* fix(Scripts/ZulGurub: Mandokir's Threatening Gaze. Boss can melee attack while casting. Boss charges after the debuff run out. Guillotine is casted on hit rather than on launch. Properly coded Threatening Gaze Charge (with dot/hot exceptions) Whirlwind is removed during charge. Fixes #11748 * Update * missing * Update * Update. * Update. * Update. * Update. * Update.
2657 lines
130 KiB
C++
2657 lines
130 KiB
C++
/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU Affero General Public License as published by the
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* Free Software Foundation; either version 3 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef __UNIT_H
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#define __UNIT_H
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#include "EventProcessor.h"
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#include "EnumFlag.h"
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#include "FollowerRefMgr.h"
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#include "FollowerReference.h"
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#include "HostileRefMgr.h"
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#include "MotionMaster.h"
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#include "Object.h"
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#include "SpellAuraDefines.h"
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#include "SpellDefines.h"
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#include "ThreatMgr.h"
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#include <functional>
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#include <utility>
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#define WORLD_TRIGGER 12999
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#define BASE_MINDAMAGE 1.0f
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#define BASE_MAXDAMAGE 2.0f
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#define BASE_ATTACK_TIME 2000
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enum UnitBytes1Offsets : uint8
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{
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UNIT_BYTES_1_OFFSET_STAND_STATE = 0,
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UNIT_BYTES_1_OFFSET_PET_TALENTS = 1,
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UNIT_BYTES_1_OFFSET_VIS_FLAG = 2,
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UNIT_BYTES_1_OFFSET_ANIM_TIER = 3
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};
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// byte value (UNIT_FIELD_BYTES_1, 0)
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enum UnitStandStateType
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{
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UNIT_STAND_STATE_STAND = 0,
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UNIT_STAND_STATE_SIT = 1,
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UNIT_STAND_STATE_SIT_CHAIR = 2,
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UNIT_STAND_STATE_SLEEP = 3,
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UNIT_STAND_STATE_SIT_LOW_CHAIR = 4,
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UNIT_STAND_STATE_SIT_MEDIUM_CHAIR = 5,
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UNIT_STAND_STATE_SIT_HIGH_CHAIR = 6,
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UNIT_STAND_STATE_DEAD = 7,
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UNIT_STAND_STATE_KNEEL = 8,
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UNIT_STAND_STATE_SUBMERGED = 9
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};
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// byte flag value (UNIT_FIELD_BYTES_1, 2)
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enum UnitStandFlags
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{
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UNIT_STAND_FLAGS_UNK1 = 0x01,
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UNIT_STAND_FLAGS_CREEP = 0x02,
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UNIT_STAND_FLAGS_UNTRACKABLE = 0x04,
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UNIT_STAND_FLAGS_UNK4 = 0x08,
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UNIT_STAND_FLAGS_UNK5 = 0x10,
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UNIT_STAND_FLAGS_ALL = 0xFF
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};
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// byte flags value (UNIT_FIELD_BYTES_1, 3)
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enum UnitBytes1_Flags
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{
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UNIT_BYTE1_FLAG_GROUND = 0x00,
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UNIT_BYTE1_FLAG_ALWAYS_STAND = 0x01,
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UNIT_BYTE1_FLAG_HOVER = 0x02,
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UNIT_BYTE1_FLAG_FLY = 0x03,
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UNIT_BYTE1_FLAG_SUBMERGED = 0x04,
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UNIT_BYTE1_FLAG_ALL = 0xFF
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};
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// high byte (3 from 0..3) of UNIT_FIELD_BYTES_2
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enum ShapeshiftForm
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{
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FORM_NONE = 0x00,
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FORM_CAT = 0x01,
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FORM_TREE = 0x02,
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FORM_TRAVEL = 0x03,
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FORM_AQUA = 0x04,
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FORM_BEAR = 0x05,
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FORM_AMBIENT = 0x06,
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FORM_GHOUL = 0x07,
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FORM_DIREBEAR = 0x08,
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FORM_STEVES_GHOUL = 0x09,
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FORM_THARONJA_SKELETON = 0x0A,
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FORM_TEST_OF_STRENGTH = 0x0B,
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FORM_BLB_PLAYER = 0x0C,
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FORM_SHADOW_DANCE = 0x0D,
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FORM_CREATUREBEAR = 0x0E,
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FORM_CREATURECAT = 0x0F,
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FORM_GHOSTWOLF = 0x10,
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FORM_BATTLESTANCE = 0x11,
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FORM_DEFENSIVESTANCE = 0x12,
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FORM_BERSERKERSTANCE = 0x13,
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FORM_TEST = 0x14,
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FORM_ZOMBIE = 0x15,
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FORM_METAMORPHOSIS = 0x16,
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FORM_UNDEAD = 0x19,
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FORM_MASTER_ANGLER = 0x1A,
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FORM_FLIGHT_EPIC = 0x1B,
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FORM_SHADOW = 0x1C,
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FORM_FLIGHT = 0x1D,
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FORM_STEALTH = 0x1E,
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FORM_MOONKIN = 0x1F,
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FORM_SPIRITOFREDEMPTION = 0x20
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};
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// low byte (0 from 0..3) of UNIT_FIELD_BYTES_2
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enum SheathState
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{
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SHEATH_STATE_UNARMED = 0, // non prepared weapon
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SHEATH_STATE_MELEE = 1, // prepared melee weapon
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SHEATH_STATE_RANGED = 2 // prepared ranged weapon
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};
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#define MAX_SHEATH_STATE 3
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// byte (1 from 0..3) of UNIT_FIELD_BYTES_2
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enum UnitPVPStateFlags
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{
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UNIT_BYTE2_FLAG_PVP = 0x01,
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UNIT_BYTE2_FLAG_UNK1 = 0x02,
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UNIT_BYTE2_FLAG_FFA_PVP = 0x04,
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UNIT_BYTE2_FLAG_SANCTUARY = 0x08,
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UNIT_BYTE2_FLAG_UNK4 = 0x10,
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UNIT_BYTE2_FLAG_UNK5 = 0x20,
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UNIT_BYTE2_FLAG_UNK6 = 0x40,
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UNIT_BYTE2_FLAG_UNK7 = 0x80
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};
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// byte (2 from 0..3) of UNIT_FIELD_BYTES_2
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enum UnitRename
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{
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UNIT_CAN_BE_RENAMED = 0x01,
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UNIT_CAN_BE_ABANDONED = 0x02,
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};
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static constexpr uint32 MAX_CREATURE_SPELLS = 8;
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static constexpr uint32 infinityCooldownDelay = 0x9A7EC800; // used for set "infinity cooldowns" for spells and check, MONTH*IN_MILLISECONDS
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static constexpr uint32 infinityCooldownDelayCheck = 0x4D3F6400; // MONTH*IN_MILLISECONDS/2;
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#define MAX_SPELL_CHARM 4
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#define MAX_SPELL_VEHICLE 6
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#define MAX_SPELL_POSSESS 8
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#define MAX_SPELL_CONTROL_BAR 10
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#define MAX_AGGRO_RADIUS 45.0f // yards
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enum VictimState
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{
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VICTIMSTATE_INTACT = 0, // set when attacker misses
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VICTIMSTATE_HIT = 1, // victim got clear/blocked hit
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VICTIMSTATE_DODGE = 2,
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VICTIMSTATE_PARRY = 3,
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VICTIMSTATE_INTERRUPT = 4,
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VICTIMSTATE_BLOCKS = 5, // unused? not set when blocked, even on full block
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VICTIMSTATE_EVADES = 6,
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VICTIMSTATE_IS_IMMUNE = 7,
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VICTIMSTATE_DEFLECTS = 8
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};
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enum HitInfo
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{
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HITINFO_NORMALSWING = 0x00000000,
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HITINFO_UNK1 = 0x00000001, // req correct packet structure
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HITINFO_AFFECTS_VICTIM = 0x00000002,
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HITINFO_OFFHAND = 0x00000004,
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HITINFO_UNK2 = 0x00000008,
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HITINFO_MISS = 0x00000010,
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HITINFO_FULL_ABSORB = 0x00000020,
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HITINFO_PARTIAL_ABSORB = 0x00000040,
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HITINFO_FULL_RESIST = 0x00000080,
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HITINFO_PARTIAL_RESIST = 0x00000100,
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HITINFO_CRITICALHIT = 0x00000200, // critical hit
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HITINFO_UNK10 = 0x00000400,
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HITINFO_UNK11 = 0x00000800,
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HITINFO_UNK12 = 0x00001000,
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HITINFO_BLOCK = 0x00002000, // blocked damage
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HITINFO_UNK14 = 0x00004000, // set only if meleespellid is present// no world text when victim is hit for 0 dmg(HideWorldTextForNoDamage?)
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HITINFO_UNK15 = 0x00008000, // player victim?// something related to blod sprut visual (BloodSpurtInBack?)
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HITINFO_GLANCING = 0x00010000,
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HITINFO_CRUSHING = 0x00020000,
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HITINFO_NO_ANIMATION = 0x00040000,
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HITINFO_UNK19 = 0x00080000,
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HITINFO_UNK20 = 0x00100000,
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HITINFO_SWINGNOHITSOUND = 0x00200000, // unused?
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HITINFO_UNK22 = 0x00400000,
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HITINFO_RAGE_GAIN = 0x00800000,
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HITINFO_FAKE_DAMAGE = 0x01000000 // enables damage animation even if no damage done, set only if no damage
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};
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//i would like to remove this: (it is defined in item.h
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enum InventorySlot
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{
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NULL_BAG = 0,
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NULL_SLOT = 255
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};
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struct FactionTemplateEntry;
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struct SpellValue;
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class AuraApplication;
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class Aura;
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class UnitAura;
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class AuraEffect;
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class Creature;
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class Spell;
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class SpellInfo;
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class DynamicObject;
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class GameObject;
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class Item;
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class Pet;
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class PetAura;
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class Minion;
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class Guardian;
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class UnitAI;
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class Totem;
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class Transport;
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class StaticTransport;
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class MotionTransport;
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class Vehicle;
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class TransportBase;
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class SpellCastTargets;
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typedef std::list<Unit*> UnitList;
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typedef std::list< std::pair<Aura*, uint8> > DispelChargesList;
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enum UnitModifierType
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{
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BASE_VALUE = 0,
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BASE_PCT = 1,
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TOTAL_VALUE = 2,
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TOTAL_PCT = 3,
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MODIFIER_TYPE_END = 4
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};
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enum WeaponDamageRange
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{
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MINDAMAGE,
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MAXDAMAGE
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};
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enum UnitMods
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{
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UNIT_MOD_STAT_STRENGTH, // UNIT_MOD_STAT_STRENGTH..UNIT_MOD_STAT_SPIRIT must be in existed order, it's accessed by index values of Stats enum.
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UNIT_MOD_STAT_AGILITY,
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UNIT_MOD_STAT_STAMINA,
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UNIT_MOD_STAT_INTELLECT,
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UNIT_MOD_STAT_SPIRIT,
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UNIT_MOD_HEALTH,
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UNIT_MOD_MANA, // UNIT_MOD_MANA..UNIT_MOD_RUNIC_POWER must be in existed order, it's accessed by index values of Powers enum.
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UNIT_MOD_RAGE,
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UNIT_MOD_FOCUS,
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UNIT_MOD_ENERGY,
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UNIT_MOD_HAPPINESS,
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UNIT_MOD_RUNE,
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UNIT_MOD_RUNIC_POWER,
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UNIT_MOD_ARMOR, // UNIT_MOD_ARMOR..UNIT_MOD_RESISTANCE_ARCANE must be in existed order, it's accessed by index values of SpellSchools enum.
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UNIT_MOD_RESISTANCE_HOLY,
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UNIT_MOD_RESISTANCE_FIRE,
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UNIT_MOD_RESISTANCE_NATURE,
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UNIT_MOD_RESISTANCE_FROST,
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UNIT_MOD_RESISTANCE_SHADOW,
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UNIT_MOD_RESISTANCE_ARCANE,
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UNIT_MOD_ATTACK_POWER,
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UNIT_MOD_ATTACK_POWER_RANGED,
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UNIT_MOD_DAMAGE_MAINHAND,
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UNIT_MOD_DAMAGE_OFFHAND,
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UNIT_MOD_DAMAGE_RANGED,
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UNIT_MOD_END,
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// synonyms
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UNIT_MOD_STAT_START = UNIT_MOD_STAT_STRENGTH,
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UNIT_MOD_STAT_END = UNIT_MOD_STAT_SPIRIT + 1,
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UNIT_MOD_RESISTANCE_START = UNIT_MOD_ARMOR,
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UNIT_MOD_RESISTANCE_END = UNIT_MOD_RESISTANCE_ARCANE + 1,
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UNIT_MOD_POWER_START = UNIT_MOD_MANA,
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UNIT_MOD_POWER_END = UNIT_MOD_RUNIC_POWER + 1
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};
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enum BaseModGroup
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{
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CRIT_PERCENTAGE,
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RANGED_CRIT_PERCENTAGE,
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OFFHAND_CRIT_PERCENTAGE,
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SHIELD_BLOCK_VALUE,
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BASEMOD_END
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};
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enum BaseModType
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{
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FLAT_MOD,
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PCT_MOD
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};
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#define MOD_END (PCT_MOD+1)
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enum DeathState
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{
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ALIVE = 0,
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JUST_DIED = 1,
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CORPSE = 2,
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DEAD = 3,
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JUST_RESPAWNED = 4,
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};
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enum UnitState
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{
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UNIT_STATE_DIED = 0x00000001, // player has fake death aura
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UNIT_STATE_MELEE_ATTACKING = 0x00000002, // player is melee attacking someone
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//UNIT_STATE_MELEE_ATTACK_BY = 0x00000004, // player is melee attack by someone
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UNIT_STATE_STUNNED = 0x00000008,
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UNIT_STATE_ROAMING = 0x00000010,
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UNIT_STATE_CHASE = 0x00000020,
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//UNIT_STATE_SEARCHING = 0x00000040,
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UNIT_STATE_FLEEING = 0x00000080,
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UNIT_STATE_IN_FLIGHT = 0x00000100, // player is in flight mode
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UNIT_STATE_FOLLOW = 0x00000200,
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UNIT_STATE_ROOT = 0x00000400,
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UNIT_STATE_CONFUSED = 0x00000800,
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UNIT_STATE_DISTRACTED = 0x00001000,
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UNIT_STATE_ISOLATED = 0x00002000, // area auras do not affect other players
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UNIT_STATE_ATTACK_PLAYER = 0x00004000,
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UNIT_STATE_CASTING = 0x00008000,
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UNIT_STATE_POSSESSED = 0x00010000,
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UNIT_STATE_CHARGING = 0x00020000,
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UNIT_STATE_JUMPING = 0x00040000,
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UNIT_STATE_MOVE = 0x00100000,
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UNIT_STATE_ROTATING = 0x00200000,
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UNIT_STATE_EVADE = 0x00400000,
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UNIT_STATE_ROAMING_MOVE = 0x00800000,
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UNIT_STATE_CONFUSED_MOVE = 0x01000000,
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UNIT_STATE_FLEEING_MOVE = 0x02000000,
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UNIT_STATE_CHASE_MOVE = 0x04000000,
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UNIT_STATE_FOLLOW_MOVE = 0x08000000,
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UNIT_STATE_IGNORE_PATHFINDING = 0x10000000, // do not use pathfinding in any MovementGenerator
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UNIT_STATE_NO_ENVIRONMENT_UPD = 0x20000000, // pussywizard
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UNIT_STATE_ALL_STATE_SUPPORTED = UNIT_STATE_DIED | UNIT_STATE_MELEE_ATTACKING | UNIT_STATE_STUNNED | UNIT_STATE_ROAMING | UNIT_STATE_CHASE
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| UNIT_STATE_FLEEING | UNIT_STATE_IN_FLIGHT | UNIT_STATE_FOLLOW | UNIT_STATE_ROOT | UNIT_STATE_CONFUSED
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| UNIT_STATE_DISTRACTED | UNIT_STATE_ISOLATED | UNIT_STATE_ATTACK_PLAYER | UNIT_STATE_CASTING
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| UNIT_STATE_POSSESSED | UNIT_STATE_CHARGING | UNIT_STATE_JUMPING | UNIT_STATE_MOVE | UNIT_STATE_ROTATING
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| UNIT_STATE_EVADE | UNIT_STATE_ROAMING_MOVE | UNIT_STATE_CONFUSED_MOVE | UNIT_STATE_FLEEING_MOVE
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| UNIT_STATE_CHASE_MOVE | UNIT_STATE_FOLLOW_MOVE | UNIT_STATE_IGNORE_PATHFINDING | UNIT_STATE_NO_ENVIRONMENT_UPD,
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UNIT_STATE_UNATTACKABLE = UNIT_STATE_IN_FLIGHT,
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// for real move using movegen check and stop (except unstoppable flight)
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UNIT_STATE_MOVING = UNIT_STATE_ROAMING_MOVE | UNIT_STATE_CONFUSED_MOVE | UNIT_STATE_FLEEING_MOVE | UNIT_STATE_CHASE_MOVE | UNIT_STATE_FOLLOW_MOVE,
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UNIT_STATE_CONTROLLED = (UNIT_STATE_CONFUSED | UNIT_STATE_STUNNED | UNIT_STATE_FLEEING),
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UNIT_STATE_LOST_CONTROL = (UNIT_STATE_CONTROLLED | UNIT_STATE_JUMPING | UNIT_STATE_CHARGING),
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UNIT_STATE_SIGHTLESS = (UNIT_STATE_LOST_CONTROL | UNIT_STATE_EVADE),
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UNIT_STATE_CANNOT_AUTOATTACK = (UNIT_STATE_LOST_CONTROL | UNIT_STATE_CASTING),
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UNIT_STATE_CANNOT_TURN = (UNIT_STATE_LOST_CONTROL | UNIT_STATE_ROTATING | UNIT_STATE_ROOT),
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// stay by different reasons
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UNIT_STATE_NOT_MOVE = UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DIED | UNIT_STATE_DISTRACTED,
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UNIT_STATE_IGNORE_ANTISPEEDHACK = UNIT_STATE_FLEEING | UNIT_STATE_CONFUSED | UNIT_STATE_CHARGING | UNIT_STATE_DISTRACTED | UNIT_STATE_POSSESSED,
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UNIT_STATE_ALL_STATE = 0xffffffff //(UNIT_STATE_STOPPED | UNIT_STATE_MOVING | UNIT_STATE_IN_COMBAT | UNIT_STATE_IN_FLIGHT)
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|
};
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|
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enum UnitMoveType
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|
{
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|
MOVE_WALK = 0,
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MOVE_RUN = 1,
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|
MOVE_RUN_BACK = 2,
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|
MOVE_SWIM = 3,
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|
MOVE_SWIM_BACK = 4,
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|
MOVE_TURN_RATE = 5,
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|
MOVE_FLIGHT = 6,
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|
MOVE_FLIGHT_BACK = 7,
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|
MOVE_PITCH_RATE = 8
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|
};
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|
|
#define MAX_MOVE_TYPE 9
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|
|
extern float baseMoveSpeed[MAX_MOVE_TYPE];
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|
extern float playerBaseMoveSpeed[MAX_MOVE_TYPE];
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|
|
|
enum WeaponAttackType
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|
{
|
|
BASE_ATTACK = 0,
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|
OFF_ATTACK = 1,
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|
RANGED_ATTACK = 2,
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|
MAX_ATTACK
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|
};
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|
|
|
enum CombatRating
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|
{
|
|
CR_WEAPON_SKILL = 0,
|
|
CR_DEFENSE_SKILL = 1,
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|
CR_DODGE = 2,
|
|
CR_PARRY = 3,
|
|
CR_BLOCK = 4,
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|
CR_HIT_MELEE = 5,
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|
CR_HIT_RANGED = 6,
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|
CR_HIT_SPELL = 7,
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|
CR_CRIT_MELEE = 8,
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|
CR_CRIT_RANGED = 9,
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|
CR_CRIT_SPELL = 10,
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|
CR_HIT_TAKEN_MELEE = 11,
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CR_HIT_TAKEN_RANGED = 12,
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|
CR_HIT_TAKEN_SPELL = 13,
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|
CR_CRIT_TAKEN_MELEE = 14,
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|
CR_CRIT_TAKEN_RANGED = 15,
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|
CR_CRIT_TAKEN_SPELL = 16,
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|
CR_HASTE_MELEE = 17,
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|
CR_HASTE_RANGED = 18,
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|
CR_HASTE_SPELL = 19,
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|
CR_WEAPON_SKILL_MAINHAND = 20,
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|
CR_WEAPON_SKILL_OFFHAND = 21,
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|
CR_WEAPON_SKILL_RANGED = 22,
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|
CR_EXPERTISE = 23,
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|
CR_ARMOR_PENETRATION = 24
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|
};
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|
|
|
#define MAX_COMBAT_RATING 25
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|
|
|
enum DamageEffectType
|
|
{
|
|
DIRECT_DAMAGE = 0, // used for normal weapon damage (not for class abilities or spells)
|
|
SPELL_DIRECT_DAMAGE = 1, // spell/class abilities damage
|
|
DOT = 2,
|
|
HEAL = 3,
|
|
NODAMAGE = 4, // used also in case when damage applied to health but not applied to spell channelInterruptFlags/etc
|
|
SELF_DAMAGE = 5
|
|
};
|
|
|
|
// Value masks for UNIT_FIELD_FLAGS
|
|
// EnumUtils: DESCRIBE THIS
|
|
enum UnitFlags : uint32
|
|
{
|
|
UNIT_FLAG_NONE = 0x00000000,
|
|
UNIT_FLAG_SERVER_CONTROLLED = 0x00000001, // set only when unit movement is controlled by server - by SPLINE/MONSTER_MOVE packets, together with UNIT_FLAG_STUNNED; only set to units controlled by client; client function CGUnit_C::IsClientControlled returns false when set for owner
|
|
UNIT_FLAG_NON_ATTACKABLE = 0x00000002, // not attackable
|
|
UNIT_FLAG_DISABLE_MOVE = 0x00000004,
|
|
UNIT_FLAG_PLAYER_CONTROLLED = 0x00000008, // controlled by player, use _IMMUNE_TO_PC instead of _IMMUNE_TO_NPC
|
|
UNIT_FLAG_RENAME = 0x00000010,
|
|
UNIT_FLAG_PREPARATION = 0x00000020, // don't take reagents for spells with SPELL_ATTR5_NO_REAGENT_COST_WITH_AURA
|
|
UNIT_FLAG_UNK_6 = 0x00000040,
|
|
UNIT_FLAG_NOT_ATTACKABLE_1 = 0x00000080, // ?? (UNIT_FLAG_PLAYER_CONTROLLED | UNIT_FLAG_NOT_ATTACKABLE_1) is NON_PVP_ATTACKABLE
|
|
UNIT_FLAG_IMMUNE_TO_PC = 0x00000100, // disables combat/assistance with PlayerCharacters (PC) - see Unit::_IsValidAttackTarget, Unit::_IsValidAssistTarget
|
|
UNIT_FLAG_IMMUNE_TO_NPC = 0x00000200, // disables combat/assistance with NonPlayerCharacters (NPC) - see Unit::_IsValidAttackTarget, Unit::_IsValidAssistTarget
|
|
UNIT_FLAG_LOOTING = 0x00000400, // loot animation
|
|
UNIT_FLAG_PET_IN_COMBAT = 0x00000800, // in combat?, 2.0.8
|
|
UNIT_FLAG_PVP = 0x00001000, // changed in 3.0.3
|
|
UNIT_FLAG_SILENCED = 0x00002000, // silenced, 2.1.1
|
|
UNIT_FLAG_CANNOT_SWIM = 0x00004000, // 2.0.8
|
|
UNIT_FLAG_SWIMMING = 0x00008000, // shows swim animation in water
|
|
UNIT_FLAG_NON_ATTACKABLE_2 = 0x00010000, // removes attackable icon, if on yourself, cannot assist self but can cast TARGET_SELF spells - added by SPELL_AURA_MOD_UNATTACKABLE
|
|
UNIT_FLAG_PACIFIED = 0x00020000, // 3.0.3 ok
|
|
UNIT_FLAG_STUNNED = 0x00040000, // 3.0.3 ok
|
|
UNIT_FLAG_IN_COMBAT = 0x00080000,
|
|
UNIT_FLAG_TAXI_FLIGHT = 0x00100000, // disable casting at client side spell not allowed by taxi flight (mounted?), probably used with 0x4 flag
|
|
UNIT_FLAG_DISARMED = 0x00200000, // 3.0.3, disable melee spells casting..., "Required melee weapon" added to melee spells tooltip.
|
|
UNIT_FLAG_CONFUSED = 0x00400000,
|
|
UNIT_FLAG_FLEEING = 0x00800000,
|
|
UNIT_FLAG_POSSESSED = 0x01000000, // under direct client control by a player (possess or vehicle)
|
|
UNIT_FLAG_NOT_SELECTABLE = 0x02000000,
|
|
UNIT_FLAG_SKINNABLE = 0x04000000,
|
|
UNIT_FLAG_MOUNT = 0x08000000,
|
|
UNIT_FLAG_UNK_28 = 0x10000000,
|
|
UNIT_FLAG_PREVENT_EMOTES_FROM_CHAT_TEXT = 0x20000000, // Prevent automatically playing emotes from parsing chat text, for example "lol" in /say, ending message with ? or !, or using /yell
|
|
UNIT_FLAG_SHEATHE = 0x40000000,
|
|
UNIT_FLAG_IMMUNE = 0x80000000, // Immune to damage
|
|
};
|
|
|
|
DEFINE_ENUM_FLAG(UnitFlags);
|
|
|
|
// Value masks for UNIT_FIELD_FLAGS_2
|
|
enum UnitFlags2 : uint32
|
|
{
|
|
UNIT_FLAG2_NONE = 0x00000000,
|
|
UNIT_FLAG2_FEIGN_DEATH = 0x00000001,
|
|
UNIT_FLAG2_HIDE_BODY = 0x00000002, // Hide unit model (show only player equip)
|
|
UNIT_FLAG2_IGNORE_REPUTATION = 0x00000004,
|
|
UNIT_FLAG2_COMPREHEND_LANG = 0x00000008,
|
|
UNIT_FLAG2_MIRROR_IMAGE = 0x00000010,
|
|
UNIT_FLAG2_DO_NOT_FADE_IN = 0x00000020, // Unit model instantly appears when summoned (does not fade in)
|
|
UNIT_FLAG2_FORCE_MOVEMENT = 0x00000040,
|
|
UNIT_FLAG2_DISARM_OFFHAND = 0x00000080,
|
|
UNIT_FLAG2_DISABLE_PRED_STATS = 0x00000100, // Player has disabled predicted stats (Used by raid frames)
|
|
UNIT_FLAG2_DISARM_RANGED = 0x00000400, // this does not disable ranged weapon display (maybe additional flag needed?)
|
|
UNIT_FLAG2_REGENERATE_POWER = 0x00000800,
|
|
UNIT_FLAG2_RESTRICT_PARTY_INTERACTION = 0x00001000, // Restrict interaction to party or raid
|
|
UNIT_FLAG2_PREVENT_SPELL_CLICK = 0x00002000, // Prevent spellclick
|
|
UNIT_FLAG2_ALLOW_ENEMY_INTERACT = 0x00004000,
|
|
UNIT_FLAG2_CANNOT_TURN = 0x00008000,
|
|
UNIT_FLAG2_UNK2 = 0x00010000,
|
|
UNIT_FLAG2_PLAY_DEATH_ANIM = 0x00020000, // Plays special death animation upon death
|
|
UNIT_FLAG2_ALLOW_CHEAT_SPELLS = 0x00040000, // Allows casting spells with AttributesEx7 & SPELL_ATTR7_DEBUG_SPELL
|
|
UNIT_FLAG2_UNUSED_6 = 0x01000000,
|
|
};
|
|
|
|
DEFINE_ENUM_FLAG(UnitFlags2);
|
|
|
|
/// Non Player Character flags
|
|
// EnumUtils: DESCRIBE THIS
|
|
enum NPCFlags : uint32
|
|
{
|
|
UNIT_NPC_FLAG_NONE = 0x00000000, // SKIP
|
|
UNIT_NPC_FLAG_GOSSIP = 0x00000001, // TITLE has gossip menu DESCRIPTION 100%
|
|
UNIT_NPC_FLAG_QUESTGIVER = 0x00000002, // TITLE is quest giver DESCRIPTION guessed, probably ok
|
|
UNIT_NPC_FLAG_UNK1 = 0x00000004,
|
|
UNIT_NPC_FLAG_UNK2 = 0x00000008,
|
|
UNIT_NPC_FLAG_TRAINER = 0x00000010, // TITLE is trainer DESCRIPTION 100%
|
|
UNIT_NPC_FLAG_TRAINER_CLASS = 0x00000020, // TITLE is class trainer DESCRIPTION 100%
|
|
UNIT_NPC_FLAG_TRAINER_PROFESSION = 0x00000040, // TITLE is profession trainer DESCRIPTION 100%
|
|
UNIT_NPC_FLAG_VENDOR = 0x00000080, // TITLE is vendor (generic) DESCRIPTION 100%
|
|
UNIT_NPC_FLAG_VENDOR_AMMO = 0x00000100, // TITLE is vendor (ammo) DESCRIPTION 100%, general goods vendor
|
|
UNIT_NPC_FLAG_VENDOR_FOOD = 0x00000200, // TITLE is vendor (food) DESCRIPTION 100%
|
|
UNIT_NPC_FLAG_VENDOR_POISON = 0x00000400, // TITLE is vendor (poison) DESCRIPTION guessed
|
|
UNIT_NPC_FLAG_VENDOR_REAGENT = 0x00000800, // TITLE is vendor (reagents) DESCRIPTION 100%
|
|
UNIT_NPC_FLAG_REPAIR = 0x00001000, // TITLE can repair DESCRIPTION 100%
|
|
UNIT_NPC_FLAG_FLIGHTMASTER = 0x00002000, // TITLE is flight master DESCRIPTION 100%
|
|
UNIT_NPC_FLAG_SPIRITHEALER = 0x00004000, // TITLE is spirit healer DESCRIPTION guessed
|
|
UNIT_NPC_FLAG_SPIRITGUIDE = 0x00008000, // TITLE is spirit guide DESCRIPTION guessed
|
|
UNIT_NPC_FLAG_INNKEEPER = 0x00010000, // TITLE is innkeeper
|
|
UNIT_NPC_FLAG_BANKER = 0x00020000, // TITLE is banker DESCRIPTION 100%
|
|
UNIT_NPC_FLAG_PETITIONER = 0x00040000, // TITLE handles guild/arena petitions DESCRIPTION 100% 0xC0000 = guild petitions, 0x40000 = arena team petitions
|
|
UNIT_NPC_FLAG_TABARDDESIGNER = 0x00080000, // TITLE is guild tabard designer DESCRIPTION 100%
|
|
UNIT_NPC_FLAG_BATTLEMASTER = 0x00100000, // TITLE is battlemaster DESCRIPTION 100%
|
|
UNIT_NPC_FLAG_AUCTIONEER = 0x00200000, // TITLE is auctioneer DESCRIPTION 100%
|
|
UNIT_NPC_FLAG_STABLEMASTER = 0x00400000, // TITLE is stable master DESCRIPTION 100%
|
|
UNIT_NPC_FLAG_GUILD_BANKER = 0x00800000, // TITLE is guild banker DESCRIPTION cause client to send 997 opcode
|
|
UNIT_NPC_FLAG_SPELLCLICK = 0x01000000, // TITLE has spell click enabled DESCRIPTION cause client to send 1015 opcode (spell click)
|
|
UNIT_NPC_FLAG_PLAYER_VEHICLE = 0x02000000, // TITLE is player vehicle DESCRIPTION players with mounts that have vehicle data should have it set
|
|
UNIT_NPC_FLAG_MAILBOX = 0x04000000, // TITLE is mailbox
|
|
|
|
UNIT_NPC_FLAG_VENDOR_MASK = UNIT_NPC_FLAG_VENDOR | UNIT_NPC_FLAG_VENDOR_AMMO | UNIT_NPC_FLAG_VENDOR_POISON | UNIT_NPC_FLAG_VENDOR_REAGENT
|
|
};
|
|
|
|
DEFINE_ENUM_FLAG(NPCFlags);
|
|
|
|
enum MovementFlags
|
|
{
|
|
MOVEMENTFLAG_NONE = 0x00000000,
|
|
MOVEMENTFLAG_FORWARD = 0x00000001,
|
|
MOVEMENTFLAG_BACKWARD = 0x00000002,
|
|
MOVEMENTFLAG_STRAFE_LEFT = 0x00000004,
|
|
MOVEMENTFLAG_STRAFE_RIGHT = 0x00000008,
|
|
MOVEMENTFLAG_LEFT = 0x00000010,
|
|
MOVEMENTFLAG_RIGHT = 0x00000020,
|
|
MOVEMENTFLAG_PITCH_UP = 0x00000040,
|
|
MOVEMENTFLAG_PITCH_DOWN = 0x00000080,
|
|
MOVEMENTFLAG_WALKING = 0x00000100, // Walking
|
|
MOVEMENTFLAG_ONTRANSPORT = 0x00000200, // Used for flying on some creatures
|
|
MOVEMENTFLAG_DISABLE_GRAVITY = 0x00000400, // Former MOVEMENTFLAG_LEVITATING. This is used when walking is not possible.
|
|
MOVEMENTFLAG_ROOT = 0x00000800, // Must not be set along with MOVEMENTFLAG_MASK_MOVING
|
|
MOVEMENTFLAG_FALLING = 0x00001000, // damage dealt on that type of falling
|
|
MOVEMENTFLAG_FALLING_FAR = 0x00002000,
|
|
MOVEMENTFLAG_PENDING_STOP = 0x00004000,
|
|
MOVEMENTFLAG_PENDING_STRAFE_STOP = 0x00008000,
|
|
MOVEMENTFLAG_PENDING_FORWARD = 0x00010000,
|
|
MOVEMENTFLAG_PENDING_BACKWARD = 0x00020000,
|
|
MOVEMENTFLAG_PENDING_STRAFE_LEFT = 0x00040000,
|
|
MOVEMENTFLAG_PENDING_STRAFE_RIGHT = 0x00080000,
|
|
MOVEMENTFLAG_PENDING_ROOT = 0x00100000,
|
|
MOVEMENTFLAG_SWIMMING = 0x00200000, // appears with fly flag also
|
|
MOVEMENTFLAG_ASCENDING = 0x00400000, // press "space" when flying
|
|
MOVEMENTFLAG_DESCENDING = 0x00800000,
|
|
MOVEMENTFLAG_CAN_FLY = 0x01000000, // Appears when unit can fly AND also walk
|
|
MOVEMENTFLAG_FLYING = 0x02000000, // unit is actually flying. pretty sure this is only used for players. creatures use disable_gravity
|
|
MOVEMENTFLAG_SPLINE_ELEVATION = 0x04000000, // used for flight paths
|
|
MOVEMENTFLAG_SPLINE_ENABLED = 0x08000000, // used for flight paths
|
|
MOVEMENTFLAG_WATERWALKING = 0x10000000, // prevent unit from falling through water
|
|
MOVEMENTFLAG_FALLING_SLOW = 0x20000000, // active rogue safe fall spell (passive)
|
|
MOVEMENTFLAG_HOVER = 0x40000000, // hover, cannot jump
|
|
|
|
// TODO: Check if PITCH_UP and PITCH_DOWN really belong here..
|
|
MOVEMENTFLAG_MASK_MOVING =
|
|
MOVEMENTFLAG_FORWARD | MOVEMENTFLAG_BACKWARD | MOVEMENTFLAG_STRAFE_LEFT | MOVEMENTFLAG_STRAFE_RIGHT |
|
|
MOVEMENTFLAG_PITCH_UP | MOVEMENTFLAG_PITCH_DOWN | MOVEMENTFLAG_FALLING | MOVEMENTFLAG_FALLING_FAR | MOVEMENTFLAG_ASCENDING | MOVEMENTFLAG_DESCENDING |
|
|
MOVEMENTFLAG_SPLINE_ELEVATION,
|
|
|
|
MOVEMENTFLAG_MASK_TURNING =
|
|
MOVEMENTFLAG_LEFT | MOVEMENTFLAG_RIGHT,
|
|
|
|
MOVEMENTFLAG_MASK_MOVING_FLY =
|
|
MOVEMENTFLAG_FLYING | MOVEMENTFLAG_ASCENDING | MOVEMENTFLAG_DESCENDING,
|
|
|
|
/// @todo if needed: add more flags to this masks that are exclusive to players
|
|
MOVEMENTFLAG_MASK_PLAYER_ONLY =
|
|
MOVEMENTFLAG_FLYING,
|
|
|
|
/// Movement flags that have change status opcodes associated for players
|
|
MOVEMENTFLAG_MASK_HAS_PLAYER_STATUS_OPCODE = MOVEMENTFLAG_DISABLE_GRAVITY | MOVEMENTFLAG_ROOT |
|
|
MOVEMENTFLAG_CAN_FLY | MOVEMENTFLAG_WATERWALKING | MOVEMENTFLAG_FALLING_SLOW | MOVEMENTFLAG_HOVER
|
|
};
|
|
|
|
enum MovementFlags2
|
|
{
|
|
MOVEMENTFLAG2_NONE = 0x00000000,
|
|
MOVEMENTFLAG2_NO_STRAFE = 0x00000001,
|
|
MOVEMENTFLAG2_NO_JUMPING = 0x00000002,
|
|
MOVEMENTFLAG2_UNK3 = 0x00000004, // Overrides various clientside checks
|
|
MOVEMENTFLAG2_FULL_SPEED_TURNING = 0x00000008,
|
|
MOVEMENTFLAG2_FULL_SPEED_PITCHING = 0x00000010,
|
|
MOVEMENTFLAG2_ALWAYS_ALLOW_PITCHING = 0x00000020,
|
|
MOVEMENTFLAG2_UNK7 = 0x00000040,
|
|
MOVEMENTFLAG2_UNK8 = 0x00000080,
|
|
MOVEMENTFLAG2_UNK9 = 0x00000100,
|
|
MOVEMENTFLAG2_UNK10 = 0x00000200,
|
|
MOVEMENTFLAG2_INTERPOLATED_MOVEMENT = 0x00000400,
|
|
MOVEMENTFLAG2_INTERPOLATED_TURNING = 0x00000800,
|
|
MOVEMENTFLAG2_INTERPOLATED_PITCHING = 0x00001000,
|
|
MOVEMENTFLAG2_UNK14 = 0x00002000,
|
|
MOVEMENTFLAG2_UNK15 = 0x00004000,
|
|
MOVEMENTFLAG2_UNK16 = 0x00008000,
|
|
};
|
|
|
|
enum SplineFlags
|
|
{
|
|
SPLINEFLAG_NONE = 0x00000000,
|
|
SPLINEFLAG_FORWARD = 0x00000001,
|
|
SPLINEFLAG_BACKWARD = 0x00000002,
|
|
SPLINEFLAG_STRAFE_LEFT = 0x00000004,
|
|
SPLINEFLAG_STRAFE_RIGHT = 0x00000008,
|
|
SPLINEFLAG_TURN_LEFT = 0x00000010,
|
|
SPLINEFLAG_TURN_RIGHT = 0x00000020,
|
|
SPLINEFLAG_PITCH_UP = 0x00000040,
|
|
SPLINEFLAG_PITCH_DOWN = 0x00000080,
|
|
SPLINEFLAG_DONE = 0x00000100,
|
|
SPLINEFLAG_FALLING = 0x00000200,
|
|
SPLINEFLAG_NO_SPLINE = 0x00000400,
|
|
SPLINEFLAG_TRAJECTORY = 0x00000800,
|
|
SPLINEFLAG_WALK_MODE = 0x00001000,
|
|
SPLINEFLAG_FLYING = 0x00002000,
|
|
SPLINEFLAG_KNOCKBACK = 0x00004000,
|
|
SPLINEFLAG_FINAL_POINT = 0x00008000,
|
|
SPLINEFLAG_FINAL_TARGET = 0x00010000,
|
|
SPLINEFLAG_FINAL_FACING = 0x00020000,
|
|
SPLINEFLAG_CATMULL_ROM = 0x00040000,
|
|
SPLINEFLAG_CYCLIC = 0x00080000,
|
|
SPLINEFLAG_ENTER_CYCLE = 0x00100000,
|
|
SPLINEFLAG_ANIMATION_TIER = 0x00200000,
|
|
SPLINEFLAG_FROZEN = 0x00400000,
|
|
SPLINEFLAG_TRANSPORT = 0x00800000,
|
|
SPLINEFLAG_TRANSPORT_EXIT = 0x01000000,
|
|
SPLINEFLAG_UNKNOWN7 = 0x02000000,
|
|
SPLINEFLAG_UNKNOWN8 = 0x04000000,
|
|
SPLINEFLAG_ORIENTATION_INVERTED = 0x08000000,
|
|
SPLINEFLAG_USE_PATH_SMOOTHING = 0x10000000,
|
|
SPLINEFLAG_ANIMATION = 0x20000000,
|
|
SPLINEFLAG_UNCOMPRESSED_PATH = 0x40000000,
|
|
SPLINEFLAG_UNKNOWN10 = 0x80000000,
|
|
};
|
|
|
|
enum SplineType
|
|
{
|
|
SPLINETYPE_NORMAL = 0,
|
|
SPLINETYPE_STOP = 1,
|
|
SPLINETYPE_FACING_SPOT = 2,
|
|
SPLINETYPE_FACING_TARGET = 3,
|
|
SPLINETYPE_FACING_ANGLE = 4,
|
|
};
|
|
|
|
enum UnitTypeMask
|
|
{
|
|
UNIT_MASK_NONE = 0x00000000,
|
|
UNIT_MASK_SUMMON = 0x00000001,
|
|
UNIT_MASK_MINION = 0x00000002,
|
|
UNIT_MASK_GUARDIAN = 0x00000004,
|
|
UNIT_MASK_TOTEM = 0x00000008,
|
|
UNIT_MASK_PET = 0x00000010,
|
|
UNIT_MASK_VEHICLE = 0x00000020,
|
|
UNIT_MASK_PUPPET = 0x00000040,
|
|
UNIT_MASK_HUNTER_PET = 0x00000080,
|
|
UNIT_MASK_CONTROLABLE_GUARDIAN = 0x00000100,
|
|
UNIT_MASK_ACCESSORY = 0x00000200,
|
|
};
|
|
|
|
namespace Movement
|
|
{
|
|
class MoveSpline;
|
|
}
|
|
|
|
enum DiminishingLevels
|
|
{
|
|
DIMINISHING_LEVEL_1 = 0,
|
|
DIMINISHING_LEVEL_2 = 1,
|
|
DIMINISHING_LEVEL_3 = 2,
|
|
DIMINISHING_LEVEL_IMMUNE = 3,
|
|
DIMINISHING_LEVEL_4 = 3,
|
|
DIMINISHING_LEVEL_TAUNT_IMMUNE = 4,
|
|
};
|
|
|
|
struct DiminishingReturn
|
|
{
|
|
DiminishingReturn(DiminishingGroup group, uint32 t, uint32 count)
|
|
: DRGroup(group), stack(0), hitTime(t), hitCount(count)
|
|
{}
|
|
|
|
DiminishingGroup DRGroup: 16;
|
|
uint16 stack: 16;
|
|
uint32 hitTime;
|
|
uint32 hitCount;
|
|
};
|
|
|
|
enum MeleeHitOutcome
|
|
{
|
|
MELEE_HIT_EVADE, MELEE_HIT_MISS, MELEE_HIT_DODGE, MELEE_HIT_BLOCK, MELEE_HIT_PARRY,
|
|
MELEE_HIT_GLANCING, MELEE_HIT_CRIT, MELEE_HIT_CRUSHING, MELEE_HIT_NORMAL
|
|
};
|
|
|
|
class DispelInfo
|
|
{
|
|
public:
|
|
explicit DispelInfo(Unit* dispeller, uint32 dispellerSpellId, uint8 chargesRemoved) :
|
|
_dispellerUnit(dispeller), _dispellerSpell(dispellerSpellId), _chargesRemoved(chargesRemoved) {}
|
|
|
|
[[nodiscard]] Unit* GetDispeller() const { return _dispellerUnit; }
|
|
[[nodiscard]] uint32 GetDispellerSpellId() const { return _dispellerSpell; }
|
|
[[nodiscard]] uint8 GetRemovedCharges() const { return _chargesRemoved; }
|
|
void SetRemovedCharges(uint8 amount)
|
|
{
|
|
_chargesRemoved = amount;
|
|
}
|
|
private:
|
|
Unit* _dispellerUnit;
|
|
uint32 _dispellerSpell;
|
|
uint8 _chargesRemoved;
|
|
};
|
|
|
|
struct CleanDamage
|
|
{
|
|
CleanDamage(uint32 mitigated, uint32 absorbed, WeaponAttackType _attackType, MeleeHitOutcome _hitOutCome) :
|
|
absorbed_damage(absorbed), mitigated_damage(mitigated), attackType(_attackType), hitOutCome(_hitOutCome) {}
|
|
|
|
uint32 absorbed_damage;
|
|
uint32 mitigated_damage;
|
|
|
|
WeaponAttackType attackType;
|
|
MeleeHitOutcome hitOutCome;
|
|
};
|
|
|
|
struct CalcDamageInfo;
|
|
struct SpellNonMeleeDamage;
|
|
|
|
class DamageInfo
|
|
{
|
|
private:
|
|
Unit* const m_attacker;
|
|
Unit* const m_victim;
|
|
uint32 m_damage;
|
|
SpellInfo const* const m_spellInfo;
|
|
SpellSchoolMask const m_schoolMask;
|
|
DamageEffectType const m_damageType;
|
|
WeaponAttackType m_attackType;
|
|
uint32 m_absorb;
|
|
uint32 m_resist;
|
|
uint32 m_block;
|
|
uint32 m_cleanDamage;
|
|
public:
|
|
explicit DamageInfo(Unit* _attacker, Unit* _victim, uint32 _damage, SpellInfo const* _spellInfo, SpellSchoolMask _schoolMask, DamageEffectType _damageType, uint32 cleanDamage = 0);
|
|
explicit DamageInfo(CalcDamageInfo& dmgInfo);
|
|
DamageInfo(SpellNonMeleeDamage const& spellNonMeleeDamage, DamageEffectType damageType);
|
|
|
|
void ModifyDamage(int32 amount);
|
|
void AbsorbDamage(uint32 amount);
|
|
void ResistDamage(uint32 amount);
|
|
void BlockDamage(uint32 amount);
|
|
|
|
[[nodiscard]] Unit* GetAttacker() const { return m_attacker; };
|
|
[[nodiscard]] Unit* GetVictim() const { return m_victim; };
|
|
[[nodiscard]] SpellInfo const* GetSpellInfo() const { return m_spellInfo; };
|
|
[[nodiscard]] SpellSchoolMask GetSchoolMask() const { return m_schoolMask; };
|
|
[[nodiscard]] DamageEffectType GetDamageType() const { return m_damageType; };
|
|
[[nodiscard]] WeaponAttackType GetAttackType() const { return m_attackType; };
|
|
[[nodiscard]] uint32 GetDamage() const { return m_damage; };
|
|
[[nodiscard]] uint32 GetAbsorb() const { return m_absorb; };
|
|
[[nodiscard]] uint32 GetResist() const { return m_resist; };
|
|
[[nodiscard]] uint32 GetBlock() const { return m_block; };
|
|
|
|
[[nodiscard]] uint32 GetUnmitigatedDamage() const;
|
|
};
|
|
|
|
class HealInfo
|
|
{
|
|
private:
|
|
Unit* const m_healer;
|
|
Unit* const m_target;
|
|
uint32 m_heal;
|
|
uint32 m_absorb;
|
|
SpellInfo const* const m_spellInfo;
|
|
SpellSchoolMask const m_schoolMask;
|
|
public:
|
|
explicit HealInfo(Unit* _healer, Unit* _target, uint32 _heal, SpellInfo const* _spellInfo, SpellSchoolMask _schoolMask)
|
|
: m_healer(_healer), m_target(_target), m_heal(_heal), m_spellInfo(_spellInfo), m_schoolMask(_schoolMask)
|
|
{
|
|
m_absorb = 0;
|
|
}
|
|
void AbsorbHeal(uint32 amount)
|
|
{
|
|
amount = std::min(amount, GetHeal());
|
|
m_absorb += amount;
|
|
m_heal -= amount;
|
|
}
|
|
|
|
void SetHeal(uint32 amount)
|
|
{
|
|
m_heal = amount;
|
|
}
|
|
|
|
[[nodiscard]] Unit* GetHealer() const { return m_healer; }
|
|
[[nodiscard]] Unit* GetTarget() const { return m_target; }
|
|
[[nodiscard]] uint32 GetHeal() const { return m_heal; }
|
|
[[nodiscard]] uint32 GetAbsorb() const { return m_absorb; }
|
|
[[nodiscard]] SpellInfo const* GetSpellInfo() const { return m_spellInfo; };
|
|
[[nodiscard]] SpellSchoolMask GetSchoolMask() const { return m_schoolMask; };
|
|
};
|
|
|
|
class ProcEventInfo
|
|
{
|
|
private:
|
|
Unit* const _actor;
|
|
Unit* const _actionTarget;
|
|
Unit* const _procTarget;
|
|
uint32 _typeMask;
|
|
uint32 _spellTypeMask;
|
|
uint32 _spellPhaseMask;
|
|
uint32 _hitMask;
|
|
uint32 _cooldown;
|
|
Spell const* _spell;
|
|
DamageInfo* _damageInfo;
|
|
HealInfo* _healInfo;
|
|
SpellInfo const* const _triggeredByAuraSpell;
|
|
int8 _procAuraEffectIndex;
|
|
|
|
public:
|
|
explicit ProcEventInfo(Unit* actor, Unit* actionTarget, Unit* procTarget, uint32 typeMask, uint32 spellTypeMask, uint32 spellPhaseMask, uint32 hitMask, Spell const* spell, DamageInfo* damageInfo, HealInfo* healInfo, SpellInfo const* triggeredByAuraSpell = nullptr, int8 procAuraEffectIndex = -1);
|
|
Unit* GetActor() { return _actor; };
|
|
[[nodiscard]] Unit* GetActionTarget() const { return _actionTarget; }
|
|
[[nodiscard]] Unit* GetProcTarget() const { return _procTarget; }
|
|
[[nodiscard]] uint32 GetTypeMask() const { return _typeMask; }
|
|
[[nodiscard]] uint32 GetSpellTypeMask() const { return _spellTypeMask; }
|
|
[[nodiscard]] uint32 GetSpellPhaseMask() const { return _spellPhaseMask; }
|
|
[[nodiscard]] uint32 GetHitMask() const { return _hitMask; }
|
|
[[nodiscard]] SpellInfo const* GetSpellInfo() const;
|
|
[[nodiscard]] SpellSchoolMask GetSchoolMask() const { return SPELL_SCHOOL_MASK_NONE; }
|
|
[[nodiscard]] Spell const* GetProcSpell() const { return _spell; }
|
|
[[nodiscard]] DamageInfo* GetDamageInfo() const { return _damageInfo; }
|
|
[[nodiscard]] HealInfo* GetHealInfo() const { return _healInfo; }
|
|
[[nodiscard]] SpellInfo const* GetTriggerAuraSpell() const { return _triggeredByAuraSpell; }
|
|
[[nodiscard]] int8 GetTriggerAuraEffectIndex() const { return _procAuraEffectIndex; }
|
|
[[nodiscard]] uint32 GetProcCooldown() const { return _cooldown; }
|
|
void SetProcCooldown(uint32 cooldown) { _cooldown = cooldown; }
|
|
};
|
|
|
|
// Struct for use in Unit::CalculateMeleeDamage
|
|
// Need create structure like in SMSG_ATTACKERSTATEUPDATE opcode
|
|
struct CalcDamageInfo
|
|
{
|
|
Unit* attacker; // Attacker
|
|
Unit* target; // Target for damage
|
|
uint32 damageSchoolMask;
|
|
uint32 damage;
|
|
uint32 absorb;
|
|
uint32 resist;
|
|
uint32 blocked_amount;
|
|
uint32 HitInfo;
|
|
uint32 TargetState;
|
|
// Helper
|
|
WeaponAttackType attackType; //
|
|
uint32 procAttacker;
|
|
uint32 procVictim;
|
|
uint32 procEx;
|
|
uint32 cleanDamage; // Used only for rage calculation
|
|
MeleeHitOutcome hitOutCome; // TODO: remove this field (need use TargetState)
|
|
};
|
|
|
|
// Spell damage info structure based on structure sending in SMSG_SPELLNONMELEEDAMAGELOG opcode
|
|
struct SpellNonMeleeDamage
|
|
{
|
|
SpellNonMeleeDamage(Unit* _attacker, Unit* _target, SpellInfo const* _spellInfo, uint32 _schoolMask)
|
|
: target(_target), attacker(_attacker), spellInfo(_spellInfo), damage(0), overkill(0), schoolMask(_schoolMask),
|
|
absorb(0), resist(0), physicalLog(false), unused(false), blocked(0), HitInfo(0), cleanDamage(0)
|
|
{}
|
|
|
|
Unit* target;
|
|
Unit* attacker;
|
|
SpellInfo const* spellInfo;
|
|
uint32 damage;
|
|
uint32 overkill;
|
|
uint32 schoolMask;
|
|
uint32 absorb;
|
|
uint32 resist;
|
|
bool physicalLog;
|
|
bool unused;
|
|
uint32 blocked;
|
|
uint32 HitInfo;
|
|
// Used for help
|
|
uint32 cleanDamage;
|
|
};
|
|
|
|
struct SpellPeriodicAuraLogInfo
|
|
{
|
|
SpellPeriodicAuraLogInfo(AuraEffect const* _auraEff, uint32 _damage, uint32 _overDamage, uint32 _absorb, uint32 _resist, float _multiplier, bool _critical)
|
|
: auraEff(_auraEff), damage(_damage), overDamage(_overDamage), absorb(_absorb), resist(_resist), multiplier(_multiplier), critical(_critical) {}
|
|
|
|
AuraEffect const* auraEff;
|
|
uint32 damage;
|
|
uint32 overDamage; // overkill/overheal
|
|
uint32 absorb;
|
|
uint32 resist;
|
|
float multiplier;
|
|
bool critical;
|
|
};
|
|
|
|
void createProcFlags(SpellInfo const* spellInfo, WeaponAttackType attackType, bool positive, uint32& procAttacker, uint32& procVictim);
|
|
uint32 createProcExtendMask(SpellNonMeleeDamage* damageInfo, SpellMissInfo missCondition);
|
|
|
|
struct RedirectThreatInfo
|
|
{
|
|
RedirectThreatInfo() = default;
|
|
ObjectGuid _targetGUID;
|
|
uint32 _threatPct{0};
|
|
|
|
[[nodiscard]] ObjectGuid GetTargetGUID() const { return _targetGUID; }
|
|
[[nodiscard]] uint32 GetThreatPct() const { return _threatPct; }
|
|
|
|
void Set(ObjectGuid guid, uint32 pct)
|
|
{
|
|
_targetGUID = guid;
|
|
_threatPct = pct;
|
|
}
|
|
|
|
void ModifyThreatPct(int32 amount)
|
|
{
|
|
amount += _threatPct;
|
|
_threatPct = uint32(std::max(0, amount));
|
|
}
|
|
};
|
|
|
|
#define MAX_DECLINED_NAME_CASES 5
|
|
|
|
struct DeclinedName
|
|
{
|
|
std::string name[MAX_DECLINED_NAME_CASES];
|
|
};
|
|
|
|
enum CurrentSpellTypes
|
|
{
|
|
CURRENT_MELEE_SPELL = 0,
|
|
CURRENT_GENERIC_SPELL = 1,
|
|
CURRENT_CHANNELED_SPELL = 2,
|
|
CURRENT_AUTOREPEAT_SPELL = 3
|
|
};
|
|
|
|
#define CURRENT_FIRST_NON_MELEE_SPELL 1
|
|
#define CURRENT_MAX_SPELL 4
|
|
|
|
struct GlobalCooldown
|
|
{
|
|
explicit GlobalCooldown(uint32 _dur = 0, uint32 _time = 0) : duration(_dur), cast_time(_time) {}
|
|
|
|
uint32 duration;
|
|
uint32 cast_time;
|
|
};
|
|
|
|
typedef std::unordered_map<uint32 /*category*/, GlobalCooldown> GlobalCooldownList;
|
|
|
|
class GlobalCooldownMgr // Shared by Player and CharmInfo
|
|
{
|
|
public:
|
|
GlobalCooldownMgr() = default;
|
|
|
|
public:
|
|
bool HasGlobalCooldown(SpellInfo const* spellInfo) const;
|
|
void AddGlobalCooldown(SpellInfo const* spellInfo, uint32 gcd);
|
|
void CancelGlobalCooldown(SpellInfo const* spellInfo);
|
|
|
|
private:
|
|
GlobalCooldownList m_GlobalCooldowns;
|
|
};
|
|
|
|
enum ActiveStates : uint8
|
|
{
|
|
ACT_PASSIVE = 0x01, // 0x01 - passive
|
|
ACT_DISABLED = 0x81, // 0x80 - castable
|
|
ACT_ENABLED = 0xC1, // 0x40 | 0x80 - auto cast + castable
|
|
ACT_COMMAND = 0x07, // 0x01 | 0x02 | 0x04
|
|
ACT_REACTION = 0x06, // 0x02 | 0x04
|
|
ACT_DECIDE = 0x00 // custom
|
|
};
|
|
|
|
enum ReactStates : uint8
|
|
{
|
|
REACT_PASSIVE = 0,
|
|
REACT_DEFENSIVE = 1,
|
|
REACT_AGGRESSIVE = 2
|
|
};
|
|
|
|
enum CommandStates
|
|
{
|
|
COMMAND_STAY = 0,
|
|
COMMAND_FOLLOW = 1,
|
|
COMMAND_ATTACK = 2,
|
|
COMMAND_ABANDON = 3
|
|
};
|
|
|
|
#define UNIT_ACTION_BUTTON_ACTION(X) (uint32(X) & 0x00FFFFFF)
|
|
#define UNIT_ACTION_BUTTON_TYPE(X) ((uint32(X) & 0xFF000000) >> 24)
|
|
#define MAKE_UNIT_ACTION_BUTTON(A, T) (uint32(A) | (uint32(T) << 24))
|
|
|
|
struct UnitActionBarEntry
|
|
{
|
|
UnitActionBarEntry() : packedData(uint32(ACT_DISABLED) << 24) {}
|
|
|
|
uint32 packedData;
|
|
|
|
// helper
|
|
[[nodiscard]] ActiveStates GetType() const { return ActiveStates(UNIT_ACTION_BUTTON_TYPE(packedData)); }
|
|
[[nodiscard]] uint32 GetAction() const { return UNIT_ACTION_BUTTON_ACTION(packedData); }
|
|
[[nodiscard]] bool IsActionBarForSpell() const
|
|
{
|
|
ActiveStates Type = GetType();
|
|
return Type == ACT_DISABLED || Type == ACT_ENABLED || Type == ACT_PASSIVE;
|
|
}
|
|
|
|
void SetActionAndType(uint32 action, ActiveStates type)
|
|
{
|
|
packedData = MAKE_UNIT_ACTION_BUTTON(action, type);
|
|
}
|
|
|
|
void SetType(ActiveStates type)
|
|
{
|
|
packedData = MAKE_UNIT_ACTION_BUTTON(UNIT_ACTION_BUTTON_ACTION(packedData), type);
|
|
}
|
|
|
|
void SetAction(uint32 action)
|
|
{
|
|
packedData = (packedData & 0xFF000000) | UNIT_ACTION_BUTTON_ACTION(action);
|
|
}
|
|
};
|
|
|
|
typedef std::list<Player*> SharedVisionList;
|
|
|
|
enum CharmType
|
|
{
|
|
CHARM_TYPE_CHARM,
|
|
CHARM_TYPE_POSSESS,
|
|
CHARM_TYPE_VEHICLE,
|
|
CHARM_TYPE_CONVERT,
|
|
};
|
|
|
|
typedef UnitActionBarEntry CharmSpellInfo;
|
|
|
|
enum ActionBarIndex
|
|
{
|
|
ACTION_BAR_INDEX_START = 0,
|
|
ACTION_BAR_INDEX_PET_SPELL_START = 3,
|
|
ACTION_BAR_INDEX_PET_SPELL_END = 7,
|
|
ACTION_BAR_INDEX_END = 10,
|
|
};
|
|
|
|
#define MAX_UNIT_ACTION_BAR_INDEX (ACTION_BAR_INDEX_END-ACTION_BAR_INDEX_START)
|
|
|
|
struct CharmInfo
|
|
{
|
|
public:
|
|
explicit CharmInfo(Unit* unit);
|
|
~CharmInfo();
|
|
void RestoreState();
|
|
[[nodiscard]] uint32 GetPetNumber() const { return _petnumber; }
|
|
void SetPetNumber(uint32 petnumber, bool statwindow);
|
|
|
|
void SetCommandState(CommandStates st) { _CommandState = st; }
|
|
[[nodiscard]] CommandStates GetCommandState() const { return _CommandState; }
|
|
[[nodiscard]] bool HasCommandState(CommandStates state) const { return (_CommandState == state); }
|
|
|
|
void InitPossessCreateSpells();
|
|
void InitCharmCreateSpells();
|
|
void InitPetActionBar();
|
|
void InitEmptyActionBar(bool withAttack = true);
|
|
|
|
//return true if successful
|
|
bool AddSpellToActionBar(SpellInfo const* spellInfo, ActiveStates newstate = ACT_DECIDE);
|
|
bool RemoveSpellFromActionBar(uint32 spell_id);
|
|
void LoadPetActionBar(const std::string& data);
|
|
void BuildActionBar(WorldPacket* data);
|
|
void SetSpellAutocast(SpellInfo const* spellInfo, bool state);
|
|
void SetActionBar(uint8 index, uint32 spellOrAction, ActiveStates type)
|
|
{
|
|
PetActionBar[index].SetActionAndType(spellOrAction, type);
|
|
}
|
|
[[nodiscard]] UnitActionBarEntry const* GetActionBarEntry(uint8 index) const { return &(PetActionBar[index]); }
|
|
|
|
void ToggleCreatureAutocast(SpellInfo const* spellInfo, bool apply);
|
|
|
|
CharmSpellInfo* GetCharmSpell(uint8 index) { return &(_charmspells[index]); }
|
|
|
|
GlobalCooldownMgr& GetGlobalCooldownMgr() { return _GlobalCooldownMgr; }
|
|
|
|
void SetIsCommandAttack(bool val);
|
|
bool IsCommandAttack();
|
|
void SetIsCommandFollow(bool val);
|
|
bool IsCommandFollow();
|
|
void SetIsAtStay(bool val);
|
|
bool IsAtStay();
|
|
void SetIsFollowing(bool val);
|
|
bool IsFollowing();
|
|
void SetIsReturning(bool val);
|
|
bool IsReturning();
|
|
void SaveStayPosition(bool atCurrentPos);
|
|
void GetStayPosition(float& x, float& y, float& z);
|
|
void RemoveStayPosition();
|
|
bool HasStayPosition();
|
|
|
|
void SetForcedSpell(uint32 id) { _forcedSpellId = id; }
|
|
int32 GetForcedSpell() { return _forcedSpellId; }
|
|
void SetForcedTargetGUID(ObjectGuid guid = ObjectGuid::Empty) { _forcedTargetGUID = guid; }
|
|
ObjectGuid GetForcedTarget() { return _forcedTargetGUID; }
|
|
|
|
// Player react states
|
|
void SetPlayerReactState(ReactStates s) { _oldReactState = s; }
|
|
[[nodiscard]] ReactStates GetPlayerReactState() const { return _oldReactState; }
|
|
|
|
private:
|
|
Unit* _unit;
|
|
UnitActionBarEntry PetActionBar[MAX_UNIT_ACTION_BAR_INDEX];
|
|
CharmSpellInfo _charmspells[4];
|
|
CommandStates _CommandState;
|
|
uint32 _petnumber;
|
|
|
|
//for restoration after charmed
|
|
ReactStates _oldReactState;
|
|
|
|
bool _isCommandAttack;
|
|
bool _isCommandFollow;
|
|
bool _isAtStay;
|
|
bool _isFollowing;
|
|
bool _isReturning;
|
|
int32 _forcedSpellId;
|
|
ObjectGuid _forcedTargetGUID;
|
|
float _stayX;
|
|
float _stayY;
|
|
float _stayZ;
|
|
|
|
GlobalCooldownMgr _GlobalCooldownMgr;
|
|
};
|
|
|
|
struct AttackPosition {
|
|
AttackPosition(Position pos) : _pos(std::move(pos)), _taken(false) {}
|
|
bool operator==(const int val)
|
|
{
|
|
return !val;
|
|
};
|
|
int operator=(const int val)
|
|
{
|
|
if (!val)
|
|
{
|
|
// _pos = nullptr;
|
|
_taken = false;
|
|
return 0; // nullptr
|
|
}
|
|
return 0; // nullptr
|
|
};
|
|
Position _pos;
|
|
bool _taken;
|
|
};
|
|
|
|
// for clearing special attacks
|
|
#define REACTIVE_TIMER_START 5000
|
|
|
|
enum ReactiveType
|
|
{
|
|
REACTIVE_DEFENSE = 0,
|
|
REACTIVE_HUNTER_PARRY = 1,
|
|
REACTIVE_OVERPOWER = 2,
|
|
REACTIVE_WOLVERINE_BITE = 3,
|
|
|
|
MAX_REACTIVE
|
|
};
|
|
|
|
#define SUMMON_SLOT_PET 0
|
|
#define SUMMON_SLOT_TOTEM 1
|
|
#define MAX_TOTEM_SLOT 5
|
|
#define SUMMON_SLOT_MINIPET 5
|
|
#define SUMMON_SLOT_QUEST 6
|
|
#define MAX_SUMMON_SLOT 7
|
|
|
|
#define MAX_GAMEOBJECT_SLOT 4
|
|
|
|
enum PlayerTotemType
|
|
{
|
|
SUMMON_TYPE_TOTEM_FIRE = 63,
|
|
SUMMON_TYPE_TOTEM_EARTH = 81,
|
|
SUMMON_TYPE_TOTEM_WATER = 82,
|
|
SUMMON_TYPE_TOTEM_AIR = 83,
|
|
};
|
|
|
|
/// Spell cooldown flags sent in SMSG_SPELL_COOLDOWN
|
|
enum SpellCooldownFlags
|
|
{
|
|
SPELL_COOLDOWN_FLAG_NONE = 0x0,
|
|
SPELL_COOLDOWN_FLAG_INCLUDE_GCD = 0x1, ///< Starts GCD in addition to normal cooldown specified in the packet
|
|
SPELL_COOLDOWN_FLAG_INCLUDE_EVENT_COOLDOWNS = 0x2 ///< Starts GCD for spells that should start their cooldown on events, requires SPELL_COOLDOWN_FLAG_INCLUDE_GCD set
|
|
};
|
|
|
|
typedef std::unordered_map<uint32, uint32> PacketCooldowns;
|
|
|
|
// delay time next attack to prevent client attack animation problems
|
|
#define ATTACK_DISPLAY_DELAY 200
|
|
#define MAX_PLAYER_STEALTH_DETECT_RANGE 30.0f // max distance for detection targets by player
|
|
|
|
struct SpellProcEventEntry; // used only privately
|
|
|
|
// pussywizard:
|
|
class MMapTargetData
|
|
{
|
|
public:
|
|
MMapTargetData() = default;
|
|
MMapTargetData(uint32 endTime, const Position* o, const Position* t)
|
|
{
|
|
_endTime = endTime;
|
|
_posOwner.Relocate(o);
|
|
_posTarget.Relocate(t);
|
|
}
|
|
MMapTargetData(const MMapTargetData& c)
|
|
{
|
|
_endTime = c._endTime;
|
|
_posOwner.Relocate(c._posOwner);
|
|
_posTarget.Relocate(c._posTarget);
|
|
}
|
|
MMapTargetData(MMapTargetData&&) = default;
|
|
MMapTargetData& operator=(const MMapTargetData&) = default;
|
|
MMapTargetData& operator=(MMapTargetData&&) = default;
|
|
[[nodiscard]] bool PosChanged(const Position& o, const Position& t) const
|
|
{
|
|
return _posOwner.GetExactDistSq(&o) > 0.5f * 0.5f || _posTarget.GetExactDistSq(&t) > 0.5f * 0.5f;
|
|
}
|
|
uint32 _endTime;
|
|
Position _posOwner;
|
|
Position _posTarget;
|
|
};
|
|
|
|
class SafeUnitPointer
|
|
{
|
|
public:
|
|
explicit SafeUnitPointer(Unit* defVal) : ptr(defVal), defaultValue(defVal) {}
|
|
SafeUnitPointer(const SafeUnitPointer& /*p*/) { ABORT(); }
|
|
void Initialize(Unit* defVal) { defaultValue = defVal; ptr = defVal; }
|
|
~SafeUnitPointer();
|
|
void SetPointedTo(Unit* u);
|
|
void UnitDeleted();
|
|
Unit* operator->() const { return ptr; }
|
|
void operator=(Unit* u) { SetPointedTo(u); }
|
|
operator Unit* () const { return ptr; }
|
|
private:
|
|
Unit* ptr;
|
|
Unit* defaultValue;
|
|
};
|
|
|
|
class Unit : public WorldObject
|
|
{
|
|
public:
|
|
typedef std::unordered_set<Unit*> AttackerSet;
|
|
typedef std::set<Unit*> ControlSet;
|
|
|
|
typedef std::multimap<uint32, Aura*> AuraMap;
|
|
typedef std::pair<AuraMap::const_iterator, AuraMap::const_iterator> AuraMapBounds;
|
|
typedef std::pair<AuraMap::iterator, AuraMap::iterator> AuraMapBoundsNonConst;
|
|
|
|
typedef std::multimap<uint32, AuraApplication*> AuraApplicationMap;
|
|
typedef std::pair<AuraApplicationMap::const_iterator, AuraApplicationMap::const_iterator> AuraApplicationMapBounds;
|
|
typedef std::pair<AuraApplicationMap::iterator, AuraApplicationMap::iterator> AuraApplicationMapBoundsNonConst;
|
|
|
|
typedef std::multimap<AuraStateType, AuraApplication*> AuraStateAurasMap;
|
|
typedef std::pair<AuraStateAurasMap::const_iterator, AuraStateAurasMap::const_iterator> AuraStateAurasMapBounds;
|
|
|
|
typedef std::list<AuraEffect*> AuraEffectList;
|
|
typedef std::list<Aura*> AuraList;
|
|
typedef std::list<AuraApplication*> AuraApplicationList;
|
|
typedef std::list<DiminishingReturn> Diminishing;
|
|
typedef GuidUnorderedSet ComboPointHolderSet;
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typedef std::map<uint8, AuraApplication*> VisibleAuraMap;
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~Unit() override;
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UnitAI* GetAI() { return i_AI; }
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void SetAI(UnitAI* newAI) { i_AI = newAI; }
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void AddToWorld() override;
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void RemoveFromWorld() override;
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void CleanupBeforeRemoveFromMap(bool finalCleanup);
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void CleanupsBeforeDelete(bool finalCleanup = true) override; // used in ~Creature/~Player (or before mass creature delete to remove cross-references to already deleted units)
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uint32 GetDynamicFlags() const override { return GetUInt32Value(UNIT_DYNAMIC_FLAGS); }
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void ReplaceAllDynamicFlags(uint32 flag) override { SetUInt32Value(UNIT_DYNAMIC_FLAGS, flag); }
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DiminishingLevels GetDiminishing(DiminishingGroup group);
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void IncrDiminishing(DiminishingGroup group);
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float ApplyDiminishingToDuration(DiminishingGroup group, int32& duration, Unit* caster, DiminishingLevels Level, int32 limitduration);
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void ApplyDiminishingAura(DiminishingGroup group, bool apply);
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void ClearDiminishings() { m_Diminishing.clear(); }
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// target dependent range checks
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float GetSpellMaxRangeForTarget(Unit const* target, SpellInfo const* spellInfo) const;
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float GetSpellMinRangeForTarget(Unit const* target, SpellInfo const* spellInfo) const;
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void Update(uint32 time) override;
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void setAttackTimer(WeaponAttackType type, int32 time) { m_attackTimer[type] = time; }
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void resetAttackTimer(WeaponAttackType type = BASE_ATTACK);
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[[nodiscard]] int32 getAttackTimer(WeaponAttackType type) const { return m_attackTimer[type]; }
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[[nodiscard]] bool isAttackReady(WeaponAttackType type = BASE_ATTACK) const { return m_attackTimer[type] <= 0; }
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[[nodiscard]] bool haveOffhandWeapon() const;
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[[nodiscard]] bool CanDualWield() const { return m_canDualWield; }
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virtual void SetCanDualWield(bool value) { m_canDualWield = value; }
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[[nodiscard]] float GetCombatReach() const override { return m_floatValues[UNIT_FIELD_COMBATREACH]; }
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[[nodiscard]] float GetMeleeReach() const { float reach = m_floatValues[UNIT_FIELD_COMBATREACH]; return reach > MIN_MELEE_REACH ? reach : MIN_MELEE_REACH; }
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[[nodiscard]] bool IsWithinRange(Unit const* obj, float dist) const;
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bool IsWithinCombatRange(Unit const* obj, float dist2compare) const;
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bool IsWithinMeleeRange(Unit const* obj, float dist = 0.f) const;
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float GetMeleeRange(Unit const* target) const;
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[[nodiscard]] virtual SpellSchoolMask GetMeleeDamageSchoolMask() const;
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bool GetRandomContactPoint(Unit const* target, float& x, float& y, float& z, bool force = false) const;
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uint32 m_extraAttacks;
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bool m_canDualWield;
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void _addAttacker(Unit* pAttacker) // must be called only from Unit::Attack(Unit*)
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{
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m_attackers.insert(pAttacker);
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}
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void _removeAttacker(Unit* pAttacker) // must be called only from Unit::AttackStop()
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{
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m_attackers.erase(pAttacker);
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}
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[[nodiscard]] Unit* getAttackerForHelper() const // If someone wants to help, who to give them
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{
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if (GetVictim() != nullptr)
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return GetVictim();
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if (!IsEngaged())
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return nullptr;
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if (!m_attackers.empty())
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return *(m_attackers.begin());
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return nullptr;
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}
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bool Attack(Unit* victim, bool meleeAttack);
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void CastStop(uint32 except_spellid = 0, bool withInstant = true);
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bool AttackStop();
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void RemoveAllAttackers();
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[[nodiscard]] AttackerSet const& getAttackers() const { return m_attackers; }
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[[nodiscard]] bool GetMeleeAttackPoint(Unit* attacker, Position& pos);
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[[nodiscard]] bool isAttackingPlayer() const;
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[[nodiscard]] Unit* GetVictim() const { return m_attacking; }
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void CombatStop(bool includingCast = false);
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void CombatStopWithPets(bool includingCast = false);
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void StopAttackFaction(uint32 faction_id);
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void StopAttackingInvalidTarget();
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Unit* SelectNearbyTarget(Unit* exclude = nullptr, float dist = NOMINAL_MELEE_RANGE) const;
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Unit* SelectNearbyNoTotemTarget(Unit* exclude = nullptr, float dist = NOMINAL_MELEE_RANGE) const;
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void SendMeleeAttackStop(Unit* victim = nullptr);
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void SendMeleeAttackStart(Unit* victim, Player* sendTo = nullptr);
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void AddUnitState(uint32 f) { m_state |= f; }
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[[nodiscard]] bool HasUnitState(const uint32 f) const { return (m_state & f); }
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void ClearUnitState(uint32 f) { m_state &= ~f; }
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[[nodiscard]] uint32 GetUnitState() const { return m_state; }
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[[nodiscard]] bool CanFreeMove() const
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{
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return !HasUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_FLEEING | UNIT_STATE_IN_FLIGHT |
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UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DISTRACTED) && !GetOwnerGUID();
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}
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[[nodiscard]] uint32 HasUnitTypeMask(uint32 mask) const { return mask & m_unitTypeMask; }
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void AddUnitTypeMask(uint32 mask) { m_unitTypeMask |= mask; }
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[[nodiscard]] uint32 GetUnitTypeMask() const { return m_unitTypeMask; }
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[[nodiscard]] bool IsSummon() const { return m_unitTypeMask & UNIT_MASK_SUMMON; }
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[[nodiscard]] bool IsGuardian() const { return m_unitTypeMask & UNIT_MASK_GUARDIAN; }
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[[nodiscard]] bool IsControllableGuardian() const { return m_unitTypeMask & UNIT_MASK_CONTROLABLE_GUARDIAN; }
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[[nodiscard]] bool IsPet() const { return m_unitTypeMask & UNIT_MASK_PET; }
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[[nodiscard]] bool IsHunterPet() const { return m_unitTypeMask & UNIT_MASK_HUNTER_PET; }
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[[nodiscard]] bool IsTotem() const { return m_unitTypeMask & UNIT_MASK_TOTEM; }
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[[nodiscard]] bool IsVehicle() const { return m_unitTypeMask & UNIT_MASK_VEHICLE; }
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[[nodiscard]] uint8 getLevel() const { return uint8(GetUInt32Value(UNIT_FIELD_LEVEL)); }
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uint8 getLevelForTarget(WorldObject const* /*target*/) const override { return getLevel(); }
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void SetLevel(uint8 lvl, bool showLevelChange = true);
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[[nodiscard]] uint8 getRace(bool original = false) const;
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void setRace(uint8 race);
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[[nodiscard]] uint32 getRaceMask() const { return 1 << (getRace(true) - 1); }
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[[nodiscard]] uint8 getClass() const { return GetByteValue(UNIT_FIELD_BYTES_0, 1); }
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[[nodiscard]] uint32 getClassMask() const { return 1 << (getClass() - 1); }
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[[nodiscard]] uint8 getGender() const { return GetByteValue(UNIT_FIELD_BYTES_0, 2); }
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[[nodiscard]] float GetStat(Stats stat) const { return float(GetUInt32Value(static_cast<uint16>(UNIT_FIELD_STAT0) + stat)); }
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void SetStat(Stats stat, int32 val) { SetStatInt32Value(static_cast<uint16>(UNIT_FIELD_STAT0) + stat, val); }
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[[nodiscard]] uint32 GetArmor() const { return GetResistance(SPELL_SCHOOL_NORMAL); }
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void SetArmor(int32 val) { SetResistance(SPELL_SCHOOL_NORMAL, val); }
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[[nodiscard]] uint32 GetResistance(SpellSchools school) const { return GetUInt32Value(static_cast<uint16>(UNIT_FIELD_RESISTANCES) + school); }
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[[nodiscard]] uint32 GetResistance(SpellSchoolMask mask) const;
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void SetResistance(SpellSchools school, int32 val) { SetStatInt32Value(static_cast<uint16>(UNIT_FIELD_RESISTANCES) + school, val); }
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static float GetEffectiveResistChance(Unit const* owner, SpellSchoolMask schoolMask, Unit const* victim);
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[[nodiscard]] uint32 GetHealth() const { return GetUInt32Value(UNIT_FIELD_HEALTH); }
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[[nodiscard]] uint32 GetMaxHealth() const { return GetUInt32Value(UNIT_FIELD_MAXHEALTH); }
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[[nodiscard]] bool IsFullHealth() const { return GetHealth() == GetMaxHealth(); }
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[[nodiscard]] bool HealthBelowPct(int32 pct) const { return GetHealth() < CountPctFromMaxHealth(pct); }
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[[nodiscard]] bool HealthBelowPctDamaged(int32 pct, uint32 damage) const { return int64(GetHealth()) - int64(damage) < int64(CountPctFromMaxHealth(pct)); }
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[[nodiscard]] bool HealthAbovePct(int32 pct) const { return GetHealth() > CountPctFromMaxHealth(pct); }
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[[nodiscard]] bool HealthAbovePctHealed(int32 pct, uint32 heal) const { return uint64(GetHealth()) + uint64(heal) > CountPctFromMaxHealth(pct); }
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[[nodiscard]] float GetHealthPct() const { return GetMaxHealth() ? 100.f * GetHealth() / GetMaxHealth() : 0.0f; }
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[[nodiscard]] uint32 CountPctFromMaxHealth(int32 pct) const { return CalculatePct(GetMaxHealth(), pct); }
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[[nodiscard]] uint32 CountPctFromCurHealth(int32 pct) const { return CalculatePct(GetHealth(), pct); }
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[[nodiscard]] float GetPowerPct(Powers power) const { return GetMaxPower(power) ? 100.f * GetPower(power) / GetMaxPower(power) : 0.0f; }
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void SetHealth(uint32 val);
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void SetMaxHealth(uint32 val);
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inline void SetFullHealth() { SetHealth(GetMaxHealth()); }
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int32 ModifyHealth(int32 val);
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int32 GetHealthGain(int32 dVal);
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[[nodiscard]] Powers getPowerType() const { return Powers(GetByteValue(UNIT_FIELD_BYTES_0, 3)); }
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void setPowerType(Powers power);
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[[nodiscard]] uint32 GetPower(Powers power) const { return GetUInt32Value(static_cast<uint16>(UNIT_FIELD_POWER1) + power); }
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[[nodiscard]] uint32 GetMaxPower(Powers power) const { return GetUInt32Value(static_cast<uint16>(UNIT_FIELD_MAXPOWER1) + power); }
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void SetPower(Powers power, uint32 val, bool withPowerUpdate = true);
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void SetMaxPower(Powers power, uint32 val);
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// returns the change in power
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int32 ModifyPower(Powers power, int32 val, bool withPowerUpdate = true);
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int32 ModifyPowerPct(Powers power, float pct, bool apply = true);
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[[nodiscard]] uint32 GetAttackTime(WeaponAttackType att) const
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{
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float f_BaseAttackTime = GetFloatValue(static_cast<uint16>(UNIT_FIELD_BASEATTACKTIME) + att) / m_modAttackSpeedPct[att];
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return (uint32)f_BaseAttackTime;
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}
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void SetAttackTime(WeaponAttackType att, uint32 val) { SetFloatValue(static_cast<uint16>(UNIT_FIELD_BASEATTACKTIME) + att, val * m_modAttackSpeedPct[att]); }
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void ApplyAttackTimePercentMod(WeaponAttackType att, float val, bool apply);
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void ApplyCastTimePercentMod(float val, bool apply);
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UnitFlags GetUnitFlags() const { return UnitFlags(GetUInt32Value(UNIT_FIELD_FLAGS)); }
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bool HasUnitFlag(UnitFlags flags) const { return HasFlag(UNIT_FIELD_FLAGS, flags); }
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void SetUnitFlag(UnitFlags flags) { SetFlag(UNIT_FIELD_FLAGS, flags); }
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void RemoveUnitFlag(UnitFlags flags) { RemoveFlag(UNIT_FIELD_FLAGS, flags); }
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void ReplaceAllUnitFlags(UnitFlags flags) { SetUInt32Value(UNIT_FIELD_FLAGS, flags); }
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UnitFlags2 GetUnitFlags2() const { return UnitFlags2(GetUInt32Value(UNIT_FIELD_FLAGS_2)); }
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bool HasUnitFlag2(UnitFlags2 flags) const { return HasFlag(UNIT_FIELD_FLAGS_2, flags); }
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void SetUnitFlag2(UnitFlags2 flags) { SetFlag(UNIT_FIELD_FLAGS_2, flags); }
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void RemoveUnitFlag2(UnitFlags2 flags) { RemoveFlag(UNIT_FIELD_FLAGS_2, flags); }
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void ReplaceAllUnitFlags2(UnitFlags2 flags) { SetUInt32Value(UNIT_FIELD_FLAGS_2, flags); }
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[[nodiscard]] SheathState GetSheath() const { return SheathState(GetByteValue(UNIT_FIELD_BYTES_2, 0)); }
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virtual void SetSheath(SheathState sheathed) { SetByteValue(UNIT_FIELD_BYTES_2, 0, sheathed); }
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// faction template id
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[[nodiscard]] uint32 GetFaction() const { return GetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE); }
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void SetFaction(uint32 faction);
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[[nodiscard]] FactionTemplateEntry const* GetFactionTemplateEntry() const;
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ReputationRank GetReactionTo(Unit const* target, bool checkOriginalFaction = false) const;
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ReputationRank GetFactionReactionTo(FactionTemplateEntry const* factionTemplateEntry, Unit const* target) const;
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bool IsHostileTo(Unit const* unit) const;
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[[nodiscard]] bool IsHostileToPlayers() const;
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bool IsFriendlyTo(Unit const* unit) const;
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[[nodiscard]] bool IsNeutralToAll() const;
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bool IsInPartyWith(Unit const* unit) const;
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bool IsInRaidWith(Unit const* unit) const;
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void GetPartyMembers(std::list<Unit*>& units);
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[[nodiscard]] bool IsContestedGuard() const
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|
{
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|
if (FactionTemplateEntry const* entry = GetFactionTemplateEntry())
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return entry->IsContestedGuardFaction();
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return false;
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}
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[[nodiscard]] bool IsInSanctuary() const { return HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY); }
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[[nodiscard]] bool IsPvP() const { return HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP); }
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[[nodiscard]] bool IsFFAPvP() const { return HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP); }
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void SetPvP(bool state)
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|
{
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|
if (state)
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SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP);
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else
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RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP);
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}
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[[nodiscard]] uint32 GetCreatureType() const;
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[[nodiscard]] uint32 GetCreatureTypeMask() const
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{
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uint32 creatureType = GetCreatureType();
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return (creatureType >= 1) ? (1 << (creatureType - 1)) : 0;
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}
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[[nodiscard]] uint8 getStandState() const { return GetByteValue(UNIT_FIELD_BYTES_1, 0); }
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[[nodiscard]] bool IsSitState() const;
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[[nodiscard]] bool IsStandState() const;
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void SetStandState(uint8 state);
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void SetStandFlags(uint8 flags) { SetByteFlag(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_VIS_FLAG, flags); }
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void RemoveStandFlags(uint8 flags) { RemoveByteFlag(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_VIS_FLAG, flags); }
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[[nodiscard]] bool IsMounted() const { return HasUnitFlag(UNIT_FLAG_MOUNT); }
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[[nodiscard]] uint32 GetMountID() const { return GetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID); }
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void Mount(uint32 mount, uint32 vehicleId = 0, uint32 creatureEntry = 0);
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void Dismount();
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uint16 GetMaxSkillValueForLevel(Unit const* target = nullptr) const { return (target ? getLevelForTarget(target) : getLevel()) * 5; }
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static void DealDamageMods(Unit const* victim, uint32& damage, uint32* absorb);
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static uint32 DealDamage(Unit* attacker, Unit* victim, uint32 damage, CleanDamage const* cleanDamage = nullptr, DamageEffectType damagetype = DIRECT_DAMAGE, SpellSchoolMask damageSchoolMask = SPELL_SCHOOL_MASK_NORMAL, SpellInfo const* spellProto = nullptr, bool durabilityLoss = true, bool allowGM = false, Spell const* spell = nullptr);
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static void Kill(Unit* killer, Unit* victim, bool durabilityLoss = true, WeaponAttackType attackType = BASE_ATTACK, SpellInfo const* spellProto = nullptr, Spell const* spell = nullptr);
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static int32 DealHeal(Unit* healer, Unit* victim, uint32 addhealth);
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void ProcDamageAndSpell(Unit* victim, uint32 procAttacker, uint32 procVictim, uint32 procEx, uint32 amount, WeaponAttackType attType = BASE_ATTACK, SpellInfo const* procSpellInfo = nullptr, SpellInfo const* procAura = nullptr, int8 procAuraEffectIndex = -1, Spell const* procSpell = nullptr, DamageInfo* damageInfo = nullptr, HealInfo* healInfo = nullptr, uint32 procPhase = 2 /*PROC_SPELL_PHASE_HIT*/);
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void ProcDamageAndSpellFor(bool isVictim, Unit* target, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, SpellInfo const* procSpellInfo, uint32 damage, SpellInfo const* procAura = nullptr, int8 procAuraEffectIndex = -1, Spell const* procSpell = nullptr, DamageInfo* damageInfo = nullptr, HealInfo* healInfo = nullptr, uint32 procPhase = 2 /*PROC_SPELL_PHASE_HIT*/);
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void GetProcAurasTriggeredOnEvent(std::list<AuraApplication*>& aurasTriggeringProc, std::list<AuraApplication*>* procAuras, ProcEventInfo eventInfo);
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void TriggerAurasProcOnEvent(CalcDamageInfo& damageInfo);
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void TriggerAurasProcOnEvent(std::list<AuraApplication*>* myProcAuras, std::list<AuraApplication*>* targetProcAuras, Unit* actionTarget, uint32 typeMaskActor, uint32 typeMaskActionTarget, uint32 spellTypeMask, uint32 spellPhaseMask, uint32 hitMask, Spell* spell, DamageInfo* damageInfo, HealInfo* healInfo);
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void TriggerAurasProcOnEvent(ProcEventInfo& eventInfo, std::list<AuraApplication*>& procAuras);
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void HandleEmoteCommand(uint32 emoteId);
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void AttackerStateUpdate (Unit* victim, WeaponAttackType attType = BASE_ATTACK, bool extra = false, bool ignoreCasting = false);
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void CalculateMeleeDamage(Unit* victim, uint32 damage, CalcDamageInfo* damageInfo, WeaponAttackType attackType = BASE_ATTACK, const bool sittingVictim = false);
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void DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss);
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void HandleProcExtraAttackFor(Unit* victim, uint32 count);
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|
void SetLastExtraAttackSpell(uint32 spellId) { _lastExtraAttackSpell = spellId; }
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|
[[nodiscard]] uint32 GetLastExtraAttackSpell() const { return _lastExtraAttackSpell; }
|
|
void AddExtraAttacks(uint32 count);
|
|
void SetLastDamagedTargetGuid(ObjectGuid const& guid) { _lastDamagedTargetGuid = guid; }
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|
[[nodiscard]] ObjectGuid const& GetLastDamagedTargetGuid() const { return _lastDamagedTargetGuid; }
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|
|
void CalculateSpellDamageTaken(SpellNonMeleeDamage* damageInfo, int32 damage, SpellInfo const* spellInfo, WeaponAttackType attackType = BASE_ATTACK, bool crit = false);
|
|
void DealSpellDamage(SpellNonMeleeDamage* damageInfo, bool durabilityLoss, Spell const* spell = nullptr);
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|
|
|
// player or player's pet resilience (-1%)
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|
[[nodiscard]] float GetMeleeCritChanceReduction() const { return GetCombatRatingReduction(CR_CRIT_TAKEN_MELEE); }
|
|
[[nodiscard]] float GetRangedCritChanceReduction() const { return GetCombatRatingReduction(CR_CRIT_TAKEN_RANGED); }
|
|
[[nodiscard]] float GetSpellCritChanceReduction() const { return GetCombatRatingReduction(CR_CRIT_TAKEN_SPELL); }
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|
|
|
// player or player's pet resilience (-1%)
|
|
[[nodiscard]] uint32 GetMeleeCritDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_CRIT_TAKEN_MELEE, 2.2f, 33.0f, damage); }
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|
[[nodiscard]] uint32 GetRangedCritDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_CRIT_TAKEN_RANGED, 2.2f, 33.0f, damage); }
|
|
[[nodiscard]] uint32 GetSpellCritDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_CRIT_TAKEN_SPELL, 2.2f, 33.0f, damage); }
|
|
|
|
// player or player's pet resilience (-1%), cap 100%
|
|
[[nodiscard]] uint32 GetMeleeDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_CRIT_TAKEN_MELEE, 2.0f, 100.0f, damage); }
|
|
[[nodiscard]] uint32 GetRangedDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_CRIT_TAKEN_RANGED, 2.0f, 100.0f, damage); }
|
|
[[nodiscard]] uint32 GetSpellDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_CRIT_TAKEN_SPELL, 2.0f, 100.0f, damage); }
|
|
|
|
static void ApplyResilience(Unit const* victim, float* crit, int32* damage, bool isCrit, CombatRating type);
|
|
|
|
float MeleeSpellMissChance(Unit const* victim, WeaponAttackType attType, int32 skillDiff, uint32 spellId) const;
|
|
SpellMissInfo MeleeSpellHitResult(Unit* victim, SpellInfo const* spell);
|
|
SpellMissInfo MagicSpellHitResult(Unit* victim, SpellInfo const* spell);
|
|
SpellMissInfo SpellHitResult(Unit* victim, SpellInfo const* spell, bool canReflect = false);
|
|
|
|
[[nodiscard]] float GetUnitDodgeChance() const;
|
|
[[nodiscard]] float GetUnitParryChance() const;
|
|
[[nodiscard]] float GetUnitBlockChance() const;
|
|
[[nodiscard]] float GetUnitMissChance(WeaponAttackType attType) const;
|
|
float GetUnitCriticalChance(WeaponAttackType attackType, Unit const* victim) const;
|
|
int32 GetMechanicResistChance(SpellInfo const* spell);
|
|
[[nodiscard]] bool CanUseAttackType(uint8 attacktype) const
|
|
{
|
|
switch (attacktype)
|
|
{
|
|
case BASE_ATTACK:
|
|
return !HasUnitFlag(UNIT_FLAG_DISARMED);
|
|
case OFF_ATTACK:
|
|
return !HasUnitFlag2(UNIT_FLAG2_DISARM_OFFHAND);
|
|
case RANGED_ATTACK:
|
|
return !HasUnitFlag2(UNIT_FLAG2_DISARM_RANGED);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
[[nodiscard]] virtual uint32 GetShieldBlockValue() const = 0;
|
|
[[nodiscard]] uint32 GetShieldBlockValue(uint32 soft_cap, uint32 hard_cap) const
|
|
{
|
|
uint32 value = GetShieldBlockValue();
|
|
if (value >= hard_cap)
|
|
{
|
|
value = (soft_cap + hard_cap) / 2;
|
|
}
|
|
else if (value > soft_cap)
|
|
{
|
|
value = soft_cap + ((value - soft_cap) / 2);
|
|
}
|
|
|
|
return value;
|
|
}
|
|
uint32 GetUnitMeleeSkill(Unit const* target = nullptr) const { return (target ? getLevelForTarget(target) : getLevel()) * 5; }
|
|
uint32 GetDefenseSkillValue(Unit const* target = nullptr) const;
|
|
uint32 GetWeaponSkillValue(WeaponAttackType attType, Unit const* target = nullptr) const;
|
|
[[nodiscard]] float GetWeaponProcChance() const;
|
|
float GetPPMProcChance(uint32 WeaponSpeed, float PPM, SpellInfo const* spellProto) const;
|
|
|
|
MeleeHitOutcome RollMeleeOutcomeAgainst (Unit const* victim, WeaponAttackType attType) const;
|
|
MeleeHitOutcome RollMeleeOutcomeAgainst (Unit const* victim, WeaponAttackType attType, int32 crit_chance, int32 miss_chance, int32 dodge_chance, int32 parry_chance, int32 block_chance) const;
|
|
|
|
NPCFlags GetNpcFlags() const { return NPCFlags(GetUInt32Value(UNIT_NPC_FLAGS)); }
|
|
bool HasNpcFlag(NPCFlags flags) const { return HasFlag(UNIT_NPC_FLAGS, flags) != 0; }
|
|
void SetNpcFlag(NPCFlags flags) { SetFlag(UNIT_NPC_FLAGS, flags); }
|
|
void RemoveNpcFlag(NPCFlags flags) { RemoveFlag(UNIT_NPC_FLAGS, flags); }
|
|
void ReplaceAllNpcFlags(NPCFlags flags) { SetUInt32Value(UNIT_NPC_FLAGS, flags); }
|
|
|
|
[[nodiscard]] bool IsVendor() const { return HasNpcFlag(UNIT_NPC_FLAG_VENDOR); }
|
|
[[nodiscard]] bool IsTrainer() const { return HasNpcFlag(UNIT_NPC_FLAG_TRAINER); }
|
|
[[nodiscard]] bool IsQuestGiver() const { return HasNpcFlag(UNIT_NPC_FLAG_QUESTGIVER); }
|
|
[[nodiscard]] bool IsGossip() const { return HasNpcFlag(UNIT_NPC_FLAG_GOSSIP); }
|
|
[[nodiscard]] bool IsTaxi() const { return HasNpcFlag(UNIT_NPC_FLAG_FLIGHTMASTER); }
|
|
[[nodiscard]] bool IsGuildMaster() const { return HasNpcFlag(UNIT_NPC_FLAG_PETITIONER); }
|
|
[[nodiscard]] bool IsBattleMaster() const { return HasNpcFlag(UNIT_NPC_FLAG_BATTLEMASTER); }
|
|
[[nodiscard]] bool IsBanker() const { return HasNpcFlag(UNIT_NPC_FLAG_BANKER); }
|
|
[[nodiscard]] bool IsInnkeeper() const { return HasNpcFlag(UNIT_NPC_FLAG_INNKEEPER); }
|
|
[[nodiscard]] bool IsSpiritHealer() const { return HasNpcFlag(UNIT_NPC_FLAG_SPIRITHEALER); }
|
|
[[nodiscard]] bool IsSpiritGuide() const { return HasNpcFlag(UNIT_NPC_FLAG_SPIRITGUIDE); }
|
|
[[nodiscard]] bool IsTabardDesigner()const { return HasNpcFlag(UNIT_NPC_FLAG_TABARDDESIGNER); }
|
|
[[nodiscard]] bool IsAuctioner() const { return HasNpcFlag(UNIT_NPC_FLAG_AUCTIONEER); }
|
|
[[nodiscard]] bool IsArmorer() const { return HasNpcFlag(UNIT_NPC_FLAG_REPAIR); }
|
|
[[nodiscard]] bool IsServiceProvider() const
|
|
{
|
|
return HasFlag(UNIT_NPC_FLAGS,
|
|
UNIT_NPC_FLAG_VENDOR | UNIT_NPC_FLAG_TRAINER | UNIT_NPC_FLAG_FLIGHTMASTER |
|
|
UNIT_NPC_FLAG_PETITIONER | UNIT_NPC_FLAG_BATTLEMASTER | UNIT_NPC_FLAG_BANKER |
|
|
UNIT_NPC_FLAG_INNKEEPER | UNIT_NPC_FLAG_SPIRITHEALER |
|
|
UNIT_NPC_FLAG_SPIRITGUIDE | UNIT_NPC_FLAG_TABARDDESIGNER | UNIT_NPC_FLAG_AUCTIONEER);
|
|
}
|
|
[[nodiscard]] bool IsSpiritService() const { return HasNpcFlag(UNIT_NPC_FLAG_SPIRITHEALER | UNIT_NPC_FLAG_SPIRITGUIDE); }
|
|
[[nodiscard]] bool IsCritter() const { return GetCreatureType() == CREATURE_TYPE_CRITTER; }
|
|
|
|
[[nodiscard]] bool IsInFlight() const { return HasUnitState(UNIT_STATE_IN_FLIGHT); }
|
|
|
|
void SetImmuneToAll(bool apply, bool keepCombat = false) { SetImmuneToPC(apply, keepCombat); SetImmuneToNPC(apply, keepCombat); }
|
|
bool IsImmuneToAll() const { return IsImmuneToPC() && IsImmuneToNPC(); }
|
|
void SetImmuneToPC(bool apply, bool keepCombat = false);
|
|
bool IsImmuneToPC() const { return HasUnitFlag(UNIT_FLAG_IMMUNE_TO_PC); }
|
|
void SetImmuneToNPC(bool apply, bool keepCombat = false);
|
|
bool IsImmuneToNPC() const { return HasUnitFlag(UNIT_FLAG_IMMUNE_TO_NPC); }
|
|
|
|
bool IsEngaged() const { return IsInCombat(); }
|
|
bool IsEngagedBy(Unit const* who) const { return IsInCombatWith(who); }
|
|
|
|
[[nodiscard]] bool IsInCombat() const { return HasUnitFlag(UNIT_FLAG_IN_COMBAT); }
|
|
bool IsInCombatWith(Unit const* who) const;
|
|
|
|
[[nodiscard]] bool IsPetInCombat() const { return HasUnitFlag(UNIT_FLAG_PET_IN_COMBAT); }
|
|
void CombatStart(Unit* target, bool initialAggro = true);
|
|
void CombatStartOnCast(Unit* target, bool initialAggro = true, uint32 duration = 0);
|
|
void SetInCombatState(bool PvP, Unit* enemy = nullptr, uint32 duration = 0);
|
|
void SetInCombatWith(Unit* enemy, uint32 duration = 0);
|
|
void ClearInCombat();
|
|
void ClearInPetCombat();
|
|
[[nodiscard]] uint32 GetCombatTimer() const { return m_CombatTimer; }
|
|
void SetCombatTimer(uint32 timer) { m_CombatTimer = timer; }
|
|
|
|
[[nodiscard]] bool HasAuraTypeWithFamilyFlags(AuraType auraType, uint32 familyName, uint32 familyFlags) const;
|
|
[[nodiscard]] bool virtual HasSpell(uint32 /*spellID*/) const { return false; }
|
|
[[nodiscard]] bool HasBreakableByDamageAuraType(AuraType type, uint32 excludeAura = 0) const;
|
|
bool HasBreakableByDamageCrowdControlAura(Unit* excludeCasterChannel = nullptr) const;
|
|
|
|
[[nodiscard]] bool HasStealthAura() const { return HasAuraType(SPELL_AURA_MOD_STEALTH); }
|
|
[[nodiscard]] bool HasInvisibilityAura() const { return HasAuraType(SPELL_AURA_MOD_INVISIBILITY); }
|
|
[[nodiscard]] bool isFeared() const { return HasAuraType(SPELL_AURA_MOD_FEAR); }
|
|
[[nodiscard]] bool isInRoots() const { return HasAuraType(SPELL_AURA_MOD_ROOT); }
|
|
[[nodiscard]] bool IsPolymorphed() const;
|
|
|
|
[[nodiscard]] bool isFrozen() const;
|
|
|
|
bool isTargetableForAttack(bool checkFakeDeath = true, Unit const* byWho = nullptr) const;
|
|
|
|
bool IsValidAttackTarget(Unit const* target) const;
|
|
bool _IsValidAttackTarget(Unit const* target, SpellInfo const* bySpell, WorldObject const* obj = nullptr) const;
|
|
|
|
bool IsValidAssistTarget(Unit const* target) const;
|
|
bool _IsValidAssistTarget(Unit const* target, SpellInfo const* bySpell) const;
|
|
|
|
[[nodiscard]] virtual bool IsInWater() const;
|
|
[[nodiscard]] virtual bool IsUnderWater() const;
|
|
bool isInAccessiblePlaceFor(Creature const* c) const;
|
|
|
|
void SendHealSpellLog(Unit* victim, uint32 SpellID, uint32 Damage, uint32 OverHeal, uint32 Absorb, bool critical = false);
|
|
int32 HealBySpell(HealInfo& healInfo, bool critical = false);
|
|
void SendEnergizeSpellLog(Unit* victim, uint32 SpellID, uint32 Damage, Powers powertype);
|
|
void EnergizeBySpell(Unit* victim, uint32 SpellID, uint32 Damage, Powers powertype);
|
|
|
|
SpellCastResult CastSpell(SpellCastTargets const& targets, SpellInfo const* spellInfo, CustomSpellValues const* value, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
|
|
SpellCastResult CastSpell(Unit* victim, uint32 spellId, bool triggered, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
|
|
SpellCastResult CastSpell(Unit* victim, uint32 spellId, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
|
|
SpellCastResult CastSpell(Unit* victim, SpellInfo const* spellInfo, bool triggered, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
|
|
SpellCastResult CastSpell(Unit* victim, SpellInfo const* spellInfo, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
|
|
SpellCastResult CastSpell(float x, float y, float z, uint32 spellId, bool triggered, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
|
|
SpellCastResult CastSpell(GameObject* go, uint32 spellId, bool triggered, Item* castItem = nullptr, AuraEffect* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
|
|
SpellCastResult CastCustomSpell(Unit* victim, uint32 spellId, int32 const* bp0, int32 const* bp1, int32 const* bp2, bool triggered, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
|
|
SpellCastResult CastCustomSpell(uint32 spellId, SpellValueMod mod, int32 value, Unit* victim, bool triggered, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
|
|
SpellCastResult CastCustomSpell(uint32 spellId, SpellValueMod mod, int32 value, Unit* victim = nullptr, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
|
|
SpellCastResult CastCustomSpell(uint32 spellId, CustomSpellValues const& value, Unit* victim = nullptr, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
|
|
Aura* AddAura(uint32 spellId, Unit* target);
|
|
Aura* AddAura(SpellInfo const* spellInfo, uint8 effMask, Unit* target);
|
|
void SetAuraStack(uint32 spellId, Unit* target, uint32 stack);
|
|
void SendPlaySpellVisual(uint32 id);
|
|
void SendPlaySpellImpact(ObjectGuid guid, uint32 id);
|
|
void BuildCooldownPacket(WorldPacket& data, uint8 flags, uint32 spellId, uint32 cooldown);
|
|
void BuildCooldownPacket(WorldPacket& data, uint8 flags, PacketCooldowns const& cooldowns);
|
|
|
|
void DeMorph();
|
|
|
|
void SendAttackStateUpdate(CalcDamageInfo* damageInfo);
|
|
void SendAttackStateUpdate(uint32 HitInfo, Unit* target, uint8 SwingType, SpellSchoolMask damageSchoolMask, uint32 Damage, uint32 AbsorbDamage, uint32 Resist, VictimState TargetState, uint32 BlockedAmount);
|
|
void SendSpellNonMeleeDamageLog(SpellNonMeleeDamage* log);
|
|
void SendSpellNonMeleeReflectLog(SpellNonMeleeDamage* log, Unit* attacker);
|
|
void SendSpellNonMeleeDamageLog(Unit* target, SpellInfo const* spellInfo, uint32 Damage, SpellSchoolMask damageSchoolMask, uint32 AbsorbedDamage, uint32 Resist, bool PhysicalDamage, uint32 Blocked, bool CriticalHit = false);
|
|
void SendPeriodicAuraLog(SpellPeriodicAuraLogInfo* pInfo);
|
|
void SendSpellMiss(Unit* target, uint32 spellID, SpellMissInfo missInfo);
|
|
void SendSpellDamageResist(Unit* target, uint32 spellId);
|
|
void SendSpellDamageImmune(Unit* target, uint32 spellId);
|
|
|
|
void NearTeleportTo(float x, float y, float z, float orientation, bool casting = false, bool vehicleTeleport = false, bool withPet = false, bool removeTransport = false);
|
|
void SendTameFailure(uint8 result);
|
|
void SendTeleportPacket(Position& pos);
|
|
virtual bool UpdatePosition(float x, float y, float z, float ang, bool teleport = false);
|
|
// returns true if unit's position really changed
|
|
bool UpdatePosition(const Position& pos, bool teleport = false) { return UpdatePosition(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation(), teleport); }
|
|
void UpdateOrientation(float orientation);
|
|
void UpdateHeight(float newZ);
|
|
|
|
void KnockbackFrom(float x, float y, float speedXY, float speedZ);
|
|
void JumpTo(float speedXY, float speedZ, bool forward = true);
|
|
void JumpTo(WorldObject* obj, float speedZ);
|
|
|
|
void SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint32 TransitTime, SplineFlags sf = SPLINEFLAG_WALK_MODE); // pussywizard: need to just send packet, with no movement/spline
|
|
void MonsterMoveWithSpeed(float x, float y, float z, float speed);
|
|
//void SetFacing(float ori, WorldObject* obj = nullptr);
|
|
//void SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint8 type, uint32 MovementFlags, uint32 Time, Player* player = nullptr);
|
|
void SendMovementFlagUpdate(bool self = false);
|
|
|
|
virtual bool SetWalk(bool enable);
|
|
virtual bool SetDisableGravity(bool disable, bool packetOnly = false, bool updateAnimationTier = true);
|
|
virtual bool SetSwim(bool enable);
|
|
virtual bool SetCanFly(bool enable, bool packetOnly = false);
|
|
virtual bool SetWaterWalking(bool enable, bool packetOnly = false);
|
|
virtual bool SetFeatherFall(bool enable, bool packetOnly = false);
|
|
virtual bool SetHover(bool enable, bool packetOnly = false, bool updateAnimationTier = true);
|
|
|
|
// pussywizard:
|
|
void SendMovementWaterWalking(Player* sendTo);
|
|
void SendMovementFeatherFall(Player* sendTo);
|
|
void SendMovementHover(Player* sendTo);
|
|
|
|
void SetInFront(WorldObject const* target);
|
|
void SetFacingTo(float ori);
|
|
void SetFacingToObject(WorldObject* object);
|
|
|
|
void SendChangeCurrentVictimOpcode(HostileReference* pHostileReference);
|
|
void SendClearThreatListOpcode();
|
|
void SendRemoveFromThreatListOpcode(HostileReference* pHostileReference);
|
|
void SendThreatListUpdate();
|
|
|
|
void SendClearTarget();
|
|
|
|
void BuildHeartBeatMsg(WorldPacket* data) const;
|
|
|
|
[[nodiscard]] bool IsAlive() const { return (m_deathState == ALIVE); };
|
|
[[nodiscard]] bool isDying() const { return (m_deathState == JUST_DIED); };
|
|
[[nodiscard]] bool isDead() const { return (m_deathState == DEAD || m_deathState == CORPSE); };
|
|
DeathState getDeathState() { return m_deathState; };
|
|
virtual void setDeathState(DeathState s, bool despawn = false); // overwrited in Creature/Player/Pet
|
|
|
|
[[nodiscard]] ObjectGuid GetOwnerGUID() const { return GetGuidValue(UNIT_FIELD_SUMMONEDBY); }
|
|
void SetOwnerGUID(ObjectGuid owner);
|
|
[[nodiscard]] ObjectGuid GetCreatorGUID() const { return GetGuidValue(UNIT_FIELD_CREATEDBY); }
|
|
void SetCreatorGUID(ObjectGuid creator) { SetGuidValue(UNIT_FIELD_CREATEDBY, creator); }
|
|
[[nodiscard]] ObjectGuid GetMinionGUID() const { return GetGuidValue(UNIT_FIELD_SUMMON); }
|
|
void SetMinionGUID(ObjectGuid guid) { SetGuidValue(UNIT_FIELD_SUMMON, guid); }
|
|
[[nodiscard]] ObjectGuid GetCharmerGUID() const { return GetGuidValue(UNIT_FIELD_CHARMEDBY); }
|
|
void SetCharmerGUID(ObjectGuid owner) { SetGuidValue(UNIT_FIELD_CHARMEDBY, owner); }
|
|
[[nodiscard]] ObjectGuid GetCharmGUID() const { return GetGuidValue(UNIT_FIELD_CHARM); }
|
|
void SetPetGUID(ObjectGuid guid) { m_SummonSlot[SUMMON_SLOT_PET] = guid; }
|
|
[[nodiscard]] ObjectGuid GetPetGUID() const { return m_SummonSlot[SUMMON_SLOT_PET]; }
|
|
void SetCritterGUID(ObjectGuid guid) { SetGuidValue(UNIT_FIELD_CRITTER, guid); }
|
|
[[nodiscard]] ObjectGuid GetCritterGUID() const { return GetGuidValue(UNIT_FIELD_CRITTER); }
|
|
|
|
[[nodiscard]] bool IsControlledByPlayer() const { return m_ControlledByPlayer; }
|
|
[[nodiscard]] bool IsCreatedByPlayer() const { return m_CreatedByPlayer; }
|
|
[[nodiscard]] ObjectGuid GetCharmerOrOwnerGUID() const { return GetCharmerGUID() ? GetCharmerGUID() : GetOwnerGUID(); }
|
|
[[nodiscard]] ObjectGuid GetCharmerOrOwnerOrOwnGUID() const
|
|
{
|
|
if (ObjectGuid guid = GetCharmerOrOwnerGUID())
|
|
return guid;
|
|
|
|
return GetGUID();
|
|
}
|
|
[[nodiscard]] bool IsCharmedOwnedByPlayerOrPlayer() const { return GetCharmerOrOwnerOrOwnGUID().IsPlayer(); }
|
|
|
|
[[nodiscard]] Player* GetSpellModOwner() const;
|
|
|
|
[[nodiscard]] Unit* GetOwner() const;
|
|
[[nodiscard]] Guardian* GetGuardianPet() const;
|
|
[[nodiscard]] Minion* GetFirstMinion() const;
|
|
[[nodiscard]] Unit* GetCharmer() const;
|
|
[[nodiscard]] Unit* GetCharm() const;
|
|
[[nodiscard]] Unit* GetCharmerOrOwner() const { return GetCharmerGUID() ? GetCharmer() : GetOwner(); }
|
|
[[nodiscard]] Unit* GetCharmerOrOwnerOrSelf() const
|
|
{
|
|
if (Unit* u = GetCharmerOrOwner())
|
|
return u;
|
|
|
|
return (Unit*)this;
|
|
}
|
|
[[nodiscard]] Player* GetCharmerOrOwnerPlayerOrPlayerItself() const;
|
|
[[nodiscard]] Player* GetAffectingPlayer() const;
|
|
|
|
void SetMinion(Minion* minion, bool apply);
|
|
void GetAllMinionsByEntry(std::list<Creature*>& Minions, uint32 entry);
|
|
void RemoveAllMinionsByEntry(uint32 entry);
|
|
void SetCharm(Unit* target, bool apply);
|
|
Unit* GetNextRandomRaidMemberOrPet(float radius);
|
|
bool SetCharmedBy(Unit* charmer, CharmType type, AuraApplication const* aurApp = nullptr);
|
|
void RemoveCharmedBy(Unit* charmer);
|
|
void RestoreFaction();
|
|
|
|
ControlSet m_Controlled;
|
|
[[nodiscard]] Unit* GetFirstControlled() const;
|
|
void RemoveAllControlled(bool onDeath = false);
|
|
|
|
[[nodiscard]] bool IsCharmed() const { return GetCharmerGUID(); }
|
|
[[nodiscard]] bool isPossessed() const { return HasUnitState(UNIT_STATE_POSSESSED); }
|
|
[[nodiscard]] bool isPossessedByPlayer() const { return HasUnitState(UNIT_STATE_POSSESSED) && GetCharmerGUID().IsPlayer(); }
|
|
[[nodiscard]] bool isPossessing() const
|
|
{
|
|
if (Unit* u = GetCharm())
|
|
return u->isPossessed();
|
|
else
|
|
return false;
|
|
}
|
|
bool isPossessing(Unit* u) const { return u->isPossessed() && GetCharmGUID() == u->GetGUID(); }
|
|
|
|
CharmInfo* GetCharmInfo() { return m_charmInfo; }
|
|
CharmInfo* InitCharmInfo();
|
|
void DeleteCharmInfo();
|
|
void UpdateCharmAI();
|
|
//Player* GetMoverSource() const;
|
|
SafeUnitPointer m_movedByPlayer;
|
|
SharedVisionList const& GetSharedVisionList() { return m_sharedVision; }
|
|
void AddPlayerToVision(Player* player);
|
|
void RemovePlayerFromVision(Player* player);
|
|
[[nodiscard]] bool HasSharedVision() const { return !m_sharedVision.empty(); }
|
|
void RemoveBindSightAuras();
|
|
void RemoveCharmAuras();
|
|
|
|
Pet* CreateTamedPetFrom(Creature* creatureTarget, uint32 spell_id = 0);
|
|
Pet* CreateTamedPetFrom(uint32 creatureEntry, uint32 spell_id = 0);
|
|
bool InitTamedPet(Pet* pet, uint8 level, uint32 spell_id);
|
|
|
|
// aura apply/remove helpers - you should better not use these
|
|
Aura* _TryStackingOrRefreshingExistingAura(SpellInfo const* newAura, uint8 effMask, Unit* caster, int32* baseAmount = nullptr, Item* castItem = nullptr, ObjectGuid casterGUID = ObjectGuid::Empty, bool periodicReset = false);
|
|
void _AddAura(UnitAura* aura, Unit* caster);
|
|
AuraApplication* _CreateAuraApplication(Aura* aura, uint8 effMask);
|
|
void _ApplyAuraEffect(Aura* aura, uint8 effIndex);
|
|
void _ApplyAura(AuraApplication* aurApp, uint8 effMask);
|
|
void _UnapplyAura(AuraApplicationMap::iterator& i, AuraRemoveMode removeMode);
|
|
void _UnapplyAura(AuraApplication* aurApp, AuraRemoveMode removeMode);
|
|
void _RemoveNoStackAuraApplicationsDueToAura(Aura* aura);
|
|
void _RemoveNoStackAurasDueToAura(Aura* aura);
|
|
bool _IsNoStackAuraDueToAura(Aura* appliedAura, Aura* existingAura) const;
|
|
void _RegisterAuraEffect(AuraEffect* aurEff, bool apply);
|
|
|
|
// m_ownedAuras container management
|
|
AuraMap& GetOwnedAuras() { return m_ownedAuras; }
|
|
[[nodiscard]] AuraMap const& GetOwnedAuras() const { return m_ownedAuras; }
|
|
|
|
void RemoveOwnedAura(AuraMap::iterator& i, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT);
|
|
void RemoveOwnedAura(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT);
|
|
void RemoveOwnedAura(Aura* aura, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT);
|
|
|
|
Aura* GetOwnedAura(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0, Aura* except = nullptr) const;
|
|
|
|
// m_appliedAuras container management
|
|
AuraApplicationMap& GetAppliedAuras() { return m_appliedAuras; }
|
|
[[nodiscard]] AuraApplicationMap const& GetAppliedAuras() const { return m_appliedAuras; }
|
|
|
|
void RemoveAura(AuraApplicationMap::iterator& i, AuraRemoveMode mode = AURA_REMOVE_BY_DEFAULT);
|
|
void RemoveAura(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT);
|
|
void RemoveAura(AuraApplication* aurApp, AuraRemoveMode mode = AURA_REMOVE_BY_DEFAULT);
|
|
void RemoveAura(Aura* aur, AuraRemoveMode mode = AURA_REMOVE_BY_DEFAULT);
|
|
|
|
// Convenience methods removing auras by predicate
|
|
void RemoveAppliedAuras(std::function<bool(AuraApplication const*)> const& check);
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|
void RemoveOwnedAuras(std::function<bool(Aura const*)> const& check);
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|
|
|
// Optimized overloads taking advantage of map key
|
|
void RemoveAppliedAuras(uint32 spellId, std::function<bool(AuraApplication const*)> const& check);
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void RemoveOwnedAuras(uint32 spellId, std::function<bool(Aura const*)> const& check);
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void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT);
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void RemoveAuraFromStack(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT);
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|
void RemoveAurasDueToSpellByDispel(uint32 spellId, uint32 dispellerSpellId, ObjectGuid casterGUID, Unit* dispeller, uint8 chargesRemoved = 1);
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void RemoveAurasDueToSpellBySteal(uint32 spellId, ObjectGuid casterGUID, Unit* stealer);
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|
void RemoveAurasDueToItemSpell(uint32 spellId, ObjectGuid castItemGuid);
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|
void RemoveAurasByType(AuraType auraType, ObjectGuid casterGUID = ObjectGuid::Empty, Aura* except = nullptr, bool negative = true, bool positive = true);
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|
void RemoveNotOwnSingleTargetAuras();
|
|
void RemoveAurasWithInterruptFlags(uint32 flag, uint32 except = 0, bool isAutoshot = false);
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|
void RemoveAurasWithAttribute(uint32 flags);
|
|
void RemoveAurasWithFamily(SpellFamilyNames family, uint32 familyFlag1, uint32 familyFlag2, uint32 familyFlag3, ObjectGuid casterGUID);
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|
void RemoveAurasWithMechanic(uint32 mechanic_mask, AuraRemoveMode removemode = AURA_REMOVE_BY_DEFAULT, uint32 except = 0);
|
|
void RemoveMovementImpairingAuras(bool withRoot);
|
|
void RemoveAurasByShapeShift();
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|
|
|
void RemoveAreaAurasDueToLeaveWorld();
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|
void RemoveAllAuras();
|
|
void RemoveArenaAuras();
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|
void RemoveAllAurasOnDeath();
|
|
void RemoveAllAurasRequiringDeadTarget();
|
|
void RemoveAllAurasExceptType(AuraType type);
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|
//void RemoveAllAurasExceptType(AuraType type1, AuraType type2); // pussywizard: replaced with RemoveEvadeAuras()
|
|
void RemoveEvadeAuras();
|
|
void DelayOwnedAuras(uint32 spellId, ObjectGuid caster, int32 delaytime);
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|
|
|
void _RemoveAllAuraStatMods();
|
|
void _ApplyAllAuraStatMods();
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|
|
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[[nodiscard]] AuraEffectList const& GetAuraEffectsByType(AuraType type) const { return m_modAuras[type]; }
|
|
AuraList& GetSingleCastAuras() { return m_scAuras; }
|
|
[[nodiscard]] AuraList const& GetSingleCastAuras() const { return m_scAuras; }
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|
|
|
[[nodiscard]] AuraEffect* GetAuraEffect(uint32 spellId, uint8 effIndex, ObjectGuid casterGUID = ObjectGuid::Empty) const;
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|
[[nodiscard]] AuraEffect* GetAuraEffectOfRankedSpell(uint32 spellId, uint8 effIndex, ObjectGuid casterGUID = ObjectGuid::Empty) const;
|
|
[[nodiscard]] AuraEffect* GetAuraEffect(AuraType type, SpellFamilyNames name, uint32 iconId, uint8 effIndex) const; // spell mustn't have familyflags
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|
[[nodiscard]] AuraEffect* GetAuraEffect(AuraType type, SpellFamilyNames family, uint32 familyFlag1, uint32 familyFlag2, uint32 familyFlag3, ObjectGuid casterGUID = ObjectGuid::Empty) const;
|
|
[[nodiscard]] AuraEffect* GetAuraEffectDummy(uint32 spellid) const;
|
|
[[nodiscard]] inline AuraEffect* GetDummyAuraEffect(SpellFamilyNames name, uint32 iconId, uint8 effIndex) const { return GetAuraEffect(SPELL_AURA_DUMMY, name, iconId, effIndex);}
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|
|
|
AuraApplication* GetAuraApplication(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0, AuraApplication* except = nullptr) const;
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|
[[nodiscard]] Aura* GetAura(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0) const;
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|
|
|
AuraApplication* GetAuraApplicationOfRankedSpell(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0, AuraApplication* except = nullptr) const;
|
|
[[nodiscard]] Aura* GetAuraOfRankedSpell(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0) const;
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|
|
|
void GetDispellableAuraList(Unit* caster, uint32 dispelMask, DispelChargesList& dispelList);
|
|
|
|
[[nodiscard]] bool HasAuraEffect(uint32 spellId, uint8 effIndex, ObjectGuid caster = ObjectGuid::Empty) const;
|
|
[[nodiscard]] uint32 GetAuraCount(uint32 spellId) const;
|
|
[[nodiscard]] bool HasAura(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0) const;
|
|
[[nodiscard]] bool HasAuraType(AuraType auraType) const;
|
|
[[nodiscard]] bool HasAuraTypeWithCaster(AuraType auratype, ObjectGuid caster) const;
|
|
[[nodiscard]] bool HasAuraTypeWithMiscvalue(AuraType auratype, int32 miscvalue) const;
|
|
bool HasAuraTypeWithAffectMask(AuraType auratype, SpellInfo const* affectedSpell) const;
|
|
[[nodiscard]] bool HasAuraTypeWithValue(AuraType auratype, int32 value) const;
|
|
[[nodiscard]] bool HasAuraTypeWithTriggerSpell(AuraType auratype, uint32 triggerSpell) const;
|
|
bool HasNegativeAuraWithInterruptFlag(uint32 flag, ObjectGuid guid = ObjectGuid::Empty);
|
|
[[nodiscard]] bool HasVisibleAuraType(AuraType auraType) const;
|
|
bool HasNegativeAuraWithAttribute(uint32 flag, ObjectGuid guid = ObjectGuid::Empty);
|
|
[[nodiscard]] bool HasAuraWithMechanic(uint32 mechanicMask) const;
|
|
|
|
AuraEffect* IsScriptOverriden(SpellInfo const* spell, int32 script) const;
|
|
uint32 GetDiseasesByCaster(ObjectGuid casterGUID, uint8 mode = 0);
|
|
[[nodiscard]] uint32 GetDoTsByCaster(ObjectGuid casterGUID) const;
|
|
|
|
[[nodiscard]] int32 GetTotalAuraModifierAreaExclusive(AuraType auratype) const;
|
|
[[nodiscard]] int32 GetTotalAuraModifier(AuraType auratype) const;
|
|
[[nodiscard]] float GetTotalAuraMultiplier(AuraType auratype) const;
|
|
int32 GetMaxPositiveAuraModifier(AuraType auratype);
|
|
[[nodiscard]] int32 GetMaxNegativeAuraModifier(AuraType auratype) const;
|
|
|
|
[[nodiscard]] int32 GetTotalAuraModifierByMiscMask(AuraType auratype, uint32 misc_mask) const;
|
|
[[nodiscard]] float GetTotalAuraMultiplierByMiscMask(AuraType auratype, uint32 misc_mask) const;
|
|
int32 GetMaxPositiveAuraModifierByMiscMask(AuraType auratype, uint32 misc_mask, const AuraEffect* except = nullptr) const;
|
|
[[nodiscard]] int32 GetMaxNegativeAuraModifierByMiscMask(AuraType auratype, uint32 misc_mask) const;
|
|
|
|
[[nodiscard]] int32 GetTotalAuraModifierByMiscValue(AuraType auratype, int32 misc_value) const;
|
|
[[nodiscard]] float GetTotalAuraMultiplierByMiscValue(AuraType auratype, int32 misc_value) const;
|
|
[[nodiscard]] int32 GetMaxPositiveAuraModifierByMiscValue(AuraType auratype, int32 misc_value) const;
|
|
[[nodiscard]] int32 GetMaxNegativeAuraModifierByMiscValue(AuraType auratype, int32 misc_value) const;
|
|
|
|
int32 GetTotalAuraModifierByAffectMask(AuraType auratype, SpellInfo const* affectedSpell) const;
|
|
float GetTotalAuraMultiplierByAffectMask(AuraType auratype, SpellInfo const* affectedSpell) const;
|
|
int32 GetMaxPositiveAuraModifierByAffectMask(AuraType auratype, SpellInfo const* affectedSpell) const;
|
|
int32 GetMaxNegativeAuraModifierByAffectMask(AuraType auratype, SpellInfo const* affectedSpell) const;
|
|
|
|
[[nodiscard]] float GetResistanceBuffMods(SpellSchools school, bool positive) const { return GetFloatValue(positive ? static_cast<uint16>(UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE) + school : static_cast<uint16>(UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE) + + school); }
|
|
void SetResistanceBuffMods(SpellSchools school, bool positive, float val) { SetFloatValue(positive ? static_cast<uint16>(UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE) + school : static_cast<uint16>(UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE) + + school, val); }
|
|
void ApplyResistanceBuffModsMod(SpellSchools school, bool positive, float val, bool apply) { ApplyModSignedFloatValue(positive ? static_cast<uint16>(UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE) + school : static_cast<uint16>(UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE) + + school, val, apply); }
|
|
void ApplyResistanceBuffModsPercentMod(SpellSchools school, bool positive, float val, bool apply) { ApplyPercentModFloatValue(positive ? static_cast<uint16>(UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE) + school : static_cast<uint16>(UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE) + + school, val, apply); }
|
|
void InitStatBuffMods()
|
|
{
|
|
for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i) SetFloatValue(static_cast<uint16>(UNIT_FIELD_POSSTAT0) + i, 0);
|
|
for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i) SetFloatValue(static_cast<uint16>(UNIT_FIELD_NEGSTAT0) + i, 0);
|
|
}
|
|
void ApplyStatBuffMod(Stats stat, float val, bool apply) { ApplyModSignedFloatValue((val > 0 ? static_cast<uint16>(UNIT_FIELD_POSSTAT0) + stat : static_cast<uint16>(UNIT_FIELD_NEGSTAT0) + stat), val, apply); }
|
|
void ApplyStatPercentBuffMod(Stats stat, float val, bool apply);
|
|
|
|
void SetCreateStat(Stats stat, float val) { m_createStats[stat] = val; }
|
|
void SetCreateHealth(uint32 val) { SetUInt32Value(UNIT_FIELD_BASE_HEALTH, val); }
|
|
[[nodiscard]] uint32 GetCreateHealth() const { return GetUInt32Value(UNIT_FIELD_BASE_HEALTH); }
|
|
void SetCreateMana(uint32 val) { SetUInt32Value(UNIT_FIELD_BASE_MANA, val); }
|
|
[[nodiscard]] uint32 GetCreateMana() const { return GetUInt32Value(UNIT_FIELD_BASE_MANA); }
|
|
[[nodiscard]] uint32 GetCreatePowers(Powers power) const;
|
|
[[nodiscard]] float GetPosStat(Stats stat) const { return GetFloatValue(static_cast<uint16>(UNIT_FIELD_POSSTAT0) + stat); }
|
|
[[nodiscard]] float GetNegStat(Stats stat) const { return GetFloatValue(static_cast<uint16>(UNIT_FIELD_NEGSTAT0) + stat); }
|
|
[[nodiscard]] float GetCreateStat(Stats stat) const { return m_createStats[stat]; }
|
|
|
|
void SetCurrentCastedSpell(Spell* pSpell);
|
|
virtual void ProhibitSpellSchool(SpellSchoolMask /*idSchoolMask*/, uint32 /*unTimeMs*/) { }
|
|
void InterruptSpell(CurrentSpellTypes spellType, bool withDelayed = true, bool withInstant = true, bool bySelf = false);
|
|
void FinishSpell(CurrentSpellTypes spellType, bool ok = true);
|
|
|
|
// set withDelayed to true to account delayed spells as casted
|
|
// delayed+channeled spells are always accounted as casted
|
|
// we can skip channeled or delayed checks using flags
|
|
[[nodiscard]] bool IsNonMeleeSpellCast(bool withDelayed, bool skipChanneled = false, bool skipAutorepeat = false, bool isAutoshoot = false, bool skipInstant = true) const;
|
|
|
|
// set withDelayed to true to interrupt delayed spells too
|
|
// delayed+channeled spells are always interrupted
|
|
void InterruptNonMeleeSpells(bool withDelayed, uint32 spellid = 0, bool withInstant = true, bool bySelf = false);
|
|
|
|
// Check if our current channel spell has attribute SPELL_ATTR5_ALLOW_ACTION_DURING_CHANNEL
|
|
[[nodiscard]] bool CanMoveDuringChannel() const;
|
|
|
|
[[nodiscard]] Spell* GetCurrentSpell(CurrentSpellTypes spellType) const { return m_currentSpells[spellType]; }
|
|
[[nodiscard]] Spell* GetCurrentSpell(uint32 spellType) const { return m_currentSpells[spellType]; }
|
|
[[nodiscard]] Spell* FindCurrentSpellBySpellId(uint32 spell_id) const;
|
|
[[nodiscard]] int32 GetCurrentSpellCastTime(uint32 spell_id) const;
|
|
|
|
[[nodiscard]] virtual bool IsMovementPreventedByCasting() const;
|
|
|
|
ObjectGuid m_SummonSlot[MAX_SUMMON_SLOT];
|
|
ObjectGuid m_ObjectSlot[MAX_GAMEOBJECT_SLOT];
|
|
|
|
[[nodiscard]] ShapeshiftForm GetShapeshiftForm() const { return ShapeshiftForm(GetByteValue(UNIT_FIELD_BYTES_2, 3)); }
|
|
void SetShapeshiftForm(ShapeshiftForm form)
|
|
{
|
|
SetByteValue(UNIT_FIELD_BYTES_2, 3, form);
|
|
}
|
|
|
|
[[nodiscard]] bool IsInFeralForm() const
|
|
{
|
|
ShapeshiftForm form = GetShapeshiftForm();
|
|
return form == FORM_CAT || form == FORM_BEAR || form == FORM_DIREBEAR || form == FORM_GHOSTWOLF; // Xinef: added shamans Ghost Wolf, should behave exactly like druid forms
|
|
}
|
|
|
|
[[nodiscard]] bool IsInDisallowedMountForm() const;
|
|
|
|
float m_modMeleeHitChance;
|
|
float m_modRangedHitChance;
|
|
float m_modSpellHitChance;
|
|
int32 m_baseSpellCritChance;
|
|
|
|
float m_threatModifier[MAX_SPELL_SCHOOL];
|
|
float m_modAttackSpeedPct[3];
|
|
|
|
// Event handler
|
|
EventProcessor m_Events;
|
|
|
|
// stat system
|
|
bool HandleStatModifier(UnitMods unitMod, UnitModifierType modifierType, float amount, bool apply);
|
|
void SetModifierValue(UnitMods unitMod, UnitModifierType modifierType, float value) { m_auraModifiersGroup[unitMod][modifierType] = value; }
|
|
[[nodiscard]] float GetModifierValue(UnitMods unitMod, UnitModifierType modifierType) const;
|
|
[[nodiscard]] float GetTotalStatValue(Stats stat, float additionalValue = 0.0f) const;
|
|
[[nodiscard]] float GetTotalAuraModValue(UnitMods unitMod) const;
|
|
[[nodiscard]] SpellSchools GetSpellSchoolByAuraGroup(UnitMods unitMod) const;
|
|
[[nodiscard]] Stats GetStatByAuraGroup(UnitMods unitMod) const;
|
|
[[nodiscard]] Powers GetPowerTypeByAuraGroup(UnitMods unitMod) const;
|
|
[[nodiscard]] bool CanModifyStats() const { return m_canModifyStats; }
|
|
void SetCanModifyStats(bool modifyStats) { m_canModifyStats = modifyStats; }
|
|
virtual bool UpdateStats(Stats stat) = 0;
|
|
virtual bool UpdateAllStats() = 0;
|
|
virtual void UpdateResistances(uint32 school) = 0;
|
|
virtual void UpdateAllResistances();
|
|
virtual void UpdateArmor() = 0;
|
|
virtual void UpdateMaxHealth() = 0;
|
|
virtual void UpdateMaxPower(Powers power) = 0;
|
|
virtual void UpdateAttackPowerAndDamage(bool ranged = false) = 0;
|
|
virtual void UpdateDamagePhysical(WeaponAttackType attType);
|
|
float GetTotalAttackPowerValue(WeaponAttackType attType, Unit* pVictim = nullptr) const;
|
|
[[nodiscard]] float GetWeaponDamageRange(WeaponAttackType attType, WeaponDamageRange type) const;
|
|
void SetBaseWeaponDamage(WeaponAttackType attType, WeaponDamageRange damageRange, float value) { m_weaponDamage[attType][damageRange] = value; }
|
|
virtual void CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& minDamage, float& maxDamage) = 0;
|
|
uint32 CalculateDamage(WeaponAttackType attType, bool normalized, bool addTotalPct);
|
|
float GetAPMultiplier(WeaponAttackType attType, bool normalized);
|
|
|
|
bool isInFrontInMap(Unit const* target, float distance, float arc = M_PI) const;
|
|
bool isInBackInMap(Unit const* target, float distance, float arc = M_PI) const;
|
|
|
|
// Visibility system
|
|
[[nodiscard]] bool IsVisible() const { return m_serverSideVisibility.GetValue(SERVERSIDE_VISIBILITY_GM) <= SEC_PLAYER; }
|
|
void SetVisible(bool x);
|
|
void SetModelVisible(bool on);
|
|
|
|
// common function for visibility checks for player/creatures with detection code
|
|
[[nodiscard]] uint32 GetPhaseByAuras() const;
|
|
void SetPhaseMask(uint32 newPhaseMask, bool update) override;// overwrite WorldObject::SetPhaseMask
|
|
void UpdateObjectVisibility(bool forced = true, bool fromUpdate = false) override;
|
|
|
|
SpellImmuneList m_spellImmune[MAX_SPELL_IMMUNITY];
|
|
uint32 m_lastSanctuaryTime;
|
|
|
|
// Threat related methods
|
|
[[nodiscard]] bool CanHaveThreatList() const;
|
|
void AddThreat(Unit* victim, float fThreat, SpellSchoolMask schoolMask = SPELL_SCHOOL_MASK_NORMAL, SpellInfo const* threatSpell = nullptr);
|
|
float ApplyTotalThreatModifier(float fThreat, SpellSchoolMask schoolMask = SPELL_SCHOOL_MASK_NORMAL);
|
|
void TauntApply(Unit* victim);
|
|
void TauntFadeOut(Unit* taunter);
|
|
ThreatMgr& GetThreatMgr() { return m_ThreatMgr; }
|
|
ThreatMgr const& GetThreatMgr() const { return m_ThreatMgr; }
|
|
void addHatedBy(HostileReference* pHostileReference) { m_HostileRefMgr.insertFirst(pHostileReference); };
|
|
void removeHatedBy(HostileReference* /*pHostileReference*/) { /* nothing to do yet */ }
|
|
HostileRefMgr& getHostileRefMgr() { return m_HostileRefMgr; }
|
|
|
|
VisibleAuraMap const* GetVisibleAuras() { return &m_visibleAuras; }
|
|
AuraApplication* GetVisibleAura(uint8 slot)
|
|
{
|
|
VisibleAuraMap::iterator itr = m_visibleAuras.find(slot);
|
|
if (itr != m_visibleAuras.end())
|
|
return itr->second;
|
|
return nullptr;
|
|
}
|
|
void SetVisibleAura(uint8 slot, AuraApplication* aur) { m_visibleAuras[slot] = aur; UpdateAuraForGroup(slot);}
|
|
void RemoveVisibleAura(uint8 slot) { m_visibleAuras.erase(slot); UpdateAuraForGroup(slot);}
|
|
|
|
[[nodiscard]] uint32 GetInterruptMask() const { return m_interruptMask; }
|
|
void AddInterruptMask(uint32 mask) { m_interruptMask |= mask; }
|
|
void UpdateInterruptMask();
|
|
|
|
[[nodiscard]] uint32 GetDisplayId() const { return GetUInt32Value(UNIT_FIELD_DISPLAYID); }
|
|
virtual void SetDisplayId(uint32 modelId);
|
|
[[nodiscard]] uint32 GetNativeDisplayId() const { return GetUInt32Value(UNIT_FIELD_NATIVEDISPLAYID); }
|
|
void RestoreDisplayId();
|
|
void SetNativeDisplayId(uint32 modelId) { SetUInt32Value(UNIT_FIELD_NATIVEDISPLAYID, modelId); }
|
|
void setTransForm(uint32 spellid) { m_transform = spellid;}
|
|
[[nodiscard]] uint32 getTransForm() const { return m_transform;}
|
|
|
|
// DynamicObject management
|
|
void _RegisterDynObject(DynamicObject* dynObj);
|
|
void _UnregisterDynObject(DynamicObject* dynObj);
|
|
DynamicObject* GetDynObject(uint32 spellId);
|
|
bool RemoveDynObject(uint32 spellId);
|
|
void RemoveAllDynObjects();
|
|
|
|
[[nodiscard]] GameObject* GetGameObject(uint32 spellId) const;
|
|
void AddGameObject(GameObject* gameObj);
|
|
void RemoveGameObject(GameObject* gameObj, bool del);
|
|
void RemoveGameObject(uint32 spellid, bool del);
|
|
void RemoveAllGameObjects();
|
|
|
|
void ModifyAuraState(AuraStateType flag, bool apply);
|
|
uint32 BuildAuraStateUpdateForTarget(Unit* target) const;
|
|
bool HasAuraState(AuraStateType flag, SpellInfo const* spellProto = nullptr, Unit const* Caster = nullptr) const;
|
|
void UnsummonAllTotems(bool onDeath = false);
|
|
Unit* GetMagicHitRedirectTarget(Unit* victim, SpellInfo const* spellInfo);
|
|
Unit* GetMeleeHitRedirectTarget(Unit* victim, SpellInfo const* spellInfo = nullptr);
|
|
|
|
int32 SpellBaseDamageBonusDone(SpellSchoolMask schoolMask);
|
|
int32 SpellBaseDamageBonusTaken(SpellSchoolMask schoolMask, bool isDoT = false);
|
|
float SpellPctDamageModsDone(Unit* victim, SpellInfo const* spellProto, DamageEffectType damagetype);
|
|
uint32 SpellDamageBonusDone(Unit* victim, SpellInfo const* spellProto, uint32 pdamage, DamageEffectType damagetype, float TotalMod = 0.0f, uint32 stack = 1);
|
|
uint32 SpellDamageBonusTaken(Unit* caster, SpellInfo const* spellProto, uint32 pdamage, DamageEffectType damagetype, uint32 stack = 1);
|
|
int32 SpellBaseHealingBonusDone(SpellSchoolMask schoolMask);
|
|
int32 SpellBaseHealingBonusTaken(SpellSchoolMask schoolMask);
|
|
float SpellPctHealingModsDone(Unit* victim, SpellInfo const* spellProto, DamageEffectType damagetype);
|
|
uint32 SpellHealingBonusDone(Unit* victim, SpellInfo const* spellProto, uint32 healamount, DamageEffectType damagetype, float TotalMod = 0.0f, uint32 stack = 1);
|
|
uint32 SpellHealingBonusTaken(Unit* caster, SpellInfo const* spellProto, uint32 healamount, DamageEffectType damagetype, uint32 stack = 1);
|
|
|
|
uint32 MeleeDamageBonusDone(Unit* pVictim, uint32 damage, WeaponAttackType attType, SpellInfo const* spellProto = nullptr);
|
|
uint32 MeleeDamageBonusTaken(Unit* attacker, uint32 pdamage, WeaponAttackType attType, SpellInfo const* spellProto = nullptr);
|
|
|
|
bool isSpellBlocked(Unit* victim, SpellInfo const* spellProto, WeaponAttackType attackType = BASE_ATTACK);
|
|
bool isBlockCritical();
|
|
float SpellDoneCritChance(Unit const* /*victim*/, SpellInfo const* spellProto, SpellSchoolMask schoolMask, WeaponAttackType attackType, bool skipEffectCheck) const;
|
|
float SpellTakenCritChance(Unit const* caster, SpellInfo const* spellProto, SpellSchoolMask schoolMask, float doneChance, WeaponAttackType attackType, bool skipEffectCheck) const;
|
|
static uint32 SpellCriticalDamageBonus(Unit const* caster, SpellInfo const* spellProto, uint32 damage, Unit const* victim);
|
|
static uint32 SpellCriticalHealingBonus(Unit const* caster, SpellInfo const* spellProto, uint32 damage, Unit const* victim);
|
|
|
|
void SetLastManaUse(uint32 spellCastTime) { m_lastManaUse = spellCastTime; }
|
|
[[nodiscard]] bool IsUnderLastManaUseEffect() const;
|
|
|
|
void SetContestedPvP(Player* attackedPlayer = nullptr, bool lookForNearContestedGuards = true);
|
|
|
|
uint32 GetCastingTimeForBonus(SpellInfo const* spellProto, DamageEffectType damagetype, uint32 CastingTime) const;
|
|
float CalculateDefaultCoefficient(SpellInfo const* spellInfo, DamageEffectType damagetype) const;
|
|
|
|
void CastDelayedSpellWithPeriodicAmount(Unit* caster, uint32 spellId, AuraType auraType, int32 addAmount, uint8 effectIndex = 0);
|
|
|
|
void ApplySpellImmune(uint32 spellId, uint32 op, uint32 type, bool apply, SpellImmuneBlockType blockType = SPELL_BLOCK_TYPE_ALL);
|
|
void ApplySpellDispelImmunity(SpellInfo const* spellProto, DispelType type, bool apply);
|
|
virtual bool IsImmunedToSpell(SpellInfo const* spellInfo);
|
|
// redefined in Creature
|
|
[[nodiscard]] bool IsImmunedToDamage(SpellSchoolMask meleeSchoolMask) const;
|
|
bool IsImmunedToDamage(SpellInfo const* spellInfo) const;
|
|
[[nodiscard]] bool IsImmunedToSchool(SpellSchoolMask meleeSchoolMask) const;
|
|
bool IsImmunedToSchool(SpellInfo const* spellInfo) const;
|
|
[[nodiscard]] bool IsImmunedToDamageOrSchool(SpellSchoolMask meleeSchoolMask) const;
|
|
bool IsImmunedToDamageOrSchool(SpellInfo const* spellInfo) const;
|
|
virtual bool IsImmunedToSpellEffect(SpellInfo const* spellInfo, uint32 index) const;
|
|
// redefined in Creature
|
|
static bool IsDamageReducedByArmor(SpellSchoolMask damageSchoolMask, SpellInfo const* spellInfo = nullptr, uint8 effIndex = MAX_SPELL_EFFECTS);
|
|
static uint32 CalcArmorReducedDamage(Unit const* attacker, Unit const* victim, const uint32 damage, SpellInfo const* spellInfo, uint8 attackerLevel = 0, WeaponAttackType attackType = MAX_ATTACK);
|
|
static void CalcAbsorbResist(DamageInfo& dmgInfo, bool Splited = false);
|
|
static void CalcHealAbsorb(HealInfo& healInfo);
|
|
|
|
void UpdateSpeed(UnitMoveType mtype, bool forced);
|
|
[[nodiscard]] float GetSpeed(UnitMoveType mtype) const;
|
|
[[nodiscard]] float GetSpeedRate(UnitMoveType mtype) const { return m_speed_rate[mtype]; }
|
|
void SetSpeed(UnitMoveType mtype, float rate, bool forced = false);
|
|
void SetSpeedRate(UnitMoveType mtype, float rate) { m_speed_rate[mtype] = rate; }
|
|
|
|
float ApplyEffectModifiers(SpellInfo const* spellProto, uint8 effect_index, float value) const;
|
|
int32 CalculateSpellDamage(Unit const* target, SpellInfo const* spellProto, uint8 effect_index, int32 const* basePoints = nullptr) const;
|
|
int32 CalcSpellDuration(SpellInfo const* spellProto);
|
|
int32 ModSpellDuration(SpellInfo const* spellProto, Unit const* target, int32 duration, bool positive, uint32 effectMask);
|
|
void ModSpellCastTime(SpellInfo const* spellProto, int32& castTime, Spell* spell = nullptr);
|
|
float CalculateLevelPenalty(SpellInfo const* spellProto) const;
|
|
|
|
void addFollower(FollowerReference* pRef) { m_FollowingRefMgr.insertFirst(pRef); }
|
|
void removeFollower(FollowerReference* /*pRef*/) { /* nothing to do yet */ }
|
|
|
|
MotionMaster* GetMotionMaster() { return i_motionMaster; }
|
|
[[nodiscard]] const MotionMaster* GetMotionMaster() const { return i_motionMaster; }
|
|
[[nodiscard]] virtual MovementGeneratorType GetDefaultMovementType() const;
|
|
|
|
[[nodiscard]] bool IsStopped() const { return !(HasUnitState(UNIT_STATE_MOVING)); }
|
|
void StopMoving();
|
|
void StopMovingOnCurrentPos();
|
|
virtual void PauseMovement(uint32 timer = 0, uint8 slot = 0); // timer in ms
|
|
void ResumeMovement(uint32 timer = 0, uint8 slot = 0);
|
|
|
|
void AddUnitMovementFlag(uint32 f) { m_movementInfo.flags |= f; }
|
|
void RemoveUnitMovementFlag(uint32 f) { m_movementInfo.flags &= ~f; }
|
|
[[nodiscard]] bool HasUnitMovementFlag(uint32 f) const { return (m_movementInfo.flags & f) == f; }
|
|
[[nodiscard]] uint32 GetUnitMovementFlags() const { return m_movementInfo.flags; }
|
|
void SetUnitMovementFlags(uint32 f) { m_movementInfo.flags = f; }
|
|
|
|
void AddExtraUnitMovementFlag(uint16 f) { m_movementInfo.flags2 |= f; }
|
|
void RemoveExtraUnitMovementFlag(uint16 f) { m_movementInfo.flags2 &= ~f; }
|
|
[[nodiscard]] uint16 HasExtraUnitMovementFlag(uint16 f) const { return m_movementInfo.flags2 & f; }
|
|
[[nodiscard]] uint16 GetExtraUnitMovementFlags() const { return m_movementInfo.flags2; }
|
|
void SetExtraUnitMovementFlags(uint16 f) { m_movementInfo.flags2 = f; }
|
|
|
|
void SetControlled(bool apply, UnitState state);
|
|
void DisableRotate(bool apply);
|
|
void DisableSpline();
|
|
|
|
///-----------Combo point system-------------------
|
|
// This unit having CP on other units
|
|
[[nodiscard]] uint8 GetComboPoints(Unit const* who = nullptr) const { return (who && m_comboTarget != who) ? 0 : m_comboPoints; }
|
|
[[nodiscard]] uint8 GetComboPoints(ObjectGuid const& guid) const { return (m_comboTarget && m_comboTarget->GetGUID() == guid) ? m_comboPoints : 0; }
|
|
[[nodiscard]] Unit* GetComboTarget() const { return m_comboTarget; }
|
|
[[nodiscard]] ObjectGuid const GetComboTargetGUID() const { return m_comboTarget ? m_comboTarget->GetGUID() : ObjectGuid::Empty; }
|
|
void AddComboPoints(Unit* target, int8 count);
|
|
void AddComboPoints(int8 count) { AddComboPoints(nullptr, count); }
|
|
void ClearComboPoints();
|
|
void SendComboPoints();
|
|
// Other units having CP on this unit
|
|
void AddComboPointHolder(Unit* unit) { m_ComboPointHolders.insert(unit); }
|
|
void RemoveComboPointHolder(Unit* unit) { m_ComboPointHolders.erase(unit); }
|
|
void ClearComboPointHolders();
|
|
|
|
///----------Pet responses methods-----------------
|
|
void SendPetActionFeedback (uint8 msg);
|
|
void SendPetTalk (uint32 pettalk);
|
|
void SendPetAIReaction(ObjectGuid guid);
|
|
///----------End of Pet responses methods----------
|
|
|
|
void propagateSpeedChange() { GetMotionMaster()->propagateSpeedChange(); }
|
|
|
|
// reactive attacks
|
|
void ClearAllReactives();
|
|
void StartReactiveTimer(ReactiveType reactive) { m_reactiveTimer[reactive] = REACTIVE_TIMER_START;}
|
|
void UpdateReactives(uint32 p_time);
|
|
|
|
// group updates
|
|
void UpdateAuraForGroup(uint8 slot);
|
|
|
|
// proc trigger system
|
|
bool CanProc() {return !m_procDeep;}
|
|
void SetCantProc(bool apply)
|
|
{
|
|
if (apply)
|
|
++m_procDeep;
|
|
else
|
|
{
|
|
ASSERT(m_procDeep);
|
|
--m_procDeep;
|
|
}
|
|
}
|
|
|
|
// pet auras
|
|
typedef std::set<PetAura const*> PetAuraSet;
|
|
PetAuraSet m_petAuras;
|
|
void AddPetAura(PetAura const* petSpell);
|
|
void RemovePetAura(PetAura const* petSpell);
|
|
void CastPetAura(PetAura const* aura);
|
|
bool IsPetAura(Aura const* aura);
|
|
|
|
[[nodiscard]] uint32 GetModelForForm(ShapeshiftForm form) const;
|
|
uint32 GetModelForTotem(PlayerTotemType totemType);
|
|
|
|
// Redirect Threat
|
|
void SetRedirectThreat(ObjectGuid guid, uint32 pct) { _redirectThreatInfo.Set(guid, pct); }
|
|
void ResetRedirectThreat() { SetRedirectThreat(ObjectGuid::Empty, 0); }
|
|
void ModifyRedirectThreat(int32 amount) { _redirectThreatInfo.ModifyThreatPct(amount); }
|
|
uint32 GetRedirectThreatPercent() { return _redirectThreatInfo.GetThreatPct(); }
|
|
[[nodiscard]] Unit* GetRedirectThreatTarget() const;
|
|
|
|
bool IsAIEnabled, NeedChangeAI;
|
|
bool CreateVehicleKit(uint32 id, uint32 creatureEntry);
|
|
void RemoveVehicleKit();
|
|
[[nodiscard]] Vehicle* GetVehicleKit()const { return m_vehicleKit; }
|
|
[[nodiscard]] Vehicle* GetVehicle() const { return m_vehicle; }
|
|
bool IsOnVehicle(Unit const* vehicle) const { return m_vehicle && m_vehicle == vehicle->GetVehicleKit(); }
|
|
[[nodiscard]] Unit* GetVehicleBase() const;
|
|
[[nodiscard]] Creature* GetVehicleCreatureBase() const;
|
|
[[nodiscard]] ObjectGuid GetTransGUID() const override;
|
|
/// Returns the transport this unit is on directly (if on vehicle and transport, return vehicle)
|
|
[[nodiscard]] TransportBase* GetDirectTransport() const;
|
|
|
|
bool m_ControlledByPlayer;
|
|
bool m_CreatedByPlayer;
|
|
|
|
bool HandleSpellClick(Unit* clicker, int8 seatId = -1);
|
|
void EnterVehicle(Unit* base, int8 seatId = -1);
|
|
void EnterVehicleUnattackable(Unit* base, int8 seatId = -1);
|
|
void ExitVehicle(Position const* exitPosition = nullptr);
|
|
void ChangeSeat(int8 seatId, bool next = true);
|
|
|
|
// Should only be called by AuraEffect::HandleAuraControlVehicle(AuraApplication const* auraApp, uint8 mode, bool apply) const;
|
|
void _ExitVehicle(Position const* exitPosition = nullptr);
|
|
void _EnterVehicle(Vehicle* vehicle, int8 seatId, AuraApplication const* aurApp = nullptr);
|
|
|
|
void BuildMovementPacket(ByteBuffer* data) const;
|
|
|
|
[[nodiscard]] virtual bool CanSwim() const;
|
|
[[nodiscard]] bool IsLevitating() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY); }
|
|
[[nodiscard]] bool IsWalking() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_WALKING); }
|
|
[[nodiscard]] bool isMoving() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_MASK_MOVING); }
|
|
[[nodiscard]] bool isTurning() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_MASK_TURNING); }
|
|
[[nodiscard]] bool IsHovering() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_HOVER); }
|
|
[[nodiscard]] bool isSwimming() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_SWIMMING); }
|
|
[[nodiscard]] virtual bool CanFly() const = 0;
|
|
[[nodiscard]] bool IsFlying() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_FLYING | MOVEMENTFLAG_DISABLE_GRAVITY); }
|
|
[[nodiscard]] bool IsFalling() const;
|
|
[[nodiscard]] float GetHoverHeight() const { return IsHovering() ? GetFloatValue(UNIT_FIELD_HOVERHEIGHT) : 0.0f; }
|
|
[[nodiscard]] virtual bool CanEnterWater() const = 0;
|
|
|
|
void RewardRage(uint32 damage, uint32 weaponSpeedHitFactor, bool attacker);
|
|
|
|
[[nodiscard]] virtual float GetFollowAngle() const { return static_cast<float>(M_PI / 2); }
|
|
|
|
void OutDebugInfo() const;
|
|
[[nodiscard]] virtual bool isBeingLoaded() const { return false;}
|
|
[[nodiscard]] bool IsDuringRemoveFromWorld() const {return m_duringRemoveFromWorld;}
|
|
|
|
Pet* ToPet() { if (IsPet()) return reinterpret_cast<Pet*>(this); else return nullptr; }
|
|
Totem* ToTotem() { if (IsTotem()) return reinterpret_cast<Totem*>(this); else return nullptr; }
|
|
TempSummon* ToTempSummon() { if (IsSummon()) return reinterpret_cast<TempSummon*>(this); else return nullptr; }
|
|
[[nodiscard]] const TempSummon* ToTempSummon() const { if (IsSummon()) return reinterpret_cast<const TempSummon*>(this); else return nullptr; }
|
|
|
|
// Safe mover
|
|
std::set<SafeUnitPointer*> SafeUnitPointerSet;
|
|
void AddPointedBy(SafeUnitPointer* sup) { SafeUnitPointerSet.insert(sup); }
|
|
void RemovePointedBy(SafeUnitPointer* sup) { SafeUnitPointerSet.erase(sup); }
|
|
static void HandleSafeUnitPointersOnDelete(Unit* thisUnit);
|
|
// Relocation Nofier optimization
|
|
Position m_last_notify_position;
|
|
uint32 m_last_notify_mstime;
|
|
uint16 m_delayed_unit_relocation_timer;
|
|
uint16 m_delayed_unit_ai_notify_timer;
|
|
bool bRequestForcedVisibilityUpdate;
|
|
void ExecuteDelayedUnitRelocationEvent();
|
|
void ExecuteDelayedUnitAINotifyEvent();
|
|
|
|
// cooldowns
|
|
[[nodiscard]] virtual bool HasSpellCooldown(uint32 /*spell_id*/) const { return false; }
|
|
[[nodiscard]] virtual bool HasSpellItemCooldown(uint32 /*spell_id*/, uint32 /*itemid*/) const { return false; }
|
|
virtual void AddSpellCooldown(uint32 /*spell_id*/, uint32 /*itemid*/, uint32 /*end_time*/, bool needSendToClient = false, bool forceSendToSpectator = false)
|
|
{
|
|
// workaround for unused parameters
|
|
(void)needSendToClient;
|
|
(void)forceSendToSpectator;
|
|
}
|
|
|
|
[[nodiscard]] bool CanApplyResilience() const { return m_applyResilience; }
|
|
|
|
void PetSpellFail(SpellInfo const* spellInfo, Unit* target, uint32 result);
|
|
|
|
int32 CalculateAOEDamageReduction(int32 damage, uint32 schoolMask, Unit* caster) const;
|
|
|
|
[[nodiscard]] ObjectGuid GetTarget() const { return GetGuidValue(UNIT_FIELD_TARGET); }
|
|
virtual void SetTarget(ObjectGuid /*guid*/ = ObjectGuid::Empty) = 0;
|
|
|
|
void SetInstantCast(bool set) { _instantCast = set; }
|
|
[[nodiscard]] bool CanInstantCast() const { return _instantCast; }
|
|
|
|
// Movement info
|
|
Movement::MoveSpline* movespline;
|
|
|
|
virtual void Talk(std::string_view text, ChatMsg msgType, Language language, float textRange, WorldObject const* target);
|
|
virtual void Say(std::string_view text, Language language, WorldObject const* target = nullptr);
|
|
virtual void Yell(std::string_view text, Language language, WorldObject const* target = nullptr);
|
|
virtual void TextEmote(std::string_view text, WorldObject const* target = nullptr, bool isBossEmote = false);
|
|
virtual void Whisper(std::string_view text, Language language, Player* target, bool isBossWhisper = false);
|
|
virtual void Talk(uint32 textId, ChatMsg msgType, float textRange, WorldObject const* target);
|
|
virtual void Say(uint32 textId, WorldObject const* target = nullptr);
|
|
virtual void Yell(uint32 textId, WorldObject const* target = nullptr);
|
|
virtual void TextEmote(uint32 textId, WorldObject const* target = nullptr, bool isBossEmote = false);
|
|
virtual void Whisper(uint32 textId, Player* target, bool isBossWhisper = false);
|
|
|
|
[[nodiscard]] float GetCollisionHeight() const override;
|
|
[[nodiscard]] float GetCollisionWidth() const override;
|
|
[[nodiscard]] float GetCollisionRadius() const override;
|
|
|
|
void ProcessPositionDataChanged(PositionFullTerrainStatus const& data) override;
|
|
virtual void ProcessTerrainStatusUpdate();
|
|
|
|
[[nodiscard]] bool CanRestoreMana(SpellInfo const* spellInfo) const;
|
|
|
|
protected:
|
|
explicit Unit (bool isWorldObject);
|
|
|
|
void BuildValuesUpdate(uint8 updatetype, ByteBuffer* data, Player* target) const override;
|
|
|
|
UnitAI* i_AI, *i_disabledAI;
|
|
|
|
void _UpdateSpells(uint32 time);
|
|
void _DeleteRemovedAuras();
|
|
|
|
void _UpdateAutoRepeatSpell();
|
|
|
|
uint8 m_realRace;
|
|
uint8 m_race;
|
|
|
|
bool m_AutoRepeatFirstCast;
|
|
|
|
int32 m_attackTimer[MAX_ATTACK];
|
|
|
|
float m_createStats[MAX_STATS];
|
|
|
|
AttackerSet m_attackers;
|
|
Unit* m_attacking;
|
|
|
|
DeathState m_deathState;
|
|
|
|
int32 m_procDeep;
|
|
|
|
typedef std::list<DynamicObject*> DynObjectList;
|
|
DynObjectList m_dynObj;
|
|
|
|
typedef GuidList GameObjectList;
|
|
GameObjectList m_gameObj;
|
|
uint32 m_transform;
|
|
|
|
Spell* m_currentSpells[CURRENT_MAX_SPELL];
|
|
|
|
AuraMap m_ownedAuras;
|
|
AuraApplicationMap m_appliedAuras;
|
|
AuraList m_removedAuras;
|
|
AuraMap::iterator m_auraUpdateIterator;
|
|
uint32 m_removedAurasCount;
|
|
|
|
AuraEffectList m_modAuras[TOTAL_AURAS];
|
|
AuraList m_scAuras; // casted singlecast auras
|
|
AuraApplicationList m_interruptableAuras; // auras which have interrupt mask applied on unit
|
|
AuraStateAurasMap m_auraStateAuras; // Used for improve performance of aura state checks on aura apply/remove
|
|
uint32 m_interruptMask;
|
|
|
|
float m_auraModifiersGroup[UNIT_MOD_END][MODIFIER_TYPE_END];
|
|
float m_weaponDamage[MAX_ATTACK][2];
|
|
bool m_canModifyStats;
|
|
VisibleAuraMap m_visibleAuras;
|
|
|
|
float m_speed_rate[MAX_MOVE_TYPE];
|
|
|
|
CharmInfo* m_charmInfo;
|
|
SharedVisionList m_sharedVision;
|
|
|
|
MotionMaster* i_motionMaster;
|
|
|
|
uint32 m_reactiveTimer[MAX_REACTIVE];
|
|
int32 m_regenTimer;
|
|
|
|
ThreatMgr m_ThreatMgr;
|
|
typedef std::map<ObjectGuid, float> CharmThreatMap;
|
|
CharmThreatMap _charmThreatInfo;
|
|
|
|
Vehicle* m_vehicle;
|
|
Vehicle* m_vehicleKit;
|
|
|
|
uint32 m_unitTypeMask;
|
|
LiquidTypeEntry const* _lastLiquid;
|
|
|
|
// xinef: apply resilience
|
|
bool m_applyResilience;
|
|
bool IsAlwaysVisibleFor(WorldObject const* seer) const override;
|
|
bool IsAlwaysDetectableFor(WorldObject const* seer) const override;
|
|
bool _instantCast;
|
|
|
|
private:
|
|
bool IsTriggeredAtSpellProcEvent(Unit* victim, Aura* aura, WeaponAttackType attType, bool isVictim, bool active, SpellProcEventEntry const*& spellProcEvent, ProcEventInfo const& eventInfo);
|
|
bool HandleDummyAuraProc(Unit* victim, uint32 damage, AuraEffect* triggeredByAura, SpellInfo const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
|
|
bool HandleAuraProc(Unit* victim, uint32 damage, Aura* triggeredByAura, SpellInfo const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown, bool* handled);
|
|
bool HandleProcTriggerSpell(Unit* victim, uint32 damage, AuraEffect* triggeredByAura, SpellInfo const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown, uint32 procPhase, ProcEventInfo& eventInfo);
|
|
bool HandleOverrideClassScriptAuraProc(Unit* victim, uint32 damage, AuraEffect* triggeredByAura, SpellInfo const* procSpell, uint32 cooldown);
|
|
bool HandleAuraRaidProcFromChargeWithValue(AuraEffect* triggeredByAura);
|
|
bool HandleAuraRaidProcFromCharge(AuraEffect* triggeredByAura);
|
|
|
|
void UpdateSplineMovement(uint32 t_diff);
|
|
void UpdateSplinePosition();
|
|
|
|
// player or player's pet
|
|
[[nodiscard]] float GetCombatRatingReduction(CombatRating cr) const;
|
|
[[nodiscard]] uint32 GetCombatRatingDamageReduction(CombatRating cr, float rate, float cap, uint32 damage) const;
|
|
|
|
protected:
|
|
void SetFeared(bool apply);
|
|
void SetConfused(bool apply);
|
|
void SetStunned(bool apply);
|
|
void SetRooted(bool apply, bool isStun = false);
|
|
|
|
uint32 m_rootTimes;
|
|
|
|
private:
|
|
uint32 m_state; // Even derived shouldn't modify
|
|
uint32 m_CombatTimer;
|
|
uint32 m_lastManaUse; // msecs
|
|
//TimeTrackerSmall m_movesplineTimer;
|
|
|
|
Diminishing m_Diminishing;
|
|
// Manage all Units that are threatened by us
|
|
HostileRefMgr m_HostileRefMgr;
|
|
|
|
FollowerRefMgr m_FollowingRefMgr;
|
|
|
|
Unit* m_comboTarget;
|
|
int8 m_comboPoints;
|
|
std::unordered_set<Unit*> m_ComboPointHolders;
|
|
|
|
RedirectThreatInfo _redirectThreatInfo;
|
|
|
|
bool m_cleanupDone; // lock made to not add stuff after cleanup before delete
|
|
bool m_duringRemoveFromWorld; // lock made to not add stuff after begining removing from world
|
|
|
|
uint32 _oldFactionId; ///< faction before charm
|
|
bool _isWalkingBeforeCharm; ///< Are we walking before we were charmed?
|
|
|
|
[[nodiscard]] float processDummyAuras(float TakenTotalMod) const;
|
|
|
|
uint32 _lastExtraAttackSpell;
|
|
std::unordered_map<ObjectGuid /*guid*/, uint32 /*count*/> extraAttacksTargets;
|
|
ObjectGuid _lastDamagedTargetGuid;
|
|
};
|
|
|
|
namespace Acore
|
|
{
|
|
// Binary predicate for sorting Units based on percent value of a power
|
|
class PowerPctOrderPred
|
|
{
|
|
public:
|
|
PowerPctOrderPred(Powers power, bool ascending = true) : _power(power), _ascending(ascending) { }
|
|
|
|
bool operator()(WorldObject const* objA, WorldObject const* objB) const
|
|
{
|
|
Unit const* a = objA->ToUnit();
|
|
Unit const* b = objB->ToUnit();
|
|
float rA = (a && a->GetMaxPower(_power)) ? float(a->GetPower(_power)) / float(a->GetMaxPower(_power)) : 0.0f;
|
|
float rB = (b && b->GetMaxPower(_power)) ? float(b->GetPower(_power)) / float(b->GetMaxPower(_power)) : 0.0f;
|
|
return _ascending ? rA < rB : rA > rB;
|
|
}
|
|
|
|
bool operator()(Unit const* a, Unit const* b) const
|
|
{
|
|
float rA = a->GetMaxPower(_power) ? float(a->GetPower(_power)) / float(a->GetMaxPower(_power)) : 0.0f;
|
|
float rB = b->GetMaxPower(_power) ? float(b->GetPower(_power)) / float(b->GetMaxPower(_power)) : 0.0f;
|
|
return _ascending ? rA < rB : rA > rB;
|
|
}
|
|
|
|
private:
|
|
Powers const _power;
|
|
bool const _ascending;
|
|
};
|
|
|
|
// Binary predicate for sorting Units based on percent value of health
|
|
class HealthPctOrderPred
|
|
{
|
|
public:
|
|
HealthPctOrderPred(bool ascending = true) : _ascending(ascending) { }
|
|
|
|
bool operator()(WorldObject const* objA, WorldObject const* objB) const
|
|
{
|
|
Unit const* a = objA->ToUnit();
|
|
Unit const* b = objB->ToUnit();
|
|
float rA = (a && a->GetMaxHealth()) ? float(a->GetHealth()) / float(a->GetMaxHealth()) : 0.0f;
|
|
float rB = (b && b->GetMaxHealth()) ? float(b->GetHealth()) / float(b->GetMaxHealth()) : 0.0f;
|
|
return _ascending ? rA < rB : rA > rB;
|
|
}
|
|
|
|
bool operator() (Unit const* a, Unit const* b) const
|
|
{
|
|
float rA = a->GetMaxHealth() ? float(a->GetHealth()) / float(a->GetMaxHealth()) : 0.0f;
|
|
float rB = b->GetMaxHealth() ? float(b->GetHealth()) / float(b->GetMaxHealth()) : 0.0f;
|
|
return _ascending ? rA < rB : rA > rB;
|
|
}
|
|
|
|
private:
|
|
bool const _ascending;
|
|
};
|
|
}
|
|
|
|
class ConflagrateAuraStateDelayEvent : public BasicEvent
|
|
{
|
|
public:
|
|
ConflagrateAuraStateDelayEvent(Unit* owner, ObjectGuid casterGUID) : BasicEvent(), m_owner(owner), m_casterGUID(casterGUID) { }
|
|
bool Execute(uint64 e_time, uint32 p_time) override;
|
|
|
|
private:
|
|
Unit* m_owner;
|
|
ObjectGuid m_casterGUID;
|
|
};
|
|
|
|
class RedirectSpellEvent : public BasicEvent
|
|
{
|
|
public:
|
|
RedirectSpellEvent(Unit& self, ObjectGuid auraOwnerGUID, AuraEffect* auraEffect) : _self(self), _auraOwnerGUID(auraOwnerGUID), _auraEffect(auraEffect) { }
|
|
bool Execute(uint64 e_time, uint32 p_time) override;
|
|
|
|
protected:
|
|
Unit& _self;
|
|
ObjectGuid _auraOwnerGUID;
|
|
AuraEffect* _auraEffect;
|
|
};
|
|
|
|
class VehicleDespawnEvent : public BasicEvent
|
|
{
|
|
public:
|
|
VehicleDespawnEvent(Unit& self, uint32 duration) : _self(self), _duration(duration) { }
|
|
bool Execute(uint64 e_time, uint32 p_time) override;
|
|
|
|
protected:
|
|
Unit& _self;
|
|
uint32 _duration;
|
|
};
|
|
|
|
#endif
|