/* * This file is part of the TrinityCore Project. See AUTHORS file for Copyright information * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at your * option) any later version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for * more details. * * You should have received a copy of the GNU General Public License along * with this program. If not, see . */ #include "Unit.h" #include "AbstractPursuer.h" #include "Archaeology.h" #include "Battlefield.h" #include "BattlefieldMgr.h" #include "Battleground.h" #include "BattlegroundScore.h" #include "CellImpl.h" #include "CharacterCache.h" #include "Chat.h" #include "ChatTextBuilder.h" #include "CombatLogPackets.h" #include "CombatPackets.h" #include "Common.h" #include "ConditionMgr.h" #include "CreatureAI.h" #include "CreatureAIImpl.h" #include "CreatureGroups.h" #include "Formulas.h" #include "GameClient.h" #include "GameTime.h" #include "GridNotifiersImpl.h" #include "Group.h" #include "InstanceSaveMgr.h" #include "InstanceScript.h" #include "Item.h" #include "Log.h" #include "LootMgr.h" #include "LootPackets.h" #include "MiscPackets.h" #include "MotionMaster.h" #include "MovementGenerator.h" #include "MovementPackets.h" #include "MovementPacketBuilder.h" #include "MovementStructures.h" #include "MoveSpline.h" #include "MoveSplineInit.h" #include "MovementPacketSender.h" #include "ObjectAccessor.h" #include "ObjectMgr.h" #include "Opcodes.h" #include "OutdoorPvP.h" #include "PassiveAI.h" #include "Pet.h" #include "PetAI.h" #include "PhasingHandler.h" #include "Player.h" #include "PlayerAI.h" #include "QuestDef.h" #include "ReputationMgr.h" #include "ScheduledChangeAI.h" #include "Spell.h" #include "SpellAuraEffects.h" #include "SpellAuras.h" #include "SpellHistory.h" #include "SpellInfo.h" #include "SpellMgr.h" #include "SpellPackets.h" #include "TemporarySummon.h" #include "Totem.h" #include "Transport.h" #include "UnitAI.h" #include "UpdateFieldFlags.h" #include "Util.h" #include "Vehicle.h" #include "VehiclePackets.h" #include "World.h" #include "WorldPacket.h" #include "WorldSession.h" #include float baseMoveSpeed[MAX_MOVE_TYPE] = { 2.5f, // MOVE_WALK 7.0f, // MOVE_RUN 4.5f, // MOVE_RUN_BACK 4.722222f, // MOVE_SWIM 2.5f, // MOVE_SWIM_BACK 3.141594f, // MOVE_TURN_RATE 7.0f, // MOVE_FLIGHT 4.5f, // MOVE_FLIGHT_BACK 3.14f // MOVE_PITCH_RATE }; float playerBaseMoveSpeed[MAX_MOVE_TYPE] = { 2.5f, // MOVE_WALK 7.0f, // MOVE_RUN 4.5f, // MOVE_RUN_BACK 4.722222f, // MOVE_SWIM 2.5f, // MOVE_SWIM_BACK 3.141594f, // MOVE_TURN_RATE 7.0f, // MOVE_FLIGHT 4.5f, // MOVE_FLIGHT_BACK 3.14f // MOVE_PITCH_RATE }; // Data taken from PaperDollFrame.lua 4.3.4 #define MAX_LEVEL_DIFFERENCE 4 DamageInfo::DamageInfo(Unit* attacker, Unit* victim, uint32 damage, SpellInfo const* spellInfo, SpellSchoolMask schoolMask, DamageEffectType damageType, WeaponAttackType attackType) : m_attacker(attacker), m_victim(victim), m_damage(damage), m_spellInfo(spellInfo), m_schoolMask(schoolMask), m_damageType(damageType), m_attackType(attackType), m_absorb(0), m_resist(0), m_block(0), m_hitMask(0) { } DamageInfo::DamageInfo(CalcDamageInfo const& dmgInfo) : m_attacker(dmgInfo.attacker), m_victim(dmgInfo.target), m_damage(dmgInfo.damage), m_spellInfo(nullptr), m_schoolMask(SpellSchoolMask(dmgInfo.damageSchoolMask)), m_damageType(DIRECT_DAMAGE), m_attackType(dmgInfo.attackType), m_absorb(dmgInfo.absorb), m_resist(dmgInfo.resist), m_block(dmgInfo.blocked_amount), m_hitMask(0) { switch (dmgInfo.TargetState) { case VICTIMSTATE_IS_IMMUNE: m_hitMask |= PROC_HIT_IMMUNE; break; case VICTIMSTATE_BLOCKS: m_hitMask |= PROC_HIT_FULL_BLOCK; break; } if (dmgInfo.HitInfo & (HITINFO_PARTIAL_ABSORB | HITINFO_FULL_ABSORB)) m_hitMask |= PROC_HIT_ABSORB; if (dmgInfo.HitInfo & HITINFO_FULL_RESIST) m_hitMask |= PROC_HIT_FULL_RESIST; if (m_block) m_hitMask |= PROC_HIT_BLOCK; bool const damageNullified = (dmgInfo.HitInfo & (HITINFO_FULL_ABSORB | HITINFO_FULL_RESIST)) != 0 || (m_hitMask & (PROC_HIT_IMMUNE | PROC_HIT_FULL_BLOCK)) != 0; switch (dmgInfo.hitOutCome) { case MELEE_HIT_MISS: m_hitMask |= PROC_HIT_MISS; break; case MELEE_HIT_DODGE: m_hitMask |= PROC_HIT_DODGE; break; case MELEE_HIT_PARRY: m_hitMask |= PROC_HIT_PARRY; break; case MELEE_HIT_EVADE: m_hitMask |= PROC_HIT_EVADE; break; case MELEE_HIT_BLOCK: case MELEE_HIT_CRUSHING: case MELEE_HIT_GLANCING: case MELEE_HIT_NORMAL: if (!damageNullified) m_hitMask |= PROC_HIT_NORMAL; break; case MELEE_HIT_CRIT: if (!damageNullified) m_hitMask |= PROC_HIT_CRITICAL; break; } } DamageInfo::DamageInfo(SpellNonMeleeDamage const& spellNonMeleeDamage, DamageEffectType damageType, WeaponAttackType attackType, uint32 hitMask) : m_attacker(spellNonMeleeDamage.attacker), m_victim(spellNonMeleeDamage.target), m_damage(spellNonMeleeDamage.damage), m_spellInfo(sSpellMgr->GetSpellInfo(spellNonMeleeDamage.SpellID)), m_schoolMask(SpellSchoolMask(spellNonMeleeDamage.schoolMask)), m_damageType(damageType), m_attackType(attackType), m_absorb(spellNonMeleeDamage.absorb), m_resist(spellNonMeleeDamage.resist), m_block(spellNonMeleeDamage.blocked), m_hitMask(hitMask) { if (spellNonMeleeDamage.blocked) m_hitMask |= PROC_HIT_BLOCK; if (spellNonMeleeDamage.absorb) m_hitMask |= PROC_HIT_ABSORB; } void DamageInfo::ModifyDamage(int32 amount) { amount = std::max(amount, -static_cast(GetDamage())); m_damage += amount; } void DamageInfo::AbsorbDamage(uint32 amount) { amount = std::min(amount, GetDamage()); m_absorb += amount; m_damage -= amount; m_hitMask |= PROC_HIT_ABSORB; } void DamageInfo::ResistDamage(uint32 amount) { amount = std::min(amount, GetDamage()); m_resist += amount; m_damage -= amount; if (!m_damage) { m_hitMask |= PROC_HIT_FULL_RESIST; m_hitMask &= ~(PROC_HIT_NORMAL | PROC_HIT_CRITICAL); } } void DamageInfo::BlockDamage(uint32 amount) { amount = std::min(amount, GetDamage()); m_block += amount; m_damage -= amount; m_hitMask |= PROC_HIT_BLOCK; if (!m_damage) { m_hitMask |= PROC_HIT_FULL_BLOCK; m_hitMask &= ~(PROC_HIT_NORMAL | PROC_HIT_CRITICAL); } } uint32 DamageInfo::GetHitMask() const { return m_hitMask; } HealInfo::HealInfo(Unit* healer, Unit* target, uint32 heal, SpellInfo const* spellInfo, SpellSchoolMask schoolMask) : _healer(healer), _target(target), _heal(heal), _effectiveHeal(0), _absorb(0), _spellInfo(spellInfo), _schoolMask(schoolMask), _hitMask(0) { } void HealInfo::AbsorbHeal(uint32 amount) { amount = std::min(amount, GetHeal()); _absorb += amount; _heal -= amount; amount = std::min(amount, GetEffectiveHeal()); _effectiveHeal -= amount; _hitMask |= PROC_HIT_ABSORB; } uint32 HealInfo::GetHitMask() const { return _hitMask; } ProcEventInfo::ProcEventInfo(Unit* actor, Unit* actionTarget, Unit* procTarget, uint32 typeMask, uint32 spellTypeMask, uint32 spellPhaseMask, uint32 hitMask, Spell* spell, DamageInfo* damageInfo, HealInfo* healInfo) : _actor(actor), _actionTarget(actionTarget), _procTarget(procTarget), _typeMask(typeMask), _spellTypeMask(spellTypeMask), _spellPhaseMask(spellPhaseMask), _hitMask(hitMask), _spell(spell), _damageInfo(damageInfo), _healInfo(healInfo) { } SpellInfo const* ProcEventInfo::GetSpellInfo() const { if (_spell) return _spell->GetSpellInfo(); if (_damageInfo) return _damageInfo->GetSpellInfo(); if (_healInfo) return _healInfo->GetSpellInfo(); return nullptr; } SpellSchoolMask ProcEventInfo::GetSchoolMask() const { if (_spell) return _spell->GetSpellInfo()->GetSchoolMask(); if (_damageInfo) return _damageInfo->GetSchoolMask(); if (_healInfo) return _healInfo->GetSchoolMask(); return SPELL_SCHOOL_MASK_NONE; } DispelableAura::DispelableAura(Aura* aura, int32 dispelChance, uint8 dispelCharges) : _aura(aura), _chance(dispelChance), _charges(dispelCharges) { } DispelableAura::~DispelableAura() = default; bool DispelableAura::RollDispel() const { return roll_chance_i(_chance); } Unit::Unit(bool isWorldObject) : WorldObject(isWorldObject), m_lastSanctuaryTime(0), LastCharmerGUID(), m_ControlledByPlayer(false), movespline(new Movement::MoveSpline()), m_AutoRepeatFirstCast(false), m_procDeep(0), m_removedAurasCount(0), m_interruptMask(SpellAuraInterruptFlags::None), m_interruptMask2(SpellAuraInterruptFlags2::None), m_charmer(nullptr), m_charmed(nullptr), i_motionMaster(new MotionMaster(this)), m_vehicle(nullptr), m_vehicleKit(nullptr), m_unitTypeMask(UNIT_MASK_NONE), m_Diminishing(), m_isEngaged(false), m_combatManager(this), m_threatManager(this), i_AI(nullptr), m_aiLocked(false), _lastDamagedTime(0), m_spellHistory(new SpellHistory(this)), _isIgnoringCombat(false) { m_objectType |= TYPEMASK_UNIT; m_objectTypeId = TYPEID_UNIT; m_updateFlag = UPDATEFLAG_LIVING; m_attackTimer[BASE_ATTACK] = 0; m_attackTimer[OFF_ATTACK] = 0; m_attackTimer[RANGED_ATTACK] = 0; m_modAttackSpeedPct[BASE_ATTACK] = 1.0f; m_modAttackSpeedPct[OFF_ATTACK] = 1.0f; m_modAttackSpeedPct[RANGED_ATTACK] = 1.0f; m_extraAttacks = 0; m_canDualWield = false; m_movementCounter = 0; m_state = 0; m_deathState = ALIVE; for (uint8 i = 0; i < CURRENT_MAX_SPELL; ++i) m_currentSpells[i] = nullptr; for (uint8 i = 0; i < MAX_SUMMON_SLOT; ++i) m_SummonSlot[i].Clear(); for (uint8 i = 0; i < MAX_GAMEOBJECT_SLOT; ++i) m_ObjectSlot[i].Clear(); m_auraUpdateIterator = m_ownedAuras.end(); m_transform = 0; m_canModifyStats = false; for (uint8 i = 0; i < UNIT_MOD_END; ++i) { m_auraFlatModifiersGroup[i][BASE_VALUE] = 0.0f; m_auraFlatModifiersGroup[i][TOTAL_VALUE] = 0.0f; m_auraPctModifiersGroup[i][BASE_PCT] = 1.0f; m_auraPctModifiersGroup[i][TOTAL_PCT] = 1.0f; } // implement 50% base damage from offhand m_auraPctModifiersGroup[UNIT_MOD_DAMAGE_OFFHAND][TOTAL_PCT] = 0.5f; for (uint8 i = 0; i < MAX_ATTACK; ++i) { m_weaponDamage[i][MINDAMAGE] = BASE_MINDAMAGE; m_weaponDamage[i][MAXDAMAGE] = BASE_MAXDAMAGE; } for (uint8 i = 0; i < MAX_STATS; ++i) m_createStats[i] = 0.0f; m_attacking = nullptr; m_modMeleeHitChance = 0.0f; m_modRangedHitChance = 0.0f; m_modSpellHitChance = 0.0f; m_baseSpellCritChance = 5; for (uint8 i = 0; i < MAX_MOVE_TYPE; ++i) m_speed_rate[i] = 1.0f; m_charmInfo = nullptr; _gameClientMovingMe = nullptr; // remove aurastates allowing special moves for (uint8 i = 0; i < MAX_REACTIVE; ++i) m_reactiveTimer[i] = 0; m_cleanupDone = false; m_duringRemoveFromWorld = false; m_serverSideVisibility.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_ALIVE); _lastLiquid = nullptr; _powerBarId = 0; for (uint8 i = 0; i < MAX_POWERS_PER_CLASS; ++i) _powerFraction[i] = 0; _powerUpdateTimer = GetPowerUpdateInterval(); _healthRegenerationTimer = UNIT_HEALTH_REGENERATION_INTERVAL; _oldFactionId = 0; _isWalkingBeforeCharm = false; } //////////////////////////////////////////////////////////// // Methods of class Unit Unit::~Unit() { // set current spells as deletable for (uint8 i = 0; i < CURRENT_MAX_SPELL; ++i) if (m_currentSpells[i]) { m_currentSpells[i]->SetReferencedFromCurrent(false); m_currentSpells[i] = nullptr; } m_Events.KillAllEvents(true); _DeleteRemovedAuras(); delete i_motionMaster; delete m_charmInfo; delete movespline; delete m_spellHistory; ASSERT(!m_duringRemoveFromWorld); ASSERT(!m_attacking); ASSERT(m_attackers.empty()); ASSERT(m_sharedVision.empty()); ASSERT(m_Controlled.empty()); ASSERT(m_appliedAuras.empty()); ASSERT(m_ownedAuras.empty()); ASSERT(m_removedAuras.empty()); ASSERT(m_gameObj.empty()); ASSERT(m_dynObj.empty()); ASSERT(!_gameClientMovingMe || _gameClientMovingMe->GetBasePlayer() == this); } void Unit::Update(uint32 p_time) { // WARNING! Order of execution here is important, do not change. // Spells must be processed with event system BEFORE they go to _UpdateSpells. // Or else we may have some SPELL_STATE_FINISHED spells stalled in pointers, that is bad. m_Events.Update(p_time); CheckPendingMovementAcks(); if (!IsInWorld()) return; // Update server controlled facing for standing units if (movespline->Finalized() && !isMoving()) { // Prioritize tracking channeled spells above unit targets if they should both be present at the same time. Spell const* channeledSpell = GetCurrentSpell(CURRENT_CHANNELED_SPELL); if (channeledSpell && channeledSpell->GetSpellInfo()->HasAttribute(SPELL_ATTR1_CHANNEL_TRACK_TARGET)) { ObjectGuid const channelGuid = GetChannelObjectGuid(); if (!channelGuid.IsEmpty() && channelGuid != GetGUID()) if (WorldObject const* objectTarget = ObjectAccessor::GetWorldObject(*this, channelGuid)) SetOrientationTowards(objectTarget); } else if (IsCreature() && !HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_POSSESSED)) { ObjectGuid const targetGuid = GetTarget(); if (!targetGuid.IsEmpty() && targetGuid != GetGUID()) if (WorldObject const* objectTarget = ObjectAccessor::GetWorldObject(*this, targetGuid)) SetOrientationTowards(objectTarget); } } _UpdateSpells(p_time); ProcessPendingSpellCastRequest(); // If this is set during update SetCantProc(false) call is missing somewhere in the code // Having this would prevent spells from being proced, so let's crash ASSERT(!m_procDeep); m_combatManager.Update(p_time); // not implemented before 3.0.2 if (uint32 base_att = getAttackTimer(BASE_ATTACK)) setAttackTimer(BASE_ATTACK, (p_time >= base_att ? 0 : base_att - p_time)); if (uint32 ranged_att = getAttackTimer(RANGED_ATTACK)) setAttackTimer(RANGED_ATTACK, (p_time >= ranged_att ? 0 : ranged_att - p_time)); if (uint32 off_att = getAttackTimer(OFF_ATTACK)) setAttackTimer(OFF_ATTACK, (p_time >= off_att ? 0 : off_att - p_time)); // update abilities available only for fraction of time UpdateReactives(p_time); if (IsAlive()) { ModifyAuraState(AURA_STATE_HEALTHLESS_20_PERCENT, HealthBelowPct(20)); ModifyAuraState(AURA_STATE_HEALTHLESS_35_PERCENT, HealthBelowPct(35)); ModifyAuraState(AURA_STATE_HEALTH_ABOVE_75_PERCENT, HealthAbovePct(75)); } UpdateSplineMovement(p_time); i_motionMaster->UpdateMotion(p_time); if (!i_AI && (GetTypeId() != TYPEID_PLAYER || IsCharmed())) UpdateCharmAI(); // Wait with the aura interrupts until we have updated our movement generators and position6 if (IsPlayer()) InterruptMovementBasedAuras(); else if (!movespline->Finalized()) InterruptMovementBasedAuras(); // All position info based actions have been executed, reset info _positionUpdateInfo.Reset(); // Update Health Regeneration _healthRegenerationTimer -= p_time; if (_healthRegenerationTimer <= 0) { RegenerateHealth(); _healthRegenerationTimer += UNIT_HEALTH_REGENERATION_INTERVAL; } if (HasScheduledAIChange() && (GetTypeId() != TYPEID_PLAYER || (IsCharmed() && GetCharmerGUID().IsCreature()))) UpdateCharmAI(); RefreshAI(); } bool Unit::haveOffhandWeapon() const { if (Player const* player = ToPlayer()) return player->GetWeaponForAttack(OFF_ATTACK, true) != nullptr; return CanDualWield(); } void Unit::MonsterMoveWithSpeed(float x, float y, float z, float speed, bool generatePath, bool forceDestination) { Movement::MoveSplineInit init(this); init.MoveTo(x, y, z, generatePath, forceDestination); init.SetVelocity(speed); GetMotionMaster()->LaunchMoveSpline(std::move(init), 0, MOTION_SLOT_ACTIVE, POINT_MOTION_TYPE); } void Unit::UpdateSplineMovement(uint32 t_diff) { if (movespline->Finalized()) return; movespline->updateState(t_diff); bool arrived = movespline->Finalized(); if (movespline->isCyclic()) { m_splineSyncTimer.Update(t_diff); if (m_splineSyncTimer.Passed()) { m_splineSyncTimer.Reset(5000); // Retail value, do not change WorldPackets::Movement::FlightSplineSync packet; packet.Guid = GetGUID(); packet.SplineDist = Movement::PacketBuilder::GetFlightSplineSyncDist(*movespline); SendMessageToSet(packet.Write(), IsPlayer()); } } if (arrived) { DisableSpline(); if (movespline->HasAnimation()) SetAnimationTier(movespline->GetAnimationTier()); } UpdateSplinePosition(); } void Unit::UpdateSplinePosition() { Movement::Location loc = movespline->ComputePosition(); if (movespline->onTransport) { Position& pos = m_movementInfo.transport.pos; pos.m_positionX = loc.x; pos.m_positionY = loc.y; pos.m_positionZ = loc.z; pos.SetOrientation(loc.orientation); if (TransportBase* transport = GetDirectTransport()) transport->CalculatePassengerPosition(loc.x, loc.y, loc.z, &loc.orientation); } if (HasUnitState(UNIT_STATE_CANNOT_TURN)) loc.orientation = GetOrientation(); UpdatePosition(loc.x, loc.y, loc.z, loc.orientation); } void Unit::InterruptMovementBasedAuras() { // TODO: Check if orientation transport offset changed instead of only global orientation if (_positionUpdateInfo.Turned) RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::Turning); if (_positionUpdateInfo.Relocated && !GetVehicle()) RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::Moving); } void Unit::DisableSpline() { m_movementInfo.RemoveMovementFlag(MOVEMENTFLAG_FORWARD); movespline->_Interrupt(); } void Unit::resetAttackTimer(WeaponAttackType type) { m_attackTimer[type] = uint32(GetAttackTime(type) * m_modAttackSpeedPct[type]); } bool Unit::IsWithinCombatRange(Unit const* obj, float dist2compare) const { if (!obj || !IsInMap(obj) || !IsInPhase(obj)) return false; float dx = GetPositionX() - obj->GetPositionX(); float dy = GetPositionY() - obj->GetPositionY(); float dz = GetPositionZ() - obj->GetPositionZ(); float distsq = dx * dx + dy * dy + dz * dz; float sizefactor = GetCombatReach() + obj->GetCombatReach(); float maxdist = dist2compare + sizefactor; return distsq < maxdist * maxdist; } bool Unit::IsWithinMeleeRangeAt(Position const& pos, Unit const* obj) const { if (!obj || !IsInMap(obj) || !IsInPhase(obj)) return false; float dx = pos.GetPositionX() - obj->GetPositionX(); float dy = pos.GetPositionY() - obj->GetPositionY(); float dz = GetPositionZ() - obj->GetPositionZ(); float distsq = dx*dx + dy*dy + dz*dz; float maxdist = GetMeleeRange(obj); return distsq <= maxdist * maxdist; } float Unit::GetMeleeRange(Unit const* target) const { float range = GetCombatReach() + target->GetCombatReach() + 1.3333334f; return std::max(range, NOMINAL_MELEE_RANGE); } bool Unit::IsWithinBoundaryRadius(const Unit* obj) const { if (!obj || !IsInMap(obj) || !IsInPhase(obj)) return false; float objBoundaryRadius = std::max(obj->GetBoundaryRadius(), MIN_MELEE_REACH); return IsInDist(obj, objBoundaryRadius); } AuraApplication* Unit::GetVisibleAura(uint8 slot) const { VisibleAuraMap::const_iterator itr = m_visibleAuras.find(slot); if (itr != m_visibleAuras.end()) return itr->second; return 0; } void Unit::SetVisibleAura(uint8 slot, AuraApplication * aur) { m_visibleAuras[slot]=aur; UpdateAuraForGroup(slot); } void Unit::RemoveVisibleAura(uint8 slot) { m_visibleAuras.erase(slot); UpdateAuraForGroup(slot); } void Unit::UpdateInterruptMask() { m_interruptMask = SpellAuraInterruptFlags::None; m_interruptMask2 = SpellAuraInterruptFlags2::None; for (AuraApplication const* aurApp : m_interruptableAuras) { m_interruptMask |= aurApp->GetBase()->GetSpellInfo()->AuraInterruptFlags; m_interruptMask2 |= aurApp->GetBase()->GetSpellInfo()->AuraInterruptFlags2; } if (Spell* spell = m_currentSpells[CURRENT_CHANNELED_SPELL]) { if (spell->getState() == SPELL_STATE_CASTING) { m_interruptMask |= spell->m_spellInfo->ChannelInterruptFlags; m_interruptMask2 |= spell->m_spellInfo->ChannelInterruptFlags2; } } } bool Unit::HasAuraTypeWithFamilyFlags(AuraType auraType, uint32 familyName, uint32 familyFlags) const { if (!HasAuraType(auraType)) return false; AuraEffectList const& auras = GetAuraEffectsByType(auraType); for (AuraEffectList::const_iterator itr = auras.begin(); itr != auras.end(); ++itr) if (SpellInfo const* iterSpellProto = (*itr)->GetSpellInfo()) if (iterSpellProto->SpellFamilyName == familyName && iterSpellProto->SpellFamilyFlags[0] & familyFlags) return true; return false; } bool Unit::HasBreakableByDamageAuraType(AuraType type, uint32 excludeAura) const { AuraEffectList const& auras = GetAuraEffectsByType(type); for (AuraEffectList::const_iterator itr = auras.begin(); itr != auras.end(); ++itr) if ((!excludeAura || excludeAura != (*itr)->GetSpellInfo()->Id) && //Avoid self interrupt of channeled Crowd Control spells like Seduction (*itr)->GetSpellInfo()->HasAuraInterruptFlag(SpellAuraInterruptFlags::Damage)) return true; return false; } bool Unit::HasBreakableByDamageCrowdControlAura(Unit* excludeCasterChannel) const { uint32 excludeAura = 0; if (Spell* currentChanneledSpell = excludeCasterChannel ? excludeCasterChannel->GetCurrentSpell(CURRENT_CHANNELED_SPELL) : nullptr) excludeAura = currentChanneledSpell->GetSpellInfo()->Id; //Avoid self interrupt of channeled Crowd Control spells like Seduction return ( HasBreakableByDamageAuraType(SPELL_AURA_MOD_CONFUSE, excludeAura) || HasBreakableByDamageAuraType(SPELL_AURA_MOD_FEAR, excludeAura) || HasBreakableByDamageAuraType(SPELL_AURA_MOD_STUN, excludeAura) || HasBreakableByDamageAuraType(SPELL_AURA_MOD_ROOT, excludeAura) || HasBreakableByDamageAuraType(SPELL_AURA_TRANSFORM, excludeAura)); } void Unit::DealDamageMods(Unit const* victim, uint32 &damage, uint32* absorb) const { if (!victim || !victim->IsAlive() || victim->HasUnitState(UNIT_STATE_IN_FLIGHT) || (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsEvadingAttacks())) { if (absorb) *absorb += damage; damage = 0; } } uint32 Unit::DealDamage(Unit* victim, uint32 damage, CleanDamage const* cleanDamage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask, SpellInfo const* spellProto, bool durabilityLoss) { // Sparring Checks if (Creature* target = victim->ToCreature()) { if (IsCreature() && !IsCharmedOwnedByPlayerOrPlayer()) { if (target->GetNoNpcDamageBelowPctHealthValue() != 0.0f) { if (damage >= target->GetHealth()) // First check: if we have a sparring limit we will never allow creatures to kill the sparring victim damage = target->GetHealth() - 1; else if (target->GetHealthPct() <= target->GetNoNpcDamageBelowPctHealthValue()) // Second check: stop incomming damage when we have surpassed the health limit damage = 0; } } } if (UnitAI* victimAI = victim->GetAI()) victimAI->DamageTaken(this, damage); if (UnitAI* attackerAI = GetAI()) attackerAI->DamageDealt(victim, damage, damagetype); // Hook for OnDamage Event sScriptMgr->OnDamage(this, victim, damage); if (victim->GetTypeId() == TYPEID_PLAYER) { // Signal to pets that their owner was attacked - except when DOT. if (this != victim && damagetype != DOT) { for (Unit* controlled : victim->m_Controlled) if (Creature* cControlled = controlled->ToCreature()) if (CreatureAI* controlledAI = cControlled->AI()) controlledAI->OwnerAttackedBy(this); } if (victim->ToPlayer()->GetCommandStatus(CHEAT_GOD)) return 0; } if (damagetype != NODAMAGE) { // interrupting auras with SpellAuraInterruptFlags::Damage before checking !damage (absorbed damage breaks that type of auras) if (spellProto) { if (!spellProto->HasAttribute(SPELL_ATTR4_DAMAGE_DOESNT_BREAK_AURAS)) victim->RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::Damage, spellProto->Id); } else victim->RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::Damage, 0); // We're going to call functions which can modify content of the list during iteration over it's elements // Let's copy the list so we can prevent iterator invalidation AuraEffectList vCopyDamageCopy(victim->GetAuraEffectsByType(SPELL_AURA_SHARE_DAMAGE_PCT)); // copy damage to casters of this aura for (AuraEffectList::iterator i = vCopyDamageCopy.begin(); i != vCopyDamageCopy.end(); ++i) { // Check if aura was removed during iteration - we don't need to work on such auras if (!((*i)->GetBase()->IsAppliedOnTarget(victim->GetGUID()))) continue; // check damage school mask if (((*i)->GetMiscValue() & damageSchoolMask) == 0) continue; Unit* shareDamageTarget = (*i)->GetCaster(); if (!shareDamageTarget) continue; SpellInfo const* spell = (*i)->GetSpellInfo(); uint32 share = CalculatePct(damage, (*i)->GetAmount()); /// @todo check packets if damage is done by victim, or by attacker of victim DealDamageMods(shareDamageTarget, share, nullptr); DealDamage(shareDamageTarget, share, nullptr, NODAMAGE, spell->GetSchoolMask(), spell, false); } } // Rage from Damage made (only from direct weapon damage) if (cleanDamage && damagetype == DIRECT_DAMAGE && this != victim && GetPowerType() == POWER_RAGE) { uint32 rage = uint32((float)GetAttackTime(cleanDamage->attackType) / 1000 * 6.5f); // Sentinel if (victim->GetVictim() && victim->GetVictim() != this) if (AuraEffect* aurEff = GetAuraEffect(SPELL_AURA_DUMMY, SPELLFAMILY_GENERIC, 1916, EFFECT_1)) rage += CalculatePct(rage, aurEff->GetAmount()); switch (cleanDamage->attackType) { case OFF_ATTACK: rage /= 2; [[fallthrough]]; case BASE_ATTACK: RewardRage(rage, true); break; default: break; } } if (!damage) { // Rage from absorbed damage if (cleanDamage && cleanDamage->absorbed_damage && victim->GetPowerType() == POWER_RAGE) victim->RewardRage(cleanDamage->absorbed_damage, false); return 0; } TC_LOG_DEBUG("entities.unit", "DealDamageStart"); uint32 health = victim->GetHealth(); TC_LOG_DEBUG("entities.unit", "%s dealt %u damage to %s", GetGUID().ToString().c_str(), damage, victim->GetGUID().ToString().c_str()); // duel ends when player has 1 or less hp bool duel_hasEnded = false; bool duel_wasMounted = false; if (victim->GetTypeId() == TYPEID_PLAYER && victim->ToPlayer()->duel && damage >= (health-1)) { // prevent kill only if killed in duel and killed by opponent or opponent controlled creature if (victim->ToPlayer()->duel->opponent == GetControllingPlayer()) damage = health - 1; duel_hasEnded = true; } else if (victim->IsVehicle() && damage >= (health-1) && victim->GetCharmer() && victim->GetCharmer()->GetTypeId() == TYPEID_PLAYER) { Player* victimRider = victim->GetCharmer()->ToPlayer(); if (victimRider && victimRider->duel && victimRider->duel->isMounted) { // prevent kill only if killed in duel and killed by opponent or opponent controlled creature if (victimRider->duel->opponent == GetControllingPlayer()) damage = health - 1; duel_wasMounted = true; duel_hasEnded = true; } } if (GetTypeId() == TYPEID_PLAYER && this != victim) { Player* killer = ToPlayer(); // in bg, count dmg if victim is also a player if (victim->GetTypeId() == TYPEID_PLAYER) if (Battleground* bg = killer->GetBattleground()) bg->UpdatePlayerScore(killer, SCORE_DAMAGE_DONE, damage); killer->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DAMAGE_DONE, health > damage ? damage : health, 0, 0, victim); killer->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HIT_DEALT, damage); } if (victim->GetTypeId() == TYPEID_PLAYER) victim->ToPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HIT_RECEIVED, damage); else if (!victim->IsControlledByPlayer() || victim->IsVehicle()) { if (!victim->ToCreature()->hasLootRecipient()) victim->ToCreature()->SetLootRecipient(this); if (IsControlledByPlayer() || (ToTempSummon() && ToTempSummon()->GetSummoner() && ToTempSummon()->GetSummoner()->GetTypeId() == TYPEID_PLAYER)) victim->ToCreature()->LowerPlayerDamageReq(health < damage ? health : damage); } if (health <= damage) { TC_LOG_DEBUG("entities.unit", "DealDamage: victim just died"); if (victim->GetTypeId() == TYPEID_PLAYER && victim != this) victim->ToPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_TOTAL_DAMAGE_RECEIVED, health); Kill(victim, durabilityLoss); } else { TC_LOG_DEBUG("entities.unit", "DealDamageAlive"); if (victim->GetTypeId() == TYPEID_PLAYER) victim->ToPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_TOTAL_DAMAGE_RECEIVED, damage); victim->ModifyHealth(-(int32)damage); if (damagetype == DIRECT_DAMAGE || damagetype == SPELL_DIRECT_DAMAGE) { victim->RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::NonPeriodicDamage, spellProto ? spellProto->Id : 0); victim->UpdateLastDamagedTime(spellProto); } if (victim->GetTypeId() != TYPEID_PLAYER) victim->GetThreatManager().AddThreat(this, float(damage), spellProto); else // victim is a player { // random durability for items (HIT TAKEN) if (roll_chance_f(sWorld->getRate(RATE_DURABILITY_LOSS_DAMAGE))) { EquipmentSlots slot = EquipmentSlots(urand(0, EQUIPMENT_SLOT_END-1)); victim->ToPlayer()->DurabilityPointLossForEquipSlot(slot); } } // Rage from damage received if (this != victim && victim->GetPowerType() == POWER_RAGE) { uint32 rage_damage = damage + (cleanDamage ? cleanDamage->absorbed_damage : 0); victim->RewardRage(rage_damage, false); } if (GetTypeId() == TYPEID_PLAYER) { // random durability for items (HIT DONE) if (roll_chance_f(sWorld->getRate(RATE_DURABILITY_LOSS_DAMAGE))) { EquipmentSlots slot = EquipmentSlots(urand(0, EQUIPMENT_SLOT_END-1)); ToPlayer()->DurabilityPointLossForEquipSlot(slot); } } if (damagetype != NODAMAGE) { if (victim != this && (!spellProto || !(spellProto->HasAttribute(SPELL_ATTR7_NO_PUSHBACK_ON_DAMAGE) || spellProto->HasAttribute(SPELL_ATTR3_TREAT_AS_PERIODIC)))) { if (damagetype != DOT) { if (Spell* spell = victim->m_currentSpells[CURRENT_GENERIC_SPELL]) { if (spell->getState() == SPELL_STATE_PREPARING) { auto isCastInterrupted = [&]() { if ((victim->IsPlayer() && spell->m_spellInfo->InterruptFlags.HasFlag(SpellInterruptFlags::DamageCancelsPlayerOnly))) return true; return false; }; auto isCastDelayed = [&]() { if (!damage) return false; if ((victim->IsPlayer() && spell->m_spellInfo->InterruptFlags.HasFlag(SpellInterruptFlags::DamagePushbackPlayerOnly))) return true; return false; }; if (isCastInterrupted()) victim->InterruptNonMeleeSpells(false); else if (isCastDelayed()) spell->Delayed(); } } } if (damage && victim->IsPlayer()) if (Spell* spell = victim->m_currentSpells[CURRENT_CHANNELED_SPELL]) if (spell->getState() == SPELL_STATE_CASTING && spell->m_spellInfo->HasChannelInterruptFlag(SpellAuraInterruptFlags::DamageChannelDuration)) spell->DelayedChannel(); } } // last damage from duel opponent if (duel_hasEnded) { Player* he = duel_wasMounted ? victim->GetCharmer()->ToPlayer() : victim->ToPlayer(); ASSERT(he && he->duel); if (duel_wasMounted) // In this case victim == mount victim->SetHealth(1); else he->SetHealth(1); he->duel->opponent->CombatStopWithPets(true); he->CombatStopWithPets(true); he->CastSpell(he, 7267, true); // beg he->DuelComplete(DUEL_WON); } } TC_LOG_DEBUG("entities.unit", "DealDamageEnd returned %d damage", damage); return damage; } void Unit::CastStop(uint32 except_spellid) { for (uint32 i = CURRENT_FIRST_NON_MELEE_SPELL; i < CURRENT_MAX_SPELL; i++) if (m_currentSpells[i] && m_currentSpells[i]->m_spellInfo->Id != except_spellid) InterruptSpell(CurrentSpellTypes(i), false); } void Unit::CastSpell(SpellCastTargets const& targets, uint32 spellId, CastSpellExtraArgs const& args) { SpellInfo const* info = sSpellMgr->GetSpellInfo(spellId); if (!info) { TC_LOG_ERROR("entities.unit", "CastSpell: unknown spell %u by caster %s", spellId, GetGUID().ToString().c_str()); return; } Spell* spell = new Spell(this, info, args.TriggerFlags, args.OriginalCaster); for (auto const& pair : args.SpellValueOverrides) spell->SetSpellValue(pair.first, pair.second); spell->m_CastItem = args.CastItem; spell->prepare(targets, args.TriggeringAura); } void Unit::CastSpell(WorldObject* target, uint32 spellId, CastSpellExtraArgs const& args) { SpellCastTargets targets; if (target) { if (Unit* unitTarget = target->ToUnit()) targets.SetUnitTarget(unitTarget); else if (GameObject* goTarget = target->ToGameObject()) targets.SetGOTarget(goTarget); else { TC_LOG_ERROR("entities.unit", "CastSpell: Invalid target %s passed to spell cast by %s", target->GetGUID().ToString().c_str(), GetGUID().ToString().c_str()); return; } } CastSpell(targets, spellId, args); } void Unit::CastSpell(Position const& dest, uint32 spellId, CastSpellExtraArgs const& args) { SpellCastTargets targets; targets.SetDst(dest); CastSpell(targets, spellId, args); } void Unit::CalculateSpellDamageTaken(SpellNonMeleeDamage* damageInfo, int32 damage, SpellInfo const* spellInfo, WeaponAttackType attackType, bool crit) { if (damage < 0) return; Unit* victim = damageInfo->target; if (!victim || !victim->IsAlive()) return; SpellSchoolMask damageSchoolMask = SpellSchoolMask(damageInfo->schoolMask); // Spells with SPELL_ATTR4_FIXED_DAMAGE ignore resilience because their damage is based off another spell's damage. if (!spellInfo->HasAttribute(SPELL_ATTR4_FIXED_DAMAGE)) { if (IsDamageReducedByArmor(damageSchoolMask, spellInfo)) damage = CalcArmorReducedDamage(victim, damage, spellInfo, attackType); bool blocked = false; // Per-school calc switch (spellInfo->DmgClass) { // Melee and Ranged Spells case SPELL_DAMAGE_CLASS_RANGED: case SPELL_DAMAGE_CLASS_MELEE: { // Physical Damage if (damageSchoolMask & SPELL_SCHOOL_MASK_NORMAL) { // Spells with this attribute were already calculated in MeleeSpellHitResult if (spellInfo->HasAttribute(SPELL_ATTR8_CANT_BLOCK)) { // Get blocked status blocked = isSpellBlocked(victim, spellInfo); } } if (crit) { damageInfo->HitInfo |= SPELL_HIT_TYPE_CRIT; // Calculate crit bonus uint32 crit_bonus = damage; // Apply crit_damage bonus for melee spells if (Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_CRIT_DAMAGE_BONUS, crit_bonus); damage += crit_bonus; // Apply SPELL_AURA_MOD_ATTACKER_RANGED_CRIT_DAMAGE or SPELL_AURA_MOD_ATTACKER_MELEE_CRIT_DAMAGE float critPctDamageMod = 0.0f; if (attackType == RANGED_ATTACK) critPctDamageMod += victim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_RANGED_CRIT_DAMAGE); else critPctDamageMod += victim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_MELEE_CRIT_DAMAGE); // Increase crit damage from SPELL_AURA_MOD_CRIT_DAMAGE_BONUS critPctDamageMod += (GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_CRIT_DAMAGE_BONUS, spellInfo->GetSchoolMask()) - 1.0f) * 100; if (critPctDamageMod != 0) AddPct(damage, critPctDamageMod); } // Spell weapon based damage CAN BE crit & blocked at same time if (blocked) { // double blocked amount if block is critical uint32 value = victim->GetBlockPercent(); if (victim->isBlockCritical()) value *= 2; // double blocked percent if (spellInfo->HasAttribute(SPELL_ATTR3_COMPLETELY_BLOCKED)) value = 100; damageInfo->blocked = CalculatePct(damage, value); if (damage <= int32(damageInfo->blocked)) { damageInfo->blocked = uint32(damage); damageInfo->fullBlock = true; } damage -= damageInfo->blocked; } ApplyResilience(victim, &damage); break; } // Magical Attacks case SPELL_DAMAGE_CLASS_NONE: case SPELL_DAMAGE_CLASS_MAGIC: { // If crit add critical bonus if (crit) { damageInfo->HitInfo |= SPELL_HIT_TYPE_CRIT; damage = Unit::SpellCriticalDamageBonus(this, spellInfo, damage); } ApplyResilience(victim, &damage); break; } default: break; } } // Script Hook For CalculateSpellDamageTaken -- Allow scripts to change the Damage post class mitigation calculations sScriptMgr->ModifySpellDamageTaken(damageInfo->target, damageInfo->attacker, damage); // Calculate absorb resist if (damage < 0) damage = 0; damageInfo->damage = damage; DamageInfo dmgInfo(*damageInfo, SPELL_DIRECT_DAMAGE, BASE_ATTACK, PROC_HIT_NONE); CalcAbsorbResist(dmgInfo); damageInfo->absorb = dmgInfo.GetAbsorb(); damageInfo->resist = dmgInfo.GetResist(); if (damageInfo->absorb) damageInfo->HitInfo |= (damageInfo->damage - damageInfo->absorb == 0 ? HITINFO_FULL_ABSORB : HITINFO_PARTIAL_ABSORB); if (damageInfo->resist) damageInfo->HitInfo |= (damageInfo->damage - damageInfo->resist == 0 ? HITINFO_FULL_RESIST : HITINFO_PARTIAL_RESIST); damageInfo->damage = dmgInfo.GetDamage(); } void Unit::DealSpellDamage(SpellNonMeleeDamage* damageInfo, bool durabilityLoss) { if (!damageInfo) return; Unit* victim = damageInfo->target; if (!victim) return; if (!victim->IsAlive() || victim->HasUnitState(UNIT_STATE_IN_FLIGHT) || (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsEvadingAttacks())) return; SpellInfo const* spellProto = sSpellMgr->GetSpellInfo(damageInfo->SpellID); if (spellProto == nullptr) { TC_LOG_DEBUG("entities.unit", "Unit::DealSpellDamage has wrong damageInfo->SpellID: %u", damageInfo->SpellID); return; } // Call default DealDamage CleanDamage cleanDamage(damageInfo->cleanDamage, damageInfo->absorb, BASE_ATTACK, MELEE_HIT_NORMAL); DealDamage(victim, damageInfo->damage, &cleanDamage, SPELL_DIRECT_DAMAGE, SpellSchoolMask(damageInfo->schoolMask), spellProto, durabilityLoss); } /// @todo for melee need create structure as in void Unit::CalculateMeleeDamage(Unit* victim, uint32 damage, CalcDamageInfo* damageInfo, WeaponAttackType attackType) { damageInfo->attacker = this; damageInfo->target = victim; damageInfo->damageSchoolMask = GetMeleeDamageSchoolMask(); damageInfo->attackType = attackType; damageInfo->damage = 0; damageInfo->cleanDamage = 0; damageInfo->absorb = 0; damageInfo->resist = 0; damageInfo->blocked_amount = 0; damageInfo->TargetState = VICTIMSTATE_INTACT; damageInfo->HitInfo = 0; damageInfo->procAttacker = PROC_FLAG_NONE; damageInfo->procVictim = PROC_FLAG_NONE; damageInfo->hitOutCome = MELEE_HIT_EVADE; if (!victim) return; if (!IsAlive() || !victim->IsAlive()) return; // Select HitInfo/procAttacker/procVictim flag based on attack type switch (attackType) { case BASE_ATTACK: damageInfo->procAttacker = PROC_FLAG_DONE_MELEE_AUTO_ATTACK | PROC_FLAG_DONE_MAINHAND_ATTACK; damageInfo->procVictim = PROC_FLAG_TAKEN_MELEE_AUTO_ATTACK; break; case OFF_ATTACK: damageInfo->procAttacker = PROC_FLAG_DONE_MELEE_AUTO_ATTACK | PROC_FLAG_DONE_OFFHAND_ATTACK; damageInfo->procVictim = PROC_FLAG_TAKEN_MELEE_AUTO_ATTACK; damageInfo->HitInfo = HITINFO_OFFHAND; break; default: return; } // Physical Immune check if (damageInfo->target->IsImmunedToDamage(SpellSchoolMask(damageInfo->damageSchoolMask))) { damageInfo->HitInfo |= HITINFO_NORMALSWING; damageInfo->TargetState = VICTIMSTATE_IS_IMMUNE; return; } damage += CalculateDamage(damageInfo->attackType, IsInFeralForm(), true); // Add melee damage bonus damage = MeleeDamageBonusDone(damageInfo->target, damage, damageInfo->attackType); damage = damageInfo->target->MeleeDamageBonusTaken(this, damage, damageInfo->attackType); // Script Hook For CalculateMeleeDamage -- Allow scripts to change the Damage pre class mitigation calculations sScriptMgr->ModifyMeleeDamage(damageInfo->target, damageInfo->attacker, damage); // Calculate armor reduction if (IsDamageReducedByArmor((SpellSchoolMask)(damageInfo->damageSchoolMask))) { damageInfo->damage = CalcArmorReducedDamage(damageInfo->target, damage, nullptr, damageInfo->attackType); damageInfo->cleanDamage += damage - damageInfo->damage; } else damageInfo->damage = damage; damageInfo->hitOutCome = RollMeleeOutcomeAgainst(damageInfo->target, damageInfo->attackType); switch (damageInfo->hitOutCome) { case MELEE_HIT_EVADE: damageInfo->HitInfo |= HITINFO_MISS | HITINFO_SWINGNOHITSOUND; damageInfo->TargetState = VICTIMSTATE_EVADES; damageInfo->damage = 0; damageInfo->cleanDamage = 0; return; case MELEE_HIT_MISS: damageInfo->HitInfo |= HITINFO_MISS; damageInfo->damage = 0; damageInfo->cleanDamage = 0; break; case MELEE_HIT_NORMAL: damageInfo->TargetState = VICTIMSTATE_HIT; break; case MELEE_HIT_CRIT: { damageInfo->HitInfo |= HITINFO_CRITICALHIT; damageInfo->TargetState = VICTIMSTATE_HIT; // Crit bonus calc damageInfo->damage += damageInfo->damage; float mod = 0.0f; // Apply SPELL_AURA_MOD_ATTACKER_RANGED_CRIT_DAMAGE or SPELL_AURA_MOD_ATTACKER_MELEE_CRIT_DAMAGE if (damageInfo->attackType == RANGED_ATTACK) mod += damageInfo->target->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_RANGED_CRIT_DAMAGE); else mod += damageInfo->target->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_MELEE_CRIT_DAMAGE); // Increase crit damage from SPELL_AURA_MOD_CRIT_DAMAGE_BONUS mod += (GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_CRIT_DAMAGE_BONUS, damageInfo->damageSchoolMask) - 1.0f) * 100; if (mod != 0) AddPct(damageInfo->damage, mod); break; } case MELEE_HIT_PARRY: damageInfo->TargetState = VICTIMSTATE_PARRY; damageInfo->cleanDamage += damageInfo->damage; damageInfo->damage = 0; break; case MELEE_HIT_DODGE: damageInfo->TargetState = VICTIMSTATE_DODGE; damageInfo->cleanDamage += damageInfo->damage; damageInfo->damage = 0; break; case MELEE_HIT_BLOCK: damageInfo->TargetState = VICTIMSTATE_HIT; damageInfo->HitInfo |= HITINFO_BLOCK; // 30% damage blocked, double blocked amount if block is critical damageInfo->blocked_amount = CalculatePct(damageInfo->damage, damageInfo->target->isBlockCritical() ? damageInfo->target->GetBlockPercent() * 2 : damageInfo->target->GetBlockPercent()); damageInfo->damage -= damageInfo->blocked_amount; damageInfo->cleanDamage += damageInfo->blocked_amount; break; case MELEE_HIT_GLANCING: { damageInfo->HitInfo |= HITINFO_GLANCING; damageInfo->TargetState = VICTIMSTATE_HIT; int32 leveldif = int32(victim->getLevelForTarget(this)) - int32(getLevel()); if (leveldif < 0) { TC_LOG_DEBUG("entities.unit", "Unit::CalculateMeleeDamage: (Player) %s attacked %s. Glancing should never happen against lower level target", GetGUID().ToString().c_str(), victim->GetGUID().ToString().c_str()); break; } if (leveldif == 0) leveldif = 1; else if (leveldif > 3) leveldif = 3; int32 const reductionMax = leveldif * 10; int32 const reductionMin = std::max(1, reductionMax - 10); float reducePercent = 1.f - irand(reductionMin, reductionMax) / 100.0f; damageInfo->cleanDamage += damageInfo->damage - uint32(reducePercent * damageInfo->damage); damageInfo->damage = uint32(reducePercent * damageInfo->damage); break; } case MELEE_HIT_CRUSHING: damageInfo->HitInfo |= HITINFO_CRUSHING; damageInfo->TargetState = VICTIMSTATE_HIT; // 150% normal damage damageInfo->damage += (damageInfo->damage / 2); break; default: break; } // Always apply HITINFO_AFFECTS_VICTIM in case its not a miss if (!(damageInfo->HitInfo & HITINFO_MISS)) damageInfo->HitInfo |= HITINFO_AFFECTS_VICTIM; int32 resilienceReduction = damageInfo->damage; ApplyResilience(victim, &resilienceReduction); resilienceReduction = damageInfo->damage - resilienceReduction; damageInfo->damage -= resilienceReduction; damageInfo->cleanDamage += resilienceReduction; // Calculate absorb resist if (int32(damageInfo->damage) > 0) { damageInfo->procVictim |= PROC_FLAG_TAKEN_DAMAGE; // Calculate absorb & resists DamageInfo dmgInfo(*damageInfo); CalcAbsorbResist(dmgInfo); damageInfo->absorb = dmgInfo.GetAbsorb(); damageInfo->resist = dmgInfo.GetResist(); if (damageInfo->absorb) damageInfo->HitInfo |= (damageInfo->damage - damageInfo->absorb == 0 ? HITINFO_FULL_ABSORB : HITINFO_PARTIAL_ABSORB); if (damageInfo->resist) damageInfo->HitInfo |= (damageInfo->damage - damageInfo->resist == 0 ? HITINFO_FULL_RESIST : HITINFO_PARTIAL_RESIST); damageInfo->damage = dmgInfo.GetDamage(); } else // Impossible get negative result but.... damageInfo->damage = 0; } void Unit::DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss) { Unit* victim = damageInfo->target; if (!victim->IsAlive() || victim->HasUnitState(UNIT_STATE_IN_FLIGHT) || (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsEvadingAttacks())) return; if (damageInfo->TargetState == VICTIMSTATE_PARRY && (GetTypeId() != TYPEID_UNIT || (ToCreature()->GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_NO_PARRY_HASTEN) == 0)) { // Get attack timers float offtime = float(victim->getAttackTimer(OFF_ATTACK)); float basetime = float(victim->getAttackTimer(BASE_ATTACK)); // Reduce attack time if (victim->haveOffhandWeapon() && offtime < basetime) { float percent20 = victim->GetAttackTime(OFF_ATTACK) * 0.20f; float percent60 = 3.0f * percent20; if (offtime > percent20 && offtime <= percent60) victim->setAttackTimer(OFF_ATTACK, uint32(percent20)); else if (offtime > percent60) { offtime -= 2.0f * percent20; victim->setAttackTimer(OFF_ATTACK, uint32(offtime)); } } else { float percent20 = victim->GetAttackTime(BASE_ATTACK) * 0.20f; float percent60 = 3.0f * percent20; if (basetime > percent20 && basetime <= percent60) victim->setAttackTimer(BASE_ATTACK, uint32(percent20)); else if (basetime > percent60) { basetime -= 2.0f * percent20; victim->setAttackTimer(BASE_ATTACK, uint32(basetime)); } } } // Call default DealDamage CleanDamage cleanDamage(damageInfo->cleanDamage, damageInfo->absorb, damageInfo->attackType, damageInfo->hitOutCome); DealDamage(victim, damageInfo->damage, &cleanDamage, DIRECT_DAMAGE, SpellSchoolMask(damageInfo->damageSchoolMask), nullptr, durabilityLoss); // If this is a creature and it attacks from behind it has a probability to daze it's victim if ((damageInfo->hitOutCome == MELEE_HIT_CRIT || damageInfo->hitOutCome == MELEE_HIT_CRUSHING || damageInfo->hitOutCome == MELEE_HIT_NORMAL || damageInfo->hitOutCome == MELEE_HIT_GLANCING) && GetTypeId() != TYPEID_PLAYER && !ToCreature()->IsControlledByPlayer() && !victim->HasInArc(float(M_PI), this) && (victim->GetTypeId() == TYPEID_PLAYER || !victim->ToCreature()->isWorldBoss())&& !victim->IsVehicle()) { // -probability is between 0% and 40% // 20% base chance float Probability = 20.0f; // there is a newbie protection, at level 10 just 7% base chance; assuming linear function if (victim->getLevel() < 30) Probability = 0.65f * victim->getLevel() + 0.5f; uint32 VictimDefense = victim->GetMaxSkillValueForLevel(this); uint32 AttackerMeleeSkill = GetMaxSkillValueForLevel(); Probability *= AttackerMeleeSkill/(float)VictimDefense*0.16f; if (Probability < 0) Probability = 0; if (Probability > 40.0f) Probability = 40.0f; if (roll_chance_f(Probability)) CastSpell(victim, 1604, true); } if (GetTypeId() == TYPEID_PLAYER) { DamageInfo dmgInfo(*damageInfo); ToPlayer()->CastItemCombatSpell(dmgInfo); } // Do effect if any damage done to target if (damageInfo->damage) { // We're going to call functions which can modify content of the list during iteration over it's elements // Let's copy the list so we can prevent iterator invalidation AuraEffectList vDamageShieldsCopy(victim->GetAuraEffectsByType(SPELL_AURA_DAMAGE_SHIELD)); for (AuraEffect const* aurEff : vDamageShieldsCopy) { SpellInfo const* spellInfo = aurEff->GetSpellInfo(); // Damage shield can be resisted... SpellMissInfo missInfo = victim->SpellHitResult(this, spellInfo, false); if (missInfo != SPELL_MISS_NONE) { victim->SendSpellMiss(this, spellInfo->Id, missInfo); continue; } // ...or immuned if (IsImmunedToDamage(spellInfo)) { victim->SendSpellDamageImmune(this, spellInfo->Id); continue; } uint32 damage = aurEff->GetAmount(); if (Unit* caster = aurEff->GetCaster()) { damage = caster->SpellDamageBonusDone(this, spellInfo, damage, SPELL_DIRECT_DAMAGE, aurEff->GetEffIndex()); damage = SpellDamageBonusTaken(caster, spellInfo, damage, SPELL_DIRECT_DAMAGE); } // No Unit::CalcAbsorbResist here - opcode doesn't send that data - this damage is probably not affected by that victim->DealDamageMods(this, damage, nullptr); /// @todo Move this to a packet handler WorldPacket data(SMSG_SPELLDAMAGESHIELD, 8 + 8 + 4 + 4 + 4 + 4 + 4); data << uint64(victim->GetGUID()); data << uint64(GetGUID()); data << uint32(spellInfo->Id); data << uint32(damage); // Damage int32 const overkill = int32(damage) - int32(GetHealth()); data << uint32(std::max(overkill, 0)); // Overkill data << uint32(spellInfo->SchoolMask); data << uint32(0); // FIX ME: Send resisted damage, both fully resisted and partly resisted victim->SendMessageToSet(&data, true); victim->DealDamage(this, damage, nullptr, SPELL_DIRECT_DAMAGE, spellInfo->GetSchoolMask(), spellInfo, true); } } } void Unit::HandleEmoteCommand(uint32 anim_id) { WorldPacket data(SMSG_EMOTE, 4 + 8); data << uint32(anim_id); data << uint64(GetGUID()); SendMessageToSet(&data, true); } bool Unit::IsDamageReducedByArmor(SpellSchoolMask schoolMask, SpellInfo const* spellInfo /*= nullptr*/, int8 effIndex /*= -1*/) { // only physical spells damage gets reduced by armor if ((schoolMask & SPELL_SCHOOL_MASK_NORMAL) == 0) return false; if (spellInfo) { // there are spells with no specific attribute but they have "ignores armor" in tooltip if (spellInfo->HasAttribute(SPELL_ATTR0_CU_IGNORE_ARMOR)) return false; // bleeding effects are not reduced by armor if (effIndex != -1) { if (spellInfo->Effects[effIndex].ApplyAuraName == SPELL_AURA_PERIODIC_DAMAGE || spellInfo->Effects[effIndex].Effect == SPELL_EFFECT_SCHOOL_DAMAGE) if (spellInfo->GetEffectMechanicMask(effIndex) & (1< 80) levelModifier = levelModifier + (4.5f * (levelModifier - 59)) + (20 * (levelModifier - 80)); else if (levelModifier > 59) levelModifier = levelModifier + (4.5f * (levelModifier - 59)); float temp = 0.1f * armor / (8.5f * levelModifier + 40); temp = temp / (1 + temp); if (temp > 0.75f) return 75.f; if (temp < 0.f) return 0.f; return temp * 100; } uint32 Unit::CalcArmorReducedDamage(Unit* victim, const uint32 damage, SpellInfo const* spellInfo, WeaponAttackType /*attackType*/) const { float armor = float(victim->GetArmor()); // bypass enemy armor by SPELL_AURA_BYPASS_ARMOR_FOR_CASTER int32 armorBypassPct = victim->GetTotalAuraModifier(SPELL_AURA_BYPASS_ARMOR_FOR_CASTER, [&](AuraEffect const* aurEff) { return aurEff->GetCasterGUID() == GetGUID(); }); armor = CalculatePct(armor, 100 - std::min(armorBypassPct, 100)); // Ignore enemy armor by SPELL_AURA_MOD_TARGET_RESISTANCE aura armor += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_TARGET_RESISTANCE, SPELL_SCHOOL_MASK_NORMAL); if (spellInfo) if (Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_IGNORE_ARMOR, armor); for (AuraEffect const* aurEff : GetAuraEffectsByType(SPELL_AURA_MOD_IGNORE_TARGET_RESIST)) { if (aurEff->GetMiscValue() & SPELL_SCHOOL_MASK_NORMAL) armor = std::floor(AddPct(armor, -aurEff->GetAmount())); } if (armor < 0.0f) armor = 0.0f; float armorReduction = 100.f - GetArmorReduction(armor, getLevel()); return std::max(CalculatePct(damage, armorReduction), 1); } uint32 Unit::CalcSpellResistedDamage(Unit* victim, uint32 damage, SpellSchoolMask schoolMask, SpellInfo const* spellInfo) const { // Magic damage, check for resists if (!(schoolMask & SPELL_SCHOOL_MASK_MAGIC)) return 0; // Npcs can have holy resistance if ((schoolMask & SPELL_SCHOOL_MASK_HOLY) && victim->GetTypeId() != TYPEID_UNIT) return 0; // Ignore spells that can't be resisted if (spellInfo && spellInfo->HasAttribute(SPELL_ATTR4_IGNORE_RESISTANCES)) return 0; // Ignore spells that can't be resisted if (spellInfo) { if (spellInfo->HasAttribute(SPELL_ATTR4_IGNORE_RESISTANCES)) return 0; // Binary spells can't have damage part resisted if (spellInfo->HasAttribute(SPELL_ATTR0_CU_BINARY_SPELL)) return 0; } float averageResist = Unit::GetEffectiveResistChance(this, schoolMask, victim, spellInfo); float discreteResistProbability[11]; for (uint32 i = 0; i < 11; ++i) { discreteResistProbability[i] = 0.5f - 2.5f * std::fabs(0.1f * i - averageResist); if (discreteResistProbability[i] < 0.0f) discreteResistProbability[i] = 0.0f; } if (averageResist <= 0.1f) { discreteResistProbability[0] = 1.0f - 7.5f * averageResist; discreteResistProbability[1] = 5.0f * averageResist; discreteResistProbability[2] = 2.5f * averageResist; } uint32 resistance = 0; float r = float(rand_norm()); float probabilitySum = discreteResistProbability[0]; while (r >= probabilitySum && resistance < 10) probabilitySum += discreteResistProbability[++resistance]; float damageResisted = float(damage * resistance / 10); if (damageResisted > 0.0f) // if any damage was resisted { int32 ignoredResistance = GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_IGNORE_TARGET_RESIST, schoolMask); ignoredResistance = std::min(ignoredResistance, 100); ApplyPct(damageResisted, 100 - ignoredResistance); // Spells with melee and magic school mask, decide whether resistance or armor absorb is higher if (spellInfo && spellInfo->HasAttribute(SPELL_ATTR0_CU_SCHOOLMASK_NORMAL_WITH_MAGIC)) { uint32 damageAfterArmor = CalcArmorReducedDamage(victim, damage, spellInfo, BASE_ATTACK); uint32 armorReduction = damage - damageAfterArmor; if (armorReduction < damageResisted) // pick the lower one, the weakest resistance counts damageResisted = armorReduction; } } return damageResisted; } float Unit::GetEffectiveResistChance(Unit const* owner, SpellSchoolMask schoolMask, Unit const* victim, SpellInfo const* spellInfo) { float victimResistance = float(victim->GetResistance(schoolMask)); if (owner) { // pets inherit 100% of masters penetration // excluding traps Player const* player = owner->GetSpellModOwner(); if (player && owner->GetEntry() != WORLD_TRIGGER) { victimResistance += float(player->GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_TARGET_RESISTANCE, schoolMask)); victimResistance -= float(player->GetSpellPenetrationItemMod()); } else victimResistance += float(owner->GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_TARGET_RESISTANCE, schoolMask)); } // holy resistance exists in pve and comes from level difference, ignore template values if (schoolMask & SPELL_SCHOOL_MASK_HOLY) victimResistance = 0.0f; // Chaos Bolt exception, ignore all target resistances (unknown attribute?) if (spellInfo && spellInfo->SpellFamilyName == SPELLFAMILY_WARLOCK && spellInfo->SpellIconID == 3178) victimResistance = 0.0f; victimResistance = std::max(victimResistance, 0.0f); if (owner) victimResistance += std::max((float(victim->getLevelForTarget(owner)) - float(owner->getLevelForTarget(victim))) * 5.0f, 0.0f); static uint32 const BOSS_LEVEL = 83; static float const BOSS_RESISTANCE_CONSTANT = 510.0f; uint32 level = victim->getLevel(); float resistanceConstant = 0.0f; if (level == BOSS_LEVEL) resistanceConstant = BOSS_RESISTANCE_CONSTANT; else resistanceConstant = level * 5.0f; return victimResistance / (victimResistance + resistanceConstant); } void Unit::CalcAbsorbResist(DamageInfo& damageInfo) { if (!damageInfo.GetVictim() || !damageInfo.GetVictim()->IsAlive() || !damageInfo.GetDamage()) return; uint32 resistedDamage = CalcSpellResistedDamage(damageInfo.GetVictim(), damageInfo.GetDamage(), damageInfo.GetSchoolMask(), damageInfo.GetSpellInfo()); damageInfo.ResistDamage(resistedDamage); // Ignore Absorption Auras float auraAbsorbMod(GetMaxPositiveAuraModifierByMiscMask(SPELL_AURA_MOD_TARGET_ABSORB_SCHOOL, damageInfo.GetSchoolMask())); AuraEffectList const& abilityAbsorbAuras = GetAuraEffectsByType(SPELL_AURA_MOD_TARGET_ABILITY_ABSORB_SCHOOL); for (AuraEffect const* aurEff : abilityAbsorbAuras) { if (!(aurEff->GetMiscValue() & damageInfo.GetSchoolMask())) continue; if (!aurEff->IsAffectingSpell(damageInfo.GetSpellInfo())) continue; if ((aurEff->GetAmount() > auraAbsorbMod)) auraAbsorbMod = float(aurEff->GetAmount()); } RoundToInterval(auraAbsorbMod, 0.0f, 100.0f); int32 absorbIgnoringDamage = CalculatePct(damageInfo.GetDamage(), auraAbsorbMod); damageInfo.ModifyDamage(-absorbIgnoringDamage); // We're going to call functions which can modify content of the list during iteration over it's elements // Let's copy the list so we can prevent iterator invalidation AuraEffectList vSchoolAbsorbCopy(damageInfo.GetVictim()->GetAuraEffectsByType(SPELL_AURA_SCHOOL_ABSORB)); vSchoolAbsorbCopy.sort(Trinity::AbsorbAuraOrderPred()); // absorb without mana cost for (AuraEffectList::iterator itr = vSchoolAbsorbCopy.begin(); (itr != vSchoolAbsorbCopy.end()) && (damageInfo.GetDamage() > 0); ++itr) { AuraEffect* absorbAurEff = *itr; // Check if aura was removed during iteration - we don't need to work on such auras AuraApplication const* aurApp = absorbAurEff->GetBase()->GetApplicationOfTarget(damageInfo.GetVictim()->GetGUID()); if (!aurApp) continue; if (!(absorbAurEff->GetMiscValue() & damageInfo.GetSchoolMask())) continue; // get amount which can be still absorbed by the aura int32 currentAbsorb = absorbAurEff->GetAmount(); // aura with infinite absorb amount - let the scripts handle absorbtion amount, set here to 0 for safety if (currentAbsorb < 0) currentAbsorb = 0; uint32 tempAbsorb = uint32(currentAbsorb); bool defaultPrevented = false; absorbAurEff->GetBase()->CallScriptEffectAbsorbHandlers(absorbAurEff, aurApp, damageInfo, tempAbsorb, defaultPrevented); currentAbsorb = tempAbsorb; if (defaultPrevented) continue; // absorb must be smaller than the damage itself currentAbsorb = RoundToInterval(currentAbsorb, 0, int32(damageInfo.GetDamage())); damageInfo.AbsorbDamage(currentAbsorb); tempAbsorb = currentAbsorb; absorbAurEff->GetBase()->CallScriptEffectAfterAbsorbHandlers(absorbAurEff, aurApp, damageInfo, tempAbsorb); // Check if our aura is using amount to count damage if (absorbAurEff->GetAmount() >= 0) { // Reduce shield amount absorbAurEff->SetAmount(absorbAurEff->GetAmount() - currentAbsorb); // Aura cannot absorb anything more - remove it if (absorbAurEff->GetAmount() <= 0) absorbAurEff->GetBase()->Remove(AuraRemoveFlags::ByEnemySpell); } } // absorb by mana cost AuraEffectList vManaShieldCopy(damageInfo.GetVictim()->GetAuraEffectsByType(SPELL_AURA_MANA_SHIELD)); for (AuraEffectList::const_iterator itr = vManaShieldCopy.begin(); (itr != vManaShieldCopy.end()) && (damageInfo.GetDamage() > 0); ++itr) { AuraEffect* absorbAurEff = *itr; // Check if aura was removed during iteration - we don't need to work on such auras AuraApplication const* aurApp = absorbAurEff->GetBase()->GetApplicationOfTarget(damageInfo.GetVictim()->GetGUID()); if (!aurApp) continue; // check damage school mask if (!(absorbAurEff->GetMiscValue() & damageInfo.GetSchoolMask())) continue; // get amount which can be still absorbed by the aura int32 currentAbsorb = absorbAurEff->GetAmount(); // aura with infinite absorb amount - let the scripts handle absorbtion amount, set here to 0 for safety if (currentAbsorb < 0) currentAbsorb = 0; uint32 tempAbsorb = currentAbsorb; bool defaultPrevented = false; absorbAurEff->GetBase()->CallScriptEffectManaShieldHandlers(absorbAurEff, aurApp, damageInfo, tempAbsorb, defaultPrevented); currentAbsorb = tempAbsorb; if (defaultPrevented) continue; // absorb must be smaller than the damage itself currentAbsorb = RoundToInterval(currentAbsorb, 0, int32(damageInfo.GetDamage())); int32 manaReduction = currentAbsorb; // lower absorb amount by talents if (float manaMultiplier = absorbAurEff->GetSpellInfo()->Effects[absorbAurEff->GetEffIndex()].CalcValueMultiplier(absorbAurEff->GetCaster())) manaReduction = int32(float(manaReduction) * manaMultiplier); int32 manaTaken = -damageInfo.GetVictim()->ModifyPower(POWER_MANA, -manaReduction); // take case when mana has ended up into account currentAbsorb = currentAbsorb ? int32(float(currentAbsorb) * (float(manaTaken) / float(manaReduction))) : 0; damageInfo.AbsorbDamage(currentAbsorb); tempAbsorb = currentAbsorb; absorbAurEff->GetBase()->CallScriptEffectAfterManaShieldHandlers(absorbAurEff, aurApp, damageInfo, tempAbsorb); // Check if our aura is using amount to count damage if (absorbAurEff->GetAmount() >= 0) { absorbAurEff->SetAmount(absorbAurEff->GetAmount() - currentAbsorb); if ((absorbAurEff->GetAmount() <= 0)) absorbAurEff->GetBase()->Remove(AuraRemoveFlags::ByEnemySpell); } } damageInfo.ModifyDamage(absorbIgnoringDamage); // split damage auras - only when not damaging self if (damageInfo.GetVictim() != this) { // We're going to call functions which can modify content of the list during iteration over it's elements // Let's copy the list so we can prevent iterator invalidation AuraEffectList vSplitDamagePctCopy(damageInfo.GetVictim()->GetAuraEffectsByType(SPELL_AURA_SPLIT_DAMAGE_PCT)); for (AuraEffectList::iterator itr = vSplitDamagePctCopy.begin(); itr != vSplitDamagePctCopy.end() && damageInfo.GetDamage() > 0; ++itr) { // Check if aura was removed during iteration - we don't need to work on such auras AuraApplication const* aurApp = (*itr)->GetBase()->GetApplicationOfTarget(damageInfo.GetVictim()->GetGUID()); if (!aurApp) continue; // check damage school mask if (!((*itr)->GetMiscValue() & damageInfo.GetSchoolMask())) continue; // Damage can be splitted only if aura has an alive caster Unit* caster = (*itr)->GetCaster(); if (!caster || (caster == damageInfo.GetVictim()) || !caster->IsInWorld() || !caster->IsAlive()) continue; uint32 splitDamage = CalculatePct(damageInfo.GetDamage(), (*itr)->GetAmount()); (*itr)->GetBase()->CallScriptEffectSplitHandlers((*itr), aurApp, damageInfo, splitDamage); // absorb must be smaller than the damage itself splitDamage = RoundToInterval(splitDamage, uint32(0), uint32(damageInfo.GetDamage())); damageInfo.AbsorbDamage(splitDamage); // check if caster is immune to damage if (caster->IsImmunedToDamage(damageInfo.GetSchoolMask())) { damageInfo.GetVictim()->SendSpellMiss(caster, (*itr)->GetSpellInfo()->Id, SPELL_MISS_IMMUNE); continue; } uint32 split_absorb = 0; DealDamageMods(caster, splitDamage, &split_absorb); // Sparring Checks if (Creature* target = damageInfo.GetVictim()->ToCreature()) if (IsCreature() && !IsCharmedOwnedByPlayerOrPlayer()) if (target->GetNoNpcDamageBelowPctHealthValue() != 0.0f) if (target->GetHealthPct() <= target->GetNoNpcDamageBelowPctHealthValue()) damageInfo.ModifyDamage(damageInfo.GetDamage() * -1); SendSpellNonMeleeDamageLog(caster, (*itr)->GetSpellInfo()->Id, splitDamage, damageInfo.GetSchoolMask(), split_absorb, 0, false, 0, false); CleanDamage cleanDamage = CleanDamage(splitDamage, 0, BASE_ATTACK, MELEE_HIT_NORMAL); DealDamage(caster, splitDamage, &cleanDamage, DIRECT_DAMAGE, damageInfo.GetSchoolMask(), (*itr)->GetSpellInfo(), false); // break 'Fear' and similar auras ProcSkillsAndAuras(caster, PROC_FLAG_NONE, PROC_FLAG_TAKEN_SPELL_MAGIC_DMG_CLASS_NEG, PROC_SPELL_TYPE_DAMAGE, PROC_SPELL_PHASE_HIT, PROC_HIT_NONE, nullptr, &damageInfo, nullptr); } } } void Unit::CalcHealAbsorb(HealInfo& healInfo) const { if (!healInfo.GetHeal()) return; int32 const healing = static_cast(healInfo.GetHeal()); int32 absorbAmount = 0; // Need remove expired auras after bool existExpired = false; // absorb without mana cost AuraEffectList const& vHealAbsorb = healInfo.GetTarget()->GetAuraEffectsByType(SPELL_AURA_SCHOOL_HEAL_ABSORB); for (AuraEffectList::const_iterator i = vHealAbsorb.begin(); i != vHealAbsorb.end() && absorbAmount <= healing; ++i) { if (!((*i)->GetMiscValue() & healInfo.GetSpellInfo()->SchoolMask)) continue; // Max Amount can be absorbed by this aura int32 currentAbsorb = (*i)->GetAmount(); // Found empty aura (impossible but..) if (currentAbsorb <= 0) { existExpired = true; continue; } // currentAbsorb - damage can be absorbed by shield // If need absorb less damage if (healing < currentAbsorb + absorbAmount) currentAbsorb = healing - absorbAmount; absorbAmount += currentAbsorb; // Reduce shield amount (*i)->SetAmount((*i)->GetAmount() - currentAbsorb); // Need remove it later if ((*i)->GetAmount() <= 0) existExpired = true; } // Remove all expired absorb auras if (existExpired) { for (AuraEffectList::const_iterator i = vHealAbsorb.begin(); i != vHealAbsorb.end();) { AuraEffect* auraEff = *i; ++i; if (auraEff->GetAmount() <= 0) { uint32 removedAuras = healInfo.GetTarget()->m_removedAurasCount; auraEff->GetBase()->Remove(AuraRemoveFlags::ByEnemySpell); if (removedAuras + 1 < healInfo.GetTarget()->m_removedAurasCount) i = vHealAbsorb.begin(); } } } if (absorbAmount > 0) healInfo.AbsorbHeal(absorbAmount); } void Unit::AttackerStateUpdate(Unit* victim, WeaponAttackType attType, bool extra) { if (HasUnitState(UNIT_STATE_CANNOT_AUTOATTACK) || HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED)) return; if (!victim->IsAlive()) return; if ((attType == BASE_ATTACK || attType == OFF_ATTACK) && !IsWithinLOSInMap(victim)) return; AtTargetAttacked(victim, true); RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::Attacking); if (attType != BASE_ATTACK && attType != OFF_ATTACK) return; // ignore ranged case if (GetTypeId() == TYPEID_UNIT && !HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_POSSESSED) && !HasFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_DISABLE_TURN)) SetFacingToObject(victim, false); // update client side facing to face the target (prevents visual glitches when casting untargeted spells) // melee attack spell cast at main hand attack only - no normal melee dmg dealt if (attType == BASE_ATTACK && m_currentSpells[CURRENT_MELEE_SPELL] && !extra) m_currentSpells[CURRENT_MELEE_SPELL]->cast(); else { // attack can be redirected to another target victim = GetMeleeHitRedirectTarget(victim); AuraEffectList const& meleeAttackOverrides = GetAuraEffectsByType(SPELL_AURA_OVERRIDE_AUTOATTACK_WITH_MELEE_SPELL); AuraEffect const* meleeAttackAuraEffect = nullptr; uint32 meleeAttackSpellId = 0; if (attType == BASE_ATTACK) { if (!meleeAttackOverrides.empty()) { meleeAttackAuraEffect = meleeAttackOverrides.front(); meleeAttackSpellId = meleeAttackAuraEffect->GetSpellInfo()->Effects[meleeAttackAuraEffect->GetEffIndex()].TriggerSpell; } } else { auto itr = std::find_if(meleeAttackOverrides.begin(), meleeAttackOverrides.end(), [&](AuraEffect const* aurEff) { return aurEff->GetAmount() != 0; }); if (itr != meleeAttackOverrides.end()) { meleeAttackAuraEffect = *itr; meleeAttackSpellId = meleeAttackAuraEffect->GetAmount(); } } if (!meleeAttackAuraEffect) { CalcDamageInfo damageInfo; CalculateMeleeDamage(victim, 0, &damageInfo, attType); // Send log damage message to client DealDamageMods(victim, damageInfo.damage, &damageInfo.absorb); // Sparring Checks if (Creature* target = victim->ToCreature()) if (IsCreature() && !IsCharmedOwnedByPlayerOrPlayer()) if (target->GetNoNpcDamageBelowPctHealthValue() != 0.0f) if (target->GetHealthPct() <= target->GetNoNpcDamageBelowPctHealthValue()) damageInfo.HitInfo |= HITINFO_FAKE_DAMAGE; SendAttackStateUpdate(&damageInfo); DealMeleeDamage(&damageInfo, true); DamageInfo dmgInfo(damageInfo); ProcSkillsAndAuras(damageInfo.target, damageInfo.procAttacker, damageInfo.procVictim, PROC_SPELL_TYPE_NONE, PROC_SPELL_PHASE_NONE, dmgInfo.GetHitMask(), nullptr, &dmgInfo, nullptr); if (GetTypeId() == TYPEID_PLAYER) TC_LOG_DEBUG("entities.unit", "AttackerStateUpdate: (Player) %u attacked %u (TypeId: %u) for %u dmg, absorbed %u, blocked %u, resisted %u.", GetGUID().GetCounter(), victim->GetGUID().GetCounter(), victim->GetTypeId(), damageInfo.damage, damageInfo.absorb, damageInfo.blocked_amount, damageInfo.resist); else TC_LOG_DEBUG("entities.unit", "AttackerStateUpdate: (NPC) %u attacked %u (TypeId: %u) for %u dmg, absorbed %u, blocked %u, resisted %u.", GetGUID().GetCounter(), victim->GetGUID().GetCounter(), victim->GetTypeId(), damageInfo.damage, damageInfo.absorb, damageInfo.blocked_amount, damageInfo.resist); } else { CastSpell(victim, meleeAttackSpellId, meleeAttackAuraEffect); uint32 hitInfo = HITINFO_AFFECTS_VICTIM | HITINFO_NO_ANIMATION; if (attType == OFF_ATTACK) hitInfo |= HITINFO_OFFHAND; SendAttackStateUpdate(hitInfo, victim, 0, GetMeleeDamageSchoolMask(), 0, 0, 0, VICTIMSTATE_HIT, 0); } } } void Unit::HandleProcExtraAttackFor(Unit* victim) { while (m_extraAttacks) { AttackerStateUpdate(victim, BASE_ATTACK, true); --m_extraAttacks; } } MeleeHitOutcome Unit::RollMeleeOutcomeAgainst(const Unit* victim, WeaponAttackType attType) const { if (victim->IsCreature() && victim->ToCreature()->IsInEvadeMode()) return MELEE_HIT_EVADE; int32 const attackerMaxSkillValueForLevel = GetMaxSkillValueForLevel(victim); int32 const victimMaxSkillValueForLevel = victim->GetMaxSkillValueForLevel(this); // Miss chance based on melee int32 miss_chance = int32(MeleeSpellMissChance(victim, attType) * 100.f); // Critical hit chance int32 crit_chance = int32(GetUnitCriticalChanceAgainst(attType, victim) * 100.0f); // stunned target cannot dodge and this is check in GetUnitDodgeChance() (returned 0 in this case) int32 dodge_chance = int32(GetUnitDodgeChance(attType, victim) * 100.0f); int32 block_chance = int32(GetUnitBlockChance(victim) * 100.0f); int32 parry_chance = int32(GetUnitParryChance(attType, victim) * 100.0f); // melee attack table implementation // outcome priority: // 1. > 2. > 3. > 4. > 5. > 6. > 7. > 8. // MISS > DODGE > PARRY > GLANCING > BLOCK > CRIT > CRUSHING > HIT int32 sum = 0, tmp = 0; int32 roll = urand(0, 9999); // check if attack comes from behind, nobody can parry or block if attacker is behind bool canParryOrBlock = victim->HasInArc(float(M_PI), this) || victim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION); // only creatures can dodge if attacker is behind bool canDodge = victim->GetTypeId() != TYPEID_PLAYER || canParryOrBlock; // if victim is casting or cc'd it can't avoid attacks if (victim->IsNonMeleeSpellCast(false) || victim->HasUnitState(UNIT_STATE_CONTROLLED)) { canDodge = false; canParryOrBlock = false; } // 1. MISS tmp = miss_chance; if (tmp > 0 && roll < (sum += tmp)) return MELEE_HIT_MISS; // always crit against a sitting target (except 0 crit chance) if (victim->IsPlayer() && crit_chance > 0 && !victim->IsStandState()) return MELEE_HIT_CRIT; // 2. DODGE if (canDodge) { tmp = dodge_chance; if (tmp > 0 // check if unit _can_ dodge && roll < (sum += tmp)) return MELEE_HIT_DODGE; } // 3. PARRY if (canParryOrBlock) { tmp = parry_chance; if (tmp > 0 // check if unit _can_ parry && roll < (sum += tmp)) return MELEE_HIT_PARRY; } // 4. GLANCING // Max 40% chance to score a glancing blow against mobs of the same or higher level (only players and pets, not for ranged weapons). if ((GetTypeId() == TYPEID_PLAYER || IsPet()) && victim->GetTypeId() != TYPEID_PLAYER && !victim->IsPet() && getLevel() <= victim->getLevelForTarget(this)) { // cap possible value (with bonuses > max skill) int32 skill = attackerMaxSkillValueForLevel; // against boss-level targets - 24% chance of 25% average damage reduction (damage reduction range : 20-30%) // against level 82 elites - 18% chance of 15% average damage reduction (damage reduction range : 10-20%) tmp = 600 + (victimMaxSkillValueForLevel - skill) * 120; tmp = std::min(tmp, 4000); if (tmp > 0 && roll < (sum += tmp)) return MELEE_HIT_GLANCING; } // 5. BLOCK if (canParryOrBlock) { tmp = block_chance; if (tmp > 0 // check if unit _can_ block && roll < (sum += tmp)) return MELEE_HIT_BLOCK; } // 6.CRIT tmp = crit_chance; if (tmp > 0 && roll < (sum += tmp)) return MELEE_HIT_CRIT; // 7. CRUSHING // mobs can score crushing blows if they're 4 or more levels above victim if (getLevelForTarget(victim) >= victim->getLevelForTarget(this) + 4 && // can be from by creature (if can) or from controlled player that considered as creature !IsControlledByPlayer() && !(IsCreature() && ToCreature()->GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_NO_CRUSH)) { // when their weapon skill is 15 or more above victim's defense skill tmp = victimMaxSkillValueForLevel; // tmp = mob's level * 5 - player's current defense skill tmp = attackerMaxSkillValueForLevel - tmp; // minimum of 20 points diff (4 levels difference) tmp = std::max(tmp, 20); // add 2% chance per lacking skill point, min. is 15% tmp = tmp * 200 - 1500; if (roll < (sum += tmp)) return MELEE_HIT_CRUSHING; } // 8. HIT return MELEE_HIT_NORMAL; } uint32 Unit::CalculateDamage(WeaponAttackType attType, bool normalized, bool addTotalPct) const { float minDamage = 0.0f; float maxDamage = 0.0f; if (normalized || !addTotalPct) CalculateMinMaxDamage(attType, normalized, addTotalPct, minDamage, maxDamage); else { switch (attType) { case RANGED_ATTACK: minDamage = GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE); maxDamage = GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE); break; case BASE_ATTACK: minDamage = GetFloatValue(UNIT_FIELD_MINDAMAGE); maxDamage = GetFloatValue(UNIT_FIELD_MAXDAMAGE); break; case OFF_ATTACK: minDamage = GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE); maxDamage = GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE); break; default: break; } } minDamage = std::max(0.f, minDamage); maxDamage = std::max(0.f, maxDamage); if (minDamage > maxDamage) std::swap(minDamage, maxDamage); if (maxDamage == 0.0f) maxDamage = 5.0f; return urand(uint32(minDamage), uint32(maxDamage)); } void Unit::SendMeleeAttackStart(Unit* victim) { WorldPackets::Combat::AttackStart packet; packet.Attacker = GetGUID(); packet.Victim = victim->GetGUID(); SendMessageToSet(packet.Write(), IsPlayer()); } void Unit::SendMeleeAttackStop(Unit* victim) { SendMessageToSet(WorldPackets::Combat::SAttackStop(this, victim).Write(), IsPlayer()); if (victim) TC_LOG_DEBUG("entities.unit", "%s %u stopped attacking %s %u", (GetTypeId() == TYPEID_PLAYER ? "Player" : "Creature"), GetGUID().GetCounter(), (victim->GetTypeId() == TYPEID_PLAYER ? "player" : "creature"), victim->GetGUID().GetCounter()); else TC_LOG_DEBUG("entities.unit", "%s %u stopped attacking", (GetTypeId() == TYPEID_PLAYER ? "Player" : "Creature"), GetGUID().GetCounter()); } bool Unit::isSpellBlocked(Unit* victim, SpellInfo const* spellProto) { // These spells can't be blocked if (spellProto && (spellProto->HasAttribute(SPELL_ATTR0_IMPOSSIBLE_DODGE_PARRY_BLOCK) || spellProto->HasAttribute(SPELL_ATTR3_IGNORE_HIT_RESULT) || spellProto->HasAttribute(SPELL_ATTR8_CANT_BLOCK))) return false; // Can't block when casting/controlled if (victim->IsNonMeleeSpellCast(false) || victim->HasUnitState(UNIT_STATE_CONTROLLED)) return false; if (victim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION) || victim->HasInArc(float(M_PI), this)) { float blockChance = GetUnitBlockChance(victim); if (blockChance && roll_chance_f(blockChance)) return true; } return false; } bool Unit::isBlockCritical() { if (roll_chance_i(GetTotalAuraModifier(SPELL_AURA_MOD_BLOCK_CRIT_CHANCE))) return true; return false; } int32 Unit::GetMechanicResistChance(SpellInfo const* spellInfo) const { if (!spellInfo) return 0; int32 resistMech = 0; for (uint8 eff = 0; eff < MAX_SPELL_EFFECTS; ++eff) { if (!spellInfo->Effects[eff].IsEffect()) break; int32 effectMech = spellInfo->GetEffectMechanic(eff); if (effectMech) { int32 temp = GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_MECHANIC_RESISTANCE, effectMech); if (resistMech < temp) resistMech = temp; } } return resistMech; } bool Unit::CanUseAttackType(uint8 attacktype) const { switch (attacktype) { case BASE_ATTACK: return !HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISARMED); case OFF_ATTACK: return !HasFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_DISARM_OFFHAND); case RANGED_ATTACK: return !HasFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_DISARM_RANGED); default: return true; } } // Melee based spells hit result calculations SpellMissInfo Unit::MeleeSpellHitResult(Unit* victim, SpellInfo const* spellInfo) { WeaponAttackType attType = BASE_ATTACK; // Check damage class instead of attack type to correctly handle judgements // - they are meele, but can't be dodged/parried/deflected because of ranged dmg class if (spellInfo->DmgClass == SPELL_DAMAGE_CLASS_RANGED) attType = RANGED_ATTACK; uint32 roll = urand(0, 9999); uint32 missChance = uint32(MeleeSpellMissChance(victim, attType, spellInfo) * 100.0f); // Roll miss uint32 tmp = missChance; if (roll < tmp) return SPELL_MISS_MISS; // Chance resist mechanic int32 resist_chance = victim->GetMechanicResistChance(spellInfo) * 100; tmp += resist_chance; if (roll < tmp) return SPELL_MISS_RESIST; // Same spells cannot be parried/dodged if (spellInfo->HasAttribute(SPELL_ATTR0_IMPOSSIBLE_DODGE_PARRY_BLOCK)) return SPELL_MISS_NONE; bool canDodge = !spellInfo->HasAttribute(SPELL_ATTR7_CANT_DODGE); bool canParry = !spellInfo->HasAttribute(SPELL_ATTR7_CANT_PARRY); bool canBlock = !spellInfo->HasAttribute(SPELL_ATTR8_CANT_BLOCK); // if victim is casting or cc'd it can't avoid attacks bool canUseDefenseWhileChanneling = victim->GetCurrentSpell(CURRENT_CHANNELED_SPELL) ? victim->GetCurrentSpell(CURRENT_CHANNELED_SPELL)->GetSpellInfo()->HasAttribute(SPELL_ATTR10_ALLOW_DEFENSE_WHILE_CHANNELING) : false; bool canUseDefenseWhileCasting = victim->GetCurrentSpell(CURRENT_GENERIC_SPELL) ? victim->GetCurrentSpell(CURRENT_GENERIC_SPELL)->GetSpellInfo()->HasAttribute(SPELL_ATTR10_ALLOW_DEFENSE_WHILE_CASTING) : false; if ((victim->IsNonMeleeSpellCast(false) || victim->HasUnitState(UNIT_STATE_CONTROLLED)) && !canUseDefenseWhileChanneling && !canUseDefenseWhileCasting) { canDodge = false; canParry = false; canBlock = false; } // Ranged attacks can only miss, resist and deflect if (attType == RANGED_ATTACK) { canDodge = false; canParry = false; canBlock = false; // only if in front if (!victim->HasUnitState(UNIT_STATE_CONTROLLED) && (victim->HasInArc(float(M_PI), this) || victim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION))) { int32 deflect_chance = victim->GetTotalAuraModifier(SPELL_AURA_DEFLECT_SPELLS) * 100; tmp += deflect_chance; if (roll < tmp) return SPELL_MISS_DEFLECT; } return SPELL_MISS_NONE; } // Check for attack from behind if (!victim->HasInArc(float(M_PI), this)) { if (!victim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION)) { // Can`t dodge from behind in PvP (but its possible in PvE) if (victim->GetTypeId() == TYPEID_PLAYER) canDodge = false; // Can`t parry or block canParry = false; canBlock = false; } else // Only deterrence as of 3.3.5 { if (spellInfo->HasAttribute(SPELL_ATTR0_CU_REQ_CASTER_BEHIND_TARGET)) canParry = false; } } // Ignore combat result aura AuraEffectList const& ignore = GetAuraEffectsByType(SPELL_AURA_IGNORE_COMBAT_RESULT); for (AuraEffect const* aurEff : ignore) { if (!aurEff->IsAffectingSpell(spellInfo)) continue; switch (aurEff->GetMiscValue()) { case MELEE_HIT_DODGE: canDodge = false; break; case MELEE_HIT_BLOCK: canBlock = false; break; case MELEE_HIT_PARRY: canParry = false; break; default: TC_LOG_DEBUG("entities.unit", "Spell %u SPELL_AURA_IGNORE_COMBAT_RESULT has unhandled state %d", aurEff->GetId(), aurEff->GetMiscValue()); break; } } if (canDodge) { // Roll dodge int32 dodgeChance = int32(GetUnitDodgeChance(attType, victim) * 100.0f); if (dodgeChance < 0) dodgeChance = 0; if (roll < (tmp += dodgeChance)) return SPELL_MISS_DODGE; } if (canParry) { // Roll parry int32 parryChance = int32(GetUnitParryChance(attType, victim) * 100.0f); if (parryChance < 0) parryChance = 0; tmp += parryChance; if (roll < tmp) return SPELL_MISS_PARRY; } if (canBlock) { int32 blockChance = int32(GetUnitBlockChance(victim) * 100.0f); if (blockChance < 0) blockChance = 0; tmp += blockChance; if (roll < tmp) return SPELL_MISS_BLOCK; } return SPELL_MISS_NONE; } /// @todo need use unit spell resistances in calculations SpellMissInfo Unit::MagicSpellHitResult(Unit* victim, SpellInfo const* spellInfo) { // Can`t miss on dead target (on skinning for example) if (!victim->IsAlive() && !victim->IsPlayer()) return SPELL_MISS_NONE; if (spellInfo->HasAttribute(SPELL_ATTR7_CANT_MISS)) return SPELL_MISS_NONE; SpellSchoolMask schoolMask = spellInfo->GetSchoolMask(); // PvP - PvE spell misschances per leveldif > 2 int32 lchance = victim->IsPlayer() ? 7 : 11; int32 thisLevel = getLevelForTarget(victim); if (GetTypeId() == TYPEID_UNIT && ToCreature()->IsTrigger()) thisLevel = std::max(thisLevel, spellInfo->SpellLevel); int32 leveldif = int32(victim->getLevelForTarget(this)) - thisLevel; int32 levelBasedHitDiff = leveldif; // Base hit chance from attacker and victim levels int32 modHitChance = 100; if (levelBasedHitDiff >= 0) { if (victim->IsPlayer()) { modHitChance = 94 - 3 * std::min(levelBasedHitDiff, 3); levelBasedHitDiff -= 3; } else { modHitChance = 96 - std::min(levelBasedHitDiff, 2); levelBasedHitDiff -= 2; } if (levelBasedHitDiff > 0) modHitChance -= lchance * std::min(levelBasedHitDiff, 7); } else modHitChance = 97 - levelBasedHitDiff; // Spellmod from SPELLMOD_RESIST_MISS_CHANCE if (Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_RESIST_MISS_CHANCE, modHitChance); // Chance hit from victim SPELL_AURA_MOD_ATTACKER_SPELL_HIT_CHANCE auras modHitChance += victim->GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_ATTACKER_SPELL_HIT_CHANCE, schoolMask); // Decrease hit chance from victim rating bonus if (victim->IsPlayer()) modHitChance -= int32(victim->ToPlayer()->GetRatingBonusValue(CR_HIT_TAKEN_SPELL)); int32 hitChance = modHitChance * 100; // Increase hit chance from attacker SPELL_AURA_MOD_SPELL_HIT_CHANCE and attacker ratings // Increase hit chance from attacker SPELL_AURA_MOD_SPELL_HIT_CHANCE and attacker ratings if (Unit const* unit = ToUnit()) hitChance += int32(unit->m_modSpellHitChance * 100.0f); RoundToInterval(hitChance, 0, 10000); int32 tmp = 10000 - hitChance; int32 rand = irand(0, 9999); if (tmp > 0 && rand < tmp) return SPELL_MISS_MISS; // Chance resist mechanic (select max value from every mechanic spell effect) int32 resist_chance = victim->GetMechanicResistChance(spellInfo) * 100; tmp += resist_chance; // Chance resist debuff if (!spellInfo->IsPositive() && !spellInfo->HasAttribute(SPELL_ATTR4_IGNORE_RESISTANCES)) { // resistance for binary spells if (spellInfo->HasAttribute(SPELL_ATTR0_CU_BINARY_SPELL) && (spellInfo->GetSchoolMask() & SPELL_SCHOOL_MASK_NORMAL) == 0) if ((spellInfo->GetSchoolMask() & SPELL_SCHOOL_MASK_HOLY) == 0 || victim->GetTypeId() == TYPEID_UNIT) tmp += int32(Unit::GetEffectiveResistChance(this, spellInfo->GetSchoolMask(), victim, spellInfo) * 10000.0f); // 100 for spell calculations, and 100 for return value percentage } // Roll chance if (rand < tmp) return SPELL_MISS_RESIST; // cast by caster in front of victim if (!victim->HasUnitState(UNIT_STATE_CONTROLLED) && (victim->HasInArc(float(M_PI), this) || victim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION))) { int32 deflect_chance = victim->GetTotalAuraModifier(SPELL_AURA_DEFLECT_SPELLS) * 100; if (deflect_chance > 0 && rand < (tmp += deflect_chance)) return SPELL_MISS_DEFLECT; } return SPELL_MISS_NONE; } // Calculate spell hit result can be: // Every spell can: Evade/Immune/Reflect/Sucesful hit // For melee based spells: // Miss // Dodge // Parry // For spells // Resist SpellMissInfo Unit::SpellHitResult(Unit* victim, SpellInfo const* spellInfo, bool canReflect /*= false*/, Optional effectMask /*= nullptr*/) { // Check for immune if (victim->IsImmunedToSpell(spellInfo, this, effectMask)) return SPELL_MISS_IMMUNE; // Damage immunity is only checked if the spell has damage effects, this immunity must not prevent aura apply // returns SPELL_MISS_IMMUNE in that case, for other spells, the SMSG_SPELL_GO must show hit if (spellInfo->HasOnlyDamageEffects() && victim->IsImmunedToDamage(spellInfo)) return SPELL_MISS_IMMUNE; // All positive spells can`t miss /// @todo client not show miss log for this spells - so need find info for this in dbc and use it! if (spellInfo->IsPositive() && !IsHostileTo(victim)) // prevent from affecting enemy by "positive" spell return SPELL_MISS_NONE; if (this == victim) return SPELL_MISS_NONE; // Return evade for units in evade mode if (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsEvadingAttacks()) return SPELL_MISS_EVADE; // Try victim reflect spell if (canReflect) { int32 reflectchance = victim->GetTotalAuraModifier(SPELL_AURA_REFLECT_SPELLS); reflectchance += victim->GetTotalAuraModifierByMiscMask(SPELL_AURA_REFLECT_SPELLS_SCHOOL, spellInfo->GetSchoolMask()); if (reflectchance > 0 && roll_chance_i(reflectchance)) return SPELL_MISS_REFLECT; } if (spellInfo->HasAttribute(SPELL_ATTR3_IGNORE_HIT_RESULT)) return SPELL_MISS_NONE; switch (spellInfo->DmgClass) { case SPELL_DAMAGE_CLASS_RANGED: case SPELL_DAMAGE_CLASS_MELEE: return MeleeSpellHitResult(victim, spellInfo); case SPELL_DAMAGE_CLASS_NONE: return SPELL_MISS_NONE; case SPELL_DAMAGE_CLASS_MAGIC: return MagicSpellHitResult(victim, spellInfo); } return SPELL_MISS_NONE; } float Unit::GetUnitDodgeChance(WeaponAttackType attType, Unit const* victim) const { int32 attackerSkill = GetMaxSkillValueForLevel(nullptr); int32 defenderSkill = victim->GetMaxSkillValueForLevel(nullptr); int32 skillDifference = defenderSkill - attackerSkill; float chance = 0.0f; if (victim->IsPlayer()) { chance += victim->GetFloatValue(PLAYER_DODGE_PERCENTAGE); chance += skillDifference * 0.04f; } else { if (!victim->IsTotem()) { chance += victim->GetTotalAuraModifier(SPELL_AURA_MOD_DODGE_PERCENT); if (skillDifference <= 10) chance = 5.f + skillDifference * 0.1f; else chance = 6.f + (skillDifference - 10) * 0.1f; } } // Reduce enemy dodge chance by SPELL_AURA_MOD_COMBAT_RESULT_CHANCE chance += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_COMBAT_RESULT_CHANCE, VICTIMSTATE_DODGE); // reduce dodge by SPELL_AURA_MOD_ENEMY_DODGE chance += GetTotalAuraModifier(SPELL_AURA_MOD_ENEMY_DODGE); if (IsPlayer()) chance -= ToPlayer()->GetExpertiseDodgeOrParryReduction(attType); else chance -= GetTotalAuraModifier(SPELL_AURA_MOD_EXPERTISE) / 4.0f; return std::clamp(chance, 0.f, 100.f); } float Unit::GetUnitParryChance(WeaponAttackType attType, Unit const* victim) const { int32 attackerSkill = GetMaxSkillValueForLevel(nullptr); int32 defenderSkill = victim->GetMaxSkillValueForLevel(nullptr); int32 skillDifference = defenderSkill - attackerSkill; float chance = 0.0f; if (Player const* playerVictim = victim->ToPlayer()) { if (playerVictim->CanParry()) { Item* tmpitem = playerVictim->GetWeaponForAttack(BASE_ATTACK, true); if (!tmpitem) tmpitem = playerVictim->GetWeaponForAttack(OFF_ATTACK, true); if (tmpitem) chance = playerVictim->GetFloatValue(PLAYER_PARRY_PERCENTAGE); chance += skillDifference * 0.04f; } } else { // Allow parries for creatures only if it's not a totem, does have a virtual item equipped and does not have CREATURE_FLAG_EXTRA_NO_PARRY if (!victim->IsTotem() && (victim->GetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0) || victim->GetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1)) && !(victim->ToCreature()->GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_NO_PARRY)) { chance += victim->GetTotalAuraModifier(SPELL_AURA_MOD_PARRY_PERCENT); if (skillDifference <= 10) chance = 5.f + skillDifference * 0.1f; else chance = 6.f + (skillDifference - 10) * 0.1f; } } if (IsPlayer()) chance -= ToPlayer()->GetExpertiseDodgeOrParryReduction(attType); else chance -= GetTotalAuraModifier(SPELL_AURA_MOD_EXPERTISE) / 4.0f; return std::max(chance, 0.0f); } float Unit::GetMeleeMissChance(Unit const* victim) const { float chance = 0.f; // As of patch 4.0.1, weapon skills have been deprecated so we can go for plain defense skill values uint16 attackerSkill = GetMaxSkillValueForLevel(nullptr); uint16 defenderSkill = victim->GetMaxSkillValueForLevel(nullptr); int32 skillDifference = defenderSkill - attackerSkill; if (victim->IsPlayer()) { chance = 5.f; if (skillDifference > 0) chance += skillDifference * 0.04f; else if (skillDifference < 0) chance -= skillDifference * 0.02f; } else { if (skillDifference <= 10) chance = 5.f + skillDifference * 0.1f; else chance = 6.f + (skillDifference - 10) * 0.4f; } return std::clamp(chance, 0.f, 100.f); } float Unit::GetUnitBlockChance(Unit const* victim) const { float chance = 0.f; if (Player const* playerVictim = victim->ToPlayer()) { if (playerVictim->CanBlock()) { Item* tmpitem = playerVictim->GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (tmpitem && !tmpitem->IsBroken()) chance = playerVictim->GetFloatValue(PLAYER_BLOCK_PERCENTAGE); } } else { if (!victim->IsTotem() && !(victim->ToCreature()->GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_NO_BLOCK)) { chance = 5.0f; chance += victim->GetTotalAuraModifier(SPELL_AURA_MOD_BLOCK_PERCENT); } } return std::max(chance, 0.0f); } float Unit::GetUnitCriticalChanceDone(WeaponAttackType attackType) const { float chance = 0.f; if (GetTypeId() == TYPEID_PLAYER) { switch (attackType) { case BASE_ATTACK: chance = GetFloatValue(PLAYER_CRIT_PERCENTAGE); break; case OFF_ATTACK: chance = GetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE); break; case RANGED_ATTACK: chance = GetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE); break; // Just for good manner default: chance = 0.0f; break; } } else { if (!(ToCreature()->GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_NO_CRIT)) { chance = 5.0f; chance += GetTotalAuraModifier(SPELL_AURA_MOD_WEAPON_CRIT_PERCENT); chance += GetTotalAuraModifier(SPELL_AURA_MOD_CRIT_PCT); } } return chance; } float Unit::GetUnitCriticalChanceTaken(WeaponAttackType attackType, float critDone) const { float chance = critDone; // flat aura mods if (attackType == RANGED_ATTACK) chance += GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_RANGED_CRIT_CHANCE); else chance += GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_MELEE_CRIT_CHANCE); // applied after resilience chance += GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_SPELL_AND_WEAPON_CRIT_CHANCE); return std::max(chance, 0.f); } float Unit::GetUnitCriticalChanceAgainst(WeaponAttackType attackType, Unit const* victim) const { float chance = GetUnitCriticalChanceDone(attackType); return victim->GetUnitCriticalChanceTaken(attackType, chance); } void Unit::_DeleteRemovedAuras() { while (!m_removedAuras.empty()) { delete m_removedAuras.front(); m_removedAuras.pop_front(); } m_removedAurasCount = 0; } void Unit::_UpdateSpells(uint32 time) { if (m_currentSpells[CURRENT_AUTOREPEAT_SPELL]) _UpdateAutoRepeatSpell(); // remove finished spells from current pointers for (uint32 i = 0; i < CURRENT_MAX_SPELL; ++i) { if (m_currentSpells[i] && m_currentSpells[i]->getState() == SPELL_STATE_FINISHED) { m_currentSpells[i]->SetReferencedFromCurrent(false); m_currentSpells[i] = nullptr; // remove pointer } } // m_auraUpdateIterator can be updated in indirect called code at aura remove to skip next planned to update but removed auras for (m_auraUpdateIterator = m_ownedAuras.begin(); m_auraUpdateIterator != m_ownedAuras.end();) { Aura* i_aura = m_auraUpdateIterator->second; ++m_auraUpdateIterator; // need shift to next for allow update if need into aura update i_aura->UpdateOwner(time, this); } // remove expired auras - do that after updates(used in scripts?) for (AuraMap::iterator i = m_ownedAuras.begin(); i != m_ownedAuras.end();) { if (i->second->IsExpired()) RemoveOwnedAura(i, AuraRemoveFlags::Expired); else ++i; } for (VisibleAuraMap::iterator itr = m_visibleAuras.begin(); itr != m_visibleAuras.end(); ++itr) if (itr->second->IsNeedClientUpdate()) itr->second->ClientUpdate(); _DeleteRemovedAuras(); if (!m_gameObj.empty()) { GameObjectList::iterator itr; for (itr = m_gameObj.begin(); itr != m_gameObj.end();) { if (!(*itr)->isSpawned()) { (*itr)->SetOwnerGUID(ObjectGuid::Empty); (*itr)->SetRespawnTime(0); (*itr)->Delete(); m_gameObj.erase(itr++); } else ++itr; } } m_spellHistory->Update(); } void Unit::_UpdateAutoRepeatSpell() { SpellInfo const* autoRepeatSpellInfo = m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo; // check "realtime" interrupts // don't cancel spells which are affected by a SPELL_AURA_CAST_WHILE_WALKING effect if (((GetTypeId() == TYPEID_PLAYER && ToPlayer()->isMoving()) || IsNonMeleeSpellCast(false, false, true, autoRepeatSpellInfo->Id == 75)) && !HasAuraTypeWithAffectMask(SPELL_AURA_CAST_WHILE_WALKING, m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo)) { // cancel wand shoot if (autoRepeatSpellInfo->Id != 75) InterruptSpell(CURRENT_AUTOREPEAT_SPELL); m_AutoRepeatFirstCast = true; return; } // apply delay (Auto Shot (spellID 75) not affected) if (m_AutoRepeatFirstCast && getAttackTimer(RANGED_ATTACK) < 500 && autoRepeatSpellInfo->Id != 75) setAttackTimer(RANGED_ATTACK, 500); m_AutoRepeatFirstCast = false; // castroutine if (isAttackReady(RANGED_ATTACK)) { // Check if able to cast SpellCastResult result = m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->CheckCast(true); if (result != SPELL_CAST_OK) { if (autoRepeatSpellInfo->Id != 75) InterruptSpell(CURRENT_AUTOREPEAT_SPELL); else if (GetTypeId() == TYPEID_PLAYER) Spell::SendCastResult(ToPlayer(), autoRepeatSpellInfo, 1, result); return; } // we want to shoot Spell* spell = new Spell(this, autoRepeatSpellInfo, TRIGGERED_FULL_MASK); spell->prepare(m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_targets); // all went good, reset attack resetAttackTimer(RANGED_ATTACK); } } void Unit::SetCurrentCastSpell(Spell* pSpell) { ASSERT(pSpell); // nullptr may be never passed here, use InterruptSpell or InterruptNonMeleeSpells CurrentSpellTypes CSpellType = pSpell->GetCurrentContainer(); if (pSpell == m_currentSpells[CSpellType]) // avoid breaking self return; // break same type spell if it is not delayed InterruptSpell(CSpellType, false, true, pSpell); // special breakage effects: switch (CSpellType) { case CURRENT_GENERIC_SPELL: { // generic spells always break channeled not delayed spells InterruptSpell(CURRENT_CHANNELED_SPELL, false); // autorepeat breaking if (m_currentSpells[CURRENT_AUTOREPEAT_SPELL]) { // break autorepeat if not Auto Shot if (m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->GetSpellInfo()->Id != 75) InterruptSpell(CURRENT_AUTOREPEAT_SPELL); m_AutoRepeatFirstCast = true; } if (pSpell->GetCastTime() > 0) AddUnitState(UNIT_STATE_CASTING); break; } case CURRENT_CHANNELED_SPELL: { // channel spells always break generic non-delayed and any channeled spells InterruptSpell(CURRENT_GENERIC_SPELL, false); InterruptSpell(CURRENT_CHANNELED_SPELL); // it also does break autorepeat if not Auto Shot if (m_currentSpells[CURRENT_AUTOREPEAT_SPELL] && m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->GetSpellInfo()->Id != 75) InterruptSpell(CURRENT_AUTOREPEAT_SPELL); AddUnitState(UNIT_STATE_CASTING); break; } case CURRENT_AUTOREPEAT_SPELL: { // only Auto Shoot does not break anything if (pSpell->GetSpellInfo()->Id != 75) { // generic autorepeats break generic non-delayed and channeled non-delayed spells InterruptSpell(CURRENT_GENERIC_SPELL, false); InterruptSpell(CURRENT_CHANNELED_SPELL, false); } // special action: set first cast flag m_AutoRepeatFirstCast = true; break; } default: break; // other spell types don't break anything now } // current spell (if it is still here) may be safely deleted now if (m_currentSpells[CSpellType]) m_currentSpells[CSpellType]->SetReferencedFromCurrent(false); // set new current spell m_currentSpells[CSpellType] = pSpell; pSpell->SetReferencedFromCurrent(true); pSpell->m_selfContainer = &(m_currentSpells[pSpell->GetCurrentContainer()]); } void Unit::InterruptSpell(CurrentSpellTypes spellType, bool withDelayed, bool withInstant, Spell* interruptingSpell /* = nullptr */) { Spell* spell = m_currentSpells[spellType]; if (!spell) return; if ((withDelayed || spell->getState() != SPELL_STATE_DELAYED) && (withInstant || spell->GetCastTime() > 0 || spell->getState() == SPELL_STATE_CASTING)) { // for example, do not let self-stun aura interrupt itself if (!spell->IsInterruptable()) return; // send autorepeat cancel message for autorepeat spells if (spellType == CURRENT_AUTOREPEAT_SPELL) if (GetTypeId() == TYPEID_PLAYER) ToPlayer()->SendAutoRepeatCancel(this); if (spell->getState() != SPELL_STATE_FINISHED) spell->cancel(interruptingSpell); else { m_currentSpells[spellType] = nullptr; spell->SetReferencedFromCurrent(false); } if (GetTypeId() == TYPEID_UNIT && IsAIEnabled()) ToCreature()->AI()->OnSpellCastFinished(spell->GetSpellInfo(), SPELL_FINISHED_CANCELED); } } void Unit::FinishSpell(CurrentSpellTypes spellType, bool ok /*= true*/) { Spell* spell = m_currentSpells[spellType]; if (!spell) return; if (spellType == CURRENT_CHANNELED_SPELL) spell->SendChannelUpdate(0); spell->finish(ok); } bool Unit::IsNonMeleeSpellCast(bool withDelayed, bool skipChanneled, bool skipAutorepeat, bool isAutoshoot, bool skipInstant) const { // We don't do loop here to explicitly show that melee spell is excluded. // Maybe later some special spells will be excluded too. // generic spells are cast when they are not finished and not delayed if (m_currentSpells[CURRENT_GENERIC_SPELL] && (m_currentSpells[CURRENT_GENERIC_SPELL]->getState() != SPELL_STATE_FINISHED) && (withDelayed || m_currentSpells[CURRENT_GENERIC_SPELL]->getState() != SPELL_STATE_DELAYED)) { if (!skipInstant || m_currentSpells[CURRENT_GENERIC_SPELL]->GetCastTime()) { if (!isAutoshoot || !(m_currentSpells[CURRENT_GENERIC_SPELL]->m_spellInfo->HasAttribute(SPELL_ATTR2_NOT_RESET_AUTO_ACTIONS))) return true; } } // channeled spells may be delayed, but they are still considered cast if (!skipChanneled && m_currentSpells[CURRENT_CHANNELED_SPELL] && (m_currentSpells[CURRENT_CHANNELED_SPELL]->getState() != SPELL_STATE_FINISHED)) { if (!isAutoshoot || !(m_currentSpells[CURRENT_CHANNELED_SPELL]->m_spellInfo->HasAttribute(SPELL_ATTR2_NOT_RESET_AUTO_ACTIONS))) return true; } // autorepeat spells may be finished or delayed, but they are still considered cast if (!skipAutorepeat && m_currentSpells[CURRENT_AUTOREPEAT_SPELL]) return true; return false; } void Unit::InterruptNonMeleeSpells(bool withDelayed, uint32 spell_id, bool withInstant /* = true */, Spell* interruptingSpell /* = nullptr */) { // generic spells are interrupted if they are not finished or delayed if (m_currentSpells[CURRENT_GENERIC_SPELL] && (!spell_id || m_currentSpells[CURRENT_GENERIC_SPELL]->m_spellInfo->Id == spell_id)) InterruptSpell(CURRENT_GENERIC_SPELL, withDelayed, withInstant, interruptingSpell); // autorepeat spells are interrupted if they are not finished or delayed if (m_currentSpells[CURRENT_AUTOREPEAT_SPELL] && (!spell_id || m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->Id == spell_id)) InterruptSpell(CURRENT_AUTOREPEAT_SPELL, withDelayed, withInstant, interruptingSpell); // channeled spells are interrupted if they are not finished, even if they are delayed if (m_currentSpells[CURRENT_CHANNELED_SPELL] && (!spell_id || m_currentSpells[CURRENT_CHANNELED_SPELL]->m_spellInfo->Id == spell_id)) InterruptSpell(CURRENT_CHANNELED_SPELL, true, true, interruptingSpell); } Spell* Unit::FindCurrentSpellBySpellId(uint32 spell_id) const { for (uint32 i = 0; i < CURRENT_MAX_SPELL; i++) if (m_currentSpells[i] && m_currentSpells[i]->m_spellInfo->Id == spell_id) return m_currentSpells[i]; return nullptr; } int32 Unit::GetCurrentSpellCastTime(uint32 spell_id) const { if (Spell const* spell = FindCurrentSpellBySpellId(spell_id)) return spell->GetCastTime(); return 0; } bool Unit::IsMovementPreventedByCasting() const { // can always move when not casting if (!HasUnitState(UNIT_STATE_CASTING)) return false; // channeled spells during channel stage (after the initial cast timer) allow movement with a specific spell attribute if (Spell* spell = m_currentSpells[CURRENT_CHANNELED_SPELL]) if (spell->getState() != SPELL_STATE_FINISHED && spell->IsChannelActive()) if (spell->GetSpellInfo()->IsMoveAllowedChannel()) return false; // prohibit movement for all other spell casts return true; } bool Unit::isInFrontInMap(Unit const* target, float distance, float arc) const { return IsWithinDistInMap(target, distance) && HasInArc(arc, target); } bool Unit::isInBackInMap(Unit const* target, float distance, float arc) const { return IsWithinDistInMap(target, distance) && !HasInArc(2 * float(M_PI) - arc, target); } bool Unit::isInAccessiblePlaceFor(Creature const* c) const { if (IsInWater()) return c->CanEnterWater(); else return c->CanWalk() || c->CanFly(); } bool Unit::IsInWater() const { return GetLiquidStatus() & (LIQUID_MAP_IN_WATER | LIQUID_MAP_UNDER_WATER); } bool Unit::IsUnderWater() const { return GetLiquidStatus() & LIQUID_MAP_UNDER_WATER; } void Unit::ProcessPositionDataChanged(PositionFullTerrainStatus const& data) { ZLiquidStatus oldLiquidStats = m_liquidStatus; WorldObject::ProcessPositionDataChanged(data); ProcessTerrainStatusUpdate(data.liquidStatus, data.liquidInfo); if (oldLiquidStats != m_liquidStatus) UpdateMountCapability(); } void Unit::ProcessTerrainStatusUpdate(ZLiquidStatus status, Optional const& liquidData) { if (!IsControlledByPlayer()) return; // remove appropriate auras if we are swimming/not swimming respectively if (status & MAP_LIQUID_STATUS_SWIMMING) RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::UnderWater); else RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::AboveWater); // liquid aura handling LiquidTypeEntry const* curLiquid = nullptr; if ((status & MAP_LIQUID_STATUS_SWIMMING) && liquidData) curLiquid = sLiquidTypeStore.LookupEntry(liquidData->entry); if (curLiquid != _lastLiquid) { if (_lastLiquid && _lastLiquid->SpellID) RemoveAurasDueToSpell(_lastLiquid->SpellID); Player* player = GetCharmerOrOwnerPlayerOrPlayerItself(); // Set _lastLiquid before casting liquid spell to avoid infinite loops _lastLiquid = curLiquid; if (curLiquid && curLiquid->SpellID && (!player || !player->IsGameMaster())) CastSpell(this, curLiquid->SpellID, true); } } void Unit::DeMorph() { SetDisplayId(GetNativeDisplayId()); } Aura* Unit::_TryStackingOrRefreshingExistingAura(SpellInfo const* newAura, uint8 effMask, Unit* caster, int32* baseAmount /*= nullptr*/, Item* castItem /*= nullptr*/, ObjectGuid casterGUID /*= ObjectGuid::Empty*/) { ASSERT(casterGUID || caster); // Check if these can stack anyway if (!casterGUID && !newAura->IsStackableOnOneSlotWithDifferentCasters()) casterGUID = caster->GetGUID(); // passive and Incanter's Absorption and auras with different type can stack with themselves any number of times if (!newAura->IsMultiSlotAura()) { // check if cast item changed ObjectGuid castItemGUID; if (castItem) castItemGUID = castItem->GetGUID(); // find current aura from spell and change it's stackamount, or refresh it's duration if (Aura* foundAura = GetOwnedAura(newAura->Id, casterGUID, newAura->HasAttribute(SPELL_ATTR0_CU_ENCHANT_PROC) ? castItemGUID : ObjectGuid::Empty, 0)) { // effect masks do not match // extremely rare case // let's just recreate aura if (effMask != foundAura->GetEffectMask()) return nullptr; // update basepoints with new values - effect amount will be recalculated in ModStackAmount for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) { if (!foundAura->HasEffect(i)) continue; int bp; if (baseAmount) bp = *(baseAmount + i); else bp = foundAura->GetSpellInfo()->Effects[i].BasePoints; int32* oldBP = const_cast(&(foundAura->GetEffect(i)->m_baseAmount)); *oldBP = bp; } // correct cast item guid if needed if (castItemGUID != foundAura->GetCastItemGUID()) { ObjectGuid* oldGUID = const_cast(&foundAura->m_castItemGuid); *oldGUID = castItemGUID; } // try to increase stack amount foundAura->ModStackAmount(1, AuraRemoveFlags::ByDefault); return foundAura; } } return nullptr; } void Unit::_AddAura(UnitAura* aura, Unit* caster) { ASSERT(!m_cleanupDone); m_ownedAuras.insert(AuraMap::value_type(aura->GetId(), aura)); _RemoveNoStackAurasDueToAura(aura); if (aura->IsRemoved()) return; aura->SetIsLimitedTarget(caster && (aura->GetSpellInfo()->IsSingleTarget() || aura->GetSpellInfo()->GetAuraTargetLimit() || aura->HasEffectType(SPELL_AURA_CONTROL_VEHICLE))); if (aura->IsLimitedTarget()) { ASSERT((IsInWorld() && !IsDuringRemoveFromWorld()) || (aura->GetCasterGUID() == GetGUID()) || (IsLoading() && aura->HasEffectType(SPELL_AURA_CONTROL_VEHICLE))); /* @HACK: Player is not in world during loading auras. * Single target auras are not saved or loaded from database * but may be created as a result of aura links (player mounts with passengers) */ // register limited target aura caster->GetLimitedCastAuras(aura->GetId()).push_back(aura); Unit::AuraList& ltAuras = caster->GetLimitedCastAuras(aura->GetId()); uint32 targetLimit = aura->GetSpellInfo()->GetAuraTargetLimit(); // remove other limited target auras for (Unit::AuraList::iterator itr = ltAuras.begin(); itr != ltAuras.end();) { if ((*itr) != aura && (*itr)->IsLimitedTargetWith(aura) && !targetLimit) { (*itr)->Remove(); itr = ltAuras.begin(); } else if ((*itr) != aura && (*itr)->IsLimitedTargetWith(aura) && targetLimit && ltAuras.size() > targetLimit) { // We have more auras in our target limit list than we are allowed to have so we remove the oldest entry if ((*itr) == ltAuras.front()) { (*itr)->Remove(); itr = ltAuras.begin(); } else ++itr; } else ++itr; } } } // creates aura application instance and registers it in lists // aura application effects are handled separately to prevent aura list corruption AuraApplication * Unit::_CreateAuraApplication(Aura* aura, uint8 effMask) { // can't apply aura on unit which is going to be deleted - to not create a memory leak ASSERT(!m_cleanupDone); // aura musn't be removed ASSERT(!aura->IsRemoved()); // aura mustn't be already applied on target ASSERT (!aura->IsAppliedOnTarget(GetGUID()) && "Unit::_CreateAuraApplication: aura musn't be applied on target"); SpellInfo const* aurSpellInfo = aura->GetSpellInfo(); uint32 aurId = aurSpellInfo->Id; // ghost spell check, allow apply any auras at player loading in ghost mode (will be cleanup after load) if (!IsAlive() && !aurSpellInfo->IsDeathPersistent() && (GetTypeId() != TYPEID_PLAYER || !ToPlayer()->GetSession()->PlayerLoading())) return nullptr; Unit* caster = aura->GetCaster(); AuraApplication * aurApp = new AuraApplication(this, caster, aura, effMask); m_appliedAuras.insert(AuraApplicationMap::value_type(aurId, aurApp)); if (aurSpellInfo->HasAnyAuraInterruptFlag()) { m_interruptableAuras.push_back(aurApp); AddInterruptMask(aurSpellInfo->AuraInterruptFlags, aurSpellInfo->AuraInterruptFlags2); } if (AuraStateType aState = aura->GetSpellInfo()->GetAuraState()) m_auraStateAuras.insert(AuraStateAurasMap::value_type(aState, aurApp)); aura->_ApplyForTarget(this, caster, aurApp); return aurApp; } void Unit::_ApplyAuraEffect(Aura* aura, uint8 effIndex) { ASSERT(aura); ASSERT(aura->HasEffect(effIndex)); AuraApplication * aurApp = aura->GetApplicationOfTarget(GetGUID()); ASSERT(aurApp); if (!aurApp->GetEffectMask()) _ApplyAura(aurApp, 1 << effIndex); else aurApp->_HandleEffect(effIndex, true); } // handles effects of aura application // should be done after registering aura in lists void Unit::_ApplyAura(AuraApplication * aurApp, uint8 effMask) { Aura* aura = aurApp->GetBase(); _RemoveNoStackAurasDueToAura(aura); if (aurApp->GetRemoveMode().HasAnyFlag()) return; // Update target aura state flag if (AuraStateType aState = aura->GetSpellInfo()->GetAuraState()) ModifyAuraState(aState, true); if (aurApp->GetRemoveMode().HasAnyFlag()) return; // Sitdown on apply aura req seated if (aura->GetSpellInfo()->HasAuraInterruptFlag(SpellAuraInterruptFlags::Standing) && !IsSitState()) SetStandState(UNIT_STAND_STATE_SIT); Unit* caster = aura->GetCaster(); if (aurApp->GetRemoveMode().HasAnyFlag()) return; aura->HandleAuraSpecificMods(aurApp, caster, true, false); // apply effects of the aura for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) { if (effMask & 1 << i && !aurApp->GetRemoveMode().HasAnyFlag()) aurApp->_HandleEffect(i, true); } if (Player* player = ToPlayer()) if (sConditionMgr->IsSpellUsedInSpellClickConditions(aurApp->GetBase()->GetId())) player->UpdateVisibleGameobjectsOrSpellClicks(); } // removes aura application from lists and unapplies effects void Unit::_UnapplyAura(AuraApplicationMap::iterator &i, AuraRemoveFlags removeMode) { AuraApplication * aurApp = i->second; ASSERT(aurApp); ASSERT(!aurApp->GetRemoveMode().HasAnyFlag()); ASSERT(aurApp->GetTarget() == this); aurApp->SetRemoveMode(removeMode); Aura* aura = aurApp->GetBase(); TC_LOG_DEBUG("spells", "Aura %u now is remove mode %u", aura->GetId(), static_cast(removeMode)); // dead loop is killing the server probably ASSERT(m_removedAurasCount < 0xFFFFFFFF); ++m_removedAurasCount; Unit* caster = aura->GetCaster(); // Remove all pointers from lists here to prevent possible pointer invalidation on spellcast/auraapply/auraremove m_appliedAuras.erase(i); if (aura->GetSpellInfo()->HasAnyAuraInterruptFlag()) { m_interruptableAuras.remove(aurApp); UpdateInterruptMask(); } bool auraStateFound = false; AuraStateType auraState = aura->GetSpellInfo()->GetAuraState(); if (auraState) { bool canBreak = false; // Get mask of all aurastates from remaining auras for (AuraStateAurasMap::iterator itr = m_auraStateAuras.lower_bound(auraState); itr != m_auraStateAuras.upper_bound(auraState) && !(auraStateFound && canBreak);) { if (itr->second == aurApp) { m_auraStateAuras.erase(itr); itr = m_auraStateAuras.lower_bound(auraState); canBreak = true; continue; } auraStateFound = true; ++itr; } } aurApp->_Remove(); aura->_UnapplyForTarget(this, caster, aurApp); // remove effects of the spell - needs to be done after removing aura from lists for (uint8 itr = 0; itr < MAX_SPELL_EFFECTS; ++itr) { if (aurApp->HasEffect(itr)) aurApp->_HandleEffect(itr, false); } // all effect mustn't be applied ASSERT(!aurApp->GetEffectMask()); // Remove totem at next update if totem loses its aura if (aurApp->GetRemoveMode().HasFlag(AuraRemoveFlags::Expired) && GetTypeId() == TYPEID_UNIT && IsTotem()) { if (ToTotem()->GetSpell() == aura->GetId() && ToTotem()->GetTotemType() == TOTEM_PASSIVE) ToTotem()->setDeathState(JUST_DIED); } // Remove aurastates only if were not found if (!auraStateFound) ModifyAuraState(auraState, false); aura->HandleAuraSpecificMods(aurApp, caster, false, false); if (Player* player = ToPlayer()) if (sConditionMgr->IsSpellUsedInSpellClickConditions(aurApp->GetBase()->GetId())) player->UpdateVisibleGameobjectsOrSpellClicks(); i = m_appliedAuras.begin(); } void Unit::_UnapplyAura(AuraApplication * aurApp, AuraRemoveFlags removeMode) { // aura can be removed from unit only if it's applied on it, shouldn't happen ASSERT(aurApp->GetBase()->GetApplicationOfTarget(GetGUID()) == aurApp); uint32 spellId = aurApp->GetBase()->GetId(); AuraApplicationMapBoundsNonConst range = m_appliedAuras.equal_range(spellId); for (AuraApplicationMap::iterator iter = range.first; iter != range.second;) { if (iter->second == aurApp) { _UnapplyAura(iter, removeMode); return; } else ++iter; } ABORT(); } void Unit::_RemoveNoStackAurasDueToAura(Aura* aura) { SpellInfo const* spellProto = aura->GetSpellInfo(); // passive spell special case (only non stackable with ranks) if (spellProto->IsPassiveStackableWithRanks()) return; if (!IsHighestExclusiveAura(aura)) { aura->Remove(); return; } bool remove = false; for (AuraApplicationMap::iterator i = m_appliedAuras.begin(); i != m_appliedAuras.end(); ++i) { if (remove) { remove = false; i = m_appliedAuras.begin(); } if (aura->CanStackWith(i->second->GetBase())) continue; RemoveAura(i, AuraRemoveFlags::ByDefault); if (i == m_appliedAuras.end()) break; remove = true; } } void Unit::_RegisterAuraEffect(AuraEffect* aurEff, bool apply) { if (apply) m_modAuras[aurEff->GetAuraType()].push_back(aurEff); else m_modAuras[aurEff->GetAuraType()].remove(aurEff); } // All aura base removes should go threw this function! void Unit::RemoveOwnedAura(AuraMap::iterator &i, AuraRemoveFlags removeMode) { Aura* aura = i->second; ASSERT(!aura->IsRemoved()); // if unit currently update aura list then make safe update iterator shift to next if (m_auraUpdateIterator == i) ++m_auraUpdateIterator; m_ownedAuras.erase(i); m_removedAuras.push_back(aura); // Unregister single target aura if (aura->IsLimitedTarget()) aura->UnregisterLimitedTarget(); aura->_Remove(removeMode); i = m_ownedAuras.begin(); } void Unit::RemoveOwnedAura(uint32 spellId, ObjectGuid casterGUID, uint8 reqEffMask, AuraRemoveFlags removeMode) { for (AuraMap::iterator itr = m_ownedAuras.lower_bound(spellId); itr != m_ownedAuras.upper_bound(spellId);) if (((itr->second->GetEffectMask() & reqEffMask) == reqEffMask) && (!casterGUID || itr->second->GetCasterGUID() == casterGUID)) { RemoveOwnedAura(itr, removeMode); itr = m_ownedAuras.lower_bound(spellId); } else ++itr; } void Unit::RemoveOwnedAura(Aura* aura, AuraRemoveFlags removeMode) { if (aura->IsRemoved()) return; ASSERT(aura->GetOwner() == this); if (removeMode == AuraRemoveFlags::None) { TC_LOG_ERROR("spells", "Unit::RemoveOwnedAura() called with unallowed removeMode AuraRemoveFlags::None, spellId %u", aura->GetId()); return; } uint32 spellId = aura->GetId(); AuraMapBoundsNonConst range = m_ownedAuras.equal_range(spellId); for (AuraMap::iterator itr = range.first; itr != range.second; ++itr) { if (itr->second == aura) { RemoveOwnedAura(itr, removeMode); return; } } ABORT(); } Aura* Unit::GetOwnedAura(uint32 spellId, ObjectGuid casterGUID, ObjectGuid itemCasterGUID, uint8 reqEffMask, Aura* except) const { AuraMapBounds range = m_ownedAuras.equal_range(spellId); for (AuraMap::const_iterator itr = range.first; itr != range.second; ++itr) { if (((itr->second->GetEffectMask() & reqEffMask) == reqEffMask) && (!casterGUID || itr->second->GetCasterGUID() == casterGUID) && (!itemCasterGUID || itr->second->GetCastItemGUID() == itemCasterGUID) && (!except || except != itr->second)) { return itr->second; } } return nullptr; } void Unit::RemoveAura(AuraApplicationMap::iterator &i, AuraRemoveFlags mode) { AuraApplication * aurApp = i->second; // Do not remove aura which is already being removed if (aurApp->GetRemoveMode().HasAnyFlag()) return; Aura* aura = aurApp->GetBase(); _UnapplyAura(i, mode); // Remove aura - for Area and Target auras if (aura->GetOwner() == this) aura->Remove(mode); } void Unit::RemoveAura(uint32 spellId, ObjectGuid caster, uint8 reqEffMask, AuraRemoveFlags removeMode) { AuraApplicationMapBoundsNonConst range = m_appliedAuras.equal_range(spellId); for (AuraApplicationMap::iterator iter = range.first; iter != range.second;) { Aura const* aura = iter->second->GetBase(); if (((aura->GetEffectMask() & reqEffMask) == reqEffMask) && (!caster || aura->GetCasterGUID() == caster)) { RemoveAura(iter, removeMode); return; } else ++iter; } } void Unit::RemoveAura(AuraApplication * aurApp, AuraRemoveFlags mode) { // we've special situation here, RemoveAura called while during aura removal // this kind of call is needed only when aura effect removal handler // or event triggered by it expects to remove // not yet removed effects of an aura if (aurApp->GetRemoveMode().HasAnyFlag()) { // remove remaining effects of an aura for (uint8 itr = 0; itr < MAX_SPELL_EFFECTS; ++itr) { if (aurApp->HasEffect(itr)) aurApp->_HandleEffect(itr, false); } return; } // no need to remove if (aurApp->GetBase()->GetApplicationOfTarget(GetGUID()) != aurApp || aurApp->GetBase()->IsRemoved()) return; uint32 spellId = aurApp->GetBase()->GetId(); AuraApplicationMapBoundsNonConst range = m_appliedAuras.equal_range(spellId); for (AuraApplicationMap::iterator iter = range.first; iter != range.second;) { if (aurApp == iter->second) { RemoveAura(iter, mode); return; } else ++iter; } } void Unit::RemoveAura(Aura* aura, AuraRemoveFlags mode) { if (aura->IsRemoved()) return; if (AuraApplication * aurApp = aura->GetApplicationOfTarget(GetGUID())) RemoveAura(aurApp, mode); } void Unit::RemoveAppliedAuras(std::function const& check) { for (AuraApplicationMap::iterator iter = m_appliedAuras.begin(); iter != m_appliedAuras.end();) { if (check(iter->second)) { RemoveAura(iter); continue; } ++iter; } } void Unit::RemoveOwnedAuras(std::function const& check) { for (AuraMap::iterator iter = m_ownedAuras.begin(); iter != m_ownedAuras.end();) { if (check(iter->second)) { RemoveOwnedAura(iter); continue; } ++iter; } } void Unit::RemoveAppliedAuras(uint32 spellId, std::function const& check) { for (AuraApplicationMap::iterator iter = m_appliedAuras.lower_bound(spellId); iter != m_appliedAuras.upper_bound(spellId);) { if (check(iter->second)) { RemoveAura(iter); continue; } ++iter; } } void Unit::RemoveOwnedAuras(uint32 spellId, std::function const& check) { for (AuraMap::iterator iter = m_ownedAuras.lower_bound(spellId); iter != m_ownedAuras.upper_bound(spellId);) { if (check(iter->second)) { RemoveOwnedAura(iter); continue; } ++iter; } } void Unit::RemoveAurasByType(AuraType auraType, std::function const& check) { for (AuraEffectList::iterator iter = m_modAuras[auraType].begin(); iter != m_modAuras[auraType].end();) { Aura* aura = (*iter)->GetBase(); AuraApplication * aurApp = aura->GetApplicationOfTarget(GetGUID()); ASSERT(aurApp); ++iter; if (check(aurApp)) { uint32 removedAuras = m_removedAurasCount; RemoveAura(aurApp); if (m_removedAurasCount > removedAuras + 1) iter = m_modAuras[auraType].begin(); } } } void Unit::RemoveAurasDueToSpell(uint32 spellId, ObjectGuid casterGUID, uint8 reqEffMask, AuraRemoveFlags removeMode) { for (AuraApplicationMap::iterator iter = m_appliedAuras.lower_bound(spellId); iter != m_appliedAuras.upper_bound(spellId);) { Aura const* aura = iter->second->GetBase(); if (((aura->GetEffectMask() & reqEffMask) == reqEffMask) && (!casterGUID || aura->GetCasterGUID() == casterGUID)) { RemoveAura(iter, removeMode); iter = m_appliedAuras.lower_bound(spellId); } else ++iter; } } void Unit::RemoveAuraFromStack(uint32 spellId, ObjectGuid casterGUID, AuraRemoveFlags removeMode) { AuraMapBoundsNonConst range = m_ownedAuras.equal_range(spellId); for (AuraMap::iterator iter = range.first; iter != range.second;) { Aura* aura = iter->second; if ((aura->GetType() == UNIT_AURA_TYPE) && (!casterGUID || aura->GetCasterGUID() == casterGUID)) { aura->ModStackAmount(-1, removeMode); return; } else ++iter; } } void Unit::RemoveAurasDueToSpellByDispel(uint32 spellId, uint32 dispellerSpellId, ObjectGuid casterGUID, Unit* dispeller, uint8 chargesRemoved/*= 1*/) { AuraMapBoundsNonConst range = m_ownedAuras.equal_range(spellId); for (AuraMap::iterator iter = range.first; iter != range.second;) { Aura* aura = iter->second; if (aura->GetCasterGUID() == casterGUID) { DispelInfo dispelInfo(dispeller, dispellerSpellId, chargesRemoved); // Call OnDispel hook on AuraScript aura->CallScriptDispel(&dispelInfo); if (aura->GetSpellInfo()->HasAttribute(SPELL_ATTR7_DISPEL_CHARGES)) aura->ModCharges(-dispelInfo.GetRemovedCharges(), AuraRemoveFlags::ByEnemySpell); else aura->ModStackAmount(-dispelInfo.GetRemovedCharges(), AuraRemoveFlags::ByEnemySpell); // Call AfterDispel hook on AuraScript aura->CallScriptAfterDispel(&dispelInfo); return; } else ++iter; } } void Unit::RemoveAurasDueToSpellBySteal(uint32 spellId, ObjectGuid casterGUID, Unit* stealer) { AuraMapBoundsNonConst range = m_ownedAuras.equal_range(spellId); for (AuraMap::iterator iter = range.first; iter != range.second;) { Aura* aura = iter->second; if (aura->GetCasterGUID() == casterGUID) { int32 damage[MAX_SPELL_EFFECTS]; int32 baseDamage[MAX_SPELL_EFFECTS]; uint8 effMask = 0; uint8 recalculateMask = 0; Unit* caster = aura->GetCaster(); for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) { if (aura->GetEffect(i)) { baseDamage[i] = aura->GetEffect(i)->GetBaseAmount(); damage[i] = aura->GetEffect(i)->GetAmount(); effMask |= (1<GetEffect(i)->CanBeRecalculated()) recalculateMask |= (1<GetSpellInfo()->HasAttribute(SPELL_ATTR7_DISPEL_CHARGES); // Cast duration to unsigned to prevent permanent aura's such as Righteous Fury being permanently added to caster uint32 dur = std::min(2u * MINUTE * IN_MILLISECONDS, uint32(aura->GetDuration())); if (Aura* oldAura = stealer->GetAura(aura->GetId(), aura->GetCasterGUID())) { if (stealCharge) oldAura->ModCharges(1); else oldAura->ModStackAmount(1); oldAura->SetDuration(int32(dur)); } else { // limited target state must be removed before aura creation to preserve existing limited target aura if (aura->IsLimitedTarget()) aura->UnregisterLimitedTarget(); if (Aura* newAura = Aura::TryRefreshStackOrCreate(aura->GetSpellInfo(), effMask, stealer, nullptr, &baseDamage[0], nullptr, aura->GetCasterGUID())) { // created aura must not be limited target aura, so stealer won't loose it on recast if (newAura->IsLimitedTarget()) { newAura->UnregisterLimitedTarget(); // bring back single target aura status to the old aura aura->SetIsLimitedTarget(true); caster->GetLimitedCastAuras(aura->GetId()).push_back(aura); } // FIXME: using aura->GetMaxDuration() maybe not blizzlike but it fixes stealing of spells like Innervate newAura->SetLoadedState(aura->GetMaxDuration(), int32(dur), stealCharge ? 1 : aura->GetCharges(), 1, recalculateMask, &damage[0]); newAura->ApplyForTargets(); } } if (stealCharge) aura->ModCharges(-1, AuraRemoveFlags::ByEnemySpell); else aura->ModStackAmount(-1, AuraRemoveFlags::ByEnemySpell); return; } else ++iter; } } void Unit::RemoveAurasDueToItemSpell(uint32 spellId, ObjectGuid castItemGuid) { for (AuraApplicationMap::iterator iter = m_appliedAuras.lower_bound(spellId); iter != m_appliedAuras.upper_bound(spellId);) { if (iter->second->GetBase()->GetCastItemGUID() == castItemGuid) { RemoveAura(iter); iter = m_appliedAuras.lower_bound(spellId); } else ++iter; } } void Unit::RemoveAurasByType(AuraType auraType, ObjectGuid casterGUID, Aura* except, bool negative, bool positive) { for (AuraEffectList::iterator iter = m_modAuras[auraType].begin(); iter != m_modAuras[auraType].end();) { Aura* aura = (*iter)->GetBase(); AuraApplication * aurApp = aura->GetApplicationOfTarget(GetGUID()); ASSERT(aurApp); ++iter; if (aura != except && (!casterGUID || aura->GetCasterGUID() == casterGUID) && ((negative && !aurApp->IsPositive()) || (positive && aurApp->IsPositive()))) { uint32 removedAuras = m_removedAurasCount; RemoveAura(aurApp); if (m_removedAurasCount > removedAuras + 1) iter = m_modAuras[auraType].begin(); } } } void Unit::RemoveAurasWithAttribute(uint32 flags) { for (AuraApplicationMap::iterator iter = m_appliedAuras.begin(); iter != m_appliedAuras.end();) { SpellInfo const* spell = iter->second->GetBase()->GetSpellInfo(); if (spell->Attributes & flags) RemoveAura(iter); else ++iter; } } void Unit::RemoveNotOwnLimitedTargetAuras(bool onPhaseChange /*= false*/) { // single target auras from other casters // Iterate m_ownedAuras - aura is marked as single target in Unit::AddAura (and pushed to m_ownedAuras). // m_appliedAuras will NOT contain the aura before first Unit::Update after adding it to m_ownedAuras. // Quickly removing such an aura will lead to it not being unregistered from caster's single cast auras container // leading to assertion failures if the aura was cast on a player that can // (and is changing map at the point where this function is called). // Such situation occurs when player is logging in inside an instance and fails the entry check for any reason. // The aura that was loaded from db (indirectly, via linked casts) gets removed before it has a chance // to register in m_appliedAuras for (AuraMap::iterator iter = m_ownedAuras.begin(); iter != m_ownedAuras.end();) { Aura const* aura = iter->second; if (aura->GetCasterGUID() != GetGUID() && aura->IsLimitedTarget()) { if (!onPhaseChange) RemoveOwnedAura(iter); else { Unit* caster = aura->GetCaster(); if (!caster || !caster->IsInPhase(this)) RemoveOwnedAura(iter); else ++iter; } } else ++iter; } // limited target auras at other targets AurasBySpellIdMap& ltAurasBySpellId = GetAllLimitedCastAuras(); for (AurasBySpellIdMap::iterator itr = ltAurasBySpellId.begin(); itr != ltAurasBySpellId.end(); itr++) { AuraList& list = itr->second; for (AuraList::iterator iter = list.begin(); iter != list.end();) { Aura* aura = *iter; if (aura->GetUnitOwner() != this && (!onPhaseChange || !aura->GetUnitOwner()->IsInPhase(this))) { aura->Remove(); iter = list.begin(); } else ++iter; } } } template bool IsInterruptFlagIgnoredForSpell(InterruptFlag /*flag*/, Unit const* /*unit*/, SpellInfo const* /*spellInfo*/) { return false; } template<> bool IsInterruptFlagIgnoredForSpell(SpellAuraInterruptFlags flag, Unit const* unit, SpellInfo const* spellInfo) { return flag == SpellAuraInterruptFlags::Moving && unit->HasAuraTypeWithAffectMask(SPELL_AURA_CAST_WHILE_WALKING, spellInfo); } template void Unit::RemoveAurasWithInterruptFlags(InterruptFlags flag, uint32 except, Spell* interruptingSpell /* = nullptr */) { if (!HasInterruptFlag(flag)) return; // interrupt auras for (AuraApplicationList::iterator iter = m_interruptableAuras.begin(); iter != m_interruptableAuras.end();) { Aura* aura = (*iter)->GetBase(); ++iter; if (aura->GetSpellInfo()->HasAuraInterruptFlag(flag) && (!except || aura->GetId() != except) && !IsInterruptFlagIgnoredForSpell(flag, this, aura->GetSpellInfo())) { uint32 removedAuras = m_removedAurasCount; RemoveAura(aura); if (m_removedAurasCount > removedAuras + 1) iter = m_interruptableAuras.begin(); } } // interrupt channeled spell if (Spell* spell = m_currentSpells[CURRENT_CHANNELED_SPELL]) if (spell->getState() == SPELL_STATE_CASTING && spell->GetSpellInfo()->HasChannelInterruptFlag(flag) && spell->GetSpellInfo()->Id != except && !IsInterruptFlagIgnoredForSpell(flag, this, spell->GetSpellInfo())) InterruptNonMeleeSpells(false, 0, true, interruptingSpell); UpdateInterruptMask(); } template TC_GAME_API void Unit::RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags flag, uint32 except, Spell* interruptingSpell); template TC_GAME_API void Unit::RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags2 flag, uint32 except, Spell* interruptingSpell); void Unit::RemoveAurasWithFamily(SpellFamilyNames family, uint32 familyFlag1, uint32 familyFlag2, uint32 familyFlag3, ObjectGuid casterGUID) { for (AuraApplicationMap::iterator iter = m_appliedAuras.begin(); iter != m_appliedAuras.end();) { Aura const* aura = iter->second->GetBase(); if (!casterGUID || aura->GetCasterGUID() == casterGUID) { SpellInfo const* spell = aura->GetSpellInfo(); if (spell->SpellFamilyName == uint32(family) && spell->SpellFamilyFlags.HasFlag(familyFlag1, familyFlag2, familyFlag3)) { RemoveAura(iter); continue; } } ++iter; } } void Unit::RemoveMovementImpairingAuras(bool withRoot) { if (withRoot) RemoveAurasWithMechanic(1 << MECHANIC_ROOT); // Snares for (AuraApplicationMap::iterator iter = m_appliedAuras.begin(); iter != m_appliedAuras.end();) { Aura const* aura = iter->second->GetBase(); if (aura->GetSpellInfo()->Mechanic == MECHANIC_SNARE) { RemoveAura(iter); continue; } // turn off snare auras by setting amount to 0 for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) if (((1 << i) & iter->second->GetEffectMask()) && aura->GetSpellInfo()->Effects[i].Mechanic == MECHANIC_SNARE) aura->GetEffect(i)->ChangeAmount(0); ++iter; } } void Unit::RemoveAurasWithMechanic(uint32 mechanic_mask, AuraRemoveFlags removemode, uint32 except) { for (AuraApplicationMap::iterator iter = m_appliedAuras.begin(); iter != m_appliedAuras.end();) { Aura const* aura = iter->second->GetBase(); if (!except || aura->GetId() != except) { if (aura->GetSpellInfo()->GetAllEffectsMechanicMask() & mechanic_mask) { RemoveAura(iter, removemode); continue; } } ++iter; } } void Unit::RemoveAurasByShapeShift() { uint32 mechanic_mask = (1 << MECHANIC_SNARE) | (1 << MECHANIC_ROOT); for (AuraApplicationMap::iterator iter = m_appliedAuras.begin(); iter != m_appliedAuras.end();) { Aura const* aura = iter->second->GetBase(); if ((aura->GetSpellInfo()->GetAllEffectsMechanicMask() & mechanic_mask) && !aura->GetSpellInfo()->HasAttribute(SPELL_ATTR0_CU_AURA_CC)) { RemoveAura(iter); continue; } ++iter; } } void Unit::RemoveAreaAurasDueToLeaveWorld() { // make sure that all area auras not applied on self are removed - prevent access to deleted pointer later for (AuraMap::iterator iter = m_ownedAuras.begin(); iter != m_ownedAuras.end();) { Aura* aura = iter->second; ++iter; Aura::ApplicationMap const& appMap = aura->GetApplicationMap(); for (Aura::ApplicationMap::const_iterator itr = appMap.begin(); itr!= appMap.end();) { AuraApplication * aurApp = itr->second; ++itr; Unit* target = aurApp->GetTarget(); if (target == this) continue; target->RemoveAura(aurApp); // things linked on aura remove may apply new area aura - so start from the beginning iter = m_ownedAuras.begin(); } } // remove area auras owned by others for (AuraApplicationMap::iterator iter = m_appliedAuras.begin(); iter != m_appliedAuras.end();) { if (iter->second->GetBase()->GetOwner() != this) { RemoveAura(iter); } else ++iter; } } void Unit::RemoveAllAuras() { // this may be a dead loop if some events on aura remove will continiously apply aura on remove // we want to have all auras removed, so use your brain when linking events while (!m_appliedAuras.empty() || !m_ownedAuras.empty()) { AuraApplicationMap::iterator aurAppIter; for (aurAppIter = m_appliedAuras.begin(); aurAppIter != m_appliedAuras.end();) _UnapplyAura(aurAppIter, AuraRemoveFlags::ByDefault); AuraMap::iterator aurIter; for (aurIter = m_ownedAuras.begin(); aurIter != m_ownedAuras.end();) RemoveOwnedAura(aurIter); } } void Unit::RemoveArenaAuras() { // in join, remove positive buffs, on end, remove negative // used to remove positive visible auras in arenas RemoveAppliedAuras([](AuraApplication const* aurApp) { Aura const* aura = aurApp->GetBase(); return (!aura->GetSpellInfo()->HasAttribute(SPELL_ATTR4_DONT_REMOVE_IN_ARENA) // don't remove stances, shadowform, pally/hunter auras && !aura->IsPassive() // don't remove passive auras && (aurApp->IsPositive() || !aura->GetSpellInfo()->HasAttribute(SPELL_ATTR3_DEATH_PERSISTENT))) || // not negative death persistent auras aura->GetSpellInfo()->HasAttribute(SPELL_ATTR5_REMOVE_ON_ARENA_ENTER); // special marker, always remove }); } void Unit::RemoveAurasOnEvade() { if (IsCharmedOwnedByPlayerOrPlayer()) // if it is a player owned creature it should not remove the aura return; // don't remove vehicle auras, passengers aren't supposed to drop off the vehicle // don't remove clone caster on evade (to be verified) RemoveAllAurasExceptType(SPELL_AURA_CONTROL_VEHICLE, SPELL_AURA_CLONE_CASTER); } void Unit::RemoveAllAurasOnDeath() { // used just after dieing to remove all visible auras // and disable the mods for the passive ones for (AuraApplicationMap::iterator iter = m_appliedAuras.begin(); iter != m_appliedAuras.end();) { Aura const* aura = iter->second->GetBase(); if (!aura->IsPassive() && !aura->IsDeathPersistent()) _UnapplyAura(iter, AuraRemoveFlags::ByDeath); else ++iter; } for (AuraMap::iterator iter = m_ownedAuras.begin(); iter != m_ownedAuras.end();) { Aura* aura = iter->second; if (!aura->IsPassive() && !aura->IsDeathPersistent()) RemoveOwnedAura(iter, AuraRemoveFlags::ByDeath); else ++iter; } } void Unit::RemoveAllAurasRequiringDeadTarget() { for (AuraApplicationMap::iterator iter = m_appliedAuras.begin(); iter != m_appliedAuras.end();) { Aura const* aura = iter->second->GetBase(); if (!aura->IsPassive() && aura->GetSpellInfo()->IsRequiringDeadTarget()) _UnapplyAura(iter, AuraRemoveFlags::ByDefault); else ++iter; } for (AuraMap::iterator iter = m_ownedAuras.begin(); iter != m_ownedAuras.end();) { Aura* aura = iter->second; if (!aura->IsPassive() && aura->GetSpellInfo()->IsRequiringDeadTarget()) RemoveOwnedAura(iter, AuraRemoveFlags::ByDefault); else ++iter; } } void Unit::RemoveAllAurasExceptType(AuraType type) { for (AuraApplicationMap::iterator iter = m_appliedAuras.begin(); iter != m_appliedAuras.end();) { Aura const* aura = iter->second->GetBase(); if (aura->GetSpellInfo()->HasAura(type)) ++iter; else _UnapplyAura(iter, AuraRemoveFlags::ByDefault); } for (AuraMap::iterator iter = m_ownedAuras.begin(); iter != m_ownedAuras.end();) { Aura* aura = iter->second; if (aura->GetSpellInfo()->HasAura(type)) ++iter; else RemoveOwnedAura(iter, AuraRemoveFlags::ByDefault); } } void Unit::RemoveAllAurasExceptType(AuraType type1, AuraType type2) { for (AuraApplicationMap::iterator iter = m_appliedAuras.begin(); iter != m_appliedAuras.end();) { Aura const* aura = iter->second->GetBase(); if (aura->GetSpellInfo()->HasAura(type1) || aura->GetSpellInfo()->HasAura(type2)) ++iter; else _UnapplyAura(iter, AuraRemoveFlags::ByDefault); } for (AuraMap::iterator iter = m_ownedAuras.begin(); iter != m_ownedAuras.end();) { Aura* aura = iter->second; if (aura->GetSpellInfo()->HasAura(type1) || aura->GetSpellInfo()->HasAura(type2)) ++iter; else RemoveOwnedAura(iter, AuraRemoveFlags::ByDefault); } } void Unit::RemoveAllGroupBuffsFromCaster(ObjectGuid casterGUID) { for (AuraMap::iterator iter = m_ownedAuras.begin(); iter != m_ownedAuras.end();) { Aura* aura = iter->second; if (aura->GetCasterGUID() == casterGUID && aura->GetSpellInfo()->IsGroupBuff()) { RemoveOwnedAura(iter); continue; } ++iter; } } void Unit::DelayOwnedAuras(uint32 spellId, ObjectGuid caster, int32 delaytime) { AuraMapBoundsNonConst range = m_ownedAuras.equal_range(spellId); for (; range.first != range.second; ++range.first) { Aura* aura = range.first->second; if (!caster || aura->GetCasterGUID() == caster) { if (aura->GetDuration() < delaytime) aura->SetDuration(0); else aura->SetDuration(aura->GetDuration() - delaytime); // update for out of range group members (on 1 slot use) aura->SetNeedClientUpdateForTargets(); TC_LOG_DEBUG("spells", "Aura %u partially interrupted on unit %u, new duration: %u ms", aura->GetId(), GetGUID().GetCounter(), aura->GetDuration()); } } } void Unit::_RemoveAllAuraStatMods() { for (AuraApplicationMap::iterator i = m_appliedAuras.begin(); i != m_appliedAuras.end(); ++i) (*i).second->GetBase()->HandleAllEffects(i->second, AURA_EFFECT_HANDLE_STAT, false); } void Unit::_ApplyAllAuraStatMods() { for (AuraApplicationMap::iterator i = m_appliedAuras.begin(); i != m_appliedAuras.end(); ++i) (*i).second->GetBase()->HandleAllEffects(i->second, AURA_EFFECT_HANDLE_STAT, true); } AuraEffect* Unit::GetAuraEffect(uint32 spellId, uint8 effIndex, ObjectGuid caster) const { AuraApplicationMapBounds range = m_appliedAuras.equal_range(spellId); for (AuraApplicationMap::const_iterator itr = range.first; itr != range.second; ++itr) { if (itr->second->HasEffect(effIndex) && (!caster || itr->second->GetBase()->GetCasterGUID() == caster)) { return itr->second->GetBase()->GetEffect(effIndex); } } return nullptr; } AuraEffect* Unit::GetAuraEffectOfRankedSpell(uint32 spellId, uint8 effIndex, ObjectGuid caster) const { uint32 rankSpell = sSpellMgr->GetFirstSpellInChain(spellId); while (rankSpell) { if (AuraEffect* aurEff = GetAuraEffect(rankSpell, effIndex, caster)) return aurEff; rankSpell = sSpellMgr->GetNextSpellInChain(rankSpell); } return nullptr; } AuraEffect* Unit::GetAuraEffect(AuraType type, SpellFamilyNames name, uint32 iconId, uint8 effIndex) const { AuraEffectList const& auras = GetAuraEffectsByType(type); for (Unit::AuraEffectList::const_iterator itr = auras.begin(); itr != auras.end(); ++itr) { if (effIndex != (*itr)->GetEffIndex()) continue; SpellInfo const* spell = (*itr)->GetSpellInfo(); if (spell->SpellIconID == iconId && spell->SpellFamilyName == uint32(name) && !spell->SpellFamilyFlags) return *itr; } return nullptr; } AuraEffect* Unit::GetAuraEffect(AuraType type, SpellFamilyNames family, uint32 familyFlag1, uint32 familyFlag2, uint32 familyFlag3, ObjectGuid casterGUID) const { AuraEffectList const& auras = GetAuraEffectsByType(type); for (AuraEffectList::const_iterator i = auras.begin(); i != auras.end(); ++i) { SpellInfo const* spell = (*i)->GetSpellInfo(); if (spell->SpellFamilyName == uint32(family) && spell->SpellFamilyFlags.HasFlag(familyFlag1, familyFlag2, familyFlag3)) { if (casterGUID && (*i)->GetCasterGUID() != casterGUID) continue; return (*i); } } return nullptr; } AuraEffect* Unit::GetDummyAuraEffect(SpellFamilyNames name, uint32 iconId, uint8 effIndex) const { return GetAuraEffect(SPELL_AURA_DUMMY, name, iconId, effIndex); } AuraApplication * Unit::GetAuraApplication(uint32 spellId, ObjectGuid casterGUID, ObjectGuid itemCasterGUID, uint8 reqEffMask, AuraApplication * except) const { AuraApplicationMapBounds range = m_appliedAuras.equal_range(spellId); for (; range.first != range.second; ++range.first) { AuraApplication* app = range.first->second; Aura const* aura = app->GetBase(); if (((aura->GetEffectMask() & reqEffMask) == reqEffMask) && (!casterGUID || aura->GetCasterGUID() == casterGUID) && (!itemCasterGUID || aura->GetCastItemGUID() == itemCasterGUID) && (!except || except != app)) { return app; } } return nullptr; } Aura* Unit::GetAura(uint32 spellId, ObjectGuid casterGUID, ObjectGuid itemCasterGUID, uint8 reqEffMask) const { AuraApplication * aurApp = GetAuraApplication(spellId, casterGUID, itemCasterGUID, reqEffMask); return aurApp ? aurApp->GetBase() : nullptr; } AuraApplication * Unit::GetAuraApplicationOfRankedSpell(uint32 spellId, ObjectGuid casterGUID, ObjectGuid itemCasterGUID, uint8 reqEffMask, AuraApplication* except) const { uint32 rankSpell = sSpellMgr->GetFirstSpellInChain(spellId); while (rankSpell) { if (AuraApplication * aurApp = GetAuraApplication(rankSpell, casterGUID, itemCasterGUID, reqEffMask, except)) return aurApp; rankSpell = sSpellMgr->GetNextSpellInChain(rankSpell); } return nullptr; } Aura* Unit::GetAuraOfRankedSpell(uint32 spellId, ObjectGuid casterGUID, ObjectGuid itemCasterGUID, uint8 reqEffMask) const { AuraApplication * aurApp = GetAuraApplicationOfRankedSpell(spellId, casterGUID, itemCasterGUID, reqEffMask); return aurApp ? aurApp->GetBase() : nullptr; } void Unit::GetDispellableAuraList(Unit* caster, uint32 dispelMask, DispelChargesList& dispelList, bool isReflect /*= false*/) const { // we should not be able to dispel diseases if the target is affected by unholy blight if (dispelMask & (1 << DISPEL_DISEASE) && HasAura(50536)) dispelMask &= ~(1 << DISPEL_DISEASE); AuraMap const& auras = GetOwnedAuras(); for (auto itr = auras.begin(); itr != auras.end(); ++itr) { Aura* aura = itr->second; AuraApplication const* aurApp = aura->GetApplicationOfTarget(GetGUID()); if (!aurApp) continue; // don't try to remove passive auras if (aura->IsPassive()) continue; if (aura->GetSpellInfo()->GetDispelMask() & dispelMask) { // do not remove positive auras if friendly target // negative auras if non-friendly // unless we're reflecting (dispeller eliminates one of it's benefitial buffs) if (isReflect != (aurApp->IsPositive() == IsFriendlyTo(caster))) continue; // 2.4.3 Patch Notes: "Dispel effects will no longer attempt to remove effects that have 100% dispel resistance." int32 chance = aura->CalcDispelChance(this, !IsFriendlyTo(caster)); if (!chance) continue; // The charges / stack amounts don't count towards the total number of auras that can be dispelled. // Ie: A dispel on a target with 5 stacks of Winters Chill and a Polymorph has 1 / (1 + 1) -> 50% chance to dispell // Polymorph instead of 1 / (5 + 1) -> 16%. bool const dispelCharges = aura->GetSpellInfo()->HasAttribute(SPELL_ATTR7_DISPEL_CHARGES); uint8 charges = dispelCharges ? aura->GetCharges() : aura->GetStackAmount(); if (charges > 0) dispelList.emplace_back(aura, chance, charges); } } } bool Unit::HasAuraEffect(uint32 spellId, uint8 effIndex, ObjectGuid caster) const { AuraApplicationMapBounds range = m_appliedAuras.equal_range(spellId); for (AuraApplicationMap::const_iterator itr = range.first; itr != range.second; ++itr) { if (itr->second->HasEffect(effIndex) && (!caster || itr->second->GetBase()->GetCasterGUID() == caster)) { return true; } } return false; } uint32 Unit::GetAuraCount(uint32 spellId) const { uint32 count = 0; AuraApplicationMapBounds range = m_appliedAuras.equal_range(spellId); for (AuraApplicationMap::const_iterator itr = range.first; itr != range.second; ++itr) { if (itr->second->GetBase()->GetStackAmount() == 0) ++count; else count += (uint32)itr->second->GetBase()->GetStackAmount(); } return count; } bool Unit::HasAura(uint32 spellId, ObjectGuid casterGUID, ObjectGuid itemCasterGUID, uint8 reqEffMask) const { if (GetAuraApplication(spellId, casterGUID, itemCasterGUID, reqEffMask)) return true; return false; } bool Unit::HasAuraType(AuraType auraType) const { return (!m_modAuras[auraType].empty()); } bool Unit::HasAuraTypeWithCaster(AuraType auraType, ObjectGuid caster) const { for (AuraEffect const* eff : GetAuraEffectsByType(auraType)) if (caster == eff->GetCasterGUID()) return true; return false; } bool Unit::HasAuraTypeWithMiscvalue(AuraType auraType, int32 miscvalue) const { AuraEffectList const& mTotalAuraList = GetAuraEffectsByType(auraType); for (AuraEffectList::const_iterator i = mTotalAuraList.begin(); i != mTotalAuraList.end(); ++i) if (miscvalue == (*i)->GetMiscValue()) return true; return false; } bool Unit::HasAuraTypeWithAffectMask(AuraType auraType, SpellInfo const* affectedSpell) const { AuraEffectList const& mTotalAuraList = GetAuraEffectsByType(auraType); for (AuraEffectList::const_iterator i = mTotalAuraList.begin(); i != mTotalAuraList.end(); ++i) if ((*i)->IsAffectingSpell(affectedSpell)) return true; return false; } bool Unit::HasAuraTypeWithValue(AuraType auraType, int32 value) const { AuraEffectList const& mTotalAuraList = GetAuraEffectsByType(auraType); for (AuraEffectList::const_iterator i = mTotalAuraList.begin(); i != mTotalAuraList.end(); ++i) if (value == (*i)->GetAmount()) return true; return false; } template bool Unit::HasNegativeAuraWithInterruptFlag(InterruptFlags flag, ObjectGuid guid) const { if (!HasInterruptFlag(flag)) return false; for (AuraApplicationList::const_iterator iter = m_interruptableAuras.begin(); iter != m_interruptableAuras.end(); ++iter) { if (!(*iter)->IsPositive() && (*iter)->GetBase()->GetSpellInfo()->HasAuraInterruptFlag(flag) && (!guid || (*iter)->GetBase()->GetCasterGUID() == guid)) return true; } return false; } bool Unit::HasAuraWithMechanic(uint32 mechanicMask) const { for (AuraApplicationMap::const_iterator iter = m_appliedAuras.begin(); iter != m_appliedAuras.end(); ++iter) { SpellInfo const* spellInfo = iter->second->GetBase()->GetSpellInfo(); if (spellInfo->Mechanic && (mechanicMask & (1 << spellInfo->Mechanic))) return true; for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) if (iter->second->HasEffect(i) && spellInfo->Effects[i].Effect && spellInfo->Effects[i].Mechanic) if (mechanicMask & (1 << spellInfo->Effects[i].Mechanic)) return true; } return false; } bool Unit::HasStrongerAuraWithDR(SpellInfo const* auraSpellInfo, Unit* caster, bool triggered) const { DiminishingGroup diminishGroup = auraSpellInfo->GetDiminishingReturnsGroupForSpell(triggered); DiminishingLevels level = GetDiminishing(diminishGroup); for (auto itr = m_appliedAuras.begin(); itr != m_appliedAuras.end(); ++itr) { SpellInfo const* spellInfo = itr->second->GetBase()->GetSpellInfo(); if (spellInfo->GetDiminishingReturnsGroupForSpell(triggered) != diminishGroup) continue; int32 existingDuration = itr->second->GetBase()->GetDuration(); int32 newDuration = auraSpellInfo->GetMaxDuration(); ApplyDiminishingToDuration(auraSpellInfo, triggered, newDuration, caster, level); if (newDuration > 0 && newDuration < existingDuration) return true; } return false; } AuraEffect* Unit::IsScriptOverriden(SpellInfo const* spell, int32 script) const { AuraEffectList const& auras = GetAuraEffectsByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS); for (AuraEffectList::const_iterator i = auras.begin(); i != auras.end(); ++i) { if ((*i)->GetMiscValue() == script) if ((*i)->IsAffectingSpell(spell)) return (*i); } return nullptr; } uint32 Unit::GetDiseasesByCaster(ObjectGuid casterGUID, bool remove) { static const AuraType diseaseAuraTypes[] = { SPELL_AURA_PERIODIC_DAMAGE, // Frost Fever and Blood Plague SPELL_AURA_LINKED, // Crypt Fever and Ebon Plague SPELL_AURA_NONE }; // Burning Blood - Blood DK T12 Bonus // "Causes owning Death Knight's abilities to treat the target as if it had 2 diseases active." if (HasAura(98957, casterGUID)) return 2; uint32 diseases = 0; for (AuraType const* itr = diseaseAuraTypes; *itr != SPELL_AURA_NONE; ++itr) { for (AuraEffectList::iterator i = m_modAuras[*itr].begin(); i != m_modAuras[*itr].end();) { // Get auras with disease dispel type by caster if ((*i)->GetSpellInfo()->Dispel == DISPEL_DISEASE && (*i)->GetCasterGUID() == casterGUID) { ++diseases; if (remove) { RemoveAura((*i)->GetId(), (*i)->GetCasterGUID()); i = m_modAuras[*itr].begin(); continue; } } ++i; } } return diseases; } uint32 Unit::GetDoTsByCaster(ObjectGuid casterGUID) const { static const AuraType diseaseAuraTypes[] = { SPELL_AURA_PERIODIC_DAMAGE, SPELL_AURA_PERIODIC_DAMAGE_PERCENT, SPELL_AURA_NONE }; uint32 dots = 0; for (AuraType const* itr = &diseaseAuraTypes[0]; itr && itr[0] != SPELL_AURA_NONE; ++itr) { Unit::AuraEffectList const& auras = GetAuraEffectsByType(*itr); for (AuraEffectList::const_iterator i = auras.begin(); i != auras.end(); ++i) { // Get auras by caster if ((*i)->GetCasterGUID() == casterGUID) ++dots; } } return dots; } int32 Unit::GetTotalAuraModifier(AuraType auraType, std::function const& predicate) const { AuraEffectList const& mTotalAuraList = GetAuraEffectsByType(auraType); if (mTotalAuraList.empty()) return 0; std::map sameEffectSpellGroup; int32 modifier = 0; for (AuraEffect const* aurEff : mTotalAuraList) { if (predicate(aurEff)) { // Check if the Aura Effect has a the Same Effect Stack Rule and if so, use the highest amount of that SpellGroup // If the Aura Effect does not have this Stack Rule, it returns false so we can add to the multiplier as usual if (!sSpellMgr->AddSameEffectStackRuleSpellGroups(aurEff->GetSpellInfo(), static_cast(auraType), aurEff->GetAmount(), sameEffectSpellGroup)) modifier += aurEff->GetAmount(); } } // Add the highest of the Same Effect Stack Rule SpellGroups to the accumulator for (auto itr = sameEffectSpellGroup.begin(); itr != sameEffectSpellGroup.end(); ++itr) modifier += itr->second; return modifier; } float Unit::GetTotalAuraMultiplier(AuraType auraType, std::function const& predicate) const { AuraEffectList const& mTotalAuraList = GetAuraEffectsByType(auraType); if (mTotalAuraList.empty()) return 1.0f; std::map sameEffectSpellGroup; float multiplier = 1.0f; for (AuraEffect const* aurEff : mTotalAuraList) { if (predicate(aurEff)) { // Check if the Aura Effect has a the Same Effect Stack Rule and if so, use the highest amount of that SpellGroup // If the Aura Effect does not have this Stack Rule, it returns false so we can add to the multiplier as usual if (!sSpellMgr->AddSameEffectStackRuleSpellGroups(aurEff->GetSpellInfo(), static_cast(auraType), aurEff->GetAmount(), sameEffectSpellGroup)) AddPct(multiplier, aurEff->GetAmount()); } } // Add the highest of the Same Effect Stack Rule SpellGroups to the multiplier for (auto itr = sameEffectSpellGroup.begin(); itr != sameEffectSpellGroup.end(); ++itr) AddPct(multiplier, itr->second); return multiplier; } int32 Unit::GetMaxPositiveAuraModifier(AuraType auraType, std::function const& predicate) const { AuraEffectList const& mTotalAuraList = GetAuraEffectsByType(auraType); if (mTotalAuraList.empty()) return 0; int32 modifier = 0; for (AuraEffect const* aurEff : mTotalAuraList) { if (predicate(aurEff)) modifier = std::max(modifier, aurEff->GetAmount()); } return modifier; } int32 Unit::GetMaxNegativeAuraModifier(AuraType auraType, std::function const& predicate) const { AuraEffectList const& mTotalAuraList = GetAuraEffectsByType(auraType); if (mTotalAuraList.empty()) return 0; int32 modifier = 0; for (AuraEffect const* aurEff : mTotalAuraList) { if (predicate(aurEff)) modifier = std::min(modifier, aurEff->GetAmount()); } return modifier; } int32 Unit::GetTotalAuraModifier(AuraType auraType) const { return GetTotalAuraModifier(auraType, [](AuraEffect const* /*aurEff*/) { return true; }); } float Unit::GetTotalAuraMultiplier(AuraType auraType) const { return GetTotalAuraMultiplier(auraType, [](AuraEffect const* /*aurEff*/) { return true; }); } int32 Unit::GetMaxPositiveAuraModifier(AuraType auraType) const { return GetMaxPositiveAuraModifier(auraType, [](AuraEffect const* /*aurEff*/) { return true; }); } int32 Unit::GetMaxNegativeAuraModifier(AuraType auraType) const { return GetMaxNegativeAuraModifier(auraType, [](AuraEffect const* /*aurEff*/) { return true; }); } int32 Unit::GetTotalAuraModifierByMiscMask(AuraType auraType, uint32 miscMask) const { return GetTotalAuraModifier(auraType, [miscMask](AuraEffect const* aurEff) -> bool { if ((aurEff->GetMiscValue() & miscMask) != 0) return true; return false; }); } float Unit::GetTotalAuraMultiplierByMiscMask(AuraType auraType, uint32 miscMask) const { return GetTotalAuraMultiplier(auraType, [miscMask](AuraEffect const* aurEff) -> bool { if ((aurEff->GetMiscValue() & miscMask) != 0) return true; return false; }); } int32 Unit::GetMaxPositiveAuraModifierByMiscMask(AuraType auraType, uint32 miscMask, AuraEffect const* except /*= nullptr*/) const { return GetMaxPositiveAuraModifier(auraType, [miscMask, except](AuraEffect const* aurEff) -> bool { if (except != aurEff && (aurEff->GetMiscValue() & miscMask) != 0) return true; return false; }); } int32 Unit::GetMaxNegativeAuraModifierByMiscMask(AuraType auraType, uint32 miscMask) const { return GetMaxNegativeAuraModifier(auraType, [miscMask](AuraEffect const* aurEff) -> bool { if ((aurEff->GetMiscValue() & miscMask) != 0) return true; return false; }); } int32 Unit::GetTotalAuraModifierByMiscValue(AuraType auraType, int32 miscValue) const { return GetTotalAuraModifier(auraType, [miscValue](AuraEffect const* aurEff) -> bool { if (aurEff->GetMiscValue() == miscValue) return true; return false; }); } float Unit::GetTotalAuraMultiplierByMiscValue(AuraType auraType, int32 miscValue) const { return GetTotalAuraMultiplier(auraType, [miscValue](AuraEffect const* aurEff) -> bool { if (aurEff->GetMiscValue() == miscValue) return true; return false; }); } int32 Unit::GetMaxPositiveAuraModifierByMiscValue(AuraType auraType, int32 miscValue) const { return GetMaxPositiveAuraModifier(auraType, [miscValue](AuraEffect const* aurEff) -> bool { if (aurEff->GetMiscValue() == miscValue) return true; return false; }); } int32 Unit::GetMaxNegativeAuraModifierByMiscValue(AuraType auraType, int32 miscValue) const { return GetMaxNegativeAuraModifier(auraType, [miscValue](AuraEffect const* aurEff) -> bool { if (aurEff->GetMiscValue() == miscValue) return true; return false; }); } int32 Unit::GetTotalAuraModifierByAffectMask(AuraType auraType, SpellInfo const* affectedSpell) const { return GetTotalAuraModifier(auraType, [affectedSpell](AuraEffect const* aurEff) -> bool { if (aurEff->IsAffectingSpell(affectedSpell)) return true; return false; }); } float Unit::GetTotalAuraMultiplierByAffectMask(AuraType auraType, SpellInfo const* affectedSpell) const { return GetTotalAuraMultiplier(auraType, [affectedSpell](AuraEffect const* aurEff) -> bool { if (aurEff->IsAffectingSpell(affectedSpell)) return true; return false; }); } int32 Unit::GetMaxPositiveAuraModifierByAffectMask(AuraType auraType, SpellInfo const* affectedSpell) const { return GetMaxPositiveAuraModifier(auraType, [affectedSpell](AuraEffect const* aurEff) -> bool { if (aurEff->IsAffectingSpell(affectedSpell)) return true; return false; }); } int32 Unit::GetMaxNegativeAuraModifierByAffectMask(AuraType auraType, SpellInfo const* affectedSpell) const { return GetMaxNegativeAuraModifier(auraType, [affectedSpell](AuraEffect const* aurEff) -> bool { if (aurEff->IsAffectingSpell(affectedSpell)) return true; return false; }); } void Unit::UpdateResistanceBuffModsMod(SpellSchools school) { float modPos = 0.0f; float modNeg = 0.0f; // these auras are always positive modPos = GetMaxPositiveAuraModifierByMiscMask(SPELL_AURA_MOD_RESISTANCE_EXCLUSIVE, 1 << school); modPos += GetTotalAuraModifier(SPELL_AURA_MOD_RESISTANCE, [school](AuraEffect const* aurEff) -> bool { if ((aurEff->GetMiscValue() & (1 << school)) && aurEff->GetAmount() > 0) return true; return false; }); modNeg = GetTotalAuraModifier(SPELL_AURA_MOD_RESISTANCE, [school](AuraEffect const* aurEff) -> bool { if ((aurEff->GetMiscValue() & (1 << school)) && aurEff->GetAmount() < 0) return true; return false; }); float factor = GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_RESISTANCE_PCT, 1 << school); modPos *= factor; modNeg *= factor; SetFloatValue(UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE + school, modPos); SetFloatValue(UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE + school, modNeg); } void Unit::InitStatBuffMods() { for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i) SetFloatValue(UNIT_FIELD_POSSTAT0+i, 0); for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i) SetFloatValue(UNIT_FIELD_NEGSTAT0+i, 0); } void Unit::UpdateStatBuffMod(Stats stat) { float modPos = 0.0f; float modNeg = 0.0f; float factor = 0.0f; UnitMods const unitMod = static_cast(UNIT_MOD_STAT_START + stat); // includes value from items and enchantments float modValue = GetFlatModifierValue(unitMod, BASE_VALUE); if (modValue > 0.f) modPos += modValue; else modNeg += modValue; if (IsGuardian()) { modValue = static_cast(this)->GetBonusStatFromOwner(stat); if (modValue > 0.f) modPos += modValue; else modNeg += modValue; } modPos += GetTotalAuraModifier(SPELL_AURA_MOD_STAT, [stat](AuraEffect const* aurEff) -> bool { if ((aurEff->GetMiscValue() < 0 || aurEff->GetMiscValue() == stat) && aurEff->GetAmount() > 0) return true; return false; }); modNeg += GetTotalAuraModifier(SPELL_AURA_MOD_STAT, [stat](AuraEffect const* aurEff) -> bool { if ((aurEff->GetMiscValue() < 0 || aurEff->GetMiscValue() == stat) && aurEff->GetAmount() < 0) return true; return false; }); factor = GetTotalAuraMultiplier(SPELL_AURA_MOD_PERCENT_STAT, [stat](AuraEffect const* aurEff) -> bool { if (aurEff->GetMiscValue() == -1 || aurEff->GetMiscValue() == stat) return true; return false; }); factor *= GetTotalAuraMultiplier(SPELL_AURA_MOD_TOTAL_STAT_PERCENTAGE, [stat](AuraEffect const* aurEff) -> bool { if (aurEff->GetMiscValue() == -1 || aurEff->GetMiscValue() == stat) return true; return false; }); modPos *= factor; modNeg *= factor; SetFloatValue(UNIT_FIELD_POSSTAT0 + stat, modPos); SetFloatValue(UNIT_FIELD_NEGSTAT0 + stat, modNeg); } void Unit::_RegisterDynObject(DynamicObject* dynObj) { m_dynObj.push_back(dynObj); if (GetTypeId() == TYPEID_UNIT && IsAIEnabled()) ToCreature()->AI()->JustRegisteredDynObject(dynObj); } void Unit::_UnregisterDynObject(DynamicObject* dynObj) { m_dynObj.remove(dynObj); if (GetTypeId() == TYPEID_UNIT && IsAIEnabled()) ToCreature()->AI()->JustUnregisteredDynObject(dynObj); } DynamicObject* Unit::GetDynObject(uint32 spellId) const { std::vector dynamicobjects = GetDynObjects(spellId); return dynamicobjects.empty() ? nullptr : dynamicobjects.front(); } std::vector Unit::GetDynObjects(uint32 spellId) const { std::vector dynamicobjects; for (DynObjectList::const_iterator i = m_dynObj.begin(); i != m_dynObj.end(); ++i) if ((*i)->GetSpellId() == spellId) dynamicobjects.push_back(*i); return dynamicobjects; } void Unit::RemoveDynObject(uint32 spellId) { if (m_dynObj.empty()) return; for (DynObjectList::iterator i = m_dynObj.begin(); i != m_dynObj.end();) { DynamicObject* dynObj = *i; if (dynObj->GetSpellId() == spellId) { dynObj->Remove(); i = m_dynObj.begin(); } else ++i; } } void Unit::RemoveAllDynObjects() { while (!m_dynObj.empty()) m_dynObj.front()->Remove(); } GameObject* Unit::GetGameObject(uint32 spellId) const { std::vector gameobjects = GetGameObjects(spellId); return gameobjects.empty() ? nullptr : gameobjects.front(); } std::vector Unit::GetGameObjects(uint32 spellId) const { std::vector gameobjects; for (GameObjectList::const_iterator i = m_gameObj.begin(); i != m_gameObj.end(); ++i) if ((*i)->GetSpellId() == spellId) gameobjects.push_back(*i); return gameobjects; } void Unit::AddGameObject(GameObject* gameObj) { if (!gameObj || gameObj->GetOwnerGUID()) return; m_gameObj.push_back(gameObj); gameObj->SetOwnerGUID(GetGUID()); if (gameObj->GetSpellId()) { SpellInfo const* createBySpell = sSpellMgr->GetSpellInfo(gameObj->GetSpellId()); // Need disable spell use for owner if (createBySpell && createBySpell->IsCooldownStartedOnEvent()) // note: item based cooldowns and cooldown spell mods with charges ignored (unknown existing cases) GetSpellHistory()->StartCooldown(createBySpell, 0, nullptr, true); } if (GetTypeId() == TYPEID_UNIT && ToCreature()->IsAIEnabled()) ToCreature()->AI()->JustSummonedGameobject(gameObj); } void Unit::RemoveGameObject(GameObject* gameObj, bool del) { if (!gameObj || gameObj->GetOwnerGUID() != GetGUID()) return; gameObj->SetOwnerGUID(ObjectGuid::Empty); for (uint8 i = 0; i < MAX_GAMEOBJECT_SLOT; ++i) { if (m_ObjectSlot[i] == gameObj->GetGUID()) { m_ObjectSlot[i].Clear(); break; } } // GO created by some spell if (uint32 spellid = gameObj->GetSpellId()) { RemoveAurasDueToSpell(spellid); SpellInfo const* createBySpell = sSpellMgr->GetSpellInfo(spellid); // Need activate spell use for owner if (createBySpell && createBySpell->IsCooldownStartedOnEvent()) // note: item based cooldowns and cooldown spell mods with charges ignored (unknown existing cases) GetSpellHistory()->SendCooldownEvent(createBySpell); } m_gameObj.remove(gameObj); if (GetTypeId() == TYPEID_UNIT && ToCreature()->IsAIEnabled()) ToCreature()->AI()->SummonedGameobjectDespawn(gameObj); if (del) { gameObj->SetRespawnTime(0); gameObj->Delete(); } } void Unit::RemoveGameObject(uint32 spellid, bool del) { if (m_gameObj.empty()) return; GameObjectList::iterator i, next; for (i = m_gameObj.begin(); i != m_gameObj.end(); i = next) { next = i; if (spellid == 0 || (*i)->GetSpellId() == spellid) { (*i)->SetOwnerGUID(ObjectGuid::Empty); if (del) { (*i)->SetRespawnTime(0); (*i)->Delete(); } next = m_gameObj.erase(i); } else ++next; } } void Unit::RemoveAllGameObjects() { // remove references to unit while (!m_gameObj.empty()) { GameObjectList::iterator i = m_gameObj.begin(); (*i)->SetOwnerGUID(ObjectGuid::Empty); (*i)->SetRespawnTime(0); (*i)->Delete(); m_gameObj.erase(i); } } void Unit::SendSpellNonMeleeDamageLog(SpellNonMeleeDamage* log) { WorldPacket data(SMSG_SPELLNONMELEEDAMAGELOG, (16+4+4+4+1+4+4+1+1+4+4+1)); // we guess size data << log->target->GetPackGUID(); data << log->attacker->GetPackGUID(); data << uint32(log->SpellID); data << uint32(log->damage); // damage amount int32 overkill = log->damage - log->target->GetHealth(); data << uint32(overkill > 0 ? overkill : 0); // overkill data << uint8 (log->schoolMask); // damage school data << uint32(log->absorb); // AbsorbedDamage data << uint32(log->resist); // resist data << uint8 (log->physicalLog); // if 1, then client show spell name (example: %s's ranged shot hit %s for %u school or %s suffers %u school damage from %s's spell_name data << uint8 (log->unused); // unused data << uint32(log->blocked); // blocked data << uint32(log->HitInfo); data << uint8 (0); // flag to use extend data SendMessageToSet(&data, true); } void Unit::SendSpellNonMeleeDamageLog(Unit* target, uint32 SpellID, uint32 Damage, SpellSchoolMask damageSchoolMask, uint32 AbsorbedDamage, uint32 Resist, bool PhysicalDamage, uint32 Blocked, bool CriticalHit) { SpellNonMeleeDamage log(this, target, SpellID, damageSchoolMask); log.damage = Damage - AbsorbedDamage - Resist - Blocked; log.absorb = AbsorbedDamage; log.resist = Resist; log.physicalLog = PhysicalDamage; log.blocked = Blocked; log.HitInfo = SPELL_HIT_TYPE_UNK1 | SPELL_HIT_TYPE_UNK3 | SPELL_HIT_TYPE_UNK6; if (CriticalHit) log.HitInfo |= SPELL_HIT_TYPE_CRIT; SendSpellNonMeleeDamageLog(&log); } void Unit::ProcSkillsAndAuras(Unit* actionTarget, uint32 typeMaskActor, uint32 typeMaskActionTarget, uint32 spellTypeMask, uint32 spellPhaseMask, uint32 hitMask, Spell* spell, DamageInfo* damageInfo, HealInfo* healInfo) { WeaponAttackType attType = damageInfo ? damageInfo->GetAttackType() : BASE_ATTACK; if (typeMaskActor) ProcSkillsAndReactives(false, actionTarget, typeMaskActor, hitMask, attType); if (typeMaskActionTarget && actionTarget) actionTarget->ProcSkillsAndReactives(true, this, typeMaskActionTarget, hitMask, attType); TriggerAurasProcOnEvent(actionTarget, typeMaskActor, typeMaskActionTarget, spellTypeMask, spellPhaseMask, hitMask, spell, damageInfo, healInfo); } void Unit::SendPeriodicAuraLog(SpellPeriodicAuraLogInfo* pInfo) { AuraEffect const* aura = pInfo->auraEff; WorldPacket data(SMSG_PERIODICAURALOG, 30); data << GetPackGUID(); data << aura->GetCasterGUID().WriteAsPacked(); data << uint32(aura->GetId()); // spellId data << uint32(1); // count data << uint32(aura->GetAuraType()); // auraId switch (aura->GetAuraType()) { case SPELL_AURA_PERIODIC_DAMAGE: case SPELL_AURA_PERIODIC_DAMAGE_PERCENT: data << uint32(pInfo->damage); // damage data << uint32(pInfo->overDamage); // overkill? data << uint32(aura->GetSpellInfo()->GetSchoolMask()); data << uint32(pInfo->absorb); // absorb data << uint32(pInfo->resist); // resist data << uint8(pInfo->critical); // new 3.1.2 critical tick break; case SPELL_AURA_PERIODIC_HEAL: case SPELL_AURA_OBS_MOD_HEALTH: data << uint32(pInfo->damage); // damage data << uint32(pInfo->overDamage); // overheal data << uint32(pInfo->absorb); // absorb data << uint8(pInfo->critical); // new 3.1.2 critical tick break; case SPELL_AURA_OBS_MOD_POWER: case SPELL_AURA_PERIODIC_ENERGIZE: data << uint32(aura->GetMiscValue()); // power type data << uint32(pInfo->damage); // damage break; case SPELL_AURA_PERIODIC_MANA_LEECH: data << uint32(aura->GetMiscValue()); // power type data << uint32(pInfo->damage); // amount data << float(pInfo->multiplier); // gain multiplier break; default: TC_LOG_ERROR("entities.unit", "Unit::SendPeriodicAuraLog: unknown aura %u", uint32(aura->GetAuraType())); return; } SendMessageToSet(&data, true); } void Unit::SendSpellMiss(Unit* target, uint32 spellID, SpellMissInfo missInfo) { WorldPacket data(SMSG_SPELLLOGMISS, (4+8+1+4+8+1)); data << uint32(spellID); data << uint64(GetGUID()); data << uint8(0); // can be 0 or 1 data << uint32(1); // target count // for (i = 0; i < target count; ++i) data << uint64(target->GetGUID()); // target GUID data << uint8(missInfo); // end loop SendMessageToSet(&data, true); } void Unit::SendSpellDamageResist(Unit* target, uint32 spellId) { WorldPacket data(SMSG_PROCRESIST, 8+8+4+1); data << uint64(GetGUID()); data << uint64(target->GetGUID()); data << uint32(spellId); data << uint8(0); // bool - log format: 0-default, 1-debug SendMessageToSet(&data, true); } void Unit::SendSpellDamageImmune(Unit* target, uint32 spellId) { WorldPacket data(SMSG_SPELLORDAMAGE_IMMUNE, 8+8+4+1); data << uint64(GetGUID()); data << uint64(target->GetGUID()); data << uint32(spellId); data << uint8(0); // bool - log format: 0-default, 1-debug SendMessageToSet(&data, true); } void Unit::SendAttackStateUpdate(CalcDamageInfo* damageInfo) { WorldPackets::CombatLog::AttackerStateUpdate packet; packet.HitInfo = damageInfo->HitInfo; packet.AttackerGUID = damageInfo->attacker->GetGUID(); packet.VictimGUID = damageInfo->target->GetGUID(); packet.Damage = damageInfo->damage; int32 overkill = damageInfo->damage - damageInfo->target->GetHealth(); packet.OverDamage = (overkill < 0 ? -1 : overkill); packet.SubDmg.emplace(); packet.SubDmg->SchoolMask = damageInfo->damageSchoolMask; // School of sub damage packet.SubDmg->FDamage = damageInfo->damage; // sub damage packet.SubDmg->Damage = damageInfo->damage; // Sub Damage packet.SubDmg->Absorbed = damageInfo->absorb; packet.SubDmg->Resisted = damageInfo->resist; packet.VictimState = damageInfo->TargetState; packet.BlockAmount = damageInfo->blocked_amount; SendMessageToSet(packet.Write(), true); } void Unit::SendAttackStateUpdate(uint32 HitInfo, Unit* target, uint8 /*SwingType*/, SpellSchoolMask damageSchoolMask, uint32 Damage, uint32 AbsorbDamage, uint32 Resist, VictimState TargetState, uint32 BlockedAmount) { CalcDamageInfo dmgInfo; dmgInfo.HitInfo = HitInfo; dmgInfo.attacker = this; dmgInfo.target = target; dmgInfo.damage = Damage - AbsorbDamage - Resist - BlockedAmount; dmgInfo.damageSchoolMask = damageSchoolMask; dmgInfo.absorb = AbsorbDamage; dmgInfo.resist = Resist; dmgInfo.TargetState = TargetState; dmgInfo.blocked_amount = BlockedAmount; SendAttackStateUpdate(&dmgInfo); } void Unit::SetPowerType(Powers new_powertype) { if (GetPowerType() == new_powertype) return; SetByteValue(UNIT_FIELD_BYTES_0, UNIT_BYTES_0_OFFSET_POWER_TYPE, new_powertype); if (GetTypeId() == TYPEID_PLAYER) { if (ToPlayer()->GetGroup()) ToPlayer()->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POWER_TYPE); } else if (Pet* pet = ToCreature()->ToPet()) { if (pet->isControlled()) { Unit* owner = GetOwner(); if (owner && (owner->GetTypeId() == TYPEID_PLAYER) && owner->ToPlayer()->GetGroup()) owner->ToPlayer()->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_POWER_TYPE); } } // Update max power UpdateMaxPower(new_powertype); // Update current power switch (new_powertype) { case POWER_MANA: // Keep the same (druid form switching...) case POWER_ENERGY: break; case POWER_RAGE: // Reset to zero SetPower(POWER_RAGE, 0); break; case POWER_FOCUS: // Make it full SetFullPower(new_powertype); break; default: break; } } void Unit::UpdateDisplayPower() { Powers displayPower = POWER_MANA; switch (GetShapeshiftForm()) { case FORM_GHOUL: case FORM_CAT: displayPower = POWER_ENERGY; break; case FORM_BEAR: displayPower = POWER_RAGE; break; case FORM_TRAVEL: case FORM_GHOSTWOLF: displayPower = POWER_MANA; break; default: { if (GetTypeId() == TYPEID_PLAYER) { ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(getClass()); if (cEntry && cEntry->DisplayPower < MAX_POWERS) displayPower = Powers(cEntry->DisplayPower); } else if (GetTypeId() == TYPEID_UNIT) { if (Vehicle* vehicle = GetVehicleKit()) { if (PowerDisplayEntry const* powerDisplay = sPowerDisplayStore.LookupEntry(vehicle->GetVehicleInfo()->PowerDisplayID[0])) // To-do: 4.x has 3 power display id fields. displayPower = Powers(powerDisplay->ActualType); else if (getClass() == CLASS_ROGUE) displayPower = POWER_ENERGY; } else if (Pet* pet = ToPet()) { if (pet->getPetType() == HUNTER_PET) // Hunter pets have focus displayPower = POWER_FOCUS; else if (pet->IsPetGhoul() || pet->IsRisenAlly()) // DK pets have energy displayPower = POWER_ENERGY; } } break; } } SetPowerType(displayPower); } void Unit::SetSheath(SheathState sheathed) { SetByteValue(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_SHEATH_STATE, sheathed); if (sheathed == SHEATH_STATE_UNARMED) RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::Sheathing); } FactionTemplateEntry const* Unit::GetFactionTemplateEntry() const { FactionTemplateEntry const* entry = sFactionTemplateStore.LookupEntry(GetFaction()); if (!entry) { if (Player const* player = ToPlayer()) TC_LOG_ERROR("entities.unit", "Player %s has invalid faction (faction template id) #%u", player->GetName().c_str(), GetFaction()); else if (Creature const* creature = ToCreature()) TC_LOG_ERROR("entities.unit", "Creature (template id: %u) has invalid faction (faction template id) #%u", creature->GetCreatureTemplate()->Entry, GetFaction()); else TC_LOG_ERROR("entities.unit", "Unit (name=%s, type=%u) has invalid faction (faction template id) #%u", GetName().c_str(), uint32(GetTypeId()), GetFaction()); ABORT(); } return entry; } // function based on function Unit::UnitReaction from 13850 client ReputationRank Unit::GetReactionTo(Unit const* target) const { // always friendly to self if (this == target) return REP_FRIENDLY; // always friendly to charmer or owner if (GetCharmerOrOwnerOrSelf() == target->GetCharmerOrOwnerOrSelf()) return REP_FRIENDLY; Player const* selfPlayerOwner = GetAffectingPlayer(); Player const* targetPlayerOwner = target->GetAffectingPlayer(); // check forced reputation to support SPELL_AURA_FORCE_REACTION if (selfPlayerOwner) { if (FactionTemplateEntry const* targetFactionTemplateEntry = target->GetFactionTemplateEntry()) if (ReputationRank const* repRank = selfPlayerOwner->GetReputationMgr().GetForcedRankIfAny(targetFactionTemplateEntry)) return *repRank; } else if (targetPlayerOwner) { if (FactionTemplateEntry const* selfFactionTemplateEntry = GetFactionTemplateEntry()) if (ReputationRank const* repRank = targetPlayerOwner->GetReputationMgr().GetForcedRankIfAny(selfFactionTemplateEntry)) return *repRank; } if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED)) { if (target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED)) { if (selfPlayerOwner && targetPlayerOwner) { // always friendly to other unit controlled by player, or to the player himself if (selfPlayerOwner == targetPlayerOwner) return REP_FRIENDLY; // duel - always hostile to opponent if (selfPlayerOwner->duel && selfPlayerOwner->duel->opponent == targetPlayerOwner && selfPlayerOwner->duel->startTime != 0) return REP_HOSTILE; // same group - checks dependant only on our faction - skip FFA_PVP for example if (selfPlayerOwner->IsInRaidWith(targetPlayerOwner)) return REP_FRIENDLY; // return true to allow config option AllowTwoSide.Interaction.Group to work // however client seems to allow mixed group parties, because in 13850 client it works like: // return GetFactionReactionTo(GetFactionTemplateEntry(), target); } // check FFA_PVP if (IsFFAPvP() && target->IsFFAPvP()) return REP_HOSTILE; if (selfPlayerOwner) { if (FactionTemplateEntry const* targetFactionTemplateEntry = target->GetFactionTemplateEntry()) { if (ReputationRank const* repRank = selfPlayerOwner->GetReputationMgr().GetForcedRankIfAny(targetFactionTemplateEntry)) return *repRank; if (!selfPlayerOwner->HasFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_IGNORE_REPUTATION)) { if (FactionEntry const* targetFactionEntry = sFactionStore.LookupEntry(targetFactionTemplateEntry->Faction)) { if (targetFactionEntry->CanHaveReputation()) { // check contested flags if (targetFactionTemplateEntry->Flags & FACTION_TEMPLATE_FLAG_CONTESTED_GUARD && selfPlayerOwner->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP)) return REP_HOSTILE; // if faction has reputation, hostile state depends only from AtWar state if (selfPlayerOwner->GetReputationMgr().IsAtWar(targetFactionEntry)) return REP_HOSTILE; return REP_FRIENDLY; } } } } } } } // do checks dependant only on our faction return GetFactionReactionTo(GetFactionTemplateEntry(), target); } ReputationRank Unit::GetFactionReactionTo(FactionTemplateEntry const* factionTemplateEntry, Unit const* target) { // always neutral when no template entry found if (!factionTemplateEntry) return REP_NEUTRAL; FactionTemplateEntry const* targetFactionTemplateEntry = target->GetFactionTemplateEntry(); if (Player const* targetPlayerOwner = target->GetAffectingPlayer()) { // check contested flags if (factionTemplateEntry->Flags & FACTION_TEMPLATE_FLAG_CONTESTED_GUARD && targetPlayerOwner->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP)) return REP_HOSTILE; if (ReputationRank const* repRank = targetPlayerOwner->GetReputationMgr().GetForcedRankIfAny(factionTemplateEntry)) return *repRank; if (!target->HasFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_IGNORE_REPUTATION)) { if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->Faction)) { if (factionEntry->CanHaveReputation()) { // CvP case - check reputation, don't allow state higher than neutral when at war ReputationRank repRank = targetPlayerOwner->GetReputationMgr().GetRank(factionEntry); if (targetPlayerOwner->GetReputationMgr().IsAtWar(factionEntry)) repRank = std::min(REP_NEUTRAL, repRank); return repRank; } } } } // common faction based check if (factionTemplateEntry->IsHostileTo(*targetFactionTemplateEntry)) return REP_HOSTILE; if (factionTemplateEntry->IsFriendlyTo(*targetFactionTemplateEntry)) return REP_FRIENDLY; if (targetFactionTemplateEntry->IsFriendlyTo(*factionTemplateEntry)) return REP_FRIENDLY; if (factionTemplateEntry->Flags & FACTION_TEMPLATE_FLAG_HOSTILE_BY_DEFAULT) return REP_HOSTILE; // neutral by default return REP_NEUTRAL; } bool Unit::IsHostileTo(Unit const* unit) const { return GetReactionTo(unit) <= REP_HOSTILE; } bool Unit::IsFriendlyTo(Unit const* unit) const { return GetReactionTo(unit) >= REP_FRIENDLY; } bool Unit::IsHostileToPlayers() const { FactionTemplateEntry const* my_faction = GetFactionTemplateEntry(); if (!my_faction->Faction) return false; FactionEntry const* raw_faction = sFactionStore.LookupEntry(my_faction->Faction); if (raw_faction && raw_faction->ReputationIndex >= 0) return false; return my_faction->IsHostileToPlayers(); } bool Unit::IsNeutralToAll() const { FactionTemplateEntry const* my_faction = GetFactionTemplateEntry(); if (!my_faction->Faction) return true; FactionEntry const* raw_faction = sFactionStore.LookupEntry(my_faction->Faction); if (raw_faction && raw_faction->ReputationIndex >= 0) return false; return my_faction->IsNeutralToAll(); } void Unit::_addAttacker(Unit* pAttacker) { m_attackers.insert(pAttacker); } void Unit::_removeAttacker(Unit* pAttacker) { m_attackers.erase(pAttacker); } Unit* Unit::getAttackerForHelper() const // If someone wants to help, who to give them { if (!IsEngaged()) return nullptr; if (Unit* victim = GetVictim()) if ((!IsPet() && !IsCharmerOrSelfPlayer()) || IsInCombatWith(victim)) return victim; CombatManager const& mgr = GetCombatManager(); // pick arbitrary targets; our pvp combat > owner's pvp combat > our pve combat > owner's pve combat Unit* owner = GetCharmerOrOwner(); if (mgr.HasPvPCombat()) return mgr.GetPvPCombatRefs().begin()->second->GetOther(this); if (owner && (owner->GetCombatManager().HasPvPCombat())) return owner->GetCombatManager().GetPvPCombatRefs().begin()->second->GetOther(owner); if (mgr.HasPvECombat()) return mgr.GetPvECombatRefs().begin()->second->GetOther(this); if (owner && (owner->GetCombatManager().HasPvECombat())) return owner->GetCombatManager().GetPvECombatRefs().begin()->second->GetOther(owner); return nullptr; } bool Unit::Attack(Unit* victim, bool meleeAttack) { if (!victim || victim == this) return false; // dead units can neither attack nor be attacked if (!IsAlive() || !victim->IsInWorld() || !victim->IsAlive()) return false; // player cannot attack in mount state if (GetTypeId() == TYPEID_PLAYER && IsMounted()) return false; Creature* creature = ToCreature(); // creatures cannot attack while evading if (creature && creature->IsInEvadeMode()) return false; if (HasAuraType(SPELL_AURA_DISABLE_ATTACKING_EXCEPT_ABILITIES)) return false; // nobody can attack GM in GM-mode if (victim->GetTypeId() == TYPEID_PLAYER) { if (victim->ToPlayer()->IsGameMaster()) return false; } else { if (victim->ToCreature()->IsEvadingAttacks()) return false; } if (m_attacking) { if (m_attacking == victim) { // switch to melee attack from ranged/magic if (meleeAttack) { if (!HasUnitState(UNIT_STATE_MELEE_ATTACKING)) { AddUnitState(UNIT_STATE_MELEE_ATTACKING); SendMeleeAttackStart(victim); return true; } } else if (HasUnitState(UNIT_STATE_MELEE_ATTACKING)) { ClearUnitState(UNIT_STATE_MELEE_ATTACKING); SendMeleeAttackStop(victim); return true; } return false; } // switch target InterruptSpell(CURRENT_MELEE_SPELL); if (!meleeAttack) ClearUnitState(UNIT_STATE_MELEE_ATTACKING); } if (m_attacking) m_attacking->_removeAttacker(this); m_attacking = victim; m_attacking->_addAttacker(this); // Set our target SetTarget(victim->GetGUID()); if (meleeAttack) AddUnitState(UNIT_STATE_MELEE_ATTACKING); // set position before any AI calls/assistance //if (GetTypeId() == TYPEID_UNIT) // ToCreature()->SetCombatStartPosition(GetPositionX(), GetPositionY(), GetPositionZ()); if (creature && !IsControlledByPlayer()) { EngageWithTarget(victim); // ensure that anything we're attacking has threat creature->CallAssistance(); // Remove emote state - will be restored on creature reset SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_ONESHOT_NONE); } // delay offhand weapon attack by 50% of the base attack time if (haveOffhandWeapon() && GetTypeId() != TYPEID_PLAYER) setAttackTimer(OFF_ATTACK, std::max(getAttackTimer(OFF_ATTACK), getAttackTimer(BASE_ATTACK) + uint32(CalculatePct(GetFloatValue(UNIT_FIELD_BASEATTACKTIME), 50)))); if (meleeAttack) SendMeleeAttackStart(victim); // Let the pet know we've started attacking someting. Handles melee attacks only // Spells such as auto-shot and others handled in WorldSession::HandleCastSpellOpcode if (GetTypeId() == TYPEID_PLAYER) { for (Unit* controlled : m_Controlled) if (Creature* cControlled = controlled->ToCreature()) if (CreatureAI* controlledAI = cControlled->AI()) controlledAI->OwnerAttacked(victim); } return true; } bool Unit::AttackStop() { if (!m_attacking) return false; Unit* victim = m_attacking; m_attacking->_removeAttacker(this); m_attacking = nullptr; // Clear our target SetTarget(ObjectGuid::Empty); ClearUnitState(UNIT_STATE_MELEE_ATTACKING); InterruptSpell(CURRENT_MELEE_SPELL); // reset only at real combat stop if (Creature* creature = ToCreature()) creature->SetNoCallAssistance(false); SendMeleeAttackStop(victim); return true; } void Unit::ValidateAttackersAndOwnTarget() { // iterate attackers UnitVector toRemove; AttackerSet const& attackers = getAttackers(); for (Unit* attacker : attackers) if (!attacker->IsValidAttackTarget(this)) toRemove.push_back(attacker); for (Unit* attacker : toRemove) attacker->AttackStop(); // remove our own victim if (Unit* victim = GetVictim()) if (!IsValidAttackTarget(victim)) AttackStop(); } void Unit::CombatStop(bool includingCast, bool mutualPvP) { if (includingCast && IsNonMeleeSpellCast(false)) InterruptNonMeleeSpells(false); AttackStop(); RemoveAllAttackers(); if (GetTypeId() == TYPEID_PLAYER) ToPlayer()->SendAttackSwingCancelAttack(); // melee and ranged forced attack cancel if (mutualPvP) ClearInCombat(); else { // vanish and brethren are weird m_combatManager.EndAllPvECombat(); m_combatManager.SuppressPvPCombat(); } } void Unit::CombatStopWithPets(bool includingCast) { CombatStop(includingCast); for (Unit* minion : m_Controlled) minion->CombatStop(includingCast); } bool Unit::isAttackingPlayer() const { if (HasUnitState(UNIT_STATE_ATTACK_PLAYER)) return true; for (ControlList::const_iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr) if ((*itr)->isAttackingPlayer()) return true; for (uint8 i = 0; i < MAX_SUMMON_SLOT; ++i) if (m_SummonSlot[i]) if (Creature* summon = GetMap()->GetCreature(m_SummonSlot[i])) if (summon->isAttackingPlayer()) return true; return false; } void Unit::RemoveAllAttackers() { while (!m_attackers.empty()) { AttackerSet::iterator iter = m_attackers.begin(); if (!(*iter)->AttackStop()) { TC_LOG_ERROR("entities.unit", "WORLD: Unit has an attacker that isn't attacking it!"); m_attackers.erase(iter); } } } void Unit::ModifyAuraState(AuraStateType flag, bool apply) { if (apply) { if (!HasFlag(UNIT_FIELD_AURASTATE, 1<<(flag-1))) { SetFlag(UNIT_FIELD_AURASTATE, 1<<(flag-1)); if (GetTypeId() == TYPEID_PLAYER) { PlayerSpellMap const& sp_list = ToPlayer()->GetSpellMap(); for (PlayerSpellMap::const_iterator itr = sp_list.begin(); itr != sp_list.end(); ++itr) { if (itr->second.state == PLAYERSPELL_REMOVED || itr->second.disabled) continue; SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(itr->first); if (!spellInfo || !spellInfo->IsPassive()) continue; if (spellInfo->CasterAuraState == uint32(flag)) CastSpell(this, itr->first, true); } } else if (Pet* pet = ToCreature()->ToPet()) { for (PetSpellMap::const_iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr) { if (itr->second.state == PETSPELL_REMOVED) continue; SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(itr->first); if (!spellInfo || !spellInfo->IsPassive()) continue; if (spellInfo->CasterAuraState == uint32(flag)) CastSpell(this, itr->first, true); } } } } else { if (HasFlag(UNIT_FIELD_AURASTATE, 1<<(flag-1))) { RemoveFlag(UNIT_FIELD_AURASTATE, 1<<(flag-1)); Unit::AuraApplicationMap& tAuras = GetAppliedAuras(); for (Unit::AuraApplicationMap::iterator itr = tAuras.begin(); itr != tAuras.end();) { SpellInfo const* spellProto = itr->second->GetBase()->GetSpellInfo(); if (itr->second->GetBase()->GetCasterGUID() == GetGUID() && spellProto->CasterAuraState == uint32(flag) && (spellProto->IsPassive() || flag != AURA_STATE_ENRAGE)) RemoveAura(itr); else ++itr; } } } } uint32 Unit::BuildAuraStateUpdateForTarget(Unit* target) const { uint32 auraStates = GetUInt32Value(UNIT_FIELD_AURASTATE) &~(PER_CASTER_AURA_STATE_MASK); for (AuraStateAurasMap::const_iterator itr = m_auraStateAuras.begin(); itr != m_auraStateAuras.end(); ++itr) if ((1 << (itr->first - 1)) & PER_CASTER_AURA_STATE_MASK) if (itr->second->GetBase()->GetCasterGUID() == target->GetGUID()) auraStates |= (1 << (itr->first - 1)); return auraStates; } bool Unit::HasAuraState(AuraStateType flag, SpellInfo const* spellProto, Unit const* Caster) const { if (Caster) { if (spellProto) { AuraEffectList const& stateAuras = Caster->GetAuraEffectsByType(SPELL_AURA_ABILITY_IGNORE_AURASTATE); for (AuraEffect const* aurEff : stateAuras) if (aurEff->IsAffectingSpell(spellProto)) return true; } // Check per caster aura state // If aura with aurastate by caster not found return false if ((1 << (flag - 1)) & PER_CASTER_AURA_STATE_MASK) { AuraStateAurasMapBounds range = m_auraStateAuras.equal_range(flag); for (AuraStateAurasMap::const_iterator itr = range.first; itr != range.second; ++itr) if (itr->second->GetBase()->GetCasterGUID() == Caster->GetGUID()) return true; return false; } } return HasFlag(UNIT_FIELD_AURASTATE, 1 << (flag - 1)); } void Unit::SetOwnerGUID(ObjectGuid owner) { if (GetOwnerGUID() == owner) return; SetGuidValue(UNIT_FIELD_SUMMONEDBY, owner); if (!owner) return; // Update owner dependent fields Player* player = ObjectAccessor::GetPlayer(*this, owner); if (!player || !player->HaveAtClient(this)) // if player cannot see this unit yet, he will receive needed data with create object return; SetFieldNotifyFlag(UF_FLAG_OWNER); UpdateData udata(GetMapId()); WorldPacket packet; BuildValuesUpdateBlockForPlayer(&udata, player); udata.BuildPacket(&packet); player->SendDirectMessage(&packet); RemoveFieldNotifyFlag(UF_FLAG_OWNER); } Unit* Unit::GetOwner() const { // Fall back to creator guid of owner guid is not available if (ObjectGuid guid = GetOwnerOrCreatorGUID()) return ObjectAccessor::GetUnit(*this, guid); return nullptr; } Player* Unit::GetCharmerOrOwnerPlayerOrPlayerItself() const { ObjectGuid guid = GetCharmerOrOwnerGUID(); if (guid.IsPlayer()) return ObjectAccessor::GetPlayer(*this, guid); return const_cast(this)->ToPlayer(); } Player* Unit::GetAffectingPlayer() const { if (!GetCharmerOrOwnerGUID()) return const_cast(this)->ToPlayer(); if (Unit* owner = GetCharmerOrOwner()) return owner->GetCharmerOrOwnerPlayerOrPlayerItself(); return nullptr; } Player* Unit::GetControllingPlayer() const { if (ObjectGuid guid = GetCharmerOrOwnerGUID()) { if (Unit* master = ObjectAccessor::GetUnit(*this, guid)) return master->GetControllingPlayer(); return nullptr; } else return const_cast(ToPlayer()); } Minion* Unit::GetFirstMinion() const { if (ObjectGuid pet_guid = GetMinionGUID()) { if (Creature* pet = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, pet_guid)) if (pet->HasUnitTypeMask(UNIT_MASK_MINION)) return (Minion*)pet; TC_LOG_ERROR("entities.unit", "Unit::GetFirstMinion: Minion %s not exist.", pet_guid.ToString().c_str()); const_cast(this)->SetMinionGUID(ObjectGuid::Empty); } return nullptr; } Guardian* Unit::GetGuardianPet() const { if (ObjectGuid pet_guid = GetPetGUID()) { if (Creature* pet = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, pet_guid)) if (pet->HasUnitTypeMask(UNIT_MASK_GUARDIAN)) return (Guardian*)pet; TC_LOG_FATAL("entities.unit", "Unit::GetGuardianPet: Guardian %s not exist.", pet_guid.ToString().c_str()); const_cast(this)->SetPetGUID(ObjectGuid::Empty); } return nullptr; } Unit* Unit::GetCharmerOrOwnerOrSelf() const { if (Unit* u = GetCharmerOrOwner()) return u; return (Unit*)this; } void Unit::SetMinion(Minion* minion, bool apply) { if (!minion) { TC_LOG_ERROR("entities.unit", "Unit::SetMinion: Unit %s tried to reference a non existing minion", GetGUID().ToString().c_str()); return; } TC_LOG_DEBUG("entities.unit", "SetMinion %u for %u, apply %u", minion->GetEntry(), GetEntry(), apply); if (apply) { if (minion->GetOwnerGUID()) { TC_LOG_FATAL("entities.unit", "SetMinion: Minion %u is not the minion of owner %u", minion->GetEntry(), GetEntry()); return; } minion->SetOwnerGUID(GetGUID()); m_Controlled.insert(minion); if (GetTypeId() == TYPEID_PLAYER) { minion->m_ControlledByPlayer = true; minion->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED); } // Can only have one pet. If a new one is summoned, dismiss the old one. if (minion->IsGuardianPet()) { if (Guardian* oldPet = GetGuardianPet()) { if (oldPet != minion && (oldPet->IsPet() || minion->IsPet() || oldPet->GetEntry() != minion->GetEntry())) { // remove existing minion pet if (oldPet->IsPet()) ((Pet*)oldPet)->Remove(PET_SAVE_DISMISS); else oldPet->UnSummon(); SetPetGUID(minion->GetGUID()); SetMinionGUID(ObjectGuid::Empty); } } else { SetPetGUID(minion->GetGUID()); SetMinionGUID(ObjectGuid::Empty); } } if (minion->HasUnitTypeMask(UNIT_MASK_CONTROLABLE_GUARDIAN)) AddGuidValue(UNIT_FIELD_SUMMON, minion->GetGUID()); if (minion->m_Properties && SummonTitle(minion->m_Properties->Title) == SummonTitle::Companion) SetCritterGUID(minion->GetGUID()); // PvP, FFAPvP minion->SetByteValue(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_PVP_FLAG, GetByteValue(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_PVP_FLAG)); // Send infinity cooldown - client does that automatically but after relog cooldown needs to be set again SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(minion->GetUInt32Value(UNIT_CREATED_BY_SPELL)); if (spellInfo && spellInfo->IsCooldownStartedOnEvent()) GetSpellHistory()->StartCooldown(spellInfo, 0, nullptr, true); } else { if (minion->GetOwnerGUID() != GetGUID()) { TC_LOG_FATAL("entities.unit", "SetMinion: Minion %u is not the minion of owner %u", minion->GetEntry(), GetEntry()); return; } if (m_Controlled.find(minion) != m_Controlled.end()) m_Controlled.erase(minion); if (minion->m_Properties && SummonTitle(minion->m_Properties->Title) == SummonTitle::Companion) if (GetCritterGUID() == minion->GetGUID()) SetCritterGUID(ObjectGuid::Empty); if (minion->IsGuardianPet()) { if (GetPetGUID() == minion->GetGUID()) SetPetGUID(ObjectGuid::Empty); } SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(minion->GetUInt32Value(UNIT_CREATED_BY_SPELL)); // Remove infinity cooldown if (spellInfo && (spellInfo->IsCooldownStartedOnEvent())) GetSpellHistory()->SendCooldownEvent(spellInfo); //if (minion->HasUnitTypeMask(UNIT_MASK_GUARDIAN)) { if (RemoveGuidValue(UNIT_FIELD_SUMMON, minion->GetGUID())) { // Check if there is another minion for (Unit const* controlled : m_Controlled) { // do not use this check, creature do not have charm guid //if (GetCharmedGUID() == (*itr)->GetGUID()) if (GetGUID() == controlled->GetCharmerGUID()) continue; //ASSERT((*itr)->GetOwnerGUID() == GetGUID()); if (controlled->GetOwnerOrCreatorGUID() != GetGUID()) { OutDebugInfo(); controlled->OutDebugInfo(); ABORT(); } ASSERT(controlled->IsCreature()); if (!controlled->HasUnitTypeMask(UNIT_MASK_CONTROLABLE_GUARDIAN)) continue; if (AddGuidValue(UNIT_FIELD_SUMMON, controlled->GetGUID())) { // show another pet bar if there is no charm bar if (IsPlayer() && !GetCharmedGUID()) { if (controlled->IsPet()) ToPlayer()->PetSpellInitialize(); else ToPlayer()->CharmSpellInitialize(); } } break; } } } } UpdatePetCombatState(); } void Unit::GetAllMinionsByEntry(std::list& Minions, uint32 entry) { for (Unit::ControlList::iterator itr = m_Controlled.begin(); itr != m_Controlled.end();) { Unit* unit = *itr; ++itr; if (unit->GetEntry() == entry && unit->GetTypeId() == TYPEID_UNIT && unit->IsSummon()) // minion, actually Minions.push_back(unit->ToCreature()); } } void Unit::RemoveAllMinionsByEntry(uint32 entry) { for (Unit::ControlList::iterator itr = m_Controlled.begin(); itr != m_Controlled.end();) { Unit* unit = *itr; ++itr; if (unit->GetEntry() == entry && unit->GetTypeId() == TYPEID_UNIT && unit->IsSummon()) // minion, actually unit->ToTempSummon()->UnSummon(); // i think this is safe because i have never heard that a despawned minion will trigger a same minion } } void Unit::SetCharm(Unit* charm, bool apply) { if (apply) { if (GetTypeId() == TYPEID_PLAYER) { ASSERT(AddGuidValue(UNIT_FIELD_CHARM, charm->GetGUID()), "Player %s is trying to charm unit %u, but it already has a charmed unit %s", GetName().c_str(), charm->GetEntry(), GetCharmedGUID().ToString().c_str()); m_charmed = charm; charm->m_ControlledByPlayer = true; /// @todo maybe we can use this flag to check if controlled by player charm->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED); } else charm->m_ControlledByPlayer = false; // PvP, FFAPvP charm->SetByteValue(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_PVP_FLAG, GetByteValue(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_PVP_FLAG)); ASSERT(charm->AddGuidValue(UNIT_FIELD_CHARMEDBY, GetGUID()), "Unit %u is being charmed, but it already has a charmer %s", charm->GetEntry(), charm->GetCharmerGUID().ToString().c_str()); charm->m_charmer = this; _isWalkingBeforeCharm = charm->IsWalking(); if (_isWalkingBeforeCharm) charm->SetWalk(false); m_Controlled.insert(charm); } else { charm->ClearUnitState(UNIT_STATE_CHARMED); if (GetTypeId() == TYPEID_PLAYER) { ASSERT(RemoveGuidValue(UNIT_FIELD_CHARM, charm->GetGUID()), "Player %s is trying to uncharm unit %u, but it has another charmed unit %s", GetName().c_str(), charm->GetEntry(), GetCharmedGUID().ToString().c_str()); m_charmed = nullptr; } ASSERT(charm->RemoveGuidValue(UNIT_FIELD_CHARMEDBY, GetGUID()), "Unit %u is being uncharmed, but it has another charmer %s", charm->GetEntry(), charm->GetCharmerGUID().ToString().c_str()); charm->m_charmer = nullptr; if (charm->GetTypeId() == TYPEID_PLAYER) { charm->m_ControlledByPlayer = true; charm->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED); charm->ToPlayer()->UpdatePvPState(); } else if (Player* player = charm->GetCharmerOrOwnerPlayerOrPlayerItself()) { charm->m_ControlledByPlayer = true; charm->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED); charm->SetByteValue(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_PVP_FLAG, player->GetByteValue(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_PVP_FLAG)); } else { charm->m_ControlledByPlayer = false; charm->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED); charm->SetByteValue(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_PVP_FLAG, 0); } if (charm->IsWalking() != _isWalkingBeforeCharm) charm->SetWalk(_isWalkingBeforeCharm); if (charm->GetTypeId() == TYPEID_PLAYER || !charm->ToCreature()->HasUnitTypeMask(UNIT_MASK_MINION) || charm->GetOwnerOrCreatorGUID() != GetGUID()) { m_Controlled.erase(charm); } } UpdatePetCombatState(); } void Unit::DealHeal(HealInfo& healInfo) { int32 gain = 0; Unit* victim = healInfo.GetTarget(); uint32 addhealth = healInfo.GetHeal(); if (UnitAI* victimAI = victim->GetAI()) victimAI->HealReceived(this, addhealth); if (UnitAI* healerAI = GetAI()) healerAI->HealDone(victim, addhealth); if (addhealth) gain = victim->ModifyHealth(int32(addhealth)); // Hook for OnHeal Event sScriptMgr->OnHeal(this, victim, (uint32&)gain); Unit* unit = this; if (GetTypeId() == TYPEID_UNIT && IsTotem()) unit = GetOwner(); if (Player* player = unit->ToPlayer()) { if (Battleground* bg = player->GetBattleground()) bg->UpdatePlayerScore(player, SCORE_HEALING_DONE, gain); // use the actual gain, as the overheal shall not be counted, skip gain 0 (it ignored anyway in to criteria) if (gain) player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HEALING_DONE, gain, 0, 0, victim); player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HEAL_CAST, addhealth); } if (Player* player = victim->ToPlayer()) { player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_TOTAL_HEALING_RECEIVED, gain); player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HEALING_RECEIVED, addhealth); } if (gain) healInfo.SetEffectiveHeal(gain > 0 ? static_cast(gain) : 0UL); } bool Unit::IsMagnet() const { // Grounding Totem if (GetUInt32Value(UNIT_CREATED_BY_SPELL) == 8177) /// @todo: find a more generic solution return true; return false; } Unit* Unit::GetMagicHitRedirectTarget(Unit* victim, SpellInfo const* spellInfo) { // Patch 1.2 notes: Spell Reflection no longer reflects abilities if (spellInfo->HasAttribute(SPELL_ATTR0_ABILITY) || spellInfo->HasAttribute(SPELL_ATTR1_CANT_BE_REDIRECTED) || spellInfo->HasAttribute(SPELL_ATTR0_UNAFFECTED_BY_INVULNERABILITY)) return victim; Unit::AuraEffectList const& magnetAuras = victim->GetAuraEffectsByType(SPELL_AURA_SPELL_MAGNET); for (Unit::AuraEffectList::const_iterator itr = magnetAuras.begin(); itr != magnetAuras.end(); ++itr) { if (Unit* magnet = (*itr)->GetBase()->GetCaster()) if (spellInfo->CheckExplicitTarget(this, magnet) == SPELL_CAST_OK && _IsValidAttackTarget(magnet, spellInfo)) { /// @todo handle this charge drop by proc in cast phase on explicit target if (spellInfo->Speed > 0.0f) { // Set up missile speed based delay uint32 delay = uint32(std::floor(std::max(victim->GetDistance(this), 5.0f) / spellInfo->Speed * 1000.0f)); // Schedule charge drop (*itr)->GetBase()->DropChargeDelayed(delay, AuraRemoveFlags::Expired); } else (*itr)->GetBase()->DropCharge(AuraRemoveFlags::Expired); return magnet; } } return victim; } Unit* Unit::GetMeleeHitRedirectTarget(Unit* victim, SpellInfo const* spellInfo) { AuraEffectList const& hitTriggerAuras = victim->GetAuraEffectsByType(SPELL_AURA_ADD_CASTER_HIT_TRIGGER); for (AuraEffectList::const_iterator i = hitTriggerAuras.begin(); i != hitTriggerAuras.end(); ++i) { if (Unit* magnet = (*i)->GetBase()->GetCaster()) if (_IsValidAttackTarget(magnet, spellInfo) && magnet->IsWithinLOSInMap(this) && (!spellInfo || (spellInfo->CheckExplicitTarget(this, magnet) == SPELL_CAST_OK && spellInfo->CheckTarget(this, magnet, false) == SPELL_CAST_OK))) if (roll_chance_i((*i)->GetAmount())) { (*i)->GetBase()->DropCharge(AuraRemoveFlags::Expired); return magnet; } } return victim; } Unit* Unit::GetFirstControlled() const { // Sequence: charmed, pet, other guardians Unit* unit = GetCharmed(); if (!unit) if (ObjectGuid guid = GetMinionGUID()) unit = ObjectAccessor::GetUnit(*this, guid); return unit; } void Unit::RemoveAllControlled() { // possessed pet and vehicle if (GetTypeId() == TYPEID_PLAYER) ToPlayer()->StopCastingCharm(); while (!m_Controlled.empty()) { Unit* target = *m_Controlled.begin(); m_Controlled.erase(m_Controlled.begin()); if (target->GetCharmerGUID() == GetGUID()) target->RemoveCharmAuras(); else if (target->GetOwnerOrCreatorGUID() == GetGUID() && target->IsSummon()) target->ToTempSummon()->UnSummon(); else TC_LOG_ERROR("entities.unit", "Unit %u is trying to release unit %u which is neither charmed nor owned by it", GetEntry(), target->GetEntry()); } if (GetPetGUID()) TC_LOG_FATAL("entities.unit", "Unit %u is not able to release its pet %s", GetEntry(), GetPetGUID().ToString().c_str()); if (GetMinionGUID()) TC_LOG_FATAL("entities.unit", "Unit %u is not able to release its minion %s", GetEntry(), GetMinionGUID().ToString().c_str()); if (GetCharmedGUID()) TC_LOG_FATAL("entities.unit", "Unit %u is not able to release its charm %s", GetEntry(), GetCharmedGUID().ToString().c_str()); if (!IsPet()) // pets don't use the flag for this RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PET_IN_COMBAT); // m_controlled is now empty, so we know none of our minions are in combat } bool Unit::isPossessedByPlayer() const { return HasUnitState(UNIT_STATE_POSSESSED) && GetCharmerGUID().IsPlayer(); } bool Unit::isPossessing(Unit* u) const { return u->isPossessed() && GetCharmedGUID() == u->GetGUID(); } bool Unit::isPossessing() const { if (Unit* u = GetCharmed()) return u->isPossessed(); else return false; } Unit* Unit::GetCharmerOrSelf() const { if (IsCharmed()) return GetCharmer(); else return const_cast(this); } Unit* Unit::GetNextRandomRaidMemberOrPet(float radius) { Player* player = nullptr; if (GetTypeId() == TYPEID_PLAYER) player = ToPlayer(); // Should we enable this also for charmed units? else if (GetTypeId() == TYPEID_UNIT && IsPet()) player = GetOwner()->ToPlayer(); if (!player) return nullptr; Group* group = player->GetGroup(); // When there is no group check pet presence if (!group) { // We are pet now, return owner if (player != this) return IsWithinDistInMap(player, radius) ? player : nullptr; Unit* pet = GetGuardianPet(); // No pet, no group, nothing to return if (!pet) return nullptr; // We are owner now, return pet return IsWithinDistInMap(pet, radius) ? pet : nullptr; } std::vector nearMembers; // reserve place for players and pets because resizing vector every unit push is unefficient (vector is reallocated then) nearMembers.reserve(group->GetMembersCount() * 2); for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next()) if (Player* Target = itr->GetSource()) { // IsHostileTo check duel and controlled by enemy if (Target != this && IsWithinDistInMap(Target, radius) && Target->IsAlive() && !IsHostileTo(Target)) nearMembers.push_back(Target); // Push player's pet to vector if (Unit* pet = Target->GetGuardianPet()) if (pet != this && IsWithinDistInMap(pet, radius) && pet->IsAlive() && !IsHostileTo(pet)) nearMembers.push_back(pet); } if (nearMembers.empty()) return nullptr; uint32 randTarget = urand(0, nearMembers.size()-1); return nearMembers[randTarget]; } // only called in Player::SetSeer // so move it to Player? void Unit::AddPlayerToVision(Player* player) { if (m_sharedVision.empty()) { setActive(true); SetWorldObject(true); } m_sharedVision.push_back(player); } // only called in Player::SetSeer void Unit::RemovePlayerFromVision(Player* player) { m_sharedVision.remove(player); if (m_sharedVision.empty()) { setActive(false); SetWorldObject(false); } } void Unit::RemoveBindSightAuras() { RemoveAurasByType(SPELL_AURA_BIND_SIGHT); } void Unit::RemoveCharmAuras() { RemoveAurasByType(SPELL_AURA_MOD_CHARM); RemoveAurasByType(SPELL_AURA_MOD_POSSESS); RemoveAurasByType(SPELL_AURA_AOE_CHARM); } void Unit::UnsummonAllTotems() { for (uint8 i = 0; i < MAX_SUMMON_SLOT; ++i) { if (!m_SummonSlot[i]) continue; if (Creature* OldTotem = GetMap()->GetCreature(m_SummonSlot[i])) if (OldTotem->IsSummon()) OldTotem->ToTempSummon()->UnSummon(); } } void Unit::SendHealSpellLog(HealInfo& healInfo, bool critical /*= false*/) { // we guess size WorldPacket data(SMSG_SPELLHEALLOG, 8 + 8 + 4 + 4 + 4 + 4 + 1 + 1); data << healInfo.GetTarget()->GetPackGUID(); data << healInfo.GetHealer()->GetPackGUID(); data << uint32(healInfo.GetSpellInfo()->Id); data << uint32(healInfo.GetHeal()); data << uint32(healInfo.GetHeal() - healInfo.GetEffectiveHeal()); data << uint32(healInfo.GetAbsorb()); // Absorb amount data << uint8(critical ? 1 : 0); data << uint8(0); // unused SendMessageToSet(&data, true); } int32 Unit::HealBySpell(HealInfo& healInfo, bool critical /*= false*/) { // calculate heal absorb and reduce healing CalcHealAbsorb(healInfo); DealHeal(healInfo); SendHealSpellLog(healInfo, critical); return healInfo.GetEffectiveHeal(); } void Unit::SendEnergizeSpellLog(Unit* victim, uint32 spellId, int32 damage, Powers powerType) { WorldPackets::CombatLog::SpellEnergizeLog packet; packet.TargetGUID = victim->GetGUID(); packet.CasterGUID = GetGUID(); packet.SpellID = spellId; packet.Amount = damage; packet.Type = powerType; SendMessageToSet(packet.Write(), true); } void Unit::EnergizeBySpell(Unit* victim, uint32 spellId, int32 damage, Powers powerType) { if (SpellInfo const* info = sSpellMgr->GetSpellInfo(spellId)) EnergizeBySpell(victim, info, damage, powerType); } void Unit::EnergizeBySpell(Unit* victim, SpellInfo const* spellInfo, int32 damage, Powers powerType) { victim->ModifyPower(powerType, damage, false); victim->GetThreatManager().ForwardThreatForAssistingMe(this, float(damage) / 2, spellInfo, true); SendEnergizeSpellLog(victim, spellInfo->Id, damage, powerType); } uint32 Unit::SpellDamageBonusDone(Unit* victim, SpellInfo const* spellProto, uint32 pdamage, DamageEffectType damagetype, uint8 effIndex, uint32 stack) const { if (!spellProto || !victim || damagetype == DIRECT_DAMAGE) return pdamage; // Some spells don't benefit from done mods if (spellProto->HasAttribute(SPELL_ATTR3_NO_DONE_BONUS)) return pdamage; // Totems get their bonus damage from their owner if (IsCreature() && IsTotem()) if (Unit* owner = GetOwner()) return owner->SpellDamageBonusDone(victim, spellProto, pdamage, damagetype, effIndex, stack); float ApCoeffMod = 1.0f; int32 DoneTotal = 0; float DoneTotalMod = SpellDamagePctDone(victim, spellProto, damagetype); // done scripted mod (take it from owner) Unit const* owner = GetOwner() ? GetOwner() : this; DoneTotal += owner->GetTotalAuraModifier(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS, [spellProto](AuraEffect const* aurEff) -> bool { if (!aurEff->IsAffectingSpell(spellProto)) return false; switch (aurEff->GetMiscValue()) { case 4418: // Increased Shock Damage case 4554: // Increased Lightning Damage case 4555: // Improved Moonfire case 5142: // Increased Lightning Damage case 5147: // Improved Consecration / Libram of Resurgence case 5148: // Idol of the Shooting Star case 6008: // Increased Lightning Damage case 8627: // Totem of Hex return true; default: break; } return false; }); // Some spells don't benefit from pct done mods if (!spellProto->HasAttribute(SPELL_ATTR6_LIMIT_PCT_DAMAGE_MODS)) DoneTotal += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_FLAT_SPELL_DAMAGE_VERSUS, victim->GetCreatureTypeMask()); // Done fixed damage bonus auras int32 DoneAdvertisedBenefit = SpellBaseDamageBonusDone(spellProto->GetSchoolMask(), true); // Custom scripted damage switch (spellProto->SpellFamilyName) { case SPELLFAMILY_HUNTER: // Hunter Pet basic attacks (RAP * 0.4 * 0.2) if (spellProto->SpellFamilyFlags[0] & 0x00080000) DoneTotal += (owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.4f) * 0.2f; // Kill Command if (spellProto->SpellFamilyFlags[1] & 0x00000800) DoneTotal += owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.516f; break; case SPELLFAMILY_WARLOCK: // Warlock Minions inherit 50% of their owner's spell power if (IsMinion() && GetOwner()) DoneAdvertisedBenefit = owner->SpellBaseDamageBonusDone(spellProto->GetSchoolMask(), true) * 0.5f; break; case SPELLFAMILY_MAGE: // Mage Water Elementals inherit 40% of their owner's spell power if (IsMinion() && GetOwner()) DoneAdvertisedBenefit = owner->SpellBaseDamageBonusDone(spellProto->GetSchoolMask(), true) * 0.4f; break; default: break; } // Check for table values float coeff = spellProto->Effects[effIndex].BonusMultiplier; if (SpellBonusEntry const* bonus = sSpellMgr->GetSpellBonusData(spellProto->Id)) { WeaponAttackType const attType = (spellProto->IsRangedWeaponSpell() && spellProto->DmgClass != SPELL_DAMAGE_CLASS_MELEE) ? RANGED_ATTACK : BASE_ATTACK; float APbonus = float(victim->GetTotalAuraModifier(attType == BASE_ATTACK ? SPELL_AURA_MELEE_ATTACK_POWER_ATTACKER_BONUS : SPELL_AURA_RANGED_ATTACK_POWER_ATTACKER_BONUS)); APbonus += GetTotalAttackPowerValue(attType); if (damagetype == DOT) { coeff = bonus->dot_damage; if (bonus->ap_dot_bonus > 0) DoneTotal += int32(bonus->ap_dot_bonus * stack * ApCoeffMod * APbonus); } else { coeff = bonus->direct_damage; if (bonus->ap_bonus > 0) DoneTotal += int32(bonus->ap_bonus * stack * ApCoeffMod * APbonus); } } else { // No bonus damage for SPELL_DAMAGE_CLASS_NONE class spells by default if (spellProto->DmgClass == SPELL_DAMAGE_CLASS_NONE) return uint32(std::max(pdamage * DoneTotalMod, 0.0f)); } // Default calculation if (DoneAdvertisedBenefit) { if (coeff < 0.f) coeff = CalculateDefaultCoefficient(spellProto, damagetype); if (Player* modOwner = GetSpellModOwner()) { coeff *= 100.0f; modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_BONUS_MULTIPLIER, coeff); coeff /= 100.0f; } DoneTotal += int32(DoneAdvertisedBenefit * coeff * stack); } float tmpDamage = float(int32(pdamage) + DoneTotal) * DoneTotalMod; // apply spellmod to Done damage (flat and pct) if (Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellProto->Id, damagetype == DOT ? SPELLMOD_DOT : SPELLMOD_DAMAGE, tmpDamage); return uint32(std::max(tmpDamage, 0.0f)); } float Unit::SpellDamagePctDone(Unit* victim, SpellInfo const* spellProto, DamageEffectType damagetype) const { if (!spellProto || !victim || damagetype == DIRECT_DAMAGE) return 1.0f; // Some spells don't benefit from done mods if (spellProto->HasAttribute(SPELL_ATTR3_NO_DONE_BONUS)) return 1.0f; // Some spells don't benefit from pct done mods if (spellProto->HasAttribute(SPELL_ATTR6_LIMIT_PCT_DAMAGE_MODS)) return 1.0f; // For totems pct done mods are calculated when its calculation is run on the player in SpellDamageBonusDone. if (GetTypeId() == TYPEID_UNIT && IsTotem()) return 1.0f; // Done total percent damage auras float DoneTotalMod = 1.0f; // Pet damage? if (GetTypeId() == TYPEID_UNIT && !IsPet()) DoneTotalMod *= ToCreature()->GetSpellDamageMod(ToCreature()->GetCreatureTemplate()->rank); float maxModDamagePercentSchool = 0.0f; if (GetTypeId() == TYPEID_PLAYER) { for (uint32 i = 0; i < MAX_SPELL_SCHOOL; ++i) if (spellProto->GetSchoolMask() & (1 << i)) maxModDamagePercentSchool = std::max(maxModDamagePercentSchool, GetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT + i)); } else maxModDamagePercentSchool = GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE, spellProto->GetSchoolMask()); DoneTotalMod *= maxModDamagePercentSchool; uint32 creatureTypeMask = victim->GetCreatureTypeMask(); DoneTotalMod *= GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_DAMAGE_DONE_VERSUS, creatureTypeMask); // bonus against aurastate DoneTotalMod *= GetTotalAuraMultiplier(SPELL_AURA_MOD_DAMAGE_DONE_VERSUS_AURASTATE, [victim](AuraEffect const* aurEff) -> bool { if (victim->HasAuraState(static_cast(aurEff->GetMiscValue()))) return true; return false; }); // Add SPELL_AURA_MOD_DAMAGE_DONE_FOR_MECHANIC percent bonus AddPct(DoneTotalMod, GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_DAMAGE_DONE_FOR_MECHANIC, spellProto->Mechanic)); // done scripted mod (take it from owner) Unit const* owner = GetOwner() ? GetOwner() : this; AuraEffectList const& mOverrideClassScript = owner->GetAuraEffectsByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS); for (AuraEffectList::const_iterator i = mOverrideClassScript.begin(); i != mOverrideClassScript.end(); ++i) { if (!(*i)->IsAffectingSpell(spellProto)) continue; switch ((*i)->GetMiscValue()) { case 4920: // Molten Fury case 4919: { if (victim->HasAuraState(AURA_STATE_HEALTHLESS_35_PERCENT, spellProto, this)) AddPct(DoneTotalMod, (*i)->GetAmount()); break; } case 6917: // Death's Embrace damage effect case 6926: case 6928: { // Health at 25% or less (25% stored at effect 2 of the spell) if (victim->HealthBelowPct(CalculateSpellDamage(this, (*i)->GetSpellInfo(), EFFECT_2))) AddPct(DoneTotalMod, (*i)->GetAmount()); break; } case 6916: // Death's Embrace heal effect case 6925: case 6927: if (HealthBelowPct(CalculateSpellDamage(this, (*i)->GetSpellInfo(), EFFECT_2))) AddPct(DoneTotalMod, (*i)->GetAmount()); break; case 4992: // Soul Siphon case 4993: { // EFFECT_0 contains the bonus amount per application, EFFECT_1 contains the maximum bonus amount int32 bonusPerApplication = CalculateSpellDamage(this, (*i)->GetSpellInfo(), EFFECT_0); int32 pctBonus = 0; for (auto const& itr : victim->GetAppliedAuras()) { Aura const* aura = itr.second->GetBase(); if (aura->GetCasterGUID() != GetGUID() || !aura->GetSpellInfo()->IsAbilityOfSkillType(SKILL_AFFLICTION)) continue; pctBonus += bonusPerApplication; } pctBonus = std::min(pctBonus, (*i)->GetAmount()); AddPct(DoneTotalMod, pctBonus); break; } case 5481: // Starfire Bonus { if (victim->GetAuraEffect(SPELL_AURA_PERIODIC_DAMAGE, SPELLFAMILY_DRUID, 0x200002, 0, 0)) AddPct(DoneTotalMod, (*i)->GetAmount()); break; } } } // Add SPELL_AURA_MOD_DAMAGE_FROM_MANA percent bonus if (HasAuraType(SPELL_AURA_MOD_DAMAGE_FROM_MANA) && GetMaxPower(POWER_MANA)) { float totalBonus = (owner->GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_DAMAGE_FROM_MANA, spellProto->GetSchoolMask()) - 1.f) * 100.f; float manaPct = 100.f* ((float)GetPower(POWER_MANA) / GetMaxPower(POWER_MANA)); if (totalBonus != 0.f && manaPct != 0.f) AddPct(DoneTotalMod, CalculatePct(totalBonus, manaPct)); } // Custom scripted damage switch (spellProto->SpellFamilyName) { case SPELLFAMILY_MAGE: // Mastery: Frostburn if (AuraEffect* aurEff = GetAuraEffect(76613, 0)) if (victim->HasAuraState(AURA_STATE_FROZEN)) if (aurEff->IsAffectingSpell(spellProto)) AddPct(DoneTotalMod, aurEff->GetAmount()); // Ice Lance if (spellProto->SpellIconID == 186) { if (victim->HasAuraState(AURA_STATE_FROZEN, spellProto, this) || GetAuraEffect(SPELL_AURA_ABILITY_IGNORE_AURASTATE, SPELLFAMILY_MAGE, 0, 0, 0x0000000A, GetGUID())) DoneTotalMod *= 2.0f; } // Fingers of Frost if (spellProto->SpellFamilyFlags[0] & 0x00020000) if (GetAuraEffect(SPELL_AURA_ABILITY_IGNORE_AURASTATE, SPELLFAMILY_MAGE, 0, 0, 0x0000000A, GetGUID())) AddPct(DoneTotalMod, 25.0f); // Torment the weak if (spellProto->GetSchoolMask() & SPELL_SCHOOL_MASK_ARCANE) { if (victim->HasAuraWithMechanic((1<GetSpellInfo()->SpellIconID == 2215) { AddPct(DoneTotalMod, (*i)->GetAmount()); break; } } } } break; case SPELLFAMILY_PRIEST: // Smite if (spellProto->SpellFamilyFlags[0] & 0x80) { // Glyph of Smite if (AuraEffect* aurEff = GetAuraEffect(55692, 0)) if (victim->GetAuraEffect(SPELL_AURA_PERIODIC_DAMAGE, SPELLFAMILY_PRIEST, 0x100000, 0, 0, GetGUID())) AddPct(DoneTotalMod, aurEff->GetAmount()); } break; case SPELLFAMILY_DEATHKNIGHT: // Sigil of the Vengeful Heart if (spellProto->SpellFamilyFlags[0] & 0x2000) if (AuraEffect* aurEff = GetAuraEffect(64962, EFFECT_1)) DoneTotalMod += aurEff->GetAmount(); break; } return DoneTotalMod; } uint32 Unit::SpellDamageBonusTaken(Unit* caster, SpellInfo const* spellProto, uint32 pdamage, DamageEffectType damagetype) const { if (!spellProto || damagetype == DIRECT_DAMAGE) return pdamage; float TakenTotalMod = 1.0f; int32 TakenTotalFlat = SpellBaseDamageBonusTaken(spellProto); // Mod damage from spell mechanic if (uint32 mechanicMask = spellProto->GetAllEffectsMechanicMask()) { TakenTotalMod *= GetTotalAuraMultiplier(SPELL_AURA_MOD_MECHANIC_DAMAGE_TAKEN_PERCENT, [mechanicMask, spellProto](AuraEffect const* aurEff) { if (spellProto->HasAttribute(SPELL_ATTR10_IGNORE_POSITIVE_DAMAGE_TAKEN_MODS) && aurEff->GetAmount() > 0) return false; if (mechanicMask & uint32(1 << (aurEff->GetMiscValue()))) return true; return false; }); } //.. taken pct: dummy auras AuraEffectList const& mDummyAuras = GetAuraEffectsByType(SPELL_AURA_DUMMY); for (AuraEffectList::const_iterator i = mDummyAuras.begin(); i != mDummyAuras.end(); ++i) { switch ((*i)->GetSpellInfo()->SpellIconID) { // Cheat Death case 2109: if ((*i)->GetMiscValue() & SPELL_SCHOOL_MASK_NORMAL) AddPct(TakenTotalMod, (*i)->GetAmount()); break; } } // Spells with SPELL_ATTR4_FIXED_DAMAGE should only benefit from mechanic damage mod auras. if (!spellProto->HasAttribute(SPELL_ATTR4_FIXED_DAMAGE)) { // from positive and negative SPELL_AURA_MOD_DAMAGE_PERCENT_TAKEN // multiplicative bonus, for example Dispersion + Shadowform (0.10*0.85=0.085) TakenTotalMod *= GetTotalAuraMultiplier(SPELL_AURA_MOD_DAMAGE_PERCENT_TAKEN, [spellProto](AuraEffect const* aurEff) { if (spellProto->HasAttribute(SPELL_ATTR10_IGNORE_POSITIVE_DAMAGE_TAKEN_MODS) && aurEff->GetAmount() > 0) return false; if ((aurEff->GetMiscValue() & spellProto->GetSchoolMask()) != 0) return true; return false; }); // From avoidance if (spellProto->IsAffectingArea() || spellProto->HasAreaAuraEffect()) { TakenTotalMod *= GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_AOE_DAMAGE_AVOIDANCE, spellProto->SchoolMask); if (caster->IsCreature()) TakenTotalMod *= GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_CREATURE_AOE_DAMAGE_AVOIDANCE, spellProto->SchoolMask); } // From caster spells if (caster) { TakenTotalMod *= GetTotalAuraMultiplier(SPELL_AURA_MOD_DAMAGE_FROM_CASTER, [caster, spellProto](AuraEffect const* aurEff) { if (spellProto->HasAttribute(SPELL_ATTR10_IGNORE_POSITIVE_DAMAGE_TAKEN_MODS) && aurEff->GetAmount() > 0) return false; if (aurEff->GetCasterGUID() == caster->GetGUID() && aurEff->IsAffectingSpell(spellProto)) return true; return false; }); } } // Sanctified Wrath (bypass damage reduction) if (caster && TakenTotalMod < 1.0f) { float damageReduction = 1.0f - TakenTotalMod; Unit::AuraEffectList const& casterIgnoreResist = caster->GetAuraEffectsByType(SPELL_AURA_MOD_IGNORE_TARGET_RESIST); for (AuraEffect const* aurEff : casterIgnoreResist) { if (!(aurEff->GetMiscValue() & spellProto->GetSchoolMask())) continue; AddPct(damageReduction, -aurEff->GetAmount()); } TakenTotalMod = 1.0f - damageReduction; } float tmpDamage = (pdamage + TakenTotalFlat) * TakenTotalMod; return uint32(std::max(tmpDamage, 0.0f)); } int32 Unit::SpellBaseDamageBonusDone(SpellSchoolMask schoolMask, bool withSpellPowerPctMod /*= false*/) const { if (IsPlayer()) { float overrideSP = GetFloatValue(PLAYER_FIELD_OVERRIDE_SPELL_POWER_BY_AP_PCT); if (overrideSP > 0.0f) return int32(CalculatePct(GetTotalAttackPowerValue(BASE_ATTACK), overrideSP) + 0.5f); } int32 DoneAdvertisedBenefit = GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_DAMAGE_DONE, schoolMask); if (Player const* player = ToPlayer()) { // Base value DoneAdvertisedBenefit += player->GetBaseSpellPowerBonus(); // Check if we are ever using mana - PaperDollFrame.lua if (GetPowerIndex(POWER_MANA) != MAX_POWERS) DoneAdvertisedBenefit += std::max(0, int32(GetStat(STAT_INTELLECT)) - 10); // spellpower from intellect // Spell Power bonus from SPELL_AURA_MOD_SPELL_POWER_PCT if (withSpellPowerPctMod) DoneAdvertisedBenefit *= player->GetFloatValue(PLAYER_FIELD_MOD_SPELL_POWER_PCT); // Damage bonus from stats AuraEffectList const& mDamageDoneOfStatPercent = GetAuraEffectsByType(SPELL_AURA_MOD_SPELL_DAMAGE_OF_STAT_PERCENT); for (AuraEffect const* aurEff : mDamageDoneOfStatPercent) { if ((aurEff->GetMiscValue() & schoolMask) != 0) { // stat used stored in miscValueB for this aura Stats const usedStat = static_cast(aurEff->GetMiscValueB()); DoneAdvertisedBenefit += static_cast(CalculatePct(GetStat(usedStat), aurEff->GetAmount())); } } // ... and attack power DoneAdvertisedBenefit += static_cast(CalculatePct(GetTotalAttackPowerValue(BASE_ATTACK), GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_SPELL_DAMAGE_OF_ATTACK_POWER, schoolMask))); } return DoneAdvertisedBenefit; } int32 Unit::SpellBaseDamageBonusTaken(SpellInfo const* spellInfo) const { int32 TakenAdvertisedBenefit = 0; TakenAdvertisedBenefit += GetTotalAuraModifier(SPELL_AURA_MOD_DAMAGE_TAKEN, [spellInfo](AuraEffect const* aurEff) { if (spellInfo->HasAttribute(SPELL_ATTR10_IGNORE_POSITIVE_DAMAGE_TAKEN_MODS) && aurEff->GetAmount() > 0) return false; if ((aurEff->GetMiscValue() & spellInfo->GetSchoolMask()) != 0) return true; return false; }); return TakenAdvertisedBenefit; } float Unit::SpellCritChanceDone(SpellInfo const* spellInfo, SpellSchoolMask schoolMask, WeaponAttackType attackType /*= BASE_ATTACK*/) const { //! Mobs can't crit with spells. (Except player controlled) if (GetTypeId() == TYPEID_UNIT && !GetSpellModOwner()) return 0.0f; // not critting spell if (spellInfo->HasAttribute(SPELL_ATTR2_CANT_CRIT)) return 0.0f; float crit_chance = 0.0f; switch (spellInfo->DmgClass) { case SPELL_DAMAGE_CLASS_MAGIC: { if (schoolMask & SPELL_SCHOOL_MASK_NORMAL) crit_chance = 0.0f; // For other schools else if (GetTypeId() == TYPEID_PLAYER) crit_chance = GetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1 + GetFirstSchoolInMask(schoolMask)); else { crit_chance = (float)m_baseSpellCritChance; crit_chance += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_SPELL_CRIT_CHANCE_SCHOOL, schoolMask); } break; } case SPELL_DAMAGE_CLASS_MELEE: case SPELL_DAMAGE_CLASS_RANGED: { crit_chance += GetUnitCriticalChanceDone(attackType); crit_chance += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_SPELL_CRIT_CHANCE_SCHOOL, schoolMask); break; } case SPELL_DAMAGE_CLASS_NONE: default: return 0.0f; } // percent done // only players use intelligence for critical chance computations if (Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_CRITICAL_CHANCE, crit_chance); return std::max(crit_chance, 0.0f); } float Unit::SpellCritChanceTaken(Unit const* caster, SpellInfo const* spellInfo, SpellSchoolMask schoolMask, float doneChance, WeaponAttackType attackType /*= BASE_ATTACK*/) const { // not critting spell if (spellInfo->HasAttribute(SPELL_ATTR2_CANT_CRIT)) return 0.0f; float crit_chance = doneChance; switch (spellInfo->DmgClass) { case SPELL_DAMAGE_CLASS_MAGIC: { // taken if (!spellInfo->IsPositive()) { // Modify critical chance by victim SPELL_AURA_MOD_ATTACKER_SPELL_CRIT_CHANCE crit_chance += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_ATTACKER_SPELL_CRIT_CHANCE, schoolMask); // Modify critical chance by victim SPELL_AURA_MOD_ATTACKER_SPELL_AND_WEAPON_CRIT_CHANCE // applied after resilience crit_chance += GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_SPELL_AND_WEAPON_CRIT_CHANCE); } // scripted (increase crit chance ... against ... target by x% if (caster) { AuraEffectList const& mOverrideClassScript = caster->GetAuraEffectsByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS); for (AuraEffect const* aurEff : mOverrideClassScript) { if (!aurEff->IsAffectingSpell(spellInfo)) continue; switch (aurEff->GetMiscValue()) { case 911: // Shatter if (HasAuraState(AURA_STATE_FROZEN, spellInfo, caster)) crit_chance *= (1 * aurEff->GetSpellInfo()->GetRank()); else if (spellInfo->SpellFamilyFlags[0] & 0x00020000 || spellInfo->SpellFamilyFlags[1] & 0x00100000) if (GetAuraEffect(SPELL_AURA_ABILITY_IGNORE_AURASTATE, SPELLFAMILY_MAGE, 0, 0, 0x0000000A, caster->GetGUID())) crit_chance *= (1 * aurEff->GetSpellInfo()->GetRank()); break; case 57470: // Renewed Hope case 57472: if (HasAura(6788) || HasAura(47930)) crit_chance += aurEff->GetAmount(); break; default: break; } } // Custom crit by class switch (spellInfo->SpellFamilyName) { case SPELLFAMILY_MAGE: // Glyph of Fire Blast if (spellInfo->SpellFamilyFlags[0] == 0x2 && spellInfo->SpellIconID == 12) if (HasAuraWithMechanic((1 << MECHANIC_STUN) | (1 << MECHANIC_KNOCKOUT))) if (AuraEffect const* aurEff = caster->GetAuraEffect(56369, EFFECT_0)) crit_chance += aurEff->GetAmount(); break; case SPELLFAMILY_ROGUE: // Shiv-applied poisons can't crit if (caster->FindCurrentSpellBySpellId(5938)) crit_chance = 0.0f; break; case SPELLFAMILY_PALADIN: // Flash of light if (spellInfo->SpellFamilyFlags[0] & 0x40000000) { // Sacred Shield if (AuraEffect const* aura = GetAuraEffect(58597, 1, GetGUID())) crit_chance += aura->GetAmount(); break; } // Exorcism else if (spellInfo->GetCategory() == 19) { if (GetCreatureTypeMask() & CREATURE_TYPEMASK_DEMON_OR_UNDEAD) return 100.0f; break; } // Last Word if (AuraEffect const* effect = caster->GetDummyAuraEffect(SPELLFAMILY_PALADIN, 2139, EFFECT_0)) if (effect->IsAffectingSpell(spellInfo)) if (HasAuraState(AURA_STATE_HEALTHLESS_35_PERCENT)) crit_chance += effect->GetAmount(); break; case SPELLFAMILY_SHAMAN: // Lava Burst if ((spellInfo->SpellFamilyFlags[1] & 0x1000) != 0 || (spellInfo->SpellFamilyFlags[2] & 0x400000) != 0) { if (GetAuraEffect(SPELL_AURA_PERIODIC_DAMAGE, SPELLFAMILY_SHAMAN, 0x10000000, 0, 0, caster->GetGUID())) if (GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_SPELL_AND_WEAPON_CRIT_CHANCE) > -100) return 100.0f; break; } break; case SPELLFAMILY_WARLOCK: // Searing Pain - Soulburn bonus if (spellInfo->SpellFamilyFlags[0] & 0x00000100) if (HasAura(74434, GetGUID())) return 100.0f; // Improved Searing Pain if (AuraEffect const* effect = caster->GetDummyAuraEffect(SPELLFAMILY_WARLOCK, 816, EFFECT_0)) { if (effect->IsAffectingSpell(spellInfo)) if (GetHealthPct() <= effect->GetSpellInfo()->Effects[EFFECT_1].CalcValue()) crit_chance += effect->GetAmount(); } break; } // Spell crit suppression if (GetTypeId() == TYPEID_UNIT) { int32 const levelDiff = static_cast(getLevelForTarget(caster)) - caster->getLevel(); crit_chance -= levelDiff * 0.7f; } } break; } case SPELL_DAMAGE_CLASS_MELEE: { // Custom crit by class if (caster) { switch (spellInfo->SpellFamilyName) { case SPELLFAMILY_DRUID: // Rend and Tear - bonus crit chance for Ferocious Bite on bleeding targets if (spellInfo->SpellFamilyFlags[0] & 0x00800000 && spellInfo->SpellIconID == 1680 && HasAuraState(AURA_STATE_BLEEDING)) { if (AuraEffect const* rendAndTear = caster->GetDummyAuraEffect(SPELLFAMILY_DRUID, 2859, 1)) crit_chance += rendAndTear->GetAmount(); break; } // Predatory Strikes if (spellInfo->SpellFamilyFlags[0] & 0x00010000) if (AuraEffect const* critAuraEff = caster->GetDummyAuraEffect(SPELLFAMILY_DRUID, 1563, EFFECT_0)) if (AuraEffect const* healthAuraEff = caster->GetDummyAuraEffect(SPELLFAMILY_DRUID, 1563, EFFECT_1)) if (GetHealthPct() >= healthAuraEff->GetAmount()) crit_chance += critAuraEff->GetAmount(); break; case SPELLFAMILY_HUNTER: // Kill Command - Improved Kill Command if (spellInfo->SpellFamilyFlags[1] & 0x00000800) if (Player* player = caster->GetSpellModOwner()) if (AuraEffect const* improvedKillCommand = player->GetDummyAuraEffect(SPELLFAMILY_HUNTER, 2221, EFFECT_0)) crit_chance += improvedKillCommand->GetAmount(); break; } } [[fallthrough]]; // Calculate critical strike chance for both Ranged and Melee spells } case SPELL_DAMAGE_CLASS_RANGED: if (caster) { switch (spellInfo->SpellFamilyName) { case SPELLFAMILY_HUNTER: { // Careful Aim if (GetHealthPct() >= 90) { switch (spellInfo->Id) { case 56641: // Steady Shot case 77767: // Cobra Shot case 19434: // Aimed Shot case 82928: // Aimed Shot! if (AuraEffect* aurEff = caster->GetDummyAuraEffect(SPELLFAMILY_HUNTER, 2222, 0)) crit_chance += aurEff->GetAmount(); break; default: break; } } break; } } crit_chance = GetUnitCriticalChanceTaken(attackType, crit_chance); } break; case SPELL_DAMAGE_CLASS_NONE: default: return 0.f; } // for this types the bonus was already added in GetUnitCriticalChance, do not add twice if (caster) { crit_chance += GetTotalAuraModifier(SPELL_AURA_MOD_CRIT_CHANCE_FOR_CASTER, [caster, spellInfo](AuraEffect const* aurEff) -> bool { if (aurEff->GetCasterGUID() == caster->GetGUID() && aurEff->IsAffectingSpell(spellInfo)) return true; return false; }); } return std::max(crit_chance, 0.0f); } /*static*/ uint32 Unit::SpellCriticalDamageBonus(Unit const* caster, SpellInfo const* spellProto, uint32 damage) { // Calculate critical bonus int32 crit_bonus = damage; float crit_mod = 0.0f; switch (spellProto->DmgClass) { case SPELL_DAMAGE_CLASS_MELEE: // for melee based spells is 100% case SPELL_DAMAGE_CLASS_RANGED: /// @todo write here full calculation for melee/ranged spells crit_bonus += damage; break; default: crit_bonus += damage / 2; // for spells is 50% break; } if (caster) { crit_mod += (caster->GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_CRIT_DAMAGE_BONUS, spellProto->GetSchoolMask()) - 1.0f) * 100; if (crit_bonus != 0) AddPct(crit_bonus, crit_mod); crit_bonus -= damage; if (damage > uint32(crit_bonus)) { // adds additional damage to critBonus (from talents) if (Player* modOwner = caster->GetSpellModOwner()) modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_CRIT_DAMAGE_BONUS, crit_bonus); } crit_bonus += damage; } return crit_bonus; } /*static*/ uint32 Unit::SpellCriticalHealingBonus(Unit const* caster, uint32 damage) { // As of Patch 4.2.0 (2011-06-28): all healing spells now crit for 200% instead of 150% damage *= 2; if (caster) damage = int32(float(damage) * caster->GetTotalAuraMultiplier(SPELL_AURA_MOD_CRITICAL_HEALING_AMOUNT)); return damage; } uint32 Unit::SpellHealingBonusDone(Unit* victim, SpellInfo const* spellProto, uint32 healamount, DamageEffectType damagetype, uint8 effIndex, uint32 stack) const { // For totems get healing bonus from owner (statue isn't totem in fact) if (GetTypeId() == TYPEID_UNIT && IsTotem()) if (Unit* owner = GetOwner()) return owner->SpellHealingBonusDone(victim, spellProto, healamount, damagetype, effIndex, stack); // Some spells don't benefit from done mods if (spellProto->HasAttribute(SPELL_ATTR3_NO_DONE_BONUS)) return healamount; // No bonus healing for potion spells if (spellProto->SpellFamilyName == SPELLFAMILY_POTION) return healamount; int32 DoneTotal = 0; float DoneTotalMod = SpellHealingPctDone(victim, spellProto); // done scripted mod (take it from owner) Unit const* owner = GetOwner() ? GetOwner() : this; for (AuraEffect const* overrideClassScripts : owner->GetAuraEffectsByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS)) { if (!overrideClassScripts->IsAffectingSpell(spellProto)) continue; switch (overrideClassScripts->GetMiscValue()) { case 4415: // Increased Rejuvenation Healing case 4953: DoneTotal += overrideClassScripts->GetAmount(); break; default: break; } } // Done fixed damage bonus auras int32 DoneAdvertisedBenefit = SpellBaseHealingBonusDone(spellProto->GetSchoolMask(), true); // Check for table values float coeff = spellProto->Effects[effIndex].BonusMultiplier; if (SpellBonusEntry const* bonus = sSpellMgr->GetSpellBonusData(spellProto->Id)) { if (damagetype == DOT) { coeff = bonus->dot_damage; if (bonus->ap_dot_bonus > 0) DoneTotal += int32(bonus->ap_dot_bonus * stack * GetTotalAttackPowerValue( (spellProto->IsRangedWeaponSpell() && spellProto->DmgClass != SPELL_DAMAGE_CLASS_MELEE) ? RANGED_ATTACK : BASE_ATTACK)); } else { coeff = bonus->direct_damage; if (bonus->ap_bonus > 0) DoneTotal += int32(bonus->ap_bonus * stack * GetTotalAttackPowerValue( (spellProto->IsRangedWeaponSpell() && spellProto->DmgClass != SPELL_DAMAGE_CLASS_MELEE) ? RANGED_ATTACK : BASE_ATTACK)); } } else { // No bonus healing for SPELL_DAMAGE_CLASS_NONE class spells by default if (spellProto->DmgClass == SPELL_DAMAGE_CLASS_NONE) return uint32(std::max(healamount * DoneTotalMod, 0.0f)); } // Default calculation if (DoneAdvertisedBenefit) { if (coeff < 0.f) coeff = CalculateDefaultCoefficient(spellProto, damagetype) * 1.88f; // As wowwiki says: C = (Cast Time / 3.5) * 1.88 (for healing spells) if (Player* modOwner = GetSpellModOwner()) { coeff *= 100.0f; modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_BONUS_MULTIPLIER, coeff); coeff /= 100.0f; } DoneTotal += int32(DoneAdvertisedBenefit * coeff * stack); } for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) { switch (spellProto->Effects[i].ApplyAuraName) { // Bonus healing does not apply to these spells case SPELL_AURA_PERIODIC_LEECH: case SPELL_AURA_PERIODIC_HEALTH_FUNNEL: DoneTotal = 0; break; } if (spellProto->Effects[i].Effect == SPELL_EFFECT_HEALTH_LEECH) DoneTotal = 0; } float heal = float(int32(healamount) + DoneTotal) * DoneTotalMod; // apply spellmod to Done amount if (Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellProto->Id, damagetype == DOT ? SPELLMOD_DOT : SPELLMOD_DAMAGE, heal); return uint32(std::max(heal, 0.0f)); } float Unit::SpellHealingPctDone(Unit* victim, SpellInfo const* spellProto) const { // For totems pct done mods are calculated when its calculation is run on the player in SpellHealingBonusDone. if (GetTypeId() == TYPEID_UNIT && IsTotem()) return 1.0f; // No bonus healing for potion spells if (spellProto->SpellFamilyName == SPELLFAMILY_POTION) return 1.0f; float DoneTotalMod = 1.0f; // Healing done percent if (IsPlayer()) DoneTotalMod *= GetFloatValue(PLAYER_FIELD_MOD_HEALING_DONE_PCT); else DoneTotalMod *= GetTotalAuraMultiplier(SPELL_AURA_MOD_HEALING_DONE_PERCENT); // done scripted mod (take it from owner) Unit const* owner = GetOwner() ? GetOwner() : this; for (AuraEffect const* overrideClassScripts : owner->GetAuraEffectsByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS)) { if (!overrideClassScripts->IsAffectingSpell(spellProto)) continue; switch (overrideClassScripts->GetMiscValue()) { case 21: // Test of Faith case 6935: case 6918: if (victim->HealthBelowPct(50)) AddPct(DoneTotalMod, overrideClassScripts->GetAmount()); break; case 7798: // Glyph of Regrowth { if (victim->GetAuraEffect(SPELL_AURA_PERIODIC_HEAL, SPELLFAMILY_DRUID, 0x40, 0, 0)) AddPct(DoneTotalMod, overrideClassScripts->GetAmount()); break; } case 8477: // Nourish Heal Boost { int32 modPercent = 0; for (auto aurAppPair : victim->GetAppliedAuras()) { Aura const* aura = aurAppPair.second->GetBase(); if (aura->GetCasterGUID() != GetGUID()) continue; if (aura->GetSpellInfo()->SpellFamilyName == SPELLFAMILY_DRUID && aura->GetSpellInfo()->SpellFamilyFlags.HasFlag(0x10 | 0x40, 0x10 | 0x4000000, 0)) modPercent += overrideClassScripts->GetAmount() * aura->GetStackAmount(); } AddPct(DoneTotalMod, modPercent); break; } default: break; } } // Custom scripted damage switch (spellProto->SpellFamilyName) { case SPELLFAMILY_SHAMAN: { // Nature's Blessing if (AuraEffect const* blessing = GetDummyAuraEffect(SPELLFAMILY_SHAMAN, 2012, EFFECT_0)) if (blessing->IsAffectingSpell(spellProto) && victim->HasAura(974, GetGUID())) AddPct(DoneTotalMod, blessing->GetAmount()); break; } default: break; } float healthPctDiff = 100.f - victim->GetHealthPct(); for (AuraEffect const* healingDonePctVsTargetHealth : owner->GetAuraEffectsByType(SPELL_AURA_MOD_HEALING_DONE_PCT_VERSUS_TARGET_HEALTH)) { if (!healingDonePctVsTargetHealth->IsAffectingSpell(spellProto)) continue; AddPct(DoneTotalMod, CalculatePct(float(healingDonePctVsTargetHealth->GetAmount()), healthPctDiff)); } return DoneTotalMod; } uint32 Unit::SpellHealingBonusTaken(Unit* caster, SpellInfo const* spellProto, uint32 healamount, DamageEffectType damagetype, uint32 stack) const { float TakenTotalMod = 1.0f; // Healing taken percent if (IsPlayer()) TakenTotalMod *= GetFloatValue(PLAYER_FIELD_MOD_HEALING_PCT); else { float minval = float(GetMaxNegativeAuraModifier(SPELL_AURA_MOD_HEALING_PCT)); if (minval) AddPct(TakenTotalMod, minval); float maxval = float(GetMaxPositiveAuraModifier(SPELL_AURA_MOD_HEALING_PCT)); if (maxval) AddPct(TakenTotalMod, maxval); } // Tenacity increase healing % taken if (AuraEffect const* Tenacity = GetAuraEffect(58549, 0)) AddPct(TakenTotalMod, Tenacity->GetAmount()); // Healing Done int32 TakenTotal = 0; // Taken fixed damage bonus auras int32 TakenAdvertisedBenefit = SpellBaseHealingBonusTaken(spellProto->GetSchoolMask()); // Nourish cast if (spellProto->SpellFamilyName == SPELLFAMILY_DRUID && spellProto->SpellFamilyFlags[1] & 0x2000000) { // Rejuvenation, Regrowth, Lifebloom, or Wild Growth if (GetAuraEffect(SPELL_AURA_PERIODIC_HEAL, SPELLFAMILY_DRUID, 0x50, 0x4000010, 0)) // increase healing by 20% TakenTotalMod *= 1.2f; } // Check for table values float coeff = 0; if (SpellBonusEntry const* bonus = sSpellMgr->GetSpellBonusData(spellProto->Id)) coeff = (damagetype == DOT) ? bonus->dot_damage : bonus->direct_damage; else { // No bonus healing for SPELL_DAMAGE_CLASS_NONE class spells by default if (spellProto->DmgClass == SPELL_DAMAGE_CLASS_NONE) { healamount = uint32(std::max((float(healamount) * TakenTotalMod), 0.0f)); return healamount; } } // Default calculation if (TakenAdvertisedBenefit) { if (coeff < 0) coeff = CalculateDefaultCoefficient(spellProto, damagetype) * int32(stack) * 1.88f; // As wowwiki says: C = (Cast Time / 3.5) * 1.88 (for healing spells) if (Player* modOwner = GetSpellModOwner()) { coeff *= 100.0f; modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_BONUS_MULTIPLIER, coeff); coeff /= 100.0f; } TakenTotal += int32(TakenAdvertisedBenefit * coeff * stack); } AuraEffectList const& mHealingGet= GetAuraEffectsByType(SPELL_AURA_MOD_HEALING_RECEIVED); for (AuraEffectList::const_iterator i = mHealingGet.begin(); i != mHealingGet.end(); ++i) if (caster->GetGUID() == (*i)->GetCasterGUID() && (*i)->IsAffectingSpell(spellProto)) AddPct(TakenTotalMod, (*i)->GetAmount()); for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) { switch (spellProto->Effects[i].ApplyAuraName) { // Bonus healing does not apply to these spells case SPELL_AURA_PERIODIC_LEECH: case SPELL_AURA_PERIODIC_HEALTH_FUNNEL: TakenTotal = 0; break; } if (spellProto->Effects[i].Effect == SPELL_EFFECT_HEALTH_LEECH) TakenTotal = 0; } float heal = float(int32(healamount) + TakenTotal) * TakenTotalMod; return uint32(std::max(heal, 0.0f)); } int32 Unit::SpellBaseHealingBonusDone(SpellSchoolMask schoolMask, bool withSpellPowerPctMod /*= false*/) const { if (IsPlayer()) { float overrideSP = GetFloatValue(PLAYER_FIELD_OVERRIDE_SPELL_POWER_BY_AP_PCT); if (overrideSP > 0.0f) return int32(CalculatePct(GetTotalAttackPowerValue(BASE_ATTACK), overrideSP) + 0.5f); } int32 advertisedBenefit = GetTotalAuraModifier(SPELL_AURA_MOD_HEALING_DONE, [schoolMask](AuraEffect const* aurEff) -> bool { if (!aurEff->GetMiscValue() || (aurEff->GetMiscValue() & schoolMask) != 0) return true; return false; }); // Healing bonus of spirit, intellect and strength if (Player const* player = ToPlayer()) { // Base value advertisedBenefit += player->GetBaseSpellPowerBonus(); // Check if we are ever using mana - PaperDollFrame.lua if (GetPowerIndex(POWER_MANA) != MAX_POWERS) advertisedBenefit += std::max(0, int32(GetStat(STAT_INTELLECT)) - 10); // spellpower from intellect // Spell Power bonus from SPELL_AURA_MOD_SPELL_POWER_PCT if (withSpellPowerPctMod) advertisedBenefit *= player->GetFloatValue(PLAYER_FIELD_MOD_SPELL_POWER_PCT); // Healing bonus from stats AuraEffectList const& mHealingDoneOfStatPercent = GetAuraEffectsByType(SPELL_AURA_MOD_SPELL_HEALING_OF_STAT_PERCENT); for (AuraEffectList::const_iterator i = mHealingDoneOfStatPercent.begin(); i != mHealingDoneOfStatPercent.end(); ++i) { // stat used dependent from misc value (stat index) Stats usedStat = Stats((*i)->GetSpellInfo()->Effects[(*i)->GetEffIndex()].MiscValue); advertisedBenefit += int32(CalculatePct(GetStat(usedStat), (*i)->GetAmount())); } // ... and attack power advertisedBenefit += CalculatePct(GetTotalAttackPowerValue(BASE_ATTACK), GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_SPELL_HEALING_OF_ATTACK_POWER, schoolMask)); } return advertisedBenefit; } int32 Unit::SpellBaseHealingBonusTaken(SpellSchoolMask schoolMask) const { int32 advertisedBenefit = 0; AuraEffectList const& mDamageTaken = GetAuraEffectsByType(SPELL_AURA_MOD_HEALING); for (AuraEffectList::const_iterator i = mDamageTaken.begin(); i != mDamageTaken.end(); ++i) if (((*i)->GetMiscValue() & schoolMask) != 0) advertisedBenefit += (*i)->GetAmount(); return advertisedBenefit; } bool Unit::IsImmunedToDamage(SpellSchoolMask schoolMask) const { if (schoolMask == SPELL_SCHOOL_MASK_NONE) return false; // If m_immuneToSchool type contain this school type, IMMUNE damage. uint32 schoolImmunityMask = GetSchoolImmunityMask(); if ((schoolImmunityMask & schoolMask) == schoolMask) // We need to be immune to all types return true; // If m_immuneToDamage type contain magic, IMMUNE damage. uint32 damageImmunityMask = GetDamageImmunityMask(); if ((damageImmunityMask & schoolMask) == schoolMask) // We need to be immune to all types return true; return false; } bool Unit::IsImmunedToDamage(SpellInfo const* spellInfo) const { if (!spellInfo) return false; // for example 40175 if (spellInfo->HasAttribute(SPELL_ATTR0_UNAFFECTED_BY_INVULNERABILITY) && spellInfo->HasAttribute(SPELL_ATTR3_IGNORE_HIT_RESULT)) return false; if (spellInfo->HasAttribute(SPELL_ATTR1_UNAFFECTED_BY_SCHOOL_IMMUNE) || spellInfo->HasAttribute(SPELL_ATTR2_UNAFFECTED_BY_AURA_SCHOOL_IMMUNE)) return false; if (uint32 schoolMask = spellInfo->GetSchoolMask()) { // If m_immuneToSchool type contain this school type, IMMUNE damage. uint32 schoolImmunityMask = 0; SpellImmuneContainer const& schoolList = m_spellImmune[IMMUNITY_SCHOOL]; for (auto itr = schoolList.begin(); itr != schoolList.end(); ++itr) if ((itr->first & schoolMask) && !spellInfo->CanPierceImmuneAura(sSpellMgr->GetSpellInfo(itr->second))) schoolImmunityMask |= itr->first; // // We need to be immune to all types if ((schoolImmunityMask & schoolMask) == schoolMask) return true; // If m_immuneToDamage type contain magic, IMMUNE damage. uint32 damageImmunityMask = GetDamageImmunityMask(); if ((damageImmunityMask & schoolMask) == schoolMask) // We need to be immune to all types return true; } return false; } bool Unit::IsImmunedToSpell(SpellInfo const* spellInfo, Unit* caster, Optional effectMask /*= nullptr*/) const { if (!spellInfo) return false; // Single spell immunity. SpellImmuneContainer const& idList = m_spellImmune[IMMUNITY_ID]; if (idList.count(spellInfo->Id) > 0) return true; if (spellInfo->HasAttribute(SPELL_ATTR0_UNAFFECTED_BY_INVULNERABILITY)) return false; if (uint32 dispel = spellInfo->Dispel) { SpellImmuneContainer const& dispelList = m_spellImmune[IMMUNITY_DISPEL]; if (dispelList.count(dispel) > 0) return true; } // Spells that don't have effectMechanics. if (uint32 mechanic = spellInfo->Mechanic) { SpellImmuneContainer const& mechanicList = m_spellImmune[IMMUNITY_MECHANIC]; if (mechanicList.count(mechanic) > 0) return true; } bool immuneToAllEffects = true; for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) { // State/effect immunities applied by aura expect full spell immunity // Ignore effects with mechanic, they are supposed to be checked separately if (!spellInfo->Effects[i].IsEffect()) continue; if (effectMask && !(effectMask.value() & (1 << i))) continue; if (!IsImmunedToSpellEffect(spellInfo, i, caster)) { immuneToAllEffects = false; break; } } if (immuneToAllEffects) //Return immune only if the target is immune to all spell effects. return true; if (uint32 schoolMask = spellInfo->GetSchoolMask()) { uint32 schoolImmunityMask = 0; SpellImmuneContainer const& schoolList = m_spellImmune[IMMUNITY_SCHOOL]; for (auto itr = schoolList.begin(); itr != schoolList.end(); ++itr) { if ((itr->first & schoolMask) == 0) continue; SpellInfo const* immuneSpellInfo = sSpellMgr->GetSpellInfo(itr->second); if (!(immuneSpellInfo && immuneSpellInfo->IsPositive() && spellInfo->IsPositive() && caster && IsFriendlyTo(caster))) if (!spellInfo->CanPierceImmuneAura(immuneSpellInfo)) schoolImmunityMask |= itr->first; } if ((schoolImmunityMask & schoolMask) == schoolMask) return true; } return false; } uint32 Unit::GetSchoolImmunityMask() const { uint32 mask = 0; SpellImmuneContainer const& schoolList = m_spellImmune[IMMUNITY_SCHOOL]; for (auto itr = schoolList.begin(); itr != schoolList.end(); ++itr) mask |= itr->first; return mask; } uint32 Unit::GetDamageImmunityMask() const { uint32 mask = 0; SpellImmuneContainer const& damageList = m_spellImmune[IMMUNITY_DAMAGE]; for (auto itr = damageList.begin(); itr != damageList.end(); ++itr) mask |= itr->first; return mask; } uint32 Unit::GetMechanicImmunityMask() const { uint32 mask = 0; SpellImmuneContainer const& mechanicList = m_spellImmune[IMMUNITY_MECHANIC]; for (auto itr = mechanicList.begin(); itr != mechanicList.end(); ++itr) mask |= (1 << itr->first); return mask; } bool Unit::IsImmunedToSpellEffect(SpellInfo const* spellInfo, uint32 index, Unit* caster) const { if (!spellInfo || !spellInfo->Effects[index].IsEffect()) return false; if (spellInfo->HasAttribute(SPELL_ATTR0_UNAFFECTED_BY_INVULNERABILITY)) return false; // If m_immuneToEffect type contain this effect type, IMMUNE effect. uint32 effect = spellInfo->Effects[index].Effect; SpellImmuneContainer const& effectList = m_spellImmune[IMMUNITY_EFFECT]; if (effectList.count(effect) > 0) return true; if (uint32 mechanic = spellInfo->Effects[index].Mechanic) { SpellImmuneContainer const& mechanicList = m_spellImmune[IMMUNITY_MECHANIC]; if (mechanicList.count(mechanic) > 0) return true; } if (!spellInfo->HasAttribute(SPELL_ATTR3_IGNORE_HIT_RESULT)) { if (uint32 aura = spellInfo->Effects[index].ApplyAuraName) { SpellImmuneContainer const& list = m_spellImmune[IMMUNITY_STATE]; if (list.count(aura) > 0) return true; if (!spellInfo->HasAttribute(SPELL_ATTR2_UNAFFECTED_BY_AURA_SCHOOL_IMMUNE)) { // Check for immune to application of harmful magical effects AuraEffectList const& immuneAuraApply = GetAuraEffectsByType(SPELL_AURA_MOD_IMMUNE_AURA_APPLY_SCHOOL); for (AuraEffectList::const_iterator iter = immuneAuraApply.begin(); iter != immuneAuraApply.end(); ++iter) if (((*iter)->GetMiscValue() & spellInfo->GetSchoolMask()) && // Check school ((caster && !IsFriendlyTo(caster)) || !spellInfo->IsPositiveEffect(index))) // Harmful return true; } } } return false; } uint32 Unit::MeleeDamageBonusDone(Unit* victim, uint32 pdamage, WeaponAttackType attType, SpellInfo const* spellProto /*= nullptr*/, bool useSpellBonusData /*= true*/) { if (!victim || pdamage == 0) return 0; uint32 creatureTypeMask = victim->GetCreatureTypeMask(); // Done fixed damage bonus auras int32 DoneFlatBenefit = 0; // ..done DoneFlatBenefit += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_DAMAGE_DONE_CREATURE, creatureTypeMask); // ..done // SPELL_AURA_MOD_DAMAGE_DONE included in weapon damage // ..done (base at attack power for marked target and base at attack power for creature type) int32 APbonus = 0; if (attType == RANGED_ATTACK) { APbonus += victim->GetTotalAuraModifier(SPELL_AURA_RANGED_ATTACK_POWER_ATTACKER_BONUS); // ..done (base at attack power and creature type) APbonus += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_RANGED_ATTACK_POWER_VERSUS, creatureTypeMask); } else { APbonus += victim->GetTotalAuraModifier(SPELL_AURA_MELEE_ATTACK_POWER_ATTACKER_BONUS); // ..done (base at attack power and creature type) APbonus += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_MELEE_ATTACK_POWER_VERSUS, creatureTypeMask); } if (APbonus != 0) // Can be negative { bool const normalized = spellProto && spellProto->HasEffect(SPELL_EFFECT_NORMALIZED_WEAPON_DMG); DoneFlatBenefit += int32(APbonus / 14.0f * GetAPMultiplier(attType, normalized)); } if (spellProto && useSpellBonusData) { // Check for table values if (SpellBonusEntry const* bonus = sSpellMgr->GetSpellBonusData(spellProto->Id)) { if (bonus->ap_bonus > 0.f) { float APbonus = GetTotalAttackPowerValue(attType); DoneFlatBenefit += int32(bonus->ap_bonus * APbonus); } } } // Done total percent damage auras float DoneTotalMod = 1.0f; // Some spells don't benefit from pct done mods if (spellProto && !spellProto->HasAttribute(SPELL_ATTR6_LIMIT_PCT_DAMAGE_MODS)) { // mods for SPELL_SCHOOL_MASK_NORMAL are already factored in base melee damage calculation if (!(spellProto->GetSchoolMask() & SPELL_SCHOOL_MASK_NORMAL)) { float maxModDamagePercentSchool = 0.0f; if (GetTypeId() == TYPEID_PLAYER) { for (uint32 i = SPELL_SCHOOL_HOLY; i < MAX_SPELL_SCHOOL; ++i) if (spellProto->GetSchoolMask() & (1 << i)) maxModDamagePercentSchool = std::max(maxModDamagePercentSchool, GetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT + i)); } else maxModDamagePercentSchool = GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE, spellProto->GetSchoolMask()); DoneTotalMod *= maxModDamagePercentSchool; } } DoneTotalMod *= GetTotalAuraMultiplierByMiscMask(SPELL_AURA_MOD_DAMAGE_DONE_VERSUS, creatureTypeMask); // bonus against aurastate DoneTotalMod *= GetTotalAuraMultiplier(SPELL_AURA_MOD_DAMAGE_DONE_VERSUS_AURASTATE, [victim](AuraEffect const* aurEff) -> bool { if (victim->HasAuraState(AuraStateType(aurEff->GetMiscValue()))) return true; return false; }); // Add SPELL_AURA_MOD_DAMAGE_DONE_FOR_MECHANIC percent bonus if (spellProto) AddPct(DoneTotalMod, GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_DAMAGE_DONE_FOR_MECHANIC, spellProto->Mechanic)); if (!spellProto) { // Add SPELL_AURA_MOD_AUTOATTACK_DAMAGE percent bonus AddPct(DoneTotalMod, GetTotalAuraModifier(SPELL_AURA_MOD_AUTOATTACK_DAMAGE)); // Add SPELL_AURA_MOD_MELEE_DAMAGE_FROM_CASTER percent bonus // This aura name is a bit misleading but it's actually only suposed to increase melee auto attack damage AddPct(DoneTotalMod, victim->GetTotalAuraMultiplier(SPELL_AURA_MOD_MELEE_DAMAGE_FROM_CASTER, [this](AuraEffect const* effect)->bool { return effect->GetCasterGUID() == GetGUID(); })); } // done scripted mod (take it from owner) // Unit* owner = GetOwner() ? GetOwner() : this; // AuraEffectList const& mOverrideClassScript = owner->GetAuraEffectsByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS); float tmpDamage = float(int32(pdamage) + DoneFlatBenefit) * DoneTotalMod; // bonus result can be negative return uint32(std::max(tmpDamage, 0.0f)); } uint32 Unit::MeleeDamageBonusTaken(Unit* attacker, uint32 pdamage, WeaponAttackType attType, SpellInfo const* spellProto) { if (pdamage == 0) return 0; int32 TakenFlatBenefit = 0; uint32 meleeDamageSchoolMask = attacker->GetMeleeDamageSchoolMask(); // ..taken TakenFlatBenefit += GetTotalAuraModifier(SPELL_AURA_MOD_DAMAGE_TAKEN, [meleeDamageSchoolMask, spellProto](AuraEffect const* aurEff) { if (spellProto && spellProto->HasAttribute(SPELL_ATTR10_IGNORE_POSITIVE_DAMAGE_TAKEN_MODS) && aurEff->GetAmount() > 0) return false; if ((aurEff->GetMiscValue() & meleeDamageSchoolMask) != 0) return true; return false; }); AuraType modDamageTaken = SPELL_AURA_MOD_RANGED_DAMAGE_TAKEN; if (attType != RANGED_ATTACK) modDamageTaken = SPELL_AURA_MOD_MELEE_DAMAGE_TAKEN; TakenFlatBenefit += GetTotalAuraModifier(modDamageTaken, [spellProto](AuraEffect const* aurEff) { if (spellProto && spellProto->HasAttribute(SPELL_ATTR10_IGNORE_POSITIVE_DAMAGE_TAKEN_MODS) && aurEff->GetAmount() > 0) return false; return true; }); if ((TakenFlatBenefit < 0) && (pdamage < static_cast(-TakenFlatBenefit))) return 0; // Taken total percent damage auras float TakenTotalMod = 1.0f; // ..taken TakenTotalMod *= GetTotalAuraMultiplier(SPELL_AURA_MOD_DAMAGE_PERCENT_TAKEN, [meleeDamageSchoolMask, spellProto](AuraEffect const* aurEff) { if (spellProto && spellProto->HasAttribute(SPELL_ATTR10_IGNORE_POSITIVE_DAMAGE_TAKEN_MODS) && aurEff->GetAmount() > 0) return false; if ((aurEff->GetMiscValue() & meleeDamageSchoolMask) != 0) return true; return false; }); // .. taken pct (special attacks) if (spellProto) { // From caster spells TakenTotalMod *= GetTotalAuraMultiplier(SPELL_AURA_MOD_DAMAGE_FROM_CASTER, [attacker, spellProto](AuraEffect const* aurEff) -> bool { if (spellProto && spellProto->HasAttribute(SPELL_ATTR10_IGNORE_POSITIVE_DAMAGE_TAKEN_MODS) && aurEff->GetAmount() > 0) return false; if (aurEff->GetCasterGUID() == attacker->GetGUID() && aurEff->IsAffectingSpell(spellProto)) return true; return false; }); // Mod damage from spell mechanic uint32 mechanicMask = spellProto->GetAllEffectsMechanicMask(); // Shred, Maul - "Effects which increase Bleed damage also increase Shred damage" if (spellProto->SpellFamilyName == SPELLFAMILY_DRUID && spellProto->SpellFamilyFlags[0] & 0x00008800) mechanicMask |= (1 << MECHANIC_BLEED); if (mechanicMask) { TakenTotalMod *= GetTotalAuraMultiplier(SPELL_AURA_MOD_MECHANIC_DAMAGE_TAKEN_PERCENT, [mechanicMask, spellProto](AuraEffect const* aurEff) -> bool { if (spellProto && spellProto->HasAttribute(SPELL_ATTR10_IGNORE_POSITIVE_DAMAGE_TAKEN_MODS) && aurEff->GetAmount() > 0) return false; if (mechanicMask & uint32(1 << (aurEff->GetMiscValue()))) return true; return false; }); } } // .. taken pct: dummy auras AuraEffectList const& mDummyAuras = GetAuraEffectsByType(SPELL_AURA_DUMMY); for (AuraEffectList::const_iterator i = mDummyAuras.begin(); i != mDummyAuras.end(); ++i) { switch ((*i)->GetSpellInfo()->SpellIconID) { // Cheat Death case 2109: if ((*i)->GetMiscValue() & SPELL_SCHOOL_MASK_NORMAL) { if (Player* player = ToPlayer()) { float mod = player->GetRatingBonusValue(CR_RESILIENCE_PLAYER_DAMAGE_TAKEN) * (-8.0f); AddPct(TakenTotalMod, std::max(mod, float((*i)->GetAmount()))); } } break; } } AuraType modDamageTakenPct = SPELL_AURA_MOD_RANGED_DAMAGE_TAKEN_PCT; if (attType != RANGED_ATTACK) modDamageTakenPct = SPELL_AURA_MOD_MELEE_DAMAGE_TAKEN_PCT; TakenTotalMod *= GetTotalAuraMultiplier(modDamageTakenPct, [spellProto](AuraEffect const* aurEff) { if (spellProto && spellProto->HasAttribute(SPELL_ATTR10_IGNORE_POSITIVE_DAMAGE_TAKEN_MODS) && aurEff->GetAmount() > 0) return false; return true; }); // Sanctified Wrath (bypass damage reduction) if (TakenTotalMod < 1.0f) { SpellSchoolMask const attackSchoolMask = spellProto ? spellProto->GetSchoolMask() : SPELL_SCHOOL_MASK_NORMAL; float damageReduction = 1.0f - TakenTotalMod; Unit::AuraEffectList const& casterIgnoreResist = attacker->GetAuraEffectsByType(SPELL_AURA_MOD_IGNORE_TARGET_RESIST); for (AuraEffect const* aurEff : casterIgnoreResist) { if (!(aurEff->GetMiscValue() & attackSchoolMask)) continue; AddPct(damageReduction, -aurEff->GetAmount()); } TakenTotalMod = 1.0f - damageReduction; } float tmpDamage = float(pdamage + TakenFlatBenefit) * TakenTotalMod; return uint32(std::max(tmpDamage, 0.0f)); } void Unit::ApplySpellImmune(uint32 spellId, uint32 op, uint32 type, bool apply) { if (apply) m_spellImmune[op].emplace(type, spellId); else { auto bounds = m_spellImmune[op].equal_range(type); for (auto itr = bounds.first; itr != bounds.second;) { if (itr->second == spellId) itr = m_spellImmune[op].erase(itr); else ++itr; } } } float Unit::GetWeaponProcChance() const { // normalized proc chance for weapon attack speed // (odd formula...) if (isAttackReady(BASE_ATTACK)) return (GetAttackTime(BASE_ATTACK) * 1.8f / 1000.0f); else if (haveOffhandWeapon() && isAttackReady(OFF_ATTACK)) return (GetAttackTime(OFF_ATTACK) * 1.6f / 1000.0f); return 0; } float Unit::GetPPMProcChance(uint32 WeaponSpeed, float PPM, SpellInfo const* spellProto) const { // proc per minute chance calculation if (PPM <= 0) return 0.0f; // Apply chance modifer aura if (spellProto) if (Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_PROC_PER_MINUTE, PPM); return std::floor((WeaponSpeed * PPM) / 600.0f); // result is chance in percents (probability = Speed_in_sec * (PPM / 60)) } void Unit::Mount(uint32 mount, uint32 VehicleId, uint32 creatureEntry) { if (mount) SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, mount); SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_MOUNT); if (Player* player = ToPlayer()) { // mount as a vehicle if (VehicleId) { if (CreateVehicleKit(VehicleId, creatureEntry)) { player->SendOnCancelExpectedVehicleRideAura(); // mounts can also have accessories GetVehicleKit()->InstallAllAccessories(false); } } // unsummon pet Pet* pet = player->GetPet(); if (pet) { Battleground* bg = ToPlayer()->GetBattleground(); // don't unsummon pet in arena but SetFlag UNIT_FLAG_STUNNED to disable pet's interface if (bg && bg->isArena()) pet->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED); else player->UnsummonPetTemporaryIfAny(); } // if we have charmed npc, stun him also (everywhere) if (Unit* charm = player->GetCharmed()) if (charm->GetTypeId() == TYPEID_UNIT) charm->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED); if (player->IsInWorld()) player->SendMovementSetCollisionHeight(player->GetCollisionHeight(), UPDATE_COLLISION_HEIGHT_MOUNT); } RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::Mount); } void Unit::Dismount() { if (!IsMounted()) return; SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0); RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_MOUNT); if (Player* thisPlayer = ToPlayer()) thisPlayer->SendMovementSetCollisionHeight(thisPlayer->GetCollisionHeight(), UPDATE_COLLISION_HEIGHT_MOUNT); WorldPackets::Misc::Dismount packet; packet.Guid = GetGUID(); SendMessageToSet(packet.Write(), IsPlayer()); // dismount as a vehicle if (GetTypeId() == TYPEID_PLAYER && GetVehicleKit()) RemoveVehicleKit(); RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::Dismount); // only resummon old pet if the player is already added to a map // this prevents adding a pet to a not created map which would otherwise cause a crash // (it could probably happen when logging in after a previous crash) if (Player* player = ToPlayer()) { if (Pet* pPet = player->GetPet()) { if (pPet->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED) && !pPet->HasUnitState(UNIT_STATE_STUNNED)) pPet->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED); } else player->ResummonPetTemporaryUnSummonedIfAny(); // if we have charmed npc, remove stun also if (Unit* charm = player->GetCharmed()) if (charm->GetTypeId() == TYPEID_UNIT && charm->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED) && !charm->HasUnitState(UNIT_STATE_STUNNED)) charm->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED); } } MountCapabilityEntry const* Unit::GetMountCapability(uint32 mountType) const { if (!mountType) return nullptr; MountTypeEntry const* mountTypeEntry = sMountTypeStore.LookupEntry(mountType); if (!mountTypeEntry) return nullptr; uint32 areaId = GetAreaId(); uint32 ridingSkill = 5000; uint32 mountFlags = 0; bool isUnderwater = false; bool isInWater = false; if (GetTypeId() == TYPEID_PLAYER) ridingSkill = ToPlayer()->GetSkillValue(SKILL_RIDING); if (HasAuraType(SPELL_AURA_MOUNT_RESTRICTIONS)) { for (AuraEffect const* auraEffect : GetAuraEffectsByType(SPELL_AURA_MOUNT_RESTRICTIONS)) mountFlags |= auraEffect->GetMiscValue(); } else if (AreaTableEntry const* areaTable = sAreaTableStore.LookupEntry(areaId)) mountFlags = areaTable->MountFlags; ZLiquidStatus liquidStatus = GetLiquidStatus(); isUnderwater = (liquidStatus & LIQUID_MAP_UNDER_WATER) != 0; isInWater = (liquidStatus & LIQUID_MAP_IN_WATER) != 0; for (uint32 i = MAX_MOUNT_CAPABILITIES; i > 0; --i) { MountCapabilityEntry const* mountCapability = sMountCapabilityStore.LookupEntry(mountTypeEntry->Capability[i - 1]); if (!mountCapability) continue; if (ridingSkill < mountCapability->ReqRidingSkill) continue; if (!(mountCapability->Flags & MOUNT_CAPABIILTY_FLAG_IGNORE_RESTRICTIONS)) { if (mountCapability->Flags & MOUNT_CAPABILITY_FLAG_GROUND && !(mountFlags & AREA_MOUNT_FLAG_GROUND_ALLOWED)) continue; if (mountCapability->Flags & MOUNT_CAPABILITY_FLAG_FLYING && !(mountFlags & AREA_MOUNT_FLAG_FLYING_ALLOWED)) continue; if (mountCapability->Flags & MOUNT_CAPABILITY_FLAG_FLOAT && !(mountFlags & AREA_MOUNT_FLAG_FLOAT_ALLOWED)) continue; if (mountCapability->Flags & MOUNT_CAPABILITY_FLAG_UNDERWATER && !(mountFlags & AREA_MOUNT_FLAG_UNDERWATER_ALLOWED)) continue; } // Do not allow underwater restricted capabilities when not underwater if (!(mountCapability->Flags & MOUNT_CAPABILITY_FLAG_UNDERWATER) && isUnderwater) continue; // Do not allow water surface restricted capabilities when not on water surface if (!(mountCapability->Flags & MOUNT_CAPABILITY_FLAG_FLOAT) && isInWater) continue; // Do not allow liquid restricted mounts on ground or in air if (!(mountCapability->Flags & (MOUNT_CAPABILITY_FLAG_GROUND | MOUNT_CAPABILITY_FLAG_FLYING)) && !isUnderwater && !isInWater) continue; if (mountCapability->ReqMapID != -1 && int32(GetMapId()) != mountCapability->ReqMapID && GetMap()->GetEntry()->ParentMapID != mountCapability->ReqMapID) continue; if (mountCapability->ReqAreaID && !DBCManager::IsInArea(areaId, mountCapability->ReqAreaID)) continue; if (mountCapability->ReqSpellAuraID && !HasAura(mountCapability->ReqSpellAuraID)) continue; if (mountCapability->ReqSpellKnownID && !HasSpell(mountCapability->ReqSpellKnownID)) continue; return mountCapability; } return nullptr; } void Unit::UpdateMountCapability() { AuraEffectList mounts = GetAuraEffectsByType(SPELL_AURA_MOUNTED); for (AuraEffect* aurEff : mounts) { aurEff->RecalculateAmount(); if (!aurEff->GetAmount()) aurEff->GetBase()->Remove(); else if (MountCapabilityEntry const* capability = sMountCapabilityStore.LookupEntry(aurEff->GetAmount())) // aura may get removed by interrupt flag, reapply if (!HasAura(capability->ModSpellAuraID)) CastSpell(this, capability->ModSpellAuraID, aurEff); } } bool Unit::IsServiceProvider() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_VENDOR | UNIT_NPC_FLAG_TRAINER | UNIT_NPC_FLAG_FLIGHTMASTER | UNIT_NPC_FLAG_PETITIONER | UNIT_NPC_FLAG_BATTLEMASTER | UNIT_NPC_FLAG_BANKER | UNIT_NPC_FLAG_INNKEEPER | UNIT_NPC_FLAG_SPIRITHEALER | UNIT_NPC_FLAG_SPIRITGUIDE | UNIT_NPC_FLAG_TABARDDESIGNER | UNIT_NPC_FLAG_AUCTIONEER); } void Unit::EngageWithTarget(Unit* enemy) { if (!enemy) return; if (CanHaveThreatList()) m_threatManager.AddThreat(enemy, 0.0f, nullptr, true, true); else SetInCombatWith(enemy); } void Unit::SetImmuneToAll(bool apply, bool keepCombat) { if (apply) { SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC); ValidateAttackersAndOwnTarget(); if (!keepCombat) m_combatManager.EndAllCombat(); } else RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC); } void Unit::SetImmuneToPC(bool apply, bool keepCombat) { if (apply) { SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC); ValidateAttackersAndOwnTarget(); if (!keepCombat) { std::list toEnd; for (auto const& pair : m_combatManager.GetPvECombatRefs()) if (pair.second->GetOther(this)->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED)) toEnd.push_back(pair.second); for (auto const& pair : m_combatManager.GetPvPCombatRefs()) if (pair.second->GetOther(this)->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED)) toEnd.push_back(pair.second); for (CombatReference* ref : toEnd) ref->EndCombat(); } } else RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC); } void Unit::SetImmuneToNPC(bool apply, bool keepCombat) { if (apply) { SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC); ValidateAttackersAndOwnTarget(); if (!keepCombat) { std::list toEnd; for (auto const& pair : m_combatManager.GetPvECombatRefs()) if (!pair.second->GetOther(this)->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED)) toEnd.push_back(pair.second); for (auto const& pair : m_combatManager.GetPvPCombatRefs()) if (!pair.second->GetOther(this)->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED)) toEnd.push_back(pair.second); for (CombatReference* ref : toEnd) ref->EndCombat(); } } else RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC); } bool Unit::IsThreatened() const { return !m_threatManager.IsThreatListEmpty(); } bool Unit::isTargetableForAttack(bool checkFakeDeath) const { if (!IsAlive()) return false; if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE)) return false; if (GetTypeId() == TYPEID_PLAYER && ToPlayer()->IsGameMaster()) return false; return !HasUnitState(UNIT_STATE_UNATTACKABLE) && (!checkFakeDeath || !HasUnitState(UNIT_STATE_DIED)); } bool Unit::IsValidAttackTarget(Unit const* target) const { return _IsValidAttackTarget(target, nullptr); } // function based on function Unit::CanAttack from 13850 client bool Unit::_IsValidAttackTarget(Unit const* target, SpellInfo const* bySpell, WorldObject const* obj) const { ASSERT(target); // can't attack self if (this == target) return false; // can't attack unattackable units or GMs if (target->HasUnitState(UNIT_STATE_UNATTACKABLE) || (target->GetTypeId() == TYPEID_PLAYER && target->ToPlayer()->IsGameMaster())) return false; // visibility checks // skip visibility check for GO casts, needs removal when go cast is implemented. Also ignore for gameobject and dynauras if (GetEntry() != WORLD_TRIGGER && (!obj || !obj->isType(TYPEMASK_GAMEOBJECT | TYPEMASK_DYNAMICOBJECT))) { // can't attack invisible if (!bySpell || !bySpell->HasAttribute(SPELL_ATTR6_CAN_TARGET_INVISIBLE)) { if (obj && !obj->CanSeeOrDetect(target, bySpell && bySpell->IsAffectingArea())) return false; else if (!obj) { // ignore stealth for aoe spells. Ignore stealth if target is player and unit in combat with same player bool const ignoreStealthCheck = (bySpell && bySpell->IsAffectingArea()) || (target->GetTypeId() == TYPEID_PLAYER && target->HasStealthAura() && IsInCombatWith(target)); if (!CanSeeOrDetect(target, ignoreStealthCheck)) return false; } } } // can't attack dead if ((!bySpell || !bySpell->IsAllowingDeadTarget()) && !target->IsAlive()) return false; // can't attack untargetable if ((!bySpell || !bySpell->HasAttribute(SPELL_ATTR6_CAN_TARGET_UNTARGETABLE)) && target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE)) return false; if (Player const* playerAttacker = ToPlayer()) { if (playerAttacker->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_UBER)) return false; } // check flags if (target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_TAXI_FLIGHT | UNIT_FLAG_NOT_ATTACKABLE_1 | UNIT_FLAG_NOT_ATTACKABLE_2) || (!HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED) && target->IsImmuneToNPC()) || (!target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED) && IsImmuneToNPC())) return false; if ((!bySpell || !bySpell->HasAttribute(SPELL_ATTR8_ATTACK_IGNORE_IMMUNE_TO_PC_FLAG)) && (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED) && target->IsImmuneToPC()) // check if this is a world trigger cast - GOs are using world triggers to cast their spells, so we need to ignore their immunity flag here, this is a temp workaround, needs removal when go cast is implemented properly && GetEntry() != WORLD_TRIGGER) return false; // CvC case - can attack each other only when one of them is hostile if (!HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED) && !target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED)) return GetReactionTo(target) <= REP_HOSTILE || target->GetReactionTo(this) <= REP_HOSTILE; // PvP, PvC, CvP case // can't attack friendly targets if (GetReactionTo(target) > REP_NEUTRAL || target->GetReactionTo(this) > REP_NEUTRAL) return false; Player const* playerAffectingAttacker = HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED) ? GetAffectingPlayer() : nullptr; Player const* playerAffectingTarget = target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED) ? target->GetAffectingPlayer() : nullptr; // Not all neutral creatures can be attacked (even some unfriendly faction does not react aggresive to you, like Sporaggar) if ((playerAffectingAttacker && !playerAffectingTarget) || (!playerAffectingAttacker && playerAffectingTarget)) { Player const* player = playerAffectingAttacker ? playerAffectingAttacker : playerAffectingTarget; Unit const* creature = playerAffectingAttacker ? target : this; if (creature->IsContestedGuard() && player->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP)) return true; if (FactionTemplateEntry const* factionTemplate = creature->GetFactionTemplateEntry()) { if (!(player->GetReputationMgr().GetForcedRankIfAny(factionTemplate))) if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(factionTemplate->Faction)) if (FactionState const* repState = player->GetReputationMgr().GetState(factionEntry)) if (!(repState->Flags & FACTION_FLAG_AT_WAR)) return false; } } Creature const* creatureAttacker = ToCreature(); if (creatureAttacker && creatureAttacker->GetCreatureTemplate()->type_flags & CREATURE_TYPE_FLAG_TREAT_AS_RAID_UNIT) return false; // check duel - before sanctuary checks if (playerAffectingAttacker && playerAffectingTarget) if (playerAffectingAttacker->duel && playerAffectingAttacker->duel->opponent == playerAffectingTarget && playerAffectingAttacker->duel->startTime != 0) return true; // PvP case - can't attack when attacker or target are in sanctuary // however, 13850 client doesn't allow to attack when one of the unit's has sanctuary flag and is pvp if (target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED) && HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED) && ((target->GetByteValue(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_PVP_FLAG) & UNIT_BYTE2_FLAG_SANCTUARY) || (GetByteValue(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_PVP_FLAG) & UNIT_BYTE2_FLAG_SANCTUARY))) return false; // additional checks - only PvP case if (playerAffectingAttacker && playerAffectingTarget) { if (target->IsPvP()) return true; if (IsFFAPvP() && target->IsFFAPvP()) return true; return HasByteFlag(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_PVP_FLAG, UNIT_BYTE2_FLAG_UNK1) || target->HasByteFlag(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_PVP_FLAG, UNIT_BYTE2_FLAG_UNK1); } return true; } bool Unit::IsValidAssistTarget(Unit const* target) const { return _IsValidAssistTarget(target, nullptr); } // function based on function Unit::CanAssist from 13850 client bool Unit::_IsValidAssistTarget(Unit const* target, SpellInfo const* bySpell) const { ASSERT(target); // can assist to self if (this == target) return true; // can't assist unattackable units or GMs if (target->HasUnitState(UNIT_STATE_UNATTACKABLE) || (target->GetTypeId() == TYPEID_PLAYER && target->ToPlayer()->IsGameMaster())) return false; // can't assist own vehicle or passenger if (m_vehicle) if (IsOnVehicle(target) || m_vehicle->GetBase()->IsOnVehicle(target)) return false; // can't assist invisible if ((!bySpell || !bySpell->HasAttribute(SPELL_ATTR6_CAN_TARGET_INVISIBLE)) && !CanSeeOrDetect(target, bySpell && bySpell->IsAffectingArea())) return false; // can't assist dead if ((!bySpell || !bySpell->IsAllowingDeadTarget()) && !target->IsAlive()) return false; // can't assist untargetable if ((!bySpell || !bySpell->HasAttribute(SPELL_ATTR6_CAN_TARGET_UNTARGETABLE)) && target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE)) return false; if (!bySpell || !bySpell->HasAttribute(SPELL_ATTR6_ASSIST_IGNORE_IMMUNE_FLAG)) { if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED)) { if (target->IsImmuneToPC()) return false; } else { if (target->IsImmuneToNPC()) return false; } } // can't assist non-friendly targets if (GetReactionTo(target) < REP_NEUTRAL && target->GetReactionTo(this) < REP_NEUTRAL && (!ToCreature() || !(ToCreature()->GetCreatureTemplate()->type_flags & CREATURE_TYPE_FLAG_TREAT_AS_RAID_UNIT))) return false; // Controlled player case, we can assist creatures (reaction already checked above, our faction == charmer faction) if (GetTypeId() == TYPEID_PLAYER && IsCharmed() && GetCharmerGUID().IsCreature()) return true; // PvP case else if (target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED)) { Player const* targetPlayerOwner = target->GetAffectingPlayer(); if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED)) { Player const* selfPlayerOwner = GetAffectingPlayer(); if (selfPlayerOwner && targetPlayerOwner) { // can't assist player which is dueling someone if (selfPlayerOwner != targetPlayerOwner && targetPlayerOwner->duel) return false; } // can't assist player in ffa_pvp zone from outside if ((target->GetByteValue(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_PVP_FLAG) & UNIT_BYTE2_FLAG_FFA_PVP) && !(GetByteValue(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_PVP_FLAG) & UNIT_BYTE2_FLAG_FFA_PVP)) return false; // can't assist player out of sanctuary from sanctuary if has pvp enabled if (target->GetByteValue(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_PVP_FLAG) & UNIT_BYTE2_FLAG_PVP) if ((GetByteValue(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_PVP_FLAG) & UNIT_BYTE2_FLAG_SANCTUARY) && !(target->GetByteValue(UNIT_FIELD_BYTES_2, 1) & UNIT_BYTE2_FLAG_SANCTUARY)) return false; } } // PvC case - player can assist creature only if has specific type flags // !target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE) && else if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED) && (!bySpell || !bySpell->HasAttribute(SPELL_ATTR6_ASSIST_IGNORE_IMMUNE_FLAG)) && !((target->GetByteValue(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_PVP_FLAG) & UNIT_BYTE2_FLAG_PVP))) { if (Creature const* creatureTarget = target->ToCreature()) return creatureTarget->GetCreatureTemplate()->type_flags & CREATURE_TYPE_FLAG_TREAT_AS_RAID_UNIT || creatureTarget->GetCreatureTemplate()->type_flags & CREATURE_TYPE_FLAG_CAN_ASSIST; } return true; } int32 Unit::ModifyHealth(int32 dVal) { int32 gain = 0; if (dVal == 0) return 0; int32 curHealth = (int32)GetHealth(); int32 val = dVal + curHealth; if (val <= 0) { SetHealth(0); return -curHealth; } int32 maxHealth = (int32)GetMaxHealth(); if (val < maxHealth) { SetHealth(val); gain = val - curHealth; } else if (curHealth != maxHealth) { SetHealth(maxHealth); gain = maxHealth - curHealth; } return gain; } int32 Unit::GetHealthGain(int32 dVal) { int32 gain = 0; if (dVal == 0) return 0; int32 curHealth = (int32)GetHealth(); int32 val = dVal + curHealth; if (val <= 0) { return -curHealth; } int32 maxHealth = (int32)GetMaxHealth(); if (val < maxHealth) gain = dVal; else if (curHealth != maxHealth) gain = maxHealth - curHealth; return gain; } // returns negative amount on power reduction int32 Unit::ModifyPower(Powers power, int32 dVal, bool withPowerUpdate /*= true*/) { int32 gain = 0; if (dVal == 0) return 0; int32 curPower = GetPower(power); int32 val = dVal + curPower; if (val <= GetMinPower(power)) { SetPower(power, GetMinPower(power), withPowerUpdate); return -curPower; } int32 maxPower = GetMaxPower(power); if (val < maxPower) { SetPower(power, val, withPowerUpdate); gain = val - curPower; } else if (curPower != maxPower) { SetPower(power, maxPower, withPowerUpdate); gain = maxPower - curPower; } return gain; } /*static */ float Unit::GetBasePowerRegen(uint32 powerBarId, Powers powerType, bool isInCombat) { if (powerType != POWER_ALTERNATE_POWER) { switch (powerType) { case POWER_RAGE: return isInCombat ? 0.f : -12.5f; case POWER_FOCUS: return 5.f; case POWER_RUNIC_POWER: return isInCombat ? 0.f : -12.5f; case POWER_ENERGY: return 10.f; case POWER_HOLY_POWER: return isInCombat ? 0.f : -0.1f; default: return 0.f; } } else { UnitPowerBarEntry const* powerBar = sUnitPowerBarStore.LookupEntry(powerBarId); if (!powerBar) return 0.f; return isInCombat ? powerBar->RegenerationCombat : powerBar->RegenerationPeace; } return 0.f; } // Based on client function float Unit::GetPowerRegen(Powers powerType, bool isInCombat) const { uint32 powerSlot = MAX_POWERS; float totalRegeneration = 0.f; double result = GetBasePowerRegen(_powerBarId, powerType, isInCombat); // base power regen float combatRegeneration = result; powerSlot = GetPowerIndex(powerType); if (powerSlot != MAX_POWERS) { uint32 powerRegenIndex = isInCombat ? UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER : UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER; totalRegeneration = GetFloatValue(powerRegenIndex + powerSlot) + combatRegeneration; result = totalRegeneration; } else totalRegeneration = result; if (IsPlayer() && (powerType == POWER_ENERGY || powerType == POWER_FOCUS)) { float hasteRegen = GetFloatValue(PLAYER_FIELD_MOD_HASTE_REGEN); if (hasteRegen != 0.f) result = totalRegeneration / hasteRegen; } return result; } uint32 Unit::GetAttackTime(WeaponAttackType att) const { float f_BaseAttackTime = GetFloatValue(UNIT_FIELD_BASEATTACKTIME + att) / m_modAttackSpeedPct[att]; return (uint32)f_BaseAttackTime; } bool Unit::IsAlwaysVisibleFor(WorldObject const* seer) const { if (WorldObject::IsAlwaysVisibleFor(seer)) return true; // Always seen by owner if (ObjectGuid guid = GetCharmerOrOwnerGUID()) if (seer->GetGUID() == guid) return true; if (Player const* seerPlayer = seer->ToPlayer()) if (Unit* owner = GetOwner()) if (Player* ownerPlayer = owner->ToPlayer()) if (ownerPlayer->IsGroupVisibleFor(seerPlayer)) return true; return false; } bool Unit::IsAlwaysDetectableFor(WorldObject const* seer) const { if (WorldObject::IsAlwaysDetectableFor(seer)) return true; if (HasAuraTypeWithCaster(SPELL_AURA_MOD_STALKED, seer->GetGUID())) return true; return false; } bool Unit::IsVisible() const { return (m_serverSideVisibility.GetValue(SERVERSIDE_VISIBILITY_GM) > SEC_PLAYER) ? false : true; } void Unit::SetVisible(bool x) { if (!x) m_serverSideVisibility.SetValue(SERVERSIDE_VISIBILITY_GM, SEC_GAMEMASTER); else m_serverSideVisibility.SetValue(SERVERSIDE_VISIBILITY_GM, SEC_PLAYER); UpdateObjectVisibility(); } void Unit::UpdateSpeed(UnitMoveType mtype) { int32 main_speed_mod = 0; float stack_bonus = 1.0f; float non_stack_bonus = 1.0f; switch (mtype) { // Only apply debuffs case MOVE_FLIGHT_BACK: case MOVE_RUN_BACK: case MOVE_SWIM_BACK: break; case MOVE_WALK: return; case MOVE_RUN: { if (IsMounted()) // Use on mount auras { main_speed_mod = GetMaxPositiveAuraModifier(SPELL_AURA_MOD_INCREASE_MOUNTED_SPEED); stack_bonus = GetTotalAuraMultiplier(SPELL_AURA_MOD_MOUNTED_SPEED_ALWAYS); non_stack_bonus += GetMaxPositiveAuraModifier(SPELL_AURA_MOD_MOUNTED_SPEED_NOT_STACK) / 100.0f; } else { main_speed_mod = GetMaxPositiveAuraModifier(SPELL_AURA_MOD_INCREASE_SPEED); stack_bonus = GetTotalAuraMultiplier(SPELL_AURA_MOD_SPEED_ALWAYS); non_stack_bonus += GetMaxPositiveAuraModifier(SPELL_AURA_MOD_SPEED_NOT_STACK) / 100.0f; } break; } case MOVE_SWIM: { main_speed_mod = GetMaxPositiveAuraModifier(SPELL_AURA_MOD_INCREASE_SWIM_SPEED); break; } case MOVE_FLIGHT: { if (GetTypeId() == TYPEID_UNIT && IsControlledByPlayer()) // not sure if good for pet { main_speed_mod = GetMaxPositiveAuraModifier(SPELL_AURA_MOD_INCREASE_VEHICLE_FLIGHT_SPEED); stack_bonus = GetTotalAuraMultiplier(SPELL_AURA_MOD_VEHICLE_SPEED_ALWAYS); // for some spells this mod is applied on vehicle owner int32 owner_speed_mod = 0; if (Unit* owner = GetCharmer()) owner_speed_mod = owner->GetMaxPositiveAuraModifier(SPELL_AURA_MOD_INCREASE_VEHICLE_FLIGHT_SPEED); main_speed_mod = std::max(main_speed_mod, owner_speed_mod); } else if (IsMounted()) { main_speed_mod = GetMaxPositiveAuraModifier(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED); stack_bonus = GetTotalAuraMultiplier(SPELL_AURA_MOD_MOUNTED_FLIGHT_SPEED_ALWAYS); } else // Use not mount (shapeshift for example) auras (should stack) main_speed_mod = GetTotalAuraModifier(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED) + GetTotalAuraModifier(SPELL_AURA_MOD_INCREASE_VEHICLE_FLIGHT_SPEED); non_stack_bonus += GetMaxPositiveAuraModifier(SPELL_AURA_MOD_FLIGHT_SPEED_NOT_STACK) / 100.0f; // Update speed for vehicle if available if (GetTypeId() == TYPEID_PLAYER && GetVehicle()) GetVehicleBase()->UpdateSpeed(MOVE_FLIGHT); break; } default: TC_LOG_ERROR("entities.unit", "Unit::UpdateSpeed: Unsupported move type (%d)", mtype); return; } // now we ready for speed calculation float speed = std::max(non_stack_bonus, stack_bonus); if (main_speed_mod) AddPct(speed, main_speed_mod); switch (mtype) { case MOVE_RUN: case MOVE_SWIM: case MOVE_FLIGHT: { // Set creature speed rate if (IsCreature()) { CreatureMovementInfo const& movementInfo = ToCreature()->GetCreatureMovementInfo(); speed *= movementInfo.HasRunSpeedOverriden ? (movementInfo.RunSpeed / baseMoveSpeed[MOVE_RUN]) : ToCreature()->GetCreatureTemplate()->speed_run; // at this point, MOVE_WALK is never reached } // Normalize speed by 191 aura SPELL_AURA_USE_NORMAL_MOVEMENT_SPEED if need /// @todo possible affect only on MOVE_RUN if (int32 normalization = GetMaxPositiveAuraModifier(SPELL_AURA_USE_NORMAL_MOVEMENT_SPEED)) { if (Creature* creature = ToCreature()) { uint32 immuneMask = creature->GetCreatureTemplate()->MechanicImmuneMask; if (immuneMask & (1 << (MECHANIC_SNARE - 1)) || immuneMask & (1 << (MECHANIC_DAZE - 1))) break; } // Use speed from aura float max_speed = normalization / (IsControlledByPlayer() ? playerBaseMoveSpeed[mtype] : baseMoveSpeed[mtype]); if (speed > max_speed) speed = max_speed; } break; } default: break; } // Apply strongest slow aura mod to speed int32 slow = GetMaxNegativeAuraModifier(SPELL_AURA_MOD_DECREASE_SPEED); if (slow) AddPct(speed, slow); if (float minSpeedMod = (float)GetMaxPositiveAuraModifier(SPELL_AURA_MOD_MINIMUM_SPEED)) { float baseMinSpeed = 1.0f; if (!GetOwnerOrCreatorGUID().IsPlayer() && !IsHunterPet() && IsCreature()) { CreatureMovementInfo const& movementInfo = ToCreature()->GetCreatureMovementInfo(); baseMinSpeed = movementInfo.HasRunSpeedOverriden ? (movementInfo.RunSpeed / baseMoveSpeed[MOVE_RUN]) : ToCreature()->GetCreatureTemplate()->speed_run; } float min_speed = CalculatePct(baseMinSpeed, minSpeedMod); if (speed < min_speed) speed = min_speed; } SetSpeedRate(mtype, speed); } float Unit::GetSpeed(UnitMoveType mtype) const { return m_speed_rate[mtype]*(IsControlledByPlayer() ? playerBaseMoveSpeed[mtype] : baseMoveSpeed[mtype]); } void Unit::SetSpeed(UnitMoveType mtype, float newValue) { SetSpeedRate(mtype, newValue / (IsControlledByPlayer() ? playerBaseMoveSpeed[mtype] : baseMoveSpeed[mtype])); } void Unit::SetSpeedRate(UnitMoveType mtype, float rate) { if (rate < 0) rate = 0.0f; // Update speed only on change if (m_speed_rate[mtype] == rate) return; float newSpeedFlat = rate * (IsControlledByPlayer() ? playerBaseMoveSpeed[mtype] : baseMoveSpeed[mtype]); if (IsMovedByClient() && IsInWorld()) MovementPacketSender::SendSpeedChangeToMover(this, mtype, newSpeedFlat); else if (IsMovedByClient() && !IsInWorld()) // (1) SetSpeedRateReal(mtype, rate); else // <=> if(!IsMovedByPlayer()) { SetSpeedRateReal(mtype, rate); MovementPacketSender::SendSpeedChangeToAll(this, mtype, newSpeedFlat); } // explaination of (1): // If the player is not in the world yet, it won't reply to the packets requiring an ack. And once the player is in the world, next time a movement // packet which requires an ack is sent to the client (change of speed for example), the client is kicked from the // server on the ground that it should have replied to the first packet first. That line is a hacky fix // in the sense that it doesn't work like that in retail since buffs are applied only after the player has been // initialized in the world. cf description of PR #18771 } void Unit::SetSpeedRateReal(UnitMoveType mtype, float rate) { if (!IsInCombat() && ToPlayer()) if (Pet* pet = ToPlayer()->GetPet()) pet->SetSpeedRate(mtype, rate); m_speed_rate[mtype] = rate; PropagateSpeedChange(); } void Unit::FollowTarget(Unit* target) { if (!target) { TC_LOG_ERROR("entities.unit", "Unit::FollowTarget: Unit (%s) tried to follow a non-existant target.", GetGUID().ToString().c_str()); return; } // Determine follow configuration bool joinFormation = false; // unit will follow its target in a generated formation shape and catches up to its target bool catchUpToTarget = false; // unit will allign to the target speed and catches up to the target automatically bool faceTarget = false; // unit will face its target with every spline float distance = DEFAULT_FOLLOW_DISTANCE_PET; if (TempSummon* summon = ToTempSummon()) { if (SummonPropertiesEntry const* properties = summon->m_Properties) { // Allied summons, pet summons join a formation unless the following exceptions are being met. if (properties->Control == SUMMON_CATEGORY_ALLY || properties->Control == SUMMON_CATEGORY_PET) joinFormation = true; // Companion minipets will always be able to catch up to their target if (properties->Slot == SUMMON_SLOT_MINIPET) { joinFormation = false; catchUpToTarget = true; faceTarget = true; distance = DEFAULT_FOLLOW_DISTANCE; } // Quest npcs follow their target outside of formations if (properties->Slot == SUMMON_SLOT_QUEST) { joinFormation = false; distance = DEFAULT_FOLLOW_DISTANCE; } } // Pets and minions alwys move in a formation of their target if (summon->IsPet()) joinFormation = true; } else if (IsCharmed()) joinFormation = true; // Unit is already following its target if (joinFormation && target->HasFormationFollower(this)) return; GetMotionMaster()->MoveFollow(target, distance, DEFAULT_FOLLOW_ANGLE, joinFormation, catchUpToTarget, faceTarget); } void Unit::RemoveFormationFollower(Unit* follower) { for (FormationFollowerGUIDContainer::const_iterator itr = _formationFollowers.begin(); itr != _formationFollowers.end();) { ObjectGuid guid = *itr; if (Unit* followingUnit = ObjectAccessor::GetUnit(*this, guid)) { if (followingUnit == follower) itr = _formationFollowers.erase(itr); else ++itr; } else itr = _formationFollowers.erase(itr); } } bool Unit::HasFormationFollower(Unit* follower) const { for (ObjectGuid guid : _formationFollowers) if (Unit* followingUnit = ObjectAccessor::GetUnit(*this, guid)) if (followingUnit == follower) return true; return false; } void Unit::RemoveAllPursuers() { for (uint8 i = 0; i < AsUnderlyingType(PursuingType::Max); ++i) { while (!_unitsPursuingMe[i].empty()) (*_unitsPursuingMe[i].begin())->SetTarget(PursuingType(i), nullptr); } } void Unit::setDeathState(DeathState s) { // Death state needs to be updated before RemoveAllAurasOnDeath() is called, to prevent entering combat m_deathState = s; if (s != ALIVE && s != JUST_RESPAWNED) { CombatStop(); ClearComboPointHolders(); // any combo points pointed to unit lost at it death if (IsNonMeleeSpellCast(false)) InterruptNonMeleeSpells(false); ExitVehicle(); // Exit vehicle before calling RemoveAllControlled // vehicles use special type of charm that is not removed by the next function // triggering an assert UnsummonAllTotems(); RemoveAllControlled(); RemoveAllAurasOnDeath(); } if (s == JUST_DIED) { // remove aurastates allowing special moves ClearAllReactives(); ClearDiminishings(); CancelPendingCastRequest(); if (IsInWorld()) { // Only clear MotionMaster for entities that exists in world // Avoids crashes in the following conditions : // * Using 'call pet' on dead pets // * Using 'call stabled pet' // * Logging in with dead pets GetMotionMaster()->Clear(false); GetMotionMaster()->MoveIdle(); } StopMoving(); DisableSpline(); // without this when removing IncreaseMaxHealth aura player may stuck with 1 hp // do not why since in IncreaseMaxHealth currenthealth is checked SetHealth(0); SetPower(GetPowerType(), 0); SetUInt32Value(UNIT_NPC_EMOTESTATE, 0); // players in instance don't have ZoneScript, but they have InstanceScript if (ZoneScript* zoneScript = GetZoneScript() ? GetZoneScript() : GetInstanceScript()) zoneScript->OnUnitDeath(this); } else if (s == JUST_RESPAWNED) RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE); // clear skinnable for creature and player (at battleground) } //====================================================================== void Unit::AtEnterCombat() { if (Spell* spell = m_currentSpells[CURRENT_GENERIC_SPELL]) if (spell->getState() == SPELL_STATE_PREPARING && spell->m_spellInfo->HasAttribute(SPELL_ATTR0_CANT_USED_IN_COMBAT) && spell->m_spellInfo->InterruptFlags.HasFlag(SpellInterruptFlags::Combat)) InterruptNonMeleeSpells(false); RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::EnteringCombat); ProcSkillsAndAuras(nullptr, PROC_FLAG_ENTER_COMBAT, PROC_FLAG_NONE, PROC_SPELL_TYPE_MASK_ALL, PROC_SPELL_PHASE_NONE, PROC_HIT_NONE, nullptr, nullptr, nullptr); } void Unit::AtExitCombat() { RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::LeavingCombat); } void Unit::AtTargetAttacked(Unit* target, bool canInitialAggro) { if (!target->IsEngaged() && !canInitialAggro) return; target->EngageWithTarget(this); if (Unit* targetOwner = target->GetCharmerOrOwner()) targetOwner->EngageWithTarget(this); //Patch 3.0.8: All player spells which cause a creature to become aggressive to you will now also immediately cause the creature to be tapped. if (Creature* creature = target->ToCreature()) if (!creature->hasLootRecipient() && GetTypeId() == TYPEID_PLAYER) creature->SetLootRecipient(this); Player* myPlayerOwner = GetCharmerOrOwnerPlayerOrPlayerItself(); Player* targetPlayerOwner = target->GetCharmerOrOwnerPlayerOrPlayerItself(); if (myPlayerOwner && targetPlayerOwner && !(myPlayerOwner->duel && myPlayerOwner->duel->opponent == targetPlayerOwner)) { myPlayerOwner->UpdatePvP(true); myPlayerOwner->SetContestedPvP(targetPlayerOwner); myPlayerOwner->RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::PvPActive); } } void Unit::UpdatePetCombatState() { ASSERT(!IsPet()); // player pets do not use UNIT_FLAG_PET_IN_COMBAT for this purpose - but player pets should also never have minions of their own to call this bool state = false; for (Unit* minion : m_Controlled) if (minion->IsInCombat()) { state = true; break; } if (state) SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PET_IN_COMBAT); else RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PET_IN_COMBAT); } //====================================================================== float Unit::ApplyEffectModifiers(SpellInfo const* spellProto, uint8 effect_index, float value) const { if (Player* modOwner = GetSpellModOwner()) { modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_ALL_EFFECTS, value); switch (effect_index) { case EFFECT_0: modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_EFFECT1, value); break; case EFFECT_1: modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_EFFECT2, value); break; case EFFECT_2: modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_EFFECT3, value); break; } } return value; } // function uses real base points (typically value - 1) int32 Unit::CalculateSpellDamage(Unit const* target, SpellInfo const* spellProto, uint8 effect_index, int32 const* basePoints) const { return spellProto->Effects[effect_index].CalcValue(this, basePoints, target); } int32 Unit::ModSpellDuration(SpellInfo const* spellProto, Unit const* target, int32 duration, bool positive, uint32 effectMask) { // don't mod permanent auras duration if (duration < 0) return duration; // some auras are not affected by duration modifiers if (spellProto->HasAttribute(SPELL_ATTR7_IGNORE_DURATION_MODS)) return duration; // cut duration only of negative effects if (!positive) { int32 mechanic = spellProto->GetSpellMechanicMaskByEffectMask(effectMask); int32 durationMod; int32 durationMod_always = 0; int32 durationMod_not_stack = 0; for (uint8 i = 1; i <= MECHANIC_ENRAGED; ++i) { if (!(mechanic & 1<GetTotalAuraModifierByMiscValue(SPELL_AURA_MECHANIC_DURATION_MOD, i); // Find max mod (negative bonus) int32 new_durationMod_not_stack = target->GetMaxNegativeAuraModifierByMiscValue(SPELL_AURA_MECHANIC_DURATION_MOD_NOT_STACK, i); // Check if mods applied before were weaker if (new_durationMod_always < durationMod_always) durationMod_always = new_durationMod_always; if (new_durationMod_not_stack < durationMod_not_stack) durationMod_not_stack = new_durationMod_not_stack; } // Select strongest negative mod if (durationMod_always > durationMod_not_stack) durationMod = durationMod_not_stack; else durationMod = durationMod_always; if (durationMod != 0) AddPct(duration, durationMod); // there are only negative mods currently durationMod_always = target->GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_AURA_DURATION_BY_DISPEL, spellProto->Dispel); durationMod_not_stack = target->GetMaxNegativeAuraModifierByMiscValue(SPELL_AURA_MOD_AURA_DURATION_BY_DISPEL_NOT_STACK, spellProto->Dispel); durationMod = 0; if (durationMod_always > durationMod_not_stack) durationMod += durationMod_not_stack; else durationMod += durationMod_always; if (durationMod != 0) AddPct(duration, durationMod); } else { // else positive mods here, there are no currently // when there will be, change GetTotalAuraModifierByMiscValue to GetTotalPositiveAuraModifierByMiscValue // Mixology - duration boost if (target->GetTypeId() == TYPEID_PLAYER) { if (spellProto->SpellFamilyName == SPELLFAMILY_POTION && ( sSpellMgr->IsSpellMemberOfSpellGroup(spellProto->Id, SPELL_GROUP_ELIXIR_BATTLE) || sSpellMgr->IsSpellMemberOfSpellGroup(spellProto->Id, SPELL_GROUP_ELIXIR_GUARDIAN))) { if (target->HasAura(53042) && target->HasSpell(spellProto->Effects[0].TriggerSpell)) duration *= 2; } } } // Glyphs which increase duration of selfcast buffs if (target == this) { switch (spellProto->SpellFamilyName) { case SPELLFAMILY_DRUID: if (spellProto->SpellFamilyFlags[0] & 0x100) { // Glyph of Thorns if (AuraEffect* aurEff = GetAuraEffect(57862, 0)) duration += aurEff->GetAmount() * MINUTE * IN_MILLISECONDS; } break; } } return std::max(duration, 0); } void Unit::ModSpellCastTime(SpellInfo const* spellInfo, int32 & castTime, Spell* spell) { if (!spellInfo || castTime < 0) return; // called from caster if (Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_CASTING_TIME, castTime, spell); float castSpeedMod = 1; castSpeedMod = castSpeedMod - GetTotalAuraMultiplier(SPELL_AURA_HASTE_SPELLS) + 1.0f; if (!(spellInfo->HasAttribute(SPELL_ATTR0_ABILITY) || spellInfo->HasAttribute(SPELL_ATTR0_TRADESPELL) || spellInfo->HasAttribute(SPELL_ATTR3_NO_DONE_BONUS)) && ((GetTypeId() == TYPEID_PLAYER && spellInfo->SpellFamilyName) || GetTypeId() == TYPEID_UNIT)) castTime = int32(float(castTime) * GetFloatValue(UNIT_MOD_CAST_SPEED)); else if (spellInfo->HasAttribute(SPELL_ATTR0_REQ_AMMO) && !spellInfo->HasAttribute(SPELL_ATTR2_AUTOREPEAT_FLAG)) castTime = int32(float(castTime) * m_modAttackSpeedPct[RANGED_ATTACK] * castSpeedMod); else if (spellInfo->SpellVisual[0] == 3881 && HasAura(67556)) // cooking with Chef Hat. castTime = 500; } void Unit::ModSpellDurationTime(SpellInfo const* spellInfo, int32 & duration, Spell* spell) { if (!spellInfo || duration < 0) return; if (spellInfo->IsChanneled() && !spellInfo->HasAttribute(SPELL_ATTR5_SPELL_HASTE_AFFECTS_PERIODIC)) return; // called from caster if (Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_CASTING_TIME, duration, spell); if (!(spellInfo->HasAttribute(SPELL_ATTR0_ABILITY) || spellInfo->HasAttribute(SPELL_ATTR0_TRADESPELL) || spellInfo->HasAttribute(SPELL_ATTR3_NO_DONE_BONUS)) && ((GetTypeId() == TYPEID_PLAYER && spellInfo->SpellFamilyName) || GetTypeId() == TYPEID_UNIT)) duration = int32(float(duration) * GetFloatValue(UNIT_MOD_CAST_SPEED)); else if (spellInfo->HasAttribute(SPELL_ATTR0_REQ_AMMO) && !spellInfo->HasAttribute(SPELL_ATTR2_AUTOREPEAT_FLAG)) duration = int32(float(duration) * m_modAttackSpeedPct[RANGED_ATTACK]); } DiminishingLevels Unit::GetDiminishing(DiminishingGroup group) const { DiminishingReturn const& diminish = m_Diminishing[group]; if (!diminish.hitCount) return DIMINISHING_LEVEL_1; // If last spell was cast more than 15 seconds ago - reset level if (!diminish.stack && GetMSTimeDiffToNow(diminish.hitTime) > 15000) return DIMINISHING_LEVEL_1; return DiminishingLevels(diminish.hitCount); } void Unit::IncrDiminishing(SpellInfo const* auraSpellInfo, bool triggered) { DiminishingGroup group = auraSpellInfo->GetDiminishingReturnsGroupForSpell(triggered); uint32 currentLevel = GetDiminishing(group); uint32 const maxLevel = auraSpellInfo->GetDiminishingReturnsMaxLevel(triggered); DiminishingReturn& diminish = m_Diminishing[group]; if (currentLevel < maxLevel) diminish.hitCount = currentLevel + 1; } bool Unit::ApplyDiminishingToDuration(SpellInfo const* auraSpellInfo, bool triggered, int32& duration, Unit* caster, DiminishingLevels previousLevel) const { DiminishingGroup const group = auraSpellInfo->GetDiminishingReturnsGroupForSpell(triggered); if (duration == -1 || group == DIMINISHING_NONE) return true; int32 const limitDuration = auraSpellInfo->GetDiminishingReturnsLimitDuration(triggered); // test pet/charm masters instead pets/charmeds Unit const* targetOwner = GetCharmerOrOwner(); Unit const* casterOwner = caster->GetCharmerOrOwner(); // Duration of crowd control abilities on pvp target is limited by 10 sec. (2.2.0) if (limitDuration > 0 && duration > limitDuration) { Unit const* target = targetOwner ? targetOwner : this; Unit const* source = casterOwner ? casterOwner : caster; if (target->IsAffectedByDiminishingReturns() && source->GetTypeId() == TYPEID_PLAYER) duration = limitDuration; } float mod = 1.0f; if (group == DIMINISHING_TAUNT) { if (GetTypeId() == TYPEID_UNIT && (ToCreature()->GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_TAUNT_DIMINISH)) { DiminishingLevels diminish = previousLevel; switch (diminish) { case DIMINISHING_LEVEL_1: break; case DIMINISHING_LEVEL_2: mod = 0.65f; break; case DIMINISHING_LEVEL_3: mod = 0.4225f; break; case DIMINISHING_LEVEL_4: mod = 0.274625f; break; case DIMINISHING_LEVEL_TAUNT_IMMUNE: mod = 0.0f; break; default: break; } } } // Some diminishings applies to mobs too (for example, Stun) else if (auraSpellInfo->GetDiminishingReturnsGroupType(triggered) == DRTYPE_ALL || (auraSpellInfo->GetDiminishingReturnsGroupType(triggered) == DRTYPE_PLAYER && (targetOwner ? targetOwner->IsAffectedByDiminishingReturns() : IsAffectedByDiminishingReturns()))) { DiminishingLevels diminish = previousLevel; switch (diminish) { case DIMINISHING_LEVEL_1: break; case DIMINISHING_LEVEL_2: mod = 0.5f; break; case DIMINISHING_LEVEL_3: mod = 0.25f; break; case DIMINISHING_LEVEL_IMMUNE: mod = 0.0f; break; default: break; } } duration = int32(duration * mod); return (duration != 0); } void Unit::ApplyDiminishingAura(DiminishingGroup group, bool apply) { // Checking for existing in the table DiminishingReturn& diminish = m_Diminishing[group]; if (apply) ++diminish.stack; else if (diminish.stack) { --diminish.stack; // Remember time after last aura from group removed if (!diminish.stack) diminish.hitTime = getMSTime(); } } void Unit::ClearDiminishings() { for (DiminishingReturn& dim : m_Diminishing) dim.Clear(); } float Unit::GetSpellMaxRangeForTarget(Unit const* target, SpellInfo const* spellInfo) const { if (!spellInfo->RangeEntry) return 0; if (spellInfo->RangeEntry->RangeMax[1] == spellInfo->RangeEntry->RangeMax[0]) return spellInfo->GetMaxRange(); if (!target) return spellInfo->GetMaxRange(true); return spellInfo->GetMaxRange(!IsHostileTo(target)); } float Unit::GetSpellMinRangeForTarget(Unit const* target, SpellInfo const* spellInfo) const { if (!spellInfo->RangeEntry) return 0; if (spellInfo->RangeEntry->RangeMin[1] == spellInfo->RangeEntry->RangeMin[0]) return spellInfo->GetMinRange(); if (!target) return spellInfo->GetMinRange(true); return spellInfo->GetMinRange(!IsHostileTo(target)); } uint32 Unit::GetCreatureType() const { if (GetTypeId() == TYPEID_PLAYER) { ShapeshiftForm form = GetShapeshiftForm(); SpellShapeshiftFormEntry const* ssEntry = sSpellShapeshiftFormStore.LookupEntry(form); if (ssEntry && ssEntry->CreatureType > 0) return ssEntry->CreatureType; else return CREATURE_TYPE_HUMANOID; } else return ToCreature()->GetCreatureTemplate()->type; } uint32 Unit::GetCreatureTypeMask() const { uint32 creatureType = GetCreatureType(); return (creatureType >= 1) ? (1 << (creatureType - 1)) : 0; } void Unit::SetShapeshiftForm(ShapeshiftForm form) { SetByteValue(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_SHAPESHIFT_FORM, form); } bool Unit::IsInFeralForm() const { ShapeshiftForm form = GetShapeshiftForm(); return form == FORM_CAT || form == FORM_BEAR; } bool Unit::IsInDisallowedMountForm() const { if (ShapeshiftForm form = GetShapeshiftForm()) { SpellShapeshiftFormEntry const* shapeshift = sSpellShapeshiftFormStore.LookupEntry(form); if (!shapeshift) return true; if (!shapeshift->GetFlags().HasFlag(SpellShapeshiftFormFlags::Stance)) return true; } if (GetDisplayId() == GetNativeDisplayId()) return false; CreatureDisplayInfoEntry const* display = sCreatureDisplayInfoStore.LookupEntry(GetDisplayId()); if (!display) return true; CreatureDisplayInfoExtraEntry const* displayExtra = sCreatureDisplayInfoExtraStore.LookupEntry(display->ExtendedDisplayInfoID); if (!displayExtra) return true; CreatureModelDataEntry const* model = sCreatureModelDataStore.LookupEntry(display->ModelID); ChrRacesEntry const* race = sChrRacesStore.LookupEntry(displayExtra->DisplayRaceID); if (model && !(model->Flags & 0x80)) if (race && !(race->Flags & 0x4)) return true; return false; } /*####################################### ######## ######## ######## STAT SYSTEM ######## ######## ######## #######################################*/ void Unit::HandleStatFlatModifier(UnitMods unitMod, UnitModifierFlatType modifierType, float amount, bool apply) { if (unitMod >= UNIT_MOD_END || modifierType >= MODIFIER_TYPE_FLAT_END) { TC_LOG_ERROR("entities.unit", "ERROR in HandleStatFlatModifier(): non-existing UnitMods or wrong UnitModifierType!"); return; } if (!amount) return; switch (modifierType) { case BASE_VALUE: case TOTAL_VALUE: m_auraFlatModifiersGroup[unitMod][modifierType] += apply ? amount : -amount; break; default: break; } UpdateUnitMod(unitMod); } void Unit::ApplyStatPctModifier(UnitMods unitMod, UnitModifierPctType modifierType, float pct) { if (unitMod >= UNIT_MOD_END || modifierType >= MODIFIER_TYPE_PCT_END) { TC_LOG_ERROR("entities.unit", "ERROR in ApplyStatPctModifier(): non-existing UnitMods or wrong UnitModifierType!"); return; } if (!pct) return; switch (modifierType) { case BASE_PCT: case TOTAL_PCT: AddPct(m_auraPctModifiersGroup[unitMod][modifierType], pct); break; default: break; } UpdateUnitMod(unitMod); } void Unit::SetStatFlatModifier(UnitMods unitMod, UnitModifierFlatType modifierType, float val) { if (m_auraFlatModifiersGroup[unitMod][modifierType] == val) return; m_auraFlatModifiersGroup[unitMod][modifierType] = val; UpdateUnitMod(unitMod); } void Unit::SetStatPctModifier(UnitMods unitMod, UnitModifierPctType modifierType, float val) { if (m_auraPctModifiersGroup[unitMod][modifierType] == val) return; m_auraPctModifiersGroup[unitMod][modifierType] = val; UpdateUnitMod(unitMod); } float Unit::GetFlatModifierValue(UnitMods unitMod, UnitModifierFlatType modifierType) const { if (unitMod >= UNIT_MOD_END || modifierType >= MODIFIER_TYPE_FLAT_END) { TC_LOG_ERROR("entities.unit", "attempt to access non-existing modifier value from UnitMods!"); return 0.0f; } return m_auraFlatModifiersGroup[unitMod][modifierType]; } float Unit::GetPctModifierValue(UnitMods unitMod, UnitModifierPctType modifierType) const { if (unitMod >= UNIT_MOD_END || modifierType >= MODIFIER_TYPE_PCT_END) { TC_LOG_ERROR("entities.unit", "attempt to access non-existing modifier value from UnitMods!"); return 0.0f; } return m_auraPctModifiersGroup[unitMod][modifierType]; } void Unit::UpdateUnitMod(UnitMods unitMod) { if (!CanModifyStats()) return; switch (unitMod) { case UNIT_MOD_STAT_STRENGTH: case UNIT_MOD_STAT_AGILITY: case UNIT_MOD_STAT_STAMINA: case UNIT_MOD_STAT_INTELLECT: case UNIT_MOD_STAT_SPIRIT: UpdateStats(GetStatByAuraGroup(unitMod)); break; case UNIT_MOD_ARMOR: UpdateArmor(); break; case UNIT_MOD_HEALTH: UpdateMaxHealth(); break; case UNIT_MOD_MANA: case UNIT_MOD_RAGE: case UNIT_MOD_FOCUS: case UNIT_MOD_ENERGY: case UNIT_MOD_RUNE: case UNIT_MOD_RUNIC_POWER: UpdateMaxPower(GetPowerTypeByAuraGroup(unitMod)); break; case UNIT_MOD_RESISTANCE_HOLY: case UNIT_MOD_RESISTANCE_FIRE: case UNIT_MOD_RESISTANCE_NATURE: case UNIT_MOD_RESISTANCE_FROST: case UNIT_MOD_RESISTANCE_SHADOW: case UNIT_MOD_RESISTANCE_ARCANE: UpdateResistances(GetSpellSchoolByAuraGroup(unitMod)); break; case UNIT_MOD_ATTACK_POWER: UpdateAttackPowerAndDamage(); break; case UNIT_MOD_ATTACK_POWER_RANGED: UpdateAttackPowerAndDamage(true); break; case UNIT_MOD_DAMAGE_MAINHAND: UpdateDamagePhysical(BASE_ATTACK); break; case UNIT_MOD_DAMAGE_OFFHAND: UpdateDamagePhysical(OFF_ATTACK); break; case UNIT_MOD_DAMAGE_RANGED: UpdateDamagePhysical(RANGED_ATTACK); break; default: break; } } bool Unit::CheckAttackFitToAuraRequirement(WeaponAttackType attackType, AuraEffect const* aurEff) const { // only players have item requirements if (GetTypeId() != TYPEID_PLAYER) return true; SpellInfo const* spellInfo = aurEff->GetSpellInfo(); if (spellInfo->EquippedItemClass == -1) return true; Item* item = ToPlayer()->GetWeaponForAttack(attackType, true); if (!item || !item->IsFitToSpellRequirements(spellInfo)) return false; return true; } void Unit::UpdateDamageDoneMods(WeaponAttackType attackType) { UnitMods unitMod; switch (attackType) { case BASE_ATTACK: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break; case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break; case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break; default: ABORT(); break; } float amount = GetTotalAuraModifier(SPELL_AURA_MOD_DAMAGE_DONE, std::bind(&Unit::CheckAttackFitToAuraRequirement, this, attackType, std::placeholders::_1)); SetStatFlatModifier(unitMod, TOTAL_VALUE, amount); } void Unit::UpdateAllDamageDoneMods() { for (uint8 i = BASE_ATTACK; i < MAX_ATTACK; ++i) UpdateDamageDoneMods(WeaponAttackType(i)); } void Unit::UpdateDamagePctDoneMods(WeaponAttackType attackType) { float factor; UnitMods unitMod; switch (attackType) { case BASE_ATTACK: factor = 1.0f; unitMod = UNIT_MOD_DAMAGE_MAINHAND; break; case OFF_ATTACK: // off hand has 50% penalty factor = 0.5f; unitMod = UNIT_MOD_DAMAGE_OFFHAND; break; case RANGED_ATTACK: factor = 1.0f; unitMod = UNIT_MOD_DAMAGE_RANGED; break; default: ABORT(); break; } factor *= GetTotalAuraMultiplier(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE, [attackType, this](AuraEffect const* aurEff) -> bool { if (!(aurEff->GetMiscValue() & SPELL_SCHOOL_MASK_NORMAL)) return false; return CheckAttackFitToAuraRequirement(attackType, aurEff); }); if (attackType == OFF_ATTACK) factor *= GetTotalAuraMultiplier(SPELL_AURA_MOD_OFFHAND_DAMAGE_PCT, std::bind(&Unit::CheckAttackFitToAuraRequirement, this, attackType, std::placeholders::_1)); SetStatPctModifier(unitMod, TOTAL_PCT, factor); } void Unit::UpdateAllDamagePctDoneMods() { for (uint8 i = BASE_ATTACK; i < MAX_ATTACK; ++i) UpdateDamagePctDoneMods(WeaponAttackType(i)); } float Unit::GetTotalStatValue(Stats stat) const { UnitMods unitMod = UnitMods(UNIT_MOD_STAT_START + stat); // value = ((base_value * base_pct) + total_value) * total_pct float value = GetFlatModifierValue(unitMod, BASE_VALUE) + GetCreateStat(stat); value *= GetPctModifierValue(unitMod, BASE_PCT); value += GetFlatModifierValue(unitMod, TOTAL_VALUE); value *= GetPctModifierValue(unitMod, TOTAL_PCT); return value; } float Unit::GetTotalAuraModValue(UnitMods unitMod) const { if (unitMod >= UNIT_MOD_END) { TC_LOG_ERROR("entities.unit", "attempt to access non-existing UnitMods in GetTotalAuraModValue()!"); return 0.0f; } float value = GetFlatModifierValue(unitMod, BASE_VALUE); value *= GetPctModifierValue(unitMod, BASE_PCT); value += GetFlatModifierValue(unitMod, TOTAL_VALUE); value *= GetPctModifierValue(unitMod, TOTAL_PCT); return value; } SpellSchools Unit::GetSpellSchoolByAuraGroup(UnitMods unitMod) const { SpellSchools school = SPELL_SCHOOL_NORMAL; switch (unitMod) { case UNIT_MOD_RESISTANCE_HOLY: school = SPELL_SCHOOL_HOLY; break; case UNIT_MOD_RESISTANCE_FIRE: school = SPELL_SCHOOL_FIRE; break; case UNIT_MOD_RESISTANCE_NATURE: school = SPELL_SCHOOL_NATURE; break; case UNIT_MOD_RESISTANCE_FROST: school = SPELL_SCHOOL_FROST; break; case UNIT_MOD_RESISTANCE_SHADOW: school = SPELL_SCHOOL_SHADOW; break; case UNIT_MOD_RESISTANCE_ARCANE: school = SPELL_SCHOOL_ARCANE; break; default: break; } return school; } Stats Unit::GetStatByAuraGroup(UnitMods unitMod) const { Stats stat = STAT_STRENGTH; switch (unitMod) { case UNIT_MOD_STAT_STRENGTH: stat = STAT_STRENGTH; break; case UNIT_MOD_STAT_AGILITY: stat = STAT_AGILITY; break; case UNIT_MOD_STAT_STAMINA: stat = STAT_STAMINA; break; case UNIT_MOD_STAT_INTELLECT: stat = STAT_INTELLECT; break; case UNIT_MOD_STAT_SPIRIT: stat = STAT_SPIRIT; break; default: break; } return stat; } Powers Unit::GetPowerTypeByAuraGroup(UnitMods unitMod) const { switch (unitMod) { case UNIT_MOD_RAGE: return POWER_RAGE; case UNIT_MOD_FOCUS: return POWER_FOCUS; case UNIT_MOD_ENERGY: return POWER_ENERGY; case UNIT_MOD_RUNE: return POWER_RUNE; case UNIT_MOD_RUNIC_POWER: return POWER_RUNIC_POWER; default: case UNIT_MOD_MANA: return POWER_MANA; } } float Unit::GetTotalAttackPowerValue(WeaponAttackType attType) const { if (attType == RANGED_ATTACK) { int32 ap = GetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER) + GetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MOD_POS) - GetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MOD_NEG); if (ap < 0) return 0.0f; return ap * (1.0f + GetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER)); } else { int32 ap = GetInt32Value(UNIT_FIELD_ATTACK_POWER) + GetInt32Value(UNIT_FIELD_ATTACK_POWER_MOD_POS) - GetInt32Value(UNIT_FIELD_ATTACK_POWER_MOD_NEG); if (ap < 0) return 0.0f; return ap * (1.0f + GetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER)); } } float Unit::GetWeaponDamageRange(WeaponAttackType attType, WeaponDamageRange type) const { if (attType == OFF_ATTACK && !haveOffhandWeapon()) return 0.0f; return m_weaponDamage[attType][type]; } bool Unit::CanFreeMove() const { return !HasUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_FLEEING | UNIT_STATE_IN_FLIGHT | UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DISTRACTED) && GetOwnerOrCreatorGUID().IsEmpty(); } void Unit::SetLevel(uint8 lvl) { SetUInt32Value(UNIT_FIELD_LEVEL, lvl); if (Player* player = ToPlayer()) { // group update if (player->GetGroup()) player->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_LEVEL); sCharacterCache->UpdateCharacterLevel(GetGUID(), lvl); } } void Unit::SetHealth(uint32 val) { if (getDeathState() == JUST_DIED || getDeathState() == CORPSE) val = 0; else if (GetTypeId() == TYPEID_PLAYER && getDeathState() == DEAD) val = 1; else { uint32 maxHealth = GetMaxHealth(); if (maxHealth < val) val = maxHealth; } SetUInt32Value(UNIT_FIELD_HEALTH, val); // group update if (Player* player = ToPlayer()) { if (player->GetGroup()) player->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_CUR_HP); } else if (Pet* pet = ToCreature()->ToPet()) { if (pet->isControlled()) { Unit* owner = GetOwner(); if (owner && (owner->GetTypeId() == TYPEID_PLAYER) && owner->ToPlayer()->GetGroup()) owner->ToPlayer()->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_CUR_HP); } } } void Unit::SetMaxHealth(uint32 val) { if (!val) val = 1; uint32 health = GetHealth(); SetUInt32Value(UNIT_FIELD_MAXHEALTH, val); // group update if (GetTypeId() == TYPEID_PLAYER) { if (ToPlayer()->GetGroup()) ToPlayer()->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_MAX_HP); } else if (Pet* pet = ToCreature()->ToPet()) { if (pet->isControlled()) { Unit* owner = GetOwner(); if (owner && (owner->GetTypeId() == TYPEID_PLAYER) && owner->ToPlayer()->GetGroup()) owner->ToPlayer()->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_MAX_HP); } } if (val < health) SetHealth(val); } int32 Unit::GetPower(Powers power) const { uint32 powerIndex = GetPowerIndex(power); if (powerIndex == MAX_POWERS) return 0; return GetUInt32Value(UNIT_FIELD_POWER1 + powerIndex); } int32 Unit::GetMaxPower(Powers power) const { uint32 powerIndex = GetPowerIndex(power); if (powerIndex == MAX_POWERS) return 0; return GetInt32Value(UNIT_FIELD_MAXPOWER1 + powerIndex); } void Unit::SetPower(Powers power, int32 val, bool withPowerUpdate /*= true*/) { uint32 powerIndex = GetPowerIndex(power); if (powerIndex == MAX_POWERS) return; int32 maxPower = int32(GetMaxPower(power)); if (maxPower < val) val = maxPower; SetInt32Value(UNIT_FIELD_POWER1 + powerIndex, val); if (IsInWorld() && withPowerUpdate) { WorldPackets::Combat::PowerUpdate packet; packet.Guid = GetGUID(); packet.Powers.emplace_back(val, power); SendMessageToSet(packet.Write(), IsPlayer()); } // group update if (Player* player = ToPlayer()) { if (player->GetGroup()) player->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_CUR_POWER); } else if (Pet* pet = ToCreature()->ToPet()) { if (pet->isControlled()) { Unit* owner = GetOwner(); if (owner && (owner->GetTypeId() == TYPEID_PLAYER) && owner->ToPlayer()->GetGroup()) owner->ToPlayer()->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_CUR_POWER); } } } void Unit::SetMaxPower(Powers power, int32 val) { uint32 powerIndex = GetPowerIndex(power); if (powerIndex == MAX_POWERS) return; int32 cur_power = GetPower(power); SetInt32Value(UNIT_FIELD_MAXPOWER1 + powerIndex, val); // group update if (GetTypeId() == TYPEID_PLAYER) { if (ToPlayer()->GetGroup()) ToPlayer()->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_MAX_POWER); } else if (Pet* pet = ToCreature()->ToPet()) { if (pet->isControlled()) { Unit* owner = GetOwner(); if (owner && (owner->GetTypeId() == TYPEID_PLAYER) && owner->ToPlayer()->GetGroup()) owner->ToPlayer()->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_MAX_POWER); } } if (val < cur_power) SetPower(power, val); } int32 Unit::GetCreatePowers(Powers power) const { switch (power) { case POWER_MANA: return GetCreateMana(); case POWER_RAGE: return 1000; case POWER_FOCUS: if (GetTypeId() == TYPEID_PLAYER && getClass() == CLASS_HUNTER) return 100; return (GetTypeId() == TYPEID_PLAYER || !((Creature const*)this)->IsPet() || ((Pet const*)this)->getPetType() != HUNTER_PET ? 0 : 100); case POWER_ENERGY: return 100; case POWER_RUNIC_POWER: return 1000; case POWER_RUNE: return 0; case POWER_SOUL_SHARDS: return 3; case POWER_ECLIPSE: return 100; case POWER_HOLY_POWER: return 3; case POWER_HEALTH: return 0; default: break; } return 0; } void Unit::Regenerate(Powers powerType, uint32 diff) { uint32 maxValue = GetMaxPower(powerType); if (!maxValue) return; if (!HasFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER)) return; uint32 curValue = GetPower(powerType); // Block power regeneration if (HasAuraTypeWithValue(SPELL_AURA_PREVENT_REGENERATE_POWER, powerType) || HasAuraType(SPELL_AURA_INTERRUPT_REGEN)) return; // Skip regeneration for power type we cannot have uint32 powerIndex = GetPowerIndex(powerType); if (powerIndex == MAX_POWERS) return; float addValue = GetPowerRegen(powerType, IsInCombat()) * (diff / float(IN_MILLISECONDS)); // Apply config values switch (powerType) { case POWER_MANA: addValue *= sWorld->getRate(RATE_POWER_MANA); break; case POWER_RAGE: addValue *= sWorld->getRate(RATE_POWER_RAGE_LOSS); break; case POWER_RUNIC_POWER: addValue *= sWorld->getRate(RATE_POWER_RUNICPOWER_LOSS); break; case POWER_FOCUS: addValue *= sWorld->getRate(RATE_POWER_FOCUS); break; case POWER_ENERGY: addValue *= sWorld->getRate(RATE_POWER_ENERGY); break; default: break; } if (addValue < 0.0f) { if (curValue == 0) return; } else if (addValue > 0.0f) { if (curValue == maxValue) return; } else return; addValue += _powerFraction[powerIndex]; uint32 integerValue = uint32(std::fabs(addValue)); if (addValue < 0.0f) { if (curValue > integerValue) { curValue -= integerValue; _powerFraction[powerIndex] = addValue + integerValue; } else { curValue = 0; _powerFraction[powerIndex] = 0; } } else { curValue += integerValue; if (curValue > maxValue) { curValue = maxValue; _powerFraction[powerIndex] = 0; } else _powerFraction[powerIndex] = addValue - integerValue; } // Players update their powers in 2 seconds intervals, creatures in 1 second ones if (_powerUpdateTimer <= 0) SetPower(powerType, curValue); else UpdateUInt32Value(UNIT_FIELD_POWER1 + powerIndex, curValue); } void Unit::AIUpdateTick(uint32 diff) { if (UnitAI* ai = GetAI()) { m_aiLocked = true; ai->UpdateAI(diff); m_aiLocked = false; } } void Unit::PushAI(UnitAI* newAI) { i_AIs.emplace(newAI); } void Unit::SetAI(UnitAI* newAI) { PushAI(newAI); RefreshAI(); } bool Unit::PopAI() { if (!i_AIs.empty()) { i_AIs.pop(); return true; } else return false; } void Unit::RefreshAI() { ASSERT(!m_aiLocked, "Tried to change current AI during UpdateAI()"); if (i_AIs.empty()) i_AI = nullptr; else i_AI = i_AIs.top(); } void Unit::ScheduleAIChange() { bool const charmed = IsCharmed(); if (charmed) PushAI(GetScheduledChangeAI()); else { RestoreDisabledAI(); PushAI(GetScheduledChangeAI()); //This could actually be PopAI() to get the previous AI but it's required atm to trigger UpdateCharmAI() } } void Unit::RestoreDisabledAI() { // Keep popping the stack until we either reach the bottom or find a valid AI while (PopAI()) if (GetTopAI() && dynamic_cast(GetTopAI()) == nullptr) return; } UnitAI* Unit::GetScheduledChangeAI() { if (Creature* creature = ToCreature()) return new ScheduledChangeAI(creature); else return nullptr; } bool Unit::HasScheduledAIChange() const { if (UnitAI* ai = GetAI()) return dynamic_cast(ai) != nullptr; else return true; } void Unit::AddToWorld() { WorldObject::AddToWorld(); RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::EnterWorld); } void Unit::RemoveFromWorld() { // cleanup ASSERT(GetGUID()); if (IsInWorld()) { m_duringRemoveFromWorld = true; if (UnitAI* ai = GetAI()) ai->LeavingWorld(); if (IsVehicle()) RemoveVehicleKit(true); RemoveCharmAuras(); RemoveBindSightAuras(); RemoveNotOwnLimitedTargetAuras(); RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::LeaveWorld); RemoveAllGameObjects(); RemoveAllDynObjects(); ExitVehicle(); // Remove applied auras with SPELL_AURA_CONTROL_VEHICLE UnsummonAllTotems(); RemoveAllControlled(); RemoveAreaAurasDueToLeaveWorld(); // clear idle movement slot to finalize follow movement to unregister formation targets GetMotionMaster()->Clear(MOTION_SLOT_IDLE); RemoveAllPursuers(); if (IsCharmed()) RemoveCharmedBy(nullptr); ASSERT(!GetCharmedGUID(), "Unit %u has charmed guid when removed from world", GetEntry()); ASSERT(!GetCharmerGUID(), "Unit %u has charmer guid when removed from world", GetEntry()); if (Unit* owner = GetOwner()) { if (owner->m_Controlled.find(this) != owner->m_Controlled.end()) { TC_LOG_FATAL("entities.unit", "Unit %u is in controlled list of %u when removed from world", GetEntry(), owner->GetEntry()); ABORT(); } } WorldObject::RemoveFromWorld(); m_duringRemoveFromWorld = false; } } void Unit::CleanupBeforeRemoveFromMap(bool finalCleanup) { // This needs to be before RemoveFromWorld to make GetCaster() return a valid pointer on aura removal InterruptNonMeleeSpells(true); if (IsInWorld()) RemoveFromWorld(); ASSERT(GetGUID()); // A unit may be in removelist and not in world, but it is still in grid // and may have some references during delete RemoveAllAuras(); RemoveAllGameObjects(); if (finalCleanup) m_cleanupDone = true; m_Events.KillAllEvents(false); // non-delatable (currently cast spells) will not deleted now but it will deleted at call in Map::RemoveAllObjectsInRemoveList CombatStop(); ClearComboPointHolders(); } void Unit::CleanupsBeforeDelete(bool finalCleanup) { CleanupBeforeRemoveFromMap(finalCleanup); WorldObject::CleanupsBeforeDelete(finalCleanup); } void Unit::UpdateCharmAI() { if (IsCharmed()) { UnitAI* newAI = nullptr; if (IsPlayer()) { if (Unit* charmer = GetCharmer()) { // first, we check if the creature's own AI specifies an override playerai for its owned players if (Creature* creatureCharmer = charmer->ToCreature()) { if (CreatureAI* charmerAI = creatureCharmer->AI()) newAI = charmerAI->GetAIForCharmedPlayer(ToPlayer()); } else TC_LOG_ERROR("misc", "Attempt to assign charm AI to player %s who is charmed by non-creature %s.", GetGUID().ToString().c_str(), GetCharmerGUID().ToString().c_str()); } if (!newAI) // otherwise, we default to the generic one newAI = new SimpleCharmedPlayerAI(ToPlayer()); } else { ASSERT(IsCreature()); if (isPossessed() || IsVehicle()) newAI = new PossessedAI(ToCreature()); else newAI = new PetAI(ToCreature()); } ASSERT(newAI); SetAI(newAI); newAI->OnCharmed(true); } else { RestoreDisabledAI(); // Hack: this is required because we want to call OnCharmed(true) on the restored AI RefreshAI(); if (UnitAI* ai = GetAI()) ai->OnCharmed(true); } } CharmInfo* Unit::InitCharmInfo() { if (!m_charmInfo) m_charmInfo = new CharmInfo(this); return m_charmInfo; } void Unit::DeleteCharmInfo() { if (!m_charmInfo) return; m_charmInfo->RestoreState(); delete m_charmInfo; m_charmInfo = nullptr; } CharmInfo::CharmInfo(Unit* unit) : _unit(unit), _CommandState(COMMAND_FOLLOW), _petnumber(0), _oldReactState(REACT_PASSIVE), _isCommandAttack(false), _isCommandFollow(false), _isAtStay(false), _isFollowing(false), _isReturning(false), _stayX(0.0f), _stayY(0.0f), _stayZ(0.0f) { for (uint8 i = 0; i < MAX_SPELL_CHARM; ++i) _charmspells[i].SetActionAndType(0, ACT_DISABLED); if (Creature* creature = _unit->ToCreature()) { _oldReactState = creature->GetReactState(); creature->SetReactState(REACT_PASSIVE); } } CharmInfo::~CharmInfo() { } void CharmInfo::RestoreState() { if (Creature* creature = _unit->ToCreature()) creature->SetReactState(_oldReactState); } void CharmInfo::InitPetActionBar() { // the first 3 SpellOrActions are attack, follow and moveTo SetActionBar(ACTION_BAR_INDEX_ATTACK, COMMAND_ATTACK, ACT_COMMAND); SetActionBar(ACTION_BAR_INDEX_FOLLOW, COMMAND_FOLLOW, ACT_COMMAND); SetActionBar(ACTION_BAR_INDEX_MOVE_TO, COMMAND_MOVE_TO, ACT_COMMAND); // middle 4 SpellOrActions are spells/special attacks/abilities for (uint32 i = 0; i < ACTION_BAR_INDEX_PET_SPELL_END-ACTION_BAR_INDEX_PET_SPELL_START; ++i) SetActionBar(ACTION_BAR_INDEX_PET_SPELL_START + i, 0, ACT_PASSIVE); // last 3 SpellOrActions are reactions SetActionBar(ACTION_BAR_INDEX_ASSIST, REACT_ASSIST, ACT_REACTION); SetActionBar(ACTION_BAR_INDEX_DEFENSIVE, REACT_DEFENSIVE, ACT_REACTION); SetActionBar(ACTION_BAR_INDEX_PASSIVE, REACT_PASSIVE, ACT_REACTION); } void CharmInfo::InitEmptyActionBar(bool withAttack) { if (withAttack) SetActionBar(ACTION_BAR_INDEX_START, COMMAND_ATTACK, ACT_COMMAND); else SetActionBar(ACTION_BAR_INDEX_START, 0, ACT_PASSIVE); for (uint32 x = ACTION_BAR_INDEX_START+1; x < ACTION_BAR_INDEX_END; ++x) SetActionBar(x, 0, ACT_PASSIVE); } void CharmInfo::InitPossessCreateSpells() { if (_unit->GetTypeId() == TYPEID_UNIT) { // Adding switch until better way is found. Malcrom // Adding entrys to this switch will prevent COMMAND_ATTACK being added to pet bar. switch (_unit->GetEntry()) { case 23575: // Mindless Abomination case 24783: // Trained Rock Falcon case 27664: // Crashin' Thrashin' Racer case 40281: // Crashin' Thrashin' Racer case 28511: // Eye of Acherus break; default: InitEmptyActionBar(); break; } for (uint8 i = 0; i < MAX_CREATURE_SPELLS; ++i) { uint32 spellId = _unit->ToCreature()->m_spells[i]; SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId); if (spellInfo) { if (spellInfo->IsPassive()) _unit->CastSpell(_unit, spellInfo->Id, true); else AddSpellToActionBar(spellInfo, ACT_PASSIVE, i % MAX_UNIT_ACTION_BAR_INDEX); } } } else InitEmptyActionBar(); } void CharmInfo::InitCharmCreateSpells() { if (_unit->GetTypeId() == TYPEID_PLAYER) // charmed players don't have spells { InitEmptyActionBar(); return; } InitPetActionBar(); for (uint32 x = 0; x < MAX_SPELL_CHARM; ++x) { uint32 spellId = _unit->ToCreature()->m_spells[x]; SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId); if (!spellInfo) { _charmspells[x].SetActionAndType(spellId, ACT_DISABLED); continue; } if (spellInfo->IsPassive()) { _unit->CastSpell(_unit, spellInfo->Id, true); _charmspells[x].SetActionAndType(spellId, ACT_PASSIVE); } else { _charmspells[x].SetActionAndType(spellId, ACT_DISABLED); ActiveStates newstate = ACT_PASSIVE; if (!spellInfo->IsAutocastable()) newstate = ACT_PASSIVE; else { if (spellInfo->NeedsExplicitUnitTarget()) { newstate = ACT_ENABLED; ToggleCreatureAutocast(spellInfo, true); } else newstate = ACT_DISABLED; } AddSpellToActionBar(spellInfo, newstate); } } } bool CharmInfo::AddSpellToActionBar(SpellInfo const* spellInfo, ActiveStates newstate, uint8 preferredSlot) { uint32 spell_id = spellInfo->Id; uint32 first_id = spellInfo->GetFirstRankSpell()->Id; ASSERT(preferredSlot < MAX_UNIT_ACTION_BAR_INDEX); // new spell rank can be already listed for (uint8 i = 0; i < MAX_UNIT_ACTION_BAR_INDEX; ++i) { if (uint32 action = PetActionBar[i].GetAction()) { if (PetActionBar[i].IsActionBarForSpell() && sSpellMgr->GetFirstSpellInChain(action) == first_id) { PetActionBar[i].SetAction(spell_id); return true; } } } // or use empty slot in other case for (uint8 i = 0; i < MAX_UNIT_ACTION_BAR_INDEX; ++i) { uint8 j = (preferredSlot + i) % MAX_UNIT_ACTION_BAR_INDEX; if (!PetActionBar[j].GetAction() && PetActionBar[j].IsActionBarForSpell()) { SetActionBar(j, spell_id, newstate == ACT_DECIDE ? spellInfo->IsAutocastable() ? ACT_ENABLED : ACT_PASSIVE : newstate); return true; } } return false; } bool CharmInfo::RemoveSpellFromActionBar(uint32 spell_id) { uint32 first_id = sSpellMgr->GetFirstSpellInChain(spell_id); for (uint8 i = 0; i < MAX_UNIT_ACTION_BAR_INDEX; ++i) { if (uint32 action = PetActionBar[i].GetAction()) { if (PetActionBar[i].IsActionBarForSpell() && sSpellMgr->GetFirstSpellInChain(action) == first_id) { SetActionBar(i, 0, ACT_PASSIVE); return true; } } } return false; } void CharmInfo::ToggleCreatureAutocast(SpellInfo const* spellInfo, bool apply) { if (spellInfo->IsPassive()) return; for (uint32 x = 0; x < MAX_SPELL_CHARM; ++x) if (spellInfo->Id == _charmspells[x].GetAction()) _charmspells[x].SetType(apply ? ACT_ENABLED : ACT_DISABLED); } void CharmInfo::SetPetNumber(uint32 petnumber, bool statwindow) { _petnumber = petnumber; if (statwindow) _unit->SetUInt32Value(UNIT_FIELD_PETNUMBER, _petnumber); else _unit->SetUInt32Value(UNIT_FIELD_PETNUMBER, 0); } void CharmInfo::LoadPetActionBar(const std::string& data) { InitPetActionBar(); Tokenizer tokens(data, ' '); if (tokens.size() != (ACTION_BAR_INDEX_END-ACTION_BAR_INDEX_START) * 2) return; // non critical, will reset to default uint8 index = ACTION_BAR_INDEX_START; Tokenizer::const_iterator iter = tokens.begin(); for (; index < ACTION_BAR_INDEX_END; ++iter, ++index) { // use unsigned cast to avoid sign negative format use at long-> ActiveStates (int) conversion ActiveStates type = ActiveStates(atol(*iter)); ++iter; uint32 action = atoul(*iter); PetActionBar[index].SetActionAndType(action, type); // check correctness if (PetActionBar[index].IsActionBarForSpell()) { SpellInfo const* spelInfo = sSpellMgr->GetSpellInfo(PetActionBar[index].GetAction()); if (!spelInfo) SetActionBar(index, 0, ACT_PASSIVE); else if (!spelInfo->IsAutocastable()) SetActionBar(index, PetActionBar[index].GetAction(), ACT_PASSIVE); } } } void CharmInfo::BuildActionBar(WorldPacket* data) { for (uint32 i = 0; i < MAX_UNIT_ACTION_BAR_INDEX; ++i) *data << uint32(PetActionBar[i].packedData); } void CharmInfo::SetSpellAutocast(SpellInfo const* spellInfo, bool state) { for (uint8 i = 0; i < MAX_UNIT_ACTION_BAR_INDEX; ++i) { if (spellInfo->Id == PetActionBar[i].GetAction() && PetActionBar[i].IsActionBarForSpell()) { PetActionBar[i].SetType(state ? ACT_ENABLED : ACT_DISABLED); break; } } } bool Unit::isFrozen() const { return HasAuraState(AURA_STATE_FROZEN); } uint32 createProcHitMask(SpellNonMeleeDamage* damageInfo, SpellMissInfo missCondition) { uint32 hitMask = PROC_HIT_NONE; // Check victim state if (missCondition != SPELL_MISS_NONE) { switch (missCondition) { case SPELL_MISS_MISS: hitMask |= PROC_HIT_MISS; break; case SPELL_MISS_DODGE: hitMask |= PROC_HIT_DODGE; break; case SPELL_MISS_PARRY: hitMask |= PROC_HIT_PARRY; break; case SPELL_MISS_BLOCK: // spells can't be partially blocked (it's damage can though) hitMask |= PROC_HIT_BLOCK | PROC_HIT_FULL_BLOCK; break; case SPELL_MISS_EVADE: hitMask |= PROC_HIT_EVADE; break; case SPELL_MISS_IMMUNE: case SPELL_MISS_IMMUNE2: hitMask |= PROC_HIT_IMMUNE; break; case SPELL_MISS_DEFLECT: hitMask |= PROC_HIT_DEFLECT; break; case SPELL_MISS_ABSORB: hitMask |= PROC_HIT_ABSORB; break; case SPELL_MISS_REFLECT: hitMask |= PROC_HIT_REFLECT; break; case SPELL_MISS_RESIST: hitMask |= PROC_HIT_FULL_RESIST; break; default: break; } } else { // On block if (damageInfo->blocked) { hitMask |= PROC_HIT_BLOCK; if (damageInfo->fullBlock) hitMask |= PROC_HIT_FULL_BLOCK; } // On absorb if (damageInfo->absorb) hitMask |= PROC_HIT_ABSORB; // Don't set hit/crit hitMask if damage is nullified bool const damageNullified = (damageInfo->HitInfo & (HITINFO_FULL_ABSORB | HITINFO_FULL_RESIST)) != 0 || (hitMask & PROC_HIT_FULL_BLOCK) != 0; if (!damageNullified) { // On crit if (damageInfo->HitInfo & SPELL_HIT_TYPE_CRIT) hitMask |= PROC_HIT_CRITICAL; else hitMask |= PROC_HIT_NORMAL; } else if ((damageInfo->HitInfo & HITINFO_FULL_RESIST) != 0) hitMask |= PROC_HIT_FULL_RESIST; } return hitMask; } void Unit::ProcSkillsAndReactives(bool isVictim, Unit* procTarget, uint32 typeMask, uint32 hitMask, WeaponAttackType /*attType*/) { // Player is loaded now - do not allow passive spell casts to proc if (GetTypeId() == TYPEID_PLAYER && ToPlayer()->GetSession()->PlayerLoading()) return; // For melee/ranged based attack need update skills and set some Aura states if victim present if (typeMask & MELEE_BASED_TRIGGER_MASK && procTarget) { // If exist crit/parry/dodge/block need update aura state (for victim and attacker) if (hitMask & (PROC_HIT_CRITICAL | PROC_HIT_PARRY | PROC_HIT_DODGE | PROC_HIT_BLOCK)) { // for victim if (isVictim) { // Skip checks for Death Knights when in Blood Presence (Rune Strike) if (getClass() == CLASS_DEATH_KNIGHT && hitMask & (PROC_HIT_DODGE | PROC_HIT_PARRY | PROC_HIT_BLOCK)) if (GetAuraEffect(SPELL_AURA_MOD_BASE_RESISTANCE_PCT, SPELLFAMILY_DEATHKNIGHT, 0x800000, 0, 0, GetGUID())) return; // if victim and dodge attack if (hitMask & PROC_HIT_DODGE) { // Update AURA_STATE on dodge if (getClass() != CLASS_ROGUE) // skip Rogue Riposte { ModifyAuraState(AURA_STATE_DEFENSE, true); StartReactiveTimer(REACTIVE_DEFENSE); } } // if victim and parry attack if (hitMask & PROC_HIT_PARRY) { // For Hunters only Counterattack (skip Mongoose bite) if (getClass() == CLASS_HUNTER) { ModifyAuraState(AURA_STATE_HUNTER_PARRY, true); StartReactiveTimer(REACTIVE_HUNTER_PARRY); } else { ModifyAuraState(AURA_STATE_DEFENSE, true); StartReactiveTimer(REACTIVE_DEFENSE); } } // if and victim block attack if (hitMask & PROC_HIT_BLOCK) { ModifyAuraState(AURA_STATE_DEFENSE, true); StartReactiveTimer(REACTIVE_DEFENSE); } } else // For attacker { // Overpower on victim dodge if ((hitMask & PROC_HIT_DODGE) && GetTypeId() == TYPEID_PLAYER && getClass() == CLASS_WARRIOR) { ToPlayer()->AddComboPoints(procTarget, 1); StartReactiveTimer(REACTIVE_OVERPOWER); } } } } } void Unit::GetProcAurasTriggeredOnEvent(AuraApplicationProcContainer& aurasTriggeringProc, AuraApplicationList* procAuras, ProcEventInfo& eventInfo) { std::chrono::steady_clock::time_point now = std::chrono::steady_clock::now(); // use provided list of auras which can proc if (procAuras) { for (AuraApplication* aurApp : *procAuras) { ASSERT(aurApp->GetTarget() == this); if (uint8 procEffectMask = aurApp->GetBase()->GetProcEffectMask(aurApp, eventInfo, now)) { aurApp->GetBase()->PrepareProcToTrigger(aurApp, eventInfo, now); aurasTriggeringProc.emplace_back(procEffectMask, aurApp); } } } // or generate one on our own else { for (AuraApplicationMap::iterator itr = GetAppliedAuras().begin(); itr != GetAppliedAuras().end(); ++itr) { if (uint8 procEffectMask = itr->second->GetBase()->GetProcEffectMask(itr->second, eventInfo, now)) { itr->second->GetBase()->PrepareProcToTrigger(itr->second, eventInfo, now); aurasTriggeringProc.emplace_back(procEffectMask, itr->second); } } } } void Unit::TriggerAurasProcOnEvent(CalcDamageInfo& damageInfo) { DamageInfo dmgInfo = DamageInfo(damageInfo); TriggerAurasProcOnEvent(damageInfo.target, damageInfo.procAttacker, damageInfo.procVictim, PROC_SPELL_TYPE_NONE, PROC_SPELL_PHASE_NONE, dmgInfo.GetHitMask(), nullptr, &dmgInfo, nullptr); } void Unit::TriggerAurasProcOnEvent(Unit* actionTarget, uint32 typeMaskActor, uint32 typeMaskActionTarget, uint32 spellTypeMask, uint32 spellPhaseMask, uint32 hitMask, Spell* spell, DamageInfo* damageInfo, HealInfo* healInfo) { // prepare data for self trigger ProcEventInfo myProcEventInfo(this, actionTarget, actionTarget, typeMaskActor, spellTypeMask, spellPhaseMask, hitMask, spell, damageInfo, healInfo); if (typeMaskActor) { AuraApplicationProcContainer myAurasTriggeringProc; GetProcAurasTriggeredOnEvent(myAurasTriggeringProc, nullptr, myProcEventInfo); // needed for example for Cobra Strikes, pet does the attack, but aura is on owner if (Player* modOwner = GetSpellModOwner()) { if (modOwner != this && spell) { AuraApplicationList modAuras; for (auto itr = modOwner->GetAppliedAuras().begin(); itr != modOwner->GetAppliedAuras().end(); ++itr) { if (spell->m_appliedMods.count(itr->second->GetBase()) != 0) modAuras.push_back(itr->second); } modOwner->GetProcAurasTriggeredOnEvent(myAurasTriggeringProc, &modAuras, myProcEventInfo); } } TriggerAurasProcOnEvent(myProcEventInfo, myAurasTriggeringProc); } // prepare data for target trigger ProcEventInfo targetProcEventInfo(this, actionTarget, this, typeMaskActionTarget, spellTypeMask, spellPhaseMask, hitMask, spell, damageInfo, healInfo); if (typeMaskActionTarget && actionTarget) { AuraApplicationProcContainer targetAurasTriggeringProc; actionTarget->GetProcAurasTriggeredOnEvent(targetAurasTriggeringProc, nullptr, targetProcEventInfo); actionTarget->TriggerAurasProcOnEvent(targetProcEventInfo, targetAurasTriggeringProc); } } void Unit::TriggerAurasProcOnEvent(ProcEventInfo& eventInfo, AuraApplicationProcContainer& aurasTriggeringProc) { Spell const* triggeringSpell = eventInfo.GetProcSpell(); bool const disableProcs = triggeringSpell && triggeringSpell->IsProcDisabled(); if (disableProcs) SetCantProc(true); for (auto const& aurAppProc : aurasTriggeringProc) { AuraApplication* aurApp; uint8 procEffectMask; std::tie(procEffectMask, aurApp) = aurAppProc; if (aurApp->GetRemoveMode().HasAnyFlag()) continue; SpellInfo const* spellInfo = aurApp->GetBase()->GetSpellInfo(); if (spellInfo->HasAttribute(SPELL_ATTR3_DISABLE_PROC)) SetCantProc(true); aurApp->GetBase()->TriggerProcOnEvent(procEffectMask, aurApp, eventInfo); if (spellInfo->HasAttribute(SPELL_ATTR3_DISABLE_PROC)) SetCantProc(false); } if (disableProcs) SetCantProc(false); } SpellSchoolMask Unit::GetMeleeDamageSchoolMask() const { return SPELL_SCHOOL_MASK_NORMAL; } ObjectGuid Unit::GetCharmerOrOwnerOrOwnGUID() const { if (ObjectGuid guid = GetCharmerOrOwnerGUID()) return guid; return GetGUID(); } Player* Unit::GetSpellModOwner() const { if (Player* player = const_cast(this)->ToPlayer()) return player; if (HasUnitTypeMask(UNIT_MASK_PET | UNIT_MASK_TOTEM | UNIT_MASK_GUARDIAN | UNIT_MASK_HUNTER_PET | UNIT_MASK_MINION)) if (Unit* owner = GetOwner()) return owner->ToPlayer(); return nullptr; } ///----------Pet responses methods----------------- void Unit::SendPetActionFeedback(uint8 msg) { Unit* owner = GetOwner(); if (!owner || owner->GetTypeId() != TYPEID_PLAYER) return; WorldPacket data(SMSG_PET_ACTION_FEEDBACK, 1); data << uint8(msg); owner->ToPlayer()->SendDirectMessage(&data); } void Unit::SendPetTalk(uint32 pettalk) { Unit* owner = GetOwner(); if (!owner || owner->GetTypeId() != TYPEID_PLAYER) return; WorldPacket data(SMSG_PET_ACTION_SOUND, 8 + 4); data << uint64(GetGUID()); data << uint32(pettalk); owner->ToPlayer()->SendDirectMessage(&data); } void Unit::SendPetAIReaction(ObjectGuid guid) { Unit* owner = GetOwner(); if (!owner || owner->GetTypeId() != TYPEID_PLAYER) return; WorldPackets::Combat::AIReaction packet; packet.UnitGUID = guid; packet.Reaction = AI_REACTION_HOSTILE; owner->ToPlayer()->SendDirectMessage(packet.Write()); } ///----------End of Pet responses methods---------- void Unit::PropagateSpeedChange() { GetMotionMaster()->PropagateSpeedChange(); } void Unit::StopMoving() { ClearUnitState(UNIT_STATE_MOVING); // not need send any packets if not in world or not moving if (!IsInWorld() || movespline->Finalized()) return; // Update position now since Stop does not start a new movement that can be updated later if (movespline->HasStarted()) UpdateSplinePosition(); Movement::MoveSplineInit init(this); init.Stop(); } void Unit::PauseMovement(uint32 timer/* = 0*/, uint8 slot/* = 0*/, bool forced/* = true*/) { if (IsInvalidMovementSlot(slot)) return; if (MovementGenerator* movementGenerator = GetMotionMaster()->GetMotionSlot(MovementSlot(slot))) movementGenerator->Pause(timer); if (forced && GetMotionMaster()->GetCurrentSlot() == MovementSlot(slot)) StopMoving(); } void Unit::ResumeMovement(uint32 timer/* = 0*/, uint8 slot/* = 0*/) { if (IsInvalidMovementSlot(slot)) return; if (MovementGenerator* movementGenerator = GetMotionMaster()->GetMotionSlot(MovementSlot(slot))) movementGenerator->Resume(timer); } bool Unit::IsSitState() const { uint8 s = GetStandState(); return s == UNIT_STAND_STATE_SIT_CHAIR || s == UNIT_STAND_STATE_SIT_LOW_CHAIR || s == UNIT_STAND_STATE_SIT_MEDIUM_CHAIR || s == UNIT_STAND_STATE_SIT_HIGH_CHAIR || s == UNIT_STAND_STATE_SIT; } bool Unit::IsStandState() const { uint8 s = GetStandState(); return !IsSitState() && s != UNIT_STAND_STATE_SLEEP && s != UNIT_STAND_STATE_KNEEL; } void Unit::SetStandState(uint8 state) { SetByteValue(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_STAND_STATE, state); if (IsStandState()) RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::Standing); if (IsPlayer()) { WorldPackets::Misc::StandStateUpdate packet; packet.State = state; ToPlayer()->SendDirectMessage(packet.Write()); } } bool Unit::IsPolymorphed() const { uint32 transformId = getTransForm(); if (!transformId) return false; SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(transformId); if (!spellInfo) return false; return spellInfo->GetSpellSpecific() == SPELL_SPECIFIC_MAGE_POLYMORPH; } void Unit::SetAnimationTier(AnimationTier tier, bool immediate /* = true */) { if (!IsCreature() || tier == GetAnimationTier()) return; SetByteValue(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_ANIM_TIER, static_cast(tier)); if (immediate) SendMovementSetSplineAnim(tier); } void Unit::RecalculateObjectScale() { int32 scaleAuras = GetTotalAuraModifier(SPELL_AURA_MOD_SCALE) + GetTotalAuraModifier(SPELL_AURA_MOD_SCALE_2); float scale = GetNativeObjectScale() + CalculatePct(1.0f, scaleAuras); float scaleMin = GetTypeId() == TYPEID_PLAYER ? 0.1 : 0.01; SetObjectScale(std::max(scale, scaleMin)); } void Unit::SetDisplayId(uint32 modelId) { SetUInt32Value(UNIT_FIELD_DISPLAYID, modelId); // Set Gender by modelId if (CreatureModelInfo const* minfo = sObjectMgr->GetCreatureModelInfo(modelId)) SetByteValue(UNIT_FIELD_BYTES_0, UNIT_BYTES_0_OFFSET_GENDER, minfo->gender); } void Unit::RestoreDisplayId() { AuraEffect* handledAura = nullptr; // try to receive model from transform auras AuraEffectList const& transforms = GetAuraEffectsByType(SPELL_AURA_TRANSFORM); if (!transforms.empty()) { // iterate over already applied transform auras - from newest to oldest for (auto i = transforms.rbegin(); i != transforms.rend(); ++i) { if (AuraApplication const* aurApp = (*i)->GetBase()->GetApplicationOfTarget(GetGUID())) { if (!handledAura) handledAura = (*i); // prefer negative auras if (!aurApp->IsPositive()) { handledAura = (*i); break; } } } } AuraEffectList const& shapeshiftAura = GetAuraEffectsByType(SPELL_AURA_MOD_SHAPESHIFT); // transform aura was found if (handledAura) { handledAura->HandleEffect(this, AURA_EFFECT_HANDLE_SEND_FOR_CLIENT, true); return; } else if (!shapeshiftAura.empty()) // we've found shapeshift { // only one such aura possible at a time if (uint32 modelId = GetModelForForm(GetShapeshiftForm(), shapeshiftAura.front()->GetId())) { SetDisplayId(modelId); return; } } // no auras found - set modelid to default SetDisplayId(GetNativeDisplayId()); } void Unit::ClearComboPointHolders() { while (!m_ComboPointHolders.empty()) { ObjectGuid guid = *m_ComboPointHolders.begin(); Player* player = ObjectAccessor::GetPlayer(*this, guid); if (player && player->GetComboTarget() == GetGUID()) // recheck for safe player->ClearComboPoints(); // remove also guid from m_ComboPointHolders; else m_ComboPointHolders.erase(guid); // or remove manually } } void Unit::ClearAllReactives() { for (uint8 i = 0; i < MAX_REACTIVE; ++i) m_reactiveTimer[i] = 0; if (HasAuraState(AURA_STATE_DEFENSE)) ModifyAuraState(AURA_STATE_DEFENSE, false); if (getClass() == CLASS_HUNTER && HasAuraState(AURA_STATE_HUNTER_PARRY)) ModifyAuraState(AURA_STATE_HUNTER_PARRY, false); if (getClass() == CLASS_WARRIOR && GetTypeId() == TYPEID_PLAYER) ToPlayer()->ClearComboPoints(); } void Unit::UpdateReactives(uint32 p_time) { for (uint8 i = 0; i < MAX_REACTIVE; ++i) { ReactiveType reactive = ReactiveType(i); if (!m_reactiveTimer[reactive]) continue; if (m_reactiveTimer[reactive] <= p_time) { m_reactiveTimer[reactive] = 0; switch (reactive) { case REACTIVE_DEFENSE: if (HasAuraState(AURA_STATE_DEFENSE)) ModifyAuraState(AURA_STATE_DEFENSE, false); break; case REACTIVE_HUNTER_PARRY: if (getClass() == CLASS_HUNTER && HasAuraState(AURA_STATE_HUNTER_PARRY)) ModifyAuraState(AURA_STATE_HUNTER_PARRY, false); break; case REACTIVE_OVERPOWER: if (getClass() == CLASS_WARRIOR && GetTypeId() == TYPEID_PLAYER) ToPlayer()->ClearComboPoints(); break; } } else { m_reactiveTimer[reactive] -= p_time; } } } Unit* Unit::SelectNearbyTarget(Unit* exclude, float dist) const { std::list targets; Trinity::AnyUnfriendlyUnitInObjectRangeCheck u_check(this, this, dist); Trinity::UnitListSearcher searcher(this, targets, u_check); Cell::VisitAllObjects(this, searcher, dist); // remove current target if (GetVictim()) targets.remove(GetVictim()); if (exclude) targets.remove(exclude); // remove not LoS targets for (std::list::iterator tIter = targets.begin(); tIter != targets.end();) { if (!IsWithinLOSInMap(*tIter) || (*tIter)->IsTotem() || (*tIter)->IsSpiritService() || (*tIter)->IsCritter()) targets.erase(tIter++); else ++tIter; } // no appropriate targets if (targets.empty()) return nullptr; // select random return Trinity::Containers::SelectRandomContainerElement(targets); } void ApplyPercentModFloatVar(float& var, float val, bool apply) { var *= (apply ? (100.0f + val) / 100.0f : 100.0f / (100.0f + val)); } void Unit::ApplyAttackTimePercentMod(WeaponAttackType att, float val, bool apply) { float amount = GetFloatValue(UNIT_FIELD_BASEATTACKTIME + att); float hasteAmount = GetTypeId() == TYPEID_PLAYER ? GetFloatValue(PLAYER_FIELD_MOD_HASTE) : 0.f; float rangedHasteAmount = GetTypeId() == TYPEID_PLAYER ? GetFloatValue(PLAYER_FIELD_MOD_RANGED_HASTE) : 0.f; float remainingTimePct = (float)m_attackTimer[att] / (GetAttackTime(att) * m_modAttackSpeedPct[att]); if (val > 0.f) { ApplyPercentModFloatVar(m_modAttackSpeedPct[att], val, !apply); ApplyPercentModFloatVar(amount, val, !apply); if (GetTypeId() == TYPEID_PLAYER) { if (att == BASE_ATTACK) ApplyPercentModFloatVar(hasteAmount, val, !apply); else if (att == RANGED_ATTACK) ApplyPercentModFloatVar(rangedHasteAmount, val, !apply); } } else { ApplyPercentModFloatVar(m_modAttackSpeedPct[att], -val, apply); ApplyPercentModFloatVar(amount, -val, apply); if (GetTypeId() == TYPEID_PLAYER) { if (att == BASE_ATTACK) ApplyPercentModFloatVar(hasteAmount, -val, apply); else if (att == RANGED_ATTACK) ApplyPercentModFloatVar(rangedHasteAmount, -val, apply); } } SetFloatValue(UNIT_FIELD_BASEATTACKTIME + att, amount); if (GetTypeId() == TYPEID_PLAYER) { SetFloatValue(PLAYER_FIELD_MOD_HASTE, hasteAmount); SetFloatValue(PLAYER_FIELD_MOD_RANGED_HASTE, rangedHasteAmount); } m_attackTimer[att] = uint32(GetAttackTime(att) * m_modAttackSpeedPct[att] * remainingTimePct); } void Unit::ApplyHasteRegenMod(WeaponAttackType att, float val, bool apply) { if (GetTypeId() != TYPEID_PLAYER) return; float amount = GetFloatValue(PLAYER_FIELD_MOD_HASTE_REGEN); if (val > 0.f) { if (att == BASE_ATTACK && getClass() != CLASS_HUNTER) ApplyPercentModFloatVar(amount, val, !apply); else if (att == RANGED_ATTACK && getClass() == CLASS_HUNTER) ApplyPercentModFloatVar(amount, val, !apply); } else { if (att == BASE_ATTACK && getClass() != CLASS_HUNTER) ApplyPercentModFloatVar(amount, -val, apply); else if (att == RANGED_ATTACK && getClass() == CLASS_HUNTER) ApplyPercentModFloatVar(amount, -val, apply); } SetFloatValue(PLAYER_FIELD_MOD_HASTE_REGEN, amount); if (getClass() == CLASS_DEATH_KNIGHT) ToPlayer()->UpdatePowerRegeneration(POWER_RUNE); } void Unit::ApplyCastTimePercentMod(float val, bool apply, bool withCastHaste /*= true*/, bool withCastSpeed /*= true*/) { float speedAmount = GetFloatValue(UNIT_MOD_CAST_SPEED); float hasteAmount = GetFloatValue(UNIT_MOD_CAST_HASTE); if (val > 0.f) { if (withCastSpeed) ApplyPercentModFloatVar(speedAmount, val, !apply); if (withCastHaste) ApplyPercentModFloatVar(hasteAmount, val, !apply); } else { if (withCastSpeed) ApplyPercentModFloatVar(speedAmount, -val, apply); if (withCastHaste) ApplyPercentModFloatVar(hasteAmount, -val, apply); } SetFloatValue(UNIT_MOD_CAST_SPEED, speedAmount); SetFloatValue(UNIT_MOD_CAST_HASTE, hasteAmount); } uint32 Unit::GetCastingTimeForBonus(SpellInfo const* spellProto, DamageEffectType damagetype, uint32 CastingTime) const { // Not apply this to creature cast spells with casttime == 0 if (CastingTime == 0 && GetTypeId() == TYPEID_UNIT && !IsPet()) return 3500; if (CastingTime > 7000) CastingTime = 7000; if (CastingTime < 1500) CastingTime = 1500; if (damagetype == DOT && !spellProto->IsChanneled()) CastingTime = 3500; int32 overTime = 0; uint8 effects = 0; bool DirectDamage = false; bool AreaEffect = false; for (uint32 i = 0; i < MAX_SPELL_EFFECTS; i++) { switch (spellProto->Effects[i].Effect) { case SPELL_EFFECT_SCHOOL_DAMAGE: case SPELL_EFFECT_POWER_DRAIN: case SPELL_EFFECT_HEALTH_LEECH: case SPELL_EFFECT_ENVIRONMENTAL_DAMAGE: case SPELL_EFFECT_POWER_BURN: case SPELL_EFFECT_HEAL: DirectDamage = true; break; case SPELL_EFFECT_APPLY_AURA: switch (spellProto->Effects[i].ApplyAuraName) { case SPELL_AURA_PERIODIC_DAMAGE: case SPELL_AURA_PERIODIC_HEAL: case SPELL_AURA_PERIODIC_LEECH: if (spellProto->GetDuration()) overTime = spellProto->GetDuration(); break; default: // -5% per additional effect ++effects; break; } break; default: break; } if (spellProto->Effects[i].IsTargetingArea()) AreaEffect = true; } // Combined Spells with Both Over Time and Direct Damage if (overTime > 0 && CastingTime > 0 && DirectDamage) { // mainly for DoTs which are 3500 here otherwise uint32 OriginalCastTime = spellProto->CalcCastTime(getLevel()); if (OriginalCastTime > 7000) OriginalCastTime = 7000; if (OriginalCastTime < 1500) OriginalCastTime = 1500; // Portion to Over Time float PtOT = (overTime / 15000.0f) / ((overTime / 15000.0f) + (OriginalCastTime / 3500.0f)); if (damagetype == DOT) CastingTime = uint32(CastingTime * PtOT); else if (PtOT < 1.0f) CastingTime = uint32(CastingTime * (1 - PtOT)); else CastingTime = 0; } // Area Effect Spells receive only half of bonus if (AreaEffect) CastingTime /= 2; // 50% for damage and healing spells for leech spells from damage bonus and 0% from healing for (uint8 j = 0; j < MAX_SPELL_EFFECTS; ++j) { if (spellProto->Effects[j].Effect == SPELL_EFFECT_HEALTH_LEECH || (spellProto->Effects[j].Effect == SPELL_EFFECT_APPLY_AURA && spellProto->Effects[j].ApplyAuraName == SPELL_AURA_PERIODIC_LEECH)) { CastingTime /= 2; break; } } // -5% of total per any additional effect for (uint8 i = 0; i < effects; ++i) CastingTime *= 0.95f; return CastingTime; } void Unit::UpdateAuraForGroup(uint8 slot) { if (slot >= MAX_AURAS) // slot not found, return return; if (Player* player = ToPlayer()) { if (player->GetGroup()) { player->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_AURAS); player->SetAuraUpdateMaskForRaid(slot); } } else if (GetTypeId() == TYPEID_UNIT && IsPet()) { Pet* pet = ((Pet*)this); if (pet->isControlled()) { Unit* owner = GetOwner(); if (owner && (owner->GetTypeId() == TYPEID_PLAYER) && owner->ToPlayer()->GetGroup()) { owner->ToPlayer()->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET_AURAS); pet->SetAuraUpdateMaskForRaid(slot); } } } } void Unit::SetCantProc(bool apply) { if (apply) ++m_procDeep; else { ASSERT(m_procDeep); --m_procDeep; } } float Unit::CalculateDefaultCoefficient(SpellInfo const* spellInfo, DamageEffectType damagetype) const { // Damage over Time spells bonus calculation float DotFactor = 1.0f; if (damagetype == DOT) { int32 DotDuration = spellInfo->GetDuration(); if (!spellInfo->IsChanneled() && DotDuration > 0) DotFactor = DotDuration / 15000.0f; if (uint32 DotTicks = spellInfo->GetMaxTicks()) DotFactor /= DotTicks; } int32 CastingTime = spellInfo->IsChanneled() ? spellInfo->GetDuration() : spellInfo->CalcCastTime(getLevel()); // Distribute Damage over multiple effects, reduce by AoE CastingTime = GetCastingTimeForBonus(spellInfo, damagetype, CastingTime); // As wowwiki says: C = (Cast Time / 3.5) return (CastingTime / 3500.0f) * DotFactor; } float Unit::GetAPMultiplier(WeaponAttackType attType, bool normalized) const { if (GetTypeId() != TYPEID_PLAYER || (IsInFeralForm() && !normalized)) return GetAttackTime(attType) / 1000.0f; Item* weapon = ToPlayer()->GetWeaponForAttack(attType, true); if (!weapon) return BASE_ATTACK_TIME / 1000.0f; if (!normalized) return weapon->GetTemplate()->GetDelay() / 1000.0f; switch (weapon->GetTemplate()->GetSubClass()) { case ITEM_SUBCLASS_WEAPON_AXE2: case ITEM_SUBCLASS_WEAPON_MACE2: case ITEM_SUBCLASS_WEAPON_POLEARM: case ITEM_SUBCLASS_WEAPON_SWORD2: case ITEM_SUBCLASS_WEAPON_STAFF: case ITEM_SUBCLASS_WEAPON_FISHING_POLE: return 3.3f; case ITEM_SUBCLASS_WEAPON_BOW: case ITEM_SUBCLASS_WEAPON_GUN: case ITEM_SUBCLASS_WEAPON_CROSSBOW: case ITEM_SUBCLASS_WEAPON_THROWN: return 2.8f; case ITEM_SUBCLASS_WEAPON_AXE: case ITEM_SUBCLASS_WEAPON_MACE: case ITEM_SUBCLASS_WEAPON_SWORD: case ITEM_SUBCLASS_WEAPON_EXOTIC: case ITEM_SUBCLASS_WEAPON_EXOTIC2: case ITEM_SUBCLASS_WEAPON_FIST_WEAPON: return 2.4f; case ITEM_SUBCLASS_WEAPON_DAGGER: return 1.7f; default: return weapon->GetTemplate()->GetDelay() / 1000.0f; } } Pet* Unit::CreateTamedPetFrom(Creature* creatureTarget, uint32 spell_id) { if (GetTypeId() != TYPEID_PLAYER) return nullptr; Pet* pet = new Pet(ToPlayer(), HUNTER_PET); if (!pet->CreateBaseAtCreature(creatureTarget)) { delete pet; return nullptr; } uint8 level = getLevel(); InitTamedPet(pet, level, spell_id); return pet; } Pet* Unit::CreateTamedPetFrom(uint32 creatureEntry, uint32 spell_id) { if (GetTypeId() != TYPEID_PLAYER) return nullptr; CreatureTemplate const* creatureInfo = sObjectMgr->GetCreatureTemplate(creatureEntry); if (!creatureInfo) return nullptr; Pet* pet = new Pet(ToPlayer(), HUNTER_PET); if (!pet->CreateBaseAtCreatureInfo(creatureInfo, this) || !InitTamedPet(pet, getLevel(), spell_id)) { delete pet; return nullptr; } return pet; } bool Unit::InitTamedPet(Pet* pet, uint8 level, uint32 spell_id) { pet->SetCreatorGUID(GetGUID()); pet->SetFaction(GetFaction()); pet->SetUInt32Value(UNIT_CREATED_BY_SPELL, spell_id); if (GetTypeId() == TYPEID_PLAYER) pet->SetUInt32Value(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED); if (!pet->InitStatsForLevel(level)) { TC_LOG_ERROR("entities.unit", "Pet::InitStatsForLevel() failed for creature (Entry: %u)!", pet->GetEntry()); return false; } PhasingHandler::InheritPhaseShift(pet, this); pet->GetCharmInfo()->SetPetNumber(sObjectMgr->GeneratePetNumber(), true); // this enables pet details window (Shift+P) pet->InitPetCreateSpells(); //pet->InitLevelupSpellsForLevel(); pet->UpdateAllStats(); pet->SetFullHealth(); pet->CastSpell(pet, 99289, true); // Energize pet->SetReactState(REACT_ASSIST); return true; } void Unit::SendDurabilityLoss(Player* receiver, uint32 percent) { WorldPackets::Misc::DurabilityDamageDeath packet; packet.Percent = percent; receiver->SendDirectMessage(packet.Write()); } void Unit::PlayOneShotAnimKitId(uint16 animKitId) { WorldPackets::Misc::PlayOneShotAnimKit packet; packet.Unit = GetGUID(); packet.AnimKitID = animKitId; SendMessageToSet(packet.Write(), true); } void Unit::Kill(Unit* victim, bool durabilityLoss) { // Prevent killing unit twice (and giving reward from kill twice) if (!victim->GetHealth()) return; // find player: owner of controlled `this` or `this` itself maybe Player* player = GetCharmerOrOwnerPlayerOrPlayerItself(); Creature* creature = victim->ToCreature(); bool isRewardAllowed = true; if (creature) { isRewardAllowed = creature->IsDamageEnoughForLootingAndReward(); if (!isRewardAllowed) creature->SetLootRecipient(nullptr); } if (isRewardAllowed && creature) { if (Player* lootRecipient = creature->GetLootRecipient()) { // Loot recipient can be in a different map if (!creature->IsInMap(lootRecipient)) { if (Group* group = creature->GetLootRecipientGroup()) { for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next()) { Player* member = itr->GetSource(); if (!member || !creature->IsInMap(member)) continue; player = member; break; } } } else player = creature->GetLootRecipient(); } } // Exploit fix if (creature && creature->IsPet() && creature->GetOwnerOrCreatorGUID().IsPlayer()) isRewardAllowed = false; // Reward player, his pets, and group/raid members // call kill spell proc event (before real die and combat stop to triggering auras removed at death/combat stop) if (isRewardAllowed && player && player != victim) { WorldPacket data(SMSG_PARTYKILLLOG, (8+8)); // send event PARTY_KILL data << uint64(player->GetGUID()); // player with killing blow data << uint64(victim->GetGUID()); // victim Player* looter = player; Group* group = player->GetGroup(); bool hasLooterGuid = false; if (group) { group->BroadcastPacket(&data, group->GetMemberGroup(player->GetGUID()) != 0); if (creature) { group->UpdateLooterGuid(creature, true); if (group->GetLooterGuid()) { looter = ObjectAccessor::FindPlayer(group->GetLooterGuid()); if (looter) { hasLooterGuid = true; creature->SetLootRecipient(looter); // update creature loot recipient to the allowed looter. } } } } else { player->SendDirectMessage(&data); if (creature) { WorldPackets::Loot::LootList lootList; lootList.Owner = creature->GetGUID(); lootList.RoundRobinWinner = player->GetGUID(); player->SendMessageToSet(lootList.Write(), false); } } // Generate loot before updating looter if (creature) { Loot* loot = &creature->loot; loot->clear(); if (uint32 lootid = creature->GetCreatureTemplate()->lootid) loot->FillLoot(lootid, LootTemplates_Creature, looter, false, false, creature->GetLootMode()); loot->generateMoneyLoot(creature->GetCreatureTemplate()->mingold, creature->GetCreatureTemplate()->maxgold); if (group) { if (hasLooterGuid) group->SendLooter(creature, looter); else group->SendLooter(creature, nullptr); // Update round robin looter only if the creature had loot if (!loot->empty()) group->UpdateLooterGuid(creature); } } player->RewardPlayerAndGroupAtKill(victim, false); } // Do KILL and KILLED procs. KILL proc is called only for the unit who landed the killing blow (and its owner - for pets and totems) regardless of who tapped the victim if (IsPet() || IsTotem()) { // proc only once for victim if (Unit* owner = GetOwner()) owner->ProcSkillsAndAuras(victim, PROC_FLAG_KILL, PROC_FLAG_NONE, PROC_SPELL_TYPE_MASK_ALL, PROC_SPELL_PHASE_NONE, PROC_HIT_NONE, nullptr, nullptr, nullptr); } if (!victim->IsCritter()) ProcSkillsAndAuras(victim, PROC_FLAG_KILL, PROC_FLAG_KILLED, PROC_SPELL_TYPE_MASK_ALL, PROC_SPELL_PHASE_NONE, PROC_HIT_NONE, nullptr, nullptr, nullptr); // Proc auras on death - must be before aura/combat remove victim->ProcSkillsAndAuras(victim, PROC_FLAG_NONE, PROC_FLAG_DEATH, PROC_SPELL_TYPE_MASK_ALL, PROC_SPELL_PHASE_NONE, PROC_HIT_NONE, nullptr, nullptr, nullptr); // update get killing blow achievements, must be done before setDeathState to be able to require auras on target // and before Spirit of Redemption as it also removes auras if (Player* killerPlayer = GetCharmerOrOwnerPlayerOrPlayerItself()) killerPlayer->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GET_KILLING_BLOWS, 1, 0, 0, victim); TC_LOG_DEBUG("entities.unit", "SET JUST_DIED"); victim->setDeathState(JUST_DIED); // Inform pets (if any) when player kills target) // MUST come after victim->setDeathState(JUST_DIED); or pet next target // selection will get stuck on same target and break pet react state if (player) { Pet* pet = player->GetPet(); if (pet && pet->IsAlive() && pet->isControlled()) { if (pet->IsAIEnabled()) pet->AI()->KilledUnit(victim); else TC_LOG_ERROR("entities.unit", "Pet doesn't have any AI in Unit::Kill(). %s", pet->GetGUID().ToString().c_str()); } } // 10% durability loss on death if (Player* plrVictim = victim->ToPlayer()) { // remember victim PvP death for corpse type and corpse reclaim delay // at original death (not at SpiritOfRedemtionTalent timeout) plrVictim->SetPvPDeath(player != nullptr); // only if not player and not controlled by player pet. And not at BG if ((durabilityLoss && !player && !victim->ToPlayer()->InBattleground()) || (player && sWorld->getBoolConfig(CONFIG_DURABILITY_LOSS_IN_PVP))) { double baseLoss = sWorld->getRate(RATE_DURABILITY_LOSS_ON_DEATH); uint32 loss = uint32(baseLoss - (baseLoss * plrVictim->GetTotalAuraMultiplier(SPELL_AURA_MOD_DURABILITY_LOSS))); TC_LOG_DEBUG("entities.unit", "We are dead, losing %u percent durability", loss); // Durability loss is calculated more accurately again for each item in Player::DurabilityLoss plrVictim->DurabilityLossAll(baseLoss, false); // durability lost message SendDurabilityLoss(plrVictim, loss); } // Call KilledUnit for creatures if (IsCreature() && IsAIEnabled()) ToCreature()->AI()->KilledUnit(victim); // last damage from non duel opponent or opponent controlled creature if (plrVictim->duel) { plrVictim->duel->opponent->CombatStopWithPets(true); plrVictim->CombatStopWithPets(true); plrVictim->DuelComplete(DUEL_INTERRUPTED); } } else // creature died { TC_LOG_DEBUG("entities.unit", "DealDamageNotPlayer"); if (!creature->IsPet()) { // must be after setDeathState which resets dynamic flags if (!creature->loot.isLooted()) creature->SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE); else creature->AllLootRemovedFromCorpse(); } // Call KilledUnit for creatures, this needs to be called after the lootable flag is set if (IsCreature() && IsAIEnabled()) ToCreature()->AI()->KilledUnit(victim); // Call creature just died function if (CreatureAI* ai = creature->AI()) ai->JustDied(this); if (TempSummon* summon = creature->ToTempSummon()) if (Unit* summoner = summon->GetSummoner()) if (summoner->ToCreature() && summoner->IsAIEnabled()) summoner->ToCreature()->AI()->SummonedCreatureDies(creature, this); // Dungeon specific stuff, only applies to players killing creatures if (creature->GetInstanceId()) { Map* instanceMap = creature->GetMap(); Player* creditedPlayer = GetCharmerOrOwnerPlayerOrPlayerItself(); /// @todo do instance binding anyway if the charmer/owner is offline if (instanceMap->IsDungeon() && (creditedPlayer || this == victim)) { if (instanceMap->IsRaidOrHeroicDungeon()) { if (creature->GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_INSTANCE_BIND) ((InstanceMap*)instanceMap)->PermBindAllPlayers(); } else { // the reset time is set but not added to the scheduler // until the players leave the instance time_t resettime = GameTime::GetGameTime() + 2 * HOUR; if (InstanceSave* save = sInstanceSaveMgr->GetInstanceSave(creature->GetInstanceId())) if (save->GetResetTime() < resettime) save->SetResetTime(resettime); } } } } // outdoor pvp things, do these after setting the death state, else the player activity notify won't work... doh... // handle player kill only if not suicide (spirit of redemption for example) if (player && this != victim) { if (OutdoorPvP* pvp = player->GetOutdoorPvP()) pvp->HandleKill(player, victim); if (Battlefield* bf = sBattlefieldMgr->GetBattlefieldToZoneId(player->GetZoneId())) bf->HandleKill(player, victim); } //if (victim->GetTypeId() == TYPEID_PLAYER) // if (OutdoorPvP* pvp = victim->ToPlayer()->GetOutdoorPvP()) // pvp->HandlePlayerActivityChangedpVictim->ToPlayer(); // battleground things (do this at the end, so the death state flag will be properly set to handle in the bg->handlekill) if (player && player->InBattleground()) { if (Battleground* bg = player->GetBattleground()) { if (Player* playerVictim = victim->ToPlayer()) bg->HandleKillPlayer(playerVictim, player); else bg->HandleKillUnit(victim->ToCreature(), player); } } // achievement stuff if (victim->GetTypeId() == TYPEID_PLAYER) { if (GetTypeId() == TYPEID_UNIT) victim->ToPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_CREATURE, GetEntry()); else if (GetTypeId() == TYPEID_PLAYER && victim != this) victim->ToPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_PLAYER, 1, ToPlayer()->GetTeam()); } // Hook for OnPVPKill Event if (Player* killerPlr = ToPlayer()) { if (Player* killedPlr = victim->ToPlayer()) sScriptMgr->OnPVPKill(killerPlr, killedPlr); else if (Creature* killedCre = victim->ToCreature()) sScriptMgr->OnCreatureKill(killerPlr, killedCre); } else if (Creature* killerCre = ToCreature()) { if (Player* killed = victim->ToPlayer()) sScriptMgr->OnPlayerKilledByCreature(killerCre, killed); } } void Unit::SetControlled(bool apply, UnitState state) { if (apply) { if (HasUnitState(state)) return; if (state & UNIT_STATE_CONTROLLED) CastStop(); AddUnitState(state); switch (state) { case UNIT_STATE_STUNNED: SetStunned(true); break; case UNIT_STATE_ROOT: if (!HasUnitState(UNIT_STATE_STUNNED)) SetRooted(true); break; case UNIT_STATE_CONFUSED: if (!HasUnitState(UNIT_STATE_STUNNED)) { ClearUnitState(UNIT_STATE_MELEE_ATTACKING); SendMeleeAttackStop(); // SendAutoRepeatCancel ? SetConfused(true); } break; case UNIT_STATE_FLEEING: if (!HasUnitState(UNIT_STATE_STUNNED | UNIT_STATE_CONFUSED)) { ClearUnitState(UNIT_STATE_MELEE_ATTACKING); SendMeleeAttackStop(); // SendAutoRepeatCancel ? SetFeared(true); } break; default: break; } } else { switch (state) { case UNIT_STATE_STUNNED: if (HasAuraType(SPELL_AURA_MOD_STUN)) return; ClearUnitState(state); SetStunned(false); break; case UNIT_STATE_ROOT: if (HasAuraType(SPELL_AURA_MOD_ROOT) || GetVehicle() || (ToCreature() && ToCreature()->GetMovementTemplate().IsRooted())) return; ClearUnitState(state); SetRooted(false); break; case UNIT_STATE_CONFUSED: if (HasAuraType(SPELL_AURA_MOD_CONFUSE)) return; ClearUnitState(state); SetConfused(false); break; case UNIT_STATE_FLEEING: if (HasAuraType(SPELL_AURA_MOD_FEAR)) return; ClearUnitState(state); SetFeared(false); break; default: return; } ApplyControlStatesIfNeeded(); } } void Unit::ApplyControlStatesIfNeeded() { // Unit States might have been already cleared but auras still present. I need to check with HasAuraType if (HasUnitState(UNIT_STATE_STUNNED) || HasAuraType(SPELL_AURA_MOD_STUN)) SetStunned(true); if (HasUnitState(UNIT_STATE_ROOT) || HasAuraType(SPELL_AURA_MOD_ROOT)) SetRooted(true); if (HasUnitState(UNIT_STATE_CONFUSED) || HasAuraType(SPELL_AURA_MOD_CONFUSE)) SetConfused(true); if (HasUnitState(UNIT_STATE_FLEEING) || HasAuraType(SPELL_AURA_MOD_FEAR)) SetFeared(true); } void Unit::SetStunned(bool apply) { if (apply) { SetTarget(ObjectGuid::Empty); SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED); // Do not stop movement when the unit is affected by parabolic spline movement (knockbacks, pulls, scripted leaps etc.) if (!movespline->isParabolic()) StopMoving(); if (GetTypeId() == TYPEID_PLAYER) SetStandState(UNIT_STAND_STATE_STAND); SetRooted(true); CastStop(); } else { if (IsAlive() && GetVictim()) SetTarget(EnsureVictim()->GetGUID()); // don't remove UNIT_FLAG_STUNNED for pet when owner is mounted (disabled pet's interface) Unit* owner = GetCharmerOrOwner(); if (!owner || owner->GetTypeId() != TYPEID_PLAYER || !owner->ToPlayer()->IsMounted()) RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED); if (!HasUnitState(UNIT_STATE_ROOT)) // prevent moving if it also has root effect SetRooted(false); } } void Unit::SetRooted(bool apply, bool packetOnly /*= false*/) { if (!packetOnly) { if (apply) { // MOVEMENTFLAG_ROOT cannot be used in conjunction with MOVEMENTFLAG_MASK_MOVING (tested 3.3.5a) // this will freeze clients. That's why we remove MOVEMENTFLAG_MASK_MOVING before // setting MOVEMENTFLAG_ROOT RemoveUnitMovementFlag(MOVEMENTFLAG_MASK_MOVING); AddUnitMovementFlag(MOVEMENTFLAG_ROOT); // Do not stop movement when the unit is affected by parabolic spline movement (knockbacks, pulls, scripted leaps etc.) if (!movespline->isParabolic()) StopMoving(); } else RemoveUnitMovementFlag(MOVEMENTFLAG_ROOT); } if (apply) Movement::PacketSender(this, SMSG_SPLINE_MOVE_ROOT, SMSG_MOVE_ROOT, SMSG_MOVE_ROOT).Send(); else Movement::PacketSender(this, SMSG_SPLINE_MOVE_UNROOT, SMSG_MOVE_UNROOT, SMSG_MOVE_UNROOT).Send(); } void Unit::SetFeared(bool apply) { if (apply) { // block control to real player in control (eg charmer) if (GetCharmerOrSelfPlayer()) GetCharmerOrSelfPlayer()->SetClientControl(this, false); SetTarget(ObjectGuid::Empty); Unit* caster = nullptr; Unit::AuraEffectList const& fearAuras = GetAuraEffectsByType(SPELL_AURA_MOD_FEAR); if (!fearAuras.empty()) caster = ObjectAccessor::GetUnit(*this, fearAuras.front()->GetCasterGUID()); if (!caster) caster = getAttackerForHelper(); GetMotionMaster()->MoveFleeing(caster, fearAuras.empty() ? sWorld->getIntConfig(CONFIG_CREATURE_FAMILY_FLEE_DELAY) : 0); // caster == nullptr processed in MoveFleeing } else { if (IsAlive()) { if (GetMotionMaster()->GetCurrentMovementGeneratorType() == FLEEING_MOTION_TYPE) GetMotionMaster()->MovementExpired(); if (GetVictim()) SetTarget(EnsureVictim()->GetGUID()); } // allow control to real player in control (eg charmer) if (GetCharmerOrSelfPlayer()) GetCharmerOrSelfPlayer()->SetClientControl(this, true); } } void Unit::SetConfused(bool apply) { if (apply) { // block control to real player in control (eg charmer) if (GetCharmerOrSelfPlayer()) GetCharmerOrSelfPlayer()->SetClientControl(this, false); SetTarget(ObjectGuid::Empty); GetMotionMaster()->MoveConfused(); } else { if (IsAlive()) { if (GetMotionMaster()->GetCurrentMovementGeneratorType() == CONFUSED_MOTION_TYPE) GetMotionMaster()->MovementExpired(); if (GetVictim()) SetTarget(EnsureVictim()->GetGUID()); } // allow control to real player in control (eg charmer) if (GetCharmerOrSelfPlayer()) GetCharmerOrSelfPlayer()->SetClientControl(this, true); } } bool Unit::SetCharmedBy(Unit* charmer, CharmType type, AuraApplication const* aurApp) { if (!charmer) return false; // dismount players when charmed if (GetTypeId() == TYPEID_PLAYER) RemoveAurasByType(SPELL_AURA_MOUNTED); if (charmer->GetTypeId() == TYPEID_PLAYER) charmer->RemoveAurasByType(SPELL_AURA_MOUNTED); ASSERT(type != CHARM_TYPE_POSSESS || charmer->GetTypeId() == TYPEID_PLAYER); ASSERT((type == CHARM_TYPE_VEHICLE) == (GetVehicleKit() && GetVehicleKit()->IsControllableVehicle())); TC_LOG_DEBUG("entities.unit", "SetCharmedBy: charmer %u (GUID %u), charmed %u (GUID %u), type %u.", charmer->GetEntry(), charmer->GetGUID().GetCounter(), GetEntry(), GetGUID().GetCounter(), uint32(type)); if (this == charmer) { TC_LOG_FATAL("entities.unit", "Unit::SetCharmedBy: Unit %u (GUID %u) is trying to charm itself!", GetEntry(), GetGUID().GetCounter()); return false; } //if (HasUnitState(UNIT_STATE_UNATTACKABLE)) // return false; if (GetTypeId() == TYPEID_PLAYER && ToPlayer()->GetTransport()) { TC_LOG_FATAL("entities.unit", "Unit::SetCharmedBy: Player on transport is trying to charm %u (GUID %u)", GetEntry(), GetGUID().GetCounter()); return false; } // Already charmed if (GetCharmerGUID()) { TC_LOG_FATAL("entities.unit", "Unit::SetCharmedBy: %u (GUID %u) has already been charmed but %u (GUID %u) is trying to charm it!", GetEntry(), GetGUID().GetCounter(), charmer->GetEntry(), charmer->GetGUID().GetCounter()); return false; } CastStop(); CombatStop(); /// @todo CombatStop(true) may cause crash (interrupt spells) Player* playerCharmer = charmer->ToPlayer(); // Charmer stop charming if (playerCharmer) { playerCharmer->StopCastingCharm(); playerCharmer->StopCastingBindSight(); } // Charmed stop charming if (GetTypeId() == TYPEID_PLAYER) { ToPlayer()->StopCastingCharm(); ToPlayer()->StopCastingBindSight(); } // StopCastingCharm may remove a possessed pet? if (!IsInWorld()) { TC_LOG_FATAL("entities.unit", "Unit::SetCharmedBy: %u (GUID %u) is not in world but %u (GUID %u) is trying to charm it!", GetEntry(), GetGUID().GetCounter(), charmer->GetEntry(), charmer->GetGUID().GetCounter()); return false; } // charm is set by aura, and aura effect remove handler was called during apply handler execution // prevent undefined behaviour if (aurApp && aurApp->GetRemoveMode().HasAnyFlag()) { // properly clean up charm changes up to this point to avoid leaving the unit in partially charmed state SetFaction(_oldFactionId); GetMotionMaster()->InitDefault(); charmer->SetCharm(this, false); return false; } _oldFactionId = GetFaction(); SetFaction(charmer->GetFaction()); // Set charmed charmer->SetCharm(this, true); if (GetTypeId() == TYPEID_UNIT) { GetMotionMaster()->Clear(MOTION_SLOT_ACTIVE); PauseMovement(0, MOTION_SLOT_IDLE); StopMoving(); } else if (Player* player = ToPlayer()) { if (player->isAFK()) player->ToggleAFK(); player->SetClientControl(this, false); } // charm is set by aura, and aura effect remove handler was called during apply handler execution // prevent undefined behaviour if (aurApp && aurApp->GetRemoveMode().HasAnyFlag()) return false; // Pets already have a properly initialized CharmInfo, don't overwrite it. if (type != CHARM_TYPE_VEHICLE && !GetCharmInfo()) { if (CharmInfo* charmInfo = InitCharmInfo()) { if (type == CHARM_TYPE_POSSESS) charmInfo->InitPossessCreateSpells(); else charmInfo->InitCharmCreateSpells(); } } if (playerCharmer) { switch (type) { case CHARM_TYPE_VEHICLE: SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_POSSESSED); playerCharmer->SetClientControl(this, true); playerCharmer->VehicleSpellInitialize(); break; case CHARM_TYPE_POSSESS: SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_POSSESSED); charmer->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_REMOVE_CLIENT_CONTROL); playerCharmer->SetClientControl(this, true); playerCharmer->PossessSpellInitialize(); AddUnitState(UNIT_STATE_POSSESSED); break; case CHARM_TYPE_CHARM: if (GetTypeId() == TYPEID_UNIT && charmer->getClass() == CLASS_WARLOCK) { CreatureTemplate const* cinfo = ToCreature()->GetCreatureTemplate(); if (cinfo && cinfo->type == CREATURE_TYPE_DEMON) { // to prevent client crash SetByteValue(UNIT_FIELD_BYTES_0, UNIT_BYTES_0_OFFSET_CLASS, (uint8)CLASS_MAGE); // just to enable stat window if (GetCharmInfo()) GetCharmInfo()->SetPetNumber(sObjectMgr->GeneratePetNumber(), true); // if charmed two demons the same session, the 2nd gets the 1st one's name SetUInt32Value(UNIT_FIELD_PET_NAME_TIMESTAMP, uint32(GameTime::GetGameTime())); // cast can't be helped } } playerCharmer->CharmSpellInitialize(); break; default: case CHARM_TYPE_CONVERT: break; } } AddUnitState(UNIT_STATE_CHARMED); if ((GetTypeId() != TYPEID_PLAYER) || (charmer->GetTypeId() != TYPEID_PLAYER)) { // AI will schedule its own change if appropriate if (UnitAI* ai = GetAI()) ai->OnCharmed(false); else ScheduleAIChange(); } return true; } void Unit::RemoveCharmedBy(Unit* charmer) { if (!IsCharmed()) return; if (charmer) ASSERT(charmer == GetCharmer()); else charmer = GetCharmer(); ASSERT(charmer); CharmType type; if (HasUnitState(UNIT_STATE_POSSESSED)) type = CHARM_TYPE_POSSESS; else if (charmer && charmer->IsOnVehicle(this)) type = CHARM_TYPE_VEHICLE; else type = CHARM_TYPE_CHARM; CastStop(); AttackStop(); if (_oldFactionId) { SetFaction(_oldFactionId); _oldFactionId = 0; } else RestoreFaction(); GetMotionMaster()->InitDefault(); // Vehicle should not attack its passenger after he exists the seat if (type != CHARM_TYPE_VEHICLE) LastCharmerGUID = charmer->GetGUID(); ASSERT(type != CHARM_TYPE_POSSESS || charmer->GetTypeId() == TYPEID_PLAYER); ASSERT(type != CHARM_TYPE_VEHICLE || (GetTypeId() == TYPEID_UNIT && IsVehicle())); charmer->SetCharm(this, false); m_combatManager.RevalidateCombat(); Player* playerCharmer = charmer->ToPlayer(); if (playerCharmer) { switch (type) { case CHARM_TYPE_VEHICLE: playerCharmer->SetClientControl(this, false); playerCharmer->SetClientControl(charmer, true); RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_POSSESSED); break; case CHARM_TYPE_POSSESS: ClearUnitState(UNIT_STATE_POSSESSED); playerCharmer->SetClientControl(this, false); playerCharmer->SetClientControl(charmer, true); charmer->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_REMOVE_CLIENT_CONTROL); RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_POSSESSED); break; case CHARM_TYPE_CHARM: if (GetTypeId() == TYPEID_UNIT && charmer->getClass() == CLASS_WARLOCK) { CreatureTemplate const* cinfo = ToCreature()->GetCreatureTemplate(); if (cinfo && cinfo->type == CREATURE_TYPE_DEMON) { SetByteValue(UNIT_FIELD_BYTES_0, UNIT_BYTES_0_OFFSET_CLASS, uint8(cinfo->unit_class)); if (GetCharmInfo()) GetCharmInfo()->SetPetNumber(0, true); else TC_LOG_ERROR("entities.unit", "Aura::HandleModCharm: %s has a charm aura but no charm info!", GetGUID().ToString().c_str()); } } break; case CHARM_TYPE_CONVERT: break; } } if (Player* player = ToPlayer()) player->SetClientControl(this, true); EngageWithTarget(charmer); if (playerCharmer && this != charmer->GetFirstControlled()) playerCharmer->SendRemoveControlBar(); // a guardian should always have charminfo if (!IsGuardian()) DeleteCharmInfo(); // reset confused movement for example ApplyControlStatesIfNeeded(); if (GetTypeId() != TYPEID_PLAYER || charmer->GetTypeId() == TYPEID_UNIT) { if (UnitAI* charmedAI = GetAI()) charmedAI->OnCharmed(false); // AI will potentially schedule a charm ai update else ScheduleAIChange(); } } void Unit::RestoreFaction() { if (GetTypeId() == TYPEID_PLAYER) ToPlayer()->SetFactionForRace(getRace()); else { if (HasUnitTypeMask(UNIT_MASK_MINION)) { if (Unit* owner = GetOwner()) { SetFaction(owner->GetFaction()); return; } } if (CreatureTemplate const* cinfo = ToCreature()->GetCreatureTemplate()) // normal creature SetFaction(cinfo->faction); } } bool Unit::CreateVehicleKit(uint32 id, uint32 creatureEntry, bool loading /*= false*/) { VehicleEntry const* vehInfo = sVehicleStore.LookupEntry(id); if (!vehInfo) return false; m_vehicleKit = new Vehicle(this, vehInfo, creatureEntry); m_updateFlag |= UPDATEFLAG_VEHICLE; m_unitTypeMask |= UNIT_MASK_VEHICLE; if (!loading) SendSetVehicleRecId(id); return true; } void Unit::RemoveVehicleKit(bool onRemoveFromWorld /*= false*/) { if (!m_vehicleKit) return; if (!onRemoveFromWorld) SendSetVehicleRecId(0); m_vehicleKit->Uninstall(); delete m_vehicleKit; m_vehicleKit = nullptr; m_updateFlag &= ~UPDATEFLAG_VEHICLE; m_unitTypeMask &= ~UNIT_MASK_VEHICLE; RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK | UNIT_NPC_FLAG_PLAYER_VEHICLE); } bool Unit::IsOnVehicle(Unit const* vehicle) const { return m_vehicle && m_vehicle == vehicle->GetVehicleKit(); } Unit* Unit::GetVehicleBase() const { return m_vehicle ? m_vehicle->GetBase() : nullptr; } Creature* Unit::GetVehicleCreatureBase() const { if (Unit* veh = GetVehicleBase()) if (Creature* c = veh->ToCreature()) return c; return nullptr; } ObjectGuid Unit::GetTransGUID() const { if (GetVehicle()) return GetVehicleBase()->GetGUID(); if (GetTransport()) return GetTransport()->GetGUID(); return ObjectGuid::Empty; } TransportBase* Unit::GetDirectTransport() const { if (Vehicle* veh = GetVehicle()) return veh; return GetTransport(); } bool Unit::IsInPartyWith(Unit const* unit) const { if (this == unit) return true; Unit const* u1 = GetCharmerOrOwnerOrSelf(); Unit const* u2 = unit->GetCharmerOrOwnerOrSelf(); if (u1 == u2) return true; if (u1->GetTypeId() == TYPEID_PLAYER && u2->GetTypeId() == TYPEID_PLAYER) return u1->ToPlayer()->IsInSameGroupWith(u2->ToPlayer()); else if ((u2->GetTypeId() == TYPEID_PLAYER && u1->GetTypeId() == TYPEID_UNIT && u1->ToCreature()->GetCreatureTemplate()->type_flags & CREATURE_TYPE_FLAG_TREAT_AS_RAID_UNIT) || (u1->GetTypeId() == TYPEID_PLAYER && u2->GetTypeId() == TYPEID_UNIT && u2->ToCreature()->GetCreatureTemplate()->type_flags & CREATURE_TYPE_FLAG_TREAT_AS_RAID_UNIT)) return true; return u1->GetTypeId() == TYPEID_UNIT && u2->GetTypeId() == TYPEID_UNIT && u1->GetFaction() == u2->GetFaction(); } bool Unit::IsInRaidWith(Unit const* unit) const { if (this == unit) return true; Unit const* u1 = GetCharmerOrOwnerOrSelf(); Unit const* u2 = unit->GetCharmerOrOwnerOrSelf(); if (u1 == u2) return true; if (u1->GetTypeId() == TYPEID_PLAYER && u2->GetTypeId() == TYPEID_PLAYER) return u1->ToPlayer()->IsInSameRaidWith(u2->ToPlayer()); else if ((u2->GetTypeId() == TYPEID_PLAYER && u1->GetTypeId() == TYPEID_UNIT && u1->ToCreature()->GetCreatureTemplate()->type_flags & CREATURE_TYPE_FLAG_TREAT_AS_RAID_UNIT) || (u1->GetTypeId() == TYPEID_PLAYER && u2->GetTypeId() == TYPEID_UNIT && u2->ToCreature()->GetCreatureTemplate()->type_flags & CREATURE_TYPE_FLAG_TREAT_AS_RAID_UNIT)) return true; return u1->GetTypeId() == TYPEID_UNIT && u2->GetTypeId() == TYPEID_UNIT && u1->GetFaction() == u2->GetFaction(); } void Unit::GetPartyMembers(std::list &TagUnitMap) { Unit* owner = GetCharmerOrOwnerOrSelf(); Group* group = nullptr; if (owner->GetTypeId() == TYPEID_PLAYER) group = owner->ToPlayer()->GetGroup(); if (group) { uint8 subgroup = owner->ToPlayer()->GetSubGroup(); for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next()) { Player* Target = itr->GetSource(); // IsHostileTo check duel and controlled by enemy if (Target && Target->IsInMap(owner) && Target->GetSubGroup() == subgroup && !IsHostileTo(Target)) { if (Target->IsAlive()) TagUnitMap.push_back(Target); if (Guardian* pet = Target->GetGuardianPet()) if (pet->IsAlive()) TagUnitMap.push_back(pet); } } } else { if ((owner == this || IsInMap(owner)) && owner->IsAlive()) TagUnitMap.push_back(owner); if (Guardian* pet = owner->GetGuardianPet()) if ((pet == this || IsInMap(pet)) && pet->IsAlive()) TagUnitMap.push_back(pet); } } bool Unit::IsContestedGuard() const { if (FactionTemplateEntry const* entry = GetFactionTemplateEntry()) return entry->IsContestedGuardFaction(); return false; } void Unit::SetPvP(bool state) { if (state) SetByteFlag(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_PVP_FLAG, UNIT_BYTE2_FLAG_PVP); else RemoveByteFlag(UNIT_FIELD_BYTES_2, UNIT_BYTES_2_OFFSET_PVP_FLAG, UNIT_BYTE2_FLAG_PVP); } Aura* Unit::AddAura(uint32 spellId, Unit* target) { if (!target) return nullptr; SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId); if (!spellInfo) return nullptr; if (!target->IsAlive() && !spellInfo->IsPassive() && !spellInfo->HasAttribute(SPELL_ATTR2_CAN_TARGET_DEAD)) return nullptr; return AddAura(spellInfo, MAX_EFFECT_MASK, target); } Aura* Unit::AddAura(SpellInfo const* spellInfo, uint8 effMask, Unit* target) { if (!spellInfo) return nullptr; if (target->IsImmunedToSpell(spellInfo, this)) return nullptr; for (uint32 i = 0; i < MAX_SPELL_EFFECTS; ++i) { if (!(effMask & (1 << i))) continue; if (target->IsImmunedToSpellEffect(spellInfo, i, this)) effMask &= ~(1 << i); } if (Aura* aura = Aura::TryRefreshStackOrCreate(spellInfo, effMask, target, this)) { aura->ApplyForTargets(); return aura; } return nullptr; } void Unit::SetAuraStack(uint32 spellId, Unit* target, uint32 stack) { Aura* aura = target->GetAura(spellId, GetGUID()); if (!aura) aura = AddAura(spellId, target); if (aura && stack) aura->SetStackAmount(stack); } void Unit::SendPlaySpellVisualKit(uint32 id, uint32 type, uint32 duration) const { if (!sSpellVisualKitStore.LookupEntry(id)) return; WorldPackets::Spells::PlaySpellVisualKit packet; packet.Unit = GetGUID(); packet.KitRecID = id; // SpellVisualKit.dbc index packet.KitType = type; packet.Duration = duration; SendMessageToSet(packet.Write(), IsPlayer()); } void Unit::SendPlaySpellVisual(uint32 spellVisualId, Unit const* target /*= nullptr*/, Optional targetPosition /*= {}*/, float travelSpeed /*= 0.f*/, uint16 missReason /*= 0*/, uint16 reflectStatus /*= 0*/, bool speedAsTime /*= false*/) const { if (!sSpellVisualStore.LookupEntry(spellVisualId)) return; WorldPackets::Spells::PlaySpellVisual packet; packet.SpellVisualID = spellVisualId; packet.Source = GetGUID(); if (target) packet.Target = target->GetGUID(); if (targetPosition) packet.TargetPosition = *targetPosition; packet.TravelSpeed = travelSpeed; packet.MissReason = missReason; packet.ReflectStatus = reflectStatus; packet.SpeedAsTime = speedAsTime; SendMessageToSet(packet.Write(), true); } void Unit::CancelSpellMissiles(uint32 spellId, bool reverseMissile /*= false*/) { bool hasMissile = false; for (auto itr : m_Events.GetEvents()) { if (Spell const* spell = Spell::ExtractSpellFromEvent(itr.second)) { if (spell->GetSpellInfo()->Id == spellId) { itr.second->ScheduleAbort(); hasMissile = true; } } } if (hasMissile) { WorldPackets::Spells::MissileCancel packet; packet.OwnerGUID = GetGUID(); packet.SpellID = spellId; packet.Reverse = reverseMissile; SendMessageToSet(packet.Write(), false); } } void Unit::ApplyResilience(Unit const* victim, int32* damage) const { // player mounted on multi-passenger mount is also classified as vehicle if (IsVehicle() || (victim->IsVehicle() && victim->GetTypeId() != TYPEID_PLAYER)) return; // Don't consider resilience if not in PvP - player or pet if (!GetCharmerOrOwnerPlayerOrPlayerItself()) return; Unit const* target = nullptr; if (victim->GetTypeId() == TYPEID_PLAYER) target = victim; else if (victim->GetTypeId() == TYPEID_UNIT && victim->GetOwner() && victim->GetOwner()->GetTypeId() == TYPEID_PLAYER) target = victim->GetOwner(); if (!target) return; *damage -= target->GetDamageReduction(*damage); } // Melee based spells can be miss, parry or dodge on this step // Crit or block - determined on damage calculation phase! (and can be both in some time) float Unit::MeleeSpellMissChance(Unit const* victim, WeaponAttackType attType, SpellInfo const* spellInfo /*= nullptr*/) const { if (spellInfo && spellInfo->HasAttribute(SPELL_ATTR7_CANT_MISS)) return 0.f; // Calculate miss chance float missChance = GetMeleeMissChance(victim); if (!spellInfo && haveOffhandWeapon()) missChance += 19.f; // Spellmod from SPELLMOD_RESIST_MISS_CHANCE float resistMissChance = 100.0f; if (spellInfo) if (Player* modOwner = GetSpellModOwner()) modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_RESIST_MISS_CHANCE, resistMissChance); missChance -= resistMissChance - 100.0f; if (attType == RANGED_ATTACK) missChance -= m_modRangedHitChance; else missChance -= m_modMeleeHitChance; // miss chance from auras after calculating skill based miss missChance -= GetTotalAuraModifier(SPELL_AURA_MOD_HIT_CHANCE); if (attType == RANGED_ATTACK) missChance -= victim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_RANGED_HIT_CHANCE); else missChance -= victim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_MELEE_HIT_CHANCE); return std::max(missChance, 0.f); } void Unit::OnPhaseChange() { if (!IsInWorld()) return; // Inform player groups that a member's phase has changed so the next PartyMemberState packet will update the phasing accordingly if (IsPlayer() && ToPlayer()->GetGroup()) ToPlayer()->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PHASE); } void Unit::UpdateObjectVisibility(bool forced) { if (!forced) AddToNotify(NOTIFY_VISIBILITY_CHANGED); else { WorldObject::UpdateObjectVisibility(true); // call MoveInLineOfSight for nearby creatures Trinity::AIRelocationNotifier notifier(*this); Cell::VisitAllObjects(this, notifier, GetVisibilityRange()); } } void Unit::SendMoveKnockBack(Player* player, float speedXY, float speedZ, float vcos, float vsin) { WorldPackets::Movement::MoveKnockBack moveKnockBack; moveKnockBack.MoverGUID = GetGUID(); moveKnockBack.SequenceIndex = m_movementCounter++; moveKnockBack.Speeds.HorzSpeed = speedXY; moveKnockBack.Speeds.VertSpeed = speedZ; moveKnockBack.Direction = Position(vcos, vsin); player->SendDirectMessage(moveKnockBack.Write()); } void Unit::KnockbackFrom(float x, float y, float speedXY, float speedZ) { if (IsMovedByServer()) GetMotionMaster()->MoveKnockbackFrom(x, y, speedXY, speedZ); else { float vcos, vsin; GetSinCos(x, y, vsin, vcos); SendMoveKnockBack(GetGameClientMovingMe()->GetBasePlayer(), speedXY, -speedZ, vcos, vsin); if (HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED) || HasAuraType(SPELL_AURA_FLY)) SetCanFly(true, false); } } float Unit::GetCombatRatingReduction(CombatRating cr) const { if (Player const* player = ToPlayer()) return player->GetRatingBonusValue(cr); // Player's pet get resilience from owner else if (IsPet() && GetOwner()) if (Player* owner = GetOwner()->ToPlayer()) return owner->GetRatingBonusValue(cr); return 0.0f; } uint32 Unit::GetCombatRatingDamageReduction(CombatRating cr, float rate, float cap, uint32 damage) const { float percent = std::min(GetCombatRatingReduction(cr) * rate, cap); return CalculatePct(damage, percent); } uint32 Unit::GetModelForForm(ShapeshiftForm form, uint32 spellId) const { // Hardcoded cases switch (spellId) { case 7090: // Bear Form return 29414; case 35200: // Roc Form return 4877; default: break; } if (GetTypeId() == TYPEID_PLAYER) { switch (form) { case FORM_CAT: // Based on Hair color if (getRace() == RACE_NIGHTELF) { uint8 hairColor = GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_HAIR_COLOR_ID); switch (hairColor) { case 7: // Violet case 8: return 29405; case 3: // Light Blue return 29406; case 0: // Green case 1: // Light Green case 2: // Dark Green return 29407; case 4: // White return 29408; default: // original - Dark Blue return 892; } } else if (getRace() == RACE_TROLL) { uint8 hairColor = GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_HAIR_COLOR_ID); switch (hairColor) { case 0: // Red case 1: return 33668; case 2: // Yellow case 3: return 33667; case 4: // Blue case 5: case 6: return 33666; case 7: // Purple case 10: return 33665; default: // original - white return 33669; } } else if (getRace() == RACE_WORGEN) { // Based on Skin color uint8 skinColor = GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_SKIN_ID); // Male if (getGender() == GENDER_MALE) { switch (skinColor) { case 1: // Brown return 33662; case 2: // Black case 7: return 33661; case 4: // yellow return 33664; case 3: // White case 5: return 33663; default: // original - Gray return 33660; } } // Female else { switch (skinColor) { case 5: // Brown case 6: return 33662; case 7: // Black case 8: return 33661; case 3: // yellow case 4: return 33664; case 2: // White return 33663; default: // original - Gray return 33660; } } } // Based on Skin color else if (getRace() == RACE_TAUREN) { uint8 skinColor = GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_SKIN_ID); // Male if (getGender() == GENDER_MALE) { switch (skinColor) { case 12: // White case 13: case 14: case 18: // Completly White return 29409; case 9: // Light Brown case 10: case 11: return 29410; case 6: // Brown case 7: case 8: return 29411; case 0: // Dark case 1: case 2: case 3: // Dark Grey case 4: case 5: return 29412; default: // original - Grey return 8571; } } // Female else { switch (skinColor) { case 10: // White return 29409; case 6: // Light Brown case 7: return 29410; case 4: // Brown case 5: return 29411; case 0: // Dark case 1: case 2: case 3: return 29412; default: // original - Grey return 8571; } } } else if (Player::TeamForRace(getRace()) == ALLIANCE) return 892; else return 8571; case FORM_BEAR: // Based on Hair color if (getRace() == RACE_NIGHTELF) { uint8 hairColor = GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_HAIR_COLOR_ID); switch (hairColor) { case 0: // Green case 1: // Light Green case 2: // Dark Green return 29413; // 29415? case 6: // Dark Blue return 29414; case 4: // White return 29416; case 3: // Light Blue return 29417; default: // original - Violet return 2281; } } else if (getRace() == RACE_TROLL) { uint8 hairColor = GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_HAIR_COLOR_ID); switch (hairColor) { case 0: // Red case 1: return 33657; case 2: // Yellow case 3: return 33659; case 7: // Purple case 10: return 33656; case 8: // White case 9: case 11: case 12: return 33658; default: // original - Blue return 33655; } } else if (getRace() == RACE_WORGEN) { // Based on Skin color uint8 skinColor = GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_SKIN_ID); // Male if (getGender() == GENDER_MALE) { switch (skinColor) { case 1: // Brown return 33653; case 2: // Black case 7: return 33651; case 4: // Yellow return 33652; case 3: // White case 5: return 33654; default: // original - Gray return 33650; } } // Female else { switch (skinColor) { case 5: // Brown case 6: return 33652; case 7: // Black case 8: return 33651; case 3: // yellow case 4: return 33654; case 2: // White return 33653; default: // original - Gray return 33650; } } } // Based on Skin color else if (getRace() == RACE_TAUREN) { uint8 skinColor = GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_SKIN_ID); // Male if (getGender() == GENDER_MALE) { switch (skinColor) { case 0: // Dark (Black) case 1: case 2: return 29418; case 3: // White case 4: case 5: case 12: case 13: case 14: return 29419; case 9: // Light Brown/Grey case 10: case 11: case 15: case 16: case 17: return 29420; case 18: // Completly White return 29421; default: // original - Brown return 2289; } } // Female else { switch (skinColor) { case 0: // Dark (Black) case 1: return 29418; case 2: // White case 3: return 29419; case 6: // Light Brown/Grey case 7: case 8: case 9: return 29420; case 10: // Completly White return 29421; default: // original - Brown return 2289; } } } else if (Player::TeamForRace(getRace()) == ALLIANCE) return 2281; else return 2289; case FORM_FLIGHT: if (Player::TeamForRace(getRace()) == ALLIANCE) return 20857; return 20872; case FORM_FLIGHT_EPIC: if (Player::TeamForRace(getRace()) == ALLIANCE) return (getRace() == RACE_WORGEN ? 37729 : 21243); if (getRace() == RACE_TROLL) return 37730; return 21244; case FORM_MOONKIN: if (getRace() == RACE_TROLL) return 37174; if (getRace() == RACE_WORGEN) return 37173; return 15374; case FORM_GHOSTWOLF: if (HasAura(58135)) //! Glyph of Arctic Wolf return 27312; return 4613; default: break; } } uint32 modelid = 0; SpellShapeshiftFormEntry const* formEntry = sSpellShapeshiftFormStore.LookupEntry(form); if (formEntry && formEntry->CreatureDisplayID[0]) { // Take the alliance modelid as default if (GetTypeId() != TYPEID_PLAYER) return formEntry->CreatureDisplayID[0]; else { if (Player::TeamForRace(getRace()) == ALLIANCE) modelid = formEntry->CreatureDisplayID[0]; else modelid = formEntry->CreatureDisplayID[1]; // If the player is horde but there are no values for the horde modelid - take the alliance modelid if (!modelid && Player::TeamForRace(getRace()) == HORDE) modelid = formEntry->CreatureDisplayID[0]; } } return modelid; } uint32 Unit::GetModelForTotem(PlayerTotemType totemType) { switch (getRace()) { case RACE_ORC: { switch (totemType) { case SUMMON_TYPE_TOTEM_FIRE: // fire return 30758; case SUMMON_TYPE_TOTEM_EARTH: // earth return 30757; case SUMMON_TYPE_TOTEM_WATER: // water return 30759; case SUMMON_TYPE_TOTEM_AIR: // air return 30756; } break; } case RACE_DWARF: { switch (totemType) { case SUMMON_TYPE_TOTEM_FIRE: // fire return 30754; case SUMMON_TYPE_TOTEM_EARTH: // earth return 30753; case SUMMON_TYPE_TOTEM_WATER: // water return 30755; case SUMMON_TYPE_TOTEM_AIR: // air return 30736; } break; } case RACE_TROLL: { switch (totemType) { case SUMMON_TYPE_TOTEM_FIRE: // fire return 30762; case SUMMON_TYPE_TOTEM_EARTH: // earth return 30761; case SUMMON_TYPE_TOTEM_WATER: // water return 30763; case SUMMON_TYPE_TOTEM_AIR: // air return 30760; } break; } case RACE_TAUREN: { switch (totemType) { case SUMMON_TYPE_TOTEM_FIRE: // fire return 4589; case SUMMON_TYPE_TOTEM_EARTH: // earth return 4588; case SUMMON_TYPE_TOTEM_WATER: // water return 4587; case SUMMON_TYPE_TOTEM_AIR: // air return 4590; } break; } case RACE_DRAENEI: { switch (totemType) { case SUMMON_TYPE_TOTEM_FIRE: // fire return 19074; case SUMMON_TYPE_TOTEM_EARTH: // earth return 19073; case SUMMON_TYPE_TOTEM_WATER: // water return 19075; case SUMMON_TYPE_TOTEM_AIR: // air return 19071; } break; } case RACE_GOBLIN: { switch (totemType) { case SUMMON_TYPE_TOTEM_FIRE: // fire return 30783; case SUMMON_TYPE_TOTEM_EARTH: // earth return 30782; case SUMMON_TYPE_TOTEM_WATER: // water return 30784; case SUMMON_TYPE_TOTEM_AIR: // air return 30781; } break; } } return 0; } void Unit::JumpTo(float speedXY, float speedZ, bool forward, Optional dest) { float angle = forward ? 0 : float(M_PI); if (dest) angle += GetRelativeAngle(*dest); if (GetTypeId() == TYPEID_UNIT) GetMotionMaster()->MoveJumpTo(angle, speedXY, speedZ); else { float vcos = std::cos(angle + GetOrientation()); float vsin = std::sin(angle + GetOrientation()); SendMoveKnockBack(ToPlayer(), speedXY, -speedZ, vcos, vsin); } } void Unit::JumpTo(WorldObject* obj, float speedZ, bool withOrientation) { float x, y, z; obj->GetContactPoint(this, x, y, z); float speedXY = GetExactDist2d(x, y) * 10.0f / speedZ; GetMotionMaster()->MoveJump(x, y, z, GetAngle(obj), speedXY, speedZ, EVENT_JUMP, withOrientation); } bool Unit::HandleSpellClick(Unit* clicker, int8 seatId) { bool result = false; uint32 spellClickEntry = GetVehicleKit() ? GetVehicleKit()->GetCreatureEntry() : GetEntry(); TriggerCastFlags const flags = GetVehicleKit() ? TRIGGERED_IGNORE_CASTER_MOUNTED_OR_ON_VEHICLE : TRIGGERED_NONE; SpellClickInfoMapBounds clickPair = sObjectMgr->GetSpellClickInfoMapBounds(spellClickEntry); for (SpellClickInfoContainer::const_iterator itr = clickPair.first; itr != clickPair.second; ++itr) { //! First check simple relations from clicker to clickee if (!itr->second.IsFitToRequirements(clicker, this)) continue; //! Check database conditions if (!sConditionMgr->IsObjectMeetingSpellClickConditions(spellClickEntry, itr->second.spellId, clicker, this)) continue; Unit* caster = (itr->second.castFlags & NPC_CLICK_CAST_CASTER_CLICKER) ? clicker : this; Unit* target = (itr->second.castFlags & NPC_CLICK_CAST_TARGET_CLICKER) ? clicker : this; ObjectGuid origCasterGUID = (itr->second.castFlags & NPC_CLICK_CAST_ORIG_CASTER_OWNER) ? GetOwnerOrCreatorGUID() : clicker->GetGUID(); SpellInfo const* spellEntry = sSpellMgr->GetSpellInfo(itr->second.spellId); // if (!spellEntry) should be checked at npc_spellclick load if (seatId > -1) { uint8 i = 0; bool valid = false; while (i < MAX_SPELL_EFFECTS && !valid) { if (spellEntry->Effects[i].ApplyAuraName == SPELL_AURA_CONTROL_VEHICLE) { valid = true; break; } ++i; } if (!valid) { TC_LOG_ERROR("sql.sql", "Spell %u specified in npc_spellclick_spells is not a valid vehicle enter aura!", itr->second.spellId); continue; } if (IsInMap(caster)) { CastSpellExtraArgs args(flags); args.OriginalCaster = origCasterGUID; args.SpellValueOverrides.AddMod(SpellValueMod(SPELLVALUE_BASE_POINT0 + i), seatId + 1); caster->CastSpell(target, itr->second.spellId, args); } else // This can happen during Player::_LoadAuras { int32 bp0[MAX_SPELL_EFFECTS]; for (uint32 j = 0; j < MAX_SPELL_EFFECTS; ++j) bp0[j] = spellEntry->Effects[j].BasePoints; bp0[i] = seatId; Aura::TryRefreshStackOrCreate(spellEntry, MAX_EFFECT_MASK, this, clicker, bp0, nullptr, origCasterGUID); } } else { if (IsInMap(caster)) caster->CastSpell(target, spellEntry->Id, CastSpellExtraArgs().SetOriginalCaster(origCasterGUID)); else Aura::TryRefreshStackOrCreate(spellEntry, MAX_EFFECT_MASK, this, clicker, nullptr, nullptr, origCasterGUID); } result = true; } Creature* creature = ToCreature(); if (creature && creature->IsAIEnabled()) creature->AI()->OnSpellClick(clicker, result); return result; } void Unit::EnterVehicle(Unit* base, int8 seatId) { CastSpellExtraArgs args(TRIGGERED_IGNORE_CASTER_MOUNTED_OR_ON_VEHICLE); args.SpellValueOverrides.AddBP0(seatId + 1); CastSpell(base, VEHICLE_SPELL_RIDE_HARDCODED, args); } void Unit::_EnterVehicle(Vehicle* vehicle, int8 seatId, AuraApplication const* aurApp) { // Must be called only from aura handler ASSERT(aurApp); if (!IsAlive() || GetVehicleKit() == vehicle || vehicle->GetBase()->IsOnVehicle(this)) return; if (m_vehicle) { if (m_vehicle != vehicle) { TC_LOG_DEBUG("entities.vehicle", "EnterVehicle: %u exit %u and enter %u.", GetEntry(), m_vehicle->GetBase()->GetEntry(), vehicle->GetBase()->GetEntry()); ExitVehicle(); } else if (seatId >= 0 && seatId == GetTransSeat()) return; else { //Exit the current vehicle because unit will reenter in a new seat. m_vehicle->GetBase()->RemoveAurasByType(SPELL_AURA_CONTROL_VEHICLE, GetGUID(), aurApp->GetBase()); } } if (aurApp->GetRemoveMode().HasAnyFlag()) return; if (Player* player = ToPlayer()) { if (vehicle->GetBase()->GetTypeId() == TYPEID_PLAYER && player->IsInCombat()) { vehicle->GetBase()->RemoveAura(const_cast(aurApp)); return; } if (vehicle->GetBase()->GetTypeId() == TYPEID_UNIT) { // If a player entered a vehicle that is part of a formation, remove it from said formation if (CreatureGroup* creatureGroup = vehicle->GetBase()->ToCreature()->GetFormation()) creatureGroup->RemoveMember(vehicle->GetBase()->ToCreature()); } } // If vehicle flag for fixed position set (cannons), or if the following hardcoded units, then set state rooted // 30236 | Argent Cannon // 39759 | Tankbuster Cannon if ((vehicle->GetVehicleInfo()->Flags & VEHICLE_FLAG_FIXED_POSITION) || vehicle->GetBase()->GetEntry() == 30236 || vehicle->GetBase()->GetEntry() == 39759) SetControlled(true, UNIT_STATE_ROOT); ASSERT(!m_vehicle); (void)vehicle->AddPassenger(this, seatId); } void Unit::ChangeSeat(int8 seatId, bool next) { if (!m_vehicle) return; // Don't change if current and new seat are identical if (seatId == GetTransSeat()) return; SeatMap::const_iterator seat = (seatId < 0 ? m_vehicle->GetNextEmptySeat(GetTransSeat(), next) : m_vehicle->Seats.find(seatId)); // The second part of the check will only return true if seatId >= 0. @Vehicle::GetNextEmptySeat makes sure of that. if (seat == m_vehicle->Seats.end() || !seat->second.IsEmpty()) return; AuraEffect* rideVehicleEffect = nullptr; AuraEffectList const& vehicleAuras = m_vehicle->GetBase()->GetAuraEffectsByType(SPELL_AURA_CONTROL_VEHICLE); for (AuraEffectList::const_iterator itr = vehicleAuras.begin(); itr != vehicleAuras.end(); ++itr) { if ((*itr)->GetCasterGUID() != GetGUID()) continue; // Make sure there is only one ride vehicle aura on target cast by the unit changing seat ASSERT(!rideVehicleEffect); rideVehicleEffect = *itr; } // Unit riding a vehicle must always have control vehicle aura on target ASSERT(rideVehicleEffect); rideVehicleEffect->ChangeAmount(seat->first + 1); } void Unit::ExitVehicle(Position const* /*exitPosition*/) { //! This function can be called at upper level code to initialize an exit from the passenger's side. if (!m_vehicle) return; GetVehicleBase()->RemoveAurasByType(SPELL_AURA_CONTROL_VEHICLE, GetGUID()); //! The following call would not even be executed successfully as the //! SPELL_AURA_CONTROL_VEHICLE unapply handler already calls _ExitVehicle without //! specifying an exitposition. The subsequent call below would return on if (!m_vehicle). /*_ExitVehicle(exitPosition);*/ //! To do: //! We need to allow SPELL_AURA_CONTROL_VEHICLE unapply handlers in spellscripts //! to specify exit coordinates and either store those per passenger, or we need to //! init spline movement based on those coordinates in unapply handlers, and //! relocate exiting passengers based on Unit::moveSpline data. Either way, //! Coming Soon(TM) } void Unit::_ExitVehicle(Position const* exitPosition) { /// It's possible m_vehicle is nullptr, when this function is called indirectly from @VehicleJoinEvent::Abort. /// In that case it was not possible to add the passenger to the vehicle. The vehicle aura has already been removed /// from the target in the aforementioned function and we don't need to do anything else at this point. if (!m_vehicle) return; // This should be done before dismiss, because there may be some aura removal VehicleSeatAddon const* seatAddon = m_vehicle->GetSeatAddonForSeatOfPassenger(this); Vehicle* vehicle = m_vehicle->RemovePassenger(this); Player* player = ToPlayer(); // If the player is on mounted duel and exits the mount, he should immediatly lose the duel if (player && player->duel && player->duel->isMounted) player->DuelComplete(DUEL_FLED); SetControlled(false, UNIT_STATE_ROOT); // SMSG_MOVE_FORCE_UNROOT, ~MOVEMENTFLAG_ROOT AddUnitState(UNIT_STATE_MOVE); if (player) player->SetFallInformation(0, GetPositionZ()); Position pos; // If we ask for a specific exit position, use that one. Otherwise allow scripts to modify it if (exitPosition) pos = *exitPosition; else { // Set exit position to vehicle position and use the current orientation pos = vehicle->GetBase()->GetPosition(); pos.SetOrientation(GetOrientation()); // Change exit position based on seat entry if (seatAddon) { if (seatAddon->ExitParameter == VehicleExitParameters::VehicleExitParamOffset) pos.RelocateOffset({ seatAddon->ExitParameterX, seatAddon->ExitParameterY, seatAddon->ExitParameterZ, seatAddon->ExitParameterO }); else if (seatAddon->ExitParameter == VehicleExitParameters::VehicleExitParamDest) pos.Relocate({ seatAddon->ExitParameterX, seatAddon->ExitParameterY, seatAddon->ExitParameterZ, seatAddon->ExitParameterO }); } } float height = pos.GetPositionZ() + vehicle->GetBase()->GetCollisionHeight(); Movement::MoveSplineInit init(this); // Creatures without inhabit type air should begin falling after exiting the vehicle if (GetTypeId() == TYPEID_UNIT && !CanFly() && height > GetMap()->GetWaterOrGroundLevel(GetPhaseShift(), pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ() + vehicle->GetBase()->GetCollisionHeight(), &height)) init.SetFall(); init.MoveTo(pos.GetPositionX(), pos.GetPositionY(), height, false); init.SetFacing(pos.GetOrientation()); init.SetTransportExit(); GetMotionMaster()->LaunchMoveSpline(std::move(init), EVENT_VEHICLE_EXIT, MOTION_SLOT_CONTROLLED); if (player) player->ResummonPetTemporaryUnSummonedIfAny(); if (vehicle->GetBase()->HasUnitTypeMask(UNIT_MASK_MINION) && vehicle->GetBase()->GetTypeId() == TYPEID_UNIT) if (((Minion*)vehicle->GetBase())->GetOwner() == this) vehicle->GetBase()->ToCreature()->DespawnOrUnsummon(1); if (HasUnitTypeMask(UNIT_MASK_ACCESSORY)) { // Vehicle just died, we die too if (vehicle->GetBase()->getDeathState() == JUST_DIED) setDeathState(JUST_DIED); // If for other reason we as minion are exiting the vehicle (ejected, master dismounted) - unsummon else ToTempSummon()->UnSummon(2000); // Approximation } } bool Unit::IsFalling() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_FALLING | MOVEMENTFLAG_FALLING_FAR) || movespline->isFalling(); } bool Unit::CanSwim() const { // Mirror client behavior, if this method returns false then client will not use swimming animation and for players will apply gravity as if there was no water if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CANNOT_SWIM)) return false; if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED)) // is player return true; if (HasFlag(UNIT_FIELD_FLAGS_2, 0x1000000)) return false; if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PET_IN_COMBAT)) return true; return HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_RENAME | UNIT_FLAG_SWIMMING); } void Unit::NearTeleportTo(Position const& pos, bool casting /*= false*/) { DisableSpline(); if (GetTypeId() == TYPEID_PLAYER) { WorldLocation target(GetMapId(), pos); ToPlayer()->TeleportTo(target, TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET | (casting ? TELE_TO_SPELL : 0)); } else { SendTeleportPacket(pos); UpdatePosition(pos, true); UpdateObjectVisibility(); } } void Unit::WriteMovementInfo(WorldPacket& data, Movement::ExtraMovementStatusElement* extras /*= nullptr*/, uint32* movementCounter /*= nullptr*/) { MovementInfo const& mi = m_movementInfo; bool hasMovementFlags = GetUnitMovementFlags() != 0; bool hasMovementFlags2 = GetExtraUnitMovementFlags() != 0; bool hasTimestamp = true; bool hasOrientation = !G3D::fuzzyEq(GetOrientation(), 0.0f); bool hasTransportData = GetTransGUID() != 0; bool hasSpline = IsSplineEnabled(); bool hasTransportTime2 = hasTransportData && m_movementInfo.transport.time2 != 0; bool hasTransportVehicleId = hasTransportData && m_movementInfo.transport.vehicleId != 0; bool hasPitch = HasUnitMovementFlag(MovementFlags(MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_FLYING)) || HasExtraUnitMovementFlag(MOVEMENTFLAG2_ALWAYS_ALLOW_PITCHING); bool hasFallDirection = HasUnitMovementFlag(MOVEMENTFLAG_FALLING); bool hasFallData = hasFallDirection || m_movementInfo.jump.fallTime != 0; bool hasSplineElevation = HasUnitMovementFlag(MOVEMENTFLAG_SPLINE_ELEVATION); MovementStatusElements const* sequence = GetMovementStatusElementsSequence(static_cast(data.GetOpcode())); if (!sequence) { TC_LOG_ERROR("network", "Unit::WriteMovementInfo: No movement sequence found for opcode %s", GetOpcodeNameForLogging(static_cast(data.GetOpcode())).c_str()); return; } ObjectGuid guid = GetGUID(); ObjectGuid tguid = hasTransportData ? GetTransGUID() : ObjectGuid::Empty; for (; *sequence != MSEEnd; ++sequence) { MovementStatusElements const& element = *sequence; switch (element) { case MSEHasGuidByte0: case MSEHasGuidByte1: case MSEHasGuidByte2: case MSEHasGuidByte3: case MSEHasGuidByte4: case MSEHasGuidByte5: case MSEHasGuidByte6: case MSEHasGuidByte7: data.WriteBit(guid[element - MSEHasGuidByte0]); break; case MSEHasTransportGuidByte0: case MSEHasTransportGuidByte1: case MSEHasTransportGuidByte2: case MSEHasTransportGuidByte3: case MSEHasTransportGuidByte4: case MSEHasTransportGuidByte5: case MSEHasTransportGuidByte6: case MSEHasTransportGuidByte7: if (hasTransportData) data.WriteBit(tguid[element - MSEHasTransportGuidByte0]); break; case MSEGuidByte0: case MSEGuidByte1: case MSEGuidByte2: case MSEGuidByte3: case MSEGuidByte4: case MSEGuidByte5: case MSEGuidByte6: case MSEGuidByte7: data.WriteByteSeq(guid[element - MSEGuidByte0]); break; case MSETransportGuidByte0: case MSETransportGuidByte1: case MSETransportGuidByte2: case MSETransportGuidByte3: case MSETransportGuidByte4: case MSETransportGuidByte5: case MSETransportGuidByte6: case MSETransportGuidByte7: if (hasTransportData) data.WriteByteSeq(tguid[element - MSETransportGuidByte0]); break; case MSEHasMovementFlags: data.WriteBit(!hasMovementFlags); break; case MSEHasMovementFlags2: data.WriteBit(!hasMovementFlags2); break; case MSEHasTimestamp: data.WriteBit(!hasTimestamp); break; case MSEHasOrientation: data.WriteBit(!hasOrientation); break; case MSEHasTransportData: data.WriteBit(hasTransportData); break; case MSEHasTransportTime2: if (hasTransportData) data.WriteBit(hasTransportTime2); break; case MSEHasVehicleId: if (hasTransportData) data.WriteBit(hasTransportVehicleId); break; case MSEHasPitch: data.WriteBit(!hasPitch); break; case MSEHasFallData: data.WriteBit(hasFallData); break; case MSEHasFallDirection: if (hasFallData) data.WriteBit(hasFallDirection); break; case MSEHasSplineElevation: data.WriteBit(!hasSplineElevation); break; case MSEHasSpline: data.WriteBit(hasSpline); break; case MSEHasHeightChangeFailed: data.WriteBit(mi.HasHeightChangeFailed()); break; case MSEMovementFlags: if (hasMovementFlags) data.WriteBits(GetUnitMovementFlags(), 30); break; case MSEMovementFlags2: if (hasMovementFlags2) data.WriteBits(GetExtraUnitMovementFlags(), 12); break; case MSETimestamp: if (hasTimestamp) data << mi.time; break; case MSEPositionX: data << GetPositionX(); break; case MSEPositionY: data << GetPositionY(); break; case MSEPositionZ: data << GetPositionZ(); break; case MSEOrientation: if (hasOrientation) data << GetOrientation(); break; case MSETransportPositionX: if (hasTransportData) data << GetTransOffsetX(); break; case MSETransportPositionY: if (hasTransportData) data << GetTransOffsetY(); break; case MSETransportPositionZ: if (hasTransportData) data << GetTransOffsetZ(); break; case MSETransportOrientation: if (hasTransportData) data << GetTransOffsetO(); break; case MSETransportSeat: if (hasTransportData) data << GetTransSeat(); break; case MSETransportTime: if (hasTransportData) data << GetTransTime(); break; case MSETransportTime2: if (hasTransportData && hasTransportTime2) data << mi.transport.time2; break; case MSETransportVehicleId: if (hasTransportData && hasTransportVehicleId) data << mi.transport.vehicleId; break; case MSEPitch: if (hasPitch) data << mi.pitch; break; case MSEFallTime: if (hasFallData) data << mi.jump.fallTime; break; case MSEFallVerticalSpeed: if (hasFallData) data << mi.jump.zspeed; break; case MSEFallCosAngle: if (hasFallData && hasFallDirection) data << mi.jump.cosAngle; break; case MSEFallSinAngle: if (hasFallData && hasFallDirection) data << mi.jump.sinAngle; break; case MSEFallHorizontalSpeed: if (hasFallData && hasFallDirection) data << mi.jump.xyspeed; break; case MSESplineElevation: if (hasSplineElevation) data << mi.splineElevation; break; case MSECounter: data << uint32(movementCounter ? *movementCounter : 0); break; case MSEZeroBit: data.WriteBit(0); break; case MSEOneBit: data.WriteBit(1); break; case MSEFlushBits: data.FlushBits(); break; case MSEExtraElement: extras->WriteNextElement(data); break; default: ASSERT(Movement::PrintInvalidSequenceElement(element, __FUNCTION__)); break; } } } void Unit::SendTeleportPacket(Position const& pos) { // SMSG_MOVE_UPDATE_TELEPORT is sent to nearby players to signal the teleport // MSG_MOVE_TELEPORT is sent to self in order to trigger MSG_MOVE_TELEPORT_ACK and update the position server side if (IsMovedByClient()) { Player* playerMover = GetGameClientMovingMe()->GetBasePlayer(); float x, y, z, o; pos.GetPosition(x, y, z, o); if (TransportBase* transportBase = GetDirectTransport()) transportBase->CalculatePassengerOffset(x, y, z, &o); WorldPackets::Movement::MoveTeleport moveTeleport; moveTeleport.MoverGUID = GetGUID(); moveTeleport.Pos = Position(x, y, z); if (GetTransGUID()) moveTeleport.TransportGUID = GetTransGUID(); moveTeleport.Facing = o; moveTeleport.SequenceIndex = m_movementCounter++; playerMover->SendDirectMessage(moveTeleport.Write()); } else { // This is the only packet sent for creatures which contains MovementInfo structure // we do not update m_movementInfo for creatures so it needs to be done manually here WorldPackets::Movement::MoveUpdateTeleport moveUpdateTeleport; moveUpdateTeleport.Status = &m_movementInfo; moveUpdateTeleport.Status->guid = GetGUID(); moveUpdateTeleport.Status->pos.Relocate(pos); moveUpdateTeleport.Status->time = GameTime::GetGameTimeMS(); SendMessageToSet(moveUpdateTeleport.Write(), false); } } bool Unit::UpdatePosition(float x, float y, float z, float orientation, bool teleport) { // prevent crash when a bad coord is sent by the client if (!Trinity::IsValidMapCoord(x, y, z, orientation)) { TC_LOG_DEBUG("entities.unit", "Unit::UpdatePosition(%f, %f, %f) .. bad coordinates!", x, y, z); return false; } // Check if angular distance changed bool const turn = G3D::fuzzyGt(M_PI - fabs(fabs(GetOrientation() - orientation) - M_PI), 0.0f); // G3D::fuzzyEq won't help here, in some cases magnitudes differ by a little more than G3D::eps, but should be considered equal bool const relocated = (teleport || std::fabs(GetPositionX() - x) > 0.001f || std::fabs(GetPositionY() - y) > 0.001f || std::fabs(GetPositionZ() - z) > 0.001f); if (relocated) { // move and update visible state if need if (GetTypeId() == TYPEID_PLAYER) GetMap()->PlayerRelocation(ToPlayer(), x, y, z, orientation); else GetMap()->CreatureRelocation(ToCreature(), x, y, z, orientation); } else if (turn) UpdateOrientation(orientation); UpdatePositionData(); _positionUpdateInfo.Relocated = relocated; _positionUpdateInfo.Turned = turn; return (relocated || turn); } bool Unit::UpdatePosition(Position const& pos, bool teleport) { return UpdatePosition(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation(), teleport); } //! Only server-side orientation update, does not broadcast to client void Unit::UpdateOrientation(float orientation) { SetOrientation(orientation); if (IsVehicle()) GetVehicleKit()->RelocatePassengers(); } //! Only server-side height update, does not broadcast to client void Unit::UpdateHeight(float newZ) { Relocate(GetPositionX(), GetPositionY(), newZ); if (IsVehicle()) GetVehicleKit()->RelocatePassengers(); } void Unit::ClearPendingMovementChangeForType(MovementChangeType changeType) { m_pendingMovementChanges.erase(changeType); } void Unit::AssignPendingMovementChange(MovementChangeType changeType, PlayerMovementPendingChange&& newChange) { m_pendingMovementChanges[changeType] = newChange; } PlayerMovementPendingChange const* Unit::GetPendingMovementChange(MovementChangeType changeType) const { return Trinity::Containers::MapGetValuePtr(m_pendingMovementChanges, changeType); } void Unit::CheckPendingMovementAcks() { if (sWorld->getIntConfig(CONFIG_PENDING_MOVE_CHANGES_TIMEOUT) == 0) return; if (!HasPendingMovementChange()) return; for (std::pair const pendingChange : m_pendingMovementChanges) { if (GameTime::GetGameTimeMS() > pendingChange.second.time + sWorld->getIntConfig(CONFIG_PENDING_MOVE_CHANGES_TIMEOUT)) { /* when players are teleported from one corner of a map to an other (example: from Dragonblight to the entrance of Naxxramas, both in the same map: Northend), is it done through what is called a 'near' teleport. A near teleport always involve teleporting a player from one point to an other in the same map, even if the distance is huge. When that distance is big enough, a loading screen appears on the client side. During that time, the client loads the surrounding zone of the new location (and everything it contains). The problem is that, as long as the client hasn't finished loading the new zone, it will NOT ack the near teleport. So if the server sends a near teleport order at a certain time and the client takes 20s to load the new zone (let's imagine a very slow computer), even with zero latency, the server will receive an ack from the client only after 20s. For this reason and because the current implementation is simple (you dear reader, feel free to improve it if you can), we will just ignore checking for near teleport acks (for now. @todo). */ if (pendingChange.second.movementChangeType == MovementChangeType::TELEPORT) return; GameClient* controller = GetGameClientMovingMe(); controller->GetWorldSession()->KickPlayer(); TC_LOG_INFO("cheat", "Unit::CheckPendingMovementAcks: Player GUID: %s took too long to acknowledge a movement change. He was therefore kicked.", controller->GetBasePlayer()->GetGUID().ToString().c_str()); break; } } } void Unit::PurgeAndApplyPendingMovementChanges(bool informObservers /* = true */) { for (std::pair const pendingChange : m_pendingMovementChanges) { float speedFlat = pendingChange.second.newValue; MovementChangeType changeType = pendingChange.second.movementChangeType; Optional moveType; switch (changeType) { case MovementChangeType::SPEED_CHANGE_WALK: moveType = MOVE_WALK; break; case MovementChangeType::SPEED_CHANGE_RUN: moveType = MOVE_RUN; break; case MovementChangeType::SPEED_CHANGE_RUN_BACK: moveType = MOVE_RUN_BACK; break; case MovementChangeType::SPEED_CHANGE_SWIM: moveType = MOVE_SWIM; break; case MovementChangeType::SPEED_CHANGE_SWIM_BACK: moveType = MOVE_SWIM_BACK; break; case MovementChangeType::RATE_CHANGE_TURN: moveType = MOVE_TURN_RATE; break; case MovementChangeType::SPEED_CHANGE_FLIGHT_SPEED: moveType = MOVE_FLIGHT; break; case MovementChangeType::SPEED_CHANGE_FLIGHT_BACK_SPEED: moveType = MOVE_FLIGHT_BACK; break; case MovementChangeType::RATE_CHANGE_PITCH: moveType = MOVE_PITCH_RATE; break; case MovementChangeType::GRAVITY_DISABLE: Unit::SetDisableGravity(pendingChange.second.apply); break; case MovementChangeType::SET_CAN_FLY: Unit::SetCanFly(pendingChange.second.apply); break; case MovementChangeType::SET_CAN_TRANSITION_BETWEEN_SWIM_AND_FLY: Unit::SetCanTransitionBetweenSwimAndFly(pendingChange.second.apply); break; case MovementChangeType::SET_COLLISION_HGT: break; default: ASSERT(false); return; } if (moveType.has_value()) { float newSpeedRate = speedFlat / (IsControlledByPlayer() ? playerBaseMoveSpeed[*moveType] : baseMoveSpeed[*moveType]); SetSpeedRateReal(*moveType, newSpeedRate); if (informObservers) MovementPacketSender::SendSpeedChangeToObservers(this, *moveType, speedFlat); } else if (informObservers) { switch (changeType) { case MovementChangeType::GRAVITY_DISABLE: case MovementChangeType::SET_CAN_FLY: case MovementChangeType::SET_CAN_TRANSITION_BETWEEN_SWIM_AND_FLY: MovementPacketSender::SendMovementFlagChangeToObservers(this); break; default: break; } } } m_pendingMovementChanges.clear(); } PlayerMovementPendingChange::PlayerMovementPendingChange() { time = GameTime::GetGameTimeMS(); } // baseRage means damage taken when attacker = false void Unit::RewardRage(uint32 baseRage, bool attacker) { float addRage; if (attacker) { addRage = baseRage; // Additional rage from attacks (e.g. Anger Management) AddPct(addRage, GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT)); } else { // Calculate rage from health and damage taken (formular taken from SimulationCraft) addRage = std::floor(0.5f + (baseRage * 18.92f / GetMaxHealth())); // Berserker Rage if (HasAura(18499)) addRage *= 2.0f; } addRage *= sWorld->getRate(RATE_POWER_RAGE_INCOME); ModifyPower(POWER_RAGE, uint32(addRage * 10)); } void Unit::StopAttackFaction(uint32 faction_id) { if (Unit* victim = GetVictim()) { if (victim->GetFactionTemplateEntry()->Faction == faction_id) { AttackStop(); if (IsNonMeleeSpellCast(false)) InterruptNonMeleeSpells(false); // melee and ranged forced attack cancel if (GetTypeId() == TYPEID_PLAYER) ToPlayer()->SendAttackSwingCancelAttack(); } } AttackerSet const& attackers = getAttackers(); for (AttackerSet::const_iterator itr = attackers.begin(); itr != attackers.end();) { if ((*itr)->GetFactionTemplateEntry()->Faction == faction_id) { (*itr)->AttackStop(); itr = attackers.begin(); } else ++itr; } std::vector refsToEnd; for (auto const& pair : m_combatManager.GetPvECombatRefs()) if (pair.second->GetOther(this)->GetFactionTemplateEntry()->Faction == faction_id) refsToEnd.push_back(pair.second); for (CombatReference* ref : refsToEnd) ref->EndCombat(); for (Unit* minion : m_Controlled) minion->StopAttackFaction(faction_id); } void Unit::OutDebugInfo() const { TC_LOG_ERROR("entities.unit", "Unit::OutDebugInfo"); TC_LOG_DEBUG("entities.unit", "%s name %s", GetGUID().ToString().c_str(), GetName().c_str()); TC_LOG_DEBUG("entities.unit", "Owner %s, Minion %s, Charmer %s, Charmed %s", GetOwnerOrCreatorGUID().ToString().c_str(), GetMinionGUID().ToString().c_str(), GetCharmerGUID().ToString().c_str(), GetCharmedGUID().ToString().c_str()); TC_LOG_DEBUG("entities.unit", "In world %u, unit type mask %u", (uint32)(IsInWorld() ? 1 : 0), m_unitTypeMask); if (IsInWorld()) TC_LOG_DEBUG("entities.unit", "Mapid %u", GetMapId()); std::ostringstream o; o << "Summon Slot: "; for (uint32 i = 0; i < MAX_SUMMON_SLOT; ++i) o << m_SummonSlot[i].ToString() << ", "; TC_LOG_DEBUG("entities.unit", "%s", o.str().c_str()); o.str(""); o << "Controlled List: "; for (ControlList::const_iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr) o << (*itr)->GetGUID().ToString() << ", "; TC_LOG_DEBUG("entities.unit", "%s", o.str().c_str()); o.str(""); o << "Aura List: "; for (AuraApplicationMap::const_iterator itr = m_appliedAuras.begin(); itr != m_appliedAuras.end(); ++itr) o << itr->first << ", "; TC_LOG_DEBUG("entities.unit", "%s", o.str().c_str()); o.str(""); if (IsVehicle()) { o << "Passenger List: "; for (SeatMap::iterator itr = GetVehicleKit()->Seats.begin(); itr != GetVehicleKit()->Seats.end(); ++itr) if (Unit* passenger = ObjectAccessor::GetUnit(*GetVehicleBase(), itr->second.Passenger.Guid)) o << passenger->GetGUID().ToString() << ", "; TC_LOG_DEBUG("entities.unit", "%s", o.str().c_str()); } if (GetVehicle()) TC_LOG_DEBUG("entities.unit", "On vehicle %u.", GetVehicleBase()->GetEntry()); } uint32 Unit::GetRemainingPeriodicAmount(ObjectGuid caster, uint32 spellId, AuraType auraType, uint8 effectIndex) const { uint32 amount = 0; AuraEffectList const& periodicAuras = GetAuraEffectsByType(auraType); for (AuraEffectList::const_iterator i = periodicAuras.begin(); i != periodicAuras.end(); ++i) { if ((*i)->GetCasterGUID() != caster || (*i)->GetId() != spellId || (*i)->GetEffIndex() != effectIndex || !(*i)->GetTotalTicks()) continue; amount += uint32(((*i)->GetAmount() * std::max((*i)->GetTotalTicks() - int32((*i)->GetTickNumber()), 0)) / (*i)->GetTotalTicks()); break; } return amount; } void Unit::SendClearTarget() { WorldPackets::Combat::BreakTarget packet; packet.UnitGUID = GetGUID(); SendMessageToSet(packet.Write(), false); } uint32 Unit::GetResistance(SpellSchoolMask mask) const { int32 resist = -1; for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i) if (mask & (1 << i) && (resist < 0 || resist > int32(GetResistance(SpellSchools(i))))) resist = int32(GetResistance(SpellSchools(i))); // resist value will never be negative here return uint32(resist); } void CharmInfo::SetIsCommandAttack(bool val) { _isCommandAttack = val; } bool CharmInfo::IsCommandAttack() { return _isCommandAttack; } void CharmInfo::SetIsCommandFollow(bool val) { _isCommandFollow = val; } bool CharmInfo::IsCommandFollow() { return _isCommandFollow; } void CharmInfo::SaveStayPosition() { //! At this point a new spline destination is enabled because of Unit::StopMoving() G3D::Vector3 stayPos = _unit->movespline->FinalDestination(); if (_unit->movespline->onTransport) if (TransportBase* transport = _unit->GetDirectTransport()) transport->CalculatePassengerPosition(stayPos.x, stayPos.y, stayPos.z); _stayX = stayPos.x; _stayY = stayPos.y; _stayZ = stayPos.z; } void CharmInfo::GetStayPosition(float &x, float &y, float &z) { x = _stayX; y = _stayY; z = _stayZ; } void CharmInfo::SetIsAtStay(bool val) { _isAtStay = val; } bool CharmInfo::IsAtStay() { return _isAtStay; } void CharmInfo::SetIsFollowing(bool val) { _isFollowing = val; } bool CharmInfo::IsFollowing() { return _isFollowing; } void CharmInfo::SetIsReturning(bool val) { _isReturning = val; } bool CharmInfo::IsReturning() { return _isReturning; } void Unit::SetOrientationTowards(WorldObject const* target) { SetOrientation(GetAngle(target)); } void Unit::SetFacingTo(float ori, bool force) { // do not face when already moving if (!force && (!IsStopped() || !movespline->Finalized())) return; Movement::MoveSplineInit init(this); init.MoveTo(GetPositionX(), GetPositionY(), GetPositionZ(), false); if (GetTransport()) init.DisableTransportPathTransformations(); // It makes no sense to target global orientation init.SetFacing(ori); init.Launch(); } void Unit::SetFacingToObject(WorldObject const* object, bool force) { // do not face when already moving if (!force && (!IsStopped() || !movespline->Finalized())) return; /// @todo figure out under what conditions creature will move towards object instead of facing it where it currently is. Movement::MoveSplineInit init(this); init.MoveTo(GetPositionX(), GetPositionY(), GetPositionZ(), false); init.SetFacing(GetAngle(object)); // when on transport, GetAngle will still return global coordinates (and angle) that needs transforming init.Launch(); } bool Unit::SetWalk(bool enable) { if (enable == IsWalking()) return false; if (enable) AddUnitMovementFlag(MOVEMENTFLAG_WALKING); else RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING); ///@ TODO: Find proper opcode for walk mode setting in player mind controlling a player case if (enable) Movement::PacketSender(this, SMSG_SPLINE_MOVE_SET_WALK_MODE, SMSG_SPLINE_MOVE_SET_WALK_MODE).Send(); else Movement::PacketSender(this, SMSG_SPLINE_MOVE_SET_RUN_MODE, SMSG_SPLINE_MOVE_SET_RUN_MODE).Send(); return true; } bool Unit::SetDisableGravity(bool disable, bool packetOnly /*= false*/, bool /*updateAnimationTier = true*/) { if (!packetOnly) { if (disable == IsGravityDisabled()) return false; if (disable) { AddUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY); RemoveUnitMovementFlag(MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_SPLINE_ELEVATION); SetFall(false); } else { RemoveUnitMovementFlag(MOVEMENTFLAG_DISABLE_GRAVITY); if (!HasUnitMovementFlag(MOVEMENTFLAG_CAN_FLY)) SetFall(true); } } return true; } bool Unit::SetFall(bool enable) { if (enable == HasUnitMovementFlag(MOVEMENTFLAG_FALLING)) return false; if (enable) { AddUnitMovementFlag(MOVEMENTFLAG_FALLING); m_movementInfo.SetFallTime(0); } else RemoveUnitMovementFlag(MOVEMENTFLAG_FALLING | MOVEMENTFLAG_FALLING_FAR); return true; } bool Unit::SetSwim(bool enable) { if (enable == HasUnitMovementFlag(MOVEMENTFLAG_SWIMMING)) return false; if (enable) AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING); else RemoveUnitMovementFlag(MOVEMENTFLAG_SWIMMING); if (enable) Movement::PacketSender(this, SMSG_SPLINE_MOVE_START_SWIM, NULL_OPCODE).Send(); else Movement::PacketSender(this, SMSG_SPLINE_MOVE_STOP_SWIM, NULL_OPCODE).Send(); return true; } bool Unit::SetCanFly(bool enable, bool packetOnly) { if (!packetOnly) { if (enable == HasUnitMovementFlag(MOVEMENTFLAG_CAN_FLY)) return false; if (enable) { AddUnitMovementFlag(MOVEMENTFLAG_CAN_FLY); RemoveUnitMovementFlag(MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_SPLINE_ELEVATION); SetFall(false); } else { if (IsFlying() && !IsGravityDisabled()) SetFall(true); RemoveUnitMovementFlag(MOVEMENTFLAG_CAN_FLY | MOVEMENTFLAG_MASK_MOVING_FLY); } } return true; } bool Unit::SetCanTransitionBetweenSwimAndFly(bool enable) { if (enable == HasExtraUnitMovementFlag(MOVEMENTFLAG2_CAN_SWIM_TO_FLY_TRANS)) return false; if (enable) AddExtraUnitMovementFlag(MOVEMENTFLAG2_CAN_SWIM_TO_FLY_TRANS); else RemoveExtraUnitMovementFlag(MOVEMENTFLAG2_CAN_SWIM_TO_FLY_TRANS); return true; } bool Unit::SetWaterWalking(bool enable, bool packetOnly /*= false */) { if (!packetOnly) { if (enable == HasUnitMovementFlag(MOVEMENTFLAG_WATERWALKING)) return false; if (enable) AddUnitMovementFlag(MOVEMENTFLAG_WATERWALKING); else RemoveUnitMovementFlag(MOVEMENTFLAG_WATERWALKING); } if (enable) Movement::PacketSender(this, SMSG_SPLINE_MOVE_SET_WATER_WALK, SMSG_MOVE_WATER_WALK).Send(); else Movement::PacketSender(this, SMSG_SPLINE_MOVE_SET_LAND_WALK, SMSG_MOVE_LAND_WALK).Send(); return true; } bool Unit::SetFeatherFall(bool enable, bool packetOnly /*= false */) { if (!packetOnly) { if (enable == HasUnitMovementFlag(MOVEMENTFLAG_FALLING_SLOW)) return false; if (enable) AddUnitMovementFlag(MOVEMENTFLAG_FALLING_SLOW); else RemoveUnitMovementFlag(MOVEMENTFLAG_FALLING_SLOW); } if (enable) Movement::PacketSender(this, SMSG_SPLINE_MOVE_SET_FEATHER_FALL, SMSG_MOVE_FEATHER_FALL).Send(); else Movement::PacketSender(this, SMSG_SPLINE_MOVE_SET_NORMAL_FALL, SMSG_MOVE_NORMAL_FALL).Send(); return true; } bool Unit::SetHover(bool enable, bool packetOnly /*= false*/, bool /*updateAnimationTier = true*/) { if (!packetOnly) { if (enable == HasUnitMovementFlag(MOVEMENTFLAG_HOVER)) return false; float hoverHeight = GetFloatValue(UNIT_FIELD_HOVERHEIGHT); if (enable) { //! No need to check height on ascent AddUnitMovementFlag(MOVEMENTFLAG_HOVER); if (hoverHeight && GetPositionZ() - GetFloorZ() < hoverHeight) UpdateHeight(GetPositionZ() + hoverHeight); } else { RemoveUnitMovementFlag(MOVEMENTFLAG_HOVER); //! Dying creatures will MoveFall from setDeathState if (hoverHeight && (!isDying() || GetTypeId() != TYPEID_UNIT)) { float newZ = std::max(GetFloorZ(), GetPositionZ() - hoverHeight); UpdateAllowedPositionZ(GetPositionX(), GetPositionY(), newZ); UpdateHeight(newZ); } } } if (enable) Movement::PacketSender(this, SMSG_SPLINE_MOVE_SET_HOVER, SMSG_MOVE_SET_HOVER).Send(); else Movement::PacketSender(this, SMSG_SPLINE_MOVE_UNSET_HOVER, SMSG_MOVE_UNSET_HOVER).Send(); SendSetPlayHoverAnim(enable); return true; } void Unit::SendSetVehicleRecId(uint32 vehicleId) { WorldPackets::Vehicle::SetVehicleRecID setVehicleRec; setVehicleRec.VehicleGUID = GetGUID(); setVehicleRec.VehicleRecID = vehicleId; SendMessageToSet(setVehicleRec.Write(), true); } void Unit::SendSetPlayHoverAnim(bool enable) { WorldPackets::Misc::SetPlayHoverAnim packet; packet.UnitGUID = GetGUID(); packet.PlayHoverAnim = enable; SendMessageToSet(packet.Write(), IsPlayer()); } void Unit::SendMovementSetSplineAnim(AnimationTier anim) { WorldPackets::Misc::SetAnimTier packet; packet.Unit = GetGUID(); packet.Tier = AsUnderlyingType(anim); SendMessageToSet(packet.Write(), false); } bool Unit::IsSplineEnabled() const { return movespline->Initialized() && !movespline->Finalized(); } void Unit::BuildValuesUpdate(uint8 updateType, ByteBuffer* data, Player* target) const { if (!target) return; ByteBuffer fieldBuffer; uint32 valCount = m_valuesCount; uint32* flags = UnitUpdateFieldFlags; uint32 visibleFlag = UF_FLAG_PUBLIC; if (target == this) visibleFlag |= UF_FLAG_PRIVATE; else if (GetTypeId() == TYPEID_PLAYER) valCount = PLAYER_END_NOT_SELF; UpdateMaskPacketBuilder updateMask(valCount); Player* plr = GetCharmerOrOwnerPlayerOrPlayerItself(); if (GetOwnerGUID() == target->GetGUID()) visibleFlag |= UF_FLAG_OWNER; if (HasFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_SPECIALINFO)) if (HasAuraTypeWithCaster(SPELL_AURA_EMPATHY, target->GetGUID())) visibleFlag |= UF_FLAG_SPECIAL_INFO; if (plr && plr->IsInSameRaidWith(target)) visibleFlag |= UF_FLAG_PARTY_MEMBER; if (IsCreature()) visibleFlag |= UF_FLAG_UNIT_ALL; Creature const* creature = ToCreature(); for (uint16 index = 0; index < valCount; ++index) { if (_fieldNotifyFlags & flags[index] || ((flags[index] & visibleFlag) & UF_FLAG_SPECIAL_INFO) || ((updateType == UPDATETYPE_VALUES ? _changesMask.GetBit(index) : m_uint32Values[index]) && (flags[index] & visibleFlag)) || (index == UNIT_FIELD_AURASTATE && HasFlag(UNIT_FIELD_AURASTATE, PER_CASTER_AURA_STATE_MASK))) { updateMask.SetBit(index); if (index == UNIT_NPC_FLAGS) { uint32 appendValue = m_uint32Values[UNIT_NPC_FLAGS]; if (creature) { if (!target->CanSeeSpellClickOn(creature)) appendValue &= ~UNIT_NPC_FLAG_SPELLCLICK; if (!creature->IsClassTrainerOf(target)) appendValue &= ~UNIT_NPC_FLAG_TRAINER_CLASS; } fieldBuffer << uint32(appendValue); } else if (index == UNIT_FIELD_AURASTATE) { // Check per caster aura states to not enable using a spell in client if specified aura is not by target fieldBuffer << BuildAuraStateUpdateForTarget(target); } // FIXME: Some values at server stored in float format but must be sent to client in uint32 format else if (index >= UNIT_FIELD_BASEATTACKTIME && index <= UNIT_FIELD_RANGEDATTACKTIME) { // convert from float to uint32 and send fieldBuffer << uint32(m_floatValues[index] < 0 ? 0 : m_floatValues[index]); } // there are some float values which may be negative or can't get negative due to other checks else if ((index >= UNIT_FIELD_NEGSTAT0 && index <= UNIT_FIELD_NEGSTAT4) || (index >= UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE && index <= (UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE + 6)) || (index >= UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE && index <= (UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE + 6)) || (index >= UNIT_FIELD_POSSTAT0 && index <= UNIT_FIELD_POSSTAT4)) { fieldBuffer << uint32(m_floatValues[index]); } // Gamemasters should be always able to select units - remove not selectable flag else if (index == UNIT_FIELD_FLAGS) { uint32 appendValue = m_uint32Values[UNIT_FIELD_FLAGS]; if (target->IsGameMaster()) appendValue &= ~UNIT_FLAG_NOT_SELECTABLE; fieldBuffer << uint32(appendValue); } // use modelid_a if not gm, _h if gm for CREATURE_FLAG_EXTRA_TRIGGER creatures else if (index == UNIT_FIELD_DISPLAYID) { uint32 displayId = m_uint32Values[UNIT_FIELD_DISPLAYID]; if (creature) { CreatureTemplate const* cinfo = creature->GetCreatureTemplate(); // this also applies for transform auras if (SpellInfo const* transform = sSpellMgr->GetSpellInfo(getTransForm())) for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) if (transform->Effects[i].IsAura(SPELL_AURA_TRANSFORM)) if (CreatureTemplate const* transformInfo = sObjectMgr->GetCreatureTemplate(transform->Effects[i].MiscValue)) { cinfo = transformInfo; break; } if (cinfo->flags_extra & CREATURE_FLAG_EXTRA_TRIGGER) if (target->IsGameMaster()) displayId = cinfo->GetFirstVisibleModel(); } fieldBuffer << uint32(displayId); } // hide lootable animation for unallowed players else if (index == UNIT_DYNAMIC_FLAGS) { uint32 dynamicFlags = m_uint32Values[UNIT_DYNAMIC_FLAGS] & ~(UNIT_DYNFLAG_TAPPED | UNIT_DYNFLAG_TAPPED_BY_PLAYER); if (creature) { if (creature->hasLootRecipient()) { dynamicFlags |= UNIT_DYNFLAG_TAPPED; if (creature->isTappedBy(target)) dynamicFlags |= UNIT_DYNFLAG_TAPPED_BY_PLAYER; } if (!target->isAllowedToLoot(creature)) dynamicFlags &= ~UNIT_DYNFLAG_LOOTABLE; } // unit UNIT_DYNFLAG_TRACK_UNIT should only be sent to caster of SPELL_AURA_MOD_STALKED auras if (dynamicFlags & UNIT_DYNFLAG_TRACK_UNIT) if (!HasAuraTypeWithCaster(SPELL_AURA_MOD_STALKED, target->GetGUID())) dynamicFlags &= ~UNIT_DYNFLAG_TRACK_UNIT; fieldBuffer << dynamicFlags; } // FG: pretend that OTHER players in own group are friendly ("blue") else if (index == UNIT_FIELD_BYTES_2 || index == UNIT_FIELD_FACTIONTEMPLATE) { if (IsControlledByPlayer() && target != this && sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GROUP) && IsInRaidWith(target)) { FactionTemplateEntry const* ft1 = GetFactionTemplateEntry(); FactionTemplateEntry const* ft2 = target->GetFactionTemplateEntry(); if (ft1 && ft2 && !ft1->IsFriendlyTo(*ft2)) { if (index == UNIT_FIELD_BYTES_2) // Allow targetting opposite faction in party when enabled in config fieldBuffer << (m_uint32Values[UNIT_FIELD_BYTES_2] & ((UNIT_BYTE2_FLAG_SANCTUARY /*| UNIT_BYTE2_FLAG_AURAS | UNIT_BYTE2_FLAG_UNK5*/) << 8)); // this flag is at uint8 offset 1 !! else // pretend that all other HOSTILE players have own faction, to allow follow, heal, rezz (trade wont work) fieldBuffer << uint32(target->GetFaction()); } else fieldBuffer << m_uint32Values[index]; } else fieldBuffer << m_uint32Values[index]; } else { // send in current format (float as float, uint32 as uint32) fieldBuffer << m_uint32Values[index]; } } } updateMask.AppendToPacket(data); data->append(fieldBuffer); } void Unit::DestroyForPlayer(Player* target, bool /*onDeath = false*/) const { if (Battleground* bg = target->GetBattleground()) { if (bg->isArena()) { WorldPacket data(SMSG_ARENA_UNIT_DESTROYED, 8); data << GetGUID(); target->SendDirectMessage(&data); } } WorldObject::DestroyForPlayer(target); } int32 Unit::GetHighestExclusiveSameEffectSpellGroupValue(AuraEffect const* aurEff, AuraType auraType, bool checkMiscValue /*= false*/, int32 miscValue /*= 0*/) const { int32 val = 0; SpellSpellGroupMapBounds spellGroup = sSpellMgr->GetSpellSpellGroupMapBounds(aurEff->GetSpellInfo()->GetFirstRankSpell()->Id); for (SpellSpellGroupMap::const_iterator itr = spellGroup.first; itr != spellGroup.second ; ++itr) { if (sSpellMgr->GetSpellGroupStackRule(itr->second) == SPELL_GROUP_STACK_RULE_EXCLUSIVE_SAME_EFFECT) { AuraEffectList const& auraEffList = GetAuraEffectsByType(auraType); for (AuraEffectList::const_iterator auraItr = auraEffList.begin(); auraItr != auraEffList.end(); ++auraItr) { if (aurEff != (*auraItr) && (!checkMiscValue || (*auraItr)->GetMiscValue() == miscValue) && sSpellMgr->IsSpellMemberOfSpellGroup((*auraItr)->GetSpellInfo()->Id, itr->second)) { // absolute value only if (abs(val) < abs((*auraItr)->GetAmount())) val = (*auraItr)->GetAmount(); } } } } return val; } void Unit::UpdateLastDamagedTime(SpellInfo const* spellProto) { if (GetTypeId() != TYPEID_UNIT || IsPet()) return; if (spellProto && spellProto->HasAura(SPELL_AURA_DAMAGE_SHIELD)) return; SetLastDamagedTime(GameTime::GetGameTime()); } bool Unit::IsHighestExclusiveAura(Aura const* aura, bool removeOtherAuraApplications /*= false*/) { for (uint32 i = 0; i < MAX_SPELL_EFFECTS; ++i) if (AuraEffect const* aurEff = aura->GetEffect(i)) if (!IsHighestExclusiveAuraEffect(aura->GetSpellInfo(), aurEff->GetAuraType(), aurEff->GetAmount(), aura->GetEffectMask(), removeOtherAuraApplications)) return false; return true; } bool Unit::IsHighestExclusiveAuraEffect(SpellInfo const* spellInfo, AuraType auraType, int32 effectAmount, uint8 auraEffectMask, bool removeOtherAuraApplications /*= false*/) { AuraEffectList const& auras = GetAuraEffectsByType(auraType); for (Unit::AuraEffectList::const_iterator itr = auras.begin(); itr != auras.end();) { AuraEffect const* existingAurEff = (*itr); ++itr; if (sSpellMgr->CheckSpellGroupStackRules(spellInfo, existingAurEff->GetSpellInfo()) == SPELL_GROUP_STACK_RULE_EXCLUSIVE_HIGHEST) { int32 diff = abs(effectAmount) - abs(existingAurEff->GetAmount()); if (!diff) for (int32 i = 0; i < MAX_SPELL_EFFECTS; ++i) diff += int32((auraEffectMask & (1 << i)) >> i) - int32((existingAurEff->GetBase()->GetEffectMask() & (1 << i)) >> i); if (diff > 0) { Aura const* base = existingAurEff->GetBase(); // no removing of area auras from the original owner, as that completely cancels them if (removeOtherAuraApplications && (!base->IsArea() || base->GetOwner() != this)) { if (AuraApplication* aurApp = existingAurEff->GetBase()->GetApplicationOfTarget(GetGUID())) { bool hasMoreThanOneEffect = base->HasMoreThanOneEffectForType(auraType); uint32 removedAuras = m_removedAurasCount; RemoveAura(aurApp); if (hasMoreThanOneEffect || m_removedAurasCount > removedAuras + 1) itr = auras.begin(); } } } else if (diff < 0) return false; } } return true; } void Unit::Talk(std::string const& text, ChatMsg msgType, Language language, float textRange, WorldObject const* target) { Trinity::CustomChatTextBuilder builder(this, msgType, text, language, target); Trinity::LocalizedPacketDo localizer(builder); Trinity::PlayerDistWorker > worker(this, textRange, localizer); Cell::VisitWorldObjects(this, worker, textRange); } void Unit::Say(std::string const& text, Language language, WorldObject const* target /*= nullptr*/) { Talk(text, CHAT_MSG_MONSTER_SAY, language, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_SAY), target); } void Unit::Yell(std::string const& text, Language language, WorldObject const* target /*= nullptr*/) { Talk(text, CHAT_MSG_MONSTER_YELL, language, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_YELL), target); } void Unit::TextEmote(std::string const& text, WorldObject const* target /*= nullptr*/, bool isBossEmote /*= false*/) { Talk(text, isBossEmote ? CHAT_MSG_RAID_BOSS_EMOTE : CHAT_MSG_MONSTER_EMOTE, LANG_UNIVERSAL, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE), target); } void Unit::Whisper(std::string const& text, Language language, Player* target, bool isBossWhisper /*= false*/) { if (!target) return; LocaleConstant locale = target->GetSession()->GetSessionDbLocaleIndex(); WorldPacket data; ChatHandler::BuildChatPacket(data, isBossWhisper ? CHAT_MSG_RAID_BOSS_WHISPER : CHAT_MSG_MONSTER_WHISPER, language, this, target, text, 0, "", locale); target->SendDirectMessage(&data); } void Unit::Talk(uint32 textId, ChatMsg msgType, float textRange, WorldObject const* target) { if (!sObjectMgr->GetBroadcastText(textId)) { TC_LOG_ERROR("entities.unit", "WorldObject::MonsterText: `broadcast_text` (ID: %u) was not found", textId); return; } Trinity::BroadcastTextBuilder builder(this, msgType, textId, getGender(), target); Trinity::LocalizedPacketDo localizer(builder); Trinity::PlayerDistWorker > worker(this, textRange, localizer); Cell::VisitWorldObjects(this, worker, textRange); } void Unit::Say(uint32 textId, WorldObject const* target /*= nullptr*/) { Talk(textId, CHAT_MSG_MONSTER_SAY, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_SAY), target); } void Unit::Yell(uint32 textId, WorldObject const* target /*= nullptr*/) { Talk(textId, CHAT_MSG_MONSTER_YELL, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_YELL), target); } void Unit::TextEmote(uint32 textId, WorldObject const* target /*= nullptr*/, bool isBossEmote /*= false*/) { Talk(textId, isBossEmote ? CHAT_MSG_RAID_BOSS_EMOTE : CHAT_MSG_MONSTER_EMOTE, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE), target); } void Unit::Whisper(uint32 textId, Player* target, bool isBossWhisper /*= false*/) { if (!target) return; BroadcastText const* bct = sObjectMgr->GetBroadcastText(textId); if (!bct) { TC_LOG_ERROR("entities.unit", "WorldObject::MonsterWhisper: `broadcast_text` was not %u found", textId); return; } LocaleConstant locale = target->GetSession()->GetSessionDbLocaleIndex(); WorldPacket data; ChatHandler::BuildChatPacket(data, isBossWhisper ? CHAT_MSG_RAID_BOSS_WHISPER : CHAT_MSG_MONSTER_WHISPER, LANG_UNIVERSAL, this, target, bct->GetText(locale, getGender()), 0, "", locale); target->SendDirectMessage(&data); } // Returns collisionheight of the unit. If it is 0, it returns DEFAULT_COLLISION_HEIGHT. float Unit::GetCollisionHeight() const { float scaleMod = GetObjectScale(); // 99% sure about this if (IsMounted()) { if (CreatureDisplayInfoEntry const* mountDisplayInfo = sCreatureDisplayInfoStore.LookupEntry(GetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID))) { if (CreatureModelDataEntry const* mountModelData = sCreatureModelDataStore.LookupEntry(mountDisplayInfo->ModelID)) { CreatureDisplayInfoEntry const* displayInfo = sCreatureDisplayInfoStore.AssertEntry(GetNativeDisplayId()); CreatureModelDataEntry const* modelData = sCreatureModelDataStore.AssertEntry(displayInfo->ModelID); float const collisionHeight = scaleMod * (mountModelData->MountHeight + modelData->CollisionHeight * modelData->ModelScale * displayInfo->CreatureModelScale * 0.5f); return collisionHeight == 0.0f ? DEFAULT_COLLISION_HEIGHT : collisionHeight; } } } //! Dismounting case - use basic default model data CreatureDisplayInfoEntry const* displayInfo = sCreatureDisplayInfoStore.AssertEntry(GetNativeDisplayId()); CreatureModelDataEntry const* modelData = sCreatureModelDataStore.AssertEntry(displayInfo->ModelID); float const collisionHeight = scaleMod * modelData->CollisionHeight * modelData->ModelScale * displayInfo->CreatureModelScale; return collisionHeight == 0.0f ? DEFAULT_COLLISION_HEIGHT : collisionHeight; } SpellInfo const* Unit::GetCastSpellInfo(SpellInfo const* spellInfo) const { Unit::AuraEffectList swaps = GetAuraEffectsByType(SPELL_AURA_OVERRIDE_ACTIONBAR_SPELLS); Unit::AuraEffectList const& swaps2 = GetAuraEffectsByType(SPELL_AURA_OVERRIDE_ACTIONBAR_SPELLS_TRIGGERED); if (!swaps2.empty()) swaps.insert(swaps.end(), swaps2.begin(), swaps2.end()); for (AuraEffect const* auraEffect : swaps) { if (uint32(auraEffect->GetMiscValue()) == spellInfo->Id || auraEffect->IsAffectingSpell(spellInfo)) if (SpellInfo const* newInfo = sSpellMgr->GetSpellInfo(auraEffect->GetAmount())) return newInfo; } return spellInfo; } bool Unit::CanExecutePendingSpellCastRequest(SpellInfo const* spellInfo) const { // Generic and melee spells have to wait, channeled spells can be processed immediately. if (!GetCurrentSpell(CURRENT_CHANNELED_SPELL) && HasUnitState(UNIT_STATE_CASTING)) return false; // Waiting for the global cooldown to expire if (GetSpellHistory()->GetRemainingGlobalCooldown(spellInfo) > 0) return false; return true; } void Unit::RequestSpellCast(PendingSpellCastRequest castRequest, SpellInfo const* spellInfo) { // We are overriding an already existing spell cast request so inform the client that the old cast is being replaced if (_pendingSpellCastRequest.has_value()) CancelPendingCastRequest(); _pendingSpellCastRequest = castRequest; // If we can process the cast request right now, do it. if (CanExecutePendingSpellCastRequest(spellInfo)) ProcessPendingSpellCastRequest(); } void Unit::CancelPendingCastRequest() { if (!_pendingSpellCastRequest.has_value()) return; // We have to inform the client that the cast has been canceled to avoid the cast button to stay highlightened if (IsPlayer()) { // @todo: convert to packet class WorldPacket data(SMSG_CAST_FAILED, 1 + 4 + 1); data << uint8(_pendingSpellCastRequest->CastRequest.CastID); data << uint32(_pendingSpellCastRequest->CastRequest.SpellID); data << uint8(SPELL_FAILED_DONT_REPORT); ToPlayer()->SendDirectMessage(&data); } _pendingSpellCastRequest.reset(); } // A spell can be queued up within 400 milliseconds before global cooldown expires or the cast finishes static constexpr uint16 const SPELL_QUEUE_TIME_WINDOW = 400; bool Unit::CanRequestSpellCast(SpellInfo const* spellInfo) const { if (GetSpellHistory()->GetRemainingGlobalCooldown(spellInfo) > SPELL_QUEUE_TIME_WINDOW) return false; for (CurrentSpellTypes spellSlot : { CURRENT_MELEE_SPELL, CURRENT_GENERIC_SPELL }) if (Spell const* spell = GetCurrentSpell(spellSlot)) if (spell->GetRemainingCastTime() > SPELL_QUEUE_TIME_WINDOW) return false; return true; } void Unit::ProcessPendingSpellCastRequest() { if (!_pendingSpellCastRequest.has_value()) return; // Sanity check. If the player requested an invalid spell cast, just skip the request. SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(_pendingSpellCastRequest->CastRequest.SpellID); if (!spellInfo) { _pendingSpellCastRequest.reset(); return; } // Waiting for ongoing casts to finish and the global cooldown to expire. if (!CanExecutePendingSpellCastRequest(spellInfo)) return; // Spell can be executed now. Check data and prepare cast. Unit* caster = this; // Process packet provided targets SpellCastTargets targets(caster, _pendingSpellCastRequest->CastRequest); // The spell cast has been requested by using an item. Handle the cast accordingly. if (_pendingSpellCastRequest->CastItemData.has_value()) { ProcessItemCast(*_pendingSpellCastRequest, targets); _pendingSpellCastRequest.reset(); return; } if (caster->IsCreature() && !caster->ToCreature()->HasSpell(spellInfo->Id)) { // If the vehicle creature does not have the spell but it allows the passenger to cast own spells // change caster to player and let him cast Unit* charmer = caster->GetCharmer(); if (charmer && (!charmer->IsOnVehicle(this) || spellInfo->CheckVehicle(charmer) != SPELL_CAST_OK)) return; caster = charmer; } if (caster->GetTypeId() == TYPEID_PLAYER && !caster->ToPlayer()->HasActiveSpell(spellInfo->Id) && !spellInfo->IsRaidMarker() && !caster->ToPlayer()->HasArchProject(static_cast(spellInfo->ResearchProjectId))) { bool allow = false; // allow casting of unknown spells for special lock cases if (GameObject *go = targets.GetGOTarget()) if (go->GetSpellForLock(caster->ToPlayer()) == spellInfo) allow = true; // TODO: Preparation for #23204 // allow casting of spells triggered by clientside periodic trigger auras /* if (caster->HasAuraTypeWithTriggerSpell(SPELL_AURA_PERIODIC_TRIGGER_SPELL_FROM_CLIENT, spellId)) { allow = true; triggerFlag = TRIGGERED_FULL_MASK; } */ if (!allow) { _pendingSpellCastRequest.reset(); return; } } // Check possible spell cast overrides spellInfo = caster->GetCastSpellInfo(spellInfo); // can't use our own spells when we're in possession of another unit, if (caster->isPossessing()) { _pendingSpellCastRequest.reset(); return; } // Client is resending autoshot cast opcode when other spell is cast during shoot rotation // Skip it to prevent "interrupt" message // Also check targets! target may have changed and we need to interrupt current spell if (spellInfo->IsAutoRepeatRangedSpell()) { if (Spell* spell = caster->GetCurrentSpell(CURRENT_AUTOREPEAT_SPELL)) { if (spell->m_spellInfo == spellInfo && spell->m_targets.GetUnitTargetGUID() == targets.GetUnitTargetGUID()) { _pendingSpellCastRequest.reset(); return; } } } // auto-selection buff level base at target level (in spellInfo) // TODO: is this even necessary? client already seems to send correct rank for "standard" buffs if (spellInfo->IsPositive()) { if (Unit* target = targets.GetUnitTarget()) { SpellInfo const* actualSpellInfo = spellInfo->GetAuraRankForLevel(target->getLevel()); // if rank not found then function return NULL but in explicit cast case original spell can be cast and later failed with appropriate error message if (actualSpellInfo) spellInfo = actualSpellInfo; } } if (!_pendingSpellCastRequest->CastRequest.Weight.empty()) { ArchData archaeologyCastData; for (WorldPackets::Spells::SpellWeight const& weight : _pendingSpellCastRequest->CastRequest.Weight) { switch (weight.Type) { case 1: // Currency archaeologyCastData.FragId = weight.ID; archaeologyCastData.FragCount = weight.Quantity; break; case 2: // Item archaeologyCastData.KeyId = weight.ID; archaeologyCastData.KeyCount = weight.Quantity; break; default: break; } } if (Player* player = caster->ToPlayer()) player->SetArchData(archaeologyCastData); } Spell* spell = new Spell(caster, spellInfo, TRIGGERED_NONE, ObjectGuid::Empty, false); spell->m_cast_count = _pendingSpellCastRequest->CastRequest.CastID; // set count of casts spell->m_glyphIndex = _pendingSpellCastRequest->CastRequest.Misc; spell->prepare(targets); _pendingSpellCastRequest.reset(); } void Unit::ProcessItemCast(PendingSpellCastRequest const& castRequest, SpellCastTargets const& targets) { Player* player = ToPlayer(); if (!player || !castRequest.CastItemData.has_value()) return; Item* item = player->GetUseableItemByPos(castRequest.CastItemData->BagSlot, castRequest.CastItemData->Slot); if (!item) { player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, nullptr, nullptr); return; } if (item->GetGUID() != castRequest.CastItemData->CastItem) { player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, nullptr, nullptr); return; } ItemTemplate const* proto = item->GetTemplate(); if (!proto) { player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, item, nullptr); return; } // some item classes can be used only in equipped state if (proto->GetInventoryType() != INVTYPE_NON_EQUIP && !item->IsEquipped()) { player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, item, nullptr); return; } InventoryResult msg = player->CanUseItem(item); if (msg != EQUIP_ERR_OK) { player->SendEquipError(msg, item, nullptr); return; } // only allow conjured consumable, bandage, poisons (all should have the 2^21 item flag set in DB) if (proto->GetClass() == ITEM_CLASS_CONSUMABLE && !(proto->GetFlags() & ITEM_FLAG_IGNORE_DEFAULT_ARENA_RESTRICTIONS) && player->InArena()) { player->SendEquipError(EQUIP_ERR_NOT_DURING_ARENA_MATCH, item, nullptr); return; } // don't allow items banned in arena if ((proto->GetFlags() & ITEM_FLAG_NOT_USEABLE_IN_ARENA) && player->InArena()) { player->SendEquipError(EQUIP_ERR_NOT_DURING_ARENA_MATCH, item, nullptr); return; } if (player->IsInCombat()) { for (ItemEffect const& effect : proto->Effects) { if (SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(effect.SpellID)) { if (!spellInfo->CanBeUsedInCombat()) { player->SendEquipError(EQUIP_ERR_NOT_IN_COMBAT, item, nullptr); return; } } } } // check also BIND_ON_ACQUIRE and BIND_QUEST for .additem or .additemset case by GM (not binded at adding to inventory) if (item->GetTemplate()->GetBonding() == BIND_ON_USE || item->GetTemplate()->GetBonding() == BIND_ON_ACQUIRE || item->GetTemplate()->GetBonding() == BIND_QUEST) { if (!item->IsSoulBound()) { item->SetState(ITEM_CHANGED, player); item->SetBinding(true); } } player->RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::ItemUse); // Note: If script stop casting it must send appropriate data to client to prevent stuck item in gray state. if (!sScriptMgr->OnItemUse(player, item, targets)) { // no script or script not process request by self player->CastItemUseSpell(item, targets, castRequest.CastRequest.CastID, castRequest.CastRequest.Misc); } } void Unit::SetGameClientMovingMe(GameClient* gameClientMovingMe) { _gameClientMovingMe = gameClientMovingMe; }