHT
);
// 12 bits in client
enum MovementFlags2
{
MOVEFLAG2_NONE = 0x0000,
MOVEFLAG2_NO_STRAFE = 0x0001,
MOVEFLAG2_NO_JUMPING = 0x0002,
MOVEFLAG2_FULLSPEEDTURNING = 0x0004,
MOVEFLAG2_FULLSPEEDPITCHING = 0x0008,
MOVEFLAG2_ALLOW_PITCHING = 0x0010,
MOVEFLAG2_UNK4 = 0x0020,
MOVEFLAG2_UNK5 = 0x0040,
MOVEFLAG2_UNK6 = 0x0080, // transport related
MOVEFLAG2_UNK7 = 0x0100,
MOVEFLAG2_INTERP_MOVEMENT = 0x0200,
MOVEFLAG2_INTERP_TURNING = 0x0400,
MOVEFLAG2_INTERP_PITCHING = 0x0800,
MOVEFLAG2_INTERP_MASK = MOVEFLAG2_INTERP_MOVEMENT | MOVEFLAG2_INTERP_TURNING | MOVEFLAG2_INTERP_PITCHING
};
class MovementInfo
{
public:
MovementInfo() : moveFlags(MOVEFLAG_NONE), moveFlags2(MOVEFLAG2_NONE), time(0),
t_time(0), t_seat(-1), t_time2(0), s_pitch(0.0f), fallTime(0), splineElevation(0.0f) {}
// Read/Write methods
void Read(ByteBuffer& data, uint16 opcode);
void Write(ByteBuffer& data, uint16 opcode) const;
// Movement flags manipulations
void AddMovementFlag(MovementFlags f) { moveFlags |= f; }
void RemoveMovementFlag(MovementFlags f) { moveFlags &= ~f; }
bool HasMovementFlag(MovementFlags f) const { return moveFlags & f; }
bool HasMovementFlag2(MovementFlags2 f) const { return moveFlags2 & f; }
MovementFlags GetMovementFlags() const { return MovementFlags(moveFlags); }
void SetMovementFlags(MovementFlags f) { moveFlags = f; }
MovementFlags2 GetMovementFlags2() const { return MovementFlags2(moveFlags2); }
// Position manipulations
Position const* GetPos() const { return &pos; }
void SetTransportData(ObjectGuid guid, float x, float y, float z, float o, uint32 time, int8 seat)
{
t_guid = guid;
t_pos.x = x;
t_pos.y = y;
t_pos.z = z;
t_pos.o = o;
t_time = time;
t_seat = seat;
}
void ClearTransportData()
{
t_guid = ObjectGuid();
t_pos.x = 0.0f;
t_pos.y = 0.0f;
t_pos.z = 0.0f;
t_pos.o = 0.0f;
t_time = 0;
t_seat = -1;
}
ObjectGuid const& GetGuid() const { return guid; }
ObjectGuid const& GetTransportGuid() const { return t_guid; }
Position const* GetTransportPos() const { return &t_pos; }
int8 GetTransportSeat() const { return t_seat; }
uint32 GetTransportTime() const { return t_time; }
uint32 GetTransportTime2() const { return t_time2; }
uint32 GetFallTime() const { return fallTime; }
void ChangeOrientation(float o) { pos.o = o; }
void ChangePosition(float x, float y, float z, float o) { pos.x = x; pos.y = y; pos.z = z; pos.o = o; }
void UpdateTime(uint32 _time) { time = _time; }
struct JumpInfo
{
JumpInfo() : velocity(0.f), sinAngle(0.f), cosAngle(0.f), xyspeed(0.f) {}
float velocity, sinAngle, cosAngle, xyspeed;
};
// used only for SMSG_PLAYER_MOVE currently
struct StatusInfo
{
StatusInfo() : hasFallData(false), hasFallDirection(false), hasOrientation(false),
hasPitch(false), hasSpline(false), hasSplineElevation(false),
hasTimeStamp(false), hasTransportTime2(false), hasTransportTime3(false) { }
bool hasFallData : 1;
bool hasFallDirection : 1;
bool hasOrientation : 1;
bool hasPitch : 1;
bool hasSpline : 1;
bool hasSplineElevation : 1;
bool hasTimeStamp : 1;
bool hasTransportTime2 : 1;
bool hasTransportTime3 : 1;
};
JumpInfo const& GetJumpInfo() const { return jump; }
StatusInfo const& GetStatusInfo() const { return si; }
float GetSplineElevation() const { return splineElevation; }
float GetPitch() const { return s_pitch; }
private:
// common
ObjectGuid guid;
uint32 moveFlags; // see enum MovementFlags
uint16 moveFlags2; // see enum MovementFlags2
uint32 time;
Position pos;
// transport
ObjectGuid t_guid;
Position t_pos;
uint32 t_time;
int8 t_seat;
uint32 t_time2;
// swimming and flying
float s_pitch;
// last fall time
uint32 fallTime;
// jumping
JumpInfo jump;
// spline
float splineElevation;
// status info
StatusInfo si;
};
inline WorldPacket& operator<< (WorldPacket& buf, MovementInfo const& mi)
{
mi.Write(buf, buf.GetOpcode());
return buf;
}
inline WorldPacket& operator>> (WorldPacket& buf, MovementInfo& mi)
{
mi.Read(buf, buf.GetOpcode());
return buf;
}
namespace Movement
{
class MoveSpline;
}
enum DiminishingLevels
{
DIMINISHING_LEVEL_1 = 0,
DIMINISHING_LEVEL_2 = 1,
DIMINISHING_LEVEL_3 = 2,
DIMINISHING_LEVEL_IMMUNE = 3
};
struct DiminishingReturn
{
DiminishingReturn(DiminishingGroup group, uint32 t, uint32 count)
: DRGroup(group), stack(0), hitTime(t), hitCount(count)
{}
DiminishingGroup DRGroup: 16;
uint16 stack: 16;
uint32 hitTime;
uint32 hitCount;
};
// At least some values expected fixed and used in auras field, other custom
enum MeleeHitOutcome
{
MELEE_HIT_EVADE = 0,
MELEE_HIT_MISS = 1,
MELEE_HIT_DODGE = 2, // used as misc in SPELL_AURA_IGNORE_COMBAT_RESULT
MELEE_HIT_BLOCK = 3, // used as misc in SPELL_AURA_IGNORE_COMBAT_RESULT
MELEE_HIT_PARRY = 4, // used as misc in SPELL_AURA_IGNORE_COMBAT_RESULT
MELEE_HIT_GLANCING = 5,
MELEE_HIT_CRIT = 6,
MELEE_HIT_CRUSHING = 7,
MELEE_HIT_NORMAL = 8,
};
struct CleanDamage
{
CleanDamage(uint32 _damage, WeaponAttackType _attackType, MeleeHitOutcome _hitOutCome) :
damage(_damage), attackType(_attackType), hitOutCome(_hitOutCome) {}
uint32 damage;
WeaponAttackType attackType;
MeleeHitOutcome hitOutCome;
};
// Struct for use in Unit::CalculateMeleeDamage
// Need create structure like in SMSG_ATTACKERSTATEUPDATE opcode
struct CalcDamageInfo
{
Unit* attacker; // Attacker
Unit* target; // Target for damage
SpellSchoolMask damageSchoolMask;
uint32 damage;
uint32 absorb;
uint32 resist;
uint32 blocked_amount;
uint32 HitInfo;
uint32 TargetState;
// Helper
WeaponAttackType attackType; //
uint32 procAttacker;
uint32 procVictim;
uint32 procEx;
uint32 cleanDamage; // Used only for rage calculation
MeleeHitOutcome hitOutCome; // TODO: remove this field (need use TargetState)
};
// Spell damage info structure based on structure sending in SMSG_SPELLNONMELEEDAMAGELOG opcode
struct SpellNonMeleeDamage
{
SpellNonMeleeDamage(Unit* _attacker, Unit* _target, uint32 _SpellID, SpellSchoolMask _schoolMask)
: target(_target), attacker(_attacker), SpellID(_SpellID), damage(0), schoolMask(_schoolMask),
absorb(0), resist(0), physicalLog(false), unused(false), blocked(0), HitInfo(0)
{}
Unit* target;
Unit* attacker;
uint32 SpellID;
uint32 damage;
SpellSchoolMask schoolMask;
uint32 absorb;
uint32 resist;
bool physicalLog;
bool unused;
uint32 blocked;
uint32 HitInfo;
};
struct SpellPeriodicAuraLogInfo
{
SpellPeriodicAuraLogInfo(Aura* _aura, uint32 _damage, uint32 _overDamage, uint32 _absorb, uint32 _resist, float _multiplier, bool _critical = false)
: aura(_aura), damage(_damage), overDamage(_overDamage), absorb(_absorb), resist(_resist), multiplier(_multiplier), critical(_critical) {}
Aura* aura;
uint32 damage;
uint32 overDamage; // overkill/overheal
uint32 absorb;
uint32 resist;
float multiplier;
bool critical;
};
uint32 createProcExtendMask(SpellNonMeleeDamage* damageInfo, SpellMissInfo missCondition);
enum SpellAuraProcResult
{
SPELL_AURA_PROC_OK = 0, // proc was processed, will remove charges
SPELL_AURA_PROC_FAILED = 1, // proc failed - if at least one aura failed the proc, charges won't be taken
SPELL_AURA_PROC_CANT_TRIGGER = 2 // aura can't trigger - skip charges taking, move to next aura if exists
};
typedef SpellAuraProcResult(Unit::*pAuraProcHandler)(Unit* pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
extern pAuraProcHandler AuraProcHandler[TOTAL_AURAS];
#define MAX_DECLINED_NAME_CASES 5
struct DeclinedName
{
std::string name[MAX_DECLINED_NAME_CASES];
};
enum CurrentSpellTypes
{
CURRENT_MELEE_SPELL = 0,
CURRENT_GENERIC_SPELL = 1,
CURRENT_AUTOREPEAT_SPELL = 2,
CURRENT_CHANNELED_SPELL = 3
};
#define CURRENT_FIRST_NON_MELEE_SPELL 1
#define CURRENT_MAX_SPELL 4
struct GlobalCooldown
{
explicit GlobalCooldown(uint32 _dur = 0, uint32 _time = 0) : duration(_dur), cast_time(_time) {}
uint32 duration;
uint32 cast_time;
};
typedef UNORDERED_MAP < uint32 /*category*/, GlobalCooldown > GlobalCooldownList;
class GlobalCooldownMgr // Shared by Player and CharmInfo
{
public:
GlobalCooldownMgr() {}
public:
bool HasGlobalCooldown(SpellEntry const* spellInfo) const;
void AddGlobalCooldown(SpellEntry const* spellInfo, uint32 gcd);
void CancelGlobalCooldown(SpellEntry const* spellInfo);
private:
GlobalCooldownList m_GlobalCooldowns;
};
enum ActiveStates
{
ACT_PASSIVE = 0x01, // 0x01 - passive
ACT_DISABLED = 0x81, // 0x80 - castable
ACT_ENABLED = 0xC1, // 0x40 | 0x80 - auto cast + castable
ACT_COMMAND = 0x07, // 0x01 | 0x02 | 0x04
ACT_REACTION = 0x06, // 0x02 | 0x04
ACT_DECIDE = 0x00 // custom
};
enum ReactStates
{
REACT_PASSIVE = 0,
REACT_DEFENSIVE = 1,
REACT_AGGRESSIVE = 2
};
enum CommandStates
{
COMMAND_STAY = 0,
COMMAND_FOLLOW = 1,
COMMAND_ATTACK = 2,
COMMAND_ABANDON = 3
};
#define UNIT_ACTION_BUTTON_ACTION(X) (uint32(X) & 0x00FFFFFF)
#define UNIT_ACTION_BUTTON_TYPE(X) ((uint32(X) & 0xFF000000) >> 24)
#define MAX_UNIT_ACTION_BUTTON_ACTION_VALUE (0x00FFFFFF+1)
#define MAKE_UNIT_ACTION_BUTTON(A,T) (uint32(A) | (uint32(T) << 24))
struct UnitActionBarEntry
{
UnitActionBarEntry() : packedData(uint32(ACT_DISABLED) << 24) {}
uint32 packedData;
// helper
ActiveStates GetType() const { return ActiveStates(UNIT_ACTION_BUTTON_TYPE(packedData)); }
uint32 GetAction() const { return UNIT_ACTION_BUTTON_ACTION(packedData); }
bool IsActionBarForSpell() const
{
ActiveStates Type = GetType();
return Type == ACT_DISABLED || Type == ACT_ENABLED || Type == ACT_PASSIVE;
}
void SetActionAndType(uint32 action, ActiveStates type)
{
packedData = MAKE_UNIT_ACTION_BUTTON(action, type);
}
void SetType(ActiveStates type)
{
packedData = MAKE_UNIT_ACTION_BUTTON(UNIT_ACTION_BUTTON_ACTION(packedData), type);
}
void SetAction(uint32 action)
{
packedData = (packedData & 0xFF000000) | UNIT_ACTION_BUTTON_ACTION(action);
}
};
typedef UnitActionBarEntry CharmSpellEntry;
enum ActionBarIndex
{
ACTION_BAR_INDEX_START = 0,
ACTION_BAR_INDEX_PET_SPELL_START = 3,
ACTION_BAR_INDEX_PET_SPELL_END = 7,
ACTION_BAR_INDEX_END = 10,
};
#define MAX_UNIT_ACTION_BAR_INDEX (ACTION_BAR_INDEX_END-ACTION_BAR_INDEX_START)
struct CharmInfo
{
public:
explicit CharmInfo(Unit* unit);
uint32 GetPetNumber() const { return m_petnumber; }
void SetPetNumber(uint32 petnumber, bool statwindow);
void SetCommandState(CommandStates st) { m_CommandState = st; }
CommandStates GetCommandState() { return m_CommandState; }
bool HasCommandState(CommandStates state) { return (m_CommandState == state); }
void SetReactState(ReactStates st) { m_reactState = st; }
ReactStates GetReactState() { return m_reactState; }
bool HasReactState(ReactStates state) { return (m_reactState == state); }
void InitPossessCreateSpells();
void InitCharmCreateSpells();
void InitPetActionBar();
void InitEmptyActionBar();
// return true if successful
bool AddSpellToActionBar(uint32 spellid, ActiveStates newstate = ACT_DECIDE);
bool RemoveSpellFromActionBar(uint32 spell_id);
void LoadPetActionBar(const std::string& data);
void BuildActionBar(WorldPacket* data);
void SetSpellAutocast(uint32 spell_id, bool state);
void SetActionBar(uint8 index, uint32 spellOrAction, ActiveStates type)
{
PetActionBar[index].SetActionAndType(spellOrAction, type);
}
UnitActionBarEntry const* GetActionBarEntry(uint8 index) const { return &(PetActionBar[index]); }
void ToggleCreatureAutocast(uint32 spellid, bool apply);
CharmSpellEntry* GetCharmSpell(uint8 index) { return &(m_charmspells[index]); }
GlobalCooldownMgr& GetGlobalCooldownMgr() { return m_GlobalCooldownMgr; }
private:
Unit* m_unit;
UnitActionBarEntry PetActionBar[MAX_UNIT_ACTION_BAR_INDEX];
CharmSpellEntry m_charmspells[CREATURE_MAX_SPELLS];
CommandStates m_CommandState;
ReactStates m_reactState;
uint32 m_petnumber;
GlobalCooldownMgr m_GlobalCooldownMgr;
};
// used in CallForAllControlledUnits/CheckAllControlledUnits
enum ControlledUnitMask
{
CONTROLLED_PET = 0x01,
CONTROLLED_MINIPET = 0x02,
CONTROLLED_GUARDIANS = 0x04, // including PROTECTOR_PET
CONTROLLED_CHARM = 0x08,
CONTROLLED_TOTEMS = 0x10,
};
// for clearing special attacks
#define REACTIVE_TIMER_START 4000
enum ReactiveType
{
REACTIVE_DEFENSE = 0,
REACTIVE_HUNTER_PARRY = 1,
REACTIVE_OVERPOWER = 2
};
#define MAX_REACTIVE 3
// Used as MiscValue for SPELL_AURA_IGNORE_UNIT_STATE
enum IgnoreUnitState
{
IGNORE_UNIT_TARGET_STATE = 0, // target health, aura states, or combopoints
IGNORE_UNIT_COMBAT_STATE = 1, // ignore caster in combat state
IGNORE_UNIT_TARGET_NON_FROZEN = 126, // ignore absent of frozen state
};
// delay time next attack to prevent client attack animation problems
#define ATTACK_DISPLAY_DELAY 200
#define MAX_PLAYER_STEALTH_DETECT_RANGE 45.0f // max distance for detection targets by player
#define MAX_CREATURE_ATTACK_RADIUS 45.0f // max distance for creature aggro (use with CONFIG_FLOAT_RATE_CREATURE_AGGRO)
// Regeneration defines
#define REGEN_TIME_FULL 2000 // For this time difference is computed regen value
#define REGEN_TIME_PRECISE 500 // Used in Spell::CheckPower for precise regeneration in spell cast time
struct SpellProcEventEntry; // used only privately
class MANGOS_DLL_SPEC Unit : public WorldObject
{
public:
typedef std::set<Unit*> AttackerSet;
typedef std::multimap< uint32, SpellAuraHolder*> SpellAuraHolderMap;
typedef std::pair<SpellAuraHolderMap::iterator, SpellAuraHolderMap::iterator> SpellAuraHolderBounds;
typedef std::pair<SpellAuraHolderMap::const_iterator, SpellAuraHolderMap::const_iterator> SpellAuraHolderConstBounds;
typedef std::list<SpellAuraHolder*> SpellAuraHolderList;
typedef std::list<Aura*> AuraList;
typedef std::list<DiminishingReturn> Diminishing;
typedef std::set<uint32> ComboPointHolderSet;
typedef std::map<uint8, uint32> VisibleAuraMap;
typedef std::map<SpellEntry const*, ObjectGuid> SingleCastSpellTargetMap;
virtual ~Unit();
void AddToWorld() override;
void RemoveFromWorld() override;
void CleanupsBeforeDelete() override; // used in ~Creature/~Player (or before mass creature delete to remove cross-references to already deleted units)
float GetObjectBoundingRadius() const override // overwrite WorldObject version
{
return m_floatValues[UNIT_FIELD_BOUNDINGRADIUS];
}
DiminishingLevels GetDiminishing(DiminishingGroup group);
void IncrDiminishing(DiminishingGroup group);
void ApplyDiminishingToDuration(DiminishingGroup group, int32& duration, Unit* caster, DiminishingLevels Level, int32 limitduration, bool isReflected);
void ApplyDiminishingAura(DiminishingGroup group, bool apply);
void ClearDiminishings() { m_Diminishing.clear(); }
void Update(uint32 update_diff, uint32 time) override;
void setAttackTimer(WeaponAttackType type, uint32 time) { m_attackTimer[type] = time; }
void resetAttackTimer(WeaponAttackType type = BASE_ATTACK);
uint32 getAttackTimer(WeaponAttackType type) const { return m_attackTimer[type]; }
bool isAttackReady(WeaponAttackType type = BASE_ATTACK) const { return m_attackTimer[type] == 0; }
bool haveOffhandWeapon() const;
bool UpdateMeleeAttackingState();
bool CanUseEquippedWeapon(WeaponAttackType attackType) const
{
if (IsInFeralForm())
return false;
switch (attackType)
{
default:
case BASE_ATTACK:
return !HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISARMED);
case OFF_ATTACK:
return !HasFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_DISARM_OFFHAND);
case RANGED_ATTACK:
return !HasFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_DISARM_RANGED);
}
}
bool CanReachWithMeleeAttack(Unit* pVictim, float flat_mod = 0.0f) const;
uint32 m_extraAttacks;
void _addAttacker(Unit* pAttacker) // must be called only from Unit::Attack(Unit*)
{
AttackerSet::const_iterator itr = m_attackers.find(pAttacker);
if (itr == m_attackers.end())
m_attackers.insert(pAttacker);
}
void _removeAttacker(Unit* pAttacker) // must be called only from Unit::AttackStop()
{
m_attackers.erase(pAttacker);
}
Unit* getAttackerForHelper() // If someone wants to help, who to give them
{
if (getVictim() != NULL)
return getVictim();
if (!m_attackers.empty())
return *(m_attackers.begin());
return NULL;
}
bool Attack(Unit* victim, bool meleeAttack);
void AttackedBy(Unit* attacker);
void CastStop(uint32 except_spellid = 0);
bool AttackStop(bool targetSwitch = false);
void RemoveAllAttackers();
AttackerSet const& getAttackers() const { return m_attackers; }
bool isAttackingPlayer() const;
Unit* getVictim() const { return m_attacking; }
void CombatStop(bool includingCast = false);
void CombatStopWithPets(bool includingCast = false);
void StopAttackFaction(uint32 faction_id);
Unit* SelectRandomUnfriendlyTarget(Unit* except = NULL, float radius = ATTACK_DISTANCE) const;
Unit* SelectRandomFriendlyTarget(Unit* except = NULL, float radius = ATTACK_DISTANCE) const;
bool hasNegativeAuraWithInterruptFlag(uint32 flag);
void SendMeleeAttackStop(Unit* victim);
void SendMeleeAttackStart(Unit* pVictim);
void addUnitState(uint32 f) { m_state |= f; }
bool hasUnitState(uint32 f) const { return (m_state & f); }
void clearUnitState(uint32 f) { m_state &= ~f; }
bool CanFreeMove() const
{
return !hasUnitState(UNIT_STAT_NO_FREE_MOVE) && !GetOwnerGuid();
}
uint32 getLevel() const { return GetUInt32Value(UNIT_FIELD_LEVEL); }
virtual uint32 GetLevelForTarget(Unit const* /*target*/) const { return getLevel(); }
void SetLevel(uint32 lvl);
virtual uint8 getRace() const { return GetByteValue(UNIT_FIELD_BYTES_0, 0); }
uint32 getRaceMask() const { return getRace() ? 1 << (getRace() - 1) : 0; }
uint8 getClass() const { return GetByteValue(UNIT_FIELD_BYTES_0, 1); }
uint32 getClassMask() const { return 1 << (getClass() - 1); }
uint8 getGender() const { return GetByteValue(UNIT_FIELD_BYTES_0, 2); }
float GetStat(Stats stat) const { return float(GetUInt32Value(UNIT_FIELD_STAT0 + stat)); }
void SetStat(Stats stat, int32 val) { SetStatInt32Value(UNIT_FIELD_STAT0 + stat, val); }
uint32 GetArmor() const { return GetResistance(SPELL_SCHOOL_NORMAL) ; }
void SetArmor(int32 val) { SetResistance(SPELL_SCHOOL_NORMAL, val); }
uint32 GetResistance(SpellSchools school) const { return GetUInt32Value(UNIT_FIELD_RESISTANCES + school); }
void SetResistance(SpellSchools school, int32 val) { SetStatInt32Value(UNIT_FIELD_RESISTANCES + school, val); }
uint32 GetHealth() const { return GetUInt32Value(UNIT_FIELD_HEALTH); }
uint32 GetMaxHealth() const { return GetUInt32Value(UNIT_FIELD_MAXHEALTH); }
float GetHealthPercent() const { return (GetHealth() * 100.0f) / GetMaxHealth(); }
void SetHealth(uint32 val);
void SetMaxHealth(uint32 val);
void SetHealthPercent(float percent);
int32 ModifyHealth(int32 val);
Powers getPowerType() const { return Powers(GetByteValue(UNIT_FIELD_BYTES_0, 3)); }
void setPowerType(Powers power);
int32 GetPower(Powers power) const;
int32 GetPowerByIndex(uint32 index) const;
uint32 GetMaxPower(Powers power) const;
uint32 GetMaxPowerByIndex(uint32 index) const;
void SetPowerByIndex(uint32 power, int32 val);
void SetMaxPowerByIndex(uint32 power, int32 val);
void SetPower(Powers power, int32 val);
void SetMaxPower(Powers power, int32 val);
int32 ModifyPower(Powers power, int32 val);
void ApplyPowerMod(Powers power, uint32 val, bool apply);
void ApplyMaxPowerMod(Powers power, uint32 val, bool apply);
static uint32 GetPowerIndexByClass(Powers power, uint32 classId);
static Powers GetPowerTypeByIndex(uint32 index, uint32 classId);
uint32 GetPowerIndex(Powers power) const { return GetPowerIndexByClass(power, getClass()); }
Powers getPowerType(uint32 index) const { return GetPowerTypeByIndex(index, getClass()); }
uint32 GetAttackTime(WeaponAttackType att) const { return (uint32)(GetFloatValue(UNIT_FIELD_BASEATTACKTIME + att) / m_modAttackSpeedPct[att]); }
void SetAttackTime(WeaponAttackType att, uint32 val) { SetFloatValue(UNIT_FIELD_BASEATTACKTIME + att, val * m_modAttackSpeedPct[att]); }
void ApplyAttackTimePercentMod(WeaponAttackType att, float val, bool apply);
void ApplyCastTimePercentMod(float val, bool apply);
SheathState GetSheath() const { return SheathState(GetByteValue(UNIT_FIELD_BYTES_2, 0)); }
virtual void SetSheath(SheathState sheathed) { SetByteValue(UNIT_FIELD_BYTES_2, 0, sheathed); }
// faction template id
uint32 getFaction() const { return GetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE); }
void setFaction(uint32 faction) { SetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE, faction); }
FactionTemplateEntry const* getFactionTemplateEntry() const;
bool IsHostileTo(Unit const* unit) const override;
bool IsHostileToPlayers() const;
bool IsFriendlyTo(Unit const* unit) const override;
bool IsNeutralToAll() const;
bool IsContestedGuard() const
{
if (FactionTemplateEntry const* entry = getFactionTemplateEntry())
return entry->IsContestedGuardFaction();
return false;
}
bool IsPvP() const { return HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP); }
void SetPvP(bool state);
bool IsFFAPvP() const { return HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP); }
void SetFFAPvP(bool state);
uint32 GetCreatureType() const;
uint32 GetCreatureTypeMask() const
{
uint32 creatureType = GetCreatureType();
return (creatureType >= 1) ? (1 << (creatureType - 1)) : 0;
}
uint8 getStandState() const { return GetByteValue(UNIT_FIELD_BYTES_1, 0); }
bool IsSitState() const;
bool IsStandState() const;
void SetStandState(uint8 state);
void SetStandFlags(uint8 flags) { SetByteFlag(UNIT_FIELD_BYTES_1, 2, flags); }
void RemoveStandFlags(uint8 flags) { RemoveByteFlag(UNIT_FIELD_BYTES_1, 2, flags); }
bool IsMounted() const { return HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_MOUNT); }
uint32 GetMountID() const { return GetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID); }
void Mount(uint32 mount, uint32 spellId = 0);
void Unmount(bool from_aura = false);
VehicleInfo* GetVehicleInfo() { return m_vehicleInfo; }
bool IsVehicle() const { return m_vehicleInfo != NULL; }
void SetVehicleId(uint32 entry);
uint16 GetMaxSkillValueForLevel(Unit const* target = NULL) const { return (target ? GetLevelForTarget(target) : getLevel()) * 5; }
void DealDamageMods(Unit* pVictim, uint32& damage, uint32* absorb);
uint32 DealDamage(Unit* pVictim, uint32 damage, CleanDamage const* cleanDamage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask, SpellEntry const* spellProto, bool durabilityLoss);
int32 DealHeal(Unit* pVictim, uint32 addhealth, SpellEntry const* spellProto, bool critical = false, uint32 absorb = 0);
void PetOwnerKilledUnit(Unit* pVictim);
void ProcDamageAndSpell(Unit* pVictim, uint32 procAttacker, uint32 procVictim, uint32 procEx, uint32 amount, WeaponAttackType attType = BASE_ATTACK, SpellEntry const* procSpell = NULL);
void ProcDamageAndSpellFor(bool isVictim, Unit* pTarget, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, SpellEntry const* procSpell, uint32 damage);
void HandleEmote(uint32 emote_id); // auto-select command/state
void HandleEmoteCommand(uint32 emote_id);
void HandleEmoteState(uint32 emote_id);
void AttackerStateUpdate(Unit* pVictim, WeaponAttackType attType = BASE_ATTACK, bool extra = false);
float MeleeMissChanceCalc(const Unit* pVictim, WeaponAttackType attType) const;
void CalculateMeleeDamage(Unit* pVictim, uint32 damage, CalcDamageInfo* damageInfo, WeaponAttackType attackType = BASE_ATTACK);
void DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss);
bool IsAllowedDamageInArea(Unit* pVictim) const;
void CalculateSpellDamage(SpellNonMeleeDamage* damageInfo, int32 damage, SpellEntry const* spellInfo, WeaponAttackType attackType = BASE_ATTACK);
void DealSpellDamage(SpellNonMeleeDamage* damageInfo, bool durabilityLoss);
// player or player's pet resilience (-1%)
uint32 GetCritDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_RESILIENCE_DAMAGE_TAKEN, 2.2f, 33.0f, damage); }
// player or player's pet resilience (-1%), cap 100%
uint32 GetDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_RESILIENCE_DAMAGE_TAKEN, 2.0f, 100.0f, damage); }
float MeleeSpellMissChance(Unit* pVictim, WeaponAttackType attType, int32 skillDiff, SpellEntry const* spell);
SpellMissInfo MeleeSpellHitResult(Unit* pVictim, SpellEntry const* spell);
SpellMissInfo MagicSpellHitResult(Unit* pVictim, SpellEntry const* spell);
SpellMissInfo SpellHitResult(Unit* pVictim, SpellEntry const* spell, bool canReflect = false);
float GetUnitDodgeChance() const;
float GetUnitParryChance() const;
float GetUnitBlockChance() const;
float GetUnitCriticalChance(WeaponAttackType attackType, const Unit* pVictim) const;
virtual uint32 GetShieldBlockValue() const = 0;
uint32 GetUnitMeleeSkill(Unit const* target = NULL) const { return (target ? GetLevelForTarget(target) : getLevel()) * 5; }
uint32 GetDefenseSkillValue(Unit const* target = NULL) const;
uint32 GetWeaponSkillValue(WeaponAttackType attType, Unit const* target = NULL) const;
float GetWeaponProcChance() const;
float GetPPMProcChance(uint32 WeaponSpeed, float PPM) const;
MeleeHitOutcome RollMeleeOutcomeAgainst(const Unit* pVictim, WeaponAttackType attType) const;
MeleeHitOutcome RollMeleeOutcomeAgainst(const Unit* pVictim, WeaponAttackType attType, int32 crit_chance, int32 miss_chance, int32 dodge_chance, int32 parry_chance, int32 block_chance) const;
bool isVendor() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_VENDOR); }
bool isTrainer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TRAINER); }
bool isQuestGiver() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER); }
bool isGossip() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP); }
bool isTaxi() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_FLIGHTMASTER); }
bool isGuildMaster() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_PETITIONER); }
bool isBattleMaster() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_BATTLEMASTER); }
bool isBanker() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_BANKER); }
bool isInnkeeper() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_INNKEEPER); }
bool isSpiritHealer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER); }
bool isSpiritGuide() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITGUIDE); }
bool isTabardDesigner()const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TABARDDESIGNER); }
bool isAuctioner() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_AUCTIONEER); }
bool isArmorer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_REPAIR); }
bool isServiceProvider() const
{
return HasFlag(UNIT_NPC_FLAGS,
UNIT_NPC_FLAG_VENDOR | UNIT_NPC_FLAG_TRAINER | UNIT_NPC_FLAG_FLIGHTMASTER |
UNIT_NPC_FLAG_PETITIONER | UNIT_NPC_FLAG_BATTLEMASTER | UNIT_NPC_FLAG_BANKER |
UNIT_NPC_FLAG_INNKEEPER | UNIT_NPC_FLAG_SPIRITHEALER |
UNIT_NPC_FLAG_SPIRITGUIDE | UNIT_NPC_FLAG_TABARDDESIGNER | UNIT_NPC_FLAG_AUCTIONEER);
}
bool isSpiritService() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER | UNIT_NPC_FLAG_SPIRITGUIDE); }
bool IsTaxiFlying() const { return hasUnitState(UNIT_STAT_TAXI_FLIGHT); }
bool isInCombat() const { return HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT); }
void SetInCombatState(bool PvP, Unit* enemy = NULL);
void SetInCombatWith(Unit* enemy);
void ClearInCombat();
uint32 GetCombatTimer() const { return m_CombatTimer; }
SpellAuraHolderBounds GetSpellAuraHolderBounds(uint32 spell_id)
{
return m_spellAuraHolders.equal_range(spell_id);
}
SpellAuraHolderConstBounds GetSpellAuraHolderBounds(uint32 spell_id) const
{
return m_spellAuraHolders.equal_range(spell_id);
}
bool HasAuraType(AuraType auraType) const;
bool HasAffectedAura(AuraType auraType, SpellEntry const* spellProto) const;
bool HasAura(uint32 spellId, SpellEffectIndex effIndex) const;
bool HasAura(uint32 spellId) const
{
return m_spellAuraHolders.find(spellId) != m_spellAuraHolders.end();
}
bool HasAuraOfDifficulty(uint32 spellId) const;
virtual bool HasSpell(uint32 /*spellID*/) const { return false; }
bool HasStealthAura() const { return HasAuraType(SPELL_AURA_MOD_STEALTH); }
bool HasInvisibilityAura() const { return HasAuraType(SPELL_AURA_MOD_INVISIBILITY); }
bool isFeared() const { return HasAuraType(SPELL_AURA_MOD_FEAR); }
bool isInRoots() const { return HasAuraType(SPELL_AURA_MOD_ROOT); }
bool IsPolymorphed() const;
bool isFrozen() const;
bool IsIgnoreUnitState(SpellEntry const* spell, IgnoreUnitState ignoreState);
bool isTargetableForAttack(bool inversAlive = false) const;
bool isPassiveToHostile() const { return HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PASSIVE); }
virtual bool IsInWater() const;
virtual bool IsUnderWater() const;
bool isInAccessablePlaceFor(Creature const* c) const;
void SendHealSpellLog(Unit* pVictim, uint32 SpellID, uint32 Damage, uint32 OverHeal, bool critical = false, uint32 absorb = 0);
void SendEnergizeSpellLog(Unit* pVictim, uint32 SpellID, uint32 Damage, Powers powertype);
void EnergizeBySpell(Unit* pVictim, uint32 SpellID, uint32 Damage, Powers powertype);
uint32 SpellNonMeleeDamageLog(Unit* pVictim, uint32 spellID, uint32 damage);
void CastSpell(Unit* Victim, uint32 spellId, bool triggered, Item* castItem = NULL, Aura* triggeredByAura = NULL, ObjectGuid originalCaster = ObjectGuid(), SpellEntry const* triggeredBy = NULL);
void CastSpell(Unit* Victim, SpellEntry const* spellInfo, bool triggered, Item* castItem = NULL, Aura* triggeredByAura = NULL, ObjectGuid originalCaster = ObjectGuid(), SpellEntry const* triggeredBy = NULL);
void CastCustomSpell(Unit* Victim, uint32 spellId, int32 const* bp0, int32 const* bp1, int32 const* bp2, bool triggered, Item* castItem = NULL, Aura* triggeredByAura = NULL, ObjectGuid originalCaster = ObjectGuid(), SpellEntry const* triggeredBy = NULL);
void CastCustomSpell(Unit* Victim, SpellEntry const* spellInfo, int32 const* bp0, int32 const* bp1, int32 const* bp2, bool triggered, Item* castItem = NULL, Aura* triggeredByAura = NULL, ObjectGuid originalCaster = ObjectGuid(), SpellEntry const* triggeredBy = NULL);
void CastSpell(float x, float y, float z, uint32 spellId, bool triggered, Item* castItem = NULL, Aura* triggeredByAura = NULL, ObjectGuid originalCaster = ObjectGuid(), SpellEntry const* triggeredBy = NULL);
void CastSpell(float x, float y, float z, SpellEntry const* spellInfo, bool triggered, Item* castItem = NULL, Aura* triggeredByAura = NULL, ObjectGuid originalCaster = ObjectGuid(), SpellEntry const* triggeredBy = NULL);
void DeMorph();
void SendAttackStateUpdate(CalcDamageInfo* damageInfo);
void SendAttackStateUpdate(uint32 HitInfo, Unit* target, uint8 SwingType, SpellSchoolMask damageSchoolMask, uint32 Damage, uint32 AbsorbDamage, uint32 Resist, VictimState TargetState, uint32 BlockedAmount);
void SendSpellNonMeleeDamageLog(SpellNonMeleeDamage* log);
void SendSpellNonMeleeDamageLog(Unit* target, uint32 SpellID, uint32 Damage, SpellSchoolMask damageSchoolMask, uint32 AbsorbedDamage, uint32 Resist, bool PhysicalDamage, uint32 Blocked, bool CriticalHit = false);
void SendPeriodicAuraLog(SpellPeriodicAuraLogInfo* pInfo);
void SendSpellMiss(Unit* target, uint32 spellID, SpellMissInfo missInfo);
void NearTeleportTo(float x, float y, float z, float orientation, bool casting = false);
void MonsterMoveWithSpeed(float x, float y, float z, float speed, bool generatePath = false, bool forceDestination = false);
// recommend use MonsterMove/MonsterMoveWithSpeed for most case that correctly work with movegens
// if used additional args in ... part then floats must explicitly casted to double
void SendHeartBeat();
bool IsLevitating() const { return m_movementInfo.HasMovementFlag(MOVEFLAG_LEVITATING); }
bool IsWalking() const { return m_movementInfo.HasMovementFlag(MOVEFLAG_WALK_MODE); }
bool IsRooted() const { return m_movementInfo.HasMovementFlag(MOVEFLAG_ROOT); }
virtual void SetRoot(bool enabled) {}
virtual void SetWaterWalk(bool enabled) {}
void SetInFront(Unit const* target);
void SetFacingTo(float ori);
void SetFacingToObject(WorldObject* pObject);
void SendHighestThreatUpdate(HostileReference* pHostileReference);
void SendThreatClear();
void SendThreatRemove(HostileReference* pHostileReference);
void SendThreatUpdate();
bool isAlive() const { return (m_deathState == ALIVE); };
bool isDead() const { return (m_deathState == DEAD || m_deathState == CORPSE); };
DeathState getDeathState() const { return m_deathState; };
virtual void SetDeathState(DeathState s); // overwritten in Creature/Player/Pet
ObjectGuid const& GetOwnerGuid() const { return GetGuidValue(UNIT_FIELD_SUMMONEDBY); }
void SetOwnerGuid(ObjectGuid owner) { SetGuidValue(UNIT_FIELD_SUMMONEDBY, owner); }
ObjectGuid const& GetCreatorGuid() const { return GetGuidValue(UNIT_FIELD_CREATEDBY); }
void SetCreatorGuid(ObjectGuid creator) { SetGuidValue(UNIT_FIELD_CREATEDBY, creator); }
ObjectGuid const& GetPetGuid() const { return GetGuidValue(UNIT_FIELD_SUMMON); }
void SetPetGuid(ObjectGuid pet) { SetGuidValue(UNIT_FIELD_SUMMON, pet); }
ObjectGuid const& GetCharmerGuid() const { return GetGuidValue(UNIT_FIELD_CHARMEDBY); }
void SetCharmerGuid(ObjectGuid owner) { SetGuidValue(UNIT_FIELD_CHARMEDBY, owner); }
ObjectGuid const& GetCharmGuid() const { return GetGuidValue(UNIT_FIELD_CHARM); }
void SetCharmGuid(ObjectGuid charm) { SetGuidValue(UNIT_FIELD_CHARM, charm); }
ObjectGuid const& GetTargetGuid() const { return GetGuidValue(UNIT_FIELD_TARGET); }
void SetTargetGuid(ObjectGuid targetGuid) { SetGuidValue(UNIT_FIELD_TARGET, targetGuid); }
ObjectGuid const& GetChannelObjectGuid() const { return GetGuidValue(UNIT_FIELD_CHANNEL_OBJECT); }
void SetChannelObjectGuid(ObjectGuid targetGuid) { SetGuidValue(UNIT_FIELD_CHANNEL_OBJECT, targetGuid); }
void SetCritterGuid(ObjectGuid critterGuid) { SetGuidValue(UNIT_FIELD_CRITTER, critterGuid); }
ObjectGuid const& GetCritterGuid() const { return GetGuidValue(UNIT_FIELD_CRITTER); }
void RemoveMiniPet();
Pet* GetMiniPet() const;
void SetMiniPet(Unit* pet) { SetCritterGuid(pet ? pet->GetObjectGuid() : ObjectGuid()); }
ObjectGuid const& GetCharmerOrOwnerGuid() const { return GetCharmerGuid() ? GetCharmerGuid() : GetOwnerGuid(); }
ObjectGuid const& GetCharmerOrOwnerOrOwnGuid() const
{
if (ObjectGuid const& guid = GetCharmerOrOwnerGuid())
return guid;
return GetObjectGuid();
}
bool isCharmedOwnedByPlayerOrPlayer() const { return GetCharmerOrOwnerOrOwnGuid().IsPlayer(); }
Player* GetSpellModOwner() const;
Unit* GetOwner() const;
Pet* GetPet() const;
Unit* GetCharmer() const;
Unit* GetCharm() const;
void Uncharm();
Unit* GetCharmerOrOwner() const { return GetCharmerGuid() ? GetCharmer() : GetOwner(); }
Unit* GetCharmerOrOwnerOrSelf()
{
if (Unit* u = GetCharmerOrOwner())
return u;
return this;
}
bool IsCharmerOrOwnerPlayerOrPlayerItself() const;
Player* GetCharmerOrOwnerPlayerOrPlayerItself();
Player const* GetCharmerOrOwnerPlayerOrPlayerItself() const;
float GetCombatDistance(const Unit* target) const;
void SetPet(Pet* pet);
void SetCharm(Unit* pet);
void AddGuardian(Pet* pet);
void RemoveGuardian(Pet* pet);
void RemoveGuardians();
Pet* FindGuardianWithEntry(uint32 entry);
Pet* GetProtectorPet(); // expected single case in guardian list
bool isCharmed() const { return !GetCharmerGuid().IsEmpty(); }
CharmInfo* GetCharmInfo() { return m_charmInfo; }
CharmInfo* InitCharmInfo(Unit* charm);
ObjectGuid const& GetTotemGuid(TotemSlot slot) const { return m_TotemSlot[slot]; }
Totem* GetTotem(TotemSlot slot) const;
bool IsAllTotemSlotsUsed() const;
void _AddTotem(TotemSlot slot, Totem* totem); // only for call from Totem summon code
void _RemoveTotem(Totem* totem); // only for call from Totem class
template<typename Func>
void CallForAllControlledUnits(Func const& func, uint32 controlledMask);
template<typename Func>
bool CheckAllControlledUnits(Func const& func, uint32 controlledMask) const;
bool AddSpellAuraHolder(SpellAuraHolder* holder);
void AddAuraToModList(Aura* aura);
// removing specific aura stack
void RemoveAura(Aura* aura, AuraRemoveMode mode = AURA_REMOVE_BY_DEFAULT);
void RemoveAura(uint32 spellId, SpellEffectIndex effindex, Aura* except = NULL);
void RemoveSpellAuraHolder(SpellAuraHolder* holder, AuraRemoveMode mode = AURA_REMOVE_BY_DEFAULT);
void RemoveSingleAuraFromSpellAuraHolder(SpellAuraHolder* holder, SpellEffectIndex index, AuraRemoveMode mode = AURA_REMOVE_BY_DEFAULT);
void RemoveSingleAuraFromSpellAuraHolder(uint32 id, SpellEffectIndex index, ObjectGuid casterGuid, AuraRemoveMode mode = AURA_REMOVE_BY_DEFAULT);
// removing specific aura stacks by diff reasons and selections
void RemoveAurasDueToSpell(uint32 spellId, SpellAuraHolder* except = NULL, AuraRemoveMode mode = AURA_REMOVE_BY_DEFAULT);
void RemoveAurasDueToItemSpell(Item* castItem, uint32 spellId);
void RemoveAurasByCasterSpell(uint32 spellId, ObjectGuid casterGuid);
void RemoveAurasDueToSpellBySteal(uint32 spellId, ObjectGuid casterGuid, Unit* stealer);
void RemoveAurasDueToSpellByCancel(uint32 spellId);
// removing unknown aura stacks by diff reasons and selections
void RemoveNotOwnSingleTargetAuras(uint32 newPhase = 0x0);
void RemoveAurasAtMechanicImmunity(uint32 mechMask, uint32 exceptSpellId, bool non_positive = false);
void RemoveSpellsCausingAura(AuraType auraType);
void RemoveSpellsCausingAura(AuraType auraType, SpellAuraHolder* except);
void RemoveSpellsCausingAura(AuraType auraType, ObjectGuid casterGuid);
void RemoveRankAurasDueToSpell(uint32 spellId);
bool RemoveNoStackAurasDueToAuraHolder(SpellAuraHolder* holder);
void RemoveAurasWithInterruptFlags(uint32 flags);
void RemoveAurasWithAttribute(uint32 flags);
void RemoveAurasWithDispelType(DispelType type, ObjectGuid casterGuid = ObjectGuid());
void RemoveAllAuras(AuraRemoveMode mode = AURA_REMOVE_BY_DEFAULT);
void RemoveArenaAuras(bool onleave = false);
void RemoveAllAurasOnDeath();
// removing specific aura FROM stack by diff reasons and selections
void RemoveAuraHolderFromStack(uint32 spellId, uint32 stackAmount = 1, ObjectGuid casterGuid = ObjectGuid(), AuraRemoveMode mode = AURA_REMOVE_BY_DEFAULT);
void RemoveAuraHolderDueToSpellByDispel(uint32 spellId, uint32 stackAmount, ObjectGuid casterGuid, Unit* dispeller);
void DelaySpellAuraHolder(uint32 spellId, int32 delaytime, ObjectGuid casterGuid);
float GetResistanceBuffMods(SpellSchools school, bool positive) const { return GetFloatValue(positive ? UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE + school : UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE + school); }
void SetResistanceBuffMods(SpellSchools school, bool positive, float val) { SetFloatValue(positive ? UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE + school : UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE + school, val); }
void ApplyResistanceBuffModsMod(SpellSchools school, bool positive, float val, bool apply) { ApplyModSignedFloatValue(positive ? UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE + school : UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE + school, val, apply); }
void ApplyResistanceBuffModsPercentMod(SpellSchools school, bool positive, float val, bool apply) { ApplyPercentModFloatValue(positive ? UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE + school : UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE + school, val, apply); }
void InitStatBuffMods()
{
for (int i = STAT_STRENGTH; i < MAX_STATS; ++i) SetFloatValue(UNIT_FIELD_POSSTAT0 + i, 0);
for (int i = STAT_STRENGTH; i < MAX_STATS; ++i) SetFloatValue(UNIT_FIELD_NEGSTAT0 + i, 0);
}
void ApplyStatBuffMod(Stats stat, float val, bool apply) { ApplyModSignedFloatValue((val > 0 ? UNIT_FIELD_POSSTAT0 + stat : UNIT_FIELD_NEGSTAT0 + stat), val, apply); }
void ApplyStatPercentBuffMod(Stats stat, float val, bool apply)
{
ApplyPercentModFloatValue(UNIT_FIELD_POSSTAT0 + stat, val, apply);
ApplyPercentModFloatValue(UNIT_FIELD_NEGSTAT0 + stat, val, apply);
}
void SetCreateStat(Stats stat, float val) { m_createStats[stat] = val; }
void SetCreateHealth(uint32 val) { SetUInt32Value(UNIT_FIELD_BASE_HEALTH, val); }
uint32 GetCreateHealth() const { return GetUInt32Value(UNIT_FIELD_BASE_HEALTH); }
void SetCreateMana(uint32 val) { SetUInt32Value(UNIT_FIELD_BASE_MANA, val); }
uint32 GetCreateMana() const { return GetUInt32Value(UNIT_FIELD_BASE_MANA); }
uint32 GetCreatePowers(Powers power) const;
float GetPosStat(Stats stat) const { return GetFloatValue(UNIT_FIELD_POSSTAT0 + stat); }
float GetNegStat(Stats stat) const { return GetFloatValue(UNIT_FIELD_NEGSTAT0 + stat); }
float GetCreateStat(Stats stat) const { return m_createStats[stat]; }
void SetCurrentCastedSpell(Spell* pSpell);
virtual void ProhibitSpellSchool(SpellSchoolMask /*idSchoolMask*/, uint32 /*unTimeMs*/) { }
void InterruptSpell(CurrentSpellTypes spellType, bool withDelayed = true, bool sendAutoRepeatCancelToClient = true);
void FinishSpell(CurrentSpellTypes spellType, bool ok = true);
// set withDelayed to true to account delayed spells as casted
// delayed+channeled spells are always accounted as casted
// we can skip channeled or delayed checks using flags
bool IsNonMeleeSpellCasted(bool withDelayed, bool skipChanneled = false, bool skipAutorepeat = false) const;
// set withDelayed to true to interrupt delayed spells too
// delayed+channeled spells are always interrupted
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid = 0);
Spell* GetCurrentSpell(CurrentSpellTypes spellType) const { return m_currentSpells[spellType]; }
Spell* FindCurrentSpellBySpellId(uint32 spell_id) const;
bool CheckAndIncreaseCastCounter();
void DecreaseCastCounter() { if (m_castCounter) --m_castCounter; }
ObjectGuid m_ObjectSlotGuid[4];
uint32 m_detectInvisibilityMask;
uint32 m_invisibilityMask;
ShapeshiftForm GetShapeshiftForm() const { return ShapeshiftForm(GetByteValue(UNIT_FIELD_BYTES_2, 3)); }
void SetShapeshiftForm(ShapeshiftForm form) { SetByteValue(UNIT_FIELD_BYTES_2, 3, form); }
bool IsInFeralForm() const
{
ShapeshiftForm form = GetShapeshiftForm();
return form == FORM_CAT || form == FORM_BEAR || form == FORM_DIREBEAR;
}
bool IsInDisallowedMountForm() const
{
ShapeshiftForm form = GetShapeshiftForm();
return form != FORM_NONE && form != FORM_BATTLESTANCE && form != FORM_BERSERKERSTANCE && form != FORM_DEFENSIVESTANCE &&
form != FORM_SHADOW;
}
float m_modMeleeHitChance;
float m_modRangedHitChance;
float m_modSpellHitChance;
int32 m_baseSpellCritChance;
float m_threatModifier[MAX_SPELL_SCHOOL];
float m_modAttackSpeedPct[3];
// Event handler
EventProcessor m_Events;
// stat system
bool HandleStatModifier(UnitMods unitMod, UnitModifierType modifierType, float amount, bool apply);
void SetModifierValue(UnitMods unitMod, UnitModifierType modifierType, float value) { m_auraModifiersGroup[unitMod][modifierType] = value; }
float GetModifierValue(UnitMods unitMod, UnitModifierType modifierType) const;
float GetTotalStatValue(Stats stat) const;
float GetTotalAuraModValue(UnitMods unitMod) const;
SpellSchools GetSpellSchoolByAuraGroup(UnitMods unitMod) const;
Stats GetStatByAuraGroup(UnitMods unitMod) const;
Powers GetPowerTypeByAuraGroup(UnitMods unitMod) const;
bool CanModifyStats() const { return m_canModifyStats; }
void SetCanModifyStats(bool modifyStats) { m_canModifyStats = modifyStats; }
virtual bool UpdateStats(Stats stat) = 0;
virtual bool UpdateAllStats() = 0;
virtual void UpdateResistances(uint32 school) = 0;
virtual void UpdateArmor() = 0;
virtual void UpdateMaxHealth() = 0;
virtual void UpdateMaxPower(Powers power) = 0;
virtual void UpdateAttackPowerAndDamage(bool ranged = false) = 0;
virtual void UpdateDamagePhysical(WeaponAttackType attType) = 0;
float GetTotalAttackPowerValue(WeaponAttackType attType) const;
float GetWeaponDamageRange(WeaponAttackType attType , WeaponDamageRange type) const;
void SetBaseWeaponDamage(WeaponAttackType attType , WeaponDamageRange damageRange, float value) { m_weaponDamage[attType][damageRange] = value; }
// Visibility system
UnitVisibility GetVisibility() const { return m_Visibility; }
void SetVisibility(UnitVisibility x);
void UpdateVisibilityAndView() override; // overwrite WorldObject::UpdateVisibilityAndView()
// common function for visibility checks for player/creatures with detection code
bool isVisibleForOrDetect(Unit const* u, WorldObject const* viewPoint, bool detect, bool inVisibleList = false, bool is3dDistance = true) const;
bool canDetectInvisibilityOf(Unit const* u) const;
void SetPhaseMask(uint32 newPhaseMask, bool update) override;// overwrite WorldObject::SetPhaseMask
// virtual functions for all world objects types
bool isVisibleForInState(Player const* u, WorldObject const* viewPoint, bool inVisibleList) const override;
// function for low level grid visibility checks in player/creature cases
virtual bool IsVisibleInGridForPlayer(Player* pl) const = 0;
bool isInvisibleForAlive() const;
SingleCastSpellTargetMap& GetSingleCastSpellTargets() { return m_singleCastSpellTargets; }
SingleCastSpellTargetMap const& GetSingleCastSpellTargets() const { return m_singleCastSpellTargets; }
SpellImmuneList m_spellImmune[MAX_SPELL_IMMUNITY];
// Threat related methods
bool CanHaveThreatList() const;
void AddThreat(Unit* pVictim, float threat = 0.0f, bool crit = false, SpellSchoolMask schoolMask = SPELL_SCHOOL_MASK_NONE, SpellEntry const* threatSpell = NULL);
float ApplyTotalThreatModifier(float threat, SpellSchoolMask schoolMask = SPELL_SCHOOL_MASK_NORMAL);
void DeleteThreatList();
bool IsSecondChoiceTarget(Unit* pTarget, bool checkThreatArea) const;
bool SelectHostileTarget();
void TauntApply(Unit* pVictim);
void TauntFadeOut(Unit* taunter);
ThreatManager& getThreatManager() { return m_ThreatManager; }
ThreatManager const& getThreatManager() const { return m_ThreatManager; }
void addHatedBy(HostileReference* pHostileReference) { m_HostileRefManager.insertFirst(pHostileReference); };
void removeHatedBy(HostileReference* /*pHostileReference*/) { /* nothing to do yet */ }
HostileRefManager& getHostileRefManager() { return m_HostileRefManager; }
uint32 GetVisibleAura(uint8 slot) const
{
VisibleAuraMap::const_iterator itr = m_visibleAuras.find(slot);
if (itr != m_visibleAuras.end())
return itr->second;
return 0;
}
void SetVisibleAura(uint8 slot, uint32 spellid)
{
if (spellid == 0)
m_visibleAuras.erase(slot);
else
m_visibleAuras[slot] = spellid;
}
VisibleAuraMap const& GetVisibleAuras() const { return m_visibleAuras; }
uint8 GetVisibleAurasCount() const { return m_visibleAuras.size(); }
Aura* GetAura(uint32 spellId, SpellEffectIndex effindex);
Aura* GetAura(AuraType type, SpellFamily family, uint64 familyFlag, uint32 familyFlag2 = 0, ObjectGuid casterGuid = ObjectGuid());
SpellAuraHolder* GetSpellAuraHolder(uint32 spellid) const;
SpellAuraHolder* GetSpellAuraHolder(uint32 spellid, ObjectGuid casterGUID) const;
SpellAuraHolderMap& GetSpellAuraHolderMap() { return m_spellAuraHolders; }
SpellAuraHolderMap const& GetSpellAuraHolderMap() const { return m_spellAuraHolders; }
AuraList const& GetAurasByType(AuraType type) const { return m_modAuras[type]; }
void ApplyAuraProcTriggerDamage(Aura* aura, bool apply);
int32 GetTotalAuraModifier(AuraType auratype) const;
float GetTotalAuraMultiplier(AuraType auratype) const;
int32 GetMaxPositiveAuraModifier(AuraType auratype) const;
int32 GetMaxNegativeAuraModifier(AuraType auratype) const;
int32 GetTotalAuraModifierByMiscMask(AuraType auratype, uint32 misc_mask) const;
float GetTotalAuraMultiplierByMiscMask(AuraType auratype, uint32 misc_mask) const;
int32 GetMaxPositiveAuraModifierByMiscMask(AuraType auratype, uint32 misc_mask) const;
int32 GetMaxNegativeAuraModifierByMiscMask(AuraType auratype, uint32 misc_mask) const;
int32 GetTotalAuraModifierByMiscValue(AuraType auratype, int32 misc_value) const;
float GetTotalAuraMultiplierByMiscValue(AuraType auratype, int32 misc_value) const;
int32 GetMaxPositiveAuraModifierByMiscValue(AuraType auratype, int32 misc_value) const;
int32 GetMaxNegativeAuraModifierByMiscValue(AuraType auratype, int32 misc_value) const;
// misc have plain value but we check it fit to provided values mask (mask & (1 << (misc-1)))
float GetTotalAuraMultiplierByMiscValueForMask(AuraType auratype, uint32 mask) const;
Aura* GetDummyAura(uint32 spell_id) const;
uint32 m_AuraFlags;
uint32 GetDisplayId() const { return GetUInt32Value(UNIT_FIELD_DISPLAYID); }
void SetDisplayId(uint32 modelId);
uint32 GetNativeDisplayId() const { return GetUInt32Value(UNIT_FIELD_NATIVEDISPLAYID); }
void SetNativeDisplayId(uint32 modelId) { SetUInt32Value(UNIT_FIELD_NATIVEDISPLAYID, modelId); }
void setTransForm(uint32 spellid) { m_transform = spellid;}
uint32 getTransForm() const { return m_transform;}
// at any changes to scale and/or displayId
void UpdateModelData();
DynamicObject* GetDynObject(uint32 spellId, SpellEffectIndex effIndex);
DynamicObject* GetDynObject(uint32 spellId);
void AddDynObject(DynamicObject* dynObj);
void RemoveDynObject(uint32 spellid);
void RemoveDynObjectWithGUID(ObjectGuid guid) { m_dynObjGUIDs.remove(guid); }
void RemoveAllDynObjects();
GameObject* GetGameObject(uint32 spellId) const;
void AddGameObject(GameObject* gameObj);
void AddWildGameObject(GameObject* gameObj);
void RemoveGameObject(GameObject* gameObj, bool del);
void RemoveGameObject(uint32 spellid, bool del);
void RemoveAllGameObjects();
uint32 CalculateDamage(WeaponAttackType attType, bool normalized);
float GetAPMultiplier(WeaponAttackType attType, bool normalized);
void ModifyAuraState(AuraState flag, bool apply);
bool HasAuraState(AuraState flag) const { return HasFlag(UNIT_FIELD_AURASTATE, 1 << (flag - 1)); }
bool HasAuraStateForCaster(AuraState flag, ObjectGuid casterGuid) const;
void UnsummonAllTotems();
Unit* SelectMagnetTarget(Unit* victim, Spell* spell = NULL, SpellEffectIndex eff = EFFECT_INDEX_0);
int32 SpellBonusWithCoeffs(SpellEntry const* spellProto, int32 total, int32 benefit, int32 ap_benefit, DamageEffectType damagetype, bool donePart, float defCoeffMod = 1.0f);
int32 SpellBaseDamageBonusDone(SpellSchoolMask schoolMask);
int32 SpellBaseDamageBonusTaken(SpellSchoolMask schoolMask);
uint32 SpellDamageBonusDone(Unit* pVictim, SpellEntry const* spellProto, uint32 pdamage, DamageEffectType damagetype, uint32 stack = 1);
uint32 SpellDamageBonusTaken(Unit* pCaster, SpellEntry const* spellProto, uint32 pdamage, DamageEffectType damagetype, uint32 stack = 1);
int32 SpellBaseHealingBonusDone(SpellSchoolMask schoolMask);
int32 SpellBaseHealingBonusTaken(SpellSchoolMask schoolMask);
uint32 SpellHealingBonusDone(Unit* pVictim, SpellEntry const* spellProto, int32 healamount, DamageEffectType damagetype, uint32 stack = 1);
uint32 SpellHealingBonusTaken(Unit* pCaster, SpellEntry const* spellProto, int32 healamount, DamageEffectType damagetype, uint32 stack = 1);
uint32 MeleeDamageBonusDone(Unit* pVictim, uint32 damage, WeaponAttackType attType, SpellEntry const* spellProto = NULL, DamageEffectType damagetype = DIRECT_DAMAGE, uint32 stack = 1);
uint32 MeleeDamageBonusTaken(Unit* pCaster, uint32 pdamage, WeaponAttackType attType, SpellEntry const* spellProto = NULL, DamageEffectType damagetype = DIRECT_DAMAGE, uint32 stack = 1);
bool IsSpellBlocked(Unit* pCaster, SpellEntry const* spellProto, WeaponAttackType attackType = BASE_ATTACK);
bool IsSpellCrit(Unit* pVictim, SpellEntry const* spellProto, SpellSchoolMask schoolMask, WeaponAttackType attackType = BASE_ATTACK);
uint32 SpellCriticalDamageBonus(SpellEntry const* spellProto, uint32 damage, Unit* pVictim);
uint32 SpellCriticalHealingBonus(SpellEntry const* spellProto, uint32 damage, Unit* pVictim);
bool IsTriggeredAtSpellProcEvent(Unit* pVictim, SpellAuraHolder* holder, SpellEntry const* procSpell, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, bool isVictim, SpellProcEventEntry const*& spellProcEvent);
// Aura proc handlers
SpellAuraProcResult HandleDummyAuraProc(Unit* pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
SpellAuraProcResult HandleHasteAuraProc(Unit* pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
SpellAuraProcResult HandleSpellCritChanceAuraProc(Unit* pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
SpellAuraProcResult HandleProcTriggerSpellAuraProc(Unit* pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
SpellAuraProcResult HandleProcTriggerDamageAuraProc(Unit* pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
SpellAuraProcResult HandleOverrideClassScriptAuraProc(Unit* pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
SpellAuraProcResult HandleMendingAuraProc(Unit* pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
SpellAuraProcResult HandleModCastingSpeedNotStackAuraProc(Unit* pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
SpellAuraProcResult HandleReflectSpellsSchoolAuraProc(Unit* pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
SpellAuraProcResult HandleModPowerCostSchoolAuraProc(Unit* pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
SpellAuraProcResult HandleMechanicImmuneResistanceAuraProc(Unit* pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
SpellAuraProcResult HandleModDamageFromCasterAuraProc(Unit* pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
SpellAuraProcResult HandleAddFlatModifierAuraProc(Unit* pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
SpellAuraProcResult HandleAddPctModifierAuraProc(Unit* pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
SpellAuraProcResult HandleModDamagePercentDoneAuraProc(Unit* pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
SpellAuraProcResult HandleModRating(Unit* pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
SpellAuraProcResult HandleSpellMagnetAuraProc(Unit* pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
SpellAuraProcResult HandleManaShieldAuraProc(Unit* pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
SpellAuraProcResult HandleModResistanceAuraProc(Unit* pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
SpellAuraProcResult HandleRemoveByDamageChanceProc(Unit* pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
SpellAuraProcResult HandleNULLProc(Unit* /*pVictim*/, uint32 /*damage*/, Aura* /*triggeredByAura*/, SpellEntry const* /*procSpell*/, uint32 /*procFlag*/, uint32 /*procEx*/, uint32 /*cooldown*/)
{
// no proc handler for this aura type
return SPELL_AURA_PROC_OK;
}
SpellAuraProcResult HandleCantTrigger(Unit* /*pVictim*/, uint32 /*damage*/, Aura* /*triggeredByAura*/, SpellEntry const* /*procSpell*/, uint32 /*procFlag*/, uint32 /*procEx*/, uint32 /*cooldown*/)
{
// this aura type can't proc
return SPELL_AURA_PROC_CANT_TRIGGER;
}
void SetLastManaUse()
{
if (GetTypeId() == TYPEID_PLAYER && !IsUnderLastManaUseEffect())
RemoveFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER);
m_lastManaUseTimer = 5000;
}
bool IsUnderLastManaUseEffect() const { return m_lastManaUseTimer; }
uint32 GetRegenTimer() const { return m_regenTimer; }
void SetContestedPvP(Player* attackedPlayer = NULL);
void ApplySpellImmune(uint32 spellId, uint32 op, uint32 type, bool apply);
void ApplySpellDispelImmunity(const SpellEntry* spellProto, DispelType type, bool apply);
virtual bool IsImmuneToSpell(SpellEntry const* spellInfo);
// redefined in Creature
bool IsImmunedToDamage(SpellSchoolMask meleeSchoolMask);
virtual bool IsImmuneToSpellEffect(SpellEntry const* spellInfo, SpellEffectIndex index) const;
// redefined in Creature
uint32 CalcArmorReducedDamage(Unit* pVictim, const uint32 damage);
void CalculateDamageAbsorbAndResist(Unit* pCaster, SpellSchoolMask schoolMask, DamageEffectType damagetype, const uint32 damage, uint32* absorb, uint32* resist, bool canReflect = false);
void CalculateAbsorbResistBlock(Unit* pCaster, SpellNonMeleeDamage* damageInfo, SpellEntry const* spellProto, WeaponAttackType attType = BASE_ATTACK);
void CalculateHealAbsorb(uint32 heal, uint32* absorb);
void UpdateSpeed(UnitMoveType mtype, bool forced, float ratio = 1.0f);
float GetSpeed(UnitMoveType mtype) const;
float GetSpeedRate(UnitMoveType mtype) const { return m_speed_rate[mtype]; }
void SetSpeedRate(UnitMoveType mtype, float rate, bool forced = false);
void KnockBackFrom(Unit* target, float horizontalSpeed, float verticalSpeed);
void KnockBackWithAngle(float angle, float horizontalSpeed, float verticalSpeed);
void _RemoveAllAuraMods();
void _ApplyAllAuraMods();
int32 CalculateSpellDamage(Unit const* target, SpellEntry const* spellProto, SpellEffectIndex effect_index, int32 const* basePoints = NULL);
uint32 CalcNotIgnoreAbsorbDamage(uint32 damage, SpellSchoolMask damageSchoolMask, SpellEntry const* spellInfo = NULL);
uint32 CalcNotIgnoreDamageReduction(uint32 damage, SpellSchoolMask damageSchoolMask);
int32 CalculateAuraDuration(SpellEntry const* spellProto, uint32 effectMask, int32 duration, Unit const* caster);
float CalculateLevelPenalty(SpellEntry const* spellProto) const;
void addFollower(FollowerReference* pRef) { m_FollowingRefManager.insertFirst(pRef); }
void removeFollower(FollowerReference* /*pRef*/) { /* nothing to do yet */ }
MotionMaster* GetMotionMaster() { return &i_motionMaster; }
bool IsStopped() const { return !(hasUnitState(UNIT_STAT_MOVING)); }
void StopMoving();
void SetFeared(bool apply, ObjectGuid casterGuid = ObjectGuid(), uint32 spellID = 0, uint32 time = 0);
void SetConfused(bool apply, ObjectGuid casterGuid = ObjectGuid(), uint32 spellID = 0);
void SetFeignDeath(bool apply, ObjectGuid casterGuid = ObjectGuid(), uint32 spellID = 0);
void AddComboPointHolder(uint32 lowguid) { m_ComboPointHolders.insert(lowguid); }
void RemoveComboPointHolder(uint32 lowguid) { m_ComboPointHolders.erase(lowguid); }
void ClearComboPointHolders();
///----------Pet responses methods-----------------
void SendPetCastFail(uint32 spellid, SpellCastResult msg);
void SendPetActionFeedback(uint8 msg);
void SendPetTalk(uint32 pettalk);
void SendPetAIReaction();
///----------End of Pet responses methods----------
void propagateSpeedChange() { GetMotionMaster()->propagateSpeedChange(); }
// reactive attacks
void ClearAllReactives();
void StartReactiveTimer(ReactiveType reactive) { m_reactiveTimer[reactive] = REACTIVE_TIMER_START;}
void UpdateReactives(uint32 p_time);
// group updates
void UpdateAuraForGroup(uint8 slot);
// pet auras
typedef std::set<PetAura const*> PetAuraSet;
PetAuraSet m_petAuras;
void AddPetAura(PetAura const* petSpell);
void RemovePetAura(PetAura const* petSpell);
// Movement info
MovementInfo m_movementInfo;
Movement::MoveSpline* movespline;
void ScheduleAINotify(uint32 delay);
bool IsAINotifyScheduled() const { return m_AINotifyScheduled;}
void _SetAINotifyScheduled(bool on) { m_AINotifyScheduled = on;} // only for call from RelocationNotifyEvent code
void OnRelocated();
bool IsLinkingEventTrigger() const { return m_isCreatureLinkingTrigger; }
bool IsSplineEnabled() const;
bool IsInWorgenForm(bool inPermanent = false) const;
// Packet builders
void BuildForceMoveRootPacket(WorldPacket* data, bool apply, uint32 value);
void BuildMoveWaterWalkPacket(WorldPacket* data, bool apply, uint32 value);
void BuildSendPlayVisualPacket(WorldPacket* data, uint32 value, bool impact);
void BuildMoveSetCanFlyPacket(WorldPacket* data, bool apply, uint32 value);
protected:
explicit Unit();
void _UpdateSpells(uint32 time);
void _UpdateAutoRepeatSpell();
uint32 m_attackTimer[MAX_ATTACK];
float m_createStats[MAX_STATS];
AttackerSet m_attackers;
Unit* m_attacking;
DeathState m_deathState;
SpellAuraHolderMap m_spellAuraHolders;
SpellAuraHolderMap::iterator m_spellAuraHoldersUpdateIterator; // != end() in Unit::m_spellAuraHolders update and point to next element
AuraList m_deletedAuras; // auras removed while in ApplyModifier and waiting deleted
SpellAuraHolderList m_deletedHolders;
SingleCastSpellTargetMap m_singleCastSpellTargets; // casted by unit single per-caster auras
GuidList m_dynObjGUIDs;
typedef std::list<GameObject*> GameObjectList;
GameObjectList m_gameObj;
typedef std::map<uint32, ObjectGuid> WildGameObjectMap;
WildGameObjectMap m_wildGameObjs;
bool m_isSorted;
uint32 m_transform;
AuraList m_modAuras[TOTAL_AURAS];
float m_auraModifiersGroup[UNIT_MOD_END][MODIFIER_TYPE_END];
float m_weaponDamage[MAX_ATTACK][2];
bool m_canModifyStats;
// std::list< spellEffectPair > AuraSpells[TOTAL_AURAS]; // TODO: use this if ok for mem
VisibleAuraMap m_visibleAuras;
float m_speed_rate[MAX_MOVE_TYPE];
CharmInfo* m_charmInfo;
virtual SpellSchoolMask GetMeleeDamageSchoolMask() const;
MotionMaster i_motionMaster;
uint32 m_reactiveTimer[MAX_REACTIVE];
uint32 m_regenTimer;
uint32 m_lastManaUseTimer;
VehicleInfo* m_vehicleInfo;
void DisableSpline();
bool m_isCreatureLinkingTrigger;
bool m_isSpawningLinked;
private:
void CleanupDeletedAuras();
void UpdateSplineMovement(uint32 t_diff);
// player or player's pet
float GetCombatRatingReduction(CombatRating cr) const;
uint32 GetCombatRatingDamageReduction(CombatRating cr, float rate, float cap, uint32 damage) const;
Unit* _GetTotem(TotemSlot slot) const; // for templated function without include need
Pet* _GetPet(ObjectGuid guid) const; // for templated function without include need
void JustKilledCreature(Creature* victim); // Wrapper called by DealDamage when a creature is killed
uint32 m_state; // Even derived shouldn't modify
uint32 m_CombatTimer;
Spell* m_currentSpells[CURRENT_MAX_SPELL];
uint32 m_castCounter; // count casts chain of triggered spells for prevent infinity cast crashes
UnitVisibility m_Visibility;
Position m_last_notified_position;
bool m_AINotifyScheduled;
ShortTimeTracker m_movesplineTimer;
Diminishing m_Diminishing;
// Manage all Units threatening us
ThreatManager m_ThreatManager;
// Manage all Units that are threatened by us
HostileRefManager m_HostileRefManager;
FollowerRefManager m_FollowingRefManager;
ComboPointHolderSet m_ComboPointHolders;
GuidSet m_guardianPets;
ObjectGuid m_TotemSlot[MAX_TOTEM_SLOT];
private: // Error traps for some wrong args using
// this will catch and prevent build for any cases when all optional args skipped and instead triggered used non boolean type
// no bodies expected for this declarations
template <typename TR>
void CastSpell(Unit* Victim, uint32 spell, TR triggered);
template <typename TR>
void CastSpell(Unit* Victim, SpellEntry const* spell, TR triggered);
template <typename TR>
void CastCustomSpell(Unit* Victim, uint32 spell, int32 const* bp0, int32 const* bp1, int32 const* bp2, TR triggered);
template <typename SP, typename TR>
void CastCustomSpell(Unit* Victim, SpellEntry const* spell, int32 const* bp0, int32 const* bp1, int32 const* bp2, TR triggered);
template <typename TR>
void CastSpell(float x, float y, float z, uint32 spell, TR triggered);
template <typename TR>
void CastSpell(float x, float y, float z, SpellEntry const* spell, TR triggered);
};
template<typename Func>
void Unit::CallForAllControlledUnits(Func const& func, uint32 controlledMask)
{
if (controlledMask & CONTROLLED_PET)
if (Pet* pet = GetPet())
func(pet);
if (controlledMask & CONTROLLED_MINIPET)
if (Unit* mini = GetMiniPet())
func(mini);
if (controlledMask & CONTROLLED_GUARDIANS)
{
for (GuidSet::const_iterator itr = m_guardianPets.begin(); itr != m_guardianPets.end();)
if (Pet* guardian = _GetPet(*(itr++)))
func(guardian);
}
if (controlledMask & CONTROLLED_TOTEMS)
{
for (int i = 0; i < MAX_TOTEM_SLOT; ++i)
if (Unit* totem = _GetTotem(TotemSlot(i)))
func(totem);
}
if (controlledMask & CONTROLLED_CHARM)
if (Unit* charm = GetCharm())
func(charm);
}
template<typename Func>
bool Unit::CheckAllControlledUnits(Func const& func, uint32 controlledMask) const
{
if (controlledMask & CONTROLLED_PET)
if (Pet const* pet = GetPet())
if (func(pet))
return true;
if (controlledMask & CONTROLLED_MINIPET)
if (Unit const* mini = GetMiniPet())
if (func(mini))
return true;
if (controlledMask & CONTROLLED_GUARDIANS)
{
for (GuidSet::const_iterator itr = m_guardianPets.begin(); itr != m_guardianPets.end();)
if (Pet const* guardian = _GetPet(*(itr++)))
if (func(guardian))
return true;
}
if (controlledMask & CONTROLLED_TOTEMS)
{
for (int i = 0; i < MAX_TOTEM_SLOT; ++i)
if (Unit const* totem = _GetTotem(TotemSlot(i)))
if (func(totem))
return true;
}
if (controlledMask & CONTROLLED_CHARM)
if (Unit const* charm = GetCharm())
if (func(charm))
return true;
return false;
}
#endif