server/src/game/Object/Unit.h
Charles A Edwards eef77eadb9 Over 100 camangos Cata commits applied (to c12950)
Over 100 camangos Cata commits applied. up to and inclusing c12950.
2020-02-17 12:09:16 +00:00

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176 KiB
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/**
* 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.
*/
/**
* \addtogroup game
* @{
* \file
*/
#ifndef MANGOS_H_UNIT
#define MANGOS_H_UNIT
#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,
SPELLMOD_SPELL_COST_REFUND_ON_FAIL = 30,
};
#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
#define BASE_BLOCK_DAMAGE_PERCENT 30
/**
* byte value (UNIT_FIELD_BYTES_1,0).
*
* This is not to be used as a bitmask but as one value
* each, ie: you can't be standing and sitting down at
* the same time.
* \see Unit::getStandState
* \see Unit::SetStandState
* \see Unit::IsSitState
* \see Unit::IsStandState
*/
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 flag value not exist in 1.12, moved/merged in (UNIT_FIELD_BYTES_1,3), in post-1.x it's in (UNIT_FIELD_BYTES_1,2)
enum UnitStandFlags
*/
// 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_FLY_ANIM = 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
{
/// non prepared weapon
SHEATH_STATE_UNARMED = 0,
/// prepared melee weapon
SHEATH_STATE_MELEE = 1,
/// prepared ranged weapon
SHEATH_STATE_RANGED = 2
};
#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 10
enum Swing
{
NOSWING = 0,
SINGLEHANDEDSWING = 1,
TWOHANDEDSWING = 2
};
/**
* This seems to be the state a target of an attack can be in.
* \todo Document more
*/
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
};
/**
* OFFSWING and BASESWING/2 or MAINSWING/2 to be more
* in line with what is used in the other parts?
*
* \todo Rename the LEFTSWING and NORMALSWING/2 to:
*/
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
};
/**
* This is what decides how an \ref Aura was removed, the cause of it being removed.
*/
enum AuraRemoveMode
{
AURA_REMOVE_BY_DEFAULT,
AURA_REMOVE_BY_STACK, ///< at replace by similar aura
AURA_REMOVE_BY_CANCEL, ///< It was cancelled by the user (needs confirmation)
AURA_REMOVE_BY_DISPEL, ///< It was dispelled by ie Remove Magic
AURA_REMOVE_BY_DEATH, ///< The \ref Unit died and there for it was removed
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
AURA_REMOVE_BY_EXPIRE, ///< at duration end
AURA_REMOVE_BY_TRACKING ///< aura is removed because of a conflicting tracked aura
};
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_ALTERNATIVE 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
};
enum BaseModGroup
{
CRIT_PERCENTAGE,
RANGED_CRIT_PERCENTAGE,
OFFHAND_CRIT_PERCENTAGE,
SHIELD_BLOCK_DAMAGE_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. (Taken from comment)
*/
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,
// More room for other MMGens
// High-Level states (usually only with Creatures)
UNIT_STAT_NO_COMBAT_MOVEMENT = 0x01000000, // Combat Movement for MoveChase stopped
UNIT_STAT_RUNNING = 0x02000000, // SetRun for waypoints and such
UNIT_STAT_WAYPOINT_PAUSED = 0x04000000, // Waypoint-Movement paused genericly (ie by script)
UNIT_STAT_IGNORE_PATHFINDING = 0x10000000, // 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_RUNNING_STATE = UNIT_STAT_CHASE_MOVE | UNIT_STAT_FLEEING_MOVE | UNIT_STAT_RUNNING,
UNIT_STAT_ALL_STATE = 0xFFFFFFFF,
UNIT_STAT_ALL_DYN_STATES = UNIT_STAT_ALL_STATE & ~(UNIT_STAT_NO_COMBAT_MOVEMENT | UNIT_STAT_RUNNING | UNIT_STAT_WAYPOINT_PAUSED | UNIT_STAT_IGNORE_PATHFINDING),
};
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
enum CombatRating
{
CR_WEAPON_SKILL = 0,
CR_DEFENSE_SKILL = 1, // obsolete
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_REMOVE_CORPSE = 5 // special totally not detectable visibility for force delete object while removing a corpse
};
// 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 (initialy is not implemented)
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
UNIT_NPC_FLAG_PLAYER_VEHICLE = 0x02000000, // players with mounts that have vehicle data should have it set
UNIT_NPC_FLAG_REFORGER = 0x08000000, // reforging
};
// 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), byteParam(0) {}
// 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); }
void AddMovementFlags2(MovementFlags2 f) { moveFlags2 |= f; }
// 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& GetGuid2() const { return guid2; }
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; }
int8 GetByteParam() const { return byteParam; }
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;
ObjectGuid guid2;
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;
int8 byteParam;
};
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;
}
/**
* The different available diminishing return levels.
* \see DiminishingReturn
*/
enum DiminishingLevels
{
DIMINISHING_LEVEL_1 = 0, ///<Won't make a difference to stun duration
DIMINISHING_LEVEL_2 = 1, ///<Reduces stun time by 50%
DIMINISHING_LEVEL_3 = 2, ///<Reduces stun time by 75%
DIMINISHING_LEVEL_IMMUNE = 3 ///<The target is immune to the DiminishingGrouop
};
/**
* Structure to keep track of diminishing returns, for more information
* about the idea behind diminishing returns, see: http://www.wowwiki.com/Diminishing_returns
* \see Unit::GetDiminishing
* \see Unit::IncrDiminishing
* \see Unit::ApplyDiminishingToDuration
* \see Unit::ApplyDiminishingAura
*/
struct DiminishingReturn
{
DiminishingReturn(DiminishingGroup group, uint32 t, uint32 count)
: DRGroup(group), stack(0), hitTime(t), hitCount(count)
{}
/**
* Group that this diminishing return will affect
*/
DiminishingGroup DRGroup: 16;
/**
* Seems to be how many times this has been stacked, modified in
* Unit::ApplyDiminishingAura
*/
uint16 stack: 16;
/**
* Records at what time the last hit with this DiminishingGroup was done, if it's
* higher than 15 seconds (ie: 15 000 ms) the DiminishingReturn::hitCount will be reset
* to DiminishingLevels::DIMINISHING_LEVEL_1, which will do no difference to the duration
* of the stun etc.
*/
uint32 hitTime;
/**
* Records how many times a spell of this DiminishingGroup has hit, this in turn
* decides how how long the duration of the stun etc is.
*/
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
{
/// Attacker
Unit* attacker;
/// Target for damage
Unit* target;
SpellSchoolMask damageSchoolMask;
/// How much damage was actually done
uint32 damage;
/// How much damage that was absorbed
uint32 absorb;
/// How much of the damage that was resisted
uint32 resist;
/// How much of the damage that was blocked
uint32 blocked_amount;
/**
* Bitmask of the possible HitInfo flags
* \see HitInfo
*/
uint32 HitInfo;
/**
* What state the target is in, ie: is he evading or deflecting the hit?
* \see VictimState
*/
uint32 TargetState;
/**
* Tells how the target was attacked
*/
WeaponAttackType attackType;
/**
* Proc flags of the attacker that should have a chance to trigger, ie: successful
* melee hit
* \see ProcFlags
*/
uint32 procAttacker;
/**
* Proc flags of the victim that should have a change to trigger, ie: successful
* block
* \see ProcFlags
*/
uint32 procVictim;
/**
* Extra proc flags?
* TODO: Used for what?
*/
uint32 procEx;
/// Used only for rage calculation
uint32 cleanDamage;
/// (Old comment) TODO: remove this field (need use TargetState)
MeleeHitOutcome hitOutCome;
};
/**
* 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;
};
/**
* Used as a convenience struct for the \ref Unit::SendPeriodicAuraLog
* \todo Is it used in more places? Check SpellAuras.cpp for some examples and document it
*/
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)
/**
* This structure/class is used when someone is charming (ie: mind control spell and the like)
* someone else, to get the charmed ones action bar, the spells and such. It also takes care
* of pets the charmed one has etc.
*/
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 InitVehicleCreateSpells();
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 // This determines how often regen value is computed
#define REGEN_TIME_PRECISE 500 // Used in Spell::CheckPower for precise regeneration in spell cast time
#define REGEN_TIME_HOLY_POWER 10000 // This determines how often holy power regen is processed
// Power type values defines
enum PowerDefaults
{
POWER_RAGE_DEFAULT = 1000,
POWER_FOCUS_DEFAULT = 100,
POWER_ENERGY_DEFAULT = 100,
POWER_RUNE_DEFAULT = 8,
POWER_RUNIC_POWER_DEFAULT = 1000,
POWER_HOLY_POWER_DEFAULT = 3,
POWER_SOUL_SHARDS_DEFAULT = 3,
};
struct SpellProcEventEntry; // used only privately
#define MAX_OBJECT_SLOT 5
class Unit : public WorldObject
{
public:
typedef std::set<Unit*> AttackerSet;
typedef std::multimap<uint32 /*spellId*/, 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 /*playerGuidLow*/> ComboPointHolderSet;
typedef std::map<uint8 /*slot*/, SpellAuraHolder* /*spellId*/> VisibleAuraMap;
typedef std::map<SpellEntry const*, ObjectGuid /*targetGuid*/> TrackedAuraTargetMap;
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];
}
/**
* Gets the current DiminishingLevels for the given group
* @param group The group that you would like to know the current diminishing return level for
* @return The current diminishing level, up to DIMINISHING_LEVEL_IMMUNE
*/
DiminishingLevels GetDiminishing(DiminishingGroup group);
/**
* Increases the level of the DiminishingGroup by one level up until
* DIMINISHING_LEVEL_IMMUNE where the target becomes immune to spells of
* that DiminishingGroup
* @param group The group to increase the level for by one
*/
void IncrDiminishing(DiminishingGroup group);
/**
* Calculates how long the duration of a spell should be considering
* diminishing returns, ie, if the Level passed in is DIMINISHING_LEVEL_IMMUNE
* then the duration will be zeroed out. If it is DIMINISHING_LEVEL_1 then a full
* duration will be used
* @param group The group to affect
* @param duration The duration to be changed, will be updated with the new duration
* @param caster Who's casting the spell, used to decide whether anything should be calculated
* @param Level The current level of diminishing returns for the group, decides the new duration
* @param limitduration
* @param isReflected Whether the spell was reflected or not, used to determine if we should do any calculations at all.
*/
void ApplyDiminishingToDuration(DiminishingGroup group, int32& duration, Unit* caster, DiminishingLevels Level, int32 limitduration, bool isReflected);
/**
* Applies a diminishing return to the given group if apply is true,
* otherwise lowers the level by one (?)
* @param group The group to affect
* @param apply whether this aura is being added/removed
*/
void ApplyDiminishingAura(DiminishingGroup group, bool apply);
/**
* Clears all the current diminishing returns for this Unit.
*/
void ClearDiminishings() { m_Diminishing.clear(); }
void Update(uint32 update_diff, uint32 time) override;
/**
* Updates the attack time for the given WeaponAttackType
* @param type The type of weapon that we want to update the time for
* @param time the remaining time until we can attack with the WeaponAttackType again
*/
void setAttackTimer(WeaponAttackType type, uint32 time) { m_attackTimer[type] = time; }
/**
* Resets the attack timer to the base value decided by Unit::m_modAttackSpeedPct and
* Unit::GetAttackTime
* @param type The weapon attack type to reset the attack timer for.
*/
void resetAttackTimer(WeaponAttackType type = BASE_ATTACK);
/**
* Get's the remaining time until we can do an attack
* @param type The weapon type to check the remaining time for
* @return The remaining time until we can attack with this weapon type.
*/
uint32 getAttackTimer(WeaponAttackType type) const { return m_attackTimer[type]; }
/**
* Checks whether the unit can do an attack. Does this by checking the attacktimer for the
* WeaponAttackType, can probably be thought of as a cooldown for each swing/shot
* @param type What weapon should we check for
* @return true if the Unit::m_attackTimer is zero for the given WeaponAttackType
*/
bool isAttackReady(WeaponAttackType type = BASE_ATTACK) const { return m_attackTimer[type] == 0; }
/**
* Checks if the current Unit has an offhand weapon
* @return True if there is a offhand weapon.
*/
bool haveOffhandWeapon() const;
/**
* Does an attack if any of the timers allow it and resets them, if the user
* isn't in range or behind the target an error is sent to the client.
* Also makes sure to not make and offhand and mainhand attack at the same
* time. Only handles non-spells ie melee attacks.
* @return True if an attack was made and no error happened, false otherwise
*/
bool UpdateMeleeAttackingState();
/**
* Check is a given equipped weapon can be used, ie the mainhand, offhand etc.
* @param attackType The attack type to check, ie: main/offhand/ranged
* @return True if the weapon can be used, true except for shapeshifts and if disarmed.
*/
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);
}
}
/**
* Returns the combined combat reach of two mobs. Can be seen as a radius.
* @param pVictim The other unit to add the range for
* @param forMeleeRange Whether we should return the combined reach for melee or not
* @param flat_mod Increases the returned reach by this value.
* @return The combined values of UNIT_FIELD_COMBATREACH for both this unit and the pVictim.
* \see EUnitFields
* \see GetFloatValue
*/
float GetCombatReach(Unit const* pVictim, bool forMeleeRange = true, float flat_mod = 0.0f) const;
/**
* Returns the remaining combat distance between two mobs (CombatReach substracted).
* Does this by getting the radius of combat/aggro between them and then subtracting their
* actual distance between them. Ie: dist between - radius for aggro. If this becomes less
* than zero zero is returned and the mobs should probably aggro each other/the player
* @param target The target to check against
* @param forMeleeRange If we want to check melee range instead
* @return The reach between them left until one of the creatures could/should aggro
*/
float GetCombatDistance(Unit const* target, bool forMeleeRange) const;
/**
* Returns if the Unit can reach a victim with Melee Attack. Does so by using
* Unit::GetCombatReach for melee and checking if the distance from the target is less than
* the reach.
* @param pVictim Who we want to reach with a melee attack.
* @param flat_mod The same as sent to Unit::GetCombatReach
* @return true if we can reach pVictim with a melee attack
*/
bool CanReachWithMeleeAttack(Unit const* pVictim, float flat_mod = 0.0f) const;
uint32 m_extraAttacks;
/**
* Internal function, must only be called from Unit::Attack(Unit*)
* @param pAttacker The attacker to add to current attackers.
*/
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);
}
/**
* Internal function, must only be called from Unit::AttackStop()
* @param pAttacker
*/
void _removeAttacker(Unit* pAttacker) // must be called only from Unit::AttackStop()
{
m_attackers.erase(pAttacker);
}
/**
* If another mob/unit want to help this mob this function will return a
* possible Unit to attack.
* @return A Unit to attack if this one is being attacked by anyone, NULL otherwise
*/
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;
}
/**
* Tries to attack a Unit/Player, also makes sure to stop attacking the current target
* if we're already attacking someone.
* @param victim The Unit to attack
* @param meleeAttack Whether we should attack with melee or ranged/magic
* @return True if an attack was initiated, false otherwise
*/
bool Attack(Unit* victim, bool meleeAttack);
/**
* Called when we are attack by someone in someway, might be when a fear runs out and
* we want to notify AI to attack again or when a spell hits.
* @param attacker Who's attacking us
*/
void AttackedBy(Unit* attacker);
/**
* Stop all spells from casting except the one give by except_spellid
* @param except_spellid This spell id will not be stopped from casting, defaults to 0
* \see Unit::InterruptSpell
*/
void CastStop(uint32 except_spellid = 0);
/**
* Stops attacking whatever we are attacking at the moment and tells the Unit we are attacking
* that we are not doing that anymore, ie: removes it from the attacker list
* @param targetSwitch if we are switching targets or not, defaults to false
* @return false if we weren't attacking already, true otherwise
* \see Unit::m_attacking
*/
bool AttackStop(bool targetSwitch = false);
/**
* Removes all attackers from the Unit::m_attackers set and logs it if someone that
* wasn't attacking it was in the list. Does this check by checking if Unit::AttackStop()
* returned false.
* \see Unit::AttackStop
*/
void RemoveAllAttackers();
/**
* @return The Unit::m_attackers, ie. the units that are attacking you
*/
AttackerSet const& getAttackers() const { return m_attackers; }
/**
* Checks if we are attacking a player, also, pets/minions etc attacking a player counts
* towards you attacking a player.
* @return true if you and/or your pets/minions etc are attacking a player.
*/
bool isAttackingPlayer() const;
/**
* Checks if wa vehicle is allowed to attack other units by itself.
* @return true if vehicle can attack itself.
*/
bool CanAttackByItself() const;
/**
* @return The victim that you are currently attacking
*/
Unit* getVictim() const { return m_attacking; }
/**
* Stops a unit from combat, removes all attackers and stops attacking.
* @param includingCast if we should stop the currently casting spell aswell
*/
void CombatStop(bool includingCast = false);
/**
* Calls Unit::CombatStop to stop combat, also calls Unit::CombatStop for pets etc. by using
* Unit::CallForAllControlledUnits
* @param includingCast if we should stop the currently casting spell aswell
* \see Unit::CallForAllControlledUnits
* \see Unit::CheckForAllControlledUnits
*/
void CombatStopWithPets(bool includingCast = false);
/**
* Stops attacking a certain faction. If we are attacking something and are a player we
* are forcefully stopped from attacking the target aswell.
* @param faction_id The faction to stop attacking
* \see Unit::CallForAllControlledUnits
* \see Unit::CheckForAllControlledUnits
* \see Unit::getAttackers
*/
void StopAttackFaction(uint32 faction_id);
/**
* Selects a random unfriendly target, takes care of LOS and such aswell
* @param except select any target but this one, usually your current target
* @param radius how big the radius for our search should be
* @return The random unfriendly target found, NULL if no targets were found
* \see MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck
* \see Mangos::UnitListSearcher
* \see Cell::VisitAllObjects
*/
Unit* SelectRandomUnfriendlyTarget(Unit* except = NULL, float radius = ATTACK_DISTANCE) const;
/**
* Same as Unit::SelectRandomUnfriendlyTarget except it selects a friendly target
* @param except select any target but this one, usually your current target
* @param radius how big the radius for our search should be
* @return The random friendly target found, NULL if no targets were found
* \see MaNGOS::AnyFriendlyUnitInObjectRangeCheck
* \see Mangos::UnitListSearcher
* \see Cell::VisitAllObjects
*/
Unit* SelectRandomFriendlyTarget(Unit* except = NULL, float radius = ATTACK_DISTANCE) const;
/**
* Checks if we have a negative aura with the given interrupt flag/s
* @param flag The interrupt flag/s to check for, see SpellAuraInterruptFlags
* @return true if we have a negative aura with the given flag, false otherwise
* \see SpellAuraInterruptFlags
*/
bool hasNegativeAuraWithInterruptFlag(uint32 flag);
/**
* Sends a packet to the client informing it that melee attacks are stopping
* @param victim The unit we stopped attacking
* \see OpcodesList
*/
void SendMeleeAttackStop(Unit* victim);
/**
* Sends a packet to the client informing it that melee attacks are starting
* @param pVictim the target that we attack with melee
*/
void SendMeleeAttackStart(Unit* pVictim);
/**
* Adds a state to this unit
* @param f the state to add, see UnitState for possible values
* \see UnitState
*/
void addUnitState(uint32 f) { m_state |= f; }
/**
* Checks if a certain unit state is set
* @param f the state to check for
* @return true if the state is set, false otherwise
* \see UnitState
*/
bool hasUnitState(uint32 f) const { return (m_state & f); }
/**
* Unsets a certain unit state
* @param f the state to remove
* \see UnitState
*/
void clearUnitState(uint32 f) { m_state &= ~f; }
/**
* Checks if the client/mob is in control or no
* @return true if the client can move by client control, false otherwise
* \see UnitState
*/
bool CanFreeMove() const
{
return !hasUnitState(UNIT_STAT_NO_FREE_MOVE) && !GetOwnerGuid();
}
/**
* Gets the level for this unit
* @return The current level for this unit
* \see GetUInt32Value
* \see EUnitFields
*/
uint32 getLevel() const { return GetUInt32Value(UNIT_FIELD_LEVEL); }
/**
* TODO: What does it actually do? Is overwritten by others that derive from Unit?
* @return The level it would seem
*/
virtual uint32 GetLevelForTarget(Unit const* /*target*/) const { return getLevel(); }
/**
* Updates the level for the current Unit. Also updates the group to know about this.
* @param lvl The level to change to
* \see EUnitFields
* \see SetUInt32Value
*/
void SetLevel(uint32 lvl);
/**
* Gets the race of this Unit, not to be confused with the Creature type or such
* @return returns the race of this Unit
* \see CreatureTypeFlags
* \see Races
*/
virtual uint8 getRace() const { return GetByteValue(UNIT_FIELD_BYTES_0, 0); }
/**
* Returns a bitmask representation of the current race given by Races, not to be
* confused with the Creature type or such
* @return the racemask for the current race
* \see CreatureTypeFlags
* \see Races
*/
uint32 getRaceMask() const { return getRace() ? 1 << (getRace() - 1) : 0; }
/**
* Returns the class of this Unit
* @return the class of the Unit
* \see Classes
*/
uint8 getClass() const { return GetByteValue(UNIT_FIELD_BYTES_0, 1); }
/**
* Returns a bitmask representation of the current class given by Classes
* @return the classmask for the class
* \see Classes
*/
uint32 getClassMask() const { return 1 << (getClass() - 1); }
/**
* Gives you the current gender of this Unit
* @return The current gender
* \see Gender
*/
uint8 getGender() const { return GetByteValue(UNIT_FIELD_BYTES_0, 2); }
/**
* Gets a stat for the current Unit
* @param stat The stat you want to get, ie: Stats::STAT_STRENGTH
* @return the value the given stat has
* \see Stats
*/
float GetStat(Stats stat) const { return float(GetUInt32Value(UNIT_FIELD_STAT0 + stat)); }
/**
* Sets a stat for this Unit
* @param stat the stat to change
* @param val the value to change it to
* \see Stats
*/
void SetStat(Stats stat, int32 val) { SetStatInt32Value(UNIT_FIELD_STAT0 + stat, val); }
/**
* Gets the armor for this Unit
* @return the current armor
* \see SpellSchools
*/
uint32 GetArmor() const { return GetResistance(SPELL_SCHOOL_NORMAL) ; }
/**
* Sets the armor for this Unit
* @param val the value to set the armor to
* \see SpellSchools
*/
void SetArmor(int32 val) { SetResistance(SPELL_SCHOOL_NORMAL, val); }
/**
* Gets the resistance against a certain spell school, ie: fire, frost, nature etc
* @param school the type of resistance you want to get
* @return the current resistance against the given school
*/
uint32 GetResistance(SpellSchools school) const { return GetUInt32Value(UNIT_FIELD_RESISTANCES + school); }
/**
* Sets a resistance for this Unit
* @param school the type of resistance you want to set
* @param val the value to set it to
*/
void SetResistance(SpellSchools school, int32 val) { SetStatInt32Value(UNIT_FIELD_RESISTANCES + school, val); }
/**
* Gets the health of this Unit
* @return the current health for this unit
* \see EUnitFields
* \see GetUInt32Value
*/
uint32 GetHealth() const { return GetUInt32Value(UNIT_FIELD_HEALTH); }
/**
* Gets the maximum health of this Unit
* @return the max health this Unit can have
* \see EUnitFields
* \see GetUInt32Value
*/
bool HealthAbovePctHealed(int32 pct, uint32 heal) const { return uint64(GetHealth()) + uint64(heal) > CountPctFromMaxHealth(pct); }
uint32 GetMaxHealth() const { return GetUInt32Value(UNIT_FIELD_MAXHEALTH); }
bool IsFullHealth() const { return GetHealth() == GetMaxHealth(); }
bool HealthBelowPct(int32 pct) const { return GetHealth() < CountPctFromMaxHealth(pct); }
bool HealthBelowPctDamaged(int32 pct, uint32 damage) const { return int64(GetHealth()) - int64(damage) < int64(CountPctFromMaxHealth(pct)); }
bool HealthAbovePct(int32 pct) const { return GetHealth() > CountPctFromMaxHealth(pct); }
/**
* Gets the percent of the health. The formula: (GetHealth() * 100) / GetMaxHealth()
* @return the current percent of the health
* \see GetHealth
* \see GetMaxHealth
*/
float GetHealthPercent() const { return (GetHealth() * 100.0f) / GetMaxHealth(); }
uint32 CountPctFromMaxHealth(int32 pct) const { return (GetMaxHealth() * static_cast<float>(pct) / 100.0f); }
uint32 CountPctFromCurHealth(int32 pct) const { return (GetHealth() * static_cast<float>(pct) / 100.0f); }
/**
* Sets the health to the given value, it cant be higher than Unit::GetMaxHealth though
* @param val the value to set the health to
*/
void SetHealth(uint32 val);
/**
* Sets the max health for this Unit, also makes sure to update the party with the new
* value
* @param val the new max value for the health
* \see SetHealth
* \see GetMaxHealth
*/
void SetMaxHealth(uint32 val);
/**
* Sets the health to a certain percentage
* @param percent the new percent to change it to, ie: 50.0f, not 0.5f for 50%
*/
void SetHealthPercent(float percent);
/**
* Modifies the health by the difference given. If the character had 100 health and we sent in
* -150 as the amount to decrease it would return -100 as that is how much it decreased since
* we cant be under 0 health.
* @param val the difference to apply to the health, ie: -100 would decrease the life by 100
* @return how much the Unit gained/lost in health.
*/
int32 ModifyHealth(int32 val);
/**
* Gets the power type for this Unit
* @return The type of power this Unit uses
*/
Powers GetPowerType() const { return Powers(GetByteValue(UNIT_FIELD_BYTES_0, 3)); }
void SetPowerType(Powers power);
uint32 GetPower(Powers power) const;
uint32 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);
/**
* Mods a power by increasing or decreasing it's value
* @param power which power to mod
* @param val how much to increase/decrease the given power
* @param apply whether to apply or remove the mod
* \see ApplyModUInt32Value
*/
void ApplyPowerMod(Powers power, uint32 val, bool apply);
/**
* Changes the possible max value of the given Powers power.
* @param power increase max for this power
* @param val what to add/remove to/from the current max
* @param apply whether to apply it or remove it
* \see ApplyModUInt32Value
*/
void ApplyMaxPowerMod(Powers power, uint32 val, bool apply);
void ResetHolyPowerRegenTimer() { m_holyPowerRegenTimer = REGEN_TIME_HOLY_POWER; }
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()); }
/**
* TODO: Is the time returned in seconds
* @param att what attack type we want to get attacktime for
* @return the current attack time, which takes mods of attack speed into account
* \see Unit::m_modAttackSpeedPct
* \see EUnitFields
*/
uint32 GetAttackTime(WeaponAttackType att) const { return (uint32)(GetFloatValue(UNIT_FIELD_BASEATTACKTIME + att) / m_modAttackSpeedPct[att]); }
/**
* Changes the attack time for a certain weapon type.
* @param att what attack type we want to change the time for
* @param val what to set it to
* \see Unit::m_modAttackSpeedPct
* \see EUnitFields
*/
void SetAttackTime(WeaponAttackType att, uint32 val) { SetFloatValue(UNIT_FIELD_BASEATTACKTIME + att, val * m_modAttackSpeedPct[att]); }
/**
* Applies a percentage change to a given attack type
* @param att attack type to mod
* @param val how many percent to add/remove, ie: 90.0f = 90%
* @param apply whether to add or remove the effect/mod
* \see ApplyPercentModFloatVar
* \see ApplyPercentModFloatValue
*/
void ApplyAttackTimePercentMod(WeaponAttackType att, float val, bool apply);
/**
* Same as ApplyAttackTimePercentMod but for the casting time of spells
* instead.
* @param val how many percent to add/remove, ie: 90.0f = 90%
* @param apply whether to add or remove the effect/mod
* \see Unit::ApplyAttackTimePercentMod
*/
void ApplyCastTimePercentMod(float val, bool apply);
/**
* Gets the current sheath state, it is whether your main-weapon, ranged-weapon or no
* weapon is being shown in your hands
* @return The current sheath state
*/
SheathState GetSheath() const { return SheathState(GetByteValue(UNIT_FIELD_BYTES_2, 0)); }
/**
* Changes the current sheath state.
* @param sheathed The new weapon or none of them to show
* \see Unit::GetSheath
*/
virtual void SetSheath(SheathState sheathed) { SetByteValue(UNIT_FIELD_BYTES_2, 0, sheathed); }
/**
* Gets the faction that this unit currently belongs to, also
* called faction template id it seems. More data probably to
* be found in the DBC files.
* @return The faction this unit belongs to
* \see EUnitFields
* TODO: Does this link correctly?
* \see EUnitFields::UNIT_FIELD_FACTIONTEMPLATE
* \see FactionTemplateEntry
* \see FactionEntry
*/
uint32 getFaction() const { return GetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE); }
/**
* Changes the faction a unit belongs to.
* @param faction Faction to change to
* \see EUnitFields
* TODO: Does this link correctly?
* \see EUnitFields::UNIT_FIELD_FACTIONTEMPLATE
* \see FactionTemplateEntry
* \see FactionEntry
*/
void setFaction(uint32 faction) { SetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE, faction); }
FactionTemplateEntry const* getFactionTemplateEntry() const;
/**
*
*/
void RestoreOriginalFaction();
/**
* Are we hostile towards the given Unit?
* @param unit the unit we want to check against
* @return true if the Unit is considered hostile, false otherwise
*/
bool IsHostileTo(Unit const* unit) const override;
/**
* Is this Unit hostile towards players?
* @return true if the Unit is hostile towards players, false otherwise
*/
bool IsHostileToPlayers() const;
/**
* Is this Unit friendly towards the given Unit?
* @param unit the Unit to check against
* @return true if the Unit is considered friendly to us, false otherwise
*/
bool IsFriendlyTo(Unit const* unit) const override;
/**
* Is this Unit neutral to everyone?
* @return True if considered neutral to everyone, false otherwise.
*/
bool IsNeutralToAll() const;
/**
* Check if this Unit is a guardian of a contested territory, this is
* useful when we want to know if we should attack all players or only
* players not belonging to our "side" ally/horde.
* @return true if this Unit is a guard in a contested area, false otherwise
*/
bool IsContestedGuard() const
{
if (FactionTemplateEntry const* entry = getFactionTemplateEntry())
return entry->IsContestedGuardFaction();
return false;
}
/**
* Is PVP enabled?
* @return true if this Unit is eligible for PVP fighting
*/
bool IsPvP() const { return HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP); }
/**
* Put the Unit into our out of PVP
* @param state true if we want to set PVP on, false otherwise
*/
void SetPvP(bool state);
bool IsFFAPvP() const { return HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP); }
void SetFFAPvP(bool state);
/**
* Returns the CreatureType for this Unit. For players this most often is
* CREATURE_TYPE_HUMANOID unless he/she has shapeshifted or something like that.
* Ie: Bear form probably wouldn't yield the same return value.
* For creatures though Creature::GetCreatureInfo() is called and the CreatureInfo::type
* field is used.
* @return the CreatureType for this Unit
* \see CreatureType
*/
uint32 GetCreatureType() const;
/**
* Returns a bitmask representation of CreatureType for this Unit.
* @return A bitmask representation of GetCreatureType()
*/
uint32 GetCreatureTypeMask() const
{
uint32 creatureType = GetCreatureType();
return (creatureType >= 1) ? (1 << (creatureType - 1)) : 0;
}
/**
* Gets the current stand state for this Unit as described by UnitStandStateType.
* @return The current stand state
* \see UnitStandStateType
* \see MAX_UNIT_STAND_STATE
*/
uint8 getStandState() const { return GetByteValue(UNIT_FIELD_BYTES_1, 0); }
/**
* Is this Unit sitting down in some way?
* @return true if the Unit is sitting down, false otherwise
*/
bool IsSitState() const;
/**
* Is this Unit just standing normally? This method will return false
* even if you would consider the state as standing, ie: when the Unit
* has the state UNIT_STAND_STATE_SLEEP it is considered not standing.
* @return true if the Unit is standing normally, false otherwise
*/
bool IsStandState() const;
/**
* Change the stand state for this Unit. For possible values check
* UnitStandStateType.
* @param state
* \see UnitStandStateType
*/
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); }
/**
* Is this Unit mounted?
* @return true if it's mounted, false otherwise
* \see EUnitFields
*/
bool IsMounted() const { return HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_MOUNT); }
/**
* Gets the currently used mount id.
* @return id of the currently used mount
*/
uint32 GetMountID() const { return GetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID); }
/**
* Mounts this Unit by setting the UNIT_FIELD_MOUNTDISPLAYID to the given mount
* id and setting the bitflag UNIT_FLAG_MOUNT in UNIT_FIELD_FLAGS. If this Unit
* is a player pets and such are despawned or not depending on the config option
* CONFIG_BOOL_PET_UNSUMMON_AT_MOUNT.
* @param mount the id of the mount to mount
* @param spellId id of the spell used to summon the mount, if 0 is passed in this is treated
* as a GM command or the Taxi service mounting the Player.
*/
void Mount(uint32 mount, uint32 spellId = 0);
/**
* Unmounts this Unit by sending the SMSG_DISMOUNT to the client if it was a dismount
* not issued by a GM / the Taxi service. Also changes the UNIT_FIELD_MOUNTDISPLAYID
* back to 0 and removes the flag UNIT_FLAG_MOUNT from UNIT_FIELD_FLAGS.
* @param from_aura if this was true the Unit was probably interrupted by a spell
* or something hitting it forcing a dismount.
*/
void Unmount(bool from_aura = false);
MountCapabilityEntry const* GetMountCapability(uint32 mountType) const;
void PlayOneShotAnimKit(uint32 id);
VehicleInfo* GetVehicleInfo() { return m_vehicleInfo; }
bool IsVehicle() const { return m_vehicleInfo != NULL; }
void SetVehicleId(uint32 entry, uint32 overwriteNpcEntry);
/**
* Returns the maximum skill value the given Unit can have. Ie: the sword skill can
* be maxed to 300 at level 60. And when you start a level 1 character you maximum
* skill with swords (given that you know them) is 5. The formula used is:
* Current Level * 5
* @param target target to get maximum skill value for, if this is NULL the
* returned value is for ourselves.
* @return the maximum skill level you can have at the your current level.
* TODO: Check out the GetLevelForTarget as it seems it's not doing anything constructive
* with it's arguments.
*/
uint16 GetMaxSkillValueForLevel(Unit const* target = NULL) const { return (target ? GetLevelForTarget(target) : getLevel()) * 5; }
/**
* Deals damage mods to the given victim. If the victim is dead, flying or in evade
* mode (for creatures) then the damage is absorbed into absorb and no damage
* is done.
* @param pVictim
* @param damage how much damage we want to try to make, will be updated to how
* much was actually made
* @param absorb if this is != NULL it will be updated with how much more from
* before of the damage that was absorbed. ie: absorb += damage not done
* TODO: Does DamageDeal in the AI's do anything?
* TODO: Fix this comment, doesn't really seem correct.
*/
void DealDamageMods(Unit* pVictim, uint32& damage, uint32* absorb);
/**
* Generally deals damage to a Unit.
* @param pVictim victim that will take damage
* @param damage the damage to make
* @param cleanDamage melee damage to make
* @param damagetype the type of damage we'll be doing, ie: DOT, DIRECT_DAMAGE etc.
* @param damageSchoolMask what school the damage has
* @param spellProto prototype for the spell that was cast
* @param durabilityLoss whether this damage should give a durability loss (10%) on death
* or not
* @return probably how much damage was actually dealt?
* TODO: Cleanup this function and split into smaller functions for readability
*/
uint32 DealDamage(Unit* pVictim, uint32 damage, CleanDamage const* cleanDamage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask, SpellEntry const* spellProto, bool durabilityLoss);
/**
* Generally heals a target for addhealth health
* @param pVictim the victim to heal
* @param addhealth how much health to add, modified by Unit::ModifyHealth
* @param spellProto spell prototype for the spell that made this heal
* @param critical whether or not this was a critical heal (true => crit)
* @return how much the target actually gained in health
*/
int32 DealHeal(Unit* pVictim, uint32 addhealth, SpellEntry const* spellProto, bool critical = false, uint32 absorb = 0);
/**
* Calls CallForAllControlledUnits with CONTROLLED_MINIPET and CONTROLLED_GUARDIAN
* to make them do something if they should when their owner kills someone/thing
* @param pVictim the target that was killed
* \see CallForAllControlledUnits
* \see ControlledUnitMask
*/
void PetOwnerKilledUnit(Unit* pVictim);
/**
* Hard to figure out what this does, TODO: Document this.
* @param pVictim possible victim of the proc
* @param procAttacker
* @param procVictim
* @param procEx
* @param amount
* @param attType
* @param procSpell
* \see ProcFlagsEx
*/
void ProcDamageAndSpell(Unit* pVictim, uint32 procAttacker, uint32 procVictim, uint32 procEx, uint32 amount, WeaponAttackType attType = BASE_ATTACK, SpellEntry const* procSpell = NULL);
/**
* Same as for Unit::ProcDamageAndSpell
* @param isVictim whether the target is considered the victim or not
* @param pTarget
* @param procFlag
* @param procExtra
* @param attType
* @param procSpell
* @param damage
* \see ProcFlagsEx
*/
void ProcDamageAndSpellFor(bool isVictim, Unit* pTarget, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, SpellEntry const* procSpell, uint32 damage);
/**
* Handles an emote, for example /charge would write something
* along the lines: "NAME begins to charge" in orange text. This
* method checks if it's a command or state, a command usually doesn't
* show anything while a state would show something, ie stand
* the character up.
* @param emote_id id of the emote to handle
* \see EmotesEntry
* TODO: Is this accurate?
*/
void HandleEmote(uint32 emote_id); // auto-select command/state
/**
* Sends a packet to the client SMSG_CLIENT with the emote_id given
* which in turn probably makes the client show some sort of animation
* for the given emote_id
* @param emote_id id of the emote to show
*/
void HandleEmoteCommand(uint32 emote_id);
/**
* Just updates the UNIT_NPC_EMOTESTATE field to the given emote_id.
* @param emote_id the emote to show
*/
void HandleEmoteState(uint32 emote_id);
/**
* Seems to do some damage to pVictim and also does extra attacks if the Unit
* has any by recursively calling itself up to Unit::m_extraAttacks times with
* the extra parameter set to true instead of the default false.
*
* Also calculates melee damage using Unit::CalculateMeleeDamage, deals damage and
* such using Unit::DealDamageMods and also procs any spell that might be interesting
* (TODO: Is that actually what ProcDamageAndSpell does?) using Unit::ProcDamageAndSpell
*
* @param pVictim the victim to hit
* @param attType what hand (main/off) we were using
* @param extra whether this was called recursively as an extra attack (true) or not (false)
*/
void AttackerStateUpdate(Unit* pVictim, WeaponAttackType attType = BASE_ATTACK, bool extra = false);
/**
* Calculates the chance that a melee attack will miss the given victim.
* The cap for miss chance is 0-60%, ie: you can't have a higher miss chance
* than 60% and not lower than 0%.
* @param pVictim the victim that will be attacked
* @param attType type of attack
* @return percentage between 0-60, ie: 57.0f = 57%
*/
float MeleeMissChanceCalc(const Unit* pVictim, WeaponAttackType attType) const;
/**
* Fills the CalcDamageInfo structure with data about how much damage was done, in what way,
* how much was absorbed etc. Also checks for different procs and inserts these flags into
* the structure. Also calculates bonus damage with Unit::MeleeDamageBonusDone and the damage
* with Unit::CalculateDamage
* @param pVictim the victim that was hit with damage
* @param damage how much damage to try to do
* @param damageInfo this is filled with data about what kind of damage that was done
* @param attackType type of attack, base/off/ranged
*/
void CalculateMeleeDamage(Unit* pVictim, CalcDamageInfo* damageInfo, WeaponAttackType attackType = BASE_ATTACK);
/**
* Deals melee damage, if the attack was parried we reduce the victims time until next hit
* instead of the weapons normal time by 20 or 60%.
* Also, if this is a NPC behind a (usually fleeing) player we have a chance to daze the
* target. Will update the Judgement aura duration too, and check if the victim given from
* CalcDamageInfo has any shields up and do damage to them in that case.
* @param damageInfo used to deal the damage
* @param durabilityLoss whether or not durability loss should happen
*/
void DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss);
bool IsAllowedDamageInArea(Unit* pVictim) const;
/**
* Calculates how much damage a spell should do, it will do some bonus damage according
* to which SpellNonMeleeDamage::DmgClass it belongs to, ie: SPELL_DAMAGE_CLASS_RANGED
* or SPELL_DAMAGE_CLASS_MELEE does bonus melee damage while the others make bonus spell
* damage. Also reduces the damage done based on armor.
* After returning this function will have filled the SpellNoneMeleeDamage::damage with
* how much damage was actually done.
* @param damageInfo info about attacker, target etc
* @param damage how much damage to try to do
* @param spellInfo info about the spell, needed by the helper functions
* @param attackType what we were attacking with
* \see Unit::IsSpellCrit
* \see Unit::CalcArmorReducedDamage
* \see SpellDmgClass
*/
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 GetShieldBlockDamageValue() const = 0;
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); }
/**
* Is this unit flying in taxi?
* @return true if the Unit has the state \ref UNIT_STAT_TAXI_FLIGHT (is flying in taxi), false otherwise
* \see hasUnitState
*/
bool IsTaxiFlying() const { return hasUnitState(UNIT_STAT_TAXI_FLIGHT); }
/**
* Checks to see if a creature, whilst moving along a path, has reached a specific waypoint, or near to
* @param currentPositionX is the creature's current X ordinate in the game world
* @param currentPositionY is the creature's current Y ordinate in the game world
* @param currentPositionZ is the creature's current Z ordinate in the game world
* @param destinationPositionX is the in game ordinate that we wish to check against the creature's current X ordinate (are they the same, or very close?)
* @param destinationPositionY is the in game ordinate that we wish to check against the creature's current Y ordinate (are they the same, or very close?)
* @param destinationPositionZ is the in game ordinate that we wish to check against the creature's current Z ordinate (are they the same, or very close?)
* @param distanceX is the distance from the creature's current X ordinate to the destination X ordinate
* @param distanceY is the distance from the creature's current Y ordinate to the destination Y ordinate
* @param distanceZ is the distance from the creature's current Z ordinate to the destination Z ordinate
*
*/
bool IsNearWaypoint(float currentPositionX, float currentPositionY, float currentPositionZ, float destinationPositionX, float destinationPositionY, float destinationPositionZ, float distanceX, float distanceY, float distanceZ);
/**
* Is this unit in combat?
* @return true if the Unit has the flag \ref UNIT_FLAG_IN_COMBAT (is in combat), false otherwise
* \see EUnitFields
* \see UnitFlags
*/
bool IsInCombat() const { return HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT); }
/**
* Sets this \ref Unit into combat, if it already was this has no bigger meaning if the
* PvP flag hasn't changed since last time it was applied.
* @param PvP whether this was a PvP combat or not, this is important for how quick the combat flag will wear away and possibly more
* @param enemy Our target that we are attacking, only does something if the attacked one is a creature it seems
* \see ClearInCombat
* \see SetInCombatWith
*/
void SetInCombatState(bool PvP, Unit* enemy = NULL);
/**
* Sets us in combat with the given enemy, this in turn just does a few small checks for if
* it's a duel or PvP and then calls \ref Unit::SetInCombatState with the correct value for
* PvP and enemy
* @param enemy the enemy that we are attacking/engaging
* \see ClearInCombat
* \see SetInCombatState
*/
void SetInCombatWith(Unit* enemy);
/**
* Clears the combat flag for this unit using \ref Object::RemoveFlag and clears
* the Unit state \ref UnitState::UNIT_STAT_ATTACK_PLAYER. This is not where a
* \ref Player s PvP flags are cleared, that is handled in \ref Player::UpdateContestedPvP
* \see EUnitFields
*/
void ClearInCombat();
/**
* Probably returns how long it is until this Unit should get out of PvP combat again,
* although not used in that sense.
* @return the time we have left from our start of PvP combat
* \todo Find out what this actually does/means
*/
uint32 GetCombatTimer() const { return m_CombatTimer; }
/**
* Gets all \ref SpellAuraHolder s that have the same given spell_id
* @param spell_id the spell_id to search for
* @return 2 iterators to the range of \ref SpellAuraHolder s that were found
*/
SpellAuraHolderBounds GetSpellAuraHolderBounds(uint32 spell_id)
{
return m_spellAuraHolders.equal_range(spell_id);
}
/**
* Same as \ref Unit::GetSpellAuraHolderBounds
*/
SpellAuraHolderConstBounds GetSpellAuraHolderBounds(uint32 spell_id) const
{
return m_spellAuraHolders.equal_range(spell_id);
}
/**
* Checks if this \ref Unit has the given AuraType
* @param auraType the type of aura to look for
* @return true if this \ref Unit is affected by the given \ref AuraType, false otherwise
*/
bool HasAuraType(AuraType auraType) const;
/**
* Checks if the given \ref SpellEntry affects the \ref AuraType in some way, this is done
* by calling \ref Aura::isAffectedOnSpell which in turn seems to check if the spellProto
* and the \ref Aura s own \ref SpellEntry have the same \ref SpellEntry::SpellFamilyName.
* (The \ref Aura get's it's \ref SpellEntry by calling \ref Aura::GetSpellProto)
* @param auraType the type of aura we want to check
* @param spellProto the spell we want to check for affecting the aura type
* @return true if the spell affects the given aura type, false otherwise
* \todo Is this actually correct, also, make it more clear what it actually checks
*/
bool HasAffectedAura(AuraType auraType, SpellEntry const* spellProto) const;
/**
* Checks if we have at least one \ref Aura that is associated with the given spell id
* and \ref SpellEffectIndex.
* @param spellId the spell id to look for
* @param effIndex the effect index the \ref Aura should have
* @return true if there was at least one \ref Aura associated with the id that belonged to
* the correct \ref SpellEffectIndex, false otherwise
*/
bool HasAura(uint32 spellId, SpellEffectIndex effIndex) const;
/**
* Checks if we have at least one \ref Aura that is associated with the given spell id via
* the \ref Unit::m_spellAuraHolders multimap. Generalized version of the other
* \ref Unit::HasAura
* @param spellId the spell id to look for
* @return true if there was at least one \ref Aura associated with the id, false otherwise
*/
bool HasAura(uint32 spellId) const
{
return m_spellAuraHolders.find(spellId) != m_spellAuraHolders.end();
}
bool HasAuraOfDifficulty(uint32 spellId) const;
/**
* This is overridden in \ref Player::HasSpell, \ref Creature::HasSpell and \ref Pet::HasSpell
* @return false in this implementation
*/
virtual bool HasSpell(uint32 /*spellID*/) const { return false; }
/**
* Check is this \ref Unit has a stealth modified applied
* @return true if this \ref Unit has the \ref AuraType \ref AuraType::SPELL_AURA_MOD_STEALTH
* applied, false otherwise
* \see Modifier
* \see Unit::HasAuraType
* \see AuraType
*/
bool HasStealthAura() const { return HasAuraType(SPELL_AURA_MOD_STEALTH); }
/**
* Check if this \ref Unit has a invisibility \ref Aura modifier applied.
* @return true if this \ref Unit has the \ref AuraType
* \ref AuraType::SPELL_AURA_MOD_INVISIBILITY applied, false otherwise
* \see Modifier
* \see Unit::HasAuraType
* \see AuraType
*/
bool HasInvisibilityAura() const { return HasAuraType(SPELL_AURA_MOD_INVISIBILITY); }
/**
* Check if this \ref Unit has a fear \ref Aura modifier applied. Ie, is it feared?
* @return true if this \ref Unit has the \ref AuraType \ref AuraType::SPELL_AURA_MOD_FEAR
* applied, false otherwise
* \see Modifier
* \see Unit::HasAuraType
* \see AuraType
*/
bool isFeared() const { return HasAuraType(SPELL_AURA_MOD_FEAR); }
/**
* Check if this \ref Unit has a rooting \ref Aura modifier applied. Ie, is it stuck in
* some way?
* @return true if this \ref Unit has the \ref AuraType \ref AuraType::SPELL_AURA_MOD_ROOT
* applied, false otherwise
* \see Modifier
* \see Unit::HasAuraType
* \see AuraType
*/
bool IsInRoots() const { return HasAuraType(SPELL_AURA_MOD_ROOT); }
/**
* Is this \ref Unit polymorphed?
* @return true if this \ref Unit is polymorphed, false otherwise
* \see GetSpellSpecific
* \see Unit::GetTransform
* \todo Move the implementation to .h file exactly as the earlier ones?
*/
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);
/**
* Casts a spell simple and square, outputs some debugging info for some reasons, ie: if the
* spellInfo is NULL it is logged and the function won't do anything. If the spell is triggered
* by an \ref Aura and there's no originalCaster it is updated to be the cast of the \ref Aura
* and the triggeredBy is set to be the \ref Aura s \ref SpellEntry. Some work is done to
* work out if we should set a destination and/or source for the spell and it is then cast.
*
* Also, linked spells seem to be taken care of in here, but only the ones that should be
* removed on cast, ie: \ref SpellLinkedType::SPELL_LINKED_TYPE_REMOVEONCAST. See
* \ref SpellLinkedEntry for more info and \ref SpellLinkedType
*
* Finally calls \ref Spell::prepare on the \ref Spell and that's where it continues the
* execution.
*
* @param Victim victim that should be hit by the spell
* @param spellInfo info about the spell to cast
* @param triggered whether this was triggered by some outside circumstance or used as a button
* press on your action bar, true means triggered by outside circumstance
* @param castItem the \ref Item that cast the spell if any, usually NULL
* @param triggeredByAura the \ref Aura that triggered the spell if any
* @param originalCaster usually just \ref ObjectGuid constructor
* @param triggeredBy the \ref SpellEntry that triggered this spell if any
* \see Spell
* \see SpellCastTargets
* \todo What's the original caster?
* \todo Document the spell linked
*/
void CastSpell(Unit* Victim, SpellEntry const* spellInfo, bool triggered, Item* castItem = NULL, Aura* triggeredByAura = NULL, ObjectGuid originalCaster = ObjectGuid(), SpellEntry const* triggeredBy = NULL);
/**
* Does pretty much the same thing as \ref Unit::CastSpell but uses the three bp0-bp2 variables
* to change the \ref Spell s \ref Spell::m_currentBasePoints for the different
* \ref SpellEffectIndexes. This also works as the first version of \ref Unit::CastSpell which
* just does some checks and then calls the other one.
*
* @param Victim victim that should be hit by the spell
* @param spellId id of the spell to be cast
* @param bp0 this will change the \ref Spell s member \ref Spell::m_currentBasePoints for
* \ref SpellEffectIndex::EFFECT_INDEX_0 to this value if it's not NULL.
* @param bp1 this will change the \ref Spell s member \ref Spell::m_currentBasePoints for
* \ref SpellEffectIndex::EFFECT_INDEX_1 to this value if it's not NULL.
* @param bp2 this will change the \ref Spell s member \ref Spell::m_currentBasePoints for
* \ref SpellEffectIndex::EFFECT_INDEX_2 to this value if it's not NULL.
* @param triggered whether this was triggered by some outside circumstance or used as a button
* press on your action bar, true means triggered by outside circumstance
* @param castItem the \ref Item that cast this if any
* @param triggeredByAura the \ref Aura that triggered this
* @param originalCaster the original caster if any
* @param triggeredBy the \ref SpellEntry that triggered this cast, if any
* \todo What's the original caster?
*/
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);
/**
* Same idea for this one as for \ref Unit::CastCustomSpell with a change to the spellid being
* exchanged for a \ref SpellEntry instead
*
* @param Victim victim that should be hit by the spell
* @param spellInfo info about the spell to cast
* @param bp0 this will change the \ref Spell s member \ref Spell::m_currentBasePoints for
* \ref SpellEffectIndex::EFFECT_INDEX_0 to this value if it's not NULL.
* @param bp1 this will change the \ref Spell s member \ref Spell::m_currentBasePoints for
* \ref SpellEffectIndex::EFFECT_INDEX_1 to this value if it's not NULL.
* @param bp2 this will change the \ref Spell s member \ref Spell::m_currentBasePoints for
* \ref SpellEffectIndex::EFFECT_INDEX_2 to this value if it's not NULL.
* @param triggered whether this was triggered by some outside circumstance or used as a button
* press on your action bar, true means triggered by outside circumstance
* @param castItem the \ref Item that cast this if any
* @param triggeredByAura the \ref Aura that triggered this
* @param originalCaster the original caster if any
* @param triggeredBy the \ref SpellEntry that triggered this cast, if any
* \todo What's the original caster?
*/
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);
/**
* Same idea as for \ref Unit::CastSpell, but with the parameters x, y, z telling the
* destination and source of the \ref SpellCastTargets depending on if the
* \ref SpellEntry::Targets bitflags have the
* \ref SpellCastTargetFlags::TARGET_FLAG_DEST_LOCATION set for destination and
* \ref SpellCastTargetFlags::TARGET_FLAG_SOURCE_LOCATION set for location
*
* @param x coord for source/dest
* @param y coord for source/dest
* @param z coord for source/dest
* @param spellId id of the spell that was cast
* @param triggered whether this was triggered by some outside circumstance or used as a button
* press on your action bar, true means triggered by outside circumstance
* @param castItem the \ref Item that cast this if any
* @param triggeredByAura the \ref Aura that triggered this
* @param originalCaster the original caster if any
* @param triggeredBy the \ref SpellEntry that triggered this cast, if any
*/
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);
/**
* Same idea as for \ref Unit::CastSpell, but with the parameters x, y, z telling the
* destination and source of the \ref SpellCastTargets depending on if the
* \ref SpellEntry::Targets bitflags have the
* \ref SpellCastTargetFlags::TARGET_FLAG_DEST_LOCATION set for destination and
* \ref SpellCastTargetFlags::TARGET_FLAG_SOURCE_LOCATION set for location
*
* @param x coord for source/dest
* @param y coord for source/dest
* @param z coord for source/dest
* @param spellInfo info about the spell to cast
* @param triggered whether this was triggered by some outside circumstance or used as a button
* press on your action bar, true means triggered by outside circumstance
* @param castItem the \ref Item that cast this if any
* @param triggeredByAura the \ref Aura that triggered this
* @param originalCaster the original caster if any
* @param triggeredBy the \ref SpellEntry that triggered this cast, if any
*/
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);
/**
* Changes the display id for this \ref Unit to the native one that it usually has.
* This is done by calling \ref Unit::SetDisplayId and \ref Unit::GetNativeDisplayId
* like so:
* \code{.cpp}
* SetDisplayId(GetNativeDisplayId());
* \endcode
*/
void DeMorph();
/**
* This sends an AttackStateUpdate, some info about damage that you've done etc.
* @param damageInfo the damage info used for knowing what to send
* \see OpcodesList::SMSG_ATTACKERSTATEUPDATE
* \todo Find out when and why this is sent
*/
void SendAttackStateUpdate(CalcDamageInfo* damageInfo);
/**
* The same thing as \ref Unit::SendAttackStateUpdate but you send along all the parameters
* that are needed instead of giving them through \ref CalcDamageInfo
* @param HitInfo hit information as in the \ref CalcDamageInfo::HitInfo
* @param target the target of the attack
* @param SwingType the swingtype, need to know what this is
* @param damageSchoolMask the damageschoolmask as the one from:
* \ref CalcDamageInfo::damageSchoolMask
* @param Damage the damage that was done
* @param AbsorbDamage how much of the damage that was absorbed
* @param Resist how much of the damage that was resisted
* @param TargetState the \ref VictimState of the target
* @param BlockedAmount how much of the damage that was blocked
* \todo What's the swingtype for?
*/
void SendAttackStateUpdate(uint32 HitInfo, Unit* target, uint8 SwingType, SpellSchoolMask damageSchoolMask, uint32 Damage, uint32 AbsorbDamage, uint32 Resist, VictimState TargetState, uint32 BlockedAmount);
void SendAttackStateUpdate(uint32 HitInfo, Unit* target, SpellSchoolMask damageSchoolMask, uint32 Damage, uint32 AbsorbDamage, uint32 Resist, VictimState TargetState, uint32 BlockedAmount);
/**
* Used to send a update to the combat log for all \ref Player/\ref Unit s in the vicinity.
* @param log Info about who/what did damage to who and how etc, data needed for the packet
* \see OpcodesList::SMSG_SPELLNONMELEEDAMAGELOG
* \todo Is this actually for the combat log?
*/
void SendSpellNonMeleeDamageLog(SpellNonMeleeDamage* log);
/**
* Same idea as for \ref Unit::SendSpellNonMeleeDamageLog but without the helping
* \ref SpellNonMeleeDamage. This will set the \ref SpellNonMeleeDamage::HitInfo member to
* the following before sending the packet:
* \code {.cpp}
* \ref HitInfo::SPELL_HIT_TYPE_UNK1 | \ref HitInfo::SPELL_HIT_TYPE_UNK3 | \ref HitInfo::SPELL_HIT_TYPE_UNK6
* \endcode
*
* And if the \a CriticalHit parameter is true then it will add the flag
* \ref HitInfo::SPELL_HIT_TYPE_CRIT
*
* @param target the target of the spell
* @param SpellID id of the spell that was used
* @param Damage the damage done including the damage that was resisted/absorbed/blocked etc.
* Ie: damage + absorbed + resisted. This will be subtracted to the bare damage when inserted
* into the \ref SpellNonMeleeDamage struct
* @param damageSchoolMask mask for which kind of damage this is, see \ref SpellSchools for
* possible values, the first set bit out of this mask will be used a the \ref SpellSchools
* @param AbsorbedDamage how much of the damage that was absorbed
* @param Resist how much of the damage that was resisted
* @param PhysicalDamage whether or not this was physical damage
* @param Blocked how much of the damage that was blocked
* @param CriticalHit whether it was a critical hit or not
* \see HitInfo
* \see OpcodesList::SMSG_SPELLNONMELEEDAMAGELOG
* \todo Is this actually for the combat log?
*/
void SendSpellNonMeleeDamageLog(Unit* target, uint32 SpellID, uint32 Damage, SpellSchoolMask damageSchoolMask, uint32 AbsorbedDamage, uint32 Resist, bool PhysicalDamage, uint32 Blocked, bool CriticalHit = false);
/**
* Sends some data to the combat log about the periodic effects of an \ref Aura, it might be
* periodic healing/damage etc. Perhaps it increases the amount of power you have as a rogue
* and such. For more info on what exactly is sent etc see
* \ref OpcodesList::SMSG_PERIODICAURALOG.
* @param pInfo Info about the periodic effect of the \ref Aura
* \see OpcodesList::SMSG_PERIODICAURALOG
* \todo Is this actually for the combat log?
*/
void SendPeriodicAuraLog(SpellPeriodicAuraLogInfo* pInfo);
/**
* Sends some data to the combat log about a spell that missed someone else. For more info
* on what's sent see \ref OpcodesList::SMSG_SPELLLOGMISS
* @param target the target of the \ref Spell that missed
* @param spellID id of the spell that missed
* @param missInfo info about how the spell actually missed ie: resisted/blocked/reflected etc.
*/
void SendSpellMiss(Unit* target, uint32 spellID, SpellMissInfo missInfo);
/**
* Teleports a \ref Creature or \ref Player to some coordinates within the same \ref Map,
* hence the name. If it's a \ref Creature that's being teleported it needs to have it's
* \ref MovementGenerator interrupted before the teleport and then reset afterwards. See
* \ref MovementGenerator::Reset and \ref MovementGenerator::Interrupt. Also, after moving
* a \ref Creature a hearbeat needs to be sent to inform the clients about the new location,
* this is done using \ref Unit::SendHeartBeat and the actual move of the \ref Creature is
* done with \ref Map::CreatureRelocation
* @param x the new x coord
* @param y the new y coord
* @param z the new z coord
* @param orientation the orientation after teleport, 0 is north and it's measured in radians
* @param casting used to decide whether a spell cast should be interrupted if a \ref Player
* is going to be teleported, see \ref TeleportToOptions::TELE_TO_SPELL, the idea is that
* you don't interrupt spellcasting at teleport if the spell is meant to teleport you as
* that would defeat the purpose of trying to teleport one self :)
*/
void NearTeleportTo(float x, float y, float z, float orientation, bool casting = false);
/**
* Moves this \ref Unit to the given position in x,y,z coordinates. we can choose whether or
* not we want to generate a path to the target or just move straight there and if we would
* like to force the destination when creating the \ref PathFinder, only interesting
* if we have set generatePath to true.
*
* Taken from comments: recommend use \ref Unit::MonsterMove / \ref Unit::MonsterMoveWithSpeed
* for most case that correctly work with movegens, mmaps
* @param x the x coord to move to
* @param y the y coord to move to
* @param z the z coord to move to
* @param speed at which speed the \ref Unit should move
* @param generatePath whether a real path should be generated using a \ref PathFinder which
* will try to create a smooth path. if false we just go from current pos to given pos
* @param forceDestination if this is true it seems that we will try to get to our target
* even if there's something in the way. Otherwise we stop before we get there if there
* are obstacles
* \todo In what is the speed expressed? What is normal walking/running speed?
* \todo Is the dox about forceDestination correct?
*/
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
/**
* Tells nearby \ref Unit s and such that this \ref Unit has moved to a new position using
* \ref OpcodesList::MSG_MOVE_HEARTBEAT which will send the new position to all clients etc
* in the same \ref Cell
*/
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*/) {}
/**
* Changes this \ref Unit s ability to walk on water.
* @param enabled whether this \ref Unit should be able to walk on water (true) or not
* be able to (false)
* \see Player::SetWaterWalk
*/
virtual void SetWaterWalk(bool /*enabled*/) {}
/**
* Turns this \ref Unit towards the given one.
* @param target the \ref Unit we want to be turned towards
* \see WorldObject::SetOrientation
* \see WorldObejct::GetAngle
*/
void SetInFront(Unit const* target);
/**
* Sets this \ref Unit to face a certain angle.
* @param ori where we should start facing, measured in radians, 0 = north pi/2 = east etc.
* \todo is pi/2 = east or west? Logic says east?
*/
void SetFacingTo(float ori);
/**
* Does pretty much the same thing as \ref Unit::SetInFront but calls \ref Unit::SetFacingTo
* instead, which uses a \ref MoveSplineInit instead of just changing the angle.
* @param pObject the \ref WorldObject we should be facing
* \todo What difference does it make to use \ref MoveSplineInit instead of just directly
* changing the angle? Is it smoother?
*/
void SetFacingToObject(WorldObject* pObject);
void SendHighestThreatUpdate(HostileReference* pHostileReference);
void SendThreatClear();
void SendThreatRemove(HostileReference* pHostileReference);
void SendThreatUpdate();
/**
* Checks whether or not this \ref Unit is alive by checking the \ref Unit::m_deathState member
* for the value \ref DeathState::ALIVE
* @return true if this \ref Unit is alive, false otherwise
*/
bool IsAlive() const { return (m_deathState == ALIVE); };
bool IsDying() const { return (m_deathState == JUST_DIED); }
/**
* Checks whether or not this \ref Unit is dead by checking the \ref Unit::m_deathState member
* for the value \ref DeathState::DEAD or \ref DeathState::CORPSE
* @return true if this \ref Unit is dead or a corpse (also dead), false otherwise
*/
bool IsDead() const { return (m_deathState == DEAD || m_deathState == CORPSE); };
/**
* Returns the current \ref DeathState for this \ref Unit.
* @return the value of the member \ref Unit::m_deathState
*/
DeathState getDeathState() const { return m_deathState; };
/**
* Changes the \ref DeathState for this \ref Unit and making sure that some things that should
* happen when that changes happen, ie: you just died, then you're auras should be removed,
* any combopoints that you had should be removed etc.
*
* This is overwritten to do different things in at least \ref Player, \ref Creature, \ref Pet
* @param s the new \ref DeathState this \ref Unit should get
*/
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()); }
/**
* Gets either the current charmer (ie mind control) or the owner of this \ref Unit
* @return the \ref ObjectGuid of either the charmer of this \ref Unit or the owner of it
*/
ObjectGuid const& GetCharmerOrOwnerGuid() const { return GetCharmerGuid() ? GetCharmerGuid() : GetOwnerGuid(); }
/**
* Same thing as \ref Unit::GetCharmerOrOwnerGuid but with the exception that it returns
* it's own \ref ObjectGuid if it has no owner or charmer.
* @return either the charmers, owners or it's own \ref ObjectGuid
*/
ObjectGuid const& GetCharmerOrOwnerOrOwnGuid() const
{
if (ObjectGuid const& guid = GetCharmerOrOwnerGuid())
{ return guid; }
return GetObjectGuid();
}
/**
* Checks if the charmer or owner is a \ref Player
* @return true if the charmer or owner is a \ref Player, false otherwise
* \see ObjectGuid::IsPlayer
*/
bool isCharmedOwnedByPlayerOrPlayer() const { return GetCharmerOrOwnerOrOwnGuid().IsPlayer(); }
/**
* Get's the \ref Player that owns the \ref SpellModifier for this \ref Unit, if this
* \ref Unit is a \ref Player it's the owner, but if it's a \ref Pet och \ref Totem then
* then owner of the totem is returned if it's a \ref Player
* @return The \ref SpellModifier owner for this \ref Unit
*/
Player* GetSpellModOwner() const;
/**
* Returns the \ref Unit that owns this \ref Unit if any
* @return the \ref Unit that owns this one, NULL if there is no owner
* \see Unit::GetOwnerGuid
*/
Unit* GetOwner() const;
/**
* Returns the \ref Pet for this \ref Unit if any
* @return the \ref Pet that is associated with this \ref Unit if any, NULL if there is none
* \see Unit::GetPetGuid
*/
Pet* GetPet() const;
/**
* Returns the \ref Unit that's currently charming this one if any.
* @return the \ref Unit that's charming this one, NULL if there is none
*/
Unit* GetCharmer() const;
/**
* Returns the \ref Unit that this one is currently charming
* @return the \ref Unit that this one is charming, NULL if there is none
*/
Unit* GetCharm() const;
/**
* Removes all \ref Aura s causing this \ref Unit to be charmed/possessed, the \ref Aura s
* that cause this are:
* - \ref AuraType::SPELL_AURA_MOD_CHARM
* - \ref AuraType::SPELL_AURA_MOD_POSSESS
* - \ref AuraType::SPELL_AURA_MOD_POSSESS_PET
*/
void Uncharm();
/**
* Does the same as \ref Unit::GetCharmerOrOwnerGuid but returns the \ref Unit for that instead
* @return the \ref Unit that's charming this one or owning it, NULL if there is none
*/
Unit* GetCharmerOrOwner() const { return GetCharmerGuid() ? GetCharmer() : GetOwner(); }
/**
* Does the same a \ref Unit::GetCharmerOrOwner but if there is none of those it returns itself
* @return a \ref Unit that's either owning or charming this one or just itself.
*/
Unit* GetCharmerOrOwnerOrSelf()
{
if (Unit* u = GetCharmerOrOwner())
{ return u; }
return this;
}
bool IsCharmerOrOwnerPlayerOrPlayerItself() const;
Player* GetCharmerOrOwnerPlayerOrPlayerItself();
Player const* GetCharmerOrOwnerPlayerOrPlayerItself() const;
/**
* Set's the current \ref Pet for this \ref Unit
* @param pet The \ref Pet to add to this \ref Unit
*/
void SetPet(Pet* pet);
/**
* Set's who we're currently charming
* @param pet The \ref Unit to set as charmed by us
*/
void SetCharm(Unit* pet);
/**
* Adds a guardian to this \ref Unit which will generally defend this \ref Unit when on a
* threat list.
* @param pet the guardian to add
* \see Unit::m_guardianPets
*/
void AddGuardian(Pet* pet);
/**
* Removes a guardian from this \ref Unit
* @param pet the guardian to remove
* \see Unit::m_guardianPets
*/
void RemoveGuardian(Pet* pet);
/**
* Removes all current guardians from this \ref Unit
*/
void RemoveGuardians();
/**
* Finds a guardian by it's entry, this is the entry in character.character_pet
* @param entry the entry to find
* @return the guardian/\ref Pet found or NULL if there's no such entry in the db
* \todo Is it the correct entry
*/
Pet* FindGuardianWithEntry(uint32 entry);
Pet* GetProtectorPet(); // expected single case in guardian list
/**
* Is this \ref Unit charmed?
* @return true if the \ref Unit has a charmer, false otherwise
* \see Unit::GetCharmerGuid
*/
bool IsCharmed() const { return !GetCharmerGuid().IsEmpty(); }
/**
* There's only \ref CharmInfo available if this \ref Unit is in fact charmed by someone
* @return The \ref CharmInfo for this \ref Unit if any, NULL otherwise
*/
CharmInfo* GetCharmInfo() { return m_charmInfo; }
/**
* Init the \ref CharmInfo struct with data about the \ref Unit that will be charmed
* @param charm the \ref Unit that is to be charmed
* @return the created \ref CharmInfo
* \todo Is the charm param really the unit to be charmed?
*/
CharmInfo* InitCharmInfo(Unit* charm);
/**
* Get's the \ref ObjectGuid for a certain totem type that this \ref Unit has spawned
* @param slot the slot to get the \ref ObjectGuid for
* @return the \ref ObjectGuid for the given totem slot
*/
ObjectGuid const& GetTotemGuid(TotemSlot slot) const { return m_TotemSlot[slot]; }
/**
* Gets a certain \ref Totem that this \ref Unit has spawned
* @param slot the slot to get the \ref Totem for
* @return The requested totem if there is any spawned, NULL otherwise
*/
Totem* GetTotem(TotemSlot slot) const;
/**
* @return True if all totems slots are used (spawned), false otherwise
*/
bool IsAllTotemSlotsUsed() const;
/**
* This is internal code that should only be called from the \ref Totem summon code
* @param slot
* @param totem
* \internal
*/
void _AddTotem(TotemSlot slot, Totem* totem); // only for call from Totem summon code
/**
* This is internal code that should only be called from the \ref Totem class.
* @param totem
* \internal
*/
void _RemoveTotem(Totem* totem); // only for call from Totem class
/**
* This will call the given function for all controlled \ref Unit s, for an example of
* how one such function could look please have a look at \ref CallForAllControlledUnitsExample
*
* The functors operator() should have the following signature:
* \code{.cpp}
* void operator()(Unit* unit) { ... };
* \endcode
* @param func the functor object used to call for each \ref Unit that we will find matching
* the mask
* @param controlledMask a mask telling which of the controlled \ref Unit s we want to call
* the functor for
*/
template<typename Func>
void CallForAllControlledUnits(Func const& func, uint32 controlledMask);
/**
* Works pretty much the same way as \ref Unit::CallForAllControlledUnits but instead
* the functors operator() should have the following signature:
* \code{.cpp}
* bool operator()(Unit* unit) { ... };
* \endcode
* @param func a functor object used to call for each \ref Unit that we will find matching
* the mask
* @param controlledMask a mask telling which of the controlled \ref Unit s we want to call
* the functor for
* @return true if the functor returned true for one of the \ref Unit s included by the
* controlledMask, false if none of them returned true
* \see Unit::isAttackingPlayer
*/
template<typename Func>
bool CheckAllControlledUnits(Func const& func, uint32 controlledMask) const;
/**
* Adds a \ref SpellAuraHolder
* @param holder the holder to add
* @return true if the holder was added, false otherwise
*/
bool AddSpellAuraHolder(SpellAuraHolder* holder);
/**
* Adds a \ref Aura to \ref Unit::m_modAuras
* @param aura the \ref Aura to add
*/
void AddAuraToModList(Aura* aura);
/**
* Removes an \ref Aura and sets the reason for removal inside the \ref Aura.
*
* removing specific aura stack (From old comment)
* @param aura the \ref Aura to remove
* @param mode the reason why it is being removed
* \see Aura::SetRemoveMode
*/
void RemoveAura(Aura* aura, AuraRemoveMode mode = AURA_REMOVE_BY_DEFAULT);
/**
* Removes an \ref Aura by spell id and the effect index for that spell to find out
* which \ref Aura to remove.
* @param spellId id of the spell which has the sought \ref Aura somewhere
* @param effindex the effect index for the spell to find the right \ref Aura
* @param except if != NULL we will not remove this \ref Aura if found
*/
void RemoveAura(uint32 spellId, SpellEffectIndex effindex, Aura* except = NULL);
/**
* Removes a \ref SpellAuraHolder from this \ref Unit. This will remove all the effects that
* are currently stored in the \ref SpellAuraHolder.
* @param holder holder to be removed
* @param mode reason for removal
*/
void RemoveSpellAuraHolder(SpellAuraHolder* holder, AuraRemoveMode mode = AURA_REMOVE_BY_DEFAULT);
/**
* Removes a single \ref Aura from a \ref SpellAuraHolder to cancel out just one effect of a
* \ref Spell.
* @param holder the holder to remove the \ref Aura from
* @param index the effect index to tell which \ref Aura we want to remove
* @param mode the reason for removing it
*/
void RemoveSingleAuraFromSpellAuraHolder(SpellAuraHolder* holder, SpellEffectIndex index, AuraRemoveMode mode = AURA_REMOVE_BY_DEFAULT);
/**
* Does the same thing as \ref Unit::RemoveSingleAuraFromSpellAuraHolder but with spell id
* instead of a \ref SpellAuraHolder
* @param id id of the spell to find the \ref Aura in
* @param index the effect index to tell which \ref Aura we want to remove
* @param casterGuid guid of the caster to filter it out to just one \ref Aura to remove
* @param mode reason for removal
*/
void RemoveSingleAuraFromSpellAuraHolder(uint32 id, SpellEffectIndex index, ObjectGuid casterGuid, AuraRemoveMode mode = AURA_REMOVE_BY_DEFAULT);
/**
* Removes all \ref Aura s that a certain spell would cause via it's effects (up to 3 of them
* per \ref Aura).
*
* From old doc: removing specific aura stacka by diff reasons and selections
* @param spellId id of the spell causing the \ref Aura s you would like to remove
* @param except a spell that shouldn't be included in the removal
* @param mode reason for removal
* \see SpellEntry::Effect
*/
void RemoveAurasDueToSpell(uint32 spellId, SpellAuraHolder* except = NULL, AuraRemoveMode mode = AURA_REMOVE_BY_DEFAULT);
/**
* Removes all \ref Aura s that a certain spell cast by a certain \ref Item would cause via
* it's effects (up to 3 of them per \ref Aura).
* @param castItem the \ref Item that cast the spell
* @param spellId id of the spell causing the \ref Aura s you would like to remove
*/
void RemoveAurasDueToItemSpell(Item* castItem, uint32 spellId);
/**
* Removes all \ref Aura s that a certain spell cast by a certain \ref Player / \ref Unit
* would cause via it's effects (up to 3 of them per \ref Aura)
* @param spellId id of the \ref Spell causing the \ref Aura s you would like to remove
* @param casterGuid \ref ObjectGuid of the caster
* @param mode reason for removal
*/
void RemoveAurasByCasterSpell(uint32 spellId, ObjectGuid casterGuid, AuraRemoveMode mode = AURA_REMOVE_BY_DEFAULT);
void RemoveAurasDueToSpellBySteal(uint32 spellId, ObjectGuid casterGuid, Unit* stealer);
/**
* Removes all \ref Aura s caused by a certain spell because it was canceled.
* @param spellId id of the \ref Spell causing the \ref Aura s you would like to remove
*/
void RemoveAurasDueToSpellByCancel(uint32 spellId);
// removing unknown aura stacks by diff reasons and selections
/**
* From old doc: removing unknown aura stacks by diff reasons and selections
* \todo Document and find out what it does
*/
void RemoveNotOwnTrackedTargetAuras(uint32 newPhase = 0x0);
/**
* Removes all \ref SpellAuraHolder s that have the given \ref Mechanics mask which is created
* by doing something like the following if we want a mask for \ref Mechanics::MECHANIC_SAPPED:
* \code{.cpp}
* uint32 mask = 1 << (MECHANIC_SAPPED - 1);
* \endcode
* @param mechMask a mask of \ref Mechanics, see \ref MECHANIC_NOT_REMOVED_BY_SHAPESHIFT,
* \ref IMMUNE_TO_ROOT_AND_SNARE_MASK for examples
* @param exceptSpellId id of a \ref Spell that shouldn't be removed
* @param non_positive if we should remove non positive \ref Aura s or not, defaults to false
*/
void RemoveAurasAtMechanicImmunity(uint32 mechMask, uint32 exceptSpellId, bool non_positive = false);
/**
* Removes all \ref Spell s that cause the given \ref AuraType
* @param auraType the type of auras we would like to remove spells for
*/
void RemoveSpellsCausingAura(AuraType auraType);
/**
* Same as \ref Unit::RemoveSpellsCausingAura but with an exception
* for a \ref SpellAuraHolder that shouldn't be removed
* @param auraType the type of auras we would like to remove spells for
* @param except this will be excepted from removal
*/
void RemoveSpellsCausingAura(AuraType auraType, SpellAuraHolder* except);
/**
* Same as \ref Unit::RemoveSpellsCausingAura but for a matching caster aswell.
* @param auraType the type of auras we would like to remove spells for
* @param casterGuid remove the aura only if the caster is equal to this guid
*/
void RemoveSpellsCausingAura(AuraType auraType, ObjectGuid casterGuid);
/**
* Removes all ranks of the given \ref Spell, ie: if the spellid of rank 1 inner fire is
* given all the ranks of it will be removed.
* @param spellId id of the spell we want to remove all ranks for
*/
void RemoveRankAurasDueToSpell(uint32 spellId);
/**
*
* @param holder
* @return true if we could remove something (and did), false otherwise
* \todo Document what this does and break into smaller functions!
*/
bool RemoveNoStackAurasDueToAuraHolder(SpellAuraHolder* holder);
/**
* Removes all \ref Aura s that have the given interrupt flags
* @param flags see \ref AuraInterruptFlags for possible flags
*/
void RemoveAurasWithInterruptFlags(uint32 flags);
/**
* Removes all \ref Aura s that have the given attributes
* @param flags see \ref SpellAttributes for possible values
*/
void RemoveAurasWithAttribute(uint32 flags);
/**
* Removes all \ref Aura s which can be dispelled by the given \ref DispelType
* @param type the given type that you want to remove all \ref Aura s for
* @param casterGuid if this isn't 0 it will be checked that the caster of the \ref Spell is
* the same as the given guid before removal.
*/
void RemoveAurasWithDispelType(DispelType type, ObjectGuid casterGuid = ObjectGuid());
/**
* Removes all \ref Aura s.
* @param mode the reason for removal
*/
void RemoveAllAuras(AuraRemoveMode mode = AURA_REMOVE_BY_DEFAULT);
void RemoveArenaAuras(bool onleave = false);
/**
* Removes all \ref Aura s on this \ref Unit s death. Removes all visible \ref Aura s and
* disabled the mods for the passive ones (taken from old docs). The reason used is
* \ref AuraRemoveMode::AURA_REMOVE_BY_DEATH
* \todo Where does it remove the passive ones?
*/
void RemoveAllAurasOnDeath();
/**
* used when evading to remove all auras except some special auras. Linked and flying
* \ref Aura s shouldn't be removed on evade.
* \todo Are linked and flying auras really not removed on evade?
*/
void RemoveAllAurasOnEvade();
// 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;
uint32 GetCreateMaxPowers(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* GetCurrentSpell(uint32 spellType) const { return m_currentSpells[spellType]; }
Spell* FindCurrentSpellBySpellId(uint32 spell_id) const;
bool CheckAndIncreaseCastCounter();
void DecreaseCastCounter() { if (m_castCounter) --m_castCounter; }
ObjectGuid m_ObjectSlotGuid[MAX_OBJECT_SLOT];
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;
}
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;
TrackedAuraTargetMap& GetTrackedAuraTargets(TrackedAuraType type) { return m_trackedAuraTargets[type]; }
TrackedAuraTargetMap const& GetTrackedAuraTargets(TrackedAuraType type) const { return m_trackedAuraTargets[type]; }
SpellImmuneList m_spellImmune[MAX_SPELL_IMMUNITY];
// Threat related methods
bool CanHaveThreatList(bool ignoreAliveState = false) 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);
void FixateTarget(Unit* pVictim);
ObjectGuid GetFixateTargetGuid() const { return m_fixateTargetGuid; }
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; }
SpellAuraHolder* GetVisibleAura(uint8 slot) const
{
VisibleAuraMap::const_iterator itr = m_visibleAuras.find(slot);
if (itr != m_visibleAuras.end())
return itr->second;
return NULL;
}
void SetVisibleAura(uint8 slot, SpellAuraHolder* holder)
{
if (!holder)
m_visibleAuras.erase(slot);
else
m_visibleAuras[slot] = holder;
}
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());
Aura* GetTriggeredByClientAura(uint32 spellId) const;
SpellAuraHolder* GetSpellAuraHolder(uint32 spellid) const;
SpellAuraHolder* GetSpellAuraHolder(uint32 spellid, ObjectGuid casterGUID) const;
SpellAuraHolderMap& GetSpellAuraHolderMap() { return m_spellAuraHolders; }
SpellAuraHolderMap const& GetSpellAuraHolderMap() const { return m_spellAuraHolders; }
/**
* Get's a list of all the \ref Aura s of the given \ref AuraType that are currently
* affecting this \ref Unit.
* @param type the aura type we want to find
* @return A list of the auras currently applied to the \ref Unit with the given \ref AuraType
* \see Unit::m_modAuras
*/
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 HandleInvisibilityAuraProc(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;
}
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, bool castOnSelf);
bool IsImmunedToDamage(SpellSchoolMask meleeSchoolMask);
virtual bool IsImmuneToSpellEffect(SpellEntry const* spellInfo, SpellEffectIndex index, bool castOnSelf) const;
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, bool ignoreChange = false);
float GetSpeed(UnitMoveType mtype) const;
float GetSpeedRate(UnitMoveType mtype) const { return m_speed_rate[mtype]; }
void SetSpeedRate(UnitMoveType mtype, float rate, bool forced = false, bool ignoreChange = 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, Spell const* spell = NULL);
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(bool forceSendStop = false);
void InterruptMoving(bool forceSendStop = false);
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 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;
bool HasWorgenForm() 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);
void BuildMoveFeatherFallPacket(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; ///< The current state of life/death for this \ref Unit
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;
// Store Auras for which the target must be tracked
TrackedAuraTargetMap m_trackedAuraTargets[MAX_TRACKED_AURA_TYPES];
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_holyPowerRegenTimer;
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
// Wrapper called by DealDamage when a creature is killed
void JustKilledCreature(Creature* victim, Player* responsiblePlayer);
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];
ObjectGuid m_fixateTargetGuid; //< Stores the Guid of a fixated target
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 (Pet* 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 (Pet 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