mirror of
https://github.com/araxiaonline/TrinityCore.git
synced 2026-06-15 04:32:35 -04:00
1899 lines
92 KiB
C++
1899 lines
92 KiB
C++
/*
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* Copyright (C) 2008-2018 TrinityCore <https://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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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 General Public License as published by the
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* Free Software Foundation; either version 2 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 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 "Object.h"
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#include "EventProcessor.h"
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#include "FollowerReference.h"
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#include "FollowerRefManager.h"
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#include "CombatManager.h"
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#include "OptionalFwd.h"
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#include "SpellAuraDefines.h"
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#include "SpellDefines.h"
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#include "ThreatManager.h"
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#include "Timer.h"
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#include "UnitDefines.h"
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#include "Util.h"
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#include <map>
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#define WORLD_TRIGGER 12999
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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_RESET_TIME 10 // in seconds
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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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//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 LiquidData;
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struct LiquidTypeEntry;
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struct SpellValue;
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class Aura;
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class AuraApplication;
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class AuraEffect;
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class Creature;
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class DynamicObject;
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class GameObject;
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class Guardian;
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class Item;
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class Minion;
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class MotionMaster;
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class Pet;
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class PetAura;
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class Spell;
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class SpellCastTargets;
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class SpellHistory;
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class SpellInfo;
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class Totem;
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class Transport;
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class TransportBase;
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class UnitAI;
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class UnitAura;
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class Vehicle;
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class VehicleJoinEvent;
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enum ZLiquidStatus : uint32;
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typedef std::list<Unit*> UnitList;
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class DispelableAura
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{
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public:
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DispelableAura(Aura* aura, int32 dispelChance, uint8 dispelCharges);
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~DispelableAura();
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Aura* GetAura() const { return _aura; }
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bool RollDispel() const;
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uint8 GetDispelCharges() const { return _charges; }
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void IncrementCharges() { ++_charges; }
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bool DecrementCharge()
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{
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if (!_charges)
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return false;
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--_charges;
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return _charges > 0;
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}
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private:
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Aura* _aura;
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int32 _chance;
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uint8 _charges;
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};
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typedef std::vector<DispelableAura> DispelChargesList;
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typedef std::unordered_multimap<uint32 /*type*/, uint32 /*spellId*/> SpellImmuneContainer;
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enum UnitModifierFlatType
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{
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BASE_VALUE = 0,
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TOTAL_VALUE = 1,
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MODIFIER_TYPE_FLAT_END = 2
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};
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enum UnitModifierPctType
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{
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BASE_PCT = 0,
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TOTAL_PCT = 1,
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MODIFIER_TYPE_PCT_END = 2
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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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MOD_END
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};
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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 : uint32
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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_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,
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UNIT_STATE_UNATTACKABLE = UNIT_STATE_IN_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_POSSESSED | 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,
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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_ALL_ERASABLE = UNIT_STATE_ALL_STATE_SUPPORTED & ~(UNIT_STATE_IGNORE_PATHFINDING),
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UNIT_STATE_ALL_STATE = 0xffffffff
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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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TC_GAME_API extern float baseMoveSpeed[MAX_MOVE_TYPE];
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TC_GAME_API extern float playerBaseMoveSpeed[MAX_MOVE_TYPE];
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enum CombatRating
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{
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CR_WEAPON_SKILL = 0,
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CR_DEFENSE_SKILL = 1,
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CR_DODGE = 2,
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CR_PARRY = 3,
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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 : uint8
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{
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DIRECT_DAMAGE = 0, // used for normal weapon damage (not for class abilities or spells)
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SPELL_DIRECT_DAMAGE = 1, // spell/class abilities damage
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DOT = 2,
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HEAL = 3,
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NODAMAGE = 4, // used also in case when damage applied to health but not applied to spell channelInterruptFlags/etc
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SELF_DAMAGE = 5
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};
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enum UnitTypeMask
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{
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UNIT_MASK_NONE = 0x00000000,
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UNIT_MASK_SUMMON = 0x00000001,
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UNIT_MASK_MINION = 0x00000002,
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UNIT_MASK_GUARDIAN = 0x00000004,
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UNIT_MASK_TOTEM = 0x00000008,
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UNIT_MASK_PET = 0x00000010,
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UNIT_MASK_VEHICLE = 0x00000020,
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UNIT_MASK_PUPPET = 0x00000040,
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UNIT_MASK_HUNTER_PET = 0x00000080,
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UNIT_MASK_CONTROLABLE_GUARDIAN = 0x00000100,
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UNIT_MASK_ACCESSORY = 0x00000200
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};
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namespace Movement{
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class MoveSpline;
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}
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struct DiminishingReturn
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{
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DiminishingReturn() : stack(0), hitTime(0), hitCount(DIMINISHING_LEVEL_1) { }
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void Clear()
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{
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stack = 0;
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hitTime = 0;
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hitCount = DIMINISHING_LEVEL_1;
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}
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uint16 stack;
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uint32 hitTime;
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uint32 hitCount;
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};
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enum MeleeHitOutcome : uint8
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{
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MELEE_HIT_EVADE, MELEE_HIT_MISS, MELEE_HIT_DODGE, MELEE_HIT_BLOCK, MELEE_HIT_PARRY,
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MELEE_HIT_GLANCING, MELEE_HIT_CRIT, MELEE_HIT_CRUSHING, MELEE_HIT_NORMAL
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};
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class DispelInfo
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{
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public:
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explicit DispelInfo(Unit* dispeller, uint32 dispellerSpellId, uint8 chargesRemoved) :
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_dispellerUnit(dispeller), _dispellerSpell(dispellerSpellId), _chargesRemoved(chargesRemoved) { }
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Unit* GetDispeller() const { return _dispellerUnit; }
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uint32 GetDispellerSpellId() const { return _dispellerSpell; }
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uint8 GetRemovedCharges() const { return _chargesRemoved; }
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void SetRemovedCharges(uint8 amount) { _chargesRemoved = amount; }
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private:
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Unit* _dispellerUnit;
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uint32 _dispellerSpell;
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uint8 _chargesRemoved;
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};
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struct CleanDamage
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{
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CleanDamage(uint32 mitigated, uint32 absorbed, WeaponAttackType _attackType, MeleeHitOutcome _hitOutCome) :
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absorbed_damage(absorbed), mitigated_damage(mitigated), attackType(_attackType), hitOutCome(_hitOutCome) { }
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uint32 absorbed_damage;
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uint32 mitigated_damage;
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WeaponAttackType attackType;
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MeleeHitOutcome hitOutCome;
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};
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struct CalcDamageInfo;
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struct SpellNonMeleeDamage;
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class TC_GAME_API DamageInfo
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{
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private:
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Unit* const m_attacker;
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Unit* const m_victim;
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uint32 m_damage;
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SpellInfo const* const m_spellInfo;
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SpellSchoolMask const m_schoolMask;
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DamageEffectType const m_damageType;
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WeaponAttackType m_attackType;
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uint32 m_absorb;
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uint32 m_resist;
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uint32 m_block;
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uint32 m_hitMask;
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// amalgamation constructor (used for proc)
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DamageInfo(DamageInfo const& dmg1, DamageInfo const& dmg2);
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public:
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DamageInfo(Unit* attacker, Unit* victim, uint32 damage, SpellInfo const* spellInfo, SpellSchoolMask schoolMask, DamageEffectType damageType, WeaponAttackType attackType);
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explicit DamageInfo(CalcDamageInfo const& dmgInfo); // amalgamation wrapper
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DamageInfo(CalcDamageInfo const& dmgInfo, uint8 damageIndex);
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DamageInfo(SpellNonMeleeDamage const& spellNonMeleeDamage, DamageEffectType damageType, WeaponAttackType attackType, uint32 hitMask);
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void ModifyDamage(int32 amount);
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void AbsorbDamage(uint32 amount);
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void ResistDamage(uint32 amount);
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void BlockDamage(uint32 amount);
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Unit* GetAttacker() const { return m_attacker; }
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Unit* GetVictim() const { return m_victim; }
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SpellInfo const* GetSpellInfo() const { return m_spellInfo; }
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SpellSchoolMask GetSchoolMask() const { return m_schoolMask; }
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DamageEffectType GetDamageType() const { return m_damageType; }
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WeaponAttackType GetAttackType() const { return m_attackType; }
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uint32 GetDamage() const { return m_damage; }
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uint32 GetAbsorb() const { return m_absorb; }
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uint32 GetResist() const { return m_resist; }
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uint32 GetBlock() const { return m_block; }
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uint32 GetHitMask() const;
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};
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class TC_GAME_API HealInfo
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{
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private:
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Unit* const _healer;
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Unit* const _target;
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uint32 _heal;
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uint32 _effectiveHeal;
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uint32 _absorb;
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SpellInfo const* const _spellInfo;
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SpellSchoolMask const _schoolMask;
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uint32 _hitMask;
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public:
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HealInfo(Unit* healer, Unit* target, uint32 heal, SpellInfo const* spellInfo, SpellSchoolMask schoolMask);
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void AbsorbHeal(uint32 amount);
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void SetEffectiveHeal(uint32 amount) { _effectiveHeal = amount; }
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Unit* GetHealer() const { return _healer; }
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Unit* GetTarget() const { return _target; }
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uint32 GetHeal() const { return _heal; }
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uint32 GetEffectiveHeal() const { return _effectiveHeal; }
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uint32 GetAbsorb() const { return _absorb; }
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SpellInfo const* GetSpellInfo() const { return _spellInfo; };
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SpellSchoolMask GetSchoolMask() const { return _schoolMask; };
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uint32 GetHitMask() const;
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};
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class TC_GAME_API ProcEventInfo
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{
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public:
|
|
ProcEventInfo(Unit* actor, Unit* actionTarget, Unit* procTarget, uint32 typeMask,
|
|
uint32 spellTypeMask, uint32 spellPhaseMask, uint32 hitMask,
|
|
Spell* spell, DamageInfo* damageInfo, HealInfo* healInfo);
|
|
|
|
Unit* GetActor() { return _actor; }
|
|
Unit* GetActionTarget() const { return _actionTarget; }
|
|
Unit* GetProcTarget() const { return _procTarget; }
|
|
|
|
uint32 GetTypeMask() const { return _typeMask; }
|
|
uint32 GetSpellTypeMask() const { return _spellTypeMask; }
|
|
uint32 GetSpellPhaseMask() const { return _spellPhaseMask; }
|
|
uint32 GetHitMask() const { return _hitMask; }
|
|
|
|
SpellInfo const* GetSpellInfo() const;
|
|
SpellSchoolMask GetSchoolMask() const;
|
|
|
|
DamageInfo* GetDamageInfo() const { return _damageInfo; }
|
|
HealInfo* GetHealInfo() const { return _healInfo; }
|
|
|
|
Spell const* GetProcSpell() const { return _spell; }
|
|
|
|
private:
|
|
Unit* const _actor;
|
|
Unit* const _actionTarget;
|
|
Unit* const _procTarget;
|
|
uint32 _typeMask;
|
|
uint32 _spellTypeMask;
|
|
uint32 _spellPhaseMask;
|
|
uint32 _hitMask;
|
|
Spell* _spell;
|
|
DamageInfo* _damageInfo;
|
|
HealInfo* _healInfo;
|
|
};
|
|
|
|
// Struct for use in Unit::CalculateMeleeDamage
|
|
// Need create structure like in SMSG_ATTACKERSTATEUPDATE opcode
|
|
struct CalcDamageInfo
|
|
{
|
|
Unit* Attacker;
|
|
Unit* Target;
|
|
|
|
struct
|
|
{
|
|
uint32 DamageSchoolMask;
|
|
uint32 Damage;
|
|
uint32 Absorb;
|
|
uint32 Resist;
|
|
} Damages[2];
|
|
|
|
uint32 Blocked;
|
|
uint32 HitInfo;
|
|
uint32 TargetState;
|
|
|
|
// Helpers
|
|
WeaponAttackType AttackType;
|
|
uint32 ProcAttacker;
|
|
uint32 ProcVictim;
|
|
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 TC_GAME_API SpellNonMeleeDamage
|
|
{
|
|
SpellNonMeleeDamage(Unit* _attacker, Unit* _target, uint32 _SpellID, uint32 _schoolMask)
|
|
: target(_target), attacker(_attacker), SpellID(_SpellID), damage(0), overkill(0), schoolMask(_schoolMask),
|
|
absorb(0), resist(0), physicalLog(false), unused(false), blocked(0), HitInfo(0), cleanDamage(0), fullBlock(false)
|
|
{ }
|
|
|
|
Unit *target;
|
|
Unit *attacker;
|
|
uint32 SpellID;
|
|
uint32 damage;
|
|
uint32 overkill;
|
|
uint32 schoolMask;
|
|
uint32 absorb;
|
|
uint32 resist;
|
|
bool physicalLog;
|
|
bool unused;
|
|
uint32 blocked;
|
|
uint32 HitInfo;
|
|
// Used for help
|
|
uint32 cleanDamage;
|
|
bool fullBlock;
|
|
};
|
|
|
|
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;
|
|
};
|
|
|
|
uint32 createProcHitMask(SpellNonMeleeDamage* damageInfo, SpellMissInfo missCondition);
|
|
|
|
enum CurrentSpellTypes : uint8
|
|
{
|
|
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
|
|
|
|
#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
|
|
ActiveStates GetType() const { return ActiveStates(UNIT_ACTION_BUTTON_TYPE(packedData)); }
|
|
uint32 GetAction() const { return UNIT_ACTION_BUTTON_ACTION(packedData); }
|
|
bool IsActionBarForSpell() const
|
|
{
|
|
ActiveStates Type = GetType();
|
|
return Type == ACT_DISABLED || Type == ACT_ENABLED || Type == ACT_PASSIVE;
|
|
}
|
|
|
|
void SetActionAndType(uint32 action, ActiveStates type)
|
|
{
|
|
packedData = MAKE_UNIT_ACTION_BUTTON(action, type);
|
|
}
|
|
|
|
void SetType(ActiveStates type)
|
|
{
|
|
packedData = MAKE_UNIT_ACTION_BUTTON(UNIT_ACTION_BUTTON_ACTION(packedData), type);
|
|
}
|
|
|
|
void SetAction(uint32 action)
|
|
{
|
|
packedData = (packedData & 0xFF000000) | UNIT_ACTION_BUTTON_ACTION(action);
|
|
}
|
|
};
|
|
|
|
typedef 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 TC_GAME_API CharmInfo
|
|
{
|
|
public:
|
|
explicit CharmInfo(Unit* unit);
|
|
~CharmInfo();
|
|
void RestoreState();
|
|
uint32 GetPetNumber() const { return _petnumber; }
|
|
void SetPetNumber(uint32 petnumber, bool statwindow);
|
|
|
|
void SetCommandState(CommandStates st) { _CommandState = st; }
|
|
CommandStates GetCommandState() const { return _CommandState; }
|
|
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, uint8 preferredSlot = 0);
|
|
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);
|
|
}
|
|
UnitActionBarEntry const* GetActionBarEntry(uint8 index) const { return &(PetActionBar[index]); }
|
|
|
|
void ToggleCreatureAutocast(SpellInfo const* spellInfo, bool apply);
|
|
|
|
CharmSpellInfo* GetCharmSpell(uint8 index) { return &(_charmspells[index]); }
|
|
|
|
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();
|
|
void GetStayPosition(float &x, float &y, float &z);
|
|
|
|
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;
|
|
float _stayX;
|
|
float _stayY;
|
|
float _stayZ;
|
|
};
|
|
|
|
// for clearing special attacks
|
|
#define REACTIVE_TIMER_START 4000
|
|
|
|
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
|
|
};
|
|
|
|
// 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
|
|
|
|
class TC_GAME_API Unit : public WorldObject
|
|
{
|
|
public:
|
|
typedef std::set<Unit*> AttackerSet;
|
|
typedef std::set<Unit*> ControlList;
|
|
typedef std::vector<Unit*> UnitVector;
|
|
|
|
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::vector<std::pair<uint8 /*procEffectMask*/, AuraApplication*>> AuraApplicationProcContainer;
|
|
|
|
typedef std::map<uint8, AuraApplication*> VisibleAuraMap;
|
|
|
|
virtual ~Unit();
|
|
|
|
UnitAI* GetAI() { return i_AI; }
|
|
void SetAI(UnitAI* newAI) { i_AI = newAI; }
|
|
|
|
void AddToWorld() override;
|
|
void RemoveFromWorld() override;
|
|
|
|
void CleanupBeforeRemoveFromMap(bool finalCleanup);
|
|
void CleanupsBeforeDelete(bool finalCleanup = true) override; // used in ~Creature/~Player (or before mass creature delete to remove cross-references to already deleted units)
|
|
|
|
virtual bool IsAffectedByDiminishingReturns() const { return (GetCharmerOrOwnerPlayerOrPlayerItself() != nullptr); }
|
|
DiminishingLevels GetDiminishing(DiminishingGroup group) const;
|
|
void IncrDiminishing(SpellInfo const* auraSpellInfo, bool triggered);
|
|
bool ApplyDiminishingToDuration(SpellInfo const* auraSpellInfo, bool triggered, int32& duration, Unit* caster, DiminishingLevels previousLevel) const;
|
|
void ApplyDiminishingAura(DiminishingGroup group, bool apply);
|
|
void ClearDiminishings();
|
|
|
|
// target dependent range checks
|
|
float GetSpellMaxRangeForTarget(Unit const* target, SpellInfo const* spellInfo) const;
|
|
float GetSpellMinRangeForTarget(Unit const* target, SpellInfo const* spellInfo) const;
|
|
|
|
virtual void Update(uint32 time) override;
|
|
|
|
void setAttackTimer(WeaponAttackType type, uint32 time) { m_attackTimer[type] = time; }
|
|
void resetAttackTimer(WeaponAttackType type = BASE_ATTACK);
|
|
uint32 getAttackTimer(WeaponAttackType type) const { return m_attackTimer[type]; }
|
|
bool isAttackReady(WeaponAttackType type = BASE_ATTACK) const { return m_attackTimer[type] == 0; }
|
|
bool haveOffhandWeapon() const;
|
|
bool CanDualWield() const { return m_canDualWield; }
|
|
virtual void SetCanDualWield(bool value) { m_canDualWield = value; }
|
|
float GetCombatReach() const override { return m_floatValues[UNIT_FIELD_COMBATREACH]; }
|
|
bool IsWithinCombatRange(Unit const* obj, float dist2compare) const;
|
|
bool IsWithinMeleeRange(Unit const* obj) const;
|
|
float GetMeleeRange(Unit const* target) const;
|
|
virtual SpellSchoolMask GetMeleeDamageSchoolMask(WeaponAttackType attackType = BASE_ATTACK, uint8 damageIndex = 0) const = 0;
|
|
void GetRandomContactPoint(Unit const* target, float& x, float& y, float& z, float distance2dMin, float distance2dMax) const;
|
|
uint32 m_extraAttacks;
|
|
bool m_canDualWield;
|
|
|
|
void _addAttacker(Unit* pAttacker); // must be called only from Unit::Attack(Unit*)
|
|
void _removeAttacker(Unit* pAttacker); // must be called only from Unit::AttackStop()
|
|
Unit* getAttackerForHelper() const; // If someone wants to help, who to give them
|
|
bool Attack(Unit* victim, bool meleeAttack);
|
|
void CastStop(uint32 except_spellid = 0);
|
|
bool AttackStop();
|
|
void RemoveAllAttackers();
|
|
AttackerSet const& getAttackers() const { return m_attackers; }
|
|
bool isAttackingPlayer() const;
|
|
Unit* GetVictim() const { return m_attacking; }
|
|
// Use this only when 100% sure there is a victim
|
|
Unit* EnsureVictim() const
|
|
{
|
|
ASSERT(m_attacking);
|
|
return m_attacking;
|
|
}
|
|
|
|
void ValidateAttackersAndOwnTarget();
|
|
void CombatStop(bool includingCast = false, bool mutualPvP = true);
|
|
void CombatStopWithPets(bool includingCast = false);
|
|
void StopAttackFaction(uint32 faction_id);
|
|
Unit* SelectNearbyTarget(Unit* exclude = nullptr, float dist = NOMINAL_MELEE_RANGE) const;
|
|
void SendMeleeAttackStop(Unit* victim = nullptr);
|
|
void SendMeleeAttackStart(Unit* victim);
|
|
|
|
void AddUnitState(uint32 f) { m_state |= f; }
|
|
bool HasUnitState(const uint32 f) const { return (m_state & f) != 0; }
|
|
void ClearUnitState(uint32 f) { m_state &= ~f; }
|
|
bool CanFreeMove() const;
|
|
|
|
uint32 HasUnitTypeMask(uint32 mask) const { return mask & m_unitTypeMask; }
|
|
void AddUnitTypeMask(uint32 mask) { m_unitTypeMask |= mask; }
|
|
bool IsSummon() const { return (m_unitTypeMask & UNIT_MASK_SUMMON) != 0; }
|
|
bool IsGuardian() const { return (m_unitTypeMask & UNIT_MASK_GUARDIAN) != 0; }
|
|
bool IsPet() const { return (m_unitTypeMask & UNIT_MASK_PET) != 0; }
|
|
bool IsHunterPet() const{ return (m_unitTypeMask & UNIT_MASK_HUNTER_PET) != 0; }
|
|
bool IsTotem() const { return (m_unitTypeMask & UNIT_MASK_TOTEM) != 0; }
|
|
bool IsVehicle() const { return (m_unitTypeMask & UNIT_MASK_VEHICLE) != 0; }
|
|
|
|
uint8 getLevel() const { return uint8(GetUInt32Value(UNIT_FIELD_LEVEL)); }
|
|
uint8 getLevelForTarget(WorldObject const* /*target*/) const override { return getLevel(); }
|
|
void SetLevel(uint8 lvl);
|
|
uint8 getRace() const { return GetByteValue(UNIT_FIELD_BYTES_0, UNIT_BYTES_0_OFFSET_RACE); }
|
|
uint32 getRaceMask() const { return 1 << (getRace()-1); }
|
|
uint8 getClass() const { return GetByteValue(UNIT_FIELD_BYTES_0, UNIT_BYTES_0_OFFSET_CLASS); }
|
|
uint32 getClassMask() const { return 1 << (getClass()-1); }
|
|
uint8 getGender() const { return GetByteValue(UNIT_FIELD_BYTES_0, UNIT_BYTES_0_OFFSET_GENDER); }
|
|
|
|
float GetStat(Stats stat) const { return float(GetUInt32Value(UNIT_FIELD_STAT0+stat)); }
|
|
void SetStat(Stats stat, int32 val) { SetStatInt32Value(UNIT_FIELD_STAT0+stat, val); }
|
|
uint32 GetArmor() const { return GetResistance(SPELL_SCHOOL_NORMAL); }
|
|
void SetArmor(int32 val) { SetResistance(SPELL_SCHOOL_NORMAL, val); }
|
|
|
|
uint32 GetResistance(SpellSchools school) const { return GetUInt32Value(UNIT_FIELD_RESISTANCES+school); }
|
|
uint32 GetResistance(SpellSchoolMask mask) const;
|
|
void SetResistance(SpellSchools school, int32 val) { SetStatInt32Value(UNIT_FIELD_RESISTANCES+school, val); }
|
|
static float CalculateAverageResistReduction(Unit const* attacker, SpellSchoolMask schoolMask, Unit const* victim, SpellInfo const* spellInfo = nullptr);
|
|
|
|
uint32 GetHealth() const { return GetUInt32Value(UNIT_FIELD_HEALTH); }
|
|
uint32 GetMaxHealth() const { return GetUInt32Value(UNIT_FIELD_MAXHEALTH); }
|
|
|
|
bool IsFullHealth() const { return GetHealth() == GetMaxHealth(); }
|
|
bool HealthBelowPct(int32 pct) const { return GetHealth() < CountPctFromMaxHealth(pct); }
|
|
bool HealthBelowPctDamaged(int32 pct, uint32 damage) const { return int64(GetHealth()) - int64(damage) < int64(CountPctFromMaxHealth(pct)); }
|
|
bool HealthAbovePct(int32 pct) const { return GetHealth() > CountPctFromMaxHealth(pct); }
|
|
bool HealthAbovePctHealed(int32 pct, uint32 heal) const { return uint64(GetHealth()) + uint64(heal) > CountPctFromMaxHealth(pct); }
|
|
float GetHealthPct() const { return GetMaxHealth() ? 100.f * GetHealth() / GetMaxHealth() : 0.0f; }
|
|
uint32 CountPctFromMaxHealth(int32 pct) const { return CalculatePct(GetMaxHealth(), pct); }
|
|
uint32 CountPctFromCurHealth(int32 pct) const { return CalculatePct(GetHealth(), pct); }
|
|
|
|
void SetHealth(uint32 val);
|
|
void SetMaxHealth(uint32 val);
|
|
inline void SetFullHealth() { SetHealth(GetMaxHealth()); }
|
|
int32 ModifyHealth(int32 val);
|
|
int32 GetHealthGain(int32 dVal);
|
|
|
|
Powers getPowerType() const { return Powers(GetByteValue(UNIT_FIELD_BYTES_0, UNIT_BYTES_0_OFFSET_POWER_TYPE)); }
|
|
void setPowerType(Powers power);
|
|
uint32 GetPower(Powers power) const { return GetUInt32Value(UNIT_FIELD_POWER1 +power); }
|
|
uint32 GetMaxPower(Powers power) const { return GetUInt32Value(UNIT_FIELD_MAXPOWER1+power); }
|
|
void SetPower(Powers power, uint32 val);
|
|
void SetMaxPower(Powers power, uint32 val);
|
|
// returns the change in power
|
|
int32 ModifyPower(Powers power, int32 val);
|
|
|
|
uint32 GetAttackTime(WeaponAttackType att) const;
|
|
void SetAttackTime(WeaponAttackType att, uint32 val) { SetFloatValue(UNIT_FIELD_BASEATTACKTIME+att, val*m_modAttackSpeedPct[att]); }
|
|
void ApplyAttackTimePercentMod(WeaponAttackType att, float val, bool apply);
|
|
void ApplyCastTimePercentMod(float val, bool apply);
|
|
|
|
SheathState GetSheath() const { return SheathState(GetByteValue(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_SHEATH_STATE)); }
|
|
virtual void SetSheath(SheathState sheathed) { SetByteValue(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_SHEATH_STATE, sheathed); }
|
|
|
|
// faction template id
|
|
uint32 GetFaction() const { return GetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE); }
|
|
void SetFaction(uint32 faction) { SetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE, faction); }
|
|
FactionTemplateEntry const* GetFactionTemplateEntry() const;
|
|
|
|
ReputationRank GetReactionTo(Unit const* target) const;
|
|
ReputationRank static GetFactionReactionTo(FactionTemplateEntry const* factionTemplateEntry, Unit const* target);
|
|
|
|
bool IsHostileTo(Unit const* unit) const;
|
|
bool IsHostileToPlayers() const;
|
|
bool IsFriendlyTo(Unit const* unit) const;
|
|
bool IsNeutralToAll() const;
|
|
bool IsInPartyWith(Unit const* unit) const;
|
|
bool IsInRaidWith(Unit const* unit) const;
|
|
void GetPartyMembers(std::list<Unit*> &units);
|
|
bool IsContestedGuard() const;
|
|
bool IsInSanctuary() const { return HasByteFlag(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_PVP_FLAG, UNIT_BYTE2_FLAG_SANCTUARY); }
|
|
bool IsPvP() const { return HasByteFlag(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_PVP_FLAG, UNIT_BYTE2_FLAG_PVP); }
|
|
bool IsFFAPvP() const { return HasByteFlag(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_PVP_FLAG, UNIT_BYTE2_FLAG_FFA_PVP); }
|
|
virtual void SetPvP(bool state);
|
|
|
|
uint32 GetCreatureType() const;
|
|
uint32 GetCreatureTypeMask() const;
|
|
|
|
uint8 GetStandState() const { return GetByteValue(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_STAND_STATE); }
|
|
bool IsSitState() const;
|
|
bool IsStandState() const;
|
|
void SetStandState(uint8 state);
|
|
|
|
void SetStandFlags(uint8 flags) { SetByteFlag(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_VIS_FLAG, flags); }
|
|
void RemoveStandFlags(uint8 flags) { RemoveByteFlag(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_VIS_FLAG, flags); }
|
|
|
|
bool IsMounted() const { return HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_MOUNT); }
|
|
uint32 GetMountID() const { return GetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID); }
|
|
void Mount(uint32 mount, uint32 vehicleId = 0, uint32 creatureEntry = 0);
|
|
void Dismount();
|
|
|
|
uint32 GetMaxSkillValueForLevel(Unit const* target = nullptr) const { return (target ? getLevelForTarget(target) : getLevel()) * 5; }
|
|
static void DealDamageMods(Unit const* victim, uint32& damage, uint32* absorb);
|
|
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);
|
|
static void Kill(Unit* attacker, Unit* victim, bool durabilityLoss = true);
|
|
void KillSelf(bool durabilityLoss = true) { Unit::Kill(this, this, durabilityLoss); }
|
|
static void DealHeal(HealInfo& healInfo);
|
|
|
|
static void ProcSkillsAndAuras(Unit* actor, Unit* actionTarget, uint32 typeMaskActor, uint32 typeMaskActionTarget,
|
|
uint32 spellTypeMask, uint32 spellPhaseMask, uint32 hitMask, Spell* spell,
|
|
DamageInfo* damageInfo, HealInfo* healInfo);
|
|
|
|
void GetProcAurasTriggeredOnEvent(AuraApplicationProcContainer& aurasTriggeringProc, AuraApplicationList* procAuras, ProcEventInfo& eventInfo);
|
|
void TriggerAurasProcOnEvent(Unit* actionTarget, uint32 typeMaskActor, uint32 typeMaskActionTarget,
|
|
uint32 spellTypeMask, uint32 spellPhaseMask, uint32 hitMask, Spell* spell,
|
|
DamageInfo* damageInfo, HealInfo* healInfo);
|
|
void TriggerAurasProcOnEvent(ProcEventInfo& eventInfo, AuraApplicationProcContainer& procAuras);
|
|
|
|
void HandleEmoteCommand(uint32 anim_id);
|
|
void AttackerStateUpdate (Unit* victim, WeaponAttackType attType = BASE_ATTACK, bool extra = false);
|
|
void FakeAttackerStateUpdate(Unit* victim, WeaponAttackType attType = BASE_ATTACK);
|
|
|
|
void CalculateMeleeDamage(Unit* victim, CalcDamageInfo* damageInfo, WeaponAttackType attackType = BASE_ATTACK);
|
|
void DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss);
|
|
void HandleProcExtraAttackFor(Unit* victim);
|
|
|
|
void CalculateSpellDamageTaken(SpellNonMeleeDamage* damageInfo, int32 damage, SpellInfo const* spellInfo, WeaponAttackType attackType = BASE_ATTACK, bool crit = false);
|
|
void DealSpellDamage(SpellNonMeleeDamage* damageInfo, bool durabilityLoss);
|
|
|
|
// player or player's pet resilience (-1%)
|
|
float GetMeleeCritChanceReduction() const { return GetCombatRatingReduction(CR_CRIT_TAKEN_MELEE); }
|
|
float GetRangedCritChanceReduction() const { return GetCombatRatingReduction(CR_CRIT_TAKEN_RANGED); }
|
|
float GetSpellCritChanceReduction() const { return GetCombatRatingReduction(CR_CRIT_TAKEN_SPELL); }
|
|
|
|
// player or player's pet resilience (-1%)
|
|
uint32 GetMeleeCritDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_CRIT_TAKEN_MELEE, 2.2f, 33.0f, damage); }
|
|
uint32 GetRangedCritDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_CRIT_TAKEN_RANGED, 2.2f, 33.0f, damage); }
|
|
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%
|
|
uint32 GetMeleeDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_CRIT_TAKEN_MELEE, 2.0f, 100.0f, damage); }
|
|
uint32 GetRangedDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_CRIT_TAKEN_RANGED, 2.0f, 100.0f, damage); }
|
|
uint32 GetSpellDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_CRIT_TAKEN_SPELL, 2.0f, 100.0f, damage); }
|
|
|
|
virtual bool CanApplyResilience() const;
|
|
static void ApplyResilience(Unit const* victim, float* crit, int32* damage, bool isCrit, CombatRating type);
|
|
|
|
int32 CalculateAOEAvoidance(int32 damage, uint32 schoolMask, ObjectGuid const& casterGuid) const;
|
|
|
|
float MeleeSpellMissChance(Unit const* victim, WeaponAttackType attType, int32 skillDiff, uint32 spellId) const;
|
|
SpellMissInfo MeleeSpellHitResult(Unit* victim, SpellInfo const* spellInfo) const;
|
|
SpellMissInfo MagicSpellHitResult(Unit* victim, SpellInfo const* spellInfo) const;
|
|
SpellMissInfo SpellHitResult(Unit* victim, SpellInfo const* spellInfo, bool canReflect = false);
|
|
|
|
float GetUnitDodgeChance(WeaponAttackType attType, Unit const* victim) const;
|
|
float GetUnitParryChance(WeaponAttackType attType, Unit const* victim) const;
|
|
float GetUnitBlockChance(WeaponAttackType attType, Unit const* victim) const;
|
|
float GetUnitMissChance() const;
|
|
float GetUnitCriticalChanceDone(WeaponAttackType attackType) const;
|
|
float GetUnitCriticalChanceTaken(Unit const* attacker, WeaponAttackType attackType, float critDone) const;
|
|
float GetUnitCriticalChanceAgainst(WeaponAttackType attackType, Unit const* victim) const;
|
|
int32 GetMechanicResistChance(SpellInfo const* spellInfo) const;
|
|
bool CanUseAttackType(uint8 attacktype) const;
|
|
|
|
virtual uint32 GetShieldBlockValue() const = 0;
|
|
uint32 GetShieldBlockValue(uint32 soft_cap, uint32 hard_cap) const;
|
|
uint32 GetDefenseSkillValue(Unit const* target = nullptr) const;
|
|
uint32 GetWeaponSkillValue(WeaponAttackType attType, Unit const* target = nullptr) const;
|
|
float GetWeaponProcChance() const;
|
|
float GetPPMProcChance(uint32 WeaponSpeed, float PPM, SpellInfo const* spellProto) const;
|
|
|
|
MeleeHitOutcome RollMeleeOutcomeAgainst(Unit const* victim, WeaponAttackType attType) const;
|
|
|
|
bool IsVendor() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_VENDOR); }
|
|
bool IsTrainer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TRAINER); }
|
|
bool IsQuestGiver() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER); }
|
|
bool IsGossip() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP); }
|
|
bool IsTaxi() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_FLIGHTMASTER); }
|
|
bool IsGuildMaster() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_PETITIONER); }
|
|
bool IsBattleMaster() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_BATTLEMASTER); }
|
|
bool IsBanker() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_BANKER); }
|
|
bool IsInnkeeper() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_INNKEEPER); }
|
|
bool IsSpiritHealer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER); }
|
|
bool IsSpiritGuide() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITGUIDE); }
|
|
bool IsTabardDesigner()const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TABARDDESIGNER); }
|
|
bool IsAuctioner() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_AUCTIONEER); }
|
|
bool IsArmorer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_REPAIR); }
|
|
bool IsServiceProvider() const;
|
|
bool IsSpiritService() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER | UNIT_NPC_FLAG_SPIRITGUIDE); }
|
|
bool IsCritter() const { return GetCreatureType() == CREATURE_TYPE_CRITTER; }
|
|
|
|
bool IsInFlight() const { return HasUnitState(UNIT_STATE_IN_FLIGHT); }
|
|
|
|
/// ====================== THREAT & COMBAT ====================
|
|
bool CanHaveThreatList() const { return m_threatManager.CanHaveThreatList(); }
|
|
// For NPCs with threat list: Whether there are any enemies on our threat list
|
|
// For other units: Whether we're in combat
|
|
// This value is different from IsInCombat when a projectile spell is midair (combat on launch - threat+aggro on impact)
|
|
bool IsEngaged() const { return CanHaveThreatList() ? m_threatManager.IsEngaged() : IsInCombat(); }
|
|
bool IsEngagedBy(Unit const* who) const { return CanHaveThreatList() ? IsThreatenedBy(who) : IsInCombatWith(who); }
|
|
void EngageWithTarget(Unit* who); // Adds target to threat list if applicable, otherwise just sets combat state
|
|
// Combat handling
|
|
CombatManager& GetCombatManager() { return m_combatManager; }
|
|
CombatManager const& GetCombatManager() const { return m_combatManager; }
|
|
void AttackedTarget(Unit* target, bool canInitialAggro);
|
|
|
|
bool IsImmuneToAll() const { return IsImmuneToPC() && IsImmuneToNPC(); }
|
|
void SetImmuneToAll(bool apply, bool keepCombat);
|
|
virtual void SetImmuneToAll(bool apply) { SetImmuneToAll(apply, false); }
|
|
bool IsImmuneToPC() const { return HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC); }
|
|
void SetImmuneToPC(bool apply, bool keepCombat);
|
|
virtual void SetImmuneToPC(bool apply) { SetImmuneToPC(apply, false); }
|
|
bool IsImmuneToNPC() const { return HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC); }
|
|
void SetImmuneToNPC(bool apply, bool keepCombat);
|
|
virtual void SetImmuneToNPC(bool apply) { SetImmuneToNPC(apply, false); }
|
|
|
|
bool IsInCombat() const { return HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT); }
|
|
bool IsInCombatWith(Unit const* who) const { return who && m_combatManager.IsInCombatWith(who); }
|
|
void SetInCombatWith(Unit* enemy) { if (enemy) m_combatManager.SetInCombatWith(enemy); }
|
|
void ClearInCombat() { m_combatManager.EndAllCombat(); }
|
|
void UpdatePetCombatState();
|
|
// Threat handling
|
|
bool IsThreatened() const;
|
|
bool IsThreatenedBy(Unit const* who) const { return who && m_threatManager.IsThreatenedBy(who, true); }
|
|
// Exposes the threat manager directly - be careful when interfacing with this
|
|
// As a general rule of thumb, any unit pointer MUST be null checked BEFORE passing it to threatmanager methods
|
|
// threatmanager will NOT null check your pointers for you - misuse = crash
|
|
ThreatManager& GetThreatManager() { return m_threatManager; }
|
|
ThreatManager const& GetThreatManager() const { return m_threatManager; }
|
|
|
|
void SendClearTarget();
|
|
void SendThreatListUpdate() { m_threatManager.SendThreatListToClients(); }
|
|
|
|
bool HasAuraTypeWithFamilyFlags(AuraType auraType, uint32 familyName, uint32 familyFlags) const;
|
|
bool virtual HasSpell(uint32 /*spellID*/) const { return false; }
|
|
bool HasBreakableByDamageAuraType(AuraType type, uint32 excludeAura = 0) const;
|
|
bool HasBreakableByDamageCrowdControlAura(Unit* excludeCasterChannel = nullptr) const;
|
|
|
|
bool HasStealthAura() const { return HasAuraType(SPELL_AURA_MOD_STEALTH); }
|
|
bool HasInvisibilityAura() const { return HasAuraType(SPELL_AURA_MOD_INVISIBILITY); }
|
|
bool isFeared() const { return HasAuraType(SPELL_AURA_MOD_FEAR); }
|
|
bool isInRoots() const { return HasAuraType(SPELL_AURA_MOD_ROOT); }
|
|
bool IsPolymorphed() const;
|
|
|
|
bool isFrozen() const;
|
|
|
|
bool isTargetableForAttack(bool checkFakeDeath = true) 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;
|
|
|
|
virtual bool IsInWater() const;
|
|
virtual bool IsUnderWater() const;
|
|
bool isInAccessiblePlaceFor(Creature const* c) const;
|
|
|
|
void SendHealSpellLog(HealInfo& healInfo, bool critical = false);
|
|
int32 HealBySpell(HealInfo& healInfo, bool critical = false);
|
|
void SendEnergizeSpellLog(Unit* victim, uint32 spellId, int32 damage, Powers powerType);
|
|
void EnergizeBySpell(Unit* victim, uint32 spellId, int32 damage, Powers powerType);
|
|
void EnergizeBySpell(Unit* victim, SpellInfo const* spellInfo, int32 damage, Powers powerType);
|
|
|
|
// CastSpell's third arg can be a variety of things - check out CastSpellExtraArgs' constructors!
|
|
void CastSpell(SpellCastTargets const& targets, uint32 spellId, CastSpellExtraArgs const& args = {});
|
|
void CastSpell(WorldObject* target, uint32 spellId, CastSpellExtraArgs const& args = {});
|
|
void CastSpell(Position const& dest, uint32 spellId, CastSpellExtraArgs const& args = {});
|
|
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 DeMorph();
|
|
|
|
void SendAttackStateUpdate(CalcDamageInfo* damageInfo);
|
|
void SendAttackStateUpdate(uint32 HitInfo, Unit* target, uint8 SwingType, SpellSchoolMask damageSchoolMask, uint32 Damage, uint32 AbsorbDamage, uint32 Resist, VictimState TargetState, uint32 BlockedAmount);
|
|
void SendSpellNonMeleeDamageLog(SpellNonMeleeDamage* log);
|
|
void SendSpellNonMeleeDamageLog(Unit* target, uint32 SpellID, uint32 Damage, SpellSchoolMask damageSchoolMask, uint32 AbsorbedDamage, uint32 Resist, bool PhysicalDamage, uint32 Blocked, bool CriticalHit = false);
|
|
void SendPeriodicAuraLog(SpellPeriodicAuraLogInfo* pInfo);
|
|
void SendSpellMiss(Unit* target, uint32 spellID, SpellMissInfo missInfo);
|
|
void SendSpellDamageResist(Unit* target, uint32 spellId);
|
|
void SendSpellDamageImmune(Unit* target, uint32 spellId);
|
|
|
|
void NearTeleportTo(Position const& pos, bool casting = false);
|
|
void NearTeleportTo(float x, float y, float z, float orientation, bool casting = false) { NearTeleportTo(Position(x, y, z, orientation), casting); }
|
|
void SendTeleportPacket(Position const& pos, bool teleportingTransport = false);
|
|
virtual bool UpdatePosition(float x, float y, float z, float ang, bool teleport = false);
|
|
// returns true if unit's position really changed
|
|
virtual bool UpdatePosition(Position const& pos, bool teleport = false);
|
|
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, bool withOrientation = false);
|
|
|
|
void MonsterMoveWithSpeed(float x, float y, float z, float speed, bool generatePath = false, bool forceDestination = false);
|
|
//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);
|
|
|
|
bool IsLevitating() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY); }
|
|
bool IsWalking() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_WALKING); }
|
|
bool IsHovering() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_HOVER); }
|
|
virtual bool SetWalk(bool enable);
|
|
virtual bool SetDisableGravity(bool disable, bool packetOnly = false);
|
|
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);
|
|
|
|
void SetInFront(WorldObject const* target);
|
|
void SetFacingTo(float const ori, bool force = true);
|
|
void SetFacingToObject(WorldObject const* object, bool force = true);
|
|
|
|
void BuildHeartBeatMsg(WorldPacket* data) const;
|
|
|
|
bool IsAlive() const { return (m_deathState == ALIVE); }
|
|
bool isDying() const { return (m_deathState == JUST_DIED); }
|
|
bool isDead() const { return (m_deathState == DEAD || m_deathState == CORPSE); }
|
|
bool IsGhouled() const;
|
|
DeathState getDeathState() const { return m_deathState; }
|
|
virtual void setDeathState(DeathState s); // overwrited in Creature/Player/Pet
|
|
|
|
ObjectGuid GetOwnerGUID() const { return GetGuidValue(UNIT_FIELD_SUMMONEDBY); }
|
|
void SetOwnerGUID(ObjectGuid owner);
|
|
ObjectGuid GetCreatorGUID() const { return GetGuidValue(UNIT_FIELD_CREATEDBY); }
|
|
void SetCreatorGUID(ObjectGuid creator) { SetGuidValue(UNIT_FIELD_CREATEDBY, creator); }
|
|
ObjectGuid GetMinionGUID() const { return GetGuidValue(UNIT_FIELD_SUMMON); }
|
|
void SetMinionGUID(ObjectGuid guid) { SetGuidValue(UNIT_FIELD_SUMMON, guid); }
|
|
ObjectGuid GetCharmerGUID() const { return GetGuidValue(UNIT_FIELD_CHARMEDBY); }
|
|
void SetCharmerGUID(ObjectGuid owner) { SetGuidValue(UNIT_FIELD_CHARMEDBY, owner); }
|
|
ObjectGuid GetCharmGUID() const { return GetGuidValue(UNIT_FIELD_CHARM); }
|
|
void SetPetGUID(ObjectGuid guid) { m_SummonSlot[SUMMON_SLOT_PET] = guid; }
|
|
ObjectGuid GetPetGUID() const { return m_SummonSlot[SUMMON_SLOT_PET]; }
|
|
void SetCritterGUID(ObjectGuid guid) { SetGuidValue(UNIT_FIELD_CRITTER, guid); }
|
|
ObjectGuid GetCritterGUID() const { return GetGuidValue(UNIT_FIELD_CRITTER); }
|
|
|
|
bool IsControlledByPlayer() const { return m_ControlledByPlayer; }
|
|
ObjectGuid GetCharmerOrOwnerGUID() const;
|
|
ObjectGuid GetCharmerOrOwnerOrOwnGUID() const;
|
|
bool IsCharmedOwnedByPlayerOrPlayer() const { return GetCharmerOrOwnerOrOwnGUID().IsPlayer(); }
|
|
|
|
Player* GetSpellModOwner() const;
|
|
|
|
Unit* GetOwner() const;
|
|
Guardian* GetGuardianPet() const;
|
|
Minion* GetFirstMinion() const;
|
|
Unit* GetCharmer() const;
|
|
Unit* GetCharm() const;
|
|
Unit* GetCharmerOrOwner() const;
|
|
Unit* GetCharmerOrOwnerOrSelf() const;
|
|
Player* GetCharmerOrOwnerPlayerOrPlayerItself() const;
|
|
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();
|
|
|
|
ControlList m_Controlled;
|
|
Unit* GetFirstControlled() const;
|
|
void RemoveAllControlled();
|
|
|
|
bool IsCharmed() const { return !GetCharmerGUID().IsEmpty(); }
|
|
bool isPossessed() const { return HasUnitState(UNIT_STATE_POSSESSED); }
|
|
bool isPossessedByPlayer() const;
|
|
bool isPossessing() const;
|
|
bool isPossessing(Unit* u) const;
|
|
|
|
CharmInfo* GetCharmInfo() { return m_charmInfo; }
|
|
CharmInfo* InitCharmInfo();
|
|
void DeleteCharmInfo();
|
|
void UpdateCharmAI();
|
|
// returns the unit that this player IS CONTROLLING
|
|
Unit* GetUnitBeingMoved() const;
|
|
// returns the player that this player IS CONTROLLING
|
|
Player* GetPlayerBeingMoved() const;
|
|
// returns the player that this unit is BEING CONTROLLED BY
|
|
Player* GetPlayerMovingMe() const { return m_playerMovingMe; }
|
|
// only set for direct client control (possess effects, vehicles and similar)
|
|
Player* m_playerMovingMe;
|
|
SharedVisionList const& GetSharedVisionList() { return m_sharedVision; }
|
|
void AddPlayerToVision(Player* player);
|
|
void RemovePlayerFromVision(Player* player);
|
|
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 resetPeriodicTimer = true);
|
|
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 _RemoveNoStackAurasDueToAura(Aura* aura);
|
|
void _RegisterAuraEffect(AuraEffect* aurEff, bool apply);
|
|
|
|
// m_ownedAuras container management
|
|
AuraMap & GetOwnedAuras() { return m_ownedAuras; }
|
|
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; }
|
|
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);
|
|
void RemoveOwnedAuras(std::function<bool(Aura const*)> const& check);
|
|
|
|
// Optimized overloads taking advantage of map key
|
|
void RemoveAppliedAuras(uint32 spellId, std::function<bool(AuraApplication const*)> const& check);
|
|
void RemoveOwnedAuras(uint32 spellId, std::function<bool(Aura const*)> const& check);
|
|
|
|
void RemoveAurasByType(AuraType auraType, std::function<bool(AuraApplication const*)> const& check);
|
|
|
|
void RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT);
|
|
void RemoveAuraFromStack(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT);
|
|
void RemoveAurasDueToSpellByDispel(uint32 spellId, uint32 dispellerSpellId, ObjectGuid casterGUID, Unit* dispeller, uint8 chargesRemoved = 1);
|
|
void RemoveAurasDueToSpellBySteal(uint32 spellId, ObjectGuid casterGUID, Unit* stealer);
|
|
void RemoveAurasDueToItemSpell(uint32 spellId, ObjectGuid castItemGuid);
|
|
void RemoveAurasByType(AuraType auraType, ObjectGuid casterGUID = ObjectGuid::Empty, Aura* except = nullptr, bool negative = true, bool positive = true);
|
|
void RemoveNotOwnSingleTargetAuras(uint32 newPhase = 0x0);
|
|
void RemoveAurasWithInterruptFlags(uint32 flag, uint32 except = 0);
|
|
void RemoveAurasWithAttribute(uint32 flags);
|
|
void RemoveAurasWithFamily(SpellFamilyNames family, uint32 familyFlag1, uint32 familyFlag2, uint32 familyFlag3, ObjectGuid casterGUID);
|
|
void RemoveAurasWithMechanic(uint32 mechanic_mask, AuraRemoveMode removemode = AURA_REMOVE_BY_DEFAULT, uint32 except = 0);
|
|
void RemoveMovementImpairingAuras(bool withRoot);
|
|
void RemoveAurasByShapeShift();
|
|
|
|
void RemoveAreaAurasDueToLeaveWorld();
|
|
void RemoveAllAuras();
|
|
void RemoveArenaAuras();
|
|
void RemoveAurasOnEvade();
|
|
void RemoveAllAurasOnDeath();
|
|
void RemoveAllAurasRequiringDeadTarget();
|
|
void RemoveAllAurasExceptType(AuraType type);
|
|
void RemoveAllAurasExceptType(AuraType type1, AuraType type2); /// @todo: once we support variadic templates use them here
|
|
void RemoveAllGroupBuffsFromCaster(ObjectGuid casterGUID);
|
|
void DelayOwnedAuras(uint32 spellId, ObjectGuid caster, int32 delaytime);
|
|
|
|
void _RemoveAllAuraStatMods();
|
|
void _ApplyAllAuraStatMods();
|
|
|
|
AuraEffectList const& GetAuraEffectsByType(AuraType type) const { return m_modAuras[type]; }
|
|
AuraList & GetSingleCastAuras() { return m_scAuras; }
|
|
AuraList const& GetSingleCastAuras() const { return m_scAuras; }
|
|
|
|
AuraEffect* GetAuraEffect(uint32 spellId, uint8 effIndex, ObjectGuid casterGUID = ObjectGuid::Empty) const;
|
|
AuraEffect* GetAuraEffectOfRankedSpell(uint32 spellId, uint8 effIndex, ObjectGuid casterGUID = ObjectGuid::Empty) const;
|
|
AuraEffect* GetAuraEffect(AuraType type, SpellFamilyNames name, uint32 iconId, uint8 effIndex) const; // spell mustn't have familyflags
|
|
AuraEffect* GetAuraEffect(AuraType type, SpellFamilyNames family, uint32 familyFlag1, uint32 familyFlag2, uint32 familyFlag3, ObjectGuid casterGUID = ObjectGuid::Empty) const;
|
|
AuraEffect* GetDummyAuraEffect(SpellFamilyNames name, uint32 iconId, uint8 effIndex) const;
|
|
|
|
AuraApplication * GetAuraApplication(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0, AuraApplication * except = nullptr) const;
|
|
Aura* GetAura(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0) const;
|
|
|
|
AuraApplication * GetAuraApplicationOfRankedSpell(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0, AuraApplication * except = nullptr) const;
|
|
Aura* GetAuraOfRankedSpell(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0) const;
|
|
|
|
void GetDispellableAuraList(Unit* caster, uint32 dispelMask, DispelChargesList& dispelList, bool isReflect = false) const;
|
|
|
|
bool HasAuraEffect(uint32 spellId, uint8 effIndex, ObjectGuid caster = ObjectGuid::Empty) const;
|
|
uint32 GetAuraCount(uint32 spellId) const;
|
|
bool HasAura(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint8 reqEffMask = 0) const;
|
|
bool HasAuraType(AuraType auraType) const;
|
|
bool HasAuraTypeWithCaster(AuraType auratype, ObjectGuid caster) const;
|
|
bool HasAuraTypeWithMiscvalue(AuraType auratype, int32 miscvalue) const;
|
|
bool HasAuraTypeWithAffectMask(AuraType auratype, SpellInfo const* affectedSpell) const;
|
|
bool HasAuraTypeWithValue(AuraType auratype, int32 value) const;
|
|
bool HasNegativeAuraWithInterruptFlag(uint32 flag, ObjectGuid guid = ObjectGuid::Empty) const;
|
|
bool HasAuraWithMechanic(uint32 mechanicMask) const;
|
|
bool HasStrongerAuraWithDR(SpellInfo const* auraSpellInfo, Unit* caster, bool triggered) const;
|
|
|
|
AuraEffect* IsScriptOverriden(SpellInfo const* spell, int32 script) const;
|
|
uint32 GetDiseasesByCaster(ObjectGuid casterGUID, bool remove = false);
|
|
uint32 GetDoTsByCaster(ObjectGuid casterGUID) const;
|
|
|
|
int32 GetTotalAuraModifier(AuraType auratype) const;
|
|
float GetTotalAuraMultiplier(AuraType auratype) const;
|
|
int32 GetMaxPositiveAuraModifier(AuraType auratype) const;
|
|
int32 GetMaxNegativeAuraModifier(AuraType auratype) const;
|
|
|
|
int32 GetTotalAuraModifier(AuraType auratype, std::function<bool(AuraEffect const*)> const& predicate) const;
|
|
float GetTotalAuraMultiplier(AuraType auratype, std::function<bool(AuraEffect const*)> const& predicate) const;
|
|
int32 GetMaxPositiveAuraModifier(AuraType auratype, std::function<bool(AuraEffect const*)> const& predicate) const;
|
|
int32 GetMaxNegativeAuraModifier(AuraType auratype, std::function<bool(AuraEffect const*)> const& predicate) const;
|
|
|
|
int32 GetTotalAuraModifierByMiscMask(AuraType auratype, uint32 misc_mask) const;
|
|
float GetTotalAuraMultiplierByMiscMask(AuraType auratype, uint32 misc_mask) const;
|
|
int32 GetMaxPositiveAuraModifierByMiscMask(AuraType auratype, uint32 misc_mask, AuraEffect const* except = nullptr) const;
|
|
int32 GetMaxNegativeAuraModifierByMiscMask(AuraType auratype, uint32 misc_mask) const;
|
|
|
|
int32 GetTotalAuraModifierByMiscValue(AuraType auratype, int32 misc_value) const;
|
|
float GetTotalAuraMultiplierByMiscValue(AuraType auratype, int32 misc_value) const;
|
|
int32 GetMaxPositiveAuraModifierByMiscValue(AuraType auratype, int32 misc_value) const;
|
|
int32 GetMaxNegativeAuraModifierByMiscValue(AuraType auratype, int32 misc_value) const;
|
|
|
|
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;
|
|
|
|
void UpdateResistanceBuffModsMod(SpellSchools school);
|
|
void InitStatBuffMods();
|
|
void UpdateStatBuffMod(Stats stat);
|
|
void SetCreateStat(Stats stat, float val) { m_createStats[stat] = val; }
|
|
void SetCreateHealth(uint32 val) { SetUInt32Value(UNIT_FIELD_BASE_HEALTH, val); }
|
|
uint32 GetCreateHealth() const { return GetUInt32Value(UNIT_FIELD_BASE_HEALTH); }
|
|
void SetCreateMana(uint32 val) { SetUInt32Value(UNIT_FIELD_BASE_MANA, val); }
|
|
uint32 GetCreateMana() const { return GetUInt32Value(UNIT_FIELD_BASE_MANA); }
|
|
uint32 GetCreatePowers(Powers power) const;
|
|
float GetPosStat(Stats stat) const { return GetFloatValue(UNIT_FIELD_POSSTAT0+stat); }
|
|
float GetNegStat(Stats stat) const { return GetFloatValue(UNIT_FIELD_NEGSTAT0+stat); }
|
|
float GetCreateStat(Stats stat) const { return m_createStats[stat]; }
|
|
|
|
ObjectGuid GetChannelObjectGuid() const { return GetGuidValue(UNIT_FIELD_CHANNEL_OBJECT); }
|
|
void SetChannelObjectGuid(ObjectGuid guid) { SetGuidValue(UNIT_FIELD_CHANNEL_OBJECT, guid); }
|
|
|
|
void SetCurrentCastSpell(Spell* pSpell);
|
|
void InterruptSpell(CurrentSpellTypes spellType, bool withDelayed = true, bool withInstant = true);
|
|
void FinishSpell(CurrentSpellTypes spellType, bool ok = true);
|
|
|
|
// set withDelayed to true to account delayed spells as cast
|
|
// delayed+channeled spells are always accounted as cast
|
|
// we can skip channeled or delayed checks using flags
|
|
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);
|
|
|
|
Spell* GetCurrentSpell(CurrentSpellTypes spellType) const { return m_currentSpells[spellType]; }
|
|
Spell* GetCurrentSpell(uint32 spellType) const { return m_currentSpells[spellType]; }
|
|
Spell* FindCurrentSpellBySpellId(uint32 spell_id) const;
|
|
int32 GetCurrentSpellCastTime(uint32 spell_id) const;
|
|
|
|
virtual bool IsFocusing(Spell const* /*focusSpell*/ = nullptr, bool /*withDelay*/ = false) { return false; }
|
|
virtual bool IsMovementPreventedByCasting() const;
|
|
|
|
SpellHistory* GetSpellHistory() { return m_spellHistory; }
|
|
SpellHistory const* GetSpellHistory() const { return m_spellHistory; }
|
|
|
|
ObjectGuid m_SummonSlot[MAX_SUMMON_SLOT];
|
|
ObjectGuid m_ObjectSlot[MAX_GAMEOBJECT_SLOT];
|
|
|
|
ShapeshiftForm GetShapeshiftForm() const { return ShapeshiftForm(GetByteValue(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_SHAPESHIFT_FORM)); }
|
|
void SetShapeshiftForm(ShapeshiftForm form);
|
|
|
|
bool IsInFeralForm() const;
|
|
|
|
bool IsInDisallowedMountForm() const;
|
|
|
|
float m_modMeleeHitChance;
|
|
float m_modRangedHitChance;
|
|
float m_modSpellHitChance;
|
|
int32 m_baseSpellCritChance;
|
|
|
|
float m_modAttackSpeedPct[3];
|
|
|
|
// Event handler
|
|
EventProcessor m_Events;
|
|
|
|
// stat system
|
|
void HandleStatFlatModifier(UnitMods unitMod, UnitModifierFlatType modifierType, float amount, bool apply);
|
|
void ApplyStatPctModifier(UnitMods unitMod, UnitModifierPctType modifierType, float amount);
|
|
|
|
void SetStatFlatModifier(UnitMods unitMod, UnitModifierFlatType modifierType, float val);
|
|
void SetStatPctModifier(UnitMods unitMod, UnitModifierPctType modifierType, float val);
|
|
|
|
float GetFlatModifierValue(UnitMods unitMod, UnitModifierFlatType modifierType) const;
|
|
float GetPctModifierValue(UnitMods unitMod, UnitModifierPctType modifierType) const;
|
|
|
|
void UpdateUnitMod(UnitMods unitMod);
|
|
|
|
// only players have item requirements
|
|
virtual bool CheckAttackFitToAuraRequirement(WeaponAttackType /*attackType*/, AuraEffect const* /*aurEff*/) const { return true; }
|
|
|
|
virtual void UpdateDamageDoneMods(WeaponAttackType attackType);
|
|
void UpdateAllDamageDoneMods();
|
|
|
|
void UpdateDamagePctDoneMods(WeaponAttackType attackType);
|
|
void UpdateAllDamagePctDoneMods();
|
|
|
|
float GetTotalStatValue(Stats stat) const;
|
|
float GetTotalAuraModValue(UnitMods unitMod) const;
|
|
SpellSchools GetSpellSchoolByAuraGroup(UnitMods unitMod) const;
|
|
Stats GetStatByAuraGroup(UnitMods unitMod) const;
|
|
Powers GetPowerTypeByAuraGroup(UnitMods unitMod) const;
|
|
bool CanModifyStats() const { return m_canModifyStats; }
|
|
void SetCanModifyStats(bool modifyStats) { m_canModifyStats = modifyStats; }
|
|
virtual bool UpdateStats(Stats stat) = 0;
|
|
virtual bool UpdateAllStats() = 0;
|
|
virtual void UpdateResistances(uint32 school) = 0;
|
|
virtual void 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) const;
|
|
float GetWeaponDamageRange(WeaponAttackType attType, WeaponDamageRange type, uint8 damageIndex = 0) const;
|
|
void SetBaseWeaponDamage(WeaponAttackType attType, WeaponDamageRange damageRange, float value, uint8 damageIndex = 0) { m_weaponDamage[attType][damageRange][damageIndex] = value; }
|
|
virtual void CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& minDamage, float& maxDamage, uint8 damageIndex) const = 0;
|
|
uint32 CalculateDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, uint8 itemDamagesMask = 0) const;
|
|
float GetAPMultiplier(WeaponAttackType attType, bool normalized) const;
|
|
|
|
bool isInFrontInMap(Unit const* target, float distance, float arc = float(M_PI)) const;
|
|
bool isInBackInMap(Unit const* target, float distance, float arc = float(M_PI)) const;
|
|
|
|
// Visibility system
|
|
bool IsVisible() const;
|
|
void SetVisible(bool x);
|
|
|
|
// common function for visibility checks for player/creatures with detection code
|
|
void SetPhaseMask(uint32 newPhaseMask, bool update) override;// overwrite WorldObject::SetPhaseMask
|
|
void UpdateObjectVisibility(bool forced = true) override;
|
|
|
|
SpellImmuneContainer m_spellImmune[MAX_SPELL_IMMUNITY];
|
|
uint32 m_lastSanctuaryTime;
|
|
|
|
VisibleAuraMap const* GetVisibleAuras() { return &m_visibleAuras; }
|
|
AuraApplication * GetVisibleAura(uint8 slot) const;
|
|
void SetVisibleAura(uint8 slot, AuraApplication * aur);
|
|
void RemoveVisibleAura(uint8 slot);
|
|
|
|
uint32 GetInterruptMask() const { return m_interruptMask; }
|
|
void AddInterruptMask(uint32 mask) { m_interruptMask |= mask; }
|
|
void UpdateInterruptMask();
|
|
|
|
uint32 GetDisplayId() const { return GetUInt32Value(UNIT_FIELD_DISPLAYID); }
|
|
virtual void SetDisplayId(uint32 modelId);
|
|
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;}
|
|
uint32 getTransForm() const { return m_transform;}
|
|
|
|
// DynamicObject management
|
|
void _RegisterDynObject(DynamicObject* dynObj);
|
|
void _UnregisterDynObject(DynamicObject* dynObj);
|
|
DynamicObject* GetDynObject(uint32 spellId);
|
|
void RemoveDynObject(uint32 spellId);
|
|
void RemoveAllDynObjects();
|
|
|
|
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 IsMagnet() const;
|
|
Unit* GetMagicHitRedirectTarget(Unit* victim, SpellInfo const* spellInfo);
|
|
Unit* GetMeleeHitRedirectTarget(Unit* victim, SpellInfo const* spellInfo = nullptr);
|
|
|
|
int32 SpellBaseDamageBonusDone(SpellSchoolMask schoolMask) const;
|
|
int32 SpellBaseDamageBonusTaken(SpellSchoolMask schoolMask) const;
|
|
uint32 SpellDamageBonusDone(Unit* victim, SpellInfo const* spellProto, uint32 pdamage, DamageEffectType damagetype, Optional<float> const& donePctTotal, uint32 stack = 1) const;
|
|
float SpellDamagePctDone(Unit* victim, SpellInfo const* spellProto, DamageEffectType damagetype) const;
|
|
uint32 SpellDamageBonusTaken(Unit* caster, SpellInfo const* spellProto, uint32 pdamage, DamageEffectType damagetype, uint32 stack = 1) const;
|
|
int32 SpellBaseHealingBonusDone(SpellSchoolMask schoolMask) const;
|
|
int32 SpellBaseHealingBonusTaken(SpellSchoolMask schoolMask) const;
|
|
uint32 SpellHealingBonusDone(Unit* victim, SpellInfo const* spellProto, uint32 healamount, DamageEffectType damagetype, Optional<float> const& donePctTotal, uint32 stack = 1) const;
|
|
float SpellHealingPctDone(Unit* victim, SpellInfo const* spellProto) const;
|
|
uint32 SpellHealingBonusTaken(Unit* caster, SpellInfo const* spellProto, uint32 healamount, DamageEffectType damagetype, uint32 stack = 1) const;
|
|
|
|
uint32 MeleeDamageBonusDone(Unit* pVictim, uint32 damage, WeaponAttackType attType, SpellInfo const* spellProto = nullptr, SpellSchoolMask damageSchoolMask = SPELL_SCHOOL_MASK_NORMAL);
|
|
uint32 MeleeDamageBonusTaken(Unit* attacker, uint32 pdamage, WeaponAttackType attType, SpellInfo const* spellProto = nullptr, SpellSchoolMask damageSchoolMask = SPELL_SCHOOL_MASK_NORMAL);
|
|
|
|
bool isSpellBlocked(Unit* victim, SpellInfo const* spellProto, WeaponAttackType attackType = BASE_ATTACK);
|
|
bool isBlockCritical();
|
|
float SpellCritChanceDone(SpellInfo const* spellInfo, SpellSchoolMask schoolMask, WeaponAttackType attackType = BASE_ATTACK) const;
|
|
float SpellCritChanceTaken(Unit const* caster, SpellInfo const* spellInfo, SpellSchoolMask schoolMask, float doneChance, WeaponAttackType attackType = BASE_ATTACK) const;
|
|
static uint32 SpellCriticalDamageBonus(Unit const* caster, SpellInfo const* spellProto, uint32 damage, Unit* victim);
|
|
static uint32 SpellCriticalHealingBonus(Unit const* caster, SpellInfo const* spellProto, uint32 damage, Unit* victim);
|
|
|
|
void SetLastManaUse(uint32 spellCastTime) { m_lastManaUse = spellCastTime; }
|
|
bool IsUnderLastManaUseEffect() const;
|
|
|
|
uint32 GetCastingTimeForBonus(SpellInfo const* spellProto, DamageEffectType damagetype, uint32 CastingTime) const;
|
|
float CalculateDefaultCoefficient(SpellInfo const* spellInfo, DamageEffectType damagetype) const;
|
|
|
|
uint32 GetRemainingPeriodicAmount(ObjectGuid caster, uint32 spellId, AuraType auraType, uint8 effectIndex = 0) const;
|
|
|
|
void ApplySpellImmune(uint32 spellId, uint32 op, uint32 type, bool apply);
|
|
virtual bool IsImmunedToSpell(SpellInfo const* spellInfo, Unit* caster) const; // redefined in Creature
|
|
uint32 GetSchoolImmunityMask() const;
|
|
uint32 GetDamageImmunityMask() const;
|
|
uint32 GetMechanicImmunityMask() const;
|
|
|
|
bool IsImmunedToDamage(SpellSchoolMask meleeSchoolMask) const;
|
|
bool IsImmunedToDamage(SpellInfo const* spellInfo) const;
|
|
virtual bool IsImmunedToSpellEffect(SpellInfo const* spellInfo, uint32 index, Unit* caster) const; // redefined in Creature
|
|
|
|
static bool IsDamageReducedByArmor(SpellSchoolMask damageSchoolMask, SpellInfo const* spellInfo = nullptr, int8 effIndex = -1);
|
|
static uint32 CalcArmorReducedDamage(Unit const* attacker, Unit* victim, uint32 damage, SpellInfo const* spellInfo, WeaponAttackType attackType = MAX_ATTACK, uint8 attackerLevel = 0);
|
|
static uint32 CalcSpellResistedDamage(Unit const* attacker, Unit* victim, uint32 damage, SpellSchoolMask schoolMask, SpellInfo const* spellInfo);
|
|
static void CalcAbsorbResist(DamageInfo& damageInfo);
|
|
static void CalcHealAbsorb(HealInfo& healInfo);
|
|
|
|
void UpdateSpeed(UnitMoveType mtype);
|
|
float GetSpeed(UnitMoveType mtype) const;
|
|
float GetSpeedRate(UnitMoveType mtype) const { return m_speed_rate[mtype]; }
|
|
void SetSpeed(UnitMoveType mtype, float newValue);
|
|
void SetSpeedRate(UnitMoveType mtype, float 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);
|
|
void ModSpellDurationTime(SpellInfo const* spellProto, int32& castTime, Spell* spell = nullptr);
|
|
float CalculateSpellpowerCoefficientLevelPenalty(SpellInfo const* spellProto) const;
|
|
|
|
void addFollower(FollowerReference* pRef) { m_FollowingRefManager.insertFirst(pRef); }
|
|
void removeFollower(FollowerReference* /*pRef*/) { /* nothing to do yet */ }
|
|
|
|
MotionMaster* GetMotionMaster() { return i_motionMaster; }
|
|
MotionMaster const* GetMotionMaster() const { return i_motionMaster; }
|
|
|
|
bool IsStopped() const { return !(HasUnitState(UNIT_STATE_MOVING)); }
|
|
void StopMoving();
|
|
void PauseMovement(uint32 timer = 0, uint8 slot = 0, bool forced = true); // timer in ms
|
|
void ResumeMovement(uint32 timer = 0, uint8 slot = 0); // timer in ms
|
|
|
|
void AddUnitMovementFlag(uint32 f) { m_movementInfo.flags |= f; }
|
|
void RemoveUnitMovementFlag(uint32 f) { m_movementInfo.flags &= ~f; }
|
|
bool HasUnitMovementFlag(uint32 f) const { return (m_movementInfo.flags & f) == f; }
|
|
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; }
|
|
uint16 HasExtraUnitMovementFlag(uint16 f) const { return m_movementInfo.flags2 & f; }
|
|
uint16 GetExtraUnitMovementFlags() const { return m_movementInfo.flags2; }
|
|
void SetExtraUnitMovementFlags(uint16 f) { m_movementInfo.flags2 = f; }
|
|
|
|
float GetPositionZMinusOffset() const;
|
|
|
|
void SetControlled(bool apply, UnitState state);
|
|
|
|
///-----------Combo point system-------------------
|
|
// This unit having CP on other units
|
|
uint8 GetComboPoints(Unit const* who = nullptr) const { return (who && m_comboTarget != who) ? 0 : m_comboPoints; }
|
|
uint8 GetComboPoints(ObjectGuid const& guid) const { return (m_comboTarget && m_comboTarget->GetGUID() == guid) ? m_comboPoints : 0; }
|
|
Unit* GetComboTarget() const { return m_comboTarget; }
|
|
ObjectGuid 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();
|
|
|
|
// 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() const { return !m_procDeep; }
|
|
void SetCantProc(bool apply);
|
|
|
|
uint32 GetModelForForm(ShapeshiftForm form, uint32 spellId) const;
|
|
uint32 GetModelForTotem(PlayerTotemType totemType);
|
|
|
|
friend class VehicleJoinEvent;
|
|
bool IsAIEnabled, NeedChangeAI;
|
|
ObjectGuid LastCharmerGUID;
|
|
bool CreateVehicleKit(uint32 id, uint32 creatureEntry);
|
|
void RemoveVehicleKit();
|
|
Vehicle* GetVehicleKit()const { return m_vehicleKit; }
|
|
Vehicle* GetVehicle() const { return m_vehicle; }
|
|
void SetVehicle(Vehicle* vehicle) { m_vehicle = vehicle; }
|
|
bool IsOnVehicle(Unit const* vehicle) const;
|
|
Unit* GetVehicleBase() const;
|
|
Creature* GetVehicleCreatureBase() const;
|
|
ObjectGuid GetTransGUID() const override;
|
|
/// Returns the transport this unit is on directly (if on vehicle and transport, return vehicle)
|
|
TransportBase* GetDirectTransport() const;
|
|
|
|
bool m_ControlledByPlayer;
|
|
|
|
bool HandleSpellClick(Unit* clicker, int8 seatId = -1);
|
|
void EnterVehicle(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;
|
|
static void BuildMovementPacket(Position const& pos, Position const& transportPos, MovementInfo const& movementInfo, ByteBuffer* data);
|
|
|
|
bool isMoving() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_MASK_MOVING); }
|
|
bool isTurning() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_MASK_TURNING); }
|
|
virtual bool CanFly() const = 0;
|
|
bool IsFlying() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_FLYING | MOVEMENTFLAG_DISABLE_GRAVITY); }
|
|
bool IsFalling() const;
|
|
virtual bool CanSwim() const;
|
|
|
|
void RewardRage(uint32 damage, uint32 weaponSpeedHitFactor, bool attacker);
|
|
|
|
virtual float GetFollowAngle() const { return static_cast<float>(M_PI/2); }
|
|
|
|
void OutDebugInfo() const;
|
|
virtual bool IsLoading() const { return false; }
|
|
bool IsDuringRemoveFromWorld() const {return m_duringRemoveFromWorld;}
|
|
|
|
Pet* ToPet() { if (IsPet()) return reinterpret_cast<Pet*>(this); else return nullptr; }
|
|
Pet const* ToPet() const { if (IsPet()) return reinterpret_cast<Pet const*>(this); else return nullptr; }
|
|
|
|
Totem* ToTotem() { if (IsTotem()) return reinterpret_cast<Totem*>(this); else return nullptr; }
|
|
Totem const* ToTotem() const { if (IsTotem()) return reinterpret_cast<Totem const*>(this); else return nullptr; }
|
|
|
|
TempSummon* ToTempSummon() { if (IsSummon()) return reinterpret_cast<TempSummon*>(this); else return nullptr; }
|
|
TempSummon const* ToTempSummon() const { if (IsSummon()) return reinterpret_cast<TempSummon const*>(this); else return nullptr; }
|
|
|
|
ObjectGuid GetTarget() const { return GetGuidValue(UNIT_FIELD_TARGET); }
|
|
virtual void SetTarget(ObjectGuid /*guid*/) = 0;
|
|
|
|
void SetInstantCast(bool set) { _instantCast = set; }
|
|
bool CanInstantCast() const { return _instantCast; }
|
|
|
|
// Movement info
|
|
Movement::MoveSpline * movespline;
|
|
|
|
int32 GetHighestExclusiveSameEffectSpellGroupValue(AuraEffect const* aurEff, AuraType auraType, bool checkMiscValue = false, int32 miscValue = 0) const;
|
|
bool IsHighestExclusiveAura(Aura const* aura, bool removeOtherAuraApplications = false);
|
|
|
|
virtual void Talk(std::string const& text, ChatMsg msgType, Language language, float textRange, WorldObject const* target);
|
|
virtual void Say(std::string const& text, Language language, WorldObject const* target = nullptr);
|
|
virtual void Yell(std::string const& text, Language language, WorldObject const* target = nullptr);
|
|
virtual void TextEmote(std::string const& text, WorldObject const* target = nullptr, bool isBossEmote = false);
|
|
virtual void Whisper(std::string const& 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);
|
|
|
|
float GetCollisionHeight() const override;
|
|
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();
|
|
|
|
bool m_AutoRepeatFirstCast;
|
|
|
|
uint32 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 std::list<GameObject*> 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; // cast 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_auraFlatModifiersGroup[UNIT_MOD_END][MODIFIER_TYPE_FLAT_END];
|
|
float m_auraPctModifiersGroup[UNIT_MOD_END][MODIFIER_TYPE_PCT_END];
|
|
float m_weaponDamage[MAX_ATTACK][2][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];
|
|
uint32 m_regenTimer;
|
|
|
|
Vehicle* m_vehicle;
|
|
Vehicle* m_vehicleKit;
|
|
|
|
uint32 m_unitTypeMask;
|
|
LiquidTypeEntry const* _lastLiquid;
|
|
|
|
bool IsAlwaysVisibleFor(WorldObject const* seer) const override;
|
|
bool IsAlwaysDetectableFor(WorldObject const* seer) const override;
|
|
|
|
void DisableSpline();
|
|
|
|
void ProcessPositionDataChanged(PositionFullTerrainStatus const& data) override;
|
|
virtual void ProcessTerrainStatusUpdate(ZLiquidStatus status, Optional<LiquidData> const& liquidData);
|
|
|
|
virtual void AtEnterCombat() { }
|
|
virtual void AtExitCombat();
|
|
|
|
private:
|
|
|
|
void UpdateSplineMovement(uint32 t_diff);
|
|
void UpdateSplinePosition();
|
|
|
|
// player or player's pet
|
|
float GetCombatRatingReduction(CombatRating cr) const;
|
|
uint32 GetCombatRatingDamageReduction(CombatRating cr, float rate, float cap, uint32 damage) const;
|
|
|
|
void ProcSkillsAndReactives(bool isVictim, Unit* procTarget, uint32 typeMask, uint32 hitMask, WeaponAttackType attType);
|
|
|
|
void SetFeared(bool apply);
|
|
void SetConfused(bool apply);
|
|
void SetStunned(bool apply);
|
|
void SetRooted(bool apply);
|
|
|
|
uint32 m_rootTimes;
|
|
|
|
uint32 m_state; // Even derived shouldn't modify
|
|
uint32 m_lastManaUse; // msecs
|
|
TimeTrackerSmall m_movesplineTimer;
|
|
|
|
DiminishingReturn m_Diminishing[DIMINISHING_MAX];
|
|
// Manage all Units that are threatened by us
|
|
friend class CombatManager;
|
|
CombatManager m_combatManager;
|
|
friend class ThreatManager;
|
|
ThreatManager m_threatManager;
|
|
|
|
FollowerRefManager m_FollowingRefManager;
|
|
|
|
Unit* m_comboTarget;
|
|
int8 m_comboPoints;
|
|
std::unordered_set<Unit*> m_ComboPointHolders;
|
|
|
|
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
|
|
bool _instantCast;
|
|
|
|
uint32 _oldFactionId; ///< faction before charm
|
|
bool _isWalkingBeforeCharm; ///< Are we walking before we were charmed?
|
|
|
|
SpellHistory* m_spellHistory;
|
|
};
|
|
|
|
namespace Trinity
|
|
{
|
|
// 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;
|
|
};
|
|
}
|
|
|
|
#endif
|