mirror of
https://github.com/araxiaonline/TrinityCore.git
synced 2026-06-15 12:42:43 -04:00
2249 lines
116 KiB
C++
2249 lines
116 KiB
C++
/*
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* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU 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 "HostileRefManager.h"
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#include "OptionalFwd.h"
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#include "SpellAuraDefines.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 <boost/container/flat_set.hpp>
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#include <array>
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#include <map>
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#define WORLD_TRIGGER 12999
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#define ARTIFACTS_ALL_WEAPONS_GENERAL_WEAPON_EQUIPPED_PASSIVE 197886
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#define SPELL_DH_DOUBLE_JUMP 196055
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#define DISPLAYID_HIDDEN_MOUNT 73200
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enum SpellModOp : uint8
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{
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SPELLMOD_DAMAGE = 0,
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SPELLMOD_DURATION = 1,
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SPELLMOD_THREAT = 2,
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SPELLMOD_EFFECT1 = 3,
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SPELLMOD_CHARGES = 4,
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SPELLMOD_RANGE = 5,
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SPELLMOD_RADIUS = 6,
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SPELLMOD_CRITICAL_CHANCE = 7,
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SPELLMOD_ALL_EFFECTS = 8,
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SPELLMOD_NOT_LOSE_CASTING_TIME = 9,
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SPELLMOD_CASTING_TIME = 10,
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SPELLMOD_COOLDOWN = 11,
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SPELLMOD_EFFECT2 = 12,
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SPELLMOD_IGNORE_ARMOR = 13,
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SPELLMOD_COST = 14, // Used when SpellPowerEntry::PowerIndex == 0
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SPELLMOD_CRIT_DAMAGE_BONUS = 15,
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SPELLMOD_RESIST_MISS_CHANCE = 16,
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SPELLMOD_JUMP_TARGETS = 17,
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SPELLMOD_CHANCE_OF_SUCCESS = 18,
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SPELLMOD_ACTIVATION_TIME = 19,
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SPELLMOD_DAMAGE_MULTIPLIER = 20,
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SPELLMOD_GLOBAL_COOLDOWN = 21,
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SPELLMOD_DOT = 22,
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SPELLMOD_EFFECT3 = 23,
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SPELLMOD_BONUS_MULTIPLIER = 24,
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// spellmod 25
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SPELLMOD_PROC_PER_MINUTE = 26,
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SPELLMOD_VALUE_MULTIPLIER = 27,
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SPELLMOD_RESIST_DISPEL_CHANCE = 28,
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SPELLMOD_CRIT_DAMAGE_BONUS_2 = 29, //one not used spell
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SPELLMOD_SPELL_COST_REFUND_ON_FAIL = 30,
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SPELLMOD_STACK_AMOUNT = 31, // has no effect on tooltip parsing
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SPELLMOD_EFFECT4 = 32,
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SPELLMOD_EFFECT5 = 33,
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SPELLMOD_SPELL_COST2 = 34, // Used when SpellPowerEntry::PowerIndex == 1
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SPELLMOD_JUMP_DISTANCE = 35,
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// spellmod 36
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SPELLMOD_STACK_AMOUNT2 = 37 // same as SPELLMOD_STACK_AMOUNT but affects tooltips
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// spellmod 38
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};
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#define MAX_SPELLMOD 39
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enum SpellValueMod : uint8
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{
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SPELLVALUE_BASE_POINT0,
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SPELLVALUE_BASE_POINT1,
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SPELLVALUE_BASE_POINT2,
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SPELLVALUE_BASE_POINT3,
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SPELLVALUE_BASE_POINT4,
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SPELLVALUE_BASE_POINT5,
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SPELLVALUE_BASE_POINT6,
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SPELLVALUE_BASE_POINT7,
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SPELLVALUE_BASE_POINT8,
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SPELLVALUE_BASE_POINT9,
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SPELLVALUE_BASE_POINT10,
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SPELLVALUE_BASE_POINT11,
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SPELLVALUE_BASE_POINT12,
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SPELLVALUE_BASE_POINT13,
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SPELLVALUE_BASE_POINT14,
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SPELLVALUE_BASE_POINT15,
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SPELLVALUE_BASE_POINT16,
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SPELLVALUE_BASE_POINT17,
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SPELLVALUE_BASE_POINT18,
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SPELLVALUE_BASE_POINT19,
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SPELLVALUE_BASE_POINT20,
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SPELLVALUE_BASE_POINT21,
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SPELLVALUE_BASE_POINT22,
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SPELLVALUE_BASE_POINT23,
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SPELLVALUE_BASE_POINT24,
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SPELLVALUE_BASE_POINT25,
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SPELLVALUE_BASE_POINT26,
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SPELLVALUE_BASE_POINT27,
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SPELLVALUE_BASE_POINT28,
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SPELLVALUE_BASE_POINT29,
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SPELLVALUE_BASE_POINT30,
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SPELLVALUE_BASE_POINT31,
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SPELLVALUE_BASE_POINT_END,
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SPELLVALUE_RADIUS_MOD,
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SPELLVALUE_MAX_TARGETS,
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SPELLVALUE_AURA_STACK
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};
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class CustomSpellValues
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{
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typedef std::pair<SpellValueMod, int32> CustomSpellValueMod;
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typedef std::vector<CustomSpellValueMod> StorageType;
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public:
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typedef StorageType::const_iterator const_iterator;
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public:
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void AddSpellMod(SpellValueMod mod, int32 value)
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{
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storage_.push_back(CustomSpellValueMod(mod, value));
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}
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const_iterator begin() const
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{
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return storage_.begin();
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}
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const_iterator end() const
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{
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return storage_.end();
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}
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private:
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StorageType storage_;
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};
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enum SpellFacingFlags
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{
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SPELL_FACING_FLAG_INFRONT = 0x0001
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};
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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 MountCapabilityEntry;
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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 Spell;
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class SpellCastTargets;
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class SpellEffectInfo;
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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 class PetActionFeedback : uint8;
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enum ZLiquidStatus : uint32;
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namespace Movement
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{
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class MoveSpline;
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struct SpellEffectExtraData;
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}
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namespace WorldPackets
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{
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namespace CombatLog
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{
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class CombatLogServerPacket;
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}
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}
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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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BASE_PCT_EXCLUDE_CREATE = 1, // percent modifier affecting all stat values from auras and gear but not player base for level
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TOTAL_VALUE = 2,
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MODIFIER_TYPE_FLAT_END = 3
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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 TriggerCastFlags : uint32
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{
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TRIGGERED_NONE = 0x00000000, //! Not triggered
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TRIGGERED_IGNORE_GCD = 0x00000001, //! Will ignore GCD
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TRIGGERED_IGNORE_SPELL_AND_CATEGORY_CD = 0x00000002, //! Will ignore Spell and Category cooldowns
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TRIGGERED_IGNORE_POWER_AND_REAGENT_COST = 0x00000004, //! Will ignore power and reagent cost
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TRIGGERED_IGNORE_CAST_ITEM = 0x00000008, //! Will not take away cast item or update related achievement criteria
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TRIGGERED_IGNORE_AURA_SCALING = 0x00000010, //! Will ignore aura scaling
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TRIGGERED_IGNORE_CAST_IN_PROGRESS = 0x00000020, //! Will not check if a current cast is in progress
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TRIGGERED_IGNORE_COMBO_POINTS = 0x00000040, //! Will ignore combo point requirement
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TRIGGERED_CAST_DIRECTLY = 0x00000080, //! In Spell::prepare, will be cast directly without setting containers for executed spell
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TRIGGERED_IGNORE_AURA_INTERRUPT_FLAGS = 0x00000100, //! Will ignore interruptible aura's at cast
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TRIGGERED_IGNORE_SET_FACING = 0x00000200, //! Will not adjust facing to target (if any)
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TRIGGERED_IGNORE_SHAPESHIFT = 0x00000400, //! Will ignore shapeshift checks
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TRIGGERED_IGNORE_CASTER_AURASTATE = 0x00000800, //! Will ignore caster aura states including combat requirements and death state
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TRIGGERED_DISALLOW_PROC_EVENTS = 0x00001000, //! Disallows proc events from triggered spell (default)
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TRIGGERED_IGNORE_CASTER_MOUNTED_OR_ON_VEHICLE = 0x00002000, //! Will ignore mounted/on vehicle restrictions
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// reuse = 0x00004000,
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// reuse = 0x00008000,
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TRIGGERED_IGNORE_CASTER_AURAS = 0x00010000, //! Will ignore caster aura restrictions or requirements
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TRIGGERED_DONT_RESET_PERIODIC_TIMER = 0x00020000, //! Will allow periodic aura timers to keep ticking (instead of resetting)
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TRIGGERED_DONT_REPORT_CAST_ERROR = 0x00040000, //! Will return SPELL_FAILED_DONT_REPORT in CheckCast functions
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TRIGGERED_FULL_MASK = 0x0007FFFF, //! Used when doing CastSpell with triggered == true
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// debug flags (used with .cast triggered commands)
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TRIGGERED_IGNORE_EQUIPPED_ITEM_REQUIREMENT = 0x00080000, //! Will ignore equipped item requirements
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TRIGGERED_IGNORE_TARGET_CHECK = 0x00100000, //! Will ignore most target checks (mostly DBC target checks)
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TRIGGERED_FULL_DEBUG_MASK = 0xFFFFFFFF
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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_INTELLECT 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_HEALTH,
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UNIT_MOD_MANA, // UNIT_MOD_MANA..UNIT_MOD_PAIN must be listed in existing order, it is 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_COMBO_POINTS,
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UNIT_MOD_RUNES,
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UNIT_MOD_RUNIC_POWER,
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UNIT_MOD_SOUL_SHARDS,
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UNIT_MOD_LUNAR_POWER,
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UNIT_MOD_HOLY_POWER,
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UNIT_MOD_ALTERNATE,
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UNIT_MOD_MAELSTROM,
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UNIT_MOD_CHI,
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UNIT_MOD_INSANITY,
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UNIT_MOD_BURNING_EMBERS,
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UNIT_MOD_DEMONIC_FURY,
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UNIT_MOD_ARCANE_CHARGES,
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UNIT_MOD_FURY,
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UNIT_MOD_PAIN,
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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_INTELLECT + 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_PAIN + 1
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};
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static_assert(UNIT_MOD_POWER_END - UNIT_MOD_POWER_START == MAX_POWERS, "UnitMods powers section does not match Powers enum!");
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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_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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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_AMPLIFY = 0,
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CR_DEFENSE_SKILL = 1,
|
|
CR_DODGE = 2,
|
|
CR_PARRY = 3,
|
|
CR_BLOCK = 4,
|
|
CR_HIT_MELEE = 5,
|
|
CR_HIT_RANGED = 6,
|
|
CR_HIT_SPELL = 7,
|
|
CR_CRIT_MELEE = 8,
|
|
CR_CRIT_RANGED = 9,
|
|
CR_CRIT_SPELL = 10,
|
|
CR_CORRUPTION = 11,
|
|
CR_CORRUPTION_RESISTANCE = 12,
|
|
CR_SPEED = 13,
|
|
CR_RESILIENCE_CRIT_TAKEN = 14,
|
|
CR_RESILIENCE_PLAYER_DAMAGE = 15,
|
|
CR_LIFESTEAL = 16,
|
|
CR_HASTE_MELEE = 17,
|
|
CR_HASTE_RANGED = 18,
|
|
CR_HASTE_SPELL = 19,
|
|
CR_AVOIDANCE = 20,
|
|
CR_STURDINESS = 21,
|
|
CR_UNUSED_7 = 22,
|
|
CR_EXPERTISE = 23,
|
|
CR_ARMOR_PENETRATION = 24,
|
|
CR_MASTERY = 25,
|
|
CR_PVP_POWER = 26,
|
|
CR_CLEAVE = 27,
|
|
CR_VERSATILITY_DAMAGE_DONE = 28,
|
|
CR_VERSATILITY_HEALING_DONE = 29,
|
|
CR_VERSATILITY_DAMAGE_TAKEN = 30,
|
|
CR_UNUSED_12 = 31
|
|
};
|
|
|
|
#define MAX_COMBAT_RATING 32
|
|
|
|
enum DamageEffectType : uint8
|
|
{
|
|
DIRECT_DAMAGE = 0, // used for normal weapon damage (not for class abilities or spells)
|
|
SPELL_DIRECT_DAMAGE = 1, // spell/class abilities damage
|
|
DOT = 2,
|
|
HEAL = 3,
|
|
NODAMAGE = 4, // used also in case when damage applied to health but not applied to spell channelInterruptFlags/etc
|
|
SELF_DAMAGE = 5
|
|
};
|
|
|
|
enum UnitTypeMask
|
|
{
|
|
UNIT_MASK_NONE = 0x00000000,
|
|
UNIT_MASK_SUMMON = 0x00000001,
|
|
UNIT_MASK_MINION = 0x00000002,
|
|
UNIT_MASK_GUARDIAN = 0x00000004,
|
|
UNIT_MASK_TOTEM = 0x00000008,
|
|
UNIT_MASK_PET = 0x00000010,
|
|
UNIT_MASK_VEHICLE = 0x00000020,
|
|
UNIT_MASK_PUPPET = 0x00000040,
|
|
UNIT_MASK_HUNTER_PET = 0x00000080,
|
|
UNIT_MASK_CONTROLABLE_GUARDIAN = 0x00000100,
|
|
UNIT_MASK_ACCESSORY = 0x00000200
|
|
};
|
|
|
|
struct DiminishingReturn
|
|
{
|
|
DiminishingReturn() : stack(0), hitTime(0), hitCount(DIMINISHING_LEVEL_1) { }
|
|
|
|
void Clear()
|
|
{
|
|
stack = 0;
|
|
hitTime = 0;
|
|
hitCount = DIMINISHING_LEVEL_1;
|
|
}
|
|
|
|
uint16 stack;
|
|
uint32 hitTime;
|
|
uint32 hitCount;
|
|
};
|
|
|
|
enum MeleeHitOutcome : uint8
|
|
{
|
|
MELEE_HIT_EVADE, MELEE_HIT_MISS, MELEE_HIT_DODGE, MELEE_HIT_BLOCK, MELEE_HIT_PARRY,
|
|
MELEE_HIT_GLANCING, MELEE_HIT_CRIT, MELEE_HIT_CRUSHING, MELEE_HIT_NORMAL
|
|
};
|
|
|
|
class DispelInfo
|
|
{
|
|
public:
|
|
explicit DispelInfo(Unit* dispeller, uint32 dispellerSpellId, uint8 chargesRemoved) :
|
|
_dispellerUnit(dispeller), _dispellerSpell(dispellerSpellId), _chargesRemoved(chargesRemoved) { }
|
|
|
|
Unit* GetDispeller() const { return _dispellerUnit; }
|
|
uint32 GetDispellerSpellId() const { return _dispellerSpell; }
|
|
uint8 GetRemovedCharges() const { return _chargesRemoved; }
|
|
void SetRemovedCharges(uint8 amount) { _chargesRemoved = amount; }
|
|
private:
|
|
Unit* _dispellerUnit;
|
|
uint32 _dispellerSpell;
|
|
uint8 _chargesRemoved;
|
|
};
|
|
|
|
struct CleanDamage
|
|
{
|
|
CleanDamage(uint32 mitigated, uint32 absorbed, WeaponAttackType _attackType, MeleeHitOutcome _hitOutCome) :
|
|
absorbed_damage(absorbed), mitigated_damage(mitigated), attackType(_attackType), hitOutCome(_hitOutCome) { }
|
|
|
|
uint32 absorbed_damage;
|
|
uint32 mitigated_damage;
|
|
|
|
WeaponAttackType attackType;
|
|
MeleeHitOutcome hitOutCome;
|
|
};
|
|
|
|
struct CalcDamageInfo;
|
|
struct SpellNonMeleeDamage;
|
|
|
|
class TC_GAME_API DamageInfo
|
|
{
|
|
private:
|
|
Unit* const m_attacker;
|
|
Unit* const m_victim;
|
|
uint32 m_damage;
|
|
uint32 const m_originalDamage;
|
|
SpellInfo const* const m_spellInfo;
|
|
SpellSchoolMask const m_schoolMask;
|
|
DamageEffectType const m_damageType;
|
|
WeaponAttackType m_attackType;
|
|
uint32 m_absorb;
|
|
uint32 m_resist;
|
|
uint32 m_block;
|
|
uint32 m_hitMask;
|
|
public:
|
|
DamageInfo(Unit* attacker, Unit* victim, uint32 damage, SpellInfo const* spellInfo, SpellSchoolMask schoolMask, DamageEffectType damageType, WeaponAttackType attackType);
|
|
explicit DamageInfo(CalcDamageInfo const& dmgInfo);
|
|
DamageInfo(SpellNonMeleeDamage const& spellNonMeleeDamage, DamageEffectType damageType, WeaponAttackType attackType, uint32 hitMask);
|
|
|
|
void ModifyDamage(int32 amount);
|
|
void AbsorbDamage(uint32 amount);
|
|
void ResistDamage(uint32 amount);
|
|
void BlockDamage(uint32 amount);
|
|
|
|
Unit* GetAttacker() const { return m_attacker; }
|
|
Unit* GetVictim() const { return m_victim; }
|
|
SpellInfo const* GetSpellInfo() const { return m_spellInfo; }
|
|
SpellSchoolMask GetSchoolMask() const { return m_schoolMask; }
|
|
DamageEffectType GetDamageType() const { return m_damageType; }
|
|
WeaponAttackType GetAttackType() const { return m_attackType; }
|
|
uint32 GetDamage() const { return m_damage; }
|
|
uint32 GetOriginalDamage() const { return m_originalDamage; }
|
|
uint32 GetAbsorb() const { return m_absorb; }
|
|
uint32 GetResist() const { return m_resist; }
|
|
uint32 GetBlock() const { return m_block; }
|
|
|
|
uint32 GetHitMask() const;
|
|
};
|
|
|
|
class TC_GAME_API HealInfo
|
|
{
|
|
private:
|
|
Unit* const _healer;
|
|
Unit* const _target;
|
|
uint32 _heal;
|
|
uint32 const _originalHeal;
|
|
uint32 _effectiveHeal;
|
|
uint32 _absorb;
|
|
SpellInfo const* const _spellInfo;
|
|
SpellSchoolMask const _schoolMask;
|
|
uint32 _hitMask;
|
|
|
|
public:
|
|
HealInfo(Unit* healer, Unit* target, uint32 heal, SpellInfo const* spellInfo, SpellSchoolMask schoolMask);
|
|
|
|
void AbsorbHeal(uint32 amount);
|
|
void SetEffectiveHeal(uint32 amount) { _effectiveHeal = amount; }
|
|
|
|
Unit* GetHealer() const { return _healer; }
|
|
Unit* GetTarget() const { return _target; }
|
|
uint32 GetHeal() const { return _heal; }
|
|
uint32 GetOriginalHeal() const { return _originalHeal; }
|
|
uint32 GetEffectiveHeal() const { return _effectiveHeal; }
|
|
uint32 GetAbsorb() const { return _absorb; }
|
|
SpellInfo const* GetSpellInfo() const { return _spellInfo; };
|
|
SpellSchoolMask GetSchoolMask() const { return _schoolMask; };
|
|
|
|
uint32 GetHitMask() const;
|
|
};
|
|
|
|
class TC_GAME_API ProcEventInfo
|
|
{
|
|
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; // Attacker
|
|
Unit *target; // Target for damage
|
|
uint32 damageSchoolMask;
|
|
uint32 damage;
|
|
uint32 originalDamage;
|
|
uint32 absorb;
|
|
uint32 resist;
|
|
uint32 blocked_amount;
|
|
uint32 HitInfo;
|
|
uint32 TargetState;
|
|
// Helper
|
|
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, SpellInfo const* _spellInfo, uint32 _SpellXSpellVisualID, uint32 _schoolMask, ObjectGuid _castId = ObjectGuid::Empty);
|
|
|
|
Unit *target;
|
|
Unit *attacker;
|
|
ObjectGuid castId;
|
|
SpellInfo const* Spell;
|
|
uint32 SpellXSpellVisualID;
|
|
uint32 damage;
|
|
uint32 originalDamage;
|
|
uint32 schoolMask;
|
|
uint32 absorb;
|
|
uint32 resist;
|
|
bool periodicLog;
|
|
uint32 blocked;
|
|
uint32 HitInfo;
|
|
// Used for help
|
|
uint32 cleanDamage;
|
|
bool fullBlock;
|
|
uint32 preHitHealth;
|
|
};
|
|
|
|
struct SpellPeriodicAuraLogInfo
|
|
{
|
|
SpellPeriodicAuraLogInfo(AuraEffect const* _auraEff, uint32 _damage, uint32 _originalDamage, uint32 _overDamage, uint32 _absorb, uint32 _resist, float _multiplier, bool _critical)
|
|
: auraEff(_auraEff), damage(_damage), originalDamage(_originalDamage), overDamage(_overDamage), absorb(_absorb), resist(_resist), multiplier(_multiplier), critical(_critical){ }
|
|
|
|
AuraEffect const* auraEff;
|
|
uint32 damage;
|
|
uint32 originalDamage;
|
|
uint32 overDamage; // overkill/overheal
|
|
uint32 absorb;
|
|
uint32 resist;
|
|
float multiplier;
|
|
bool critical;
|
|
};
|
|
|
|
uint32 createProcHitMask(SpellNonMeleeDamage* damageInfo, SpellMissInfo missCondition);
|
|
|
|
struct RedirectThreatInfo
|
|
{
|
|
RedirectThreatInfo() : _threatPct(0) { }
|
|
ObjectGuid _targetGUID;
|
|
uint32 _threatPct;
|
|
|
|
ObjectGuid GetTargetGUID() const { return _targetGUID; }
|
|
uint32 GetThreatPct() const { return _threatPct; }
|
|
|
|
void Set(ObjectGuid guid, uint32 pct)
|
|
{
|
|
_targetGUID = guid;
|
|
_threatPct = pct;
|
|
}
|
|
|
|
void ModifyThreatPct(int32 amount)
|
|
{
|
|
amount += _threatPct;
|
|
_threatPct = uint32(std::max(0, amount));
|
|
}
|
|
};
|
|
|
|
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
|
|
};
|
|
|
|
#define MAX_REACTIVE 3
|
|
#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
|
|
|
|
// 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::array<DiminishingReturn, DIMINISHING_MAX> Diminishing;
|
|
|
|
typedef std::vector<std::pair<uint32 /*procEffectMask*/, AuraApplication*>> AuraApplicationProcContainer;
|
|
|
|
struct VisibleAuraSlotCompare { bool operator()(AuraApplication* left, AuraApplication* right) const; };
|
|
typedef std::set<AuraApplication*, VisibleAuraSlotCompare> VisibleAuraContainer;
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virtual ~Unit();
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UnitAI* GetAI() { return i_AI; }
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void SetAI(UnitAI* newAI) { i_AI = newAI; }
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void RemoveFromWorld() override;
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void CleanupBeforeRemoveFromMap(bool finalCleanup);
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void CleanupsBeforeDelete(bool finalCleanup = true) override; // used in ~Creature/~Player (or before mass creature delete to remove cross-references to already deleted units)
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void SendCombatLogMessage(WorldPackets::CombatLog::CombatLogServerPacket* combatLog) const;
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DiminishingLevels GetDiminishing(DiminishingGroup group);
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void IncrDiminishing(SpellInfo const* auraSpellInfo);
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bool ApplyDiminishingToDuration(SpellInfo const* auraSpellInfo, int32& duration, Unit* caster, DiminishingLevels previousLevel) const;
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void ApplyDiminishingAura(DiminishingGroup group, bool apply);
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void ClearDiminishings();
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// target dependent range checks
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float GetSpellMaxRangeForTarget(Unit const* target, SpellInfo const* spellInfo) const;
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float GetSpellMinRangeForTarget(Unit const* target, SpellInfo const* spellInfo) const;
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virtual void Update(uint32 time) override;
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void setAttackTimer(WeaponAttackType type, uint32 time) { m_attackTimer[type] = time; }
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void resetAttackTimer(WeaponAttackType type = BASE_ATTACK);
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uint32 getAttackTimer(WeaponAttackType type) const { return m_attackTimer[type]; }
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bool isAttackReady(WeaponAttackType type = BASE_ATTACK) const { return m_attackTimer[type] == 0; }
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bool haveOffhandWeapon() const;
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bool CanDualWield() const { return m_canDualWield; }
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virtual void SetCanDualWield(bool value) { m_canDualWield = value; }
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float GetCombatReach() const override { return m_unitData->CombatReach; }
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void SetCombatReach(float combatReach) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::CombatReach), combatReach); }
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float GetBoundingRadius() const { return m_unitData->BoundingRadius; }
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void SetBoundingRadius(float boundingRadius) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::BoundingRadius), boundingRadius); }
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bool IsWithinCombatRange(Unit const* obj, float dist2compare) const;
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bool IsWithinMeleeRange(Unit const* obj) const;
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float GetMeleeRange(Unit const* target) const;
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virtual SpellSchoolMask GetMeleeDamageSchoolMask() const;
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bool IsWithinBoundaryRadius(const Unit* obj) const;
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void GetRandomContactPoint(Unit const* target, float& x, float& y, float& z, float distance2dMin, float distance2dMax) const;
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uint32 m_extraAttacks;
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bool m_canDualWield;
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void _addAttacker(Unit* pAttacker); // must be called only from Unit::Attack(Unit*)
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void _removeAttacker(Unit* pAttacker); // must be called only from Unit::AttackStop()
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Unit* getAttackerForHelper() const; // If someone wants to help, who to give them
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bool Attack(Unit* victim, bool meleeAttack);
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void CastStop(uint32 except_spellid = 0);
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bool AttackStop();
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void RemoveAllAttackers();
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AttackerSet const& getAttackers() const { return m_attackers; }
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bool isAttackingPlayer() const;
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Unit* GetVictim() const { return m_attacking; }
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// Use this only when 100% sure there is a victim
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Unit* EnsureVictim() const
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{
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ASSERT(m_attacking);
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return m_attacking;
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}
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void ValidateAttackersAndOwnTarget();
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void CombatStop(bool includingCast = false);
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void CombatStopWithPets(bool includingCast = false);
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void StopAttackFaction(uint32 faction_id);
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Unit* SelectNearbyTarget(Unit* exclude = nullptr, float dist = NOMINAL_MELEE_RANGE) const;
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void SendMeleeAttackStop(Unit* victim = nullptr);
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void SendMeleeAttackStart(Unit* victim);
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void AddUnitState(uint32 f) { m_state |= f; }
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bool HasUnitState(const uint32 f) const { return (m_state & f) != 0; }
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void ClearUnitState(uint32 f) { m_state &= ~f; }
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bool CanFreeMove() const;
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uint32 HasUnitTypeMask(uint32 mask) const { return mask & m_unitTypeMask; }
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void AddUnitTypeMask(uint32 mask) { m_unitTypeMask |= mask; }
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bool IsSummon() const { return (m_unitTypeMask & UNIT_MASK_SUMMON) != 0; }
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bool IsGuardian() const { return (m_unitTypeMask & UNIT_MASK_GUARDIAN) != 0; }
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bool IsPet() const { return (m_unitTypeMask & UNIT_MASK_PET) != 0; }
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bool IsHunterPet() const{ return (m_unitTypeMask & UNIT_MASK_HUNTER_PET) != 0; }
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bool IsTotem() const { return (m_unitTypeMask & UNIT_MASK_TOTEM) != 0; }
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bool IsVehicle() const { return (m_unitTypeMask & UNIT_MASK_VEHICLE) != 0; }
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uint8 getLevel() const { return uint8(m_unitData->Level); }
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uint8 GetLevelForTarget(WorldObject const* /*target*/) const override { return getLevel(); }
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void SetLevel(uint8 lvl);
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uint8 getRace() const { return m_unitData->Race; }
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void SetRace(uint8 race) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::Race), race); }
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uint64 getRaceMask() const { return UI64LIT(1) << (getRace() - 1); }
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uint8 getClass() const { return m_unitData->ClassId; }
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void SetClass(uint8 classId) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::ClassId), classId); }
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uint32 getClassMask() const { return 1 << (getClass()-1); }
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uint8 getGender() const { return m_unitData->Sex; }
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void SetGender(uint8 sex) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::Sex), sex); }
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float GetStat(Stats stat) const { return float(m_unitData->Stats[stat]); }
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void SetStat(Stats stat, int32 val) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::Stats, stat), val); }
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uint32 GetArmor() const { return GetResistance(SPELL_SCHOOL_NORMAL) + GetBonusResistanceMod(SPELL_SCHOOL_NORMAL); }
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void SetArmor(int32 val, int32 bonusVal)
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{
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SetResistance(SPELL_SCHOOL_NORMAL, val);
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SetBonusResistanceMod(SPELL_SCHOOL_NORMAL, bonusVal);
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}
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int32 GetResistance(SpellSchools school) const { return m_unitData->Resistances[school]; }
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int32 GetBonusResistanceMod(SpellSchools school) const { return m_unitData->BonusResistanceMods[school]; }
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int32 GetResistance(SpellSchoolMask mask) const;
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void SetResistance(SpellSchools school, int32 val) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::Resistances, school), val); }
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void SetBonusResistanceMod(SpellSchools school, int32 val) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::BonusResistanceMods, school), val); }
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float CalculateAverageResistReduction(SpellSchoolMask schoolMask, Unit const* victim, SpellInfo const* spellInfo = nullptr) const;
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uint64 GetHealth() const { return m_unitData->Health; }
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uint64 GetMaxHealth() const { return m_unitData->MaxHealth; }
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bool IsFullHealth() const { return GetHealth() == GetMaxHealth(); }
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bool HealthBelowPct(int32 pct) const { return GetHealth() < CountPctFromMaxHealth(pct); }
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bool HealthBelowPctDamaged(int32 pct, uint32 damage) const { return int64(GetHealth()) - int64(damage) < int64(CountPctFromMaxHealth(pct)); }
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bool HealthAbovePct(int32 pct) const { return GetHealth() > CountPctFromMaxHealth(pct); }
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bool HealthAbovePctHealed(int32 pct, uint32 heal) const { return uint64(GetHealth()) + uint64(heal) > CountPctFromMaxHealth(pct); }
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float GetHealthPct() const { return GetMaxHealth() ? 100.f * GetHealth() / GetMaxHealth() : 0.0f; }
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uint64 CountPctFromMaxHealth(int32 pct) const { return CalculatePct(GetMaxHealth(), pct); }
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uint64 CountPctFromCurHealth(int32 pct) const { return CalculatePct(GetHealth(), pct); }
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void SetHealth(uint64 val);
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void SetMaxHealth(uint64 val);
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inline void SetFullHealth() { SetHealth(GetMaxHealth()); }
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int64 ModifyHealth(int64 val);
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int64 GetHealthGain(int64 dVal);
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virtual float GetHealthMultiplierForTarget(WorldObject const* /*target*/) const { return 1.0f; }
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virtual float GetDamageMultiplierForTarget(WorldObject const* /*target*/) const { return 1.0f; }
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virtual float GetArmorMultiplierForTarget(WorldObject const* /*target*/) const { return 1.0f; }
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Powers GetPowerType() const { return Powers(*m_unitData->DisplayPower); }
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void SetPowerType(Powers power);
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void SetOverrideDisplayPowerId(uint32 powerDisplayId) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::OverrideDisplayPowerID), powerDisplayId); }
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void UpdateDisplayPower();
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int32 GetPower(Powers power) const;
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int32 GetMinPower(Powers power) const { return power == POWER_LUNAR_POWER ? -100 : 0; }
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int32 GetMaxPower(Powers power) const;
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float GetPowerPct(Powers power) const { return GetMaxPower(power) ? 100.f * GetPower(power) / GetMaxPower(power) : 0.0f; }
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int32 CountPctFromMaxPower(Powers power, int32 pct) const { return CalculatePct(GetMaxPower(power), pct); }
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void SetPower(Powers power, int32 val);
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void SetMaxPower(Powers power, int32 val);
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inline void SetFullPower(Powers power) { SetPower(power, GetMaxPower(power)); }
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// returns the change in power
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int32 ModifyPower(Powers power, int32 val);
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void ApplyModPowerCostModifier(SpellSchools school, int32 mod, bool apply) { ApplyModUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::PowerCostModifier, school), mod, apply); }
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void ApplyModPowerCostMultiplier(SpellSchools school, float pct, bool apply) { ApplyModUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::PowerCostMultiplier, school), pct, apply); }
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uint32 GetBaseAttackTime(WeaponAttackType att) const;
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void SetBaseAttackTime(WeaponAttackType att, uint32 val);
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void UpdateAttackTimeField(WeaponAttackType att);
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void ApplyAttackTimePercentMod(WeaponAttackType att, float val, bool apply);
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void ApplyCastTimePercentMod(float val, bool apply);
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void SetModCastingSpeed(float castingSpeed) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::ModCastingSpeed), castingSpeed); }
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void SetModSpellHaste(float spellHaste) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::ModSpellHaste), spellHaste); }
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void SetModHaste(float haste) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::ModHaste), haste); }
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void SetModRangedHaste(float rangedHaste) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::ModRangedHaste), rangedHaste); }
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void SetModHasteRegen(float hasteRegen) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::ModHasteRegen), hasteRegen); }
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void SetModTimeRate(float timeRate) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::ModTimeRate), timeRate); }
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bool HasUnitFlag(UnitFlags flags) const { return (*m_unitData->Flags & flags) != 0; }
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void AddUnitFlag(UnitFlags flags) { SetUpdateFieldFlagValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::Flags), flags); }
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void RemoveUnitFlag(UnitFlags flags) { RemoveUpdateFieldFlagValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::Flags), flags); }
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void SetUnitFlags(UnitFlags flags) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::Flags), flags); }
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bool HasUnitFlag2(UnitFlags2 flags) const { return (*m_unitData->Flags2 & flags) != 0; }
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void AddUnitFlag2(UnitFlags2 flags) { SetUpdateFieldFlagValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::Flags2), flags); }
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void RemoveUnitFlag2(UnitFlags2 flags) { RemoveUpdateFieldFlagValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::Flags2), flags); }
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void SetUnitFlags2(UnitFlags2 flags) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::Flags2), flags); }
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bool HasUnitFlag3(UnitFlags3 flags) const { return (*m_unitData->Flags3 & flags) != 0; }
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void AddUnitFlag3(UnitFlags3 flags) { SetUpdateFieldFlagValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::Flags3), flags); }
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void RemoveUnitFlag3(UnitFlags3 flags) { RemoveUpdateFieldFlagValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::Flags3), flags); }
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void SetUnitFlags3(UnitFlags3 flags) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::Flags3), flags); }
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void SetCreatedBySpell(int32 spellId) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::CreatedBySpell), spellId); }
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Emote GetEmoteState() const { return Emote(*m_unitData->EmoteState); }
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void SetEmoteState(Emote emote) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::EmoteState), emote); }
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SheathState GetSheath() const { return SheathState(*m_unitData->SheatheState); }
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void SetSheath(SheathState sheathed) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::SheatheState), sheathed); }
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// faction template id
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uint32 GetFaction() const { return m_unitData->FactionTemplate; }
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void SetFaction(uint32 faction) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::FactionTemplate), faction); }
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FactionTemplateEntry const* GetFactionTemplateEntry() const;
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ReputationRank GetReactionTo(Unit const* target) const;
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ReputationRank static GetFactionReactionTo(FactionTemplateEntry const* factionTemplateEntry, Unit const* target);
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bool IsHostileTo(Unit const* unit) const;
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bool IsHostileToPlayers() const;
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bool IsFriendlyTo(Unit const* unit) const;
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bool IsNeutralToAll() const;
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bool IsInPartyWith(Unit const* unit) const;
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bool IsInRaidWith(Unit const* unit) const;
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void GetPartyMembers(std::list<Unit*> &units);
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bool IsContestedGuard() const;
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UnitPVPStateFlags GetPvpFlags() const { return UnitPVPStateFlags(*m_unitData->PvpFlags); }
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bool HasPvpFlag(UnitPVPStateFlags flags) const { return (*m_unitData->PvpFlags & flags) != 0; }
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void AddPvpFlag(UnitPVPStateFlags flags) { SetUpdateFieldFlagValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::PvpFlags), flags); }
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void RemovePvpFlag(UnitPVPStateFlags flags) { RemoveUpdateFieldFlagValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::PvpFlags), flags); }
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void SetPvpFlags(UnitPVPStateFlags flags) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::PvpFlags), flags); }
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bool IsInSanctuary() const { return HasPvpFlag(UNIT_BYTE2_FLAG_SANCTUARY); }
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bool IsPvP() const { return HasPvpFlag(UNIT_BYTE2_FLAG_PVP); }
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bool IsFFAPvP() const { return HasPvpFlag(UNIT_BYTE2_FLAG_FFA_PVP); }
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virtual void SetPvP(bool state);
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UnitPetFlag GetPetFlags() const { return UnitPetFlag(*m_unitData->PetFlags); }
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bool HasPetFlag(UnitPetFlag flags) const { return (*m_unitData->PetFlags & flags) != 0; }
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void AddPetFlag(UnitPetFlag flags) { SetUpdateFieldFlagValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::PetFlags), flags); }
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void RemovePetFlag(UnitPetFlag flags) { RemoveUpdateFieldFlagValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::PetFlags), flags); }
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void SetPetFlags(UnitPetFlag flags) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::PetFlags), flags); }
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uint32 GetCreatureType() const;
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uint32 GetCreatureTypeMask() const;
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UnitStandStateType GetStandState() const { return UnitStandStateType(*m_unitData->StandState); }
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bool IsSitState() const;
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bool IsStandState() const;
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void SetStandState(UnitStandStateType state, uint32 animKitID = 0);
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void AddVisFlags(UnitVisFlags flags) { SetUpdateFieldFlagValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::VisFlags), flags); }
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void RemoveVisFlags(UnitVisFlags flags) { RemoveUpdateFieldFlagValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::VisFlags), flags); }
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void SetVisFlags(UnitVisFlags flags) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::VisFlags), flags); }
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void SetAnimTier(UnitBytes1_Flags animTier, bool notifyClient);
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bool IsMounted() const { return HasUnitFlag(UNIT_FLAG_MOUNT); }
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uint32 GetMountDisplayId() const { return m_unitData->MountDisplayID; }
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void SetMountDisplayId(uint32 mountDisplayId) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::MountDisplayID), mountDisplayId); }
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void Mount(uint32 mount, uint32 vehicleId = 0, uint32 creatureEntry = 0);
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void Dismount();
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MountCapabilityEntry const* GetMountCapability(uint32 mountType) const;
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void SendDurabilityLoss(Player* receiver, uint32 percent);
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void PlayOneShotAnimKitId(uint16 animKitId);
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void SetAIAnimKitId(uint16 animKitId);
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uint16 GetAIAnimKitId() const override { return _aiAnimKitId; }
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void SetMovementAnimKitId(uint16 animKitId);
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uint16 GetMovementAnimKitId() const override { return _movementAnimKitId; }
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void SetMeleeAnimKitId(uint16 animKitId);
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uint16 GetMeleeAnimKitId() const override { return _meleeAnimKitId; }
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uint16 GetMaxSkillValueForLevel(Unit const* target = nullptr) const { return (target ? GetLevelForTarget(target) : getLevel()) * 5; }
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void DealDamageMods(Unit const* victim, uint32 &damage, uint32* absorb) const;
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uint32 DealDamage(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);
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void Kill(Unit* victim, bool durabilityLoss = true);
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void KillSelf(bool durabilityLoss = true) { Kill(this, durabilityLoss); }
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void DealHeal(HealInfo& healInfo);
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void ProcSkillsAndAuras(Unit* actionTarget, uint32 typeMaskActor, uint32 typeMaskActionTarget,
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uint32 spellTypeMask, uint32 spellPhaseMask, uint32 hitMask, Spell* spell,
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DamageInfo* damageInfo, HealInfo* healInfo);
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void GetProcAurasTriggeredOnEvent(AuraApplicationProcContainer& aurasTriggeringProc, AuraApplicationList* procAuras, ProcEventInfo& eventInfo);
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void TriggerAurasProcOnEvent(CalcDamageInfo& damageInfo);
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void TriggerAurasProcOnEvent(AuraApplicationList* myProcAuras, AuraApplicationList* targetProcAuras,
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Unit* actionTarget, uint32 typeMaskActor, uint32 typeMaskActionTarget,
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uint32 spellTypeMask, uint32 spellPhaseMask, uint32 hitMask, Spell* spell,
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DamageInfo* damageInfo, HealInfo* healInfo);
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void TriggerAurasProcOnEvent(ProcEventInfo& eventInfo, AuraApplicationProcContainer& procAuras);
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void HandleEmoteCommand(uint32 anim_id);
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void AttackerStateUpdate (Unit* victim, WeaponAttackType attType = BASE_ATTACK, bool extra = false);
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void FakeAttackerStateUpdate(Unit* victim, WeaponAttackType attType = BASE_ATTACK);
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void CalculateMeleeDamage(Unit* victim, uint32 damage, CalcDamageInfo* damageInfo, WeaponAttackType attackType = BASE_ATTACK);
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void DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss);
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void HandleProcExtraAttackFor(Unit* victim);
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void CalculateSpellDamageTaken(SpellNonMeleeDamage* damageInfo, int32 damage, SpellInfo const* spellInfo, WeaponAttackType attackType = BASE_ATTACK, bool crit = false);
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void DealSpellDamage(SpellNonMeleeDamage const* damageInfo, bool durabilityLoss);
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// player or player's pet resilience (-1%)
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uint32 GetDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_RESILIENCE_PLAYER_DAMAGE, 1.0f, 100.0f, damage); }
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void ApplyResilience(Unit const* victim, int32* damage) const;
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float MeleeSpellMissChance(Unit const* victim, WeaponAttackType attType, uint32 spellId) const;
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SpellMissInfo MeleeSpellHitResult(Unit* victim, SpellInfo const* spellInfo) const;
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SpellMissInfo MagicSpellHitResult(Unit* victim, SpellInfo const* spellInfo) const;
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SpellMissInfo SpellHitResult(Unit* victim, SpellInfo const* spellInfo, bool canReflect = false);
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|
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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(WeaponAttackType attType) const;
|
|
float GetUnitCriticalChance(WeaponAttackType attackType, Unit const* victim) const;
|
|
int32 GetMechanicResistChance(SpellInfo const* spellInfo) const;
|
|
bool CanUseAttackType(uint8 attacktype) const;
|
|
|
|
virtual uint32 GetBlockPercent() const { return 30; }
|
|
|
|
float GetWeaponProcChance() const;
|
|
float GetPPMProcChance(uint32 WeaponSpeed, float PPM, SpellInfo const* spellProto) const;
|
|
|
|
MeleeHitOutcome RollMeleeOutcomeAgainst(Unit const* victim, WeaponAttackType attType) const;
|
|
|
|
bool HasNpcFlag(NPCFlags flags) const { return (m_unitData->NpcFlags[0] & flags) != 0; }
|
|
void AddNpcFlag(NPCFlags flags) { SetUpdateFieldFlagValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::NpcFlags, 0), flags); }
|
|
void RemoveNpcFlag(NPCFlags flags) { RemoveUpdateFieldFlagValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::NpcFlags, 0), flags); }
|
|
void SetNpcFlags(NPCFlags flags) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::NpcFlags, 0), flags); }
|
|
bool HasNpcFlag2(NPCFlags2 flags) const { return (m_unitData->NpcFlags[1] & flags) != 0; }
|
|
void AddNpcFlag2(NPCFlags2 flags) { SetUpdateFieldFlagValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::NpcFlags, 1), flags); }
|
|
void RemoveNpcFlag2(NPCFlags2 flags) { RemoveUpdateFieldFlagValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::NpcFlags, 1), flags); }
|
|
void SetNpcFlags2(NPCFlags2 flags) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::NpcFlags, 1), flags); }
|
|
bool IsVendor() const { return HasNpcFlag(UNIT_NPC_FLAG_VENDOR); }
|
|
bool IsTrainer() const { return HasNpcFlag(UNIT_NPC_FLAG_TRAINER); }
|
|
bool IsQuestGiver() const { return HasNpcFlag(UNIT_NPC_FLAG_QUESTGIVER); }
|
|
bool IsGossip() const { return HasNpcFlag(UNIT_NPC_FLAG_GOSSIP); }
|
|
bool IsTaxi() const { return HasNpcFlag(UNIT_NPC_FLAG_FLIGHTMASTER); }
|
|
bool IsGuildMaster() const { return HasNpcFlag(UNIT_NPC_FLAG_PETITIONER); }
|
|
bool IsBattleMaster() const { return HasNpcFlag(UNIT_NPC_FLAG_BATTLEMASTER); }
|
|
bool IsBanker() const { return HasNpcFlag(UNIT_NPC_FLAG_BANKER); }
|
|
bool IsInnkeeper() const { return HasNpcFlag(UNIT_NPC_FLAG_INNKEEPER); }
|
|
bool IsSpiritHealer() const { return HasNpcFlag(UNIT_NPC_FLAG_SPIRITHEALER); }
|
|
bool IsSpiritGuide() const { return HasNpcFlag(UNIT_NPC_FLAG_SPIRITGUIDE); }
|
|
bool IsTabardDesigner()const{ return HasNpcFlag(UNIT_NPC_FLAG_TABARDDESIGNER); }
|
|
bool IsAuctioner() const { return HasNpcFlag(UNIT_NPC_FLAG_AUCTIONEER); }
|
|
bool IsArmorer() const { return HasNpcFlag(UNIT_NPC_FLAG_REPAIR); }
|
|
bool IsServiceProvider() const;
|
|
bool IsSpiritService() const { return HasNpcFlag(NPCFlags(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); }
|
|
|
|
bool IsEngaged() const { return IsInCombat(); }
|
|
bool IsEngagedBy(Unit const* who) const { return IsInCombatWith(who); }
|
|
void EngageWithTarget(Unit* who) { SetInCombatWith(who); who->SetInCombatWith(this); GetThreatManager().AddThreat(who, 0.0f); }
|
|
bool IsThreatened() const { return CanHaveThreatList() && !GetThreatManager().IsThreatListEmpty(); }
|
|
bool IsThreatenedBy(Unit const* who) const { return who && CanHaveThreatList() && GetThreatManager().IsThreatenedBy(who); }
|
|
|
|
void SetImmuneToAll(bool apply, bool keepCombat = false) { SetImmuneToPC(apply, keepCombat); SetImmuneToNPC(apply, keepCombat); }
|
|
bool IsImmuneToAll() const { return IsImmuneToPC() && IsImmuneToNPC(); }
|
|
void SetImmuneToPC(bool apply, bool keepCombat = false);
|
|
bool IsImmuneToPC() const { return HasUnitFlag(UNIT_FLAG_IMMUNE_TO_PC); }
|
|
void SetImmuneToNPC(bool apply, bool keepCombat = false);
|
|
bool IsImmuneToNPC() const { return HasUnitFlag(UNIT_FLAG_IMMUNE_TO_NPC); }
|
|
|
|
bool IsInCombat() const { return HasUnitFlag(UNIT_FLAG_IN_COMBAT); }
|
|
bool IsPetInCombat() const { return HasUnitFlag(UNIT_FLAG_PET_IN_COMBAT); }
|
|
bool IsInCombatWith(Unit const* who) const;
|
|
void CombatStart(Unit* target, bool initialAggro = true);
|
|
void SetInCombatState(bool PvP, Unit* enemy = nullptr);
|
|
void SetInCombatWith(Unit* enemy);
|
|
void ClearInCombat();
|
|
void ClearInPetCombat();
|
|
uint32 GetCombatTimer() const { return m_CombatTimer; }
|
|
|
|
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 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, int32 overEnergize, Powers powerType);
|
|
void EnergizeBySpell(Unit* victim, uint32 spellId, int32 damage, Powers powerType);
|
|
void EnergizeBySpell(Unit* victim, SpellInfo const* spellInfo, int32 damage, Powers powerType);
|
|
|
|
void CastSpell(SpellCastTargets const& targets, SpellInfo const* spellInfo, CustomSpellValues const* value, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
|
|
void CastSpell(Unit* victim, uint32 spellId, bool triggered, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
|
|
void CastSpell(std::nullptr_t, uint32 spellId, bool triggered, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty) { CastSpell((Unit*)nullptr, spellId, triggered, castItem, triggeredByAura, originalCaster); }
|
|
void CastSpell(Unit* victim, uint32 spellId, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
|
|
void CastSpell(std::nullptr_t, uint32 spellId, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty) { CastSpell((Unit*)nullptr, spellId, triggerFlags, castItem, triggeredByAura, originalCaster); }
|
|
void CastSpell(Unit* victim, SpellInfo const* spellInfo, bool triggered, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
|
|
void CastSpell(Unit* victim, SpellInfo const* spellInfo, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
|
|
void CastSpell(float x, float y, float z, uint32 spellId, bool triggered, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
|
|
void CastSpell(float x, float y, float z, uint32 spellId, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
|
|
void CastSpell(GameObject* go, uint32 spellId, bool triggered, Item* castItem = nullptr, AuraEffect* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
|
|
void CastCustomSpell(Unit* victim, uint32 spellId, int32 const* bp0, int32 const* bp1, int32 const* bp2, bool triggered, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
|
|
void CastCustomSpell(uint32 spellId, SpellValueMod mod, int32 value, Unit* victim, bool triggered, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
|
|
void CastCustomSpell(uint32 spellId, SpellValueMod mod, int32 value, Unit* victim = nullptr, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
|
|
void CastCustomSpell(uint32 spellId, CustomSpellValues const& value, Unit* victim = nullptr, TriggerCastFlags triggerFlags = TRIGGERED_NONE, Item* castItem = nullptr, AuraEffect const* triggeredByAura = nullptr, ObjectGuid originalCaster = ObjectGuid::Empty);
|
|
Aura* AddAura(uint32 spellId, Unit* target);
|
|
Aura* AddAura(SpellInfo const* spellInfo, uint32 effMask, Unit* target);
|
|
void SetAuraStack(uint32 spellId, Unit* target, uint32 stack);
|
|
|
|
void SendCancelOrphanSpellVisual(uint32 id);
|
|
void SendPlayOrphanSpellVisual(ObjectGuid const& target, uint32 spellVisualId, float travelSpeed, bool speedAsTime = false, bool withSourceOrientation = false);
|
|
void SendPlayOrphanSpellVisual(Position const& targetLocation, uint32 spellVisualId, float travelSpeed, bool speedAsTime = false, bool withSourceOrientation = false);
|
|
void SendCancelSpellVisual(uint32 id);
|
|
void SendPlaySpellVisual(ObjectGuid const& target, uint32 spellVisualId, uint16 missReason, uint16 reflectStatus, float travelSpeed, bool speedAsTime = false);
|
|
void SendPlaySpellVisual(Position const& targetPosition, float o, uint32 spellVisualId, uint16 missReason, uint16 reflectStatus, float travelSpeed, bool speedAsTime = false);
|
|
void SendCancelSpellVisualKit(uint32 id);
|
|
void SendPlaySpellVisualKit(uint32 id, uint32 type, uint32 duration) const;
|
|
void CancelSpellMissiles(uint32 spellId, bool reverseMissile = false);
|
|
|
|
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 const* log);
|
|
void SendPeriodicAuraLog(SpellPeriodicAuraLogInfo* pInfo);
|
|
void SendSpellMiss(Unit* target, uint32 spellID, SpellMissInfo missInfo);
|
|
void SendSpellDamageResist(Unit* target, uint32 spellId);
|
|
void SendSpellDamageImmune(Unit* target, uint32 spellId, bool isPeriodic);
|
|
|
|
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);
|
|
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 SendMoveKnockBack(Player* player, float speedXY, float speedZ, float vcos, float vsin);
|
|
void KnockbackFrom(float x, float y, float speedXY, float speedZ, Movement::SpellEffectExtraData const* spellEffectExtraData = nullptr);
|
|
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 SendSetPlayHoverAnim(bool enable);
|
|
void SetHoverHeight(float hoverHeight) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::HoverHeight), hoverHeight); }
|
|
|
|
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); }
|
|
bool SetWalk(bool enable);
|
|
bool SetDisableGravity(bool disable);
|
|
bool SetFall(bool enable);
|
|
bool SetSwim(bool enable);
|
|
bool SetCanFly(bool enable);
|
|
bool SetWaterWalking(bool enable);
|
|
bool SetFeatherFall(bool enable);
|
|
bool SetHover(bool enable);
|
|
bool SetCollision(bool disable);
|
|
bool SetCanTransitionBetweenSwimAndFly(bool enable);
|
|
bool SetCanTurnWhileFalling(bool enable);
|
|
bool SetCanDoubleJump(bool enable);
|
|
void SendSetVehicleRecId(uint32 vehicleId);
|
|
|
|
MovementForces const* GetMovementForces() const { return _movementForces.get(); }
|
|
void ApplyMovementForce(ObjectGuid id, Position origin, float magnitude, uint8 type, Position direction = {}, ObjectGuid transportGuid = ObjectGuid::Empty);
|
|
void RemoveMovementForce(ObjectGuid id);
|
|
bool SetIgnoreMovementForces(bool ignore);
|
|
void UpdateMovementForcesModMagnitude();
|
|
|
|
void SetInFront(WorldObject const* target);
|
|
void SetFacingTo(float const ori, bool force = true);
|
|
void SetFacingToObject(WorldObject const* object, bool force = true);
|
|
|
|
void SendChangeCurrentVictimOpcode(HostileReference* pHostileReference);
|
|
void SendClearThreatListOpcode();
|
|
void SendRemoveFromThreatListOpcode(HostileReference* pHostileReference);
|
|
void SendThreatListUpdate();
|
|
|
|
void SendClearTarget();
|
|
|
|
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); }
|
|
DeathState getDeathState() const { return m_deathState; }
|
|
virtual void setDeathState(DeathState s); // overwrited in Creature/Player/Pet
|
|
|
|
ObjectGuid GetOwnerGUID() const { return m_unitData->SummonedBy; }
|
|
void SetOwnerGUID(ObjectGuid owner);
|
|
ObjectGuid GetCreatorGUID() const { return m_unitData->CreatedBy; }
|
|
void SetCreatorGUID(ObjectGuid creator) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::CreatedBy), creator); }
|
|
ObjectGuid GetMinionGUID() const { return m_unitData->Summon; }
|
|
void SetMinionGUID(ObjectGuid guid) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::Summon), guid); }
|
|
ObjectGuid GetCharmerGUID() const { return m_unitData->CharmedBy; }
|
|
void SetCharmerGUID(ObjectGuid owner) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::CharmedBy), owner); }
|
|
ObjectGuid GetCharmGUID() const { return m_unitData->Charm; }
|
|
void SetCharmGUID(ObjectGuid charm) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::Charm), charm); }
|
|
ObjectGuid GetPetGUID() const { return m_SummonSlot[SUMMON_SLOT_PET]; }
|
|
void SetPetGUID(ObjectGuid guid) { m_SummonSlot[SUMMON_SLOT_PET] = guid; }
|
|
ObjectGuid GetCritterGUID() const { return m_unitData->Critter; }
|
|
void SetCritterGUID(ObjectGuid guid) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::Critter), guid); }
|
|
ObjectGuid GetBattlePetCompanionGUID() const { return m_unitData->BattlePetCompanionGUID; }
|
|
void SetBattlePetCompanionGUID(ObjectGuid guid) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::BattlePetCompanionGUID), guid); }
|
|
ObjectGuid GetDemonCreatorGUID() const { return m_unitData->DemonCreator; }
|
|
void SetDemonCreatorGUID(ObjectGuid guid) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::DemonCreator), guid); }
|
|
|
|
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<TempSummon*>& 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 SetPetNumberForClient(uint32 petNumber) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::PetNumber), petNumber); }
|
|
void SetPetNameTimestamp(uint32 timestamp) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::PetNameTimestamp), timestamp); }
|
|
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, uint32 effMask, Unit* caster, int32* baseAmount = nullptr, Item* castItem = nullptr, ObjectGuid casterGUID = ObjectGuid::Empty, bool resetPeriodicTimer = true, ObjectGuid castItemGuid = ObjectGuid::Empty, uint32 castItemId = 0, int32 castItemLevel = -1);
|
|
void _AddAura(UnitAura* aura, Unit* caster);
|
|
AuraApplication * _CreateAuraApplication(Aura* aura, uint32 effMask);
|
|
void _ApplyAuraEffect(Aura* aura, uint8 effIndex);
|
|
void _ApplyAura(AuraApplication * aurApp, uint32 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, uint32 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, uint32 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, uint32 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, uint32 reqEffMask = 0, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT);
|
|
void RemoveAuraFromStack(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT, uint16 num = 1);
|
|
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(bool onPhaseChange = false);
|
|
template <typename InterruptFlags>
|
|
void RemoveAurasWithInterruptFlags(InterruptFlags flag, uint32 except = 0);
|
|
void RemoveAurasWithAttribute(uint32 flags);
|
|
void RemoveAurasWithFamily(SpellFamilyNames family, flag128 const& familyFlag, 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 family, flag128 const& familyFlag, ObjectGuid casterGUID = ObjectGuid::Empty) const;
|
|
|
|
AuraApplication * GetAuraApplication(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint32 reqEffMask = 0, AuraApplication * except = nullptr) const;
|
|
Aura* GetAura(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint32 reqEffMask = 0) const;
|
|
|
|
AuraApplication * GetAuraApplicationOfRankedSpell(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint32 reqEffMask = 0, AuraApplication * except = nullptr) const;
|
|
Aura* GetAuraOfRankedSpell(uint32 spellId, ObjectGuid casterGUID = ObjectGuid::Empty, ObjectGuid itemCasterGUID = ObjectGuid::Empty, uint32 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, uint32 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;
|
|
template <typename InterruptFlags>
|
|
bool HasNegativeAuraWithInterruptFlag(InterruptFlags flag, ObjectGuid guid = ObjectGuid::Empty) const;
|
|
bool HasNegativeAuraWithAttribute(uint32 flag, ObjectGuid guid = ObjectGuid::Empty) const;
|
|
bool HasAuraWithMechanic(uint32 mechanicMask) 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 InitStatBuffMods();
|
|
void UpdateStatBuffMod(Stats stat);
|
|
void UpdateStatBuffModForClient(Stats stat);
|
|
void SetCreateStat(Stats stat, float val) { m_createStats[stat] = val; }
|
|
void SetCreateHealth(uint32 val) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::BaseHealth), val); }
|
|
uint32 GetCreateHealth() const { return m_unitData->BaseHealth; }
|
|
void SetCreateMana(uint32 val) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::BaseMana), val); }
|
|
uint32 GetCreateMana() const { return m_unitData->BaseMana; }
|
|
int32 GetCreatePowers(Powers power) const;
|
|
float GetPosStat(Stats stat) const { return m_unitData->StatPosBuff[stat]; }
|
|
float GetNegStat(Stats stat) const { return m_unitData->StatNegBuff[stat]; }
|
|
float GetCreateStat(Stats stat) const { return m_createStats[stat]; }
|
|
|
|
uint32 GetChannelSpellId() const { return m_unitData->ChannelData->SpellID; }
|
|
void SetChannelSpellId(uint32 channelSpellId)
|
|
{
|
|
SetUpdateFieldValue(m_values
|
|
.ModifyValue(&Unit::m_unitData)
|
|
.ModifyValue(&UF::UnitData::ChannelData)
|
|
.ModifyValue(&UF::UnitChannel::SpellID), channelSpellId);
|
|
}
|
|
uint32 GetChannelSpellXSpellVisualId() const { return m_unitData->ChannelData->SpellXSpellVisualID; }
|
|
void SetChannelSpellXSpellVisualId(uint32 channelSpellXSpellVisualId)
|
|
{
|
|
SetUpdateFieldValue(m_values
|
|
.ModifyValue(&Unit::m_unitData)
|
|
.ModifyValue(&UF::UnitData::ChannelData)
|
|
.ModifyValue(&UF::UnitChannel::SpellXSpellVisualID), channelSpellXSpellVisualId);
|
|
}
|
|
void AddChannelObject(ObjectGuid guid) { AddDynamicUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::ChannelObjects)) = guid; }
|
|
void SetChannelObject(uint32 slot, ObjectGuid guid) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::ChannelObjects, slot), guid); }
|
|
void ClearChannelObjects() { ClearDynamicUpdateFieldValues(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::ChannelObjects)); }
|
|
|
|
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 SpellInfo const* GetCastSpellInfo(SpellInfo const* spellInfo) const;
|
|
uint32 GetCastSpellXSpellVisualId(SpellInfo const* spellInfo) const;
|
|
|
|
virtual bool IsFocusing(Spell const* /*focusSpell*/ = nullptr, bool /*withDelay*/ = false) { return false; }
|
|
virtual bool IsMovementPreventedByCasting() const;
|
|
|
|
SpellHistory* GetSpellHistory() { return _spellHistory; }
|
|
SpellHistory const* GetSpellHistory() const { return _spellHistory; }
|
|
|
|
ObjectGuid m_SummonSlot[MAX_SUMMON_SLOT];
|
|
ObjectGuid m_ObjectSlot[MAX_GAMEOBJECT_SLOT];
|
|
|
|
ShapeshiftForm GetShapeshiftForm() const { return ShapeshiftForm(*m_unitData->ShapeshiftForm); }
|
|
void SetShapeshiftForm(ShapeshiftForm form);
|
|
|
|
bool IsInFeralForm() const;
|
|
|
|
bool IsInDisallowedMountForm() const;
|
|
bool IsDisallowedMountForm(uint32 spellId, ShapeshiftForm form, uint32 displayId) const;
|
|
|
|
float m_modMeleeHitChance;
|
|
float m_modRangedHitChance;
|
|
float m_modSpellHitChance;
|
|
int32 m_baseSpellCritChance;
|
|
|
|
float m_threatModifier[MAX_SPELL_SCHOOL];
|
|
|
|
uint32 m_baseAttackSpeed[MAX_ATTACK];
|
|
float m_modAttackSpeedPct[MAX_ATTACK];
|
|
uint32 m_attackTimer[MAX_ATTACK];
|
|
|
|
// 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;
|
|
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);
|
|
virtual void UpdateAllResistances();
|
|
virtual void UpdateArmor() = 0;
|
|
virtual void UpdateMaxHealth() = 0;
|
|
virtual void UpdateMaxPower(Powers power) = 0;
|
|
virtual uint32 GetPowerIndex(Powers power) const = 0;
|
|
virtual void UpdateAttackPowerAndDamage(bool ranged = false) = 0;
|
|
void SetAttackPower(int32 attackPower) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::AttackPower), attackPower); }
|
|
void SetAttackPowerModPos(int32 attackPowerMod) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::AttackPowerModPos), attackPowerMod); }
|
|
void SetAttackPowerModNeg(int32 attackPowerMod) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::AttackPowerModNeg), attackPowerMod); }
|
|
void SetAttackPowerMultiplier(float attackPowerMult) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::AttackPowerMultiplier), attackPowerMult); }
|
|
void SetRangedAttackPower(int32 attackPower) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::RangedAttackPower), attackPower); }
|
|
void SetRangedAttackPowerModPos(int32 attackPowerMod) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::RangedAttackPowerModPos), attackPowerMod); }
|
|
void SetRangedAttackPowerModNeg(int32 attackPowerMod) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::RangedAttackPowerModNeg), attackPowerMod); }
|
|
void SetRangedAttackPowerMultiplier(float attackPowerMult) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::RangedAttackPowerMultiplier), attackPowerMult); }
|
|
void SetMainHandWeaponAttackPower(int32 attackPower) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::MainHandWeaponAttackPower), attackPower); }
|
|
void SetOffHandWeaponAttackPower(int32 attackPower) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::OffHandWeaponAttackPower), attackPower); }
|
|
void SetRangedWeaponAttackPower(int32 attackPower) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::RangedWeaponAttackPower), attackPower); }
|
|
virtual void UpdateDamagePhysical(WeaponAttackType attType);
|
|
float GetTotalAttackPowerValue(WeaponAttackType attType, bool includeWeapon = true) const;
|
|
float GetWeaponDamageRange(WeaponAttackType attType, WeaponDamageRange type) const;
|
|
void SetBaseWeaponDamage(WeaponAttackType attType, WeaponDamageRange damageRange, float value) { m_weaponDamage[attType][damageRange] = value; }
|
|
virtual void CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& minDamage, float& maxDamage) const = 0;
|
|
uint32 CalculateDamage(WeaponAttackType attType, bool normalized, bool addTotalPct) 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 OnPhaseChange();
|
|
void UpdateObjectVisibility(bool forced = true) override;
|
|
|
|
SpellImmuneContainer m_spellImmune[MAX_SPELL_IMMUNITY];
|
|
uint32 m_lastSanctuaryTime;
|
|
|
|
// Threat related methods
|
|
bool CanHaveThreatList(bool skipAliveCheck = false) const;
|
|
float ApplyTotalThreatModifier(float fThreat, SpellSchoolMask schoolMask = SPELL_SCHOOL_MASK_NORMAL);
|
|
void TauntApply(Unit* victim);
|
|
void TauntFadeOut(Unit* taunter);
|
|
ThreatManager& GetThreatManager() { return m_ThreatManager; }
|
|
ThreatManager const& GetThreatManager() const { return m_ThreatManager; }
|
|
void addHatedBy(HostileReference* pHostileReference) { m_HostileRefManager.insertFirst(pHostileReference); }
|
|
void removeHatedBy(HostileReference* /*pHostileReference*/) { /* nothing to do yet */ }
|
|
HostileRefManager& getHostileRefManager() { return m_HostileRefManager; }
|
|
|
|
VisibleAuraContainer const& GetVisibleAuras() const { return m_visibleAuras; }
|
|
bool HasVisibleAura(AuraApplication* aurApp) const { return m_visibleAuras.count(aurApp) > 0; }
|
|
void SetVisibleAura(AuraApplication* aurApp);
|
|
void SetVisibleAuraUpdate(AuraApplication* aurApp) { m_visibleAurasToUpdate.insert(aurApp); }
|
|
void RemoveVisibleAura(AuraApplication* aurApp);
|
|
|
|
void AddInterruptMask(std::array<uint32, 2> const& mask)
|
|
{
|
|
for (std::size_t i = 0; i < m_interruptMask.size(); ++i)
|
|
m_interruptMask[i] |= mask[i];
|
|
}
|
|
void UpdateInterruptMask();
|
|
|
|
uint32 GetDisplayId() const { return m_unitData->DisplayID; }
|
|
virtual void SetDisplayId(uint32 modelId, float displayScale = 1.f);
|
|
uint32 GetNativeDisplayId() const { return m_unitData->NativeDisplayID; }
|
|
float GetNativeDisplayScale() const { return m_unitData->NativeXDisplayScale; }
|
|
void RestoreDisplayId(bool ignorePositiveAurasPreventingMounting = false);
|
|
void SetNativeDisplayId(uint32 displayId, float displayScale = 1.f)
|
|
{
|
|
SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::NativeDisplayID), displayId);
|
|
SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::NativeXDisplayScale), displayScale);
|
|
}
|
|
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) const;
|
|
std::vector<DynamicObject*> GetDynObjects(uint32 spellId) const;
|
|
void RemoveDynObject(uint32 spellId);
|
|
void RemoveAllDynObjects();
|
|
|
|
GameObject* GetGameObject(uint32 spellId) const;
|
|
std::vector<GameObject*> GetGameObjects(uint32 spellId) const;
|
|
void AddGameObject(GameObject* gameObj);
|
|
void RemoveGameObject(GameObject* gameObj, bool del);
|
|
void RemoveGameObject(uint32 spellid, bool del);
|
|
void RemoveAllGameObjects();
|
|
|
|
// AreaTrigger management
|
|
void _RegisterAreaTrigger(AreaTrigger* areaTrigger);
|
|
void _UnregisterAreaTrigger(AreaTrigger* areaTrigger);
|
|
AreaTrigger* GetAreaTrigger(uint32 spellId) const;
|
|
std::vector<AreaTrigger*> GetAreaTriggers(uint32 spellId) const;
|
|
void RemoveAreaTrigger(uint32 spellId);
|
|
void RemoveAreaTrigger(AuraEffect const* aurEff);
|
|
void RemoveAllAreaTriggers();
|
|
|
|
void ModifyAuraState(AuraStateType flag, bool apply);
|
|
uint32 BuildAuraStateUpdateForTarget(Unit const* 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, SpellEffectInfo const* effect, 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, SpellEffectInfo const* effect, 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, SpellEffectInfo const* effect, uint32 stack = 1) const;
|
|
float SpellHealingPctDone(Unit* victim, SpellInfo const* spellProto) const;
|
|
uint32 SpellHealingBonusTaken(Unit* caster, SpellInfo const* spellProto, uint32 healamount, DamageEffectType damagetype, SpellEffectInfo const* effect, uint32 stack = 1) const;
|
|
|
|
uint32 MeleeDamageBonusDone(Unit* pVictim, uint32 damage, WeaponAttackType attType, SpellInfo const* spellProto = nullptr);
|
|
uint32 MeleeDamageBonusTaken(Unit* attacker, uint32 pdamage, WeaponAttackType attType, SpellInfo const* spellProto = nullptr);
|
|
|
|
bool isSpellBlocked(Unit* victim, SpellInfo const* spellProto, WeaponAttackType attackType = BASE_ATTACK);
|
|
bool isBlockCritical();
|
|
bool IsSpellCrit(Unit* victim, SpellInfo const* spellProto, SpellSchoolMask schoolMask, WeaponAttackType attackType = BASE_ATTACK) const;
|
|
float GetUnitSpellCriticalChance(Unit* victim, SpellInfo const* spellProto, SpellSchoolMask schoolMask, WeaponAttackType attackType = BASE_ATTACK) const;
|
|
uint32 SpellCriticalDamageBonus(SpellInfo const* spellProto, uint32 damage, Unit* victim);
|
|
uint32 SpellCriticalHealingBonus(SpellInfo const* spellProto, uint32 damage, Unit* victim);
|
|
|
|
void SetContestedPvP(Player* attackedPlayer = nullptr);
|
|
|
|
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
|
|
|
|
bool IsDamageReducedByArmor(SpellSchoolMask damageSchoolMask, SpellInfo const* spellInfo = nullptr, int8 effIndex = -1);
|
|
uint32 CalcArmorReducedDamage(Unit* attacker, Unit* victim, const uint32 damage, SpellInfo const* spellInfo, WeaponAttackType attackType = MAX_ATTACK) const;
|
|
uint32 CalcSpellResistedDamage(Unit* attacker, Unit* victim, uint32 damage, SpellSchoolMask schoolMask, SpellInfo const* spellInfo);
|
|
void CalcAbsorbResist(DamageInfo& damageInfo);
|
|
void CalcHealAbsorb(HealInfo& healInfo) const;
|
|
|
|
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, float* variance = nullptr, uint32 castItemId = 0, int32 itemLevel = -1) 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);
|
|
|
|
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); // timer in ms
|
|
void ResumeMovement(uint32 timer = 0, uint8 slot = 0); // timer in ms
|
|
|
|
void AddUnitMovementFlag(uint32 f) { m_movementInfo.AddMovementFlag(f); }
|
|
void RemoveUnitMovementFlag(uint32 f) { m_movementInfo.RemoveMovementFlag(f); }
|
|
bool HasUnitMovementFlag(uint32 f) const { return m_movementInfo.HasMovementFlag(f); }
|
|
uint32 GetUnitMovementFlags() const { return m_movementInfo.GetMovementFlags(); }
|
|
void SetUnitMovementFlags(uint32 f) { m_movementInfo.SetMovementFlags(f); }
|
|
|
|
void AddExtraUnitMovementFlag(uint32 f) { m_movementInfo.AddExtraMovementFlag(f); }
|
|
void RemoveExtraUnitMovementFlag(uint32 f) { m_movementInfo.RemoveExtraMovementFlag(f); }
|
|
bool HasExtraUnitMovementFlag(uint32 f) const { return m_movementInfo.HasExtraMovementFlag(f); }
|
|
uint32 GetExtraUnitMovementFlags() const { return m_movementInfo.GetExtraMovementFlags(); }
|
|
void SetExtraUnitMovementFlags(uint32 f) { m_movementInfo.SetExtraMovementFlags(f); }
|
|
bool IsSplineEnabled() const;
|
|
|
|
float GetPositionZMinusOffset() const;
|
|
|
|
void SetControlled(bool apply, UnitState state);
|
|
|
|
///----------Pet responses methods-----------------
|
|
void SendPetActionFeedback(PetActionFeedback msg, uint32 spellId);
|
|
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();
|
|
|
|
// proc trigger system
|
|
bool CanProc() const { return !m_procDeep; }
|
|
void SetCantProc(bool apply);
|
|
|
|
uint32 GetModelForForm(ShapeshiftForm form, uint32 spellId) const;
|
|
|
|
// Redirect Threat
|
|
void SetRedirectThreat(ObjectGuid guid, uint32 pct) { _redirectThreadInfo.Set(guid, pct); }
|
|
void ResetRedirectThreat() { SetRedirectThreat(ObjectGuid::Empty, 0); }
|
|
void ModifyRedirectThreat(int32 amount) { _redirectThreadInfo.ModifyThreatPct(amount); }
|
|
uint32 GetRedirectThreatPercent() const { return _redirectThreadInfo.GetThreatPct(); }
|
|
Unit* GetRedirectThreatTarget();
|
|
|
|
friend class VehicleJoinEvent;
|
|
bool IsAIEnabled, NeedChangeAI;
|
|
ObjectGuid LastCharmerGUID;
|
|
bool CreateVehicleKit(uint32 id, uint32 creatureEntry, bool loading = false);
|
|
void RemoveVehicleKit(bool onRemoveFromWorld = false);
|
|
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);
|
|
|
|
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 baseRage);
|
|
|
|
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 m_unitData->Target; }
|
|
virtual void SetTarget(ObjectGuid const& /*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);
|
|
|
|
uint32 GetVirtualItemId(uint32 slot) const;
|
|
uint16 GetVirtualItemAppearanceMod(uint32 slot) const;
|
|
void SetVirtualItem(uint32 slot, uint32 itemId, uint16 appearanceModId = 0, uint16 itemVisual = 0);
|
|
|
|
UF::UpdateField<UF::UnitData, 0, TYPEID_UNIT> m_unitData;
|
|
|
|
protected:
|
|
explicit Unit (bool isWorldObject);
|
|
|
|
UF::UpdateFieldFlag GetUpdateFieldFlagsFor(Player const* target) const override;
|
|
void BuildValuesCreate(ByteBuffer* data, Player const* target) const override;
|
|
void BuildValuesUpdate(ByteBuffer* data, Player const* target) const override;
|
|
|
|
public:
|
|
void BuildValuesUpdateWithFlag(ByteBuffer* data, UF::UpdateFieldFlag flags, Player const* target) const override;
|
|
void BuildValuesUpdateForPlayerWithMask(UpdateData* data, UF::ObjectData::Mask const& requestedObjectMask,
|
|
UF::UnitData::Mask const& requestedUnitMask, Player const* target) const;
|
|
|
|
protected:
|
|
void DestroyForPlayer(Player* target) const override;
|
|
void ClearUpdateMask(bool remove) override;
|
|
|
|
UnitAI* i_AI, *i_disabledAI;
|
|
|
|
void _UpdateSpells(uint32 time);
|
|
void _DeleteRemovedAuras();
|
|
|
|
void _UpdateAutoRepeatSpell();
|
|
|
|
bool m_AutoRepeatFirstCast;
|
|
|
|
float m_createStats[MAX_STATS];
|
|
float m_floatStatPosBuff[MAX_STATS];
|
|
float m_floatStatNegBuff[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;
|
|
|
|
typedef std::vector<AreaTrigger*> AreaTriggerList;
|
|
AreaTriggerList m_areaTrigger;
|
|
|
|
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
|
|
std::array<uint32, 2> 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];
|
|
bool m_canModifyStats;
|
|
|
|
VisibleAuraContainer m_visibleAuras;
|
|
boost::container::flat_set<AuraApplication*, VisibleAuraSlotCompare> m_visibleAurasToUpdate;
|
|
|
|
float m_speed_rate[MAX_MOVE_TYPE];
|
|
|
|
CharmInfo* m_charmInfo;
|
|
SharedVisionList m_sharedVision;
|
|
|
|
MotionMaster* i_motionMaster;
|
|
|
|
uint32 m_reactiveTimer[MAX_REACTIVE];
|
|
uint32 m_regenTimer;
|
|
|
|
ThreatManager m_ThreatManager;
|
|
|
|
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);
|
|
|
|
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);
|
|
|
|
protected:
|
|
void SetFeared(bool apply);
|
|
void SetConfused(bool apply);
|
|
void SetStunned(bool apply);
|
|
void SetRooted(bool apply, bool packetOnly = false);
|
|
|
|
uint32 m_movementCounter; ///< Incrementing counter used in movement packets
|
|
|
|
private:
|
|
|
|
uint32 m_state; // Even derived shouldn't modify
|
|
uint32 m_CombatTimer;
|
|
TimeTrackerSmall m_movesplineTimer;
|
|
|
|
Diminishing m_Diminishing;
|
|
// Manage all Units that are threatened by us
|
|
HostileRefManager m_HostileRefManager;
|
|
|
|
FollowerRefManager m_FollowingRefManager;
|
|
|
|
RedirectThreatInfo _redirectThreadInfo;
|
|
|
|
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?
|
|
|
|
uint16 _aiAnimKitId;
|
|
uint16 _movementAnimKitId;
|
|
uint16 _meleeAnimKitId;
|
|
|
|
SpellHistory* _spellHistory;
|
|
|
|
std::unique_ptr<MovementForces> _movementForces;
|
|
};
|
|
|
|
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->GetPowerPct(_power) : 0.0f;
|
|
float rB = b ? b->GetPowerPct(_power) : 0.0f;
|
|
return _ascending ? rA < rB : rA > rB;
|
|
}
|
|
|
|
bool operator()(Unit const* a, Unit const* b) const
|
|
{
|
|
float rA = a->GetPowerPct(_power);
|
|
float rB = b->GetPowerPct(_power);
|
|
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;
|
|
};
|
|
}
|
|
|
|
inline void SetUnitCurrentCastSpell(Unit* unit, Spell* spell)
|
|
{
|
|
unit->SetCurrentCastSpell(spell);
|
|
}
|
|
|
|
#endif
|