mangos/src/game/Object/Unit.cpp
Elmsroth b4e54bc4de
Multiple fixes (#116)
* Fix usage of Gnomish Universal Remote (ItemID: 7506)

https://classic.wowhead.com/item=7506/gnomish-universal-remote
Will now apply correct random spells :
Spells :  8345 - Control the machine | 8346 = Malfunction the machine (root) | 8347 = Taunt/enrage the machine

* Fix Spells "Hate to Zero" 


https://classic.wowhead.com/spell=9204/hate-to-zero#see-also-other
SpellIDs : 9204 | 20538  | 26569 | 26637

* Upgrade Unit::RemoveAllAurasOnEvade method

As specific list of spell used when evading to remove all auras except some special auras

* Fix npc_escortAI - Properly despawn pets that act as escorts

Thanks to caa548ca7d

* Fix autoshot not reinstating 0.5 sec cooldown on stopping (adapt Unit::IsNonMeleeSpellCasted method)

Source : 20602b3ead
This fix needed to rewrite and add more stuff to be fully ported from CMangos.

* Fix build compile

Implement "IsClientControlled()" missing
Rename some defines to match CMangos ones which are more relevant and would facilitate backports.
2020-11-02 21:44:10 +00:00

11037 lines
342 KiB
C++

/**
* 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) 2005-2020 MaNGOS <https://getmangos.eu>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* World of Warcraft, and all World of Warcraft or Warcraft art, images,
* and lore are copyrighted by Blizzard Entertainment, Inc.
*/
#include "Unit.h"
#include "Log.h"
#include "Opcodes.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "World.h"
#include "ObjectMgr.h"
#include "ObjectGuid.h"
#include "SpellMgr.h"
#include "Player.h"
#include "Creature.h"
#include "Spell.h"
#include "Group.h"
#include "SpellAuras.h"
#include "ObjectAccessor.h"
#include "CreatureAI.h"
#include "TemporarySummon.h"
#include "Pet.h"
#include "Util.h"
#include "Totem.h"
#include "BattleGround/BattleGround.h"
#include "InstanceData.h"
#include "OutdoorPvP/OutdoorPvP.h"
#include "MapPersistentStateMgr.h"
#include "GridNotifiersImpl.h"
#include "CellImpl.h"
#include "MovementGenerator.h"
#include "movement/MoveSplineInit.h"
#include "movement/MoveSpline.h"
#include "CreatureLinkingMgr.h"
#ifdef ENABLE_ELUNA
#include "LuaEngine.h"
#include "ElunaEventMgr.h"
#endif /* ENABLE_ELUNA */
#include <math.h>
#ifdef WIN32
inline uint32 getMSTime() { return GetTickCount(); }
#else
inline uint32 getMSTime()
{
struct timeval tv;
gettimeofday(&tv, NULL);
return (tv.tv_sec * 1000) + (tv.tv_usec / 1000);
}
#endif
float baseMoveSpeed[MAX_MOVE_TYPE] =
{
2.5f, // MOVE_WALK
7.0f, // MOVE_RUN
4.5f, // MOVE_RUN_BACK
4.722222f, // MOVE_SWIM
2.5f, // MOVE_SWIM_BACK
3.141594f, // MOVE_TURN_RATE
};
////////////////////////////////////////////////////////////
// Methods of class MovementInfo
void MovementInfo::Read(ByteBuffer& data)
{
data >> moveFlags >> time;
data >> pos.x >> pos.y >> pos.z >> pos.o;
if (HasMovementFlag(MOVEFLAG_ONTRANSPORT))
{
data >> t_guid;
data >> t_pos.x;
data >> t_pos.y;
data >> t_pos.z;
data >> t_pos.o;
data >> t_time;
}
if (HasMovementFlag(MOVEFLAG_SWIMMING))
{
data >> s_pitch;
}
/* This is never sent when we're on a taxi */
if (!HasMovementFlag(MOVEFLAG_ONTRANSPORT))
{
data >> fallTime;
}
if (HasMovementFlag(MOVEFLAG_FALLING))
{
data >> jump.velocity;
data >> jump.sinAngle;
data >> jump.cosAngle;
data >> jump.xyspeed;
}
if (HasMovementFlag(MOVEFLAG_SPLINE_ELEVATION))
{
data >> u_unk1; // unknown
}
}
void MovementInfo::Write(ByteBuffer& data) const
{
data << moveFlags << time;
data << pos.x << pos.y << pos.z << pos.o;
if (HasMovementFlag(MOVEFLAG_ONTRANSPORT))
{
data << t_guid;
data << t_pos.x;
data << t_pos.y;
data << t_pos.z;
data << t_pos.o;
data << t_time;
}
if (HasMovementFlag(MOVEFLAG_SWIMMING))
{
data << s_pitch;
}
/* This is never sent when we're on a taxi */
if (!HasMovementFlag(MOVEFLAG_ONTRANSPORT))
{
data << fallTime;
}
if (HasMovementFlag(MOVEFLAG_FALLING))
{
data << jump.velocity;
data << jump.sinAngle;
data << jump.cosAngle;
data << jump.xyspeed;
}
if (HasMovementFlag(MOVEFLAG_SPLINE_ELEVATION))
{
data << u_unk1; // unknown
}
}
////////////////////////////////////////////////////////////
// Methods of class GlobalCooldownMgr
bool GlobalCooldownMgr::HasGlobalCooldown(SpellEntry const* spellInfo) const
{
GlobalCooldownList::const_iterator itr = m_GlobalCooldowns.find(spellInfo->StartRecoveryCategory);
return itr != m_GlobalCooldowns.end() && itr->second.duration && WorldTimer::getMSTimeDiff(itr->second.cast_time, WorldTimer::getMSTime()) < itr->second.duration;
}
void GlobalCooldownMgr::AddGlobalCooldown(SpellEntry const* spellInfo, uint32 gcd)
{
m_GlobalCooldowns[spellInfo->StartRecoveryCategory] = GlobalCooldown(gcd, WorldTimer::getMSTime());
}
void GlobalCooldownMgr::CancelGlobalCooldown(SpellEntry const* spellInfo)
{
m_GlobalCooldowns[spellInfo->StartRecoveryCategory].duration = 0;
}
////////////////////////////////////////////////////////////
// Methods of class Unit
Unit::Unit() :
movespline(new Movement::MoveSpline()),
m_charmInfo(NULL),
i_motionMaster(this),
m_ThreatManager(this),
m_HostileRefManager(this)
{
m_objectType |= TYPEMASK_UNIT;
m_objectTypeId = TYPEID_UNIT;
m_updateFlag = (UPDATEFLAG_ALL | UPDATEFLAG_LIVING | UPDATEFLAG_HAS_POSITION);
m_attackTimer[BASE_ATTACK] = 0;
m_attackTimer[OFF_ATTACK] = 0;
m_attackTimer[RANGED_ATTACK] = 0;
m_modAttackSpeedPct[BASE_ATTACK] = 1.0f;
m_modAttackSpeedPct[OFF_ATTACK] = 1.0f;
m_modAttackSpeedPct[RANGED_ATTACK] = 1.0f;
m_extraAttacks = 0;
m_state = 0;
m_deathState = ALIVE;
for (uint32 i = 0; i < CURRENT_MAX_SPELL; ++i)
{
m_currentSpells[i] = NULL;
}
m_castCounter = 0;
// m_Aura = NULL;
// m_AurasCheck = 2000;
// m_removeAuraTimer = 4;
m_spellAuraHoldersUpdateIterator = m_spellAuraHolders.end();
m_AuraFlags = 0;
m_Visibility = VISIBILITY_ON;
m_AINotifyScheduled = false;
m_detectInvisibilityMask = 0;
m_invisibilityMask = 0;
m_transform = 0;
m_canModifyStats = false;
for (int i = 0; i < MAX_SPELL_IMMUNITY; ++i)
{
m_spellImmune[i].clear();
}
for (int i = 0; i < UNIT_MOD_END; ++i)
{
m_auraModifiersGroup[i][BASE_VALUE] = 0.0f;
m_auraModifiersGroup[i][BASE_PCT] = 1.0f;
m_auraModifiersGroup[i][TOTAL_VALUE] = 0.0f;
m_auraModifiersGroup[i][TOTAL_PCT] = 1.0f;
}
// implement 50% base damage from offhand
m_auraModifiersGroup[UNIT_MOD_DAMAGE_OFFHAND][TOTAL_PCT] = 0.5f;
for (int i = 0; i < MAX_ATTACK; ++i)
{
m_weaponDamage[i][MINDAMAGE] = BASE_MINDAMAGE;
m_weaponDamage[i][MAXDAMAGE] = BASE_MAXDAMAGE;
}
for (int i = 0; i < MAX_STATS; ++i)
{
m_createStats[i] = 0.0f;
}
m_attacking = NULL;
m_modMeleeHitChance = 0.0f;
m_modRangedHitChance = 0.0f;
m_modSpellHitChance = 0.0f;
m_baseSpellCritChance = 0;
m_CombatTimer = 0;
m_lastManaUseTimer = 0;
// m_victimThreat = 0.0f;
for (int i = 0; i < MAX_SPELL_SCHOOL; ++i)
{
m_threatModifier[i] = 1.0f;
}
m_isSorted = true;
for (int i = 0; i < MAX_MOVE_TYPE; ++i)
{
m_speed_rate[i] = 1.0f;
}
// remove aurastates allowing special moves
for (int i = 0; i < MAX_REACTIVE; ++i)
{
m_reactiveTimer[i] = 0;
}
m_isCreatureLinkingTrigger = false;
m_isSpawningLinked = false;
m_dummyCombatState = false;
}
Unit::~Unit()
{
// set current spells as deletable
for (uint32 i = 0; i < CURRENT_MAX_SPELL; ++i)
{
if (m_currentSpells[i])
{
m_currentSpells[i]->SetReferencedFromCurrent(false);
m_currentSpells[i] = NULL;
}
}
delete m_charmInfo;
delete movespline;
// those should be already removed at "RemoveFromWorld()" call
MANGOS_ASSERT(m_gameObj.size() == 0);
MANGOS_ASSERT(m_dynObjGUIDs.size() == 0);
MANGOS_ASSERT(m_deletedAuras.size() == 0);
MANGOS_ASSERT(m_deletedHolders.size() == 0);
}
void Unit::Update(uint32 update_diff, uint32 p_time)
{
if (!IsInWorld())
{
return;
}
/*if(p_time > m_AurasCheck)
{
m_AurasCheck = 2000;
_UpdateAura();
}else
m_AurasCheck -= p_time;*/
#ifdef ENABLE_ELUNA
elunaEvents->Update(update_diff);
#endif /* ENABLE_ELUNA */
// WARNING! Order of execution here is important, do not change.
// Spells must be processed with event system BEFORE they go to _UpdateSpells.
// Or else we may have some SPELL_STATE_FINISHED spells stalled in pointers, that is bad.
m_Events.Update(update_diff);
_UpdateSpells(update_diff);
CleanupDeletedAuras();
if (m_lastManaUseTimer)
{
if (update_diff >= m_lastManaUseTimer)
{
m_lastManaUseTimer = 0;
}
else
{
m_lastManaUseTimer -= update_diff;
}
}
// update combat timer only for players and pets
if (IsInCombat() && GetCharmerOrOwnerPlayerOrPlayerItself() && !m_dummyCombatState)
{
// Check UNIT_STAT_MELEE_ATTACKING or UNIT_STAT_CHASE (without UNIT_STAT_FOLLOW in this case) so pets can reach far away
// targets without stopping half way there and running off.
// These flags are reset after target dies or another command is given.
if (m_HostileRefManager.isEmpty())
{
// m_CombatTimer set at aura start and it will be freeze until aura removing
if (m_CombatTimer <= update_diff)
{
CombatStop();
}
else
{
m_CombatTimer -= update_diff;
}
}
}
if (uint32 base_att = getAttackTimer(BASE_ATTACK))
{
setAttackTimer(BASE_ATTACK, (update_diff >= base_att ? 0 : base_att - update_diff));
}
if (uint32 base_att = getAttackTimer(OFF_ATTACK))
{
setAttackTimer(OFF_ATTACK, (update_diff >= base_att ? 0 : base_att - update_diff));
}
// update abilities available only for fraction of time
UpdateReactives(update_diff);
if (IsAlive())
{
ModifyAuraState(AURA_STATE_HEALTHLESS_20_PERCENT, GetHealth() < GetMaxHealth() * 0.20f);
}
UpdateSplineMovement(p_time);
i_motionMaster.UpdateMotion(p_time);
}
bool Unit::UpdateMeleeAttackingState()
{
Unit* victim = getVictim();
if (!victim || IsNonMeleeSpellCasted(false))
{
return false;
}
if (!isAttackReady(BASE_ATTACK) && !(isAttackReady(OFF_ATTACK) && haveOffhandWeapon()))
{
return false;
}
uint8 swingError = 0;
if (!CanReachWithMeleeAttack(victim))
{
setAttackTimer(BASE_ATTACK, 100);
setAttackTimer(OFF_ATTACK, 100);
swingError = 1;
}
// 120 degrees of radiant range
else if (!HasInArc(2 * M_PI_F / 3, victim))
{
setAttackTimer(BASE_ATTACK, 100);
setAttackTimer(OFF_ATTACK, 100);
swingError = 2;
}
else
{
if (isAttackReady(BASE_ATTACK))
{
// prevent base and off attack in same time, delay attack at 0.2 sec
if (haveOffhandWeapon())
{
if (getAttackTimer(OFF_ATTACK) < ATTACK_DISPLAY_DELAY)
{
setAttackTimer(OFF_ATTACK, ATTACK_DISPLAY_DELAY);
}
}
AttackerStateUpdate(victim, BASE_ATTACK);
resetAttackTimer(BASE_ATTACK);
}
if (haveOffhandWeapon() && isAttackReady(OFF_ATTACK))
{
// prevent base and off attack in same time, delay attack at 0.2 sec
uint32 base_att = getAttackTimer(BASE_ATTACK);
if (base_att < ATTACK_DISPLAY_DELAY)
{
setAttackTimer(BASE_ATTACK, ATTACK_DISPLAY_DELAY);
}
// do attack
AttackerStateUpdate(victim, OFF_ATTACK);
resetAttackTimer(OFF_ATTACK);
}
}
Player* player = (GetTypeId() == TYPEID_PLAYER ? (Player*)this : NULL);
if (player && swingError != player->LastSwingErrorMsg())
{
if (swingError == 1)
{
player->SendAttackSwingNotInRange();
}
else if (swingError == 2)
{
player->SendAttackSwingBadFacingAttack();
}
player->SwingErrorMsg(swingError);
}
return swingError == 0;
}
bool Unit::haveOffhandWeapon() const
{
if (!CanUseEquippedWeapon(OFF_ATTACK))
{
return false;
}
if (GetTypeId() == TYPEID_PLAYER)
{
return ((Player*)this)->GetWeaponForAttack(OFF_ATTACK, true, true);
}
else
{
uint8 itemClass = GetByteValue(UNIT_VIRTUAL_ITEM_INFO + (1 * 2) + 0, VIRTUAL_ITEM_INFO_0_OFFSET_CLASS);
if (itemClass == ITEM_CLASS_WEAPON)
{
return true;
}
return false;
}
}
void Unit::SendHeartBeat()
{
m_movementInfo.UpdateTime(WorldTimer::getMSTime());
WorldPacket data(MSG_MOVE_HEARTBEAT, 31);
data << GetPackGUID();
data << m_movementInfo;
SendMessageToSet(&data, true);
}
void Unit::resetAttackTimer(WeaponAttackType type)
{
m_attackTimer[type] = uint32(GetAttackTime(type) * m_modAttackSpeedPct[type]);
}
float Unit::GetCombatReach(Unit const* pVictim, bool forMeleeRange /*=true*/, float flat_mod /*=0.0f*/) const
{
// The measured values show BASE_MELEE_OFFSET in (1.3224, 1.342)
float reach = GetFloatValue(UNIT_FIELD_COMBATREACH) + pVictim->GetFloatValue(UNIT_FIELD_COMBATREACH) +
BASE_MELEERANGE_OFFSET + flat_mod;
if (forMeleeRange && reach < ATTACK_DISTANCE)
{
reach = ATTACK_DISTANCE;
}
return reach;
}
float Unit::GetCombatDistance(Unit const* target, bool forMeleeRange) const
{
float radius = GetCombatReach(target, forMeleeRange);
float dx = GetPositionX() - target->GetPositionX();
float dy = GetPositionY() - target->GetPositionY();
float dz = GetPositionZ() - target->GetPositionZ();
float dist = sqrt((dx * dx) + (dy * dy) + (dz * dz)) - radius;
return (dist > 0.0f ? dist : 0.0f);
}
bool Unit::CanReachWithMeleeAttack(Unit const* pVictim, float flat_mod /*= 0.0f*/) const
{
MANGOS_ASSERT(pVictim);
float reach = GetCombatReach(pVictim, true, flat_mod);
// This check is not related to bounding radius
float dx = GetPositionX() - pVictim->GetPositionX();
float dy = GetPositionY() - pVictim->GetPositionY();
float dz = GetPositionZ() - pVictim->GetPositionZ();
return dx * dx + dy * dy + dz * dz < reach * reach;
}
void Unit::RemoveSpellsCausingAura(AuraType auraType)
{
for (AuraList::const_iterator iter = m_modAuras[auraType].begin(); iter != m_modAuras[auraType].end();)
{
RemoveAurasDueToSpell((*iter)->GetId());
iter = m_modAuras[auraType].begin();
}
}
void Unit::RemoveSpellsCausingAura(AuraType auraType, SpellAuraHolder* except)
{
for (AuraList::const_iterator iter = m_modAuras[auraType].begin(); iter != m_modAuras[auraType].end();)
{
// skip `except` aura
if ((*iter)->GetHolder() == except)
{
++iter;
continue;
}
RemoveAurasDueToSpell((*iter)->GetId(), except);
iter = m_modAuras[auraType].begin();
}
}
void Unit::RemoveSpellsCausingAura(AuraType auraType, ObjectGuid casterGuid)
{
for (AuraList::const_iterator iter = m_modAuras[auraType].begin(); iter != m_modAuras[auraType].end();)
{
if ((*iter)->GetCasterGuid() == casterGuid)
{
RemoveAuraHolderFromStack((*iter)->GetId(), 1, casterGuid);
iter = m_modAuras[auraType].begin();
}
else
{
++iter;
}
}
}
void Unit::DealDamageMods(Unit* pVictim, uint32& damage, uint32* absorb)
{
if (!pVictim->IsAlive() || pVictim->IsTaxiFlying() || (pVictim->GetTypeId() == TYPEID_UNIT && ((Creature*)pVictim)->IsInEvadeMode()))
{
if (absorb)
{
*absorb += damage;
}
damage = 0;
return;
}
uint32 originalDamage = damage;
// Script Event damage Deal
if (GetTypeId() == TYPEID_UNIT && ((Creature*)this)->AI())
{
((Creature*)this)->AI()->DamageDeal(pVictim, damage);
}
// Script Event damage taken
if (pVictim->GetTypeId() == TYPEID_UNIT && ((Creature*)pVictim)->AI())
{
((Creature*)pVictim)->AI()->DamageTaken(this, damage);
}
if (absorb && originalDamage > damage)
{
*absorb += (originalDamage - damage);
}
}
uint32 Unit::DealDamage(Unit* pVictim, uint32 damage, CleanDamage const* cleanDamage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask, SpellEntry const* spellProto, bool durabilityLoss)
{
// remove affects from attacker at any non-DoT damage (including 0 damage)
if (damagetype != DOT)
{
if (damagetype != SELF_DAMAGE_ROGUE_FALL)
{
RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
}
RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
if (pVictim->GetTypeId() == TYPEID_PLAYER && !pVictim->IsStandState() && !pVictim->hasUnitState(UNIT_STAT_STUNNED))
{
pVictim->SetStandState(UNIT_STAND_STATE_STAND);
}
}
if (!damage)
{
// Rage from physical damage received .
if (cleanDamage && cleanDamage->damage && (damageSchoolMask & SPELL_SCHOOL_MASK_NORMAL) && pVictim->GetTypeId() == TYPEID_PLAYER && (pVictim->GetPowerType() == POWER_RAGE))
{
((Player*)pVictim)->RewardRage(cleanDamage->damage, false);
}
return 0;
}
DEBUG_FILTER_LOG(LOG_FILTER_DAMAGE, "DealDamageStart");
uint32 health = pVictim->GetHealth();
DEBUG_FILTER_LOG(LOG_FILTER_DAMAGE, "deal dmg:%d to health:%d ", damage, health);
// Rage from Damage made (only from direct weapon damage)
if (cleanDamage && damagetype == DIRECT_DAMAGE && this != pVictim && GetTypeId() == TYPEID_PLAYER && GetPowerType() == POWER_RAGE && cleanDamage->attackType != RANGED_ATTACK)
{
((Player*)this)->RewardRage(damage, true);
}
// no xp,health if type 8 /critters/
if (pVictim->GetTypeId() == TYPEID_UNIT && pVictim->GetCreatureType() == CREATURE_TYPE_CRITTER)
{
// TODO: fix this part
// Critter may not die of damage taken, instead expect it to run away (no fighting back)
// If (this) is TYPEID_PLAYER, (this) will enter combat w/victim, but after some time, automatically leave combat.
// It is unclear how it should work for other cases.
DEBUG_FILTER_LOG(LOG_FILTER_DAMAGE, "DealDamage critter, critter dies");
((Creature*)pVictim)->SetLootRecipient(this);
JustKilledCreature((Creature*)pVictim, NULL);
pVictim->SetHealth(0);
return damage;
}
// duel ends when player has 1 or less hp
bool duel_hasEnded = false;
if (pVictim->GetTypeId() == TYPEID_PLAYER && ((Player*)pVictim)->duel && damage >= (health - 1))
{
// prevent kill only if killed in duel and killed by opponent or opponent controlled creature
if (((Player*)pVictim)->duel->opponent == this || ((Player*)pVictim)->duel->opponent->GetObjectGuid() == GetOwnerGuid())
{
damage = health - 1;
}
duel_hasEnded = true;
}
// Get in CombatState
if (pVictim != this && damagetype != DOT)
{
SetInCombatWith(pVictim);
pVictim->SetInCombatWith(this);
if (Player* attackedPlayer = pVictim->GetCharmerOrOwnerPlayerOrPlayerItself())
{
SetContestedPvP(attackedPlayer);
}
}
if (Creature* victim = pVictim->ToCreature())
{
if (!victim->IsPet() && !victim->HasLootRecipient())
{
victim->SetLootRecipient(this);
}
if (IsControlledByPlayer()) // more narrow: IsPet(), IsGuardian() ?
{
victim->LowerPlayerDamageReq(health < damage ? health : damage);
}
}
if (health <= damage)
{
DEBUG_FILTER_LOG(LOG_FILTER_DAMAGE, "DealDamage %s Killed %s", GetGuidStr().c_str(), pVictim->GetGuidStr().c_str());
/*
* Preparation: Who gets credit for killing whom, invoke SpiritOfRedemtion?
*/
// for loot will be used only if group_tap == NULL
Player* player_tap = GetCharmerOrOwnerPlayerOrPlayerItself();
Group* group_tap = NULL;
// in creature kill case group/player tap stored for creature
if (pVictim->GetTypeId() == TYPEID_UNIT)
{
group_tap = ((Creature*)pVictim)->GetGroupLootRecipient();
if (Player* recipient = ((Creature*)pVictim)->GetOriginalLootRecipient())
{
player_tap = recipient;
}
}
// in player kill case group tap selected by player_tap (killer-player itself, or charmer, or owner, etc)
else
{
if (player_tap)
{
group_tap = player_tap->GetGroup();
}
}
// Spirit of Redemtion Talent
bool damageFromSpiritOfRedemtionTalent = spellProto && spellProto->Id == 27795;
// if talent known but not triggered (check priest class for speedup check)
Aura* spiritOfRedemtionTalentReady = NULL;
if (!damageFromSpiritOfRedemtionTalent && // not called from SPELL_AURA_SPIRIT_OF_REDEMPTION
pVictim->GetTypeId() == TYPEID_PLAYER && pVictim->getClass() == CLASS_PRIEST)
{
AuraList const& vDummyAuras = pVictim->GetAurasByType(SPELL_AURA_DUMMY);
for (AuraList::const_iterator itr = vDummyAuras.begin(); itr != vDummyAuras.end(); ++itr)
{
if ((*itr)->GetSpellProto()->SpellIconID == 1654)
{
spiritOfRedemtionTalentReady = *itr;
break;
}
}
}
/*
* Generic Actions (ProcEvents, Combat-Log, Kill Rewards, Stop Combat)
*/
bool isRewardAllowed = true;
if (Creature* creature = pVictim->ToCreature())
{
isRewardAllowed = creature->IsDamageEnoughForLootingAndReward();
if (!isRewardAllowed)
{
creature->SetLootRecipient(NULL);
}
}
// call kill spell proc event (before real die and combat stop to triggering auras removed at death/combat stop)
if (player_tap && player_tap != pVictim)
{
player_tap->ProcDamageAndSpell(pVictim, PROC_FLAG_KILL, PROC_FLAG_KILLED, PROC_EX_NONE, 0);
if (isRewardAllowed)
{
WorldPacket data(SMSG_PARTYKILLLOG, (8 + 8)); // send event PARTY_KILL
data << player_tap->GetObjectGuid(); // player with killing blow
data << pVictim->GetObjectGuid(); // victim
if (group_tap)
{
group_tap->BroadcastPacket(&data, false, group_tap->GetMemberGroup(player_tap->GetObjectGuid()), player_tap->GetObjectGuid());
}
player_tap->SendDirectMessage(&data);
}
}
else if (GetTypeId() == TYPEID_UNIT && this != pVictim)
{
ProcDamageAndSpell(pVictim, PROC_FLAG_KILL, PROC_FLAG_KILLED, PROC_EX_NONE, 0);
}
// Reward player, his pets, and group/raid members
if (isRewardAllowed && player_tap != pVictim)
{
if (group_tap)
{
group_tap->RewardGroupAtKill(pVictim, player_tap);
}
else if (player_tap)
{
player_tap->RewardSinglePlayerAtKill(pVictim);
}
}
// stop combat
DEBUG_FILTER_LOG(LOG_FILTER_DAMAGE, "DealDamageAttackStop");
pVictim->CombatStop();
pVictim->GetHostileRefManager().deleteReferences();
/*
* Actions for the killer
*/
if (spiritOfRedemtionTalentReady)
{
DEBUG_FILTER_LOG(LOG_FILTER_DAMAGE, "DealDamage: Spirit of Redemtion ready");
// save value before aura remove
uint32 ressSpellId = pVictim->GetUInt32Value(PLAYER_SELF_RES_SPELL);
if (!ressSpellId)
{
ressSpellId = ((Player*)pVictim)->GetResurrectionSpellId();
}
// Remove all expected to remove at death auras (most important negative case like DoT or periodic triggers)
pVictim->RemoveAllAurasOnDeath();
// restore for use at real death
pVictim->SetUInt32Value(PLAYER_SELF_RES_SPELL, ressSpellId);
// FORM_SPIRITOFREDEMPTION and related auras
pVictim->CastSpell(pVictim, 27827, true, NULL, spiritOfRedemtionTalentReady);
}
else
{
pVictim->SetHealth(0);
}
// Call KilledUnit for creatures
if (GetTypeId() == TYPEID_UNIT && ((Creature*)this)->AI())
{
((Creature*)this)->AI()->KilledUnit(pVictim);
}
if (Creature* killer = ToCreature())
{
// Used by Eluna
#ifdef ENABLE_ELUNA
if (Player* killed = pVictim->ToPlayer())
{
sEluna->OnPlayerKilledByCreature(killer, killed);
}
#endif /* ENABLE_ELUNA */
}
// Call AI OwnerKilledUnit (for any current summoned minipet/guardian/protector)
PetOwnerKilledUnit(pVictim);
/*
* Actions for the victim
*/
if (pVictim->GetTypeId() == TYPEID_PLAYER) // Killed player
{
Player* playerVictim = (Player*)pVictim;
// remember victim PvP death for corpse type and corpse reclaim delay
// at original death (not at SpiritOfRedemtionTalent timeout)
if (!damageFromSpiritOfRedemtionTalent)
{
playerVictim->SetPvPDeath(player_tap != NULL);
}
// 10% durability loss on death
// only if not player and not controlled by player pet. And not at BG
if (durabilityLoss && !player_tap && !playerVictim->InBattleGround())
{
DEBUG_LOG("DealDamage: Killed %s, looing 10 percents durability", pVictim->GetGuidStr().c_str());
playerVictim->DurabilityLossAll(0.10f, false);
// durability lost message
WorldPacket data(SMSG_DURABILITY_DAMAGE_DEATH, 0);
playerVictim->GetSession()->SendPacket(&data);
}
if (!spiritOfRedemtionTalentReady) // Before informing Battleground
{
DEBUG_FILTER_LOG(LOG_FILTER_DAMAGE, "SET JUST_DIED");
pVictim->SetDeathState(JUST_DIED);
}
// playerVictim was in duel, duel must be interrupted
// last damage from non duel opponent or non opponent controlled creature
if (duel_hasEnded)
{
playerVictim->duel->opponent->CombatStopWithPets(true);
playerVictim->CombatStopWithPets(true);
playerVictim->DuelComplete(DUEL_INTERRUPTED);
}
if (player_tap) // PvP kill
{
if (BattleGround* bg = playerVictim->GetBattleGround())
{
bg->HandleKillPlayer(playerVictim, player_tap);
}
else if (pVictim != this)
{
// selfkills are not handled in outdoor pvp scripts
if (OutdoorPvP* outdoorPvP = sOutdoorPvPMgr.GetScript(playerVictim->GetCachedZoneId()))
{
outdoorPvP->HandlePlayerKill(player_tap, playerVictim);
}
}
// Used by Eluna
#ifdef ENABLE_ELUNA
sEluna->OnPVPKill(player_tap, playerVictim);
#endif /* ENABLE_ELUNA */
}
}
else // Killed creature
{
JustKilledCreature((Creature*)pVictim, player_tap);
}
}
else // if (health <= damage)
{
DEBUG_FILTER_LOG(LOG_FILTER_DAMAGE, "DealDamageAlive");
pVictim->ModifyHealth(- (int32)damage);
if (damagetype != DOT)
{
if (!getVictim())
{
// if not have main target then attack state with target (including AI call)
// start melee attacks only after melee hit
Attack(pVictim, (damagetype == DIRECT_DAMAGE));
}
// if damage pVictim call AI reaction
pVictim->AttackedBy(this);
}
if (damagetype == DIRECT_DAMAGE || damagetype == SPELL_DIRECT_DAMAGE)
{
if (!spellProto || !(spellProto->AuraInterruptFlags & AURA_INTERRUPT_FLAG_DIRECT_DAMAGE))
{
pVictim->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_DIRECT_DAMAGE);
}
}
if (pVictim->GetTypeId() != TYPEID_PLAYER)
{
float threat = damage * sSpellMgr.GetSpellThreatMultiplier(spellProto);
pVictim->AddThreat(this, threat, (cleanDamage && cleanDamage->hitOutCome == MELEE_HIT_CRIT), damageSchoolMask, spellProto);
}
else // victim is a player
{
// Rage from damage received
if (this != pVictim && pVictim->GetPowerType() == POWER_RAGE)
{
uint32 rage_damage = damage + (cleanDamage ? cleanDamage->damage : 0);
((Player*)pVictim)->RewardRage(rage_damage, false);
}
// random durability for items (HIT TAKEN)
if (roll_chance_f(sWorld.getConfig(CONFIG_FLOAT_RATE_DURABILITY_LOSS_DAMAGE)))
{
EquipmentSlots slot = EquipmentSlots(urand(0, EQUIPMENT_SLOT_END - 1));
((Player*)pVictim)->DurabilityPointLossForEquipSlot(slot);
}
}
if (GetTypeId() == TYPEID_PLAYER)
{
// random durability for items (HIT DONE)
if (roll_chance_f(sWorld.getConfig(CONFIG_FLOAT_RATE_DURABILITY_LOSS_DAMAGE)))
{
EquipmentSlots slot = EquipmentSlots(urand(0, EQUIPMENT_SLOT_END - 1));
((Player*)this)->DurabilityPointLossForEquipSlot(slot);
}
}
// TODO: Store auras by interrupt flag to speed this up.
SpellAuraHolderMap& vAuras = pVictim->GetSpellAuraHolderMap();
for (SpellAuraHolderMap::const_iterator i = vAuras.begin(), next; i != vAuras.end(); i = next)
{
const SpellEntry* se = i->second->GetSpellProto();
next = i; ++next;
if (spellProto && spellProto->Id == se->Id) // Not drop auras added by self
{
continue;
}
if (!se->procFlags && (se->AuraInterruptFlags & AURA_INTERRUPT_FLAG_DAMAGE))
{
pVictim->RemoveAurasDueToSpell(i->second->GetId());
next = vAuras.begin();
}
}
if (damagetype != NODAMAGE && damage && pVictim->GetTypeId() == TYPEID_PLAYER)
{
if (damagetype != DOT)
{
for (uint32 i = CURRENT_FIRST_NON_MELEE_SPELL; i < CURRENT_MAX_SPELL; ++i)
{
// skip channeled spell (processed differently below)
if (i == CURRENT_CHANNELED_SPELL)
{
continue;
}
if (Spell* spell = pVictim->GetCurrentSpell(CurrentSpellTypes(i)))
{
if (spell->getState() == SPELL_STATE_PREPARING)
{
if (spell->m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_ABORT_ON_DMG)
{
pVictim->InterruptSpell(CurrentSpellTypes(i));
}
else
{
spell->Delayed();
}
}
}
}
}
if (Spell* spell = pVictim->m_currentSpells[CURRENT_CHANNELED_SPELL])
{
if (spell->getState() == SPELL_STATE_CASTING)
{
uint32 channelInterruptFlags = spell->m_spellInfo->ChannelInterruptFlags;
if (channelInterruptFlags & CHANNEL_FLAG_DELAY)
{
if (pVictim != this) // don't shorten the duration of channeling if you damage yourself
{
spell->DelayedChannel();
}
}
else if ((channelInterruptFlags & (CHANNEL_FLAG_DAMAGE | CHANNEL_FLAG_DAMAGE2)))
{
DETAIL_LOG("Spell %u canceled at damage!", spell->m_spellInfo->Id);
pVictim->InterruptSpell(CURRENT_CHANNELED_SPELL);
}
}
else if (spell->getState() == SPELL_STATE_DELAYED)
// break channeled spell in delayed state on damage
{
DETAIL_LOG("Spell %u canceled at damage!", spell->m_spellInfo->Id);
pVictim->InterruptSpell(CURRENT_CHANNELED_SPELL);
}
}
}
// last damage from duel opponent
if (duel_hasEnded)
{
MANGOS_ASSERT(pVictim->GetTypeId() == TYPEID_PLAYER);
Player* he = (Player*)pVictim;
MANGOS_ASSERT(he->duel);
he->SetHealth(1);
he->duel->opponent->CombatStopWithPets(true);
he->CombatStopWithPets(true);
he->CastSpell(he, 7267, true); // beg
he->DuelComplete(DUEL_WON);
}
}
DEBUG_FILTER_LOG(LOG_FILTER_DAMAGE, "DealDamageEnd returned %d damage", damage);
return damage;
}
struct PetOwnerKilledUnitHelper
{
explicit PetOwnerKilledUnitHelper(Unit* pVictim) : m_victim(pVictim) {}
void operator()(Unit* pTarget) const
{
if (pTarget->GetTypeId() == TYPEID_UNIT)
{
if (((Creature*)pTarget)->AI())
{
((Creature*)pTarget)->AI()->OwnerKilledUnit(m_victim);
}
}
}
Unit* m_victim;
};
void Unit::JustKilledCreature(Creature* victim, Player* responsiblePlayer)
{
victim->m_deathState = DEAD; // so that IsAlive, IsDead return expected results in the called hooks of JustKilledCreature
// must be used only shortly before SetDeathState(JUST_DIED) and only for Creatures or Pets
// some critters required for quests (need normal entry instead possible heroic in any cases)
if (victim->GetCreatureType() == CREATURE_TYPE_CRITTER && GetTypeId() == TYPEID_PLAYER)
{
if (CreatureInfo const* normalInfo = ObjectMgr::GetCreatureTemplate(victim->GetEntry()))
{
((Player*)this)->KilledMonster(normalInfo, victim->GetObjectGuid());
}
}
// Interrupt channeling spell when a Possessed Summoned is killed
SpellEntry const* spellInfo = sSpellStore.LookupEntry(victim->GetUInt32Value(UNIT_CREATED_BY_SPELL));
if (spellInfo && spellInfo->HasAttribute(SPELL_ATTR_EX_FARSIGHT) && spellInfo->HasAttribute(SPELL_ATTR_EX_CHANNELED_1))
{
Unit* creator = GetMap()->GetUnit(victim->GetCreatorGuid());
if (creator && creator->GetCharmGuid() == victim->GetObjectGuid())
{
Spell* channeledSpell = creator->GetCurrentSpell(CURRENT_CHANNELED_SPELL);
if (channeledSpell && channeledSpell->m_spellInfo->Id == spellInfo->Id)
{
creator->InterruptNonMeleeSpells(false);
}
}
}
/* ******************************* Inform various hooks ************************************ */
// Inform victim's AI
if (victim->AI())
{
victim->AI()->JustDied(this);
}
// Inform Owner
Unit* pOwner = victim->GetCharmerOrOwner();
if (victim->IsTemporarySummon())
{
TemporarySummon* pSummon = (TemporarySummon*)victim;
if (pSummon->GetSummonerGuid().IsCreature())
if (Creature* pSummoner = victim->GetMap()->GetCreature(pSummon->GetSummonerGuid()))
if (pSummoner->AI())
{
pSummoner->AI()->SummonedCreatureJustDied(victim);
}
}
else if (pOwner && pOwner->GetTypeId() == TYPEID_UNIT)
{
if (((Creature*)pOwner)->AI())
{
((Creature*)pOwner)->AI()->SummonedCreatureJustDied(victim);
}
}
// Inform Instance Data and Linking
if (InstanceData* mapInstance = victim->GetInstanceData())
{
mapInstance->OnCreatureDeath(victim);
}
if (responsiblePlayer) // killedby Player, inform BG
{
if (BattleGround* bg = responsiblePlayer->GetBattleGround())
{
bg->HandleKillUnit(victim, responsiblePlayer);
}
// Used by Eluna
#ifdef ENABLE_ELUNA
sEluna->OnCreatureKill(responsiblePlayer, victim);
#endif /* ENABLE_ELUNA */
}
// Notify the outdoor pvp script
if (OutdoorPvP* outdoorPvP = sOutdoorPvPMgr.GetScript(responsiblePlayer ? responsiblePlayer->GetCachedZoneId() : GetZoneId()))
{
outdoorPvP->HandleCreatureDeath(victim);
}
// Start creature death script
GetMap()->ScriptsStart(DBS_ON_CREATURE_DEATH, victim->GetEntry(), victim, responsiblePlayer ? responsiblePlayer : this);
if (victim->IsLinkingEventTrigger())
{
victim->GetMap()->GetCreatureLinkingHolder()->DoCreatureLinkingEvent(LINKING_EVENT_DIE, victim);
}
// Dungeon specific stuff
if (victim->GetInstanceId())
{
Map* m = victim->GetMap();
Player* creditedPlayer = GetCharmerOrOwnerPlayerOrPlayerItself();
// TODO: do instance binding anyway if the charmer/owner is offline
if (m->IsDungeon() && creditedPlayer)
{
if (m->IsRaid())
{
if (victim->GetCreatureInfo()->ExtraFlags & CREATURE_EXTRA_FLAG_INSTANCE_BIND)
{
((DungeonMap*)m)->PermBindAllPlayers(creditedPlayer);
}
}
else
{
DungeonPersistentState* save = ((DungeonMap*)m)->GetPersistanceState();
// the reset time is set but not added to the scheduler
// until the players leave the instance
time_t resettime = victim->GetRespawnTimeEx() + 2 * HOUR;
if (save->GetResetTime() < resettime)
{
save->SetResetTime(resettime);
}
}
}
}
bool isPet = victim->IsPet();
/* ********************************* Set Death finally ************************************* */
DEBUG_FILTER_LOG(LOG_FILTER_DAMAGE, "SET JUST_DIED");
victim->SetDeathState(JUST_DIED); // if !spiritOfRedemtionTalentReady always true for unit
if (isPet)
{
return; // Pets might have been unsummoned at this place, do not handle them further!
}
/* ******************************** Prepare loot if can ************************************ */
victim->SetKilledTime(time(NULL));
victim->DeleteThreatList();
// only lootable if it has loot or can drop gold
victim->PrepareBodyLootState();
// may have no loot, so update death timer if allowed, must be after SetDeathState(JUST_DIED)
// causes m_corpseRemoveTime to update even if not looted
// victim->AllLootRemovedFromCorpse();
}
void Unit::PetOwnerKilledUnit(Unit* pVictim)
{
// for minipet and guardians (including protector)
CallForAllControlledUnits(PetOwnerKilledUnitHelper(pVictim), CONTROLLED_MINIPET | CONTROLLED_GUARDIANS);
}
void Unit::CastStop(uint32 except_spellid)
{
for (uint32 i = CURRENT_FIRST_NON_MELEE_SPELL; i < CURRENT_MAX_SPELL; ++i)
if (m_currentSpells[i] && m_currentSpells[i]->m_spellInfo->Id != except_spellid)
{
InterruptSpell(CurrentSpellTypes(i), false);
}
}
void Unit::CastSpell(Unit* Victim, uint32 spellId, bool triggered, Item* castItem, Aura* triggeredByAura, ObjectGuid originalCaster, SpellEntry const* triggeredBy)
{
SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellId);
if (!spellInfo)
{
if (triggeredByAura)
{
sLog.outError("CastSpell: unknown spell id %i by caster: %s triggered by aura %u (eff %u)", spellId, GetGuidStr().c_str(), triggeredByAura->GetId(), triggeredByAura->GetEffIndex());
}
else
{
sLog.outError("CastSpell: unknown spell id %i by caster: %s", spellId, GetGuidStr().c_str());
}
return;
}
CastSpell(Victim, spellInfo, triggered, castItem, triggeredByAura, originalCaster, triggeredBy);
}
void Unit::CastSpell(Unit* Victim, SpellEntry const* spellInfo, bool triggered, Item* castItem, Aura* triggeredByAura, ObjectGuid originalCaster, SpellEntry const* triggeredBy)
{
if (!spellInfo)
{
if (triggeredByAura)
{
sLog.outError("CastSpell: unknown spell by caster: %s triggered by aura %u (eff %u)", GetGuidStr().c_str(), triggeredByAura->GetId(), triggeredByAura->GetEffIndex());
}
else
{
sLog.outError("CastSpell: unknown spell by caster: %s", GetGuidStr().c_str());
}
return;
}
if (castItem)
{
DEBUG_FILTER_LOG(LOG_FILTER_SPELL_CAST, "WORLD: cast Item spellId - %i", spellInfo->Id);
}
if (triggeredByAura)
{
if (!originalCaster)
{
originalCaster = triggeredByAura->GetCasterGuid();
}
triggeredBy = triggeredByAura->GetSpellProto();
}
Spell* spell = new Spell(this, spellInfo, triggered, originalCaster, triggeredBy);
SpellCastTargets targets;
targets.setUnitTarget(Victim);
if (spellInfo->Targets & TARGET_FLAG_DEST_LOCATION)
{
targets.setDestination(Victim->GetPositionX(), Victim->GetPositionY(), Victim->GetPositionZ());
}
if (spellInfo->Targets & TARGET_FLAG_SOURCE_LOCATION)
if (WorldObject* caster = spell->GetCastingObject())
{
targets.setSource(caster->GetPositionX(), caster->GetPositionY(), caster->GetPositionZ());
}
spell->m_CastItem = castItem;
spell->prepare(&targets, triggeredByAura);
// Linked spells (RemoveOnCast chain)
SpellLinkedSet linkedSet = sSpellMgr.GetSpellLinked(spellInfo->Id, SPELL_LINKED_TYPE_REMOVEONCAST);
if (linkedSet.size() > 0)
{
for (SpellLinkedSet::const_iterator itr = linkedSet.begin(); itr != linkedSet.end(); ++itr)
{
Victim->RemoveAurasDueToSpell(*itr);
}
}
}
void Unit::CastCustomSpell(Unit* Victim, uint32 spellId, int32 const* bp0, int32 const* bp1, int32 const* bp2, bool triggered, Item* castItem, Aura* triggeredByAura, ObjectGuid originalCaster, SpellEntry const* triggeredBy)
{
SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellId);
if (!spellInfo)
{
if (triggeredByAura)
{
sLog.outError("CastCustomSpell: unknown spell id %i by caster: %s triggered by aura %u (eff %u)", spellId, GetGuidStr().c_str(), triggeredByAura->GetId(), triggeredByAura->GetEffIndex());
}
else
{
sLog.outError("CastCustomSpell: unknown spell id %i by caster: %s", spellId, GetGuidStr().c_str());
}
return;
}
CastCustomSpell(Victim, spellInfo, bp0, bp1, bp2, triggered, castItem, triggeredByAura, originalCaster, triggeredBy);
}
void Unit::CastCustomSpell(Unit* Victim, SpellEntry const* spellInfo, int32 const* bp0, int32 const* bp1, int32 const* bp2, bool triggered, Item* castItem, Aura* triggeredByAura, ObjectGuid originalCaster, SpellEntry const* triggeredBy)
{
if (!spellInfo)
{
if (triggeredByAura)
{
sLog.outError("CastCustomSpell: unknown spell by caster: %s triggered by aura %u (eff %u)", GetGuidStr().c_str(), triggeredByAura->GetId(), triggeredByAura->GetEffIndex());
}
else
{
sLog.outError("CastCustomSpell: unknown spell by caster: %s", GetGuidStr().c_str());
}
return;
}
if (castItem)
{
DEBUG_FILTER_LOG(LOG_FILTER_SPELL_CAST, "WORLD: cast Item spellId - %i", spellInfo->Id);
}
if (triggeredByAura)
{
if (!originalCaster)
{
originalCaster = triggeredByAura->GetCasterGuid();
}
triggeredBy = triggeredByAura->GetSpellProto();
}
Spell* spell = new Spell(this, spellInfo, triggered, originalCaster, triggeredBy);
if (bp0)
{
spell->m_currentBasePoints[EFFECT_INDEX_0] = *bp0;
}
if (bp1)
{
spell->m_currentBasePoints[EFFECT_INDEX_1] = *bp1;
}
if (bp2)
{
spell->m_currentBasePoints[EFFECT_INDEX_2] = *bp2;
}
SpellCastTargets targets;
targets.setUnitTarget(Victim);
spell->m_CastItem = castItem;
if (spellInfo->Targets & TARGET_FLAG_DEST_LOCATION)
{
targets.setDestination(Victim->GetPositionX(), Victim->GetPositionY(), Victim->GetPositionZ());
}
if (spellInfo->Targets & TARGET_FLAG_SOURCE_LOCATION)
if (WorldObject* caster = spell->GetCastingObject())
{
targets.setSource(caster->GetPositionX(), caster->GetPositionY(), caster->GetPositionZ());
}
spell->prepare(&targets, triggeredByAura);
}
// used for scripting
void Unit::CastSpell(float x, float y, float z, uint32 spellId, bool triggered, Item* castItem, Aura* triggeredByAura, ObjectGuid originalCaster, SpellEntry const* triggeredBy)
{
SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellId);
if (!spellInfo)
{
if (triggeredByAura)
{
sLog.outError("CastSpell(x,y,z): unknown spell id %i by caster: %s triggered by aura %u (eff %u)", spellId, GetGuidStr().c_str(), triggeredByAura->GetId(), triggeredByAura->GetEffIndex());
}
else
{
sLog.outError("CastSpell(x,y,z): unknown spell id %i by caster: %s", spellId, GetGuidStr().c_str());
}
return;
}
CastSpell(x, y, z, spellInfo, triggered, castItem, triggeredByAura, originalCaster, triggeredBy);
}
// used for scripting
void Unit::CastSpell(float x, float y, float z, SpellEntry const* spellInfo, bool triggered, Item* castItem, Aura* triggeredByAura, ObjectGuid originalCaster, SpellEntry const* triggeredBy)
{
if (!spellInfo)
{
if (triggeredByAura)
{
sLog.outError("CastSpell(x,y,z): unknown spell by caster: %s triggered by aura %u (eff %u)", GetGuidStr().c_str(), triggeredByAura->GetId(), triggeredByAura->GetEffIndex());
}
else
{
sLog.outError("CastSpell(x,y,z): unknown spell by caster: %s", GetGuidStr().c_str());
}
return;
}
if (castItem)
{
DEBUG_FILTER_LOG(LOG_FILTER_SPELL_CAST, "WORLD: cast Item spellId - %i", spellInfo->Id);
}
if (triggeredByAura)
{
if (!originalCaster)
{
originalCaster = triggeredByAura->GetCasterGuid();
}
triggeredBy = triggeredByAura->GetSpellProto();
}
Spell* spell = new Spell(this, spellInfo, triggered, originalCaster, triggeredBy);
SpellCastTargets targets;
if (spellInfo->Targets & TARGET_FLAG_DEST_LOCATION)
{
targets.setDestination(x, y, z);
}
if (spellInfo->Targets & TARGET_FLAG_SOURCE_LOCATION)
{
targets.setSource(x, y, z);
}
// Spell cast with x,y,z but without dbc target-mask, set destination
if (!(targets.m_targetMask & (TARGET_FLAG_DEST_LOCATION | TARGET_FLAG_SOURCE_LOCATION)))
{
targets.setDestination(x, y, z);
}
spell->m_CastItem = castItem;
spell->prepare(&targets, triggeredByAura);
}
// Obsolete func need remove, here only for comotability vs another patches
uint32 Unit::SpellNonMeleeDamageLog(Unit* pVictim, uint32 spellID, uint32 damage)
{
SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellID);
SpellNonMeleeDamage damageInfo(this, pVictim, spellInfo->Id, SpellSchools(spellInfo->School));
CalculateSpellDamage(&damageInfo, damage, spellInfo);
damageInfo.target->CalculateAbsorbResistBlock(this, &damageInfo, spellInfo);
DealDamageMods(damageInfo.target, damageInfo.damage, &damageInfo.absorb);
SendSpellNonMeleeDamageLog(&damageInfo);
DealSpellDamage(&damageInfo, true);
return damageInfo.damage;
}
void Unit::CalculateSpellDamage(SpellNonMeleeDamage* damageInfo, int32 damage, SpellEntry const* spellInfo, WeaponAttackType attackType)
{
SpellSchoolMask damageSchoolMask = GetSchoolMask(damageInfo->school);
Unit* pVictim = damageInfo->target;
if (damage < 0)
{
return;
}
if (!pVictim)
{
return;
}
// units which are not alive cannot deal damage except for dying creatures
if ((!this->IsAlive() || !pVictim->IsAlive()) && (this->GetTypeId() != TYPEID_UNIT || this->GetDeathState() != DEAD))
{
return;
}
// Check spell crit chance
bool crit = IsSpellCrit(pVictim, spellInfo, damageSchoolMask, attackType);
// damage bonus (per damage class)
switch (spellInfo->DmgClass)
{
// Melee and Ranged Spells
case SPELL_DAMAGE_CLASS_RANGED:
{
// Calculate damage bonus
switch (spellInfo->Id)
{
// Paladin Hammer of Wrath receive benefit from Spell Damage and Healing
case 24274: case 24275: case 24239:
{
damage = SpellDamageBonusDone(pVictim, spellInfo, damage, SPELL_DIRECT_DAMAGE);
damage = pVictim->SpellDamageBonusTaken(this, spellInfo, damage, SPELL_DIRECT_DAMAGE);
break;
}
default:
{
damage = MeleeDamageBonusDone(pVictim, damage, attackType, spellInfo, SPELL_DIRECT_DAMAGE);
damage = pVictim->MeleeDamageBonusTaken(this, damage, attackType, spellInfo, SPELL_DIRECT_DAMAGE);
}
break;
}
// if crit add critical bonus
if (crit)
{
damageInfo->HitInfo |= SPELL_HIT_TYPE_CRIT;
damage = SpellCriticalDamageBonus(spellInfo, damage, pVictim);
}
}
break;
case SPELL_DAMAGE_CLASS_MELEE:
{
// Calculate damage bonus
switch (spellInfo->Id)
{
// Paladin
// Judgement of Command receive benefit from Spell Damage and Healing
case 20467: case 20963: case 20964: case 20965: case 20966:
// Seal of Command PROC receive benefit from Spell Damage and Healing
case 20424:
// Seal of Righteousness Dummy Proc receive benefit from Spell Damage and Healing
case 25735: case 25736: case 25737: case 25738: case 25739: case 25740:
case 25713: case 25742:
{
damage = SpellDamageBonusDone(pVictim, spellInfo, damage, SPELL_DIRECT_DAMAGE);
damage = pVictim->SpellDamageBonusTaken(this, spellInfo, damage, SPELL_DIRECT_DAMAGE);
break;
}
default:
{
damage = MeleeDamageBonusDone(pVictim, damage, attackType, spellInfo, SPELL_DIRECT_DAMAGE);
damage = pVictim->MeleeDamageBonusTaken(this, damage, attackType, spellInfo, SPELL_DIRECT_DAMAGE);
}
break;
}
// if crit add critical bonus
if (crit)
{
damageInfo->HitInfo |= SPELL_HIT_TYPE_CRIT;
damage = SpellCriticalDamageBonus(spellInfo, damage, pVictim);
}
}
break;
// Magical Attacks
case SPELL_DAMAGE_CLASS_NONE:
case SPELL_DAMAGE_CLASS_MAGIC:
{
// Calculate damage bonus
damage = SpellDamageBonusDone(pVictim, spellInfo, damage, SPELL_DIRECT_DAMAGE);
damage = pVictim->SpellDamageBonusTaken(this, spellInfo, damage, SPELL_DIRECT_DAMAGE);
// If crit add critical bonus
if (crit)
{
damageInfo->HitInfo |= SPELL_HIT_TYPE_CRIT;
damage = SpellCriticalDamageBonus(spellInfo, damage, pVictim);
}
}
break;
}
// damage mitigation
if (damage > 0)
{
// physical damage => armor
if (damageSchoolMask & SPELL_SCHOOL_MASK_NORMAL)
{
damage = CalcArmorReducedDamage(pVictim, damage);
}
}
else
{
damage = 0;
}
damageInfo->damage = damage;
}
void Unit::DealSpellDamage(SpellNonMeleeDamage* damageInfo, bool durabilityLoss)
{
if (!damageInfo)
{
return;
}
Unit* pVictim = damageInfo->target;
if (!pVictim)
{
return;
}
if (!pVictim->IsAlive() || pVictim->IsTaxiFlying() || (pVictim->GetTypeId() == TYPEID_UNIT && ((Creature*)pVictim)->IsInEvadeMode()))
{
return;
}
SpellEntry const* spellProto = sSpellStore.LookupEntry(damageInfo->SpellID);
if (spellProto == NULL)
{
sLog.outError("Unit::DealSpellDamage have wrong damageInfo->SpellID: %u", damageInfo->SpellID);
return;
}
// update at damage Judgement aura duration that applied by attacker at victim
if (damageInfo->damage && spellProto->Id == 35395)
{
SpellAuraHolderMap const& vAuras = pVictim->GetSpellAuraHolderMap();
for (SpellAuraHolderMap::const_iterator itr = vAuras.begin(); itr != vAuras.end(); ++itr)
{
SpellEntry const* spellInfo = (*itr).second->GetSpellProto();
if (spellInfo->AttributesEx3 & 0x40000 && spellInfo->SpellFamilyName == SPELLFAMILY_PALADIN && ((*itr).second->GetCasterGuid() == GetObjectGuid()))
{
(*itr).second->RefreshHolder();
}
}
}
// Call default DealDamage (send critical in hit info for threat calculation)
CleanDamage cleanDamage(0, BASE_ATTACK, damageInfo->HitInfo & SPELL_HIT_TYPE_CRIT ? MELEE_HIT_CRIT : MELEE_HIT_NORMAL);
DealDamage(pVictim, damageInfo->damage, &cleanDamage, SPELL_DIRECT_DAMAGE, GetSchoolMask(damageInfo->school), spellProto, durabilityLoss);
}
// TODO for melee need create structure as in
void Unit::CalculateMeleeDamage(Unit* pVictim, CalcDamageInfo* damageInfo, WeaponAttackType attackType /*= BASE_ATTACK*/)
{
damageInfo->attacker = this;
damageInfo->target = pVictim;
damageInfo->damageSchoolMask = GetMeleeDamageSchoolMask();
damageInfo->attackType = attackType;
damageInfo->damage = 0;
damageInfo->cleanDamage = 0;
damageInfo->absorb = 0;
damageInfo->resist = 0;
damageInfo->blocked_amount = 0;
damageInfo->TargetState = VICTIMSTATE_UNAFFECTED;
damageInfo->HitInfo = HITINFO_NORMALSWING;
damageInfo->procAttacker = PROC_FLAG_NONE;
damageInfo->procVictim = PROC_FLAG_NONE;
damageInfo->procEx = PROC_EX_NONE;
damageInfo->hitOutCome = MELEE_HIT_EVADE;
if (!pVictim)
{
return;
}
if (!this->IsAlive() || !pVictim->IsAlive())
{
return;
}
// Select HitInfo/procAttacker/procVictim flag based on attack type
switch (attackType)
{
case BASE_ATTACK:
damageInfo->procAttacker = PROC_FLAG_SUCCESSFUL_MELEE_HIT;
damageInfo->procVictim = PROC_FLAG_TAKEN_MELEE_HIT;
damageInfo->HitInfo = HITINFO_NORMALSWING2;
break;
case OFF_ATTACK:
damageInfo->procAttacker = PROC_FLAG_SUCCESSFUL_MELEE_HIT | PROC_FLAG_SUCCESSFUL_OFFHAND_HIT;
damageInfo->procVictim = PROC_FLAG_TAKEN_MELEE_HIT;//|PROC_FLAG_TAKEN_OFFHAND_HIT // not used
damageInfo->HitInfo = HITINFO_LEFTSWING;
break;
case RANGED_ATTACK:
damageInfo->procAttacker = PROC_FLAG_SUCCESSFUL_RANGED_HIT;
damageInfo->procVictim = PROC_FLAG_TAKEN_RANGED_HIT;
damageInfo->HitInfo = HITINFO_UNK3; // test (dev note: test what? HitInfo flag possibly not confirmed.)
break;
default:
break;
}
// Physical Immune check
if (damageInfo->target->IsImmuneToDamage(damageInfo->damageSchoolMask))
{
damageInfo->HitInfo |= HITINFO_NORMALSWING;
damageInfo->TargetState = VICTIMSTATE_IS_IMMUNE;
damageInfo->procEx |= PROC_EX_IMMUNE;
damageInfo->damage = 0;
damageInfo->cleanDamage = 0;
return;
}
uint32 damage = CalculateDamage(damageInfo->attackType, false);
// Add melee damage bonus
damage = MeleeDamageBonusDone(damageInfo->target, damage, damageInfo->attackType);
damage = damageInfo->target->MeleeDamageBonusTaken(this, damage, damageInfo->attackType);
// Calculate armor reduction
if (damageInfo->damageSchoolMask < 2)
{
damageInfo->damage = CalcArmorReducedDamage(damageInfo->target, damage);
damageInfo->cleanDamage += damage - damageInfo->damage;
}
else
{
damageInfo->damage = damage;
damageInfo->cleanDamage += damage - damageInfo->damage;
}
damageInfo->hitOutCome = RollMeleeOutcomeAgainst(damageInfo->target, damageInfo->attackType);
// Disable parry or dodge for ranged attack
if (damageInfo->attackType == RANGED_ATTACK)
{
if (damageInfo->hitOutCome == MELEE_HIT_PARRY)
{
damageInfo->hitOutCome = MELEE_HIT_NORMAL;
}
if (damageInfo->hitOutCome == MELEE_HIT_DODGE)
{
damageInfo->hitOutCome = MELEE_HIT_MISS;
}
}
switch (damageInfo->hitOutCome)
{
case MELEE_HIT_EVADE:
{
damageInfo->HitInfo |= HITINFO_MISS | HITINFO_SWINGNOHITSOUND;
damageInfo->TargetState = VICTIMSTATE_EVADES;
damageInfo->procEx |= PROC_EX_EVADE;
damageInfo->damage = 0;
damageInfo->cleanDamage = 0;
return;
}
case MELEE_HIT_MISS:
{
damageInfo->HitInfo |= HITINFO_MISS;
damageInfo->TargetState = VICTIMSTATE_UNAFFECTED;
damageInfo->procEx |= PROC_EX_MISS;
damageInfo->damage = 0;
damageInfo->cleanDamage = 0;
break;
}
case MELEE_HIT_NORMAL:
damageInfo->TargetState = VICTIMSTATE_NORMAL;
damageInfo->procEx |= PROC_EX_NORMAL_HIT;
break;
case MELEE_HIT_CRIT:
{
damageInfo->HitInfo |= HITINFO_CRITICALHIT;
damageInfo->TargetState = VICTIMSTATE_NORMAL;
damageInfo->procEx |= PROC_EX_CRITICAL_HIT;
// Crit bonus calc
damageInfo->damage += damageInfo->damage;
int32 mod = 0;
uint32 crTypeMask = damageInfo->target->GetCreatureTypeMask();
// Increase crit damage from SPELL_AURA_MOD_CRIT_PERCENT_VERSUS
mod += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_CRIT_PERCENT_VERSUS, crTypeMask);
if (mod != 0)
{
damageInfo->damage = int32((damageInfo->damage) * float((100.0f + mod) / 100.0f));
}
break;
}
case MELEE_HIT_PARRY:
damageInfo->TargetState = VICTIMSTATE_PARRY;
damageInfo->procEx |= PROC_EX_PARRY;
damageInfo->cleanDamage += damageInfo->damage;
damageInfo->damage = 0;
break;
case MELEE_HIT_DODGE:
damageInfo->TargetState = VICTIMSTATE_DODGE;
damageInfo->procEx |= PROC_EX_DODGE;
damageInfo->cleanDamage += damageInfo->damage;
damageInfo->damage = 0;
break;
case MELEE_HIT_BLOCK:
{
damageInfo->TargetState = VICTIMSTATE_NORMAL;
damageInfo->procEx |= PROC_EX_BLOCK;
damageInfo->blocked_amount = damageInfo->target->GetShieldBlockValue();
if (damageInfo->blocked_amount >= damageInfo->damage)
{
damageInfo->TargetState = VICTIMSTATE_BLOCKS;
damageInfo->blocked_amount = damageInfo->damage;
}
else
{
damageInfo->procEx |= PROC_EX_NORMAL_HIT; // Partial blocks can still cause attacker procs
}
damageInfo->damage -= damageInfo->blocked_amount;
damageInfo->cleanDamage += damageInfo->blocked_amount;
break;
}
case MELEE_HIT_GLANCING:
{
damageInfo->HitInfo |= HITINFO_GLANCING;
damageInfo->TargetState = VICTIMSTATE_NORMAL;
damageInfo->procEx |= PROC_EX_NORMAL_HIT;
// calculate base values and mods
float baseLowEnd = 1.3f;
float baseHighEnd = 1.2f;
switch (getClass()) // lowering base values for casters
{
case CLASS_SHAMAN:
case CLASS_PRIEST:
case CLASS_MAGE:
case CLASS_WARLOCK:
case CLASS_DRUID:
baseLowEnd -= 0.7f;
baseHighEnd -= 0.3f;
break;
}
float maxLowEnd = 0.6f;
switch (getClass()) // upper for melee classes
{
case CLASS_WARRIOR:
case CLASS_ROGUE:
maxLowEnd = 0.91f; // If the attacker is a melee class then instead the lower value of 0.91
}
// calculate values
int32 diff = damageInfo->target->GetDefenseSkillValue() - GetWeaponSkillValue(damageInfo->attackType);
float lowEnd = baseLowEnd - (0.05f * diff);
float highEnd = baseHighEnd - (0.03f * diff);
// apply max/min bounds
if (lowEnd < 0.01f) // the low end must not go bellow 0.01f
{
lowEnd = 0.01f;
}
else if (lowEnd > maxLowEnd) // the smaller value of this and 0.6 is kept as the low end
{
lowEnd = maxLowEnd;
}
if (highEnd < 0.2f) // high end limits
{
highEnd = 0.2f;
}
if (highEnd > 0.99f)
{
highEnd = 0.99f;
}
if (lowEnd > highEnd) // prevent negative range size
{
lowEnd = highEnd;
}
float reducePercent = lowEnd + rand_norm_f() * (highEnd - lowEnd);
damageInfo->cleanDamage += damageInfo->damage - uint32(reducePercent * damageInfo->damage);
damageInfo->damage = uint32(reducePercent * damageInfo->damage);
break;
}
case MELEE_HIT_CRUSHING:
{
damageInfo->HitInfo |= HITINFO_CRUSHING;
damageInfo->TargetState = VICTIMSTATE_NORMAL;
damageInfo->procEx |= PROC_EX_NORMAL_HIT;
// 150% normal damage
damageInfo->damage += (damageInfo->damage / 2);
break;
}
default:
break;
}
// Calculate absorb resist
if (int32(damageInfo->damage) > 0)
{
damageInfo->procVictim |= PROC_FLAG_TAKEN_ANY_DAMAGE;
// Calculate absorb & resists
damageInfo->target->CalculateDamageAbsorbAndResist(this, damageInfo->damageSchoolMask, DIRECT_DAMAGE, damageInfo->damage, &damageInfo->absorb, &damageInfo->resist, true);
damageInfo->damage -= damageInfo->absorb + damageInfo->resist;
if (damageInfo->absorb)
{
damageInfo->HitInfo |= HITINFO_ABSORB;
damageInfo->procEx |= PROC_EX_ABSORB;
}
if (damageInfo->resist)
{
damageInfo->HitInfo |= HITINFO_RESIST;
}
}
else // Umpossible get negative result but....
{
damageInfo->damage = 0;
}
}
void Unit::DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss)
{
if (damageInfo == 0)
{
return;
}
Unit* pVictim = damageInfo->target;
if (!pVictim)
{
return;
}
if (!pVictim->IsAlive() || pVictim->IsTaxiFlying() || (pVictim->GetTypeId() == TYPEID_UNIT && ((Creature*)pVictim)->IsInEvadeMode()))
{
return;
}
// Hmmmm dont like this emotes client must by self do all animations
if (damageInfo->HitInfo & HITINFO_CRITICALHIT)
{
pVictim->HandleEmoteCommand(EMOTE_ONESHOT_WOUNDCRITICAL);
}
if (damageInfo->blocked_amount && damageInfo->TargetState != VICTIMSTATE_BLOCKS)
{
pVictim->HandleEmoteCommand(EMOTE_ONESHOT_PARRYSHIELD);
}
// This seems to reduce the victims time until next attack if your attack was parried
if (damageInfo->TargetState == VICTIMSTATE_PARRY)
{
if (pVictim->GetTypeId() != TYPEID_UNIT ||
!(((Creature*)pVictim)->GetCreatureInfo()->ExtraFlags & CREATURE_EXTRA_FLAG_NO_PARRY_HASTEN))
{
// Get attack timers
float offtime = float(pVictim->getAttackTimer(OFF_ATTACK));
float basetime = float(pVictim->getAttackTimer(BASE_ATTACK));
// Reduce attack time
if (pVictim->haveOffhandWeapon() && offtime < basetime)
{
float percent20 = pVictim->GetAttackTime(OFF_ATTACK) * 0.20f;
float percent60 = 3.0f * percent20;
if (offtime > percent20 && offtime <= percent60)
{
pVictim->setAttackTimer(OFF_ATTACK, uint32(percent20));
}
else if (offtime > percent60)
{
offtime -= 2.0f * percent20;
pVictim->setAttackTimer(OFF_ATTACK, uint32(offtime));
}
}
else
{
float percent20 = pVictim->GetAttackTime(BASE_ATTACK) * 0.20f;
float percent60 = 3.0f * percent20;
if (basetime > percent20 && basetime <= percent60)
{
pVictim->setAttackTimer(BASE_ATTACK, uint32(percent20));
}
else if (basetime > percent60)
{
basetime -= 2.0f * percent20;
pVictim->setAttackTimer(BASE_ATTACK, uint32(basetime));
}
}
}
}
// Call default DealDamage
CleanDamage cleanDamage(damageInfo->cleanDamage, damageInfo->attackType, damageInfo->hitOutCome);
DealDamage(pVictim, damageInfo->damage, &cleanDamage, DIRECT_DAMAGE, SpellSchoolMask(damageInfo->damageSchoolMask), NULL, durabilityLoss);
// If this is a creature and it attacks from behind it has a probability to daze it's victim
if ((!damageInfo->absorb) && (damageInfo->hitOutCome == MELEE_HIT_CRIT || damageInfo->hitOutCome == MELEE_HIT_CRUSHING || damageInfo->hitOutCome == MELEE_HIT_NORMAL || damageInfo->hitOutCome == MELEE_HIT_GLANCING) &&
GetTypeId() != TYPEID_PLAYER && !((Creature*)this)->GetCharmerOrOwnerGuid() && !pVictim->HasInArc(M_PI_F, this))
{
// -probability is between 0% and 40%
// 20% base chance
float Probability = 20.0f;
// there is a newbie protection, at level 10 just 7% base chance; assuming linear function
if (pVictim->getLevel() < 30)
{
Probability = 0.65f * pVictim->getLevel() + 0.5f;
}
uint32 VictimDefense = pVictim->GetDefenseSkillValue();
uint32 AttackerMeleeSkill = GetUnitMeleeSkill();
Probability *= AttackerMeleeSkill / (float)VictimDefense;
if (Probability > 40.0f)
{
Probability = 40.0f;
}
if (roll_chance_f(Probability))
{
CastSpell(pVictim, 1604, true);
}
}
// update at damage Judgement aura duration that applied by attacker at victim
if (damageInfo->damage)
{
SpellAuraHolderMap const& vAuras = pVictim->GetSpellAuraHolderMap();
for (SpellAuraHolderMap::const_iterator itr = vAuras.begin(); itr != vAuras.end(); ++itr)
{
SpellEntry const* spellInfo = (*itr).second->GetSpellProto();
if (spellInfo->AttributesEx3 & 0x40000 && spellInfo->SpellFamilyName == SPELLFAMILY_PALADIN && ((*itr).second->GetCasterGuid() == GetObjectGuid()))
{
(*itr).second->RefreshHolder();
}
}
}
// If not miss
if (!(damageInfo->HitInfo & HITINFO_MISS))
{
// on weapon hit casts
if (GetTypeId() == TYPEID_PLAYER && pVictim->IsAlive())
{
((Player*)this)->CastItemCombatSpell(pVictim, damageInfo->attackType);
}
// victim's damage shield
std::set<Aura*> alreadyDone;
AuraList const& vDamageShields = pVictim->GetAurasByType(SPELL_AURA_DAMAGE_SHIELD);
for (AuraList::const_iterator i = vDamageShields.begin(); i != vDamageShields.end();)
{
if (alreadyDone.find(*i) == alreadyDone.end())
{
alreadyDone.insert(*i);
uint32 damage = (*i)->GetModifier()->m_amount;
SpellEntry const* i_spellProto = (*i)->GetSpellProto();
pVictim->DealDamageMods(this, damage, NULL);
WorldPacket data(SMSG_SPELLDAMAGESHIELD, (8 + 8 + 4 + 4));
data << pVictim->GetObjectGuid();
data << GetObjectGuid();
data << uint32(damage);
data << uint32(i_spellProto->School);
pVictim->SendMessageToSet(&data, true);
pVictim->DealDamage(this, damage, 0, SPELL_DIRECT_DAMAGE, GetSpellSchoolMask(i_spellProto), i_spellProto, true);
i = vDamageShields.begin();
}
else
{
++i;
}
}
}
}
void Unit::HandleEmoteCommand(uint32 emote_id)
{
WorldPacket data(SMSG_EMOTE, 4 + 8);
data << uint32(emote_id);
data << GetObjectGuid();
SendMessageToSet(&data, true);
}
void Unit::HandleEmoteState(uint32 emote_id)
{
SetUInt32Value(UNIT_NPC_EMOTESTATE, emote_id);
}
void Unit::HandleEmote(uint32 emote_id)
{
if (!emote_id)
{
HandleEmoteState(0);
}
else if (EmotesEntry const* emoteEntry = sEmotesStore.LookupEntry(emote_id))
{
if (emoteEntry->EmoteType) // 1,2 states, 0 command
{
HandleEmoteState(emote_id);
}
else
{
HandleEmoteCommand(emote_id);
}
}
}
uint32 Unit::CalcArmorReducedDamage(Unit* pVictim, const uint32 damage)
{
float armor = (float)pVictim->GetArmor();
// Ignore enemy armor by SPELL_AURA_MOD_TARGET_RESISTANCE aura
armor += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_TARGET_RESISTANCE, SPELL_SCHOOL_MASK_NORMAL);
if (armor < 0.0f)
{
armor = 0.0f;
}
float levelModifier = (float)getLevel();
float tmpvalue = 0.1f * armor / (8.5f * levelModifier + 40);
tmpvalue = tmpvalue / (1.0f + tmpvalue);
if (tmpvalue < 0.0f)
{
tmpvalue = 0.0f;
}
if (tmpvalue > 0.75f)
{
tmpvalue = 0.75f;
}
uint32 newdamage = uint32(damage - (damage * tmpvalue));
return (newdamage > 1) ? newdamage : 1;
}
void Unit::CalculateDamageAbsorbAndResist(Unit* pCaster, SpellSchoolMask schoolMask, DamageEffectType damagetype, const uint32 damage, uint32* absorb, uint32* resist, bool /*canReflect*/)
{
if (!pCaster || !IsAlive() || !damage)
{
return;
}
// Magic damage, check for resists
if ((schoolMask & SPELL_SCHOOL_MASK_NORMAL) == 0)
{
// Get base victim resistance for school
float tmpvalue2 = (float)GetResistance(GetFirstSchoolInMask(schoolMask));
// Ignore resistance by self SPELL_AURA_MOD_TARGET_RESISTANCE aura
tmpvalue2 += (float)pCaster->GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_TARGET_RESISTANCE, schoolMask);
tmpvalue2 *= (float)(0.15f / getLevel());
if (tmpvalue2 < 0.0f)
{
tmpvalue2 = 0.0f;
}
if (tmpvalue2 > 0.75f)
{
tmpvalue2 = 0.75f;
}
uint32 ran = urand(0, 100);
float faq[4] = {24.0f, 6.0f, 4.0f, 6.0f};
uint8 m = 0;
float Binom = 0.0f;
for (uint8 i = 0; i < 4; ++i)
{
Binom += 2400 * (powf(tmpvalue2, float(i)) * powf((1 - tmpvalue2), float(4 - i))) / faq[i];
if (ran > Binom)
{
++m;
}
else
{
break;
}
}
if (damagetype == DOT && m == 4)
{
*resist += uint32(damage - 1);
}
else
{
*resist += uint32(damage * m / 4);
}
if (*resist > damage)
{
*resist = damage;
}
}
else
{
*resist = 0;
}
int32 RemainingDamage = damage - *resist;
// full absorb cases (by chance)
/* none cases, but preserve for better backporting conflict resolve
AuraList const& vAbsorb = GetAurasByType(SPELL_AURA_SCHOOL_ABSORB);
for(AuraList::const_iterator i = vAbsorb.begin(); i != vAbsorb.end() && RemainingDamage > 0; ++i)
{
// only work with proper school mask damage
Modifier* i_mod = (*i)->GetModifier();
if (!(i_mod->m_miscvalue & schoolMask))
{
continue;
}
SpellEntry const* i_spellProto = (*i)->GetSpellProto();
}
*/
// Need remove expired auras after
bool existExpired = false;
// absorb without mana cost
AuraList const& vSchoolAbsorb = GetAurasByType(SPELL_AURA_SCHOOL_ABSORB);
for (AuraList::const_iterator i = vSchoolAbsorb.begin(); i != vSchoolAbsorb.end() && RemainingDamage > 0; ++i)
{
Modifier* mod = (*i)->GetModifier();
if (!(mod->m_miscvalue & schoolMask))
{
continue;
}
// Max Amount can be absorbed by this aura
int32 currentAbsorb = mod->m_amount;
// Found empty aura (impossible but..)
if (currentAbsorb <= 0)
{
existExpired = true;
continue;
}
// currentAbsorb - damage can be absorbed by shield
// If need absorb less damage
if (RemainingDamage < currentAbsorb)
{
currentAbsorb = RemainingDamage;
}
RemainingDamage -= currentAbsorb;
// Reduce shield amount
mod->m_amount -= currentAbsorb;
if ((*i)->GetHolder()->DropAuraCharge())
{
mod->m_amount = 0;
}
// Need remove it later
if (mod->m_amount <= 0)
{
existExpired = true;
}
}
// Remove all expired absorb auras
if (existExpired)
{
for (AuraList::const_iterator i = vSchoolAbsorb.begin(); i != vSchoolAbsorb.end();)
{
if ((*i)->GetModifier()->m_amount <= 0)
{
RemoveAurasDueToSpell((*i)->GetId(), NULL, AURA_REMOVE_BY_SHIELD_BREAK);
i = vSchoolAbsorb.begin();
}
else
{
++i;
}
}
}
// absorb by mana cost
AuraList const& vManaShield = GetAurasByType(SPELL_AURA_MANA_SHIELD);
for (AuraList::const_iterator i = vManaShield.begin(), next; i != vManaShield.end() && RemainingDamage > 0; i = next)
{
next = i; ++next;
// check damage school mask
if (((*i)->GetModifier()->m_miscvalue & schoolMask) == 0)
{
continue;
}
int32 currentAbsorb;
if (RemainingDamage >= (*i)->GetModifier()->m_amount)
{
currentAbsorb = (*i)->GetModifier()->m_amount;
}
else
{
currentAbsorb = RemainingDamage;
}
if (float manaMultiplier = (*i)->GetSpellProto()->EffectMultipleValue[(*i)->GetEffIndex()])
{
if (Player* modOwner = GetSpellModOwner())
{
modOwner->ApplySpellMod((*i)->GetId(), SPELLMOD_MULTIPLE_VALUE, manaMultiplier);
}
int32 maxAbsorb = int32(GetPower(POWER_MANA) / manaMultiplier);
if (currentAbsorb > maxAbsorb)
{
currentAbsorb = maxAbsorb;
}
int32 manaReduction = int32(currentAbsorb * manaMultiplier);
ApplyPowerMod(POWER_MANA, manaReduction, false);
}
(*i)->GetModifier()->m_amount -= currentAbsorb;
if ((*i)->GetModifier()->m_amount <= 0)
{
RemoveAurasDueToSpell((*i)->GetId());
next = vManaShield.begin();
}
RemainingDamage -= currentAbsorb;
}
// only split damage if not damaging yourself
if (pCaster != this)
{
AuraList const& vSplitDamageFlat = GetAurasByType(SPELL_AURA_SPLIT_DAMAGE_FLAT);
for (AuraList::const_iterator i = vSplitDamageFlat.begin(), next; i != vSplitDamageFlat.end() && RemainingDamage >= 0; i = next)
{
next = i; ++next;
// check damage school mask
if (((*i)->GetModifier()->m_miscvalue & schoolMask) == 0)
{
continue;
}
// Damage can be splitted only if aura has an alive caster
Unit* caster = (*i)->GetCaster();
if (!caster || caster == this || !caster->IsInWorld() || !caster->IsAlive())
{
continue;
}
int32 currentAbsorb;
if (RemainingDamage >= (*i)->GetModifier()->m_amount)
{
currentAbsorb = (*i)->GetModifier()->m_amount;
}
else
{
currentAbsorb = RemainingDamage;
}
RemainingDamage -= currentAbsorb;
uint32 splitted = currentAbsorb;
uint32 splitted_absorb = 0;
pCaster->DealDamageMods(caster, splitted, &splitted_absorb);
pCaster->SendSpellNonMeleeDamageLog(caster, (*i)->GetSpellProto()->Id, splitted, schoolMask, splitted_absorb, 0, false, 0, false);
CleanDamage cleanDamage = CleanDamage(splitted, BASE_ATTACK, MELEE_HIT_NORMAL);
pCaster->DealDamage(caster, splitted, &cleanDamage, DIRECT_DAMAGE, schoolMask, (*i)->GetSpellProto(), false);
}
AuraList const& vSplitDamagePct = GetAurasByType(SPELL_AURA_SPLIT_DAMAGE_PCT);
for (AuraList::const_iterator i = vSplitDamagePct.begin(), next; i != vSplitDamagePct.end() && RemainingDamage >= 0; i = next)
{
next = i; ++next;
// check damage school mask
if (((*i)->GetModifier()->m_miscvalue & schoolMask) == 0)
{
continue;
}
// Damage can be splitted only if aura has an alive caster
Unit* caster = (*i)->GetCaster();
if (!caster || caster == this || !caster->IsInWorld() || !caster->IsAlive())
{
continue;
}
uint32 splitted = uint32(RemainingDamage * (*i)->GetModifier()->m_amount / 100.0f);
RemainingDamage -= int32(splitted);
uint32 split_absorb = 0;
pCaster->DealDamageMods(caster, splitted, &split_absorb);
pCaster->SendSpellNonMeleeDamageLog(caster, (*i)->GetSpellProto()->Id, splitted, schoolMask, split_absorb, 0, false, 0, false);
CleanDamage cleanDamage = CleanDamage(splitted, BASE_ATTACK, MELEE_HIT_NORMAL);
pCaster->DealDamage(caster, splitted, &cleanDamage, DIRECT_DAMAGE, schoolMask, (*i)->GetSpellProto(), false);
}
}
*absorb = damage - RemainingDamage - *resist;
}
void Unit::CalculateAbsorbResistBlock(Unit* pCaster, SpellNonMeleeDamage* damageInfo, SpellEntry const* spellProto, WeaponAttackType attType)
{
bool blocked = false;
// Get blocked status
switch (spellProto->DmgClass)
{
// Melee and Ranged Spells
case SPELL_DAMAGE_CLASS_RANGED:
case SPELL_DAMAGE_CLASS_MELEE:
blocked = IsSpellBlocked(pCaster, spellProto, attType);
break;
default:
break;
}
if (blocked)
{
damageInfo->blocked = GetShieldBlockValue();
if (damageInfo->damage < damageInfo->blocked)
{
damageInfo->blocked = damageInfo->damage;
}
damageInfo->damage -= damageInfo->blocked;
}
CalculateDamageAbsorbAndResist(pCaster, GetSpellSchoolMask(spellProto), SPELL_DIRECT_DAMAGE, damageInfo->damage, &damageInfo->absorb, &damageInfo->resist, !spellProto->HasAttribute(SPELL_ATTR_EX2_CANT_REFLECTED));
damageInfo->damage -= damageInfo->absorb + damageInfo->resist;
}
void Unit::AttackerStateUpdate(Unit* pVictim, WeaponAttackType attType, bool extra)
{
if (hasUnitState(UNIT_STAT_CAN_NOT_REACT) || HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED))
{
return;
}
if (!pVictim->IsAlive())
{
return;
}
if (IsNonMeleeSpellCasted(false))
{
return;
}
uint32 hitInfo;
if (attType == BASE_ATTACK)
{
hitInfo = HITINFO_NORMALSWING2;
}
else if (attType == OFF_ATTACK)
{
hitInfo = HITINFO_LEFTSWING;
}
else
{
return; // ignore ranged case
}
uint32 extraAttacks = m_extraAttacks;
// melee attack spell casted at main hand attack only
if (attType == BASE_ATTACK && m_currentSpells[CURRENT_MELEE_SPELL])
{
m_currentSpells[CURRENT_MELEE_SPELL]->cast();
// not recent extra attack only at any non extra attack (melee spell case)
if (!extra && extraAttacks)
{
HandleProcExtraAttackFor(pVictim);
}
return;
}
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MELEE_ATTACK);
CalcDamageInfo damageInfo;
CalculateMeleeDamage(pVictim, &damageInfo, attType);
// Send log damage message to client
DealDamageMods(pVictim, damageInfo.damage, &damageInfo.absorb);
SendAttackStateUpdate(&damageInfo);
ProcDamageAndSpell(damageInfo.target, damageInfo.procAttacker, damageInfo.procVictim, damageInfo.procEx, damageInfo.damage, damageInfo.attackType);
DealMeleeDamage(&damageInfo, true);
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "AttackerStateUpdate: %s attacked %s for %u dmg, absorbed %u, blocked %u, resisted %u.",
GetGuidStr().c_str(), pVictim->GetGuidStr().c_str(), damageInfo.damage, damageInfo.absorb, damageInfo.blocked_amount, damageInfo.resist);
// Owner of pet enters combat upon pet attack
if (Unit* owner = GetOwner())
{
owner->AddThreat(pVictim);
owner->SetInCombatWith(pVictim);
pVictim->SetInCombatWith(owner);
}
// if damage pVictim call AI reaction
pVictim->AttackedBy(this);
// extra attack only at any non extra attack (normal case)
if (!extra && extraAttacks)
{
HandleProcExtraAttackFor(pVictim);
}
}
void Unit::HandleProcExtraAttackFor(Unit* victim)
{
while (m_extraAttacks)
{
--m_extraAttacks;
AttackerStateUpdate(victim, BASE_ATTACK, true);
}
}
MeleeHitOutcome Unit::RollMeleeOutcomeAgainst(const Unit* pVictim, WeaponAttackType attType) const
{
// This is only wrapper
// Miss chance based on melee
float miss_chance = MeleeMissChanceCalc(pVictim, attType);
// Critical hit chance
float crit_chance = GetUnitCriticalChance(attType, pVictim);
// stunned target can not dodge and this is check in GetUnitDodgeChance() (returned 0 in this case)
float dodge_chance = pVictim->GetUnitDodgeChance();
float block_chance = pVictim->GetUnitBlockChance();
float parry_chance = pVictim->GetUnitParryChance();
// Useful if want to specify crit & miss chances for melee, else it could be removed
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "MELEE OUTCOME: miss %f crit %f dodge %f parry %f block %f", miss_chance, crit_chance, dodge_chance, parry_chance, block_chance);
return RollMeleeOutcomeAgainst(pVictim, attType, int32(crit_chance * 100), int32(miss_chance * 100), int32(dodge_chance * 100), int32(parry_chance * 100), int32(block_chance * 100), false);
}
MeleeHitOutcome Unit::RollMeleeOutcomeAgainst(const Unit* pVictim, WeaponAttackType attType, int32 crit_chance, int32 miss_chance, int32 dodge_chance, int32 parry_chance, int32 block_chance, bool SpellCasted) const
{
if (pVictim->GetTypeId() == TYPEID_UNIT && ((Creature*)pVictim)->IsInEvadeMode())
{
return MELEE_HIT_EVADE;
}
int32 attackerMaxSkillValueForLevel = GetMaxSkillValueForLevel(pVictim);
int32 victimMaxSkillValueForLevel = pVictim->GetMaxSkillValueForLevel(this);
int32 attackerWeaponSkill = GetWeaponSkillValue(attType, pVictim);
int32 victimDefenseSkill = pVictim->GetDefenseSkillValue(this);
// bonus from skills is 0.04%
int32 skillBonus = 4 * (attackerWeaponSkill - victimMaxSkillValueForLevel);
int32 sum = 0;
int32 roll = urand(0, 10000);
int32 tmp = miss_chance;
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "RollMeleeOutcomeAgainst: skill bonus of %d for attacker", skillBonus);
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "RollMeleeOutcomeAgainst: rolled %d, miss %d, dodge %d, parry %d, block %d, crit %d",
roll, miss_chance, dodge_chance, parry_chance, block_chance, crit_chance);
if (tmp > 0 && roll < (sum += tmp))
{
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "RollMeleeOutcomeAgainst: MISS");
return MELEE_HIT_MISS;
}
// always crit against a sitting target (except 0 crit chance)
if (pVictim->GetTypeId() == TYPEID_PLAYER && crit_chance > 0 && !pVictim->IsStandState())
{
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "RollMeleeOutcomeAgainst: CRIT (sitting victim)");
return MELEE_HIT_CRIT;
}
bool from_behind = !pVictim->HasInArc(M_PI_F, this);
if (from_behind)
{
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "RollMeleeOutcomeAgainst: attack came from behind.");
}
// Dodge chance
// only players can't dodge if attacker is behind
if (pVictim->GetTypeId() != TYPEID_PLAYER || !from_behind)
{
tmp = dodge_chance;
if ((tmp > 0) // check if unit _can_ dodge
&& ((tmp -= skillBonus) > 0)
&& roll < (sum += tmp))
{
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "RollMeleeOutcomeAgainst: DODGE <%d, %d)", sum - tmp, sum);
return MELEE_HIT_DODGE;
}
}
// parry chances
// check if attack comes from behind, nobody can parry or block if attacker is behind
if (!from_behind)
{
if (parry_chance > 0 && (pVictim->GetTypeId() == TYPEID_PLAYER || !(((Creature*)pVictim)->GetCreatureInfo()->ExtraFlags & CREATURE_EXTRA_FLAG_NO_PARRY)))
{
parry_chance -= skillBonus;
if (parry_chance > 0 && // check if unit _can_ parry
(roll < (sum += parry_chance)))
{
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "RollMeleeOutcomeAgainst: PARRY <%d, %d)", sum - parry_chance, sum);
return MELEE_HIT_PARRY;
}
}
}
// Max 40% chance to score a glancing blow against mobs that are higher level (can do only players and pets and not with ranged weapon)
if (attType != RANGED_ATTACK && !SpellCasted &&
(GetTypeId() == TYPEID_PLAYER || ((Creature*)this)->IsPet()) &&
pVictim->GetTypeId() != TYPEID_PLAYER && !((Creature*)pVictim)->IsPet() &&
getLevel() < pVictim->GetLevelForTarget(this))
{
// cap possible value (with bonuses > max skill)
int32 skill = attackerWeaponSkill;
int32 maxskill = attackerMaxSkillValueForLevel;
skill = (skill > maxskill) ? maxskill : skill;
tmp = (10 + 2 * (victimDefenseSkill - skill)) * 100;
tmp = tmp > 4000 ? 4000 : tmp;
if (roll < (sum += tmp))
{
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "RollMeleeOutcomeAgainst: GLANCING <%d, %d)", sum - 4000, sum);
return MELEE_HIT_GLANCING;
}
}
// block chances
// check if attack comes from behind, nobody can parry or block if attacker is behind
if (!from_behind)
{
if (pVictim->GetTypeId() == TYPEID_PLAYER || !(((Creature*)pVictim)->GetCreatureInfo()->ExtraFlags & CREATURE_EXTRA_FLAG_NO_BLOCK))
{
tmp = block_chance;
if ((tmp > 0) // check if unit _can_ block
&& ((tmp -= skillBonus) > 0)
&& (roll < (sum += tmp)))
{
// Critical chance
tmp = crit_chance;
if (GetTypeId() == TYPEID_PLAYER && SpellCasted && tmp > 0)
{
if (roll_chance_i(tmp / 100))
{
DEBUG_LOG("RollMeleeOutcomeAgainst: BLOCKED CRIT");
return MELEE_HIT_BLOCK_CRIT;
}
}
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "RollMeleeOutcomeAgainst: BLOCK <%d, %d)", sum - tmp, sum);
return MELEE_HIT_BLOCK;
}
}
}
// Critical chance
tmp = crit_chance;
if (tmp > 0 && roll < (sum += tmp))
{
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "RollMeleeOutcomeAgainst: CRIT <%d, %d)", sum - tmp, sum);
return MELEE_HIT_CRIT;
}
if ((GetTypeId() != TYPEID_PLAYER && !((Creature*)this)->IsPet()) &&
!(((Creature*)this)->GetCreatureInfo()->ExtraFlags & CREATURE_EXTRA_FLAG_NO_CRUSH) &&
!SpellCasted /*Only autoattack can be crashing blow*/)
{
// mobs can score crushing blows if they're 3 or more levels above victim
// or when their weapon skill is 15 or more above victim's defense skill
tmp = victimDefenseSkill;
int32 tmpmax = victimMaxSkillValueForLevel;
// having defense above your maximum (from items, talents etc.) has no effect
tmp = tmp > tmpmax ? tmpmax : tmp;
// tmp = mob's level * 5 - player's current defense skill
tmp = attackerMaxSkillValueForLevel - tmp;
if (tmp >= 15)
{
// add 2% chance per lacking skill point, min. is 15%
tmp = tmp * 200 - 1500;
if (roll < (sum += tmp))
{
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "RollMeleeOutcomeAgainst: CRUSHING <%d, %d)", sum - tmp, sum);
return MELEE_HIT_CRUSHING;
}
}
}
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "RollMeleeOutcomeAgainst: NORMAL");
return MELEE_HIT_NORMAL;
}
uint32 Unit::CalculateDamage(WeaponAttackType attType, bool normalized)
{
float min_damage, max_damage;
if (normalized && GetTypeId() == TYPEID_PLAYER)
{
((Player*)this)->CalculateMinMaxDamage(attType, normalized, min_damage, max_damage);
}
else
{
switch (attType)
{
case RANGED_ATTACK:
min_damage = GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE);
max_damage = GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE);
break;
case BASE_ATTACK:
min_damage = GetFloatValue(UNIT_FIELD_MINDAMAGE);
max_damage = GetFloatValue(UNIT_FIELD_MAXDAMAGE);
break;
case OFF_ATTACK:
min_damage = GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE);
max_damage = GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE);
break;
// Just for good manner
default:
min_damage = 0.0f;
max_damage = 0.0f;
break;
}
}
if (min_damage > max_damage)
{
std::swap(min_damage, max_damage);
}
if (max_damage == 0.0f)
{
max_damage = 5.0f;
}
return urand((uint32)min_damage, (uint32)max_damage);
}
float Unit::CalculateLevelPenalty(SpellEntry const* spellProto) const
{
uint32 spellLevel = spellProto->spellLevel;
if (spellLevel <= 0)
{
return 1.0f;
}
float LvlPenalty = 0.0f;
if (spellLevel < 20)
{
LvlPenalty = (20.0f - spellLevel) * 3.75f;
}
return (100.0f - LvlPenalty) / 100.0f;
}
void Unit::SendMeleeAttackStart(Unit* pVictim)
{
WorldPacket data(SMSG_ATTACKSTART, 8 + 8);
data << GetObjectGuid();
data << pVictim->GetObjectGuid();
SendMessageToSet(&data, true);
DEBUG_LOG("WORLD: Sent SMSG_ATTACKSTART");
}
void Unit::SendMeleeAttackStop(Unit* victim)
{
if (!victim)
{
return;
}
WorldPacket data(SMSG_ATTACKSTOP, (8 + 8 + 4)); // guess size, max is 9+9+4
data << GetPackGUID();
data << victim->GetPackGUID(); // can be 0x00...
data << uint32(0); // can be 0x1
SendMessageToSet(&data, true);
DETAIL_FILTER_LOG(LOG_FILTER_COMBAT, "%s %u stopped attacking %s %u", (GetTypeId() == TYPEID_PLAYER ? "player" : "creature"), GetGUIDLow(), (victim->GetTypeId() == TYPEID_PLAYER ? "player" : "creature"), victim->GetGUIDLow());
/*if(victim->GetTypeId() == TYPEID_UNIT)
((Creature*)victim)->AI().EnterEvadeMode(this);*/
}
bool Unit::IsSpellBlocked(Unit* pCaster, SpellEntry const* spellEntry, WeaponAttackType attackType)
{
if (!HasInArc(M_PI_F, pCaster))
{
return false;
}
if (spellEntry)
{
// Some spells can not be blocked
if (spellEntry->HasAttribute(SPELL_ATTR_IMPOSSIBLE_DODGE_PARRY_BLOCK))
{
return false;
}
}
// Check creatures flags_extra for disable block
if (GetTypeId() == TYPEID_UNIT)
{
if (((Creature*)this)->GetCreatureInfo()->ExtraFlags & CREATURE_EXTRA_FLAG_NO_BLOCK)
{
return false;
}
}
float blockChance = GetUnitBlockChance();
blockChance += (int32(pCaster->GetWeaponSkillValue(attackType)) - int32(GetMaxSkillValueForLevel())) * 0.04f;
return roll_chance_f(blockChance);
}
// Melee based spells can be miss, parry or dodge on this step
// Crit or block - determined on damage calculation phase! (and can be both in some time)
float Unit::MeleeSpellMissChance(Unit* pVictim, WeaponAttackType attType, int32 skillDiff, SpellEntry const* spell)
{
// Calculate hit chance (more correct for chance mod)
float hitChance = 0.0f;
// PvP - PvE melee chances
if (pVictim->GetTypeId() == TYPEID_PLAYER)
{
hitChance = 95.0f + skillDiff * 0.04f;
}
else if (skillDiff < -10)
{
hitChance = 93.0f + (skillDiff + 10) * 0.4f; // 7% base chance to miss for big skill diff (%6 in 3.x)
}
else
{
hitChance = 95.0f + skillDiff * 0.1f;
}
// Hit chance depends from victim auras
if (attType == RANGED_ATTACK)
{
hitChance += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_RANGED_HIT_CHANCE);
}
else
{
hitChance += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_MELEE_HIT_CHANCE);
}
// Spellmod from SPELLMOD_RESIST_MISS_CHANCE
if (Player* modOwner = GetSpellModOwner())
{
modOwner->ApplySpellMod(spell->Id, SPELLMOD_RESIST_MISS_CHANCE, hitChance);
}
// Miss = 100 - hit
float missChance = 100.0f - hitChance;
// Bonuses from attacker aura and ratings
if (attType == RANGED_ATTACK)
{
missChance -= m_modRangedHitChance;
}
else
{
missChance -= m_modMeleeHitChance;
}
// Limit miss chance from 0 to 60%
if (missChance < 0.0f)
{
return 0.0f;
}
if (missChance > 60.0f)
{
return 60.0f;
}
return missChance;
}
// Melee based spells hit result calculations
SpellMissInfo Unit::MeleeSpellHitResult(Unit* pVictim, SpellEntry const* spell)
{
WeaponAttackType attType = BASE_ATTACK;
if (spell->DmgClass == SPELL_DAMAGE_CLASS_RANGED)
{
attType = RANGED_ATTACK;
}
// bonus from skills is 0.04% per skill Diff
int32 attackerWeaponSkill = (spell->EquippedItemClass == ITEM_CLASS_WEAPON) ? int32(GetWeaponSkillValue(attType, pVictim)) : GetMaxSkillValueForLevel();
int32 skillDiff = attackerWeaponSkill - int32(pVictim->GetMaxSkillValueForLevel(this));
int32 fullSkillDiff = attackerWeaponSkill - int32(pVictim->GetDefenseSkillValue(this));
//is this to get a better spread and not have to resort to floats?
uint32 roll = urand(0, 10000);
uint32 missChance = uint32(MeleeSpellMissChance(pVictim, attType, fullSkillDiff, spell) * 100.0f);
// Roll miss
uint32 tmp = spell->HasAttribute(SPELL_ATTR_EX3_CANT_MISS) ? 0 : missChance;
if (roll < tmp)
{
return SPELL_MISS_MISS;
}
// Chance resist mechanic (select max value from every mechanic spell effect)
int32 resist_mech = 0;
// Get effects mechanic and chance
for (int eff = 0; eff < MAX_EFFECT_INDEX; ++eff)
{
int32 effect_mech = GetEffectMechanic(spell, SpellEffectIndex(eff));
if (effect_mech)
{
int32 temp = pVictim->GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_MECHANIC_RESISTANCE, effect_mech);
if (resist_mech < temp * 100)
{
resist_mech = temp * 100;
}
}
}
// Roll chance
tmp += resist_mech;
if (roll < tmp)
{
return SPELL_MISS_RESIST;
}
bool canDodge = true;
bool canParry = true;
// Same spells can not be parry/dodge
if (spell->HasAttribute(SPELL_ATTR_IMPOSSIBLE_DODGE_PARRY_BLOCK))
{
return SPELL_MISS_NONE;
}
// Ranged attack can not be parry/dodge
if (attType == RANGED_ATTACK)
{
return SPELL_MISS_NONE;
}
bool from_behind = !pVictim->HasInArc(M_PI_F, this);
// Check for attack from behind
if (from_behind)
{
// Can`t dodge from behind in PvP (but its possible in PvE)
if (GetTypeId() == TYPEID_PLAYER && pVictim->GetTypeId() == TYPEID_PLAYER)
{
canDodge = false;
}
// Can`t parry
canParry = false;
}
// Check creatures flags_extra for disable parry
if (pVictim->GetTypeId() == TYPEID_UNIT)
{
uint32 flagEx = ((Creature*)pVictim)->GetCreatureInfo()->ExtraFlags;
if (flagEx & CREATURE_EXTRA_FLAG_NO_PARRY)
{
canParry = false;
}
}
if (canDodge)
{
// Roll dodge
int32 dodgeChance = int32(pVictim->GetUnitDodgeChance() * 100.0f) - skillDiff * 4;
if (dodgeChance < 0)
{
dodgeChance = 0;
}
tmp += dodgeChance;
if (roll < tmp)
{
return SPELL_MISS_DODGE;
}
}
if (canParry)
{
// Roll parry
int32 parryChance = int32(pVictim->GetUnitParryChance() * 100.0f) - skillDiff * 4;
// Can`t parry from behind
if (parryChance < 0)
{
parryChance = 0;
}
tmp += parryChance;
if (roll < tmp)
{
return SPELL_MISS_PARRY;
}
}
return SPELL_MISS_NONE;
}
// TODO need use unit spell resistances in calculations
SpellMissInfo Unit::MagicSpellHitResult(Unit* pVictim, SpellEntry const* spell)
{
// Can`t miss on dead target (on skinning for example)
if (!pVictim->IsAlive())
{
return SPELL_MISS_NONE;
}
SpellSchoolMask schoolMask = GetSpellSchoolMask(spell);
// Holy spell resist didn't exist in 1.12.
if (schoolMask == SPELL_SCHOOL_MASK_HOLY)
{
return SPELL_MISS_NONE;
}
// PvP - PvE spell misschances per leveldif > 2
int32 lchance = pVictim->GetTypeId() == TYPEID_PLAYER ? 7 : 11;
int32 leveldif = int32(pVictim->GetLevelForTarget(this)) - int32(GetLevelForTarget(pVictim));
// Base hit chance from attacker and victim levels
int32 modHitChance;
if (leveldif < 3)
{
modHitChance = 96 - leveldif;
}
else
{
modHitChance = 94 - (leveldif - 2) * lchance;
}
// Spellmod from SPELLMOD_RESIST_MISS_CHANCE
if (Player* modOwner = GetSpellModOwner())
{
modOwner->ApplySpellMod(spell->Id, SPELLMOD_RESIST_MISS_CHANCE, modHitChance);
}
// Chance hit from victim SPELL_AURA_MOD_ATTACKER_SPELL_HIT_CHANCE auras
modHitChance += pVictim->GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_ATTACKER_SPELL_HIT_CHANCE, schoolMask);
// Reduce spell hit chance for Area of effect spells from victim SPELL_AURA_MOD_AOE_AVOIDANCE aura
if (IsAreaOfEffectSpell(spell))
{
modHitChance -= pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_AOE_AVOIDANCE);
}
// Chance resist mechanic (select max value from every mechanic spell effect)
int32 resist_mech = 0;
// Get effects mechanic and chance
for (int eff = 0; eff < MAX_EFFECT_INDEX; ++eff)
{
int32 effect_mech = GetEffectMechanic(spell, SpellEffectIndex(eff));
if (effect_mech)
{
int32 temp = pVictim->GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_MECHANIC_RESISTANCE, effect_mech);
if (resist_mech < temp)
{
resist_mech = temp;
}
}
}
// Apply mod
modHitChance -= resist_mech;
// Chance resist debuff
modHitChance -= pVictim->GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_DEBUFF_RESISTANCE, int32(spell->Dispel));
int32 HitChance = modHitChance * 100;
// Increase hit chance from attacker SPELL_AURA_MOD_SPELL_HIT_CHANCE and attacker ratings
HitChance += int32(m_modSpellHitChance * 100.0f);
if (HitChance < 100)
{
HitChance = 100;
}
if (HitChance > 9900)
{
HitChance = 9900;
}
int32 tmp = spell->HasAttribute(SPELL_ATTR_EX3_CANT_MISS) ? 0 : (10000 - HitChance);
// Why isn't this urand aswell just as in MeleeSpellHitResult?
int32 rand = irand(0, 10000);
if (rand < tmp)
{
return SPELL_MISS_RESIST;
}
return SPELL_MISS_NONE;
}
// Calculate spell hit result can be:
// Every spell can: Evade/Immune/Reflect/Sucesful hit
// For melee based spells:
// Miss
// Dodge
// Parry
// For spells
// Resist
SpellMissInfo Unit::SpellHitResult(Unit* pVictim, SpellEntry const* spell, bool CanReflect)
{
SpellSchoolMask schoolMask = GetSpellSchoolMask(spell);
// wand case
bool wand = spell->Id == 5019;
if (wand && !!(getClassMask() & CLASSMASK_WAND_USERS) && GetTypeId() == TYPEID_PLAYER)
{
schoolMask = GetSchoolMask(GetWeaponDamageSchool(RANGED_ATTACK));
}
// Return evade for units in evade mode
if (pVictim->GetTypeId() == TYPEID_UNIT && ((Creature*)pVictim)->IsInEvadeMode())
{
return SPELL_MISS_EVADE;
}
// Check for immune
if (!wand && pVictim->IsImmuneToSpell(spell, this == pVictim) && !spell->HasAttribute(SPELL_ATTR_UNAFFECTED_BY_INVULNERABILITY))
{
return SPELL_MISS_IMMUNE;
}
// All positive spells can`t miss
// TODO: client not show miss log for this spells - so need find info for this in dbc and use it!
if (IsPositiveSpell(spell->Id))
{
return SPELL_MISS_NONE;
}
// Check for immune (use charges)
if (pVictim->IsImmuneToDamage(schoolMask) && !spell->HasAttribute(SPELL_ATTR_UNAFFECTED_BY_INVULNERABILITY))
{
return SPELL_MISS_IMMUNE;
}
// Try victim reflect spell
if (CanReflect)
{
int32 reflectchance = pVictim->GetTotalAuraModifier(SPELL_AURA_REFLECT_SPELLS);
Unit::AuraList const& mReflectSpellsSchool = pVictim->GetAurasByType(SPELL_AURA_REFLECT_SPELLS_SCHOOL);
for (Unit::AuraList::const_iterator i = mReflectSpellsSchool.begin(); i != mReflectSpellsSchool.end(); ++i)
if ((*i)->GetModifier()->m_miscvalue & schoolMask)
{
reflectchance += (*i)->GetModifier()->m_amount;
}
if (reflectchance > 0 && roll_chance_i(reflectchance))
{
// Start triggers for remove charges if need (trigger only for victim, and mark as active spell)
ProcDamageAndSpell(pVictim, PROC_FLAG_NONE, PROC_FLAG_TAKEN_NEGATIVE_SPELL_HIT, PROC_EX_REFLECT, 1, BASE_ATTACK, spell);
return SPELL_MISS_REFLECT;
}
}
switch (spell->DmgClass)
{
case SPELL_DAMAGE_CLASS_NONE:
return SPELL_MISS_NONE;
case SPELL_DAMAGE_CLASS_MAGIC:
return MagicSpellHitResult(pVictim, spell);
case SPELL_DAMAGE_CLASS_MELEE:
case SPELL_DAMAGE_CLASS_RANGED:
return MeleeSpellHitResult(pVictim, spell);
}
return SPELL_MISS_NONE;
}
float Unit::MeleeMissChanceCalc(const Unit* pVictim, WeaponAttackType attType) const
{
if (!pVictim)
{
return 0.0f;
}
// Base misschance 5%
float missChance = 5.0f;
// DualWield - white damage has additional 19% miss penalty
if (haveOffhandWeapon() && attType != RANGED_ATTACK)
{
bool isNormal = false;
for (uint32 i = CURRENT_FIRST_NON_MELEE_SPELL; i < CURRENT_MAX_SPELL; ++i)
{
if (m_currentSpells[i] && (GetSpellSchoolMask(m_currentSpells[i]->m_spellInfo) & SPELL_SCHOOL_MASK_NORMAL))
{
isNormal = true;
break;
}
}
if (!isNormal && !m_currentSpells[CURRENT_MELEE_SPELL])
{
missChance += 19.0f;
}
}
int32 skillDiff = int32(GetWeaponSkillValue(attType, pVictim)) - int32(pVictim->GetDefenseSkillValue(this));
// PvP - PvE melee chances
if (pVictim->GetTypeId() == TYPEID_PLAYER)
{
missChance -= skillDiff * 0.04f;
}
else if (skillDiff < -10)
{
missChance -= (skillDiff + 10) * 0.4f - 2.0f; // 7% base chance to miss for big skill diff (%6 in 3.x)
}
else
{
missChance -= skillDiff * 0.1f;
}
// Hit chance bonus from attacker based on ratings and auras
if (attType == RANGED_ATTACK)
{
missChance -= m_modRangedHitChance;
}
else
{
missChance -= m_modMeleeHitChance;
}
// Modify miss chance by victim auras
if (attType == RANGED_ATTACK)
{
missChance -= pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_RANGED_HIT_CHANCE);
}
else
{
missChance -= pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_MELEE_HIT_CHANCE);
}
// Limit miss chance from 0 to 60%
if (missChance < 0.0f)
{
return 0.0f;
}
if (missChance > 60.0f)
{
return 60.0f;
}
return missChance;
}
uint32 Unit::GetDefenseSkillValue(Unit const* target) const
{
if (GetTypeId() == TYPEID_PLAYER)
{
// in PvP use full skill instead current skill value
uint32 value = (target && target->GetTypeId() == TYPEID_PLAYER)
? ((Player*)this)->GetMaxSkillValue(SKILL_DEFENSE)
: ((Player*)this)->GetSkillValue(SKILL_DEFENSE);
return value;
}
else
{
return GetUnitMeleeSkill(target);
}
}
float Unit::GetUnitDodgeChance() const
{
if (hasUnitState(UNIT_STAT_STUNNED))
{
return 0.0f;
}
if (GetTypeId() == TYPEID_PLAYER)
{
return GetFloatValue(PLAYER_DODGE_PERCENTAGE);
}
else
{
if (((Creature const*)this)->IsTotem())
{
return 0.0f;
}
else
{
float dodge = 5.0f;
dodge += GetTotalAuraModifier(SPELL_AURA_MOD_DODGE_PERCENT);
return dodge > 0.0f ? dodge : 0.0f;
}
}
}
float Unit::GetUnitParryChance() const
{
if (IsNonMeleeSpellCasted(false) || hasUnitState(UNIT_STAT_STUNNED))
{
return 0.0f;
}
float chance = 0.0f;
if (GetTypeId() == TYPEID_PLAYER)
{
Player const* player = (Player const*)this;
if (player->CanParry())
{
Item* tmpitem = player->GetWeaponForAttack(BASE_ATTACK, true, true);
if (!tmpitem)
{
tmpitem = player->GetWeaponForAttack(OFF_ATTACK, true, true);
}
if (tmpitem)
{
chance = GetFloatValue(PLAYER_PARRY_PERCENTAGE);
}
}
}
else if (GetTypeId() == TYPEID_UNIT)
{
if (GetCreatureType() == CREATURE_TYPE_HUMANOID)
{
chance = 5.0f;
chance += GetTotalAuraModifier(SPELL_AURA_MOD_PARRY_PERCENT);
}
}
return chance > 0.0f ? chance : 0.0f;
}
float Unit::GetUnitBlockChance() const
{
if (IsNonMeleeSpellCasted(false) || hasUnitState(UNIT_STAT_STUNNED))
{
return 0.0f;
}
if (GetTypeId() == TYPEID_PLAYER)
{
Player const* player = (Player const*)this;
if (player->CanBlock() && player->CanUseEquippedWeapon(OFF_ATTACK))
{
Item* tmpitem = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
if (tmpitem && !tmpitem->IsBroken() && tmpitem->GetProto()->Block)
{
return GetFloatValue(PLAYER_BLOCK_PERCENTAGE);
}
}
// is player but has no block ability or no not broken shield equipped
return 0.0f;
}
else
{
if (((Creature const*)this)->IsTotem())
{
return 0.0f;
}
else
{
float block = 5.0f;
block += GetTotalAuraModifier(SPELL_AURA_MOD_BLOCK_PERCENT);
return block > 0.0f ? block : 0.0f;
}
}
}
float Unit::GetUnitCriticalChance(WeaponAttackType attackType, const Unit* pVictim) const
{
float crit;
if (GetTypeId() == TYPEID_PLAYER)
{
switch (attackType)
{
case OFF_ATTACK:
case BASE_ATTACK:
crit = GetFloatValue(PLAYER_CRIT_PERCENTAGE);
break;
case RANGED_ATTACK:
crit = GetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE);
break;
// Just for good manner
default:
crit = 0.0f;
break;
}
}
else
{
crit = 5.0f;
crit += GetTotalAuraModifier(SPELL_AURA_MOD_CRIT_PERCENT);
}
// flat aura mods
if (attackType == RANGED_ATTACK)
{
crit += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_RANGED_CRIT_CHANCE);
}
else
{
crit += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_MELEE_CRIT_CHANCE);
}
// Apply crit chance from defence skill
crit += (int32(GetMaxSkillValueForLevel(pVictim)) - int32(pVictim->GetDefenseSkillValue(this))) * 0.04f;
if (crit < 0.0f)
{
crit = 0.0f;
}
return crit;
}
uint32 Unit::GetWeaponSkillValue(WeaponAttackType attType, Unit const* target) const
{
uint32 value;
if (GetTypeId() == TYPEID_PLAYER)
{
Item* item = ((Player*)this)->GetWeaponForAttack(attType, true, true);
// feral or unarmed skill only for base attack
if (attType != BASE_ATTACK && !item)
{
return 0;
}
if (IsInFeralForm())
{
return GetMaxSkillValueForLevel(); // always maximized SKILL_FERAL_COMBAT in fact
}
// weapon skill or (unarmed for base attack)
// weapon skill type is what this returns, ie: SKILL_BOW etc, see SkillType enum
uint32 skill = item ? item->GetSkill() : uint32(SKILL_UNARMED);
// in PvP use full skill instead current skill value
value = (target && target->GetTypeId() == TYPEID_PLAYER)
? ((Player*)this)->GetMaxSkillValue(skill)
: ((Player*)this)->GetSkillValue(skill);
}
else
{
value = GetUnitMeleeSkill(target);
}
return value;
}
void Unit::_UpdateSpells(uint32 time)
{
if (m_currentSpells[CURRENT_AUTOREPEAT_SPELL])
{
_UpdateAutoRepeatSpell();
}
// remove finished spells from current pointers
for (uint32 i = 0; i < CURRENT_MAX_SPELL; ++i)
{
if (m_currentSpells[i] && m_currentSpells[i]->getState() == SPELL_STATE_FINISHED)
{
m_currentSpells[i]->SetReferencedFromCurrent(false);
m_currentSpells[i] = NULL; // remove pointer
}
}
// update auras
// m_AurasUpdateIterator can be updated in inderect called code at aura remove to skip next planned to update but removed auras
for (m_spellAuraHoldersUpdateIterator = m_spellAuraHolders.begin(); m_spellAuraHoldersUpdateIterator != m_spellAuraHolders.end();)
{
SpellAuraHolder* i_holder = m_spellAuraHoldersUpdateIterator->second;
++m_spellAuraHoldersUpdateIterator; // need shift to next for allow update if need into aura update
i_holder->UpdateHolder(time);
}
// remove expired auras
for (SpellAuraHolderMap::iterator iter = m_spellAuraHolders.begin(); iter != m_spellAuraHolders.end();)
{
SpellAuraHolder* holder = iter->second;
if (!(holder->IsPermanent() || holder->IsPassive()) && holder->GetAuraDuration() == 0)
{
RemoveSpellAuraHolder(holder, AURA_REMOVE_BY_EXPIRE);
iter = m_spellAuraHolders.begin();
}
else
{
++iter;
}
}
if (!m_gameObj.empty())
{
GameObjectList::iterator ite1, dnext1;
for (ite1 = m_gameObj.begin(); ite1 != m_gameObj.end(); ite1 = dnext1)
{
dnext1 = ite1;
//(*i)->Update( difftime );
if (!(*ite1)->isSpawned())
{
(*ite1)->SetOwnerGuid(ObjectGuid());
(*ite1)->SetRespawnTime(0);
(*ite1)->Delete();
dnext1 = m_gameObj.erase(ite1);
}
else
{
++dnext1;
}
}
}
}
void Unit::_UpdateAutoRepeatSpell()
{
// check "realtime" interrupts
if ((GetTypeId() == TYPEID_PLAYER && ((Player*)this)->isMoving()) || IsNonMeleeSpellCasted(false, false, true))
{
// cancel wand shoot
if (m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->Category == 351)
{
InterruptSpell(CURRENT_AUTOREPEAT_SPELL);
}
m_AutoRepeatFirstCast = true;
return;
}
// apply delay
if (m_AutoRepeatFirstCast && getAttackTimer(RANGED_ATTACK) < 500)
{
setAttackTimer(RANGED_ATTACK, 500);
}
m_AutoRepeatFirstCast = false;
// castroutine
if (isAttackReady(RANGED_ATTACK))
{
// Check if able to cast
if (m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->CheckCast(true) != SPELL_CAST_OK)
{
InterruptSpell(CURRENT_AUTOREPEAT_SPELL);
return;
}
// we want to shoot
Spell* spell = new Spell(this, m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo, true);
spell->prepare(&(m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_targets));
// all went good, reset attack
resetAttackTimer(RANGED_ATTACK);
}
}
void Unit::SetCurrentCastedSpell(Spell* pSpell)
{
MANGOS_ASSERT(pSpell); // NULL may be never passed here, use InterruptSpell or InterruptNonMeleeSpells
CurrentSpellTypes CSpellType = pSpell->GetCurrentContainer();
if (pSpell == m_currentSpells[CSpellType])
{
return; // avoid breaking self
}
// break same type spell if it is not delayed
InterruptSpell(CSpellType, false);
// special breakage effects:
switch (CSpellType)
{
case CURRENT_GENERIC_SPELL:
{
// generic spells always break channeled not delayed spells
InterruptSpell(CURRENT_CHANNELED_SPELL, false);
// autorepeat breaking
if (m_currentSpells[CURRENT_AUTOREPEAT_SPELL])
{
// break autorepeat if not Auto Shot
if (m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->Category == 351)
{
InterruptSpell(CURRENT_AUTOREPEAT_SPELL);
}
m_AutoRepeatFirstCast = true;
}
} break;
case CURRENT_CHANNELED_SPELL:
{
// channel spells always break generic non-delayed and any channeled spells
InterruptSpell(CURRENT_GENERIC_SPELL, false);
InterruptSpell(CURRENT_CHANNELED_SPELL);
// it also does break autorepeat if not Auto Shot
if (m_currentSpells[CURRENT_AUTOREPEAT_SPELL] &&
m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->Category == 351)
{
InterruptSpell(CURRENT_AUTOREPEAT_SPELL);
}
} break;
case CURRENT_AUTOREPEAT_SPELL:
{
// only Auto Shoot does not break anything
if (pSpell->m_spellInfo->Category == 351)
{
// generic autorepeats break generic non-delayed and channeled non-delayed spells
InterruptSpell(CURRENT_GENERIC_SPELL, false);
InterruptSpell(CURRENT_CHANNELED_SPELL, false);
}
// special action: set first cast flag
m_AutoRepeatFirstCast = true;
} break;
default:
{
// other spell types don't break anything now
} break;
}
// current spell (if it is still here) may be safely deleted now
if (m_currentSpells[CSpellType])
{
m_currentSpells[CSpellType]->SetReferencedFromCurrent(false);
}
// set new current spell
m_currentSpells[CSpellType] = pSpell;
pSpell->SetReferencedFromCurrent(true);
pSpell->SetSelfContainer(&(m_currentSpells[pSpell->GetCurrentContainer()]));
// previous and faulty version of the following code. If the above proves to work, then delete this instruction
// pSpell->m_selfContainer = &(m_currentSpells[pSpell->GetCurrentContainer()]);
}
void Unit::InterruptSpell(CurrentSpellTypes spellType, bool withDelayed)
{
if (m_currentSpells[spellType] && (withDelayed || m_currentSpells[spellType]->getState() != SPELL_STATE_DELAYED))
{
// send autorepeat cancel message for autorepeat spells
if (spellType == CURRENT_AUTOREPEAT_SPELL)
{
if (GetTypeId() == TYPEID_PLAYER)
{
((Player*)this)->SendAutoRepeatCancel();
}
}
if (m_currentSpells[spellType]->getState() != SPELL_STATE_FINISHED)
{
m_currentSpells[spellType]->cancel();
}
// cancel can interrupt spell already (caster cancel ->target aura remove -> caster iterrupt)
if (m_currentSpells[spellType])
{
m_currentSpells[spellType]->SetReferencedFromCurrent(false);
m_currentSpells[spellType] = NULL;
}
}
}
void Unit::FinishSpell(CurrentSpellTypes spellType, bool ok /*= true*/)
{
Spell* spell = m_currentSpells[spellType];
if (!spell)
{
return;
}
if (spellType == CURRENT_CHANNELED_SPELL)
{
spell->SendChannelUpdate(0);
}
spell->finish(ok);
}
bool Unit::IsClientControlled(Player const* exactClient /*= nullptr*/) const
{
// Severvide method to check if unit is client controlled (optionally check for specific client in control)
// Applies only to player controlled units
if (!HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_POSSESSED))
return false;
// These flags are meant to be used when server controls this unit, client control is taken away
if (HasFlag(UNIT_FIELD_FLAGS, (UNIT_FLAG_CLIENT_CONTROL_LOST | UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING)))
return false;
// If unit is possessed, it has lost original control...
if (ObjectGuid const& guid = GetCharmerGuid())
{
// ... but if it is a possessing charm, then we have to check if some other player controls it
if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_POSSESSED) && guid.IsPlayer())
return (exactClient ? (exactClient->GetObjectGuid() == guid) : true);
return false;
}
// By default: players have client control over themselves
if (GetTypeId() == TYPEID_PLAYER)
return (exactClient ? (exactClient == this) : true);
return false;
}
bool Unit::IsNonMeleeSpellCasted(bool withDelayed, bool skipChanneled, bool skipAutorepeat, bool forMovement, bool forAutoIgnore) const
{
// We don't do loop here to explicitly show that melee spell is excluded.
// Maybe later some special spells will be excluded too.
// generic spells are casted when they are not finished and not delayed
if (Spell const* genericSpell = m_currentSpells[CURRENT_GENERIC_SPELL])
{
if (genericSpell->getState() != SPELL_STATE_FINISHED)
{
bool specialResult = true;
if (forMovement) // mobs can move during spells without this flag
specialResult = genericSpell->m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_MOVEMENT;
bool isAutoNonInterrupting = forAutoIgnore && genericSpell->m_spellInfo->HasAttribute(SPELL_ATTR_EX2_NOT_RESET_AUTO_ACTIONS);
if (!isAutoNonInterrupting && specialResult && (withDelayed || genericSpell->getState() != SPELL_STATE_TRAVELING))
return true;
}
}
// channeled spells may be delayed, but they are still considered casted
if (!skipChanneled)
{
if (Spell const* channeledSpell = m_currentSpells[CURRENT_CHANNELED_SPELL])
{
bool attributeResult = false;
if (!forMovement)
attributeResult = channeledSpell->m_spellInfo->HasAttribute(SPELL_ATTR_EX4_CAN_CAST_WHILE_CASTING);
bool isAutoNonInterrupting = forAutoIgnore && channeledSpell->m_spellInfo->HasAttribute(SPELL_ATTR_EX2_NOT_RESET_AUTO_ACTIONS);
if (!isAutoNonInterrupting && !attributeResult && !channeledSpell->IsTriggered() && (channeledSpell->getState() != SPELL_STATE_FINISHED))
return true;
}
}
// autorepeat spells may be finished or delayed, but they are still considered casted
if (!skipAutorepeat && m_currentSpells[CURRENT_AUTOREPEAT_SPELL])
return true;
return forAutoIgnore;
}
void Unit::InterruptNonMeleeSpells(bool withDelayed, uint32 spell_id)
{
// generic spells are interrupted if they are not finished or delayed
if (m_currentSpells[CURRENT_GENERIC_SPELL] && (!spell_id || m_currentSpells[CURRENT_GENERIC_SPELL]->m_spellInfo->Id == spell_id))
{
InterruptSpell(CURRENT_GENERIC_SPELL, withDelayed);
}
// autorepeat spells are interrupted if they are not finished or delayed
if (m_currentSpells[CURRENT_AUTOREPEAT_SPELL] && (!spell_id || m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->Id == spell_id))
{
InterruptSpell(CURRENT_AUTOREPEAT_SPELL, withDelayed);
}
// channeled spells are interrupted if they are not finished, even if they are delayed
if (m_currentSpells[CURRENT_CHANNELED_SPELL] && (!spell_id || m_currentSpells[CURRENT_CHANNELED_SPELL]->m_spellInfo->Id == spell_id))
{
InterruptSpell(CURRENT_CHANNELED_SPELL, true);
}
}
Spell* Unit::FindCurrentSpellBySpellId(uint32 spell_id) const
{
for (uint32 i = 0; i < CURRENT_MAX_SPELL; ++i)
if (m_currentSpells[i] && m_currentSpells[i]->m_spellInfo->Id == spell_id)
{
return m_currentSpells[i];
}
return NULL;
}
void Unit::SetInFront(Unit const* target)
{
SetOrientation(GetAngle(target));
}
void Unit::SetFacingTo(float ori)
{
Movement::MoveSplineInit init(*this);
init.SetFacing(ori);
init.Launch();
}
void Unit::SetFacingToObject(WorldObject* pObject)
{
// never face when already moving
if (!IsStopped())
{
return;
}
// TODO: figure out under what conditions creature will move towards object instead of facing it where it currently is.
SetFacingTo(GetAngle(pObject));
}
bool Unit::isInAccessablePlaceFor(Creature const* c) const
{
if (IsInWater())
{
return c->CanSwim();
}
else
{
return c->CanWalk() || c->CanFly();
}
}
bool Unit::IsInWater() const
{
return GetMap()->GetTerrain()->IsInWater(GetPositionX(), GetPositionY(), GetPositionZ());
}
bool Unit::IsUnderWater() const
{
return GetMap()->GetTerrain()->IsUnderWater(GetPositionX(), GetPositionY(), GetPositionZ());
}
void Unit::DeMorph()
{
SetDisplayId(GetNativeDisplayId());
}
int32 Unit::GetTotalAuraModifier(AuraType auratype) const
{
int32 modifier = 0;
AuraList const& mTotalAuraList = GetAurasByType(auratype);
for (AuraList::const_iterator i = mTotalAuraList.begin(); i != mTotalAuraList.end(); ++i)
{
modifier += (*i)->GetModifier()->m_amount;
}
return modifier;
}
float Unit::GetTotalAuraMultiplier(AuraType auratype) const
{
float multiplier = 1.0f;
AuraList const& mTotalAuraList = GetAurasByType(auratype);
for (AuraList::const_iterator i = mTotalAuraList.begin(); i != mTotalAuraList.end(); ++i)
{
multiplier *= (100.0f + (*i)->GetModifier()->m_amount) / 100.0f;
}
return multiplier;
}
int32 Unit::GetMaxPositiveAuraModifier(AuraType auratype) const
{
int32 modifier = 0;
AuraList const& mTotalAuraList = GetAurasByType(auratype);
for (AuraList::const_iterator i = mTotalAuraList.begin(); i != mTotalAuraList.end(); ++i)
if ((*i)->GetModifier()->m_amount > modifier)
{
modifier = (*i)->GetModifier()->m_amount;
}
return modifier;
}
int32 Unit::GetMaxNegativeAuraModifier(AuraType auratype) const
{
int32 modifier = 0;
AuraList const& mTotalAuraList = GetAurasByType(auratype);
for (AuraList::const_iterator i = mTotalAuraList.begin(); i != mTotalAuraList.end(); ++i)
if ((*i)->GetModifier()->m_amount < modifier)
{
modifier = (*i)->GetModifier()->m_amount;
}
return modifier;
}
int32 Unit::GetTotalAuraModifierByMiscMask(AuraType auratype, uint32 misc_mask) const
{
if (!misc_mask)
{
return 0;
}
int32 modifier = 0;
AuraList const& mTotalAuraList = GetAurasByType(auratype);
for (AuraList::const_iterator i = mTotalAuraList.begin(); i != mTotalAuraList.end(); ++i)
{
Modifier* mod = (*i)->GetModifier();
if (mod->m_miscvalue & misc_mask)
{
modifier += mod->m_amount;
}
}
return modifier;
}
float Unit::GetTotalAuraMultiplierByMiscMask(AuraType auratype, uint32 misc_mask) const
{
if (!misc_mask)
{
return 1.0f;
}
float multiplier = 1.0f;
AuraList const& mTotalAuraList = GetAurasByType(auratype);
for (AuraList::const_iterator i = mTotalAuraList.begin(); i != mTotalAuraList.end(); ++i)
{
Modifier* mod = (*i)->GetModifier();
if (mod->m_miscvalue & misc_mask)
{
multiplier *= (100.0f + mod->m_amount) / 100.0f;
}
}
return multiplier;
}
int32 Unit::GetMaxPositiveAuraModifierByMiscMask(AuraType auratype, uint32 misc_mask) const
{
if (!misc_mask)
{
return 0;
}
int32 modifier = 0;
AuraList const& mTotalAuraList = GetAurasByType(auratype);
for (AuraList::const_iterator i = mTotalAuraList.begin(); i != mTotalAuraList.end(); ++i)
{
Modifier* mod = (*i)->GetModifier();
if (mod->m_miscvalue & misc_mask && mod->m_amount > modifier)
{
modifier = mod->m_amount;
}
}
return modifier;
}
int32 Unit::GetMaxNegativeAuraModifierByMiscMask(AuraType auratype, uint32 misc_mask) const
{
if (!misc_mask)
{
return 0;
}
int32 modifier = 0;
AuraList const& mTotalAuraList = GetAurasByType(auratype);
for (AuraList::const_iterator i = mTotalAuraList.begin(); i != mTotalAuraList.end(); ++i)
{
Modifier* mod = (*i)->GetModifier();
if (mod->m_miscvalue & misc_mask && mod->m_amount < modifier)
{
modifier = mod->m_amount;
}
}
return modifier;
}
int32 Unit::GetTotalAuraModifierByMiscValue(AuraType auratype, int32 misc_value) const
{
int32 modifier = 0;
AuraList const& mTotalAuraList = GetAurasByType(auratype);
for (AuraList::const_iterator i = mTotalAuraList.begin(); i != mTotalAuraList.end(); ++i)
{
Modifier* mod = (*i)->GetModifier();
if (mod->m_miscvalue == misc_value)
{
modifier += mod->m_amount;
}
}
return modifier;
}
float Unit::GetTotalAuraMultiplierByMiscValue(AuraType auratype, int32 misc_value) const
{
float multiplier = 1.0f;
AuraList const& mTotalAuraList = GetAurasByType(auratype);
for (AuraList::const_iterator i = mTotalAuraList.begin(); i != mTotalAuraList.end(); ++i)
{
Modifier* mod = (*i)->GetModifier();
if (mod->m_miscvalue == misc_value)
{
multiplier *= (100.0f + mod->m_amount) / 100.0f;
}
}
return multiplier;
}
int32 Unit::GetMaxPositiveAuraModifierByMiscValue(AuraType auratype, int32 misc_value) const
{
int32 modifier = 0;
AuraList const& mTotalAuraList = GetAurasByType(auratype);
for (AuraList::const_iterator i = mTotalAuraList.begin(); i != mTotalAuraList.end(); ++i)
{
Modifier* mod = (*i)->GetModifier();
if (mod->m_miscvalue == misc_value && mod->m_amount > modifier)
{
modifier = mod->m_amount;
}
}
return modifier;
}
int32 Unit::GetMaxNegativeAuraModifierByMiscValue(AuraType auratype, int32 misc_value) const
{
int32 modifier = 0;
AuraList const& mTotalAuraList = GetAurasByType(auratype);
for (AuraList::const_iterator i = mTotalAuraList.begin(); i != mTotalAuraList.end(); ++i)
{
Modifier* mod = (*i)->GetModifier();
if (mod->m_miscvalue == misc_value && mod->m_amount < modifier)
{
modifier = mod->m_amount;
}
}
return modifier;
}
bool Unit::AddSpellAuraHolder(SpellAuraHolder* holder)
{
SpellEntry const* aurSpellInfo = holder->GetSpellProto();
// ghost spell check, allow apply any auras at player loading in ghost mode (will be cleanup after load)
if (!IsAlive() && !IsDeathPersistentSpell(aurSpellInfo) &&
!IsDeathOnlySpell(aurSpellInfo) &&
(GetTypeId() != TYPEID_PLAYER || !((Player*)this)->GetSession()->PlayerLoading()))
{
delete holder;
return false;
}
if (holder->GetTarget() != this)
{
sLog.outError("Holder (spell %u) add to spell aura holder list of %s (lowguid: %u) but spell aura holder target is %s (lowguid: %u)",
holder->GetId(), (GetTypeId() == TYPEID_PLAYER ? "player" : "creature"), GetGUIDLow(),
(holder->GetTarget()->GetTypeId() == TYPEID_PLAYER ? "player" : "creature"), holder->GetTarget()->GetGUIDLow());
delete holder;
return false;
}
// passive and persistent auras can stack with themselves any number of times
if ((!holder->IsPassive() && !holder->IsPersistent()) || holder->IsAreaAura())
{
SpellAuraHolderBounds spair = GetSpellAuraHolderBounds(aurSpellInfo->Id);
// take out same spell
for (SpellAuraHolderMap::iterator iter = spair.first; iter != spair.second; ++iter)
{
SpellAuraHolder* foundHolder = iter->second;
if (foundHolder->GetCasterGuid() == holder->GetCasterGuid())
{
// Aura can stack on self -> Stack it;
if (aurSpellInfo->StackAmount)
{
// can be created with >1 stack by some spell mods
foundHolder->ModStackAmount(holder->GetStackAmount());
delete holder;
return false;
}
// Check for coexisting Weapon-proced Auras
if (holder->IsWeaponBuffCoexistableWith(foundHolder))
{
continue;
}
// can be only single
RemoveSpellAuraHolder(foundHolder, AURA_REMOVE_BY_STACK);
break;
}
bool stop = false;
for (int32 i = 0; i < MAX_EFFECT_INDEX && !stop; ++i)
{
// no need to check non stacking auras that weren't/won't be applied on this target
if (!foundHolder->m_auras[i] || !holder->m_auras[i])
{
continue;
}
// m_auraname can be modified to SPELL_AURA_NONE for area auras, use original
AuraType aurNameReal = AuraType(aurSpellInfo->EffectApplyAuraName[i]);
switch (aurNameReal)
{
// DoT/HoT/etc
case SPELL_AURA_DUMMY: // allow stack (HoTs checked later)
case SPELL_AURA_PERIODIC_DAMAGE:
case SPELL_AURA_PERIODIC_DAMAGE_PERCENT:
case SPELL_AURA_PERIODIC_LEECH:
case SPELL_AURA_OBS_MOD_HEALTH:
case SPELL_AURA_PERIODIC_MANA_LEECH:
case SPELL_AURA_OBS_MOD_MANA:
case SPELL_AURA_POWER_BURN_MANA:
break;
case SPELL_AURA_PERIODIC_ENERGIZE: // all or self or clear non-stackable
default: // not allow
// can be only single (this check done at _each_ aura add
RemoveSpellAuraHolder(foundHolder, AURA_REMOVE_BY_STACK);
stop = true;
break;
}
}
if (stop)
{
break;
}
}
}
// normal spell or passive auras not stackable with other ranks
if (!IsPassiveSpell(aurSpellInfo) || !IsPassiveSpellStackableWithRanks(aurSpellInfo))
{
if (!RemoveNoStackAurasDueToAuraHolder(holder))
{
delete holder;
return false; // couldn't remove conflicting aura with higher rank
}
}
// update tracked aura targets list (before aura add to aura list, to prevent unexpected remove recently added aura)
if (TrackedAuraType trackedType = holder->GetTrackedAuraType())
{
if (Unit* caster = holder->GetCaster()) // caster not in world
{
// Only compare TrackedAuras of same tracking type
TrackedAuraTargetMap& scTargets = caster->GetTrackedAuraTargets(trackedType);
for (TrackedAuraTargetMap::iterator itr = scTargets.begin(); itr != scTargets.end();)
{
SpellEntry const* itr_spellEntry = itr->first;
ObjectGuid itr_targetGuid = itr->second; // Target on whom the tracked aura is
if (itr_targetGuid == GetObjectGuid()) // Note: I don't understand this check (based on old aura concepts, kept when adding holders)
{
++itr;
continue;
}
bool removed = false;
switch (trackedType)
{
case TRACK_AURA_TYPE_SINGLE_TARGET:
if (IsSingleTargetSpells(itr_spellEntry, aurSpellInfo))
{
removed = true;
// remove from target if target found
if (Unit* itr_target = GetMap()->GetUnit(itr_targetGuid))
{
itr_target->RemoveAurasDueToSpell(itr_spellEntry->Id); // TODO AURA_REMOVE_BY_TRACKING (might require additional work elsewhere)
}
else // Normally the tracking will be removed by the AuraRemoval
{
scTargets.erase(itr);
}
}
break;
case TRACK_AURA_TYPE_NOT_TRACKED: // These two can never happen
case MAX_TRACKED_AURA_TYPES:
MANGOS_ASSERT(false);
break;
}
if (removed)
{
itr = scTargets.begin(); // list can be chnaged at remove aura
continue;
}
++itr;
}
switch (trackedType)
{
case TRACK_AURA_TYPE_SINGLE_TARGET: // Register spell holder single target
scTargets[aurSpellInfo] = GetObjectGuid();
break;
default:
break;
}
}
}
// add aura, register in lists and arrays
holder->_AddSpellAuraHolder();
m_spellAuraHolders.insert(SpellAuraHolderMap::value_type(holder->GetId(), holder));
for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i)
if (Aura* aur = holder->GetAuraByEffectIndex(SpellEffectIndex(i)))
{
AddAuraToModList(aur);
}
holder->ApplyAuraModifiers(true, true); // This is the place where auras are actually applied onto the target
DEBUG_LOG("Holder of spell %u now is in use", holder->GetId());
// if aura deleted before boosts apply ignore
// this can be possible it it removed indirectly by triggered spell effect at ApplyModifier
if (holder->IsDeleted())
{
return false;
}
holder->HandleSpellSpecificBoosts(true);
return true;
}
void Unit::AddAuraToModList(Aura* aura)
{
if (aura->GetModifier()->m_auraname < TOTAL_AURAS)
{
m_modAuras[aura->GetModifier()->m_auraname].push_back(aura);
}
}
void Unit::RemoveRankAurasDueToSpell(uint32 spellId)
{
SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellId);
if (!spellInfo)
{
return;
}
SpellAuraHolderMap::const_iterator i, next;
for (i = m_spellAuraHolders.begin(); i != m_spellAuraHolders.end(); i = next)
{
next = i;
++next;
uint32 i_spellId = (*i).second->GetId();
if ((*i).second && i_spellId && i_spellId != spellId)
{
if (sSpellMgr.IsRankSpellDueToSpell(spellInfo, i_spellId))
{
RemoveAurasDueToSpell(i_spellId);
if (m_spellAuraHolders.empty())
{
break;
}
else
{
next = m_spellAuraHolders.begin();
}
}
}
}
}
bool Unit::RemoveNoStackAurasDueToAuraHolder(SpellAuraHolder* holder)
{
if (!holder)
{
return false;
}
SpellEntry const* spellProto = holder->GetSpellProto();
if (!spellProto)
{
return false;
}
uint32 spellId = holder->GetId();
// passive spell special case (only non stackable with ranks)
if (IsPassiveSpell(spellProto))
{
if (IsPassiveSpellStackableWithRanks(spellProto))
{
return true;
}
}
uint32 firstHoT = 0;
for (int eff = 0; eff < MAX_EFFECT_INDEX; ++eff)
{
if (Aura* aura = holder->GetAuraByEffectIndex(SpellEffectIndex(eff)))
{
switch (aura->GetModifier()->m_auraname)
{
case SPELL_AURA_PERIODIC_HEAL:
case SPELL_AURA_OBS_MOD_HEALTH:
{
firstHoT = sSpellMgr.GetFirstSpellInChain(holder->GetId());
break;
}
default: break;
}
}
if (firstHoT)
{
break;
}
}
SpellSpecific spellId_spec = GetSpellSpecific(spellId);
SpellAuraHolderMap::iterator i, next;
for (i = m_spellAuraHolders.begin(); i != m_spellAuraHolders.end(); i = next)
{
next = i;
++next;
if (!(*i).second)
{
continue;
}
SpellEntry const* i_spellProto = (*i).second->GetSpellProto();
if (!i_spellProto)
{
continue;
}
uint32 i_spellId = i_spellProto->Id;
// early checks that spellId is passive non stackable spell
if (IsPassiveSpell(i_spellProto))
{
// passive non-stackable spells not stackable only for same caster
if (holder->GetCasterGuid() != i->second->GetCasterGuid())
{
continue;
}
// passive non-stackable spells not stackable only with another rank of same spell
if (!sSpellMgr.IsRankSpellDueToSpell(spellProto, i_spellId))
{
continue;
}
}
if (i_spellId == spellId)
{
continue;
}
bool is_triggered_by_spell = false;
// prevent triggering aura of removing aura that triggered it
for (int j = 0; j < MAX_EFFECT_INDEX; ++j)
if (i_spellProto->EffectTriggerSpell[j] == spellId)
{
is_triggered_by_spell = true;
}
// prevent triggered aura of removing aura that triggering it (triggered effect early some aura of parent spell
for (int j = 0; j < MAX_EFFECT_INDEX; ++j)
if (spellProto->EffectTriggerSpell[j] == i_spellId)
{
is_triggered_by_spell = true;
}
if (is_triggered_by_spell)
{
continue;
}
SpellSpecific i_spellId_spec = GetSpellSpecific(i_spellId);
// single allowed spell specific from same caster or from any caster at target
bool is_spellSpecPerTargetPerCaster = IsSingleFromSpellSpecificPerTargetPerCaster(spellId_spec, i_spellId_spec);
bool is_spellSpecPerTarget = IsSingleFromSpellSpecificPerTarget(spellId_spec, i_spellId_spec);
// HoTs in 1.x must be per target also
if (!is_spellSpecPerTarget && firstHoT && firstHoT == sSpellMgr.GetFirstSpellInChain(i_spellId))
{
is_spellSpecPerTarget = true;
}
if (is_spellSpecPerTarget || (is_spellSpecPerTargetPerCaster && holder->GetCasterGuid() == (*i).second->GetCasterGuid()))
{
// can not remove higher rank
if (sSpellMgr.IsRankSpellDueToSpell(spellProto, i_spellId))
if (CompareAuraRanks(spellId, i_spellId) < 0)
{
return false;
}
// Its a parent aura (create this aura in ApplyModifier)
if ((*i).second->IsInUse())
{
sLog.outError("SpellAuraHolder (Spell %u) is in process but attempt removed at SpellAuraHolder (Spell %u) adding, need add stack rule for Unit::RemoveNoStackAurasDueToAuraHolder", i->second->GetId(), holder->GetId());
continue;
}
RemoveAurasDueToSpell(i_spellId);
if (m_spellAuraHolders.empty())
{
break;
}
else
{
next = m_spellAuraHolders.begin();
}
continue;
}
// spell with spell specific that allow single ranks for spell from diff caster
// same caster case processed or early or later
bool is_spellPerTarget = IsSingleFromSpellSpecificSpellRanksPerTarget(spellId_spec, i_spellId_spec);
if (is_spellPerTarget && holder->GetCasterGuid() != (*i).second->GetCasterGuid() && sSpellMgr.IsRankSpellDueToSpell(spellProto, i_spellId))
{
// can not remove higher rank
if (CompareAuraRanks(spellId, i_spellId) < 0)
{
return false;
}
// Its a parent aura (create this aura in ApplyModifier)
if ((*i).second->IsInUse())
{
sLog.outError("SpellAuraHolder (Spell %u) is in process but attempt removed at SpellAuraHolder (Spell %u) adding, need add stack rule for Unit::RemoveNoStackAurasDueToAuraHolder", i->second->GetId(), holder->GetId());
continue;
}
RemoveAurasDueToSpell(i_spellId);
if (m_spellAuraHolders.empty())
{
break;
}
else
{
next = m_spellAuraHolders.begin();
}
continue;
}
// non single (per caster) per target spell specific (possible single spell per target at caster)
if (!is_spellSpecPerTargetPerCaster && !is_spellSpecPerTarget && sSpellMgr.IsNoStackSpellDueToSpell(spellId, i_spellId))
{
// Its a parent aura (create this aura in ApplyModifier)
if ((*i).second->IsInUse())
{
sLog.outError("SpellAuraHolder (Spell %u) is in process but attempt removed at SpellAuraHolder (Spell %u) adding, need add stack rule for Unit::RemoveNoStackAurasDueToAuraHolder", i->second->GetId(), holder->GetId());
continue;
}
RemoveAurasDueToSpell(i_spellId);
if (m_spellAuraHolders.empty())
{
break;
}
else
{
next = m_spellAuraHolders.begin();
}
continue;
}
// Potions stack aura by aura (elixirs/flask already checked)
if (spellProto->SpellFamilyName == SPELLFAMILY_POTION && i_spellProto->SpellFamilyName == SPELLFAMILY_POTION)
{
if (IsNoStackAuraDueToAura(spellId, i_spellId))
{
if (CompareAuraRanks(spellId, i_spellId) < 0)
{
return false; // can not remove higher rank
}
// Its a parent aura (create this aura in ApplyModifier)
if ((*i).second->IsInUse())
{
sLog.outError("SpellAuraHolder (Spell %u) is in process but attempt removed at SpellAuraHolder (Spell %u) adding, need add stack rule for Unit::RemoveNoStackAurasDueToAuraHolder", i->second->GetId(), holder->GetId());
continue;
}
RemoveAurasDueToSpell(i_spellId);
if (m_spellAuraHolders.empty())
{
break;
}
else
{
next = m_spellAuraHolders.begin();
}
}
}
}
return true;
}
void Unit::RemoveAura(uint32 spellId, SpellEffectIndex effindex, Aura* except)
{
SpellAuraHolderBounds spair = GetSpellAuraHolderBounds(spellId);
for (SpellAuraHolderMap::iterator iter = spair.first; iter != spair.second;)
{
Aura* aur = iter->second->m_auras[effindex];
if (aur && aur != except)
{
RemoveSingleAuraFromSpellAuraHolder(iter->second, effindex);
// may remove holder
spair = GetSpellAuraHolderBounds(spellId);
iter = spair.first;
}
else
{
++iter;
}
}
}
void Unit::RemoveAurasByCaster(ObjectGuid casterGuid)
{
for (SpellAuraHolderMap::iterator iter = m_spellAuraHolders.begin(); iter != m_spellAuraHolders.end();)
{
if (iter->second->GetCasterGuid() == casterGuid)
{
RemoveSpellAuraHolder(iter->second);
iter = m_spellAuraHolders.begin();
}
else
{
++iter;
}
}
}
void Unit::RemoveAurasByCasterSpell(uint32 spellId, ObjectGuid casterGuid)
{
SpellAuraHolderBounds spair = GetSpellAuraHolderBounds(spellId);
for (SpellAuraHolderMap::iterator iter = spair.first; iter != spair.second;)
{
if (iter->second->GetCasterGuid() == casterGuid)
{
RemoveSpellAuraHolder(iter->second);
spair = GetSpellAuraHolderBounds(spellId);
iter = spair.first;
}
else
{
++iter;
}
}
}
void Unit::RemoveSingleAuraFromSpellAuraHolder(uint32 spellId, SpellEffectIndex effindex, ObjectGuid casterGuid, AuraRemoveMode mode)
{
SpellAuraHolderBounds spair = GetSpellAuraHolderBounds(spellId);
for (SpellAuraHolderMap::iterator iter = spair.first; iter != spair.second;)
{
Aura* aur = iter->second->m_auras[effindex];
if (aur && aur->GetCasterGuid() == casterGuid)
{
RemoveSingleAuraFromSpellAuraHolder(iter->second, effindex, mode);
spair = GetSpellAuraHolderBounds(spellId);
iter = spair.first;
}
else
{
++iter;
}
}
}
void Unit::RemoveAuraHolderDueToSpellByDispel(uint32 spellId, uint32 stackAmount, ObjectGuid casterGuid, Unit* /*dispeller*/)
{
RemoveAuraHolderFromStack(spellId, stackAmount, casterGuid, AURA_REMOVE_BY_DISPEL);
}
void Unit::RemoveAurasDueToSpellByCancel(uint32 spellId)
{
SpellAuraHolderBounds spair = GetSpellAuraHolderBounds(spellId);
for (SpellAuraHolderMap::iterator iter = spair.first; iter != spair.second;)
{
RemoveSpellAuraHolder(iter->second, AURA_REMOVE_BY_CANCEL);
spair = GetSpellAuraHolderBounds(spellId);
iter = spair.first;
}
}
void Unit::RemoveAurasWithDispelType(DispelType type, ObjectGuid casterGuid)
{
// Create dispel mask by dispel type
uint32 dispelMask = GetDispellMask(type);
// Dispel all existing auras vs current dispel type
SpellAuraHolderMap& auras = GetSpellAuraHolderMap();
for (SpellAuraHolderMap::iterator itr = auras.begin(); itr != auras.end();)
{
SpellEntry const* spell = itr->second->GetSpellProto();
if (((1 << spell->Dispel) & dispelMask) && (!casterGuid || casterGuid == itr->second->GetCasterGuid()))
{
// Dispel aura
RemoveAurasDueToSpell(spell->Id);
itr = auras.begin();
}
else
{
++itr;
}
}
}
void Unit::RemoveAuraHolderFromStack(uint32 spellId, uint32 stackAmount, ObjectGuid casterGuid, AuraRemoveMode mode)
{
SpellAuraHolderBounds spair = GetSpellAuraHolderBounds(spellId);
for (SpellAuraHolderMap::iterator iter = spair.first; iter != spair.second; ++iter)
{
if (!casterGuid || iter->second->GetCasterGuid() == casterGuid)
{
if (iter->second->ModStackAmount(-int32(stackAmount)))
{
RemoveSpellAuraHolder(iter->second, mode);
break;
}
}
}
}
void Unit::RemoveAurasDueToSpell(uint32 spellId, SpellAuraHolder* except, AuraRemoveMode mode)
{
SpellAuraHolderBounds bounds = GetSpellAuraHolderBounds(spellId);
for (SpellAuraHolderMap::iterator iter = bounds.first; iter != bounds.second;)
{
if (iter->second != except)
{
RemoveSpellAuraHolder(iter->second, mode);
bounds = GetSpellAuraHolderBounds(spellId);
iter = bounds.first;
}
else
{
++iter;
}
}
}
void Unit::RemoveAurasDueToItemSpell(Item* castItem, uint32 spellId)
{
SpellAuraHolderBounds bounds = GetSpellAuraHolderBounds(spellId);
for (SpellAuraHolderMap::iterator iter = bounds.first; iter != bounds.second;)
{
if (iter->second->GetCastItemGuid() == castItem->GetObjectGuid())
{
RemoveSpellAuraHolder(iter->second);
bounds = GetSpellAuraHolderBounds(spellId);
iter = bounds.first;
}
else
{
++iter;
}
}
}
void Unit::RemoveAurasWithInterruptFlags(uint32 flags)
{
for (SpellAuraHolderMap::iterator iter = m_spellAuraHolders.begin(); iter != m_spellAuraHolders.end();)
{
if (iter->second->GetSpellProto()->AuraInterruptFlags & flags)
{
RemoveSpellAuraHolder(iter->second);
iter = m_spellAuraHolders.begin();
}
else
{
++iter;
}
}
}
void Unit::RemoveAurasWithAttribute(uint32 flags)
{
for (SpellAuraHolderMap::iterator iter = m_spellAuraHolders.begin(); iter != m_spellAuraHolders.end();)
{
if (iter->second->GetSpellProto()->HasAttribute((SpellAttributes)flags))
{
RemoveSpellAuraHolder(iter->second);
iter = m_spellAuraHolders.begin();
}
else
{
++iter;
}
}
}
void Unit::RemoveNotOwnTrackedTargetAuras()
{
// tracked aura targets from other casters are removed if the phase does no more fit
for (SpellAuraHolderMap::iterator iter = m_spellAuraHolders.begin(); iter != m_spellAuraHolders.end();)
{
TrackedAuraType trackedType = iter->second->GetTrackedAuraType();
if (!trackedType)
{
++iter;
continue;
}
if (iter->second->GetCasterGuid() != GetObjectGuid())
{
RemoveSpellAuraHolder(iter->second);
iter = m_spellAuraHolders.begin();
continue;
}
++iter;
}
// tracked aura targets at other targets
for (uint8 type = TRACK_AURA_TYPE_SINGLE_TARGET; type < MAX_TRACKED_AURA_TYPES; ++type)
{
TrackedAuraTargetMap& scTargets = GetTrackedAuraTargets(TrackedAuraType(type));
for (TrackedAuraTargetMap::iterator itr = scTargets.begin(); itr != scTargets.end();)
{
SpellEntry const* itr_spellEntry = itr->first;
ObjectGuid itr_targetGuid = itr->second;
if (itr_targetGuid != GetObjectGuid())
{
scTargets.erase(itr); // remove for caster in any case
// remove from target if target found
if (Unit* itr_target = GetMap()->GetUnit(itr_targetGuid))
{
itr_target->RemoveAurasByCasterSpell(itr_spellEntry->Id, GetObjectGuid());
}
itr = scTargets.begin(); // list can be changed at remove aura
continue;
}
++itr;
}
}
}
void Unit::RemoveSpellAuraHolder(SpellAuraHolder* holder, AuraRemoveMode mode)
{
// Statue unsummoned at holder remove
SpellEntry const* AurSpellInfo = holder->GetSpellProto();
Totem* statue = NULL;
Unit* caster = holder->GetCaster();
if (IsChanneledSpell(AurSpellInfo) && caster)
if (caster->GetTypeId() == TYPEID_UNIT && ((Creature*)caster)->IsTotem() && ((Totem*)caster)->GetTotemType() == TOTEM_STATUE)
{
statue = ((Totem*)caster);
}
if (m_spellAuraHoldersUpdateIterator != m_spellAuraHolders.end() && m_spellAuraHoldersUpdateIterator->second == holder)
{
++m_spellAuraHoldersUpdateIterator;
}
SpellAuraHolderBounds bounds = GetSpellAuraHolderBounds(holder->GetId());
for (SpellAuraHolderMap::iterator itr = bounds.first; itr != bounds.second; ++itr)
{
if (itr->second == holder)
{
m_spellAuraHolders.erase(itr);
break;
}
}
holder->SetRemoveMode(mode);
holder->UnregisterAndCleanupTrackedAuras();
for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i)
{
if (Aura* aura = holder->m_auras[i])
{
RemoveAura(aura, mode);
}
}
holder->_RemoveSpellAuraHolder();
if (mode != AURA_REMOVE_BY_DELETE)
{
holder->HandleSpellSpecificBoosts(false);
}
if (statue)
{
statue->UnSummon();
}
// If holder in use (removed from code that plan access to it data after return)
// store it in holder list with delayed deletion
if (holder->IsInUse())
{
holder->SetDeleted();
m_deletedHolders.push_back(holder);
}
else
{
delete holder;
}
if (mode != AURA_REMOVE_BY_EXPIRE && IsChanneledSpell(AurSpellInfo) && !IsAreaOfEffectSpell(AurSpellInfo) &&
caster && caster->GetObjectGuid() != GetObjectGuid())
{
caster->InterruptSpell(CURRENT_CHANNELED_SPELL);
}
}
void Unit::RemoveSingleAuraFromSpellAuraHolder(SpellAuraHolder* holder, SpellEffectIndex index, AuraRemoveMode mode)
{
Aura* aura = holder->GetAuraByEffectIndex(index);
if (!aura)
{
return;
}
if (aura->IsLastAuraOnHolder())
{
RemoveSpellAuraHolder(holder, mode);
}
else
{
RemoveAura(aura, mode);
}
}
void Unit::RemoveAura(Aura* Aur, AuraRemoveMode mode)
{
// remove from list before mods removing (prevent cyclic calls, mods added before including to aura list - use reverse order)
if (Aur->GetModifier()->m_auraname < TOTAL_AURAS)
{
m_modAuras[Aur->GetModifier()->m_auraname].remove(Aur);
}
// Set remove mode
Aur->SetRemoveMode(mode);
// some ShapeshiftBoosts at remove trigger removing other auras including parent Shapeshift aura
// remove aura from list before to prevent deleting it before
/// m_Auras.erase(i);
DEBUG_FILTER_LOG(LOG_FILTER_SPELL_CAST, "Aura %u now is remove mode %d", Aur->GetModifier()->m_auraname, mode);
// aura _MUST_ be remove from holder before unapply.
// un-apply code expected that aura not find by diff searches
// in another case it can be double removed for example, if target die/etc in un-apply process.
Aur->GetHolder()->RemoveAura(Aur->GetEffIndex());
// some auras also need to apply modifier (on caster) on remove
if (mode == AURA_REMOVE_BY_DELETE)
{
switch (Aur->GetModifier()->m_auraname)
{
// need properly undo any auras with player-caster mover set (or will crash at next caster move packet)
case SPELL_AURA_MOD_POSSESS:
case SPELL_AURA_MOD_POSSESS_PET:
Aur->ApplyModifier(false, true);
break;
default: break;
}
}
else
{
Aur->ApplyModifier(false, true);
}
// If aura in use (removed from code that plan access to it data after return)
// store it in aura list with delayed deletion
if (Aur->IsInUse())
{
m_deletedAuras.push_back(Aur);
}
else
{
delete Aur;
}
}
void Unit::RemoveAllAuras(AuraRemoveMode mode /*= AURA_REMOVE_BY_DEFAULT*/)
{
while (!m_spellAuraHolders.empty())
{
SpellAuraHolderMap::iterator iter = m_spellAuraHolders.begin();
RemoveSpellAuraHolder(iter->second, mode);
}
}
void Unit::RemoveAllAurasOnDeath()
{
// used just after dieing to remove all visible auras
// and disable the mods for the passive ones
for (SpellAuraHolderMap::iterator iter = m_spellAuraHolders.begin(); iter != m_spellAuraHolders.end();)
{
if (!iter->second->IsPassive() && !iter->second->IsDeathPersistent())
{
RemoveSpellAuraHolder(iter->second, AURA_REMOVE_BY_DEATH);
iter = m_spellAuraHolders.begin();
}
else
{
++iter;
}
}
}
void Unit::RemoveAllAurasOnEvade()
{
// used when evading to remove all auras except some special auras
// Fly should not be removed on evade - neither should linked auras
// Some cosmetic script auras should not be removed on evade either
for (SpellAuraHolderMap::iterator iter = m_spellAuraHolders.begin(); iter != m_spellAuraHolders.end();)
{
SpellEntry const* proto = iter->second->GetSpellProto();
if (IsSpellRemovedOnEvade(proto))
{
RemoveSpellAuraHolder(iter->second, AURA_REMOVE_BY_DEFAULT);
iter = m_spellAuraHolders.begin();
}
else
++iter;
}
if ((GetTypeId() == TYPEID_UNIT) && HasFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_TAPPED))
{
RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_TAPPED);
}
}
void Unit::DelaySpellAuraHolder(uint32 spellId, int32 delaytime, ObjectGuid casterGuid)
{
SpellAuraHolderBounds bounds = GetSpellAuraHolderBounds(spellId);
for (SpellAuraHolderMap::iterator iter = bounds.first; iter != bounds.second; ++iter)
{
SpellAuraHolder* holder = iter->second;
if (casterGuid != holder->GetCasterGuid())
{
continue;
}
if (holder->GetAuraDuration() < delaytime)
{
holder->SetAuraDuration(0);
}
else
{
holder->SetAuraDuration(holder->GetAuraDuration() - delaytime);
}
holder->UpdateAuraDuration();
DEBUG_FILTER_LOG(LOG_FILTER_SPELL_CAST, "Spell %u partially interrupted on %s, new duration: %u ms", spellId, GetGuidStr().c_str(), holder->GetAuraDuration());
}
}
void Unit::_RemoveAllAuraMods()
{
for (SpellAuraHolderMap::const_iterator i = m_spellAuraHolders.begin(); i != m_spellAuraHolders.end(); ++i)
{
(*i).second->ApplyAuraModifiers(false);
}
}
void Unit::_ApplyAllAuraMods()
{
for (SpellAuraHolderMap::const_iterator i = m_spellAuraHolders.begin(); i != m_spellAuraHolders.end(); ++i)
{
(*i).second->ApplyAuraModifiers(true);
}
}
bool Unit::HasAuraType(AuraType auraType) const
{
return !GetAurasByType(auraType).empty();
}
bool Unit::HasAffectedAura(AuraType auraType, SpellEntry const* spellProto) const
{
Unit::AuraList const& auras = GetAurasByType(auraType);
for (Unit::AuraList::const_iterator itr = auras.begin(); itr != auras.end(); ++itr)
{
if ((*itr)->isAffectedOnSpell(spellProto))
{
return true;
}
}
return false;
}
Aura* Unit::GetAura(uint32 spellId, SpellEffectIndex effindex)
{
SpellAuraHolderBounds bounds = GetSpellAuraHolderBounds(spellId);
if (bounds.first != bounds.second)
{
return bounds.first->second->GetAuraByEffectIndex(effindex);
}
return NULL;
}
Aura* Unit::GetAura(AuraType type, SpellFamily family, uint64 familyFlag, ObjectGuid casterGuid)
{
AuraList const& auras = GetAurasByType(type);
for (AuraList::const_iterator i = auras.begin(); i != auras.end(); ++i)
if ((*i)->GetSpellProto()->IsFitToFamily(family, familyFlag) &&
(!casterGuid || (*i)->GetCasterGuid() == casterGuid))
{
return *i;
}
return NULL;
}
bool Unit::HasAura(uint32 spellId, SpellEffectIndex effIndex) const
{
//Find all auras with corresponding spellid, can be more than one
SpellAuraHolderConstBounds spair = GetSpellAuraHolderBounds(spellId);
for (SpellAuraHolderMap::const_iterator i_holder = spair.first; i_holder != spair.second; ++i_holder)
if (i_holder->second->GetAuraByEffectIndex(effIndex))
{
return true;
}
return false;
}
void Unit::AddDynObject(DynamicObject* dynObj)
{
m_dynObjGUIDs.push_back(dynObj->GetObjectGuid());
}
void Unit::RemoveDynObject(uint32 spellid)
{
if (m_dynObjGUIDs.empty())
{
return;
}
for (GuidList::iterator i = m_dynObjGUIDs.begin(); i != m_dynObjGUIDs.end();)
{
DynamicObject* dynObj = GetMap()->GetDynamicObject(*i);
if (!dynObj)
{
i = m_dynObjGUIDs.erase(i);
}
else if (spellid == 0 || dynObj->GetSpellId() == spellid)
{
dynObj->Delete();
i = m_dynObjGUIDs.erase(i);
}
else
{
++i;
}
}
}
void Unit::RemoveAllDynObjects()
{
while (!m_dynObjGUIDs.empty())
{
if (DynamicObject* dynObj = GetMap()->GetDynamicObject(*m_dynObjGUIDs.begin()))
{
dynObj->Delete();
}
m_dynObjGUIDs.erase(m_dynObjGUIDs.begin());
}
}
DynamicObject* Unit::GetDynObject(uint32 spellId, SpellEffectIndex effIndex)
{
for (GuidList::iterator i = m_dynObjGUIDs.begin(); i != m_dynObjGUIDs.end();)
{
DynamicObject* dynObj = GetMap()->GetDynamicObject(*i);
if (!dynObj)
{
i = m_dynObjGUIDs.erase(i);
continue;
}
if (dynObj->GetSpellId() == spellId && dynObj->GetEffIndex() == effIndex)
{
return dynObj;
}
++i;
}
return NULL;
}
DynamicObject* Unit::GetDynObject(uint32 spellId)
{
for (GuidList::iterator i = m_dynObjGUIDs.begin(); i != m_dynObjGUIDs.end();)
{
DynamicObject* dynObj = GetMap()->GetDynamicObject(*i);
if (!dynObj)
{
i = m_dynObjGUIDs.erase(i);
continue;
}
if (dynObj->GetSpellId() == spellId)
{
return dynObj;
}
++i;
}
return NULL;
}
GameObject* Unit::GetGameObject(uint32 spellId) const
{
for (GameObjectList::const_iterator i = m_gameObj.begin(); i != m_gameObj.end(); ++i)
if ((*i)->GetSpellId() == spellId)
{
return *i;
}
WildGameObjectMap::const_iterator find = m_wildGameObjs.find(spellId);
if (find != m_wildGameObjs.end())
{
return GetMap()->GetGameObject(find->second); // Can be NULL
}
return NULL;
}
void Unit::AddGameObject(GameObject* gameObj)
{
MANGOS_ASSERT(gameObj && !gameObj->GetOwnerGuid());
m_gameObj.push_back(gameObj);
gameObj->SetOwnerGuid(GetObjectGuid());
if (GetTypeId() == TYPEID_PLAYER && gameObj->GetSpellId())
{
SpellEntry const* createBySpell = sSpellStore.LookupEntry(gameObj->GetSpellId());
// Need disable spell use for owner
if (createBySpell && createBySpell->HasAttribute(SPELL_ATTR_DISABLED_WHILE_ACTIVE))
// note: item based cooldowns and cooldown spell mods with charges ignored (unknown existing cases)
{
((Player*)this)->AddSpellAndCategoryCooldowns(createBySpell, 0, NULL, true);
}
}
}
void Unit::AddWildGameObject(GameObject* gameObj)
{
MANGOS_ASSERT(gameObj && gameObj->GetOwnerGuid().IsEmpty());
m_wildGameObjs[gameObj->GetSpellId()] = gameObj->GetObjectGuid();
// As of 335 there are no wild-summon spells with SPELL_ATTR_DISABLED_WHILE_ACTIVE
// Remove outdated wild summoned GOs
for (WildGameObjectMap::iterator itr = m_wildGameObjs.begin(); itr != m_wildGameObjs.end();)
{
GameObject* pGo = GetMap()->GetGameObject(itr->second);
if (pGo)
{
++itr;
}
else
{
m_wildGameObjs.erase(itr++);
}
}
}
void Unit::RemoveGameObject(GameObject* gameObj, bool del)
{
MANGOS_ASSERT(gameObj && gameObj->GetOwnerGuid() == GetObjectGuid());
gameObj->SetOwnerGuid(ObjectGuid());
// GO created by some spell
if (uint32 spellid = gameObj->GetSpellId())
{
RemoveAurasDueToSpell(spellid);
if (GetTypeId() == TYPEID_PLAYER)
{
SpellEntry const* createBySpell = sSpellStore.LookupEntry(spellid);
// Need activate spell use for owner
if (createBySpell && createBySpell->HasAttribute(SPELL_ATTR_DISABLED_WHILE_ACTIVE))
// note: item based cooldowns and cooldown spell mods with charges ignored (unknown existing cases)
{
((Player*)this)->SendCooldownEvent(createBySpell);
}
}
}
m_gameObj.remove(gameObj);
if (del)
{
gameObj->SetRespawnTime(0);
gameObj->Delete();
}
}
void Unit::RemoveGameObject(uint32 spellid, bool del)
{
if (m_gameObj.empty())
{
return;
}
GameObjectList::iterator i, next;
for (i = m_gameObj.begin(); i != m_gameObj.end(); i = next)
{
next = i;
if (spellid == 0 || (*i)->GetSpellId() == spellid)
{
(*i)->SetOwnerGuid(ObjectGuid());
if (del)
{
(*i)->SetRespawnTime(0);
(*i)->Delete();
}
next = m_gameObj.erase(i);
}
else
{
++next;
}
}
}
void Unit::RemoveAllGameObjects()
{
// remove references to unit
for (GameObjectList::iterator i = m_gameObj.begin(); i != m_gameObj.end();)
{
(*i)->SetOwnerGuid(ObjectGuid());
(*i)->SetRespawnTime(0);
(*i)->Delete();
i = m_gameObj.erase(i);
}
// wild summoned GOs - only remove references, do not remove GOs
m_wildGameObjs.clear();
}
void Unit::SendSpellNonMeleeDamageLog(SpellNonMeleeDamage* log)
{
WorldPacket data(SMSG_SPELLNONMELEEDAMAGELOG, (16 + 4 + 4 + 1 + 4 + 4 + 1 + 1 + 4 + 4 + 1)); // we guess size
data << log->target->GetPackGUID();
data << log->attacker->GetPackGUID();
data << uint32(log->SpellID);
data << uint32(log->damage); // damage amount
data << uint8(log->school); // damage school
data << uint32(log->absorb); // AbsorbedDamage
data << uint32(log->resist); // resist
data << uint8(log->physicalLog); // if 1, then client show spell name (example: %s's ranged shot hit %s for %u school or %s suffers %u school damage from %s's spell_name
data << uint8(log->unused); // unused
data << uint32(log->blocked); // blocked
data << uint32(log->HitInfo);
data << uint8(0); // flag to use extend data
SendMessageToSet(&data, true);
}
void Unit::SendSpellNonMeleeDamageLog(Unit* target, uint32 SpellID, uint32 Damage, SpellSchoolMask damageSchoolMask, uint32 AbsorbedDamage, uint32 Resist, bool PhysicalDamage, uint32 Blocked, bool CriticalHit)
{
SpellNonMeleeDamage log(this, target, SpellID, GetFirstSchoolInMask(damageSchoolMask));
log.damage = Damage - AbsorbedDamage - Resist - Blocked;
log.absorb = AbsorbedDamage;
log.resist = Resist;
log.physicalLog = PhysicalDamage;
log.blocked = Blocked;
log.HitInfo = SPELL_HIT_TYPE_UNK1 | SPELL_HIT_TYPE_UNK3 | SPELL_HIT_TYPE_UNK6;
if (CriticalHit)
{
log.HitInfo |= SPELL_HIT_TYPE_CRIT;
}
SendSpellNonMeleeDamageLog(&log);
}
void Unit::SendPeriodicAuraLog(SpellPeriodicAuraLogInfo* pInfo)
{
Aura* aura = pInfo->aura;
Modifier* mod = aura->GetModifier();
WorldPacket data(SMSG_PERIODICAURALOG, 30);
data << aura->GetTarget()->GetPackGUID();
data << aura->GetCasterGuid().WriteAsPacked();
data << uint32(aura->GetId()); // spellId
data << uint32(1); // count
data << uint32(mod->m_auraname); // auraId
switch (mod->m_auraname)
{
case SPELL_AURA_PERIODIC_DAMAGE:
case SPELL_AURA_PERIODIC_DAMAGE_PERCENT:
data << uint32(pInfo->damage); // damage
data << uint32(aura->GetSpellProto()->School);
data << uint32(pInfo->absorb); // absorb
data << uint32(pInfo->resist); // resist
break;
case SPELL_AURA_PERIODIC_HEAL:
case SPELL_AURA_OBS_MOD_HEALTH:
data << uint32(pInfo->damage); // damage
break;
case SPELL_AURA_OBS_MOD_MANA:
case SPELL_AURA_PERIODIC_ENERGIZE:
data << uint32(mod->m_miscvalue); // power type
data << uint32(pInfo->damage); // damage
break;
case SPELL_AURA_PERIODIC_MANA_LEECH:
data << uint32(mod->m_miscvalue); // power type
data << uint32(pInfo->damage); // amount
data << float(pInfo->multiplier); // gain multiplier
break;
default:
sLog.outError("Unit::SendPeriodicAuraLog: unknown aura %u", uint32(mod->m_auraname));
return;
}
aura->GetTarget()->SendMessageToSet(&data, true);
}
void Unit::ProcDamageAndSpell(Unit* pVictim, uint32 procAttacker, uint32 procVictim, uint32 procExtra, uint32 amount, WeaponAttackType attType, SpellEntry const* procSpell)
{
// Not much to do if no flags are set.
if (procAttacker)
{
ProcDamageAndSpellFor(false, pVictim, procAttacker, procExtra, attType, procSpell, amount);
}
// Now go on with a victim's events'n'auras
// Not much to do if no flags are set or there is no victim
if (pVictim && pVictim->IsAlive() && procVictim)
{
pVictim->ProcDamageAndSpellFor(true, this, procVictim, procExtra, attType, procSpell, amount);
}
}
void Unit::SendSpellMiss(Unit* target, uint32 spellID, SpellMissInfo missInfo)
{
WorldPacket data(SMSG_SPELLLOGMISS, (4 + 8 + 1 + 4 + 8 + 1 + (missInfo == SPELL_MISS_NONE ? 0 : 8)));
data << uint32(spellID);
data << GetObjectGuid();
data << uint8(0); // can be 0 or 1
data << uint32(1); // target count
// for(i = 0; i < target count; ++i)
data << target->GetObjectGuid(); // target GUID
data << uint8(missInfo);
if (missInfo != SPELL_MISS_NONE)
{
data << float(0) << float(0); // unk
}
// end loop
SendMessageToSet(&data, true);
}
void Unit::SendAttackStateUpdate(CalcDamageInfo* damageInfo)
{
DEBUG_FILTER_LOG(LOG_FILTER_COMBAT, "WORLD: Sending SMSG_ATTACKERSTATEUPDATE");
WorldPacket data(SMSG_ATTACKERSTATEUPDATE, (16 + 45)); // we guess size
data << (uint32)damageInfo->HitInfo;
data << GetPackGUID();
data << damageInfo->target->GetPackGUID();
data << (uint32)(damageInfo->damage); // Full damage
data << (uint8)1; // Sub damage count
//=== Sub damage description
data << uint32(GetFirstSchoolInMask(damageInfo->damageSchoolMask));
data << float(damageInfo->damage); // sub damage
data << uint32(damageInfo->damage); // Sub Damage
data << uint32(damageInfo->absorb); // Absorb
data << uint32(damageInfo->resist); // Resist
//=================================================
data << uint32(damageInfo->TargetState);
if (damageInfo->absorb == 0) // also 0x3E8 = 0x3E8, check when that happens
{
data << (uint32)0;
}
else
{
data << (uint32) - 1;
}
data << uint32(0); // spell id, seen with heroic strike and disarm as examples.
// HITINFO_NOACTION normally set if spell
data << uint32(damageInfo->blocked_amount);
SendMessageToSet(&data, true); /**/
}
void Unit::SendAttackStateUpdate(uint32 HitInfo, Unit* target, SpellSchoolMask damageSchoolMask, uint32 Damage, uint32 AbsorbDamage, uint32 Resist, VictimState TargetState, uint32 BlockedAmount)
{
CalcDamageInfo dmgInfo;
dmgInfo.HitInfo = HitInfo;
dmgInfo.attacker = this;
dmgInfo.target = target;
dmgInfo.damage = Damage - AbsorbDamage - Resist - BlockedAmount;
dmgInfo.damageSchoolMask = damageSchoolMask;
dmgInfo.absorb = AbsorbDamage;
dmgInfo.resist = Resist;
dmgInfo.TargetState = TargetState;
dmgInfo.blocked_amount = BlockedAmount;
SendAttackStateUpdate(&dmgInfo);
}
void Unit::SetPowerType(Powers new_powertype)
{
// set power type
SetByteValue(UNIT_FIELD_BYTES_0, 3, new_powertype);
// group updates
if (GetTypeId() == TYPEID_PLAYER)
{
if (((Player*)this)->GetGroup())
{
((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POWER_TYPE);
}
}
else if (((Creature*)this)->IsPet())
{
Pet* pet = ((Pet*)this);
if (pet->isControlled())
{
Unit* owner = GetOwner();
if (owner && (owner->GetTypeId() == TYPEID_PLAYER) && ((Player*)owner)->GetGroup())
{
((Player*)owner)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_POWER_TYPE);
}
}
}
// special cases for power type switching (druid and pets only)
if (GetTypeId() == TYPEID_PLAYER || (GetTypeId() == TYPEID_UNIT && ((Creature*)this)->IsPet()))
{
uint32 maxValue = GetCreatePowers(new_powertype);
uint32 curValue = maxValue;
// special cases with current power = 0
if (new_powertype == POWER_RAGE)
{
curValue = 0;
}
// set power (except for mana)
if (new_powertype != POWER_MANA)
{
SetMaxPower(new_powertype, maxValue);
SetPower(new_powertype, curValue);
}
}
}
FactionTemplateEntry const* Unit::getFactionTemplateEntry() const
{
FactionTemplateEntry const* entry = sFactionTemplateStore.LookupEntry(getFaction());
if (!entry)
{
static ObjectGuid guid; // prevent repeating spam same faction problem
if (GetObjectGuid() != guid)
{
guid = GetObjectGuid();
if (guid.GetHigh() == HIGHGUID_PET)
{
sLog.outError("%s (base creature entry %u) have invalid faction template id %u, owner %s", GetGuidStr().c_str(), GetEntry(), getFaction(), ((Pet*)this)->GetOwnerGuid().GetString().c_str());
}
else
{
sLog.outError("%s have invalid faction template id %u", GetGuidStr().c_str(), getFaction());
}
}
}
return entry;
}
bool Unit::IsHostileTo(Unit const* unit) const
{
// always non-hostile to self
if (unit == this)
{
return false;
}
// always non-hostile to GM in GM mode
if (unit->GetTypeId() == TYPEID_PLAYER && ((Player const*)unit)->isGameMaster())
{
return false;
}
// always hostile to enemy
if (getVictim() == unit || unit->getVictim() == this)
{
return true;
}
// test pet/charm masters instead pers/charmeds
Unit const* testerOwner = GetCharmerOrOwner();
Unit const* targetOwner = unit->GetCharmerOrOwner();
// always hostile to owner's enemy
if (testerOwner && (testerOwner->getVictim() == unit || unit->getVictim() == testerOwner))
{
return true;
}
// always hostile to enemy owner
if (targetOwner && (getVictim() == targetOwner || targetOwner->getVictim() == this))
{
return true;
}
// always hostile to owner of owner's enemy
if (testerOwner && targetOwner && (testerOwner->getVictim() == targetOwner || targetOwner->getVictim() == testerOwner))
{
return true;
}
Unit const* tester = testerOwner ? testerOwner : this;
Unit const* target = targetOwner ? targetOwner : unit;
// always non-hostile to target with common owner, or to owner/pet
if (tester == target)
{
return false;
}
// special cases (Duel, etc)
if (tester->GetTypeId() == TYPEID_PLAYER && target->GetTypeId() == TYPEID_PLAYER)
{
Player const* pTester = (Player const*)tester;
Player const* pTarget = (Player const*)target;
// Duel
if (pTester->IsInDuelWith(pTarget))
{
return true;
}
// Group
if (pTester->GetGroup() && pTester->GetGroup() == pTarget->GetGroup())
{
return false;
}
// Sanctuary
if (pTarget->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_SANCTUARY) && pTester->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_SANCTUARY))
{
return false;
}
// PvP FFA state
if (pTester->IsFFAPvP() && pTarget->IsFFAPvP())
{
return true;
}
//= PvP states
// Green/Blue (can't attack)
if (pTester->GetTeam() == pTarget->GetTeam())
{
return false;
}
// Red (can attack) if true, Blue/Yellow (can't attack) in another case
return pTester->IsPvP() && pTarget->IsPvP();
}
// faction base cases
FactionTemplateEntry const* tester_faction = tester->getFactionTemplateEntry();
FactionTemplateEntry const* target_faction = target->getFactionTemplateEntry();
if (!tester_faction || !target_faction)
{
return false;
}
if (target->isAttackingPlayer() && tester->IsContestedGuard())
{
return true;
}
// PvC forced reaction and reputation case
if (tester->GetTypeId() == TYPEID_PLAYER)
{
if (target_faction->faction)
{
// forced reaction
if (ReputationRank const* force = ((Player*)tester)->GetReputationMgr().GetForcedRankIfAny(target_faction))
{
return *force <= REP_HOSTILE;
}
// if faction have reputation then hostile state for tester at 100% dependent from at_war state
if (FactionEntry const* raw_target_faction = sFactionStore.LookupEntry(target_faction->faction))
if (FactionState const* factionState = ((Player*)tester)->GetReputationMgr().GetState(raw_target_faction))
{
return (factionState->Flags & FACTION_FLAG_AT_WAR);
}
}
}
// CvP forced reaction and reputation case
else if (target->GetTypeId() == TYPEID_PLAYER)
{
if (tester_faction->faction)
{
// forced reaction
if (ReputationRank const* force = ((Player*)target)->GetReputationMgr().GetForcedRankIfAny(tester_faction))
{
return *force <= REP_HOSTILE;
}
// apply reputation state
FactionEntry const* raw_tester_faction = sFactionStore.LookupEntry(tester_faction->faction);
if (raw_tester_faction && raw_tester_faction->reputationListID >= 0)
{
return ((Player const*)target)->GetReputationMgr().GetRank(raw_tester_faction) <= REP_HOSTILE;
}
}
}
// common faction based case (CvC,PvC,CvP)
return tester_faction->IsHostileTo(*target_faction);
}
bool Unit::IsFriendlyTo(Unit const* unit) const
{
// always friendly to self
if (unit == this)
{
return true;
}
// always friendly to GM in GM mode
if (unit->GetTypeId() == TYPEID_PLAYER && ((Player const*)unit)->isGameMaster())
{
return true;
}
// always non-friendly to enemy
if (getVictim() == unit || unit->getVictim() == this)
{
return false;
}
// test pet/charm masters instead pers/charmeds
Unit const* testerOwner = GetCharmerOrOwner();
Unit const* targetOwner = unit->GetCharmerOrOwner();
// always non-friendly to owner's enemy
if (testerOwner && (testerOwner->getVictim() == unit || unit->getVictim() == testerOwner))
{
return false;
}
// always non-friendly to enemy owner
if (targetOwner && (getVictim() == targetOwner || targetOwner->getVictim() == this))
{
return false;
}
// always non-friendly to owner of owner's enemy
if (testerOwner && targetOwner && (testerOwner->getVictim() == targetOwner || targetOwner->getVictim() == testerOwner))
{
return false;
}
Unit const* tester = testerOwner ? testerOwner : this;
Unit const* target = targetOwner ? targetOwner : unit;
// always friendly to target with common owner, or to owner/pet
if (tester == target)
{
return true;
}
// special cases (Duel)
if (tester->GetTypeId() == TYPEID_PLAYER && target->GetTypeId() == TYPEID_PLAYER)
{
Player const* pTester = (Player const*)tester;
Player const* pTarget = (Player const*)target;
// Duel
if (pTester->IsInDuelWith(pTarget))
{
return false;
}
// Group
if (pTester->GetGroup() && pTester->GetGroup() == pTarget->GetGroup())
{
return true;
}
// Sanctuary
if (pTarget->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_SANCTUARY) && pTester->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_SANCTUARY))
{
return true;
}
// PvP FFA state
if (pTester->IsFFAPvP() && pTarget->IsFFAPvP())
{
return false;
}
//= PvP states
// Green/Blue (non-attackable)
if (pTester->GetTeam() == pTarget->GetTeam())
{
return true;
}
// Blue (friendly/non-attackable) if not PVP, or Yellow/Red in another case (attackable)
return !pTarget->IsPvP();
}
// faction base cases
FactionTemplateEntry const* tester_faction = tester->getFactionTemplateEntry();
FactionTemplateEntry const* target_faction = target->getFactionTemplateEntry();
if (!tester_faction || !target_faction)
{
return false;
}
if (target->isAttackingPlayer() && tester->IsContestedGuard())
{
return false;
}
// PvC forced reaction and reputation case
if (tester->GetTypeId() == TYPEID_PLAYER)
{
if (target_faction->faction)
{
// forced reaction
if (ReputationRank const* force = ((Player*)tester)->GetReputationMgr().GetForcedRankIfAny(target_faction))
{
return *force >= REP_FRIENDLY;
}
// if faction have reputation then friendly state for tester at 100% dependent from at_war state
if (FactionEntry const* raw_target_faction = sFactionStore.LookupEntry(target_faction->faction))
if (FactionState const* factionState = ((Player*)tester)->GetReputationMgr().GetState(raw_target_faction))
{
return !(factionState->Flags & FACTION_FLAG_AT_WAR);
}
}
}
// CvP forced reaction and reputation case
else if (target->GetTypeId() == TYPEID_PLAYER)
{
if (tester_faction->faction)
{
// forced reaction
if (ReputationRank const* force = ((Player*)target)->GetReputationMgr().GetForcedRankIfAny(tester_faction))
{
return *force >= REP_FRIENDLY;
}
// apply reputation state
if (FactionEntry const* raw_tester_faction = sFactionStore.LookupEntry(tester_faction->faction))
if (raw_tester_faction->reputationListID >= 0)
{
return ((Player const*)target)->GetReputationMgr().GetRank(raw_tester_faction) >= REP_FRIENDLY;
}
}
}
// common faction based case (CvC,PvC,CvP)
return tester_faction->IsFriendlyTo(*target_faction);
}
bool Unit::IsHostileToPlayers() const
{
FactionTemplateEntry const* my_faction = getFactionTemplateEntry();
if (!my_faction || !my_faction->faction)
{
return false;
}
FactionEntry const* raw_faction = sFactionStore.LookupEntry(my_faction->faction);
if (raw_faction && raw_faction->reputationListID >= 0)
{
return false;
}
return my_faction->IsHostileToPlayers();
}
bool Unit::IsNeutralToAll() const
{
FactionTemplateEntry const* my_faction = getFactionTemplateEntry();
if (!my_faction || !my_faction->faction)
{
return true;
}
FactionEntry const* raw_faction = sFactionStore.LookupEntry(my_faction->faction);
if (raw_faction && raw_faction->reputationListID >= 0)
{
return false;
}
return my_faction->IsNeutralToAll();
}
bool Unit::Attack(Unit* victim, bool meleeAttack)
{
if (!victim || victim == this)
{
return false;
}
// dead units can neither attack nor be attacked
if (!IsAlive() || !victim->IsInWorld() || !victim->IsAlive())
{
return false;
}
// player can not attack in mount state
if (GetTypeId() == TYPEID_PLAYER && IsMounted())
{
return false;
}
// nobody can attack GM in GM-mode
if (victim->GetTypeId() == TYPEID_PLAYER)
{
if (((Player*)victim)->isGameMaster())
{
return false;
}
}
else
{
if (((Creature*)victim)->IsInEvadeMode())
{
return false;
}
}
// remove SPELL_AURA_MOD_UNATTACKABLE at attack (in case non-interruptible spells stun aura applied also that not let attack)
if (HasAuraType(SPELL_AURA_MOD_UNATTACKABLE))
{
RemoveSpellsCausingAura(SPELL_AURA_MOD_UNATTACKABLE);
}
// in fighting already
if (m_attacking)
{
if (m_attacking == victim)
{
// switch to melee attack from ranged/magic
if (meleeAttack && !hasUnitState(UNIT_STAT_MELEE_ATTACKING))
{
addUnitState(UNIT_STAT_MELEE_ATTACKING);
SendMeleeAttackStart(victim);
return true;
}
return false;
}
// remove old target data
AttackStop(true);
}
// new battle
else
{
// set position before any AI calls/assistance
if (GetTypeId() == TYPEID_UNIT)
{
((Creature*)this)->SetCombatStartPosition(GetPositionX(), GetPositionY(), GetPositionZ());
}
}
// Set our target
SetTargetGuid(victim->GetObjectGuid());
if (meleeAttack)
{
addUnitState(UNIT_STAT_MELEE_ATTACKING);
}
m_attacking = victim;
m_attacking->_addAttacker(this);
if (GetTypeId() == TYPEID_UNIT)
{
((Creature*)this)->SendAIReaction(AI_REACTION_HOSTILE);
((Creature*)this)->CallAssistance();
}
// delay offhand weapon attack to next attack time
if (haveOffhandWeapon())
{
resetAttackTimer(OFF_ATTACK);
}
if (meleeAttack)
{
SendMeleeAttackStart(victim);
}
return true;
}
void Unit::AttackedBy(Unit* attacker)
{
// trigger AI reaction
if (GetTypeId() == TYPEID_UNIT && ((Creature*)this)->AI())
{
((Creature*)this)->AI()->AttackedBy(attacker);
}
// do not pet reaction for self inflicted damage (like environmental)
if (attacker == this)
{
return;
}
// trigger pet AI reaction
if (Pet* pet = GetPet())
{
pet->AttackedBy(attacker);
}
}
bool Unit::AttackStop(bool targetSwitch /*=false*/)
{
if (!m_attacking)
{
return false;
}
Unit* victim = m_attacking;
m_attacking->_removeAttacker(this);
m_attacking = NULL;
// Clear our target
SetTargetGuid(ObjectGuid());
clearUnitState(UNIT_STAT_MELEE_ATTACKING);
InterruptSpell(CURRENT_MELEE_SPELL);
// reset only at real combat stop
if (!targetSwitch && GetTypeId() == TYPEID_UNIT)
{
((Creature*)this)->SetNoCallAssistance(false);
if (((Creature*)this)->HasSearchedAssistance())
{
((Creature*)this)->SetNoSearchAssistance(false);
UpdateSpeed(MOVE_RUN, false);
}
}
SendMeleeAttackStop(victim);
return true;
}
void Unit::CombatStop(bool includingCast)
{
if (includingCast && IsNonMeleeSpellCasted(false))
{
InterruptNonMeleeSpells(false);
}
AttackStop();
RemoveAllAttackers();
if (GetTypeId() == TYPEID_PLAYER)
{
((Player*)this)->SendAttackSwingCancelAttack(); // melee and ranged forced attack cancel
}
else if (GetTypeId() == TYPEID_UNIT)
{
if (((Creature*)this)->GetTemporaryFactionFlags() & TEMPFACTION_RESTORE_COMBAT_STOP)
{
((Creature*)this)->ClearTemporaryFaction();
}
}
ClearInCombat();
}
struct CombatStopWithPetsHelper
{
explicit CombatStopWithPetsHelper(bool _includingCast) : includingCast(_includingCast) {}
void operator()(Unit* unit) const { unit->CombatStop(includingCast); }
bool includingCast;
};
void Unit::CombatStopWithPets(bool includingCast)
{
CombatStop(includingCast);
CallForAllControlledUnits(CombatStopWithPetsHelper(includingCast), CONTROLLED_PET | CONTROLLED_GUARDIANS | CONTROLLED_CHARM);
}
struct IsAttackingPlayerHelper
{
explicit IsAttackingPlayerHelper() {}
bool operator()(Unit const* unit) const { return unit->isAttackingPlayer(); }
};
bool Unit::isAttackingPlayer() const
{
if (hasUnitState(UNIT_STAT_ATTACK_PLAYER))
{
return true;
}
return CheckAllControlledUnits(IsAttackingPlayerHelper(), CONTROLLED_PET | CONTROLLED_TOTEMS | CONTROLLED_GUARDIANS | CONTROLLED_CHARM);
}
void Unit::RemoveAllAttackers()
{
while (!m_attackers.empty())
{
AttackerSet::iterator iter = m_attackers.begin();
if (!(*iter)->AttackStop())
{
sLog.outError("WORLD: Unit has an attacker that isn't attacking it!");
m_attackers.erase(iter);
}
}
}
void Unit::ModifyAuraState(AuraState flag, bool apply)
{
if (apply)
{
if (!HasFlag(UNIT_FIELD_AURASTATE, 1 << (flag - 1)))
{
SetFlag(UNIT_FIELD_AURASTATE, 1 << (flag - 1));
if (GetTypeId() == TYPEID_PLAYER)
{
const PlayerSpellMap& sp_list = ((Player*)this)->GetSpellMap();
for (PlayerSpellMap::const_iterator itr = sp_list.begin(); itr != sp_list.end(); ++itr)
{
if (itr->second.state == PLAYERSPELL_REMOVED)
{
continue;
}
SpellEntry const* spellInfo = sSpellStore.LookupEntry(itr->first);
if (!spellInfo || !IsPassiveSpell(spellInfo))
{
continue;
}
if (AuraState(spellInfo->CasterAuraState) == flag)
{
CastSpell(this, itr->first, true, NULL);
}
}
}
}
}
else
{
if (HasFlag(UNIT_FIELD_AURASTATE, 1 << (flag - 1)))
{
RemoveFlag(UNIT_FIELD_AURASTATE, 1 << (flag - 1));
Unit::SpellAuraHolderMap& tAuras = GetSpellAuraHolderMap();
for (Unit::SpellAuraHolderMap::iterator itr = tAuras.begin(); itr != tAuras.end();)
{
SpellEntry const* spellProto = (*itr).second->GetSpellProto();
if (spellProto->CasterAuraState == flag)
{
// exceptions (applied at state but not removed at state change)
// Rampage
if (spellProto->SpellIconID == 2006 && spellProto->IsFitToFamilyMask(UI64LIT(0x0000000000100000)))
{
++itr;
continue;
}
RemoveSpellAuraHolder(itr->second);
itr = tAuras.begin();
}
else
{
++itr;
}
}
}
}
}
Unit* Unit::GetOwner() const
{
if (ObjectGuid ownerid = GetOwnerGuid())
{
return sObjectAccessor.GetUnit(*this, ownerid);
}
return NULL;
}
Unit* Unit::GetCharmer() const
{
if (ObjectGuid charmerid = GetCharmerGuid())
{
return sObjectAccessor.GetUnit(*this, charmerid);
}
return NULL;
}
bool Unit::IsCharmerOrOwnerPlayerOrPlayerItself() const
{
if (GetTypeId() == TYPEID_PLAYER)
{
return true;
}
return GetCharmerOrOwnerGuid().IsPlayer();
}
Player* Unit::GetCharmerOrOwnerPlayerOrPlayerItself()
{
ObjectGuid guid = GetCharmerOrOwnerGuid();
if (guid.IsPlayer())
{
return sObjectAccessor.FindPlayer(guid);
}
return GetTypeId() == TYPEID_PLAYER ? (Player*)this : NULL;
}
Player const* Unit::GetCharmerOrOwnerPlayerOrPlayerItself() const
{
ObjectGuid guid = GetCharmerOrOwnerGuid();
if (guid.IsPlayer())
{
return sObjectAccessor.FindPlayer(guid);
}
return GetTypeId() == TYPEID_PLAYER ? (Player const*)this : NULL;
}
Pet* Unit::GetPet() const
{
if (ObjectGuid pet_guid = GetPetGuid())
{
if (Pet* pet = GetMap()->GetPet(pet_guid))
{
return pet;
}
sLog.outError("Unit::GetPet: %s not exist.", pet_guid.GetString().c_str());
const_cast<Unit*>(this)->SetPet(0);
}
return NULL;
}
Pet* Unit::_GetPet(ObjectGuid guid) const
{
return GetMap()->GetPet(guid);
}
Unit* Unit::GetCharm() const
{
if (ObjectGuid charm_guid = GetCharmGuid())
{
if (Unit* pet = sObjectAccessor.GetUnit(*this, charm_guid))
{
return pet;
}
sLog.outError("Unit::GetCharm: Charmed %s not exist.", charm_guid.GetString().c_str());
const_cast<Unit*>(this)->SetCharm(NULL);
}
return NULL;
}
void Unit::Uncharm()
{
if (Unit* charm = GetCharm())
{
charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM);
charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS);
charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS_PET);
}
}
void Unit::SetPet(Pet* pet)
{
SetPetGuid(pet ? pet->GetObjectGuid() : ObjectGuid());
}
void Unit::SetCharm(Unit* pet)
{
SetCharmGuid(pet ? pet->GetObjectGuid() : ObjectGuid());
}
void Unit::AddGuardian(Pet* pet)
{
m_guardianPets.insert(pet->GetObjectGuid());
}
void Unit::RemoveGuardian(Pet* pet)
{
m_guardianPets.erase(pet->GetObjectGuid());
}
void Unit::RemoveGuardians()
{
while (!m_guardianPets.empty())
{
ObjectGuid guid = *m_guardianPets.begin();
if (Pet* pet = GetMap()->GetPet(guid))
{
pet->Unsummon(PET_SAVE_AS_DELETED, this); // can remove pet guid from m_guardianPets
}
m_guardianPets.erase(guid);
}
}
Pet* Unit::FindGuardianWithEntry(uint32 entry)
{
for (GuidSet::const_iterator itr = m_guardianPets.begin(); itr != m_guardianPets.end(); ++itr)
if (Pet* pet = GetMap()->GetPet(*itr))
if (pet->GetEntry() == entry)
{
return pet;
}
return NULL;
}
Unit* Unit::_GetTotem(TotemSlot slot) const
{
return GetTotem(slot);
}
Totem* Unit::GetTotem(TotemSlot slot) const
{
if (!IsInWorld() || !m_TotemSlot[slot])
{
return NULL;
}
Creature* totem = GetMap()->GetCreature(m_TotemSlot[slot]);
return totem && totem->IsTotem() ? (Totem*)totem : NULL;
}
bool Unit::IsAllTotemSlotsUsed() const
{
for (int i = 0; i < MAX_TOTEM_SLOT; ++i)
if (!m_TotemSlot[i])
{
return false;
}
return true;
}
void Unit::_AddTotem(TotemSlot slot, Totem* totem)
{
m_TotemSlot[slot] = totem->GetObjectGuid();
}
void Unit::_RemoveTotem(Totem* totem)
{
for (int i = 0; i < MAX_TOTEM_SLOT; ++i)
{
if (m_TotemSlot[i] == totem->GetObjectGuid())
{
m_TotemSlot[i].Clear();
break;
}
}
}
void Unit::UnsummonAllTotems()
{
for (int i = 0; i < MAX_TOTEM_SLOT; ++i)
if (Totem* totem = GetTotem(TotemSlot(i)))
{
totem->UnSummon();
}
}
int32 Unit::DealHeal(Unit* pVictim, uint32 addhealth, SpellEntry const* spellProto, bool critical)
{
int32 gain = pVictim->ModifyHealth(int32(addhealth));
Unit* unit = this;
if (GetTypeId() == TYPEID_UNIT && ((Creature*)this)->IsTotem() && ((Totem*)this)->GetTotemType() != TOTEM_STATUE)
{
unit = GetOwner();
}
if (unit->GetTypeId() == TYPEID_PLAYER)
{
unit->SendHealSpellLog(pVictim, spellProto->Id, addhealth, critical);
}
// Script Event HealedBy
if (pVictim->GetTypeId() == TYPEID_UNIT && ((Creature*)pVictim)->AI())
{
((Creature*)pVictim)->AI()->HealedBy(this, addhealth);
}
return gain;
}
Unit* Unit::SelectMagnetTarget(Unit* victim, Spell* spell, SpellEffectIndex eff)
{
if (!victim)
{
return NULL;
}
// Magic case
if (spell && (spell->m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_NONE || spell->m_spellInfo->DmgClass == SPELL_DAMAGE_CLASS_MAGIC))
{
Unit::AuraList const& magnetAuras = victim->GetAurasByType(SPELL_AURA_SPELL_MAGNET);
for (Unit::AuraList::const_iterator itr = magnetAuras.begin(); itr != magnetAuras.end(); ++itr)
{
if (Unit* magnet = (*itr)->GetCaster())
{
if (magnet->IsAlive() && magnet->IsWithinLOSInMap(this) && spell->CheckTarget(magnet, eff))
{
if (SpellAuraHolder* holder = (*itr)->GetHolder())
if (holder->DropAuraCharge())
{
victim->RemoveSpellAuraHolder(holder);
}
return magnet;
}
}
}
}
return victim;
}
void Unit::SendHealSpellLog(Unit* pVictim, uint32 SpellID, uint32 Damage, bool critical)
{
// we guess size
WorldPacket data(SMSG_SPELLHEALLOG, (8 + 8 + 4 + 4 + 1));
data << pVictim->GetPackGUID();
data << GetPackGUID();
data << uint32(SpellID);
data << uint32(Damage);
data << uint8(critical ? 1 : 0);
SendMessageToSet(&data, true);
}
void Unit::SendEnergizeSpellLog(Unit* pVictim, uint32 SpellID, uint32 Damage, Powers powertype)
{
WorldPacket data(SMSG_SPELLENERGIZELOG, (8 + 8 + 4 + 4 + 4 + 1));
data << pVictim->GetPackGUID();
data << GetPackGUID();
data << uint32(SpellID);
data << uint32(powertype);
data << uint32(Damage);
SendMessageToSet(&data, true);
}
void Unit::EnergizeBySpell(Unit* pVictim, uint32 SpellID, uint32 Damage, Powers powertype)
{
SendEnergizeSpellLog(pVictim, SpellID, Damage, powertype);
// needs to be called after sending spell log
pVictim->ModifyPower(powertype, Damage);
}
/**
* \fn int32 Unit::SpellBonusWithCoeffs(Unit* pCaster, SpellEntry const* spellProto, int32 total, int32 benefit, int32 ap_benefit, DamageEffectType damagetype, bool donePart)
* \brief This method is calculating the total amount of damage done including spell power.
*
* If benefit is 0, this function won't do anything. If pCaster isn't player, the default coefficient 1.0 will be used.
* The spell_bonus_data table of the database is used here to define custom spell coefficients based on damage type.
*
* The spell bonus coefficient are always chosen by this priority:
* For Donepart : weapon_done > direct_done > direct
* For Takenpart : weapon_taken > direct_taken > direct
*
* \param pCaster Pointer to the player casting the spell.
* \param spellProto Constant Pointer to the spell actually caster.
* \param total int32 represents the already calculated damage for the caster spell without spell power bonuses.
* \param benefit int32 represents the total amount of spell power bonuses.
* \param ap_benefit int32 -- TO BE DOCUMENTED
* \param damagetype DamageEffectType represents the type of damage (DIRECT or DOT) -- See DamageEffectType enum.
* \param donePart bool represents whether the damage are issued from ...Done methods or from ...Taken methods.
*
* \return int32 Total amount of damage including spell power bonuses.
*/
int32 Unit::SpellBonusWithCoeffs(Unit* pCaster, SpellEntry const* spellProto, int32 total, int32 benefit, int32 ap_benefit, DamageEffectType damagetype, bool donePart)
{
// Just don't waste time into this function if there's no benefit.
if (!benefit)
{
return total;
}
// Distribute Damage over multiple effects, reduce by AoE
float coeff = 1.0f;
// Not apply this to creature casted spells
if (pCaster->GetTypeId() == TYPEID_UNIT && !((Creature*)this)->IsPet())
{
coeff = 1.0f;
}
// Check for table values
else if (SpellBonusEntry const* bonus = sSpellMgr.GetSpellBonusData(spellProto->Id))
{
switch (damagetype)
{
case DOT:
coeff = bonus->dot_damage;
break;
case SPELL_DIRECT_DAMAGE:
// Special check for bonus damage applying on spells depending on the equiped weapon.
if (pCaster->GetTypeId() == TYPEID_PLAYER && damagetype == SPELL_DIRECT_DAMAGE)
{
Item* item = ((Player*)pCaster)->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
if(donePart)
{
if (item)
{
switch (item->GetProto()->InventoryType)
{
case INVTYPE_2HWEAPON:
coeff = (bonus->two_hand_direct_damage_done ? bonus->two_hand_direct_damage_done :
( bonus->two_hand_direct_damage ? bonus->two_hand_direct_damage : bonus->direct_damage_done ));
break;
case INVTYPE_WEAPON:
case INVTYPE_WEAPONMAINHAND:
case INVTYPE_WEAPONOFFHAND:
coeff = (bonus->one_hand_direct_damage_done ? bonus->one_hand_direct_damage_done :
( bonus->one_hand_direct_damage ? bonus->one_hand_direct_damage : bonus->direct_damage_done ));
break;
}
// None of the priority fields have been populated in DB.
if(!coeff)
{
coeff = bonus->direct_damage;
}
} else {
coeff = (bonus->direct_damage_done ? bonus->direct_damage_done : bonus->direct_damage);
}
}
else
{
if (item)
{
switch (item->GetProto()->InventoryType)
{
case INVTYPE_2HWEAPON:
coeff = (bonus->two_hand_direct_damage_taken ? bonus->two_hand_direct_damage_taken :
( bonus->two_hand_direct_damage ? bonus->two_hand_direct_damage : bonus->direct_damage_taken ));
break;
case INVTYPE_WEAPON:
case INVTYPE_WEAPONMAINHAND:
case INVTYPE_WEAPONOFFHAND:
coeff = (bonus->one_hand_direct_damage_taken ? bonus->one_hand_direct_damage_taken :
( bonus->one_hand_direct_damage ? bonus->one_hand_direct_damage : bonus->direct_damage_taken ));
break;
}
// None of the priority fields have been populated in DB.
if(!coeff)
{
coeff = bonus->direct_damage;
}
} else {
coeff = (bonus->direct_damage_taken ? bonus->direct_damage_taken : bonus->direct_damage);
}
}
break;
}
default:
break;
}
// apply ap bonus at done part calculation only (it flat total mod so common with taken)
if (donePart && (bonus->ap_bonus || bonus->ap_dot_bonus))
{
float ap_bonus = damagetype == DOT ? bonus->ap_dot_bonus : bonus->ap_bonus;
total += int32(ap_bonus * (GetTotalAttackPowerValue(IsSpellRequiresRangedAP(spellProto) ? RANGED_ATTACK : BASE_ATTACK) + ap_benefit));
}
}
// Default calculation
else
{
coeff = CalculateDefaultCoefficient(spellProto, damagetype);
}
float LvlPenalty = CalculateLevelPenalty(spellProto);
// Holy Light and Seal of Righteousness PROC and Flash of Light receive benefit from Spell Damage and Healing too low.
if (spellProto->SpellFamilyName == SPELLFAMILY_PALADIN && (spellProto->SpellIconID == 25 || spellProto->SpellIconID == 70 || spellProto->SpellIconID == 242))
{
LvlPenalty = 1.0f;
}
// Spellmod SpellDamage
if (Player* modOwner = GetSpellModOwner())
{
coeff *= 100.0f;
modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_SPELL_BONUS_DAMAGE, coeff);
coeff /= 100.0f;
}
total += int32(benefit * coeff * LvlPenalty);
return total;
};
/**
* Calculates caster part of spell damage bonuses,
* also includes different bonuses dependent from target auras
*/
uint32 Unit::SpellDamageBonusDone(Unit* pVictim, SpellEntry const* spellProto, uint32 pdamage, DamageEffectType damagetype, uint32 stack)
{
if (!spellProto || !pVictim || damagetype == DIRECT_DAMAGE)
{
return pdamage;
}
// For totems get damage bonus from owner (statue isn't totem in fact)
if (GetTypeId() == TYPEID_UNIT && ((Creature*)this)->IsTotem() && ((Totem*)this)->GetTotemType() != TOTEM_STATUE)
{
if (Unit* owner = GetOwner())
{
return owner->SpellDamageBonusDone(pVictim, spellProto, pdamage, damagetype);
}
}
uint32 creatureTypeMask = pVictim->GetCreatureTypeMask();
float DoneTotalMod = 1.0f;
int32 DoneTotal = 0;
// Creature damage
if (GetTypeId() == TYPEID_UNIT && !((Creature*)this)->IsPet())
{
DoneTotalMod *= Creature::_GetSpellDamageMod(((Creature*)this)->GetCreatureInfo()->Rank);
}
AuraList const& mModDamagePercentDone = GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE);
for (AuraList::const_iterator i = mModDamagePercentDone.begin(); i != mModDamagePercentDone.end(); ++i)
{
if (((*i)->GetModifier()->m_miscvalue & GetSpellSchoolMask(spellProto)) &&
(*i)->GetSpellProto()->EquippedItemClass == -1 &&
// -1 == any item class (not wand then)
(*i)->GetSpellProto()->EquippedItemInventoryTypeMask == 0)
// 0 == any inventory type (not wand then)
{
DoneTotalMod *= ((*i)->GetModifier()->m_amount + 100.0f) / 100.0f;
}
}
// Add flat bonus from spell damage versus
DoneTotal += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_FLAT_SPELL_DAMAGE_VERSUS, creatureTypeMask);
// Add pct bonus from spell damage versus
DoneTotalMod *= GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_DAMAGE_DONE_VERSUS, creatureTypeMask);
// Add flat bonus from spell damage creature
DoneTotal += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_DAMAGE_DONE_CREATURE, creatureTypeMask);
// done scripted mod (take it from owner)
Unit* owner = GetOwner();
if (!owner)
{
owner = this;
}
AuraList const& mOverrideClassScript = owner->GetAurasByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS);
for (AuraList::const_iterator i = mOverrideClassScript.begin(); i != mOverrideClassScript.end(); ++i)
{
if (!(*i)->isAffectedOnSpell(spellProto))
{
continue;
}
switch ((*i)->GetModifier()->m_miscvalue)
{
case 4418: // Increased Shock Damage
case 4554: // Increased Lightning Damage
{
DoneTotal += (*i)->GetModifier()->m_amount;
break;
}
case 4555: // Improved Moonfire
{
DoneTotalMod *= ((*i)->GetModifier()->m_amount + 100.0f) / 100.0f;
break;
}
}
}
// Done fixed damage bonus auras
int32 DoneAdvertisedBenefit = SpellBaseDamageBonusDone(GetSpellSchoolMask(spellProto));
// Pets just add their bonus damage to their spell damage
// note that their spell damage is just gain of their own auras
if (GetTypeId() == TYPEID_UNIT && ((Creature*)this)->IsPet())
{
DoneAdvertisedBenefit += ((Pet*)this)->GetBonusDamage();
}
// apply ap bonus and benefit affected by spell power implicit coeffs and spell level penalties
DoneTotal = SpellBonusWithCoeffs(this, spellProto, DoneTotal, DoneAdvertisedBenefit, 0, damagetype, true);
float tmpDamage = (int32(pdamage) + DoneTotal * int32(stack)) * DoneTotalMod;
// apply spellmod to Done damage (flat and pct)
if (Player* modOwner = GetSpellModOwner())
{
modOwner->ApplySpellMod(spellProto->Id, damagetype == DOT ? SPELLMOD_DOT : SPELLMOD_DAMAGE, tmpDamage);
}
return tmpDamage > 0 ? uint32(tmpDamage) : 0;
}
/**
* Calculates target part of spell damage bonuses,
* will be called on each tick for periodic damage over time auras
*/
uint32 Unit::SpellDamageBonusTaken(Unit* pCaster, SpellEntry const* spellProto, uint32 pdamage, DamageEffectType damagetype, uint32 stack)
{
if (!spellProto || !pCaster || damagetype == DIRECT_DAMAGE)
{
return pdamage;
}
uint32 schoolMask = GetSpellSchoolMask(spellProto);
// Taken total percent damage auras
float TakenTotalMod = 1.0f;
int32 TakenTotal = 0;
// ..taken
TakenTotalMod *= GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_DAMAGE_PERCENT_TAKEN, schoolMask);
// Taken fixed damage bonus auras
int32 TakenAdvertisedBenefit = SpellBaseDamageBonusTaken(GetSpellSchoolMask(spellProto));
// apply benefit affected by spell power implicit coeffs and spell level penalties
TakenTotal = SpellBonusWithCoeffs(pCaster, spellProto, TakenTotal, TakenAdvertisedBenefit, 0, damagetype, false);
float tmpDamage = (int32(pdamage) + TakenTotal * int32(stack)) * TakenTotalMod;
return tmpDamage > 0 ? uint32(tmpDamage) : 0;
}
int32 Unit::SpellBaseDamageBonusDone(SpellSchoolMask schoolMask)
{
int32 DoneAdvertisedBenefit = 0;
// ..done
AuraList const& mDamageDone = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE);
for (AuraList::const_iterator i = mDamageDone.begin(); i != mDamageDone.end(); ++i)
{
if (((*i)->GetModifier()->m_miscvalue & schoolMask) != 0 &&
(*i)->GetSpellProto()->EquippedItemClass == -1 && // -1 == any item class (not wand then)
(*i)->GetSpellProto()->EquippedItemInventoryTypeMask == 0) // 0 == any inventory type (not wand then)
{
DoneAdvertisedBenefit += (*i)->GetModifier()->m_amount;
}
}
if (GetTypeId() == TYPEID_PLAYER)
{
// Damage bonus from stats
AuraList const& mDamageDoneOfStatPercent = GetAurasByType(SPELL_AURA_MOD_SPELL_DAMAGE_OF_STAT_PERCENT);
for (AuraList::const_iterator i = mDamageDoneOfStatPercent.begin(); i != mDamageDoneOfStatPercent.end(); ++i)
{
if ((*i)->GetModifier()->m_miscvalue & schoolMask)
{
// stat used stored in miscValueB for this aura
Stats usedStat = STAT_SPIRIT;
DoneAdvertisedBenefit += int32(GetStat(usedStat) * (*i)->GetModifier()->m_amount / 100.0f);
}
}
}
return DoneAdvertisedBenefit;
}
int32 Unit::SpellBaseDamageBonusTaken(SpellSchoolMask schoolMask)
{
int32 TakenAdvertisedBenefit = 0;
// ..taken
AuraList const& mDamageTaken = GetAurasByType(SPELL_AURA_MOD_DAMAGE_TAKEN);
for (AuraList::const_iterator i = mDamageTaken.begin(); i != mDamageTaken.end(); ++i)
{
if (((*i)->GetModifier()->m_miscvalue & schoolMask) != 0)
{
TakenAdvertisedBenefit += (*i)->GetModifier()->m_amount;
}
}
return TakenAdvertisedBenefit;
}
bool Unit::IsSpellCrit(Unit* pVictim, SpellEntry const* spellProto, SpellSchoolMask schoolMask, WeaponAttackType attackType)
{
// Creatures shouldn't crit with spells
if (GetTypeId() == TYPEID_UNIT && !((Creature*)this)->IsPet() && !((Creature*)this)->IsTotem())
{
return false;
}
// not critting spell
if (spellProto->HasAttribute(SPELL_ATTR_EX2_CANT_CRIT))
{
return false;
}
float crit_chance = 0.0f;
switch (spellProto->DmgClass)
{
case SPELL_DAMAGE_CLASS_NONE:
return false;
case SPELL_DAMAGE_CLASS_MAGIC:
{
if (schoolMask & SPELL_SCHOOL_MASK_NORMAL)
{
crit_chance = 0.0f;
}
// For other schools
else if (GetTypeId() == TYPEID_PLAYER)
{
crit_chance = ((Player*)this)->m_SpellCritPercentage[GetFirstSchoolInMask(schoolMask)];
}
else
{
crit_chance = float(m_baseSpellCritChance);
crit_chance += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_SPELL_CRIT_CHANCE_SCHOOL, schoolMask);
}
// taken
if (pVictim)
{
if (!IsPositiveSpell(spellProto->Id))
{
// Modify critical chance by victim SPELL_AURA_MOD_ATTACKER_SPELL_CRIT_CHANCE
crit_chance += pVictim->GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_ATTACKER_SPELL_CRIT_CHANCE, schoolMask);
}
// scripted (increase crit chance ... against ... target by x%)
AuraList const& mOverrideClassScript = GetAurasByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS);
for (AuraList::const_iterator i = mOverrideClassScript.begin(); i != mOverrideClassScript.end(); ++i)
{
if (!((*i)->isAffectedOnSpell(spellProto)))
{
continue;
}
switch ((*i)->GetModifier()->m_miscvalue)
{
// Shatter
case 849: if (pVictim->IsFrozen()) { crit_chance += 10.0f; } break;
case 910: if (pVictim->IsFrozen()) { crit_chance += 20.0f; } break;
case 911: if (pVictim->IsFrozen()) { crit_chance += 30.0f; } break;
case 912: if (pVictim->IsFrozen()) { crit_chance += 40.0f; } break;
case 913: if (pVictim->IsFrozen()) { crit_chance += 50.0f; } break;
default:
break;
}
}
}
break;
}
case SPELL_DAMAGE_CLASS_MELEE:
case SPELL_DAMAGE_CLASS_RANGED:
{
if (pVictim)
{
crit_chance = GetUnitCriticalChance(attackType, pVictim);
}
crit_chance += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_SPELL_CRIT_CHANCE_SCHOOL, schoolMask);
break;
}
default:
return false;
}
// percent done
// only players use intelligence for critical chance computations
if (Player* modOwner = GetSpellModOwner())
{
modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_CRITICAL_CHANCE, crit_chance);
}
crit_chance = crit_chance > 0.0f ? crit_chance : 0.0f;
if (roll_chance_f(crit_chance))
{
return true;
}
return false;
}
uint32 Unit::SpellCriticalDamageBonus(SpellEntry const* spellProto, uint32 damage, Unit* pVictim)
{
// Calculate critical bonus
int32 crit_bonus;
switch (spellProto->DmgClass)
{
case SPELL_DAMAGE_CLASS_MELEE: // for melee based spells is 100%
case SPELL_DAMAGE_CLASS_RANGED:
crit_bonus = damage;
break;
default:
crit_bonus = damage / 2; // for spells is 50%
break;
}
// adds additional damage to crit_bonus (from talents)
if (Player* modOwner = GetSpellModOwner())
{
modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_CRIT_DAMAGE_BONUS, crit_bonus);
}
if (!pVictim)
{
return damage += crit_bonus;
}
uint32 creatureTypeMask = pVictim->GetCreatureTypeMask();
int32 critPctDamageMod = GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_CRIT_PERCENT_VERSUS, creatureTypeMask);
if (critPctDamageMod != 0)
{
crit_bonus = int32(crit_bonus * float((100.0f + critPctDamageMod) / 100.0f));
}
if (crit_bonus > 0)
{
damage += crit_bonus;
}
return damage;
}
uint32 Unit::SpellCriticalHealingBonus(SpellEntry const* spellProto, uint32 damage, Unit* pVictim)
{
// Calculate critical bonus
int32 crit_bonus;
switch (spellProto->DmgClass)
{
case SPELL_DAMAGE_CLASS_MELEE: // for melee based spells is 100%
case SPELL_DAMAGE_CLASS_RANGED:
// TODO: write here full calculation for melee/ranged spells
crit_bonus = damage;
break;
default:
crit_bonus = damage / 2; // for spells is 50%
break;
}
if (pVictim)
{
uint32 creatureTypeMask = pVictim->GetCreatureTypeMask();
crit_bonus = int32(crit_bonus * GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_CRIT_PERCENT_VERSUS, creatureTypeMask));
}
if (crit_bonus > 0)
{
damage += crit_bonus;
}
return damage;
}
/**
* Calculates caster part of healing spell bonuses,
* also includes different bonuses dependent from target auras
*/
uint32 Unit::SpellHealingBonusDone(Unit* pVictim, SpellEntry const* spellProto, int32 healamount, DamageEffectType damagetype, uint32 stack)
{
// For totems get healing bonus from owner (statue isn't totem in fact)
if (GetTypeId() == TYPEID_UNIT && ((Creature*)this)->IsTotem() && ((Totem*)this)->GetTotemType() != TOTEM_STATUE)
if (Unit* owner = GetOwner())
{
return owner->SpellHealingBonusDone(pVictim, spellProto, healamount, damagetype, stack);
}
// No heal amount for this class spells
if (spellProto->DmgClass == SPELL_DAMAGE_CLASS_NONE)
{
return healamount < 0 ? 0 : healamount;
}
// Healing Done
// Done total percent damage auras
float DoneTotalMod = 1.0f;
int32 DoneTotal = 0;
// Healing done percent
AuraList const& mHealingDonePct = GetAurasByType(SPELL_AURA_MOD_HEALING_DONE_PERCENT);
for (AuraList::const_iterator i = mHealingDonePct.begin(); i != mHealingDonePct.end(); ++i)
{
DoneTotalMod *= (100.0f + (*i)->GetModifier()->m_amount) / 100.0f;
}
// done scripted mod (take it from owner)
Unit* owner = GetOwner();
if (!owner)
{
owner = this;
}
AuraList const& mOverrideClassScript = owner->GetAurasByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS);
for (AuraList::const_iterator i = mOverrideClassScript.begin(); i != mOverrideClassScript.end(); ++i)
{
if (!(*i)->isAffectedOnSpell(spellProto))
{
continue;
}
switch ((*i)->GetModifier()->m_miscvalue)
{
case 4415: // Increased Rejuvenation Healing
case 3736: // Hateful Totem of the Third Wind / Increased Lesser Healing Wave / Savage Totem of the Third Wind
DoneTotal += (*i)->GetModifier()->m_amount;
break;
default:
break;
}
}
// Done fixed damage bonus auras
int32 DoneAdvertisedBenefit = SpellBaseHealingBonusDone(GetSpellSchoolMask(spellProto));
// apply ap bonus and benefit affected by spell power implicit coeffs and spell level penalties
DoneTotal = SpellBonusWithCoeffs(this, spellProto, DoneTotal, DoneAdvertisedBenefit, 0, damagetype, true);
// use float as more appropriate for negative values and percent applying
float heal = (healamount + DoneTotal * int32(stack)) * DoneTotalMod;
// apply spellmod to Done amount
if (Player* modOwner = GetSpellModOwner())
{
modOwner->ApplySpellMod(spellProto->Id, damagetype == DOT ? SPELLMOD_DOT : SPELLMOD_DAMAGE, heal);
}
return heal < 0 ? 0 : uint32(heal);
}
/**
* Calculates target part of healing spell bonuses,
* will be called on each tick for periodic damage over time auras
*/
uint32 Unit::SpellHealingBonusTaken(Unit* pCaster, SpellEntry const* spellProto, int32 healamount, DamageEffectType damagetype, uint32 stack)
{
float TakenTotalMod = 1.0f;
// Healing taken percent
float minval = float(GetMaxNegativeAuraModifier(SPELL_AURA_MOD_HEALING_PCT));
if (minval)
{
TakenTotalMod *= (100.0f + minval) / 100.0f;
}
float maxval = float(GetMaxPositiveAuraModifier(SPELL_AURA_MOD_HEALING_PCT));
if (maxval)
{
TakenTotalMod *= (100.0f + maxval) / 100.0f;
}
// No heal amount for this class spells
if (spellProto->DmgClass == SPELL_DAMAGE_CLASS_NONE)
{
healamount = int32(healamount * TakenTotalMod);
return healamount < 0 ? 0 : healamount;
}
// Healing Done
// Done total percent damage auras
int32 TakenTotal = 0;
// Taken fixed damage bonus auras
int32 TakenAdvertisedBenefit = SpellBaseHealingBonusTaken(GetSpellSchoolMask(spellProto));
// Blessing of Light dummy effects healing taken from Holy Light and Flash of Light
if (spellProto->SpellFamilyName == SPELLFAMILY_PALADIN && (spellProto->SpellFamilyFlags & UI64LIT(0x0000000000006000)))
{
AuraList const& mDummyAuras = GetAurasByType(SPELL_AURA_DUMMY);
for (AuraList::const_iterator i = mDummyAuras.begin(); i != mDummyAuras.end(); ++i)
{
if ((*i)->GetSpellProto()->SpellVisual == 300 && ((*i)->GetSpellProto()->SpellFamilyFlags & UI64LIT(0x0000000010000000)))
{
// Flash of Light
if ((spellProto->SpellFamilyFlags & UI64LIT(0x0000000000002000)) && (*i)->GetEffIndex() == EFFECT_INDEX_1)
{
TakenTotal += (*i)->GetModifier()->m_amount;
}
// Holy Light
else if ((spellProto->SpellFamilyFlags & UI64LIT(0x0000000000004000)) && (*i)->GetEffIndex() == EFFECT_INDEX_0)
{
TakenTotal += (*i)->GetModifier()->m_amount;
}
}
}
}
// apply benefit affected by spell power implicit coeffs and spell level penalties
TakenTotal = SpellBonusWithCoeffs(pCaster, spellProto, TakenTotal, TakenAdvertisedBenefit, 0, damagetype, false);
// Taken mods
// Healing Wave cast
if (spellProto->SpellFamilyName == SPELLFAMILY_SHAMAN && (spellProto->SpellFamilyFlags & UI64LIT(0x0000000000000040)))
{
// Search for Healing Way on Victim
Unit::AuraList const& auraDummy = GetAurasByType(SPELL_AURA_DUMMY);
for (Unit::AuraList::const_iterator itr = auraDummy.begin(); itr != auraDummy.end(); ++itr)
if ((*itr)->GetId() == 29203)
{
TakenTotalMod *= ((*itr)->GetModifier()->m_amount + 100.0f) / 100.0f;
}
}
// use float as more appropriate for negative values and percent applying
float heal = (healamount + TakenTotal * int32(stack)) * TakenTotalMod;
return heal < 0 ? 0 : uint32(heal);
}
int32 Unit::SpellBaseHealingBonusDone(SpellSchoolMask schoolMask)
{
int32 AdvertisedBenefit = 0;
AuraList const& mHealingDone = GetAurasByType(SPELL_AURA_MOD_HEALING_DONE);
for (AuraList::const_iterator i = mHealingDone.begin(); i != mHealingDone.end(); ++i)
if (((*i)->GetModifier()->m_miscvalue & schoolMask) != 0)
{
AdvertisedBenefit += (*i)->GetModifier()->m_amount;
}
// Healing bonus of spirit, intellect and strength
if (GetTypeId() == TYPEID_PLAYER)
{
// Healing bonus from stats
AuraList const& mHealingDoneOfStatPercent = GetAurasByType(SPELL_AURA_MOD_SPELL_HEALING_OF_STAT_PERCENT);
for (AuraList::const_iterator i = mHealingDoneOfStatPercent.begin(); i != mHealingDoneOfStatPercent.end(); ++i)
{
// 1.12.* have only 1 stat type support
Stats usedStat = STAT_SPIRIT;
AdvertisedBenefit += int32(GetStat(usedStat) * (*i)->GetModifier()->m_amount / 100.0f);
}
}
return AdvertisedBenefit;
}
int32 Unit::SpellBaseHealingBonusTaken(SpellSchoolMask schoolMask)
{
int32 AdvertisedBenefit = 0;
AuraList const& mDamageTaken = GetAurasByType(SPELL_AURA_MOD_HEALING);
for (AuraList::const_iterator i = mDamageTaken.begin(); i != mDamageTaken.end(); ++i)
if ((*i)->GetModifier()->m_miscvalue & schoolMask)
{
AdvertisedBenefit += (*i)->GetModifier()->m_amount;
}
return AdvertisedBenefit;
}
bool Unit::IsImmuneToDamage(SpellSchoolMask shoolMask)
{
// If m_immuneToSchool type contain this school type, IMMUNE damage.
SpellImmuneList const& schoolList = m_spellImmune[IMMUNITY_SCHOOL];
for (SpellImmuneList::const_iterator itr = schoolList.begin(); itr != schoolList.end(); ++itr)
if (itr->type & shoolMask)
{
return true;
}
// If m_immuneToDamage type contain magic, IMMUNE damage.
SpellImmuneList const& damageList = m_spellImmune[IMMUNITY_DAMAGE];
for (SpellImmuneList::const_iterator itr = damageList.begin(); itr != damageList.end(); ++itr)
if (itr->type & shoolMask)
{
return true;
}
return false;
}
bool Unit::IsImmuneToSpell(SpellEntry const* spellInfo, bool /*castOnSelf*/)
{
if (!spellInfo)
{
return false;
}
// TODO add spellEffect immunity checks!, player with flag in bg is immune to immunity buffs from other friendly players!
// SpellImmuneList const& dispelList = m_spellImmune[IMMUNITY_EFFECT];
SpellImmuneList const& dispelList = m_spellImmune[IMMUNITY_DISPEL];
for (SpellImmuneList::const_iterator itr = dispelList.begin(); itr != dispelList.end(); ++itr)
if (itr->type == spellInfo->Dispel)
{
return true;
}
if (!spellInfo->HasAttribute(SPELL_ATTR_EX_UNAFFECTED_BY_SCHOOL_IMMUNE) && // unaffected by school immunity
!spellInfo->HasAttribute(SPELL_ATTR_EX_DISPEL_AURAS_ON_IMMUNITY)) // can remove immune (by dispell or immune it)
{
SpellImmuneList const& schoolList = m_spellImmune[IMMUNITY_SCHOOL];
for (SpellImmuneList::const_iterator itr = schoolList.begin(); itr != schoolList.end(); ++itr)
if (!(IsPositiveSpell(itr->spellId) && IsPositiveSpell(spellInfo->Id)) &&
(itr->type & GetSpellSchoolMask(spellInfo)))
{
return true;
}
}
if (uint32 mechanic = spellInfo->Mechanic)
{
SpellImmuneList const& mechanicList = m_spellImmune[IMMUNITY_MECHANIC];
for (SpellImmuneList::const_iterator itr = mechanicList.begin(); itr != mechanicList.end(); ++itr)
if (itr->type == mechanic)
{
return true;
}
AuraList const& immuneAuraApply = GetAurasByType(SPELL_AURA_MECHANIC_IMMUNITY_MASK);
for (AuraList::const_iterator iter = immuneAuraApply.begin(); iter != immuneAuraApply.end(); ++iter)
if ((*iter)->GetModifier()->m_miscvalue & (1 << (mechanic - 1)))
{
return true;
}
}
return false;
}
bool Unit::IsImmuneToSpellEffect(SpellEntry const* spellInfo, SpellEffectIndex index, bool /*castOnSelf*/) const
{
// If m_immuneToEffect type contain this effect type, IMMUNE effect.
uint32 effect = spellInfo->Effect[index];
SpellImmuneList const& effectList = m_spellImmune[IMMUNITY_EFFECT];
for (SpellImmuneList::const_iterator itr = effectList.begin(); itr != effectList.end(); ++itr)
if (itr->type == effect)
{
return true;
}
if (uint32 mechanic = spellInfo->EffectMechanic[index])
{
SpellImmuneList const& mechanicList = m_spellImmune[IMMUNITY_MECHANIC];
for (SpellImmuneList::const_iterator itr = mechanicList.begin(); itr != mechanicList.end(); ++itr)
if (itr->type == mechanic)
{
return true;
}
AuraList const& immuneAuraApply = GetAurasByType(SPELL_AURA_MECHANIC_IMMUNITY_MASK);
for (AuraList::const_iterator iter = immuneAuraApply.begin(); iter != immuneAuraApply.end(); ++iter)
if ((*iter)->GetModifier()->m_miscvalue & (1 << (mechanic - 1)))
{
return true;
}
}
if (uint32 aura = spellInfo->EffectApplyAuraName[index])
{
SpellImmuneList const& list = m_spellImmune[IMMUNITY_STATE];
for (SpellImmuneList::const_iterator itr = list.begin(); itr != list.end(); ++itr)
if (itr->type == aura)
{
return true;
}
}
return false;
}
/**
* Calculates caster part of melee damage bonuses,
* also includes different bonuses dependent from target auras
*/
uint32 Unit::MeleeDamageBonusDone(Unit* pVictim, uint32 pdamage, WeaponAttackType attType, SpellEntry const* spellProto, DamageEffectType damagetype, uint32 stack)
{
if (!pVictim)
{
return pdamage;
}
if (pdamage == 0)
{
return pdamage;
}
// Paladin Holy Spells such as seal of righteousness, seal of command or judgement of command are all calculated in other functions.
if (spellProto && GetSpellSchoolMask(spellProto) == SPELL_SCHOOL_MASK_HOLY && GetTypeId() == TYPEID_PLAYER)
{
return pdamage;
}
// differentiate for weapon damage based spells
bool isWeaponDamageBasedSpell = !(spellProto && (damagetype == DOT || spellProto->HasSpellEffect(SPELL_EFFECT_SCHOOL_DAMAGE)));
Item* pWeapon = GetTypeId() == TYPEID_PLAYER ? ((Player*)this)->GetWeaponForAttack(attType, true, false) : NULL;
uint32 creatureTypeMask = pVictim->GetCreatureTypeMask();
uint32 schoolMask = uint32(spellProto ? GetSpellSchoolMask(spellProto) : GetMeleeDamageSchoolMask());
// FLAT damage bonus auras
// =======================
int32 DoneFlat = 0;
int32 APbonus = 0;
// ..done flat, already included in weapon damage based spells
if (!isWeaponDamageBasedSpell)
{
AuraList const& mModDamageDone = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE);
for (AuraList::const_iterator i = mModDamageDone.begin(); i != mModDamageDone.end(); ++i)
{
if ((*i)->GetModifier()->m_miscvalue & schoolMask && // schoolmask has to fit with the intrinsic spell school
(*i)->GetModifier()->m_miscvalue & GetMeleeDamageSchoolMask() && // AND schoolmask has to fit with weapon damage school (essential for non-physical spells)
(((*i)->GetSpellProto()->EquippedItemClass == -1) || // general, weapon independent
(pWeapon && pWeapon->IsFitToSpellRequirements((*i)->GetSpellProto())))) // OR used weapon fits aura requirements
{
DoneFlat += (*i)->GetModifier()->m_amount;
}
}
// Pets just add their bonus damage to their melee damage
if (GetTypeId() == TYPEID_UNIT && ((Creature*)this)->IsPet())
{
DoneFlat += ((Pet*)this)->GetBonusDamage();
}
}
// ..done flat (by creature type mask)
DoneFlat += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_DAMAGE_DONE_CREATURE, creatureTypeMask);
// ..done flat (base at attack power for marked target and base at attack power for creature type)
if (attType == RANGED_ATTACK)
{
APbonus += pVictim->GetTotalAuraModifier(SPELL_AURA_RANGED_ATTACK_POWER_ATTACKER_BONUS);
APbonus += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_RANGED_ATTACK_POWER_VERSUS, creatureTypeMask);
}
else
{
APbonus += pVictim->GetTotalAuraModifier(SPELL_AURA_MELEE_ATTACK_POWER_ATTACKER_BONUS);
APbonus += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_MELEE_ATTACK_POWER_VERSUS, creatureTypeMask);
}
// PERCENT damage auras
// ====================
float DonePercent = 1.0f;
// ..done pct, already included in weapon damage based spells
if (!isWeaponDamageBasedSpell)
{
AuraList const& mModDamagePercentDone = GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE);
for (AuraList::const_iterator i = mModDamagePercentDone.begin(); i != mModDamagePercentDone.end(); ++i)
{
if ((*i)->GetModifier()->m_miscvalue & schoolMask && // schoolmask has to fit with the intrinsic spell school
(((*i)->GetSpellProto()->EquippedItemClass == -1) || // general, weapon independent
(pWeapon && pWeapon->IsFitToSpellRequirements((*i)->GetSpellProto())))) // OR used weapon fits aura requirements
{
DonePercent *= ((*i)->GetModifier()->m_amount + 100.0f) / 100.0f;
}
}
if (attType == OFF_ATTACK)
{
DonePercent *= GetModifierValue(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_PCT); // no school check required
}
}
// ..done pct (by creature type mask)
DonePercent *= GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_DAMAGE_DONE_VERSUS, creatureTypeMask);
// special dummys/class scripts and other effects
// =============================================
Unit* owner = GetOwner();
if (!owner)
{
owner = this;
}
// final calculation
// =================
float DoneTotal = 0.0f;
// scaling of non weapon based spells
if (!isWeaponDamageBasedSpell)
{
// apply ap bonus and benefit affected by spell power implicit coeffs and spell level penalties
DoneTotal = SpellBonusWithCoeffs(this, spellProto, DoneTotal, DoneFlat, APbonus, damagetype, true);
}
// weapon damage based spells
else if (APbonus || DoneFlat)
{
bool normalized = spellProto ? spellProto->HasSpellEffect(SPELL_EFFECT_NORMALIZED_WEAPON_DMG) : false;
DoneTotal += int32(APbonus / 14.0f * GetAPMultiplier(attType, normalized));
// for weapon damage based spells we still have to apply damage done percent mods
// (that are already included into pdamage) to not-yet included DoneFlat
// e.g. from doneVersusCreature, apBonusVs...
UnitMods unitMod;
switch (attType)
{
default:
case BASE_ATTACK: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break;
case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break;
case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break;
}
DoneTotal += DoneFlat;
DoneTotal *= GetModifierValue(unitMod, TOTAL_PCT);
}
float tmpDamage = float(int32(pdamage) + DoneTotal * int32(stack)) * DonePercent;
// apply spellmod to Done damage
if (spellProto)
{
if (Player* modOwner = GetSpellModOwner())
{
modOwner->ApplySpellMod(spellProto->Id, damagetype == DOT ? SPELLMOD_DOT : SPELLMOD_DAMAGE, tmpDamage);
}
}
// bonus result can be negative
return tmpDamage > 0 ? uint32(tmpDamage) : 0;
}
/**
* Calculates target part of melee damage bonuses,
* will be called on each tick for periodic damage over time auras
*/
uint32 Unit::MeleeDamageBonusTaken(Unit* pCaster, uint32 pdamage, WeaponAttackType attType, SpellEntry const* spellProto, DamageEffectType damagetype, uint32 stack)
{
if (!pCaster)
{
return pdamage;
}
if (pdamage == 0)
{
return pdamage;
}
// Paladin Holy Spells such as seal of righteousness, seal of command or judgement of command are all calculated in other functions.
if (spellProto && GetSpellSchoolMask(spellProto) == SPELL_SCHOOL_MASK_HOLY && pCaster->GetTypeId() == TYPEID_PLAYER)
{
return pdamage;
}
// differentiate for weapon damage based spells
bool isWeaponDamageBasedSpell = !(spellProto && (damagetype == DOT || spellProto->HasSpellEffect(SPELL_EFFECT_SCHOOL_DAMAGE)));
uint32 schoolMask = uint32(spellProto ? GetSpellSchoolMask(spellProto) :GetMeleeDamageSchoolMask());
// FLAT damage bonus auras
// =======================
int32 TakenFlat = 0;
// ..taken flat (base at attack power for marked target and base at attack power for creature type)
if (attType == RANGED_ATTACK)
{
TakenFlat += GetTotalAuraModifier(SPELL_AURA_MOD_RANGED_DAMAGE_TAKEN);
}
else
{
TakenFlat += GetTotalAuraModifier(SPELL_AURA_MOD_MELEE_DAMAGE_TAKEN);
}
// ..taken flat (by school mask)
TakenFlat += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_DAMAGE_TAKEN, schoolMask);
// PERCENT damage auras
// ====================
float TakenPercent = 1.0f;
// ..taken pct (by school mask)
TakenPercent *= GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_DAMAGE_PERCENT_TAKEN, schoolMask);
// ..taken pct (melee/ranged)
if (attType == RANGED_ATTACK)
{
TakenPercent *= GetTotalAuraMultiplier(SPELL_AURA_MOD_RANGED_DAMAGE_TAKEN_PCT);
}
else
{
TakenPercent *= GetTotalAuraMultiplier(SPELL_AURA_MOD_MELEE_DAMAGE_TAKEN_PCT);
}
// final calculation
// =================
// scaling of non weapon based spells
if (!isWeaponDamageBasedSpell)
{
// apply benefit affected by spell power implicit coeffs and spell level penalties
TakenFlat = SpellBonusWithCoeffs(pCaster, spellProto, 0, TakenFlat, 0, damagetype, false);
}
float tmpDamage = float(int32(pdamage) + TakenFlat * int32(stack)) * TakenPercent;
// bonus result can be negative
return tmpDamage > 0 ? uint32(tmpDamage) : 0;
}
void Unit::ApplySpellImmune(uint32 spellId, uint32 op, uint32 type, bool apply)
{
if (apply)
{
for (SpellImmuneList::iterator itr = m_spellImmune[op].begin(), next; itr != m_spellImmune[op].end(); itr = next)
{
next = itr; ++next;
if (itr->type == type)
{
m_spellImmune[op].erase(itr);
next = m_spellImmune[op].begin();
}
}
SpellImmune Immune;
Immune.spellId = spellId;
Immune.type = type;
m_spellImmune[op].push_back(Immune);
}
else
{
for (SpellImmuneList::iterator itr = m_spellImmune[op].begin(); itr != m_spellImmune[op].end(); ++itr)
{
if (itr->spellId == spellId)
{
m_spellImmune[op].erase(itr);
break;
}
}
}
}
void Unit::ApplySpellDispelImmunity(const SpellEntry* spellProto, DispelType type, bool apply)
{
ApplySpellImmune(spellProto->Id, IMMUNITY_DISPEL, type, apply);
if (apply && spellProto->HasAttribute(SPELL_ATTR_EX_DISPEL_AURAS_ON_IMMUNITY))
{
RemoveAurasWithDispelType(type);
}
}
float Unit::GetWeaponProcChance() const
{
// normalized proc chance for weapon attack speed
// (odd formula...)
if (isAttackReady(BASE_ATTACK))
{
return (GetAttackTime(BASE_ATTACK) * 1.8f / 1000.0f);
}
else if (haveOffhandWeapon() && isAttackReady(OFF_ATTACK))
{
return (GetAttackTime(OFF_ATTACK) * 1.6f / 1000.0f);
}
return 0.0f;
}
float Unit::GetPPMProcChance(uint32 WeaponSpeed, float PPM) const
{
// proc per minute chance calculation
if (PPM <= 0.0f)
{
return 0.0f;
}
return WeaponSpeed * PPM / 600.0f; // result is chance in percents (probability = Speed_in_sec * (PPM / 60))
}
void Unit::Mount(uint32 mount, uint32 spellId)
{
if (!mount)
{
return;
}
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOUNTING);
SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, mount);
}
void Unit::Unmount(bool from_aura)
{
if (!IsMounted())
{
return;
}
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_NOT_MOUNTED);
SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0);
// Called NOT by Taxi system / GM command
if (from_aura)
{
WorldPacket data(SMSG_DISMOUNT, 8);
data << GetPackGUID();
SendMessageToSet(&data, true);
}
}
bool Unit::IsNearWaypoint(float currentPositionX, float currentPositionY, float currentPositionZ, float destinationPostionX, float destinationPostionY, float destinationPostionZ, float distanceX, float distanceY, float distanceZ)
{
// actual distance between the creature's X ordinate and destination X ordinate
float xDifference = 0;
// actual distance between the creature's Y ordinate and destination Y ordinate
float yDifference = 0;
// actual distance between the creature's Z ordinate and destination Y ordinate
float zDifference = 0;
// distanceX == 0, means do not test the distance between the creature's current X ordinate and the destination X ordinate
// A test for 0 is used, because it is not worth testing for exact coordinates, seeing as we have to use an integar in the database for the event parameters that holds the cordinates.
// Therefore a test for the distance between waypoints does the job more than well enough
if (distanceX > 0)
{
if (currentPositionX > destinationPostionX)
{
xDifference = currentPositionX - destinationPostionX;
}
else
{
xDifference = destinationPostionX - currentPositionX;
}
}
// distanceY == 0, means do not test the distance between the creature's current Y ordinate and the destination Y ordinate
if (distanceY > 0)
{
if (currentPositionY > destinationPostionY)
{
yDifference = currentPositionY - destinationPostionY;
}
else
{
yDifference = destinationPostionY - currentPositionY;
}
}
// distanceZ == 0, means do not test the distance between the creature's current Z ordinate and the destination Z ordinate
if (distanceZ > 0)
{
if (currentPositionZ > destinationPostionZ)
{
zDifference = currentPositionZ - destinationPostionZ;
}
else
{
zDifference = destinationPostionZ - currentPositionZ;
}
}
// check based on which ordinates to test the current distance from (distance along the X, and/or Y, and/or Z ordinates)
if (((distanceX > 0 && xDifference < distanceX) && (distanceY > 0 && yDifference < distanceY) && (distanceZ > 0 && zDifference < distanceZ)) ||
((distanceX == 0) && (distanceY > 0 && yDifference < distanceY) && (distanceZ > 0 && zDifference < distanceZ)) ||
((distanceX > 0 && xDifference < distanceX) && (distanceY == 0) && (distanceZ > 0 && zDifference < distanceZ)) ||
((distanceX > 0 && xDifference < distanceX) && (distanceY > 0 && yDifference < distanceY) && (distanceZ == 0)) ||
((distanceX > 0 && xDifference < distanceX) && (distanceY == 0) && (distanceZ == 0)) ||
((distanceX == 0) && (distanceY > 0 && yDifference < distanceY) && (distanceZ == 0)) ||
((distanceX == 0) && (distanceY == 0) && (distanceZ > 0 && zDifference < distanceZ))
)
return true;
return false;
}
void Unit::SetInCombatWith(Unit* enemy)
{
Unit* eOwner = enemy->GetCharmerOrOwnerOrSelf();
if (eOwner->IsPvP())
{
SetInCombatState(true, enemy);
return;
}
// check for duel
if (eOwner->GetTypeId() == TYPEID_PLAYER && ((Player*)eOwner)->duel)
{
if (Player const* myOwner = GetCharmerOrOwnerPlayerOrPlayerItself())
{
if (myOwner->IsInDuelWith((Player const*)eOwner))
{
SetInCombatState(true, enemy);
return;
}
}
}
SetInCombatState(false, enemy);
}
void Unit::SetInDummyCombatState(bool state)
{
if (state)
{
m_dummyCombatState = true;
SetInCombatState(false);
}
else
{
m_dummyCombatState = false;
}
}
void Unit::SetInCombatState(bool PvP, Unit* enemy)
{
// only alive units can be in combat
if (!IsAlive())
{
return;
}
if (PvP)
{
m_CombatTimer = 5000;
}
if (IsInCombat())
{
return;
}
bool creatureNotInCombat = GetTypeId() == TYPEID_UNIT && !HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT);
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT);
if (IsCharmed() || (GetTypeId() != TYPEID_PLAYER && ((Creature*)this)->IsPet()))
{
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PET_IN_COMBAT);
}
// interrupt all delayed non-combat casts
for (uint32 i = CURRENT_FIRST_NON_MELEE_SPELL; i < CURRENT_MAX_SPELL; ++i)
if (Spell* spell = GetCurrentSpell(CurrentSpellTypes(i)))
if (IsNonCombatSpell(spell->m_spellInfo))
{
InterruptSpell(CurrentSpellTypes(i), false);
}
if (creatureNotInCombat)
{
// should probably be removed for the attacked (+ it's party/group) only, not global
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
Creature* pCreature = (Creature*)this;
if (pCreature->AI())
{
pCreature->AI()->EnterCombat(enemy);
}
// Some bosses are set into combat with zone
if (GetMap()->IsDungeon() && (pCreature->GetCreatureInfo()->ExtraFlags & CREATURE_EXTRA_FLAG_AGGRO_ZONE) && enemy && enemy->IsControlledByPlayer())
{
pCreature->SetInCombatWithZone();
}
if (InstanceData* mapInstance = GetInstanceData())
{
mapInstance->OnCreatureEnterCombat(pCreature);
}
if (m_isCreatureLinkingTrigger)
{
GetMap()->GetCreatureLinkingHolder()->DoCreatureLinkingEvent(LINKING_EVENT_AGGRO, pCreature, enemy);
}
}
// Used by Eluna
#ifdef ENABLE_ELUNA
if (GetTypeId() == TYPEID_PLAYER)
{
sEluna->OnPlayerEnterCombat(ToPlayer(), enemy);
}
#endif /* ENABLE_ELUNA */
}
void Unit::ClearInCombat()
{
m_CombatTimer = 0;
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT);
if (IsCharmed() || (GetTypeId() != TYPEID_PLAYER && ((Creature*)this)->IsPet()))
{
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PET_IN_COMBAT);
}
// Used by Eluna
#ifdef ENABLE_ELUNA
if (GetTypeId() == TYPEID_PLAYER)
{
sEluna->OnPlayerLeaveCombat(ToPlayer());
}
#endif /* ENABLE_ELUNA */
// Player's state will be cleared in Player::UpdateContestedPvP
if (GetTypeId() == TYPEID_UNIT)
{
Creature* cThis = static_cast<Creature*>(this);
if (cThis->GetCreatureInfo()->UnitFlags & UNIT_FLAG_OOC_NOT_ATTACKABLE && !(cThis->GetTemporaryFactionFlags() & TEMPFACTION_TOGGLE_OOC_NOT_ATTACK))
{
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
}
clearUnitState(UNIT_STAT_ATTACK_PLAYER);
}
}
bool Unit::IsTargetableForAttack(bool inverseAlive /*=false*/) const
{
if (GetTypeId() == TYPEID_PLAYER && ((Player*)this)->isGameMaster())
{
return false;
}
if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE))
{
return false;
}
// to be removed if unit by any reason enter combat
if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE))
{
return false;
}
// inversealive is needed for some spells which need to be casted at dead targets (aoe)
if (IsAlive() == inverseAlive)
{
return false;
}
return IsInWorld() && !hasUnitState(UNIT_STAT_DIED) && !IsTaxiFlying();
}
int32 Unit::ModifyHealth(int32 dVal)
{
if (dVal == 0)
{
return 0;
}
int32 curHealth = (int32)GetHealth();
int32 val = dVal + curHealth;
if (val <= 0)
{
SetHealth(0);
return -curHealth;
}
int32 maxHealth = (int32)GetMaxHealth();
int32 gain;
if (val < maxHealth)
{
SetHealth(val);
gain = val - curHealth;
}
else
{
SetHealth(maxHealth);
gain = maxHealth - curHealth;
}
return gain;
}
int32 Unit::ModifyPower(Powers power, int32 dVal)
{
if (dVal == 0)
{
return 0;
}
int32 curPower = (int32)GetPower(power);
int32 val = dVal + curPower;
if (val <= 0)
{
SetPower(power, 0);
return -curPower;
}
int32 maxPower = (int32)GetMaxPower(power);
int32 gain;
if (val < maxPower)
{
SetPower(power, val);
gain = val - curPower;
}
else
{
SetPower(power, maxPower);
gain = maxPower - curPower;
}
return gain;
}
bool Unit::IsVisibleForOrDetect(Unit const* u, WorldObject const* viewPoint, bool detect, bool inVisibleList, bool is3dDistance) const
{
if (!u || !IsInMap(u))
{
return false;
}
// Always can see self
if (u == this)
{
return true;
}
// player visible for other player if not logout and at same transport
// including case when player is out of world
bool at_same_transport =
GetTypeId() == TYPEID_PLAYER && u->GetTypeId() == TYPEID_PLAYER &&
!((Player*)this)->GetSession()->PlayerLogout() && !((Player*)u)->GetSession()->PlayerLogout() &&
!((Player*)this)->GetSession()->PlayerLoading() && !((Player*)u)->GetSession()->PlayerLoading() &&
((Player*)this)->GetTransport() && ((Player*)this)->GetTransport() == ((Player*)u)->GetTransport();
// not in world
if (!at_same_transport && (!IsInWorld() || !u->IsInWorld()))
{
return false;
}
// forbidden to seen (while Removing corpse)
if (m_Visibility == VISIBILITY_REMOVE_CORPSE)
{
return false;
}
Map& _map = *u->GetMap();
// Grid dead/alive checks
if (u->GetTypeId() == TYPEID_PLAYER)
{
// non visible at grid for any stealth state
if (!IsVisibleInGridForPlayer((Player*)u))
{
return false;
}
// if player is dead then he can't detect anyone in any cases
if (!u->IsAlive())
{
detect = false;
}
}
else
{
// all dead creatures/players not visible for any creatures
if (!u->IsAlive() || !IsAlive())
{
return false;
}
}
// different visible distance checks
if (u->IsTaxiFlying()) // what see player in flight
{
// use object grey distance for all (only see objects any way)
if (!IsWithinDistInMap(viewPoint, World::GetMaxVisibleDistanceInFlight() + (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), is3dDistance))
{
return false;
}
}
else if (!at_same_transport) // distance for show player/pet/creature (no transport case)
{
// Any units far than max visible distance for viewer or not in our map are not visible too
if (!IsWithinDistInMap(viewPoint, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f), is3dDistance))
{
return false;
}
}
// always seen by owner
if (GetCharmerOrOwnerGuid() == u->GetObjectGuid())
{
return true;
}
// IsInvisibleForAlive() those units can only be seen by dead or if other
// unit is also invisible for alive.. if an IsInvisibleForAlive unit dies we
// should be able to see it too
if (u->IsAlive() && IsAlive() && IsInvisibleForAlive() != u->IsInvisibleForAlive())
if (u->GetTypeId() != TYPEID_PLAYER || !((Player*)u)->isGameMaster())
{
return false;
}
// Visible units, always are visible for all units, except for units under invisibility
if (m_Visibility == VISIBILITY_ON && u->m_invisibilityMask == 0)
{
return true;
}
// GMs see any players, not higher GMs and all units
if (u->GetTypeId() == TYPEID_PLAYER && ((Player*)u)->isGameMaster())
{
if (GetTypeId() == TYPEID_PLAYER)
{
return ((Player*)this)->GetSession()->GetSecurity() <= ((Player*)u)->GetSession()->GetSecurity();
}
else
{
return true;
}
}
// non faction visibility non-breakable for non-GMs
if (m_Visibility == VISIBILITY_OFF)
{
return false;
}
// grouped players should always see stealthed party members
if (GetTypeId() == TYPEID_PLAYER && u->GetTypeId() == TYPEID_PLAYER)
if (((Player*)this)->IsGroupVisibleFor(((Player*)u)) && u->IsFriendlyTo(this))
{
return true;
}
// raw invisibility
bool invisible = (m_invisibilityMask != 0 || u->m_invisibilityMask != 0);
// detectable invisibility case
if (invisible && (
// Invisible units, always are visible for units under same invisibility type
(m_invisibilityMask & u->m_invisibilityMask) != 0 ||
// Invisible units, always are visible for unit that can detect this invisibility (have appropriate level for detect)
u->CanDetectInvisibilityOf(this) ||
// Units that can detect invisibility always are visible for units that can be detected
CanDetectInvisibilityOf(u)))
{
invisible = false;
}
// special cases for always overwrite invisibility/stealth
if (invisible || m_Visibility == VISIBILITY_GROUP_STEALTH)
{
if (u->IsHostileTo(this))
{
// Hunter mark functionality
AuraList const& auras = GetAurasByType(SPELL_AURA_MOD_STALKED);
for (AuraList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter)
if ((*iter)->GetCasterGuid() == u->GetObjectGuid())
{
return true;
}
}
// none other cases for detect invisibility, so invisible
if (invisible)
{
return false;
}
}
// unit got in stealth in this moment and must ignore old detected state
if (m_Visibility == VISIBILITY_GROUP_NO_DETECT)
{
return false;
}
// GM invisibility checks early, invisibility if any detectable, so if not stealth then visible
if (m_Visibility != VISIBILITY_GROUP_STEALTH)
{
return true;
}
// NOW ONLY STEALTH CASE
// if in non-detect mode then invisible for unit
// mobs always detect players (detect == true)... return 'false' for those mobs which have (detect == false)
// players detect players only in Player::HandleStealthedUnitsDetection()
if (!detect)
{
return (u->GetTypeId() == TYPEID_PLAYER) ? ((Player*)u)->HaveAtClient(this) : false;
}
// Special cases
// If is attacked then stealth is lost, some creature can use stealth too
if (!getAttackers().empty())
{
return true;
}
// If there is collision rogue is seen regardless of level difference
if (IsWithinDist(u, 0.24f))
{
return true;
}
// If a mob or player is stunned he will not be able to detect stealth
if (u->hasUnitState(UNIT_STAT_STUNNED) && (u != this))
{
return false;
}
// set max ditance
float visibleDistance = (u->GetTypeId() == TYPEID_PLAYER) ? MAX_PLAYER_STEALTH_DETECT_RANGE : ((Creature const*)u)->GetAttackDistance(this);
// Always invisible from back (when stealth detection is on), also filter max distance cases
bool IsInFront = viewPoint->IsInFrontInMap(this, visibleDistance);
if (!IsInFront)
{
return false;
}
// Calculation if target is in front
// Visible distance based on stealth value (stealth rank 4 300MOD, 10.5 - 3 = 7.5)
visibleDistance = (10.5f - (GetTotalAuraModifier(SPELL_AURA_MOD_STEALTH) / 100.0f)) /2;
// Visible distance is modified by
//-Level Diff (every level diff = 1.0f in visible distance)
visibleDistance += int32(u->GetLevelForTarget(this)) - int32(GetLevelForTarget(u));
// This allows to check talent tree and will add addition stealth dependent on used points)
int32 stealthMod = GetTotalAuraModifier(SPELL_AURA_MOD_STEALTH_LEVEL);
if (stealthMod < 0)
{
stealthMod = 0;
}
//-Stealth Mod(positive like Master of Deception) and Stealth Detection(negative like paranoia)
// based on wowwiki every 5 mod we have 1 more level diff in calculation
visibleDistance += (int32(u->GetTotalAuraModifier(SPELL_AURA_MOD_STEALTH_DETECT)) - stealthMod) / 5.0f;
visibleDistance = visibleDistance > MAX_PLAYER_STEALTH_DETECT_RANGE ? MAX_PLAYER_STEALTH_DETECT_RANGE : visibleDistance;
// recheck new distance
if (visibleDistance <= 0 || !IsWithinDist(viewPoint, visibleDistance))
{
return false;
}
// Now check is target visible with LoS
float ox, oy, oz;
viewPoint->GetPosition(ox, oy, oz);
return IsWithinLOS(ox, oy, oz);
}
void Unit::UpdateVisibilityAndView()
{
static const AuraType auratypes[] = {SPELL_AURA_BIND_SIGHT, SPELL_AURA_FAR_SIGHT, SPELL_AURA_NONE};
for (AuraType const* type = &auratypes[0]; *type != SPELL_AURA_NONE; ++type)
{
AuraList& alist = m_modAuras[*type];
if (alist.empty())
{
continue;
}
for (AuraList::iterator it = alist.begin(); it != alist.end();)
{
Aura* aura = (*it);
Unit* owner = aura->GetCaster();
if (!owner || !IsVisibleForOrDetect(owner, this, false))
{
alist.erase(it);
RemoveAura(aura);
it = alist.begin();
}
else
{
++it;
}
}
}
GetViewPoint().Call_UpdateVisibilityForOwner();
UpdateObjectVisibility();
ScheduleAINotify(0);
GetViewPoint().Event_ViewPointVisibilityChanged();
}
void Unit::SetVisibility(UnitVisibility x)
{
m_Visibility = x;
if (IsInWorld())
{
UpdateVisibilityAndView();
}
}
bool Unit::CanDetectInvisibilityOf(Unit const* u) const
{
if (uint32 mask = (m_detectInvisibilityMask & u->m_invisibilityMask))
{
for (int32 i = 0; i < 32; ++i)
{
if (((1 << i) & mask) == 0)
{
continue;
}
// find invisibility level
int32 invLevel = GetMaxPositiveAuraModifierByMiscValue(SPELL_AURA_MOD_INVISIBILITY, i);
// find invisibility detect level + special drunk detection case
int32 detectLevel = (i == 6 && GetTypeId() == TYPEID_PLAYER) ? ((Player*)this)->GetDrunkValue() : GetMaxPositiveAuraModifierByMiscValue(SPELL_AURA_MOD_INVISIBILITY_DETECTION, i);
if (invLevel <= detectLevel)
{
return true;
}
}
}
return false;
}
void Unit::UpdateSpeed(UnitMoveType mtype, bool forced, float ratio)
{
int32 main_speed_mod = 0;
float stack_bonus = 1.0f;
float non_stack_bonus = 1.0f;
switch (mtype)
{
case MOVE_WALK:
break;
case MOVE_RUN:
{
if (IsMounted()) // Use on mount auras
{
main_speed_mod = GetMaxPositiveAuraModifier(SPELL_AURA_MOD_INCREASE_MOUNTED_SPEED);
stack_bonus = GetTotalAuraMultiplier(SPELL_AURA_MOD_MOUNTED_SPEED_ALWAYS);
non_stack_bonus = (100.0f + GetMaxPositiveAuraModifier(SPELL_AURA_MOD_MOUNTED_SPEED_NOT_STACK)) / 100.0f;
}
else
{
main_speed_mod = GetMaxPositiveAuraModifier(SPELL_AURA_MOD_INCREASE_SPEED);
stack_bonus = GetTotalAuraMultiplier(SPELL_AURA_MOD_SPEED_ALWAYS);
non_stack_bonus = (100.0f + GetMaxPositiveAuraModifier(SPELL_AURA_MOD_SPEED_NOT_STACK)) / 100.0f;
}
break;
}
case MOVE_RUN_BACK:
return;
case MOVE_SWIM:
{
main_speed_mod = GetMaxPositiveAuraModifier(SPELL_AURA_MOD_INCREASE_SWIM_SPEED);
break;
}
case MOVE_SWIM_BACK:
return;
default:
sLog.outError("Unit::UpdateSpeed: Unsupported move type (%d)", mtype);
return;
}
float bonus = non_stack_bonus > stack_bonus ? non_stack_bonus : stack_bonus;
// now we ready for speed calculation
float speed = main_speed_mod ? bonus * (100.0f + main_speed_mod) / 100.0f : bonus;
switch (mtype)
{
case MOVE_RUN:
case MOVE_SWIM:
{
// Normalize speed by 191 aura SPELL_AURA_USE_NORMAL_MOVEMENT_SPEED if need
// TODO: possible affect only on MOVE_RUN
if (int32 normalization = GetMaxPositiveAuraModifier(SPELL_AURA_USE_NORMAL_MOVEMENT_SPEED))
{
// Use speed from aura
float max_speed = normalization / baseMoveSpeed[mtype];
if (speed > max_speed)
{
speed = max_speed;
}
}
break;
}
default:
break;
}
// for creature case, we check explicit if mob searched for assistance
if (GetTypeId() == TYPEID_UNIT)
{
if (((Creature*)this)->HasSearchedAssistance())
{
speed *= 0.66f; // best guessed value, so this will be 33% reduction. Based off initial speed, mob can then "run", "walk fast" or "walk".
}
}
// for player case, we look for some custom rates
else
{
if (GetDeathState() == CORPSE)
{
speed *= sWorld.getConfig(((Player*)this)->InBattleGround() ? CONFIG_FLOAT_GHOST_RUN_SPEED_BG : CONFIG_FLOAT_GHOST_RUN_SPEED_WORLD);
}
}
// Apply strongest slow aura mod to speed
int32 slow = GetMaxNegativeAuraModifier(SPELL_AURA_MOD_DECREASE_SPEED);
if (slow)
{
speed *= (100.0f + slow) / 100.0f;
}
if (GetTypeId() == TYPEID_UNIT)
{
switch (mtype)
{
case MOVE_RUN:
speed *= ((Creature*)this)->GetCreatureInfo()->SpeedRun;
break;
case MOVE_WALK:
speed *= ((Creature*)this)->GetCreatureInfo()->SpeedWalk;
break;
default:
break;
}
}
SetSpeedRate(mtype, speed * ratio, forced);
}
float Unit::GetSpeed(UnitMoveType mtype) const
{
return m_speed_rate[mtype] * baseMoveSpeed[mtype];
}
struct SetSpeedRateHelper
{
explicit SetSpeedRateHelper(UnitMoveType _mtype, bool _forced) : mtype(_mtype), forced(_forced) {}
void operator()(Unit* unit) const { unit->UpdateSpeed(mtype, forced); }
UnitMoveType mtype;
bool forced;
};
void Unit::SetSpeedRate(UnitMoveType mtype, float rate, bool forced)
{
if (rate < 0)
{
rate = 0.0f;
}
// Update speed only on change
if (m_speed_rate[mtype] != rate)
{
m_speed_rate[mtype] = rate;
PropagateSpeedChange();
typedef const uint16 SpeedOpcodePair[2];
SpeedOpcodePair SetSpeed2Opc_table[MAX_MOVE_TYPE] =
{
{SMSG_FORCE_WALK_SPEED_CHANGE, SMSG_SPLINE_SET_WALK_SPEED},
{SMSG_FORCE_RUN_SPEED_CHANGE, SMSG_SPLINE_SET_RUN_SPEED},
{SMSG_FORCE_RUN_BACK_SPEED_CHANGE, SMSG_SPLINE_SET_RUN_BACK_SPEED},
{SMSG_FORCE_SWIM_SPEED_CHANGE, SMSG_SPLINE_SET_SWIM_SPEED},
{SMSG_FORCE_SWIM_BACK_SPEED_CHANGE, SMSG_SPLINE_SET_SWIM_BACK_SPEED},
{SMSG_FORCE_TURN_RATE_CHANGE, SMSG_SPLINE_SET_TURN_RATE},
};
const SpeedOpcodePair& speedOpcodes = SetSpeed2Opc_table[mtype];
if (forced && GetTypeId() == TYPEID_PLAYER)
{
// register forced speed changes for WorldSession::HandleForceSpeedChangeAck
// and do it only for real sent packets and use run for run/mounted as client expected
++((Player*)this)->m_forced_speed_changes[mtype];
WorldPacket data(speedOpcodes[0], 18);
data << GetPackGUID();
data << (uint32)0; // moveEvent, NUM_PMOVE_EVTS = 0x39
data << float(GetSpeed(mtype));
((Player*)this)->GetSession()->SendPacket(&data);
}
WorldPacket data(speedOpcodes[1], 12);
data << GetPackGUID();
data << float(GetSpeed(mtype));
SendMessageToSet(&data, false);
}
CallForAllControlledUnits(SetSpeedRateHelper(mtype, forced), CONTROLLED_PET | CONTROLLED_GUARDIANS | CONTROLLED_CHARM | CONTROLLED_MINIPET);
}
void Unit::SetDeathState(DeathState s)
{
if (s != ALIVE && s != JUST_ALIVED)
{
CombatStop();
DeleteThreatList();
ClearComboPointHolders(); // any combo points pointed to unit lost at it death
if (IsNonMeleeSpellCasted(false))
{
InterruptNonMeleeSpells(false);
}
}
if (s == JUST_DIED)
{
RemoveAllAurasOnDeath();
RemoveGuardians();
UnsummonAllTotems();
StopMoving(true);
i_motionMaster.Clear(false, true);
i_motionMaster.MoveIdle();
ModifyAuraState(AURA_STATE_HEALTHLESS_20_PERCENT, false);
// remove aurastates allowing special moves
ClearAllReactives();
ClearDiminishings();
}
else if (s == JUST_ALIVED)
{
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE); // clear skinnable for creature and player (at battleground)
}
if (m_deathState != ALIVE && s == ALIVE)
{
//_ApplyAllAuraMods();
}
m_deathState = s;
}
/*########################################
######## ########
######## AGGRO SYSTEM ########
######## ########
########################################*/
bool Unit::CanHaveThreatList(bool ignoreAliveState/*=false*/) const
{
// only creatures can have threat list
if (GetTypeId() != TYPEID_UNIT)
{
return false;
}
// only alive units can have threat list
if (!IsAlive() && !ignoreAliveState)
{
return false;
}
Creature const* creature = ((Creature const*)this);
// totems can not have threat list
if (creature->IsTotem())
{
return false;
}
// pets can not have a threat list, unless they are controlled by a creature
if (creature->IsPet() && creature->GetOwnerGuid().IsPlayer())
{
return false;
}
// charmed units can not have a threat list if charmed by player
if (creature->GetCharmerGuid().IsPlayer())
{
return false;
}
return true;
}
//======================================================================
float Unit::ApplyTotalThreatModifier(float threat, SpellSchoolMask schoolMask)
{
if (!HasAuraType(SPELL_AURA_MOD_THREAT))
{
return threat;
}
if (schoolMask == SPELL_SCHOOL_MASK_NONE)
{
return threat;
}
SpellSchools school = GetFirstSchoolInMask(schoolMask);
return threat * m_threatModifier[school];
}
//======================================================================
void Unit::AddThreat(Unit* pVictim, float threat /*= 0.0f*/, bool crit /*= false*/, SpellSchoolMask schoolMask /*= SPELL_SCHOOL_MASK_NONE*/, SpellEntry const* threatSpell /*= NULL*/)
{
// Only mobs can manage threat lists
if (CanHaveThreatList())
{
m_ThreatManager.addThreat(pVictim, threat, crit, schoolMask, threatSpell);
}
}
//======================================================================
void Unit::DeleteThreatList()
{
m_ThreatManager.clearReferences();
}
//======================================================================
void Unit::TauntApply(Unit* taunter)
{
MANGOS_ASSERT(GetTypeId() == TYPEID_UNIT);
if (!taunter || (taunter->GetTypeId() == TYPEID_PLAYER && ((Player*)taunter)->isGameMaster()))
{
return;
}
if (!CanHaveThreatList())
{
return;
}
Unit* target = getVictim();
if (target && target == taunter)
{
return;
}
// Only attack taunter if this is a valid target
if (!hasUnitState(UNIT_STAT_STUNNED | UNIT_STAT_DIED) && !IsSecondChoiceTarget(taunter, true))
{
if (GetTargetGuid() || !target)
{
SetInFront(taunter);
}
if (((Creature*)this)->AI())
{
((Creature*)this)->AI()->AttackStart(taunter);
}
}
m_ThreatManager.tauntApply(taunter);
}
//======================================================================
void Unit::TauntFadeOut(Unit* taunter)
{
MANGOS_ASSERT(GetTypeId() == TYPEID_UNIT);
if (!taunter || (taunter->GetTypeId() == TYPEID_PLAYER && ((Player*)taunter)->isGameMaster()))
{
return;
}
if (!CanHaveThreatList())
{
return;
}
Unit* target = getVictim();
if (!target || target != taunter)
{
return;
}
if (m_ThreatManager.isThreatListEmpty())
{
m_fixateTargetGuid.Clear();
if (((Creature*)this)->AI())
{
((Creature*)this)->AI()->EnterEvadeMode();
}
if (InstanceData* mapInstance = GetInstanceData())
{
mapInstance->OnCreatureEvade((Creature*)this);
}
if (m_isCreatureLinkingTrigger)
{
GetMap()->GetCreatureLinkingHolder()->DoCreatureLinkingEvent(LINKING_EVENT_EVADE, (Creature*)this);
}
return;
}
m_ThreatManager.tauntFadeOut(taunter);
target = m_ThreatManager.getHostileTarget();
if (target && target != taunter)
{
if (GetTargetGuid())
{
SetInFront(target);
}
if (((Creature*)this)->AI())
{
((Creature*)this)->AI()->AttackStart(target);
}
}
}
//======================================================================
/// if pVictim is given, the npc will fixate onto pVictim, if NULL it will remove current fixation
void Unit::FixateTarget(Unit* pVictim)
{
if (!pVictim) // Remove Fixation
{
m_fixateTargetGuid.Clear();
}
else if (pVictim->IsTargetableForAttack()) // Apply Fixation
{
m_fixateTargetGuid = pVictim->GetObjectGuid();
}
// Start attacking the fixated target or the next proper one
SelectHostileTarget();
}
//======================================================================
bool Unit::IsSecondChoiceTarget(Unit* pTarget, bool checkThreatArea)
{
MANGOS_ASSERT(pTarget && GetTypeId() == TYPEID_UNIT);
return
pTarget->IsImmuneToDamage(GetMeleeDamageSchoolMask()) ||
pTarget->hasNegativeAuraWithInterruptFlag(AURA_INTERRUPT_FLAG_DAMAGE) ||
(checkThreatArea && ((Creature*)this)->IsOutOfThreatArea(pTarget));
}
//======================================================================
bool Unit::SelectHostileTarget()
{
// function provides main threat functionality
// next-victim-selection algorithm and evade mode are called
// threat list sorting etc.
MANGOS_ASSERT(GetTypeId() == TYPEID_UNIT);
if (!this->IsAlive())
{
return false;
}
// This function only useful once AI has been initialized
if (!((Creature*)this)->AI())
{
return false;
}
Unit* target = NULL;
Unit* oldTarget = getVictim();
// first check if we should fixate a target
if (m_fixateTargetGuid)
{
if (oldTarget && oldTarget->GetObjectGuid() == m_fixateTargetGuid)
{
target = oldTarget;
}
else
{
Unit* pFixateTarget = GetMap()->GetUnit(m_fixateTargetGuid);
if (pFixateTarget && pFixateTarget->IsAlive() && !IsSecondChoiceTarget(pFixateTarget, true))
{
target = pFixateTarget;
}
}
}
// then checking if we have some taunt on us
if (!target)
{
const AuraList& tauntAuras = GetAurasByType(SPELL_AURA_MOD_TAUNT);
Unit* caster;
// Find first available taunter target
// Auras are pushed_back, last caster will be on the end
for (AuraList::const_reverse_iterator aura = tauntAuras.rbegin(); aura != tauntAuras.rend(); ++aura)
{
if ((caster = (*aura)->GetCaster()) && caster->IsInMap(this) &&
caster->IsTargetableForAttack() && caster->isInAccessablePlaceFor((Creature*)this) &&
!IsSecondChoiceTarget(caster, true))
{
target = caster;
break;
}
}
}
// No valid fixate target, taunt aura or taunt aura caster is dead, standard target selection
if (!target && !m_ThreatManager.isThreatListEmpty())
{
target = m_ThreatManager.getHostileTarget();
}
if (target)
{
if (!hasUnitState(UNIT_STAT_CAN_NOT_REACT_OR_LOST_CONTROL))
{
SetInFront(target);
if (oldTarget != target)
{
((Creature*)this)->AI()->AttackStart(target);
}
// check if currently selected target is reachable
// NOTE: path alrteady generated from AttackStart()
if (!GetMotionMaster()->GetCurrent()->IsReachable())
{
// remove all taunts
RemoveSpellsCausingAura(SPELL_AURA_MOD_TAUNT);
if (m_ThreatManager.getThreatList().size() < 2)
{
// only one target in list, we have to evade after timer
// TODO: make timer - inside Creature class
((Creature*)this)->AI()->EnterEvadeMode();
}
else
{
// remove unreachable target from our threat list
// next iteration we will select next possible target
m_HostileRefManager.deleteReference(target);
m_ThreatManager.modifyThreatPercent(target, -101);
// remove target from current attacker, do not exit combat settings
AttackStop(true);
}
return false;
}
}
return true;
}
// no target but something prevent go to evade mode
if (!IsInCombat() || HasAuraType(SPELL_AURA_MOD_TAUNT) || m_dummyCombatState)
{
return false;
}
// last case when creature don't must go to evade mode:
// it in combat but attacker not make any damage and not enter to aggro radius to have record in threat list
// for example at owner command to pet attack some far away creature
// Note: creature not have targeted movement generator but have attacker in this case
if (GetMotionMaster()->GetCurrentMovementGeneratorType() != CHASE_MOTION_TYPE)
{
for (AttackerSet::const_iterator itr = m_attackers.begin(); itr != m_attackers.end(); ++itr)
{
if ((*itr)->IsInMap(this) && (*itr)->IsTargetableForAttack() && (*itr)->isInAccessablePlaceFor((Creature*)this))
{
return false;
}
}
}
// enter in evade mode in other case
m_fixateTargetGuid.Clear();
((Creature*)this)->AI()->EnterEvadeMode();
if (InstanceData* mapInstance = GetInstanceData())
{
mapInstance->OnCreatureEvade((Creature*)this);
}
if (m_isCreatureLinkingTrigger)
{
GetMap()->GetCreatureLinkingHolder()->DoCreatureLinkingEvent(LINKING_EVENT_EVADE, (Creature*)this);
}
return false;
}
//======================================================================
//======================================================================
//======================================================================
int32 Unit::CalculateSpellDamage(Unit const* target, SpellEntry const* spellProto, SpellEffectIndex effect_index, int32 const* effBasePoints)
{
Player* unitPlayer = (GetTypeId() == TYPEID_PLAYER) ? (Player*)this : NULL;
uint8 comboPoints = unitPlayer ? unitPlayer->GetComboPoints() : 0;
int32 level = int32(getLevel());
if (level > (int32)spellProto->maxLevel && spellProto->maxLevel > 0)
{
level = (int32)spellProto->maxLevel;
}
else if (level < (int32)spellProto->baseLevel)
{
level = (int32)spellProto->baseLevel;
}
level -= (int32)spellProto->spellLevel;
int32 baseDice = int32(spellProto->EffectBaseDice[effect_index]);
float basePointsPerLevel = spellProto->EffectRealPointsPerLevel[effect_index];
float randomPointsPerLevel = spellProto->EffectDicePerLevel[effect_index];
int32 basePoints = effBasePoints
? *effBasePoints - baseDice
: spellProto->EffectBasePoints[effect_index];
basePoints += int32(level * basePointsPerLevel);
int32 randomPoints = int32(spellProto->EffectDieSides[effect_index] + level * randomPointsPerLevel);
float comboDamage = spellProto->EffectPointsPerComboPoint[effect_index];
switch (randomPoints)
{
case 0: // not used
case 1: basePoints += baseDice; break; // range 1..1
default:
{
// range can have positive (1..rand) and negative (rand..1) values, so order its for irand
int32 randvalue = baseDice >= randomPoints
? irand(randomPoints, baseDice)
: irand(baseDice, randomPoints);
basePoints += randvalue;
break;
}
}
int32 value = basePoints;
// random damage
if (comboDamage != 0 && unitPlayer && target && (target->GetObjectGuid() == unitPlayer->GetComboTargetGuid()))
{
value += (int32)(comboDamage * comboPoints);
}
if (Player* modOwner = GetSpellModOwner())
{
modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_ALL_EFFECTS, value);
}
if (spellProto->HasAttribute(SPELL_ATTR_LEVEL_DAMAGE_CALCULATION) && spellProto->spellLevel &&
spellProto->Effect[effect_index] != SPELL_EFFECT_WEAPON_PERCENT_DAMAGE &&
spellProto->Effect[effect_index] != SPELL_EFFECT_KNOCK_BACK &&
(spellProto->Effect[effect_index] != SPELL_EFFECT_APPLY_AURA || spellProto->EffectApplyAuraName[effect_index] != SPELL_AURA_MOD_DECREASE_SPEED))
{
value = int32(value * 0.25f * exp(getLevel() * (70 - spellProto->spellLevel) / 1000.0f));
}
return value;
}
DiminishingLevels Unit::GetDiminishing(DiminishingGroup group)
{
for (Diminishing::iterator i = m_Diminishing.begin(); i != m_Diminishing.end(); ++i)
{
if (i->DRGroup != group)
{
continue;
}
if (!i->hitCount)
{
return DIMINISHING_LEVEL_1;
}
if (!i->hitTime)
{
return DIMINISHING_LEVEL_1;
}
// If last spell was casted more than 15 seconds ago - reset the count.
if (i->stack == 0 && WorldTimer::getMSTimeDiff(i->hitTime, WorldTimer::getMSTime()) > 15 * IN_MILLISECONDS)
{
i->hitCount = DIMINISHING_LEVEL_1;
return DIMINISHING_LEVEL_1;
}
// or else increase the count.
else
{
return DiminishingLevels(i->hitCount);
}
}
return DIMINISHING_LEVEL_1;
}
void Unit::IncrDiminishing(DiminishingGroup group)
{
// Checking for existing in the table
for (Diminishing::iterator i = m_Diminishing.begin(); i != m_Diminishing.end(); ++i)
{
if (i->DRGroup != group)
{
continue;
}
if (i->hitCount < DIMINISHING_LEVEL_IMMUNE)
{
i->hitCount += 1;
}
return;
}
m_Diminishing.push_back(DiminishingReturn(group, WorldTimer::getMSTime(), DIMINISHING_LEVEL_2));
}
void Unit::ApplyDiminishingToDuration(DiminishingGroup group, int32& duration, Unit* caster, DiminishingLevels Level, bool isReflected)
{
if (duration == -1 || group == DIMINISHING_NONE || (!isReflected && caster->IsFriendlyTo(this)))
{
return;
}
float mod = 1.0f;
// Some diminishings applies to mobs too (for example, Stun)
if ((GetDiminishingReturnsGroupType(group) == DRTYPE_PLAYER && GetTypeId() == TYPEID_PLAYER) || GetDiminishingReturnsGroupType(group) == DRTYPE_ALL)
{
DiminishingLevels diminish = Level;
switch (diminish)
{
case DIMINISHING_LEVEL_1: break;
case DIMINISHING_LEVEL_2: mod = 0.5f; break;
case DIMINISHING_LEVEL_3: mod = 0.25f; break;
case DIMINISHING_LEVEL_IMMUNE: mod = 0.0f; break;
default: break;
}
}
duration = int32(duration * mod);
}
void Unit::ApplyDiminishingAura(DiminishingGroup group, bool apply)
{
// Checking for existing in the table
for (Diminishing::iterator i = m_Diminishing.begin(); i != m_Diminishing.end(); ++i)
{
if (i->DRGroup != group)
{
continue;
}
if (apply)
{
i->stack += 1;
}
else if (i->stack)
{
i->stack -= 1;
// Remember time after last aura from group removed
if (i->stack == 0)
{
i->hitTime = WorldTimer::getMSTime();
}
}
break;
}
}
bool Unit::IsVisibleForInState(Player const* u, WorldObject const* viewPoint, bool inVisibleList) const
{
return IsVisibleForOrDetect(u, viewPoint, false, inVisibleList, false);
}
/// returns true if creature can't be seen by alive units
bool Unit::IsInvisibleForAlive() const
{
if (m_AuraFlags & UNIT_AURAFLAG_ALIVE_INVISIBLE)
{
return true;
}
// TODO: maybe spiritservices also have just an aura
return IsSpiritService();
}
uint32 Unit::GetCreatureType() const
{
if (GetTypeId() == TYPEID_PLAYER)
{
SpellShapeshiftFormEntry const* ssEntry = sSpellShapeshiftFormStore.LookupEntry(GetShapeshiftForm());
if (ssEntry && ssEntry->creatureType > 0)
{
return ssEntry->creatureType;
}
else
{
return CREATURE_TYPE_HUMANOID;
}
}
else
{
return ((Creature*)this)->GetCreatureInfo()->CreatureType;
}
}
/*#######################################
######## ########
######## STAT SYSTEM ########
######## ########
#######################################*/
bool Unit::HandleStatModifier(UnitMods unitMod, UnitModifierType modifierType, float amount, bool apply)
{
if (unitMod >= UNIT_MOD_END || modifierType >= MODIFIER_TYPE_END)
{
sLog.outError("ERROR in HandleStatModifier(): nonexistent UnitMods or wrong UnitModifierType!");
return false;
}
float val;
switch (modifierType)
{
case BASE_VALUE:
case TOTAL_VALUE:
m_auraModifiersGroup[unitMod][modifierType] += apply ? amount : -amount;
break;
case BASE_PCT:
case TOTAL_PCT:
if (amount <= -100.0f) // small hack-fix for -100% modifiers
{
amount = -200.0f;
}
val = (100.0f + amount) / 100.0f;
m_auraModifiersGroup[unitMod][modifierType] *= apply ? val : (1.0f / val);
break;
default:
break;
}
if (!CanModifyStats())
{
return false;
}
switch (unitMod)
{
case UNIT_MOD_STAT_STRENGTH:
case UNIT_MOD_STAT_AGILITY:
case UNIT_MOD_STAT_STAMINA:
case UNIT_MOD_STAT_INTELLECT:
case UNIT_MOD_STAT_SPIRIT: UpdateStats(GetStatByAuraGroup(unitMod)); break;
case UNIT_MOD_ARMOR: UpdateArmor(); break;
case UNIT_MOD_HEALTH: UpdateMaxHealth(); break;
case UNIT_MOD_MANA:
case UNIT_MOD_RAGE:
case UNIT_MOD_FOCUS:
case UNIT_MOD_ENERGY:
case UNIT_MOD_HAPPINESS: UpdateMaxPower(GetPowerTypeByAuraGroup(unitMod)); break;
case UNIT_MOD_RESISTANCE_HOLY:
case UNIT_MOD_RESISTANCE_FIRE:
case UNIT_MOD_RESISTANCE_NATURE:
case UNIT_MOD_RESISTANCE_FROST:
case UNIT_MOD_RESISTANCE_SHADOW:
case UNIT_MOD_RESISTANCE_ARCANE: UpdateResistances(GetSpellSchoolByAuraGroup(unitMod)); break;
case UNIT_MOD_ATTACK_POWER: UpdateAttackPowerAndDamage(); break;
case UNIT_MOD_ATTACK_POWER_RANGED: UpdateAttackPowerAndDamage(true); break;
case UNIT_MOD_DAMAGE_MAINHAND: UpdateDamagePhysical(BASE_ATTACK); break;
case UNIT_MOD_DAMAGE_OFFHAND: UpdateDamagePhysical(OFF_ATTACK); break;
case UNIT_MOD_DAMAGE_RANGED: UpdateDamagePhysical(RANGED_ATTACK); break;
default:
break;
}
return true;
}
float Unit::GetModifierValue(UnitMods unitMod, UnitModifierType modifierType) const
{
if (unitMod >= UNIT_MOD_END || modifierType >= MODIFIER_TYPE_END)
{
sLog.outError("attempt to access nonexistent modifier value from UnitMods!");
return 0.0f;
}
if (modifierType == TOTAL_PCT && m_auraModifiersGroup[unitMod][modifierType] <= 0.0f)
{
return 0.0f;
}
return m_auraModifiersGroup[unitMod][modifierType];
}
float Unit::GetTotalStatValue(Stats stat) const
{
UnitMods unitMod = UnitMods(UNIT_MOD_STAT_START + stat);
if (m_auraModifiersGroup[unitMod][TOTAL_PCT] <= 0.0f)
{
return 0.0f;
}
// value = ((base_value * base_pct) + total_value) * total_pct
float value = m_auraModifiersGroup[unitMod][BASE_VALUE] + GetCreateStat(stat);
value *= m_auraModifiersGroup[unitMod][BASE_PCT];
value += m_auraModifiersGroup[unitMod][TOTAL_VALUE];
value *= m_auraModifiersGroup[unitMod][TOTAL_PCT];
return value;
}
float Unit::GetTotalAuraModValue(UnitMods unitMod) const
{
if (unitMod >= UNIT_MOD_END)
{
sLog.outError("attempt to access nonexistent UnitMods in GetTotalAuraModValue()!");
return 0.0f;
}
if (m_auraModifiersGroup[unitMod][TOTAL_PCT] <= 0.0f)
{
return 0.0f;
}
float value = m_auraModifiersGroup[unitMod][BASE_VALUE];
value *= m_auraModifiersGroup[unitMod][BASE_PCT];
value += m_auraModifiersGroup[unitMod][TOTAL_VALUE];
value *= m_auraModifiersGroup[unitMod][TOTAL_PCT];
return value;
}
SpellSchools Unit::GetSpellSchoolByAuraGroup(UnitMods unitMod) const
{
SpellSchools school = SPELL_SCHOOL_NORMAL;
switch (unitMod)
{
case UNIT_MOD_RESISTANCE_HOLY: school = SPELL_SCHOOL_HOLY; break;
case UNIT_MOD_RESISTANCE_FIRE: school = SPELL_SCHOOL_FIRE; break;
case UNIT_MOD_RESISTANCE_NATURE: school = SPELL_SCHOOL_NATURE; break;
case UNIT_MOD_RESISTANCE_FROST: school = SPELL_SCHOOL_FROST; break;
case UNIT_MOD_RESISTANCE_SHADOW: school = SPELL_SCHOOL_SHADOW; break;
case UNIT_MOD_RESISTANCE_ARCANE: school = SPELL_SCHOOL_ARCANE; break;
default:
break;
}
return school;
}
Stats Unit::GetStatByAuraGroup(UnitMods unitMod) const
{
Stats stat = STAT_STRENGTH;
switch (unitMod)
{
case UNIT_MOD_STAT_STRENGTH: stat = STAT_STRENGTH; break;
case UNIT_MOD_STAT_AGILITY: stat = STAT_AGILITY; break;
case UNIT_MOD_STAT_STAMINA: stat = STAT_STAMINA; break;
case UNIT_MOD_STAT_INTELLECT: stat = STAT_INTELLECT; break;
case UNIT_MOD_STAT_SPIRIT: stat = STAT_SPIRIT; break;
default:
break;
}
return stat;
}
Powers Unit::GetPowerTypeByAuraGroup(UnitMods unitMod) const
{
switch (unitMod)
{
case UNIT_MOD_MANA: return POWER_MANA;
case UNIT_MOD_RAGE: return POWER_RAGE;
case UNIT_MOD_FOCUS: return POWER_FOCUS;
case UNIT_MOD_ENERGY: return POWER_ENERGY;
case UNIT_MOD_HAPPINESS: return POWER_HAPPINESS;
default: return POWER_MANA;
}
}
float Unit::GetTotalAttackPowerValue(WeaponAttackType attType) const
{
if (attType == RANGED_ATTACK)
{
int32 ap = GetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER) + GetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS);
if (ap < 0)
{
return 0.0f;
}
return ap * (1.0f + GetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER));
}
else
{
int32 ap = GetInt32Value(UNIT_FIELD_ATTACK_POWER) + GetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS);
if (ap < 0)
{
return 0.0f;
}
return ap * (1.0f + GetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER));
}
}
float Unit::GetWeaponDamageRange(WeaponAttackType attType , WeaponDamageRange type) const
{
if (attType == OFF_ATTACK && !haveOffhandWeapon())
{
return 0.0f;
}
return m_weaponDamage[attType][type];
}
void Unit::SetLevel(uint32 lvl)
{
SetUInt32Value(UNIT_FIELD_LEVEL, lvl);
// group update
if ((GetTypeId() == TYPEID_PLAYER) && ((Player*)this)->GetGroup())
{
((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_LEVEL);
}
}
void Unit::SetHealth(uint32 val)
{
uint32 maxHealth = GetMaxHealth();
if (maxHealth < val)
{
val = maxHealth;
}
SetUInt32Value(UNIT_FIELD_HEALTH, val);
// group update
if (GetTypeId() == TYPEID_PLAYER)
{
if (((Player*)this)->GetGroup())
{
((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_CUR_HP);
}
}
else if (((Creature*)this)->IsPet())
{
Pet* pet = ((Pet*)this);
if (pet->isControlled())
{
Unit* owner = GetOwner();
if (owner && (owner->GetTypeId() == TYPEID_PLAYER) && ((Player*)owner)->GetGroup())
{
((Player*)owner)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_CUR_HP);
}
}
}
}
void Unit::SetMaxHealth(uint32 val)
{
uint32 health = GetHealth();
SetUInt32Value(UNIT_FIELD_MAXHEALTH, val);
// group update
if (GetTypeId() == TYPEID_PLAYER)
{
if (((Player*)this)->GetGroup())
{
((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_MAX_HP);
}
}
else if (((Creature*)this)->IsPet())
{
Pet* pet = ((Pet*)this);
if (pet->isControlled())
{
Unit* owner = GetOwner();
if (owner && (owner->GetTypeId() == TYPEID_PLAYER) && ((Player*)owner)->GetGroup())
{
((Player*)owner)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_MAX_HP);
}
}
}
if (val < health)
{
SetHealth(val);
}
}
void Unit::SetHealthPercent(float percent)
{
uint32 newHealth = GetMaxHealth() * percent / 100.0f;
SetHealth(newHealth);
}
void Unit::SetPower(Powers power, uint32 val)
{
if (GetPower(power) == val)
{
return;
}
uint32 maxPower = GetMaxPower(power);
if (maxPower < val)
{
val = maxPower;
}
SetStatInt32Value(UNIT_FIELD_POWER1 + power, val);
// group update
if (GetTypeId() == TYPEID_PLAYER)
{
if (((Player*)this)->GetGroup())
{
((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_CUR_POWER);
}
}
else if (((Creature*)this)->IsPet())
{
Pet* pet = ((Pet*)this);
if (pet->isControlled())
{
Unit* owner = GetOwner();
if (owner && (owner->GetTypeId() == TYPEID_PLAYER) && ((Player*)owner)->GetGroup())
{
((Player*)owner)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_CUR_POWER);
}
}
// Update the pet's character sheet with happiness damage bonus
if (pet->getPetType() == HUNTER_PET && power == POWER_HAPPINESS)
{
pet->UpdateDamagePhysical(BASE_ATTACK);
}
}
}
void Unit::SetMaxPower(Powers power, uint32 val)
{
uint32 cur_power = GetPower(power);
SetStatInt32Value(UNIT_FIELD_MAXPOWER1 + power, val);
// group update
if (GetTypeId() == TYPEID_PLAYER)
{
if (((Player*)this)->GetGroup())
{
((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_MAX_POWER);
}
}
else if (((Creature*)this)->IsPet())
{
Pet* pet = ((Pet*)this);
if (pet->isControlled())
{
Unit* owner = GetOwner();
if (owner && (owner->GetTypeId() == TYPEID_PLAYER) && ((Player*)owner)->GetGroup())
{
((Player*)owner)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_MAX_POWER);
}
}
}
if (val < cur_power)
{
SetPower(power, val);
}
}
void Unit::ApplyPowerMod(Powers power, uint32 val, bool apply)
{
ApplyModUInt32Value(UNIT_FIELD_POWER1 + power, val, apply);
// group update
if (GetTypeId() == TYPEID_PLAYER)
{
if (((Player*)this)->GetGroup())
{
((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_CUR_POWER);
}
}
else if (((Creature*)this)->IsPet())
{
Pet* pet = ((Pet*)this);
if (pet->isControlled())
{
Unit* owner = GetOwner();
if (owner && (owner->GetTypeId() == TYPEID_PLAYER) && ((Player*)owner)->GetGroup())
{
((Player*)owner)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_CUR_POWER);
}
}
}
}
void Unit::ApplyMaxPowerMod(Powers power, uint32 val, bool apply)
{
ApplyModUInt32Value(UNIT_FIELD_MAXPOWER1 + power, val, apply);
// group update
if (GetTypeId() == TYPEID_PLAYER)
{
if (((Player*)this)->GetGroup())
{
((Player*)this)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_MAX_POWER);
}
}
else if (((Creature*)this)->IsPet())
{
Pet* pet = ((Pet*)this);
if (pet->isControlled())
{
Unit* owner = GetOwner();
if (owner && (owner->GetTypeId() == TYPEID_PLAYER) && ((Player*)owner)->GetGroup())
{
((Player*)owner)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_MAX_POWER);
}
}
}
}
void Unit::ApplyAuraProcTriggerDamage(Aura* aura, bool apply)
{
AuraList& tAuraProcTriggerDamage = m_modAuras[SPELL_AURA_PROC_TRIGGER_DAMAGE];
if (apply)
{
tAuraProcTriggerDamage.push_back(aura);
}
else
{
tAuraProcTriggerDamage.remove(aura);
}
}
uint32 Unit::GetCreatePowers(Powers power) const
{
switch (power)
{
case POWER_HEALTH: return 0; // is it really should be here?
case POWER_MANA: return GetCreateMana();
case POWER_RAGE: return POWER_RAGE_DEFAULT;
case POWER_FOCUS: return (GetTypeId() == TYPEID_PLAYER || !((Creature const*)this)->IsPet() || ((Pet const*)this)->getPetType() != HUNTER_PET ? 0 : POWER_FOCUS_DEFAULT);
case POWER_ENERGY: return POWER_ENERGY_DEFAULT;
case POWER_HAPPINESS: return (GetTypeId() == TYPEID_PLAYER || !((Creature const*)this)->IsPet() || ((Pet const*)this)->getPetType() != HUNTER_PET ? 0 : POWER_HAPPINESS_DEFAULT);
default: break; //MAX_POWERS and POWERS_ALL probably should not belong to the enum Powers to do not require the default: case
}
return 0;
}
void Unit::AddToWorld()
{
Object::AddToWorld();
ScheduleAINotify(0);
}
void Unit::RemoveFromWorld()
{
// cleanup
if (IsInWorld())
{
Uncharm();
RemoveNotOwnTrackedTargetAuras();
RemoveGuardians();
RemoveAllGameObjects();
RemoveAllDynObjects();
CleanupDeletedAuras();
GetViewPoint().Event_RemovedFromWorld();
}
Object::RemoveFromWorld();
}
void Unit::CleanupsBeforeDelete()
{
if (m_uint32Values) // only for fully created object
{
InterruptNonMeleeSpells(true);
m_Events.KillAllEvents(false); // non-delatable (currently casted spells) will not deleted now but it will deleted at call in Map::RemoveAllObjectsInRemoveList
CombatStop();
ClearComboPointHolders();
DeleteThreatList();
if (GetTypeId() == TYPEID_PLAYER)
{
GetHostileRefManager().setOnlineOfflineState(false);
}
else
{
GetHostileRefManager().deleteReferences();
}
RemoveAllAuras(AURA_REMOVE_BY_DELETE);
}
WorldObject::CleanupsBeforeDelete();
}
CharmInfo* Unit::InitCharmInfo(Unit* charm)
{
if (!m_charmInfo)
{
m_charmInfo = new CharmInfo(charm);
}
return m_charmInfo;
}
CharmInfo::CharmInfo(Unit* unit)
: m_unit(unit), m_CommandState(COMMAND_FOLLOW), m_reactState(REACT_PASSIVE), m_petnumber(0)
{
for (int i = 0; i < CREATURE_MAX_SPELLS; ++i)
{
m_charmspells[i].SetActionAndType(0, ACT_DISABLED);
}
}
void CharmInfo::InitPetActionBar()
{
// the first 3 SpellOrActions are attack, follow and stay
for (uint32 i = 0; i < ACTION_BAR_INDEX_PET_SPELL_START - ACTION_BAR_INDEX_START; ++i)
{
SetActionBar(ACTION_BAR_INDEX_START + i, COMMAND_ATTACK - i, ACT_COMMAND);
}
// middle 4 SpellOrActions are spells/special attacks/abilities
for (uint32 i = 0; i < ACTION_BAR_INDEX_PET_SPELL_END - ACTION_BAR_INDEX_PET_SPELL_START; ++i)
{
SetActionBar(ACTION_BAR_INDEX_PET_SPELL_START + i, 0, ACT_DISABLED);
}
// last 3 SpellOrActions are reactions
for (uint32 i = 0; i < ACTION_BAR_INDEX_END - ACTION_BAR_INDEX_PET_SPELL_END; ++i)
{
SetActionBar(ACTION_BAR_INDEX_PET_SPELL_END + i, COMMAND_ATTACK - i, ACT_REACTION);
}
}
void CharmInfo::InitEmptyActionBar()
{
for (uint32 x = ACTION_BAR_INDEX_START + 1; x < ACTION_BAR_INDEX_END; ++x)
{
SetActionBar(x, 0, ACT_PASSIVE);
}
}
void CharmInfo::InitPossessCreateSpells()
{
InitEmptyActionBar(); // charm action bar
if (m_unit->GetTypeId() == TYPEID_PLAYER) // possessed players don't have spells, keep the action bar empty
{
return;
}
SetActionBar(ACTION_BAR_INDEX_START, COMMAND_ATTACK, ACT_COMMAND);
for (uint32 x = 0; x < CREATURE_MAX_SPELLS; ++x)
{
if (IsPassiveSpell(((Creature*)m_unit)->m_spells[x]))
{
m_unit->CastSpell(m_unit, ((Creature*)m_unit)->m_spells[x], true);
}
else
{
AddSpellToActionBar(((Creature*)m_unit)->m_spells[x], ACT_PASSIVE);
}
}
}
void CharmInfo::InitCharmCreateSpells()
{
if (m_unit->GetTypeId() == TYPEID_PLAYER) // charmed players don't have spells
{
InitEmptyActionBar();
return;
}
InitPetActionBar();
for (uint32 x = 0; x < CREATURE_MAX_SPELLS; ++x)
{
uint32 spellId = ((Creature*)m_unit)->m_spells[x];
if (!spellId)
{
m_charmspells[x].SetActionAndType(spellId, ACT_DISABLED);
continue;
}
if (IsPassiveSpell(spellId))
{
m_unit->CastSpell(m_unit, spellId, true);
m_charmspells[x].SetActionAndType(spellId, ACT_PASSIVE);
}
else
{
m_charmspells[x].SetActionAndType(spellId, ACT_DISABLED);
ActiveStates newstate;
bool onlyselfcast = true;
SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellId);
for (uint32 i = 0; i < 3 && onlyselfcast; ++i) // nonexistent spell will not make any problems as onlyselfcast would be false -> break right away
{
if (spellInfo->EffectImplicitTargetA[i] != TARGET_SELF && spellInfo->EffectImplicitTargetA[i] != 0)
{
onlyselfcast = false;
}
}
if (onlyselfcast || !IsPositiveSpell(spellId)) // only self cast and spells versus enemies are autocastable
{
newstate = ACT_DISABLED;
}
else
{
newstate = ACT_PASSIVE;
}
AddSpellToActionBar(spellId, newstate);
}
}
}
bool CharmInfo::AddSpellToActionBar(uint32 spell_id, ActiveStates newstate)
{
uint32 first_id = sSpellMgr.GetFirstSpellInChain(spell_id);
// new spell rank can be already listed
for (uint8 i = 0; i < MAX_UNIT_ACTION_BAR_INDEX; ++i)
{
if (uint32 action = PetActionBar[i].GetAction())
{
if (PetActionBar[i].IsActionBarForSpell() && sSpellMgr.GetFirstSpellInChain(action) == first_id)
{
PetActionBar[i].SetAction(spell_id);
return true;
}
}
}
// or use empty slot in other case
for (uint8 i = 0; i < MAX_UNIT_ACTION_BAR_INDEX; ++i)
{
if (!PetActionBar[i].GetAction() && PetActionBar[i].IsActionBarForSpell())
{
SetActionBar(i, spell_id, newstate == ACT_DECIDE ? ACT_DISABLED : newstate);
return true;
}
}
return false;
}
bool CharmInfo::RemoveSpellFromActionBar(uint32 spell_id)
{
uint32 first_id = sSpellMgr.GetFirstSpellInChain(spell_id);
for (uint8 i = 0; i < MAX_UNIT_ACTION_BAR_INDEX; ++i)
{
if (uint32 action = PetActionBar[i].GetAction())
{
if (PetActionBar[i].IsActionBarForSpell() && sSpellMgr.GetFirstSpellInChain(action) == first_id)
{
SetActionBar(i, 0, ACT_DISABLED);
return true;
}
}
}
return false;
}
void CharmInfo::ToggleCreatureAutocast(uint32 spellid, bool apply)
{
if (IsPassiveSpell(spellid))
{
return;
}
for (uint32 x = 0; x < CREATURE_MAX_SPELLS; ++x)
if (spellid == m_charmspells[x].GetAction())
{
m_charmspells[x].SetType(apply ? ACT_ENABLED : ACT_DISABLED);
}
}
void CharmInfo::SetPetNumber(uint32 petnumber, bool statwindow)
{
m_petnumber = petnumber;
if (statwindow)
{
m_unit->SetUInt32Value(UNIT_FIELD_PETNUMBER, m_petnumber);
}
else
{
m_unit->SetUInt32Value(UNIT_FIELD_PETNUMBER, 0);
}
}
void CharmInfo::LoadPetActionBar(const std::string& data)
{
InitPetActionBar();
Tokens tokens = StrSplit(data, " ");
if (tokens.size() != (ACTION_BAR_INDEX_END - ACTION_BAR_INDEX_START) * 2)
{
return; // non critical, will reset to default
}
int index;
Tokens::iterator iter;
for (iter = tokens.begin(), index = ACTION_BAR_INDEX_START; index < ACTION_BAR_INDEX_END; ++iter, ++index)
{
// use unsigned cast to avoid sign negative format use at long-> ActiveStates (int) conversion
uint8 type = (uint8)atol((*iter).c_str());
++iter;
uint32 action = atol((*iter).c_str());
PetActionBar[index].SetActionAndType(action, ActiveStates(type));
// check correctness
if (PetActionBar[index].IsActionBarForSpell() && !sSpellStore.LookupEntry(PetActionBar[index].GetAction()))
{
SetActionBar(index, 0, ACT_DISABLED);
}
}
}
void CharmInfo::BuildActionBar(WorldPacket* data)
{
for (uint32 i = 0; i < MAX_UNIT_ACTION_BAR_INDEX; ++i)
{
*data << uint32(PetActionBar[i].packedData);
}
}
void CharmInfo::SetSpellAutocast(uint32 spell_id, bool state)
{
for (int i = 0; i < MAX_UNIT_ACTION_BAR_INDEX; ++i)
{
if (spell_id == PetActionBar[i].GetAction() && PetActionBar[i].IsActionBarForSpell())
{
PetActionBar[i].SetType(state ? ACT_ENABLED : ACT_DISABLED);
break;
}
}
}
bool Unit::IsFrozen() const
{
return HasAuraState(AURA_STATE_FROZEN);
}
struct ProcTriggeredData
{
ProcTriggeredData(SpellProcEventEntry const* _spellProcEvent, SpellAuraHolder* _triggeredByHolder)
: spellProcEvent(_spellProcEvent), triggeredByHolder(_triggeredByHolder)
{}
SpellProcEventEntry const* spellProcEvent;
SpellAuraHolder* triggeredByHolder;
};
typedef std::list< ProcTriggeredData > ProcTriggeredList;
typedef std::list< uint32> RemoveSpellList;
uint32 createProcExtendMask(SpellNonMeleeDamage* damageInfo, SpellMissInfo missCondition)
{
uint32 procEx = PROC_EX_NONE;
// Check victim state
if (missCondition != SPELL_MISS_NONE)
switch (missCondition)
{
case SPELL_MISS_MISS: procEx |= PROC_EX_MISS; break;
case SPELL_MISS_RESIST: procEx |= PROC_EX_RESIST; break;
case SPELL_MISS_DODGE: procEx |= PROC_EX_DODGE; break;
case SPELL_MISS_PARRY: procEx |= PROC_EX_PARRY; break;
case SPELL_MISS_BLOCK: procEx |= PROC_EX_BLOCK; break;
case SPELL_MISS_EVADE: procEx |= PROC_EX_EVADE; break;
case SPELL_MISS_IMMUNE: procEx |= PROC_EX_IMMUNE; break;
case SPELL_MISS_IMMUNE2: procEx |= PROC_EX_IMMUNE; break;
case SPELL_MISS_DEFLECT: procEx |= PROC_EX_DEFLECT; break;
case SPELL_MISS_ABSORB: procEx |= PROC_EX_ABSORB; break;
case SPELL_MISS_REFLECT: procEx |= PROC_EX_REFLECT; break;
default:
break;
}
else
{
// On block
if (damageInfo->blocked)
{
procEx |= PROC_EX_BLOCK;
}
// On absorb
if (damageInfo->absorb)
{
procEx |= PROC_EX_ABSORB;
}
// On crit
if (damageInfo->HitInfo & SPELL_HIT_TYPE_CRIT)
{
procEx |= PROC_EX_CRITICAL_HIT;
}
else
{
procEx |= PROC_EX_NORMAL_HIT;
}
}
return procEx;
}
void Unit::ProcDamageAndSpellFor(bool isVictim, Unit* pTarget, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, SpellEntry const* procSpell, uint32 damage)
{
// For melee/ranged based attack need update skills and set some Aura states
if (procFlag & MELEE_BASED_TRIGGER_MASK)
{
// Update skills here for players
if (GetTypeId() == TYPEID_PLAYER)
{
// On melee based hit/miss/resist need update skill (for victim and attacker)
if (procExtra & (PROC_EX_NORMAL_HIT | PROC_EX_MISS | PROC_EX_RESIST))
{
if (pTarget->GetTypeId() != TYPEID_PLAYER && pTarget->GetCreatureType() != CREATURE_TYPE_CRITTER)
{
((Player*)this)->UpdateCombatSkills(pTarget, attType, isVictim);
}
}
// Update defence if player is victim and parry/dodge/block
if (isVictim && procExtra & (PROC_EX_DODGE | PROC_EX_PARRY | PROC_EX_BLOCK))
{
((Player*)this)->UpdateDefense();
}
}
// If exist crit/parry/dodge/block need update aura state (for victim and attacker)
if (procExtra & (PROC_EX_CRITICAL_HIT | PROC_EX_PARRY | PROC_EX_DODGE | PROC_EX_BLOCK))
{
// for victim
if (isVictim)
{
// if victim and dodge attack
if (procExtra & PROC_EX_DODGE)
{
// Update AURA_STATE on dodge
if (getClass() != CLASS_ROGUE) // skip Rogue Riposte
{
ModifyAuraState(AURA_STATE_DEFENSE, true);
StartReactiveTimer(REACTIVE_DEFENSE);
}
}
// if victim and parry attack
if (procExtra & PROC_EX_PARRY)
{
// For Hunters only Counterattack (skip Mongoose bite)
if (getClass() == CLASS_HUNTER)
{
ModifyAuraState(AURA_STATE_HUNTER_PARRY, true);
StartReactiveTimer(REACTIVE_HUNTER_PARRY);
}
else
{
ModifyAuraState(AURA_STATE_DEFENSE, true);
StartReactiveTimer(REACTIVE_DEFENSE);
}
}
// if and victim block attack
if (procExtra & PROC_EX_BLOCK)
{
ModifyAuraState(AURA_STATE_DEFENSE, true);
StartReactiveTimer(REACTIVE_DEFENSE);
}
}
else // For attacker
{
// Overpower on victim dodge
if (procExtra & PROC_EX_DODGE && GetTypeId() == TYPEID_PLAYER && getClass() == CLASS_WARRIOR)
{
((Player*)this)->AddComboPoints(pTarget, 1);
StartReactiveTimer(REACTIVE_OVERPOWER);
}
}
}
}
RemoveSpellList removedSpells;
ProcTriggeredList procTriggered;
// Fill procTriggered list
for (SpellAuraHolderMap::const_iterator itr = GetSpellAuraHolderMap().begin(); itr != GetSpellAuraHolderMap().end(); ++itr)
{
// skip deleted auras (possible at recursive triggered call
if (itr->second->IsDeleted())
{
continue;
}
SpellProcEventEntry const* spellProcEvent = NULL;
// check if that aura is triggered by proc event (then it will be managed by proc handler)
if (!IsTriggeredAtSpellProcEvent(pTarget, itr->second, procSpell, procFlag, procExtra, attType, isVictim, spellProcEvent))
{
continue;
}
itr->second->SetInUse(true); // prevent holder deletion
procTriggered.push_back(ProcTriggeredData(spellProcEvent, itr->second));
}
// Nothing found
if (procTriggered.empty())
{
return;
}
// Handle effects proceed this time
for (ProcTriggeredList::const_iterator itr = procTriggered.begin(); itr != procTriggered.end(); ++itr)
{
// Some auras can be deleted in function called in this loop (except first, ofc)
SpellAuraHolder* triggeredByHolder = itr->triggeredByHolder;
if (triggeredByHolder->IsDeleted())
{
continue;
}
SpellProcEventEntry const* spellProcEvent = itr->spellProcEvent;
bool useCharges = triggeredByHolder->GetAuraCharges() > 0;
bool procSuccess = true;
bool anyAuraProc = false;
// For players set spell cooldown if need
uint32 cooldown = 0;
if (GetTypeId() == TYPEID_PLAYER && spellProcEvent && spellProcEvent->cooldown)
{
cooldown = spellProcEvent->cooldown;
}
for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i)
{
Aura* triggeredByAura = triggeredByHolder->GetAuraByEffectIndex(SpellEffectIndex(i));
if (!triggeredByAura)
{
continue;
}
Modifier* auraModifier = triggeredByAura->GetModifier();
if (procSpell)
{
if (spellProcEvent)
{
if (spellProcEvent->spellFamilyMask[i])
{
if (!procSpell->IsFitToFamilyMask(spellProcEvent->spellFamilyMask[i]))
{
continue;
}
}
// don't check dbc FamilyFlags if schoolMask exists
else if (!triggeredByAura->CanProcFrom(procSpell, spellProcEvent->procEx, procExtra, damage != 0, !spellProcEvent->schoolMask))
{
continue;
}
}
else if (!triggeredByAura->CanProcFrom(procSpell, PROC_EX_NONE, procExtra, damage != 0, true))
{
continue;
}
}
SpellAuraProcResult procResult = (*this.*AuraProcHandler[auraModifier->m_auraname])(pTarget, damage, triggeredByAura, procSpell, procFlag, procExtra, cooldown);
switch (procResult)
{
case SPELL_AURA_PROC_CANT_TRIGGER:
continue;
case SPELL_AURA_PROC_FAILED:
procSuccess = false;
break;
case SPELL_AURA_PROC_OK:
break;
}
anyAuraProc = true;
}
// Remove charge (aura can be removed by triggers)
if (useCharges && procSuccess && anyAuraProc && !triggeredByHolder->IsDeleted())
{
// If last charge dropped add spell to remove list
if (triggeredByHolder->DropAuraCharge())
{
removedSpells.push_back(triggeredByHolder->GetId());
}
}
triggeredByHolder->SetInUse(false);
}
if (!removedSpells.empty())
{
// Sort spells and remove duplicates
removedSpells.sort();
removedSpells.unique();
// Remove auras from removedAuras
for (RemoveSpellList::const_iterator i = removedSpells.begin(); i != removedSpells.end(); ++i)
{
RemoveAurasDueToSpell(*i);
}
}
}
SpellSchoolMask Unit::GetMeleeDamageSchoolMask() const
{
return SPELL_SCHOOL_MASK_NORMAL;
}
Player* Unit::GetSpellModOwner() const
{
if (GetTypeId() == TYPEID_PLAYER)
{
return (Player*)this;
}
if (((Creature*)this)->IsPet() || ((Creature*)this)->IsTotem())
{
Unit* owner = GetOwner();
if (owner && owner->GetTypeId() == TYPEID_PLAYER)
{
return (Player*)owner;
}
}
return NULL;
}
///----------Pet responses methods-----------------
void Unit::SendPetCastFail(uint32 spellid, SpellCastResult msg)
{
if (msg == SPELL_CAST_OK)
{
return;
}
Unit* owner = GetCharmerOrOwner();
if (!owner || owner->GetTypeId() != TYPEID_PLAYER)
{
return;
}
WorldPacket data(SMSG_PET_CAST_FAILED, 4 + 1 + 1);
data << uint32(spellid);
data << uint8(0); // unknown, maybe unused
data << uint8(msg);
switch (msg)
{
case SPELL_FAILED_EQUIPPED_ITEM_CLASS:
case SPELL_FAILED_EQUIPPED_ITEM_CLASS_MAINHAND:
case SPELL_FAILED_EQUIPPED_ITEM_CLASS_OFFHAND:
data << int32(0); // required and actual item class?
data << int32(0);
break;
case SPELL_FAILED_REQUIRES_SPELL_FOCUS:
data << int32(0); // required spellfocus id?
break;
case SPELL_FAILED_REQUIRES_AREA:
data << int32(GetAreaId()); // untested
break;
case SPELL_FAILED_PREVENTED_BY_MECHANIC:
data << int32(0); // mechanic id?
break;
default:
break;
}
owner->ToPlayer()->SendDirectMessage(&data);
}
void Unit::SendPetActionFeedback(uint8 msg)
{
Unit* owner = GetOwner();
if (!owner || owner->GetTypeId() != TYPEID_PLAYER)
{
return;
}
WorldPacket data(SMSG_PET_ACTION_FEEDBACK, 1);
data << uint8(msg);
((Player*)owner)->GetSession()->SendPacket(&data);
}
void Unit::SendPetTalk(uint32 pettalk)
{
Unit* owner = GetOwner();
if (!owner || owner->GetTypeId() != TYPEID_PLAYER)
{
return;
}
WorldPacket data(SMSG_PET_ACTION_SOUND, 8 + 4);
data << GetObjectGuid();
data << uint32(pettalk);
((Player*)owner)->GetSession()->SendPacket(&data);
}
void Unit::SendPetAIReaction()
{
Unit* owner = GetOwner();
if (!owner || owner->GetTypeId() != TYPEID_PLAYER)
{
return;
}
WorldPacket data(SMSG_AI_REACTION, 8 + 4);
data << GetObjectGuid();
data << uint32(AI_REACTION_HOSTILE);
((Player*)owner)->GetSession()->SendPacket(&data);
}
///----------End of Pet responses methods----------
void Unit::StopMoving(bool forceSendStop /*=false*/)
{
if (IsStopped() && !forceSendStop)
{
return;
}
clearUnitState(UNIT_STAT_MOVING);
// not need send any packets if not in world
if (!IsInWorld())
{
return;
}
Movement::MoveSplineInit init(*this);
init.Stop();
}
void Unit::InterruptMoving(bool forceSendStop /*=false*/)
{
bool isMoving = false;
if (!movespline->Finalized())
{
Movement::Location loc = movespline->ComputePosition();
movespline->_Interrupt();
Relocate(loc.x, loc.y, loc.z, loc.orientation);
isMoving = true;
}
StopMoving(forceSendStop || isMoving);
}
void Unit::SetImmobilizedState(bool apply, bool stun)
{
const uint32 immobilized = (UNIT_STAT_ROOT | UNIT_STAT_STUNNED);
const uint32 state = stun ? UNIT_STAT_STUNNED : UNIT_STAT_ROOT;
if (apply)
{
addUnitState(state);
if (GetTypeId() != TYPEID_PLAYER)
{
StopMoving();
}
else
{
// Clear unit movement flags
((Player*)this)->m_movementInfo.SetMovementFlags(MOVEFLAG_NONE);
if (stun)
{
SetStandState(UNIT_STAND_STATE_STAND); // in 1.5 client
}
SetRoot(true);
}
}
else
{
clearUnitState(state);
// Prevent giving ability to move if more immobilizers are active
if (!hasUnitState(immobilized) && (GetTypeId() == TYPEID_PLAYER))
{
SetRoot(false);
}
}
}
void Unit::SetFeared(bool apply, ObjectGuid casterGuid, uint32 spellID, uint32 time)
{
SetIncapacitatedState(apply, UNIT_FLAG_FLEEING, casterGuid, spellID, time);
}
void Unit::SetConfused(bool apply, ObjectGuid casterGuid, uint32 spellID)
{
SetIncapacitatedState(apply, UNIT_FLAG_CONFUSED, casterGuid, spellID);
}
void Unit::SetStunned(bool apply)
{
SetIncapacitatedState(apply, UNIT_FLAG_STUNNED);
}
void Unit::SetIncapacitatedState(bool apply, uint32 state, ObjectGuid casterGuid, uint32 spellID, uint32 time)
{
// We are interested only in a particular subset of flags:
const uint32 filter = (UNIT_FLAG_STUNNED | UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING);
if (!state || !(state & filter) || (state & ~filter))
{
return;
}
Player* controller = GetCharmerOrOwnerPlayerOrPlayerItself();
const bool control = controller ? controller->IsClientControl(this) : false;
const bool movement = (state != UNIT_FLAG_STUNNED);
const bool stun = (state & UNIT_FLAG_STUNNED);
const bool fleeing = (state & UNIT_FLAG_FLEEING);
if (apply)
{
if (fleeing && HasAuraType(SPELL_AURA_PREVENTS_FLEEING))
{
if (state == UNIT_FLAG_FLEEING)
{
return;
}
else
{
state &= ~UNIT_FLAG_FLEEING;
}
}
SetFlag(UNIT_FIELD_FLAGS, state);
}
else
{
RemoveFlag(UNIT_FIELD_FLAGS, state);
}
if (movement)
{
GetMotionMaster()->MovementExpired(false);
}
if (apply)
{
CastStop(GetObjectGuid() == casterGuid ? spellID : 0);
}
if (GetTypeId() == TYPEID_UNIT)
{
if (HasFlag(UNIT_FIELD_FLAGS, filter))
{
if (!GetTargetGuid().IsEmpty()) // Incapacitated creature loses its target
{
SetTargetGuid(ObjectGuid());
}
}
else if (IsAlive())
{
if (Unit* victim = getVictim())
{
SetTargetGuid(victim->GetObjectGuid()); // Restore target
if (movement)
{
GetMotionMaster()->MoveChase(victim); // Restore movement generator
}
}
else if (movement)
{
GetMotionMaster()->Initialize(); // Reset movement generator
}
if (!apply && fleeing)
{
// Attack the caster if can on fear expiration
if (Unit* caster = IsInWorld() ? GetMap()->GetUnit(casterGuid) : nullptr)
{
((Creature*)this)->AttackedBy(caster);
}
}
}
}
// Update stun if required:
if (stun)
{
SetImmobilizedState(apply, true);
}
if (!movement)
{
return;
}
// Check if we should return or remove player control after change
if (controller)
{
const bool remove = !controller->IsClientControl(this);
if (control && remove)
{
controller->SetClientControl(this, 0);
}
else if (!control && !remove)
{
controller->SetClientControl(this, 1);
}
}
// Update incapacitated movement if required:
if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED))
{
GetMotionMaster()->MoveConfused();
}
else if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING))
{
GetMotionMaster()->MoveFleeing(IsInWorld() ? GetMap()->GetUnit(casterGuid) : nullptr, time);
}
}
void Unit::SetFeignDeath(bool apply, ObjectGuid casterGuid /*= ObjectGuid()*/)
{
if (apply)
{
if (GetTypeId() != TYPEID_PLAYER)
{
StopMoving();
}
else
{
((Player*)this)->m_movementInfo.SetMovementFlags(MOVEFLAG_NONE);
}
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_29);
// blizz like 2.0.x
// SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FEIGN_DEATH); [-ZERO] remove/replace ?
SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_DEAD);
addUnitState(UNIT_STAT_DIED);
CombatStop();
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_IMMUNE_OR_LOST_SELECTION);
// prevent interrupt message
if (casterGuid == GetObjectGuid())
{
FinishSpell(CURRENT_GENERIC_SPELL, false);
}
InterruptNonMeleeSpells(true);
GetHostileRefManager().deleteReferences();
}
else
{
/* when appropriate! not within this method
WorldPacket data(SMSG_FEIGN_DEATH_RESISTED, 0);
SendDirectMessage(&data);
*/
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_29);
// blizz like 2.0.x
// SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FEIGN_DEATH); [-ZERO] remove/replace ?
RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_DEAD);
clearUnitState(UNIT_STAT_DIED);
if (GetTypeId() != TYPEID_PLAYER && IsAlive())
{
// restore appropriate movement generator
if (getVictim())
{
GetMotionMaster()->MoveChase(getVictim());
}
else
{
GetMotionMaster()->Initialize();
}
}
}
}
bool Unit::IsSitState() const
{
uint8 s = getStandState();
return
s == UNIT_STAND_STATE_SIT_CHAIR || s == UNIT_STAND_STATE_SIT_LOW_CHAIR ||
s == UNIT_STAND_STATE_SIT_MEDIUM_CHAIR || s == UNIT_STAND_STATE_SIT_HIGH_CHAIR ||
s == UNIT_STAND_STATE_SIT;
}
bool Unit::IsStandState() const
{
uint8 s = getStandState();
return !IsSitState() && s != UNIT_STAND_STATE_SLEEP && s != UNIT_STAND_STATE_KNEEL;
}
bool Unit::IsSeatedState() const
{
uint8 standState = getStandState();
return standState != UNIT_STAND_STATE_SLEEP && standState != UNIT_STAND_STATE_STAND;
}
void Unit::SetStandState(uint8 state)
{
SetByteValue(UNIT_FIELD_BYTES_1, 0, state);
if (!IsSeatedState())
{
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_NOT_SEATED);
}
if (GetTypeId() == TYPEID_PLAYER)
{
WorldPacket data(SMSG_STANDSTATE_UPDATE, 1);
data << (uint8)state;
((Player*)this)->GetSession()->SendPacket(&data);
}
}
bool Unit::IsPolymorphed() const
{
return GetSpellSpecific(GetTransform()) == SPELL_MAGE_POLYMORPH;
}
void Unit::SetDisplayId(uint32 modelId)
{
SetUInt32Value(UNIT_FIELD_DISPLAYID, modelId);
UpdateModelData();
if (GetTypeId() == TYPEID_UNIT && ((Creature*)this)->IsPet())
{
Pet* pet = ((Pet*)this);
if (!pet->isControlled())
{
return;
}
Unit* owner = GetOwner();
if (owner && (owner->GetTypeId() == TYPEID_PLAYER) && ((Player*)owner)->GetGroup())
{
((Player*)owner)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_MODEL_ID);
}
}
}
void Unit::UpdateModelData()
{
if (CreatureModelInfo const* modelInfo = sObjectMgr.GetCreatureModelInfo(GetDisplayId()))
{
// we expect values in database to be relative to scale = 1.0
SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, GetObjectScale() * modelInfo->bounding_radius);
// never actually update combat_reach for player, it's always the same. Below player case is for initialization
if (GetTypeId() == TYPEID_PLAYER)
{
SetFloatValue(UNIT_FIELD_COMBATREACH, 1.5f);
}
else
{
SetFloatValue(UNIT_FIELD_COMBATREACH, GetObjectScale() * modelInfo->combat_reach);
}
}
}
float Unit::GetObjectScaleMod() const
{
int32 modValue = 0;
Unit::AuraList const& scaleAuraList = GetAurasByType(SPELL_AURA_MOD_SCALE);
for (Unit::AuraList::const_iterator itr = scaleAuraList.begin(); itr != scaleAuraList.end(); ++itr)
{
modValue += (*itr)->GetModifier()->m_amount;
}
float result = (100 + modValue) / 100.0f;
// TODO:: not sure we have to do this sanity check, less than /100 or more than *100 seem not reasonable
if (result < 0.01f)
{
result = 0.01f;
}
else if (result > 100.0f)
{
result = 100.0f;
}
return result;
}
void Unit::ClearComboPointHolders()
{
while (!m_ComboPointHolders.empty())
{
uint32 lowguid = *m_ComboPointHolders.begin();
Player* plr = sObjectMgr.GetPlayer(ObjectGuid(HIGHGUID_PLAYER, lowguid));
if (plr && plr->GetComboTargetGuid() == GetObjectGuid())// recheck for safe
{
plr->ClearComboPoints(); // remove also guid from m_ComboPointHolders;
}
else
{
m_ComboPointHolders.erase(lowguid); // or remove manually
}
}
}
void Unit::ClearAllReactives()
{
for (int i = 0; i < MAX_REACTIVE; ++i)
{
m_reactiveTimer[i] = 0;
}
if (HasAuraState(AURA_STATE_DEFENSE))
{
ModifyAuraState(AURA_STATE_DEFENSE, false);
}
if (getClass() == CLASS_HUNTER && HasAuraState(AURA_STATE_HUNTER_PARRY))
{
ModifyAuraState(AURA_STATE_HUNTER_PARRY, false);
}
if (getClass() == CLASS_WARRIOR && GetTypeId() == TYPEID_PLAYER)
{
((Player*)this)->ClearComboPoints();
}
}
void Unit::UpdateReactives(uint32 p_time)
{
for (int i = 0; i < MAX_REACTIVE; ++i)
{
ReactiveType reactive = ReactiveType(i);
if (!m_reactiveTimer[reactive])
{
continue;
}
if (m_reactiveTimer[reactive] <= p_time)
{
m_reactiveTimer[reactive] = 0;
switch (reactive)
{
case REACTIVE_DEFENSE:
if (HasAuraState(AURA_STATE_DEFENSE))
{
ModifyAuraState(AURA_STATE_DEFENSE, false);
}
break;
case REACTIVE_HUNTER_PARRY:
if (getClass() == CLASS_HUNTER && HasAuraState(AURA_STATE_HUNTER_PARRY))
{
ModifyAuraState(AURA_STATE_HUNTER_PARRY, false);
}
break;
case REACTIVE_OVERPOWER:
if (getClass() == CLASS_WARRIOR && GetTypeId() == TYPEID_PLAYER)
{
((Player*)this)->ClearComboPoints();
}
break;
default:
break;
}
}
else
{
m_reactiveTimer[reactive] -= p_time;
}
}
}
Unit* Unit::SelectRandomUnfriendlyTarget(Unit* except /*= NULL*/, float radius /*= ATTACK_DISTANCE*/) const
{
std::list<Unit*> targets;
MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck u_check(this, radius);
MaNGOS::UnitListSearcher<MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck> searcher(targets, u_check);
Cell::VisitAllObjects(this, searcher, radius);
// remove current target
if (except)
{
targets.remove(except);
}
// remove not LoS targets
for (std::list<Unit*>::iterator tIter = targets.begin(); tIter != targets.end();)
{
if (!IsWithinLOSInMap(*tIter))
{
std::list<Unit*>::iterator tIter2 = tIter;
++tIter;
targets.erase(tIter2);
}
else
{
++tIter;
}
}
// no appropriate targets
if (targets.empty())
{
return NULL;
}
// select random
uint32 rIdx = urand(0, targets.size() - 1);
std::list<Unit*>::const_iterator tcIter = targets.begin();
for (uint32 i = 0; i < rIdx; ++i)
{
++tcIter;
}
return *tcIter;
}
Unit* Unit::SelectRandomFriendlyTarget(Unit* except /*= NULL*/, float radius /*= ATTACK_DISTANCE*/) const
{
std::list<Unit*> targets;
MaNGOS::AnyFriendlyUnitInObjectRangeCheck u_check(this, radius);
MaNGOS::UnitListSearcher<MaNGOS::AnyFriendlyUnitInObjectRangeCheck> searcher(targets, u_check);
Cell::VisitAllObjects(this, searcher, radius);
// remove current target
if (except)
{
targets.remove(except);
}
// remove not LoS targets
for (std::list<Unit*>::iterator tIter = targets.begin(); tIter != targets.end();)
{
if (!IsWithinLOSInMap(*tIter))
{
std::list<Unit*>::iterator tIter2 = tIter;
++tIter;
targets.erase(tIter2);
}
else
{
++tIter;
}
}
// no appropriate targets
if (targets.empty())
{
return NULL;
}
// select random
uint32 rIdx = urand(0, targets.size() - 1);
std::list<Unit*>::const_iterator tcIter = targets.begin();
for (uint32 i = 0; i < rIdx; ++i)
{
++tcIter;
}
return *tcIter;
}
bool Unit::hasNegativeAuraWithInterruptFlag(uint32 flag)
{
for (SpellAuraHolderMap::const_iterator iter = m_spellAuraHolders.begin(); iter != m_spellAuraHolders.end(); ++iter)
{
if (!iter->second->IsPositive() && iter->second->GetSpellProto()->AuraInterruptFlags & flag)
{
return true;
}
}
return false;
}
void Unit::ApplyAttackTimePercentMod(WeaponAttackType att, float val, bool apply)
{
if (val > 0)
{
ApplyPercentModFloatVar(m_modAttackSpeedPct[att], val, !apply);
ApplyPercentModFloatValue(UNIT_FIELD_BASEATTACKTIME + att, val, !apply);
}
else
{
ApplyPercentModFloatVar(m_modAttackSpeedPct[att], -val, apply);
ApplyPercentModFloatValue(UNIT_FIELD_BASEATTACKTIME + att, -val, apply);
}
}
void Unit::ApplyCastTimePercentMod(float val, bool apply)
{
if (val > 0)
{
ApplyPercentModFloatValue(UNIT_MOD_CAST_SPEED, val, !apply);
}
else
{
ApplyPercentModFloatValue(UNIT_MOD_CAST_SPEED, -val, apply);
}
}
void Unit::UpdateAuraForGroup(uint8 slot)
{
if (GetTypeId() == TYPEID_PLAYER)
{
Player* player = (Player*)this;
if (player->GetGroup())
{
player->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_AURAS);
player->SetAuraUpdateMask(slot);
}
}
else if (GetTypeId() == TYPEID_UNIT && ((Creature*)this)->IsPet())
{
Pet* pet = ((Pet*)this);
if (pet->isControlled())
{
Unit* owner = GetOwner();
if (owner && (owner->GetTypeId() == TYPEID_PLAYER) && ((Player*)owner)->GetGroup())
{
((Player*)owner)->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_AURAS);
pet->SetAuraUpdateMask(slot);
}
}
}
}
float Unit::GetAPMultiplier(WeaponAttackType attType, bool normalized)
{
if (!normalized || GetTypeId() != TYPEID_PLAYER)
{
return float(GetAttackTime(attType)) / 1000.0f;
}
Item* Weapon = ((Player*)this)->GetWeaponForAttack(attType, true, false);
if (!Weapon)
{
return 2.4f; // fist attack
}
switch (Weapon->GetProto()->InventoryType)
{
case INVTYPE_2HWEAPON:
return 3.3f;
case INVTYPE_RANGED:
case INVTYPE_RANGEDRIGHT:
case INVTYPE_THROWN:
return 2.8f;
case INVTYPE_WEAPON:
case INVTYPE_WEAPONMAINHAND:
case INVTYPE_WEAPONOFFHAND:
default:
return Weapon->GetProto()->SubClass == ITEM_SUBCLASS_WEAPON_DAGGER ? 1.7f : 2.4f;
}
}
Aura* Unit::GetDummyAura(uint32 spell_id) const
{
Unit::AuraList const& mDummy = GetAurasByType(SPELL_AURA_DUMMY);
for (Unit::AuraList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr)
if ((*itr)->GetId() == spell_id)
{
return *itr;
}
return NULL;
}
void Unit::SetContestedPvP(Player* attackedPlayer)
{
Player* player = GetCharmerOrOwnerPlayerOrPlayerItself();
if (!player || (attackedPlayer && (attackedPlayer == player || player->IsInDuelWith(attackedPlayer))))
{
return;
}
player->SetContestedPvPTimer(30000);
if (!player->hasUnitState(UNIT_STAT_ATTACK_PLAYER))
{
player->addUnitState(UNIT_STAT_ATTACK_PLAYER);
player->SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP);
// call MoveInLineOfSight for nearby contested guards
UpdateVisibilityAndView();
}
if (!hasUnitState(UNIT_STAT_ATTACK_PLAYER))
{
addUnitState(UNIT_STAT_ATTACK_PLAYER);
// call MoveInLineOfSight for nearby contested guards
UpdateVisibilityAndView();
}
}
void Unit::AddPetAura(PetAura const* petSpell)
{
m_petAuras.insert(petSpell);
if (Pet* pet = GetPet())
{
pet->CastPetAura(petSpell);
}
}
void Unit::RemovePetAura(PetAura const* petSpell)
{
m_petAuras.erase(petSpell);
if (Pet* pet = GetPet())
{
pet->RemoveAurasDueToSpell(petSpell->GetAura(pet->GetEntry()));
}
}
void Unit::RemoveAurasAtMechanicImmunity(uint32 mechMask, uint32 exceptSpellId, bool non_positive /*= false*/)
{
Unit::SpellAuraHolderMap& auras = GetSpellAuraHolderMap();
for (Unit::SpellAuraHolderMap::iterator iter = auras.begin(); iter != auras.end();)
{
SpellEntry const* spell = iter->second->GetSpellProto();
if (spell->Id == exceptSpellId)
{
++iter;
}
else if (non_positive && iter->second->IsPositive())
{
++iter;
}
else if (spell->HasAttribute(SPELL_ATTR_UNAFFECTED_BY_INVULNERABILITY))
{
++iter;
}
else if (iter->second->HasMechanicMask(mechMask))
{
RemoveAurasDueToSpell(spell->Id);
if (auras.empty())
{
break;
}
else
{
iter = auras.begin();
}
}
else
{
++iter;
}
}
}
void Unit::NearTeleportTo(float x, float y, float z, float orientation, bool casting /*= false*/)
{
DisableSpline();
if (GetTypeId() == TYPEID_PLAYER)
{
((Player*)this)->TeleportTo(GetMapId(), x, y, z, orientation, TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET | (casting ? TELE_TO_SPELL : 0));
}
else
{
Creature* c = (Creature*)this;
// Creature relocation acts like instant movement generator, so current generator expects interrupt/reset calls to react properly
if (!c->GetMotionMaster()->empty())
if (MovementGenerator* movgen = c->GetMotionMaster()->top())
{
movgen->Interrupt(*c);
}
GetMap()->CreatureRelocation((Creature*)this, x, y, z, orientation);
SendHeartBeat();
// finished relocation, movegen can different from top before creature relocation,
// but apply Reset expected to be safe in any case
if (!c->GetMotionMaster()->empty())
if (MovementGenerator* movgen = c->GetMotionMaster()->top())
{
movgen->Reset(*c);
}
}
}
void Unit::MonsterMoveWithSpeed(float x, float y, float z, float speed, bool generatePath, bool forceDestination)
{
Movement::MoveSplineInit init(*this);
init.MoveTo(x, y, z, generatePath, forceDestination, 30.f);
init.SetVelocity(speed);
init.Launch();
}
struct SetPvPHelper
{
explicit SetPvPHelper(bool _state) : state(_state) {}
void operator()(Unit* unit) const { unit->SetPvP(state); }
bool state;
};
void Unit::SetPvP(bool state)
{
if (state)
{
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP);
}
else
{
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP);
}
CallForAllControlledUnits(SetPvPHelper(state), CONTROLLED_PET | CONTROLLED_TOTEMS | CONTROLLED_GUARDIANS | CONTROLLED_CHARM);
}
struct StopAttackFactionHelper
{
explicit StopAttackFactionHelper(uint32 _faction_id) : faction_id(_faction_id) {}
void operator()(Unit* unit) const { unit->StopAttackFaction(faction_id); }
uint32 faction_id;
};
void Unit::StopAttackFaction(uint32 faction_id)
{
if (Unit* victim = getVictim())
{
if (victim->getFactionTemplateEntry()->faction == faction_id)
{
AttackStop();
if (IsNonMeleeSpellCasted(false))
{
InterruptNonMeleeSpells(false);
}
// melee and ranged forced attack cancel
if (GetTypeId() == TYPEID_PLAYER)
{
((Player*)this)->SendAttackSwingCancelAttack();
}
}
}
AttackerSet const& attackers = getAttackers();
for (AttackerSet::const_iterator itr = attackers.begin(); itr != attackers.end();)
{
if ((*itr)->getFactionTemplateEntry()->faction == faction_id)
{
(*itr)->AttackStop();
itr = attackers.begin();
}
else
{
++itr;
}
}
GetHostileRefManager().deleteReferencesForFaction(faction_id);
CallForAllControlledUnits(StopAttackFactionHelper(faction_id), CONTROLLED_PET | CONTROLLED_GUARDIANS | CONTROLLED_CHARM);
}
void Unit::CleanupDeletedAuras()
{
for (SpellAuraHolderList::const_iterator iter = m_deletedHolders.begin(); iter != m_deletedHolders.end(); ++iter)
{
delete *iter;
}
m_deletedHolders.clear();
// really delete auras "deleted" while processing its ApplyModify code
for (AuraList::const_iterator itr = m_deletedAuras.begin(); itr != m_deletedAuras.end(); ++itr)
{
delete *itr;
}
m_deletedAuras.clear();
}
bool Unit::CheckAndIncreaseCastCounter()
{
uint32 maxCasts = sWorld.getConfig(CONFIG_UINT32_MAX_SPELL_CASTS_IN_CHAIN);
if (maxCasts && m_castCounter >= maxCasts)
{
return false;
}
++m_castCounter;
return true;
}
SpellAuraHolder* Unit::GetSpellAuraHolder(uint32 spellid) const
{
SpellAuraHolderMap::const_iterator itr = m_spellAuraHolders.find(spellid);
return itr != m_spellAuraHolders.end() ? itr->second : NULL;
}
SpellAuraHolder* Unit::GetSpellAuraHolder(uint32 spellid, ObjectGuid casterGuid) const
{
SpellAuraHolderConstBounds bounds = GetSpellAuraHolderBounds(spellid);
for (SpellAuraHolderMap::const_iterator iter = bounds.first; iter != bounds.second; ++iter)
if (iter->second->GetCasterGuid() == casterGuid)
{
return iter->second;
}
return NULL;
}
class RelocationNotifyEvent : public BasicEvent
{
public:
RelocationNotifyEvent(Unit& owner) : BasicEvent(), m_owner(owner)
{
m_owner._SetAINotifyScheduled(true);
}
bool Execute(uint64 /*e_time*/, uint32 /*p_time*/)
{
float radius = MAX_CREATURE_ATTACK_RADIUS * sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_AGGRO);
if (m_owner.GetTypeId() == TYPEID_PLAYER)
{
MaNGOS::PlayerRelocationNotifier notify((Player&)m_owner);
Cell::VisitAllObjects(&m_owner, notify, radius);
}
else // if(m_owner.GetTypeId() == TYPEID_UNIT)
{
MaNGOS::CreatureRelocationNotifier notify((Creature&)m_owner);
Cell::VisitAllObjects(&m_owner, notify, radius);
}
m_owner._SetAINotifyScheduled(false);
return true;
}
void Abort(uint64)
{
m_owner._SetAINotifyScheduled(false);
}
private:
Unit& m_owner;
};
void Unit::ScheduleAINotify(uint32 delay)
{
if (!IsAINotifyScheduled())
{
m_Events.AddEvent(new RelocationNotifyEvent(*this), m_Events.CalculateTime(delay));
}
}
void Unit::OnRelocated()
{
// switch to use G3D::Vector3 is good idea, maybe
float dx = m_last_notified_position.x - GetPositionX();
float dy = m_last_notified_position.y - GetPositionY();
float dz = m_last_notified_position.z - GetPositionZ();
float distsq = dx * dx + dy * dy + dz * dz;
if (distsq > World::GetRelocationLowerLimitSq())
{
m_last_notified_position.x = GetPositionX();
m_last_notified_position.y = GetPositionY();
m_last_notified_position.z = GetPositionZ();
GetViewPoint().Call_UpdateVisibilityForOwner();
UpdateObjectVisibility();
}
ScheduleAINotify(World::GetRelocationAINotifyDelay());
}
void Unit::UpdateSplineMovement(uint32 t_diff)
{
enum
{
POSITION_UPDATE_DELAY = 400,
};
if (movespline->Finalized())
{
return;
}
movespline->updateState(t_diff);
bool arrived = movespline->Finalized();
if (arrived)
{
DisableSpline();
}
m_movesplineTimer.Update(t_diff);
if (m_movesplineTimer.Passed() || arrived)
{
m_movesplineTimer.Reset(POSITION_UPDATE_DELAY);
Movement::Location loc = movespline->ComputePosition();
if (GetTypeId() == TYPEID_PLAYER)
{
((Player*)this)->SetPosition(loc.x, loc.y, loc.z, loc.orientation);
}
else
{
GetMap()->CreatureRelocation((Creature*)this, loc.x, loc.y, loc.z, loc.orientation);
}
}
}
void Unit::DisableSpline()
{
m_movementInfo.RemoveMovementFlag(MovementFlags(MOVEFLAG_SPLINE_ENABLED | MOVEFLAG_FORWARD));
movespline->_Interrupt();
}